X-Git-Url: http://git.xonotic.org/?a=blobdiff_plain;f=model_brush.c;h=9eb87f13caca65e8535a6704c7a8621c543b9bba;hb=26e5b80cd0a43345efe839789be857f31db1bdc1;hp=eb37da166000f2d334051eb23946428bdad4c02f;hpb=4a43205a0993d496822f3460158a41fd4f96c800;p=xonotic%2Fdarkplaces.git diff --git a/model_brush.c b/model_brush.c index eb37da16..9eb87f13 100644 --- a/model_brush.c +++ b/model_brush.c @@ -1636,8 +1636,8 @@ static void R_Q1BSP_LoadSplitSky (unsigned char *src, int width, int height, int } } - loadmodel->brush.solidskyskinframe = R_SkinFrame_LoadInternalBGRA("sky_solidtexture", 0 , (unsigned char *) solidpixels, w, h, vid.sRGB3D); - loadmodel->brush.alphaskyskinframe = R_SkinFrame_LoadInternalBGRA("sky_alphatexture", TEXF_ALPHA, (unsigned char *) alphapixels, w, h, vid.sRGB3D); + loadmodel->brush.solidskyskinframe = R_SkinFrame_LoadInternalBGRA("sky_solidtexture", 0 , (unsigned char *) solidpixels, w, h, 0, 0, 0, vid.sRGB3D); + loadmodel->brush.alphaskyskinframe = R_SkinFrame_LoadInternalBGRA("sky_alphatexture", TEXF_ALPHA, (unsigned char *) alphapixels, w, h, 0, 0, 0, vid.sRGB3D); Mem_Free(solidpixels); Mem_Free(alphapixels); } @@ -1910,7 +1910,7 @@ static void Mod_Q1BSP_LoadTextures(sizebuf_t *sb) { tx->width = image_width; tx->height = image_height; - skinframe = R_SkinFrame_LoadInternalBGRA(tx->name, TEXF_ALPHA | TEXF_MIPMAP | TEXF_ISWORLD | TEXF_PICMIP, pixels, image_width, image_height, true); + skinframe = R_SkinFrame_LoadInternalBGRA(tx->name, TEXF_ALPHA | TEXF_MIPMAP | TEXF_ISWORLD | TEXF_PICMIP, pixels, image_width, image_height, image_width, image_height, CRC_Block(pixels, image_width * image_height * 4), true); } if (freepixels) Mem_Free(freepixels); @@ -1924,9 +1924,9 @@ static void Mod_Q1BSP_LoadTextures(sizebuf_t *sb) } // LordHavoc: some Tenebrae textures get replaced by black if (!strncmp(tx->name, "*glassmirror", 12)) // Tenebrae - tx->materialshaderpass->skinframes[0] = R_SkinFrame_LoadInternalBGRA(tx->name, TEXF_MIPMAP | TEXF_ALPHA, zerotrans, 1, 1, false); + tx->materialshaderpass->skinframes[0] = R_SkinFrame_LoadInternalBGRA(tx->name, TEXF_MIPMAP | TEXF_ALPHA, zerotrans, 1, 1, 0, 0, 0, false); else if (!strncmp(tx->name, "mirror", 6)) // Tenebrae - tx->materialshaderpass->skinframes[0] = R_SkinFrame_LoadInternalBGRA(tx->name, 0, zeroopaque, 1, 1, false); + tx->materialshaderpass->skinframes[0] = R_SkinFrame_LoadInternalBGRA(tx->name, 0, zeroopaque, 1, 1, 0, 0, 0, false); tx->currentskinframe = tx->materialshaderpass->skinframes[0]; } @@ -2587,7 +2587,7 @@ static void Mod_Q1BSP_LoadFaces(sizebuf_t *sb) totaltris += numedges - 2; } - Mod_AllocSurfMesh(loadmodel->mempool, totalverts, totaltris, true, false, false); + Mod_AllocSurfMesh(loadmodel->mempool, totalverts, totaltris, true, false); lightmaptexture = NULL; deluxemaptexture = r_texture_blanknormalmap; @@ -3852,31 +3852,6 @@ static void Mod_Q1BSP_RoundUpToHullSize(dp_model_t *cmodel, const vec3_t inmins, VectorAdd(inmins, hull->clip_size, outmaxs); } -static int Mod_Q1BSP_CreateShadowMesh(dp_model_t *mod) -{ - int j; - int numshadowmeshtriangles = 0; - msurface_t *surface; - if (cls.state == ca_dedicated) - return 0; - // make a single combined shadow mesh to allow optimized shadow volume creation - - for (j = 0, surface = mod->data_surfaces;j < mod->num_surfaces;j++, surface++) - { - surface->num_firstshadowmeshtriangle = numshadowmeshtriangles; - numshadowmeshtriangles += surface->num_triangles; - } - mod->brush.shadowmesh = Mod_ShadowMesh_Begin(mod->mempool, numshadowmeshtriangles * 3, numshadowmeshtriangles, NULL, NULL, NULL, false, false, true); - for (j = 0, surface = mod->data_surfaces;j < mod->num_surfaces;j++, surface++) - if (surface->num_triangles > 0) - Mod_ShadowMesh_AddMesh(mod->mempool, mod->brush.shadowmesh, NULL, NULL, NULL, mod->surfmesh.data_vertex3f, NULL, NULL, NULL, NULL, surface->num_triangles, (mod->surfmesh.data_element3i + 3 * surface->num_firsttriangle)); - mod->brush.shadowmesh = Mod_ShadowMesh_Finish(mod->mempool, mod->brush.shadowmesh, false, r_enableshadowvolumes.integer != 0, false); - if (mod->brush.shadowmesh && mod->brush.shadowmesh->neighbor3i) - Mod_BuildTriangleNeighbors(mod->brush.shadowmesh->neighbor3i, mod->brush.shadowmesh->element3i, mod->brush.shadowmesh->numtriangles); - - return numshadowmeshtriangles; -} - void Mod_CollisionBIH_TraceLineAgainstSurfaces(dp_model_t *model, const frameblend_t *frameblend, const skeleton_t *skeleton, trace_t *trace, const vec3_t start, const vec3_t end, int hitsupercontentsmask, int skipsupercontentsmask, int skipmaterialflagsmask); void Mod_Q1BSP_Load(dp_model_t *mod, void *buffer, void *bufferend) @@ -3986,8 +3961,6 @@ void Mod_Q1BSP_Load(dp_model_t *mod, void *buffer, void *bufferend) mod->GetLightInfo = R_Q1BSP_GetLightInfo; mod->CompileShadowMap = R_Q1BSP_CompileShadowMap; mod->DrawShadowMap = R_Q1BSP_DrawShadowMap; - mod->CompileShadowVolume = R_Q1BSP_CompileShadowVolume; - mod->DrawShadowVolume = R_Q1BSP_DrawShadowVolume; mod->DrawLight = R_Q1BSP_DrawLight; // load into heap @@ -4043,9 +4016,6 @@ void Mod_Q1BSP_Load(dp_model_t *mod, void *buffer, void *bufferend) mod->numframes = 2; // regular and alternate animation mod->numskins = 1; - // make a single combined shadow mesh to allow optimized shadow volume creation - Mod_Q1BSP_CreateShadowMesh(loadmodel); - if (loadmodel->brush.numsubmodels) loadmodel->brush.submodels = (dp_model_t **)Mem_Alloc(loadmodel->mempool, loadmodel->brush.numsubmodels * sizeof(dp_model_t *)); @@ -4969,8 +4939,6 @@ static void Mod_Q2BSP_Load(dp_model_t *mod, void *buffer, void *bufferend) mod->GetLightInfo = R_Q1BSP_GetLightInfo; mod->CompileShadowMap = R_Q1BSP_CompileShadowMap; mod->DrawShadowMap = R_Q1BSP_DrawShadowMap; - mod->CompileShadowVolume = R_Q1BSP_CompileShadowVolume; - mod->DrawShadowVolume = R_Q1BSP_DrawShadowVolume; mod->DrawLight = R_Q1BSP_DrawLight; // load into heap @@ -5031,9 +4999,6 @@ static void Mod_Q2BSP_Load(dp_model_t *mod, void *buffer, void *bufferend) mod->numframes = 0; // q2bsp animations are kind of special, frame is unbounded... mod->numskins = 1; - // make a single combined shadow mesh to allow optimized shadow volume creation - Mod_Q1BSP_CreateShadowMesh(loadmodel); - if (loadmodel->brush.numsubmodels) loadmodel->brush.submodels = (dp_model_t **)Mem_Alloc(loadmodel->mempool, loadmodel->brush.numsubmodels * sizeof(dp_model_t *)); @@ -5938,7 +5903,6 @@ static void Mod_Q3BSP_LoadFaces(lump_t *l) int i, oldi, j, n, count, invalidelements, patchsize[2], finalwidth, finalheight, xtess, ytess, finalvertices, finaltriangles, firstvertex, firstelement, type, oldnumtriangles, oldnumtriangles2, meshvertices, meshtriangles, collisionvertices, collisiontriangles, numvertices, numtriangles, cxtess, cytess; float lightmaptcbase[2], lightmaptcscale[2]; //int *originalelement3i; - //int *originalneighbor3i; float *originalvertex3f; //float *originalsvector3f; //float *originaltvector3f; @@ -6158,7 +6122,7 @@ static void Mod_Q3BSP_LoadFaces(lump_t *l) i = oldi; in = oldin; out = oldout; - Mod_AllocSurfMesh(loadmodel->mempool, meshvertices, meshtriangles, false, true, false); + Mod_AllocSurfMesh(loadmodel->mempool, meshvertices, meshtriangles, false, true); if (collisiontriangles) { loadmodel->brush.data_collisionvertex3f = (float *)Mem_Alloc(loadmodel->mempool, collisionvertices * sizeof(float[3])); @@ -6723,23 +6687,9 @@ 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 - switch(vid.renderpath) - { - case RENDERPATH_GL20: - case RENDERPATH_D3D9: - case RENDERPATH_D3D10: - case RENDERPATH_D3D11: - case RENDERPATH_SOFT: - case RENDERPATH_GLES2: - // LordHavoc: FIXME: is this true? - stylescale = 1; // added while render - break; - case RENDERPATH_GL11: - case RENDERPATH_GL13: - case RENDERPATH_GLES1: - stylescale = r_refdef.scene.rtlightstylevalue[0]; - break; - } + // LadyHavoc: FIXME: is this true? + stylescale = 1; // added while render + //stylescale = r_refdef.scene.rtlightstylevalue[0]; if (!model->brushq3.num_lightgrid) { @@ -7939,8 +7889,6 @@ static void Mod_Q3BSP_Load(dp_model_t *mod, void *buffer, void *bufferend) mod->GetLightInfo = R_Q1BSP_GetLightInfo; mod->CompileShadowMap = R_Q1BSP_CompileShadowMap; mod->DrawShadowMap = R_Q1BSP_DrawShadowMap; - mod->CompileShadowVolume = R_Q1BSP_CompileShadowVolume; - mod->DrawShadowVolume = R_Q1BSP_DrawShadowVolume; mod->DrawLight = R_Q1BSP_DrawLight; mod_base = (unsigned char *)header; @@ -8015,9 +7963,6 @@ static void Mod_Q3BSP_Load(dp_model_t *mod, void *buffer, void *bufferend) // FIXME: shader alpha should replace r_wateralpha support in q3bsp loadmodel->brush.supportwateralpha = true; - // make a single combined shadow mesh to allow optimized shadow volume creation - Mod_Q1BSP_CreateShadowMesh(loadmodel); - loadmodel->brush.num_leafs = 0; Mod_Q3BSP_RecursiveFindNumLeafs(loadmodel->brush.data_nodes); @@ -8260,8 +8205,6 @@ void Mod_OBJ_Load(dp_model_t *mod, void *buffer, void *bufferend) loadmodel->GetLightInfo = R_Q1BSP_GetLightInfo; loadmodel->CompileShadowMap = R_Q1BSP_CompileShadowMap; loadmodel->DrawShadowMap = R_Q1BSP_DrawShadowMap; - loadmodel->CompileShadowVolume = R_Q1BSP_CompileShadowVolume; - loadmodel->DrawShadowVolume = R_Q1BSP_DrawShadowVolume; loadmodel->DrawLight = R_Q1BSP_DrawLight; skinfiles = Mod_LoadSkinFiles(); @@ -8597,14 +8540,12 @@ void Mod_OBJ_Load(dp_model_t *mod, void *buffer, void *bufferend) // allocate storage for final mesh data loadmodel->num_textures = numtextures * loadmodel->numskins; loadmodel->num_texturesperskin = numtextures; - data = (unsigned char *)Mem_Alloc(loadmodel->mempool, loadmodel->num_surfaces * sizeof(int) + loadmodel->num_surfaces * loadmodel->numskins * sizeof(texture_t) + numtriangles * sizeof(int[3]) + (numvertices <= 65536 ? numtriangles * sizeof(unsigned short[3]) : 0) + (r_enableshadowvolumes.integer ? numtriangles * sizeof(int[3]) : 0) + numvertices * sizeof(float[14]) + loadmodel->brush.numsubmodels * sizeof(dp_model_t *)); + data = (unsigned char *)Mem_Alloc(loadmodel->mempool, loadmodel->num_surfaces * sizeof(int) + loadmodel->num_surfaces * loadmodel->numskins * sizeof(texture_t) + numtriangles * sizeof(int[3]) + (numvertices <= 65536 ? numtriangles * sizeof(unsigned short[3]) : 0) + numvertices * sizeof(float[14]) + loadmodel->brush.numsubmodels * sizeof(dp_model_t *)); loadmodel->brush.submodels = (dp_model_t **)data;data += loadmodel->brush.numsubmodels * sizeof(dp_model_t *); loadmodel->sortedmodelsurfaces = (int *)data;data += loadmodel->num_surfaces * sizeof(int); loadmodel->data_textures = (texture_t *)data;data += loadmodel->num_surfaces * loadmodel->numskins * sizeof(texture_t); loadmodel->surfmesh.num_vertices = numvertices; loadmodel->surfmesh.num_triangles = numtriangles; - if (r_enableshadowvolumes.integer) - loadmodel->surfmesh.data_neighbor3i = (int *)data;data += numtriangles * sizeof(int[3]); loadmodel->surfmesh.data_vertex3f = (float *)data;data += numvertices * sizeof(float[3]); loadmodel->surfmesh.data_svector3f = (float *)data;data += numvertices * sizeof(float[3]); loadmodel->surfmesh.data_tvector3f = (float *)data;data += numvertices * sizeof(float[3]); @@ -8638,20 +8579,15 @@ void Mod_OBJ_Load(dp_model_t *mod, void *buffer, void *bufferend) Mem_Free(vertexhashtable); Mem_Free(vertexhashdata); - // make a single combined shadow mesh to allow optimized shadow volume creation - Mod_Q1BSP_CreateShadowMesh(loadmodel); - // compute all the mesh information that was not loaded from the file if (loadmodel->surfmesh.data_element3s) for (i = 0;i < loadmodel->surfmesh.num_triangles*3;i++) loadmodel->surfmesh.data_element3s[i] = loadmodel->surfmesh.data_element3i[i]; - Mod_ValidateElements(loadmodel->surfmesh.data_element3i, loadmodel->surfmesh.num_triangles, 0, loadmodel->surfmesh.num_vertices, __FILE__, __LINE__); + Mod_ValidateElements(loadmodel->surfmesh.data_element3i, loadmodel->surfmesh.data_element3s, loadmodel->surfmesh.num_triangles, 0, loadmodel->surfmesh.num_vertices, __FILE__, __LINE__); // generate normals if the file did not have them if (!VectorLength2(loadmodel->surfmesh.data_normal3f)) Mod_BuildNormals(0, loadmodel->surfmesh.num_vertices, loadmodel->surfmesh.num_triangles, loadmodel->surfmesh.data_vertex3f, loadmodel->surfmesh.data_element3i, loadmodel->surfmesh.data_normal3f, r_smoothnormals_areaweighting.integer != 0); Mod_BuildTextureVectorsFromNormals(0, loadmodel->surfmesh.num_vertices, loadmodel->surfmesh.num_triangles, loadmodel->surfmesh.data_vertex3f, loadmodel->surfmesh.data_texcoordtexture2f, loadmodel->surfmesh.data_normal3f, loadmodel->surfmesh.data_element3i, loadmodel->surfmesh.data_svector3f, loadmodel->surfmesh.data_tvector3f, r_smoothnormals_areaweighting.integer != 0); - if (loadmodel->surfmesh.data_neighbor3i) - Mod_BuildTriangleNeighbors(loadmodel->surfmesh.data_neighbor3i, loadmodel->surfmesh.data_element3i, loadmodel->surfmesh.num_triangles); // if this is a worldmodel and has no BSP tree, create a fake one for the purpose loadmodel->brush.num_visleafs = 1;