jedioutcast/code/renderer/tr_bsp.cpp

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2013-04-04 14:52:42 +00:00
// tr_map.c
// leave this as first line for PCH reasons...
//
#include "../server/exe_headers.h"
#include "tr_local.h"
/*
Loads and prepares a map file for scene rendering.
A single entry point:
void RE_LoadWorldMap( const char *name );
*/
static world_t s_worldData;
static byte *fileBase;
int c_subdivisions;
int c_gridVerts;
//===============================================================================
static void HSVtoRGB( float h, float s, float v, float rgb[3] )
{
int i;
float f;
float p, q, t;
h *= 5;
i = floor( h );
f = h - i;
p = v * ( 1 - s );
q = v * ( 1 - s * f );
t = v * ( 1 - s * ( 1 - f ) );
switch ( i )
{
case 0:
rgb[0] = v;
rgb[1] = t;
rgb[2] = p;
break;
case 1:
rgb[0] = q;
rgb[1] = v;
rgb[2] = p;
break;
case 2:
rgb[0] = p;
rgb[1] = v;
rgb[2] = t;
break;
case 3:
rgb[0] = p;
rgb[1] = q;
rgb[2] = v;
break;
case 4:
rgb[0] = t;
rgb[1] = p;
rgb[2] = v;
break;
case 5:
rgb[0] = v;
rgb[1] = p;
rgb[2] = q;
break;
}
}
/*
===============
R_ColorShiftLightingBytes
===============
*/
static void R_ColorShiftLightingBytes( const byte in[4], byte out[4] ) {
int shift=0, r, g, b;
// should NOT do it if overbrightBits is 0
if (tr.overbrightBits)
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shift = 1 - tr.overbrightBits;
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if (!shift)
{
out[0] = in[0];
out[1] = in[1];
out[2] = in[2];
out[3] = in[3];
return;
}
// shift the data based on overbright range
r = in[0] << shift;
g = in[1] << shift;
b = in[2] << shift;
// normalize by color instead of saturating to white
if ( ( r | g | b ) > 255 ) {
int max;
max = r > g ? r : g;
max = max > b ? max : b;
r = r * 255 / max;
g = g * 255 / max;
b = b * 255 / max;
}
out[0] = r;
out[1] = g;
out[2] = b;
out[3] = in[3];
}
/*
===============
R_ColorShiftLightingBytes
===============
*/
static void R_ColorShiftLightingBytes( byte in[3])
{
int shift=0, r, g, b;
// should NOT do it if overbrightBits is 0
if (tr.overbrightBits)
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shift = 1 - tr.overbrightBits;
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if (!shift) {
return; //no need if not overbright
}
// shift the data based on overbright range
r = in[0] << shift;
g = in[1] << shift;
b = in[2] << shift;
// normalize by color instead of saturating to white
if ( ( r | g | b ) > 255 ) {
int max;
max = r > g ? r : g;
max = max > b ? max : b;
r = r * 255 / max;
g = g * 255 / max;
b = b * 255 / max;
}
in[0] = r;
in[1] = g;
in[2] = b;
}
/*
===============
R_LoadLightmaps
===============
*/
#define LIGHTMAP_SIZE 128
static void R_LoadLightmaps( lump_t *l, const char *psMapName ) {
byte *buf, *buf_p;
int len;
MAC_STATIC byte image[LIGHTMAP_SIZE*LIGHTMAP_SIZE*4];
int i, j;
float maxIntensity = 0;
double sumIntensity = 0;
len = l->filelen;
if ( !len ) {
return;
}
buf = fileBase + l->fileofs;
// we are about to upload textures
R_SyncRenderThread();
// create all the lightmaps
tr.numLightmaps = len / (LIGHTMAP_SIZE * LIGHTMAP_SIZE * 3);
// if we are in r_vertexLight mode, we don't need the lightmaps at all
if ( r_vertexLight->integer ) {
return;
}
char sMapName[MAX_QPATH];
COM_StripExtension(psMapName,sMapName); // will already by MAX_QPATH legal, so no length check
for ( i = 0 ; i < tr.numLightmaps ; i++ ) {
// expand the 24 bit on-disk to 32 bit
buf_p = buf + i * LIGHTMAP_SIZE*LIGHTMAP_SIZE * 3;
if ( r_lightmap->integer == 2 )
{ // color code by intensity as development tool (FIXME: check range)
for ( j = 0; j < LIGHTMAP_SIZE * LIGHTMAP_SIZE; j++ )
{
float r = buf_p[j*3+0];
float g = buf_p[j*3+1];
float b = buf_p[j*3+2];
float intensity;
float out[3];
intensity = 0.33f * r + 0.685 * g + 0.063f * b;
if ( intensity > 255 )
intensity = 1.0f;
else
intensity /= 255.0f;
if ( intensity > maxIntensity )
maxIntensity = intensity;
HSVtoRGB( intensity, 1.00, 0.50, out );
image[j*4+0] = out[0] * 255;
image[j*4+1] = out[1] * 255;
image[j*4+2] = out[2] * 255;
image[j*4+3] = 255;
sumIntensity += intensity;
}
} else {
for ( j = 0 ; j < LIGHTMAP_SIZE*LIGHTMAP_SIZE ; j++ ) {
R_ColorShiftLightingBytes( &buf_p[j*3], &image[j*4] );
image[j*4+3] = 255;
}
}
tr.lightmaps[i] = R_CreateImage( va("*%s/lightmap%d",sMapName,i), image,
LIGHTMAP_SIZE, LIGHTMAP_SIZE, qfalse, qfalse, r_ext_compressed_lightmaps->integer, GL_CLAMP);
}
if ( r_lightmap->integer == 2 ) {
ri.Printf( PRINT_ALL, "Brightest lightmap value: %d\n", ( int ) ( maxIntensity * 255 ) );
}
}
/*
=================
RE_SetWorldVisData
This is called by the clipmodel subsystem so we can share the 1.8 megs of
space in big maps...
=================
*/
void RE_SetWorldVisData( const byte *vis ) {
tr.externalVisData = vis;
}
/*
=================
R_LoadVisibility
=================
*/
static void R_LoadVisibility( lump_t *l ) {
int len;
byte *buf;
len = ( s_worldData.numClusters + 63 ) & ~63;
s_worldData.novis = ( unsigned char *) ri.Hunk_Alloc( len, qfalse );
memset( s_worldData.novis, 0xff, len );
len = l->filelen;
if ( !len ) {
return;
}
buf = fileBase + l->fileofs;
s_worldData.numClusters = LittleLong( ((int *)buf)[0] );
s_worldData.clusterBytes = LittleLong( ((int *)buf)[1] );
// CM_Load should have given us the vis data to share, so
// we don't need to allocate another copy
if ( tr.externalVisData ) {
s_worldData.vis = tr.externalVisData;
} else {
byte *dest;
dest = (byte *) ri.Hunk_Alloc( len - 8, qfalse );
memcpy( dest, buf + 8, len - 8 );
s_worldData.vis = dest;
}
}
//===============================================================================
/*
===============
ShaderForShaderNum
===============
*/
static shader_t *ShaderForShaderNum( int shaderNum, const int *lightmapNum, const byte *lightmapStyles, const byte *vertexStyles ) {
shader_t *shader;
dshader_t *dsh;
const byte *styles;
styles = lightmapStyles;
shaderNum = LittleLong( shaderNum );
if ( shaderNum < 0 || shaderNum >= s_worldData.numShaders ) {
ri.Error( ERR_DROP, "ShaderForShaderNum: bad num %i", shaderNum );
}
dsh = &s_worldData.shaders[ shaderNum ];
if (lightmapNum[0] == LIGHTMAP_BY_VERTEX)
{
styles = vertexStyles;
}
if ( r_vertexLight->integer )
{
lightmapNum = lightmapsVertex;
styles = vertexStyles;
}
/* if ( r_fullbright->integer )
{
lightmapNum = lightmapsFullBright;
styles = vertexStyles;
}
*/
shader = R_FindShader( dsh->shader, lightmapNum, styles, qtrue );
// if the shader had errors, just use default shader
if ( shader->defaultShader ) {
return tr.defaultShader;
}
return shader;
}
/*
===============
ParseFace
===============
*/
static void ParseFace( dsurface_t *ds, mapVert_t *verts, msurface_t *surf, int *indexes, byte *&pFaceDataBuffer)
{
int i, j, k;
srfSurfaceFace_t *cv;
int numPoints, numIndexes;
int lightmapNum[MAXLIGHTMAPS];
int sfaceSize, ofsIndexes;
for(i=0;i<MAXLIGHTMAPS;i++)
{
lightmapNum[i] = LittleLong( ds->lightmapNum[i] );
}
// get fog volume
surf->fogIndex = LittleLong( ds->fogNum ) + 1;
// get shader value
surf->shader = ShaderForShaderNum( ds->shaderNum, lightmapNum, ds->lightmapStyles, ds->vertexStyles );
if ( r_singleShader->integer && !surf->shader->isSky ) {
surf->shader = tr.defaultShader;
}
numPoints = LittleLong( ds->numVerts );
if (numPoints > MAX_FACE_POINTS) {
ri.Printf( PRINT_DEVELOPER, "MAX_FACE_POINTS exceeded: %i\n", numPoints);
}
numIndexes = LittleLong( ds->numIndexes );
// create the srfSurfaceFace_t
sfaceSize = ( int ) &((srfSurfaceFace_t *)0)->points[numPoints];
ofsIndexes = sfaceSize;
sfaceSize += sizeof( int ) * numIndexes;
cv = (srfSurfaceFace_t *) pFaceDataBuffer;//ri.Hunk_Alloc( sfaceSize );
pFaceDataBuffer += sfaceSize; // :-)
cv->surfaceType = SF_FACE;
cv->numPoints = numPoints;
cv->numIndices = numIndexes;
cv->ofsIndices = ofsIndexes;
verts += LittleLong( ds->firstVert );
for ( i = 0 ; i < numPoints ; i++ ) {
for ( j = 0 ; j < 3 ; j++ ) {
cv->points[i][j] = LittleFloat( verts[i].xyz[j] );
}
for ( j = 0 ; j < 2 ; j++ ) {
cv->points[i][3+j] = LittleFloat( verts[i].st[j] );
for(k=0;k<MAXLIGHTMAPS;k++)
{
cv->points[i][VERTEX_LM+j+(k*2)] = LittleFloat( verts[i].lightmap[k][j] );
}
}
for(k=0;k<MAXLIGHTMAPS;k++)
{
R_ColorShiftLightingBytes( verts[i].color[k], (byte *)&cv->points[i][VERTEX_COLOR+k] );
}
}
indexes += LittleLong( ds->firstIndex );
for ( i = 0 ; i < numIndexes ; i++ ) {
((int *)((byte *)cv + cv->ofsIndices ))[i] = LittleLong( indexes[ i ] );
}
// take the plane information from the lightmap vector
for ( i = 0 ; i < 3 ; i++ ) {
cv->plane.normal[i] = LittleFloat( ds->lightmapVecs[2][i] );
}
cv->plane.dist = DotProduct( cv->points[0], cv->plane.normal );
SetPlaneSignbits( &cv->plane );
cv->plane.type = PlaneTypeForNormal( cv->plane.normal );
surf->data = (surfaceType_t *)cv;
}
/*
===============
ParseMesh
===============
*/
static void ParseMesh ( dsurface_t *ds, mapVert_t *verts, msurface_t *surf) {
srfGridMesh_t *grid;
int i, j, k;
int width, height, numPoints;
MAC_STATIC drawVert_t points[MAX_PATCH_SIZE*MAX_PATCH_SIZE];
int lightmapNum[MAXLIGHTMAPS];
vec3_t bounds[2];
vec3_t tmpVec;
static surfaceType_t skipData = SF_SKIP;
for(i=0;i<MAXLIGHTMAPS;i++)
{
lightmapNum[i] = LittleLong( ds->lightmapNum[i] );
}
// get fog volume
surf->fogIndex = LittleLong( ds->fogNum ) + 1;
// get shader value
surf->shader = ShaderForShaderNum( ds->shaderNum, lightmapNum, ds->lightmapStyles, ds->vertexStyles );
if ( r_singleShader->integer && !surf->shader->isSky ) {
surf->shader = tr.defaultShader;
}
// we may have a nodraw surface, because they might still need to
// be around for movement clipping
if ( s_worldData.shaders[ LittleLong( ds->shaderNum ) ].surfaceFlags & SURF_NODRAW ) {
surf->data = &skipData;
return;
}
width = LittleLong( ds->patchWidth );
height = LittleLong( ds->patchHeight );
verts += LittleLong( ds->firstVert );
numPoints = width * height;
for ( i = 0 ; i < numPoints ; i++ ) {
for ( j = 0 ; j < 3 ; j++ ) {
points[i].xyz[j] = LittleFloat( verts[i].xyz[j] );
points[i].normal[j] = LittleFloat( verts[i].normal[j] );
}
for ( j = 0 ; j < 2 ; j++ ) {
points[i].st[j] = LittleFloat( verts[i].st[j] );
for(k=0;k<MAXLIGHTMAPS;k++)
{
points[i].lightmap[k][j] = LittleFloat( verts[i].lightmap[k][j] );
}
}
for(k=0;k<MAXLIGHTMAPS;k++)
{
R_ColorShiftLightingBytes( verts[i].color[k], points[i].color[k] );
}
}
// pre-tesseleate
grid = R_SubdividePatchToGrid( width, height, points );
surf->data = (surfaceType_t *)grid;
// copy the level of detail origin, which is the center
// of the group of all curves that must subdivide the same
// to avoid cracking
for ( i = 0 ; i < 3 ; i++ ) {
bounds[0][i] = LittleFloat( ds->lightmapVecs[0][i] );
bounds[1][i] = LittleFloat( ds->lightmapVecs[1][i] );
}
VectorAdd( bounds[0], bounds[1], bounds[1] );
VectorScale( bounds[1], 0.5f, grid->lodOrigin );
VectorSubtract( bounds[0], grid->lodOrigin, tmpVec );
grid->lodRadius = VectorLength( tmpVec );
}
/*
===============
ParseTriSurf
===============
*/
static void ParseTriSurf( dsurface_t *ds, mapVert_t *verts, msurface_t *surf, int *indexes ) {
srfTriangles_t *tri;
int i, j, k;
int numVerts, numIndexes;
// get fog volume
surf->fogIndex = LittleLong( ds->fogNum ) + 1;
// get shader
surf->shader = ShaderForShaderNum( ds->shaderNum, lightmapsVertex, ds->lightmapStyles, ds->vertexStyles );
if ( r_singleShader->integer && !surf->shader->isSky ) {
surf->shader = tr.defaultShader;
}
numVerts = LittleLong( ds->numVerts );
numIndexes = LittleLong( ds->numIndexes );
tri = (srfTriangles_t *) ri.Hunk_Alloc( sizeof( *tri ) + numVerts * sizeof( tri->verts[0] )
+ numIndexes * sizeof( tri->indexes[0] ), qtrue );
tri->surfaceType = SF_TRIANGLES;
tri->numVerts = numVerts;
tri->numIndexes = numIndexes;
tri->verts = (drawVert_t *)(tri + 1);
tri->indexes = (int *)(tri->verts + tri->numVerts );
surf->data = (surfaceType_t *)tri;
// copy vertexes
verts += LittleLong( ds->firstVert );
ClearBounds( tri->bounds[0], tri->bounds[1] );
for ( i = 0 ; i < numVerts ; i++ ) {
for ( j = 0 ; j < 3 ; j++ ) {
tri->verts[i].xyz[j] = LittleFloat( verts[i].xyz[j] );
tri->verts[i].normal[j] = LittleFloat( verts[i].normal[j] );
}
AddPointToBounds( tri->verts[i].xyz, tri->bounds[0], tri->bounds[1] );
for ( j = 0 ; j < 2 ; j++ ) {
tri->verts[i].st[j] = LittleFloat( verts[i].st[j] );
for(k=0;k<MAXLIGHTMAPS;k++)
{
tri->verts[i].lightmap[k][j] = LittleFloat( verts[i].lightmap[k][j] );
}
}
for(k=0;k<MAXLIGHTMAPS;k++)
{
R_ColorShiftLightingBytes( verts[i].color[k], tri->verts[i].color[k] );
}
}
// copy indexes
indexes += LittleLong( ds->firstIndex );
for ( i = 0 ; i < numIndexes ; i++ ) {
tri->indexes[i] = LittleLong( indexes[i] );
if ( tri->indexes[i] < 0 || tri->indexes[i] >= numVerts ) {
ri.Error( ERR_DROP, "Bad index in triangle surface" );
}
}
}
/*
===============
ParseFlare
===============
*/
static void ParseFlare( dsurface_t *ds, mapVert_t *verts, msurface_t *surf, int *indexes ) {
srfFlare_t *flare;
int i;
int lightmaps[MAXLIGHTMAPS] = { LIGHTMAP_BY_VERTEX };
// get fog volume
surf->fogIndex = LittleLong( ds->fogNum ) + 1;
// get shader
surf->shader = ShaderForShaderNum( ds->shaderNum, lightmaps, ds->lightmapStyles, ds->vertexStyles );
if ( r_singleShader->integer && !surf->shader->isSky ) {
surf->shader = tr.defaultShader;
}
flare = (srfFlare_t *) ri.Hunk_Alloc( sizeof( *flare ), qtrue );
flare->surfaceType = SF_FLARE;
surf->data = (surfaceType_t *)flare;
for ( i = 0 ; i < 3 ; i++ ) {
flare->origin[i] = LittleFloat( ds->lightmapOrigin[i] );
flare->color[i] = LittleFloat( ds->lightmapVecs[0][i] );
flare->normal[i] = LittleFloat( ds->lightmapVecs[2][i] );
}
}
/*
===============
R_LoadSurfaces
===============
*/
static void R_LoadSurfaces( lump_t *surfs, lump_t *verts, lump_t *indexLump ) {
dsurface_t *in;
msurface_t *out;
mapVert_t *dv;
int *indexes;
int count;
int numFaces, numMeshes, numTriSurfs, numFlares;
int i;
numFaces = 0;
numMeshes = 0;
numTriSurfs = 0;
numFlares = 0;
in = (dsurface_t *)(fileBase + surfs->fileofs);
if (surfs->filelen % sizeof(*in))
ri.Error (ERR_DROP, "LoadMap: funny lump size in %s",s_worldData.name);
count = surfs->filelen / sizeof(*in);
dv = (mapVert_t *)(fileBase + verts->fileofs);
if (verts->filelen % sizeof(*dv))
ri.Error (ERR_DROP, "LoadMap: funny lump size in %s",s_worldData.name);
indexes = (int *)(fileBase + indexLump->fileofs);
if ( indexLump->filelen % sizeof(*indexes))
ri.Error (ERR_DROP, "LoadMap: funny lump size in %s",s_worldData.name);
out = (struct msurface_s *) ri.Hunk_Alloc ( count * sizeof(*out), qtrue );
s_worldData.surfaces = out;
s_worldData.numsurfaces = count;
// new bit, the face code on our biggest map requires over 15,000 mallocs, which was no problem on the hunk,
// bit hits the zone pretty bad (even the tagFree takes about 9 seconds for that many memblocks),
// so special-case pre-alloc enough space for this data (the patches etc can stay as they are)...
//
int iFaceDataSizeRequired = 0;
for ( i = 0 ; i < count ; i++, in++)
{
switch ( LittleLong( in->surfaceType ) )
{
case MST_PLANAR:
int sfaceSize = ( int ) &((srfSurfaceFace_t *)0)->points[LittleLong(in->numVerts)];
sfaceSize += sizeof( int ) * LittleLong(in->numIndexes);
iFaceDataSizeRequired += sfaceSize;
break;
}
}
in -= count; // back it up, ready for loop-proper
// since this ptr is to hunk data, I can pass it in and have it advanced without worrying about losing
// the original alloc ptr...
//
byte *pFaceDataBuffer = (byte *)ri.Hunk_Alloc( iFaceDataSizeRequired, qtrue );
// now do regular loop...
//
for ( i = 0 ; i < count ; i++, in++, out++ ) {
switch ( LittleLong( in->surfaceType ) ) {
case MST_PATCH:
ParseMesh ( in, dv, out);
numMeshes++;
break;
case MST_TRIANGLE_SOUP:
ParseTriSurf( in, dv, out, indexes );
numTriSurfs++;
break;
case MST_PLANAR:
ParseFace( in, dv, out, indexes, pFaceDataBuffer );
numFaces++;
break;
case MST_FLARE:
ParseFlare( in, dv, out, indexes );
numFlares++;
break;
default:
ri.Error( ERR_DROP, "Bad surfaceType" );
}
}
ri.Printf( PRINT_ALL, "...loaded %d faces, %i meshes, %i trisurfs, %i flares\n",
numFaces, numMeshes, numTriSurfs, numFlares );
}
/*
=================
R_LoadSubmodels
=================
*/
static void R_LoadSubmodels( lump_t *l ) {
dmodel_t *in;
bmodel_t *out;
int i, j, count;
in = (dmodel_t *)(fileBase + l->fileofs);
if (l->filelen % sizeof(*in))
ri.Error (ERR_DROP, "LoadMap: funny lump size in %s",s_worldData.name);
count = l->filelen / sizeof(*in);
s_worldData.bmodels = out = (bmodel_t *) ri.Hunk_Alloc( count * sizeof(*out), qtrue );
for ( i=0 ; i<count ; i++, in++, out++ ) {
model_t *model;
model = R_AllocModel();
assert( model != NULL ); // this should never happen
model->type = MOD_BRUSH;
model->bmodel = out;
Com_sprintf( model->name, sizeof( model->name ), "*%d", i );
for (j=0 ; j<3 ; j++) {
out->bounds[0][j] = LittleFloat (in->mins[j]);
out->bounds[1][j] = LittleFloat (in->maxs[j]);
}
/*
Ghoul2 Insert Start
*/
RE_InsertModelIntoHash(model->name, model);
/*
Ghoul2 Insert End
*/
out->firstSurface = s_worldData.surfaces + LittleLong( in->firstSurface );
out->numSurfaces = LittleLong( in->numSurfaces );
}
}
//==================================================================
/*
=================
R_SetParent
=================
*/
static void R_SetParent (mnode_t *node, mnode_t *parent)
{
node->parent = parent;
if (node->contents != -1)
return;
R_SetParent (node->children[0], node);
R_SetParent (node->children[1], node);
}
/*
=================
R_LoadNodesAndLeafs
=================
*/
static void R_LoadNodesAndLeafs (lump_t *nodeLump, lump_t *leafLump) {
int i, j, p;
dnode_t *in;
dleaf_t *inLeaf;
mnode_t *out;
int numNodes, numLeafs;
in = (dnode_t *)(fileBase + nodeLump->fileofs);
if (nodeLump->filelen % sizeof(dnode_t) ||
leafLump->filelen % sizeof(dleaf_t) ) {
ri.Error (ERR_DROP, "LoadMap: funny lump size in %s",s_worldData.name);
}
numNodes = nodeLump->filelen / sizeof(dnode_t);
numLeafs = leafLump->filelen / sizeof(dleaf_t);
out = (struct mnode_s *) ri.Hunk_Alloc ( (numNodes + numLeafs) * sizeof(*out), qtrue );
s_worldData.nodes = out;
s_worldData.numnodes = numNodes + numLeafs;
s_worldData.numDecisionNodes = numNodes;
// load nodes
for ( i=0 ; i<numNodes; i++, in++, out++)
{
for (j=0 ; j<3 ; j++)
{
out->mins[j] = LittleLong (in->mins[j]);
out->maxs[j] = LittleLong (in->maxs[j]);
}
p = LittleLong(in->planeNum);
out->plane = s_worldData.planes + p;
out->contents = CONTENTS_NODE; // differentiate from leafs
for (j=0 ; j<2 ; j++)
{
p = LittleLong (in->children[j]);
if (p >= 0)
out->children[j] = s_worldData.nodes + p;
else
out->children[j] = s_worldData.nodes + numNodes + (-1 - p);
}
}
// load leafs
inLeaf = (dleaf_t *)(fileBase + leafLump->fileofs);
for ( i=0 ; i<numLeafs ; i++, inLeaf++, out++)
{
for (j=0 ; j<3 ; j++)
{
out->mins[j] = LittleLong (inLeaf->mins[j]);
out->maxs[j] = LittleLong (inLeaf->maxs[j]);
}
out->cluster = LittleLong(inLeaf->cluster);
out->area = LittleLong(inLeaf->area);
if ( out->cluster >= s_worldData.numClusters ) {
s_worldData.numClusters = out->cluster + 1;
}
out->firstmarksurface = s_worldData.marksurfaces +
LittleLong(inLeaf->firstLeafSurface);
out->nummarksurfaces = LittleLong(inLeaf->numLeafSurfaces);
}
// chain decendants
R_SetParent (s_worldData.nodes, NULL);
}
//=============================================================================
/*
=================
R_LoadShaders
=================
*/
static void R_LoadShaders( lump_t *l ) {
int i, count;
dshader_t *in, *out;
in = (dshader_t *)(fileBase + l->fileofs);
if (l->filelen % sizeof(*in))
ri.Error (ERR_DROP, "LoadMap: funny lump size in %s",s_worldData.name);
count = l->filelen / sizeof(*in);
out = (dshader_t *) ri.Hunk_Alloc ( count*sizeof(*out), qfalse );
s_worldData.shaders = out;
s_worldData.numShaders = count;
memcpy( out, in, count*sizeof(*out) );
for ( i=0 ; i<count ; i++ ) {
out[i].surfaceFlags = LittleLong( out[i].surfaceFlags );
out[i].contentFlags = LittleLong( out[i].contentFlags );
}
}
/*
=================
R_LoadMarksurfaces
=================
*/
static void R_LoadMarksurfaces (lump_t *l)
{
int i, j, count;
int *in;
msurface_t **out;
in = (int *)(fileBase + l->fileofs);
if (l->filelen % sizeof(*in))
ri.Error (ERR_DROP, "LoadMap: funny lump size in %s",s_worldData.name);
count = l->filelen / sizeof(*in);
out = (struct msurface_s **) ri.Hunk_Alloc ( count*sizeof(*out), qtrue );
s_worldData.marksurfaces = out;
s_worldData.nummarksurfaces = count;
for ( i=0 ; i<count ; i++)
{
j = LittleLong(in[i]);
out[i] = s_worldData.surfaces + j;
}
}
/*
=================
R_LoadPlanes
=================
*/
static void R_LoadPlanes( lump_t *l ) {
int i, j;
cplane_t *out;
dplane_t *in;
int count;
int bits;
in = (dplane_t *)(fileBase + l->fileofs);
if (l->filelen % sizeof(*in))
ri.Error (ERR_DROP, "LoadMap: funny lump size in %s",s_worldData.name);
count = l->filelen / sizeof(*in);
out = (struct cplane_s *) ri.Hunk_Alloc ( count*2*sizeof(*out), qtrue );
s_worldData.planes = out;
s_worldData.numplanes = count;
for ( i=0 ; i<count ; i++, in++, out++) {
bits = 0;
for (j=0 ; j<3 ; j++) {
out->normal[j] = LittleFloat (in->normal[j]);
if (out->normal[j] < 0) {
bits |= 1<<j;
}
}
out->dist = LittleFloat (in->dist);
out->type = PlaneTypeForNormal( out->normal );
out->signbits = bits;
}
}
/*
=================
R_LoadFogs
=================
*/
static void R_LoadFogs( lump_t *l, lump_t *brushesLump, lump_t *sidesLump ) {
int i;
fog_t *out;
dfog_t *fogs;
dbrush_t *brushes, *brush;
dbrushside_t *sides;
int count, brushesCount, sidesCount;
int sideNum;
int planeNum;
shader_t *shader;
float d;
int firstSide=0;
int lightmaps[MAXLIGHTMAPS] = { LIGHTMAP_NONE } ;
fogs = (dfog_t *)(fileBase + l->fileofs);
if (l->filelen % sizeof(*fogs)) {
ri.Error (ERR_DROP, "LoadMap: funny lump size in %s",s_worldData.name);
}
count = l->filelen / sizeof(*fogs);
// create fog structres for them
// NOTE: we allocate memory for an extra one so that the LA goggles can turn on their own fog
s_worldData.numfogs = count + 1;
s_worldData.fogs = (fog_t *)ri.Hunk_Alloc (( s_worldData.numfogs + 1)*sizeof(*out), qtrue );
s_worldData.globalFog = -1;
out = s_worldData.fogs + 1;
if ( !count ) {
return;
}
brushes = (dbrush_t *)(fileBase + brushesLump->fileofs);
if (brushesLump->filelen % sizeof(*brushes)) {
ri.Error (ERR_DROP, "LoadMap: funny lump size in %s",s_worldData.name);
}
brushesCount = brushesLump->filelen / sizeof(*brushes);
sides = (dbrushside_t *)(fileBase + sidesLump->fileofs);
if (sidesLump->filelen % sizeof(*sides)) {
ri.Error (ERR_DROP, "LoadMap: funny lump size in %s",s_worldData.name);
}
sidesCount = sidesLump->filelen / sizeof(*sides);
for ( i=0 ; i<count ; i++, fogs++) {
out->originalBrushNumber = LittleLong( fogs->brushNum );
if (out->originalBrushNumber == -1)
{
out->bounds[0][0] = out->bounds[0][1] = out->bounds[0][2] = MIN_WORLD_COORD;
out->bounds[1][0] = out->bounds[1][1] = out->bounds[1][2] = MAX_WORLD_COORD;
s_worldData.globalFog = i+1;
}
else
{
if ( (unsigned)out->originalBrushNumber >= brushesCount ) {
ri.Error( ERR_DROP, "fog brushNumber out of range" );
}
brush = brushes + out->originalBrushNumber;
firstSide = LittleLong( brush->firstSide );
if ( (unsigned)firstSide > sidesCount - 6 ) {
ri.Error( ERR_DROP, "fog brush sideNumber out of range" );
}
// brushes are always sorted with the axial sides first
sideNum = firstSide + 0;
planeNum = LittleLong( sides[ sideNum ].planeNum );
out->bounds[0][0] = -s_worldData.planes[ planeNum ].dist;
sideNum = firstSide + 1;
planeNum = LittleLong( sides[ sideNum ].planeNum );
out->bounds[1][0] = s_worldData.planes[ planeNum ].dist;
sideNum = firstSide + 2;
planeNum = LittleLong( sides[ sideNum ].planeNum );
out->bounds[0][1] = -s_worldData.planes[ planeNum ].dist;
sideNum = firstSide + 3;
planeNum = LittleLong( sides[ sideNum ].planeNum );
out->bounds[1][1] = s_worldData.planes[ planeNum ].dist;
sideNum = firstSide + 4;
planeNum = LittleLong( sides[ sideNum ].planeNum );
out->bounds[0][2] = -s_worldData.planes[ planeNum ].dist;
sideNum = firstSide + 5;
planeNum = LittleLong( sides[ sideNum ].planeNum );
out->bounds[1][2] = s_worldData.planes[ planeNum ].dist;
}
// get information from the shader for fog parameters
shader = R_FindShader( fogs->shader, lightmaps, stylesDefault, qtrue );
out->parms = shader->fogParms;
out->colorInt = ColorBytes4 ( shader->fogParms.color[0] * tr.identityLight,
shader->fogParms.color[1] * tr.identityLight,
shader->fogParms.color[2] * tr.identityLight, 1.0 );
d = shader->fogParms.depthForOpaque < 1 ? 1 : shader->fogParms.depthForOpaque;
out->tcScale = 1.0 / ( d * 8 );
// set the gradient vector
sideNum = LittleLong( fogs->visibleSide );
if ( sideNum == -1 ) {
out->hasSurface = qfalse;
} else {
out->hasSurface = qtrue;
planeNum = LittleLong( sides[ firstSide + sideNum ].planeNum );
VectorSubtract( vec3_origin, s_worldData.planes[ planeNum ].normal, out->surface );
out->surface[3] = -s_worldData.planes[ planeNum ].dist;
}
out++;
}
// Initialise the last fog so we can use it with the LA Goggles
// NOTE: We are might appear to be off the end of the array, but we allocated an extra memory slot above but [purposely] didn't
// increment the total world numFogs to match our array size
VectorSet(out->bounds[0], MIN_WORLD_COORD, MIN_WORLD_COORD, MIN_WORLD_COORD);
VectorSet(out->bounds[1], MAX_WORLD_COORD, MAX_WORLD_COORD, MAX_WORLD_COORD);
out->originalBrushNumber = -1;
out->parms.color[0] = 0.0f;
out->parms.color[1] = 0.0f;
out->parms.color[2] = 0.0f;
out->parms.color[3] = 0.0f;
out->parms.depthForOpaque = 0.0f;
out->colorInt = 0x00000000;
out->tcScale = 0.0f;
out->hasSurface = false;
}
/*
================
R_LoadLightGrid
================
*/
void R_LoadLightGrid( lump_t *l ) {
int i, j;
vec3_t maxs;
world_t *w;
float *wMins, *wMaxs;
w = &s_worldData;
w->lightGridInverseSize[0] = 1.0 / w->lightGridSize[0];
w->lightGridInverseSize[1] = 1.0 / w->lightGridSize[1];
w->lightGridInverseSize[2] = 1.0 / w->lightGridSize[2];
wMins = w->bmodels[0].bounds[0];
wMaxs = w->bmodels[0].bounds[1];
for ( i = 0 ; i < 3 ; i++ ) {
w->lightGridOrigin[i] = w->lightGridSize[i] * ceil( wMins[i] / w->lightGridSize[i] );
maxs[i] = w->lightGridSize[i] * floor( wMaxs[i] / w->lightGridSize[i] );
w->lightGridBounds[i] = (maxs[i] - w->lightGridOrigin[i])/w->lightGridSize[i] + 1;
}
int numGridDataElements = l->filelen / sizeof(*w->lightGridData);
w->lightGridData = (mgrid_t *)ri.Hunk_Alloc( l->filelen, qfalse );
memcpy( w->lightGridData, (void *)(fileBase + l->fileofs), l->filelen );
// deal with overbright bits
for ( i = 0 ; i < numGridDataElements ; i++ ) {
for(j=0;j<MAXLIGHTMAPS;j++)
{
R_ColorShiftLightingBytes(w->lightGridData[i].ambientLight[j]);
R_ColorShiftLightingBytes(w->lightGridData[i].directLight[j]);
}
}
}
/*
================
R_LoadLightGridArray
================
*/
void R_LoadLightGridArray( lump_t *l ) {
world_t *w;
w = &s_worldData;
w->numGridArrayElements = w->lightGridBounds[0] * w->lightGridBounds[1] * w->lightGridBounds[2];
if ( l->filelen != w->numGridArrayElements * sizeof(*w->lightGridArray) ) {
if (l->filelen>0)//don't warn if not even lit
ri.Printf( PRINT_WARNING, "WARNING: light grid array mismatch\n" );
w->lightGridData = NULL;
return;
}
w->lightGridArray = (unsigned short *)ri.Hunk_Alloc( l->filelen, qfalse );
memcpy( w->lightGridArray, (void *)(fileBase + l->fileofs), l->filelen );
}
/*
================
R_LoadEntities
================
*/
void R_LoadEntities( lump_t *l ) {
const char *p, *token;
char keyname[MAX_TOKEN_CHARS];
char value[MAX_TOKEN_CHARS];
world_t *w;
w = &s_worldData;
w->lightGridSize[0] = 64;
w->lightGridSize[1] = 64;
w->lightGridSize[2] = 128;
// tr.distanceCull = DEFAULT_DISTANCE_CULL;
p = (char *)(fileBase + l->fileofs);
token = COM_ParseExt( &p, qtrue );
if (!*token || *token != '{') {
return;
}
// only parse the world spawn
while ( 1 ) {
// parse key
token = COM_ParseExt( &p, qtrue );
if ( !*token || *token == '}' ) {
break;
}
Q_strncpyz(keyname, token, sizeof(keyname));
// parse value
token = COM_ParseExt( &p, qtrue );
if ( !*token || *token == '}' ) {
break;
}
Q_strncpyz(value, token, sizeof(value));
// check for remapping of shaders for vertex lighting
/* s = "vertexremapshader";
if (!Q_strncmp(keyname, s, strlen(s)) ) {
s = strchr(value, ';');
if (!s) {
ri.Printf( S_COLOR_YELLOW "WARNING: no semi colon in vertexshaderremap '%s'\n", value );
break;
}
*s++ = 0;
if (r_vertexLight->integer) {
R_RemapShader(value, s, "0");
}
continue;
}
// check for remapping of shaders
s = "remapshader";
if (!Q_strncmp(keyname, s, strlen(s)) ) {
s = strchr(value, ';');
if (!s) {
ri.Printf( S_COLOR_YELLOW "WARNING: no semi colon in shaderremap '%s'\n", value );
break;
}
*s++ = 0;
R_RemapShader(value, s, "0");
continue;
}
if (!Q_stricmp(keyname, "distanceCull")) {
sscanf(value, "%f", &tr.distanceCull );
continue;
}
*/ // check for a different grid size
if (!Q_stricmp(keyname, "gridsize")) {
sscanf(value, "%f %f %f", &w->lightGridSize[0], &w->lightGridSize[1], &w->lightGridSize[2] );
continue;
}
}
}
/*
=================
RE_LoadWorldMap
Called directly from cgame
=================
*/
static void RE_LoadWorldMap_Actual( const char *name ) {
int i;
dheader_t *header;
byte *buffer = NULL;
byte *startMarker;
if ( tr.worldMapLoaded ) {
ri.Error( ERR_DROP, "ERROR: attempted to redundantly load world map\n" );
}
// set default sun direction to be used if it isn't
// overridden by a shader
tr.sunDirection[0] = 0.45f;
tr.sunDirection[1] = 0.3f;
tr.sunDirection[2] = 0.9f;
VectorNormalize( tr.sunDirection );
tr.worldMapLoaded = qtrue;
// check for cached disk file from the server first...
//
extern void *gpvCachedMapDiskImage;
extern char gsCachedMapDiskImage[];
if (gpvCachedMapDiskImage)
{
if (!strcmp(name, gsCachedMapDiskImage))
{
// we should always get here, if inside the first IF...
//
buffer = (byte *)gpvCachedMapDiskImage;
}
else
{
// this should never happen (ie renderer loading a different map than the server), but just in case...
//
assert(0);
Z_Free(gpvCachedMapDiskImage);
gpvCachedMapDiskImage = NULL;
}
}
if (buffer == NULL)
{
// still needs loading...
//
ri.FS_ReadFile( name, (void **)&buffer );
if ( !buffer ) {
ri.Error (ERR_DROP, "RE_LoadWorldMap: %s not found", name);
}
}
// clear tr.world so if the level fails to load, the next
// try will not look at the partially loaded version
tr.world = NULL;
memset( &s_worldData, 0, sizeof( s_worldData ) );
Q_strncpyz( s_worldData.name, name, sizeof( s_worldData.name ) );
Q_strncpyz( s_worldData.baseName, COM_SkipPath( s_worldData.name ), sizeof( s_worldData.name ) );
COM_StripExtension( s_worldData.baseName, s_worldData.baseName );
startMarker = (unsigned char *) ri.Hunk_Alloc(0, qfalse);
c_gridVerts = 0;
header = (dheader_t *)buffer;
fileBase = (byte *)header;
header->version = LittleLong (header->version);
if ( header->version != BSP_VERSION )
{
ri.Error (ERR_DROP, "RE_LoadWorldMap: %s has wrong version number (%i should be %i)", name, header->version, BSP_VERSION);
}
// swap all the lumps
for (i=0 ; i<sizeof(dheader_t)/4 ; i++) {
((int *)header)[i] = LittleLong ( ((int *)header)[i]);
}
// load into heap
R_LoadShaders( &header->lumps[LUMP_SHADERS] );
R_LoadLightmaps( &header->lumps[LUMP_LIGHTMAPS], name );
R_LoadPlanes (&header->lumps[LUMP_PLANES]);
R_LoadFogs( &header->lumps[LUMP_FOGS], &header->lumps[LUMP_BRUSHES], &header->lumps[LUMP_BRUSHSIDES] );
R_LoadSurfaces( &header->lumps[LUMP_SURFACES], &header->lumps[LUMP_DRAWVERTS], &header->lumps[LUMP_DRAWINDEXES] );
R_LoadMarksurfaces (&header->lumps[LUMP_LEAFSURFACES]);
R_LoadNodesAndLeafs (&header->lumps[LUMP_NODES], &header->lumps[LUMP_LEAFS]);
R_LoadSubmodels (&header->lumps[LUMP_MODELS]);
R_LoadVisibility( &header->lumps[LUMP_VISIBILITY] );
R_LoadEntities( &header->lumps[LUMP_ENTITIES] );
R_LoadLightGrid( &header->lumps[LUMP_LIGHTGRID] );
R_LoadLightGridArray( &header->lumps[LUMP_LIGHTARRAY] );
// only set tr.world now that we know the entire level has loaded properly
tr.world = &s_worldData;
if (gpvCachedMapDiskImage)
{
// For the moment, I'm going to keep this disk image around in case we need it to respawn.
// No problem for memory, since it'll only be a NZ ptr if we're not low on physical memory
// ( ie we've got > 96MB).
//
// So don't do this...
//
// Z_Free( gpvCachedMapDiskImage );
// gpvCachedMapDiskImage = NULL;
}
else
{
ri.FS_FreeFile( buffer );
}
}
// new wrapper used for convenience to tell z_malloc()-fail recovery code whether it's safe to dump the cached-bsp or not.
//
extern qboolean gbUsingCachedMapDataRightNow;
void RE_LoadWorldMap( const char *name )
{
gbUsingCachedMapDataRightNow = qtrue; // !!!!!!!!!!!!
RE_LoadWorldMap_Actual( name );
gbUsingCachedMapDataRightNow = qfalse; // !!!!!!!!!!!!
}