/* =========================================================================== Copyright (C) 1999-2005 Id Software, Inc. This file is part of Quake III Arena source code. Quake III Arena source code 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. Quake III Arena source code 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 Quake III Arena source code; if not, write to the Free Software Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA =========================================================================== */ // tr_map.c #include "tr_local.h" /* Loads and prepares a map file for scene rendering. A single entry point: void RE_LoadWorldMap( const char *name ); */ static world_t s_worldData; static byte *fileBase; static int c_gridVerts; //=============================================================================== static void HSVtoRGB( float h, float s, float v, float rgb[3] ) { int i; float f; float p, q, t; h *= 5; i = floor( h ); f = h - i; p = v * ( 1 - s ); q = v * ( 1 - s * f ); t = v * ( 1 - s * ( 1 - f ) ); switch ( i ) { case 0: rgb[0] = v; rgb[1] = t; rgb[2] = p; break; case 1: rgb[0] = q; rgb[1] = v; rgb[2] = p; break; case 2: rgb[0] = p; rgb[1] = v; rgb[2] = t; break; case 3: rgb[0] = p; rgb[1] = q; rgb[2] = v; break; case 4: rgb[0] = t; rgb[1] = p; rgb[2] = v; break; case 5: rgb[0] = v; rgb[1] = p; rgb[2] = q; break; } } /* =============== R_ColorShiftLightingBytes =============== */ void R_ColorShiftLightingBytes( const byte in[4], byte out[4], qboolean hasAlpha ) { int shift, r, g, b; // shift the color data based on overbright range shift = r_mapOverBrightBits->integer - tr.overbrightBits; // shift the data based on overbright range if ( shift >= 0 ) { r = in[0] << shift; g = in[1] << shift; b = in[2] << shift; // normalize by color instead of saturating to white if ( ( r | g | b ) > 255 ) { int max = r > g ? r : g; max = max > b ? max : b; r = r * 255 / max; g = g * 255 / max; b = b * 255 / max; } } else { r = in[0] >> -shift; g = in[1] >> -shift; b = in[2] >> -shift; } if ( r_mapGreyScale->integer ) { const byte luma = LUMA( r, g, b ); out[0] = luma; out[1] = luma; out[2] = luma; } else if( r_mapGreyScale->value ) { const float scale = fabs( r_mapGreyScale->value ); const float luma = LUMA( r, g, b ); out[0] = LERP( r, luma, scale ); out[1] = LERP( g, luma, scale ); out[2] = LERP( b, luma, scale ); } else if ( r_mapColorScale->integer ) { const float scaler = r_mapColorRedW->value; const float scaleg = r_mapColorGreenW->value; const float scaleb = r_mapColorBlueW->value; const float scalerw = r_mapColorRed->value; const float scalegw = r_mapColorGreen->value; const float scalebw = r_mapColorBlue->value; const float luma = LUMA( r, g, b ); out[0] = LERP( r*scalerw, luma, scaler ); out[1] = LERP( g*scalegw, luma, scaleg ); out[2] = LERP( b*scalebw, luma, scaleb ); } else { out[0] = r; out[1] = g; out[2] = b; } if ( hasAlpha ) { out[3] = in[3]; } } #define LIGHTMAP_SIZE 128 #define LIGHTMAP_BORDER 2 #define LIGHTMAP_LEN (LIGHTMAP_SIZE + LIGHTMAP_BORDER*2) static const int lightmapFlags = IMGFLAG_NOLIGHTSCALE | IMGFLAG_NO_COMPRESSION | IMGFLAG_LIGHTMAP | IMGFLAG_NOSCALE; static int lightmapWidth; static int lightmapHeight; static int lightmapCountX; static int lightmapCountY; static void FillBorders( byte *img ) { #define PIX(xx,yy,offs) img[((yy)*LIGHTMAP_LEN + (xx))*4+(offs)] int x0, y0; int x1, y1; int n, len, i; for ( n = LIGHTMAP_BORDER; n > 0; n-- ) { x0 = n - 1; x1 = LIGHTMAP_LEN - n; y0 = n - 1; y1 = LIGHTMAP_LEN - n; len = LIGHTMAP_SIZE + (LIGHTMAP_BORDER*2 - n); for ( i = n; i < len; i++ ) { PIX( i, y0, 0 ) = PIX( i, y0+1, 0 ); PIX( i, y0, 1 ) = PIX( i, y0+1, 1 ); PIX( i, y0, 2 ) = PIX( i, y0+1, 2 ); PIX( i, y0, 3 ) = PIX( i, y0+1, 3 ); PIX( x0, i, 0 ) = PIX( x0+1, i, 0 ); PIX( x0, i, 1 ) = PIX( x0+1, i, 1 ); PIX( x0, i, 2 ) = PIX( x0+1, i, 2 ); PIX( x0, i, 3 ) = PIX( x0+1, i, 3 ); PIX( i, y1, 0 ) = PIX( i, y1-1, 0 ); PIX( i, y1, 1 ) = PIX( i, y1-1, 1 ); PIX( i, y1, 2 ) = PIX( i, y1-1, 2 ); PIX( i, y1, 3 ) = PIX( i, y1-1, 3 ); PIX( x1, i, 0 ) = PIX( x1-1, i, 0 ); PIX( x1, i, 1 ) = PIX( x1-1, i, 1 ); PIX( x1, i, 2 ) = PIX( x1-1, i, 2 ); PIX( x1, i, 3 ) = PIX( x1-1, i, 3 ); } // interpolate corners PIX( x0, y0, 0 ) = (int)(PIX( x0, y0+1, 0 ) + PIX( x0+1, y0, 0 )) >> 1; PIX( x0, y0, 1 ) = (int)(PIX( x0, y0+1, 1 ) + PIX( x0+1, y0, 1 )) >> 1; PIX( x0, y0, 2 ) = (int)(PIX( x0, y0+1, 2 ) + PIX( x0+1, y0, 2 )) >> 1; PIX( x0, y0, 3 ) = (int)(PIX( x0, y0+1, 3 ) + PIX( x0+1, y0, 3 )) >> 1; PIX( x1, y0, 0 ) = (int)(PIX( x1-1, y0, 0 ) + PIX( x1, y0+1, 0 )) >> 1; PIX( x1, y0, 1 ) = (int)(PIX( x1-1, y0, 1 ) + PIX( x1, y0+1, 1 )) >> 1; PIX( x1, y0, 2 ) = (int)(PIX( x1-1, y0, 2 ) + PIX( x1, y0+1, 2 )) >> 1; PIX( x1, y0, 3 ) = (int)(PIX( x1-1, y0, 3 ) + PIX( x1, y0+1, 3 )) >> 1; PIX( x0, y1, 0 ) = (int)(PIX( x0, y1-1, 0 ) + PIX( x0+1, y1, 0 )) >> 1; PIX( x0, y1, 1 ) = (int)(PIX( x0, y1-1, 1 ) + PIX( x0+1, y1, 1 )) >> 1; PIX( x0, y1, 2 ) = (int)(PIX( x0, y1-1, 2 ) + PIX( x0+1, y1, 2 )) >> 1; PIX( x0, y1, 3 ) = (int)(PIX( x0, y1-1, 3 ) + PIX( x0+1, y1, 3 )) >> 1; PIX( x1, y1, 0 ) = (int)(PIX( x1, y1-1, 0 ) + PIX( x1-1, y1, 0 )) >> 1; PIX( x1, y1, 1 ) = (int)(PIX( x1, y1-1, 1 ) + PIX( x1-1, y1, 1 )) >> 1; PIX( x1, y1, 2 ) = (int)(PIX( x1, y1-1, 2 ) + PIX( x1-1, y1, 2 )) >> 1; PIX( x1, y1, 3 ) = (int)(PIX( x1, y1-1, 3 ) + PIX( x1-1, y1, 3 )) >> 1; } } /* =============== R_ProcessLightmap expand the 24 bit on-disk to 32 bit and return max.intensity =============== */ static float R_ProcessLightmap( byte *image, const byte *buf_p, float maxIntensity ) { int x, y; if ( 0 && r_lightmap->integer == 2 ) { int j; // color code by intensity as development tool (FIXME: check range) for ( j = 0; j < LIGHTMAP_SIZE * LIGHTMAP_SIZE; j++ ) { float r = buf_p[j*3+0]; float g = buf_p[j*3+1]; float b = buf_p[j*3+2]; float intensity; float out[3] = {0.0, 0.0, 0.0}; intensity = 0.33f * r + 0.685f * g + 0.063f * b; if ( intensity > 255 ) intensity = 1.0f; else intensity /= 255.0f; if ( intensity > maxIntensity ) maxIntensity = intensity; HSVtoRGB( intensity, 1.00, 0.50, out ); image[j*4+0] = out[0] * 255; image[j*4+1] = out[1] * 255; image[j*4+2] = out[2] * 255; image[j*4+3] = 255; } } else { if ( r_mergeLightmaps->integer ) { for ( y = 0 ; y < LIGHTMAP_SIZE; y++ ) { for ( x = 0 ; x < LIGHTMAP_SIZE; x++ ) { byte *dst = &image[((y + LIGHTMAP_BORDER) * LIGHTMAP_LEN + x + LIGHTMAP_BORDER) * 4]; R_ColorShiftLightingBytes( buf_p, dst, qfalse ); dst[3] = 255; buf_p += 3; } } FillBorders( image ); } else { // legacy path for ( y = 0 ; y < LIGHTMAP_SIZE; y++ ) { for ( x = 0 ; x < LIGHTMAP_SIZE; x++ ) { byte *dst = &image[(y * LIGHTMAP_SIZE + x) * 4]; R_ColorShiftLightingBytes( buf_p, dst, qfalse ); dst[3] = 255; buf_p += 3; } } } } return maxIntensity; } static int SetLightmapParams( int numLightmaps, int maxTextureSize ) { lightmapWidth = log2pad( LIGHTMAP_LEN, 1 ); lightmapHeight = log2pad( LIGHTMAP_LEN, 1 ); lightmapCountX = 1; lightmapCountY = 1; while ( lightmapWidth < maxTextureSize && lightmapCountX * lightmapCountY < numLightmaps ) { lightmapWidth = log2pad( lightmapWidth + LIGHTMAP_LEN, 1 ); lightmapCountX = lightmapWidth / LIGHTMAP_LEN; if ( lightmapCountX * lightmapCountY >= numLightmaps ) break; lightmapHeight = log2pad( lightmapHeight + LIGHTMAP_LEN, 1 ); lightmapCountY = lightmapHeight / LIGHTMAP_LEN; } tr.lightmapMod = lightmapCountX * lightmapCountY; tr.lightmapScale[0] = (double)LIGHTMAP_SIZE / (double) lightmapWidth; tr.lightmapScale[1] = (double)LIGHTMAP_SIZE / (double) lightmapHeight; numLightmaps = ( numLightmaps + tr.lightmapMod - 1 ) / tr.lightmapMod; return numLightmaps; } int R_GetLightmapCoords( const int lightmapIndex, float *x, float *y ) { const int lightmapNum = lightmapIndex / tr.lightmapMod; const int cN = lightmapIndex % tr.lightmapMod; const int cX = cN % lightmapCountX; const int cY = cN / lightmapCountX; *x = (float)( LIGHTMAP_BORDER + cX * LIGHTMAP_LEN ) / (float) lightmapWidth; *y = (float)( LIGHTMAP_BORDER + cY * LIGHTMAP_LEN ) / (float) lightmapHeight; return lightmapNum; } /* =============== R_LoadMergedLightmaps =============== */ static void R_LoadMergedLightmaps( const lump_t *l, byte *image ) { const byte *buf; int offs; int i, x, y; float maxIntensity = 0; if ( l->filelen < LIGHTMAP_SIZE * LIGHTMAP_SIZE * 3 ) return; buf = fileBase + l->fileofs; // create all the lightmaps tr.numLightmaps = l->filelen / (LIGHTMAP_SIZE * LIGHTMAP_SIZE * 3); // we are about to upload textures //R_IssuePendingRenderCommands(); tr.numLightmaps = SetLightmapParams( tr.numLightmaps, glConfig.maxTextureSize ); tr.lightmaps = ri.Hunk_Alloc( tr.numLightmaps * sizeof(image_t *), h_low ); for ( offs = 0, i = 0 ; i < tr.numLightmaps; i++ ) { tr.lightmaps[ i ] = R_CreateImage( va( "*mergedLightmap%d", i ), NULL, NULL, lightmapWidth, lightmapHeight, lightmapFlags | IMGFLAG_CLAMPTOBORDER ); for ( y = 0; y < lightmapCountY; y++ ) { if ( offs >= l->filelen ) break; for ( x = 0; x < lightmapCountX; x++ ) { if ( offs >= l->filelen ) break; R_ProcessLightmap( image, buf + offs, maxIntensity ); R_UploadSubImage( image, x * LIGHTMAP_LEN, y * LIGHTMAP_LEN, LIGHTMAP_LEN, LIGHTMAP_LEN, tr.lightmaps[ i ] ); offs += LIGHTMAP_SIZE * LIGHTMAP_SIZE * 3; } } ri.Printf( PRINT_DEVELOPER, "lightmaps[%i]=%i\n", i, tr.lightmaps[i]->texnum ); } //if ( r_lightmap->integer == 2 ) { // ri.Printf( PRINT_ALL, "Brightest lightmap value: %d\n", ( int ) ( maxIntensity * 255 ) ); //} } /* =============== R_LoadLightmaps =============== */ static void R_LoadLightmaps( const lump_t *l ) { const byte *buf; byte image[LIGHTMAP_LEN*LIGHTMAP_LEN*4]; int i; float maxIntensity = 0; tr.numLightmaps = 0; tr.lightmapScale[0] = 1.0f; tr.lightmapScale[1] = 1.0f; tr.lightmapOffset[0] = 0.0f; tr.lightmapOffset[1] = 0.0f; tr.lightmapMod = MAX_QINT; lightmapWidth = LIGHTMAP_SIZE; lightmapHeight = LIGHTMAP_SIZE; lightmapCountX = 1; lightmapCountY = 1; if ( l->filelen < LIGHTMAP_SIZE * LIGHTMAP_SIZE * 3 ) { return; } // if we are in r_vertexLight mode, we don't need the lightmaps at all if ( r_vertexLight->integer || glConfig.hardwareType == GLHW_PERMEDIA2 ) { return; } if ( r_mergeLightmaps->integer ) { R_LoadMergedLightmaps( l, image ); // reuse stack space return; } buf = fileBase + l->fileofs; // create all the lightmaps tr.numLightmaps = l->filelen / (LIGHTMAP_SIZE * LIGHTMAP_SIZE * 3); // we are about to upload textures //R_IssuePendingRenderCommands(); tr.lightmaps = ri.Hunk_Alloc( tr.numLightmaps * sizeof(image_t *), h_low ); for ( i = 0 ; i < tr.numLightmaps ; i++ ) { maxIntensity = R_ProcessLightmap( image, buf + i * LIGHTMAP_SIZE * LIGHTMAP_SIZE * 3, maxIntensity ); tr.lightmaps[i] = R_CreateImage( va( "*lightmap%d", i ), NULL, image, LIGHTMAP_SIZE, LIGHTMAP_SIZE, lightmapFlags | IMGFLAG_CLAMPTOEDGE ); } //if ( r_lightmap->integer == 2 ) { // ri.Printf( PRINT_ALL, "Brightest lightmap value: %d\n", ( int ) ( maxIntensity * 255 ) ); //} } /* ================= RE_SetWorldVisData This is called by the clipmodel subsystem so we can share the 1.8 megs of space in big maps... ================= */ void RE_SetWorldVisData( const byte *vis ) { tr.externalVisData = vis; } /* ================= R_LoadVisibility ================= */ static void R_LoadVisibility( const lump_t *l ) { int len; byte *buf; len = PAD( s_worldData.numClusters, 64 ); s_worldData.novis = ri.Hunk_Alloc( len, h_low ); Com_Memset( s_worldData.novis, 0xff, len ); len = l->filelen; if ( !len ) { return; } buf = fileBase + l->fileofs; s_worldData.numClusters = LittleLong( ((int *)buf)[0] ); s_worldData.clusterBytes = LittleLong( ((int *)buf)[1] ); // CM_Load should have given us the vis data to share, so // we don't need to allocate another copy if ( tr.externalVisData ) { s_worldData.vis = tr.externalVisData; } else { byte *dest; dest = ri.Hunk_Alloc( len - 8, h_low ); Com_Memcpy( dest, buf + 8, len - 8 ); s_worldData.vis = dest; } } //=============================================================================== /* =============== ShaderForShaderNum =============== */ static shader_t *ShaderForShaderNum( const int shaderNum, int lightmapNum ) { shader_t *shader; const dshader_t *dsh; if ( shaderNum < 0 || shaderNum >= s_worldData.numShaders ) { ri.Error( ERR_DROP, "ShaderForShaderNum: bad num %i", shaderNum ); } dsh = &s_worldData.shaders[ shaderNum ]; if ( ( r_vertexLight->integer && tr.vertexLightingAllowed ) || glConfig.hardwareType == GLHW_PERMEDIA2 ) { lightmapNum = LIGHTMAP_BY_VERTEX; } if ( r_fullbright->integer ) { lightmapNum = LIGHTMAP_WHITEIMAGE; } shader = R_FindShader( dsh->shader, lightmapNum, qtrue ); // if the shader had errors, just use default shader if ( shader->defaultShader ) { return tr.defaultShader; } if ( r_singleShader->integer && !shader->isSky ) { return tr.defaultShader; } return shader; } static void GenerateNormals( srfSurfaceFace_t *face ) { vec3_t ba, ca, cross; float *v1, *v2, *v3, *n1, *n2, *n3; int i, *indices, i0, i1, i2; indices = ((int *)((byte *)face + face->ofsIndices)); // store as vec4_t so we can simply use memcpy() during tesselation face->normals = ri.Hunk_Alloc( face->numPoints * sizeof( tess.normal[0] ), h_low ); for ( i = 0; i < face->numIndices; i += 3 ) { i0 = indices[i+0]; i1 = indices[i+1]; i2 = indices[i+2]; if ( i0 >= face->numPoints || i1 >= face->numPoints || i2 >= face->numPoints ) continue; v1 = face->points[i0]; v2 = face->points[i1]; v3 = face->points[i2]; VectorSubtract( v3, v1, ca ); VectorSubtract( v2, v1, ba ); CrossProduct( ca, ba, cross ); n1 = face->normals + indices[i+0]*4; n2 = face->normals + indices[i+1]*4; n3 = face->normals + indices[i+2]*4; VectorAdd( n1, cross, n1 ); VectorAdd( n2, cross, n2 ); VectorAdd( n3, cross, n3 ); } for ( i = 0; i < face->numPoints; i++ ) { n1 = face->normals + i*4; VectorNormalize2( n1, n1 ); } } /* =============== ParseFace =============== */ static void ParseFace( const dsurface_t *ds, const drawVert_t *verts, msurface_t *surf, int *indexes ) { int i, j; srfSurfaceFace_t *cv; int numPoints, numIndexes; int lightmapNum; float lightmapX, lightmapY; int sfaceSize, ofsIndexes; // get fog volume surf->fogIndex = LittleLong( ds->fogNum ) + 1; lightmapNum = LittleLong( ds->lightmapNum ); if ( lightmapNum >= 0 && r_mergeLightmaps->integer ) { lightmapNum = R_GetLightmapCoords( lightmapNum, &lightmapX, &lightmapY ); } else { lightmapX = lightmapY = 0.0f; } tr.lightmapOffset[0] = lightmapX; tr.lightmapOffset[1] = lightmapY; // get shader value surf->shader = ShaderForShaderNum( LittleLong( ds->shaderNum ), lightmapNum ); numPoints = LittleLong( ds->numVerts ); if (numPoints > MAX_FACE_POINTS) { ri.Printf( PRINT_WARNING, "WARNING: MAX_FACE_POINTS exceeded: %i\n", numPoints); numPoints = MAX_FACE_POINTS; surf->shader = tr.defaultShader; } numIndexes = LittleLong( ds->numIndexes ); // create the srfSurfaceFace_t sfaceSize = sizeof( *cv ) - sizeof( cv->points ) + sizeof( cv->points[0] ) * numPoints; ofsIndexes = sfaceSize; sfaceSize += sizeof( int ) * numIndexes; cv = ri.Hunk_Alloc( sfaceSize, h_low ); cv->surfaceType = SF_FACE; cv->numPoints = numPoints; cv->numIndices = numIndexes; cv->ofsIndices = ofsIndexes; verts += LittleLong( ds->firstVert ); for ( i = 0 ; i < numPoints ; i++ ) { for ( j = 0 ; j < 3 ; j++ ) { cv->points[i][j] = LittleFloat( verts[i].xyz[j] ); } for ( j = 0 ; j < 2 ; j++ ) { cv->points[i][3+j] = LittleFloat( verts[i].st[j] ); cv->points[i][5+j] = LittleFloat( verts[i].lightmap[j] ); } R_ColorShiftLightingBytes( verts[i].color.rgba, (byte *)&cv->points[i][7], qtrue ); if ( lightmapNum >= 0 && r_mergeLightmaps->integer ) { // adjust lightmap coords cv->points[i][5] = cv->points[i][5] * tr.lightmapScale[0] + lightmapX; cv->points[i][6] = cv->points[i][6] * tr.lightmapScale[1] + lightmapY; } } indexes += LittleLong( ds->firstIndex ); for ( i = 0 ; i < numIndexes ; i++ ) { ((int *)((byte *)cv + cv->ofsIndices ))[i] = LittleLong( indexes[ i ] ); } // take the plane information from the lightmap vector for ( i = 0 ; i < 3 ; i++ ) { cv->plane.normal[i] = LittleFloat( ds->lightmapVecs[2][i] ); } #ifdef USE_PMLIGHT if ( surf->shader->numUnfoggedPasses && surf->shader->lightingStage >= 0 ) { if ( fabs( cv->plane.normal[0] ) < 0.01 && fabs( cv->plane.normal[1] ) < 0.01 && fabs( cv->plane.normal[2] ) < 0.01 ) { // Zero-normals case: // might happen if surface contains multiple non-coplanar faces for terrain simulation // like in 'Pyramid of the Magician', 'tvy-bench' or 'terrast' maps // which results in non-working new per-pixel dynamic lighting. // So we will try to regenerate normals and apply smooth shading // for normals that is shared between multiple faces. // It is not a big problem for incorrectly (negative) generated normals // because it is unlikely for shared ones and will result in the same non-working lighting. // Also we will NOT update existing face->plane.normal to avoid potential surface culling issues GenerateNormals( cv ); } } #endif cv->plane.dist = DotProduct( cv->points[0], cv->plane.normal ); SetPlaneSignbits( &cv->plane ); cv->plane.type = PlaneTypeForNormal( cv->plane.normal ); surf->data = (surfaceType_t *)cv; } /* =============== ParseMesh =============== */ static void ParseMesh( const dsurface_t *ds, const drawVert_t *verts, msurface_t *surf ) { srfGridMesh_t *grid; int i, j; int width, height, numPoints; drawVert_t points[MAX_PATCH_SIZE*MAX_PATCH_SIZE]; int lightmapNum; float lightmapX, lightmapY; vec3_t bounds[2]; vec3_t tmpVec; static surfaceType_t skipData = SF_SKIP; // get fog volume surf->fogIndex = LittleLong( ds->fogNum ) + 1; lightmapNum = LittleLong( ds->lightmapNum ); if ( lightmapNum >= 0 && r_mergeLightmaps->integer ) { lightmapNum = R_GetLightmapCoords( lightmapNum, &lightmapX, &lightmapY ); } else { lightmapX = lightmapY = 0.0f; } tr.lightmapOffset[0] = lightmapX; tr.lightmapOffset[1] = lightmapY; // get shader value surf->shader = ShaderForShaderNum( LittleLong( ds->shaderNum ), lightmapNum ); // we may have a nodraw surface, because they might still need to // be around for movement clipping if ( s_worldData.shaders[ LittleLong( ds->shaderNum ) ].surfaceFlags & SURF_NODRAW ) { surf->data = &skipData; return; } width = LittleLong( ds->patchWidth ); height = LittleLong( ds->patchHeight ); verts += LittleLong( ds->firstVert ); numPoints = width * height; for ( i = 0 ; i < numPoints ; i++ ) { for ( j = 0 ; j < 3 ; j++ ) { points[i].xyz[j] = LittleFloat( verts[i].xyz[j] ); points[i].normal[j] = LittleFloat( verts[i].normal[j] ); } for ( j = 0 ; j < 2 ; j++ ) { points[i].st[j] = LittleFloat( verts[i].st[j] ); points[i].lightmap[j] = LittleFloat( verts[i].lightmap[j] ); } R_ColorShiftLightingBytes( verts[i].color.rgba, points[i].color.rgba, qtrue ); if ( lightmapNum >= 0 && r_mergeLightmaps->integer ) { // adjust lightmap coords points[i].lightmap[0] = points[i].lightmap[0] * tr.lightmapScale[0] + lightmapX; points[i].lightmap[1] = points[i].lightmap[1] * tr.lightmapScale[1] + lightmapY; } } // pre-tesseleate grid = R_SubdividePatchToGrid( width, height, points ); surf->data = (surfaceType_t *)grid; // copy the level of detail origin, which is the center // of the group of all curves that must subdivide the same // to avoid cracking for ( i = 0 ; i < 3 ; i++ ) { bounds[0][i] = LittleFloat( ds->lightmapVecs[0][i] ); bounds[1][i] = LittleFloat( ds->lightmapVecs[1][i] ); } VectorAdd( bounds[0], bounds[1], bounds[1] ); VectorScale( bounds[1], 0.5f, grid->lodOrigin ); VectorSubtract( bounds[0], grid->lodOrigin, tmpVec ); grid->lodRadius = VectorLength( tmpVec ); } /* =============== ParseTriSurf =============== */ static void ParseTriSurf( const dsurface_t *ds, const drawVert_t *verts, msurface_t *surf, int *indexes ) { srfTriangles_t *tri; int i, j; int numVerts, numIndexes; int lightmapNum; float lightmapX, lightmapY; // get fog volume surf->fogIndex = LittleLong( ds->fogNum ) + 1; lightmapNum = LittleLong( ds->lightmapNum ); if ( lightmapNum >= 0 && r_mergeLightmaps->integer ) { lightmapNum = R_GetLightmapCoords( lightmapNum, &lightmapX, &lightmapY ); } else { lightmapX = lightmapY = 0; } tr.lightmapOffset[0] = lightmapX; tr.lightmapOffset[1] = lightmapY; // get shader surf->shader = ShaderForShaderNum( LittleLong( ds->shaderNum ), LIGHTMAP_BY_VERTEX ); numVerts = LittleLong( ds->numVerts ); numIndexes = LittleLong( ds->numIndexes ); tri = ri.Hunk_Alloc( sizeof( *tri ) + numVerts * sizeof( tri->verts[0] ) + numIndexes * sizeof( tri->indexes[0] ), h_low ); tri->surfaceType = SF_TRIANGLES; tri->numVerts = numVerts; tri->numIndexes = numIndexes; tri->verts = (drawVert_t *)(tri + 1); tri->indexes = (int *)(tri->verts + tri->numVerts ); surf->data = (surfaceType_t *)tri; // copy vertexes ClearBounds( tri->bounds[0], tri->bounds[1] ); verts += LittleLong( ds->firstVert ); for ( i = 0 ; i < numVerts ; i++ ) { for ( j = 0 ; j < 3 ; j++ ) { tri->verts[i].xyz[j] = LittleFloat( verts[i].xyz[j] ); tri->verts[i].normal[j] = LittleFloat( verts[i].normal[j] ); } AddPointToBounds( tri->verts[i].xyz, tri->bounds[0], tri->bounds[1] ); for ( j = 0 ; j < 2 ; j++ ) { tri->verts[i].st[j] = LittleFloat( verts[i].st[j] ); tri->verts[i].lightmap[j] = LittleFloat( verts[i].lightmap[j] ); } R_ColorShiftLightingBytes( verts[i].color.rgba, tri->verts[i].color.rgba, qtrue ); if ( lightmapNum >= 0 && r_mergeLightmaps->integer ) { // adjust lightmap coords tri->verts[i].lightmap[0] = tri->verts[i].lightmap[0] * tr.lightmapScale[0] + lightmapX; tri->verts[i].lightmap[1] = tri->verts[i].lightmap[1] * tr.lightmapScale[1] + lightmapY; } } // copy indexes indexes += LittleLong( ds->firstIndex ); for ( i = 0 ; i < numIndexes ; i++ ) { tri->indexes[i] = LittleLong( indexes[i] ); if ( tri->indexes[i] < 0 || tri->indexes[i] >= numVerts ) { ri.Error( ERR_DROP, "Bad index in triangle surface" ); } } } /* =============== ParseFlare =============== */ static void ParseFlare( const dsurface_t *ds, const drawVert_t *verts, msurface_t *surf, int *indexes ) { srfFlare_t *flare; int i; // get fog volume surf->fogIndex = LittleLong( ds->fogNum ) + 1; // get shader surf->shader = ShaderForShaderNum( LittleLong( ds->shaderNum ), LIGHTMAP_BY_VERTEX ); flare = ri.Hunk_Alloc( sizeof( *flare ), h_low ); flare->surfaceType = SF_FLARE; surf->data = (surfaceType_t *)flare; for ( i = 0 ; i < 3 ; i++ ) { flare->origin[i] = LittleFloat( ds->lightmapOrigin[i] ); flare->color[i] = LittleFloat( ds->lightmapVecs[0][i] ); flare->normal[i] = LittleFloat( ds->lightmapVecs[2][i] ); } } /* ================= R_MergedWidthPoints returns qtrue if there are grid points merged on a width edge ================= */ static qboolean R_MergedWidthPoints( const srfGridMesh_t *grid, int offset ) { int i, j; for (i = 1; i < grid->width-1; i++) { for (j = i + 1; j < grid->width-1; j++) { if ( fabs(grid->verts[i + offset].xyz[0] - grid->verts[j + offset].xyz[0]) > .1) continue; if ( fabs(grid->verts[i + offset].xyz[1] - grid->verts[j + offset].xyz[1]) > .1) continue; if ( fabs(grid->verts[i + offset].xyz[2] - grid->verts[j + offset].xyz[2]) > .1) continue; return qtrue; } } return qfalse; } /* ================= R_MergedHeightPoints returns qtrue if there are grid points merged on a height edge ================= */ static qboolean R_MergedHeightPoints( const srfGridMesh_t *grid, int offset ) { int i, j; for (i = 1; i < grid->height-1; i++) { for (j = i + 1; j < grid->height-1; j++) { if ( fabs(grid->verts[grid->width * i + offset].xyz[0] - grid->verts[grid->width * j + offset].xyz[0]) > .1) continue; if ( fabs(grid->verts[grid->width * i + offset].xyz[1] - grid->verts[grid->width * j + offset].xyz[1]) > .1) continue; if ( fabs(grid->verts[grid->width * i + offset].xyz[2] - grid->verts[grid->width * j + offset].xyz[2]) > .1) continue; return qtrue; } } return qfalse; } /* ================= R_FixSharedVertexLodError_r NOTE: never sync LoD through grid edges with merged points! FIXME: write generalized version that also avoids cracks between a patch and one that meets half way? ================= */ static void R_FixSharedVertexLodError_r( int start, srfGridMesh_t *grid1 ) { int j, k, l, m, n, offset1, offset2, touch; srfGridMesh_t *grid2; for ( j = start; j < s_worldData.numsurfaces; j++ ) { // grid2 = (srfGridMesh_t *) s_worldData.surfaces[j].data; // if this surface is not a grid if ( grid2->surfaceType != SF_GRID ) continue; // if the LOD errors are already fixed for this patch if ( grid2->lodFixed == 2 ) continue; // grids in the same LOD group should have the exact same lod radius if ( grid1->lodRadius != grid2->lodRadius ) continue; // grids in the same LOD group should have the exact same lod origin if ( grid1->lodOrigin[0] != grid2->lodOrigin[0] ) continue; if ( grid1->lodOrigin[1] != grid2->lodOrigin[1] ) continue; if ( grid1->lodOrigin[2] != grid2->lodOrigin[2] ) continue; // touch = qfalse; for (n = 0; n < 2; n++) { // if (n) offset1 = (grid1->height-1) * grid1->width; else offset1 = 0; if (R_MergedWidthPoints(grid1, offset1)) continue; for (k = 1; k < grid1->width-1; k++) { for (m = 0; m < 2; m++) { if (m) offset2 = (grid2->height-1) * grid2->width; else offset2 = 0; if (R_MergedWidthPoints(grid2, offset2)) continue; for ( l = 1; l < grid2->width-1; l++) { // if ( fabs(grid1->verts[k + offset1].xyz[0] - grid2->verts[l + offset2].xyz[0]) > .1) continue; if ( fabs(grid1->verts[k + offset1].xyz[1] - grid2->verts[l + offset2].xyz[1]) > .1) continue; if ( fabs(grid1->verts[k + offset1].xyz[2] - grid2->verts[l + offset2].xyz[2]) > .1) continue; // ok the points are equal and should have the same lod error grid2->widthLodError[l] = grid1->widthLodError[k]; touch = qtrue; } } for (m = 0; m < 2; m++) { if (m) offset2 = grid2->width-1; else offset2 = 0; if (R_MergedHeightPoints(grid2, offset2)) continue; for ( l = 1; l < grid2->height-1; l++) { // if ( fabs(grid1->verts[k + offset1].xyz[0] - grid2->verts[grid2->width * l + offset2].xyz[0]) > .1) continue; if ( fabs(grid1->verts[k + offset1].xyz[1] - grid2->verts[grid2->width * l + offset2].xyz[1]) > .1) continue; if ( fabs(grid1->verts[k + offset1].xyz[2] - grid2->verts[grid2->width * l + offset2].xyz[2]) > .1) continue; // ok the points are equal and should have the same lod error grid2->heightLodError[l] = grid1->widthLodError[k]; touch = qtrue; } } } } for (n = 0; n < 2; n++) { // if (n) offset1 = grid1->width-1; else offset1 = 0; if (R_MergedHeightPoints(grid1, offset1)) continue; for (k = 1; k < grid1->height-1; k++) { for (m = 0; m < 2; m++) { if (m) offset2 = (grid2->height-1) * grid2->width; else offset2 = 0; if (R_MergedWidthPoints(grid2, offset2)) continue; for ( l = 1; l < grid2->width-1; l++) { // if ( fabs(grid1->verts[grid1->width * k + offset1].xyz[0] - grid2->verts[l + offset2].xyz[0]) > .1) continue; if ( fabs(grid1->verts[grid1->width * k + offset1].xyz[1] - grid2->verts[l + offset2].xyz[1]) > .1) continue; if ( fabs(grid1->verts[grid1->width * k + offset1].xyz[2] - grid2->verts[l + offset2].xyz[2]) > .1) continue; // ok the points are equal and should have the same lod error grid2->widthLodError[l] = grid1->heightLodError[k]; touch = qtrue; } } for (m = 0; m < 2; m++) { if (m) offset2 = grid2->width-1; else offset2 = 0; if (R_MergedHeightPoints(grid2, offset2)) continue; for ( l = 1; l < grid2->height-1; l++) { // if ( fabs(grid1->verts[grid1->width * k + offset1].xyz[0] - grid2->verts[grid2->width * l + offset2].xyz[0]) > .1) continue; if ( fabs(grid1->verts[grid1->width * k + offset1].xyz[1] - grid2->verts[grid2->width * l + offset2].xyz[1]) > .1) continue; if ( fabs(grid1->verts[grid1->width * k + offset1].xyz[2] - grid2->verts[grid2->width * l + offset2].xyz[2]) > .1) continue; // ok the points are equal and should have the same lod error grid2->heightLodError[l] = grid1->heightLodError[k]; touch = qtrue; } } } } if (touch) { grid2->lodFixed = 2; R_FixSharedVertexLodError_r ( start, grid2 ); //NOTE: this would be correct but makes things really slow //grid2->lodFixed = 1; } } } /* ================= R_FixSharedVertexLodError This function assumes that all patches in one group are nicely stitched together for the highest LoD. If this is not the case this function will still do its job but won't fix the highest LoD cracks. ================= */ static void R_FixSharedVertexLodError( void ) { int i; srfGridMesh_t *grid1; for ( i = 0; i < s_worldData.numsurfaces; i++ ) { // grid1 = (srfGridMesh_t *) s_worldData.surfaces[i].data; // if this surface is not a grid if ( grid1->surfaceType != SF_GRID ) continue; // if ( grid1->lodFixed ) continue; // grid1->lodFixed = 2; // recursively fix other patches in the same LOD group R_FixSharedVertexLodError_r( i + 1, grid1); } } /* =============== R_StitchPatches =============== */ static int R_StitchPatches( int grid1num, int grid2num ) { float *v1, *v2; srfGridMesh_t *grid1, *grid2; int k, l, m, n, offset1, offset2, row, column; grid1 = (srfGridMesh_t *) s_worldData.surfaces[grid1num].data; grid2 = (srfGridMesh_t *) s_worldData.surfaces[grid2num].data; for (n = 0; n < 2; n++) { // if (n) offset1 = (grid1->height-1) * grid1->width; else offset1 = 0; if (R_MergedWidthPoints(grid1, offset1)) continue; for (k = 0; k < grid1->width-2; k += 2) { for (m = 0; m < 2; m++) { if ( grid2->width >= MAX_GRID_SIZE ) break; if (m) offset2 = (grid2->height-1) * grid2->width; else offset2 = 0; for ( l = 0; l < grid2->width-1; l++) { // v1 = grid1->verts[k + offset1].xyz; v2 = grid2->verts[l + offset2].xyz; if ( fabs(v1[0] - v2[0]) > .1) continue; if ( fabs(v1[1] - v2[1]) > .1) continue; if ( fabs(v1[2] - v2[2]) > .1) continue; v1 = grid1->verts[k + 2 + offset1].xyz; v2 = grid2->verts[l + 1 + offset2].xyz; if ( fabs(v1[0] - v2[0]) > .1) continue; if ( fabs(v1[1] - v2[1]) > .1) continue; if ( fabs(v1[2] - v2[2]) > .1) continue; // v1 = grid2->verts[l + offset2].xyz; v2 = grid2->verts[l + 1 + offset2].xyz; if ( fabs(v1[0] - v2[0]) < .01 && fabs(v1[1] - v2[1]) < .01 && fabs(v1[2] - v2[2]) < .01) continue; // //ri.Printf( PRINT_ALL, "found highest LoD crack between two patches\n" ); // insert column into grid2 right after column l if (m) row = grid2->height-1; else row = 0; grid2 = R_GridInsertColumn( grid2, l+1, row, grid1->verts[k + 1 + offset1].xyz, grid1->widthLodError[k+1]); grid2->lodStitched = qfalse; s_worldData.surfaces[grid2num].data = (void *) grid2; return qtrue; } } for (m = 0; m < 2; m++) { if (grid2->height >= MAX_GRID_SIZE) break; if (m) offset2 = grid2->width-1; else offset2 = 0; for ( l = 0; l < grid2->height-1; l++) { // v1 = grid1->verts[k + offset1].xyz; v2 = grid2->verts[grid2->width * l + offset2].xyz; if ( fabs(v1[0] - v2[0]) > .1) continue; if ( fabs(v1[1] - v2[1]) > .1) continue; if ( fabs(v1[2] - v2[2]) > .1) continue; v1 = grid1->verts[k + 2 + offset1].xyz; v2 = grid2->verts[grid2->width * (l + 1) + offset2].xyz; if ( fabs(v1[0] - v2[0]) > .1) continue; if ( fabs(v1[1] - v2[1]) > .1) continue; if ( fabs(v1[2] - v2[2]) > .1) continue; // v1 = grid2->verts[grid2->width * l + offset2].xyz; v2 = grid2->verts[grid2->width * (l + 1) + offset2].xyz; if ( fabs(v1[0] - v2[0]) < .01 && fabs(v1[1] - v2[1]) < .01 && fabs(v1[2] - v2[2]) < .01) continue; // //ri.Printf( PRINT_ALL, "found highest LoD crack between two patches\n" ); // insert row into grid2 right after row l if (m) column = grid2->width-1; else column = 0; grid2 = R_GridInsertRow( grid2, l+1, column, grid1->verts[k + 1 + offset1].xyz, grid1->widthLodError[k+1]); grid2->lodStitched = qfalse; s_worldData.surfaces[grid2num].data = (void *) grid2; return qtrue; } } } } for (n = 0; n < 2; n++) { // if (n) offset1 = grid1->width-1; else offset1 = 0; if (R_MergedHeightPoints(grid1, offset1)) continue; for (k = 0; k < grid1->height-2; k += 2) { for (m = 0; m < 2; m++) { if ( grid2->width >= MAX_GRID_SIZE ) break; if (m) offset2 = (grid2->height-1) * grid2->width; else offset2 = 0; for ( l = 0; l < grid2->width-1; l++) { // v1 = grid1->verts[grid1->width * k + offset1].xyz; v2 = grid2->verts[l + offset2].xyz; if ( fabs(v1[0] - v2[0]) > .1) continue; if ( fabs(v1[1] - v2[1]) > .1) continue; if ( fabs(v1[2] - v2[2]) > .1) continue; v1 = grid1->verts[grid1->width * (k + 2) + offset1].xyz; v2 = grid2->verts[l + 1 + offset2].xyz; if ( fabs(v1[0] - v2[0]) > .1) continue; if ( fabs(v1[1] - v2[1]) > .1) continue; if ( fabs(v1[2] - v2[2]) > .1) continue; // v1 = grid2->verts[l + offset2].xyz; v2 = grid2->verts[(l + 1) + offset2].xyz; if ( fabs(v1[0] - v2[0]) < .01 && fabs(v1[1] - v2[1]) < .01 && fabs(v1[2] - v2[2]) < .01) continue; // //ri.Printf( PRINT_ALL, "found highest LoD crack between two patches\n" ); // insert column into grid2 right after column l if (m) row = grid2->height-1; else row = 0; grid2 = R_GridInsertColumn( grid2, l+1, row, grid1->verts[grid1->width * (k + 1) + offset1].xyz, grid1->heightLodError[k+1]); grid2->lodStitched = qfalse; s_worldData.surfaces[grid2num].data = (void *) grid2; return qtrue; } } for (m = 0; m < 2; m++) { if (grid2->height >= MAX_GRID_SIZE) break; if (m) offset2 = grid2->width-1; else offset2 = 0; for ( l = 0; l < grid2->height-1; l++) { // v1 = grid1->verts[grid1->width * k + offset1].xyz; v2 = grid2->verts[grid2->width * l + offset2].xyz; if ( fabs(v1[0] - v2[0]) > .1) continue; if ( fabs(v1[1] - v2[1]) > .1) continue; if ( fabs(v1[2] - v2[2]) > .1) continue; v1 = grid1->verts[grid1->width * (k + 2) + offset1].xyz; v2 = grid2->verts[grid2->width * (l + 1) + offset2].xyz; if ( fabs(v1[0] - v2[0]) > .1) continue; if ( fabs(v1[1] - v2[1]) > .1) continue; if ( fabs(v1[2] - v2[2]) > .1) continue; // v1 = grid2->verts[grid2->width * l + offset2].xyz; v2 = grid2->verts[grid2->width * (l + 1) + offset2].xyz; if ( fabs(v1[0] - v2[0]) < .01 && fabs(v1[1] - v2[1]) < .01 && fabs(v1[2] - v2[2]) < .01) continue; // //ri.Printf( PRINT_ALL, "found highest LoD crack between two patches\n" ); // insert row into grid2 right after row l if (m) column = grid2->width-1; else column = 0; grid2 = R_GridInsertRow( grid2, l+1, column, grid1->verts[grid1->width * (k + 1) + offset1].xyz, grid1->heightLodError[k+1]); grid2->lodStitched = qfalse; s_worldData.surfaces[grid2num].data = (void *) grid2; return qtrue; } } } } for (n = 0; n < 2; n++) { // if (n) offset1 = (grid1->height-1) * grid1->width; else offset1 = 0; if (R_MergedWidthPoints(grid1, offset1)) continue; for (k = grid1->width-1; k > 1; k -= 2) { for (m = 0; m < 2; m++) { if ( !grid2 || grid2->width >= MAX_GRID_SIZE ) break; if (m) offset2 = (grid2->height-1) * grid2->width; else offset2 = 0; for ( l = 0; l < grid2->width-1; l++) { // v1 = grid1->verts[k + offset1].xyz; v2 = grid2->verts[l + offset2].xyz; if ( fabs(v1[0] - v2[0]) > .1) continue; if ( fabs(v1[1] - v2[1]) > .1) continue; if ( fabs(v1[2] - v2[2]) > .1) continue; v1 = grid1->verts[k - 2 + offset1].xyz; v2 = grid2->verts[l + 1 + offset2].xyz; if ( fabs(v1[0] - v2[0]) > .1) continue; if ( fabs(v1[1] - v2[1]) > .1) continue; if ( fabs(v1[2] - v2[2]) > .1) continue; // v1 = grid2->verts[l + offset2].xyz; v2 = grid2->verts[(l + 1) + offset2].xyz; if ( fabs(v1[0] - v2[0]) < .01 && fabs(v1[1] - v2[1]) < .01 && fabs(v1[2] - v2[2]) < .01) continue; // //ri.Printf( PRINT_ALL, "found highest LoD crack between two patches\n" ); // insert column into grid2 right after column l if (m) row = grid2->height-1; else row = 0; grid2 = R_GridInsertColumn( grid2, l+1, row, grid1->verts[k - 1 + offset1].xyz, grid1->widthLodError[k+1]); grid2->lodStitched = qfalse; s_worldData.surfaces[grid2num].data = (void *) grid2; return qtrue; } } for (m = 0; m < 2; m++) { if (!grid2 || grid2->height >= MAX_GRID_SIZE) break; if (m) offset2 = grid2->width-1; else offset2 = 0; for ( l = 0; l < grid2->height-1; l++) { // v1 = grid1->verts[k + offset1].xyz; v2 = grid2->verts[grid2->width * l + offset2].xyz; if ( fabs(v1[0] - v2[0]) > .1) continue; if ( fabs(v1[1] - v2[1]) > .1) continue; if ( fabs(v1[2] - v2[2]) > .1) continue; v1 = grid1->verts[k - 2 + offset1].xyz; v2 = grid2->verts[grid2->width * (l + 1) + offset2].xyz; if ( fabs(v1[0] - v2[0]) > .1) continue; if ( fabs(v1[1] - v2[1]) > .1) continue; if ( fabs(v1[2] - v2[2]) > .1) continue; // v1 = grid2->verts[grid2->width * l + offset2].xyz; v2 = grid2->verts[grid2->width * (l + 1) + offset2].xyz; if ( fabs(v1[0] - v2[0]) < .01 && fabs(v1[1] - v2[1]) < .01 && fabs(v1[2] - v2[2]) < .01) continue; // //ri.Printf( PRINT_ALL, "found highest LoD crack between two patches\n" ); // insert row into grid2 right after row l if (m) column = grid2->width-1; else column = 0; grid2 = R_GridInsertRow( grid2, l+1, column, grid1->verts[k - 1 + offset1].xyz, grid1->widthLodError[k+1]); if (!grid2) break; grid2->lodStitched = qfalse; s_worldData.surfaces[grid2num].data = (void *) grid2; return qtrue; } } } } for (n = 0; n < 2; n++) { // if (n) offset1 = grid1->width-1; else offset1 = 0; if (R_MergedHeightPoints(grid1, offset1)) continue; for (k = grid1->height-1; k > 1; k -= 2) { for (m = 0; m < 2; m++) { if ( !grid2 || grid2->width >= MAX_GRID_SIZE ) break; if (m) offset2 = (grid2->height-1) * grid2->width; else offset2 = 0; for ( l = 0; l < grid2->width-1; l++) { // v1 = grid1->verts[grid1->width * k + offset1].xyz; v2 = grid2->verts[l + offset2].xyz; if ( fabs(v1[0] - v2[0]) > .1) continue; if ( fabs(v1[1] - v2[1]) > .1) continue; if ( fabs(v1[2] - v2[2]) > .1) continue; v1 = grid1->verts[grid1->width * (k - 2) + offset1].xyz; v2 = grid2->verts[l + 1 + offset2].xyz; if ( fabs(v1[0] - v2[0]) > .1) continue; if ( fabs(v1[1] - v2[1]) > .1) continue; if ( fabs(v1[2] - v2[2]) > .1) continue; // v1 = grid2->verts[l + offset2].xyz; v2 = grid2->verts[(l + 1) + offset2].xyz; if ( fabs(v1[0] - v2[0]) < .01 && fabs(v1[1] - v2[1]) < .01 && fabs(v1[2] - v2[2]) < .01) continue; // //ri.Printf( PRINT_ALL, "found highest LoD crack between two patches\n" ); // insert column into grid2 right after column l if (m) row = grid2->height-1; else row = 0; grid2 = R_GridInsertColumn( grid2, l+1, row, grid1->verts[grid1->width * (k - 1) + offset1].xyz, grid1->heightLodError[k+1]); grid2->lodStitched = qfalse; s_worldData.surfaces[grid2num].data = (void *) grid2; return qtrue; } } for (m = 0; m < 2; m++) { if (!grid2 || grid2->height >= MAX_GRID_SIZE) break; if (m) offset2 = grid2->width-1; else offset2 = 0; for ( l = 0; l < grid2->height-1; l++) { // v1 = grid1->verts[grid1->width * k + offset1].xyz; v2 = grid2->verts[grid2->width * l + offset2].xyz; if ( fabs(v1[0] - v2[0]) > .1) continue; if ( fabs(v1[1] - v2[1]) > .1) continue; if ( fabs(v1[2] - v2[2]) > .1) continue; v1 = grid1->verts[grid1->width * (k - 2) + offset1].xyz; v2 = grid2->verts[grid2->width * (l + 1) + offset2].xyz; if ( fabs(v1[0] - v2[0]) > .1) continue; if ( fabs(v1[1] - v2[1]) > .1) continue; if ( fabs(v1[2] - v2[2]) > .1) continue; // v1 = grid2->verts[grid2->width * l + offset2].xyz; v2 = grid2->verts[grid2->width * (l + 1) + offset2].xyz; if ( fabs(v1[0] - v2[0]) < .01 && fabs(v1[1] - v2[1]) < .01 && fabs(v1[2] - v2[2]) < .01) continue; // //ri.Printf( PRINT_ALL, "found highest LoD crack between two patches\n" ); // insert row into grid2 right after row l if (m) column = grid2->width-1; else column = 0; grid2 = R_GridInsertRow( grid2, l+1, column, grid1->verts[grid1->width * (k - 1) + offset1].xyz, grid1->heightLodError[k+1]); grid2->lodStitched = qfalse; s_worldData.surfaces[grid2num].data = (void *) grid2; return qtrue; } } } } return qfalse; } /* =============== R_TryStitchPatch This function will try to stitch patches in the same LoD group together for the highest LoD. Only single missing vertex cracks will be fixed. Vertices will be joined at the patch side a crack is first found, at the other side of the patch (on the same row or column) the vertices will not be joined and cracks might still appear at that side. =============== */ static int R_TryStitchingPatch( int grid1num ) { int j, numstitches; srfGridMesh_t *grid1, *grid2; numstitches = 0; grid1 = (srfGridMesh_t *) s_worldData.surfaces[grid1num].data; for ( j = 0; j < s_worldData.numsurfaces; j++ ) { // grid2 = (srfGridMesh_t *) s_worldData.surfaces[j].data; // if this surface is not a grid if ( grid2->surfaceType != SF_GRID ) continue; // grids in the same LOD group should have the exact same lod radius if ( grid1->lodRadius != grid2->lodRadius ) continue; // grids in the same LOD group should have the exact same lod origin if ( grid1->lodOrigin[0] != grid2->lodOrigin[0] ) continue; if ( grid1->lodOrigin[1] != grid2->lodOrigin[1] ) continue; if ( grid1->lodOrigin[2] != grid2->lodOrigin[2] ) continue; // while (R_StitchPatches(grid1num, j)) { numstitches++; } } return numstitches; } /* =============== R_StitchAllPatches =============== */ static void R_StitchAllPatches( void ) { int i, stitched, numstitches; srfGridMesh_t *grid1; numstitches = 0; do { stitched = qfalse; for ( i = 0; i < s_worldData.numsurfaces; i++ ) { // grid1 = (srfGridMesh_t *) s_worldData.surfaces[i].data; // if this surface is not a grid if ( grid1->surfaceType != SF_GRID ) continue; // if ( grid1->lodStitched ) continue; // grid1->lodStitched = qtrue; stitched = qtrue; // numstitches += R_TryStitchingPatch( i ); } } while (stitched); ri.Printf( PRINT_ALL, "stitched %d LoD cracks\n", numstitches ); } /* =============== R_MovePatchSurfacesToHunk =============== */ static void R_MovePatchSurfacesToHunk( void ) { int i, size; srfGridMesh_t *grid, *hunkgrid; for ( i = 0; i < s_worldData.numsurfaces; i++ ) { // grid = (srfGridMesh_t *) s_worldData.surfaces[i].data; // if this surface is not a grid if ( grid->surfaceType != SF_GRID ) continue; // size = (grid->width * grid->height - 1) * sizeof( drawVert_t ) + sizeof( *grid ); hunkgrid = ri.Hunk_Alloc( size, h_low ); Com_Memcpy(hunkgrid, grid, size); hunkgrid->widthLodError = ri.Hunk_Alloc( grid->width * 4, h_low ); Com_Memcpy( hunkgrid->widthLodError, grid->widthLodError, grid->width * 4 ); hunkgrid->heightLodError = ri.Hunk_Alloc( grid->height * 4, h_low ); Com_Memcpy( hunkgrid->heightLodError, grid->heightLodError, grid->height * 4 ); R_FreeSurfaceGridMesh( grid ); s_worldData.surfaces[i].data = (void *) hunkgrid; } } /* =============== R_LoadSurfaces =============== */ static void R_LoadSurfaces( const lump_t *surfs, const lump_t *verts, const lump_t *indexLump ) { const dsurface_t *in; msurface_t *out; const drawVert_t *dv; int *indexes; int count; int numFaces, numMeshes, numTriSurfs, numFlares; int i; numFaces = 0; numMeshes = 0; numTriSurfs = 0; numFlares = 0; in = (void *)(fileBase + surfs->fileofs); if (surfs->filelen % sizeof(*in)) ri.Error( ERR_DROP, "%s(): funny lump size in %s", __func__, s_worldData.name ); count = surfs->filelen / sizeof(*in); dv = (void *)(fileBase + verts->fileofs); if (verts->filelen % sizeof(*dv)) ri.Error( ERR_DROP, "%s(): funny lump size in %s", __func__, s_worldData.name ); indexes = (void *)(fileBase + indexLump->fileofs); if ( indexLump->filelen % sizeof(*indexes)) ri.Error( ERR_DROP, "%s(): funny lump size in %s", __func__, s_worldData.name ); out = ri.Hunk_Alloc( count * sizeof(*out), h_low ); s_worldData.surfaces = out; s_worldData.numsurfaces = count; for ( i = 0 ; i < count ; i++, in++, out++ ) { switch ( LittleLong( in->surfaceType ) ) { case MST_PATCH: ParseMesh( in, dv, out ); numMeshes++; break; case MST_TRIANGLE_SOUP: ParseTriSurf( in, dv, out, indexes ); numTriSurfs++; break; case MST_PLANAR: ParseFace( in, dv, out, indexes ); numFaces++; break; case MST_FLARE: ParseFlare( in, dv, out, indexes ); numFlares++; break; default: ri.Error( ERR_DROP, "Bad surfaceType %i", LittleLong( in->surfaceType ) ); } } #ifdef PATCH_STITCHING R_StitchAllPatches(); #endif R_FixSharedVertexLodError(); #ifdef PATCH_STITCHING R_MovePatchSurfacesToHunk(); #endif ri.Printf( PRINT_ALL, "...loaded %d faces, %i meshes, %i trisurfs, %i flares\n", numFaces, numMeshes, numTriSurfs, numFlares ); } /* ================= R_LoadSubmodels ================= */ static void R_LoadSubmodels( const lump_t *l ) { const dmodel_t *in; bmodel_t *out; int i, j, count; in = (void *)(fileBase + l->fileofs); if (l->filelen % sizeof(*in)) ri.Error( ERR_DROP, "%s(): funny lump size in %s", __func__, s_worldData.name ); count = l->filelen / sizeof(*in); s_worldData.bmodels = out = ri.Hunk_Alloc( count * sizeof(*out), h_low ); for ( i=0 ; itype = MOD_BRUSH; model->bmodel = out; Com_sprintf( model->name, sizeof( model->name ), "*%d", i ); for (j=0 ; j<3 ; j++) { out->bounds[0][j] = LittleFloat (in->mins[j]); out->bounds[1][j] = LittleFloat (in->maxs[j]); } out->firstSurface = s_worldData.surfaces + LittleLong( in->firstSurface ); out->numSurfaces = LittleLong( in->numSurfaces ); } } //================================================================== /* ================= R_SetParent ================= */ static void R_SetParent( mnode_t *node, mnode_t *parent ) { node->parent = parent; if ( node->contents != CONTENTS_NODE ) return; R_SetParent( node->children[0], node ); R_SetParent( node->children[1], node ); } /* ================= R_LoadNodesAndLeafs ================= */ static void R_LoadNodesAndLeafs( const lump_t *nodeLump, const lump_t *leafLump ) { int i, j, p; const dnode_t *in; dleaf_t *inLeaf; mnode_t *out; int numNodes, numLeafs; in = (void *)(fileBase + nodeLump->fileofs); if (nodeLump->filelen % sizeof(dnode_t) || leafLump->filelen % sizeof(dleaf_t) ) { ri.Error( ERR_DROP, "%s(): funny lump size in %s", __func__, s_worldData.name ); } numNodes = nodeLump->filelen / sizeof(dnode_t); numLeafs = leafLump->filelen / sizeof(dleaf_t); out = ri.Hunk_Alloc ( (numNodes + numLeafs) * sizeof(*out), h_low); s_worldData.nodes = out; s_worldData.numnodes = numNodes + numLeafs; s_worldData.numDecisionNodes = numNodes; // load nodes for ( i=0 ; imins[j] = LittleLong (in->mins[j]); out->maxs[j] = LittleLong (in->maxs[j]); } p = LittleLong(in->planeNum); out->plane = s_worldData.planes + p; out->contents = CONTENTS_NODE; // differentiate from leafs for (j=0 ; j<2 ; j++) { p = LittleLong (in->children[j]); if (p >= 0) out->children[j] = s_worldData.nodes + p; else out->children[j] = s_worldData.nodes + numNodes + (-1 - p); } } // load leafs inLeaf = (void *)(fileBase + leafLump->fileofs); for ( i=0 ; imins[j] = LittleLong (inLeaf->mins[j]); out->maxs[j] = LittleLong (inLeaf->maxs[j]); } out->cluster = LittleLong(inLeaf->cluster); out->area = LittleLong(inLeaf->area); if ( out->cluster >= s_worldData.numClusters ) { s_worldData.numClusters = out->cluster + 1; } out->firstmarksurface = s_worldData.marksurfaces + LittleLong(inLeaf->firstLeafSurface); out->nummarksurfaces = LittleLong(inLeaf->numLeafSurfaces); } // chain descendants R_SetParent (s_worldData.nodes, NULL); } //============================================================================= /* ================= R_ReplaceShaders replaces some buggy map shaders ================= */ static void R_ReplaceMapShaders( dshader_t *out, int count ) { if ( Q_stricmp( s_worldData.baseName, "mapel4b" ) == 0 && count == 86 ) { if ( crc32_buffer( (const byte*)out, count*sizeof(*out) ) == 0x1593623C ) { if ( strcmp( out[72].shader, "textures/mapel4/crate1_top3" ) == 0 ) { strcpy( out[72].shader, "textures/mapel4/crate1_top2" ); } } } } /* ================= R_LoadShaders ================= */ static void R_LoadShaders( const lump_t *l ) { int i, count; dshader_t *in, *out; in = (void *)(fileBase + l->fileofs); if (l->filelen % sizeof(*in)) ri.Error( ERR_DROP, "%s(): funny lump size in %s", __func__, s_worldData.name ); count = l->filelen / sizeof(*in); out = ri.Hunk_Alloc ( count*sizeof(*out), h_low ); s_worldData.shaders = out; s_worldData.numShaders = count; Com_Memcpy( out, in, count*sizeof(*out) ); R_ReplaceMapShaders( out, count ); for ( i=0 ; ifileofs); if (l->filelen % sizeof(*in)) ri.Error( ERR_DROP, "%s(): funny lump size in %s", __func__, s_worldData.name ); count = l->filelen / sizeof(*in); out = ri.Hunk_Alloc ( count*sizeof(*out), h_low); s_worldData.marksurfaces = out; s_worldData.nummarksurfaces = count; for ( i=0 ; ifileofs); if (l->filelen % sizeof(*in)) ri.Error( ERR_DROP, "%s(): funny lump size in %s", __func__, s_worldData.name ); count = l->filelen / sizeof(*in); out = ri.Hunk_Alloc( count*2*sizeof(*out), h_low ); s_worldData.planes = out; s_worldData.numplanes = count; for ( i=0 ; inormal[j] = LittleFloat (in->normal[j]); if (out->normal[j] < 0) { bits |= 1<dist = LittleFloat (in->dist); out->type = PlaneTypeForNormal( out->normal ); out->signbits = bits; } } /* ================= R_LoadFogs ================= */ static void R_LoadFogs( const lump_t *l, const lump_t *brushesLump, const lump_t *sidesLump ) { int i, n; fog_t *out; const dfog_t *fogs; const dbrush_t *brushes, *brush; const dbrushside_t *sides; int count, brushesCount, sidesCount; int sideNum; int planeNum; shader_t *shader; float d; int firstSide; vec3_t fogColor; fogs = (void *)(fileBase + l->fileofs); if (l->filelen % sizeof(*fogs)) { ri.Error( ERR_DROP, "%s(): funny lump size in %s", __func__, s_worldData.name ); } count = l->filelen / sizeof(*fogs); // create fog structures for them s_worldData.numfogs = count + 1; s_worldData.fogs = ri.Hunk_Alloc( s_worldData.numfogs*sizeof(*out), h_low); out = s_worldData.fogs + 1; if ( !count ) { return; } brushes = (void *)(fileBase + brushesLump->fileofs); if (brushesLump->filelen % sizeof(*brushes)) { ri.Error( ERR_DROP, "%s(): funny lump size in %s", __func__, s_worldData.name ); } brushesCount = brushesLump->filelen / sizeof(*brushes); sides = (void *)(fileBase + sidesLump->fileofs); if (sidesLump->filelen % sizeof(*sides)) { ri.Error( ERR_DROP, "%s(): funny lump size in %s", __func__, s_worldData.name ); } sidesCount = sidesLump->filelen / sizeof(*sides); for ( i=0 ; ioriginalBrushNumber = LittleLong( fogs->brushNum ); if ( (unsigned)out->originalBrushNumber >= brushesCount ) { ri.Error( ERR_DROP, "fog brushNumber out of range" ); } brush = brushes + out->originalBrushNumber; firstSide = LittleLong( brush->firstSide ); if ( (unsigned)firstSide > sidesCount - 6 ) { ri.Error( ERR_DROP, "fog brush sideNumber out of range" ); } // brushes are always sorted with the axial sides first sideNum = firstSide + 0; planeNum = LittleLong( sides[ sideNum ].planeNum ); out->bounds[0][0] = -s_worldData.planes[ planeNum ].dist; sideNum = firstSide + 1; planeNum = LittleLong( sides[ sideNum ].planeNum ); out->bounds[1][0] = s_worldData.planes[ planeNum ].dist; sideNum = firstSide + 2; planeNum = LittleLong( sides[ sideNum ].planeNum ); out->bounds[0][1] = -s_worldData.planes[ planeNum ].dist; sideNum = firstSide + 3; planeNum = LittleLong( sides[ sideNum ].planeNum ); out->bounds[1][1] = s_worldData.planes[ planeNum ].dist; sideNum = firstSide + 4; planeNum = LittleLong( sides[ sideNum ].planeNum ); out->bounds[0][2] = -s_worldData.planes[ planeNum ].dist; sideNum = firstSide + 5; planeNum = LittleLong( sides[ sideNum ].planeNum ); out->bounds[1][2] = s_worldData.planes[ planeNum ].dist; // get information from the shader for fog parameters shader = R_FindShader( fogs->shader, LIGHTMAP_NONE, qtrue ); VectorCopy( shader->fogParms.color, fogColor ); if ( r_mapGreyScale->value > 0 ) { float luminance; luminance = LUMA( fogColor[0], fogColor[1], fogColor[2] ); fogColor[0] = LERP( fogColor[0], luminance, r_mapGreyScale->value ); fogColor[1] = LERP( fogColor[1], luminance, r_mapGreyScale->value ); fogColor[2] = LERP( fogColor[2], luminance, r_mapGreyScale->value ); } if ( r_mapColorScale->value > 0 ) { float luminance; luminance = LUMA( fogColor[0], fogColor[1], fogColor[2] ); fogColor[0] = LERP( fogColor[0], luminance, r_mapColorRedT->value ); fogColor[1] = LERP( fogColor[1], luminance, r_mapColorGreenT->value ); fogColor[2] = LERP( fogColor[2], luminance, r_mapColorBlueT->value ); } out->parms = shader->fogParms; out->colorInt.rgba[0] = ( fogColor[0] * tr.identityLight ) * 255.0f; out->colorInt.rgba[1] = ( fogColor[1] * tr.identityLight ) * 255.0f; out->colorInt.rgba[2] = ( fogColor[2] * tr.identityLight ) * 255.0f; out->colorInt.rgba[3] = 255; for ( n = 0; n < 4; n++ ) out->color[ n ] = (float) out->colorInt.rgba[ n ] / 255.0f; d = shader->fogParms.depthForOpaque < 1 ? 1 : shader->fogParms.depthForOpaque; out->tcScale = 1.0f / ( d * 8 ); // set the gradient vector sideNum = LittleLong( fogs->visibleSide ); if ( sideNum == -1 ) { out->hasSurface = qfalse; } else { int sideOffset = firstSide + sideNum; if ( (unsigned)sideOffset >= sidesCount ) { ri.Printf( PRINT_WARNING, "bad fog side offset %i\n", sideOffset ); out->hasSurface = qfalse; } else { out->hasSurface = qtrue; planeNum = LittleLong( sides[ sideOffset ].planeNum ); VectorSubtract( vec3_origin, s_worldData.planes[ planeNum ].normal, out->surface ); out->surface[3] = -s_worldData.planes[ planeNum ].dist; } } out++; } } /* ================ R_LoadLightGrid ================ */ static void R_LoadLightGrid( const lump_t *l ) { int i; vec3_t maxs; int numGridPoints; world_t *w; float *wMins, *wMaxs; w = &s_worldData; w->lightGridInverseSize[0] = 1.0f / w->lightGridSize[0]; w->lightGridInverseSize[1] = 1.0f / w->lightGridSize[1]; w->lightGridInverseSize[2] = 1.0f / w->lightGridSize[2]; wMins = w->bmodels[0].bounds[0]; wMaxs = w->bmodels[0].bounds[1]; for ( i = 0 ; i < 3 ; i++ ) { w->lightGridOrigin[i] = w->lightGridSize[i] * ceil( wMins[i] / w->lightGridSize[i] ); maxs[i] = w->lightGridSize[i] * floor( wMaxs[i] / w->lightGridSize[i] ); w->lightGridBounds[i] = (maxs[i] - w->lightGridOrigin[i])/w->lightGridSize[i] + 1; } numGridPoints = w->lightGridBounds[0] * w->lightGridBounds[1] * w->lightGridBounds[2]; if ( l->filelen != numGridPoints * 8 ) { ri.Printf( PRINT_WARNING, "WARNING: light grid mismatch\n" ); w->lightGridData = NULL; return; } w->lightGridData = ri.Hunk_Alloc( l->filelen, h_low ); Com_Memcpy( w->lightGridData, (void *)(fileBase + l->fileofs), l->filelen ); // deal with overbright bits for ( i = 0 ; i < numGridPoints ; i++ ) { R_ColorShiftLightingBytes( &w->lightGridData[i*8], &w->lightGridData[i*8], qfalse ); R_ColorShiftLightingBytes( &w->lightGridData[i*8+3], &w->lightGridData[i*8+3], qfalse ); } } /* ================ R_LoadEntities ================ */ static void R_LoadEntities( const lump_t *l ) { const char *p, *token, *s; char keyname[MAX_TOKEN_CHARS]; char value[MAX_TOKEN_CHARS], *v[3]; world_t *w; w = &s_worldData; w->lightGridSize[0] = 64; w->lightGridSize[1] = 64; w->lightGridSize[2] = 128; p = (const char *)(fileBase + l->fileofs); // store for reference by the cgame w->entityString = ri.Hunk_Alloc( l->filelen + 1, h_low ); strcpy( w->entityString, p ); w->entityParsePoint = w->entityString; token = COM_ParseExt( &p, qtrue ); if (*token != '{') { return; } // only parse the world spawn while ( 1 ) { // parse key token = COM_ParseExt( &p, qtrue ); if ( !*token || *token == '}' ) { break; } Q_strncpyz(keyname, token, sizeof(keyname)); // parse value token = COM_ParseExt( &p, qtrue ); if ( !*token || *token == '}' ) { break; } Q_strncpyz(value, token, sizeof(value)); // check for remapping of shaders for vertex lighting s = "vertexremapshader"; if (!Q_strncmp(keyname, s, strlen(s)) ) { char *vs = strchr(value, ';'); if (!vs) { ri.Printf( PRINT_WARNING, "WARNING: no semi colon in vertexshaderremap '%s'\n", value ); break; } *vs++ = '\0'; if ( r_vertexLight->integer && tr.vertexLightingAllowed ) { RE_RemapShader(value, s, "0"); } continue; } // check for remapping of shaders s = "remapshader"; if (!Q_strncmp(keyname, s, (int)strlen(s)) ) { char *vs = strchr(value, ';'); if (!vs) { ri.Printf( PRINT_WARNING, "WARNING: no semi colon in shaderremap '%s'\n", value ); break; } *vs++ = '\0'; RE_RemapShader(value, s, "0"); continue; } // check for a different grid size if (!Q_stricmp(keyname, "gridsize")) { //sscanf(value, "%f %f %f", &w->lightGridSize[0], &w->lightGridSize[1], &w->lightGridSize[2] ); Com_Split( value, v, 3, ' ' ); w->lightGridSize[0] = Q_atof( v[0] ); w->lightGridSize[1] = Q_atof( v[1] ); w->lightGridSize[2] = Q_atof( v[2] ); continue; } } } /* ================= RE_GetEntityToken ================= */ qboolean RE_GetEntityToken( char *buffer, int size ) { const char *s; s = COM_Parse( &s_worldData.entityParsePoint ); Q_strncpyz( buffer, s, size ); if ( !s_worldData.entityParsePoint && !s[0] ) { s_worldData.entityParsePoint = s_worldData.entityString; return qfalse; } else { return qtrue; } } /* ================= RE_LoadWorldMap Called directly from cgame ================= */ void RE_LoadWorldMap( const char *name ) { int i; int32_t size; dheader_t *header; union { byte *b; void *v; } buffer; byte *startMarker; if ( tr.worldMapLoaded ) { ri.Error( ERR_DROP, "ERROR: attempted to redundantly load world map" ); } // set default sun direction to be used if it isn't // overridden by a shader tr.sunDirection[0] = 0.45f; tr.sunDirection[1] = 0.3f; tr.sunDirection[2] = 0.9f; VectorNormalize( tr.sunDirection ); tr.worldMapLoaded = qtrue; // load it size = ri.FS_ReadFile( name, &buffer.v ); if ( !buffer.b ) { ri.Error( ERR_DROP, "%s: couldn't load %s", __func__, name ); } if ( size < sizeof( dheader_t ) ) { ri.Error( ERR_DROP, "%s: %s has truncated header", __func__, name ); } tr.mapLoading = qtrue; // clear tr.world so if the level fails to load, the next // try will not look at the partially loaded version tr.world = NULL; Com_Memset( &s_worldData, 0, sizeof( s_worldData ) ); Q_strncpyz( s_worldData.name, name, sizeof( s_worldData.name ) ); Q_strncpyz( s_worldData.baseName, COM_SkipPath( s_worldData.name ), sizeof( s_worldData.name ) ); COM_StripExtension(s_worldData.baseName, s_worldData.baseName, sizeof(s_worldData.baseName)); startMarker = ri.Hunk_Alloc(0, h_low); c_gridVerts = 0; header = (dheader_t *)buffer.b; fileBase = (byte *)header; // swap all the lumps for ( i = 0; i < sizeof( dheader_t ) / 4; i++ ) { ( (int32_t *)header )[i] = LittleLong( ( (int32_t *)header )[i] ); } //if ( header->version != BSP_VERSION ) { // ri.Error( ERR_DROP, "%s: %s has wrong version number (%i should be %i)", __func__, name, header->version, BSP_VERSION ); //} for ( i = 0; i < HEADER_LUMPS; i++ ) { int32_t ofs = header->lumps[i].fileofs; int32_t len = header->lumps[i].filelen; if ( (uint32_t)ofs > MAX_QINT || (uint32_t)len > MAX_QINT || ofs + len > size || ofs + len < 0 ) { ri.Error( ERR_DROP, "%s: %s has wrong lump[%i] size/offset", __func__, name, i ); } } // load into heap R_LoadLightmaps( &header->lumps[LUMP_LIGHTMAPS] ); R_LoadShaders( &header->lumps[LUMP_SHADERS] ); R_LoadPlanes( &header->lumps[LUMP_PLANES] ); R_LoadFogs( &header->lumps[LUMP_FOGS], &header->lumps[LUMP_BRUSHES], &header->lumps[LUMP_BRUSHSIDES] ); R_LoadSurfaces( &header->lumps[LUMP_SURFACES], &header->lumps[LUMP_DRAWVERTS], &header->lumps[LUMP_DRAWINDEXES] ); R_LoadMarksurfaces( &header->lumps[LUMP_LEAFSURFACES] ); R_LoadNodesAndLeafs( &header->lumps[LUMP_NODES], &header->lumps[LUMP_LEAFS] ); R_LoadSubmodels( &header->lumps[LUMP_MODELS] ); R_LoadVisibility( &header->lumps[LUMP_VISIBILITY] ); R_LoadEntities( &header->lumps[LUMP_ENTITIES] ); R_LoadLightGrid( &header->lumps[LUMP_LIGHTGRID] ); R_BuildWorldVBO( s_worldData.surfaces, s_worldData.numsurfaces ); tr.mapLoading = qfalse; s_worldData.dataSize = (byte *)ri.Hunk_Alloc(0, h_low) - startMarker; // only set tr.world now that we know the entire level has loaded properly tr.world = &s_worldData; ri.FS_FreeFile( buffer.v ); }