tenebrae2/gl_q3bsp.c
2003-11-02 19:31:50 +00:00

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34 KiB
C

/*
Copyright (C) 2002-2003 Charles Hollemeersch
This program is free software; you can redistribute it and/or
modify it under the terms of the GNU General Public License
as published by the Free Software Foundation; either version 2
of the License, or (at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
See the GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program; if not, write to the Free Software
Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
PENTA:
Quake 3 bsp loading code...
Similar to md3 loading we convert the model at load time to a hybrid quake1/quake3 format...
*/
#include "quakedef.h"
model_t *loadmodel;
byte *mod_base;
qboolean is_q3map;
int *meshVerts;
int ExtraPlanes;
marea_t map_areas[MAX_MAP_AREAS];
/*
=================
ModQ3_LoadTextures
Touches all the shader, this will make sure all textures are effectively loaded.
=================
*/
void ModQ3_LoadTextures (lump_t *l)
{
int i, j, pixels, num, max, altmax;
dq3texture_t *in;
mapshader_t *tx;
if (!l->filelen)
{
loadmodel->mapshaders = NULL;
return;
}
if (l->filelen % sizeof(dq3texture_t))
Sys_Error ("MOD_LoadBmodel: funny lump size in %s",loadmodel->name);
loadmodel->nummapshaders = l->filelen/sizeof(dq3texture_t);
loadmodel->mapshaders = Hunk_AllocName (loadmodel->nummapshaders * sizeof(mapshader_t) , loadname);
in = (dq3texture_t *)(mod_base + l->fileofs);
for (i=0 ; i<loadmodel->nummapshaders ; i++, in++)
{
tx = &loadmodel->mapshaders[i];
tx->shader = GL_ShaderForName(in->name);
tx->texturechain = NULL;
tx->numindecies = 0;
tx->shader->flags |= LittleLong(in->flags);
tx->shader->contents |= LittleLong(in->contents);
}
}
/*
=================
ModQ3_LoadLighting
No changes with quake1
=================
*/
void ModQ3_LoadLighting (lump_t *l)
{
if (!l->filelen)
{
loadmodel->lightdata = NULL;
loadmodel->numlightmaps = 0;
return;
}
if (l->filelen % sizeof(dq3lightmap_t))
Sys_Error ("MOD_LoadLighting: funny lump size in %s",loadmodel->name);
loadmodel->lightdata = Hunk_AllocName ( l->filelen, loadname);
memcpy (loadmodel->lightdata, mod_base + l->fileofs, l->filelen);
loadmodel->numlightmaps = l->filelen/sizeof(dq3lightmap_t);
}
/*
=================
ModQ3_LoadVisibility
No changes with quake1
=================
*/
void ModQ3_LoadVisibility (lump_t *l)
{
int *in;
int numvecs;
int veclen;
if (l->filelen < 2*sizeof(int))
{
loadmodel->visdata = NULL;
return;
}
in = (int *)(mod_base + l->fileofs);
numvecs = (*in);
in++;
veclen = (*in);
in++;
loadmodel->visdata = Hunk_AllocName ( numvecs*veclen, loadname);
memcpy (loadmodel->visdata, in, numvecs*veclen);
loadmodel->numclusters = numvecs;
loadmodel->clusterlen = veclen;
}
/*
=================
ModQ3_LoadEntities
No changes with quake1
=================
*/
void ModQ3_LoadEntities (lump_t *l)
{
if (!l->filelen)
{
loadmodel->entities = NULL;
return;
}
loadmodel->entities = Hunk_AllocName ( l->filelen, loadname);
memcpy (loadmodel->entities, mod_base + l->fileofs, l->filelen);
}
/*
=================
ModQ3_LoadVertexes
Put the vertexes in the global vertex table.
=================
*/
void ModQ3_LoadVertexes (lump_t *l)
{
dq3vertex_t *in;
int i, count;
vec3_t pos;
float tex[2], lightmap[2];
byte color[4];
in = (void *)(mod_base + l->fileofs);
if (l->filelen % sizeof(*in))
Sys_Error ("MOD_LoadBmodel: funny lump size in %s",loadmodel->name);
count = l->filelen / sizeof(*in);
loadmodel->numvertexes = count;
/*
Not needed all vertices are fetched from global vertex table
out = Hunk_AllocName ( count*sizeof(*out), loadname);
loadmodel->vertexes = out;
loadmodel->numvertexes = count;
*/
for ( i=0 ; i<count ; i++, in++)
{
pos[0] = LittleFloat (in->point[0]);
pos[1] = LittleFloat (in->point[1]);
pos[2] = LittleFloat (in->point[2]);
tex[0] = LittleFloat (in->texCoord[0]);
tex[1] = LittleFloat (in->texCoord[1]);
lightmap[0] = LittleFloat (in->lightCoord[0]);
lightmap[1] = LittleFloat (in->lightCoord[1]);
color[0] = in->color[0];
color[1] = in->color[1];
color[2] = in->color[2];
color[3] = in->color[3];
R_AllocateVertexInTemp(pos, tex, lightmap, color);
}
}
/*
=================
ModQ3_LoadSubmodels
Not in current q3 bsp's
=================
*/
void ModQ3_LoadSubmodels (lump_t *l)
{
dq3model_t *in;
dmodel_t *out;
int i, j, count;
in = (void *)(mod_base + l->fileofs);
if (l->filelen % sizeof(*in))
Sys_Error ("MOD_LoadBmodel: funny lump size in %s",loadmodel->name);
count = l->filelen / sizeof(*in);
out = Hunk_AllocName ( count*sizeof(*out), loadname);
loadmodel->submodels = out;
loadmodel->numsubmodels = count;
for ( i=0 ; i<count ; i++, in++, out++)
{
for (j=0 ; j<3 ; j++)
{ // spread the mins / maxs by a pixel
out->mins[j] = LittleFloat (in->mins[j]) - 1;
out->maxs[j] = LittleFloat (in->maxs[j]) + 1;
out->origin[j] = 0.0;
}
for (j=0 ; j<MAX_MAP_HULLS ; j++)
out->headnode[j] = -1;
out->visleafs = 0;
out->firstface = LittleLong (in->firstface);
out->numfaces = LittleLong (in->numfaces);
out->firstbrush = LittleLong(in->firstbrush);
out->numbrushes = LittleLong(in->numbrushes);
}
}
qboolean vertexEqual(mmvertex_t *v1, mmvertex_t *v2) {
vec3_t r;
//VectorSubtract(v1->position,v2->position,r);
//return (DotProduct(r,r) < 0.01);
return (v1->position[0] == v2->position[0]) &&
(v1->position[1] == v2->position[1]) &&
(v1->position[2] == v2->position[2]);
}
int numnaughty;
int numnormal;
int noneighbour;
/**
* Find a polygon who shares and edge with the given edge.
* Note: Q3 maps seem to share edges between 3 poly's sometimes, we use the same
* solution as with meshes and let noone have the edge.
*/
void findNeighbourForEdge(glpoly_t *poly, int neighindex) {
int i,j, eindex2, eindex;
glpoly_t *p, *found = NULL;
int foundj;
qboolean dup = false;
if (poly->numverts == 0) return;
eindex = poly->neighbours[neighindex].p1;
eindex2 = poly->neighbours[neighindex].p2;
if (poly->neighbours[neighindex].n != NULL) return;
for (i=0; i<loadmodel->numsurfaces; i++) {
p = loadmodel->surfaces[i].polys;
if(!p) continue; //surface is a curve or a md3
if(loadmodel->surfaces[i].shader->shader->flags & SURF_NOSHADOW) continue; //no neighbours without shadows
//check if it has a shared vertex
for (j=0; j<p->numneighbours; j++) {
int np1, np2;
np1 = p->neighbours[j].p1;
np2 = p->neighbours[j].p2;
if ((vertexEqual(&tempVertices[np1],&tempVertices[eindex])
&& vertexEqual(&tempVertices[np2],&tempVertices[eindex2]))
||
(vertexEqual(&tempVertices[np2],&tempVertices[eindex])
&& vertexEqual(&tempVertices[np1],&tempVertices[eindex2])))
{
if (poly == p) {
if (j != neighindex) {
Con_Printf("Panic! polygons has self matching edges\n");
}
continue;
}
/*
if (p->neighbours[j]) {
int k;
//p already has a neighbour!
//a 3 edger this is, kill it
//take it away from it's old mate
found = p->neighbours[j];
if( p->neighbours[j] != &threeEdge) {
for (k=0; k<found->numverts; k++) {
if (found->neighbours[k] == p) {
found->neighbours[k] = &threeEdge;
break;
}
}
}
//take it away from p
p->neighbours[j] = &threeEdge;
//take it away from the new mate
poly->neighbours[eindex] = &threeEdge;
}
poly->neighbours[eindex] = p;
p->neighbours[j] = poly;
return;
*/
//no edge for this model found yet?
if (found == NULL) {
found = p;
foundj = j;
}
//the three edges story
else
dup = true;
break;
}
}
if (dup) break;
}
//normal edge, setup neighbour pointers
if (!dup) {
numnormal++;
if (found) {
found->neighbours[foundj].n = poly;
} else {
noneighbour++;
}
poly->neighbours[neighindex].n = found;
} else {
//naughty egde let no-one have the neighbour
poly->neighbours[neighindex].n = NULL;
numnaughty++;
}
}
void findNeighbours(glpoly_t *poly) {
int j;
if (poly->numverts == 0) return;
for (j=0; j<poly->numneighbours; j++) {
findNeighbourForEdge(poly,j);
}
}
/**
* Q3map sometimes adds a center vertex when the polygon can't be
* drawn as a tristrip (see SurfaceAsTriFan in surface.c of the q3 map source)
* we detect this (since we always draw as a fan) and fix it...
*//*
void checkHasCenterSplit(glpoly_t *poly) {
int i, firstindex;
mmvertex_t newfirst;
if (poly->numverts < 5) return;
//if the first vertex of every triangle is the same => we have a fan
firstindex = poly->indecies[0];
for (i=3; i<poly->numindecies; i+=3) {
if (poly->indecies[i] != firstindex)
//no fan, do nothing
return;
}
poly->numverts--;
//a fan q3map added a center vertex then, and it's the last one
//move it to the first and move the rest
// newfirst = tempVertices[poly->firstvertex+poly->numverts-1];
// for (i=poly->numverts-2; i>=0; i--) {
// tempVertices[poly->firstvertex+i+1] = tempVertices[poly->firstvertex+i];
// }
// tempVertices[poly->firstvertex] = newfirst;
}*/
float absf(float f) {
if (f < 0)
return -f;
else
return f;
}
/*
=================
ModQ3_LoadMeshVerts
These are intexes for the surfaces, we don't actually load them since they are copied to
the glpolygon_t structure when we load the faces...
=================
*/
void ModQ3_LoadMeshVerts (lump_t *l)
{
meshVerts = (int *)(mod_base + l->fileofs);
if (l->filelen % sizeof(*meshVerts))
Sys_Error ("MOD_LoadMeshVerts: funny lump size in %s",loadmodel->name);
}
int FindPlane(vec3_t normal, vec3_t vertex) {
int i;
float dist = DotProduct(vertex,normal);
for (i=0; i<loadmodel->numplanes; i++) {
//float d = DotProduct(normal,loadmodel->planes[i].normal);
vec3_t diff;
VectorSubtract(normal,loadmodel->planes[i].normal,diff);
if ((Length(diff) < 0.001) &&
(absf(dist - loadmodel->planes[i].dist) < 0.001))
{
return i;
}
}
if (ExtraPlanes <= 0) {
Con_Printf("*** No planes left, ask your dealer for more planes ***\n");
return 0;
}
ExtraPlanes--;
//Con_Printf("Plane added: %f %f %f %f\n",normal[0],normal[1],normal[2],dist);
VectorCopy(normal,loadmodel->planes[loadmodel->numplanes].normal);
loadmodel->planes[loadmodel->numplanes].dist = dist;
i = loadmodel->numplanes;
loadmodel->numplanes++;
return i;
}
void TangentForPoly(int *index, mmvertex_t *vertices,vec3_t Tangent, vec3_t Binormal) {
//see:
//http://members.rogers.com/deseric/tangentspace.htm
vec3_t stvecs [3];
float *v0, *v1, *v2;
float *st0, *st1, *st2;
vec3_t vec1, vec2;
vec3_t planes[3];
int i;
v0 = &vertices[index[0]].position[0];
v1 = &vertices[index[1]].position[0];
v2 = &vertices[index[2]].position[0];
st0 = &vertices[index[0]].texture[0];
st1 = &vertices[index[1]].texture[0];
st2 = &vertices[index[2]].texture[0];
for (i=0; i<3; i++) {
vec1[0] = v1[i]-v0[i];
vec1[1] = st1[0]-st0[0];
vec1[2] = st1[1]-st0[1];
vec2[0] = v2[i]-v0[i];
vec2[1] = st2[0]-st0[0];
vec2[2] = st2[1]-st0[1];
VectorNormalize(vec1);
VectorNormalize(vec2);
CrossProduct(vec1,vec2,planes[i]);
}
//Tangent = (-planes[B][x]/plane[A][x], -planes[B][y]/planes[A][y], - planes[B][z]/planes[A][z] )
//Binormal = (-planes[C][x]/planes[A][x], -planes[C][y]/planes[A][y], -planes[C][z]/planes[A][z] )
Tangent[0] = -planes[0][1]/planes[0][0];
Tangent[1] = -planes[1][1]/planes[1][0];
Tangent[2] = -planes[2][1]/planes[2][0];
Binormal[0] = -planes[0][2]/planes[0][0];
Binormal[1] = -planes[1][2]/planes[1][0];
Binormal[2] = -planes[2][2]/planes[2][0];
VectorNormalize(Tangent); //is this needed?
VectorNormalize(Binormal);
}
void NormalForPoly(int *index, mmvertex_t *vertices,vec3_t Normal) {
float *v0, *v1, *v2;
vec3_t vec1, vec2;
v0 = &vertices[index[0]].position[0];
v1 = &vertices[index[1]].position[0];
v2 = &vertices[index[2]].position[0];
VectorSubtract(v0, v1, vec1);
VectorSubtract(v2, v1, vec2);
CrossProduct(vec1, vec2, Normal);
VectorNormalize(Normal);
}
void setupNeighbours(glpoly_t *poly) {
int i,j,k,m,p1,p2,p3,p4;
int found;
poly->numneighbours = 0;
//for every triangle in the surface
for (i=0; i<poly->numindecies; i+=3) {
//for every edge of this triangle
for (j=0; j<3; j++) {
p1 = poly->indecies[i+j];
p2 = poly->indecies[i+(j+1)%3];
found = 0;
//see if there is an triangle that has an edge matching this edge
for (k=0; k<poly->numindecies; k+=3) {
if (k==i) continue;
for (m=0; m<3; m++) {
p3 = poly->indecies[k+m];
p4 = poly->indecies[k+(m+1)%3];
if(((p1 == p3) && (p2 == p4)) || ((p1 == p4) && (p2 == p3))) {
//found one!
found = 1;
//Con_Printf("Found internal edge\n");
break;
}
}
if (found) break;
}
if (!found) {
//create a new neighbour structure
if (poly->numneighbours >= poly->numverts) {
Con_Printf("Bizar incident: Not enough neighbours\n");
return;
}
poly->neighbours[poly->numneighbours].p1 = p1;
poly->neighbours[poly->numneighbours].p2 = p2;
poly->neighbours[poly->numneighbours].n = NULL;
poly->numneighbours++;
}
}
}
//Con_Printf("Numneighbours: %i, NumVerts: %i | ",poly->numneighbours,poly->numverts);
}
/*
=================
ModQ3_LoadFaces
We load the faces and for every face we also fill in the mtexinfo field, thus
this also does some stuff that was done in LoadTexInfo...
We also already generate the glpolys for the surfaces...
=================
*/
void ModQ3_LoadFaces (lump_t *l)
{
dq3face_t *in;
msurface_t *out;
int i, count, surfnum;
int planenum, side;
glpoly_t *poly;
vec3_t cross;
in = (void *)(mod_base + l->fileofs);
if (l->filelen % sizeof(*in))
Sys_Error ("MOD_LoadBmodel: funny lump size in %s",loadmodel->name);
count = l->filelen / sizeof(*in);
out = Hunk_AllocName ( count*sizeof(*out), loadname);
loadmodel->surfaces = out;
loadmodel->numsurfaces = count;
for ( surfnum=0 ; surfnum<count ; surfnum++, in++, out++)
{
out->firstedge = -1;
out->numedges = 0;
out->flags = 0;
if (in->type == 1) {
planenum = FindPlane(in->normal,tempVertices[in->firstvertex].position); //ENDIAN bug!! flip in->normal
} else {
planenum = 0; //just any valid plane pointer...
}
out->plane = loadmodel->planes + planenum;
// lighting info
out->samples = NULL;
out->lightmaptexturenum = LittleLong(in->lightofs);
if ((out->lightmaptexturenum % 2) == 1) {
//odd lightmap found disable dexlux.
Cvar_Set ("sh_delux", "0");
}
out->shader = &loadmodel->mapshaders[LittleLong(in->texinfo)];
out->flags = out->shader->shader->flags;
out->visframe = -1;
// normal surface
if (in->type == 1) {
//fill in the glpoly
poly = Hunk_Alloc (sizeof(glpoly_t)+(LittleLong(in->nummeshvertices)-1)*sizeof(int));
poly->numverts = LittleLong(in->numvertices);
poly->numindecies = LittleLong(in->nummeshvertices);
poly->firstvertex = LittleLong(in->firstvertex);
poly->neighbours = (mneighbour_t *)Hunk_Alloc (poly->numverts*sizeof(mneighbour_t));
poly->next = NULL;
poly->flags = out->flags;
//fill in the index lists
for (i=0; i<LittleLong(in->nummeshvertices); i++) {
poly->indecies[i] = poly->firstvertex+LittleLong(meshVerts[i+LittleLong(in->firstmeshvertex)]);
}
out->polys = poly;
setupNeighbours(out->polys);
out->numedges = poly->numverts;
// a bezier
} else if (in->type == 2) {
if (loadmodel->nummeshes < MAX_MAP_MESHES) {
MESH_CreateCurve(in,&loadmodel->meshes[loadmodel->nummeshes],out->shader);
//HACK HACK: So when we try all surfaces in the leafs we know the number of the curve
//we added here...
out->visframe = loadmodel->nummeshes;
loadmodel->nummeshes++;
} else Con_Printf("Warning: MAX_MAP_MESHES exceeded");
in->numvertices = 0;
in->nummeshvertices = 0;
out->polys = NULL;
//a md3
} if (in->type == 3) {
if (loadmodel->nummeshes < MAX_MAP_MESHES) {
MESH_CreateInlineModel(in,&loadmodel->meshes[loadmodel->nummeshes],&meshVerts[LittleLong(in->firstmeshvertex)],out->shader);
//HACK HACK: So when we try all surfaces in the leafs we know the number of the curve
//we added here...
out->visframe = loadmodel->nummeshes;
loadmodel->nummeshes++;
} else Con_Printf("Warning: MAX_MAP_MESHES exceeded");
in->numvertices = 0;
in->nummeshvertices = 0;
out->polys = NULL;
} else if (in->type != 1) {
in->numvertices = 0;
in->nummeshvertices = 0;
out->polys = NULL;
}
}
}
/*
=================
ModQ3_SetupFaces
Does some post load face setup, this is calculating tangent space and doing neighbour finding
as they require everything to be loaded.
=================
*/
void ModQ3_SetupFaces (void)
{
int surfnum;
msurface_t *s;
glpoly_t *poly;
FILE *f;
char cache[MAX_QPATH], fullpath[MAX_OSPATH];
int mod = loadmodel->numsurfaces / 10;
int progress = 0;
if (mod < 1) mod = 1;
numnaughty = 0;
numnormal = 0;
noneighbour = 0;
for (surfnum=0; surfnum<loadmodel->numsurfaces; surfnum++)
{
if ((surfnum % mod) == 0) {
if (progress < 11)
progress++;
Con_Printf(" %i%%\n",(progress-1)*10);
}
s = &loadmodel->surfaces[surfnum];
poly = s->polys;
if (!poly)
continue;
//checkHasCenterSplit(poly);
//fill in the glpoly
TangentForPoly(poly->indecies,&tempVertices[0],s->tangent,s->binormal);
if(s->shader->shader->flags & SURF_NOSHADOW) continue;
findNeighbours(poly);
}
Con_Printf(" Checked %i edges\n",numnormal);
Con_Printf(" %i single edges\n",noneighbour);
Con_Printf(" Ignored %i manyfold edges\n",numnaughty);
/*
// look for a cached version of the neighbour pointers
sprintf(cache,"cache/%s.con",loadname);
COM_FOpenFile (cache, &f);
if (f)
{
uLong adler, original_adler;
fread(&original_adler,4,1,f);
adler = adler32(0L, Z_NULL, 0);
adler = adler32(adler, loadmodel->vertices, (loadmodel->numvertexes*sizeof(mmvertex_t)));
if (adler != original_adler) error();
Con_Printf("Loading edges...\n");
for (surfnum=0; surfnum<loadmodel->numsurfaces; surfnum++)
{
int i;
s = &loadmodel->surfaces[surfnum];
poly = s->polys;
if (poly->numverts == 0)
continue;
for (i=0; i<poly->numverts; i++) {
int neigh;
fread(&neigh,4,1,f);
if (neigh == -1)
poly->neighbours[i] = NULL;
else
poly->neighbours[i] = (loadmodel->surfaces+neigh)->polys;
}
}
fclose (f);
// none calculate and save it
} else {
Con_Printf("Calculating edges...\n");
for (surfnum=0; surfnum<loadmodel->numsurfaces; surfnum++)
{
s = &loadmodel->surfaces[surfnum];
poly = s->polys;
if (poly->numverts == 0)
continue;
findNeighbours(poly);
}
// save out the cached version
Con_Printf("Saving edges...\n");
sprintf (fullpath, "%s/%s", com_gamedir, cache);
f = fopen (fullpath, "wb");
if (f)
{
for (surfnum=0; surfnum<loadmodel->numsurfaces; surfnum++)
{
int i;
s = &loadmodel->surfaces[surfnum];
poly = s->polys;
if (poly->numverts == 0)
continue;
for (i=0; i<poly->numverts; i++) {
int index;
if (poly->neighbours[i] == NULL) {
index = -1;
fwrite (&index, 4, 1, f);
} else {
int k;
for (k=0; k<loadmodel->numsurfaces; k++)
{
if (loadmodel->surfaces[k].polys == poly)
break;
}
index = k;
fwrite (&index, 4, 1, f);
}
}
}
}
fclose (f);
}
*/
}
/*
=================
ModQ3_SetParent
=================
*/
void ModQ3_SetParent (mnode_t *node, mnode_t *parent)
{
node->parent = parent;
if (node->contents & CONTENTS_LEAF)
return;
ModQ3_SetParent (node->children[0], node);
ModQ3_SetParent (node->children[1], node);
}
/*
=================
ModQ3_LoadNodes
Small changes...
=================
*/
void ModQ3_LoadNodes (lump_t *l)
{
int i, j, count, p;
dq3node_t *in;
mnode_t *out;
in = (void *)(mod_base + l->fileofs);
if (l->filelen % sizeof(*in))
Sys_Error ("MOD_LoadBmodel: funny lump size in %s",loadmodel->name);
count = (l->filelen / sizeof(*in)) + 1;
out = Hunk_AllocName ( (count+6)*sizeof(*out), loadname); //add the const to allocate space for the bounding box
loadmodel->nodes = out;
loadmodel->numnodes = count;
for ( i=0 ; i<count ; i++, in++, out++)
{
for (j=0 ; j<3 ; j++)
{
out->minmaxs[j] = LittleLong (in->mins[j]);
out->minmaxs[3+j] = LittleLong (in->maxs[j]);
}
p = LittleLong(in->planenum);
out->plane = loadmodel->planes + p;
//where did this go?
out->firstsurface = -1;
out->numsurfaces = 0;
out->contents = 0;
for (j=0 ; j<2 ; j++)
{
p = LittleLong (in->children[j]);
if (p >= 0) {
out->children[j] = loadmodel->nodes + p;
out->ichildren[j] = p;
} else {
out->children[j] = (mnode_t *)(loadmodel->leafs + (-1 - p));
out->ichildren[j] = p;
}
}
out->parent = NULL;
}
ModQ3_SetParent (loadmodel->nodes, NULL); // sets nodes and leafs
}
/*
=================
ModQ3_LoadLeafs
needs the surface lump as second item...
needs the leafsurface lump as the third item
=================
*/
void ModQ3_LoadLeafs (lump_t *l, lump_t *sl, lump_t *ss)
{
dq3leaf_t *in;
mleaf_t *out;
int i, j, count, p;
dq3face_t * faces;
int *leaffaces;
int newnumsurf;
msurface_t *surf;
in = (void *)(mod_base + l->fileofs);
if (l->filelen % sizeof(*in))
Sys_Error ("MOD_LoadBmodel: funny lump size in %s",loadmodel->name);
count = l->filelen / sizeof(*in);
out = Hunk_AllocName (count*sizeof(*out), loadname);
faces = (void *)(mod_base + sl->fileofs);
leaffaces = (void *)(mod_base + ss->fileofs);
//Leaf 0 is a "solid" dummy leaf
/*
out->nummarksurfaces = 0;
for (j=0 ; j<4 ; j++)
out->ambient_sound_level[j] = 0;
out->compressed_vis = 0;
out->contents = -2;
out->efrags = NULL;
out->key = 0;
out->parent = NULL;
out->visframe = 0;
out++;*/
loadmodel->leafs = out;
loadmodel->numleafs = count;
for ( i=0 ; i<count ; i++, in++, out++)
{
for (j=0 ; j<3 ; j++)
{
out->minmaxs[j] = LittleLong (in->mins[j]);
out->minmaxs[3+j] = LittleLong (in->maxs[j]);
}
//if (i == 0)
// out->contents = -2;
//else
out->contents = CONTENTS_LEAF; //not determined per leaf anymore, use leaf brushes instead...
out->firstmarksurface = loadmodel->marksurfaces +
LittleLong(in->firstmarksurface);
out->nummarksurfaces = LittleLong(in->nummarksurfaces);
out->firstbrush = LittleLong(in->firstmarkbrush);
out->numbrushes = LittleLong(in->nummakbrushes);
out->area = LittleLong(in->areaportal) + 1;
if ( out->area >= loadmodel->numareas ) {
loadmodel->numareas = out->area + 1;
}
out->cluster = LittleLong(in->cluster);
//Create the leafmeshes by going over all surfaces in this leaf
//and move the meshes to a separate list
out->firstmesh = loadmodel->numleafmeshes;
out->nummeshes = 0;
newnumsurf = 0;
for (j = 0; j<out->nummarksurfaces; j++) {
surf = loadmodel->marksurfaces[LittleLong(in->firstmarksurface)+j];
if (surf->polys) {
loadmodel->marksurfaces[LittleLong(in->firstmarksurface)+newnumsurf] = surf;
newnumsurf++;
} else if (surf->visframe > -1) {
if (loadmodel->numleafmeshes < MAX_MAP_LEAFMESHES) {
loadmodel->leafmeshes[loadmodel->numleafmeshes] = surf->visframe;
loadmodel->numleafmeshes++;
out->nummeshes++;
//Con_Printf("Curve in leaf %i\n",surf->patchOrder[0]);
} else Con_Printf("Warning: MAX_MAP_LEAFMESHES exceeded");
}
}
out->nummarksurfaces = newnumsurf;
p = LittleLong(in->cluster);
if (p == -1)
out->compressed_vis = NULL;
else
out->compressed_vis = loadmodel->visdata;
out->efrags = NULL;
//No more abient q1 sounds in q3 maps...
for (j=0 ; j<4 ; j++)
out->ambient_sound_level[j] = 0;
//Index of this leaf... Spectacular huh?
out->index = i+1;
out->parent = NULL;
}
}
/*
=================
ModQ3_MakeHull0
Duplicate the drawing hull structure as a clipping hull
=================
*/
void ModQ3_MakeHull0(void)
{
mnode_t *in, *child;
dclipnode_t *out;
int i, j, count;
hull_t *hull;
hull = &loadmodel->hulls[0];
in = loadmodel->nodes;
count = loadmodel->numnodes;
out = Hunk_AllocName ( count*sizeof(*out), loadname);
hull->clipnodes = out;
hull->firstclipnode = 0;
hull->lastclipnode = count-1;
hull->planes = loadmodel->planes;
for (i=0 ; i<count ; i++, out++, in++)
{
out->planenum = in->plane - loadmodel->planes;
for (j=0 ; j<2 ; j++)
{
child = in->children[j];
if (child->contents & CONTENTS_LEAF)
out->children[j] = child->contents;
else
out->children[j] = child - loadmodel->nodes;
}
}
}
/*
=================
ModQ3_MakeHull0
Deplicate the fine hull as coarse hulls for quake3 maps
=================
*/
void ModQ3_DuplicateHulls(void)
{
hull_t *hull;
hull = &loadmodel->hulls[1];
hull->clipnodes = loadmodel->hulls[0].clipnodes;
hull->firstclipnode = loadmodel->hulls[0].firstclipnode;
hull->lastclipnode = loadmodel->hulls[0].lastclipnode;
hull->planes = loadmodel->planes;
/* hull->clip_mins[0] = -16;
hull->clip_mins[1] = -16;
hull->clip_mins[2] = -24;
hull->clip_maxs[0] = 16;
hull->clip_maxs[1] = 16;
hull->clip_maxs[2] = 32;*/
hull = &loadmodel->hulls[2];
hull->clipnodes = loadmodel->hulls[0].clipnodes;
hull->firstclipnode = loadmodel->hulls[0].firstclipnode;
hull->lastclipnode = loadmodel->hulls[0].lastclipnode;
hull->planes = loadmodel->planes;
/* hull->clip_mins[0] = -32;
hull->clip_mins[1] = -32;
hull->clip_mins[2] = -24;
hull->clip_maxs[0] = 32;
hull->clip_maxs[1] = 32;
hull->clip_maxs[2] = 64; */
}
/*
=================
ModQ3_LoadMarksurfaces
=================
*/
void ModQ3_LoadMarksurfaces (lump_t *l)
{
int i, j, count;
long *in;
msurface_t **out;
in = (void *)(mod_base + l->fileofs);
if (l->filelen % sizeof(*in))
Sys_Error ("MOD_LoadBmodel: funny lump size in %s",loadmodel->name);
count = l->filelen / sizeof(*in);
out = Hunk_AllocName ( count*sizeof(*out), loadname);
loadmodel->marksurfaces = out;
loadmodel->nummarksurfaces = count;
for ( i=0 ; i<count ; i++)
{
j = LittleLong(in[i]);
if (j >= loadmodel->numsurfaces)
Sys_Error ("ModQ3_ParseMarksurfaces: bad surface number");
out[i] = loadmodel->surfaces + j;
}
}
//Extra planes since some polys don't seem to have a plane stored in the planes list for them
//darn q3 map
#define EXTRA_PLANES 240
int calcPlaneType(vec3_t normal) {
vec_t ax, ay, az;
if (normal[0] >= 1.0f)
return PLANE_X;
if (normal[1] >= 1.0f)
return PLANE_Y;
if (normal[2] >= 1.0f)
return PLANE_Z;
ax = fabs(normal[0]);
ay = fabs(normal[1]);
az = fabs(normal[2]);
if (ax >= ay && ax >= az)
return PLANE_ANYX;
if (ay >= ax && ay >= az)
return PLANE_ANYY;
return PLANE_ANYZ;
}
/*
=================
ModQ3_LoadPlanes
=================
*/
void ModQ3_LoadPlanes (lump_t *l)
{
int i, j;
mplane_t *out;
dq3plane_t *in;
int count;
int bits;
in = (void *)(mod_base + l->fileofs);
if (l->filelen % sizeof(*in))
Sys_Error ("MOD_LoadBmodel: funny lump size in %s",loadmodel->name);
count = l->filelen / sizeof(*in);
out = Hunk_AllocName ( (count+12+EXTRA_PLANES)*2*sizeof(*out), loadname); //add the const to allocate space for the bounding box
ExtraPlanes = EXTRA_PLANES;
loadmodel->planes = out;
loadmodel->numplanes = count;
for ( i=0 ; i<count ; i++, in++, out++)
{
bits = 0;
for (j=0 ; j<3 ; j++)
{
out->normal[j] = LittleFloat (in->normal[j]);
if (out->normal[j] < 0)
bits |= 1<<j;
}
out->dist = LittleFloat (in->dist);
out->type = calcPlaneType(out->normal);
out->signbits = bits;
}
}
/*
=================
ModQ3_LoadBrushSides
For collision detection
=================
*/
void ModQ3_LoadBrushSides (lump_t *l)
{
dq3brushside_t *in;
mbrushside_t *out;
int count, i;
in = (void *)(mod_base + l->fileofs);
if (l->filelen % sizeof(*in))
Sys_Error ("MOD_LoadBmodel: funny lump size in %s",loadmodel->name);
count = l->filelen / sizeof(*in);
out = Hunk_AllocName ( (count+6)*sizeof(*out), loadname); //add the const to allocate space for the bounding box
loadmodel->brushsides = out;
loadmodel->numbrushsides = count;
for ( i=0 ; i<count ; i++, in++, out++)
{
out->plane = loadmodel->planes + LittleLong(in->plane);
out->shader = &loadmodel->mapshaders[LittleLong(in->texture)];
}
}
/*
=================
ModQ3_LoadBrushes
For collision detection
=================
*/
void ModQ3_LoadBrushes (lump_t *l, lump_t *texturelump)
{
dq3brush_t *in;
dq3texture_t *textures;
mbrush_t *out;
int count, i;
in = (void *)(mod_base + l->fileofs);
if (l->filelen % sizeof(*in))
Sys_Error ("MOD_LoadBmodel: funny lump size in %s",loadmodel->name);
count = l->filelen / sizeof(*in);
out = Hunk_AllocName ( (count+1)*sizeof(*out), loadname); //add the const to allocate space for the bounding box
textures = (void *)(mod_base + texturelump->fileofs);
loadmodel->brushes = out;
loadmodel->numbrushes = count;
for ( i=0 ; i<count ; i++, in++, out++)
{
out->firstbrushside = LittleLong(in->firstbrushside);
out->numsides = LittleLong(in->numbrushsides);
out->checkcount = 0;
out->contents = textures[LittleLong(in->texture)].contents;
//out->contents = //0; //ContentsForTexture(loadmodel->textures+in->texture);
}
}
/*
=================
ModQ3_LoadLeafBrushes
For collision detection
=================
*/
void ModQ3_LoadLeafBrushes (lump_t *l)
{
int *in;
int *out;
int count, i;
in = (void *)(mod_base + l->fileofs);
if (l->filelen % sizeof(*in))
Sys_Error ("MOD_LoadBmodel: funny lump size in %s",loadmodel->name);
count = l->filelen / sizeof(*in);
out = Hunk_AllocName ( (count+1)*sizeof(*out), loadname); //add the const to allocate space for the bounding box
loadmodel->leafbrushes = out;
loadmodel->numleafbrushes = count;
for ( i=0 ; i<count ; i++, in++, out++)
{
*out = LittleLong(*in);
}
}
void ModQ3_AllocLeafCurves (void)
{
loadmodel->numleafmeshes = 0;
loadmodel->leafmeshes = Hunk_Alloc(MAX_MAP_LEAFMESHES*sizeof(int));
}
void ModQ3_AllocCurves (void)
{
loadmodel->nummeshes = 0;
loadmodel->meshes = Hunk_Alloc(MAX_MAP_MESHES*sizeof(mesh_t));
}
void ModQ3_InitAreas(void) {
loadmodel->numareas = 1;
loadmodel->areas = &map_areas[0];
memset(map_areas,0,sizeof(map_areas));
}
void ModQ3_LoadBrushModel (model_t *mod, void *buffer)
{
int i, j;
dq3header_t *header;
dmodel_t *bm;
model_t *submodel;
char name[5];
loadmodel = mod;
loadmodel->type = mod_brush;
header = (dq3header_t *)buffer;
i = LittleLong (header->version);
if (i != Q3_BSPVERSION)
Sys_Error ("ModQ3_LoadBrushModel: %s has wrong version number (%i should be %i)", mod->name, i, BSPVERSION);
// swap all the lumps
mod_base = (byte *)header;
for (i=0 ; i<sizeof(dheader_t)/4 ; i++)
((int *)header)[i] = LittleLong ( ((int *)header)[i]);
// load into heap
ModQ3_AllocLeafCurves ();
ModQ3_AllocCurves ();
ModQ3_InitAreas ();
Con_Printf("Loading vertices...\n");
ModQ3_LoadVertexes (&header->lumps[Q3_LUMP_VERTEXES]);
Con_Printf("Loading textures...\n");
ModQ3_LoadTextures (&header->lumps[Q3_LUMP_TEXTURES]);
Con_Printf("Loading lighting...\n");
ModQ3_LoadLighting (&header->lumps[Q3_LUMP_LIGHTING]);
Con_Printf("Loading planes...\n");
ModQ3_LoadPlanes (&header->lumps[Q3_LUMP_PLANES]);
Con_Printf("Loading MeshVerts...\n");
ModQ3_LoadMeshVerts (&header->lumps[Q3_LUMP_MESHVERTEXES]);
Con_Printf("Loading faces...\n");
ModQ3_LoadFaces (&header->lumps[Q3_LUMP_FACES]);
Con_Printf("Loading surface lists...\n");
ModQ3_LoadMarksurfaces (&header->lumps[Q3_LUMP_MARKSURFACES]);
Con_Printf("Loading visibility...\n");
ModQ3_LoadVisibility (&header->lumps[Q3_LUMP_VISIBILITY]);
Con_Printf("Loading leafs...\n");
ModQ3_LoadLeafs (&header->lumps[Q3_LUMP_LEAFS],&header->lumps[Q3_LUMP_FACES],&header->lumps[Q3_LUMP_MARKSURFACES]);
Con_Printf("Loading nodes...\n");
ModQ3_LoadNodes (&header->lumps[Q3_LUMP_NODES]);
Con_Printf("Loading entities...\n");
ModQ3_LoadEntities (&header->lumps[Q3_LUMP_ENTITIES]);
Con_Printf("Loading submodels...\n");
ModQ3_LoadSubmodels (&header->lumps[Q3_LUMP_MODELS]);
Con_Printf("Loading brushsides...\n");
ModQ3_LoadBrushSides (&header->lumps[Q3_LUMP_BRUSHSIDES]);
Con_Printf("Loading brushes...\n");
ModQ3_LoadBrushes (&header->lumps[Q3_LUMP_BRUSHES], &header->lumps[Q3_LUMP_TEXTURES]);
Con_Printf("Loading leafbrushes...\n");
ModQ3_LoadLeafBrushes (&header->lumps[Q3_LUMP_LEAFBRUSHES]);
ModQ3_MakeHull0 ();
ModQ3_DuplicateHulls();
Con_Printf("Configuring faces...\n");
ModQ3_SetupFaces ();
mod->numframes = 2; // regular and alternate animation
for (i=1 ; i<mod->numsubmodels ; i++)
{
//get a model
sprintf (name, "*%i", i);
submodel = Mod_FindName (name);
//copy all stuff to the new model
*submodel = *mod;
strcpy (submodel->name, name);
//copy submodel specific data to the new model
bm = &mod->submodels[i];
submodel->firstmodelsurface = bm->firstface;
submodel->nummodelsurfaces = bm->numfaces;
submodel->firstmodelbrush = bm->firstbrush;
submodel->nummodelbrushes = bm->numbrushes;
VectorCopy (bm->maxs, submodel->maxs);
VectorCopy (bm->mins, submodel->mins);
submodel->radius = RadiusFromBounds (submodel->mins, submodel->maxs);
submodel->numleafs = bm->visleafs;
submodel->hulls[0].firstclipnode = 0;//bm->headnode[0];
for (j=1 ; j<MAX_MAP_HULLS ; j++)
{
submodel->hulls[j].firstclipnode = 0;//bm->headnode[j];
submodel->hulls[j].lastclipnode = 0;//mod->numclipnodes-1;
}
}
//
// set up the submodels (FIXME: this is confusing)
//
/*
for (i=0 ; i<mod->numsubmodels ; i++)
{
bm = &mod->submodels[i];
mod->hulls[0].firstclipnode = 0;//bm->headnode[0];
for (j=1 ; j<MAX_MAP_HULLS ; j++)
{
mod->hulls[j].firstclipnode = 0;//bm->headnode[j];
mod->hulls[j].lastclipnode = 0;//mod->numclipnodes-1;
}
mod->firstmodelsurface = bm->firstface;
mod->nummodelsurfaces = bm->numfaces;
VectorCopy (bm->maxs, mod->maxs);
VectorCopy (bm->mins, mod->mins);
mod->radius = RadiusFromBounds (mod->mins, mod->maxs);
mod->numleafs = bm->visleafs;
if (i < mod->numsubmodels-1)
{ // duplicate the basic information
char name[10];
sprintf (name, "*%i", i+1);
loadmodel = Mod_FindName (name);
*loadmodel = *mod;
strcpy (loadmodel->name, name);
mod = loadmodel;
}
}
*/
// Sys_Error("Finished loading q3 bsp\n");
}