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DoomRTX/neo/engine/renderer/RenderWorld_load.cpp
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2026-05-22 08:58:41 -07:00

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/*
===========================================================================
IceTech GPL Source Code
Copyright (C) 2026 Justin Marshall
This file is part of the IceTech GPL Source Code (?IceTech Source Code?).
IceTech 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 3 of the License, or
(at your option) any later version.
IceTech 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 IceTech Source Code. If not, see <http://www.gnu.org/licenses/>.
In addition, the IceTech Source Code is also subject to certain additional terms. You should have received a copy of these additional terms immediately following the terms and conditions of the GNU General Public License which accompanied the IceTech Source Code. If not, please request a copy in writing from id Software at the address below.
If you have questions concerning this license or the applicable additional terms, you may contact in writing Justin Marshall, justinmarshall20@gmail.com
===========================================================================
*/
#include "precompiled.h"
#pragma hdrstop
#include "tr_local.h"
#include "../models/Model_local.h"
/*
================
idRenderWorldLocal::FreeWorld
================
*/
void idRenderWorldLocal::FreeWorld() {
int i;
// this will free all the lightDefs and entityDefs
FreeDefs();
// clear the dxr models.
glRaytracingClearScene(dxrWorldId);
for (i = 0; i < worldDXRmodels.Num(); i++) {
glRaytracingDeleteMesh(worldDXRmodels[i].dxrBottomAcel);
}
worldDXRmodels.Clear();
// free all the portals and check light/model references
for ( i = 0 ; i < numPortalAreas ; i++ ) {
portalArea_t *area;
portal_t *portal, *nextPortal;
area = &portalAreas[i];
for ( portal = area->portals ; portal ; portal = nextPortal ) {
nextPortal = portal->next;
delete portal->w;
R_StaticFree( portal );
}
// there shouldn't be any remaining lightRefs or entityRefs
if ( area->lightRefs.areaNext != &area->lightRefs ) {
common->Error( "FreeWorld: unexpected remaining lightRefs" );
}
if ( area->entityRefs.areaNext != &area->entityRefs ) {
common->Error( "FreeWorld: unexpected remaining entityRefs" );
}
}
if ( portalAreas ) {
R_StaticFree( portalAreas );
portalAreas = NULL;
numPortalAreas = 0;
R_StaticFree( areaScreenRect );
areaScreenRect = NULL;
}
if ( doublePortals ) {
R_StaticFree( doublePortals );
doublePortals = NULL;
numInterAreaPortals = 0;
}
if ( areaNodes ) {
R_StaticFree( areaNodes );
areaNodes = NULL;
}
// free all the inline idRenderModels
for ( i = 0 ; i < localModels.Num() ; i++ ) {
renderModelManager->RemoveModel( localModels[i] );
delete localModels[i];
}
localModels.Clear();
worldDecals.Clear();
areaReferenceAllocator.Shutdown();
//interactionAllocator.Shutdown();
areaNumRefAllocator.Shutdown();
mapName = "<FREED>";
}
static void R_NormalizeDecalBasis(renderWorldDecal_t& decal) {
if (decal.normal.LengthSqr() < 0.0001f) {
decal.normal.Set(0.0f, 0.0f, 1.0f);
}
decal.normal.Normalize();
decal.axisU -= decal.normal * (decal.axisU * decal.normal);
if (decal.axisU.LengthSqr() < 0.0001f) {
decal.axisU = decal.normal.Cross(idVec3(0.0f, 0.0f, 1.0f));
if (decal.axisU.LengthSqr() < 0.0001f) {
decal.axisU = decal.normal.Cross(idVec3(0.0f, 1.0f, 0.0f));
}
}
decal.axisU.Normalize();
decal.axisV = decal.normal.Cross(decal.axisU);
decal.axisV.Normalize();
if (decal.size <= 0.0f) {
decal.size = 64.0f;
}
if (decal.depth <= 0.0f) {
decal.depth = 8.0f;
}
if (decal.opacity <= 0.0f) {
decal.opacity = 1.0f;
}
}
void idRenderWorldLocal::ClearWorldDecals() {
worldDecals.Clear();
}
int idRenderWorldLocal::AddWorldDecal(const renderWorldDecal_t& inDecal) {
renderWorldDecal_t decal = inDecal;
R_NormalizeDecalBasis(decal);
return worldDecals.Append(decal);
}
bool idRenderWorldLocal::UpdateWorldDecal(int decalIndex, const renderWorldDecal_t& inDecal) {
if (decalIndex < 0 || decalIndex >= worldDecals.Num()) {
return false;
}
renderWorldDecal_t decal = inDecal;
R_NormalizeDecalBasis(decal);
worldDecals[decalIndex] = decal;
return true;
}
void idRenderWorldLocal::RemoveWorldDecal(int decalIndex) {
if (decalIndex >= 0 && decalIndex < worldDecals.Num()) {
worldDecals.RemoveIndex(decalIndex);
}
}
int idRenderWorldLocal::NumWorldDecals() const {
return worldDecals.Num();
}
const renderWorldDecal_t* idRenderWorldLocal::GetWorldDecal(int decalIndex) const {
if (decalIndex < 0 || decalIndex >= worldDecals.Num()) {
return NULL;
}
return &worldDecals[decalIndex];
}
void idRenderWorldLocal::SubmitWorldDecalsToScreenSpace() const {
glScreenSpaceDecal_t gpuDecals[64];
const int count = min(worldDecals.Num(), 64);
for (int i = 0; i < count; ++i) {
const renderWorldDecal_t& src = worldDecals[i];
glScreenSpaceDecal_t& dst = gpuDecals[i];
memset(&dst, 0, sizeof(dst));
dst.origin.x = src.origin.x;
dst.origin.y = src.origin.y;
dst.origin.z = src.origin.z;
dst.normal.x = src.normal.x;
dst.normal.y = src.normal.y;
dst.normal.z = src.normal.z;
dst.axisU.x = src.axisU.x;
dst.axisU.y = src.axisU.y;
dst.axisU.z = src.axisU.z;
dst.axisV.x = src.axisV.x;
dst.axisV.y = src.axisV.y;
dst.axisV.z = src.axisV.z;
dst.halfSize = src.size * 0.5f;
dst.depth = src.depth;
dst.opacity = src.opacity;
dst.color[0] = src.color.x;
dst.color[1] = src.color.y;
dst.color[2] = src.color.z;
dst.color[3] = src.color.w;
dst.textureId = 0;
dst.blendMode = 0;
const idMaterial* mat = declManager->FindMaterial(src.material.c_str());
idImage* image = mat ? mat->GetEditorImage() : NULL;
if (mat && mat->GetNumStages() > 0) {
const shaderStage_t* stage = mat->GetStage(0);
const int srcBlend = stage->drawStateBits & GLS_SRCBLEND_BITS;
const int dstBlend = stage->drawStateBits & GLS_DSTBLEND_BITS;
if (srcBlend == GLS_SRCBLEND_ZERO && dstBlend == GLS_DSTBLEND_ONE_MINUS_SRC_COLOR) {
dst.blendMode = 1;
}
}
#ifndef QUAKE4
if (mat && src.color.x == 1.0f && src.color.y == 1.0f && src.color.z == 1.0f && src.color.w == 1.0f) {
decalInfo_t decalInfo = mat->GetDecalInfo();
dst.color[0] *= decalInfo.start[0];
dst.color[1] *= decalInfo.start[1];
dst.color[2] *= decalInfo.start[2];
dst.color[3] *= decalInfo.start[3];
}
#endif
if (image) {
image->Bind();
dst.textureId = image->texnum;
}
}
glSetScreenSpaceDecalsQD3D12(gpuDecals, count);
glDrawScreenSpaceDecalsQD3D12();
}
static idStr R_WorldDecalFileName(const char* mapName) {
idStr filename = mapName ? mapName : "";
filename.StripFileExtension();
filename.SetFileExtension(".stamp");
return filename;
}
void idRenderWorldLocal::LoadWorldDecals() {
ClearWorldDecals();
idStr filename = R_WorldDecalFileName(mapName.c_str());
const bool osPath = strstr(filename.c_str(), ":") != NULL;
idLexer src(LEXFL_NOSTRINGCONCAT | LEXFL_NODOLLARPRECOMPILE | LEXFL_ALLOWPATHNAMES);
src.LoadFile(filename.c_str(), osPath);
if (!src.IsLoaded()) {
return;
}
idToken token;
if (!src.ReadToken(&token) || token.Icmp("worldDecals")) {
return;
}
src.ReadToken(&token);
if (token != "{") {
src.ExpectTokenString("{");
}
while (src.ReadToken(&token)) {
if (token == "}") {
break;
}
if (token.Icmp("decal")) {
src.Error("idRenderWorldLocal::LoadWorldDecals: bad token \"%s\"", token.c_str());
break;
}
renderWorldDecal_t decal;
decal.material = "textures/decals/default";
decal.origin.Zero();
decal.normal.Set(0.0f, 0.0f, 1.0f);
decal.axisU.Set(1.0f, 0.0f, 0.0f);
decal.axisV.Set(0.0f, 1.0f, 0.0f);
decal.size = 64.0f;
decal.depth = 8.0f;
decal.opacity = 1.0f;
decal.color.Set(0.05f, 0.05f, 0.05f, 1.0f);
src.ExpectTokenString("{");
while (src.ReadToken(&token)) {
if (token == "}") {
break;
}
if (!token.Icmp("material")) {
src.ExpectAnyToken(&token);
decal.material = token;
} else if (!token.Icmp("origin")) {
src.Parse1DMatrix(3, decal.origin.ToFloatPtr());
} else if (!token.Icmp("normal")) {
src.Parse1DMatrix(3, decal.normal.ToFloatPtr());
} else if (!token.Icmp("axisU")) {
src.Parse1DMatrix(3, decal.axisU.ToFloatPtr());
} else if (!token.Icmp("axisV")) {
src.Parse1DMatrix(3, decal.axisV.ToFloatPtr());
} else if (!token.Icmp("size")) {
decal.size = src.ParseFloat();
} else if (!token.Icmp("depth")) {
decal.depth = src.ParseFloat();
} else if (!token.Icmp("opacity")) {
decal.opacity = src.ParseFloat();
} else if (!token.Icmp("color")) {
src.Parse1DMatrix(4, decal.color.ToFloatPtr());
} else {
src.Error("idRenderWorldLocal::LoadWorldDecals: bad decal key \"%s\"", token.c_str());
}
}
AddWorldDecal(decal);
}
}
/*
================
idRenderWorldLocal::TouchWorldModels
================
*/
void idRenderWorldLocal::TouchWorldModels( void ) {
int i;
for ( i = 0 ; i < localModels.Num() ; i++ ) {
renderModelManager->CheckModel( localModels[i]->Name() );
}
}
/*
================
idRenderWorldLocal::ParseModel
================
*/
idRenderModel *idRenderWorldLocal::ParseModel( idLexer *src ) {
idRenderModel *model;
idToken token;
int i, j;
srfTriangles_t *tri;
modelSurface_t surf;
src->ExpectTokenString( "{" );
// parse the name
src->ExpectAnyToken( &token );
model = renderModelManager->AllocModel();
model->InitEmpty( token );
int numSurfaces = src->ParseInt();
if ( numSurfaces < 0 ) {
src->Error( "R_ParseModel: bad numSurfaces" );
}
#ifdef QUAKE4
// jmarshall - quake 4 proc format
if (!src->PeekTokenString("{") && !src->PeekTokenString("}")) {
int sky = src->ParseInt();
}
// jmarshall end
#endif
for ( i = 0 ; i < numSurfaces ; i++ ) {
src->ExpectTokenString( "{" );
src->ExpectAnyToken( &token );
surf.shader = declManager->FindMaterial( token );
((idMaterial*)surf.shader)->AddReference();
tri = R_AllocStaticTriSurf();
surf.geometry = tri;
tri->numVerts = src->ParseInt();
tri->numIndexes = src->ParseInt();
R_AllocStaticTriSurfVerts( tri, tri->numVerts );
for ( j = 0 ; j < tri->numVerts ; j++ ) {
#ifdef QUAKE4
// jmarshall - quake 4 proc format
float vec[12];
const int numFloats = src->Parse1DMatrixOpenEnded( 12, vec );
if ( numFloats != 8 && numFloats != 12 ) {
src->Error( "R_ParseModel: bad vertex read" );
}
tri->verts[j].xyz[0] = vec[0];
tri->verts[j].xyz[1] = vec[1];
tri->verts[j].xyz[2] = vec[2];
tri->verts[j].st[0] = vec[3];
tri->verts[j].st[1] = vec[4];
tri->verts[j].normal[0] = vec[5];
tri->verts[j].normal[1] = vec[6];
tri->verts[j].normal[2] = vec[7];
if ( numFloats == 12 ) {
tri->verts[j].color[0] = idMath::Ftob( vec[8] );
tri->verts[j].color[1] = idMath::Ftob( vec[9] );
tri->verts[j].color[2] = idMath::Ftob( vec[10] );
tri->verts[j].color[3] = idMath::Ftob( vec[11] );
} else {
tri->verts[j].color[0] = 0;
tri->verts[j].color[1] = 0;
tri->verts[j].color[2] = 0;
tri->verts[j].color[3] = 255;
}
// jmarshall end
#else
float vec[8];
src->Parse1DMatrix( 8, vec );
tri->verts[j].xyz[0] = vec[0];
tri->verts[j].xyz[1] = vec[1];
tri->verts[j].xyz[2] = vec[2];
tri->verts[j].st[0] = vec[3];
tri->verts[j].st[1] = vec[4];
tri->verts[j].normal[0] = vec[5];
tri->verts[j].normal[1] = vec[6];
tri->verts[j].normal[2] = vec[7];
#endif
}
R_AllocStaticTriSurfIndexes( tri, tri->numIndexes );
for ( j = 0 ; j < tri->numIndexes ; j++ ) {
tri->indexes[j] = src->ParseInt();
}
src->ExpectTokenString( "}" );
// add the completed surface to the model
model->AddSurface( surf );
if (!surf.shader->IsSky() && surf.shader->IsLitMaterial() && surf.shader->SurfaceCastsShadow())
{
idRenderModelStatic* modelStatic = (idRenderModelStatic*)model;
dxrWorldModel_t dxrModel;
dxrModel.tri = tri;
modelStatic->UpdateDXR(dxrModel.dxrBottomAcel, model->NumSurfaces() - 1);
glUpdateTopLevelAceelStructure(dxrWorldId, dxrModel.dxrBottomAcel, NULL, dxrModel.topAccelStruct);
worldDXRmodels.Append(dxrModel);
}
}
src->ExpectTokenString( "}" );
model->FinishSurfaces();
return model;
}
/*
================
idRenderWorldLocal::ParseShadowModel
================
*/
idRenderModel *idRenderWorldLocal::ParseShadowModel( idLexer *src ) {
idRenderModel *model;
idToken token;
int j;
srfTriangles_t *tri;
modelSurface_t surf;
src->ExpectTokenString( "{" );
// parse the name
src->ExpectAnyToken( &token );
model = renderModelManager->AllocModel();
model->InitEmpty( token );
surf.shader = tr.defaultMaterial;
tri = R_AllocStaticTriSurf();
surf.geometry = tri;
tri->numVerts = src->ParseInt();
tri->numShadowIndexesNoCaps = src->ParseInt();
tri->numShadowIndexesNoFrontCaps = src->ParseInt();
tri->numIndexes = src->ParseInt();
tri->shadowCapPlaneBits = src->ParseInt();
tri->bounds.Clear();
for ( j = 0 ; j < tri->numVerts ; j++ ) {
float vec[8];
src->Parse1DMatrix( 3, vec );
tri->bounds.AddPoint( idVec3( vec[0], vec[1], vec[2] ) );
}
for ( j = 0 ; j < tri->numIndexes ; j++ ) {
src->ParseInt();
}
// add the completed surface to the model
model->AddSurface( surf );
src->ExpectTokenString( "}" );
// we do NOT do a model->FinishSurfaceces, because we don't need sil edges, planes, tangents, etc.
// model->FinishSurfaces();
return model;
}
/*
================
idRenderWorldLocal::SetupAreaRefs
================
*/
void idRenderWorldLocal::SetupAreaRefs() {
int i;
connectedAreaNum = 0;
for ( i = 0 ; i < numPortalAreas ; i++ ) {
portalAreas[i].areaNum = i;
portalAreas[i].lightRefs.areaNext =
portalAreas[i].lightRefs.areaPrev =
&portalAreas[i].lightRefs;
portalAreas[i].entityRefs.areaNext =
portalAreas[i].entityRefs.areaPrev =
&portalAreas[i].entityRefs;
}
}
/*
================
idRenderWorldLocal::ParseInterAreaPortals
================
*/
void idRenderWorldLocal::ParseInterAreaPortals( idLexer *src ) {
int i, j;
src->ExpectTokenString( "{" );
numPortalAreas = src->ParseInt();
if ( numPortalAreas < 0 ) {
src->Error( "R_ParseInterAreaPortals: bad numPortalAreas" );
return;
}
portalAreas = (portalArea_t *)R_ClearedStaticAlloc( numPortalAreas * sizeof( portalAreas[0] ) );
areaScreenRect = (idScreenRect *) R_ClearedStaticAlloc( numPortalAreas * sizeof( idScreenRect ) );
// set the doubly linked lists
SetupAreaRefs();
numInterAreaPortals = src->ParseInt();
if ( numInterAreaPortals < 0 ) {
src->Error( "R_ParseInterAreaPortals: bad numInterAreaPortals" );
return;
}
doublePortals = (doublePortal_t *)R_ClearedStaticAlloc( numInterAreaPortals *
sizeof( doublePortals [0] ) );
for ( i = 0 ; i < numInterAreaPortals ; i++ ) {
int numPoints, a1, a2;
idWinding *w;
portal_t *p;
numPoints = src->ParseInt();
a1 = src->ParseInt();
a2 = src->ParseInt();
w = new idWinding( numPoints );
w->SetNumPoints( numPoints );
for ( j = 0 ; j < numPoints ; j++ ) {
src->Parse1DMatrix( 3, (*w)[j].ToFloatPtr() );
// no texture coordinates
(*w)[j][3] = 0;
(*w)[j][4] = 0;
}
// add the portal to a1
p = (portal_t *)R_ClearedStaticAlloc( sizeof( *p ) );
p->intoArea = a2;
p->doublePortal = &doublePortals[i];
p->w = w;
p->w->GetPlane( p->plane );
p->next = portalAreas[a1].portals;
portalAreas[a1].portals = p;
doublePortals[i].portals[0] = p;
// reverse it for a2
p = (portal_t *)R_ClearedStaticAlloc( sizeof( *p ) );
p->intoArea = a1;
p->doublePortal = &doublePortals[i];
p->w = w->Reverse();
p->w->GetPlane( p->plane );
p->next = portalAreas[a2].portals;
portalAreas[a2].portals = p;
doublePortals[i].portals[1] = p;
}
src->ExpectTokenString( "}" );
}
/*
================
idRenderWorldLocal::ParseNodes
================
*/
void idRenderWorldLocal::ParseNodes( idLexer *src ) {
int i;
src->ExpectTokenString( "{" );
numAreaNodes = src->ParseInt();
if ( numAreaNodes < 0 ) {
src->Error( "R_ParseNodes: bad numAreaNodes" );
}
areaNodes = (areaNode_t *)R_ClearedStaticAlloc( numAreaNodes * sizeof( areaNodes[0] ) );
for ( i = 0 ; i < numAreaNodes ; i++ ) {
areaNode_t *node;
node = &areaNodes[i];
src->Parse1DMatrix( 4, node->plane.ToFloatPtr() );
node->children[0] = src->ParseInt();
node->children[1] = src->ParseInt();
}
src->ExpectTokenString( "}" );
}
/*
================
idRenderWorldLocal::CommonChildrenArea_r
================
*/
int idRenderWorldLocal::CommonChildrenArea_r( areaNode_t *node ) {
int nums[2];
for ( int i = 0 ; i < 2 ; i++ ) {
if ( node->children[i] <= 0 ) {
nums[i] = -1 - node->children[i];
} else {
nums[i] = CommonChildrenArea_r( &areaNodes[ node->children[i] ] );
}
}
// solid nodes will match any area
if ( nums[0] == AREANUM_SOLID ) {
nums[0] = nums[1];
}
if ( nums[1] == AREANUM_SOLID ) {
nums[1] = nums[0];
}
int common;
if ( nums[0] == nums[1] ) {
common = nums[0];
} else {
common = CHILDREN_HAVE_MULTIPLE_AREAS;
}
node->commonChildrenArea = common;
return common;
}
/*
=================
idRenderWorldLocal::ClearWorld
Sets up for a single area world
=================
*/
void idRenderWorldLocal::ClearWorld() {
numPortalAreas = 1;
portalAreas = (portalArea_t *)R_ClearedStaticAlloc( sizeof( portalAreas[0] ) );
areaScreenRect = (idScreenRect *) R_ClearedStaticAlloc( sizeof( idScreenRect ) );
SetupAreaRefs();
// even though we only have a single area, create a node
// that has both children pointing at it so we don't need to
//
areaNodes = (areaNode_t *)R_ClearedStaticAlloc( sizeof( areaNodes[0] ) );
areaNodes[0].plane[3] = 1;
areaNodes[0].children[0] = -1;
areaNodes[0].children[1] = -1;
}
/*
=================
idRenderWorldLocal::FreeDefs
dump all the interactions
=================
*/
void idRenderWorldLocal::FreeDefs() {
int i;
// free all lightDefs
for ( i = 0 ; i < lightDefs.Num() ; i++ ) {
idRenderLightLocal *light;
light = lightDefs[i];
if ( light && light->world == this ) {
FreeLightDef( i );
lightDefs[i] = NULL;
}
}
// free all entityDefs
for ( i = 0 ; i < entityDefs.Num() ; i++ ) {
idRenderEntityLocal *mod;
mod = entityDefs[i];
if ( mod && mod->world == this ) {
FreeEntityDef( i );
entityDefs[i] = NULL;
}
}
}
/*
=================
idRenderWorldLocal::InitFromMap
A NULL or empty name will make a world without a map model, which
is still useful for displaying a bare model
=================
*/
bool idRenderWorldLocal::InitFromMap( const char *name ) {
idLexer * src;
idToken token;
idStr filename;
idRenderModel * lastModel;
// if this is an empty world, initialize manually
if ( !name || !name[0] ) {
FreeWorld();
mapName.Clear();
ClearWorld();
return true;
}
// load it
filename = name;
filename.SetFileExtension( PROC_FILE_EXT );
// if we are reloading the same map, check the timestamp
// and try to skip all the work
ID_TIME_T currentTimeStamp;
fileSystem->ReadFile( filename, NULL, &currentTimeStamp );
if ( name == mapName ) {
if ( currentTimeStamp != FILE_NOT_FOUND_TIMESTAMP && currentTimeStamp == mapTimeStamp ) {
common->Printf( "idRenderWorldLocal::InitFromMap: retaining existing map\n" );
FreeDefs();
TouchWorldModels();
LoadWorldDecals();
AddWorldModelEntities();
ClearPortalStates();
return true;
}
common->Printf( "idRenderWorldLocal::InitFromMap: timestamp has changed, reloading.\n" );
}
FreeWorld();
src = new idLexer( filename, LEXFL_NOSTRINGCONCAT | LEXFL_NODOLLARPRECOMPILE );
if ( !src->IsLoaded() ) {
common->Printf( "idRenderWorldLocal::InitFromMap: %s not found\n", filename.c_str() );
ClearWorld();
return false;
}
mapName = name;
mapTimeStamp = currentTimeStamp;
LoadWorldDecals();
// if we are writing a demo, archive the load command
if ( session->writeDemo ) {
WriteLoadMap();
}
if ( !src->ReadToken( &token ) || token.Icmp( PROC_FILE_ID ) ) {
common->Printf( "idRenderWorldLocal::InitFromMap: bad id '%s' instead of '%s'\n", token.c_str(), PROC_FILE_ID );
delete src;
return false;
}
#ifdef QUAKE4
// jmarshall: quake 4 proc format
if (!src->ReadToken(&token)) {
common->Printf("idRenderWorldLocal::InitFromMap: bad version '%s' instead of '%s'\n", token.c_str(), PROC_FILEVERSION);
delete src;
return false;
}
// Map CRC, we aren't going to use it.
src->ReadToken(&token);
// jmarshall end
#endif
// parse the file
while ( 1 ) {
if ( !src->ReadToken( &token ) ) {
break;
}
if ( token == "model" ) {
lastModel = ParseModel( src );
// add it to the model manager list
renderModelManager->AddModel( lastModel );
// save it in the list to free when clearing this map
localModels.Append( lastModel );
continue;
}
if ( token == "shadowModel" ) {
lastModel = ParseShadowModel( src );
// add it to the model manager list
renderModelManager->AddModel( lastModel );
// save it in the list to free when clearing this map
localModels.Append( lastModel );
continue;
}
if ( token == "interAreaPortals" ) {
ParseInterAreaPortals( src );
continue;
}
if ( token == "nodes" ) {
ParseNodes( src );
continue;
}
src->Error( "idRenderWorldLocal::InitFromMap: bad token \"%s\"", token.c_str() );
}
delete src;
// if it was a trivial map without any areas, create a single area
if ( !numPortalAreas ) {
ClearWorld();
}
// find the points where we can early-our of reference pushing into the BSP tree
CommonChildrenArea_r( &areaNodes[0] );
AddWorldModelEntities();
ClearPortalStates();
// done!
return true;
}
/*
=====================
idRenderWorldLocal::ClearPortalStates
=====================
*/
void idRenderWorldLocal::ClearPortalStates() {
int i, j;
// all portals start off open
for ( i = 0 ; i < numInterAreaPortals ; i++ ) {
doublePortals[i].blockingBits = PS_BLOCK_NONE;
}
// flood fill all area connections
for ( i = 0 ; i < numPortalAreas ; i++ ) {
for ( j = 0 ; j < NUM_PORTAL_ATTRIBUTES ; j++ ) {
connectedAreaNum++;
FloodConnectedAreas( &portalAreas[i], j );
}
}
}
/*
=====================
idRenderWorldLocal::AddWorldModelEntities
=====================
*/
void idRenderWorldLocal::AddWorldModelEntities() {
int i;
// add the world model for each portal area
// we can't just call AddEntityDef, because that would place the references
// based on the bounding box, rather than explicitly into the correct area
for ( i = 0 ; i < numPortalAreas ; i++ ) {
idRenderEntityLocal *def;
int index;
def = new idRenderEntityLocal;
// try and reuse a free spot
index = entityDefs.FindNull();
if ( index == -1 ) {
index = entityDefs.Append(def);
} else {
entityDefs[index] = def;
}
def->index = index;
def->world = this;
def->parms.hModel = renderModelManager->FindModel( va("_area%i", i ) );
if ( def->parms.hModel->IsDefaultModel() || !def->parms.hModel->IsStaticWorldModel() ) {
common->Error( "idRenderWorldLocal::InitFromMap: bad area model lookup" );
}
idRenderModel *hModel = def->parms.hModel;
for ( int j = 0; j < hModel->NumSurfaces(); j++ ) {
const modelSurface_t *surf = hModel->Surface( j );
if ( surf->shader->GetName() == idStr( "textures/smf/portal_sky" ) ) {
def->needsPortalSky = true;
}
}
def->referenceBounds = def->parms.hModel->Bounds();
def->parms.axis[0][0] = 1;
def->parms.axis[1][1] = 1;
def->parms.axis[2][2] = 1;
R_AxisToModelMatrix( def->parms.axis, def->parms.origin, def->modelMatrix );
// in case an explicit shader is used on the world, we don't
// want it to have a 0 alpha or color
def->parms.shaderParms[0] =
def->parms.shaderParms[1] =
def->parms.shaderParms[2] =
def->parms.shaderParms[3] = 1;
AddEntityRefToArea( def, &portalAreas[i] );
}
}
/*
=====================
CheckAreaForPortalSky
=====================
*/
bool idRenderWorldLocal::CheckAreaForPortalSky( int areaNum ) {
areaReference_t *ref;
assert( areaNum >= 0 && areaNum < numPortalAreas );
for ( ref = portalAreas[areaNum].entityRefs.areaNext; ref->entity; ref = ref->areaNext ) {
assert( ref->area == &portalAreas[areaNum] );
if ( ref->entity && ref->entity->needsPortalSky ) {
return true;
}
}
return false;
}