quakeforge/libs/models/brush/gl_model_brush.c

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/*
gl_model_brush.c
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gl support routines for model loading and caching
Copyright (C) 1996-1997 Id Software, Inc.
This program is free software; you can redistribute it and/or
modify it under the terms of the GNU General Public License
as published by the Free Software Foundation; either version 2
of the License, or (at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
See the GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program; if not, write to:
Free Software Foundation, Inc.
59 Temple Place - Suite 330
Boston, MA 02111-1307, USA
*/
// models are the only shared resource between a client and server running
// on the same machine.
#ifdef HAVE_CONFIG_H
# include "config.h"
#endif
static __attribute__ ((unused)) const char rcsid[] =
"$Id$";
#ifdef HAVE_STRING_H
# include <string.h>
#endif
#ifdef HAVE_STRINGS_H
# include <strings.h>
#endif
#include "QF/cvar.h"
#include "QF/model.h"
#include "QF/qendian.h"
#include "QF/quakefs.h"
#include "QF/sys.h"
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#include "QF/texture.h"
#include "QF/tga.h"
#include "QF/va.h"
#include "QF/vid.h"
#include "QF/GL/qf_textures.h"
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#include "compat.h"
int mod_lightmap_bytes = 3;
void
Mod_ProcessTexture (miptex_t *mt, texture_t *tx)
{
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char name[32];
snprintf (name, sizeof (name), "fb_%s", mt->name);
tx->gl_fb_texturenum =
Mod_Fullbright ((byte *) (tx + 1), tx->width, tx->height, name);
tx->gl_texturenum =
GL_LoadTexture (mt->name, tx->width, tx->height, (byte *) (tx + 1),
true, false, 1);
}
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void
Mod_LoadExternalTextures (model_t *mod)
{
char *filename;
int i;
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tex_t *targa;
texture_t *tx;
QFile *f;
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for (i = 0; i < mod->numtextures; i++) {
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tx = mod->textures[i];
if (!tx)
continue;
// replace special flag characters with underscores
if (tx->name[0] == '*') { // FIXME: translate to # or _?
filename = va ("maps/#%s.tga", tx->name + 1);
} else {
filename = va ("maps/%s.tga", tx->name);
}
QFS_FOpenFile (filename, &f);
if (!f) {
if (tx->name[0] == '*') {
filename = va ("textures/#%s.tga", tx->name + 1);
} else {
filename = va ("textures/%s.tga", tx->name);
}
QFS_FOpenFile (filename, &f);
}
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if (f) {
targa = LoadTGA (f);
Qclose (f);
tx->gl_texturenum =
GL_LoadTexture (tx->name, targa->width, targa->height,
targa->data, true, false, 3);
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}
}
}
void
Mod_LoadLighting (lump_t *l)
{
byte d;
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byte *in, *out, *data;
char litfilename[1024];
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int i;
loadmodel->lightdata = NULL;
if (mod_lightmap_bytes > 1) {
// LordHavoc: check for a .lit file to load
strcpy (litfilename, loadmodel->name);
QFS_StripExtension (litfilename, litfilename);
strncat (litfilename, ".lit", sizeof (litfilename) -
strlen (litfilename));
data = (byte *) QFS_LoadHunkFile (litfilename);
if (data) {
if (data[0] == 'Q' && data[1] == 'L' && data[2] == 'I'
&& data[3] == 'T') {
i = LittleLong (((int *) data)[1]);
if (i == 1) {
Sys_DPrintf ("%s loaded", litfilename);
loadmodel->lightdata = data + 8;
return;
} else
Sys_Printf ("Unknown .lit file version (%d)\n", i);
} else
Sys_Printf ("Corrupt .lit file (old version?), ignoring\n");
}
}
// LordHavoc: oh well, expand the white lighting data
if (!l->filelen)
return;
loadmodel->lightdata = Hunk_AllocName (l->filelen * mod_lightmap_bytes,
litfilename);
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in = mod_base + l->fileofs;
out = loadmodel->lightdata;
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if (mod_lightmap_bytes > 1)
for (i = 0; i < l->filelen ; i++) {
d = gammatable[*in++];
*out++ = d;
*out++ = d;
*out++ = d;
}
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else
for (i = 0; i < l->filelen ; i++)
*out++ = gammatable[*in++];
}
msurface_t *warpface;
static void
BoundPoly (int numverts, float *verts, vec3_t mins, vec3_t maxs)
{
float *v;
int i, j;
mins[0] = mins[1] = mins[2] = 9999;
maxs[0] = maxs[1] = maxs[2] = -9999;
v = verts;
for (i = 0; i < numverts; i++)
for (j = 0; j < 3; j++, v++) {
if (*v < mins[j])
mins[j] = *v;
if (*v > maxs[j])
maxs[j] = *v;
}
}
static void
SubdividePolygon (int numverts, float *verts)
{
float frac, m, s, t;
float dist[64];
float *v;
int b, f, i, j, k;
glpoly_t *poly;
vec3_t mins, maxs;
vec3_t front[64], back[64];
if (numverts > 60)
Sys_Error ("numverts = %i", numverts);
BoundPoly (numverts, verts, mins, maxs);
for (i = 0; i < 3; i++) {
m = (mins[i] + maxs[i]) * 0.5;
m = gl_subdivide_size->value * floor (m / gl_subdivide_size->value +
0.5);
if (maxs[i] - m < 8)
continue;
if (m - mins[i] < 8)
continue;
// cut it
v = verts + i;
for (j = 0; j < numverts; j++, v += 3)
dist[j] = *v - m;
// wrap cases
dist[j] = dist[0];
v -= i;
VectorCopy (verts, v);
f = b = 0;
v = verts;
for (j = 0; j < numverts; j++, v += 3) {
if (dist[j] >= 0) {
VectorCopy (v, front[f]);
f++;
}
if (dist[j] <= 0) {
VectorCopy (v, back[b]);
b++;
}
if (dist[j] == 0 || dist[j + 1] == 0)
continue;
if ((dist[j] > 0) != (dist[j + 1] > 0)) {
// clip point
frac = dist[j] / (dist[j] - dist[j + 1]);
for (k = 0; k < 3; k++)
front[f][k] = back[b][k] = v[k] + frac * (v[3 + k] - v[k]);
f++;
b++;
}
}
SubdividePolygon (f, front[0]);
SubdividePolygon (b, back[0]);
return;
}
poly = Hunk_Alloc (sizeof (glpoly_t) + (numverts - 4) * VERTEXSIZE *
sizeof (float));
poly->next = warpface->polys;
warpface->polys = poly;
poly->numverts = numverts;
for (i = 0; i < numverts; i++, verts += 3) {
VectorCopy (verts, poly->verts[i]);
s = DotProduct (verts, warpface->texinfo->vecs[0]);
t = DotProduct (verts, warpface->texinfo->vecs[1]);
poly->verts[i][3] = s;
poly->verts[i][4] = t;
}
}
/*
Mod_SubdivideSurface
Breaks a polygon up along axial 64 unit
boundaries so that turbulent and sky warps
can be done reasonably.
*/
void
Mod_SubdivideSurface (msurface_t *fa)
{
float *vec;
int lindex, numverts, i;
vec3_t verts[64];
warpface = fa;
// convert edges back to a normal polygon
numverts = 0;
for (i = 0; i < fa->numedges; i++) {
lindex = loadmodel->surfedges[fa->firstedge + i];
if (lindex > 0)
vec = loadmodel->vertexes[loadmodel->edges[lindex].v[0]].position;
else
vec = loadmodel->vertexes[loadmodel->edges[-lindex].v[1]].position;
VectorCopy (vec, verts[numverts]);
numverts++;
}
SubdividePolygon (numverts, verts[0]);
}