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;
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)
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
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 *));
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
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 *));
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;
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]));
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;
// 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);
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();
// 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]);
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++)
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;