*/
#include "quakedef.h"
+#include "image.h"
// note: model_shared.c sets up r_notexture, and r_surf_notexture
data[y][x][3] = 255;
}
}
- detailtextures[i] = R_LoadTexture(detailtexturepool, va("detailtexture%i", i), DETAILRESOLUTION, DETAILRESOLUTION, &data[0][0][0], TEXTYPE_RGBA, TEXF_MIPMAP | TEXF_PRECACHE);
+ detailtextures[i] = R_LoadTexture2D(detailtexturepool, va("detailtexture%i", i), DETAILRESOLUTION, DETAILRESOLUTION, &data[0][0][0], TEXTYPE_RGBA, TEXF_MIPMAP | TEXF_PRECACHE, NULL);
}
}
miptex_t *dmiptex;
texture_t *tx, *tx2, *anims[10], *altanims[10];
dmiptexlump_t *m;
- qbyte *data, *mtdata, *data2;
+ qbyte *data, *mtdata;
char name[256];
+ qbyte *basepixels, *bumppixels, *nmappixels, *glosspixels, *glowpixels, *maskpixels;
+ int basepixels_width, basepixels_height, bumppixels_width, bumppixels_height;
+ int nmappixels_width, nmappixels_height, glosspixels_width, glosspixels_height;
+ int glowpixels_width, glowpixels_height, maskpixels_width, maskpixels_height;
+ rtexture_t *detailtexture;
loadmodel->textures = NULL;
tx->flags = SURF_DRAWTURB | SURF_LIGHTBOTHSIDES;
tx->shader = &Cshader_water;
}
+ tx->currentframe = tx;
}
// just to work around bounds checking when debugging with it (array index out of bounds error thing)
Con_Printf("warning: unnamed texture in %s, renaming to %s\n", loadmodel->name, tx->name);
}
+ basepixels = NULL;basepixels_width = 0;basepixels_height = 0;
+ bumppixels = NULL;bumppixels_width = 0;bumppixels_height = 0;
+ nmappixels = NULL;nmappixels_width = 0;nmappixels_height = 0;
+ glosspixels = NULL;glosspixels_width = 0;glosspixels_height = 0;
+ glowpixels = NULL;glowpixels_width = 0;glowpixels_height = 0;
+ maskpixels = NULL;maskpixels_width = 0;maskpixels_height = 0;
+ detailtexture = NULL;
+
// LordHavoc: HL sky textures are entirely different than quake
if (!loadmodel->ishlbsp && !strncmp(tx->name, "sky", 3) && mtwidth == 256 && mtheight == 128)
{
R_InitSky (mtdata, 1);
}
}
- else if ((tx->texture = loadtextureimagewithmask(loadmodel->texturepool, tx->name, 0, 0, false, true, true)))
- {
- tx->fogtexture = image_masktex;
- strcpy(name, tx->name);
- strcat(name, "_glow");
- tx->glowtexture = loadtextureimage(loadmodel->texturepool, name, 0, 0, false, true, true);
- }
else
{
- if (loadmodel->ishlbsp)
+ if ((basepixels = loadimagepixels(tx->name, false, 0, 0)) != NULL)
+ {
+ basepixels_width = image_width;
+ basepixels_height = image_height;
+ }
+ // _luma is supported for tenebrae compatibility
+ // (I think it's a very stupid name, but oh well)
+ if ((glowpixels = loadimagepixels(va("%s_glow", tx->name), false, 0, 0)) != NULL
+ || (glowpixels = loadimagepixels(va("%s_luma", tx->name), false, 0, 0)) != NULL)
+ {
+ glowpixels_width = image_width;
+ glowpixels_height = image_height;
+ }
+ if ((bumppixels = loadimagepixels(va("%s_bump", tx->name), false, 0, 0)) != NULL)
+ {
+ bumppixels_width = image_width;
+ bumppixels_height = image_height;
+ }
+ if ((glosspixels = loadimagepixels(va("%s_gloss", tx->name), false, 0, 0)) != NULL)
+ {
+ glosspixels_width = image_width;
+ glosspixels_height = image_height;
+ }
+ if (!basepixels)
{
- if (mtdata && (data = W_ConvertWAD3Texture(dmiptex)))
+ if (loadmodel->ishlbsp)
{
- // texture included
- tx->texture = R_LoadTexture (loadmodel->texturepool, tx->name, image_width, image_height, data, TEXTYPE_RGBA, TEXF_MIPMAP | TEXF_ALPHA | TEXF_PRECACHE);
- if (R_TextureHasAlpha(tx->texture))
+ // internal texture overrides wad
+ if (mtdata && (basepixels = W_ConvertWAD3Texture(dmiptex)) != NULL)
{
- // make mask texture
- for (j = 0;j < image_width * image_height;j++)
- data[j*4+0] = data[j*4+1] = data[j*4+2] = 255;
- strcpy(name, tx->name);
- strcat(name, "_fog");
- tx->fogtexture = R_LoadTexture (loadmodel->texturepool, name, image_width, image_height, data, TEXTYPE_RGBA, TEXF_MIPMAP | TEXF_ALPHA | TEXF_PRECACHE);
+ basepixels_width = image_width;
+ basepixels_height = image_height;
}
- Mem_Free(data);
- }
- else if ((data = W_GetTexture(tx->name)))
- {
- // get the size from the wad texture
- tx->width = image_width;
- tx->height = image_height;
- tx->texture = R_LoadTexture (loadmodel->texturepool, tx->name, image_width, image_height, data, TEXTYPE_RGBA, TEXF_MIPMAP | TEXF_ALPHA | TEXF_PRECACHE);
- if (R_TextureHasAlpha(tx->texture))
+ else if ((basepixels = W_GetTexture(tx->name)) != NULL)
{
- // make mask texture
- for (j = 0;j < image_width * image_height;j++)
- data[j*4+0] = data[j*4+1] = data[j*4+2] = 255;
- strcpy(name, tx->name);
- strcat(name, "_fog");
- tx->fogtexture = R_LoadTexture (loadmodel->texturepool, name, image_width, image_height, data, TEXTYPE_RGBA, TEXF_MIPMAP | TEXF_ALPHA | TEXF_PRECACHE);
+ // get the size from the wad texture
+ tx->width = basepixels_width = image_width;
+ tx->height = basepixels_height = image_height;
}
- Mem_Free(data);
}
else
{
- tx->width = 16;
- tx->height = 16;
- tx->texture = r_notexture;
- }
- }
- else
- {
- if (mtdata) // texture included
- {
- int fullbrights;
- data = mtdata;
- fullbrights = false;
- if (r_fullbrights.value && tx->name[0] != '*')
+ if (mtdata) // texture included
{
- for (j = 0;j < tx->width*tx->height;j++)
+ if (r_fullbrights.integer && tx->name[0] != '*')
{
- if (data[j] >= 224) // fullbright
+ basepixels_width = tx->width;
+ basepixels_height = tx->height;
+ basepixels = Mem_Alloc(loadmodel->mempool, basepixels_width * basepixels_height * 4);
+ Image_Copy8bitRGBA(mtdata, basepixels, basepixels_width * basepixels_height, palette_nofullbrights);
+ if (!glowpixels)
{
- fullbrights = true;
- break;
+ for (j = 0;j < (int)(tx->width*tx->height);j++)
+ if (((qbyte *)&palette_onlyfullbrights[mtdata[j]])[3] > 0) // fullbright
+ break;
+ if (j < (int)(tx->width * tx->height))
+ {
+ glowpixels_width = tx->width;
+ glowpixels_height = tx->height;
+ glowpixels = Mem_Alloc(loadmodel->mempool, glowpixels_width * glowpixels_height * 4);
+ Image_Copy8bitRGBA(mtdata, glowpixels, glowpixels_width * glowpixels_height, palette_onlyfullbrights);
+ }
}
}
+ else
+ {
+ basepixels_width = tx->width;
+ basepixels_height = tx->height;
+ basepixels = Mem_Alloc(loadmodel->mempool, basepixels_width * basepixels_height * 4);
+ Image_Copy8bitRGBA(mtdata, basepixels, tx->width * tx->height, palette_complete);
+ }
}
- if (fullbrights)
- {
- data2 = Mem_Alloc(loadmodel->mempool, tx->width*tx->height);
- for (j = 0;j < tx->width*tx->height;j++)
- data2[j] = data[j] >= 224 ? 0 : data[j]; // no fullbrights
- tx->texture = R_LoadTexture (loadmodel->texturepool, tx->name, tx->width, tx->height, data2, TEXTYPE_QPALETTE, TEXF_MIPMAP | TEXF_PRECACHE);
- strcpy(name, tx->name);
- strcat(name, "_glow");
- for (j = 0;j < tx->width*tx->height;j++)
- data2[j] = data[j] >= 224 ? data[j] : 0; // only fullbrights
- tx->glowtexture = R_LoadTexture (loadmodel->texturepool, name, tx->width, tx->height, data2, TEXTYPE_QPALETTE, TEXF_MIPMAP | TEXF_PRECACHE);
- Mem_Free(data2);
- }
- else
- tx->texture = R_LoadTexture (loadmodel->texturepool, tx->name, tx->width, tx->height, data, TEXTYPE_QPALETTE, TEXF_MIPMAP | TEXF_PRECACHE);
}
- else // no texture, and no external replacement texture was found
+ }
+ }
+
+ if (basepixels)
+ {
+ for (j = 3;j < basepixels_width * basepixels_height * 4;j += 4)
+ if (basepixels[j] < 255)
+ break;
+ if (j < basepixels_width * basepixels_height * 4)
+ {
+ maskpixels = Mem_Alloc(loadmodel->mempool, basepixels_width * basepixels_height * 4);
+ maskpixels_width = basepixels_width;
+ maskpixels_height = basepixels_height;
+ for (j = 0;j < basepixels_width * basepixels_height * 4;j += 4)
{
- tx->width = 16;
- tx->height = 16;
- tx->texture = r_notexture;
+ maskpixels[j+0] = 255;
+ maskpixels[j+1] = 255;
+ maskpixels[j+2] = 255;
+ maskpixels[j+3] = basepixels[j+3];
}
}
+
+ if (!bumppixels)
+ {
+ bumppixels = Mem_Alloc(loadmodel->mempool, basepixels_width * basepixels_height * 4);
+ bumppixels_width = basepixels_width;
+ bumppixels_height = basepixels_height;
+ memcpy(bumppixels, basepixels, bumppixels_width * bumppixels_height * 4);
+ }
+
+ if (!nmappixels && bumppixels)
+ {
+ nmappixels = Mem_Alloc(loadmodel->mempool, bumppixels_width * bumppixels_height * 4);
+ nmappixels_width = bumppixels_width;
+ nmappixels_height = bumppixels_height;
+ Image_HeightmapToNormalmap(bumppixels, nmappixels, nmappixels_width, nmappixels_height, false, 1);
+ }
}
+ if (!detailtexture)
+ detailtexture = detailtextures[i % NUM_DETAILTEXTURES];
+
+ if (basepixels)
+ {
+ tx->texture = R_LoadTexture2D (loadmodel->texturepool, tx->name, basepixels_width, basepixels_height, basepixels, TEXTYPE_RGBA, TEXF_MIPMAP | TEXF_ALPHA | TEXF_PRECACHE, NULL);
+ if (nmappixels)
+ tx->nmaptexture = R_LoadTexture2D (loadmodel->texturepool, va("%s_nmap", tx->name), basepixels_width, basepixels_height, nmappixels, TEXTYPE_RGBA, TEXF_MIPMAP | TEXF_ALPHA | TEXF_PRECACHE, NULL);
+ if (glosspixels)
+ tx->glosstexture = R_LoadTexture2D (loadmodel->texturepool, va("%s_gloss", tx->name), glosspixels_width, glosspixels_height, glosspixels, TEXTYPE_RGBA, TEXF_MIPMAP | TEXF_ALPHA | TEXF_PRECACHE, NULL);
+ if (glowpixels)
+ tx->glowtexture = R_LoadTexture2D (loadmodel->texturepool, va("%s_glow", tx->name), glowpixels_width, glowpixels_height, glowpixels, TEXTYPE_RGBA, TEXF_MIPMAP | TEXF_ALPHA | TEXF_PRECACHE, NULL);
+ if (maskpixels)
+ tx->fogtexture = R_LoadTexture2D (loadmodel->texturepool, va("%s_mask", tx->name), maskpixels_width, maskpixels_height, maskpixels, TEXTYPE_RGBA, TEXF_MIPMAP | TEXF_ALPHA | TEXF_PRECACHE, NULL);
+ tx->detailtexture = detailtexture;
+ }
+ else
+ {
+ // no texture found
+ tx->width = 16;
+ tx->height = 16;
+ tx->texture = r_notexture;
+ tx->nmaptexture = NULL;
+ tx->glosstexture = NULL;
+ tx->glowtexture = NULL;
+ tx->fogtexture = NULL;
+ tx->detailtexture = NULL;
+ }
+
+ if (basepixels)
+ Mem_Free(basepixels);
+ if (bumppixels)
+ Mem_Free(bumppixels);
+ if (nmappixels)
+ Mem_Free(nmappixels);
+ if (glosspixels)
+ Mem_Free(glosspixels);
+ if (glowpixels)
+ Mem_Free(glowpixels);
+ if (maskpixels)
+ Mem_Free(maskpixels);
+
if (tx->name[0] == '*')
{
tx->flags |= SURF_DRAWTURB | SURF_LIGHTBOTHSIDES;
|| !strncmp(tx->name,"*teleport",9)
|| !strncmp(tx->name,"*rift",5)) // Scourge of Armagon texture
tx->flags |= SURF_DRAWFULLBRIGHT | SURF_DRAWNOALPHA;
+ else
+ tx->flags |= SURF_WATERALPHA;
tx->shader = &Cshader_water;
}
else if (tx->name[0] == 's' && tx->name[1] == 'k' && tx->name[2] == 'y')
tx->shader = &Cshader_wall_lightmap;
}
- tx->detailtexture = detailtextures[i % NUM_DETAILTEXTURES];
+ // start out with no animation
+ tx->currentframe = tx;
}
// sequence the animations
}
}
-
-
/*
-// svbspmesh_t is in model_brush.h
-
-typedef struct svbsppolygon_s
-{
- struct svbsppolygon_s *next;
- int numverts;
- float *verts;
- float normal[3], dist;
-}
-svbsppolygon_t;
-
-typedef struct svbspnode_s
-{
- // true if this is a leaf (has no children), not a node
- int isleaf;
- // (shared) parent node
- struct svbspnode_s *parent;
- // (leaf) dark or lit leaf
- int dark;
- // (leaf) polygons bounding this leaf
- svbsppolygon_t *polygons;
- // (node) children
- struct svbspnode_s *children[2];
- // (node) splitting plane
- float normal[3], dist;
-}
-svbspnode_t;
-
-svbspnode_t *Mod_SVBSP_AllocNode(svbspnode_t *parent, svbspnode_t *child0, svbspnode_t *child1, float *normal, float dist)
-{
- svbspnode_t *node;
- node = Mem_Alloc(loadmodel->mempool, sizeof(svbspnode_t));
- node->parent = parent;
- node->children[0] = child0;
- node->children[1] = child1;
- VectorCopy(normal, node->normal);
- node->dist = dist;
- return node;
-}
-
-svbspnode_t *Mod_SVBSP_AllocLeaf(svbspnode_t *parent, int dark)
-{
- svbspnode_t *leaf;
- leaf = Mem_Alloc(loadmodel->mempool, sizeof(svbspnode_t));
- leaf->isleaf = true;
- leaf->parent = parent;
- leaf->dark = dark;
- return leaf;
-}
-
-svbspnode_t *Mod_SVBSP_NewTree(void)
-{
- return Mod_SVBSP_AllocLeaf(NULL, false);
-}
-
-void Mod_SVBSP_FreeTree(svbspnode_t *node)
-{
- if (!node->isleaf)
- {
- Mod_SVBSP_FreeTree(node->children[0]);
- Mod_SVBSP_FreeTree(node->children[1]);
- }
- Mem_Free(node);
-}
-
-void Mod_SVBSP_RecursiveAddPolygon(svbspnode_t *node, int numverts, float *verts, float *normal, float dist, int constructmode)
-{
- int i, j, numvertsfront, numvertsback, maxverts, counts[3];
- float *vertsfront, *vertsback, *v, d, temp[3];
- float dists[4096];
- qbyte sides[4096];
- svbsppolygon_t *poly;
- if (node->isleaf)
- {
- if (constructmode == 0)
- {
- // construct tree structure
- node->isleaf = false;
- node->children[0] = Mod_SVBSP_AllocLeaf(node, false);
- node->children[1] = Mod_SVBSP_AllocLeaf(node, false);
- VectorCopy(normal, node->normal);
- node->dist = dist;
- }
- else if (constructmode == 1)
- {
- // mark dark leafs
- node->dark = true;
- }
- else
- {
- // link polygons into lit leafs only (this is the optimization)
- if (!node->dark)
- {
- poly = Mem_Alloc(loadmodel->mempool, sizeof(svbsppolygon_t) + numverts * sizeof(float[3]));
- poly->numverts = numverts;
- poly->verts = (float *)(poly + 1);
- VectorCopy(normal, poly->normal);
- poly->dist = dist;
- memcpy(poly->verts, verts, numverts * sizeof(float[3]));
- poly->next = node->polygons;
- node->polygons = poly;
- }
- }
- }
- else
- {
- counts[SIDE_FRONT] = counts[SIDE_BACK] = counts[SIDE_ON] = 0;
- for (i = 0, v = verts;i < numverts;i++, v += 3)
- {
- dists[i] = DotProduct(v, node->normal) - node->dist;
- if (dists[i] >= 0.1)
- sides[i] = SIDE_FRONT;
- else if (dists[i] <= -0.1)
- sides[i] = SIDE_BACK;
- else
- sides[i] = SIDE_ON;
- counts[sides[i]]++;
- }
- if (counts[SIDE_FRONT] && counts[SIDE_BACK])
- {
- // some front, some back... sliced
- numvertsfront = 0;
- numvertsback = 0;
- // this is excessive, but nice for safety...
- maxverts = numverts + 4;
- vertsfront = Mem_Alloc(loadmodel->mempool, maxverts * sizeof(float[3]));
- vertsback = Mem_Alloc(loadmodel->mempool, maxverts * sizeof(float[3]));
- for (i = 0, j = numverts - 1;i < numverts;j = i, i++)
- {
- if (sides[j] == SIDE_FRONT)
- {
- VectorCopy(&verts[j * 3], &vertsfront[numvertsfront * 3]);
- numvertsfront++;
- if (sides[i] == SIDE_BACK)
- {
- d = dists[j] / (dists[j] - dists[i]);
- VectorSubtract(&verts[i * 3], &verts[j * 3], temp);
- VectorMA(&verts[j * 3], d, temp, temp);
- VectorCopy(temp, &vertsfront[numvertsfront * 3]);
- VectorCopy(temp, &vertsback[numvertsback * 3]);
- numvertsfront++;
- numvertsback++;
- }
- }
- else if (sides[j] == SIDE_BACK)
- {
- VectorCopy(&verts[j * 3], &vertsback[numvertsback * 3]);
- numvertsback++;
- if (sides[i] == SIDE_FRONT)
- {
- d = dists[j] / (dists[j] - dists[i]);
- VectorSubtract(&verts[i * 3], &verts[j * 3], temp);
- VectorMA(&verts[j * 3], d, temp, temp);
- VectorCopy(temp, &vertsfront[numvertsfront * 3]);
- VectorCopy(temp, &vertsback[numvertsback * 3]);
- numvertsfront++;
- numvertsback++;
- }
- }
- else
- {
- VectorCopy(&verts[j * 3], &vertsfront[numvertsfront * 3]);
- VectorCopy(&verts[j * 3], &vertsback[numvertsback * 3]);
- numvertsfront++;
- numvertsback++;
- }
- }
- Mod_SVBSP_RecursiveAddPolygon(node->children[1], numvertsfront, vertsfront, normal, dist, constructmode);
- Mod_SVBSP_RecursiveAddPolygon(node->children[0], numvertsback, vertsback, normal, dist, constructmode);
- Mem_Free(vertsfront);
- Mem_Free(vertsback);
- }
- else if (counts[SIDE_BACK])
- Mod_SVBSP_RecursiveAddPolygon(node->children[0], numverts, verts, normal, dist, constructmode);
- else if (counts[SIDE_FRONT])
- Mod_SVBSP_RecursiveAddPolygon(node->children[1], numverts, verts, normal, dist, constructmode);
- else
- {
- // mode 0 is constructing tree, don't make unnecessary splits
- if (constructmode == 1)
- {
- // marking dark leafs
- // send it down the side it is not facing
- Mod_SVBSP_RecursiveAddPolygon(node->children[DotProduct(node->normal, normal) < 0], numverts, verts, normal, dist, constructmode);
- }
- else if (constructmode == 2)
- {
- // linking polygons into lit leafs only
- // send it down the side it is facing
- Mod_SVBSP_RecursiveAddPolygon(node->children[DotProduct(node->normal, normal) >= 0], numverts, verts, normal, dist, constructmode);
- }
- }
- }
-}
-
-int svbsp_count_nodes;
-int svbsp_count_leafs;
-int svbsp_count_polygons;
-int svbsp_count_darkleafs;
-int svbsp_count_originalpolygons;
-int svbsp_count_meshs;
-int svbsp_count_triangles;
-int svbsp_count_vertices;
-
-void Mod_SVBSP_AddPolygon(svbspnode_t *root, int numverts, float *verts, int constructmode, float *test, int linenumber)
-{
- int i;
- float normal[3], dist, dir0[3], dir1[3], *v0, *v1, *v2;
- svbsp_count_originalpolygons++;
- for (i = 0, v0 = verts + (numverts - 2) * 3, v1 = verts + (numverts - 1) * 3, v2 = verts;i < numverts;i++, v0 = v1, v1 = v2, v2 += 3)
- {
- VectorSubtract(v0, v1, dir0);
- VectorSubtract(v2, v1, dir1);
- CrossProduct(dir0, dir1, normal);
- if (DotProduct(normal, normal) >= 0.1)
- break;
- }
- if (i == numverts)
- return;
- VectorNormalize(normal);
- dist = DotProduct(verts, normal);
- if (test && DotProduct(test, normal) > dist + 0.1)
- Con_Printf("%i %f %f %f %f : %f %f %f %f\n", linenumber, normal[0], normal[1], normal[2], dist, test[0], test[1], test[2], DotProduct(test, normal));
- Mod_SVBSP_RecursiveAddPolygon(root, numverts, verts, normal, dist, constructmode);
-}
-
-void Mod_SVBSP_RecursiveGatherStats(svbspnode_t *node)
-{
- svbsppolygon_t *poly;
- for (poly = node->polygons;poly;poly = poly->next)
- svbsp_count_polygons++;
- if (node->isleaf)
- {
- svbsp_count_leafs++;
- if (node->dark)
- svbsp_count_darkleafs++;
- }
- else
- {
- svbsp_count_nodes++;
- Mod_SVBSP_RecursiveGatherStats(node->children[0]);
- Mod_SVBSP_RecursiveGatherStats(node->children[1]);
- }
-}
-
-svbspmesh_t *Mod_SVBSP_AllocMesh(int maxverts)
-{
- svbspmesh_t *mesh;
- mesh = Mem_Alloc(loadmodel->mempool, sizeof(svbspmesh_t) + maxverts * sizeof(float[4]) + maxverts * sizeof(int[3]));
- mesh->maxverts = maxverts;
- mesh->maxtriangles = maxverts;
- mesh->numverts = 0;
- mesh->numtriangles = 0;
- mesh->verts = (float *)(mesh + 1);
- mesh->elements = (int *)(mesh->verts + mesh->maxverts * 4);
- return mesh;
-}
-
-svbspmesh_t *Mod_SVBSP_ReAllocMesh(svbspmesh_t *oldmesh)
-{
- svbspmesh_t *newmesh;
- newmesh = Mem_Alloc(loadmodel->mempool, sizeof(svbspmesh_t) + oldmesh->numverts * sizeof(float[4]) + oldmesh->numtriangles * sizeof(int[3]));
- newmesh->maxverts = newmesh->numverts = oldmesh->numverts;
- newmesh->maxtriangles = newmesh->numtriangles = oldmesh->numtriangles;
- newmesh->verts = (float *)(newmesh + 1);
- newmesh->elements = (int *)(newmesh->verts + newmesh->maxverts * 4);
- memcpy(newmesh->verts, oldmesh->verts, newmesh->numverts * sizeof(float[4]));
- memcpy(newmesh->elements, oldmesh->elements, newmesh->numtriangles * sizeof(int[3]));
- return newmesh;
-}
-
-void Mod_SVBSP_RecursiveBuildTriangleMeshs(svbspmesh_t *firstmesh, svbspnode_t *node)
-{
- svbsppolygon_t *poly;
- svbspmesh_t *mesh;
- int i, j, k;
- float *v, *m, temp[3];
- if (node->isleaf)
- {
- for (poly = node->polygons;poly;poly = poly->next)
- {
- mesh = firstmesh;
- while (poly->numverts + mesh->numverts > mesh->maxverts || (poly->numverts - 2) + mesh->numtriangles > mesh->maxtriangles)
- {
- if (mesh->next == NULL)
- mesh->next = Mod_SVBSP_AllocMesh(max(1000, poly->numverts));
- mesh = mesh->next;
- }
- for (i = 0, v = poly->verts;i < poly->numverts - 2;i++, v += 3)
- {
- for (k = 0;k < 3;k++)
- {
- if (k == 0)
- v = poly->verts;
- else if (k == 1)
- v = poly->verts + (i + 1) * 3;
- else if (k == 2)
- v = poly->verts + (i + 2) * 3;
- for (j = 0, m = mesh->verts;j < mesh->numverts;j++, m += 4)
- {
- VectorSubtract(v, m, temp);
- if (DotProduct(temp, temp) < 0.1)
- break;
- }
- if (j == mesh->numverts)
- {
- mesh->numverts++;
- VectorCopy(v, m);
- }
- mesh->elements[mesh->numtriangles * 3 + k] = j;
- }
- mesh->numtriangles++;
- }
- }
- }
- else
- {
- Mod_SVBSP_RecursiveBuildTriangleMeshs(firstmesh, node->children[0]);
- Mod_SVBSP_RecursiveBuildTriangleMeshs(firstmesh, node->children[1]);
- }
-}
-
-svbspmesh_t *Mod_SVBSP_BuildTriangleMeshs(svbspnode_t *root, vec3_t mins, vec3_t maxs)
-{
- svbspmesh_t *firstmesh, *mesh, *newmesh, *nextmesh;
- int i;
- float *v;
- firstmesh = Mod_SVBSP_AllocMesh(1000);
- Mod_SVBSP_RecursiveBuildTriangleMeshs(firstmesh, root);
- // reallocate meshs to conserve space
- for (mesh = firstmesh, firstmesh = NULL;mesh;mesh = nextmesh)
- {
- svbsp_count_meshs++;
- svbsp_count_triangles += mesh->numtriangles;
- svbsp_count_vertices += mesh->numverts;
-
- // calculate bbox
- if (firstmesh == NULL)
- {
- VectorCopy(mesh->verts, mins);
- VectorCopy(mesh->verts, maxs);
- }
- for (i = 0, v = mesh->verts;i < mesh->numverts;i++, v += 4)
- {
- if (mins[0] > v[0]) mins[0] = v[0];if (maxs[0] < v[0]) maxs[0] = v[0];
- if (mins[1] > v[1]) mins[1] = v[1];if (maxs[1] < v[1]) maxs[1] = v[1];
- if (mins[2] > v[2]) mins[2] = v[2];if (maxs[2] < v[2]) maxs[2] = v[2];
- }
-
- nextmesh = mesh->next;
- newmesh = Mod_SVBSP_ReAllocMesh(mesh);
- newmesh->next = firstmesh;
- firstmesh = newmesh;
- Mem_Free(mesh);
- }
- return firstmesh;
-}
-
-void Mod_SVBSP_FreeTriangleMeshs(svbspmesh_t *mesh)
-{
- svbspmesh_t *nextmesh;
- for (;mesh;mesh = nextmesh)
- {
- nextmesh = mesh->next;
- Mem_Free(mesh);
- }
-}
-*/
-
-typedef struct svpolygon_s
-{
- struct svpolygon_s *next;
- int maxverts;
- int numverts;
- float *verts;
- float normal[3], dist;
-}
-svpolygon_t;
-
-typedef struct svbrush_s
-{
- struct svbrush_s *next;
- svpolygon_t *polygons;
- vec3_t mins, maxs;
-}
-svbrush_t;
-
-typedef struct svworld_s
-{
- svbrush_t *brushs;
-}
-svworld_t;
-
-svworld_t *Mod_ShadowBrush_NewWorld(mempool_t *mempool)
-{
- return Mem_Alloc(mempool, sizeof(svworld_t));
-}
-
-void Mod_ShadowBrush_FreeWorld(svworld_t *world)
-{
- svbrush_t *brush, *brushnext;
- svpolygon_t *poly, *polynext;
- for (brush = world->brushs;brush;brush = brushnext)
- {
- brushnext = brush->next;
- for (poly = brush->polygons;poly;poly = polynext)
- {
- polynext = poly->next;
- Mem_Free(poly);
- }
- Mem_Free(brush);
- }
- Mem_Free(world);
-}
-
-svbrush_t *Mod_ShadowBrush_BeginBrush(mempool_t *mempool)
-{
- return Mem_Alloc(mempool, sizeof(svbrush_t));
-}
-
-void Mod_ShadowBrush_AddPolygon(mempool_t *mempool, svbrush_t *brush, int numverts, float *verts)
-{
- int i;
- float normal[3], dist, dir0[3], dir1[3], *v0, *v1, *v2;
- svpolygon_t *poly;
- for (i = 0, v0 = verts + (numverts - 2) * 3, v1 = verts + (numverts - 1) * 3, v2 = verts;i < numverts;i++, v0 = v1, v1 = v2, v2 += 3)
- {
- VectorSubtract(v0, v1, dir0);
- VectorSubtract(v2, v1, dir1);
- CrossProduct(dir0, dir1, normal);
- if (DotProduct(normal, normal) >= 0.1)
- break;
- }
- if (i == numverts)
- return;
- VectorNormalize(normal);
- dist = DotProduct(verts, normal);
-
- poly = Mem_Alloc(mempool, sizeof(svpolygon_t) + numverts * sizeof(float[3]));
- poly->numverts = numverts;
- poly->verts = (float *)(poly + 1);
- VectorCopy(normal, poly->normal);
- poly->dist = dist;
- poly->next = brush->polygons;
- brush->polygons = poly;
- memcpy(poly->verts, verts, numverts * sizeof(float[3]));
-}
-
-void Mod_ShadowBrush_EndBrush(svworld_t *world, svbrush_t *brush)
-{
- int i;
- float *v;
- svpolygon_t *poly;
- if (!brush->polygons)
- {
- Mem_Free(brush);
- return;
- }
- brush->next = world->brushs;
- world->brushs = brush;
- VectorCopy(brush->polygons->verts, brush->mins);
- VectorCopy(brush->polygons->verts, brush->maxs);
- for (poly = brush->polygons;poly;poly = poly->next)
- {
- for (i = 0, v = poly->verts;i < poly->numverts;i++, v += 3)
- {
- if (brush->mins[0] > v[0]) brush->mins[0] = v[0];if (brush->maxs[0] < v[0]) brush->maxs[0] = v[0];
- if (brush->mins[1] > v[1]) brush->mins[1] = v[1];if (brush->maxs[1] < v[1]) brush->maxs[1] = v[1];
- if (brush->mins[2] > v[2]) brush->mins[2] = v[2];if (brush->maxs[2] < v[2]) brush->maxs[2] = v[2];
- }
- }
-}
-
-void Mod_ShadowBrush_ProcessWorld(mempool_t *mempool, svworld_t *world)
-{
- /*
- for (clipbrush = world->brushs;clipbrush;clipbrush = clipbrush->next)
- {
- for (brush = world->brushs;brush;brush = brush->next)
- {
- if (brush != clipbrush
- && brush->mins[0] <= clipbrush->maxs[0]
- && brush->maxs[0] >= clipbrush->mins[0]
- && brush->mins[1] <= clipbrush->maxs[1]
- && brush->maxs[1] >= clipbrush->mins[1]
- && brush->mins[2] <= clipbrush->maxs[2]
- && brush->maxs[2] >= clipbrush->mins[2])
- continue;
- for (poly = brush->polygons;poly;poly = poly->next)
- {
-
- }
- }
- }
- */
-}
-
-shadowmesh_t *Mod_ShadowBrush_BuildMeshs(mempool_t *mempool, svworld_t *world)
-{
- shadowmesh_t *mesh;
- svbrush_t *brush;
- svpolygon_t *poly;
- mesh = Mod_ShadowMesh_Begin(mempool);
- for (brush = world->brushs;brush;brush = brush->next)
- for (poly = brush->polygons;poly;poly = poly->next)
- Mod_ShadowMesh_AddPolygon(mempool, mesh, poly->numverts, poly->verts);
- mesh = Mod_ShadowMesh_Finish(mempool, mesh);
- return mesh;
-}
-
+static int castshadowcount = 0;
void Mod_ProcessLightList(void)
{
- int j, k, *mark, lnum;
+ int j, k, l, *mark, lnum;
mlight_t *e;
msurface_t *surf;
float dist;
mleaf_t *leaf;
qbyte *pvs;
+ vec3_t temp;
+ float *v, radius2;
for (lnum = 0, e = loadmodel->lights;lnum < loadmodel->numlights;lnum++, e++)
{
- e->cullradius2 = DotProduct(e->light, e->light) / (e->falloff * e->falloff * 8192.0f * 8192.0f);// + 4096.0f;
+ e->cullradius2 = DotProduct(e->light, e->light) / (e->falloff * e->falloff * 8192.0f * 8192.0f * 2.0f * 2.0f);// + 4096.0f;
if (e->cullradius2 > 4096.0f * 4096.0f)
e->cullradius2 = 4096.0f * 4096.0f;
- e->cullradius = sqrt(e->cullradius2);
+ e->cullradius = e->lightradius = sqrt(e->cullradius2);
leaf = Mod_PointInLeaf(e->origin, loadmodel);
if (leaf->compressed_vis)
pvs = Mod_DecompressVis (leaf->compressed_vis, loadmodel);
if (surf->flags & SURF_PLANEBACK)
dist = -dist;
if (dist > 0 && dist < e->cullradius)
- loadmodel->surfacevisframes[*mark] = -2;
+ {
+ temp[0] = bound(surf->poly_mins[0], e->origin[0], surf->poly_maxs[0]) - e->origin[0];
+ temp[1] = bound(surf->poly_mins[1], e->origin[1], surf->poly_maxs[1]) - e->origin[1];
+ temp[2] = bound(surf->poly_mins[2], e->origin[2], surf->poly_maxs[2]) - e->origin[2];
+ if (DotProduct(temp, temp) < lightradius2)
+ loadmodel->surfacevisframes[*mark] = -2;
+ }
}
}
}
if (loadmodel->surfacevisframes[j] == -2)
e->surfaces[e->numsurfaces++] = loadmodel->surfaces + j;
}
- {
// find bounding box and sphere of lit surfaces
// (these will be used for creating a shape to clip the light)
- float *v, temp[3], radius2;
radius2 = 0;
for (j = 0;j < e->numsurfaces;j++)
{
radius2 = dist;
}
}
- /*
if (e->cullradius2 > radius2)
{
e->cullradius2 = radius2;
e->cullradius = sqrt(e->cullradius2);
}
- */
- }
-#if 1
+ if (e->mins[0] < e->origin[0] - e->lightradius) e->mins[0] = e->origin[0] - e->lightradius;
+ if (e->maxs[0] > e->origin[0] + e->lightradius) e->maxs[0] = e->origin[0] + e->lightradius;
+ if (e->mins[1] < e->origin[1] - e->lightradius) e->mins[1] = e->origin[1] - e->lightradius;
+ if (e->maxs[1] > e->origin[1] + e->lightradius) e->maxs[1] = e->origin[1] + e->lightradius;
+ if (e->mins[2] < e->origin[2] - e->lightradius) e->mins[2] = e->origin[2] - e->lightradius;
+ if (e->maxs[2] > e->origin[2] + e->lightradius) e->maxs[2] = e->origin[2] + e->lightradius;
// clip shadow volumes against eachother to remove unnecessary
// polygons (and sections of polygons)
{
- vec3_t temp, outermins, outermaxs, innermins, innermaxs;
+ //vec3_t polymins, polymaxs;
int maxverts = 4;
float *verts = Mem_Alloc(loadmodel->mempool, maxverts * sizeof(float[3]));
float f, *v0, *v1, projectdistance;
- svworld_t *svworld;
- svbrush_t *svbrush;
+ e->shadowvolume = Mod_ShadowMesh_Begin(loadmodel->mempool, 1024);
+#if 0
+ {
+ vec3_t outermins, outermaxs, innermins, innermaxs;
innermins[0] = e->mins[0] - 1;
innermins[1] = e->mins[1] - 1;
innermins[2] = e->mins[2] - 1;
outermaxs[0] = loadmodel->normalmaxs[0] + 1;
outermaxs[1] = loadmodel->normalmaxs[1] + 1;
outermaxs[2] = loadmodel->normalmaxs[2] + 1;
- svworld = Mod_ShadowBrush_NewWorld(loadmodel->mempool);
- for (j = 0, surf = loadmodel->surfaces + loadmodel->firstmodelsurface;j < loadmodel->nummodelsurfaces;j++, surf++)
- {
- if (!(surf->flags & SURF_SHADOWCAST))
- continue;
- f = DotProduct(e->origin, surf->plane->normal) - surf->plane->dist;
- if (surf->flags & SURF_PLANEBACK)
- f = -f;
- projectdistance = e->cullradius + f;
- if (projectdistance < 0.1 || projectdistance > e->cullradius)
- continue;
- VectorSubtract(e->origin, surf->poly_center, temp);
- if (DotProduct(temp, temp) > (surf->poly_radius2 + e->cullradius2))
- continue;
- if (maxverts < surf->poly_numverts)
- {
- maxverts = surf->poly_numverts;
- if (verts)
- Mem_Free(verts);
- verts = Mem_Alloc(loadmodel->mempool, maxverts * sizeof(float[3]));
- }
- svbrush = Mod_ShadowBrush_BeginBrush(loadmodel->mempool);
- // copy the original polygon, reversed, for the front cap of the volume
- for (k = 0, v0 = surf->poly_verts + (surf->poly_numverts - 1) * 3, v1 = verts;k < surf->poly_numverts;k++, v0 -= 3, v1 += 3)
- VectorCopy(v0, v1);
- Mod_ShadowBrush_AddPolygon(loadmodel->mempool, svbrush, surf->poly_numverts, verts);
- // project the original polygon, for the back cap of the volume
- for (k = 0, v0 = surf->poly_verts, v1 = verts;k < surf->poly_numverts;k++, v0 += 3, v1 += 3)
- {
- VectorSubtract(v0, e->origin, temp);
- VectorNormalize(temp);
- VectorMA(v0, projectdistance, temp, v1);
- }
- Mod_ShadowBrush_AddPolygon(loadmodel->mempool, svbrush, surf->poly_numverts, verts);
- // project the shadow volume sides
- for (k = 0, v0 = surf->poly_verts + (surf->poly_numverts - 1) * 3, v1 = surf->poly_verts;k < surf->poly_numverts;k++, v0 = v1, v1 += 3)
- {
- VectorCopy(v0, &verts[0]);
- VectorCopy(v1, &verts[3]);
- VectorCopy(v1, &verts[6]);
- VectorCopy(v0, &verts[9]);
- VectorSubtract(&verts[6], e->origin, temp);
- VectorNormalize(temp);
- VectorMA(&verts[6], projectdistance, temp, &verts[6]);
- VectorSubtract(&verts[9], e->origin, temp);
- VectorNormalize(temp);
- VectorMA(&verts[9], projectdistance, temp, &verts[9]);
- Mod_ShadowBrush_AddPolygon(loadmodel->mempool, svbrush, 4, verts);
- }
- Mod_ShadowBrush_EndBrush(svworld, svbrush);
- }
// add bounding box around the whole shadow volume set,
// facing inward to limit light area, with an outer bounding box
// facing outward (this is needed by the shadow rendering method)
// X major
- svbrush = Mod_ShadowBrush_BeginBrush(loadmodel->mempool);
verts[ 0] = innermaxs[0];verts[ 1] = innermins[1];verts[ 2] = innermaxs[2];
verts[ 3] = innermaxs[0];verts[ 4] = innermins[1];verts[ 5] = innermins[2];
verts[ 6] = innermaxs[0];verts[ 7] = innermaxs[1];verts[ 8] = innermins[2];
verts[ 9] = innermaxs[0];verts[10] = innermaxs[1];verts[11] = innermaxs[2];
- Mod_ShadowBrush_AddPolygon(loadmodel->mempool, svbrush, 4, verts);
+ Mod_ShadowMesh_AddPolygon(loadmodel->mempool, e->shadowvolume, 4, verts);
verts[ 0] = outermaxs[0];verts[ 1] = outermaxs[1];verts[ 2] = outermaxs[2];
verts[ 3] = outermaxs[0];verts[ 4] = outermaxs[1];verts[ 5] = outermins[2];
verts[ 6] = outermaxs[0];verts[ 7] = outermins[1];verts[ 8] = outermins[2];
verts[ 9] = outermaxs[0];verts[10] = outermins[1];verts[11] = outermaxs[2];
- Mod_ShadowBrush_AddPolygon(loadmodel->mempool, svbrush, 4, verts);
- Mod_ShadowBrush_EndBrush(svworld, svbrush);
+ Mod_ShadowMesh_AddPolygon(loadmodel->mempool, e->shadowvolume, 4, verts);
// X minor
- svbrush = Mod_ShadowBrush_BeginBrush(loadmodel->mempool);
verts[ 0] = innermins[0];verts[ 1] = innermaxs[1];verts[ 2] = innermaxs[2];
verts[ 3] = innermins[0];verts[ 4] = innermaxs[1];verts[ 5] = innermins[2];
verts[ 6] = innermins[0];verts[ 7] = innermins[1];verts[ 8] = innermins[2];
verts[ 9] = innermins[0];verts[10] = innermins[1];verts[11] = innermaxs[2];
- Mod_ShadowBrush_AddPolygon(loadmodel->mempool, svbrush, 4, verts);
+ Mod_ShadowMesh_AddPolygon(loadmodel->mempool, e->shadowvolume, 4, verts);
verts[ 0] = outermins[0];verts[ 1] = outermins[1];verts[ 2] = outermaxs[2];
verts[ 3] = outermins[0];verts[ 4] = outermins[1];verts[ 5] = outermins[2];
verts[ 6] = outermins[0];verts[ 7] = outermaxs[1];verts[ 8] = outermins[2];
verts[ 9] = outermins[0];verts[10] = outermaxs[1];verts[11] = outermaxs[2];
- Mod_ShadowBrush_AddPolygon(loadmodel->mempool, svbrush, 4, verts);
- Mod_ShadowBrush_EndBrush(svworld, svbrush);
+ Mod_ShadowMesh_AddPolygon(loadmodel->mempool, e->shadowvolume, 4, verts);
// Y major
- svbrush = Mod_ShadowBrush_BeginBrush(loadmodel->mempool);
verts[ 0] = innermaxs[0];verts[ 1] = innermaxs[1];verts[ 2] = innermaxs[2];
verts[ 3] = innermaxs[0];verts[ 4] = innermaxs[1];verts[ 5] = innermins[2];
verts[ 6] = innermins[0];verts[ 7] = innermaxs[1];verts[ 8] = innermins[2];
verts[ 9] = innermins[0];verts[10] = innermaxs[1];verts[11] = innermaxs[2];
- Mod_ShadowBrush_AddPolygon(loadmodel->mempool, svbrush, 4, verts);
+ Mod_ShadowMesh_AddPolygon(loadmodel->mempool, e->shadowvolume, 4, verts);
verts[ 0] = outermins[0];verts[ 1] = outermaxs[1];verts[ 2] = outermaxs[2];
verts[ 3] = outermins[0];verts[ 4] = outermaxs[1];verts[ 5] = outermins[2];
verts[ 6] = outermaxs[0];verts[ 7] = outermaxs[1];verts[ 8] = outermins[2];
verts[ 9] = outermaxs[0];verts[10] = outermaxs[1];verts[11] = outermaxs[2];
- Mod_ShadowBrush_AddPolygon(loadmodel->mempool, svbrush, 4, verts);
- Mod_ShadowBrush_EndBrush(svworld, svbrush);
+ Mod_ShadowMesh_AddPolygon(loadmodel->mempool, e->shadowvolume, 4, verts);
// Y minor
- svbrush = Mod_ShadowBrush_BeginBrush(loadmodel->mempool);
verts[ 0] = innermins[0];verts[ 1] = innermins[1];verts[ 2] = innermaxs[2];
verts[ 3] = innermins[0];verts[ 4] = innermins[1];verts[ 5] = innermins[2];
verts[ 6] = innermaxs[0];verts[ 7] = innermins[1];verts[ 8] = innermins[2];
verts[ 9] = innermaxs[0];verts[10] = innermins[1];verts[11] = innermaxs[2];
- Mod_ShadowBrush_AddPolygon(loadmodel->mempool, svbrush, 4, verts);
+ Mod_ShadowMesh_AddPolygon(loadmodel->mempool, e->shadowvolume, 4, verts);
verts[ 0] = outermaxs[0];verts[ 1] = outermins[1];verts[ 2] = outermaxs[2];
verts[ 3] = outermaxs[0];verts[ 4] = outermins[1];verts[ 5] = outermins[2];
verts[ 6] = outermins[0];verts[ 7] = outermins[1];verts[ 8] = outermins[2];
verts[ 9] = outermins[0];verts[10] = outermins[1];verts[11] = outermaxs[2];
- Mod_ShadowBrush_AddPolygon(loadmodel->mempool, svbrush, 4, verts);
- Mod_ShadowBrush_EndBrush(svworld, svbrush);
+ Mod_ShadowMesh_AddPolygon(loadmodel->mempool, e->shadowvolume, 4, verts);
// Z major
- svbrush = Mod_ShadowBrush_BeginBrush(loadmodel->mempool);
verts[ 0] = innermaxs[0];verts[ 1] = innermins[1];verts[ 2] = innermaxs[2];
verts[ 3] = innermaxs[0];verts[ 4] = innermaxs[1];verts[ 5] = innermaxs[2];
verts[ 6] = innermins[0];verts[ 7] = innermaxs[1];verts[ 8] = innermaxs[2];
verts[ 9] = innermins[0];verts[10] = innermins[1];verts[11] = innermaxs[2];
- Mod_ShadowBrush_AddPolygon(loadmodel->mempool, svbrush, 4, verts);
+ Mod_ShadowMesh_AddPolygon(loadmodel->mempool, e->shadowvolume, 4, verts);
verts[ 0] = outermaxs[0];verts[ 1] = outermaxs[1];verts[ 2] = outermaxs[2];
verts[ 3] = outermaxs[0];verts[ 4] = outermins[1];verts[ 5] = outermaxs[2];
verts[ 6] = outermins[0];verts[ 7] = outermins[1];verts[ 8] = outermaxs[2];
verts[ 9] = outermins[0];verts[10] = outermaxs[1];verts[11] = outermaxs[2];
- Mod_ShadowBrush_AddPolygon(loadmodel->mempool, svbrush, 4, verts);
- Mod_ShadowBrush_EndBrush(svworld, svbrush);
+ Mod_ShadowMesh_AddPolygon(loadmodel->mempool, e->shadowvolume, 4, verts);
// Z minor
- svbrush = Mod_ShadowBrush_BeginBrush(loadmodel->mempool);
verts[ 0] = innermaxs[0];verts[ 1] = innermaxs[1];verts[ 2] = innermins[2];
verts[ 3] = innermaxs[0];verts[ 4] = innermins[1];verts[ 5] = innermins[2];
verts[ 6] = innermins[0];verts[ 7] = innermins[1];verts[ 8] = innermins[2];
verts[ 9] = innermins[0];verts[10] = innermaxs[1];verts[11] = innermins[2];
- Mod_ShadowBrush_AddPolygon(loadmodel->mempool, svbrush, 4, verts);
+ Mod_ShadowMesh_AddPolygon(loadmodel->mempool, e->shadowvolume, 4, verts);
verts[ 0] = outermaxs[0];verts[ 1] = outermins[1];verts[ 2] = outermins[2];
verts[ 3] = outermaxs[0];verts[ 4] = outermaxs[1];verts[ 5] = outermins[2];
verts[ 6] = outermins[0];verts[ 7] = outermaxs[1];verts[ 8] = outermins[2];
verts[ 9] = outermins[0];verts[10] = outermins[1];verts[11] = outermins[2];
- Mod_ShadowBrush_AddPolygon(loadmodel->mempool, svbrush, 4, verts);
- Mod_ShadowBrush_EndBrush(svworld, svbrush);
- // clip away hidden polygons
- Mod_ShadowBrush_ProcessWorld(loadmodel->mempool, svworld);
- // build the triangle mesh
- e->shadowvolume = Mod_ShadowBrush_BuildMeshs(loadmodel->mempool, svworld);
- Mod_ShadowBrush_FreeWorld(svworld);
- }
-#elif 0
- // build svbsp (shadow volume bsp)
- {
- int maxverts = 0, constructmode;
- float *verts = NULL, projectdistance, *v0, *v1, f, temp[3];
- svbspnode_t *svbsproot;
- svbsproot = Mod_SVBSP_NewTree();
- // we do this in three stages:
- // 1. construct the svbsp structure
- // 2. mark which leafs are dark (shadow)
- // 3. link polygons into only leafs that are not dark
- // this results in polygons that are only on the outside of the
- // shadow volume, removing polygons that are inside the shadow
- // volume (which waste time)
- for (constructmode = 0;constructmode < 3;constructmode++)
+ Mod_ShadowMesh_AddPolygon(loadmodel->mempool, e->shadowvolume, 4, verts);
+ }
+#endif
+ castshadowcount++;
+ for (j = 0;j < e->numsurfaces;j++)
{
- svbsp_count_originalpolygons = 0;
-#if 1
- for (j = 0, surf = loadmodel->surfaces + loadmodel->firstmodelsurface;j < loadmodel->nummodelsurfaces;j++, surf++)
+ surf = e->surfaces[j];
+ if (surf->flags & SURF_SHADOWCAST)
+ surf->castshadow = castshadowcount;
+ }
+ for (j = 0;j < e->numsurfaces;j++)
+ {
+ surf = e->surfaces[j];
+ if (surf->castshadow != castshadowcount)
+ continue;
+ f = DotProduct(e->origin, surf->plane->normal) - surf->plane->dist;
+ if (surf->flags & SURF_PLANEBACK)
+ f = -f;
+ projectdistance = e->lightradius;
+ if (maxverts < surf->poly_numverts)
{
- if (!(surf->flags & SURF_SHADOWCAST))
- continue;
- /*
- if (surf->poly_maxs[0] < e->mins[0]
- || surf->poly_mins[0] > e->maxs[0]
- || surf->poly_maxs[1] < e->mins[1]
- || surf->poly_mins[1] > e->maxs[1]
- || surf->poly_maxs[2] < e->mins[2]
- || surf->poly_mins[2] > e->maxs[2])
- continue;
- */
- f = DotProduct(e->origin, surf->plane->normal) - surf->plane->dist;
- if (surf->flags & SURF_PLANEBACK)
- f = -f;
- projectdistance = e->cullradius + f;
- if (projectdistance < 0.1 || projectdistance > e->cullradius)
- continue;
- /*
- // find the nearest vertex of the projected volume
- for (k = 0, v0 = surf->poly_verts;k < surf->poly_numverts;k++, v0 += 3)
- {
- VectorSubtract(v0, e->origin, temp);
- VectorNormalize(temp);
- if (maxdist00 > v0[0] - e->origin[0]) maxdist00 = v0[0] - e->origin[0];
- if (maxdist01 < e->origin[0] - v0[0]) maxdist01 = e->origin[0] - v0[0];
- if (maxdist10 > v0[1] - e->origin[1]) maxdist10 = v0[1] - e->origin[1];
- if (maxdist11 < e->origin[1] - v0[1]) maxdist11 = e->origin[1] - v0[1];
- if (maxdist20 > v0[2] - e->origin[2]) maxdist20 = v0[2] - e->origin[2];
- if (maxdist21 < e->origin[2] - v0[2]) maxdist21 = e->origin[2] - v0[2];
- dist =
-
- dist = DotProduct(temp, temp);
- if (bestdist > dist)
- {
- bestdist = dist;
- VectorCopy(temp, bestvec);
- }
- }
- projectdistance = e->cullradius - sqrt(bestdist);
- if (projectdistance < 0.1)
- continue;
- for (k = 0, v0 = surf->poly_verts;k < surf->poly_numverts;k++, v0 += 3)
- {
- VectorNormalize(temp);
- if (temp[0] > 0)
- {
- dist = (e->maxs[0] - e->origin[0]) / temp[0];
- if (maxdist >
- }
- else if (temp[0] < 0)
- dist = (e->mins[0] - e->origin[0]) / temp[0];
- dist =
- VectorMA(v0, projectdistance, temp, temp);
- dist = (temp[0]
- VectorSubtract(temp, e->origin,
- }
- */
- VectorSubtract(e->origin, surf->poly_center, temp);
- if (DotProduct(temp, temp) > (surf->poly_radius2 + e->cullradius2))
- continue;
- if (maxverts < surf->poly_numverts)
- {
- maxverts = surf->poly_numverts;
- if (verts)
- Mem_Free(verts);
- verts = Mem_Alloc(loadmodel->mempool, maxverts * sizeof(float[3]));
- }
- // copy the original polygon, reversed, for the front cap of the volume
- for (k = 0, v0 = surf->poly_verts + (surf->poly_numverts - 1) * 3, v1 = verts;k < surf->poly_numverts;k++, v0 -= 3, v1 += 3)
- VectorCopy(v0, v1);
- Mod_SVBSP_AddPolygon(svbsproot, surf->poly_numverts, verts, constructmode, surf->poly_center, __LINE__);
- // project the original polygon, for the back cap of the volume
- for (k = 0, v0 = surf->poly_verts, v1 = verts;k < surf->poly_numverts;k++, v0 += 3, v1 += 3)
- {
- VectorSubtract(v0, e->origin, temp);
- VectorNormalize(temp);
- VectorMA(v0, projectdistance, temp, v1);
- }
- Mod_SVBSP_AddPolygon(svbsproot, surf->poly_numverts, verts, constructmode, surf->poly_center, __LINE__);
- // project the shadow volume sides
- for (k = 0, v0 = surf->poly_verts + (surf->poly_numverts - 1) * 3, v1 = surf->poly_verts;k < surf->poly_numverts;k++, v0 = v1, v1 += 3)
- {
- VectorCopy(v0, &verts[0]);
- VectorCopy(v1, &verts[3]);
- VectorCopy(v1, &verts[6]);
- VectorCopy(v0, &verts[9]);
- VectorSubtract(&verts[6], e->origin, temp);
- VectorNormalize(temp);
- VectorMA(&verts[6], projectdistance, temp, &verts[6]);
- VectorSubtract(&verts[9], e->origin, temp);
- VectorNormalize(temp);
- VectorMA(&verts[9], projectdistance, temp, &verts[9]);
- Mod_SVBSP_AddPolygon(svbsproot, 4, verts, constructmode, surf->poly_center, __LINE__);
- }
+ maxverts = surf->poly_numverts;
+ if (verts)
+ Mem_Free(verts);
+ verts = Mem_Alloc(loadmodel->mempool, maxverts * sizeof(float[3]));
}
-#else
- for (j = 0;j < e->numsurfaces;j++)
+ // copy the original polygon, for the front cap of the volume
+ for (k = 0, v0 = surf->poly_verts, v1 = verts;k < surf->poly_numverts;k++, v0 += 3, v1 += 3)
+ VectorCopy(v0, v1);
+ Mod_ShadowMesh_AddPolygon(loadmodel->mempool, e->shadowvolume, surf->poly_numverts, verts);
+ // project the original polygon, reversed, for the back cap of the volume
+ for (k = 0, v0 = surf->poly_verts + (surf->poly_numverts - 1) * 3, v1 = verts;k < surf->poly_numverts;k++, v0 -= 3, v1 += 3)
{
- surf = e->surfaces[j];
- if (!(surf->flags & SURF_SHADOWCAST))
- continue;
- f = DotProduct(e->origin, surf->plane->normal) - surf->plane->dist;
- if (surf->flags & SURF_PLANEBACK)
- f = -f;
- projectdistance = e->cullradius - f;
- if (projectdistance < 0.1 || projectdistance > e->cullradius)
- continue;
- VectorSubtract(e->origin, surf->poly_center, temp);
- if (DotProduct(temp, temp) > (surf->poly_radius2 + e->cullradius2))
- continue;
- if (maxverts < surf->poly_numverts)
- {
- maxverts = surf->poly_numverts;
- if (verts)
- Mem_Free(verts);
- verts = Mem_Alloc(loadmodel->mempool, maxverts * sizeof(float[3]));
- }
- // copy the original polygon, for the front cap of the volume
- for (k = 0, v0 = surf->poly_verts, v1 = verts;k < surf->poly_numverts;k++, v0 += 3, v1 += 3)
- VectorCopy(v0, v1);
- Mod_SVBSP_AddPolygon(svbsproot, surf->poly_numverts, verts, constructmode, surf->poly_center, __LINE__);
- // project the original polygon, reversed, for the back cap of the volume
- for (k = 0, v0 = surf->poly_verts + (surf->poly_numverts - 1) * 3, v1 = verts;k < surf->poly_numverts;k++, v0 -= 3, v1 += 3)
- {
- VectorSubtract(v0, e->origin, temp);
- VectorNormalize(temp);
- VectorMA(v0, projectdistance, temp, v1);
- }
- Mod_SVBSP_AddPolygon(svbsproot, surf->poly_numverts, verts, constructmode, surf->poly_center, __LINE__);
- // project the shadow volume sides
- for (k = 0, v0 = surf->poly_verts + (surf->poly_numverts - 1) * 3, v1 = surf->poly_verts;k < surf->poly_numverts;k++, v0 = v1, v1 += 3)
+ VectorSubtract(v0, e->origin, temp);
+ VectorNormalize(temp);
+ VectorMA(v0, projectdistance, temp, v1);
+ }
+ Mod_ShadowMesh_AddPolygon(loadmodel->mempool, e->shadowvolume, surf->poly_numverts, verts);
+ // project the shadow volume sides
+ for (l = surf->poly_numverts - 1, k = 0, v0 = surf->poly_verts + (surf->poly_numverts - 1) * 3, v1 = surf->poly_verts;k < surf->poly_numverts;l = k, k++, v0 = v1, v1 += 3)
+ {
+ if (!surf->neighborsurfaces[l] || surf->neighborsurfaces[l]->castshadow != castshadowcount)
{
VectorCopy(v1, &verts[0]);
VectorCopy(v0, &verts[3]);
VectorSubtract(&verts[9], e->origin, temp);
VectorNormalize(temp);
VectorMA(&verts[9], projectdistance, temp, &verts[9]);
- Mod_SVBSP_AddPolygon(svbsproot, 4, verts, constructmode, surf->poly_center, __LINE__);
+ Mod_ShadowMesh_AddPolygon(loadmodel->mempool, e->shadowvolume, 4, verts);
}
}
-#endif
}
- if (verts)
- Mem_Free(verts);
-
- svbsp_count_nodes = 0;
- svbsp_count_leafs = 0;
- svbsp_count_polygons = 0;
- svbsp_count_darkleafs = 0;
- svbsp_count_meshs = 0;
- svbsp_count_triangles = 0;
- svbsp_count_vertices = 0;
- e->shadowvolume = Mod_SVBSP_BuildTriangleMeshs(svbsproot, e->shadowvolumemins, e->shadowvolumemaxs);
- Mod_SVBSP_RecursiveGatherStats(svbsproot);
- Mod_SVBSP_FreeTree(svbsproot);
- Con_Printf("light %d (radius %d) has %d surfaces, svbsp contains %d nodes, %d leafs, %d are dark (%d%%), %d original polygons, %d polygons stored (%d%%), %d meshs %d vertices %d triangles\n", lnum, (int)e->cullradius, e->numsurfaces, svbsp_count_nodes, svbsp_count_leafs, svbsp_count_darkleafs, svbsp_count_leafs ? (100 * svbsp_count_darkleafs / svbsp_count_leafs) : 0, svbsp_count_originalpolygons, svbsp_count_polygons, svbsp_count_originalpolygons ? (100 * svbsp_count_polygons / svbsp_count_originalpolygons) : 0, svbsp_count_meshs, svbsp_count_triangles, svbsp_count_vertices);
+ // build the triangle mesh
+ e->shadowvolume = Mod_ShadowMesh_Finish(loadmodel->mempool, e->shadowvolume);
+ {
+ shadowmesh_t *mesh;
+ l = 0;
+ for (mesh = e->shadowvolume;mesh;mesh = mesh->next)
+ l += mesh->numtriangles;
+ Con_Printf("light %i shadow volume built containing %i triangles\n", lnum, l);
+ }
}
-#endif
}
}
+*/
/*
}
#endif
+surfmesh_t *Mod_AllocSurfMesh(int numverts, int numtriangles)
+{
+ surfmesh_t *mesh;
+ mesh = Mem_Alloc(loadmodel->mempool, sizeof(surfmesh_t) + numtriangles * sizeof(int[6]) + numverts * (4 + 4 + 4 + 4 + 4 + 4 + 4 + 1) * sizeof(float));
+ mesh->numverts = numverts;
+ mesh->numtriangles = numtriangles;
+ mesh->verts = (float *)(mesh + 1);
+ mesh->str = mesh->verts + mesh->numverts * 4;
+ mesh->uvw = mesh->str + mesh->numverts * 4;
+ mesh->abc = mesh->uvw + mesh->numverts * 4;
+ mesh->svectors = (float *)(mesh->abc + mesh->numverts * 4);
+ mesh->tvectors = mesh->svectors + mesh->numverts * 4;
+ mesh->normals = mesh->tvectors + mesh->numverts * 4;
+ mesh->lightmapoffsets = (int *)(mesh->normals + mesh->numverts * 4);
+ mesh->index = mesh->lightmapoffsets + mesh->numverts;
+ mesh->triangleneighbors = mesh->index + mesh->numtriangles * 3;
+ return mesh;
+}
+
void Mod_GenerateWallMesh (msurface_t *surf, int vertexonly)
{
int i, iu, iv, *index, smax, tmax;
if (r_miplightmaps.integer)
{
surf->lightmaptexturestride = (surf->extents[0]>>4)+1;
- surf->lightmaptexture = R_LoadTexture(loadmodel->texturepool, NULL, surf->lightmaptexturestride, (surf->extents[1]>>4)+1, NULL, loadmodel->lightmaprgba ? TEXTYPE_RGBA : TEXTYPE_RGB, TEXF_MIPMAP | TEXF_PRECACHE);
+ surf->lightmaptexture = R_LoadTexture2D(loadmodel->texturepool, NULL, surf->lightmaptexturestride, (surf->extents[1]>>4)+1, NULL, loadmodel->lightmaprgba ? TEXTYPE_RGBA : TEXTYPE_RGB, TEXF_MIPMAP | TEXF_PRECACHE, NULL);
}
else
{
surf->lightmaptexturestride = R_CompatibleFragmentWidth((surf->extents[0]>>4)+1, loadmodel->lightmaprgba ? TEXTYPE_RGBA : TEXTYPE_RGB, 0);
- surf->lightmaptexture = R_LoadTexture(loadmodel->texturepool, NULL, surf->lightmaptexturestride, (surf->extents[1]>>4)+1, NULL, loadmodel->lightmaprgba ? TEXTYPE_RGBA : TEXTYPE_RGB, TEXF_FRAGMENT | TEXF_PRECACHE);
+ surf->lightmaptexture = R_LoadTexture2D(loadmodel->texturepool, NULL, surf->lightmaptexturestride, (surf->extents[1]>>4)+1, NULL, loadmodel->lightmaprgba ? TEXTYPE_RGBA : TEXTYPE_RGB, TEXF_FRAGMENT | TEXF_PRECACHE, NULL);
}
R_FragmentLocation(surf->lightmaptexture, NULL, NULL, &ubase, &vbase, &uscale, &vscale);
uscale = (uscale - ubase) * 16.0 / ((surf->extents[0] & ~15) + 16);
vscale = (vscale - vbase) * 16.0 / ((surf->extents[1] & ~15) + 16);
}
- surf->mesh = mesh = Mem_Alloc(loadmodel->mempool, sizeof(surfmesh_t) + (surf->poly_numverts - 2) * sizeof(int[6]) + surf->poly_numverts * (4 + 4 + 4 + 4 + 1 + 3) * sizeof(float));
- mesh->numverts = surf->poly_numverts;
- mesh->numtriangles = surf->poly_numverts - 2;
- mesh->verts = (float *)(mesh + 1);
- mesh->str = mesh->verts + mesh->numverts * 4;
- mesh->uvw = mesh->str + mesh->numverts * 4;
- mesh->abc = mesh->uvw + mesh->numverts * 4;
- mesh->lightmapoffsets = (int *)(mesh->abc + mesh->numverts * 4);
- mesh->index = mesh->lightmapoffsets + mesh->numverts;
- mesh->triangleneighbors = mesh->index + mesh->numtriangles * 3;
- mesh->normals = (float *)(mesh->triangleneighbors + mesh->numtriangles * 3);
+ surf->mesh = mesh = Mod_AllocSurfMesh(surf->poly_numverts, surf->poly_numverts - 2);
index = mesh->index;
for (i = 0;i < mesh->numtriangles;i++)
mesh->abc[i * 4 + 0] = s * (1.0f / 16.0f);
mesh->abc[i * 4 + 1] = t * (1.0f / 16.0f);
mesh->lightmapoffsets[i] = ((iv * (smax+1) + iu) * 3);
- mesh->normals[i * 3 + 0] = normal[0];
- mesh->normals[i * 3 + 1] = normal[1];
- mesh->normals[i * 3 + 2] = normal[2];
}
+ Mod_BuildTextureVectorsAndNormals(mesh->numverts, mesh->numtriangles, mesh->verts, mesh->str, mesh->index, mesh->svectors, mesh->tvectors, mesh->normals);
}
void Mod_GenerateVertexMesh (msurface_t *surf)
surf->lightmaptexturestride = 0;
surf->lightmaptexture = NULL;
- surf->mesh = mesh = Mem_Alloc(loadmodel->mempool, sizeof(surfmesh_t) + (surf->poly_numverts - 2) * sizeof(int[6]) + surf->poly_numverts * (4 + 4 + 4 + 3) * sizeof(float));
- mesh->numverts = surf->poly_numverts;
- mesh->numtriangles = surf->poly_numverts - 2;
- mesh->verts = (float *)(mesh + 1);
- mesh->str = mesh->verts + mesh->numverts * 4;
- mesh->abc = mesh->str + mesh->numverts * 4;
- mesh->index = (int *)(mesh->abc + mesh->numverts * 4);
- mesh->triangleneighbors = mesh->index + mesh->numtriangles * 3;
- mesh->normals = (float *)(mesh->triangleneighbors + mesh->numtriangles * 3);
+ surf->mesh = mesh = Mod_AllocSurfMesh(surf->poly_numverts, surf->poly_numverts - 2);
index = mesh->index;
for (i = 0;i < mesh->numtriangles;i++)
mesh->verts[i * 4 + 2] = in[2];
mesh->str[i * 4 + 0] = s / surf->texinfo->texture->width;
mesh->str[i * 4 + 1] = t / surf->texinfo->texture->height;
+ mesh->uvw[i * 4 + 0] = 0;
+ mesh->uvw[i * 4 + 1] = 0;
mesh->abc[i * 4 + 0] = s * (1.0f / 16.0f);
mesh->abc[i * 4 + 1] = t * (1.0f / 16.0f);
- mesh->normals[i * 3 + 0] = normal[0];
- mesh->normals[i * 3 + 1] = normal[1];
- mesh->normals[i * 3 + 2] = normal[2];
}
+ Mod_BuildTextureVectorsAndNormals(mesh->numverts, mesh->numtriangles, mesh->verts, mesh->str, mesh->index, mesh->svectors, mesh->tvectors, mesh->normals);
}
void Mod_GenerateSurfacePolygon (msurface_t *surf)
{
int i, lindex;
- float *vec, *vert, mins[3], maxs[3], temp[3], dist;
+ float *vec, *vert, mins[3], maxs[3];
// convert edges back to a normal polygon
surf->poly_numverts = surf->numedges;
VectorCopy(vert, mins);
VectorCopy(vert, maxs);
vert += 3;
- for (i = 1;i < surf->poly_numverts;i++)
+ for (i = 1;i < surf->poly_numverts;i++, vert += 3)
{
if (mins[0] > vert[0]) mins[0] = vert[0];if (maxs[0] < vert[0]) maxs[0] = vert[0];
if (mins[1] > vert[1]) mins[1] = vert[1];if (maxs[1] < vert[1]) maxs[1] = vert[1];
if (mins[2] > vert[2]) mins[2] = vert[2];if (maxs[2] < vert[2]) maxs[2] = vert[2];
- vert += 3;
}
VectorCopy(mins, surf->poly_mins);
VectorCopy(maxs, surf->poly_maxs);
surf->poly_center[0] = (mins[0] + maxs[0]) * 0.5f;
surf->poly_center[1] = (mins[1] + maxs[1]) * 0.5f;
surf->poly_center[2] = (mins[2] + maxs[2]) * 0.5f;
- surf->poly_radius2 = 0;
- vert = surf->poly_verts;
- for (i = 0;i < surf->poly_numverts;i++)
- {
- VectorSubtract(vert, surf->poly_center, temp);
- dist = DotProduct(temp, temp);
- if (surf->poly_radius2 < dist)
- surf->poly_radius2 = dist;
- vert += 3;
- }
- surf->poly_radius = sqrt(surf->poly_radius2);
}
/*
loadmodel->numsurfaces = count;
loadmodel->surfacevisframes = Mem_Alloc(loadmodel->mempool, count * sizeof(int));
loadmodel->surfacepvsframes = Mem_Alloc(loadmodel->mempool, count * sizeof(int));
+ loadmodel->pvssurflist = Mem_Alloc(loadmodel->mempool, count * sizeof(int));
for (surfnum = 0;surfnum < count;surfnum++, in++, out++)
{
Mod_FinalizePortals();
}
+static void Mod_BuildSurfaceNeighbors (msurface_t *surfaces, int numsurfaces, mempool_t *mempool)
+{
+#if 0
+ int surfnum, vertnum, vertnum2, snum, vnum, vnum2;
+ msurface_t *surf, *s;
+ float *v0, *v1, *v2, *v3;
+ for (surf = surfaces, surfnum = 0;surfnum < numsurfaces;surf++, surfnum++)
+ surf->neighborsurfaces = Mem_Alloc(mempool, surf->poly_numverts * sizeof(msurface_t *));
+ for (surf = surfaces, surfnum = 0;surfnum < numsurfaces;surf++, surfnum++)
+ {
+ for (vertnum = surf->poly_numverts - 1, vertnum2 = 0, v0 = surf->poly_verts + (surf->poly_numverts - 1) * 3, v1 = surf->poly_verts;vertnum2 < surf->poly_numverts;vertnum = vertnum2, vertnum2++, v0 = v1, v1 += 3)
+ {
+ if (surf->neighborsurfaces[vertnum])
+ continue;
+ surf->neighborsurfaces[vertnum] = NULL;
+ for (s = surfaces, snum = 0;snum < numsurfaces;s++, snum++)
+ {
+ if (s->poly_mins[0] > (surf->poly_maxs[0] + 1) || s->poly_maxs[0] < (surf->poly_mins[0] - 1)
+ || s->poly_mins[1] > (surf->poly_maxs[1] + 1) || s->poly_maxs[1] < (surf->poly_mins[1] - 1)
+ || s->poly_mins[2] > (surf->poly_maxs[2] + 1) || s->poly_maxs[2] < (surf->poly_mins[2] - 1)
+ || s == surf)
+ continue;
+ for (vnum = 0;vnum < s->poly_numverts;vnum++)
+ if (s->neighborsurfaces[vnum] == surf)
+ break;
+ if (vnum < s->poly_numverts)
+ continue;
+ for (vnum = s->poly_numverts - 1, vnum2 = 0, v2 = s->poly_verts + (s->poly_numverts - 1) * 3, v3 = s->poly_verts;vnum2 < s->poly_numverts;vnum = vnum2, vnum2++, v2 = v3, v3 += 3)
+ {
+ if (s->neighborsurfaces[vnum] == NULL
+ && ((v0[0] == v2[0] && v0[1] == v2[1] && v0[2] == v2[2] && v1[0] == v3[0] && v1[1] == v3[1] && v1[2] == v3[2])
+ || (v1[0] == v2[0] && v1[1] == v2[1] && v1[2] == v2[2] && v0[0] == v3[0] && v0[1] == v3[1] && v0[2] == v3[2])))
+ {
+ surf->neighborsurfaces[vertnum] = s;
+ s->neighborsurfaces[vnum] = surf;
+ break;
+ }
+ }
+ if (vnum < s->poly_numverts)
+ break;
+ }
+ }
+ }
+#endif
+}
+
/*
=================
Mod_LoadBrushModel
*/
extern void R_Model_Brush_DrawSky(entity_render_t *ent);
extern void R_Model_Brush_Draw(entity_render_t *ent);
-//extern void R_Model_Brush_DrawFakeShadow(entity_render_t *ent);
-extern void R_Model_Brush_DrawDepth(entity_render_t *ent);
-extern void R_Model_Brush_DrawShadowVolume(entity_render_t *ent, vec3_t relativelightorigin, float lightradius, int visiblevolume);
-extern void R_Model_Brush_DrawLight(entity_render_t *ent, vec3_t relativelightorigin, float lightradius2, float lightdistbias, float lightsubtract, float *lightcolor);
-extern void R_Model_Brush_DrawOntoLight(entity_render_t *ent);
+extern void R_Model_Brush_DrawShadowVolume(entity_render_t *ent, vec3_t relativelightorigin, float lightradius);
+extern void R_Model_Brush_DrawLight(entity_render_t *ent, vec3_t relativelightorigin, vec3_t relativeeyeorigin, float lightradius, float *lightcolor);
void Mod_LoadBrushModel (model_t *mod, void *buffer)
{
int i, j;
// swap all the lumps
mod_base = (qbyte *)header;
- for (i=0 ; i<sizeof(dheader_t)/4 ; i++)
+ for (i = 0;i < (int) sizeof(dheader_t) / 4;i++)
((int *)header)[i] = LittleLong ( ((int *)header)[i]);
// load into heap
mod->DrawSky = NULL;
mod->Draw = R_Model_Brush_Draw;
mod->DrawFakeShadow = NULL;
- mod->DrawDepth = R_Model_Brush_DrawDepth;
mod->DrawShadowVolume = R_Model_Brush_DrawShadowVolume;
mod->DrawLight = R_Model_Brush_DrawLight;
- mod->DrawOntoLight = R_Model_Brush_DrawOntoLight;
+ mod->texturesurfacechains = Mem_Alloc(originalloadmodel->mempool, mod->numtextures * sizeof(msurface_t *));
if (mod->nummodelsurfaces)
{
// LordHavoc: calculate bmodel bounding box rather than trusting what it says
// we only need to have a drawsky function if it is used (usually only on world model)
if (surf->texinfo->texture->shader == &Cshader_sky)
mod->DrawSky = R_Model_Brush_DrawSky;
+ // link into texture chain
+ surf->texturechain = mod->texturesurfacechains[surf->texinfo->texture - mod->textures];
+ mod->texturesurfacechains[surf->texinfo->texture - mod->textures] = surf;
+ // calculate bounding shapes
for (k = 0;k < surf->numedges;k++)
{
l = mod->surfedges[k + surf->firstedge];
mod->radius2 = modelradius * modelradius;
// LordHavoc: build triangle meshs for entire model's geometry
// (only used for shadow volumes)
- mod->shadowmesh = Mod_ShadowMesh_Begin(originalloadmodel->mempool);
+ mod->shadowmesh = Mod_ShadowMesh_Begin(originalloadmodel->mempool, 1024);
for (j = 0, surf = &mod->surfaces[mod->firstmodelsurface];j < mod->nummodelsurfaces;j++, surf++)
if (surf->flags & SURF_SHADOWCAST)
Mod_ShadowMesh_AddPolygon(originalloadmodel->mempool, mod->shadowmesh, surf->poly_numverts, surf->poly_verts);
mod->radius2 = 0;
mod->shadowmesh = NULL;
}
+ Mod_BuildSurfaceNeighbors(mod->surfaces + mod->firstmodelsurface, mod->nummodelsurfaces, originalloadmodel->mempool);
mod->numleafs = bm->visleafs;
}
loadmodel = originalloadmodel;
- Mod_ProcessLightList ();
+ //Mod_ProcessLightList ();
}