/* =========================================================================== Copyright (C) 1999-2005 Id Software, Inc. This file is part of Quake III Arena source code. Quake III Arena source code 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. Quake III Arena source code 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 Quake III Arena source code; if not, write to the Free Software Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA =========================================================================== */ // tr_map.c #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( byte in[4], byte out[4] ) { int shift, r, g, b; // shift the color data based on overbright range #if defined(USE_OVERBRIGHT) shift = r_mapOverBrightBits->integer - tr.overbrightBits; #else shift = 0; #endif // 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_ColorShiftLightingFloats =============== */ static void R_ColorShiftLightingFloats(float in[4], float out[4], float scale ) { float r, g, b; #if defined(USE_OVERBRIGHT) scale *= pow(2.0f, r_mapOverBrightBits->integer - tr.overbrightBits); #endif r = in[0] * scale; g = in[1] * scale; b = in[2] * scale; // normalize by color instead of saturating to white if ( r > 1 || g > 1 || b > 1 ) { float max; max = r > g ? r : g; max = max > b ? max : b; r = r / max; g = g / max; b = b / max; } out[0] = r; out[1] = g; out[2] = b; out[3] = in[3]; } // Modified from http://graphicrants.blogspot.jp/2009/04/rgbm-color-encoding.html void ColorToRGBM(const vec3_t color, unsigned char rgbm[4]) { vec3_t sample; float maxComponent; VectorCopy(color, sample); maxComponent = MAX(sample[0], sample[1]); maxComponent = MAX(maxComponent, sample[2]); maxComponent = CLAMP(maxComponent, 1.0f/255.0f, 1.0f); rgbm[3] = (unsigned char) ceil(maxComponent * 255.0f); maxComponent = 255.0f / rgbm[3]; VectorScale(sample, maxComponent, sample); rgbm[0] = (unsigned char) (sample[0] * 255); rgbm[1] = (unsigned char) (sample[1] * 255); rgbm[2] = (unsigned char) (sample[2] * 255); } void ColorToRGBA16F(const vec3_t color, unsigned short rgba16f[4]) { rgba16f[0] = FloatToHalf(color[0]); rgba16f[1] = FloatToHalf(color[1]); rgba16f[2] = FloatToHalf(color[2]); rgba16f[3] = FloatToHalf(1.0f); } /* =============== R_LoadLightmaps =============== */ #define DEFAULT_LIGHTMAP_SIZE 128 #define MAX_LIGHTMAP_PAGES 2 static void R_LoadLightmaps( lump_t *l, lump_t *surfs ) { byte *buf, *buf_p; dsurface_t *surf; int len; byte *image; int i, j, numLightmaps, textureInternalFormat = 0; float maxIntensity = 0; double sumIntensity = 0; len = l->filelen; if ( !len ) { return; } buf = fileBase + l->fileofs; // we are about to upload textures R_IssuePendingRenderCommands(); tr.lightmapSize = DEFAULT_LIGHTMAP_SIZE; numLightmaps = len / (tr.lightmapSize * tr.lightmapSize * 3); // check for deluxe mapping if (numLightmaps <= 1) { tr.worldDeluxeMapping = qfalse; } else { tr.worldDeluxeMapping = qtrue; for( i = 0, surf = (dsurface_t *)(fileBase + surfs->fileofs); i < surfs->filelen / sizeof(dsurface_t); i++, surf++ ) { int lightmapNum = LittleLong( surf->lightmapNum ); if ( lightmapNum >= 0 && (lightmapNum & 1) != 0 ) { tr.worldDeluxeMapping = qfalse; break; } } } image = ri.Malloc(tr.lightmapSize * tr.lightmapSize * 4 * 2); if (tr.worldDeluxeMapping) numLightmaps >>= 1; if(numLightmaps == 1) { //FIXME: HACK: maps with only one lightmap turn up fullbright for some reason. //this avoids this, but isn't the correct solution. numLightmaps++; } else if (r_mergeLightmaps->integer && numLightmaps >= 1024 ) { // FIXME: fat light maps don't support more than 1024 light maps ri.Printf(PRINT_WARNING, "WARNING: number of lightmaps > 1024\n"); numLightmaps = 1024; } // use fat lightmaps of an appropriate size if (r_mergeLightmaps->integer) { tr.fatLightmapSize = 512; tr.fatLightmapStep = tr.fatLightmapSize / tr.lightmapSize; // at most MAX_LIGHTMAP_PAGES while (tr.fatLightmapStep * tr.fatLightmapStep * MAX_LIGHTMAP_PAGES < numLightmaps && tr.fatLightmapSize != glConfig.maxTextureSize ) { tr.fatLightmapSize <<= 1; tr.fatLightmapStep = tr.fatLightmapSize / tr.lightmapSize; } tr.numLightmaps = numLightmaps / (tr.fatLightmapStep * tr.fatLightmapStep); if (numLightmaps % (tr.fatLightmapStep * tr.fatLightmapStep) != 0) tr.numLightmaps++; } else { tr.numLightmaps = numLightmaps; } tr.lightmaps = ri.Hunk_Alloc( tr.numLightmaps * sizeof(image_t *), h_low ); if (tr.worldDeluxeMapping) { tr.deluxemaps = ri.Hunk_Alloc( tr.numLightmaps * sizeof(image_t *), h_low ); } if (glRefConfig.floatLightmap) textureInternalFormat = GL_RGBA16F_ARB; else textureInternalFormat = GL_RGBA8; if (r_mergeLightmaps->integer) { for (i = 0; i < tr.numLightmaps; i++) { tr.lightmaps[i] = R_CreateImage(va("_fatlightmap%d", i), NULL, tr.fatLightmapSize, tr.fatLightmapSize, IMGTYPE_COLORALPHA, IMGFLAG_NOLIGHTSCALE | IMGFLAG_NO_COMPRESSION | IMGFLAG_CLAMPTOEDGE, textureInternalFormat ); if (tr.worldDeluxeMapping) { tr.deluxemaps[i] = R_CreateImage(va("_fatdeluxemap%d", i), NULL, tr.fatLightmapSize, tr.fatLightmapSize, IMGTYPE_DELUXE, IMGFLAG_NOLIGHTSCALE | IMGFLAG_NO_COMPRESSION | IMGFLAG_CLAMPTOEDGE, 0 ); } } } for(i = 0; i < numLightmaps; i++) { int xoff = 0, yoff = 0; int lightmapnum = i; // expand the 24 bit on-disk to 32 bit if (r_mergeLightmaps->integer) { int lightmaponpage = i % (tr.fatLightmapStep * tr.fatLightmapStep); xoff = (lightmaponpage % tr.fatLightmapStep) * tr.lightmapSize; yoff = (lightmaponpage / tr.fatLightmapStep) * tr.lightmapSize; lightmapnum /= (tr.fatLightmapStep * tr.fatLightmapStep); } // if (tr.worldLightmapping) { char filename[MAX_QPATH]; byte *hdrLightmap = NULL; int size = 0; // look for hdr lightmaps if (r_hdr->integer) { Com_sprintf( filename, sizeof( filename ), "maps/%s/lm_%04d.hdr", s_worldData.baseName, i * (tr.worldDeluxeMapping ? 2 : 1) ); //ri.Printf(PRINT_ALL, "looking for %s\n", filename); size = ri.FS_ReadFile(filename, (void **)&hdrLightmap); } if (hdrLightmap) { byte *p = hdrLightmap; //ri.Printf(PRINT_ALL, "found!\n"); /* FIXME: don't just skip over this header and actually parse it */ while (size && !(*p == '\n' && *(p+1) == '\n')) { size--; p++; } if (!size) ri.Error(ERR_DROP, "Bad header for %s!", filename); size -= 2; p += 2; while (size && !(*p == '\n')) { size--; p++; } size--; p++; buf_p = (byte *)p; #if 0 // HDRFILE_RGBE if (size != tr.lightmapSize * tr.lightmapSize * 4) ri.Error(ERR_DROP, "Bad size for %s (%i)!", filename, size); #else // HDRFILE_FLOAT if (size != tr.lightmapSize * tr.lightmapSize * 12) ri.Error(ERR_DROP, "Bad size for %s (%i)!", filename, size); #endif } else { if (tr.worldDeluxeMapping) buf_p = buf + (i * 2) * tr.lightmapSize * tr.lightmapSize * 3; else buf_p = buf + i * tr.lightmapSize * tr.lightmapSize * 3; } for ( j = 0 ; j < tr.lightmapSize * tr.lightmapSize; j++ ) { if (hdrLightmap) { vec4_t color; #if 0 // HDRFILE_RGBE float exponent = exp2(buf_p[j*4+3] - 128); color[0] = buf_p[j*4+0] * exponent; color[1] = buf_p[j*4+1] * exponent; color[2] = buf_p[j*4+2] * exponent; #else // HDRFILE_FLOAT memcpy(color, &buf_p[j*12], 12); color[0] = LittleFloat(color[0]); color[1] = LittleFloat(color[1]); color[2] = LittleFloat(color[2]); #endif color[3] = 1.0f; R_ColorShiftLightingFloats(color, color, 1.0f/255.0f); if (glRefConfig.floatLightmap) ColorToRGBA16F(color, (unsigned short *)(&image[j*8])); else ColorToRGBM(color, &image[j*4]); } else if (glRefConfig.floatLightmap) { vec4_t color; //hack: convert LDR lightmap to HDR one color[0] = MAX(buf_p[j*3+0], 0.499f); color[1] = MAX(buf_p[j*3+1], 0.499f); color[2] = MAX(buf_p[j*3+2], 0.499f); // if under an arbitrary value (say 12) grey it out // this prevents weird splotches in dimly lit areas if (color[0] + color[1] + color[2] < 12.0f) { float avg = (color[0] + color[1] + color[2]) * 0.3333f; color[0] = avg; color[1] = avg; color[2] = avg; } color[3] = 1.0f; R_ColorShiftLightingFloats(color, color, 1.0f/255.0f); ColorToRGBA16F(color, (unsigned short *)(&image[j*8])); } else { if ( r_lightmap->integer == 2 ) { // color code by intensity as development tool (FIXME: check range) 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] = {0.0, 0.0, 0.0}; intensity = 0.33f * r + 0.685f * 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 { R_ColorShiftLightingBytes( &buf_p[j*3], &image[j*4] ); image[j*4+3] = 255; } } } if (r_mergeLightmaps->integer) R_UpdateSubImage(tr.lightmaps[lightmapnum], image, xoff, yoff, tr.lightmapSize, tr.lightmapSize); else tr.lightmaps[i] = R_CreateImage(va("*lightmap%d", i), image, tr.lightmapSize, tr.lightmapSize, IMGTYPE_COLORALPHA, IMGFLAG_NOLIGHTSCALE | IMGFLAG_NO_COMPRESSION | IMGFLAG_CLAMPTOEDGE, textureInternalFormat ); if (hdrLightmap) ri.FS_FreeFile(hdrLightmap); } if (tr.worldDeluxeMapping) { buf_p = buf + (i * 2 + 1) * tr.lightmapSize * tr.lightmapSize * 3; for ( j = 0 ; j < tr.lightmapSize * tr.lightmapSize; j++ ) { image[j*4+0] = buf_p[j*3+0]; image[j*4+1] = buf_p[j*3+1]; image[j*4+2] = buf_p[j*3+2]; // make 0,0,0 into 127,127,127 if ((image[j*4+0] == 0) && (image[j*4+1] == 0) && (image[j*4+2] == 0)) { image[j*4+0] = image[j*4+1] = image[j*4+2] = 127; } image[j*4+3] = 255; } if (r_mergeLightmaps->integer) { R_UpdateSubImage(tr.deluxemaps[lightmapnum], image, xoff, yoff, tr.lightmapSize, tr.lightmapSize ); } else { tr.deluxemaps[i] = R_CreateImage(va("*deluxemap%d", i), image, tr.lightmapSize, tr.lightmapSize, IMGTYPE_DELUXE, IMGFLAG_NOLIGHTSCALE | IMGFLAG_NO_COMPRESSION | IMGFLAG_CLAMPTOEDGE, 0 ); } } } if ( r_lightmap->integer == 2 ) { ri.Printf( PRINT_ALL, "Brightest lightmap value: %d\n", ( int ) ( maxIntensity * 255 ) ); } ri.Free(image); } static float FatPackU(float input, int lightmapnum) { if (lightmapnum < 0) return input; if (tr.worldDeluxeMapping) lightmapnum >>= 1; if(tr.fatLightmapSize > 0) { int x; lightmapnum %= (tr.fatLightmapStep * tr.fatLightmapStep); x = lightmapnum % tr.fatLightmapStep; return (input / ((float)tr.fatLightmapStep)) + ((1.0 / ((float)tr.fatLightmapStep)) * (float)x); } return input; } static float FatPackV(float input, int lightmapnum) { if (lightmapnum < 0) return input; if (tr.worldDeluxeMapping) lightmapnum >>= 1; if(tr.fatLightmapSize > 0) { int y; lightmapnum %= (tr.fatLightmapStep * tr.fatLightmapStep); y = lightmapnum / tr.fatLightmapStep; return (input / ((float)tr.fatLightmapStep)) + ((1.0 / ((float)tr.fatLightmapStep)) * (float)y); } return input; } static int FatLightmap(int lightmapnum) { if (lightmapnum < 0) return lightmapnum; if (tr.worldDeluxeMapping) lightmapnum >>= 1; if (tr.fatLightmapSize > 0) { return lightmapnum / (tr.fatLightmapStep * tr.fatLightmapStep); } return lightmapnum; } /* ================= 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 = 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 = ri.Hunk_Alloc( len - 8, h_low ); Com_Memcpy( dest, buf + 8, len - 8 ); s_worldData.vis = dest; } } //=============================================================================== /* =============== ShaderForShaderNum =============== */ static shader_t *ShaderForShaderNum( int shaderNum, int lightmapNum ) { shader_t *shader; dshader_t *dsh; int _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 ( r_vertexLight->integer || glConfig.hardwareType == GLHW_PERMEDIA2 ) { lightmapNum = LIGHTMAP_BY_VERTEX; } if ( r_fullbright->integer ) { lightmapNum = LIGHTMAP_WHITEIMAGE; } shader = R_FindShader( dsh->shader, lightmapNum, 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, drawVert_t *verts, float *hdrVertColors, msurface_t *surf, int *indexes ) { int i, j; srfBspSurface_t *cv; glIndex_t *tri; int numVerts, numIndexes, badTriangles; int realLightmapNum; realLightmapNum = LittleLong( ds->lightmapNum ); // get fog volume surf->fogIndex = LittleLong( ds->fogNum ) + 1; // get shader value surf->shader = ShaderForShaderNum( ds->shaderNum, FatLightmap(realLightmapNum) ); if ( r_singleShader->integer && !surf->shader->isSky ) { surf->shader = tr.defaultShader; } numVerts = LittleLong(ds->numVerts); if (numVerts > MAX_FACE_POINTS) { ri.Printf( PRINT_WARNING, "WARNING: MAX_FACE_POINTS exceeded: %i\n", numVerts); numVerts = MAX_FACE_POINTS; surf->shader = tr.defaultShader; } numIndexes = LittleLong(ds->numIndexes); //cv = ri.Hunk_Alloc(sizeof(*cv), h_low); cv = (void *)surf->data; cv->surfaceType = SF_FACE; cv->numIndexes = numIndexes; cv->indexes = ri.Hunk_Alloc(numIndexes * sizeof(cv->indexes[0]), h_low); cv->numVerts = numVerts; cv->verts = ri.Hunk_Alloc(numVerts * sizeof(cv->verts[0]), h_low); // copy vertexes surf->cullinfo.type = CULLINFO_PLANE | CULLINFO_BOX; ClearBounds(surf->cullinfo.bounds[0], surf->cullinfo.bounds[1]); verts += LittleLong(ds->firstVert); for(i = 0; i < numVerts; i++) { vec4_t color; for(j = 0; j < 3; j++) { cv->verts[i].xyz[j] = LittleFloat(verts[i].xyz[j]); cv->verts[i].normal[j] = LittleFloat(verts[i].normal[j]); } AddPointToBounds(cv->verts[i].xyz, surf->cullinfo.bounds[0], surf->cullinfo.bounds[1]); for(j = 0; j < 2; j++) { cv->verts[i].st[j] = LittleFloat(verts[i].st[j]); //cv->verts[i].lightmap[j] = LittleFloat(verts[i].lightmap[j]); } cv->verts[i].lightmap[0] = FatPackU(LittleFloat(verts[i].lightmap[0]), realLightmapNum); cv->verts[i].lightmap[1] = FatPackV(LittleFloat(verts[i].lightmap[1]), realLightmapNum); if (hdrVertColors) { color[0] = hdrVertColors[(ds->firstVert + i) * 3 ]; color[1] = hdrVertColors[(ds->firstVert + i) * 3 + 1]; color[2] = hdrVertColors[(ds->firstVert + i) * 3 + 2]; } else { //hack: convert LDR vertex colors to HDR if (r_hdr->integer) { color[0] = MAX(verts[i].color[0], 0.499f); color[1] = MAX(verts[i].color[1], 0.499f); color[2] = MAX(verts[i].color[2], 0.499f); } else { color[0] = verts[i].color[0]; color[1] = verts[i].color[1]; color[2] = verts[i].color[2]; } } color[3] = verts[i].color[3] / 255.0f; R_ColorShiftLightingFloats( color, cv->verts[i].vertexColors, 1.0f / 255.0f ); } // copy triangles badTriangles = 0; indexes += LittleLong(ds->firstIndex); for(i = 0, tri = cv->indexes; i < numIndexes; i += 3, tri += 3) { for(j = 0; j < 3; j++) { tri[j] = LittleLong(indexes[i + j]); if(tri[j] >= numVerts) { ri.Error(ERR_DROP, "Bad index in face surface"); } } if ((tri[0] == tri[1]) || (tri[1] == tri[2]) || (tri[0] == tri[2])) { tri -= 3; badTriangles++; } } if (badTriangles) { ri.Printf(PRINT_WARNING, "Face has bad triangles, originally shader %s %d tris %d verts, now %d tris\n", surf->shader->name, numIndexes / 3, numVerts, numIndexes / 3 - badTriangles); cv->numIndexes -= badTriangles * 3; } // take the plane information from the lightmap vector for ( i = 0 ; i < 3 ; i++ ) { cv->cullPlane.normal[i] = LittleFloat( ds->lightmapVecs[2][i] ); } cv->cullPlane.dist = DotProduct( cv->verts[0].xyz, cv->cullPlane.normal ); SetPlaneSignbits( &cv->cullPlane ); cv->cullPlane.type = PlaneTypeForNormal( cv->cullPlane.normal ); surf->cullinfo.plane = cv->cullPlane; surf->data = (surfaceType_t *)cv; #ifdef USE_VERT_TANGENT_SPACE // Calculate tangent spaces { srfVert_t *dv[3]; for(i = 0, tri = cv->indexes; i < numIndexes; i += 3, tri += 3) { dv[0] = &cv->verts[tri[0]]; dv[1] = &cv->verts[tri[1]]; dv[2] = &cv->verts[tri[2]]; R_CalcTangentVectors(dv); } } #endif } /* =============== ParseMesh =============== */ static void ParseMesh ( dsurface_t *ds, drawVert_t *verts, float *hdrVertColors, msurface_t *surf ) { srfBspSurface_t *grid; int i, j; int width, height, numPoints; srfVert_t points[MAX_PATCH_SIZE*MAX_PATCH_SIZE]; vec3_t bounds[2]; vec3_t tmpVec; static surfaceType_t skipData = SF_SKIP; int realLightmapNum; realLightmapNum = LittleLong( ds->lightmapNum ); // get fog volume surf->fogIndex = LittleLong( ds->fogNum ) + 1; // get shader value surf->shader = ShaderForShaderNum( ds->shaderNum, FatLightmap(realLightmapNum) ); 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 ); if(width < 0 || width > MAX_PATCH_SIZE || height < 0 || height > MAX_PATCH_SIZE) ri.Error(ERR_DROP, "ParseMesh: bad size"); verts += LittleLong( ds->firstVert ); numPoints = width * height; for(i = 0; i < numPoints; i++) { vec4_t color; 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]); //points[i].lightmap[j] = LittleFloat(verts[i].lightmap[j]); } points[i].lightmap[0] = FatPackU(LittleFloat(verts[i].lightmap[0]), realLightmapNum); points[i].lightmap[1] = FatPackV(LittleFloat(verts[i].lightmap[1]), realLightmapNum); if (hdrVertColors) { color[0] = hdrVertColors[(ds->firstVert + i) * 3 ]; color[1] = hdrVertColors[(ds->firstVert + i) * 3 + 1]; color[2] = hdrVertColors[(ds->firstVert + i) * 3 + 2]; } else { //hack: convert LDR vertex colors to HDR if (r_hdr->integer) { color[0] = MAX(verts[i].color[0], 0.499f); color[1] = MAX(verts[i].color[1], 0.499f); color[2] = MAX(verts[i].color[2], 0.499f); } else { color[0] = verts[i].color[0]; color[1] = verts[i].color[1]; color[2] = verts[i].color[2]; } } color[3] = verts[i].color[3] / 255.0f; R_ColorShiftLightingFloats( color, points[i].vertexColors, 1.0f / 255.0f ); } // 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, drawVert_t *verts, float *hdrVertColors, msurface_t *surf, int *indexes ) { srfBspSurface_t *cv; glIndex_t *tri; int i, j; int numVerts, numIndexes, badTriangles; // get fog volume surf->fogIndex = LittleLong( ds->fogNum ) + 1; // get shader surf->shader = ShaderForShaderNum( ds->shaderNum, LIGHTMAP_BY_VERTEX ); if ( r_singleShader->integer && !surf->shader->isSky ) { surf->shader = tr.defaultShader; } numVerts = LittleLong(ds->numVerts); numIndexes = LittleLong(ds->numIndexes); //cv = ri.Hunk_Alloc(sizeof(*cv), h_low); cv = (void *)surf->data; cv->surfaceType = SF_TRIANGLES; cv->numIndexes = numIndexes; cv->indexes = ri.Hunk_Alloc(numIndexes * sizeof(cv->indexes[0]), h_low); cv->numVerts = numVerts; cv->verts = ri.Hunk_Alloc(numVerts * sizeof(cv->verts[0]), h_low); surf->data = (surfaceType_t *) cv; // copy vertexes surf->cullinfo.type = CULLINFO_BOX; ClearBounds(surf->cullinfo.bounds[0], surf->cullinfo.bounds[1]); verts += LittleLong(ds->firstVert); for(i = 0; i < numVerts; i++) { vec4_t color; for(j = 0; j < 3; j++) { cv->verts[i].xyz[j] = LittleFloat(verts[i].xyz[j]); cv->verts[i].normal[j] = LittleFloat(verts[i].normal[j]); } AddPointToBounds( cv->verts[i].xyz, surf->cullinfo.bounds[0], surf->cullinfo.bounds[1] ); for(j = 0; j < 2; j++) { cv->verts[i].st[j] = LittleFloat(verts[i].st[j]); cv->verts[i].lightmap[j] = LittleFloat(verts[i].lightmap[j]); } if (hdrVertColors) { color[0] = hdrVertColors[(ds->firstVert + i) * 3 ]; color[1] = hdrVertColors[(ds->firstVert + i) * 3 + 1]; color[2] = hdrVertColors[(ds->firstVert + i) * 3 + 2]; } else { //hack: convert LDR vertex colors to HDR if (r_hdr->integer) { color[0] = MAX(verts[i].color[0], 0.499f); color[1] = MAX(verts[i].color[1], 0.499f); color[2] = MAX(verts[i].color[2], 0.499f); } else { color[0] = verts[i].color[0]; color[1] = verts[i].color[1]; color[2] = verts[i].color[2]; } } color[3] = verts[i].color[3] / 255.0f; R_ColorShiftLightingFloats( color, cv->verts[i].vertexColors, 1.0f / 255.0f ); } // copy triangles badTriangles = 0; indexes += LittleLong(ds->firstIndex); for(i = 0, tri = cv->indexes; i < numIndexes; i += 3, tri += 3) { for(j = 0; j < 3; j++) { tri[j] = LittleLong(indexes[i + j]); if(tri[j] >= numVerts) { ri.Error(ERR_DROP, "Bad index in face surface"); } } if ((tri[0] == tri[1]) || (tri[1] == tri[2]) || (tri[0] == tri[2])) { tri -= 3; badTriangles++; } } if (badTriangles) { ri.Printf(PRINT_WARNING, "Trisurf has bad triangles, originally shader %s %d tris %d verts, now %d tris\n", surf->shader->name, numIndexes / 3, numVerts, numIndexes / 3 - badTriangles); cv->numIndexes -= badTriangles * 3; } #ifdef USE_VERT_TANGENT_SPACE // Calculate tangent spaces { srfVert_t *dv[3]; for(i = 0, tri = cv->indexes; i < numIndexes; i += 3, tri += 3) { dv[0] = &cv->verts[tri[0]]; dv[1] = &cv->verts[tri[1]]; dv[2] = &cv->verts[tri[2]]; R_CalcTangentVectors(dv); } } #endif } /* =============== ParseFlare =============== */ static void ParseFlare( dsurface_t *ds, drawVert_t *verts, msurface_t *surf, int *indexes ) { srfFlare_t *flare; int i; // get fog volume surf->fogIndex = LittleLong( ds->fogNum ) + 1; // get shader surf->shader = ShaderForShaderNum( ds->shaderNum, LIGHTMAP_BY_VERTEX ); if ( r_singleShader->integer && !surf->shader->isSky ) { surf->shader = tr.defaultShader; } //flare = ri.Hunk_Alloc( sizeof( *flare ), h_low ); flare = (void *)surf->data; 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_MergedWidthPoints returns true if there are grid points merged on a width edge ================= */ int R_MergedWidthPoints(srfBspSurface_t *grid, int offset) { int i, j; for (i = 1; i < grid->width-1; i++) { for (j = i + 1; j < grid->width-1; j++) { if ( fabs(grid->verts[i + offset].xyz[0] - grid->verts[j + offset].xyz[0]) > .1) continue; if ( fabs(grid->verts[i + offset].xyz[1] - grid->verts[j + offset].xyz[1]) > .1) continue; if ( fabs(grid->verts[i + offset].xyz[2] - grid->verts[j + offset].xyz[2]) > .1) continue; return qtrue; } } return qfalse; } /* ================= R_MergedHeightPoints returns true if there are grid points merged on a height edge ================= */ int R_MergedHeightPoints(srfBspSurface_t *grid, int offset) { int i, j; for (i = 1; i < grid->height-1; i++) { for (j = i + 1; j < grid->height-1; j++) { if ( fabs(grid->verts[grid->width * i + offset].xyz[0] - grid->verts[grid->width * j + offset].xyz[0]) > .1) continue; if ( fabs(grid->verts[grid->width * i + offset].xyz[1] - grid->verts[grid->width * j + offset].xyz[1]) > .1) continue; if ( fabs(grid->verts[grid->width * i + offset].xyz[2] - grid->verts[grid->width * j + offset].xyz[2]) > .1) continue; return qtrue; } } return qfalse; } /* ================= R_FixSharedVertexLodError_r NOTE: never sync LoD through grid edges with merged points! FIXME: write generalized version that also avoids cracks between a patch and one that meets half way? ================= */ void R_FixSharedVertexLodError_r( int start, srfBspSurface_t *grid1 ) { int j, k, l, m, n, offset1, offset2, touch; srfBspSurface_t *grid2; for ( j = start; j < s_worldData.numsurfaces; j++ ) { // grid2 = (srfBspSurface_t *) s_worldData.surfaces[j].data; // if this surface is not a grid if ( grid2->surfaceType != SF_GRID ) continue; // if the LOD errors are already fixed for this patch if ( grid2->lodFixed == 2 ) continue; // grids in the same LOD group should have the exact same lod radius if ( grid1->lodRadius != grid2->lodRadius ) continue; // grids in the same LOD group should have the exact same lod origin if ( grid1->lodOrigin[0] != grid2->lodOrigin[0] ) continue; if ( grid1->lodOrigin[1] != grid2->lodOrigin[1] ) continue; if ( grid1->lodOrigin[2] != grid2->lodOrigin[2] ) continue; // touch = qfalse; for (n = 0; n < 2; n++) { // if (n) offset1 = (grid1->height-1) * grid1->width; else offset1 = 0; if (R_MergedWidthPoints(grid1, offset1)) continue; for (k = 1; k < grid1->width-1; k++) { for (m = 0; m < 2; m++) { if (m) offset2 = (grid2->height-1) * grid2->width; else offset2 = 0; if (R_MergedWidthPoints(grid2, offset2)) continue; for ( l = 1; l < grid2->width-1; l++) { // if ( fabs(grid1->verts[k + offset1].xyz[0] - grid2->verts[l + offset2].xyz[0]) > .1) continue; if ( fabs(grid1->verts[k + offset1].xyz[1] - grid2->verts[l + offset2].xyz[1]) > .1) continue; if ( fabs(grid1->verts[k + offset1].xyz[2] - grid2->verts[l + offset2].xyz[2]) > .1) continue; // ok the points are equal and should have the same lod error grid2->widthLodError[l] = grid1->widthLodError[k]; touch = qtrue; } } for (m = 0; m < 2; m++) { if (m) offset2 = grid2->width-1; else offset2 = 0; if (R_MergedHeightPoints(grid2, offset2)) continue; for ( l = 1; l < grid2->height-1; l++) { // if ( fabs(grid1->verts[k + offset1].xyz[0] - grid2->verts[grid2->width * l + offset2].xyz[0]) > .1) continue; if ( fabs(grid1->verts[k + offset1].xyz[1] - grid2->verts[grid2->width * l + offset2].xyz[1]) > .1) continue; if ( fabs(grid1->verts[k + offset1].xyz[2] - grid2->verts[grid2->width * l + offset2].xyz[2]) > .1) continue; // ok the points are equal and should have the same lod error grid2->heightLodError[l] = grid1->widthLodError[k]; touch = qtrue; } } } } for (n = 0; n < 2; n++) { // if (n) offset1 = grid1->width-1; else offset1 = 0; if (R_MergedHeightPoints(grid1, offset1)) continue; for (k = 1; k < grid1->height-1; k++) { for (m = 0; m < 2; m++) { if (m) offset2 = (grid2->height-1) * grid2->width; else offset2 = 0; if (R_MergedWidthPoints(grid2, offset2)) continue; for ( l = 1; l < grid2->width-1; l++) { // if ( fabs(grid1->verts[grid1->width * k + offset1].xyz[0] - grid2->verts[l + offset2].xyz[0]) > .1) continue; if ( fabs(grid1->verts[grid1->width * k + offset1].xyz[1] - grid2->verts[l + offset2].xyz[1]) > .1) continue; if ( fabs(grid1->verts[grid1->width * k + offset1].xyz[2] - grid2->verts[l + offset2].xyz[2]) > .1) continue; // ok the points are equal and should have the same lod error grid2->widthLodError[l] = grid1->heightLodError[k]; touch = qtrue; } } for (m = 0; m < 2; m++) { if (m) offset2 = grid2->width-1; else offset2 = 0; if (R_MergedHeightPoints(grid2, offset2)) continue; for ( l = 1; l < grid2->height-1; l++) { // if ( fabs(grid1->verts[grid1->width * k + offset1].xyz[0] - grid2->verts[grid2->width * l + offset2].xyz[0]) > .1) continue; if ( fabs(grid1->verts[grid1->width * k + offset1].xyz[1] - grid2->verts[grid2->width * l + offset2].xyz[1]) > .1) continue; if ( fabs(grid1->verts[grid1->width * k + offset1].xyz[2] - grid2->verts[grid2->width * l + offset2].xyz[2]) > .1) continue; // ok the points are equal and should have the same lod error grid2->heightLodError[l] = grid1->heightLodError[k]; touch = qtrue; } } } } if (touch) { grid2->lodFixed = 2; R_FixSharedVertexLodError_r ( start, grid2 ); //NOTE: this would be correct but makes things really slow //grid2->lodFixed = 1; } } } /* ================= R_FixSharedVertexLodError This function assumes that all patches in one group are nicely stitched together for the highest LoD. If this is not the case this function will still do its job but won't fix the highest LoD cracks. ================= */ void R_FixSharedVertexLodError( void ) { int i; srfBspSurface_t *grid1; for ( i = 0; i < s_worldData.numsurfaces; i++ ) { // grid1 = (srfBspSurface_t *) s_worldData.surfaces[i].data; // if this surface is not a grid if ( grid1->surfaceType != SF_GRID ) continue; // if ( grid1->lodFixed ) continue; // grid1->lodFixed = 2; // recursively fix other patches in the same LOD group R_FixSharedVertexLodError_r( i + 1, grid1); } } /* =============== R_StitchPatches =============== */ int R_StitchPatches( int grid1num, int grid2num ) { float *v1, *v2; srfBspSurface_t *grid1, *grid2; int k, l, m, n, offset1, offset2, row, column; grid1 = (srfBspSurface_t *) s_worldData.surfaces[grid1num].data; grid2 = (srfBspSurface_t *) s_worldData.surfaces[grid2num].data; for (n = 0; n < 2; n++) { // if (n) offset1 = (grid1->height-1) * grid1->width; else offset1 = 0; if (R_MergedWidthPoints(grid1, offset1)) continue; for (k = 0; k < grid1->width-2; k += 2) { for (m = 0; m < 2; m++) { if ( grid2->width >= MAX_GRID_SIZE ) break; if (m) offset2 = (grid2->height-1) * grid2->width; else offset2 = 0; for ( l = 0; l < grid2->width-1; l++) { // v1 = grid1->verts[k + offset1].xyz; v2 = grid2->verts[l + offset2].xyz; if ( fabs(v1[0] - v2[0]) > .1) continue; if ( fabs(v1[1] - v2[1]) > .1) continue; if ( fabs(v1[2] - v2[2]) > .1) continue; v1 = grid1->verts[k + 2 + offset1].xyz; v2 = grid2->verts[l + 1 + offset2].xyz; if ( fabs(v1[0] - v2[0]) > .1) continue; if ( fabs(v1[1] - v2[1]) > .1) continue; if ( fabs(v1[2] - v2[2]) > .1) continue; // v1 = grid2->verts[l + offset2].xyz; v2 = grid2->verts[l + 1 + offset2].xyz; if ( fabs(v1[0] - v2[0]) < .01 && fabs(v1[1] - v2[1]) < .01 && fabs(v1[2] - v2[2]) < .01) continue; // //ri.Printf( PRINT_ALL, "found highest LoD crack between two patches\n" ); // insert column into grid2 right after after column l if (m) row = grid2->height-1; else row = 0; grid2 = R_GridInsertColumn( grid2, l+1, row, grid1->verts[k + 1 + offset1].xyz, grid1->widthLodError[k+1]); grid2->lodStitched = qfalse; s_worldData.surfaces[grid2num].data = (void *) grid2; return qtrue; } } for (m = 0; m < 2; m++) { if (grid2->height >= MAX_GRID_SIZE) break; if (m) offset2 = grid2->width-1; else offset2 = 0; for ( l = 0; l < grid2->height-1; l++) { // v1 = grid1->verts[k + offset1].xyz; v2 = grid2->verts[grid2->width * l + offset2].xyz; if ( fabs(v1[0] - v2[0]) > .1) continue; if ( fabs(v1[1] - v2[1]) > .1) continue; if ( fabs(v1[2] - v2[2]) > .1) continue; v1 = grid1->verts[k + 2 + offset1].xyz; v2 = grid2->verts[grid2->width * (l + 1) + offset2].xyz; if ( fabs(v1[0] - v2[0]) > .1) continue; if ( fabs(v1[1] - v2[1]) > .1) continue; if ( fabs(v1[2] - v2[2]) > .1) continue; // v1 = grid2->verts[grid2->width * l + offset2].xyz; v2 = grid2->verts[grid2->width * (l + 1) + offset2].xyz; if ( fabs(v1[0] - v2[0]) < .01 && fabs(v1[1] - v2[1]) < .01 && fabs(v1[2] - v2[2]) < .01) continue; // //ri.Printf( PRINT_ALL, "found highest LoD crack between two patches\n" ); // insert row into grid2 right after after row l if (m) column = grid2->width-1; else column = 0; grid2 = R_GridInsertRow( grid2, l+1, column, grid1->verts[k + 1 + offset1].xyz, grid1->widthLodError[k+1]); grid2->lodStitched = qfalse; s_worldData.surfaces[grid2num].data = (void *) grid2; return qtrue; } } } } for (n = 0; n < 2; n++) { // if (n) offset1 = grid1->width-1; else offset1 = 0; if (R_MergedHeightPoints(grid1, offset1)) continue; for (k = 0; k < grid1->height-2; k += 2) { for (m = 0; m < 2; m++) { if ( grid2->width >= MAX_GRID_SIZE ) break; if (m) offset2 = (grid2->height-1) * grid2->width; else offset2 = 0; for ( l = 0; l < grid2->width-1; l++) { // v1 = grid1->verts[grid1->width * k + offset1].xyz; v2 = grid2->verts[l + offset2].xyz; if ( fabs(v1[0] - v2[0]) > .1) continue; if ( fabs(v1[1] - v2[1]) > .1) continue; if ( fabs(v1[2] - v2[2]) > .1) continue; v1 = grid1->verts[grid1->width * (k + 2) + offset1].xyz; v2 = grid2->verts[l + 1 + offset2].xyz; if ( fabs(v1[0] - v2[0]) > .1) continue; if ( fabs(v1[1] - v2[1]) > .1) continue; if ( fabs(v1[2] - v2[2]) > .1) continue; // v1 = grid2->verts[l + offset2].xyz; v2 = grid2->verts[(l + 1) + offset2].xyz; if ( fabs(v1[0] - v2[0]) < .01 && fabs(v1[1] - v2[1]) < .01 && fabs(v1[2] - v2[2]) < .01) continue; // //ri.Printf( PRINT_ALL, "found highest LoD crack between two patches\n" ); // insert column into grid2 right after after column l if (m) row = grid2->height-1; else row = 0; grid2 = R_GridInsertColumn( grid2, l+1, row, grid1->verts[grid1->width * (k + 1) + offset1].xyz, grid1->heightLodError[k+1]); grid2->lodStitched = qfalse; s_worldData.surfaces[grid2num].data = (void *) grid2; return qtrue; } } for (m = 0; m < 2; m++) { if (grid2->height >= MAX_GRID_SIZE) break; if (m) offset2 = grid2->width-1; else offset2 = 0; for ( l = 0; l < grid2->height-1; l++) { // v1 = grid1->verts[grid1->width * k + offset1].xyz; v2 = grid2->verts[grid2->width * l + offset2].xyz; if ( fabs(v1[0] - v2[0]) > .1) continue; if ( fabs(v1[1] - v2[1]) > .1) continue; if ( fabs(v1[2] - v2[2]) > .1) continue; v1 = grid1->verts[grid1->width * (k + 2) + offset1].xyz; v2 = grid2->verts[grid2->width * (l + 1) + offset2].xyz; if ( fabs(v1[0] - v2[0]) > .1) continue; if ( fabs(v1[1] - v2[1]) > .1) continue; if ( fabs(v1[2] - v2[2]) > .1) continue; // v1 = grid2->verts[grid2->width * l + offset2].xyz; v2 = grid2->verts[grid2->width * (l + 1) + offset2].xyz; if ( fabs(v1[0] - v2[0]) < .01 && fabs(v1[1] - v2[1]) < .01 && fabs(v1[2] - v2[2]) < .01) continue; // //ri.Printf( PRINT_ALL, "found highest LoD crack between two patches\n" ); // insert row into grid2 right after after row l if (m) column = grid2->width-1; else column = 0; grid2 = R_GridInsertRow( grid2, l+1, column, grid1->verts[grid1->width * (k + 1) + offset1].xyz, grid1->heightLodError[k+1]); grid2->lodStitched = qfalse; s_worldData.surfaces[grid2num].data = (void *) grid2; return qtrue; } } } } for (n = 0; n < 2; n++) { // if (n) offset1 = (grid1->height-1) * grid1->width; else offset1 = 0; if (R_MergedWidthPoints(grid1, offset1)) continue; for (k = grid1->width-1; k > 1; k -= 2) { for (m = 0; m < 2; m++) { if ( !grid2 || grid2->width >= MAX_GRID_SIZE ) break; if (m) offset2 = (grid2->height-1) * grid2->width; else offset2 = 0; for ( l = 0; l < grid2->width-1; l++) { // v1 = grid1->verts[k + offset1].xyz; v2 = grid2->verts[l + offset2].xyz; if ( fabs(v1[0] - v2[0]) > .1) continue; if ( fabs(v1[1] - v2[1]) > .1) continue; if ( fabs(v1[2] - v2[2]) > .1) continue; v1 = grid1->verts[k - 2 + offset1].xyz; v2 = grid2->verts[l + 1 + offset2].xyz; if ( fabs(v1[0] - v2[0]) > .1) continue; if ( fabs(v1[1] - v2[1]) > .1) continue; if ( fabs(v1[2] - v2[2]) > .1) continue; // v1 = grid2->verts[l + offset2].xyz; v2 = grid2->verts[(l + 1) + offset2].xyz; if ( fabs(v1[0] - v2[0]) < .01 && fabs(v1[1] - v2[1]) < .01 && fabs(v1[2] - v2[2]) < .01) continue; // //ri.Printf( PRINT_ALL, "found highest LoD crack between two patches\n" ); // insert column into grid2 right after after column l if (m) row = grid2->height-1; else row = 0; grid2 = R_GridInsertColumn( grid2, l+1, row, grid1->verts[k - 1 + offset1].xyz, grid1->widthLodError[k+1]); grid2->lodStitched = qfalse; s_worldData.surfaces[grid2num].data = (void *) grid2; return qtrue; } } for (m = 0; m < 2; m++) { if (!grid2 || grid2->height >= MAX_GRID_SIZE) break; if (m) offset2 = grid2->width-1; else offset2 = 0; for ( l = 0; l < grid2->height-1; l++) { // v1 = grid1->verts[k + offset1].xyz; v2 = grid2->verts[grid2->width * l + offset2].xyz; if ( fabs(v1[0] - v2[0]) > .1) continue; if ( fabs(v1[1] - v2[1]) > .1) continue; if ( fabs(v1[2] - v2[2]) > .1) continue; v1 = grid1->verts[k - 2 + offset1].xyz; v2 = grid2->verts[grid2->width * (l + 1) + offset2].xyz; if ( fabs(v1[0] - v2[0]) > .1) continue; if ( fabs(v1[1] - v2[1]) > .1) continue; if ( fabs(v1[2] - v2[2]) > .1) continue; // v1 = grid2->verts[grid2->width * l + offset2].xyz; v2 = grid2->verts[grid2->width * (l + 1) + offset2].xyz; if ( fabs(v1[0] - v2[0]) < .01 && fabs(v1[1] - v2[1]) < .01 && fabs(v1[2] - v2[2]) < .01) continue; // //ri.Printf( PRINT_ALL, "found highest LoD crack between two patches\n" ); // insert row into grid2 right after after row l if (m) column = grid2->width-1; else column = 0; grid2 = R_GridInsertRow( grid2, l+1, column, grid1->verts[k - 1 + offset1].xyz, grid1->widthLodError[k+1]); if (!grid2) break; grid2->lodStitched = qfalse; s_worldData.surfaces[grid2num].data = (void *) grid2; return qtrue; } } } } for (n = 0; n < 2; n++) { // if (n) offset1 = grid1->width-1; else offset1 = 0; if (R_MergedHeightPoints(grid1, offset1)) continue; for (k = grid1->height-1; k > 1; k -= 2) { for (m = 0; m < 2; m++) { if (!grid2 || grid2->width >= MAX_GRID_SIZE ) break; if (m) offset2 = (grid2->height-1) * grid2->width; else offset2 = 0; for ( l = 0; l < grid2->width-1; l++) { // v1 = grid1->verts[grid1->width * k + offset1].xyz; v2 = grid2->verts[l + offset2].xyz; if ( fabs(v1[0] - v2[0]) > .1) continue; if ( fabs(v1[1] - v2[1]) > .1) continue; if ( fabs(v1[2] - v2[2]) > .1) continue; v1 = grid1->verts[grid1->width * (k - 2) + offset1].xyz; v2 = grid2->verts[l + 1 + offset2].xyz; if ( fabs(v1[0] - v2[0]) > .1) continue; if ( fabs(v1[1] - v2[1]) > .1) continue; if ( fabs(v1[2] - v2[2]) > .1) continue; // v1 = grid2->verts[l + offset2].xyz; v2 = grid2->verts[(l + 1) + offset2].xyz; if ( fabs(v1[0] - v2[0]) < .01 && fabs(v1[1] - v2[1]) < .01 && fabs(v1[2] - v2[2]) < .01) continue; // //ri.Printf( PRINT_ALL, "found highest LoD crack between two patches\n" ); // insert column into grid2 right after after column l if (m) row = grid2->height-1; else row = 0; grid2 = R_GridInsertColumn( grid2, l+1, row, grid1->verts[grid1->width * (k - 1) + offset1].xyz, grid1->heightLodError[k+1]); grid2->lodStitched = qfalse; s_worldData.surfaces[grid2num].data = (void *) grid2; return qtrue; } } for (m = 0; m < 2; m++) { if (!grid2 || grid2->height >= MAX_GRID_SIZE) break; if (m) offset2 = grid2->width-1; else offset2 = 0; for ( l = 0; l < grid2->height-1; l++) { // v1 = grid1->verts[grid1->width * k + offset1].xyz; v2 = grid2->verts[grid2->width * l + offset2].xyz; if ( fabs(v1[0] - v2[0]) > .1) continue; if ( fabs(v1[1] - v2[1]) > .1) continue; if ( fabs(v1[2] - v2[2]) > .1) continue; v1 = grid1->verts[grid1->width * (k - 2) + offset1].xyz; v2 = grid2->verts[grid2->width * (l + 1) + offset2].xyz; if ( fabs(v1[0] - v2[0]) > .1) continue; if ( fabs(v1[1] - v2[1]) > .1) continue; if ( fabs(v1[2] - v2[2]) > .1) continue; // v1 = grid2->verts[grid2->width * l + offset2].xyz; v2 = grid2->verts[grid2->width * (l + 1) + offset2].xyz; if ( fabs(v1[0] - v2[0]) < .01 && fabs(v1[1] - v2[1]) < .01 && fabs(v1[2] - v2[2]) < .01) continue; // //ri.Printf( PRINT_ALL, "found highest LoD crack between two patches\n" ); // insert row into grid2 right after after row l if (m) column = grid2->width-1; else column = 0; grid2 = R_GridInsertRow( grid2, l+1, column, grid1->verts[grid1->width * (k - 1) + offset1].xyz, grid1->heightLodError[k+1]); grid2->lodStitched = qfalse; s_worldData.surfaces[grid2num].data = (void *) grid2; return qtrue; } } } } return qfalse; } /* =============== R_TryStitchPatch This function will try to stitch patches in the same LoD group together for the highest LoD. Only single missing vertice cracks will be fixed. Vertices will be joined at the patch side a crack is first found, at the other side of the patch (on the same row or column) the vertices will not be joined and cracks might still appear at that side. =============== */ int R_TryStitchingPatch( int grid1num ) { int j, numstitches; srfBspSurface_t *grid1, *grid2; numstitches = 0; grid1 = (srfBspSurface_t *) s_worldData.surfaces[grid1num].data; for ( j = 0; j < s_worldData.numsurfaces; j++ ) { // grid2 = (srfBspSurface_t *) s_worldData.surfaces[j].data; // if this surface is not a grid if ( grid2->surfaceType != SF_GRID ) continue; // grids in the same LOD group should have the exact same lod radius if ( grid1->lodRadius != grid2->lodRadius ) continue; // grids in the same LOD group should have the exact same lod origin if ( grid1->lodOrigin[0] != grid2->lodOrigin[0] ) continue; if ( grid1->lodOrigin[1] != grid2->lodOrigin[1] ) continue; if ( grid1->lodOrigin[2] != grid2->lodOrigin[2] ) continue; // while (R_StitchPatches(grid1num, j)) { numstitches++; } } return numstitches; } /* =============== R_StitchAllPatches =============== */ void R_StitchAllPatches( void ) { int i, stitched, numstitches; srfBspSurface_t *grid1; numstitches = 0; do { stitched = qfalse; for ( i = 0; i < s_worldData.numsurfaces; i++ ) { // grid1 = (srfBspSurface_t *) s_worldData.surfaces[i].data; // if this surface is not a grid if ( grid1->surfaceType != SF_GRID ) continue; // if ( grid1->lodStitched ) continue; // grid1->lodStitched = qtrue; stitched = qtrue; // numstitches += R_TryStitchingPatch( i ); } } while (stitched); ri.Printf( PRINT_ALL, "stitched %d LoD cracks\n", numstitches ); } /* =============== R_MovePatchSurfacesToHunk =============== */ void R_MovePatchSurfacesToHunk(void) { int i, size; srfBspSurface_t *grid, *hunkgrid; for ( i = 0; i < s_worldData.numsurfaces; i++ ) { // grid = (srfBspSurface_t *) s_worldData.surfaces[i].data; // if this surface is not a grid if ( grid->surfaceType != SF_GRID ) continue; // size = sizeof(*grid); hunkgrid = ri.Hunk_Alloc(size, h_low); Com_Memcpy(hunkgrid, grid, size); hunkgrid->widthLodError = ri.Hunk_Alloc( grid->width * 4, h_low ); Com_Memcpy( hunkgrid->widthLodError, grid->widthLodError, grid->width * 4 ); hunkgrid->heightLodError = ri.Hunk_Alloc( grid->height * 4, h_low ); Com_Memcpy( hunkgrid->heightLodError, grid->heightLodError, grid->height * 4 ); hunkgrid->numIndexes = grid->numIndexes; hunkgrid->indexes = ri.Hunk_Alloc(grid->numIndexes * sizeof(glIndex_t), h_low); Com_Memcpy(hunkgrid->indexes, grid->indexes, grid->numIndexes * sizeof(glIndex_t)); hunkgrid->numVerts = grid->numVerts; hunkgrid->verts = ri.Hunk_Alloc(grid->numVerts * sizeof(srfVert_t), h_low); Com_Memcpy(hunkgrid->verts, grid->verts, grid->numVerts * sizeof(srfVert_t)); R_FreeSurfaceGridMesh( grid ); s_worldData.surfaces[i].data = (void *) hunkgrid; } } /* ================= BSPSurfaceCompare compare function for qsort() ================= */ static int BSPSurfaceCompare(const void *a, const void *b) { msurface_t *aa, *bb; aa = *(msurface_t **) a; bb = *(msurface_t **) b; // shader first if(aa->shader->sortedIndex < bb->shader->sortedIndex) return -1; else if(aa->shader->sortedIndex > bb->shader->sortedIndex) return 1; // by fogIndex if(aa->fogIndex < bb->fogIndex) return -1; else if(aa->fogIndex > bb->fogIndex) return 1; // by cubemapIndex if(aa->cubemapIndex < bb->cubemapIndex) return -1; else if(aa->cubemapIndex > bb->cubemapIndex) return 1; // by leaf if (s_worldData.surfacesViewCount[aa - s_worldData.surfaces] < s_worldData.surfacesViewCount[bb - s_worldData.surfaces]) return -1; else if (s_worldData.surfacesViewCount[aa - s_worldData.surfaces] > s_worldData.surfacesViewCount[bb - s_worldData.surfaces]) return 1; // by surface number if (aa < bb) return -1; else if (aa > bb) return 1; return 0; } static void CopyVert(const srfVert_t * in, srfVert_t * out) { VectorCopy(in->xyz, out->xyz); #ifdef USE_VERT_TANGENT_SPACE VectorCopy4(in->tangent, out->tangent); #endif VectorCopy(in->normal, out->normal); VectorCopy(in->lightdir, out->lightdir); VectorCopy2(in->st, out->st); VectorCopy2(in->lightmap, out->lightmap); VectorCopy4(in->vertexColors, out->vertexColors); } /* =============== R_CreateWorldVaos =============== */ static void R_CreateWorldVaos(void) { int i, j, k; int numVerts; srfVert_t *verts; int numIndexes; glIndex_t *indexes; int numSortedSurfaces, numSurfaces; msurface_t *surface, **firstSurf, **lastSurf, **currSurf; msurface_t **surfacesSorted; vao_t *vao; int maxVboSize = 4 * 1024 * 1024; int startTime, endTime; startTime = ri.Milliseconds(); // mark surfaces with best matching leaf, using overlapping bounds // using surfaceViewCount[] as leaf number, and surfacesDlightBits[] as coverage * 256 for (i = 0; i < s_worldData.numWorldSurfaces; i++) { s_worldData.surfacesViewCount[i] = -1; } for (i = 0; i < s_worldData.numWorldSurfaces; i++) { s_worldData.surfacesDlightBits[i] = 0; } for (i = s_worldData.numDecisionNodes; i < s_worldData.numnodes; i++) { mnode_t *leaf = s_worldData.nodes + i; for (j = leaf->firstmarksurface; j < leaf->firstmarksurface + leaf->nummarksurfaces; j++) { int surfaceNum = s_worldData.marksurfaces[j]; msurface_t *surface = s_worldData.surfaces + surfaceNum; float coverage = 1.0f; int iCoverage; for (k = 0; k < 3; k++) { float left, right; if (leaf->mins[k] > surface->cullinfo.bounds[1][k] || surface->cullinfo.bounds[0][k] > leaf->maxs[k]) { coverage = 0.0f; break; } left = MAX(leaf->mins[k], surface->cullinfo.bounds[0][k]); right = MIN(leaf->maxs[k], surface->cullinfo.bounds[1][k]); // nudge a bit in case this is an axis aligned wall coverage *= right - left + 1.0f/256.0f; } iCoverage = coverage * 256; if (iCoverage > s_worldData.surfacesDlightBits[surfaceNum]) { s_worldData.surfacesDlightBits[surfaceNum] = iCoverage; s_worldData.surfacesViewCount[surfaceNum] = i - s_worldData.numDecisionNodes; } } } for (i = 0; i < s_worldData.numWorldSurfaces; i++) { s_worldData.surfacesDlightBits[i] = 0; } // count surfaces numSortedSurfaces = 0; for(surface = s_worldData.surfaces; surface < s_worldData.surfaces + s_worldData.numWorldSurfaces; surface++) { srfBspSurface_t *bspSurf; shader_t *shader = surface->shader; if (shader->isPortal || shader->isSky || ShaderRequiresCPUDeforms(shader)) continue; // check for this now so we can use srfBspSurface_t* universally in the rest of the function if (!(*surface->data == SF_FACE || *surface->data == SF_GRID || *surface->data == SF_TRIANGLES)) continue; bspSurf = (srfBspSurface_t *) surface->data; if (!bspSurf->numIndexes || !bspSurf->numVerts) continue; numSortedSurfaces++; } // presort surfaces surfacesSorted = ri.Malloc(numSortedSurfaces * sizeof(*surfacesSorted)); j = 0; for(surface = s_worldData.surfaces; surface < s_worldData.surfaces + s_worldData.numWorldSurfaces; surface++) { srfBspSurface_t *bspSurf; shader_t *shader = surface->shader; if (shader->isPortal || shader->isSky || ShaderRequiresCPUDeforms(shader)) continue; // check for this now so we can use srfBspSurface_t* universally in the rest of the function if (!(*surface->data == SF_FACE || *surface->data == SF_GRID || *surface->data == SF_TRIANGLES)) continue; bspSurf = (srfBspSurface_t *) surface->data; if (!bspSurf->numIndexes || !bspSurf->numVerts) continue; surfacesSorted[j++] = surface; } qsort(surfacesSorted, numSortedSurfaces, sizeof(*surfacesSorted), BSPSurfaceCompare); k = 0; for(firstSurf = lastSurf = surfacesSorted; firstSurf < surfacesSorted + numSortedSurfaces; firstSurf = lastSurf) { int currVboSize; // Find range of surfaces to place in a VAO by: // - Collecting a number of surfaces which fit under maxVboSize, or // - All the surfaces with a single shader which go over maxVboSize currVboSize = 0; while (currVboSize < maxVboSize && lastSurf < surfacesSorted + numSortedSurfaces) { int addVboSize, currShaderIndex; addVboSize = 0; currShaderIndex = (*lastSurf)->shader->sortedIndex; for(currSurf = lastSurf; currSurf < surfacesSorted + numSortedSurfaces && (*currSurf)->shader->sortedIndex == currShaderIndex; currSurf++) { srfBspSurface_t *bspSurf = (srfBspSurface_t *) (*currSurf)->data; addVboSize += bspSurf->numVerts * sizeof(srfVert_t); } if (currVboSize != 0 && addVboSize + currVboSize > maxVboSize) break; lastSurf = currSurf; currVboSize += addVboSize; } // count verts/indexes/surfaces numVerts = 0; numIndexes = 0; numSurfaces = 0; for (currSurf = firstSurf; currSurf < lastSurf; currSurf++) { srfBspSurface_t *bspSurf = (srfBspSurface_t *) (*currSurf)->data; numVerts += bspSurf->numVerts; numIndexes += bspSurf->numIndexes; numSurfaces++; } ri.Printf(PRINT_ALL, "...calculating world VAO %d ( %i verts %i tris )\n", k, numVerts, numIndexes / 3); // create arrays verts = ri.Hunk_AllocateTempMemory(numVerts * sizeof(srfVert_t)); indexes = ri.Hunk_AllocateTempMemory(numIndexes * sizeof(glIndex_t)); // set up indices and copy vertices numVerts = 0; numIndexes = 0; for (currSurf = firstSurf; currSurf < lastSurf; currSurf++) { srfBspSurface_t *bspSurf = (srfBspSurface_t *) (*currSurf)->data; glIndex_t *surfIndex; bspSurf->firstIndex = numIndexes; bspSurf->minIndex = numVerts + bspSurf->indexes[0]; bspSurf->maxIndex = numVerts + bspSurf->indexes[0]; for(i = 0, surfIndex = bspSurf->indexes; i < bspSurf->numIndexes; i++, surfIndex++) { indexes[numIndexes++] = numVerts + *surfIndex; bspSurf->minIndex = MIN(bspSurf->minIndex, numVerts + *surfIndex); bspSurf->maxIndex = MAX(bspSurf->maxIndex, numVerts + *surfIndex); } bspSurf->firstVert = numVerts; for(i = 0; i < bspSurf->numVerts; i++) { CopyVert(&bspSurf->verts[i], &verts[numVerts++]); } } vao = R_CreateVao2(va("staticBspModel%i_VAO", k), numVerts, verts, numIndexes, indexes); // point bsp surfaces to VAO for (currSurf = firstSurf; currSurf < lastSurf; currSurf++) { srfBspSurface_t *bspSurf = (srfBspSurface_t *) (*currSurf)->data; bspSurf->vao = vao; } ri.Hunk_FreeTempMemory(indexes); ri.Hunk_FreeTempMemory(verts); k++; } if (r_mergeLeafSurfaces->integer) { msurface_t *mergedSurf; // count merged surfaces int numMergedSurfaces = 0, numUnmergedSurfaces = 0; for(firstSurf = lastSurf = surfacesSorted; firstSurf < surfacesSorted + numSortedSurfaces; firstSurf = lastSurf) { for (lastSurf++ ; lastSurf < surfacesSorted + numSortedSurfaces; lastSurf++) { int lastSurfLeafIndex, firstSurfLeafIndex; if ((*lastSurf)->shader != (*firstSurf)->shader || (*lastSurf)->fogIndex != (*firstSurf)->fogIndex || (*lastSurf)->cubemapIndex != (*firstSurf)->cubemapIndex) break; lastSurfLeafIndex = s_worldData.surfacesViewCount[*lastSurf - s_worldData.surfaces]; firstSurfLeafIndex = s_worldData.surfacesViewCount[*firstSurf - s_worldData.surfaces]; if (lastSurfLeafIndex != firstSurfLeafIndex) break; } // don't merge single surfaces if (firstSurf + 1 == lastSurf) { numUnmergedSurfaces++; continue; } numMergedSurfaces++; } // Allocate merged surfaces s_worldData.mergedSurfaces = ri.Hunk_Alloc(sizeof(*s_worldData.mergedSurfaces) * numMergedSurfaces, h_low); s_worldData.mergedSurfacesViewCount = ri.Hunk_Alloc(sizeof(*s_worldData.mergedSurfacesViewCount) * numMergedSurfaces, h_low); s_worldData.mergedSurfacesDlightBits = ri.Hunk_Alloc(sizeof(*s_worldData.mergedSurfacesDlightBits) * numMergedSurfaces, h_low); s_worldData.mergedSurfacesPshadowBits = ri.Hunk_Alloc(sizeof(*s_worldData.mergedSurfacesPshadowBits) * numMergedSurfaces, h_low); s_worldData.numMergedSurfaces = numMergedSurfaces; // view surfaces are like mark surfaces, except negative ones represent merged surfaces // -1 represents 0, -2 represents 1, and so on s_worldData.viewSurfaces = ri.Hunk_Alloc(sizeof(*s_worldData.viewSurfaces) * s_worldData.nummarksurfaces, h_low); // copy view surfaces into mark surfaces for (i = 0; i < s_worldData.nummarksurfaces; i++) { s_worldData.viewSurfaces[i] = s_worldData.marksurfaces[i]; } // actually merge surfaces mergedSurf = s_worldData.mergedSurfaces; for(firstSurf = lastSurf = surfacesSorted; firstSurf < surfacesSorted + numSortedSurfaces; firstSurf = lastSurf) { srfBspSurface_t *bspSurf, *vaoSurf; for ( lastSurf++ ; lastSurf < surfacesSorted + numSortedSurfaces; lastSurf++) { int lastSurfLeafIndex, firstSurfLeafIndex; if ((*lastSurf)->shader != (*firstSurf)->shader || (*lastSurf)->fogIndex != (*firstSurf)->fogIndex || (*lastSurf)->cubemapIndex != (*firstSurf)->cubemapIndex) break; lastSurfLeafIndex = s_worldData.surfacesViewCount[*lastSurf - s_worldData.surfaces]; firstSurfLeafIndex = s_worldData.surfacesViewCount[*firstSurf - s_worldData.surfaces]; if (lastSurfLeafIndex != firstSurfLeafIndex) break; } // don't merge single surfaces if (firstSurf + 1 == lastSurf) continue; bspSurf = (srfBspSurface_t *)(*firstSurf)->data; vaoSurf = ri.Hunk_Alloc(sizeof(*vaoSurf), h_low); memset(vaoSurf, 0, sizeof(*vaoSurf)); vaoSurf->surfaceType = SF_VAO_MESH; vaoSurf->vao = bspSurf->vao; vaoSurf->firstIndex = bspSurf->firstIndex; vaoSurf->minIndex = bspSurf->minIndex; vaoSurf->maxIndex = bspSurf->maxIndex; ClearBounds(vaoSurf->cullBounds[0], vaoSurf->cullBounds[1]); for (currSurf = firstSurf; currSurf < lastSurf; currSurf++) { srfBspSurface_t *currBspSurf = (srfBspSurface_t *)(*currSurf)->data; vaoSurf->numVerts += currBspSurf->numVerts; vaoSurf->numIndexes += currBspSurf->numIndexes; vaoSurf->minIndex = MIN(vaoSurf->minIndex, currBspSurf->minIndex); vaoSurf->maxIndex = MAX(vaoSurf->maxIndex, currBspSurf->maxIndex); AddPointToBounds((*currSurf)->cullinfo.bounds[0], vaoSurf->cullBounds[0], vaoSurf->cullBounds[1]); AddPointToBounds((*currSurf)->cullinfo.bounds[1], vaoSurf->cullBounds[0], vaoSurf->cullBounds[1]); } VectorCopy(vaoSurf->cullBounds[0], mergedSurf->cullinfo.bounds[0]); VectorCopy(vaoSurf->cullBounds[1], mergedSurf->cullinfo.bounds[1]); mergedSurf->cullinfo.type = CULLINFO_BOX; mergedSurf->data = (surfaceType_t *)vaoSurf; mergedSurf->fogIndex = (*firstSurf)->fogIndex; mergedSurf->cubemapIndex = (*firstSurf)->cubemapIndex; mergedSurf->shader = (*firstSurf)->shader; // redirect view surfaces to this surf for (currSurf = firstSurf; currSurf < lastSurf; currSurf++) s_worldData.surfacesViewCount[*currSurf - s_worldData.surfaces] = -2; for (k = 0; k < s_worldData.nummarksurfaces; k++) { if (s_worldData.surfacesViewCount[s_worldData.marksurfaces[k]] == -2) s_worldData.viewSurfaces[k] = -((int)(mergedSurf - s_worldData.mergedSurfaces) + 1); } for (currSurf = firstSurf; currSurf < lastSurf; currSurf++) s_worldData.surfacesViewCount[*currSurf - s_worldData.surfaces] = -1; mergedSurf++; } ri.Printf(PRINT_ALL, "Processed %d mergeable surfaces into %d merged, %d unmerged\n", numSortedSurfaces, numMergedSurfaces, numUnmergedSurfaces); } for (i = 0; i < s_worldData.numWorldSurfaces; i++) s_worldData.surfacesViewCount[i] = -1; ri.Free(surfacesSorted); endTime = ri.Milliseconds(); ri.Printf(PRINT_ALL, "world VAOs calculation time = %5.2f seconds\n", (endTime - startTime) / 1000.0); } /* =============== R_LoadSurfaces =============== */ static void R_LoadSurfaces( lump_t *surfs, lump_t *verts, lump_t *indexLump ) { dsurface_t *in; msurface_t *out; drawVert_t *dv; int *indexes; int count; int numFaces, numMeshes, numTriSurfs, numFlares; int i; float *hdrVertColors = NULL; numFaces = 0; numMeshes = 0; numTriSurfs = 0; numFlares = 0; if (surfs->filelen % sizeof(*in)) ri.Error (ERR_DROP, "LoadMap: funny lump size in %s",s_worldData.name); count = surfs->filelen / sizeof(*in); dv = (void *)(fileBase + verts->fileofs); if (verts->filelen % sizeof(*dv)) ri.Error (ERR_DROP, "LoadMap: funny lump size in %s",s_worldData.name); indexes = (void *)(fileBase + indexLump->fileofs); if ( indexLump->filelen % sizeof(*indexes)) ri.Error (ERR_DROP, "LoadMap: funny lump size in %s",s_worldData.name); out = ri.Hunk_Alloc ( count * sizeof(*out), h_low ); s_worldData.surfaces = out; s_worldData.numsurfaces = count; s_worldData.surfacesViewCount = ri.Hunk_Alloc ( count * sizeof(*s_worldData.surfacesViewCount), h_low ); s_worldData.surfacesDlightBits = ri.Hunk_Alloc ( count * sizeof(*s_worldData.surfacesDlightBits), h_low ); s_worldData.surfacesPshadowBits = ri.Hunk_Alloc ( count * sizeof(*s_worldData.surfacesPshadowBits), h_low ); // load hdr vertex colors if (r_hdr->integer) { char filename[MAX_QPATH]; int size; Com_sprintf( filename, sizeof( filename ), "maps/%s/vertlight.raw", s_worldData.baseName); //ri.Printf(PRINT_ALL, "looking for %s\n", filename); size = ri.FS_ReadFile(filename, (void **)&hdrVertColors); if (hdrVertColors) { //ri.Printf(PRINT_ALL, "Found!\n"); if (size != sizeof(float) * 3 * (verts->filelen / sizeof(*dv))) ri.Error(ERR_DROP, "Bad size for %s (%i, expected %i)!", filename, size, (int)((sizeof(float)) * 3 * (verts->filelen / sizeof(*dv)))); } } // Two passes, allocate surfaces first, then load them full of data // This ensures surfaces are close together to reduce L2 cache misses when using VAOs, // which don't actually use the verts and indexes in = (void *)(fileBase + surfs->fileofs); out = s_worldData.surfaces; for ( i = 0 ; i < count ; i++, in++, out++ ) { switch ( LittleLong( in->surfaceType ) ) { case MST_PATCH: // FIXME: do this break; case MST_TRIANGLE_SOUP: out->data = ri.Hunk_Alloc( sizeof(srfBspSurface_t), h_low); break; case MST_PLANAR: out->data = ri.Hunk_Alloc( sizeof(srfBspSurface_t), h_low); break; case MST_FLARE: out->data = ri.Hunk_Alloc( sizeof(srfFlare_t), h_low); break; default: break; } } in = (void *)(fileBase + surfs->fileofs); out = s_worldData.surfaces; for ( i = 0 ; i < count ; i++, in++, out++ ) { switch ( LittleLong( in->surfaceType ) ) { case MST_PATCH: ParseMesh ( in, dv, hdrVertColors, out ); { srfBspSurface_t *surface = (srfBspSurface_t *)out->data; out->cullinfo.type = CULLINFO_BOX | CULLINFO_SPHERE; VectorCopy(surface->cullBounds[0], out->cullinfo.bounds[0]); VectorCopy(surface->cullBounds[1], out->cullinfo.bounds[1]); VectorCopy(surface->cullOrigin, out->cullinfo.localOrigin); out->cullinfo.radius = surface->cullRadius; } numMeshes++; break; case MST_TRIANGLE_SOUP: ParseTriSurf( in, dv, hdrVertColors, out, indexes ); numTriSurfs++; break; case MST_PLANAR: ParseFace( in, dv, hdrVertColors, out, indexes ); numFaces++; break; case MST_FLARE: ParseFlare( in, dv, out, indexes ); { out->cullinfo.type = CULLINFO_NONE; } numFlares++; break; default: ri.Error( ERR_DROP, "Bad surfaceType" ); } } if (hdrVertColors) { ri.FS_FreeFile(hdrVertColors); } #ifdef PATCH_STITCHING R_StitchAllPatches(); #endif R_FixSharedVertexLodError(); #ifdef PATCH_STITCHING R_MovePatchSurfacesToHunk(); #endif 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 = (void *)(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.numBModels = count; s_worldData.bmodels = out = ri.Hunk_Alloc( count * sizeof(*out), h_low ); 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]); } out->firstSurface = LittleLong( in->firstSurface ); out->numSurfaces = LittleLong( in->numSurfaces ); if(i == 0) { // Add this for limiting VAO surface creation s_worldData.numWorldSurfaces = out->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 = (void *)(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 = ri.Hunk_Alloc ( (numNodes + numLeafs) * sizeof(*out), h_low); 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 = (void *)(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 = 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 = (void *)(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 = ri.Hunk_Alloc ( count*sizeof(*out), h_low ); s_worldData.shaders = out; s_worldData.numShaders = count; Com_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 = ri.Hunk_Alloc ( count*sizeof(*out), h_low); 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 = ri.Hunk_Alloc ( count*2*sizeof(*out), h_low); 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; fogs = (void *)(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 strucutres for them s_worldData.numfogs = count + 1; s_worldData.fogs = ri.Hunk_Alloc ( s_worldData.numfogs*sizeof(*out), h_low); out = s_worldData.fogs + 1; if ( !count ) { return; } brushes = (void *)(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 = (void *)(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 ( (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, LIGHTMAP_NONE, 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 = 1.0f / ( 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++; } } /* ================ R_LoadLightGrid ================ */ void R_LoadLightGrid( lump_t *l ) { int i; vec3_t maxs; int numGridPoints; world_t *w; float *wMins, *wMaxs; w = &s_worldData; w->lightGridInverseSize[0] = 1.0f / w->lightGridSize[0]; w->lightGridInverseSize[1] = 1.0f / w->lightGridSize[1]; w->lightGridInverseSize[2] = 1.0f / 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; } numGridPoints = w->lightGridBounds[0] * w->lightGridBounds[1] * w->lightGridBounds[2]; if ( l->filelen != numGridPoints * 8 ) { ri.Printf( PRINT_WARNING, "WARNING: light grid mismatch\n" ); w->lightGridData = NULL; return; } w->lightGridData = ri.Hunk_Alloc( l->filelen, h_low ); Com_Memcpy( w->lightGridData, (void *)(fileBase + l->fileofs), l->filelen ); // deal with overbright bits for ( i = 0 ; i < numGridPoints ; i++ ) { R_ColorShiftLightingBytes( &w->lightGridData[i*8], &w->lightGridData[i*8] ); R_ColorShiftLightingBytes( &w->lightGridData[i*8+3], &w->lightGridData[i*8+3] ); } // load hdr lightgrid if (r_hdr->integer) { char filename[MAX_QPATH]; float *hdrLightGrid; int size; Com_sprintf( filename, sizeof( filename ), "maps/%s/lightgrid.raw", s_worldData.baseName); //ri.Printf(PRINT_ALL, "looking for %s\n", filename); size = ri.FS_ReadFile(filename, (void **)&hdrLightGrid); if (hdrLightGrid) { #if defined(USE_OVERBRIGHT) float lightScale = pow(2, r_mapOverBrightBits->integer - tr.overbrightBits); #else float lightScale = 1.0f; #endif //ri.Printf(PRINT_ALL, "found!\n"); if (size != sizeof(float) * 6 * numGridPoints) { ri.Error(ERR_DROP, "Bad size for %s (%i, expected %i)!", filename, size, (int)(sizeof(float)) * 6 * numGridPoints); } w->hdrLightGrid = ri.Hunk_Alloc(size, h_low); for (i = 0; i < numGridPoints ; i++) { w->hdrLightGrid[i * 6 ] = hdrLightGrid[i * 6 ] * lightScale; w->hdrLightGrid[i * 6 + 1] = hdrLightGrid[i * 6 + 1] * lightScale; w->hdrLightGrid[i * 6 + 2] = hdrLightGrid[i * 6 + 2] * lightScale; w->hdrLightGrid[i * 6 + 3] = hdrLightGrid[i * 6 + 3] * lightScale; w->hdrLightGrid[i * 6 + 4] = hdrLightGrid[i * 6 + 4] * lightScale; w->hdrLightGrid[i * 6 + 5] = hdrLightGrid[i * 6 + 5] * lightScale; } } if (hdrLightGrid) ri.FS_FreeFile(hdrLightGrid); } } /* ================ R_LoadEntities ================ */ void R_LoadEntities( lump_t *l ) { char *p, *token, *s; 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; p = (char *)(fileBase + l->fileofs); // store for reference by the cgame w->entityString = ri.Hunk_Alloc( l->filelen + 1, h_low ); strcpy( w->entityString, p ); w->entityParsePoint = w->entityString; 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( PRINT_WARNING, "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( PRINT_WARNING, "WARNING: no semi colon in shaderremap '%s'\n", value ); break; } *s++ = 0; R_RemapShader(value, s, "0"); 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; } // check for auto exposure if (!Q_stricmp(keyname, "autoExposureMinMax")) { sscanf(value, "%f %f", &tr.autoExposureMinMax[0], &tr.autoExposureMinMax[1]); continue; } } } /* ================= R_GetEntityToken ================= */ qboolean R_GetEntityToken( char *buffer, int size ) { const char *s; s = COM_Parse( &s_worldData.entityParsePoint ); Q_strncpyz( buffer, s, size ); if ( !s_worldData.entityParsePoint && !s[0] ) { s_worldData.entityParsePoint = s_worldData.entityString; return qfalse; } else { return qtrue; } } #ifndef MAX_SPAWN_VARS #define MAX_SPAWN_VARS 64 #endif // derived from G_ParseSpawnVars() in g_spawn.c qboolean R_ParseSpawnVars( char *spawnVarChars, int maxSpawnVarChars, int *numSpawnVars, char *spawnVars[MAX_SPAWN_VARS][2] ) { char keyname[MAX_TOKEN_CHARS]; char com_token[MAX_TOKEN_CHARS]; int numSpawnVarChars = 0; *numSpawnVars = 0; // parse the opening brace if ( !R_GetEntityToken( com_token, sizeof( com_token ) ) ) { // end of spawn string return qfalse; } if ( com_token[0] != '{' ) { ri.Printf( PRINT_ALL, "R_ParseSpawnVars: found %s when expecting {\n",com_token ); return qfalse; } // go through all the key / value pairs while ( 1 ) { int keyLength, tokenLength; // parse key if ( !R_GetEntityToken( keyname, sizeof( keyname ) ) ) { ri.Printf( PRINT_ALL, "R_ParseSpawnVars: EOF without closing brace\n" ); return qfalse; } if ( keyname[0] == '}' ) { break; } // parse value if ( !R_GetEntityToken( com_token, sizeof( com_token ) ) ) { ri.Printf( PRINT_ALL, "R_ParseSpawnVars: EOF without closing brace\n" ); return qfalse; } if ( com_token[0] == '}' ) { ri.Printf( PRINT_ALL, "R_ParseSpawnVars: closing brace without data\n" ); return qfalse; } if ( *numSpawnVars == MAX_SPAWN_VARS ) { ri.Printf( PRINT_ALL, "R_ParseSpawnVars: MAX_SPAWN_VARS\n" ); return qfalse; } keyLength = strlen(keyname) + 1; tokenLength = strlen(com_token) + 1; if (numSpawnVarChars + keyLength + tokenLength > maxSpawnVarChars) { ri.Printf( PRINT_ALL, "R_ParseSpawnVars: MAX_SPAWN_VAR_CHARS\n" ); return qfalse; } strcpy(spawnVarChars + numSpawnVarChars, keyname); spawnVars[ *numSpawnVars ][0] = spawnVarChars + numSpawnVarChars; numSpawnVarChars += keyLength; strcpy(spawnVarChars + numSpawnVarChars, com_token); spawnVars[ *numSpawnVars ][1] = spawnVarChars + numSpawnVarChars; numSpawnVarChars += tokenLength; (*numSpawnVars)++; } return qtrue; } void R_LoadCubemapEntities(char *cubemapEntityName) { char spawnVarChars[2048]; int numSpawnVars; char *spawnVars[MAX_SPAWN_VARS][2]; int numCubemaps = 0; // count cubemaps numCubemaps = 0; while(R_ParseSpawnVars(spawnVarChars, sizeof(spawnVarChars), &numSpawnVars, spawnVars)) { int i; for (i = 0; i < numSpawnVars; i++) { if (!Q_stricmp(spawnVars[i][0], "classname") && !Q_stricmp(spawnVars[i][1], cubemapEntityName)) numCubemaps++; } } if (!numCubemaps) return; tr.numCubemaps = numCubemaps; tr.cubemaps = ri.Hunk_Alloc(tr.numCubemaps * sizeof(*tr.cubemaps), h_low); memset(tr.cubemaps, 0, tr.numCubemaps * sizeof(*tr.cubemaps)); numCubemaps = 0; while(R_ParseSpawnVars(spawnVarChars, sizeof(spawnVarChars), &numSpawnVars, spawnVars)) { int i; qboolean isCubemap = qfalse; qboolean originSet = qfalse; vec3_t origin; float parallaxRadius = 1000.0f; for (i = 0; i < numSpawnVars; i++) { if (!Q_stricmp(spawnVars[i][0], "classname") && !Q_stricmp(spawnVars[i][1], cubemapEntityName)) isCubemap = qtrue; if (!Q_stricmp(spawnVars[i][0], "origin")) { sscanf(spawnVars[i][1], "%f %f %f", &origin[0], &origin[1], &origin[2]); originSet = qtrue; } else if (!Q_stricmp(spawnVars[i][0], "radius")) { sscanf(spawnVars[i][1], "%f", ¶llaxRadius); } } if (isCubemap && originSet) { //ri.Printf(PRINT_ALL, "cubemap at %f %f %f\n", origin[0], origin[1], origin[2]); VectorCopy(origin, tr.cubemaps[numCubemaps].origin); tr.cubemaps[numCubemaps].parallaxRadius = parallaxRadius; numCubemaps++; } } } void R_AssignCubemapsToWorldSurfaces(void) { world_t *w; int i; w = &s_worldData; for (i = 0; i < w->numsurfaces; i++) { msurface_t *surf = &w->surfaces[i]; vec3_t surfOrigin; if (surf->cullinfo.type & CULLINFO_SPHERE) { VectorCopy(surf->cullinfo.localOrigin, surfOrigin); } else if (surf->cullinfo.type & CULLINFO_BOX) { surfOrigin[0] = (surf->cullinfo.bounds[0][0] + surf->cullinfo.bounds[1][0]) * 0.5f; surfOrigin[1] = (surf->cullinfo.bounds[0][1] + surf->cullinfo.bounds[1][1]) * 0.5f; surfOrigin[2] = (surf->cullinfo.bounds[0][2] + surf->cullinfo.bounds[1][2]) * 0.5f; } else { //ri.Printf(PRINT_ALL, "surface %d has no cubemap\n", i); continue; } surf->cubemapIndex = R_CubemapForPoint(surfOrigin); //ri.Printf(PRINT_ALL, "surface %d has cubemap %d\n", i, surf->cubemapIndex); } } void R_RenderAllCubemaps(void) { int i, j; for (i = 0; i < tr.numCubemaps; i++) { tr.cubemaps[i].image = R_CreateImage(va("*cubeMap%d", i), NULL, CUBE_MAP_SIZE, CUBE_MAP_SIZE, IMGTYPE_COLORALPHA, IMGFLAG_NO_COMPRESSION | IMGFLAG_CLAMPTOEDGE | IMGFLAG_MIPMAP | IMGFLAG_CUBEMAP, GL_RGBA8); } for (i = 0; i < tr.numCubemaps; i++) { for (j = 0; j < 6; j++) { RE_ClearScene(); R_RenderCubemapSide(i, j, qfalse); R_IssuePendingRenderCommands(); R_InitNextFrame(); } } } void R_CalcVertexLightDirs( void ) { int i, k; msurface_t *surface; for(k = 0, surface = &s_worldData.surfaces[0]; k < s_worldData.numsurfaces /* s_worldData.numWorldSurfaces */; k++, surface++) { srfBspSurface_t *bspSurf = (srfBspSurface_t *) surface->data; switch(bspSurf->surfaceType) { case SF_FACE: case SF_GRID: case SF_TRIANGLES: for(i = 0; i < bspSurf->numVerts; i++) R_LightDirForPoint( bspSurf->verts[i].xyz, bspSurf->verts[i].lightdir, bspSurf->verts[i].normal, &s_worldData ); break; default: break; } } } /* ================= RE_LoadWorldMap Called directly from cgame ================= */ void RE_LoadWorldMap( const char *name ) { int i; dheader_t *header; union { byte *b; void *v; } buffer; byte *startMarker; if ( tr.worldMapLoaded ) { ri.Error( ERR_DROP, "ERROR: attempted to redundantly load world map" ); } // set default map light scale tr.mapLightScale = 1.0f; tr.sunShadowScale = 0.5f; // 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 ); // set default autoexposure settings tr.autoExposureMinMax[0] = -2.0f; tr.autoExposureMinMax[1] = 2.0f; // set default tone mapping settings tr.toneMinAvgMaxLevel[0] = -8.0f; tr.toneMinAvgMaxLevel[1] = -2.0f; tr.toneMinAvgMaxLevel[2] = 0.0f; // reset last cascade sun direction so last shadow cascade is rerendered VectorClear(tr.lastCascadeSunDirection); tr.worldMapLoaded = qtrue; // load it ri.FS_ReadFile( name, &buffer.v ); if ( !buffer.b ) { 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; Com_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, sizeof(s_worldData.baseName)); startMarker = ri.Hunk_Alloc(0, h_low); c_gridVerts = 0; header = (dheader_t *)buffer.b; fileBase = (byte *)header; i = LittleLong (header->version); if ( i != BSP_VERSION ) { ri.Error (ERR_DROP, "RE_LoadWorldMap: %s has wrong version number (%i should be %i)", name, i, BSP_VERSION); } // swap all the lumps for (i=0 ; ilumps[LUMP_ENTITIES] ); R_LoadShaders( &header->lumps[LUMP_SHADERS] ); R_LoadLightmaps( &header->lumps[LUMP_LIGHTMAPS], &header->lumps[LUMP_SURFACES] ); 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_LoadLightGrid( &header->lumps[LUMP_LIGHTGRID] ); // determine vertex light directions R_CalcVertexLightDirs(); // determine which parts of the map are in sunlight if (0) { world_t *w; uint8_t *primaryLightGrid, *data; int lightGridSize; int i; w = &s_worldData; lightGridSize = w->lightGridBounds[0] * w->lightGridBounds[1] * w->lightGridBounds[2]; primaryLightGrid = ri.Malloc(lightGridSize * sizeof(*primaryLightGrid)); memset(primaryLightGrid, 0, lightGridSize * sizeof(*primaryLightGrid)); data = w->lightGridData; for (i = 0; i < lightGridSize; i++, data += 8) { int lat, lng; vec3_t gridLightDir, gridLightCol; // skip samples in wall if (!(data[0]+data[1]+data[2]+data[3]+data[4]+data[5]) ) continue; gridLightCol[0] = ByteToFloat(data[3]); gridLightCol[1] = ByteToFloat(data[4]); gridLightCol[2] = ByteToFloat(data[5]); (void)gridLightCol; // Suppress unused-but-set-variable warning lat = data[7]; lng = data[6]; lat *= (FUNCTABLE_SIZE/256); lng *= (FUNCTABLE_SIZE/256); // decode X as cos( lat ) * sin( long ) // decode Y as sin( lat ) * sin( long ) // decode Z as cos( long ) gridLightDir[0] = tr.sinTable[(lat+(FUNCTABLE_SIZE/4))&FUNCTABLE_MASK] * tr.sinTable[lng]; gridLightDir[1] = tr.sinTable[lat] * tr.sinTable[lng]; gridLightDir[2] = tr.sinTable[(lng+(FUNCTABLE_SIZE/4))&FUNCTABLE_MASK]; // FIXME: magic number for determining if light direction is close enough to sunlight if (DotProduct(gridLightDir, tr.sunDirection) > 0.75f) { primaryLightGrid[i] = 1; } else { primaryLightGrid[i] = 255; } } if (0) { int i; byte *buffer = ri.Malloc(w->lightGridBounds[0] * w->lightGridBounds[1] * 3 + 18); byte *out; uint8_t *in; char fileName[MAX_QPATH]; Com_Memset (buffer, 0, 18); buffer[2] = 2; // uncompressed type buffer[12] = w->lightGridBounds[0] & 255; buffer[13] = w->lightGridBounds[0] >> 8; buffer[14] = w->lightGridBounds[1] & 255; buffer[15] = w->lightGridBounds[1] >> 8; buffer[16] = 24; // pixel size in = primaryLightGrid; for (i = 0; i < w->lightGridBounds[2]; i++) { int j; sprintf(fileName, "primarylg%d.tga", i); out = buffer + 18; for (j = 0; j < w->lightGridBounds[0] * w->lightGridBounds[1]; j++) { if (*in == 1) { *out++ = 255; *out++ = 255; *out++ = 255; } else if (*in == 255) { *out++ = 64; *out++ = 64; *out++ = 64; } else { *out++ = 0; *out++ = 0; *out++ = 0; } in++; } ri.FS_WriteFile(fileName, buffer, w->lightGridBounds[0] * w->lightGridBounds[1] * 3 + 18); } ri.Free(buffer); } for (i = 0; i < w->numWorldSurfaces; i++) { msurface_t *surf = w->surfaces + i; cullinfo_t *ci = &surf->cullinfo; if(ci->type & CULLINFO_PLANE) { if (DotProduct(ci->plane.normal, tr.sunDirection) <= 0.0f) { //ri.Printf(PRINT_ALL, "surface %d is not oriented towards sunlight\n", i); continue; } } if(ci->type & CULLINFO_BOX) { int ibounds[2][3], x, y, z, goodSamples, numSamples; vec3_t lightOrigin; VectorSubtract( ci->bounds[0], w->lightGridOrigin, lightOrigin ); ibounds[0][0] = floor(lightOrigin[0] * w->lightGridInverseSize[0]); ibounds[0][1] = floor(lightOrigin[1] * w->lightGridInverseSize[1]); ibounds[0][2] = floor(lightOrigin[2] * w->lightGridInverseSize[2]); VectorSubtract( ci->bounds[1], w->lightGridOrigin, lightOrigin ); ibounds[1][0] = ceil(lightOrigin[0] * w->lightGridInverseSize[0]); ibounds[1][1] = ceil(lightOrigin[1] * w->lightGridInverseSize[1]); ibounds[1][2] = ceil(lightOrigin[2] * w->lightGridInverseSize[2]); ibounds[0][0] = CLAMP(ibounds[0][0], 0, w->lightGridSize[0]); ibounds[0][1] = CLAMP(ibounds[0][1], 0, w->lightGridSize[1]); ibounds[0][2] = CLAMP(ibounds[0][2], 0, w->lightGridSize[2]); ibounds[1][0] = CLAMP(ibounds[1][0], 0, w->lightGridSize[0]); ibounds[1][1] = CLAMP(ibounds[1][1], 0, w->lightGridSize[1]); ibounds[1][2] = CLAMP(ibounds[1][2], 0, w->lightGridSize[2]); /* ri.Printf(PRINT_ALL, "surf %d bounds (%f %f %f)-(%f %f %f) ibounds (%d %d %d)-(%d %d %d)\n", i, ci->bounds[0][0], ci->bounds[0][1], ci->bounds[0][2], ci->bounds[1][0], ci->bounds[1][1], ci->bounds[1][2], ibounds[0][0], ibounds[0][1], ibounds[0][2], ibounds[1][0], ibounds[1][1], ibounds[1][2]); */ goodSamples = 0; numSamples = 0; for (x = ibounds[0][0]; x <= ibounds[1][0]; x++) { for (y = ibounds[0][1]; y <= ibounds[1][1]; y++) { for (z = ibounds[0][2]; z <= ibounds[1][2]; z++) { uint8_t primaryLight = primaryLightGrid[x * 8 + y * 8 * w->lightGridBounds[0] + z * 8 * w->lightGridBounds[0] * w->lightGridBounds[2]]; if (primaryLight == 0) continue; numSamples++; if (primaryLight == 1) goodSamples++; } } } // FIXME: magic number for determining whether object is mostly in sunlight if (goodSamples > numSamples * 0.75f) { //ri.Printf(PRINT_ALL, "surface %d is in sunlight\n", i); //surf->primaryLight = 1; } } } ri.Free(primaryLightGrid); } // load cubemaps if (r_cubeMapping->integer) { R_LoadCubemapEntities("misc_cubemap"); if (!tr.numCubemaps) { // use deathmatch spawn points as cubemaps R_LoadCubemapEntities("info_player_deathmatch"); } if (tr.numCubemaps) { R_AssignCubemapsToWorldSurfaces(); } } // create static VAOS from the world R_CreateWorldVaos(); s_worldData.dataSize = (byte *)ri.Hunk_Alloc(0, h_low) - startMarker; // only set tr.world now that we know the entire level has loaded properly tr.world = &s_worldData; // make sure the VAO glState entry is safe R_BindNullVao(); // Render all cubemaps if (r_cubeMapping->integer && tr.numCubemaps) { R_RenderAllCubemaps(); } ri.FS_FreeFile( buffer.v ); }