]> git.xonotic.org Git - xonotic/darkplaces.git/blobdiff - model_brush.c
fix a warning
[xonotic/darkplaces.git] / model_brush.c
index d9de089a80002315eba044da08562f7184a109af..d2fa8d488427fee4421c5674cdbe914d35900757 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);
@@ -2339,8 +2343,8 @@ static void Mod_Q1BSP_LoadFaces(lump_t *l)
                }
 
                // compile additional data about the surface geometry
-               Mod_BuildNormals(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, loadmodel->surfmesh.data_vertex3f, (loadmodel->surfmesh.data_element3i + 3 * surface->num_firsttriangle), loadmodel->surfmesh.data_normal3f, true);
-               Mod_BuildTextureVectorsFromNormals(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, loadmodel->surfmesh.data_vertex3f, loadmodel->surfmesh.data_texcoordtexture2f, loadmodel->surfmesh.data_normal3f, (loadmodel->surfmesh.data_element3i + 3 * surface->num_firsttriangle), loadmodel->surfmesh.data_svector3f, loadmodel->surfmesh.data_tvector3f, true);
+               Mod_BuildNormals(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, loadmodel->surfmesh.data_vertex3f, (loadmodel->surfmesh.data_element3i + 3 * surface->num_firsttriangle), loadmodel->surfmesh.data_normal3f, r_smoothnormals_areaweighting.integer != 0);
+               Mod_BuildTextureVectorsFromNormals(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, loadmodel->surfmesh.data_vertex3f, loadmodel->surfmesh.data_texcoordtexture2f, loadmodel->surfmesh.data_normal3f, (loadmodel->surfmesh.data_element3i + 3 * surface->num_firsttriangle), loadmodel->surfmesh.data_svector3f, loadmodel->surfmesh.data_tvector3f, r_smoothnormals_areaweighting.integer != 0);
                BoxFromPoints(surface->mins, surface->maxs, surface->num_vertices, (loadmodel->surfmesh.data_vertex3f + 3 * surface->num_firstvertex));
 
                // generate surface extents information
@@ -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;
                }
        }
 
@@ -3750,16 +3755,17 @@ void Mod_Q1BSP_Load(dp_model_t *mod, void *buffer, void *bufferend)
                }
                //mod->brushq1.num_visleafs = bm->visleafs;
 
+               // build a Bounding Interval Hierarchy for culling triangles in light rendering
+               Mod_MakeCollisionBIH(mod, true, &mod->render_bih);
+
                if (mod_q1bsp_polygoncollisions.integer)
                {
-                       Mod_MakeCollisionBIH(mod, true, &mod->collision_bih);
+                       mod->collision_bih = mod->render_bih;
                        // point traces and contents checks still use the bsp tree
                        mod->TraceLine = Mod_CollisionBIH_TraceLine;
                        mod->TraceBox = Mod_CollisionBIH_TraceBox;
                        mod->TraceBrush = Mod_CollisionBIH_TraceBrush;
                }
-               else
-                       Mod_MakeCollisionBIH(mod, true, &mod->render_bih);
 
                // generate VBOs and other shared data before cloning submodels
                if (i == 0)
@@ -4506,6 +4512,8 @@ 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;
        }
 }
 
@@ -4957,6 +4965,7 @@ 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;
                        }
                }
 
@@ -5311,13 +5320,20 @@ 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
-       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, true);
+       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);
 
        // generate ushort elements array if possible
        if (loadmodel->surfmesh.data_element3s)
@@ -5609,7 +5625,10 @@ 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)
        {
@@ -7379,9 +7398,12 @@ 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);
@@ -7603,8 +7625,8 @@ void Mod_OBJ_Load(dp_model_t *mod, void *buffer, void *bufferend)
        Mod_ValidateElements(loadmodel->surfmesh.data_element3i, 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, true);
-       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, true);
+               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);
        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