// 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) shift = 1 - tr.overbrightBits; 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) shift = 1 - tr.overbrightBits; 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;ilightmapNum[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;kpoints[i][VERTEX_LM+j+(k*2)] = LittleFloat( verts[i].lightmap[k][j] ); } } for(k=0;kpoints[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;ilightmapNum[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;kdata = (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;kverts[i].lightmap[k][j] = LittleFloat( verts[i].lightmap[k][j] ); } } for(k=0;kverts[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 ; itype = 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 ; imins[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 ; imins[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 ; ifileofs); 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 ; ifileofs); 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 ; inormal[j] = LittleFloat (in->normal[j]); if (out->normal[j] < 0) { bits |= 1<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 ; ioriginalBrushNumber = 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;jlightGridData[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 ; ilumps[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; // !!!!!!!!!!!! }