quakeforge/libs/models/brush/gl_model_brush.c
Bill Currie ab3f554a0e Limit the search for lit and ent files.
The search for these files will stop in the vpath that contains the .bsp
file to which they belong. This will prevent problems with
id1/maps/start.lit being used for shadows/maps/start.bsp.
2014-01-28 16:22:05 +09:00

321 lines
7.5 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"
void
gl_Mod_ProcessTexture (texture_t *tx)
{
char name[32];
if (!strncmp (tx->name, "sky", 3))
return;
snprintf (name, sizeof (name), "fb_%s", tx->name);
tx->gl_fb_texturenum =
Mod_Fullbright ((byte *) (tx + 1), tx->width, tx->height, name);
tx->gl_texturenum =
GL_LoadTexture (tx->name, tx->width, tx->height, (byte *) (tx + 1),
true, false, 1);
}
static tex_t *
Mod_LoadAnExternalTexture (char * tname, char *mname)
{
char rname[32];
tex_t *image;
memcpy (rname, tname, strlen (tname) + 1);
if (rname[0] == '*') rname[0] = '#';
image = LoadImage (va ("textures/%.*s/%s", (int) strlen (mname + 5) - 4,
mname + 5, rname));
if (!image)
image = LoadImage (va ("maps/%.*s/%s",
(int) strlen (mname + 5) - 4,
mname + 5, rname));
// if (!image)
// image = LoadImage (va ("textures/bmodels/%s", rname));
if (!image)
image = LoadImage (va ("textures/%s", rname));
if (!image)
image = LoadImage (va ("maps/%s", rname));
return image;
}
void
gl_Mod_LoadExternalTextures (model_t *mod)
{
int i;
tex_t *base, *luma;
texture_t *tx;
for (i = 0; i < mod->numtextures; i++) {
tx = mod->textures[i];
if (!tx)
continue;
if ((base = Mod_LoadAnExternalTexture (tx->name, mod->name))) {
tx->gl_texturenum =
GL_LoadTexture (tx->name, base->width, base->height,
base->data, true, false,
base->format > 2 ? base->format : 1);
luma = Mod_LoadAnExternalTexture (va ("%s_luma", tx->name),
mod->name);
if (!luma)
luma = Mod_LoadAnExternalTexture (va ("%s_glow", tx->name),
mod->name);
tx->gl_fb_texturenum = 0;
if (luma) {
tx->gl_fb_texturenum =
GL_LoadTexture (va ("fb_%s", tx->name), luma->width,
luma->height, luma->data, true, true,
luma->format > 2 ? luma->format : 1);
} else if (base->format < 3) {
tx->gl_fb_texturenum =
Mod_Fullbright (base->data, base->width, base->height,
va ("fb_%s", tx->name));
}
}
}
}
void
gl_Mod_LoadLighting (bsp_t *bsp)
{
byte d;
byte *in, *out, *data;
dstring_t *litfilename = dstring_new ();
size_t i;
int ver;
QFile *lit_file;
dstring_copystr (litfilename, loadmodel->name);
loadmodel->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, loadmodel->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);
loadmodel->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;
}
loadmodel->lightdata = Hunk_AllocName (bsp->lightdatasize
* mod_lightmap_bytes,
litfilename->str);
in = bsp->lightdata;
out = loadmodel->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 > 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 (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]);
}