mirror of
https://github.com/nzp-team/fteqw.git
synced 2024-11-14 00:10:46 +00:00
b7318bfaf4
git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@1350 fc73d0e0-1445-4013-8a0c-d673dee63da5
734 lines
20 KiB
C
734 lines
20 KiB
C
#include "quakedef.h"
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#if defined(TERRAIN) && !defined(SERVERONLY) //fixme
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#include "glquake.h"
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//heightmaps work thusly:
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//there is one raw heightmap file
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//the file is split to 4*4 sections.
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//each section is textured independantly (remember banshees are capped at 512 pixels)
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//there's a detailtexture blended over the top to fake the detail.
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//it's built into 16 seperate display lists, these display lists are individually culled, but the drivers are expected to optimise them too.
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//Tei claims 14x speedup with a single display list. hopefully we can achieve the same speed by culling per-texture.
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//we get 20->130
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//perhaps we should build it with multitexture?
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#define SECTIONS 8
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typedef struct {
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char path[MAX_QPATH];
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unsigned short *heights;
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int terrainsize;
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float terrainscale;
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float heightscale;
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int numsegs;
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int detailtexture;
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int textures[SECTIONS*SECTIONS];
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int displaylist[SECTIONS*SECTIONS]; //display lists are famous for being stupidly fast with heightmaps.
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unsigned short mins[SECTIONS*SECTIONS], maxs[SECTIONS*SECTIONS];
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} heightmap_t;
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#define DISPLISTS
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//#define MULTITEXTURE //ATI suck. I don't know about anyone else.
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void GL_DrawHeightmapModel (entity_t *e)
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{
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//a 512*512 heightmap
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//will draw 2 tris per square, drawn twice for detail
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//so a million triangles per frame if the whole thing is visible.
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//with 130 to 180fps, display lists rule!
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int x, y, vx, vy;
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float subsize;
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int minx, miny;
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vec3_t mins, maxs;
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model_t *m = e->model;
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heightmap_t *hm = m->terrain;
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qglColor4f(1, 1, 1, e->alpha);
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for (x = 0; x < hm->numsegs; x++)
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{
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mins[0] = (x+0)*hm->terrainscale*hm->terrainsize/hm->numsegs;
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maxs[0] = (x+1)*hm->terrainscale*hm->terrainsize/hm->numsegs;
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for (y = 0; y < hm->numsegs; y++)
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{
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mins[1] = (y+0)*hm->terrainscale*hm->terrainsize/hm->numsegs;
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maxs[1] = (y+1)*hm->terrainscale*hm->terrainsize/hm->numsegs;
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mins[2] = 0;//hm->mins[x+y*SECTIONS];
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mins[2] = 65535;//hm->maxs[x+y*SECTIONS];
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// if (!BoundsIntersect(mins, maxs, r_refdef.vieworg, r_refdef.vieworg))
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// if (R_CullBox(mins, maxs))
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// continue;
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#ifdef DISPLISTS
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if (!hm->displaylist[x+y*SECTIONS])
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{
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hm->displaylist[x+y*SECTIONS] = qglGenLists(1);
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qglNewList(hm->displaylist[x+y*SECTIONS], GL_COMPILE_AND_EXECUTE);
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#endif
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#ifdef MULTITEXTURE
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if (qglActiveTextureARB)
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{
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qglActiveTextureARB(GL_TEXTURE0_ARB);
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bindTexFunc(GL_TEXTURE_2D, hm->textures[x+y*SECTIONS]);
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qglActiveTextureARB(GL_TEXTURE1_ARB);
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bindTexFunc(GL_TEXTURE_2D, hm->detailtexture);
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qglEnable(GL_TEXTURE_2D);
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subsize = hm->terrainsize/SECTIONS;
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minx = x*subsize;
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miny = y*subsize;
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qglBegin(GL_QUADS);
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for (vx = minx; vx < minx+hm->terrainsize/hm->numsegs; vx++)
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{
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for (vy = miny; vy < miny+hm->terrainsize/hm->numsegs; vy++)
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{
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qglMultiTexCoord2fARB(GL_TEXTURE0_ARB, vx/subsize, (vy+1)/subsize);
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qglMultiTexCoord2fARB(GL_TEXTURE1_ARB, 0, 1);
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qglVertex3f((vx)*hm->terrainscale, (vy+1)*hm->terrainscale, hm->heights[vx + (vy+1)*hm->terrainsize]*hm->heightscale);
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qglMultiTexCoord2fARB(GL_TEXTURE0_ARB, (vx+1)/subsize, (vy+1)/subsize);
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qglMultiTexCoord2fARB(GL_TEXTURE1_ARB, 1, 1);
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qglVertex3f((vx+1)*hm->terrainscale, (vy+1)*hm->terrainscale, hm->heights[vx+1 + (vy+1)*hm->terrainsize]*hm->heightscale);
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qglMultiTexCoord2fARB(GL_TEXTURE0_ARB, (vx+1)/subsize, vy/subsize);
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qglMultiTexCoord2fARB(GL_TEXTURE1_ARB, 1, 0);
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qglVertex3f((vx+1)*hm->terrainscale, (vy)*hm->terrainscale, hm->heights[vx+1 + vy*hm->terrainsize]*hm->heightscale);
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qglMultiTexCoord2fARB(GL_TEXTURE0_ARB, vx/subsize, vy/subsize);
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qglMultiTexCoord2fARB(GL_TEXTURE1_ARB, 0, 0);
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qglVertex3f((vx)*hm->terrainscale, (vy)*hm->terrainscale, hm->heights[vx + vy*hm->terrainsize]*hm->heightscale);
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}
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}
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qglEnd();
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qglDisable(GL_TEXTURE_2D);
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qglActiveTextureARB(GL_TEXTURE0_ARB);
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}
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else
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#endif
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{ //single texture
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bindTexFunc(GL_TEXTURE_2D, hm->textures[x+y*SECTIONS]);
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qglBegin(GL_QUADS);
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subsize = hm->terrainsize/hm->numsegs;
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minx = x*subsize;
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miny = y*subsize;
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for (vx = minx; vx < minx+hm->terrainsize/hm->numsegs; vx++)
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{
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for (vy = miny; vy < miny+hm->terrainsize/hm->numsegs; vy++)
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{
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qglTexCoord2f(vx/subsize, (vy+1)/subsize);
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qglVertex3f((vx)*hm->terrainscale, (vy+1)*hm->terrainscale, hm->heights[vx + (vy+1)*hm->terrainsize]*hm->heightscale);
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qglTexCoord2f((vx+1)/subsize, (vy+1)/subsize);
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qglVertex3f((vx+1)*hm->terrainscale, (vy+1)*hm->terrainscale, hm->heights[vx+1 + (vy+1)*hm->terrainsize]*hm->heightscale);
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qglTexCoord2f((vx+1)/subsize, vy/subsize);
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qglVertex3f((vx+1)*hm->terrainscale, (vy)*hm->terrainscale, hm->heights[vx+1 + vy*hm->terrainsize]*hm->heightscale);
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qglTexCoord2f(vx/subsize, vy/subsize);
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qglVertex3f((vx)*hm->terrainscale, (vy)*hm->terrainscale, hm->heights[vx + vy*hm->terrainsize]*hm->heightscale);
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}
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}
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qglEnd();
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bindTexFunc(GL_TEXTURE_2D, hm->detailtexture);
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qglEnable(GL_BLEND);
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qglBlendFunc (GL_ZERO, GL_SRC_COLOR);
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qglBegin(GL_QUADS);
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for (vx = minx; vx < minx+hm->terrainsize/hm->numsegs; vx++)
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{
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for (vy = miny; vy < miny+hm->terrainsize/hm->numsegs; vy++)
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{
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qglTexCoord2f(0, 1);
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qglVertex3f((vx)*hm->terrainscale, (vy+1)*hm->terrainscale, hm->heights[vx + (vy+1)*hm->terrainsize]*hm->heightscale);
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qglTexCoord2f(1, 1);
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qglVertex3f((vx+1)*hm->terrainscale, (vy+1)*hm->terrainscale, hm->heights[vx+1 + (vy+1)*hm->terrainsize]*hm->heightscale);
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qglTexCoord2f(1, 0);
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qglVertex3f((vx+1)*hm->terrainscale, (vy)*hm->terrainscale, hm->heights[vx+1 + vy*hm->terrainsize]*hm->heightscale);
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qglTexCoord2f(0, 0);
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qglVertex3f((vx)*hm->terrainscale, (vy)*hm->terrainscale, hm->heights[vx + vy*hm->terrainsize]*hm->heightscale);
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}
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}
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qglEnd();
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qglBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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qglDisable(GL_BLEND);
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}
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#ifdef DISPLISTS
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qglEndList();
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}
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else
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{
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qglCallList(hm->displaylist[x+y*SECTIONS]);
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}
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#endif
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}
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}
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}
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int Heightmap_PointContentsHM(heightmap_t *hm, float clipmipsz, vec3_t org)
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{
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float x, y;
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float z, tz;
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int sx, sy;
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x = org[0]/hm->terrainscale;
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y = org[1]/hm->terrainscale;
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z = (org[2]+clipmipsz)/hm->heightscale;
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if (z < 0)
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return FTECONTENTS_SOLID;
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if (z > 65535)
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{
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if (z > 65535+64 || clipmipsz) //top 64 units are sky
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return FTECONTENTS_SOLID;
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else
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return FTECONTENTS_SKY;
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}
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if (x < 0)
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{
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if (x <= -1 || clipmipsz)
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return FTECONTENTS_SOLID;
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else
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return FTECONTENTS_SKY;
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}
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if (y < 0)
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{
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if (x <= -1 || clipmipsz)
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return FTECONTENTS_SOLID;
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else
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return FTECONTENTS_SKY;
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}
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if (x >= hm->terrainsize-1)
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{
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if (x >= hm->terrainsize || clipmipsz)
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return FTECONTENTS_SOLID;
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else
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return FTECONTENTS_SKY;
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}
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if (y >= hm->terrainsize-1)
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{
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if (y >= hm->terrainsize || clipmipsz)
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return FTECONTENTS_SOLID;
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else
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return FTECONTENTS_SKY;
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}
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sx = x; x-=sx;
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sy = y; y-=sy;
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//made of two triangles:
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#if 1
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if (x+y>1) //the 1, 1 triangle
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{
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float v1, v2, v3;
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v3 = 1-y;
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v2 = x+y-1;
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v1 = 1-x;
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//0, 1
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//1, 1
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//1, 0
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tz = (hm->heights[(sx+0)+(sy+1)*hm->terrainsize]*v1 +
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hm->heights[(sx+1)+(sy+1)*hm->terrainsize]*v2 +
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hm->heights[(sx+1)+(sy+0)*hm->terrainsize]*v3);
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}
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else
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{
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float v1, v2, v3;
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v1 = y;
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v2 = x;
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v3 = 1-y-x;
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//0, 1
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//1, 0
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//0, 0
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tz = (hm->heights[(sx+0)+(sy+1)*hm->terrainsize]*v1 +
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hm->heights[(sx+1)+(sy+0)*hm->terrainsize]*v2 +
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hm->heights[(sx+0)+(sy+0)*hm->terrainsize]*v3);
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}
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#else
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{
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float t, b;
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//square?
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//:(
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t = (hm->heights[sx+sy*hm->terrainsize]*(1-x) + hm->heights[sx+1+sy*hm->terrainsize]*x);
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b = (hm->heights[sx+(sy+1)*hm->terrainsize]*(1-x) + hm->heights[sx+1+(sy+1)*hm->terrainsize]*x);
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tz = t*(1-y) + b*y;
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}
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#endif
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if (z <= tz)
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return FTECONTENTS_SOLID; //contained within
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return FTECONTENTS_EMPTY;
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}
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int Heightmap_PointContents(model_t *model, vec3_t org)
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{
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heightmap_t *hm = model->terrain;
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return Heightmap_PointContentsHM(hm, 0, org);
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}
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void Heightmap_Normal(heightmap_t *hm, vec3_t org, vec3_t norm)
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{
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float x, y;
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float z;
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int sx, sy;
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x = org[0]/hm->terrainscale;
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y = org[1]/hm->terrainscale;
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z = org[2];
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sx = x; x-=sx;
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sy = y; y-=sy;
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if (x+y>1) //the 1, 1 triangle
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{
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//0, 1
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//1, 1
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//1, 0
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x = hm->heights[(sx+1)+(sy+1)*hm->terrainsize] - hm->heights[(sx+0)+(sy+1)*hm->terrainsize];
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y = hm->heights[(sx+1)+(sy+1)*hm->terrainsize] - hm->heights[(sx+1)+(sy+0)*hm->terrainsize];
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}
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else
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{
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//0, 1
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//1, 0
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//0, 0
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x = hm->heights[(sx+1)+(sy+0)*hm->terrainsize] - hm->heights[(sx+0)+(sy+0)*hm->terrainsize];
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y = hm->heights[(sx+0)+(sy+1)*hm->terrainsize] - hm->heights[(sx+0)+(sy+0)*hm->terrainsize];
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}
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norm[0] = (-x*hm->heightscale)/hm->terrainscale;
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norm[1] = (-y*hm->heightscale)/hm->terrainscale;
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norm[2] = 1.0f/(float)sqrt(norm[0]*norm[0] + norm[1]*norm[1] + 1);
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norm[0] *= norm[2];
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norm[1] *= norm[2];
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VectorNormalize(norm);
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}
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#if 0
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typedef struct {
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vec3_t start;
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vec3_t end;
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vec3_t mins;
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vec3_t maxs;
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vec3_t impact;
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heightmap_t *hm;
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int contents;
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} hmtrace_t;
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#define Closestf(res,n,min,max) res = ((n>0)?min:max)
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#define Closest(res,n,min,max) Closestf(res[0],n[0],min[0],max[0]);Closestf(res[1],n[1],min[1],max[1]);Closestf(res[2],n[2],min[2],max[2])
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void Heightmap_Trace_Square(hmtrace_t *tr, int sx, int sy)
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{
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float normf = 0.70710678118654752440084436210485;
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float pd, sd, ed, bd;
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int tris, x, y;
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vec3_t closest;
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vec3_t point;
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pd = normf*(x+y);
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sd = normf*tr->start[0]+normf*tr->start[1];
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ed = normf*tr->end[0]+normf*tr->end[1];
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bd = normf*tr->maxs[0]+normf*tr->maxs[1]; //assume mins is this but negative
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//see which of the two triangles in the square it travels over.
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tris = sd<=pd || ed<=pd;
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if (sd>=pd || ed>=pd)
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tris |= 2;
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point[0] = sx+1;
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point[1] = sy;
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point[2] = tr->hm->heights[sx+1+sy*tr->hm->terrainsize];
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if (tris & 1)
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{ //triangle with 0, 0
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vec3_t norm;
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float d1, d2, dc;
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x = tr->hm->heights[(sx+1)+(sy+0)*tr->hm->terrainsize] - tr->hm->heights[(sx+0)+(sy+0)*tr->hm->terrainsize];
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y = tr->hm->heights[(sx+0)+(sy+1)*tr->hm->terrainsize] - tr->hm->heights[(sx+0)+(sy+0)*tr->hm->terrainsize];
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norm[0] = (-x*tr->hm->heightscale)/tr->hm->terrainscale;
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norm[1] = (-y*tr->hm->heightscale)/tr->hm->terrainscale;
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norm[2] = 1.0f/(float)sqrt(norm[0]*norm[0] + norm[1]*norm[1] + 1);
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Closest(closest, norm, tr->mins, tr->maxs);
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dc = DotProduct(norm, closest) - DotProduct(norm, point);
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d1 = DotProduct(norm, tr->start) + dc;
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d2 = DotProduct(norm, tr->end) + dc;
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if (d1>=0 && d2<=0)
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{ //intersects
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tr->contents = FTECONTENTS_SOLID;
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d1 = (d1-d2)/(d1+d2);
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d2 = 1-d1;
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tr->impact[0] = tr->end[0]*d1+tr->start[0]*d2;
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tr->impact[1] = tr->end[1]*d1+tr->start[1]*d2;
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tr->impact[2] = tr->end[2]*d1+tr->start[2]*d2;
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}
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}
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if (tris & 2)
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{ //triangle with 1, 1
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vec3_t norm;
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float d1, d2, dc;
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norm[0] = (-x*tr->hm->heightscale)/tr->hm->terrainscale;
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norm[1] = (-y*tr->hm->heightscale)/tr->hm->terrainscale;
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norm[2] = 1.0f/(float)sqrt(norm[0]*norm[0] + norm[1]*norm[1] + 1);
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Closest(closest, norm, tr->mins, tr->maxs);
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dc = DotProduct(norm, closest) - DotProduct(norm, point);
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d1 = DotProduct(norm, tr->start) + dc;
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d2 = DotProduct(norm, tr->end) + dc;
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if (d1>=0 && d2<=0)
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{ //intersects
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tr->contents = FTECONTENTS_SOLID;
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d1 = (d1-d2)/(d1+d2);
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d2 = 1-d1;
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tr->impact[0] = tr->end[0]*d1+tr->start[0]*d2;
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tr->impact[1] = tr->end[1]*d1+tr->start[1]*d2;
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tr->impact[2] = tr->end[2]*d1+tr->start[2]*d2;
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}
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}
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}
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void Heightmap_Trace_Y(hmtrace_t *tr, int x, int min, int max)
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{
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int mid;
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if (min == max)
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{ //end
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Heightmap_Trace_Square(tr, x, min);
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return;
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}
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mid = ((max-min)>>1)+min;
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if (tr->start[1] < min+tr->mins[1] && tr->end[1] < min+tr->mins[1])
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{ //both on one size.
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Heightmap_Trace_Y(tr, x, min, mid);
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return;
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}
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if (tr->start[1] > max+tr->maxs[1] && tr->end[1] > max+tr->maxs[1])
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{ //both on one size.
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Heightmap_Trace_Y(tr, x, mid, max);
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return;
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}
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//crosses this line.
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if (tr->start[1] > tr->end[1])
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{
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Heightmap_Trace_Y(tr, x, min, mid);
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if (!tr->contents)
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Heightmap_Trace_Y(tr, x, mid, max);
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}
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else
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{
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Heightmap_Trace_Y(tr, x, mid, max);
|
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if (!tr->contents)
|
|
Heightmap_Trace_Y(tr, x, min, mid);
|
|
}
|
|
}
|
|
void Heightmap_Trace_X(hmtrace_t *tr, int min, int max)
|
|
{
|
|
int mid;
|
|
if (min == max)
|
|
{ //end
|
|
//FIXME: we don't have to check ALL squares like this, we could use a much smaller range.
|
|
Heightmap_Trace_Y(tr, min, 0, tr->hm->terrainsize);
|
|
return;
|
|
}
|
|
mid = ((max-min)>>1)+min;
|
|
if (tr->start[0] < min+tr->mins[0] && tr->end[0] < min+tr->mins[0])
|
|
{ //both on one size.
|
|
Heightmap_Trace_X(tr, min, mid);
|
|
return;
|
|
}
|
|
if (tr->start[0] > max+tr->maxs[0] && tr->end[0] > max+tr->maxs[0])
|
|
{ //both on one size.
|
|
Heightmap_Trace_X(tr, mid, max);
|
|
return;
|
|
}
|
|
|
|
//crosses this line.
|
|
if (tr->start[0] > tr->end[0])
|
|
{
|
|
Heightmap_Trace_X(tr, min, mid);
|
|
if (!tr->contents)
|
|
Heightmap_Trace_X(tr, mid, max);
|
|
}
|
|
else
|
|
{
|
|
Heightmap_Trace_X(tr, mid, max);
|
|
if (!tr->contents)
|
|
Heightmap_Trace_X(tr, min, mid);
|
|
}
|
|
}
|
|
|
|
/*
|
|
Heightmap_TraceRecurse
|
|
Traces an arbitary box through a heightmap. (interface with outside)
|
|
|
|
Why is recursion good?
|
|
1: it is consistant with bsp models. :)
|
|
2: it allows us to use any size model we want
|
|
3: we don't have to work out the height of the terrain every X units, but can be more precise.
|
|
|
|
Obviously, we don't care all that much about 1
|
|
*/
|
|
qboolean Heightmap_Trace(model_t *model, int forcehullnum, int frame, vec3_t start, vec3_t end, vec3_t mins, vec3_t maxs, trace_t *trace)
|
|
{
|
|
hmtrace_t hmtrace;
|
|
hmtrace.hm = model->terrain;
|
|
|
|
hmtrace.start[0] = start[0]/hmtrace.hm->terrainscale;
|
|
hmtrace.start[1] = start[1]/hmtrace.hm->terrainscale;
|
|
hmtrace.start[2] = (start[2])/hmtrace.hm->heightscale;
|
|
hmtrace.end[0] = end[0]/hmtrace.hm->terrainscale;
|
|
hmtrace.end[1] = end[1]/hmtrace.hm->terrainscale;
|
|
hmtrace.end[2] = (end[2])/hmtrace.hm->heightscale;
|
|
hmtrace.mins[0] = mins[0]/hmtrace.hm->terrainscale;
|
|
hmtrace.mins[1] = mins[1]/hmtrace.hm->terrainscale;
|
|
hmtrace.mins[2] = (mins[2])/hmtrace.hm->heightscale;
|
|
hmtrace.maxs[0] = maxs[0]/hmtrace.hm->terrainscale;
|
|
hmtrace.maxs[1] = maxs[1]/hmtrace.hm->terrainscale;
|
|
hmtrace.maxs[2] = (maxs[2])/hmtrace.hm->heightscale;
|
|
|
|
//FIXME: we don't have to check ALL squares like this, we could use a much smaller range.
|
|
Heightmap_Trace_X(&hmtrace, 0, hmtrace.hm->terrainsize);
|
|
}
|
|
#else
|
|
/*
|
|
Heightmap_Trace
|
|
Traces a line through a heightmap, sampling the terrain at various different positions.
|
|
This is inprecise, only supports points (or vertical lines), and can often travel though sticky out bits of terrain.
|
|
*/
|
|
qboolean Heightmap_Trace(model_t *model, int forcehullnum, int frame, vec3_t start, vec3_t end, vec3_t mins, vec3_t maxs, trace_t *trace)
|
|
{
|
|
vec3_t org;
|
|
vec3_t dir;
|
|
int distleft;
|
|
float dist;
|
|
heightmap_t *hm = model->terrain;
|
|
memset(trace, 0, sizeof(trace_t));
|
|
|
|
if (Heightmap_PointContentsHM(hm, mins[2], start) == FTECONTENTS_SOLID)
|
|
{
|
|
trace->fraction = 0;
|
|
trace->startsolid = true;
|
|
trace->allsolid = true;
|
|
VectorCopy(start, trace->endpos);
|
|
return true;
|
|
}
|
|
VectorCopy(start, org);
|
|
VectorSubtract(end, start, dir);
|
|
dist = VectorNormalize(dir);
|
|
/* if (dist < 10)
|
|
{ //if less than 10 units, do at least 10 steps
|
|
VectorScale(dir, 10/dist, dir);
|
|
dist = 10;
|
|
}*/
|
|
distleft = dist;
|
|
|
|
while(distleft>=0)
|
|
{
|
|
VectorAdd(org, dir, org);
|
|
if (Heightmap_PointContentsHM(hm, mins[2], org) == FTECONTENTS_SOLID)
|
|
{ //go back to the previous safe spot
|
|
VectorSubtract(org, dir, org);
|
|
break;
|
|
}
|
|
distleft--;
|
|
}
|
|
|
|
trace->contents = Heightmap_PointContentsHM(hm, mins[2], end);
|
|
|
|
if (distleft < 0 && trace->contents != FTECONTENTS_SOLID)
|
|
{ //all the way
|
|
trace->fraction = 1;
|
|
VectorCopy(end, trace->endpos);
|
|
}
|
|
else
|
|
{ //we didn't get all the way there. :(
|
|
VectorSubtract(org, start, dir);
|
|
trace->fraction = Length(dir)/dist;
|
|
if (trace->fraction > 1)
|
|
trace->fraction = 1;
|
|
VectorCopy(org, trace->endpos);
|
|
}
|
|
|
|
trace->plane.normal[0] = 0;
|
|
trace->plane.normal[1] = 0;
|
|
trace->plane.normal[2] = 1;
|
|
Heightmap_Normal(model->terrain, trace->endpos, trace->plane.normal);
|
|
|
|
return trace->fraction != 1;
|
|
}
|
|
#endif
|
|
void Heightmap_FatPVS (model_t *mod, vec3_t org, qboolean add)
|
|
{
|
|
}
|
|
|
|
qboolean Heightmap_EdictInFatPVS (model_t *mod, edict_t *edict)
|
|
{
|
|
return true;
|
|
}
|
|
|
|
void Heightmap_FindTouchedLeafs (model_t *mod, edict_t *ent)
|
|
{
|
|
}
|
|
|
|
void Heightmap_LightPointValues (vec3_t point, vec3_t res_diffuse, vec3_t res_ambient, vec3_t res_dir)
|
|
{
|
|
}
|
|
void Heightmap_StainNode (mnode_t *node, float *parms)
|
|
{
|
|
}
|
|
void Heightmap_MarkLights (dlight_t *light, int bit, mnode_t *node)
|
|
{
|
|
}
|
|
|
|
qbyte *Heightmap_LeafnumPVS (model_t *model, int num, qbyte *buffer)
|
|
{
|
|
static qbyte heightmappvs = 255;
|
|
return &heightmappvs;
|
|
}
|
|
int Heightmap_LeafForPoint (model_t *model, vec3_t point)
|
|
{
|
|
return 0;
|
|
}
|
|
|
|
void GL_LoadHeightmapModel (model_t *mod, void *buffer)
|
|
{
|
|
heightmap_t *hm;
|
|
unsigned short *heightmap;
|
|
int size;
|
|
int x, y;
|
|
|
|
char heightmapname[MAX_QPATH];
|
|
char detailtexname[MAX_QPATH];
|
|
char basetexname[MAX_QPATH];
|
|
char exttexname[MAX_QPATH];
|
|
char entfile[MAX_QPATH];
|
|
float worldsize = 64;
|
|
float heightsize = 1/16;
|
|
int numsegs = 1;
|
|
|
|
*heightmapname = '\0';
|
|
*detailtexname = '\0';
|
|
*basetexname = '\0';
|
|
*exttexname = '\0';
|
|
*entfile = '\0';
|
|
|
|
buffer = COM_Parse(buffer);
|
|
if (strcmp(com_token, "terrain"))
|
|
Sys_Error("Wasn't terrain map"); //shouldn't happen
|
|
for(;;)
|
|
{
|
|
buffer = COM_Parse(buffer);
|
|
if (!buffer)
|
|
break;
|
|
|
|
if (!strcmp(com_token, "heightmap"))
|
|
{
|
|
buffer = COM_Parse(buffer);
|
|
Q_strncpyz(heightmapname, com_token, sizeof(heightmapname));
|
|
}
|
|
else if (!strcmp(com_token, "detail"))
|
|
{
|
|
buffer = COM_Parse(buffer);
|
|
Q_strncpyz(detailtexname, com_token, sizeof(detailtexname));
|
|
}
|
|
else if (!strcmp(com_token, "texturegridbase"))
|
|
{
|
|
buffer = COM_Parse(buffer);
|
|
Q_strncpyz(basetexname, com_token, sizeof(basetexname));
|
|
}
|
|
else if (!strcmp(com_token, "texturegridext"))
|
|
{
|
|
buffer = COM_Parse(buffer);
|
|
Q_strncpyz(exttexname, com_token, sizeof(exttexname));
|
|
}
|
|
else if (!strcmp(com_token, "gridsize"))
|
|
{
|
|
buffer = COM_Parse(buffer);
|
|
worldsize = atof(com_token);
|
|
}
|
|
else if (!strcmp(com_token, "heightsize"))
|
|
{
|
|
buffer = COM_Parse(buffer);
|
|
heightsize = atof(com_token);
|
|
}
|
|
else if (!strcmp(com_token, "entfile"))
|
|
{
|
|
buffer = COM_Parse(buffer);
|
|
Q_strncpyz(entfile, com_token, sizeof(entfile));
|
|
}
|
|
else if (!strcmp(com_token, "texturesegments"))
|
|
{
|
|
buffer = COM_Parse(buffer);
|
|
numsegs = atoi(com_token);
|
|
}
|
|
else
|
|
Sys_Error("Unrecognised token in terrain map\n");
|
|
}
|
|
|
|
if (numsegs > SECTIONS)
|
|
Sys_Error("Heightmap uses too many sections max is %i\n", SECTIONS);
|
|
|
|
|
|
mod->type = mod_heightmap;
|
|
|
|
heightmap = (unsigned short*)COM_LoadTempFile(heightmapname);
|
|
|
|
size = sqrt(com_filesize/2);
|
|
if (size % numsegs)
|
|
Sys_Error("Heightmap is not a multiple of %i\n", numsegs);
|
|
|
|
hm = Hunk_Alloc(sizeof(*hm) + com_filesize);
|
|
memset(hm, 0, sizeof(*hm));
|
|
hm->heights = (unsigned short*)(hm+1);
|
|
for (x = 0; x < size*size; x++)
|
|
{
|
|
hm->heights[x] = LittleShort(heightmap[x]);
|
|
}
|
|
memcpy(hm->heights, heightmap, com_filesize);
|
|
hm->terrainsize = size;
|
|
hm->terrainscale = worldsize;
|
|
hm->heightscale = heightsize;
|
|
hm->numsegs = numsegs;
|
|
|
|
hm->detailtexture = Mod_LoadHiResTexture(detailtexname, "", true, true, false);
|
|
|
|
mod->entities = COM_LoadHunkFile(entfile);
|
|
|
|
for (x = 0; x < numsegs; x++)
|
|
{
|
|
for (y = 0; y < numsegs; y++)
|
|
{
|
|
hm->textures[x+y*SECTIONS] = Mod_LoadHiResTexture(va("%s%02ix%02i%s", basetexname, x, y, exttexname), "", true, true, false);
|
|
}
|
|
}
|
|
|
|
mod->funcs.Trace = Heightmap_Trace;
|
|
mod->funcs.PointContents = Heightmap_PointContents;
|
|
mod->funcs.LightPointValues = Heightmap_LightPointValues;
|
|
mod->funcs.StainNode = Heightmap_StainNode;
|
|
mod->funcs.MarkLights = Heightmap_MarkLights;
|
|
|
|
mod->funcs.LeafnumForPoint = Heightmap_LeafForPoint;
|
|
mod->funcs.LeafPVS = Heightmap_LeafnumPVS;
|
|
|
|
#ifndef CLIENTONLY
|
|
mod->funcs.FindTouchedLeafs_Q1 = Heightmap_FindTouchedLeafs;
|
|
mod->funcs.EdictInFatPVS = Heightmap_EdictInFatPVS;
|
|
mod->funcs.FatPVS = Heightmap_FatPVS;
|
|
#endif
|
|
/* mod->hulls[0].funcs.HullPointContents = Heightmap_PointContents;
|
|
mod->hulls[1].funcs.HullPointContents = Heightmap_PointContents;
|
|
mod->hulls[2].funcs.HullPointContents = Heightmap_PointContents;
|
|
mod->hulls[3].funcs.HullPointContents = Heightmap_PointContents;
|
|
*/
|
|
mod->hulls[0].firstclipnode = (void*)hm;
|
|
mod->hulls[1].firstclipnode = (void*)hm;
|
|
mod->hulls[2].firstclipnode = (void*)hm;
|
|
mod->hulls[3].firstclipnode = (void*)hm;
|
|
|
|
mod->terrain = hm;
|
|
}
|
|
#endif
|