fteqw/engine/gl/gl_model.c
Mark Olsen 19476733cb allready -> already.
git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@1171 fc73d0e0-1445-4013-8a0c-d673dee63da5
2005-07-28 15:22:15 +00:00

3340 lines
76 KiB
C

/*
Copyright (C) 1996-1997 Id Software, Inc.
This program is free software; you can redistribute it and/or
modify it under the terms of the GNU General Public License
as published by the Free Software Foundation; either version 2
of the License, or (at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
See the GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program; if not, write to the Free Software
Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
*/
// models.c -- model loading and caching
// models are the only shared resource between a client and server running
// on the same machine.
#include "quakedef.h"
#ifdef RGLQUAKE
#include "glquake.h"
#ifdef Q3SHADERS
#include "shader.h"
#endif
extern int gl_bumpmappingpossible;
qboolean isnotmap = true; //used to not warp ammo models.
#ifndef SWQUAKE
model_t *loadmodel;
char loadname[32]; // for hunk tags
#else
extern model_t *loadmodel;
extern char loadname[32]; // for hunk tags
#endif
void CM_Init(void);
void GLMod_LoadSpriteModel (model_t *mod, void *buffer);
void GLMod_LoadSprite2Model (model_t *mod, void *buffer);
void GLMod_LoadBrushModel (model_t *mod, void *buffer);
#ifdef Q2BSPS
void Mod_LoadQ2BrushModel (model_t *mod, void *buffer);
#endif
void Mod_LoadHLModel (model_t *mod, void *buffer);
void Mod_LoadAlias3Model (model_t *mod, void *buffer);
void Mod_LoadGroupModel (model_t *mod, void *buffer);
#ifdef ZYMOTICMODELS
void GLMod_LoadZymoticModel(model_t *mod, void *buffer);
#endif
model_t *GLMod_LoadModel (model_t *mod, qboolean crash);
#ifdef DOOMWADS
qboolean Mod_LoadDoomLevel(model_t *mod);
#endif
void GL_LoadQ1Model (model_t *mod, void *buffer);
#ifdef MD2MODELS
void GL_LoadQ2Model (model_t *mod, void *buffer);
#endif
#ifdef MD3MODELS
void GL_LoadQ3Model (model_t *mod, void *buffer);
#endif
#ifdef DOOMWADS
void GLMod_LoadDoomSprite (model_t *mod);
#endif
#define MAX_MOD_KNOWN 2048
#ifndef SWQUAKE
qbyte mod_novis[MAX_MAP_LEAFS/8];
model_t mod_known[MAX_MOD_KNOWN];
int mod_numknown;
#else
extern qbyte mod_novis[MAX_MAP_LEAFS/8];
extern model_t mod_known[MAX_MOD_KNOWN];
extern int mod_numknown;
#endif
extern cvar_t r_loadlits;
#ifdef SPECULAR
extern cvar_t gl_specular;
#endif
extern cvar_t r_fb_bmodels;
#ifdef RUNTIMELIGHTING
model_t *lightmodel;
int numlightdata;
qboolean writelitfile;
int relitsurface;
void GLMod_UpdateLightmap(int snum)
{
msurface_t *s;
if (lightmodel)
{
// int i;
// for (s = lightmodel->surfaces,i=0; i < lightmodel->numsurfaces; i++,s++)
// s->cached_dlight = -1;
if (snum < lightmodel->numsurfaces)
{
s = lightmodel->surfaces + snum;
s->cached_dlight = -1;
}
else
Con_Printf("lit non-existant surface\n");
}
}
#endif
void GLMod_TextureList_f(void)
{
int m, i;
texture_t *tx;
model_t *mod;
qboolean shownmodelname;
for (m=0 , mod=mod_known ; m<mod_numknown ; m++, mod++)
{
if (mod->type == mod_brush && !mod->needload)
{
if (*mod->name == '*')
continue;// inlines don't count
shownmodelname = false;
for (i = 0; i < mod->numtextures; i++)
{
tx = mod->textures[i];
if (!tx)
continue; //happens on e1m2
if (!shownmodelname)
{
shownmodelname = true;
Con_Printf("%s\n", mod->name);
}
Con_Printf("%s\n", tx->name);
}
}
}
}
void GLMod_BlockTextureColour_f (void)
{
char texname[64];
model_t *mod;
texture_t *tx;
char *match = Cmd_Argv(1);
int i, m;
unsigned int colour[8*8];
unsigned int rgba;
((char *)&rgba)[0] = atoi(Cmd_Argv(2));
((char *)&rgba)[1] = atoi(Cmd_Argv(3));
((char *)&rgba)[2] = atoi(Cmd_Argv(4));
((char *)&rgba)[3] = 255;
sprintf(texname, "8*8_%i_%i_%i", (int)((char *)&rgba)[0], (int)((char *)&rgba)[1], (int)((char *)&rgba)[2]);
for (i = 0; i < sizeof(colour)/sizeof(colour[0]); i++)
colour[i] = rgba;
for (m=0 , mod=mod_known ; m<mod_numknown ; m++, mod++)
{
if (mod->type == mod_brush && !mod->needload)
{
for (i = 0; i < mod->numtextures; i++)
{
tx = mod->textures[i];
if (!tx)
continue; //happens on e1m2
if (!stricmp(tx->name, match))
{
tx->gl_texturenum = GL_LoadTexture32(texname, 8, 8, colour, true, false);
}
}
}
}
}
/*
===============
Mod_Init
===============
*/
void GLMod_Init (void)
{
mod_numknown = 0;
memset (mod_novis, 0xff, sizeof(mod_novis));
Cmd_AddRemCommand("mod_texturelist", GLMod_TextureList_f);
Cmd_AddRemCommand("mod_usetexture", GLMod_BlockTextureColour_f);
}
void GLMod_Shutdown (void)
{
mod_numknown = 0;
memset (mod_novis, 0xff, sizeof(mod_novis));
Cmd_RemoveCommand("mod_texturelist");
Cmd_RemoveCommand("mod_usetexture");
#ifdef RUNTIMELIGHTING
lightmodel = NULL;
#endif
}
/*
===============
Mod_Init
Caches the data if needed
===============
*/
void *GLMod_Extradata (model_t *mod)
{
void *r;
r = Cache_Check (&mod->cache);
if (r)
return r;
GLMod_LoadModel (mod, true);
if (!mod->cache.data)
Sys_Error ("Mod_Extradata: caching failed");
return mod->cache.data;
}
/*
===============
Mod_PointInLeaf
===============
*/
#ifdef Q2BSPS
int CM_PointLeafnum (vec3_t p);
#endif
mleaf_t *GLMod_PointInLeaf (vec3_t p, model_t *model)
{
mnode_t *node;
float d;
mplane_t *plane;
if (!model)
{
Sys_Error ("Mod_PointInLeaf: bad model");
}
if (!model->nodes)
return NULL;
#ifdef Q2BSPS
if (model->fromgame == fg_quake2 || model->fromgame == fg_quake3)
{
return model->leafs + CM_PointLeafnum(p);
}
#endif
if (model->fromgame == fg_doom)
{
return NULL;
}
node = model->nodes;
while (1)
{
if (node->contents < 0)
return (mleaf_t *)node;
plane = node->plane;
d = DotProduct (p,plane->normal) - plane->dist;
if (d > 0)
node = node->children[0];
else
node = node->children[1];
}
return NULL; // never reached
}
int GLMod_LeafForPoint (vec3_t p, model_t *model)
{
mnode_t *node;
float d;
mplane_t *plane;
if (!model)
{
Sys_Error ("Mod_PointInLeaf: bad model");
}
if (!model->nodes)
return 0;
node = model->nodes;
while (1)
{
if (node->contents < 0)
return (mleaf_t *)node - model->leafs;
plane = node->plane;
d = DotProduct (p,plane->normal) - plane->dist;
if (d > 0)
node = node->children[0];
else
node = node->children[1];
}
return 0; // never reached
}
/*
===================
Mod_DecompressVis
===================
*/
qbyte *GLMod_DecompressVis (qbyte *in, model_t *model, qbyte *decompressed)
{
int c;
qbyte *out;
int row;
row = (model->numleafs+7)>>3;
out = decompressed;
#if 0
memcpy (out, in, row);
#else
if (!in)
{ // no vis info, so make all visible
while (row)
{
*out++ = 0xff;
row--;
}
return decompressed;
}
do
{
if (*in)
{
*out++ = *in++;
continue;
}
c = in[1];
in += 2;
while (c)
{
*out++ = 0;
c--;
}
} while (out - decompressed < row);
#endif
return decompressed;
}
qbyte *GLMod_LeafPVS (mleaf_t *leaf, model_t *model, qbyte *buffer)
{
static qbyte decompressed[MAX_MAP_LEAFS/8];
if (leaf == model->leafs)
return mod_novis;
if (!buffer)
buffer = decompressed;
return GLMod_DecompressVis (leaf->compressed_vis, model, buffer);
}
qbyte *GLMod_LeafnumPVS (int leafnum, model_t *model, qbyte *buffer)
{
return GLMod_LeafPVS(model->leafs + leafnum, model, buffer);
}
/*
===================
Mod_ClearAll
===================
*/
void GLMod_ClearAll (void)
{
int i;
model_t *mod;
#ifdef RUNTIMELIGHTING
lightmodel = NULL;
#endif
for (i=0 , mod=mod_known ; i<mod_numknown ; i++, mod++)
if (mod->type != mod_alias
&& mod->type != mod_halflife
)
mod->needload = true;
}
void GLMod_Think (void)
{
#ifdef RUNTIMELIGHTING
if (lightmodel)
{
if (relitsurface >= lightmodel->numsurfaces)
{
return;
}
LightFace(relitsurface);
GLMod_UpdateLightmap(relitsurface);
relitsurface++;
if (relitsurface >= lightmodel->numsurfaces)
{
char filename[MAX_QPATH];
char *f;
Con_Printf("Finished lighting level\n");
strcpy(filename, lightmodel->name);
f = COM_SkipPath(filename);
*f = '\0';
Sys_mkdir(va("%s/%s", com_gamedir, filename));
if (lightmodel->deluxdata)
{
COM_StripExtension(lightmodel->name, filename);
COM_DefaultExtension(filename, ".lux");
COM_WriteFile(filename, lightmodel->deluxdata-8, numlightdata*3+8);
}
if (writelitfile) //the user might already have a lit file (don't overwrite it).
{
COM_StripExtension(lightmodel->name, filename);
COM_DefaultExtension(filename, ".lit");
COM_WriteFile(filename, lightmodel->lightdata-8, numlightdata*3+8);
}
}
}
#endif
}
/*
==================
Mod_FindName
==================
*/
model_t *GLMod_FindName (char *name)
{
int i;
model_t *mod;
// if (!name[0])
// Sys_Error ("Mod_ForName: NULL name");
//
// search the currently loaded models
//
for (i=0 , mod=mod_known ; i<mod_numknown ; i++, mod++)
if (!strcmp (mod->name, name) )
break;
if (i == mod_numknown)
{
if (mod_numknown == MAX_MOD_KNOWN)
Sys_Error ("mod_numknown == MAX_MOD_KNOWN");
memset(mod, 0, sizeof(model_t)); //clear the old model as the renderers use the same globals
strcpy (mod->name, name);
mod->needload = true;
mod_numknown++;
mod->particleeffect = -1;
mod->nodefaulttrail = false;
}
return mod;
}
/*
==================
Mod_TouchModel
==================
*/
void GLMod_TouchModel (char *name)
{
model_t *mod;
mod = GLMod_FindName (name);
if (!mod->needload)
{
if (mod->type == mod_alias
|| mod->type == mod_halflife
)
Cache_Check (&mod->cache);
}
}
/*
==================
Mod_LoadModel
Loads a model into the cache
==================
*/
char *COM_FileExtension (char *in);
model_t *GLMod_LoadModel (model_t *mod, qboolean crash)
{
void *d;
unsigned *buf = NULL;
qbyte stackbuf[1024]; // avoid dirtying the cache heap
char *ext;
if (!mod->needload && mod->type != mod_dummy)
{
if (mod->type == mod_alias
|| mod->type == mod_halflife
)
{
d = Cache_Check (&mod->cache);
if (d)
return mod;
}
else
return mod; // not cached at all
}
loadmodel = mod;
#ifdef Q2BSPS
if (!*mod->name)
{
Mod_LoadQ2BrushModel (mod, buf);
mod->needload = false;
P_DefaultTrail(mod);
return mod;
}
#endif
//
// load the file
//
//look for a replacement
// ext = COM_FileExtension(mod->name);
// if (!Q_strcasecmp(ext, "mdl") || !Q_strcasecmp(ext, "bsp"))
{
char mdlbase[MAX_QPATH];
COM_StripExtension(mod->name, mdlbase);
#ifdef MD3MODELS
if (!buf)
buf = (unsigned *)COM_LoadStackFile (va("%s.md3", mdlbase), stackbuf, sizeof(stackbuf));
#endif
#ifdef MD2MODELS
if (!buf)
buf = (unsigned *)COM_LoadStackFile (va("%s.md2", mdlbase), stackbuf, sizeof(stackbuf));
#endif
}
if (!buf)
{
buf = (unsigned *)COM_LoadStackFile (mod->name, stackbuf, sizeof(stackbuf));
if (!buf)
{
ext = COM_FileExtension(mod->name);
#ifdef DOOMWADS
if (!stricmp(ext, "dsp"))
{
mod->needload = false;
GLMod_LoadDoomSprite(mod);
P_DefaultTrail(mod);
return mod;
}
#endif
couldntload:
if (crash)
Host_EndGame ("Mod_NumForName: %s not found", mod->name);
mod->type = mod_dummy;
mod->mins[0] = -16;
mod->mins[1] = -16;
mod->mins[2] = -16;
mod->maxs[0] = 16;
mod->maxs[1] = 16;
mod->maxs[2] = 16;
mod->needload = true;
P_DefaultTrail(mod);
return mod;
return NULL;
}
}
//
// allocate a new model
//
COM_FileBase (mod->name, loadname);
Validation_IncludeFile(mod->name, (char *)buf, com_filesize);
//
// fill it in
//
// call the apropriate loader
mod->needload = false;
switch (LittleLong(*(unsigned *)buf))
{
case IDPOLYHEADER:
GL_LoadQ1Model(mod, buf);
break;
#ifdef MD2MODELS
case MD2IDALIASHEADER:
GL_LoadQ2Model(mod, buf);
break;
#endif
#ifdef MD3MODELS
case MD3_IDENT:
GL_LoadQ3Model (mod, buf);
break;
#endif
#ifdef SP2MODELS
case IDSPRITE2HEADER:
GLMod_LoadSprite2Model (mod, buf);
break;
#endif
case IDSPRITEHEADER:
GLMod_LoadSpriteModel (mod, buf);
break;
#ifdef Q2BSPS
case ('R'<<0)+('B'<<8)+('S'<<16)+('P'<<24):
case IDBSPHEADER: //looks like id switched to have proper ids
Mod_LoadQ2BrushModel (mod, buf);
break;
#endif
#ifdef HALFLIFEMODELS
case (('T'<<24)+('S'<<16)+('D'<<8)+'I'):
Mod_LoadHLModel (mod, buf);
break;
#endif
#ifdef TERRAINMAPS
case (('R'<<24)+('R'<<16)+('E'<<8)+'T'):
Mod_LoadTerrain(mod, buf);
break;
#endif
#ifdef DOOMWADS
case (('D'<<24)+('A'<<16)+('W'<<8)+'I'):
case (('D'<<24)+('A'<<16)+('W'<<8)+'P'):
Mod_LoadDoomLevel (mod);
break;
#endif
case 30: //hl
case 29: //q1
case 28: //prerel
GLMod_LoadBrushModel (mod, buf);
break;
#ifdef ZYMOTICMODELS
case (('O'<<24)+('M'<<16)+('Y'<<8)+'Z'):
GLMod_LoadZymoticModel(mod, buf);
break;
#endif
default:
Con_Printf("Unrecognised model format %i\n", LittleLong(*(unsigned *)buf));
goto couldntload;
}
P_DefaultTrail(mod);
return mod;
}
/*
==================
Mod_ForName
Loads in a model for the given name
==================
*/
model_t *GLMod_ForName (char *name, qboolean crash)
{
model_t *mod;
mod = GLMod_FindName (name);
return GLMod_LoadModel (mod, crash);
}
/*
===============================================================================
BRUSHMODEL LOADING
===============================================================================
*/
#ifdef SWQUAKE
extern qbyte *mod_base;
#else
qbyte *mod_base;
#endif
char *advtexturedesc;
const char *mapsection;
const char *defaultsection;
static const char *GLMod_TD_LeaveSection(const char *file)
{ //recursive routine to find the next }
while(file)
{
file = COM_ParseToken(file);
if (*com_token == '{')
file = GLMod_TD_LeaveSection(file);
else if (*com_token == '}')
return file;
}
return NULL;
}
static const char *GLMod_TD_Section(const char *file, const char *sectionname)
{ //position within the open brace.
while(file)
{
while(*file <= ' ') //skip whitespace and new lines.
{
if (!*file)
return NULL;
file++;
}
file = COM_ParseToken(file);
if (!stricmp(com_token, sectionname))
{
file = COM_ParseToken(file);
if (*com_token != '{')
return NULL;
return file;
}
if (*com_token == '{')
file = GLMod_TD_LeaveSection(file);
}
return NULL;
}
void GLMod_InitTextureDescs(char *mapname)
{
if (advtexturedesc)
BZ_Free(advtexturedesc);
advtexturedesc = COM_LoadMallocFile(va("maps/shaders/%s.shaders", mapname));
if (!advtexturedesc)
advtexturedesc = COM_LoadMallocFile(va("shaders/%s.shaders", mapname));
if (advtexturedesc)
{
mapsection = advtexturedesc;
defaultsection = NULL;
}
else
{
advtexturedesc = COM_LoadMallocFile(va("map.shaders", mapname));
mapsection = GLMod_TD_Section(advtexturedesc, mapname);
defaultsection = GLMod_TD_Section(advtexturedesc, "default");
}
}
void GLMod_LoadAdvancedTextureSection(const char *section, char *name, int *base, int *norm, int *luma, int *gloss, int *alphamode, qboolean *cull) //fixme: add gloss
{
char stdname[MAX_QPATH] = "";
char flatname[MAX_QPATH] = "";
char bumpname[MAX_QPATH] = "";
char normname[MAX_QPATH] = "";
char lumaname[MAX_QPATH] = "";
char glossname[MAX_QPATH] = "";
section = GLMod_TD_Section(section, name);
while(section)
{
section = COM_ParseToken(section);
if (*com_token == '}')
break;
while(*section <= ' ') //get rid of nasty whitespace.
{
if (!*section)
return;
section++;
}
if (*section == '=')
section++; //evil notation.
if (!stricmp(com_token, "texture") || !stricmp(com_token, "base"))
{
section = COM_ParseToken(section);
Q_strncpyz(stdname, com_token, sizeof(stdname));
}
else if (!stricmp(com_token, "flatmap") || !stricmp(com_token, "flat")
|| !stricmp(com_token, "diffusemap") || !stricmp(com_token, "diffuse"))
{
section = COM_ParseToken(section);
Q_strncpyz(flatname, com_token, sizeof(flatname));
}
else if (!stricmp(com_token, "bumpmap") || !stricmp(com_token, "bump"))
{
section = COM_ParseToken(section);
Q_strncpyz(bumpname, com_token, sizeof(bumpname));
}
else if (!stricmp(com_token, "normalmap") || !stricmp(com_token, "normal"))
{
section = COM_ParseToken(section);
Q_strncpyz(normname, com_token, sizeof(normname));
}
else if (!stricmp(com_token, "glossmap") || !stricmp(com_token, "gloss"))
{
section = COM_ParseToken(section);
Q_strncpyz(glossname, com_token, sizeof(glossname));
}
else if (!stricmp(com_token, "luma") || !stricmp(com_token, "glow")
|| !stricmp(com_token, "ambient") || !stricmp(com_token, "ambientmap"))
{
section = COM_ParseToken(section);
Q_strncpyz(lumaname, com_token, sizeof(lumaname));
}
else
{
//best thing we can do is jump to the end of the line, and hope they were a good creator...
while(*section && *section != '\n')
section++;
}
}
//okay it's all parsed. Try and interpret the data now.
*base = 0;
if (norm)
*norm = 0;
if (luma)
*luma = 0;
if (gloss)
*gloss = 0;
if (!*stdname && !*flatname)
return;
TRACE(("dbg: GLMod_LoadAdvancedTextureSection: %s\n", name));
if (norm && gl_bumpmappingpossible && cls.allow_bump)
{
*base = 0;
*norm = 0;
if (!*norm && *normname)
*norm = Mod_LoadHiResTexture(normname, NULL, true, false, false);
if (!*norm && *bumpname)
*norm = Mod_LoadBumpmapTexture(bumpname, NULL);
if (*norm && *flatname)
*base = Mod_LoadHiResTexture(flatname, NULL, true, false, true);
}
else
{
*base = 0;
if (norm)
*norm = 0;
}
if (!*base && *stdname)
*base = Mod_LoadHiResTexture(stdname, NULL, true, false, true);
if (!*base && *flatname)
*base = Mod_LoadHiResTexture(flatname, NULL, true, false, true);
if (luma && *lumaname)
*luma = Mod_LoadHiResTexture(lumaname, NULL, true, true, true);
if (*norm && gloss && *glossname && gl_specular.value)
*gloss = Mod_LoadHiResTexture(glossname, NULL, true, false, true);
}
void GLMod_LoadAdvancedTexture(char *name, int *base, int *norm, int *luma, int *gloss, int *alphamode, qboolean *cull) //fixme: add gloss
{
if (!gl_load24bit.value)
return;
if (mapsection)
{
GLMod_LoadAdvancedTextureSection(mapsection, name,base,norm,luma,gloss,alphamode,cull);
if (*base)
return;
}
if (defaultsection)
GLMod_LoadAdvancedTextureSection(defaultsection, name,base,norm,luma,gloss,alphamode,cull);
}
/*
=================
Mod_LoadTextures
=================
*/
void GLMod_LoadTextures (lump_t *l)
{
extern cvar_t gl_shadeq1, gl_shadeq1_name;
extern int gl_bumpmappingpossible;
int i, j, pixels, num, max, altmax;
miptex_t *mt;
texture_t *tx, *tx2;
texture_t *anims[10];
texture_t *altanims[10];
char altname[256];
dmiptexlump_t *m;
qboolean alphaed;
qbyte *base;
TRACE(("dbg: GLMod_LoadTextures: inittexturedescs\n"));
GLMod_InitTextureDescs(loadname);
if (!l->filelen)
{
loadmodel->textures = NULL;
return;
}
m = (dmiptexlump_t *)(mod_base + l->fileofs);
m->nummiptex = LittleLong (m->nummiptex);
loadmodel->numtextures = m->nummiptex;
loadmodel->textures = Hunk_AllocName (m->nummiptex * sizeof(*loadmodel->textures) , loadname);
for (i=0 ; i<m->nummiptex ; i++)
{
m->dataofs[i] = LittleLong(m->dataofs[i]);
if (m->dataofs[i] == -1) //e1m2, this happens
continue;
mt = (miptex_t *)((qbyte *)m + m->dataofs[i]);
TRACE(("dbg: GLMod_LoadTextures: texture %s\n", loadname));
if (!*mt->name) //I HATE MAPPERS!
{
sprintf(mt->name, "unnamed%i", i);
Con_Printf("warning: unnamed texture in %s, renaming to %s\n", loadmodel->name, mt->name);
}
mt->width = LittleLong (mt->width);
mt->height = LittleLong (mt->height);
for (j=0 ; j<MIPLEVELS ; j++)
mt->offsets[j] = LittleLong (mt->offsets[j]);
if ( (mt->width & 15) || (mt->height & 15) )
Sys_Error ("Texture %s is not 16 aligned", mt->name);
pixels = mt->width*mt->height/64*85;
tx = Hunk_AllocName (sizeof(texture_t)/* +pixels*/, loadname );
loadmodel->textures[i] = tx;
memcpy (tx->name, mt->name, sizeof(tx->name));
tx->width = mt->width;
tx->height = mt->height;
tx->parttype = P_ParticleTypeForName(va("tex_%s", tx->name));
if (!mt->offsets[0]) //this is a hl external style texture, load it a little later (from a wad)
{
// tx->gl_texturenum = Mod_LoadReplacementTexture("light1_4", true, false);
continue;
}
// for (j=0 ; j<MIPLEVELS ; j++)
// tx->offsets[j] = mt->offsets[j] + sizeof(texture_t) - sizeof(miptex_t);
// the pixels immediately follow the structures
// memcpy ( tx+1, mt+1, pixels); //have to be saved for dynamic screen changing (done by reloading entire vid/draw subsystem and all textures)
if (!Q_strncmp(mt->name,"sky",3))
{
tx->offsets[0] = (char *)mt + mt->offsets[0] - (char *)tx;
GLR_InitSky (tx);
}
else
#ifdef PEXT_BULLETENS
if (!R_AddBulleten(tx))
#endif
{
tx->gl_texturenum = 0;
GLMod_LoadAdvancedTexture(tx->name, &tx->gl_texturenum, &tx->gl_texturenumbumpmap, &tx->gl_texturenumfb, &tx->gl_texturenumspec, NULL, NULL);
if (tx->gl_texturenum)
continue;
base = (qbyte *)(mt+1);
if (loadmodel->fromgame == fg_halflife)
{//external textures have already been filtered.
base = W_ConvertWAD3Texture(mt, &mt->width, &mt->height, &alphaed); //convert texture to 32 bit.
tx->alphaed = alphaed;
texture_mode = GL_LINEAR_MIPMAP_NEAREST; //_LINEAR;
if (!(tx->gl_texturenum = Mod_LoadReplacementTexture(mt->name, loadname, true, alphaed, true)))
if (!(tx->gl_texturenum = Mod_LoadReplacementTexture(mt->name, "bmodels", true, alphaed, true)))
tx->gl_texturenum = GL_LoadTexture32 (mt->name, tx->width, tx->height, (unsigned int *)base, true, alphaed);
*tx->name = *mt->name;
texture_mode = GL_LINEAR;
}
else
{
texture_mode = GL_LINEAR_MIPMAP_NEAREST; //_LINEAR;
if (!(tx->gl_texturenum = Mod_LoadReplacementTexture(mt->name, loadname, true, false, true)))
if (!(tx->gl_texturenum = Mod_LoadReplacementTexture(mt->name, "bmodels", true, false, true)))
tx->gl_texturenum = GL_LoadTexture (mt->name, tx->width, tx->height, base, true, false);
texture_mode = GL_LINEAR;
if (r_fb_bmodels.value)
{
_snprintf(altname, sizeof(altname)-1, "%s_luma", mt->name);
if (gl_load24bit.value)
{
tx->gl_texturenumfb = Mod_LoadReplacementTexture(altname, loadname, true, false, true);
if (!tx->gl_texturenumfb)
tx->gl_texturenumfb = Mod_LoadReplacementTexture(altname, "bmodels", true, false, true);
}
if (!tx->gl_texturenumfb) //generate one (if possible).
tx->gl_texturenumfb = GL_LoadTextureFB(altname, tx->width, tx->height, base, true, true);
}
}
tx->gl_texturenumbumpmap = 0;
if (gl_bumpmappingpossible && cls.allow_bump)
{
extern cvar_t gl_bump;
if (gl_bump.value<2) //set to 2 to have faster loading.
{
_snprintf(altname, sizeof(altname)-1, "%s_norm", mt->name);
tx->gl_texturenumbumpmap = Mod_LoadHiResTexture(altname, loadname, true, false, false);
if (!tx->gl_texturenumbumpmap)
tx->gl_texturenumbumpmap = Mod_LoadHiResTexture(altname, "bmodels", true, false, false);
}
if (!tx->gl_texturenumbumpmap)
{
if (gl_load24bit.value)
{
_snprintf(altname, sizeof(altname)-1, "%s_bump", mt->name);
tx->gl_texturenumbumpmap = Mod_LoadBumpmapTexture(altname, loadname);
if (!tx->gl_texturenumbumpmap)
tx->gl_texturenumbumpmap = Mod_LoadBumpmapTexture(altname, "bmodels");
}
else
_snprintf(altname, sizeof(altname)-1, "%s_bump", mt->name);
}
if (!(tx->gl_texturenumbumpmap) && loadmodel->fromgame != fg_halflife)
{
base = (qbyte *)(mt+1); //convert to greyscale.
for (j = 0; j < pixels; j++)
base[j] = (host_basepal[base[j]*3] + host_basepal[base[j]*3+1] + host_basepal[base[j]*3+2]) / 3;
tx->gl_texturenumbumpmap = GL_LoadTexture8Bump(altname, tx->width, tx->height, base, true); //normalise it and then bump it.
}
//don't do any complex quake 8bit -> glossmap. It would likly look a little ugly...
if (gl_specular.value && gl_load24bit.value)
{
_snprintf(altname, sizeof(altname)-1, "%s_gloss", mt->name);
tx->gl_texturenumspec = Mod_LoadHiResTexture(altname, loadname, true, false, false);
if (!tx->gl_texturenumspec)
tx->gl_texturenumspec = Mod_LoadHiResTexture(altname, "bmodels", true, false, false);
}
}
}
#ifdef Q3SHADERS //load q3 syntax shader last, after the textures inside the bsp have been loaded and stuff.
if (gl_shadeq1.value && *gl_shadeq1_name.string)
{
char *star;
//find the *
if (!strcmp(gl_shadeq1_name.string, "*"))
tx->shader = R_RegisterShader(mt->name); //just load the regular name.
else if (!(star = strchr(gl_shadeq1_name.string, '*')) || (strlen(gl_shadeq1_name.string)+strlen(mt->name)+1>=sizeof(altname))) //it's got to fit.
tx->shader = R_RegisterShader(gl_shadeq1_name.string);
else
{
strncpy(altname, gl_shadeq1_name.string, star-gl_shadeq1_name.string); //copy the left
altname[star-gl_shadeq1_name.string] = '\0';
strcat(altname, mt->name); //insert the *
strcat(altname, star+1); //add any final text.
tx->shader = R_RegisterShader(altname);
}
}
#endif
}
//
// sequence the animations
//
for (i=0 ; i<m->nummiptex ; i++)
{
tx = loadmodel->textures[i];
if (!tx || tx->name[0] != '+')
continue;
if (tx->anim_next)
continue; // already sequenced
// find the number of frames in the animation
memset (anims, 0, sizeof(anims));
memset (altanims, 0, sizeof(altanims));
max = tx->name[1];
altmax = 0;
if (max >= 'a' && max <= 'z')
max -= 'a' - 'A';
if (max >= '0' && max <= '9')
{
max -= '0';
altmax = 0;
anims[max] = tx;
max++;
}
else if (max >= 'A' && max <= 'J')
{
altmax = max - 'A';
max = 0;
altanims[altmax] = tx;
altmax++;
}
else
Sys_Error ("Bad animating texture %s", tx->name);
for (j=i+1 ; j<m->nummiptex ; j++)
{
tx2 = loadmodel->textures[j];
if (!tx2 || tx2->name[0] != '+')
continue;
if (strcmp (tx2->name+2, tx->name+2))
continue;
num = tx2->name[1];
if (num >= 'a' && num <= 'z')
num -= 'a' - 'A';
if (num >= '0' && num <= '9')
{
num -= '0';
anims[num] = tx2;
if (num+1 > max)
max = num + 1;
}
else if (num >= 'A' && num <= 'J')
{
num = num - 'A';
altanims[num] = tx2;
if (num+1 > altmax)
altmax = num+1;
}
else
Sys_Error ("Bad animating texture %s", tx->name);
}
#define ANIM_CYCLE 2
// link them all together
for (j=0 ; j<max ; j++)
{
tx2 = anims[j];
if (!tx2)
Sys_Error ("Missing frame %i of %s",j, tx->name);
tx2->anim_total = max * ANIM_CYCLE;
tx2->anim_min = j * ANIM_CYCLE;
tx2->anim_max = (j+1) * ANIM_CYCLE;
tx2->anim_next = anims[ (j+1)%max ];
if (altmax)
tx2->alternate_anims = altanims[0];
}
for (j=0 ; j<altmax ; j++)
{
tx2 = altanims[j];
if (!tx2)
Sys_Error ("Missing frame %i of %s",j, tx->name);
tx2->anim_total = altmax * ANIM_CYCLE;
tx2->anim_min = j * ANIM_CYCLE;
tx2->anim_max = (j+1) * ANIM_CYCLE;
tx2->anim_next = altanims[ (j+1)%altmax ];
if (max)
tx2->alternate_anims = anims[0];
}
}
}
int GL_LoadTexture8Bump (char *identifier, int width, int height, unsigned char *data, qboolean mipmap);
void GLMod_NowLoadExternal(void)
{
extern int gl_bumpmappingpossible;
int i, width, height;
qboolean alphaed;
texture_t *tx;
if (loadmodel->fromgame != fg_halflife)
return;
for (i=0 ; i<loadmodel->numtextures ; i++)
{
tx = loadmodel->textures[i];
if (!tx) //e1m2, this happens
continue;
if (!tx->gl_texturenum)
{
#ifdef PEXT_BULLETENS
if (!R_AddBulleten(tx))
#endif
{
qbyte * data;
texture_mode = GL_LINEAR_MIPMAP_NEAREST; //_LINEAR;
data = W_GetTexture(tx->name, &width, &height, &alphaed);
if (data)
{ //data is from temp hunk, so no need to free.
tx->alphaed = alphaed;
}
if (!(tx->gl_texturenum = Mod_LoadHiResTexture(tx->name, loadname, true, false, true)))
if (!(tx->gl_texturenum = Mod_LoadHiResTexture(tx->name, "bmodels", true, false, true)))
tx->gl_texturenum = Mod_LoadReplacementTexture("light1_4", NULL, true, false, true); //a fallback. :/
texture_mode = GL_LINEAR;
}
}
if (!tx->gl_texturenumbumpmap && *tx->name != '{' && gl_bumpmappingpossible && cls.allow_bump)
{
tx->gl_texturenumbumpmap = Mod_LoadBumpmapTexture(va("%s_bump", tx->name), loadname);
if (!tx->gl_texturenumbumpmap)
tx->gl_texturenumbumpmap = Mod_LoadBumpmapTexture(va("%s_bump", tx->name), "bmodels");
if (!tx->gl_texturenumbumpmap)
{
qbyte *data;
qbyte *heightmap;
int width, height;
int j;
data = W_GetTexture(tx->name, &width, &height, &alphaed);
if (!data)
continue;
heightmap = Hunk_TempAllocMore(width*height);
for (j = 0; j < width*height; j++)
{
*heightmap++ = (data[j*4+0] + data[j*4+1] + data[j*4+2])/3;
}
tx->gl_texturenumbumpmap = GL_LoadTexture8Bump (va("%s_bump", tx->name), width, height, heightmap-j, true);
}
}
}
}
qbyte lmgamma[256];
void BuildLightMapGammaTable (float g, float c)
{
int i, inf;
// g = bound (0.1, g, 3);
// c = bound (1, c, 3);
if (g == 1 && c == 1)
{
for (i = 0; i < 256; i++)
lmgamma[i] = i;
return;
}
for (i = 0; i < 256; i++)
{
inf = 255 * pow ((i + 0.5) / 255.5 * c, g) + 0.5;
if (inf < 0)
inf = 0;
else if (inf > 255)
inf = 255;
lmgamma[i] = inf;
}
}
/*
=================
Mod_LoadLighting
=================
*/
void GLMod_LoadLighting (lump_t *l)
{
qbyte *luxdata = NULL;
int mapcomeswith24bitcolouredlighting = false;
loadmodel->rgblighting = false;
//lit file light intensity is made to match the world's light intensity.
if (cls.allow_lightmapgamma)
BuildLightMapGammaTable(0.6, 2);
else
BuildLightMapGammaTable(1, 1);
loadmodel->lightdata = NULL;
loadmodel->deluxdata = NULL;
if (!l->filelen)
{
return;
}
if (loadmodel->fromgame == fg_halflife || loadmodel->fromgame == fg_quake2 || loadmodel->fromgame == fg_quake3)
mapcomeswith24bitcolouredlighting = true;
if (!mapcomeswith24bitcolouredlighting && r_loadlits.value && gl_bumpmappingpossible) //fixme: adjust the light intensities.
{ //the map util has a '-scalecos X' parameter. use 0 if you're going to use only just lux. without lux scalecos 0 is hideous.
char luxname[MAX_QPATH];
if (!luxdata)
{
strcpy(luxname, loadmodel->name);
COM_StripExtension(loadmodel->name, luxname);
COM_DefaultExtension(luxname, ".lux");
luxdata = COM_LoadHunkFile(luxname);
}
if (!luxdata)
{
strcpy(luxname, "luxs/");
COM_StripExtension(COM_SkipPath(loadmodel->name), luxname+5);
strcat(luxname, ".lux");
luxdata = COM_LoadHunkFile(luxname);
}
COM_StripExtension(COM_SkipPath(loadmodel->name), luxname+5);
strcat(luxname, ".lux");
if (luxdata)
{
if (l->filelen && l->filelen != (com_filesize-8)/3)
{
Con_Printf("deluxmap \"%s\" doesn't match level. Ignored.\n", luxname);
luxdata=NULL;
}
else if (luxdata[0] == 'Q' && luxdata[1] == 'L' && luxdata[2] == 'I' && luxdata[3] == 'T')
{
if (LittleLong(*(int *)&luxdata[4]) == 1)
{
luxdata+=8;
loadmodel->deluxdata = luxdata;
}
else
{
Con_Printf("\"%s\" isn't a version 1 deluxmap\n", luxname);
luxdata=NULL;
}
}
else
{
Con_Printf("lit \"%s\" isn't a deluxmap\n", luxname);
luxdata=NULL;
}
}
}
if (!mapcomeswith24bitcolouredlighting && r_loadlits.value)
{
qbyte *litdata = NULL;
char *litname;
char litnamemaps[MAX_QPATH];
char litnamelits[MAX_QPATH];
int depthmaps;
int depthlits;
{
strcpy(litnamemaps, loadmodel->name);
COM_StripExtension(loadmodel->name, litnamemaps);
COM_DefaultExtension(litnamemaps, ".lit");
depthmaps = COM_FDepthFile(litnamemaps, false);
}
{
strcpy(litnamelits, "lits/");
COM_StripExtension(COM_SkipPath(loadmodel->name), litnamelits+5);
strcat(litnamelits, ".lit");
depthlits = COM_FDepthFile(litnamelits, false);
}
if (depthmaps <= depthlits)
litname = litnamemaps; //maps has priority over lits
else
{
litname = litnamelits;
}
litdata = COM_LoadHunkFile(litname);
COM_StripExtension(COM_SkipPath(loadmodel->name), litname+5);
strcat(litname, ".lit");
if (litdata && (litdata[0] == 'Q' && litdata[1] == 'L' && litdata[2] == 'I' && litdata[3] == 'T'))
{
if (LittleLong(*(int *)&litdata[4]) == 1 && l->filelen && l->filelen != (com_filesize-8)/3)
Con_Printf("lit \"%s\" doesn't match level. Ignored.\n", litname);
else if (LittleLong(*(int *)&litdata[4]) != 1)
Con_Printf("lit \"%s\" isn't version 1.\n", litname);
else
{
float prop;
int i;
qbyte *normal;
//load it
loadmodel->lightdata = litdata+8;
loadmodel->rgblighting = true;
//now some cheat protection.
normal = mod_base + l->fileofs;
litdata = loadmodel->lightdata;
for (i = 0; i < l->filelen; i++) //force it to the same intensity. (or less, depending on how you see it...)
{
#define m(a, b, c) (a>(b>c?b:c)?a:(b>c?b:c))
prop = (float)m(litdata[0], litdata[1], litdata[2]);
if (!prop)
{
litdata[0] = lmgamma[*normal];
litdata[1] = lmgamma[*normal];
litdata[2] = lmgamma[*normal];
}
else
{
prop = lmgamma[*normal] / prop;
litdata[0] *= prop;
litdata[1] *= prop;
litdata[2] *= prop;
}
normal++;
litdata+=3;
}
//end anti-cheat
}
}
else if (litdata)
Con_Printf("lit \"%s\" isn't a lit\n", litname);
// else
//failed to find
}
if (mapcomeswith24bitcolouredlighting)
loadmodel->rgblighting = true;
#ifdef RUNTIMELIGHTING
else if (r_loadlits.value == 2 && !lightmodel && (loadmodel->rgblighting != true || (!luxdata && gl_bumpmappingpossible)))
{
qbyte *litdata = NULL;
int i;
qbyte *normal;
writelitfile = !loadmodel->rgblighting;
loadmodel->rgblighting = true;
loadmodel->lightdata = Hunk_AllocName ( l->filelen*3+8, loadname);
strcpy(loadmodel->lightdata, "QLIT");
((int*)loadmodel->lightdata)[1] = LittleLong(1);
loadmodel->lightdata += 8;
litdata = loadmodel->lightdata;
normal = mod_base + l->fileofs;
for (i = 0; i < l->filelen; i++)
{
*litdata++ = lmgamma[*normal];
*litdata++ = lmgamma[*normal];
*litdata++ = lmgamma[*normal];
normal++;
}
if (gl_bumpmappingpossible)
{
loadmodel->deluxdata = Hunk_AllocName ( l->filelen*3+8, loadname);
strcpy(loadmodel->deluxdata, "QLIT");
((int*)loadmodel->deluxdata)[1] = LittleLong(1);
loadmodel->deluxdata += 8;
litdata = loadmodel->deluxdata;
{
for (i = 0; i < l->filelen*3; i++)
*litdata++ = 0.5f*255;
}
}
numlightdata = l->filelen;
lightmodel = loadmodel;
relitsurface = 0;
return;
}
#endif
if (loadmodel->lightdata)
{
if (loadmodel->rgblighting && r_lightmap_saturation.value != 1.0f)
{
// desaturate lightmap according to cvar
SaturateR8G8B8(loadmodel->lightdata, l->filelen, r_lightmap_saturation.value);
}
return;
}
loadmodel->lightdata = Hunk_AllocName ( l->filelen, loadname);
{
int i;
qbyte *in, *out;
in = mod_base + l->fileofs;
out = loadmodel->lightdata;
for (i = 0; i < l->filelen; i++)
{
*out++ = lmgamma[*in++];
}
if (loadmodel->rgblighting && r_lightmap_saturation.value != 1.0f)
SaturateR8G8B8(loadmodel->lightdata, l->filelen, r_lightmap_saturation.value);
}
//memcpy (loadmodel->lightdata, mod_base + l->fileofs, l->filelen);
}
/*
=================
Mod_LoadVisibility
=================
*/
void GLMod_LoadVisibility (lump_t *l)
{
if (!l->filelen)
{
loadmodel->visdata = NULL;
return;
}
loadmodel->visdata = Hunk_AllocName ( l->filelen, loadname);
memcpy (loadmodel->visdata, mod_base + l->fileofs, l->filelen);
}
/*
=================
Mod_LoadEntities
=================
*/
void GLMod_LoadEntities (lump_t *l)
{
if (!l->filelen)
{
loadmodel->entities = NULL;
return;
}
loadmodel->entities = Hunk_AllocName ( l->filelen, loadname);
memcpy (loadmodel->entities, mod_base + l->fileofs, l->filelen);
}
/*
=================
Mod_LoadVertexes
=================
*/
void GLMod_LoadVertexes (lump_t *l)
{
dvertex_t *in;
mvertex_t *out;
int i, count;
in = (void *)(mod_base + l->fileofs);
if (l->filelen % sizeof(*in))
Sys_Error ("MOD_LoadBmodel: funny lump size in %s",loadmodel->name);
count = l->filelen / sizeof(*in);
out = Hunk_AllocName ( count*sizeof(*out), loadname);
loadmodel->vertexes = out;
loadmodel->numvertexes = count;
for ( i=0 ; i<count ; i++, in++, out++)
{
out->position[0] = LittleFloat (in->point[0]);
out->position[1] = LittleFloat (in->point[1]);
out->position[2] = LittleFloat (in->point[2]);
}
}
/*
=================
Mod_LoadSubmodels
=================
*/
static qboolean hexen2map;
void GLMod_LoadSubmodels (lump_t *l)
{
dq1model_t *inq;
dh2model_t *inh;
mmodel_t *out;
int i, j, count;
//this is crazy!
inq = (void *)(mod_base + l->fileofs);
inh = (void *)(mod_base + l->fileofs);
if (!inq->numfaces)
{
hexen2map = true;
if (l->filelen % sizeof(*inh))
Sys_Error ("MOD_LoadBmodel: funny lump size in %s",loadmodel->name);
count = l->filelen / sizeof(*inh);
out = Hunk_AllocName ( count*sizeof(*out), loadname);
loadmodel->submodels = out;
loadmodel->numsubmodels = count;
for ( i=0 ; i<count ; i++, inh++, out++)
{
for (j=0 ; j<3 ; j++)
{ // spread the mins / maxs by a pixel
out->mins[j] = LittleFloat (inh->mins[j]) - 1;
out->maxs[j] = LittleFloat (inh->maxs[j]) + 1;
out->origin[j] = LittleFloat (inh->origin[j]);
}
for (j=0 ; j<MAX_MAP_HULLSDH2 ; j++)
{
out->headnode[j] = LittleLong (inh->headnode[j]);
}
for ( ; j<MAX_MAP_HULLSM ; j++)
out->headnode[j] = 0;
for (j=0 ; j<MAX_MAP_HULLSDH2 ; j++)
out->hullavailable[j] = true;
for ( ; j<MAX_MAP_HULLSM ; j++)
out->hullavailable[j] = false;
out->visleafs = LittleLong (inh->visleafs);
out->firstface = LittleLong (inh->firstface);
out->numfaces = LittleLong (inh->numfaces);
}
}
else
{
hexen2map = false;
if (l->filelen % sizeof(*inq))
Sys_Error ("MOD_LoadBmodel: funny lump size in %s",loadmodel->name);
count = l->filelen / sizeof(*inq);
out = Hunk_AllocName ( count*sizeof(*out), loadname);
loadmodel->submodels = out;
loadmodel->numsubmodels = count;
for ( i=0 ; i<count ; i++, inq++, out++)
{
for (j=0 ; j<3 ; j++)
{ // spread the mins / maxs by a pixel
out->mins[j] = LittleFloat (inq->mins[j]) - 1;
out->maxs[j] = LittleFloat (inq->maxs[j]) + 1;
out->origin[j] = LittleFloat (inq->origin[j]);
}
for (j=0 ; j<MAX_MAP_HULLSDQ1 ; j++)
{
out->headnode[j] = LittleLong (inq->headnode[j]);
}
for ( ; j<MAX_MAP_HULLSM ; j++)
out->headnode[j] = 0;
for (j=0 ; j<3 ; j++)
out->hullavailable[j] = true;
for ( ; j<MAX_MAP_HULLSM ; j++)
out->hullavailable[j] = false;
out->visleafs = LittleLong (inq->visleafs);
out->firstface = LittleLong (inq->firstface);
out->numfaces = LittleLong (inq->numfaces);
}
}
}
/*
=================
Mod_LoadEdges
=================
*/
void GLMod_LoadEdges (lump_t *l)
{
dedge_t *in;
medge_t *out;
int i, count;
in = (void *)(mod_base + l->fileofs);
if (l->filelen % sizeof(*in))
Sys_Error ("MOD_LoadBmodel: funny lump size in %s",loadmodel->name);
count = l->filelen / sizeof(*in);
out = Hunk_AllocName ( (count + 1) * sizeof(*out), loadname);
loadmodel->edges = out;
loadmodel->numedges = count;
for ( i=0 ; i<count ; i++, in++, out++)
{
out->v[0] = (unsigned short)LittleShort(in->v[0]);
out->v[1] = (unsigned short)LittleShort(in->v[1]);
}
}
/*
=================
Mod_LoadTexinfo
=================
*/
void GLMod_LoadTexinfo (lump_t *l)
{
texinfo_t *in;
mtexinfo_t *out;
int i, j, count;
int miptex;
float len1, len2;
in = (void *)(mod_base + l->fileofs);
if (l->filelen % sizeof(*in))
Sys_Error ("MOD_LoadBmodel: funny lump size in %s",loadmodel->name);
count = l->filelen / sizeof(*in);
out = Hunk_AllocName ( count*sizeof(*out), loadname);
loadmodel->texinfo = out;
loadmodel->numtexinfo = count;
for ( i=0 ; i<count ; i++, in++, out++)
{
for (j=0 ; j<8 ; j++)
out->vecs[0][j] = LittleFloat (in->vecs[0][j]);
len1 = Length (out->vecs[0]);
len2 = Length (out->vecs[1]);
len1 = (len1 + len2)/2;
if (len1 < 0.32)
out->mipadjust = 4;
else if (len1 < 0.49)
out->mipadjust = 3;
else if (len1 < 0.99)
out->mipadjust = 2;
else
out->mipadjust = 1;
#if 0
if (len1 + len2 < 0.001)
out->mipadjust = 1; // don't crash
else
out->mipadjust = 1 / floor( (len1+len2)/2 + 0.1 );
#endif
miptex = LittleLong (in->miptex);
out->flags = LittleLong (in->flags);
if (!loadmodel->textures || miptex < 0 || miptex >= loadmodel->numtextures)
{
out->texture = r_notexture_mip; // checkerboard texture
out->flags = 0;
}
else
{
out->texture = loadmodel->textures[miptex];
if (!out->texture)
{
out->texture = r_notexture_mip; // texture not found
out->flags = 0;
}
}
}
}
/*
================
CalcSurfaceExtents
Fills in s->texturemins[] and s->extents[]
================
*/
void CalcSurfaceExtents (msurface_t *s);
/*
{
float mins[2], maxs[2], val;
int i,j, e;
mvertex_t *v;
mtexinfo_t *tex;
int bmins[2], bmaxs[2];
mins[0] = mins[1] = 999999;
maxs[0] = maxs[1] = -99999;
tex = s->texinfo;
for (i=0 ; i<s->numedges ; i++)
{
e = loadmodel->surfedges[s->firstedge+i];
if (e >= 0)
v = &loadmodel->vertexes[loadmodel->edges[e].v[0]];
else
v = &loadmodel->vertexes[loadmodel->edges[-e].v[1]];
for (j=0 ; j<2 ; j++)
{
val = v->position[0] * tex->vecs[j][0] +
v->position[1] * tex->vecs[j][1] +
v->position[2] * tex->vecs[j][2] +
tex->vecs[j][3];
if (val < mins[j])
mins[j] = val;
if (val > maxs[j])
maxs[j] = val;
}
}
for (i=0 ; i<2 ; i++)
{
bmins[i] = floor(mins[i]/16);
bmaxs[i] = ceil(maxs[i]/16);
s->texturemins[i] = bmins[i] * 16;
s->extents[i] = (bmaxs[i] - bmins[i]) * 16;
// if ( !(tex->flags & TEX_SPECIAL) && s->extents[i] > 512 ) //q2 uses 512.
// Sys_Error ("Bad surface extents");
}
}
*/
/*
=================
Mod_LoadFaces
=================
*/
void GLMod_LoadFaces (lump_t *l)
{
dface_t *in;
msurface_t *out;
int i, count, surfnum;
int planenum, side;
int tn;
in = (void *)(mod_base + l->fileofs);
if (l->filelen % sizeof(*in))
Sys_Error ("MOD_LoadBmodel: funny lump size in %s",loadmodel->name);
count = l->filelen / sizeof(*in);
out = Hunk_AllocName ( count*sizeof(*out), loadname);
loadmodel->surfaces = out;
loadmodel->numsurfaces = count;
for ( surfnum=0 ; surfnum<count ; surfnum++, in++, out++)
{
out->firstedge = LittleLong(in->firstedge);
out->numedges = LittleShort(in->numedges);
out->flags = 0;
planenum = LittleShort(in->planenum);
side = LittleShort(in->side);
if (side)
out->flags |= SURF_PLANEBACK;
out->plane = loadmodel->planes + planenum;
tn = LittleShort (in->texinfo);
if (tn < 0 || tn >= loadmodel->numtexinfo)
Host_EndGame("Hey! That map has texinfos out of bounds!\n");
out->texinfo = loadmodel->texinfo + tn;
CalcSurfaceExtents (out);
// lighting info
for (i=0 ; i<MAXLIGHTMAPS ; i++)
out->styles[i] = in->styles[i];
i = LittleLong(in->lightofs);
if (i == -1)
out->samples = NULL;
else if (loadmodel->rgblighting && loadmodel->fromgame != fg_halflife)
out->samples = loadmodel->lightdata + i*3;
else
out->samples = loadmodel->lightdata + i;
if (!out->texinfo->texture)
continue;
// set the drawing flags flag
if (!Q_strncmp(out->texinfo->texture->name,"sky",3)) // sky
{
out->flags |= (SURF_DRAWSKY | SURF_DRAWTILED);
continue;
}
if (!Q_strncmp(out->texinfo->texture->name,"*",1)) // turbulent
{
out->flags |= (SURF_DRAWTURB | SURF_DRAWTILED);
for (i=0 ; i<2 ; i++)
{
out->extents[i] = 16384;
out->texturemins[i] = -8192;
}
continue;
}
if (!Q_strncmp(out->texinfo->texture->name,"{",1)) // alpha
{
out->flags |= (SURF_DRAWALPHA);
continue;
}
if (!Q_strncmp(out->texinfo->texture->name,"glass",5)) // alpha
{
out->flags |= (SURF_DRAWALPHA);
continue;
}
if (out->flags & SURF_DRAWALPHA)
out->flags &= ~SURF_DRAWALPHA;
}
}
/*
=================
Mod_SetParent
=================
*/
void GLMod_SetParent (mnode_t *node, mnode_t *parent)
{
if (!node)
return;
node->parent = parent;
if (node->contents < 0)
return;
GLMod_SetParent (node->children[0], node);
GLMod_SetParent (node->children[1], node);
}
/*
=================
Mod_LoadNodes
=================
*/
void GLMod_LoadNodes (lump_t *l)
{
int i, j, count, p;
dnode_t *in;
mnode_t *out;
in = (void *)(mod_base + l->fileofs);
if (l->filelen % sizeof(*in))
Sys_Error ("MOD_LoadBmodel: funny lump size in %s",loadmodel->name);
count = l->filelen / sizeof(*in);
out = Hunk_AllocName ( count*sizeof(*out), loadname);
loadmodel->nodes = out;
loadmodel->numnodes = count;
for ( i=0 ; i<count ; i++, in++, out++)
{
for (j=0 ; j<3 ; j++)
{
out->minmaxs[j] = LittleShort (in->mins[j]);
out->minmaxs[3+j] = LittleShort (in->maxs[j]);
}
p = LittleLong(in->planenum);
out->plane = loadmodel->planes + p;
out->firstsurface = LittleShort (in->firstface);
out->numsurfaces = LittleShort (in->numfaces);
for (j=0 ; j<2 ; j++)
{
p = LittleShort (in->children[j]);
if (p >= 0)
out->children[j] = loadmodel->nodes + p;
else
out->children[j] = (mnode_t *)(loadmodel->leafs + (-1 - p));
}
}
GLMod_SetParent (loadmodel->nodes, NULL); // sets nodes and leafs
}
/*
=================
Mod_LoadLeafs
=================
*/
void GLMod_LoadLeafs (lump_t *l)
{
dleaf_t *in;
mleaf_t *out;
int i, j, count, p;
// char s[80];
in = (void *)(mod_base + l->fileofs);
if (l->filelen % sizeof(*in))
Sys_Error ("MOD_LoadBmodel: funny lump size in %s",loadmodel->name);
count = l->filelen / sizeof(*in);
out = Hunk_AllocName ( count*sizeof(*out), loadname);
loadmodel->leafs = out;
loadmodel->numleafs = count;
for ( i=0 ; i<count ; i++, in++, out++)
{
for (j=0 ; j<3 ; j++)
{
out->minmaxs[j] = LittleShort (in->mins[j]);
out->minmaxs[3+j] = LittleShort (in->maxs[j]);
}
p = LittleLong(in->contents);
out->contents = p;
out->firstmarksurface = loadmodel->marksurfaces +
LittleShort(in->firstmarksurface);
out->nummarksurfaces = LittleShort(in->nummarksurfaces);
p = LittleLong(in->visofs);
if (p == -1)
out->compressed_vis = NULL;
else
out->compressed_vis = loadmodel->visdata + p;
out->efrags = NULL;
for (j=0 ; j<4 ; j++)
out->ambient_sound_level[j] = in->ambient_level[j];
#ifndef CLIENTONLY
if (!isDedicated)
#endif
{
// gl underwater warp
if (out->contents != Q1CONTENTS_EMPTY)
{
for (j=0 ; j<out->nummarksurfaces ; j++)
out->firstmarksurface[j]->flags |= SURF_UNDERWATER;
}
if (isnotmap)
{
for (j=0 ; j<out->nummarksurfaces ; j++)
out->firstmarksurface[j]->flags |= SURF_DONTWARP;
}
}
}
}
//these are used to boost other info sizes
int numsuplementryplanes;
int numsuplementryclipnodes;
void *suplementryclipnodes;
void *suplementryplanes;
void *crouchhullfile;
qbyte *COM_LoadMallocFile (char *path);
void GLMod_LoadCrouchHull(void)
{
int i, h;
int numsm;
char crouchhullname[MAX_QPATH];
int *data;
int hulls;
// dclipnode_t *cn;
memset(loadmodel->hulls, 0, sizeof(loadmodel->hulls)); //ensure all the sizes are 0 (this is how we check for the existance of a hull
numsuplementryplanes = numsuplementryclipnodes = 0;
//find a name for a ccn and try to load it.
strcpy(crouchhullname, loadmodel->name);
COM_StripExtension(loadmodel->name, crouchhullname);
COM_DefaultExtension(crouchhullname, ".crh"); //crouch hull
crouchhullfile = COM_LoadMallocFile(crouchhullname); //or otherwise temporary storage. load on hunk if you want, but that would be a waste.
if (!crouchhullfile)
return;
data = crouchhullfile;
if (LittleLong(*data++) != ('S') + ('C'<<8) + ('N'<<16) + ('P'<<24)) //make sure it's the right version
return;
if (LittleLong(*data) == 2)
{
data++;
hulls = LittleLong(*data++);
}
else
return;
if (hulls > MAX_MAP_HULLSM - MAX_MAP_HULLSDQ1)
{
return;
}
numsm = LittleLong(*data++);
if (numsm != loadmodel->numsubmodels) //not compatable
return;
numsuplementryplanes = LittleLong(*data++);
numsuplementryclipnodes = LittleLong(*data++);
for (h = 0; h < hulls; h++)
{
for (i = 0; i < 3; i++)
loadmodel->hulls[3+h].clip_mins[i] = LittleLong(*data++);
for (i = 0; i < 3; i++)
loadmodel->hulls[3+h].clip_maxs[i] = LittleLong(*data++);
for (i = 0; i < numsm; i++) //load headnode references
{
loadmodel->submodels[i].headnode[3+h] = LittleLong(*data)+1;
data++;
}
}
suplementryplanes = data;
suplementryclipnodes = (qbyte*)data + sizeof(dplane_t)*numsuplementryplanes;
}
/*
=================
Mod_LoadClipnodes
=================
*/
void GLMod_LoadClipnodes (lump_t *l)
{
dclipnode_t *in, *out;
int i, count;
hull_t *hull;
in = (void *)(mod_base + l->fileofs);
if (l->filelen % sizeof(*in))
Sys_Error ("MOD_LoadBmodel: funny lump size in %s",loadmodel->name);
count = l->filelen / sizeof(*in);
out = Hunk_AllocName ( (count+numsuplementryclipnodes)*sizeof(*out), loadname);//space for both
loadmodel->clipnodes = out;
loadmodel->numclipnodes = count+numsuplementryclipnodes;
if (hexen2map)
{ //hexen2.
hexen2map=false;
hull = &loadmodel->hulls[1];
hull->clipnodes = out;
hull->firstclipnode = 0;
hull->lastclipnode = count-1;
hull->planes = loadmodel->planes;
hull->clip_mins[0] = -16;
hull->clip_mins[1] = -16;
hull->clip_mins[2] = -24;
hull->clip_maxs[0] = 16;
hull->clip_maxs[1] = 16;
hull->clip_maxs[2] = 32;
hull->available = true;
hull = &loadmodel->hulls[2];
hull->clipnodes = out;
hull->firstclipnode = 0;
hull->lastclipnode = count-1;
hull->planes = loadmodel->planes;
hull->clip_mins[0] = -24;
hull->clip_mins[1] = -24;
hull->clip_mins[2] = -20;
hull->clip_maxs[0] = 24;
hull->clip_maxs[1] = 24;
hull->clip_maxs[2] = 20;
hull->available = true;
hull = &loadmodel->hulls[3];
hull->clipnodes = out;
hull->firstclipnode = 0;
hull->lastclipnode = count-1;
hull->planes = loadmodel->planes;
hull->clip_mins[0] = -16;
hull->clip_mins[1] = -16;
hull->clip_mins[2] = -12;
hull->clip_maxs[0] = 16;
hull->clip_maxs[1] = 16;
hull->clip_maxs[2] = 16;
hull->available = true;
hull = &loadmodel->hulls[4];
hull->clipnodes = out;
hull->firstclipnode = 0;
hull->lastclipnode = count-1;
hull->planes = loadmodel->planes;
hull->clip_mins[0] = -40;
hull->clip_mins[1] = -40;
hull->clip_mins[2] = -42;
hull->clip_maxs[0] = 40;
hull->clip_maxs[1] = 40;
hull->clip_maxs[2] = 42;
hull->available = true;
hull = &loadmodel->hulls[5];
hull->clipnodes = out;
hull->firstclipnode = 0;
hull->lastclipnode = count-1;
hull->planes = loadmodel->planes;
hull->clip_mins[0] = -48;
hull->clip_mins[1] = -48;
hull->clip_mins[2] = -50;
hull->clip_maxs[0] = 48;
hull->clip_maxs[1] = 48;
hull->clip_maxs[2] = 50;
hull->available = true;
}
else if (loadmodel->fromgame == fg_halflife)
{
hull = &loadmodel->hulls[1];
hull->clipnodes = out;
hull->firstclipnode = 0;
hull->lastclipnode = count-1;
hull->planes = loadmodel->planes;
hull->clip_mins[0] = -16;
hull->clip_mins[1] = -16;
hull->clip_mins[2] = -36;
hull->clip_maxs[0] = 16;
hull->clip_maxs[1] = 16;
hull->clip_maxs[2] = 36;
hull->available = true;
hull = &loadmodel->hulls[2];
hull->clipnodes = out;
hull->firstclipnode = 0;
hull->lastclipnode = count-1;
hull->planes = loadmodel->planes;
hull->clip_mins[0] = -32;
hull->clip_mins[1] = -32;
hull->clip_mins[2] = -32;
hull->clip_maxs[0] = 32;
hull->clip_maxs[1] = 32;
hull->clip_maxs[2] = 32;
hull->available = true;
hull = &loadmodel->hulls[3];
hull->clipnodes = out;
hull->firstclipnode = 0;
hull->lastclipnode = count-1;
hull->planes = loadmodel->planes;
hull->clip_mins[0] = -16;
hull->clip_mins[1] = -16;
hull->clip_mins[2] = -18;
hull->clip_maxs[0] = 16;
hull->clip_maxs[1] = 16;
hull->clip_maxs[2] = 18;
hull->available = true;
}
else
{
hull = &loadmodel->hulls[1];
hull->clipnodes = out;
hull->firstclipnode = 0;
hull->lastclipnode = count-1;
hull->planes = loadmodel->planes;
hull->clip_mins[0] = -16;
hull->clip_mins[1] = -16;
hull->clip_mins[2] = -24;
hull->clip_maxs[0] = 16;
hull->clip_maxs[1] = 16;
hull->clip_maxs[2] = 32;
hull->available = true;
hull = &loadmodel->hulls[2];
hull->clipnodes = out;
hull->firstclipnode = 0;
hull->lastclipnode = count-1;
hull->planes = loadmodel->planes;
hull->clip_mins[0] = -32;
hull->clip_mins[1] = -32;
hull->clip_mins[2] = -24;
hull->clip_maxs[0] = 32;
hull->clip_maxs[1] = 32;
hull->clip_maxs[2] = 64;
hull->available = true;
hull = &loadmodel->hulls[3];
hull->clipnodes = out;
hull->firstclipnode = 0;
hull->lastclipnode = count-1;
hull->planes = loadmodel->planes;
hull->clip_mins[0] = -16;
hull->clip_mins[1] = -16;
hull->clip_mins[2] = -6;
hull->clip_maxs[0] = 16;
hull->clip_maxs[1] = 16;
hull->clip_maxs[2] = 30;
hull->available = false;
}
for (i=0 ; i<count ; i++, out++, in++)
{
out->planenum = LittleLong(in->planenum);
out->children[0] = LittleShort(in->children[0]);
out->children[1] = LittleShort(in->children[1]);
}
if (numsuplementryclipnodes) //now load the crouch ones.
{
for (i = 3; i < MAX_MAP_HULLSM; i++)
{
hull = &loadmodel->hulls[i];
hull->planes = suplementryplanes;
hull->clipnodes = out-1;
hull->firstclipnode = 0;
hull->lastclipnode = numsuplementryclipnodes;
hull->available = true;
}
in = suplementryclipnodes;
for (i=0 ; i<numsuplementryclipnodes ; i++, out++, in++)
{
out->planenum = LittleLong(in->planenum);
out->children[0] = LittleShort(in->children[0]);
out->children[0] += out->children[0]>=0?1:0;
out->children[1] = LittleShort(in->children[1]);
out->children[1] += out->children[1]>=0?1:0;
}
}
}
/*
=================
Mod_MakeHull0
Deplicate the drawing hull structure as a clipping hull
=================
*/
void GLMod_MakeHull0 (void)
{
mnode_t *in, *child;
dclipnode_t *out;
int i, j, count;
hull_t *hull;
hull = &loadmodel->hulls[0];
in = loadmodel->nodes;
count = loadmodel->numnodes;
out = Hunk_AllocName ( count*sizeof(*out), loadname);
hull->clipnodes = out;
hull->firstclipnode = 0;
hull->lastclipnode = count-1;
hull->planes = loadmodel->planes;
for (i=0 ; i<count ; i++, out++, in++)
{
out->planenum = in->plane - loadmodel->planes;
for (j=0 ; j<2 ; j++)
{
child = in->children[j];
if (child->contents < 0)
out->children[j] = child->contents;
else
out->children[j] = child - loadmodel->nodes;
}
}
}
/*
=================
Mod_LoadMarksurfaces
=================
*/
void GLMod_LoadMarksurfaces (lump_t *l)
{
int i, j, count;
short *in;
msurface_t **out;
in = (void *)(mod_base + l->fileofs);
if (l->filelen % sizeof(*in))
Sys_Error ("MOD_LoadBmodel: funny lump size in %s",loadmodel->name);
count = l->filelen / sizeof(*in);
out = Hunk_AllocName ( count*sizeof(*out), loadname);
loadmodel->marksurfaces = out;
loadmodel->nummarksurfaces = count;
for ( i=0 ; i<count ; i++)
{
j = LittleShort(in[i]);
if (j < 0 || j >= loadmodel->numsurfaces)
Sys_Error ("Mod_ParseMarksurfaces: bad surface number");
out[i] = loadmodel->surfaces + j;
}
}
/*
=================
Mod_LoadSurfedges
=================
*/
void GLMod_LoadSurfedges (lump_t *l)
{
int i, count;
int *in, *out;
in = (void *)(mod_base + l->fileofs);
if (l->filelen % sizeof(*in))
Sys_Error ("MOD_LoadBmodel: funny lump size in %s",loadmodel->name);
count = l->filelen / sizeof(*in);
out = Hunk_AllocName ( count*sizeof(*out), loadname);
loadmodel->surfedges = out;
loadmodel->numsurfedges = count;
for ( i=0 ; i<count ; i++)
out[i] = LittleLong (in[i]);
}
/*
=================
Mod_LoadPlanes
=================
*/
void GLMod_LoadPlanes (lump_t *l)
{
int i, j;
mplane_t *out;
dplane_t *in;
int count;
int bits;
in = (void *)(mod_base + l->fileofs);
if (l->filelen % sizeof(*in))
Sys_Error ("MOD_LoadBmodel: funny lump size in %s",loadmodel->name);
count = l->filelen / sizeof(*in);
out = Hunk_AllocName ( (count+numsuplementryplanes)*2*sizeof(*out), loadname);
loadmodel->planes = out;
loadmodel->numplanes = count+numsuplementryplanes;
for ( i=0 ; i<count ; i++, in++, out++)
{
bits = 0;
for (j=0 ; j<3 ; j++)
{
out->normal[j] = LittleFloat (in->normal[j]);
if (out->normal[j] < 0)
bits |= 1<<j;
}
out->dist = LittleFloat (in->dist);
out->type = LittleLong (in->type);
out->signbits = bits;
}
if (numsuplementryplanes)
{
in = suplementryplanes;
suplementryplanes = out;
for ( i=0 ; i<numsuplementryplanes ; i++, in++, out++)
{
bits = 0;
for (j=0 ; j<3 ; j++)
{
out->normal[j] = LittleFloat (in->normal[j]);
if (out->normal[j] < 0)
bits |= 1<<j;
}
out->dist = LittleFloat (in->dist);
out->type = LittleLong (in->type);
out->signbits = bits;
}
}
}
/*
=================
RadiusFromBounds
=================
*/
float RadiusFromBounds (vec3_t mins, vec3_t maxs);
/*
{
int i;
vec3_t corner;
for (i=0 ; i<3 ; i++)
{
corner[i] = fabs(mins[i]) > fabs(maxs[i]) ? fabs(mins[i]) : fabs(maxs[i]);
}
return Length (corner);
}
*/
//combination of R_AddDynamicLights and R_MarkLights
void GLR_StainSurf (msurface_t *surf, float *parms);
static void Q1BSP_StainNode (mnode_t *node, float *parms)
{
mplane_t *splitplane;
float dist;
msurface_t *surf;
int i;
if (node->contents < 0)
return;
splitplane = node->plane;
dist = DotProduct ((parms+1), splitplane->normal) - splitplane->dist;
if (dist > (*parms))
{
Q1BSP_StainNode (node->children[0], parms);
return;
}
if (dist < (-*parms))
{
Q1BSP_StainNode (node->children[1], parms);
return;
}
// mark the polygons
surf = cl.worldmodel->surfaces + node->firstsurface;
for (i=0 ; i<node->numsurfaces ; i++, surf++)
{
if (surf->flags&~(SURF_DONTWARP|SURF_PLANEBACK))
continue;
GLR_StainSurf(surf, parms);
}
Q1BSP_StainNode (node->children[0], parms);
Q1BSP_StainNode (node->children[1], parms);
}
void Q1BSP_MarkLights (dlight_t *light, int bit, mnode_t *node);
void Q1BSP_FatPVS (vec3_t org, qboolean add);
qboolean Q1BSP_EdictInFatPVS(struct edict_s *ent);
void Q1BSP_FindTouchedLeafs(struct edict_s *ent);
qboolean Q1BSP_Trace(model_t *model, int forcehullnum, int frame, vec3_t start, vec3_t end, vec3_t mins, vec3_t maxs, trace_t *trace);
void GLQ1BSP_LightPointValues(vec3_t point, vec3_t res_diffuse, vec3_t res_ambient, vec3_t res_dir);
/*
=================
Mod_LoadBrushModel
=================
*/
void GLMod_LoadBrushModel (model_t *mod, void *buffer)
{
int i, j;
dheader_t *header;
mmodel_t *bm;
model_t *lm=mod;
loadmodel->type = mod_brush;
header = (dheader_t *)buffer;
if ((!cl.worldmodel && cls.state>=ca_connected)
#ifndef CLIENTONLY
|| (!sv.worldmodel && sv.active)
#endif
)
isnotmap = false;
else
isnotmap = true;
i = LittleLong (header->version);
if (i == BSPVERSION || i == BSPVERSIONPREREL)
loadmodel->fromgame = fg_quake;
else if (i == BSPVERSIONHL) //halflife support
loadmodel->fromgame = fg_halflife;
else
Sys_Error ("Mod_LoadBrushModel: %s has wrong version number (%i should be %i)", mod->name, i, BSPVERSION);
// swap all the lumps
mod_base = (qbyte *)header;
for (i=0 ; i<sizeof(dheader_t)/4 ; i++)
((int *)header)[i] = LittleLong ( ((int *)header)[i]);
if (1)//mod_ebfs.value)
{
char *id;
id = (char *)(header + 1);
if (id[0]=='P' && id[1]=='A' && id[2]=='C' && id[3]=='K')
{ //EBFS detected.
COM_LoadMapPackFile(mod->name, sizeof(dheader_t));
}
}
// checksum all of the map, except for entities
mod->checksum = 0;
mod->checksum2 = 0;
for (i = 0; i < HEADER_LUMPS; i++) {
if (i == LUMP_ENTITIES)
continue;
mod->checksum ^= Com_BlockChecksum(mod_base + header->lumps[i].fileofs,
header->lumps[i].filelen);
if (i == LUMP_VISIBILITY || i == LUMP_LEAFS || i == LUMP_NODES)
continue;
mod->checksum2 ^= Com_BlockChecksum(mod_base + header->lumps[i].fileofs,
header->lumps[i].filelen);
}
// load into heap
#ifndef CLIENTONLY
if (!isDedicated)
#endif
{
GLMod_LoadVertexes (&header->lumps[LUMP_VERTEXES]);
GLMod_LoadEdges (&header->lumps[LUMP_EDGES]);
GLMod_LoadSurfedges (&header->lumps[LUMP_SURFEDGES]);
GLMod_LoadTextures (&header->lumps[LUMP_TEXTURES]);
GLMod_LoadLighting (&header->lumps[LUMP_LIGHTING]);
}
GLMod_LoadSubmodels (&header->lumps[LUMP_MODELS]);
GLMod_LoadCrouchHull();
GLMod_LoadPlanes (&header->lumps[LUMP_PLANES]);
#ifndef CLIENTONLY
if (!isDedicated)
#endif
{
GLMod_LoadTexinfo (&header->lumps[LUMP_TEXINFO]);
GLMod_LoadFaces (&header->lumps[LUMP_FACES]);
GLMod_LoadMarksurfaces (&header->lumps[LUMP_MARKSURFACES]);
}
GLMod_LoadVisibility (&header->lumps[LUMP_VISIBILITY]);
GLMod_LoadLeafs (&header->lumps[LUMP_LEAFS]);
GLMod_LoadNodes (&header->lumps[LUMP_NODES]);
GLMod_LoadClipnodes (&header->lumps[LUMP_CLIPNODES]);
GLMod_LoadEntities (&header->lumps[LUMP_ENTITIES]);
GLMod_MakeHull0 ();
if (crouchhullfile)
{
BZ_Free(crouchhullfile);
crouchhullfile=NULL;
}
#ifndef CLIENTONLY
if (sv.state) //if the server is running
{
if (!strcmp(loadmodel->name, va("maps/%s.bsp", sv.name)))
Mod_ParseInfoFromEntityLump(mod_base + header->lumps[LUMP_ENTITIES].fileofs);
}
else
#endif
{
if (!cl.model_precache[1]) //not copied across yet
Mod_ParseInfoFromEntityLump(mod_base + header->lumps[LUMP_ENTITIES].fileofs);
}
mod->funcs.LightPointValues = GLQ1BSP_LightPointValues;
mod->funcs.StainNode = Q1BSP_StainNode;
mod->funcs.MarkLights = Q1BSP_MarkLights;
mod->funcs.Trace = Q1BSP_Trace;
mod->funcs.LeafForPoint = GLMod_LeafForPoint;
mod->funcs.LeafPVS = GLMod_LeafnumPVS;
#ifndef CLIENTONLY
mod->funcs.FindTouchedLeafs_Q1 = Q1BSP_FindTouchedLeafs;
mod->funcs.EdictInFatPVS = Q1BSP_EdictInFatPVS;
mod->funcs.FatPVS = Q1BSP_FatPVS;
#endif
mod->numframes = 2; // regular and alternate animation
//
// set up the submodels (FIXME: this is confusing)
//
for (i=0 ; i<mod->numsubmodels ; i++)
{
bm = &mod->submodels[i];
mod->hulls[0].firstclipnode = bm->headnode[0];
mod->hulls[0].available = true;
Q1BSP_SetHullFuncs(&mod->hulls[0]);
for (j=1 ; j<MAX_MAP_HULLSM ; j++)
{
mod->hulls[j].firstclipnode = bm->headnode[j];
mod->hulls[j].lastclipnode = mod->numclipnodes-1;
mod->hulls[j].available = bm->hullavailable[j];
if (mod->hulls[j].firstclipnode > mod->hulls[j].lastclipnode)
mod->hulls[j].available = false;
Q1BSP_SetHullFuncs(&mod->hulls[j]);
}
mod->firstmodelsurface = bm->firstface;
mod->nummodelsurfaces = bm->numfaces;
VectorCopy (bm->maxs, mod->maxs);
VectorCopy (bm->mins, mod->mins);
mod->radius = RadiusFromBounds (mod->mins, mod->maxs);
mod->numleafs = bm->visleafs;
if (i < mod->numsubmodels-1)
{ // duplicate the basic information
char name[10];
sprintf (name, "*%i", i+1);
loadmodel = Mod_FindName (name);
*loadmodel = *mod;
strcpy (loadmodel->name, name);
mod = loadmodel;
P_DefaultTrail(mod);
}
}
#ifdef RUNTIMELIGHTING
if (lightmodel == lm)
LightLoadEntities(lightmodel->entities);
#endif
}
/*
==============================================================================
ALIAS MODELS
==============================================================================
*/
//aliashdr_t *pheader;
//mstvert_t stverts[MAXALIASVERTS*2];
//mtriangle_t triangles[MAXALIASTRIS];
// a pose is a single set of vertexes. a frame may be
// an animating sequence of poses
//dtrivertx_t *poseverts[MAXALIASFRAMES];
//int posenum;
qbyte *player_8bit_texels/*[320*200]*/;
//=========================================================
/*
=================
Mod_FloodFillSkin
Fill background pixels so mipmapping doesn't have haloes - Ed
=================
*/
typedef struct
{
short x, y;
} floodfill_t;
// must be a power of 2
#define FLOODFILL_FIFO_SIZE 0x1000
#define FLOODFILL_FIFO_MASK (FLOODFILL_FIFO_SIZE - 1)
#define FLOODFILL_STEP( off, dx, dy ) \
{ \
if (pos[off] == fillcolor) \
{ \
pos[off] = 255; \
fifo[inpt].x = x + (dx), fifo[inpt].y = y + (dy); \
inpt = (inpt + 1) & FLOODFILL_FIFO_MASK; \
} \
else if (pos[off] != 255) fdc = pos[off]; \
}
void GLMod_FloodFillSkin( qbyte *skin, int skinwidth, int skinheight )
{
qbyte fillcolor = *skin; // assume this is the pixel to fill
floodfill_t fifo[FLOODFILL_FIFO_SIZE];
int inpt = 0, outpt = 0;
int filledcolor = -1;
int i;
if (filledcolor == -1)
{
filledcolor = 0;
// attempt to find opaque black
for (i = 0; i < 256; ++i)
if (d_8to24rgbtable[i] == (255 << 0)) // alpha 1.0
{
filledcolor = i;
break;
}
}
// can't fill to filled color or to transparent color (used as visited marker)
if ((fillcolor == filledcolor) || (fillcolor == 255))
{
//printf( "not filling skin from %d to %d\n", fillcolor, filledcolor );
return;
}
fifo[inpt].x = 0, fifo[inpt].y = 0;
inpt = (inpt + 1) & FLOODFILL_FIFO_MASK;
while (outpt != inpt)
{
int x = fifo[outpt].x, y = fifo[outpt].y;
int fdc = filledcolor;
qbyte *pos = &skin[x + skinwidth * y];
outpt = (outpt + 1) & FLOODFILL_FIFO_MASK;
if (x > 0) FLOODFILL_STEP( -1, -1, 0 );
if (x < skinwidth - 1) FLOODFILL_STEP( 1, 1, 0 );
if (y > 0) FLOODFILL_STEP( -skinwidth, 0, -1 );
if (y < skinheight - 1) FLOODFILL_STEP( skinwidth, 0, 1 );
skin[x + skinwidth * y] = fdc;
}
}
//=============================================================================
/*
=================
Mod_LoadSpriteFrame
=================
*/
void * GLMod_LoadSpriteFrame (void * pin, mspriteframe_t **ppframe, int framenum, int version, unsigned char *palette)
{
dspriteframe_t *pinframe;
mspriteframe_t *pspriteframe;
int width, height, size, origin[2];
char name[64];
pinframe = (dspriteframe_t *)pin;
width = LittleLong (pinframe->width);
height = LittleLong (pinframe->height);
size = width * height;
pspriteframe = Hunk_AllocName (sizeof (mspriteframe_t),loadname);
Q_memset (pspriteframe, 0, sizeof (mspriteframe_t));
*ppframe = pspriteframe;
pspriteframe->width = width;
pspriteframe->height = height;
origin[0] = LittleLong (pinframe->origin[0]);
origin[1] = LittleLong (pinframe->origin[1]);
pspriteframe->up = origin[1];
pspriteframe->down = origin[1] - height;
pspriteframe->left = origin[0];
pspriteframe->right = width + origin[0];
COM_StripExtension(loadmodel->name, name);
strcat(name, va("_%i", framenum));
pspriteframe->gl_texturenum = Mod_LoadReplacementTexture(name, "sprites", true, true, true);
if (version == SPRITE32_VERSION)
{
size *= 4;
if (!pspriteframe->gl_texturenum)
pspriteframe->gl_texturenum = GL_LoadTexture32 (name, width, height, (unsigned *)(pinframe + 1), true, true);
}
else if (version == SPRITEHL_VERSION)
{
if (!pspriteframe->gl_texturenum)
pspriteframe->gl_texturenum = GL_LoadTexture8Pal32 (name, width, height, (unsigned *)(pinframe + 1), palette, true, true);
}
else
{
if (!pspriteframe->gl_texturenum)
pspriteframe->gl_texturenum = GL_LoadTexture (name, width, height, (qbyte *)(pinframe + 1), true, true);
}
return (void *)((qbyte *)(pinframe+1) + size);
}
/*
=================
Mod_LoadSpriteGroup
=================
*/
void * GLMod_LoadSpriteGroup (void * pin, mspriteframe_t **ppframe, int framenum, int version, unsigned char *palette)
{
dspritegroup_t *pingroup;
mspritegroup_t *pspritegroup;
int i, numframes;
dspriteinterval_t *pin_intervals;
float *poutintervals;
void *ptemp;
pingroup = (dspritegroup_t *)pin;
numframes = LittleLong (pingroup->numframes);
pspritegroup = Hunk_AllocName (sizeof (mspritegroup_t) +
(numframes - 1) * sizeof (pspritegroup->frames[0]), loadname);
pspritegroup->numframes = numframes;
*ppframe = (mspriteframe_t *)pspritegroup;
pin_intervals = (dspriteinterval_t *)(pingroup + 1);
poutintervals = Hunk_AllocName (numframes * sizeof (float), loadname);
pspritegroup->intervals = poutintervals;
for (i=0 ; i<numframes ; i++)
{
*poutintervals = LittleFloat (pin_intervals->interval);
if (*poutintervals <= 0.0)
Sys_Error ("Mod_LoadSpriteGroup: interval<=0");
poutintervals++;
pin_intervals++;
}
ptemp = (void *)pin_intervals;
for (i=0 ; i<numframes ; i++)
{
ptemp = GLMod_LoadSpriteFrame (ptemp, &pspritegroup->frames[i], framenum * 100 + i, version, palette);
}
return ptemp;
}
/*
=================
Mod_LoadSpriteModel
=================
*/
void GLMod_LoadSpriteModel (model_t *mod, void *buffer)
{
int i;
int version;
dsprite_t *pin;
msprite_t *psprite;
int numframes;
int size;
dspriteframetype_t *pframetype;
int rendertype=0;
unsigned char pal[256*4];
int sptype;
pin = (dsprite_t *)buffer;
version = LittleLong (pin->version);
if (version != SPRITE_VERSION)
if (version != SPRITE32_VERSION)
if (version != SPRITEHL_VERSION)
Sys_Error ("%s has wrong version number "
"(%i should be %i)", mod->name, version, SPRITE_VERSION);
sptype = LittleLong (pin->type);
if (pin->version == SPRITEHL_VERSION)
{
pin = (dsprite_t*)((char*)pin + 4);
rendertype = LittleLong (pin->type);
}
numframes = LittleLong (pin->numframes);
size = sizeof (msprite_t) + (numframes - 1) * sizeof (psprite->frames);
psprite = Hunk_AllocName (size, loadname);
mod->cache.data = psprite;
psprite->type = sptype;
psprite->maxwidth = LittleLong (pin->width);
psprite->maxheight = LittleLong (pin->height);
psprite->beamlength = LittleFloat (pin->beamlength);
mod->synctype = LittleLong (pin->synctype);
psprite->numframes = numframes;
mod->mins[0] = mod->mins[1] = -psprite->maxwidth/2;
mod->maxs[0] = mod->maxs[1] = psprite->maxwidth/2;
mod->mins[2] = -psprite->maxheight/2;
mod->maxs[2] = psprite->maxheight/2;
if (pin->version == SPRITEHL_VERSION)
{
int i;
short *numi = (short*)(pin+1);
unsigned char *src = (unsigned char *)(numi+1);
if (*numi != 256)
Sys_Error("%s has wrong number of palette indexes (we only support 256)\n", mod->name);
for (i = 0; i < 256; i++)
{
pal[i*4+0] = *src++;
pal[i*4+1] = *src++;
pal[i*4+2] = *src++;
pal[i*4+3] = 255;
}
pframetype = (dspriteframetype_t *)(src);
}
else
pframetype = (dspriteframetype_t *)(pin + 1);
//
// load the frames
//
if (numframes < 1)
Sys_Error ("Mod_LoadSpriteModel: Invalid # of frames: %d\n", numframes);
mod->numframes = numframes;
for (i=0 ; i<numframes ; i++)
{
spriteframetype_t frametype;
frametype = LittleLong (pframetype->type);
psprite->frames[i].type = frametype;
if (frametype == SPR_SINGLE)
{
pframetype = (dspriteframetype_t *)
GLMod_LoadSpriteFrame (pframetype + 1,
&psprite->frames[i].frameptr, i, version, pal);
}
else
{
pframetype = (dspriteframetype_t *)
GLMod_LoadSpriteGroup (pframetype + 1,
&psprite->frames[i].frameptr, i, version, pal);
}
}
mod->type = mod_sprite;
}
void GLMod_LoadSprite2Model (model_t *mod, void *buffer)
{
int i;
int version;
dmd2sprite_t *pin;
msprite_t *psprite;
int numframes;
int size;
dmd2sprframe_t *pframetype;
mspriteframe_t *frame;
float origin[2];
pin = (dmd2sprite_t *)buffer;
version = LittleLong (pin->version);
if (version != SPRITE2_VERSION)
Sys_Error ("%s has wrong version number "
"(%i should be %i)", mod->name, version, SPRITE2_VERSION);
numframes = LittleLong (pin->numframes);
size = sizeof (msprite_t) + (numframes - 1) * sizeof (psprite->frames);
psprite = Hunk_AllocName (size, loadname);
mod->cache.data = psprite;
psprite->type = SPR_VP_PARALLEL;
psprite->maxwidth = 1;
psprite->maxheight = 1;
psprite->beamlength = 1;
mod->synctype = 0;
psprite->numframes = numframes;
mod->mins[0] = mod->mins[1] = -psprite->maxwidth/2;
mod->maxs[0] = mod->maxs[1] = psprite->maxwidth/2;
mod->mins[2] = -psprite->maxheight/2;
mod->maxs[2] = psprite->maxheight/2;
//
// load the frames
//
if (numframes < 1)
Sys_Error ("Mod_LoadSpriteModel: Invalid # of frames: %d\n", numframes);
mod->numframes = numframes;
pframetype = pin->frames;
for (i=0 ; i<numframes ; i++)
{
spriteframetype_t frametype;
frametype = SPR_SINGLE;
psprite->frames[i].type = frametype;
frame = psprite->frames[i].frameptr = Hunk_AllocName(sizeof(mspriteframe_t), loadname);
frame->gl_texturenum = Mod_LoadHiResTexture(pframetype->name, NULL, true, true, true);
frame->width = LittleLong(pframetype->width);
frame->height = LittleLong(pframetype->height);
origin[0] = LittleLong (pframetype->origin_x);
origin[1] = LittleLong (pframetype->origin_y);
frame->up = -origin[1];
frame->down = frame->height - origin[1];
frame->left = -origin[0];
frame->right = frame->width - origin[0];
pframetype++;
}
mod->type = mod_sprite;
}
#ifdef DOOMWADS
typedef struct {
short width;
short height;
short xpos;
short ypos;
} doomimage_t;
static int FindDoomSprites(char *name, int size, void *param)
{
if (*(int *)param + strlen(name)+1 > 16000)
Sys_Error("Too many doom sprites\n");
strcpy((char *)param + *(int *)param, name);
*(int *)param += strlen(name)+1;
return true;
}
static void LoadDoomSpriteFrame(char *imagename, mspriteframedesc_t *pdesc, int anglenum, qboolean xmirrored)
{
int c;
int fr;
int rc;
unsigned int *colpointers;
qbyte *data;
doomimage_t *header;
qbyte image[256*256];
qbyte *palette;
qbyte *coldata;
mspriteframe_t *pframe;
if (!anglenum)
{
pdesc->type = SPR_SINGLE;
pdesc->frameptr = pframe = Hunk_AllocName(sizeof(*pframe), loadname);
}
else
{
mspritegroup_t *group;
if (!pdesc->frameptr || pdesc->type != SPR_ANGLED)
{
pdesc->type = SPR_ANGLED;
group = Hunk_AllocName(sizeof(*group)+sizeof(mspriteframe_t *)*(8-1), loadname);
pdesc->frameptr = (mspriteframe_t *)group;
group->numframes = 8;
}
else
group = (mspritegroup_t *)pdesc->frameptr;
pframe = Hunk_AllocName(sizeof(*pframe), loadname);
group->frames[anglenum-1] = pframe;
}
palette = COM_LoadTempFile("wad/playpal");
header = (doomimage_t *)COM_LoadTempFile2(imagename);
data = (qbyte *)header;
pframe->width = header->width;
pframe->height = header->height;
pframe->up = +header->ypos;
pframe->down = -header->height + header->ypos;
if (xmirrored)
{
pframe->right = -header->xpos;
pframe->left = header->width - header->xpos;
}
else
{
pframe->left = -header->xpos;
pframe->right = header->width - header->xpos;
}
if (header->width*header->height > sizeof(image))
return;
memset(image, 255, header->width*header->height);
colpointers = (unsigned int*)(data+sizeof(doomimage_t));
for (c = 0; c < header->width; c++)
{
if (colpointers[c] >= com_filesize)
break;
coldata = data + colpointers[c];
while(1)
{
fr = *coldata++;
if (fr == 255)
break;
rc = *coldata++;
coldata++;
if ((fr+rc) > header->height)
break;
while(rc)
{
image[c + fr*header->width] = *coldata++;
fr++;
rc--;
}
coldata++;
}
}
pframe->gl_texturenum = GL_LoadTexture8Pal24(imagename, pframe->width, pframe->height, image, palette, true, true);
}
/*
=================
Doom Sprites
=================
*/
void GLMod_LoadDoomSprite (model_t *mod)
{
char files[16384];
char basename[MAX_QPATH];
int baselen;
char *name;
int numframes=0;
int ofs;
int size;
int elements=0;
int framenum;
int anglenum;
msprite_t *psprite;
COM_StripExtension(mod->name, basename);
baselen = strlen(basename);
strcat(basename, "*");
*(int *)files=4;
COM_EnumerateFiles(basename, FindDoomSprites, files);
//find maxframes and validate the rest.
for (ofs = 4; ofs < *(int*)files; ofs+=strlen(files+ofs)+1)
{
name = files+ofs+baselen;
if (!*name)
Host_Error("Doom sprite componant lacks frame name");
if (*name - 'a'+1 > numframes)
numframes = *name - 'a'+1;
if (name[1] < '0' || name[1] > '8')
Host_Error("Doom sprite componant has bad angle number");
if (name[1] == '0')
elements+=8;
else
elements++;
if (name[2]) //is there a second element?
{
if (name[2] - 'a'+1 > numframes)
numframes = name[2] - 'a'+1;
if (name[3] < '0' || name[3] > '8')
Host_Error("Doom sprite componant has bad angle number");
if (name[3] == '0')
elements+=8;
else
elements++;
}
}
if (elements != numframes*8)
Host_Error("Doom sprite has wrong componant count");
if (!numframes)
Host_Error("Doom sprite componant has no frames");
size = sizeof (msprite_t) + (elements - 1) * sizeof (psprite->frames);
psprite = Hunk_AllocName (size, loadname);
psprite->numframes = numframes;
//do the actual loading.
for (ofs = 4; ofs < *(int*)files; ofs+=strlen(files+ofs)+1)
{
name = files+ofs;
framenum = name[baselen+0] - 'a';
anglenum = name[baselen+1] - '0';
LoadDoomSpriteFrame(name, &psprite->frames[framenum], anglenum, false);
if (name[baselen+2]) //is there a second element?
{
framenum = name[baselen+2] - 'a';
anglenum = name[baselen+3] - '0';
LoadDoomSpriteFrame(name, &psprite->frames[framenum], anglenum, true);
}
}
psprite->type = SPR_FACING_UPRIGHT;
mod->type = mod_sprite;
mod->cache.data = psprite;
}
#endif
//=============================================================================
/*
================
Mod_Print
================
*/
void GLMod_Print (void)
{
int i;
model_t *mod;
Con_Printf ("Cached models:\n");
for (i=0, mod=mod_known ; i < mod_numknown ; i++, mod++)
{
Con_Printf ("%8p : %s\n",mod->cache.data, mod->name);
}
}
#endif