]> git.xonotic.org Git - xonotic/darkplaces.git/blobdiff - model_shared.c
fix handling of entities which change movetype at runtime
[xonotic/darkplaces.git] / model_shared.c
index 5493b06ae19df246c1c7cd336d2d62d246fb3bf2..dcf5d8c763f913e7cba30163ae4f4dff632c1290 100644 (file)
@@ -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;
@@ -1464,8 +1573,8 @@ void Mod_LoadQ3Shaders(void)
                                                        if (!COM_ParseToken_QuakeC(&text, true))
                                                                break;
                                                }
-                                               for (j = numparameters;j < TEXTURE_MAXFRAMES + 4;j++)
-                                                       parameter[j][0] = 0;
+                                               //for (j = numparameters;j < TEXTURE_MAXFRAMES + 4;j++)
+                                               //      parameter[j][0] = 0;
                                                if (developer.integer >= 100)
                                                {
                                                        Con_Printf("%s %i: ", shader.name, shader.numlayers - 1);
@@ -1683,8 +1792,8 @@ void Mod_LoadQ3Shaders(void)
                                        if (!COM_ParseToken_QuakeC(&text, true))
                                                break;
                                }
-                               for (j = numparameters;j < TEXTURE_MAXFRAMES + 4;j++)
-                                       parameter[j][0] = 0;
+                               //for (j = numparameters;j < TEXTURE_MAXFRAMES + 4;j++)
+                               //      parameter[j][0] = 0;
                                if (fileindex == 0 && !strcasecmp(com_token, "}"))
                                        break;
                                if (developer.integer >= 100)
@@ -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)
                {