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https://github.com/nzp-team/fteqw.git
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b9cd6ec91b
_pext_vrinputs: added cvar to enable vr inputs protocol extension allowing vr inputs to be networked to ssqc too. defaults to 0 for now, will be renamed when deemed final. updates menu: the prompt to enable sources is now more explicit instead of expecting the user to have a clue. updates menu: added a v3 sources format, which should be more maintainable. not final. updates menu: try to give reasons why sources might be failing (to help blame ISPs if they try fucking over TTH dns again). presets menu: no longer closes the instant a preset is chosen. some presets have a couple of modifiers listed. force the demo loop in the background to serve as a preview. prompts menus: now does word wrapping. ftemaster: support importing server lists from other master servers (requested by Eukara). server: try to detect when non-reply inbound packets are blocked by firewalls/nats/etc (using ftemaster to do so). qcvm: added pointcontentsmask builtin, allowing it to probe more than just world, with fte's full contentbit range instead of just q1 legacy. qcvm: memfill8 builtin now works on createbuffer() pointers. qcvm: add missing unsigned ops. Fixed double comparison ops. fixed bug with op_store_i64. added missing OP_LOADP_I64 qcc: added '#pragma framerate RATE' for overriding implicit nextthink durations. qcc: fixed '#pragma DONT_COMPILE_THIS_FILE' to not screw up comments. qcc: added __GITURL__ __GITHASH__ __GITDATE__ __GITDATETIME__ __GITDESC__ for any mods that might want to make use of that. qcc: fix up -Fhashonly a little setrenderer: support for vulkan gpu enumeration. rulesets: reworked to support custom rulesets (using hashes to catch haxxors, though still nothing prevents just changing the client to ignore rulesets) bspx: use our BIH code for the bspx BRUSHLIST lump instead of the older less efficient code. (static)iqm+obj: these model formats can now be used for the worldmodel (with a suitable .ent file). Also using BIH for much better collision performance. pmove: tried to optimise PM_NudgePosition, should boost fps in stress tests. wayland: fix a crash on startup. mousegrabs now works better. imagetool: uses sdl for previews. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@5813 fc73d0e0-1445-4013-8a0c-d673dee63da5
421 lines
14 KiB
C
421 lines
14 KiB
C
#ifdef TERRAIN
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//#define STRICTEDGES //strict (ugly) grid
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#define TERRAINTHICKNESS 16
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#define TERRAINACTIVESECTIONS 3000
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/*
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a note on networking:
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By default terrain is NOT networked. This means content is loaded without networking delays.
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If you wish to edit the terrain collaboratively, you can enable the mod_terrain_networked cvar.
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When set, changes on the server will notify clients that a section has changed, and the client will reload it as needed.
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Changes on the client WILL NOT notify the server, and will get clobbered if the change is also made on the server.
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This means for editing purposes, you MUST funnel it via ssqc with your own permission checks.
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It also means for explosions and local stuff, the server will merely restate changes from impacts if you do them early. BUT DO NOT CALL THE EDIT FUNCTION IF THE SERVER HAS ALREADY APPLIED THE CHANGE.
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*/
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/*
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terminology:
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tile:
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a single grid tile of 2*2 height samples.
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iterrated for collisions but otherwise unused.
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section:
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16*16 tiles, with a single texture spread over them.
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samples have an overlap with the neighbouring section (so 17*17 height samples). texture samples do not quite match height frequency (63*63 vs 16*16).
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smallest unit for culling.
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block:
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16*16 sections. forms a single disk file. used only to avoid 16777216 files in a single directory, instead getting 65536 files for a single fully populated map... much smaller...
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each block file is about 4mb each. larger can be detrimental to automatic downloads.
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cluster:
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64*64 sections
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internal concept to avoid a single pointer array of 16 million entries per terrain.
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*/
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int Surf_NewLightmaps(int count, int width, int height, uploadfmt_t fmt, qboolean deluxe);
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#define MAXCLUSTERS 64
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#define MAXSECTIONS 64 //this many sections within each cluster in each direction
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#define SECTHEIGHTSIZE 17 //this many height samples per section (one for overlap)
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#define SECTTEXSIZE 64 //this many texture samples per section (one for overlap, yes, this is a little awkward)
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#define SECTIONSPERBLOCK 16
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//each section is this many sections higher in world space, to keep the middle centered at '0 0'
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#define CHUNKBIAS (MAXCLUSTERS*MAXSECTIONS/2)
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#define CHUNKLIMIT (MAXCLUSTERS*MAXSECTIONS)
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#define LMCHUNKS 8//(LMBLOCK_WIDTH/SECTTEXSIZE) //FIXME: make dynamic.
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#define HMLMSTRIDE (LMCHUNKS*SECTTEXSIZE)
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#define SECTION_MAGIC (*(int*)"HMMS")
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#define SECTION_VER_DEFAULT 1
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/*simple version history:
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ver=0
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SECTHEIGHTSIZE=16
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ver=1
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SECTHEIGHTSIZE=17 (oops, makes holes more usable)
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(holes in this format are no longer supported)
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ver=2
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uses deltas instead of absolute values
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variable length image names
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*/
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#define TGS_NOLOAD 0
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#define TGS_LAZYLOAD 1 //see if its available, if not, queue it. don't create too much work at once. peace man
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#define TGS_TRYLOAD 2 //try and get it, but don't stress if its not available yet
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#define TGS_WAITLOAD 4 //load it, wait for it if needed.
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#define TGS_ANYSTATE 8 //returns the section regardless of its current state, even if its loading.
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#define TGS_NODOWNLOAD 16 //don't queue it for download
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#define TGS_NORENDER 32 //don't upload any textures or whatever
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#define TGS_DEFAULTONFAIL 64 //if it failed to load, generate a default anyway
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enum
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{
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//these flags can be found on disk
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TSF_HASWATER_V0 = 1u<<0, //no longer flagged.
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TSF_HASCOLOURS = 1u<<1,
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TSF_HASHEIGHTS = 1u<<2,
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TSF_HASSHADOW = 1u<<3,
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//these flags are found only on disk
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TSF_D_UNUSED1 = 1u<<28,
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TSF_D_UNUSED2 = 1u<<29,
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TSF_D_UNUSED3 = 1u<<30,
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TSF_D_UNUSED4 = 1u<<31,
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//these flags should not be found on disk
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TSF_NOTIFY = 1u<<28, //modified on server, waiting for clients to be told about the change.
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TSF_RELIGHT = 1u<<29, //height edited, needs relighting.
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TSF_DIRTY = 1u<<30, //its heightmap has changed, the mesh needs rebuilding
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TSF_EDITED = 1u<<31 //says it needs to be written if saved
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#define TSF_INTERNAL (TSF_RELIGHT|TSF_DIRTY|TSF_EDITED|TSF_NOTIFY)
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};
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enum
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{
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TMF_SCALE = 1u<<0,
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//what else do we want? alpha? colormod perhaps?
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};
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typedef struct
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{
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int size;
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vec3_t axisorg[4];
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float scale;
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int reserved3;
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int reserved2;
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int reserved1;
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//char modelname[1+];
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} dsmesh_v1_t;
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typedef struct
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{
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unsigned int flags;
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char texname[4][32];
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unsigned int texmap[SECTTEXSIZE][SECTTEXSIZE];
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float heights[SECTHEIGHTSIZE*SECTHEIGHTSIZE];
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unsigned short holes;
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unsigned short reserved0;
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float waterheight;
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float minh;
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float maxh;
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int ents_num;
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int reserved1;
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int reserved4;
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int reserved3;
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int reserved2;
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} dsection_v1_t;
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//file header for a single section
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typedef struct
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{
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int magic;
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int ver;
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} dsection_t;
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//file header for a block of sections.
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//(because 16777216 files in a single directory is a bad plan. windows really doesn't like it.)
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typedef struct
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{
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//a block is a X*Y group of sections
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//if offset==0, the section isn't present.
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//the data length of the section preceeds the actual data.
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int magic;
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int ver;
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unsigned int offset[SECTIONSPERBLOCK*SECTIONSPERBLOCK];
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} dblock_t;
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typedef struct hmpolyset_s
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{
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struct hmpolyset_s *next;
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shader_t *shader;
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mesh_t mesh;
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mesh_t *amesh;
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vbo_t vbo;
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} hmpolyset_t;
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struct hmwater_s
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{
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struct hmwater_s *next;
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unsigned int contentmask;
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qboolean simple; //no holes, one height
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float minheight;
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float maxheight;
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char shadername[MAX_QPATH];
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shader_t *shader;
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qbyte holes[8];
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float heights[9*9];
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/*
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qboolean facesdown;
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unsigned int contentmask;
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float heights[SECTHEIGHTSIZE*SECTHEIGHTSIZE];
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#ifndef SERVERONLY
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byte_vec4_t colours[SECTHEIGHTSIZE*SECTHEIGHTSIZE];
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char texname[4][MAX_QPATH];
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int lightmap;
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int lmx, lmy;
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texnums_t textures;
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vbo_t vbo;
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mesh_t mesh;
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mesh_t *amesh;
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#endif
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*/
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};
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enum
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{
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TSLS_NOTLOADED,
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TSLS_LOADING0, //posted to a worker, but not picked up yet. this allows a single worker to generate multiple sections without fighting.
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TSLS_LOADING1, //section is queued to the worker (and may be loaded as part of another section)
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TSLS_LOADING2, //waiting for main thread to finish, worker will ignore
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TSLS_LOADED,
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TSLS_FAILED
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};
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typedef struct
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{
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link_t recycle;
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int sx, sy;
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int loadstate;
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float timestamp; //don't recycle it if its still fairly recent.
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float heights[SECTHEIGHTSIZE*SECTHEIGHTSIZE];
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unsigned char holes[8];
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unsigned int flags;
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float maxh_cull; //includes water+mesh heights
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float minh, maxh;
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struct heightmap_s *hmmod;
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//FIXME: make layers, each with their own holes+heights+contents+textures+shader+mixes. water will presumably have specific values set for each part.
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struct hmwater_s *water;
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size_t traceseq;
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#ifndef SERVERONLY
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pvscache_t pvscache;
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vec4_t colours[SECTHEIGHTSIZE*SECTHEIGHTSIZE]; //FIXME: make bytes
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char texname[4][MAX_QPATH]; //fixme: make path length dynamic.
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int lightmap;
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int lmx, lmy;
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texnums_t textures;
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vbo_t vbo;
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mesh_t mesh;
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mesh_t *amesh;
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hmpolyset_t *polys;
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#endif
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int numents;
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int maxents;
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struct hmentity_s **ents;
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} hmsection_t;
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typedef struct
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{
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hmsection_t *section[MAXSECTIONS*MAXSECTIONS];
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} hmcluster_t;
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#ifndef SERVERONLY
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typedef struct brushbatch_s
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{
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vbo_t vbo;
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mesh_t mesh;
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mesh_t *pmesh;
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int lightmap;
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struct brushbatch_s *next;
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avec4_t align; //meh, cos we can.
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} brushbatch_t;
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#endif
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typedef struct brushtex_s
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{
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char shadername[MAX_QPATH];
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#ifndef SERVERONLY
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shader_t *shader;
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//for rebuild performance
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int firstlm;
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int lmcount;
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struct brushbatch_s *batches;
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#endif
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qboolean rebuild;
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struct brushtex_s *next;
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} brushtex_t;
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typedef struct
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{
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unsigned int contents;
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unsigned int id; //networked/gamecode id.
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unsigned int axialplanes; //+x,+y,+z,-x,-y,-z. used for bevel stuff.
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unsigned int numplanes;
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unsigned char selected:1; //different shader stuff
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vec4_t *planes;
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vec3_t mins, maxs; //for optimisation and stuff
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struct patchdata_s
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{ //unlit, always...
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brushtex_t *tex;
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unsigned short numcp[2];
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short subdiv[2]; //<0=regular q3 patch, 0=cp-only, >0=fixed-tessellation.
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unsigned short tesssize[2];
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struct patchtessvert_s
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{
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vec3_t v;
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vec2_t tc;
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vec4_t rgba;
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// vec3_t norm;
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// vec3_t sdir;
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// vec3_t tdir;
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} *tessvert; //x+(y*tesssize[0])
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//control points
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struct patchcpvert_s
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{
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vec3_t v;
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vec2_t tc;
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vec4_t rgba;
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} cp[1]; //x+(y*numcp[0]) extends past end of patchdata_s
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} *patch; //if this is NULL, then its a regular brush. otherwise its a patch.
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struct brushface_s
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{
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brushtex_t *tex;
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vec4_t stdir[2];
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vec3_t *points;
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unsigned short numpoints;
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unsigned short lmscale;
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int lightmap;
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unsigned short lmbase[2]; //min st coord of the lightmap atlas, in texels.
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unsigned short relight:1;
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unsigned short relit:1;
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int lmbias[2];
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unsigned short lmextents[2];
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unsigned int surfaceflags; //used by q2
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unsigned int surfacevalue; //used by q2 (generally light levels)
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qbyte *lightdata;
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} *faces;
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} brushes_t;
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typedef struct heightmap_s
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{
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char path[MAX_QPATH];
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char skyname[MAX_QPATH]; //name of the skybox
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char groundshadername[MAX_QPATH]; //this is the shader we're using to draw the terrain itself. you could use other shaders here, for eg debugging or stylised weirdness.
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unsigned int culldistance; //entities will be culled if they're this far away (squared distance
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float maxdrawdist; //maximum view distance. extends view if larger than fog implies.
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unsigned char *seed; //used by whatever terrain generator.
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qboolean forcedefault; //sections that cannot be loaded/generated will receive default values for stuff.
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char defaultgroundtexture[MAX_QPATH];//texture used for defaulted sections
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char defaultwatershader[MAX_QPATH]; //shader used for defaulted sections that have heights beneath defaultwaterheight.
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float defaultwaterheight; //water height. if you want your islands to be surrounded by water.
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float defaultgroundheight; //defaulted sections will have a z plane this high
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int firstsegx, firstsegy; //min bounds of the terrain, in sections
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int maxsegx, maxsegy; //max bounds of the terrain, in sections
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float sectionsize; //each section is this big, in world coords
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hmcluster_t *cluster[MAXCLUSTERS*MAXCLUSTERS];
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shader_t *skyshader;
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shader_t *shader;
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mesh_t skymesh;
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mesh_t *askymesh;
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qboolean legacyterrain; //forced exterior=SOLID
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unsigned int exteriorcontents; //contents type outside of the terrain sections area (.map should be empty, while terrain will usually block).
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unsigned int loadingsections; //number of sections currently being loaded. avoid loading extras while non-zero.
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size_t traceseq;
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size_t drawnframe;
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enum
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{
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DGT_SOLID, //invalid/new areas should be completely solid until painted.
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DGT_HOLES, //invalid/new sections should be non-solid+invisible
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DGT_FLAT //invalid/new sections should be filled with ground by default
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} defaultgroundtype;
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enum
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{
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HMM_TERRAIN,
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HMM_BLOCKS
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} mode;
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int tilecount[2];
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int tilepixcount[2];
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int activesections;
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link_t recycle; //section list in lru order
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// link_t collected; //memory that may be reused, to avoid excess reallocs.
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struct hmentity_s
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{
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size_t drawnframe; //don't add it to the scene multiple times.
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size_t traceseq; //don't trace through this entity multiple times if its in different sections.
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int refs; //entity is free/reusable when its no longer referenced by any sections
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entity_t ent; //note: only model+modelmatrix info is relevant. fixme: implement instancing.
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struct hmentity_s *next; //used for freeing/allocating an entity
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} *entities;
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void *entitylock; //lock this if you're going to read/write entities of any kind.
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#ifndef SERVERONLY
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unsigned int numusedlmsects; //to track leaks and stats
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unsigned int numunusedlmsects;
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struct lmsect_s
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{
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struct lmsect_s *next;
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int lm, x, y;
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} *unusedlmsects;
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#endif
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#ifndef SERVERONLY
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//I'm putting this here because we might have some quite expensive lighting routines going on
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//and that'll make editing the terrain jerky as fook, so relighting it a few texels at a time will help maintain a framerate while editing
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hmsection_t *relight;
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unsigned int relightidx;
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vec2_t relightmin;
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#endif
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char *texmask; //for editing - visually masks off the areas which CANNOT accept this texture
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qboolean entsdirty; //ents were edited, so we need to reload all lighting...
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struct relight_ctx_s *relightcontext;
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struct llightinfo_s *lightthreadmem;
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qboolean inheritedlightthreadmem;
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qboolean recalculatebrushlighting;
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lmalloc_t brushlmalloc;
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float brushlmscale;
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unsigned int *brushlmremaps;
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unsigned int brushmaxlms;
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brushtex_t *brushtextures;
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brushes_t *wbrushes;
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unsigned int numbrushes;
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unsigned int brushidseq;
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qboolean brushesedited;
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} heightmap_t;
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typedef struct plugterrainfuncs_s
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{
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void *(QDECL *GenerateWater) (hmsection_t *s, float maxheight);
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qboolean (QDECL *InitLightmap) (hmsection_t *s, qboolean initialise);
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unsigned char *(QDECL *GetLightmap) (hmsection_t *s, int idx, qboolean edit);
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void (QDECL *AddMesh) (heightmap_t *hm, int loadflags, model_t *mod, const char *modelname, vec3_t epos, vec3_t axis[3], float scale);
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hmsection_t *(QDECL *GetSection) (heightmap_t *hm, int x, int y, unsigned int flags);
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int (QDECL *GenerateSections) (heightmap_t *hm, int sx, int sy, int count, hmsection_t **sects);
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void (QDECL *FinishedSection) (hmsection_t *s, qboolean success);
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qboolean (QDECL *AutogenerateSection)(heightmap_t *hm, int sx, int sy, unsigned int tgsflags); //replace this if you want to make a terrain generator.
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#define plugterrainfuncs_name "Terrain"
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} plugterrainfuncs_t;
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#endif
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