mirror of
https://git.code.sf.net/p/quake/quakeforge
synced 2024-11-30 08:00:51 +00:00
2818fc12a5
That being in the renderer. This is why qwaq needed that call to Mod_ProcessTexture (but no longer does :)
330 lines
7.8 KiB
C
330 lines
7.8 KiB
C
/*
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gl_model_brush.c
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gl support routines for model loading and caching
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Copyright (C) 1996-1997 Id Software, Inc.
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This program is free software; you can redistribute it and/or
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modify it under the terms of the GNU General Public License
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as published by the Free Software Foundation; either version 2
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of the License, or (at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
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See the GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program; if not, write to:
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Free Software Foundation, Inc.
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59 Temple Place - Suite 330
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Boston, MA 02111-1307, USA
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*/
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// models are the only shared resource between a client and server running
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// on the same machine.
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#ifdef HAVE_CONFIG_H
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# include "config.h"
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#endif
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#ifdef HAVE_STRING_H
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# include <string.h>
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#endif
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#ifdef HAVE_STRINGS_H
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# include <strings.h>
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#endif
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#include "QF/cvar.h"
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#include "QF/dstring.h"
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#include "QF/image.h"
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#include "QF/qendian.h"
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#include "QF/quakefs.h"
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#include "QF/sys.h"
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#include "QF/va.h"
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#include "QF/GL/qf_rsurf.h"
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#include "QF/GL/qf_textures.h"
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#include "compat.h"
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#include "mod_internal.h"
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#include "r_internal.h"
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static tex_t *
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Mod_LoadAnExternalTexture (const char *tname, const char *mname)
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{
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char rname[32];
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tex_t *image;
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memcpy (rname, tname, strlen (tname) + 1);
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if (rname[0] == '*') rname[0] = '#';
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image = LoadImage (va (0, "textures/%.*s/%s", (int) strlen (mname + 5) - 4,
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mname + 5, rname), 1);
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if (!image)
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image = LoadImage (va (0, "maps/%.*s/%s", (int) strlen (mname + 5) - 4,
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mname + 5, rname), 1);
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// if (!image)
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// image = LoadImage (va (0, "textures/bmodels/%s", rname));
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if (!image)
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image = LoadImage (va (0, "textures/%s", rname), 1);
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if (!image)
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image = LoadImage (va (0, "maps/%s", rname), 1);
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return image;
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}
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static int
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Mod_LoadExternalTextures (model_t *mod, texture_t *tx)
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{
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tex_t *base, *luma;
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gltex_t *gltx;
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int external = 0;
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gltx = tx->render;
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if ((base = Mod_LoadAnExternalTexture (tx->name, mod->path))) {
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external = 1;
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gltx->gl_texturenum =
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GL_LoadTexture (tx->name, base->width, base->height,
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base->data, true, false,
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base->format > 2 ? base->format : 1);
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luma = Mod_LoadAnExternalTexture (va (0, "%s_luma", tx->name),
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mod->path);
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if (!luma)
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luma = Mod_LoadAnExternalTexture (va (0, "%s_glow", tx->name),
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mod->path);
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gltx->gl_fb_texturenum = 0;
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if (luma) {
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gltx->gl_fb_texturenum =
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GL_LoadTexture (va (0, "fb_%s", tx->name), luma->width,
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luma->height, luma->data, true, true,
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luma->format > 2 ? luma->format : 1);
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} else if (base->format < 3) {
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gltx->gl_fb_texturenum =
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Mod_Fullbright (base->data, base->width, base->height,
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va (0, "fb_%s", tx->name));
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}
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}
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return external;
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}
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void
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gl_Mod_ProcessTexture (model_t *mod, texture_t *tx)
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{
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const char *name;
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if (!tx) {
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return;
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}
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if (gl_textures_external) {
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if (Mod_LoadExternalTextures (mod, tx)) {
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return;
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}
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}
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if (strncmp (tx->name, "sky", 3) == 0) {
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return;
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}
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gltex_t *gltex = tx->render;
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name = va (0, "fb_%s", tx->name);
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gltex->gl_fb_texturenum =
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Mod_Fullbright ((byte *) (tx + 1), tx->width, tx->height, name);
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gltex->gl_texturenum =
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GL_LoadTexture (tx->name, tx->width, tx->height, (byte *) (tx + 1),
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true, false, 1);
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}
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void
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gl_Mod_LoadLighting (model_t *mod, bsp_t *bsp)
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{
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byte d;
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byte *in, *out, *data;
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dstring_t *litfilename = dstring_new ();
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size_t i;
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int ver;
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QFile *lit_file;
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mod_brush_t *brush = &mod->brush;
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dstring_copystr (litfilename, mod->path);
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brush->lightdata = NULL;
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if (mod_lightmap_bytes > 1) {
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// LordHavoc: check for a .lit file to load
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QFS_StripExtension (litfilename->str, litfilename->str);
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dstring_appendstr (litfilename, ".lit");
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lit_file = QFS_VOpenFile (litfilename->str, 0, mod->vpath);
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data = (byte *) QFS_LoadHunkFile (lit_file);
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if (data) {
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if (data[0] == 'Q' && data[1] == 'L' && data[2] == 'I'
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&& data[3] == 'T') {
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ver = LittleLong (((int32_t *) data)[1]);
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if (ver == 1) {
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Sys_MaskPrintf (SYS_dev, "%s loaded", litfilename->str);
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brush->lightdata = data + 8;
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return;
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} else
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Sys_MaskPrintf (SYS_dev,
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"Unknown .lit file version (%d)\n", ver);
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} else
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Sys_MaskPrintf (SYS_dev, "Corrupt .lit file (old version?)\n");
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}
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}
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// LordHavoc: oh well, expand the white lighting data
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if (!bsp->lightdatasize) {
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dstring_delete (litfilename);
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return;
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}
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brush->lightdata = Hunk_AllocName (0,
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bsp->lightdatasize * mod_lightmap_bytes,
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litfilename->str);
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in = bsp->lightdata;
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out = brush->lightdata;
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if (mod_lightmap_bytes > 1)
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for (i = 0; i < bsp->lightdatasize ; i++) {
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d = vid.gammatable[*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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else
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for (i = 0; i < bsp->lightdatasize ; i++)
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*out++ = vid.gammatable[*in++];
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dstring_delete (litfilename);
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}
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msurface_t *warpface;
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static void
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BoundPoly (int numverts, float *verts, vec3_t mins, vec3_t maxs)
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{
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float *v;
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int i, j;
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mins[0] = mins[1] = mins[2] = 9999;
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maxs[0] = maxs[1] = maxs[2] = -9999;
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v = verts;
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for (i = 0; i < numverts; i++)
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for (j = 0; j < 3; j++, v++) {
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if (*v < mins[j])
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mins[j] = *v;
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if (*v > maxs[j])
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maxs[j] = *v;
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}
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}
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static void
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SubdividePolygon (int numverts, float *verts)
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{
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float frac, m, s, t;
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float dist[64];
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float *v;
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int b, f, i, j, k;
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glpoly_t *poly;
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vec3_t mins, maxs;
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vec3_t front[64], back[64];
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if (numverts < 3 || numverts > 60)
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Sys_Error ("numverts = %i", numverts);
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BoundPoly (numverts, verts, mins, maxs);
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for (i = 0; i < 3; i++) {
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m = (mins[i] + maxs[i]) * 0.5;
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m = gl_subdivide_size * floor (m / gl_subdivide_size + 0.5);
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if (maxs[i] - m < 8)
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continue;
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if (m - mins[i] < 8)
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continue;
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// cut it
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v = verts + i;
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for (j = 0; j < numverts; j++, v += 3)
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dist[j] = *v - m;
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// wrap cases
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dist[j] = dist[0];
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v -= i;
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VectorCopy (verts, v);
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f = b = 0;
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v = verts;
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for (j = 0; j < numverts; j++, v += 3) {
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if (dist[j] >= 0) {
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VectorCopy (v, front[f]);
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f++;
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}
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if (dist[j] <= 0) {
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VectorCopy (v, back[b]);
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b++;
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}
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if (dist[j] == 0 || dist[j + 1] == 0)
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continue;
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if ((dist[j] > 0) != (dist[j + 1] > 0)) {
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// clip point
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frac = dist[j] / (dist[j] - dist[j + 1]);
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for (k = 0; k < 3; k++)
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front[f][k] = back[b][k] = v[k] + frac * (v[3 + k] - v[k]);
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f++;
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b++;
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}
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}
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SubdividePolygon (f, front[0]);
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SubdividePolygon (b, back[0]);
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return;
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}
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poly = Hunk_Alloc (0, sizeof (glpoly_t) + (numverts - 4) * VERTEXSIZE *
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sizeof (float));
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poly->next = warpface->polys;
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warpface->polys = poly;
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poly->numverts = numverts;
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for (i = 0; i < numverts; i++, verts += 3) {
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VectorCopy (verts, poly->verts[i]);
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s = DotProduct (verts, warpface->texinfo->vecs[0]);
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t = DotProduct (verts, warpface->texinfo->vecs[1]);
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poly->verts[i][3] = s;
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poly->verts[i][4] = t;
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}
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}
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/*
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Mod_SubdivideSurface
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Breaks a polygon up along axial 64 unit
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boundaries so that turbulent and sky warps
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can be done reasonably.
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*/
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void
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gl_Mod_SubdivideSurface (model_t *mod, msurface_t *fa)
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{
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float *vec;
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int lindex, numverts, i;
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vec3_t verts[64];
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mod_brush_t *brush = &mod->brush;
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warpface = fa;
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// convert edges back to a normal polygon
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numverts = 0;
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for (i = 0; i < fa->numedges; i++) {
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lindex = brush->surfedges[fa->firstedge + i];
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if (lindex > 0)
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vec = brush->vertexes[brush->edges[lindex].v[0]].position;
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else
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vec = brush->vertexes[brush->edges[-lindex].v[1]].position;
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VectorCopy (vec, verts[numverts]);
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numverts++;
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}
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if (numverts > 3) {
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SubdividePolygon (numverts, verts[0]);
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}
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}
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