/* 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 static __attribute__ ((unused)) const char rcsid[] = "$Id$"; #ifdef HAVE_STRING_H # include #endif #ifdef HAVE_STRINGS_H # include #endif #include "QF/cvar.h" #include "QF/model.h" #include "QF/qendian.h" #include "QF/quakefs.h" #include "QF/sys.h" #include "QF/texture.h" #include "QF/tga.h" #include "QF/va.h" #include "QF/vid.h" #include "QF/GL/qf_textures.h" #include "compat.h" int mod_lightmap_bytes = 3; void Mod_ProcessTexture (miptex_t *mt, texture_t *tx) { 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); } void Mod_LoadExternalTextures (model_t *mod) { char *filename; int i; tex_t *targa; texture_t *tx; QFile *f; for (i = 0; i < mod->numtextures; i++) { tx = mod->textures[i]; if (!tx) continue; // FIXME: replace special flag characters with # or _? if (tx->name[0] == '*') { filename = va ("textures/%.*s/#%s.tga", (int) strlen (mod->name + 5) - 4, mod->name + 5, tx->name + 1); QFS_FOpenFile (filename, &f); if (!f) { filename = va ("textures/#%s.tga", tx->name + 1); QFS_FOpenFile (filename, &f); } if (!f) { filename = va ("maps/#%s.tga", tx->name + 1); QFS_FOpenFile (filename, &f); } } else { filename = va ("textures/%.*s/%s.tga", (int) strlen (mod->name + 5) - 4, mod->name + 5, tx->name); QFS_FOpenFile (filename, &f); if (!f) { filename = va ("textures/%s.tga", tx->name); QFS_FOpenFile (filename, &f); } if (!f) { filename = va ("maps/%s.tga", tx->name); QFS_FOpenFile (filename, &f); } } if (f) { targa = LoadTGA (f); Qclose (f); tx->gl_texturenum = GL_LoadTexture (tx->name, targa->width, targa->height, targa->data, true, false, 3); } } } void Mod_LoadLighting (lump_t *l) { byte d; byte *in, *out, *data; char litfilename[1024]; 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); in = mod_base + l->fileofs; out = loadmodel->lightdata; if (mod_lightmap_bytes > 1) for (i = 0; i < l->filelen ; i++) { d = gammatable[*in++]; *out++ = d; *out++ = d; *out++ = d; } 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]); }