]> git.xonotic.org Git - xonotic/darkplaces.git/blobdiff - model_brush.c
avoid NULL pointer access if a surface had an unsupported type
[xonotic/darkplaces.git] / model_brush.c
index d9de089a80002315eba044da08562f7184a109af..627764fca743965b6f4e52d94c57a004e74b7d92 100644 (file)
@@ -46,6 +46,8 @@ cvar_t mod_q3bsp_lightmapmergepower = {CVAR_SAVE, "mod_q3bsp_lightmapmergepower"
 cvar_t mod_q3bsp_nolightmaps = {CVAR_SAVE, "mod_q3bsp_nolightmaps", "0", "do not load lightmaps in Q3BSP maps (to save video RAM, but be warned: it looks ugly)"};
 cvar_t mod_q3bsp_tracelineofsight_brushes = {0, "mod_q3bsp_tracelineofsight_brushes", "0", "enables culling of entities behind detail brushes, curves, etc"};
 cvar_t mod_q3shader_default_offsetmapping = {CVAR_SAVE, "mod_q3shader_default_offsetmapping", "1", "use offsetmapping by default on all surfaces"};
+cvar_t mod_q3shader_default_polygonfactor = {0, "mod_q3shader_default_polygonfactor", "0", "biases depth values of 'polygonoffset' shaders to prevent z-fighting artifacts"};
+cvar_t mod_q3shader_default_polygonoffset = {0, "mod_q3shader_default_polygonoffset", "-2", "biases depth values of 'polygonoffset' shaders to prevent z-fighting artifacts"};
 
 cvar_t mod_q1bsp_polygoncollisions = {0, "mod_q1bsp_polygoncollisions", "0", "disables use of precomputed cliphulls and instead collides with polygons (uses Bounding Interval Hierarchy optimizations)"};
 cvar_t mod_collision_bih = {0, "mod_collision_bih", "1", "enables use of generated Bounding Interval Hierarchy tree instead of compiled bsp tree in collision code"};
@@ -79,6 +81,8 @@ void Mod_BrushInit(void)
        Cvar_RegisterVariable(&mod_q3bsp_nolightmaps);
        Cvar_RegisterVariable(&mod_q3bsp_tracelineofsight_brushes);
        Cvar_RegisterVariable(&mod_q3shader_default_offsetmapping);
+       Cvar_RegisterVariable(&mod_q3shader_default_polygonfactor);
+       Cvar_RegisterVariable(&mod_q3shader_default_polygonoffset);
        Cvar_RegisterVariable(&mod_q1bsp_polygoncollisions);
        Cvar_RegisterVariable(&mod_collision_bih);
        Cvar_RegisterVariable(&mod_recalculatenodeboxes);
@@ -1333,8 +1337,8 @@ void R_Q1BSP_LoadSplitSky (unsigned char *src, int width, int height, int bytesp
        int x, y;
        int w = width/2;
        int h = height;
-       unsigned int *solidpixels = (unsigned int *)Mem_Alloc(tempmempool, w*h*sizeof(unsigned char[4]));
-       unsigned int *alphapixels = (unsigned int *)Mem_Alloc(tempmempool, w*h*sizeof(unsigned char[4]));
+       unsigned *solidpixels = Mem_Alloc(tempmempool, w*h*sizeof(unsigned char[4]));
+       unsigned *alphapixels = Mem_Alloc(tempmempool, w*h*sizeof(unsigned char[4]));
 
        // allocate a texture pool if we need it
        if (loadmodel->texturepool == NULL && cls.state != ca_dedicated)
@@ -1576,9 +1580,9 @@ static void Mod_Q1BSP_LoadTextures(lump_t *l)
                        // LordHavoc: HL sky textures are entirely different than quake
                        if (!loadmodel->brush.ishlbsp && !strncmp(tx->name, "sky", 3) && mtwidth == mtheight * 2)
                        {
-                               data = loadimagepixelsbgra(gamemode == GAME_TENEBRAE ? tx->name : va("textures/%s/%s", mapname, tx->name), false, false, r_texture_convertsRGB_skin.integer != 0, NULL);
+                               data = loadimagepixelsbgra(gamemode == GAME_TENEBRAE ? tx->name : va("textures/%s/%s", mapname, tx->name), false, false, r_texture_convertsRGB_skin.integer, NULL);
                                if (!data)
-                                       data = loadimagepixelsbgra(gamemode == GAME_TENEBRAE ? tx->name : va("textures/%s", tx->name), false, false, r_texture_convertsRGB_skin.integer != 0, NULL);
+                                       data = loadimagepixelsbgra(gamemode == GAME_TENEBRAE ? tx->name : va("textures/%s", tx->name), false, false, r_texture_convertsRGB_skin.integer, NULL);
                                if (data && image_width == image_height * 2)
                                {
                                        R_Q1BSP_LoadSplitSky(data, image_width, image_height, 4);
@@ -2413,6 +2417,7 @@ static void Mod_Q1BSP_LoadFaces(lump_t *l)
                        // lightmap is needed on this surface (rather than duplicating the
                        // logic above)
                        loadmodel->brushq1.lightmapupdateflags[surfacenum] = true;
+                       loadmodel->lit = true;
                }
        }
 
@@ -2454,8 +2459,8 @@ static void Mod_Q1BSP_LoadFaces(lump_t *l)
                                        loadmodel->texturepool = R_AllocTexturePool();
                                // could not find room, make a new lightmap
                                loadmodel->brushq3.num_mergedlightmaps = lightmapnumber + 1;
-                               loadmodel->brushq3.data_lightmaps = (rtexture_t **)Mem_Realloc(loadmodel->mempool, loadmodel->brushq3.data_lightmaps, loadmodel->brushq3.num_mergedlightmaps * sizeof(loadmodel->brushq3.data_lightmaps[0]));
-                               loadmodel->brushq3.data_deluxemaps = (rtexture_t **)Mem_Realloc(loadmodel->mempool, loadmodel->brushq3.data_deluxemaps, loadmodel->brushq3.num_mergedlightmaps * sizeof(loadmodel->brushq3.data_deluxemaps[0]));
+                               loadmodel->brushq3.data_lightmaps = Mem_Realloc(loadmodel->mempool, loadmodel->brushq3.data_lightmaps, loadmodel->brushq3.num_mergedlightmaps * sizeof(loadmodel->brushq3.data_lightmaps[0]));
+                               loadmodel->brushq3.data_deluxemaps = Mem_Realloc(loadmodel->mempool, loadmodel->brushq3.data_deluxemaps, loadmodel->brushq3.num_mergedlightmaps * sizeof(loadmodel->brushq3.data_deluxemaps[0]));
                                loadmodel->brushq3.data_lightmaps[lightmapnumber] = lightmaptexture = R_LoadTexture2D(loadmodel->texturepool, va("lightmap%i", lightmapnumber), lightmapsize, lightmapsize, NULL, TEXTYPE_BGRA, TEXF_FORCELINEAR | TEXF_ALLOWUPDATES, -1, NULL);
                                if (loadmodel->brushq1.nmaplightdata)
                                        loadmodel->brushq3.data_deluxemaps[lightmapnumber] = deluxemaptexture = R_LoadTexture2D(loadmodel->texturepool, va("deluxemap%i", lightmapnumber), lightmapsize, lightmapsize, NULL, TEXTYPE_BGRA, TEXF_FORCELINEAR | TEXF_ALLOWUPDATES, -1, NULL);
@@ -3182,7 +3187,7 @@ static void Mod_Q1BSP_RecursiveNodePortals(mnode_t *node)
        if (portalpointsbuffersize < portalpointsbufferoffset + 6*MAX_PORTALPOINTS)
        {
                portalpointsbuffersize = portalpointsbufferoffset * 2;
-               portalpointsbuffer = (double *)Mem_Realloc(loadmodel->mempool, portalpointsbuffer, portalpointsbuffersize * sizeof(*portalpointsbuffer));
+               portalpointsbuffer = Mem_Realloc(loadmodel->mempool, portalpointsbuffer, portalpointsbuffersize * sizeof(*portalpointsbuffer));
        }
        frontpoints = portalpointsbuffer + portalpointsbufferoffset;
        portalpointsbufferoffset += 3*MAX_PORTALPOINTS;
@@ -3315,7 +3320,7 @@ static void Mod_Q1BSP_MakePortals(void)
        Mem_ExpandableArray_NewArray(&portalarray, loadmodel->mempool, sizeof(portal_t), 1020*1024/sizeof(portal_t));
        portalpointsbufferoffset = 0;
        portalpointsbuffersize = 6*MAX_PORTALPOINTS*128;
-       portalpointsbuffer = (double *)Mem_Alloc(loadmodel->mempool, portalpointsbuffersize * sizeof(*portalpointsbuffer));
+       portalpointsbuffer = Mem_Alloc(loadmodel->mempool, portalpointsbuffersize * sizeof(*portalpointsbuffer));
        Mod_Q1BSP_RecursiveNodePortals(loadmodel->brush.data_nodes + loadmodel->brushq1.hulls[0].firstclipnode);
        Mem_Free(portalpointsbuffer);
        portalpointsbuffer = NULL;
@@ -4506,6 +4511,8 @@ static void Mod_Q3BSP_LoadVertices(lump_t *l)
                loadmodel->brushq3.data_color4f[i * 4 + 1] = in->color4ub[1] * (1.0f / 255.0f);
                loadmodel->brushq3.data_color4f[i * 4 + 2] = in->color4ub[2] * (1.0f / 255.0f);
                loadmodel->brushq3.data_color4f[i * 4 + 3] = in->color4ub[3] * (1.0f / 255.0f);
+               if(in->color4ub[0] != 255 || in->color4ub[1] != 255 || in->color4ub[2] != 255)
+                       loadmodel->lit = true;
        }
 }
 
@@ -4713,7 +4720,7 @@ static void Mod_Q3BSP_LoadLightmaps(lump_t *l, lump_t *faceslump)
        // figure out what the most reasonable merge power is within limits
 
        // find the appropriate NxN dimensions to merge to, to avoid wasted space
-       realcount = count >> (int)loadmodel->brushq3.deluxemapping;
+       realcount = count >> loadmodel->brushq3.deluxemapping;
 
        // figure out how big the merged texture has to be
        mergegoal = 128<<bound(0, mod_q3bsp_lightmapmergepower.integer, 6);
@@ -4761,7 +4768,7 @@ static void Mod_Q3BSP_LoadLightmaps(lump_t *l, lump_t *faceslump)
        for (i = 0;i < count;i++)
        {
                // figure out which merged lightmap texture this fits into
-               realindex = i >> (int)loadmodel->brushq3.deluxemapping;
+               realindex = i >> loadmodel->brushq3.deluxemapping;
                lightmapindex = i >> powerdxy;
 
                // choose the destination address
@@ -4957,6 +4964,7 @@ static void Mod_Q3BSP_LoadFaces(lump_t *l)
                                out->lightmaptexture = loadmodel->brushq3.data_lightmaps[n >> loadmodel->brushq3.num_lightmapmergedwidthheightdeluxepower];
                                if (loadmodel->brushq3.deluxemapping)
                                        out->deluxemaptexture = loadmodel->brushq3.data_deluxemaps[n >> loadmodel->brushq3.num_lightmapmergedwidthheightdeluxepower];
+                               loadmodel->lit = true;
                        }
                }
 
@@ -5096,8 +5104,8 @@ static void Mod_Q3BSP_LoadFaces(lump_t *l)
        Mod_AllocSurfMesh(loadmodel->mempool, meshvertices, meshtriangles, false, true, false);
        if (collisiontriangles)
        {
-               loadmodel->brush.data_collisionvertex3f = (float *)Mem_Alloc(loadmodel->mempool, collisionvertices * sizeof(float[3]));
-               loadmodel->brush.data_collisionelement3i = (int *)Mem_Alloc(loadmodel->mempool, collisiontriangles * sizeof(int[3]));
+               loadmodel->brush.data_collisionvertex3f = Mem_Alloc(loadmodel->mempool, collisionvertices * sizeof(float[3]));
+               loadmodel->brush.data_collisionelement3i = Mem_Alloc(loadmodel->mempool, collisiontriangles * sizeof(int[3]));
        }
        meshvertices = 0;
        meshtriangles = 0;
@@ -5311,9 +5319,16 @@ static void Mod_Q3BSP_LoadFaces(lump_t *l)
                if(out->num_vertices && out->num_triangles)
                        continue;
                if(out->num_vertices == 0)
-                       Con_Printf("Mod_Q3BSP_LoadFaces: surface %d has no vertices, ignoring\n", i);
-               if(out->num_triangles == 0)
-                       Con_Printf("Mod_Q3BSP_LoadFaces: surface %d has no triangles, ignoring\n", i);
+               {
+                       Con_Printf("Mod_Q3BSP_LoadFaces: surface %d (texture %s) has no vertices, ignoring\n", i, out->texture ? out->texture->name : "(none)");
+                       if(out->num_triangles == 0)
+                               Con_Printf("Mod_Q3BSP_LoadFaces: surface %d (texture %s) has no triangles, ignoring\n", i, out->texture ? out->texture->name : "(none)");
+               }
+               else if(out->num_triangles == 0)
+                       Con_Printf("Mod_Q3BSP_LoadFaces: surface %d (texture %s, near %f %f %f) has no triangles, ignoring\n", i, out->texture ? out->texture->name : "(none)",
+                                       (loadmodel->surfmesh.data_vertex3f + 3 * out->num_firstvertex)[0 * 3 + 0],
+                                       (loadmodel->surfmesh.data_vertex3f + 3 * out->num_firstvertex)[1 * 3 + 0],
+                                       (loadmodel->surfmesh.data_vertex3f + 3 * out->num_firstvertex)[2 * 3 + 0]);
        }
 
        // for per pixel lighting
@@ -5609,7 +5624,10 @@ static void Mod_Q3BSP_LightPoint(dp_model_t *model, const vec3_t p, vec3_t ambie
        q3dlightgrid_t *a, *s;
 
        // scale lighting by lightstyle[0] so that darkmode in dpmod works properly
-       stylescale = r_refdef.scene.rtlightstylevalue[0];
+       if (vid.renderpath == RENDERPATH_GL20)
+               stylescale = 1; // added while render
+       else
+               stylescale = r_refdef.scene.rtlightstylevalue[0];
 
        if (!model->brushq3.num_lightgrid)
        {
@@ -6743,7 +6761,7 @@ bih_t *Mod_MakeCollisionBIH(dp_model_t *model, qboolean userendersurfaces, bih_t
                return NULL;
 
        // allocate the memory for the BIH leaf nodes
-       bihleafs = (bih_leaf_t *)Mem_Alloc(loadmodel->mempool, sizeof(bih_leaf_t) * bihnumleafs);
+       bihleafs = Mem_Alloc(loadmodel->mempool, sizeof(bih_leaf_t) * bihnumleafs);
 
        // now populate the BIH leaf nodes
        bihleafindex = 0;
@@ -6811,8 +6829,8 @@ bih_t *Mod_MakeCollisionBIH(dp_model_t *model, qboolean userendersurfaces, bih_t
 
        // allocate buffers for the produced and temporary data
        bihmaxnodes = bihnumleafs - 1;
-       bihnodes = (bih_node_t *)Mem_Alloc(loadmodel->mempool, sizeof(bih_node_t) * bihmaxnodes);
-       temp_leafsort = (int *)Mem_Alloc(loadmodel->mempool, sizeof(int) * bihnumleafs * 2);
+       bihnodes = Mem_Alloc(loadmodel->mempool, sizeof(bih_node_t) * bihmaxnodes);
+       temp_leafsort = Mem_Alloc(loadmodel->mempool, sizeof(int) * bihnumleafs * 2);
        temp_leafsortscratch = temp_leafsort + bihnumleafs;
 
        // now build it
@@ -6825,7 +6843,7 @@ bih_t *Mod_MakeCollisionBIH(dp_model_t *model, qboolean userendersurfaces, bih_t
        if (out->maxnodes > out->numnodes)
        {
                out->maxnodes = out->numnodes;
-               out->nodes = (bih_node_t *)Mem_Realloc(loadmodel->mempool, out->nodes, out->numnodes * sizeof(bih_node_t));
+               out->nodes = Mem_Realloc(loadmodel->mempool, out->nodes, out->numnodes * sizeof(bih_node_t));
        }
 
        return out;
@@ -7273,7 +7291,6 @@ void Mod_OBJ_Load(dp_model_t *mod, void *buffer, void *bufferend)
        // parse the OBJ text now
        for(;;)
        {
-               static char emptyarg[1] = "";
                if (!*text)
                        break;
                linenumber++;
@@ -7282,7 +7299,7 @@ void Mod_OBJ_Load(dp_model_t *mod, void *buffer, void *bufferend)
                        line[linelen] = text[linelen];
                line[linelen] = 0;
                for (argc = 0;argc < 4;argc++)
-                       argv[argc] = emptyarg;
+                       argv[argc] = "";
                argc = 0;
                s = line;
                while (*s == ' ' || *s == '\t')
@@ -7379,9 +7396,12 @@ void Mod_OBJ_Load(dp_model_t *mod, void *buffer, void *bufferend)
                                vcurrent.nextindex = -1;
                                vcurrent.textureindex = textureindex;
                                vcurrent.submodelindex = submodelindex;
-                               VectorCopy(v + 3*index1, vcurrent.v);
-                               Vector2Copy(vt + 2*index2, vcurrent.vt);
-                               VectorCopy(vn + 3*index3, vcurrent.vn);
+                               if (v && index1 >= 0 && index1 < numv)
+                                       VectorCopy(v + 3*index1, vcurrent.v);
+                               if (vt && index2 >= 0 && index2 < numvt)
+                                       Vector2Copy(vt + 2*index2, vcurrent.vt);
+                               if (vn && index3 >= 0 && index3 < numvn)
+                                       VectorCopy(vn + 3*index3, vcurrent.vn);
                                if (numtriangles == 0)
                                {
                                        VectorCopy(vcurrent.v, mins);
@@ -7460,12 +7480,12 @@ void Mod_OBJ_Load(dp_model_t *mod, void *buffer, void *bufferend)
        loadmodel->radius2 = modelradius * modelradius;
 
        // allocate storage for triangles
-       loadmodel->surfmesh.data_element3i = (int *)Mem_Alloc(loadmodel->mempool, numtriangles * sizeof(int[3]));
+       loadmodel->surfmesh.data_element3i = Mem_Alloc(loadmodel->mempool, numtriangles * sizeof(int[3]));
        // allocate vertex hash structures to build an optimal vertex subset
        vertexhashsize = numtriangles*2;
-       vertexhashtable = (int *)Mem_Alloc(loadmodel->mempool, sizeof(int) * vertexhashsize);
+       vertexhashtable = Mem_Alloc(loadmodel->mempool, sizeof(int) * vertexhashsize);
        memset(vertexhashtable, 0xFF, sizeof(int) * vertexhashsize);
-       vertexhashdata = (objvertex_t *)Mem_Alloc(loadmodel->mempool, sizeof(*vertexhashdata) * numtriangles*3);
+       vertexhashdata = Mem_Alloc(loadmodel->mempool, sizeof(*vertexhashdata) * numtriangles*3);
        vertexhashcount = 0;
 
        // gather surface stats for assigning vertex/triangle ranges