// Constructor. Copy the provided picoSurface_t structure into this object RenderablePicoSurface::RenderablePicoSurface (picoSurface_t* surf) : _originalShaderName(""), _mappedShaderName("") { // Get the shader from the picomodel struct. picoShader_t* shader = PicoGetSurfaceShader(surf); if (shader != 0) { _originalShaderName = PicoGetShaderName(shader); } // Capture the shader _shader = GlobalShaderCache().capture(_originalShaderName); if (_shader) _mappedShaderName = _originalShaderName; // no skin at this time // Get the number of vertices and indices, and reserve capacity in our vectors in advance // by populating them with empty structs. const int nVerts = PicoGetSurfaceNumVertexes(surf); _nIndices = PicoGetSurfaceNumIndexes(surf); _vertices.resize(nVerts); _indices.resize(_nIndices); // Stream in the vertex data from the raw struct, expanding the local AABB to include // each vertex. for (int vNum = 0; vNum < nVerts; ++vNum) { Vertex3f vertex(PicoGetSurfaceXYZ(surf, vNum)); _localAABB.includePoint(vertex); _vertices[vNum].vertex = vertex; _vertices[vNum].normal = Normal3f(PicoGetSurfaceNormal(surf, vNum)); _vertices[vNum].texcoord = TexCoord2f(PicoGetSurfaceST(surf, 0, vNum)); } // Stream in the index data picoIndex_t* ind = PicoGetSurfaceIndexes(surf, 0); for (unsigned int i = 0; i < _nIndices; i++) _indices[i] = ind[i]; }
// Constructor. Copy the provided picoSurface_t structure into this object RenderablePicoSurface::RenderablePicoSurface(picoSurface_t* surf, const std::string& fExt) : _shaderName(""), _dlRegular(0), _dlProgramVcol(0), _dlProgramNoVCol(0) { // Get the shader from the picomodel struct. If this is a LWO model, use // the material name to select the shader, while for an ASE model the // bitmap path should be used. picoShader_t* shader = PicoGetSurfaceShader(surf); std::string rawName = ""; if (shader != 0) { if (fExt == "lwo") { _shaderName = PicoGetShaderName(shader); } else if (fExt == "ase") { rawName = PicoGetShaderName(shader); std::string rawMapName = PicoGetShaderMapName(shader); _shaderName = cleanupShaderName(rawMapName); } } // If shader not found, fallback to alternative if available // _shaderName is empty if the ase material has no BITMAP // materialIsValid is false if _shaderName is not an existing shader if ((_shaderName.empty() || !GlobalMaterialManager().materialExists(_shaderName)) && !rawName.empty()) { _shaderName = cleanupShaderName(rawName); } // Capturing the shader happens later on when we have a RenderSystem reference // Get the number of vertices and indices, and reserve capacity in our // vectors in advance by populating them with empty structs. int nVerts = PicoGetSurfaceNumVertexes(surf); _nIndices = PicoGetSurfaceNumIndexes(surf); _vertices.resize(nVerts); _indices.resize(_nIndices); // Stream in the vertex data from the raw struct, expanding the local AABB // to include each vertex. for (int vNum = 0; vNum < nVerts; ++vNum) { // Get the vertex position and colour Vertex3f vertex(PicoGetSurfaceXYZ(surf, vNum)); // Expand the AABB to include this new vertex _localAABB.includePoint(vertex); _vertices[vNum].vertex = vertex; _vertices[vNum].normal = Normal3f(PicoGetSurfaceNormal(surf, vNum)); _vertices[vNum].texcoord = TexCoord2f(PicoGetSurfaceST(surf, 0, vNum)); _vertices[vNum].colour = getColourVector(PicoGetSurfaceColor(surf, 0, vNum)); } // Stream in the index data picoIndex_t* ind = PicoGetSurfaceIndexes(surf, 0); for (unsigned int i = 0; i < _nIndices; i++) _indices[i] = ind[i]; // Calculate the tangent and bitangent vectors calculateTangents(); // Construct the DLs createDisplayLists(); }
void CPicoSurface::Draw(int state, IShader *pShader, int rflags) { int j; if( !(rflags & (DRAW_RF_SEL_OUTLINE|DRAW_RF_SEL_FILL|DRAW_RF_XY)) ) { if(state & DRAW_GL_TEXTURE_2D) { g_QglTable.m_pfn_qglBindTexture(GL_TEXTURE_2D, pShader->getTexture()->texture_number); if( (rflags & DRAW_RF_CAM) && (pShader->getFlags() & QER_ALPHAFUNC) ) { int nFunc = 0; float fRef = 0.f; g_QglTable.m_pfn_qglColor4f( 1.f, 1.f, 1.f, 1.f ); // identity g_QglTable.m_pfn_qglEnable( GL_ALPHA_TEST ); pShader->getAlphaFunc( &nFunc, &fRef ); g_QglTable.m_pfn_qglAlphaFunc( nFunc, fRef ); } } else { //g_QglTable.m_pfn_qglColor3fv( pShader->getTexture()->color ); /* g_QglTable.m_pfn_qglEnableClientState(GL_COLOR_ARRAY);*/ } if( !(state & DRAW_GL_WIRE) && (pShader->getFlags() & QER_CULL) ) { if( pShader->getCull() == 2 ) { g_QglTable.m_pfn_qglDisable( GL_CULL_FACE ); g_QglTable.m_pfn_qglPolygonMode (GL_FRONT, GL_FILL); } else // is 1 { g_QglTable.m_pfn_qglCullFace( GL_BACK ); } } } switch( PicoGetSurfaceType(m_pSurface) ) { case PICO_TRIANGLES: g_QglTable.m_pfn_qglBegin(GL_TRIANGLES); for (j=0; j<PicoGetSurfaceNumIndexes(m_pSurface); j++) { g_QglTable.m_pfn_qglNormal3fv(PicoGetSurfaceNormal(m_pSurface,PicoGetSurfaceIndex(m_pSurface,j))); if( !(rflags & (DRAW_RF_SEL_OUTLINE|DRAW_RF_SEL_FILL|DRAW_RF_XY)) ) { if(state & DRAW_GL_TEXTURE_2D) { g_QglTable.m_pfn_qglTexCoord2fv(PicoGetSurfaceST(m_pSurface,0,PicoGetSurfaceIndex(m_pSurface,j))); } else { picoByte_t *vertexColor = PicoGetSurfaceColor(m_pSurface,0,PicoGetSurfaceIndex(m_pSurface,j)); //% g_QglTable.m_pfn_qglColor4f( vertexColor[ 0 ] / 255.f, //% vertexColor[ 1 ] / 255.f, //% vertexColor[ 2 ] / 255.f, //% vertexColor[ 3 ] / 255.f ); g_QglTable.m_pfn_qglColor4ubv( vertexColor ); } } g_QglTable.m_pfn_qglVertex3fv( PicoGetSurfaceXYZ( m_pSurface, PicoGetSurfaceIndex( m_pSurface, j ) ) ); } g_QglTable.m_pfn_qglEnd(); /*g_QglTable.m_pfn_qglVertexPointer( 3, GL_FLOAT, 0, PicoGetSurfaceXYZ( m_pSurface, 0 ) ); g_QglTable.m_pfn_qglNormalPointer( GL_FLOAT, 0, PicoGetSurfaceNormal( m_pSurface, 0 ) ); if( !(rflags & (DRAW_RF_SEL_OUTLINE|DRAW_RF_SEL_FILL|DRAW_RF_XY)) ) { if( state & DRAW_GL_TEXTURE_2D ) { g_QglTable.m_pfn_qglTexCoordPointer( 2, GL_FLOAT, 0, PicoGetSurfaceST( m_pSurface, 0, 0 ) ); } else { g_QglTable.m_pfn_qglColorPointer( 4, GL_UNSIGNED_BYTE, 0, PicoGetSurfaceColor( m_pSurface, 0, 0 ) ); } } g_QglTable.m_pfn_qglDrawElements( GL_TRIANGLES, PicoGetSurfaceNumIndexes( m_pSurface ), GL_UNSIGNED_INT, PicoGetSurfaceIndexes( m_pSurface, 0 ) );*/ /*g_QglTable.m_pfn_qglColor3f( 0.f, .5f, 1.f ); g_QglTable.m_pfn_qglBegin( GL_LINES ); for( int i = 0; i < PicoGetSurfaceNumIndexes( m_pSurface ); i++ ) { vec3_t outerpoint; VectorMA( PicoGetSurfaceXYZ( m_pSurface, PicoGetSurfaceIndex( m_pSurface, i ) ), .3f, PicoGetSurfaceNormal( m_pSurface, PicoGetSurfaceIndex( m_pSurface, i ) ), outerpoint ); g_QglTable.m_pfn_qglVertex3fv( PicoGetSurfaceXYZ( m_pSurface, PicoGetSurfaceIndex( m_pSurface, i ) ) ); g_QglTable.m_pfn_qglVertex3fv( outerpoint ); } g_QglTable.m_pfn_qglEnd();*/ break; default: Sys_Printf( "ERROR: Unsupported Pico Surface Type: %i", PicoGetSurfaceType(m_pSurface) ); break; } if( !(rflags & (DRAW_RF_SEL_OUTLINE|DRAW_RF_SEL_FILL|DRAW_RF_XY)) ) { if( (state & DRAW_GL_TEXTURE_2D) && (rflags & DRAW_RF_CAM) && (pShader->getFlags() & QER_ALPHAFUNC) ) { g_QglTable.m_pfn_qglDisable( GL_ALPHA_TEST ); } /* if(!(state & DRAW_GL_TEXTURE_2D)) { g_QglTable.m_pfn_qglDisableClientState(GL_COLOR_ARRAY); }*/ if( !(state & DRAW_GL_WIRE) && (pShader->getFlags() & QER_CULL) ) { if( pShader->getCull() == 2 ) { g_QglTable.m_pfn_qglPolygonMode (GL_FRONT, GL_LINE); g_QglTable.m_pfn_qglEnable( GL_CULL_FACE ); } else // is 1 { g_QglTable.m_pfn_qglCullFace( GL_FRONT ); } } } }
void InsertModel(char *name, int frame, matrix_t transform, matrix_t nTransform, remap_t * remap, shaderInfo_t * celShader, int eNum, int castShadows, int recvShadows, int spawnFlags, float lightmapScale, int lightmapSampleSize, float shadeAngle) { int i, j, k, s, numSurfaces; matrix_t identity; picoModel_t *model; picoShader_t *shader; picoSurface_t *surface; shaderInfo_t *si; mapDrawSurface_t *ds; bspDrawVert_t *dv; char *picoShaderName; char shaderName[MAX_QPATH]; picoVec_t *xyz, *normal, *st; byte *color; picoIndex_t *indexes; remap_t *rm, *glob; double normalEpsilon_save; double distanceEpsilon_save; /* get model */ model = LoadModel(name, frame); if(model == NULL) return; /* handle null matrix */ if(transform == NULL) { MatrixIdentity(identity); transform = identity; } /* create transform matrix for normals */ #if 0 MatrixCopy(transform, nTransform); if(MatrixInverse(nTransform)) { Sys_FPrintf(SYS_VRB, "WARNING: Can't invert model transform matrix, using transpose instead\n"); MatrixTranspose(transform, nTransform); } #endif /* fix bogus lightmap scale */ if(lightmapScale <= 0.0f) lightmapScale = 1.0f; /* fix bogus shade angle */ if(shadeAngle <= 0.0f) shadeAngle = 0.0f; /* each surface on the model will become a new map drawsurface */ numSurfaces = PicoGetModelNumSurfaces(model); //% Sys_FPrintf( SYS_VRB, "Model %s has %d surfaces\n", name, numSurfaces ); for(s = 0; s < numSurfaces; s++) { /* get surface */ surface = PicoGetModelSurface(model, s); if(surface == NULL) continue; /* only handle triangle surfaces initially (fixme: support patches) */ if(PicoGetSurfaceType(surface) != PICO_TRIANGLES) continue; /* fix the surface's normals */ PicoFixSurfaceNormals(surface); /* allocate a surface (ydnar: gs mods) */ ds = AllocDrawSurface(SURFACE_TRIANGLES); ds->entityNum = eNum; ds->castShadows = castShadows; ds->recvShadows = recvShadows; /* get shader name */ shader = PicoGetSurfaceShader(surface); if(shader == NULL) picoShaderName = ""; else picoShaderName = PicoGetShaderName(shader); /* handle shader remapping */ glob = NULL; for(rm = remap; rm != NULL; rm = rm->next) { if(rm->from[0] == '*' && rm->from[1] == '\0') glob = rm; else if(!Q_stricmp(picoShaderName, rm->from)) { Sys_FPrintf(SYS_VRB, "Remapping %s to %s\n", picoShaderName, rm->to); picoShaderName = rm->to; glob = NULL; break; } } if(glob != NULL) { Sys_FPrintf(SYS_VRB, "Globbing %s to %s\n", picoShaderName, glob->to); picoShaderName = glob->to; } /* shader renaming for sof2 */ if(renameModelShaders) { strcpy(shaderName, picoShaderName); StripExtension(shaderName); if(spawnFlags & 1) strcat(shaderName, "_RMG_BSP"); else strcat(shaderName, "_BSP"); si = ShaderInfoForShader(shaderName); } else { si = ShaderInfoForShader(picoShaderName); // Tr3B: HACK to support the messy Doom 3 materials provided by .ASE files if(!si->explicitDef) { picoShaderName = PicoGetShaderMapName(shader); Q_strncpyz(shaderName, picoShaderName, sizeof(shaderName)); StripExtension(shaderName); i = 0; while(shaderName[i]) { if(shaderName[i] == '\\') shaderName[i] = '/'; i++; } if(strstr(shaderName, "base/")) { si = ShaderInfoForShader(strstr(shaderName, "base/") + strlen("base/")); Sys_FPrintf(SYS_WRN, "WARNING: Applied .ASE material loader HACK to '%s' -> '%s'\n", picoShaderName, si->shader); } } } /* set shader */ ds->shaderInfo = si; /* force to meta? */ if((si != NULL && si->forceMeta) || (spawnFlags & 4)) /* 3rd bit */ ds->type = SURFACE_FORCED_META; /* fix the surface's normals (jal: conditioned by shader info) */ //if(!(spawnFlags & 64) && (shadeAngle == 0.0f || ds->type != SURFACE_FORCED_META)) // PicoFixSurfaceNormals(surface); /* set sample size */ if(lightmapSampleSize > 0.0f) ds->sampleSize = lightmapSampleSize; /* set lightmap scale */ if(lightmapScale > 0.0f) ds->lightmapScale = lightmapScale; /* set shading angle */ if(shadeAngle > 0.0f) ds->shadeAngleDegrees = shadeAngle; /* set particulars */ ds->numVerts = PicoGetSurfaceNumVertexes(surface); ds->verts = safe_malloc(ds->numVerts * sizeof(ds->verts[0])); memset(ds->verts, 0, ds->numVerts * sizeof(ds->verts[0])); ds->numIndexes = PicoGetSurfaceNumIndexes(surface); ds->indexes = safe_malloc(ds->numIndexes * sizeof(ds->indexes[0])); memset(ds->indexes, 0, ds->numIndexes * sizeof(ds->indexes[0])); /* copy vertexes */ for(i = 0; i < ds->numVerts; i++) { /* get vertex */ dv = &ds->verts[i]; /* xyz and normal */ xyz = PicoGetSurfaceXYZ(surface, i); VectorCopy(xyz, dv->xyz); MatrixTransformPoint2(transform, dv->xyz); normal = PicoGetSurfaceNormal(surface, i); VectorCopy(normal, dv->normal); MatrixTransformNormal2(nTransform, dv->normal); VectorNormalize2(dv->normal, dv->normal); /* ydnar: tek-fu celshading support for flat shaded shit */ if(flat) { dv->st[0] = si->stFlat[0]; dv->st[1] = si->stFlat[1]; } /* ydnar: gs mods: added support for explicit shader texcoord generation */ else if(si->tcGen) { /* project the texture */ dv->st[0] = DotProduct(si->vecs[0], dv->xyz); dv->st[1] = DotProduct(si->vecs[1], dv->xyz); } /* normal texture coordinates */ else { st = PicoGetSurfaceST(surface, 0, i); dv->st[0] = st[0]; dv->st[1] = st[1]; } /* set lightmap/color bits */ color = PicoGetSurfaceColor(surface, 0, i); dv->paintColor[0] = color[0] / 255.0f; dv->paintColor[1] = color[1] / 255.0f; dv->paintColor[2] = color[2] / 255.0f; dv->paintColor[3] = color[3] / 255.0f; for(j = 0; j < MAX_LIGHTMAPS; j++) { dv->lightmap[j][0] = 0.0f; dv->lightmap[j][1] = 0.0f; dv->lightColor[j][0] = 255; dv->lightColor[j][1] = 255; dv->lightColor[j][2] = 255; dv->lightColor[j][3] = 255; } } /* copy indexes */ indexes = PicoGetSurfaceIndexes(surface, 0); for(i = 0; i < ds->numIndexes; i++) ds->indexes[i] = indexes[i]; /* set cel shader */ ds->celShader = celShader; /* ydnar: giant hack land: generate clipping brushes for model triangles */ if(si->clipModel || (spawnFlags & 2)) /* 2nd bit */ { vec3_t points[4], backs[3]; vec4_t plane, reverse, pa, pb, pc; /* temp hack */ if(!si->clipModel && (((si->compileFlags & C_TRANSLUCENT) && !(si->compileFlags & C_COLLISION)) || !(si->compileFlags & C_SOLID))) continue; /* walk triangle list */ for(i = 0; i < ds->numIndexes; i += 3) { /* overflow hack */ AUTOEXPAND_BY_REALLOC(mapplanes, (nummapplanes + 64) << 1, allocatedmapplanes, 1024); /* make points and back points */ for(j = 0; j < 3; j++) { /* get vertex */ dv = &ds->verts[ds->indexes[i + j]]; /* copy xyz */ VectorCopy(dv->xyz, points[j]); VectorCopy(dv->xyz, backs[j]); /* find nearest axial to normal and push back points opposite */ /* note: this doesn't work as well as simply using the plane of the triangle, below */ for(k = 0; k < 3; k++) { if(fabs(dv->normal[k]) >= fabs(dv->normal[(k + 1) % 3]) && fabs(dv->normal[k]) >= fabs(dv->normal[(k + 2) % 3])) { backs[j][k] += dv->normal[k] < 0.0f ? 64.0f : -64.0f; break; } } } VectorCopy(points[0], points[3]); // for cyclic usage /* make plane for triangle */ // div0: add some extra spawnflags: // 0: snap normals to axial planes for extrusion // 8: extrude with the original normals // 16: extrude only with up/down normals (ideal for terrain) // 24: extrude by distance zero (may need engine changes) if(PlaneFromPoints(plane, points[0], points[1], points[2], qtrue)) { vec3_t bestNormal; float backPlaneDistance = 2; if(spawnFlags & 8) // use a DOWN normal { if(spawnFlags & 16) { // 24: normal as is, and zero width (broken) VectorCopy(plane, bestNormal); } else { // 8: normal as is VectorCopy(plane, bestNormal); } } else { if(spawnFlags & 16) { // 16: UP/DOWN normal VectorSet(bestNormal, 0, 0, (plane[2] >= 0 ? 1 : -1)); } else { // 0: axial normal if(fabs(plane[0]) > fabs(plane[1])) // x>y if(fabs(plane[1]) > fabs(plane[2])) // x>y, y>z VectorSet(bestNormal, (plane[0] >= 0 ? 1 : -1), 0, 0); else // x>y, z>=y if(fabs(plane[0]) > fabs(plane[2])) // x>z, z>=y VectorSet(bestNormal, (plane[0] >= 0 ? 1 : -1), 0, 0); else // z>=x, x>y VectorSet(bestNormal, 0, 0, (plane[2] >= 0 ? 1 : -1)); else // y>=x if(fabs(plane[1]) > fabs(plane[2])) // y>z, y>=x VectorSet(bestNormal, 0, (plane[1] >= 0 ? 1 : -1), 0); else // z>=y, y>=x VectorSet(bestNormal, 0, 0, (plane[2] >= 0 ? 1 : -1)); } } /* build a brush */ buildBrush = AllocBrush(48); buildBrush->entityNum = mapEntityNum; buildBrush->original = buildBrush; buildBrush->contentShader = si; buildBrush->compileFlags = si->compileFlags; buildBrush->contentFlags = si->contentFlags; buildBrush->generatedClipBrush = qtrue; normalEpsilon_save = normalEpsilon; distanceEpsilon_save = distanceEpsilon; if(si->compileFlags & C_STRUCTURAL) // allow forced structural brushes here { buildBrush->detail = qfalse; // only allow EXACT matches when snapping for these (this is mostly for caulk brushes inside a model) if(normalEpsilon > 0) normalEpsilon = 0; if(distanceEpsilon > 0) distanceEpsilon = 0; } else buildBrush->detail = qtrue; /* regenerate back points */ for(j = 0; j < 3; j++) { /* get vertex */ dv = &ds->verts[ds->indexes[i + j]]; // shift by some units VectorMA(dv->xyz, -64.0f, bestNormal, backs[j]); // 64 prevents roundoff errors a bit } /* make back plane */ VectorScale(plane, -1.0f, reverse); reverse[3] = -plane[3]; if((spawnFlags & 24) != 24) reverse[3] += DotProduct(bestNormal, plane) * backPlaneDistance; // that's at least sqrt(1/3) backPlaneDistance, unless in DOWN mode; in DOWN mode, we are screwed anyway if we encounter a plane that's perpendicular to the xy plane) if(PlaneFromPoints(pa, points[2], points[1], backs[1], qtrue) && PlaneFromPoints(pb, points[1], points[0], backs[0], qtrue) && PlaneFromPoints(pc, points[0], points[2], backs[2], qtrue)) { /* set up brush sides */ buildBrush->numsides = 5; buildBrush->sides[0].shaderInfo = si; for(j = 1; j < buildBrush->numsides; j++) buildBrush->sides[j].shaderInfo = NULL; // don't emit these faces as draw surfaces, should make smaller BSPs; hope this works buildBrush->sides[0].planenum = FindFloatPlane(plane, plane[3], 3, points); buildBrush->sides[1].planenum = FindFloatPlane(pa, pa[3], 2, &points[1]); // pa contains points[1] and points[2] buildBrush->sides[2].planenum = FindFloatPlane(pb, pb[3], 2, &points[0]); // pb contains points[0] and points[1] buildBrush->sides[3].planenum = FindFloatPlane(pc, pc[3], 2, &points[2]); // pc contains points[2] and points[0] (copied to points[3] buildBrush->sides[4].planenum = FindFloatPlane(reverse, reverse[3], 3, backs); } else { free(buildBrush); continue; } normalEpsilon = normalEpsilon_save; distanceEpsilon = distanceEpsilon_save; /* add to entity */ if(CreateBrushWindings(buildBrush)) { AddBrushBevels(); //% EmitBrushes( buildBrush, NULL, NULL ); buildBrush->next = entities[mapEntityNum].brushes; entities[mapEntityNum].brushes = buildBrush; entities[mapEntityNum].numBrushes++; } else free(buildBrush); } } } } }