コード例 #1
0
ファイル: tr_bsp.cpp プロジェクト: Boothand/jedioutcast
/*
===============
ParseFlare
===============
*/
static void ParseFlare( dsurface_t *ds, mapVert_t *verts, msurface_t *surf, int *indexes ) {
    srfFlare_t		*flare;
    int				i;
    int		lightmaps[MAXLIGHTMAPS] = { LIGHTMAP_BY_VERTEX };

    // get fog volume
    surf->fogIndex = LittleLong( ds->fogNum ) + 1;

    // get shader
    surf->shader = ShaderForShaderNum( ds->shaderNum, lightmaps, ds->lightmapStyles, ds->vertexStyles );
    if ( r_singleShader->integer && !surf->shader->isSky ) {
        surf->shader = tr.defaultShader;
    }

    flare = (srfFlare_t *) ri.Hunk_Alloc( sizeof( *flare ), qtrue );
    flare->surfaceType = SF_FLARE;

    surf->data = (surfaceType_t *)flare;

    for ( i = 0 ; i < 3 ; i++ ) {
        flare->origin[i] = LittleFloat( ds->lightmapOrigin[i] );
        flare->color[i] = LittleFloat( ds->lightmapVecs[0][i] );
        flare->normal[i] = LittleFloat( ds->lightmapVecs[2][i] );
    }
}
コード例 #2
0
ファイル: tr_bsp.cpp プロジェクト: Boothand/jedioutcast
/*
===============
ParseTriSurf
===============
*/
static void ParseTriSurf( dsurface_t *ds, mapVert_t *verts, msurface_t *surf, int *indexes ) {
    srfTriangles_t	*tri;
    int				i, j, k;
    int				numVerts, numIndexes;

    // get fog volume
    surf->fogIndex = LittleLong( ds->fogNum ) + 1;

    // get shader
    surf->shader = ShaderForShaderNum( ds->shaderNum, lightmapsVertex, ds->lightmapStyles, ds->vertexStyles );
    if ( r_singleShader->integer && !surf->shader->isSky ) {
        surf->shader = tr.defaultShader;
    }

    numVerts = LittleLong( ds->numVerts );
    numIndexes = LittleLong( ds->numIndexes );

    tri = (srfTriangles_t *) ri.Hunk_Alloc( sizeof( *tri ) + numVerts * sizeof( tri->verts[0] )
                                            + numIndexes * sizeof( tri->indexes[0] ), qtrue );
    tri->surfaceType = SF_TRIANGLES;
    tri->numVerts = numVerts;
    tri->numIndexes = numIndexes;
    tri->verts = (drawVert_t *)(tri + 1);
    tri->indexes = (int *)(tri->verts + tri->numVerts );

    surf->data = (surfaceType_t *)tri;

    // copy vertexes
    verts += LittleLong( ds->firstVert );
    ClearBounds( tri->bounds[0], tri->bounds[1] );
    for ( i = 0 ; i < numVerts ; i++ ) {
        for ( j = 0 ; j < 3 ; j++ ) {
            tri->verts[i].xyz[j] = LittleFloat( verts[i].xyz[j] );
            tri->verts[i].normal[j] = LittleFloat( verts[i].normal[j] );
        }
        AddPointToBounds( tri->verts[i].xyz, tri->bounds[0], tri->bounds[1] );
        for ( j = 0 ; j < 2 ; j++ ) {
            tri->verts[i].st[j] = LittleFloat( verts[i].st[j] );
            for(k=0; k<MAXLIGHTMAPS; k++)
            {
                tri->verts[i].lightmap[k][j] = LittleFloat( verts[i].lightmap[k][j] );
            }
        }
        for(k=0; k<MAXLIGHTMAPS; k++)
        {
            R_ColorShiftLightingBytes( verts[i].color[k], tri->verts[i].color[k] );
        }
    }

    // copy indexes
    indexes += LittleLong( ds->firstIndex );
    for ( i = 0 ; i < numIndexes ; i++ ) {
        tri->indexes[i] = LittleLong( indexes[i] );
        if ( tri->indexes[i] < 0 || tri->indexes[i] >= numVerts ) {
            ri.Error( ERR_DROP, "Bad index in triangle surface" );
        }
    }
}
コード例 #3
0
ファイル: tr_bsp.cpp プロジェクト: Boothand/jedioutcast
/*
===============
ParseFace
===============
*/
static void ParseFace( dsurface_t *ds, mapVert_t *verts, msurface_t *surf, int *indexes, byte *&pFaceDataBuffer)
{
    int			i, j, k;
    srfSurfaceFace_t	*cv;
    int			numPoints, numIndexes;
    int			lightmapNum[MAXLIGHTMAPS];
    int			sfaceSize, ofsIndexes;

    for(i=0; i<MAXLIGHTMAPS; i++)
    {
        lightmapNum[i] = LittleLong( ds->lightmapNum[i] );
    }

    // get fog volume
    surf->fogIndex = LittleLong( ds->fogNum ) + 1;

    // get shader value
    surf->shader = ShaderForShaderNum( ds->shaderNum, lightmapNum, ds->lightmapStyles, ds->vertexStyles );
    if ( r_singleShader->integer && !surf->shader->isSky ) {
        surf->shader = tr.defaultShader;
    }

    numPoints = LittleLong( ds->numVerts );
    if (numPoints > MAX_FACE_POINTS) {
        ri.Printf( PRINT_DEVELOPER, "MAX_FACE_POINTS exceeded: %i\n", numPoints);
    }

    numIndexes = LittleLong( ds->numIndexes );

    // create the srfSurfaceFace_t
    sfaceSize = ( int ) &((srfSurfaceFace_t *)0)->points[numPoints];
    ofsIndexes = sfaceSize;
    sfaceSize += sizeof( int ) * numIndexes;

    cv = (srfSurfaceFace_t *) pFaceDataBuffer;//ri.Hunk_Alloc( sfaceSize );
    pFaceDataBuffer += sfaceSize;	// :-)

    cv->surfaceType = SF_FACE;
    cv->numPoints = numPoints;
    cv->numIndices = numIndexes;
    cv->ofsIndices = ofsIndexes;

    verts += LittleLong( ds->firstVert );
    for ( i = 0 ; i < numPoints ; i++ ) {
        for ( j = 0 ; j < 3 ; j++ ) {
            cv->points[i][j] = LittleFloat( verts[i].xyz[j] );
        }
        for ( j = 0 ; j < 2 ; j++ ) {
            cv->points[i][3+j] = LittleFloat( verts[i].st[j] );
            for(k=0; k<MAXLIGHTMAPS; k++)
            {
                cv->points[i][VERTEX_LM+j+(k*2)] = LittleFloat( verts[i].lightmap[k][j] );
            }
        }
        for(k=0; k<MAXLIGHTMAPS; k++)
        {
            R_ColorShiftLightingBytes( verts[i].color[k], (byte *)&cv->points[i][VERTEX_COLOR+k] );
        }
    }

    indexes += LittleLong( ds->firstIndex );
    for ( i = 0 ; i < numIndexes ; i++ ) {
        ((int *)((byte *)cv + cv->ofsIndices ))[i] = LittleLong( indexes[ i ] );
    }

    // take the plane information from the lightmap vector
    for ( i = 0 ; i < 3 ; i++ ) {
        cv->plane.normal[i] = LittleFloat( ds->lightmapVecs[2][i] );
    }
    cv->plane.dist = DotProduct( cv->points[0], cv->plane.normal );
    SetPlaneSignbits( &cv->plane );
    cv->plane.type = PlaneTypeForNormal( cv->plane.normal );

    surf->data = (surfaceType_t *)cv;
}
コード例 #4
0
ファイル: tr_bsp.cpp プロジェクト: Boothand/jedioutcast
/*
===============
ParseMesh
===============
*/
static void ParseMesh ( dsurface_t *ds, mapVert_t *verts, msurface_t *surf) {
    srfGridMesh_t	*grid;
    int				i, j, k;
    int				width, height, numPoints;
    MAC_STATIC drawVert_t points[MAX_PATCH_SIZE*MAX_PATCH_SIZE];
    int				lightmapNum[MAXLIGHTMAPS];
    vec3_t			bounds[2];
    vec3_t			tmpVec;
    static surfaceType_t	skipData = SF_SKIP;

    for(i=0; i<MAXLIGHTMAPS; i++)
    {
        lightmapNum[i] = LittleLong( ds->lightmapNum[i] );
    }

    // get fog volume
    surf->fogIndex = LittleLong( ds->fogNum ) + 1;

    // get shader value
    surf->shader = ShaderForShaderNum( ds->shaderNum, lightmapNum, ds->lightmapStyles, ds->vertexStyles );
    if ( r_singleShader->integer && !surf->shader->isSky ) {
        surf->shader = tr.defaultShader;
    }

    // we may have a nodraw surface, because they might still need to
    // be around for movement clipping
    if ( s_worldData.shaders[ LittleLong( ds->shaderNum ) ].surfaceFlags & SURF_NODRAW ) {
        surf->data = &skipData;
        return;
    }

    width = LittleLong( ds->patchWidth );
    height = LittleLong( ds->patchHeight );

    verts += LittleLong( ds->firstVert );
    numPoints = width * height;
    for ( i = 0 ; i < numPoints ; i++ ) {
        for ( j = 0 ; j < 3 ; j++ ) {
            points[i].xyz[j] = LittleFloat( verts[i].xyz[j] );
            points[i].normal[j] = LittleFloat( verts[i].normal[j] );
        }
        for ( j = 0 ; j < 2 ; j++ ) {
            points[i].st[j] = LittleFloat( verts[i].st[j] );
            for(k=0; k<MAXLIGHTMAPS; k++)
            {
                points[i].lightmap[k][j] = LittleFloat( verts[i].lightmap[k][j] );
            }
        }
        for(k=0; k<MAXLIGHTMAPS; k++)
        {
            R_ColorShiftLightingBytes( verts[i].color[k], points[i].color[k] );
        }
    }

    // pre-tesseleate
    grid = R_SubdividePatchToGrid( width, height, points );
    surf->data = (surfaceType_t *)grid;

    // copy the level of detail origin, which is the center
    // of the group of all curves that must subdivide the same
    // to avoid cracking
    for ( i = 0 ; i < 3 ; i++ ) {
        bounds[0][i] = LittleFloat( ds->lightmapVecs[0][i] );
        bounds[1][i] = LittleFloat( ds->lightmapVecs[1][i] );
    }
    VectorAdd( bounds[0], bounds[1], bounds[1] );
    VectorScale( bounds[1], 0.5f, grid->lodOrigin );
    VectorSubtract( bounds[0], grid->lodOrigin, tmpVec );
    grid->lodRadius = VectorLength( tmpVec );
}
コード例 #5
0
ファイル: tr_bsp.cpp プロジェクト: Avygeil/NewJK
/*
===============
ParseTriSurf
===============
*/
static void ParseTriSurf( dsurface_t *ds, mapVert_t *verts, msurface_t *surf, int *indexes, world_t &worldData, int index ) {
	srfTriangles_t	*tri;
	int				i, j, k;
	int				numVerts, numIndexes;

	// get fog volume
	surf->fogIndex = LittleLong( ds->fogNum ) + 1;
	if (index && !surf->fogIndex && tr.world && tr.world->globalFog != -1)
	{
		surf->fogIndex = worldData.globalFog;
	}

	// get shader
	surf->shader = ShaderForShaderNum( ds->shaderNum, lightmapsVertex, ds->lightmapStyles, ds->vertexStyles, worldData );
	if ( r_singleShader->integer && !surf->shader->sky ) {
		surf->shader = tr.defaultShader;
	}

	numVerts = LittleLong( ds->numVerts );
	numIndexes = LittleLong( ds->numIndexes );

	if ( numVerts >= SHADER_MAX_VERTEXES ) {
		Com_Error(ERR_DROP, "ParseTriSurf: verts > MAX (%d > %d) on misc_model %s", numVerts, SHADER_MAX_VERTEXES, surf->shader->name );
	}
	if ( numIndexes >= SHADER_MAX_INDEXES ) {
		Com_Error(ERR_DROP, "ParseTriSurf: indices > MAX (%d > %d) on misc_model %s", numIndexes, SHADER_MAX_INDEXES, surf->shader->name );
	}

	tri = (srfTriangles_t *) R_Malloc( sizeof( *tri ) + numVerts * sizeof( tri->verts[0] ) + numIndexes * sizeof( tri->indexes[0] ), TAG_HUNKMISCMODELS, qfalse );
	tri->dlightBits = 0; //JIC
	tri->surfaceType = SF_TRIANGLES;
	tri->numVerts = numVerts;
	tri->numIndexes = numIndexes;
	tri->verts = (drawVert_t *)(tri + 1);
	tri->indexes = (int *)(tri->verts + tri->numVerts );

	surf->data = (surfaceType_t *)tri;

	// copy vertexes
	verts += LittleLong( ds->firstVert );
	ClearBounds( tri->bounds[0], tri->bounds[1] );
	for ( i = 0 ; i < numVerts ; i++ ) {
		for ( j = 0 ; j < 3 ; j++ ) {
			tri->verts[i].xyz[j] = LittleFloat( verts[i].xyz[j] );
			tri->verts[i].normal[j] = LittleFloat( verts[i].normal[j] );
		}
		AddPointToBounds( tri->verts[i].xyz, tri->bounds[0], tri->bounds[1] );
		for ( j = 0 ; j < 2 ; j++ ) {
			tri->verts[i].st[j] = LittleFloat( verts[i].st[j] );
			for(k=0;k<MAXLIGHTMAPS;k++)
			{
				tri->verts[i].lightmap[k][j] = LittleFloat( verts[i].lightmap[k][j] );
			}
		}
		for(k=0;k<MAXLIGHTMAPS;k++)
		{
			R_ColorShiftLightingBytes( verts[i].color[k], tri->verts[i].color[k] );
		}
	}

	// copy indexes
	indexes += LittleLong( ds->firstIndex );
	for ( i = 0 ; i < numIndexes ; i++ ) {
		tri->indexes[i] = LittleLong( indexes[i] );
		if ( tri->indexes[i] < 0 || tri->indexes[i] >= numVerts ) {
			Com_Error( ERR_DROP, "Bad index in triangle surface" );
		}
	}
}