2 Copyright (C) 1996-1997 Id Software, Inc.
4 This program is free software; you can redistribute it and/or
5 modify it under the terms of the GNU General Public License
6 as published by the Free Software Foundation; either version 2
7 of the License, or (at your option) any later version.
9 This program is distributed in the hope that it will be useful,
10 but WITHOUT ANY WARRANTY; without even the implied warranty of
11 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
13 See the GNU General Public License for more details.
15 You should have received a copy of the GNU General Public License
16 along with this program; if not, write to the Free Software
17 Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
20 // models.c -- model loading and caching
22 // models are the only shared resource between a client and server running
23 // on the same machine.
30 cvar_t r_enableshadowvolumes = {CVAR_SAVE, "r_enableshadowvolumes", "1", "Enables use of Stencil Shadow Volume shadowing methods, saves some memory if turned off"};
31 cvar_t r_mipskins = {CVAR_SAVE, "r_mipskins", "0", "mipmaps model skins so they render faster in the distance and do not display noise artifacts, can cause discoloration of skins if they contain undesirable border colors"};
32 cvar_t r_mipnormalmaps = {CVAR_SAVE, "r_mipnormalmaps", "1", "mipmaps normalmaps (turning it off looks sharper but may have aliasing)"};
33 cvar_t mod_generatelightmaps_unitspersample = {CVAR_SAVE, "mod_generatelightmaps_unitspersample", "8", "lightmap resolution"};
34 cvar_t mod_generatelightmaps_borderpixels = {CVAR_SAVE, "mod_generatelightmaps_borderpixels", "2", "extra space around polygons to prevent sampling artifacts"};
35 cvar_t mod_generatelightmaps_texturesize = {CVAR_SAVE, "mod_generatelightmaps_texturesize", "1024", "size of lightmap textures"};
36 cvar_t mod_generatelightmaps_lightmapsamples = {CVAR_SAVE, "mod_generatelightmaps_lightmapsamples", "16", "number of shadow tests done per lightmap pixel"};
37 cvar_t mod_generatelightmaps_vertexsamples = {CVAR_SAVE, "mod_generatelightmaps_vertexsamples", "16", "number of shadow tests done per vertex"};
38 cvar_t mod_generatelightmaps_gridsamples = {CVAR_SAVE, "mod_generatelightmaps_gridsamples", "64", "number of shadow tests done per lightgrid cell"};
39 cvar_t mod_generatelightmaps_lightmapradius = {CVAR_SAVE, "mod_generatelightmaps_lightmapradius", "16", "sampling area around each lightmap pixel"};
40 cvar_t mod_generatelightmaps_vertexradius = {CVAR_SAVE, "mod_generatelightmaps_vertexradius", "16", "sampling area around each vertex"};
41 cvar_t mod_generatelightmaps_gridradius = {CVAR_SAVE, "mod_generatelightmaps_gridradius", "64", "sampling area around each lightgrid cell center"};
43 dp_model_t *loadmodel;
45 static mempool_t *mod_mempool;
46 static memexpandablearray_t models;
48 static mempool_t* q3shaders_mem;
49 typedef struct q3shader_hash_entry_s
51 q3shaderinfo_t shader;
52 struct q3shader_hash_entry_s* chain;
53 } q3shader_hash_entry_t;
54 #define Q3SHADER_HASH_SIZE 1021
55 typedef struct q3shader_data_s
57 memexpandablearray_t hash_entries;
58 q3shader_hash_entry_t hash[Q3SHADER_HASH_SIZE];
59 memexpandablearray_t char_ptrs;
61 static q3shader_data_t* q3shader_data;
63 static void mod_start(void)
66 int nummodels = Mem_ExpandableArray_IndexRange(&models);
69 SCR_PushLoadingScreen(false, "Loading models", 1.0);
71 for (i = 0;i < nummodels;i++)
72 if ((mod = (dp_model_t*) Mem_ExpandableArray_RecordAtIndex(&models, i)) && mod->name[0] && mod->name[0] != '*')
75 for (i = 0;i < nummodels;i++)
76 if ((mod = (dp_model_t*) Mem_ExpandableArray_RecordAtIndex(&models, i)) && mod->name[0] && mod->name[0] != '*')
79 SCR_PushLoadingScreen(true, mod->name, 1.0 / count);
80 Mod_LoadModel(mod, true, false);
81 SCR_PopLoadingScreen(false);
83 SCR_PopLoadingScreen(false);
86 static void mod_shutdown(void)
89 int nummodels = Mem_ExpandableArray_IndexRange(&models);
92 for (i = 0;i < nummodels;i++)
93 if ((mod = (dp_model_t*) Mem_ExpandableArray_RecordAtIndex(&models, i)) && (mod->loaded || mod->mempool))
97 Mod_Skeletal_FreeBuffers();
100 static void mod_newmap(void)
103 int i, j, k, surfacenum, ssize, tsize;
104 int nummodels = Mem_ExpandableArray_IndexRange(&models);
107 for (i = 0;i < nummodels;i++)
109 if ((mod = (dp_model_t*) Mem_ExpandableArray_RecordAtIndex(&models, i)) && mod->mempool)
111 for (j = 0;j < mod->num_textures && mod->data_textures;j++)
113 for (k = 0;k < mod->data_textures[j].numskinframes;k++)
114 R_SkinFrame_MarkUsed(mod->data_textures[j].skinframes[k]);
115 for (k = 0;k < mod->data_textures[j].backgroundnumskinframes;k++)
116 R_SkinFrame_MarkUsed(mod->data_textures[j].backgroundskinframes[k]);
118 if (mod->brush.solidskyskinframe)
119 R_SkinFrame_MarkUsed(mod->brush.solidskyskinframe);
120 if (mod->brush.alphaskyskinframe)
121 R_SkinFrame_MarkUsed(mod->brush.alphaskyskinframe);
125 if (!cl_stainmaps_clearonload.integer)
128 for (i = 0;i < nummodels;i++)
130 if ((mod = (dp_model_t*) Mem_ExpandableArray_RecordAtIndex(&models, i)) && mod->mempool && mod->data_surfaces)
132 for (surfacenum = 0, surface = mod->data_surfaces;surfacenum < mod->num_surfaces;surfacenum++, surface++)
134 if (surface->lightmapinfo && surface->lightmapinfo->stainsamples)
136 ssize = (surface->lightmapinfo->extents[0] >> 4) + 1;
137 tsize = (surface->lightmapinfo->extents[1] >> 4) + 1;
138 memset(surface->lightmapinfo->stainsamples, 255, ssize * tsize * 3);
139 mod->brushq1.lightmapupdateflags[surfacenum] = true;
151 static void Mod_Print(void);
152 static void Mod_Precache (void);
153 static void Mod_Decompile_f(void);
154 static void Mod_GenerateLightmaps_f(void);
157 mod_mempool = Mem_AllocPool("modelinfo", 0, NULL);
158 Mem_ExpandableArray_NewArray(&models, mod_mempool, sizeof(dp_model_t), 16);
164 Cvar_RegisterVariable(&r_enableshadowvolumes);
165 Cvar_RegisterVariable(&r_mipskins);
166 Cvar_RegisterVariable(&r_mipnormalmaps);
167 Cvar_RegisterVariable(&mod_generatelightmaps_unitspersample);
168 Cvar_RegisterVariable(&mod_generatelightmaps_borderpixels);
169 Cvar_RegisterVariable(&mod_generatelightmaps_texturesize);
171 Cvar_RegisterVariable(&mod_generatelightmaps_lightmapsamples);
172 Cvar_RegisterVariable(&mod_generatelightmaps_vertexsamples);
173 Cvar_RegisterVariable(&mod_generatelightmaps_gridsamples);
174 Cvar_RegisterVariable(&mod_generatelightmaps_lightmapradius);
175 Cvar_RegisterVariable(&mod_generatelightmaps_vertexradius);
176 Cvar_RegisterVariable(&mod_generatelightmaps_gridradius);
178 Cmd_AddCommand ("modellist", Mod_Print, "prints a list of loaded models");
179 Cmd_AddCommand ("modelprecache", Mod_Precache, "load a model");
180 Cmd_AddCommand ("modeldecompile", Mod_Decompile_f, "exports a model in several formats for editing purposes");
181 Cmd_AddCommand ("mod_generatelightmaps", Mod_GenerateLightmaps_f, "rebuilds lighting on current worldmodel");
184 void Mod_RenderInit(void)
186 R_RegisterModule("Models", mod_start, mod_shutdown, mod_newmap, NULL, NULL);
189 void Mod_UnloadModel (dp_model_t *mod)
191 char name[MAX_QPATH];
193 dp_model_t *parentmodel;
195 if (developer_loading.integer)
196 Con_Printf("unloading model %s\n", mod->name);
198 strlcpy(name, mod->name, sizeof(name));
199 parentmodel = mod->brush.parentmodel;
203 if (mod->surfmesh.vertex3fbuffer)
204 R_Mesh_DestroyMeshBuffer(mod->surfmesh.vertex3fbuffer);
205 mod->surfmesh.vertex3fbuffer = NULL;
206 if (mod->surfmesh.vertexmeshbuffer)
207 R_Mesh_DestroyMeshBuffer(mod->surfmesh.vertexmeshbuffer);
208 mod->surfmesh.vertexmeshbuffer = NULL;
209 if (mod->surfmesh.data_element3i_indexbuffer)
210 R_Mesh_DestroyMeshBuffer(mod->surfmesh.data_element3i_indexbuffer);
211 mod->surfmesh.data_element3i_indexbuffer = NULL;
212 if (mod->surfmesh.data_element3s_indexbuffer)
213 R_Mesh_DestroyMeshBuffer(mod->surfmesh.data_element3s_indexbuffer);
214 mod->surfmesh.data_element3s_indexbuffer = NULL;
215 if (mod->surfmesh.vbo_vertexbuffer)
216 R_Mesh_DestroyMeshBuffer(mod->surfmesh.vbo_vertexbuffer);
217 mod->surfmesh.vbo_vertexbuffer = NULL;
219 // free textures/memory attached to the model
220 R_FreeTexturePool(&mod->texturepool);
221 Mem_FreePool(&mod->mempool);
222 // clear the struct to make it available
223 memset(mod, 0, sizeof(dp_model_t));
224 // restore the fields we want to preserve
225 strlcpy(mod->name, name, sizeof(mod->name));
226 mod->brush.parentmodel = parentmodel;
231 static void R_Model_Null_Draw(entity_render_t *ent)
237 typedef void (*mod_framegroupify_parsegroups_t) (unsigned int i, int start, int len, float fps, qboolean loop, const char *name, void *pass);
239 static int Mod_FrameGroupify_ParseGroups(const char *buf, mod_framegroupify_parsegroups_t cb, void *pass)
253 if (!COM_ParseToken_Simple(&bufptr, true, false, false))
255 if (!strcmp(com_token, "\n"))
256 continue; // empty line
257 start = atoi(com_token);
258 if (!COM_ParseToken_Simple(&bufptr, true, false, false))
260 if (!strcmp(com_token, "\n"))
262 Con_Printf("framegroups file: missing number of frames\n");
265 len = atoi(com_token);
266 if (!COM_ParseToken_Simple(&bufptr, true, false, false))
268 // we default to looping as it's usually wanted, so to NOT loop you append a 0
269 if (strcmp(com_token, "\n") && strcmp(com_token, "//"))
271 fps = atof(com_token);
272 if (!COM_ParseToken_Simple(&bufptr, true, false, false))
274 if (strcmp(com_token, "\n") && strcmp(com_token, "//"))
275 loop = atoi(com_token) != 0;
285 if (strcmp(com_token, "\n") && strcmp(com_token, "//"))
287 while (COM_ParseToken_Simple(&bufptr, true, false, false)) // fetch newline
289 if (strcmp(com_token, "\n") && strcmp(com_token, "//"))
290 Con_Printf("framegroups file: extra data (%s) found, skipped\n", com_token);
297 if(!strcmp(com_token, "//"))
299 if (COM_ParseToken_Simple(&bufptr, true, false, false))
301 if(strcmp(com_token, "\n"))
305 while (*bufptr && !(*bufptr == '\n' || *bufptr == '\r'))
307 while (*bufptr && (*bufptr == '\n' || *bufptr == '\r'))
312 //Con_Printf("data: %d %d %d %f %d (%s)\n", i, start, len, fps, loop, name);
315 cb(i, start, len, fps, loop, name, pass);
322 static void Mod_FrameGroupify_ParseGroups_Store (unsigned int i, int start, int len, float fps, qboolean loop, const char *name, void *pass)
324 dp_model_t *mod = (dp_model_t *) pass;
325 animscene_t *anim = &mod->animscenes[i];
327 strlcpy(anim->name, name, sizeof(anim[i].name));
329 dpsnprintf(anim->name, sizeof(anim[i].name), "groupified_%d_anim", i);
330 anim->firstframe = bound(0, start, mod->num_poses - 1);
331 anim->framecount = bound(1, len, mod->num_poses - anim->firstframe);
332 anim->framerate = max(1, fps);
334 //Con_Printf("frame group %d is %d %d %f %d\n", i, start, len, fps, loop);
337 static void Mod_FrameGroupify(dp_model_t *mod, const char *buf)
342 cnt = Mod_FrameGroupify_ParseGroups(buf, NULL, NULL);
345 Con_Printf("no scene found in framegroups file, aborting\n");
348 mod->numframes = cnt;
351 // (we do not free the previous animscenes, but model unloading will free the pool owning them, so it's okay)
352 mod->animscenes = (animscene_t *) Mem_Alloc(mod->mempool, sizeof(animscene_t) * mod->numframes);
355 Mod_FrameGroupify_ParseGroups(buf, Mod_FrameGroupify_ParseGroups_Store, mod);
358 static void Mod_FindPotentialDeforms(dp_model_t *mod)
362 mod->wantnormals = false;
363 mod->wanttangents = false;
364 for (i = 0;i < mod->num_textures;i++)
366 texture = mod->data_textures + i;
367 if (texture->tcgen.tcgen == Q3TCGEN_ENVIRONMENT)
368 mod->wantnormals = true;
369 for (j = 0;j < Q3MAXDEFORMS;j++)
371 if (texture->deforms[j].deform == Q3DEFORM_AUTOSPRITE)
373 mod->wanttangents = true;
374 mod->wantnormals = true;
377 if (texture->deforms[j].deform != Q3DEFORM_NONE)
378 mod->wantnormals = true;
390 dp_model_t *Mod_LoadModel(dp_model_t *mod, qboolean crash, qboolean checkdisk)
395 fs_offset_t filesize = 0;
400 if (mod->name[0] == '*') // submodel
403 if (!strcmp(mod->name, "null"))
408 if (mod->loaded || mod->mempool)
409 Mod_UnloadModel(mod);
411 if (developer_loading.integer)
412 Con_Printf("loading model %s\n", mod->name);
415 mod->crc = (unsigned int)-1;
418 VectorClear(mod->normalmins);
419 VectorClear(mod->normalmaxs);
420 VectorClear(mod->yawmins);
421 VectorClear(mod->yawmaxs);
422 VectorClear(mod->rotatedmins);
423 VectorClear(mod->rotatedmaxs);
425 mod->modeldatatypestring = "null";
426 mod->type = mod_null;
427 mod->Draw = R_Model_Null_Draw;
431 // no fatal errors occurred, so this model is ready to use.
440 // even if the model is loaded it still may need reloading...
442 // if it is not loaded or checkdisk is true we need to calculate the crc
443 if (!mod->loaded || checkdisk)
445 if (checkdisk && mod->loaded)
446 Con_DPrintf("checking model %s\n", mod->name);
447 buf = FS_LoadFile (mod->name, tempmempool, false, &filesize);
450 crc = CRC_Block((unsigned char *)buf, filesize);
451 // we need to reload the model if the crc does not match
457 // if the model is already loaded and checks passed, just return
465 if (developer_loading.integer)
466 Con_Printf("loading model %s\n", mod->name);
468 SCR_PushLoadingScreen(true, mod->name, 1);
470 // LordHavoc: unload the existing model in this slot (if there is one)
471 if (mod->loaded || mod->mempool)
472 Mod_UnloadModel(mod);
477 // errors can prevent the corresponding mod->loaded = true;
480 // default model radius and bounding box (mainly for missing models)
482 VectorSet(mod->normalmins, -mod->radius, -mod->radius, -mod->radius);
483 VectorSet(mod->normalmaxs, mod->radius, mod->radius, mod->radius);
484 VectorSet(mod->yawmins, -mod->radius, -mod->radius, -mod->radius);
485 VectorSet(mod->yawmaxs, mod->radius, mod->radius, mod->radius);
486 VectorSet(mod->rotatedmins, -mod->radius, -mod->radius, -mod->radius);
487 VectorSet(mod->rotatedmaxs, mod->radius, mod->radius, mod->radius);
491 // load q3 shaders for the first time, or after a level change
497 char *bufend = (char *)buf + filesize;
499 // all models use memory, so allocate a memory pool
500 mod->mempool = Mem_AllocPool(mod->name, 0, NULL);
502 num = LittleLong(*((int *)buf));
503 // call the apropriate loader
505 if (!strcasecmp(FS_FileExtension(mod->name), "obj")) Mod_OBJ_Load(mod, buf, bufend);
506 else if (!memcmp(buf, "IDPO", 4)) Mod_IDP0_Load(mod, buf, bufend);
507 else if (!memcmp(buf, "IDP2", 4)) Mod_IDP2_Load(mod, buf, bufend);
508 else if (!memcmp(buf, "IDP3", 4)) Mod_IDP3_Load(mod, buf, bufend);
509 else if (!memcmp(buf, "IDSP", 4)) Mod_IDSP_Load(mod, buf, bufend);
510 else if (!memcmp(buf, "IDS2", 4)) Mod_IDS2_Load(mod, buf, bufend);
511 else if (!memcmp(buf, "IBSP", 4)) Mod_IBSP_Load(mod, buf, bufend);
512 else if (!memcmp(buf, "ZYMOTICMODEL", 12)) Mod_ZYMOTICMODEL_Load(mod, buf, bufend);
513 else if (!memcmp(buf, "DARKPLACESMODEL", 16)) Mod_DARKPLACESMODEL_Load(mod, buf, bufend);
514 else if (!memcmp(buf, "ACTRHEAD", 8)) Mod_PSKMODEL_Load(mod, buf, bufend);
515 else if (!memcmp(buf, "INTERQUAKEMODEL", 16)) Mod_INTERQUAKEMODEL_Load(mod, buf, bufend);
516 else if (strlen(mod->name) >= 4 && !strcmp(mod->name + strlen(mod->name) - 4, ".map")) Mod_MAP_Load(mod, buf, bufend);
517 else if (num == BSPVERSION || num == 30) Mod_Q1BSP_Load(mod, buf, bufend);
518 else Con_Printf("Mod_LoadModel: model \"%s\" is of unknown/unsupported type\n", mod->name);
521 Mod_FindPotentialDeforms(mod);
523 buf = FS_LoadFile(va(vabuf, sizeof(vabuf), "%s.framegroups", mod->name), tempmempool, false, &filesize);
526 Mod_FrameGroupify(mod, (const char *)buf);
534 // LordHavoc: Sys_Error was *ANNOYING*
535 Con_Printf ("Mod_LoadModel: %s not found\n", mod->name);
538 // no fatal errors occurred, so this model is ready to use.
541 SCR_PopLoadingScreen(false);
546 void Mod_ClearUsed(void)
549 int nummodels = Mem_ExpandableArray_IndexRange(&models);
551 for (i = 0;i < nummodels;i++)
552 if ((mod = (dp_model_t*) Mem_ExpandableArray_RecordAtIndex(&models, i)) && mod->name[0])
556 void Mod_PurgeUnused(void)
559 int nummodels = Mem_ExpandableArray_IndexRange(&models);
561 for (i = 0;i < nummodels;i++)
563 if ((mod = (dp_model_t*) Mem_ExpandableArray_RecordAtIndex(&models, i)) && mod->name[0] && !mod->used)
565 Mod_UnloadModel(mod);
566 Mem_ExpandableArray_FreeRecord(&models, mod);
577 dp_model_t *Mod_FindName(const char *name, const char *parentname)
586 // if we're not dedicatd, the renderer calls will crash without video
589 nummodels = Mem_ExpandableArray_IndexRange(&models);
592 Host_Error ("Mod_ForName: NULL name");
594 // search the currently loaded models
595 for (i = 0;i < nummodels;i++)
597 if ((mod = (dp_model_t*) Mem_ExpandableArray_RecordAtIndex(&models, i)) && mod->name[0] && !strcmp(mod->name, name) && ((!mod->brush.parentmodel && !parentname[0]) || (mod->brush.parentmodel && parentname[0] && !strcmp(mod->brush.parentmodel->name, parentname))))
604 // no match found, create a new one
605 mod = (dp_model_t *) Mem_ExpandableArray_AllocRecord(&models);
606 strlcpy(mod->name, name, sizeof(mod->name));
608 mod->brush.parentmodel = Mod_FindName(parentname, NULL);
610 mod->brush.parentmodel = NULL;
620 Loads in a model for the given name
623 dp_model_t *Mod_ForName(const char *name, qboolean crash, qboolean checkdisk, const char *parentname)
626 model = Mod_FindName(name, parentname);
627 if (!model->loaded || checkdisk)
628 Mod_LoadModel(model, crash, checkdisk);
636 Reloads all models if they have changed
639 void Mod_Reload(void)
642 int nummodels = Mem_ExpandableArray_IndexRange(&models);
645 SCR_PushLoadingScreen(false, "Reloading models", 1.0);
647 for (i = 0;i < nummodels;i++)
648 if ((mod = (dp_model_t *) Mem_ExpandableArray_RecordAtIndex(&models, i)) && mod->name[0] && mod->name[0] != '*' && mod->used)
650 for (i = 0;i < nummodels;i++)
651 if ((mod = (dp_model_t *) Mem_ExpandableArray_RecordAtIndex(&models, i)) && mod->name[0] && mod->name[0] != '*' && mod->used)
653 SCR_PushLoadingScreen(true, mod->name, 1.0 / count);
654 Mod_LoadModel(mod, true, true);
655 SCR_PopLoadingScreen(false);
657 SCR_PopLoadingScreen(false);
660 unsigned char *mod_base;
663 //=============================================================================
670 static void Mod_Print(void)
673 int nummodels = Mem_ExpandableArray_IndexRange(&models);
676 Con_Print("Loaded models:\n");
677 for (i = 0;i < nummodels;i++)
679 if ((mod = (dp_model_t *) Mem_ExpandableArray_RecordAtIndex(&models, i)) && mod->name[0] && mod->name[0] != '*')
681 if (mod->brush.numsubmodels)
682 Con_Printf("%4iK %s (%i submodels)\n", mod->mempool ? (int)((mod->mempool->totalsize + 1023) / 1024) : 0, mod->name, mod->brush.numsubmodels);
684 Con_Printf("%4iK %s\n", mod->mempool ? (int)((mod->mempool->totalsize + 1023) / 1024) : 0, mod->name);
694 static void Mod_Precache(void)
697 Mod_ForName(Cmd_Argv(1), false, true, Cmd_Argv(1)[0] == '*' ? cl.model_name[1] : NULL);
699 Con_Print("usage: modelprecache <filename>\n");
702 int Mod_BuildVertexRemapTableFromElements(int numelements, const int *elements, int numvertices, int *remapvertices)
706 used = (unsigned char *)Mem_Alloc(tempmempool, numvertices);
707 memset(used, 0, numvertices);
708 for (i = 0;i < numelements;i++)
709 used[elements[i]] = 1;
710 for (i = 0, count = 0;i < numvertices;i++)
711 remapvertices[i] = used[i] ? count++ : -1;
717 // fast way, using an edge hash
718 #define TRIANGLEEDGEHASH 8192
719 void Mod_BuildTriangleNeighbors(int *neighbors, const int *elements, int numtriangles)
721 int i, j, p, e1, e2, *n, hashindex, count, match;
723 typedef struct edgehashentry_s
725 struct edgehashentry_s *next;
730 static edgehashentry_t **edgehash;
731 edgehashentry_t *edgehashentries, *hash;
734 edgehash = (edgehashentry_t **)Mem_Alloc(tempmempool, TRIANGLEEDGEHASH * sizeof(*edgehash));
735 // if there are too many triangles for the stack array, allocate larger buffer
736 edgehashentries = (edgehashentry_t *)Mem_Alloc(tempmempool, numtriangles * 3 * sizeof(edgehashentry_t));
737 // find neighboring triangles
738 for (i = 0, e = elements, n = neighbors;i < numtriangles;i++, e += 3, n += 3)
740 for (j = 0, p = 2;j < 3;p = j, j++)
744 // this hash index works for both forward and backward edges
745 hashindex = (unsigned int)(e1 + e2) % TRIANGLEEDGEHASH;
746 hash = edgehashentries + i * 3 + j;
747 hash->next = edgehash[hashindex];
748 edgehash[hashindex] = hash;
750 hash->element[0] = e1;
751 hash->element[1] = e2;
754 for (i = 0, e = elements, n = neighbors;i < numtriangles;i++, e += 3, n += 3)
756 for (j = 0, p = 2;j < 3;p = j, j++)
760 // this hash index works for both forward and backward edges
761 hashindex = (unsigned int)(e1 + e2) % TRIANGLEEDGEHASH;
764 for (hash = edgehash[hashindex];hash;hash = hash->next)
766 if (hash->element[0] == e2 && hash->element[1] == e1)
768 if (hash->triangle != i)
769 match = hash->triangle;
772 else if ((hash->element[0] == e1 && hash->element[1] == e2))
775 // detect edges shared by three triangles and make them seams
781 // also send a keepalive here (this can take a while too!)
782 CL_KeepaliveMessage(false);
784 // free the allocated buffer
785 Mem_Free(edgehashentries);
789 // very slow but simple way
790 static int Mod_FindTriangleWithEdge(const int *elements, int numtriangles, int start, int end, int ignore)
795 for (i = 0;i < numtriangles;i++, elements += 3)
797 if ((elements[0] == start && elements[1] == end)
798 || (elements[1] == start && elements[2] == end)
799 || (elements[2] == start && elements[0] == end))
805 else if ((elements[1] == start && elements[0] == end)
806 || (elements[2] == start && elements[1] == end)
807 || (elements[0] == start && elements[2] == end))
810 // detect edges shared by three triangles and make them seams
816 void Mod_BuildTriangleNeighbors(int *neighbors, const int *elements, int numtriangles)
820 for (i = 0, e = elements, n = neighbors;i < numtriangles;i++, e += 3, n += 3)
822 n[0] = Mod_FindTriangleWithEdge(elements, numtriangles, e[1], e[0], i);
823 n[1] = Mod_FindTriangleWithEdge(elements, numtriangles, e[2], e[1], i);
824 n[2] = Mod_FindTriangleWithEdge(elements, numtriangles, e[0], e[2], i);
829 void Mod_ValidateElements(int *elements, int numtriangles, int firstvertex, int numverts, const char *filename, int fileline)
831 int i, warned = false, endvertex = firstvertex + numverts;
832 for (i = 0;i < numtriangles * 3;i++)
834 if (elements[i] < firstvertex || elements[i] >= endvertex)
839 Con_Printf("Mod_ValidateElements: out of bounds elements detected at %s:%d\n", filename, fileline);
841 elements[i] = firstvertex;
846 // warning: this is an expensive function!
847 void Mod_BuildNormals(int firstvertex, int numvertices, int numtriangles, const float *vertex3f, const int *elements, float *normal3f, qboolean areaweighting)
854 memset(normal3f + 3 * firstvertex, 0, numvertices * sizeof(float[3]));
855 // process each vertex of each triangle and accumulate the results
856 // use area-averaging, to make triangles with a big area have a bigger
857 // weighting on the vertex normal than triangles with a small area
858 // to do so, just add the 'normals' together (the bigger the area
859 // the greater the length of the normal is
861 for (i = 0; i < numtriangles; i++, element += 3)
864 vertex3f + element[0] * 3,
865 vertex3f + element[1] * 3,
866 vertex3f + element[2] * 3,
871 VectorNormalize(areaNormal);
873 for (j = 0;j < 3;j++)
875 vectorNormal = normal3f + element[j] * 3;
876 vectorNormal[0] += areaNormal[0];
877 vectorNormal[1] += areaNormal[1];
878 vectorNormal[2] += areaNormal[2];
881 // and just normalize the accumulated vertex normal in the end
882 vectorNormal = normal3f + 3 * firstvertex;
883 for (i = 0; i < numvertices; i++, vectorNormal += 3)
884 VectorNormalize(vectorNormal);
888 static void Mod_BuildBumpVectors(const float *v0, const float *v1, const float *v2, const float *tc0, const float *tc1, const float *tc2, float *svector3f, float *tvector3f, float *normal3f)
890 float f, tangentcross[3], v10[3], v20[3], tc10[2], tc20[2];
891 // 79 add/sub/negate/multiply (1 cycle), 1 compare (3 cycle?), total cycles not counting load/store/exchange roughly 82 cycles
892 // 6 add, 28 subtract, 39 multiply, 1 compare, 50% chance of 6 negates
894 // 6 multiply, 9 subtract
895 VectorSubtract(v1, v0, v10);
896 VectorSubtract(v2, v0, v20);
897 normal3f[0] = v20[1] * v10[2] - v20[2] * v10[1];
898 normal3f[1] = v20[2] * v10[0] - v20[0] * v10[2];
899 normal3f[2] = v20[0] * v10[1] - v20[1] * v10[0];
900 // 12 multiply, 10 subtract
901 tc10[1] = tc1[1] - tc0[1];
902 tc20[1] = tc2[1] - tc0[1];
903 svector3f[0] = tc10[1] * v20[0] - tc20[1] * v10[0];
904 svector3f[1] = tc10[1] * v20[1] - tc20[1] * v10[1];
905 svector3f[2] = tc10[1] * v20[2] - tc20[1] * v10[2];
906 tc10[0] = tc1[0] - tc0[0];
907 tc20[0] = tc2[0] - tc0[0];
908 tvector3f[0] = tc10[0] * v20[0] - tc20[0] * v10[0];
909 tvector3f[1] = tc10[0] * v20[1] - tc20[0] * v10[1];
910 tvector3f[2] = tc10[0] * v20[2] - tc20[0] * v10[2];
911 // 12 multiply, 4 add, 6 subtract
912 f = DotProduct(svector3f, normal3f);
913 svector3f[0] -= f * normal3f[0];
914 svector3f[1] -= f * normal3f[1];
915 svector3f[2] -= f * normal3f[2];
916 f = DotProduct(tvector3f, normal3f);
917 tvector3f[0] -= f * normal3f[0];
918 tvector3f[1] -= f * normal3f[1];
919 tvector3f[2] -= f * normal3f[2];
920 // if texture is mapped the wrong way (counterclockwise), the tangents
921 // have to be flipped, this is detected by calculating a normal from the
922 // two tangents, and seeing if it is opposite the surface normal
923 // 9 multiply, 2 add, 3 subtract, 1 compare, 50% chance of: 6 negates
924 CrossProduct(tvector3f, svector3f, tangentcross);
925 if (DotProduct(tangentcross, normal3f) < 0)
927 VectorNegate(svector3f, svector3f);
928 VectorNegate(tvector3f, tvector3f);
933 // warning: this is a very expensive function!
934 void Mod_BuildTextureVectorsFromNormals(int firstvertex, int numvertices, int numtriangles, const float *vertex3f, const float *texcoord2f, const float *normal3f, const int *elements, float *svector3f, float *tvector3f, qboolean areaweighting)
937 float sdir[3], tdir[3], normal[3], *sv, *tv;
938 const float *v0, *v1, *v2, *tc0, *tc1, *tc2, *n;
939 float f, tangentcross[3], v10[3], v20[3], tc10[2], tc20[2];
942 memset(svector3f + 3 * firstvertex, 0, numvertices * sizeof(float[3]));
943 memset(tvector3f + 3 * firstvertex, 0, numvertices * sizeof(float[3]));
944 // process each vertex of each triangle and accumulate the results
945 for (tnum = 0, e = elements;tnum < numtriangles;tnum++, e += 3)
947 v0 = vertex3f + e[0] * 3;
948 v1 = vertex3f + e[1] * 3;
949 v2 = vertex3f + e[2] * 3;
950 tc0 = texcoord2f + e[0] * 2;
951 tc1 = texcoord2f + e[1] * 2;
952 tc2 = texcoord2f + e[2] * 2;
954 // 79 add/sub/negate/multiply (1 cycle), 1 compare (3 cycle?), total cycles not counting load/store/exchange roughly 82 cycles
955 // 6 add, 28 subtract, 39 multiply, 1 compare, 50% chance of 6 negates
957 // calculate the edge directions and surface normal
958 // 6 multiply, 9 subtract
959 VectorSubtract(v1, v0, v10);
960 VectorSubtract(v2, v0, v20);
961 normal[0] = v20[1] * v10[2] - v20[2] * v10[1];
962 normal[1] = v20[2] * v10[0] - v20[0] * v10[2];
963 normal[2] = v20[0] * v10[1] - v20[1] * v10[0];
965 // calculate the tangents
966 // 12 multiply, 10 subtract
967 tc10[1] = tc1[1] - tc0[1];
968 tc20[1] = tc2[1] - tc0[1];
969 sdir[0] = tc10[1] * v20[0] - tc20[1] * v10[0];
970 sdir[1] = tc10[1] * v20[1] - tc20[1] * v10[1];
971 sdir[2] = tc10[1] * v20[2] - tc20[1] * v10[2];
972 tc10[0] = tc1[0] - tc0[0];
973 tc20[0] = tc2[0] - tc0[0];
974 tdir[0] = tc10[0] * v20[0] - tc20[0] * v10[0];
975 tdir[1] = tc10[0] * v20[1] - tc20[0] * v10[1];
976 tdir[2] = tc10[0] * v20[2] - tc20[0] * v10[2];
978 // if texture is mapped the wrong way (counterclockwise), the tangents
979 // have to be flipped, this is detected by calculating a normal from the
980 // two tangents, and seeing if it is opposite the surface normal
981 // 9 multiply, 2 add, 3 subtract, 1 compare, 50% chance of: 6 negates
982 CrossProduct(tdir, sdir, tangentcross);
983 if (DotProduct(tangentcross, normal) < 0)
985 VectorNegate(sdir, sdir);
986 VectorNegate(tdir, tdir);
991 VectorNormalize(sdir);
992 VectorNormalize(tdir);
994 for (i = 0;i < 3;i++)
996 VectorAdd(svector3f + e[i]*3, sdir, svector3f + e[i]*3);
997 VectorAdd(tvector3f + e[i]*3, tdir, tvector3f + e[i]*3);
1000 // make the tangents completely perpendicular to the surface normal, and
1001 // then normalize them
1002 // 16 assignments, 2 divide, 2 sqrt, 2 negates, 14 adds, 24 multiplies
1003 for (i = 0, sv = svector3f + 3 * firstvertex, tv = tvector3f + 3 * firstvertex, n = normal3f + 3 * firstvertex;i < numvertices;i++, sv += 3, tv += 3, n += 3)
1005 f = -DotProduct(sv, n);
1006 VectorMA(sv, f, n, sv);
1007 VectorNormalize(sv);
1008 f = -DotProduct(tv, n);
1009 VectorMA(tv, f, n, tv);
1010 VectorNormalize(tv);
1014 void Mod_AllocSurfMesh(mempool_t *mempool, int numvertices, int numtriangles, qboolean lightmapoffsets, qboolean vertexcolors, qboolean neighbors)
1016 unsigned char *data;
1017 data = (unsigned char *)Mem_Alloc(mempool, numvertices * (3 + 3 + 3 + 3 + 2 + 2 + (vertexcolors ? 4 : 0)) * sizeof(float) + numvertices * (lightmapoffsets ? 1 : 0) * sizeof(int) + numtriangles * (3 + (neighbors ? 3 : 0)) * sizeof(int) + (numvertices <= 65536 ? numtriangles * sizeof(unsigned short[3]) : 0));
1018 loadmodel->surfmesh.num_vertices = numvertices;
1019 loadmodel->surfmesh.num_triangles = numtriangles;
1020 if (loadmodel->surfmesh.num_vertices)
1022 loadmodel->surfmesh.data_vertex3f = (float *)data, data += sizeof(float[3]) * loadmodel->surfmesh.num_vertices;
1023 loadmodel->surfmesh.data_svector3f = (float *)data, data += sizeof(float[3]) * loadmodel->surfmesh.num_vertices;
1024 loadmodel->surfmesh.data_tvector3f = (float *)data, data += sizeof(float[3]) * loadmodel->surfmesh.num_vertices;
1025 loadmodel->surfmesh.data_normal3f = (float *)data, data += sizeof(float[3]) * loadmodel->surfmesh.num_vertices;
1026 loadmodel->surfmesh.data_texcoordtexture2f = (float *)data, data += sizeof(float[2]) * loadmodel->surfmesh.num_vertices;
1027 loadmodel->surfmesh.data_texcoordlightmap2f = (float *)data, data += sizeof(float[2]) * loadmodel->surfmesh.num_vertices;
1029 loadmodel->surfmesh.data_lightmapcolor4f = (float *)data, data += sizeof(float[4]) * loadmodel->surfmesh.num_vertices;
1030 if (lightmapoffsets)
1031 loadmodel->surfmesh.data_lightmapoffsets = (int *)data, data += sizeof(int) * loadmodel->surfmesh.num_vertices;
1033 if (loadmodel->surfmesh.num_triangles)
1035 loadmodel->surfmesh.data_element3i = (int *)data, data += sizeof(int[3]) * loadmodel->surfmesh.num_triangles;
1037 loadmodel->surfmesh.data_neighbor3i = (int *)data, data += sizeof(int[3]) * loadmodel->surfmesh.num_triangles;
1038 if (loadmodel->surfmesh.num_vertices <= 65536)
1039 loadmodel->surfmesh.data_element3s = (unsigned short *)data, data += sizeof(unsigned short[3]) * loadmodel->surfmesh.num_triangles;
1043 shadowmesh_t *Mod_ShadowMesh_Alloc(mempool_t *mempool, int maxverts, int maxtriangles, rtexture_t *map_diffuse, rtexture_t *map_specular, rtexture_t *map_normal, int light, int neighbors, int expandable)
1045 shadowmesh_t *newmesh;
1046 unsigned char *data;
1048 size = sizeof(shadowmesh_t);
1049 size += maxverts * sizeof(float[3]);
1051 size += maxverts * sizeof(float[11]);
1052 size += maxtriangles * sizeof(int[3]);
1053 if (maxverts <= 65536)
1054 size += maxtriangles * sizeof(unsigned short[3]);
1056 size += maxtriangles * sizeof(int[3]);
1058 size += SHADOWMESHVERTEXHASH * sizeof(shadowmeshvertexhash_t *) + maxverts * sizeof(shadowmeshvertexhash_t);
1059 data = (unsigned char *)Mem_Alloc(mempool, size);
1060 newmesh = (shadowmesh_t *)data;data += sizeof(*newmesh);
1061 newmesh->map_diffuse = map_diffuse;
1062 newmesh->map_specular = map_specular;
1063 newmesh->map_normal = map_normal;
1064 newmesh->maxverts = maxverts;
1065 newmesh->maxtriangles = maxtriangles;
1066 newmesh->numverts = 0;
1067 newmesh->numtriangles = 0;
1068 memset(newmesh->sideoffsets, 0, sizeof(newmesh->sideoffsets));
1069 memset(newmesh->sidetotals, 0, sizeof(newmesh->sidetotals));
1071 newmesh->vertex3f = (float *)data;data += maxverts * sizeof(float[3]);
1074 newmesh->svector3f = (float *)data;data += maxverts * sizeof(float[3]);
1075 newmesh->tvector3f = (float *)data;data += maxverts * sizeof(float[3]);
1076 newmesh->normal3f = (float *)data;data += maxverts * sizeof(float[3]);
1077 newmesh->texcoord2f = (float *)data;data += maxverts * sizeof(float[2]);
1079 newmesh->element3i = (int *)data;data += maxtriangles * sizeof(int[3]);
1082 newmesh->neighbor3i = (int *)data;data += maxtriangles * sizeof(int[3]);
1086 newmesh->vertexhashtable = (shadowmeshvertexhash_t **)data;data += SHADOWMESHVERTEXHASH * sizeof(shadowmeshvertexhash_t *);
1087 newmesh->vertexhashentries = (shadowmeshvertexhash_t *)data;data += maxverts * sizeof(shadowmeshvertexhash_t);
1089 if (maxverts <= 65536)
1090 newmesh->element3s = (unsigned short *)data;data += maxtriangles * sizeof(unsigned short[3]);
1094 shadowmesh_t *Mod_ShadowMesh_ReAlloc(mempool_t *mempool, shadowmesh_t *oldmesh, int light, int neighbors)
1096 shadowmesh_t *newmesh;
1097 newmesh = Mod_ShadowMesh_Alloc(mempool, oldmesh->numverts, oldmesh->numtriangles, oldmesh->map_diffuse, oldmesh->map_specular, oldmesh->map_normal, light, neighbors, false);
1098 newmesh->numverts = oldmesh->numverts;
1099 newmesh->numtriangles = oldmesh->numtriangles;
1100 memcpy(newmesh->sideoffsets, oldmesh->sideoffsets, sizeof(oldmesh->sideoffsets));
1101 memcpy(newmesh->sidetotals, oldmesh->sidetotals, sizeof(oldmesh->sidetotals));
1103 memcpy(newmesh->vertex3f, oldmesh->vertex3f, oldmesh->numverts * sizeof(float[3]));
1104 if (newmesh->svector3f && oldmesh->svector3f)
1106 memcpy(newmesh->svector3f, oldmesh->svector3f, oldmesh->numverts * sizeof(float[3]));
1107 memcpy(newmesh->tvector3f, oldmesh->tvector3f, oldmesh->numverts * sizeof(float[3]));
1108 memcpy(newmesh->normal3f, oldmesh->normal3f, oldmesh->numverts * sizeof(float[3]));
1109 memcpy(newmesh->texcoord2f, oldmesh->texcoord2f, oldmesh->numverts * sizeof(float[2]));
1111 memcpy(newmesh->element3i, oldmesh->element3i, oldmesh->numtriangles * sizeof(int[3]));
1112 if (newmesh->neighbor3i && oldmesh->neighbor3i)
1113 memcpy(newmesh->neighbor3i, oldmesh->neighbor3i, oldmesh->numtriangles * sizeof(int[3]));
1117 int Mod_ShadowMesh_AddVertex(shadowmesh_t *mesh, float *vertex14f)
1119 int hashindex, vnum;
1120 shadowmeshvertexhash_t *hash;
1121 // this uses prime numbers intentionally
1122 hashindex = (unsigned int) (vertex14f[0] * 2003 + vertex14f[1] * 4001 + vertex14f[2] * 7919) % SHADOWMESHVERTEXHASH;
1123 for (hash = mesh->vertexhashtable[hashindex];hash;hash = hash->next)
1125 vnum = (hash - mesh->vertexhashentries);
1126 if ((mesh->vertex3f == NULL || (mesh->vertex3f[vnum * 3 + 0] == vertex14f[0] && mesh->vertex3f[vnum * 3 + 1] == vertex14f[1] && mesh->vertex3f[vnum * 3 + 2] == vertex14f[2]))
1127 && (mesh->svector3f == NULL || (mesh->svector3f[vnum * 3 + 0] == vertex14f[3] && mesh->svector3f[vnum * 3 + 1] == vertex14f[4] && mesh->svector3f[vnum * 3 + 2] == vertex14f[5]))
1128 && (mesh->tvector3f == NULL || (mesh->tvector3f[vnum * 3 + 0] == vertex14f[6] && mesh->tvector3f[vnum * 3 + 1] == vertex14f[7] && mesh->tvector3f[vnum * 3 + 2] == vertex14f[8]))
1129 && (mesh->normal3f == NULL || (mesh->normal3f[vnum * 3 + 0] == vertex14f[9] && mesh->normal3f[vnum * 3 + 1] == vertex14f[10] && mesh->normal3f[vnum * 3 + 2] == vertex14f[11]))
1130 && (mesh->texcoord2f == NULL || (mesh->texcoord2f[vnum * 2 + 0] == vertex14f[12] && mesh->texcoord2f[vnum * 2 + 1] == vertex14f[13])))
1131 return hash - mesh->vertexhashentries;
1133 vnum = mesh->numverts++;
1134 hash = mesh->vertexhashentries + vnum;
1135 hash->next = mesh->vertexhashtable[hashindex];
1136 mesh->vertexhashtable[hashindex] = hash;
1137 if (mesh->vertex3f) {mesh->vertex3f[vnum * 3 + 0] = vertex14f[0];mesh->vertex3f[vnum * 3 + 1] = vertex14f[1];mesh->vertex3f[vnum * 3 + 2] = vertex14f[2];}
1138 if (mesh->svector3f) {mesh->svector3f[vnum * 3 + 0] = vertex14f[3];mesh->svector3f[vnum * 3 + 1] = vertex14f[4];mesh->svector3f[vnum * 3 + 2] = vertex14f[5];}
1139 if (mesh->tvector3f) {mesh->tvector3f[vnum * 3 + 0] = vertex14f[6];mesh->tvector3f[vnum * 3 + 1] = vertex14f[7];mesh->tvector3f[vnum * 3 + 2] = vertex14f[8];}
1140 if (mesh->normal3f) {mesh->normal3f[vnum * 3 + 0] = vertex14f[9];mesh->normal3f[vnum * 3 + 1] = vertex14f[10];mesh->normal3f[vnum * 3 + 2] = vertex14f[11];}
1141 if (mesh->texcoord2f) {mesh->texcoord2f[vnum * 2 + 0] = vertex14f[12];mesh->texcoord2f[vnum * 2 + 1] = vertex14f[13];}
1145 void Mod_ShadowMesh_AddTriangle(mempool_t *mempool, shadowmesh_t *mesh, rtexture_t *map_diffuse, rtexture_t *map_specular, rtexture_t *map_normal, float *vertex14f)
1147 if (mesh->numtriangles == 0)
1149 // set the properties on this empty mesh to be more favorable...
1150 // (note: this case only occurs for the first triangle added to a new mesh chain)
1151 mesh->map_diffuse = map_diffuse;
1152 mesh->map_specular = map_specular;
1153 mesh->map_normal = map_normal;
1155 while (mesh->map_diffuse != map_diffuse || mesh->map_specular != map_specular || mesh->map_normal != map_normal || mesh->numverts + 3 > mesh->maxverts || mesh->numtriangles + 1 > mesh->maxtriangles)
1157 if (mesh->next == NULL)
1158 mesh->next = Mod_ShadowMesh_Alloc(mempool, max(mesh->maxverts, 300), max(mesh->maxtriangles, 100), map_diffuse, map_specular, map_normal, mesh->svector3f != NULL, mesh->neighbor3i != NULL, true);
1161 mesh->element3i[mesh->numtriangles * 3 + 0] = Mod_ShadowMesh_AddVertex(mesh, vertex14f + 14 * 0);
1162 mesh->element3i[mesh->numtriangles * 3 + 1] = Mod_ShadowMesh_AddVertex(mesh, vertex14f + 14 * 1);
1163 mesh->element3i[mesh->numtriangles * 3 + 2] = Mod_ShadowMesh_AddVertex(mesh, vertex14f + 14 * 2);
1164 mesh->numtriangles++;
1167 void Mod_ShadowMesh_AddMesh(mempool_t *mempool, shadowmesh_t *mesh, rtexture_t *map_diffuse, rtexture_t *map_specular, rtexture_t *map_normal, const float *vertex3f, const float *svector3f, const float *tvector3f, const float *normal3f, const float *texcoord2f, int numtris, const int *element3i)
1170 float vbuf[3*14], *v;
1171 memset(vbuf, 0, sizeof(vbuf));
1172 for (i = 0;i < numtris;i++)
1174 for (j = 0, v = vbuf;j < 3;j++, v += 14)
1179 v[0] = vertex3f[e * 3 + 0];
1180 v[1] = vertex3f[e * 3 + 1];
1181 v[2] = vertex3f[e * 3 + 2];
1185 v[3] = svector3f[e * 3 + 0];
1186 v[4] = svector3f[e * 3 + 1];
1187 v[5] = svector3f[e * 3 + 2];
1191 v[6] = tvector3f[e * 3 + 0];
1192 v[7] = tvector3f[e * 3 + 1];
1193 v[8] = tvector3f[e * 3 + 2];
1197 v[9] = normal3f[e * 3 + 0];
1198 v[10] = normal3f[e * 3 + 1];
1199 v[11] = normal3f[e * 3 + 2];
1203 v[12] = texcoord2f[e * 2 + 0];
1204 v[13] = texcoord2f[e * 2 + 1];
1207 Mod_ShadowMesh_AddTriangle(mempool, mesh, map_diffuse, map_specular, map_normal, vbuf);
1210 // the triangle calculation can take a while, so let's do a keepalive here
1211 CL_KeepaliveMessage(false);
1214 shadowmesh_t *Mod_ShadowMesh_Begin(mempool_t *mempool, int maxverts, int maxtriangles, rtexture_t *map_diffuse, rtexture_t *map_specular, rtexture_t *map_normal, int light, int neighbors, int expandable)
1216 // the preparation before shadow mesh initialization can take a while, so let's do a keepalive here
1217 CL_KeepaliveMessage(false);
1219 return Mod_ShadowMesh_Alloc(mempool, maxverts, maxtriangles, map_diffuse, map_specular, map_normal, light, neighbors, expandable);
1222 static void Mod_ShadowMesh_CreateVBOs(shadowmesh_t *mesh, mempool_t *mempool)
1224 if (!mesh->numverts)
1227 // build r_vertexmesh_t array
1228 // (compressed interleaved array for D3D)
1229 if (!mesh->vertexmesh && mesh->texcoord2f && vid.useinterleavedarrays)
1232 int numvertices = mesh->numverts;
1233 r_vertexmesh_t *vertexmesh;
1234 mesh->vertexmesh = vertexmesh = (r_vertexmesh_t*)Mem_Alloc(mempool, numvertices * sizeof(*mesh->vertexmesh));
1235 for (vertexindex = 0;vertexindex < numvertices;vertexindex++, vertexmesh++)
1237 VectorCopy(mesh->vertex3f + 3*vertexindex, vertexmesh->vertex3f);
1238 VectorScale(mesh->svector3f + 3*vertexindex, 1.0f, vertexmesh->svector3f);
1239 VectorScale(mesh->tvector3f + 3*vertexindex, 1.0f, vertexmesh->tvector3f);
1240 VectorScale(mesh->normal3f + 3*vertexindex, 1.0f, vertexmesh->normal3f);
1241 Vector2Copy(mesh->texcoord2f + 2*vertexindex, vertexmesh->texcoordtexture2f);
1245 // upload r_vertexmesh_t array as a buffer
1246 if (mesh->vertexmesh && !mesh->vertexmeshbuffer)
1247 mesh->vertexmeshbuffer = R_Mesh_CreateMeshBuffer(mesh->vertexmesh, mesh->numverts * sizeof(*mesh->vertexmesh), loadmodel->name, false, false, false);
1249 // upload vertex3f array as a buffer
1250 if (mesh->vertex3f && !mesh->vertex3fbuffer)
1251 mesh->vertex3fbuffer = R_Mesh_CreateMeshBuffer(mesh->vertex3f, mesh->numverts * sizeof(float[3]), loadmodel->name, false, false, false);
1253 // upload short indices as a buffer
1254 if (mesh->element3s && !mesh->element3s_indexbuffer)
1255 mesh->element3s_indexbuffer = R_Mesh_CreateMeshBuffer(mesh->element3s, mesh->numtriangles * sizeof(short[3]), loadmodel->name, true, false, true);
1257 // upload int indices as a buffer
1258 if (mesh->element3i && !mesh->element3i_indexbuffer && !mesh->element3s)
1259 mesh->element3i_indexbuffer = R_Mesh_CreateMeshBuffer(mesh->element3i, mesh->numtriangles * sizeof(int[3]), loadmodel->name, true, false, false);
1261 // vertex buffer is several arrays and we put them in the same buffer
1263 // is this wise? the texcoordtexture2f array is used with dynamic
1264 // vertex/svector/tvector/normal when rendering animated models, on the
1265 // other hand animated models don't use a lot of vertices anyway...
1266 if (!mesh->vbo_vertexbuffer && !vid.useinterleavedarrays)
1271 mesh->vbooffset_vertex3f = size;if (mesh->vertex3f ) size += mesh->numverts * sizeof(float[3]);
1272 mesh->vbooffset_svector3f = size;if (mesh->svector3f ) size += mesh->numverts * sizeof(float[3]);
1273 mesh->vbooffset_tvector3f = size;if (mesh->tvector3f ) size += mesh->numverts * sizeof(float[3]);
1274 mesh->vbooffset_normal3f = size;if (mesh->normal3f ) size += mesh->numverts * sizeof(float[3]);
1275 mesh->vbooffset_texcoord2f = size;if (mesh->texcoord2f ) size += mesh->numverts * sizeof(float[2]);
1276 mem = (unsigned char *)Mem_Alloc(tempmempool, size);
1277 if (mesh->vertex3f ) memcpy(mem + mesh->vbooffset_vertex3f , mesh->vertex3f , mesh->numverts * sizeof(float[3]));
1278 if (mesh->svector3f ) memcpy(mem + mesh->vbooffset_svector3f , mesh->svector3f , mesh->numverts * sizeof(float[3]));
1279 if (mesh->tvector3f ) memcpy(mem + mesh->vbooffset_tvector3f , mesh->tvector3f , mesh->numverts * sizeof(float[3]));
1280 if (mesh->normal3f ) memcpy(mem + mesh->vbooffset_normal3f , mesh->normal3f , mesh->numverts * sizeof(float[3]));
1281 if (mesh->texcoord2f ) memcpy(mem + mesh->vbooffset_texcoord2f , mesh->texcoord2f , mesh->numverts * sizeof(float[2]));
1282 mesh->vbo_vertexbuffer = R_Mesh_CreateMeshBuffer(mem, size, "shadowmesh", false, false, false);
1287 shadowmesh_t *Mod_ShadowMesh_Finish(mempool_t *mempool, shadowmesh_t *firstmesh, qboolean light, qboolean neighbors, qboolean createvbo)
1289 shadowmesh_t *mesh, *newmesh, *nextmesh;
1290 // reallocate meshs to conserve space
1291 for (mesh = firstmesh, firstmesh = NULL;mesh;mesh = nextmesh)
1293 nextmesh = mesh->next;
1294 if (mesh->numverts >= 3 && mesh->numtriangles >= 1)
1296 newmesh = Mod_ShadowMesh_ReAlloc(mempool, mesh, light, neighbors);
1297 newmesh->next = firstmesh;
1298 firstmesh = newmesh;
1299 if (newmesh->element3s)
1302 for (i = 0;i < newmesh->numtriangles*3;i++)
1303 newmesh->element3s[i] = newmesh->element3i[i];
1306 Mod_ShadowMesh_CreateVBOs(newmesh, mempool);
1311 // this can take a while, so let's do a keepalive here
1312 CL_KeepaliveMessage(false);
1317 void Mod_ShadowMesh_CalcBBox(shadowmesh_t *firstmesh, vec3_t mins, vec3_t maxs, vec3_t center, float *radius)
1321 vec3_t nmins, nmaxs, ncenter, temp;
1322 float nradius2, dist2, *v;
1326 for (mesh = firstmesh;mesh;mesh = mesh->next)
1328 if (mesh == firstmesh)
1330 VectorCopy(mesh->vertex3f, nmins);
1331 VectorCopy(mesh->vertex3f, nmaxs);
1333 for (i = 0, v = mesh->vertex3f;i < mesh->numverts;i++, v += 3)
1335 if (nmins[0] > v[0]) nmins[0] = v[0];if (nmaxs[0] < v[0]) nmaxs[0] = v[0];
1336 if (nmins[1] > v[1]) nmins[1] = v[1];if (nmaxs[1] < v[1]) nmaxs[1] = v[1];
1337 if (nmins[2] > v[2]) nmins[2] = v[2];if (nmaxs[2] < v[2]) nmaxs[2] = v[2];
1340 // calculate center and radius
1341 ncenter[0] = (nmins[0] + nmaxs[0]) * 0.5f;
1342 ncenter[1] = (nmins[1] + nmaxs[1]) * 0.5f;
1343 ncenter[2] = (nmins[2] + nmaxs[2]) * 0.5f;
1345 for (mesh = firstmesh;mesh;mesh = mesh->next)
1347 for (i = 0, v = mesh->vertex3f;i < mesh->numverts;i++, v += 3)
1349 VectorSubtract(v, ncenter, temp);
1350 dist2 = DotProduct(temp, temp);
1351 if (nradius2 < dist2)
1357 VectorCopy(nmins, mins);
1359 VectorCopy(nmaxs, maxs);
1361 VectorCopy(ncenter, center);
1363 *radius = sqrt(nradius2);
1366 void Mod_ShadowMesh_Free(shadowmesh_t *mesh)
1368 shadowmesh_t *nextmesh;
1369 for (;mesh;mesh = nextmesh)
1371 if (mesh->vertex3fbuffer)
1372 R_Mesh_DestroyMeshBuffer(mesh->vertex3fbuffer);
1373 if (mesh->vertexmeshbuffer)
1374 R_Mesh_DestroyMeshBuffer(mesh->vertexmeshbuffer);
1375 if (mesh->element3i_indexbuffer)
1376 R_Mesh_DestroyMeshBuffer(mesh->element3i_indexbuffer);
1377 if (mesh->element3s_indexbuffer)
1378 R_Mesh_DestroyMeshBuffer(mesh->element3s_indexbuffer);
1379 if (mesh->vbo_vertexbuffer)
1380 R_Mesh_DestroyMeshBuffer(mesh->vbo_vertexbuffer);
1381 nextmesh = mesh->next;
1386 void Mod_CreateCollisionMesh(dp_model_t *mod)
1388 int k, numcollisionmeshtriangles;
1389 qboolean usesinglecollisionmesh = false;
1390 const msurface_t *surface = NULL;
1392 mempool_t *mempool = mod->mempool;
1393 if (!mempool && mod->brush.parentmodel)
1394 mempool = mod->brush.parentmodel->mempool;
1395 // make a single combined collision mesh for physics engine use
1396 // TODO rewrite this to use the collision brushes as source, to fix issues with e.g. common/caulk which creates no drawsurface
1397 numcollisionmeshtriangles = 0;
1398 for (k = 0;k < mod->nummodelsurfaces;k++)
1400 surface = mod->data_surfaces + mod->firstmodelsurface + k;
1401 if (!strcmp(surface->texture->name, "collision")) // found collision mesh
1403 usesinglecollisionmesh = true;
1404 numcollisionmeshtriangles = surface->num_triangles;
1407 if (!(surface->texture->supercontents & SUPERCONTENTS_SOLID))
1409 numcollisionmeshtriangles += surface->num_triangles;
1411 mod->brush.collisionmesh = Mod_ShadowMesh_Begin(mempool, numcollisionmeshtriangles * 3, numcollisionmeshtriangles, NULL, NULL, NULL, false, false, true);
1412 if (usesinglecollisionmesh)
1413 Mod_ShadowMesh_AddMesh(mempool, mod->brush.collisionmesh, NULL, NULL, NULL, mod->surfmesh.data_vertex3f, NULL, NULL, NULL, NULL, surface->num_triangles, (mod->surfmesh.data_element3i + 3 * surface->num_firsttriangle));
1416 for (k = 0;k < mod->nummodelsurfaces;k++)
1418 surface = mod->data_surfaces + mod->firstmodelsurface + k;
1419 if (!(surface->texture->supercontents & SUPERCONTENTS_SOLID))
1421 Mod_ShadowMesh_AddMesh(mempool, mod->brush.collisionmesh, NULL, NULL, NULL, mod->surfmesh.data_vertex3f, NULL, NULL, NULL, NULL, surface->num_triangles, (mod->surfmesh.data_element3i + 3 * surface->num_firsttriangle));
1424 mod->brush.collisionmesh = Mod_ShadowMesh_Finish(mempool, mod->brush.collisionmesh, false, false, false);
1428 static void Mod_GetTerrainVertex3fTexCoord2fFromBGRA(const unsigned char *imagepixels, int imagewidth, int imageheight, int ix, int iy, float *vertex3f, float *texcoord2f, matrix4x4_t *pixelstepmatrix, matrix4x4_t *pixeltexturestepmatrix)
1433 if (ix >= 0 && iy >= 0 && ix < imagewidth && iy < imageheight)
1434 v[2] = (imagepixels[((iy*imagewidth)+ix)*4+0] + imagepixels[((iy*imagewidth)+ix)*4+1] + imagepixels[((iy*imagewidth)+ix)*4+2]) * (1.0f / 765.0f);
1437 Matrix4x4_Transform(pixelstepmatrix, v, vertex3f);
1438 Matrix4x4_Transform(pixeltexturestepmatrix, v, tc);
1439 texcoord2f[0] = tc[0];
1440 texcoord2f[1] = tc[1];
1443 static void Mod_GetTerrainVertexFromBGRA(const unsigned char *imagepixels, int imagewidth, int imageheight, int ix, int iy, float *vertex3f, float *svector3f, float *tvector3f, float *normal3f, float *texcoord2f, matrix4x4_t *pixelstepmatrix, matrix4x4_t *pixeltexturestepmatrix)
1445 float vup[3], vdown[3], vleft[3], vright[3];
1446 float tcup[3], tcdown[3], tcleft[3], tcright[3];
1447 float sv[3], tv[3], nl[3];
1448 Mod_GetTerrainVertex3fTexCoord2fFromBGRA(imagepixels, imagewidth, imageheight, ix, iy, vertex3f, texcoord2f, pixelstepmatrix, pixeltexturestepmatrix);
1449 Mod_GetTerrainVertex3fTexCoord2fFromBGRA(imagepixels, imagewidth, imageheight, ix, iy - 1, vup, tcup, pixelstepmatrix, pixeltexturestepmatrix);
1450 Mod_GetTerrainVertex3fTexCoord2fFromBGRA(imagepixels, imagewidth, imageheight, ix, iy + 1, vdown, tcdown, pixelstepmatrix, pixeltexturestepmatrix);
1451 Mod_GetTerrainVertex3fTexCoord2fFromBGRA(imagepixels, imagewidth, imageheight, ix - 1, iy, vleft, tcleft, pixelstepmatrix, pixeltexturestepmatrix);
1452 Mod_GetTerrainVertex3fTexCoord2fFromBGRA(imagepixels, imagewidth, imageheight, ix + 1, iy, vright, tcright, pixelstepmatrix, pixeltexturestepmatrix);
1453 Mod_BuildBumpVectors(vertex3f, vup, vright, texcoord2f, tcup, tcright, svector3f, tvector3f, normal3f);
1454 Mod_BuildBumpVectors(vertex3f, vright, vdown, texcoord2f, tcright, tcdown, sv, tv, nl);
1455 VectorAdd(svector3f, sv, svector3f);
1456 VectorAdd(tvector3f, tv, tvector3f);
1457 VectorAdd(normal3f, nl, normal3f);
1458 Mod_BuildBumpVectors(vertex3f, vdown, vleft, texcoord2f, tcdown, tcleft, sv, tv, nl);
1459 VectorAdd(svector3f, sv, svector3f);
1460 VectorAdd(tvector3f, tv, tvector3f);
1461 VectorAdd(normal3f, nl, normal3f);
1462 Mod_BuildBumpVectors(vertex3f, vleft, vup, texcoord2f, tcleft, tcup, sv, tv, nl);
1463 VectorAdd(svector3f, sv, svector3f);
1464 VectorAdd(tvector3f, tv, tvector3f);
1465 VectorAdd(normal3f, nl, normal3f);
1468 static void Mod_ConstructTerrainPatchFromBGRA(const unsigned char *imagepixels, int imagewidth, int imageheight, int x1, int y1, int width, int height, int *element3i, int *neighbor3i, float *vertex3f, float *svector3f, float *tvector3f, float *normal3f, float *texcoord2f, matrix4x4_t *pixelstepmatrix, matrix4x4_t *pixeltexturestepmatrix)
1470 int x, y, ix, iy, *e;
1472 for (y = 0;y < height;y++)
1474 for (x = 0;x < width;x++)
1476 e[0] = (y + 1) * (width + 1) + (x + 0);
1477 e[1] = (y + 0) * (width + 1) + (x + 0);
1478 e[2] = (y + 1) * (width + 1) + (x + 1);
1479 e[3] = (y + 0) * (width + 1) + (x + 0);
1480 e[4] = (y + 0) * (width + 1) + (x + 1);
1481 e[5] = (y + 1) * (width + 1) + (x + 1);
1485 Mod_BuildTriangleNeighbors(neighbor3i, element3i, width*height*2);
1486 for (y = 0, iy = y1;y < height + 1;y++, iy++)
1487 for (x = 0, ix = x1;x < width + 1;x++, ix++, vertex3f += 3, texcoord2f += 2, svector3f += 3, tvector3f += 3, normal3f += 3)
1488 Mod_GetTerrainVertexFromBGRA(imagepixels, imagewidth, imageheight, ix, iy, vertex3f, texcoord2f, svector3f, tvector3f, normal3f, pixelstepmatrix, pixeltexturestepmatrix);
1493 void Mod_Terrain_SurfaceRecurseChunk(dp_model_t *model, int stepsize, int x, int y)
1497 float chunkwidth = min(stepsize, model->terrain.width - 1 - x);
1498 float chunkheight = min(stepsize, model->terrain.height - 1 - y);
1499 float viewvector[3];
1500 unsigned int firstvertex;
1503 if (chunkwidth < 2 || chunkheight < 2)
1505 VectorSet(mins, model->terrain.mins[0] + x * stepsize * model->terrain.scale[0], model->terrain.mins[1] + y * stepsize * model->terrain.scale[1], model->terrain.mins[2]);
1506 VectorSet(maxs, model->terrain.mins[0] + (x+1) * stepsize * model->terrain.scale[0], model->terrain.mins[1] + (y+1) * stepsize * model->terrain.scale[1], model->terrain.maxs[2]);
1507 viewvector[0] = bound(mins[0], localvieworigin, maxs[0]) - model->terrain.vieworigin[0];
1508 viewvector[1] = bound(mins[1], localvieworigin, maxs[1]) - model->terrain.vieworigin[1];
1509 viewvector[2] = bound(mins[2], localvieworigin, maxs[2]) - model->terrain.vieworigin[2];
1510 if (stepsize > 1 && VectorLength(viewvector) < stepsize*model->terrain.scale[0]*r_terrain_lodscale.value)
1512 // too close for this stepsize, emit as 4 chunks instead
1514 Mod_Terrain_SurfaceRecurseChunk(model, stepsize, x, y);
1515 Mod_Terrain_SurfaceRecurseChunk(model, stepsize, x+stepsize, y);
1516 Mod_Terrain_SurfaceRecurseChunk(model, stepsize, x, y+stepsize);
1517 Mod_Terrain_SurfaceRecurseChunk(model, stepsize, x+stepsize, y+stepsize);
1520 // emit the geometry at stepsize into our vertex buffer / index buffer
1521 // we add two columns and two rows for skirt
1522 outwidth = chunkwidth+2;
1523 outheight = chunkheight+2;
1524 outwidth2 = outwidth-1;
1525 outheight2 = outheight-1;
1526 outwidth3 = outwidth+1;
1527 outheight3 = outheight+1;
1528 firstvertex = numvertices;
1529 e = model->terrain.element3i + numtriangles;
1530 numtriangles += chunkwidth*chunkheight*2+chunkwidth*2*2+chunkheight*2*2;
1531 v = model->terrain.vertex3f + numvertices;
1532 numvertices += (chunkwidth+1)*(chunkheight+1)+(chunkwidth+1)*2+(chunkheight+1)*2;
1533 // emit the triangles (note: the skirt is treated as two extra rows and two extra columns)
1534 for (ty = 0;ty < outheight;ty++)
1536 for (tx = 0;tx < outwidth;tx++)
1538 *e++ = firstvertex + (ty )*outwidth3+(tx );
1539 *e++ = firstvertex + (ty )*outwidth3+(tx+1);
1540 *e++ = firstvertex + (ty+1)*outwidth3+(tx+1);
1541 *e++ = firstvertex + (ty )*outwidth3+(tx );
1542 *e++ = firstvertex + (ty+1)*outwidth3+(tx+1);
1543 *e++ = firstvertex + (ty+1)*outwidth3+(tx );
1546 // TODO: emit surface vertices (x+tx*stepsize, y+ty*stepsize)
1547 for (ty = 0;ty <= outheight;ty++)
1549 skirtrow = ty == 0 || ty == outheight;
1550 ry = y+bound(1, ty, outheight)*stepsize;
1551 for (tx = 0;tx <= outwidth;tx++)
1553 skirt = skirtrow || tx == 0 || tx == outwidth;
1554 rx = x+bound(1, tx, outwidth)*stepsize;
1557 v[2] = heightmap[ry*terrainwidth+rx]*scale[2];
1561 // TODO: emit skirt vertices
1564 void Mod_Terrain_UpdateSurfacesForViewOrigin(dp_model_t *model)
1566 for (y = 0;y < model->terrain.size[1];y += model->terrain.
1567 Mod_Terrain_SurfaceRecurseChunk(model, model->terrain.maxstepsize, x, y);
1568 Mod_Terrain_BuildChunk(model,
1572 static int Mod_LoadQ3Shaders_EnumerateWaveFunc(const char *s)
1575 if (!strncasecmp(s, "user", 4)) // parse stuff like "user1sin", always user<n>func
1577 offset = bound(0, s[4] - '0', 9);
1578 offset = (offset + 1) << Q3WAVEFUNC_USER_SHIFT;
1583 if (!strcasecmp(s, "sin")) return offset | Q3WAVEFUNC_SIN;
1584 if (!strcasecmp(s, "square")) return offset | Q3WAVEFUNC_SQUARE;
1585 if (!strcasecmp(s, "triangle")) return offset | Q3WAVEFUNC_TRIANGLE;
1586 if (!strcasecmp(s, "sawtooth")) return offset | Q3WAVEFUNC_SAWTOOTH;
1587 if (!strcasecmp(s, "inversesawtooth")) return offset | Q3WAVEFUNC_INVERSESAWTOOTH;
1588 if (!strcasecmp(s, "noise")) return offset | Q3WAVEFUNC_NOISE;
1589 if (!strcasecmp(s, "none")) return offset | Q3WAVEFUNC_NONE;
1590 Con_DPrintf("Mod_LoadQ3Shaders: unknown wavefunc %s\n", s);
1591 return offset | Q3WAVEFUNC_NONE;
1594 void Mod_FreeQ3Shaders(void)
1596 Mem_FreePool(&q3shaders_mem);
1599 static void Q3Shader_AddToHash (q3shaderinfo_t* shader)
1601 unsigned short hash = CRC_Block_CaseInsensitive ((const unsigned char *)shader->name, strlen (shader->name));
1602 q3shader_hash_entry_t* entry = q3shader_data->hash + (hash % Q3SHADER_HASH_SIZE);
1603 q3shader_hash_entry_t* lastEntry = NULL;
1604 while (entry != NULL)
1606 if (strcasecmp (entry->shader.name, shader->name) == 0)
1609 if(shader->dpshaderkill)
1611 // killed shader is a redeclarion? we can safely ignore it
1614 else if(entry->shader.dpshaderkill)
1616 // replace the old shader!
1617 // this will skip the entry allocating part
1618 // below and just replace the shader
1623 unsigned char *start, *end, *start2;
1624 start = (unsigned char *) (&shader->Q3SHADERINFO_COMPARE_START);
1625 end = ((unsigned char *) (&shader->Q3SHADERINFO_COMPARE_END)) + sizeof(shader->Q3SHADERINFO_COMPARE_END);
1626 start2 = (unsigned char *) (&entry->shader.Q3SHADERINFO_COMPARE_START);
1627 if(memcmp(start, start2, end - start))
1628 Con_DPrintf("Shader '%s' already defined, ignoring mismatching redeclaration\n", shader->name);
1630 Con_DPrintf("Shader '%s' already defined\n", shader->name);
1635 entry = entry->chain;
1639 if (lastEntry->shader.name[0] != 0)
1642 q3shader_hash_entry_t* newEntry = (q3shader_hash_entry_t*)
1643 Mem_ExpandableArray_AllocRecord (&q3shader_data->hash_entries);
1645 while (lastEntry->chain != NULL) lastEntry = lastEntry->chain;
1646 lastEntry->chain = newEntry;
1647 newEntry->chain = NULL;
1648 lastEntry = newEntry;
1650 /* else: head of chain, in hash entry array */
1653 memcpy (&entry->shader, shader, sizeof (q3shaderinfo_t));
1656 extern cvar_t mod_noshader_default_offsetmapping;
1657 extern cvar_t mod_q3shader_default_offsetmapping;
1658 extern cvar_t mod_q3shader_default_offsetmapping_scale;
1659 extern cvar_t mod_q3shader_default_offsetmapping_bias;
1660 extern cvar_t mod_q3shader_default_polygonoffset;
1661 extern cvar_t mod_q3shader_default_polygonfactor;
1662 extern cvar_t mod_q3shader_force_addalpha;
1663 void Mod_LoadQ3Shaders(void)
1670 q3shaderinfo_t shader;
1671 q3shaderinfo_layer_t *layer;
1673 char parameter[TEXTURE_MAXFRAMES + 4][Q3PATHLENGTH];
1674 char *custsurfaceparmnames[256]; // VorteX: q3map2 has 64 but well, someone will need more
1675 unsigned long custsurfaceparms[256];
1676 int numcustsurfaceparms;
1677 qboolean dpshaderkill;
1679 Mod_FreeQ3Shaders();
1681 q3shaders_mem = Mem_AllocPool("q3shaders", 0, NULL);
1682 q3shader_data = (q3shader_data_t*)Mem_Alloc (q3shaders_mem,
1683 sizeof (q3shader_data_t));
1684 Mem_ExpandableArray_NewArray (&q3shader_data->hash_entries,
1685 q3shaders_mem, sizeof (q3shader_hash_entry_t), 256);
1686 Mem_ExpandableArray_NewArray (&q3shader_data->char_ptrs,
1687 q3shaders_mem, sizeof (char**), 256);
1689 // parse custinfoparms.txt
1690 numcustsurfaceparms = 0;
1691 if ((text = f = (char *)FS_LoadFile("scripts/custinfoparms.txt", tempmempool, false, NULL)) != NULL)
1693 if (!COM_ParseToken_QuakeC(&text, false) || strcasecmp(com_token, "{"))
1694 Con_DPrintf("scripts/custinfoparms.txt: contentflags section parsing error - expected \"{\", found \"%s\"\n", com_token);
1697 while (COM_ParseToken_QuakeC(&text, false))
1698 if (!strcasecmp(com_token, "}"))
1700 // custom surfaceflags section
1701 if (!COM_ParseToken_QuakeC(&text, false) || strcasecmp(com_token, "{"))
1702 Con_DPrintf("scripts/custinfoparms.txt: surfaceflags section parsing error - expected \"{\", found \"%s\"\n", com_token);
1705 while(COM_ParseToken_QuakeC(&text, false))
1707 if (!strcasecmp(com_token, "}"))
1709 // register surfaceflag
1710 if (numcustsurfaceparms >= 256)
1712 Con_Printf("scripts/custinfoparms.txt: surfaceflags section parsing error - max 256 surfaceflags exceeded\n");
1716 j = strlen(com_token)+1;
1717 custsurfaceparmnames[numcustsurfaceparms] = (char *)Mem_Alloc(tempmempool, j);
1718 strlcpy(custsurfaceparmnames[numcustsurfaceparms], com_token, j+1);
1720 if (COM_ParseToken_QuakeC(&text, false))
1721 custsurfaceparms[numcustsurfaceparms] = strtol(com_token, NULL, 0);
1723 custsurfaceparms[numcustsurfaceparms] = 0;
1724 numcustsurfaceparms++;
1732 search = FS_Search("scripts/*.shader", true, false);
1735 for (fileindex = 0;fileindex < search->numfilenames;fileindex++)
1737 text = f = (char *)FS_LoadFile(search->filenames[fileindex], tempmempool, false, NULL);
1740 while (COM_ParseToken_QuakeC(&text, false))
1742 memset (&shader, 0, sizeof(shader));
1743 shader.reflectmin = 0;
1744 shader.reflectmax = 1;
1745 shader.refractfactor = 1;
1746 Vector4Set(shader.refractcolor4f, 1, 1, 1, 1);
1747 shader.reflectfactor = 1;
1748 Vector4Set(shader.reflectcolor4f, 1, 1, 1, 1);
1749 shader.r_water_wateralpha = 1;
1750 shader.offsetmapping = (mod_q3shader_default_offsetmapping.value) ? OFFSETMAPPING_DEFAULT : OFFSETMAPPING_OFF;
1751 shader.offsetscale = mod_q3shader_default_offsetmapping_scale.value;
1752 shader.offsetbias = mod_q3shader_default_offsetmapping_bias.value;
1753 shader.specularscalemod = 1;
1754 shader.specularpowermod = 1;
1755 shader.biaspolygonoffset = mod_q3shader_default_polygonoffset.value;
1756 shader.biaspolygonfactor = mod_q3shader_default_polygonfactor.value;
1758 strlcpy(shader.name, com_token, sizeof(shader.name));
1759 if (!COM_ParseToken_QuakeC(&text, false) || strcasecmp(com_token, "{"))
1761 Con_DPrintf("%s parsing error - expected \"{\", found \"%s\"\n", search->filenames[fileindex], com_token);
1764 while (COM_ParseToken_QuakeC(&text, false))
1766 if (!strcasecmp(com_token, "}"))
1768 if (!strcasecmp(com_token, "{"))
1770 static q3shaderinfo_layer_t dummy;
1771 if (shader.numlayers < Q3SHADER_MAXLAYERS)
1773 layer = shader.layers + shader.numlayers++;
1777 // parse and process it anyway, just don't store it (so a map $lightmap or such stuff still is found)
1778 memset(&dummy, 0, sizeof(dummy));
1781 layer->rgbgen.rgbgen = Q3RGBGEN_IDENTITY;
1782 layer->alphagen.alphagen = Q3ALPHAGEN_IDENTITY;
1783 layer->tcgen.tcgen = Q3TCGEN_TEXTURE;
1784 layer->blendfunc[0] = GL_ONE;
1785 layer->blendfunc[1] = GL_ZERO;
1786 while (COM_ParseToken_QuakeC(&text, false))
1788 if (!strcasecmp(com_token, "}"))
1790 if (!strcasecmp(com_token, "\n"))
1793 for (j = 0;strcasecmp(com_token, "\n") && strcasecmp(com_token, "}");j++)
1795 if (j < TEXTURE_MAXFRAMES + 4)
1797 // remap dp_water to dpwater, dp_reflect to dpreflect, etc.
1798 if(j == 0 && !strncasecmp(com_token, "dp_", 3))
1799 dpsnprintf(parameter[j], sizeof(parameter[j]), "dp%s", &com_token[3]);
1801 strlcpy(parameter[j], com_token, sizeof(parameter[j]));
1802 numparameters = j + 1;
1804 if (!COM_ParseToken_QuakeC(&text, true))
1807 //for (j = numparameters;j < TEXTURE_MAXFRAMES + 4;j++)
1808 // parameter[j][0] = 0;
1809 if (developer_insane.integer)
1811 Con_DPrintf("%s %i: ", shader.name, shader.numlayers - 1);
1812 for (j = 0;j < numparameters;j++)
1813 Con_DPrintf(" %s", parameter[j]);
1816 if (numparameters >= 2 && !strcasecmp(parameter[0], "blendfunc"))
1818 if (numparameters == 2)
1820 if (!strcasecmp(parameter[1], "add"))
1822 layer->blendfunc[0] = GL_ONE;
1823 layer->blendfunc[1] = GL_ONE;
1825 else if (!strcasecmp(parameter[1], "addalpha"))
1827 layer->blendfunc[0] = GL_SRC_ALPHA;
1828 layer->blendfunc[1] = GL_ONE;
1830 else if (!strcasecmp(parameter[1], "filter"))
1832 layer->blendfunc[0] = GL_DST_COLOR;
1833 layer->blendfunc[1] = GL_ZERO;
1835 else if (!strcasecmp(parameter[1], "blend"))
1837 layer->blendfunc[0] = GL_SRC_ALPHA;
1838 layer->blendfunc[1] = GL_ONE_MINUS_SRC_ALPHA;
1841 else if (numparameters == 3)
1844 for (k = 0;k < 2;k++)
1846 if (!strcasecmp(parameter[k+1], "GL_ONE"))
1847 layer->blendfunc[k] = GL_ONE;
1848 else if (!strcasecmp(parameter[k+1], "GL_ZERO"))
1849 layer->blendfunc[k] = GL_ZERO;
1850 else if (!strcasecmp(parameter[k+1], "GL_SRC_COLOR"))
1851 layer->blendfunc[k] = GL_SRC_COLOR;
1852 else if (!strcasecmp(parameter[k+1], "GL_SRC_ALPHA"))
1853 layer->blendfunc[k] = GL_SRC_ALPHA;
1854 else if (!strcasecmp(parameter[k+1], "GL_DST_COLOR"))
1855 layer->blendfunc[k] = GL_DST_COLOR;
1856 else if (!strcasecmp(parameter[k+1], "GL_DST_ALPHA"))
1857 layer->blendfunc[k] = GL_DST_ALPHA;
1858 else if (!strcasecmp(parameter[k+1], "GL_ONE_MINUS_SRC_COLOR"))
1859 layer->blendfunc[k] = GL_ONE_MINUS_SRC_COLOR;
1860 else if (!strcasecmp(parameter[k+1], "GL_ONE_MINUS_SRC_ALPHA"))
1861 layer->blendfunc[k] = GL_ONE_MINUS_SRC_ALPHA;
1862 else if (!strcasecmp(parameter[k+1], "GL_ONE_MINUS_DST_COLOR"))
1863 layer->blendfunc[k] = GL_ONE_MINUS_DST_COLOR;
1864 else if (!strcasecmp(parameter[k+1], "GL_ONE_MINUS_DST_ALPHA"))
1865 layer->blendfunc[k] = GL_ONE_MINUS_DST_ALPHA;
1867 layer->blendfunc[k] = GL_ONE; // default in case of parsing error
1871 if (numparameters >= 2 && !strcasecmp(parameter[0], "alphafunc"))
1872 layer->alphatest = true;
1873 if (numparameters >= 2 && (!strcasecmp(parameter[0], "map") || !strcasecmp(parameter[0], "clampmap")))
1875 if (!strcasecmp(parameter[0], "clampmap"))
1876 layer->clampmap = true;
1877 layer->numframes = 1;
1878 layer->framerate = 1;
1879 layer->texturename = (char**)Mem_ExpandableArray_AllocRecord (
1880 &q3shader_data->char_ptrs);
1881 layer->texturename[0] = Mem_strdup (q3shaders_mem, parameter[1]);
1882 if (!strcasecmp(parameter[1], "$lightmap"))
1883 shader.lighting = true;
1885 else if (numparameters >= 3 && (!strcasecmp(parameter[0], "animmap") || !strcasecmp(parameter[0], "animclampmap")))
1888 layer->numframes = min(numparameters - 2, TEXTURE_MAXFRAMES);
1889 layer->framerate = atof(parameter[1]);
1890 layer->texturename = (char **) Mem_Alloc (q3shaders_mem, sizeof (char*) * layer->numframes);
1891 for (i = 0;i < layer->numframes;i++)
1892 layer->texturename[i] = Mem_strdup (q3shaders_mem, parameter[i + 2]);
1894 else if (numparameters >= 2 && !strcasecmp(parameter[0], "rgbgen"))
1897 for (i = 0;i < numparameters - 2 && i < Q3RGBGEN_MAXPARMS;i++)
1898 layer->rgbgen.parms[i] = atof(parameter[i+2]);
1899 if (!strcasecmp(parameter[1], "identity")) layer->rgbgen.rgbgen = Q3RGBGEN_IDENTITY;
1900 else if (!strcasecmp(parameter[1], "const")) layer->rgbgen.rgbgen = Q3RGBGEN_CONST;
1901 else if (!strcasecmp(parameter[1], "entity")) layer->rgbgen.rgbgen = Q3RGBGEN_ENTITY;
1902 else if (!strcasecmp(parameter[1], "exactvertex")) layer->rgbgen.rgbgen = Q3RGBGEN_EXACTVERTEX;
1903 else if (!strcasecmp(parameter[1], "identitylighting")) layer->rgbgen.rgbgen = Q3RGBGEN_IDENTITYLIGHTING;
1904 else if (!strcasecmp(parameter[1], "lightingdiffuse")) layer->rgbgen.rgbgen = Q3RGBGEN_LIGHTINGDIFFUSE;
1905 else if (!strcasecmp(parameter[1], "oneminusentity")) layer->rgbgen.rgbgen = Q3RGBGEN_ONEMINUSENTITY;
1906 else if (!strcasecmp(parameter[1], "oneminusvertex")) layer->rgbgen.rgbgen = Q3RGBGEN_ONEMINUSVERTEX;
1907 else if (!strcasecmp(parameter[1], "vertex")) layer->rgbgen.rgbgen = Q3RGBGEN_VERTEX;
1908 else if (!strcasecmp(parameter[1], "wave"))
1910 layer->rgbgen.rgbgen = Q3RGBGEN_WAVE;
1911 layer->rgbgen.wavefunc = Mod_LoadQ3Shaders_EnumerateWaveFunc(parameter[2]);
1912 for (i = 0;i < numparameters - 3 && i < Q3WAVEPARMS;i++)
1913 layer->rgbgen.waveparms[i] = atof(parameter[i+3]);
1915 else Con_DPrintf("%s parsing warning: unknown rgbgen %s\n", search->filenames[fileindex], parameter[1]);
1917 else if (numparameters >= 2 && !strcasecmp(parameter[0], "alphagen"))
1920 for (i = 0;i < numparameters - 2 && i < Q3ALPHAGEN_MAXPARMS;i++)
1921 layer->alphagen.parms[i] = atof(parameter[i+2]);
1922 if (!strcasecmp(parameter[1], "identity")) layer->alphagen.alphagen = Q3ALPHAGEN_IDENTITY;
1923 else if (!strcasecmp(parameter[1], "const")) layer->alphagen.alphagen = Q3ALPHAGEN_CONST;
1924 else if (!strcasecmp(parameter[1], "entity")) layer->alphagen.alphagen = Q3ALPHAGEN_ENTITY;
1925 else if (!strcasecmp(parameter[1], "lightingspecular")) layer->alphagen.alphagen = Q3ALPHAGEN_LIGHTINGSPECULAR;
1926 else if (!strcasecmp(parameter[1], "oneminusentity")) layer->alphagen.alphagen = Q3ALPHAGEN_ONEMINUSENTITY;
1927 else if (!strcasecmp(parameter[1], "oneminusvertex")) layer->alphagen.alphagen = Q3ALPHAGEN_ONEMINUSVERTEX;
1928 else if (!strcasecmp(parameter[1], "portal")) layer->alphagen.alphagen = Q3ALPHAGEN_PORTAL;
1929 else if (!strcasecmp(parameter[1], "vertex")) layer->alphagen.alphagen = Q3ALPHAGEN_VERTEX;
1930 else if (!strcasecmp(parameter[1], "wave"))
1932 layer->alphagen.alphagen = Q3ALPHAGEN_WAVE;
1933 layer->alphagen.wavefunc = Mod_LoadQ3Shaders_EnumerateWaveFunc(parameter[2]);
1934 for (i = 0;i < numparameters - 3 && i < Q3WAVEPARMS;i++)
1935 layer->alphagen.waveparms[i] = atof(parameter[i+3]);
1937 else Con_DPrintf("%s parsing warning: unknown alphagen %s\n", search->filenames[fileindex], parameter[1]);
1939 else if (numparameters >= 2 && (!strcasecmp(parameter[0], "texgen") || !strcasecmp(parameter[0], "tcgen")))
1942 // observed values: tcgen environment
1943 // no other values have been observed in real shaders
1944 for (i = 0;i < numparameters - 2 && i < Q3TCGEN_MAXPARMS;i++)
1945 layer->tcgen.parms[i] = atof(parameter[i+2]);
1946 if (!strcasecmp(parameter[1], "base")) layer->tcgen.tcgen = Q3TCGEN_TEXTURE;
1947 else if (!strcasecmp(parameter[1], "texture")) layer->tcgen.tcgen = Q3TCGEN_TEXTURE;
1948 else if (!strcasecmp(parameter[1], "environment")) layer->tcgen.tcgen = Q3TCGEN_ENVIRONMENT;
1949 else if (!strcasecmp(parameter[1], "lightmap")) layer->tcgen.tcgen = Q3TCGEN_LIGHTMAP;
1950 else if (!strcasecmp(parameter[1], "vector")) layer->tcgen.tcgen = Q3TCGEN_VECTOR;
1951 else Con_DPrintf("%s parsing warning: unknown tcgen mode %s\n", search->filenames[fileindex], parameter[1]);
1953 else if (numparameters >= 2 && !strcasecmp(parameter[0], "tcmod"))
1960 // tcmod stretch sin # # # #
1961 // tcmod stretch triangle # # # #
1962 // tcmod transform # # # # # #
1963 // tcmod turb # # # #
1964 // tcmod turb sin # # # # (this is bogus)
1965 // no other values have been observed in real shaders
1966 for (tcmodindex = 0;tcmodindex < Q3MAXTCMODS;tcmodindex++)
1967 if (!layer->tcmods[tcmodindex].tcmod)
1969 if (tcmodindex < Q3MAXTCMODS)
1971 for (i = 0;i < numparameters - 2 && i < Q3TCMOD_MAXPARMS;i++)
1972 layer->tcmods[tcmodindex].parms[i] = atof(parameter[i+2]);
1973 if (!strcasecmp(parameter[1], "entitytranslate")) layer->tcmods[tcmodindex].tcmod = Q3TCMOD_ENTITYTRANSLATE;
1974 else if (!strcasecmp(parameter[1], "rotate")) layer->tcmods[tcmodindex].tcmod = Q3TCMOD_ROTATE;
1975 else if (!strcasecmp(parameter[1], "scale")) layer->tcmods[tcmodindex].tcmod = Q3TCMOD_SCALE;
1976 else if (!strcasecmp(parameter[1], "scroll")) layer->tcmods[tcmodindex].tcmod = Q3TCMOD_SCROLL;
1977 else if (!strcasecmp(parameter[1], "page")) layer->tcmods[tcmodindex].tcmod = Q3TCMOD_PAGE;
1978 else if (!strcasecmp(parameter[1], "stretch"))
1980 layer->tcmods[tcmodindex].tcmod = Q3TCMOD_STRETCH;
1981 layer->tcmods[tcmodindex].wavefunc = Mod_LoadQ3Shaders_EnumerateWaveFunc(parameter[2]);
1982 for (i = 0;i < numparameters - 3 && i < Q3WAVEPARMS;i++)
1983 layer->tcmods[tcmodindex].waveparms[i] = atof(parameter[i+3]);
1985 else if (!strcasecmp(parameter[1], "transform")) layer->tcmods[tcmodindex].tcmod = Q3TCMOD_TRANSFORM;
1986 else if (!strcasecmp(parameter[1], "turb")) layer->tcmods[tcmodindex].tcmod = Q3TCMOD_TURBULENT;
1987 else Con_DPrintf("%s parsing warning: unknown tcmod mode %s\n", search->filenames[fileindex], parameter[1]);
1990 Con_DPrintf("%s parsing warning: too many tcmods on one layer\n", search->filenames[fileindex]);
1992 // break out a level if it was a closing brace (not using the character here to not confuse vim)
1993 if (!strcasecmp(com_token, "}"))
1996 if (layer->rgbgen.rgbgen == Q3RGBGEN_LIGHTINGDIFFUSE || layer->rgbgen.rgbgen == Q3RGBGEN_VERTEX)
1997 shader.lighting = true;
1998 if (layer->alphagen.alphagen == Q3ALPHAGEN_VERTEX)
2000 if (layer == shader.layers + 0)
2002 // vertex controlled transparency
2003 shader.vertexalpha = true;
2007 // multilayer terrain shader or similar
2008 shader.textureblendalpha = true;
2012 if(mod_q3shader_force_addalpha.integer)
2014 // for a long while, DP treated GL_ONE GL_ONE as GL_SRC_ALPHA GL_ONE
2015 // this cvar brings back this behaviour
2016 if(layer->blendfunc[0] == GL_ONE && layer->blendfunc[1] == GL_ONE)
2017 layer->blendfunc[0] = GL_SRC_ALPHA;
2020 layer->texflags = 0;
2021 if (layer->alphatest)
2022 layer->texflags |= TEXF_ALPHA;
2023 switch(layer->blendfunc[0])
2026 case GL_ONE_MINUS_SRC_ALPHA:
2027 layer->texflags |= TEXF_ALPHA;
2030 switch(layer->blendfunc[1])
2033 case GL_ONE_MINUS_SRC_ALPHA:
2034 layer->texflags |= TEXF_ALPHA;
2037 if (!(shader.surfaceparms & Q3SURFACEPARM_NOMIPMAPS))
2038 layer->texflags |= TEXF_MIPMAP;
2039 if (!(shader.textureflags & Q3TEXTUREFLAG_NOPICMIP))
2040 layer->texflags |= TEXF_PICMIP | TEXF_COMPRESS;
2041 if (layer->clampmap)
2042 layer->texflags |= TEXF_CLAMP;
2046 for (j = 0;strcasecmp(com_token, "\n") && strcasecmp(com_token, "}");j++)
2048 if (j < TEXTURE_MAXFRAMES + 4)
2050 // remap dp_water to dpwater, dp_reflect to dpreflect, etc.
2051 if(j == 0 && !strncasecmp(com_token, "dp_", 3))
2052 dpsnprintf(parameter[j], sizeof(parameter[j]), "dp%s", &com_token[3]);
2054 strlcpy(parameter[j], com_token, sizeof(parameter[j]));
2055 numparameters = j + 1;
2057 if (!COM_ParseToken_QuakeC(&text, true))
2060 //for (j = numparameters;j < TEXTURE_MAXFRAMES + 4;j++)
2061 // parameter[j][0] = 0;
2062 if (fileindex == 0 && !strcasecmp(com_token, "}"))
2064 if (developer_insane.integer)
2066 Con_DPrintf("%s: ", shader.name);
2067 for (j = 0;j < numparameters;j++)
2068 Con_DPrintf(" %s", parameter[j]);
2071 if (numparameters < 1)
2073 if (!strcasecmp(parameter[0], "surfaceparm") && numparameters >= 2)
2075 if (!strcasecmp(parameter[1], "alphashadow"))
2076 shader.surfaceparms |= Q3SURFACEPARM_ALPHASHADOW;
2077 else if (!strcasecmp(parameter[1], "areaportal"))
2078 shader.surfaceparms |= Q3SURFACEPARM_AREAPORTAL;
2079 else if (!strcasecmp(parameter[1], "botclip"))
2080 shader.surfaceparms |= Q3SURFACEPARM_BOTCLIP;
2081 else if (!strcasecmp(parameter[1], "clusterportal"))
2082 shader.surfaceparms |= Q3SURFACEPARM_CLUSTERPORTAL;
2083 else if (!strcasecmp(parameter[1], "detail"))
2084 shader.surfaceparms |= Q3SURFACEPARM_DETAIL;
2085 else if (!strcasecmp(parameter[1], "donotenter"))
2086 shader.surfaceparms |= Q3SURFACEPARM_DONOTENTER;
2087 else if (!strcasecmp(parameter[1], "dust"))
2088 shader.surfaceparms |= Q3SURFACEPARM_DUST;
2089 else if (!strcasecmp(parameter[1], "hint"))
2090 shader.surfaceparms |= Q3SURFACEPARM_HINT;
2091 else if (!strcasecmp(parameter[1], "fog"))
2092 shader.surfaceparms |= Q3SURFACEPARM_FOG;
2093 else if (!strcasecmp(parameter[1], "lava"))
2094 shader.surfaceparms |= Q3SURFACEPARM_LAVA;
2095 else if (!strcasecmp(parameter[1], "lightfilter"))
2096 shader.surfaceparms |= Q3SURFACEPARM_LIGHTFILTER;
2097 else if (!strcasecmp(parameter[1], "lightgrid"))
2098 shader.surfaceparms |= Q3SURFACEPARM_LIGHTGRID;
2099 else if (!strcasecmp(parameter[1], "metalsteps"))
2100 shader.surfaceparms |= Q3SURFACEPARM_METALSTEPS;
2101 else if (!strcasecmp(parameter[1], "nodamage"))
2102 shader.surfaceparms |= Q3SURFACEPARM_NODAMAGE;
2103 else if (!strcasecmp(parameter[1], "nodlight"))
2104 shader.surfaceparms |= Q3SURFACEPARM_NODLIGHT;
2105 else if (!strcasecmp(parameter[1], "nodraw"))
2106 shader.surfaceparms |= Q3SURFACEPARM_NODRAW;
2107 else if (!strcasecmp(parameter[1], "nodrop"))
2108 shader.surfaceparms |= Q3SURFACEPARM_NODROP;
2109 else if (!strcasecmp(parameter[1], "noimpact"))
2110 shader.surfaceparms |= Q3SURFACEPARM_NOIMPACT;
2111 else if (!strcasecmp(parameter[1], "nolightmap"))
2112 shader.surfaceparms |= Q3SURFACEPARM_NOLIGHTMAP;
2113 else if (!strcasecmp(parameter[1], "nomarks"))
2114 shader.surfaceparms |= Q3SURFACEPARM_NOMARKS;
2115 else if (!strcasecmp(parameter[1], "nomipmaps"))
2116 shader.surfaceparms |= Q3SURFACEPARM_NOMIPMAPS;
2117 else if (!strcasecmp(parameter[1], "nonsolid"))
2118 shader.surfaceparms |= Q3SURFACEPARM_NONSOLID;
2119 else if (!strcasecmp(parameter[1], "origin"))
2120 shader.surfaceparms |= Q3SURFACEPARM_ORIGIN;
2121 else if (!strcasecmp(parameter[1], "playerclip"))
2122 shader.surfaceparms |= Q3SURFACEPARM_PLAYERCLIP;
2123 else if (!strcasecmp(parameter[1], "sky"))
2124 shader.surfaceparms |= Q3SURFACEPARM_SKY;
2125 else if (!strcasecmp(parameter[1], "slick"))
2126 shader.surfaceparms |= Q3SURFACEPARM_SLICK;
2127 else if (!strcasecmp(parameter[1], "slime"))
2128 shader.surfaceparms |= Q3SURFACEPARM_SLIME;
2129 else if (!strcasecmp(parameter[1], "structural"))
2130 shader.surfaceparms |= Q3SURFACEPARM_STRUCTURAL;
2131 else if (!strcasecmp(parameter[1], "trans"))
2132 shader.surfaceparms |= Q3SURFACEPARM_TRANS;
2133 else if (!strcasecmp(parameter[1], "water"))
2134 shader.surfaceparms |= Q3SURFACEPARM_WATER;
2135 else if (!strcasecmp(parameter[1], "pointlight"))
2136 shader.surfaceparms |= Q3SURFACEPARM_POINTLIGHT;
2137 else if (!strcasecmp(parameter[1], "antiportal"))
2138 shader.surfaceparms |= Q3SURFACEPARM_ANTIPORTAL;
2141 // try custom surfaceparms
2142 for (j = 0; j < numcustsurfaceparms; j++)
2144 if (!strcasecmp(custsurfaceparmnames[j], parameter[1]))
2146 shader.surfaceparms |= custsurfaceparms[j];
2151 if (j == numcustsurfaceparms)
2152 Con_DPrintf("%s parsing warning: unknown surfaceparm \"%s\"\n", search->filenames[fileindex], parameter[1]);
2155 else if (!strcasecmp(parameter[0], "dpshadow"))
2156 shader.dpshadow = true;
2157 else if (!strcasecmp(parameter[0], "dpnoshadow"))
2158 shader.dpnoshadow = true;
2159 else if (!strcasecmp(parameter[0], "dpnortlight"))
2160 shader.dpnortlight = true;
2161 else if (!strcasecmp(parameter[0], "dpreflectcube"))
2162 strlcpy(shader.dpreflectcube, parameter[1], sizeof(shader.dpreflectcube));
2163 else if (!strcasecmp(parameter[0], "dpmeshcollisions"))
2164 shader.dpmeshcollisions = true;
2165 // this sets dpshaderkill to true if dpshaderkillifcvarzero was used, and to false if dpnoshaderkillifcvarzero was used
2166 else if (((dpshaderkill = !strcasecmp(parameter[0], "dpshaderkillifcvarzero")) || !strcasecmp(parameter[0], "dpnoshaderkillifcvarzero")) && numparameters >= 2)
2168 if (Cvar_VariableValue(parameter[1]) == 0.0f)
2169 shader.dpshaderkill = dpshaderkill;
2171 // this sets dpshaderkill to true if dpshaderkillifcvar was used, and to false if dpnoshaderkillifcvar was used
2172 else if (((dpshaderkill = !strcasecmp(parameter[0], "dpshaderkillifcvar")) || !strcasecmp(parameter[0], "dpnoshaderkillifcvar")) && numparameters >= 2)
2174 const char *op = NULL;
2175 if (numparameters >= 3)
2179 if (Cvar_VariableValue(parameter[1]) != 0.0f)
2180 shader.dpshaderkill = dpshaderkill;
2182 else if (numparameters >= 4 && !strcmp(op, "=="))
2184 if (Cvar_VariableValue(parameter[1]) == atof(parameter[3]))
2185 shader.dpshaderkill = dpshaderkill;
2187 else if (numparameters >= 4 && !strcmp(op, "!="))
2189 if (Cvar_VariableValue(parameter[1]) != atof(parameter[3]))
2190 shader.dpshaderkill = dpshaderkill;
2192 else if (numparameters >= 4 && !strcmp(op, ">"))
2194 if (Cvar_VariableValue(parameter[1]) > atof(parameter[3]))
2195 shader.dpshaderkill = dpshaderkill;
2197 else if (numparameters >= 4 && !strcmp(op, "<"))
2199 if (Cvar_VariableValue(parameter[1]) < atof(parameter[3]))
2200 shader.dpshaderkill = dpshaderkill;
2202 else if (numparameters >= 4 && !strcmp(op, ">="))
2204 if (Cvar_VariableValue(parameter[1]) >= atof(parameter[3]))
2205 shader.dpshaderkill = dpshaderkill;
2207 else if (numparameters >= 4 && !strcmp(op, "<="))
2209 if (Cvar_VariableValue(parameter[1]) <= atof(parameter[3]))
2210 shader.dpshaderkill = dpshaderkill;
2214 Con_DPrintf("%s parsing warning: unknown dpshaderkillifcvar op \"%s\", or not enough arguments\n", search->filenames[fileindex], op);
2217 else if (!strcasecmp(parameter[0], "sky") && numparameters >= 2)
2219 // some q3 skies don't have the sky parm set
2220 shader.surfaceparms |= Q3SURFACEPARM_SKY;
2221 strlcpy(shader.skyboxname, parameter[1], sizeof(shader.skyboxname));
2223 else if (!strcasecmp(parameter[0], "skyparms") && numparameters >= 2)
2225 // some q3 skies don't have the sky parm set
2226 shader.surfaceparms |= Q3SURFACEPARM_SKY;
2227 if (!atoi(parameter[1]) && strcasecmp(parameter[1], "-"))
2228 strlcpy(shader.skyboxname, parameter[1], sizeof(shader.skyboxname));
2230 else if (!strcasecmp(parameter[0], "cull") && numparameters >= 2)
2232 if (!strcasecmp(parameter[1], "disable") || !strcasecmp(parameter[1], "none") || !strcasecmp(parameter[1], "twosided"))
2233 shader.textureflags |= Q3TEXTUREFLAG_TWOSIDED;
2235 else if (!strcasecmp(parameter[0], "nomipmaps"))
2236 shader.surfaceparms |= Q3SURFACEPARM_NOMIPMAPS;
2237 else if (!strcasecmp(parameter[0], "nopicmip"))
2238 shader.textureflags |= Q3TEXTUREFLAG_NOPICMIP;
2239 else if (!strcasecmp(parameter[0], "polygonoffset"))
2240 shader.textureflags |= Q3TEXTUREFLAG_POLYGONOFFSET;
2241 else if (!strcasecmp(parameter[0], "dppolygonoffset"))
2243 shader.textureflags |= Q3TEXTUREFLAG_POLYGONOFFSET;
2244 if(numparameters >= 2)
2246 shader.biaspolygonfactor = atof(parameter[1]);
2247 if(numparameters >= 3)
2248 shader.biaspolygonoffset = atof(parameter[2]);
2250 shader.biaspolygonoffset = 0;
2253 else if (!strcasecmp(parameter[0], "dprefract") && numparameters >= 5)
2255 shader.textureflags |= Q3TEXTUREFLAG_REFRACTION;
2256 shader.refractfactor = atof(parameter[1]);
2257 Vector4Set(shader.refractcolor4f, atof(parameter[2]), atof(parameter[3]), atof(parameter[4]), 1);
2259 else if (!strcasecmp(parameter[0], "dpreflect") && numparameters >= 6)
2261 shader.textureflags |= Q3TEXTUREFLAG_REFLECTION;
2262 shader.reflectfactor = atof(parameter[1]);
2263 Vector4Set(shader.reflectcolor4f, atof(parameter[2]), atof(parameter[3]), atof(parameter[4]), atof(parameter[5]));
2265 else if (!strcasecmp(parameter[0], "dpcamera"))
2267 shader.textureflags |= Q3TEXTUREFLAG_CAMERA;
2269 else if (!strcasecmp(parameter[0], "dpwater") && numparameters >= 12)
2271 shader.textureflags |= Q3TEXTUREFLAG_WATERSHADER;
2272 shader.reflectmin = atof(parameter[1]);
2273 shader.reflectmax = atof(parameter[2]);
2274 shader.refractfactor = atof(parameter[3]);
2275 shader.reflectfactor = atof(parameter[4]);
2276 Vector4Set(shader.refractcolor4f, atof(parameter[5]), atof(parameter[6]), atof(parameter[7]), 1);
2277 Vector4Set(shader.reflectcolor4f, atof(parameter[8]), atof(parameter[9]), atof(parameter[10]), 1);
2278 shader.r_water_wateralpha = atof(parameter[11]);
2280 else if (!strcasecmp(parameter[0], "dpwaterscroll") && numparameters >= 3)
2282 shader.r_water_waterscroll[0] = 1/atof(parameter[1]);
2283 shader.r_water_waterscroll[1] = 1/atof(parameter[2]);
2285 else if (!strcasecmp(parameter[0], "dpglossintensitymod") && numparameters >= 2)
2287 shader.specularscalemod = atof(parameter[1]);
2289 else if (!strcasecmp(parameter[0], "dpglossexponentmod") && numparameters >= 2)
2291 shader.specularpowermod = atof(parameter[1]);
2293 else if (!strcasecmp(parameter[0], "dprtlightambient") && numparameters >= 2)
2295 shader.rtlightambient = atof(parameter[1]);
2297 else if (!strcasecmp(parameter[0], "dpoffsetmapping") && numparameters >= 2)
2299 if (!strcasecmp(parameter[1], "disable") || !strcasecmp(parameter[1], "none") || !strcasecmp(parameter[1], "off"))
2300 shader.offsetmapping = OFFSETMAPPING_OFF;
2301 else if (!strcasecmp(parameter[1], "default") || !strcasecmp(parameter[1], "normal"))
2302 shader.offsetmapping = OFFSETMAPPING_DEFAULT;
2303 else if (!strcasecmp(parameter[1], "linear"))
2304 shader.offsetmapping = OFFSETMAPPING_LINEAR;
2305 else if (!strcasecmp(parameter[1], "relief"))
2306 shader.offsetmapping = OFFSETMAPPING_RELIEF;
2307 if (numparameters >= 3)
2308 shader.offsetscale = atof(parameter[2]);
2309 if (numparameters >= 5)
2311 if(!strcasecmp(parameter[3], "bias"))
2312 shader.offsetbias = atof(parameter[4]);
2313 else if(!strcasecmp(parameter[3], "match"))
2314 shader.offsetbias = 1.0f - atof(parameter[4]);
2315 else if(!strcasecmp(parameter[3], "match8"))
2316 shader.offsetbias = 1.0f - atof(parameter[4]) / 255.0f;
2317 else if(!strcasecmp(parameter[3], "match16"))
2318 shader.offsetbias = 1.0f - atof(parameter[4]) / 65535.0f;
2321 else if (!strcasecmp(parameter[0], "deformvertexes") && numparameters >= 2)
2324 for (deformindex = 0;deformindex < Q3MAXDEFORMS;deformindex++)
2325 if (!shader.deforms[deformindex].deform)
2327 if (deformindex < Q3MAXDEFORMS)
2329 for (i = 0;i < numparameters - 2 && i < Q3DEFORM_MAXPARMS;i++)
2330 shader.deforms[deformindex].parms[i] = atof(parameter[i+2]);
2331 if (!strcasecmp(parameter[1], "projectionshadow")) shader.deforms[deformindex].deform = Q3DEFORM_PROJECTIONSHADOW;
2332 else if (!strcasecmp(parameter[1], "autosprite" )) shader.deforms[deformindex].deform = Q3DEFORM_AUTOSPRITE;
2333 else if (!strcasecmp(parameter[1], "autosprite2" )) shader.deforms[deformindex].deform = Q3DEFORM_AUTOSPRITE2;
2334 else if (!strcasecmp(parameter[1], "text0" )) shader.deforms[deformindex].deform = Q3DEFORM_TEXT0;
2335 else if (!strcasecmp(parameter[1], "text1" )) shader.deforms[deformindex].deform = Q3DEFORM_TEXT1;
2336 else if (!strcasecmp(parameter[1], "text2" )) shader.deforms[deformindex].deform = Q3DEFORM_TEXT2;
2337 else if (!strcasecmp(parameter[1], "text3" )) shader.deforms[deformindex].deform = Q3DEFORM_TEXT3;
2338 else if (!strcasecmp(parameter[1], "text4" )) shader.deforms[deformindex].deform = Q3DEFORM_TEXT4;
2339 else if (!strcasecmp(parameter[1], "text5" )) shader.deforms[deformindex].deform = Q3DEFORM_TEXT5;
2340 else if (!strcasecmp(parameter[1], "text6" )) shader.deforms[deformindex].deform = Q3DEFORM_TEXT6;
2341 else if (!strcasecmp(parameter[1], "text7" )) shader.deforms[deformindex].deform = Q3DEFORM_TEXT7;
2342 else if (!strcasecmp(parameter[1], "bulge" )) shader.deforms[deformindex].deform = Q3DEFORM_BULGE;
2343 else if (!strcasecmp(parameter[1], "normal" )) shader.deforms[deformindex].deform = Q3DEFORM_NORMAL;
2344 else if (!strcasecmp(parameter[1], "wave" ))
2346 shader.deforms[deformindex].deform = Q3DEFORM_WAVE;
2347 shader.deforms[deformindex].wavefunc = Mod_LoadQ3Shaders_EnumerateWaveFunc(parameter[3]);
2348 for (i = 0;i < numparameters - 4 && i < Q3WAVEPARMS;i++)
2349 shader.deforms[deformindex].waveparms[i] = atof(parameter[i+4]);
2351 else if (!strcasecmp(parameter[1], "move" ))
2353 shader.deforms[deformindex].deform = Q3DEFORM_MOVE;
2354 shader.deforms[deformindex].wavefunc = Mod_LoadQ3Shaders_EnumerateWaveFunc(parameter[5]);
2355 for (i = 0;i < numparameters - 6 && i < Q3WAVEPARMS;i++)
2356 shader.deforms[deformindex].waveparms[i] = atof(parameter[i+6]);
2361 // hide this shader if a cvar said it should be killed
2362 if (shader.dpshaderkill)
2363 shader.numlayers = 0;
2364 // pick the primary layer to render with
2365 if (shader.numlayers)
2367 shader.backgroundlayer = -1;
2368 shader.primarylayer = 0;
2369 // if lightmap comes first this is definitely an ordinary texture
2370 // if the first two layers have the correct blendfuncs and use vertex alpha, it is a blended terrain shader
2371 if ((shader.layers[shader.primarylayer].texturename != NULL)
2372 && !strcasecmp(shader.layers[shader.primarylayer].texturename[0], "$lightmap"))
2374 shader.backgroundlayer = -1;
2375 shader.primarylayer = 1;
2377 else if (shader.numlayers >= 2
2378 && shader.layers[1].alphagen.alphagen == Q3ALPHAGEN_VERTEX
2379 && (shader.layers[0].blendfunc[0] == GL_ONE && shader.layers[0].blendfunc[1] == GL_ZERO && !shader.layers[0].alphatest)
2380 && ((shader.layers[1].blendfunc[0] == GL_SRC_ALPHA && shader.layers[1].blendfunc[1] == GL_ONE_MINUS_SRC_ALPHA)
2381 || (shader.layers[1].blendfunc[0] == GL_ONE && shader.layers[1].blendfunc[1] == GL_ZERO && shader.layers[1].alphatest)))
2383 // terrain blending or other effects
2384 shader.backgroundlayer = 0;
2385 shader.primarylayer = 1;
2388 // fix up multiple reflection types
2389 if(shader.textureflags & Q3TEXTUREFLAG_WATERSHADER)
2390 shader.textureflags &= ~(Q3TEXTUREFLAG_REFRACTION | Q3TEXTUREFLAG_REFLECTION | Q3TEXTUREFLAG_CAMERA);
2392 Q3Shader_AddToHash (&shader);
2396 FS_FreeSearch(search);
2397 // free custinfoparm values
2398 for (j = 0; j < numcustsurfaceparms; j++)
2399 Mem_Free(custsurfaceparmnames[j]);
2402 q3shaderinfo_t *Mod_LookupQ3Shader(const char *name)
2404 unsigned short hash;
2405 q3shader_hash_entry_t* entry;
2407 Mod_LoadQ3Shaders();
2408 hash = CRC_Block_CaseInsensitive ((const unsigned char *)name, strlen (name));
2409 entry = q3shader_data->hash + (hash % Q3SHADER_HASH_SIZE);
2410 while (entry != NULL)
2412 if (strcasecmp (entry->shader.name, name) == 0)
2413 return &entry->shader;
2414 entry = entry->chain;
2419 qboolean Mod_LoadTextureFromQ3Shader(texture_t *texture, const char *name, qboolean warnmissing, qboolean fallback, int defaulttexflags)
2422 int texflagsmask, texflagsor;
2423 qboolean success = true;
2424 q3shaderinfo_t *shader;
2427 strlcpy(texture->name, name, sizeof(texture->name));
2428 shader = name[0] ? Mod_LookupQ3Shader(name) : NULL;
2431 if(!(defaulttexflags & TEXF_PICMIP))
2432 texflagsmask &= ~TEXF_PICMIP;
2433 if(!(defaulttexflags & TEXF_COMPRESS))
2434 texflagsmask &= ~TEXF_COMPRESS;
2436 if(defaulttexflags & TEXF_ISWORLD)
2437 texflagsor |= TEXF_ISWORLD;
2438 if(defaulttexflags & TEXF_ISSPRITE)
2439 texflagsor |= TEXF_ISSPRITE;
2440 // unless later loaded from the shader
2441 texture->offsetmapping = (mod_noshader_default_offsetmapping.value) ? OFFSETMAPPING_DEFAULT : OFFSETMAPPING_OFF;
2442 texture->offsetscale = 1;
2443 texture->offsetbias = 0;
2444 texture->specularscalemod = 1;
2445 texture->specularpowermod = 1;
2446 texture->rtlightambient = 0;
2447 // WHEN ADDING DEFAULTS HERE, REMEMBER TO SYNC TO SHADER LOADING ABOVE
2448 // HERE, AND Q1BSP LOADING
2449 // JUST GREP FOR "specularscalemod = 1".
2453 if (developer_loading.integer)
2454 Con_Printf("%s: loaded shader for %s\n", loadmodel->name, name);
2455 texture->surfaceparms = shader->surfaceparms;
2457 // allow disabling of picmip or compression by defaulttexflags
2458 texture->textureflags = (shader->textureflags & texflagsmask) | texflagsor;
2460 if (shader->surfaceparms & Q3SURFACEPARM_SKY)
2462 texture->basematerialflags = MATERIALFLAG_SKY | MATERIALFLAG_NOSHADOW;
2463 if (shader->skyboxname[0])
2465 // quake3 seems to append a _ to the skybox name, so this must do so as well
2466 dpsnprintf(loadmodel->brush.skybox, sizeof(loadmodel->brush.skybox), "%s_", shader->skyboxname);
2469 else if ((texture->surfaceflags & Q3SURFACEFLAG_NODRAW) || shader->numlayers == 0)
2470 texture->basematerialflags = MATERIALFLAG_NODRAW | MATERIALFLAG_NOSHADOW;
2472 texture->basematerialflags = MATERIALFLAG_WALL;
2474 if (shader->layers[0].alphatest)
2475 texture->basematerialflags |= MATERIALFLAG_ALPHATEST | MATERIALFLAG_NOSHADOW;
2476 if (shader->textureflags & Q3TEXTUREFLAG_TWOSIDED)
2477 texture->basematerialflags |= MATERIALFLAG_NOSHADOW | MATERIALFLAG_NOCULLFACE;
2478 if (shader->textureflags & Q3TEXTUREFLAG_POLYGONOFFSET)
2480 texture->biaspolygonoffset += shader->biaspolygonoffset;
2481 texture->biaspolygonfactor += shader->biaspolygonfactor;
2483 if (shader->textureflags & Q3TEXTUREFLAG_REFRACTION)
2484 texture->basematerialflags |= MATERIALFLAG_REFRACTION;
2485 if (shader->textureflags & Q3TEXTUREFLAG_REFLECTION)
2486 texture->basematerialflags |= MATERIALFLAG_REFLECTION;
2487 if (shader->textureflags & Q3TEXTUREFLAG_WATERSHADER)
2488 texture->basematerialflags |= MATERIALFLAG_WATERSHADER;
2489 if (shader->textureflags & Q3TEXTUREFLAG_CAMERA)
2490 texture->basematerialflags |= MATERIALFLAG_CAMERA;
2491 texture->customblendfunc[0] = GL_ONE;
2492 texture->customblendfunc[1] = GL_ZERO;
2493 if (shader->numlayers > 0)
2495 texture->customblendfunc[0] = shader->layers[0].blendfunc[0];
2496 texture->customblendfunc[1] = shader->layers[0].blendfunc[1];
2498 Q3 shader blendfuncs actually used in the game (* = supported by DP)
2499 * additive GL_ONE GL_ONE
2500 additive weird GL_ONE GL_SRC_ALPHA
2501 additive weird 2 GL_ONE GL_ONE_MINUS_SRC_ALPHA
2502 * alpha GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA
2503 alpha inverse GL_ONE_MINUS_SRC_ALPHA GL_SRC_ALPHA
2504 brighten GL_DST_COLOR GL_ONE
2505 brighten GL_ONE GL_SRC_COLOR
2506 brighten weird GL_DST_COLOR GL_ONE_MINUS_DST_ALPHA
2507 brighten weird 2 GL_DST_COLOR GL_SRC_ALPHA
2508 * modulate GL_DST_COLOR GL_ZERO
2509 * modulate GL_ZERO GL_SRC_COLOR
2510 modulate inverse GL_ZERO GL_ONE_MINUS_SRC_COLOR
2511 modulate inverse alpha GL_ZERO GL_SRC_ALPHA
2512 modulate weird inverse GL_ONE_MINUS_DST_COLOR GL_ZERO
2513 * modulate x2 GL_DST_COLOR GL_SRC_COLOR
2514 * no blend GL_ONE GL_ZERO
2515 nothing GL_ZERO GL_ONE
2517 // if not opaque, figure out what blendfunc to use
2518 if (shader->layers[0].blendfunc[0] != GL_ONE || shader->layers[0].blendfunc[1] != GL_ZERO)
2520 if (shader->layers[0].blendfunc[0] == GL_ONE && shader->layers[0].blendfunc[1] == GL_ONE)
2521 texture->basematerialflags |= MATERIALFLAG_ADD | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
2522 else if (shader->layers[0].blendfunc[0] == GL_SRC_ALPHA && shader->layers[0].blendfunc[1] == GL_ONE)
2523 texture->basematerialflags |= MATERIALFLAG_ADD | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
2524 else if (shader->layers[0].blendfunc[0] == GL_SRC_ALPHA && shader->layers[0].blendfunc[1] == GL_ONE_MINUS_SRC_ALPHA)
2525 texture->basematerialflags |= MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
2527 texture->basematerialflags |= MATERIALFLAG_CUSTOMBLEND | MATERIALFLAG_FULLBRIGHT | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
2530 if (!shader->lighting)
2531 texture->basematerialflags |= MATERIALFLAG_FULLBRIGHT;
2532 if (shader->primarylayer >= 0)
2534 q3shaderinfo_layer_t* primarylayer = shader->layers + shader->primarylayer;
2535 // copy over many primarylayer parameters
2536 texture->rgbgen = primarylayer->rgbgen;
2537 texture->alphagen = primarylayer->alphagen;
2538 texture->tcgen = primarylayer->tcgen;
2539 memcpy(texture->tcmods, primarylayer->tcmods, sizeof(texture->tcmods));
2540 // load the textures
2541 texture->numskinframes = primarylayer->numframes;
2542 texture->skinframerate = primarylayer->framerate;
2543 for (j = 0;j < primarylayer->numframes;j++)
2545 if(cls.state == ca_dedicated)
2547 texture->skinframes[j] = NULL;
2549 else if (!(texture->skinframes[j] = R_SkinFrame_LoadExternal(primarylayer->texturename[j], (primarylayer->texflags & texflagsmask) | texflagsor, false)))
2551 Con_Printf("^1%s:^7 could not load texture ^3\"%s\"^7 (frame %i) for shader ^2\"%s\"\n", loadmodel->name, primarylayer->texturename[j], j, texture->name);
2552 texture->skinframes[j] = R_SkinFrame_LoadMissing();
2556 if (shader->backgroundlayer >= 0)
2558 q3shaderinfo_layer_t* backgroundlayer = shader->layers + shader->backgroundlayer;
2559 // copy over one secondarylayer parameter
2560 memcpy(texture->backgroundtcmods, backgroundlayer->tcmods, sizeof(texture->backgroundtcmods));
2561 // load the textures
2562 texture->backgroundnumskinframes = backgroundlayer->numframes;
2563 texture->backgroundskinframerate = backgroundlayer->framerate;
2564 for (j = 0;j < backgroundlayer->numframes;j++)
2566 if(cls.state == ca_dedicated)
2568 texture->skinframes[j] = NULL;
2570 else if (!(texture->backgroundskinframes[j] = R_SkinFrame_LoadExternal(backgroundlayer->texturename[j], (backgroundlayer->texflags & texflagsmask) | texflagsor, false)))
2572 Con_Printf("^1%s:^7 could not load texture ^3\"%s\"^7 (background frame %i) for shader ^2\"%s\"\n", loadmodel->name, backgroundlayer->texturename[j], j, texture->name);
2573 texture->backgroundskinframes[j] = R_SkinFrame_LoadMissing();
2577 if (shader->dpshadow)
2578 texture->basematerialflags &= ~MATERIALFLAG_NOSHADOW;
2579 if (shader->dpnoshadow)
2580 texture->basematerialflags |= MATERIALFLAG_NOSHADOW;
2581 if (shader->dpnortlight)
2582 texture->basematerialflags |= MATERIALFLAG_NORTLIGHT;
2583 memcpy(texture->deforms, shader->deforms, sizeof(texture->deforms));
2584 texture->reflectmin = shader->reflectmin;
2585 texture->reflectmax = shader->reflectmax;
2586 texture->refractfactor = shader->refractfactor;
2587 Vector4Copy(shader->refractcolor4f, texture->refractcolor4f);
2588 texture->reflectfactor = shader->reflectfactor;
2589 Vector4Copy(shader->reflectcolor4f, texture->reflectcolor4f);
2590 texture->r_water_wateralpha = shader->r_water_wateralpha;
2591 Vector2Copy(shader->r_water_waterscroll, texture->r_water_waterscroll);
2592 texture->offsetmapping = shader->offsetmapping;
2593 texture->offsetscale = shader->offsetscale;
2594 texture->offsetbias = shader->offsetbias;
2595 texture->specularscalemod = shader->specularscalemod;
2596 texture->specularpowermod = shader->specularpowermod;
2597 texture->rtlightambient = shader->rtlightambient;
2598 if (shader->dpreflectcube[0])
2599 texture->reflectcubetexture = R_GetCubemap(shader->dpreflectcube);
2601 // set up default supercontents (on q3bsp this is overridden by the q3bsp loader)
2602 texture->supercontents = SUPERCONTENTS_SOLID | SUPERCONTENTS_OPAQUE;
2603 if (shader->surfaceparms & Q3SURFACEPARM_LAVA ) texture->supercontents = SUPERCONTENTS_LAVA ;
2604 if (shader->surfaceparms & Q3SURFACEPARM_SLIME ) texture->supercontents = SUPERCONTENTS_SLIME ;
2605 if (shader->surfaceparms & Q3SURFACEPARM_WATER ) texture->supercontents = SUPERCONTENTS_WATER ;
2606 if (shader->surfaceparms & Q3SURFACEPARM_NONSOLID ) texture->supercontents = 0 ;
2607 if (shader->surfaceparms & Q3SURFACEPARM_PLAYERCLIP ) texture->supercontents = SUPERCONTENTS_PLAYERCLIP ;
2608 if (shader->surfaceparms & Q3SURFACEPARM_BOTCLIP ) texture->supercontents = SUPERCONTENTS_MONSTERCLIP ;
2609 if (shader->surfaceparms & Q3SURFACEPARM_SKY ) texture->supercontents = SUPERCONTENTS_SKY ;
2611 // if (shader->surfaceparms & Q3SURFACEPARM_ALPHASHADOW ) texture->supercontents |= SUPERCONTENTS_ALPHASHADOW ;
2612 // if (shader->surfaceparms & Q3SURFACEPARM_AREAPORTAL ) texture->supercontents |= SUPERCONTENTS_AREAPORTAL ;
2613 // if (shader->surfaceparms & Q3SURFACEPARM_CLUSTERPORTAL) texture->supercontents |= SUPERCONTENTS_CLUSTERPORTAL;
2614 // if (shader->surfaceparms & Q3SURFACEPARM_DETAIL ) texture->supercontents |= SUPERCONTENTS_DETAIL ;
2615 if (shader->surfaceparms & Q3SURFACEPARM_DONOTENTER ) texture->supercontents |= SUPERCONTENTS_DONOTENTER ;
2616 // if (shader->surfaceparms & Q3SURFACEPARM_FOG ) texture->supercontents |= SUPERCONTENTS_FOG ;
2617 if (shader->surfaceparms & Q3SURFACEPARM_LAVA ) texture->supercontents |= SUPERCONTENTS_LAVA ;
2618 // if (shader->surfaceparms & Q3SURFACEPARM_LIGHTFILTER ) texture->supercontents |= SUPERCONTENTS_LIGHTFILTER ;
2619 // if (shader->surfaceparms & Q3SURFACEPARM_METALSTEPS ) texture->supercontents |= SUPERCONTENTS_METALSTEPS ;
2620 // if (shader->surfaceparms & Q3SURFACEPARM_NODAMAGE ) texture->supercontents |= SUPERCONTENTS_NODAMAGE ;
2621 // if (shader->surfaceparms & Q3SURFACEPARM_NODLIGHT ) texture->supercontents |= SUPERCONTENTS_NODLIGHT ;
2622 // if (shader->surfaceparms & Q3SURFACEPARM_NODRAW ) texture->supercontents |= SUPERCONTENTS_NODRAW ;
2623 if (shader->surfaceparms & Q3SURFACEPARM_NODROP ) texture->supercontents |= SUPERCONTENTS_NODROP ;
2624 // if (shader->surfaceparms & Q3SURFACEPARM_NOIMPACT ) texture->supercontents |= SUPERCONTENTS_NOIMPACT ;
2625 // if (shader->surfaceparms & Q3SURFACEPARM_NOLIGHTMAP ) texture->supercontents |= SUPERCONTENTS_NOLIGHTMAP ;
2626 // if (shader->surfaceparms & Q3SURFACEPARM_NOMARKS ) texture->supercontents |= SUPERCONTENTS_NOMARKS ;
2627 // if (shader->surfaceparms & Q3SURFACEPARM_NOMIPMAPS ) texture->supercontents |= SUPERCONTENTS_NOMIPMAPS ;
2628 if (shader->surfaceparms & Q3SURFACEPARM_NONSOLID ) texture->supercontents &=~SUPERCONTENTS_SOLID ;
2629 // if (shader->surfaceparms & Q3SURFACEPARM_ORIGIN ) texture->supercontents |= SUPERCONTENTS_ORIGIN ;
2630 if (shader->surfaceparms & Q3SURFACEPARM_PLAYERCLIP ) texture->supercontents |= SUPERCONTENTS_PLAYERCLIP ;
2631 if (shader->surfaceparms & Q3SURFACEPARM_SKY ) texture->supercontents |= SUPERCONTENTS_SKY ;
2632 // if (shader->surfaceparms & Q3SURFACEPARM_SLICK ) texture->supercontents |= SUPERCONTENTS_SLICK ;
2633 if (shader->surfaceparms & Q3SURFACEPARM_SLIME ) texture->supercontents |= SUPERCONTENTS_SLIME ;
2634 // if (shader->surfaceparms & Q3SURFACEPARM_STRUCTURAL ) texture->supercontents |= SUPERCONTENTS_STRUCTURAL ;
2635 // if (shader->surfaceparms & Q3SURFACEPARM_TRANS ) texture->supercontents |= SUPERCONTENTS_TRANS ;
2636 if (shader->surfaceparms & Q3SURFACEPARM_WATER ) texture->supercontents |= SUPERCONTENTS_WATER ;
2637 // if (shader->surfaceparms & Q3SURFACEPARM_POINTLIGHT ) texture->supercontents |= SUPERCONTENTS_POINTLIGHT ;
2638 // if (shader->surfaceparms & Q3SURFACEPARM_HINT ) texture->supercontents |= SUPERCONTENTS_HINT ;
2639 // if (shader->surfaceparms & Q3SURFACEPARM_DUST ) texture->supercontents |= SUPERCONTENTS_DUST ;
2640 if (shader->surfaceparms & Q3SURFACEPARM_BOTCLIP ) texture->supercontents |= SUPERCONTENTS_BOTCLIP | SUPERCONTENTS_MONSTERCLIP;
2641 // if (shader->surfaceparms & Q3SURFACEPARM_LIGHTGRID ) texture->supercontents |= SUPERCONTENTS_LIGHTGRID ;
2642 // if (shader->surfaceparms & Q3SURFACEPARM_ANTIPORTAL ) texture->supercontents |= SUPERCONTENTS_ANTIPORTAL ;
2644 if (shader->dpmeshcollisions)
2645 texture->basematerialflags |= MATERIALFLAG_MESHCOLLISIONS;
2646 if (shader->dpshaderkill && developer_extra.integer)
2647 Con_DPrintf("^1%s:^7 killing shader ^3\"%s\" because of cvar\n", loadmodel->name, name);
2649 else if (!strcmp(texture->name, "noshader") || !texture->name[0])
2651 if (developer_extra.integer)
2652 Con_DPrintf("^1%s:^7 using fallback noshader material for ^3\"%s\"\n", loadmodel->name, name);
2653 texture->surfaceparms = 0;
2654 texture->supercontents = SUPERCONTENTS_SOLID | SUPERCONTENTS_OPAQUE;
2656 else if (!strcmp(texture->name, "common/nodraw") || !strcmp(texture->name, "textures/common/nodraw"))
2658 if (developer_extra.integer)
2659 Con_DPrintf("^1%s:^7 using fallback nodraw material for ^3\"%s\"\n", loadmodel->name, name);
2660 texture->surfaceparms = 0;
2661 texture->basematerialflags = MATERIALFLAG_NODRAW | MATERIALFLAG_NOSHADOW;
2662 texture->supercontents = SUPERCONTENTS_SOLID;
2666 if (developer_extra.integer)
2667 Con_DPrintf("^1%s:^7 No shader found for texture ^3\"%s\"\n", loadmodel->name, texture->name);
2668 texture->surfaceparms = 0;
2669 if (texture->surfaceflags & Q3SURFACEFLAG_NODRAW)
2671 texture->basematerialflags |= MATERIALFLAG_NODRAW | MATERIALFLAG_NOSHADOW;
2672 texture->supercontents = SUPERCONTENTS_SOLID;
2674 else if (texture->surfaceflags & Q3SURFACEFLAG_SKY)
2676 texture->basematerialflags |= MATERIALFLAG_SKY | MATERIALFLAG_NOSHADOW;
2677 texture->supercontents = SUPERCONTENTS_SKY;
2681 texture->basematerialflags |= MATERIALFLAG_WALL;
2682 texture->supercontents = SUPERCONTENTS_SOLID | SUPERCONTENTS_OPAQUE;
2684 texture->numskinframes = 1;
2685 if(cls.state == ca_dedicated)
2687 texture->skinframes[0] = NULL;
2694 if ((texture->skinframes[0] = R_SkinFrame_LoadExternal(texture->name, defaulttexflags, false)))
2696 if(texture->skinframes[0]->hasalpha)
2697 texture->basematerialflags |= MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
2704 if (!success && warnmissing)
2705 Con_Printf("^1%s:^7 could not load texture ^3\"%s\"\n", loadmodel->name, texture->name);
2708 // init the animation variables
2709 texture->currentframe = texture;
2710 if (texture->numskinframes < 1)
2711 texture->numskinframes = 1;
2712 if (!texture->skinframes[0])
2713 texture->skinframes[0] = R_SkinFrame_LoadMissing();
2714 texture->currentskinframe = texture->skinframes[0];
2715 texture->backgroundcurrentskinframe = texture->backgroundskinframes[0];
2719 skinfile_t *Mod_LoadSkinFiles(void)
2721 int i, words, line, wordsoverflow;
2724 skinfile_t *skinfile = NULL, *first = NULL;
2725 skinfileitem_t *skinfileitem;
2726 char word[10][MAX_QPATH];
2731 U_bodyBox,models/players/Legoman/BikerA2.tga
2732 U_RArm,models/players/Legoman/BikerA1.tga
2733 U_LArm,models/players/Legoman/BikerA1.tga
2734 U_armor,common/nodraw
2735 U_sword,common/nodraw
2736 U_shield,common/nodraw
2737 U_homb,common/nodraw
2738 U_backpack,common/nodraw
2739 U_colcha,common/nodraw
2744 memset(word, 0, sizeof(word));
2745 for (i = 0;i < 256 && (data = text = (char *)FS_LoadFile(va(vabuf, sizeof(vabuf), "%s_%i.skin", loadmodel->name, i), tempmempool, true, NULL));i++)
2747 // If it's the first file we parse
2748 if (skinfile == NULL)
2750 skinfile = (skinfile_t *)Mem_Alloc(loadmodel->mempool, sizeof(skinfile_t));
2755 skinfile->next = (skinfile_t *)Mem_Alloc(loadmodel->mempool, sizeof(skinfile_t));
2756 skinfile = skinfile->next;
2758 skinfile->next = NULL;
2760 for(line = 0;;line++)
2763 if (!COM_ParseToken_QuakeC(&data, true))
2765 if (!strcmp(com_token, "\n"))
2768 wordsoverflow = false;
2772 strlcpy(word[words++], com_token, sizeof (word[0]));
2774 wordsoverflow = true;
2776 while (COM_ParseToken_QuakeC(&data, true) && strcmp(com_token, "\n"));
2779 Con_Printf("Mod_LoadSkinFiles: parsing error in file \"%s_%i.skin\" on line #%i: line with too many statements, skipping\n", loadmodel->name, i, line);
2782 // words is always >= 1
2783 if (!strcmp(word[0], "replace"))
2787 if (developer_loading.integer)
2788 Con_Printf("Mod_LoadSkinFiles: parsed mesh \"%s\" shader replacement \"%s\"\n", word[1], word[2]);
2789 skinfileitem = (skinfileitem_t *)Mem_Alloc(loadmodel->mempool, sizeof(skinfileitem_t));
2790 skinfileitem->next = skinfile->items;
2791 skinfile->items = skinfileitem;
2792 strlcpy (skinfileitem->name, word[1], sizeof (skinfileitem->name));
2793 strlcpy (skinfileitem->replacement, word[2], sizeof (skinfileitem->replacement));
2796 Con_Printf("Mod_LoadSkinFiles: parsing error in file \"%s_%i.skin\" on line #%i: wrong number of parameters to command \"%s\", see documentation in DP_GFX_SKINFILES extension in dpextensions.qc\n", loadmodel->name, i, line, word[0]);
2798 else if (words >= 2 && !strncmp(word[0], "tag_", 4))
2800 // tag name, like "tag_weapon,"
2801 // not used for anything (not even in Quake3)
2803 else if (words >= 2 && !strcmp(word[1], ","))
2805 // mesh shader name, like "U_RArm,models/players/Legoman/BikerA1.tga"
2806 if (developer_loading.integer)
2807 Con_Printf("Mod_LoadSkinFiles: parsed mesh \"%s\" shader replacement \"%s\"\n", word[0], word[2]);
2808 skinfileitem = (skinfileitem_t *)Mem_Alloc(loadmodel->mempool, sizeof(skinfileitem_t));
2809 skinfileitem->next = skinfile->items;
2810 skinfile->items = skinfileitem;
2811 strlcpy (skinfileitem->name, word[0], sizeof (skinfileitem->name));
2812 strlcpy (skinfileitem->replacement, word[2], sizeof (skinfileitem->replacement));
2815 Con_Printf("Mod_LoadSkinFiles: parsing error in file \"%s_%i.skin\" on line #%i: does not look like tag or mesh specification, or replace command, see documentation in DP_GFX_SKINFILES extension in dpextensions.qc\n", loadmodel->name, i, line);
2820 loadmodel->numskins = i;
2824 void Mod_FreeSkinFiles(skinfile_t *skinfile)
2827 skinfileitem_t *skinfileitem, *nextitem;
2828 for (;skinfile;skinfile = next)
2830 next = skinfile->next;
2831 for (skinfileitem = skinfile->items;skinfileitem;skinfileitem = nextitem)
2833 nextitem = skinfileitem->next;
2834 Mem_Free(skinfileitem);
2840 int Mod_CountSkinFiles(skinfile_t *skinfile)
2843 for (i = 0;skinfile;skinfile = skinfile->next, i++);
2847 void Mod_SnapVertices(int numcomponents, int numvertices, float *vertices, float snap)
2850 double isnap = 1.0 / snap;
2851 for (i = 0;i < numvertices*numcomponents;i++)
2852 vertices[i] = floor(vertices[i]*isnap)*snap;
2855 int Mod_RemoveDegenerateTriangles(int numtriangles, const int *inelement3i, int *outelement3i, const float *vertex3f)
2857 int i, outtriangles;
2858 float edgedir1[3], edgedir2[3], temp[3];
2859 // a degenerate triangle is one with no width (thickness, surface area)
2860 // these are characterized by having all 3 points colinear (along a line)
2861 // or having two points identical
2862 // the simplest check is to calculate the triangle's area
2863 for (i = 0, outtriangles = 0;i < numtriangles;i++, inelement3i += 3)
2865 // calculate first edge
2866 VectorSubtract(vertex3f + inelement3i[1] * 3, vertex3f + inelement3i[0] * 3, edgedir1);
2867 VectorSubtract(vertex3f + inelement3i[2] * 3, vertex3f + inelement3i[0] * 3, edgedir2);
2868 CrossProduct(edgedir1, edgedir2, temp);
2869 if (VectorLength2(temp) < 0.001f)
2870 continue; // degenerate triangle (no area)
2871 // valid triangle (has area)
2872 VectorCopy(inelement3i, outelement3i);
2876 return outtriangles;
2879 void Mod_VertexRangeFromElements(int numelements, const int *elements, int *firstvertexpointer, int *lastvertexpointer)
2882 int firstvertex, lastvertex;
2883 if (numelements > 0 && elements)
2885 firstvertex = lastvertex = elements[0];
2886 for (i = 1;i < numelements;i++)
2889 firstvertex = min(firstvertex, e);
2890 lastvertex = max(lastvertex, e);
2894 firstvertex = lastvertex = 0;
2895 if (firstvertexpointer)
2896 *firstvertexpointer = firstvertex;
2897 if (lastvertexpointer)
2898 *lastvertexpointer = lastvertex;
2901 void Mod_MakeSortedSurfaces(dp_model_t *mod)
2903 // make an optimal set of texture-sorted batches to draw...
2905 int *firstsurfacefortexture;
2906 int *numsurfacesfortexture;
2907 if (!mod->sortedmodelsurfaces)
2908 mod->sortedmodelsurfaces = (int *) Mem_Alloc(loadmodel->mempool, mod->nummodelsurfaces * sizeof(*mod->sortedmodelsurfaces));
2909 firstsurfacefortexture = (int *) Mem_Alloc(tempmempool, mod->num_textures * sizeof(*firstsurfacefortexture));
2910 numsurfacesfortexture = (int *) Mem_Alloc(tempmempool, mod->num_textures * sizeof(*numsurfacesfortexture));
2911 memset(numsurfacesfortexture, 0, mod->num_textures * sizeof(*numsurfacesfortexture));
2912 for (j = 0;j < mod->nummodelsurfaces;j++)
2914 const msurface_t *surface = mod->data_surfaces + j + mod->firstmodelsurface;
2915 int t = (int)(surface->texture - mod->data_textures);
2916 numsurfacesfortexture[t]++;
2919 for (t = 0;t < mod->num_textures;t++)
2921 firstsurfacefortexture[t] = j;
2922 j += numsurfacesfortexture[t];
2924 for (j = 0;j < mod->nummodelsurfaces;j++)
2926 const msurface_t *surface = mod->data_surfaces + j + mod->firstmodelsurface;
2927 int t = (int)(surface->texture - mod->data_textures);
2928 mod->sortedmodelsurfaces[firstsurfacefortexture[t]++] = j + mod->firstmodelsurface;
2930 Mem_Free(firstsurfacefortexture);
2931 Mem_Free(numsurfacesfortexture);
2934 void Mod_BuildVBOs(void)
2936 if (!loadmodel->surfmesh.num_vertices)
2939 if (gl_paranoid.integer && loadmodel->surfmesh.data_element3s && loadmodel->surfmesh.data_element3i)
2942 for (i = 0;i < loadmodel->surfmesh.num_triangles*3;i++)
2944 if (loadmodel->surfmesh.data_element3s[i] != loadmodel->surfmesh.data_element3i[i])
2946 Con_Printf("Mod_BuildVBOs: element %u is incorrect (%u should be %u)\n", i, loadmodel->surfmesh.data_element3s[i], loadmodel->surfmesh.data_element3i[i]);
2947 loadmodel->surfmesh.data_element3s[i] = loadmodel->surfmesh.data_element3i[i];
2952 // build r_vertexmesh_t array
2953 // (compressed interleaved array for D3D)
2954 if (!loadmodel->surfmesh.vertexmesh && vid.useinterleavedarrays)
2957 int numvertices = loadmodel->surfmesh.num_vertices;
2958 r_vertexmesh_t *vertexmesh;
2959 loadmodel->surfmesh.vertexmesh = vertexmesh = (r_vertexmesh_t*)Mem_Alloc(loadmodel->mempool, numvertices * sizeof(*loadmodel->surfmesh.vertexmesh));
2960 for (vertexindex = 0;vertexindex < numvertices;vertexindex++, vertexmesh++)
2962 VectorCopy(loadmodel->surfmesh.data_vertex3f + 3*vertexindex, vertexmesh->vertex3f);
2963 VectorScale(loadmodel->surfmesh.data_svector3f + 3*vertexindex, 1.0f, vertexmesh->svector3f);
2964 VectorScale(loadmodel->surfmesh.data_tvector3f + 3*vertexindex, 1.0f, vertexmesh->tvector3f);
2965 VectorScale(loadmodel->surfmesh.data_normal3f + 3*vertexindex, 1.0f, vertexmesh->normal3f);
2966 if (loadmodel->surfmesh.data_lightmapcolor4f)
2967 Vector4Copy(loadmodel->surfmesh.data_lightmapcolor4f + 4*vertexindex, vertexmesh->color4f);
2968 Vector2Copy(loadmodel->surfmesh.data_texcoordtexture2f + 2*vertexindex, vertexmesh->texcoordtexture2f);
2969 if (loadmodel->surfmesh.data_texcoordlightmap2f)
2970 Vector2Scale(loadmodel->surfmesh.data_texcoordlightmap2f + 2*vertexindex, 1.0f, vertexmesh->texcoordlightmap2f);
2974 // upload r_vertexmesh_t array as a buffer
2975 if (loadmodel->surfmesh.vertexmesh && !loadmodel->surfmesh.vertexmeshbuffer)
2976 loadmodel->surfmesh.vertexmeshbuffer = R_Mesh_CreateMeshBuffer(loadmodel->surfmesh.vertexmesh, loadmodel->surfmesh.num_vertices * sizeof(*loadmodel->surfmesh.vertexmesh), loadmodel->name, false, false, false);
2978 // upload vertex3f array as a buffer
2979 if (loadmodel->surfmesh.data_vertex3f && !loadmodel->surfmesh.vertex3fbuffer)
2980 loadmodel->surfmesh.vertex3fbuffer = R_Mesh_CreateMeshBuffer(loadmodel->surfmesh.data_vertex3f, loadmodel->surfmesh.num_vertices * sizeof(float[3]), loadmodel->name, false, false, false);
2982 // upload short indices as a buffer
2983 if (loadmodel->surfmesh.data_element3s && !loadmodel->surfmesh.data_element3s_indexbuffer)
2984 loadmodel->surfmesh.data_element3s_indexbuffer = R_Mesh_CreateMeshBuffer(loadmodel->surfmesh.data_element3s, loadmodel->surfmesh.num_triangles * sizeof(short[3]), loadmodel->name, true, false, true);
2986 // upload int indices as a buffer
2987 if (loadmodel->surfmesh.data_element3i && !loadmodel->surfmesh.data_element3i_indexbuffer && !loadmodel->surfmesh.data_element3s)
2988 loadmodel->surfmesh.data_element3i_indexbuffer = R_Mesh_CreateMeshBuffer(loadmodel->surfmesh.data_element3i, loadmodel->surfmesh.num_triangles * sizeof(int[3]), loadmodel->name, true, false, false);
2990 // only build a vbo if one has not already been created (this is important for brush models which load specially)
2991 // vertex buffer is several arrays and we put them in the same buffer
2993 // is this wise? the texcoordtexture2f array is used with dynamic
2994 // vertex/svector/tvector/normal when rendering animated models, on the
2995 // other hand animated models don't use a lot of vertices anyway...
2996 if (!loadmodel->surfmesh.vbo_vertexbuffer && !vid.useinterleavedarrays)
3001 loadmodel->surfmesh.vbooffset_vertex3f = size;if (loadmodel->surfmesh.data_vertex3f ) size += loadmodel->surfmesh.num_vertices * sizeof(float[3]);
3002 loadmodel->surfmesh.vbooffset_svector3f = size;if (loadmodel->surfmesh.data_svector3f ) size += loadmodel->surfmesh.num_vertices * sizeof(float[3]);
3003 loadmodel->surfmesh.vbooffset_tvector3f = size;if (loadmodel->surfmesh.data_tvector3f ) size += loadmodel->surfmesh.num_vertices * sizeof(float[3]);
3004 loadmodel->surfmesh.vbooffset_normal3f = size;if (loadmodel->surfmesh.data_normal3f ) size += loadmodel->surfmesh.num_vertices * sizeof(float[3]);
3005 loadmodel->surfmesh.vbooffset_texcoordtexture2f = size;if (loadmodel->surfmesh.data_texcoordtexture2f ) size += loadmodel->surfmesh.num_vertices * sizeof(float[2]);
3006 loadmodel->surfmesh.vbooffset_texcoordlightmap2f = size;if (loadmodel->surfmesh.data_texcoordlightmap2f) size += loadmodel->surfmesh.num_vertices * sizeof(float[2]);
3007 loadmodel->surfmesh.vbooffset_lightmapcolor4f = size;if (loadmodel->surfmesh.data_lightmapcolor4f ) size += loadmodel->surfmesh.num_vertices * sizeof(float[4]);
3008 mem = (unsigned char *)Mem_Alloc(tempmempool, size);
3009 if (loadmodel->surfmesh.data_vertex3f ) memcpy(mem + loadmodel->surfmesh.vbooffset_vertex3f , loadmodel->surfmesh.data_vertex3f , loadmodel->surfmesh.num_vertices * sizeof(float[3]));
3010 if (loadmodel->surfmesh.data_svector3f ) memcpy(mem + loadmodel->surfmesh.vbooffset_svector3f , loadmodel->surfmesh.data_svector3f , loadmodel->surfmesh.num_vertices * sizeof(float[3]));
3011 if (loadmodel->surfmesh.data_tvector3f ) memcpy(mem + loadmodel->surfmesh.vbooffset_tvector3f , loadmodel->surfmesh.data_tvector3f , loadmodel->surfmesh.num_vertices * sizeof(float[3]));
3012 if (loadmodel->surfmesh.data_normal3f ) memcpy(mem + loadmodel->surfmesh.vbooffset_normal3f , loadmodel->surfmesh.data_normal3f , loadmodel->surfmesh.num_vertices * sizeof(float[3]));
3013 if (loadmodel->surfmesh.data_texcoordtexture2f ) memcpy(mem + loadmodel->surfmesh.vbooffset_texcoordtexture2f , loadmodel->surfmesh.data_texcoordtexture2f , loadmodel->surfmesh.num_vertices * sizeof(float[2]));
3014 if (loadmodel->surfmesh.data_texcoordlightmap2f) memcpy(mem + loadmodel->surfmesh.vbooffset_texcoordlightmap2f, loadmodel->surfmesh.data_texcoordlightmap2f, loadmodel->surfmesh.num_vertices * sizeof(float[2]));
3015 if (loadmodel->surfmesh.data_lightmapcolor4f ) memcpy(mem + loadmodel->surfmesh.vbooffset_lightmapcolor4f , loadmodel->surfmesh.data_lightmapcolor4f , loadmodel->surfmesh.num_vertices * sizeof(float[4]));
3016 loadmodel->surfmesh.vbo_vertexbuffer = R_Mesh_CreateMeshBuffer(mem, size, loadmodel->name, false, false, false);
3021 static void Mod_Decompile_OBJ(dp_model_t *model, const char *filename, const char *mtlfilename, const char *originalfilename)
3023 int submodelindex, vertexindex, surfaceindex, triangleindex, textureindex, countvertices = 0, countsurfaces = 0, countfaces = 0, counttextures = 0;
3025 const char *texname;
3027 const float *v, *vn, *vt;
3029 size_t outbufferpos = 0;
3030 size_t outbuffermax = 0x100000;
3031 char *outbuffer = (char *) Z_Malloc(outbuffermax), *oldbuffer;
3032 const msurface_t *surface;
3033 const int maxtextures = 256;
3034 char *texturenames = (char *) Z_Malloc(maxtextures * MAX_QPATH);
3035 dp_model_t *submodel;
3037 // construct the mtllib file
3038 l = dpsnprintf(outbuffer + outbufferpos, outbuffermax - outbufferpos, "# mtllib for %s exported by darkplaces engine\n", originalfilename);
3041 for (surfaceindex = 0, surface = model->data_surfaces;surfaceindex < model->num_surfaces;surfaceindex++, surface++)
3044 countvertices += surface->num_vertices;
3045 countfaces += surface->num_triangles;
3046 texname = (surface->texture && surface->texture->name[0]) ? surface->texture->name : "default";
3047 for (textureindex = 0;textureindex < counttextures;textureindex++)
3048 if (!strcmp(texturenames + textureindex * MAX_QPATH, texname))
3050 if (textureindex < counttextures)
3051 continue; // already wrote this material entry
3052 if (textureindex >= maxtextures)
3053 continue; // just a precaution
3054 textureindex = counttextures++;
3055 strlcpy(texturenames + textureindex * MAX_QPATH, texname, MAX_QPATH);
3056 if (outbufferpos >= outbuffermax >> 1)
3059 oldbuffer = outbuffer;
3060 outbuffer = (char *) Z_Malloc(outbuffermax);
3061 memcpy(outbuffer, oldbuffer, outbufferpos);
3064 l = dpsnprintf(outbuffer + outbufferpos, outbuffermax - outbufferpos, "newmtl %s\nNs 96.078431\nKa 0 0 0\nKd 0.64 0.64 0.64\nKs 0.5 0.5 0.5\nNi 1\nd 1\nillum 2\nmap_Kd %s%s\n\n", texname, texname, strstr(texname, ".tga") ? "" : ".tga");
3069 // write the mtllib file
3070 FS_WriteFile(mtlfilename, outbuffer, outbufferpos);
3072 // construct the obj file
3074 l = dpsnprintf(outbuffer + outbufferpos, outbuffermax - outbufferpos, "# model exported from %s by darkplaces engine\n# %i vertices, %i faces, %i surfaces\nmtllib %s\n", originalfilename, countvertices, countfaces, countsurfaces, mtlfilename);
3078 for (vertexindex = 0, v = model->surfmesh.data_vertex3f, vn = model->surfmesh.data_normal3f, vt = model->surfmesh.data_texcoordtexture2f;vertexindex < model->surfmesh.num_vertices;vertexindex++, v += 3, vn += 3, vt += 2)
3080 if (outbufferpos >= outbuffermax >> 1)
3083 oldbuffer = outbuffer;
3084 outbuffer = (char *) Z_Malloc(outbuffermax);
3085 memcpy(outbuffer, oldbuffer, outbufferpos);
3088 l = dpsnprintf(outbuffer + outbufferpos, outbuffermax - outbufferpos, "v %f %f %f\nvn %f %f %f\nvt %f %f\n", v[0], v[2], v[1], vn[0], vn[2], vn[1], vt[0], 1-vt[1]);
3093 for (submodelindex = 0;submodelindex < max(1, model->brush.numsubmodels);submodelindex++)
3095 l = dpsnprintf(outbuffer + outbufferpos, outbuffermax - outbufferpos, "o %i\n", submodelindex);
3098 submodel = model->brush.numsubmodels ? model->brush.submodels[submodelindex] : model;
3099 for (surfaceindex = 0;surfaceindex < submodel->nummodelsurfaces;surfaceindex++)
3101 surface = model->data_surfaces + submodel->sortedmodelsurfaces[surfaceindex];
3102 l = dpsnprintf(outbuffer + outbufferpos, outbuffermax - outbufferpos, "usemtl %s\n", (surface->texture && surface->texture->name[0]) ? surface->texture->name : "default");
3105 for (triangleindex = 0, e = model->surfmesh.data_element3i + surface->num_firsttriangle * 3;triangleindex < surface->num_triangles;triangleindex++, e += 3)
3107 if (outbufferpos >= outbuffermax >> 1)
3110 oldbuffer = outbuffer;
3111 outbuffer = (char *) Z_Malloc(outbuffermax);
3112 memcpy(outbuffer, oldbuffer, outbufferpos);
3118 l = dpsnprintf(outbuffer + outbufferpos, outbuffermax - outbufferpos, "f %i/%i/%i %i/%i/%i %i/%i/%i\n", a,a,a,b,b,b,c,c,c);
3125 // write the obj file
3126 FS_WriteFile(filename, outbuffer, outbufferpos);
3130 Z_Free(texturenames);
3133 Con_Printf("Wrote %s (%i bytes, %i vertices, %i faces, %i surfaces with %i distinct textures)\n", filename, (int)outbufferpos, countvertices, countfaces, countsurfaces, counttextures);
3136 static void Mod_Decompile_SMD(dp_model_t *model, const char *filename, int firstpose, int numposes, qboolean writetriangles)
3138 int countnodes = 0, counttriangles = 0, countframes = 0;
3146 size_t outbufferpos = 0;
3147 size_t outbuffermax = 0x100000;
3148 char *outbuffer = (char *) Z_Malloc(outbuffermax), *oldbuffer;
3149 const msurface_t *surface;
3150 l = dpsnprintf(outbuffer + outbufferpos, outbuffermax - outbufferpos, "version 1\nnodes\n");
3153 for (transformindex = 0;transformindex < model->num_bones;transformindex++)
3155 if (outbufferpos >= outbuffermax >> 1)
3158 oldbuffer = outbuffer;
3159 outbuffer = (char *) Z_Malloc(outbuffermax);
3160 memcpy(outbuffer, oldbuffer, outbufferpos);
3164 l = dpsnprintf(outbuffer + outbufferpos, outbuffermax - outbufferpos, "%3i \"%s\" %3i\n", transformindex, model->data_bones[transformindex].name, model->data_bones[transformindex].parent);
3168 l = dpsnprintf(outbuffer + outbufferpos, outbuffermax - outbufferpos, "end\nskeleton\n");
3171 for (poseindex = 0;poseindex < numposes;poseindex++)
3174 l = dpsnprintf(outbuffer + outbufferpos, outbuffermax - outbufferpos, "time %i\n", poseindex);
3177 for (transformindex = 0;transformindex < model->num_bones;transformindex++)
3181 matrix4x4_t posematrix;
3182 if (outbufferpos >= outbuffermax >> 1)
3185 oldbuffer = outbuffer;
3186 outbuffer = (char *) Z_Malloc(outbuffermax);
3187 memcpy(outbuffer, oldbuffer, outbufferpos);
3191 // strangely the smd angles are for a transposed matrix, so we
3192 // have to generate a transposed matrix, then convert that...
3193 Matrix4x4_FromBonePose6s(&posematrix, model->num_posescale, model->data_poses6s + 6*(model->num_bones * poseindex + transformindex));
3194 Matrix4x4_ToArray12FloatGL(&posematrix, mtest[0]);
3195 AnglesFromVectors(angles, mtest[0], mtest[2], false);
3196 if (angles[0] >= 180) angles[0] -= 360;
3197 if (angles[1] >= 180) angles[1] -= 360;
3198 if (angles[2] >= 180) angles[2] -= 360;
3202 float a = DEG2RAD(angles[ROLL]);
3203 float b = DEG2RAD(angles[PITCH]);
3204 float c = DEG2RAD(angles[YAW]);
3205 float cy, sy, cp, sp, cr, sr;
3207 // smd matrix construction, for comparing
3218 test[1][0] = sr*sp*cy+cr*-sy;
3219 test[1][1] = sr*sp*sy+cr*cy;
3221 test[2][0] = (cr*sp*cy+-sr*-sy);
3222 test[2][1] = (cr*sp*sy+-sr*cy);
3224 test[3][0] = pose[9];
3225 test[3][1] = pose[10];
3226 test[3][2] = pose[11];
3229 l = dpsnprintf(outbuffer + outbufferpos, outbuffermax - outbufferpos, "%3i %f %f %f %f %f %f\n", transformindex, mtest[3][0], mtest[3][1], mtest[3][2], DEG2RAD(angles[ROLL]), DEG2RAD(angles[PITCH]), DEG2RAD(angles[YAW]));
3234 l = dpsnprintf(outbuffer + outbufferpos, outbuffermax - outbufferpos, "end\n");
3239 l = dpsnprintf(outbuffer + outbufferpos, outbuffermax - outbufferpos, "triangles\n");
3242 for (surfaceindex = 0, surface = model->data_surfaces;surfaceindex < model->num_surfaces;surfaceindex++, surface++)
3244 for (triangleindex = 0, e = model->surfmesh.data_element3i + surface->num_firsttriangle * 3;triangleindex < surface->num_triangles;triangleindex++, e += 3)
3247 if (outbufferpos >= outbuffermax >> 1)
3250 oldbuffer = outbuffer;
3251 outbuffer = (char *) Z_Malloc(outbuffermax);
3252 memcpy(outbuffer, oldbuffer, outbufferpos);
3255 l = dpsnprintf(outbuffer + outbufferpos, outbuffermax - outbufferpos, "%s\n", surface->texture && surface->texture->name[0] ? surface->texture->name : "default.bmp");
3258 for (cornerindex = 0;cornerindex < 3;cornerindex++)
3260 const int index = e[2-cornerindex];
3261 const float *v = model->surfmesh.data_vertex3f + index * 3;
3262 const float *vn = model->surfmesh.data_normal3f + index * 3;
3263 const float *vt = model->surfmesh.data_texcoordtexture2f + index * 2;
3264 const int b = model->surfmesh.blends[index];
3265 if (b < model->num_bones)
3266 l = dpsnprintf(outbuffer + outbufferpos, outbuffermax - outbufferpos, "%3i %f %f %f %f %f %f %f %f\n" , b, v[0], v[1], v[2], vn[0], vn[1], vn[2], vt[0], 1 - vt[1]);
3269 const blendweights_t *w = model->surfmesh.data_blendweights + b - model->num_bones;
3270 const unsigned char *wi = w->index;
3271 const unsigned char *wf = w->influence;
3272 if (wf[3]) l = dpsnprintf(outbuffer + outbufferpos, outbuffermax - outbufferpos, "%3i %f %f %f %f %f %f %f %f 4 %i %f %i %f %i %f %i %f\n", wi[0], v[0], v[1], v[2], vn[0], vn[1], vn[2], vt[0], 1 - vt[1], wi[0], wf[0]/255.0f, wi[1], wf[1]/255.0f, wi[2], wf[2]/255.0f, wi[3], wf[3]/255.0f);
3273 else if (wf[2]) l = dpsnprintf(outbuffer + outbufferpos, outbuffermax - outbufferpos, "%3i %f %f %f %f %f %f %f %f 3 %i %f %i %f %i %f\n" , wi[0], v[0], v[1], v[2], vn[0], vn[1], vn[2], vt[0], 1 - vt[1], wi[0], wf[0]/255.0f, wi[1], wf[1]/255.0f, wi[2], wf[2]/255.0f);
3274 else if (wf[1]) l = dpsnprintf(outbuffer + outbufferpos, outbuffermax - outbufferpos, "%3i %f %f %f %f %f %f %f %f 2 %i %f %i %f\n" , wi[0], v[0], v[1], v[2], vn[0], vn[1], vn[2], vt[0], 1 - vt[1], wi[0], wf[0]/255.0f, wi[1], wf[1]/255.0f);
3275 else l = dpsnprintf(outbuffer + outbufferpos, outbuffermax - outbufferpos, "%3i %f %f %f %f %f %f %f %f\n" , wi[0], v[0], v[1], v[2], vn[0], vn[1], vn[2], vt[0], 1 - vt[1]);
3282 l = dpsnprintf(outbuffer + outbufferpos, outbuffermax - outbufferpos, "end\n");
3287 FS_WriteFile(filename, outbuffer, outbufferpos);
3290 Con_Printf("Wrote %s (%i bytes, %i nodes, %i frames, %i triangles)\n", filename, (int)outbufferpos, countnodes, countframes, counttriangles);
3297 decompiles a model to editable files
3300 static void Mod_Decompile_f(void)
3302 int i, j, k, l, first, count;
3304 char inname[MAX_QPATH];
3305 char outname[MAX_QPATH];
3306 char mtlname[MAX_QPATH];
3307 char basename[MAX_QPATH];
3308 char animname[MAX_QPATH];
3309 char animname2[MAX_QPATH];
3310 char zymtextbuffer[16384];
3311 char dpmtextbuffer[16384];
3312 char framegroupstextbuffer[16384];
3313 int zymtextsize = 0;
3314 int dpmtextsize = 0;
3315 int framegroupstextsize = 0;
3318 if (Cmd_Argc() != 2)
3320 Con_Print("usage: modeldecompile <filename>\n");
3324 strlcpy(inname, Cmd_Argv(1), sizeof(inname));
3325 FS_StripExtension(inname, basename, sizeof(basename));
3327 mod = Mod_ForName(inname, false, true, inname[0] == '*' ? cl.model_name[1] : NULL);
3328 if (mod->brush.submodel)
3330 // if we're decompiling a submodel, be sure to give it a proper name based on its parent
3331 FS_StripExtension(cl.model_name[1], outname, sizeof(outname));
3332 dpsnprintf(basename, sizeof(basename), "%s/%s", outname, mod->name);
3337 Con_Print("No such model\n");
3340 if (!mod->surfmesh.num_triangles)
3342 Con_Print("Empty model (or sprite)\n");
3346 // export OBJ if possible (not on sprites)
3347 if (mod->surfmesh.num_triangles)
3349 dpsnprintf(outname, sizeof(outname), "%s_decompiled.obj", basename);
3350 dpsnprintf(mtlname, sizeof(mtlname), "%s_decompiled.mtl", basename);
3351 Mod_Decompile_OBJ(mod, outname, mtlname, inname);
3354 // export SMD if possible (only for skeletal models)
3355 if (mod->surfmesh.num_triangles && mod->num_bones)
3357 dpsnprintf(outname, sizeof(outname), "%s_decompiled/ref1.smd", basename);
3358 Mod_Decompile_SMD(mod, outname, 0, 1, true);
3359 l = dpsnprintf(zymtextbuffer + zymtextsize, sizeof(zymtextbuffer) - zymtextsize, "output out.zym\nscale 1\norigin 0 0 0\nmesh ref1.smd\n");
3360 if (l > 0) zymtextsize += l;
3361 l = dpsnprintf(dpmtextbuffer + dpmtextsize, sizeof(dpmtextbuffer) - dpmtextsize, "outputdir .\nmodel out\nscale 1\norigin 0 0 0\nscene ref1.smd\n");
3362 if (l > 0) dpmtextsize += l;
3363 for (i = 0;i < mod->numframes;i = j)
3365 strlcpy(animname, mod->animscenes[i].name, sizeof(animname));
3366 first = mod->animscenes[i].firstframe;
3367 if (mod->animscenes[i].framecount > 1)
3370 count = mod->animscenes[i].framecount;
3376 // check for additional frames with same name
3377 for (l = 0, k = strlen(animname);animname[l];l++)
3378 if(animname[l] < '0' || animname[l] > '9')
3380 if(k > 0 && animname[k-1] == '_')
3383 count = mod->num_poses - first;
3384 for (j = i + 1;j < mod->numframes;j++)
3386 strlcpy(animname2, mod->animscenes[j].name, sizeof(animname2));
3387 for (l = 0, k = strlen(animname2);animname2[l];l++)
3388 if(animname2[l] < '0' || animname2[l] > '9')
3390 if(k > 0 && animname[k-1] == '_')
3393 if (strcmp(animname2, animname) || mod->animscenes[j].framecount > 1)
3395 count = mod->animscenes[j].firstframe - first;
3399 // if it's only one frame, use the original frame name
3401 strlcpy(animname, mod->animscenes[i].name, sizeof(animname));
3404 dpsnprintf(outname, sizeof(outname), "%s_decompiled/%s.smd", basename, animname);
3405 Mod_Decompile_SMD(mod, outname, first, count, false);
3406 if (zymtextsize < (int)sizeof(zymtextbuffer) - 100)
3408 l = dpsnprintf(zymtextbuffer + zymtextsize, sizeof(zymtextbuffer) - zymtextsize, "scene %s.smd fps %g %s\n", animname, mod->animscenes[i].framerate, mod->animscenes[i].loop ? "" : " noloop");
3409 if (l > 0) zymtextsize += l;
3411 if (dpmtextsize < (int)sizeof(dpmtextbuffer) - 100)
3413 l = dpsnprintf(dpmtextbuffer + dpmtextsize, sizeof(dpmtextbuffer) - dpmtextsize, "scene %s.smd fps %g %s\n", animname, mod->animscenes[i].framerate, mod->animscenes[i].loop ? "" : " noloop");
3414 if (l > 0) dpmtextsize += l;
3416 if (framegroupstextsize < (int)sizeof(framegroupstextbuffer) - 100)
3418 l = dpsnprintf(framegroupstextbuffer + framegroupstextsize, sizeof(framegroupstextbuffer) - framegroupstextsize, "%d %d %f %d // %s\n", first, count, mod->animscenes[i].framerate, mod->animscenes[i].loop, animname);
3419 if (l > 0) framegroupstextsize += l;
3423 FS_WriteFile(va(vabuf, sizeof(vabuf), "%s_decompiled/out_zym.txt", basename), zymtextbuffer, (fs_offset_t)zymtextsize);
3425 FS_WriteFile(va(vabuf, sizeof(vabuf), "%s_decompiled/out_dpm.txt", basename), dpmtextbuffer, (fs_offset_t)dpmtextsize);
3426 if (framegroupstextsize)
3427 FS_WriteFile(va(vabuf, sizeof(vabuf), "%s_decompiled.framegroups", basename), framegroupstextbuffer, (fs_offset_t)framegroupstextsize);
3431 void Mod_AllocLightmap_Init(mod_alloclightmap_state_t *state, int width, int height)
3434 memset(state, 0, sizeof(*state));
3435 state->width = width;
3436 state->height = height;
3437 state->currentY = 0;
3438 state->rows = (mod_alloclightmap_row_t *)Mem_Alloc(loadmodel->mempool, state->height * sizeof(*state->rows));
3439 for (y = 0;y < state->height;y++)
3441 state->rows[y].currentX = 0;
3442 state->rows[y].rowY = -1;
3446 void Mod_AllocLightmap_Reset(mod_alloclightmap_state_t *state)
3449 state->currentY = 0;
3450 for (y = 0;y < state->height;y++)
3452 state->rows[y].currentX = 0;
3453 state->rows[y].rowY = -1;
3457 void Mod_AllocLightmap_Free(mod_alloclightmap_state_t *state)
3460 Mem_Free(state->rows);
3461 memset(state, 0, sizeof(*state));
3464 qboolean Mod_AllocLightmap_Block(mod_alloclightmap_state_t *state, int blockwidth, int blockheight, int *outx, int *outy)
3466 mod_alloclightmap_row_t *row;
3469 row = state->rows + blockheight;
3470 if ((row->rowY < 0) || (row->currentX + blockwidth > state->width))
3472 if (state->currentY + blockheight <= state->height)
3474 // use the current allocation position
3475 row->rowY = state->currentY;
3477 state->currentY += blockheight;
3481 // find another position
3482 for (y = blockheight;y < state->height;y++)
3484 if ((state->rows[y].rowY >= 0) && (state->rows[y].currentX + blockwidth <= state->width))
3486 row = state->rows + y;
3490 if (y == state->height)
3495 *outx = row->currentX;
3496 row->currentX += blockwidth;
3501 typedef struct lightmapsample_s
3505 float *vertex_color;
3506 unsigned char *lm_bgr;
3507 unsigned char *lm_dir;
3511 typedef struct lightmapvertex_s
3516 float texcoordbase[2];
3517 float texcoordlightmap[2];
3518 float lightcolor[4];
3522 typedef struct lightmaptriangle_s
3530 // 2D modelspace coordinates of min corner
3531 // snapped to lightmap grid but not in grid coordinates
3533 // 2D modelspace to lightmap coordinate scale
3541 typedef struct lightmaplight_s
3552 lightmaptriangle_t *mod_generatelightmaps_lightmaptriangles;
3554 #define MAX_LIGHTMAPSAMPLES 64
3555 static int mod_generatelightmaps_numoffsets[3];
3556 static float mod_generatelightmaps_offsets[3][MAX_LIGHTMAPSAMPLES][3];
3558 static int mod_generatelightmaps_numlights;
3559 static lightmaplight_t *mod_generatelightmaps_lightinfo;
3561 extern cvar_t r_shadow_lightattenuationdividebias;
3562 extern cvar_t r_shadow_lightattenuationlinearscale;
3564 static void Mod_GenerateLightmaps_LightPoint(dp_model_t *model, const vec3_t pos, vec3_t ambient, vec3_t diffuse, vec3_t lightdir)
3569 float relativepoint[3];
3576 float lightorigin[3];
3580 float lightcolor[3];
3582 for (i = 0;i < 5*3;i++)
3584 for (index = 0;;index++)
3586 result = R_Shadow_GetRTLightInfo(index, lightorigin, &lightradius, lightcolor);
3591 lightradius2 = lightradius * lightradius;
3592 VectorSubtract(lightorigin, pos, relativepoint);
3593 dist2 = VectorLength2(relativepoint);
3594 if (dist2 >= lightradius2)
3596 lightiradius = 1.0f / lightradius;
3597 dist = sqrt(dist2) * lightiradius;
3598 intensity = (1.0f - dist) * r_shadow_lightattenuationlinearscale.value / (r_shadow_lightattenuationdividebias.value + dist*dist);
3599 if (intensity <= 0.0f)
3601 if (model && model->TraceLine)
3603 model->TraceLine(model, NULL, NULL, &trace, pos, lightorigin, SUPERCONTENTS_VISBLOCKERMASK);
3604 if (trace.fraction < 1)
3607 // scale down intensity to add to both ambient and diffuse
3608 //intensity *= 0.5f;
3609 VectorNormalize(relativepoint);
3610 VectorScale(lightcolor, intensity, color);
3611 VectorMA(sample , 0.5f , color, sample );
3612 VectorMA(sample + 3, relativepoint[0], color, sample + 3);
3613 VectorMA(sample + 6, relativepoint[1], color, sample + 6);
3614 VectorMA(sample + 9, relativepoint[2], color, sample + 9);
3615 // calculate a weighted average light direction as well
3616 intensity *= VectorLength(color);
3617 VectorMA(sample + 12, intensity, relativepoint, sample + 12);
3619 // calculate the direction we'll use to reduce the sample to a directional light source
3620 VectorCopy(sample + 12, dir);
3621 //VectorSet(dir, sample[3] + sample[4] + sample[5], sample[6] + sample[7] + sample[8], sample[9] + sample[10] + sample[11]);
3622 VectorNormalize(dir);
3623 // extract the diffuse color along the chosen direction and scale it
3624 diffuse[0] = (dir[0]*sample[3] + dir[1]*sample[6] + dir[2]*sample[ 9] + sample[ 0]);
3625 diffuse[1] = (dir[0]*sample[4] + dir[1]*sample[7] + dir[2]*sample[10] + sample[ 1]);
3626 diffuse[2] = (dir[0]*sample[5] + dir[1]*sample[8] + dir[2]*sample[11] + sample[ 2]);
3627 // subtract some of diffuse from ambient
3628 VectorMA(sample, -0.333f, diffuse, ambient);
3629 // store the normalized lightdir
3630 VectorCopy(dir, lightdir);
3633 static void Mod_GenerateLightmaps_CreateLights_ComputeSVBSP_InsertSurfaces(const dp_model_t *model, svbsp_t *svbsp, const float *mins, const float *maxs)
3637 const msurface_t *surface;
3638 const float *vertex3f = model->surfmesh.data_vertex3f;
3639 const int *element3i = model->surfmesh.data_element3i;
3642 for (surfaceindex = 0, surface = model->data_surfaces;surfaceindex < model->nummodelsurfaces;surfaceindex++, surface++)
3644 if (!BoxesOverlap(surface->mins, surface->maxs, mins, maxs))
3646 if (surface->texture->basematerialflags & MATERIALFLAG_NOSHADOW)
3648 for (triangleindex = 0, e = element3i + 3*surface->num_firsttriangle;triangleindex < surface->num_triangles;triangleindex++, e += 3)
3650 VectorCopy(vertex3f + 3*e[0], v2[0]);
3651 VectorCopy(vertex3f + 3*e[1], v2[1]);
3652 VectorCopy(vertex3f + 3*e[2], v2[2]);
3653 SVBSP_AddPolygon(svbsp, 3, v2[0], true, NULL, NULL, 0);
3658 static void Mod_GenerateLightmaps_CreateLights_ComputeSVBSP(dp_model_t *model, lightmaplight_t *lightinfo)
3660 int maxnodes = 1<<14;
3661 svbsp_node_t *nodes;
3666 VectorSet(mins, lightinfo->origin[0] - lightinfo->radius, lightinfo->origin[1] - lightinfo->radius, lightinfo->origin[2] - lightinfo->radius);
3667 VectorSet(maxs, lightinfo->origin[0] + lightinfo->radius, lightinfo->origin[1] + lightinfo->radius, lightinfo->origin[2] + lightinfo->radius);
3668 VectorCopy(lightinfo->origin, origin);
3669 nodes = (svbsp_node_t *)Mem_Alloc(tempmempool, maxnodes * sizeof(*nodes));
3672 SVBSP_Init(&svbsp, origin, maxnodes, nodes);
3673 Mod_GenerateLightmaps_CreateLights_ComputeSVBSP_InsertSurfaces(model, &svbsp, mins, maxs);
3674 if (svbsp.ranoutofnodes)
3677 if (maxnodes > 1<<22)
3683 nodes = (svbsp_node_t *)Mem_Alloc(tempmempool, maxnodes * sizeof(*nodes));
3688 if (svbsp.numnodes > 0)
3690 svbsp.nodes = (svbsp_node_t *)Mem_Alloc(tempmempool, svbsp.numnodes * sizeof(*nodes));
3691 memcpy(svbsp.nodes, nodes, svbsp.numnodes * sizeof(*nodes));
3692 lightinfo->svbsp = svbsp;
3697 static void Mod_GenerateLightmaps_CreateLights(dp_model_t *model)
3701 lightmaplight_t *lightinfo;
3705 mod_generatelightmaps_numlights = 0;
3706 for (index = 0;;index++)
3708 result = R_Shadow_GetRTLightInfo(index, origin, &radius, color);
3712 mod_generatelightmaps_numlights++;
3714 if (mod_generatelightmaps_numlights > 0)
3716 mod_generatelightmaps_lightinfo = (lightmaplight_t *)Mem_Alloc(tempmempool, mod_generatelightmaps_numlights * sizeof(*mod_generatelightmaps_lightinfo));
3717 lightinfo = mod_generatelightmaps_lightinfo;
3718 for (index = 0;;index++)
3720 result = R_Shadow_GetRTLightInfo(index, lightinfo->origin, &lightinfo->radius, lightinfo->color);
3727 for (index = 0, lightinfo = mod_generatelightmaps_lightinfo;index < mod_generatelightmaps_numlights;index++, lightinfo++)
3729 lightinfo->iradius = 1.0f / lightinfo->radius;
3730 lightinfo->radius2 = lightinfo->radius * lightinfo->radius;
3731 // TODO: compute svbsp
3732 Mod_GenerateLightmaps_CreateLights_ComputeSVBSP(model, lightinfo);
3736 static void Mod_GenerateLightmaps_DestroyLights(dp_model_t *model)
3739 if (mod_generatelightmaps_lightinfo)
3741 for (i = 0;i < mod_generatelightmaps_numlights;i++)
3742 if (mod_generatelightmaps_lightinfo[i].svbsp.nodes)
3743 Mem_Free(mod_generatelightmaps_lightinfo[i].svbsp.nodes);
3744 Mem_Free(mod_generatelightmaps_lightinfo);
3746 mod_generatelightmaps_lightinfo = NULL;
3747 mod_generatelightmaps_numlights = 0;
3750 static qboolean Mod_GenerateLightmaps_SamplePoint_SVBSP(const svbsp_t *svbsp, const float *pos)
3752 const svbsp_node_t *node;
3753 const svbsp_node_t *nodes = svbsp->nodes;
3758 num = node->children[DotProduct(node->plane, pos) < node->plane[3]];
3760 return num == -1; // true if empty, false if solid (shadowed)
3763 static void Mod_GenerateLightmaps_SamplePoint(const float *pos, const float *normal, float *sample, int numoffsets, const float *offsets)
3766 float relativepoint[3];
3775 const lightmaplight_t *lightinfo;
3777 for (i = 0;i < 5*3;i++)
3779 for (i = 0, lightinfo = mod_generatelightmaps_lightinfo;i < mod_generatelightmaps_numlights;i++, lightinfo++)
3781 //R_SampleRTLights(pos, sample, numoffsets, offsets);
3782 VectorSubtract(lightinfo->origin, pos, relativepoint);
3783 // don't accept light from behind a surface, it causes bad shading
3784 if (normal && DotProduct(relativepoint, normal) <= 0)
3786 dist2 = VectorLength2(relativepoint);
3787 if (dist2 >= lightinfo->radius2)
3789 dist = sqrt(dist2) * lightinfo->iradius;
3790 intensity = dist < 1 ? ((1.0f - dist) * r_shadow_lightattenuationlinearscale.value / (r_shadow_lightattenuationdividebias.value + dist*dist)) : 0;
3793 if (cl.worldmodel && cl.worldmodel->TraceLine && numoffsets > 0)
3797 if (Mod_GenerateLightmaps_SamplePoint_SVBSP(&lightinfo->svbsp, pos))
3799 for (offsetindex = 1;offsetindex < numoffsets;offsetindex++)
3801 VectorAdd(pos, offsets + 3*offsetindex, offsetpos);
3804 // for light grid we'd better check visibility of the offset point
3805 cl.worldmodel->TraceLine(cl.worldmodel, NULL, NULL, &trace, pos, offsetpos, SUPERCONTENTS_VISBLOCKERMASK);
3806 if (trace.fraction < 1)
3807 VectorLerp(pos, trace.fraction, offsetpos, offsetpos);
3810 if (Mod_GenerateLightmaps_SamplePoint_SVBSP(&lightinfo->svbsp, offsetpos))
3815 // scale intensity according to how many rays succeeded
3816 // we know one test is valid, half of the rest will fail...
3817 //if (normal && tests > 1)
3818 // intensity *= (tests - 1.0f) / tests;
3819 intensity *= (float)hits / tests;
3821 // scale down intensity to add to both ambient and diffuse
3822 //intensity *= 0.5f;
3823 VectorNormalize(relativepoint);
3824 VectorScale(lightinfo->color, intensity, color);
3825 VectorMA(sample , 0.5f , color, sample );
3826 VectorMA(sample + 3, relativepoint[0], color, sample + 3);
3827 VectorMA(sample + 6, relativepoint[1], color, sample + 6);
3828 VectorMA(sample + 9, relativepoint[2], color, sample + 9);
3829 // calculate a weighted average light direction as well
3830 intensity *= VectorLength(color);
3831 VectorMA(sample + 12, intensity, relativepoint, sample + 12);
3835 static void Mod_GenerateLightmaps_LightmapSample(const float *pos, const float *normal, unsigned char *lm_bgr, unsigned char *lm_dir)
3841 Mod_GenerateLightmaps_SamplePoint(pos, normal, sample, mod_generatelightmaps_numoffsets[0], mod_generatelightmaps_offsets[0][0]);
3842 //VectorSet(dir, sample[3] + sample[4] + sample[5], sample[6] + sample[7] + sample[8], sample[9] + sample[10] + sample[11]);
3843 VectorCopy(sample + 12, dir);
3844 VectorNormalize(dir);
3845 //VectorAdd(dir, normal, dir);
3846 //VectorNormalize(dir);
3847 f = DotProduct(dir, normal);
3848 f = max(0, f) * 255.0f;
3849 VectorScale(sample, f, color);
3850 //VectorCopy(normal, dir);
3851 VectorSet(dir, (dir[0]+1.0f)*127.5f, (dir[1]+1.0f)*127.5f, (dir[2]+1.0f)*127.5f);
3852 lm_bgr[0] = (unsigned char)bound(0.0f, color[2], 255.0f);
3853 lm_bgr[1] = (unsigned char)bound(0.0f, color[1], 255.0f);
3854 lm_bgr[2] = (unsigned char)bound(0.0f, color[0], 255.0f);
3856 lm_dir[0] = (unsigned char)dir[2];
3857 lm_dir[1] = (unsigned char)dir[1];
3858 lm_dir[2] = (unsigned char)dir[0];
3862 static void Mod_GenerateLightmaps_VertexSample(const float *pos, const float *normal, float *vertex_color)
3865 Mod_GenerateLightmaps_SamplePoint(pos, normal, sample, mod_generatelightmaps_numoffsets[1], mod_generatelightmaps_offsets[1][0]);
3866 VectorCopy(sample, vertex_color);
3869 static void Mod_GenerateLightmaps_GridSample(const float *pos, q3dlightgrid_t *s)
3875 Mod_GenerateLightmaps_SamplePoint(pos, NULL, sample, mod_generatelightmaps_numoffsets[2], mod_generatelightmaps_offsets[2][0]);
3876 // calculate the direction we'll use to reduce the sample to a directional light source
3877 VectorCopy(sample + 12, dir);
3878 //VectorSet(dir, sample[3] + sample[4] + sample[5], sample[6] + sample[7] + sample[8], sample[9] + sample[10] + sample[11]);
3879 VectorNormalize(dir);
3880 // extract the diffuse color along the chosen direction and scale it
3881 diffuse[0] = (dir[0]*sample[3] + dir[1]*sample[6] + dir[2]*sample[ 9] + sample[ 0]) * 127.5f;
3882 diffuse[1] = (dir[0]*sample[4] + dir[1]*sample[7] + dir[2]*sample[10] + sample[ 1]) * 127.5f;
3883 diffuse[2] = (dir[0]*sample[5] + dir[1]*sample[8] + dir[2]*sample[11] + sample[ 2]) * 127.5f;
3884 // scale the ambient from 0-2 to 0-255 and subtract some of diffuse
3885 VectorScale(sample, 127.5f, ambient);
3886 VectorMA(ambient, -0.333f, diffuse, ambient);
3887 // encode to the grid format
3888 s->ambientrgb[0] = (unsigned char)bound(0.0f, ambient[0], 255.0f);
3889 s->ambientrgb[1] = (unsigned char)bound(0.0f, ambient[1], 255.0f);
3890 s->ambientrgb[2] = (unsigned char)bound(0.0f, ambient[2], 255.0f);
3891 s->diffusergb[0] = (unsigned char)bound(0.0f, diffuse[0], 255.0f);
3892 s->diffusergb[1] = (unsigned char)bound(0.0f, diffuse[1], 255.0f);
3893 s->diffusergb[2] = (unsigned char)bound(0.0f, diffuse[2], 255.0f);
3894 if (dir[2] >= 0.99f) {s->diffusepitch = 0;s->diffuseyaw = 0;}
3895 else if (dir[2] <= -0.99f) {s->diffusepitch = 128;s->diffuseyaw = 0;}
3896 else {s->diffusepitch = (unsigned char)(acos(dir[2]) * (127.5f/M_PI));s->diffuseyaw = (unsigned char)(atan2(dir[1], dir[0]) * (127.5f/M_PI));}
3899 static void Mod_GenerateLightmaps_InitSampleOffsets(dp_model_t *model)
3904 memset(mod_generatelightmaps_offsets, 0, sizeof(mod_generatelightmaps_offsets));
3905 mod_generatelightmaps_numoffsets[0] = min(MAX_LIGHTMAPSAMPLES, mod_generatelightmaps_lightmapsamples.integer);
3906 mod_generatelightmaps_numoffsets[1] = min(MAX_LIGHTMAPSAMPLES, mod_generatelightmaps_vertexsamples.integer);
3907 mod_generatelightmaps_numoffsets[2] = min(MAX_LIGHTMAPSAMPLES, mod_generatelightmaps_gridsamples.integer);
3908 radius[0] = mod_generatelightmaps_lightmapradius.value;
3909 radius[1] = mod_generatelightmaps_vertexradius.value;
3910 radius[2] = mod_generatelightmaps_gridradius.value;
3911 for (i = 0;i < 3;i++)
3913 for (j = 1;j < mod_generatelightmaps_numoffsets[i];j++)
3916 VectorScale(temp, radius[i], mod_generatelightmaps_offsets[i][j]);
3921 static void Mod_GenerateLightmaps_DestroyLightmaps(dp_model_t *model)
3923 msurface_t *surface;
3926 for (surfaceindex = 0;surfaceindex < model->num_surfaces;surfaceindex++)
3928 surface = model->data_surfaces + surfaceindex;
3929 surface->lightmaptexture = NULL;
3930 surface->deluxemaptexture = NULL;
3932 if (model->brushq3.data_lightmaps)
3934 for (i = 0;i < model->brushq3.num_mergedlightmaps;i++)
3935 if (model->brushq3.data_lightmaps[i])
3936 R_FreeTexture(model->brushq3.data_lightmaps[i]);
3937 Mem_Free(model->brushq3.data_lightmaps);
3938 model->brushq3.data_lightmaps = NULL;
3940 if (model->brushq3.data_deluxemaps)
3942 for (i = 0;i < model->brushq3.num_mergedlightmaps;i++)
3943 if (model->brushq3.data_deluxemaps[i])
3944 R_FreeTexture(model->brushq3.data_deluxemaps[i]);
3945 Mem_Free(model->brushq3.data_deluxemaps);
3946 model->brushq3.data_deluxemaps = NULL;
3950 static void Mod_GenerateLightmaps_UnweldTriangles(dp_model_t *model)
3952 msurface_t *surface;
3958 surfmesh_t oldsurfmesh;
3960 unsigned char *data;
3961 oldsurfmesh = model->surfmesh;
3962 model->surfmesh.num_triangles = oldsurfmesh.num_triangles;
3963 model->surfmesh.num_vertices = oldsurfmesh.num_triangles * 3;
3965 size += model->surfmesh.num_vertices * sizeof(float[3]);
3966 size += model->surfmesh.num_vertices * sizeof(float[3]);
3967 size += model->surfmesh.num_vertices * sizeof(float[3]);
3968 size += model->surfmesh.num_vertices * sizeof(float[3]);
3969 size += model->surfmesh.num_vertices * sizeof(float[2]);
3970 size += model->surfmesh.num_vertices * sizeof(float[2]);
3971 size += model->surfmesh.num_vertices * sizeof(float[4]);
3972 data = (unsigned char *)Mem_Alloc(model->mempool, size);
3973 model->surfmesh.data_vertex3f = (float *)data;data += model->surfmesh.num_vertices * sizeof(float[3]);
3974 model->surfmesh.data_normal3f = (float *)data;data += model->surfmesh.num_vertices * sizeof(float[3]);
3975 model->surfmesh.data_svector3f = (float *)data;data += model->surfmesh.num_vertices * sizeof(float[3]);
3976 model->surfmesh.data_tvector3f = (float *)data;data += model->surfmesh.num_vertices * sizeof(float[3]);
3977 model->surfmesh.data_texcoordtexture2f = (float *)data;data += model->surfmesh.num_vertices * sizeof(float[2]);
3978 model->surfmesh.data_texcoordlightmap2f = (float *)data;data += model->surfmesh.num_vertices * sizeof(float[2]);
3979 model->surfmesh.data_lightmapcolor4f = (float *)data;data += model->surfmesh.num_vertices * sizeof(float[4]);
3980 if (model->surfmesh.num_vertices > 65536)
3981 model->surfmesh.data_element3s = NULL;
3983 if (model->surfmesh.vertexmesh)
3984 Mem_Free(model->surfmesh.vertexmesh);
3985 model->surfmesh.vertexmesh = NULL;
3986 if (model->surfmesh.vertex3fbuffer)
3987 R_Mesh_DestroyMeshBuffer(model->surfmesh.vertex3fbuffer);
3988 model->surfmesh.vertex3fbuffer = NULL;
3989 if (model->surfmesh.vertexmeshbuffer)
3990 R_Mesh_DestroyMeshBuffer(model->surfmesh.vertexmeshbuffer);
3991 model->surfmesh.vertexmeshbuffer = NULL;
3992 if (model->surfmesh.data_element3i_indexbuffer)
3993 R_Mesh_DestroyMeshBuffer(model->surfmesh.data_element3i_indexbuffer);
3994 model->surfmesh.data_element3i_indexbuffer = NULL;
3995 if (model->surfmesh.data_element3s_indexbuffer)
3996 R_Mesh_DestroyMeshBuffer(model->surfmesh.data_element3s_indexbuffer);
3997 model->surfmesh.data_element3s_indexbuffer = NULL;
3998 if (model->surfmesh.vbo_vertexbuffer)
3999 R_Mesh_DestroyMeshBuffer(model->surfmesh.vbo_vertexbuffer);
4000 model->surfmesh.vbo_vertexbuffer = 0;
4002 // convert all triangles to unique vertex data
4004 for (surfaceindex = 0;surfaceindex < model->num_surfaces;surfaceindex++)
4006 surface = model->data_surfaces + surfaceindex;
4007 surface->num_firstvertex = outvertexindex;
4008 surface->num_vertices = surface->num_triangles*3;
4009 e = oldsurfmesh.data_element3i + surface->num_firsttriangle*3;
4010 for (i = 0;i < surface->num_triangles*3;i++)
4013 model->surfmesh.data_vertex3f[outvertexindex*3+0] = oldsurfmesh.data_vertex3f[vertexindex*3+0];
4014 model->surfmesh.data_vertex3f[outvertexindex*3+1] = oldsurfmesh.data_vertex3f[vertexindex*3+1];
4015 model->surfmesh.data_vertex3f[outvertexindex*3+2] = oldsurfmesh.data_vertex3f[vertexindex*3+2];
4016 model->surfmesh.data_normal3f[outvertexindex*3+0] = oldsurfmesh.data_normal3f[vertexindex*3+0];
4017 model->surfmesh.data_normal3f[outvertexindex*3+1] = oldsurfmesh.data_normal3f[vertexindex*3+1];
4018 model->surfmesh.data_normal3f[outvertexindex*3+2] = oldsurfmesh.data_normal3f[vertexindex*3+2];
4019 model->surfmesh.data_svector3f[outvertexindex*3+0] = oldsurfmesh.data_svector3f[vertexindex*3+0];
4020 model->surfmesh.data_svector3f[outvertexindex*3+1] = oldsurfmesh.data_svector3f[vertexindex*3+1];
4021 model->surfmesh.data_svector3f[outvertexindex*3+2] = oldsurfmesh.data_svector3f[vertexindex*3+2];
4022 model->surfmesh.data_tvector3f[outvertexindex*3+0] = oldsurfmesh.data_tvector3f[vertexindex*3+0];
4023 model->surfmesh.data_tvector3f[outvertexindex*3+1] = oldsurfmesh.data_tvector3f[vertexindex*3+1];
4024 model->surfmesh.data_tvector3f[outvertexindex*3+2] = oldsurfmesh.data_tvector3f[vertexindex*3+2];
4025 model->surfmesh.data_texcoordtexture2f[outvertexindex*2+0] = oldsurfmesh.data_texcoordtexture2f[vertexindex*2+0];
4026 model->surfmesh.data_texcoordtexture2f[outvertexindex*2+1] = oldsurfmesh.data_texcoordtexture2f[vertexindex*2+1];
4027 if (oldsurfmesh.data_texcoordlightmap2f)
4029 model->surfmesh.data_texcoordlightmap2f[outvertexindex*2+0] = oldsurfmesh.data_texcoordlightmap2f[vertexindex*2+0];
4030 model->surfmesh.data_texcoordlightmap2f[outvertexindex*2+1] = oldsurfmesh.data_texcoordlightmap2f[vertexindex*2+1];
4032 if (oldsurfmesh.data_lightmapcolor4f)
4034 model->surfmesh.data_lightmapcolor4f[outvertexindex*4+0] = oldsurfmesh.data_lightmapcolor4f[vertexindex*4+0];
4035 model->surfmesh.data_lightmapcolor4f[outvertexindex*4+1] = oldsurfmesh.data_lightmapcolor4f[vertexindex*4+1];
4036 model->surfmesh.data_lightmapcolor4f[outvertexindex*4+2] = oldsurfmesh.data_lightmapcolor4f[vertexindex*4+2];
4037 model->surfmesh.data_lightmapcolor4f[outvertexindex*4+3] = oldsurfmesh.data_lightmapcolor4f[vertexindex*4+3];
4040 Vector4Set(model->surfmesh.data_lightmapcolor4f + 4*outvertexindex, 1, 1, 1, 1);
4041 model->surfmesh.data_element3i[surface->num_firsttriangle*3+i] = outvertexindex;
4045 if (model->surfmesh.data_element3s)
4046 for (i = 0;i < model->surfmesh.num_triangles*3;i++)
4047 model->surfmesh.data_element3s[i] = model->surfmesh.data_element3i[i];
4049 // find and update all submodels to use this new surfmesh data
4050 for (i = 0;i < model->brush.numsubmodels;i++)
4051 model->brush.submodels[i]->surfmesh = model->surfmesh;
4054 static void Mod_GenerateLightmaps_CreateTriangleInformation(dp_model_t *model)
4056 msurface_t *surface;
4062 lightmaptriangle_t *triangle;
4063 // generate lightmap triangle structs
4064 mod_generatelightmaps_lightmaptriangles = (lightmaptriangle_t *)Mem_Alloc(model->mempool, model->surfmesh.num_triangles * sizeof(lightmaptriangle_t));
4065 for (surfaceindex = 0;surfaceindex < model->num_surfaces;surfaceindex++)
4067 surface = model->data_surfaces + surfaceindex;
4068 e = model->surfmesh.data_element3i + surface->num_firsttriangle*3;
4069 for (i = 0;i < surface->num_triangles;i++)
4071 triangle = &mod_generatelightmaps_lightmaptriangles[surface->num_firsttriangle+i];
4072 triangle->triangleindex = surface->num_firsttriangle+i;
4073 triangle->surfaceindex = surfaceindex;
4074 VectorCopy(model->surfmesh.data_vertex3f + 3*e[i*3+0], triangle->vertex[0]);
4075 VectorCopy(model->surfmesh.data_vertex3f + 3*e[i*3+1], triangle->vertex[1]);
4076 VectorCopy(model->surfmesh.data_vertex3f + 3*e[i*3+2], triangle->vertex[2]);
4077 // calculate bounds of triangle
4078 triangle->mins[0] = min(triangle->vertex[0][0], min(triangle->vertex[1][0], triangle->vertex[2][0]));
4079 triangle->mins[1] = min(triangle->vertex[0][1], min(triangle->vertex[1][1], triangle->vertex[2][1]));
4080 triangle->mins[2] = min(triangle->vertex[0][2], min(triangle->vertex[1][2], triangle->vertex[2][2]));
4081 triangle->maxs[0] = max(triangle->vertex[0][0], max(triangle->vertex[1][0], triangle->vertex[2][0]));
4082 triangle->maxs[1] = max(triangle->vertex[0][1], max(triangle->vertex[1][1], triangle->vertex[2][1]));
4083 triangle->maxs[2] = max(triangle->vertex[0][2], max(triangle->vertex[1][2], triangle->vertex[2][2]));
4084 // pick an axial projection based on the triangle normal
4085 TriangleNormal(triangle->vertex[0], triangle->vertex[1], triangle->vertex[2], normal);
4087 if (fabs(normal[1]) > fabs(normal[axis]))
4089 if (fabs(normal[2]) > fabs(normal[axis]))
4091 triangle->axis = axis;
4096 static void Mod_GenerateLightmaps_DestroyTriangleInformation(dp_model_t *model)
4098 if (mod_generatelightmaps_lightmaptriangles)
4099 Mem_Free(mod_generatelightmaps_lightmaptriangles);
4100 mod_generatelightmaps_lightmaptriangles = NULL;
4103 float lmaxis[3][3] = {{1, 0, 0}, {0, 1, 0}, {0, 0, 1}};
4105 static void Mod_GenerateLightmaps_CreateLightmaps(dp_model_t *model)
4107 msurface_t *surface;
4121 float trianglenormal[3];
4122 float samplecenter[3];
4123 float samplenormal[3];
4129 float lmscalepixels;
4132 float lm_basescalepixels;
4133 int lm_borderpixels;
4137 lightmaptriangle_t *triangle;
4138 unsigned char *lightmappixels;
4139 unsigned char *deluxemappixels;
4140 mod_alloclightmap_state_t lmstate;
4143 // generate lightmap projection information for all triangles
4144 if (model->texturepool == NULL)
4145 model->texturepool = R_AllocTexturePool();
4146 lm_basescalepixels = 1.0f / max(0.0001f, mod_generatelightmaps_unitspersample.value);
4147 lm_borderpixels = mod_generatelightmaps_borderpixels.integer;
4148 lm_texturesize = bound(lm_borderpixels*2+1, 64, (int)vid.maxtexturesize_2d);
4149 //lm_maxpixels = lm_texturesize-(lm_borderpixels*2+1);
4150 Mod_AllocLightmap_Init(&lmstate, lm_texturesize, lm_texturesize);
4152 for (surfaceindex = 0;surfaceindex < model->num_surfaces;surfaceindex++)
4154 surface = model->data_surfaces + surfaceindex;
4155 e = model->surfmesh.data_element3i + surface->num_firsttriangle*3;
4156 lmscalepixels = lm_basescalepixels;
4157 for (retry = 0;retry < 30;retry++)
4159 // after a couple failed attempts, degrade quality to make it fit
4161 lmscalepixels *= 0.5f;
4162 for (i = 0;i < surface->num_triangles;i++)
4164 triangle = &mod_generatelightmaps_lightmaptriangles[surface->num_firsttriangle+i];
4165 triangle->lightmapindex = lightmapnumber;
4166 // calculate lightmap bounds in 3D pixel coordinates, limit size,
4167 // pick two planar axes for projection
4168 // lightmap coordinates here are in pixels
4169 // lightmap projections are snapped to pixel grid explicitly, such
4170 // that two neighboring triangles sharing an edge and projection
4171 // axis will have identical sampl espacing along their shared edge
4173 for (j = 0;j < 3;j++)
4175 if (j == triangle->axis)
4177 lmmins = floor(triangle->mins[j]*lmscalepixels)-lm_borderpixels;
4178 lmmaxs = floor(triangle->maxs[j]*lmscalepixels)+lm_borderpixels;
4179 triangle->lmsize[k] = (int)(lmmaxs-lmmins);
4180 triangle->lmbase[k] = lmmins/lmscalepixels;
4181 triangle->lmscale[k] = lmscalepixels;
4184 if (!Mod_AllocLightmap_Block(&lmstate, triangle->lmsize[0], triangle->lmsize[1], &triangle->lmoffset[0], &triangle->lmoffset[1]))
4187 // if all fit in this texture, we're done with this surface
4188 if (i == surface->num_triangles)
4190 // if we haven't maxed out the lightmap size yet, we retry the
4191 // entire surface batch...
4192 if (lm_texturesize * 2 <= min(mod_generatelightmaps_texturesize.integer, (int)vid.maxtexturesize_2d))
4194 lm_texturesize *= 2;
4197 Mod_AllocLightmap_Free(&lmstate);
4198 Mod_AllocLightmap_Init(&lmstate, lm_texturesize, lm_texturesize);
4201 // if we have maxed out the lightmap size, and this triangle does
4202 // not fit in the same texture as the rest of the surface, we have
4203 // to retry the entire surface in a new texture (can only use one)
4204 // with multiple retries, the lightmap quality degrades until it
4205 // fits (or gives up)
4206 if (surfaceindex > 0)
4208 Mod_AllocLightmap_Reset(&lmstate);
4212 Mod_AllocLightmap_Free(&lmstate);
4214 // now put triangles together into lightmap textures, and do not allow
4215 // triangles of a surface to go into different textures (as that would
4216 // require rewriting the surface list)
4217 model->brushq3.deluxemapping_modelspace = true;
4218 model->brushq3.deluxemapping = true;
4219 model->brushq3.num_mergedlightmaps = lightmapnumber;
4220 model->brushq3.data_lightmaps = (rtexture_t **)Mem_Alloc(model->mempool, model->brushq3.num_mergedlightmaps * sizeof(rtexture_t *));
4221 model->brushq3.data_deluxemaps = (rtexture_t **)Mem_Alloc(model->mempool, model->brushq3.num_mergedlightmaps * sizeof(rtexture_t *));
4222 lightmappixels = (unsigned char *)Mem_Alloc(tempmempool, model->brushq3.num_mergedlightmaps * lm_texturesize * lm_texturesize * 4);
4223 deluxemappixels = (unsigned char *)Mem_Alloc(tempmempool, model->brushq3.num_mergedlightmaps * lm_texturesize * lm_texturesize * 4);
4224 for (surfaceindex = 0;surfaceindex < model->num_surfaces;surfaceindex++)
4226 surface = model->data_surfaces + surfaceindex;
4227 e = model->surfmesh.data_element3i + surface->num_firsttriangle*3;
4228 for (i = 0;i < surface->num_triangles;i++)
4230 triangle = &mod_generatelightmaps_lightmaptriangles[surface->num_firsttriangle+i];
4231 TriangleNormal(triangle->vertex[0], triangle->vertex[1], triangle->vertex[2], trianglenormal);
4232 VectorNormalize(trianglenormal);
4233 VectorCopy(trianglenormal, samplenormal); // FIXME: this is supposed to be interpolated per pixel from vertices
4234 axis = triangle->axis;
4235 axis1 = axis == 0 ? 1 : 0;
4236 axis2 = axis == 2 ? 1 : 2;
4237 lmiscale[0] = 1.0f / triangle->lmscale[0];
4238 lmiscale[1] = 1.0f / triangle->lmscale[1];
4239 if (trianglenormal[axis] < 0)
4240 VectorNegate(trianglenormal, trianglenormal);
4241 CrossProduct(lmaxis[axis2], trianglenormal, temp);slopex = temp[axis] / temp[axis1];
4242 CrossProduct(lmaxis[axis1], trianglenormal, temp);slopey = temp[axis] / temp[axis2];
4243 slopebase = triangle->vertex[0][axis] - triangle->vertex[0][axis1]*slopex - triangle->vertex[0][axis2]*slopey;
4244 for (j = 0;j < 3;j++)
4246 float *t2f = model->surfmesh.data_texcoordlightmap2f + e[i*3+j]*2;
4247 t2f[0] = ((triangle->vertex[j][axis1] - triangle->lmbase[0]) * triangle->lmscale[0] + triangle->lmoffset[0]) / lm_texturesize;
4248 t2f[1] = ((triangle->vertex[j][axis2] - triangle->lmbase[1]) * triangle->lmscale[1] + triangle->lmoffset[1]) / lm_texturesize;
4250 samplecenter[axis1] = (t2f[0]*lm_texturesize-triangle->lmoffset[0])*lmiscale[0] + triangle->lmbase[0];
4251 samplecenter[axis2] = (t2f[1]*lm_texturesize-triangle->lmoffset[1])*lmiscale[1] + triangle->lmbase[1];
4252 samplecenter[axis] = samplecenter[axis1]*slopex + samplecenter[axis2]*slopey + slopebase;
4253 Con_Printf("%f:%f %f:%f %f:%f = %f %f\n", triangle->vertex[j][axis1], samplecenter[axis1], triangle->vertex[j][axis2], samplecenter[axis2], triangle->vertex[j][axis], samplecenter[axis], t2f[0], t2f[1]);
4263 forward[1] = 1.0f / triangle->lmscale[0];
4267 left[2] = 1.0f / triangle->lmscale[1];
4272 origin[1] = triangle->lmbase[0];
4273 origin[2] = triangle->lmbase[1];
4276 forward[0] = 1.0f / triangle->lmscale[0];
4281 left[2] = 1.0f / triangle->lmscale[1];
4285 origin[0] = triangle->lmbase[0];
4287 origin[2] = triangle->lmbase[1];
4290 forward[0] = 1.0f / triangle->lmscale[0];
4294 left[1] = 1.0f / triangle->lmscale[1];
4299 origin[0] = triangle->lmbase[0];
4300 origin[1] = triangle->lmbase[1];
4304 Matrix4x4_FromVectors(&backmatrix, forward, left, up, origin);
4306 #define LM_DIST_EPSILON (1.0f / 32.0f)
4307 for (y = 0;y < triangle->lmsize[1];y++)
4309 pixeloffset = ((triangle->lightmapindex * lm_texturesize + y + triangle->lmoffset[1]) * lm_texturesize + triangle->lmoffset[0]) * 4;
4310 for (x = 0;x < triangle->lmsize[0];x++, pixeloffset += 4)
4312 samplecenter[axis1] = (x+0.5f)*lmiscale[0] + triangle->lmbase[0];
4313 samplecenter[axis2] = (y+0.5f)*lmiscale[1] + triangle->lmbase[1];
4314 samplecenter[axis] = samplecenter[axis1]*slopex + samplecenter[axis2]*slopey + slopebase;
4315 VectorMA(samplecenter, 0.125f, samplenormal, samplecenter);
4316 Mod_GenerateLightmaps_LightmapSample(samplecenter, samplenormal, lightmappixels + pixeloffset, deluxemappixels + pixeloffset);
4322 for (lightmapindex = 0;lightmapindex < model->brushq3.num_mergedlightmaps;lightmapindex++)
4324 model->brushq3.data_lightmaps[lightmapindex] = R_LoadTexture2D(model->texturepool, va(vabuf, sizeof(vabuf), "lightmap%i", lightmapindex), lm_texturesize, lm_texturesize, lightmappixels + lightmapindex * lm_texturesize * lm_texturesize * 4, TEXTYPE_BGRA, TEXF_FORCELINEAR, -1, NULL);
4325 model->brushq3.data_deluxemaps[lightmapindex] = R_LoadTexture2D(model->texturepool, va(vabuf, sizeof(vabuf), "deluxemap%i", lightmapindex), lm_texturesize, lm_texturesize, deluxemappixels + lightmapindex * lm_texturesize * lm_texturesize * 4, TEXTYPE_BGRA, TEXF_FORCELINEAR, -1, NULL);
4329 Mem_Free(lightmappixels);
4330 if (deluxemappixels)
4331 Mem_Free(deluxemappixels);
4333 for (surfaceindex = 0;surfaceindex < model->num_surfaces;surfaceindex++)
4335 surface = model->data_surfaces + surfaceindex;
4336 e = model->surfmesh.data_element3i + surface->num_firsttriangle*3;
4337 if (!surface->num_triangles)
4339 lightmapindex = mod_generatelightmaps_lightmaptriangles[surface->num_firsttriangle].lightmapindex;
4340 surface->lightmaptexture = model->brushq3.data_lightmaps[lightmapindex];
4341 surface->deluxemaptexture = model->brushq3.data_deluxemaps[lightmapindex];
4342 surface->lightmapinfo = NULL;
4345 model->brush.LightPoint = Mod_GenerateLightmaps_LightPoint;
4346 model->brushq1.lightdata = NULL;
4347 model->brushq1.lightmapupdateflags = NULL;
4348 model->brushq1.firstrender = false;
4349 model->brushq1.num_lightstyles = 0;
4350 model->brushq1.data_lightstyleinfo = NULL;
4351 for (i = 0;i < model->brush.numsubmodels;i++)
4353 model->brush.submodels[i]->brushq1.lightmapupdateflags = NULL;
4354 model->brush.submodels[i]->brushq1.firstrender = false;
4355 model->brush.submodels[i]->brushq1.num_lightstyles = 0;
4356 model->brush.submodels[i]->brushq1.data_lightstyleinfo = NULL;
4360 static void Mod_GenerateLightmaps_UpdateVertexColors(dp_model_t *model)
4363 for (i = 0;i < model->surfmesh.num_vertices;i++)
4364 Mod_GenerateLightmaps_VertexSample(model->surfmesh.data_vertex3f + 3*i, model->surfmesh.data_normal3f + 3*i, model->surfmesh.data_lightmapcolor4f + 4*i);
4367 static void Mod_GenerateLightmaps_UpdateLightGrid(dp_model_t *model)
4374 for (z = 0;z < model->brushq3.num_lightgrid_isize[2];z++)
4376 pos[2] = (model->brushq3.num_lightgrid_imins[2] + z + 0.5f) * model->brushq3.num_lightgrid_cellsize[2];
4377 for (y = 0;y < model->brushq3.num_lightgrid_isize[1];y++)
4379 pos[1] = (model->brushq3.num_lightgrid_imins[1] + y + 0.5f) * model->brushq3.num_lightgrid_cellsize[1];
4380 for (x = 0;x < model->brushq3.num_lightgrid_isize[0];x++, index++)
4382 pos[0] = (model->brushq3.num_lightgrid_imins[0] + x + 0.5f) * model->brushq3.num_lightgrid_cellsize[0];
4383 Mod_GenerateLightmaps_GridSample(pos, model->brushq3.data_lightgrid + index);
4389 extern cvar_t mod_q3bsp_nolightmaps;
4390 static void Mod_GenerateLightmaps(dp_model_t *model)
4392 //lightmaptriangle_t *lightmaptriangles = Mem_Alloc(model->mempool, model->surfmesh.num_triangles * sizeof(lightmaptriangle_t));
4393 dp_model_t *oldloadmodel = loadmodel;
4396 Mod_GenerateLightmaps_InitSampleOffsets(model);
4397 Mod_GenerateLightmaps_DestroyLightmaps(model);
4398 Mod_GenerateLightmaps_UnweldTriangles(model);
4399 Mod_GenerateLightmaps_CreateTriangleInformation(model);
4400 Mod_GenerateLightmaps_CreateLights(model);
4401 if(!mod_q3bsp_nolightmaps.integer)
4402 Mod_GenerateLightmaps_CreateLightmaps(model);
4403 Mod_GenerateLightmaps_UpdateVertexColors(model);
4404 Mod_GenerateLightmaps_UpdateLightGrid(model);
4405 Mod_GenerateLightmaps_DestroyLights(model);
4406 Mod_GenerateLightmaps_DestroyTriangleInformation(model);
4408 loadmodel = oldloadmodel;
4411 static void Mod_GenerateLightmaps_f(void)
4413 if (Cmd_Argc() != 1)
4415 Con_Printf("usage: mod_generatelightmaps\n");
4420 Con_Printf("no worldmodel loaded\n");
4423 Mod_GenerateLightmaps(cl.worldmodel);