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_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"};
31 cvar_t r_mipnormalmaps = {CVAR_SAVE, "r_mipnormalmaps", "1", "mipmaps normalmaps (turning it off looks sharper but may have aliasing)"};
32 cvar_t mod_generatelightmaps_unitspersample = {CVAR_SAVE, "mod_generatelightmaps_unitspersample", "8", "lightmap resolution"};
33 cvar_t mod_generatelightmaps_borderpixels = {CVAR_SAVE, "mod_generatelightmaps_borderpixels", "2", "extra space around polygons to prevent sampling artifacts"};
34 cvar_t mod_generatelightmaps_texturesize = {CVAR_SAVE, "mod_generatelightmaps_texturesize", "1024", "size of lightmap textures"};
35 cvar_t mod_generatelightmaps_lightmapsamples = {CVAR_SAVE, "mod_generatelightmaps_lightmapsamples", "16", "number of shadow tests done per lightmap pixel"};
36 cvar_t mod_generatelightmaps_vertexsamples = {CVAR_SAVE, "mod_generatelightmaps_vertexsamples", "16", "number of shadow tests done per vertex"};
37 cvar_t mod_generatelightmaps_gridsamples = {CVAR_SAVE, "mod_generatelightmaps_gridsamples", "64", "number of shadow tests done per lightgrid cell"};
38 cvar_t mod_generatelightmaps_lightmapradius = {CVAR_SAVE, "mod_generatelightmaps_lightmapradius", "16", "sampling area around each lightmap pixel"};
39 cvar_t mod_generatelightmaps_vertexradius = {CVAR_SAVE, "mod_generatelightmaps_vertexradius", "16", "sampling area around each vertex"};
40 cvar_t mod_generatelightmaps_gridradius = {CVAR_SAVE, "mod_generatelightmaps_gridradius", "64", "sampling area around each lightgrid cell center"};
42 dp_model_t *loadmodel;
44 static mempool_t *mod_mempool;
45 static memexpandablearray_t models;
47 static mempool_t* q3shaders_mem;
48 typedef struct q3shader_hash_entry_s
50 q3shaderinfo_t shader;
51 struct q3shader_hash_entry_s* chain;
52 } q3shader_hash_entry_t;
53 #define Q3SHADER_HASH_SIZE 1021
54 typedef struct q3shader_data_s
56 memexpandablearray_t hash_entries;
57 q3shader_hash_entry_t hash[Q3SHADER_HASH_SIZE];
58 memexpandablearray_t char_ptrs;
60 static q3shader_data_t* q3shader_data;
62 static void mod_start(void)
65 int nummodels = Mem_ExpandableArray_IndexRange(&models);
68 SCR_PushLoadingScreen(false, "Loading models", 1.0);
70 for (i = 0;i < nummodels;i++)
71 if ((mod = (dp_model_t*) Mem_ExpandableArray_RecordAtIndex(&models, i)) && mod->name[0] && mod->name[0] != '*')
74 for (i = 0;i < nummodels;i++)
75 if ((mod = (dp_model_t*) Mem_ExpandableArray_RecordAtIndex(&models, i)) && mod->name[0] && mod->name[0] != '*')
78 SCR_PushLoadingScreen(true, mod->name, 1.0 / count);
79 Mod_LoadModel(mod, true, false);
80 SCR_PopLoadingScreen(false);
82 SCR_PopLoadingScreen(false);
85 static void mod_shutdown(void)
88 int nummodels = Mem_ExpandableArray_IndexRange(&models);
91 for (i = 0;i < nummodels;i++)
92 if ((mod = (dp_model_t*) Mem_ExpandableArray_RecordAtIndex(&models, i)) && (mod->loaded || mod->mempool))
96 Mod_Skeletal_FreeBuffers();
99 static void mod_newmap(void)
102 int i, j, k, surfacenum, ssize, tsize;
103 int nummodels = Mem_ExpandableArray_IndexRange(&models);
106 for (i = 0;i < nummodels;i++)
108 if ((mod = (dp_model_t*) Mem_ExpandableArray_RecordAtIndex(&models, i)) && mod->mempool)
110 for (j = 0;j < mod->num_textures && mod->data_textures;j++)
112 for (k = 0;k < mod->data_textures[j].numskinframes;k++)
113 R_SkinFrame_MarkUsed(mod->data_textures[j].skinframes[k]);
114 for (k = 0;k < mod->data_textures[j].backgroundnumskinframes;k++)
115 R_SkinFrame_MarkUsed(mod->data_textures[j].backgroundskinframes[k]);
117 if (mod->brush.solidskyskinframe)
118 R_SkinFrame_MarkUsed(mod->brush.solidskyskinframe);
119 if (mod->brush.alphaskyskinframe)
120 R_SkinFrame_MarkUsed(mod->brush.alphaskyskinframe);
124 if (!cl_stainmaps_clearonload.integer)
127 for (i = 0;i < nummodels;i++)
129 if ((mod = (dp_model_t*) Mem_ExpandableArray_RecordAtIndex(&models, i)) && mod->mempool && mod->data_surfaces)
131 for (surfacenum = 0, surface = mod->data_surfaces;surfacenum < mod->num_surfaces;surfacenum++, surface++)
133 if (surface->lightmapinfo && surface->lightmapinfo->stainsamples)
135 ssize = (surface->lightmapinfo->extents[0] >> 4) + 1;
136 tsize = (surface->lightmapinfo->extents[1] >> 4) + 1;
137 memset(surface->lightmapinfo->stainsamples, 255, ssize * tsize * 3);
138 mod->brushq1.lightmapupdateflags[surfacenum] = true;
150 static void Mod_Print(void);
151 static void Mod_Precache (void);
152 static void Mod_Decompile_f(void);
153 static void Mod_GenerateLightmaps_f(void);
156 mod_mempool = Mem_AllocPool("modelinfo", 0, NULL);
157 Mem_ExpandableArray_NewArray(&models, mod_mempool, sizeof(dp_model_t), 16);
163 Cvar_RegisterVariable(&r_mipskins);
164 Cvar_RegisterVariable(&r_mipnormalmaps);
165 Cvar_RegisterVariable(&mod_generatelightmaps_unitspersample);
166 Cvar_RegisterVariable(&mod_generatelightmaps_borderpixels);
167 Cvar_RegisterVariable(&mod_generatelightmaps_texturesize);
169 Cvar_RegisterVariable(&mod_generatelightmaps_lightmapsamples);
170 Cvar_RegisterVariable(&mod_generatelightmaps_vertexsamples);
171 Cvar_RegisterVariable(&mod_generatelightmaps_gridsamples);
172 Cvar_RegisterVariable(&mod_generatelightmaps_lightmapradius);
173 Cvar_RegisterVariable(&mod_generatelightmaps_vertexradius);
174 Cvar_RegisterVariable(&mod_generatelightmaps_gridradius);
176 Cmd_AddCommand ("modellist", Mod_Print, "prints a list of loaded models");
177 Cmd_AddCommand ("modelprecache", Mod_Precache, "load a model");
178 Cmd_AddCommand ("modeldecompile", Mod_Decompile_f, "exports a model in several formats for editing purposes");
179 Cmd_AddCommand ("mod_generatelightmaps", Mod_GenerateLightmaps_f, "rebuilds lighting on current worldmodel");
182 void Mod_RenderInit(void)
184 R_RegisterModule("Models", mod_start, mod_shutdown, mod_newmap, NULL, NULL);
187 void Mod_UnloadModel (dp_model_t *mod)
189 char name[MAX_QPATH];
191 dp_model_t *parentmodel;
193 if (developer_loading.integer)
194 Con_Printf("unloading model %s\n", mod->name);
196 strlcpy(name, mod->name, sizeof(name));
197 parentmodel = mod->brush.parentmodel;
199 if (mod->surfmesh.ebo3i)
200 R_Mesh_DestroyBufferObject(mod->surfmesh.ebo3i);
201 if (mod->surfmesh.ebo3s)
202 R_Mesh_DestroyBufferObject(mod->surfmesh.ebo3s);
203 if (mod->surfmesh.vbo)
204 R_Mesh_DestroyBufferObject(mod->surfmesh.vbo);
205 // free textures/memory attached to the model
206 R_FreeTexturePool(&mod->texturepool);
207 Mem_FreePool(&mod->mempool);
208 // clear the struct to make it available
209 memset(mod, 0, sizeof(dp_model_t));
210 // restore the fields we want to preserve
211 strlcpy(mod->name, name, sizeof(mod->name));
212 mod->brush.parentmodel = parentmodel;
217 void R_Model_Null_Draw(entity_render_t *ent)
223 typedef void (*mod_framegroupify_parsegroups_t) (unsigned int i, int start, int len, float fps, qboolean loop, void *pass);
225 int Mod_FrameGroupify_ParseGroups(const char *buf, mod_framegroupify_parsegroups_t cb, void *pass)
238 if (!COM_ParseToken_Simple(&bufptr, true, false))
240 if (!strcmp(com_token, "\n"))
241 continue; // empty line
242 start = atoi(com_token);
243 if (!COM_ParseToken_Simple(&bufptr, true, false))
245 if (!strcmp(com_token, "\n"))
247 Con_Printf("framegroups file: missing number of frames\n");
250 len = atoi(com_token);
251 if (!COM_ParseToken_Simple(&bufptr, true, false))
253 // we default to looping as it's usually wanted, so to NOT loop you append a 0
254 if (strcmp(com_token, "\n"))
256 fps = atof(com_token);
257 if (!COM_ParseToken_Simple(&bufptr, true, false))
259 if (strcmp(com_token, "\n"))
260 loop = atoi(com_token) != 0;
271 cb(i, start, len, fps, loop, pass);
278 void Mod_FrameGroupify_ParseGroups_Count (unsigned int i, int start, int len, float fps, qboolean loop, void *pass)
280 unsigned int *cnt = (unsigned int *) pass;
284 void Mod_FrameGroupify_ParseGroups_Store (unsigned int i, int start, int len, float fps, qboolean loop, void *pass)
286 dp_model_t *mod = (dp_model_t *) pass;
287 animscene_t *anim = &mod->animscenes[i];
288 dpsnprintf(anim->name, sizeof(anim[i].name), "groupified_%d_anim", i);
289 anim->firstframe = bound(0, start, mod->num_poses - 1);
290 anim->framecount = bound(1, len, mod->num_poses - anim->firstframe);
291 anim->framerate = max(1, fps);
293 //Con_Printf("frame group %d is %d %d %f %d\n", i, start, len, fps, loop);
296 void Mod_FrameGroupify(dp_model_t *mod, const char *buf)
301 cnt = Mod_FrameGroupify_ParseGroups(buf, NULL, NULL);
304 Con_Printf("no scene found in framegroups file, aborting\n");
307 mod->numframes = cnt;
310 // (we do not free the previous animscenes, but model unloading will free the pool owning them, so it's okay)
311 mod->animscenes = (animscene_t *) Mem_Alloc(mod->mempool, sizeof(animscene_t) * mod->numframes);
314 Mod_FrameGroupify_ParseGroups(buf, Mod_FrameGroupify_ParseGroups_Store, mod);
317 void Mod_FindPotentialDeforms(dp_model_t *mod)
321 mod->wantnormals = false;
322 mod->wanttangents = false;
323 for (i = 0;i < mod->num_textures;i++)
325 texture = mod->data_textures + i;
326 if (texture->tcgen.tcgen == Q3TCGEN_ENVIRONMENT)
327 mod->wantnormals = true;
328 for (j = 0;j < Q3MAXDEFORMS;j++)
330 if (texture->deforms[j].deform == Q3DEFORM_AUTOSPRITE)
332 mod->wanttangents = true;
333 mod->wantnormals = true;
336 if (texture->deforms[j].deform != Q3DEFORM_NONE)
337 mod->wantnormals = true;
349 dp_model_t *Mod_LoadModel(dp_model_t *mod, qboolean crash, qboolean checkdisk)
354 fs_offset_t filesize;
358 if (mod->name[0] == '*') // submodel
361 if (!strcmp(mod->name, "null"))
366 if (mod->loaded || mod->mempool)
367 Mod_UnloadModel(mod);
369 if (developer_loading.integer)
370 Con_Printf("loading model %s\n", mod->name);
373 mod->crc = (unsigned int)-1;
376 VectorClear(mod->normalmins);
377 VectorClear(mod->normalmaxs);
378 VectorClear(mod->yawmins);
379 VectorClear(mod->yawmaxs);
380 VectorClear(mod->rotatedmins);
381 VectorClear(mod->rotatedmaxs);
383 mod->modeldatatypestring = "null";
384 mod->type = mod_null;
385 mod->Draw = R_Model_Null_Draw;
389 // no fatal errors occurred, so this model is ready to use.
398 // even if the model is loaded it still may need reloading...
400 // if it is not loaded or checkdisk is true we need to calculate the crc
401 if (!mod->loaded || checkdisk)
403 if (checkdisk && mod->loaded)
404 Con_DPrintf("checking model %s\n", mod->name);
405 buf = FS_LoadFile (mod->name, tempmempool, false, &filesize);
408 crc = CRC_Block((unsigned char *)buf, filesize);
409 // we need to reload the model if the crc does not match
415 // if the model is already loaded and checks passed, just return
423 if (developer_loading.integer)
424 Con_Printf("loading model %s\n", mod->name);
426 SCR_PushLoadingScreen(true, mod->name, 1);
428 // LordHavoc: unload the existing model in this slot (if there is one)
429 if (mod->loaded || mod->mempool)
430 Mod_UnloadModel(mod);
435 // errors can prevent the corresponding mod->loaded = true;
438 // default model radius and bounding box (mainly for missing models)
440 VectorSet(mod->normalmins, -mod->radius, -mod->radius, -mod->radius);
441 VectorSet(mod->normalmaxs, mod->radius, mod->radius, mod->radius);
442 VectorSet(mod->yawmins, -mod->radius, -mod->radius, -mod->radius);
443 VectorSet(mod->yawmaxs, mod->radius, mod->radius, mod->radius);
444 VectorSet(mod->rotatedmins, -mod->radius, -mod->radius, -mod->radius);
445 VectorSet(mod->rotatedmaxs, mod->radius, mod->radius, mod->radius);
449 // load q3 shaders for the first time, or after a level change
455 char *bufend = (char *)buf + filesize;
457 // all models use memory, so allocate a memory pool
458 mod->mempool = Mem_AllocPool(mod->name, 0, NULL);
460 num = LittleLong(*((int *)buf));
461 // call the apropriate loader
463 if (!strcasecmp(FS_FileExtension(mod->name), "obj")) Mod_OBJ_Load(mod, buf, bufend);
464 else if (!memcmp(buf, "IDPO", 4)) Mod_IDP0_Load(mod, buf, bufend);
465 else if (!memcmp(buf, "IDP2", 4)) Mod_IDP2_Load(mod, buf, bufend);
466 else if (!memcmp(buf, "IDP3", 4)) Mod_IDP3_Load(mod, buf, bufend);
467 else if (!memcmp(buf, "IDSP", 4)) Mod_IDSP_Load(mod, buf, bufend);
468 else if (!memcmp(buf, "IDS2", 4)) Mod_IDS2_Load(mod, buf, bufend);
469 else if (!memcmp(buf, "IBSP", 4)) Mod_IBSP_Load(mod, buf, bufend);
470 else if (!memcmp(buf, "ZYMOTICMODEL", 12)) Mod_ZYMOTICMODEL_Load(mod, buf, bufend);
471 else if (!memcmp(buf, "DARKPLACESMODEL", 16)) Mod_DARKPLACESMODEL_Load(mod, buf, bufend);
472 else if (!memcmp(buf, "ACTRHEAD", 8)) Mod_PSKMODEL_Load(mod, buf, bufend);
473 else if (!memcmp(buf, "INTERQUAKEMODEL", 16)) Mod_INTERQUAKEMODEL_Load(mod, buf, bufend);
474 else if (strlen(mod->name) >= 4 && !strcmp(mod->name + strlen(mod->name) - 4, ".map")) Mod_MAP_Load(mod, buf, bufend);
475 else if (num == BSPVERSION || num == 30) Mod_Q1BSP_Load(mod, buf, bufend);
476 else Con_Printf("Mod_LoadModel: model \"%s\" is of unknown/unsupported type\n", mod->name);
479 Mod_FindPotentialDeforms(mod);
481 buf = FS_LoadFile (va("%s.framegroups", mod->name), tempmempool, false, &filesize);
484 Mod_FrameGroupify(mod, (const char *)buf);
492 // LordHavoc: Sys_Error was *ANNOYING*
493 Con_Printf ("Mod_LoadModel: %s not found\n", mod->name);
496 // no fatal errors occurred, so this model is ready to use.
499 SCR_PopLoadingScreen(false);
504 void Mod_ClearUsed(void)
507 int nummodels = Mem_ExpandableArray_IndexRange(&models);
509 for (i = 0;i < nummodels;i++)
510 if ((mod = (dp_model_t*) Mem_ExpandableArray_RecordAtIndex(&models, i)) && mod->name[0])
514 void Mod_PurgeUnused(void)
517 int nummodels = Mem_ExpandableArray_IndexRange(&models);
519 for (i = 0;i < nummodels;i++)
521 if ((mod = (dp_model_t*) Mem_ExpandableArray_RecordAtIndex(&models, i)) && mod->name[0] && !mod->used)
523 Mod_UnloadModel(mod);
524 Mem_ExpandableArray_FreeRecord(&models, mod);
535 dp_model_t *Mod_FindName(const char *name, const char *parentname)
544 // if we're not dedicatd, the renderer calls will crash without video
547 nummodels = Mem_ExpandableArray_IndexRange(&models);
550 Host_Error ("Mod_ForName: NULL name");
552 // search the currently loaded models
553 for (i = 0;i < nummodels;i++)
555 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))))
562 // no match found, create a new one
563 mod = (dp_model_t *) Mem_ExpandableArray_AllocRecord(&models);
564 strlcpy(mod->name, name, sizeof(mod->name));
566 mod->brush.parentmodel = Mod_FindName(parentname, NULL);
568 mod->brush.parentmodel = NULL;
578 Loads in a model for the given name
581 dp_model_t *Mod_ForName(const char *name, qboolean crash, qboolean checkdisk, const char *parentname)
584 model = Mod_FindName(name, parentname);
585 if (!model->loaded || checkdisk)
586 Mod_LoadModel(model, crash, checkdisk);
594 Reloads all models if they have changed
597 void Mod_Reload(void)
600 int nummodels = Mem_ExpandableArray_IndexRange(&models);
603 SCR_PushLoadingScreen(false, "Reloading models", 1.0);
605 for (i = 0;i < nummodels;i++)
606 if ((mod = (dp_model_t *) Mem_ExpandableArray_RecordAtIndex(&models, i)) && mod->name[0] && mod->name[0] != '*' && mod->used)
608 for (i = 0;i < nummodels;i++)
609 if ((mod = (dp_model_t *) Mem_ExpandableArray_RecordAtIndex(&models, i)) && mod->name[0] && mod->name[0] != '*' && mod->used)
611 SCR_PushLoadingScreen(true, mod->name, 1.0 / count);
612 Mod_LoadModel(mod, true, true);
613 SCR_PopLoadingScreen(false);
615 SCR_PopLoadingScreen(false);
618 unsigned char *mod_base;
621 //=============================================================================
628 static void Mod_Print(void)
631 int nummodels = Mem_ExpandableArray_IndexRange(&models);
634 Con_Print("Loaded models:\n");
635 for (i = 0;i < nummodels;i++)
637 if ((mod = (dp_model_t *) Mem_ExpandableArray_RecordAtIndex(&models, i)) && mod->name[0] && mod->name[0] != '*')
639 if (mod->brush.numsubmodels)
640 Con_Printf("%4iK %s (%i submodels)\n", mod->mempool ? (int)((mod->mempool->totalsize + 1023) / 1024) : 0, mod->name, mod->brush.numsubmodels);
642 Con_Printf("%4iK %s\n", mod->mempool ? (int)((mod->mempool->totalsize + 1023) / 1024) : 0, mod->name);
652 static void Mod_Precache(void)
655 Mod_ForName(Cmd_Argv(1), false, true, Cmd_Argv(1)[0] == '*' ? cl.model_name[1] : NULL);
657 Con_Print("usage: modelprecache <filename>\n");
660 int Mod_BuildVertexRemapTableFromElements(int numelements, const int *elements, int numvertices, int *remapvertices)
664 used = (unsigned char *)Mem_Alloc(tempmempool, numvertices);
665 memset(used, 0, numvertices);
666 for (i = 0;i < numelements;i++)
667 used[elements[i]] = 1;
668 for (i = 0, count = 0;i < numvertices;i++)
669 remapvertices[i] = used[i] ? count++ : -1;
675 // fast way, using an edge hash
676 #define TRIANGLEEDGEHASH 8192
677 void Mod_BuildTriangleNeighbors(int *neighbors, const int *elements, int numtriangles)
679 int i, j, p, e1, e2, *n, hashindex, count, match;
681 typedef struct edgehashentry_s
683 struct edgehashentry_s *next;
688 static edgehashentry_t **edgehash;
689 edgehashentry_t *edgehashentries, *hash;
692 edgehash = Mem_Alloc(tempmempool, TRIANGLEEDGEHASH * sizeof(*edgehash));
693 // if there are too many triangles for the stack array, allocate larger buffer
694 edgehashentries = (edgehashentry_t *)Mem_Alloc(tempmempool, numtriangles * 3 * sizeof(edgehashentry_t));
695 // find neighboring triangles
696 for (i = 0, e = elements, n = neighbors;i < numtriangles;i++, e += 3, n += 3)
698 for (j = 0, p = 2;j < 3;p = j, j++)
702 // this hash index works for both forward and backward edges
703 hashindex = (unsigned int)(e1 + e2) % TRIANGLEEDGEHASH;
704 hash = edgehashentries + i * 3 + j;
705 hash->next = edgehash[hashindex];
706 edgehash[hashindex] = hash;
708 hash->element[0] = e1;
709 hash->element[1] = e2;
712 for (i = 0, e = elements, n = neighbors;i < numtriangles;i++, e += 3, n += 3)
714 for (j = 0, p = 2;j < 3;p = j, j++)
718 // this hash index works for both forward and backward edges
719 hashindex = (unsigned int)(e1 + e2) % TRIANGLEEDGEHASH;
722 for (hash = edgehash[hashindex];hash;hash = hash->next)
724 if (hash->element[0] == e2 && hash->element[1] == e1)
726 if (hash->triangle != i)
727 match = hash->triangle;
730 else if ((hash->element[0] == e1 && hash->element[1] == e2))
733 // detect edges shared by three triangles and make them seams
739 // also send a keepalive here (this can take a while too!)
740 CL_KeepaliveMessage(false);
742 // free the allocated buffer
743 Mem_Free(edgehashentries);
747 // very slow but simple way
748 static int Mod_FindTriangleWithEdge(const int *elements, int numtriangles, int start, int end, int ignore)
753 for (i = 0;i < numtriangles;i++, elements += 3)
755 if ((elements[0] == start && elements[1] == end)
756 || (elements[1] == start && elements[2] == end)
757 || (elements[2] == start && elements[0] == end))
763 else if ((elements[1] == start && elements[0] == end)
764 || (elements[2] == start && elements[1] == end)
765 || (elements[0] == start && elements[2] == end))
768 // detect edges shared by three triangles and make them seams
774 void Mod_BuildTriangleNeighbors(int *neighbors, const int *elements, int numtriangles)
778 for (i = 0, e = elements, n = neighbors;i < numtriangles;i++, e += 3, n += 3)
780 n[0] = Mod_FindTriangleWithEdge(elements, numtriangles, e[1], e[0], i);
781 n[1] = Mod_FindTriangleWithEdge(elements, numtriangles, e[2], e[1], i);
782 n[2] = Mod_FindTriangleWithEdge(elements, numtriangles, e[0], e[2], i);
787 void Mod_ValidateElements(int *elements, int numtriangles, int firstvertex, int numverts, const char *filename, int fileline)
789 int i, warned = false, endvertex = firstvertex + numverts;
790 for (i = 0;i < numtriangles * 3;i++)
792 if (elements[i] < firstvertex || elements[i] >= endvertex)
797 Con_Printf("Mod_ValidateElements: out of bounds elements detected at %s:%d\n", filename, fileline);
799 elements[i] = firstvertex;
804 // warning: this is an expensive function!
805 void Mod_BuildNormals(int firstvertex, int numvertices, int numtriangles, const float *vertex3f, const int *elements, float *normal3f, qboolean areaweighting)
812 memset(normal3f + 3 * firstvertex, 0, numvertices * sizeof(float[3]));
813 // process each vertex of each triangle and accumulate the results
814 // use area-averaging, to make triangles with a big area have a bigger
815 // weighting on the vertex normal than triangles with a small area
816 // to do so, just add the 'normals' together (the bigger the area
817 // the greater the length of the normal is
819 for (i = 0; i < numtriangles; i++, element += 3)
822 vertex3f + element[0] * 3,
823 vertex3f + element[1] * 3,
824 vertex3f + element[2] * 3,
829 VectorNormalize(areaNormal);
831 for (j = 0;j < 3;j++)
833 vectorNormal = normal3f + element[j] * 3;
834 vectorNormal[0] += areaNormal[0];
835 vectorNormal[1] += areaNormal[1];
836 vectorNormal[2] += areaNormal[2];
839 // and just normalize the accumulated vertex normal in the end
840 vectorNormal = normal3f + 3 * firstvertex;
841 for (i = 0; i < numvertices; i++, vectorNormal += 3)
842 VectorNormalize(vectorNormal);
845 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)
847 float f, tangentcross[3], v10[3], v20[3], tc10[2], tc20[2];
848 // 79 add/sub/negate/multiply (1 cycle), 1 compare (3 cycle?), total cycles not counting load/store/exchange roughly 82 cycles
849 // 6 add, 28 subtract, 39 multiply, 1 compare, 50% chance of 6 negates
851 // 6 multiply, 9 subtract
852 VectorSubtract(v1, v0, v10);
853 VectorSubtract(v2, v0, v20);
854 normal3f[0] = v20[1] * v10[2] - v20[2] * v10[1];
855 normal3f[1] = v20[2] * v10[0] - v20[0] * v10[2];
856 normal3f[2] = v20[0] * v10[1] - v20[1] * v10[0];
857 // 12 multiply, 10 subtract
858 tc10[1] = tc1[1] - tc0[1];
859 tc20[1] = tc2[1] - tc0[1];
860 svector3f[0] = tc10[1] * v20[0] - tc20[1] * v10[0];
861 svector3f[1] = tc10[1] * v20[1] - tc20[1] * v10[1];
862 svector3f[2] = tc10[1] * v20[2] - tc20[1] * v10[2];
863 tc10[0] = tc1[0] - tc0[0];
864 tc20[0] = tc2[0] - tc0[0];
865 tvector3f[0] = tc10[0] * v20[0] - tc20[0] * v10[0];
866 tvector3f[1] = tc10[0] * v20[1] - tc20[0] * v10[1];
867 tvector3f[2] = tc10[0] * v20[2] - tc20[0] * v10[2];
868 // 12 multiply, 4 add, 6 subtract
869 f = DotProduct(svector3f, normal3f);
870 svector3f[0] -= f * normal3f[0];
871 svector3f[1] -= f * normal3f[1];
872 svector3f[2] -= f * normal3f[2];
873 f = DotProduct(tvector3f, normal3f);
874 tvector3f[0] -= f * normal3f[0];
875 tvector3f[1] -= f * normal3f[1];
876 tvector3f[2] -= f * normal3f[2];
877 // if texture is mapped the wrong way (counterclockwise), the tangents
878 // have to be flipped, this is detected by calculating a normal from the
879 // two tangents, and seeing if it is opposite the surface normal
880 // 9 multiply, 2 add, 3 subtract, 1 compare, 50% chance of: 6 negates
881 CrossProduct(tvector3f, svector3f, tangentcross);
882 if (DotProduct(tangentcross, normal3f) < 0)
884 VectorNegate(svector3f, svector3f);
885 VectorNegate(tvector3f, tvector3f);
889 // warning: this is a very expensive function!
890 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)
893 float sdir[3], tdir[3], normal[3], *sv, *tv;
894 const float *v0, *v1, *v2, *tc0, *tc1, *tc2, *n;
895 float f, tangentcross[3], v10[3], v20[3], tc10[2], tc20[2];
898 memset(svector3f + 3 * firstvertex, 0, numvertices * sizeof(float[3]));
899 memset(tvector3f + 3 * firstvertex, 0, numvertices * sizeof(float[3]));
900 // process each vertex of each triangle and accumulate the results
901 for (tnum = 0, e = elements;tnum < numtriangles;tnum++, e += 3)
903 v0 = vertex3f + e[0] * 3;
904 v1 = vertex3f + e[1] * 3;
905 v2 = vertex3f + e[2] * 3;
906 tc0 = texcoord2f + e[0] * 2;
907 tc1 = texcoord2f + e[1] * 2;
908 tc2 = texcoord2f + e[2] * 2;
910 // 79 add/sub/negate/multiply (1 cycle), 1 compare (3 cycle?), total cycles not counting load/store/exchange roughly 82 cycles
911 // 6 add, 28 subtract, 39 multiply, 1 compare, 50% chance of 6 negates
913 // calculate the edge directions and surface normal
914 // 6 multiply, 9 subtract
915 VectorSubtract(v1, v0, v10);
916 VectorSubtract(v2, v0, v20);
917 normal[0] = v20[1] * v10[2] - v20[2] * v10[1];
918 normal[1] = v20[2] * v10[0] - v20[0] * v10[2];
919 normal[2] = v20[0] * v10[1] - v20[1] * v10[0];
921 // calculate the tangents
922 // 12 multiply, 10 subtract
923 tc10[1] = tc1[1] - tc0[1];
924 tc20[1] = tc2[1] - tc0[1];
925 sdir[0] = tc10[1] * v20[0] - tc20[1] * v10[0];
926 sdir[1] = tc10[1] * v20[1] - tc20[1] * v10[1];
927 sdir[2] = tc10[1] * v20[2] - tc20[1] * v10[2];
928 tc10[0] = tc1[0] - tc0[0];
929 tc20[0] = tc2[0] - tc0[0];
930 tdir[0] = tc10[0] * v20[0] - tc20[0] * v10[0];
931 tdir[1] = tc10[0] * v20[1] - tc20[0] * v10[1];
932 tdir[2] = tc10[0] * v20[2] - tc20[0] * v10[2];
934 // if texture is mapped the wrong way (counterclockwise), the tangents
935 // have to be flipped, this is detected by calculating a normal from the
936 // two tangents, and seeing if it is opposite the surface normal
937 // 9 multiply, 2 add, 3 subtract, 1 compare, 50% chance of: 6 negates
938 CrossProduct(tdir, sdir, tangentcross);
939 if (DotProduct(tangentcross, normal) < 0)
941 VectorNegate(sdir, sdir);
942 VectorNegate(tdir, tdir);
947 VectorNormalize(sdir);
948 VectorNormalize(tdir);
950 for (i = 0;i < 3;i++)
952 VectorAdd(svector3f + e[i]*3, sdir, svector3f + e[i]*3);
953 VectorAdd(tvector3f + e[i]*3, tdir, tvector3f + e[i]*3);
956 // make the tangents completely perpendicular to the surface normal, and
957 // then normalize them
958 // 16 assignments, 2 divide, 2 sqrt, 2 negates, 14 adds, 24 multiplies
959 for (i = 0, sv = svector3f + 3 * firstvertex, tv = tvector3f + 3 * firstvertex, n = normal3f + 3 * firstvertex;i < numvertices;i++, sv += 3, tv += 3, n += 3)
961 f = -DotProduct(sv, n);
962 VectorMA(sv, f, n, sv);
964 f = -DotProduct(tv, n);
965 VectorMA(tv, f, n, tv);
970 void Mod_AllocSurfMesh(mempool_t *mempool, int numvertices, int numtriangles, qboolean lightmapoffsets, qboolean vertexcolors, qboolean neighbors)
973 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));
974 loadmodel->surfmesh.num_vertices = numvertices;
975 loadmodel->surfmesh.num_triangles = numtriangles;
976 if (loadmodel->surfmesh.num_vertices)
978 loadmodel->surfmesh.data_vertex3f = (float *)data, data += sizeof(float[3]) * loadmodel->surfmesh.num_vertices;
979 loadmodel->surfmesh.data_svector3f = (float *)data, data += sizeof(float[3]) * loadmodel->surfmesh.num_vertices;
980 loadmodel->surfmesh.data_tvector3f = (float *)data, data += sizeof(float[3]) * loadmodel->surfmesh.num_vertices;
981 loadmodel->surfmesh.data_normal3f = (float *)data, data += sizeof(float[3]) * loadmodel->surfmesh.num_vertices;
982 loadmodel->surfmesh.data_texcoordtexture2f = (float *)data, data += sizeof(float[2]) * loadmodel->surfmesh.num_vertices;
983 loadmodel->surfmesh.data_texcoordlightmap2f = (float *)data, data += sizeof(float[2]) * loadmodel->surfmesh.num_vertices;
985 loadmodel->surfmesh.data_lightmapcolor4f = (float *)data, data += sizeof(float[4]) * loadmodel->surfmesh.num_vertices;
987 loadmodel->surfmesh.data_lightmapoffsets = (int *)data, data += sizeof(int) * loadmodel->surfmesh.num_vertices;
989 if (loadmodel->surfmesh.num_triangles)
991 loadmodel->surfmesh.data_element3i = (int *)data, data += sizeof(int[3]) * loadmodel->surfmesh.num_triangles;
993 loadmodel->surfmesh.data_neighbor3i = (int *)data, data += sizeof(int[3]) * loadmodel->surfmesh.num_triangles;
994 if (loadmodel->surfmesh.num_vertices <= 65536)
995 loadmodel->surfmesh.data_element3s = (unsigned short *)data, data += sizeof(unsigned short[3]) * loadmodel->surfmesh.num_triangles;
999 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)
1001 shadowmesh_t *newmesh;
1002 unsigned char *data;
1004 size = sizeof(shadowmesh_t);
1005 size += maxverts * sizeof(float[3]);
1007 size += maxverts * sizeof(float[11]);
1008 size += maxtriangles * sizeof(int[3]);
1009 if (maxverts <= 65536)
1010 size += maxtriangles * sizeof(unsigned short[3]);
1012 size += maxtriangles * sizeof(int[3]);
1014 size += SHADOWMESHVERTEXHASH * sizeof(shadowmeshvertexhash_t *) + maxverts * sizeof(shadowmeshvertexhash_t);
1015 data = (unsigned char *)Mem_Alloc(mempool, size);
1016 newmesh = (shadowmesh_t *)data;data += sizeof(*newmesh);
1017 newmesh->map_diffuse = map_diffuse;
1018 newmesh->map_specular = map_specular;
1019 newmesh->map_normal = map_normal;
1020 newmesh->maxverts = maxverts;
1021 newmesh->maxtriangles = maxtriangles;
1022 newmesh->numverts = 0;
1023 newmesh->numtriangles = 0;
1024 memset(newmesh->sideoffsets, 0, sizeof(newmesh->sideoffsets));
1025 memset(newmesh->sidetotals, 0, sizeof(newmesh->sidetotals));
1027 newmesh->vertex3f = (float *)data;data += maxverts * sizeof(float[3]);
1030 newmesh->svector3f = (float *)data;data += maxverts * sizeof(float[3]);
1031 newmesh->tvector3f = (float *)data;data += maxverts * sizeof(float[3]);
1032 newmesh->normal3f = (float *)data;data += maxverts * sizeof(float[3]);
1033 newmesh->texcoord2f = (float *)data;data += maxverts * sizeof(float[2]);
1035 newmesh->element3i = (int *)data;data += maxtriangles * sizeof(int[3]);
1038 newmesh->neighbor3i = (int *)data;data += maxtriangles * sizeof(int[3]);
1042 newmesh->vertexhashtable = (shadowmeshvertexhash_t **)data;data += SHADOWMESHVERTEXHASH * sizeof(shadowmeshvertexhash_t *);
1043 newmesh->vertexhashentries = (shadowmeshvertexhash_t *)data;data += maxverts * sizeof(shadowmeshvertexhash_t);
1045 if (maxverts <= 65536)
1046 newmesh->element3s = (unsigned short *)data;data += maxtriangles * sizeof(unsigned short[3]);
1050 shadowmesh_t *Mod_ShadowMesh_ReAlloc(mempool_t *mempool, shadowmesh_t *oldmesh, int light, int neighbors)
1052 shadowmesh_t *newmesh;
1053 newmesh = Mod_ShadowMesh_Alloc(mempool, oldmesh->numverts, oldmesh->numtriangles, oldmesh->map_diffuse, oldmesh->map_specular, oldmesh->map_normal, light, neighbors, false);
1054 newmesh->numverts = oldmesh->numverts;
1055 newmesh->numtriangles = oldmesh->numtriangles;
1056 memcpy(newmesh->sideoffsets, oldmesh->sideoffsets, sizeof(oldmesh->sideoffsets));
1057 memcpy(newmesh->sidetotals, oldmesh->sidetotals, sizeof(oldmesh->sidetotals));
1059 memcpy(newmesh->vertex3f, oldmesh->vertex3f, oldmesh->numverts * sizeof(float[3]));
1060 if (newmesh->svector3f && oldmesh->svector3f)
1062 memcpy(newmesh->svector3f, oldmesh->svector3f, oldmesh->numverts * sizeof(float[3]));
1063 memcpy(newmesh->tvector3f, oldmesh->tvector3f, oldmesh->numverts * sizeof(float[3]));
1064 memcpy(newmesh->normal3f, oldmesh->normal3f, oldmesh->numverts * sizeof(float[3]));
1065 memcpy(newmesh->texcoord2f, oldmesh->texcoord2f, oldmesh->numverts * sizeof(float[2]));
1067 memcpy(newmesh->element3i, oldmesh->element3i, oldmesh->numtriangles * sizeof(int[3]));
1068 if (newmesh->neighbor3i && oldmesh->neighbor3i)
1069 memcpy(newmesh->neighbor3i, oldmesh->neighbor3i, oldmesh->numtriangles * sizeof(int[3]));
1073 int Mod_ShadowMesh_AddVertex(shadowmesh_t *mesh, float *vertex14f)
1075 int hashindex, vnum;
1076 shadowmeshvertexhash_t *hash;
1077 // this uses prime numbers intentionally
1078 hashindex = (unsigned int) (vertex14f[0] * 2003 + vertex14f[1] * 4001 + vertex14f[2] * 7919) % SHADOWMESHVERTEXHASH;
1079 for (hash = mesh->vertexhashtable[hashindex];hash;hash = hash->next)
1081 vnum = (hash - mesh->vertexhashentries);
1082 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]))
1083 && (mesh->svector3f == NULL || (mesh->svector3f[vnum * 3 + 0] == vertex14f[3] && mesh->svector3f[vnum * 3 + 1] == vertex14f[4] && mesh->svector3f[vnum * 3 + 2] == vertex14f[5]))
1084 && (mesh->tvector3f == NULL || (mesh->tvector3f[vnum * 3 + 0] == vertex14f[6] && mesh->tvector3f[vnum * 3 + 1] == vertex14f[7] && mesh->tvector3f[vnum * 3 + 2] == vertex14f[8]))
1085 && (mesh->normal3f == NULL || (mesh->normal3f[vnum * 3 + 0] == vertex14f[9] && mesh->normal3f[vnum * 3 + 1] == vertex14f[10] && mesh->normal3f[vnum * 3 + 2] == vertex14f[11]))
1086 && (mesh->texcoord2f == NULL || (mesh->texcoord2f[vnum * 2 + 0] == vertex14f[12] && mesh->texcoord2f[vnum * 2 + 1] == vertex14f[13])))
1087 return hash - mesh->vertexhashentries;
1089 vnum = mesh->numverts++;
1090 hash = mesh->vertexhashentries + vnum;
1091 hash->next = mesh->vertexhashtable[hashindex];
1092 mesh->vertexhashtable[hashindex] = hash;
1093 if (mesh->vertex3f) {mesh->vertex3f[vnum * 3 + 0] = vertex14f[0];mesh->vertex3f[vnum * 3 + 1] = vertex14f[1];mesh->vertex3f[vnum * 3 + 2] = vertex14f[2];}
1094 if (mesh->svector3f) {mesh->svector3f[vnum * 3 + 0] = vertex14f[3];mesh->svector3f[vnum * 3 + 1] = vertex14f[4];mesh->svector3f[vnum * 3 + 2] = vertex14f[5];}
1095 if (mesh->tvector3f) {mesh->tvector3f[vnum * 3 + 0] = vertex14f[6];mesh->tvector3f[vnum * 3 + 1] = vertex14f[7];mesh->tvector3f[vnum * 3 + 2] = vertex14f[8];}
1096 if (mesh->normal3f) {mesh->normal3f[vnum * 3 + 0] = vertex14f[9];mesh->normal3f[vnum * 3 + 1] = vertex14f[10];mesh->normal3f[vnum * 3 + 2] = vertex14f[11];}
1097 if (mesh->texcoord2f) {mesh->texcoord2f[vnum * 2 + 0] = vertex14f[12];mesh->texcoord2f[vnum * 2 + 1] = vertex14f[13];}
1101 void Mod_ShadowMesh_AddTriangle(mempool_t *mempool, shadowmesh_t *mesh, rtexture_t *map_diffuse, rtexture_t *map_specular, rtexture_t *map_normal, float *vertex14f)
1103 if (mesh->numtriangles == 0)
1105 // set the properties on this empty mesh to be more favorable...
1106 // (note: this case only occurs for the first triangle added to a new mesh chain)
1107 mesh->map_diffuse = map_diffuse;
1108 mesh->map_specular = map_specular;
1109 mesh->map_normal = map_normal;
1111 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)
1113 if (mesh->next == NULL)
1114 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);
1117 mesh->element3i[mesh->numtriangles * 3 + 0] = Mod_ShadowMesh_AddVertex(mesh, vertex14f + 14 * 0);
1118 mesh->element3i[mesh->numtriangles * 3 + 1] = Mod_ShadowMesh_AddVertex(mesh, vertex14f + 14 * 1);
1119 mesh->element3i[mesh->numtriangles * 3 + 2] = Mod_ShadowMesh_AddVertex(mesh, vertex14f + 14 * 2);
1120 mesh->numtriangles++;
1123 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)
1126 float vbuf[3*14], *v;
1127 memset(vbuf, 0, sizeof(vbuf));
1128 for (i = 0;i < numtris;i++)
1130 for (j = 0, v = vbuf;j < 3;j++, v += 14)
1135 v[0] = vertex3f[e * 3 + 0];
1136 v[1] = vertex3f[e * 3 + 1];
1137 v[2] = vertex3f[e * 3 + 2];
1141 v[3] = svector3f[e * 3 + 0];
1142 v[4] = svector3f[e * 3 + 1];
1143 v[5] = svector3f[e * 3 + 2];
1147 v[6] = tvector3f[e * 3 + 0];
1148 v[7] = tvector3f[e * 3 + 1];
1149 v[8] = tvector3f[e * 3 + 2];
1153 v[9] = normal3f[e * 3 + 0];
1154 v[10] = normal3f[e * 3 + 1];
1155 v[11] = normal3f[e * 3 + 2];
1159 v[12] = texcoord2f[e * 2 + 0];
1160 v[13] = texcoord2f[e * 2 + 1];
1163 Mod_ShadowMesh_AddTriangle(mempool, mesh, map_diffuse, map_specular, map_normal, vbuf);
1166 // the triangle calculation can take a while, so let's do a keepalive here
1167 CL_KeepaliveMessage(false);
1170 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)
1172 // the preparation before shadow mesh initialization can take a while, so let's do a keepalive here
1173 CL_KeepaliveMessage(false);
1175 return Mod_ShadowMesh_Alloc(mempool, maxverts, maxtriangles, map_diffuse, map_specular, map_normal, light, neighbors, expandable);
1178 static void Mod_ShadowMesh_CreateVBOs(shadowmesh_t *mesh)
1180 if (!vid.support.arb_vertex_buffer_object)
1185 // element buffer is easy because it's just one array
1186 if (mesh->numtriangles)
1188 if (mesh->element3s)
1189 mesh->ebo3s = R_Mesh_CreateStaticBufferObject(GL_ELEMENT_ARRAY_BUFFER_ARB, mesh->element3s, mesh->numtriangles * sizeof(unsigned short[3]), "shadowmesh");
1191 mesh->ebo3i = R_Mesh_CreateStaticBufferObject(GL_ELEMENT_ARRAY_BUFFER_ARB, mesh->element3i, mesh->numtriangles * sizeof(unsigned int[3]), "shadowmesh");
1194 // vertex buffer is several arrays and we put them in the same buffer
1196 // is this wise? the texcoordtexture2f array is used with dynamic
1197 // vertex/svector/tvector/normal when rendering animated models, on the
1198 // other hand animated models don't use a lot of vertices anyway...
1204 mesh->vbooffset_vertex3f = size;if (mesh->vertex3f ) size += mesh->numverts * sizeof(float[3]);
1205 mesh->vbooffset_svector3f = size;if (mesh->svector3f ) size += mesh->numverts * sizeof(float[3]);
1206 mesh->vbooffset_tvector3f = size;if (mesh->tvector3f ) size += mesh->numverts * sizeof(float[3]);
1207 mesh->vbooffset_normal3f = size;if (mesh->normal3f ) size += mesh->numverts * sizeof(float[3]);
1208 mesh->vbooffset_texcoord2f = size;if (mesh->texcoord2f ) size += mesh->numverts * sizeof(float[2]);
1209 mem = (unsigned char *)Mem_Alloc(tempmempool, size);
1210 if (mesh->vertex3f ) memcpy(mem + mesh->vbooffset_vertex3f , mesh->vertex3f , mesh->numverts * sizeof(float[3]));
1211 if (mesh->svector3f ) memcpy(mem + mesh->vbooffset_svector3f , mesh->svector3f , mesh->numverts * sizeof(float[3]));
1212 if (mesh->tvector3f ) memcpy(mem + mesh->vbooffset_tvector3f , mesh->tvector3f , mesh->numverts * sizeof(float[3]));
1213 if (mesh->normal3f ) memcpy(mem + mesh->vbooffset_normal3f , mesh->normal3f , mesh->numverts * sizeof(float[3]));
1214 if (mesh->texcoord2f ) memcpy(mem + mesh->vbooffset_texcoord2f , mesh->texcoord2f , mesh->numverts * sizeof(float[2]));
1215 mesh->vbo = R_Mesh_CreateStaticBufferObject(GL_ARRAY_BUFFER_ARB, mem, size, "shadowmesh");
1220 shadowmesh_t *Mod_ShadowMesh_Finish(mempool_t *mempool, shadowmesh_t *firstmesh, qboolean light, qboolean neighbors, qboolean createvbo)
1222 shadowmesh_t *mesh, *newmesh, *nextmesh;
1223 // reallocate meshs to conserve space
1224 for (mesh = firstmesh, firstmesh = NULL;mesh;mesh = nextmesh)
1226 nextmesh = mesh->next;
1227 if (mesh->numverts >= 3 && mesh->numtriangles >= 1)
1229 newmesh = Mod_ShadowMesh_ReAlloc(mempool, mesh, light, neighbors);
1230 newmesh->next = firstmesh;
1231 firstmesh = newmesh;
1232 if (newmesh->element3s)
1235 for (i = 0;i < newmesh->numtriangles*3;i++)
1236 newmesh->element3s[i] = newmesh->element3i[i];
1239 Mod_ShadowMesh_CreateVBOs(newmesh);
1244 // this can take a while, so let's do a keepalive here
1245 CL_KeepaliveMessage(false);
1250 void Mod_ShadowMesh_CalcBBox(shadowmesh_t *firstmesh, vec3_t mins, vec3_t maxs, vec3_t center, float *radius)
1254 vec3_t nmins, nmaxs, ncenter, temp;
1255 float nradius2, dist2, *v;
1259 for (mesh = firstmesh;mesh;mesh = mesh->next)
1261 if (mesh == firstmesh)
1263 VectorCopy(mesh->vertex3f, nmins);
1264 VectorCopy(mesh->vertex3f, nmaxs);
1266 for (i = 0, v = mesh->vertex3f;i < mesh->numverts;i++, v += 3)
1268 if (nmins[0] > v[0]) nmins[0] = v[0];if (nmaxs[0] < v[0]) nmaxs[0] = v[0];
1269 if (nmins[1] > v[1]) nmins[1] = v[1];if (nmaxs[1] < v[1]) nmaxs[1] = v[1];
1270 if (nmins[2] > v[2]) nmins[2] = v[2];if (nmaxs[2] < v[2]) nmaxs[2] = v[2];
1273 // calculate center and radius
1274 ncenter[0] = (nmins[0] + nmaxs[0]) * 0.5f;
1275 ncenter[1] = (nmins[1] + nmaxs[1]) * 0.5f;
1276 ncenter[2] = (nmins[2] + nmaxs[2]) * 0.5f;
1278 for (mesh = firstmesh;mesh;mesh = mesh->next)
1280 for (i = 0, v = mesh->vertex3f;i < mesh->numverts;i++, v += 3)
1282 VectorSubtract(v, ncenter, temp);
1283 dist2 = DotProduct(temp, temp);
1284 if (nradius2 < dist2)
1290 VectorCopy(nmins, mins);
1292 VectorCopy(nmaxs, maxs);
1294 VectorCopy(ncenter, center);
1296 *radius = sqrt(nradius2);
1299 void Mod_ShadowMesh_Free(shadowmesh_t *mesh)
1301 shadowmesh_t *nextmesh;
1302 for (;mesh;mesh = nextmesh)
1305 R_Mesh_DestroyBufferObject(mesh->ebo3i);
1307 R_Mesh_DestroyBufferObject(mesh->ebo3s);
1309 R_Mesh_DestroyBufferObject(mesh->vbo);
1310 nextmesh = mesh->next;
1315 void Mod_CreateCollisionMesh(dp_model_t *mod)
1318 int numcollisionmeshtriangles;
1319 const msurface_t *surface;
1320 mempool_t *mempool = mod->mempool;
1321 if (!mempool && mod->brush.parentmodel)
1322 mempool = mod->brush.parentmodel->mempool;
1323 // make a single combined collision mesh for physics engine use
1324 // TODO rewrite this to use the collision brushes as source, to fix issues with e.g. common/caulk which creates no drawsurface
1325 numcollisionmeshtriangles = 0;
1326 for (k = 0;k < mod->nummodelsurfaces;k++)
1328 surface = mod->data_surfaces + mod->firstmodelsurface + k;
1329 if (!(surface->texture->supercontents & SUPERCONTENTS_SOLID))
1331 numcollisionmeshtriangles += surface->num_triangles;
1333 mod->brush.collisionmesh = Mod_ShadowMesh_Begin(mempool, numcollisionmeshtriangles * 3, numcollisionmeshtriangles, NULL, NULL, NULL, false, false, true);
1334 for (k = 0;k < mod->nummodelsurfaces;k++)
1336 surface = mod->data_surfaces + mod->firstmodelsurface + k;
1337 if (!(surface->texture->supercontents & SUPERCONTENTS_SOLID))
1339 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));
1341 mod->brush.collisionmesh = Mod_ShadowMesh_Finish(mempool, mod->brush.collisionmesh, false, true, false);
1344 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)
1349 if (ix >= 0 && iy >= 0 && ix < imagewidth && iy < imageheight)
1350 v[2] = (imagepixels[((iy*imagewidth)+ix)*4+0] + imagepixels[((iy*imagewidth)+ix)*4+1] + imagepixels[((iy*imagewidth)+ix)*4+2]) * (1.0f / 765.0f);
1353 Matrix4x4_Transform(pixelstepmatrix, v, vertex3f);
1354 Matrix4x4_Transform(pixeltexturestepmatrix, v, tc);
1355 texcoord2f[0] = tc[0];
1356 texcoord2f[1] = tc[1];
1359 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)
1361 float vup[3], vdown[3], vleft[3], vright[3];
1362 float tcup[3], tcdown[3], tcleft[3], tcright[3];
1363 float sv[3], tv[3], nl[3];
1364 Mod_GetTerrainVertex3fTexCoord2fFromBGRA(imagepixels, imagewidth, imageheight, ix, iy, vertex3f, texcoord2f, pixelstepmatrix, pixeltexturestepmatrix);
1365 Mod_GetTerrainVertex3fTexCoord2fFromBGRA(imagepixels, imagewidth, imageheight, ix, iy - 1, vup, tcup, pixelstepmatrix, pixeltexturestepmatrix);
1366 Mod_GetTerrainVertex3fTexCoord2fFromBGRA(imagepixels, imagewidth, imageheight, ix, iy + 1, vdown, tcdown, pixelstepmatrix, pixeltexturestepmatrix);
1367 Mod_GetTerrainVertex3fTexCoord2fFromBGRA(imagepixels, imagewidth, imageheight, ix - 1, iy, vleft, tcleft, pixelstepmatrix, pixeltexturestepmatrix);
1368 Mod_GetTerrainVertex3fTexCoord2fFromBGRA(imagepixels, imagewidth, imageheight, ix + 1, iy, vright, tcright, pixelstepmatrix, pixeltexturestepmatrix);
1369 Mod_BuildBumpVectors(vertex3f, vup, vright, texcoord2f, tcup, tcright, svector3f, tvector3f, normal3f);
1370 Mod_BuildBumpVectors(vertex3f, vright, vdown, texcoord2f, tcright, tcdown, sv, tv, nl);
1371 VectorAdd(svector3f, sv, svector3f);
1372 VectorAdd(tvector3f, tv, tvector3f);
1373 VectorAdd(normal3f, nl, normal3f);
1374 Mod_BuildBumpVectors(vertex3f, vdown, vleft, texcoord2f, tcdown, tcleft, sv, tv, nl);
1375 VectorAdd(svector3f, sv, svector3f);
1376 VectorAdd(tvector3f, tv, tvector3f);
1377 VectorAdd(normal3f, nl, normal3f);
1378 Mod_BuildBumpVectors(vertex3f, vleft, vup, texcoord2f, tcleft, tcup, sv, tv, nl);
1379 VectorAdd(svector3f, sv, svector3f);
1380 VectorAdd(tvector3f, tv, tvector3f);
1381 VectorAdd(normal3f, nl, normal3f);
1384 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)
1386 int x, y, ix, iy, *e;
1388 for (y = 0;y < height;y++)
1390 for (x = 0;x < width;x++)
1392 e[0] = (y + 1) * (width + 1) + (x + 0);
1393 e[1] = (y + 0) * (width + 1) + (x + 0);
1394 e[2] = (y + 1) * (width + 1) + (x + 1);
1395 e[3] = (y + 0) * (width + 1) + (x + 0);
1396 e[4] = (y + 0) * (width + 1) + (x + 1);
1397 e[5] = (y + 1) * (width + 1) + (x + 1);
1401 Mod_BuildTriangleNeighbors(neighbor3i, element3i, width*height*2);
1402 for (y = 0, iy = y1;y < height + 1;y++, iy++)
1403 for (x = 0, ix = x1;x < width + 1;x++, ix++, vertex3f += 3, texcoord2f += 2, svector3f += 3, tvector3f += 3, normal3f += 3)
1404 Mod_GetTerrainVertexFromBGRA(imagepixels, imagewidth, imageheight, ix, iy, vertex3f, texcoord2f, svector3f, tvector3f, normal3f, pixelstepmatrix, pixeltexturestepmatrix);
1408 void Mod_Terrain_SurfaceRecurseChunk(dp_model_t *model, int stepsize, int x, int y)
1412 float chunkwidth = min(stepsize, model->terrain.width - 1 - x);
1413 float chunkheight = min(stepsize, model->terrain.height - 1 - y);
1414 float viewvector[3];
1415 unsigned int firstvertex;
1418 if (chunkwidth < 2 || chunkheight < 2)
1420 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]);
1421 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]);
1422 viewvector[0] = bound(mins[0], localvieworigin, maxs[0]) - model->terrain.vieworigin[0];
1423 viewvector[1] = bound(mins[1], localvieworigin, maxs[1]) - model->terrain.vieworigin[1];
1424 viewvector[2] = bound(mins[2], localvieworigin, maxs[2]) - model->terrain.vieworigin[2];
1425 if (stepsize > 1 && VectorLength(viewvector) < stepsize*model->terrain.scale[0]*r_terrain_lodscale.value)
1427 // too close for this stepsize, emit as 4 chunks instead
1429 Mod_Terrain_SurfaceRecurseChunk(model, stepsize, x, y);
1430 Mod_Terrain_SurfaceRecurseChunk(model, stepsize, x+stepsize, y);
1431 Mod_Terrain_SurfaceRecurseChunk(model, stepsize, x, y+stepsize);
1432 Mod_Terrain_SurfaceRecurseChunk(model, stepsize, x+stepsize, y+stepsize);
1435 // emit the geometry at stepsize into our vertex buffer / index buffer
1436 // we add two columns and two rows for skirt
1437 outwidth = chunkwidth+2;
1438 outheight = chunkheight+2;
1439 outwidth2 = outwidth-1;
1440 outheight2 = outheight-1;
1441 outwidth3 = outwidth+1;
1442 outheight3 = outheight+1;
1443 firstvertex = numvertices;
1444 e = model->terrain.element3i + numtriangles;
1445 numtriangles += chunkwidth*chunkheight*2+chunkwidth*2*2+chunkheight*2*2;
1446 v = model->terrain.vertex3f + numvertices;
1447 numvertices += (chunkwidth+1)*(chunkheight+1)+(chunkwidth+1)*2+(chunkheight+1)*2;
1448 // emit the triangles (note: the skirt is treated as two extra rows and two extra columns)
1449 for (ty = 0;ty < outheight;ty++)
1451 for (tx = 0;tx < outwidth;tx++)
1453 *e++ = firstvertex + (ty )*outwidth3+(tx );
1454 *e++ = firstvertex + (ty )*outwidth3+(tx+1);
1455 *e++ = firstvertex + (ty+1)*outwidth3+(tx+1);
1456 *e++ = firstvertex + (ty )*outwidth3+(tx );
1457 *e++ = firstvertex + (ty+1)*outwidth3+(tx+1);
1458 *e++ = firstvertex + (ty+1)*outwidth3+(tx );
1461 // TODO: emit surface vertices (x+tx*stepsize, y+ty*stepsize)
1462 for (ty = 0;ty <= outheight;ty++)
1464 skirtrow = ty == 0 || ty == outheight;
1465 ry = y+bound(1, ty, outheight)*stepsize;
1466 for (tx = 0;tx <= outwidth;tx++)
1468 skirt = skirtrow || tx == 0 || tx == outwidth;
1469 rx = x+bound(1, tx, outwidth)*stepsize;
1472 v[2] = heightmap[ry*terrainwidth+rx]*scale[2];
1476 // TODO: emit skirt vertices
1479 void Mod_Terrain_UpdateSurfacesForViewOrigin(dp_model_t *model)
1481 for (y = 0;y < model->terrain.size[1];y += model->terrain.
1482 Mod_Terrain_SurfaceRecurseChunk(model, model->terrain.maxstepsize, x, y);
1483 Mod_Terrain_BuildChunk(model,
1487 int Mod_LoadQ3Shaders_EnumerateWaveFunc(const char *s)
1490 if (!strncasecmp(s, "user", 4)) // parse stuff like "user1sin", always user<n>func
1492 offset = bound(0, s[4] - '0', 9);
1493 offset = (offset + 1) << Q3WAVEFUNC_USER_SHIFT;
1498 if (!strcasecmp(s, "sin")) return offset | Q3WAVEFUNC_SIN;
1499 if (!strcasecmp(s, "square")) return offset | Q3WAVEFUNC_SQUARE;
1500 if (!strcasecmp(s, "triangle")) return offset | Q3WAVEFUNC_TRIANGLE;
1501 if (!strcasecmp(s, "sawtooth")) return offset | Q3WAVEFUNC_SAWTOOTH;
1502 if (!strcasecmp(s, "inversesawtooth")) return offset | Q3WAVEFUNC_INVERSESAWTOOTH;
1503 if (!strcasecmp(s, "noise")) return offset | Q3WAVEFUNC_NOISE;
1504 if (!strcasecmp(s, "none")) return offset | Q3WAVEFUNC_NONE;
1505 Con_DPrintf("Mod_LoadQ3Shaders: unknown wavefunc %s\n", s);
1506 return offset | Q3WAVEFUNC_NONE;
1509 void Mod_FreeQ3Shaders(void)
1511 Mem_FreePool(&q3shaders_mem);
1514 static void Q3Shader_AddToHash (q3shaderinfo_t* shader)
1516 unsigned short hash = CRC_Block_CaseInsensitive ((const unsigned char *)shader->name, strlen (shader->name));
1517 q3shader_hash_entry_t* entry = q3shader_data->hash + (hash % Q3SHADER_HASH_SIZE);
1518 q3shader_hash_entry_t* lastEntry = NULL;
1519 while (entry != NULL)
1521 if (strcasecmp (entry->shader.name, shader->name) == 0)
1523 unsigned char *start, *end, *start2;
1524 start = (unsigned char *) (&shader->Q3SHADERINFO_COMPARE_START);
1525 end = ((unsigned char *) (&shader->Q3SHADERINFO_COMPARE_END)) + sizeof(shader->Q3SHADERINFO_COMPARE_END);
1526 start2 = (unsigned char *) (&entry->shader.Q3SHADERINFO_COMPARE_START);
1527 if(memcmp(start, start2, end - start))
1528 Con_DPrintf("Shader '%s' already defined, ignoring mismatching redeclaration\n", shader->name);
1530 Con_DPrintf("Shader '%s' already defined\n", shader->name);
1534 entry = entry->chain;
1538 if (lastEntry->shader.name[0] != 0)
1541 q3shader_hash_entry_t* newEntry = (q3shader_hash_entry_t*)
1542 Mem_ExpandableArray_AllocRecord (&q3shader_data->hash_entries);
1544 while (lastEntry->chain != NULL) lastEntry = lastEntry->chain;
1545 lastEntry->chain = newEntry;
1546 newEntry->chain = NULL;
1547 lastEntry = newEntry;
1549 /* else: head of chain, in hash entry array */
1552 memcpy (&entry->shader, shader, sizeof (q3shaderinfo_t));
1555 extern cvar_t mod_q3shader_default_offsetmapping;
1556 void Mod_LoadQ3Shaders(void)
1563 q3shaderinfo_t shader;
1564 q3shaderinfo_layer_t *layer;
1566 char parameter[TEXTURE_MAXFRAMES + 4][Q3PATHLENGTH];
1567 char *custsurfaceparmnames[256]; // VorteX: q3map2 has 64 but well, someone will need more
1568 unsigned long custsurfaceparms[256];
1569 int numcustsurfaceparms;
1571 Mod_FreeQ3Shaders();
1573 q3shaders_mem = Mem_AllocPool("q3shaders", 0, NULL);
1574 q3shader_data = (q3shader_data_t*)Mem_Alloc (q3shaders_mem,
1575 sizeof (q3shader_data_t));
1576 Mem_ExpandableArray_NewArray (&q3shader_data->hash_entries,
1577 q3shaders_mem, sizeof (q3shader_hash_entry_t), 256);
1578 Mem_ExpandableArray_NewArray (&q3shader_data->char_ptrs,
1579 q3shaders_mem, sizeof (char**), 256);
1581 // parse custinfoparms.txt
1582 numcustsurfaceparms = 0;
1583 if ((text = f = (char *)FS_LoadFile("scripts/custinfoparms.txt", tempmempool, false, NULL)) != NULL)
1585 if (!COM_ParseToken_QuakeC(&text, false) || strcasecmp(com_token, "{"))
1586 Con_DPrintf("scripts/custinfoparms.txt: contentflags section parsing error - expected \"{\", found \"%s\"\n", com_token);
1589 while (COM_ParseToken_QuakeC(&text, false))
1590 if (!strcasecmp(com_token, "}"))
1592 // custom surfaceflags section
1593 if (!COM_ParseToken_QuakeC(&text, false) || strcasecmp(com_token, "{"))
1594 Con_DPrintf("scripts/custinfoparms.txt: surfaceflags section parsing error - expected \"{\", found \"%s\"\n", com_token);
1597 while(COM_ParseToken_QuakeC(&text, false))
1599 if (!strcasecmp(com_token, "}"))
1601 // register surfaceflag
1602 if (numcustsurfaceparms >= 256)
1604 Con_Printf("scripts/custinfoparms.txt: surfaceflags section parsing error - max 256 surfaceflags exceeded\n");
1608 j = strlen(com_token)+1;
1609 custsurfaceparmnames[numcustsurfaceparms] = (char *)Mem_Alloc(tempmempool, j);
1610 strlcpy(custsurfaceparmnames[numcustsurfaceparms], com_token, j+1);
1612 if (COM_ParseToken_QuakeC(&text, false))
1613 custsurfaceparms[numcustsurfaceparms] = strtol(com_token, NULL, 0);
1615 custsurfaceparms[numcustsurfaceparms] = 0;
1616 numcustsurfaceparms++;
1624 search = FS_Search("scripts/*.shader", true, false);
1627 for (fileindex = 0;fileindex < search->numfilenames;fileindex++)
1629 text = f = (char *)FS_LoadFile(search->filenames[fileindex], tempmempool, false, NULL);
1632 while (COM_ParseToken_QuakeC(&text, false))
1634 memset (&shader, 0, sizeof(shader));
1635 shader.reflectmin = 0;
1636 shader.reflectmax = 1;
1637 shader.refractfactor = 1;
1638 Vector4Set(shader.refractcolor4f, 1, 1, 1, 1);
1639 shader.reflectfactor = 1;
1640 Vector4Set(shader.reflectcolor4f, 1, 1, 1, 1);
1641 shader.r_water_wateralpha = 1;
1642 shader.offsetmapping = (mod_q3shader_default_offsetmapping.value) ? OFFSETMAPPING_DEFAULT : OFFSETMAPPING_OFF;
1643 shader.offsetscale = 1;
1644 shader.specularscalemod = 1;
1645 shader.specularpowermod = 1;
1647 strlcpy(shader.name, com_token, sizeof(shader.name));
1648 if (!COM_ParseToken_QuakeC(&text, false) || strcasecmp(com_token, "{"))
1650 Con_DPrintf("%s parsing error - expected \"{\", found \"%s\"\n", search->filenames[fileindex], com_token);
1653 while (COM_ParseToken_QuakeC(&text, false))
1655 if (!strcasecmp(com_token, "}"))
1657 if (!strcasecmp(com_token, "{"))
1659 static q3shaderinfo_layer_t dummy;
1660 if (shader.numlayers < Q3SHADER_MAXLAYERS)
1662 layer = shader.layers + shader.numlayers++;
1666 // parse and process it anyway, just don't store it (so a map $lightmap or such stuff still is found)
1667 memset(&dummy, 0, sizeof(dummy));
1670 layer->rgbgen.rgbgen = Q3RGBGEN_IDENTITY;
1671 layer->alphagen.alphagen = Q3ALPHAGEN_IDENTITY;
1672 layer->tcgen.tcgen = Q3TCGEN_TEXTURE;
1673 layer->blendfunc[0] = GL_ONE;
1674 layer->blendfunc[1] = GL_ZERO;
1675 while (COM_ParseToken_QuakeC(&text, false))
1677 if (!strcasecmp(com_token, "}"))
1679 if (!strcasecmp(com_token, "\n"))
1682 for (j = 0;strcasecmp(com_token, "\n") && strcasecmp(com_token, "}");j++)
1684 if (j < TEXTURE_MAXFRAMES + 4)
1686 // remap dp_water to dpwater, dp_reflect to dpreflect, etc.
1687 if(j == 0 && !strncasecmp(com_token, "dp_", 3))
1688 dpsnprintf(parameter[j], sizeof(parameter[j]), "dp%s", &com_token[3]);
1690 strlcpy(parameter[j], com_token, sizeof(parameter[j]));
1691 numparameters = j + 1;
1693 if (!COM_ParseToken_QuakeC(&text, true))
1696 //for (j = numparameters;j < TEXTURE_MAXFRAMES + 4;j++)
1697 // parameter[j][0] = 0;
1698 if (developer_insane.integer)
1700 Con_DPrintf("%s %i: ", shader.name, shader.numlayers - 1);
1701 for (j = 0;j < numparameters;j++)
1702 Con_DPrintf(" %s", parameter[j]);
1705 if (numparameters >= 2 && !strcasecmp(parameter[0], "blendfunc"))
1707 if (numparameters == 2)
1709 if (!strcasecmp(parameter[1], "add"))
1711 layer->blendfunc[0] = GL_ONE;
1712 layer->blendfunc[1] = GL_ONE;
1714 else if (!strcasecmp(parameter[1], "filter"))
1716 layer->blendfunc[0] = GL_DST_COLOR;
1717 layer->blendfunc[1] = GL_ZERO;
1719 else if (!strcasecmp(parameter[1], "blend"))
1721 layer->blendfunc[0] = GL_SRC_ALPHA;
1722 layer->blendfunc[1] = GL_ONE_MINUS_SRC_ALPHA;
1725 else if (numparameters == 3)
1728 for (k = 0;k < 2;k++)
1730 if (!strcasecmp(parameter[k+1], "GL_ONE"))
1731 layer->blendfunc[k] = GL_ONE;
1732 else if (!strcasecmp(parameter[k+1], "GL_ZERO"))
1733 layer->blendfunc[k] = GL_ZERO;
1734 else if (!strcasecmp(parameter[k+1], "GL_SRC_COLOR"))
1735 layer->blendfunc[k] = GL_SRC_COLOR;
1736 else if (!strcasecmp(parameter[k+1], "GL_SRC_ALPHA"))
1737 layer->blendfunc[k] = GL_SRC_ALPHA;
1738 else if (!strcasecmp(parameter[k+1], "GL_DST_COLOR"))
1739 layer->blendfunc[k] = GL_DST_COLOR;
1740 else if (!strcasecmp(parameter[k+1], "GL_DST_ALPHA"))
1741 layer->blendfunc[k] = GL_ONE_MINUS_DST_ALPHA;
1742 else if (!strcasecmp(parameter[k+1], "GL_ONE_MINUS_SRC_COLOR"))
1743 layer->blendfunc[k] = GL_ONE_MINUS_SRC_COLOR;
1744 else if (!strcasecmp(parameter[k+1], "GL_ONE_MINUS_SRC_ALPHA"))
1745 layer->blendfunc[k] = GL_ONE_MINUS_SRC_ALPHA;
1746 else if (!strcasecmp(parameter[k+1], "GL_ONE_MINUS_DST_COLOR"))
1747 layer->blendfunc[k] = GL_ONE_MINUS_DST_COLOR;
1748 else if (!strcasecmp(parameter[k+1], "GL_ONE_MINUS_DST_ALPHA"))
1749 layer->blendfunc[k] = GL_ONE_MINUS_DST_ALPHA;
1751 layer->blendfunc[k] = GL_ONE; // default in case of parsing error
1755 if (numparameters >= 2 && !strcasecmp(parameter[0], "alphafunc"))
1756 layer->alphatest = true;
1757 if (numparameters >= 2 && (!strcasecmp(parameter[0], "map") || !strcasecmp(parameter[0], "clampmap")))
1759 if (!strcasecmp(parameter[0], "clampmap"))
1760 layer->clampmap = true;
1761 layer->numframes = 1;
1762 layer->framerate = 1;
1763 layer->texturename = (char**)Mem_ExpandableArray_AllocRecord (
1764 &q3shader_data->char_ptrs);
1765 layer->texturename[0] = Mem_strdup (q3shaders_mem, parameter[1]);
1766 if (!strcasecmp(parameter[1], "$lightmap"))
1767 shader.lighting = true;
1769 else if (numparameters >= 3 && (!strcasecmp(parameter[0], "animmap") || !strcasecmp(parameter[0], "animclampmap")))
1772 layer->numframes = min(numparameters - 2, TEXTURE_MAXFRAMES);
1773 layer->framerate = atof(parameter[1]);
1774 layer->texturename = (char **) Mem_Alloc (q3shaders_mem, sizeof (char*) * layer->numframes);
1775 for (i = 0;i < layer->numframes;i++)
1776 layer->texturename[i] = Mem_strdup (q3shaders_mem, parameter[i + 2]);
1778 else if (numparameters >= 2 && !strcasecmp(parameter[0], "rgbgen"))
1781 for (i = 0;i < numparameters - 2 && i < Q3RGBGEN_MAXPARMS;i++)
1782 layer->rgbgen.parms[i] = atof(parameter[i+2]);
1783 if (!strcasecmp(parameter[1], "identity")) layer->rgbgen.rgbgen = Q3RGBGEN_IDENTITY;
1784 else if (!strcasecmp(parameter[1], "const")) layer->rgbgen.rgbgen = Q3RGBGEN_CONST;
1785 else if (!strcasecmp(parameter[1], "entity")) layer->rgbgen.rgbgen = Q3RGBGEN_ENTITY;
1786 else if (!strcasecmp(parameter[1], "exactvertex")) layer->rgbgen.rgbgen = Q3RGBGEN_EXACTVERTEX;
1787 else if (!strcasecmp(parameter[1], "identitylighting")) layer->rgbgen.rgbgen = Q3RGBGEN_IDENTITYLIGHTING;
1788 else if (!strcasecmp(parameter[1], "lightingdiffuse")) layer->rgbgen.rgbgen = Q3RGBGEN_LIGHTINGDIFFUSE;
1789 else if (!strcasecmp(parameter[1], "oneminusentity")) layer->rgbgen.rgbgen = Q3RGBGEN_ONEMINUSENTITY;
1790 else if (!strcasecmp(parameter[1], "oneminusvertex")) layer->rgbgen.rgbgen = Q3RGBGEN_ONEMINUSVERTEX;
1791 else if (!strcasecmp(parameter[1], "vertex")) layer->rgbgen.rgbgen = Q3RGBGEN_VERTEX;
1792 else if (!strcasecmp(parameter[1], "wave"))
1794 layer->rgbgen.rgbgen = Q3RGBGEN_WAVE;
1795 layer->rgbgen.wavefunc = Mod_LoadQ3Shaders_EnumerateWaveFunc(parameter[2]);
1796 for (i = 0;i < numparameters - 3 && i < Q3WAVEPARMS;i++)
1797 layer->rgbgen.waveparms[i] = atof(parameter[i+3]);
1799 else Con_DPrintf("%s parsing warning: unknown rgbgen %s\n", search->filenames[fileindex], parameter[1]);
1801 else if (numparameters >= 2 && !strcasecmp(parameter[0], "alphagen"))
1804 for (i = 0;i < numparameters - 2 && i < Q3ALPHAGEN_MAXPARMS;i++)
1805 layer->alphagen.parms[i] = atof(parameter[i+2]);
1806 if (!strcasecmp(parameter[1], "identity")) layer->alphagen.alphagen = Q3ALPHAGEN_IDENTITY;
1807 else if (!strcasecmp(parameter[1], "const")) layer->alphagen.alphagen = Q3ALPHAGEN_CONST;
1808 else if (!strcasecmp(parameter[1], "entity")) layer->alphagen.alphagen = Q3ALPHAGEN_ENTITY;
1809 else if (!strcasecmp(parameter[1], "lightingspecular")) layer->alphagen.alphagen = Q3ALPHAGEN_LIGHTINGSPECULAR;
1810 else if (!strcasecmp(parameter[1], "oneminusentity")) layer->alphagen.alphagen = Q3ALPHAGEN_ONEMINUSENTITY;
1811 else if (!strcasecmp(parameter[1], "oneminusvertex")) layer->alphagen.alphagen = Q3ALPHAGEN_ONEMINUSVERTEX;
1812 else if (!strcasecmp(parameter[1], "portal")) layer->alphagen.alphagen = Q3ALPHAGEN_PORTAL;
1813 else if (!strcasecmp(parameter[1], "vertex")) layer->alphagen.alphagen = Q3ALPHAGEN_VERTEX;
1814 else if (!strcasecmp(parameter[1], "wave"))
1816 layer->alphagen.alphagen = Q3ALPHAGEN_WAVE;
1817 layer->alphagen.wavefunc = Mod_LoadQ3Shaders_EnumerateWaveFunc(parameter[2]);
1818 for (i = 0;i < numparameters - 3 && i < Q3WAVEPARMS;i++)
1819 layer->alphagen.waveparms[i] = atof(parameter[i+3]);
1821 else Con_DPrintf("%s parsing warning: unknown alphagen %s\n", search->filenames[fileindex], parameter[1]);
1823 else if (numparameters >= 2 && (!strcasecmp(parameter[0], "texgen") || !strcasecmp(parameter[0], "tcgen")))
1826 // observed values: tcgen environment
1827 // no other values have been observed in real shaders
1828 for (i = 0;i < numparameters - 2 && i < Q3TCGEN_MAXPARMS;i++)
1829 layer->tcgen.parms[i] = atof(parameter[i+2]);
1830 if (!strcasecmp(parameter[1], "base")) layer->tcgen.tcgen = Q3TCGEN_TEXTURE;
1831 else if (!strcasecmp(parameter[1], "texture")) layer->tcgen.tcgen = Q3TCGEN_TEXTURE;
1832 else if (!strcasecmp(parameter[1], "environment")) layer->tcgen.tcgen = Q3TCGEN_ENVIRONMENT;
1833 else if (!strcasecmp(parameter[1], "lightmap")) layer->tcgen.tcgen = Q3TCGEN_LIGHTMAP;
1834 else if (!strcasecmp(parameter[1], "vector")) layer->tcgen.tcgen = Q3TCGEN_VECTOR;
1835 else Con_DPrintf("%s parsing warning: unknown tcgen mode %s\n", search->filenames[fileindex], parameter[1]);
1837 else if (numparameters >= 2 && !strcasecmp(parameter[0], "tcmod"))
1844 // tcmod stretch sin # # # #
1845 // tcmod stretch triangle # # # #
1846 // tcmod transform # # # # # #
1847 // tcmod turb # # # #
1848 // tcmod turb sin # # # # (this is bogus)
1849 // no other values have been observed in real shaders
1850 for (tcmodindex = 0;tcmodindex < Q3MAXTCMODS;tcmodindex++)
1851 if (!layer->tcmods[tcmodindex].tcmod)
1853 if (tcmodindex < Q3MAXTCMODS)
1855 for (i = 0;i < numparameters - 2 && i < Q3TCMOD_MAXPARMS;i++)
1856 layer->tcmods[tcmodindex].parms[i] = atof(parameter[i+2]);
1857 if (!strcasecmp(parameter[1], "entitytranslate")) layer->tcmods[tcmodindex].tcmod = Q3TCMOD_ENTITYTRANSLATE;
1858 else if (!strcasecmp(parameter[1], "rotate")) layer->tcmods[tcmodindex].tcmod = Q3TCMOD_ROTATE;
1859 else if (!strcasecmp(parameter[1], "scale")) layer->tcmods[tcmodindex].tcmod = Q3TCMOD_SCALE;
1860 else if (!strcasecmp(parameter[1], "scroll")) layer->tcmods[tcmodindex].tcmod = Q3TCMOD_SCROLL;
1861 else if (!strcasecmp(parameter[1], "page")) layer->tcmods[tcmodindex].tcmod = Q3TCMOD_PAGE;
1862 else if (!strcasecmp(parameter[1], "stretch"))
1864 layer->tcmods[tcmodindex].tcmod = Q3TCMOD_STRETCH;
1865 layer->tcmods[tcmodindex].wavefunc = Mod_LoadQ3Shaders_EnumerateWaveFunc(parameter[2]);
1866 for (i = 0;i < numparameters - 3 && i < Q3WAVEPARMS;i++)
1867 layer->tcmods[tcmodindex].waveparms[i] = atof(parameter[i+3]);
1869 else if (!strcasecmp(parameter[1], "transform")) layer->tcmods[tcmodindex].tcmod = Q3TCMOD_TRANSFORM;
1870 else if (!strcasecmp(parameter[1], "turb")) layer->tcmods[tcmodindex].tcmod = Q3TCMOD_TURBULENT;
1871 else Con_DPrintf("%s parsing warning: unknown tcmod mode %s\n", search->filenames[fileindex], parameter[1]);
1874 Con_DPrintf("%s parsing warning: too many tcmods on one layer\n", search->filenames[fileindex]);
1876 // break out a level if it was a closing brace (not using the character here to not confuse vim)
1877 if (!strcasecmp(com_token, "}"))
1880 if (layer->rgbgen.rgbgen == Q3RGBGEN_LIGHTINGDIFFUSE || layer->rgbgen.rgbgen == Q3RGBGEN_VERTEX)
1881 shader.lighting = true;
1882 if (layer->alphagen.alphagen == Q3ALPHAGEN_VERTEX)
1884 if (layer == shader.layers + 0)
1886 // vertex controlled transparency
1887 shader.vertexalpha = true;
1891 // multilayer terrain shader or similar
1892 shader.textureblendalpha = true;
1895 layer->texflags = TEXF_ALPHA;
1896 if (!(shader.surfaceparms & Q3SURFACEPARM_NOMIPMAPS))
1897 layer->texflags |= TEXF_MIPMAP;
1898 if (!(shader.textureflags & Q3TEXTUREFLAG_NOPICMIP))
1899 layer->texflags |= TEXF_PICMIP | TEXF_COMPRESS;
1900 if (layer->clampmap)
1901 layer->texflags |= TEXF_CLAMP;
1905 for (j = 0;strcasecmp(com_token, "\n") && strcasecmp(com_token, "}");j++)
1907 if (j < TEXTURE_MAXFRAMES + 4)
1909 // remap dp_water to dpwater, dp_reflect to dpreflect, etc.
1910 if(j == 0 && !strncasecmp(com_token, "dp_", 3))
1911 dpsnprintf(parameter[j], sizeof(parameter[j]), "dp%s", &com_token[3]);
1913 strlcpy(parameter[j], com_token, sizeof(parameter[j]));
1914 numparameters = j + 1;
1916 if (!COM_ParseToken_QuakeC(&text, true))
1919 //for (j = numparameters;j < TEXTURE_MAXFRAMES + 4;j++)
1920 // parameter[j][0] = 0;
1921 if (fileindex == 0 && !strcasecmp(com_token, "}"))
1923 if (developer_insane.integer)
1925 Con_DPrintf("%s: ", shader.name);
1926 for (j = 0;j < numparameters;j++)
1927 Con_DPrintf(" %s", parameter[j]);
1930 if (numparameters < 1)
1932 if (!strcasecmp(parameter[0], "surfaceparm") && numparameters >= 2)
1934 if (!strcasecmp(parameter[1], "alphashadow"))
1935 shader.surfaceparms |= Q3SURFACEPARM_ALPHASHADOW;
1936 else if (!strcasecmp(parameter[1], "areaportal"))
1937 shader.surfaceparms |= Q3SURFACEPARM_AREAPORTAL;
1938 else if (!strcasecmp(parameter[1], "botclip"))
1939 shader.surfaceparms |= Q3SURFACEPARM_BOTCLIP;
1940 else if (!strcasecmp(parameter[1], "clusterportal"))
1941 shader.surfaceparms |= Q3SURFACEPARM_CLUSTERPORTAL;
1942 else if (!strcasecmp(parameter[1], "detail"))
1943 shader.surfaceparms |= Q3SURFACEPARM_DETAIL;
1944 else if (!strcasecmp(parameter[1], "donotenter"))
1945 shader.surfaceparms |= Q3SURFACEPARM_DONOTENTER;
1946 else if (!strcasecmp(parameter[1], "dust"))
1947 shader.surfaceparms |= Q3SURFACEPARM_DUST;
1948 else if (!strcasecmp(parameter[1], "hint"))
1949 shader.surfaceparms |= Q3SURFACEPARM_HINT;
1950 else if (!strcasecmp(parameter[1], "fog"))
1951 shader.surfaceparms |= Q3SURFACEPARM_FOG;
1952 else if (!strcasecmp(parameter[1], "lava"))
1953 shader.surfaceparms |= Q3SURFACEPARM_LAVA;
1954 else if (!strcasecmp(parameter[1], "lightfilter"))
1955 shader.surfaceparms |= Q3SURFACEPARM_LIGHTFILTER;
1956 else if (!strcasecmp(parameter[1], "lightgrid"))
1957 shader.surfaceparms |= Q3SURFACEPARM_LIGHTGRID;
1958 else if (!strcasecmp(parameter[1], "metalsteps"))
1959 shader.surfaceparms |= Q3SURFACEPARM_METALSTEPS;
1960 else if (!strcasecmp(parameter[1], "nodamage"))
1961 shader.surfaceparms |= Q3SURFACEPARM_NODAMAGE;
1962 else if (!strcasecmp(parameter[1], "nodlight"))
1963 shader.surfaceparms |= Q3SURFACEPARM_NODLIGHT;
1964 else if (!strcasecmp(parameter[1], "nodraw"))
1965 shader.surfaceparms |= Q3SURFACEPARM_NODRAW;
1966 else if (!strcasecmp(parameter[1], "nodrop"))
1967 shader.surfaceparms |= Q3SURFACEPARM_NODROP;
1968 else if (!strcasecmp(parameter[1], "noimpact"))
1969 shader.surfaceparms |= Q3SURFACEPARM_NOIMPACT;
1970 else if (!strcasecmp(parameter[1], "nolightmap"))
1971 shader.surfaceparms |= Q3SURFACEPARM_NOLIGHTMAP;
1972 else if (!strcasecmp(parameter[1], "nomarks"))
1973 shader.surfaceparms |= Q3SURFACEPARM_NOMARKS;
1974 else if (!strcasecmp(parameter[1], "nomipmaps"))
1975 shader.surfaceparms |= Q3SURFACEPARM_NOMIPMAPS;
1976 else if (!strcasecmp(parameter[1], "nonsolid"))
1977 shader.surfaceparms |= Q3SURFACEPARM_NONSOLID;
1978 else if (!strcasecmp(parameter[1], "origin"))
1979 shader.surfaceparms |= Q3SURFACEPARM_ORIGIN;
1980 else if (!strcasecmp(parameter[1], "playerclip"))
1981 shader.surfaceparms |= Q3SURFACEPARM_PLAYERCLIP;
1982 else if (!strcasecmp(parameter[1], "sky"))
1983 shader.surfaceparms |= Q3SURFACEPARM_SKY;
1984 else if (!strcasecmp(parameter[1], "slick"))
1985 shader.surfaceparms |= Q3SURFACEPARM_SLICK;
1986 else if (!strcasecmp(parameter[1], "slime"))
1987 shader.surfaceparms |= Q3SURFACEPARM_SLIME;
1988 else if (!strcasecmp(parameter[1], "structural"))
1989 shader.surfaceparms |= Q3SURFACEPARM_STRUCTURAL;
1990 else if (!strcasecmp(parameter[1], "trans"))
1991 shader.surfaceparms |= Q3SURFACEPARM_TRANS;
1992 else if (!strcasecmp(parameter[1], "water"))
1993 shader.surfaceparms |= Q3SURFACEPARM_WATER;
1994 else if (!strcasecmp(parameter[1], "pointlight"))
1995 shader.surfaceparms |= Q3SURFACEPARM_POINTLIGHT;
1996 else if (!strcasecmp(parameter[1], "antiportal"))
1997 shader.surfaceparms |= Q3SURFACEPARM_ANTIPORTAL;
2000 // try custom surfaceparms
2001 for (j = 0; j < numcustsurfaceparms; j++)
2003 if (!strcasecmp(custsurfaceparmnames[j], parameter[1]))
2005 shader.surfaceparms |= custsurfaceparms[j];
2010 if (j == numcustsurfaceparms)
2011 Con_DPrintf("%s parsing warning: unknown surfaceparm \"%s\"\n", search->filenames[fileindex], parameter[1]);
2014 else if (!strcasecmp(parameter[0], "dpshadow"))
2015 shader.dpshadow = true;
2016 else if (!strcasecmp(parameter[0], "dpnoshadow"))
2017 shader.dpnoshadow = true;
2018 else if (!strcasecmp(parameter[0], "dpreflectcube"))
2019 strlcpy(shader.dpreflectcube, parameter[1], sizeof(shader.dpreflectcube));
2020 else if (!strcasecmp(parameter[0], "dpmeshcollisions"))
2021 shader.dpmeshcollisions = true;
2022 else if (!strcasecmp(parameter[0], "sky") && numparameters >= 2)
2024 // some q3 skies don't have the sky parm set
2025 shader.surfaceparms |= Q3SURFACEPARM_SKY;
2026 strlcpy(shader.skyboxname, parameter[1], sizeof(shader.skyboxname));
2028 else if (!strcasecmp(parameter[0], "skyparms") && numparameters >= 2)
2030 // some q3 skies don't have the sky parm set
2031 shader.surfaceparms |= Q3SURFACEPARM_SKY;
2032 if (!atoi(parameter[1]) && strcasecmp(parameter[1], "-"))
2033 strlcpy(shader.skyboxname, parameter[1], sizeof(shader.skyboxname));
2035 else if (!strcasecmp(parameter[0], "cull") && numparameters >= 2)
2037 if (!strcasecmp(parameter[1], "disable") || !strcasecmp(parameter[1], "none") || !strcasecmp(parameter[1], "twosided"))
2038 shader.textureflags |= Q3TEXTUREFLAG_TWOSIDED;
2040 else if (!strcasecmp(parameter[0], "nomipmaps"))
2041 shader.surfaceparms |= Q3SURFACEPARM_NOMIPMAPS;
2042 else if (!strcasecmp(parameter[0], "nopicmip"))
2043 shader.textureflags |= Q3TEXTUREFLAG_NOPICMIP;
2044 else if (!strcasecmp(parameter[0], "polygonoffset"))
2045 shader.textureflags |= Q3TEXTUREFLAG_POLYGONOFFSET;
2046 else if (!strcasecmp(parameter[0], "dprefract") && numparameters >= 5)
2048 shader.textureflags |= Q3TEXTUREFLAG_REFRACTION;
2049 shader.refractfactor = atof(parameter[1]);
2050 Vector4Set(shader.refractcolor4f, atof(parameter[2]), atof(parameter[3]), atof(parameter[4]), 1);
2052 else if (!strcasecmp(parameter[0], "dpreflect") && numparameters >= 6)
2054 shader.textureflags |= Q3TEXTUREFLAG_REFLECTION;
2055 shader.reflectfactor = atof(parameter[1]);
2056 Vector4Set(shader.reflectcolor4f, atof(parameter[2]), atof(parameter[3]), atof(parameter[4]), atof(parameter[5]));
2058 else if (!strcasecmp(parameter[0], "dpcamera"))
2060 shader.textureflags |= Q3TEXTUREFLAG_CAMERA;
2062 else if (!strcasecmp(parameter[0], "dpwater") && numparameters >= 12)
2064 shader.textureflags |= Q3TEXTUREFLAG_WATERSHADER;
2065 shader.reflectmin = atof(parameter[1]);
2066 shader.reflectmax = atof(parameter[2]);
2067 shader.refractfactor = atof(parameter[3]);
2068 shader.reflectfactor = atof(parameter[4]);
2069 Vector4Set(shader.refractcolor4f, atof(parameter[5]), atof(parameter[6]), atof(parameter[7]), 1);
2070 Vector4Set(shader.reflectcolor4f, atof(parameter[8]), atof(parameter[9]), atof(parameter[10]), 1);
2071 shader.r_water_wateralpha = atof(parameter[11]);
2073 else if (!strcasecmp(parameter[0], "dpwaterscroll") && numparameters >= 3)
2075 shader.r_water_waterscroll[0] = 1/atof(parameter[1]);
2076 shader.r_water_waterscroll[1] = 1/atof(parameter[2]);
2078 else if (!strcasecmp(parameter[0], "dpglossintensitymod") && numparameters >= 2)
2080 shader.specularscalemod = atof(parameter[1]);
2082 else if (!strcasecmp(parameter[0], "dpglossexponentmod") && numparameters >= 2)
2084 shader.specularpowermod = atof(parameter[1]);
2086 else if (!strcasecmp(parameter[0], "dpoffsetmapping") && numparameters >= 3)
2088 if (!strcasecmp(parameter[1], "disable") || !strcasecmp(parameter[1], "none") || !strcasecmp(parameter[1], "off"))
2089 shader.offsetmapping = OFFSETMAPPING_OFF;
2090 else if (!strcasecmp(parameter[1], "default"))
2091 shader.offsetmapping = OFFSETMAPPING_DEFAULT;
2092 else if (!strcasecmp(parameter[1], "linear"))
2093 shader.offsetmapping = OFFSETMAPPING_LINEAR;
2094 else if (!strcasecmp(parameter[1], "relief"))
2095 shader.offsetmapping = OFFSETMAPPING_RELIEF;
2096 shader.offsetscale = atof(parameter[2]);
2098 else if (!strcasecmp(parameter[0], "deformvertexes") && numparameters >= 2)
2101 for (deformindex = 0;deformindex < Q3MAXDEFORMS;deformindex++)
2102 if (!shader.deforms[deformindex].deform)
2104 if (deformindex < Q3MAXDEFORMS)
2106 for (i = 0;i < numparameters - 2 && i < Q3DEFORM_MAXPARMS;i++)
2107 shader.deforms[deformindex].parms[i] = atof(parameter[i+2]);
2108 if (!strcasecmp(parameter[1], "projectionshadow")) shader.deforms[deformindex].deform = Q3DEFORM_PROJECTIONSHADOW;
2109 else if (!strcasecmp(parameter[1], "autosprite" )) shader.deforms[deformindex].deform = Q3DEFORM_AUTOSPRITE;
2110 else if (!strcasecmp(parameter[1], "autosprite2" )) shader.deforms[deformindex].deform = Q3DEFORM_AUTOSPRITE2;
2111 else if (!strcasecmp(parameter[1], "text0" )) shader.deforms[deformindex].deform = Q3DEFORM_TEXT0;
2112 else if (!strcasecmp(parameter[1], "text1" )) shader.deforms[deformindex].deform = Q3DEFORM_TEXT1;
2113 else if (!strcasecmp(parameter[1], "text2" )) shader.deforms[deformindex].deform = Q3DEFORM_TEXT2;
2114 else if (!strcasecmp(parameter[1], "text3" )) shader.deforms[deformindex].deform = Q3DEFORM_TEXT3;
2115 else if (!strcasecmp(parameter[1], "text4" )) shader.deforms[deformindex].deform = Q3DEFORM_TEXT4;
2116 else if (!strcasecmp(parameter[1], "text5" )) shader.deforms[deformindex].deform = Q3DEFORM_TEXT5;
2117 else if (!strcasecmp(parameter[1], "text6" )) shader.deforms[deformindex].deform = Q3DEFORM_TEXT6;
2118 else if (!strcasecmp(parameter[1], "text7" )) shader.deforms[deformindex].deform = Q3DEFORM_TEXT7;
2119 else if (!strcasecmp(parameter[1], "bulge" )) shader.deforms[deformindex].deform = Q3DEFORM_BULGE;
2120 else if (!strcasecmp(parameter[1], "normal" )) shader.deforms[deformindex].deform = Q3DEFORM_NORMAL;
2121 else if (!strcasecmp(parameter[1], "wave" ))
2123 shader.deforms[deformindex].deform = Q3DEFORM_WAVE;
2124 shader.deforms[deformindex].wavefunc = Mod_LoadQ3Shaders_EnumerateWaveFunc(parameter[3]);
2125 for (i = 0;i < numparameters - 4 && i < Q3WAVEPARMS;i++)
2126 shader.deforms[deformindex].waveparms[i] = atof(parameter[i+4]);
2128 else if (!strcasecmp(parameter[1], "move" ))
2130 shader.deforms[deformindex].deform = Q3DEFORM_MOVE;
2131 shader.deforms[deformindex].wavefunc = Mod_LoadQ3Shaders_EnumerateWaveFunc(parameter[5]);
2132 for (i = 0;i < numparameters - 6 && i < Q3WAVEPARMS;i++)
2133 shader.deforms[deformindex].waveparms[i] = atof(parameter[i+6]);
2138 // pick the primary layer to render with
2139 if (shader.numlayers)
2141 shader.backgroundlayer = -1;
2142 shader.primarylayer = 0;
2143 // if lightmap comes first this is definitely an ordinary texture
2144 // if the first two layers have the correct blendfuncs and use vertex alpha, it is a blended terrain shader
2145 if ((shader.layers[shader.primarylayer].texturename != NULL)
2146 && !strcasecmp(shader.layers[shader.primarylayer].texturename[0], "$lightmap"))
2148 shader.backgroundlayer = -1;
2149 shader.primarylayer = 1;
2151 else if (shader.numlayers >= 2
2152 && shader.layers[1].alphagen.alphagen == Q3ALPHAGEN_VERTEX
2153 && (shader.layers[0].blendfunc[0] == GL_ONE && shader.layers[0].blendfunc[1] == GL_ZERO && !shader.layers[0].alphatest)
2154 && ((shader.layers[1].blendfunc[0] == GL_SRC_ALPHA && shader.layers[1].blendfunc[1] == GL_ONE_MINUS_SRC_ALPHA)
2155 || (shader.layers[1].blendfunc[0] == GL_ONE && shader.layers[1].blendfunc[1] == GL_ZERO && shader.layers[1].alphatest)))
2157 // terrain blending or other effects
2158 shader.backgroundlayer = 0;
2159 shader.primarylayer = 1;
2162 // fix up multiple reflection types
2163 if(shader.textureflags & Q3TEXTUREFLAG_WATERSHADER)
2164 shader.textureflags &= ~(Q3TEXTUREFLAG_REFRACTION | Q3TEXTUREFLAG_REFLECTION | Q3TEXTUREFLAG_CAMERA);
2166 Q3Shader_AddToHash (&shader);
2170 FS_FreeSearch(search);
2171 // free custinfoparm values
2172 for (j = 0; j < numcustsurfaceparms; j++)
2173 Mem_Free(custsurfaceparmnames[j]);
2176 q3shaderinfo_t *Mod_LookupQ3Shader(const char *name)
2178 unsigned short hash;
2179 q3shader_hash_entry_t* entry;
2181 Mod_LoadQ3Shaders();
2182 hash = CRC_Block_CaseInsensitive ((const unsigned char *)name, strlen (name));
2183 entry = q3shader_data->hash + (hash % Q3SHADER_HASH_SIZE);
2184 while (entry != NULL)
2186 if (strcasecmp (entry->shader.name, name) == 0)
2187 return &entry->shader;
2188 entry = entry->chain;
2193 qboolean Mod_LoadTextureFromQ3Shader(texture_t *texture, const char *name, qboolean warnmissing, qboolean fallback, int defaulttexflags)
2196 int texflagsmask, texflagsor;
2197 qboolean success = true;
2198 q3shaderinfo_t *shader;
2201 strlcpy(texture->name, name, sizeof(texture->name));
2202 shader = name[0] ? Mod_LookupQ3Shader(name) : NULL;
2205 if(!(defaulttexflags & TEXF_PICMIP))
2206 texflagsmask &= ~TEXF_PICMIP;
2207 if(!(defaulttexflags & TEXF_COMPRESS))
2208 texflagsmask &= ~TEXF_COMPRESS;
2210 if(defaulttexflags & TEXF_ISWORLD)
2211 texflagsor |= TEXF_ISWORLD;
2212 if(defaulttexflags & TEXF_ISSPRITE)
2213 texflagsor |= TEXF_ISSPRITE;
2214 // unless later loaded from the shader
2215 texture->offsetmapping = (mod_q3shader_default_offsetmapping.value) ? OFFSETMAPPING_DEFAULT : OFFSETMAPPING_OFF;
2216 texture->offsetscale = 1;
2217 texture->specularscalemod = 1;
2218 texture->specularpowermod = 1;
2219 // WHEN ADDING DEFAULTS HERE, REMEMBER TO SYNC TO SHADER LOADING ABOVE
2220 // HERE, AND Q1BSP LOADING
2221 // JUST GREP FOR "specularscalemod = 1".
2225 if (developer_loading.integer)
2226 Con_Printf("%s: loaded shader for %s\n", loadmodel->name, name);
2227 texture->surfaceparms = shader->surfaceparms;
2229 // allow disabling of picmip or compression by defaulttexflags
2230 texture->textureflags = (shader->textureflags & texflagsmask) | texflagsor;
2232 if (shader->surfaceparms & Q3SURFACEPARM_SKY)
2234 texture->basematerialflags = MATERIALFLAG_SKY | MATERIALFLAG_NOSHADOW;
2235 if (shader->skyboxname[0])
2237 // quake3 seems to append a _ to the skybox name, so this must do so as well
2238 dpsnprintf(loadmodel->brush.skybox, sizeof(loadmodel->brush.skybox), "%s_", shader->skyboxname);
2241 else if ((texture->surfaceflags & Q3SURFACEFLAG_NODRAW) || shader->numlayers == 0)
2242 texture->basematerialflags = MATERIALFLAG_NODRAW | MATERIALFLAG_NOSHADOW;
2244 texture->basematerialflags = MATERIALFLAG_WALL;
2246 if (shader->layers[0].alphatest)
2247 texture->basematerialflags |= MATERIALFLAG_ALPHATEST | MATERIALFLAG_NOSHADOW;
2248 if (shader->textureflags & Q3TEXTUREFLAG_TWOSIDED)
2249 texture->basematerialflags |= MATERIALFLAG_NOSHADOW | MATERIALFLAG_NOCULLFACE;
2250 if (shader->textureflags & Q3TEXTUREFLAG_POLYGONOFFSET)
2251 texture->biaspolygonoffset -= 2;
2252 if (shader->textureflags & Q3TEXTUREFLAG_REFRACTION)
2253 texture->basematerialflags |= MATERIALFLAG_REFRACTION;
2254 if (shader->textureflags & Q3TEXTUREFLAG_REFLECTION)
2255 texture->basematerialflags |= MATERIALFLAG_REFLECTION;
2256 if (shader->textureflags & Q3TEXTUREFLAG_WATERSHADER)
2257 texture->basematerialflags |= MATERIALFLAG_WATERSHADER;
2258 if (shader->textureflags & Q3TEXTUREFLAG_CAMERA)
2259 texture->basematerialflags |= MATERIALFLAG_CAMERA;
2260 texture->customblendfunc[0] = GL_ONE;
2261 texture->customblendfunc[1] = GL_ZERO;
2262 if (shader->numlayers > 0)
2264 texture->customblendfunc[0] = shader->layers[0].blendfunc[0];
2265 texture->customblendfunc[1] = shader->layers[0].blendfunc[1];
2267 Q3 shader blendfuncs actually used in the game (* = supported by DP)
2268 * additive GL_ONE GL_ONE
2269 additive weird GL_ONE GL_SRC_ALPHA
2270 additive weird 2 GL_ONE GL_ONE_MINUS_SRC_ALPHA
2271 * alpha GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA
2272 alpha inverse GL_ONE_MINUS_SRC_ALPHA GL_SRC_ALPHA
2273 brighten GL_DST_COLOR GL_ONE
2274 brighten GL_ONE GL_SRC_COLOR
2275 brighten weird GL_DST_COLOR GL_ONE_MINUS_DST_ALPHA
2276 brighten weird 2 GL_DST_COLOR GL_SRC_ALPHA
2277 * modulate GL_DST_COLOR GL_ZERO
2278 * modulate GL_ZERO GL_SRC_COLOR
2279 modulate inverse GL_ZERO GL_ONE_MINUS_SRC_COLOR
2280 modulate inverse alpha GL_ZERO GL_SRC_ALPHA
2281 modulate weird inverse GL_ONE_MINUS_DST_COLOR GL_ZERO
2282 * modulate x2 GL_DST_COLOR GL_SRC_COLOR
2283 * no blend GL_ONE GL_ZERO
2284 nothing GL_ZERO GL_ONE
2286 // if not opaque, figure out what blendfunc to use
2287 if (shader->layers[0].blendfunc[0] != GL_ONE || shader->layers[0].blendfunc[1] != GL_ZERO)
2289 if (shader->layers[0].blendfunc[0] == GL_ONE && shader->layers[0].blendfunc[1] == GL_ONE)
2290 texture->basematerialflags |= MATERIALFLAG_ADD | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
2291 else if (shader->layers[0].blendfunc[0] == GL_SRC_ALPHA && shader->layers[0].blendfunc[1] == GL_ONE)
2292 texture->basematerialflags |= MATERIALFLAG_ADD | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
2293 else if (shader->layers[0].blendfunc[0] == GL_SRC_ALPHA && shader->layers[0].blendfunc[1] == GL_ONE_MINUS_SRC_ALPHA)
2294 texture->basematerialflags |= MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
2296 texture->basematerialflags |= MATERIALFLAG_CUSTOMBLEND | MATERIALFLAG_FULLBRIGHT | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
2299 if (!shader->lighting)
2300 texture->basematerialflags |= MATERIALFLAG_FULLBRIGHT;
2301 if (shader->primarylayer >= 0)
2303 q3shaderinfo_layer_t* primarylayer = shader->layers + shader->primarylayer;
2304 // copy over many primarylayer parameters
2305 texture->rgbgen = primarylayer->rgbgen;
2306 texture->alphagen = primarylayer->alphagen;
2307 texture->tcgen = primarylayer->tcgen;
2308 memcpy(texture->tcmods, primarylayer->tcmods, sizeof(texture->tcmods));
2309 // load the textures
2310 texture->numskinframes = primarylayer->numframes;
2311 texture->skinframerate = primarylayer->framerate;
2312 for (j = 0;j < primarylayer->numframes;j++)
2314 if(cls.state == ca_dedicated)
2316 texture->skinframes[j] = NULL;
2318 else if (!(texture->skinframes[j] = R_SkinFrame_LoadExternal(primarylayer->texturename[j], (primarylayer->texflags & texflagsmask) | texflagsor, false)))
2320 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);
2321 texture->skinframes[j] = R_SkinFrame_LoadMissing();
2325 if (shader->backgroundlayer >= 0)
2327 q3shaderinfo_layer_t* backgroundlayer = shader->layers + shader->backgroundlayer;
2328 // copy over one secondarylayer parameter
2329 memcpy(texture->backgroundtcmods, backgroundlayer->tcmods, sizeof(texture->backgroundtcmods));
2330 // load the textures
2331 texture->backgroundnumskinframes = backgroundlayer->numframes;
2332 texture->backgroundskinframerate = backgroundlayer->framerate;
2333 for (j = 0;j < backgroundlayer->numframes;j++)
2335 if(cls.state == ca_dedicated)
2337 texture->skinframes[j] = NULL;
2339 else if (!(texture->backgroundskinframes[j] = R_SkinFrame_LoadExternal(backgroundlayer->texturename[j], (backgroundlayer->texflags & texflagsmask) | texflagsor, false)))
2341 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);
2342 texture->backgroundskinframes[j] = R_SkinFrame_LoadMissing();
2346 if (shader->dpshadow)
2347 texture->basematerialflags &= ~MATERIALFLAG_NOSHADOW;
2348 if (shader->dpnoshadow)
2349 texture->basematerialflags |= MATERIALFLAG_NOSHADOW;
2350 memcpy(texture->deforms, shader->deforms, sizeof(texture->deforms));
2351 texture->reflectmin = shader->reflectmin;
2352 texture->reflectmax = shader->reflectmax;
2353 texture->refractfactor = shader->refractfactor;
2354 Vector4Copy(shader->refractcolor4f, texture->refractcolor4f);
2355 texture->reflectfactor = shader->reflectfactor;
2356 Vector4Copy(shader->reflectcolor4f, texture->reflectcolor4f);
2357 texture->r_water_wateralpha = shader->r_water_wateralpha;
2358 Vector2Copy(shader->r_water_waterscroll, texture->r_water_waterscroll);
2359 texture->offsetmapping = shader->offsetmapping;
2360 texture->offsetscale = shader->offsetscale;
2361 texture->specularscalemod = shader->specularscalemod;
2362 texture->specularpowermod = shader->specularpowermod;
2363 if (shader->dpreflectcube[0])
2364 texture->reflectcubetexture = R_GetCubemap(shader->dpreflectcube);
2366 // set up default supercontents (on q3bsp this is overridden by the q3bsp loader)
2367 texture->supercontents = SUPERCONTENTS_SOLID | SUPERCONTENTS_OPAQUE;
2368 if (shader->surfaceparms & Q3SURFACEPARM_LAVA ) texture->supercontents = SUPERCONTENTS_LAVA ;
2369 if (shader->surfaceparms & Q3SURFACEPARM_SLIME ) texture->supercontents = SUPERCONTENTS_SLIME ;
2370 if (shader->surfaceparms & Q3SURFACEPARM_WATER ) texture->supercontents = SUPERCONTENTS_WATER ;
2371 if (shader->surfaceparms & Q3SURFACEPARM_NONSOLID ) texture->supercontents = 0 ;
2372 if (shader->surfaceparms & Q3SURFACEPARM_PLAYERCLIP ) texture->supercontents = SUPERCONTENTS_PLAYERCLIP ;
2373 if (shader->surfaceparms & Q3SURFACEPARM_BOTCLIP ) texture->supercontents = SUPERCONTENTS_MONSTERCLIP ;
2374 if (shader->surfaceparms & Q3SURFACEPARM_SKY ) texture->supercontents = SUPERCONTENTS_SKY ;
2376 // if (shader->surfaceparms & Q3SURFACEPARM_ALPHASHADOW ) texture->supercontents |= SUPERCONTENTS_ALPHASHADOW ;
2377 // if (shader->surfaceparms & Q3SURFACEPARM_AREAPORTAL ) texture->supercontents |= SUPERCONTENTS_AREAPORTAL ;
2378 // if (shader->surfaceparms & Q3SURFACEPARM_CLUSTERPORTAL) texture->supercontents |= SUPERCONTENTS_CLUSTERPORTAL;
2379 // if (shader->surfaceparms & Q3SURFACEPARM_DETAIL ) texture->supercontents |= SUPERCONTENTS_DETAIL ;
2380 if (shader->surfaceparms & Q3SURFACEPARM_DONOTENTER ) texture->supercontents |= SUPERCONTENTS_DONOTENTER ;
2381 // if (shader->surfaceparms & Q3SURFACEPARM_FOG ) texture->supercontents |= SUPERCONTENTS_FOG ;
2382 if (shader->surfaceparms & Q3SURFACEPARM_LAVA ) texture->supercontents |= SUPERCONTENTS_LAVA ;
2383 // if (shader->surfaceparms & Q3SURFACEPARM_LIGHTFILTER ) texture->supercontents |= SUPERCONTENTS_LIGHTFILTER ;
2384 // if (shader->surfaceparms & Q3SURFACEPARM_METALSTEPS ) texture->supercontents |= SUPERCONTENTS_METALSTEPS ;
2385 // if (shader->surfaceparms & Q3SURFACEPARM_NODAMAGE ) texture->supercontents |= SUPERCONTENTS_NODAMAGE ;
2386 // if (shader->surfaceparms & Q3SURFACEPARM_NODLIGHT ) texture->supercontents |= SUPERCONTENTS_NODLIGHT ;
2387 // if (shader->surfaceparms & Q3SURFACEPARM_NODRAW ) texture->supercontents |= SUPERCONTENTS_NODRAW ;
2388 if (shader->surfaceparms & Q3SURFACEPARM_NODROP ) texture->supercontents |= SUPERCONTENTS_NODROP ;
2389 // if (shader->surfaceparms & Q3SURFACEPARM_NOIMPACT ) texture->supercontents |= SUPERCONTENTS_NOIMPACT ;
2390 // if (shader->surfaceparms & Q3SURFACEPARM_NOLIGHTMAP ) texture->supercontents |= SUPERCONTENTS_NOLIGHTMAP ;
2391 // if (shader->surfaceparms & Q3SURFACEPARM_NOMARKS ) texture->supercontents |= SUPERCONTENTS_NOMARKS ;
2392 // if (shader->surfaceparms & Q3SURFACEPARM_NOMIPMAPS ) texture->supercontents |= SUPERCONTENTS_NOMIPMAPS ;
2393 if (shader->surfaceparms & Q3SURFACEPARM_NONSOLID ) texture->supercontents &=~SUPERCONTENTS_SOLID ;
2394 // if (shader->surfaceparms & Q3SURFACEPARM_ORIGIN ) texture->supercontents |= SUPERCONTENTS_ORIGIN ;
2395 if (shader->surfaceparms & Q3SURFACEPARM_PLAYERCLIP ) texture->supercontents |= SUPERCONTENTS_PLAYERCLIP ;
2396 if (shader->surfaceparms & Q3SURFACEPARM_SKY ) texture->supercontents |= SUPERCONTENTS_SKY ;
2397 // if (shader->surfaceparms & Q3SURFACEPARM_SLICK ) texture->supercontents |= SUPERCONTENTS_SLICK ;
2398 if (shader->surfaceparms & Q3SURFACEPARM_SLIME ) texture->supercontents |= SUPERCONTENTS_SLIME ;
2399 // if (shader->surfaceparms & Q3SURFACEPARM_STRUCTURAL ) texture->supercontents |= SUPERCONTENTS_STRUCTURAL ;
2400 // if (shader->surfaceparms & Q3SURFACEPARM_TRANS ) texture->supercontents |= SUPERCONTENTS_TRANS ;
2401 if (shader->surfaceparms & Q3SURFACEPARM_WATER ) texture->supercontents |= SUPERCONTENTS_WATER ;
2402 // if (shader->surfaceparms & Q3SURFACEPARM_POINTLIGHT ) texture->supercontents |= SUPERCONTENTS_POINTLIGHT ;
2403 // if (shader->surfaceparms & Q3SURFACEPARM_HINT ) texture->supercontents |= SUPERCONTENTS_HINT ;
2404 // if (shader->surfaceparms & Q3SURFACEPARM_DUST ) texture->supercontents |= SUPERCONTENTS_DUST ;
2405 if (shader->surfaceparms & Q3SURFACEPARM_BOTCLIP ) texture->supercontents |= SUPERCONTENTS_BOTCLIP | SUPERCONTENTS_MONSTERCLIP;
2406 // if (shader->surfaceparms & Q3SURFACEPARM_LIGHTGRID ) texture->supercontents |= SUPERCONTENTS_LIGHTGRID ;
2407 // if (shader->surfaceparms & Q3SURFACEPARM_ANTIPORTAL ) texture->supercontents |= SUPERCONTENTS_ANTIPORTAL ;
2409 if (shader->dpmeshcollisions)
2410 texture->basematerialflags |= MATERIALFLAG_MESHCOLLISIONS;
2412 else if (!strcmp(texture->name, "noshader") || !texture->name[0])
2414 if (developer_extra.integer)
2415 Con_DPrintf("^1%s:^7 using fallback noshader material for ^3\"%s\"\n", loadmodel->name, name);
2416 texture->surfaceparms = 0;
2417 texture->supercontents = SUPERCONTENTS_SOLID | SUPERCONTENTS_OPAQUE;
2419 else if (!strcmp(texture->name, "common/nodraw") || !strcmp(texture->name, "textures/common/nodraw"))
2421 if (developer_extra.integer)
2422 Con_DPrintf("^1%s:^7 using fallback nodraw material for ^3\"%s\"\n", loadmodel->name, name);
2423 texture->surfaceparms = 0;
2424 texture->basematerialflags = MATERIALFLAG_NODRAW | MATERIALFLAG_NOSHADOW;
2425 texture->supercontents = SUPERCONTENTS_SOLID;
2429 if (developer_extra.integer)
2430 Con_DPrintf("^1%s:^7 No shader found for texture ^3\"%s\"\n", loadmodel->name, texture->name);
2431 texture->surfaceparms = 0;
2432 if (texture->surfaceflags & Q3SURFACEFLAG_NODRAW)
2434 texture->basematerialflags |= MATERIALFLAG_NODRAW | MATERIALFLAG_NOSHADOW;
2435 texture->supercontents = SUPERCONTENTS_SOLID;
2437 else if (texture->surfaceflags & Q3SURFACEFLAG_SKY)
2439 texture->basematerialflags |= MATERIALFLAG_SKY | MATERIALFLAG_NOSHADOW;
2440 texture->supercontents = SUPERCONTENTS_SKY;
2444 texture->basematerialflags |= MATERIALFLAG_WALL;
2445 texture->supercontents = SUPERCONTENTS_SOLID | SUPERCONTENTS_OPAQUE;
2447 texture->numskinframes = 1;
2448 if(cls.state == ca_dedicated)
2450 texture->skinframes[0] = NULL;
2456 if ((texture->skinframes[0] = R_SkinFrame_LoadExternal(texture->name, defaulttexflags, false)))
2458 if(texture->skinframes[0]->hasalpha)
2459 texture->basematerialflags |= MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
2466 if (!success && warnmissing)
2467 Con_Printf("^1%s:^7 could not load texture ^3\"%s\"\n", loadmodel->name, texture->name);
2470 // init the animation variables
2471 texture->currentframe = texture;
2472 if (texture->numskinframes < 1)
2473 texture->numskinframes = 1;
2474 if (!texture->skinframes[0])
2475 texture->skinframes[0] = R_SkinFrame_LoadMissing();
2476 texture->currentskinframe = texture->skinframes[0];
2477 texture->backgroundcurrentskinframe = texture->backgroundskinframes[0];
2481 skinfile_t *Mod_LoadSkinFiles(void)
2483 int i, words, line, wordsoverflow;
2486 skinfile_t *skinfile = NULL, *first = NULL;
2487 skinfileitem_t *skinfileitem;
2488 char word[10][MAX_QPATH];
2492 U_bodyBox,models/players/Legoman/BikerA2.tga
2493 U_RArm,models/players/Legoman/BikerA1.tga
2494 U_LArm,models/players/Legoman/BikerA1.tga
2495 U_armor,common/nodraw
2496 U_sword,common/nodraw
2497 U_shield,common/nodraw
2498 U_homb,common/nodraw
2499 U_backpack,common/nodraw
2500 U_colcha,common/nodraw
2505 memset(word, 0, sizeof(word));
2506 for (i = 0;i < 256 && (data = text = (char *)FS_LoadFile(va("%s_%i.skin", loadmodel->name, i), tempmempool, true, NULL));i++)
2508 // If it's the first file we parse
2509 if (skinfile == NULL)
2511 skinfile = (skinfile_t *)Mem_Alloc(loadmodel->mempool, sizeof(skinfile_t));
2516 skinfile->next = (skinfile_t *)Mem_Alloc(loadmodel->mempool, sizeof(skinfile_t));
2517 skinfile = skinfile->next;
2519 skinfile->next = NULL;
2521 for(line = 0;;line++)
2524 if (!COM_ParseToken_QuakeC(&data, true))
2526 if (!strcmp(com_token, "\n"))
2529 wordsoverflow = false;
2533 strlcpy(word[words++], com_token, sizeof (word[0]));
2535 wordsoverflow = true;
2537 while (COM_ParseToken_QuakeC(&data, true) && strcmp(com_token, "\n"));
2540 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);
2543 // words is always >= 1
2544 if (!strcmp(word[0], "replace"))
2548 if (developer_loading.integer)
2549 Con_Printf("Mod_LoadSkinFiles: parsed mesh \"%s\" shader replacement \"%s\"\n", word[1], word[2]);
2550 skinfileitem = (skinfileitem_t *)Mem_Alloc(loadmodel->mempool, sizeof(skinfileitem_t));
2551 skinfileitem->next = skinfile->items;
2552 skinfile->items = skinfileitem;
2553 strlcpy (skinfileitem->name, word[1], sizeof (skinfileitem->name));
2554 strlcpy (skinfileitem->replacement, word[2], sizeof (skinfileitem->replacement));
2557 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]);
2559 else if (words >= 2 && !strncmp(word[0], "tag_", 4))
2561 // tag name, like "tag_weapon,"
2562 // not used for anything (not even in Quake3)
2564 else if (words >= 2 && !strcmp(word[1], ","))
2566 // mesh shader name, like "U_RArm,models/players/Legoman/BikerA1.tga"
2567 if (developer_loading.integer)
2568 Con_Printf("Mod_LoadSkinFiles: parsed mesh \"%s\" shader replacement \"%s\"\n", word[0], word[2]);
2569 skinfileitem = (skinfileitem_t *)Mem_Alloc(loadmodel->mempool, sizeof(skinfileitem_t));
2570 skinfileitem->next = skinfile->items;
2571 skinfile->items = skinfileitem;
2572 strlcpy (skinfileitem->name, word[0], sizeof (skinfileitem->name));
2573 strlcpy (skinfileitem->replacement, word[2], sizeof (skinfileitem->replacement));
2576 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);
2581 loadmodel->numskins = i;
2585 void Mod_FreeSkinFiles(skinfile_t *skinfile)
2588 skinfileitem_t *skinfileitem, *nextitem;
2589 for (;skinfile;skinfile = next)
2591 next = skinfile->next;
2592 for (skinfileitem = skinfile->items;skinfileitem;skinfileitem = nextitem)
2594 nextitem = skinfileitem->next;
2595 Mem_Free(skinfileitem);
2601 int Mod_CountSkinFiles(skinfile_t *skinfile)
2604 for (i = 0;skinfile;skinfile = skinfile->next, i++);
2608 void Mod_SnapVertices(int numcomponents, int numvertices, float *vertices, float snap)
2611 double isnap = 1.0 / snap;
2612 for (i = 0;i < numvertices*numcomponents;i++)
2613 vertices[i] = floor(vertices[i]*isnap)*snap;
2616 int Mod_RemoveDegenerateTriangles(int numtriangles, const int *inelement3i, int *outelement3i, const float *vertex3f)
2618 int i, outtriangles;
2619 float edgedir1[3], edgedir2[3], temp[3];
2620 // a degenerate triangle is one with no width (thickness, surface area)
2621 // these are characterized by having all 3 points colinear (along a line)
2622 // or having two points identical
2623 // the simplest check is to calculate the triangle's area
2624 for (i = 0, outtriangles = 0;i < numtriangles;i++, inelement3i += 3)
2626 // calculate first edge
2627 VectorSubtract(vertex3f + inelement3i[1] * 3, vertex3f + inelement3i[0] * 3, edgedir1);
2628 VectorSubtract(vertex3f + inelement3i[2] * 3, vertex3f + inelement3i[0] * 3, edgedir2);
2629 CrossProduct(edgedir1, edgedir2, temp);
2630 if (VectorLength2(temp) < 0.001f)
2631 continue; // degenerate triangle (no area)
2632 // valid triangle (has area)
2633 VectorCopy(inelement3i, outelement3i);
2637 return outtriangles;
2640 void Mod_VertexRangeFromElements(int numelements, const int *elements, int *firstvertexpointer, int *lastvertexpointer)
2643 int firstvertex, lastvertex;
2644 if (numelements > 0 && elements)
2646 firstvertex = lastvertex = elements[0];
2647 for (i = 1;i < numelements;i++)
2650 firstvertex = min(firstvertex, e);
2651 lastvertex = max(lastvertex, e);
2655 firstvertex = lastvertex = 0;
2656 if (firstvertexpointer)
2657 *firstvertexpointer = firstvertex;
2658 if (lastvertexpointer)
2659 *lastvertexpointer = lastvertex;
2662 void Mod_MakeSortedSurfaces(dp_model_t *mod)
2664 // make an optimal set of texture-sorted batches to draw...
2666 int *firstsurfacefortexture;
2667 int *numsurfacesfortexture;
2668 if (!mod->sortedmodelsurfaces)
2669 mod->sortedmodelsurfaces = (int *) Mem_Alloc(loadmodel->mempool, mod->nummodelsurfaces * sizeof(*mod->sortedmodelsurfaces));
2670 firstsurfacefortexture = (int *) Mem_Alloc(tempmempool, mod->num_textures * sizeof(*firstsurfacefortexture));
2671 numsurfacesfortexture = (int *) Mem_Alloc(tempmempool, mod->num_textures * sizeof(*numsurfacesfortexture));
2672 memset(numsurfacesfortexture, 0, mod->num_textures * sizeof(*numsurfacesfortexture));
2673 for (j = 0;j < mod->nummodelsurfaces;j++)
2675 const msurface_t *surface = mod->data_surfaces + j + mod->firstmodelsurface;
2676 int t = (int)(surface->texture - mod->data_textures);
2677 numsurfacesfortexture[t]++;
2680 for (t = 0;t < mod->num_textures;t++)
2682 firstsurfacefortexture[t] = j;
2683 j += numsurfacesfortexture[t];
2685 for (j = 0;j < mod->nummodelsurfaces;j++)
2687 const msurface_t *surface = mod->data_surfaces + j + mod->firstmodelsurface;
2688 int t = (int)(surface->texture - mod->data_textures);
2689 mod->sortedmodelsurfaces[firstsurfacefortexture[t]++] = j + mod->firstmodelsurface;
2691 Mem_Free(firstsurfacefortexture);
2692 Mem_Free(numsurfacesfortexture);
2695 void Mod_BuildVBOs(void)
2697 if (gl_paranoid.integer && loadmodel->surfmesh.data_element3s && loadmodel->surfmesh.data_element3i)
2700 for (i = 0;i < loadmodel->surfmesh.num_triangles*3;i++)
2702 if (loadmodel->surfmesh.data_element3s[i] != loadmodel->surfmesh.data_element3i[i])
2704 Con_Printf("Mod_BuildVBOs: element %u is incorrect (%u should be %u)\n", i, loadmodel->surfmesh.data_element3s[i], loadmodel->surfmesh.data_element3i[i]);
2705 loadmodel->surfmesh.data_element3s[i] = loadmodel->surfmesh.data_element3i[i];
2710 if (!vid.support.arb_vertex_buffer_object)
2712 // only build a vbo if one has not already been created (this is important for brush models which load specially)
2713 if (loadmodel->surfmesh.vbo)
2716 // element buffer is easy because it's just one array
2717 if (loadmodel->surfmesh.num_triangles)
2719 if (loadmodel->surfmesh.data_element3s)
2720 loadmodel->surfmesh.ebo3s = R_Mesh_CreateStaticBufferObject(GL_ELEMENT_ARRAY_BUFFER_ARB, loadmodel->surfmesh.data_element3s, loadmodel->surfmesh.num_triangles * sizeof(unsigned short[3]), loadmodel->name);
2722 loadmodel->surfmesh.ebo3i = R_Mesh_CreateStaticBufferObject(GL_ELEMENT_ARRAY_BUFFER_ARB, loadmodel->surfmesh.data_element3i, loadmodel->surfmesh.num_triangles * sizeof(unsigned int[3]), loadmodel->name);
2725 // vertex buffer is several arrays and we put them in the same buffer
2727 // is this wise? the texcoordtexture2f array is used with dynamic
2728 // vertex/svector/tvector/normal when rendering animated models, on the
2729 // other hand animated models don't use a lot of vertices anyway...
2730 if (loadmodel->surfmesh.num_vertices)
2735 loadmodel->surfmesh.vbooffset_vertex3f = size;if (loadmodel->surfmesh.data_vertex3f ) size += loadmodel->surfmesh.num_vertices * sizeof(float[3]);
2736 loadmodel->surfmesh.vbooffset_svector3f = size;if (loadmodel->surfmesh.data_svector3f ) size += loadmodel->surfmesh.num_vertices * sizeof(float[3]);
2737 loadmodel->surfmesh.vbooffset_tvector3f = size;if (loadmodel->surfmesh.data_tvector3f ) size += loadmodel->surfmesh.num_vertices * sizeof(float[3]);
2738 loadmodel->surfmesh.vbooffset_normal3f = size;if (loadmodel->surfmesh.data_normal3f ) size += loadmodel->surfmesh.num_vertices * sizeof(float[3]);
2739 loadmodel->surfmesh.vbooffset_texcoordtexture2f = size;if (loadmodel->surfmesh.data_texcoordtexture2f ) size += loadmodel->surfmesh.num_vertices * sizeof(float[2]);
2740 loadmodel->surfmesh.vbooffset_texcoordlightmap2f = size;if (loadmodel->surfmesh.data_texcoordlightmap2f) size += loadmodel->surfmesh.num_vertices * sizeof(float[2]);
2741 loadmodel->surfmesh.vbooffset_lightmapcolor4f = size;if (loadmodel->surfmesh.data_lightmapcolor4f ) size += loadmodel->surfmesh.num_vertices * sizeof(float[4]);
2742 mem = (unsigned char *)Mem_Alloc(tempmempool, size);
2743 if (loadmodel->surfmesh.data_vertex3f ) memcpy(mem + loadmodel->surfmesh.vbooffset_vertex3f , loadmodel->surfmesh.data_vertex3f , loadmodel->surfmesh.num_vertices * sizeof(float[3]));
2744 if (loadmodel->surfmesh.data_svector3f ) memcpy(mem + loadmodel->surfmesh.vbooffset_svector3f , loadmodel->surfmesh.data_svector3f , loadmodel->surfmesh.num_vertices * sizeof(float[3]));
2745 if (loadmodel->surfmesh.data_tvector3f ) memcpy(mem + loadmodel->surfmesh.vbooffset_tvector3f , loadmodel->surfmesh.data_tvector3f , loadmodel->surfmesh.num_vertices * sizeof(float[3]));
2746 if (loadmodel->surfmesh.data_normal3f ) memcpy(mem + loadmodel->surfmesh.vbooffset_normal3f , loadmodel->surfmesh.data_normal3f , loadmodel->surfmesh.num_vertices * sizeof(float[3]));
2747 if (loadmodel->surfmesh.data_texcoordtexture2f ) memcpy(mem + loadmodel->surfmesh.vbooffset_texcoordtexture2f , loadmodel->surfmesh.data_texcoordtexture2f , loadmodel->surfmesh.num_vertices * sizeof(float[2]));
2748 if (loadmodel->surfmesh.data_texcoordlightmap2f) memcpy(mem + loadmodel->surfmesh.vbooffset_texcoordlightmap2f, loadmodel->surfmesh.data_texcoordlightmap2f, loadmodel->surfmesh.num_vertices * sizeof(float[2]));
2749 if (loadmodel->surfmesh.data_lightmapcolor4f ) memcpy(mem + loadmodel->surfmesh.vbooffset_lightmapcolor4f , loadmodel->surfmesh.data_lightmapcolor4f , loadmodel->surfmesh.num_vertices * sizeof(float[4]));
2750 loadmodel->surfmesh.vbo = R_Mesh_CreateStaticBufferObject(GL_ARRAY_BUFFER_ARB, mem, size, loadmodel->name);
2755 static void Mod_Decompile_OBJ(dp_model_t *model, const char *filename, const char *mtlfilename, const char *originalfilename)
2757 int submodelindex, vertexindex, surfaceindex, triangleindex, textureindex, countvertices = 0, countsurfaces = 0, countfaces = 0, counttextures = 0;
2759 const char *texname;
2761 const float *v, *vn, *vt;
2763 size_t outbufferpos = 0;
2764 size_t outbuffermax = 0x100000;
2765 char *outbuffer = (char *) Z_Malloc(outbuffermax), *oldbuffer;
2766 const msurface_t *surface;
2767 const int maxtextures = 256;
2768 char *texturenames = (char *) Z_Malloc(maxtextures * MAX_QPATH);
2769 dp_model_t *submodel;
2771 // construct the mtllib file
2772 l = dpsnprintf(outbuffer + outbufferpos, outbuffermax - outbufferpos, "# mtllib for %s exported by darkplaces engine\n", originalfilename);
2775 for (surfaceindex = 0, surface = model->data_surfaces;surfaceindex < model->num_surfaces;surfaceindex++, surface++)
2778 countvertices += surface->num_vertices;
2779 countfaces += surface->num_triangles;
2780 texname = (surface->texture && surface->texture->name[0]) ? surface->texture->name : "default";
2781 for (textureindex = 0;textureindex < counttextures;textureindex++)
2782 if (!strcmp(texturenames + textureindex * MAX_QPATH, texname))
2784 if (textureindex < counttextures)
2785 continue; // already wrote this material entry
2786 if (textureindex >= maxtextures)
2787 continue; // just a precaution
2788 textureindex = counttextures++;
2789 strlcpy(texturenames + textureindex * MAX_QPATH, texname, MAX_QPATH);
2790 if (outbufferpos >= outbuffermax >> 1)
2793 oldbuffer = outbuffer;
2794 outbuffer = (char *) Z_Malloc(outbuffermax);
2795 memcpy(outbuffer, oldbuffer, outbufferpos);
2798 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");
2803 // write the mtllib file
2804 FS_WriteFile(mtlfilename, outbuffer, outbufferpos);
2806 // construct the obj file
2808 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);
2812 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)
2814 if (outbufferpos >= outbuffermax >> 1)
2817 oldbuffer = outbuffer;
2818 outbuffer = (char *) Z_Malloc(outbuffermax);
2819 memcpy(outbuffer, oldbuffer, outbufferpos);
2822 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]);
2827 for (submodelindex = 0;submodelindex < max(1, model->brush.numsubmodels);submodelindex++)
2829 l = dpsnprintf(outbuffer + outbufferpos, outbuffermax - outbufferpos, "o %i\n", submodelindex);
2832 submodel = model->brush.numsubmodels ? model->brush.submodels[submodelindex] : model;
2833 for (surfaceindex = 0;surfaceindex < submodel->nummodelsurfaces;surfaceindex++)
2835 surface = model->data_surfaces + submodel->sortedmodelsurfaces[surfaceindex];
2836 l = dpsnprintf(outbuffer + outbufferpos, outbuffermax - outbufferpos, "usemtl %s\n", (surface->texture && surface->texture->name[0]) ? surface->texture->name : "default");
2839 for (triangleindex = 0, e = model->surfmesh.data_element3i + surface->num_firsttriangle * 3;triangleindex < surface->num_triangles;triangleindex++, e += 3)
2841 if (outbufferpos >= outbuffermax >> 1)
2844 oldbuffer = outbuffer;
2845 outbuffer = (char *) Z_Malloc(outbuffermax);
2846 memcpy(outbuffer, oldbuffer, outbufferpos);
2852 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);
2859 // write the obj file
2860 FS_WriteFile(filename, outbuffer, outbufferpos);
2864 Z_Free(texturenames);
2867 Con_Printf("Wrote %s (%i bytes, %i vertices, %i faces, %i surfaces with %i distinct textures)\n", filename, (int)outbufferpos, countvertices, countfaces, countsurfaces, counttextures);
2870 static void Mod_Decompile_SMD(dp_model_t *model, const char *filename, int firstpose, int numposes, qboolean writetriangles)
2872 int countnodes = 0, counttriangles = 0, countframes = 0;
2880 size_t outbufferpos = 0;
2881 size_t outbuffermax = 0x100000;
2882 char *outbuffer = (char *) Z_Malloc(outbuffermax), *oldbuffer;
2883 const msurface_t *surface;
2884 l = dpsnprintf(outbuffer + outbufferpos, outbuffermax - outbufferpos, "version 1\nnodes\n");
2887 for (transformindex = 0;transformindex < model->num_bones;transformindex++)
2889 if (outbufferpos >= outbuffermax >> 1)
2892 oldbuffer = outbuffer;
2893 outbuffer = (char *) Z_Malloc(outbuffermax);
2894 memcpy(outbuffer, oldbuffer, outbufferpos);
2898 l = dpsnprintf(outbuffer + outbufferpos, outbuffermax - outbufferpos, "%3i \"%s\" %3i\n", transformindex, model->data_bones[transformindex].name, model->data_bones[transformindex].parent);
2902 l = dpsnprintf(outbuffer + outbufferpos, outbuffermax - outbufferpos, "end\nskeleton\n");
2905 for (poseindex = 0;poseindex < numposes;poseindex++)
2908 l = dpsnprintf(outbuffer + outbufferpos, outbuffermax - outbufferpos, "time %i\n", poseindex);
2911 for (transformindex = 0;transformindex < model->num_bones;transformindex++)
2915 matrix4x4_t posematrix;
2916 if (outbufferpos >= outbuffermax >> 1)
2919 oldbuffer = outbuffer;
2920 outbuffer = (char *) Z_Malloc(outbuffermax);
2921 memcpy(outbuffer, oldbuffer, outbufferpos);
2925 // strangely the smd angles are for a transposed matrix, so we
2926 // have to generate a transposed matrix, then convert that...
2927 Matrix4x4_FromBonePose6s(&posematrix, model->num_posescale, model->data_poses6s + 6*(model->num_bones * poseindex + transformindex));
2928 Matrix4x4_ToArray12FloatGL(&posematrix, mtest[0]);
2929 AnglesFromVectors(angles, mtest[0], mtest[2], false);
2930 if (angles[0] >= 180) angles[0] -= 360;
2931 if (angles[1] >= 180) angles[1] -= 360;
2932 if (angles[2] >= 180) angles[2] -= 360;
2936 float a = DEG2RAD(angles[ROLL]);
2937 float b = DEG2RAD(angles[PITCH]);
2938 float c = DEG2RAD(angles[YAW]);
2939 float cy, sy, cp, sp, cr, sr;
2941 // smd matrix construction, for comparing
2952 test[1][0] = sr*sp*cy+cr*-sy;
2953 test[1][1] = sr*sp*sy+cr*cy;
2955 test[2][0] = (cr*sp*cy+-sr*-sy);
2956 test[2][1] = (cr*sp*sy+-sr*cy);
2958 test[3][0] = pose[9];
2959 test[3][1] = pose[10];
2960 test[3][2] = pose[11];
2963 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]));
2968 l = dpsnprintf(outbuffer + outbufferpos, outbuffermax - outbufferpos, "end\n");
2973 l = dpsnprintf(outbuffer + outbufferpos, outbuffermax - outbufferpos, "triangles\n");
2976 for (surfaceindex = 0, surface = model->data_surfaces;surfaceindex < model->num_surfaces;surfaceindex++, surface++)
2978 for (triangleindex = 0, e = model->surfmesh.data_element3i + surface->num_firsttriangle * 3;triangleindex < surface->num_triangles;triangleindex++, e += 3)
2981 if (outbufferpos >= outbuffermax >> 1)
2984 oldbuffer = outbuffer;
2985 outbuffer = (char *) Z_Malloc(outbuffermax);
2986 memcpy(outbuffer, oldbuffer, outbufferpos);
2989 l = dpsnprintf(outbuffer + outbufferpos, outbuffermax - outbufferpos, "%s\n", surface->texture && surface->texture->name[0] ? surface->texture->name : "default.bmp");
2992 for (cornerindex = 0;cornerindex < 3;cornerindex++)
2994 const int index = e[2-cornerindex];
2995 const float *v = model->surfmesh.data_vertex3f + index * 3;
2996 const float *vn = model->surfmesh.data_normal3f + index * 3;
2997 const float *vt = model->surfmesh.data_texcoordtexture2f + index * 2;
2998 const int b = model->surfmesh.blends[index];
2999 if (b < model->num_bones)
3000 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]);
3003 const blendweights_t *w = model->surfmesh.data_blendweights + b - model->num_bones;
3004 const unsigned char *wi = w->index;
3005 const unsigned char *wf = w->influence;
3006 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);
3007 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);
3008 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);
3009 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]);
3016 l = dpsnprintf(outbuffer + outbufferpos, outbuffermax - outbufferpos, "end\n");
3021 FS_WriteFile(filename, outbuffer, outbufferpos);
3024 Con_Printf("Wrote %s (%i bytes, %i nodes, %i frames, %i triangles)\n", filename, (int)outbufferpos, countnodes, countframes, counttriangles);
3031 decompiles a model to editable files
3034 static void Mod_Decompile_f(void)
3036 int i, j, k, l, first, count;
3038 char inname[MAX_QPATH];
3039 char outname[MAX_QPATH];
3040 char mtlname[MAX_QPATH];
3041 char basename[MAX_QPATH];
3042 char animname[MAX_QPATH];
3043 char animname2[MAX_QPATH];
3044 char zymtextbuffer[16384];
3045 char dpmtextbuffer[16384];
3046 char framegroupstextbuffer[16384];
3047 int zymtextsize = 0;
3048 int dpmtextsize = 0;
3049 int framegroupstextsize = 0;
3051 if (Cmd_Argc() != 2)
3053 Con_Print("usage: modeldecompile <filename>\n");
3057 strlcpy(inname, Cmd_Argv(1), sizeof(inname));
3058 FS_StripExtension(inname, basename, sizeof(basename));
3060 mod = Mod_ForName(inname, false, true, inname[0] == '*' ? cl.model_name[1] : NULL);
3061 if (mod->brush.submodel)
3063 // if we're decompiling a submodel, be sure to give it a proper name based on its parent
3064 FS_StripExtension(cl.model_name[1], outname, sizeof(outname));
3065 dpsnprintf(basename, sizeof(basename), "%s/%s", outname, mod->name);
3070 Con_Print("No such model\n");
3073 if (!mod->surfmesh.num_triangles)
3075 Con_Print("Empty model (or sprite)\n");
3079 // export OBJ if possible (not on sprites)
3080 if (mod->surfmesh.num_triangles)
3082 dpsnprintf(outname, sizeof(outname), "%s_decompiled.obj", basename);
3083 dpsnprintf(mtlname, sizeof(mtlname), "%s_decompiled.mtl", basename);
3084 Mod_Decompile_OBJ(mod, outname, mtlname, inname);
3087 // export SMD if possible (only for skeletal models)
3088 if (mod->surfmesh.num_triangles && mod->num_bones)
3090 dpsnprintf(outname, sizeof(outname), "%s_decompiled/ref1.smd", basename);
3091 Mod_Decompile_SMD(mod, outname, 0, 1, true);
3092 l = dpsnprintf(zymtextbuffer + zymtextsize, sizeof(zymtextbuffer) - zymtextsize, "output out.zym\nscale 1\norigin 0 0 0\nmesh ref1.smd\n");
3093 if (l > 0) zymtextsize += l;
3094 l = dpsnprintf(dpmtextbuffer + dpmtextsize, sizeof(dpmtextbuffer) - dpmtextsize, "outputdir .\nmodel out\nscale 1\norigin 0 0 0\nscene ref1.smd\n");
3095 if (l > 0) dpmtextsize += l;
3096 for (i = 0;i < mod->numframes;i = j)
3098 strlcpy(animname, mod->animscenes[i].name, sizeof(animname));
3099 first = mod->animscenes[i].firstframe;
3100 if (mod->animscenes[i].framecount > 1)
3103 count = mod->animscenes[i].framecount;
3109 // check for additional frames with same name
3110 for (l = 0, k = strlen(animname);animname[l];l++)
3111 if(animname[l] < '0' || animname[l] > '9')
3113 if(k > 0 && animname[k-1] == '_')
3116 count = mod->num_poses - first;
3117 for (j = i + 1;j < mod->numframes;j++)
3119 strlcpy(animname2, mod->animscenes[j].name, sizeof(animname2));
3120 for (l = 0, k = strlen(animname2);animname2[l];l++)
3121 if(animname2[l] < '0' || animname2[l] > '9')
3123 if(k > 0 && animname[k-1] == '_')
3126 if (strcmp(animname2, animname) || mod->animscenes[j].framecount > 1)
3128 count = mod->animscenes[j].firstframe - first;
3132 // if it's only one frame, use the original frame name
3134 strlcpy(animname, mod->animscenes[i].name, sizeof(animname));
3137 dpsnprintf(outname, sizeof(outname), "%s_decompiled/%s.smd", basename, animname);
3138 Mod_Decompile_SMD(mod, outname, first, count, false);
3139 if (zymtextsize < (int)sizeof(zymtextbuffer) - 100)
3141 l = dpsnprintf(zymtextbuffer + zymtextsize, sizeof(zymtextbuffer) - zymtextsize, "scene %s.smd fps %g %s\n", animname, mod->animscenes[i].framerate, mod->animscenes[i].loop ? "" : " noloop");
3142 if (l > 0) zymtextsize += l;
3144 if (dpmtextsize < (int)sizeof(dpmtextbuffer) - 100)
3146 l = dpsnprintf(dpmtextbuffer + dpmtextsize, sizeof(dpmtextbuffer) - dpmtextsize, "scene %s.smd fps %g %s\n", animname, mod->animscenes[i].framerate, mod->animscenes[i].loop ? "" : " noloop");
3147 if (l > 0) dpmtextsize += l;
3149 if (framegroupstextsize < (int)sizeof(framegroupstextbuffer) - 100)
3151 l = dpsnprintf(framegroupstextbuffer + framegroupstextsize, sizeof(framegroupstextbuffer) - framegroupstextsize, "%d %d %f %d // %s\n", first, count, mod->animscenes[i].framerate, mod->animscenes[i].loop, animname);
3152 if (l > 0) framegroupstextsize += l;
3156 FS_WriteFile(va("%s_decompiled/out_zym.txt", basename), zymtextbuffer, (fs_offset_t)zymtextsize);
3158 FS_WriteFile(va("%s_decompiled/out_dpm.txt", basename), dpmtextbuffer, (fs_offset_t)dpmtextsize);
3159 if (framegroupstextsize)
3160 FS_WriteFile(va("%s_decompiled.framegroups", basename), framegroupstextbuffer, (fs_offset_t)framegroupstextsize);
3164 void Mod_AllocLightmap_Init(mod_alloclightmap_state_t *state, int width, int height)
3167 memset(state, 0, sizeof(*state));
3168 state->width = width;
3169 state->height = height;
3170 state->currentY = 0;
3171 state->rows = Mem_Alloc(loadmodel->mempool, state->height * sizeof(*state->rows));
3172 for (y = 0;y < state->height;y++)
3174 state->rows[y].currentX = 0;
3175 state->rows[y].rowY = -1;
3179 void Mod_AllocLightmap_Reset(mod_alloclightmap_state_t *state)
3182 state->currentY = 0;
3183 for (y = 0;y < state->height;y++)
3185 state->rows[y].currentX = 0;
3186 state->rows[y].rowY = -1;
3190 void Mod_AllocLightmap_Free(mod_alloclightmap_state_t *state)
3193 Mem_Free(state->rows);
3194 memset(state, 0, sizeof(*state));
3197 qboolean Mod_AllocLightmap_Block(mod_alloclightmap_state_t *state, int blockwidth, int blockheight, int *outx, int *outy)
3199 mod_alloclightmap_row_t *row;
3202 row = state->rows + blockheight;
3203 if ((row->rowY < 0) || (row->currentX + blockwidth > state->width))
3205 if (state->currentY + blockheight <= state->height)
3207 // use the current allocation position
3208 row->rowY = state->currentY;
3210 state->currentY += blockheight;
3214 // find another position
3215 for (y = blockheight;y < state->height;y++)
3217 if ((state->rows[y].rowY >= 0) && (state->rows[y].currentX + blockwidth <= state->width))
3219 row = state->rows + y;
3223 if (y == state->height)
3228 *outx = row->currentX;
3229 row->currentX += blockwidth;
3234 typedef struct lightmapsample_s
3238 float *vertex_color;
3239 unsigned char *lm_bgr;
3240 unsigned char *lm_dir;
3244 typedef struct lightmapvertex_s
3249 float texcoordbase[2];
3250 float texcoordlightmap[2];
3251 float lightcolor[4];
3255 typedef struct lightmaptriangle_s
3263 // 2D modelspace coordinates of min corner
3264 // snapped to lightmap grid but not in grid coordinates
3266 // 2D modelspace to lightmap coordinate scale
3274 typedef struct lightmaplight_s
3285 lightmaptriangle_t *mod_generatelightmaps_lightmaptriangles;
3287 #define MAX_LIGHTMAPSAMPLES 64
3288 static int mod_generatelightmaps_numoffsets[3];
3289 static float mod_generatelightmaps_offsets[3][MAX_LIGHTMAPSAMPLES][3];
3291 static int mod_generatelightmaps_numlights;
3292 static lightmaplight_t *mod_generatelightmaps_lightinfo;
3294 extern int R_Shadow_GetRTLightInfo(unsigned int lightindex, float *origin, float *radius, float *color);
3295 extern cvar_t r_shadow_lightattenuationdividebias;
3296 extern cvar_t r_shadow_lightattenuationlinearscale;
3298 static void Mod_GenerateLightmaps_LightPoint(dp_model_t *model, const vec3_t pos, vec3_t ambient, vec3_t diffuse, vec3_t lightdir)
3303 float relativepoint[3];
3310 float lightorigin[3];
3314 float lightcolor[3];
3316 for (i = 0;i < 5*3;i++)
3318 for (index = 0;;index++)
3320 result = R_Shadow_GetRTLightInfo(index, lightorigin, &lightradius, lightcolor);
3325 lightradius2 = lightradius * lightradius;
3326 VectorSubtract(lightorigin, pos, relativepoint);
3327 dist2 = VectorLength2(relativepoint);
3328 if (dist2 >= lightradius2)
3330 lightiradius = 1.0f / lightradius;
3331 dist = sqrt(dist2) * lightiradius;
3332 intensity = dist < 1 ? ((1.0f - dist) * r_shadow_lightattenuationlinearscale.value / (r_shadow_lightattenuationdividebias.value + dist*dist)) : 0;
3335 if (model && model->TraceLine)
3337 model->TraceLine(model, NULL, NULL, &trace, pos, lightorigin, SUPERCONTENTS_VISBLOCKERMASK);
3338 if (trace.fraction < 1)
3341 // scale down intensity to add to both ambient and diffuse
3342 //intensity *= 0.5f;
3343 VectorNormalize(relativepoint);
3344 VectorScale(lightcolor, intensity, color);
3345 VectorMA(sample , 0.5f , color, sample );
3346 VectorMA(sample + 3, relativepoint[0], color, sample + 3);
3347 VectorMA(sample + 6, relativepoint[1], color, sample + 6);
3348 VectorMA(sample + 9, relativepoint[2], color, sample + 9);
3349 // calculate a weighted average light direction as well
3350 intensity *= VectorLength(color);
3351 VectorMA(sample + 12, intensity, relativepoint, sample + 12);
3353 // calculate the direction we'll use to reduce the sample to a directional light source
3354 VectorCopy(sample + 12, dir);
3355 //VectorSet(dir, sample[3] + sample[4] + sample[5], sample[6] + sample[7] + sample[8], sample[9] + sample[10] + sample[11]);
3356 VectorNormalize(dir);
3357 // extract the diffuse color along the chosen direction and scale it
3358 diffuse[0] = (dir[0]*sample[3] + dir[1]*sample[6] + dir[2]*sample[ 9] + sample[ 0]);
3359 diffuse[1] = (dir[0]*sample[4] + dir[1]*sample[7] + dir[2]*sample[10] + sample[ 1]);
3360 diffuse[2] = (dir[0]*sample[5] + dir[1]*sample[8] + dir[2]*sample[11] + sample[ 2]);
3361 // subtract some of diffuse from ambient
3362 VectorMA(sample, -0.333f, diffuse, ambient);
3363 // store the normalized lightdir
3364 VectorCopy(dir, lightdir);
3367 static void Mod_GenerateLightmaps_CreateLights_ComputeSVBSP_InsertSurfaces(const dp_model_t *model, svbsp_t *svbsp, const float *mins, const float *maxs)
3371 const msurface_t *surface;
3372 const float *vertex3f = model->surfmesh.data_vertex3f;
3373 const int *element3i = model->surfmesh.data_element3i;
3376 for (surfaceindex = 0, surface = model->data_surfaces;surfaceindex < model->nummodelsurfaces;surfaceindex++, surface++)
3378 if (!BoxesOverlap(surface->mins, surface->maxs, mins, maxs))
3380 if (surface->texture->basematerialflags & MATERIALFLAG_NOSHADOW)
3382 for (triangleindex = 0, e = element3i + 3*surface->num_firsttriangle;triangleindex < surface->num_triangles;triangleindex++, e += 3)
3384 VectorCopy(vertex3f + 3*e[0], v2[0]);
3385 VectorCopy(vertex3f + 3*e[1], v2[1]);
3386 VectorCopy(vertex3f + 3*e[2], v2[2]);
3387 SVBSP_AddPolygon(svbsp, 3, v2[0], true, NULL, NULL, 0);
3392 static void Mod_GenerateLightmaps_CreateLights_ComputeSVBSP(dp_model_t *model, lightmaplight_t *lightinfo)
3394 int maxnodes = 1<<14;
3395 svbsp_node_t *nodes;
3400 VectorSet(mins, lightinfo->origin[0] - lightinfo->radius, lightinfo->origin[1] - lightinfo->radius, lightinfo->origin[2] - lightinfo->radius);
3401 VectorSet(maxs, lightinfo->origin[0] + lightinfo->radius, lightinfo->origin[1] + lightinfo->radius, lightinfo->origin[2] + lightinfo->radius);
3402 VectorCopy(lightinfo->origin, origin);
3403 nodes = Mem_Alloc(tempmempool, maxnodes * sizeof(*nodes));
3406 SVBSP_Init(&svbsp, origin, maxnodes, nodes);
3407 Mod_GenerateLightmaps_CreateLights_ComputeSVBSP_InsertSurfaces(model, &svbsp, mins, maxs);
3408 if (svbsp.ranoutofnodes)
3411 if (maxnodes > 1<<22)
3417 nodes = Mem_Alloc(tempmempool, maxnodes * sizeof(*nodes));
3422 if (svbsp.numnodes > 0)
3424 svbsp.nodes = Mem_Alloc(tempmempool, svbsp.numnodes * sizeof(*nodes));
3425 memcpy(svbsp.nodes, nodes, svbsp.numnodes * sizeof(*nodes));
3426 lightinfo->svbsp = svbsp;
3431 static void Mod_GenerateLightmaps_CreateLights(dp_model_t *model)
3435 lightmaplight_t *lightinfo;
3439 mod_generatelightmaps_numlights = 0;
3440 for (index = 0;;index++)
3442 result = R_Shadow_GetRTLightInfo(index, origin, &radius, color);
3446 mod_generatelightmaps_numlights++;
3448 if (mod_generatelightmaps_numlights > 0)
3450 mod_generatelightmaps_lightinfo = Mem_Alloc(tempmempool, mod_generatelightmaps_numlights * sizeof(*mod_generatelightmaps_lightinfo));
3451 lightinfo = mod_generatelightmaps_lightinfo;
3452 for (index = 0;;index++)
3454 result = R_Shadow_GetRTLightInfo(index, lightinfo->origin, &lightinfo->radius, lightinfo->color);
3461 for (index = 0, lightinfo = mod_generatelightmaps_lightinfo;index < mod_generatelightmaps_numlights;index++, lightinfo++)
3463 lightinfo->iradius = 1.0f / lightinfo->radius;
3464 lightinfo->radius2 = lightinfo->radius * lightinfo->radius;
3465 // TODO: compute svbsp
3466 Mod_GenerateLightmaps_CreateLights_ComputeSVBSP(model, lightinfo);
3470 static void Mod_GenerateLightmaps_DestroyLights(dp_model_t *model)
3473 if (mod_generatelightmaps_lightinfo)
3475 for (i = 0;i < mod_generatelightmaps_numlights;i++)
3476 if (mod_generatelightmaps_lightinfo[i].svbsp.nodes)
3477 Mem_Free(mod_generatelightmaps_lightinfo[i].svbsp.nodes);
3478 Mem_Free(mod_generatelightmaps_lightinfo);
3480 mod_generatelightmaps_lightinfo = NULL;
3481 mod_generatelightmaps_numlights = 0;
3484 static qboolean Mod_GenerateLightmaps_SamplePoint_SVBSP(const svbsp_t *svbsp, const float *pos)
3486 const svbsp_node_t *node;
3487 const svbsp_node_t *nodes = svbsp->nodes;
3492 num = node->children[DotProduct(node->plane, pos) < node->plane[3]];
3494 return num == -1; // true if empty, false if solid (shadowed)
3497 static void Mod_GenerateLightmaps_SamplePoint(const float *pos, const float *normal, float *sample, int numoffsets, const float *offsets)
3500 float relativepoint[3];
3509 const lightmaplight_t *lightinfo;
3511 for (i = 0;i < 5*3;i++)
3513 for (i = 0, lightinfo = mod_generatelightmaps_lightinfo;i < mod_generatelightmaps_numlights;i++, lightinfo++)
3515 //R_SampleRTLights(pos, sample, numoffsets, offsets);
3516 VectorSubtract(lightinfo->origin, pos, relativepoint);
3517 // don't accept light from behind a surface, it causes bad shading
3518 if (normal && DotProduct(relativepoint, normal) <= 0)
3520 dist2 = VectorLength2(relativepoint);
3521 if (dist2 >= lightinfo->radius2)
3523 dist = sqrt(dist2) * lightinfo->iradius;
3524 intensity = dist < 1 ? ((1.0f - dist) * r_shadow_lightattenuationlinearscale.value / (r_shadow_lightattenuationdividebias.value + dist*dist)) : 0;
3527 if (cl.worldmodel && cl.worldmodel->TraceLine && numoffsets > 0)
3531 if (Mod_GenerateLightmaps_SamplePoint_SVBSP(&lightinfo->svbsp, pos))
3533 for (offsetindex = 1;offsetindex < numoffsets;offsetindex++)
3535 VectorAdd(pos, offsets + 3*offsetindex, offsetpos);
3538 // for light grid we'd better check visibility of the offset point
3539 cl.worldmodel->TraceLine(cl.worldmodel, NULL, NULL, &trace, pos, offsetpos, SUPERCONTENTS_VISBLOCKERMASK);
3540 if (trace.fraction < 1)
3541 VectorLerp(pos, trace.fraction, offsetpos, offsetpos);
3544 if (Mod_GenerateLightmaps_SamplePoint_SVBSP(&lightinfo->svbsp, offsetpos))
3549 // scale intensity according to how many rays succeeded
3550 // we know one test is valid, half of the rest will fail...
3551 //if (normal && tests > 1)
3552 // intensity *= (tests - 1.0f) / tests;
3553 intensity *= (float)hits / tests;
3555 // scale down intensity to add to both ambient and diffuse
3556 //intensity *= 0.5f;
3557 VectorNormalize(relativepoint);
3558 VectorScale(lightinfo->color, intensity, color);
3559 VectorMA(sample , 0.5f , color, sample );
3560 VectorMA(sample + 3, relativepoint[0], color, sample + 3);
3561 VectorMA(sample + 6, relativepoint[1], color, sample + 6);
3562 VectorMA(sample + 9, relativepoint[2], color, sample + 9);
3563 // calculate a weighted average light direction as well
3564 intensity *= VectorLength(color);
3565 VectorMA(sample + 12, intensity, relativepoint, sample + 12);
3569 static void Mod_GenerateLightmaps_LightmapSample(const float *pos, const float *normal, unsigned char *lm_bgr, unsigned char *lm_dir)
3575 Mod_GenerateLightmaps_SamplePoint(pos, normal, sample, mod_generatelightmaps_numoffsets[0], mod_generatelightmaps_offsets[0][0]);
3576 //VectorSet(dir, sample[3] + sample[4] + sample[5], sample[6] + sample[7] + sample[8], sample[9] + sample[10] + sample[11]);
3577 VectorCopy(sample + 12, dir);
3578 VectorNormalize(dir);
3579 //VectorAdd(dir, normal, dir);
3580 //VectorNormalize(dir);
3581 f = DotProduct(dir, normal);
3582 f = max(0, f) * 255.0f;
3583 VectorScale(sample, f, color);
3584 //VectorCopy(normal, dir);
3585 VectorSet(dir, (dir[0]+1.0f)*127.5f, (dir[1]+1.0f)*127.5f, (dir[2]+1.0f)*127.5f);
3586 lm_bgr[0] = (unsigned char)bound(0.0f, color[2], 255.0f);
3587 lm_bgr[1] = (unsigned char)bound(0.0f, color[1], 255.0f);
3588 lm_bgr[2] = (unsigned char)bound(0.0f, color[0], 255.0f);
3590 lm_dir[0] = (unsigned char)dir[2];
3591 lm_dir[1] = (unsigned char)dir[1];
3592 lm_dir[2] = (unsigned char)dir[0];
3596 static void Mod_GenerateLightmaps_VertexSample(const float *pos, const float *normal, float *vertex_color)
3599 Mod_GenerateLightmaps_SamplePoint(pos, normal, sample, mod_generatelightmaps_numoffsets[1], mod_generatelightmaps_offsets[1][0]);
3600 VectorCopy(sample, vertex_color);
3603 static void Mod_GenerateLightmaps_GridSample(const float *pos, q3dlightgrid_t *s)
3609 Mod_GenerateLightmaps_SamplePoint(pos, NULL, sample, mod_generatelightmaps_numoffsets[2], mod_generatelightmaps_offsets[2][0]);
3610 // calculate the direction we'll use to reduce the sample to a directional light source
3611 VectorCopy(sample + 12, dir);
3612 //VectorSet(dir, sample[3] + sample[4] + sample[5], sample[6] + sample[7] + sample[8], sample[9] + sample[10] + sample[11]);
3613 VectorNormalize(dir);
3614 // extract the diffuse color along the chosen direction and scale it
3615 diffuse[0] = (dir[0]*sample[3] + dir[1]*sample[6] + dir[2]*sample[ 9] + sample[ 0]) * 127.5f;
3616 diffuse[1] = (dir[0]*sample[4] + dir[1]*sample[7] + dir[2]*sample[10] + sample[ 1]) * 127.5f;
3617 diffuse[2] = (dir[0]*sample[5] + dir[1]*sample[8] + dir[2]*sample[11] + sample[ 2]) * 127.5f;
3618 // scale the ambient from 0-2 to 0-255 and subtract some of diffuse
3619 VectorScale(sample, 127.5f, ambient);
3620 VectorMA(ambient, -0.333f, diffuse, ambient);
3621 // encode to the grid format
3622 s->ambientrgb[0] = (unsigned char)bound(0.0f, ambient[0], 255.0f);
3623 s->ambientrgb[1] = (unsigned char)bound(0.0f, ambient[1], 255.0f);
3624 s->ambientrgb[2] = (unsigned char)bound(0.0f, ambient[2], 255.0f);
3625 s->diffusergb[0] = (unsigned char)bound(0.0f, diffuse[0], 255.0f);
3626 s->diffusergb[1] = (unsigned char)bound(0.0f, diffuse[1], 255.0f);
3627 s->diffusergb[2] = (unsigned char)bound(0.0f, diffuse[2], 255.0f);
3628 if (dir[2] >= 0.99f) {s->diffusepitch = 0;s->diffuseyaw = 0;}
3629 else if (dir[2] <= -0.99f) {s->diffusepitch = 128;s->diffuseyaw = 0;}
3630 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));}
3633 static void Mod_GenerateLightmaps_InitSampleOffsets(dp_model_t *model)
3638 memset(mod_generatelightmaps_offsets, 0, sizeof(mod_generatelightmaps_offsets));
3639 mod_generatelightmaps_numoffsets[0] = min(MAX_LIGHTMAPSAMPLES, mod_generatelightmaps_lightmapsamples.integer);
3640 mod_generatelightmaps_numoffsets[1] = min(MAX_LIGHTMAPSAMPLES, mod_generatelightmaps_vertexsamples.integer);
3641 mod_generatelightmaps_numoffsets[2] = min(MAX_LIGHTMAPSAMPLES, mod_generatelightmaps_gridsamples.integer);
3642 radius[0] = mod_generatelightmaps_lightmapradius.value;
3643 radius[1] = mod_generatelightmaps_vertexradius.value;
3644 radius[2] = mod_generatelightmaps_gridradius.value;
3645 for (i = 0;i < 3;i++)
3647 for (j = 1;j < mod_generatelightmaps_numoffsets[i];j++)
3650 VectorScale(temp, radius[i], mod_generatelightmaps_offsets[i][j]);
3655 static void Mod_GenerateLightmaps_DestroyLightmaps(dp_model_t *model)
3657 msurface_t *surface;
3660 for (surfaceindex = 0;surfaceindex < model->num_surfaces;surfaceindex++)
3662 surface = model->data_surfaces + surfaceindex;
3663 surface->lightmaptexture = NULL;
3664 surface->deluxemaptexture = NULL;
3666 if (model->brushq3.data_lightmaps)
3668 for (i = 0;i < model->brushq3.num_mergedlightmaps;i++)
3669 if (model->brushq3.data_lightmaps[i])
3670 R_FreeTexture(model->brushq3.data_lightmaps[i]);
3671 Mem_Free(model->brushq3.data_lightmaps);
3672 model->brushq3.data_lightmaps = NULL;
3674 if (model->brushq3.data_deluxemaps)
3676 for (i = 0;i < model->brushq3.num_mergedlightmaps;i++)
3677 if (model->brushq3.data_deluxemaps[i])
3678 R_FreeTexture(model->brushq3.data_deluxemaps[i]);
3679 Mem_Free(model->brushq3.data_deluxemaps);
3680 model->brushq3.data_deluxemaps = NULL;
3684 static void Mod_GenerateLightmaps_UnweldTriangles(dp_model_t *model)
3686 msurface_t *surface;
3692 surfmesh_t oldsurfmesh;
3694 unsigned char *data;
3695 oldsurfmesh = model->surfmesh;
3696 model->surfmesh.num_triangles = oldsurfmesh.num_triangles;
3697 model->surfmesh.num_vertices = oldsurfmesh.num_triangles * 3;
3699 size += model->surfmesh.num_vertices * sizeof(float[3]);
3700 size += model->surfmesh.num_vertices * sizeof(float[3]);
3701 size += model->surfmesh.num_vertices * sizeof(float[3]);
3702 size += model->surfmesh.num_vertices * sizeof(float[3]);
3703 size += model->surfmesh.num_vertices * sizeof(float[2]);
3704 size += model->surfmesh.num_vertices * sizeof(float[2]);
3705 size += model->surfmesh.num_vertices * sizeof(float[4]);
3706 data = (unsigned char *)Mem_Alloc(model->mempool, size);
3707 model->surfmesh.data_vertex3f = (float *)data;data += model->surfmesh.num_vertices * sizeof(float[3]);
3708 model->surfmesh.data_normal3f = (float *)data;data += model->surfmesh.num_vertices * sizeof(float[3]);
3709 model->surfmesh.data_svector3f = (float *)data;data += model->surfmesh.num_vertices * sizeof(float[3]);
3710 model->surfmesh.data_tvector3f = (float *)data;data += model->surfmesh.num_vertices * sizeof(float[3]);
3711 model->surfmesh.data_texcoordtexture2f = (float *)data;data += model->surfmesh.num_vertices * sizeof(float[2]);
3712 model->surfmesh.data_texcoordlightmap2f = (float *)data;data += model->surfmesh.num_vertices * sizeof(float[2]);
3713 model->surfmesh.data_lightmapcolor4f = (float *)data;data += model->surfmesh.num_vertices * sizeof(float[4]);
3714 if (model->surfmesh.num_vertices > 65536)
3715 model->surfmesh.data_element3s = NULL;
3717 if (model->surfmesh.vbo)
3718 R_Mesh_DestroyBufferObject(model->surfmesh.vbo);
3719 model->surfmesh.vbo = 0;
3720 if (model->surfmesh.ebo3i)
3721 R_Mesh_DestroyBufferObject(model->surfmesh.ebo3i);
3722 model->surfmesh.ebo3i = 0;
3723 if (model->surfmesh.ebo3s)
3724 R_Mesh_DestroyBufferObject(model->surfmesh.ebo3s);
3725 model->surfmesh.ebo3s = 0;
3727 // convert all triangles to unique vertex data
3729 for (surfaceindex = 0;surfaceindex < model->num_surfaces;surfaceindex++)
3731 surface = model->data_surfaces + surfaceindex;
3732 surface->num_firstvertex = outvertexindex;
3733 surface->num_vertices = surface->num_triangles*3;
3734 e = oldsurfmesh.data_element3i + surface->num_firsttriangle*3;
3735 for (i = 0;i < surface->num_triangles*3;i++)
3738 model->surfmesh.data_vertex3f[outvertexindex*3+0] = oldsurfmesh.data_vertex3f[vertexindex*3+0];
3739 model->surfmesh.data_vertex3f[outvertexindex*3+1] = oldsurfmesh.data_vertex3f[vertexindex*3+1];
3740 model->surfmesh.data_vertex3f[outvertexindex*3+2] = oldsurfmesh.data_vertex3f[vertexindex*3+2];
3741 model->surfmesh.data_normal3f[outvertexindex*3+0] = oldsurfmesh.data_normal3f[vertexindex*3+0];
3742 model->surfmesh.data_normal3f[outvertexindex*3+1] = oldsurfmesh.data_normal3f[vertexindex*3+1];
3743 model->surfmesh.data_normal3f[outvertexindex*3+2] = oldsurfmesh.data_normal3f[vertexindex*3+2];
3744 model->surfmesh.data_svector3f[outvertexindex*3+0] = oldsurfmesh.data_svector3f[vertexindex*3+0];
3745 model->surfmesh.data_svector3f[outvertexindex*3+1] = oldsurfmesh.data_svector3f[vertexindex*3+1];
3746 model->surfmesh.data_svector3f[outvertexindex*3+2] = oldsurfmesh.data_svector3f[vertexindex*3+2];
3747 model->surfmesh.data_tvector3f[outvertexindex*3+0] = oldsurfmesh.data_tvector3f[vertexindex*3+0];
3748 model->surfmesh.data_tvector3f[outvertexindex*3+1] = oldsurfmesh.data_tvector3f[vertexindex*3+1];
3749 model->surfmesh.data_tvector3f[outvertexindex*3+2] = oldsurfmesh.data_tvector3f[vertexindex*3+2];
3750 model->surfmesh.data_texcoordtexture2f[outvertexindex*2+0] = oldsurfmesh.data_texcoordtexture2f[vertexindex*2+0];
3751 model->surfmesh.data_texcoordtexture2f[outvertexindex*2+1] = oldsurfmesh.data_texcoordtexture2f[vertexindex*2+1];
3752 if (oldsurfmesh.data_texcoordlightmap2f)
3754 model->surfmesh.data_texcoordlightmap2f[outvertexindex*2+0] = oldsurfmesh.data_texcoordlightmap2f[vertexindex*2+0];
3755 model->surfmesh.data_texcoordlightmap2f[outvertexindex*2+1] = oldsurfmesh.data_texcoordlightmap2f[vertexindex*2+1];
3757 if (oldsurfmesh.data_lightmapcolor4f)
3759 model->surfmesh.data_lightmapcolor4f[outvertexindex*4+0] = oldsurfmesh.data_lightmapcolor4f[vertexindex*4+0];
3760 model->surfmesh.data_lightmapcolor4f[outvertexindex*4+1] = oldsurfmesh.data_lightmapcolor4f[vertexindex*4+1];
3761 model->surfmesh.data_lightmapcolor4f[outvertexindex*4+2] = oldsurfmesh.data_lightmapcolor4f[vertexindex*4+2];
3762 model->surfmesh.data_lightmapcolor4f[outvertexindex*4+3] = oldsurfmesh.data_lightmapcolor4f[vertexindex*4+3];
3765 Vector4Set(model->surfmesh.data_lightmapcolor4f + 4*outvertexindex, 1, 1, 1, 1);
3766 model->surfmesh.data_element3i[surface->num_firsttriangle*3+i] = outvertexindex;
3770 if (model->surfmesh.data_element3s)
3771 for (i = 0;i < model->surfmesh.num_triangles*3;i++)
3772 model->surfmesh.data_element3s[i] = model->surfmesh.data_element3i[i];
3774 // find and update all submodels to use this new surfmesh data
3775 for (i = 0;i < model->brush.numsubmodels;i++)
3776 model->brush.submodels[i]->surfmesh = model->surfmesh;
3779 static void Mod_GenerateLightmaps_CreateTriangleInformation(dp_model_t *model)
3781 msurface_t *surface;
3787 lightmaptriangle_t *triangle;
3788 // generate lightmap triangle structs
3789 mod_generatelightmaps_lightmaptriangles = Mem_Alloc(model->mempool, model->surfmesh.num_triangles * sizeof(lightmaptriangle_t));
3790 for (surfaceindex = 0;surfaceindex < model->num_surfaces;surfaceindex++)
3792 surface = model->data_surfaces + surfaceindex;
3793 e = model->surfmesh.data_element3i + surface->num_firsttriangle*3;
3794 for (i = 0;i < surface->num_triangles;i++)
3796 triangle = &mod_generatelightmaps_lightmaptriangles[surface->num_firsttriangle+i];
3797 triangle->triangleindex = surface->num_firsttriangle+i;
3798 triangle->surfaceindex = surfaceindex;
3799 VectorCopy(model->surfmesh.data_vertex3f + 3*e[i*3+0], triangle->vertex[0]);
3800 VectorCopy(model->surfmesh.data_vertex3f + 3*e[i*3+1], triangle->vertex[1]);
3801 VectorCopy(model->surfmesh.data_vertex3f + 3*e[i*3+2], triangle->vertex[2]);
3802 // calculate bounds of triangle
3803 triangle->mins[0] = min(triangle->vertex[0][0], min(triangle->vertex[1][0], triangle->vertex[2][0]));
3804 triangle->mins[1] = min(triangle->vertex[0][1], min(triangle->vertex[1][1], triangle->vertex[2][1]));
3805 triangle->mins[2] = min(triangle->vertex[0][2], min(triangle->vertex[1][2], triangle->vertex[2][2]));
3806 triangle->maxs[0] = max(triangle->vertex[0][0], max(triangle->vertex[1][0], triangle->vertex[2][0]));
3807 triangle->maxs[1] = max(triangle->vertex[0][1], max(triangle->vertex[1][1], triangle->vertex[2][1]));
3808 triangle->maxs[2] = max(triangle->vertex[0][2], max(triangle->vertex[1][2], triangle->vertex[2][2]));
3809 // pick an axial projection based on the triangle normal
3810 TriangleNormal(triangle->vertex[0], triangle->vertex[1], triangle->vertex[2], normal);
3812 if (fabs(normal[1]) > fabs(normal[axis]))
3814 if (fabs(normal[2]) > fabs(normal[axis]))
3816 triangle->axis = axis;
3821 static void Mod_GenerateLightmaps_DestroyTriangleInformation(dp_model_t *model)
3823 if (mod_generatelightmaps_lightmaptriangles)
3824 Mem_Free(mod_generatelightmaps_lightmaptriangles);
3825 mod_generatelightmaps_lightmaptriangles = NULL;
3828 float lmaxis[3][3] = {{1, 0, 0}, {0, 1, 0}, {0, 0, 1}};
3830 static void Mod_GenerateLightmaps_CreateLightmaps(dp_model_t *model)
3832 msurface_t *surface;
3846 float trianglenormal[3];
3847 float samplecenter[3];
3848 float samplenormal[3];
3854 float lmscalepixels;
3857 float lm_basescalepixels;
3858 int lm_borderpixels;
3862 lightmaptriangle_t *triangle;
3863 unsigned char *lightmappixels;
3864 unsigned char *deluxemappixels;
3865 mod_alloclightmap_state_t lmstate;
3867 // generate lightmap projection information for all triangles
3868 if (model->texturepool == NULL)
3869 model->texturepool = R_AllocTexturePool();
3870 lm_basescalepixels = 1.0f / max(0.0001f, mod_generatelightmaps_unitspersample.value);
3871 lm_borderpixels = mod_generatelightmaps_borderpixels.integer;
3872 lm_texturesize = bound(lm_borderpixels*2+1, 64, (int)vid.maxtexturesize_2d);
3873 //lm_maxpixels = lm_texturesize-(lm_borderpixels*2+1);
3874 Mod_AllocLightmap_Init(&lmstate, lm_texturesize, lm_texturesize);
3876 for (surfaceindex = 0;surfaceindex < model->num_surfaces;surfaceindex++)
3878 surface = model->data_surfaces + surfaceindex;
3879 e = model->surfmesh.data_element3i + surface->num_firsttriangle*3;
3880 lmscalepixels = lm_basescalepixels;
3881 for (retry = 0;retry < 30;retry++)
3883 // after a couple failed attempts, degrade quality to make it fit
3885 lmscalepixels *= 0.5f;
3886 for (i = 0;i < surface->num_triangles;i++)
3888 triangle = &mod_generatelightmaps_lightmaptriangles[surface->num_firsttriangle+i];
3889 triangle->lightmapindex = lightmapnumber;
3890 // calculate lightmap bounds in 3D pixel coordinates, limit size,
3891 // pick two planar axes for projection
3892 // lightmap coordinates here are in pixels
3893 // lightmap projections are snapped to pixel grid explicitly, such
3894 // that two neighboring triangles sharing an edge and projection
3895 // axis will have identical sampl espacing along their shared edge
3897 for (j = 0;j < 3;j++)
3899 if (j == triangle->axis)
3901 lmmins = floor(triangle->mins[j]*lmscalepixels)-lm_borderpixels;
3902 lmmaxs = floor(triangle->maxs[j]*lmscalepixels)+lm_borderpixels;
3903 triangle->lmsize[k] = (int)(lmmaxs-lmmins);
3904 triangle->lmbase[k] = lmmins/lmscalepixels;
3905 triangle->lmscale[k] = lmscalepixels;
3908 if (!Mod_AllocLightmap_Block(&lmstate, triangle->lmsize[0], triangle->lmsize[1], &triangle->lmoffset[0], &triangle->lmoffset[1]))
3911 // if all fit in this texture, we're done with this surface
3912 if (i == surface->num_triangles)
3914 // if we haven't maxed out the lightmap size yet, we retry the
3915 // entire surface batch...
3916 if (lm_texturesize * 2 <= min(mod_generatelightmaps_texturesize.integer, (int)vid.maxtexturesize_2d))
3918 lm_texturesize *= 2;
3921 Mod_AllocLightmap_Free(&lmstate);
3922 Mod_AllocLightmap_Init(&lmstate, lm_texturesize, lm_texturesize);
3925 // if we have maxed out the lightmap size, and this triangle does
3926 // not fit in the same texture as the rest of the surface, we have
3927 // to retry the entire surface in a new texture (can only use one)
3928 // with multiple retries, the lightmap quality degrades until it
3929 // fits (or gives up)
3930 if (surfaceindex > 0)
3932 Mod_AllocLightmap_Reset(&lmstate);
3936 Mod_AllocLightmap_Free(&lmstate);
3938 // now put triangles together into lightmap textures, and do not allow
3939 // triangles of a surface to go into different textures (as that would
3940 // require rewriting the surface list)
3941 model->brushq3.deluxemapping_modelspace = true;
3942 model->brushq3.deluxemapping = true;
3943 model->brushq3.num_mergedlightmaps = lightmapnumber;
3944 model->brushq3.data_lightmaps = Mem_Alloc(model->mempool, model->brushq3.num_mergedlightmaps * sizeof(rtexture_t *));
3945 model->brushq3.data_deluxemaps = Mem_Alloc(model->mempool, model->brushq3.num_mergedlightmaps * sizeof(rtexture_t *));
3946 lightmappixels = Mem_Alloc(tempmempool, model->brushq3.num_mergedlightmaps * lm_texturesize * lm_texturesize * 4);
3947 deluxemappixels = Mem_Alloc(tempmempool, model->brushq3.num_mergedlightmaps * lm_texturesize * lm_texturesize * 4);
3948 for (surfaceindex = 0;surfaceindex < model->num_surfaces;surfaceindex++)
3950 surface = model->data_surfaces + surfaceindex;
3951 e = model->surfmesh.data_element3i + surface->num_firsttriangle*3;
3952 for (i = 0;i < surface->num_triangles;i++)
3954 triangle = &mod_generatelightmaps_lightmaptriangles[surface->num_firsttriangle+i];
3955 TriangleNormal(triangle->vertex[0], triangle->vertex[1], triangle->vertex[2], trianglenormal);
3956 VectorNormalize(trianglenormal);
3957 VectorCopy(trianglenormal, samplenormal); // FIXME: this is supposed to be interpolated per pixel from vertices
3958 axis = triangle->axis;
3959 axis1 = axis == 0 ? 1 : 0;
3960 axis2 = axis == 2 ? 1 : 2;
3961 lmiscale[0] = 1.0f / triangle->lmscale[0];
3962 lmiscale[1] = 1.0f / triangle->lmscale[1];
3963 if (trianglenormal[axis] < 0)
3964 VectorNegate(trianglenormal, trianglenormal);
3965 CrossProduct(lmaxis[axis2], trianglenormal, temp);slopex = temp[axis] / temp[axis1];
3966 CrossProduct(lmaxis[axis1], trianglenormal, temp);slopey = temp[axis] / temp[axis2];
3967 slopebase = triangle->vertex[0][axis] - triangle->vertex[0][axis1]*slopex - triangle->vertex[0][axis2]*slopey;
3968 for (j = 0;j < 3;j++)
3970 float *t2f = model->surfmesh.data_texcoordlightmap2f + e[i*3+j]*2;
3971 t2f[0] = ((triangle->vertex[j][axis1] - triangle->lmbase[0]) * triangle->lmscale[0] + triangle->lmoffset[0]) / lm_texturesize;
3972 t2f[1] = ((triangle->vertex[j][axis2] - triangle->lmbase[1]) * triangle->lmscale[1] + triangle->lmoffset[1]) / lm_texturesize;
3974 samplecenter[axis1] = (t2f[0]*lm_texturesize-triangle->lmoffset[0])*lmiscale[0] + triangle->lmbase[0];
3975 samplecenter[axis2] = (t2f[1]*lm_texturesize-triangle->lmoffset[1])*lmiscale[1] + triangle->lmbase[1];
3976 samplecenter[axis] = samplecenter[axis1]*slopex + samplecenter[axis2]*slopey + slopebase;
3977 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]);
3987 forward[1] = 1.0f / triangle->lmscale[0];
3991 left[2] = 1.0f / triangle->lmscale[1];
3996 origin[1] = triangle->lmbase[0];
3997 origin[2] = triangle->lmbase[1];
4000 forward[0] = 1.0f / triangle->lmscale[0];
4005 left[2] = 1.0f / triangle->lmscale[1];
4009 origin[0] = triangle->lmbase[0];
4011 origin[2] = triangle->lmbase[1];
4014 forward[0] = 1.0f / triangle->lmscale[0];
4018 left[1] = 1.0f / triangle->lmscale[1];
4023 origin[0] = triangle->lmbase[0];
4024 origin[1] = triangle->lmbase[1];
4028 Matrix4x4_FromVectors(&backmatrix, forward, left, up, origin);
4030 #define LM_DIST_EPSILON (1.0f / 32.0f)
4031 for (y = 0;y < triangle->lmsize[1];y++)
4033 pixeloffset = ((triangle->lightmapindex * lm_texturesize + y + triangle->lmoffset[1]) * lm_texturesize + triangle->lmoffset[0]) * 4;
4034 for (x = 0;x < triangle->lmsize[0];x++, pixeloffset += 4)
4036 samplecenter[axis1] = (x+0.5f)*lmiscale[0] + triangle->lmbase[0];
4037 samplecenter[axis2] = (y+0.5f)*lmiscale[1] + triangle->lmbase[1];
4038 samplecenter[axis] = samplecenter[axis1]*slopex + samplecenter[axis2]*slopey + slopebase;
4039 VectorMA(samplecenter, 0.125f, samplenormal, samplecenter);
4040 Mod_GenerateLightmaps_LightmapSample(samplecenter, samplenormal, lightmappixels + pixeloffset, deluxemappixels + pixeloffset);
4046 for (lightmapindex = 0;lightmapindex < model->brushq3.num_mergedlightmaps;lightmapindex++)
4048 model->brushq3.data_lightmaps[lightmapindex] = R_LoadTexture2D(model->texturepool, va("lightmap%i", lightmapindex), lm_texturesize, lm_texturesize, lightmappixels + lightmapindex * lm_texturesize * lm_texturesize * 4, TEXTYPE_BGRA, TEXF_FORCELINEAR, -1, NULL);
4049 model->brushq3.data_deluxemaps[lightmapindex] = R_LoadTexture2D(model->texturepool, va("deluxemap%i", lightmapindex), lm_texturesize, lm_texturesize, deluxemappixels + lightmapindex * lm_texturesize * lm_texturesize * 4, TEXTYPE_BGRA, TEXF_FORCELINEAR, -1, NULL);
4053 Mem_Free(lightmappixels);
4054 if (deluxemappixels)
4055 Mem_Free(deluxemappixels);
4057 for (surfaceindex = 0;surfaceindex < model->num_surfaces;surfaceindex++)
4059 surface = model->data_surfaces + surfaceindex;
4060 e = model->surfmesh.data_element3i + surface->num_firsttriangle*3;
4061 if (!surface->num_triangles)
4063 lightmapindex = mod_generatelightmaps_lightmaptriangles[surface->num_firsttriangle].lightmapindex;
4064 surface->lightmaptexture = model->brushq3.data_lightmaps[lightmapindex];
4065 surface->deluxemaptexture = model->brushq3.data_deluxemaps[lightmapindex];
4066 surface->lightmapinfo = NULL;
4069 model->brush.LightPoint = Mod_GenerateLightmaps_LightPoint;
4070 model->brushq1.lightdata = NULL;
4071 model->brushq1.lightmapupdateflags = NULL;
4072 model->brushq1.firstrender = false;
4073 model->brushq1.num_lightstyles = 0;
4074 model->brushq1.data_lightstyleinfo = NULL;
4075 for (i = 0;i < model->brush.numsubmodels;i++)
4077 model->brush.submodels[i]->brushq1.lightmapupdateflags = NULL;
4078 model->brush.submodels[i]->brushq1.firstrender = false;
4079 model->brush.submodels[i]->brushq1.num_lightstyles = 0;
4080 model->brush.submodels[i]->brushq1.data_lightstyleinfo = NULL;
4084 static void Mod_GenerateLightmaps_UpdateVertexColors(dp_model_t *model)
4087 for (i = 0;i < model->surfmesh.num_vertices;i++)
4088 Mod_GenerateLightmaps_VertexSample(model->surfmesh.data_vertex3f + 3*i, model->surfmesh.data_normal3f + 3*i, model->surfmesh.data_lightmapcolor4f + 4*i);
4091 static void Mod_GenerateLightmaps_UpdateLightGrid(dp_model_t *model)
4098 for (z = 0;z < model->brushq3.num_lightgrid_isize[2];z++)
4100 pos[2] = (model->brushq3.num_lightgrid_imins[2] + z + 0.5f) * model->brushq3.num_lightgrid_cellsize[2];
4101 for (y = 0;y < model->brushq3.num_lightgrid_isize[1];y++)
4103 pos[1] = (model->brushq3.num_lightgrid_imins[1] + y + 0.5f) * model->brushq3.num_lightgrid_cellsize[1];
4104 for (x = 0;x < model->brushq3.num_lightgrid_isize[0];x++, index++)
4106 pos[0] = (model->brushq3.num_lightgrid_imins[0] + x + 0.5f) * model->brushq3.num_lightgrid_cellsize[0];
4107 Mod_GenerateLightmaps_GridSample(pos, model->brushq3.data_lightgrid + index);
4113 extern cvar_t mod_q3bsp_nolightmaps;
4114 static void Mod_GenerateLightmaps(dp_model_t *model)
4116 //lightmaptriangle_t *lightmaptriangles = Mem_Alloc(model->mempool, model->surfmesh.num_triangles * sizeof(lightmaptriangle_t));
4117 dp_model_t *oldloadmodel = loadmodel;
4120 Mod_GenerateLightmaps_InitSampleOffsets(model);
4121 Mod_GenerateLightmaps_DestroyLightmaps(model);
4122 Mod_GenerateLightmaps_UnweldTriangles(model);
4123 Mod_GenerateLightmaps_CreateTriangleInformation(model);
4124 Mod_GenerateLightmaps_CreateLights(model);
4125 if(!mod_q3bsp_nolightmaps.integer)
4126 Mod_GenerateLightmaps_CreateLightmaps(model);
4127 Mod_GenerateLightmaps_UpdateVertexColors(model);
4128 Mod_GenerateLightmaps_UpdateLightGrid(model);
4129 Mod_GenerateLightmaps_DestroyLights(model);
4130 Mod_GenerateLightmaps_DestroyTriangleInformation(model);
4132 loadmodel = oldloadmodel;
4135 static void Mod_GenerateLightmaps_f(void)
4137 if (Cmd_Argc() != 1)
4139 Con_Printf("usage: mod_generatelightmaps\n");
4144 Con_Printf("no worldmodel loaded\n");
4147 Mod_GenerateLightmaps(cl.worldmodel);