X-Git-Url: http://git.xonotic.org/?a=blobdiff_plain;f=model_shared.c;h=dcf5d8c763f913e7cba30163ae4f4dff632c1290;hb=86cca99dfa1cc61a9d27e26d8c1f28183dc30ab5;hp=4893aea650c5cc0afa45c059ae51037cde8e8370;hpb=92f6a7b808811061e96bd88af61896f962fa095e;p=xonotic%2Fdarkplaces.git diff --git a/model_shared.c b/model_shared.c index 4893aea6..dcf5d8c7 100644 --- a/model_shared.c +++ b/model_shared.c @@ -1254,6 +1254,35 @@ void Mod_ShadowMesh_Free(shadowmesh_t *mesh) } } +void Mod_CreateCollisionMesh(dp_model_t *mod) +{ + int k; + int numcollisionmeshtriangles; + const msurface_t *surface; + mempool_t *mempool = mod->mempool; + if (!mempool && mod->brush.parentmodel) + mempool = mod->brush.parentmodel->mempool; + // make a single combined collision mesh for physics engine use + // TODO rewrite this to use the collision brushes as source, to fix issues with e.g. common/caulk which creates no drawsurface + numcollisionmeshtriangles = 0; + for (k = 0;k < mod->nummodelsurfaces;k++) + { + surface = mod->data_surfaces + mod->firstmodelsurface + k; + if (!(surface->texture->supercontents & SUPERCONTENTS_SOLID)) + continue; + numcollisionmeshtriangles += surface->num_triangles; + } + mod->brush.collisionmesh = Mod_ShadowMesh_Begin(mempool, numcollisionmeshtriangles * 3, numcollisionmeshtriangles, NULL, NULL, NULL, false, false, true); + for (k = 0;k < mod->nummodelsurfaces;k++) + { + surface = mod->data_surfaces + mod->firstmodelsurface + k; + if (!(surface->texture->supercontents & SUPERCONTENTS_SOLID)) + continue; + Mod_ShadowMesh_AddMesh(mempool, mod->brush.collisionmesh, NULL, NULL, NULL, mod->surfmesh.data_vertex3f, NULL, NULL, NULL, NULL, surface->num_triangles, (mod->surfmesh.data_element3i + 3 * surface->num_firsttriangle)); + } + mod->brush.collisionmesh = Mod_ShadowMesh_Finish(mempool, mod->brush.collisionmesh, false, true, false); +} + void Mod_GetTerrainVertex3fTexCoord2fFromBGRA(const unsigned char *imagepixels, int imagewidth, int imageheight, int ix, int iy, float *vertex3f, float *texcoord2f, matrix4x4_t *pixelstepmatrix, matrix4x4_t *pixeltexturestepmatrix) { float v[3], tc[3]; @@ -1317,6 +1346,86 @@ void Mod_ConstructTerrainPatchFromBGRA(const unsigned char *imagepixels, int ima Mod_GetTerrainVertexFromBGRA(imagepixels, imagewidth, imageheight, ix, iy, vertex3f, texcoord2f, svector3f, tvector3f, normal3f, pixelstepmatrix, pixeltexturestepmatrix); } +#if 0 +void Mod_Terrain_SurfaceRecurseChunk(dp_model_t *model, int stepsize, int x, int y) +{ + float mins[3]; + float maxs[3]; + float chunkwidth = min(stepsize, model->terrain.width - 1 - x); + float chunkheight = min(stepsize, model->terrain.height - 1 - y); + float viewvector[3]; + unsigned int firstvertex; + unsigned int *e; + float *v; + if (chunkwidth < 2 || chunkheight < 2) + return; + VectorSet(mins, model->terrain.mins[0] + x * stepsize * model->terrain.scale[0], model->terrain.mins[1] + y * stepsize * model->terrain.scale[1], model->terrain.mins[2]); + VectorSet(maxs, model->terrain.mins[0] + (x+1) * stepsize * model->terrain.scale[0], model->terrain.mins[1] + (y+1) * stepsize * model->terrain.scale[1], model->terrain.maxs[2]); + viewvector[0] = bound(mins[0], modelorg, maxs[0]) - model->terrain.vieworigin[0]; + viewvector[1] = bound(mins[1], modelorg, maxs[1]) - model->terrain.vieworigin[1]; + viewvector[2] = bound(mins[2], modelorg, maxs[2]) - model->terrain.vieworigin[2]; + if (stepsize > 1 && VectorLength(viewvector) < stepsize*model->terrain.scale[0]*r_terrain_lodscale.value) + { + // too close for this stepsize, emit as 4 chunks instead + stepsize /= 2; + Mod_Terrain_SurfaceRecurseChunk(model, stepsize, x, y); + Mod_Terrain_SurfaceRecurseChunk(model, stepsize, x+stepsize, y); + Mod_Terrain_SurfaceRecurseChunk(model, stepsize, x, y+stepsize); + Mod_Terrain_SurfaceRecurseChunk(model, stepsize, x+stepsize, y+stepsize); + return; + } + // emit the geometry at stepsize into our vertex buffer / index buffer + // we add two columns and two rows for skirt + outwidth = chunkwidth+2; + outheight = chunkheight+2; + outwidth2 = outwidth-1; + outheight2 = outheight-1; + outwidth3 = outwidth+1; + outheight3 = outheight+1; + firstvertex = numvertices; + e = model->terrain.element3i + numtriangles; + numtriangles += chunkwidth*chunkheight*2+chunkwidth*2*2+chunkheight*2*2; + v = model->terrain.vertex3f + numvertices; + numvertices += (chunkwidth+1)*(chunkheight+1)+(chunkwidth+1)*2+(chunkheight+1)*2; + // emit the triangles (note: the skirt is treated as two extra rows and two extra columns) + for (ty = 0;ty < outheight;ty++) + { + for (tx = 0;tx < outwidth;tx++) + { + *e++ = firstvertex + (ty )*outwidth3+(tx ); + *e++ = firstvertex + (ty )*outwidth3+(tx+1); + *e++ = firstvertex + (ty+1)*outwidth3+(tx+1); + *e++ = firstvertex + (ty )*outwidth3+(tx ); + *e++ = firstvertex + (ty+1)*outwidth3+(tx+1); + *e++ = firstvertex + (ty+1)*outwidth3+(tx ); + } + } + // TODO: emit surface vertices (x+tx*stepsize, y+ty*stepsize) + for (ty = 0;ty <= outheight;ty++) + { + skirtrow = ty == 0 || ty == outheight; + ry = y+bound(1, ty, outheight)*stepsize; + for (tx = 0;tx <= outwidth;tx++) + { + skirt = skirtrow || tx == 0 || tx == outwidth; + rx = x+bound(1, tx, outwidth)*stepsize; + v[0] = rx*scale[0]; + v[1] = ry*scale[1]; + v[2] = heightmap[ry*terrainwidth+rx]*scale[2]; + v += 3; + } + } + // TODO: emit skirt vertices +} + +void Mod_Terrain_UpdateSurfacesForViewOrigin(dp_model_t *model) +{ + for (y = 0;y < model->terrain.size[1];y += model->terrain. + Mod_Terrain_SurfaceRecurseChunk(model, model->terrain.maxstepsize, x, y); + Mod_Terrain_BuildChunk(model, +} +#endif + q3wavefunc_t Mod_LoadQ3Shaders_EnumerateWaveFunc(const char *s) { if (!strcasecmp(s, "sin")) return Q3WAVEFUNC_SIN; @@ -2346,6 +2455,19 @@ void Mod_MakeSortedSurfaces(dp_model_t *mod) static void Mod_BuildVBOs(void) { + if (developer.integer && loadmodel->surfmesh.data_element3s && loadmodel->surfmesh.data_element3i) + { + int i; + for (i = 0;i < loadmodel->surfmesh.num_triangles*3;i++) + { + if (loadmodel->surfmesh.data_element3s[i] != loadmodel->surfmesh.data_element3i[i]) + { + Con_Printf("Mod_BuildVBOs: element %u is incorrect (%u should be %u)\n", i, loadmodel->surfmesh.data_element3s[i], loadmodel->surfmesh.data_element3i[i]); + loadmodel->surfmesh.data_element3s[i] = loadmodel->surfmesh.data_element3i[i]; + } + } + } + if (!gl_support_arb_vertex_buffer_object) return; @@ -2353,12 +2475,7 @@ static void Mod_BuildVBOs(void) if (loadmodel->surfmesh.num_triangles) { if (loadmodel->surfmesh.data_element3s) - { - int i; - for (i = 0;i < loadmodel->surfmesh.num_triangles*3;i++) - loadmodel->surfmesh.data_element3s[i] = loadmodel->surfmesh.data_element3i[i]; loadmodel->surfmesh.ebo3s = R_Mesh_CreateStaticBufferObject(GL_ELEMENT_ARRAY_BUFFER_ARB, loadmodel->surfmesh.data_element3s, loadmodel->surfmesh.num_triangles * sizeof(unsigned short[3]), loadmodel->name); - } else loadmodel->surfmesh.ebo3i = R_Mesh_CreateStaticBufferObject(GL_ELEMENT_ARRAY_BUFFER_ARB, loadmodel->surfmesh.data_element3i, loadmodel->surfmesh.num_triangles * sizeof(unsigned int[3]), loadmodel->name); } @@ -2418,13 +2535,14 @@ static void Mod_Decompile_OBJ(dp_model_t *model, const char *filename, const cha countvertices += surface->num_vertices; countfaces += surface->num_triangles; texname = (surface->texture && surface->texture->name[0]) ? surface->texture->name : "default"; - for (textureindex = 0;textureindex < maxtextures && texturenames[textureindex*MAX_QPATH];textureindex++) + for (textureindex = 0;textureindex < counttextures;textureindex++) if (!strcmp(texturenames + textureindex * MAX_QPATH, texname)) break; + if (textureindex < counttextures) + continue; // already wrote this material entry if (textureindex >= maxtextures) continue; // just a precaution - if (counttextures < textureindex + 1) - counttextures = textureindex + 1; + textureindex = counttextures++; strlcpy(texturenames + textureindex * MAX_QPATH, texname, MAX_QPATH); if (outbufferpos >= outbuffermax >> 1) {