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authorTim Angus <tim@ngus.net>2013-02-15 23:46:37 +0000
committerTim Angus <tim@ngus.net>2013-02-16 21:55:58 +0000
commit1fba10104e76e937eeac60bc207a74012ab936dc (patch)
tree7bcb5507cd1aa13e6f07b74c008e9391abbf26ae /src/renderergl2/tr_bsp.c
parentc1ad10c57be23f89f658a13729e4349b400a8734 (diff)
renderer -> renderergl1, rend2 -> renderergl2
Diffstat (limited to 'src/renderergl2/tr_bsp.c')
-rw-r--r--src/renderergl2/tr_bsp.c3370
1 files changed, 3370 insertions, 0 deletions
diff --git a/src/renderergl2/tr_bsp.c b/src/renderergl2/tr_bsp.c
new file mode 100644
index 00000000..c14245b8
--- /dev/null
+++ b/src/renderergl2/tr_bsp.c
@@ -0,0 +1,3370 @@
+/*
+===========================================================================
+Copyright (C) 1999-2005 Id Software, Inc.
+
+This file is part of Quake III Arena source code.
+
+Quake III Arena source code is free software; you can redistribute it
+and/or modify it under the terms of the GNU General Public License as
+published by the Free Software Foundation; either version 2 of the License,
+or (at your option) any later version.
+
+Quake III Arena source code is distributed in the hope that it will be
+useful, but WITHOUT ANY WARRANTY; without even the implied warranty of
+MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+GNU General Public License for more details.
+
+You should have received a copy of the GNU General Public License
+along with Quake III Arena source code; if not, write to the Free Software
+Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
+===========================================================================
+*/
+// tr_map.c
+
+#include "tr_local.h"
+
+/*
+
+Loads and prepares a map file for scene rendering.
+
+A single entry point:
+
+void RE_LoadWorldMap( const char *name );
+
+*/
+
+static world_t s_worldData;
+static byte *fileBase;
+
+int c_subdivisions;
+int c_gridVerts;
+
+//===============================================================================
+
+static void HSVtoRGB( float h, float s, float v, float rgb[3] )
+{
+ int i;
+ float f;
+ float p, q, t;
+
+ h *= 5;
+
+ i = floor( h );
+ f = h - i;
+
+ p = v * ( 1 - s );
+ q = v * ( 1 - s * f );
+ t = v * ( 1 - s * ( 1 - f ) );
+
+ switch ( i )
+ {
+ case 0:
+ rgb[0] = v;
+ rgb[1] = t;
+ rgb[2] = p;
+ break;
+ case 1:
+ rgb[0] = q;
+ rgb[1] = v;
+ rgb[2] = p;
+ break;
+ case 2:
+ rgb[0] = p;
+ rgb[1] = v;
+ rgb[2] = t;
+ break;
+ case 3:
+ rgb[0] = p;
+ rgb[1] = q;
+ rgb[2] = v;
+ break;
+ case 4:
+ rgb[0] = t;
+ rgb[1] = p;
+ rgb[2] = v;
+ break;
+ case 5:
+ rgb[0] = v;
+ rgb[1] = p;
+ rgb[2] = q;
+ break;
+ }
+}
+
+/*
+===============
+R_ColorShiftLightingBytes
+
+===============
+*/
+static void R_ColorShiftLightingBytes( byte in[4], byte out[4] ) {
+ int shift, r, g, b;
+
+ // shift the color data based on overbright range
+ shift = r_mapOverBrightBits->integer - tr.overbrightBits;
+
+ // shift the data based on overbright range
+ r = in[0] << shift;
+ g = in[1] << shift;
+ b = in[2] << shift;
+
+ // normalize by color instead of saturating to white
+ if ( ( r | g | b ) > 255 ) {
+ int max;
+
+ max = r > g ? r : g;
+ max = max > b ? max : b;
+ r = r * 255 / max;
+ g = g * 255 / max;
+ b = b * 255 / max;
+ }
+
+ out[0] = r;
+ out[1] = g;
+ out[2] = b;
+ out[3] = in[3];
+}
+
+
+/*
+===============
+R_ColorShiftLightingBytes
+
+===============
+*/
+static void R_ColorShiftLightingFloats(float in[4], float out[4], float scale )
+{
+ scale *= pow(2.0f, r_mapOverBrightBits->integer - tr.overbrightBits);
+
+ out[0] = in[0] * scale;
+ out[1] = in[1] * scale;
+ out[2] = in[2] * scale;
+ out[3] = in[3];
+}
+
+
+void ColorToRGBE(const vec3_t color, unsigned char rgbe[4])
+{
+ vec3_t sample;
+ float maxComponent;
+ int e;
+
+ VectorCopy(color, sample);
+
+ maxComponent = sample[0];
+ if(sample[1] > maxComponent)
+ maxComponent = sample[1];
+ if(sample[2] > maxComponent)
+ maxComponent = sample[2];
+
+ if(maxComponent < 1e-32)
+ {
+ rgbe[0] = 0;
+ rgbe[1] = 0;
+ rgbe[2] = 0;
+ rgbe[3] = 0;
+ }
+ else
+ {
+#if 0
+ maxComponent = frexp(maxComponent, &e) * 255.0 / maxComponent;
+ rgbe[0] = (unsigned char) (sample[0] * maxComponent);
+ rgbe[1] = (unsigned char) (sample[1] * maxComponent);
+ rgbe[2] = (unsigned char) (sample[2] * maxComponent);
+ rgbe[3] = (unsigned char) (e + 128);
+#else
+ e = ceil(log(maxComponent) / log(2.0f));//ceil(log2(maxComponent));
+ VectorScale(sample, 1.0 / pow(2.0f, e)/*exp2(e)*/, sample);
+
+ rgbe[0] = (unsigned char) (sample[0] * 255);
+ rgbe[1] = (unsigned char) (sample[1] * 255);
+ rgbe[2] = (unsigned char) (sample[2] * 255);
+ rgbe[3] = (unsigned char) (e + 128);
+#endif
+ }
+}
+
+
+void ColorToRGBA16F(const vec3_t color, unsigned short rgba16f[4])
+{
+ rgba16f[0] = FloatToHalf(color[0]);
+ rgba16f[1] = FloatToHalf(color[1]);
+ rgba16f[2] = FloatToHalf(color[2]);
+ rgba16f[3] = FloatToHalf(1.0f);
+}
+
+
+/*
+===============
+R_LoadLightmaps
+
+===============
+*/
+#define DEFAULT_LIGHTMAP_SIZE 128
+#define MAX_LIGHTMAP_PAGES 2
+static void R_LoadLightmaps( lump_t *l, lump_t *surfs ) {
+ byte *buf, *buf_p;
+ dsurface_t *surf;
+ int len;
+ byte *image;
+ int i, j, numLightmaps, textureInternalFormat = 0;
+ float maxIntensity = 0;
+ double sumIntensity = 0;
+
+ len = l->filelen;
+ if ( !len ) {
+ return;
+ }
+ buf = fileBase + l->fileofs;
+
+ // we are about to upload textures
+ R_IssuePendingRenderCommands();
+
+ tr.lightmapSize = DEFAULT_LIGHTMAP_SIZE;
+ numLightmaps = len / (tr.lightmapSize * tr.lightmapSize * 3);
+
+ // check for deluxe mapping
+ if (numLightmaps <= 1)
+ {
+ tr.worldDeluxeMapping = qfalse;
+ }
+ else
+ {
+ tr.worldDeluxeMapping = qtrue;
+ for( i = 0, surf = (dsurface_t *)(fileBase + surfs->fileofs);
+ i < surfs->filelen / sizeof(dsurface_t); i++, surf++ ) {
+ int lightmapNum = LittleLong( surf->lightmapNum );
+
+ if ( lightmapNum >= 0 && (lightmapNum & 1) != 0 ) {
+ tr.worldDeluxeMapping = qfalse;
+ break;
+ }
+ }
+ }
+
+ image = ri.Malloc(tr.lightmapSize * tr.lightmapSize * 4 * 2);
+
+ if (tr.worldDeluxeMapping)
+ numLightmaps >>= 1;
+
+ if(numLightmaps == 1)
+ {
+ //FIXME: HACK: maps with only one lightmap turn up fullbright for some reason.
+ //this avoids this, but isn't the correct solution.
+ numLightmaps++;
+ }
+ else if (r_mergeLightmaps->integer && numLightmaps >= 1024 )
+ {
+ // FIXME: fat light maps don't support more than 1024 light maps
+ ri.Printf(PRINT_WARNING, "WARNING: number of lightmaps > 1024\n");
+ numLightmaps = 1024;
+ }
+
+ // use fat lightmaps of an appropriate size
+ if (r_mergeLightmaps->integer)
+ {
+ tr.fatLightmapSize = 512;
+ tr.fatLightmapStep = tr.fatLightmapSize / tr.lightmapSize;
+
+ // at most MAX_LIGHTMAP_PAGES
+ while (tr.fatLightmapStep * tr.fatLightmapStep * MAX_LIGHTMAP_PAGES < numLightmaps && tr.fatLightmapSize != glConfig.maxTextureSize )
+ {
+ tr.fatLightmapSize <<= 1;
+ tr.fatLightmapStep = tr.fatLightmapSize / tr.lightmapSize;
+ }
+
+ tr.numLightmaps = numLightmaps / (tr.fatLightmapStep * tr.fatLightmapStep);
+
+ if (numLightmaps % (tr.fatLightmapStep * tr.fatLightmapStep) != 0)
+ tr.numLightmaps++;
+ }
+ else
+ {
+ tr.numLightmaps = numLightmaps;
+ }
+
+ tr.lightmaps = ri.Hunk_Alloc( tr.numLightmaps * sizeof(image_t *), h_low );
+
+ if (tr.worldDeluxeMapping)
+ {
+ tr.deluxemaps = ri.Hunk_Alloc( tr.numLightmaps * sizeof(image_t *), h_low );
+ }
+
+ if (r_hdr->integer && glRefConfig.textureFloat && glRefConfig.halfFloatPixel)
+ textureInternalFormat = GL_RGBA16F_ARB;
+
+ if (r_mergeLightmaps->integer)
+ {
+ for (i = 0; i < tr.numLightmaps; i++)
+ {
+ tr.lightmaps[i] = R_CreateImage(va("_fatlightmap%d", i), NULL, tr.fatLightmapSize, tr.fatLightmapSize, IMGTYPE_COLORALPHA, IMGFLAG_NOLIGHTSCALE | IMGFLAG_NO_COMPRESSION | IMGFLAG_CLAMPTOEDGE, textureInternalFormat );
+
+ if (tr.worldDeluxeMapping)
+ {
+ tr.deluxemaps[i] = R_CreateImage(va("_fatdeluxemap%d", i), NULL, tr.fatLightmapSize, tr.fatLightmapSize, IMGTYPE_DELUXE, IMGFLAG_NOLIGHTSCALE | IMGFLAG_NO_COMPRESSION | IMGFLAG_CLAMPTOEDGE, 0 );
+ }
+ }
+ }
+
+ for(i = 0; i < numLightmaps; i++)
+ {
+ int xoff = 0, yoff = 0;
+ int lightmapnum = i;
+ // expand the 24 bit on-disk to 32 bit
+
+ if (r_mergeLightmaps->integer)
+ {
+ int lightmaponpage = i % (tr.fatLightmapStep * tr.fatLightmapStep);
+ xoff = (lightmaponpage % tr.fatLightmapStep) * tr.lightmapSize;
+ yoff = (lightmaponpage / tr.fatLightmapStep) * tr.lightmapSize;
+
+ lightmapnum /= (tr.fatLightmapStep * tr.fatLightmapStep);
+ }
+
+ // if (tr.worldLightmapping)
+ {
+ char filename[MAX_QPATH];
+ byte *hdrLightmap = NULL;
+ float lightScale = 1.0f;
+ int size = 0;
+
+ // look for hdr lightmaps
+ if (r_hdr->integer)
+ {
+ Com_sprintf( filename, sizeof( filename ), "maps/%s/lm_%04d.hdr", s_worldData.baseName, i * (tr.worldDeluxeMapping ? 2 : 1) );
+ //ri.Printf(PRINT_ALL, "looking for %s\n", filename);
+
+ size = ri.FS_ReadFile(filename, (void **)&hdrLightmap);
+ }
+
+ if (hdrLightmap)
+ {
+ byte *p = hdrLightmap;
+ //ri.Printf(PRINT_ALL, "found!\n");
+
+ /* FIXME: don't just skip over this header and actually parse it */
+ while (size && !(*p == '\n' && *(p+1) == '\n'))
+ {
+ size--;
+ p++;
+ }
+
+ if (!size)
+ ri.Error(ERR_DROP, "Bad header for %s!\n", filename);
+
+ size -= 2;
+ p += 2;
+
+ while (size && !(*p == '\n'))
+ {
+ size--;
+ p++;
+ }
+
+ size--;
+ p++;
+
+ buf_p = (byte *)p;
+
+#if 0 // HDRFILE_RGBE
+ if (size != tr.lightmapSize * tr.lightmapSize * 4)
+ ri.Error(ERR_DROP, "Bad size for %s (%i)!\n", filename, size);
+#else // HDRFILE_FLOAT
+ if (size != tr.lightmapSize * tr.lightmapSize * 12)
+ ri.Error(ERR_DROP, "Bad size for %s (%i)!\n", filename, size);
+#endif
+ }
+ else
+ {
+ if (tr.worldDeluxeMapping)
+ buf_p = buf + (i * 2) * tr.lightmapSize * tr.lightmapSize * 3;
+ else
+ buf_p = buf + i * tr.lightmapSize * tr.lightmapSize * 3;
+ }
+
+ lightScale = pow(2, r_mapOverBrightBits->integer - tr.overbrightBits - 8); //exp2(r_mapOverBrightBits->integer - tr.overbrightBits - 8);
+
+ for ( j = 0 ; j < tr.lightmapSize * tr.lightmapSize; j++ )
+ {
+ if (r_hdr->integer)
+ {
+ float color[3];
+
+ if (hdrLightmap)
+ {
+#if 0 // HDRFILE_RGBE
+ float exponent = exp2(buf_p[j*4+3] - 128);
+
+ color[0] = buf_p[j*4+0] * exponent;
+ color[1] = buf_p[j*4+1] * exponent;
+ color[2] = buf_p[j*4+2] * exponent;
+#else // HDRFILE_FLOAT
+ memcpy(color, &buf_p[j*12], 12);
+
+ color[0] = LittleFloat(color[0]);
+ color[1] = LittleFloat(color[1]);
+ color[2] = LittleFloat(color[2]);
+#endif
+ }
+ else
+ {
+ //hack: convert LDR lightmap to HDR one
+ color[0] = (buf_p[j*3+0] + 1.0f);
+ color[1] = (buf_p[j*3+1] + 1.0f);
+ color[2] = (buf_p[j*3+2] + 1.0f);
+
+ // if under an arbitrary value (say 12) grey it out
+ // this prevents weird splotches in dimly lit areas
+ if (color[0] + color[1] + color[2] < 12.0f)
+ {
+ float avg = (color[0] + color[1] + color[2]) * 0.3333f;
+ color[0] = avg;
+ color[1] = avg;
+ color[2] = avg;
+ }
+ }
+
+ VectorScale(color, lightScale, color);
+
+ if (glRefConfig.textureFloat && glRefConfig.halfFloatPixel)
+ ColorToRGBA16F(color, (unsigned short *)(&image[j*8]));
+ else
+ ColorToRGBE(color, &image[j*4]);
+ }
+ else
+ {
+ if ( r_lightmap->integer == 2 )
+ { // color code by intensity as development tool (FIXME: check range)
+ float r = buf_p[j*3+0];
+ float g = buf_p[j*3+1];
+ float b = buf_p[j*3+2];
+ float intensity;
+ float out[3] = {0.0, 0.0, 0.0};
+
+ intensity = 0.33f * r + 0.685f * g + 0.063f * b;
+
+ if ( intensity > 255 )
+ intensity = 1.0f;
+ else
+ intensity /= 255.0f;
+
+ if ( intensity > maxIntensity )
+ maxIntensity = intensity;
+
+ HSVtoRGB( intensity, 1.00, 0.50, out );
+
+ image[j*4+0] = out[0] * 255;
+ image[j*4+1] = out[1] * 255;
+ image[j*4+2] = out[2] * 255;
+ image[j*4+3] = 255;
+
+ sumIntensity += intensity;
+ }
+ else
+ {
+ R_ColorShiftLightingBytes( &buf_p[j*3], &image[j*4] );
+ image[j*4+3] = 255;
+ }
+ }
+ }
+
+ if (r_mergeLightmaps->integer)
+ R_UpdateSubImage(tr.lightmaps[lightmapnum], image, xoff, yoff, tr.lightmapSize, tr.lightmapSize);
+ else
+ tr.lightmaps[i] = R_CreateImage(va("*lightmap%d", i), image, tr.lightmapSize, tr.lightmapSize, IMGTYPE_COLORALPHA, IMGFLAG_NOLIGHTSCALE | IMGFLAG_NO_COMPRESSION | IMGFLAG_CLAMPTOEDGE, textureInternalFormat );
+
+ if (hdrLightmap)
+ ri.FS_FreeFile(hdrLightmap);
+ }
+
+ if (tr.worldDeluxeMapping)
+ {
+ buf_p = buf + (i * 2 + 1) * tr.lightmapSize * tr.lightmapSize * 3;
+
+ for ( j = 0 ; j < tr.lightmapSize * tr.lightmapSize; j++ ) {
+ image[j*4+0] = buf_p[j*3+0];
+ image[j*4+1] = buf_p[j*3+1];
+ image[j*4+2] = buf_p[j*3+2];
+
+ // make 0,0,0 into 127,127,127
+ if ((image[j*4+0] == 0) && (image[j*4+0] == 0) && (image[j*4+2] == 0))
+ {
+ image[j*4+0] =
+ image[j*4+1] =
+ image[j*4+2] = 127;
+ }
+
+ image[j*4+3] = 255;
+ }
+
+ if (r_mergeLightmaps->integer)
+ {
+ R_UpdateSubImage(tr.deluxemaps[lightmapnum], image, xoff, yoff, tr.lightmapSize, tr.lightmapSize );
+ }
+ else
+ {
+ tr.deluxemaps[i] = R_CreateImage(va("*deluxemap%d", i), image, tr.lightmapSize, tr.lightmapSize, IMGTYPE_DELUXE, IMGFLAG_NOLIGHTSCALE | IMGFLAG_NO_COMPRESSION | IMGFLAG_CLAMPTOEDGE, 0 );
+ }
+ }
+ }
+
+ if ( r_lightmap->integer == 2 ) {
+ ri.Printf( PRINT_ALL, "Brightest lightmap value: %d\n", ( int ) ( maxIntensity * 255 ) );
+ }
+
+ ri.Free(image);
+}
+
+
+static float FatPackU(float input, int lightmapnum)
+{
+ if (lightmapnum < 0)
+ return input;
+
+ if (tr.worldDeluxeMapping)
+ lightmapnum >>= 1;
+
+ lightmapnum %= (tr.fatLightmapStep * tr.fatLightmapStep);
+
+ if(tr.fatLightmapSize > 0)
+ {
+ int x = lightmapnum % tr.fatLightmapStep;
+
+ return (input / ((float)tr.fatLightmapStep)) + ((1.0 / ((float)tr.fatLightmapStep)) * (float)x);
+ }
+
+ return input;
+}
+
+static float FatPackV(float input, int lightmapnum)
+{
+ if (lightmapnum < 0)
+ return input;
+
+ if (tr.worldDeluxeMapping)
+ lightmapnum >>= 1;
+
+ lightmapnum %= (tr.fatLightmapStep * tr.fatLightmapStep);
+
+ if(tr.fatLightmapSize > 0)
+ {
+ int y = lightmapnum / tr.fatLightmapStep;
+
+ return (input / ((float)tr.fatLightmapStep)) + ((1.0 / ((float)tr.fatLightmapStep)) * (float)y);
+ }
+
+ return input;
+}
+
+
+static int FatLightmap(int lightmapnum)
+{
+ if (lightmapnum < 0)
+ return lightmapnum;
+
+ if (tr.worldDeluxeMapping)
+ lightmapnum >>= 1;
+
+ if (tr.fatLightmapSize > 0)
+ {
+ return lightmapnum / (tr.fatLightmapStep * tr.fatLightmapStep);
+ }
+
+ return lightmapnum;
+}
+
+/*
+=================
+RE_SetWorldVisData
+
+This is called by the clipmodel subsystem so we can share the 1.8 megs of
+space in big maps...
+=================
+*/
+void RE_SetWorldVisData( const byte *vis ) {
+ tr.externalVisData = vis;
+}
+
+
+/*
+=================
+R_LoadVisibility
+=================
+*/
+static void R_LoadVisibility( lump_t *l ) {
+ int len;
+ byte *buf;
+
+ len = ( s_worldData.numClusters + 63 ) & ~63;
+ s_worldData.novis = ri.Hunk_Alloc( len, h_low );
+ Com_Memset( s_worldData.novis, 0xff, len );
+
+ len = l->filelen;
+ if ( !len ) {
+ return;
+ }
+ buf = fileBase + l->fileofs;
+
+ s_worldData.numClusters = LittleLong( ((int *)buf)[0] );
+ s_worldData.clusterBytes = LittleLong( ((int *)buf)[1] );
+
+ // CM_Load should have given us the vis data to share, so
+ // we don't need to allocate another copy
+ if ( tr.externalVisData ) {
+ s_worldData.vis = tr.externalVisData;
+ } else {
+ byte *dest;
+
+ dest = ri.Hunk_Alloc( len - 8, h_low );
+ Com_Memcpy( dest, buf + 8, len - 8 );
+ s_worldData.vis = dest;
+ }
+}
+
+//===============================================================================
+
+
+/*
+===============
+ShaderForShaderNum
+===============
+*/
+static shader_t *ShaderForShaderNum( int shaderNum, int lightmapNum ) {
+ shader_t *shader;
+ dshader_t *dsh;
+
+ int _shaderNum = LittleLong( shaderNum );
+ if ( _shaderNum < 0 || _shaderNum >= s_worldData.numShaders ) {
+ ri.Error( ERR_DROP, "ShaderForShaderNum: bad num %i", _shaderNum );
+ }
+ dsh = &s_worldData.shaders[ _shaderNum ];
+
+ if ( r_vertexLight->integer || glConfig.hardwareType == GLHW_PERMEDIA2 ) {
+ lightmapNum = LIGHTMAP_BY_VERTEX;
+ }
+
+ if ( r_fullbright->integer ) {
+ lightmapNum = LIGHTMAP_WHITEIMAGE;
+ }
+
+ shader = R_FindShader( dsh->shader, lightmapNum, qtrue );
+
+ // if the shader had errors, just use default shader
+ if ( shader->defaultShader ) {
+ return tr.defaultShader;
+ }
+
+ return shader;
+}
+
+/*
+===============
+ParseFace
+===============
+*/
+static void ParseFace( dsurface_t *ds, drawVert_t *verts, float *hdrVertColors, msurface_t *surf, int *indexes ) {
+ int i, j;
+ srfSurfaceFace_t *cv;
+ srfTriangle_t *tri;
+ int numVerts, numTriangles, badTriangles;
+ int realLightmapNum;
+
+ realLightmapNum = LittleLong( ds->lightmapNum );
+
+ // get fog volume
+ surf->fogIndex = LittleLong( ds->fogNum ) + 1;
+
+ // get shader value
+ surf->shader = ShaderForShaderNum( ds->shaderNum, FatLightmap(realLightmapNum) );
+ if ( r_singleShader->integer && !surf->shader->isSky ) {
+ surf->shader = tr.defaultShader;
+ }
+
+ numVerts = LittleLong(ds->numVerts);
+ if (numVerts > MAX_FACE_POINTS) {
+ ri.Printf( PRINT_WARNING, "WARNING: MAX_FACE_POINTS exceeded: %i\n", numVerts);
+ numVerts = MAX_FACE_POINTS;
+ surf->shader = tr.defaultShader;
+ }
+
+ numTriangles = LittleLong(ds->numIndexes) / 3;
+
+ //cv = ri.Hunk_Alloc(sizeof(*cv), h_low);
+ cv = (void *)surf->data;
+ cv->surfaceType = SF_FACE;
+
+ cv->numTriangles = numTriangles;
+ cv->triangles = ri.Hunk_Alloc(numTriangles * sizeof(cv->triangles[0]), h_low);
+
+ cv->numVerts = numVerts;
+ cv->verts = ri.Hunk_Alloc(numVerts * sizeof(cv->verts[0]), h_low);
+
+ // copy vertexes
+ surf->cullinfo.type = CULLINFO_PLANE | CULLINFO_BOX;
+ ClearBounds(surf->cullinfo.bounds[0], surf->cullinfo.bounds[1]);
+ verts += LittleLong(ds->firstVert);
+ for(i = 0; i < numVerts; i++)
+ {
+ vec4_t color;
+
+ for(j = 0; j < 3; j++)
+ {
+ cv->verts[i].xyz[j] = LittleFloat(verts[i].xyz[j]);
+ cv->verts[i].normal[j] = LittleFloat(verts[i].normal[j]);
+ }
+ AddPointToBounds(cv->verts[i].xyz, surf->cullinfo.bounds[0], surf->cullinfo.bounds[1]);
+ for(j = 0; j < 2; j++)
+ {
+ cv->verts[i].st[j] = LittleFloat(verts[i].st[j]);
+ //cv->verts[i].lightmap[j] = LittleFloat(verts[i].lightmap[j]);
+ }
+ cv->verts[i].lightmap[0] = FatPackU(LittleFloat(verts[i].lightmap[0]), realLightmapNum);
+ cv->verts[i].lightmap[1] = FatPackV(LittleFloat(verts[i].lightmap[1]), realLightmapNum);
+
+ if (hdrVertColors)
+ {
+ color[0] = hdrVertColors[(ds->firstVert + i) * 3 ];
+ color[1] = hdrVertColors[(ds->firstVert + i) * 3 + 1];
+ color[2] = hdrVertColors[(ds->firstVert + i) * 3 + 2];
+ }
+ else
+ {
+ //hack: convert LDR vertex colors to HDR
+ if (r_hdr->integer)
+ {
+ color[0] = verts[i].color[0] + 1.0f;
+ color[1] = verts[i].color[1] + 1.0f;
+ color[2] = verts[i].color[2] + 1.0f;
+ }
+ else
+ {
+ color[0] = verts[i].color[0];
+ color[1] = verts[i].color[1];
+ color[2] = verts[i].color[2];
+ }
+
+ }
+ color[3] = verts[i].color[3] / 255.0f;
+
+ R_ColorShiftLightingFloats( color, cv->verts[i].vertexColors, 1.0f / 255.0f );
+ }
+
+ // copy triangles
+ badTriangles = 0;
+ indexes += LittleLong(ds->firstIndex);
+ for(i = 0, tri = cv->triangles; i < numTriangles; i++, tri++)
+ {
+ for(j = 0; j < 3; j++)
+ {
+ tri->indexes[j] = LittleLong(indexes[i * 3 + j]);
+
+ if(tri->indexes[j] < 0 || tri->indexes[j] >= numVerts)
+ {
+ ri.Error(ERR_DROP, "Bad index in face surface");
+ }
+ }
+
+ if ((tri->indexes[0] == tri->indexes[1]) || (tri->indexes[1] == tri->indexes[2]) || (tri->indexes[0] == tri->indexes[2]))
+ {
+ tri--;
+ badTriangles++;
+ }
+ }
+
+ if (badTriangles)
+ {
+ ri.Printf(PRINT_WARNING, "Face has bad triangles, originally shader %s %d tris %d verts, now %d tris\n", surf->shader->name, numTriangles, numVerts, numTriangles - badTriangles);
+ cv->numTriangles -= badTriangles;
+ }
+
+ // 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->verts[0].xyz, cv->plane.normal );
+ SetPlaneSignbits( &cv->plane );
+ cv->plane.type = PlaneTypeForNormal( cv->plane.normal );
+ surf->cullinfo.plane = cv->plane;
+
+ surf->data = (surfaceType_t *)cv;
+
+#ifdef USE_VERT_TANGENT_SPACE
+ // Tr3B - calc tangent spaces
+ {
+ srfVert_t *dv[3];
+
+ for(i = 0, tri = cv->triangles; i < numTriangles; i++, tri++)
+ {
+ dv[0] = &cv->verts[tri->indexes[0]];
+ dv[1] = &cv->verts[tri->indexes[1]];
+ dv[2] = &cv->verts[tri->indexes[2]];
+
+ R_CalcTangentVectors(dv);
+ }
+ }
+#endif
+}
+
+
+/*
+===============
+ParseMesh
+===============
+*/
+static void ParseMesh ( dsurface_t *ds, drawVert_t *verts, float *hdrVertColors, msurface_t *surf ) {
+ srfGridMesh_t *grid;
+ int i, j;
+ int width, height, numPoints;
+ srfVert_t points[MAX_PATCH_SIZE*MAX_PATCH_SIZE];
+ vec3_t bounds[2];
+ vec3_t tmpVec;
+ static surfaceType_t skipData = SF_SKIP;
+ int realLightmapNum;
+
+ realLightmapNum = LittleLong( ds->lightmapNum );
+
+ // get fog volume
+ surf->fogIndex = LittleLong( ds->fogNum ) + 1;
+
+ // get shader value
+ surf->shader = ShaderForShaderNum( ds->shaderNum, FatLightmap(realLightmapNum) );
+ 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 );
+
+ if(width < 0 || width > MAX_PATCH_SIZE || height < 0 || height > MAX_PATCH_SIZE)
+ ri.Error(ERR_DROP, "ParseMesh: bad size");
+
+ verts += LittleLong( ds->firstVert );
+ numPoints = width * height;
+ for(i = 0; i < numPoints; i++)
+ {
+ vec4_t color;
+
+ 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]);
+ //points[i].lightmap[j] = LittleFloat(verts[i].lightmap[j]);
+ }
+ points[i].lightmap[0] = FatPackU(LittleFloat(verts[i].lightmap[0]), realLightmapNum);
+ points[i].lightmap[1] = FatPackV(LittleFloat(verts[i].lightmap[1]), realLightmapNum);
+
+ if (hdrVertColors)
+ {
+ color[0] = hdrVertColors[(ds->firstVert + i) * 3 ];
+ color[1] = hdrVertColors[(ds->firstVert + i) * 3 + 1];
+ color[2] = hdrVertColors[(ds->firstVert + i) * 3 + 2];
+ }
+ else
+ {
+ //hack: convert LDR vertex colors to HDR
+ if (r_hdr->integer)
+ {
+ color[0] = verts[i].color[0] + 1.0f;
+ color[1] = verts[i].color[1] + 1.0f;
+ color[2] = verts[i].color[2] + 1.0f;
+ }
+ else
+ {
+ color[0] = verts[i].color[0];
+ color[1] = verts[i].color[1];
+ color[2] = verts[i].color[2];
+ }
+ }
+ color[3] = verts[i].color[3] / 255.0f;
+
+ R_ColorShiftLightingFloats( color, points[i].vertexColors, 1.0f / 255.0f );
+ }
+
+ // 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 );
+}
+
+/*
+===============
+ParseTriSurf
+===============
+*/
+static void ParseTriSurf( dsurface_t *ds, drawVert_t *verts, float *hdrVertColors, msurface_t *surf, int *indexes ) {
+ srfTriangles_t *cv;
+ srfTriangle_t *tri;
+ int i, j;
+ int numVerts, numTriangles, badTriangles;
+
+ // get fog volume
+ surf->fogIndex = LittleLong( ds->fogNum ) + 1;
+
+ // get shader
+ surf->shader = ShaderForShaderNum( ds->shaderNum, LIGHTMAP_BY_VERTEX );
+ if ( r_singleShader->integer && !surf->shader->isSky ) {
+ surf->shader = tr.defaultShader;
+ }
+
+ numVerts = LittleLong(ds->numVerts);
+ numTriangles = LittleLong(ds->numIndexes) / 3;
+
+ //cv = ri.Hunk_Alloc(sizeof(*cv), h_low);
+ cv = (void *)surf->data;
+ cv->surfaceType = SF_TRIANGLES;
+
+ cv->numTriangles = numTriangles;
+ cv->triangles = ri.Hunk_Alloc(numTriangles * sizeof(cv->triangles[0]), h_low);
+
+ cv->numVerts = numVerts;
+ cv->verts = ri.Hunk_Alloc(numVerts * sizeof(cv->verts[0]), h_low);
+
+ surf->data = (surfaceType_t *) cv;
+
+ // copy vertexes
+ surf->cullinfo.type = CULLINFO_BOX;
+ ClearBounds(surf->cullinfo.bounds[0], surf->cullinfo.bounds[1]);
+ verts += LittleLong(ds->firstVert);
+ for(i = 0; i < numVerts; i++)
+ {
+ vec4_t color;
+
+ for(j = 0; j < 3; j++)
+ {
+ cv->verts[i].xyz[j] = LittleFloat(verts[i].xyz[j]);
+ cv->verts[i].normal[j] = LittleFloat(verts[i].normal[j]);
+ }
+
+ AddPointToBounds( cv->verts[i].xyz, surf->cullinfo.bounds[0], surf->cullinfo.bounds[1] );
+
+ for(j = 0; j < 2; j++)
+ {
+ cv->verts[i].st[j] = LittleFloat(verts[i].st[j]);
+ cv->verts[i].lightmap[j] = LittleFloat(verts[i].lightmap[j]);
+ }
+
+ if (hdrVertColors)
+ {
+ color[0] = hdrVertColors[(ds->firstVert + i) * 3 ];
+ color[1] = hdrVertColors[(ds->firstVert + i) * 3 + 1];
+ color[2] = hdrVertColors[(ds->firstVert + i) * 3 + 2];
+ }
+ else
+ {
+ //hack: convert LDR vertex colors to HDR
+ if (r_hdr->integer)
+ {
+ color[0] = verts[i].color[0] + 1.0f;
+ color[1] = verts[i].color[1] + 1.0f;
+ color[2] = verts[i].color[2] + 1.0f;
+ }
+ else
+ {
+ color[0] = verts[i].color[0];
+ color[1] = verts[i].color[1];
+ color[2] = verts[i].color[2];
+ }
+ }
+ color[3] = verts[i].color[3] / 255.0f;
+
+ R_ColorShiftLightingFloats( color, cv->verts[i].vertexColors, 1.0f / 255.0f );
+ }
+
+ // copy triangles
+ badTriangles = 0;
+ indexes += LittleLong(ds->firstIndex);
+ for(i = 0, tri = cv->triangles; i < numTriangles; i++, tri++)
+ {
+ for(j = 0; j < 3; j++)
+ {
+ tri->indexes[j] = LittleLong(indexes[i * 3 + j]);
+
+ if(tri->indexes[j] < 0 || tri->indexes[j] >= numVerts)
+ {
+ ri.Error(ERR_DROP, "Bad index in face surface");
+ }
+ }
+
+ if ((tri->indexes[0] == tri->indexes[1]) || (tri->indexes[1] == tri->indexes[2]) || (tri->indexes[0] == tri->indexes[2]))
+ {
+ tri--;
+ badTriangles++;
+ }
+ }
+
+ if (badTriangles)
+ {
+ ri.Printf(PRINT_WARNING, "Trisurf has bad triangles, originally shader %s %d tris %d verts, now %d tris\n", surf->shader->name, numTriangles, numVerts, numTriangles - badTriangles);
+ cv->numTriangles -= badTriangles;
+ }
+
+#ifdef USE_VERT_TANGENT_SPACE
+ // Tr3B - calc tangent spaces
+ {
+ srfVert_t *dv[3];
+
+ for(i = 0, tri = cv->triangles; i < numTriangles; i++, tri++)
+ {
+ dv[0] = &cv->verts[tri->indexes[0]];
+ dv[1] = &cv->verts[tri->indexes[1]];
+ dv[2] = &cv->verts[tri->indexes[2]];
+
+ R_CalcTangentVectors(dv);
+ }
+ }
+#endif
+}
+
+/*
+===============
+ParseFlare
+===============
+*/
+static void ParseFlare( dsurface_t *ds, drawVert_t *verts, msurface_t *surf, int *indexes ) {
+ srfFlare_t *flare;
+ int i;
+
+ // get fog volume
+ surf->fogIndex = LittleLong( ds->fogNum ) + 1;
+
+ // get shader
+ surf->shader = ShaderForShaderNum( ds->shaderNum, LIGHTMAP_BY_VERTEX );
+ if ( r_singleShader->integer && !surf->shader->isSky ) {
+ surf->shader = tr.defaultShader;
+ }
+
+ //flare = ri.Hunk_Alloc( sizeof( *flare ), h_low );
+ flare = (void *)surf->data;
+ 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] );
+ }
+}
+
+
+/*
+=================
+R_MergedWidthPoints
+
+returns true if there are grid points merged on a width edge
+=================
+*/
+int R_MergedWidthPoints(srfGridMesh_t *grid, int offset) {
+ int i, j;
+
+ for (i = 1; i < grid->width-1; i++) {
+ for (j = i + 1; j < grid->width-1; j++) {
+ if ( fabs(grid->verts[i + offset].xyz[0] - grid->verts[j + offset].xyz[0]) > .1) continue;
+ if ( fabs(grid->verts[i + offset].xyz[1] - grid->verts[j + offset].xyz[1]) > .1) continue;
+ if ( fabs(grid->verts[i + offset].xyz[2] - grid->verts[j + offset].xyz[2]) > .1) continue;
+ return qtrue;
+ }
+ }
+ return qfalse;
+}
+
+/*
+=================
+R_MergedHeightPoints
+
+returns true if there are grid points merged on a height edge
+=================
+*/
+int R_MergedHeightPoints(srfGridMesh_t *grid, int offset) {
+ int i, j;
+
+ for (i = 1; i < grid->height-1; i++) {
+ for (j = i + 1; j < grid->height-1; j++) {
+ if ( fabs(grid->verts[grid->width * i + offset].xyz[0] - grid->verts[grid->width * j + offset].xyz[0]) > .1) continue;
+ if ( fabs(grid->verts[grid->width * i + offset].xyz[1] - grid->verts[grid->width * j + offset].xyz[1]) > .1) continue;
+ if ( fabs(grid->verts[grid->width * i + offset].xyz[2] - grid->verts[grid->width * j + offset].xyz[2]) > .1) continue;
+ return qtrue;
+ }
+ }
+ return qfalse;
+}
+
+/*
+=================
+R_FixSharedVertexLodError_r
+
+NOTE: never sync LoD through grid edges with merged points!
+
+FIXME: write generalized version that also avoids cracks between a patch and one that meets half way?
+=================
+*/
+void R_FixSharedVertexLodError_r( int start, srfGridMesh_t *grid1 ) {
+ int j, k, l, m, n, offset1, offset2, touch;
+ srfGridMesh_t *grid2;
+
+ for ( j = start; j < s_worldData.numsurfaces; j++ ) {
+ //
+ grid2 = (srfGridMesh_t *) s_worldData.surfaces[j].data;
+ // if this surface is not a grid
+ if ( grid2->surfaceType != SF_GRID ) continue;
+ // if the LOD errors are already fixed for this patch
+ if ( grid2->lodFixed == 2 ) continue;
+ // grids in the same LOD group should have the exact same lod radius
+ if ( grid1->lodRadius != grid2->lodRadius ) continue;
+ // grids in the same LOD group should have the exact same lod origin
+ if ( grid1->lodOrigin[0] != grid2->lodOrigin[0] ) continue;
+ if ( grid1->lodOrigin[1] != grid2->lodOrigin[1] ) continue;
+ if ( grid1->lodOrigin[2] != grid2->lodOrigin[2] ) continue;
+ //
+ touch = qfalse;
+ for (n = 0; n < 2; n++) {
+ //
+ if (n) offset1 = (grid1->height-1) * grid1->width;
+ else offset1 = 0;
+ if (R_MergedWidthPoints(grid1, offset1)) continue;
+ for (k = 1; k < grid1->width-1; k++) {
+ for (m = 0; m < 2; m++) {
+
+ if (m) offset2 = (grid2->height-1) * grid2->width;
+ else offset2 = 0;
+ if (R_MergedWidthPoints(grid2, offset2)) continue;
+ for ( l = 1; l < grid2->width-1; l++) {
+ //
+ if ( fabs(grid1->verts[k + offset1].xyz[0] - grid2->verts[l + offset2].xyz[0]) > .1) continue;
+ if ( fabs(grid1->verts[k + offset1].xyz[1] - grid2->verts[l + offset2].xyz[1]) > .1) continue;
+ if ( fabs(grid1->verts[k + offset1].xyz[2] - grid2->verts[l + offset2].xyz[2]) > .1) continue;
+ // ok the points are equal and should have the same lod error
+ grid2->widthLodError[l] = grid1->widthLodError[k];
+ touch = qtrue;
+ }
+ }
+ for (m = 0; m < 2; m++) {
+
+ if (m) offset2 = grid2->width-1;
+ else offset2 = 0;
+ if (R_MergedHeightPoints(grid2, offset2)) continue;
+ for ( l = 1; l < grid2->height-1; l++) {
+ //
+ if ( fabs(grid1->verts[k + offset1].xyz[0] - grid2->verts[grid2->width * l + offset2].xyz[0]) > .1) continue;
+ if ( fabs(grid1->verts[k + offset1].xyz[1] - grid2->verts[grid2->width * l + offset2].xyz[1]) > .1) continue;
+ if ( fabs(grid1->verts[k + offset1].xyz[2] - grid2->verts[grid2->width * l + offset2].xyz[2]) > .1) continue;
+ // ok the points are equal and should have the same lod error
+ grid2->heightLodError[l] = grid1->widthLodError[k];
+ touch = qtrue;
+ }
+ }
+ }
+ }
+ for (n = 0; n < 2; n++) {
+ //
+ if (n) offset1 = grid1->width-1;
+ else offset1 = 0;
+ if (R_MergedHeightPoints(grid1, offset1)) continue;
+ for (k = 1; k < grid1->height-1; k++) {
+ for (m = 0; m < 2; m++) {
+
+ if (m) offset2 = (grid2->height-1) * grid2->width;
+ else offset2 = 0;
+ if (R_MergedWidthPoints(grid2, offset2)) continue;
+ for ( l = 1; l < grid2->width-1; l++) {
+ //
+ if ( fabs(grid1->verts[grid1->width * k + offset1].xyz[0] - grid2->verts[l + offset2].xyz[0]) > .1) continue;
+ if ( fabs(grid1->verts[grid1->width * k + offset1].xyz[1] - grid2->verts[l + offset2].xyz[1]) > .1) continue;
+ if ( fabs(grid1->verts[grid1->width * k + offset1].xyz[2] - grid2->verts[l + offset2].xyz[2]) > .1) continue;
+ // ok the points are equal and should have the same lod error
+ grid2->widthLodError[l] = grid1->heightLodError[k];
+ touch = qtrue;
+ }
+ }
+ for (m = 0; m < 2; m++) {
+
+ if (m) offset2 = grid2->width-1;
+ else offset2 = 0;
+ if (R_MergedHeightPoints(grid2, offset2)) continue;
+ for ( l = 1; l < grid2->height-1; l++) {
+ //
+ if ( fabs(grid1->verts[grid1->width * k + offset1].xyz[0] - grid2->verts[grid2->width * l + offset2].xyz[0]) > .1) continue;
+ if ( fabs(grid1->verts[grid1->width * k + offset1].xyz[1] - grid2->verts[grid2->width * l + offset2].xyz[1]) > .1) continue;
+ if ( fabs(grid1->verts[grid1->width * k + offset1].xyz[2] - grid2->verts[grid2->width * l + offset2].xyz[2]) > .1) continue;
+ // ok the points are equal and should have the same lod error
+ grid2->heightLodError[l] = grid1->heightLodError[k];
+ touch = qtrue;
+ }
+ }
+ }
+ }
+ if (touch) {
+ grid2->lodFixed = 2;
+ R_FixSharedVertexLodError_r ( start, grid2 );
+ //NOTE: this would be correct but makes things really slow
+ //grid2->lodFixed = 1;
+ }
+ }
+}
+
+/*
+=================
+R_FixSharedVertexLodError
+
+This function assumes that all patches in one group are nicely stitched together for the highest LoD.
+If this is not the case this function will still do its job but won't fix the highest LoD cracks.
+=================
+*/
+void R_FixSharedVertexLodError( void ) {
+ int i;
+ srfGridMesh_t *grid1;
+
+ for ( i = 0; i < s_worldData.numsurfaces; i++ ) {
+ //
+ grid1 = (srfGridMesh_t *) s_worldData.surfaces[i].data;
+ // if this surface is not a grid
+ if ( grid1->surfaceType != SF_GRID )
+ continue;
+ //
+ if ( grid1->lodFixed )
+ continue;
+ //
+ grid1->lodFixed = 2;
+ // recursively fix other patches in the same LOD group
+ R_FixSharedVertexLodError_r( i + 1, grid1);
+ }
+}
+
+
+/*
+===============
+R_StitchPatches
+===============
+*/
+int R_StitchPatches( int grid1num, int grid2num ) {
+ float *v1, *v2;
+ srfGridMesh_t *grid1, *grid2;
+ int k, l, m, n, offset1, offset2, row, column;
+
+ grid1 = (srfGridMesh_t *) s_worldData.surfaces[grid1num].data;
+ grid2 = (srfGridMesh_t *) s_worldData.surfaces[grid2num].data;
+ for (n = 0; n < 2; n++) {
+ //
+ if (n) offset1 = (grid1->height-1) * grid1->width;
+ else offset1 = 0;
+ if (R_MergedWidthPoints(grid1, offset1))
+ continue;
+ for (k = 0; k < grid1->width-2; k += 2) {
+
+ for (m = 0; m < 2; m++) {
+
+ if ( grid2->width >= MAX_GRID_SIZE )
+ break;
+ if (m) offset2 = (grid2->height-1) * grid2->width;
+ else offset2 = 0;
+ for ( l = 0; l < grid2->width-1; l++) {
+ //
+ v1 = grid1->verts[k + offset1].xyz;
+ v2 = grid2->verts[l + offset2].xyz;
+ if ( fabs(v1[0] - v2[0]) > .1)
+ continue;
+ if ( fabs(v1[1] - v2[1]) > .1)
+ continue;
+ if ( fabs(v1[2] - v2[2]) > .1)
+ continue;
+
+ v1 = grid1->verts[k + 2 + offset1].xyz;
+ v2 = grid2->verts[l + 1 + offset2].xyz;
+ if ( fabs(v1[0] - v2[0]) > .1)
+ continue;
+ if ( fabs(v1[1] - v2[1]) > .1)
+ continue;
+ if ( fabs(v1[2] - v2[2]) > .1)
+ continue;
+ //
+ v1 = grid2->verts[l + offset2].xyz;
+ v2 = grid2->verts[l + 1 + offset2].xyz;
+ if ( fabs(v1[0] - v2[0]) < .01 &&
+ fabs(v1[1] - v2[1]) < .01 &&
+ fabs(v1[2] - v2[2]) < .01)
+ continue;
+ //
+ //ri.Printf( PRINT_ALL, "found highest LoD crack between two patches\n" );
+ // insert column into grid2 right after after column l
+ if (m) row = grid2->height-1;
+ else row = 0;
+ grid2 = R_GridInsertColumn( grid2, l+1, row,
+ grid1->verts[k + 1 + offset1].xyz, grid1->widthLodError[k+1]);
+ grid2->lodStitched = qfalse;
+ s_worldData.surfaces[grid2num].data = (void *) grid2;
+ return qtrue;
+ }
+ }
+ for (m = 0; m < 2; m++) {
+
+ if (grid2->height >= MAX_GRID_SIZE)
+ break;
+ if (m) offset2 = grid2->width-1;
+ else offset2 = 0;
+ for ( l = 0; l < grid2->height-1; l++) {
+ //
+ v1 = grid1->verts[k + offset1].xyz;
+ v2 = grid2->verts[grid2->width * l + offset2].xyz;
+ if ( fabs(v1[0] - v2[0]) > .1)
+ continue;
+ if ( fabs(v1[1] - v2[1]) > .1)
+ continue;
+ if ( fabs(v1[2] - v2[2]) > .1)
+ continue;
+
+ v1 = grid1->verts[k + 2 + offset1].xyz;
+ v2 = grid2->verts[grid2->width * (l + 1) + offset2].xyz;
+ if ( fabs(v1[0] - v2[0]) > .1)
+ continue;
+ if ( fabs(v1[1] - v2[1]) > .1)
+ continue;
+ if ( fabs(v1[2] - v2[2]) > .1)
+ continue;
+ //
+ v1 = grid2->verts[grid2->width * l + offset2].xyz;
+ v2 = grid2->verts[grid2->width * (l + 1) + offset2].xyz;
+ if ( fabs(v1[0] - v2[0]) < .01 &&
+ fabs(v1[1] - v2[1]) < .01 &&
+ fabs(v1[2] - v2[2]) < .01)
+ continue;
+ //
+ //ri.Printf( PRINT_ALL, "found highest LoD crack between two patches\n" );
+ // insert row into grid2 right after after row l
+ if (m) column = grid2->width-1;
+ else column = 0;
+ grid2 = R_GridInsertRow( grid2, l+1, column,
+ grid1->verts[k + 1 + offset1].xyz, grid1->widthLodError[k+1]);
+ grid2->lodStitched = qfalse;
+ s_worldData.surfaces[grid2num].data = (void *) grid2;
+ return qtrue;
+ }
+ }
+ }
+ }
+ for (n = 0; n < 2; n++) {
+ //
+ if (n) offset1 = grid1->width-1;
+ else offset1 = 0;
+ if (R_MergedHeightPoints(grid1, offset1))
+ continue;
+ for (k = 0; k < grid1->height-2; k += 2) {
+ for (m = 0; m < 2; m++) {
+
+ if ( grid2->width >= MAX_GRID_SIZE )
+ break;
+ if (m) offset2 = (grid2->height-1) * grid2->width;
+ else offset2 = 0;
+ for ( l = 0; l < grid2->width-1; l++) {
+ //
+ v1 = grid1->verts[grid1->width * k + offset1].xyz;
+ v2 = grid2->verts[l + offset2].xyz;
+ if ( fabs(v1[0] - v2[0]) > .1)
+ continue;
+ if ( fabs(v1[1] - v2[1]) > .1)
+ continue;
+ if ( fabs(v1[2] - v2[2]) > .1)
+ continue;
+
+ v1 = grid1->verts[grid1->width * (k + 2) + offset1].xyz;
+ v2 = grid2->verts[l + 1 + offset2].xyz;
+ if ( fabs(v1[0] - v2[0]) > .1)
+ continue;
+ if ( fabs(v1[1] - v2[1]) > .1)
+ continue;
+ if ( fabs(v1[2] - v2[2]) > .1)
+ continue;
+ //
+ v1 = grid2->verts[l + offset2].xyz;
+ v2 = grid2->verts[(l + 1) + offset2].xyz;
+ if ( fabs(v1[0] - v2[0]) < .01 &&
+ fabs(v1[1] - v2[1]) < .01 &&
+ fabs(v1[2] - v2[2]) < .01)
+ continue;
+ //
+ //ri.Printf( PRINT_ALL, "found highest LoD crack between two patches\n" );
+ // insert column into grid2 right after after column l
+ if (m) row = grid2->height-1;
+ else row = 0;
+ grid2 = R_GridInsertColumn( grid2, l+1, row,
+ grid1->verts[grid1->width * (k + 1) + offset1].xyz, grid1->heightLodError[k+1]);
+ grid2->lodStitched = qfalse;
+ s_worldData.surfaces[grid2num].data = (void *) grid2;
+ return qtrue;
+ }
+ }
+ for (m = 0; m < 2; m++) {
+
+ if (grid2->height >= MAX_GRID_SIZE)
+ break;
+ if (m) offset2 = grid2->width-1;
+ else offset2 = 0;
+ for ( l = 0; l < grid2->height-1; l++) {
+ //
+ v1 = grid1->verts[grid1->width * k + offset1].xyz;
+ v2 = grid2->verts[grid2->width * l + offset2].xyz;
+ if ( fabs(v1[0] - v2[0]) > .1)
+ continue;
+ if ( fabs(v1[1] - v2[1]) > .1)
+ continue;
+ if ( fabs(v1[2] - v2[2]) > .1)
+ continue;
+
+ v1 = grid1->verts[grid1->width * (k + 2) + offset1].xyz;
+ v2 = grid2->verts[grid2->width * (l + 1) + offset2].xyz;
+ if ( fabs(v1[0] - v2[0]) > .1)
+ continue;
+ if ( fabs(v1[1] - v2[1]) > .1)
+ continue;
+ if ( fabs(v1[2] - v2[2]) > .1)
+ continue;
+ //
+ v1 = grid2->verts[grid2->width * l + offset2].xyz;
+ v2 = grid2->verts[grid2->width * (l + 1) + offset2].xyz;
+ if ( fabs(v1[0] - v2[0]) < .01 &&
+ fabs(v1[1] - v2[1]) < .01 &&
+ fabs(v1[2] - v2[2]) < .01)
+ continue;
+ //
+ //ri.Printf( PRINT_ALL, "found highest LoD crack between two patches\n" );
+ // insert row into grid2 right after after row l
+ if (m) column = grid2->width-1;
+ else column = 0;
+ grid2 = R_GridInsertRow( grid2, l+1, column,
+ grid1->verts[grid1->width * (k + 1) + offset1].xyz, grid1->heightLodError[k+1]);
+ grid2->lodStitched = qfalse;
+ s_worldData.surfaces[grid2num].data = (void *) grid2;
+ return qtrue;
+ }
+ }
+ }
+ }
+ for (n = 0; n < 2; n++) {
+ //
+ if (n) offset1 = (grid1->height-1) * grid1->width;
+ else offset1 = 0;
+ if (R_MergedWidthPoints(grid1, offset1))
+ continue;
+ for (k = grid1->width-1; k > 1; k -= 2) {
+
+ for (m = 0; m < 2; m++) {
+
+ if ( grid2->width >= MAX_GRID_SIZE )
+ break;
+ if (m) offset2 = (grid2->height-1) * grid2->width;
+ else offset2 = 0;
+ for ( l = 0; l < grid2->width-1; l++) {
+ //
+ v1 = grid1->verts[k + offset1].xyz;
+ v2 = grid2->verts[l + offset2].xyz;
+ if ( fabs(v1[0] - v2[0]) > .1)
+ continue;
+ if ( fabs(v1[1] - v2[1]) > .1)
+ continue;
+ if ( fabs(v1[2] - v2[2]) > .1)
+ continue;
+
+ v1 = grid1->verts[k - 2 + offset1].xyz;
+ v2 = grid2->verts[l + 1 + offset2].xyz;
+ if ( fabs(v1[0] - v2[0]) > .1)
+ continue;
+ if ( fabs(v1[1] - v2[1]) > .1)
+ continue;
+ if ( fabs(v1[2] - v2[2]) > .1)
+ continue;
+ //
+ v1 = grid2->verts[l + offset2].xyz;
+ v2 = grid2->verts[(l + 1) + offset2].xyz;
+ if ( fabs(v1[0] - v2[0]) < .01 &&
+ fabs(v1[1] - v2[1]) < .01 &&
+ fabs(v1[2] - v2[2]) < .01)
+ continue;
+ //
+ //ri.Printf( PRINT_ALL, "found highest LoD crack between two patches\n" );
+ // insert column into grid2 right after after column l
+ if (m) row = grid2->height-1;
+ else row = 0;
+ grid2 = R_GridInsertColumn( grid2, l+1, row,
+ grid1->verts[k - 1 + offset1].xyz, grid1->widthLodError[k+1]);
+ grid2->lodStitched = qfalse;
+ s_worldData.surfaces[grid2num].data = (void *) grid2;
+ return qtrue;
+ }
+ }
+ for (m = 0; m < 2; m++) {
+
+ if (grid2->height >= MAX_GRID_SIZE)
+ break;
+ if (m) offset2 = grid2->width-1;
+ else offset2 = 0;
+ for ( l = 0; l < grid2->height-1; l++) {
+ //
+ v1 = grid1->verts[k + offset1].xyz;
+ v2 = grid2->verts[grid2->width * l + offset2].xyz;
+ if ( fabs(v1[0] - v2[0]) > .1)
+ continue;
+ if ( fabs(v1[1] - v2[1]) > .1)
+ continue;
+ if ( fabs(v1[2] - v2[2]) > .1)
+ continue;
+
+ v1 = grid1->verts[k - 2 + offset1].xyz;
+ v2 = grid2->verts[grid2->width * (l + 1) + offset2].xyz;
+ if ( fabs(v1[0] - v2[0]) > .1)
+ continue;
+ if ( fabs(v1[1] - v2[1]) > .1)
+ continue;
+ if ( fabs(v1[2] - v2[2]) > .1)
+ continue;
+ //
+ v1 = grid2->verts[grid2->width * l + offset2].xyz;
+ v2 = grid2->verts[grid2->width * (l + 1) + offset2].xyz;
+ if ( fabs(v1[0] - v2[0]) < .01 &&
+ fabs(v1[1] - v2[1]) < .01 &&
+ fabs(v1[2] - v2[2]) < .01)
+ continue;
+ //
+ //ri.Printf( PRINT_ALL, "found highest LoD crack between two patches\n" );
+ // insert row into grid2 right after after row l
+ if (m) column = grid2->width-1;
+ else column = 0;
+ grid2 = R_GridInsertRow( grid2, l+1, column,
+ grid1->verts[k - 1 + offset1].xyz, grid1->widthLodError[k+1]);
+ if (!grid2)
+ break;
+ grid2->lodStitched = qfalse;
+ s_worldData.surfaces[grid2num].data = (void *) grid2;
+ return qtrue;
+ }
+ }
+ }
+ }
+ for (n = 0; n < 2; n++) {
+ //
+ if (n) offset1 = grid1->width-1;
+ else offset1 = 0;
+ if (R_MergedHeightPoints(grid1, offset1))
+ continue;
+ for (k = grid1->height-1; k > 1; k -= 2) {
+ for (m = 0; m < 2; m++) {
+
+ if ( grid2->width >= MAX_GRID_SIZE )
+ break;
+ if (m) offset2 = (grid2->height-1) * grid2->width;
+ else offset2 = 0;
+ for ( l = 0; l < grid2->width-1; l++) {
+ //
+ v1 = grid1->verts[grid1->width * k + offset1].xyz;
+ v2 = grid2->verts[l + offset2].xyz;
+ if ( fabs(v1[0] - v2[0]) > .1)
+ continue;
+ if ( fabs(v1[1] - v2[1]) > .1)
+ continue;
+ if ( fabs(v1[2] - v2[2]) > .1)
+ continue;
+
+ v1 = grid1->verts[grid1->width * (k - 2) + offset1].xyz;
+ v2 = grid2->verts[l + 1 + offset2].xyz;
+ if ( fabs(v1[0] - v2[0]) > .1)
+ continue;
+ if ( fabs(v1[1] - v2[1]) > .1)
+ continue;
+ if ( fabs(v1[2] - v2[2]) > .1)
+ continue;
+ //
+ v1 = grid2->verts[l + offset2].xyz;
+ v2 = grid2->verts[(l + 1) + offset2].xyz;
+ if ( fabs(v1[0] - v2[0]) < .01 &&
+ fabs(v1[1] - v2[1]) < .01 &&
+ fabs(v1[2] - v2[2]) < .01)
+ continue;
+ //
+ //ri.Printf( PRINT_ALL, "found highest LoD crack between two patches\n" );
+ // insert column into grid2 right after after column l
+ if (m) row = grid2->height-1;
+ else row = 0;
+ grid2 = R_GridInsertColumn( grid2, l+1, row,
+ grid1->verts[grid1->width * (k - 1) + offset1].xyz, grid1->heightLodError[k+1]);
+ grid2->lodStitched = qfalse;
+ s_worldData.surfaces[grid2num].data = (void *) grid2;
+ return qtrue;
+ }
+ }
+ for (m = 0; m < 2; m++) {
+
+ if (grid2->height >= MAX_GRID_SIZE)
+ break;
+ if (m) offset2 = grid2->width-1;
+ else offset2 = 0;
+ for ( l = 0; l < grid2->height-1; l++) {
+ //
+ v1 = grid1->verts[grid1->width * k + offset1].xyz;
+ v2 = grid2->verts[grid2->width * l + offset2].xyz;
+ if ( fabs(v1[0] - v2[0]) > .1)
+ continue;
+ if ( fabs(v1[1] - v2[1]) > .1)
+ continue;
+ if ( fabs(v1[2] - v2[2]) > .1)
+ continue;
+
+ v1 = grid1->verts[grid1->width * (k - 2) + offset1].xyz;
+ v2 = grid2->verts[grid2->width * (l + 1) + offset2].xyz;
+ if ( fabs(v1[0] - v2[0]) > .1)
+ continue;
+ if ( fabs(v1[1] - v2[1]) > .1)
+ continue;
+ if ( fabs(v1[2] - v2[2]) > .1)
+ continue;
+ //
+ v1 = grid2->verts[grid2->width * l + offset2].xyz;
+ v2 = grid2->verts[grid2->width * (l + 1) + offset2].xyz;
+ if ( fabs(v1[0] - v2[0]) < .01 &&
+ fabs(v1[1] - v2[1]) < .01 &&
+ fabs(v1[2] - v2[2]) < .01)
+ continue;
+ //
+ //ri.Printf( PRINT_ALL, "found highest LoD crack between two patches\n" );
+ // insert row into grid2 right after after row l
+ if (m) column = grid2->width-1;
+ else column = 0;
+ grid2 = R_GridInsertRow( grid2, l+1, column,
+ grid1->verts[grid1->width * (k - 1) + offset1].xyz, grid1->heightLodError[k+1]);
+ grid2->lodStitched = qfalse;
+ s_worldData.surfaces[grid2num].data = (void *) grid2;
+ return qtrue;
+ }
+ }
+ }
+ }
+ return qfalse;
+}
+
+/*
+===============
+R_TryStitchPatch
+
+This function will try to stitch patches in the same LoD group together for the highest LoD.
+
+Only single missing vertice cracks will be fixed.
+
+Vertices will be joined at the patch side a crack is first found, at the other side
+of the patch (on the same row or column) the vertices will not be joined and cracks
+might still appear at that side.
+===============
+*/
+int R_TryStitchingPatch( int grid1num ) {
+ int j, numstitches;
+ srfGridMesh_t *grid1, *grid2;
+
+ numstitches = 0;
+ grid1 = (srfGridMesh_t *) s_worldData.surfaces[grid1num].data;
+ for ( j = 0; j < s_worldData.numsurfaces; j++ ) {
+ //
+ grid2 = (srfGridMesh_t *) s_worldData.surfaces[j].data;
+ // if this surface is not a grid
+ if ( grid2->surfaceType != SF_GRID ) continue;
+ // grids in the same LOD group should have the exact same lod radius
+ if ( grid1->lodRadius != grid2->lodRadius ) continue;
+ // grids in the same LOD group should have the exact same lod origin
+ if ( grid1->lodOrigin[0] != grid2->lodOrigin[0] ) continue;
+ if ( grid1->lodOrigin[1] != grid2->lodOrigin[1] ) continue;
+ if ( grid1->lodOrigin[2] != grid2->lodOrigin[2] ) continue;
+ //
+ while (R_StitchPatches(grid1num, j))
+ {
+ numstitches++;
+ }
+ }
+ return numstitches;
+}
+
+/*
+===============
+R_StitchAllPatches
+===============
+*/
+void R_StitchAllPatches( void ) {
+ int i, stitched, numstitches;
+ srfGridMesh_t *grid1;
+
+ numstitches = 0;
+ do
+ {
+ stitched = qfalse;
+ for ( i = 0; i < s_worldData.numsurfaces; i++ ) {
+ //
+ grid1 = (srfGridMesh_t *) s_worldData.surfaces[i].data;
+ // if this surface is not a grid
+ if ( grid1->surfaceType != SF_GRID )
+ continue;
+ //
+ if ( grid1->lodStitched )
+ continue;
+ //
+ grid1->lodStitched = qtrue;
+ stitched = qtrue;
+ //
+ numstitches += R_TryStitchingPatch( i );
+ }
+ }
+ while (stitched);
+ ri.Printf( PRINT_ALL, "stitched %d LoD cracks\n", numstitches );
+}
+
+/*
+===============
+R_MovePatchSurfacesToHunk
+===============
+*/
+void R_MovePatchSurfacesToHunk(void) {
+ int i, size;
+ srfGridMesh_t *grid, *hunkgrid;
+
+ for ( i = 0; i < s_worldData.numsurfaces; i++ ) {
+ //
+ grid = (srfGridMesh_t *) s_worldData.surfaces[i].data;
+ // if this surface is not a grid
+ if ( grid->surfaceType != SF_GRID )
+ continue;
+ //
+ size = sizeof(*grid);
+ hunkgrid = ri.Hunk_Alloc(size, h_low);
+ Com_Memcpy(hunkgrid, grid, size);
+
+ hunkgrid->widthLodError = ri.Hunk_Alloc( grid->width * 4, h_low );
+ Com_Memcpy( hunkgrid->widthLodError, grid->widthLodError, grid->width * 4 );
+
+ hunkgrid->heightLodError = ri.Hunk_Alloc( grid->height * 4, h_low );
+ Com_Memcpy( hunkgrid->heightLodError, grid->heightLodError, grid->height * 4 );
+
+ hunkgrid->numTriangles = grid->numTriangles;
+ hunkgrid->triangles = ri.Hunk_Alloc(grid->numTriangles * sizeof(srfTriangle_t), h_low);
+ Com_Memcpy(hunkgrid->triangles, grid->triangles, grid->numTriangles * sizeof(srfTriangle_t));
+
+ hunkgrid->numVerts = grid->numVerts;
+ hunkgrid->verts = ri.Hunk_Alloc(grid->numVerts * sizeof(srfVert_t), h_low);
+ Com_Memcpy(hunkgrid->verts, grid->verts, grid->numVerts * sizeof(srfVert_t));
+
+ R_FreeSurfaceGridMesh( grid );
+
+ s_worldData.surfaces[i].data = (void *) hunkgrid;
+ }
+}
+
+
+/*
+=================
+BSPSurfaceCompare
+compare function for qsort()
+=================
+*/
+static int BSPSurfaceCompare(const void *a, const void *b)
+{
+ msurface_t *aa, *bb;
+
+ aa = *(msurface_t **) a;
+ bb = *(msurface_t **) b;
+
+ // shader first
+ if(aa->shader->sortedIndex < bb->shader->sortedIndex)
+ return -1;
+
+ else if(aa->shader->sortedIndex > bb->shader->sortedIndex)
+ return 1;
+
+ // by fogIndex
+ if(aa->fogIndex < bb->fogIndex)
+ return -1;
+
+ else if(aa->fogIndex > bb->fogIndex)
+ return 1;
+
+ return 0;
+}
+
+
+static void CopyVert(const srfVert_t * in, srfVert_t * out)
+{
+ int j;
+
+ for(j = 0; j < 3; j++)
+ {
+ out->xyz[j] = in->xyz[j];
+#ifdef USE_VERT_TANGENT_SPACE
+ out->tangent[j] = in->tangent[j];
+ out->bitangent[j] = in->bitangent[j];
+#endif
+ out->normal[j] = in->normal[j];
+ out->lightdir[j] = in->lightdir[j];
+ }
+
+ for(j = 0; j < 2; j++)
+ {
+ out->st[j] = in->st[j];
+ out->lightmap[j] = in->lightmap[j];
+ }
+
+ for(j = 0; j < 4; j++)
+ {
+ out->vertexColors[j] = in->vertexColors[j];
+ }
+}
+
+
+/*
+===============
+R_CreateWorldVBO
+===============
+*/
+static void R_CreateWorldVBO(void)
+{
+ int i, j, k;
+
+ int numVerts;
+ srfVert_t *verts;
+
+ int numTriangles;
+ srfTriangle_t *triangles;
+
+ int numSurfaces;
+ msurface_t *surface;
+ msurface_t **surfacesSorted;
+
+ int startTime, endTime;
+
+ startTime = ri.Milliseconds();
+
+ numVerts = 0;
+ numTriangles = 0;
+ numSurfaces = 0;
+ for(k = 0, surface = &s_worldData.surfaces[0]; k < s_worldData.numsurfaces /* s_worldData.numWorldSurfaces */; k++, surface++)
+ {
+ if(*surface->data == SF_FACE)
+ {
+ srfSurfaceFace_t *face = (srfSurfaceFace_t *) surface->data;
+
+ if(face->numVerts)
+ numVerts += face->numVerts;
+
+ if(face->numTriangles)
+ numTriangles += face->numTriangles;
+
+ numSurfaces++;
+ }
+ else if(*surface->data == SF_GRID)
+ {
+ srfGridMesh_t *grid = (srfGridMesh_t *) surface->data;
+
+ if(grid->numVerts)
+ numVerts += grid->numVerts;
+
+ if(grid->numTriangles)
+ numTriangles += grid->numTriangles;
+
+ numSurfaces++;
+ }
+ else if(*surface->data == SF_TRIANGLES)
+ {
+ srfTriangles_t *tri = (srfTriangles_t *) surface->data;
+
+ if(tri->numVerts)
+ numVerts += tri->numVerts;
+
+ if(tri->numTriangles)
+ numTriangles += tri->numTriangles;
+
+ numSurfaces++;
+ }
+ }
+
+ if(!numVerts || !numTriangles)
+ return;
+
+ ri.Printf(PRINT_ALL, "...calculating world VBO ( %i verts %i tris )\n", numVerts, numTriangles);
+
+ // create arrays
+
+ verts = ri.Hunk_AllocateTempMemory(numVerts * sizeof(srfVert_t));
+
+ triangles = ri.Hunk_AllocateTempMemory(numTriangles * sizeof(srfTriangle_t));
+
+ // presort surfaces
+ surfacesSorted = ri.Malloc(numSurfaces * sizeof(*surfacesSorted));
+
+ j = 0;
+ for(k = 0, surface = &s_worldData.surfaces[0]; k < s_worldData.numsurfaces; k++, surface++)
+ {
+ if(*surface->data == SF_FACE || *surface->data == SF_GRID || *surface->data == SF_TRIANGLES)
+ {
+ surfacesSorted[j++] = surface;
+ }
+ }
+
+ qsort(surfacesSorted, numSurfaces, sizeof(*surfacesSorted), BSPSurfaceCompare);
+
+ // set up triangle indices
+ numVerts = 0;
+ numTriangles = 0;
+ for(k = 0, surface = surfacesSorted[k]; k < numSurfaces; k++, surface = surfacesSorted[k])
+ {
+ if(*surface->data == SF_FACE)
+ {
+ srfSurfaceFace_t *srf = (srfSurfaceFace_t *) surface->data;
+
+ srf->firstIndex = numTriangles * 3;
+
+ if(srf->numTriangles)
+ {
+ srfTriangle_t *tri;
+
+ srf->minIndex = numVerts + srf->triangles->indexes[0];
+ srf->maxIndex = numVerts + srf->triangles->indexes[0];
+
+ for(i = 0, tri = srf->triangles; i < srf->numTriangles; i++, tri++)
+ {
+ for(j = 0; j < 3; j++)
+ {
+ triangles[numTriangles + i].indexes[j] = numVerts + tri->indexes[j];
+ srf->minIndex = MIN(srf->minIndex, numVerts + tri->indexes[j]);
+ srf->maxIndex = MAX(srf->maxIndex, numVerts + tri->indexes[j]);
+ }
+ }
+
+ numTriangles += srf->numTriangles;
+ }
+
+ if(srf->numVerts)
+ numVerts += srf->numVerts;
+ }
+ else if(*surface->data == SF_GRID)
+ {
+ srfGridMesh_t *srf = (srfGridMesh_t *) surface->data;
+
+ srf->firstIndex = numTriangles * 3;
+
+ if(srf->numTriangles)
+ {
+ srfTriangle_t *tri;
+
+ srf->minIndex = numVerts + srf->triangles->indexes[0];
+ srf->maxIndex = numVerts + srf->triangles->indexes[0];
+
+ for(i = 0, tri = srf->triangles; i < srf->numTriangles; i++, tri++)
+ {
+ for(j = 0; j < 3; j++)
+ {
+ triangles[numTriangles + i].indexes[j] = numVerts + tri->indexes[j];
+ srf->minIndex = MIN(srf->minIndex, numVerts + tri->indexes[j]);
+ srf->maxIndex = MAX(srf->maxIndex, numVerts + tri->indexes[j]);
+ }
+ }
+
+ numTriangles += srf->numTriangles;
+ }
+
+ if(srf->numVerts)
+ numVerts += srf->numVerts;
+ }
+ else if(*surface->data == SF_TRIANGLES)
+ {
+ srfTriangles_t *srf = (srfTriangles_t *) surface->data;
+
+ srf->firstIndex = numTriangles * 3;
+
+ if(srf->numTriangles)
+ {
+ srfTriangle_t *tri;
+
+ srf->minIndex = numVerts + srf->triangles->indexes[0];
+ srf->maxIndex = numVerts + srf->triangles->indexes[0];
+
+ for(i = 0, tri = srf->triangles; i < srf->numTriangles; i++, tri++)
+ {
+ for(j = 0; j < 3; j++)
+ {
+ triangles[numTriangles + i].indexes[j] = numVerts + tri->indexes[j];
+ srf->minIndex = MIN(srf->minIndex, numVerts + tri->indexes[j]);
+ srf->maxIndex = MAX(srf->maxIndex, numVerts + tri->indexes[j]);
+ }
+ }
+
+ numTriangles += srf->numTriangles;
+ }
+
+ if(srf->numVerts)
+ numVerts += srf->numVerts;
+ }
+ }
+
+ // build vertices
+ numVerts = 0;
+ for(k = 0, surface = surfacesSorted[k]; k < numSurfaces; k++, surface = surfacesSorted[k])
+ {
+ if(*surface->data == SF_FACE)
+ {
+ srfSurfaceFace_t *srf = (srfSurfaceFace_t *) surface->data;
+
+ srf->firstVert = numVerts;
+
+ if(srf->numVerts)
+ {
+ for(i = 0; i < srf->numVerts; i++)
+ {
+ CopyVert(&srf->verts[i], &verts[numVerts + i]);
+ }
+
+ numVerts += srf->numVerts;
+ }
+ }
+ else if(*surface->data == SF_GRID)
+ {
+ srfGridMesh_t *srf = (srfGridMesh_t *) surface->data;
+
+ srf->firstVert = numVerts;
+
+ if(srf->numVerts)
+ {
+ for(i = 0; i < srf->numVerts; i++)
+ {
+ CopyVert(&srf->verts[i], &verts[numVerts + i]);
+ }
+
+ numVerts += srf->numVerts;
+ }
+ }
+ else if(*surface->data == SF_TRIANGLES)
+ {
+ srfTriangles_t *srf = (srfTriangles_t *) surface->data;
+
+ srf->firstVert = numVerts;
+
+ if(srf->numVerts)
+ {
+ for(i = 0; i < srf->numVerts; i++)
+ {
+ CopyVert(&srf->verts[i], &verts[numVerts + i]);
+ }
+
+ numVerts += srf->numVerts;
+ }
+ }
+ }
+
+#ifdef USE_VERT_TANGENT_SPACE
+ s_worldData.vbo = R_CreateVBO2(va("staticBspModel0_VBO %i", 0), numVerts, verts,
+ ATTR_POSITION | ATTR_TEXCOORD | ATTR_LIGHTCOORD | ATTR_TANGENT | ATTR_BITANGENT |
+ ATTR_NORMAL | ATTR_COLOR | ATTR_LIGHTDIRECTION, VBO_USAGE_STATIC);
+#else
+ s_worldData.vbo = R_CreateVBO2(va("staticBspModel0_VBO %i", 0), numVerts, verts,
+ ATTR_POSITION | ATTR_TEXCOORD | ATTR_LIGHTCOORD |
+ ATTR_NORMAL | ATTR_COLOR | ATTR_LIGHTDIRECTION, VBO_USAGE_STATIC);
+#endif
+
+ s_worldData.ibo = R_CreateIBO2(va("staticBspModel0_IBO %i", 0), numTriangles, triangles, VBO_USAGE_STATIC);
+
+ endTime = ri.Milliseconds();
+ ri.Printf(PRINT_ALL, "world VBO calculation time = %5.2f seconds\n", (endTime - startTime) / 1000.0);
+
+ // point triangle surfaces to world VBO
+ for(k = 0, surface = surfacesSorted[k]; k < numSurfaces; k++, surface = surfacesSorted[k])
+ {
+ if(*surface->data == SF_FACE)
+ {
+ srfSurfaceFace_t *srf = (srfSurfaceFace_t *) surface->data;
+
+ if( srf->numVerts && srf->numTriangles)
+ {
+ srf->vbo = s_worldData.vbo;
+ srf->ibo = s_worldData.ibo;
+ }
+ }
+ else if(*surface->data == SF_GRID)
+ {
+ srfGridMesh_t *srf = (srfGridMesh_t *) surface->data;
+
+ if( srf->numVerts && srf->numTriangles)
+ {
+ srf->vbo = s_worldData.vbo;
+ srf->ibo = s_worldData.ibo;
+ }
+ }
+ else if(*surface->data == SF_TRIANGLES)
+ {
+ srfTriangles_t *srf = (srfTriangles_t *) surface->data;
+
+ if( srf->numVerts && srf->numTriangles)
+ {
+ srf->vbo = s_worldData.vbo;
+ srf->ibo = s_worldData.ibo;
+ }
+ }
+ }
+
+
+ startTime = ri.Milliseconds();
+
+ ri.Free(surfacesSorted);
+
+ ri.Hunk_FreeTempMemory(triangles);
+ ri.Hunk_FreeTempMemory(verts);
+}
+
+/*
+===============
+R_LoadSurfaces
+===============
+*/
+static void R_LoadSurfaces( lump_t *surfs, lump_t *verts, lump_t *indexLump ) {
+ dsurface_t *in;
+ msurface_t *out;
+ drawVert_t *dv;
+ int *indexes;
+ int count;
+ int numFaces, numMeshes, numTriSurfs, numFlares;
+ int i;
+ float *hdrVertColors = NULL;
+
+ numFaces = 0;
+ numMeshes = 0;
+ numTriSurfs = 0;
+ numFlares = 0;
+
+ in = (void *)(fileBase + surfs->fileofs);
+ if (surfs->filelen % sizeof(*in))
+ ri.Error (ERR_DROP, "LoadMap: funny lump size in %s",s_worldData.name);
+ count = surfs->filelen / sizeof(*in);
+
+ dv = (void *)(fileBase + verts->fileofs);
+ if (verts->filelen % sizeof(*dv))
+ ri.Error (ERR_DROP, "LoadMap: funny lump size in %s",s_worldData.name);
+
+ indexes = (void *)(fileBase + indexLump->fileofs);
+ if ( indexLump->filelen % sizeof(*indexes))
+ ri.Error (ERR_DROP, "LoadMap: funny lump size in %s",s_worldData.name);
+
+ out = ri.Hunk_Alloc ( count * sizeof(*out), h_low );
+
+ s_worldData.surfaces = out;
+ s_worldData.numsurfaces = count;
+ s_worldData.surfacesViewCount = ri.Hunk_Alloc ( count * sizeof(*s_worldData.surfacesViewCount), h_low );
+ s_worldData.surfacesDlightBits = ri.Hunk_Alloc ( count * sizeof(*s_worldData.surfacesDlightBits), h_low );
+ s_worldData.surfacesPshadowBits = ri.Hunk_Alloc ( count * sizeof(*s_worldData.surfacesPshadowBits), h_low );
+
+ // load hdr vertex colors
+ if (r_hdr->integer)
+ {
+ char filename[MAX_QPATH];
+ int size;
+
+ Com_sprintf( filename, sizeof( filename ), "maps/%s/vertlight.raw", s_worldData.baseName);
+ //ri.Printf(PRINT_ALL, "looking for %s\n", filename);
+
+ size = ri.FS_ReadFile(filename, (void **)&hdrVertColors);
+
+ if (hdrVertColors)
+ {
+ //ri.Printf(PRINT_ALL, "Found!\n");
+ if (size != sizeof(float) * 3 * (verts->filelen / sizeof(*dv)))
+ ri.Error(ERR_DROP, "Bad size for %s (%i, expected %i)!\n", filename, size, (int)((sizeof(float)) * 3 * (verts->filelen / sizeof(*dv))));
+ }
+ }
+
+
+ // Two passes, allocate surfaces first, then load them full of data
+ // This ensures surfaces are close together to reduce L2 cache misses when using VBOs,
+ // which don't actually use the verts and tris
+ in = (void *)(fileBase + surfs->fileofs);
+ out = s_worldData.surfaces;
+ for ( i = 0 ; i < count ; i++, in++, out++ ) {
+ switch ( LittleLong( in->surfaceType ) ) {
+ case MST_PATCH:
+ // FIXME: do this
+ break;
+ case MST_TRIANGLE_SOUP:
+ out->data = ri.Hunk_Alloc( sizeof(srfTriangles_t), h_low);
+ break;
+ case MST_PLANAR:
+ out->data = ri.Hunk_Alloc( sizeof(srfSurfaceFace_t), h_low);
+ break;
+ case MST_FLARE:
+ out->data = ri.Hunk_Alloc( sizeof(srfFlare_t), h_low);
+ break;
+ default:
+ break;
+ }
+ }
+
+ in = (void *)(fileBase + surfs->fileofs);
+ out = s_worldData.surfaces;
+ for ( i = 0 ; i < count ; i++, in++, out++ ) {
+ switch ( LittleLong( in->surfaceType ) ) {
+ case MST_PATCH:
+ ParseMesh ( in, dv, hdrVertColors, out );
+ {
+ srfGridMesh_t *surface = (srfGridMesh_t *)out->data;
+
+ out->cullinfo.type = CULLINFO_BOX | CULLINFO_SPHERE;
+ VectorCopy(surface->meshBounds[0], out->cullinfo.bounds[0]);
+ VectorCopy(surface->meshBounds[1], out->cullinfo.bounds[1]);
+ VectorCopy(surface->localOrigin, out->cullinfo.localOrigin);
+ out->cullinfo.radius = surface->meshRadius;
+ }
+ numMeshes++;
+ break;
+ case MST_TRIANGLE_SOUP:
+ ParseTriSurf( in, dv, hdrVertColors, out, indexes );
+ numTriSurfs++;
+ break;
+ case MST_PLANAR:
+ ParseFace( in, dv, hdrVertColors, out, indexes );
+ numFaces++;
+ break;
+ case MST_FLARE:
+ ParseFlare( in, dv, out, indexes );
+ {
+ out->cullinfo.type = CULLINFO_NONE;
+ }
+ numFlares++;
+ break;
+ default:
+ ri.Error( ERR_DROP, "Bad surfaceType" );
+ }
+ }
+
+ if (hdrVertColors)
+ {
+ ri.FS_FreeFile(hdrVertColors);
+ }
+
+#ifdef PATCH_STITCHING
+ R_StitchAllPatches();
+#endif
+
+ R_FixSharedVertexLodError();
+
+#ifdef PATCH_STITCHING
+ R_MovePatchSurfacesToHunk();
+#endif
+
+ ri.Printf( PRINT_ALL, "...loaded %d faces, %i meshes, %i trisurfs, %i flares\n",
+ numFaces, numMeshes, numTriSurfs, numFlares );
+}
+
+
+
+/*
+=================
+R_LoadSubmodels
+=================
+*/
+static void R_LoadSubmodels( lump_t *l ) {
+ dmodel_t *in;
+ bmodel_t *out;
+ int i, j, count;
+
+ in = (void *)(fileBase + l->fileofs);
+ if (l->filelen % sizeof(*in))
+ ri.Error (ERR_DROP, "LoadMap: funny lump size in %s",s_worldData.name);
+ count = l->filelen / sizeof(*in);
+
+ s_worldData.numBModels = count;
+ s_worldData.bmodels = out = ri.Hunk_Alloc( count * sizeof(*out), h_low );
+
+ for ( i=0 ; i<count ; i++, in++, out++ ) {
+ model_t *model;
+
+ model = R_AllocModel();
+
+ assert( model != NULL ); // this should never happen
+ if ( model == NULL ) {
+ ri.Error(ERR_DROP, "R_LoadSubmodels: R_AllocModel() failed");
+ }
+
+ model->type = MOD_BRUSH;
+ model->bmodel = out;
+ Com_sprintf( model->name, sizeof( model->name ), "*%d", i );
+
+ for (j=0 ; j<3 ; j++) {
+ out->bounds[0][j] = LittleFloat (in->mins[j]);
+ out->bounds[1][j] = LittleFloat (in->maxs[j]);
+ }
+
+ out->firstSurface = LittleLong( in->firstSurface );
+ out->numSurfaces = LittleLong( in->numSurfaces );
+
+ if(i == 0)
+ {
+ // Tr3B: add this for limiting VBO surface creation
+ s_worldData.numWorldSurfaces = out->numSurfaces;
+ }
+ }
+}
+
+
+
+//==================================================================
+
+/*
+=================
+R_SetParent
+=================
+*/
+static void R_SetParent (mnode_t *node, mnode_t *parent)
+{
+ node->parent = parent;
+ if (node->contents != -1)
+ return;
+ R_SetParent (node->children[0], node);
+ R_SetParent (node->children[1], node);
+}
+
+/*
+=================
+R_LoadNodesAndLeafs
+=================
+*/
+static void R_LoadNodesAndLeafs (lump_t *nodeLump, lump_t *leafLump) {
+ int i, j, p;
+ dnode_t *in;
+ dleaf_t *inLeaf;
+ mnode_t *out;
+ int numNodes, numLeafs;
+
+ in = (void *)(fileBase + nodeLump->fileofs);
+ if (nodeLump->filelen % sizeof(dnode_t) ||
+ leafLump->filelen % sizeof(dleaf_t) ) {
+ ri.Error (ERR_DROP, "LoadMap: funny lump size in %s",s_worldData.name);
+ }
+ numNodes = nodeLump->filelen / sizeof(dnode_t);
+ numLeafs = leafLump->filelen / sizeof(dleaf_t);
+
+ out = ri.Hunk_Alloc ( (numNodes + numLeafs) * sizeof(*out), h_low);
+
+ s_worldData.nodes = out;
+ s_worldData.numnodes = numNodes + numLeafs;
+ s_worldData.numDecisionNodes = numNodes;
+
+ // load nodes
+ for ( i=0 ; i<numNodes; i++, in++, out++)
+ {
+ for (j=0 ; j<3 ; j++)
+ {
+ out->mins[j] = LittleLong (in->mins[j]);
+ out->maxs[j] = LittleLong (in->maxs[j]);
+ }
+
+ p = LittleLong(in->planeNum);
+ out->plane = s_worldData.planes + p;
+
+ out->contents = CONTENTS_NODE; // differentiate from leafs
+
+ for (j=0 ; j<2 ; j++)
+ {
+ p = LittleLong (in->children[j]);
+ if (p >= 0)
+ out->children[j] = s_worldData.nodes + p;
+ else
+ out->children[j] = s_worldData.nodes + numNodes + (-1 - p);
+ }
+ }
+
+ // load leafs
+ inLeaf = (void *)(fileBase + leafLump->fileofs);
+ for ( i=0 ; i<numLeafs ; i++, inLeaf++, out++)
+ {
+ for (j=0 ; j<3 ; j++)
+ {
+ out->mins[j] = LittleLong (inLeaf->mins[j]);
+ out->maxs[j] = LittleLong (inLeaf->maxs[j]);
+ }
+
+ out->cluster = LittleLong(inLeaf->cluster);
+ out->area = LittleLong(inLeaf->area);
+
+ if ( out->cluster >= s_worldData.numClusters ) {
+ s_worldData.numClusters = out->cluster + 1;
+ }
+
+ out->firstmarksurface = LittleLong(inLeaf->firstLeafSurface);
+ out->nummarksurfaces = LittleLong(inLeaf->numLeafSurfaces);
+ }
+
+ // chain decendants
+ R_SetParent (s_worldData.nodes, NULL);
+}
+
+//=============================================================================
+
+/*
+=================
+R_LoadShaders
+=================
+*/
+static void R_LoadShaders( lump_t *l ) {
+ int i, count;
+ dshader_t *in, *out;
+
+ in = (void *)(fileBase + l->fileofs);
+ if (l->filelen % sizeof(*in))
+ ri.Error (ERR_DROP, "LoadMap: funny lump size in %s",s_worldData.name);
+ count = l->filelen / sizeof(*in);
+ out = ri.Hunk_Alloc ( count*sizeof(*out), h_low );
+
+ s_worldData.shaders = out;
+ s_worldData.numShaders = count;
+
+ Com_Memcpy( out, in, count*sizeof(*out) );
+
+ for ( i=0 ; i<count ; i++ ) {
+ out[i].surfaceFlags = LittleLong( out[i].surfaceFlags );
+ out[i].contentFlags = LittleLong( out[i].contentFlags );
+ }
+}
+
+
+/*
+=================
+R_LoadMarksurfaces
+=================
+*/
+static void R_LoadMarksurfaces (lump_t *l)
+{
+ int i, j, count;
+ int *in;
+ int *out;
+
+ in = (void *)(fileBase + l->fileofs);
+ if (l->filelen % sizeof(*in))
+ ri.Error (ERR_DROP, "LoadMap: funny lump size in %s",s_worldData.name);
+ count = l->filelen / sizeof(*in);
+ out = ri.Hunk_Alloc ( count*sizeof(*out), h_low);
+
+ s_worldData.marksurfaces = out;
+ s_worldData.nummarksurfaces = count;
+
+ for ( i=0 ; i<count ; i++)
+ {
+ j = LittleLong(in[i]);
+ out[i] = j;
+ }
+}
+
+
+/*
+=================
+R_LoadPlanes
+=================
+*/
+static void R_LoadPlanes( lump_t *l ) {
+ int i, j;
+ cplane_t *out;
+ dplane_t *in;
+ int count;
+ int bits;
+
+ in = (void *)(fileBase + l->fileofs);
+ if (l->filelen % sizeof(*in))
+ ri.Error (ERR_DROP, "LoadMap: funny lump size in %s",s_worldData.name);
+ count = l->filelen / sizeof(*in);
+ out = ri.Hunk_Alloc ( count*2*sizeof(*out), h_low);
+
+ s_worldData.planes = out;
+ s_worldData.numplanes = count;
+
+ for ( i=0 ; i<count ; i++, in++, out++) {
+ bits = 0;
+ for (j=0 ; j<3 ; j++) {
+ out->normal[j] = LittleFloat (in->normal[j]);
+ if (out->normal[j] < 0) {
+ bits |= 1<<j;
+ }
+ }
+
+ out->dist = LittleFloat (in->dist);
+ out->type = PlaneTypeForNormal( out->normal );
+ out->signbits = bits;
+ }
+}
+
+/*
+=================
+R_LoadFogs
+
+=================
+*/
+static void R_LoadFogs( lump_t *l, lump_t *brushesLump, lump_t *sidesLump ) {
+ int i;
+ fog_t *out;
+ dfog_t *fogs;
+ dbrush_t *brushes, *brush;
+ dbrushside_t *sides;
+ int count, brushesCount, sidesCount;
+ int sideNum;
+ int planeNum;
+ shader_t *shader;
+ float d;
+ int firstSide;
+
+ fogs = (void *)(fileBase + l->fileofs);
+ if (l->filelen % sizeof(*fogs)) {
+ ri.Error (ERR_DROP, "LoadMap: funny lump size in %s",s_worldData.name);
+ }
+ count = l->filelen / sizeof(*fogs);
+
+ // create fog strucutres for them
+ s_worldData.numfogs = count + 1;
+ s_worldData.fogs = ri.Hunk_Alloc ( s_worldData.numfogs*sizeof(*out), h_low);
+ out = s_worldData.fogs + 1;
+
+ if ( !count ) {
+ return;
+ }
+
+ brushes = (void *)(fileBase + brushesLump->fileofs);
+ if (brushesLump->filelen % sizeof(*brushes)) {
+ ri.Error (ERR_DROP, "LoadMap: funny lump size in %s",s_worldData.name);
+ }
+ brushesCount = brushesLump->filelen / sizeof(*brushes);
+
+ sides = (void *)(fileBase + sidesLump->fileofs);
+ if (sidesLump->filelen % sizeof(*sides)) {
+ ri.Error (ERR_DROP, "LoadMap: funny lump size in %s",s_worldData.name);
+ }
+ sidesCount = sidesLump->filelen / sizeof(*sides);
+
+ for ( i=0 ; i<count ; i++, fogs++) {
+ out->originalBrushNumber = LittleLong( fogs->brushNum );
+
+ if ( (unsigned)out->originalBrushNumber >= brushesCount ) {
+ ri.Error( ERR_DROP, "fog brushNumber out of range" );
+ }
+ brush = brushes + out->originalBrushNumber;
+
+ firstSide = LittleLong( brush->firstSide );
+
+ if ( (unsigned)firstSide > sidesCount - 6 ) {
+ ri.Error( ERR_DROP, "fog brush sideNumber out of range" );
+ }
+
+ // brushes are always sorted with the axial sides first
+ sideNum = firstSide + 0;
+ planeNum = LittleLong( sides[ sideNum ].planeNum );
+ out->bounds[0][0] = -s_worldData.planes[ planeNum ].dist;
+
+ sideNum = firstSide + 1;
+ planeNum = LittleLong( sides[ sideNum ].planeNum );
+ out->bounds[1][0] = s_worldData.planes[ planeNum ].dist;
+
+ sideNum = firstSide + 2;
+ planeNum = LittleLong( sides[ sideNum ].planeNum );
+ out->bounds[0][1] = -s_worldData.planes[ planeNum ].dist;
+
+ sideNum = firstSide + 3;
+ planeNum = LittleLong( sides[ sideNum ].planeNum );
+ out->bounds[1][1] = s_worldData.planes[ planeNum ].dist;
+
+ sideNum = firstSide + 4;
+ planeNum = LittleLong( sides[ sideNum ].planeNum );
+ out->bounds[0][2] = -s_worldData.planes[ planeNum ].dist;
+
+ sideNum = firstSide + 5;
+ planeNum = LittleLong( sides[ sideNum ].planeNum );
+ out->bounds[1][2] = s_worldData.planes[ planeNum ].dist;
+
+ // get information from the shader for fog parameters
+ shader = R_FindShader( fogs->shader, LIGHTMAP_NONE, qtrue );
+
+ out->parms = shader->fogParms;
+
+ out->colorInt = ColorBytes4 ( shader->fogParms.color[0] * tr.identityLight,
+ shader->fogParms.color[1] * tr.identityLight,
+ shader->fogParms.color[2] * tr.identityLight, 1.0 );
+
+ d = shader->fogParms.depthForOpaque < 1 ? 1 : shader->fogParms.depthForOpaque;
+ out->tcScale = 1.0f / ( d * 8 );
+
+ // set the gradient vector
+ sideNum = LittleLong( fogs->visibleSide );
+
+ if ( sideNum == -1 ) {
+ out->hasSurface = qfalse;
+ } else {
+ out->hasSurface = qtrue;
+ planeNum = LittleLong( sides[ firstSide + sideNum ].planeNum );
+ VectorSubtract( vec3_origin, s_worldData.planes[ planeNum ].normal, out->surface );
+ out->surface[3] = -s_worldData.planes[ planeNum ].dist;
+ }
+
+ out++;
+ }
+
+}
+
+
+/*
+================
+R_LoadLightGrid
+
+================
+*/
+void R_LoadLightGrid( lump_t *l ) {
+ int i;
+ vec3_t maxs;
+ int numGridPoints;
+ world_t *w;
+ float *wMins, *wMaxs;
+
+ w = &s_worldData;
+
+ w->lightGridInverseSize[0] = 1.0f / w->lightGridSize[0];
+ w->lightGridInverseSize[1] = 1.0f / w->lightGridSize[1];
+ w->lightGridInverseSize[2] = 1.0f / w->lightGridSize[2];
+
+ wMins = w->bmodels[0].bounds[0];
+ wMaxs = w->bmodels[0].bounds[1];
+
+ for ( i = 0 ; i < 3 ; i++ ) {
+ w->lightGridOrigin[i] = w->lightGridSize[i] * ceil( wMins[i] / w->lightGridSize[i] );
+ maxs[i] = w->lightGridSize[i] * floor( wMaxs[i] / w->lightGridSize[i] );
+ w->lightGridBounds[i] = (maxs[i] - w->lightGridOrigin[i])/w->lightGridSize[i] + 1;
+ }
+
+ numGridPoints = w->lightGridBounds[0] * w->lightGridBounds[1] * w->lightGridBounds[2];
+
+ if ( l->filelen != numGridPoints * 8 ) {
+ ri.Printf( PRINT_WARNING, "WARNING: light grid mismatch\n" );
+ w->lightGridData = NULL;
+ return;
+ }
+
+ w->lightGridData = ri.Hunk_Alloc( l->filelen, h_low );
+ Com_Memcpy( w->lightGridData, (void *)(fileBase + l->fileofs), l->filelen );
+
+ // deal with overbright bits
+ for ( i = 0 ; i < numGridPoints ; i++ ) {
+ R_ColorShiftLightingBytes( &w->lightGridData[i*8], &w->lightGridData[i*8] );
+ R_ColorShiftLightingBytes( &w->lightGridData[i*8+3], &w->lightGridData[i*8+3] );
+ }
+
+ // load hdr lightgrid
+ if (r_hdr->integer)
+ {
+ char filename[MAX_QPATH];
+ float *hdrLightGrid;
+ int size;
+
+ Com_sprintf( filename, sizeof( filename ), "maps/%s/lightgrid.raw", s_worldData.baseName);
+ //ri.Printf(PRINT_ALL, "looking for %s\n", filename);
+
+ size = ri.FS_ReadFile(filename, (void **)&hdrLightGrid);
+
+ if (hdrLightGrid)
+ {
+ float lightScale = pow(2, r_mapOverBrightBits->integer - tr.overbrightBits);
+
+ //ri.Printf(PRINT_ALL, "found!\n");
+
+ if (size != sizeof(float) * 6 * numGridPoints)
+ {
+ ri.Error(ERR_DROP, "Bad size for %s (%i, expected %i)!\n", filename, size, (int)(sizeof(float)) * 6 * numGridPoints);
+ }
+
+ w->hdrLightGrid = ri.Hunk_Alloc(size, h_low);
+
+ for (i = 0; i < numGridPoints ; i++)
+ {
+ w->hdrLightGrid[i * 6 ] = hdrLightGrid[i * 6 ] * lightScale;
+ w->hdrLightGrid[i * 6 + 1] = hdrLightGrid[i * 6 + 1] * lightScale;
+ w->hdrLightGrid[i * 6 + 2] = hdrLightGrid[i * 6 + 2] * lightScale;
+ w->hdrLightGrid[i * 6 + 3] = hdrLightGrid[i * 6 + 3] * lightScale;
+ w->hdrLightGrid[i * 6 + 4] = hdrLightGrid[i * 6 + 4] * lightScale;
+ w->hdrLightGrid[i * 6 + 5] = hdrLightGrid[i * 6 + 5] * lightScale;
+ }
+ }
+
+ if (hdrLightGrid)
+ ri.FS_FreeFile(hdrLightGrid);
+ }
+}
+
+/*
+================
+R_LoadEntities
+================
+*/
+void R_LoadEntities( lump_t *l ) {
+ char *p, *token, *s;
+ char keyname[MAX_TOKEN_CHARS];
+ char value[MAX_TOKEN_CHARS];
+ world_t *w;
+
+ w = &s_worldData;
+ w->lightGridSize[0] = 64;
+ w->lightGridSize[1] = 64;
+ w->lightGridSize[2] = 128;
+
+ p = (char *)(fileBase + l->fileofs);
+
+ // store for reference by the cgame
+ w->entityString = ri.Hunk_Alloc( l->filelen + 1, h_low );
+ strcpy( w->entityString, p );
+ w->entityParsePoint = w->entityString;
+
+ token = COM_ParseExt( &p, qtrue );
+ if (!*token || *token != '{') {
+ return;
+ }
+
+ // only parse the world spawn
+ while ( 1 ) {
+ // parse key
+ token = COM_ParseExt( &p, qtrue );
+
+ if ( !*token || *token == '}' ) {
+ break;
+ }
+ Q_strncpyz(keyname, token, sizeof(keyname));
+
+ // parse value
+ token = COM_ParseExt( &p, qtrue );
+
+ if ( !*token || *token == '}' ) {
+ break;
+ }
+ Q_strncpyz(value, token, sizeof(value));
+
+ // check for remapping of shaders for vertex lighting
+ s = "vertexremapshader";
+ if (!Q_strncmp(keyname, s, strlen(s)) ) {
+ s = strchr(value, ';');
+ if (!s) {
+ ri.Printf( PRINT_WARNING, "WARNING: no semi colon in vertexshaderremap '%s'\n", value );
+ break;
+ }
+ *s++ = 0;
+ if (r_vertexLight->integer) {
+ R_RemapShader(value, s, "0");
+ }
+ continue;
+ }
+ // check for remapping of shaders
+ s = "remapshader";
+ if (!Q_strncmp(keyname, s, strlen(s)) ) {
+ s = strchr(value, ';');
+ if (!s) {
+ ri.Printf( PRINT_WARNING, "WARNING: no semi colon in shaderremap '%s'\n", value );
+ break;
+ }
+ *s++ = 0;
+ R_RemapShader(value, s, "0");
+ continue;
+ }
+ // check for a different grid size
+ if (!Q_stricmp(keyname, "gridsize")) {
+ sscanf(value, "%f %f %f", &w->lightGridSize[0], &w->lightGridSize[1], &w->lightGridSize[2] );
+ continue;
+ }
+
+ // check for auto exposure
+ if (!Q_stricmp(keyname, "autoExposureMinMax")) {
+ sscanf(value, "%f %f", &tr.autoExposureMinMax[0], &tr.autoExposureMinMax[1]);
+ continue;
+ }
+ }
+}
+
+/*
+=================
+R_GetEntityToken
+=================
+*/
+qboolean R_GetEntityToken( char *buffer, int size ) {
+ const char *s;
+
+ s = COM_Parse( &s_worldData.entityParsePoint );
+ Q_strncpyz( buffer, s, size );
+ if ( !s_worldData.entityParsePoint || !s[0] ) {
+ s_worldData.entityParsePoint = s_worldData.entityString;
+ return qfalse;
+ } else {
+ return qtrue;
+ }
+}
+
+
+/*
+=================
+R_MergeLeafSurfaces
+
+Merges surfaces that share a common leaf
+=================
+*/
+void R_MergeLeafSurfaces(void)
+{
+ int i, j, k;
+ int numWorldSurfaces;
+ int mergedSurfIndex;
+ int numMergedSurfaces;
+ int numUnmergedSurfaces;
+ IBO_t *ibo;
+
+ msurface_t *mergedSurf;
+
+ glIndex_t *iboIndexes, *outIboIndexes;
+ int numIboIndexes;
+
+ int startTime, endTime;
+
+ startTime = ri.Milliseconds();
+
+ numWorldSurfaces = s_worldData.numWorldSurfaces;
+
+ // use viewcount to keep track of mergers
+ for (i = 0; i < numWorldSurfaces; i++)
+ {
+ s_worldData.surfacesViewCount[i] = -1;
+ }
+
+ // create ibo
+ ibo = tr.ibos[tr.numIBOs++] = ri.Hunk_Alloc(sizeof(*ibo), h_low);
+ memset(ibo, 0, sizeof(*ibo));
+ Q_strncpyz(ibo->name, "staticWorldMesh_IBO_mergedSurfs", sizeof(ibo->name));
+
+ // allocate more than we need
+ iboIndexes = outIboIndexes = ri.Malloc(s_worldData.ibo->indexesSize);
+
+ // mark matching surfaces
+ for (i = 0; i < s_worldData.numnodes - s_worldData.numDecisionNodes; i++)
+ {
+ mnode_t *leaf = s_worldData.nodes + s_worldData.numDecisionNodes + i;
+
+ for (j = 0; j < leaf->nummarksurfaces; j++)
+ {
+ msurface_t *surf1;
+ shader_t *shader1;
+ int fogIndex1;
+ int surfNum1;
+
+ surfNum1 = *(s_worldData.marksurfaces + leaf->firstmarksurface + j);
+
+ if (s_worldData.surfacesViewCount[surfNum1] != -1)
+ continue;
+
+ surf1 = s_worldData.surfaces + surfNum1;
+
+ if ((*surf1->data != SF_GRID) && (*surf1->data != SF_TRIANGLES) && (*surf1->data != SF_FACE))
+ continue;
+
+ shader1 = surf1->shader;
+
+ if(shader1->isSky)
+ continue;
+
+ if(shader1->isPortal)
+ continue;
+
+ if(ShaderRequiresCPUDeforms(shader1))
+ continue;
+
+ fogIndex1 = surf1->fogIndex;
+
+ s_worldData.surfacesViewCount[surfNum1] = surfNum1;
+
+ for (k = j + 1; k < leaf->nummarksurfaces; k++)
+ {
+ msurface_t *surf2;
+ shader_t *shader2;
+ int fogIndex2;
+ int surfNum2;
+
+ surfNum2 = *(s_worldData.marksurfaces + leaf->firstmarksurface + k);
+
+ if (s_worldData.surfacesViewCount[surfNum2] != -1)
+ continue;
+
+ surf2 = s_worldData.surfaces + surfNum2;
+
+ if ((*surf2->data != SF_GRID) && (*surf2->data != SF_TRIANGLES) && (*surf2->data != SF_FACE))
+ continue;
+
+ shader2 = surf2->shader;
+
+ if (shader1 != shader2)
+ continue;
+
+ fogIndex2 = surf2->fogIndex;
+
+ if (fogIndex1 != fogIndex2)
+ continue;
+
+ s_worldData.surfacesViewCount[surfNum2] = surfNum1;
+ }
+ }
+ }
+
+ // don't add surfaces that don't merge to any others to the merged list
+ for (i = 0; i < numWorldSurfaces; i++)
+ {
+ qboolean merges = qfalse;
+
+ if (s_worldData.surfacesViewCount[i] != i)
+ continue;
+
+ for (j = 0; j < numWorldSurfaces; j++)
+ {
+ if (j == i)
+ continue;
+
+ if (s_worldData.surfacesViewCount[j] == i)
+ {
+ merges = qtrue;
+ break;
+ }
+ }
+
+ if (!merges)
+ s_worldData.surfacesViewCount[i] = -1;
+ }
+
+ // count merged/unmerged surfaces
+ numMergedSurfaces = 0;
+ numUnmergedSurfaces = 0;
+ for (i = 0; i < numWorldSurfaces; i++)
+ {
+ if (s_worldData.surfacesViewCount[i] == i)
+ {
+ numMergedSurfaces++;
+ }
+ else if (s_worldData.surfacesViewCount[i] == -1)
+ {
+ numUnmergedSurfaces++;
+ }
+ }
+
+ // Allocate merged surfaces
+ s_worldData.mergedSurfaces = ri.Hunk_Alloc(sizeof(*s_worldData.mergedSurfaces) * numMergedSurfaces, h_low);
+ s_worldData.mergedSurfacesViewCount = ri.Hunk_Alloc(sizeof(*s_worldData.mergedSurfacesViewCount) * numMergedSurfaces, h_low);
+ s_worldData.mergedSurfacesDlightBits = ri.Hunk_Alloc(sizeof(*s_worldData.mergedSurfacesDlightBits) * numMergedSurfaces, h_low);
+ s_worldData.mergedSurfacesPshadowBits = ri.Hunk_Alloc(sizeof(*s_worldData.mergedSurfacesPshadowBits) * numMergedSurfaces, h_low);
+ s_worldData.numMergedSurfaces = numMergedSurfaces;
+
+ // view surfaces are like mark surfaces, except negative ones represent merged surfaces
+ // -1 represents 0, -2 represents 1, and so on
+ s_worldData.viewSurfaces = ri.Hunk_Alloc(sizeof(*s_worldData.viewSurfaces) * s_worldData.nummarksurfaces, h_low);
+
+ // copy view surfaces into mark surfaces
+ for (i = 0; i < s_worldData.nummarksurfaces; i++)
+ {
+ s_worldData.viewSurfaces[i] = s_worldData.marksurfaces[i];
+ }
+
+ // actually merge surfaces
+ numIboIndexes = 0;
+ mergedSurfIndex = 0;
+ mergedSurf = s_worldData.mergedSurfaces;
+ for (i = 0; i < numWorldSurfaces; i++)
+ {
+ msurface_t *surf1;
+
+ vec3_t bounds[2];
+
+ int numSurfsToMerge;
+ int numTriangles;
+ int numVerts;
+ int firstIndex;
+
+ srfVBOMesh_t *vboSurf;
+
+ if (s_worldData.surfacesViewCount[i] != i)
+ continue;
+
+ surf1 = s_worldData.surfaces + i;
+
+ // count verts, indexes, and surfaces
+ numSurfsToMerge = 0;
+ numTriangles = 0;
+ numVerts = 0;
+ for (j = 0; j < numWorldSurfaces; j++)
+ {
+ msurface_t *surf2;
+
+ if (s_worldData.surfacesViewCount[j] != i)
+ continue;
+
+ surf2 = s_worldData.surfaces + j;
+
+ switch(*surf2->data)
+ {
+ case SF_FACE:
+ {
+ srfSurfaceFace_t *face;
+
+ face = (srfSurfaceFace_t *) surf2->data;
+ numTriangles += face->numTriangles;
+ numVerts += face->numVerts;
+ }
+ break;
+
+ case SF_GRID:
+ {
+ srfGridMesh_t *grid;
+
+ grid = (srfGridMesh_t *) surf2->data;
+ numTriangles += grid->numTriangles;
+ numVerts += grid->numVerts;
+ }
+ break;
+
+ case SF_TRIANGLES:
+ {
+ srfTriangles_t *tris;
+
+ tris = (srfTriangles_t *) surf2->data;
+ numTriangles += tris->numTriangles;
+ numVerts += tris->numVerts;
+ }
+ break;
+
+ default:
+ break;
+ }
+
+ numSurfsToMerge++;
+ }
+
+ if (numVerts == 0 || numTriangles == 0 || numSurfsToMerge < 2)
+ {
+ continue;
+ }
+
+ // Merge surfaces (indexes) and calculate bounds
+ ClearBounds(bounds[0], bounds[1]);
+ firstIndex = numIboIndexes;
+ for (j = 0; j < numWorldSurfaces; j++)
+ {
+ msurface_t *surf2;
+
+ if (s_worldData.surfacesViewCount[j] != i)
+ continue;
+
+ surf2 = s_worldData.surfaces + j;
+
+ AddPointToBounds(surf2->cullinfo.bounds[0], bounds[0], bounds[1]);
+ AddPointToBounds(surf2->cullinfo.bounds[1], bounds[0], bounds[1]);
+
+ switch(*surf2->data)
+ {
+ case SF_FACE:
+ {
+ srfSurfaceFace_t *face;
+
+ face = (srfSurfaceFace_t *) surf2->data;
+
+ for (k = 0; k < face->numTriangles; k++)
+ {
+ *outIboIndexes++ = face->triangles[k].indexes[0] + face->firstVert;
+ *outIboIndexes++ = face->triangles[k].indexes[1] + face->firstVert;
+ *outIboIndexes++ = face->triangles[k].indexes[2] + face->firstVert;
+ numIboIndexes += 3;
+ }
+ }
+ break;
+
+ case SF_GRID:
+ {
+ srfGridMesh_t *grid;
+
+ grid = (srfGridMesh_t *) surf2->data;
+
+ for (k = 0; k < grid->numTriangles; k++)
+ {
+ *outIboIndexes++ = grid->triangles[k].indexes[0] + grid->firstVert;
+ *outIboIndexes++ = grid->triangles[k].indexes[1] + grid->firstVert;
+ *outIboIndexes++ = grid->triangles[k].indexes[2] + grid->firstVert;
+ numIboIndexes += 3;
+ }
+ }
+ break;
+
+ case SF_TRIANGLES:
+ {
+ srfTriangles_t *tris;
+
+ tris = (srfTriangles_t *) surf2->data;
+
+ for (k = 0; k < tris->numTriangles; k++)
+ {
+ *outIboIndexes++ = tris->triangles[k].indexes[0] + tris->firstVert;
+ *outIboIndexes++ = tris->triangles[k].indexes[1] + tris->firstVert;
+ *outIboIndexes++ = tris->triangles[k].indexes[2] + tris->firstVert;
+ numIboIndexes += 3;
+ }
+ }
+ break;
+
+ // never happens, but silences a compile warning
+ default:
+ break;
+ }
+ }
+
+ vboSurf = ri.Hunk_Alloc(sizeof(*vboSurf), h_low);
+ memset(vboSurf, 0, sizeof(*vboSurf));
+ vboSurf->surfaceType = SF_VBO_MESH;
+
+ vboSurf->vbo = s_worldData.vbo;
+ vboSurf->ibo = ibo;
+
+ vboSurf->numIndexes = numTriangles * 3;
+ vboSurf->numVerts = numVerts;
+ vboSurf->firstIndex = firstIndex;
+
+ vboSurf->minIndex = *(iboIndexes + firstIndex);
+ vboSurf->maxIndex = *(iboIndexes + firstIndex);
+
+ for (j = 1; j < numTriangles * 3; j++)
+ {
+ vboSurf->minIndex = MIN(vboSurf->minIndex, *(iboIndexes + firstIndex + j));
+ vboSurf->maxIndex = MAX(vboSurf->maxIndex, *(iboIndexes + firstIndex + j));
+ }
+
+ vboSurf->shader = surf1->shader;
+ vboSurf->fogIndex = surf1->fogIndex;
+
+ VectorCopy(bounds[0], vboSurf->bounds[0]);
+ VectorCopy(bounds[1], vboSurf->bounds[1]);
+
+ VectorCopy(bounds[0], mergedSurf->cullinfo.bounds[0]);
+ VectorCopy(bounds[1], mergedSurf->cullinfo.bounds[1]);
+
+ mergedSurf->cullinfo.type = CULLINFO_BOX;
+ mergedSurf->data = (surfaceType_t *)vboSurf;
+ mergedSurf->fogIndex = surf1->fogIndex;
+ mergedSurf->shader = surf1->shader;
+
+ // redirect view surfaces to this surf
+ for (j = 0; j < numWorldSurfaces; j++)
+ {
+ if (s_worldData.surfacesViewCount[j] != i)
+ continue;
+
+ for (k = 0; k < s_worldData.nummarksurfaces; k++)
+ {
+ int *mark = s_worldData.marksurfaces + k;
+ int *view = s_worldData.viewSurfaces + k;
+
+ if (*mark == j)
+ *view = -(mergedSurfIndex + 1);
+ }
+ }
+
+ mergedSurfIndex++;
+ mergedSurf++;
+ }
+
+ // finish up the ibo
+ R_IssuePendingRenderCommands();
+
+ qglGenBuffersARB(1, &ibo->indexesVBO);
+
+ R_BindIBO(ibo);
+
+ qglBufferDataARB(GL_ELEMENT_ARRAY_BUFFER_ARB, numIboIndexes * sizeof(*iboIndexes), iboIndexes, GL_STATIC_DRAW_ARB);
+
+ R_BindNullIBO();
+
+ GL_CheckErrors();
+
+ ri.Free(iboIndexes);
+
+ endTime = ri.Milliseconds();
+
+ ri.Printf(PRINT_ALL, "Processed %d surfaces into %d merged, %d unmerged in %5.2f seconds\n",
+ numWorldSurfaces, numMergedSurfaces, numUnmergedSurfaces, (endTime - startTime) / 1000.0f);
+
+ // reset viewcounts
+ for (i = 0; i < numWorldSurfaces; i++)
+ {
+ s_worldData.surfacesViewCount[i] = -1;
+ }
+}
+
+
+void R_CalcVertexLightDirs( void )
+{
+ int i, k;
+ msurface_t *surface;
+
+ for(k = 0, surface = &s_worldData.surfaces[0]; k < s_worldData.numsurfaces /* s_worldData.numWorldSurfaces */; k++, surface++)
+ {
+ if(*surface->data == SF_FACE)
+ {
+ srfSurfaceFace_t *srf = (srfSurfaceFace_t *) surface->data;
+
+ if(srf->numVerts)
+ {
+ for(i = 0; i < srf->numVerts; i++)
+ {
+ R_LightDirForPoint( srf->verts[i].xyz, srf->verts[i].lightdir, srf->verts[i].normal, &s_worldData );
+ }
+ }
+ }
+ else if(*surface->data == SF_GRID)
+ {
+ srfGridMesh_t *srf = (srfGridMesh_t *) surface->data;
+
+ if(srf->numVerts)
+ {
+ for(i = 0; i < srf->numVerts; i++)
+ {
+ R_LightDirForPoint( srf->verts[i].xyz, srf->verts[i].lightdir, srf->verts[i].normal, &s_worldData );
+ }
+ }
+ }
+ else if(*surface->data == SF_TRIANGLES)
+ {
+ srfTriangles_t *srf = (srfTriangles_t *) surface->data;
+
+ if(srf->numVerts)
+ {
+ for(i = 0; i < srf->numVerts; i++)
+ {
+ R_LightDirForPoint( srf->verts[i].xyz, srf->verts[i].lightdir, srf->verts[i].normal, &s_worldData );
+ }
+ }
+ }
+ }
+}
+
+
+/*
+=================
+RE_LoadWorldMap
+
+Called directly from cgame
+=================
+*/
+void RE_LoadWorldMap( const char *name ) {
+ int i;
+ dheader_t *header;
+ union {
+ byte *b;
+ void *v;
+ } buffer;
+ byte *startMarker;
+
+ if ( tr.worldMapLoaded ) {
+ ri.Error( ERR_DROP, "ERROR: attempted to redundantly load world map" );
+ }
+
+ // set default map light scale
+ tr.mapLightScale = 1.0f;
+
+ // set default sun direction to be used if it isn't
+ // overridden by a shader
+ tr.sunDirection[0] = 0.45f;
+ tr.sunDirection[1] = 0.3f;
+ tr.sunDirection[2] = 0.9f;
+
+ VectorNormalize( tr.sunDirection );
+
+ // set default autoexposure settings
+ tr.autoExposureMinMax[0] = -2.0f;
+ tr.autoExposureMinMax[1] = 2.0f;
+
+ // set default tone mapping settings
+ tr.toneMinAvgMaxLevel[0] = -8.0f;
+ tr.toneMinAvgMaxLevel[1] = -2.0f;
+ tr.toneMinAvgMaxLevel[2] = 0.0f;
+
+ tr.worldMapLoaded = qtrue;
+
+ // load it
+ ri.FS_ReadFile( name, &buffer.v );
+ if ( !buffer.b ) {
+ ri.Error (ERR_DROP, "RE_LoadWorldMap: %s not found", name);
+ }
+
+ // clear tr.world so if the level fails to load, the next
+ // try will not look at the partially loaded version
+ tr.world = NULL;
+
+ Com_Memset( &s_worldData, 0, sizeof( s_worldData ) );
+ Q_strncpyz( s_worldData.name, name, sizeof( s_worldData.name ) );
+
+ Q_strncpyz( s_worldData.baseName, COM_SkipPath( s_worldData.name ), sizeof( s_worldData.name ) );
+ COM_StripExtension(s_worldData.baseName, s_worldData.baseName, sizeof(s_worldData.baseName));
+
+ startMarker = ri.Hunk_Alloc(0, h_low);
+ c_gridVerts = 0;
+
+ header = (dheader_t *)buffer.b;
+ fileBase = (byte *)header;
+
+ i = LittleLong (header->version);
+ if ( i != BSP_VERSION ) {
+ ri.Error (ERR_DROP, "RE_LoadWorldMap: %s has wrong version number (%i should be %i)",
+ name, i, BSP_VERSION);
+ }
+
+ // swap all the lumps
+ for (i=0 ; i<sizeof(dheader_t)/4 ; i++) {
+ ((int *)header)[i] = LittleLong ( ((int *)header)[i]);
+ }
+
+ // load into heap
+ R_LoadEntities( &header->lumps[LUMP_ENTITIES] );
+ R_LoadShaders( &header->lumps[LUMP_SHADERS] );
+ R_LoadLightmaps( &header->lumps[LUMP_LIGHTMAPS], &header->lumps[LUMP_SURFACES] );
+ R_LoadPlanes (&header->lumps[LUMP_PLANES]);
+ R_LoadFogs( &header->lumps[LUMP_FOGS], &header->lumps[LUMP_BRUSHES], &header->lumps[LUMP_BRUSHSIDES] );
+ R_LoadSurfaces( &header->lumps[LUMP_SURFACES], &header->lumps[LUMP_DRAWVERTS], &header->lumps[LUMP_DRAWINDEXES] );
+ R_LoadMarksurfaces (&header->lumps[LUMP_LEAFSURFACES]);
+ R_LoadNodesAndLeafs (&header->lumps[LUMP_NODES], &header->lumps[LUMP_LEAFS]);
+ R_LoadSubmodels (&header->lumps[LUMP_MODELS]);
+ R_LoadVisibility( &header->lumps[LUMP_VISIBILITY] );
+ R_LoadLightGrid( &header->lumps[LUMP_LIGHTGRID] );
+
+ // determine vertex light directions
+ R_CalcVertexLightDirs();
+
+ // create static VBOS from the world
+ R_CreateWorldVBO();
+ if (r_mergeLeafSurfaces->integer)
+ {
+ R_MergeLeafSurfaces();
+ }
+
+ s_worldData.dataSize = (byte *)ri.Hunk_Alloc(0, h_low) - startMarker;
+
+ // only set tr.world now that we know the entire level has loaded properly
+ tr.world = &s_worldData;
+
+ // make sure the VBO glState entries are safe
+ R_BindNullVBO();
+ R_BindNullIBO();
+
+ ri.FS_FreeFile( buffer.v );
+}