/* gl_model_brush.c 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 #ifdef HAVE_STRING_H # include #endif #ifdef HAVE_STRINGS_H # include #endif #include "QF/cvar.h" #include "QF/dstring.h" #include "QF/image.h" #include "QF/qendian.h" #include "QF/quakefs.h" #include "QF/sys.h" #include "QF/va.h" #include "QF/GL/qf_textures.h" #include "compat.h" #include "mod_internal.h" #include "r_internal.h" static gltex_t gl_notexture = { }; static tex_t * Mod_LoadAnExternalTexture (const char *tname, const char *mname) { char rname[32]; tex_t *image; memcpy (rname, tname, strlen (tname) + 1); if (rname[0] == '*') rname[0] = '#'; image = LoadImage (va (0, "textures/%.*s/%s", (int) strlen (mname + 5) - 4, mname + 5, rname), 1); if (!image) image = LoadImage (va (0, "maps/%.*s/%s", (int) strlen (mname + 5) - 4, mname + 5, rname), 1); // if (!image) // image = LoadImage (va (0, "textures/bmodels/%s", rname)); if (!image) image = LoadImage (va (0, "textures/%s", rname), 1); if (!image) image = LoadImage (va (0, "maps/%s", rname), 1); return image; } static int Mod_LoadExternalTextures (model_t *mod, texture_t *tx) { tex_t *base, *luma; gltex_t *gltx; int external = 0; gltx = tx->render; if ((base = Mod_LoadAnExternalTexture (tx->name, mod->path))) { external = 1; gltx->gl_texturenum = GL_LoadTexture (tx->name, base->width, base->height, base->data, true, false, base->format > 2 ? base->format : 1); luma = Mod_LoadAnExternalTexture (va (0, "%s_luma", tx->name), mod->path); if (!luma) luma = Mod_LoadAnExternalTexture (va (0, "%s_glow", tx->name), mod->path); gltx->gl_fb_texturenum = 0; if (luma) { gltx->gl_fb_texturenum = GL_LoadTexture (va (0, "fb_%s", tx->name), luma->width, luma->height, luma->data, true, true, luma->format > 2 ? luma->format : 1); } else if (base->format < 3) { gltx->gl_fb_texturenum = Mod_Fullbright (base->data, base->width, base->height, va (0, "fb_%s", tx->name)); } } return external; } void gl_Mod_ProcessTexture (model_t *mod, texture_t *tx) { const char *name; if (!tx) { r_notexture_mip->render = &gl_notexture; return; } if (gl_textures_external && gl_textures_external->int_val) { if (Mod_LoadExternalTextures (mod, tx)) { return; } } if (strncmp (tx->name, "sky", 3) == 0) { return; } gltex_t *gltex = tx->render; name = va (0, "fb_%s", tx->name); gltex->gl_fb_texturenum = Mod_Fullbright ((byte *) (tx + 1), tx->width, tx->height, name); gltex->gl_texturenum = GL_LoadTexture (tx->name, tx->width, tx->height, (byte *) (tx + 1), true, false, 1); } void gl_Mod_LoadLighting (model_t *mod, bsp_t *bsp) { byte d; byte *in, *out, *data; dstring_t *litfilename = dstring_new (); size_t i; int ver; QFile *lit_file; mod_brush_t *brush = &mod->brush; dstring_copystr (litfilename, mod->path); brush->lightdata = NULL; if (mod_lightmap_bytes > 1) { // LordHavoc: check for a .lit file to load QFS_StripExtension (litfilename->str, litfilename->str); dstring_appendstr (litfilename, ".lit"); lit_file = QFS_VOpenFile (litfilename->str, 0, mod->vpath); data = (byte *) QFS_LoadHunkFile (lit_file); if (data) { if (data[0] == 'Q' && data[1] == 'L' && data[2] == 'I' && data[3] == 'T') { ver = LittleLong (((int32_t *) data)[1]); if (ver == 1) { Sys_MaskPrintf (SYS_dev, "%s loaded", litfilename->str); brush->lightdata = data + 8; return; } else Sys_MaskPrintf (SYS_dev, "Unknown .lit file version (%d)\n", ver); } else Sys_MaskPrintf (SYS_dev, "Corrupt .lit file (old version?)\n"); } } // LordHavoc: oh well, expand the white lighting data if (!bsp->lightdatasize) { dstring_delete (litfilename); return; } brush->lightdata = Hunk_AllocName (bsp->lightdatasize * mod_lightmap_bytes, litfilename->str); in = bsp->lightdata; out = brush->lightdata; if (mod_lightmap_bytes > 1) for (i = 0; i < bsp->lightdatasize ; i++) { d = vid.gammatable[*in++]; *out++ = d; *out++ = d; *out++ = d; } else for (i = 0; i < bsp->lightdatasize ; i++) *out++ = vid.gammatable[*in++]; dstring_delete (litfilename); } 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 < 3 || 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 gl_Mod_SubdivideSurface (model_t *mod, msurface_t *fa) { float *vec; int lindex, numverts, i; vec3_t verts[64]; mod_brush_t *brush = &mod->brush; warpface = fa; // convert edges back to a normal polygon numverts = 0; for (i = 0; i < fa->numedges; i++) { lindex = brush->surfedges[fa->firstedge + i]; if (lindex > 0) vec = brush->vertexes[brush->edges[lindex].v[0]].position; else vec = brush->vertexes[brush->edges[-lindex].v[1]].position; VectorCopy (vec, verts[numverts]); numverts++; } if (numverts > 3) { SubdividePolygon (numverts, verts[0]); } }