mirror of
https://git.code.sf.net/p/quake/newtree
synced 2024-11-25 13:32:01 +00:00
b8a92f28dc
I'm tempted to pull Endy's CVS write abilitys until he promices to make sure major changes at least COMPILE before he commits them. (=:]
481 lines
13 KiB
C
481 lines
13 KiB
C
// Halflife BSP Loading
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// Hack #1:
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// Use this LoadLighting instead of the existing one in gl_model.c
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// Hack #2:
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// Use this LoadTexture instead of the existing one in gl_model.c
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// Hack #?:
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// Add int lhcsum; to gltexture_t in gl_draw.c
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// Hack #4:
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// save bspversion in 'int bspversion;'. Allow 30.
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// Hack #5:
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// New hl_wad.c
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// Hack #6:
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// In gl_model.h, texture_s, add "int transparent;"
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// Hack #7:
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// LoadEntities:
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// if (bspversion > 29) // hlbsp
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// CL_ParseEntityLump(loadmodel->entities);
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//
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// Hack #8:
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// Top of GL_RenderBrushPoly (gl_rsurf.c - and add the function :)
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// if (fa->texinfo->texture->transparent) {
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// R_RenderBrushPolyTransparent(fa);
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// return;
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// }
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//
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// Hack #9: (mod_loadfaces)
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// if (i == -1)
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// out->samples = NULL;
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// else if (bspversion > 29)
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// out->samples = loadmodel->lightdata + i;
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// else
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// out->samples = loadmodel->lightdata + (i * 3);
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//
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#ifdef HAVE_CONFIG_H
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# include <config.h>
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#endif
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#include <math.h>
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#include <string.h>
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#include <stdio.h>
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#include <stdlib.h>
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#include "bothdefs.h" // needed by: common.h, net.h, client.h
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#include "qendian.h"
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#include "msg.h"
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#include "bspfile.h" // needed by: glquake.h
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#include "vid.h"
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#include "sys.h"
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#include "zone.h" // needed by: client.h, gl_model.h
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#include "mathlib.h" // needed by: protocol.h, render.h, client.h,
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// modelgen.h, glmodel.h
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#include "wad.h"
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#include "draw.h"
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#include "cvar.h"
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#include "crc.h"
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#include "net.h" // needed by: client.h
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#include "protocol.h" // needed by: client.h
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#include "cmd.h"
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#include "sbar.h"
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#include "render.h" // needed by: client.h, gl_model.h, glquake.h
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#include "client.h" // need cls in this file
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#include "model.h" // needed by: glquake.h
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#include "console.h"
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#include "glquake.h"
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#include "quakefs.h"
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#include "checksum.h"
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#include "hl.h"
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int image_width;
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int image_height;
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// From gl_draw.c
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typedef struct
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{
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int texnum;
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char identifier[64];
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int width, height;
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qboolean mipmap;
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int lhcsum;
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} gltexture_t;
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extern int bspversion;
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extern model_t *loadmodel;
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extern char loadname[32];
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extern byte *mod_base;
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extern gltexture_t gltextures[];
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extern int numgltextures;
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int HL_LoadTexture (char *identifier, int width, int height, byte *data, qboolean mipmap, qboolean alpha);
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typedef struct miptex_hls
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{
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char name[16];
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unsigned width, height;
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char junk[16];
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} miptex_hl;
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void HL_Mod_LoadLighting (lump_t *l)
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{
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if (!l->filelen)
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{
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loadmodel->lightdata = NULL;
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return;
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}
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if (bspversion > 29) { // Load coloured lighting data
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loadmodel->lightdata = Hunk_AllocName ( l->filelen, loadname);
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memcpy (loadmodel->lightdata, mod_base + l->fileofs, l->filelen);
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} else { // Expand white lighting data
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byte *in, *out, d;
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int i;
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Con_DPrintf("Converting lightmap data\n");
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loadmodel->lightdata = Hunk_AllocName (l->filelen*3, loadname);
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in = loadmodel->lightdata + l->filelen*2; // place the file at the end, so it will not be overwritten until the very last write
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out = loadmodel->lightdata;
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memcpy (in, mod_base + l->fileofs, l->filelen);
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for (i = 0;i < l->filelen;i++) {
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d = *in++;
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*out++ = d;
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*out++ = d;
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*out++ = d;
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}
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}
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}
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byte* loadimagepixels (char* filename, qboolean complain, int matchwidth, int matchheight)
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{
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FILE *f;
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char basename[128], name[128];
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byte *image_rgba;
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COM_StripExtension(filename, basename); // strip the extension to allow TGA skins on Q2 models despite the .pcx in the skin name
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sprintf (name, "%s.tga", basename);
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COM_FOpenFile (name, &f);
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if (f)
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return LoadTGA (f);
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//return LoadTGA (f, matchwidth, matchheight);
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sprintf (name, "%s.pcx", basename);
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COM_FOpenFile (name, &f);
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if (f)
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return LoadPCX (f);
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//return LoadPCX (f, matchwidth, matchheight);
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if ((image_rgba = W_GetTexture(basename, matchwidth, matchheight)))
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return image_rgba;
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if (complain)
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Con_Printf ("Couldn't load %s.tga or .pcx\n", filename);
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return NULL;
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}
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void HL_Mod_LoadTextures (lump_t *l)
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{
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int i, j, num, max, altmax, freeimage, transparent, bytesperpixel;
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miptex_t *mt;
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texture_t *tx, *tx2;
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texture_t *anims[10];
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texture_t *altanims[10];
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dmiptexlump_t *m;
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byte *data;
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char imagename[32];
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if (!l->filelen)
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{
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loadmodel->textures = NULL;
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return;
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}
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m = (dmiptexlump_t *)(mod_base + l->fileofs);
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m->nummiptex = LittleLong (m->nummiptex);
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loadmodel->numtextures = m->nummiptex;
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loadmodel->textures = Hunk_AllocName (m->nummiptex * sizeof(*loadmodel->textures) , loadname);
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for (i=0 ; i<m->nummiptex ; i++)
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{
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m->dataofs[i] = LittleLong(m->dataofs[i]);
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if (m->dataofs[i] == -1)
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continue;
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mt = (miptex_t *)((byte *)m + m->dataofs[i]);
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mt->width = LittleLong (mt->width);
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mt->height = LittleLong (mt->height);
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for (j=0 ; j<MIPLEVELS ; j++)
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mt->offsets[j] = LittleLong (mt->offsets[j]);
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if ( (mt->width & 15) || (mt->height & 15) )
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Sys_Error ("Texture %s is not 16 aligned", mt->name);
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// LordHavoc: rewriting the map texture loader for GLQuake
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tx = Hunk_AllocName (sizeof(texture_t), loadname );
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loadmodel->textures[i] = tx;
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memcpy (tx->name, mt->name, sizeof(tx->name));
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tx->width = mt->width;
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tx->height = mt->height;
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for (j=0 ; j<MIPLEVELS ; j++)
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tx->offsets[j] = 0;
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strcpy(imagename, "textures/");
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strcat(imagename, mt->name);
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freeimage = true;
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transparent = false;
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bytesperpixel = 4;
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data = loadimagepixels(imagename, false, tx->width, tx->height);
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if (!data) // no external texture found
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{
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strcpy(imagename, mt->name);
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data = loadimagepixels(imagename, false, tx->width, tx->height);
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if (!data) // no external texture found
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{
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freeimage = false;
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bytesperpixel = 1;
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if (mt->offsets[0]) // texture included
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data = (byte *)((int) mt + mt->offsets[0]);
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else // no texture, and no external replacement texture was found
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{
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tx->width = tx->height = 16;
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data = (byte *)((int) r_notexture_mip + r_notexture_mip->offsets[0]);
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}
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}
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else
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{
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for (j = 0;j < image_width*image_height;j++)
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if (data[j*4+3] < 255)
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{
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transparent = true;
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break;
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}
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}
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}
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else
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{
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for (j = 0;j < image_width*image_height;j++)
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if (data[j*4+3] < 255)
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{
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transparent = true;
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break;
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}
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}
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if (!strncmp(mt->name,"sky",3))
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{
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tx->transparent = false;
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R_InitSky_32 (data);
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}
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else
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{
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tx->transparent = transparent;
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texture_mode = GL_LINEAR_MIPMAP_NEAREST; //_LINEAR;
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if (bytesperpixel == 1)
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tx->gl_texturenum = GL_LoadTexture (tx->name, tx->width, tx->height, data, true, transparent);
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else
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tx->gl_texturenum = HL_LoadTexture (tx->name, tx->width, tx->height, data, true, transparent);
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texture_mode = GL_LINEAR;
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}
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if (freeimage)
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free(data);
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}
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//
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// sequence the animations
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//
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for (i=0 ; i<m->nummiptex ; i++)
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{
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tx = loadmodel->textures[i];
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if (!tx || tx->name[0] != '+')
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continue;
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if (tx->anim_next)
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continue; // allready sequenced
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// find the number of frames in the animation
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memset (anims, 0, sizeof(anims));
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memset (altanims, 0, sizeof(altanims));
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max = tx->name[1];
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altmax = 0;
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if (max >= 'a' && max <= 'z')
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max -= 'a' - 'A';
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if (max >= '0' && max <= '9')
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{
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max -= '0';
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altmax = 0;
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anims[max] = tx;
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max++;
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}
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else if (max >= 'A' && max <= 'J')
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{
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altmax = max - 'A';
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max = 0;
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altanims[altmax] = tx;
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altmax++;
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}
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else
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Sys_Error ("Bad animating texture %s", tx->name);
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for (j=i+1 ; j<m->nummiptex ; j++)
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{
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tx2 = loadmodel->textures[j];
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if (!tx2 || tx2->name[0] != '+')
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continue;
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if (strcmp (tx2->name+2, tx->name+2))
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continue;
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num = tx2->name[1];
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if (num >= 'a' && num <= 'z')
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num -= 'a' - 'A';
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if (num >= '0' && num <= '9')
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{
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num -= '0';
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anims[num] = tx2;
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if (num+1 > max)
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max = num + 1;
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}
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else if (num >= 'A' && num <= 'J')
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{
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num = num - 'A';
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altanims[num] = tx2;
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if (num+1 > altmax)
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altmax = num+1;
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}
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else
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Sys_Error ("Bad animating texture %s", tx->name);
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}
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#define ANIM_CYCLE 2
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// link them all together
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for (j=0 ; j<max ; j++)
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{
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tx2 = anims[j];
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if (!tx2)
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Sys_Error ("Missing frame %i of %s",j, tx->name);
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tx2->anim_total = max * ANIM_CYCLE;
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tx2->anim_min = j * ANIM_CYCLE;
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tx2->anim_max = (j+1) * ANIM_CYCLE;
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tx2->anim_next = anims[ (j+1)%max ];
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if (altmax)
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tx2->alternate_anims = altanims[0];
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}
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for (j=0 ; j<altmax ; j++)
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{
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tx2 = altanims[j];
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if (!tx2)
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Sys_Error ("Missing frame %i of %s",j, tx->name);
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tx2->anim_total = altmax * ANIM_CYCLE;
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tx2->anim_min = j * ANIM_CYCLE;
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tx2->anim_max = (j+1) * ANIM_CYCLE;
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tx2->anim_next = altanims[ (j+1)%altmax ];
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if (max)
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tx2->alternate_anims = anims[0];
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}
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}
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}
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void CL_ParseEntityLump(char *entdata)
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{
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char *data;
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char key[128], value[1024];
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char wadname[128];
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int i, j, k;
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data = entdata;
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if (!data)
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return;
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data = COM_Parse(data);
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if (!data)
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return; // valid exit
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if (com_token[0] != '{')
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return; // error
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while (1)
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{
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data = COM_Parse(data);
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if (!data)
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return; // error
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if (com_token[0] == '}')
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return; // since we're just parsing the first ent (worldspawn), exit
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strcpy(key, com_token);
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while (key[strlen(key)-1] == ' ') // remove trailing spaces
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key[strlen(key)-1] = 0;
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data = COM_Parse(data);
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if (!data)
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return; // error
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strcpy(value, com_token);
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// if (!strcmp("sky", key))
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// strcpy(skyname, value);
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// else if (!strcmp("skyboxsize", key))
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// {
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// r_skyboxsize.value = atof(value);
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// if (r_skyboxsize.value < 64)
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// r_skyboxsize.value = 64;
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// }
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if (!strcmp("wad", key)) // for HalfLife maps
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{
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j = 0;
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for (i = 0;i < 128;i++)
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if (value[i] != ';' && value[i] != '\\' && value[i] != '/' && value[i] != ':')
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break;
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if (value[i])
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{
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for (;i < 128;i++)
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{
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// ignore path - the \\ check is for HalfLife... stupid windoze 'programmers'...
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if (value[i] == '\\' || value[i] == '/' || value[i] == ':')
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j = i+1;
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else if (value[i] == ';' || value[i] == 0)
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{
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k = value[i];
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value[i] = 0;
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strcpy(wadname, "textures/");
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Con_DPrintf("Wad: %s\n", &value[j]);
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strcat(wadname, &value[j]);
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W_LoadTextureWadFile (wadname, false);
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j = i+1;
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if (!k)
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break;
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}
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}
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}
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}
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}
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}
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/*
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================
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GL_LoadTexture
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================
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*/
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int lhcsumtable2[256];
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int HL_LoadTexture (char *identifier, int width, int height, byte *data, qboolean mipmap, qboolean alpha)
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{
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int i, s, lhcsum;
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gltexture_t *glt;
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// LordHavoc: do a checksum to confirm the data really is the same as previous
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// occurances. well this isn't exactly a checksum, it's better than that but
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// not following any standards.
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lhcsum = 0;
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s = width*height*4;
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for (i = 0;i < 256;i++) lhcsumtable2[i] = i + 1;
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for (i = 0;i < s;i++) lhcsum += (lhcsumtable2[data[i] & 255]++);
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// see if the texture is allready present
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if (identifier[0])
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{
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for (i=0, glt=gltextures ; i<numgltextures ; i++, glt++)
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{
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if (!strcmp (identifier, glt->identifier))
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{
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// LordHavoc: everyone hates cache mismatchs, so I fixed it
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if (lhcsum != glt->lhcsum || width != glt->width || height != glt->height)
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{
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Con_DPrintf("GL_LoadTexture: cache mismatch, replacing old texture\n");
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goto HL_LoadTexture_setup; // drop out with glt pointing to the texture to replace
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}
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return glt->texnum;
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}
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}
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}
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glt = &gltextures[numgltextures];
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numgltextures++;
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strcpy (glt->identifier, identifier);
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glt->texnum = texture_extension_number;
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texture_extension_number++;
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// LordHavoc: label to drop out of the loop into the setup code
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HL_LoadTexture_setup:
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glt->lhcsum = lhcsum; // LordHavoc: used to verify textures are identical
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glt->width = width;
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glt->height = height;
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glt->mipmap = mipmap;
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GL_Bind(glt->texnum);
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GL_Upload32 ((unsigned *) data, width, height, mipmap, true);
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glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
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return glt->texnum;
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}
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