2 Copyright (C) 1996-1997 Id Software, Inc.
4 This program is free software; you can redistribute it and/or
5 modify it under the terms of the GNU General Public License
6 as published by the Free Software Foundation; either version 2
7 of the License, or (at your option) any later version.
9 This program is distributed in the hope that it will be useful,
10 but WITHOUT ANY WARRANTY; without even the implied warranty of
11 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
13 See the GNU General Public License for more details.
15 You should have received a copy of the GNU General Public License
16 along with this program; if not, write to the Free Software
17 Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
20 // models.c -- model loading and caching
22 // models are the only shared resource between a client and server running
23 // on the same machine.
30 cvar_t r_enableshadowvolumes = {CVAR_SAVE, "r_enableshadowvolumes", "1", "Enables use of Stencil Shadow Volume shadowing methods, saves some memory if turned off"};
31 cvar_t r_mipskins = {CVAR_SAVE, "r_mipskins", "0", "mipmaps model skins so they render faster in the distance and do not display noise artifacts, can cause discoloration of skins if they contain undesirable border colors"};
32 cvar_t r_mipnormalmaps = {CVAR_SAVE, "r_mipnormalmaps", "1", "mipmaps normalmaps (turning it off looks sharper but may have aliasing)"};
33 cvar_t mod_generatelightmaps_unitspersample = {CVAR_SAVE, "mod_generatelightmaps_unitspersample", "8", "lightmap resolution"};
34 cvar_t mod_generatelightmaps_borderpixels = {CVAR_SAVE, "mod_generatelightmaps_borderpixels", "2", "extra space around polygons to prevent sampling artifacts"};
35 cvar_t mod_generatelightmaps_texturesize = {CVAR_SAVE, "mod_generatelightmaps_texturesize", "1024", "size of lightmap textures"};
36 cvar_t mod_generatelightmaps_lightmapsamples = {CVAR_SAVE, "mod_generatelightmaps_lightmapsamples", "16", "number of shadow tests done per lightmap pixel"};
37 cvar_t mod_generatelightmaps_vertexsamples = {CVAR_SAVE, "mod_generatelightmaps_vertexsamples", "16", "number of shadow tests done per vertex"};
38 cvar_t mod_generatelightmaps_gridsamples = {CVAR_SAVE, "mod_generatelightmaps_gridsamples", "64", "number of shadow tests done per lightgrid cell"};
39 cvar_t mod_generatelightmaps_lightmapradius = {CVAR_SAVE, "mod_generatelightmaps_lightmapradius", "16", "sampling area around each lightmap pixel"};
40 cvar_t mod_generatelightmaps_vertexradius = {CVAR_SAVE, "mod_generatelightmaps_vertexradius", "16", "sampling area around each vertex"};
41 cvar_t mod_generatelightmaps_gridradius = {CVAR_SAVE, "mod_generatelightmaps_gridradius", "64", "sampling area around each lightgrid cell center"};
43 dp_model_t *loadmodel;
45 static mempool_t *mod_mempool;
46 static memexpandablearray_t models;
48 static mempool_t* q3shaders_mem;
49 typedef struct q3shader_hash_entry_s
51 q3shaderinfo_t shader;
52 struct q3shader_hash_entry_s* chain;
53 } q3shader_hash_entry_t;
54 #define Q3SHADER_HASH_SIZE 1021
55 typedef struct q3shader_data_s
57 memexpandablearray_t hash_entries;
58 q3shader_hash_entry_t hash[Q3SHADER_HASH_SIZE];
59 memexpandablearray_t char_ptrs;
61 static q3shader_data_t* q3shader_data;
63 static void mod_start(void)
66 int nummodels = Mem_ExpandableArray_IndexRange(&models);
69 SCR_PushLoadingScreen(false, "Loading models", 1.0);
71 for (i = 0;i < nummodels;i++)
72 if ((mod = (dp_model_t*) Mem_ExpandableArray_RecordAtIndex(&models, i)) && mod->name[0] && mod->name[0] != '*')
75 for (i = 0;i < nummodels;i++)
76 if ((mod = (dp_model_t*) Mem_ExpandableArray_RecordAtIndex(&models, i)) && mod->name[0] && mod->name[0] != '*')
79 SCR_PushLoadingScreen(true, mod->name, 1.0 / count);
80 Mod_LoadModel(mod, true, false);
81 SCR_PopLoadingScreen(false);
83 SCR_PopLoadingScreen(false);
86 static void mod_shutdown(void)
89 int nummodels = Mem_ExpandableArray_IndexRange(&models);
92 for (i = 0;i < nummodels;i++)
93 if ((mod = (dp_model_t*) Mem_ExpandableArray_RecordAtIndex(&models, i)) && (mod->loaded || mod->mempool))
97 Mod_Skeletal_FreeBuffers();
100 static void mod_newmap(void)
103 int i, j, k, surfacenum, ssize, tsize;
104 int nummodels = Mem_ExpandableArray_IndexRange(&models);
107 for (i = 0;i < nummodels;i++)
109 if ((mod = (dp_model_t*) Mem_ExpandableArray_RecordAtIndex(&models, i)) && mod->mempool)
111 for (j = 0;j < mod->num_textures && mod->data_textures;j++)
113 for (k = 0;k < mod->data_textures[j].numskinframes;k++)
114 R_SkinFrame_MarkUsed(mod->data_textures[j].skinframes[k]);
115 for (k = 0;k < mod->data_textures[j].backgroundnumskinframes;k++)
116 R_SkinFrame_MarkUsed(mod->data_textures[j].backgroundskinframes[k]);
118 if (mod->brush.solidskyskinframe)
119 R_SkinFrame_MarkUsed(mod->brush.solidskyskinframe);
120 if (mod->brush.alphaskyskinframe)
121 R_SkinFrame_MarkUsed(mod->brush.alphaskyskinframe);
125 if (!cl_stainmaps_clearonload.integer)
128 for (i = 0;i < nummodels;i++)
130 if ((mod = (dp_model_t*) Mem_ExpandableArray_RecordAtIndex(&models, i)) && mod->mempool && mod->data_surfaces)
132 for (surfacenum = 0, surface = mod->data_surfaces;surfacenum < mod->num_surfaces;surfacenum++, surface++)
134 if (surface->lightmapinfo && surface->lightmapinfo->stainsamples)
136 ssize = (surface->lightmapinfo->extents[0] >> 4) + 1;
137 tsize = (surface->lightmapinfo->extents[1] >> 4) + 1;
138 memset(surface->lightmapinfo->stainsamples, 255, ssize * tsize * 3);
139 mod->brushq1.lightmapupdateflags[surfacenum] = true;
151 static void Mod_Print(void);
152 static void Mod_Precache (void);
153 static void Mod_Decompile_f(void);
154 static void Mod_GenerateLightmaps_f(void);
157 mod_mempool = Mem_AllocPool("modelinfo", 0, NULL);
158 Mem_ExpandableArray_NewArray(&models, mod_mempool, sizeof(dp_model_t), 16);
164 Cvar_RegisterVariable(&r_enableshadowvolumes);
165 Cvar_RegisterVariable(&r_mipskins);
166 Cvar_RegisterVariable(&r_mipnormalmaps);
167 Cvar_RegisterVariable(&mod_generatelightmaps_unitspersample);
168 Cvar_RegisterVariable(&mod_generatelightmaps_borderpixels);
169 Cvar_RegisterVariable(&mod_generatelightmaps_texturesize);
171 Cvar_RegisterVariable(&mod_generatelightmaps_lightmapsamples);
172 Cvar_RegisterVariable(&mod_generatelightmaps_vertexsamples);
173 Cvar_RegisterVariable(&mod_generatelightmaps_gridsamples);
174 Cvar_RegisterVariable(&mod_generatelightmaps_lightmapradius);
175 Cvar_RegisterVariable(&mod_generatelightmaps_vertexradius);
176 Cvar_RegisterVariable(&mod_generatelightmaps_gridradius);
178 Cmd_AddCommand ("modellist", Mod_Print, "prints a list of loaded models");
179 Cmd_AddCommand ("modelprecache", Mod_Precache, "load a model");
180 Cmd_AddCommand ("modeldecompile", Mod_Decompile_f, "exports a model in several formats for editing purposes");
181 Cmd_AddCommand ("mod_generatelightmaps", Mod_GenerateLightmaps_f, "rebuilds lighting on current worldmodel");
184 void Mod_RenderInit(void)
186 R_RegisterModule("Models", mod_start, mod_shutdown, mod_newmap, NULL, NULL);
189 void Mod_UnloadModel (dp_model_t *mod)
191 char name[MAX_QPATH];
193 dp_model_t *parentmodel;
195 if (developer_loading.integer)
196 Con_Printf("unloading model %s\n", mod->name);
198 strlcpy(name, mod->name, sizeof(name));
199 parentmodel = mod->brush.parentmodel;
203 if (mod->surfmesh.vertex3fbuffer)
204 R_Mesh_DestroyMeshBuffer(mod->surfmesh.vertex3fbuffer);
205 mod->surfmesh.vertex3fbuffer = NULL;
206 if (mod->surfmesh.vertexmeshbuffer)
207 R_Mesh_DestroyMeshBuffer(mod->surfmesh.vertexmeshbuffer);
208 mod->surfmesh.vertexmeshbuffer = NULL;
209 if (mod->surfmesh.data_element3i_indexbuffer)
210 R_Mesh_DestroyMeshBuffer(mod->surfmesh.data_element3i_indexbuffer);
211 mod->surfmesh.data_element3i_indexbuffer = NULL;
212 if (mod->surfmesh.data_element3s_indexbuffer)
213 R_Mesh_DestroyMeshBuffer(mod->surfmesh.data_element3s_indexbuffer);
214 mod->surfmesh.data_element3s_indexbuffer = NULL;
215 if (mod->surfmesh.vbo_vertexbuffer)
216 R_Mesh_DestroyMeshBuffer(mod->surfmesh.vbo_vertexbuffer);
217 mod->surfmesh.vbo_vertexbuffer = NULL;
219 // free textures/memory attached to the model
220 R_FreeTexturePool(&mod->texturepool);
221 Mem_FreePool(&mod->mempool);
222 // clear the struct to make it available
223 memset(mod, 0, sizeof(dp_model_t));
224 // restore the fields we want to preserve
225 strlcpy(mod->name, name, sizeof(mod->name));
226 mod->brush.parentmodel = parentmodel;
231 static void R_Model_Null_Draw(entity_render_t *ent)
237 typedef void (*mod_framegroupify_parsegroups_t) (unsigned int i, int start, int len, float fps, qboolean loop, const char *name, void *pass);
239 static int Mod_FrameGroupify_ParseGroups(const char *buf, mod_framegroupify_parsegroups_t cb, void *pass)
254 // REQUIRED: fetch start
255 COM_ParseToken_Simple(&bufptr, true, false, true);
257 break; // end of file
258 if (!strcmp(com_token, "\n"))
259 continue; // empty line
260 start = atoi(com_token);
262 // REQUIRED: fetch length
263 COM_ParseToken_Simple(&bufptr, true, false, true);
264 if (!bufptr || !strcmp(com_token, "\n"))
266 Con_Printf("framegroups file: missing number of frames\n");
269 len = atoi(com_token);
271 // OPTIONAL args start
272 COM_ParseToken_Simple(&bufptr, true, false, true);
274 // OPTIONAL: fetch fps
276 if (bufptr && strcmp(com_token, "\n"))
278 fps = atof(com_token);
279 COM_ParseToken_Simple(&bufptr, true, false, true);
282 // OPTIONAL: fetch loopflag
284 if (bufptr && strcmp(com_token, "\n"))
286 loop = (atoi(com_token) != 0);
287 COM_ParseToken_Simple(&bufptr, true, false, true);
290 // OPTIONAL: fetch name
292 if (bufptr && strcmp(com_token, "\n"))
294 strlcpy(name, com_token, sizeof(name));
295 COM_ParseToken_Simple(&bufptr, true, false, true);
298 // OPTIONAL: remaining unsupported tokens (eat them)
299 while (bufptr && strcmp(com_token, "\n"))
300 COM_ParseToken_Simple(&bufptr, true, false, true);
302 //Con_Printf("data: %d %d %d %f %d (%s)\n", i, start, len, fps, loop, name);
305 cb(i, start, len, fps, loop, (name[0] ? name : NULL), pass);
312 static void Mod_FrameGroupify_ParseGroups_Store (unsigned int i, int start, int len, float fps, qboolean loop, const char *name, void *pass)
314 dp_model_t *mod = (dp_model_t *) pass;
315 animscene_t *anim = &mod->animscenes[i];
317 strlcpy(anim->name, name, sizeof(anim[i].name));
319 dpsnprintf(anim->name, sizeof(anim[i].name), "groupified_%d_anim", i);
320 anim->firstframe = bound(0, start, mod->num_poses - 1);
321 anim->framecount = bound(1, len, mod->num_poses - anim->firstframe);
322 anim->framerate = max(1, fps);
324 //Con_Printf("frame group %d is %d %d %f %d\n", i, start, len, fps, loop);
327 static void Mod_FrameGroupify(dp_model_t *mod, const char *buf)
332 cnt = Mod_FrameGroupify_ParseGroups(buf, NULL, NULL);
335 Con_Printf("no scene found in framegroups file, aborting\n");
338 mod->numframes = cnt;
341 // (we do not free the previous animscenes, but model unloading will free the pool owning them, so it's okay)
342 mod->animscenes = (animscene_t *) Mem_Alloc(mod->mempool, sizeof(animscene_t) * mod->numframes);
345 Mod_FrameGroupify_ParseGroups(buf, Mod_FrameGroupify_ParseGroups_Store, mod);
348 static void Mod_FindPotentialDeforms(dp_model_t *mod)
352 mod->wantnormals = false;
353 mod->wanttangents = false;
354 for (i = 0;i < mod->num_textures;i++)
356 texture = mod->data_textures + i;
357 if (texture->tcgen.tcgen == Q3TCGEN_ENVIRONMENT)
358 mod->wantnormals = true;
359 for (j = 0;j < Q3MAXDEFORMS;j++)
361 if (texture->deforms[j].deform == Q3DEFORM_AUTOSPRITE)
363 mod->wanttangents = true;
364 mod->wantnormals = true;
367 if (texture->deforms[j].deform != Q3DEFORM_NONE)
368 mod->wantnormals = true;
380 dp_model_t *Mod_LoadModel(dp_model_t *mod, qboolean crash, qboolean checkdisk)
385 fs_offset_t filesize = 0;
390 if (mod->name[0] == '*') // submodel
393 if (!strcmp(mod->name, "null"))
398 if (mod->loaded || mod->mempool)
399 Mod_UnloadModel(mod);
401 if (developer_loading.integer)
402 Con_Printf("loading model %s\n", mod->name);
405 mod->crc = (unsigned int)-1;
408 VectorClear(mod->normalmins);
409 VectorClear(mod->normalmaxs);
410 VectorClear(mod->yawmins);
411 VectorClear(mod->yawmaxs);
412 VectorClear(mod->rotatedmins);
413 VectorClear(mod->rotatedmaxs);
415 mod->modeldatatypestring = "null";
416 mod->type = mod_null;
417 mod->Draw = R_Model_Null_Draw;
421 // no fatal errors occurred, so this model is ready to use.
430 // even if the model is loaded it still may need reloading...
432 // if it is not loaded or checkdisk is true we need to calculate the crc
433 if (!mod->loaded || checkdisk)
435 if (checkdisk && mod->loaded)
436 Con_DPrintf("checking model %s\n", mod->name);
437 buf = FS_LoadFile (mod->name, tempmempool, false, &filesize);
440 crc = CRC_Block((unsigned char *)buf, filesize);
441 // we need to reload the model if the crc does not match
447 // if the model is already loaded and checks passed, just return
455 if (developer_loading.integer)
456 Con_Printf("loading model %s\n", mod->name);
458 SCR_PushLoadingScreen(true, mod->name, 1);
460 // LordHavoc: unload the existing model in this slot (if there is one)
461 if (mod->loaded || mod->mempool)
462 Mod_UnloadModel(mod);
467 // errors can prevent the corresponding mod->loaded = true;
470 // default lightmap scale
471 mod->lightmapscale = 1;
473 // default model radius and bounding box (mainly for missing models)
475 VectorSet(mod->normalmins, -mod->radius, -mod->radius, -mod->radius);
476 VectorSet(mod->normalmaxs, mod->radius, mod->radius, mod->radius);
477 VectorSet(mod->yawmins, -mod->radius, -mod->radius, -mod->radius);
478 VectorSet(mod->yawmaxs, mod->radius, mod->radius, mod->radius);
479 VectorSet(mod->rotatedmins, -mod->radius, -mod->radius, -mod->radius);
480 VectorSet(mod->rotatedmaxs, mod->radius, mod->radius, mod->radius);
484 // load q3 shaders for the first time, or after a level change
490 char *bufend = (char *)buf + filesize;
492 // all models use memory, so allocate a memory pool
493 mod->mempool = Mem_AllocPool(mod->name, 0, NULL);
495 num = LittleLong(*((int *)buf));
496 // call the apropriate loader
498 if (!strcasecmp(FS_FileExtension(mod->name), "obj")) Mod_OBJ_Load(mod, buf, bufend);
499 else if (!memcmp(buf, "IDPO", 4)) Mod_IDP0_Load(mod, buf, bufend);
500 else if (!memcmp(buf, "IDP2", 4)) Mod_IDP2_Load(mod, buf, bufend);
501 else if (!memcmp(buf, "IDP3", 4)) Mod_IDP3_Load(mod, buf, bufend);
502 else if (!memcmp(buf, "IDSP", 4)) Mod_IDSP_Load(mod, buf, bufend);
503 else if (!memcmp(buf, "IDS2", 4)) Mod_IDS2_Load(mod, buf, bufend);
504 else if (!memcmp(buf, "IBSP", 4)) Mod_IBSP_Load(mod, buf, bufend);
505 else if (!memcmp(buf, "ZYMOTICMODEL", 12)) Mod_ZYMOTICMODEL_Load(mod, buf, bufend);
506 else if (!memcmp(buf, "DARKPLACESMODEL", 16)) Mod_DARKPLACESMODEL_Load(mod, buf, bufend);
507 else if (!memcmp(buf, "ACTRHEAD", 8)) Mod_PSKMODEL_Load(mod, buf, bufend);
508 else if (!memcmp(buf, "INTERQUAKEMODEL", 16)) Mod_INTERQUAKEMODEL_Load(mod, buf, bufend);
509 else if (strlen(mod->name) >= 4 && !strcmp(mod->name + strlen(mod->name) - 4, ".map")) Mod_MAP_Load(mod, buf, bufend);
510 else if (num == BSPVERSION || num == 30 || !memcmp(buf, "BSP2", 4)) Mod_Q1BSP_Load(mod, buf, bufend);
511 else Con_Printf("Mod_LoadModel: model \"%s\" is of unknown/unsupported type\n", mod->name);
514 Mod_FindPotentialDeforms(mod);
516 buf = FS_LoadFile(va(vabuf, sizeof(vabuf), "%s.framegroups", mod->name), tempmempool, false, &filesize);
519 Mod_FrameGroupify(mod, (const char *)buf);
527 // LordHavoc: Sys_Error was *ANNOYING*
528 Con_Printf ("Mod_LoadModel: %s not found\n", mod->name);
531 // no fatal errors occurred, so this model is ready to use.
534 SCR_PopLoadingScreen(false);
539 void Mod_ClearUsed(void)
542 int nummodels = Mem_ExpandableArray_IndexRange(&models);
544 for (i = 0;i < nummodels;i++)
545 if ((mod = (dp_model_t*) Mem_ExpandableArray_RecordAtIndex(&models, i)) && mod->name[0])
549 void Mod_PurgeUnused(void)
552 int nummodels = Mem_ExpandableArray_IndexRange(&models);
554 for (i = 0;i < nummodels;i++)
556 if ((mod = (dp_model_t*) Mem_ExpandableArray_RecordAtIndex(&models, i)) && mod->name[0] && !mod->used)
558 Mod_UnloadModel(mod);
559 Mem_ExpandableArray_FreeRecord(&models, mod);
570 dp_model_t *Mod_FindName(const char *name, const char *parentname)
579 // if we're not dedicatd, the renderer calls will crash without video
582 nummodels = Mem_ExpandableArray_IndexRange(&models);
585 Host_Error ("Mod_ForName: NULL name");
587 // search the currently loaded models
588 for (i = 0;i < nummodels;i++)
590 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))))
597 // no match found, create a new one
598 mod = (dp_model_t *) Mem_ExpandableArray_AllocRecord(&models);
599 strlcpy(mod->name, name, sizeof(mod->name));
601 mod->brush.parentmodel = Mod_FindName(parentname, NULL);
603 mod->brush.parentmodel = NULL;
613 Loads in a model for the given name
616 dp_model_t *Mod_ForName(const char *name, qboolean crash, qboolean checkdisk, const char *parentname)
619 model = Mod_FindName(name, parentname);
620 if (!model->loaded || checkdisk)
621 Mod_LoadModel(model, crash, checkdisk);
629 Reloads all models if they have changed
632 void Mod_Reload(void)
635 int nummodels = Mem_ExpandableArray_IndexRange(&models);
638 SCR_PushLoadingScreen(false, "Reloading models", 1.0);
640 for (i = 0;i < nummodels;i++)
641 if ((mod = (dp_model_t *) Mem_ExpandableArray_RecordAtIndex(&models, i)) && mod->name[0] && mod->name[0] != '*' && mod->used)
643 for (i = 0;i < nummodels;i++)
644 if ((mod = (dp_model_t *) Mem_ExpandableArray_RecordAtIndex(&models, i)) && mod->name[0] && mod->name[0] != '*' && mod->used)
646 SCR_PushLoadingScreen(true, mod->name, 1.0 / count);
647 Mod_LoadModel(mod, true, true);
648 SCR_PopLoadingScreen(false);
650 SCR_PopLoadingScreen(false);
653 unsigned char *mod_base;
656 //=============================================================================
663 static void Mod_Print(void)
666 int nummodels = Mem_ExpandableArray_IndexRange(&models);
669 Con_Print("Loaded models:\n");
670 for (i = 0;i < nummodels;i++)
672 if ((mod = (dp_model_t *) Mem_ExpandableArray_RecordAtIndex(&models, i)) && mod->name[0] && mod->name[0] != '*')
674 if (mod->brush.numsubmodels)
675 Con_Printf("%4iK %s (%i submodels)\n", mod->mempool ? (int)((mod->mempool->totalsize + 1023) / 1024) : 0, mod->name, mod->brush.numsubmodels);
677 Con_Printf("%4iK %s\n", mod->mempool ? (int)((mod->mempool->totalsize + 1023) / 1024) : 0, mod->name);
687 static void Mod_Precache(void)
690 Mod_ForName(Cmd_Argv(1), false, true, Cmd_Argv(1)[0] == '*' ? cl.model_name[1] : NULL);
692 Con_Print("usage: modelprecache <filename>\n");
695 int Mod_BuildVertexRemapTableFromElements(int numelements, const int *elements, int numvertices, int *remapvertices)
699 used = (unsigned char *)Mem_Alloc(tempmempool, numvertices);
700 memset(used, 0, numvertices);
701 for (i = 0;i < numelements;i++)
702 used[elements[i]] = 1;
703 for (i = 0, count = 0;i < numvertices;i++)
704 remapvertices[i] = used[i] ? count++ : -1;
710 // fast way, using an edge hash
711 #define TRIANGLEEDGEHASH 8192
712 void Mod_BuildTriangleNeighbors(int *neighbors, const int *elements, int numtriangles)
714 int i, j, p, e1, e2, *n, hashindex, count, match;
716 typedef struct edgehashentry_s
718 struct edgehashentry_s *next;
723 static edgehashentry_t **edgehash;
724 edgehashentry_t *edgehashentries, *hash;
727 edgehash = (edgehashentry_t **)Mem_Alloc(tempmempool, TRIANGLEEDGEHASH * sizeof(*edgehash));
728 // if there are too many triangles for the stack array, allocate larger buffer
729 edgehashentries = (edgehashentry_t *)Mem_Alloc(tempmempool, numtriangles * 3 * sizeof(edgehashentry_t));
730 // find neighboring triangles
731 for (i = 0, e = elements, n = neighbors;i < numtriangles;i++, e += 3, n += 3)
733 for (j = 0, p = 2;j < 3;p = j, j++)
737 // this hash index works for both forward and backward edges
738 hashindex = (unsigned int)(e1 + e2) % TRIANGLEEDGEHASH;
739 hash = edgehashentries + i * 3 + j;
740 hash->next = edgehash[hashindex];
741 edgehash[hashindex] = hash;
743 hash->element[0] = e1;
744 hash->element[1] = e2;
747 for (i = 0, e = elements, n = neighbors;i < numtriangles;i++, e += 3, n += 3)
749 for (j = 0, p = 2;j < 3;p = j, j++)
753 // this hash index works for both forward and backward edges
754 hashindex = (unsigned int)(e1 + e2) % TRIANGLEEDGEHASH;
757 for (hash = edgehash[hashindex];hash;hash = hash->next)
759 if (hash->element[0] == e2 && hash->element[1] == e1)
761 if (hash->triangle != i)
762 match = hash->triangle;
765 else if ((hash->element[0] == e1 && hash->element[1] == e2))
768 // detect edges shared by three triangles and make them seams
774 // also send a keepalive here (this can take a while too!)
775 CL_KeepaliveMessage(false);
777 // free the allocated buffer
778 Mem_Free(edgehashentries);
782 // very slow but simple way
783 static int Mod_FindTriangleWithEdge(const int *elements, int numtriangles, int start, int end, int ignore)
788 for (i = 0;i < numtriangles;i++, elements += 3)
790 if ((elements[0] == start && elements[1] == end)
791 || (elements[1] == start && elements[2] == end)
792 || (elements[2] == start && elements[0] == end))
798 else if ((elements[1] == start && elements[0] == end)
799 || (elements[2] == start && elements[1] == end)
800 || (elements[0] == start && elements[2] == end))
803 // detect edges shared by three triangles and make them seams
809 void Mod_BuildTriangleNeighbors(int *neighbors, const int *elements, int numtriangles)
813 for (i = 0, e = elements, n = neighbors;i < numtriangles;i++, e += 3, n += 3)
815 n[0] = Mod_FindTriangleWithEdge(elements, numtriangles, e[1], e[0], i);
816 n[1] = Mod_FindTriangleWithEdge(elements, numtriangles, e[2], e[1], i);
817 n[2] = Mod_FindTriangleWithEdge(elements, numtriangles, e[0], e[2], i);
822 void Mod_ValidateElements(int *elements, int numtriangles, int firstvertex, int numverts, const char *filename, int fileline)
824 int i, warned = false, endvertex = firstvertex + numverts;
825 for (i = 0;i < numtriangles * 3;i++)
827 if (elements[i] < firstvertex || elements[i] >= endvertex)
832 Con_Printf("Mod_ValidateElements: out of bounds elements detected at %s:%d\n", filename, fileline);
834 elements[i] = firstvertex;
839 // warning: this is an expensive function!
840 void Mod_BuildNormals(int firstvertex, int numvertices, int numtriangles, const float *vertex3f, const int *elements, float *normal3f, qboolean areaweighting)
847 memset(normal3f + 3 * firstvertex, 0, numvertices * sizeof(float[3]));
848 // process each vertex of each triangle and accumulate the results
849 // use area-averaging, to make triangles with a big area have a bigger
850 // weighting on the vertex normal than triangles with a small area
851 // to do so, just add the 'normals' together (the bigger the area
852 // the greater the length of the normal is
854 for (i = 0; i < numtriangles; i++, element += 3)
857 vertex3f + element[0] * 3,
858 vertex3f + element[1] * 3,
859 vertex3f + element[2] * 3,
864 VectorNormalize(areaNormal);
866 for (j = 0;j < 3;j++)
868 vectorNormal = normal3f + element[j] * 3;
869 vectorNormal[0] += areaNormal[0];
870 vectorNormal[1] += areaNormal[1];
871 vectorNormal[2] += areaNormal[2];
874 // and just normalize the accumulated vertex normal in the end
875 vectorNormal = normal3f + 3 * firstvertex;
876 for (i = 0; i < numvertices; i++, vectorNormal += 3)
877 VectorNormalize(vectorNormal);
881 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)
883 float f, tangentcross[3], v10[3], v20[3], tc10[2], tc20[2];
884 // 79 add/sub/negate/multiply (1 cycle), 1 compare (3 cycle?), total cycles not counting load/store/exchange roughly 82 cycles
885 // 6 add, 28 subtract, 39 multiply, 1 compare, 50% chance of 6 negates
887 // 6 multiply, 9 subtract
888 VectorSubtract(v1, v0, v10);
889 VectorSubtract(v2, v0, v20);
890 normal3f[0] = v20[1] * v10[2] - v20[2] * v10[1];
891 normal3f[1] = v20[2] * v10[0] - v20[0] * v10[2];
892 normal3f[2] = v20[0] * v10[1] - v20[1] * v10[0];
893 // 12 multiply, 10 subtract
894 tc10[1] = tc1[1] - tc0[1];
895 tc20[1] = tc2[1] - tc0[1];
896 svector3f[0] = tc10[1] * v20[0] - tc20[1] * v10[0];
897 svector3f[1] = tc10[1] * v20[1] - tc20[1] * v10[1];
898 svector3f[2] = tc10[1] * v20[2] - tc20[1] * v10[2];
899 tc10[0] = tc1[0] - tc0[0];
900 tc20[0] = tc2[0] - tc0[0];
901 tvector3f[0] = tc10[0] * v20[0] - tc20[0] * v10[0];
902 tvector3f[1] = tc10[0] * v20[1] - tc20[0] * v10[1];
903 tvector3f[2] = tc10[0] * v20[2] - tc20[0] * v10[2];
904 // 12 multiply, 4 add, 6 subtract
905 f = DotProduct(svector3f, normal3f);
906 svector3f[0] -= f * normal3f[0];
907 svector3f[1] -= f * normal3f[1];
908 svector3f[2] -= f * normal3f[2];
909 f = DotProduct(tvector3f, normal3f);
910 tvector3f[0] -= f * normal3f[0];
911 tvector3f[1] -= f * normal3f[1];
912 tvector3f[2] -= f * normal3f[2];
913 // if texture is mapped the wrong way (counterclockwise), the tangents
914 // have to be flipped, this is detected by calculating a normal from the
915 // two tangents, and seeing if it is opposite the surface normal
916 // 9 multiply, 2 add, 3 subtract, 1 compare, 50% chance of: 6 negates
917 CrossProduct(tvector3f, svector3f, tangentcross);
918 if (DotProduct(tangentcross, normal3f) < 0)
920 VectorNegate(svector3f, svector3f);
921 VectorNegate(tvector3f, tvector3f);
926 // warning: this is a very expensive function!
927 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)
930 float sdir[3], tdir[3], normal[3], *sv, *tv;
931 const float *v0, *v1, *v2, *tc0, *tc1, *tc2, *n;
932 float f, tangentcross[3], v10[3], v20[3], tc10[2], tc20[2];
935 memset(svector3f + 3 * firstvertex, 0, numvertices * sizeof(float[3]));
936 memset(tvector3f + 3 * firstvertex, 0, numvertices * sizeof(float[3]));
937 // process each vertex of each triangle and accumulate the results
938 for (tnum = 0, e = elements;tnum < numtriangles;tnum++, e += 3)
940 v0 = vertex3f + e[0] * 3;
941 v1 = vertex3f + e[1] * 3;
942 v2 = vertex3f + e[2] * 3;
943 tc0 = texcoord2f + e[0] * 2;
944 tc1 = texcoord2f + e[1] * 2;
945 tc2 = texcoord2f + e[2] * 2;
947 // 79 add/sub/negate/multiply (1 cycle), 1 compare (3 cycle?), total cycles not counting load/store/exchange roughly 82 cycles
948 // 6 add, 28 subtract, 39 multiply, 1 compare, 50% chance of 6 negates
950 // calculate the edge directions and surface normal
951 // 6 multiply, 9 subtract
952 VectorSubtract(v1, v0, v10);
953 VectorSubtract(v2, v0, v20);
954 normal[0] = v20[1] * v10[2] - v20[2] * v10[1];
955 normal[1] = v20[2] * v10[0] - v20[0] * v10[2];
956 normal[2] = v20[0] * v10[1] - v20[1] * v10[0];
958 // calculate the tangents
959 // 12 multiply, 10 subtract
960 tc10[1] = tc1[1] - tc0[1];
961 tc20[1] = tc2[1] - tc0[1];
962 sdir[0] = tc10[1] * v20[0] - tc20[1] * v10[0];
963 sdir[1] = tc10[1] * v20[1] - tc20[1] * v10[1];
964 sdir[2] = tc10[1] * v20[2] - tc20[1] * v10[2];
965 tc10[0] = tc1[0] - tc0[0];
966 tc20[0] = tc2[0] - tc0[0];
967 tdir[0] = tc10[0] * v20[0] - tc20[0] * v10[0];
968 tdir[1] = tc10[0] * v20[1] - tc20[0] * v10[1];
969 tdir[2] = tc10[0] * v20[2] - tc20[0] * v10[2];
971 // if texture is mapped the wrong way (counterclockwise), the tangents
972 // have to be flipped, this is detected by calculating a normal from the
973 // two tangents, and seeing if it is opposite the surface normal
974 // 9 multiply, 2 add, 3 subtract, 1 compare, 50% chance of: 6 negates
975 CrossProduct(tdir, sdir, tangentcross);
976 if (DotProduct(tangentcross, normal) < 0)
978 VectorNegate(sdir, sdir);
979 VectorNegate(tdir, tdir);
984 VectorNormalize(sdir);
985 VectorNormalize(tdir);
987 for (i = 0;i < 3;i++)
989 VectorAdd(svector3f + e[i]*3, sdir, svector3f + e[i]*3);
990 VectorAdd(tvector3f + e[i]*3, tdir, tvector3f + e[i]*3);
993 // make the tangents completely perpendicular to the surface normal, and
994 // then normalize them
995 // 16 assignments, 2 divide, 2 sqrt, 2 negates, 14 adds, 24 multiplies
996 for (i = 0, sv = svector3f + 3 * firstvertex, tv = tvector3f + 3 * firstvertex, n = normal3f + 3 * firstvertex;i < numvertices;i++, sv += 3, tv += 3, n += 3)
998 f = -DotProduct(sv, n);
999 VectorMA(sv, f, n, sv);
1000 VectorNormalize(sv);
1001 f = -DotProduct(tv, n);
1002 VectorMA(tv, f, n, tv);
1003 VectorNormalize(tv);
1007 void Mod_AllocSurfMesh(mempool_t *mempool, int numvertices, int numtriangles, qboolean lightmapoffsets, qboolean vertexcolors, qboolean neighbors)
1009 unsigned char *data;
1010 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));
1011 loadmodel->surfmesh.num_vertices = numvertices;
1012 loadmodel->surfmesh.num_triangles = numtriangles;
1013 if (loadmodel->surfmesh.num_vertices)
1015 loadmodel->surfmesh.data_vertex3f = (float *)data, data += sizeof(float[3]) * loadmodel->surfmesh.num_vertices;
1016 loadmodel->surfmesh.data_svector3f = (float *)data, data += sizeof(float[3]) * loadmodel->surfmesh.num_vertices;
1017 loadmodel->surfmesh.data_tvector3f = (float *)data, data += sizeof(float[3]) * loadmodel->surfmesh.num_vertices;
1018 loadmodel->surfmesh.data_normal3f = (float *)data, data += sizeof(float[3]) * loadmodel->surfmesh.num_vertices;
1019 loadmodel->surfmesh.data_texcoordtexture2f = (float *)data, data += sizeof(float[2]) * loadmodel->surfmesh.num_vertices;
1020 loadmodel->surfmesh.data_texcoordlightmap2f = (float *)data, data += sizeof(float[2]) * loadmodel->surfmesh.num_vertices;
1022 loadmodel->surfmesh.data_lightmapcolor4f = (float *)data, data += sizeof(float[4]) * loadmodel->surfmesh.num_vertices;
1023 if (lightmapoffsets)
1024 loadmodel->surfmesh.data_lightmapoffsets = (int *)data, data += sizeof(int) * loadmodel->surfmesh.num_vertices;
1026 if (loadmodel->surfmesh.num_triangles)
1028 loadmodel->surfmesh.data_element3i = (int *)data, data += sizeof(int[3]) * loadmodel->surfmesh.num_triangles;
1030 loadmodel->surfmesh.data_neighbor3i = (int *)data, data += sizeof(int[3]) * loadmodel->surfmesh.num_triangles;
1031 if (loadmodel->surfmesh.num_vertices <= 65536)
1032 loadmodel->surfmesh.data_element3s = (unsigned short *)data, data += sizeof(unsigned short[3]) * loadmodel->surfmesh.num_triangles;
1036 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)
1038 shadowmesh_t *newmesh;
1039 unsigned char *data;
1041 size = sizeof(shadowmesh_t);
1042 size += maxverts * sizeof(float[3]);
1044 size += maxverts * sizeof(float[11]);
1045 size += maxtriangles * sizeof(int[3]);
1046 if (maxverts <= 65536)
1047 size += maxtriangles * sizeof(unsigned short[3]);
1049 size += maxtriangles * sizeof(int[3]);
1051 size += SHADOWMESHVERTEXHASH * sizeof(shadowmeshvertexhash_t *) + maxverts * sizeof(shadowmeshvertexhash_t);
1052 data = (unsigned char *)Mem_Alloc(mempool, size);
1053 newmesh = (shadowmesh_t *)data;data += sizeof(*newmesh);
1054 newmesh->map_diffuse = map_diffuse;
1055 newmesh->map_specular = map_specular;
1056 newmesh->map_normal = map_normal;
1057 newmesh->maxverts = maxverts;
1058 newmesh->maxtriangles = maxtriangles;
1059 newmesh->numverts = 0;
1060 newmesh->numtriangles = 0;
1061 memset(newmesh->sideoffsets, 0, sizeof(newmesh->sideoffsets));
1062 memset(newmesh->sidetotals, 0, sizeof(newmesh->sidetotals));
1064 newmesh->vertex3f = (float *)data;data += maxverts * sizeof(float[3]);
1067 newmesh->svector3f = (float *)data;data += maxverts * sizeof(float[3]);
1068 newmesh->tvector3f = (float *)data;data += maxverts * sizeof(float[3]);
1069 newmesh->normal3f = (float *)data;data += maxverts * sizeof(float[3]);
1070 newmesh->texcoord2f = (float *)data;data += maxverts * sizeof(float[2]);
1072 newmesh->element3i = (int *)data;data += maxtriangles * sizeof(int[3]);
1075 newmesh->neighbor3i = (int *)data;data += maxtriangles * sizeof(int[3]);
1079 newmesh->vertexhashtable = (shadowmeshvertexhash_t **)data;data += SHADOWMESHVERTEXHASH * sizeof(shadowmeshvertexhash_t *);
1080 newmesh->vertexhashentries = (shadowmeshvertexhash_t *)data;data += maxverts * sizeof(shadowmeshvertexhash_t);
1082 if (maxverts <= 65536)
1083 newmesh->element3s = (unsigned short *)data;data += maxtriangles * sizeof(unsigned short[3]);
1087 shadowmesh_t *Mod_ShadowMesh_ReAlloc(mempool_t *mempool, shadowmesh_t *oldmesh, int light, int neighbors)
1089 shadowmesh_t *newmesh;
1090 newmesh = Mod_ShadowMesh_Alloc(mempool, oldmesh->numverts, oldmesh->numtriangles, oldmesh->map_diffuse, oldmesh->map_specular, oldmesh->map_normal, light, neighbors, false);
1091 newmesh->numverts = oldmesh->numverts;
1092 newmesh->numtriangles = oldmesh->numtriangles;
1093 memcpy(newmesh->sideoffsets, oldmesh->sideoffsets, sizeof(oldmesh->sideoffsets));
1094 memcpy(newmesh->sidetotals, oldmesh->sidetotals, sizeof(oldmesh->sidetotals));
1096 memcpy(newmesh->vertex3f, oldmesh->vertex3f, oldmesh->numverts * sizeof(float[3]));
1097 if (newmesh->svector3f && oldmesh->svector3f)
1099 memcpy(newmesh->svector3f, oldmesh->svector3f, oldmesh->numverts * sizeof(float[3]));
1100 memcpy(newmesh->tvector3f, oldmesh->tvector3f, oldmesh->numverts * sizeof(float[3]));
1101 memcpy(newmesh->normal3f, oldmesh->normal3f, oldmesh->numverts * sizeof(float[3]));
1102 memcpy(newmesh->texcoord2f, oldmesh->texcoord2f, oldmesh->numverts * sizeof(float[2]));
1104 memcpy(newmesh->element3i, oldmesh->element3i, oldmesh->numtriangles * sizeof(int[3]));
1105 if (newmesh->neighbor3i && oldmesh->neighbor3i)
1106 memcpy(newmesh->neighbor3i, oldmesh->neighbor3i, oldmesh->numtriangles * sizeof(int[3]));
1110 int Mod_ShadowMesh_AddVertex(shadowmesh_t *mesh, float *vertex14f)
1112 int hashindex, vnum;
1113 shadowmeshvertexhash_t *hash;
1114 // this uses prime numbers intentionally
1115 hashindex = (unsigned int) (vertex14f[0] * 2003 + vertex14f[1] * 4001 + vertex14f[2] * 7919) % SHADOWMESHVERTEXHASH;
1116 for (hash = mesh->vertexhashtable[hashindex];hash;hash = hash->next)
1118 vnum = (hash - mesh->vertexhashentries);
1119 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]))
1120 && (mesh->svector3f == NULL || (mesh->svector3f[vnum * 3 + 0] == vertex14f[3] && mesh->svector3f[vnum * 3 + 1] == vertex14f[4] && mesh->svector3f[vnum * 3 + 2] == vertex14f[5]))
1121 && (mesh->tvector3f == NULL || (mesh->tvector3f[vnum * 3 + 0] == vertex14f[6] && mesh->tvector3f[vnum * 3 + 1] == vertex14f[7] && mesh->tvector3f[vnum * 3 + 2] == vertex14f[8]))
1122 && (mesh->normal3f == NULL || (mesh->normal3f[vnum * 3 + 0] == vertex14f[9] && mesh->normal3f[vnum * 3 + 1] == vertex14f[10] && mesh->normal3f[vnum * 3 + 2] == vertex14f[11]))
1123 && (mesh->texcoord2f == NULL || (mesh->texcoord2f[vnum * 2 + 0] == vertex14f[12] && mesh->texcoord2f[vnum * 2 + 1] == vertex14f[13])))
1124 return hash - mesh->vertexhashentries;
1126 vnum = mesh->numverts++;
1127 hash = mesh->vertexhashentries + vnum;
1128 hash->next = mesh->vertexhashtable[hashindex];
1129 mesh->vertexhashtable[hashindex] = hash;
1130 if (mesh->vertex3f) {mesh->vertex3f[vnum * 3 + 0] = vertex14f[0];mesh->vertex3f[vnum * 3 + 1] = vertex14f[1];mesh->vertex3f[vnum * 3 + 2] = vertex14f[2];}
1131 if (mesh->svector3f) {mesh->svector3f[vnum * 3 + 0] = vertex14f[3];mesh->svector3f[vnum * 3 + 1] = vertex14f[4];mesh->svector3f[vnum * 3 + 2] = vertex14f[5];}
1132 if (mesh->tvector3f) {mesh->tvector3f[vnum * 3 + 0] = vertex14f[6];mesh->tvector3f[vnum * 3 + 1] = vertex14f[7];mesh->tvector3f[vnum * 3 + 2] = vertex14f[8];}
1133 if (mesh->normal3f) {mesh->normal3f[vnum * 3 + 0] = vertex14f[9];mesh->normal3f[vnum * 3 + 1] = vertex14f[10];mesh->normal3f[vnum * 3 + 2] = vertex14f[11];}
1134 if (mesh->texcoord2f) {mesh->texcoord2f[vnum * 2 + 0] = vertex14f[12];mesh->texcoord2f[vnum * 2 + 1] = vertex14f[13];}
1138 void Mod_ShadowMesh_AddTriangle(mempool_t *mempool, shadowmesh_t *mesh, rtexture_t *map_diffuse, rtexture_t *map_specular, rtexture_t *map_normal, float *vertex14f)
1140 if (mesh->numtriangles == 0)
1142 // set the properties on this empty mesh to be more favorable...
1143 // (note: this case only occurs for the first triangle added to a new mesh chain)
1144 mesh->map_diffuse = map_diffuse;
1145 mesh->map_specular = map_specular;
1146 mesh->map_normal = map_normal;
1148 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)
1150 if (mesh->next == NULL)
1151 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);
1154 mesh->element3i[mesh->numtriangles * 3 + 0] = Mod_ShadowMesh_AddVertex(mesh, vertex14f + 14 * 0);
1155 mesh->element3i[mesh->numtriangles * 3 + 1] = Mod_ShadowMesh_AddVertex(mesh, vertex14f + 14 * 1);
1156 mesh->element3i[mesh->numtriangles * 3 + 2] = Mod_ShadowMesh_AddVertex(mesh, vertex14f + 14 * 2);
1157 mesh->numtriangles++;
1160 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)
1163 float vbuf[3*14], *v;
1164 memset(vbuf, 0, sizeof(vbuf));
1165 for (i = 0;i < numtris;i++)
1167 for (j = 0, v = vbuf;j < 3;j++, v += 14)
1172 v[0] = vertex3f[e * 3 + 0];
1173 v[1] = vertex3f[e * 3 + 1];
1174 v[2] = vertex3f[e * 3 + 2];
1178 v[3] = svector3f[e * 3 + 0];
1179 v[4] = svector3f[e * 3 + 1];
1180 v[5] = svector3f[e * 3 + 2];
1184 v[6] = tvector3f[e * 3 + 0];
1185 v[7] = tvector3f[e * 3 + 1];
1186 v[8] = tvector3f[e * 3 + 2];
1190 v[9] = normal3f[e * 3 + 0];
1191 v[10] = normal3f[e * 3 + 1];
1192 v[11] = normal3f[e * 3 + 2];
1196 v[12] = texcoord2f[e * 2 + 0];
1197 v[13] = texcoord2f[e * 2 + 1];
1200 Mod_ShadowMesh_AddTriangle(mempool, mesh, map_diffuse, map_specular, map_normal, vbuf);
1203 // the triangle calculation can take a while, so let's do a keepalive here
1204 CL_KeepaliveMessage(false);
1207 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)
1209 // the preparation before shadow mesh initialization can take a while, so let's do a keepalive here
1210 CL_KeepaliveMessage(false);
1212 return Mod_ShadowMesh_Alloc(mempool, maxverts, maxtriangles, map_diffuse, map_specular, map_normal, light, neighbors, expandable);
1215 static void Mod_ShadowMesh_CreateVBOs(shadowmesh_t *mesh, mempool_t *mempool)
1217 if (!mesh->numverts)
1220 // build r_vertexmesh_t array
1221 // (compressed interleaved array for D3D)
1222 if (!mesh->vertexmesh && mesh->texcoord2f && vid.useinterleavedarrays)
1225 int numvertices = mesh->numverts;
1226 r_vertexmesh_t *vertexmesh;
1227 mesh->vertexmesh = vertexmesh = (r_vertexmesh_t*)Mem_Alloc(mempool, numvertices * sizeof(*mesh->vertexmesh));
1228 for (vertexindex = 0;vertexindex < numvertices;vertexindex++, vertexmesh++)
1230 VectorCopy(mesh->vertex3f + 3*vertexindex, vertexmesh->vertex3f);
1231 VectorScale(mesh->svector3f + 3*vertexindex, 1.0f, vertexmesh->svector3f);
1232 VectorScale(mesh->tvector3f + 3*vertexindex, 1.0f, vertexmesh->tvector3f);
1233 VectorScale(mesh->normal3f + 3*vertexindex, 1.0f, vertexmesh->normal3f);
1234 Vector2Copy(mesh->texcoord2f + 2*vertexindex, vertexmesh->texcoordtexture2f);
1238 // upload r_vertexmesh_t array as a buffer
1239 if (mesh->vertexmesh && !mesh->vertexmeshbuffer)
1240 mesh->vertexmeshbuffer = R_Mesh_CreateMeshBuffer(mesh->vertexmesh, mesh->numverts * sizeof(*mesh->vertexmesh), loadmodel->name, false, false, false);
1242 // upload vertex3f array as a buffer
1243 if (mesh->vertex3f && !mesh->vertex3fbuffer)
1244 mesh->vertex3fbuffer = R_Mesh_CreateMeshBuffer(mesh->vertex3f, mesh->numverts * sizeof(float[3]), loadmodel->name, false, false, false);
1246 // upload short indices as a buffer
1247 if (mesh->element3s && !mesh->element3s_indexbuffer)
1248 mesh->element3s_indexbuffer = R_Mesh_CreateMeshBuffer(mesh->element3s, mesh->numtriangles * sizeof(short[3]), loadmodel->name, true, false, true);
1250 // upload int indices as a buffer
1251 if (mesh->element3i && !mesh->element3i_indexbuffer && !mesh->element3s)
1252 mesh->element3i_indexbuffer = R_Mesh_CreateMeshBuffer(mesh->element3i, mesh->numtriangles * sizeof(int[3]), loadmodel->name, true, false, false);
1254 // vertex buffer is several arrays and we put them in the same buffer
1256 // is this wise? the texcoordtexture2f array is used with dynamic
1257 // vertex/svector/tvector/normal when rendering animated models, on the
1258 // other hand animated models don't use a lot of vertices anyway...
1259 if (!mesh->vbo_vertexbuffer && !vid.useinterleavedarrays)
1264 mesh->vbooffset_vertex3f = size;if (mesh->vertex3f ) size += mesh->numverts * sizeof(float[3]);
1265 mesh->vbooffset_svector3f = size;if (mesh->svector3f ) size += mesh->numverts * sizeof(float[3]);
1266 mesh->vbooffset_tvector3f = size;if (mesh->tvector3f ) size += mesh->numverts * sizeof(float[3]);
1267 mesh->vbooffset_normal3f = size;if (mesh->normal3f ) size += mesh->numverts * sizeof(float[3]);
1268 mesh->vbooffset_texcoord2f = size;if (mesh->texcoord2f ) size += mesh->numverts * sizeof(float[2]);
1269 mem = (unsigned char *)Mem_Alloc(tempmempool, size);
1270 if (mesh->vertex3f ) memcpy(mem + mesh->vbooffset_vertex3f , mesh->vertex3f , mesh->numverts * sizeof(float[3]));
1271 if (mesh->svector3f ) memcpy(mem + mesh->vbooffset_svector3f , mesh->svector3f , mesh->numverts * sizeof(float[3]));
1272 if (mesh->tvector3f ) memcpy(mem + mesh->vbooffset_tvector3f , mesh->tvector3f , mesh->numverts * sizeof(float[3]));
1273 if (mesh->normal3f ) memcpy(mem + mesh->vbooffset_normal3f , mesh->normal3f , mesh->numverts * sizeof(float[3]));
1274 if (mesh->texcoord2f ) memcpy(mem + mesh->vbooffset_texcoord2f , mesh->texcoord2f , mesh->numverts * sizeof(float[2]));
1275 mesh->vbo_vertexbuffer = R_Mesh_CreateMeshBuffer(mem, size, "shadowmesh", false, false, false);
1280 shadowmesh_t *Mod_ShadowMesh_Finish(mempool_t *mempool, shadowmesh_t *firstmesh, qboolean light, qboolean neighbors, qboolean createvbo)
1282 shadowmesh_t *mesh, *newmesh, *nextmesh;
1283 // reallocate meshs to conserve space
1284 for (mesh = firstmesh, firstmesh = NULL;mesh;mesh = nextmesh)
1286 nextmesh = mesh->next;
1287 if (mesh->numverts >= 3 && mesh->numtriangles >= 1)
1289 newmesh = Mod_ShadowMesh_ReAlloc(mempool, mesh, light, neighbors);
1290 newmesh->next = firstmesh;
1291 firstmesh = newmesh;
1292 if (newmesh->element3s)
1295 for (i = 0;i < newmesh->numtriangles*3;i++)
1296 newmesh->element3s[i] = newmesh->element3i[i];
1299 Mod_ShadowMesh_CreateVBOs(newmesh, mempool);
1304 // this can take a while, so let's do a keepalive here
1305 CL_KeepaliveMessage(false);
1310 void Mod_ShadowMesh_CalcBBox(shadowmesh_t *firstmesh, vec3_t mins, vec3_t maxs, vec3_t center, float *radius)
1314 vec3_t nmins, nmaxs, ncenter, temp;
1315 float nradius2, dist2, *v;
1319 for (mesh = firstmesh;mesh;mesh = mesh->next)
1321 if (mesh == firstmesh)
1323 VectorCopy(mesh->vertex3f, nmins);
1324 VectorCopy(mesh->vertex3f, nmaxs);
1326 for (i = 0, v = mesh->vertex3f;i < mesh->numverts;i++, v += 3)
1328 if (nmins[0] > v[0]) nmins[0] = v[0];if (nmaxs[0] < v[0]) nmaxs[0] = v[0];
1329 if (nmins[1] > v[1]) nmins[1] = v[1];if (nmaxs[1] < v[1]) nmaxs[1] = v[1];
1330 if (nmins[2] > v[2]) nmins[2] = v[2];if (nmaxs[2] < v[2]) nmaxs[2] = v[2];
1333 // calculate center and radius
1334 ncenter[0] = (nmins[0] + nmaxs[0]) * 0.5f;
1335 ncenter[1] = (nmins[1] + nmaxs[1]) * 0.5f;
1336 ncenter[2] = (nmins[2] + nmaxs[2]) * 0.5f;
1338 for (mesh = firstmesh;mesh;mesh = mesh->next)
1340 for (i = 0, v = mesh->vertex3f;i < mesh->numverts;i++, v += 3)
1342 VectorSubtract(v, ncenter, temp);
1343 dist2 = DotProduct(temp, temp);
1344 if (nradius2 < dist2)
1350 VectorCopy(nmins, mins);
1352 VectorCopy(nmaxs, maxs);
1354 VectorCopy(ncenter, center);
1356 *radius = sqrt(nradius2);
1359 void Mod_ShadowMesh_Free(shadowmesh_t *mesh)
1361 shadowmesh_t *nextmesh;
1362 for (;mesh;mesh = nextmesh)
1364 if (mesh->vertex3fbuffer)
1365 R_Mesh_DestroyMeshBuffer(mesh->vertex3fbuffer);
1366 if (mesh->vertexmeshbuffer)
1367 R_Mesh_DestroyMeshBuffer(mesh->vertexmeshbuffer);
1368 if (mesh->element3i_indexbuffer)
1369 R_Mesh_DestroyMeshBuffer(mesh->element3i_indexbuffer);
1370 if (mesh->element3s_indexbuffer)
1371 R_Mesh_DestroyMeshBuffer(mesh->element3s_indexbuffer);
1372 if (mesh->vbo_vertexbuffer)
1373 R_Mesh_DestroyMeshBuffer(mesh->vbo_vertexbuffer);
1374 nextmesh = mesh->next;
1379 void Mod_CreateCollisionMesh(dp_model_t *mod)
1381 int k, numcollisionmeshtriangles;
1382 qboolean usesinglecollisionmesh = false;
1383 const msurface_t *surface = NULL;
1385 mempool_t *mempool = mod->mempool;
1386 if (!mempool && mod->brush.parentmodel)
1387 mempool = mod->brush.parentmodel->mempool;
1388 // make a single combined collision mesh for physics engine use
1389 // TODO rewrite this to use the collision brushes as source, to fix issues with e.g. common/caulk which creates no drawsurface
1390 numcollisionmeshtriangles = 0;
1391 for (k = 0;k < mod->nummodelsurfaces;k++)
1393 surface = mod->data_surfaces + mod->firstmodelsurface + k;
1394 if (!strcmp(surface->texture->name, "collision") || !strcmp(surface->texture->name, "collisionconvex")) // found collision mesh
1396 usesinglecollisionmesh = true;
1397 numcollisionmeshtriangles = surface->num_triangles;
1400 if (!(surface->texture->supercontents & SUPERCONTENTS_SOLID))
1402 numcollisionmeshtriangles += surface->num_triangles;
1404 mod->brush.collisionmesh = Mod_ShadowMesh_Begin(mempool, numcollisionmeshtriangles * 3, numcollisionmeshtriangles, NULL, NULL, NULL, false, false, true);
1405 if (usesinglecollisionmesh)
1406 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));
1409 for (k = 0;k < mod->nummodelsurfaces;k++)
1411 surface = mod->data_surfaces + mod->firstmodelsurface + k;
1412 if (!(surface->texture->supercontents & SUPERCONTENTS_SOLID))
1414 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));
1417 mod->brush.collisionmesh = Mod_ShadowMesh_Finish(mempool, mod->brush.collisionmesh, false, false, false);
1421 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)
1426 if (ix >= 0 && iy >= 0 && ix < imagewidth && iy < imageheight)
1427 v[2] = (imagepixels[((iy*imagewidth)+ix)*4+0] + imagepixels[((iy*imagewidth)+ix)*4+1] + imagepixels[((iy*imagewidth)+ix)*4+2]) * (1.0f / 765.0f);
1430 Matrix4x4_Transform(pixelstepmatrix, v, vertex3f);
1431 Matrix4x4_Transform(pixeltexturestepmatrix, v, tc);
1432 texcoord2f[0] = tc[0];
1433 texcoord2f[1] = tc[1];
1436 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)
1438 float vup[3], vdown[3], vleft[3], vright[3];
1439 float tcup[3], tcdown[3], tcleft[3], tcright[3];
1440 float sv[3], tv[3], nl[3];
1441 Mod_GetTerrainVertex3fTexCoord2fFromBGRA(imagepixels, imagewidth, imageheight, ix, iy, vertex3f, texcoord2f, pixelstepmatrix, pixeltexturestepmatrix);
1442 Mod_GetTerrainVertex3fTexCoord2fFromBGRA(imagepixels, imagewidth, imageheight, ix, iy - 1, vup, tcup, pixelstepmatrix, pixeltexturestepmatrix);
1443 Mod_GetTerrainVertex3fTexCoord2fFromBGRA(imagepixels, imagewidth, imageheight, ix, iy + 1, vdown, tcdown, pixelstepmatrix, pixeltexturestepmatrix);
1444 Mod_GetTerrainVertex3fTexCoord2fFromBGRA(imagepixels, imagewidth, imageheight, ix - 1, iy, vleft, tcleft, pixelstepmatrix, pixeltexturestepmatrix);
1445 Mod_GetTerrainVertex3fTexCoord2fFromBGRA(imagepixels, imagewidth, imageheight, ix + 1, iy, vright, tcright, pixelstepmatrix, pixeltexturestepmatrix);
1446 Mod_BuildBumpVectors(vertex3f, vup, vright, texcoord2f, tcup, tcright, svector3f, tvector3f, normal3f);
1447 Mod_BuildBumpVectors(vertex3f, vright, vdown, texcoord2f, tcright, tcdown, sv, tv, nl);
1448 VectorAdd(svector3f, sv, svector3f);
1449 VectorAdd(tvector3f, tv, tvector3f);
1450 VectorAdd(normal3f, nl, normal3f);
1451 Mod_BuildBumpVectors(vertex3f, vdown, vleft, texcoord2f, tcdown, tcleft, sv, tv, nl);
1452 VectorAdd(svector3f, sv, svector3f);
1453 VectorAdd(tvector3f, tv, tvector3f);
1454 VectorAdd(normal3f, nl, normal3f);
1455 Mod_BuildBumpVectors(vertex3f, vleft, vup, texcoord2f, tcleft, tcup, sv, tv, nl);
1456 VectorAdd(svector3f, sv, svector3f);
1457 VectorAdd(tvector3f, tv, tvector3f);
1458 VectorAdd(normal3f, nl, normal3f);
1461 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)
1463 int x, y, ix, iy, *e;
1465 for (y = 0;y < height;y++)
1467 for (x = 0;x < width;x++)
1469 e[0] = (y + 1) * (width + 1) + (x + 0);
1470 e[1] = (y + 0) * (width + 1) + (x + 0);
1471 e[2] = (y + 1) * (width + 1) + (x + 1);
1472 e[3] = (y + 0) * (width + 1) + (x + 0);
1473 e[4] = (y + 0) * (width + 1) + (x + 1);
1474 e[5] = (y + 1) * (width + 1) + (x + 1);
1478 Mod_BuildTriangleNeighbors(neighbor3i, element3i, width*height*2);
1479 for (y = 0, iy = y1;y < height + 1;y++, iy++)
1480 for (x = 0, ix = x1;x < width + 1;x++, ix++, vertex3f += 3, texcoord2f += 2, svector3f += 3, tvector3f += 3, normal3f += 3)
1481 Mod_GetTerrainVertexFromBGRA(imagepixels, imagewidth, imageheight, ix, iy, vertex3f, texcoord2f, svector3f, tvector3f, normal3f, pixelstepmatrix, pixeltexturestepmatrix);
1486 void Mod_Terrain_SurfaceRecurseChunk(dp_model_t *model, int stepsize, int x, int y)
1490 float chunkwidth = min(stepsize, model->terrain.width - 1 - x);
1491 float chunkheight = min(stepsize, model->terrain.height - 1 - y);
1492 float viewvector[3];
1493 unsigned int firstvertex;
1496 if (chunkwidth < 2 || chunkheight < 2)
1498 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]);
1499 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]);
1500 viewvector[0] = bound(mins[0], localvieworigin, maxs[0]) - model->terrain.vieworigin[0];
1501 viewvector[1] = bound(mins[1], localvieworigin, maxs[1]) - model->terrain.vieworigin[1];
1502 viewvector[2] = bound(mins[2], localvieworigin, maxs[2]) - model->terrain.vieworigin[2];
1503 if (stepsize > 1 && VectorLength(viewvector) < stepsize*model->terrain.scale[0]*r_terrain_lodscale.value)
1505 // too close for this stepsize, emit as 4 chunks instead
1507 Mod_Terrain_SurfaceRecurseChunk(model, stepsize, x, y);
1508 Mod_Terrain_SurfaceRecurseChunk(model, stepsize, x+stepsize, y);
1509 Mod_Terrain_SurfaceRecurseChunk(model, stepsize, x, y+stepsize);
1510 Mod_Terrain_SurfaceRecurseChunk(model, stepsize, x+stepsize, y+stepsize);
1513 // emit the geometry at stepsize into our vertex buffer / index buffer
1514 // we add two columns and two rows for skirt
1515 outwidth = chunkwidth+2;
1516 outheight = chunkheight+2;
1517 outwidth2 = outwidth-1;
1518 outheight2 = outheight-1;
1519 outwidth3 = outwidth+1;
1520 outheight3 = outheight+1;
1521 firstvertex = numvertices;
1522 e = model->terrain.element3i + numtriangles;
1523 numtriangles += chunkwidth*chunkheight*2+chunkwidth*2*2+chunkheight*2*2;
1524 v = model->terrain.vertex3f + numvertices;
1525 numvertices += (chunkwidth+1)*(chunkheight+1)+(chunkwidth+1)*2+(chunkheight+1)*2;
1526 // emit the triangles (note: the skirt is treated as two extra rows and two extra columns)
1527 for (ty = 0;ty < outheight;ty++)
1529 for (tx = 0;tx < outwidth;tx++)
1531 *e++ = firstvertex + (ty )*outwidth3+(tx );
1532 *e++ = firstvertex + (ty )*outwidth3+(tx+1);
1533 *e++ = firstvertex + (ty+1)*outwidth3+(tx+1);
1534 *e++ = firstvertex + (ty )*outwidth3+(tx );
1535 *e++ = firstvertex + (ty+1)*outwidth3+(tx+1);
1536 *e++ = firstvertex + (ty+1)*outwidth3+(tx );
1539 // TODO: emit surface vertices (x+tx*stepsize, y+ty*stepsize)
1540 for (ty = 0;ty <= outheight;ty++)
1542 skirtrow = ty == 0 || ty == outheight;
1543 ry = y+bound(1, ty, outheight)*stepsize;
1544 for (tx = 0;tx <= outwidth;tx++)
1546 skirt = skirtrow || tx == 0 || tx == outwidth;
1547 rx = x+bound(1, tx, outwidth)*stepsize;
1550 v[2] = heightmap[ry*terrainwidth+rx]*scale[2];
1554 // TODO: emit skirt vertices
1557 void Mod_Terrain_UpdateSurfacesForViewOrigin(dp_model_t *model)
1559 for (y = 0;y < model->terrain.size[1];y += model->terrain.
1560 Mod_Terrain_SurfaceRecurseChunk(model, model->terrain.maxstepsize, x, y);
1561 Mod_Terrain_BuildChunk(model,
1565 static int Mod_LoadQ3Shaders_EnumerateWaveFunc(const char *s)
1568 if (!strncasecmp(s, "user", 4)) // parse stuff like "user1sin", always user<n>func
1570 offset = bound(0, s[4] - '0', 9);
1571 offset = (offset + 1) << Q3WAVEFUNC_USER_SHIFT;
1576 if (!strcasecmp(s, "sin")) return offset | Q3WAVEFUNC_SIN;
1577 if (!strcasecmp(s, "square")) return offset | Q3WAVEFUNC_SQUARE;
1578 if (!strcasecmp(s, "triangle")) return offset | Q3WAVEFUNC_TRIANGLE;
1579 if (!strcasecmp(s, "sawtooth")) return offset | Q3WAVEFUNC_SAWTOOTH;
1580 if (!strcasecmp(s, "inversesawtooth")) return offset | Q3WAVEFUNC_INVERSESAWTOOTH;
1581 if (!strcasecmp(s, "noise")) return offset | Q3WAVEFUNC_NOISE;
1582 if (!strcasecmp(s, "none")) return offset | Q3WAVEFUNC_NONE;
1583 Con_DPrintf("Mod_LoadQ3Shaders: unknown wavefunc %s\n", s);
1584 return offset | Q3WAVEFUNC_NONE;
1587 void Mod_FreeQ3Shaders(void)
1589 Mem_FreePool(&q3shaders_mem);
1592 static void Q3Shader_AddToHash (q3shaderinfo_t* shader)
1594 unsigned short hash = CRC_Block_CaseInsensitive ((const unsigned char *)shader->name, strlen (shader->name));
1595 q3shader_hash_entry_t* entry = q3shader_data->hash + (hash % Q3SHADER_HASH_SIZE);
1596 q3shader_hash_entry_t* lastEntry = NULL;
1597 while (entry != NULL)
1599 if (strcasecmp (entry->shader.name, shader->name) == 0)
1602 if(shader->dpshaderkill)
1604 // killed shader is a redeclarion? we can safely ignore it
1607 else if(entry->shader.dpshaderkill)
1609 // replace the old shader!
1610 // this will skip the entry allocating part
1611 // below and just replace the shader
1616 unsigned char *start, *end, *start2;
1617 start = (unsigned char *) (&shader->Q3SHADERINFO_COMPARE_START);
1618 end = ((unsigned char *) (&shader->Q3SHADERINFO_COMPARE_END)) + sizeof(shader->Q3SHADERINFO_COMPARE_END);
1619 start2 = (unsigned char *) (&entry->shader.Q3SHADERINFO_COMPARE_START);
1620 if(memcmp(start, start2, end - start))
1621 Con_DPrintf("Shader '%s' already defined, ignoring mismatching redeclaration\n", shader->name);
1623 Con_DPrintf("Shader '%s' already defined\n", shader->name);
1628 entry = entry->chain;
1632 if (lastEntry->shader.name[0] != 0)
1635 q3shader_hash_entry_t* newEntry = (q3shader_hash_entry_t*)
1636 Mem_ExpandableArray_AllocRecord (&q3shader_data->hash_entries);
1638 while (lastEntry->chain != NULL) lastEntry = lastEntry->chain;
1639 lastEntry->chain = newEntry;
1640 newEntry->chain = NULL;
1641 lastEntry = newEntry;
1643 /* else: head of chain, in hash entry array */
1646 memcpy (&entry->shader, shader, sizeof (q3shaderinfo_t));
1649 extern cvar_t mod_noshader_default_offsetmapping;
1650 extern cvar_t mod_q3shader_default_offsetmapping;
1651 extern cvar_t mod_q3shader_default_offsetmapping_scale;
1652 extern cvar_t mod_q3shader_default_offsetmapping_bias;
1653 extern cvar_t mod_q3shader_default_polygonoffset;
1654 extern cvar_t mod_q3shader_default_polygonfactor;
1655 extern cvar_t mod_q3shader_force_addalpha;
1656 void Mod_LoadQ3Shaders(void)
1663 q3shaderinfo_t shader;
1664 q3shaderinfo_layer_t *layer;
1666 char parameter[TEXTURE_MAXFRAMES + 4][Q3PATHLENGTH];
1667 char *custsurfaceparmnames[256]; // VorteX: q3map2 has 64 but well, someone will need more
1668 unsigned long custsurfaceflags[256];
1669 int numcustsurfaceflags;
1670 qboolean dpshaderkill;
1672 Mod_FreeQ3Shaders();
1674 q3shaders_mem = Mem_AllocPool("q3shaders", 0, NULL);
1675 q3shader_data = (q3shader_data_t*)Mem_Alloc (q3shaders_mem,
1676 sizeof (q3shader_data_t));
1677 Mem_ExpandableArray_NewArray (&q3shader_data->hash_entries,
1678 q3shaders_mem, sizeof (q3shader_hash_entry_t), 256);
1679 Mem_ExpandableArray_NewArray (&q3shader_data->char_ptrs,
1680 q3shaders_mem, sizeof (char**), 256);
1682 // parse custinfoparms.txt
1683 numcustsurfaceflags = 0;
1684 if ((text = f = (char *)FS_LoadFile("scripts/custinfoparms.txt", tempmempool, false, NULL)) != NULL)
1686 if (!COM_ParseToken_QuakeC(&text, false) || strcasecmp(com_token, "{"))
1687 Con_DPrintf("scripts/custinfoparms.txt: contentflags section parsing error - expected \"{\", found \"%s\"\n", com_token);
1690 while (COM_ParseToken_QuakeC(&text, false))
1691 if (!strcasecmp(com_token, "}"))
1693 // custom surfaceflags section
1694 if (!COM_ParseToken_QuakeC(&text, false) || strcasecmp(com_token, "{"))
1695 Con_DPrintf("scripts/custinfoparms.txt: surfaceflags section parsing error - expected \"{\", found \"%s\"\n", com_token);
1698 while(COM_ParseToken_QuakeC(&text, false))
1700 if (!strcasecmp(com_token, "}"))
1702 // register surfaceflag
1703 if (numcustsurfaceflags >= 256)
1705 Con_Printf("scripts/custinfoparms.txt: surfaceflags section parsing error - max 256 surfaceflags exceeded\n");
1709 j = strlen(com_token)+1;
1710 custsurfaceparmnames[numcustsurfaceflags] = (char *)Mem_Alloc(tempmempool, j);
1711 strlcpy(custsurfaceparmnames[numcustsurfaceflags], com_token, j+1);
1713 if (COM_ParseToken_QuakeC(&text, false))
1714 custsurfaceflags[numcustsurfaceflags] = strtol(com_token, NULL, 0);
1716 custsurfaceflags[numcustsurfaceflags] = 0;
1717 numcustsurfaceflags++;
1725 search = FS_Search("scripts/*.shader", true, false);
1728 for (fileindex = 0;fileindex < search->numfilenames;fileindex++)
1730 text = f = (char *)FS_LoadFile(search->filenames[fileindex], tempmempool, false, NULL);
1733 while (COM_ParseToken_QuakeC(&text, false))
1735 memset (&shader, 0, sizeof(shader));
1736 shader.reflectmin = 0;
1737 shader.reflectmax = 1;
1738 shader.refractfactor = 1;
1739 Vector4Set(shader.refractcolor4f, 1, 1, 1, 1);
1740 shader.reflectfactor = 1;
1741 Vector4Set(shader.reflectcolor4f, 1, 1, 1, 1);
1742 shader.r_water_wateralpha = 1;
1743 shader.offsetmapping = (mod_q3shader_default_offsetmapping.value) ? OFFSETMAPPING_DEFAULT : OFFSETMAPPING_OFF;
1744 shader.offsetscale = mod_q3shader_default_offsetmapping_scale.value;
1745 shader.offsetbias = mod_q3shader_default_offsetmapping_bias.value;
1746 shader.specularscalemod = 1;
1747 shader.specularpowermod = 1;
1748 shader.biaspolygonoffset = mod_q3shader_default_polygonoffset.value;
1749 shader.biaspolygonfactor = mod_q3shader_default_polygonfactor.value;
1751 strlcpy(shader.name, com_token, sizeof(shader.name));
1752 if (!COM_ParseToken_QuakeC(&text, false) || strcasecmp(com_token, "{"))
1754 Con_DPrintf("%s parsing error - expected \"{\", found \"%s\"\n", search->filenames[fileindex], com_token);
1757 while (COM_ParseToken_QuakeC(&text, false))
1759 if (!strcasecmp(com_token, "}"))
1761 if (!strcasecmp(com_token, "{"))
1763 static q3shaderinfo_layer_t dummy;
1764 if (shader.numlayers < Q3SHADER_MAXLAYERS)
1766 layer = shader.layers + shader.numlayers++;
1770 // parse and process it anyway, just don't store it (so a map $lightmap or such stuff still is found)
1771 memset(&dummy, 0, sizeof(dummy));
1774 layer->rgbgen.rgbgen = Q3RGBGEN_IDENTITY;
1775 layer->alphagen.alphagen = Q3ALPHAGEN_IDENTITY;
1776 layer->tcgen.tcgen = Q3TCGEN_TEXTURE;
1777 layer->blendfunc[0] = GL_ONE;
1778 layer->blendfunc[1] = GL_ZERO;
1779 while (COM_ParseToken_QuakeC(&text, false))
1781 if (!strcasecmp(com_token, "}"))
1783 if (!strcasecmp(com_token, "\n"))
1786 for (j = 0;strcasecmp(com_token, "\n") && strcasecmp(com_token, "}");j++)
1788 if (j < TEXTURE_MAXFRAMES + 4)
1790 // remap dp_water to dpwater, dp_reflect to dpreflect, etc.
1791 if(j == 0 && !strncasecmp(com_token, "dp_", 3))
1792 dpsnprintf(parameter[j], sizeof(parameter[j]), "dp%s", &com_token[3]);
1794 strlcpy(parameter[j], com_token, sizeof(parameter[j]));
1795 numparameters = j + 1;
1797 if (!COM_ParseToken_QuakeC(&text, true))
1800 //for (j = numparameters;j < TEXTURE_MAXFRAMES + 4;j++)
1801 // parameter[j][0] = 0;
1802 if (developer_insane.integer)
1804 Con_DPrintf("%s %i: ", shader.name, shader.numlayers - 1);
1805 for (j = 0;j < numparameters;j++)
1806 Con_DPrintf(" %s", parameter[j]);
1809 if (numparameters >= 2 && !strcasecmp(parameter[0], "blendfunc"))
1811 if (numparameters == 2)
1813 if (!strcasecmp(parameter[1], "add"))
1815 layer->blendfunc[0] = GL_ONE;
1816 layer->blendfunc[1] = GL_ONE;
1818 else if (!strcasecmp(parameter[1], "addalpha"))
1820 layer->blendfunc[0] = GL_SRC_ALPHA;
1821 layer->blendfunc[1] = GL_ONE;
1823 else if (!strcasecmp(parameter[1], "filter"))
1825 layer->blendfunc[0] = GL_DST_COLOR;
1826 layer->blendfunc[1] = GL_ZERO;
1828 else if (!strcasecmp(parameter[1], "blend"))
1830 layer->blendfunc[0] = GL_SRC_ALPHA;
1831 layer->blendfunc[1] = GL_ONE_MINUS_SRC_ALPHA;
1834 else if (numparameters == 3)
1837 for (k = 0;k < 2;k++)
1839 if (!strcasecmp(parameter[k+1], "GL_ONE"))
1840 layer->blendfunc[k] = GL_ONE;
1841 else if (!strcasecmp(parameter[k+1], "GL_ZERO"))
1842 layer->blendfunc[k] = GL_ZERO;
1843 else if (!strcasecmp(parameter[k+1], "GL_SRC_COLOR"))
1844 layer->blendfunc[k] = GL_SRC_COLOR;
1845 else if (!strcasecmp(parameter[k+1], "GL_SRC_ALPHA"))
1846 layer->blendfunc[k] = GL_SRC_ALPHA;
1847 else if (!strcasecmp(parameter[k+1], "GL_DST_COLOR"))
1848 layer->blendfunc[k] = GL_DST_COLOR;
1849 else if (!strcasecmp(parameter[k+1], "GL_DST_ALPHA"))
1850 layer->blendfunc[k] = GL_DST_ALPHA;
1851 else if (!strcasecmp(parameter[k+1], "GL_ONE_MINUS_SRC_COLOR"))
1852 layer->blendfunc[k] = GL_ONE_MINUS_SRC_COLOR;
1853 else if (!strcasecmp(parameter[k+1], "GL_ONE_MINUS_SRC_ALPHA"))
1854 layer->blendfunc[k] = GL_ONE_MINUS_SRC_ALPHA;
1855 else if (!strcasecmp(parameter[k+1], "GL_ONE_MINUS_DST_COLOR"))
1856 layer->blendfunc[k] = GL_ONE_MINUS_DST_COLOR;
1857 else if (!strcasecmp(parameter[k+1], "GL_ONE_MINUS_DST_ALPHA"))
1858 layer->blendfunc[k] = GL_ONE_MINUS_DST_ALPHA;
1860 layer->blendfunc[k] = GL_ONE; // default in case of parsing error
1864 if (numparameters >= 2 && !strcasecmp(parameter[0], "alphafunc"))
1865 layer->alphatest = true;
1866 if (numparameters >= 2 && (!strcasecmp(parameter[0], "map") || !strcasecmp(parameter[0], "clampmap")))
1868 if (!strcasecmp(parameter[0], "clampmap"))
1869 layer->clampmap = true;
1870 layer->numframes = 1;
1871 layer->framerate = 1;
1872 layer->texturename = (char**)Mem_ExpandableArray_AllocRecord (
1873 &q3shader_data->char_ptrs);
1874 layer->texturename[0] = Mem_strdup (q3shaders_mem, parameter[1]);
1875 if (!strcasecmp(parameter[1], "$lightmap"))
1876 shader.lighting = true;
1878 else if (numparameters >= 3 && (!strcasecmp(parameter[0], "animmap") || !strcasecmp(parameter[0], "animclampmap")))
1881 layer->numframes = min(numparameters - 2, TEXTURE_MAXFRAMES);
1882 layer->framerate = atof(parameter[1]);
1883 layer->texturename = (char **) Mem_Alloc (q3shaders_mem, sizeof (char*) * layer->numframes);
1884 for (i = 0;i < layer->numframes;i++)
1885 layer->texturename[i] = Mem_strdup (q3shaders_mem, parameter[i + 2]);
1887 else if (numparameters >= 2 && !strcasecmp(parameter[0], "rgbgen"))
1890 for (i = 0;i < numparameters - 2 && i < Q3RGBGEN_MAXPARMS;i++)
1891 layer->rgbgen.parms[i] = atof(parameter[i+2]);
1892 if (!strcasecmp(parameter[1], "identity")) layer->rgbgen.rgbgen = Q3RGBGEN_IDENTITY;
1893 else if (!strcasecmp(parameter[1], "const")) layer->rgbgen.rgbgen = Q3RGBGEN_CONST;
1894 else if (!strcasecmp(parameter[1], "entity")) layer->rgbgen.rgbgen = Q3RGBGEN_ENTITY;
1895 else if (!strcasecmp(parameter[1], "exactvertex")) layer->rgbgen.rgbgen = Q3RGBGEN_EXACTVERTEX;
1896 else if (!strcasecmp(parameter[1], "identitylighting")) layer->rgbgen.rgbgen = Q3RGBGEN_IDENTITYLIGHTING;
1897 else if (!strcasecmp(parameter[1], "lightingdiffuse")) layer->rgbgen.rgbgen = Q3RGBGEN_LIGHTINGDIFFUSE;
1898 else if (!strcasecmp(parameter[1], "oneminusentity")) layer->rgbgen.rgbgen = Q3RGBGEN_ONEMINUSENTITY;
1899 else if (!strcasecmp(parameter[1], "oneminusvertex")) layer->rgbgen.rgbgen = Q3RGBGEN_ONEMINUSVERTEX;
1900 else if (!strcasecmp(parameter[1], "vertex")) layer->rgbgen.rgbgen = Q3RGBGEN_VERTEX;
1901 else if (!strcasecmp(parameter[1], "wave"))
1903 layer->rgbgen.rgbgen = Q3RGBGEN_WAVE;
1904 layer->rgbgen.wavefunc = Mod_LoadQ3Shaders_EnumerateWaveFunc(parameter[2]);
1905 for (i = 0;i < numparameters - 3 && i < Q3WAVEPARMS;i++)
1906 layer->rgbgen.waveparms[i] = atof(parameter[i+3]);
1908 else Con_DPrintf("%s parsing warning: unknown rgbgen %s\n", search->filenames[fileindex], parameter[1]);
1910 else if (numparameters >= 2 && !strcasecmp(parameter[0], "alphagen"))
1913 for (i = 0;i < numparameters - 2 && i < Q3ALPHAGEN_MAXPARMS;i++)
1914 layer->alphagen.parms[i] = atof(parameter[i+2]);
1915 if (!strcasecmp(parameter[1], "identity")) layer->alphagen.alphagen = Q3ALPHAGEN_IDENTITY;
1916 else if (!strcasecmp(parameter[1], "const")) layer->alphagen.alphagen = Q3ALPHAGEN_CONST;
1917 else if (!strcasecmp(parameter[1], "entity")) layer->alphagen.alphagen = Q3ALPHAGEN_ENTITY;
1918 else if (!strcasecmp(parameter[1], "lightingspecular")) layer->alphagen.alphagen = Q3ALPHAGEN_LIGHTINGSPECULAR;
1919 else if (!strcasecmp(parameter[1], "oneminusentity")) layer->alphagen.alphagen = Q3ALPHAGEN_ONEMINUSENTITY;
1920 else if (!strcasecmp(parameter[1], "oneminusvertex")) layer->alphagen.alphagen = Q3ALPHAGEN_ONEMINUSVERTEX;
1921 else if (!strcasecmp(parameter[1], "portal")) layer->alphagen.alphagen = Q3ALPHAGEN_PORTAL;
1922 else if (!strcasecmp(parameter[1], "vertex")) layer->alphagen.alphagen = Q3ALPHAGEN_VERTEX;
1923 else if (!strcasecmp(parameter[1], "wave"))
1925 layer->alphagen.alphagen = Q3ALPHAGEN_WAVE;
1926 layer->alphagen.wavefunc = Mod_LoadQ3Shaders_EnumerateWaveFunc(parameter[2]);
1927 for (i = 0;i < numparameters - 3 && i < Q3WAVEPARMS;i++)
1928 layer->alphagen.waveparms[i] = atof(parameter[i+3]);
1930 else Con_DPrintf("%s parsing warning: unknown alphagen %s\n", search->filenames[fileindex], parameter[1]);
1932 else if (numparameters >= 2 && (!strcasecmp(parameter[0], "texgen") || !strcasecmp(parameter[0], "tcgen")))
1935 // observed values: tcgen environment
1936 // no other values have been observed in real shaders
1937 for (i = 0;i < numparameters - 2 && i < Q3TCGEN_MAXPARMS;i++)
1938 layer->tcgen.parms[i] = atof(parameter[i+2]);
1939 if (!strcasecmp(parameter[1], "base")) layer->tcgen.tcgen = Q3TCGEN_TEXTURE;
1940 else if (!strcasecmp(parameter[1], "texture")) layer->tcgen.tcgen = Q3TCGEN_TEXTURE;
1941 else if (!strcasecmp(parameter[1], "environment")) layer->tcgen.tcgen = Q3TCGEN_ENVIRONMENT;
1942 else if (!strcasecmp(parameter[1], "lightmap")) layer->tcgen.tcgen = Q3TCGEN_LIGHTMAP;
1943 else if (!strcasecmp(parameter[1], "vector")) layer->tcgen.tcgen = Q3TCGEN_VECTOR;
1944 else Con_DPrintf("%s parsing warning: unknown tcgen mode %s\n", search->filenames[fileindex], parameter[1]);
1946 else if (numparameters >= 2 && !strcasecmp(parameter[0], "tcmod"))
1953 // tcmod stretch sin # # # #
1954 // tcmod stretch triangle # # # #
1955 // tcmod transform # # # # # #
1956 // tcmod turb # # # #
1957 // tcmod turb sin # # # # (this is bogus)
1958 // no other values have been observed in real shaders
1959 for (tcmodindex = 0;tcmodindex < Q3MAXTCMODS;tcmodindex++)
1960 if (!layer->tcmods[tcmodindex].tcmod)
1962 if (tcmodindex < Q3MAXTCMODS)
1964 for (i = 0;i < numparameters - 2 && i < Q3TCMOD_MAXPARMS;i++)
1965 layer->tcmods[tcmodindex].parms[i] = atof(parameter[i+2]);
1966 if (!strcasecmp(parameter[1], "entitytranslate")) layer->tcmods[tcmodindex].tcmod = Q3TCMOD_ENTITYTRANSLATE;
1967 else if (!strcasecmp(parameter[1], "rotate")) layer->tcmods[tcmodindex].tcmod = Q3TCMOD_ROTATE;
1968 else if (!strcasecmp(parameter[1], "scale")) layer->tcmods[tcmodindex].tcmod = Q3TCMOD_SCALE;
1969 else if (!strcasecmp(parameter[1], "scroll")) layer->tcmods[tcmodindex].tcmod = Q3TCMOD_SCROLL;
1970 else if (!strcasecmp(parameter[1], "page")) layer->tcmods[tcmodindex].tcmod = Q3TCMOD_PAGE;
1971 else if (!strcasecmp(parameter[1], "stretch"))
1973 layer->tcmods[tcmodindex].tcmod = Q3TCMOD_STRETCH;
1974 layer->tcmods[tcmodindex].wavefunc = Mod_LoadQ3Shaders_EnumerateWaveFunc(parameter[2]);
1975 for (i = 0;i < numparameters - 3 && i < Q3WAVEPARMS;i++)
1976 layer->tcmods[tcmodindex].waveparms[i] = atof(parameter[i+3]);
1978 else if (!strcasecmp(parameter[1], "transform")) layer->tcmods[tcmodindex].tcmod = Q3TCMOD_TRANSFORM;
1979 else if (!strcasecmp(parameter[1], "turb")) layer->tcmods[tcmodindex].tcmod = Q3TCMOD_TURBULENT;
1980 else Con_DPrintf("%s parsing warning: unknown tcmod mode %s\n", search->filenames[fileindex], parameter[1]);
1983 Con_DPrintf("%s parsing warning: too many tcmods on one layer\n", search->filenames[fileindex]);
1985 // break out a level if it was a closing brace (not using the character here to not confuse vim)
1986 if (!strcasecmp(com_token, "}"))
1989 if (layer->rgbgen.rgbgen == Q3RGBGEN_LIGHTINGDIFFUSE || layer->rgbgen.rgbgen == Q3RGBGEN_VERTEX)
1990 shader.lighting = true;
1991 if (layer->alphagen.alphagen == Q3ALPHAGEN_VERTEX)
1993 if (layer == shader.layers + 0)
1995 // vertex controlled transparency
1996 shader.vertexalpha = true;
2000 // multilayer terrain shader or similar
2001 shader.textureblendalpha = true;
2005 if(mod_q3shader_force_addalpha.integer)
2007 // for a long while, DP treated GL_ONE GL_ONE as GL_SRC_ALPHA GL_ONE
2008 // this cvar brings back this behaviour
2009 if(layer->blendfunc[0] == GL_ONE && layer->blendfunc[1] == GL_ONE)
2010 layer->blendfunc[0] = GL_SRC_ALPHA;
2013 layer->texflags = 0;
2014 if (layer->alphatest)
2015 layer->texflags |= TEXF_ALPHA;
2016 switch(layer->blendfunc[0])
2019 case GL_ONE_MINUS_SRC_ALPHA:
2020 layer->texflags |= TEXF_ALPHA;
2023 switch(layer->blendfunc[1])
2026 case GL_ONE_MINUS_SRC_ALPHA:
2027 layer->texflags |= TEXF_ALPHA;
2030 if (!(shader.surfaceparms & Q3SURFACEPARM_NOMIPMAPS))
2031 layer->texflags |= TEXF_MIPMAP;
2032 if (!(shader.textureflags & Q3TEXTUREFLAG_NOPICMIP))
2033 layer->texflags |= TEXF_PICMIP | TEXF_COMPRESS;
2034 if (layer->clampmap)
2035 layer->texflags |= TEXF_CLAMP;
2039 for (j = 0;strcasecmp(com_token, "\n") && strcasecmp(com_token, "}");j++)
2041 if (j < TEXTURE_MAXFRAMES + 4)
2043 // remap dp_water to dpwater, dp_reflect to dpreflect, etc.
2044 if(j == 0 && !strncasecmp(com_token, "dp_", 3))
2045 dpsnprintf(parameter[j], sizeof(parameter[j]), "dp%s", &com_token[3]);
2047 strlcpy(parameter[j], com_token, sizeof(parameter[j]));
2048 numparameters = j + 1;
2050 if (!COM_ParseToken_QuakeC(&text, true))
2053 //for (j = numparameters;j < TEXTURE_MAXFRAMES + 4;j++)
2054 // parameter[j][0] = 0;
2055 if (fileindex == 0 && !strcasecmp(com_token, "}"))
2057 if (developer_insane.integer)
2059 Con_DPrintf("%s: ", shader.name);
2060 for (j = 0;j < numparameters;j++)
2061 Con_DPrintf(" %s", parameter[j]);
2064 if (numparameters < 1)
2066 if (!strcasecmp(parameter[0], "surfaceparm") && numparameters >= 2)
2068 if (!strcasecmp(parameter[1], "alphashadow"))
2069 shader.surfaceparms |= Q3SURFACEPARM_ALPHASHADOW;
2070 else if (!strcasecmp(parameter[1], "areaportal"))
2071 shader.surfaceparms |= Q3SURFACEPARM_AREAPORTAL;
2072 else if (!strcasecmp(parameter[1], "botclip"))
2073 shader.surfaceparms |= Q3SURFACEPARM_BOTCLIP;
2074 else if (!strcasecmp(parameter[1], "clusterportal"))
2075 shader.surfaceparms |= Q3SURFACEPARM_CLUSTERPORTAL;
2076 else if (!strcasecmp(parameter[1], "detail"))
2077 shader.surfaceparms |= Q3SURFACEPARM_DETAIL;
2078 else if (!strcasecmp(parameter[1], "donotenter"))
2079 shader.surfaceparms |= Q3SURFACEPARM_DONOTENTER;
2080 else if (!strcasecmp(parameter[1], "dust"))
2081 shader.surfaceparms |= Q3SURFACEPARM_DUST;
2082 else if (!strcasecmp(parameter[1], "hint"))
2083 shader.surfaceparms |= Q3SURFACEPARM_HINT;
2084 else if (!strcasecmp(parameter[1], "fog"))
2085 shader.surfaceparms |= Q3SURFACEPARM_FOG;
2086 else if (!strcasecmp(parameter[1], "lava"))
2087 shader.surfaceparms |= Q3SURFACEPARM_LAVA;
2088 else if (!strcasecmp(parameter[1], "lightfilter"))
2089 shader.surfaceparms |= Q3SURFACEPARM_LIGHTFILTER;
2090 else if (!strcasecmp(parameter[1], "lightgrid"))
2091 shader.surfaceparms |= Q3SURFACEPARM_LIGHTGRID;
2092 else if (!strcasecmp(parameter[1], "metalsteps"))
2093 shader.surfaceparms |= Q3SURFACEPARM_METALSTEPS;
2094 else if (!strcasecmp(parameter[1], "nodamage"))
2095 shader.surfaceparms |= Q3SURFACEPARM_NODAMAGE;
2096 else if (!strcasecmp(parameter[1], "nodlight"))
2097 shader.surfaceparms |= Q3SURFACEPARM_NODLIGHT;
2098 else if (!strcasecmp(parameter[1], "nodraw"))
2099 shader.surfaceparms |= Q3SURFACEPARM_NODRAW;
2100 else if (!strcasecmp(parameter[1], "nodrop"))
2101 shader.surfaceparms |= Q3SURFACEPARM_NODROP;
2102 else if (!strcasecmp(parameter[1], "noimpact"))
2103 shader.surfaceparms |= Q3SURFACEPARM_NOIMPACT;
2104 else if (!strcasecmp(parameter[1], "nolightmap"))
2105 shader.surfaceparms |= Q3SURFACEPARM_NOLIGHTMAP;
2106 else if (!strcasecmp(parameter[1], "nomarks"))
2107 shader.surfaceparms |= Q3SURFACEPARM_NOMARKS;
2108 else if (!strcasecmp(parameter[1], "nomipmaps"))
2109 shader.surfaceparms |= Q3SURFACEPARM_NOMIPMAPS;
2110 else if (!strcasecmp(parameter[1], "nonsolid"))
2111 shader.surfaceparms |= Q3SURFACEPARM_NONSOLID;
2112 else if (!strcasecmp(parameter[1], "origin"))
2113 shader.surfaceparms |= Q3SURFACEPARM_ORIGIN;
2114 else if (!strcasecmp(parameter[1], "playerclip"))
2115 shader.surfaceparms |= Q3SURFACEPARM_PLAYERCLIP;
2116 else if (!strcasecmp(parameter[1], "sky"))
2117 shader.surfaceparms |= Q3SURFACEPARM_SKY;
2118 else if (!strcasecmp(parameter[1], "slick"))
2119 shader.surfaceparms |= Q3SURFACEPARM_SLICK;
2120 else if (!strcasecmp(parameter[1], "slime"))
2121 shader.surfaceparms |= Q3SURFACEPARM_SLIME;
2122 else if (!strcasecmp(parameter[1], "structural"))
2123 shader.surfaceparms |= Q3SURFACEPARM_STRUCTURAL;
2124 else if (!strcasecmp(parameter[1], "trans"))
2125 shader.surfaceparms |= Q3SURFACEPARM_TRANS;
2126 else if (!strcasecmp(parameter[1], "water"))
2127 shader.surfaceparms |= Q3SURFACEPARM_WATER;
2128 else if (!strcasecmp(parameter[1], "pointlight"))
2129 shader.surfaceparms |= Q3SURFACEPARM_POINTLIGHT;
2130 else if (!strcasecmp(parameter[1], "antiportal"))
2131 shader.surfaceparms |= Q3SURFACEPARM_ANTIPORTAL;
2132 else if (!strcasecmp(parameter[1], "skip"))
2133 ; // shader.surfaceparms |= Q3SURFACEPARM_SKIP; FIXME we don't have enough #defines for this any more, and the engine doesn't need this one anyway
2136 // try custom surfaceparms
2137 for (j = 0; j < numcustsurfaceflags; j++)
2139 if (!strcasecmp(custsurfaceparmnames[j], parameter[1]))
2141 shader.surfaceflags |= custsurfaceflags[j];
2146 if (j == numcustsurfaceflags)
2147 Con_DPrintf("%s parsing warning: unknown surfaceparm \"%s\"\n", search->filenames[fileindex], parameter[1]);
2150 else if (!strcasecmp(parameter[0], "dpshadow"))
2151 shader.dpshadow = true;
2152 else if (!strcasecmp(parameter[0], "dpnoshadow"))
2153 shader.dpnoshadow = true;
2154 else if (!strcasecmp(parameter[0], "dpnortlight"))
2155 shader.dpnortlight = true;
2156 else if (!strcasecmp(parameter[0], "dpreflectcube"))
2157 strlcpy(shader.dpreflectcube, parameter[1], sizeof(shader.dpreflectcube));
2158 else if (!strcasecmp(parameter[0], "dpmeshcollisions"))
2159 shader.dpmeshcollisions = true;
2160 // this sets dpshaderkill to true if dpshaderkillifcvarzero was used, and to false if dpnoshaderkillifcvarzero was used
2161 else if (((dpshaderkill = !strcasecmp(parameter[0], "dpshaderkillifcvarzero")) || !strcasecmp(parameter[0], "dpnoshaderkillifcvarzero")) && numparameters >= 2)
2163 if (Cvar_VariableValue(parameter[1]) == 0.0f)
2164 shader.dpshaderkill = dpshaderkill;
2166 // this sets dpshaderkill to true if dpshaderkillifcvar was used, and to false if dpnoshaderkillifcvar was used
2167 else if (((dpshaderkill = !strcasecmp(parameter[0], "dpshaderkillifcvar")) || !strcasecmp(parameter[0], "dpnoshaderkillifcvar")) && numparameters >= 2)
2169 const char *op = NULL;
2170 if (numparameters >= 3)
2174 if (Cvar_VariableValue(parameter[1]) != 0.0f)
2175 shader.dpshaderkill = dpshaderkill;
2177 else if (numparameters >= 4 && !strcmp(op, "=="))
2179 if (Cvar_VariableValue(parameter[1]) == atof(parameter[3]))
2180 shader.dpshaderkill = dpshaderkill;
2182 else if (numparameters >= 4 && !strcmp(op, "!="))
2184 if (Cvar_VariableValue(parameter[1]) != atof(parameter[3]))
2185 shader.dpshaderkill = dpshaderkill;
2187 else if (numparameters >= 4 && !strcmp(op, ">"))
2189 if (Cvar_VariableValue(parameter[1]) > atof(parameter[3]))
2190 shader.dpshaderkill = dpshaderkill;
2192 else if (numparameters >= 4 && !strcmp(op, "<"))
2194 if (Cvar_VariableValue(parameter[1]) < atof(parameter[3]))
2195 shader.dpshaderkill = dpshaderkill;
2197 else if (numparameters >= 4 && !strcmp(op, ">="))
2199 if (Cvar_VariableValue(parameter[1]) >= atof(parameter[3]))
2200 shader.dpshaderkill = dpshaderkill;
2202 else if (numparameters >= 4 && !strcmp(op, "<="))
2204 if (Cvar_VariableValue(parameter[1]) <= atof(parameter[3]))
2205 shader.dpshaderkill = dpshaderkill;
2209 Con_DPrintf("%s parsing warning: unknown dpshaderkillifcvar op \"%s\", or not enough arguments\n", search->filenames[fileindex], op);
2212 else if (!strcasecmp(parameter[0], "sky") && numparameters >= 2)
2214 // some q3 skies don't have the sky parm set
2215 shader.surfaceparms |= Q3SURFACEPARM_SKY;
2216 strlcpy(shader.skyboxname, parameter[1], sizeof(shader.skyboxname));
2218 else if (!strcasecmp(parameter[0], "skyparms") && numparameters >= 2)
2220 // some q3 skies don't have the sky parm set
2221 shader.surfaceparms |= Q3SURFACEPARM_SKY;
2222 if (!atoi(parameter[1]) && strcasecmp(parameter[1], "-"))
2223 strlcpy(shader.skyboxname, parameter[1], sizeof(shader.skyboxname));
2225 else if (!strcasecmp(parameter[0], "cull") && numparameters >= 2)
2227 if (!strcasecmp(parameter[1], "disable") || !strcasecmp(parameter[1], "none") || !strcasecmp(parameter[1], "twosided"))
2228 shader.textureflags |= Q3TEXTUREFLAG_TWOSIDED;
2230 else if (!strcasecmp(parameter[0], "nomipmaps"))
2231 shader.surfaceparms |= Q3SURFACEPARM_NOMIPMAPS;
2232 else if (!strcasecmp(parameter[0], "nopicmip"))
2233 shader.textureflags |= Q3TEXTUREFLAG_NOPICMIP;
2234 else if (!strcasecmp(parameter[0], "polygonoffset"))
2235 shader.textureflags |= Q3TEXTUREFLAG_POLYGONOFFSET;
2236 else if (!strcasecmp(parameter[0], "dppolygonoffset"))
2238 shader.textureflags |= Q3TEXTUREFLAG_POLYGONOFFSET;
2239 if(numparameters >= 2)
2241 shader.biaspolygonfactor = atof(parameter[1]);
2242 if(numparameters >= 3)
2243 shader.biaspolygonoffset = atof(parameter[2]);
2245 shader.biaspolygonoffset = 0;
2248 else if (!strcasecmp(parameter[0], "dprefract") && numparameters >= 5)
2250 shader.textureflags |= Q3TEXTUREFLAG_REFRACTION;
2251 shader.refractfactor = atof(parameter[1]);
2252 Vector4Set(shader.refractcolor4f, atof(parameter[2]), atof(parameter[3]), atof(parameter[4]), 1);
2254 else if (!strcasecmp(parameter[0], "dpreflect") && numparameters >= 6)
2256 shader.textureflags |= Q3TEXTUREFLAG_REFLECTION;
2257 shader.reflectfactor = atof(parameter[1]);
2258 Vector4Set(shader.reflectcolor4f, atof(parameter[2]), atof(parameter[3]), atof(parameter[4]), atof(parameter[5]));
2260 else if (!strcasecmp(parameter[0], "dpcamera"))
2262 shader.textureflags |= Q3TEXTUREFLAG_CAMERA;
2264 else if (!strcasecmp(parameter[0], "dpwater") && numparameters >= 12)
2266 shader.textureflags |= Q3TEXTUREFLAG_WATERSHADER;
2267 shader.reflectmin = atof(parameter[1]);
2268 shader.reflectmax = atof(parameter[2]);
2269 shader.refractfactor = atof(parameter[3]);
2270 shader.reflectfactor = atof(parameter[4]);
2271 Vector4Set(shader.refractcolor4f, atof(parameter[5]), atof(parameter[6]), atof(parameter[7]), 1);
2272 Vector4Set(shader.reflectcolor4f, atof(parameter[8]), atof(parameter[9]), atof(parameter[10]), 1);
2273 shader.r_water_wateralpha = atof(parameter[11]);
2275 else if (!strcasecmp(parameter[0], "dpwaterscroll") && numparameters >= 3)
2277 shader.r_water_waterscroll[0] = 1/atof(parameter[1]);
2278 shader.r_water_waterscroll[1] = 1/atof(parameter[2]);
2280 else if (!strcasecmp(parameter[0], "dpglossintensitymod") && numparameters >= 2)
2282 shader.specularscalemod = atof(parameter[1]);
2284 else if (!strcasecmp(parameter[0], "dpglossexponentmod") && numparameters >= 2)
2286 shader.specularpowermod = atof(parameter[1]);
2288 else if (!strcasecmp(parameter[0], "dprtlightambient") && numparameters >= 2)
2290 shader.rtlightambient = atof(parameter[1]);
2292 else if (!strcasecmp(parameter[0], "dpoffsetmapping") && numparameters >= 2)
2294 if (!strcasecmp(parameter[1], "disable") || !strcasecmp(parameter[1], "none") || !strcasecmp(parameter[1], "off"))
2295 shader.offsetmapping = OFFSETMAPPING_OFF;
2296 else if (!strcasecmp(parameter[1], "default") || !strcasecmp(parameter[1], "normal"))
2297 shader.offsetmapping = OFFSETMAPPING_DEFAULT;
2298 else if (!strcasecmp(parameter[1], "linear"))
2299 shader.offsetmapping = OFFSETMAPPING_LINEAR;
2300 else if (!strcasecmp(parameter[1], "relief"))
2301 shader.offsetmapping = OFFSETMAPPING_RELIEF;
2302 if (numparameters >= 3)
2303 shader.offsetscale = atof(parameter[2]);
2304 if (numparameters >= 5)
2306 if(!strcasecmp(parameter[3], "bias"))
2307 shader.offsetbias = atof(parameter[4]);
2308 else if(!strcasecmp(parameter[3], "match"))
2309 shader.offsetbias = 1.0f - atof(parameter[4]);
2310 else if(!strcasecmp(parameter[3], "match8"))
2311 shader.offsetbias = 1.0f - atof(parameter[4]) / 255.0f;
2312 else if(!strcasecmp(parameter[3], "match16"))
2313 shader.offsetbias = 1.0f - atof(parameter[4]) / 65535.0f;
2316 else if (!strcasecmp(parameter[0], "deformvertexes") && numparameters >= 2)
2319 for (deformindex = 0;deformindex < Q3MAXDEFORMS;deformindex++)
2320 if (!shader.deforms[deformindex].deform)
2322 if (deformindex < Q3MAXDEFORMS)
2324 for (i = 0;i < numparameters - 2 && i < Q3DEFORM_MAXPARMS;i++)
2325 shader.deforms[deformindex].parms[i] = atof(parameter[i+2]);
2326 if (!strcasecmp(parameter[1], "projectionshadow")) shader.deforms[deformindex].deform = Q3DEFORM_PROJECTIONSHADOW;
2327 else if (!strcasecmp(parameter[1], "autosprite" )) shader.deforms[deformindex].deform = Q3DEFORM_AUTOSPRITE;
2328 else if (!strcasecmp(parameter[1], "autosprite2" )) shader.deforms[deformindex].deform = Q3DEFORM_AUTOSPRITE2;
2329 else if (!strcasecmp(parameter[1], "text0" )) shader.deforms[deformindex].deform = Q3DEFORM_TEXT0;
2330 else if (!strcasecmp(parameter[1], "text1" )) shader.deforms[deformindex].deform = Q3DEFORM_TEXT1;
2331 else if (!strcasecmp(parameter[1], "text2" )) shader.deforms[deformindex].deform = Q3DEFORM_TEXT2;
2332 else if (!strcasecmp(parameter[1], "text3" )) shader.deforms[deformindex].deform = Q3DEFORM_TEXT3;
2333 else if (!strcasecmp(parameter[1], "text4" )) shader.deforms[deformindex].deform = Q3DEFORM_TEXT4;
2334 else if (!strcasecmp(parameter[1], "text5" )) shader.deforms[deformindex].deform = Q3DEFORM_TEXT5;
2335 else if (!strcasecmp(parameter[1], "text6" )) shader.deforms[deformindex].deform = Q3DEFORM_TEXT6;
2336 else if (!strcasecmp(parameter[1], "text7" )) shader.deforms[deformindex].deform = Q3DEFORM_TEXT7;
2337 else if (!strcasecmp(parameter[1], "bulge" )) shader.deforms[deformindex].deform = Q3DEFORM_BULGE;
2338 else if (!strcasecmp(parameter[1], "normal" )) shader.deforms[deformindex].deform = Q3DEFORM_NORMAL;
2339 else if (!strcasecmp(parameter[1], "wave" ))
2341 shader.deforms[deformindex].deform = Q3DEFORM_WAVE;
2342 shader.deforms[deformindex].wavefunc = Mod_LoadQ3Shaders_EnumerateWaveFunc(parameter[3]);
2343 for (i = 0;i < numparameters - 4 && i < Q3WAVEPARMS;i++)
2344 shader.deforms[deformindex].waveparms[i] = atof(parameter[i+4]);
2346 else if (!strcasecmp(parameter[1], "move" ))
2348 shader.deforms[deformindex].deform = Q3DEFORM_MOVE;
2349 shader.deforms[deformindex].wavefunc = Mod_LoadQ3Shaders_EnumerateWaveFunc(parameter[5]);
2350 for (i = 0;i < numparameters - 6 && i < Q3WAVEPARMS;i++)
2351 shader.deforms[deformindex].waveparms[i] = atof(parameter[i+6]);
2356 // hide this shader if a cvar said it should be killed
2357 if (shader.dpshaderkill)
2358 shader.numlayers = 0;
2359 // pick the primary layer to render with
2360 if (shader.numlayers)
2362 shader.backgroundlayer = -1;
2363 shader.primarylayer = 0;
2364 // if lightmap comes first this is definitely an ordinary texture
2365 // if the first two layers have the correct blendfuncs and use vertex alpha, it is a blended terrain shader
2366 if ((shader.layers[shader.primarylayer].texturename != NULL)
2367 && !strcasecmp(shader.layers[shader.primarylayer].texturename[0], "$lightmap"))
2369 shader.backgroundlayer = -1;
2370 shader.primarylayer = 1;
2372 else if (shader.numlayers >= 2
2373 && shader.layers[1].alphagen.alphagen == Q3ALPHAGEN_VERTEX
2374 && (shader.layers[0].blendfunc[0] == GL_ONE && shader.layers[0].blendfunc[1] == GL_ZERO && !shader.layers[0].alphatest)
2375 && ((shader.layers[1].blendfunc[0] == GL_SRC_ALPHA && shader.layers[1].blendfunc[1] == GL_ONE_MINUS_SRC_ALPHA)
2376 || (shader.layers[1].blendfunc[0] == GL_ONE && shader.layers[1].blendfunc[1] == GL_ZERO && shader.layers[1].alphatest)))
2378 // terrain blending or other effects
2379 shader.backgroundlayer = 0;
2380 shader.primarylayer = 1;
2383 // fix up multiple reflection types
2384 if(shader.textureflags & Q3TEXTUREFLAG_WATERSHADER)
2385 shader.textureflags &= ~(Q3TEXTUREFLAG_REFRACTION | Q3TEXTUREFLAG_REFLECTION | Q3TEXTUREFLAG_CAMERA);
2387 Q3Shader_AddToHash (&shader);
2391 FS_FreeSearch(search);
2392 // free custinfoparm values
2393 for (j = 0; j < numcustsurfaceflags; j++)
2394 Mem_Free(custsurfaceparmnames[j]);
2397 q3shaderinfo_t *Mod_LookupQ3Shader(const char *name)
2399 unsigned short hash;
2400 q3shader_hash_entry_t* entry;
2402 Mod_LoadQ3Shaders();
2403 hash = CRC_Block_CaseInsensitive ((const unsigned char *)name, strlen (name));
2404 entry = q3shader_data->hash + (hash % Q3SHADER_HASH_SIZE);
2405 while (entry != NULL)
2407 if (strcasecmp (entry->shader.name, name) == 0)
2408 return &entry->shader;
2409 entry = entry->chain;
2414 qboolean Mod_LoadTextureFromQ3Shader(texture_t *texture, const char *name, qboolean warnmissing, qboolean fallback, int defaulttexflags)
2417 int texflagsmask, texflagsor;
2418 qboolean success = true;
2419 q3shaderinfo_t *shader;
2422 strlcpy(texture->name, name, sizeof(texture->name));
2423 shader = name[0] ? Mod_LookupQ3Shader(name) : NULL;
2426 if(!(defaulttexflags & TEXF_PICMIP))
2427 texflagsmask &= ~TEXF_PICMIP;
2428 if(!(defaulttexflags & TEXF_COMPRESS))
2429 texflagsmask &= ~TEXF_COMPRESS;
2431 if(defaulttexflags & TEXF_ISWORLD)
2432 texflagsor |= TEXF_ISWORLD;
2433 if(defaulttexflags & TEXF_ISSPRITE)
2434 texflagsor |= TEXF_ISSPRITE;
2435 // unless later loaded from the shader
2436 texture->offsetmapping = (mod_noshader_default_offsetmapping.value) ? OFFSETMAPPING_DEFAULT : OFFSETMAPPING_OFF;
2437 texture->offsetscale = 1;
2438 texture->offsetbias = 0;
2439 texture->specularscalemod = 1;
2440 texture->specularpowermod = 1;
2441 texture->rtlightambient = 0;
2442 // WHEN ADDING DEFAULTS HERE, REMEMBER TO SYNC TO SHADER LOADING ABOVE
2443 // HERE, AND Q1BSP LOADING
2444 // JUST GREP FOR "specularscalemod = 1".
2448 if (developer_loading.integer)
2449 Con_Printf("%s: loaded shader for %s\n", loadmodel->name, name);
2451 // allow disabling of picmip or compression by defaulttexflags
2452 texture->textureflags = (shader->textureflags & texflagsmask) | texflagsor;
2454 if (shader->surfaceparms & Q3SURFACEPARM_SKY)
2456 texture->basematerialflags = MATERIALFLAG_SKY | MATERIALFLAG_NOSHADOW;
2457 if (shader->skyboxname[0])
2459 // quake3 seems to append a _ to the skybox name, so this must do so as well
2460 dpsnprintf(loadmodel->brush.skybox, sizeof(loadmodel->brush.skybox), "%s_", shader->skyboxname);
2463 else if ((texture->surfaceflags & Q3SURFACEFLAG_NODRAW) || shader->numlayers == 0)
2464 texture->basematerialflags = MATERIALFLAG_NODRAW | MATERIALFLAG_NOSHADOW;
2466 texture->basematerialflags = MATERIALFLAG_WALL;
2468 if (shader->layers[0].alphatest)
2469 texture->basematerialflags |= MATERIALFLAG_ALPHATEST | MATERIALFLAG_NOSHADOW;
2470 if (shader->textureflags & Q3TEXTUREFLAG_TWOSIDED)
2471 texture->basematerialflags |= MATERIALFLAG_NOSHADOW | MATERIALFLAG_NOCULLFACE;
2472 if (shader->textureflags & Q3TEXTUREFLAG_POLYGONOFFSET)
2474 texture->biaspolygonoffset += shader->biaspolygonoffset;
2475 texture->biaspolygonfactor += shader->biaspolygonfactor;
2477 if (shader->textureflags & Q3TEXTUREFLAG_REFRACTION)
2478 texture->basematerialflags |= MATERIALFLAG_REFRACTION;
2479 if (shader->textureflags & Q3TEXTUREFLAG_REFLECTION)
2480 texture->basematerialflags |= MATERIALFLAG_REFLECTION;
2481 if (shader->textureflags & Q3TEXTUREFLAG_WATERSHADER)
2482 texture->basematerialflags |= MATERIALFLAG_WATERSHADER;
2483 if (shader->textureflags & Q3TEXTUREFLAG_CAMERA)
2484 texture->basematerialflags |= MATERIALFLAG_CAMERA;
2485 texture->customblendfunc[0] = GL_ONE;
2486 texture->customblendfunc[1] = GL_ZERO;
2487 if (shader->numlayers > 0)
2489 texture->customblendfunc[0] = shader->layers[0].blendfunc[0];
2490 texture->customblendfunc[1] = shader->layers[0].blendfunc[1];
2492 Q3 shader blendfuncs actually used in the game (* = supported by DP)
2493 * additive GL_ONE GL_ONE
2494 additive weird GL_ONE GL_SRC_ALPHA
2495 additive weird 2 GL_ONE GL_ONE_MINUS_SRC_ALPHA
2496 * alpha GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA
2497 alpha inverse GL_ONE_MINUS_SRC_ALPHA GL_SRC_ALPHA
2498 brighten GL_DST_COLOR GL_ONE
2499 brighten GL_ONE GL_SRC_COLOR
2500 brighten weird GL_DST_COLOR GL_ONE_MINUS_DST_ALPHA
2501 brighten weird 2 GL_DST_COLOR GL_SRC_ALPHA
2502 * modulate GL_DST_COLOR GL_ZERO
2503 * modulate GL_ZERO GL_SRC_COLOR
2504 modulate inverse GL_ZERO GL_ONE_MINUS_SRC_COLOR
2505 modulate inverse alpha GL_ZERO GL_SRC_ALPHA
2506 modulate weird inverse GL_ONE_MINUS_DST_COLOR GL_ZERO
2507 * modulate x2 GL_DST_COLOR GL_SRC_COLOR
2508 * no blend GL_ONE GL_ZERO
2509 nothing GL_ZERO GL_ONE
2511 // if not opaque, figure out what blendfunc to use
2512 if (shader->layers[0].blendfunc[0] != GL_ONE || shader->layers[0].blendfunc[1] != GL_ZERO)
2514 if (shader->layers[0].blendfunc[0] == GL_ONE && shader->layers[0].blendfunc[1] == GL_ONE)
2515 texture->basematerialflags |= MATERIALFLAG_ADD | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
2516 else if (shader->layers[0].blendfunc[0] == GL_SRC_ALPHA && shader->layers[0].blendfunc[1] == GL_ONE)
2517 texture->basematerialflags |= MATERIALFLAG_ADD | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
2518 else if (shader->layers[0].blendfunc[0] == GL_SRC_ALPHA && shader->layers[0].blendfunc[1] == GL_ONE_MINUS_SRC_ALPHA)
2519 texture->basematerialflags |= MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
2521 texture->basematerialflags |= MATERIALFLAG_CUSTOMBLEND | MATERIALFLAG_FULLBRIGHT | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
2524 if (!shader->lighting)
2525 texture->basematerialflags |= MATERIALFLAG_FULLBRIGHT;
2526 if (shader->primarylayer >= 0)
2528 q3shaderinfo_layer_t* primarylayer = shader->layers + shader->primarylayer;
2529 // copy over many primarylayer parameters
2530 texture->rgbgen = primarylayer->rgbgen;
2531 texture->alphagen = primarylayer->alphagen;
2532 texture->tcgen = primarylayer->tcgen;
2533 memcpy(texture->tcmods, primarylayer->tcmods, sizeof(texture->tcmods));
2534 // load the textures
2535 texture->numskinframes = primarylayer->numframes;
2536 texture->skinframerate = primarylayer->framerate;
2537 for (j = 0;j < primarylayer->numframes;j++)
2539 if(cls.state == ca_dedicated)
2541 texture->skinframes[j] = NULL;
2543 else if (!(texture->skinframes[j] = R_SkinFrame_LoadExternal(primarylayer->texturename[j], (primarylayer->texflags & texflagsmask) | texflagsor, false)))
2545 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);
2546 texture->skinframes[j] = R_SkinFrame_LoadMissing();
2550 if (shader->backgroundlayer >= 0)
2552 q3shaderinfo_layer_t* backgroundlayer = shader->layers + shader->backgroundlayer;
2553 // copy over one secondarylayer parameter
2554 memcpy(texture->backgroundtcmods, backgroundlayer->tcmods, sizeof(texture->backgroundtcmods));
2555 // load the textures
2556 texture->backgroundnumskinframes = backgroundlayer->numframes;
2557 texture->backgroundskinframerate = backgroundlayer->framerate;
2558 for (j = 0;j < backgroundlayer->numframes;j++)
2560 if(cls.state == ca_dedicated)
2562 texture->skinframes[j] = NULL;
2564 else if (!(texture->backgroundskinframes[j] = R_SkinFrame_LoadExternal(backgroundlayer->texturename[j], (backgroundlayer->texflags & texflagsmask) | texflagsor, false)))
2566 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);
2567 texture->backgroundskinframes[j] = R_SkinFrame_LoadMissing();
2571 if (shader->dpshadow)
2572 texture->basematerialflags &= ~MATERIALFLAG_NOSHADOW;
2573 if (shader->dpnoshadow)
2574 texture->basematerialflags |= MATERIALFLAG_NOSHADOW;
2575 if (shader->dpnortlight)
2576 texture->basematerialflags |= MATERIALFLAG_NORTLIGHT;
2577 if (shader->vertexalpha)
2578 texture->basematerialflags |= MATERIALFLAG_ALPHAGEN_VERTEX;
2579 memcpy(texture->deforms, shader->deforms, sizeof(texture->deforms));
2580 texture->reflectmin = shader->reflectmin;
2581 texture->reflectmax = shader->reflectmax;
2582 texture->refractfactor = shader->refractfactor;
2583 Vector4Copy(shader->refractcolor4f, texture->refractcolor4f);
2584 texture->reflectfactor = shader->reflectfactor;
2585 Vector4Copy(shader->reflectcolor4f, texture->reflectcolor4f);
2586 texture->r_water_wateralpha = shader->r_water_wateralpha;
2587 Vector2Copy(shader->r_water_waterscroll, texture->r_water_waterscroll);
2588 texture->offsetmapping = shader->offsetmapping;
2589 texture->offsetscale = shader->offsetscale;
2590 texture->offsetbias = shader->offsetbias;
2591 texture->specularscalemod = shader->specularscalemod;
2592 texture->specularpowermod = shader->specularpowermod;
2593 texture->rtlightambient = shader->rtlightambient;
2594 if (shader->dpreflectcube[0])
2595 texture->reflectcubetexture = R_GetCubemap(shader->dpreflectcube);
2597 // set up default supercontents (on q3bsp this is overridden by the q3bsp loader)
2598 texture->supercontents = SUPERCONTENTS_SOLID | SUPERCONTENTS_OPAQUE;
2599 if (shader->surfaceparms & Q3SURFACEPARM_LAVA ) texture->supercontents = SUPERCONTENTS_LAVA ;
2600 if (shader->surfaceparms & Q3SURFACEPARM_SLIME ) texture->supercontents = SUPERCONTENTS_SLIME ;
2601 if (shader->surfaceparms & Q3SURFACEPARM_WATER ) texture->supercontents = SUPERCONTENTS_WATER ;
2602 if (shader->surfaceparms & Q3SURFACEPARM_NONSOLID ) texture->supercontents = 0 ;
2603 if (shader->surfaceparms & Q3SURFACEPARM_PLAYERCLIP ) texture->supercontents = SUPERCONTENTS_PLAYERCLIP ;
2604 if (shader->surfaceparms & Q3SURFACEPARM_BOTCLIP ) texture->supercontents = SUPERCONTENTS_MONSTERCLIP ;
2605 if (shader->surfaceparms & Q3SURFACEPARM_SKY ) texture->supercontents = SUPERCONTENTS_SKY ;
2607 // if (shader->surfaceparms & Q3SURFACEPARM_ALPHASHADOW ) texture->supercontents |= SUPERCONTENTS_ALPHASHADOW ;
2608 // if (shader->surfaceparms & Q3SURFACEPARM_AREAPORTAL ) texture->supercontents |= SUPERCONTENTS_AREAPORTAL ;
2609 // if (shader->surfaceparms & Q3SURFACEPARM_CLUSTERPORTAL) texture->supercontents |= SUPERCONTENTS_CLUSTERPORTAL;
2610 // if (shader->surfaceparms & Q3SURFACEPARM_DETAIL ) texture->supercontents |= SUPERCONTENTS_DETAIL ;
2611 if (shader->surfaceparms & Q3SURFACEPARM_DONOTENTER ) texture->supercontents |= SUPERCONTENTS_DONOTENTER ;
2612 // if (shader->surfaceparms & Q3SURFACEPARM_FOG ) texture->supercontents |= SUPERCONTENTS_FOG ;
2613 if (shader->surfaceparms & Q3SURFACEPARM_LAVA ) texture->supercontents |= SUPERCONTENTS_LAVA ;
2614 // if (shader->surfaceparms & Q3SURFACEPARM_LIGHTFILTER ) texture->supercontents |= SUPERCONTENTS_LIGHTFILTER ;
2615 // if (shader->surfaceparms & Q3SURFACEPARM_METALSTEPS ) texture->supercontents |= SUPERCONTENTS_METALSTEPS ;
2616 // if (shader->surfaceparms & Q3SURFACEPARM_NODAMAGE ) texture->supercontents |= SUPERCONTENTS_NODAMAGE ;
2617 // if (shader->surfaceparms & Q3SURFACEPARM_NODLIGHT ) texture->supercontents |= SUPERCONTENTS_NODLIGHT ;
2618 // if (shader->surfaceparms & Q3SURFACEPARM_NODRAW ) texture->supercontents |= SUPERCONTENTS_NODRAW ;
2619 if (shader->surfaceparms & Q3SURFACEPARM_NODROP ) texture->supercontents |= SUPERCONTENTS_NODROP ;
2620 // if (shader->surfaceparms & Q3SURFACEPARM_NOIMPACT ) texture->supercontents |= SUPERCONTENTS_NOIMPACT ;
2621 // if (shader->surfaceparms & Q3SURFACEPARM_NOLIGHTMAP ) texture->supercontents |= SUPERCONTENTS_NOLIGHTMAP ;
2622 // if (shader->surfaceparms & Q3SURFACEPARM_NOMARKS ) texture->supercontents |= SUPERCONTENTS_NOMARKS ;
2623 // if (shader->surfaceparms & Q3SURFACEPARM_NOMIPMAPS ) texture->supercontents |= SUPERCONTENTS_NOMIPMAPS ;
2624 if (shader->surfaceparms & Q3SURFACEPARM_NONSOLID ) texture->supercontents &=~SUPERCONTENTS_SOLID ;
2625 // if (shader->surfaceparms & Q3SURFACEPARM_ORIGIN ) texture->supercontents |= SUPERCONTENTS_ORIGIN ;
2626 if (shader->surfaceparms & Q3SURFACEPARM_PLAYERCLIP ) texture->supercontents |= SUPERCONTENTS_PLAYERCLIP ;
2627 if (shader->surfaceparms & Q3SURFACEPARM_SKY ) texture->supercontents |= SUPERCONTENTS_SKY ;
2628 // if (shader->surfaceparms & Q3SURFACEPARM_SLICK ) texture->supercontents |= SUPERCONTENTS_SLICK ;
2629 if (shader->surfaceparms & Q3SURFACEPARM_SLIME ) texture->supercontents |= SUPERCONTENTS_SLIME ;
2630 // if (shader->surfaceparms & Q3SURFACEPARM_STRUCTURAL ) texture->supercontents |= SUPERCONTENTS_STRUCTURAL ;
2631 // if (shader->surfaceparms & Q3SURFACEPARM_TRANS ) texture->supercontents |= SUPERCONTENTS_TRANS ;
2632 if (shader->surfaceparms & Q3SURFACEPARM_WATER ) texture->supercontents |= SUPERCONTENTS_WATER ;
2633 // if (shader->surfaceparms & Q3SURFACEPARM_POINTLIGHT ) texture->supercontents |= SUPERCONTENTS_POINTLIGHT ;
2634 // if (shader->surfaceparms & Q3SURFACEPARM_HINT ) texture->supercontents |= SUPERCONTENTS_HINT ;
2635 // if (shader->surfaceparms & Q3SURFACEPARM_DUST ) texture->supercontents |= SUPERCONTENTS_DUST ;
2636 if (shader->surfaceparms & Q3SURFACEPARM_BOTCLIP ) texture->supercontents |= SUPERCONTENTS_BOTCLIP | SUPERCONTENTS_MONSTERCLIP;
2637 // if (shader->surfaceparms & Q3SURFACEPARM_LIGHTGRID ) texture->supercontents |= SUPERCONTENTS_LIGHTGRID ;
2638 // if (shader->surfaceparms & Q3SURFACEPARM_ANTIPORTAL ) texture->supercontents |= SUPERCONTENTS_ANTIPORTAL ;
2640 texture->surfaceflags = shader->surfaceflags;
2641 if (shader->surfaceparms & Q3SURFACEPARM_ALPHASHADOW ) texture->surfaceflags |= Q3SURFACEFLAG_ALPHASHADOW ;
2642 // if (shader->surfaceparms & Q3SURFACEPARM_AREAPORTAL ) texture->surfaceflags |= Q3SURFACEFLAG_AREAPORTAL ;
2643 // if (shader->surfaceparms & Q3SURFACEPARM_CLUSTERPORTAL) texture->surfaceflags |= Q3SURFACEFLAG_CLUSTERPORTAL;
2644 // if (shader->surfaceparms & Q3SURFACEPARM_DETAIL ) texture->surfaceflags |= Q3SURFACEFLAG_DETAIL ;
2645 // if (shader->surfaceparms & Q3SURFACEPARM_DONOTENTER ) texture->surfaceflags |= Q3SURFACEFLAG_DONOTENTER ;
2646 // if (shader->surfaceparms & Q3SURFACEPARM_FOG ) texture->surfaceflags |= Q3SURFACEFLAG_FOG ;
2647 // if (shader->surfaceparms & Q3SURFACEPARM_LAVA ) texture->surfaceflags |= Q3SURFACEFLAG_LAVA ;
2648 if (shader->surfaceparms & Q3SURFACEPARM_LIGHTFILTER ) texture->surfaceflags |= Q3SURFACEFLAG_LIGHTFILTER ;
2649 if (shader->surfaceparms & Q3SURFACEPARM_METALSTEPS ) texture->surfaceflags |= Q3SURFACEFLAG_METALSTEPS ;
2650 if (shader->surfaceparms & Q3SURFACEPARM_NODAMAGE ) texture->surfaceflags |= Q3SURFACEFLAG_NODAMAGE ;
2651 if (shader->surfaceparms & Q3SURFACEPARM_NODLIGHT ) texture->surfaceflags |= Q3SURFACEFLAG_NODLIGHT ;
2652 if (shader->surfaceparms & Q3SURFACEPARM_NODRAW ) texture->surfaceflags |= Q3SURFACEFLAG_NODRAW ;
2653 // if (shader->surfaceparms & Q3SURFACEPARM_NODROP ) texture->surfaceflags |= Q3SURFACEFLAG_NODROP ;
2654 if (shader->surfaceparms & Q3SURFACEPARM_NOIMPACT ) texture->surfaceflags |= Q3SURFACEFLAG_NOIMPACT ;
2655 if (shader->surfaceparms & Q3SURFACEPARM_NOLIGHTMAP ) texture->surfaceflags |= Q3SURFACEFLAG_NOLIGHTMAP ;
2656 if (shader->surfaceparms & Q3SURFACEPARM_NOMARKS ) texture->surfaceflags |= Q3SURFACEFLAG_NOMARKS ;
2657 // if (shader->surfaceparms & Q3SURFACEPARM_NOMIPMAPS ) texture->surfaceflags |= Q3SURFACEFLAG_NOMIPMAPS ;
2658 if (shader->surfaceparms & Q3SURFACEPARM_NONSOLID ) texture->surfaceflags |= Q3SURFACEFLAG_NONSOLID ;
2659 // if (shader->surfaceparms & Q3SURFACEPARM_ORIGIN ) texture->surfaceflags |= Q3SURFACEFLAG_ORIGIN ;
2660 // if (shader->surfaceparms & Q3SURFACEPARM_PLAYERCLIP ) texture->surfaceflags |= Q3SURFACEFLAG_PLAYERCLIP ;
2661 if (shader->surfaceparms & Q3SURFACEPARM_SKY ) texture->surfaceflags |= Q3SURFACEFLAG_SKY ;
2662 if (shader->surfaceparms & Q3SURFACEPARM_SLICK ) texture->surfaceflags |= Q3SURFACEFLAG_SLICK ;
2663 // if (shader->surfaceparms & Q3SURFACEPARM_SLIME ) texture->surfaceflags |= Q3SURFACEFLAG_SLIME ;
2664 // if (shader->surfaceparms & Q3SURFACEPARM_STRUCTURAL ) texture->surfaceflags |= Q3SURFACEFLAG_STRUCTURAL ;
2665 // if (shader->surfaceparms & Q3SURFACEPARM_TRANS ) texture->surfaceflags |= Q3SURFACEFLAG_TRANS ;
2666 // if (shader->surfaceparms & Q3SURFACEPARM_WATER ) texture->surfaceflags |= Q3SURFACEFLAG_WATER ;
2667 if (shader->surfaceparms & Q3SURFACEPARM_POINTLIGHT ) texture->surfaceflags |= Q3SURFACEFLAG_POINTLIGHT ;
2668 if (shader->surfaceparms & Q3SURFACEPARM_HINT ) texture->surfaceflags |= Q3SURFACEFLAG_HINT ;
2669 if (shader->surfaceparms & Q3SURFACEPARM_DUST ) texture->surfaceflags |= Q3SURFACEFLAG_DUST ;
2670 // if (shader->surfaceparms & Q3SURFACEPARM_BOTCLIP ) texture->surfaceflags |= Q3SURFACEFLAG_BOTCLIP ;
2671 // if (shader->surfaceparms & Q3SURFACEPARM_LIGHTGRID ) texture->surfaceflags |= Q3SURFACEFLAG_LIGHTGRID ;
2672 // if (shader->surfaceparms & Q3SURFACEPARM_ANTIPORTAL ) texture->surfaceflags |= Q3SURFACEFLAG_ANTIPORTAL ;
2674 if (shader->dpmeshcollisions)
2675 texture->basematerialflags |= MATERIALFLAG_MESHCOLLISIONS;
2676 if (shader->dpshaderkill && developer_extra.integer)
2677 Con_DPrintf("^1%s:^7 killing shader ^3\"%s\" because of cvar\n", loadmodel->name, name);
2679 else if (!strcmp(texture->name, "noshader") || !texture->name[0])
2681 if (developer_extra.integer)
2682 Con_DPrintf("^1%s:^7 using fallback noshader material for ^3\"%s\"\n", loadmodel->name, name);
2683 texture->supercontents = SUPERCONTENTS_SOLID | SUPERCONTENTS_OPAQUE;
2685 else if (!strcmp(texture->name, "common/nodraw") || !strcmp(texture->name, "textures/common/nodraw"))
2687 if (developer_extra.integer)
2688 Con_DPrintf("^1%s:^7 using fallback nodraw material for ^3\"%s\"\n", loadmodel->name, name);
2689 texture->basematerialflags = MATERIALFLAG_NODRAW | MATERIALFLAG_NOSHADOW;
2690 texture->supercontents = SUPERCONTENTS_SOLID;
2694 if (developer_extra.integer)
2695 Con_DPrintf("^1%s:^7 No shader found for texture ^3\"%s\"\n", loadmodel->name, texture->name);
2696 if (texture->surfaceflags & Q3SURFACEFLAG_NODRAW)
2698 texture->basematerialflags |= MATERIALFLAG_NODRAW | MATERIALFLAG_NOSHADOW;
2699 texture->supercontents = SUPERCONTENTS_SOLID;
2701 else if (texture->surfaceflags & Q3SURFACEFLAG_SKY)
2703 texture->basematerialflags |= MATERIALFLAG_SKY | MATERIALFLAG_NOSHADOW;
2704 texture->supercontents = SUPERCONTENTS_SKY;
2708 texture->basematerialflags |= MATERIALFLAG_WALL;
2709 texture->supercontents = SUPERCONTENTS_SOLID | SUPERCONTENTS_OPAQUE;
2711 texture->numskinframes = 1;
2712 if(cls.state == ca_dedicated)
2714 texture->skinframes[0] = NULL;
2721 if ((texture->skinframes[0] = R_SkinFrame_LoadExternal(texture->name, defaulttexflags, false)))
2723 if(texture->skinframes[0]->hasalpha)
2724 texture->basematerialflags |= MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
2731 if (!success && warnmissing)
2732 Con_Printf("^1%s:^7 could not load texture ^3\"%s\"\n", loadmodel->name, texture->name);
2735 // init the animation variables
2736 texture->currentframe = texture;
2737 if (texture->numskinframes < 1)
2738 texture->numskinframes = 1;
2739 if (!texture->skinframes[0])
2740 texture->skinframes[0] = R_SkinFrame_LoadMissing();
2741 texture->currentskinframe = texture->skinframes[0];
2742 texture->backgroundcurrentskinframe = texture->backgroundskinframes[0];
2746 skinfile_t *Mod_LoadSkinFiles(void)
2748 int i, words, line, wordsoverflow;
2751 skinfile_t *skinfile = NULL, *first = NULL;
2752 skinfileitem_t *skinfileitem;
2753 char word[10][MAX_QPATH];
2758 U_bodyBox,models/players/Legoman/BikerA2.tga
2759 U_RArm,models/players/Legoman/BikerA1.tga
2760 U_LArm,models/players/Legoman/BikerA1.tga
2761 U_armor,common/nodraw
2762 U_sword,common/nodraw
2763 U_shield,common/nodraw
2764 U_homb,common/nodraw
2765 U_backpack,common/nodraw
2766 U_colcha,common/nodraw
2771 memset(word, 0, sizeof(word));
2772 for (i = 0;i < 256 && (data = text = (char *)FS_LoadFile(va(vabuf, sizeof(vabuf), "%s_%i.skin", loadmodel->name, i), tempmempool, true, NULL));i++)
2774 // If it's the first file we parse
2775 if (skinfile == NULL)
2777 skinfile = (skinfile_t *)Mem_Alloc(loadmodel->mempool, sizeof(skinfile_t));
2782 skinfile->next = (skinfile_t *)Mem_Alloc(loadmodel->mempool, sizeof(skinfile_t));
2783 skinfile = skinfile->next;
2785 skinfile->next = NULL;
2787 for(line = 0;;line++)
2790 if (!COM_ParseToken_QuakeC(&data, true))
2792 if (!strcmp(com_token, "\n"))
2795 wordsoverflow = false;
2799 strlcpy(word[words++], com_token, sizeof (word[0]));
2801 wordsoverflow = true;
2803 while (COM_ParseToken_QuakeC(&data, true) && strcmp(com_token, "\n"));
2806 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);
2809 // words is always >= 1
2810 if (!strcmp(word[0], "replace"))
2814 if (developer_loading.integer)
2815 Con_Printf("Mod_LoadSkinFiles: parsed mesh \"%s\" shader replacement \"%s\"\n", word[1], word[2]);
2816 skinfileitem = (skinfileitem_t *)Mem_Alloc(loadmodel->mempool, sizeof(skinfileitem_t));
2817 skinfileitem->next = skinfile->items;
2818 skinfile->items = skinfileitem;
2819 strlcpy (skinfileitem->name, word[1], sizeof (skinfileitem->name));
2820 strlcpy (skinfileitem->replacement, word[2], sizeof (skinfileitem->replacement));
2823 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]);
2825 else if (words >= 2 && !strncmp(word[0], "tag_", 4))
2827 // tag name, like "tag_weapon,"
2828 // not used for anything (not even in Quake3)
2830 else if (words >= 2 && !strcmp(word[1], ","))
2832 // mesh shader name, like "U_RArm,models/players/Legoman/BikerA1.tga"
2833 if (developer_loading.integer)
2834 Con_Printf("Mod_LoadSkinFiles: parsed mesh \"%s\" shader replacement \"%s\"\n", word[0], word[2]);
2835 skinfileitem = (skinfileitem_t *)Mem_Alloc(loadmodel->mempool, sizeof(skinfileitem_t));
2836 skinfileitem->next = skinfile->items;
2837 skinfile->items = skinfileitem;
2838 strlcpy (skinfileitem->name, word[0], sizeof (skinfileitem->name));
2839 strlcpy (skinfileitem->replacement, word[2], sizeof (skinfileitem->replacement));
2842 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);
2847 loadmodel->numskins = i;
2851 void Mod_FreeSkinFiles(skinfile_t *skinfile)
2854 skinfileitem_t *skinfileitem, *nextitem;
2855 for (;skinfile;skinfile = next)
2857 next = skinfile->next;
2858 for (skinfileitem = skinfile->items;skinfileitem;skinfileitem = nextitem)
2860 nextitem = skinfileitem->next;
2861 Mem_Free(skinfileitem);
2867 int Mod_CountSkinFiles(skinfile_t *skinfile)
2870 for (i = 0;skinfile;skinfile = skinfile->next, i++);
2874 void Mod_SnapVertices(int numcomponents, int numvertices, float *vertices, float snap)
2877 double isnap = 1.0 / snap;
2878 for (i = 0;i < numvertices*numcomponents;i++)
2879 vertices[i] = floor(vertices[i]*isnap)*snap;
2882 int Mod_RemoveDegenerateTriangles(int numtriangles, const int *inelement3i, int *outelement3i, const float *vertex3f)
2884 int i, outtriangles;
2885 float edgedir1[3], edgedir2[3], temp[3];
2886 // a degenerate triangle is one with no width (thickness, surface area)
2887 // these are characterized by having all 3 points colinear (along a line)
2888 // or having two points identical
2889 // the simplest check is to calculate the triangle's area
2890 for (i = 0, outtriangles = 0;i < numtriangles;i++, inelement3i += 3)
2892 // calculate first edge
2893 VectorSubtract(vertex3f + inelement3i[1] * 3, vertex3f + inelement3i[0] * 3, edgedir1);
2894 VectorSubtract(vertex3f + inelement3i[2] * 3, vertex3f + inelement3i[0] * 3, edgedir2);
2895 CrossProduct(edgedir1, edgedir2, temp);
2896 if (VectorLength2(temp) < 0.001f)
2897 continue; // degenerate triangle (no area)
2898 // valid triangle (has area)
2899 VectorCopy(inelement3i, outelement3i);
2903 return outtriangles;
2906 void Mod_VertexRangeFromElements(int numelements, const int *elements, int *firstvertexpointer, int *lastvertexpointer)
2909 int firstvertex, lastvertex;
2910 if (numelements > 0 && elements)
2912 firstvertex = lastvertex = elements[0];
2913 for (i = 1;i < numelements;i++)
2916 firstvertex = min(firstvertex, e);
2917 lastvertex = max(lastvertex, e);
2921 firstvertex = lastvertex = 0;
2922 if (firstvertexpointer)
2923 *firstvertexpointer = firstvertex;
2924 if (lastvertexpointer)
2925 *lastvertexpointer = lastvertex;
2928 void Mod_MakeSortedSurfaces(dp_model_t *mod)
2930 // make an optimal set of texture-sorted batches to draw...
2932 int *firstsurfacefortexture;
2933 int *numsurfacesfortexture;
2934 if (!mod->sortedmodelsurfaces)
2935 mod->sortedmodelsurfaces = (int *) Mem_Alloc(loadmodel->mempool, mod->nummodelsurfaces * sizeof(*mod->sortedmodelsurfaces));
2936 firstsurfacefortexture = (int *) Mem_Alloc(tempmempool, mod->num_textures * sizeof(*firstsurfacefortexture));
2937 numsurfacesfortexture = (int *) Mem_Alloc(tempmempool, mod->num_textures * sizeof(*numsurfacesfortexture));
2938 memset(numsurfacesfortexture, 0, mod->num_textures * sizeof(*numsurfacesfortexture));
2939 for (j = 0;j < mod->nummodelsurfaces;j++)
2941 const msurface_t *surface = mod->data_surfaces + j + mod->firstmodelsurface;
2942 int t = (int)(surface->texture - mod->data_textures);
2943 numsurfacesfortexture[t]++;
2946 for (t = 0;t < mod->num_textures;t++)
2948 firstsurfacefortexture[t] = j;
2949 j += numsurfacesfortexture[t];
2951 for (j = 0;j < mod->nummodelsurfaces;j++)
2953 const msurface_t *surface = mod->data_surfaces + j + mod->firstmodelsurface;
2954 int t = (int)(surface->texture - mod->data_textures);
2955 mod->sortedmodelsurfaces[firstsurfacefortexture[t]++] = j + mod->firstmodelsurface;
2957 Mem_Free(firstsurfacefortexture);
2958 Mem_Free(numsurfacesfortexture);
2961 void Mod_BuildVBOs(void)
2963 if (!loadmodel->surfmesh.num_vertices)
2966 if (gl_paranoid.integer && loadmodel->surfmesh.data_element3s && loadmodel->surfmesh.data_element3i)
2969 for (i = 0;i < loadmodel->surfmesh.num_triangles*3;i++)
2971 if (loadmodel->surfmesh.data_element3s[i] != loadmodel->surfmesh.data_element3i[i])
2973 Con_Printf("Mod_BuildVBOs: element %u is incorrect (%u should be %u)\n", i, loadmodel->surfmesh.data_element3s[i], loadmodel->surfmesh.data_element3i[i]);
2974 loadmodel->surfmesh.data_element3s[i] = loadmodel->surfmesh.data_element3i[i];
2979 // build r_vertexmesh_t array
2980 // (compressed interleaved array for D3D)
2981 if (!loadmodel->surfmesh.vertexmesh && vid.useinterleavedarrays)
2984 int numvertices = loadmodel->surfmesh.num_vertices;
2985 r_vertexmesh_t *vertexmesh;
2986 loadmodel->surfmesh.vertexmesh = vertexmesh = (r_vertexmesh_t*)Mem_Alloc(loadmodel->mempool, numvertices * sizeof(*loadmodel->surfmesh.vertexmesh));
2987 for (vertexindex = 0;vertexindex < numvertices;vertexindex++, vertexmesh++)
2989 VectorCopy(loadmodel->surfmesh.data_vertex3f + 3*vertexindex, vertexmesh->vertex3f);
2990 VectorScale(loadmodel->surfmesh.data_svector3f + 3*vertexindex, 1.0f, vertexmesh->svector3f);
2991 VectorScale(loadmodel->surfmesh.data_tvector3f + 3*vertexindex, 1.0f, vertexmesh->tvector3f);
2992 VectorScale(loadmodel->surfmesh.data_normal3f + 3*vertexindex, 1.0f, vertexmesh->normal3f);
2993 if (loadmodel->surfmesh.data_lightmapcolor4f)
2994 Vector4Copy(loadmodel->surfmesh.data_lightmapcolor4f + 4*vertexindex, vertexmesh->color4f);
2995 Vector2Copy(loadmodel->surfmesh.data_texcoordtexture2f + 2*vertexindex, vertexmesh->texcoordtexture2f);
2996 if (loadmodel->surfmesh.data_texcoordlightmap2f)
2997 Vector2Scale(loadmodel->surfmesh.data_texcoordlightmap2f + 2*vertexindex, 1.0f, vertexmesh->texcoordlightmap2f);
3001 // upload r_vertexmesh_t array as a buffer
3002 if (loadmodel->surfmesh.vertexmesh && !loadmodel->surfmesh.vertexmeshbuffer)
3003 loadmodel->surfmesh.vertexmeshbuffer = R_Mesh_CreateMeshBuffer(loadmodel->surfmesh.vertexmesh, loadmodel->surfmesh.num_vertices * sizeof(*loadmodel->surfmesh.vertexmesh), loadmodel->name, false, false, false);
3005 // upload vertex3f array as a buffer
3006 if (loadmodel->surfmesh.data_vertex3f && !loadmodel->surfmesh.vertex3fbuffer)
3007 loadmodel->surfmesh.vertex3fbuffer = R_Mesh_CreateMeshBuffer(loadmodel->surfmesh.data_vertex3f, loadmodel->surfmesh.num_vertices * sizeof(float[3]), loadmodel->name, false, false, false);
3009 // upload short indices as a buffer
3010 if (loadmodel->surfmesh.data_element3s && !loadmodel->surfmesh.data_element3s_indexbuffer)
3011 loadmodel->surfmesh.data_element3s_indexbuffer = R_Mesh_CreateMeshBuffer(loadmodel->surfmesh.data_element3s, loadmodel->surfmesh.num_triangles * sizeof(short[3]), loadmodel->name, true, false, true);
3013 // upload int indices as a buffer
3014 if (loadmodel->surfmesh.data_element3i && !loadmodel->surfmesh.data_element3i_indexbuffer && !loadmodel->surfmesh.data_element3s)
3015 loadmodel->surfmesh.data_element3i_indexbuffer = R_Mesh_CreateMeshBuffer(loadmodel->surfmesh.data_element3i, loadmodel->surfmesh.num_triangles * sizeof(int[3]), loadmodel->name, true, false, false);
3017 // only build a vbo if one has not already been created (this is important for brush models which load specially)
3018 // vertex buffer is several arrays and we put them in the same buffer
3020 // is this wise? the texcoordtexture2f array is used with dynamic
3021 // vertex/svector/tvector/normal when rendering animated models, on the
3022 // other hand animated models don't use a lot of vertices anyway...
3023 if (!loadmodel->surfmesh.vbo_vertexbuffer && !vid.useinterleavedarrays)
3028 loadmodel->surfmesh.vbooffset_vertex3f = size;if (loadmodel->surfmesh.data_vertex3f ) size += loadmodel->surfmesh.num_vertices * sizeof(float[3]);
3029 loadmodel->surfmesh.vbooffset_svector3f = size;if (loadmodel->surfmesh.data_svector3f ) size += loadmodel->surfmesh.num_vertices * sizeof(float[3]);
3030 loadmodel->surfmesh.vbooffset_tvector3f = size;if (loadmodel->surfmesh.data_tvector3f ) size += loadmodel->surfmesh.num_vertices * sizeof(float[3]);
3031 loadmodel->surfmesh.vbooffset_normal3f = size;if (loadmodel->surfmesh.data_normal3f ) size += loadmodel->surfmesh.num_vertices * sizeof(float[3]);
3032 loadmodel->surfmesh.vbooffset_texcoordtexture2f = size;if (loadmodel->surfmesh.data_texcoordtexture2f ) size += loadmodel->surfmesh.num_vertices * sizeof(float[2]);
3033 loadmodel->surfmesh.vbooffset_texcoordlightmap2f = size;if (loadmodel->surfmesh.data_texcoordlightmap2f) size += loadmodel->surfmesh.num_vertices * sizeof(float[2]);
3034 loadmodel->surfmesh.vbooffset_lightmapcolor4f = size;if (loadmodel->surfmesh.data_lightmapcolor4f ) size += loadmodel->surfmesh.num_vertices * sizeof(float[4]);
3035 mem = (unsigned char *)Mem_Alloc(tempmempool, size);
3036 if (loadmodel->surfmesh.data_vertex3f ) memcpy(mem + loadmodel->surfmesh.vbooffset_vertex3f , loadmodel->surfmesh.data_vertex3f , loadmodel->surfmesh.num_vertices * sizeof(float[3]));
3037 if (loadmodel->surfmesh.data_svector3f ) memcpy(mem + loadmodel->surfmesh.vbooffset_svector3f , loadmodel->surfmesh.data_svector3f , loadmodel->surfmesh.num_vertices * sizeof(float[3]));
3038 if (loadmodel->surfmesh.data_tvector3f ) memcpy(mem + loadmodel->surfmesh.vbooffset_tvector3f , loadmodel->surfmesh.data_tvector3f , loadmodel->surfmesh.num_vertices * sizeof(float[3]));
3039 if (loadmodel->surfmesh.data_normal3f ) memcpy(mem + loadmodel->surfmesh.vbooffset_normal3f , loadmodel->surfmesh.data_normal3f , loadmodel->surfmesh.num_vertices * sizeof(float[3]));
3040 if (loadmodel->surfmesh.data_texcoordtexture2f ) memcpy(mem + loadmodel->surfmesh.vbooffset_texcoordtexture2f , loadmodel->surfmesh.data_texcoordtexture2f , loadmodel->surfmesh.num_vertices * sizeof(float[2]));
3041 if (loadmodel->surfmesh.data_texcoordlightmap2f) memcpy(mem + loadmodel->surfmesh.vbooffset_texcoordlightmap2f, loadmodel->surfmesh.data_texcoordlightmap2f, loadmodel->surfmesh.num_vertices * sizeof(float[2]));
3042 if (loadmodel->surfmesh.data_lightmapcolor4f ) memcpy(mem + loadmodel->surfmesh.vbooffset_lightmapcolor4f , loadmodel->surfmesh.data_lightmapcolor4f , loadmodel->surfmesh.num_vertices * sizeof(float[4]));
3043 loadmodel->surfmesh.vbo_vertexbuffer = R_Mesh_CreateMeshBuffer(mem, size, loadmodel->name, false, false, false);
3048 extern cvar_t mod_obj_orientation;
3049 static void Mod_Decompile_OBJ(dp_model_t *model, const char *filename, const char *mtlfilename, const char *originalfilename)
3051 int submodelindex, vertexindex, surfaceindex, triangleindex, textureindex, countvertices = 0, countsurfaces = 0, countfaces = 0, counttextures = 0;
3053 const char *texname;
3055 const float *v, *vn, *vt;
3057 size_t outbufferpos = 0;
3058 size_t outbuffermax = 0x100000;
3059 char *outbuffer = (char *) Z_Malloc(outbuffermax), *oldbuffer;
3060 const msurface_t *surface;
3061 const int maxtextures = 256;
3062 char *texturenames = (char *) Z_Malloc(maxtextures * MAX_QPATH);
3063 dp_model_t *submodel;
3065 // construct the mtllib file
3066 l = dpsnprintf(outbuffer + outbufferpos, outbuffermax - outbufferpos, "# mtllib for %s exported by darkplaces engine\n", originalfilename);
3069 for (surfaceindex = 0, surface = model->data_surfaces;surfaceindex < model->num_surfaces;surfaceindex++, surface++)
3072 countvertices += surface->num_vertices;
3073 countfaces += surface->num_triangles;
3074 texname = (surface->texture && surface->texture->name[0]) ? surface->texture->name : "default";
3075 for (textureindex = 0;textureindex < counttextures;textureindex++)
3076 if (!strcmp(texturenames + textureindex * MAX_QPATH, texname))
3078 if (textureindex < counttextures)
3079 continue; // already wrote this material entry
3080 if (textureindex >= maxtextures)
3081 continue; // just a precaution
3082 textureindex = counttextures++;
3083 strlcpy(texturenames + textureindex * MAX_QPATH, texname, MAX_QPATH);
3084 if (outbufferpos >= outbuffermax >> 1)
3087 oldbuffer = outbuffer;
3088 outbuffer = (char *) Z_Malloc(outbuffermax);
3089 memcpy(outbuffer, oldbuffer, outbufferpos);
3092 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");
3097 // write the mtllib file
3098 FS_WriteFile(mtlfilename, outbuffer, outbufferpos);
3100 // construct the obj file
3102 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);
3106 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)
3108 if (outbufferpos >= outbuffermax >> 1)
3111 oldbuffer = outbuffer;
3112 outbuffer = (char *) Z_Malloc(outbuffermax);
3113 memcpy(outbuffer, oldbuffer, outbufferpos);
3116 if(mod_obj_orientation.integer)
3117 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]);
3119 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]);
3124 for (submodelindex = 0;submodelindex < max(1, model->brush.numsubmodels);submodelindex++)
3126 l = dpsnprintf(outbuffer + outbufferpos, outbuffermax - outbufferpos, "o %i\n", submodelindex);
3129 submodel = model->brush.numsubmodels ? model->brush.submodels[submodelindex] : model;
3130 for (surfaceindex = 0;surfaceindex < submodel->nummodelsurfaces;surfaceindex++)
3132 surface = model->data_surfaces + submodel->sortedmodelsurfaces[surfaceindex];
3133 l = dpsnprintf(outbuffer + outbufferpos, outbuffermax - outbufferpos, "usemtl %s\n", (surface->texture && surface->texture->name[0]) ? surface->texture->name : "default");
3136 for (triangleindex = 0, e = model->surfmesh.data_element3i + surface->num_firsttriangle * 3;triangleindex < surface->num_triangles;triangleindex++, e += 3)
3138 if (outbufferpos >= outbuffermax >> 1)
3141 oldbuffer = outbuffer;
3142 outbuffer = (char *) Z_Malloc(outbuffermax);
3143 memcpy(outbuffer, oldbuffer, outbufferpos);
3149 if(mod_obj_orientation.integer)
3150 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);
3152 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);
3159 // write the obj file
3160 FS_WriteFile(filename, outbuffer, outbufferpos);
3164 Z_Free(texturenames);
3167 Con_Printf("Wrote %s (%i bytes, %i vertices, %i faces, %i surfaces with %i distinct textures)\n", filename, (int)outbufferpos, countvertices, countfaces, countsurfaces, counttextures);
3170 static void Mod_Decompile_SMD(dp_model_t *model, const char *filename, int firstpose, int numposes, qboolean writetriangles)
3172 int countnodes = 0, counttriangles = 0, countframes = 0;
3180 size_t outbufferpos = 0;
3181 size_t outbuffermax = 0x100000;
3182 char *outbuffer = (char *) Z_Malloc(outbuffermax), *oldbuffer;
3183 const msurface_t *surface;
3184 l = dpsnprintf(outbuffer + outbufferpos, outbuffermax - outbufferpos, "version 1\nnodes\n");
3187 for (transformindex = 0;transformindex < model->num_bones;transformindex++)
3189 if (outbufferpos >= outbuffermax >> 1)
3192 oldbuffer = outbuffer;
3193 outbuffer = (char *) Z_Malloc(outbuffermax);
3194 memcpy(outbuffer, oldbuffer, outbufferpos);
3198 l = dpsnprintf(outbuffer + outbufferpos, outbuffermax - outbufferpos, "%3i \"%s\" %3i\n", transformindex, model->data_bones[transformindex].name, model->data_bones[transformindex].parent);
3202 l = dpsnprintf(outbuffer + outbufferpos, outbuffermax - outbufferpos, "end\nskeleton\n");
3205 for (poseindex = 0;poseindex < numposes;poseindex++)
3208 l = dpsnprintf(outbuffer + outbufferpos, outbuffermax - outbufferpos, "time %i\n", poseindex);
3211 for (transformindex = 0;transformindex < model->num_bones;transformindex++)
3215 matrix4x4_t posematrix;
3216 if (outbufferpos >= outbuffermax >> 1)
3219 oldbuffer = outbuffer;
3220 outbuffer = (char *) Z_Malloc(outbuffermax);
3221 memcpy(outbuffer, oldbuffer, outbufferpos);
3225 // strangely the smd angles are for a transposed matrix, so we
3226 // have to generate a transposed matrix, then convert that...
3227 Matrix4x4_FromBonePose7s(&posematrix, model->num_posescale, model->data_poses7s + 7*(model->num_bones * poseindex + transformindex));
3228 Matrix4x4_ToArray12FloatGL(&posematrix, mtest[0]);
3229 AnglesFromVectors(angles, mtest[0], mtest[2], false);
3230 if (angles[0] >= 180) angles[0] -= 360;
3231 if (angles[1] >= 180) angles[1] -= 360;
3232 if (angles[2] >= 180) angles[2] -= 360;
3236 float a = DEG2RAD(angles[ROLL]);
3237 float b = DEG2RAD(angles[PITCH]);
3238 float c = DEG2RAD(angles[YAW]);
3239 float cy, sy, cp, sp, cr, sr;
3241 // smd matrix construction, for comparing
3252 test[1][0] = sr*sp*cy+cr*-sy;
3253 test[1][1] = sr*sp*sy+cr*cy;
3255 test[2][0] = (cr*sp*cy+-sr*-sy);
3256 test[2][1] = (cr*sp*sy+-sr*cy);
3258 test[3][0] = pose[9];
3259 test[3][1] = pose[10];
3260 test[3][2] = pose[11];
3263 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]));
3268 l = dpsnprintf(outbuffer + outbufferpos, outbuffermax - outbufferpos, "end\n");
3273 l = dpsnprintf(outbuffer + outbufferpos, outbuffermax - outbufferpos, "triangles\n");
3276 for (surfaceindex = 0, surface = model->data_surfaces;surfaceindex < model->num_surfaces;surfaceindex++, surface++)
3278 for (triangleindex = 0, e = model->surfmesh.data_element3i + surface->num_firsttriangle * 3;triangleindex < surface->num_triangles;triangleindex++, e += 3)
3281 if (outbufferpos >= outbuffermax >> 1)
3284 oldbuffer = outbuffer;
3285 outbuffer = (char *) Z_Malloc(outbuffermax);
3286 memcpy(outbuffer, oldbuffer, outbufferpos);
3289 l = dpsnprintf(outbuffer + outbufferpos, outbuffermax - outbufferpos, "%s\n", surface->texture && surface->texture->name[0] ? surface->texture->name : "default.bmp");
3292 for (cornerindex = 0;cornerindex < 3;cornerindex++)
3294 const int index = e[2-cornerindex];
3295 const float *v = model->surfmesh.data_vertex3f + index * 3;
3296 const float *vn = model->surfmesh.data_normal3f + index * 3;
3297 const float *vt = model->surfmesh.data_texcoordtexture2f + index * 2;
3298 const int b = model->surfmesh.blends[index];
3299 if (b < model->num_bones)
3300 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]);
3303 const blendweights_t *w = model->surfmesh.data_blendweights + b - model->num_bones;
3304 const unsigned char *wi = w->index;
3305 const unsigned char *wf = w->influence;
3306 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);
3307 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);
3308 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);
3309 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]);
3316 l = dpsnprintf(outbuffer + outbufferpos, outbuffermax - outbufferpos, "end\n");
3321 FS_WriteFile(filename, outbuffer, outbufferpos);
3324 Con_Printf("Wrote %s (%i bytes, %i nodes, %i frames, %i triangles)\n", filename, (int)outbufferpos, countnodes, countframes, counttriangles);
3331 decompiles a model to editable files
3334 static void Mod_Decompile_f(void)
3336 int i, j, k, l, first, count;
3338 char inname[MAX_QPATH];
3339 char outname[MAX_QPATH];
3340 char mtlname[MAX_QPATH];
3341 char basename[MAX_QPATH];
3342 char animname[MAX_QPATH];
3343 char animname2[MAX_QPATH];
3344 char zymtextbuffer[16384];
3345 char dpmtextbuffer[16384];
3346 char framegroupstextbuffer[16384];
3347 int zymtextsize = 0;
3348 int dpmtextsize = 0;
3349 int framegroupstextsize = 0;
3352 if (Cmd_Argc() != 2)
3354 Con_Print("usage: modeldecompile <filename>\n");
3358 strlcpy(inname, Cmd_Argv(1), sizeof(inname));
3359 FS_StripExtension(inname, basename, sizeof(basename));
3361 mod = Mod_ForName(inname, false, true, inname[0] == '*' ? cl.model_name[1] : NULL);
3364 Con_Print("No such model\n");
3367 if (mod->brush.submodel)
3369 // if we're decompiling a submodel, be sure to give it a proper name based on its parent
3370 FS_StripExtension(cl.model_name[1], outname, sizeof(outname));
3371 dpsnprintf(basename, sizeof(basename), "%s/%s", outname, mod->name);
3374 if (!mod->surfmesh.num_triangles)
3376 Con_Print("Empty model (or sprite)\n");
3380 // export OBJ if possible (not on sprites)
3381 if (mod->surfmesh.num_triangles)
3383 dpsnprintf(outname, sizeof(outname), "%s_decompiled.obj", basename);
3384 dpsnprintf(mtlname, sizeof(mtlname), "%s_decompiled.mtl", basename);
3385 Mod_Decompile_OBJ(mod, outname, mtlname, inname);
3388 // export SMD if possible (only for skeletal models)
3389 if (mod->surfmesh.num_triangles && mod->num_bones)
3391 dpsnprintf(outname, sizeof(outname), "%s_decompiled/ref1.smd", basename);
3392 Mod_Decompile_SMD(mod, outname, 0, 1, true);
3393 l = dpsnprintf(zymtextbuffer + zymtextsize, sizeof(zymtextbuffer) - zymtextsize, "output out.zym\nscale 1\norigin 0 0 0\nmesh ref1.smd\n");
3394 if (l > 0) zymtextsize += l;
3395 l = dpsnprintf(dpmtextbuffer + dpmtextsize, sizeof(dpmtextbuffer) - dpmtextsize, "outputdir .\nmodel out\nscale 1\norigin 0 0 0\nscene ref1.smd\n");
3396 if (l > 0) dpmtextsize += l;
3397 for (i = 0;i < mod->numframes;i = j)
3399 strlcpy(animname, mod->animscenes[i].name, sizeof(animname));
3400 first = mod->animscenes[i].firstframe;
3401 if (mod->animscenes[i].framecount > 1)
3404 count = mod->animscenes[i].framecount;
3410 // check for additional frames with same name
3411 for (l = 0, k = strlen(animname);animname[l];l++)
3412 if(animname[l] < '0' || animname[l] > '9')
3414 if(k > 0 && animname[k-1] == '_')
3417 count = mod->num_poses - first;
3418 for (j = i + 1;j < mod->numframes;j++)
3420 strlcpy(animname2, mod->animscenes[j].name, sizeof(animname2));
3421 for (l = 0, k = strlen(animname2);animname2[l];l++)
3422 if(animname2[l] < '0' || animname2[l] > '9')
3424 if(k > 0 && animname[k-1] == '_')
3427 if (strcmp(animname2, animname) || mod->animscenes[j].framecount > 1)
3429 count = mod->animscenes[j].firstframe - first;
3433 // if it's only one frame, use the original frame name
3435 strlcpy(animname, mod->animscenes[i].name, sizeof(animname));
3438 dpsnprintf(outname, sizeof(outname), "%s_decompiled/%s.smd", basename, animname);
3439 Mod_Decompile_SMD(mod, outname, first, count, false);
3440 if (zymtextsize < (int)sizeof(zymtextbuffer) - 100)
3442 l = dpsnprintf(zymtextbuffer + zymtextsize, sizeof(zymtextbuffer) - zymtextsize, "scene %s.smd fps %g %s\n", animname, mod->animscenes[i].framerate, mod->animscenes[i].loop ? "" : " noloop");
3443 if (l > 0) zymtextsize += l;
3445 if (dpmtextsize < (int)sizeof(dpmtextbuffer) - 100)
3447 l = dpsnprintf(dpmtextbuffer + dpmtextsize, sizeof(dpmtextbuffer) - dpmtextsize, "scene %s.smd fps %g %s\n", animname, mod->animscenes[i].framerate, mod->animscenes[i].loop ? "" : " noloop");
3448 if (l > 0) dpmtextsize += l;
3450 if (framegroupstextsize < (int)sizeof(framegroupstextbuffer) - 100)
3452 l = dpsnprintf(framegroupstextbuffer + framegroupstextsize, sizeof(framegroupstextbuffer) - framegroupstextsize, "%d %d %f %d // %s\n", first, count, mod->animscenes[i].framerate, mod->animscenes[i].loop, animname);
3453 if (l > 0) framegroupstextsize += l;
3457 FS_WriteFile(va(vabuf, sizeof(vabuf), "%s_decompiled/out_zym.txt", basename), zymtextbuffer, (fs_offset_t)zymtextsize);
3459 FS_WriteFile(va(vabuf, sizeof(vabuf), "%s_decompiled/out_dpm.txt", basename), dpmtextbuffer, (fs_offset_t)dpmtextsize);
3460 if (framegroupstextsize)
3461 FS_WriteFile(va(vabuf, sizeof(vabuf), "%s_decompiled.framegroups", basename), framegroupstextbuffer, (fs_offset_t)framegroupstextsize);
3465 void Mod_AllocLightmap_Init(mod_alloclightmap_state_t *state, int width, int height)
3468 memset(state, 0, sizeof(*state));
3469 state->width = width;
3470 state->height = height;
3471 state->currentY = 0;
3472 state->rows = (mod_alloclightmap_row_t *)Mem_Alloc(loadmodel->mempool, state->height * sizeof(*state->rows));
3473 for (y = 0;y < state->height;y++)
3475 state->rows[y].currentX = 0;
3476 state->rows[y].rowY = -1;
3480 void Mod_AllocLightmap_Reset(mod_alloclightmap_state_t *state)
3483 state->currentY = 0;
3484 for (y = 0;y < state->height;y++)
3486 state->rows[y].currentX = 0;
3487 state->rows[y].rowY = -1;
3491 void Mod_AllocLightmap_Free(mod_alloclightmap_state_t *state)
3494 Mem_Free(state->rows);
3495 memset(state, 0, sizeof(*state));
3498 qboolean Mod_AllocLightmap_Block(mod_alloclightmap_state_t *state, int blockwidth, int blockheight, int *outx, int *outy)
3500 mod_alloclightmap_row_t *row;
3503 row = state->rows + blockheight;
3504 if ((row->rowY < 0) || (row->currentX + blockwidth > state->width))
3506 if (state->currentY + blockheight <= state->height)
3508 // use the current allocation position
3509 row->rowY = state->currentY;
3511 state->currentY += blockheight;
3515 // find another position
3516 for (y = blockheight;y < state->height;y++)
3518 if ((state->rows[y].rowY >= 0) && (state->rows[y].currentX + blockwidth <= state->width))
3520 row = state->rows + y;
3524 if (y == state->height)
3529 *outx = row->currentX;
3530 row->currentX += blockwidth;
3535 typedef struct lightmapsample_s
3539 float *vertex_color;
3540 unsigned char *lm_bgr;
3541 unsigned char *lm_dir;
3545 typedef struct lightmapvertex_s
3550 float texcoordbase[2];
3551 float texcoordlightmap[2];
3552 float lightcolor[4];
3556 typedef struct lightmaptriangle_s
3564 // 2D modelspace coordinates of min corner
3565 // snapped to lightmap grid but not in grid coordinates
3567 // 2D modelspace to lightmap coordinate scale
3575 typedef struct lightmaplight_s
3586 lightmaptriangle_t *mod_generatelightmaps_lightmaptriangles;
3588 #define MAX_LIGHTMAPSAMPLES 64
3589 static int mod_generatelightmaps_numoffsets[3];
3590 static float mod_generatelightmaps_offsets[3][MAX_LIGHTMAPSAMPLES][3];
3592 static int mod_generatelightmaps_numlights;
3593 static lightmaplight_t *mod_generatelightmaps_lightinfo;
3595 extern cvar_t r_shadow_lightattenuationdividebias;
3596 extern cvar_t r_shadow_lightattenuationlinearscale;
3598 static void Mod_GenerateLightmaps_LightPoint(dp_model_t *model, const vec3_t pos, vec3_t ambient, vec3_t diffuse, vec3_t lightdir)
3603 float relativepoint[3];
3610 float lightorigin[3];
3614 float lightcolor[3];
3616 for (i = 0;i < 5*3;i++)
3618 for (index = 0;;index++)
3620 result = R_Shadow_GetRTLightInfo(index, lightorigin, &lightradius, lightcolor);
3625 lightradius2 = lightradius * lightradius;
3626 VectorSubtract(lightorigin, pos, relativepoint);
3627 dist2 = VectorLength2(relativepoint);
3628 if (dist2 >= lightradius2)
3630 lightiradius = 1.0f / lightradius;
3631 dist = sqrt(dist2) * lightiradius;
3632 intensity = (1.0f - dist) * r_shadow_lightattenuationlinearscale.value / (r_shadow_lightattenuationdividebias.value + dist*dist);
3633 if (intensity <= 0.0f)
3635 if (model && model->TraceLine)
3637 model->TraceLine(model, NULL, NULL, &trace, pos, lightorigin, SUPERCONTENTS_VISBLOCKERMASK);
3638 if (trace.fraction < 1)
3641 // scale down intensity to add to both ambient and diffuse
3642 //intensity *= 0.5f;
3643 VectorNormalize(relativepoint);
3644 VectorScale(lightcolor, intensity, color);
3645 VectorMA(sample , 0.5f , color, sample );
3646 VectorMA(sample + 3, relativepoint[0], color, sample + 3);
3647 VectorMA(sample + 6, relativepoint[1], color, sample + 6);
3648 VectorMA(sample + 9, relativepoint[2], color, sample + 9);
3649 // calculate a weighted average light direction as well
3650 intensity *= VectorLength(color);
3651 VectorMA(sample + 12, intensity, relativepoint, sample + 12);
3653 // calculate the direction we'll use to reduce the sample to a directional light source
3654 VectorCopy(sample + 12, dir);
3655 //VectorSet(dir, sample[3] + sample[4] + sample[5], sample[6] + sample[7] + sample[8], sample[9] + sample[10] + sample[11]);
3656 VectorNormalize(dir);
3657 // extract the diffuse color along the chosen direction and scale it
3658 diffuse[0] = (dir[0]*sample[3] + dir[1]*sample[6] + dir[2]*sample[ 9] + sample[ 0]);
3659 diffuse[1] = (dir[0]*sample[4] + dir[1]*sample[7] + dir[2]*sample[10] + sample[ 1]);
3660 diffuse[2] = (dir[0]*sample[5] + dir[1]*sample[8] + dir[2]*sample[11] + sample[ 2]);
3661 // subtract some of diffuse from ambient
3662 VectorMA(sample, -0.333f, diffuse, ambient);
3663 // store the normalized lightdir
3664 VectorCopy(dir, lightdir);
3667 static void Mod_GenerateLightmaps_CreateLights_ComputeSVBSP_InsertSurfaces(const dp_model_t *model, svbsp_t *svbsp, const float *mins, const float *maxs)
3671 const msurface_t *surface;
3672 const float *vertex3f = model->surfmesh.data_vertex3f;
3673 const int *element3i = model->surfmesh.data_element3i;
3676 for (surfaceindex = 0, surface = model->data_surfaces;surfaceindex < model->nummodelsurfaces;surfaceindex++, surface++)
3678 if (!BoxesOverlap(surface->mins, surface->maxs, mins, maxs))
3680 if (surface->texture->basematerialflags & MATERIALFLAG_NOSHADOW)
3682 for (triangleindex = 0, e = element3i + 3*surface->num_firsttriangle;triangleindex < surface->num_triangles;triangleindex++, e += 3)
3684 VectorCopy(vertex3f + 3*e[0], v2[0]);
3685 VectorCopy(vertex3f + 3*e[1], v2[1]);
3686 VectorCopy(vertex3f + 3*e[2], v2[2]);
3687 SVBSP_AddPolygon(svbsp, 3, v2[0], true, NULL, NULL, 0);
3692 static void Mod_GenerateLightmaps_CreateLights_ComputeSVBSP(dp_model_t *model, lightmaplight_t *lightinfo)
3694 int maxnodes = 1<<14;
3695 svbsp_node_t *nodes;
3700 VectorSet(mins, lightinfo->origin[0] - lightinfo->radius, lightinfo->origin[1] - lightinfo->radius, lightinfo->origin[2] - lightinfo->radius);
3701 VectorSet(maxs, lightinfo->origin[0] + lightinfo->radius, lightinfo->origin[1] + lightinfo->radius, lightinfo->origin[2] + lightinfo->radius);
3702 VectorCopy(lightinfo->origin, origin);
3703 nodes = (svbsp_node_t *)Mem_Alloc(tempmempool, maxnodes * sizeof(*nodes));
3706 SVBSP_Init(&svbsp, origin, maxnodes, nodes);
3707 Mod_GenerateLightmaps_CreateLights_ComputeSVBSP_InsertSurfaces(model, &svbsp, mins, maxs);
3708 if (svbsp.ranoutofnodes)
3711 if (maxnodes > 1<<22)
3717 nodes = (svbsp_node_t *)Mem_Alloc(tempmempool, maxnodes * sizeof(*nodes));
3722 if (svbsp.numnodes > 0)
3724 svbsp.nodes = (svbsp_node_t *)Mem_Alloc(tempmempool, svbsp.numnodes * sizeof(*nodes));
3725 memcpy(svbsp.nodes, nodes, svbsp.numnodes * sizeof(*nodes));
3726 lightinfo->svbsp = svbsp;
3731 static void Mod_GenerateLightmaps_CreateLights(dp_model_t *model)
3735 lightmaplight_t *lightinfo;
3739 mod_generatelightmaps_numlights = 0;
3740 for (index = 0;;index++)
3742 result = R_Shadow_GetRTLightInfo(index, origin, &radius, color);
3746 mod_generatelightmaps_numlights++;
3748 if (mod_generatelightmaps_numlights > 0)
3750 mod_generatelightmaps_lightinfo = (lightmaplight_t *)Mem_Alloc(tempmempool, mod_generatelightmaps_numlights * sizeof(*mod_generatelightmaps_lightinfo));
3751 lightinfo = mod_generatelightmaps_lightinfo;
3752 for (index = 0;;index++)
3754 result = R_Shadow_GetRTLightInfo(index, lightinfo->origin, &lightinfo->radius, lightinfo->color);
3761 for (index = 0, lightinfo = mod_generatelightmaps_lightinfo;index < mod_generatelightmaps_numlights;index++, lightinfo++)
3763 lightinfo->iradius = 1.0f / lightinfo->radius;
3764 lightinfo->radius2 = lightinfo->radius * lightinfo->radius;
3765 // TODO: compute svbsp
3766 Mod_GenerateLightmaps_CreateLights_ComputeSVBSP(model, lightinfo);
3770 static void Mod_GenerateLightmaps_DestroyLights(dp_model_t *model)
3773 if (mod_generatelightmaps_lightinfo)
3775 for (i = 0;i < mod_generatelightmaps_numlights;i++)
3776 if (mod_generatelightmaps_lightinfo[i].svbsp.nodes)
3777 Mem_Free(mod_generatelightmaps_lightinfo[i].svbsp.nodes);
3778 Mem_Free(mod_generatelightmaps_lightinfo);
3780 mod_generatelightmaps_lightinfo = NULL;
3781 mod_generatelightmaps_numlights = 0;
3784 static qboolean Mod_GenerateLightmaps_SamplePoint_SVBSP(const svbsp_t *svbsp, const float *pos)
3786 const svbsp_node_t *node;
3787 const svbsp_node_t *nodes = svbsp->nodes;
3792 num = node->children[DotProduct(node->plane, pos) < node->plane[3]];
3794 return num == -1; // true if empty, false if solid (shadowed)
3797 static void Mod_GenerateLightmaps_SamplePoint(const float *pos, const float *normal, float *sample, int numoffsets, const float *offsets)
3800 float relativepoint[3];
3809 const lightmaplight_t *lightinfo;
3811 for (i = 0;i < 5*3;i++)
3813 for (i = 0, lightinfo = mod_generatelightmaps_lightinfo;i < mod_generatelightmaps_numlights;i++, lightinfo++)
3815 //R_SampleRTLights(pos, sample, numoffsets, offsets);
3816 VectorSubtract(lightinfo->origin, pos, relativepoint);
3817 // don't accept light from behind a surface, it causes bad shading
3818 if (normal && DotProduct(relativepoint, normal) <= 0)
3820 dist2 = VectorLength2(relativepoint);
3821 if (dist2 >= lightinfo->radius2)
3823 dist = sqrt(dist2) * lightinfo->iradius;
3824 intensity = dist < 1 ? ((1.0f - dist) * r_shadow_lightattenuationlinearscale.value / (r_shadow_lightattenuationdividebias.value + dist*dist)) : 0;
3827 if (cl.worldmodel && cl.worldmodel->TraceLine && numoffsets > 0)
3831 if (Mod_GenerateLightmaps_SamplePoint_SVBSP(&lightinfo->svbsp, pos))
3833 for (offsetindex = 1;offsetindex < numoffsets;offsetindex++)
3835 VectorAdd(pos, offsets + 3*offsetindex, offsetpos);
3838 // for light grid we'd better check visibility of the offset point
3839 cl.worldmodel->TraceLine(cl.worldmodel, NULL, NULL, &trace, pos, offsetpos, SUPERCONTENTS_VISBLOCKERMASK);
3840 if (trace.fraction < 1)
3841 VectorLerp(pos, trace.fraction, offsetpos, offsetpos);
3844 if (Mod_GenerateLightmaps_SamplePoint_SVBSP(&lightinfo->svbsp, offsetpos))
3849 // scale intensity according to how many rays succeeded
3850 // we know one test is valid, half of the rest will fail...
3851 //if (normal && tests > 1)
3852 // intensity *= (tests - 1.0f) / tests;
3853 intensity *= (float)hits / tests;
3855 // scale down intensity to add to both ambient and diffuse
3856 //intensity *= 0.5f;
3857 VectorNormalize(relativepoint);
3858 VectorScale(lightinfo->color, intensity, color);
3859 VectorMA(sample , 0.5f , color, sample );
3860 VectorMA(sample + 3, relativepoint[0], color, sample + 3);
3861 VectorMA(sample + 6, relativepoint[1], color, sample + 6);
3862 VectorMA(sample + 9, relativepoint[2], color, sample + 9);
3863 // calculate a weighted average light direction as well
3864 intensity *= VectorLength(color);
3865 VectorMA(sample + 12, intensity, relativepoint, sample + 12);
3869 static void Mod_GenerateLightmaps_LightmapSample(const float *pos, const float *normal, unsigned char *lm_bgr, unsigned char *lm_dir)
3875 Mod_GenerateLightmaps_SamplePoint(pos, normal, sample, mod_generatelightmaps_numoffsets[0], mod_generatelightmaps_offsets[0][0]);
3876 //VectorSet(dir, sample[3] + sample[4] + sample[5], sample[6] + sample[7] + sample[8], sample[9] + sample[10] + sample[11]);
3877 VectorCopy(sample + 12, dir);
3878 VectorNormalize(dir);
3879 //VectorAdd(dir, normal, dir);
3880 //VectorNormalize(dir);
3881 f = DotProduct(dir, normal);
3882 f = max(0, f) * 255.0f;
3883 VectorScale(sample, f, color);
3884 //VectorCopy(normal, dir);
3885 VectorSet(dir, (dir[0]+1.0f)*127.5f, (dir[1]+1.0f)*127.5f, (dir[2]+1.0f)*127.5f);
3886 lm_bgr[0] = (unsigned char)bound(0.0f, color[2], 255.0f);
3887 lm_bgr[1] = (unsigned char)bound(0.0f, color[1], 255.0f);
3888 lm_bgr[2] = (unsigned char)bound(0.0f, color[0], 255.0f);
3890 lm_dir[0] = (unsigned char)dir[2];
3891 lm_dir[1] = (unsigned char)dir[1];
3892 lm_dir[2] = (unsigned char)dir[0];
3896 static void Mod_GenerateLightmaps_VertexSample(const float *pos, const float *normal, float *vertex_color)
3899 Mod_GenerateLightmaps_SamplePoint(pos, normal, sample, mod_generatelightmaps_numoffsets[1], mod_generatelightmaps_offsets[1][0]);
3900 VectorCopy(sample, vertex_color);
3903 static void Mod_GenerateLightmaps_GridSample(const float *pos, q3dlightgrid_t *s)
3909 Mod_GenerateLightmaps_SamplePoint(pos, NULL, sample, mod_generatelightmaps_numoffsets[2], mod_generatelightmaps_offsets[2][0]);
3910 // calculate the direction we'll use to reduce the sample to a directional light source
3911 VectorCopy(sample + 12, dir);
3912 //VectorSet(dir, sample[3] + sample[4] + sample[5], sample[6] + sample[7] + sample[8], sample[9] + sample[10] + sample[11]);
3913 VectorNormalize(dir);
3914 // extract the diffuse color along the chosen direction and scale it
3915 diffuse[0] = (dir[0]*sample[3] + dir[1]*sample[6] + dir[2]*sample[ 9] + sample[ 0]) * 127.5f;
3916 diffuse[1] = (dir[0]*sample[4] + dir[1]*sample[7] + dir[2]*sample[10] + sample[ 1]) * 127.5f;
3917 diffuse[2] = (dir[0]*sample[5] + dir[1]*sample[8] + dir[2]*sample[11] + sample[ 2]) * 127.5f;
3918 // scale the ambient from 0-2 to 0-255 and subtract some of diffuse
3919 VectorScale(sample, 127.5f, ambient);
3920 VectorMA(ambient, -0.333f, diffuse, ambient);
3921 // encode to the grid format
3922 s->ambientrgb[0] = (unsigned char)bound(0.0f, ambient[0], 255.0f);
3923 s->ambientrgb[1] = (unsigned char)bound(0.0f, ambient[1], 255.0f);
3924 s->ambientrgb[2] = (unsigned char)bound(0.0f, ambient[2], 255.0f);
3925 s->diffusergb[0] = (unsigned char)bound(0.0f, diffuse[0], 255.0f);
3926 s->diffusergb[1] = (unsigned char)bound(0.0f, diffuse[1], 255.0f);
3927 s->diffusergb[2] = (unsigned char)bound(0.0f, diffuse[2], 255.0f);
3928 if (dir[2] >= 0.99f) {s->diffusepitch = 0;s->diffuseyaw = 0;}
3929 else if (dir[2] <= -0.99f) {s->diffusepitch = 128;s->diffuseyaw = 0;}
3930 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));}
3933 static void Mod_GenerateLightmaps_InitSampleOffsets(dp_model_t *model)
3938 memset(mod_generatelightmaps_offsets, 0, sizeof(mod_generatelightmaps_offsets));
3939 mod_generatelightmaps_numoffsets[0] = min(MAX_LIGHTMAPSAMPLES, mod_generatelightmaps_lightmapsamples.integer);
3940 mod_generatelightmaps_numoffsets[1] = min(MAX_LIGHTMAPSAMPLES, mod_generatelightmaps_vertexsamples.integer);
3941 mod_generatelightmaps_numoffsets[2] = min(MAX_LIGHTMAPSAMPLES, mod_generatelightmaps_gridsamples.integer);
3942 radius[0] = mod_generatelightmaps_lightmapradius.value;
3943 radius[1] = mod_generatelightmaps_vertexradius.value;
3944 radius[2] = mod_generatelightmaps_gridradius.value;
3945 for (i = 0;i < 3;i++)
3947 for (j = 1;j < mod_generatelightmaps_numoffsets[i];j++)
3950 VectorScale(temp, radius[i], mod_generatelightmaps_offsets[i][j]);
3955 static void Mod_GenerateLightmaps_DestroyLightmaps(dp_model_t *model)
3957 msurface_t *surface;
3960 for (surfaceindex = 0;surfaceindex < model->num_surfaces;surfaceindex++)
3962 surface = model->data_surfaces + surfaceindex;
3963 surface->lightmaptexture = NULL;
3964 surface->deluxemaptexture = NULL;
3966 if (model->brushq3.data_lightmaps)
3968 for (i = 0;i < model->brushq3.num_mergedlightmaps;i++)
3969 if (model->brushq3.data_lightmaps[i])
3970 R_FreeTexture(model->brushq3.data_lightmaps[i]);
3971 Mem_Free(model->brushq3.data_lightmaps);
3972 model->brushq3.data_lightmaps = NULL;
3974 if (model->brushq3.data_deluxemaps)
3976 for (i = 0;i < model->brushq3.num_mergedlightmaps;i++)
3977 if (model->brushq3.data_deluxemaps[i])
3978 R_FreeTexture(model->brushq3.data_deluxemaps[i]);
3979 Mem_Free(model->brushq3.data_deluxemaps);
3980 model->brushq3.data_deluxemaps = NULL;
3984 static void Mod_GenerateLightmaps_UnweldTriangles(dp_model_t *model)
3986 msurface_t *surface;
3992 surfmesh_t oldsurfmesh;
3994 unsigned char *data;
3995 oldsurfmesh = model->surfmesh;
3996 model->surfmesh.num_triangles = oldsurfmesh.num_triangles;
3997 model->surfmesh.num_vertices = oldsurfmesh.num_triangles * 3;
3999 size += model->surfmesh.num_vertices * sizeof(float[3]);
4000 size += model->surfmesh.num_vertices * sizeof(float[3]);
4001 size += model->surfmesh.num_vertices * sizeof(float[3]);
4002 size += model->surfmesh.num_vertices * sizeof(float[3]);
4003 size += model->surfmesh.num_vertices * sizeof(float[2]);
4004 size += model->surfmesh.num_vertices * sizeof(float[2]);
4005 size += model->surfmesh.num_vertices * sizeof(float[4]);
4006 data = (unsigned char *)Mem_Alloc(model->mempool, size);
4007 model->surfmesh.data_vertex3f = (float *)data;data += model->surfmesh.num_vertices * sizeof(float[3]);
4008 model->surfmesh.data_normal3f = (float *)data;data += model->surfmesh.num_vertices * sizeof(float[3]);
4009 model->surfmesh.data_svector3f = (float *)data;data += model->surfmesh.num_vertices * sizeof(float[3]);
4010 model->surfmesh.data_tvector3f = (float *)data;data += model->surfmesh.num_vertices * sizeof(float[3]);
4011 model->surfmesh.data_texcoordtexture2f = (float *)data;data += model->surfmesh.num_vertices * sizeof(float[2]);
4012 model->surfmesh.data_texcoordlightmap2f = (float *)data;data += model->surfmesh.num_vertices * sizeof(float[2]);
4013 model->surfmesh.data_lightmapcolor4f = (float *)data;data += model->surfmesh.num_vertices * sizeof(float[4]);
4014 if (model->surfmesh.num_vertices > 65536)
4015 model->surfmesh.data_element3s = NULL;
4017 if (model->surfmesh.vertexmesh)
4018 Mem_Free(model->surfmesh.vertexmesh);
4019 model->surfmesh.vertexmesh = NULL;
4020 if (model->surfmesh.vertex3fbuffer)
4021 R_Mesh_DestroyMeshBuffer(model->surfmesh.vertex3fbuffer);
4022 model->surfmesh.vertex3fbuffer = NULL;
4023 if (model->surfmesh.vertexmeshbuffer)
4024 R_Mesh_DestroyMeshBuffer(model->surfmesh.vertexmeshbuffer);
4025 model->surfmesh.vertexmeshbuffer = NULL;
4026 if (model->surfmesh.data_element3i_indexbuffer)
4027 R_Mesh_DestroyMeshBuffer(model->surfmesh.data_element3i_indexbuffer);
4028 model->surfmesh.data_element3i_indexbuffer = NULL;
4029 if (model->surfmesh.data_element3s_indexbuffer)
4030 R_Mesh_DestroyMeshBuffer(model->surfmesh.data_element3s_indexbuffer);
4031 model->surfmesh.data_element3s_indexbuffer = NULL;
4032 if (model->surfmesh.vbo_vertexbuffer)
4033 R_Mesh_DestroyMeshBuffer(model->surfmesh.vbo_vertexbuffer);
4034 model->surfmesh.vbo_vertexbuffer = 0;
4036 // convert all triangles to unique vertex data
4038 for (surfaceindex = 0;surfaceindex < model->num_surfaces;surfaceindex++)
4040 surface = model->data_surfaces + surfaceindex;
4041 surface->num_firstvertex = outvertexindex;
4042 surface->num_vertices = surface->num_triangles*3;
4043 e = oldsurfmesh.data_element3i + surface->num_firsttriangle*3;
4044 for (i = 0;i < surface->num_triangles*3;i++)
4047 model->surfmesh.data_vertex3f[outvertexindex*3+0] = oldsurfmesh.data_vertex3f[vertexindex*3+0];
4048 model->surfmesh.data_vertex3f[outvertexindex*3+1] = oldsurfmesh.data_vertex3f[vertexindex*3+1];
4049 model->surfmesh.data_vertex3f[outvertexindex*3+2] = oldsurfmesh.data_vertex3f[vertexindex*3+2];
4050 model->surfmesh.data_normal3f[outvertexindex*3+0] = oldsurfmesh.data_normal3f[vertexindex*3+0];
4051 model->surfmesh.data_normal3f[outvertexindex*3+1] = oldsurfmesh.data_normal3f[vertexindex*3+1];
4052 model->surfmesh.data_normal3f[outvertexindex*3+2] = oldsurfmesh.data_normal3f[vertexindex*3+2];
4053 model->surfmesh.data_svector3f[outvertexindex*3+0] = oldsurfmesh.data_svector3f[vertexindex*3+0];
4054 model->surfmesh.data_svector3f[outvertexindex*3+1] = oldsurfmesh.data_svector3f[vertexindex*3+1];
4055 model->surfmesh.data_svector3f[outvertexindex*3+2] = oldsurfmesh.data_svector3f[vertexindex*3+2];
4056 model->surfmesh.data_tvector3f[outvertexindex*3+0] = oldsurfmesh.data_tvector3f[vertexindex*3+0];
4057 model->surfmesh.data_tvector3f[outvertexindex*3+1] = oldsurfmesh.data_tvector3f[vertexindex*3+1];
4058 model->surfmesh.data_tvector3f[outvertexindex*3+2] = oldsurfmesh.data_tvector3f[vertexindex*3+2];
4059 model->surfmesh.data_texcoordtexture2f[outvertexindex*2+0] = oldsurfmesh.data_texcoordtexture2f[vertexindex*2+0];
4060 model->surfmesh.data_texcoordtexture2f[outvertexindex*2+1] = oldsurfmesh.data_texcoordtexture2f[vertexindex*2+1];
4061 if (oldsurfmesh.data_texcoordlightmap2f)
4063 model->surfmesh.data_texcoordlightmap2f[outvertexindex*2+0] = oldsurfmesh.data_texcoordlightmap2f[vertexindex*2+0];
4064 model->surfmesh.data_texcoordlightmap2f[outvertexindex*2+1] = oldsurfmesh.data_texcoordlightmap2f[vertexindex*2+1];
4066 if (oldsurfmesh.data_lightmapcolor4f)
4068 model->surfmesh.data_lightmapcolor4f[outvertexindex*4+0] = oldsurfmesh.data_lightmapcolor4f[vertexindex*4+0];
4069 model->surfmesh.data_lightmapcolor4f[outvertexindex*4+1] = oldsurfmesh.data_lightmapcolor4f[vertexindex*4+1];
4070 model->surfmesh.data_lightmapcolor4f[outvertexindex*4+2] = oldsurfmesh.data_lightmapcolor4f[vertexindex*4+2];
4071 model->surfmesh.data_lightmapcolor4f[outvertexindex*4+3] = oldsurfmesh.data_lightmapcolor4f[vertexindex*4+3];
4074 Vector4Set(model->surfmesh.data_lightmapcolor4f + 4*outvertexindex, 1, 1, 1, 1);
4075 model->surfmesh.data_element3i[surface->num_firsttriangle*3+i] = outvertexindex;
4079 if (model->surfmesh.data_element3s)
4080 for (i = 0;i < model->surfmesh.num_triangles*3;i++)
4081 model->surfmesh.data_element3s[i] = model->surfmesh.data_element3i[i];
4083 // find and update all submodels to use this new surfmesh data
4084 for (i = 0;i < model->brush.numsubmodels;i++)
4085 model->brush.submodels[i]->surfmesh = model->surfmesh;
4088 static void Mod_GenerateLightmaps_CreateTriangleInformation(dp_model_t *model)
4090 msurface_t *surface;
4096 lightmaptriangle_t *triangle;
4097 // generate lightmap triangle structs
4098 mod_generatelightmaps_lightmaptriangles = (lightmaptriangle_t *)Mem_Alloc(model->mempool, model->surfmesh.num_triangles * sizeof(lightmaptriangle_t));
4099 for (surfaceindex = 0;surfaceindex < model->num_surfaces;surfaceindex++)
4101 surface = model->data_surfaces + surfaceindex;
4102 e = model->surfmesh.data_element3i + surface->num_firsttriangle*3;
4103 for (i = 0;i < surface->num_triangles;i++)
4105 triangle = &mod_generatelightmaps_lightmaptriangles[surface->num_firsttriangle+i];
4106 triangle->triangleindex = surface->num_firsttriangle+i;
4107 triangle->surfaceindex = surfaceindex;
4108 VectorCopy(model->surfmesh.data_vertex3f + 3*e[i*3+0], triangle->vertex[0]);
4109 VectorCopy(model->surfmesh.data_vertex3f + 3*e[i*3+1], triangle->vertex[1]);
4110 VectorCopy(model->surfmesh.data_vertex3f + 3*e[i*3+2], triangle->vertex[2]);
4111 // calculate bounds of triangle
4112 triangle->mins[0] = min(triangle->vertex[0][0], min(triangle->vertex[1][0], triangle->vertex[2][0]));
4113 triangle->mins[1] = min(triangle->vertex[0][1], min(triangle->vertex[1][1], triangle->vertex[2][1]));
4114 triangle->mins[2] = min(triangle->vertex[0][2], min(triangle->vertex[1][2], triangle->vertex[2][2]));
4115 triangle->maxs[0] = max(triangle->vertex[0][0], max(triangle->vertex[1][0], triangle->vertex[2][0]));
4116 triangle->maxs[1] = max(triangle->vertex[0][1], max(triangle->vertex[1][1], triangle->vertex[2][1]));
4117 triangle->maxs[2] = max(triangle->vertex[0][2], max(triangle->vertex[1][2], triangle->vertex[2][2]));
4118 // pick an axial projection based on the triangle normal
4119 TriangleNormal(triangle->vertex[0], triangle->vertex[1], triangle->vertex[2], normal);
4121 if (fabs(normal[1]) > fabs(normal[axis]))
4123 if (fabs(normal[2]) > fabs(normal[axis]))
4125 triangle->axis = axis;
4130 static void Mod_GenerateLightmaps_DestroyTriangleInformation(dp_model_t *model)
4132 if (mod_generatelightmaps_lightmaptriangles)
4133 Mem_Free(mod_generatelightmaps_lightmaptriangles);
4134 mod_generatelightmaps_lightmaptriangles = NULL;
4137 float lmaxis[3][3] = {{1, 0, 0}, {0, 1, 0}, {0, 0, 1}};
4139 static void Mod_GenerateLightmaps_CreateLightmaps(dp_model_t *model)
4141 msurface_t *surface;
4155 float trianglenormal[3];
4156 float samplecenter[3];
4157 float samplenormal[3];
4163 float lmscalepixels;
4166 float lm_basescalepixels;
4167 int lm_borderpixels;
4171 lightmaptriangle_t *triangle;
4172 unsigned char *lightmappixels;
4173 unsigned char *deluxemappixels;
4174 mod_alloclightmap_state_t lmstate;
4177 // generate lightmap projection information for all triangles
4178 if (model->texturepool == NULL)
4179 model->texturepool = R_AllocTexturePool();
4180 lm_basescalepixels = 1.0f / max(0.0001f, mod_generatelightmaps_unitspersample.value);
4181 lm_borderpixels = mod_generatelightmaps_borderpixels.integer;
4182 lm_texturesize = bound(lm_borderpixels*2+1, 64, (int)vid.maxtexturesize_2d);
4183 //lm_maxpixels = lm_texturesize-(lm_borderpixels*2+1);
4184 Mod_AllocLightmap_Init(&lmstate, lm_texturesize, lm_texturesize);
4186 for (surfaceindex = 0;surfaceindex < model->num_surfaces;surfaceindex++)
4188 surface = model->data_surfaces + surfaceindex;
4189 e = model->surfmesh.data_element3i + surface->num_firsttriangle*3;
4190 lmscalepixels = lm_basescalepixels;
4191 for (retry = 0;retry < 30;retry++)
4193 // after a couple failed attempts, degrade quality to make it fit
4195 lmscalepixels *= 0.5f;
4196 for (i = 0;i < surface->num_triangles;i++)
4198 triangle = &mod_generatelightmaps_lightmaptriangles[surface->num_firsttriangle+i];
4199 triangle->lightmapindex = lightmapnumber;
4200 // calculate lightmap bounds in 3D pixel coordinates, limit size,
4201 // pick two planar axes for projection
4202 // lightmap coordinates here are in pixels
4203 // lightmap projections are snapped to pixel grid explicitly, such
4204 // that two neighboring triangles sharing an edge and projection
4205 // axis will have identical sampl espacing along their shared edge
4207 for (j = 0;j < 3;j++)
4209 if (j == triangle->axis)
4211 lmmins = floor(triangle->mins[j]*lmscalepixels)-lm_borderpixels;
4212 lmmaxs = floor(triangle->maxs[j]*lmscalepixels)+lm_borderpixels;
4213 triangle->lmsize[k] = (int)(lmmaxs-lmmins);
4214 triangle->lmbase[k] = lmmins/lmscalepixels;
4215 triangle->lmscale[k] = lmscalepixels;
4218 if (!Mod_AllocLightmap_Block(&lmstate, triangle->lmsize[0], triangle->lmsize[1], &triangle->lmoffset[0], &triangle->lmoffset[1]))
4221 // if all fit in this texture, we're done with this surface
4222 if (i == surface->num_triangles)
4224 // if we haven't maxed out the lightmap size yet, we retry the
4225 // entire surface batch...
4226 if (lm_texturesize * 2 <= min(mod_generatelightmaps_texturesize.integer, (int)vid.maxtexturesize_2d))
4228 lm_texturesize *= 2;
4231 Mod_AllocLightmap_Free(&lmstate);
4232 Mod_AllocLightmap_Init(&lmstate, lm_texturesize, lm_texturesize);
4235 // if we have maxed out the lightmap size, and this triangle does
4236 // not fit in the same texture as the rest of the surface, we have
4237 // to retry the entire surface in a new texture (can only use one)
4238 // with multiple retries, the lightmap quality degrades until it
4239 // fits (or gives up)
4240 if (surfaceindex > 0)
4242 Mod_AllocLightmap_Reset(&lmstate);
4246 Mod_AllocLightmap_Free(&lmstate);
4248 // now put triangles together into lightmap textures, and do not allow
4249 // triangles of a surface to go into different textures (as that would
4250 // require rewriting the surface list)
4251 model->brushq3.deluxemapping_modelspace = true;
4252 model->brushq3.deluxemapping = true;
4253 model->brushq3.num_mergedlightmaps = lightmapnumber;
4254 model->brushq3.data_lightmaps = (rtexture_t **)Mem_Alloc(model->mempool, model->brushq3.num_mergedlightmaps * sizeof(rtexture_t *));
4255 model->brushq3.data_deluxemaps = (rtexture_t **)Mem_Alloc(model->mempool, model->brushq3.num_mergedlightmaps * sizeof(rtexture_t *));
4256 lightmappixels = (unsigned char *)Mem_Alloc(tempmempool, model->brushq3.num_mergedlightmaps * lm_texturesize * lm_texturesize * 4);
4257 deluxemappixels = (unsigned char *)Mem_Alloc(tempmempool, model->brushq3.num_mergedlightmaps * lm_texturesize * lm_texturesize * 4);
4258 for (surfaceindex = 0;surfaceindex < model->num_surfaces;surfaceindex++)
4260 surface = model->data_surfaces + surfaceindex;
4261 e = model->surfmesh.data_element3i + surface->num_firsttriangle*3;
4262 for (i = 0;i < surface->num_triangles;i++)
4264 triangle = &mod_generatelightmaps_lightmaptriangles[surface->num_firsttriangle+i];
4265 TriangleNormal(triangle->vertex[0], triangle->vertex[1], triangle->vertex[2], trianglenormal);
4266 VectorNormalize(trianglenormal);
4267 VectorCopy(trianglenormal, samplenormal); // FIXME: this is supposed to be interpolated per pixel from vertices
4268 axis = triangle->axis;
4269 axis1 = axis == 0 ? 1 : 0;
4270 axis2 = axis == 2 ? 1 : 2;
4271 lmiscale[0] = 1.0f / triangle->lmscale[0];
4272 lmiscale[1] = 1.0f / triangle->lmscale[1];
4273 if (trianglenormal[axis] < 0)
4274 VectorNegate(trianglenormal, trianglenormal);
4275 CrossProduct(lmaxis[axis2], trianglenormal, temp);slopex = temp[axis] / temp[axis1];
4276 CrossProduct(lmaxis[axis1], trianglenormal, temp);slopey = temp[axis] / temp[axis2];
4277 slopebase = triangle->vertex[0][axis] - triangle->vertex[0][axis1]*slopex - triangle->vertex[0][axis2]*slopey;
4278 for (j = 0;j < 3;j++)
4280 float *t2f = model->surfmesh.data_texcoordlightmap2f + e[i*3+j]*2;
4281 t2f[0] = ((triangle->vertex[j][axis1] - triangle->lmbase[0]) * triangle->lmscale[0] + triangle->lmoffset[0]) / lm_texturesize;
4282 t2f[1] = ((triangle->vertex[j][axis2] - triangle->lmbase[1]) * triangle->lmscale[1] + triangle->lmoffset[1]) / lm_texturesize;
4284 samplecenter[axis1] = (t2f[0]*lm_texturesize-triangle->lmoffset[0])*lmiscale[0] + triangle->lmbase[0];
4285 samplecenter[axis2] = (t2f[1]*lm_texturesize-triangle->lmoffset[1])*lmiscale[1] + triangle->lmbase[1];
4286 samplecenter[axis] = samplecenter[axis1]*slopex + samplecenter[axis2]*slopey + slopebase;
4287 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]);
4297 forward[1] = 1.0f / triangle->lmscale[0];
4301 left[2] = 1.0f / triangle->lmscale[1];
4306 origin[1] = triangle->lmbase[0];
4307 origin[2] = triangle->lmbase[1];
4310 forward[0] = 1.0f / triangle->lmscale[0];
4315 left[2] = 1.0f / triangle->lmscale[1];
4319 origin[0] = triangle->lmbase[0];
4321 origin[2] = triangle->lmbase[1];
4324 forward[0] = 1.0f / triangle->lmscale[0];
4328 left[1] = 1.0f / triangle->lmscale[1];
4333 origin[0] = triangle->lmbase[0];
4334 origin[1] = triangle->lmbase[1];
4338 Matrix4x4_FromVectors(&backmatrix, forward, left, up, origin);
4340 #define LM_DIST_EPSILON (1.0f / 32.0f)
4341 for (y = 0;y < triangle->lmsize[1];y++)
4343 pixeloffset = ((triangle->lightmapindex * lm_texturesize + y + triangle->lmoffset[1]) * lm_texturesize + triangle->lmoffset[0]) * 4;
4344 for (x = 0;x < triangle->lmsize[0];x++, pixeloffset += 4)
4346 samplecenter[axis1] = (x+0.5f)*lmiscale[0] + triangle->lmbase[0];
4347 samplecenter[axis2] = (y+0.5f)*lmiscale[1] + triangle->lmbase[1];
4348 samplecenter[axis] = samplecenter[axis1]*slopex + samplecenter[axis2]*slopey + slopebase;
4349 VectorMA(samplecenter, 0.125f, samplenormal, samplecenter);
4350 Mod_GenerateLightmaps_LightmapSample(samplecenter, samplenormal, lightmappixels + pixeloffset, deluxemappixels + pixeloffset);
4356 for (lightmapindex = 0;lightmapindex < model->brushq3.num_mergedlightmaps;lightmapindex++)
4358 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);
4359 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);
4363 Mem_Free(lightmappixels);
4364 if (deluxemappixels)
4365 Mem_Free(deluxemappixels);
4367 for (surfaceindex = 0;surfaceindex < model->num_surfaces;surfaceindex++)
4369 surface = model->data_surfaces + surfaceindex;
4370 if (!surface->num_triangles)
4372 lightmapindex = mod_generatelightmaps_lightmaptriangles[surface->num_firsttriangle].lightmapindex;
4373 surface->lightmaptexture = model->brushq3.data_lightmaps[lightmapindex];
4374 surface->deluxemaptexture = model->brushq3.data_deluxemaps[lightmapindex];
4375 surface->lightmapinfo = NULL;
4378 model->brush.LightPoint = Mod_GenerateLightmaps_LightPoint;
4379 model->brushq1.lightdata = NULL;
4380 model->brushq1.lightmapupdateflags = NULL;
4381 model->brushq1.firstrender = false;
4382 model->brushq1.num_lightstyles = 0;
4383 model->brushq1.data_lightstyleinfo = NULL;
4384 for (i = 0;i < model->brush.numsubmodels;i++)
4386 model->brush.submodels[i]->brushq1.lightmapupdateflags = NULL;
4387 model->brush.submodels[i]->brushq1.firstrender = false;
4388 model->brush.submodels[i]->brushq1.num_lightstyles = 0;
4389 model->brush.submodels[i]->brushq1.data_lightstyleinfo = NULL;
4393 static void Mod_GenerateLightmaps_UpdateVertexColors(dp_model_t *model)
4396 for (i = 0;i < model->surfmesh.num_vertices;i++)
4397 Mod_GenerateLightmaps_VertexSample(model->surfmesh.data_vertex3f + 3*i, model->surfmesh.data_normal3f + 3*i, model->surfmesh.data_lightmapcolor4f + 4*i);
4400 static void Mod_GenerateLightmaps_UpdateLightGrid(dp_model_t *model)
4407 for (z = 0;z < model->brushq3.num_lightgrid_isize[2];z++)
4409 pos[2] = (model->brushq3.num_lightgrid_imins[2] + z + 0.5f) * model->brushq3.num_lightgrid_cellsize[2];
4410 for (y = 0;y < model->brushq3.num_lightgrid_isize[1];y++)
4412 pos[1] = (model->brushq3.num_lightgrid_imins[1] + y + 0.5f) * model->brushq3.num_lightgrid_cellsize[1];
4413 for (x = 0;x < model->brushq3.num_lightgrid_isize[0];x++, index++)
4415 pos[0] = (model->brushq3.num_lightgrid_imins[0] + x + 0.5f) * model->brushq3.num_lightgrid_cellsize[0];
4416 Mod_GenerateLightmaps_GridSample(pos, model->brushq3.data_lightgrid + index);
4422 extern cvar_t mod_q3bsp_nolightmaps;
4423 static void Mod_GenerateLightmaps(dp_model_t *model)
4425 //lightmaptriangle_t *lightmaptriangles = Mem_Alloc(model->mempool, model->surfmesh.num_triangles * sizeof(lightmaptriangle_t));
4426 dp_model_t *oldloadmodel = loadmodel;
4429 Mod_GenerateLightmaps_InitSampleOffsets(model);
4430 Mod_GenerateLightmaps_DestroyLightmaps(model);
4431 Mod_GenerateLightmaps_UnweldTriangles(model);
4432 Mod_GenerateLightmaps_CreateTriangleInformation(model);
4433 Mod_GenerateLightmaps_CreateLights(model);
4434 if(!mod_q3bsp_nolightmaps.integer)
4435 Mod_GenerateLightmaps_CreateLightmaps(model);
4436 Mod_GenerateLightmaps_UpdateVertexColors(model);
4437 Mod_GenerateLightmaps_UpdateLightGrid(model);
4438 Mod_GenerateLightmaps_DestroyLights(model);
4439 Mod_GenerateLightmaps_DestroyTriangleInformation(model);
4441 loadmodel = oldloadmodel;
4444 static void Mod_GenerateLightmaps_f(void)
4446 if (Cmd_Argc() != 1)
4448 Con_Printf("usage: mod_generatelightmaps\n");
4453 Con_Printf("no worldmodel loaded\n");
4456 Mod_GenerateLightmaps(cl.worldmodel);