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)
254 // REQUIRED: fetch start
255 COM_ParseToken_Simple(&bufptr, true, false, true);
257 break; // end of file
258 if (!strcmp(com_token, "\n"))
259 continue; // empty line
260 start = atoi(com_token);
262 // REQUIRED: fetch length
263 COM_ParseToken_Simple(&bufptr, true, false, true);
264 if (!bufptr || !strcmp(com_token, "\n"))
266 Con_Printf("framegroups file: missing number of frames\n");
269 len = atoi(com_token);
271 // OPTIONAL args start
272 COM_ParseToken_Simple(&bufptr, true, false, true);
274 // OPTIONAL: fetch fps
276 if (bufptr && strcmp(com_token, "\n"))
278 fps = atof(com_token);
279 COM_ParseToken_Simple(&bufptr, true, false, true);
282 // OPTIONAL: fetch loopflag
284 if (bufptr && strcmp(com_token, "\n"))
286 loop = (atoi(com_token) != 0);
287 COM_ParseToken_Simple(&bufptr, true, false, true);
290 // OPTIONAL: fetch name
292 if (bufptr && strcmp(com_token, "\n"))
294 strlcpy(name, com_token, sizeof(name));
295 COM_ParseToken_Simple(&bufptr, true, false, true);
298 // OPTIONAL: remaining unsupported tokens (eat them)
299 while (bufptr && strcmp(com_token, "\n"))
300 COM_ParseToken_Simple(&bufptr, true, false, true);
302 //Con_Printf("data: %d %d %d %f %d (%s)\n", i, start, len, fps, loop, name);
305 cb(i, start, len, fps, loop, (name[0] ? name : NULL), pass);
312 static void Mod_FrameGroupify_ParseGroups_Store (unsigned int i, int start, int len, float fps, qboolean loop, const char *name, void *pass)
314 dp_model_t *mod = (dp_model_t *) pass;
315 animscene_t *anim = &mod->animscenes[i];
317 strlcpy(anim->name, name, sizeof(anim[i].name));
319 dpsnprintf(anim->name, sizeof(anim[i].name), "groupified_%d_anim", i);
320 anim->firstframe = bound(0, start, mod->num_poses - 1);
321 anim->framecount = bound(1, len, mod->num_poses - anim->firstframe);
322 anim->framerate = max(1, fps);
324 //Con_Printf("frame group %d is %d %d %f %d\n", i, start, len, fps, loop);
327 static void Mod_FrameGroupify(dp_model_t *mod, const char *buf)
332 cnt = Mod_FrameGroupify_ParseGroups(buf, NULL, NULL);
335 Con_Printf("no scene found in framegroups file, aborting\n");
338 mod->numframes = cnt;
341 // (we do not free the previous animscenes, but model unloading will free the pool owning them, so it's okay)
342 mod->animscenes = (animscene_t *) Mem_Alloc(mod->mempool, sizeof(animscene_t) * mod->numframes);
345 Mod_FrameGroupify_ParseGroups(buf, Mod_FrameGroupify_ParseGroups_Store, mod);
348 static void Mod_FindPotentialDeforms(dp_model_t *mod)
352 mod->wantnormals = false;
353 mod->wanttangents = false;
354 for (i = 0;i < mod->num_textures;i++)
356 texture = mod->data_textures + i;
357 if (texture->tcgen.tcgen == Q3TCGEN_ENVIRONMENT)
358 mod->wantnormals = true;
359 for (j = 0;j < Q3MAXDEFORMS;j++)
361 if (texture->deforms[j].deform == Q3DEFORM_AUTOSPRITE)
363 mod->wanttangents = true;
364 mod->wantnormals = true;
367 if (texture->deforms[j].deform != Q3DEFORM_NONE)
368 mod->wantnormals = true;
380 dp_model_t *Mod_LoadModel(dp_model_t *mod, qboolean crash, qboolean checkdisk)
385 fs_offset_t filesize = 0;
390 if (mod->name[0] == '*') // submodel
393 if (!strcmp(mod->name, "null"))
398 if (mod->loaded || mod->mempool)
399 Mod_UnloadModel(mod);
401 if (developer_loading.integer)
402 Con_Printf("loading model %s\n", mod->name);
405 mod->crc = (unsigned int)-1;
408 VectorClear(mod->normalmins);
409 VectorClear(mod->normalmaxs);
410 VectorClear(mod->yawmins);
411 VectorClear(mod->yawmaxs);
412 VectorClear(mod->rotatedmins);
413 VectorClear(mod->rotatedmaxs);
415 mod->modeldatatypestring = "null";
416 mod->type = mod_null;
417 mod->Draw = R_Model_Null_Draw;
421 // no fatal errors occurred, so this model is ready to use.
430 // even if the model is loaded it still may need reloading...
432 // if it is not loaded or checkdisk is true we need to calculate the crc
433 if (!mod->loaded || checkdisk)
435 if (checkdisk && mod->loaded)
436 Con_DPrintf("checking model %s\n", mod->name);
437 buf = FS_LoadFile (mod->name, tempmempool, false, &filesize);
440 crc = CRC_Block((unsigned char *)buf, filesize);
441 // we need to reload the model if the crc does not match
447 // if the model is already loaded and checks passed, just return
455 if (developer_loading.integer)
456 Con_Printf("loading model %s\n", mod->name);
458 SCR_PushLoadingScreen(true, mod->name, 1);
460 // LordHavoc: unload the existing model in this slot (if there is one)
461 if (mod->loaded || mod->mempool)
462 Mod_UnloadModel(mod);
467 // errors can prevent the corresponding mod->loaded = true;
470 // default model radius and bounding box (mainly for missing models)
472 VectorSet(mod->normalmins, -mod->radius, -mod->radius, -mod->radius);
473 VectorSet(mod->normalmaxs, mod->radius, mod->radius, mod->radius);
474 VectorSet(mod->yawmins, -mod->radius, -mod->radius, -mod->radius);
475 VectorSet(mod->yawmaxs, mod->radius, mod->radius, mod->radius);
476 VectorSet(mod->rotatedmins, -mod->radius, -mod->radius, -mod->radius);
477 VectorSet(mod->rotatedmaxs, mod->radius, mod->radius, mod->radius);
481 // load q3 shaders for the first time, or after a level change
487 char *bufend = (char *)buf + filesize;
489 // all models use memory, so allocate a memory pool
490 mod->mempool = Mem_AllocPool(mod->name, 0, NULL);
492 num = LittleLong(*((int *)buf));
493 // call the apropriate loader
495 if (!strcasecmp(FS_FileExtension(mod->name), "obj")) Mod_OBJ_Load(mod, buf, bufend);
496 else if (!memcmp(buf, "IDPO", 4)) Mod_IDP0_Load(mod, buf, bufend);
497 else if (!memcmp(buf, "IDP2", 4)) Mod_IDP2_Load(mod, buf, bufend);
498 else if (!memcmp(buf, "IDP3", 4)) Mod_IDP3_Load(mod, buf, bufend);
499 else if (!memcmp(buf, "IDSP", 4)) Mod_IDSP_Load(mod, buf, bufend);
500 else if (!memcmp(buf, "IDS2", 4)) Mod_IDS2_Load(mod, buf, bufend);
501 else if (!memcmp(buf, "IBSP", 4)) Mod_IBSP_Load(mod, buf, bufend);
502 else if (!memcmp(buf, "ZYMOTICMODEL", 12)) Mod_ZYMOTICMODEL_Load(mod, buf, bufend);
503 else if (!memcmp(buf, "DARKPLACESMODEL", 16)) Mod_DARKPLACESMODEL_Load(mod, buf, bufend);
504 else if (!memcmp(buf, "ACTRHEAD", 8)) Mod_PSKMODEL_Load(mod, buf, bufend);
505 else if (!memcmp(buf, "INTERQUAKEMODEL", 16)) Mod_INTERQUAKEMODEL_Load(mod, buf, bufend);
506 else if (strlen(mod->name) >= 4 && !strcmp(mod->name + strlen(mod->name) - 4, ".map")) Mod_MAP_Load(mod, buf, bufend);
507 else if (num == BSPVERSION || num == 30) Mod_Q1BSP_Load(mod, buf, bufend);
508 else Con_Printf("Mod_LoadModel: model \"%s\" is of unknown/unsupported type\n", mod->name);
511 Mod_FindPotentialDeforms(mod);
513 buf = FS_LoadFile(va(vabuf, sizeof(vabuf), "%s.framegroups", mod->name), tempmempool, false, &filesize);
516 Mod_FrameGroupify(mod, (const char *)buf);
524 // LordHavoc: Sys_Error was *ANNOYING*
525 Con_Printf ("Mod_LoadModel: %s not found\n", mod->name);
528 // no fatal errors occurred, so this model is ready to use.
531 SCR_PopLoadingScreen(false);
536 void Mod_ClearUsed(void)
539 int nummodels = Mem_ExpandableArray_IndexRange(&models);
541 for (i = 0;i < nummodels;i++)
542 if ((mod = (dp_model_t*) Mem_ExpandableArray_RecordAtIndex(&models, i)) && mod->name[0])
546 void Mod_PurgeUnused(void)
549 int nummodels = Mem_ExpandableArray_IndexRange(&models);
551 for (i = 0;i < nummodels;i++)
553 if ((mod = (dp_model_t*) Mem_ExpandableArray_RecordAtIndex(&models, i)) && mod->name[0] && !mod->used)
555 Mod_UnloadModel(mod);
556 Mem_ExpandableArray_FreeRecord(&models, mod);
567 dp_model_t *Mod_FindName(const char *name, const char *parentname)
576 // if we're not dedicatd, the renderer calls will crash without video
579 nummodels = Mem_ExpandableArray_IndexRange(&models);
582 Host_Error ("Mod_ForName: NULL name");
584 // search the currently loaded models
585 for (i = 0;i < nummodels;i++)
587 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))))
594 // no match found, create a new one
595 mod = (dp_model_t *) Mem_ExpandableArray_AllocRecord(&models);
596 strlcpy(mod->name, name, sizeof(mod->name));
598 mod->brush.parentmodel = Mod_FindName(parentname, NULL);
600 mod->brush.parentmodel = NULL;
610 Loads in a model for the given name
613 dp_model_t *Mod_ForName(const char *name, qboolean crash, qboolean checkdisk, const char *parentname)
616 model = Mod_FindName(name, parentname);
617 if (!model->loaded || checkdisk)
618 Mod_LoadModel(model, crash, checkdisk);
626 Reloads all models if they have changed
629 void Mod_Reload(void)
632 int nummodels = Mem_ExpandableArray_IndexRange(&models);
635 SCR_PushLoadingScreen(false, "Reloading models", 1.0);
637 for (i = 0;i < nummodels;i++)
638 if ((mod = (dp_model_t *) Mem_ExpandableArray_RecordAtIndex(&models, i)) && mod->name[0] && mod->name[0] != '*' && mod->used)
640 for (i = 0;i < nummodels;i++)
641 if ((mod = (dp_model_t *) Mem_ExpandableArray_RecordAtIndex(&models, i)) && mod->name[0] && mod->name[0] != '*' && mod->used)
643 SCR_PushLoadingScreen(true, mod->name, 1.0 / count);
644 Mod_LoadModel(mod, true, true);
645 SCR_PopLoadingScreen(false);
647 SCR_PopLoadingScreen(false);
650 unsigned char *mod_base;
653 //=============================================================================
660 static void Mod_Print(void)
663 int nummodels = Mem_ExpandableArray_IndexRange(&models);
666 Con_Print("Loaded models:\n");
667 for (i = 0;i < nummodels;i++)
669 if ((mod = (dp_model_t *) Mem_ExpandableArray_RecordAtIndex(&models, i)) && mod->name[0] && mod->name[0] != '*')
671 if (mod->brush.numsubmodels)
672 Con_Printf("%4iK %s (%i submodels)\n", mod->mempool ? (int)((mod->mempool->totalsize + 1023) / 1024) : 0, mod->name, mod->brush.numsubmodels);
674 Con_Printf("%4iK %s\n", mod->mempool ? (int)((mod->mempool->totalsize + 1023) / 1024) : 0, mod->name);
684 static void Mod_Precache(void)
687 Mod_ForName(Cmd_Argv(1), false, true, Cmd_Argv(1)[0] == '*' ? cl.model_name[1] : NULL);
689 Con_Print("usage: modelprecache <filename>\n");
692 int Mod_BuildVertexRemapTableFromElements(int numelements, const int *elements, int numvertices, int *remapvertices)
696 used = (unsigned char *)Mem_Alloc(tempmempool, numvertices);
697 memset(used, 0, numvertices);
698 for (i = 0;i < numelements;i++)
699 used[elements[i]] = 1;
700 for (i = 0, count = 0;i < numvertices;i++)
701 remapvertices[i] = used[i] ? count++ : -1;
707 // fast way, using an edge hash
708 #define TRIANGLEEDGEHASH 8192
709 void Mod_BuildTriangleNeighbors(int *neighbors, const int *elements, int numtriangles)
711 int i, j, p, e1, e2, *n, hashindex, count, match;
713 typedef struct edgehashentry_s
715 struct edgehashentry_s *next;
720 static edgehashentry_t **edgehash;
721 edgehashentry_t *edgehashentries, *hash;
724 edgehash = (edgehashentry_t **)Mem_Alloc(tempmempool, TRIANGLEEDGEHASH * sizeof(*edgehash));
725 // if there are too many triangles for the stack array, allocate larger buffer
726 edgehashentries = (edgehashentry_t *)Mem_Alloc(tempmempool, numtriangles * 3 * sizeof(edgehashentry_t));
727 // find neighboring triangles
728 for (i = 0, e = elements, n = neighbors;i < numtriangles;i++, e += 3, n += 3)
730 for (j = 0, p = 2;j < 3;p = j, j++)
734 // this hash index works for both forward and backward edges
735 hashindex = (unsigned int)(e1 + e2) % TRIANGLEEDGEHASH;
736 hash = edgehashentries + i * 3 + j;
737 hash->next = edgehash[hashindex];
738 edgehash[hashindex] = hash;
740 hash->element[0] = e1;
741 hash->element[1] = e2;
744 for (i = 0, e = elements, n = neighbors;i < numtriangles;i++, e += 3, n += 3)
746 for (j = 0, p = 2;j < 3;p = j, j++)
750 // this hash index works for both forward and backward edges
751 hashindex = (unsigned int)(e1 + e2) % TRIANGLEEDGEHASH;
754 for (hash = edgehash[hashindex];hash;hash = hash->next)
756 if (hash->element[0] == e2 && hash->element[1] == e1)
758 if (hash->triangle != i)
759 match = hash->triangle;
762 else if ((hash->element[0] == e1 && hash->element[1] == e2))
765 // detect edges shared by three triangles and make them seams
771 // also send a keepalive here (this can take a while too!)
772 CL_KeepaliveMessage(false);
774 // free the allocated buffer
775 Mem_Free(edgehashentries);
779 // very slow but simple way
780 static int Mod_FindTriangleWithEdge(const int *elements, int numtriangles, int start, int end, int ignore)
785 for (i = 0;i < numtriangles;i++, elements += 3)
787 if ((elements[0] == start && elements[1] == end)
788 || (elements[1] == start && elements[2] == end)
789 || (elements[2] == start && elements[0] == end))
795 else if ((elements[1] == start && elements[0] == end)
796 || (elements[2] == start && elements[1] == end)
797 || (elements[0] == start && elements[2] == end))
800 // detect edges shared by three triangles and make them seams
806 void Mod_BuildTriangleNeighbors(int *neighbors, const int *elements, int numtriangles)
810 for (i = 0, e = elements, n = neighbors;i < numtriangles;i++, e += 3, n += 3)
812 n[0] = Mod_FindTriangleWithEdge(elements, numtriangles, e[1], e[0], i);
813 n[1] = Mod_FindTriangleWithEdge(elements, numtriangles, e[2], e[1], i);
814 n[2] = Mod_FindTriangleWithEdge(elements, numtriangles, e[0], e[2], i);
819 void Mod_ValidateElements(int *elements, int numtriangles, int firstvertex, int numverts, const char *filename, int fileline)
821 int i, warned = false, endvertex = firstvertex + numverts;
822 for (i = 0;i < numtriangles * 3;i++)
824 if (elements[i] < firstvertex || elements[i] >= endvertex)
829 Con_Printf("Mod_ValidateElements: out of bounds elements detected at %s:%d\n", filename, fileline);
831 elements[i] = firstvertex;
836 // warning: this is an expensive function!
837 void Mod_BuildNormals(int firstvertex, int numvertices, int numtriangles, const float *vertex3f, const int *elements, float *normal3f, qboolean areaweighting)
844 memset(normal3f + 3 * firstvertex, 0, numvertices * sizeof(float[3]));
845 // process each vertex of each triangle and accumulate the results
846 // use area-averaging, to make triangles with a big area have a bigger
847 // weighting on the vertex normal than triangles with a small area
848 // to do so, just add the 'normals' together (the bigger the area
849 // the greater the length of the normal is
851 for (i = 0; i < numtriangles; i++, element += 3)
854 vertex3f + element[0] * 3,
855 vertex3f + element[1] * 3,
856 vertex3f + element[2] * 3,
861 VectorNormalize(areaNormal);
863 for (j = 0;j < 3;j++)
865 vectorNormal = normal3f + element[j] * 3;
866 vectorNormal[0] += areaNormal[0];
867 vectorNormal[1] += areaNormal[1];
868 vectorNormal[2] += areaNormal[2];
871 // and just normalize the accumulated vertex normal in the end
872 vectorNormal = normal3f + 3 * firstvertex;
873 for (i = 0; i < numvertices; i++, vectorNormal += 3)
874 VectorNormalize(vectorNormal);
878 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)
880 float f, tangentcross[3], v10[3], v20[3], tc10[2], tc20[2];
881 // 79 add/sub/negate/multiply (1 cycle), 1 compare (3 cycle?), total cycles not counting load/store/exchange roughly 82 cycles
882 // 6 add, 28 subtract, 39 multiply, 1 compare, 50% chance of 6 negates
884 // 6 multiply, 9 subtract
885 VectorSubtract(v1, v0, v10);
886 VectorSubtract(v2, v0, v20);
887 normal3f[0] = v20[1] * v10[2] - v20[2] * v10[1];
888 normal3f[1] = v20[2] * v10[0] - v20[0] * v10[2];
889 normal3f[2] = v20[0] * v10[1] - v20[1] * v10[0];
890 // 12 multiply, 10 subtract
891 tc10[1] = tc1[1] - tc0[1];
892 tc20[1] = tc2[1] - tc0[1];
893 svector3f[0] = tc10[1] * v20[0] - tc20[1] * v10[0];
894 svector3f[1] = tc10[1] * v20[1] - tc20[1] * v10[1];
895 svector3f[2] = tc10[1] * v20[2] - tc20[1] * v10[2];
896 tc10[0] = tc1[0] - tc0[0];
897 tc20[0] = tc2[0] - tc0[0];
898 tvector3f[0] = tc10[0] * v20[0] - tc20[0] * v10[0];
899 tvector3f[1] = tc10[0] * v20[1] - tc20[0] * v10[1];
900 tvector3f[2] = tc10[0] * v20[2] - tc20[0] * v10[2];
901 // 12 multiply, 4 add, 6 subtract
902 f = DotProduct(svector3f, normal3f);
903 svector3f[0] -= f * normal3f[0];
904 svector3f[1] -= f * normal3f[1];
905 svector3f[2] -= f * normal3f[2];
906 f = DotProduct(tvector3f, normal3f);
907 tvector3f[0] -= f * normal3f[0];
908 tvector3f[1] -= f * normal3f[1];
909 tvector3f[2] -= f * normal3f[2];
910 // if texture is mapped the wrong way (counterclockwise), the tangents
911 // have to be flipped, this is detected by calculating a normal from the
912 // two tangents, and seeing if it is opposite the surface normal
913 // 9 multiply, 2 add, 3 subtract, 1 compare, 50% chance of: 6 negates
914 CrossProduct(tvector3f, svector3f, tangentcross);
915 if (DotProduct(tangentcross, normal3f) < 0)
917 VectorNegate(svector3f, svector3f);
918 VectorNegate(tvector3f, tvector3f);
923 // warning: this is a very expensive function!
924 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)
927 float sdir[3], tdir[3], normal[3], *sv, *tv;
928 const float *v0, *v1, *v2, *tc0, *tc1, *tc2, *n;
929 float f, tangentcross[3], v10[3], v20[3], tc10[2], tc20[2];
932 memset(svector3f + 3 * firstvertex, 0, numvertices * sizeof(float[3]));
933 memset(tvector3f + 3 * firstvertex, 0, numvertices * sizeof(float[3]));
934 // process each vertex of each triangle and accumulate the results
935 for (tnum = 0, e = elements;tnum < numtriangles;tnum++, e += 3)
937 v0 = vertex3f + e[0] * 3;
938 v1 = vertex3f + e[1] * 3;
939 v2 = vertex3f + e[2] * 3;
940 tc0 = texcoord2f + e[0] * 2;
941 tc1 = texcoord2f + e[1] * 2;
942 tc2 = texcoord2f + e[2] * 2;
944 // 79 add/sub/negate/multiply (1 cycle), 1 compare (3 cycle?), total cycles not counting load/store/exchange roughly 82 cycles
945 // 6 add, 28 subtract, 39 multiply, 1 compare, 50% chance of 6 negates
947 // calculate the edge directions and surface normal
948 // 6 multiply, 9 subtract
949 VectorSubtract(v1, v0, v10);
950 VectorSubtract(v2, v0, v20);
951 normal[0] = v20[1] * v10[2] - v20[2] * v10[1];
952 normal[1] = v20[2] * v10[0] - v20[0] * v10[2];
953 normal[2] = v20[0] * v10[1] - v20[1] * v10[0];
955 // calculate the tangents
956 // 12 multiply, 10 subtract
957 tc10[1] = tc1[1] - tc0[1];
958 tc20[1] = tc2[1] - tc0[1];
959 sdir[0] = tc10[1] * v20[0] - tc20[1] * v10[0];
960 sdir[1] = tc10[1] * v20[1] - tc20[1] * v10[1];
961 sdir[2] = tc10[1] * v20[2] - tc20[1] * v10[2];
962 tc10[0] = tc1[0] - tc0[0];
963 tc20[0] = tc2[0] - tc0[0];
964 tdir[0] = tc10[0] * v20[0] - tc20[0] * v10[0];
965 tdir[1] = tc10[0] * v20[1] - tc20[0] * v10[1];
966 tdir[2] = tc10[0] * v20[2] - tc20[0] * v10[2];
968 // if texture is mapped the wrong way (counterclockwise), the tangents
969 // have to be flipped, this is detected by calculating a normal from the
970 // two tangents, and seeing if it is opposite the surface normal
971 // 9 multiply, 2 add, 3 subtract, 1 compare, 50% chance of: 6 negates
972 CrossProduct(tdir, sdir, tangentcross);
973 if (DotProduct(tangentcross, normal) < 0)
975 VectorNegate(sdir, sdir);
976 VectorNegate(tdir, tdir);
981 VectorNormalize(sdir);
982 VectorNormalize(tdir);
984 for (i = 0;i < 3;i++)
986 VectorAdd(svector3f + e[i]*3, sdir, svector3f + e[i]*3);
987 VectorAdd(tvector3f + e[i]*3, tdir, tvector3f + e[i]*3);
990 // make the tangents completely perpendicular to the surface normal, and
991 // then normalize them
992 // 16 assignments, 2 divide, 2 sqrt, 2 negates, 14 adds, 24 multiplies
993 for (i = 0, sv = svector3f + 3 * firstvertex, tv = tvector3f + 3 * firstvertex, n = normal3f + 3 * firstvertex;i < numvertices;i++, sv += 3, tv += 3, n += 3)
995 f = -DotProduct(sv, n);
996 VectorMA(sv, f, n, sv);
998 f = -DotProduct(tv, n);
999 VectorMA(tv, f, n, tv);
1000 VectorNormalize(tv);
1004 void Mod_AllocSurfMesh(mempool_t *mempool, int numvertices, int numtriangles, qboolean lightmapoffsets, qboolean vertexcolors, qboolean neighbors)
1006 unsigned char *data;
1007 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));
1008 loadmodel->surfmesh.num_vertices = numvertices;
1009 loadmodel->surfmesh.num_triangles = numtriangles;
1010 if (loadmodel->surfmesh.num_vertices)
1012 loadmodel->surfmesh.data_vertex3f = (float *)data, data += sizeof(float[3]) * loadmodel->surfmesh.num_vertices;
1013 loadmodel->surfmesh.data_svector3f = (float *)data, data += sizeof(float[3]) * loadmodel->surfmesh.num_vertices;
1014 loadmodel->surfmesh.data_tvector3f = (float *)data, data += sizeof(float[3]) * loadmodel->surfmesh.num_vertices;
1015 loadmodel->surfmesh.data_normal3f = (float *)data, data += sizeof(float[3]) * loadmodel->surfmesh.num_vertices;
1016 loadmodel->surfmesh.data_texcoordtexture2f = (float *)data, data += sizeof(float[2]) * loadmodel->surfmesh.num_vertices;
1017 loadmodel->surfmesh.data_texcoordlightmap2f = (float *)data, data += sizeof(float[2]) * loadmodel->surfmesh.num_vertices;
1019 loadmodel->surfmesh.data_lightmapcolor4f = (float *)data, data += sizeof(float[4]) * loadmodel->surfmesh.num_vertices;
1020 if (lightmapoffsets)
1021 loadmodel->surfmesh.data_lightmapoffsets = (int *)data, data += sizeof(int) * loadmodel->surfmesh.num_vertices;
1023 if (loadmodel->surfmesh.num_triangles)
1025 loadmodel->surfmesh.data_element3i = (int *)data, data += sizeof(int[3]) * loadmodel->surfmesh.num_triangles;
1027 loadmodel->surfmesh.data_neighbor3i = (int *)data, data += sizeof(int[3]) * loadmodel->surfmesh.num_triangles;
1028 if (loadmodel->surfmesh.num_vertices <= 65536)
1029 loadmodel->surfmesh.data_element3s = (unsigned short *)data, data += sizeof(unsigned short[3]) * loadmodel->surfmesh.num_triangles;
1033 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)
1035 shadowmesh_t *newmesh;
1036 unsigned char *data;
1038 size = sizeof(shadowmesh_t);
1039 size += maxverts * sizeof(float[3]);
1041 size += maxverts * sizeof(float[11]);
1042 size += maxtriangles * sizeof(int[3]);
1043 if (maxverts <= 65536)
1044 size += maxtriangles * sizeof(unsigned short[3]);
1046 size += maxtriangles * sizeof(int[3]);
1048 size += SHADOWMESHVERTEXHASH * sizeof(shadowmeshvertexhash_t *) + maxverts * sizeof(shadowmeshvertexhash_t);
1049 data = (unsigned char *)Mem_Alloc(mempool, size);
1050 newmesh = (shadowmesh_t *)data;data += sizeof(*newmesh);
1051 newmesh->map_diffuse = map_diffuse;
1052 newmesh->map_specular = map_specular;
1053 newmesh->map_normal = map_normal;
1054 newmesh->maxverts = maxverts;
1055 newmesh->maxtriangles = maxtriangles;
1056 newmesh->numverts = 0;
1057 newmesh->numtriangles = 0;
1058 memset(newmesh->sideoffsets, 0, sizeof(newmesh->sideoffsets));
1059 memset(newmesh->sidetotals, 0, sizeof(newmesh->sidetotals));
1061 newmesh->vertex3f = (float *)data;data += maxverts * sizeof(float[3]);
1064 newmesh->svector3f = (float *)data;data += maxverts * sizeof(float[3]);
1065 newmesh->tvector3f = (float *)data;data += maxverts * sizeof(float[3]);
1066 newmesh->normal3f = (float *)data;data += maxverts * sizeof(float[3]);
1067 newmesh->texcoord2f = (float *)data;data += maxverts * sizeof(float[2]);
1069 newmesh->element3i = (int *)data;data += maxtriangles * sizeof(int[3]);
1072 newmesh->neighbor3i = (int *)data;data += maxtriangles * sizeof(int[3]);
1076 newmesh->vertexhashtable = (shadowmeshvertexhash_t **)data;data += SHADOWMESHVERTEXHASH * sizeof(shadowmeshvertexhash_t *);
1077 newmesh->vertexhashentries = (shadowmeshvertexhash_t *)data;data += maxverts * sizeof(shadowmeshvertexhash_t);
1079 if (maxverts <= 65536)
1080 newmesh->element3s = (unsigned short *)data;data += maxtriangles * sizeof(unsigned short[3]);
1084 shadowmesh_t *Mod_ShadowMesh_ReAlloc(mempool_t *mempool, shadowmesh_t *oldmesh, int light, int neighbors)
1086 shadowmesh_t *newmesh;
1087 newmesh = Mod_ShadowMesh_Alloc(mempool, oldmesh->numverts, oldmesh->numtriangles, oldmesh->map_diffuse, oldmesh->map_specular, oldmesh->map_normal, light, neighbors, false);
1088 newmesh->numverts = oldmesh->numverts;
1089 newmesh->numtriangles = oldmesh->numtriangles;
1090 memcpy(newmesh->sideoffsets, oldmesh->sideoffsets, sizeof(oldmesh->sideoffsets));
1091 memcpy(newmesh->sidetotals, oldmesh->sidetotals, sizeof(oldmesh->sidetotals));
1093 memcpy(newmesh->vertex3f, oldmesh->vertex3f, oldmesh->numverts * sizeof(float[3]));
1094 if (newmesh->svector3f && oldmesh->svector3f)
1096 memcpy(newmesh->svector3f, oldmesh->svector3f, oldmesh->numverts * sizeof(float[3]));
1097 memcpy(newmesh->tvector3f, oldmesh->tvector3f, oldmesh->numverts * sizeof(float[3]));
1098 memcpy(newmesh->normal3f, oldmesh->normal3f, oldmesh->numverts * sizeof(float[3]));
1099 memcpy(newmesh->texcoord2f, oldmesh->texcoord2f, oldmesh->numverts * sizeof(float[2]));
1101 memcpy(newmesh->element3i, oldmesh->element3i, oldmesh->numtriangles * sizeof(int[3]));
1102 if (newmesh->neighbor3i && oldmesh->neighbor3i)
1103 memcpy(newmesh->neighbor3i, oldmesh->neighbor3i, oldmesh->numtriangles * sizeof(int[3]));
1107 int Mod_ShadowMesh_AddVertex(shadowmesh_t *mesh, float *vertex14f)
1109 int hashindex, vnum;
1110 shadowmeshvertexhash_t *hash;
1111 // this uses prime numbers intentionally
1112 hashindex = (unsigned int) (vertex14f[0] * 2003 + vertex14f[1] * 4001 + vertex14f[2] * 7919) % SHADOWMESHVERTEXHASH;
1113 for (hash = mesh->vertexhashtable[hashindex];hash;hash = hash->next)
1115 vnum = (hash - mesh->vertexhashentries);
1116 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]))
1117 && (mesh->svector3f == NULL || (mesh->svector3f[vnum * 3 + 0] == vertex14f[3] && mesh->svector3f[vnum * 3 + 1] == vertex14f[4] && mesh->svector3f[vnum * 3 + 2] == vertex14f[5]))
1118 && (mesh->tvector3f == NULL || (mesh->tvector3f[vnum * 3 + 0] == vertex14f[6] && mesh->tvector3f[vnum * 3 + 1] == vertex14f[7] && mesh->tvector3f[vnum * 3 + 2] == vertex14f[8]))
1119 && (mesh->normal3f == NULL || (mesh->normal3f[vnum * 3 + 0] == vertex14f[9] && mesh->normal3f[vnum * 3 + 1] == vertex14f[10] && mesh->normal3f[vnum * 3 + 2] == vertex14f[11]))
1120 && (mesh->texcoord2f == NULL || (mesh->texcoord2f[vnum * 2 + 0] == vertex14f[12] && mesh->texcoord2f[vnum * 2 + 1] == vertex14f[13])))
1121 return hash - mesh->vertexhashentries;
1123 vnum = mesh->numverts++;
1124 hash = mesh->vertexhashentries + vnum;
1125 hash->next = mesh->vertexhashtable[hashindex];
1126 mesh->vertexhashtable[hashindex] = hash;
1127 if (mesh->vertex3f) {mesh->vertex3f[vnum * 3 + 0] = vertex14f[0];mesh->vertex3f[vnum * 3 + 1] = vertex14f[1];mesh->vertex3f[vnum * 3 + 2] = vertex14f[2];}
1128 if (mesh->svector3f) {mesh->svector3f[vnum * 3 + 0] = vertex14f[3];mesh->svector3f[vnum * 3 + 1] = vertex14f[4];mesh->svector3f[vnum * 3 + 2] = vertex14f[5];}
1129 if (mesh->tvector3f) {mesh->tvector3f[vnum * 3 + 0] = vertex14f[6];mesh->tvector3f[vnum * 3 + 1] = vertex14f[7];mesh->tvector3f[vnum * 3 + 2] = vertex14f[8];}
1130 if (mesh->normal3f) {mesh->normal3f[vnum * 3 + 0] = vertex14f[9];mesh->normal3f[vnum * 3 + 1] = vertex14f[10];mesh->normal3f[vnum * 3 + 2] = vertex14f[11];}
1131 if (mesh->texcoord2f) {mesh->texcoord2f[vnum * 2 + 0] = vertex14f[12];mesh->texcoord2f[vnum * 2 + 1] = vertex14f[13];}
1135 void Mod_ShadowMesh_AddTriangle(mempool_t *mempool, shadowmesh_t *mesh, rtexture_t *map_diffuse, rtexture_t *map_specular, rtexture_t *map_normal, float *vertex14f)
1137 if (mesh->numtriangles == 0)
1139 // set the properties on this empty mesh to be more favorable...
1140 // (note: this case only occurs for the first triangle added to a new mesh chain)
1141 mesh->map_diffuse = map_diffuse;
1142 mesh->map_specular = map_specular;
1143 mesh->map_normal = map_normal;
1145 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)
1147 if (mesh->next == NULL)
1148 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);
1151 mesh->element3i[mesh->numtriangles * 3 + 0] = Mod_ShadowMesh_AddVertex(mesh, vertex14f + 14 * 0);
1152 mesh->element3i[mesh->numtriangles * 3 + 1] = Mod_ShadowMesh_AddVertex(mesh, vertex14f + 14 * 1);
1153 mesh->element3i[mesh->numtriangles * 3 + 2] = Mod_ShadowMesh_AddVertex(mesh, vertex14f + 14 * 2);
1154 mesh->numtriangles++;
1157 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)
1160 float vbuf[3*14], *v;
1161 memset(vbuf, 0, sizeof(vbuf));
1162 for (i = 0;i < numtris;i++)
1164 for (j = 0, v = vbuf;j < 3;j++, v += 14)
1169 v[0] = vertex3f[e * 3 + 0];
1170 v[1] = vertex3f[e * 3 + 1];
1171 v[2] = vertex3f[e * 3 + 2];
1175 v[3] = svector3f[e * 3 + 0];
1176 v[4] = svector3f[e * 3 + 1];
1177 v[5] = svector3f[e * 3 + 2];
1181 v[6] = tvector3f[e * 3 + 0];
1182 v[7] = tvector3f[e * 3 + 1];
1183 v[8] = tvector3f[e * 3 + 2];
1187 v[9] = normal3f[e * 3 + 0];
1188 v[10] = normal3f[e * 3 + 1];
1189 v[11] = normal3f[e * 3 + 2];
1193 v[12] = texcoord2f[e * 2 + 0];
1194 v[13] = texcoord2f[e * 2 + 1];
1197 Mod_ShadowMesh_AddTriangle(mempool, mesh, map_diffuse, map_specular, map_normal, vbuf);
1200 // the triangle calculation can take a while, so let's do a keepalive here
1201 CL_KeepaliveMessage(false);
1204 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)
1206 // the preparation before shadow mesh initialization can take a while, so let's do a keepalive here
1207 CL_KeepaliveMessage(false);
1209 return Mod_ShadowMesh_Alloc(mempool, maxverts, maxtriangles, map_diffuse, map_specular, map_normal, light, neighbors, expandable);
1212 static void Mod_ShadowMesh_CreateVBOs(shadowmesh_t *mesh, mempool_t *mempool)
1214 if (!mesh->numverts)
1217 // build r_vertexmesh_t array
1218 // (compressed interleaved array for D3D)
1219 if (!mesh->vertexmesh && mesh->texcoord2f && vid.useinterleavedarrays)
1222 int numvertices = mesh->numverts;
1223 r_vertexmesh_t *vertexmesh;
1224 mesh->vertexmesh = vertexmesh = (r_vertexmesh_t*)Mem_Alloc(mempool, numvertices * sizeof(*mesh->vertexmesh));
1225 for (vertexindex = 0;vertexindex < numvertices;vertexindex++, vertexmesh++)
1227 VectorCopy(mesh->vertex3f + 3*vertexindex, vertexmesh->vertex3f);
1228 VectorScale(mesh->svector3f + 3*vertexindex, 1.0f, vertexmesh->svector3f);
1229 VectorScale(mesh->tvector3f + 3*vertexindex, 1.0f, vertexmesh->tvector3f);
1230 VectorScale(mesh->normal3f + 3*vertexindex, 1.0f, vertexmesh->normal3f);
1231 Vector2Copy(mesh->texcoord2f + 2*vertexindex, vertexmesh->texcoordtexture2f);
1235 // upload r_vertexmesh_t array as a buffer
1236 if (mesh->vertexmesh && !mesh->vertexmeshbuffer)
1237 mesh->vertexmeshbuffer = R_Mesh_CreateMeshBuffer(mesh->vertexmesh, mesh->numverts * sizeof(*mesh->vertexmesh), loadmodel->name, false, false, false);
1239 // upload vertex3f array as a buffer
1240 if (mesh->vertex3f && !mesh->vertex3fbuffer)
1241 mesh->vertex3fbuffer = R_Mesh_CreateMeshBuffer(mesh->vertex3f, mesh->numverts * sizeof(float[3]), loadmodel->name, false, false, false);
1243 // upload short indices as a buffer
1244 if (mesh->element3s && !mesh->element3s_indexbuffer)
1245 mesh->element3s_indexbuffer = R_Mesh_CreateMeshBuffer(mesh->element3s, mesh->numtriangles * sizeof(short[3]), loadmodel->name, true, false, true);
1247 // upload int indices as a buffer
1248 if (mesh->element3i && !mesh->element3i_indexbuffer && !mesh->element3s)
1249 mesh->element3i_indexbuffer = R_Mesh_CreateMeshBuffer(mesh->element3i, mesh->numtriangles * sizeof(int[3]), loadmodel->name, true, false, false);
1251 // vertex buffer is several arrays and we put them in the same buffer
1253 // is this wise? the texcoordtexture2f array is used with dynamic
1254 // vertex/svector/tvector/normal when rendering animated models, on the
1255 // other hand animated models don't use a lot of vertices anyway...
1256 if (!mesh->vbo_vertexbuffer && !vid.useinterleavedarrays)
1261 mesh->vbooffset_vertex3f = size;if (mesh->vertex3f ) size += mesh->numverts * sizeof(float[3]);
1262 mesh->vbooffset_svector3f = size;if (mesh->svector3f ) size += mesh->numverts * sizeof(float[3]);
1263 mesh->vbooffset_tvector3f = size;if (mesh->tvector3f ) size += mesh->numverts * sizeof(float[3]);
1264 mesh->vbooffset_normal3f = size;if (mesh->normal3f ) size += mesh->numverts * sizeof(float[3]);
1265 mesh->vbooffset_texcoord2f = size;if (mesh->texcoord2f ) size += mesh->numverts * sizeof(float[2]);
1266 mem = (unsigned char *)Mem_Alloc(tempmempool, size);
1267 if (mesh->vertex3f ) memcpy(mem + mesh->vbooffset_vertex3f , mesh->vertex3f , mesh->numverts * sizeof(float[3]));
1268 if (mesh->svector3f ) memcpy(mem + mesh->vbooffset_svector3f , mesh->svector3f , mesh->numverts * sizeof(float[3]));
1269 if (mesh->tvector3f ) memcpy(mem + mesh->vbooffset_tvector3f , mesh->tvector3f , mesh->numverts * sizeof(float[3]));
1270 if (mesh->normal3f ) memcpy(mem + mesh->vbooffset_normal3f , mesh->normal3f , mesh->numverts * sizeof(float[3]));
1271 if (mesh->texcoord2f ) memcpy(mem + mesh->vbooffset_texcoord2f , mesh->texcoord2f , mesh->numverts * sizeof(float[2]));
1272 mesh->vbo_vertexbuffer = R_Mesh_CreateMeshBuffer(mem, size, "shadowmesh", false, false, false);
1277 shadowmesh_t *Mod_ShadowMesh_Finish(mempool_t *mempool, shadowmesh_t *firstmesh, qboolean light, qboolean neighbors, qboolean createvbo)
1279 shadowmesh_t *mesh, *newmesh, *nextmesh;
1280 // reallocate meshs to conserve space
1281 for (mesh = firstmesh, firstmesh = NULL;mesh;mesh = nextmesh)
1283 nextmesh = mesh->next;
1284 if (mesh->numverts >= 3 && mesh->numtriangles >= 1)
1286 newmesh = Mod_ShadowMesh_ReAlloc(mempool, mesh, light, neighbors);
1287 newmesh->next = firstmesh;
1288 firstmesh = newmesh;
1289 if (newmesh->element3s)
1292 for (i = 0;i < newmesh->numtriangles*3;i++)
1293 newmesh->element3s[i] = newmesh->element3i[i];
1296 Mod_ShadowMesh_CreateVBOs(newmesh, mempool);
1301 // this can take a while, so let's do a keepalive here
1302 CL_KeepaliveMessage(false);
1307 void Mod_ShadowMesh_CalcBBox(shadowmesh_t *firstmesh, vec3_t mins, vec3_t maxs, vec3_t center, float *radius)
1311 vec3_t nmins, nmaxs, ncenter, temp;
1312 float nradius2, dist2, *v;
1316 for (mesh = firstmesh;mesh;mesh = mesh->next)
1318 if (mesh == firstmesh)
1320 VectorCopy(mesh->vertex3f, nmins);
1321 VectorCopy(mesh->vertex3f, nmaxs);
1323 for (i = 0, v = mesh->vertex3f;i < mesh->numverts;i++, v += 3)
1325 if (nmins[0] > v[0]) nmins[0] = v[0];if (nmaxs[0] < v[0]) nmaxs[0] = v[0];
1326 if (nmins[1] > v[1]) nmins[1] = v[1];if (nmaxs[1] < v[1]) nmaxs[1] = v[1];
1327 if (nmins[2] > v[2]) nmins[2] = v[2];if (nmaxs[2] < v[2]) nmaxs[2] = v[2];
1330 // calculate center and radius
1331 ncenter[0] = (nmins[0] + nmaxs[0]) * 0.5f;
1332 ncenter[1] = (nmins[1] + nmaxs[1]) * 0.5f;
1333 ncenter[2] = (nmins[2] + nmaxs[2]) * 0.5f;
1335 for (mesh = firstmesh;mesh;mesh = mesh->next)
1337 for (i = 0, v = mesh->vertex3f;i < mesh->numverts;i++, v += 3)
1339 VectorSubtract(v, ncenter, temp);
1340 dist2 = DotProduct(temp, temp);
1341 if (nradius2 < dist2)
1347 VectorCopy(nmins, mins);
1349 VectorCopy(nmaxs, maxs);
1351 VectorCopy(ncenter, center);
1353 *radius = sqrt(nradius2);
1356 void Mod_ShadowMesh_Free(shadowmesh_t *mesh)
1358 shadowmesh_t *nextmesh;
1359 for (;mesh;mesh = nextmesh)
1361 if (mesh->vertex3fbuffer)
1362 R_Mesh_DestroyMeshBuffer(mesh->vertex3fbuffer);
1363 if (mesh->vertexmeshbuffer)
1364 R_Mesh_DestroyMeshBuffer(mesh->vertexmeshbuffer);
1365 if (mesh->element3i_indexbuffer)
1366 R_Mesh_DestroyMeshBuffer(mesh->element3i_indexbuffer);
1367 if (mesh->element3s_indexbuffer)
1368 R_Mesh_DestroyMeshBuffer(mesh->element3s_indexbuffer);
1369 if (mesh->vbo_vertexbuffer)
1370 R_Mesh_DestroyMeshBuffer(mesh->vbo_vertexbuffer);
1371 nextmesh = mesh->next;
1376 void Mod_CreateCollisionMesh(dp_model_t *mod)
1378 int k, numcollisionmeshtriangles;
1379 qboolean usesinglecollisionmesh = false;
1380 const msurface_t *surface = NULL;
1382 mempool_t *mempool = mod->mempool;
1383 if (!mempool && mod->brush.parentmodel)
1384 mempool = mod->brush.parentmodel->mempool;
1385 // make a single combined collision mesh for physics engine use
1386 // TODO rewrite this to use the collision brushes as source, to fix issues with e.g. common/caulk which creates no drawsurface
1387 numcollisionmeshtriangles = 0;
1388 for (k = 0;k < mod->nummodelsurfaces;k++)
1390 surface = mod->data_surfaces + mod->firstmodelsurface + k;
1391 if (!strcmp(surface->texture->name, "collision")) // found collision mesh
1393 usesinglecollisionmesh = true;
1394 numcollisionmeshtriangles = surface->num_triangles;
1397 if (!(surface->texture->supercontents & SUPERCONTENTS_SOLID))
1399 numcollisionmeshtriangles += surface->num_triangles;
1401 mod->brush.collisionmesh = Mod_ShadowMesh_Begin(mempool, numcollisionmeshtriangles * 3, numcollisionmeshtriangles, NULL, NULL, NULL, false, false, true);
1402 if (usesinglecollisionmesh)
1403 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));
1406 for (k = 0;k < mod->nummodelsurfaces;k++)
1408 surface = mod->data_surfaces + mod->firstmodelsurface + k;
1409 if (!(surface->texture->supercontents & SUPERCONTENTS_SOLID))
1411 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));
1414 mod->brush.collisionmesh = Mod_ShadowMesh_Finish(mempool, mod->brush.collisionmesh, false, false, false);
1418 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)
1423 if (ix >= 0 && iy >= 0 && ix < imagewidth && iy < imageheight)
1424 v[2] = (imagepixels[((iy*imagewidth)+ix)*4+0] + imagepixels[((iy*imagewidth)+ix)*4+1] + imagepixels[((iy*imagewidth)+ix)*4+2]) * (1.0f / 765.0f);
1427 Matrix4x4_Transform(pixelstepmatrix, v, vertex3f);
1428 Matrix4x4_Transform(pixeltexturestepmatrix, v, tc);
1429 texcoord2f[0] = tc[0];
1430 texcoord2f[1] = tc[1];
1433 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)
1435 float vup[3], vdown[3], vleft[3], vright[3];
1436 float tcup[3], tcdown[3], tcleft[3], tcright[3];
1437 float sv[3], tv[3], nl[3];
1438 Mod_GetTerrainVertex3fTexCoord2fFromBGRA(imagepixels, imagewidth, imageheight, ix, iy, vertex3f, texcoord2f, pixelstepmatrix, pixeltexturestepmatrix);
1439 Mod_GetTerrainVertex3fTexCoord2fFromBGRA(imagepixels, imagewidth, imageheight, ix, iy - 1, vup, tcup, pixelstepmatrix, pixeltexturestepmatrix);
1440 Mod_GetTerrainVertex3fTexCoord2fFromBGRA(imagepixels, imagewidth, imageheight, ix, iy + 1, vdown, tcdown, pixelstepmatrix, pixeltexturestepmatrix);
1441 Mod_GetTerrainVertex3fTexCoord2fFromBGRA(imagepixels, imagewidth, imageheight, ix - 1, iy, vleft, tcleft, pixelstepmatrix, pixeltexturestepmatrix);
1442 Mod_GetTerrainVertex3fTexCoord2fFromBGRA(imagepixels, imagewidth, imageheight, ix + 1, iy, vright, tcright, pixelstepmatrix, pixeltexturestepmatrix);
1443 Mod_BuildBumpVectors(vertex3f, vup, vright, texcoord2f, tcup, tcright, svector3f, tvector3f, normal3f);
1444 Mod_BuildBumpVectors(vertex3f, vright, vdown, texcoord2f, tcright, tcdown, sv, tv, nl);
1445 VectorAdd(svector3f, sv, svector3f);
1446 VectorAdd(tvector3f, tv, tvector3f);
1447 VectorAdd(normal3f, nl, normal3f);
1448 Mod_BuildBumpVectors(vertex3f, vdown, vleft, texcoord2f, tcdown, tcleft, sv, tv, nl);
1449 VectorAdd(svector3f, sv, svector3f);
1450 VectorAdd(tvector3f, tv, tvector3f);
1451 VectorAdd(normal3f, nl, normal3f);
1452 Mod_BuildBumpVectors(vertex3f, vleft, vup, texcoord2f, tcleft, tcup, sv, tv, nl);
1453 VectorAdd(svector3f, sv, svector3f);
1454 VectorAdd(tvector3f, tv, tvector3f);
1455 VectorAdd(normal3f, nl, normal3f);
1458 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)
1460 int x, y, ix, iy, *e;
1462 for (y = 0;y < height;y++)
1464 for (x = 0;x < width;x++)
1466 e[0] = (y + 1) * (width + 1) + (x + 0);
1467 e[1] = (y + 0) * (width + 1) + (x + 0);
1468 e[2] = (y + 1) * (width + 1) + (x + 1);
1469 e[3] = (y + 0) * (width + 1) + (x + 0);
1470 e[4] = (y + 0) * (width + 1) + (x + 1);
1471 e[5] = (y + 1) * (width + 1) + (x + 1);
1475 Mod_BuildTriangleNeighbors(neighbor3i, element3i, width*height*2);
1476 for (y = 0, iy = y1;y < height + 1;y++, iy++)
1477 for (x = 0, ix = x1;x < width + 1;x++, ix++, vertex3f += 3, texcoord2f += 2, svector3f += 3, tvector3f += 3, normal3f += 3)
1478 Mod_GetTerrainVertexFromBGRA(imagepixels, imagewidth, imageheight, ix, iy, vertex3f, texcoord2f, svector3f, tvector3f, normal3f, pixelstepmatrix, pixeltexturestepmatrix);
1483 void Mod_Terrain_SurfaceRecurseChunk(dp_model_t *model, int stepsize, int x, int y)
1487 float chunkwidth = min(stepsize, model->terrain.width - 1 - x);
1488 float chunkheight = min(stepsize, model->terrain.height - 1 - y);
1489 float viewvector[3];
1490 unsigned int firstvertex;
1493 if (chunkwidth < 2 || chunkheight < 2)
1495 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]);
1496 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]);
1497 viewvector[0] = bound(mins[0], localvieworigin, maxs[0]) - model->terrain.vieworigin[0];
1498 viewvector[1] = bound(mins[1], localvieworigin, maxs[1]) - model->terrain.vieworigin[1];
1499 viewvector[2] = bound(mins[2], localvieworigin, maxs[2]) - model->terrain.vieworigin[2];
1500 if (stepsize > 1 && VectorLength(viewvector) < stepsize*model->terrain.scale[0]*r_terrain_lodscale.value)
1502 // too close for this stepsize, emit as 4 chunks instead
1504 Mod_Terrain_SurfaceRecurseChunk(model, stepsize, x, y);
1505 Mod_Terrain_SurfaceRecurseChunk(model, stepsize, x+stepsize, y);
1506 Mod_Terrain_SurfaceRecurseChunk(model, stepsize, x, y+stepsize);
1507 Mod_Terrain_SurfaceRecurseChunk(model, stepsize, x+stepsize, y+stepsize);
1510 // emit the geometry at stepsize into our vertex buffer / index buffer
1511 // we add two columns and two rows for skirt
1512 outwidth = chunkwidth+2;
1513 outheight = chunkheight+2;
1514 outwidth2 = outwidth-1;
1515 outheight2 = outheight-1;
1516 outwidth3 = outwidth+1;
1517 outheight3 = outheight+1;
1518 firstvertex = numvertices;
1519 e = model->terrain.element3i + numtriangles;
1520 numtriangles += chunkwidth*chunkheight*2+chunkwidth*2*2+chunkheight*2*2;
1521 v = model->terrain.vertex3f + numvertices;
1522 numvertices += (chunkwidth+1)*(chunkheight+1)+(chunkwidth+1)*2+(chunkheight+1)*2;
1523 // emit the triangles (note: the skirt is treated as two extra rows and two extra columns)
1524 for (ty = 0;ty < outheight;ty++)
1526 for (tx = 0;tx < outwidth;tx++)
1528 *e++ = firstvertex + (ty )*outwidth3+(tx );
1529 *e++ = firstvertex + (ty )*outwidth3+(tx+1);
1530 *e++ = firstvertex + (ty+1)*outwidth3+(tx+1);
1531 *e++ = firstvertex + (ty )*outwidth3+(tx );
1532 *e++ = firstvertex + (ty+1)*outwidth3+(tx+1);
1533 *e++ = firstvertex + (ty+1)*outwidth3+(tx );
1536 // TODO: emit surface vertices (x+tx*stepsize, y+ty*stepsize)
1537 for (ty = 0;ty <= outheight;ty++)
1539 skirtrow = ty == 0 || ty == outheight;
1540 ry = y+bound(1, ty, outheight)*stepsize;
1541 for (tx = 0;tx <= outwidth;tx++)
1543 skirt = skirtrow || tx == 0 || tx == outwidth;
1544 rx = x+bound(1, tx, outwidth)*stepsize;
1547 v[2] = heightmap[ry*terrainwidth+rx]*scale[2];
1551 // TODO: emit skirt vertices
1554 void Mod_Terrain_UpdateSurfacesForViewOrigin(dp_model_t *model)
1556 for (y = 0;y < model->terrain.size[1];y += model->terrain.
1557 Mod_Terrain_SurfaceRecurseChunk(model, model->terrain.maxstepsize, x, y);
1558 Mod_Terrain_BuildChunk(model,
1562 static int Mod_LoadQ3Shaders_EnumerateWaveFunc(const char *s)
1565 if (!strncasecmp(s, "user", 4)) // parse stuff like "user1sin", always user<n>func
1567 offset = bound(0, s[4] - '0', 9);
1568 offset = (offset + 1) << Q3WAVEFUNC_USER_SHIFT;
1573 if (!strcasecmp(s, "sin")) return offset | Q3WAVEFUNC_SIN;
1574 if (!strcasecmp(s, "square")) return offset | Q3WAVEFUNC_SQUARE;
1575 if (!strcasecmp(s, "triangle")) return offset | Q3WAVEFUNC_TRIANGLE;
1576 if (!strcasecmp(s, "sawtooth")) return offset | Q3WAVEFUNC_SAWTOOTH;
1577 if (!strcasecmp(s, "inversesawtooth")) return offset | Q3WAVEFUNC_INVERSESAWTOOTH;
1578 if (!strcasecmp(s, "noise")) return offset | Q3WAVEFUNC_NOISE;
1579 if (!strcasecmp(s, "none")) return offset | Q3WAVEFUNC_NONE;
1580 Con_DPrintf("Mod_LoadQ3Shaders: unknown wavefunc %s\n", s);
1581 return offset | Q3WAVEFUNC_NONE;
1584 void Mod_FreeQ3Shaders(void)
1586 Mem_FreePool(&q3shaders_mem);
1589 static void Q3Shader_AddToHash (q3shaderinfo_t* shader)
1591 unsigned short hash = CRC_Block_CaseInsensitive ((const unsigned char *)shader->name, strlen (shader->name));
1592 q3shader_hash_entry_t* entry = q3shader_data->hash + (hash % Q3SHADER_HASH_SIZE);
1593 q3shader_hash_entry_t* lastEntry = NULL;
1594 while (entry != NULL)
1596 if (strcasecmp (entry->shader.name, shader->name) == 0)
1599 if(shader->dpshaderkill)
1601 // killed shader is a redeclarion? we can safely ignore it
1604 else if(entry->shader.dpshaderkill)
1606 // replace the old shader!
1607 // this will skip the entry allocating part
1608 // below and just replace the shader
1613 unsigned char *start, *end, *start2;
1614 start = (unsigned char *) (&shader->Q3SHADERINFO_COMPARE_START);
1615 end = ((unsigned char *) (&shader->Q3SHADERINFO_COMPARE_END)) + sizeof(shader->Q3SHADERINFO_COMPARE_END);
1616 start2 = (unsigned char *) (&entry->shader.Q3SHADERINFO_COMPARE_START);
1617 if(memcmp(start, start2, end - start))
1618 Con_DPrintf("Shader '%s' already defined, ignoring mismatching redeclaration\n", shader->name);
1620 Con_DPrintf("Shader '%s' already defined\n", shader->name);
1625 entry = entry->chain;
1629 if (lastEntry->shader.name[0] != 0)
1632 q3shader_hash_entry_t* newEntry = (q3shader_hash_entry_t*)
1633 Mem_ExpandableArray_AllocRecord (&q3shader_data->hash_entries);
1635 while (lastEntry->chain != NULL) lastEntry = lastEntry->chain;
1636 lastEntry->chain = newEntry;
1637 newEntry->chain = NULL;
1638 lastEntry = newEntry;
1640 /* else: head of chain, in hash entry array */
1643 memcpy (&entry->shader, shader, sizeof (q3shaderinfo_t));
1646 extern cvar_t mod_noshader_default_offsetmapping;
1647 extern cvar_t mod_q3shader_default_offsetmapping;
1648 extern cvar_t mod_q3shader_default_offsetmapping_scale;
1649 extern cvar_t mod_q3shader_default_offsetmapping_bias;
1650 extern cvar_t mod_q3shader_default_polygonoffset;
1651 extern cvar_t mod_q3shader_default_polygonfactor;
1652 extern cvar_t mod_q3shader_force_addalpha;
1653 void Mod_LoadQ3Shaders(void)
1660 q3shaderinfo_t shader;
1661 q3shaderinfo_layer_t *layer;
1663 char parameter[TEXTURE_MAXFRAMES + 4][Q3PATHLENGTH];
1664 char *custsurfaceparmnames[256]; // VorteX: q3map2 has 64 but well, someone will need more
1665 unsigned long custsurfaceparms[256];
1666 int numcustsurfaceparms;
1667 qboolean dpshaderkill;
1669 Mod_FreeQ3Shaders();
1671 q3shaders_mem = Mem_AllocPool("q3shaders", 0, NULL);
1672 q3shader_data = (q3shader_data_t*)Mem_Alloc (q3shaders_mem,
1673 sizeof (q3shader_data_t));
1674 Mem_ExpandableArray_NewArray (&q3shader_data->hash_entries,
1675 q3shaders_mem, sizeof (q3shader_hash_entry_t), 256);
1676 Mem_ExpandableArray_NewArray (&q3shader_data->char_ptrs,
1677 q3shaders_mem, sizeof (char**), 256);
1679 // parse custinfoparms.txt
1680 numcustsurfaceparms = 0;
1681 if ((text = f = (char *)FS_LoadFile("scripts/custinfoparms.txt", tempmempool, false, NULL)) != NULL)
1683 if (!COM_ParseToken_QuakeC(&text, false) || strcasecmp(com_token, "{"))
1684 Con_DPrintf("scripts/custinfoparms.txt: contentflags section parsing error - expected \"{\", found \"%s\"\n", com_token);
1687 while (COM_ParseToken_QuakeC(&text, false))
1688 if (!strcasecmp(com_token, "}"))
1690 // custom surfaceflags section
1691 if (!COM_ParseToken_QuakeC(&text, false) || strcasecmp(com_token, "{"))
1692 Con_DPrintf("scripts/custinfoparms.txt: surfaceflags section parsing error - expected \"{\", found \"%s\"\n", com_token);
1695 while(COM_ParseToken_QuakeC(&text, false))
1697 if (!strcasecmp(com_token, "}"))
1699 // register surfaceflag
1700 if (numcustsurfaceparms >= 256)
1702 Con_Printf("scripts/custinfoparms.txt: surfaceflags section parsing error - max 256 surfaceflags exceeded\n");
1706 j = strlen(com_token)+1;
1707 custsurfaceparmnames[numcustsurfaceparms] = (char *)Mem_Alloc(tempmempool, j);
1708 strlcpy(custsurfaceparmnames[numcustsurfaceparms], com_token, j+1);
1710 if (COM_ParseToken_QuakeC(&text, false))
1711 custsurfaceparms[numcustsurfaceparms] = strtol(com_token, NULL, 0);
1713 custsurfaceparms[numcustsurfaceparms] = 0;
1714 numcustsurfaceparms++;
1722 search = FS_Search("scripts/*.shader", true, false);
1725 for (fileindex = 0;fileindex < search->numfilenames;fileindex++)
1727 text = f = (char *)FS_LoadFile(search->filenames[fileindex], tempmempool, false, NULL);
1730 while (COM_ParseToken_QuakeC(&text, false))
1732 memset (&shader, 0, sizeof(shader));
1733 shader.reflectmin = 0;
1734 shader.reflectmax = 1;
1735 shader.refractfactor = 1;
1736 Vector4Set(shader.refractcolor4f, 1, 1, 1, 1);
1737 shader.reflectfactor = 1;
1738 Vector4Set(shader.reflectcolor4f, 1, 1, 1, 1);
1739 shader.r_water_wateralpha = 1;
1740 shader.offsetmapping = (mod_q3shader_default_offsetmapping.value) ? OFFSETMAPPING_DEFAULT : OFFSETMAPPING_OFF;
1741 shader.offsetscale = mod_q3shader_default_offsetmapping_scale.value;
1742 shader.offsetbias = mod_q3shader_default_offsetmapping_bias.value;
1743 shader.specularscalemod = 1;
1744 shader.specularpowermod = 1;
1745 shader.biaspolygonoffset = mod_q3shader_default_polygonoffset.value;
1746 shader.biaspolygonfactor = mod_q3shader_default_polygonfactor.value;
1748 strlcpy(shader.name, com_token, sizeof(shader.name));
1749 if (!COM_ParseToken_QuakeC(&text, false) || strcasecmp(com_token, "{"))
1751 Con_DPrintf("%s parsing error - expected \"{\", found \"%s\"\n", search->filenames[fileindex], com_token);
1754 while (COM_ParseToken_QuakeC(&text, false))
1756 if (!strcasecmp(com_token, "}"))
1758 if (!strcasecmp(com_token, "{"))
1760 static q3shaderinfo_layer_t dummy;
1761 if (shader.numlayers < Q3SHADER_MAXLAYERS)
1763 layer = shader.layers + shader.numlayers++;
1767 // parse and process it anyway, just don't store it (so a map $lightmap or such stuff still is found)
1768 memset(&dummy, 0, sizeof(dummy));
1771 layer->rgbgen.rgbgen = Q3RGBGEN_IDENTITY;
1772 layer->alphagen.alphagen = Q3ALPHAGEN_IDENTITY;
1773 layer->tcgen.tcgen = Q3TCGEN_TEXTURE;
1774 layer->blendfunc[0] = GL_ONE;
1775 layer->blendfunc[1] = GL_ZERO;
1776 while (COM_ParseToken_QuakeC(&text, false))
1778 if (!strcasecmp(com_token, "}"))
1780 if (!strcasecmp(com_token, "\n"))
1783 for (j = 0;strcasecmp(com_token, "\n") && strcasecmp(com_token, "}");j++)
1785 if (j < TEXTURE_MAXFRAMES + 4)
1787 // remap dp_water to dpwater, dp_reflect to dpreflect, etc.
1788 if(j == 0 && !strncasecmp(com_token, "dp_", 3))
1789 dpsnprintf(parameter[j], sizeof(parameter[j]), "dp%s", &com_token[3]);
1791 strlcpy(parameter[j], com_token, sizeof(parameter[j]));
1792 numparameters = j + 1;
1794 if (!COM_ParseToken_QuakeC(&text, true))
1797 //for (j = numparameters;j < TEXTURE_MAXFRAMES + 4;j++)
1798 // parameter[j][0] = 0;
1799 if (developer_insane.integer)
1801 Con_DPrintf("%s %i: ", shader.name, shader.numlayers - 1);
1802 for (j = 0;j < numparameters;j++)
1803 Con_DPrintf(" %s", parameter[j]);
1806 if (numparameters >= 2 && !strcasecmp(parameter[0], "blendfunc"))
1808 if (numparameters == 2)
1810 if (!strcasecmp(parameter[1], "add"))
1812 layer->blendfunc[0] = GL_ONE;
1813 layer->blendfunc[1] = GL_ONE;
1815 else if (!strcasecmp(parameter[1], "addalpha"))
1817 layer->blendfunc[0] = GL_SRC_ALPHA;
1818 layer->blendfunc[1] = GL_ONE;
1820 else if (!strcasecmp(parameter[1], "filter"))
1822 layer->blendfunc[0] = GL_DST_COLOR;
1823 layer->blendfunc[1] = GL_ZERO;
1825 else if (!strcasecmp(parameter[1], "blend"))
1827 layer->blendfunc[0] = GL_SRC_ALPHA;
1828 layer->blendfunc[1] = GL_ONE_MINUS_SRC_ALPHA;
1831 else if (numparameters == 3)
1834 for (k = 0;k < 2;k++)
1836 if (!strcasecmp(parameter[k+1], "GL_ONE"))
1837 layer->blendfunc[k] = GL_ONE;
1838 else if (!strcasecmp(parameter[k+1], "GL_ZERO"))
1839 layer->blendfunc[k] = GL_ZERO;
1840 else if (!strcasecmp(parameter[k+1], "GL_SRC_COLOR"))
1841 layer->blendfunc[k] = GL_SRC_COLOR;
1842 else if (!strcasecmp(parameter[k+1], "GL_SRC_ALPHA"))
1843 layer->blendfunc[k] = GL_SRC_ALPHA;
1844 else if (!strcasecmp(parameter[k+1], "GL_DST_COLOR"))
1845 layer->blendfunc[k] = GL_DST_COLOR;
1846 else if (!strcasecmp(parameter[k+1], "GL_DST_ALPHA"))
1847 layer->blendfunc[k] = GL_DST_ALPHA;
1848 else if (!strcasecmp(parameter[k+1], "GL_ONE_MINUS_SRC_COLOR"))
1849 layer->blendfunc[k] = GL_ONE_MINUS_SRC_COLOR;
1850 else if (!strcasecmp(parameter[k+1], "GL_ONE_MINUS_SRC_ALPHA"))
1851 layer->blendfunc[k] = GL_ONE_MINUS_SRC_ALPHA;
1852 else if (!strcasecmp(parameter[k+1], "GL_ONE_MINUS_DST_COLOR"))
1853 layer->blendfunc[k] = GL_ONE_MINUS_DST_COLOR;
1854 else if (!strcasecmp(parameter[k+1], "GL_ONE_MINUS_DST_ALPHA"))
1855 layer->blendfunc[k] = GL_ONE_MINUS_DST_ALPHA;
1857 layer->blendfunc[k] = GL_ONE; // default in case of parsing error
1861 if (numparameters >= 2 && !strcasecmp(parameter[0], "alphafunc"))
1862 layer->alphatest = true;
1863 if (numparameters >= 2 && (!strcasecmp(parameter[0], "map") || !strcasecmp(parameter[0], "clampmap")))
1865 if (!strcasecmp(parameter[0], "clampmap"))
1866 layer->clampmap = true;
1867 layer->numframes = 1;
1868 layer->framerate = 1;
1869 layer->texturename = (char**)Mem_ExpandableArray_AllocRecord (
1870 &q3shader_data->char_ptrs);
1871 layer->texturename[0] = Mem_strdup (q3shaders_mem, parameter[1]);
1872 if (!strcasecmp(parameter[1], "$lightmap"))
1873 shader.lighting = true;
1875 else if (numparameters >= 3 && (!strcasecmp(parameter[0], "animmap") || !strcasecmp(parameter[0], "animclampmap")))
1878 layer->numframes = min(numparameters - 2, TEXTURE_MAXFRAMES);
1879 layer->framerate = atof(parameter[1]);
1880 layer->texturename = (char **) Mem_Alloc (q3shaders_mem, sizeof (char*) * layer->numframes);
1881 for (i = 0;i < layer->numframes;i++)
1882 layer->texturename[i] = Mem_strdup (q3shaders_mem, parameter[i + 2]);
1884 else if (numparameters >= 2 && !strcasecmp(parameter[0], "rgbgen"))
1887 for (i = 0;i < numparameters - 2 && i < Q3RGBGEN_MAXPARMS;i++)
1888 layer->rgbgen.parms[i] = atof(parameter[i+2]);
1889 if (!strcasecmp(parameter[1], "identity")) layer->rgbgen.rgbgen = Q3RGBGEN_IDENTITY;
1890 else if (!strcasecmp(parameter[1], "const")) layer->rgbgen.rgbgen = Q3RGBGEN_CONST;
1891 else if (!strcasecmp(parameter[1], "entity")) layer->rgbgen.rgbgen = Q3RGBGEN_ENTITY;
1892 else if (!strcasecmp(parameter[1], "exactvertex")) layer->rgbgen.rgbgen = Q3RGBGEN_EXACTVERTEX;
1893 else if (!strcasecmp(parameter[1], "identitylighting")) layer->rgbgen.rgbgen = Q3RGBGEN_IDENTITYLIGHTING;
1894 else if (!strcasecmp(parameter[1], "lightingdiffuse")) layer->rgbgen.rgbgen = Q3RGBGEN_LIGHTINGDIFFUSE;
1895 else if (!strcasecmp(parameter[1], "oneminusentity")) layer->rgbgen.rgbgen = Q3RGBGEN_ONEMINUSENTITY;
1896 else if (!strcasecmp(parameter[1], "oneminusvertex")) layer->rgbgen.rgbgen = Q3RGBGEN_ONEMINUSVERTEX;
1897 else if (!strcasecmp(parameter[1], "vertex")) layer->rgbgen.rgbgen = Q3RGBGEN_VERTEX;
1898 else if (!strcasecmp(parameter[1], "wave"))
1900 layer->rgbgen.rgbgen = Q3RGBGEN_WAVE;
1901 layer->rgbgen.wavefunc = Mod_LoadQ3Shaders_EnumerateWaveFunc(parameter[2]);
1902 for (i = 0;i < numparameters - 3 && i < Q3WAVEPARMS;i++)
1903 layer->rgbgen.waveparms[i] = atof(parameter[i+3]);
1905 else Con_DPrintf("%s parsing warning: unknown rgbgen %s\n", search->filenames[fileindex], parameter[1]);
1907 else if (numparameters >= 2 && !strcasecmp(parameter[0], "alphagen"))
1910 for (i = 0;i < numparameters - 2 && i < Q3ALPHAGEN_MAXPARMS;i++)
1911 layer->alphagen.parms[i] = atof(parameter[i+2]);
1912 if (!strcasecmp(parameter[1], "identity")) layer->alphagen.alphagen = Q3ALPHAGEN_IDENTITY;
1913 else if (!strcasecmp(parameter[1], "const")) layer->alphagen.alphagen = Q3ALPHAGEN_CONST;
1914 else if (!strcasecmp(parameter[1], "entity")) layer->alphagen.alphagen = Q3ALPHAGEN_ENTITY;
1915 else if (!strcasecmp(parameter[1], "lightingspecular")) layer->alphagen.alphagen = Q3ALPHAGEN_LIGHTINGSPECULAR;
1916 else if (!strcasecmp(parameter[1], "oneminusentity")) layer->alphagen.alphagen = Q3ALPHAGEN_ONEMINUSENTITY;
1917 else if (!strcasecmp(parameter[1], "oneminusvertex")) layer->alphagen.alphagen = Q3ALPHAGEN_ONEMINUSVERTEX;
1918 else if (!strcasecmp(parameter[1], "portal")) layer->alphagen.alphagen = Q3ALPHAGEN_PORTAL;
1919 else if (!strcasecmp(parameter[1], "vertex")) layer->alphagen.alphagen = Q3ALPHAGEN_VERTEX;
1920 else if (!strcasecmp(parameter[1], "wave"))
1922 layer->alphagen.alphagen = Q3ALPHAGEN_WAVE;
1923 layer->alphagen.wavefunc = Mod_LoadQ3Shaders_EnumerateWaveFunc(parameter[2]);
1924 for (i = 0;i < numparameters - 3 && i < Q3WAVEPARMS;i++)
1925 layer->alphagen.waveparms[i] = atof(parameter[i+3]);
1927 else Con_DPrintf("%s parsing warning: unknown alphagen %s\n", search->filenames[fileindex], parameter[1]);
1929 else if (numparameters >= 2 && (!strcasecmp(parameter[0], "texgen") || !strcasecmp(parameter[0], "tcgen")))
1932 // observed values: tcgen environment
1933 // no other values have been observed in real shaders
1934 for (i = 0;i < numparameters - 2 && i < Q3TCGEN_MAXPARMS;i++)
1935 layer->tcgen.parms[i] = atof(parameter[i+2]);
1936 if (!strcasecmp(parameter[1], "base")) layer->tcgen.tcgen = Q3TCGEN_TEXTURE;
1937 else if (!strcasecmp(parameter[1], "texture")) layer->tcgen.tcgen = Q3TCGEN_TEXTURE;
1938 else if (!strcasecmp(parameter[1], "environment")) layer->tcgen.tcgen = Q3TCGEN_ENVIRONMENT;
1939 else if (!strcasecmp(parameter[1], "lightmap")) layer->tcgen.tcgen = Q3TCGEN_LIGHTMAP;
1940 else if (!strcasecmp(parameter[1], "vector")) layer->tcgen.tcgen = Q3TCGEN_VECTOR;
1941 else Con_DPrintf("%s parsing warning: unknown tcgen mode %s\n", search->filenames[fileindex], parameter[1]);
1943 else if (numparameters >= 2 && !strcasecmp(parameter[0], "tcmod"))
1950 // tcmod stretch sin # # # #
1951 // tcmod stretch triangle # # # #
1952 // tcmod transform # # # # # #
1953 // tcmod turb # # # #
1954 // tcmod turb sin # # # # (this is bogus)
1955 // no other values have been observed in real shaders
1956 for (tcmodindex = 0;tcmodindex < Q3MAXTCMODS;tcmodindex++)
1957 if (!layer->tcmods[tcmodindex].tcmod)
1959 if (tcmodindex < Q3MAXTCMODS)
1961 for (i = 0;i < numparameters - 2 && i < Q3TCMOD_MAXPARMS;i++)
1962 layer->tcmods[tcmodindex].parms[i] = atof(parameter[i+2]);
1963 if (!strcasecmp(parameter[1], "entitytranslate")) layer->tcmods[tcmodindex].tcmod = Q3TCMOD_ENTITYTRANSLATE;
1964 else if (!strcasecmp(parameter[1], "rotate")) layer->tcmods[tcmodindex].tcmod = Q3TCMOD_ROTATE;
1965 else if (!strcasecmp(parameter[1], "scale")) layer->tcmods[tcmodindex].tcmod = Q3TCMOD_SCALE;
1966 else if (!strcasecmp(parameter[1], "scroll")) layer->tcmods[tcmodindex].tcmod = Q3TCMOD_SCROLL;
1967 else if (!strcasecmp(parameter[1], "page")) layer->tcmods[tcmodindex].tcmod = Q3TCMOD_PAGE;
1968 else if (!strcasecmp(parameter[1], "stretch"))
1970 layer->tcmods[tcmodindex].tcmod = Q3TCMOD_STRETCH;
1971 layer->tcmods[tcmodindex].wavefunc = Mod_LoadQ3Shaders_EnumerateWaveFunc(parameter[2]);
1972 for (i = 0;i < numparameters - 3 && i < Q3WAVEPARMS;i++)
1973 layer->tcmods[tcmodindex].waveparms[i] = atof(parameter[i+3]);
1975 else if (!strcasecmp(parameter[1], "transform")) layer->tcmods[tcmodindex].tcmod = Q3TCMOD_TRANSFORM;
1976 else if (!strcasecmp(parameter[1], "turb")) layer->tcmods[tcmodindex].tcmod = Q3TCMOD_TURBULENT;
1977 else Con_DPrintf("%s parsing warning: unknown tcmod mode %s\n", search->filenames[fileindex], parameter[1]);
1980 Con_DPrintf("%s parsing warning: too many tcmods on one layer\n", search->filenames[fileindex]);
1982 // break out a level if it was a closing brace (not using the character here to not confuse vim)
1983 if (!strcasecmp(com_token, "}"))
1986 if (layer->rgbgen.rgbgen == Q3RGBGEN_LIGHTINGDIFFUSE || layer->rgbgen.rgbgen == Q3RGBGEN_VERTEX)
1987 shader.lighting = true;
1988 if (layer->alphagen.alphagen == Q3ALPHAGEN_VERTEX)
1990 if (layer == shader.layers + 0)
1992 // vertex controlled transparency
1993 shader.vertexalpha = true;
1997 // multilayer terrain shader or similar
1998 shader.textureblendalpha = true;
2002 if(mod_q3shader_force_addalpha.integer)
2004 // for a long while, DP treated GL_ONE GL_ONE as GL_SRC_ALPHA GL_ONE
2005 // this cvar brings back this behaviour
2006 if(layer->blendfunc[0] == GL_ONE && layer->blendfunc[1] == GL_ONE)
2007 layer->blendfunc[0] = GL_SRC_ALPHA;
2010 layer->texflags = 0;
2011 if (layer->alphatest)
2012 layer->texflags |= TEXF_ALPHA;
2013 switch(layer->blendfunc[0])
2016 case GL_ONE_MINUS_SRC_ALPHA:
2017 layer->texflags |= TEXF_ALPHA;
2020 switch(layer->blendfunc[1])
2023 case GL_ONE_MINUS_SRC_ALPHA:
2024 layer->texflags |= TEXF_ALPHA;
2027 if (!(shader.surfaceparms & Q3SURFACEPARM_NOMIPMAPS))
2028 layer->texflags |= TEXF_MIPMAP;
2029 if (!(shader.textureflags & Q3TEXTUREFLAG_NOPICMIP))
2030 layer->texflags |= TEXF_PICMIP | TEXF_COMPRESS;
2031 if (layer->clampmap)
2032 layer->texflags |= TEXF_CLAMP;
2036 for (j = 0;strcasecmp(com_token, "\n") && strcasecmp(com_token, "}");j++)
2038 if (j < TEXTURE_MAXFRAMES + 4)
2040 // remap dp_water to dpwater, dp_reflect to dpreflect, etc.
2041 if(j == 0 && !strncasecmp(com_token, "dp_", 3))
2042 dpsnprintf(parameter[j], sizeof(parameter[j]), "dp%s", &com_token[3]);
2044 strlcpy(parameter[j], com_token, sizeof(parameter[j]));
2045 numparameters = j + 1;
2047 if (!COM_ParseToken_QuakeC(&text, true))
2050 //for (j = numparameters;j < TEXTURE_MAXFRAMES + 4;j++)
2051 // parameter[j][0] = 0;
2052 if (fileindex == 0 && !strcasecmp(com_token, "}"))
2054 if (developer_insane.integer)
2056 Con_DPrintf("%s: ", shader.name);
2057 for (j = 0;j < numparameters;j++)
2058 Con_DPrintf(" %s", parameter[j]);
2061 if (numparameters < 1)
2063 if (!strcasecmp(parameter[0], "surfaceparm") && numparameters >= 2)
2065 if (!strcasecmp(parameter[1], "alphashadow"))
2066 shader.surfaceparms |= Q3SURFACEPARM_ALPHASHADOW;
2067 else if (!strcasecmp(parameter[1], "areaportal"))
2068 shader.surfaceparms |= Q3SURFACEPARM_AREAPORTAL;
2069 else if (!strcasecmp(parameter[1], "botclip"))
2070 shader.surfaceparms |= Q3SURFACEPARM_BOTCLIP;
2071 else if (!strcasecmp(parameter[1], "clusterportal"))
2072 shader.surfaceparms |= Q3SURFACEPARM_CLUSTERPORTAL;
2073 else if (!strcasecmp(parameter[1], "detail"))
2074 shader.surfaceparms |= Q3SURFACEPARM_DETAIL;
2075 else if (!strcasecmp(parameter[1], "donotenter"))
2076 shader.surfaceparms |= Q3SURFACEPARM_DONOTENTER;
2077 else if (!strcasecmp(parameter[1], "dust"))
2078 shader.surfaceparms |= Q3SURFACEPARM_DUST;
2079 else if (!strcasecmp(parameter[1], "hint"))
2080 shader.surfaceparms |= Q3SURFACEPARM_HINT;
2081 else if (!strcasecmp(parameter[1], "fog"))
2082 shader.surfaceparms |= Q3SURFACEPARM_FOG;
2083 else if (!strcasecmp(parameter[1], "lava"))
2084 shader.surfaceparms |= Q3SURFACEPARM_LAVA;
2085 else if (!strcasecmp(parameter[1], "lightfilter"))
2086 shader.surfaceparms |= Q3SURFACEPARM_LIGHTFILTER;
2087 else if (!strcasecmp(parameter[1], "lightgrid"))
2088 shader.surfaceparms |= Q3SURFACEPARM_LIGHTGRID;
2089 else if (!strcasecmp(parameter[1], "metalsteps"))
2090 shader.surfaceparms |= Q3SURFACEPARM_METALSTEPS;
2091 else if (!strcasecmp(parameter[1], "nodamage"))
2092 shader.surfaceparms |= Q3SURFACEPARM_NODAMAGE;
2093 else if (!strcasecmp(parameter[1], "nodlight"))
2094 shader.surfaceparms |= Q3SURFACEPARM_NODLIGHT;
2095 else if (!strcasecmp(parameter[1], "nodraw"))
2096 shader.surfaceparms |= Q3SURFACEPARM_NODRAW;
2097 else if (!strcasecmp(parameter[1], "nodrop"))
2098 shader.surfaceparms |= Q3SURFACEPARM_NODROP;
2099 else if (!strcasecmp(parameter[1], "noimpact"))
2100 shader.surfaceparms |= Q3SURFACEPARM_NOIMPACT;
2101 else if (!strcasecmp(parameter[1], "nolightmap"))
2102 shader.surfaceparms |= Q3SURFACEPARM_NOLIGHTMAP;
2103 else if (!strcasecmp(parameter[1], "nomarks"))
2104 shader.surfaceparms |= Q3SURFACEPARM_NOMARKS;
2105 else if (!strcasecmp(parameter[1], "nomipmaps"))
2106 shader.surfaceparms |= Q3SURFACEPARM_NOMIPMAPS;
2107 else if (!strcasecmp(parameter[1], "nonsolid"))
2108 shader.surfaceparms |= Q3SURFACEPARM_NONSOLID;
2109 else if (!strcasecmp(parameter[1], "origin"))
2110 shader.surfaceparms |= Q3SURFACEPARM_ORIGIN;
2111 else if (!strcasecmp(parameter[1], "playerclip"))
2112 shader.surfaceparms |= Q3SURFACEPARM_PLAYERCLIP;
2113 else if (!strcasecmp(parameter[1], "sky"))
2114 shader.surfaceparms |= Q3SURFACEPARM_SKY;
2115 else if (!strcasecmp(parameter[1], "slick"))
2116 shader.surfaceparms |= Q3SURFACEPARM_SLICK;
2117 else if (!strcasecmp(parameter[1], "slime"))
2118 shader.surfaceparms |= Q3SURFACEPARM_SLIME;
2119 else if (!strcasecmp(parameter[1], "structural"))
2120 shader.surfaceparms |= Q3SURFACEPARM_STRUCTURAL;
2121 else if (!strcasecmp(parameter[1], "trans"))
2122 shader.surfaceparms |= Q3SURFACEPARM_TRANS;
2123 else if (!strcasecmp(parameter[1], "water"))
2124 shader.surfaceparms |= Q3SURFACEPARM_WATER;
2125 else if (!strcasecmp(parameter[1], "pointlight"))
2126 shader.surfaceparms |= Q3SURFACEPARM_POINTLIGHT;
2127 else if (!strcasecmp(parameter[1], "antiportal"))
2128 shader.surfaceparms |= Q3SURFACEPARM_ANTIPORTAL;
2131 // try custom surfaceparms
2132 for (j = 0; j < numcustsurfaceparms; j++)
2134 if (!strcasecmp(custsurfaceparmnames[j], parameter[1]))
2136 shader.surfaceparms |= custsurfaceparms[j];
2141 if (j == numcustsurfaceparms)
2142 Con_DPrintf("%s parsing warning: unknown surfaceparm \"%s\"\n", search->filenames[fileindex], parameter[1]);
2145 else if (!strcasecmp(parameter[0], "dpshadow"))
2146 shader.dpshadow = true;
2147 else if (!strcasecmp(parameter[0], "dpnoshadow"))
2148 shader.dpnoshadow = true;
2149 else if (!strcasecmp(parameter[0], "dpnortlight"))
2150 shader.dpnortlight = true;
2151 else if (!strcasecmp(parameter[0], "dpreflectcube"))
2152 strlcpy(shader.dpreflectcube, parameter[1], sizeof(shader.dpreflectcube));
2153 else if (!strcasecmp(parameter[0], "dpmeshcollisions"))
2154 shader.dpmeshcollisions = true;
2155 // this sets dpshaderkill to true if dpshaderkillifcvarzero was used, and to false if dpnoshaderkillifcvarzero was used
2156 else if (((dpshaderkill = !strcasecmp(parameter[0], "dpshaderkillifcvarzero")) || !strcasecmp(parameter[0], "dpnoshaderkillifcvarzero")) && numparameters >= 2)
2158 if (Cvar_VariableValue(parameter[1]) == 0.0f)
2159 shader.dpshaderkill = dpshaderkill;
2161 // this sets dpshaderkill to true if dpshaderkillifcvar was used, and to false if dpnoshaderkillifcvar was used
2162 else if (((dpshaderkill = !strcasecmp(parameter[0], "dpshaderkillifcvar")) || !strcasecmp(parameter[0], "dpnoshaderkillifcvar")) && numparameters >= 2)
2164 const char *op = NULL;
2165 if (numparameters >= 3)
2169 if (Cvar_VariableValue(parameter[1]) != 0.0f)
2170 shader.dpshaderkill = dpshaderkill;
2172 else if (numparameters >= 4 && !strcmp(op, "=="))
2174 if (Cvar_VariableValue(parameter[1]) == atof(parameter[3]))
2175 shader.dpshaderkill = dpshaderkill;
2177 else if (numparameters >= 4 && !strcmp(op, "!="))
2179 if (Cvar_VariableValue(parameter[1]) != atof(parameter[3]))
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;
2204 Con_DPrintf("%s parsing warning: unknown dpshaderkillifcvar op \"%s\", or not enough arguments\n", search->filenames[fileindex], op);
2207 else if (!strcasecmp(parameter[0], "sky") && numparameters >= 2)
2209 // some q3 skies don't have the sky parm set
2210 shader.surfaceparms |= Q3SURFACEPARM_SKY;
2211 strlcpy(shader.skyboxname, parameter[1], sizeof(shader.skyboxname));
2213 else if (!strcasecmp(parameter[0], "skyparms") && numparameters >= 2)
2215 // some q3 skies don't have the sky parm set
2216 shader.surfaceparms |= Q3SURFACEPARM_SKY;
2217 if (!atoi(parameter[1]) && strcasecmp(parameter[1], "-"))
2218 strlcpy(shader.skyboxname, parameter[1], sizeof(shader.skyboxname));
2220 else if (!strcasecmp(parameter[0], "cull") && numparameters >= 2)
2222 if (!strcasecmp(parameter[1], "disable") || !strcasecmp(parameter[1], "none") || !strcasecmp(parameter[1], "twosided"))
2223 shader.textureflags |= Q3TEXTUREFLAG_TWOSIDED;
2225 else if (!strcasecmp(parameter[0], "nomipmaps"))
2226 shader.surfaceparms |= Q3SURFACEPARM_NOMIPMAPS;
2227 else if (!strcasecmp(parameter[0], "nopicmip"))
2228 shader.textureflags |= Q3TEXTUREFLAG_NOPICMIP;
2229 else if (!strcasecmp(parameter[0], "polygonoffset"))
2230 shader.textureflags |= Q3TEXTUREFLAG_POLYGONOFFSET;
2231 else if (!strcasecmp(parameter[0], "dppolygonoffset"))
2233 shader.textureflags |= Q3TEXTUREFLAG_POLYGONOFFSET;
2234 if(numparameters >= 2)
2236 shader.biaspolygonfactor = atof(parameter[1]);
2237 if(numparameters >= 3)
2238 shader.biaspolygonoffset = atof(parameter[2]);
2240 shader.biaspolygonoffset = 0;
2243 else if (!strcasecmp(parameter[0], "dprefract") && numparameters >= 5)
2245 shader.textureflags |= Q3TEXTUREFLAG_REFRACTION;
2246 shader.refractfactor = atof(parameter[1]);
2247 Vector4Set(shader.refractcolor4f, atof(parameter[2]), atof(parameter[3]), atof(parameter[4]), 1);
2249 else if (!strcasecmp(parameter[0], "dpreflect") && numparameters >= 6)
2251 shader.textureflags |= Q3TEXTUREFLAG_REFLECTION;
2252 shader.reflectfactor = atof(parameter[1]);
2253 Vector4Set(shader.reflectcolor4f, atof(parameter[2]), atof(parameter[3]), atof(parameter[4]), atof(parameter[5]));
2255 else if (!strcasecmp(parameter[0], "dpcamera"))
2257 shader.textureflags |= Q3TEXTUREFLAG_CAMERA;
2259 else if (!strcasecmp(parameter[0], "dpwater") && numparameters >= 12)
2261 shader.textureflags |= Q3TEXTUREFLAG_WATERSHADER;
2262 shader.reflectmin = atof(parameter[1]);
2263 shader.reflectmax = atof(parameter[2]);
2264 shader.refractfactor = atof(parameter[3]);
2265 shader.reflectfactor = atof(parameter[4]);
2266 Vector4Set(shader.refractcolor4f, atof(parameter[5]), atof(parameter[6]), atof(parameter[7]), 1);
2267 Vector4Set(shader.reflectcolor4f, atof(parameter[8]), atof(parameter[9]), atof(parameter[10]), 1);
2268 shader.r_water_wateralpha = atof(parameter[11]);
2270 else if (!strcasecmp(parameter[0], "dpwaterscroll") && numparameters >= 3)
2272 shader.r_water_waterscroll[0] = 1/atof(parameter[1]);
2273 shader.r_water_waterscroll[1] = 1/atof(parameter[2]);
2275 else if (!strcasecmp(parameter[0], "dpglossintensitymod") && numparameters >= 2)
2277 shader.specularscalemod = atof(parameter[1]);
2279 else if (!strcasecmp(parameter[0], "dpglossexponentmod") && numparameters >= 2)
2281 shader.specularpowermod = atof(parameter[1]);
2283 else if (!strcasecmp(parameter[0], "dprtlightambient") && numparameters >= 2)
2285 shader.rtlightambient = atof(parameter[1]);
2287 else if (!strcasecmp(parameter[0], "dpoffsetmapping") && numparameters >= 2)
2289 if (!strcasecmp(parameter[1], "disable") || !strcasecmp(parameter[1], "none") || !strcasecmp(parameter[1], "off"))
2290 shader.offsetmapping = OFFSETMAPPING_OFF;
2291 else if (!strcasecmp(parameter[1], "default") || !strcasecmp(parameter[1], "normal"))
2292 shader.offsetmapping = OFFSETMAPPING_DEFAULT;
2293 else if (!strcasecmp(parameter[1], "linear"))
2294 shader.offsetmapping = OFFSETMAPPING_LINEAR;
2295 else if (!strcasecmp(parameter[1], "relief"))
2296 shader.offsetmapping = OFFSETMAPPING_RELIEF;
2297 if (numparameters >= 3)
2298 shader.offsetscale = atof(parameter[2]);
2299 if (numparameters >= 5)
2301 if(!strcasecmp(parameter[3], "bias"))
2302 shader.offsetbias = atof(parameter[4]);
2303 else if(!strcasecmp(parameter[3], "match"))
2304 shader.offsetbias = 1.0f - atof(parameter[4]);
2305 else if(!strcasecmp(parameter[3], "match8"))
2306 shader.offsetbias = 1.0f - atof(parameter[4]) / 255.0f;
2307 else if(!strcasecmp(parameter[3], "match16"))
2308 shader.offsetbias = 1.0f - atof(parameter[4]) / 65535.0f;
2311 else if (!strcasecmp(parameter[0], "deformvertexes") && numparameters >= 2)
2314 for (deformindex = 0;deformindex < Q3MAXDEFORMS;deformindex++)
2315 if (!shader.deforms[deformindex].deform)
2317 if (deformindex < Q3MAXDEFORMS)
2319 for (i = 0;i < numparameters - 2 && i < Q3DEFORM_MAXPARMS;i++)
2320 shader.deforms[deformindex].parms[i] = atof(parameter[i+2]);
2321 if (!strcasecmp(parameter[1], "projectionshadow")) shader.deforms[deformindex].deform = Q3DEFORM_PROJECTIONSHADOW;
2322 else if (!strcasecmp(parameter[1], "autosprite" )) shader.deforms[deformindex].deform = Q3DEFORM_AUTOSPRITE;
2323 else if (!strcasecmp(parameter[1], "autosprite2" )) shader.deforms[deformindex].deform = Q3DEFORM_AUTOSPRITE2;
2324 else if (!strcasecmp(parameter[1], "text0" )) shader.deforms[deformindex].deform = Q3DEFORM_TEXT0;
2325 else if (!strcasecmp(parameter[1], "text1" )) shader.deforms[deformindex].deform = Q3DEFORM_TEXT1;
2326 else if (!strcasecmp(parameter[1], "text2" )) shader.deforms[deformindex].deform = Q3DEFORM_TEXT2;
2327 else if (!strcasecmp(parameter[1], "text3" )) shader.deforms[deformindex].deform = Q3DEFORM_TEXT3;
2328 else if (!strcasecmp(parameter[1], "text4" )) shader.deforms[deformindex].deform = Q3DEFORM_TEXT4;
2329 else if (!strcasecmp(parameter[1], "text5" )) shader.deforms[deformindex].deform = Q3DEFORM_TEXT5;
2330 else if (!strcasecmp(parameter[1], "text6" )) shader.deforms[deformindex].deform = Q3DEFORM_TEXT6;
2331 else if (!strcasecmp(parameter[1], "text7" )) shader.deforms[deformindex].deform = Q3DEFORM_TEXT7;
2332 else if (!strcasecmp(parameter[1], "bulge" )) shader.deforms[deformindex].deform = Q3DEFORM_BULGE;
2333 else if (!strcasecmp(parameter[1], "normal" )) shader.deforms[deformindex].deform = Q3DEFORM_NORMAL;
2334 else if (!strcasecmp(parameter[1], "wave" ))
2336 shader.deforms[deformindex].deform = Q3DEFORM_WAVE;
2337 shader.deforms[deformindex].wavefunc = Mod_LoadQ3Shaders_EnumerateWaveFunc(parameter[3]);
2338 for (i = 0;i < numparameters - 4 && i < Q3WAVEPARMS;i++)
2339 shader.deforms[deformindex].waveparms[i] = atof(parameter[i+4]);
2341 else if (!strcasecmp(parameter[1], "move" ))
2343 shader.deforms[deformindex].deform = Q3DEFORM_MOVE;
2344 shader.deforms[deformindex].wavefunc = Mod_LoadQ3Shaders_EnumerateWaveFunc(parameter[5]);
2345 for (i = 0;i < numparameters - 6 && i < Q3WAVEPARMS;i++)
2346 shader.deforms[deformindex].waveparms[i] = atof(parameter[i+6]);
2351 // hide this shader if a cvar said it should be killed
2352 if (shader.dpshaderkill)
2353 shader.numlayers = 0;
2354 // pick the primary layer to render with
2355 if (shader.numlayers)
2357 shader.backgroundlayer = -1;
2358 shader.primarylayer = 0;
2359 // if lightmap comes first this is definitely an ordinary texture
2360 // if the first two layers have the correct blendfuncs and use vertex alpha, it is a blended terrain shader
2361 if ((shader.layers[shader.primarylayer].texturename != NULL)
2362 && !strcasecmp(shader.layers[shader.primarylayer].texturename[0], "$lightmap"))
2364 shader.backgroundlayer = -1;
2365 shader.primarylayer = 1;
2367 else if (shader.numlayers >= 2
2368 && shader.layers[1].alphagen.alphagen == Q3ALPHAGEN_VERTEX
2369 && (shader.layers[0].blendfunc[0] == GL_ONE && shader.layers[0].blendfunc[1] == GL_ZERO && !shader.layers[0].alphatest)
2370 && ((shader.layers[1].blendfunc[0] == GL_SRC_ALPHA && shader.layers[1].blendfunc[1] == GL_ONE_MINUS_SRC_ALPHA)
2371 || (shader.layers[1].blendfunc[0] == GL_ONE && shader.layers[1].blendfunc[1] == GL_ZERO && shader.layers[1].alphatest)))
2373 // terrain blending or other effects
2374 shader.backgroundlayer = 0;
2375 shader.primarylayer = 1;
2378 // fix up multiple reflection types
2379 if(shader.textureflags & Q3TEXTUREFLAG_WATERSHADER)
2380 shader.textureflags &= ~(Q3TEXTUREFLAG_REFRACTION | Q3TEXTUREFLAG_REFLECTION | Q3TEXTUREFLAG_CAMERA);
2382 Q3Shader_AddToHash (&shader);
2386 FS_FreeSearch(search);
2387 // free custinfoparm values
2388 for (j = 0; j < numcustsurfaceparms; j++)
2389 Mem_Free(custsurfaceparmnames[j]);
2392 q3shaderinfo_t *Mod_LookupQ3Shader(const char *name)
2394 unsigned short hash;
2395 q3shader_hash_entry_t* entry;
2397 Mod_LoadQ3Shaders();
2398 hash = CRC_Block_CaseInsensitive ((const unsigned char *)name, strlen (name));
2399 entry = q3shader_data->hash + (hash % Q3SHADER_HASH_SIZE);
2400 while (entry != NULL)
2402 if (strcasecmp (entry->shader.name, name) == 0)
2403 return &entry->shader;
2404 entry = entry->chain;
2409 qboolean Mod_LoadTextureFromQ3Shader(texture_t *texture, const char *name, qboolean warnmissing, qboolean fallback, int defaulttexflags)
2412 int texflagsmask, texflagsor;
2413 qboolean success = true;
2414 q3shaderinfo_t *shader;
2417 strlcpy(texture->name, name, sizeof(texture->name));
2418 shader = name[0] ? Mod_LookupQ3Shader(name) : NULL;
2421 if(!(defaulttexflags & TEXF_PICMIP))
2422 texflagsmask &= ~TEXF_PICMIP;
2423 if(!(defaulttexflags & TEXF_COMPRESS))
2424 texflagsmask &= ~TEXF_COMPRESS;
2426 if(defaulttexflags & TEXF_ISWORLD)
2427 texflagsor |= TEXF_ISWORLD;
2428 if(defaulttexflags & TEXF_ISSPRITE)
2429 texflagsor |= TEXF_ISSPRITE;
2430 // unless later loaded from the shader
2431 texture->offsetmapping = (mod_noshader_default_offsetmapping.value) ? OFFSETMAPPING_DEFAULT : OFFSETMAPPING_OFF;
2432 texture->offsetscale = 1;
2433 texture->offsetbias = 0;
2434 texture->specularscalemod = 1;
2435 texture->specularpowermod = 1;
2436 texture->rtlightambient = 0;
2437 // WHEN ADDING DEFAULTS HERE, REMEMBER TO SYNC TO SHADER LOADING ABOVE
2438 // HERE, AND Q1BSP LOADING
2439 // JUST GREP FOR "specularscalemod = 1".
2443 if (developer_loading.integer)
2444 Con_Printf("%s: loaded shader for %s\n", loadmodel->name, name);
2446 // allow disabling of picmip or compression by defaulttexflags
2447 texture->textureflags = (shader->textureflags & texflagsmask) | texflagsor;
2449 if (shader->surfaceparms & Q3SURFACEPARM_SKY)
2451 texture->basematerialflags = MATERIALFLAG_SKY | MATERIALFLAG_NOSHADOW;
2452 if (shader->skyboxname[0])
2454 // quake3 seems to append a _ to the skybox name, so this must do so as well
2455 dpsnprintf(loadmodel->brush.skybox, sizeof(loadmodel->brush.skybox), "%s_", shader->skyboxname);
2458 else if ((texture->surfaceflags & Q3SURFACEFLAG_NODRAW) || shader->numlayers == 0)
2459 texture->basematerialflags = MATERIALFLAG_NODRAW | MATERIALFLAG_NOSHADOW;
2461 texture->basematerialflags = MATERIALFLAG_WALL;
2463 if (shader->layers[0].alphatest)
2464 texture->basematerialflags |= MATERIALFLAG_ALPHATEST | MATERIALFLAG_NOSHADOW;
2465 if (shader->textureflags & Q3TEXTUREFLAG_TWOSIDED)
2466 texture->basematerialflags |= MATERIALFLAG_NOSHADOW | MATERIALFLAG_NOCULLFACE;
2467 if (shader->textureflags & Q3TEXTUREFLAG_POLYGONOFFSET)
2469 texture->biaspolygonoffset += shader->biaspolygonoffset;
2470 texture->biaspolygonfactor += shader->biaspolygonfactor;
2472 if (shader->textureflags & Q3TEXTUREFLAG_REFRACTION)
2473 texture->basematerialflags |= MATERIALFLAG_REFRACTION;
2474 if (shader->textureflags & Q3TEXTUREFLAG_REFLECTION)
2475 texture->basematerialflags |= MATERIALFLAG_REFLECTION;
2476 if (shader->textureflags & Q3TEXTUREFLAG_WATERSHADER)
2477 texture->basematerialflags |= MATERIALFLAG_WATERSHADER;
2478 if (shader->textureflags & Q3TEXTUREFLAG_CAMERA)
2479 texture->basematerialflags |= MATERIALFLAG_CAMERA;
2480 texture->customblendfunc[0] = GL_ONE;
2481 texture->customblendfunc[1] = GL_ZERO;
2482 if (shader->numlayers > 0)
2484 texture->customblendfunc[0] = shader->layers[0].blendfunc[0];
2485 texture->customblendfunc[1] = shader->layers[0].blendfunc[1];
2487 Q3 shader blendfuncs actually used in the game (* = supported by DP)
2488 * additive GL_ONE GL_ONE
2489 additive weird GL_ONE GL_SRC_ALPHA
2490 additive weird 2 GL_ONE GL_ONE_MINUS_SRC_ALPHA
2491 * alpha GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA
2492 alpha inverse GL_ONE_MINUS_SRC_ALPHA GL_SRC_ALPHA
2493 brighten GL_DST_COLOR GL_ONE
2494 brighten GL_ONE GL_SRC_COLOR
2495 brighten weird GL_DST_COLOR GL_ONE_MINUS_DST_ALPHA
2496 brighten weird 2 GL_DST_COLOR GL_SRC_ALPHA
2497 * modulate GL_DST_COLOR GL_ZERO
2498 * modulate GL_ZERO GL_SRC_COLOR
2499 modulate inverse GL_ZERO GL_ONE_MINUS_SRC_COLOR
2500 modulate inverse alpha GL_ZERO GL_SRC_ALPHA
2501 modulate weird inverse GL_ONE_MINUS_DST_COLOR GL_ZERO
2502 * modulate x2 GL_DST_COLOR GL_SRC_COLOR
2503 * no blend GL_ONE GL_ZERO
2504 nothing GL_ZERO GL_ONE
2506 // if not opaque, figure out what blendfunc to use
2507 if (shader->layers[0].blendfunc[0] != GL_ONE || shader->layers[0].blendfunc[1] != GL_ZERO)
2509 if (shader->layers[0].blendfunc[0] == GL_ONE && shader->layers[0].blendfunc[1] == GL_ONE)
2510 texture->basematerialflags |= MATERIALFLAG_ADD | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
2511 else if (shader->layers[0].blendfunc[0] == GL_SRC_ALPHA && shader->layers[0].blendfunc[1] == GL_ONE)
2512 texture->basematerialflags |= MATERIALFLAG_ADD | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
2513 else if (shader->layers[0].blendfunc[0] == GL_SRC_ALPHA && shader->layers[0].blendfunc[1] == GL_ONE_MINUS_SRC_ALPHA)
2514 texture->basematerialflags |= MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
2516 texture->basematerialflags |= MATERIALFLAG_CUSTOMBLEND | MATERIALFLAG_FULLBRIGHT | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
2519 if (!shader->lighting)
2520 texture->basematerialflags |= MATERIALFLAG_FULLBRIGHT;
2521 if (shader->primarylayer >= 0)
2523 q3shaderinfo_layer_t* primarylayer = shader->layers + shader->primarylayer;
2524 // copy over many primarylayer parameters
2525 texture->rgbgen = primarylayer->rgbgen;
2526 texture->alphagen = primarylayer->alphagen;
2527 texture->tcgen = primarylayer->tcgen;
2528 memcpy(texture->tcmods, primarylayer->tcmods, sizeof(texture->tcmods));
2529 // load the textures
2530 texture->numskinframes = primarylayer->numframes;
2531 texture->skinframerate = primarylayer->framerate;
2532 for (j = 0;j < primarylayer->numframes;j++)
2534 if(cls.state == ca_dedicated)
2536 texture->skinframes[j] = NULL;
2538 else if (!(texture->skinframes[j] = R_SkinFrame_LoadExternal(primarylayer->texturename[j], (primarylayer->texflags & texflagsmask) | texflagsor, false)))
2540 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);
2541 texture->skinframes[j] = R_SkinFrame_LoadMissing();
2545 if (shader->backgroundlayer >= 0)
2547 q3shaderinfo_layer_t* backgroundlayer = shader->layers + shader->backgroundlayer;
2548 // copy over one secondarylayer parameter
2549 memcpy(texture->backgroundtcmods, backgroundlayer->tcmods, sizeof(texture->backgroundtcmods));
2550 // load the textures
2551 texture->backgroundnumskinframes = backgroundlayer->numframes;
2552 texture->backgroundskinframerate = backgroundlayer->framerate;
2553 for (j = 0;j < backgroundlayer->numframes;j++)
2555 if(cls.state == ca_dedicated)
2557 texture->skinframes[j] = NULL;
2559 else if (!(texture->backgroundskinframes[j] = R_SkinFrame_LoadExternal(backgroundlayer->texturename[j], (backgroundlayer->texflags & texflagsmask) | texflagsor, false)))
2561 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);
2562 texture->backgroundskinframes[j] = R_SkinFrame_LoadMissing();
2566 if (shader->dpshadow)
2567 texture->basematerialflags &= ~MATERIALFLAG_NOSHADOW;
2568 if (shader->dpnoshadow)
2569 texture->basematerialflags |= MATERIALFLAG_NOSHADOW;
2570 if (shader->dpnortlight)
2571 texture->basematerialflags |= MATERIALFLAG_NORTLIGHT;
2572 memcpy(texture->deforms, shader->deforms, sizeof(texture->deforms));
2573 texture->reflectmin = shader->reflectmin;
2574 texture->reflectmax = shader->reflectmax;
2575 texture->refractfactor = shader->refractfactor;
2576 Vector4Copy(shader->refractcolor4f, texture->refractcolor4f);
2577 texture->reflectfactor = shader->reflectfactor;
2578 Vector4Copy(shader->reflectcolor4f, texture->reflectcolor4f);
2579 texture->r_water_wateralpha = shader->r_water_wateralpha;
2580 Vector2Copy(shader->r_water_waterscroll, texture->r_water_waterscroll);
2581 texture->offsetmapping = shader->offsetmapping;
2582 texture->offsetscale = shader->offsetscale;
2583 texture->offsetbias = shader->offsetbias;
2584 texture->specularscalemod = shader->specularscalemod;
2585 texture->specularpowermod = shader->specularpowermod;
2586 texture->rtlightambient = shader->rtlightambient;
2587 if (shader->dpreflectcube[0])
2588 texture->reflectcubetexture = R_GetCubemap(shader->dpreflectcube);
2590 // set up default supercontents (on q3bsp this is overridden by the q3bsp loader)
2591 texture->supercontents = SUPERCONTENTS_SOLID | SUPERCONTENTS_OPAQUE;
2592 if (shader->surfaceparms & Q3SURFACEPARM_LAVA ) texture->supercontents = SUPERCONTENTS_LAVA ;
2593 if (shader->surfaceparms & Q3SURFACEPARM_SLIME ) texture->supercontents = SUPERCONTENTS_SLIME ;
2594 if (shader->surfaceparms & Q3SURFACEPARM_WATER ) texture->supercontents = SUPERCONTENTS_WATER ;
2595 if (shader->surfaceparms & Q3SURFACEPARM_NONSOLID ) texture->supercontents = 0 ;
2596 if (shader->surfaceparms & Q3SURFACEPARM_PLAYERCLIP ) texture->supercontents = SUPERCONTENTS_PLAYERCLIP ;
2597 if (shader->surfaceparms & Q3SURFACEPARM_BOTCLIP ) texture->supercontents = SUPERCONTENTS_MONSTERCLIP ;
2598 if (shader->surfaceparms & Q3SURFACEPARM_SKY ) texture->supercontents = SUPERCONTENTS_SKY ;
2600 // if (shader->surfaceparms & Q3SURFACEPARM_ALPHASHADOW ) texture->supercontents |= SUPERCONTENTS_ALPHASHADOW ;
2601 // if (shader->surfaceparms & Q3SURFACEPARM_AREAPORTAL ) texture->supercontents |= SUPERCONTENTS_AREAPORTAL ;
2602 // if (shader->surfaceparms & Q3SURFACEPARM_CLUSTERPORTAL) texture->supercontents |= SUPERCONTENTS_CLUSTERPORTAL;
2603 // if (shader->surfaceparms & Q3SURFACEPARM_DETAIL ) texture->supercontents |= SUPERCONTENTS_DETAIL ;
2604 if (shader->surfaceparms & Q3SURFACEPARM_DONOTENTER ) texture->supercontents |= SUPERCONTENTS_DONOTENTER ;
2605 // if (shader->surfaceparms & Q3SURFACEPARM_FOG ) texture->supercontents |= SUPERCONTENTS_FOG ;
2606 if (shader->surfaceparms & Q3SURFACEPARM_LAVA ) texture->supercontents |= SUPERCONTENTS_LAVA ;
2607 // if (shader->surfaceparms & Q3SURFACEPARM_LIGHTFILTER ) texture->supercontents |= SUPERCONTENTS_LIGHTFILTER ;
2608 // if (shader->surfaceparms & Q3SURFACEPARM_METALSTEPS ) texture->supercontents |= SUPERCONTENTS_METALSTEPS ;
2609 // if (shader->surfaceparms & Q3SURFACEPARM_NODAMAGE ) texture->supercontents |= SUPERCONTENTS_NODAMAGE ;
2610 // if (shader->surfaceparms & Q3SURFACEPARM_NODLIGHT ) texture->supercontents |= SUPERCONTENTS_NODLIGHT ;
2611 // if (shader->surfaceparms & Q3SURFACEPARM_NODRAW ) texture->supercontents |= SUPERCONTENTS_NODRAW ;
2612 if (shader->surfaceparms & Q3SURFACEPARM_NODROP ) texture->supercontents |= SUPERCONTENTS_NODROP ;
2613 // if (shader->surfaceparms & Q3SURFACEPARM_NOIMPACT ) texture->supercontents |= SUPERCONTENTS_NOIMPACT ;
2614 // if (shader->surfaceparms & Q3SURFACEPARM_NOLIGHTMAP ) texture->supercontents |= SUPERCONTENTS_NOLIGHTMAP ;
2615 // if (shader->surfaceparms & Q3SURFACEPARM_NOMARKS ) texture->supercontents |= SUPERCONTENTS_NOMARKS ;
2616 // if (shader->surfaceparms & Q3SURFACEPARM_NOMIPMAPS ) texture->supercontents |= SUPERCONTENTS_NOMIPMAPS ;
2617 if (shader->surfaceparms & Q3SURFACEPARM_NONSOLID ) texture->supercontents &=~SUPERCONTENTS_SOLID ;
2618 // if (shader->surfaceparms & Q3SURFACEPARM_ORIGIN ) texture->supercontents |= SUPERCONTENTS_ORIGIN ;
2619 if (shader->surfaceparms & Q3SURFACEPARM_PLAYERCLIP ) texture->supercontents |= SUPERCONTENTS_PLAYERCLIP ;
2620 if (shader->surfaceparms & Q3SURFACEPARM_SKY ) texture->supercontents |= SUPERCONTENTS_SKY ;
2621 // if (shader->surfaceparms & Q3SURFACEPARM_SLICK ) texture->supercontents |= SUPERCONTENTS_SLICK ;
2622 if (shader->surfaceparms & Q3SURFACEPARM_SLIME ) texture->supercontents |= SUPERCONTENTS_SLIME ;
2623 // if (shader->surfaceparms & Q3SURFACEPARM_STRUCTURAL ) texture->supercontents |= SUPERCONTENTS_STRUCTURAL ;
2624 // if (shader->surfaceparms & Q3SURFACEPARM_TRANS ) texture->supercontents |= SUPERCONTENTS_TRANS ;
2625 if (shader->surfaceparms & Q3SURFACEPARM_WATER ) texture->supercontents |= SUPERCONTENTS_WATER ;
2626 // if (shader->surfaceparms & Q3SURFACEPARM_POINTLIGHT ) texture->supercontents |= SUPERCONTENTS_POINTLIGHT ;
2627 // if (shader->surfaceparms & Q3SURFACEPARM_HINT ) texture->supercontents |= SUPERCONTENTS_HINT ;
2628 // if (shader->surfaceparms & Q3SURFACEPARM_DUST ) texture->supercontents |= SUPERCONTENTS_DUST ;
2629 if (shader->surfaceparms & Q3SURFACEPARM_BOTCLIP ) texture->supercontents |= SUPERCONTENTS_BOTCLIP | SUPERCONTENTS_MONSTERCLIP;
2630 // if (shader->surfaceparms & Q3SURFACEPARM_LIGHTGRID ) texture->supercontents |= SUPERCONTENTS_LIGHTGRID ;
2631 // if (shader->surfaceparms & Q3SURFACEPARM_ANTIPORTAL ) texture->supercontents |= SUPERCONTENTS_ANTIPORTAL ;
2633 texture->surfaceflags = 0;
2634 if (shader->surfaceparms & Q3SURFACEPARM_ALPHASHADOW ) texture->surfaceflags |= Q3SURFACEFLAG_ALPHASHADOW ;
2635 // if (shader->surfaceparms & Q3SURFACEPARM_AREAPORTAL ) texture->surfaceflags |= Q3SURFACEFLAG_AREAPORTAL ;
2636 // if (shader->surfaceparms & Q3SURFACEPARM_CLUSTERPORTAL) texture->surfaceflags |= Q3SURFACEFLAG_CLUSTERPORTAL;
2637 // if (shader->surfaceparms & Q3SURFACEPARM_DETAIL ) texture->surfaceflags |= Q3SURFACEFLAG_DETAIL ;
2638 // if (shader->surfaceparms & Q3SURFACEPARM_DONOTENTER ) texture->surfaceflags |= Q3SURFACEFLAG_DONOTENTER ;
2639 // if (shader->surfaceparms & Q3SURFACEPARM_FOG ) texture->surfaceflags |= Q3SURFACEFLAG_FOG ;
2640 // if (shader->surfaceparms & Q3SURFACEPARM_LAVA ) texture->surfaceflags |= Q3SURFACEFLAG_LAVA ;
2641 if (shader->surfaceparms & Q3SURFACEPARM_LIGHTFILTER ) texture->surfaceflags |= Q3SURFACEFLAG_LIGHTFILTER ;
2642 if (shader->surfaceparms & Q3SURFACEPARM_METALSTEPS ) texture->surfaceflags |= Q3SURFACEFLAG_METALSTEPS ;
2643 if (shader->surfaceparms & Q3SURFACEPARM_NODAMAGE ) texture->surfaceflags |= Q3SURFACEFLAG_NODAMAGE ;
2644 if (shader->surfaceparms & Q3SURFACEPARM_NODLIGHT ) texture->surfaceflags |= Q3SURFACEFLAG_NODLIGHT ;
2645 if (shader->surfaceparms & Q3SURFACEPARM_NODRAW ) texture->surfaceflags |= Q3SURFACEFLAG_NODRAW ;
2646 // if (shader->surfaceparms & Q3SURFACEPARM_NODROP ) texture->surfaceflags |= Q3SURFACEFLAG_NODROP ;
2647 if (shader->surfaceparms & Q3SURFACEPARM_NOIMPACT ) texture->surfaceflags |= Q3SURFACEFLAG_NOIMPACT ;
2648 if (shader->surfaceparms & Q3SURFACEPARM_NOLIGHTMAP ) texture->surfaceflags |= Q3SURFACEFLAG_NOLIGHTMAP ;
2649 if (shader->surfaceparms & Q3SURFACEPARM_NOMARKS ) texture->surfaceflags |= Q3SURFACEFLAG_NOMARKS ;
2650 // if (shader->surfaceparms & Q3SURFACEPARM_NOMIPMAPS ) texture->surfaceflags |= Q3SURFACEFLAG_NOMIPMAPS ;
2651 if (shader->surfaceparms & Q3SURFACEPARM_NONSOLID ) texture->surfaceflags |= Q3SURFACEFLAG_NONSOLID ;
2652 // if (shader->surfaceparms & Q3SURFACEPARM_ORIGIN ) texture->surfaceflags |= Q3SURFACEFLAG_ORIGIN ;
2653 // if (shader->surfaceparms & Q3SURFACEPARM_PLAYERCLIP ) texture->surfaceflags |= Q3SURFACEFLAG_PLAYERCLIP ;
2654 if (shader->surfaceparms & Q3SURFACEPARM_SKY ) texture->surfaceflags |= Q3SURFACEFLAG_SKY ;
2655 if (shader->surfaceparms & Q3SURFACEPARM_SLICK ) texture->surfaceflags |= Q3SURFACEFLAG_SLICK ;
2656 // if (shader->surfaceparms & Q3SURFACEPARM_SLIME ) texture->surfaceflags |= Q3SURFACEFLAG_SLIME ;
2657 // if (shader->surfaceparms & Q3SURFACEPARM_STRUCTURAL ) texture->surfaceflags |= Q3SURFACEFLAG_STRUCTURAL ;
2658 // if (shader->surfaceparms & Q3SURFACEPARM_TRANS ) texture->surfaceflags |= Q3SURFACEFLAG_TRANS ;
2659 // if (shader->surfaceparms & Q3SURFACEPARM_WATER ) texture->surfaceflags |= Q3SURFACEFLAG_WATER ;
2660 if (shader->surfaceparms & Q3SURFACEPARM_POINTLIGHT ) texture->surfaceflags |= Q3SURFACEFLAG_POINTLIGHT ;
2661 if (shader->surfaceparms & Q3SURFACEPARM_HINT ) texture->surfaceflags |= Q3SURFACEFLAG_HINT ;
2662 if (shader->surfaceparms & Q3SURFACEPARM_DUST ) texture->surfaceflags |= Q3SURFACEFLAG_DUST ;
2663 // if (shader->surfaceparms & Q3SURFACEPARM_BOTCLIP ) texture->surfaceflags |= Q3SURFACEFLAG_BOTCLIP ;
2664 // if (shader->surfaceparms & Q3SURFACEPARM_LIGHTGRID ) texture->surfaceflags |= Q3SURFACEFLAG_LIGHTGRID ;
2665 // if (shader->surfaceparms & Q3SURFACEPARM_ANTIPORTAL ) texture->surfaceflags |= Q3SURFACEFLAG_ANTIPORTAL ;
2667 if (shader->dpmeshcollisions)
2668 texture->basematerialflags |= MATERIALFLAG_MESHCOLLISIONS;
2669 if (shader->dpshaderkill && developer_extra.integer)
2670 Con_DPrintf("^1%s:^7 killing shader ^3\"%s\" because of cvar\n", loadmodel->name, name);
2672 else if (!strcmp(texture->name, "noshader") || !texture->name[0])
2674 if (developer_extra.integer)
2675 Con_DPrintf("^1%s:^7 using fallback noshader material for ^3\"%s\"\n", loadmodel->name, name);
2676 texture->supercontents = SUPERCONTENTS_SOLID | SUPERCONTENTS_OPAQUE;
2678 else if (!strcmp(texture->name, "common/nodraw") || !strcmp(texture->name, "textures/common/nodraw"))
2680 if (developer_extra.integer)
2681 Con_DPrintf("^1%s:^7 using fallback nodraw material for ^3\"%s\"\n", loadmodel->name, name);
2682 texture->basematerialflags = MATERIALFLAG_NODRAW | MATERIALFLAG_NOSHADOW;
2683 texture->supercontents = SUPERCONTENTS_SOLID;
2687 if (developer_extra.integer)
2688 Con_DPrintf("^1%s:^7 No shader found for texture ^3\"%s\"\n", loadmodel->name, texture->name);
2689 if (texture->surfaceflags & Q3SURFACEFLAG_NODRAW)
2691 texture->basematerialflags |= MATERIALFLAG_NODRAW | MATERIALFLAG_NOSHADOW;
2692 texture->supercontents = SUPERCONTENTS_SOLID;
2694 else if (texture->surfaceflags & Q3SURFACEFLAG_SKY)
2696 texture->basematerialflags |= MATERIALFLAG_SKY | MATERIALFLAG_NOSHADOW;
2697 texture->supercontents = SUPERCONTENTS_SKY;
2701 texture->basematerialflags |= MATERIALFLAG_WALL;
2702 texture->supercontents = SUPERCONTENTS_SOLID | SUPERCONTENTS_OPAQUE;
2704 texture->numskinframes = 1;
2705 if(cls.state == ca_dedicated)
2707 texture->skinframes[0] = NULL;
2714 if ((texture->skinframes[0] = R_SkinFrame_LoadExternal(texture->name, defaulttexflags, false)))
2716 if(texture->skinframes[0]->hasalpha)
2717 texture->basematerialflags |= MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
2724 if (!success && warnmissing)
2725 Con_Printf("^1%s:^7 could not load texture ^3\"%s\"\n", loadmodel->name, texture->name);
2728 // init the animation variables
2729 texture->currentframe = texture;
2730 if (texture->numskinframes < 1)
2731 texture->numskinframes = 1;
2732 if (!texture->skinframes[0])
2733 texture->skinframes[0] = R_SkinFrame_LoadMissing();
2734 texture->currentskinframe = texture->skinframes[0];
2735 texture->backgroundcurrentskinframe = texture->backgroundskinframes[0];
2739 skinfile_t *Mod_LoadSkinFiles(void)
2741 int i, words, line, wordsoverflow;
2744 skinfile_t *skinfile = NULL, *first = NULL;
2745 skinfileitem_t *skinfileitem;
2746 char word[10][MAX_QPATH];
2751 U_bodyBox,models/players/Legoman/BikerA2.tga
2752 U_RArm,models/players/Legoman/BikerA1.tga
2753 U_LArm,models/players/Legoman/BikerA1.tga
2754 U_armor,common/nodraw
2755 U_sword,common/nodraw
2756 U_shield,common/nodraw
2757 U_homb,common/nodraw
2758 U_backpack,common/nodraw
2759 U_colcha,common/nodraw
2764 memset(word, 0, sizeof(word));
2765 for (i = 0;i < 256 && (data = text = (char *)FS_LoadFile(va(vabuf, sizeof(vabuf), "%s_%i.skin", loadmodel->name, i), tempmempool, true, NULL));i++)
2767 // If it's the first file we parse
2768 if (skinfile == NULL)
2770 skinfile = (skinfile_t *)Mem_Alloc(loadmodel->mempool, sizeof(skinfile_t));
2775 skinfile->next = (skinfile_t *)Mem_Alloc(loadmodel->mempool, sizeof(skinfile_t));
2776 skinfile = skinfile->next;
2778 skinfile->next = NULL;
2780 for(line = 0;;line++)
2783 if (!COM_ParseToken_QuakeC(&data, true))
2785 if (!strcmp(com_token, "\n"))
2788 wordsoverflow = false;
2792 strlcpy(word[words++], com_token, sizeof (word[0]));
2794 wordsoverflow = true;
2796 while (COM_ParseToken_QuakeC(&data, true) && strcmp(com_token, "\n"));
2799 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);
2802 // words is always >= 1
2803 if (!strcmp(word[0], "replace"))
2807 if (developer_loading.integer)
2808 Con_Printf("Mod_LoadSkinFiles: parsed mesh \"%s\" shader replacement \"%s\"\n", word[1], word[2]);
2809 skinfileitem = (skinfileitem_t *)Mem_Alloc(loadmodel->mempool, sizeof(skinfileitem_t));
2810 skinfileitem->next = skinfile->items;
2811 skinfile->items = skinfileitem;
2812 strlcpy (skinfileitem->name, word[1], sizeof (skinfileitem->name));
2813 strlcpy (skinfileitem->replacement, word[2], sizeof (skinfileitem->replacement));
2816 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]);
2818 else if (words >= 2 && !strncmp(word[0], "tag_", 4))
2820 // tag name, like "tag_weapon,"
2821 // not used for anything (not even in Quake3)
2823 else if (words >= 2 && !strcmp(word[1], ","))
2825 // mesh shader name, like "U_RArm,models/players/Legoman/BikerA1.tga"
2826 if (developer_loading.integer)
2827 Con_Printf("Mod_LoadSkinFiles: parsed mesh \"%s\" shader replacement \"%s\"\n", word[0], word[2]);
2828 skinfileitem = (skinfileitem_t *)Mem_Alloc(loadmodel->mempool, sizeof(skinfileitem_t));
2829 skinfileitem->next = skinfile->items;
2830 skinfile->items = skinfileitem;
2831 strlcpy (skinfileitem->name, word[0], sizeof (skinfileitem->name));
2832 strlcpy (skinfileitem->replacement, word[2], sizeof (skinfileitem->replacement));
2835 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);
2840 loadmodel->numskins = i;
2844 void Mod_FreeSkinFiles(skinfile_t *skinfile)
2847 skinfileitem_t *skinfileitem, *nextitem;
2848 for (;skinfile;skinfile = next)
2850 next = skinfile->next;
2851 for (skinfileitem = skinfile->items;skinfileitem;skinfileitem = nextitem)
2853 nextitem = skinfileitem->next;
2854 Mem_Free(skinfileitem);
2860 int Mod_CountSkinFiles(skinfile_t *skinfile)
2863 for (i = 0;skinfile;skinfile = skinfile->next, i++);
2867 void Mod_SnapVertices(int numcomponents, int numvertices, float *vertices, float snap)
2870 double isnap = 1.0 / snap;
2871 for (i = 0;i < numvertices*numcomponents;i++)
2872 vertices[i] = floor(vertices[i]*isnap)*snap;
2875 int Mod_RemoveDegenerateTriangles(int numtriangles, const int *inelement3i, int *outelement3i, const float *vertex3f)
2877 int i, outtriangles;
2878 float edgedir1[3], edgedir2[3], temp[3];
2879 // a degenerate triangle is one with no width (thickness, surface area)
2880 // these are characterized by having all 3 points colinear (along a line)
2881 // or having two points identical
2882 // the simplest check is to calculate the triangle's area
2883 for (i = 0, outtriangles = 0;i < numtriangles;i++, inelement3i += 3)
2885 // calculate first edge
2886 VectorSubtract(vertex3f + inelement3i[1] * 3, vertex3f + inelement3i[0] * 3, edgedir1);
2887 VectorSubtract(vertex3f + inelement3i[2] * 3, vertex3f + inelement3i[0] * 3, edgedir2);
2888 CrossProduct(edgedir1, edgedir2, temp);
2889 if (VectorLength2(temp) < 0.001f)
2890 continue; // degenerate triangle (no area)
2891 // valid triangle (has area)
2892 VectorCopy(inelement3i, outelement3i);
2896 return outtriangles;
2899 void Mod_VertexRangeFromElements(int numelements, const int *elements, int *firstvertexpointer, int *lastvertexpointer)
2902 int firstvertex, lastvertex;
2903 if (numelements > 0 && elements)
2905 firstvertex = lastvertex = elements[0];
2906 for (i = 1;i < numelements;i++)
2909 firstvertex = min(firstvertex, e);
2910 lastvertex = max(lastvertex, e);
2914 firstvertex = lastvertex = 0;
2915 if (firstvertexpointer)
2916 *firstvertexpointer = firstvertex;
2917 if (lastvertexpointer)
2918 *lastvertexpointer = lastvertex;
2921 void Mod_MakeSortedSurfaces(dp_model_t *mod)
2923 // make an optimal set of texture-sorted batches to draw...
2925 int *firstsurfacefortexture;
2926 int *numsurfacesfortexture;
2927 if (!mod->sortedmodelsurfaces)
2928 mod->sortedmodelsurfaces = (int *) Mem_Alloc(loadmodel->mempool, mod->nummodelsurfaces * sizeof(*mod->sortedmodelsurfaces));
2929 firstsurfacefortexture = (int *) Mem_Alloc(tempmempool, mod->num_textures * sizeof(*firstsurfacefortexture));
2930 numsurfacesfortexture = (int *) Mem_Alloc(tempmempool, mod->num_textures * sizeof(*numsurfacesfortexture));
2931 memset(numsurfacesfortexture, 0, mod->num_textures * sizeof(*numsurfacesfortexture));
2932 for (j = 0;j < mod->nummodelsurfaces;j++)
2934 const msurface_t *surface = mod->data_surfaces + j + mod->firstmodelsurface;
2935 int t = (int)(surface->texture - mod->data_textures);
2936 numsurfacesfortexture[t]++;
2939 for (t = 0;t < mod->num_textures;t++)
2941 firstsurfacefortexture[t] = j;
2942 j += numsurfacesfortexture[t];
2944 for (j = 0;j < mod->nummodelsurfaces;j++)
2946 const msurface_t *surface = mod->data_surfaces + j + mod->firstmodelsurface;
2947 int t = (int)(surface->texture - mod->data_textures);
2948 mod->sortedmodelsurfaces[firstsurfacefortexture[t]++] = j + mod->firstmodelsurface;
2950 Mem_Free(firstsurfacefortexture);
2951 Mem_Free(numsurfacesfortexture);
2954 void Mod_BuildVBOs(void)
2956 if (!loadmodel->surfmesh.num_vertices)
2959 if (gl_paranoid.integer && loadmodel->surfmesh.data_element3s && loadmodel->surfmesh.data_element3i)
2962 for (i = 0;i < loadmodel->surfmesh.num_triangles*3;i++)
2964 if (loadmodel->surfmesh.data_element3s[i] != loadmodel->surfmesh.data_element3i[i])
2966 Con_Printf("Mod_BuildVBOs: element %u is incorrect (%u should be %u)\n", i, loadmodel->surfmesh.data_element3s[i], loadmodel->surfmesh.data_element3i[i]);
2967 loadmodel->surfmesh.data_element3s[i] = loadmodel->surfmesh.data_element3i[i];
2972 // build r_vertexmesh_t array
2973 // (compressed interleaved array for D3D)
2974 if (!loadmodel->surfmesh.vertexmesh && vid.useinterleavedarrays)
2977 int numvertices = loadmodel->surfmesh.num_vertices;
2978 r_vertexmesh_t *vertexmesh;
2979 loadmodel->surfmesh.vertexmesh = vertexmesh = (r_vertexmesh_t*)Mem_Alloc(loadmodel->mempool, numvertices * sizeof(*loadmodel->surfmesh.vertexmesh));
2980 for (vertexindex = 0;vertexindex < numvertices;vertexindex++, vertexmesh++)
2982 VectorCopy(loadmodel->surfmesh.data_vertex3f + 3*vertexindex, vertexmesh->vertex3f);
2983 VectorScale(loadmodel->surfmesh.data_svector3f + 3*vertexindex, 1.0f, vertexmesh->svector3f);
2984 VectorScale(loadmodel->surfmesh.data_tvector3f + 3*vertexindex, 1.0f, vertexmesh->tvector3f);
2985 VectorScale(loadmodel->surfmesh.data_normal3f + 3*vertexindex, 1.0f, vertexmesh->normal3f);
2986 if (loadmodel->surfmesh.data_lightmapcolor4f)
2987 Vector4Copy(loadmodel->surfmesh.data_lightmapcolor4f + 4*vertexindex, vertexmesh->color4f);
2988 Vector2Copy(loadmodel->surfmesh.data_texcoordtexture2f + 2*vertexindex, vertexmesh->texcoordtexture2f);
2989 if (loadmodel->surfmesh.data_texcoordlightmap2f)
2990 Vector2Scale(loadmodel->surfmesh.data_texcoordlightmap2f + 2*vertexindex, 1.0f, vertexmesh->texcoordlightmap2f);
2994 // upload r_vertexmesh_t array as a buffer
2995 if (loadmodel->surfmesh.vertexmesh && !loadmodel->surfmesh.vertexmeshbuffer)
2996 loadmodel->surfmesh.vertexmeshbuffer = R_Mesh_CreateMeshBuffer(loadmodel->surfmesh.vertexmesh, loadmodel->surfmesh.num_vertices * sizeof(*loadmodel->surfmesh.vertexmesh), loadmodel->name, false, false, false);
2998 // upload vertex3f array as a buffer
2999 if (loadmodel->surfmesh.data_vertex3f && !loadmodel->surfmesh.vertex3fbuffer)
3000 loadmodel->surfmesh.vertex3fbuffer = R_Mesh_CreateMeshBuffer(loadmodel->surfmesh.data_vertex3f, loadmodel->surfmesh.num_vertices * sizeof(float[3]), loadmodel->name, false, false, false);
3002 // upload short indices as a buffer
3003 if (loadmodel->surfmesh.data_element3s && !loadmodel->surfmesh.data_element3s_indexbuffer)
3004 loadmodel->surfmesh.data_element3s_indexbuffer = R_Mesh_CreateMeshBuffer(loadmodel->surfmesh.data_element3s, loadmodel->surfmesh.num_triangles * sizeof(short[3]), loadmodel->name, true, false, true);
3006 // upload int indices as a buffer
3007 if (loadmodel->surfmesh.data_element3i && !loadmodel->surfmesh.data_element3i_indexbuffer && !loadmodel->surfmesh.data_element3s)
3008 loadmodel->surfmesh.data_element3i_indexbuffer = R_Mesh_CreateMeshBuffer(loadmodel->surfmesh.data_element3i, loadmodel->surfmesh.num_triangles * sizeof(int[3]), loadmodel->name, true, false, false);
3010 // only build a vbo if one has not already been created (this is important for brush models which load specially)
3011 // vertex buffer is several arrays and we put them in the same buffer
3013 // is this wise? the texcoordtexture2f array is used with dynamic
3014 // vertex/svector/tvector/normal when rendering animated models, on the
3015 // other hand animated models don't use a lot of vertices anyway...
3016 if (!loadmodel->surfmesh.vbo_vertexbuffer && !vid.useinterleavedarrays)
3021 loadmodel->surfmesh.vbooffset_vertex3f = size;if (loadmodel->surfmesh.data_vertex3f ) size += loadmodel->surfmesh.num_vertices * sizeof(float[3]);
3022 loadmodel->surfmesh.vbooffset_svector3f = size;if (loadmodel->surfmesh.data_svector3f ) size += loadmodel->surfmesh.num_vertices * sizeof(float[3]);
3023 loadmodel->surfmesh.vbooffset_tvector3f = size;if (loadmodel->surfmesh.data_tvector3f ) size += loadmodel->surfmesh.num_vertices * sizeof(float[3]);
3024 loadmodel->surfmesh.vbooffset_normal3f = size;if (loadmodel->surfmesh.data_normal3f ) size += loadmodel->surfmesh.num_vertices * sizeof(float[3]);
3025 loadmodel->surfmesh.vbooffset_texcoordtexture2f = size;if (loadmodel->surfmesh.data_texcoordtexture2f ) size += loadmodel->surfmesh.num_vertices * sizeof(float[2]);
3026 loadmodel->surfmesh.vbooffset_texcoordlightmap2f = size;if (loadmodel->surfmesh.data_texcoordlightmap2f) size += loadmodel->surfmesh.num_vertices * sizeof(float[2]);
3027 loadmodel->surfmesh.vbooffset_lightmapcolor4f = size;if (loadmodel->surfmesh.data_lightmapcolor4f ) size += loadmodel->surfmesh.num_vertices * sizeof(float[4]);
3028 mem = (unsigned char *)Mem_Alloc(tempmempool, size);
3029 if (loadmodel->surfmesh.data_vertex3f ) memcpy(mem + loadmodel->surfmesh.vbooffset_vertex3f , loadmodel->surfmesh.data_vertex3f , loadmodel->surfmesh.num_vertices * sizeof(float[3]));
3030 if (loadmodel->surfmesh.data_svector3f ) memcpy(mem + loadmodel->surfmesh.vbooffset_svector3f , loadmodel->surfmesh.data_svector3f , loadmodel->surfmesh.num_vertices * sizeof(float[3]));
3031 if (loadmodel->surfmesh.data_tvector3f ) memcpy(mem + loadmodel->surfmesh.vbooffset_tvector3f , loadmodel->surfmesh.data_tvector3f , loadmodel->surfmesh.num_vertices * sizeof(float[3]));
3032 if (loadmodel->surfmesh.data_normal3f ) memcpy(mem + loadmodel->surfmesh.vbooffset_normal3f , loadmodel->surfmesh.data_normal3f , loadmodel->surfmesh.num_vertices * sizeof(float[3]));
3033 if (loadmodel->surfmesh.data_texcoordtexture2f ) memcpy(mem + loadmodel->surfmesh.vbooffset_texcoordtexture2f , loadmodel->surfmesh.data_texcoordtexture2f , loadmodel->surfmesh.num_vertices * sizeof(float[2]));
3034 if (loadmodel->surfmesh.data_texcoordlightmap2f) memcpy(mem + loadmodel->surfmesh.vbooffset_texcoordlightmap2f, loadmodel->surfmesh.data_texcoordlightmap2f, loadmodel->surfmesh.num_vertices * sizeof(float[2]));
3035 if (loadmodel->surfmesh.data_lightmapcolor4f ) memcpy(mem + loadmodel->surfmesh.vbooffset_lightmapcolor4f , loadmodel->surfmesh.data_lightmapcolor4f , loadmodel->surfmesh.num_vertices * sizeof(float[4]));
3036 loadmodel->surfmesh.vbo_vertexbuffer = R_Mesh_CreateMeshBuffer(mem, size, loadmodel->name, false, false, false);
3041 static void Mod_Decompile_OBJ(dp_model_t *model, const char *filename, const char *mtlfilename, const char *originalfilename)
3043 int submodelindex, vertexindex, surfaceindex, triangleindex, textureindex, countvertices = 0, countsurfaces = 0, countfaces = 0, counttextures = 0;
3045 const char *texname;
3047 const float *v, *vn, *vt;
3049 size_t outbufferpos = 0;
3050 size_t outbuffermax = 0x100000;
3051 char *outbuffer = (char *) Z_Malloc(outbuffermax), *oldbuffer;
3052 const msurface_t *surface;
3053 const int maxtextures = 256;
3054 char *texturenames = (char *) Z_Malloc(maxtextures * MAX_QPATH);
3055 dp_model_t *submodel;
3057 // construct the mtllib file
3058 l = dpsnprintf(outbuffer + outbufferpos, outbuffermax - outbufferpos, "# mtllib for %s exported by darkplaces engine\n", originalfilename);
3061 for (surfaceindex = 0, surface = model->data_surfaces;surfaceindex < model->num_surfaces;surfaceindex++, surface++)
3064 countvertices += surface->num_vertices;
3065 countfaces += surface->num_triangles;
3066 texname = (surface->texture && surface->texture->name[0]) ? surface->texture->name : "default";
3067 for (textureindex = 0;textureindex < counttextures;textureindex++)
3068 if (!strcmp(texturenames + textureindex * MAX_QPATH, texname))
3070 if (textureindex < counttextures)
3071 continue; // already wrote this material entry
3072 if (textureindex >= maxtextures)
3073 continue; // just a precaution
3074 textureindex = counttextures++;
3075 strlcpy(texturenames + textureindex * MAX_QPATH, texname, MAX_QPATH);
3076 if (outbufferpos >= outbuffermax >> 1)
3079 oldbuffer = outbuffer;
3080 outbuffer = (char *) Z_Malloc(outbuffermax);
3081 memcpy(outbuffer, oldbuffer, outbufferpos);
3084 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");
3089 // write the mtllib file
3090 FS_WriteFile(mtlfilename, outbuffer, outbufferpos);
3092 // construct the obj file
3094 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);
3098 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)
3100 if (outbufferpos >= outbuffermax >> 1)
3103 oldbuffer = outbuffer;
3104 outbuffer = (char *) Z_Malloc(outbuffermax);
3105 memcpy(outbuffer, oldbuffer, outbufferpos);
3108 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]);
3113 for (submodelindex = 0;submodelindex < max(1, model->brush.numsubmodels);submodelindex++)
3115 l = dpsnprintf(outbuffer + outbufferpos, outbuffermax - outbufferpos, "o %i\n", submodelindex);
3118 submodel = model->brush.numsubmodels ? model->brush.submodels[submodelindex] : model;
3119 for (surfaceindex = 0;surfaceindex < submodel->nummodelsurfaces;surfaceindex++)
3121 surface = model->data_surfaces + submodel->sortedmodelsurfaces[surfaceindex];
3122 l = dpsnprintf(outbuffer + outbufferpos, outbuffermax - outbufferpos, "usemtl %s\n", (surface->texture && surface->texture->name[0]) ? surface->texture->name : "default");
3125 for (triangleindex = 0, e = model->surfmesh.data_element3i + surface->num_firsttriangle * 3;triangleindex < surface->num_triangles;triangleindex++, e += 3)
3127 if (outbufferpos >= outbuffermax >> 1)
3130 oldbuffer = outbuffer;
3131 outbuffer = (char *) Z_Malloc(outbuffermax);
3132 memcpy(outbuffer, oldbuffer, outbufferpos);
3138 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);
3145 // write the obj file
3146 FS_WriteFile(filename, outbuffer, outbufferpos);
3150 Z_Free(texturenames);
3153 Con_Printf("Wrote %s (%i bytes, %i vertices, %i faces, %i surfaces with %i distinct textures)\n", filename, (int)outbufferpos, countvertices, countfaces, countsurfaces, counttextures);
3156 static void Mod_Decompile_SMD(dp_model_t *model, const char *filename, int firstpose, int numposes, qboolean writetriangles)
3158 int countnodes = 0, counttriangles = 0, countframes = 0;
3166 size_t outbufferpos = 0;
3167 size_t outbuffermax = 0x100000;
3168 char *outbuffer = (char *) Z_Malloc(outbuffermax), *oldbuffer;
3169 const msurface_t *surface;
3170 l = dpsnprintf(outbuffer + outbufferpos, outbuffermax - outbufferpos, "version 1\nnodes\n");
3173 for (transformindex = 0;transformindex < model->num_bones;transformindex++)
3175 if (outbufferpos >= outbuffermax >> 1)
3178 oldbuffer = outbuffer;
3179 outbuffer = (char *) Z_Malloc(outbuffermax);
3180 memcpy(outbuffer, oldbuffer, outbufferpos);
3184 l = dpsnprintf(outbuffer + outbufferpos, outbuffermax - outbufferpos, "%3i \"%s\" %3i\n", transformindex, model->data_bones[transformindex].name, model->data_bones[transformindex].parent);
3188 l = dpsnprintf(outbuffer + outbufferpos, outbuffermax - outbufferpos, "end\nskeleton\n");
3191 for (poseindex = 0;poseindex < numposes;poseindex++)
3194 l = dpsnprintf(outbuffer + outbufferpos, outbuffermax - outbufferpos, "time %i\n", poseindex);
3197 for (transformindex = 0;transformindex < model->num_bones;transformindex++)
3201 matrix4x4_t posematrix;
3202 if (outbufferpos >= outbuffermax >> 1)
3205 oldbuffer = outbuffer;
3206 outbuffer = (char *) Z_Malloc(outbuffermax);
3207 memcpy(outbuffer, oldbuffer, outbufferpos);
3211 // strangely the smd angles are for a transposed matrix, so we
3212 // have to generate a transposed matrix, then convert that...
3213 Matrix4x4_FromBonePose6s(&posematrix, model->num_posescale, model->data_poses6s + 6*(model->num_bones * poseindex + transformindex));
3214 Matrix4x4_ToArray12FloatGL(&posematrix, mtest[0]);
3215 AnglesFromVectors(angles, mtest[0], mtest[2], false);
3216 if (angles[0] >= 180) angles[0] -= 360;
3217 if (angles[1] >= 180) angles[1] -= 360;
3218 if (angles[2] >= 180) angles[2] -= 360;
3222 float a = DEG2RAD(angles[ROLL]);
3223 float b = DEG2RAD(angles[PITCH]);
3224 float c = DEG2RAD(angles[YAW]);
3225 float cy, sy, cp, sp, cr, sr;
3227 // smd matrix construction, for comparing
3238 test[1][0] = sr*sp*cy+cr*-sy;
3239 test[1][1] = sr*sp*sy+cr*cy;
3241 test[2][0] = (cr*sp*cy+-sr*-sy);
3242 test[2][1] = (cr*sp*sy+-sr*cy);
3244 test[3][0] = pose[9];
3245 test[3][1] = pose[10];
3246 test[3][2] = pose[11];
3249 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]));
3254 l = dpsnprintf(outbuffer + outbufferpos, outbuffermax - outbufferpos, "end\n");
3259 l = dpsnprintf(outbuffer + outbufferpos, outbuffermax - outbufferpos, "triangles\n");
3262 for (surfaceindex = 0, surface = model->data_surfaces;surfaceindex < model->num_surfaces;surfaceindex++, surface++)
3264 for (triangleindex = 0, e = model->surfmesh.data_element3i + surface->num_firsttriangle * 3;triangleindex < surface->num_triangles;triangleindex++, e += 3)
3267 if (outbufferpos >= outbuffermax >> 1)
3270 oldbuffer = outbuffer;
3271 outbuffer = (char *) Z_Malloc(outbuffermax);
3272 memcpy(outbuffer, oldbuffer, outbufferpos);
3275 l = dpsnprintf(outbuffer + outbufferpos, outbuffermax - outbufferpos, "%s\n", surface->texture && surface->texture->name[0] ? surface->texture->name : "default.bmp");
3278 for (cornerindex = 0;cornerindex < 3;cornerindex++)
3280 const int index = e[2-cornerindex];
3281 const float *v = model->surfmesh.data_vertex3f + index * 3;
3282 const float *vn = model->surfmesh.data_normal3f + index * 3;
3283 const float *vt = model->surfmesh.data_texcoordtexture2f + index * 2;
3284 const int b = model->surfmesh.blends[index];
3285 if (b < model->num_bones)
3286 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]);
3289 const blendweights_t *w = model->surfmesh.data_blendweights + b - model->num_bones;
3290 const unsigned char *wi = w->index;
3291 const unsigned char *wf = w->influence;
3292 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);
3293 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);
3294 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);
3295 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]);
3302 l = dpsnprintf(outbuffer + outbufferpos, outbuffermax - outbufferpos, "end\n");
3307 FS_WriteFile(filename, outbuffer, outbufferpos);
3310 Con_Printf("Wrote %s (%i bytes, %i nodes, %i frames, %i triangles)\n", filename, (int)outbufferpos, countnodes, countframes, counttriangles);
3317 decompiles a model to editable files
3320 static void Mod_Decompile_f(void)
3322 int i, j, k, l, first, count;
3324 char inname[MAX_QPATH];
3325 char outname[MAX_QPATH];
3326 char mtlname[MAX_QPATH];
3327 char basename[MAX_QPATH];
3328 char animname[MAX_QPATH];
3329 char animname2[MAX_QPATH];
3330 char zymtextbuffer[16384];
3331 char dpmtextbuffer[16384];
3332 char framegroupstextbuffer[16384];
3333 int zymtextsize = 0;
3334 int dpmtextsize = 0;
3335 int framegroupstextsize = 0;
3338 if (Cmd_Argc() != 2)
3340 Con_Print("usage: modeldecompile <filename>\n");
3344 strlcpy(inname, Cmd_Argv(1), sizeof(inname));
3345 FS_StripExtension(inname, basename, sizeof(basename));
3347 mod = Mod_ForName(inname, false, true, inname[0] == '*' ? cl.model_name[1] : NULL);
3348 if (mod->brush.submodel)
3350 // if we're decompiling a submodel, be sure to give it a proper name based on its parent
3351 FS_StripExtension(cl.model_name[1], outname, sizeof(outname));
3352 dpsnprintf(basename, sizeof(basename), "%s/%s", outname, mod->name);
3357 Con_Print("No such model\n");
3360 if (!mod->surfmesh.num_triangles)
3362 Con_Print("Empty model (or sprite)\n");
3366 // export OBJ if possible (not on sprites)
3367 if (mod->surfmesh.num_triangles)
3369 dpsnprintf(outname, sizeof(outname), "%s_decompiled.obj", basename);
3370 dpsnprintf(mtlname, sizeof(mtlname), "%s_decompiled.mtl", basename);
3371 Mod_Decompile_OBJ(mod, outname, mtlname, inname);
3374 // export SMD if possible (only for skeletal models)
3375 if (mod->surfmesh.num_triangles && mod->num_bones)
3377 dpsnprintf(outname, sizeof(outname), "%s_decompiled/ref1.smd", basename);
3378 Mod_Decompile_SMD(mod, outname, 0, 1, true);
3379 l = dpsnprintf(zymtextbuffer + zymtextsize, sizeof(zymtextbuffer) - zymtextsize, "output out.zym\nscale 1\norigin 0 0 0\nmesh ref1.smd\n");
3380 if (l > 0) zymtextsize += l;
3381 l = dpsnprintf(dpmtextbuffer + dpmtextsize, sizeof(dpmtextbuffer) - dpmtextsize, "outputdir .\nmodel out\nscale 1\norigin 0 0 0\nscene ref1.smd\n");
3382 if (l > 0) dpmtextsize += l;
3383 for (i = 0;i < mod->numframes;i = j)
3385 strlcpy(animname, mod->animscenes[i].name, sizeof(animname));
3386 first = mod->animscenes[i].firstframe;
3387 if (mod->animscenes[i].framecount > 1)
3390 count = mod->animscenes[i].framecount;
3396 // check for additional frames with same name
3397 for (l = 0, k = strlen(animname);animname[l];l++)
3398 if(animname[l] < '0' || animname[l] > '9')
3400 if(k > 0 && animname[k-1] == '_')
3403 count = mod->num_poses - first;
3404 for (j = i + 1;j < mod->numframes;j++)
3406 strlcpy(animname2, mod->animscenes[j].name, sizeof(animname2));
3407 for (l = 0, k = strlen(animname2);animname2[l];l++)
3408 if(animname2[l] < '0' || animname2[l] > '9')
3410 if(k > 0 && animname[k-1] == '_')
3413 if (strcmp(animname2, animname) || mod->animscenes[j].framecount > 1)
3415 count = mod->animscenes[j].firstframe - first;
3419 // if it's only one frame, use the original frame name
3421 strlcpy(animname, mod->animscenes[i].name, sizeof(animname));
3424 dpsnprintf(outname, sizeof(outname), "%s_decompiled/%s.smd", basename, animname);
3425 Mod_Decompile_SMD(mod, outname, first, count, false);
3426 if (zymtextsize < (int)sizeof(zymtextbuffer) - 100)
3428 l = dpsnprintf(zymtextbuffer + zymtextsize, sizeof(zymtextbuffer) - zymtextsize, "scene %s.smd fps %g %s\n", animname, mod->animscenes[i].framerate, mod->animscenes[i].loop ? "" : " noloop");
3429 if (l > 0) zymtextsize += l;
3431 if (dpmtextsize < (int)sizeof(dpmtextbuffer) - 100)
3433 l = dpsnprintf(dpmtextbuffer + dpmtextsize, sizeof(dpmtextbuffer) - dpmtextsize, "scene %s.smd fps %g %s\n", animname, mod->animscenes[i].framerate, mod->animscenes[i].loop ? "" : " noloop");
3434 if (l > 0) dpmtextsize += l;
3436 if (framegroupstextsize < (int)sizeof(framegroupstextbuffer) - 100)
3438 l = dpsnprintf(framegroupstextbuffer + framegroupstextsize, sizeof(framegroupstextbuffer) - framegroupstextsize, "%d %d %f %d // %s\n", first, count, mod->animscenes[i].framerate, mod->animscenes[i].loop, animname);
3439 if (l > 0) framegroupstextsize += l;
3443 FS_WriteFile(va(vabuf, sizeof(vabuf), "%s_decompiled/out_zym.txt", basename), zymtextbuffer, (fs_offset_t)zymtextsize);
3445 FS_WriteFile(va(vabuf, sizeof(vabuf), "%s_decompiled/out_dpm.txt", basename), dpmtextbuffer, (fs_offset_t)dpmtextsize);
3446 if (framegroupstextsize)
3447 FS_WriteFile(va(vabuf, sizeof(vabuf), "%s_decompiled.framegroups", basename), framegroupstextbuffer, (fs_offset_t)framegroupstextsize);
3451 void Mod_AllocLightmap_Init(mod_alloclightmap_state_t *state, int width, int height)
3454 memset(state, 0, sizeof(*state));
3455 state->width = width;
3456 state->height = height;
3457 state->currentY = 0;
3458 state->rows = (mod_alloclightmap_row_t *)Mem_Alloc(loadmodel->mempool, state->height * sizeof(*state->rows));
3459 for (y = 0;y < state->height;y++)
3461 state->rows[y].currentX = 0;
3462 state->rows[y].rowY = -1;
3466 void Mod_AllocLightmap_Reset(mod_alloclightmap_state_t *state)
3469 state->currentY = 0;
3470 for (y = 0;y < state->height;y++)
3472 state->rows[y].currentX = 0;
3473 state->rows[y].rowY = -1;
3477 void Mod_AllocLightmap_Free(mod_alloclightmap_state_t *state)
3480 Mem_Free(state->rows);
3481 memset(state, 0, sizeof(*state));
3484 qboolean Mod_AllocLightmap_Block(mod_alloclightmap_state_t *state, int blockwidth, int blockheight, int *outx, int *outy)
3486 mod_alloclightmap_row_t *row;
3489 row = state->rows + blockheight;
3490 if ((row->rowY < 0) || (row->currentX + blockwidth > state->width))
3492 if (state->currentY + blockheight <= state->height)
3494 // use the current allocation position
3495 row->rowY = state->currentY;
3497 state->currentY += blockheight;
3501 // find another position
3502 for (y = blockheight;y < state->height;y++)
3504 if ((state->rows[y].rowY >= 0) && (state->rows[y].currentX + blockwidth <= state->width))
3506 row = state->rows + y;
3510 if (y == state->height)
3515 *outx = row->currentX;
3516 row->currentX += blockwidth;
3521 typedef struct lightmapsample_s
3525 float *vertex_color;
3526 unsigned char *lm_bgr;
3527 unsigned char *lm_dir;
3531 typedef struct lightmapvertex_s
3536 float texcoordbase[2];
3537 float texcoordlightmap[2];
3538 float lightcolor[4];
3542 typedef struct lightmaptriangle_s
3550 // 2D modelspace coordinates of min corner
3551 // snapped to lightmap grid but not in grid coordinates
3553 // 2D modelspace to lightmap coordinate scale
3561 typedef struct lightmaplight_s
3572 lightmaptriangle_t *mod_generatelightmaps_lightmaptriangles;
3574 #define MAX_LIGHTMAPSAMPLES 64
3575 static int mod_generatelightmaps_numoffsets[3];
3576 static float mod_generatelightmaps_offsets[3][MAX_LIGHTMAPSAMPLES][3];
3578 static int mod_generatelightmaps_numlights;
3579 static lightmaplight_t *mod_generatelightmaps_lightinfo;
3581 extern cvar_t r_shadow_lightattenuationdividebias;
3582 extern cvar_t r_shadow_lightattenuationlinearscale;
3584 static void Mod_GenerateLightmaps_LightPoint(dp_model_t *model, const vec3_t pos, vec3_t ambient, vec3_t diffuse, vec3_t lightdir)
3589 float relativepoint[3];
3596 float lightorigin[3];
3600 float lightcolor[3];
3602 for (i = 0;i < 5*3;i++)
3604 for (index = 0;;index++)
3606 result = R_Shadow_GetRTLightInfo(index, lightorigin, &lightradius, lightcolor);
3611 lightradius2 = lightradius * lightradius;
3612 VectorSubtract(lightorigin, pos, relativepoint);
3613 dist2 = VectorLength2(relativepoint);
3614 if (dist2 >= lightradius2)
3616 lightiradius = 1.0f / lightradius;
3617 dist = sqrt(dist2) * lightiradius;
3618 intensity = (1.0f - dist) * r_shadow_lightattenuationlinearscale.value / (r_shadow_lightattenuationdividebias.value + dist*dist);
3619 if (intensity <= 0.0f)
3621 if (model && model->TraceLine)
3623 model->TraceLine(model, NULL, NULL, &trace, pos, lightorigin, SUPERCONTENTS_VISBLOCKERMASK);
3624 if (trace.fraction < 1)
3627 // scale down intensity to add to both ambient and diffuse
3628 //intensity *= 0.5f;
3629 VectorNormalize(relativepoint);
3630 VectorScale(lightcolor, intensity, color);
3631 VectorMA(sample , 0.5f , color, sample );
3632 VectorMA(sample + 3, relativepoint[0], color, sample + 3);
3633 VectorMA(sample + 6, relativepoint[1], color, sample + 6);
3634 VectorMA(sample + 9, relativepoint[2], color, sample + 9);
3635 // calculate a weighted average light direction as well
3636 intensity *= VectorLength(color);
3637 VectorMA(sample + 12, intensity, relativepoint, sample + 12);
3639 // calculate the direction we'll use to reduce the sample to a directional light source
3640 VectorCopy(sample + 12, dir);
3641 //VectorSet(dir, sample[3] + sample[4] + sample[5], sample[6] + sample[7] + sample[8], sample[9] + sample[10] + sample[11]);
3642 VectorNormalize(dir);
3643 // extract the diffuse color along the chosen direction and scale it
3644 diffuse[0] = (dir[0]*sample[3] + dir[1]*sample[6] + dir[2]*sample[ 9] + sample[ 0]);
3645 diffuse[1] = (dir[0]*sample[4] + dir[1]*sample[7] + dir[2]*sample[10] + sample[ 1]);
3646 diffuse[2] = (dir[0]*sample[5] + dir[1]*sample[8] + dir[2]*sample[11] + sample[ 2]);
3647 // subtract some of diffuse from ambient
3648 VectorMA(sample, -0.333f, diffuse, ambient);
3649 // store the normalized lightdir
3650 VectorCopy(dir, lightdir);
3653 static void Mod_GenerateLightmaps_CreateLights_ComputeSVBSP_InsertSurfaces(const dp_model_t *model, svbsp_t *svbsp, const float *mins, const float *maxs)
3657 const msurface_t *surface;
3658 const float *vertex3f = model->surfmesh.data_vertex3f;
3659 const int *element3i = model->surfmesh.data_element3i;
3662 for (surfaceindex = 0, surface = model->data_surfaces;surfaceindex < model->nummodelsurfaces;surfaceindex++, surface++)
3664 if (!BoxesOverlap(surface->mins, surface->maxs, mins, maxs))
3666 if (surface->texture->basematerialflags & MATERIALFLAG_NOSHADOW)
3668 for (triangleindex = 0, e = element3i + 3*surface->num_firsttriangle;triangleindex < surface->num_triangles;triangleindex++, e += 3)
3670 VectorCopy(vertex3f + 3*e[0], v2[0]);
3671 VectorCopy(vertex3f + 3*e[1], v2[1]);
3672 VectorCopy(vertex3f + 3*e[2], v2[2]);
3673 SVBSP_AddPolygon(svbsp, 3, v2[0], true, NULL, NULL, 0);
3678 static void Mod_GenerateLightmaps_CreateLights_ComputeSVBSP(dp_model_t *model, lightmaplight_t *lightinfo)
3680 int maxnodes = 1<<14;
3681 svbsp_node_t *nodes;
3686 VectorSet(mins, lightinfo->origin[0] - lightinfo->radius, lightinfo->origin[1] - lightinfo->radius, lightinfo->origin[2] - lightinfo->radius);
3687 VectorSet(maxs, lightinfo->origin[0] + lightinfo->radius, lightinfo->origin[1] + lightinfo->radius, lightinfo->origin[2] + lightinfo->radius);
3688 VectorCopy(lightinfo->origin, origin);
3689 nodes = (svbsp_node_t *)Mem_Alloc(tempmempool, maxnodes * sizeof(*nodes));
3692 SVBSP_Init(&svbsp, origin, maxnodes, nodes);
3693 Mod_GenerateLightmaps_CreateLights_ComputeSVBSP_InsertSurfaces(model, &svbsp, mins, maxs);
3694 if (svbsp.ranoutofnodes)
3697 if (maxnodes > 1<<22)
3703 nodes = (svbsp_node_t *)Mem_Alloc(tempmempool, maxnodes * sizeof(*nodes));
3708 if (svbsp.numnodes > 0)
3710 svbsp.nodes = (svbsp_node_t *)Mem_Alloc(tempmempool, svbsp.numnodes * sizeof(*nodes));
3711 memcpy(svbsp.nodes, nodes, svbsp.numnodes * sizeof(*nodes));
3712 lightinfo->svbsp = svbsp;
3717 static void Mod_GenerateLightmaps_CreateLights(dp_model_t *model)
3721 lightmaplight_t *lightinfo;
3725 mod_generatelightmaps_numlights = 0;
3726 for (index = 0;;index++)
3728 result = R_Shadow_GetRTLightInfo(index, origin, &radius, color);
3732 mod_generatelightmaps_numlights++;
3734 if (mod_generatelightmaps_numlights > 0)
3736 mod_generatelightmaps_lightinfo = (lightmaplight_t *)Mem_Alloc(tempmempool, mod_generatelightmaps_numlights * sizeof(*mod_generatelightmaps_lightinfo));
3737 lightinfo = mod_generatelightmaps_lightinfo;
3738 for (index = 0;;index++)
3740 result = R_Shadow_GetRTLightInfo(index, lightinfo->origin, &lightinfo->radius, lightinfo->color);
3747 for (index = 0, lightinfo = mod_generatelightmaps_lightinfo;index < mod_generatelightmaps_numlights;index++, lightinfo++)
3749 lightinfo->iradius = 1.0f / lightinfo->radius;
3750 lightinfo->radius2 = lightinfo->radius * lightinfo->radius;
3751 // TODO: compute svbsp
3752 Mod_GenerateLightmaps_CreateLights_ComputeSVBSP(model, lightinfo);
3756 static void Mod_GenerateLightmaps_DestroyLights(dp_model_t *model)
3759 if (mod_generatelightmaps_lightinfo)
3761 for (i = 0;i < mod_generatelightmaps_numlights;i++)
3762 if (mod_generatelightmaps_lightinfo[i].svbsp.nodes)
3763 Mem_Free(mod_generatelightmaps_lightinfo[i].svbsp.nodes);
3764 Mem_Free(mod_generatelightmaps_lightinfo);
3766 mod_generatelightmaps_lightinfo = NULL;
3767 mod_generatelightmaps_numlights = 0;
3770 static qboolean Mod_GenerateLightmaps_SamplePoint_SVBSP(const svbsp_t *svbsp, const float *pos)
3772 const svbsp_node_t *node;
3773 const svbsp_node_t *nodes = svbsp->nodes;
3778 num = node->children[DotProduct(node->plane, pos) < node->plane[3]];
3780 return num == -1; // true if empty, false if solid (shadowed)
3783 static void Mod_GenerateLightmaps_SamplePoint(const float *pos, const float *normal, float *sample, int numoffsets, const float *offsets)
3786 float relativepoint[3];
3795 const lightmaplight_t *lightinfo;
3797 for (i = 0;i < 5*3;i++)
3799 for (i = 0, lightinfo = mod_generatelightmaps_lightinfo;i < mod_generatelightmaps_numlights;i++, lightinfo++)
3801 //R_SampleRTLights(pos, sample, numoffsets, offsets);
3802 VectorSubtract(lightinfo->origin, pos, relativepoint);
3803 // don't accept light from behind a surface, it causes bad shading
3804 if (normal && DotProduct(relativepoint, normal) <= 0)
3806 dist2 = VectorLength2(relativepoint);
3807 if (dist2 >= lightinfo->radius2)
3809 dist = sqrt(dist2) * lightinfo->iradius;
3810 intensity = dist < 1 ? ((1.0f - dist) * r_shadow_lightattenuationlinearscale.value / (r_shadow_lightattenuationdividebias.value + dist*dist)) : 0;
3813 if (cl.worldmodel && cl.worldmodel->TraceLine && numoffsets > 0)
3817 if (Mod_GenerateLightmaps_SamplePoint_SVBSP(&lightinfo->svbsp, pos))
3819 for (offsetindex = 1;offsetindex < numoffsets;offsetindex++)
3821 VectorAdd(pos, offsets + 3*offsetindex, offsetpos);
3824 // for light grid we'd better check visibility of the offset point
3825 cl.worldmodel->TraceLine(cl.worldmodel, NULL, NULL, &trace, pos, offsetpos, SUPERCONTENTS_VISBLOCKERMASK);
3826 if (trace.fraction < 1)
3827 VectorLerp(pos, trace.fraction, offsetpos, offsetpos);
3830 if (Mod_GenerateLightmaps_SamplePoint_SVBSP(&lightinfo->svbsp, offsetpos))
3835 // scale intensity according to how many rays succeeded
3836 // we know one test is valid, half of the rest will fail...
3837 //if (normal && tests > 1)
3838 // intensity *= (tests - 1.0f) / tests;
3839 intensity *= (float)hits / tests;
3841 // scale down intensity to add to both ambient and diffuse
3842 //intensity *= 0.5f;
3843 VectorNormalize(relativepoint);
3844 VectorScale(lightinfo->color, intensity, color);
3845 VectorMA(sample , 0.5f , color, sample );
3846 VectorMA(sample + 3, relativepoint[0], color, sample + 3);
3847 VectorMA(sample + 6, relativepoint[1], color, sample + 6);
3848 VectorMA(sample + 9, relativepoint[2], color, sample + 9);
3849 // calculate a weighted average light direction as well
3850 intensity *= VectorLength(color);
3851 VectorMA(sample + 12, intensity, relativepoint, sample + 12);
3855 static void Mod_GenerateLightmaps_LightmapSample(const float *pos, const float *normal, unsigned char *lm_bgr, unsigned char *lm_dir)
3861 Mod_GenerateLightmaps_SamplePoint(pos, normal, sample, mod_generatelightmaps_numoffsets[0], mod_generatelightmaps_offsets[0][0]);
3862 //VectorSet(dir, sample[3] + sample[4] + sample[5], sample[6] + sample[7] + sample[8], sample[9] + sample[10] + sample[11]);
3863 VectorCopy(sample + 12, dir);
3864 VectorNormalize(dir);
3865 //VectorAdd(dir, normal, dir);
3866 //VectorNormalize(dir);
3867 f = DotProduct(dir, normal);
3868 f = max(0, f) * 255.0f;
3869 VectorScale(sample, f, color);
3870 //VectorCopy(normal, dir);
3871 VectorSet(dir, (dir[0]+1.0f)*127.5f, (dir[1]+1.0f)*127.5f, (dir[2]+1.0f)*127.5f);
3872 lm_bgr[0] = (unsigned char)bound(0.0f, color[2], 255.0f);
3873 lm_bgr[1] = (unsigned char)bound(0.0f, color[1], 255.0f);
3874 lm_bgr[2] = (unsigned char)bound(0.0f, color[0], 255.0f);
3876 lm_dir[0] = (unsigned char)dir[2];
3877 lm_dir[1] = (unsigned char)dir[1];
3878 lm_dir[2] = (unsigned char)dir[0];
3882 static void Mod_GenerateLightmaps_VertexSample(const float *pos, const float *normal, float *vertex_color)
3885 Mod_GenerateLightmaps_SamplePoint(pos, normal, sample, mod_generatelightmaps_numoffsets[1], mod_generatelightmaps_offsets[1][0]);
3886 VectorCopy(sample, vertex_color);
3889 static void Mod_GenerateLightmaps_GridSample(const float *pos, q3dlightgrid_t *s)
3895 Mod_GenerateLightmaps_SamplePoint(pos, NULL, sample, mod_generatelightmaps_numoffsets[2], mod_generatelightmaps_offsets[2][0]);
3896 // calculate the direction we'll use to reduce the sample to a directional light source
3897 VectorCopy(sample + 12, dir);
3898 //VectorSet(dir, sample[3] + sample[4] + sample[5], sample[6] + sample[7] + sample[8], sample[9] + sample[10] + sample[11]);
3899 VectorNormalize(dir);
3900 // extract the diffuse color along the chosen direction and scale it
3901 diffuse[0] = (dir[0]*sample[3] + dir[1]*sample[6] + dir[2]*sample[ 9] + sample[ 0]) * 127.5f;
3902 diffuse[1] = (dir[0]*sample[4] + dir[1]*sample[7] + dir[2]*sample[10] + sample[ 1]) * 127.5f;
3903 diffuse[2] = (dir[0]*sample[5] + dir[1]*sample[8] + dir[2]*sample[11] + sample[ 2]) * 127.5f;
3904 // scale the ambient from 0-2 to 0-255 and subtract some of diffuse
3905 VectorScale(sample, 127.5f, ambient);
3906 VectorMA(ambient, -0.333f, diffuse, ambient);
3907 // encode to the grid format
3908 s->ambientrgb[0] = (unsigned char)bound(0.0f, ambient[0], 255.0f);
3909 s->ambientrgb[1] = (unsigned char)bound(0.0f, ambient[1], 255.0f);
3910 s->ambientrgb[2] = (unsigned char)bound(0.0f, ambient[2], 255.0f);
3911 s->diffusergb[0] = (unsigned char)bound(0.0f, diffuse[0], 255.0f);
3912 s->diffusergb[1] = (unsigned char)bound(0.0f, diffuse[1], 255.0f);
3913 s->diffusergb[2] = (unsigned char)bound(0.0f, diffuse[2], 255.0f);
3914 if (dir[2] >= 0.99f) {s->diffusepitch = 0;s->diffuseyaw = 0;}
3915 else if (dir[2] <= -0.99f) {s->diffusepitch = 128;s->diffuseyaw = 0;}
3916 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));}
3919 static void Mod_GenerateLightmaps_InitSampleOffsets(dp_model_t *model)
3924 memset(mod_generatelightmaps_offsets, 0, sizeof(mod_generatelightmaps_offsets));
3925 mod_generatelightmaps_numoffsets[0] = min(MAX_LIGHTMAPSAMPLES, mod_generatelightmaps_lightmapsamples.integer);
3926 mod_generatelightmaps_numoffsets[1] = min(MAX_LIGHTMAPSAMPLES, mod_generatelightmaps_vertexsamples.integer);
3927 mod_generatelightmaps_numoffsets[2] = min(MAX_LIGHTMAPSAMPLES, mod_generatelightmaps_gridsamples.integer);
3928 radius[0] = mod_generatelightmaps_lightmapradius.value;
3929 radius[1] = mod_generatelightmaps_vertexradius.value;
3930 radius[2] = mod_generatelightmaps_gridradius.value;
3931 for (i = 0;i < 3;i++)
3933 for (j = 1;j < mod_generatelightmaps_numoffsets[i];j++)
3936 VectorScale(temp, radius[i], mod_generatelightmaps_offsets[i][j]);
3941 static void Mod_GenerateLightmaps_DestroyLightmaps(dp_model_t *model)
3943 msurface_t *surface;
3946 for (surfaceindex = 0;surfaceindex < model->num_surfaces;surfaceindex++)
3948 surface = model->data_surfaces + surfaceindex;
3949 surface->lightmaptexture = NULL;
3950 surface->deluxemaptexture = NULL;
3952 if (model->brushq3.data_lightmaps)
3954 for (i = 0;i < model->brushq3.num_mergedlightmaps;i++)
3955 if (model->brushq3.data_lightmaps[i])
3956 R_FreeTexture(model->brushq3.data_lightmaps[i]);
3957 Mem_Free(model->brushq3.data_lightmaps);
3958 model->brushq3.data_lightmaps = NULL;
3960 if (model->brushq3.data_deluxemaps)
3962 for (i = 0;i < model->brushq3.num_mergedlightmaps;i++)
3963 if (model->brushq3.data_deluxemaps[i])
3964 R_FreeTexture(model->brushq3.data_deluxemaps[i]);
3965 Mem_Free(model->brushq3.data_deluxemaps);
3966 model->brushq3.data_deluxemaps = NULL;
3970 static void Mod_GenerateLightmaps_UnweldTriangles(dp_model_t *model)
3972 msurface_t *surface;
3978 surfmesh_t oldsurfmesh;
3980 unsigned char *data;
3981 oldsurfmesh = model->surfmesh;
3982 model->surfmesh.num_triangles = oldsurfmesh.num_triangles;
3983 model->surfmesh.num_vertices = oldsurfmesh.num_triangles * 3;
3985 size += model->surfmesh.num_vertices * sizeof(float[3]);
3986 size += model->surfmesh.num_vertices * sizeof(float[3]);
3987 size += model->surfmesh.num_vertices * sizeof(float[3]);
3988 size += model->surfmesh.num_vertices * sizeof(float[3]);
3989 size += model->surfmesh.num_vertices * sizeof(float[2]);
3990 size += model->surfmesh.num_vertices * sizeof(float[2]);
3991 size += model->surfmesh.num_vertices * sizeof(float[4]);
3992 data = (unsigned char *)Mem_Alloc(model->mempool, size);
3993 model->surfmesh.data_vertex3f = (float *)data;data += model->surfmesh.num_vertices * sizeof(float[3]);
3994 model->surfmesh.data_normal3f = (float *)data;data += model->surfmesh.num_vertices * sizeof(float[3]);
3995 model->surfmesh.data_svector3f = (float *)data;data += model->surfmesh.num_vertices * sizeof(float[3]);
3996 model->surfmesh.data_tvector3f = (float *)data;data += model->surfmesh.num_vertices * sizeof(float[3]);
3997 model->surfmesh.data_texcoordtexture2f = (float *)data;data += model->surfmesh.num_vertices * sizeof(float[2]);
3998 model->surfmesh.data_texcoordlightmap2f = (float *)data;data += model->surfmesh.num_vertices * sizeof(float[2]);
3999 model->surfmesh.data_lightmapcolor4f = (float *)data;data += model->surfmesh.num_vertices * sizeof(float[4]);
4000 if (model->surfmesh.num_vertices > 65536)
4001 model->surfmesh.data_element3s = NULL;
4003 if (model->surfmesh.vertexmesh)
4004 Mem_Free(model->surfmesh.vertexmesh);
4005 model->surfmesh.vertexmesh = NULL;
4006 if (model->surfmesh.vertex3fbuffer)
4007 R_Mesh_DestroyMeshBuffer(model->surfmesh.vertex3fbuffer);
4008 model->surfmesh.vertex3fbuffer = NULL;
4009 if (model->surfmesh.vertexmeshbuffer)
4010 R_Mesh_DestroyMeshBuffer(model->surfmesh.vertexmeshbuffer);
4011 model->surfmesh.vertexmeshbuffer = NULL;
4012 if (model->surfmesh.data_element3i_indexbuffer)
4013 R_Mesh_DestroyMeshBuffer(model->surfmesh.data_element3i_indexbuffer);
4014 model->surfmesh.data_element3i_indexbuffer = NULL;
4015 if (model->surfmesh.data_element3s_indexbuffer)
4016 R_Mesh_DestroyMeshBuffer(model->surfmesh.data_element3s_indexbuffer);
4017 model->surfmesh.data_element3s_indexbuffer = NULL;
4018 if (model->surfmesh.vbo_vertexbuffer)
4019 R_Mesh_DestroyMeshBuffer(model->surfmesh.vbo_vertexbuffer);
4020 model->surfmesh.vbo_vertexbuffer = 0;
4022 // convert all triangles to unique vertex data
4024 for (surfaceindex = 0;surfaceindex < model->num_surfaces;surfaceindex++)
4026 surface = model->data_surfaces + surfaceindex;
4027 surface->num_firstvertex = outvertexindex;
4028 surface->num_vertices = surface->num_triangles*3;
4029 e = oldsurfmesh.data_element3i + surface->num_firsttriangle*3;
4030 for (i = 0;i < surface->num_triangles*3;i++)
4033 model->surfmesh.data_vertex3f[outvertexindex*3+0] = oldsurfmesh.data_vertex3f[vertexindex*3+0];
4034 model->surfmesh.data_vertex3f[outvertexindex*3+1] = oldsurfmesh.data_vertex3f[vertexindex*3+1];
4035 model->surfmesh.data_vertex3f[outvertexindex*3+2] = oldsurfmesh.data_vertex3f[vertexindex*3+2];
4036 model->surfmesh.data_normal3f[outvertexindex*3+0] = oldsurfmesh.data_normal3f[vertexindex*3+0];
4037 model->surfmesh.data_normal3f[outvertexindex*3+1] = oldsurfmesh.data_normal3f[vertexindex*3+1];
4038 model->surfmesh.data_normal3f[outvertexindex*3+2] = oldsurfmesh.data_normal3f[vertexindex*3+2];
4039 model->surfmesh.data_svector3f[outvertexindex*3+0] = oldsurfmesh.data_svector3f[vertexindex*3+0];
4040 model->surfmesh.data_svector3f[outvertexindex*3+1] = oldsurfmesh.data_svector3f[vertexindex*3+1];
4041 model->surfmesh.data_svector3f[outvertexindex*3+2] = oldsurfmesh.data_svector3f[vertexindex*3+2];
4042 model->surfmesh.data_tvector3f[outvertexindex*3+0] = oldsurfmesh.data_tvector3f[vertexindex*3+0];
4043 model->surfmesh.data_tvector3f[outvertexindex*3+1] = oldsurfmesh.data_tvector3f[vertexindex*3+1];
4044 model->surfmesh.data_tvector3f[outvertexindex*3+2] = oldsurfmesh.data_tvector3f[vertexindex*3+2];
4045 model->surfmesh.data_texcoordtexture2f[outvertexindex*2+0] = oldsurfmesh.data_texcoordtexture2f[vertexindex*2+0];
4046 model->surfmesh.data_texcoordtexture2f[outvertexindex*2+1] = oldsurfmesh.data_texcoordtexture2f[vertexindex*2+1];
4047 if (oldsurfmesh.data_texcoordlightmap2f)
4049 model->surfmesh.data_texcoordlightmap2f[outvertexindex*2+0] = oldsurfmesh.data_texcoordlightmap2f[vertexindex*2+0];
4050 model->surfmesh.data_texcoordlightmap2f[outvertexindex*2+1] = oldsurfmesh.data_texcoordlightmap2f[vertexindex*2+1];
4052 if (oldsurfmesh.data_lightmapcolor4f)
4054 model->surfmesh.data_lightmapcolor4f[outvertexindex*4+0] = oldsurfmesh.data_lightmapcolor4f[vertexindex*4+0];
4055 model->surfmesh.data_lightmapcolor4f[outvertexindex*4+1] = oldsurfmesh.data_lightmapcolor4f[vertexindex*4+1];
4056 model->surfmesh.data_lightmapcolor4f[outvertexindex*4+2] = oldsurfmesh.data_lightmapcolor4f[vertexindex*4+2];
4057 model->surfmesh.data_lightmapcolor4f[outvertexindex*4+3] = oldsurfmesh.data_lightmapcolor4f[vertexindex*4+3];
4060 Vector4Set(model->surfmesh.data_lightmapcolor4f + 4*outvertexindex, 1, 1, 1, 1);
4061 model->surfmesh.data_element3i[surface->num_firsttriangle*3+i] = outvertexindex;
4065 if (model->surfmesh.data_element3s)
4066 for (i = 0;i < model->surfmesh.num_triangles*3;i++)
4067 model->surfmesh.data_element3s[i] = model->surfmesh.data_element3i[i];
4069 // find and update all submodels to use this new surfmesh data
4070 for (i = 0;i < model->brush.numsubmodels;i++)
4071 model->brush.submodels[i]->surfmesh = model->surfmesh;
4074 static void Mod_GenerateLightmaps_CreateTriangleInformation(dp_model_t *model)
4076 msurface_t *surface;
4082 lightmaptriangle_t *triangle;
4083 // generate lightmap triangle structs
4084 mod_generatelightmaps_lightmaptriangles = (lightmaptriangle_t *)Mem_Alloc(model->mempool, model->surfmesh.num_triangles * sizeof(lightmaptriangle_t));
4085 for (surfaceindex = 0;surfaceindex < model->num_surfaces;surfaceindex++)
4087 surface = model->data_surfaces + surfaceindex;
4088 e = model->surfmesh.data_element3i + surface->num_firsttriangle*3;
4089 for (i = 0;i < surface->num_triangles;i++)
4091 triangle = &mod_generatelightmaps_lightmaptriangles[surface->num_firsttriangle+i];
4092 triangle->triangleindex = surface->num_firsttriangle+i;
4093 triangle->surfaceindex = surfaceindex;
4094 VectorCopy(model->surfmesh.data_vertex3f + 3*e[i*3+0], triangle->vertex[0]);
4095 VectorCopy(model->surfmesh.data_vertex3f + 3*e[i*3+1], triangle->vertex[1]);
4096 VectorCopy(model->surfmesh.data_vertex3f + 3*e[i*3+2], triangle->vertex[2]);
4097 // calculate bounds of triangle
4098 triangle->mins[0] = min(triangle->vertex[0][0], min(triangle->vertex[1][0], triangle->vertex[2][0]));
4099 triangle->mins[1] = min(triangle->vertex[0][1], min(triangle->vertex[1][1], triangle->vertex[2][1]));
4100 triangle->mins[2] = min(triangle->vertex[0][2], min(triangle->vertex[1][2], triangle->vertex[2][2]));
4101 triangle->maxs[0] = max(triangle->vertex[0][0], max(triangle->vertex[1][0], triangle->vertex[2][0]));
4102 triangle->maxs[1] = max(triangle->vertex[0][1], max(triangle->vertex[1][1], triangle->vertex[2][1]));
4103 triangle->maxs[2] = max(triangle->vertex[0][2], max(triangle->vertex[1][2], triangle->vertex[2][2]));
4104 // pick an axial projection based on the triangle normal
4105 TriangleNormal(triangle->vertex[0], triangle->vertex[1], triangle->vertex[2], normal);
4107 if (fabs(normal[1]) > fabs(normal[axis]))
4109 if (fabs(normal[2]) > fabs(normal[axis]))
4111 triangle->axis = axis;
4116 static void Mod_GenerateLightmaps_DestroyTriangleInformation(dp_model_t *model)
4118 if (mod_generatelightmaps_lightmaptriangles)
4119 Mem_Free(mod_generatelightmaps_lightmaptriangles);
4120 mod_generatelightmaps_lightmaptriangles = NULL;
4123 float lmaxis[3][3] = {{1, 0, 0}, {0, 1, 0}, {0, 0, 1}};
4125 static void Mod_GenerateLightmaps_CreateLightmaps(dp_model_t *model)
4127 msurface_t *surface;
4141 float trianglenormal[3];
4142 float samplecenter[3];
4143 float samplenormal[3];
4149 float lmscalepixels;
4152 float lm_basescalepixels;
4153 int lm_borderpixels;
4157 lightmaptriangle_t *triangle;
4158 unsigned char *lightmappixels;
4159 unsigned char *deluxemappixels;
4160 mod_alloclightmap_state_t lmstate;
4163 // generate lightmap projection information for all triangles
4164 if (model->texturepool == NULL)
4165 model->texturepool = R_AllocTexturePool();
4166 lm_basescalepixels = 1.0f / max(0.0001f, mod_generatelightmaps_unitspersample.value);
4167 lm_borderpixels = mod_generatelightmaps_borderpixels.integer;
4168 lm_texturesize = bound(lm_borderpixels*2+1, 64, (int)vid.maxtexturesize_2d);
4169 //lm_maxpixels = lm_texturesize-(lm_borderpixels*2+1);
4170 Mod_AllocLightmap_Init(&lmstate, lm_texturesize, lm_texturesize);
4172 for (surfaceindex = 0;surfaceindex < model->num_surfaces;surfaceindex++)
4174 surface = model->data_surfaces + surfaceindex;
4175 e = model->surfmesh.data_element3i + surface->num_firsttriangle*3;
4176 lmscalepixels = lm_basescalepixels;
4177 for (retry = 0;retry < 30;retry++)
4179 // after a couple failed attempts, degrade quality to make it fit
4181 lmscalepixels *= 0.5f;
4182 for (i = 0;i < surface->num_triangles;i++)
4184 triangle = &mod_generatelightmaps_lightmaptriangles[surface->num_firsttriangle+i];
4185 triangle->lightmapindex = lightmapnumber;
4186 // calculate lightmap bounds in 3D pixel coordinates, limit size,
4187 // pick two planar axes for projection
4188 // lightmap coordinates here are in pixels
4189 // lightmap projections are snapped to pixel grid explicitly, such
4190 // that two neighboring triangles sharing an edge and projection
4191 // axis will have identical sampl espacing along their shared edge
4193 for (j = 0;j < 3;j++)
4195 if (j == triangle->axis)
4197 lmmins = floor(triangle->mins[j]*lmscalepixels)-lm_borderpixels;
4198 lmmaxs = floor(triangle->maxs[j]*lmscalepixels)+lm_borderpixels;
4199 triangle->lmsize[k] = (int)(lmmaxs-lmmins);
4200 triangle->lmbase[k] = lmmins/lmscalepixels;
4201 triangle->lmscale[k] = lmscalepixels;
4204 if (!Mod_AllocLightmap_Block(&lmstate, triangle->lmsize[0], triangle->lmsize[1], &triangle->lmoffset[0], &triangle->lmoffset[1]))
4207 // if all fit in this texture, we're done with this surface
4208 if (i == surface->num_triangles)
4210 // if we haven't maxed out the lightmap size yet, we retry the
4211 // entire surface batch...
4212 if (lm_texturesize * 2 <= min(mod_generatelightmaps_texturesize.integer, (int)vid.maxtexturesize_2d))
4214 lm_texturesize *= 2;
4217 Mod_AllocLightmap_Free(&lmstate);
4218 Mod_AllocLightmap_Init(&lmstate, lm_texturesize, lm_texturesize);
4221 // if we have maxed out the lightmap size, and this triangle does
4222 // not fit in the same texture as the rest of the surface, we have
4223 // to retry the entire surface in a new texture (can only use one)
4224 // with multiple retries, the lightmap quality degrades until it
4225 // fits (or gives up)
4226 if (surfaceindex > 0)
4228 Mod_AllocLightmap_Reset(&lmstate);
4232 Mod_AllocLightmap_Free(&lmstate);
4234 // now put triangles together into lightmap textures, and do not allow
4235 // triangles of a surface to go into different textures (as that would
4236 // require rewriting the surface list)
4237 model->brushq3.deluxemapping_modelspace = true;
4238 model->brushq3.deluxemapping = true;
4239 model->brushq3.num_mergedlightmaps = lightmapnumber;
4240 model->brushq3.data_lightmaps = (rtexture_t **)Mem_Alloc(model->mempool, model->brushq3.num_mergedlightmaps * sizeof(rtexture_t *));
4241 model->brushq3.data_deluxemaps = (rtexture_t **)Mem_Alloc(model->mempool, model->brushq3.num_mergedlightmaps * sizeof(rtexture_t *));
4242 lightmappixels = (unsigned char *)Mem_Alloc(tempmempool, model->brushq3.num_mergedlightmaps * lm_texturesize * lm_texturesize * 4);
4243 deluxemappixels = (unsigned char *)Mem_Alloc(tempmempool, model->brushq3.num_mergedlightmaps * lm_texturesize * lm_texturesize * 4);
4244 for (surfaceindex = 0;surfaceindex < model->num_surfaces;surfaceindex++)
4246 surface = model->data_surfaces + surfaceindex;
4247 e = model->surfmesh.data_element3i + surface->num_firsttriangle*3;
4248 for (i = 0;i < surface->num_triangles;i++)
4250 triangle = &mod_generatelightmaps_lightmaptriangles[surface->num_firsttriangle+i];
4251 TriangleNormal(triangle->vertex[0], triangle->vertex[1], triangle->vertex[2], trianglenormal);
4252 VectorNormalize(trianglenormal);
4253 VectorCopy(trianglenormal, samplenormal); // FIXME: this is supposed to be interpolated per pixel from vertices
4254 axis = triangle->axis;
4255 axis1 = axis == 0 ? 1 : 0;
4256 axis2 = axis == 2 ? 1 : 2;
4257 lmiscale[0] = 1.0f / triangle->lmscale[0];
4258 lmiscale[1] = 1.0f / triangle->lmscale[1];
4259 if (trianglenormal[axis] < 0)
4260 VectorNegate(trianglenormal, trianglenormal);
4261 CrossProduct(lmaxis[axis2], trianglenormal, temp);slopex = temp[axis] / temp[axis1];
4262 CrossProduct(lmaxis[axis1], trianglenormal, temp);slopey = temp[axis] / temp[axis2];
4263 slopebase = triangle->vertex[0][axis] - triangle->vertex[0][axis1]*slopex - triangle->vertex[0][axis2]*slopey;
4264 for (j = 0;j < 3;j++)
4266 float *t2f = model->surfmesh.data_texcoordlightmap2f + e[i*3+j]*2;
4267 t2f[0] = ((triangle->vertex[j][axis1] - triangle->lmbase[0]) * triangle->lmscale[0] + triangle->lmoffset[0]) / lm_texturesize;
4268 t2f[1] = ((triangle->vertex[j][axis2] - triangle->lmbase[1]) * triangle->lmscale[1] + triangle->lmoffset[1]) / lm_texturesize;
4270 samplecenter[axis1] = (t2f[0]*lm_texturesize-triangle->lmoffset[0])*lmiscale[0] + triangle->lmbase[0];
4271 samplecenter[axis2] = (t2f[1]*lm_texturesize-triangle->lmoffset[1])*lmiscale[1] + triangle->lmbase[1];
4272 samplecenter[axis] = samplecenter[axis1]*slopex + samplecenter[axis2]*slopey + slopebase;
4273 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]);
4283 forward[1] = 1.0f / triangle->lmscale[0];
4287 left[2] = 1.0f / triangle->lmscale[1];
4292 origin[1] = triangle->lmbase[0];
4293 origin[2] = triangle->lmbase[1];
4296 forward[0] = 1.0f / triangle->lmscale[0];
4301 left[2] = 1.0f / triangle->lmscale[1];
4305 origin[0] = triangle->lmbase[0];
4307 origin[2] = triangle->lmbase[1];
4310 forward[0] = 1.0f / triangle->lmscale[0];
4314 left[1] = 1.0f / triangle->lmscale[1];
4319 origin[0] = triangle->lmbase[0];
4320 origin[1] = triangle->lmbase[1];
4324 Matrix4x4_FromVectors(&backmatrix, forward, left, up, origin);
4326 #define LM_DIST_EPSILON (1.0f / 32.0f)
4327 for (y = 0;y < triangle->lmsize[1];y++)
4329 pixeloffset = ((triangle->lightmapindex * lm_texturesize + y + triangle->lmoffset[1]) * lm_texturesize + triangle->lmoffset[0]) * 4;
4330 for (x = 0;x < triangle->lmsize[0];x++, pixeloffset += 4)
4332 samplecenter[axis1] = (x+0.5f)*lmiscale[0] + triangle->lmbase[0];
4333 samplecenter[axis2] = (y+0.5f)*lmiscale[1] + triangle->lmbase[1];
4334 samplecenter[axis] = samplecenter[axis1]*slopex + samplecenter[axis2]*slopey + slopebase;
4335 VectorMA(samplecenter, 0.125f, samplenormal, samplecenter);
4336 Mod_GenerateLightmaps_LightmapSample(samplecenter, samplenormal, lightmappixels + pixeloffset, deluxemappixels + pixeloffset);
4342 for (lightmapindex = 0;lightmapindex < model->brushq3.num_mergedlightmaps;lightmapindex++)
4344 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);
4345 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);
4349 Mem_Free(lightmappixels);
4350 if (deluxemappixels)
4351 Mem_Free(deluxemappixels);
4353 for (surfaceindex = 0;surfaceindex < model->num_surfaces;surfaceindex++)
4355 surface = model->data_surfaces + surfaceindex;
4356 e = model->surfmesh.data_element3i + surface->num_firsttriangle*3;
4357 if (!surface->num_triangles)
4359 lightmapindex = mod_generatelightmaps_lightmaptriangles[surface->num_firsttriangle].lightmapindex;
4360 surface->lightmaptexture = model->brushq3.data_lightmaps[lightmapindex];
4361 surface->deluxemaptexture = model->brushq3.data_deluxemaps[lightmapindex];
4362 surface->lightmapinfo = NULL;
4365 model->brush.LightPoint = Mod_GenerateLightmaps_LightPoint;
4366 model->brushq1.lightdata = NULL;
4367 model->brushq1.lightmapupdateflags = NULL;
4368 model->brushq1.firstrender = false;
4369 model->brushq1.num_lightstyles = 0;
4370 model->brushq1.data_lightstyleinfo = NULL;
4371 for (i = 0;i < model->brush.numsubmodels;i++)
4373 model->brush.submodels[i]->brushq1.lightmapupdateflags = NULL;
4374 model->brush.submodels[i]->brushq1.firstrender = false;
4375 model->brush.submodels[i]->brushq1.num_lightstyles = 0;
4376 model->brush.submodels[i]->brushq1.data_lightstyleinfo = NULL;
4380 static void Mod_GenerateLightmaps_UpdateVertexColors(dp_model_t *model)
4383 for (i = 0;i < model->surfmesh.num_vertices;i++)
4384 Mod_GenerateLightmaps_VertexSample(model->surfmesh.data_vertex3f + 3*i, model->surfmesh.data_normal3f + 3*i, model->surfmesh.data_lightmapcolor4f + 4*i);
4387 static void Mod_GenerateLightmaps_UpdateLightGrid(dp_model_t *model)
4394 for (z = 0;z < model->brushq3.num_lightgrid_isize[2];z++)
4396 pos[2] = (model->brushq3.num_lightgrid_imins[2] + z + 0.5f) * model->brushq3.num_lightgrid_cellsize[2];
4397 for (y = 0;y < model->brushq3.num_lightgrid_isize[1];y++)
4399 pos[1] = (model->brushq3.num_lightgrid_imins[1] + y + 0.5f) * model->brushq3.num_lightgrid_cellsize[1];
4400 for (x = 0;x < model->brushq3.num_lightgrid_isize[0];x++, index++)
4402 pos[0] = (model->brushq3.num_lightgrid_imins[0] + x + 0.5f) * model->brushq3.num_lightgrid_cellsize[0];
4403 Mod_GenerateLightmaps_GridSample(pos, model->brushq3.data_lightgrid + index);
4409 extern cvar_t mod_q3bsp_nolightmaps;
4410 static void Mod_GenerateLightmaps(dp_model_t *model)
4412 //lightmaptriangle_t *lightmaptriangles = Mem_Alloc(model->mempool, model->surfmesh.num_triangles * sizeof(lightmaptriangle_t));
4413 dp_model_t *oldloadmodel = loadmodel;
4416 Mod_GenerateLightmaps_InitSampleOffsets(model);
4417 Mod_GenerateLightmaps_DestroyLightmaps(model);
4418 Mod_GenerateLightmaps_UnweldTriangles(model);
4419 Mod_GenerateLightmaps_CreateTriangleInformation(model);
4420 Mod_GenerateLightmaps_CreateLights(model);
4421 if(!mod_q3bsp_nolightmaps.integer)
4422 Mod_GenerateLightmaps_CreateLightmaps(model);
4423 Mod_GenerateLightmaps_UpdateVertexColors(model);
4424 Mod_GenerateLightmaps_UpdateLightGrid(model);
4425 Mod_GenerateLightmaps_DestroyLights(model);
4426 Mod_GenerateLightmaps_DestroyTriangleInformation(model);
4428 loadmodel = oldloadmodel;
4431 static void Mod_GenerateLightmaps_f(void)
4433 if (Cmd_Argc() != 1)
4435 Con_Printf("usage: mod_generatelightmaps\n");
4440 Con_Printf("no worldmodel loaded\n");
4443 Mod_GenerateLightmaps(cl.worldmodel);