}
}
+static void Mod_VBSP_LoadTexinfo(sizebuf_t *sb)
+{
+ mtexinfo_t *out;
+ int i, j, k, count, miptex;
+ int structsize = 72;
+
+ if (sb->cursize % structsize)
+ Host_Error("Mod_VBSP_LoadTexinfo: funny lump size in %s",loadmodel->name);
+ count = sb->cursize / structsize;
+ out = (mtexinfo_t *)Mem_Alloc(loadmodel->mempool, count * sizeof(*out));
+
+ loadmodel->brushq1.texinfo = out;
+ loadmodel->brushq1.numtexinfo = count;
+
+ for (i = 0;i < count;i++, out++)
+ {
+ for (k = 0;k < 2;k++)
+ for (j = 0;j < 4;j++)
+ out->vecs[k][j] = MSG_ReadLittleFloat(sb);
+
+ for (k = 0;k < 2;k++)
+ for (j = 0;j < 4;j++)
+ MSG_ReadLittleFloat(sb); // TODO lightmapVecs
+
+ out->q1flags = MSG_ReadLittleLong(sb);
+ miptex = MSG_ReadLittleLong(sb);
+
+ if (out->q1flags & TEX_SPECIAL)
+ {
+ // if texture chosen is NULL or the shader needs a lightmap,
+ // force to notexture water shader
+ out->textureindex = loadmodel->num_textures - 1;
+ }
+ else
+ {
+ // if texture chosen is NULL, force to notexture
+ out->textureindex = loadmodel->num_textures - 2;
+ }
+ // see if the specified miptex is valid and try to use it instead
+ if (loadmodel->data_textures)
+ {
+ if ((unsigned int) miptex >= (unsigned int) loadmodel->num_textures)
+ Con_Printf("error in model \"%s\": invalid miptex index %i(of %i)\n", loadmodel->name, miptex, loadmodel->num_textures);
+ else
+ out->textureindex = miptex;
+ }
+ }
+}
+
+static void Mod_VBSP_LoadFaces(sizebuf_t *sb)
+{
+ msurface_t *surface;
+ int i, j, count, surfacenum, planenum, smax, tmax, ssize, tsize, firstedge, numedges, totalverts, totaltris, lightmapnumber, lightmapsize, totallightmapsamples, lightmapoffset, texinfoindex;
+ float texmins[2], texmaxs[2], val;
+ rtexture_t *lightmaptexture, *deluxemaptexture;
+ char vabuf[1024];
+ int structsize = 56;
+
+ if (sb->cursize % structsize)
+ Host_Error("Mod_VBSP_LoadFaces: funny lump size in %s",loadmodel->name);
+ count = sb->cursize / structsize;
+ loadmodel->data_surfaces = (msurface_t *)Mem_Alloc(loadmodel->mempool, count*sizeof(msurface_t));
+ loadmodel->data_surfaces_lightmapinfo = (msurface_lightmapinfo_t *)Mem_Alloc(loadmodel->mempool, count*sizeof(msurface_lightmapinfo_t));
+
+ loadmodel->num_surfaces = count;
+
+ loadmodel->brushq1.firstrender = true;
+ loadmodel->brushq1.lightmapupdateflags = (unsigned char *)Mem_Alloc(loadmodel->mempool, count*sizeof(unsigned char));
+
+ totalverts = 0;
+ totaltris = 0;
+ for (surfacenum = 0;surfacenum < count;surfacenum++)
+ {
+ numedges = BuffLittleShort(sb->data + structsize * surfacenum + 8);
+ totalverts += numedges;
+ totaltris += numedges - 2;
+ }
+
+ Mod_AllocSurfMesh(loadmodel->mempool, totalverts, totaltris, true, false);
+
+ lightmaptexture = NULL;
+ deluxemaptexture = r_texture_blanknormalmap;
+ lightmapnumber = 0;
+ lightmapsize = bound(256, gl_max_lightmapsize.integer, (int)vid.maxtexturesize_2d);
+ totallightmapsamples = 0;
+
+ totalverts = 0;
+ totaltris = 0;
+ for (surfacenum = 0, surface = loadmodel->data_surfaces;surfacenum < count;surfacenum++, surface++)
+ {
+ surface->lightmapinfo = loadmodel->data_surfaces_lightmapinfo + surfacenum;
+ planenum = (unsigned short)MSG_ReadLittleShort(sb);
+ /*side = */MSG_ReadLittleShort(sb); // TODO support onNode?
+ firstedge = MSG_ReadLittleLong(sb);
+ numedges = (unsigned short)MSG_ReadLittleShort(sb);
+ texinfoindex = (unsigned short)MSG_ReadLittleShort(sb);
+ MSG_ReadLittleLong(sb); // skipping over dispinfo and surfaceFogVolumeID, both short
+ for (i = 0;i < MAXLIGHTMAPS;i++)
+ surface->lightmapinfo->styles[i] = MSG_ReadByte(sb);
+ lightmapoffset = MSG_ReadLittleLong(sb);
+
+ // FIXME: validate edges, texinfo, etc?
+ if ((unsigned int) firstedge > (unsigned int) loadmodel->brushq1.numsurfedges || (unsigned int) numedges > (unsigned int) loadmodel->brushq1.numsurfedges || (unsigned int) firstedge + (unsigned int) numedges > (unsigned int) loadmodel->brushq1.numsurfedges)
+ Host_Error("Mod_VBSP_LoadFaces: invalid edge range (firstedge %i, numedges %i, model edges %i)", firstedge, numedges, loadmodel->brushq1.numsurfedges);
+ if ((unsigned int) texinfoindex >= (unsigned int) loadmodel->brushq1.numtexinfo)
+ Host_Error("Mod_VBSP_LoadFaces: invalid texinfo index %i(model has %i texinfos)", texinfoindex, loadmodel->brushq1.numtexinfo);
+ if ((unsigned int) planenum >= (unsigned int) loadmodel->brush.num_planes)
+ Host_Error("Mod_VBSP_LoadFaces: invalid plane index %i (model has %i planes)", planenum, loadmodel->brush.num_planes);
+
+ surface->lightmapinfo->texinfo = loadmodel->brushq1.texinfo + texinfoindex;
+ surface->texture = loadmodel->data_textures + surface->lightmapinfo->texinfo->textureindex;
+
+ // Q2BSP doesn't use lightmaps on sky or warped surfaces (water), but still has a lightofs of 0
+ if (lightmapoffset == 0 && (surface->texture->q2flags & (Q2SURF_SKY | Q2SURF_WARP)))
+ lightmapoffset = -1;
+
+ //surface->flags = surface->texture->flags;
+ //if (LittleShort(in->side))
+ // surface->flags |= SURF_PLANEBACK;
+ //surface->plane = loadmodel->brush.data_planes + planenum;
+
+ surface->num_firstvertex = totalverts;
+ surface->num_vertices = numedges;
+ surface->num_firsttriangle = totaltris;
+ surface->num_triangles = numedges - 2;
+ totalverts += numedges;
+ totaltris += numedges - 2;
+
+ // convert edges back to a normal polygon
+ for (i = 0;i < surface->num_vertices;i++)
+ {
+ int lindex = loadmodel->brushq1.surfedges[firstedge + i];
+ float s, t;
+ // note: the q1bsp format does not allow a 0 surfedge (it would have no negative counterpart)
+ if (lindex >= 0)
+ VectorCopy(loadmodel->brushq1.vertexes[loadmodel->brushq1.edges[lindex].v[0]].position, (loadmodel->surfmesh.data_vertex3f + 3 * surface->num_firstvertex) + i * 3);
+ else
+ VectorCopy(loadmodel->brushq1.vertexes[loadmodel->brushq1.edges[-lindex].v[1]].position, (loadmodel->surfmesh.data_vertex3f + 3 * surface->num_firstvertex) + i * 3);
+ s = DotProduct(((loadmodel->surfmesh.data_vertex3f + 3 * surface->num_firstvertex) + i * 3), surface->lightmapinfo->texinfo->vecs[0]) + surface->lightmapinfo->texinfo->vecs[0][3];
+ t = DotProduct(((loadmodel->surfmesh.data_vertex3f + 3 * surface->num_firstvertex) + i * 3), surface->lightmapinfo->texinfo->vecs[1]) + surface->lightmapinfo->texinfo->vecs[1][3];
+ (loadmodel->surfmesh.data_texcoordtexture2f + 2 * surface->num_firstvertex)[i * 2 + 0] = s / surface->texture->width;
+ (loadmodel->surfmesh.data_texcoordtexture2f + 2 * surface->num_firstvertex)[i * 2 + 1] = t / surface->texture->height;
+ (loadmodel->surfmesh.data_texcoordlightmap2f + 2 * surface->num_firstvertex)[i * 2 + 0] = 0;
+ (loadmodel->surfmesh.data_texcoordlightmap2f + 2 * surface->num_firstvertex)[i * 2 + 1] = 0;
+ (loadmodel->surfmesh.data_lightmapoffsets + surface->num_firstvertex)[i] = 0;
+ }
+
+ for (i = 0;i < surface->num_triangles;i++)
+ {
+ (loadmodel->surfmesh.data_element3i + 3 * surface->num_firsttriangle)[i * 3 + 0] = 0 + surface->num_firstvertex;
+ (loadmodel->surfmesh.data_element3i + 3 * surface->num_firsttriangle)[i * 3 + 1] = i + 1 + surface->num_firstvertex;
+ (loadmodel->surfmesh.data_element3i + 3 * surface->num_firsttriangle)[i * 3 + 2] = i + 2 + surface->num_firstvertex;
+ }
+
+ // 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, 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
+ texmins[0] = texmaxs[0] = DotProduct((loadmodel->surfmesh.data_vertex3f + 3 * surface->num_firstvertex), surface->lightmapinfo->texinfo->vecs[0]) + surface->lightmapinfo->texinfo->vecs[0][3];
+ texmins[1] = texmaxs[1] = DotProduct((loadmodel->surfmesh.data_vertex3f + 3 * surface->num_firstvertex), surface->lightmapinfo->texinfo->vecs[1]) + surface->lightmapinfo->texinfo->vecs[1][3];
+ for (i = 1;i < surface->num_vertices;i++)
+ {
+ for (j = 0;j < 2;j++)
+ {
+ val = DotProduct((loadmodel->surfmesh.data_vertex3f + 3 * surface->num_firstvertex) + i * 3, surface->lightmapinfo->texinfo->vecs[j]) + surface->lightmapinfo->texinfo->vecs[j][3];
+ texmins[j] = min(texmins[j], val);
+ texmaxs[j] = max(texmaxs[j], val);
+ }
+ }
+ for (i = 0;i < 2;i++)
+ {
+ surface->lightmapinfo->texturemins[i] = (int) floor(texmins[i] / 16.0) * 16;
+ surface->lightmapinfo->extents[i] = (int) ceil(texmaxs[i] / 16.0) * 16 - surface->lightmapinfo->texturemins[i];
+ }
+
+ smax = surface->lightmapinfo->extents[0] >> 4;
+ tmax = surface->lightmapinfo->extents[1] >> 4;
+ ssize = (surface->lightmapinfo->extents[0] >> 4) + 1;
+ tsize = (surface->lightmapinfo->extents[1] >> 4) + 1;
+
+ // lighting info
+ surface->lightmaptexture = NULL;
+ surface->deluxemaptexture = r_texture_blanknormalmap;
+ if (lightmapoffset == -1)
+ {
+ surface->lightmapinfo->samples = NULL;
+#if 1
+ // give non-lightmapped water a 1x white lightmap
+ if (!loadmodel->brush.isq2bsp && surface->texture->name[0] == '*' && (surface->lightmapinfo->texinfo->q1flags & TEX_SPECIAL) && ssize <= 256 && tsize <= 256)
+ {
+ surface->lightmapinfo->samples = (unsigned char *)Mem_Alloc(loadmodel->mempool, ssize * tsize * 3);
+ surface->lightmapinfo->styles[0] = 0;
+ memset(surface->lightmapinfo->samples, 128, ssize * tsize * 3);
+ }
+#endif
+ }
+ else
+ surface->lightmapinfo->samples = loadmodel->brushq1.lightdata + lightmapoffset;
+
+ // check if we should apply a lightmap to this
+ if (!(surface->lightmapinfo->texinfo->q1flags & TEX_SPECIAL) || surface->lightmapinfo->samples)
+ {
+ if (ssize > 256 || tsize > 256)
+ Host_Error("Bad surface extents");
+
+ if (lightmapsize < ssize)
+ lightmapsize = ssize;
+ if (lightmapsize < tsize)
+ lightmapsize = tsize;
+
+ totallightmapsamples += ssize*tsize;
+
+ // force lightmap upload on first time seeing the surface
+ //
+ // additionally this is used by the later code to see if a
+ // lightmap is needed on this surface (rather than duplicating the
+ // logic above)
+ loadmodel->brushq1.lightmapupdateflags[surfacenum] = true;
+ loadmodel->lit = true;
+ }
+ }
+
+ // small maps (such as ammo boxes especially) don't need big lightmap
+ // textures, so this code tries to guess a good size based on
+ // totallightmapsamples (size of the lightmaps lump basically), as well as
+ // trying to max out the size if there is a lot of lightmap data to store
+ // additionally, never choose a lightmapsize that is smaller than the
+ // largest surface encountered (as it would fail)
+ i = lightmapsize;
+ for (lightmapsize = 64; (lightmapsize < i) && (lightmapsize < bound(128, gl_max_lightmapsize.integer, (int)vid.maxtexturesize_2d)) && (totallightmapsamples > lightmapsize*lightmapsize); lightmapsize*=2)
+ ;
+
+ // now that we've decided the lightmap texture size, we can do the rest
+ if (cls.state != ca_dedicated)
+ {
+ int stainmapsize = 0;
+ mod_alloclightmap_state_t allocState;
+
+ Mod_AllocLightmap_Init(&allocState, loadmodel->mempool, lightmapsize, lightmapsize);
+ for (surfacenum = 0, surface = loadmodel->data_surfaces;surfacenum < count;surfacenum++, surface++)
+ {
+ int iu, iv, lightmapx = 0, lightmapy = 0;
+ float u, v, ubase, vbase, uscale, vscale;
+
+ if (!loadmodel->brushq1.lightmapupdateflags[surfacenum])
+ continue;
+
+ smax = surface->lightmapinfo->extents[0] >> 4;
+ tmax = surface->lightmapinfo->extents[1] >> 4;
+ ssize = (surface->lightmapinfo->extents[0] >> 4) + 1;
+ tsize = (surface->lightmapinfo->extents[1] >> 4) + 1;
+ stainmapsize += ssize * tsize * 3;
+
+ if (!lightmaptexture || !Mod_AllocLightmap_Block(&allocState, ssize, tsize, &lightmapx, &lightmapy))
+ {
+ // allocate a texture pool if we need it
+ if (loadmodel->texturepool == NULL)
+ loadmodel->texturepool = R_AllocTexturePool();
+ // could not find room, make a new lightmap
+ loadmodel->brushq3.num_mergedlightmaps = lightmapnumber + 1;
+ loadmodel->brushq3.data_lightmaps = (rtexture_t **)Mem_Realloc(loadmodel->mempool, loadmodel->brushq3.data_lightmaps, loadmodel->brushq3.num_mergedlightmaps * sizeof(loadmodel->brushq3.data_lightmaps[0]));
+ loadmodel->brushq3.data_deluxemaps = (rtexture_t **)Mem_Realloc(loadmodel->mempool, loadmodel->brushq3.data_deluxemaps, loadmodel->brushq3.num_mergedlightmaps * sizeof(loadmodel->brushq3.data_deluxemaps[0]));
+ loadmodel->brushq3.data_lightmaps[lightmapnumber] = lightmaptexture = R_LoadTexture2D(loadmodel->texturepool, va(vabuf, sizeof(vabuf), "lightmap%i", lightmapnumber), lightmapsize, lightmapsize, NULL, TEXTYPE_BGRA, TEXF_FORCELINEAR | TEXF_ALLOWUPDATES, -1, NULL);
+ if (loadmodel->brushq1.nmaplightdata)
+ loadmodel->brushq3.data_deluxemaps[lightmapnumber] = deluxemaptexture = R_LoadTexture2D(loadmodel->texturepool, va(vabuf, sizeof(vabuf), "deluxemap%i", lightmapnumber), lightmapsize, lightmapsize, NULL, TEXTYPE_BGRA, TEXF_FORCELINEAR | TEXF_ALLOWUPDATES, -1, NULL);
+ lightmapnumber++;
+ Mod_AllocLightmap_Reset(&allocState);
+ Mod_AllocLightmap_Block(&allocState, ssize, tsize, &lightmapx, &lightmapy);
+ }
+ surface->lightmaptexture = lightmaptexture;
+ surface->deluxemaptexture = deluxemaptexture;
+ surface->lightmapinfo->lightmaporigin[0] = lightmapx;
+ surface->lightmapinfo->lightmaporigin[1] = lightmapy;
+
+ uscale = 1.0f / (float)lightmapsize;
+ vscale = 1.0f / (float)lightmapsize;
+ ubase = lightmapx * uscale;
+ vbase = lightmapy * vscale;
+
+ for (i = 0;i < surface->num_vertices;i++)
+ {
+ u = ((DotProduct(((loadmodel->surfmesh.data_vertex3f + 3 * surface->num_firstvertex) + i * 3), surface->lightmapinfo->texinfo->vecs[0]) + surface->lightmapinfo->texinfo->vecs[0][3]) + 8 - surface->lightmapinfo->texturemins[0]) * (1.0 / 16.0);
+ v = ((DotProduct(((loadmodel->surfmesh.data_vertex3f + 3 * surface->num_firstvertex) + i * 3), surface->lightmapinfo->texinfo->vecs[1]) + surface->lightmapinfo->texinfo->vecs[1][3]) + 8 - surface->lightmapinfo->texturemins[1]) * (1.0 / 16.0);
+ (loadmodel->surfmesh.data_texcoordlightmap2f + 2 * surface->num_firstvertex)[i * 2 + 0] = u * uscale + ubase;
+ (loadmodel->surfmesh.data_texcoordlightmap2f + 2 * surface->num_firstvertex)[i * 2 + 1] = v * vscale + vbase;
+ // LadyHavoc: calc lightmap data offset for vertex lighting to use
+ iu = (int) u;
+ iv = (int) v;
+ (loadmodel->surfmesh.data_lightmapoffsets + surface->num_firstvertex)[i] = (bound(0, iv, tmax) * ssize + bound(0, iu, smax)) * 3;
+ }
+ }
+
+ if (cl_stainmaps.integer)
+ {
+ // allocate stainmaps for permanent marks on walls and clear white
+ unsigned char *stainsamples = NULL;
+ stainsamples = (unsigned char *)Mem_Alloc(loadmodel->mempool, stainmapsize);
+ memset(stainsamples, 255, stainmapsize);
+ // assign pointers
+ for (surfacenum = 0, surface = loadmodel->data_surfaces;surfacenum < count;surfacenum++, surface++)
+ {
+ if (!loadmodel->brushq1.lightmapupdateflags[surfacenum])
+ continue;
+ ssize = (surface->lightmapinfo->extents[0] >> 4) + 1;
+ tsize = (surface->lightmapinfo->extents[1] >> 4) + 1;
+ surface->lightmapinfo->stainsamples = stainsamples;
+ stainsamples += ssize * tsize * 3;
+ }
+ }
+ }
+
+ // generate ushort elements array if possible
+ 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];
+}
+
// Valve BSP loader
// Cloudwalk: Wasn't sober when I wrote this. I screamed and ran away at the face loader
void Mod_VBSP_Load(model_t *mod, void *buffer, void *bufferend)
Host_Error("Mod_VBSP_Load: %s has invalid lump %i (offset %i, size %i, file size %i)\n", mod->name, i, offset, size, (int)sb.cursize);
MSG_InitReadBuffer(&lumpsb[i], sb.data + offset, size);
}
+
MSG_ReadLittleLong(&sb); // TODO support revision field
mod->soundfromcenter = true;
Mod_VBSP_LoadTextures(&lumpsb[HL2LUMP_TEXDATA/*?*/]);
//Mod_VBSP_LoadLighting(&lumpsb[HL2LUMP_LIGHTING]);
Mod_VBSP_LoadPlanes(&lumpsb[HL2LUMP_PLANES]);
- //Mod_VBSP_LoadTexinfo(&lumpsb[HL2LUMP_TEXINFO]);
+ Mod_VBSP_LoadTexinfo(&lumpsb[HL2LUMP_TEXINFO]);
// AHHHHHHH
- //Mod_VBSP_LoadFaces(&lumpsb[HL2LUMP_FACES]);
+ Mod_VBSP_LoadFaces(&lumpsb[HL2LUMP_FACES]);
}
}