quakeforge/libs/models/brush/gl_model_brush.c
Bill Currie 5f93c115ff [util] Make developer flag names easier to manage
They're now an enum, and the flag part of the name is all lowercase, but
now the flag definitions and names list will never get out of sync.
2021-03-29 22:38:47 +09:00

332 lines
7.9 KiB
C

/*
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 <string.h>
#endif
#ifdef HAVE_STRINGS_H
# include <strings.h>
#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]);
}
}