fteqw/engine/gl/gl_heightmap.c

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#include "quakedef.h"
#ifdef TERRAIN
#include "glquake.h"
#include "shader.h"
#include "pr_common.h"
//#define STRICTEDGES //strict (ugly) grid
#define TERRAINTHICKNESS 16
#define TERRAINACTIVESECTIONS 1000
//heightmaps work thusly:
//there is one raw heightmap file
//the file is split to 4*4 sections.
//each section is textured independantly (remember banshees are capped at 256*256 pixels)
//it's built into 16 seperate display lists, these display lists are individually culled, but the drivers are expected to optimise them too.
//Tei claims 14x speedup with a single display list. hopefully we can achieve the same speed by culling per-section.
//we get 20->130
//perhaps we should build it with multitexture? (no - slower on ati)
int Surf_NewLightmaps(int count, int width, int height);
#define MAXSECTIONS 64 //this many sections max in each direction
#define SECTTEXSIZE 64 //this many texture samples per section
#define SECTHEIGHTSIZE 16 //this many height samples per section
//each section is this many sections higher in world space, to keep the middle centered at '0 0'
#define CHUNKBIAS (MAXSECTIONS*MAXSECTIONS/2)
#define CHUNKLIMIT (MAXSECTIONS*MAXSECTIONS)
#define LMCHUNKS 2
#define HMLMSTRIDE (LMCHUNKS*SECTTEXSIZE)
#define SECTION_MAGIC (*(int*)"HMMS")
#define SECTION_VER 0
enum
{
//these flags can be found on disk
TSF_HASWATER = 1u<<0,
//these flags should not be found on disk
TSF_RELIGHT = 1u<<29, //height edited, needs relighting.
TSF_DIRTY = 1u<<30, //its heightmap has changed, the mesh needs rebuilding
TSF_EDITED = 1u<<31 //says it needs to be written if saved
#define TSF_INTERNAL (TSF_RELIGHT|TSF_DIRTY|TSF_EDITED)
};
typedef struct
{
int size;
vec3_t axisorg[4];
float scale;
int reserved3;
int reserved2;
int reserved1;
//char modelname[1+];
} dsmesh_t;
typedef struct
{
int magic;
int ver;
unsigned int flags;
char texname[4][32];
unsigned int texmap[SECTTEXSIZE][SECTTEXSIZE];
float heights[SECTHEIGHTSIZE*SECTHEIGHTSIZE];
unsigned short holes;
float waterheight;
float minh;
float maxh;
int numents;
int entsofs;
int reserved3;
int reserved2;
int reserved1;
} dsection_t;
typedef struct
{
link_t recycle;
int sx, sy;
float heights[SECTHEIGHTSIZE*SECTHEIGHTSIZE];
unsigned short holes;
unsigned int flags;
float waterheight;
float minh, maxh;
struct heightmap_s *hmmod;
#ifndef SERVERONLY
char texname[4][32];
int lightmap;
int lmx, lmy;
texnums_t textures;
vbo_t vbo;
mesh_t mesh;
mesh_t *amesh;
int numents;
int maxents;
entity_t *ents;
#endif
} hmsection_t;
typedef struct
{
hmsection_t *section[MAXSECTIONS*MAXSECTIONS];
} hmcluster_t;
typedef struct heightmap_s
{
char path[MAX_QPATH];
int firstsegx, firstsegy;
int maxsegx, maxsegy; //tex/cull sections
float sectionsize; //each section is this big, in world coords
hmcluster_t *cluster[MAXSECTIONS*MAXSECTIONS];
shader_t *skyshader;
shader_t *shader;
mesh_t skymesh;
mesh_t *askymesh;
unsigned int exteriorcontents;
int activesections;
link_t recycle;
#ifndef SERVERONLY
struct lmsect_s
{
struct lmsect_s *next;
int lm, x, y;
} *unusedlmsects;
#endif
#ifndef SERVERONLY
//I'm putting this here because we might have some quite expensive lighting routines going on
//and that'll make editing the terrain jerky as fook, so relighting it a few texels at a time will help maintain a framerate while editing
hmsection_t *relight;
unsigned int relightidx;
vec2_t relightmin;
#endif
} heightmap_t;
static void ted_dorelight(heightmap_t *hm);
static void Terr_Collect(heightmap_t *hm);
#ifndef SERVERONLY
static texid_t Terr_LoadTexture(char *name)
{
extern texid_t missing_texture;
texid_t id;
if (*name)
{
id = R_LoadHiResTexture(name, NULL, 0);
if (!TEXVALID(id))
{
id = missing_texture;
Con_Printf("Unable to load texture %s\n", name);
}
}
else
id = missing_texture;
return id;
}
#endif
static void Terr_LoadSectionTextures(hmsection_t *s)
{
#ifndef SERVERONLY
extern texid_t missing_texture;
//CL_CheckOrEnqueDownloadFile(s->texname[0], NULL, 0);
//CL_CheckOrEnqueDownloadFile(s->texname[1], NULL, 0);
//CL_CheckOrEnqueDownloadFile(s->texname[2], NULL, 0);
//CL_CheckOrEnqueDownloadFile(s->texname[3], NULL, 0);
s->textures.base = Terr_LoadTexture(s->texname[0]);
s->textures.upperoverlay = Terr_LoadTexture(s->texname[1]);
s->textures.loweroverlay = Terr_LoadTexture(s->texname[2]);
s->textures.fullbright = Terr_LoadTexture(s->texname[3]);
s->textures.bump = *s->texname[0]?R_LoadHiResTexture(va("%s_norm", s->texname[0]), NULL, 0):r_nulltex;
s->textures.specular = *s->texname[0]?R_LoadHiResTexture(va("%s_spec", s->texname[0]), NULL, 0):r_nulltex;
#endif
}
#ifndef SERVERONLY
static void Terr_InitLightmap(hmsection_t *s)
{
heightmap_t *hm = s->hmmod;
struct lmsect_s *lms;
if (!hm->unusedlmsects)
{
int lm;
int i;
lm = Surf_NewLightmaps(1, SECTTEXSIZE*LMCHUNKS, SECTTEXSIZE*LMCHUNKS);
for (i = 0; i < LMCHUNKS*LMCHUNKS; i++)
{
lms = malloc(sizeof(*lms));
lms->lm = lm;
BE_UploadAllLightmaps();
lms->x = (i & (LMCHUNKS-1))*SECTTEXSIZE;
lms->y = (i / LMCHUNKS)*SECTTEXSIZE;
lms->next = hm->unusedlmsects;
hm->unusedlmsects = lms;
}
}
lms = hm->unusedlmsects;
hm->unusedlmsects = lms->next;
s->lightmap = lms->lm;
s->lmx = lms->x;
s->lmy = lms->y;
free(lms);
}
#endif
static char *Terr_DiskSectionName(heightmap_t *hm, int sx, int sy)
{
sx -= CHUNKBIAS;
sy -= CHUNKBIAS;
//wrap cleanly
sx &= CHUNKLIMIT-1;
sy &= CHUNKLIMIT-1;
return va("maps/%s/sect_%03x_%03x.hms", hm->path, sx, sy);
}
static hmsection_t *Terr_LoadSection(heightmap_t *hm, hmsection_t *s, int sx, int sy)
{
dsection_t *ds = NULL;
int i;
#ifndef SERVERONLY
dsmesh_t *dm;
unsigned char *lm;
#endif
/*queue the file for download if we don't have it yet*/
if (FS_LoadFile(Terr_DiskSectionName(hm, sx, sy), (void**)&ds) < 0
#ifndef CLIENTONLY
&& !sv.state
#endif
)
{
#ifndef SERVERONLY
CL_CheckOrEnqueDownloadFile(Terr_DiskSectionName(hm, sx, sy), NULL, 0);
#endif
return NULL;
}
if (ds)
{
if (ds->magic != SECTION_MAGIC)
return NULL;
if (ds->ver != SECTION_VER)
return NULL;
}
if (!s)
{
s = malloc(sizeof(*s));
if (!s)
{
FS_FreeFile(ds);
return NULL;
}
memset(s, 0, sizeof(*s));
InsertLinkBefore(&s->recycle, &hm->recycle);
s->sx = sx;
s->sy = sy;
hm->activesections++;
#ifndef SERVERONLY
s->lightmap = -1;
#endif
}
s->hmmod = hm;
#ifndef SERVERONLY
s->flags |= TSF_DIRTY;
if (s->lightmap < 0 && qrenderer != QR_NONE)
Terr_InitLightmap(s);
#endif
if (ds)
{
s->flags = ds->flags | TSF_DIRTY;
#ifndef SERVERONLY
Q_strncpyz(s->texname[0], ds->texname[0], sizeof(s->texname[0]));
Q_strncpyz(s->texname[1], ds->texname[1], sizeof(s->texname[1]));
Q_strncpyz(s->texname[2], ds->texname[2], sizeof(s->texname[2]));
Q_strncpyz(s->texname[3], ds->texname[3], sizeof(s->texname[3]));
CL_CheckOrEnqueDownloadFile(s->texname[0], NULL, 0);
CL_CheckOrEnqueDownloadFile(s->texname[1], NULL, 0);
CL_CheckOrEnqueDownloadFile(s->texname[2], NULL, 0);
CL_CheckOrEnqueDownloadFile(s->texname[3], NULL, 0);
if (s->lightmap >= 0)
{
lm = lightmap[s->lightmap]->lightmaps;
lm += (s->lmx * HMLMSTRIDE + s->lmy) * lightmap_bytes;
for (i = 0; i < SECTTEXSIZE; i++)
{
memcpy(lm, ds->texmap + i, sizeof(ds->texmap[0]));
lm += (HMLMSTRIDE)*lightmap_bytes;
}
lightmap[s->lightmap]->modified = true;
lightmap[s->lightmap]->rectchange.l = 0;
lightmap[s->lightmap]->rectchange.t = 0;
lightmap[s->lightmap]->rectchange.w = HMLMSTRIDE;
lightmap[s->lightmap]->rectchange.h = HMLMSTRIDE;
}
#endif
/*load the heights too*/
for (i = 0; i < SECTHEIGHTSIZE*SECTHEIGHTSIZE; i++)
{
s->heights[i] = LittleFloat(ds->heights[i]);
}
s->minh = ds->minh;
s->maxh = ds->maxh;
s->waterheight = ds->waterheight;
#ifndef SERVERONLY
s->numents = ds->numents;
s->maxents = s->numents;
if (s->maxents)
s->ents = malloc(sizeof(*s->ents) * s->maxents);
else
s->ents = NULL;
if (!s->ents)
s->numents = s->maxents = 0;
memset(s->ents, 0, sizeof(*s->ents) * s->maxents);
for (i = 0, dm = (dsmesh_t*)((qbyte*)ds + ds->entsofs); i < s->numents; i++, dm = (dsmesh_t*)((qbyte*)dm + dm->size))
{
s->ents[i].model = Mod_ForName((char*)(dm + 1), false);
if (!s->ents[i].model || s->ents[i].model->type == mod_dummy)
{
s->numents--;
i--;
continue;
}
s->ents[i].scale = dm->scale;
VectorCopy(dm->axisorg[0], s->ents[i].axis[0]);
VectorCopy(dm->axisorg[1], s->ents[i].axis[1]);
VectorCopy(dm->axisorg[2], s->ents[i].axis[2]);
VectorCopy(dm->axisorg[3], s->ents[i].origin);
s->ents[i].origin[0] += (sx-CHUNKBIAS)*hm->sectionsize;
s->ents[i].origin[1] += (sy-CHUNKBIAS)*hm->sectionsize;
s->ents[i].shaderRGBAf[0] = 1;
s->ents[i].shaderRGBAf[1] = 1;
s->ents[i].shaderRGBAf[2] = 1;
s->ents[i].shaderRGBAf[3] = 1;
}
#endif
FS_FreeFile(ds);
}
else
{
s->flags |= TSF_RELIGHT;
#if 0//def DEBUG
void *f;
if (lightmap_bytes == 4 && lightmap_bgra && FS_LoadFile(va("maps/%s/splatt.png", hm->path), &f) >= 0)
{
//temp
int vx, vy;
int x, y;
extern qbyte *Read32BitImageFile(qbyte *buf, int len, int *width, int *height, qboolean *hasalpha, char *fname);
int sw, sh;
qboolean hasalpha;
unsigned char *splatter = Read32BitImageFile(f, com_filesize, &sw, &sh, &hasalpha, "splattermap");
if (splatter)
{
lm = lightmap[s->lightmap]->lightmaps;
lm += (s->lmx * HMLMSTRIDE + s->lmy) * lightmap_bytes;
for (vx = 0; vx < SECTTEXSIZE; vx++)
{
x = sw * (((float)sy) + ((float)vx / (SECTTEXSIZE-1))) / hm->numsegsx;
if (x > sw-1)
x = sw-1;
for (vy = 0; vy < SECTTEXSIZE; vy++)
{
y = sh * (((float)sx) + ((float)vy / (SECTTEXSIZE-1))) / hm->numsegsy;
if (y > sh-1)
y = sh-1;
lm[2] = splatter[(y + x*sh)*4+0];
lm[1] = splatter[(y + x*sh)*4+1];
lm[0] = splatter[(y + x*sh)*4+2];
lm[3] = splatter[(y + x*sh)*4+3];
lm += 4;
}
lm += (HMLMSTRIDE - SECTTEXSIZE)*lightmap_bytes;
}
BZ_Free(splatter);
lightmap[s->lightmap]->modified = true;
lightmap[s->lightmap]->rectchange.l = 0;
lightmap[s->lightmap]->rectchange.t = 0;
lightmap[s->lightmap]->rectchange.w = HMLMSTRIDE;
lightmap[s->lightmap]->rectchange.h = HMLMSTRIDE;
}
FS_FreeFile(f);
}
if (lightmap_bytes == 4 && lightmap_bgra && FS_LoadFile(va("maps/%s/heightmap.png", hm->path), &f) >= 0)
{
//temp
int vx, vy;
int x, y;
extern qbyte *Read32BitImageFile(qbyte *buf, int len, int *width, int *height, qboolean *hasalpha, char *fname);
int sw, sh;
float *h;
qboolean hasalpha;
unsigned char *hmimage = Read32BitImageFile(f, com_filesize, &sw, &sh, &hasalpha, "heightmap");
if (hmimage)
{
h = s->heights;
for (vx = 0; vx < SECTHEIGHTSIZE; vx++)
{
x = sw * (((float)sy) + ((float)vx / (SECTHEIGHTSIZE-1))) / hm->numsegsx;
if (x > sw-1)
x = sw-1;
for (vy = 0; vy < SECTHEIGHTSIZE; vy++)
{
y = sh * (((float)sx) + ((float)vy / (SECTHEIGHTSIZE-1))) / hm->numsegsy;
if (y > sh-1)
y = sh-1;
*h = 0;
*h += hmimage[(y + x*sh)*4+0];
*h += hmimage[(y + x*sh)*4+1]<<8;
*h += hmimage[(y + x*sh)*4+2]<<16;
*h *= 4.0f/(1<<16);
h++;
}
}
BZ_Free(hmimage);
}
FS_FreeFile(f);
}
#endif
}
Terr_LoadSectionTextures(s);
return s;
}
static qboolean Terr_SaveSection(heightmap_t *hm, hmsection_t *s, int sx, int sy)
{
#ifndef SERVERONLY
dsection_t ds;
dsmesh_t dm;
char *fname;
unsigned char *lm;
vfsfile_t *f;
int nothing = 0;
int i;
//if its invalid or doesn't contain all the data...
if (!s || s->lightmap < 0)
return true;
memset(&ds, 0, sizeof(ds));
memset(&dm, 0, sizeof(dm));
ds.magic = SECTION_MAGIC;
ds.ver = SECTION_VER;
//mask off the flags which are only valid in memory
ds.flags = s->flags & ~(TSF_INTERNAL);
//kill the haswater flag if its entirely above any possible water anyway.
if (s->waterheight < s->minh)
ds.flags &= ~TSF_HASWATER;
Q_strncpyz(ds.texname[0], s->texname[0], sizeof(ds.texname[0]));
Q_strncpyz(ds.texname[1], s->texname[1], sizeof(ds.texname[1]));
Q_strncpyz(ds.texname[2], s->texname[2], sizeof(ds.texname[2]));
Q_strncpyz(ds.texname[3], s->texname[3], sizeof(ds.texname[3]));
lm = lightmap[s->lightmap]->lightmaps;
lm += (s->lmx * HMLMSTRIDE + s->lmy) * lightmap_bytes;
for (i = 0; i < SECTTEXSIZE; i++)
{
memcpy(ds.texmap + i, lm, sizeof(ds.texmap[0]));
lm += (HMLMSTRIDE)*lightmap_bytes;
}
for (i = 0; i < SECTHEIGHTSIZE*SECTHEIGHTSIZE; i++)
{
ds.heights[i] = LittleFloat(s->heights[i]);
}
ds.waterheight = s->waterheight;
ds.holes = s->holes;
ds.minh = s->minh;
ds.maxh = s->maxh;
ds.numents = s->numents;
ds.entsofs = sizeof(ds);
fname = Terr_DiskSectionName(hm, sx, sy);
FS_CreatePath(fname, FS_GAMEONLY);
f = FS_OpenVFS(fname, "wb", FS_GAMEONLY);
if (!f)
{
Con_Printf("Failed to open %s\n", fname);
return false;
}
VFS_WRITE(f, &ds, sizeof(ds));
for (i = 0; i < s->numents; i++)
{
int pad;
dm.scale = s->ents[i].scale;
VectorCopy(s->ents[i].axis[0], dm.axisorg[0]);
VectorCopy(s->ents[i].axis[1], dm.axisorg[1]);
VectorCopy(s->ents[i].axis[2], dm.axisorg[2]);
VectorCopy(s->ents[i].origin, dm.axisorg[3]);
dm.axisorg[3][0] += (CHUNKBIAS-sx)*hm->sectionsize;
dm.axisorg[3][1] += (CHUNKBIAS-sy)*hm->sectionsize;
dm.size = sizeof(dm) + strlen(s->ents[i].model->name) + 1;
if (dm.size & 3)
pad = 4 - (dm.size&3);
else
pad = 0;
dm.size += pad;
VFS_WRITE(f, &dm, sizeof(dm));
VFS_WRITE(f, s->ents[i].model->name, strlen(s->ents[i].model->name)+1);
if (pad)
VFS_WRITE(f, &nothing, pad);
}
VFS_CLOSE(f);
#endif
return true;
}
/*convienience function*/
static hmsection_t *Terr_GetSection(heightmap_t *hm, int x, int y, qboolean doload)
{
hmcluster_t *cluster;
hmsection_t *section;
int cx = x / MAXSECTIONS;
int cy = y / MAXSECTIONS;
int sx = x & (MAXSECTIONS-1);
int sy = y & (MAXSECTIONS-1);
cluster = hm->cluster[cx + cy*MAXSECTIONS];
if (!cluster)
{
if (doload)
{
cluster = malloc(sizeof(*cluster));
if (!cluster)
return NULL;
memset(cluster, 0, sizeof(*cluster));
hm->cluster[cx + cy*MAXSECTIONS] = cluster;
}
else
return NULL;
}
section = cluster->section[sx + sy*MAXSECTIONS];
if (!section)
{
if (doload)
{
while (hm->activesections > TERRAINACTIVESECTIONS)
Terr_Collect(hm);
section = cluster->section[sx + sy*MAXSECTIONS] = Terr_LoadSection(hm, section, x, y);
}
}
return section;
}
/*save all currently loaded sections*/
int HeightMap_Save(heightmap_t *hm)
{
hmsection_t *s;
int x, y;
int sectionssaved = 0;
for (x = hm->firstsegx; x < hm->maxsegx; x++)
{
for (y = hm->firstsegy; y < hm->maxsegy; y++)
{
s = Terr_GetSection(hm, x, y, false);
if (!s)
continue;
if (s->flags & TSF_EDITED)
{
if (Terr_SaveSection(hm, s, x, y))
{
s->flags &= ~TSF_EDITED;
sectionssaved++;
}
}
}
}
return sectionssaved;
}
void Terr_DestroySection(heightmap_t *hm, hmsection_t *s, qboolean lightmapreusable)
{
RemoveLink(&s->recycle);
#ifndef SERVERONLY
if (lightmapreusable && s->lightmap >= 0)
{
struct lmsect_s *lms;
lms = malloc(sizeof(*lms));
lms->lm = s->lightmap;
lms->x = s->lmx;
lms->y = s->lmy;
lms->next = hm->unusedlmsects;
hm->unusedlmsects = lms;
}
if (hm->relight == s)
hm->relight = NULL;
#ifdef GLQUAKE
if (qrenderer == QR_OPENGL)
{
qglDeleteBuffersARB(1, &s->vbo.coord.gl.vbo);
qglDeleteBuffersARB(1, &s->vbo.indicies.gl.vbo);
}
#endif
free(s->ents);
free(s->mesh.xyz_array);
free(s->mesh.indexes);
#endif
free(s);
hm->activesections--;
}
//garbage collect the oldest section, to make space for another
static void Terr_Collect(heightmap_t *hm)
{
hmcluster_t *c;
hmsection_t *s;
int cx, cy;
int sx, sy;
link_t *ln = &hm->recycle;
for (ln = &hm->recycle; ln->next != &hm->recycle; )
{
s = (hmsection_t*)ln->next;
cx = s->sx/MAXSECTIONS;
cy = s->sy/MAXSECTIONS;
c = hm->cluster[cx + cy*MAXSECTIONS];
sx = s->sx & (MAXSECTIONS-1);
sy = s->sy & (MAXSECTIONS-1);
if (c->section[sx+sy*MAXSECTIONS] != s)
Sys_Error("invalid section collection");
c->section[sx+sy*MAXSECTIONS] = NULL;
Terr_DestroySection(hm, s, true);
return;
}
}
/*purge all sections
lightmaps only are purged whenever the client rudely kills lightmaps
we'll reload those when its next seen.
(lightmaps will already have been destroyed, so no poking them)
*/
void Terr_PurgeTerrainModel(model_t *mod, qboolean lightmapsonly, qboolean lightmapreusable)
{
heightmap_t *hm = mod->terrain;
hmcluster_t *c;
hmsection_t *s;
int cx, cy;
int sx, sy;
for (cy = 0; cy < MAXSECTIONS; cy++)
for (cx = 0; cx < MAXSECTIONS; cx++)
{
c = hm->cluster[cx + cy*MAXSECTIONS];
if (!c)
continue;
for (sy = 0; sy < MAXSECTIONS; sy++)
for (sx = 0; sx < MAXSECTIONS; sx++)
{
s = c->section[sx + sy*MAXSECTIONS];
if (!s)
{
}
else if (lightmapsonly)
{
#ifndef SERVERONLY
s->lightmap = -1;
#endif
}
else
{
c->section[sx+sy*MAXSECTIONS] = NULL;
Terr_DestroySection(hm, s, lightmapreusable);
}
}
if (!lightmapsonly)
{
hm->cluster[cx + cy*MAXSECTIONS] = NULL;
free(c);
}
}
#ifndef SERVERONLY
if (!lightmapreusable)
{
while (hm->unusedlmsects)
{
struct lmsect_s *lms;
lms = hm->unusedlmsects;
hm->unusedlmsects = lms->next;
free(lms);
}
}
#endif
}
#ifndef SERVERONLY
void Terr_DrawTerrainWater(float *mins, float *maxs, float waterz, float r, float g, float b, float a)
{
scenetris_t *t;
shader_t *s = R_RegisterCustom ("warp/terrain", Shader_DefaultBSPQ2, NULL);
if (!TEXVALID(s->defaulttextures.base))
s->defaulttextures.base = R_LoadHiResTexture("terwater", NULL, IF_NOALPHA);
if (!TEXVALID(s->defaulttextures.bump))
s->defaulttextures.bump = R_LoadBumpmapTexture("terwater_bump", NULL);
if (!TEXVALID(s->defaulttextures.bump))
{
unsigned char dat[64*64] = {0};
int i;
for (i = 0; i < 64*64; i++)
dat[i] = rand()&15;
s->defaulttextures.bump = R_LoadTexture8BumpPal("terwater_bump", 64, 64, dat, 0);
}
if (cl_numstris && cl_stris[cl_numstris-1].shader == s)
{
t = &cl_stris[cl_numstris-1];
}
else
{
if (cl_numstris == cl_maxstris)
{
cl_maxstris+=8;
cl_stris = BZ_Realloc(cl_stris, sizeof(*cl_stris)*cl_maxstris);
}
t = &cl_stris[cl_numstris++];
t->shader = s;
t->firstidx = cl_numstrisidx;
t->firstvert = cl_numstrisvert;
t->numvert = 0;
t->numidx = 0;
}
if (cl_numstrisidx+12 > cl_maxstrisidx)
{
cl_maxstrisidx=cl_numstrisidx+12 + 64;
cl_strisidx = BZ_Realloc(cl_strisidx, sizeof(*cl_strisidx)*cl_maxstrisidx);
}
if (cl_numstrisvert+4 > cl_maxstrisvert)
{
cl_maxstrisvert+=64;
cl_strisvertv = BZ_Realloc(cl_strisvertv, sizeof(*cl_strisvertv)*cl_maxstrisvert);
cl_strisvertt = BZ_Realloc(cl_strisvertt, sizeof(*cl_strisvertt)*cl_maxstrisvert);
cl_strisvertc = BZ_Realloc(cl_strisvertc, sizeof(*cl_strisvertc)*cl_maxstrisvert);
}
{
VectorSet(cl_strisvertv[cl_numstrisvert], mins[0], mins[1], waterz);
Vector4Set(cl_strisvertc[cl_numstrisvert], r, g, b, a);
Vector2Set(cl_strisvertt[cl_numstrisvert], mins[0]/64, mins[1]/64);
cl_numstrisvert++;
VectorSet(cl_strisvertv[cl_numstrisvert], mins[0], maxs[1], waterz);
Vector4Set(cl_strisvertc[cl_numstrisvert], r, g, b, a);
Vector2Set(cl_strisvertt[cl_numstrisvert], mins[0]/64, maxs[1]/64);
cl_numstrisvert++;
VectorSet(cl_strisvertv[cl_numstrisvert], maxs[0], maxs[1], waterz);
Vector4Set(cl_strisvertc[cl_numstrisvert], r, g, b, a);
Vector2Set(cl_strisvertt[cl_numstrisvert], maxs[0]/64, maxs[1]/64);
cl_numstrisvert++;
VectorSet(cl_strisvertv[cl_numstrisvert], maxs[0], mins[1], waterz);
Vector4Set(cl_strisvertc[cl_numstrisvert], r, g, b, a);
Vector2Set(cl_strisvertt[cl_numstrisvert], maxs[0]/64, mins[1]/64);
cl_numstrisvert++;
}
/*build the triangles*/
cl_strisidx[cl_numstrisidx++] = t->numvert + 0;
cl_strisidx[cl_numstrisidx++] = t->numvert + 1;
cl_strisidx[cl_numstrisidx++] = t->numvert + 2;
cl_strisidx[cl_numstrisidx++] = t->numvert + 0;
cl_strisidx[cl_numstrisidx++] = t->numvert + 2;
cl_strisidx[cl_numstrisidx++] = t->numvert + 3;
cl_strisidx[cl_numstrisidx++] = t->numvert + 3;
cl_strisidx[cl_numstrisidx++] = t->numvert + 2;
cl_strisidx[cl_numstrisidx++] = t->numvert + 1;
cl_strisidx[cl_numstrisidx++] = t->numvert + 3;
cl_strisidx[cl_numstrisidx++] = t->numvert + 1;
cl_strisidx[cl_numstrisidx++] = t->numvert + 0;
t->numidx = cl_numstrisidx - t->firstidx;
t->numvert += 4;
}
void Terr_RebuildMesh(hmsection_t *s, int x, int y)
{
int vx, vy;
int v;
mesh_t *mesh = &s->mesh;
heightmap_t *hm = s->hmmod;
if (s->lightmap < 0)
{
Terr_InitLightmap(s);
}
s->minh = 9999999999999999.f;
s->maxh = -9999999999999999.f;
if (!mesh->xyz_array)
{
mesh->xyz_array = BZ_Malloc((sizeof(vecV_t)+sizeof(vec2_t)+sizeof(vec2_t)) * (SECTHEIGHTSIZE)*(SECTHEIGHTSIZE));
mesh->st_array = (void*) (mesh->xyz_array + (SECTHEIGHTSIZE)*(SECTHEIGHTSIZE));
mesh->lmst_array[0] = (void*) (mesh->st_array + (SECTHEIGHTSIZE)*(SECTHEIGHTSIZE));
}
mesh->numvertexes = 0;
/*64 quads across requires 65 verticies*/
for (vx = 0; vx < SECTHEIGHTSIZE; vx++)
{
for (vy = 0; vy < SECTHEIGHTSIZE; vy++)
{
v = mesh->numvertexes++;
mesh->xyz_array[v][0] = (x-CHUNKBIAS + vx/(SECTHEIGHTSIZE-1.0f)) * hm->sectionsize;
mesh->xyz_array[v][1] = (y-CHUNKBIAS + vy/(SECTHEIGHTSIZE-1.0f)) * hm->sectionsize;
mesh->xyz_array[v][2] = s->heights[vx + vy*SECTHEIGHTSIZE];
if (s->maxh < mesh->xyz_array[v][2])
s->maxh = mesh->xyz_array[v][2];
if (s->minh > mesh->xyz_array[v][2])
s->minh = mesh->xyz_array[v][2];
mesh->st_array[v][0] = mesh->xyz_array[v][0] / 128;
mesh->st_array[v][1] = mesh->xyz_array[v][1] / 128;
//calc the position in the range -0.5 to 0.5
mesh->lmst_array[0][v][0] = (((float)vx / (SECTHEIGHTSIZE-1))-0.5);
mesh->lmst_array[0][v][1] = (((float)vy / (SECTHEIGHTSIZE-1))-0.5);
//scale down to a half-texel
mesh->lmst_array[0][v][0] *= (SECTTEXSIZE-1.0f)/HMLMSTRIDE;
mesh->lmst_array[0][v][1] *= (SECTTEXSIZE-1.0f)/HMLMSTRIDE;
//bias it
mesh->lmst_array[0][v][0] += ((float)SECTTEXSIZE/(HMLMSTRIDE*2)) + ((float)(s->lmy) / HMLMSTRIDE);
mesh->lmst_array[0][v][1] += ((float)SECTTEXSIZE/(HMLMSTRIDE*2)) + ((float)(s->lmx) / HMLMSTRIDE);
//TODO: include colour tints
}
}
if (!mesh->indexes)
mesh->indexes = BZ_Malloc(sizeof(index_t) * SECTHEIGHTSIZE*SECTHEIGHTSIZE*6);
mesh->numindexes = 0;
for (vx = 0; vx < SECTHEIGHTSIZE-1; vx++)
{
for (vy = 0; vy < SECTHEIGHTSIZE-1; vy++)
{
#ifndef STRICTEDGES
float d1,d2;
#endif
#if SECTHEIGHTSIZE >= 4
int holebit;
//skip generation of the mesh above holes
holebit = (vy / (SECTHEIGHTSIZE/4))+(vx / (SECTHEIGHTSIZE/4))*4;
holebit = 1u<<holebit;
if (s->holes & holebit)
continue;
#endif
v = vx + vy*(SECTHEIGHTSIZE);
#ifndef STRICTEDGES
d1 = fabs(mesh->xyz_array[v][2] - mesh->xyz_array[v+1+SECTHEIGHTSIZE][2]);
d2 = fabs(mesh->xyz_array[v+1][2] - mesh->xyz_array[v+SECTHEIGHTSIZE][2]);
if (d1 < d2)
{
mesh->indexes[mesh->numindexes++] = v+0;
mesh->indexes[mesh->numindexes++] = v+1;
mesh->indexes[mesh->numindexes++] = v+1+SECTHEIGHTSIZE;
mesh->indexes[mesh->numindexes++] = v+0;
mesh->indexes[mesh->numindexes++] = v+1+SECTHEIGHTSIZE;
mesh->indexes[mesh->numindexes++] = v+SECTHEIGHTSIZE;
}
else
#endif
{
mesh->indexes[mesh->numindexes++] = v+0;
mesh->indexes[mesh->numindexes++] = v+1;
mesh->indexes[mesh->numindexes++] = v+SECTHEIGHTSIZE;
mesh->indexes[mesh->numindexes++] = v+1;
mesh->indexes[mesh->numindexes++] = v+1+SECTHEIGHTSIZE;
mesh->indexes[mesh->numindexes++] = v+SECTHEIGHTSIZE;
}
}
}
#ifdef GLQUAKE
if (qrenderer == QR_OPENGL)
{
if (!s->vbo.coord.gl.vbo)
qglGenBuffersARB(1, &s->vbo.coord.gl.vbo);
s->vbo.coord.gl.addr = 0;
GL_SelectVBO(s->vbo.coord.gl.vbo);
qglBufferDataARB(GL_ARRAY_BUFFER_ARB, (sizeof(vecV_t)+sizeof(vec2_t)+sizeof(vec2_t)) * (mesh->numvertexes), mesh->xyz_array, GL_STATIC_DRAW_ARB);
GL_SelectVBO(0);
s->vbo.texcoord.gl.addr = (void*)((char*)mesh->st_array - (char*)mesh->xyz_array);
s->vbo.texcoord.gl.vbo = s->vbo.coord.gl.vbo;
s->vbo.lmcoord[0].gl.addr = (void*)((char*)mesh->lmst_array[0] - (char*)mesh->xyz_array);
s->vbo.lmcoord[0].gl.vbo = s->vbo.coord.gl.vbo;
// Z_Free(mesh->xyz_array);
// mesh->xyz_array = NULL;
// mesh->st_array = NULL;
// mesh->lmst_array = NULL;
if (!s->vbo.indicies.gl.vbo)
qglGenBuffersARB(1, &s->vbo.indicies.gl.vbo);
s->vbo.indicies.gl.addr = 0;
GL_SelectEBO(s->vbo.indicies.gl.vbo);
qglBufferDataARB(GL_ELEMENT_ARRAY_BUFFER_ARB, sizeof(index_t) * mesh->numindexes, mesh->indexes, GL_STATIC_DRAW_ARB);
GL_SelectEBO(0);
// Z_Free(mesh->indexes);
// mesh->indexes = NULL;
}
#endif
}
void Terr_DrawTerrainModel (batch_t **batches, entity_t *e)
{
//a 512*512 heightmap
//will draw 2 tris per square, drawn twice for detail
//so a million triangles per frame if the whole thing is visible.
//with 130 to 180fps, display lists rule!
int x, y, i;
vec3_t mins, maxs;
model_t *m = e->model;
heightmap_t *hm = m->terrain;
mesh_t *mesh;
batch_t *b;
hmsection_t *s;
int bounds[4];
if (hm->relight)
ted_dorelight(hm);
if (e->model == cl.worldmodel)
{
b = BE_GetTempBatch();
if (b)
{
b->lightmap[0] = -1;
b->lightmap[1] = -1;
b->lightmap[2] = -1;
b->lightmap[3] = -1;
b->ent = e;
b->shader = hm->skyshader;
b->flags = 0;
b->mesh = &hm->askymesh;
b->mesh[0] = &hm->skymesh;
b->meshes = 1;
b->buildmeshes = NULL;
b->skin = &b->shader->defaulttextures;
b->texture = NULL;
// vbo = b->vbo = hm->vbo[x+y*MAXSECTIONS];
b->vbo = NULL;
b->next = batches[b->shader->sort];
batches[b->shader->sort] = b;
}
}
if (r_refdef.gfog_rgbd[3] || gl_maxdist.value>0)
{
float culldist;
extern cvar_t r_fog_exp2;
if (r_refdef.gfog_rgbd[3])
{
//figure out the eyespace distance required to reach that fog value
culldist = log(0.5/255.0f);
if (r_fog_exp2.ival)
culldist = sqrt(culldist / (-r_refdef.gfog_rgbd[3] * r_refdef.gfog_rgbd[3]));
else
culldist = culldist / (-r_refdef.gfog_rgbd[3]);
//anything drawn beyond this point is fully obscured by fog
culldist += 4096;
}
else
culldist = 999999999999999.f;
if (culldist > gl_maxdist.value && gl_maxdist.value>0)
culldist = gl_maxdist.value;
bounds[0] = bound(hm->firstsegx, (r_refdef.vieworg[0] + (CHUNKBIAS + 0)*hm->sectionsize - culldist) / hm->sectionsize, hm->maxsegx);
bounds[1] = bound(hm->firstsegx, (r_refdef.vieworg[0] + (CHUNKBIAS + 1)*hm->sectionsize + culldist) / hm->sectionsize, hm->maxsegx);
bounds[2] = bound(hm->firstsegy, (r_refdef.vieworg[1] + (CHUNKBIAS + 0)*hm->sectionsize - culldist) / hm->sectionsize, hm->maxsegy);
bounds[3] = bound(hm->firstsegy, (r_refdef.vieworg[1] + (CHUNKBIAS + 1)*hm->sectionsize + culldist) / hm->sectionsize, hm->maxsegy);
}
else
{
bounds[0] = hm->firstsegx;
bounds[1] = hm->maxsegx;
bounds[2] = hm->firstsegy;
bounds[3] = hm->maxsegy;
}
for (x = bounds[0]; x < bounds[1]; x++)
{
mins[0] = (x+0 - CHUNKBIAS)*hm->sectionsize;
maxs[0] = (x+1 - CHUNKBIAS)*hm->sectionsize;
for (y = bounds[2]; y < bounds[3]; y++)
{
mins[1] = (y+0 - CHUNKBIAS)*hm->sectionsize;
maxs[1] = (y+1 - CHUNKBIAS)*hm->sectionsize;
s = Terr_GetSection(hm, x, y, true);
if (!s)
continue;
if (s->lightmap < 0)
Terr_LoadSection(hm, s, x, y);
if (s->flags & TSF_RELIGHT)
{
if (!hm->relight)
{
hm->relight = s;
hm->relightidx = 0;
hm->relightmin[0] = mins[0];
hm->relightmin[1] = mins[1];
}
}
mesh = &s->mesh;
if (s->flags & TSF_DIRTY)
{
s->flags &= ~TSF_DIRTY;
Terr_RebuildMesh(s, x, y);
}
//chuck out any batches for models in this section
for (i = 0; i < s->numents; i++)
{
if (s->ents[i].model && s->ents[i].model->type == mod_alias)
{
R_GAlias_GenerateBatches(&s->ents[i], batches);
}
}
if (s->flags & TSF_HASWATER)
{
mins[2] = s->waterheight;
maxs[2] = s->waterheight;
if (!R_CullBox(mins, maxs))
{
Terr_DrawTerrainWater(mins, maxs, s->waterheight, 1, 1, 1, 1);
}
}
mins[2] = s->minh;
maxs[2] = s->maxh;
// if (!BoundsIntersect(mins, maxs, r_refdef.vieworg, r_refdef.vieworg))
if (R_CullBox(mins, maxs))
continue;
b = BE_GetTempBatch();
if (!b)
continue;
b->ent = e;
b->shader = hm->shader;
b->flags = 0;
b->mesh = &s->amesh;
b->mesh[0] = mesh;
b->meshes = 1;
b->buildmeshes = NULL;
b->skin = &s->textures;
b->texture = NULL;
b->vbo = &s->vbo;
b->lightmap[0] = s->lightmap;
b->lightmap[1] = -1;
b->lightmap[2] = -1;
b->lightmap[3] = -1;
b->next = batches[b->shader->sort];
batches[b->shader->sort] = b;
}
}
}
#endif
unsigned int Heightmap_PointContentsHM(heightmap_t *hm, float clipmipsz, vec3_t org)
{
float x, y;
float z, tz;
int sx, sy;
unsigned int holebit;
hmsection_t *s;
const float wbias = CHUNKBIAS * hm->sectionsize;
sx = (org[0]+wbias)/hm->sectionsize;
sy = (org[1]+wbias)/hm->sectionsize;
if (sx < hm->firstsegx || sy < hm->firstsegy)
return hm->exteriorcontents;
if (sx >= hm->maxsegx || sy >= hm->maxsegy)
return hm->exteriorcontents;
s = Terr_GetSection(hm, sx, sy, true);
if (!s)
{
return FTECONTENTS_SOLID;
}
x = (org[0]+wbias - (sx*hm->sectionsize))*(SECTHEIGHTSIZE-1)/hm->sectionsize;
y = (org[1]+wbias - (sy*hm->sectionsize))*(SECTHEIGHTSIZE-1)/hm->sectionsize;
z = (org[2]+clipmipsz);
if (z < s->minh-16)
return hm->exteriorcontents;
sx = x; x-=sx;
sy = y; y-=sy;
holebit = sx*4/SECTHEIGHTSIZE + (sy*4/SECTHEIGHTSIZE)*4;
if (s->holes & (1u<<holebit))
return FTECONTENTS_EMPTY;
//made of two triangles:
if (x+y>1) //the 1, 1 triangle
{
float v1, v2, v3;
v3 = 1-y;
v2 = x+y-1;
v1 = 1-x;
//0, 1
//1, 1
//1, 0
tz = (s->heights[(sx+0)+(sy+1)*SECTHEIGHTSIZE]*v1 +
s->heights[(sx+1)+(sy+1)*SECTHEIGHTSIZE]*v2 +
s->heights[(sx+1)+(sy+0)*SECTHEIGHTSIZE]*v3);
}
else
{
float v1, v2, v3;
v1 = y;
v2 = x;
v3 = 1-y-x;
//0, 1
//1, 0
//0, 0
tz = (s->heights[(sx+0)+(sy+1)*SECTHEIGHTSIZE]*v1 +
s->heights[(sx+1)+(sy+0)*SECTHEIGHTSIZE]*v2 +
s->heights[(sx+0)+(sy+0)*SECTHEIGHTSIZE]*v3);
}
if (z <= tz)
return FTECONTENTS_SOLID; //contained within
if (s->flags & TSF_HASWATER)
if (z < s->waterheight)
return FTECONTENTS_WATER;
return FTECONTENTS_EMPTY;
}
unsigned int Heightmap_PointContents(model_t *model, vec3_t axis[3], vec3_t org)
{
heightmap_t *hm = model->terrain;
return Heightmap_PointContentsHM(hm, 0, org);
}
unsigned int Heightmap_NativeBoxContents(model_t *model, int hulloverride, int frame, vec3_t axis[3], vec3_t org, vec3_t mins, vec3_t maxs)
{
heightmap_t *hm = model->terrain;
return Heightmap_PointContentsHM(hm, mins[2], org);
}
void Heightmap_Normal(heightmap_t *hm, vec3_t org, vec3_t norm)
{
#if 0
norm[0] = 0;
norm[1] = 0;
norm[2] = 1;
#else
float x, y;
int sx, sy;
vec3_t d1, d2;
const float wbias = CHUNKBIAS * hm->sectionsize;
hmsection_t *s;
norm[0] = 0;
norm[1] = 0;
norm[2] = 1;
sx = (org[0]+wbias)/hm->sectionsize;
sy = (org[1]+wbias)/hm->sectionsize;
if (sx < hm->firstsegx || sy < hm->firstsegy)
return;
if (sx >= hm->maxsegx || sy >= hm->maxsegy)
return;
s = Terr_GetSection(hm, sx, sy, true);
if (!s)
return;
x = (org[0]+wbias - (sx*hm->sectionsize))*(SECTHEIGHTSIZE-1)/hm->sectionsize;
y = (org[1]+wbias - (sy*hm->sectionsize))*(SECTHEIGHTSIZE-1)/hm->sectionsize;
/*
if (x < 0)
x = 0;
if (y < 0)
y = 0;
if (x > hm->maxsegx-1)
x = hm->maxsegx-1;
if (y > hm->maxsegy-1)
y = hm->maxsegy-1;
*/
sx = x; x-=sx;
sy = y; y-=sy;
if (x+y>1) //the 1, 1 triangle
{
//0, 1
//1, 1
//1, 0
d1[0] = (hm->sectionsize / SECTHEIGHTSIZE);
d1[1] = 0;
d1[2] = (s->heights[(sx+1)+(sy+1)*SECTHEIGHTSIZE] - s->heights[(sx+0)+(sy+1)*SECTHEIGHTSIZE]);
d2[0] = 0;
d2[1] = (hm->sectionsize / SECTHEIGHTSIZE);
d2[2] = (s->heights[(sx+1)+(sy+1)*SECTHEIGHTSIZE] - s->heights[(sx+1)+(sy+0)*SECTHEIGHTSIZE]);
}
else
{ //the 0,0 triangle
//0, 1
//1, 0
//0, 0
d1[0] = (hm->sectionsize / SECTHEIGHTSIZE);
d1[1] = 0;
d1[2] = (s->heights[(sx+1)+(sy+0)*SECTHEIGHTSIZE] - s->heights[(sx+0)+(sy+0)*SECTHEIGHTSIZE]);
d2[0] = 0;
d2[1] = (hm->sectionsize / SECTHEIGHTSIZE);
d2[2] = (s->heights[(sx+0)+(sy+1)*SECTHEIGHTSIZE] - s->heights[(sx+0)+(sy+0)*SECTHEIGHTSIZE]);
}
VectorNormalize(d1);
VectorNormalize(d2);
CrossProduct(d1, d2, norm);
VectorNormalize(norm);
#endif
}
typedef struct {
vec3_t start;
vec3_t end;
vec3_t impact;
vec4_t plane;
float frac;
float htilesize;
heightmap_t *hm;
int contents;
} hmtrace_t;
static void Heightmap_Trace_Brush(hmtrace_t *tr, vec4_t *planes, int numplanes)
{
qboolean startout;
float *enterplane;
double enterfrac, exitfrac, nearfrac=0;
double enterdist=0;
double dist, d1, d2, f;
int i;
startout = false;
enterplane= NULL;
enterfrac = -1;
exitfrac = 10;
for (i = 0; i < numplanes; i++)
{
/*calculate the distance based upon the shape of the object we're tracing for*/
dist = planes[i][3];
d1 = DotProduct (tr->start, planes[i]) - dist;
d2 = DotProduct (tr->end, planes[i]) - dist;
//if we're fully outside any plane, then we cannot possibly enter the brush, skip to the next one
if (d1 > 0 && d2 >= d1)
return;
if (d1 > 0)
startout = true;
//if we're fully inside the plane, then whatever is happening is not relevent for this plane
if (d1 <= 0 && d2 <= 0)
continue;
f = (d1) / (d1-d2);
if (d1 > d2)
{
//entered the brush. favour the furthest fraction to avoid extended edges (yay for convex shapes)
if (enterfrac < f)
{
enterfrac = f;
nearfrac = (d1 - (0.03125)) / (d1-d2);
enterplane = planes[i];
enterdist = dist;
}
}
else
{
//left the brush, favour the nearest plane (smallest frac)
if (exitfrac > f)
{
exitfrac = f;
}
}
}
if (!startout)
{
tr->frac = -1;
return;
}
if (enterfrac != -1 && enterfrac < exitfrac)
{
//impact!
if (enterfrac < tr->frac)
{
if (nearfrac < 0)
nearfrac = 0;
tr->frac = nearfrac;//enterfrac;
tr->plane[3] = enterdist;
VectorCopy(enterplane, tr->plane);
}
}
}
//sx,sy are the tile coord
//note that tile SECTHEIGHTSIZE-1 does not exist, as the last sample overlaps the first sample of the next section
static void Heightmap_Trace_Square(hmtrace_t *tr, int tx, int ty)
{
vec3_t d[2];
vec3_t p[4];
vec4_t n[5];
int t;
#ifndef STRICTEDGES
float d1, d2;
#endif
int sx, sy;
hmsection_t *s;
unsigned int holebit;
if (tx < 0 || tx >= CHUNKLIMIT*(SECTHEIGHTSIZE-1))
return;
if (ty < 0 || ty >= CHUNKLIMIT*(SECTHEIGHTSIZE-1))
return;
s = Terr_GetSection(tr->hm, tx/(SECTHEIGHTSIZE-1), ty/(SECTHEIGHTSIZE-1), true);
if (!s)
{
//you're not allowed to walk into sections that have not loaded.
//might as well check the entire section instead of just one tile
Vector4Set(n[0], 1, 0, 0, (tx/(SECTHEIGHTSIZE-1) + 1 - CHUNKBIAS)*tr->hm->sectionsize);
Vector4Set(n[1], -1, 0, 0, -(tx/(SECTHEIGHTSIZE-1) + 0 - CHUNKBIAS)*tr->hm->sectionsize);
Vector4Set(n[2], 0, 1, 0, (ty/(SECTHEIGHTSIZE-1) + 1 - CHUNKBIAS)*tr->hm->sectionsize);
Vector4Set(n[3], 0, -1, 0, -(ty/(SECTHEIGHTSIZE-1) + 0 - CHUNKBIAS)*tr->hm->sectionsize);
Heightmap_Trace_Brush(tr, n, 4);
return;
}
sx = tx - CHUNKBIAS*(SECTHEIGHTSIZE-1);
sy = ty - CHUNKBIAS*(SECTHEIGHTSIZE-1);
tx = tx % (SECTHEIGHTSIZE-1);
ty = ty % (SECTHEIGHTSIZE-1);
holebit = 1u<<(tx/(SECTHEIGHTSIZE>>2) + (ty/(SECTHEIGHTSIZE>>2))*4);
if (s->holes & holebit)
return; //no collision with holes
VectorSet(p[0], tr->htilesize*(sx+0), tr->htilesize*(sy+0), s->heights[(tx+0)+(ty+0)*SECTHEIGHTSIZE]);
VectorSet(p[1], tr->htilesize*(sx+1), tr->htilesize*(sy+0), s->heights[(tx+1)+(ty+0)*SECTHEIGHTSIZE]);
VectorSet(p[2], tr->htilesize*(sx+0), tr->htilesize*(sy+1), s->heights[(tx+0)+(ty+1)*SECTHEIGHTSIZE]);
VectorSet(p[3], tr->htilesize*(sx+1), tr->htilesize*(sy+1), s->heights[(tx+1)+(ty+1)*SECTHEIGHTSIZE]);
#ifndef STRICTEDGES
d1 = fabs(p[0][2] - p[3][2]);
d2 = fabs(p[1][2] - p[2][2]);
if (d1 < d2)
{
for (t = 0; t < 2; t++)
{
/*generate the brush (in world space*/
if (t == 0)
{
VectorSubtract(p[3], p[2], d[0]);
VectorSubtract(p[2], p[0], d[1]);
//left-most
Vector4Set(n[0], -1, 0, 0, -tr->htilesize*(sx+0));
//bottom-most
Vector4Set(n[1], 0, 1, 0, tr->htilesize*(sy+1));
//top-right
VectorSet(n[2], 0.70710678118654752440084436210485, -0.70710678118654752440084436210485, 0);
n[2][3] = DotProduct(n[2], p[0]);
//top
VectorNormalize(d[0]);
VectorNormalize(d[1]);
CrossProduct(d[0], d[1], n[3]);
VectorNormalize(n[3]);
n[3][3] = DotProduct(n[3], p[0]);
//down
VectorNegate(n[3], n[4]);
n[4][3] = DotProduct(n[4], p[0]) - n[4][2]*TERRAINTHICKNESS;
}
else
{
VectorSubtract(p[1], p[0], d[0]);
VectorSubtract(p[3], p[1], d[1]);
//right-most
Vector4Set(n[0], 1, 0, 0, tr->htilesize*(sx+1));
//top-most
Vector4Set(n[1], 0, -1, 0, -tr->htilesize*(sy+0));
//bottom-left
VectorSet(n[2], -0.70710678118654752440084436210485, 0.70710678118654752440084436210485, 0);
n[2][3] = DotProduct(n[2], p[0]);
//top
VectorNormalize(d[0]);
VectorNormalize(d[1]);
CrossProduct(d[0], d[1], n[3]);
VectorNormalize(n[3]);
n[3][3] = DotProduct(n[3], p[0]);
//down
VectorNegate(n[3], n[4]);
n[4][3] = DotProduct(n[4], p[0]) - n[4][2]*TERRAINTHICKNESS;
}
Heightmap_Trace_Brush(tr, n, 5);
}
}
else
#endif
{
for (t = 0; t < 2; t++)
{
/*generate the brush (in world space*/
if (t == 0)
{
VectorSubtract(p[1], p[0], d[0]);
VectorSubtract(p[2], p[0], d[1]);
//left-most
Vector4Set(n[0], -1, 0, 0, -tr->htilesize*(sx+0));
//top-most
Vector4Set(n[1], 0, -1, 0, -tr->htilesize*(sy+0));
//bottom-right
VectorSet(n[2], 0.70710678118654752440084436210485, 0.70710678118654752440084436210485, 0);
n[2][3] = DotProduct(n[2], p[1]);
//top
VectorNormalize(d[0]);
VectorNormalize(d[1]);
CrossProduct(d[0], d[1], n[3]);
VectorNormalize(n[3]);
n[3][3] = DotProduct(n[3], p[1]);
//down
VectorNegate(n[3], n[4]);
n[4][3] = DotProduct(n[4], p[1]) - n[4][2]*TERRAINTHICKNESS;
}
else
{
VectorSubtract(p[3], p[2], d[0]);
VectorSubtract(p[3], p[1], d[1]);
//right-most
Vector4Set(n[0], 1, 0, 0, tr->htilesize*(sx+1));
//bottom-most
Vector4Set(n[1], 0, 1, 0, tr->htilesize*(sy+1));
//top-left
VectorSet(n[2], -0.70710678118654752440084436210485, -0.70710678118654752440084436210485, 0);
n[2][3] = DotProduct(n[2], p[1]);
//top
VectorNormalize(d[0]);
VectorNormalize(d[1]);
CrossProduct(d[0], d[1], n[3]);
VectorNormalize(n[3]);
n[3][3] = DotProduct(n[3], p[1]);
//down
VectorNegate(n[3], n[4]);
n[4][3] = DotProduct(n[4], p[1]) - n[4][2]*TERRAINTHICKNESS;
}
Heightmap_Trace_Brush(tr, n, 5);
}
}
}
#define DIST_EPSILON 0
/*
Heightmap_TraceRecurse
Traces an arbitary box through a heightmap. (interface with outside)
Why is recursion good?
1: it is consistant with bsp models. :)
2: it allows us to use any size model we want
3: we don't have to work out the height of the terrain every X units, but can be more precise.
Obviously, we don't care all that much about 1
*/
qboolean Heightmap_Trace(struct model_s *model, int hulloverride, int frame, vec3_t mataxis[3], vec3_t start, vec3_t end, vec3_t mins, vec3_t maxs, unsigned int against, struct trace_s *trace)
{
vec2_t pos, npos;
qboolean nudge[2];
vec2_t dir;
vec2_t frac;
vec2_t emins;
vec2_t emaxs;
int x, y;
int axis;
int breaklimit = 1000;
float wbias;
hmtrace_t hmtrace;
hmtrace.hm = model->terrain;
hmtrace.htilesize = hmtrace.hm->sectionsize / (SECTHEIGHTSIZE-1);
hmtrace.frac = 1;
hmtrace.contents = 0;
hmtrace.plane[0] = 0;
hmtrace.plane[1] = 0;
hmtrace.plane[2] = 0;
hmtrace.plane[3] = 0;
memset(trace, 0, sizeof(*trace));
trace->fraction = 1;
//to tile space
hmtrace.start[0] = (start[0]);
hmtrace.start[1] = (start[1]);
hmtrace.start[2] = (start[2] + mins[2]);
hmtrace.end[0] = (end[0]);
hmtrace.end[1] = (end[1]);
hmtrace.end[2] = (end[2] + mins[2]);
dir[0] = (hmtrace.end[0] - hmtrace.start[0])/hmtrace.htilesize;
dir[1] = (hmtrace.end[1] - hmtrace.start[1])/hmtrace.htilesize;
pos[0] = (hmtrace.start[0]+CHUNKBIAS*hmtrace.hm->sectionsize)/hmtrace.htilesize;
pos[1] = (hmtrace.start[1]+CHUNKBIAS*hmtrace.hm->sectionsize)/hmtrace.htilesize;
wbias = CHUNKBIAS*hmtrace.hm->sectionsize;
emins[0] = (mins[0]-1)/hmtrace.htilesize;
emins[1] = (mins[1]-1)/hmtrace.htilesize;
emaxs[0] = (maxs[0]+1)/hmtrace.htilesize;
emaxs[1] = (maxs[1]+1)/hmtrace.htilesize;
/*fixme:
set pos to the leading corner instead
on boundary changes, scan across multiple blocks
*/
//make sure the start tile is valid
for (y = pos[1] + emins[1]; y <= pos[1] + emaxs[1]; y++)
for (x = pos[0] + emins[0]; x <= pos[0] + emaxs[0]; x++)
Heightmap_Trace_Square(&hmtrace, x, y);
for(;;)
{
if (breaklimit--< 0)
break;
for (axis = 0; axis < 2; axis++)
{
if (dir[axis] > 0)
{
nudge[axis] = false;
npos[axis] = pos[axis] + 1-(pos[axis]-(int)pos[axis]);
frac[axis] = (npos[axis]*hmtrace.htilesize-wbias - hmtrace.start[axis])/(hmtrace.end[axis]-hmtrace.start[axis]);
}
else if (dir[axis] < 0)
{
npos[axis] = pos[axis];
nudge[axis] = (float)(int)pos[axis] == pos[axis];
npos[axis] = (int)npos[axis];
frac[axis] = (npos[axis]*hmtrace.htilesize-wbias - hmtrace.start[axis])/(hmtrace.end[axis]-hmtrace.start[axis]);
npos[axis] -= nudge[axis];
}
else
frac[axis] = 1000000000000000;
}
//which side are we going down?
if (frac[0] < frac[1])
axis = 0;
else
axis = 1;
if (frac[axis] >= 1)
break;
//touch the neighbour(s)
if (dir[axis] > 0)
{
pos[axis] = (int)pos[axis] + 1;
pos[axis] = npos[axis];
Heightmap_Trace_Square(&hmtrace, pos[0], pos[1]);
}
else
{
pos[axis] = npos[axis];
Heightmap_Trace_Square(&hmtrace, pos[0], pos[1]);
}
//and make sure our position on the other axis is correct, for the next time around the loop
if (frac[axis] > hmtrace.frac)
break;
pos[!axis] = ((hmtrace.end[!axis] * frac[axis]) + (hmtrace.start[!axis] * (1-frac[axis])) + CHUNKBIAS*hmtrace.hm->sectionsize)/hmtrace.htilesize;
}
trace->plane.dist = hmtrace.plane[3];
trace->plane.normal[0] = hmtrace.plane[0];
trace->plane.normal[1] = hmtrace.plane[1];
trace->plane.normal[2] = hmtrace.plane[2];
if (hmtrace.frac == -1)
{
trace->fraction = 0;
trace->startsolid = true;
trace->allsolid = true;
VectorCopy(start, trace->endpos);
}
else
{
if (hmtrace.frac < 0)
hmtrace.frac = 0;
trace->fraction = hmtrace.frac;
VectorInterpolate(start, hmtrace.frac, end, trace->endpos);
}
return trace->fraction < 1;
}
unsigned int Heightmap_FatPVS (model_t *mod, vec3_t org, qbyte *pvsbuffer, unsigned int pvssize, qboolean add)
{
return 0;
}
#ifndef CLIENTONLY
qboolean Heightmap_EdictInFatPVS (model_t *mod, struct pvscache_s *edict, qbyte *pvsdata)
{
return true;
}
void Heightmap_FindTouchedLeafs (model_t *mod, pvscache_t *ent, float *mins, float *maxs)
{
}
#endif
void Heightmap_LightPointValues (model_t *mod, vec3_t point, vec3_t res_diffuse, vec3_t res_ambient, vec3_t res_dir)
{
float time = realtime;
res_diffuse[0] = 128;
res_diffuse[1] = 128;
res_diffuse[2] = 128;
res_ambient[0] = 64;
res_ambient[1] = 64;
res_ambient[2] = 64;
res_dir[0] = sin(time);
res_dir[1] = cos(time);
res_dir[2] = sin(time);
VectorNormalize(res_dir);
}
void Heightmap_StainNode (mnode_t *node, float *parms)
{
}
void Heightmap_MarkLights (dlight_t *light, int bit, mnode_t *node)
{
}
qbyte *Heightmap_LeafnumPVS (model_t *model, int num, qbyte *buffer, unsigned int buffersize)
{
static qbyte heightmappvs = 255;
return &heightmappvs;
}
int Heightmap_LeafForPoint (model_t *model, vec3_t point)
{
return 0;
}
#ifndef SERVERONLY
static unsigned char *ted_getlightmap(hmsection_t *s, int idx)
{
unsigned char *lm;
int x = idx % SECTTEXSIZE, y = idx / SECTTEXSIZE;
if (s->lightmap < 0)
{
Terr_LoadSection(s->hmmod, s, x, y);
if (s->lightmap < 0)
Terr_InitLightmap(s);
}
s->flags |= TSF_EDITED;
lightmap[s->lightmap]->modified = true;
lightmap[s->lightmap]->rectchange.l = 0;
lightmap[s->lightmap]->rectchange.t = 0;
lightmap[s->lightmap]->rectchange.w = HMLMSTRIDE;
lightmap[s->lightmap]->rectchange.h = HMLMSTRIDE;
lm = lightmap[s->lightmap]->lightmaps;
lm += ((s->lmx+y) * HMLMSTRIDE + (s->lmy+x)) * lightmap_bytes;
return lm;
}
static void ted_dorelight(heightmap_t *hm)
{
unsigned char *lm = ted_getlightmap(hm->relight, 0);
int x, y;
#define EXPAND 2
vec3_t surfnorms[(SECTTEXSIZE+EXPAND*2)*(SECTTEXSIZE+EXPAND*2)];
// float scaletab[EXPAND*2*EXPAND*2];
vec3_t ldir = {0.4, 0.7, 2};
hmsection_t *s = hm->relight;
s->flags &= ~TSF_RELIGHT;
hm->relight = NULL;
for (y = -EXPAND; y < SECTTEXSIZE+EXPAND; y++)
for (x = -EXPAND; x < SECTTEXSIZE+EXPAND; x++)
{
vec3_t pos;
pos[0] = hm->relightmin[0] + (x*hm->sectionsize/(SECTTEXSIZE-1));
pos[1] = hm->relightmin[1] + (y*hm->sectionsize/(SECTTEXSIZE-1));
pos[2] = 0;
Heightmap_Normal(s->hmmod, pos, surfnorms[x+EXPAND + (y+EXPAND)*(SECTTEXSIZE+EXPAND*2)]);
}
VectorNormalize(ldir);
for (y = 0; y < SECTTEXSIZE; y++, lm += (HMLMSTRIDE-SECTTEXSIZE)*4)
for (x = 0; x < SECTTEXSIZE; x++, lm += 4)
{
vec3_t norm;
float d;
int sx,sy;
VectorClear(norm);
for (sy = -EXPAND; sy <= EXPAND; sy++)
for (sx = -EXPAND; sx <= EXPAND; sx++)
{
d = sqrt((EXPAND*2+1)*(EXPAND*2+1) - sx*sx+sy*sy);
VectorMA(norm, d, surfnorms[x+sx+EXPAND + (y+sy+EXPAND)*(SECTTEXSIZE+EXPAND*2)], norm);
}
VectorNormalize(norm);
d = DotProduct(ldir, norm);
if (d < 0)
d = 0;
// lm[0] = norm[0]*127 + 128;
// lm[1] = norm[1]*127 + 128;
// lm[2] = norm[2]*127 + 128;
lm[3] = d*255;
}
}
static void ted_sethole(void *ctx, hmsection_t *s, int idx, float wx, float wy, float w)
{
unsigned int bit;
unsigned int mask;
mask = 1u<<idx;
if (*(float*)ctx)
bit = mask;
else
bit = 0;
s->flags |= TSF_DIRTY|TSF_EDITED;
s->holes = (s->holes & ~mask) | bit;
}
static void ted_heighttally(void *ctx, hmsection_t *s, int idx, float wx, float wy, float w)
{
/*raise the terrain*/
((float*)ctx)[0] += s->heights[idx]*w;
((float*)ctx)[1] += w;
}
static void ted_heightsmooth(void *ctx, hmsection_t *s, int idx, float wx, float wy, float w)
{
s->flags |= TSF_DIRTY|TSF_EDITED|TSF_RELIGHT;
/*interpolate the terrain towards a certain value*/
if (IS_NAN(s->heights[idx]))
s->heights[idx] = *(float*)ctx;
else
s->heights[idx] = s->heights[idx]*(1-w) + w**(float*)ctx;
}
static void ted_heightraise(void *ctx, hmsection_t *s, int idx, float wx, float wy, float strength)
{
s->flags |= TSF_DIRTY|TSF_EDITED|TSF_RELIGHT;
/*raise the terrain*/
s->heights[idx] += strength;
}
static void ted_heightset(void *ctx, hmsection_t *s, int idx, float wx, float wy, float strength)
{
s->flags |= TSF_DIRTY|TSF_EDITED|TSF_RELIGHT;
/*set the terrain to a specific value*/
s->heights[idx] = *(float*)ctx;
}
static void ted_mixconcentrate(void *ctx, hmsection_t *s, int idx, float wx, float wy, float w)
{
unsigned char *lm = ted_getlightmap(s, idx);
/*concentrate the lightmap values to a single channel*/
if (lm[0] > lm[1] && lm[0] > lm[2] && lm[0] > (255-(lm[0]+lm[1]+lm[2])))
{
lm[0] = lm[0]*(1-w) + 255*(w);
lm[1] = lm[1]*(1-w) + 0*(w);
lm[2] = lm[2]*(1-w) + 0*(w);
}
else if (lm[1] > lm[2] && lm[1] > (255-(lm[0]+lm[1]+lm[2])))
{
lm[0] = lm[0]*(1-w) + 0*(w);
lm[1] = lm[1]*(1-w) + 255*(w);
lm[2] = lm[2]*(1-w) + 0*(w);
}
else if (lm[2] > (255-(lm[0]+lm[1]+lm[2])))
{
lm[0] = lm[0]*(1-w) + 0*(w);
lm[1] = lm[1]*(1-w) + 0*(w);
lm[2] = lm[2]*(1-w) + 255*(w);
}
else
{
lm[0] = lm[0]*(1-w) + 0*(w);
lm[1] = lm[1]*(1-w) + 0*(w);
lm[2] = lm[2]*(1-w) + 0*(w);
}
}
static void ted_mixnoise(void *ctx, hmsection_t *s, int idx, float wx, float wy, float w)
{
unsigned char *lm = ted_getlightmap(s, idx);
vec4_t v;
float sc;
/*randomize the lightmap somewhat (you'll probably want to concentrate it a bit after)*/
v[0] = (rand()&255);
v[1] = (rand()&255);
v[2] = (rand()&255);
v[3] = (rand()&255);
sc = v[0] + v[1] + v[2] + v[3];
Vector4Scale(v, 255/sc, v);
lm[0] = lm[0]*(1-w) + (v[0]*(w));
lm[1] = lm[1]*(1-w) + (v[1]*(w));
lm[2] = lm[2]*(1-w) + (v[2]*(w));
}
static void ted_mixpaint(void *ctx, hmsection_t *s, int idx, float wx, float wy, float w)
{
unsigned char *lm = ted_getlightmap(s, idx);
char *texname = ctx;
int t;
vec3_t newval;
if (w > 1)
w = 1;
for (t = 0; t < 4; t++)
{
if (!strncmp(s->texname[t], texname, sizeof(s->texname[t])-1))
{
newval[0] = (t == 0);
newval[1] = (t == 1);
newval[2] = (t == 2);
lm[2] = lm[2]*(1-w) + (255*newval[0]*(w));
lm[1] = lm[1]*(1-w) + (255*newval[1]*(w));
lm[0] = lm[0]*(1-w) + (255*newval[2]*(w));
return;
}
}
for (t = 0; t < 4; t++)
{
if (!*s->texname[t])
{
Q_strncpyz(s->texname[t], texname, sizeof(s->texname[t]));
newval[0] = (t == 0);
newval[1] = (t == 1);
newval[2] = (t == 2);
lm[2] = lm[2]*(1-w) + (255*newval[0]*(w));
lm[1] = lm[1]*(1-w) + (255*newval[1]*(w));
lm[0] = lm[0]*(1-w) + (255*newval[2]*(w));
Terr_LoadSectionTextures(s);
return;
}
}
}
/*
static void ted_mixlight(void *ctx, hmsection_t *s, int idx, float wx, float wy, float w)
{
unsigned char *lm = ted_getlightmap(s, idx);
vec3_t pos, pos2;
vec3_t norm, tnorm;
vec3_t ldir = {0.4, 0.7, 2};
float d;
int x,y;
trace_t tr;
VectorClear(norm);
for (y = -4; y < 4; y++)
for (x = -4; x < 4; x++)
{
pos[0] = wx - (CHUNKBIAS + x/64.0) * s->hmmod->sectionsize;
pos[1] = wy - (CHUNKBIAS + y/64.0) * s->hmmod->sectionsize;
#if 0
pos[2] = 10000;
pos2[0] = wx - (CHUNKBIAS + x/64.0) * s->hmmod->sectionsize;
pos2[1] = wy - (CHUNKBIAS + y/64.0) * s->hmmod->sectionsize;
pos2[2] = -10000;
Heightmap_Trace(cl.worldmodel, 0, 0, NULL, pos, pos2, vec3_origin, vec3_origin, FTECONTENTS_SOLID, &tr);
VectorCopy(tr.plane.normal, tnorm);
#else
Heightmap_Normal(s->hmmod, pos, tnorm);
#endif
d = sqrt(32 - x*x+y*y);
VectorMA(norm, d, tnorm, norm);
}
VectorNormalize(ldir);
VectorNormalize(norm);
d = DotProduct(ldir, norm);
if (d < 0)
d = 0;
lm[3] = d*255;
}
*/
static void ted_mixset(void *ctx, hmsection_t *s, int idx, float wx, float wy, float w)
{
unsigned char *lm = ted_getlightmap(s, idx);
if (w > 1)
w = 1;
lm[2] = lm[2]*(1-w) + (255*((float*)ctx)[0]*(w));
lm[1] = lm[1]*(1-w) + (255*((float*)ctx)[1]*(w));
lm[0] = lm[0]*(1-w) + (255*((float*)ctx)[2]*(w));
}
static void ted_mixtally(void *ctx, hmsection_t *s, int idx, float wx, float wy, float w)
{
unsigned char *lm = ted_getlightmap(s, idx);
((float*)ctx)[0] += lm[0]*w;
((float*)ctx)[1] += lm[1]*w;
((float*)ctx)[2] += lm[2]*w;
((float*)ctx)[3] += w;
}
//calls 'func' for each tile upon the terrain. the 'tile' can be either height or texel
static void ted_itterate(heightmap_t *hm, float *pos, float radius, float strength, int steps, void(*func)(void *ctx, hmsection_t *s, int idx, float wx, float wy, float strength), void *ctx)
{
int tx, ty;
float wx, wy;
float sc[2];
int min[2], max[2];
int sx,sy;
hmsection_t *s;
float w, xd, yd;
min[0] = floor((pos[0] - radius)/(hm->sectionsize) - 1);
min[1] = floor((pos[1] - radius)/(hm->sectionsize) - 1);
max[0] = ceil((pos[0] + radius)/(hm->sectionsize) + 1);
max[1] = ceil((pos[1] + radius)/(hm->sectionsize) + 1);
min[0] = bound(hm->firstsegx, min[0], hm->maxsegx);
min[1] = bound(hm->firstsegx, min[1], hm->maxsegy);
max[0] = bound(hm->firstsegx, max[0], hm->maxsegx);
max[1] = bound(hm->firstsegx, max[1], hm->maxsegy);
sc[0] = hm->sectionsize/(steps-1);
sc[1] = hm->sectionsize/(steps-1);
for (sx = min[0]; sx < max[0]; sx++)
{
for (sy = min[1]; sy < max[1]; sy++)
{
s = Terr_GetSection(hm, sx, sy, true);
if (!s)
continue;
for (tx = 0; tx < steps; tx++)
{
for (ty = 0; ty < steps; ty++)
{
/*both heights and textures have an overlapping/matching sample at the edge, there's no need for any half-pixels or anything here*/
wx = (sx*(steps-1.0) + tx)*sc[0];
wy = (sy*(steps-1.0) + ty)*sc[1];
xd = wx - pos[0];
yd = wy - pos[1];
w = sqrt(radius*radius - (xd*xd+yd*yd));
if (w > 0)
{
func(ctx, s, tx+ty*steps, wx, wy, w*strength/(radius));
}
}
}
}
}
}
//Heightmap_NativeBoxContents
enum
{
ter_reload,
ter_save,
ter_sethole,
ter_height_set,
ter_height_smooth,
ter_height_spread,
ter_raise,
ter_lower,
ter_tex_kill,
ter_tex_get,
ter_mixpaint,
ter_mixconcentrate,
ter_mixnoise,
ter_mixblur,
ter_water_set,
ter_mesh_add,
ter_mesh_kill
};
void QCBUILTIN PF_terrain_edit(progfuncs_t *prinst, struct globalvars_s *pr_globals)
{
world_t *vmw = prinst->parms->user;
int action = G_FLOAT(OFS_PARM0);
vec3_t pos;// G_VECTOR(OFS_PARM1);
float radius = G_FLOAT(OFS_PARM2);
float quant = G_FLOAT(OFS_PARM3);
// G_FLOAT(OFS_RETURN) = Heightmap_Edit(w->worldmodel, action, pos, radius, quant);
model_t *mod = vmw->worldmodel;
heightmap_t *hm;
vec4_t tally;
G_FLOAT(OFS_RETURN) = 0;
if (!mod || !mod->terrain)
return;
hm = mod->terrain;
pos[0] = G_FLOAT(OFS_PARM1+0) + hm->sectionsize * CHUNKBIAS;
pos[1] = G_FLOAT(OFS_PARM1+1) + hm->sectionsize * CHUNKBIAS;
pos[2] = G_FLOAT(OFS_PARM1+2);
switch(action)
{
case ter_reload:
Terr_PurgeTerrainModel(mod, false, true);
break;
case ter_save:
Con_Printf("%i sections saved\n", HeightMap_Save(hm));
break;
case ter_sethole:
{
int x, y;
hmsection_t *s;
x = pos[0]*4 / hm->sectionsize;
y = pos[1]*4 / hm->sectionsize;
x = bound(hm->firstsegx*4, x, hm->maxsegy*4-1);
y = bound(hm->firstsegy*4, y, hm->maxsegy*4-1);
s = Terr_GetSection(hm, x/4, y/4, true);
if (!s)
return;
ted_sethole(&quant, s, (x&3) + (y&3)*4, x/4, y/4, 0);
}
break;
case ter_height_set:
ted_itterate(hm, pos, radius, 1, SECTHEIGHTSIZE, ted_heightset, &quant);
break;
case ter_height_smooth:
tally[0] = 0;
tally[1] = 0;
ted_itterate(hm, pos, radius, 1, SECTHEIGHTSIZE, ted_heighttally, &tally);
tally[0] /= tally[1];
if (IS_NAN(tally[0]))
tally[0] = 0;
ted_itterate(hm, pos, radius, quant, SECTHEIGHTSIZE, ted_heightsmooth, &tally);
break;
case ter_height_spread:
tally[0] = 0;
tally[1] = 0;
ted_itterate(hm, pos, radius/2, 1, SECTHEIGHTSIZE, ted_heighttally, &tally);
tally[0] /= tally[1];
if (IS_NAN(tally[0]))
tally[0] = 0;
ted_itterate(hm, pos, radius, 1, SECTHEIGHTSIZE, ted_heightsmooth, &tally);
break;
case ter_water_set:
{
int x, y;
hmsection_t *s;
x = pos[0] / hm->sectionsize;
y = pos[1] / hm->sectionsize;
x = bound(hm->firstsegx, x, hm->maxsegy-1);
y = bound(hm->firstsegy, y, hm->maxsegy-1);
s = Terr_GetSection(hm, x, y, true);
if (!s)
return;
s->flags |= TSF_HASWATER|TSF_EDITED;
s->waterheight = quant;
}
break;
case ter_lower:
quant *= -1;
case ter_raise:
ted_itterate(hm, pos, radius, quant, SECTHEIGHTSIZE, ted_heightraise, &quant);
break;
// case ter_mixset:
// ted_itterate(hm, pos, radius, 1, SECTTEXSIZE, ted_mixset, G_VECTOR(OFS_PARM4));
// break;
case ter_mixpaint:
ted_itterate(hm, pos, radius, quant/10, SECTTEXSIZE, ted_mixpaint, PR_GetStringOfs(prinst, OFS_PARM4));
break;
case ter_mixconcentrate:
ted_itterate(hm, pos, radius, 1, SECTTEXSIZE, ted_mixconcentrate, NULL);
break;
case ter_mixnoise:
ted_itterate(hm, pos, radius, 1, SECTTEXSIZE, ted_mixnoise, NULL);
break;
case ter_mixblur:
Vector4Set(tally, 0, 0, 0, 0);
ted_itterate(hm, pos, radius, 1, SECTTEXSIZE, ted_mixtally, &tally);
VectorScale(tally, 1/(tally[3]*255), tally);
ted_itterate(hm, pos, radius, quant, SECTTEXSIZE, ted_mixset, &tally);
break;
case ter_tex_get:
{
int x, y;
hmsection_t *s;
x = pos[0] / hm->sectionsize;
y = pos[1] / hm->sectionsize;
x = bound(hm->firstsegx, x, hm->maxsegy-1);
y = bound(hm->firstsegy, y, hm->maxsegy-1);
s = Terr_GetSection(hm, x, y, true);
if (!s)
return;
x = bound(0, quant, 3);
G_INT(OFS_RETURN) = PR_TempString(prinst, s->texname[x]);
}
break;
case ter_tex_kill:
{
char *killtex = PR_GetStringOfs(prinst, OFS_PARM4);
int x, y, t, to;
hmsection_t *s;
x = pos[0] / hm->sectionsize;
y = pos[1] / hm->sectionsize;
x = bound(hm->firstsegx, x, hm->maxsegy-1);
y = bound(hm->firstsegy, y, hm->maxsegy-1);
s = Terr_GetSection(hm, x, y, true);
if (!s)
return;
s->flags |= TSF_EDITED;
for (t = 0; t < 4; t++)
{
if (!strcmp(s->texname[t], killtex))
{
unsigned char *lm = ted_getlightmap(s, 0);
s->texname[t][0] = 0;
for (to = 0; to < 4; to++)
if (*s->texname[to])
break;
if (to == 4)
to = 0;
if (to == 0 || to == 2)
to = 2 - to;
if (t == 0 || t == 2)
t = 2 - t;
for (y = 0; y < SECTTEXSIZE; y++)
{
for (x = 0; x < SECTTEXSIZE; x++, lm+=4)
{
if (t == 3)
{
//to won't be 3
lm[to] = lm[to] + (255 - (lm[0] + lm[1] + lm[2]));
}
else
{
if (to != 3)
lm[to] += lm[t];
lm[t] = 0;
}
}
lm += SECTTEXSIZE*4*(LMCHUNKS-1);
}
if (t == 0 || t == 2)
t = 2 - t;
Terr_LoadSectionTextures(s);
}
}
}
break;
case ter_mesh_add:
{
entity_t *e;
float *epos;
int x, y;
hmsection_t *s;
epos = ((wedict_t *)G_EDICT(prinst, OFS_PARM1))->v->origin;
x = (epos[0] / hm->sectionsize) + CHUNKBIAS;
y = (epos[1] / hm->sectionsize) + CHUNKBIAS;
x = bound(hm->firstsegx, x, hm->maxsegy-1);
y = bound(hm->firstsegy, y, hm->maxsegy-1);
s = Terr_GetSection(hm, x, y, true);
if (!s)
return;
s->flags |= TSF_EDITED;
if (s->maxents == s->numents)
{
s->maxents++;
s->ents = realloc(s->ents, sizeof(*s->ents)*(s->maxents));
}
e = &s->ents[s->numents++];
memset(e, 0, sizeof(*e));
e->scale = ((wedict_t *)G_EDICT(prinst, OFS_PARM1))->xv->scale;
e->shaderRGBAf[0] = 1;
e->shaderRGBAf[1] = 1;
e->shaderRGBAf[2] = 1;
e->shaderRGBAf[3] = 1;
VectorCopy(epos, e->origin);
AngleVectorsFLU(((wedict_t *)G_EDICT(prinst, OFS_PARM1))->v->angles, e->axis[0], e->axis[1], e->axis[2]);
e->model = vmw->Get_CModel(vmw, ((wedict_t *)G_EDICT(prinst, OFS_PARM1))->v->modelindex);
}
break;
case ter_mesh_kill:
{
// int i;
// entity_t *e;
int x, y;
// float r;
hmsection_t *s;
x = pos[0] / hm->sectionsize;
y = pos[1] / hm->sectionsize;
x = bound(hm->firstsegx, x, hm->maxsegy-1);
y = bound(hm->firstsegy, y, hm->maxsegy-1);
s = Terr_GetSection(hm, x, y, true);
if (!s)
return;
s->numents = 0;
s->flags |= TSF_EDITED;
/*for (i = 0; i < s->numents; i++)
{
}*/
}
break;
}
}
#else
void QCBUILTIN PF_terrain_edit(progfuncs_t *prinst, struct globalvars_s *pr_globals)
{
G_FLOAT(OFS_RETURN) = 0;
}
#endif
void Terr_ParseEntityLump(char *data, float *scale, int *minx, int *maxx, int *miny, int *maxy)
{
char key[128];
if (data)
if ((data=COM_Parse(data))) //read the map info.
if (com_token[0] == '{')
while (1)
{
if (!(data=COM_Parse(data)))
break; // error
if (com_token[0] == '}')
break; // end of worldspawn
if (com_token[0] == '_')
strcpy(key, com_token + 1); //_ vars are for comments/utility stuff that arn't visible to progs. Ignore them.
else
strcpy(key, com_token);
if (!((data=COM_Parse(data))))
break; // error
if (!strcmp("segmentsize", key))
*scale = atof(com_token);
else if (!strcmp("minxsegment", key))
*minx = atoi(com_token);
else if (!strcmp("minysegment", key))
*miny = atoi(com_token);
else if (!strcmp("maxxsegment", key))
*maxx = atoi(com_token);
else if (!strcmp("maxysegment", key))
*maxy = atoi(com_token);
}
*minx += CHUNKBIAS;
*miny += CHUNKBIAS;
*maxx += CHUNKBIAS;
*maxy += CHUNKBIAS;
if (*minx < 0)
*minx = 0;
if (*miny < 0)
*miny = 0;
if (*maxx > CHUNKLIMIT)
*maxx = CHUNKLIMIT;
if (*maxy > CHUNKLIMIT)
*maxy = CHUNKLIMIT;
}
qboolean Terr_LoadTerrainModel (model_t *mod, void *buffer)
{
heightmap_t *hm;
float skyrotate;
vec3_t skyaxis;
char shadername[MAX_QPATH];
char skyname[MAX_QPATH];
int numsegsx = 0, numsegsy = 0;
int sectsize = 0;
COM_FileBase(mod->name, shadername, sizeof(shadername));
strcpy(shadername, "terrainshader");
strcpy(skyname, "night");
skyrotate = 0;
skyaxis[0] = 0;
skyaxis[1] = 0;
skyaxis[2] = 0;
buffer = COM_Parse(buffer);
if (strcmp(com_token, "terrain"))
{
Con_Printf(CON_ERROR "%s wasn't terrain map\n", mod->name); //shouldn't happen
return false;
}
mod->type = mod_heightmap;
hm = Hunk_Alloc(sizeof(*hm));
memset(hm, 0, sizeof(*hm));
ClearLink(&hm->recycle);
COM_FileBase(mod->name, hm->path, sizeof(hm->path));
mod->entities = Hunk_AllocName(strlen(buffer)+1, mod->name);
strcpy(mod->entities, buffer);
hm->sectionsize = sectsize;
hm->firstsegx = -1;
hm->firstsegy = -1;
hm->maxsegx = +1;
hm->maxsegy = +1;
hm->exteriorcontents = FTECONTENTS_SOLID; //sky outside the map
Terr_ParseEntityLump(mod->entities, &hm->sectionsize, &hm->firstsegx, &hm->maxsegx, &hm->firstsegy, &hm->maxsegy);
mod->mins[0] = (hm->firstsegx - CHUNKBIAS) * hm->sectionsize;
mod->mins[1] = (hm->firstsegy - CHUNKBIAS) * hm->sectionsize;
mod->mins[2] = -999999999999999999999999.f;
mod->maxs[0] = (hm->maxsegy - CHUNKBIAS) * hm->sectionsize;
mod->maxs[1] = (hm->maxsegy - CHUNKBIAS) * hm->sectionsize;
mod->maxs[2] = 999999999999999999999999.f;
#ifndef SERVERONLY
if (qrenderer != QR_NONE)
{
hm->shader = R_RegisterShader(shadername,
"{\n"
"{\n"
"map $diffuse\n"
"}\n"
"{\n"
"map $upperoverlay\n"
"}\n"
"{\n"
"map $loweroverlay\n"
"}\n"
"{\n"
"map $fullbright\n"
"}\n"
"{\n"
"map $lightmap\n"
"}\n"
"program terrain\n"
"if r_terraindebug\n"
"[\n"
"program terraindebug\n"
"]\n"
"}\n"
);
hm->skyshader = R_RegisterCustom(va("skybox_%s", skyname), Shader_DefaultSkybox, NULL);
}
#endif
mod->funcs.NativeTrace = Heightmap_Trace;
mod->funcs.PointContents = Heightmap_PointContents;
mod->funcs.NativeContents = Heightmap_NativeBoxContents;
mod->funcs.LightPointValues = Heightmap_LightPointValues;
mod->funcs.StainNode = Heightmap_StainNode;
mod->funcs.MarkLights = Heightmap_MarkLights;
mod->funcs.LeafnumForPoint = Heightmap_LeafForPoint;
mod->funcs.LeafPVS = Heightmap_LeafnumPVS;
#ifndef CLIENTONLY
mod->funcs.FindTouchedLeafs = Heightmap_FindTouchedLeafs;
mod->funcs.EdictInFatPVS = Heightmap_EdictInFatPVS;
mod->funcs.FatPVS = Heightmap_FatPVS;
#endif
/* mod->hulls[0].funcs.HullPointContents = Heightmap_PointContents;
mod->hulls[1].funcs.HullPointContents = Heightmap_PointContents;
mod->hulls[2].funcs.HullPointContents = Heightmap_PointContents;
mod->hulls[3].funcs.HullPointContents = Heightmap_PointContents;
*/
mod->terrain = hm;
return true;
}
void *Mod_LoadTerrainInfo(model_t *mod, char *loadname)
{
heightmap_t *hm;
float scale = 0;
int bounds[4] = {0};
if (!mod->entities)
return NULL;
Terr_ParseEntityLump(mod->entities, &scale, &bounds[0], &bounds[1], &bounds[2], &bounds[3]);
if (!scale && (bounds[0] == bounds[1] || bounds[2] == bounds[3]))
return NULL;
if (scale < 1)
scale = 1024;
hm = Z_Malloc(sizeof(*hm));
ClearLink(&hm->recycle);
Q_strncpyz(hm->path, loadname, sizeof(hm->path));
hm->sectionsize = scale;
hm->firstsegx = bounds[0];
hm->maxsegx = bounds[1];
hm->firstsegy = bounds[2];
hm->maxsegy = bounds[3];
hm->exteriorcontents = FTECONTENTS_EMPTY; //bsp geometry outside the heightmap
#ifndef SERVERONLY
if (qrenderer != QR_NONE)
{
hm->skyshader = R_RegisterCustom(va("skybox_%s", loadname), Shader_DefaultSkybox, NULL);
hm->shader = R_RegisterShader("terrainshader",
"{\n"
"{\n"
"map $diffuse\n"
"}\n"
"{\n"
"map $upperoverlay\n"
"}\n"
"{\n"
"map $loweroverlay\n"
"}\n"
"{\n"
"map $fullbright\n"
"}\n"
"{\n"
"map $lightmap\n"
"}\n"
"program terrain\n"
"if r_terraindebug\n"
"[\n"
"program terraindebug\n"
"]\n"
"}\n"
);
}
#endif
return hm;
}
#endif