2 Copyright (C) 1996-1997 Id Software, Inc.
4 This program is free software; you can redistribute it and/or
5 modify it under the terms of the GNU General Public License
6 as published by the Free Software Foundation; either version 2
7 of the License, or (at your option) any later version.
9 This program is distributed in the hope that it will be useful,
10 but WITHOUT ANY WARRANTY; without even the implied warranty of
11 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
13 See the GNU General Public License for more details.
15 You should have received a copy of the GNU General Public License
16 along with this program; if not, write to the Free Software
17 Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
20 // models.c -- model loading and caching
22 // models are the only shared resource between a client and server running
23 // on the same machine.
30 cvar_t r_enableshadowvolumes = {CVAR_SAVE, "r_enableshadowvolumes", "1", "Enables use of Stencil Shadow Volume shadowing methods, saves some memory if turned off"};
31 cvar_t r_mipskins = {CVAR_SAVE, "r_mipskins", "0", "mipmaps model skins so they render faster in the distance and do not display noise artifacts, can cause discoloration of skins if they contain undesirable border colors"};
32 cvar_t r_mipnormalmaps = {CVAR_SAVE, "r_mipnormalmaps", "1", "mipmaps normalmaps (turning it off looks sharper but may have aliasing)"};
33 cvar_t mod_generatelightmaps_unitspersample = {CVAR_SAVE, "mod_generatelightmaps_unitspersample", "8", "lightmap resolution"};
34 cvar_t mod_generatelightmaps_borderpixels = {CVAR_SAVE, "mod_generatelightmaps_borderpixels", "2", "extra space around polygons to prevent sampling artifacts"};
35 cvar_t mod_generatelightmaps_texturesize = {CVAR_SAVE, "mod_generatelightmaps_texturesize", "1024", "size of lightmap textures"};
36 cvar_t mod_generatelightmaps_lightmapsamples = {CVAR_SAVE, "mod_generatelightmaps_lightmapsamples", "16", "number of shadow tests done per lightmap pixel"};
37 cvar_t mod_generatelightmaps_vertexsamples = {CVAR_SAVE, "mod_generatelightmaps_vertexsamples", "16", "number of shadow tests done per vertex"};
38 cvar_t mod_generatelightmaps_gridsamples = {CVAR_SAVE, "mod_generatelightmaps_gridsamples", "64", "number of shadow tests done per lightgrid cell"};
39 cvar_t mod_generatelightmaps_lightmapradius = {CVAR_SAVE, "mod_generatelightmaps_lightmapradius", "16", "sampling area around each lightmap pixel"};
40 cvar_t mod_generatelightmaps_vertexradius = {CVAR_SAVE, "mod_generatelightmaps_vertexradius", "16", "sampling area around each vertex"};
41 cvar_t mod_generatelightmaps_gridradius = {CVAR_SAVE, "mod_generatelightmaps_gridradius", "64", "sampling area around each lightgrid cell center"};
43 dp_model_t *loadmodel;
45 static mempool_t *mod_mempool;
46 static memexpandablearray_t models;
48 static mempool_t* q3shaders_mem;
49 typedef struct q3shader_hash_entry_s
51 q3shaderinfo_t shader;
52 struct q3shader_hash_entry_s* chain;
53 } q3shader_hash_entry_t;
54 #define Q3SHADER_HASH_SIZE 1021
55 typedef struct q3shader_data_s
57 memexpandablearray_t hash_entries;
58 q3shader_hash_entry_t hash[Q3SHADER_HASH_SIZE];
59 memexpandablearray_t char_ptrs;
61 static q3shader_data_t* q3shader_data;
63 static void mod_start(void)
66 int nummodels = Mem_ExpandableArray_IndexRange(&models);
69 SCR_PushLoadingScreen(false, "Loading models", 1.0);
71 for (i = 0;i < nummodels;i++)
72 if ((mod = (dp_model_t*) Mem_ExpandableArray_RecordAtIndex(&models, i)) && mod->name[0] && mod->name[0] != '*')
75 for (i = 0;i < nummodels;i++)
76 if ((mod = (dp_model_t*) Mem_ExpandableArray_RecordAtIndex(&models, i)) && mod->name[0] && mod->name[0] != '*')
79 SCR_PushLoadingScreen(true, mod->name, 1.0 / count);
80 Mod_LoadModel(mod, true, false);
81 SCR_PopLoadingScreen(false);
83 SCR_PopLoadingScreen(false);
86 static void mod_shutdown(void)
89 int nummodels = Mem_ExpandableArray_IndexRange(&models);
92 for (i = 0;i < nummodels;i++)
93 if ((mod = (dp_model_t*) Mem_ExpandableArray_RecordAtIndex(&models, i)) && (mod->loaded || mod->mempool))
97 Mod_Skeletal_FreeBuffers();
100 static void mod_newmap(void)
103 int i, j, k, surfacenum, ssize, tsize;
104 int nummodels = Mem_ExpandableArray_IndexRange(&models);
107 for (i = 0;i < nummodels;i++)
109 if ((mod = (dp_model_t*) Mem_ExpandableArray_RecordAtIndex(&models, i)) && mod->mempool)
111 for (j = 0;j < mod->num_textures && mod->data_textures;j++)
113 for (k = 0;k < mod->data_textures[j].numskinframes;k++)
114 R_SkinFrame_MarkUsed(mod->data_textures[j].skinframes[k]);
115 for (k = 0;k < mod->data_textures[j].backgroundnumskinframes;k++)
116 R_SkinFrame_MarkUsed(mod->data_textures[j].backgroundskinframes[k]);
118 if (mod->brush.solidskyskinframe)
119 R_SkinFrame_MarkUsed(mod->brush.solidskyskinframe);
120 if (mod->brush.alphaskyskinframe)
121 R_SkinFrame_MarkUsed(mod->brush.alphaskyskinframe);
125 if (!cl_stainmaps_clearonload.integer)
128 for (i = 0;i < nummodels;i++)
130 if ((mod = (dp_model_t*) Mem_ExpandableArray_RecordAtIndex(&models, i)) && mod->mempool && mod->data_surfaces)
132 for (surfacenum = 0, surface = mod->data_surfaces;surfacenum < mod->num_surfaces;surfacenum++, surface++)
134 if (surface->lightmapinfo && surface->lightmapinfo->stainsamples)
136 ssize = (surface->lightmapinfo->extents[0] >> 4) + 1;
137 tsize = (surface->lightmapinfo->extents[1] >> 4) + 1;
138 memset(surface->lightmapinfo->stainsamples, 255, ssize * tsize * 3);
139 mod->brushq1.lightmapupdateflags[surfacenum] = true;
151 static void Mod_Print(void);
152 static void Mod_Precache (void);
153 static void Mod_Decompile_f(void);
154 static void Mod_GenerateLightmaps_f(void);
157 mod_mempool = Mem_AllocPool("modelinfo", 0, NULL);
158 Mem_ExpandableArray_NewArray(&models, mod_mempool, sizeof(dp_model_t), 16);
164 Cvar_RegisterVariable(&r_enableshadowvolumes);
165 Cvar_RegisterVariable(&r_mipskins);
166 Cvar_RegisterVariable(&r_mipnormalmaps);
167 Cvar_RegisterVariable(&mod_generatelightmaps_unitspersample);
168 Cvar_RegisterVariable(&mod_generatelightmaps_borderpixels);
169 Cvar_RegisterVariable(&mod_generatelightmaps_texturesize);
171 Cvar_RegisterVariable(&mod_generatelightmaps_lightmapsamples);
172 Cvar_RegisterVariable(&mod_generatelightmaps_vertexsamples);
173 Cvar_RegisterVariable(&mod_generatelightmaps_gridsamples);
174 Cvar_RegisterVariable(&mod_generatelightmaps_lightmapradius);
175 Cvar_RegisterVariable(&mod_generatelightmaps_vertexradius);
176 Cvar_RegisterVariable(&mod_generatelightmaps_gridradius);
178 Cmd_AddCommand ("modellist", Mod_Print, "prints a list of loaded models");
179 Cmd_AddCommand ("modelprecache", Mod_Precache, "load a model");
180 Cmd_AddCommand ("modeldecompile", Mod_Decompile_f, "exports a model in several formats for editing purposes");
181 Cmd_AddCommand ("mod_generatelightmaps", Mod_GenerateLightmaps_f, "rebuilds lighting on current worldmodel");
184 void Mod_RenderInit(void)
186 R_RegisterModule("Models", mod_start, mod_shutdown, mod_newmap, NULL, NULL);
189 void Mod_UnloadModel (dp_model_t *mod)
191 char name[MAX_QPATH];
193 dp_model_t *parentmodel;
195 if (developer_loading.integer)
196 Con_Printf("unloading model %s\n", mod->name);
198 strlcpy(name, mod->name, sizeof(name));
199 parentmodel = mod->brush.parentmodel;
203 if (mod->surfmesh.data_element3i_indexbuffer)
204 R_Mesh_DestroyMeshBuffer(mod->surfmesh.data_element3i_indexbuffer);
205 mod->surfmesh.data_element3i_indexbuffer = NULL;
206 if (mod->surfmesh.data_element3s_indexbuffer)
207 R_Mesh_DestroyMeshBuffer(mod->surfmesh.data_element3s_indexbuffer);
208 mod->surfmesh.data_element3s_indexbuffer = NULL;
209 if (mod->surfmesh.vbo_vertexbuffer)
210 R_Mesh_DestroyMeshBuffer(mod->surfmesh.vbo_vertexbuffer);
211 mod->surfmesh.vbo_vertexbuffer = NULL;
213 // free textures/memory attached to the model
214 R_FreeTexturePool(&mod->texturepool);
215 Mem_FreePool(&mod->mempool);
216 // clear the struct to make it available
217 memset(mod, 0, sizeof(dp_model_t));
218 // restore the fields we want to preserve
219 strlcpy(mod->name, name, sizeof(mod->name));
220 mod->brush.parentmodel = parentmodel;
225 static void R_Model_Null_Draw(entity_render_t *ent)
231 typedef void (*mod_framegroupify_parsegroups_t) (unsigned int i, int start, int len, float fps, qboolean loop, const char *name, void *pass);
233 static int Mod_FrameGroupify_ParseGroups(const char *buf, mod_framegroupify_parsegroups_t cb, void *pass)
248 // REQUIRED: fetch start
249 COM_ParseToken_Simple(&bufptr, true, false, true);
251 break; // end of file
252 if (!strcmp(com_token, "\n"))
253 continue; // empty line
254 start = atoi(com_token);
256 // REQUIRED: fetch length
257 COM_ParseToken_Simple(&bufptr, true, false, true);
258 if (!bufptr || !strcmp(com_token, "\n"))
260 Con_Printf("framegroups file: missing number of frames\n");
263 len = atoi(com_token);
265 // OPTIONAL args start
266 COM_ParseToken_Simple(&bufptr, true, false, true);
268 // OPTIONAL: fetch fps
270 if (bufptr && strcmp(com_token, "\n"))
272 fps = atof(com_token);
273 COM_ParseToken_Simple(&bufptr, true, false, true);
276 // OPTIONAL: fetch loopflag
278 if (bufptr && strcmp(com_token, "\n"))
280 loop = (atoi(com_token) != 0);
281 COM_ParseToken_Simple(&bufptr, true, false, true);
284 // OPTIONAL: fetch name
286 if (bufptr && strcmp(com_token, "\n"))
288 strlcpy(name, com_token, sizeof(name));
289 COM_ParseToken_Simple(&bufptr, true, false, true);
292 // OPTIONAL: remaining unsupported tokens (eat them)
293 while (bufptr && strcmp(com_token, "\n"))
294 COM_ParseToken_Simple(&bufptr, true, false, true);
296 //Con_Printf("data: %d %d %d %f %d (%s)\n", i, start, len, fps, loop, name);
299 cb(i, start, len, fps, loop, (name[0] ? name : NULL), pass);
306 static void Mod_FrameGroupify_ParseGroups_Store (unsigned int i, int start, int len, float fps, qboolean loop, const char *name, void *pass)
308 dp_model_t *mod = (dp_model_t *) pass;
309 animscene_t *anim = &mod->animscenes[i];
311 strlcpy(anim->name, name, sizeof(anim[i].name));
313 dpsnprintf(anim->name, sizeof(anim[i].name), "groupified_%d_anim", i);
314 anim->firstframe = bound(0, start, mod->num_poses - 1);
315 anim->framecount = bound(1, len, mod->num_poses - anim->firstframe);
316 anim->framerate = max(1, fps);
318 //Con_Printf("frame group %d is %d %d %f %d\n", i, start, len, fps, loop);
321 static void Mod_FrameGroupify(dp_model_t *mod, const char *buf)
326 cnt = Mod_FrameGroupify_ParseGroups(buf, NULL, NULL);
329 Con_Printf("no scene found in framegroups file, aborting\n");
332 mod->numframes = cnt;
335 // (we do not free the previous animscenes, but model unloading will free the pool owning them, so it's okay)
336 mod->animscenes = (animscene_t *) Mem_Alloc(mod->mempool, sizeof(animscene_t) * mod->numframes);
339 Mod_FrameGroupify_ParseGroups(buf, Mod_FrameGroupify_ParseGroups_Store, mod);
342 static void Mod_FindPotentialDeforms(dp_model_t *mod)
346 mod->wantnormals = false;
347 mod->wanttangents = false;
348 for (i = 0;i < mod->num_textures;i++)
350 texture = mod->data_textures + i;
351 if (texture->tcgen.tcgen == Q3TCGEN_ENVIRONMENT)
352 mod->wantnormals = true;
353 for (j = 0;j < Q3MAXDEFORMS;j++)
355 if (texture->deforms[j].deform == Q3DEFORM_AUTOSPRITE)
357 mod->wanttangents = true;
358 mod->wantnormals = true;
361 if (texture->deforms[j].deform != Q3DEFORM_NONE)
362 mod->wantnormals = true;
374 dp_model_t *Mod_LoadModel(dp_model_t *mod, qboolean crash, qboolean checkdisk)
379 fs_offset_t filesize = 0;
384 if (mod->name[0] == '*') // submodel
387 if (!strcmp(mod->name, "null"))
392 if (mod->loaded || mod->mempool)
393 Mod_UnloadModel(mod);
395 if (developer_loading.integer)
396 Con_Printf("loading model %s\n", mod->name);
399 mod->crc = (unsigned int)-1;
402 VectorClear(mod->normalmins);
403 VectorClear(mod->normalmaxs);
404 VectorClear(mod->yawmins);
405 VectorClear(mod->yawmaxs);
406 VectorClear(mod->rotatedmins);
407 VectorClear(mod->rotatedmaxs);
409 mod->modeldatatypestring = "null";
410 mod->type = mod_null;
411 mod->Draw = R_Model_Null_Draw;
415 // no fatal errors occurred, so this model is ready to use.
424 // even if the model is loaded it still may need reloading...
426 // if it is not loaded or checkdisk is true we need to calculate the crc
427 if (!mod->loaded || checkdisk)
429 if (checkdisk && mod->loaded)
430 Con_DPrintf("checking model %s\n", mod->name);
431 buf = FS_LoadFile (mod->name, tempmempool, false, &filesize);
434 crc = CRC_Block((unsigned char *)buf, filesize);
435 // we need to reload the model if the crc does not match
441 // if the model is already loaded and checks passed, just return
449 if (developer_loading.integer)
450 Con_Printf("loading model %s\n", mod->name);
452 SCR_PushLoadingScreen(true, mod->name, 1);
454 // LordHavoc: unload the existing model in this slot (if there is one)
455 if (mod->loaded || mod->mempool)
456 Mod_UnloadModel(mod);
461 // errors can prevent the corresponding mod->loaded = true;
464 // default lightmap scale
465 mod->lightmapscale = 1;
467 // default model radius and bounding box (mainly for missing models)
469 VectorSet(mod->normalmins, -mod->radius, -mod->radius, -mod->radius);
470 VectorSet(mod->normalmaxs, mod->radius, mod->radius, mod->radius);
471 VectorSet(mod->yawmins, -mod->radius, -mod->radius, -mod->radius);
472 VectorSet(mod->yawmaxs, mod->radius, mod->radius, mod->radius);
473 VectorSet(mod->rotatedmins, -mod->radius, -mod->radius, -mod->radius);
474 VectorSet(mod->rotatedmaxs, mod->radius, mod->radius, mod->radius);
478 // load q3 shaders for the first time, or after a level change
484 char *bufend = (char *)buf + filesize;
486 // all models use memory, so allocate a memory pool
487 mod->mempool = Mem_AllocPool(mod->name, 0, NULL);
489 num = LittleLong(*((int *)buf));
490 // call the apropriate loader
492 if (!strcasecmp(FS_FileExtension(mod->name), "obj")) Mod_OBJ_Load(mod, buf, bufend);
493 else if (!memcmp(buf, "IDPO", 4)) Mod_IDP0_Load(mod, buf, bufend);
494 else if (!memcmp(buf, "IDP2", 4)) Mod_IDP2_Load(mod, buf, bufend);
495 else if (!memcmp(buf, "IDP3", 4)) Mod_IDP3_Load(mod, buf, bufend);
496 else if (!memcmp(buf, "IDSP", 4)) Mod_IDSP_Load(mod, buf, bufend);
497 else if (!memcmp(buf, "IDS2", 4)) Mod_IDS2_Load(mod, buf, bufend);
498 else if (!memcmp(buf, "IBSP", 4)) Mod_IBSP_Load(mod, buf, bufend);
499 else if (!memcmp(buf, "ZYMOTICMODEL", 12)) Mod_ZYMOTICMODEL_Load(mod, buf, bufend);
500 else if (!memcmp(buf, "DARKPLACESMODEL", 16)) Mod_DARKPLACESMODEL_Load(mod, buf, bufend);
501 else if (!memcmp(buf, "ACTRHEAD", 8)) Mod_PSKMODEL_Load(mod, buf, bufend);
502 else if (!memcmp(buf, "INTERQUAKEMODEL", 16)) Mod_INTERQUAKEMODEL_Load(mod, buf, bufend);
503 else if (strlen(mod->name) >= 4 && !strcmp(mod->name + strlen(mod->name) - 4, ".map")) Mod_MAP_Load(mod, buf, bufend);
504 else if (num == BSPVERSION || num == 30 || !memcmp(buf, "BSP2", 4) || !memcmp(buf, "2PSB", 4)) Mod_Q1BSP_Load(mod, buf, bufend);
505 else Con_Printf("Mod_LoadModel: model \"%s\" is of unknown/unsupported type\n", mod->name);
508 Mod_FindPotentialDeforms(mod);
510 buf = FS_LoadFile(va(vabuf, sizeof(vabuf), "%s.framegroups", mod->name), tempmempool, false, &filesize);
513 Mod_FrameGroupify(mod, (const char *)buf);
521 // LordHavoc: Sys_Error was *ANNOYING*
522 Con_Printf ("Mod_LoadModel: %s not found\n", mod->name);
525 // no fatal errors occurred, so this model is ready to use.
528 SCR_PopLoadingScreen(false);
533 void Mod_ClearUsed(void)
536 int nummodels = Mem_ExpandableArray_IndexRange(&models);
538 for (i = 0;i < nummodels;i++)
539 if ((mod = (dp_model_t*) Mem_ExpandableArray_RecordAtIndex(&models, i)) && mod->name[0])
543 void Mod_PurgeUnused(void)
546 int nummodels = Mem_ExpandableArray_IndexRange(&models);
548 for (i = 0;i < nummodels;i++)
550 if ((mod = (dp_model_t*) Mem_ExpandableArray_RecordAtIndex(&models, i)) && mod->name[0] && !mod->used)
552 Mod_UnloadModel(mod);
553 Mem_ExpandableArray_FreeRecord(&models, mod);
564 dp_model_t *Mod_FindName(const char *name, const char *parentname)
573 // if we're not dedicatd, the renderer calls will crash without video
576 nummodels = Mem_ExpandableArray_IndexRange(&models);
579 Host_Error ("Mod_ForName: empty name");
581 // search the currently loaded models
582 for (i = 0;i < nummodels;i++)
584 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))))
591 // no match found, create a new one
592 mod = (dp_model_t *) Mem_ExpandableArray_AllocRecord(&models);
593 strlcpy(mod->name, name, sizeof(mod->name));
595 mod->brush.parentmodel = Mod_FindName(parentname, NULL);
597 mod->brush.parentmodel = NULL;
607 Loads in a model for the given name
610 dp_model_t *Mod_ForName(const char *name, qboolean crash, qboolean checkdisk, const char *parentname)
613 model = Mod_FindName(name, parentname);
614 if (!model->loaded || checkdisk)
615 Mod_LoadModel(model, crash, checkdisk);
623 Reloads all models if they have changed
626 void Mod_Reload(void)
629 int nummodels = Mem_ExpandableArray_IndexRange(&models);
632 SCR_PushLoadingScreen(false, "Reloading models", 1.0);
634 for (i = 0;i < nummodels;i++)
635 if ((mod = (dp_model_t *) Mem_ExpandableArray_RecordAtIndex(&models, i)) && mod->name[0] && mod->name[0] != '*' && mod->used)
637 for (i = 0;i < nummodels;i++)
638 if ((mod = (dp_model_t *) Mem_ExpandableArray_RecordAtIndex(&models, i)) && mod->name[0] && mod->name[0] != '*' && mod->used)
640 SCR_PushLoadingScreen(true, mod->name, 1.0 / count);
641 Mod_LoadModel(mod, true, true);
642 SCR_PopLoadingScreen(false);
644 SCR_PopLoadingScreen(false);
647 unsigned char *mod_base;
650 //=============================================================================
657 static void Mod_Print(void)
660 int nummodels = Mem_ExpandableArray_IndexRange(&models);
663 Con_Print("Loaded models:\n");
664 for (i = 0;i < nummodels;i++)
666 if ((mod = (dp_model_t *) Mem_ExpandableArray_RecordAtIndex(&models, i)) && mod->name[0] && mod->name[0] != '*')
668 if (mod->brush.numsubmodels)
669 Con_Printf("%4iK %s (%i submodels)\n", mod->mempool ? (int)((mod->mempool->totalsize + 1023) / 1024) : 0, mod->name, mod->brush.numsubmodels);
671 Con_Printf("%4iK %s\n", mod->mempool ? (int)((mod->mempool->totalsize + 1023) / 1024) : 0, mod->name);
681 static void Mod_Precache(void)
684 Mod_ForName(Cmd_Argv(1), false, true, Cmd_Argv(1)[0] == '*' ? cl.model_name[1] : NULL);
686 Con_Print("usage: modelprecache <filename>\n");
689 int Mod_BuildVertexRemapTableFromElements(int numelements, const int *elements, int numvertices, int *remapvertices)
693 used = (unsigned char *)Mem_Alloc(tempmempool, numvertices);
694 memset(used, 0, numvertices);
695 for (i = 0;i < numelements;i++)
696 used[elements[i]] = 1;
697 for (i = 0, count = 0;i < numvertices;i++)
698 remapvertices[i] = used[i] ? count++ : -1;
704 // fast way, using an edge hash
705 #define TRIANGLEEDGEHASH 8192
706 void Mod_BuildTriangleNeighbors(int *neighbors, const int *elements, int numtriangles)
708 int i, j, p, e1, e2, *n, hashindex, count, match;
710 typedef struct edgehashentry_s
712 struct edgehashentry_s *next;
717 static edgehashentry_t **edgehash;
718 edgehashentry_t *edgehashentries, *hash;
721 edgehash = (edgehashentry_t **)Mem_Alloc(tempmempool, TRIANGLEEDGEHASH * sizeof(*edgehash));
722 // if there are too many triangles for the stack array, allocate larger buffer
723 edgehashentries = (edgehashentry_t *)Mem_Alloc(tempmempool, numtriangles * 3 * sizeof(edgehashentry_t));
724 // find neighboring triangles
725 for (i = 0, e = elements, n = neighbors;i < numtriangles;i++, e += 3, n += 3)
727 for (j = 0, p = 2;j < 3;p = j, j++)
731 // this hash index works for both forward and backward edges
732 hashindex = (unsigned int)(e1 + e2) % TRIANGLEEDGEHASH;
733 hash = edgehashentries + i * 3 + j;
734 hash->next = edgehash[hashindex];
735 edgehash[hashindex] = hash;
737 hash->element[0] = e1;
738 hash->element[1] = e2;
741 for (i = 0, e = elements, n = neighbors;i < numtriangles;i++, e += 3, n += 3)
743 for (j = 0, p = 2;j < 3;p = j, j++)
747 // this hash index works for both forward and backward edges
748 hashindex = (unsigned int)(e1 + e2) % TRIANGLEEDGEHASH;
751 for (hash = edgehash[hashindex];hash;hash = hash->next)
753 if (hash->element[0] == e2 && hash->element[1] == e1)
755 if (hash->triangle != i)
756 match = hash->triangle;
759 else if ((hash->element[0] == e1 && hash->element[1] == e2))
762 // detect edges shared by three triangles and make them seams
768 // also send a keepalive here (this can take a while too!)
769 CL_KeepaliveMessage(false);
771 // free the allocated buffer
772 Mem_Free(edgehashentries);
776 // very slow but simple way
777 static int Mod_FindTriangleWithEdge(const int *elements, int numtriangles, int start, int end, int ignore)
782 for (i = 0;i < numtriangles;i++, elements += 3)
784 if ((elements[0] == start && elements[1] == end)
785 || (elements[1] == start && elements[2] == end)
786 || (elements[2] == start && elements[0] == end))
792 else if ((elements[1] == start && elements[0] == end)
793 || (elements[2] == start && elements[1] == end)
794 || (elements[0] == start && elements[2] == end))
797 // detect edges shared by three triangles and make them seams
803 void Mod_BuildTriangleNeighbors(int *neighbors, const int *elements, int numtriangles)
807 for (i = 0, e = elements, n = neighbors;i < numtriangles;i++, e += 3, n += 3)
809 n[0] = Mod_FindTriangleWithEdge(elements, numtriangles, e[1], e[0], i);
810 n[1] = Mod_FindTriangleWithEdge(elements, numtriangles, e[2], e[1], i);
811 n[2] = Mod_FindTriangleWithEdge(elements, numtriangles, e[0], e[2], i);
816 void Mod_ValidateElements(int *elements, int numtriangles, int firstvertex, int numverts, const char *filename, int fileline)
818 int i, warned = false, endvertex = firstvertex + numverts;
819 for (i = 0;i < numtriangles * 3;i++)
821 if (elements[i] < firstvertex || elements[i] >= endvertex)
826 Con_Printf("Mod_ValidateElements: out of bounds elements detected at %s:%d\n", filename, fileline);
828 elements[i] = firstvertex;
833 // warning: this is an expensive function!
834 void Mod_BuildNormals(int firstvertex, int numvertices, int numtriangles, const float *vertex3f, const int *elements, float *normal3f, qboolean areaweighting)
841 memset(normal3f + 3 * firstvertex, 0, numvertices * sizeof(float[3]));
842 // process each vertex of each triangle and accumulate the results
843 // use area-averaging, to make triangles with a big area have a bigger
844 // weighting on the vertex normal than triangles with a small area
845 // to do so, just add the 'normals' together (the bigger the area
846 // the greater the length of the normal is
848 for (i = 0; i < numtriangles; i++, element += 3)
851 vertex3f + element[0] * 3,
852 vertex3f + element[1] * 3,
853 vertex3f + element[2] * 3,
858 VectorNormalize(areaNormal);
860 for (j = 0;j < 3;j++)
862 vectorNormal = normal3f + element[j] * 3;
863 vectorNormal[0] += areaNormal[0];
864 vectorNormal[1] += areaNormal[1];
865 vectorNormal[2] += areaNormal[2];
868 // and just normalize the accumulated vertex normal in the end
869 vectorNormal = normal3f + 3 * firstvertex;
870 for (i = 0; i < numvertices; i++, vectorNormal += 3)
871 VectorNormalize(vectorNormal);
875 static void Mod_BuildBumpVectors(const float *v0, const float *v1, const float *v2, const float *tc0, const float *tc1, const float *tc2, float *svector3f, float *tvector3f, float *normal3f)
877 float f, tangentcross[3], v10[3], v20[3], tc10[2], tc20[2];
878 // 79 add/sub/negate/multiply (1 cycle), 1 compare (3 cycle?), total cycles not counting load/store/exchange roughly 82 cycles
879 // 6 add, 28 subtract, 39 multiply, 1 compare, 50% chance of 6 negates
881 // 6 multiply, 9 subtract
882 VectorSubtract(v1, v0, v10);
883 VectorSubtract(v2, v0, v20);
884 normal3f[0] = v20[1] * v10[2] - v20[2] * v10[1];
885 normal3f[1] = v20[2] * v10[0] - v20[0] * v10[2];
886 normal3f[2] = v20[0] * v10[1] - v20[1] * v10[0];
887 // 12 multiply, 10 subtract
888 tc10[1] = tc1[1] - tc0[1];
889 tc20[1] = tc2[1] - tc0[1];
890 svector3f[0] = tc10[1] * v20[0] - tc20[1] * v10[0];
891 svector3f[1] = tc10[1] * v20[1] - tc20[1] * v10[1];
892 svector3f[2] = tc10[1] * v20[2] - tc20[1] * v10[2];
893 tc10[0] = tc1[0] - tc0[0];
894 tc20[0] = tc2[0] - tc0[0];
895 tvector3f[0] = tc10[0] * v20[0] - tc20[0] * v10[0];
896 tvector3f[1] = tc10[0] * v20[1] - tc20[0] * v10[1];
897 tvector3f[2] = tc10[0] * v20[2] - tc20[0] * v10[2];
898 // 12 multiply, 4 add, 6 subtract
899 f = DotProduct(svector3f, normal3f);
900 svector3f[0] -= f * normal3f[0];
901 svector3f[1] -= f * normal3f[1];
902 svector3f[2] -= f * normal3f[2];
903 f = DotProduct(tvector3f, normal3f);
904 tvector3f[0] -= f * normal3f[0];
905 tvector3f[1] -= f * normal3f[1];
906 tvector3f[2] -= f * normal3f[2];
907 // if texture is mapped the wrong way (counterclockwise), the tangents
908 // have to be flipped, this is detected by calculating a normal from the
909 // two tangents, and seeing if it is opposite the surface normal
910 // 9 multiply, 2 add, 3 subtract, 1 compare, 50% chance of: 6 negates
911 CrossProduct(tvector3f, svector3f, tangentcross);
912 if (DotProduct(tangentcross, normal3f) < 0)
914 VectorNegate(svector3f, svector3f);
915 VectorNegate(tvector3f, tvector3f);
920 // warning: this is a very expensive function!
921 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)
924 float sdir[3], tdir[3], normal[3], *sv, *tv;
925 const float *v0, *v1, *v2, *tc0, *tc1, *tc2, *n;
926 float f, tangentcross[3], v10[3], v20[3], tc10[2], tc20[2];
929 memset(svector3f + 3 * firstvertex, 0, numvertices * sizeof(float[3]));
930 memset(tvector3f + 3 * firstvertex, 0, numvertices * sizeof(float[3]));
931 // process each vertex of each triangle and accumulate the results
932 for (tnum = 0, e = elements;tnum < numtriangles;tnum++, e += 3)
934 v0 = vertex3f + e[0] * 3;
935 v1 = vertex3f + e[1] * 3;
936 v2 = vertex3f + e[2] * 3;
937 tc0 = texcoord2f + e[0] * 2;
938 tc1 = texcoord2f + e[1] * 2;
939 tc2 = texcoord2f + e[2] * 2;
941 // 79 add/sub/negate/multiply (1 cycle), 1 compare (3 cycle?), total cycles not counting load/store/exchange roughly 82 cycles
942 // 6 add, 28 subtract, 39 multiply, 1 compare, 50% chance of 6 negates
944 // calculate the edge directions and surface normal
945 // 6 multiply, 9 subtract
946 VectorSubtract(v1, v0, v10);
947 VectorSubtract(v2, v0, v20);
948 normal[0] = v20[1] * v10[2] - v20[2] * v10[1];
949 normal[1] = v20[2] * v10[0] - v20[0] * v10[2];
950 normal[2] = v20[0] * v10[1] - v20[1] * v10[0];
952 // calculate the tangents
953 // 12 multiply, 10 subtract
954 tc10[1] = tc1[1] - tc0[1];
955 tc20[1] = tc2[1] - tc0[1];
956 sdir[0] = tc10[1] * v20[0] - tc20[1] * v10[0];
957 sdir[1] = tc10[1] * v20[1] - tc20[1] * v10[1];
958 sdir[2] = tc10[1] * v20[2] - tc20[1] * v10[2];
959 tc10[0] = tc1[0] - tc0[0];
960 tc20[0] = tc2[0] - tc0[0];
961 tdir[0] = tc10[0] * v20[0] - tc20[0] * v10[0];
962 tdir[1] = tc10[0] * v20[1] - tc20[0] * v10[1];
963 tdir[2] = tc10[0] * v20[2] - tc20[0] * v10[2];
965 // if texture is mapped the wrong way (counterclockwise), the tangents
966 // have to be flipped, this is detected by calculating a normal from the
967 // two tangents, and seeing if it is opposite the surface normal
968 // 9 multiply, 2 add, 3 subtract, 1 compare, 50% chance of: 6 negates
969 CrossProduct(tdir, sdir, tangentcross);
970 if (DotProduct(tangentcross, normal) < 0)
972 VectorNegate(sdir, sdir);
973 VectorNegate(tdir, tdir);
978 VectorNormalize(sdir);
979 VectorNormalize(tdir);
981 for (i = 0;i < 3;i++)
983 VectorAdd(svector3f + e[i]*3, sdir, svector3f + e[i]*3);
984 VectorAdd(tvector3f + e[i]*3, tdir, tvector3f + e[i]*3);
987 // make the tangents completely perpendicular to the surface normal, and
988 // then normalize them
989 // 16 assignments, 2 divide, 2 sqrt, 2 negates, 14 adds, 24 multiplies
990 for (i = 0, sv = svector3f + 3 * firstvertex, tv = tvector3f + 3 * firstvertex, n = normal3f + 3 * firstvertex;i < numvertices;i++, sv += 3, tv += 3, n += 3)
992 f = -DotProduct(sv, n);
993 VectorMA(sv, f, n, sv);
995 f = -DotProduct(tv, n);
996 VectorMA(tv, f, n, tv);
1001 void Mod_AllocSurfMesh(mempool_t *mempool, int numvertices, int numtriangles, qboolean lightmapoffsets, qboolean vertexcolors, qboolean neighbors)
1003 unsigned char *data;
1004 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));
1005 loadmodel->surfmesh.num_vertices = numvertices;
1006 loadmodel->surfmesh.num_triangles = numtriangles;
1007 if (loadmodel->surfmesh.num_vertices)
1009 loadmodel->surfmesh.data_vertex3f = (float *)data, data += sizeof(float[3]) * loadmodel->surfmesh.num_vertices;
1010 loadmodel->surfmesh.data_svector3f = (float *)data, data += sizeof(float[3]) * loadmodel->surfmesh.num_vertices;
1011 loadmodel->surfmesh.data_tvector3f = (float *)data, data += sizeof(float[3]) * loadmodel->surfmesh.num_vertices;
1012 loadmodel->surfmesh.data_normal3f = (float *)data, data += sizeof(float[3]) * loadmodel->surfmesh.num_vertices;
1013 loadmodel->surfmesh.data_texcoordtexture2f = (float *)data, data += sizeof(float[2]) * loadmodel->surfmesh.num_vertices;
1014 loadmodel->surfmesh.data_texcoordlightmap2f = (float *)data, data += sizeof(float[2]) * loadmodel->surfmesh.num_vertices;
1016 loadmodel->surfmesh.data_lightmapcolor4f = (float *)data, data += sizeof(float[4]) * loadmodel->surfmesh.num_vertices;
1017 if (lightmapoffsets)
1018 loadmodel->surfmesh.data_lightmapoffsets = (int *)data, data += sizeof(int) * loadmodel->surfmesh.num_vertices;
1020 if (loadmodel->surfmesh.num_triangles)
1022 loadmodel->surfmesh.data_element3i = (int *)data, data += sizeof(int[3]) * loadmodel->surfmesh.num_triangles;
1024 loadmodel->surfmesh.data_neighbor3i = (int *)data, data += sizeof(int[3]) * loadmodel->surfmesh.num_triangles;
1025 if (loadmodel->surfmesh.num_vertices <= 65536)
1026 loadmodel->surfmesh.data_element3s = (unsigned short *)data, data += sizeof(unsigned short[3]) * loadmodel->surfmesh.num_triangles;
1030 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)
1032 shadowmesh_t *newmesh;
1033 unsigned char *data;
1035 size = sizeof(shadowmesh_t);
1036 size += maxverts * sizeof(float[3]);
1038 size += maxverts * sizeof(float[11]);
1039 size += maxtriangles * sizeof(int[3]);
1040 if (maxverts <= 65536)
1041 size += maxtriangles * sizeof(unsigned short[3]);
1043 size += maxtriangles * sizeof(int[3]);
1045 size += SHADOWMESHVERTEXHASH * sizeof(shadowmeshvertexhash_t *) + maxverts * sizeof(shadowmeshvertexhash_t);
1046 data = (unsigned char *)Mem_Alloc(mempool, size);
1047 newmesh = (shadowmesh_t *)data;data += sizeof(*newmesh);
1048 newmesh->map_diffuse = map_diffuse;
1049 newmesh->map_specular = map_specular;
1050 newmesh->map_normal = map_normal;
1051 newmesh->maxverts = maxverts;
1052 newmesh->maxtriangles = maxtriangles;
1053 newmesh->numverts = 0;
1054 newmesh->numtriangles = 0;
1055 memset(newmesh->sideoffsets, 0, sizeof(newmesh->sideoffsets));
1056 memset(newmesh->sidetotals, 0, sizeof(newmesh->sidetotals));
1058 newmesh->vertex3f = (float *)data;data += maxverts * sizeof(float[3]);
1061 newmesh->svector3f = (float *)data;data += maxverts * sizeof(float[3]);
1062 newmesh->tvector3f = (float *)data;data += maxverts * sizeof(float[3]);
1063 newmesh->normal3f = (float *)data;data += maxverts * sizeof(float[3]);
1064 newmesh->texcoord2f = (float *)data;data += maxverts * sizeof(float[2]);
1066 newmesh->element3i = (int *)data;data += maxtriangles * sizeof(int[3]);
1069 newmesh->neighbor3i = (int *)data;data += maxtriangles * sizeof(int[3]);
1073 newmesh->vertexhashtable = (shadowmeshvertexhash_t **)data;data += SHADOWMESHVERTEXHASH * sizeof(shadowmeshvertexhash_t *);
1074 newmesh->vertexhashentries = (shadowmeshvertexhash_t *)data;data += maxverts * sizeof(shadowmeshvertexhash_t);
1076 if (maxverts <= 65536)
1077 newmesh->element3s = (unsigned short *)data;data += maxtriangles * sizeof(unsigned short[3]);
1081 shadowmesh_t *Mod_ShadowMesh_ReAlloc(mempool_t *mempool, shadowmesh_t *oldmesh, int light, int neighbors)
1083 shadowmesh_t *newmesh;
1084 newmesh = Mod_ShadowMesh_Alloc(mempool, oldmesh->numverts, oldmesh->numtriangles, oldmesh->map_diffuse, oldmesh->map_specular, oldmesh->map_normal, light, neighbors, false);
1085 newmesh->numverts = oldmesh->numverts;
1086 newmesh->numtriangles = oldmesh->numtriangles;
1087 memcpy(newmesh->sideoffsets, oldmesh->sideoffsets, sizeof(oldmesh->sideoffsets));
1088 memcpy(newmesh->sidetotals, oldmesh->sidetotals, sizeof(oldmesh->sidetotals));
1090 memcpy(newmesh->vertex3f, oldmesh->vertex3f, oldmesh->numverts * sizeof(float[3]));
1091 if (newmesh->svector3f && oldmesh->svector3f)
1093 memcpy(newmesh->svector3f, oldmesh->svector3f, oldmesh->numverts * sizeof(float[3]));
1094 memcpy(newmesh->tvector3f, oldmesh->tvector3f, oldmesh->numverts * sizeof(float[3]));
1095 memcpy(newmesh->normal3f, oldmesh->normal3f, oldmesh->numverts * sizeof(float[3]));
1096 memcpy(newmesh->texcoord2f, oldmesh->texcoord2f, oldmesh->numverts * sizeof(float[2]));
1098 memcpy(newmesh->element3i, oldmesh->element3i, oldmesh->numtriangles * sizeof(int[3]));
1099 if (newmesh->neighbor3i && oldmesh->neighbor3i)
1100 memcpy(newmesh->neighbor3i, oldmesh->neighbor3i, oldmesh->numtriangles * sizeof(int[3]));
1104 int Mod_ShadowMesh_AddVertex(shadowmesh_t *mesh, float *vertex14f)
1106 int hashindex, vnum;
1107 shadowmeshvertexhash_t *hash;
1108 // this uses prime numbers intentionally
1109 hashindex = (unsigned int) (vertex14f[0] * 2003 + vertex14f[1] * 4001 + vertex14f[2] * 7919) % SHADOWMESHVERTEXHASH;
1110 for (hash = mesh->vertexhashtable[hashindex];hash;hash = hash->next)
1112 vnum = (hash - mesh->vertexhashentries);
1113 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]))
1114 && (mesh->svector3f == NULL || (mesh->svector3f[vnum * 3 + 0] == vertex14f[3] && mesh->svector3f[vnum * 3 + 1] == vertex14f[4] && mesh->svector3f[vnum * 3 + 2] == vertex14f[5]))
1115 && (mesh->tvector3f == NULL || (mesh->tvector3f[vnum * 3 + 0] == vertex14f[6] && mesh->tvector3f[vnum * 3 + 1] == vertex14f[7] && mesh->tvector3f[vnum * 3 + 2] == vertex14f[8]))
1116 && (mesh->normal3f == NULL || (mesh->normal3f[vnum * 3 + 0] == vertex14f[9] && mesh->normal3f[vnum * 3 + 1] == vertex14f[10] && mesh->normal3f[vnum * 3 + 2] == vertex14f[11]))
1117 && (mesh->texcoord2f == NULL || (mesh->texcoord2f[vnum * 2 + 0] == vertex14f[12] && mesh->texcoord2f[vnum * 2 + 1] == vertex14f[13])))
1118 return hash - mesh->vertexhashentries;
1120 vnum = mesh->numverts++;
1121 hash = mesh->vertexhashentries + vnum;
1122 hash->next = mesh->vertexhashtable[hashindex];
1123 mesh->vertexhashtable[hashindex] = hash;
1124 if (mesh->vertex3f) {mesh->vertex3f[vnum * 3 + 0] = vertex14f[0];mesh->vertex3f[vnum * 3 + 1] = vertex14f[1];mesh->vertex3f[vnum * 3 + 2] = vertex14f[2];}
1125 if (mesh->svector3f) {mesh->svector3f[vnum * 3 + 0] = vertex14f[3];mesh->svector3f[vnum * 3 + 1] = vertex14f[4];mesh->svector3f[vnum * 3 + 2] = vertex14f[5];}
1126 if (mesh->tvector3f) {mesh->tvector3f[vnum * 3 + 0] = vertex14f[6];mesh->tvector3f[vnum * 3 + 1] = vertex14f[7];mesh->tvector3f[vnum * 3 + 2] = vertex14f[8];}
1127 if (mesh->normal3f) {mesh->normal3f[vnum * 3 + 0] = vertex14f[9];mesh->normal3f[vnum * 3 + 1] = vertex14f[10];mesh->normal3f[vnum * 3 + 2] = vertex14f[11];}
1128 if (mesh->texcoord2f) {mesh->texcoord2f[vnum * 2 + 0] = vertex14f[12];mesh->texcoord2f[vnum * 2 + 1] = vertex14f[13];}
1132 void Mod_ShadowMesh_AddTriangle(mempool_t *mempool, shadowmesh_t *mesh, rtexture_t *map_diffuse, rtexture_t *map_specular, rtexture_t *map_normal, float *vertex14f)
1134 if (mesh->numtriangles == 0)
1136 // set the properties on this empty mesh to be more favorable...
1137 // (note: this case only occurs for the first triangle added to a new mesh chain)
1138 mesh->map_diffuse = map_diffuse;
1139 mesh->map_specular = map_specular;
1140 mesh->map_normal = map_normal;
1142 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)
1144 if (mesh->next == NULL)
1145 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);
1148 mesh->element3i[mesh->numtriangles * 3 + 0] = Mod_ShadowMesh_AddVertex(mesh, vertex14f + 14 * 0);
1149 mesh->element3i[mesh->numtriangles * 3 + 1] = Mod_ShadowMesh_AddVertex(mesh, vertex14f + 14 * 1);
1150 mesh->element3i[mesh->numtriangles * 3 + 2] = Mod_ShadowMesh_AddVertex(mesh, vertex14f + 14 * 2);
1151 mesh->numtriangles++;
1154 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)
1157 float vbuf[3*14], *v;
1158 memset(vbuf, 0, sizeof(vbuf));
1159 for (i = 0;i < numtris;i++)
1161 for (j = 0, v = vbuf;j < 3;j++, v += 14)
1166 v[0] = vertex3f[e * 3 + 0];
1167 v[1] = vertex3f[e * 3 + 1];
1168 v[2] = vertex3f[e * 3 + 2];
1172 v[3] = svector3f[e * 3 + 0];
1173 v[4] = svector3f[e * 3 + 1];
1174 v[5] = svector3f[e * 3 + 2];
1178 v[6] = tvector3f[e * 3 + 0];
1179 v[7] = tvector3f[e * 3 + 1];
1180 v[8] = tvector3f[e * 3 + 2];
1184 v[9] = normal3f[e * 3 + 0];
1185 v[10] = normal3f[e * 3 + 1];
1186 v[11] = normal3f[e * 3 + 2];
1190 v[12] = texcoord2f[e * 2 + 0];
1191 v[13] = texcoord2f[e * 2 + 1];
1194 Mod_ShadowMesh_AddTriangle(mempool, mesh, map_diffuse, map_specular, map_normal, vbuf);
1197 // the triangle calculation can take a while, so let's do a keepalive here
1198 CL_KeepaliveMessage(false);
1201 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)
1203 // the preparation before shadow mesh initialization can take a while, so let's do a keepalive here
1204 CL_KeepaliveMessage(false);
1206 return Mod_ShadowMesh_Alloc(mempool, maxverts, maxtriangles, map_diffuse, map_specular, map_normal, light, neighbors, expandable);
1209 static void Mod_ShadowMesh_CreateVBOs(shadowmesh_t *mesh, mempool_t *mempool)
1211 if (!mesh->numverts)
1214 // build r_vertexmesh_t array
1215 // (compressed interleaved array for D3D)
1216 if (!mesh->vertexmesh && mesh->texcoord2f && vid.useinterleavedarrays)
1219 int numvertices = mesh->numverts;
1220 r_vertexmesh_t *vertexmesh;
1221 mesh->vertexmesh = vertexmesh = (r_vertexmesh_t*)Mem_Alloc(mempool, numvertices * sizeof(*mesh->vertexmesh));
1222 for (vertexindex = 0;vertexindex < numvertices;vertexindex++, vertexmesh++)
1224 VectorCopy(mesh->vertex3f + 3*vertexindex, vertexmesh->vertex3f);
1225 VectorScale(mesh->svector3f + 3*vertexindex, 1.0f, vertexmesh->svector3f);
1226 VectorScale(mesh->tvector3f + 3*vertexindex, 1.0f, vertexmesh->tvector3f);
1227 VectorScale(mesh->normal3f + 3*vertexindex, 1.0f, vertexmesh->normal3f);
1228 Vector2Copy(mesh->texcoord2f + 2*vertexindex, vertexmesh->texcoordtexture2f);
1232 // upload short indices as a buffer
1233 if (mesh->element3s && !mesh->element3s_indexbuffer)
1234 mesh->element3s_indexbuffer = R_Mesh_CreateMeshBuffer(mesh->element3s, mesh->numtriangles * sizeof(short[3]), loadmodel->name, true, false, false, true);
1236 // upload int indices as a buffer
1237 if (mesh->element3i && !mesh->element3i_indexbuffer && !mesh->element3s)
1238 mesh->element3i_indexbuffer = R_Mesh_CreateMeshBuffer(mesh->element3i, mesh->numtriangles * sizeof(int[3]), loadmodel->name, true, false, false, false);
1240 // vertex buffer is several arrays and we put them in the same buffer
1242 // is this wise? the texcoordtexture2f array is used with dynamic
1243 // vertex/svector/tvector/normal when rendering animated models, on the
1244 // other hand animated models don't use a lot of vertices anyway...
1245 if (!mesh->vbo_vertexbuffer && !vid.useinterleavedarrays)
1250 mesh->vbooffset_vertexmesh = size;if (mesh->vertexmesh ) size += mesh->numverts * sizeof(r_vertexmesh_t);
1251 mesh->vbooffset_vertex3f = size;if (mesh->vertex3f ) size += mesh->numverts * sizeof(float[3]);
1252 mesh->vbooffset_svector3f = size;if (mesh->svector3f ) size += mesh->numverts * sizeof(float[3]);
1253 mesh->vbooffset_tvector3f = size;if (mesh->tvector3f ) size += mesh->numverts * sizeof(float[3]);
1254 mesh->vbooffset_normal3f = size;if (mesh->normal3f ) size += mesh->numverts * sizeof(float[3]);
1255 mesh->vbooffset_texcoord2f = size;if (mesh->texcoord2f ) size += mesh->numverts * sizeof(float[2]);
1256 mem = (unsigned char *)Mem_Alloc(tempmempool, size);
1257 if (mesh->vertexmesh ) memcpy(mem + mesh->vbooffset_vertexmesh , mesh->vertexmesh , mesh->numverts * sizeof(r_vertexmesh_t));
1258 if (mesh->vertex3f ) memcpy(mem + mesh->vbooffset_vertex3f , mesh->vertex3f , mesh->numverts * sizeof(float[3]));
1259 if (mesh->svector3f ) memcpy(mem + mesh->vbooffset_svector3f , mesh->svector3f , mesh->numverts * sizeof(float[3]));
1260 if (mesh->tvector3f ) memcpy(mem + mesh->vbooffset_tvector3f , mesh->tvector3f , mesh->numverts * sizeof(float[3]));
1261 if (mesh->normal3f ) memcpy(mem + mesh->vbooffset_normal3f , mesh->normal3f , mesh->numverts * sizeof(float[3]));
1262 if (mesh->texcoord2f ) memcpy(mem + mesh->vbooffset_texcoord2f , mesh->texcoord2f , mesh->numverts * sizeof(float[2]));
1263 mesh->vbo_vertexbuffer = R_Mesh_CreateMeshBuffer(mem, size, "shadowmesh", false, false, false, false);
1268 shadowmesh_t *Mod_ShadowMesh_Finish(mempool_t *mempool, shadowmesh_t *firstmesh, qboolean light, qboolean neighbors, qboolean createvbo)
1270 shadowmesh_t *mesh, *newmesh, *nextmesh;
1271 // reallocate meshs to conserve space
1272 for (mesh = firstmesh, firstmesh = NULL;mesh;mesh = nextmesh)
1274 nextmesh = mesh->next;
1275 if (mesh->numverts >= 3 && mesh->numtriangles >= 1)
1277 newmesh = Mod_ShadowMesh_ReAlloc(mempool, mesh, light, neighbors);
1278 newmesh->next = firstmesh;
1279 firstmesh = newmesh;
1280 if (newmesh->element3s)
1283 for (i = 0;i < newmesh->numtriangles*3;i++)
1284 newmesh->element3s[i] = newmesh->element3i[i];
1287 Mod_ShadowMesh_CreateVBOs(newmesh, mempool);
1292 // this can take a while, so let's do a keepalive here
1293 CL_KeepaliveMessage(false);
1298 void Mod_ShadowMesh_CalcBBox(shadowmesh_t *firstmesh, vec3_t mins, vec3_t maxs, vec3_t center, float *radius)
1302 vec3_t nmins, nmaxs, ncenter, temp;
1303 float nradius2, dist2, *v;
1307 for (mesh = firstmesh;mesh;mesh = mesh->next)
1309 if (mesh == firstmesh)
1311 VectorCopy(mesh->vertex3f, nmins);
1312 VectorCopy(mesh->vertex3f, nmaxs);
1314 for (i = 0, v = mesh->vertex3f;i < mesh->numverts;i++, v += 3)
1316 if (nmins[0] > v[0]) nmins[0] = v[0];if (nmaxs[0] < v[0]) nmaxs[0] = v[0];
1317 if (nmins[1] > v[1]) nmins[1] = v[1];if (nmaxs[1] < v[1]) nmaxs[1] = v[1];
1318 if (nmins[2] > v[2]) nmins[2] = v[2];if (nmaxs[2] < v[2]) nmaxs[2] = v[2];
1321 // calculate center and radius
1322 ncenter[0] = (nmins[0] + nmaxs[0]) * 0.5f;
1323 ncenter[1] = (nmins[1] + nmaxs[1]) * 0.5f;
1324 ncenter[2] = (nmins[2] + nmaxs[2]) * 0.5f;
1326 for (mesh = firstmesh;mesh;mesh = mesh->next)
1328 for (i = 0, v = mesh->vertex3f;i < mesh->numverts;i++, v += 3)
1330 VectorSubtract(v, ncenter, temp);
1331 dist2 = DotProduct(temp, temp);
1332 if (nradius2 < dist2)
1338 VectorCopy(nmins, mins);
1340 VectorCopy(nmaxs, maxs);
1342 VectorCopy(ncenter, center);
1344 *radius = sqrt(nradius2);
1347 void Mod_ShadowMesh_Free(shadowmesh_t *mesh)
1349 shadowmesh_t *nextmesh;
1350 for (;mesh;mesh = nextmesh)
1352 if (mesh->element3i_indexbuffer)
1353 R_Mesh_DestroyMeshBuffer(mesh->element3i_indexbuffer);
1354 if (mesh->element3s_indexbuffer)
1355 R_Mesh_DestroyMeshBuffer(mesh->element3s_indexbuffer);
1356 if (mesh->vbo_vertexbuffer)
1357 R_Mesh_DestroyMeshBuffer(mesh->vbo_vertexbuffer);
1358 nextmesh = mesh->next;
1363 void Mod_CreateCollisionMesh(dp_model_t *mod)
1365 int k, numcollisionmeshtriangles;
1366 qboolean usesinglecollisionmesh = false;
1367 const msurface_t *surface = NULL;
1369 mempool_t *mempool = mod->mempool;
1370 if (!mempool && mod->brush.parentmodel)
1371 mempool = mod->brush.parentmodel->mempool;
1372 // make a single combined collision mesh for physics engine use
1373 // TODO rewrite this to use the collision brushes as source, to fix issues with e.g. common/caulk which creates no drawsurface
1374 numcollisionmeshtriangles = 0;
1375 for (k = 0;k < mod->nummodelsurfaces;k++)
1377 surface = mod->data_surfaces + mod->firstmodelsurface + k;
1378 if (!strcmp(surface->texture->name, "collision") || !strcmp(surface->texture->name, "collisionconvex")) // found collision mesh
1380 usesinglecollisionmesh = true;
1381 numcollisionmeshtriangles = surface->num_triangles;
1384 if (!(surface->texture->supercontents & SUPERCONTENTS_SOLID))
1386 numcollisionmeshtriangles += surface->num_triangles;
1388 mod->brush.collisionmesh = Mod_ShadowMesh_Begin(mempool, numcollisionmeshtriangles * 3, numcollisionmeshtriangles, NULL, NULL, NULL, false, false, true);
1389 if (usesinglecollisionmesh)
1390 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));
1393 for (k = 0;k < mod->nummodelsurfaces;k++)
1395 surface = mod->data_surfaces + mod->firstmodelsurface + k;
1396 if (!(surface->texture->supercontents & SUPERCONTENTS_SOLID))
1398 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));
1401 mod->brush.collisionmesh = Mod_ShadowMesh_Finish(mempool, mod->brush.collisionmesh, false, false, false);
1405 static void Mod_GetTerrainVertex3fTexCoord2fFromBGRA(const unsigned char *imagepixels, int imagewidth, int imageheight, int ix, int iy, float *vertex3f, float *texcoord2f, matrix4x4_t *pixelstepmatrix, matrix4x4_t *pixeltexturestepmatrix)
1410 if (ix >= 0 && iy >= 0 && ix < imagewidth && iy < imageheight)
1411 v[2] = (imagepixels[((iy*imagewidth)+ix)*4+0] + imagepixels[((iy*imagewidth)+ix)*4+1] + imagepixels[((iy*imagewidth)+ix)*4+2]) * (1.0f / 765.0f);
1414 Matrix4x4_Transform(pixelstepmatrix, v, vertex3f);
1415 Matrix4x4_Transform(pixeltexturestepmatrix, v, tc);
1416 texcoord2f[0] = tc[0];
1417 texcoord2f[1] = tc[1];
1420 static void Mod_GetTerrainVertexFromBGRA(const unsigned char *imagepixels, int imagewidth, int imageheight, int ix, int iy, float *vertex3f, float *svector3f, float *tvector3f, float *normal3f, float *texcoord2f, matrix4x4_t *pixelstepmatrix, matrix4x4_t *pixeltexturestepmatrix)
1422 float vup[3], vdown[3], vleft[3], vright[3];
1423 float tcup[3], tcdown[3], tcleft[3], tcright[3];
1424 float sv[3], tv[3], nl[3];
1425 Mod_GetTerrainVertex3fTexCoord2fFromBGRA(imagepixels, imagewidth, imageheight, ix, iy, vertex3f, texcoord2f, pixelstepmatrix, pixeltexturestepmatrix);
1426 Mod_GetTerrainVertex3fTexCoord2fFromBGRA(imagepixels, imagewidth, imageheight, ix, iy - 1, vup, tcup, pixelstepmatrix, pixeltexturestepmatrix);
1427 Mod_GetTerrainVertex3fTexCoord2fFromBGRA(imagepixels, imagewidth, imageheight, ix, iy + 1, vdown, tcdown, pixelstepmatrix, pixeltexturestepmatrix);
1428 Mod_GetTerrainVertex3fTexCoord2fFromBGRA(imagepixels, imagewidth, imageheight, ix - 1, iy, vleft, tcleft, pixelstepmatrix, pixeltexturestepmatrix);
1429 Mod_GetTerrainVertex3fTexCoord2fFromBGRA(imagepixels, imagewidth, imageheight, ix + 1, iy, vright, tcright, pixelstepmatrix, pixeltexturestepmatrix);
1430 Mod_BuildBumpVectors(vertex3f, vup, vright, texcoord2f, tcup, tcright, svector3f, tvector3f, normal3f);
1431 Mod_BuildBumpVectors(vertex3f, vright, vdown, texcoord2f, tcright, tcdown, sv, tv, nl);
1432 VectorAdd(svector3f, sv, svector3f);
1433 VectorAdd(tvector3f, tv, tvector3f);
1434 VectorAdd(normal3f, nl, normal3f);
1435 Mod_BuildBumpVectors(vertex3f, vdown, vleft, texcoord2f, tcdown, tcleft, sv, tv, nl);
1436 VectorAdd(svector3f, sv, svector3f);
1437 VectorAdd(tvector3f, tv, tvector3f);
1438 VectorAdd(normal3f, nl, normal3f);
1439 Mod_BuildBumpVectors(vertex3f, vleft, vup, texcoord2f, tcleft, tcup, sv, tv, nl);
1440 VectorAdd(svector3f, sv, svector3f);
1441 VectorAdd(tvector3f, tv, tvector3f);
1442 VectorAdd(normal3f, nl, normal3f);
1445 static void Mod_ConstructTerrainPatchFromBGRA(const unsigned char *imagepixels, int imagewidth, int imageheight, int x1, int y1, int width, int height, int *element3i, int *neighbor3i, float *vertex3f, float *svector3f, float *tvector3f, float *normal3f, float *texcoord2f, matrix4x4_t *pixelstepmatrix, matrix4x4_t *pixeltexturestepmatrix)
1447 int x, y, ix, iy, *e;
1449 for (y = 0;y < height;y++)
1451 for (x = 0;x < width;x++)
1453 e[0] = (y + 1) * (width + 1) + (x + 0);
1454 e[1] = (y + 0) * (width + 1) + (x + 0);
1455 e[2] = (y + 1) * (width + 1) + (x + 1);
1456 e[3] = (y + 0) * (width + 1) + (x + 0);
1457 e[4] = (y + 0) * (width + 1) + (x + 1);
1458 e[5] = (y + 1) * (width + 1) + (x + 1);
1462 Mod_BuildTriangleNeighbors(neighbor3i, element3i, width*height*2);
1463 for (y = 0, iy = y1;y < height + 1;y++, iy++)
1464 for (x = 0, ix = x1;x < width + 1;x++, ix++, vertex3f += 3, texcoord2f += 2, svector3f += 3, tvector3f += 3, normal3f += 3)
1465 Mod_GetTerrainVertexFromBGRA(imagepixels, imagewidth, imageheight, ix, iy, vertex3f, texcoord2f, svector3f, tvector3f, normal3f, pixelstepmatrix, pixeltexturestepmatrix);
1470 void Mod_Terrain_SurfaceRecurseChunk(dp_model_t *model, int stepsize, int x, int y)
1474 float chunkwidth = min(stepsize, model->terrain.width - 1 - x);
1475 float chunkheight = min(stepsize, model->terrain.height - 1 - y);
1476 float viewvector[3];
1477 unsigned int firstvertex;
1480 if (chunkwidth < 2 || chunkheight < 2)
1482 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]);
1483 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]);
1484 viewvector[0] = bound(mins[0], localvieworigin, maxs[0]) - model->terrain.vieworigin[0];
1485 viewvector[1] = bound(mins[1], localvieworigin, maxs[1]) - model->terrain.vieworigin[1];
1486 viewvector[2] = bound(mins[2], localvieworigin, maxs[2]) - model->terrain.vieworigin[2];
1487 if (stepsize > 1 && VectorLength(viewvector) < stepsize*model->terrain.scale[0]*r_terrain_lodscale.value)
1489 // too close for this stepsize, emit as 4 chunks instead
1491 Mod_Terrain_SurfaceRecurseChunk(model, stepsize, x, y);
1492 Mod_Terrain_SurfaceRecurseChunk(model, stepsize, x+stepsize, y);
1493 Mod_Terrain_SurfaceRecurseChunk(model, stepsize, x, y+stepsize);
1494 Mod_Terrain_SurfaceRecurseChunk(model, stepsize, x+stepsize, y+stepsize);
1497 // emit the geometry at stepsize into our vertex buffer / index buffer
1498 // we add two columns and two rows for skirt
1499 outwidth = chunkwidth+2;
1500 outheight = chunkheight+2;
1501 outwidth2 = outwidth-1;
1502 outheight2 = outheight-1;
1503 outwidth3 = outwidth+1;
1504 outheight3 = outheight+1;
1505 firstvertex = numvertices;
1506 e = model->terrain.element3i + numtriangles;
1507 numtriangles += chunkwidth*chunkheight*2+chunkwidth*2*2+chunkheight*2*2;
1508 v = model->terrain.vertex3f + numvertices;
1509 numvertices += (chunkwidth+1)*(chunkheight+1)+(chunkwidth+1)*2+(chunkheight+1)*2;
1510 // emit the triangles (note: the skirt is treated as two extra rows and two extra columns)
1511 for (ty = 0;ty < outheight;ty++)
1513 for (tx = 0;tx < outwidth;tx++)
1515 *e++ = firstvertex + (ty )*outwidth3+(tx );
1516 *e++ = firstvertex + (ty )*outwidth3+(tx+1);
1517 *e++ = firstvertex + (ty+1)*outwidth3+(tx+1);
1518 *e++ = firstvertex + (ty )*outwidth3+(tx );
1519 *e++ = firstvertex + (ty+1)*outwidth3+(tx+1);
1520 *e++ = firstvertex + (ty+1)*outwidth3+(tx );
1523 // TODO: emit surface vertices (x+tx*stepsize, y+ty*stepsize)
1524 for (ty = 0;ty <= outheight;ty++)
1526 skirtrow = ty == 0 || ty == outheight;
1527 ry = y+bound(1, ty, outheight)*stepsize;
1528 for (tx = 0;tx <= outwidth;tx++)
1530 skirt = skirtrow || tx == 0 || tx == outwidth;
1531 rx = x+bound(1, tx, outwidth)*stepsize;
1534 v[2] = heightmap[ry*terrainwidth+rx]*scale[2];
1538 // TODO: emit skirt vertices
1541 void Mod_Terrain_UpdateSurfacesForViewOrigin(dp_model_t *model)
1543 for (y = 0;y < model->terrain.size[1];y += model->terrain.
1544 Mod_Terrain_SurfaceRecurseChunk(model, model->terrain.maxstepsize, x, y);
1545 Mod_Terrain_BuildChunk(model,
1549 static int Mod_LoadQ3Shaders_EnumerateWaveFunc(const char *s)
1552 if (!strncasecmp(s, "user", 4)) // parse stuff like "user1sin", always user<n>func
1554 offset = bound(0, s[4] - '0', 9);
1555 offset = (offset + 1) << Q3WAVEFUNC_USER_SHIFT;
1560 if (!strcasecmp(s, "sin")) return offset | Q3WAVEFUNC_SIN;
1561 if (!strcasecmp(s, "square")) return offset | Q3WAVEFUNC_SQUARE;
1562 if (!strcasecmp(s, "triangle")) return offset | Q3WAVEFUNC_TRIANGLE;
1563 if (!strcasecmp(s, "sawtooth")) return offset | Q3WAVEFUNC_SAWTOOTH;
1564 if (!strcasecmp(s, "inversesawtooth")) return offset | Q3WAVEFUNC_INVERSESAWTOOTH;
1565 if (!strcasecmp(s, "noise")) return offset | Q3WAVEFUNC_NOISE;
1566 if (!strcasecmp(s, "none")) return offset | Q3WAVEFUNC_NONE;
1567 Con_DPrintf("Mod_LoadQ3Shaders: unknown wavefunc %s\n", s);
1568 return offset | Q3WAVEFUNC_NONE;
1571 void Mod_FreeQ3Shaders(void)
1573 Mem_FreePool(&q3shaders_mem);
1576 static void Q3Shader_AddToHash (q3shaderinfo_t* shader)
1578 unsigned short hash = CRC_Block_CaseInsensitive ((const unsigned char *)shader->name, strlen (shader->name));
1579 q3shader_hash_entry_t* entry = q3shader_data->hash + (hash % Q3SHADER_HASH_SIZE);
1580 q3shader_hash_entry_t* lastEntry = NULL;
1581 while (entry != NULL)
1583 if (strcasecmp (entry->shader.name, shader->name) == 0)
1586 if(shader->dpshaderkill)
1588 // killed shader is a redeclarion? we can safely ignore it
1591 else if(entry->shader.dpshaderkill)
1593 // replace the old shader!
1594 // this will skip the entry allocating part
1595 // below and just replace the shader
1600 unsigned char *start, *end, *start2;
1601 start = (unsigned char *) (&shader->Q3SHADERINFO_COMPARE_START);
1602 end = ((unsigned char *) (&shader->Q3SHADERINFO_COMPARE_END)) + sizeof(shader->Q3SHADERINFO_COMPARE_END);
1603 start2 = (unsigned char *) (&entry->shader.Q3SHADERINFO_COMPARE_START);
1604 if(memcmp(start, start2, end - start))
1605 Con_DPrintf("Shader '%s' already defined, ignoring mismatching redeclaration\n", shader->name);
1607 Con_DPrintf("Shader '%s' already defined\n", shader->name);
1612 entry = entry->chain;
1616 if (lastEntry->shader.name[0] != 0)
1619 q3shader_hash_entry_t* newEntry = (q3shader_hash_entry_t*)
1620 Mem_ExpandableArray_AllocRecord (&q3shader_data->hash_entries);
1622 while (lastEntry->chain != NULL) lastEntry = lastEntry->chain;
1623 lastEntry->chain = newEntry;
1624 newEntry->chain = NULL;
1625 lastEntry = newEntry;
1627 /* else: head of chain, in hash entry array */
1630 memcpy (&entry->shader, shader, sizeof (q3shaderinfo_t));
1633 extern cvar_t mod_noshader_default_offsetmapping;
1634 extern cvar_t mod_q3shader_default_offsetmapping;
1635 extern cvar_t mod_q3shader_default_offsetmapping_scale;
1636 extern cvar_t mod_q3shader_default_offsetmapping_bias;
1637 extern cvar_t mod_q3shader_default_polygonoffset;
1638 extern cvar_t mod_q3shader_default_polygonfactor;
1639 extern cvar_t mod_q3shader_force_addalpha;
1640 extern cvar_t mod_q3shader_force_terrain_alphaflag;
1641 void Mod_LoadQ3Shaders(void)
1648 q3shaderinfo_t shader;
1649 q3shaderinfo_layer_t *layer;
1651 char parameter[TEXTURE_MAXFRAMES + 4][Q3PATHLENGTH];
1652 char *custsurfaceparmnames[256]; // VorteX: q3map2 has 64 but well, someone will need more
1653 unsigned long custsurfaceflags[256];
1654 int numcustsurfaceflags;
1655 qboolean dpshaderkill;
1657 Mod_FreeQ3Shaders();
1659 q3shaders_mem = Mem_AllocPool("q3shaders", 0, NULL);
1660 q3shader_data = (q3shader_data_t*)Mem_Alloc (q3shaders_mem,
1661 sizeof (q3shader_data_t));
1662 Mem_ExpandableArray_NewArray (&q3shader_data->hash_entries,
1663 q3shaders_mem, sizeof (q3shader_hash_entry_t), 256);
1664 Mem_ExpandableArray_NewArray (&q3shader_data->char_ptrs,
1665 q3shaders_mem, sizeof (char**), 256);
1667 // parse custinfoparms.txt
1668 numcustsurfaceflags = 0;
1669 if ((text = f = (char *)FS_LoadFile("scripts/custinfoparms.txt", tempmempool, false, NULL)) != NULL)
1671 if (!COM_ParseToken_QuakeC(&text, false) || strcasecmp(com_token, "{"))
1672 Con_DPrintf("scripts/custinfoparms.txt: contentflags section parsing error - expected \"{\", found \"%s\"\n", com_token);
1675 while (COM_ParseToken_QuakeC(&text, false))
1676 if (!strcasecmp(com_token, "}"))
1678 // custom surfaceflags section
1679 if (!COM_ParseToken_QuakeC(&text, false) || strcasecmp(com_token, "{"))
1680 Con_DPrintf("scripts/custinfoparms.txt: surfaceflags section parsing error - expected \"{\", found \"%s\"\n", com_token);
1683 while(COM_ParseToken_QuakeC(&text, false))
1685 if (!strcasecmp(com_token, "}"))
1687 // register surfaceflag
1688 if (numcustsurfaceflags >= 256)
1690 Con_Printf("scripts/custinfoparms.txt: surfaceflags section parsing error - max 256 surfaceflags exceeded\n");
1694 j = strlen(com_token)+1;
1695 custsurfaceparmnames[numcustsurfaceflags] = (char *)Mem_Alloc(tempmempool, j);
1696 strlcpy(custsurfaceparmnames[numcustsurfaceflags], com_token, j+1);
1698 if (COM_ParseToken_QuakeC(&text, false))
1699 custsurfaceflags[numcustsurfaceflags] = strtol(com_token, NULL, 0);
1701 custsurfaceflags[numcustsurfaceflags] = 0;
1702 numcustsurfaceflags++;
1710 search = FS_Search("scripts/*.shader", true, false);
1713 for (fileindex = 0;fileindex < search->numfilenames;fileindex++)
1715 text = f = (char *)FS_LoadFile(search->filenames[fileindex], tempmempool, false, NULL);
1718 while (COM_ParseToken_QuakeC(&text, false))
1720 memset (&shader, 0, sizeof(shader));
1722 shader.surfaceparms = 0;
1723 shader.surfaceflags = 0;
1724 shader.textureflags = 0;
1725 shader.numlayers = 0;
1726 shader.lighting = false;
1727 shader.vertexalpha = false;
1728 shader.textureblendalpha = false;
1729 shader.primarylayer = 0;
1730 shader.backgroundlayer = 0;
1731 shader.skyboxname[0] = 0;
1732 shader.deforms[0].deform = Q3DEFORM_NONE;
1733 shader.dpnortlight = false;
1734 shader.dpshadow = false;
1735 shader.dpnoshadow = false;
1736 shader.dpmeshcollisions = false;
1737 shader.dpshaderkill = false;
1738 shader.dpreflectcube[0] = 0;
1739 shader.reflectmin = 0;
1740 shader.reflectmax = 1;
1741 shader.refractfactor = 1;
1742 Vector4Set(shader.refractcolor4f, 1, 1, 1, 1);
1743 shader.reflectfactor = 1;
1744 Vector4Set(shader.reflectcolor4f, 1, 1, 1, 1);
1745 shader.r_water_wateralpha = 1;
1746 shader.r_water_waterscroll[0] = 0;
1747 shader.r_water_waterscroll[1] = 0;
1748 shader.offsetmapping = (mod_q3shader_default_offsetmapping.value) ? OFFSETMAPPING_DEFAULT : OFFSETMAPPING_OFF;
1749 shader.offsetscale = mod_q3shader_default_offsetmapping_scale.value;
1750 shader.offsetbias = mod_q3shader_default_offsetmapping_bias.value;
1751 shader.biaspolygonoffset = mod_q3shader_default_polygonoffset.value;
1752 shader.biaspolygonfactor = mod_q3shader_default_polygonfactor.value;
1753 shader.transparentsort = TRANSPARENTSORT_DISTANCE;
1754 shader.specularscalemod = 1;
1755 shader.specularpowermod = 1;
1756 shader.rtlightambient = 0;
1757 // WHEN ADDING DEFAULTS HERE, REMEMBER TO PUT DEFAULTS IN ALL LOADERS
1758 // JUST GREP FOR "specularscalemod = 1".
1760 strlcpy(shader.name, com_token, sizeof(shader.name));
1761 if (!COM_ParseToken_QuakeC(&text, false) || strcasecmp(com_token, "{"))
1763 Con_DPrintf("%s parsing error - expected \"{\", found \"%s\"\n", search->filenames[fileindex], com_token);
1766 while (COM_ParseToken_QuakeC(&text, false))
1768 if (!strcasecmp(com_token, "}"))
1770 if (!strcasecmp(com_token, "{"))
1772 static q3shaderinfo_layer_t dummy;
1773 if (shader.numlayers < Q3SHADER_MAXLAYERS)
1775 layer = shader.layers + shader.numlayers++;
1779 // parse and process it anyway, just don't store it (so a map $lightmap or such stuff still is found)
1780 memset(&dummy, 0, sizeof(dummy));
1783 layer->rgbgen.rgbgen = Q3RGBGEN_IDENTITY;
1784 layer->alphagen.alphagen = Q3ALPHAGEN_IDENTITY;
1785 layer->tcgen.tcgen = Q3TCGEN_TEXTURE;
1786 layer->blendfunc[0] = GL_ONE;
1787 layer->blendfunc[1] = GL_ZERO;
1788 while (COM_ParseToken_QuakeC(&text, false))
1790 if (!strcasecmp(com_token, "}"))
1792 if (!strcasecmp(com_token, "\n"))
1795 for (j = 0;strcasecmp(com_token, "\n") && strcasecmp(com_token, "}");j++)
1797 if (j < TEXTURE_MAXFRAMES + 4)
1799 // remap dp_water to dpwater, dp_reflect to dpreflect, etc.
1800 if(j == 0 && !strncasecmp(com_token, "dp_", 3))
1801 dpsnprintf(parameter[j], sizeof(parameter[j]), "dp%s", &com_token[3]);
1803 strlcpy(parameter[j], com_token, sizeof(parameter[j]));
1804 numparameters = j + 1;
1806 if (!COM_ParseToken_QuakeC(&text, true))
1809 //for (j = numparameters;j < TEXTURE_MAXFRAMES + 4;j++)
1810 // parameter[j][0] = 0;
1811 if (developer_insane.integer)
1813 Con_DPrintf("%s %i: ", shader.name, shader.numlayers - 1);
1814 for (j = 0;j < numparameters;j++)
1815 Con_DPrintf(" %s", parameter[j]);
1818 if (numparameters >= 2 && !strcasecmp(parameter[0], "blendfunc"))
1820 if (numparameters == 2)
1822 if (!strcasecmp(parameter[1], "add"))
1824 layer->blendfunc[0] = GL_ONE;
1825 layer->blendfunc[1] = GL_ONE;
1827 else if (!strcasecmp(parameter[1], "addalpha"))
1829 layer->blendfunc[0] = GL_SRC_ALPHA;
1830 layer->blendfunc[1] = GL_ONE;
1832 else if (!strcasecmp(parameter[1], "filter"))
1834 layer->blendfunc[0] = GL_DST_COLOR;
1835 layer->blendfunc[1] = GL_ZERO;
1837 else if (!strcasecmp(parameter[1], "blend"))
1839 layer->blendfunc[0] = GL_SRC_ALPHA;
1840 layer->blendfunc[1] = GL_ONE_MINUS_SRC_ALPHA;
1843 else if (numparameters == 3)
1846 for (k = 0;k < 2;k++)
1848 if (!strcasecmp(parameter[k+1], "GL_ONE"))
1849 layer->blendfunc[k] = GL_ONE;
1850 else if (!strcasecmp(parameter[k+1], "GL_ZERO"))
1851 layer->blendfunc[k] = GL_ZERO;
1852 else if (!strcasecmp(parameter[k+1], "GL_SRC_COLOR"))
1853 layer->blendfunc[k] = GL_SRC_COLOR;
1854 else if (!strcasecmp(parameter[k+1], "GL_SRC_ALPHA"))
1855 layer->blendfunc[k] = GL_SRC_ALPHA;
1856 else if (!strcasecmp(parameter[k+1], "GL_DST_COLOR"))
1857 layer->blendfunc[k] = GL_DST_COLOR;
1858 else if (!strcasecmp(parameter[k+1], "GL_DST_ALPHA"))
1859 layer->blendfunc[k] = GL_DST_ALPHA;
1860 else if (!strcasecmp(parameter[k+1], "GL_ONE_MINUS_SRC_COLOR"))
1861 layer->blendfunc[k] = GL_ONE_MINUS_SRC_COLOR;
1862 else if (!strcasecmp(parameter[k+1], "GL_ONE_MINUS_SRC_ALPHA"))
1863 layer->blendfunc[k] = GL_ONE_MINUS_SRC_ALPHA;
1864 else if (!strcasecmp(parameter[k+1], "GL_ONE_MINUS_DST_COLOR"))
1865 layer->blendfunc[k] = GL_ONE_MINUS_DST_COLOR;
1866 else if (!strcasecmp(parameter[k+1], "GL_ONE_MINUS_DST_ALPHA"))
1867 layer->blendfunc[k] = GL_ONE_MINUS_DST_ALPHA;
1869 layer->blendfunc[k] = GL_ONE; // default in case of parsing error
1873 if (numparameters >= 2 && !strcasecmp(parameter[0], "alphafunc"))
1874 layer->alphatest = true;
1875 if (numparameters >= 2 && (!strcasecmp(parameter[0], "map") || !strcasecmp(parameter[0], "clampmap")))
1877 if (!strcasecmp(parameter[0], "clampmap"))
1878 layer->clampmap = true;
1879 layer->numframes = 1;
1880 layer->framerate = 1;
1881 layer->texturename = (char**)Mem_ExpandableArray_AllocRecord (
1882 &q3shader_data->char_ptrs);
1883 layer->texturename[0] = Mem_strdup (q3shaders_mem, parameter[1]);
1884 if (!strcasecmp(parameter[1], "$lightmap"))
1885 shader.lighting = true;
1887 else if (numparameters >= 3 && (!strcasecmp(parameter[0], "animmap") || !strcasecmp(parameter[0], "animclampmap")))
1890 layer->numframes = min(numparameters - 2, TEXTURE_MAXFRAMES);
1891 layer->framerate = atof(parameter[1]);
1892 layer->texturename = (char **) Mem_Alloc (q3shaders_mem, sizeof (char*) * layer->numframes);
1893 for (i = 0;i < layer->numframes;i++)
1894 layer->texturename[i] = Mem_strdup (q3shaders_mem, parameter[i + 2]);
1896 else if (numparameters >= 2 && !strcasecmp(parameter[0], "rgbgen"))
1899 for (i = 0;i < numparameters - 2 && i < Q3RGBGEN_MAXPARMS;i++)
1900 layer->rgbgen.parms[i] = atof(parameter[i+2]);
1901 if (!strcasecmp(parameter[1], "identity")) layer->rgbgen.rgbgen = Q3RGBGEN_IDENTITY;
1902 else if (!strcasecmp(parameter[1], "const")) layer->rgbgen.rgbgen = Q3RGBGEN_CONST;
1903 else if (!strcasecmp(parameter[1], "entity")) layer->rgbgen.rgbgen = Q3RGBGEN_ENTITY;
1904 else if (!strcasecmp(parameter[1], "exactvertex")) layer->rgbgen.rgbgen = Q3RGBGEN_EXACTVERTEX;
1905 else if (!strcasecmp(parameter[1], "identitylighting")) layer->rgbgen.rgbgen = Q3RGBGEN_IDENTITYLIGHTING;
1906 else if (!strcasecmp(parameter[1], "lightingdiffuse")) layer->rgbgen.rgbgen = Q3RGBGEN_LIGHTINGDIFFUSE;
1907 else if (!strcasecmp(parameter[1], "oneminusentity")) layer->rgbgen.rgbgen = Q3RGBGEN_ONEMINUSENTITY;
1908 else if (!strcasecmp(parameter[1], "oneminusvertex")) layer->rgbgen.rgbgen = Q3RGBGEN_ONEMINUSVERTEX;
1909 else if (!strcasecmp(parameter[1], "vertex")) layer->rgbgen.rgbgen = Q3RGBGEN_VERTEX;
1910 else if (!strcasecmp(parameter[1], "wave"))
1912 layer->rgbgen.rgbgen = Q3RGBGEN_WAVE;
1913 layer->rgbgen.wavefunc = Mod_LoadQ3Shaders_EnumerateWaveFunc(parameter[2]);
1914 for (i = 0;i < numparameters - 3 && i < Q3WAVEPARMS;i++)
1915 layer->rgbgen.waveparms[i] = atof(parameter[i+3]);
1917 else Con_DPrintf("%s parsing warning: unknown rgbgen %s\n", search->filenames[fileindex], parameter[1]);
1919 else if (numparameters >= 2 && !strcasecmp(parameter[0], "alphagen"))
1922 for (i = 0;i < numparameters - 2 && i < Q3ALPHAGEN_MAXPARMS;i++)
1923 layer->alphagen.parms[i] = atof(parameter[i+2]);
1924 if (!strcasecmp(parameter[1], "identity")) layer->alphagen.alphagen = Q3ALPHAGEN_IDENTITY;
1925 else if (!strcasecmp(parameter[1], "const")) layer->alphagen.alphagen = Q3ALPHAGEN_CONST;
1926 else if (!strcasecmp(parameter[1], "entity")) layer->alphagen.alphagen = Q3ALPHAGEN_ENTITY;
1927 else if (!strcasecmp(parameter[1], "lightingspecular")) layer->alphagen.alphagen = Q3ALPHAGEN_LIGHTINGSPECULAR;
1928 else if (!strcasecmp(parameter[1], "oneminusentity")) layer->alphagen.alphagen = Q3ALPHAGEN_ONEMINUSENTITY;
1929 else if (!strcasecmp(parameter[1], "oneminusvertex")) layer->alphagen.alphagen = Q3ALPHAGEN_ONEMINUSVERTEX;
1930 else if (!strcasecmp(parameter[1], "portal")) layer->alphagen.alphagen = Q3ALPHAGEN_PORTAL;
1931 else if (!strcasecmp(parameter[1], "vertex")) layer->alphagen.alphagen = Q3ALPHAGEN_VERTEX;
1932 else if (!strcasecmp(parameter[1], "wave"))
1934 layer->alphagen.alphagen = Q3ALPHAGEN_WAVE;
1935 layer->alphagen.wavefunc = Mod_LoadQ3Shaders_EnumerateWaveFunc(parameter[2]);
1936 for (i = 0;i < numparameters - 3 && i < Q3WAVEPARMS;i++)
1937 layer->alphagen.waveparms[i] = atof(parameter[i+3]);
1939 else Con_DPrintf("%s parsing warning: unknown alphagen %s\n", search->filenames[fileindex], parameter[1]);
1941 else if (numparameters >= 2 && (!strcasecmp(parameter[0], "texgen") || !strcasecmp(parameter[0], "tcgen")))
1944 // observed values: tcgen environment
1945 // no other values have been observed in real shaders
1946 for (i = 0;i < numparameters - 2 && i < Q3TCGEN_MAXPARMS;i++)
1947 layer->tcgen.parms[i] = atof(parameter[i+2]);
1948 if (!strcasecmp(parameter[1], "base")) layer->tcgen.tcgen = Q3TCGEN_TEXTURE;
1949 else if (!strcasecmp(parameter[1], "texture")) layer->tcgen.tcgen = Q3TCGEN_TEXTURE;
1950 else if (!strcasecmp(parameter[1], "environment")) layer->tcgen.tcgen = Q3TCGEN_ENVIRONMENT;
1951 else if (!strcasecmp(parameter[1], "lightmap")) layer->tcgen.tcgen = Q3TCGEN_LIGHTMAP;
1952 else if (!strcasecmp(parameter[1], "vector")) layer->tcgen.tcgen = Q3TCGEN_VECTOR;
1953 else Con_DPrintf("%s parsing warning: unknown tcgen mode %s\n", search->filenames[fileindex], parameter[1]);
1955 else if (numparameters >= 2 && !strcasecmp(parameter[0], "tcmod"))
1962 // tcmod stretch sin # # # #
1963 // tcmod stretch triangle # # # #
1964 // tcmod transform # # # # # #
1965 // tcmod turb # # # #
1966 // tcmod turb sin # # # # (this is bogus)
1967 // no other values have been observed in real shaders
1968 for (tcmodindex = 0;tcmodindex < Q3MAXTCMODS;tcmodindex++)
1969 if (!layer->tcmods[tcmodindex].tcmod)
1971 if (tcmodindex < Q3MAXTCMODS)
1973 for (i = 0;i < numparameters - 2 && i < Q3TCMOD_MAXPARMS;i++)
1974 layer->tcmods[tcmodindex].parms[i] = atof(parameter[i+2]);
1975 if (!strcasecmp(parameter[1], "entitytranslate")) layer->tcmods[tcmodindex].tcmod = Q3TCMOD_ENTITYTRANSLATE;
1976 else if (!strcasecmp(parameter[1], "rotate")) layer->tcmods[tcmodindex].tcmod = Q3TCMOD_ROTATE;
1977 else if (!strcasecmp(parameter[1], "scale")) layer->tcmods[tcmodindex].tcmod = Q3TCMOD_SCALE;
1978 else if (!strcasecmp(parameter[1], "scroll")) layer->tcmods[tcmodindex].tcmod = Q3TCMOD_SCROLL;
1979 else if (!strcasecmp(parameter[1], "page")) layer->tcmods[tcmodindex].tcmod = Q3TCMOD_PAGE;
1980 else if (!strcasecmp(parameter[1], "stretch"))
1982 layer->tcmods[tcmodindex].tcmod = Q3TCMOD_STRETCH;
1983 layer->tcmods[tcmodindex].wavefunc = Mod_LoadQ3Shaders_EnumerateWaveFunc(parameter[2]);
1984 for (i = 0;i < numparameters - 3 && i < Q3WAVEPARMS;i++)
1985 layer->tcmods[tcmodindex].waveparms[i] = atof(parameter[i+3]);
1987 else if (!strcasecmp(parameter[1], "transform")) layer->tcmods[tcmodindex].tcmod = Q3TCMOD_TRANSFORM;
1988 else if (!strcasecmp(parameter[1], "turb")) layer->tcmods[tcmodindex].tcmod = Q3TCMOD_TURBULENT;
1989 else Con_DPrintf("%s parsing warning: unknown tcmod mode %s\n", search->filenames[fileindex], parameter[1]);
1992 Con_DPrintf("%s parsing warning: too many tcmods on one layer\n", search->filenames[fileindex]);
1994 // break out a level if it was a closing brace (not using the character here to not confuse vim)
1995 if (!strcasecmp(com_token, "}"))
1998 if (layer->rgbgen.rgbgen == Q3RGBGEN_LIGHTINGDIFFUSE || layer->rgbgen.rgbgen == Q3RGBGEN_VERTEX)
1999 shader.lighting = true;
2000 if (layer->alphagen.alphagen == Q3ALPHAGEN_VERTEX)
2002 if (layer == shader.layers + 0)
2004 // vertex controlled transparency
2005 shader.vertexalpha = true;
2009 // multilayer terrain shader or similar
2010 shader.textureblendalpha = true;
2011 if (mod_q3shader_force_terrain_alphaflag.integer)
2012 shader.layers[0].texflags |= TEXF_ALPHA;
2016 if(mod_q3shader_force_addalpha.integer)
2018 // for a long while, DP treated GL_ONE GL_ONE as GL_SRC_ALPHA GL_ONE
2019 // this cvar brings back this behaviour
2020 if(layer->blendfunc[0] == GL_ONE && layer->blendfunc[1] == GL_ONE)
2021 layer->blendfunc[0] = GL_SRC_ALPHA;
2024 layer->texflags = 0;
2025 if (layer->alphatest)
2026 layer->texflags |= TEXF_ALPHA;
2027 switch(layer->blendfunc[0])
2030 case GL_ONE_MINUS_SRC_ALPHA:
2031 layer->texflags |= TEXF_ALPHA;
2034 switch(layer->blendfunc[1])
2037 case GL_ONE_MINUS_SRC_ALPHA:
2038 layer->texflags |= TEXF_ALPHA;
2041 if (!(shader.surfaceparms & Q3SURFACEPARM_NOMIPMAPS))
2042 layer->texflags |= TEXF_MIPMAP;
2043 if (!(shader.textureflags & Q3TEXTUREFLAG_NOPICMIP))
2044 layer->texflags |= TEXF_PICMIP | TEXF_COMPRESS;
2045 if (layer->clampmap)
2046 layer->texflags |= TEXF_CLAMP;
2050 for (j = 0;strcasecmp(com_token, "\n") && strcasecmp(com_token, "}");j++)
2052 if (j < TEXTURE_MAXFRAMES + 4)
2054 // remap dp_water to dpwater, dp_reflect to dpreflect, etc.
2055 if(j == 0 && !strncasecmp(com_token, "dp_", 3))
2056 dpsnprintf(parameter[j], sizeof(parameter[j]), "dp%s", &com_token[3]);
2058 strlcpy(parameter[j], com_token, sizeof(parameter[j]));
2059 numparameters = j + 1;
2061 if (!COM_ParseToken_QuakeC(&text, true))
2064 //for (j = numparameters;j < TEXTURE_MAXFRAMES + 4;j++)
2065 // parameter[j][0] = 0;
2066 if (fileindex == 0 && !strcasecmp(com_token, "}"))
2068 if (developer_insane.integer)
2070 Con_DPrintf("%s: ", shader.name);
2071 for (j = 0;j < numparameters;j++)
2072 Con_DPrintf(" %s", parameter[j]);
2075 if (numparameters < 1)
2077 if (!strcasecmp(parameter[0], "surfaceparm") && numparameters >= 2)
2079 if (!strcasecmp(parameter[1], "alphashadow"))
2080 shader.surfaceparms |= Q3SURFACEPARM_ALPHASHADOW;
2081 else if (!strcasecmp(parameter[1], "areaportal"))
2082 shader.surfaceparms |= Q3SURFACEPARM_AREAPORTAL;
2083 else if (!strcasecmp(parameter[1], "botclip"))
2084 shader.surfaceparms |= Q3SURFACEPARM_BOTCLIP;
2085 else if (!strcasecmp(parameter[1], "clusterportal"))
2086 shader.surfaceparms |= Q3SURFACEPARM_CLUSTERPORTAL;
2087 else if (!strcasecmp(parameter[1], "detail"))
2088 shader.surfaceparms |= Q3SURFACEPARM_DETAIL;
2089 else if (!strcasecmp(parameter[1], "donotenter"))
2090 shader.surfaceparms |= Q3SURFACEPARM_DONOTENTER;
2091 else if (!strcasecmp(parameter[1], "dust"))
2092 shader.surfaceparms |= Q3SURFACEPARM_DUST;
2093 else if (!strcasecmp(parameter[1], "hint"))
2094 shader.surfaceparms |= Q3SURFACEPARM_HINT;
2095 else if (!strcasecmp(parameter[1], "fog"))
2096 shader.surfaceparms |= Q3SURFACEPARM_FOG;
2097 else if (!strcasecmp(parameter[1], "lava"))
2098 shader.surfaceparms |= Q3SURFACEPARM_LAVA;
2099 else if (!strcasecmp(parameter[1], "lightfilter"))
2100 shader.surfaceparms |= Q3SURFACEPARM_LIGHTFILTER;
2101 else if (!strcasecmp(parameter[1], "lightgrid"))
2102 shader.surfaceparms |= Q3SURFACEPARM_LIGHTGRID;
2103 else if (!strcasecmp(parameter[1], "metalsteps"))
2104 shader.surfaceparms |= Q3SURFACEPARM_METALSTEPS;
2105 else if (!strcasecmp(parameter[1], "nodamage"))
2106 shader.surfaceparms |= Q3SURFACEPARM_NODAMAGE;
2107 else if (!strcasecmp(parameter[1], "nodlight"))
2108 shader.surfaceparms |= Q3SURFACEPARM_NODLIGHT;
2109 else if (!strcasecmp(parameter[1], "nodraw"))
2110 shader.surfaceparms |= Q3SURFACEPARM_NODRAW;
2111 else if (!strcasecmp(parameter[1], "nodrop"))
2112 shader.surfaceparms |= Q3SURFACEPARM_NODROP;
2113 else if (!strcasecmp(parameter[1], "noimpact"))
2114 shader.surfaceparms |= Q3SURFACEPARM_NOIMPACT;
2115 else if (!strcasecmp(parameter[1], "nolightmap"))
2116 shader.surfaceparms |= Q3SURFACEPARM_NOLIGHTMAP;
2117 else if (!strcasecmp(parameter[1], "nomarks"))
2118 shader.surfaceparms |= Q3SURFACEPARM_NOMARKS;
2119 else if (!strcasecmp(parameter[1], "nomipmaps"))
2120 shader.surfaceparms |= Q3SURFACEPARM_NOMIPMAPS;
2121 else if (!strcasecmp(parameter[1], "nonsolid"))
2122 shader.surfaceparms |= Q3SURFACEPARM_NONSOLID;
2123 else if (!strcasecmp(parameter[1], "origin"))
2124 shader.surfaceparms |= Q3SURFACEPARM_ORIGIN;
2125 else if (!strcasecmp(parameter[1], "playerclip"))
2126 shader.surfaceparms |= Q3SURFACEPARM_PLAYERCLIP;
2127 else if (!strcasecmp(parameter[1], "sky"))
2128 shader.surfaceparms |= Q3SURFACEPARM_SKY;
2129 else if (!strcasecmp(parameter[1], "slick"))
2130 shader.surfaceparms |= Q3SURFACEPARM_SLICK;
2131 else if (!strcasecmp(parameter[1], "slime"))
2132 shader.surfaceparms |= Q3SURFACEPARM_SLIME;
2133 else if (!strcasecmp(parameter[1], "structural"))
2134 shader.surfaceparms |= Q3SURFACEPARM_STRUCTURAL;
2135 else if (!strcasecmp(parameter[1], "trans"))
2136 shader.surfaceparms |= Q3SURFACEPARM_TRANS;
2137 else if (!strcasecmp(parameter[1], "water"))
2138 shader.surfaceparms |= Q3SURFACEPARM_WATER;
2139 else if (!strcasecmp(parameter[1], "pointlight"))
2140 shader.surfaceparms |= Q3SURFACEPARM_POINTLIGHT;
2141 else if (!strcasecmp(parameter[1], "antiportal"))
2142 shader.surfaceparms |= Q3SURFACEPARM_ANTIPORTAL;
2143 else if (!strcasecmp(parameter[1], "skip"))
2144 ; // shader.surfaceparms |= Q3SURFACEPARM_SKIP; FIXME we don't have enough #defines for this any more, and the engine doesn't need this one anyway
2147 // try custom surfaceparms
2148 for (j = 0; j < numcustsurfaceflags; j++)
2150 if (!strcasecmp(custsurfaceparmnames[j], parameter[1]))
2152 shader.surfaceflags |= custsurfaceflags[j];
2157 if (j == numcustsurfaceflags)
2158 Con_DPrintf("%s parsing warning: unknown surfaceparm \"%s\"\n", search->filenames[fileindex], parameter[1]);
2161 else if (!strcasecmp(parameter[0], "dpshadow"))
2162 shader.dpshadow = true;
2163 else if (!strcasecmp(parameter[0], "dpnoshadow"))
2164 shader.dpnoshadow = true;
2165 else if (!strcasecmp(parameter[0], "dpnortlight"))
2166 shader.dpnortlight = true;
2167 else if (!strcasecmp(parameter[0], "dpreflectcube"))
2168 strlcpy(shader.dpreflectcube, parameter[1], sizeof(shader.dpreflectcube));
2169 else if (!strcasecmp(parameter[0], "dpmeshcollisions"))
2170 shader.dpmeshcollisions = true;
2171 // this sets dpshaderkill to true if dpshaderkillifcvarzero was used, and to false if dpnoshaderkillifcvarzero was used
2172 else if (((dpshaderkill = !strcasecmp(parameter[0], "dpshaderkillifcvarzero")) || !strcasecmp(parameter[0], "dpnoshaderkillifcvarzero")) && numparameters >= 2)
2174 if (Cvar_VariableValue(parameter[1]) == 0.0f)
2175 shader.dpshaderkill = dpshaderkill;
2177 // this sets dpshaderkill to true if dpshaderkillifcvar was used, and to false if dpnoshaderkillifcvar was used
2178 else if (((dpshaderkill = !strcasecmp(parameter[0], "dpshaderkillifcvar")) || !strcasecmp(parameter[0], "dpnoshaderkillifcvar")) && numparameters >= 2)
2180 const char *op = NULL;
2181 if (numparameters >= 3)
2185 if (Cvar_VariableValue(parameter[1]) != 0.0f)
2186 shader.dpshaderkill = dpshaderkill;
2188 else if (numparameters >= 4 && !strcmp(op, "=="))
2190 if (Cvar_VariableValue(parameter[1]) == atof(parameter[3]))
2191 shader.dpshaderkill = dpshaderkill;
2193 else if (numparameters >= 4 && !strcmp(op, "!="))
2195 if (Cvar_VariableValue(parameter[1]) != atof(parameter[3]))
2196 shader.dpshaderkill = dpshaderkill;
2198 else if (numparameters >= 4 && !strcmp(op, ">"))
2200 if (Cvar_VariableValue(parameter[1]) > atof(parameter[3]))
2201 shader.dpshaderkill = dpshaderkill;
2203 else if (numparameters >= 4 && !strcmp(op, "<"))
2205 if (Cvar_VariableValue(parameter[1]) < atof(parameter[3]))
2206 shader.dpshaderkill = dpshaderkill;
2208 else if (numparameters >= 4 && !strcmp(op, ">="))
2210 if (Cvar_VariableValue(parameter[1]) >= atof(parameter[3]))
2211 shader.dpshaderkill = dpshaderkill;
2213 else if (numparameters >= 4 && !strcmp(op, "<="))
2215 if (Cvar_VariableValue(parameter[1]) <= atof(parameter[3]))
2216 shader.dpshaderkill = dpshaderkill;
2220 Con_DPrintf("%s parsing warning: unknown dpshaderkillifcvar op \"%s\", or not enough arguments\n", search->filenames[fileindex], op);
2223 else if (!strcasecmp(parameter[0], "sky") && numparameters >= 2)
2225 // some q3 skies don't have the sky parm set
2226 shader.surfaceparms |= Q3SURFACEPARM_SKY;
2227 strlcpy(shader.skyboxname, parameter[1], sizeof(shader.skyboxname));
2229 else if (!strcasecmp(parameter[0], "skyparms") && numparameters >= 2)
2231 // some q3 skies don't have the sky parm set
2232 shader.surfaceparms |= Q3SURFACEPARM_SKY;
2233 if (!atoi(parameter[1]) && strcasecmp(parameter[1], "-"))
2234 strlcpy(shader.skyboxname, parameter[1], sizeof(shader.skyboxname));
2236 else if (!strcasecmp(parameter[0], "cull") && numparameters >= 2)
2238 if (!strcasecmp(parameter[1], "disable") || !strcasecmp(parameter[1], "none") || !strcasecmp(parameter[1], "twosided"))
2239 shader.textureflags |= Q3TEXTUREFLAG_TWOSIDED;
2241 else if (!strcasecmp(parameter[0], "nomipmaps"))
2242 shader.surfaceparms |= Q3SURFACEPARM_NOMIPMAPS;
2243 else if (!strcasecmp(parameter[0], "nopicmip"))
2244 shader.textureflags |= Q3TEXTUREFLAG_NOPICMIP;
2245 else if (!strcasecmp(parameter[0], "polygonoffset"))
2246 shader.textureflags |= Q3TEXTUREFLAG_POLYGONOFFSET;
2247 else if (!strcasecmp(parameter[0], "dppolygonoffset"))
2249 shader.textureflags |= Q3TEXTUREFLAG_POLYGONOFFSET;
2250 if(numparameters >= 2)
2252 shader.biaspolygonfactor = atof(parameter[1]);
2253 if(numparameters >= 3)
2254 shader.biaspolygonoffset = atof(parameter[2]);
2256 shader.biaspolygonoffset = 0;
2259 else if (!strcasecmp(parameter[0], "dptransparentsort") && numparameters >= 2)
2261 shader.textureflags |= Q3TEXTUREFLAG_TRANSPARENTSORT;
2262 if (!strcasecmp(parameter[1], "sky"))
2263 shader.transparentsort = TRANSPARENTSORT_SKY;
2264 else if (!strcasecmp(parameter[1], "distance"))
2265 shader.transparentsort = TRANSPARENTSORT_DISTANCE;
2266 else if (!strcasecmp(parameter[1], "hud"))
2267 shader.transparentsort = TRANSPARENTSORT_HUD;
2269 Con_DPrintf("%s parsing warning: unknown dptransparentsort category \"%s\", or not enough arguments\n", search->filenames[fileindex], parameter[1]);
2271 else if (!strcasecmp(parameter[0], "dprefract") && numparameters >= 5)
2273 shader.textureflags |= Q3TEXTUREFLAG_REFRACTION;
2274 shader.refractfactor = atof(parameter[1]);
2275 Vector4Set(shader.refractcolor4f, atof(parameter[2]), atof(parameter[3]), atof(parameter[4]), 1);
2277 else if (!strcasecmp(parameter[0], "dpreflect") && numparameters >= 6)
2279 shader.textureflags |= Q3TEXTUREFLAG_REFLECTION;
2280 shader.reflectfactor = atof(parameter[1]);
2281 Vector4Set(shader.reflectcolor4f, atof(parameter[2]), atof(parameter[3]), atof(parameter[4]), atof(parameter[5]));
2283 else if (!strcasecmp(parameter[0], "dpcamera"))
2285 shader.textureflags |= Q3TEXTUREFLAG_CAMERA;
2287 else if (!strcasecmp(parameter[0], "dpwater") && numparameters >= 12)
2289 shader.textureflags |= Q3TEXTUREFLAG_WATERSHADER;
2290 shader.reflectmin = atof(parameter[1]);
2291 shader.reflectmax = atof(parameter[2]);
2292 shader.refractfactor = atof(parameter[3]);
2293 shader.reflectfactor = atof(parameter[4]);
2294 Vector4Set(shader.refractcolor4f, atof(parameter[5]), atof(parameter[6]), atof(parameter[7]), 1);
2295 Vector4Set(shader.reflectcolor4f, atof(parameter[8]), atof(parameter[9]), atof(parameter[10]), 1);
2296 shader.r_water_wateralpha = atof(parameter[11]);
2298 else if (!strcasecmp(parameter[0], "dpwaterscroll") && numparameters >= 3)
2300 shader.r_water_waterscroll[0] = 1/atof(parameter[1]);
2301 shader.r_water_waterscroll[1] = 1/atof(parameter[2]);
2303 else if (!strcasecmp(parameter[0], "dpglossintensitymod") && numparameters >= 2)
2305 shader.specularscalemod = atof(parameter[1]);
2307 else if (!strcasecmp(parameter[0], "dpglossexponentmod") && numparameters >= 2)
2309 shader.specularpowermod = atof(parameter[1]);
2311 else if (!strcasecmp(parameter[0], "dprtlightambient") && numparameters >= 2)
2313 shader.rtlightambient = atof(parameter[1]);
2315 else if (!strcasecmp(parameter[0], "dpoffsetmapping") && numparameters >= 2)
2317 if (!strcasecmp(parameter[1], "disable") || !strcasecmp(parameter[1], "none") || !strcasecmp(parameter[1], "off"))
2318 shader.offsetmapping = OFFSETMAPPING_OFF;
2319 else if (!strcasecmp(parameter[1], "default") || !strcasecmp(parameter[1], "normal"))
2320 shader.offsetmapping = OFFSETMAPPING_DEFAULT;
2321 else if (!strcasecmp(parameter[1], "linear"))
2322 shader.offsetmapping = OFFSETMAPPING_LINEAR;
2323 else if (!strcasecmp(parameter[1], "relief"))
2324 shader.offsetmapping = OFFSETMAPPING_RELIEF;
2325 if (numparameters >= 3)
2326 shader.offsetscale = atof(parameter[2]);
2327 if (numparameters >= 5)
2329 if(!strcasecmp(parameter[3], "bias"))
2330 shader.offsetbias = atof(parameter[4]);
2331 else if(!strcasecmp(parameter[3], "match"))
2332 shader.offsetbias = 1.0f - atof(parameter[4]);
2333 else if(!strcasecmp(parameter[3], "match8"))
2334 shader.offsetbias = 1.0f - atof(parameter[4]) / 255.0f;
2335 else if(!strcasecmp(parameter[3], "match16"))
2336 shader.offsetbias = 1.0f - atof(parameter[4]) / 65535.0f;
2339 else if (!strcasecmp(parameter[0], "deformvertexes") && numparameters >= 2)
2342 for (deformindex = 0;deformindex < Q3MAXDEFORMS;deformindex++)
2343 if (!shader.deforms[deformindex].deform)
2345 if (deformindex < Q3MAXDEFORMS)
2347 for (i = 0;i < numparameters - 2 && i < Q3DEFORM_MAXPARMS;i++)
2348 shader.deforms[deformindex].parms[i] = atof(parameter[i+2]);
2349 if (!strcasecmp(parameter[1], "projectionshadow")) shader.deforms[deformindex].deform = Q3DEFORM_PROJECTIONSHADOW;
2350 else if (!strcasecmp(parameter[1], "autosprite" )) shader.deforms[deformindex].deform = Q3DEFORM_AUTOSPRITE;
2351 else if (!strcasecmp(parameter[1], "autosprite2" )) shader.deforms[deformindex].deform = Q3DEFORM_AUTOSPRITE2;
2352 else if (!strcasecmp(parameter[1], "text0" )) shader.deforms[deformindex].deform = Q3DEFORM_TEXT0;
2353 else if (!strcasecmp(parameter[1], "text1" )) shader.deforms[deformindex].deform = Q3DEFORM_TEXT1;
2354 else if (!strcasecmp(parameter[1], "text2" )) shader.deforms[deformindex].deform = Q3DEFORM_TEXT2;
2355 else if (!strcasecmp(parameter[1], "text3" )) shader.deforms[deformindex].deform = Q3DEFORM_TEXT3;
2356 else if (!strcasecmp(parameter[1], "text4" )) shader.deforms[deformindex].deform = Q3DEFORM_TEXT4;
2357 else if (!strcasecmp(parameter[1], "text5" )) shader.deforms[deformindex].deform = Q3DEFORM_TEXT5;
2358 else if (!strcasecmp(parameter[1], "text6" )) shader.deforms[deformindex].deform = Q3DEFORM_TEXT6;
2359 else if (!strcasecmp(parameter[1], "text7" )) shader.deforms[deformindex].deform = Q3DEFORM_TEXT7;
2360 else if (!strcasecmp(parameter[1], "bulge" )) shader.deforms[deformindex].deform = Q3DEFORM_BULGE;
2361 else if (!strcasecmp(parameter[1], "normal" )) shader.deforms[deformindex].deform = Q3DEFORM_NORMAL;
2362 else if (!strcasecmp(parameter[1], "wave" ))
2364 shader.deforms[deformindex].deform = Q3DEFORM_WAVE;
2365 shader.deforms[deformindex].wavefunc = Mod_LoadQ3Shaders_EnumerateWaveFunc(parameter[3]);
2366 for (i = 0;i < numparameters - 4 && i < Q3WAVEPARMS;i++)
2367 shader.deforms[deformindex].waveparms[i] = atof(parameter[i+4]);
2369 else if (!strcasecmp(parameter[1], "move" ))
2371 shader.deforms[deformindex].deform = Q3DEFORM_MOVE;
2372 shader.deforms[deformindex].wavefunc = Mod_LoadQ3Shaders_EnumerateWaveFunc(parameter[5]);
2373 for (i = 0;i < numparameters - 6 && i < Q3WAVEPARMS;i++)
2374 shader.deforms[deformindex].waveparms[i] = atof(parameter[i+6]);
2379 // hide this shader if a cvar said it should be killed
2380 if (shader.dpshaderkill)
2381 shader.numlayers = 0;
2382 // pick the primary layer to render with
2383 if (shader.numlayers)
2385 shader.backgroundlayer = -1;
2386 shader.primarylayer = 0;
2387 // if lightmap comes first this is definitely an ordinary texture
2388 // if the first two layers have the correct blendfuncs and use vertex alpha, it is a blended terrain shader
2389 if ((shader.layers[shader.primarylayer].texturename != NULL)
2390 && !strcasecmp(shader.layers[shader.primarylayer].texturename[0], "$lightmap"))
2392 shader.backgroundlayer = -1;
2393 shader.primarylayer = 1;
2395 else if (shader.numlayers >= 2
2396 && shader.layers[1].alphagen.alphagen == Q3ALPHAGEN_VERTEX
2397 && (shader.layers[0].blendfunc[0] == GL_ONE && shader.layers[0].blendfunc[1] == GL_ZERO && !shader.layers[0].alphatest)
2398 && ((shader.layers[1].blendfunc[0] == GL_SRC_ALPHA && shader.layers[1].blendfunc[1] == GL_ONE_MINUS_SRC_ALPHA)
2399 || (shader.layers[1].blendfunc[0] == GL_ONE && shader.layers[1].blendfunc[1] == GL_ZERO && shader.layers[1].alphatest)))
2401 // terrain blending or other effects
2402 shader.backgroundlayer = 0;
2403 shader.primarylayer = 1;
2406 // fix up multiple reflection types
2407 if(shader.textureflags & Q3TEXTUREFLAG_WATERSHADER)
2408 shader.textureflags &= ~(Q3TEXTUREFLAG_REFRACTION | Q3TEXTUREFLAG_REFLECTION | Q3TEXTUREFLAG_CAMERA);
2410 Q3Shader_AddToHash (&shader);
2414 FS_FreeSearch(search);
2415 // free custinfoparm values
2416 for (j = 0; j < numcustsurfaceflags; j++)
2417 Mem_Free(custsurfaceparmnames[j]);
2420 q3shaderinfo_t *Mod_LookupQ3Shader(const char *name)
2422 unsigned short hash;
2423 q3shader_hash_entry_t* entry;
2425 Mod_LoadQ3Shaders();
2426 hash = CRC_Block_CaseInsensitive ((const unsigned char *)name, strlen (name));
2427 entry = q3shader_data->hash + (hash % Q3SHADER_HASH_SIZE);
2428 while (entry != NULL)
2430 if (strcasecmp (entry->shader.name, name) == 0)
2431 return &entry->shader;
2432 entry = entry->chain;
2437 qboolean Mod_LoadTextureFromQ3Shader(texture_t *texture, const char *name, qboolean warnmissing, qboolean fallback, int defaulttexflags)
2440 int texflagsmask, texflagsor;
2441 qboolean success = true;
2442 q3shaderinfo_t *shader;
2445 strlcpy(texture->name, name, sizeof(texture->name));
2446 shader = name[0] ? Mod_LookupQ3Shader(name) : NULL;
2449 if(!(defaulttexflags & TEXF_PICMIP))
2450 texflagsmask &= ~TEXF_PICMIP;
2451 if(!(defaulttexflags & TEXF_COMPRESS))
2452 texflagsmask &= ~TEXF_COMPRESS;
2454 if(defaulttexflags & TEXF_ISWORLD)
2455 texflagsor |= TEXF_ISWORLD;
2456 if(defaulttexflags & TEXF_ISSPRITE)
2457 texflagsor |= TEXF_ISSPRITE;
2458 // unless later loaded from the shader
2459 texture->offsetmapping = (mod_noshader_default_offsetmapping.value) ? OFFSETMAPPING_DEFAULT : OFFSETMAPPING_OFF;
2460 texture->offsetscale = 1;
2461 texture->offsetbias = 0;
2462 texture->specularscalemod = 1;
2463 texture->specularpowermod = 1;
2464 texture->rtlightambient = 0;
2465 texture->transparentsort = TRANSPARENTSORT_DISTANCE;
2466 // WHEN ADDING DEFAULTS HERE, REMEMBER TO PUT DEFAULTS IN ALL LOADERS
2467 // JUST GREP FOR "specularscalemod = 1".
2471 if (developer_loading.integer)
2472 Con_Printf("%s: loaded shader for %s\n", loadmodel->name, name);
2474 // allow disabling of picmip or compression by defaulttexflags
2475 texture->textureflags = (shader->textureflags & texflagsmask) | texflagsor;
2477 if (shader->surfaceparms & Q3SURFACEPARM_SKY)
2479 texture->basematerialflags = MATERIALFLAG_SKY | MATERIALFLAG_NOSHADOW;
2480 if (shader->skyboxname[0])
2482 // quake3 seems to append a _ to the skybox name, so this must do so as well
2483 dpsnprintf(loadmodel->brush.skybox, sizeof(loadmodel->brush.skybox), "%s_", shader->skyboxname);
2486 else if ((texture->surfaceflags & Q3SURFACEFLAG_NODRAW) || shader->numlayers == 0)
2487 texture->basematerialflags = MATERIALFLAG_NODRAW | MATERIALFLAG_NOSHADOW;
2489 texture->basematerialflags = MATERIALFLAG_WALL;
2491 if (shader->layers[0].alphatest)
2492 texture->basematerialflags |= MATERIALFLAG_ALPHATEST | MATERIALFLAG_NOSHADOW;
2493 if (shader->textureflags & Q3TEXTUREFLAG_TWOSIDED)
2494 texture->basematerialflags |= MATERIALFLAG_NOSHADOW | MATERIALFLAG_NOCULLFACE;
2495 if (shader->textureflags & Q3TEXTUREFLAG_POLYGONOFFSET)
2497 texture->biaspolygonoffset += shader->biaspolygonoffset;
2498 texture->biaspolygonfactor += shader->biaspolygonfactor;
2500 if (shader->textureflags & Q3TEXTUREFLAG_REFRACTION)
2501 texture->basematerialflags |= MATERIALFLAG_REFRACTION;
2502 if (shader->textureflags & Q3TEXTUREFLAG_REFLECTION)
2503 texture->basematerialflags |= MATERIALFLAG_REFLECTION;
2504 if (shader->textureflags & Q3TEXTUREFLAG_WATERSHADER)
2505 texture->basematerialflags |= MATERIALFLAG_WATERSHADER;
2506 if (shader->textureflags & Q3TEXTUREFLAG_CAMERA)
2507 texture->basematerialflags |= MATERIALFLAG_CAMERA;
2508 texture->customblendfunc[0] = GL_ONE;
2509 texture->customblendfunc[1] = GL_ZERO;
2510 texture->transparentsort = shader->transparentsort;
2511 if (shader->numlayers > 0)
2513 texture->customblendfunc[0] = shader->layers[0].blendfunc[0];
2514 texture->customblendfunc[1] = shader->layers[0].blendfunc[1];
2516 Q3 shader blendfuncs actually used in the game (* = supported by DP)
2517 * additive GL_ONE GL_ONE
2518 additive weird GL_ONE GL_SRC_ALPHA
2519 additive weird 2 GL_ONE GL_ONE_MINUS_SRC_ALPHA
2520 * alpha GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA
2521 alpha inverse GL_ONE_MINUS_SRC_ALPHA GL_SRC_ALPHA
2522 brighten GL_DST_COLOR GL_ONE
2523 brighten GL_ONE GL_SRC_COLOR
2524 brighten weird GL_DST_COLOR GL_ONE_MINUS_DST_ALPHA
2525 brighten weird 2 GL_DST_COLOR GL_SRC_ALPHA
2526 * modulate GL_DST_COLOR GL_ZERO
2527 * modulate GL_ZERO GL_SRC_COLOR
2528 modulate inverse GL_ZERO GL_ONE_MINUS_SRC_COLOR
2529 modulate inverse alpha GL_ZERO GL_SRC_ALPHA
2530 modulate weird inverse GL_ONE_MINUS_DST_COLOR GL_ZERO
2531 * modulate x2 GL_DST_COLOR GL_SRC_COLOR
2532 * no blend GL_ONE GL_ZERO
2533 nothing GL_ZERO GL_ONE
2535 // if not opaque, figure out what blendfunc to use
2536 if (shader->layers[0].blendfunc[0] != GL_ONE || shader->layers[0].blendfunc[1] != GL_ZERO)
2538 if (shader->layers[0].blendfunc[0] == GL_ONE && shader->layers[0].blendfunc[1] == GL_ONE)
2539 texture->basematerialflags |= MATERIALFLAG_ADD | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
2540 else if (shader->layers[0].blendfunc[0] == GL_SRC_ALPHA && shader->layers[0].blendfunc[1] == GL_ONE)
2541 texture->basematerialflags |= MATERIALFLAG_ADD | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
2542 else if (shader->layers[0].blendfunc[0] == GL_SRC_ALPHA && shader->layers[0].blendfunc[1] == GL_ONE_MINUS_SRC_ALPHA)
2543 texture->basematerialflags |= MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
2545 texture->basematerialflags |= MATERIALFLAG_CUSTOMBLEND | MATERIALFLAG_FULLBRIGHT | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
2548 if (!shader->lighting)
2549 texture->basematerialflags |= MATERIALFLAG_FULLBRIGHT;
2550 if (shader->primarylayer >= 0)
2552 q3shaderinfo_layer_t* primarylayer = shader->layers + shader->primarylayer;
2553 // copy over many primarylayer parameters
2554 texture->rgbgen = primarylayer->rgbgen;
2555 texture->alphagen = primarylayer->alphagen;
2556 texture->tcgen = primarylayer->tcgen;
2557 memcpy(texture->tcmods, primarylayer->tcmods, sizeof(texture->tcmods));
2558 // load the textures
2559 texture->numskinframes = primarylayer->numframes;
2560 texture->skinframerate = primarylayer->framerate;
2561 for (j = 0;j < primarylayer->numframes;j++)
2563 if(cls.state == ca_dedicated)
2565 texture->skinframes[j] = NULL;
2567 else if (!(texture->skinframes[j] = R_SkinFrame_LoadExternal(primarylayer->texturename[j], (primarylayer->texflags & texflagsmask) | texflagsor, false)))
2569 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);
2570 texture->skinframes[j] = R_SkinFrame_LoadMissing();
2574 if (shader->backgroundlayer >= 0)
2576 q3shaderinfo_layer_t* backgroundlayer = shader->layers + shader->backgroundlayer;
2577 // copy over one secondarylayer parameter
2578 memcpy(texture->backgroundtcmods, backgroundlayer->tcmods, sizeof(texture->backgroundtcmods));
2579 // load the textures
2580 texture->backgroundnumskinframes = backgroundlayer->numframes;
2581 texture->backgroundskinframerate = backgroundlayer->framerate;
2582 for (j = 0;j < backgroundlayer->numframes;j++)
2584 if(cls.state == ca_dedicated)
2586 texture->skinframes[j] = NULL;
2588 else if (!(texture->backgroundskinframes[j] = R_SkinFrame_LoadExternal(backgroundlayer->texturename[j], (backgroundlayer->texflags & texflagsmask) | texflagsor, false)))
2590 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);
2591 texture->backgroundskinframes[j] = R_SkinFrame_LoadMissing();
2595 if (shader->dpshadow)
2596 texture->basematerialflags &= ~MATERIALFLAG_NOSHADOW;
2597 if (shader->dpnoshadow)
2598 texture->basematerialflags |= MATERIALFLAG_NOSHADOW;
2599 if (shader->dpnortlight)
2600 texture->basematerialflags |= MATERIALFLAG_NORTLIGHT;
2601 if (shader->vertexalpha)
2602 texture->basematerialflags |= MATERIALFLAG_ALPHAGEN_VERTEX;
2603 memcpy(texture->deforms, shader->deforms, sizeof(texture->deforms));
2604 texture->reflectmin = shader->reflectmin;
2605 texture->reflectmax = shader->reflectmax;
2606 texture->refractfactor = shader->refractfactor;
2607 Vector4Copy(shader->refractcolor4f, texture->refractcolor4f);
2608 texture->reflectfactor = shader->reflectfactor;
2609 Vector4Copy(shader->reflectcolor4f, texture->reflectcolor4f);
2610 texture->r_water_wateralpha = shader->r_water_wateralpha;
2611 Vector2Copy(shader->r_water_waterscroll, texture->r_water_waterscroll);
2612 texture->offsetmapping = shader->offsetmapping;
2613 texture->offsetscale = shader->offsetscale;
2614 texture->offsetbias = shader->offsetbias;
2615 texture->specularscalemod = shader->specularscalemod;
2616 texture->specularpowermod = shader->specularpowermod;
2617 texture->rtlightambient = shader->rtlightambient;
2618 if (shader->dpreflectcube[0])
2619 texture->reflectcubetexture = R_GetCubemap(shader->dpreflectcube);
2621 // set up default supercontents (on q3bsp this is overridden by the q3bsp loader)
2622 texture->supercontents = SUPERCONTENTS_SOLID | SUPERCONTENTS_OPAQUE;
2623 if (shader->surfaceparms & Q3SURFACEPARM_LAVA ) texture->supercontents = SUPERCONTENTS_LAVA ;
2624 if (shader->surfaceparms & Q3SURFACEPARM_SLIME ) texture->supercontents = SUPERCONTENTS_SLIME ;
2625 if (shader->surfaceparms & Q3SURFACEPARM_WATER ) texture->supercontents = SUPERCONTENTS_WATER ;
2626 if (shader->surfaceparms & Q3SURFACEPARM_NONSOLID ) texture->supercontents = 0 ;
2627 if (shader->surfaceparms & Q3SURFACEPARM_PLAYERCLIP ) texture->supercontents = SUPERCONTENTS_PLAYERCLIP ;
2628 if (shader->surfaceparms & Q3SURFACEPARM_BOTCLIP ) texture->supercontents = SUPERCONTENTS_MONSTERCLIP ;
2629 if (shader->surfaceparms & Q3SURFACEPARM_SKY ) texture->supercontents = SUPERCONTENTS_SKY ;
2631 // if (shader->surfaceparms & Q3SURFACEPARM_ALPHASHADOW ) texture->supercontents |= SUPERCONTENTS_ALPHASHADOW ;
2632 // if (shader->surfaceparms & Q3SURFACEPARM_AREAPORTAL ) texture->supercontents |= SUPERCONTENTS_AREAPORTAL ;
2633 // if (shader->surfaceparms & Q3SURFACEPARM_CLUSTERPORTAL) texture->supercontents |= SUPERCONTENTS_CLUSTERPORTAL;
2634 // if (shader->surfaceparms & Q3SURFACEPARM_DETAIL ) texture->supercontents |= SUPERCONTENTS_DETAIL ;
2635 if (shader->surfaceparms & Q3SURFACEPARM_DONOTENTER ) texture->supercontents |= SUPERCONTENTS_DONOTENTER ;
2636 // if (shader->surfaceparms & Q3SURFACEPARM_FOG ) texture->supercontents |= SUPERCONTENTS_FOG ;
2637 if (shader->surfaceparms & Q3SURFACEPARM_LAVA ) texture->supercontents |= SUPERCONTENTS_LAVA ;
2638 // if (shader->surfaceparms & Q3SURFACEPARM_LIGHTFILTER ) texture->supercontents |= SUPERCONTENTS_LIGHTFILTER ;
2639 // if (shader->surfaceparms & Q3SURFACEPARM_METALSTEPS ) texture->supercontents |= SUPERCONTENTS_METALSTEPS ;
2640 // if (shader->surfaceparms & Q3SURFACEPARM_NODAMAGE ) texture->supercontents |= SUPERCONTENTS_NODAMAGE ;
2641 // if (shader->surfaceparms & Q3SURFACEPARM_NODLIGHT ) texture->supercontents |= SUPERCONTENTS_NODLIGHT ;
2642 // if (shader->surfaceparms & Q3SURFACEPARM_NODRAW ) texture->supercontents |= SUPERCONTENTS_NODRAW ;
2643 if (shader->surfaceparms & Q3SURFACEPARM_NODROP ) texture->supercontents |= SUPERCONTENTS_NODROP ;
2644 // if (shader->surfaceparms & Q3SURFACEPARM_NOIMPACT ) texture->supercontents |= SUPERCONTENTS_NOIMPACT ;
2645 // if (shader->surfaceparms & Q3SURFACEPARM_NOLIGHTMAP ) texture->supercontents |= SUPERCONTENTS_NOLIGHTMAP ;
2646 // if (shader->surfaceparms & Q3SURFACEPARM_NOMARKS ) texture->supercontents |= SUPERCONTENTS_NOMARKS ;
2647 // if (shader->surfaceparms & Q3SURFACEPARM_NOMIPMAPS ) texture->supercontents |= SUPERCONTENTS_NOMIPMAPS ;
2648 if (shader->surfaceparms & Q3SURFACEPARM_NONSOLID ) texture->supercontents &=~SUPERCONTENTS_SOLID ;
2649 // if (shader->surfaceparms & Q3SURFACEPARM_ORIGIN ) texture->supercontents |= SUPERCONTENTS_ORIGIN ;
2650 if (shader->surfaceparms & Q3SURFACEPARM_PLAYERCLIP ) texture->supercontents |= SUPERCONTENTS_PLAYERCLIP ;
2651 if (shader->surfaceparms & Q3SURFACEPARM_SKY ) texture->supercontents |= SUPERCONTENTS_SKY ;
2652 // if (shader->surfaceparms & Q3SURFACEPARM_SLICK ) texture->supercontents |= SUPERCONTENTS_SLICK ;
2653 if (shader->surfaceparms & Q3SURFACEPARM_SLIME ) texture->supercontents |= SUPERCONTENTS_SLIME ;
2654 // if (shader->surfaceparms & Q3SURFACEPARM_STRUCTURAL ) texture->supercontents |= SUPERCONTENTS_STRUCTURAL ;
2655 // if (shader->surfaceparms & Q3SURFACEPARM_TRANS ) texture->supercontents |= SUPERCONTENTS_TRANS ;
2656 if (shader->surfaceparms & Q3SURFACEPARM_WATER ) texture->supercontents |= SUPERCONTENTS_WATER ;
2657 // if (shader->surfaceparms & Q3SURFACEPARM_POINTLIGHT ) texture->supercontents |= SUPERCONTENTS_POINTLIGHT ;
2658 // if (shader->surfaceparms & Q3SURFACEPARM_HINT ) texture->supercontents |= SUPERCONTENTS_HINT ;
2659 // if (shader->surfaceparms & Q3SURFACEPARM_DUST ) texture->supercontents |= SUPERCONTENTS_DUST ;
2660 if (shader->surfaceparms & Q3SURFACEPARM_BOTCLIP ) texture->supercontents |= SUPERCONTENTS_BOTCLIP | SUPERCONTENTS_MONSTERCLIP;
2661 // if (shader->surfaceparms & Q3SURFACEPARM_LIGHTGRID ) texture->supercontents |= SUPERCONTENTS_LIGHTGRID ;
2662 // if (shader->surfaceparms & Q3SURFACEPARM_ANTIPORTAL ) texture->supercontents |= SUPERCONTENTS_ANTIPORTAL ;
2664 texture->surfaceflags = shader->surfaceflags;
2665 if (shader->surfaceparms & Q3SURFACEPARM_ALPHASHADOW ) texture->surfaceflags |= Q3SURFACEFLAG_ALPHASHADOW ;
2666 // if (shader->surfaceparms & Q3SURFACEPARM_AREAPORTAL ) texture->surfaceflags |= Q3SURFACEFLAG_AREAPORTAL ;
2667 // if (shader->surfaceparms & Q3SURFACEPARM_CLUSTERPORTAL) texture->surfaceflags |= Q3SURFACEFLAG_CLUSTERPORTAL;
2668 // if (shader->surfaceparms & Q3SURFACEPARM_DETAIL ) texture->surfaceflags |= Q3SURFACEFLAG_DETAIL ;
2669 // if (shader->surfaceparms & Q3SURFACEPARM_DONOTENTER ) texture->surfaceflags |= Q3SURFACEFLAG_DONOTENTER ;
2670 // if (shader->surfaceparms & Q3SURFACEPARM_FOG ) texture->surfaceflags |= Q3SURFACEFLAG_FOG ;
2671 // if (shader->surfaceparms & Q3SURFACEPARM_LAVA ) texture->surfaceflags |= Q3SURFACEFLAG_LAVA ;
2672 if (shader->surfaceparms & Q3SURFACEPARM_LIGHTFILTER ) texture->surfaceflags |= Q3SURFACEFLAG_LIGHTFILTER ;
2673 if (shader->surfaceparms & Q3SURFACEPARM_METALSTEPS ) texture->surfaceflags |= Q3SURFACEFLAG_METALSTEPS ;
2674 if (shader->surfaceparms & Q3SURFACEPARM_NODAMAGE ) texture->surfaceflags |= Q3SURFACEFLAG_NODAMAGE ;
2675 if (shader->surfaceparms & Q3SURFACEPARM_NODLIGHT ) texture->surfaceflags |= Q3SURFACEFLAG_NODLIGHT ;
2676 if (shader->surfaceparms & Q3SURFACEPARM_NODRAW ) texture->surfaceflags |= Q3SURFACEFLAG_NODRAW ;
2677 // if (shader->surfaceparms & Q3SURFACEPARM_NODROP ) texture->surfaceflags |= Q3SURFACEFLAG_NODROP ;
2678 if (shader->surfaceparms & Q3SURFACEPARM_NOIMPACT ) texture->surfaceflags |= Q3SURFACEFLAG_NOIMPACT ;
2679 if (shader->surfaceparms & Q3SURFACEPARM_NOLIGHTMAP ) texture->surfaceflags |= Q3SURFACEFLAG_NOLIGHTMAP ;
2680 if (shader->surfaceparms & Q3SURFACEPARM_NOMARKS ) texture->surfaceflags |= Q3SURFACEFLAG_NOMARKS ;
2681 // if (shader->surfaceparms & Q3SURFACEPARM_NOMIPMAPS ) texture->surfaceflags |= Q3SURFACEFLAG_NOMIPMAPS ;
2682 if (shader->surfaceparms & Q3SURFACEPARM_NONSOLID ) texture->surfaceflags |= Q3SURFACEFLAG_NONSOLID ;
2683 // if (shader->surfaceparms & Q3SURFACEPARM_ORIGIN ) texture->surfaceflags |= Q3SURFACEFLAG_ORIGIN ;
2684 // if (shader->surfaceparms & Q3SURFACEPARM_PLAYERCLIP ) texture->surfaceflags |= Q3SURFACEFLAG_PLAYERCLIP ;
2685 if (shader->surfaceparms & Q3SURFACEPARM_SKY ) texture->surfaceflags |= Q3SURFACEFLAG_SKY ;
2686 if (shader->surfaceparms & Q3SURFACEPARM_SLICK ) texture->surfaceflags |= Q3SURFACEFLAG_SLICK ;
2687 // if (shader->surfaceparms & Q3SURFACEPARM_SLIME ) texture->surfaceflags |= Q3SURFACEFLAG_SLIME ;
2688 // if (shader->surfaceparms & Q3SURFACEPARM_STRUCTURAL ) texture->surfaceflags |= Q3SURFACEFLAG_STRUCTURAL ;
2689 // if (shader->surfaceparms & Q3SURFACEPARM_TRANS ) texture->surfaceflags |= Q3SURFACEFLAG_TRANS ;
2690 // if (shader->surfaceparms & Q3SURFACEPARM_WATER ) texture->surfaceflags |= Q3SURFACEFLAG_WATER ;
2691 if (shader->surfaceparms & Q3SURFACEPARM_POINTLIGHT ) texture->surfaceflags |= Q3SURFACEFLAG_POINTLIGHT ;
2692 if (shader->surfaceparms & Q3SURFACEPARM_HINT ) texture->surfaceflags |= Q3SURFACEFLAG_HINT ;
2693 if (shader->surfaceparms & Q3SURFACEPARM_DUST ) texture->surfaceflags |= Q3SURFACEFLAG_DUST ;
2694 // if (shader->surfaceparms & Q3SURFACEPARM_BOTCLIP ) texture->surfaceflags |= Q3SURFACEFLAG_BOTCLIP ;
2695 // if (shader->surfaceparms & Q3SURFACEPARM_LIGHTGRID ) texture->surfaceflags |= Q3SURFACEFLAG_LIGHTGRID ;
2696 // if (shader->surfaceparms & Q3SURFACEPARM_ANTIPORTAL ) texture->surfaceflags |= Q3SURFACEFLAG_ANTIPORTAL ;
2698 if (shader->dpmeshcollisions)
2699 texture->basematerialflags |= MATERIALFLAG_MESHCOLLISIONS;
2700 if (shader->dpshaderkill && developer_extra.integer)
2701 Con_DPrintf("^1%s:^7 killing shader ^3\"%s\" because of cvar\n", loadmodel->name, name);
2703 else if (!strcmp(texture->name, "noshader") || !texture->name[0])
2705 if (developer_extra.integer)
2706 Con_DPrintf("^1%s:^7 using fallback noshader material for ^3\"%s\"\n", loadmodel->name, name);
2707 texture->supercontents = SUPERCONTENTS_SOLID | SUPERCONTENTS_OPAQUE;
2709 else if (!strcmp(texture->name, "common/nodraw") || !strcmp(texture->name, "textures/common/nodraw"))
2711 if (developer_extra.integer)
2712 Con_DPrintf("^1%s:^7 using fallback nodraw material for ^3\"%s\"\n", loadmodel->name, name);
2713 texture->basematerialflags = MATERIALFLAG_NODRAW | MATERIALFLAG_NOSHADOW;
2714 texture->supercontents = SUPERCONTENTS_SOLID;
2718 if (developer_extra.integer)
2719 Con_DPrintf("^1%s:^7 No shader found for texture ^3\"%s\"\n", loadmodel->name, texture->name);
2720 if (texture->surfaceflags & Q3SURFACEFLAG_NODRAW)
2722 texture->basematerialflags |= MATERIALFLAG_NODRAW | MATERIALFLAG_NOSHADOW;
2723 texture->supercontents = SUPERCONTENTS_SOLID;
2725 else if (texture->surfaceflags & Q3SURFACEFLAG_SKY)
2727 texture->basematerialflags |= MATERIALFLAG_SKY | MATERIALFLAG_NOSHADOW;
2728 texture->supercontents = SUPERCONTENTS_SKY;
2732 texture->basematerialflags |= MATERIALFLAG_WALL;
2733 texture->supercontents = SUPERCONTENTS_SOLID | SUPERCONTENTS_OPAQUE;
2735 texture->numskinframes = 1;
2736 if(cls.state == ca_dedicated)
2738 texture->skinframes[0] = NULL;
2745 if ((texture->skinframes[0] = R_SkinFrame_LoadExternal(texture->name, defaulttexflags, false)))
2747 if(texture->skinframes[0]->hasalpha)
2748 texture->basematerialflags |= MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
2755 if (!success && warnmissing)
2756 Con_Printf("^1%s:^7 could not load texture ^3\"%s\"\n", loadmodel->name, texture->name);
2759 // init the animation variables
2760 texture->currentframe = texture;
2761 if (texture->numskinframes < 1)
2762 texture->numskinframes = 1;
2763 if (!texture->skinframes[0])
2764 texture->skinframes[0] = R_SkinFrame_LoadMissing();
2765 texture->currentskinframe = texture->skinframes[0];
2766 texture->backgroundcurrentskinframe = texture->backgroundskinframes[0];
2770 skinfile_t *Mod_LoadSkinFiles(void)
2772 int i, words, line, wordsoverflow;
2775 skinfile_t *skinfile = NULL, *first = NULL;
2776 skinfileitem_t *skinfileitem;
2777 char word[10][MAX_QPATH];
2782 U_bodyBox,models/players/Legoman/BikerA2.tga
2783 U_RArm,models/players/Legoman/BikerA1.tga
2784 U_LArm,models/players/Legoman/BikerA1.tga
2785 U_armor,common/nodraw
2786 U_sword,common/nodraw
2787 U_shield,common/nodraw
2788 U_homb,common/nodraw
2789 U_backpack,common/nodraw
2790 U_colcha,common/nodraw
2795 memset(word, 0, sizeof(word));
2796 for (i = 0;i < 256 && (data = text = (char *)FS_LoadFile(va(vabuf, sizeof(vabuf), "%s_%i.skin", loadmodel->name, i), tempmempool, true, NULL));i++)
2798 // If it's the first file we parse
2799 if (skinfile == NULL)
2801 skinfile = (skinfile_t *)Mem_Alloc(loadmodel->mempool, sizeof(skinfile_t));
2806 skinfile->next = (skinfile_t *)Mem_Alloc(loadmodel->mempool, sizeof(skinfile_t));
2807 skinfile = skinfile->next;
2809 skinfile->next = NULL;
2811 for(line = 0;;line++)
2814 if (!COM_ParseToken_QuakeC(&data, true))
2816 if (!strcmp(com_token, "\n"))
2819 wordsoverflow = false;
2823 strlcpy(word[words++], com_token, sizeof (word[0]));
2825 wordsoverflow = true;
2827 while (COM_ParseToken_QuakeC(&data, true) && strcmp(com_token, "\n"));
2830 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);
2833 // words is always >= 1
2834 if (!strcmp(word[0], "replace"))
2838 if (developer_loading.integer)
2839 Con_Printf("Mod_LoadSkinFiles: parsed mesh \"%s\" shader replacement \"%s\"\n", word[1], word[2]);
2840 skinfileitem = (skinfileitem_t *)Mem_Alloc(loadmodel->mempool, sizeof(skinfileitem_t));
2841 skinfileitem->next = skinfile->items;
2842 skinfile->items = skinfileitem;
2843 strlcpy (skinfileitem->name, word[1], sizeof (skinfileitem->name));
2844 strlcpy (skinfileitem->replacement, word[2], sizeof (skinfileitem->replacement));
2847 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]);
2849 else if (words >= 2 && !strncmp(word[0], "tag_", 4))
2851 // tag name, like "tag_weapon,"
2852 // not used for anything (not even in Quake3)
2854 else if (words >= 2 && !strcmp(word[1], ","))
2856 // mesh shader name, like "U_RArm,models/players/Legoman/BikerA1.tga"
2857 if (developer_loading.integer)
2858 Con_Printf("Mod_LoadSkinFiles: parsed mesh \"%s\" shader replacement \"%s\"\n", word[0], word[2]);
2859 skinfileitem = (skinfileitem_t *)Mem_Alloc(loadmodel->mempool, sizeof(skinfileitem_t));
2860 skinfileitem->next = skinfile->items;
2861 skinfile->items = skinfileitem;
2862 strlcpy (skinfileitem->name, word[0], sizeof (skinfileitem->name));
2863 strlcpy (skinfileitem->replacement, word[2], sizeof (skinfileitem->replacement));
2866 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);
2871 loadmodel->numskins = i;
2875 void Mod_FreeSkinFiles(skinfile_t *skinfile)
2878 skinfileitem_t *skinfileitem, *nextitem;
2879 for (;skinfile;skinfile = next)
2881 next = skinfile->next;
2882 for (skinfileitem = skinfile->items;skinfileitem;skinfileitem = nextitem)
2884 nextitem = skinfileitem->next;
2885 Mem_Free(skinfileitem);
2891 int Mod_CountSkinFiles(skinfile_t *skinfile)
2894 for (i = 0;skinfile;skinfile = skinfile->next, i++);
2898 void Mod_SnapVertices(int numcomponents, int numvertices, float *vertices, float snap)
2901 double isnap = 1.0 / snap;
2902 for (i = 0;i < numvertices*numcomponents;i++)
2903 vertices[i] = floor(vertices[i]*isnap)*snap;
2906 int Mod_RemoveDegenerateTriangles(int numtriangles, const int *inelement3i, int *outelement3i, const float *vertex3f)
2908 int i, outtriangles;
2909 float edgedir1[3], edgedir2[3], temp[3];
2910 // a degenerate triangle is one with no width (thickness, surface area)
2911 // these are characterized by having all 3 points colinear (along a line)
2912 // or having two points identical
2913 // the simplest check is to calculate the triangle's area
2914 for (i = 0, outtriangles = 0;i < numtriangles;i++, inelement3i += 3)
2916 // calculate first edge
2917 VectorSubtract(vertex3f + inelement3i[1] * 3, vertex3f + inelement3i[0] * 3, edgedir1);
2918 VectorSubtract(vertex3f + inelement3i[2] * 3, vertex3f + inelement3i[0] * 3, edgedir2);
2919 CrossProduct(edgedir1, edgedir2, temp);
2920 if (VectorLength2(temp) < 0.001f)
2921 continue; // degenerate triangle (no area)
2922 // valid triangle (has area)
2923 VectorCopy(inelement3i, outelement3i);
2927 return outtriangles;
2930 void Mod_VertexRangeFromElements(int numelements, const int *elements, int *firstvertexpointer, int *lastvertexpointer)
2933 int firstvertex, lastvertex;
2934 if (numelements > 0 && elements)
2936 firstvertex = lastvertex = elements[0];
2937 for (i = 1;i < numelements;i++)
2940 firstvertex = min(firstvertex, e);
2941 lastvertex = max(lastvertex, e);
2945 firstvertex = lastvertex = 0;
2946 if (firstvertexpointer)
2947 *firstvertexpointer = firstvertex;
2948 if (lastvertexpointer)
2949 *lastvertexpointer = lastvertex;
2952 void Mod_MakeSortedSurfaces(dp_model_t *mod)
2954 // make an optimal set of texture-sorted batches to draw...
2956 int *firstsurfacefortexture;
2957 int *numsurfacesfortexture;
2958 if (!mod->sortedmodelsurfaces)
2959 mod->sortedmodelsurfaces = (int *) Mem_Alloc(loadmodel->mempool, mod->nummodelsurfaces * sizeof(*mod->sortedmodelsurfaces));
2960 firstsurfacefortexture = (int *) Mem_Alloc(tempmempool, mod->num_textures * sizeof(*firstsurfacefortexture));
2961 numsurfacesfortexture = (int *) Mem_Alloc(tempmempool, mod->num_textures * sizeof(*numsurfacesfortexture));
2962 memset(numsurfacesfortexture, 0, mod->num_textures * sizeof(*numsurfacesfortexture));
2963 for (j = 0;j < mod->nummodelsurfaces;j++)
2965 const msurface_t *surface = mod->data_surfaces + j + mod->firstmodelsurface;
2966 int t = (int)(surface->texture - mod->data_textures);
2967 numsurfacesfortexture[t]++;
2970 for (t = 0;t < mod->num_textures;t++)
2972 firstsurfacefortexture[t] = j;
2973 j += numsurfacesfortexture[t];
2975 for (j = 0;j < mod->nummodelsurfaces;j++)
2977 const msurface_t *surface = mod->data_surfaces + j + mod->firstmodelsurface;
2978 int t = (int)(surface->texture - mod->data_textures);
2979 mod->sortedmodelsurfaces[firstsurfacefortexture[t]++] = j + mod->firstmodelsurface;
2981 Mem_Free(firstsurfacefortexture);
2982 Mem_Free(numsurfacesfortexture);
2985 void Mod_BuildVBOs(void)
2987 if (!loadmodel->surfmesh.num_vertices)
2990 if (gl_paranoid.integer && loadmodel->surfmesh.data_element3s && loadmodel->surfmesh.data_element3i)
2993 for (i = 0;i < loadmodel->surfmesh.num_triangles*3;i++)
2995 if (loadmodel->surfmesh.data_element3s[i] != loadmodel->surfmesh.data_element3i[i])
2997 Con_Printf("Mod_BuildVBOs: element %u is incorrect (%u should be %u)\n", i, loadmodel->surfmesh.data_element3s[i], loadmodel->surfmesh.data_element3i[i]);
2998 loadmodel->surfmesh.data_element3s[i] = loadmodel->surfmesh.data_element3i[i];
3003 // build r_vertexmesh_t array
3004 // (compressed interleaved array for D3D)
3005 if (!loadmodel->surfmesh.data_vertexmesh && vid.useinterleavedarrays)
3008 int numvertices = loadmodel->surfmesh.num_vertices;
3009 r_vertexmesh_t *vertexmesh;
3010 loadmodel->surfmesh.data_vertexmesh = vertexmesh = (r_vertexmesh_t*)Mem_Alloc(loadmodel->mempool, numvertices * sizeof(r_vertexmesh_t));
3011 for (vertexindex = 0;vertexindex < numvertices;vertexindex++, vertexmesh++)
3013 VectorCopy(loadmodel->surfmesh.data_vertex3f + 3*vertexindex, vertexmesh->vertex3f);
3014 VectorScale(loadmodel->surfmesh.data_svector3f + 3*vertexindex, 1.0f, vertexmesh->svector3f);
3015 VectorScale(loadmodel->surfmesh.data_tvector3f + 3*vertexindex, 1.0f, vertexmesh->tvector3f);
3016 VectorScale(loadmodel->surfmesh.data_normal3f + 3*vertexindex, 1.0f, vertexmesh->normal3f);
3017 if (loadmodel->surfmesh.data_lightmapcolor4f)
3018 Vector4Copy(loadmodel->surfmesh.data_lightmapcolor4f + 4*vertexindex, vertexmesh->color4f);
3019 Vector2Copy(loadmodel->surfmesh.data_texcoordtexture2f + 2*vertexindex, vertexmesh->texcoordtexture2f);
3020 if (loadmodel->surfmesh.data_texcoordlightmap2f)
3021 Vector2Scale(loadmodel->surfmesh.data_texcoordlightmap2f + 2*vertexindex, 1.0f, vertexmesh->texcoordlightmap2f);
3022 if (loadmodel->surfmesh.data_skeletalindex4ub)
3023 Vector4Copy(loadmodel->surfmesh.data_skeletalindex4ub + 4*vertexindex, vertexmesh->skeletalindex4ub);
3024 if (loadmodel->surfmesh.data_skeletalweight4ub)
3025 Vector4Copy(loadmodel->surfmesh.data_skeletalweight4ub + 4*vertexindex, vertexmesh->skeletalweight4ub);
3029 // upload short indices as a buffer
3030 if (loadmodel->surfmesh.data_element3s && !loadmodel->surfmesh.data_element3s_indexbuffer)
3031 loadmodel->surfmesh.data_element3s_indexbuffer = R_Mesh_CreateMeshBuffer(loadmodel->surfmesh.data_element3s, loadmodel->surfmesh.num_triangles * sizeof(short[3]), loadmodel->name, true, false, false, true);
3033 // upload int indices as a buffer
3034 if (loadmodel->surfmesh.data_element3i && !loadmodel->surfmesh.data_element3i_indexbuffer && !loadmodel->surfmesh.data_element3s)
3035 loadmodel->surfmesh.data_element3i_indexbuffer = R_Mesh_CreateMeshBuffer(loadmodel->surfmesh.data_element3i, loadmodel->surfmesh.num_triangles * sizeof(int[3]), loadmodel->name, true, false, false, false);
3037 // only build a vbo if one has not already been created (this is important for brush models which load specially)
3038 // vertex buffer is several arrays and we put them in the same buffer
3040 // is this wise? the texcoordtexture2f array is used with dynamic
3041 // vertex/svector/tvector/normal when rendering animated models, on the
3042 // other hand animated models don't use a lot of vertices anyway...
3043 if (!loadmodel->surfmesh.vbo_vertexbuffer && !vid.useinterleavedarrays)
3048 loadmodel->surfmesh.vbooffset_vertexmesh = size;if (loadmodel->surfmesh.data_vertexmesh ) size += loadmodel->surfmesh.num_vertices * sizeof(r_vertexmesh_t);
3049 loadmodel->surfmesh.vbooffset_vertex3f = size;if (loadmodel->surfmesh.data_vertex3f ) size += loadmodel->surfmesh.num_vertices * sizeof(float[3]);
3050 loadmodel->surfmesh.vbooffset_svector3f = size;if (loadmodel->surfmesh.data_svector3f ) size += loadmodel->surfmesh.num_vertices * sizeof(float[3]);
3051 loadmodel->surfmesh.vbooffset_tvector3f = size;if (loadmodel->surfmesh.data_tvector3f ) size += loadmodel->surfmesh.num_vertices * sizeof(float[3]);
3052 loadmodel->surfmesh.vbooffset_normal3f = size;if (loadmodel->surfmesh.data_normal3f ) size += loadmodel->surfmesh.num_vertices * sizeof(float[3]);
3053 loadmodel->surfmesh.vbooffset_texcoordtexture2f = size;if (loadmodel->surfmesh.data_texcoordtexture2f ) size += loadmodel->surfmesh.num_vertices * sizeof(float[2]);
3054 loadmodel->surfmesh.vbooffset_texcoordlightmap2f = size;if (loadmodel->surfmesh.data_texcoordlightmap2f) size += loadmodel->surfmesh.num_vertices * sizeof(float[2]);
3055 loadmodel->surfmesh.vbooffset_lightmapcolor4f = size;if (loadmodel->surfmesh.data_lightmapcolor4f ) size += loadmodel->surfmesh.num_vertices * sizeof(float[4]);
3056 loadmodel->surfmesh.vbooffset_skeletalindex4ub = size;if (loadmodel->surfmesh.data_skeletalindex4ub ) size += loadmodel->surfmesh.num_vertices * sizeof(unsigned char[4]);
3057 loadmodel->surfmesh.vbooffset_skeletalweight4ub = size;if (loadmodel->surfmesh.data_skeletalweight4ub ) size += loadmodel->surfmesh.num_vertices * sizeof(unsigned char[4]);
3058 mem = (unsigned char *)Mem_Alloc(tempmempool, size);
3059 if (loadmodel->surfmesh.data_vertexmesh ) memcpy(mem + loadmodel->surfmesh.vbooffset_vertexmesh , loadmodel->surfmesh.data_vertexmesh , loadmodel->surfmesh.num_vertices * sizeof(r_vertexmesh_t));
3060 if (loadmodel->surfmesh.data_vertex3f ) memcpy(mem + loadmodel->surfmesh.vbooffset_vertex3f , loadmodel->surfmesh.data_vertex3f , loadmodel->surfmesh.num_vertices * sizeof(float[3]));
3061 if (loadmodel->surfmesh.data_svector3f ) memcpy(mem + loadmodel->surfmesh.vbooffset_svector3f , loadmodel->surfmesh.data_svector3f , loadmodel->surfmesh.num_vertices * sizeof(float[3]));
3062 if (loadmodel->surfmesh.data_tvector3f ) memcpy(mem + loadmodel->surfmesh.vbooffset_tvector3f , loadmodel->surfmesh.data_tvector3f , loadmodel->surfmesh.num_vertices * sizeof(float[3]));
3063 if (loadmodel->surfmesh.data_normal3f ) memcpy(mem + loadmodel->surfmesh.vbooffset_normal3f , loadmodel->surfmesh.data_normal3f , loadmodel->surfmesh.num_vertices * sizeof(float[3]));
3064 if (loadmodel->surfmesh.data_texcoordtexture2f ) memcpy(mem + loadmodel->surfmesh.vbooffset_texcoordtexture2f , loadmodel->surfmesh.data_texcoordtexture2f , loadmodel->surfmesh.num_vertices * sizeof(float[2]));
3065 if (loadmodel->surfmesh.data_texcoordlightmap2f) memcpy(mem + loadmodel->surfmesh.vbooffset_texcoordlightmap2f, loadmodel->surfmesh.data_texcoordlightmap2f, loadmodel->surfmesh.num_vertices * sizeof(float[2]));
3066 if (loadmodel->surfmesh.data_lightmapcolor4f ) memcpy(mem + loadmodel->surfmesh.vbooffset_lightmapcolor4f , loadmodel->surfmesh.data_lightmapcolor4f , loadmodel->surfmesh.num_vertices * sizeof(float[4]));
3067 if (loadmodel->surfmesh.data_skeletalindex4ub ) memcpy(mem + loadmodel->surfmesh.vbooffset_skeletalindex4ub , loadmodel->surfmesh.data_skeletalindex4ub , loadmodel->surfmesh.num_vertices * sizeof(unsigned char[4]));
3068 if (loadmodel->surfmesh.data_skeletalweight4ub ) memcpy(mem + loadmodel->surfmesh.vbooffset_skeletalweight4ub , loadmodel->surfmesh.data_skeletalweight4ub , loadmodel->surfmesh.num_vertices * sizeof(unsigned char[4]));
3069 loadmodel->surfmesh.vbo_vertexbuffer = R_Mesh_CreateMeshBuffer(mem, size, loadmodel->name, false, false, false, false);
3074 extern cvar_t mod_obj_orientation;
3075 static void Mod_Decompile_OBJ(dp_model_t *model, const char *filename, const char *mtlfilename, const char *originalfilename)
3077 int submodelindex, vertexindex, surfaceindex, triangleindex, textureindex, countvertices = 0, countsurfaces = 0, countfaces = 0, counttextures = 0;
3079 const char *texname;
3081 const float *v, *vn, *vt;
3083 size_t outbufferpos = 0;
3084 size_t outbuffermax = 0x100000;
3085 char *outbuffer = (char *) Z_Malloc(outbuffermax), *oldbuffer;
3086 const msurface_t *surface;
3087 const int maxtextures = 256;
3088 char *texturenames = (char *) Z_Malloc(maxtextures * MAX_QPATH);
3089 dp_model_t *submodel;
3091 // construct the mtllib file
3092 l = dpsnprintf(outbuffer + outbufferpos, outbuffermax - outbufferpos, "# mtllib for %s exported by darkplaces engine\n", originalfilename);
3095 for (surfaceindex = 0, surface = model->data_surfaces;surfaceindex < model->num_surfaces;surfaceindex++, surface++)
3098 countvertices += surface->num_vertices;
3099 countfaces += surface->num_triangles;
3100 texname = (surface->texture && surface->texture->name[0]) ? surface->texture->name : "default";
3101 for (textureindex = 0;textureindex < counttextures;textureindex++)
3102 if (!strcmp(texturenames + textureindex * MAX_QPATH, texname))
3104 if (textureindex < counttextures)
3105 continue; // already wrote this material entry
3106 if (textureindex >= maxtextures)
3107 continue; // just a precaution
3108 textureindex = counttextures++;
3109 strlcpy(texturenames + textureindex * MAX_QPATH, texname, MAX_QPATH);
3110 if (outbufferpos >= outbuffermax >> 1)
3113 oldbuffer = outbuffer;
3114 outbuffer = (char *) Z_Malloc(outbuffermax);
3115 memcpy(outbuffer, oldbuffer, outbufferpos);
3118 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");
3123 // write the mtllib file
3124 FS_WriteFile(mtlfilename, outbuffer, outbufferpos);
3126 // construct the obj file
3128 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);
3132 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)
3134 if (outbufferpos >= outbuffermax >> 1)
3137 oldbuffer = outbuffer;
3138 outbuffer = (char *) Z_Malloc(outbuffermax);
3139 memcpy(outbuffer, oldbuffer, outbufferpos);
3142 if(mod_obj_orientation.integer)
3143 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]);
3145 l = dpsnprintf(outbuffer + outbufferpos, outbuffermax - outbufferpos, "v %f %f %f\nvn %f %f %f\nvt %f %f\n", v[0], v[1], v[2], vn[0], vn[1], vn[2], vt[0], 1-vt[1]);
3150 for (submodelindex = 0;submodelindex < max(1, model->brush.numsubmodels);submodelindex++)
3152 l = dpsnprintf(outbuffer + outbufferpos, outbuffermax - outbufferpos, "o %i\n", submodelindex);
3155 submodel = model->brush.numsubmodels ? model->brush.submodels[submodelindex] : model;
3156 for (surfaceindex = 0;surfaceindex < submodel->nummodelsurfaces;surfaceindex++)
3158 surface = model->data_surfaces + submodel->sortedmodelsurfaces[surfaceindex];
3159 l = dpsnprintf(outbuffer + outbufferpos, outbuffermax - outbufferpos, "usemtl %s\n", (surface->texture && surface->texture->name[0]) ? surface->texture->name : "default");
3162 for (triangleindex = 0, e = model->surfmesh.data_element3i + surface->num_firsttriangle * 3;triangleindex < surface->num_triangles;triangleindex++, e += 3)
3164 if (outbufferpos >= outbuffermax >> 1)
3167 oldbuffer = outbuffer;
3168 outbuffer = (char *) Z_Malloc(outbuffermax);
3169 memcpy(outbuffer, oldbuffer, outbufferpos);
3175 if(mod_obj_orientation.integer)
3176 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);
3178 l = dpsnprintf(outbuffer + outbufferpos, outbuffermax - outbufferpos, "f %i/%i/%i %i/%i/%i %i/%i/%i\n", a,a,a,c,c,c,b,b,b);
3185 // write the obj file
3186 FS_WriteFile(filename, outbuffer, outbufferpos);
3190 Z_Free(texturenames);
3193 Con_Printf("Wrote %s (%i bytes, %i vertices, %i faces, %i surfaces with %i distinct textures)\n", filename, (int)outbufferpos, countvertices, countfaces, countsurfaces, counttextures);
3196 static void Mod_Decompile_SMD(dp_model_t *model, const char *filename, int firstpose, int numposes, qboolean writetriangles)
3198 int countnodes = 0, counttriangles = 0, countframes = 0;
3206 size_t outbufferpos = 0;
3207 size_t outbuffermax = 0x100000;
3208 char *outbuffer = (char *) Z_Malloc(outbuffermax), *oldbuffer;
3209 const msurface_t *surface;
3210 l = dpsnprintf(outbuffer + outbufferpos, outbuffermax - outbufferpos, "version 1\nnodes\n");
3213 for (transformindex = 0;transformindex < model->num_bones;transformindex++)
3215 if (outbufferpos >= outbuffermax >> 1)
3218 oldbuffer = outbuffer;
3219 outbuffer = (char *) Z_Malloc(outbuffermax);
3220 memcpy(outbuffer, oldbuffer, outbufferpos);
3224 l = dpsnprintf(outbuffer + outbufferpos, outbuffermax - outbufferpos, "%3i \"%s\" %3i\n", transformindex, model->data_bones[transformindex].name, model->data_bones[transformindex].parent);
3228 l = dpsnprintf(outbuffer + outbufferpos, outbuffermax - outbufferpos, "end\nskeleton\n");
3231 for (poseindex = 0;poseindex < numposes;poseindex++)
3234 l = dpsnprintf(outbuffer + outbufferpos, outbuffermax - outbufferpos, "time %i\n", poseindex);
3237 for (transformindex = 0;transformindex < model->num_bones;transformindex++)
3241 matrix4x4_t posematrix;
3242 if (outbufferpos >= outbuffermax >> 1)
3245 oldbuffer = outbuffer;
3246 outbuffer = (char *) Z_Malloc(outbuffermax);
3247 memcpy(outbuffer, oldbuffer, outbufferpos);
3251 // strangely the smd angles are for a transposed matrix, so we
3252 // have to generate a transposed matrix, then convert that...
3253 Matrix4x4_FromBonePose7s(&posematrix, model->num_posescale, model->data_poses7s + 7*(model->num_bones * poseindex + transformindex));
3254 Matrix4x4_ToArray12FloatGL(&posematrix, mtest[0]);
3255 AnglesFromVectors(angles, mtest[0], mtest[2], false);
3256 if (angles[0] >= 180) angles[0] -= 360;
3257 if (angles[1] >= 180) angles[1] -= 360;
3258 if (angles[2] >= 180) angles[2] -= 360;
3262 float a = DEG2RAD(angles[ROLL]);
3263 float b = DEG2RAD(angles[PITCH]);
3264 float c = DEG2RAD(angles[YAW]);
3265 float cy, sy, cp, sp, cr, sr;
3267 // smd matrix construction, for comparing
3278 test[1][0] = sr*sp*cy+cr*-sy;
3279 test[1][1] = sr*sp*sy+cr*cy;
3281 test[2][0] = (cr*sp*cy+-sr*-sy);
3282 test[2][1] = (cr*sp*sy+-sr*cy);
3284 test[3][0] = pose[9];
3285 test[3][1] = pose[10];
3286 test[3][2] = pose[11];
3289 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]));
3294 l = dpsnprintf(outbuffer + outbufferpos, outbuffermax - outbufferpos, "end\n");
3299 l = dpsnprintf(outbuffer + outbufferpos, outbuffermax - outbufferpos, "triangles\n");
3302 for (surfaceindex = 0, surface = model->data_surfaces;surfaceindex < model->num_surfaces;surfaceindex++, surface++)
3304 for (triangleindex = 0, e = model->surfmesh.data_element3i + surface->num_firsttriangle * 3;triangleindex < surface->num_triangles;triangleindex++, e += 3)
3307 if (outbufferpos >= outbuffermax >> 1)
3310 oldbuffer = outbuffer;
3311 outbuffer = (char *) Z_Malloc(outbuffermax);
3312 memcpy(outbuffer, oldbuffer, outbufferpos);
3315 l = dpsnprintf(outbuffer + outbufferpos, outbuffermax - outbufferpos, "%s\n", surface->texture && surface->texture->name[0] ? surface->texture->name : "default.bmp");
3318 for (cornerindex = 0;cornerindex < 3;cornerindex++)
3320 const int index = e[2-cornerindex];
3321 const float *v = model->surfmesh.data_vertex3f + index * 3;
3322 const float *vn = model->surfmesh.data_normal3f + index * 3;
3323 const float *vt = model->surfmesh.data_texcoordtexture2f + index * 2;
3324 const int b = model->surfmesh.blends[index];
3325 if (b < model->num_bones)
3326 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]);
3329 const blendweights_t *w = model->surfmesh.data_blendweights + b - model->num_bones;
3330 const unsigned char *wi = w->index;
3331 const unsigned char *wf = w->influence;
3332 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);
3333 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);
3334 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);
3335 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]);
3342 l = dpsnprintf(outbuffer + outbufferpos, outbuffermax - outbufferpos, "end\n");
3347 FS_WriteFile(filename, outbuffer, outbufferpos);
3350 Con_Printf("Wrote %s (%i bytes, %i nodes, %i frames, %i triangles)\n", filename, (int)outbufferpos, countnodes, countframes, counttriangles);
3357 decompiles a model to editable files
3360 static void Mod_Decompile_f(void)
3362 int i, j, k, l, first, count;
3364 char inname[MAX_QPATH];
3365 char outname[MAX_QPATH];
3366 char mtlname[MAX_QPATH];
3367 char basename[MAX_QPATH];
3368 char animname[MAX_QPATH];
3369 char animname2[MAX_QPATH];
3370 char zymtextbuffer[16384];
3371 char dpmtextbuffer[16384];
3372 char framegroupstextbuffer[16384];
3373 int zymtextsize = 0;
3374 int dpmtextsize = 0;
3375 int framegroupstextsize = 0;
3378 if (Cmd_Argc() != 2)
3380 Con_Print("usage: modeldecompile <filename>\n");
3384 strlcpy(inname, Cmd_Argv(1), sizeof(inname));
3385 FS_StripExtension(inname, basename, sizeof(basename));
3387 mod = Mod_ForName(inname, false, true, inname[0] == '*' ? cl.model_name[1] : NULL);
3390 Con_Print("No such model\n");
3393 if (mod->brush.submodel)
3395 // if we're decompiling a submodel, be sure to give it a proper name based on its parent
3396 FS_StripExtension(cl.model_name[1], outname, sizeof(outname));
3397 dpsnprintf(basename, sizeof(basename), "%s/%s", outname, mod->name);
3400 if (!mod->surfmesh.num_triangles)
3402 Con_Print("Empty model (or sprite)\n");
3406 // export OBJ if possible (not on sprites)
3407 if (mod->surfmesh.num_triangles)
3409 dpsnprintf(outname, sizeof(outname), "%s_decompiled.obj", basename);
3410 dpsnprintf(mtlname, sizeof(mtlname), "%s_decompiled.mtl", basename);
3411 Mod_Decompile_OBJ(mod, outname, mtlname, inname);
3414 // export SMD if possible (only for skeletal models)
3415 if (mod->surfmesh.num_triangles && mod->num_bones)
3417 dpsnprintf(outname, sizeof(outname), "%s_decompiled/ref1.smd", basename);
3418 Mod_Decompile_SMD(mod, outname, 0, 1, true);
3419 l = dpsnprintf(zymtextbuffer + zymtextsize, sizeof(zymtextbuffer) - zymtextsize, "output out.zym\nscale 1\norigin 0 0 0\nmesh ref1.smd\n");
3420 if (l > 0) zymtextsize += l;
3421 l = dpsnprintf(dpmtextbuffer + dpmtextsize, sizeof(dpmtextbuffer) - dpmtextsize, "outputdir .\nmodel out\nscale 1\norigin 0 0 0\nscene ref1.smd\n");
3422 if (l > 0) dpmtextsize += l;
3423 for (i = 0;i < mod->numframes;i = j)
3425 strlcpy(animname, mod->animscenes[i].name, sizeof(animname));
3426 first = mod->animscenes[i].firstframe;
3427 if (mod->animscenes[i].framecount > 1)
3430 count = mod->animscenes[i].framecount;
3436 // check for additional frames with same name
3437 for (l = 0, k = strlen(animname);animname[l];l++)
3438 if(animname[l] < '0' || animname[l] > '9')
3440 if(k > 0 && animname[k-1] == '_')
3443 count = mod->num_poses - first;
3444 for (j = i + 1;j < mod->numframes;j++)
3446 strlcpy(animname2, mod->animscenes[j].name, sizeof(animname2));
3447 for (l = 0, k = strlen(animname2);animname2[l];l++)
3448 if(animname2[l] < '0' || animname2[l] > '9')
3450 if(k > 0 && animname[k-1] == '_')
3453 if (strcmp(animname2, animname) || mod->animscenes[j].framecount > 1)
3455 count = mod->animscenes[j].firstframe - first;
3459 // if it's only one frame, use the original frame name
3461 strlcpy(animname, mod->animscenes[i].name, sizeof(animname));
3464 dpsnprintf(outname, sizeof(outname), "%s_decompiled/%s.smd", basename, animname);
3465 Mod_Decompile_SMD(mod, outname, first, count, false);
3466 if (zymtextsize < (int)sizeof(zymtextbuffer) - 100)
3468 l = dpsnprintf(zymtextbuffer + zymtextsize, sizeof(zymtextbuffer) - zymtextsize, "scene %s.smd fps %g %s\n", animname, mod->animscenes[i].framerate, mod->animscenes[i].loop ? "" : " noloop");
3469 if (l > 0) zymtextsize += l;
3471 if (dpmtextsize < (int)sizeof(dpmtextbuffer) - 100)
3473 l = dpsnprintf(dpmtextbuffer + dpmtextsize, sizeof(dpmtextbuffer) - dpmtextsize, "scene %s.smd fps %g %s\n", animname, mod->animscenes[i].framerate, mod->animscenes[i].loop ? "" : " noloop");
3474 if (l > 0) dpmtextsize += l;
3476 if (framegroupstextsize < (int)sizeof(framegroupstextbuffer) - 100)
3478 l = dpsnprintf(framegroupstextbuffer + framegroupstextsize, sizeof(framegroupstextbuffer) - framegroupstextsize, "%d %d %f %d // %s\n", first, count, mod->animscenes[i].framerate, mod->animscenes[i].loop, animname);
3479 if (l > 0) framegroupstextsize += l;
3483 FS_WriteFile(va(vabuf, sizeof(vabuf), "%s_decompiled/out_zym.txt", basename), zymtextbuffer, (fs_offset_t)zymtextsize);
3485 FS_WriteFile(va(vabuf, sizeof(vabuf), "%s_decompiled/out_dpm.txt", basename), dpmtextbuffer, (fs_offset_t)dpmtextsize);
3486 if (framegroupstextsize)
3487 FS_WriteFile(va(vabuf, sizeof(vabuf), "%s_decompiled.framegroups", basename), framegroupstextbuffer, (fs_offset_t)framegroupstextsize);
3491 void Mod_AllocLightmap_Init(mod_alloclightmap_state_t *state, int width, int height)
3494 memset(state, 0, sizeof(*state));
3495 state->width = width;
3496 state->height = height;
3497 state->currentY = 0;
3498 state->rows = (mod_alloclightmap_row_t *)Mem_Alloc(loadmodel->mempool, state->height * sizeof(*state->rows));
3499 for (y = 0;y < state->height;y++)
3501 state->rows[y].currentX = 0;
3502 state->rows[y].rowY = -1;
3506 void Mod_AllocLightmap_Reset(mod_alloclightmap_state_t *state)
3509 state->currentY = 0;
3510 for (y = 0;y < state->height;y++)
3512 state->rows[y].currentX = 0;
3513 state->rows[y].rowY = -1;
3517 void Mod_AllocLightmap_Free(mod_alloclightmap_state_t *state)
3520 Mem_Free(state->rows);
3521 memset(state, 0, sizeof(*state));
3524 qboolean Mod_AllocLightmap_Block(mod_alloclightmap_state_t *state, int blockwidth, int blockheight, int *outx, int *outy)
3526 mod_alloclightmap_row_t *row;
3529 row = state->rows + blockheight;
3530 if ((row->rowY < 0) || (row->currentX + blockwidth > state->width))
3532 if (state->currentY + blockheight <= state->height)
3534 // use the current allocation position
3535 row->rowY = state->currentY;
3537 state->currentY += blockheight;
3541 // find another position
3542 for (y = blockheight;y < state->height;y++)
3544 if ((state->rows[y].rowY >= 0) && (state->rows[y].currentX + blockwidth <= state->width))
3546 row = state->rows + y;
3550 if (y == state->height)
3555 *outx = row->currentX;
3556 row->currentX += blockwidth;
3561 typedef struct lightmapsample_s
3565 float *vertex_color;
3566 unsigned char *lm_bgr;
3567 unsigned char *lm_dir;
3571 typedef struct lightmapvertex_s
3576 float texcoordbase[2];
3577 float texcoordlightmap[2];
3578 float lightcolor[4];
3582 typedef struct lightmaptriangle_s
3590 // 2D modelspace coordinates of min corner
3591 // snapped to lightmap grid but not in grid coordinates
3593 // 2D modelspace to lightmap coordinate scale
3601 typedef struct lightmaplight_s
3612 lightmaptriangle_t *mod_generatelightmaps_lightmaptriangles;
3614 #define MAX_LIGHTMAPSAMPLES 64
3615 static int mod_generatelightmaps_numoffsets[3];
3616 static float mod_generatelightmaps_offsets[3][MAX_LIGHTMAPSAMPLES][3];
3618 static int mod_generatelightmaps_numlights;
3619 static lightmaplight_t *mod_generatelightmaps_lightinfo;
3621 extern cvar_t r_shadow_lightattenuationdividebias;
3622 extern cvar_t r_shadow_lightattenuationlinearscale;
3624 static void Mod_GenerateLightmaps_LightPoint(dp_model_t *model, const vec3_t pos, vec3_t ambient, vec3_t diffuse, vec3_t lightdir)
3629 float relativepoint[3];
3636 float lightorigin[3];
3640 float lightcolor[3];
3642 for (i = 0;i < 5*3;i++)
3644 for (index = 0;;index++)
3646 result = R_Shadow_GetRTLightInfo(index, lightorigin, &lightradius, lightcolor);
3651 lightradius2 = lightradius * lightradius;
3652 VectorSubtract(lightorigin, pos, relativepoint);
3653 dist2 = VectorLength2(relativepoint);
3654 if (dist2 >= lightradius2)
3656 lightiradius = 1.0f / lightradius;
3657 dist = sqrt(dist2) * lightiradius;
3658 intensity = (1.0f - dist) * r_shadow_lightattenuationlinearscale.value / (r_shadow_lightattenuationdividebias.value + dist*dist);
3659 if (intensity <= 0.0f)
3661 if (model && model->TraceLine)
3663 model->TraceLine(model, NULL, NULL, &trace, pos, lightorigin, SUPERCONTENTS_VISBLOCKERMASK);
3664 if (trace.fraction < 1)
3667 // scale down intensity to add to both ambient and diffuse
3668 //intensity *= 0.5f;
3669 VectorNormalize(relativepoint);
3670 VectorScale(lightcolor, intensity, color);
3671 VectorMA(sample , 0.5f , color, sample );
3672 VectorMA(sample + 3, relativepoint[0], color, sample + 3);
3673 VectorMA(sample + 6, relativepoint[1], color, sample + 6);
3674 VectorMA(sample + 9, relativepoint[2], color, sample + 9);
3675 // calculate a weighted average light direction as well
3676 intensity *= VectorLength(color);
3677 VectorMA(sample + 12, intensity, relativepoint, sample + 12);
3679 // calculate the direction we'll use to reduce the sample to a directional light source
3680 VectorCopy(sample + 12, dir);
3681 //VectorSet(dir, sample[3] + sample[4] + sample[5], sample[6] + sample[7] + sample[8], sample[9] + sample[10] + sample[11]);
3682 VectorNormalize(dir);
3683 // extract the diffuse color along the chosen direction and scale it
3684 diffuse[0] = (dir[0]*sample[3] + dir[1]*sample[6] + dir[2]*sample[ 9] + sample[ 0]);
3685 diffuse[1] = (dir[0]*sample[4] + dir[1]*sample[7] + dir[2]*sample[10] + sample[ 1]);
3686 diffuse[2] = (dir[0]*sample[5] + dir[1]*sample[8] + dir[2]*sample[11] + sample[ 2]);
3687 // subtract some of diffuse from ambient
3688 VectorMA(sample, -0.333f, diffuse, ambient);
3689 // store the normalized lightdir
3690 VectorCopy(dir, lightdir);
3693 static void Mod_GenerateLightmaps_CreateLights_ComputeSVBSP_InsertSurfaces(const dp_model_t *model, svbsp_t *svbsp, const float *mins, const float *maxs)
3697 const msurface_t *surface;
3698 const float *vertex3f = model->surfmesh.data_vertex3f;
3699 const int *element3i = model->surfmesh.data_element3i;
3702 for (surfaceindex = 0, surface = model->data_surfaces;surfaceindex < model->nummodelsurfaces;surfaceindex++, surface++)
3704 if (!BoxesOverlap(surface->mins, surface->maxs, mins, maxs))
3706 if (surface->texture->basematerialflags & MATERIALFLAG_NOSHADOW)
3708 for (triangleindex = 0, e = element3i + 3*surface->num_firsttriangle;triangleindex < surface->num_triangles;triangleindex++, e += 3)
3710 VectorCopy(vertex3f + 3*e[0], v2[0]);
3711 VectorCopy(vertex3f + 3*e[1], v2[1]);
3712 VectorCopy(vertex3f + 3*e[2], v2[2]);
3713 SVBSP_AddPolygon(svbsp, 3, v2[0], true, NULL, NULL, 0);
3718 static void Mod_GenerateLightmaps_CreateLights_ComputeSVBSP(dp_model_t *model, lightmaplight_t *lightinfo)
3720 int maxnodes = 1<<14;
3721 svbsp_node_t *nodes;
3726 VectorSet(mins, lightinfo->origin[0] - lightinfo->radius, lightinfo->origin[1] - lightinfo->radius, lightinfo->origin[2] - lightinfo->radius);
3727 VectorSet(maxs, lightinfo->origin[0] + lightinfo->radius, lightinfo->origin[1] + lightinfo->radius, lightinfo->origin[2] + lightinfo->radius);
3728 VectorCopy(lightinfo->origin, origin);
3729 nodes = (svbsp_node_t *)Mem_Alloc(tempmempool, maxnodes * sizeof(*nodes));
3732 SVBSP_Init(&svbsp, origin, maxnodes, nodes);
3733 Mod_GenerateLightmaps_CreateLights_ComputeSVBSP_InsertSurfaces(model, &svbsp, mins, maxs);
3734 if (svbsp.ranoutofnodes)
3737 if (maxnodes > 1<<22)
3743 nodes = (svbsp_node_t *)Mem_Alloc(tempmempool, maxnodes * sizeof(*nodes));
3748 if (svbsp.numnodes > 0)
3750 svbsp.nodes = (svbsp_node_t *)Mem_Alloc(tempmempool, svbsp.numnodes * sizeof(*nodes));
3751 memcpy(svbsp.nodes, nodes, svbsp.numnodes * sizeof(*nodes));
3752 lightinfo->svbsp = svbsp;
3757 static void Mod_GenerateLightmaps_CreateLights(dp_model_t *model)
3761 lightmaplight_t *lightinfo;
3765 mod_generatelightmaps_numlights = 0;
3766 for (index = 0;;index++)
3768 result = R_Shadow_GetRTLightInfo(index, origin, &radius, color);
3772 mod_generatelightmaps_numlights++;
3774 if (mod_generatelightmaps_numlights > 0)
3776 mod_generatelightmaps_lightinfo = (lightmaplight_t *)Mem_Alloc(tempmempool, mod_generatelightmaps_numlights * sizeof(*mod_generatelightmaps_lightinfo));
3777 lightinfo = mod_generatelightmaps_lightinfo;
3778 for (index = 0;;index++)
3780 result = R_Shadow_GetRTLightInfo(index, lightinfo->origin, &lightinfo->radius, lightinfo->color);
3787 for (index = 0, lightinfo = mod_generatelightmaps_lightinfo;index < mod_generatelightmaps_numlights;index++, lightinfo++)
3789 lightinfo->iradius = 1.0f / lightinfo->radius;
3790 lightinfo->radius2 = lightinfo->radius * lightinfo->radius;
3791 // TODO: compute svbsp
3792 Mod_GenerateLightmaps_CreateLights_ComputeSVBSP(model, lightinfo);
3796 static void Mod_GenerateLightmaps_DestroyLights(dp_model_t *model)
3799 if (mod_generatelightmaps_lightinfo)
3801 for (i = 0;i < mod_generatelightmaps_numlights;i++)
3802 if (mod_generatelightmaps_lightinfo[i].svbsp.nodes)
3803 Mem_Free(mod_generatelightmaps_lightinfo[i].svbsp.nodes);
3804 Mem_Free(mod_generatelightmaps_lightinfo);
3806 mod_generatelightmaps_lightinfo = NULL;
3807 mod_generatelightmaps_numlights = 0;
3810 static qboolean Mod_GenerateLightmaps_SamplePoint_SVBSP(const svbsp_t *svbsp, const float *pos)
3812 const svbsp_node_t *node;
3813 const svbsp_node_t *nodes = svbsp->nodes;
3818 num = node->children[DotProduct(node->plane, pos) < node->plane[3]];
3820 return num == -1; // true if empty, false if solid (shadowed)
3823 static void Mod_GenerateLightmaps_SamplePoint(const float *pos, const float *normal, float *sample, int numoffsets, const float *offsets)
3826 float relativepoint[3];
3835 const lightmaplight_t *lightinfo;
3837 for (i = 0;i < 5*3;i++)
3839 for (i = 0, lightinfo = mod_generatelightmaps_lightinfo;i < mod_generatelightmaps_numlights;i++, lightinfo++)
3841 //R_SampleRTLights(pos, sample, numoffsets, offsets);
3842 VectorSubtract(lightinfo->origin, pos, relativepoint);
3843 // don't accept light from behind a surface, it causes bad shading
3844 if (normal && DotProduct(relativepoint, normal) <= 0)
3846 dist2 = VectorLength2(relativepoint);
3847 if (dist2 >= lightinfo->radius2)
3849 dist = sqrt(dist2) * lightinfo->iradius;
3850 intensity = dist < 1 ? ((1.0f - dist) * r_shadow_lightattenuationlinearscale.value / (r_shadow_lightattenuationdividebias.value + dist*dist)) : 0;
3853 if (cl.worldmodel && cl.worldmodel->TraceLine && numoffsets > 0)
3857 if (Mod_GenerateLightmaps_SamplePoint_SVBSP(&lightinfo->svbsp, pos))
3859 for (offsetindex = 1;offsetindex < numoffsets;offsetindex++)
3861 VectorAdd(pos, offsets + 3*offsetindex, offsetpos);
3864 // for light grid we'd better check visibility of the offset point
3865 cl.worldmodel->TraceLine(cl.worldmodel, NULL, NULL, &trace, pos, offsetpos, SUPERCONTENTS_VISBLOCKERMASK);
3866 if (trace.fraction < 1)
3867 VectorLerp(pos, trace.fraction, offsetpos, offsetpos);
3870 if (Mod_GenerateLightmaps_SamplePoint_SVBSP(&lightinfo->svbsp, offsetpos))
3875 // scale intensity according to how many rays succeeded
3876 // we know one test is valid, half of the rest will fail...
3877 //if (normal && tests > 1)
3878 // intensity *= (tests - 1.0f) / tests;
3879 intensity *= (float)hits / tests;
3881 // scale down intensity to add to both ambient and diffuse
3882 //intensity *= 0.5f;
3883 VectorNormalize(relativepoint);
3884 VectorScale(lightinfo->color, intensity, color);
3885 VectorMA(sample , 0.5f , color, sample );
3886 VectorMA(sample + 3, relativepoint[0], color, sample + 3);
3887 VectorMA(sample + 6, relativepoint[1], color, sample + 6);
3888 VectorMA(sample + 9, relativepoint[2], color, sample + 9);
3889 // calculate a weighted average light direction as well
3890 intensity *= VectorLength(color);
3891 VectorMA(sample + 12, intensity, relativepoint, sample + 12);
3895 static void Mod_GenerateLightmaps_LightmapSample(const float *pos, const float *normal, unsigned char *lm_bgr, unsigned char *lm_dir)
3901 Mod_GenerateLightmaps_SamplePoint(pos, normal, sample, mod_generatelightmaps_numoffsets[0], mod_generatelightmaps_offsets[0][0]);
3902 //VectorSet(dir, sample[3] + sample[4] + sample[5], sample[6] + sample[7] + sample[8], sample[9] + sample[10] + sample[11]);
3903 VectorCopy(sample + 12, dir);
3904 VectorNormalize(dir);
3905 //VectorAdd(dir, normal, dir);
3906 //VectorNormalize(dir);
3907 f = DotProduct(dir, normal);
3908 f = max(0, f) * 255.0f;
3909 VectorScale(sample, f, color);
3910 //VectorCopy(normal, dir);
3911 VectorSet(dir, (dir[0]+1.0f)*127.5f, (dir[1]+1.0f)*127.5f, (dir[2]+1.0f)*127.5f);
3912 lm_bgr[0] = (unsigned char)bound(0.0f, color[2], 255.0f);
3913 lm_bgr[1] = (unsigned char)bound(0.0f, color[1], 255.0f);
3914 lm_bgr[2] = (unsigned char)bound(0.0f, color[0], 255.0f);
3916 lm_dir[0] = (unsigned char)dir[2];
3917 lm_dir[1] = (unsigned char)dir[1];
3918 lm_dir[2] = (unsigned char)dir[0];
3922 static void Mod_GenerateLightmaps_VertexSample(const float *pos, const float *normal, float *vertex_color)
3925 Mod_GenerateLightmaps_SamplePoint(pos, normal, sample, mod_generatelightmaps_numoffsets[1], mod_generatelightmaps_offsets[1][0]);
3926 VectorCopy(sample, vertex_color);
3929 static void Mod_GenerateLightmaps_GridSample(const float *pos, q3dlightgrid_t *s)
3935 Mod_GenerateLightmaps_SamplePoint(pos, NULL, sample, mod_generatelightmaps_numoffsets[2], mod_generatelightmaps_offsets[2][0]);
3936 // calculate the direction we'll use to reduce the sample to a directional light source
3937 VectorCopy(sample + 12, dir);
3938 //VectorSet(dir, sample[3] + sample[4] + sample[5], sample[6] + sample[7] + sample[8], sample[9] + sample[10] + sample[11]);
3939 VectorNormalize(dir);
3940 // extract the diffuse color along the chosen direction and scale it
3941 diffuse[0] = (dir[0]*sample[3] + dir[1]*sample[6] + dir[2]*sample[ 9] + sample[ 0]) * 127.5f;
3942 diffuse[1] = (dir[0]*sample[4] + dir[1]*sample[7] + dir[2]*sample[10] + sample[ 1]) * 127.5f;
3943 diffuse[2] = (dir[0]*sample[5] + dir[1]*sample[8] + dir[2]*sample[11] + sample[ 2]) * 127.5f;
3944 // scale the ambient from 0-2 to 0-255 and subtract some of diffuse
3945 VectorScale(sample, 127.5f, ambient);
3946 VectorMA(ambient, -0.333f, diffuse, ambient);
3947 // encode to the grid format
3948 s->ambientrgb[0] = (unsigned char)bound(0.0f, ambient[0], 255.0f);
3949 s->ambientrgb[1] = (unsigned char)bound(0.0f, ambient[1], 255.0f);
3950 s->ambientrgb[2] = (unsigned char)bound(0.0f, ambient[2], 255.0f);
3951 s->diffusergb[0] = (unsigned char)bound(0.0f, diffuse[0], 255.0f);
3952 s->diffusergb[1] = (unsigned char)bound(0.0f, diffuse[1], 255.0f);
3953 s->diffusergb[2] = (unsigned char)bound(0.0f, diffuse[2], 255.0f);
3954 if (dir[2] >= 0.99f) {s->diffusepitch = 0;s->diffuseyaw = 0;}
3955 else if (dir[2] <= -0.99f) {s->diffusepitch = 128;s->diffuseyaw = 0;}
3956 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));}
3959 static void Mod_GenerateLightmaps_InitSampleOffsets(dp_model_t *model)
3964 memset(mod_generatelightmaps_offsets, 0, sizeof(mod_generatelightmaps_offsets));
3965 mod_generatelightmaps_numoffsets[0] = min(MAX_LIGHTMAPSAMPLES, mod_generatelightmaps_lightmapsamples.integer);
3966 mod_generatelightmaps_numoffsets[1] = min(MAX_LIGHTMAPSAMPLES, mod_generatelightmaps_vertexsamples.integer);
3967 mod_generatelightmaps_numoffsets[2] = min(MAX_LIGHTMAPSAMPLES, mod_generatelightmaps_gridsamples.integer);
3968 radius[0] = mod_generatelightmaps_lightmapradius.value;
3969 radius[1] = mod_generatelightmaps_vertexradius.value;
3970 radius[2] = mod_generatelightmaps_gridradius.value;
3971 for (i = 0;i < 3;i++)
3973 for (j = 1;j < mod_generatelightmaps_numoffsets[i];j++)
3976 VectorScale(temp, radius[i], mod_generatelightmaps_offsets[i][j]);
3981 static void Mod_GenerateLightmaps_DestroyLightmaps(dp_model_t *model)
3983 msurface_t *surface;
3986 for (surfaceindex = 0;surfaceindex < model->num_surfaces;surfaceindex++)
3988 surface = model->data_surfaces + surfaceindex;
3989 surface->lightmaptexture = NULL;
3990 surface->deluxemaptexture = NULL;
3992 if (model->brushq3.data_lightmaps)
3994 for (i = 0;i < model->brushq3.num_mergedlightmaps;i++)
3995 if (model->brushq3.data_lightmaps[i])
3996 R_FreeTexture(model->brushq3.data_lightmaps[i]);
3997 Mem_Free(model->brushq3.data_lightmaps);
3998 model->brushq3.data_lightmaps = NULL;
4000 if (model->brushq3.data_deluxemaps)
4002 for (i = 0;i < model->brushq3.num_mergedlightmaps;i++)
4003 if (model->brushq3.data_deluxemaps[i])
4004 R_FreeTexture(model->brushq3.data_deluxemaps[i]);
4005 Mem_Free(model->brushq3.data_deluxemaps);
4006 model->brushq3.data_deluxemaps = NULL;
4010 static void Mod_GenerateLightmaps_UnweldTriangles(dp_model_t *model)
4012 msurface_t *surface;
4018 surfmesh_t oldsurfmesh;
4020 unsigned char *data;
4021 oldsurfmesh = model->surfmesh;
4022 model->surfmesh.num_triangles = oldsurfmesh.num_triangles;
4023 model->surfmesh.num_vertices = oldsurfmesh.num_triangles * 3;
4025 size += model->surfmesh.num_vertices * sizeof(float[3]);
4026 size += model->surfmesh.num_vertices * sizeof(float[3]);
4027 size += model->surfmesh.num_vertices * sizeof(float[3]);
4028 size += model->surfmesh.num_vertices * sizeof(float[3]);
4029 size += model->surfmesh.num_vertices * sizeof(float[2]);
4030 size += model->surfmesh.num_vertices * sizeof(float[2]);
4031 size += model->surfmesh.num_vertices * sizeof(float[4]);
4032 data = (unsigned char *)Mem_Alloc(model->mempool, size);
4033 model->surfmesh.data_vertex3f = (float *)data;data += model->surfmesh.num_vertices * sizeof(float[3]);
4034 model->surfmesh.data_normal3f = (float *)data;data += model->surfmesh.num_vertices * sizeof(float[3]);
4035 model->surfmesh.data_svector3f = (float *)data;data += model->surfmesh.num_vertices * sizeof(float[3]);
4036 model->surfmesh.data_tvector3f = (float *)data;data += model->surfmesh.num_vertices * sizeof(float[3]);
4037 model->surfmesh.data_texcoordtexture2f = (float *)data;data += model->surfmesh.num_vertices * sizeof(float[2]);
4038 model->surfmesh.data_texcoordlightmap2f = (float *)data;data += model->surfmesh.num_vertices * sizeof(float[2]);
4039 model->surfmesh.data_lightmapcolor4f = (float *)data;data += model->surfmesh.num_vertices * sizeof(float[4]);
4040 if (model->surfmesh.num_vertices > 65536)
4041 model->surfmesh.data_element3s = NULL;
4043 if (model->surfmesh.data_element3i_indexbuffer)
4044 R_Mesh_DestroyMeshBuffer(model->surfmesh.data_element3i_indexbuffer);
4045 model->surfmesh.data_element3i_indexbuffer = NULL;
4046 if (model->surfmesh.data_element3s_indexbuffer)
4047 R_Mesh_DestroyMeshBuffer(model->surfmesh.data_element3s_indexbuffer);
4048 model->surfmesh.data_element3s_indexbuffer = NULL;
4049 if (model->surfmesh.vbo_vertexbuffer)
4050 R_Mesh_DestroyMeshBuffer(model->surfmesh.vbo_vertexbuffer);
4051 model->surfmesh.vbo_vertexbuffer = 0;
4053 // convert all triangles to unique vertex data
4055 for (surfaceindex = 0;surfaceindex < model->num_surfaces;surfaceindex++)
4057 surface = model->data_surfaces + surfaceindex;
4058 surface->num_firstvertex = outvertexindex;
4059 surface->num_vertices = surface->num_triangles*3;
4060 e = oldsurfmesh.data_element3i + surface->num_firsttriangle*3;
4061 for (i = 0;i < surface->num_triangles*3;i++)
4064 model->surfmesh.data_vertex3f[outvertexindex*3+0] = oldsurfmesh.data_vertex3f[vertexindex*3+0];
4065 model->surfmesh.data_vertex3f[outvertexindex*3+1] = oldsurfmesh.data_vertex3f[vertexindex*3+1];
4066 model->surfmesh.data_vertex3f[outvertexindex*3+2] = oldsurfmesh.data_vertex3f[vertexindex*3+2];
4067 model->surfmesh.data_normal3f[outvertexindex*3+0] = oldsurfmesh.data_normal3f[vertexindex*3+0];
4068 model->surfmesh.data_normal3f[outvertexindex*3+1] = oldsurfmesh.data_normal3f[vertexindex*3+1];
4069 model->surfmesh.data_normal3f[outvertexindex*3+2] = oldsurfmesh.data_normal3f[vertexindex*3+2];
4070 model->surfmesh.data_svector3f[outvertexindex*3+0] = oldsurfmesh.data_svector3f[vertexindex*3+0];
4071 model->surfmesh.data_svector3f[outvertexindex*3+1] = oldsurfmesh.data_svector3f[vertexindex*3+1];
4072 model->surfmesh.data_svector3f[outvertexindex*3+2] = oldsurfmesh.data_svector3f[vertexindex*3+2];
4073 model->surfmesh.data_tvector3f[outvertexindex*3+0] = oldsurfmesh.data_tvector3f[vertexindex*3+0];
4074 model->surfmesh.data_tvector3f[outvertexindex*3+1] = oldsurfmesh.data_tvector3f[vertexindex*3+1];
4075 model->surfmesh.data_tvector3f[outvertexindex*3+2] = oldsurfmesh.data_tvector3f[vertexindex*3+2];
4076 model->surfmesh.data_texcoordtexture2f[outvertexindex*2+0] = oldsurfmesh.data_texcoordtexture2f[vertexindex*2+0];
4077 model->surfmesh.data_texcoordtexture2f[outvertexindex*2+1] = oldsurfmesh.data_texcoordtexture2f[vertexindex*2+1];
4078 if (oldsurfmesh.data_texcoordlightmap2f)
4080 model->surfmesh.data_texcoordlightmap2f[outvertexindex*2+0] = oldsurfmesh.data_texcoordlightmap2f[vertexindex*2+0];
4081 model->surfmesh.data_texcoordlightmap2f[outvertexindex*2+1] = oldsurfmesh.data_texcoordlightmap2f[vertexindex*2+1];
4083 if (oldsurfmesh.data_lightmapcolor4f)
4085 model->surfmesh.data_lightmapcolor4f[outvertexindex*4+0] = oldsurfmesh.data_lightmapcolor4f[vertexindex*4+0];
4086 model->surfmesh.data_lightmapcolor4f[outvertexindex*4+1] = oldsurfmesh.data_lightmapcolor4f[vertexindex*4+1];
4087 model->surfmesh.data_lightmapcolor4f[outvertexindex*4+2] = oldsurfmesh.data_lightmapcolor4f[vertexindex*4+2];
4088 model->surfmesh.data_lightmapcolor4f[outvertexindex*4+3] = oldsurfmesh.data_lightmapcolor4f[vertexindex*4+3];
4091 Vector4Set(model->surfmesh.data_lightmapcolor4f + 4*outvertexindex, 1, 1, 1, 1);
4092 model->surfmesh.data_element3i[surface->num_firsttriangle*3+i] = outvertexindex;
4096 if (model->surfmesh.data_element3s)
4097 for (i = 0;i < model->surfmesh.num_triangles*3;i++)
4098 model->surfmesh.data_element3s[i] = model->surfmesh.data_element3i[i];
4100 // find and update all submodels to use this new surfmesh data
4101 for (i = 0;i < model->brush.numsubmodels;i++)
4102 model->brush.submodels[i]->surfmesh = model->surfmesh;
4105 static void Mod_GenerateLightmaps_CreateTriangleInformation(dp_model_t *model)
4107 msurface_t *surface;
4113 lightmaptriangle_t *triangle;
4114 // generate lightmap triangle structs
4115 mod_generatelightmaps_lightmaptriangles = (lightmaptriangle_t *)Mem_Alloc(model->mempool, model->surfmesh.num_triangles * sizeof(lightmaptriangle_t));
4116 for (surfaceindex = 0;surfaceindex < model->num_surfaces;surfaceindex++)
4118 surface = model->data_surfaces + surfaceindex;
4119 e = model->surfmesh.data_element3i + surface->num_firsttriangle*3;
4120 for (i = 0;i < surface->num_triangles;i++)
4122 triangle = &mod_generatelightmaps_lightmaptriangles[surface->num_firsttriangle+i];
4123 triangle->triangleindex = surface->num_firsttriangle+i;
4124 triangle->surfaceindex = surfaceindex;
4125 VectorCopy(model->surfmesh.data_vertex3f + 3*e[i*3+0], triangle->vertex[0]);
4126 VectorCopy(model->surfmesh.data_vertex3f + 3*e[i*3+1], triangle->vertex[1]);
4127 VectorCopy(model->surfmesh.data_vertex3f + 3*e[i*3+2], triangle->vertex[2]);
4128 // calculate bounds of triangle
4129 triangle->mins[0] = min(triangle->vertex[0][0], min(triangle->vertex[1][0], triangle->vertex[2][0]));
4130 triangle->mins[1] = min(triangle->vertex[0][1], min(triangle->vertex[1][1], triangle->vertex[2][1]));
4131 triangle->mins[2] = min(triangle->vertex[0][2], min(triangle->vertex[1][2], triangle->vertex[2][2]));
4132 triangle->maxs[0] = max(triangle->vertex[0][0], max(triangle->vertex[1][0], triangle->vertex[2][0]));
4133 triangle->maxs[1] = max(triangle->vertex[0][1], max(triangle->vertex[1][1], triangle->vertex[2][1]));
4134 triangle->maxs[2] = max(triangle->vertex[0][2], max(triangle->vertex[1][2], triangle->vertex[2][2]));
4135 // pick an axial projection based on the triangle normal
4136 TriangleNormal(triangle->vertex[0], triangle->vertex[1], triangle->vertex[2], normal);
4138 if (fabs(normal[1]) > fabs(normal[axis]))
4140 if (fabs(normal[2]) > fabs(normal[axis]))
4142 triangle->axis = axis;
4147 static void Mod_GenerateLightmaps_DestroyTriangleInformation(dp_model_t *model)
4149 if (mod_generatelightmaps_lightmaptriangles)
4150 Mem_Free(mod_generatelightmaps_lightmaptriangles);
4151 mod_generatelightmaps_lightmaptriangles = NULL;
4154 float lmaxis[3][3] = {{1, 0, 0}, {0, 1, 0}, {0, 0, 1}};
4156 static void Mod_GenerateLightmaps_CreateLightmaps(dp_model_t *model)
4158 msurface_t *surface;
4172 float trianglenormal[3];
4173 float samplecenter[3];
4174 float samplenormal[3];
4180 float lmscalepixels;
4183 float lm_basescalepixels;
4184 int lm_borderpixels;
4188 lightmaptriangle_t *triangle;
4189 unsigned char *lightmappixels;
4190 unsigned char *deluxemappixels;
4191 mod_alloclightmap_state_t lmstate;
4194 // generate lightmap projection information for all triangles
4195 if (model->texturepool == NULL)
4196 model->texturepool = R_AllocTexturePool();
4197 lm_basescalepixels = 1.0f / max(0.0001f, mod_generatelightmaps_unitspersample.value);
4198 lm_borderpixels = mod_generatelightmaps_borderpixels.integer;
4199 lm_texturesize = bound(lm_borderpixels*2+1, 64, (int)vid.maxtexturesize_2d);
4200 //lm_maxpixels = lm_texturesize-(lm_borderpixels*2+1);
4201 Mod_AllocLightmap_Init(&lmstate, lm_texturesize, lm_texturesize);
4203 for (surfaceindex = 0;surfaceindex < model->num_surfaces;surfaceindex++)
4205 surface = model->data_surfaces + surfaceindex;
4206 e = model->surfmesh.data_element3i + surface->num_firsttriangle*3;
4207 lmscalepixels = lm_basescalepixels;
4208 for (retry = 0;retry < 30;retry++)
4210 // after a couple failed attempts, degrade quality to make it fit
4212 lmscalepixels *= 0.5f;
4213 for (i = 0;i < surface->num_triangles;i++)
4215 triangle = &mod_generatelightmaps_lightmaptriangles[surface->num_firsttriangle+i];
4216 triangle->lightmapindex = lightmapnumber;
4217 // calculate lightmap bounds in 3D pixel coordinates, limit size,
4218 // pick two planar axes for projection
4219 // lightmap coordinates here are in pixels
4220 // lightmap projections are snapped to pixel grid explicitly, such
4221 // that two neighboring triangles sharing an edge and projection
4222 // axis will have identical sampl espacing along their shared edge
4224 for (j = 0;j < 3;j++)
4226 if (j == triangle->axis)
4228 lmmins = floor(triangle->mins[j]*lmscalepixels)-lm_borderpixels;
4229 lmmaxs = floor(triangle->maxs[j]*lmscalepixels)+lm_borderpixels;
4230 triangle->lmsize[k] = (int)(lmmaxs-lmmins);
4231 triangle->lmbase[k] = lmmins/lmscalepixels;
4232 triangle->lmscale[k] = lmscalepixels;
4235 if (!Mod_AllocLightmap_Block(&lmstate, triangle->lmsize[0], triangle->lmsize[1], &triangle->lmoffset[0], &triangle->lmoffset[1]))
4238 // if all fit in this texture, we're done with this surface
4239 if (i == surface->num_triangles)
4241 // if we haven't maxed out the lightmap size yet, we retry the
4242 // entire surface batch...
4243 if (lm_texturesize * 2 <= min(mod_generatelightmaps_texturesize.integer, (int)vid.maxtexturesize_2d))
4245 lm_texturesize *= 2;
4248 Mod_AllocLightmap_Free(&lmstate);
4249 Mod_AllocLightmap_Init(&lmstate, lm_texturesize, lm_texturesize);
4252 // if we have maxed out the lightmap size, and this triangle does
4253 // not fit in the same texture as the rest of the surface, we have
4254 // to retry the entire surface in a new texture (can only use one)
4255 // with multiple retries, the lightmap quality degrades until it
4256 // fits (or gives up)
4257 if (surfaceindex > 0)
4259 Mod_AllocLightmap_Reset(&lmstate);
4263 Mod_AllocLightmap_Free(&lmstate);
4265 // now put triangles together into lightmap textures, and do not allow
4266 // triangles of a surface to go into different textures (as that would
4267 // require rewriting the surface list)
4268 model->brushq3.deluxemapping_modelspace = true;
4269 model->brushq3.deluxemapping = true;
4270 model->brushq3.num_mergedlightmaps = lightmapnumber;
4271 model->brushq3.data_lightmaps = (rtexture_t **)Mem_Alloc(model->mempool, model->brushq3.num_mergedlightmaps * sizeof(rtexture_t *));
4272 model->brushq3.data_deluxemaps = (rtexture_t **)Mem_Alloc(model->mempool, model->brushq3.num_mergedlightmaps * sizeof(rtexture_t *));
4273 lightmappixels = (unsigned char *)Mem_Alloc(tempmempool, model->brushq3.num_mergedlightmaps * lm_texturesize * lm_texturesize * 4);
4274 deluxemappixels = (unsigned char *)Mem_Alloc(tempmempool, model->brushq3.num_mergedlightmaps * lm_texturesize * lm_texturesize * 4);
4275 for (surfaceindex = 0;surfaceindex < model->num_surfaces;surfaceindex++)
4277 surface = model->data_surfaces + surfaceindex;
4278 e = model->surfmesh.data_element3i + surface->num_firsttriangle*3;
4279 for (i = 0;i < surface->num_triangles;i++)
4281 triangle = &mod_generatelightmaps_lightmaptriangles[surface->num_firsttriangle+i];
4282 TriangleNormal(triangle->vertex[0], triangle->vertex[1], triangle->vertex[2], trianglenormal);
4283 VectorNormalize(trianglenormal);
4284 VectorCopy(trianglenormal, samplenormal); // FIXME: this is supposed to be interpolated per pixel from vertices
4285 axis = triangle->axis;
4286 axis1 = axis == 0 ? 1 : 0;
4287 axis2 = axis == 2 ? 1 : 2;
4288 lmiscale[0] = 1.0f / triangle->lmscale[0];
4289 lmiscale[1] = 1.0f / triangle->lmscale[1];
4290 if (trianglenormal[axis] < 0)
4291 VectorNegate(trianglenormal, trianglenormal);
4292 CrossProduct(lmaxis[axis2], trianglenormal, temp);slopex = temp[axis] / temp[axis1];
4293 CrossProduct(lmaxis[axis1], trianglenormal, temp);slopey = temp[axis] / temp[axis2];
4294 slopebase = triangle->vertex[0][axis] - triangle->vertex[0][axis1]*slopex - triangle->vertex[0][axis2]*slopey;
4295 for (j = 0;j < 3;j++)
4297 float *t2f = model->surfmesh.data_texcoordlightmap2f + e[i*3+j]*2;
4298 t2f[0] = ((triangle->vertex[j][axis1] - triangle->lmbase[0]) * triangle->lmscale[0] + triangle->lmoffset[0]) / lm_texturesize;
4299 t2f[1] = ((triangle->vertex[j][axis2] - triangle->lmbase[1]) * triangle->lmscale[1] + triangle->lmoffset[1]) / lm_texturesize;
4301 samplecenter[axis1] = (t2f[0]*lm_texturesize-triangle->lmoffset[0])*lmiscale[0] + triangle->lmbase[0];
4302 samplecenter[axis2] = (t2f[1]*lm_texturesize-triangle->lmoffset[1])*lmiscale[1] + triangle->lmbase[1];
4303 samplecenter[axis] = samplecenter[axis1]*slopex + samplecenter[axis2]*slopey + slopebase;
4304 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]);
4314 forward[1] = 1.0f / triangle->lmscale[0];
4318 left[2] = 1.0f / triangle->lmscale[1];
4323 origin[1] = triangle->lmbase[0];
4324 origin[2] = triangle->lmbase[1];
4327 forward[0] = 1.0f / triangle->lmscale[0];
4332 left[2] = 1.0f / triangle->lmscale[1];
4336 origin[0] = triangle->lmbase[0];
4338 origin[2] = triangle->lmbase[1];
4341 forward[0] = 1.0f / triangle->lmscale[0];
4345 left[1] = 1.0f / triangle->lmscale[1];
4350 origin[0] = triangle->lmbase[0];
4351 origin[1] = triangle->lmbase[1];
4355 Matrix4x4_FromVectors(&backmatrix, forward, left, up, origin);
4357 #define LM_DIST_EPSILON (1.0f / 32.0f)
4358 for (y = 0;y < triangle->lmsize[1];y++)
4360 pixeloffset = ((triangle->lightmapindex * lm_texturesize + y + triangle->lmoffset[1]) * lm_texturesize + triangle->lmoffset[0]) * 4;
4361 for (x = 0;x < triangle->lmsize[0];x++, pixeloffset += 4)
4363 samplecenter[axis1] = (x+0.5f)*lmiscale[0] + triangle->lmbase[0];
4364 samplecenter[axis2] = (y+0.5f)*lmiscale[1] + triangle->lmbase[1];
4365 samplecenter[axis] = samplecenter[axis1]*slopex + samplecenter[axis2]*slopey + slopebase;
4366 VectorMA(samplecenter, 0.125f, samplenormal, samplecenter);
4367 Mod_GenerateLightmaps_LightmapSample(samplecenter, samplenormal, lightmappixels + pixeloffset, deluxemappixels + pixeloffset);
4373 for (lightmapindex = 0;lightmapindex < model->brushq3.num_mergedlightmaps;lightmapindex++)
4375 model->brushq3.data_lightmaps[lightmapindex] = R_LoadTexture2D(model->texturepool, va(vabuf, sizeof(vabuf), "lightmap%i", lightmapindex), lm_texturesize, lm_texturesize, lightmappixels + lightmapindex * lm_texturesize * lm_texturesize * 4, TEXTYPE_BGRA, TEXF_FORCELINEAR, -1, NULL);
4376 model->brushq3.data_deluxemaps[lightmapindex] = R_LoadTexture2D(model->texturepool, va(vabuf, sizeof(vabuf), "deluxemap%i", lightmapindex), lm_texturesize, lm_texturesize, deluxemappixels + lightmapindex * lm_texturesize * lm_texturesize * 4, TEXTYPE_BGRA, TEXF_FORCELINEAR, -1, NULL);
4380 Mem_Free(lightmappixels);
4381 if (deluxemappixels)
4382 Mem_Free(deluxemappixels);
4384 for (surfaceindex = 0;surfaceindex < model->num_surfaces;surfaceindex++)
4386 surface = model->data_surfaces + surfaceindex;
4387 if (!surface->num_triangles)
4389 lightmapindex = mod_generatelightmaps_lightmaptriangles[surface->num_firsttriangle].lightmapindex;
4390 surface->lightmaptexture = model->brushq3.data_lightmaps[lightmapindex];
4391 surface->deluxemaptexture = model->brushq3.data_deluxemaps[lightmapindex];
4392 surface->lightmapinfo = NULL;
4395 model->brush.LightPoint = Mod_GenerateLightmaps_LightPoint;
4396 model->brushq1.lightdata = NULL;
4397 model->brushq1.lightmapupdateflags = NULL;
4398 model->brushq1.firstrender = false;
4399 model->brushq1.num_lightstyles = 0;
4400 model->brushq1.data_lightstyleinfo = NULL;
4401 for (i = 0;i < model->brush.numsubmodels;i++)
4403 model->brush.submodels[i]->brushq1.lightmapupdateflags = NULL;
4404 model->brush.submodels[i]->brushq1.firstrender = false;
4405 model->brush.submodels[i]->brushq1.num_lightstyles = 0;
4406 model->brush.submodels[i]->brushq1.data_lightstyleinfo = NULL;
4410 static void Mod_GenerateLightmaps_UpdateVertexColors(dp_model_t *model)
4413 for (i = 0;i < model->surfmesh.num_vertices;i++)
4414 Mod_GenerateLightmaps_VertexSample(model->surfmesh.data_vertex3f + 3*i, model->surfmesh.data_normal3f + 3*i, model->surfmesh.data_lightmapcolor4f + 4*i);
4417 static void Mod_GenerateLightmaps_UpdateLightGrid(dp_model_t *model)
4424 for (z = 0;z < model->brushq3.num_lightgrid_isize[2];z++)
4426 pos[2] = (model->brushq3.num_lightgrid_imins[2] + z + 0.5f) * model->brushq3.num_lightgrid_cellsize[2];
4427 for (y = 0;y < model->brushq3.num_lightgrid_isize[1];y++)
4429 pos[1] = (model->brushq3.num_lightgrid_imins[1] + y + 0.5f) * model->brushq3.num_lightgrid_cellsize[1];
4430 for (x = 0;x < model->brushq3.num_lightgrid_isize[0];x++, index++)
4432 pos[0] = (model->brushq3.num_lightgrid_imins[0] + x + 0.5f) * model->brushq3.num_lightgrid_cellsize[0];
4433 Mod_GenerateLightmaps_GridSample(pos, model->brushq3.data_lightgrid + index);
4439 extern cvar_t mod_q3bsp_nolightmaps;
4440 static void Mod_GenerateLightmaps(dp_model_t *model)
4442 //lightmaptriangle_t *lightmaptriangles = Mem_Alloc(model->mempool, model->surfmesh.num_triangles * sizeof(lightmaptriangle_t));
4443 dp_model_t *oldloadmodel = loadmodel;
4446 Mod_GenerateLightmaps_InitSampleOffsets(model);
4447 Mod_GenerateLightmaps_DestroyLightmaps(model);
4448 Mod_GenerateLightmaps_UnweldTriangles(model);
4449 Mod_GenerateLightmaps_CreateTriangleInformation(model);
4450 Mod_GenerateLightmaps_CreateLights(model);
4451 if(!mod_q3bsp_nolightmaps.integer)
4452 Mod_GenerateLightmaps_CreateLightmaps(model);
4453 Mod_GenerateLightmaps_UpdateVertexColors(model);
4454 Mod_GenerateLightmaps_UpdateLightGrid(model);
4455 Mod_GenerateLightmaps_DestroyLights(model);
4456 Mod_GenerateLightmaps_DestroyTriangleInformation(model);
4458 loadmodel = oldloadmodel;
4461 static void Mod_GenerateLightmaps_f(void)
4463 if (Cmd_Argc() != 1)
4465 Con_Printf("usage: mod_generatelightmaps\n");
4470 Con_Printf("no worldmodel loaded\n");
4473 Mod_GenerateLightmaps(cl.worldmodel);