2 Copyright (C) 1996-1997 Id Software, Inc.
4 This program is free software; you can redistribute it and/or
5 modify it under the terms of the GNU General Public License
6 as published by the Free Software Foundation; either version 2
7 of the License, or (at your option) any later version.
9 This program is distributed in the hope that it will be useful,
10 but WITHOUT ANY WARRANTY; without even the implied warranty of
11 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
13 See the GNU General Public License for more details.
15 You should have received a copy of the GNU General Public License
16 along with this program; if not, write to the Free Software
17 Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
20 // models.c -- model loading and caching
22 // models are the only shared resource between a client and server running
23 // on the same machine.
30 cvar_t r_enableshadowvolumes = {CVAR_SAVE, "r_enableshadowvolumes", "1", "Enables use of Stencil Shadow Volume shadowing methods, saves some memory if turned off"};
31 cvar_t r_mipskins = {CVAR_SAVE, "r_mipskins", "0", "mipmaps model skins so they render faster in the distance and do not display noise artifacts, can cause discoloration of skins if they contain undesirable border colors"};
32 cvar_t r_mipnormalmaps = {CVAR_SAVE, "r_mipnormalmaps", "1", "mipmaps normalmaps (turning it off looks sharper but may have aliasing)"};
33 cvar_t mod_generatelightmaps_unitspersample = {CVAR_SAVE, "mod_generatelightmaps_unitspersample", "8", "lightmap resolution"};
34 cvar_t mod_generatelightmaps_borderpixels = {CVAR_SAVE, "mod_generatelightmaps_borderpixels", "2", "extra space around polygons to prevent sampling artifacts"};
35 cvar_t mod_generatelightmaps_texturesize = {CVAR_SAVE, "mod_generatelightmaps_texturesize", "1024", "size of lightmap textures"};
36 cvar_t mod_generatelightmaps_lightmapsamples = {CVAR_SAVE, "mod_generatelightmaps_lightmapsamples", "16", "number of shadow tests done per lightmap pixel"};
37 cvar_t mod_generatelightmaps_vertexsamples = {CVAR_SAVE, "mod_generatelightmaps_vertexsamples", "16", "number of shadow tests done per vertex"};
38 cvar_t mod_generatelightmaps_gridsamples = {CVAR_SAVE, "mod_generatelightmaps_gridsamples", "64", "number of shadow tests done per lightgrid cell"};
39 cvar_t mod_generatelightmaps_lightmapradius = {CVAR_SAVE, "mod_generatelightmaps_lightmapradius", "16", "sampling area around each lightmap pixel"};
40 cvar_t mod_generatelightmaps_vertexradius = {CVAR_SAVE, "mod_generatelightmaps_vertexradius", "16", "sampling area around each vertex"};
41 cvar_t mod_generatelightmaps_gridradius = {CVAR_SAVE, "mod_generatelightmaps_gridradius", "64", "sampling area around each lightgrid cell center"};
43 dp_model_t *loadmodel;
45 static mempool_t *mod_mempool;
46 static memexpandablearray_t models;
48 static mempool_t* q3shaders_mem;
49 typedef struct q3shader_hash_entry_s
51 q3shaderinfo_t shader;
52 struct q3shader_hash_entry_s* chain;
53 } q3shader_hash_entry_t;
54 #define Q3SHADER_HASH_SIZE 1021
55 typedef struct q3shader_data_s
57 memexpandablearray_t hash_entries;
58 q3shader_hash_entry_t hash[Q3SHADER_HASH_SIZE];
59 memexpandablearray_t char_ptrs;
61 static q3shader_data_t* q3shader_data;
63 static void mod_start(void)
66 int nummodels = Mem_ExpandableArray_IndexRange(&models);
69 SCR_PushLoadingScreen(false, "Loading models", 1.0);
71 for (i = 0;i < nummodels;i++)
72 if ((mod = (dp_model_t*) Mem_ExpandableArray_RecordAtIndex(&models, i)) && mod->name[0] && mod->name[0] != '*')
75 for (i = 0;i < nummodels;i++)
76 if ((mod = (dp_model_t*) Mem_ExpandableArray_RecordAtIndex(&models, i)) && mod->name[0] && mod->name[0] != '*')
79 SCR_PushLoadingScreen(true, mod->name, 1.0 / count);
80 Mod_LoadModel(mod, true, false);
81 SCR_PopLoadingScreen(false);
83 SCR_PopLoadingScreen(false);
86 static void mod_shutdown(void)
89 int nummodels = Mem_ExpandableArray_IndexRange(&models);
92 for (i = 0;i < nummodels;i++)
93 if ((mod = (dp_model_t*) Mem_ExpandableArray_RecordAtIndex(&models, i)) && (mod->loaded || mod->mempool))
97 Mod_Skeletal_FreeBuffers();
100 static void mod_newmap(void)
103 int i, j, k, surfacenum, ssize, tsize;
104 int nummodels = Mem_ExpandableArray_IndexRange(&models);
107 for (i = 0;i < nummodels;i++)
109 if ((mod = (dp_model_t*) Mem_ExpandableArray_RecordAtIndex(&models, i)) && mod->mempool)
111 for (j = 0;j < mod->num_textures && mod->data_textures;j++)
113 for (k = 0;k < mod->data_textures[j].numskinframes;k++)
114 R_SkinFrame_MarkUsed(mod->data_textures[j].skinframes[k]);
115 for (k = 0;k < mod->data_textures[j].backgroundnumskinframes;k++)
116 R_SkinFrame_MarkUsed(mod->data_textures[j].backgroundskinframes[k]);
118 if (mod->brush.solidskyskinframe)
119 R_SkinFrame_MarkUsed(mod->brush.solidskyskinframe);
120 if (mod->brush.alphaskyskinframe)
121 R_SkinFrame_MarkUsed(mod->brush.alphaskyskinframe);
125 if (!cl_stainmaps_clearonload.integer)
128 for (i = 0;i < nummodels;i++)
130 if ((mod = (dp_model_t*) Mem_ExpandableArray_RecordAtIndex(&models, i)) && mod->mempool && mod->data_surfaces)
132 for (surfacenum = 0, surface = mod->data_surfaces;surfacenum < mod->num_surfaces;surfacenum++, surface++)
134 if (surface->lightmapinfo && surface->lightmapinfo->stainsamples)
136 ssize = (surface->lightmapinfo->extents[0] >> 4) + 1;
137 tsize = (surface->lightmapinfo->extents[1] >> 4) + 1;
138 memset(surface->lightmapinfo->stainsamples, 255, ssize * tsize * 3);
139 mod->brushq1.lightmapupdateflags[surfacenum] = true;
151 static void Mod_Print(void);
152 static void Mod_Precache (void);
153 static void Mod_Decompile_f(void);
154 static void Mod_GenerateLightmaps_f(void);
157 mod_mempool = Mem_AllocPool("modelinfo", 0, NULL);
158 Mem_ExpandableArray_NewArray(&models, mod_mempool, sizeof(dp_model_t), 16);
164 Cvar_RegisterVariable(&r_enableshadowvolumes);
165 Cvar_RegisterVariable(&r_mipskins);
166 Cvar_RegisterVariable(&r_mipnormalmaps);
167 Cvar_RegisterVariable(&mod_generatelightmaps_unitspersample);
168 Cvar_RegisterVariable(&mod_generatelightmaps_borderpixels);
169 Cvar_RegisterVariable(&mod_generatelightmaps_texturesize);
171 Cvar_RegisterVariable(&mod_generatelightmaps_lightmapsamples);
172 Cvar_RegisterVariable(&mod_generatelightmaps_vertexsamples);
173 Cvar_RegisterVariable(&mod_generatelightmaps_gridsamples);
174 Cvar_RegisterVariable(&mod_generatelightmaps_lightmapradius);
175 Cvar_RegisterVariable(&mod_generatelightmaps_vertexradius);
176 Cvar_RegisterVariable(&mod_generatelightmaps_gridradius);
178 Cmd_AddCommand ("modellist", Mod_Print, "prints a list of loaded models");
179 Cmd_AddCommand ("modelprecache", Mod_Precache, "load a model");
180 Cmd_AddCommand ("modeldecompile", Mod_Decompile_f, "exports a model in several formats for editing purposes");
181 Cmd_AddCommand ("mod_generatelightmaps", Mod_GenerateLightmaps_f, "rebuilds lighting on current worldmodel");
184 void Mod_RenderInit(void)
186 R_RegisterModule("Models", mod_start, mod_shutdown, mod_newmap, NULL, NULL);
189 void Mod_UnloadModel (dp_model_t *mod)
191 char name[MAX_QPATH];
193 dp_model_t *parentmodel;
195 if (developer_loading.integer)
196 Con_Printf("unloading model %s\n", mod->name);
198 strlcpy(name, mod->name, sizeof(name));
199 parentmodel = mod->brush.parentmodel;
203 if (mod->surfmesh.vertex3fbuffer)
204 R_Mesh_DestroyMeshBuffer(mod->surfmesh.vertex3fbuffer);
205 mod->surfmesh.vertex3fbuffer = NULL;
206 if (mod->surfmesh.vertexmeshbuffer)
207 R_Mesh_DestroyMeshBuffer(mod->surfmesh.vertexmeshbuffer);
208 mod->surfmesh.vertexmeshbuffer = NULL;
209 if (mod->surfmesh.data_element3i_indexbuffer)
210 R_Mesh_DestroyMeshBuffer(mod->surfmesh.data_element3i_indexbuffer);
211 mod->surfmesh.data_element3i_indexbuffer = NULL;
212 if (mod->surfmesh.data_element3s_indexbuffer)
213 R_Mesh_DestroyMeshBuffer(mod->surfmesh.data_element3s_indexbuffer);
214 mod->surfmesh.data_element3s_indexbuffer = NULL;
215 if (mod->surfmesh.vbo_vertexbuffer)
216 R_Mesh_DestroyMeshBuffer(mod->surfmesh.vbo_vertexbuffer);
217 mod->surfmesh.vbo_vertexbuffer = NULL;
219 // free textures/memory attached to the model
220 R_FreeTexturePool(&mod->texturepool);
221 Mem_FreePool(&mod->mempool);
222 // clear the struct to make it available
223 memset(mod, 0, sizeof(dp_model_t));
224 // restore the fields we want to preserve
225 strlcpy(mod->name, name, sizeof(mod->name));
226 mod->brush.parentmodel = parentmodel;
231 static void R_Model_Null_Draw(entity_render_t *ent)
237 typedef void (*mod_framegroupify_parsegroups_t) (unsigned int i, int start, int len, float fps, qboolean loop, const char *name, void *pass);
239 static int Mod_FrameGroupify_ParseGroups(const char *buf, mod_framegroupify_parsegroups_t cb, void *pass)
253 if (!COM_ParseToken_Simple(&bufptr, true, false, false))
255 if (!strcmp(com_token, "\n"))
256 continue; // empty line
257 start = atoi(com_token);
258 if (!COM_ParseToken_Simple(&bufptr, true, false, false))
260 if (!strcmp(com_token, "\n"))
262 Con_Printf("framegroups file: missing number of frames\n");
265 len = atoi(com_token);
266 if (!COM_ParseToken_Simple(&bufptr, true, false, false))
268 // we default to looping as it's usually wanted, so to NOT loop you append a 0
269 if (strcmp(com_token, "\n") && strcmp(com_token, "//"))
271 fps = atof(com_token);
272 if (!COM_ParseToken_Simple(&bufptr, true, false, false))
274 if (strcmp(com_token, "\n") && strcmp(com_token, "//"))
275 loop = atoi(com_token) != 0;
286 if(!strcmp(com_token, "//"))
288 if (COM_ParseToken_Simple(&bufptr, true, false, false))
290 if(strcmp(com_token, "\n"))
294 while (*bufptr && *bufptr != '\n' && *bufptr != '\r')
301 cb(i, start, len, fps, loop, name, pass);
308 static void Mod_FrameGroupify_ParseGroups_Store (unsigned int i, int start, int len, float fps, qboolean loop, const char *name, void *pass)
310 dp_model_t *mod = (dp_model_t *) pass;
311 animscene_t *anim = &mod->animscenes[i];
313 strlcpy(anim->name, name, sizeof(anim[i].name));
315 dpsnprintf(anim->name, sizeof(anim[i].name), "groupified_%d_anim", i);
316 anim->firstframe = bound(0, start, mod->num_poses - 1);
317 anim->framecount = bound(1, len, mod->num_poses - anim->firstframe);
318 anim->framerate = max(1, fps);
320 //Con_Printf("frame group %d is %d %d %f %d\n", i, start, len, fps, loop);
323 static void Mod_FrameGroupify(dp_model_t *mod, const char *buf)
328 cnt = Mod_FrameGroupify_ParseGroups(buf, NULL, NULL);
331 Con_Printf("no scene found in framegroups file, aborting\n");
334 mod->numframes = cnt;
337 // (we do not free the previous animscenes, but model unloading will free the pool owning them, so it's okay)
338 mod->animscenes = (animscene_t *) Mem_Alloc(mod->mempool, sizeof(animscene_t) * mod->numframes);
341 Mod_FrameGroupify_ParseGroups(buf, Mod_FrameGroupify_ParseGroups_Store, mod);
344 static void Mod_FindPotentialDeforms(dp_model_t *mod)
348 mod->wantnormals = false;
349 mod->wanttangents = false;
350 for (i = 0;i < mod->num_textures;i++)
352 texture = mod->data_textures + i;
353 if (texture->tcgen.tcgen == Q3TCGEN_ENVIRONMENT)
354 mod->wantnormals = true;
355 for (j = 0;j < Q3MAXDEFORMS;j++)
357 if (texture->deforms[j].deform == Q3DEFORM_AUTOSPRITE)
359 mod->wanttangents = true;
360 mod->wantnormals = true;
363 if (texture->deforms[j].deform != Q3DEFORM_NONE)
364 mod->wantnormals = true;
376 dp_model_t *Mod_LoadModel(dp_model_t *mod, qboolean crash, qboolean checkdisk)
381 fs_offset_t filesize = 0;
386 if (mod->name[0] == '*') // submodel
389 if (!strcmp(mod->name, "null"))
394 if (mod->loaded || mod->mempool)
395 Mod_UnloadModel(mod);
397 if (developer_loading.integer)
398 Con_Printf("loading model %s\n", mod->name);
401 mod->crc = (unsigned int)-1;
404 VectorClear(mod->normalmins);
405 VectorClear(mod->normalmaxs);
406 VectorClear(mod->yawmins);
407 VectorClear(mod->yawmaxs);
408 VectorClear(mod->rotatedmins);
409 VectorClear(mod->rotatedmaxs);
411 mod->modeldatatypestring = "null";
412 mod->type = mod_null;
413 mod->Draw = R_Model_Null_Draw;
417 // no fatal errors occurred, so this model is ready to use.
426 // even if the model is loaded it still may need reloading...
428 // if it is not loaded or checkdisk is true we need to calculate the crc
429 if (!mod->loaded || checkdisk)
431 if (checkdisk && mod->loaded)
432 Con_DPrintf("checking model %s\n", mod->name);
433 buf = FS_LoadFile (mod->name, tempmempool, false, &filesize);
436 crc = CRC_Block((unsigned char *)buf, filesize);
437 // we need to reload the model if the crc does not match
443 // if the model is already loaded and checks passed, just return
451 if (developer_loading.integer)
452 Con_Printf("loading model %s\n", mod->name);
454 SCR_PushLoadingScreen(true, mod->name, 1);
456 // LordHavoc: unload the existing model in this slot (if there is one)
457 if (mod->loaded || mod->mempool)
458 Mod_UnloadModel(mod);
463 // errors can prevent the corresponding mod->loaded = true;
466 // default model radius and bounding box (mainly for missing models)
468 VectorSet(mod->normalmins, -mod->radius, -mod->radius, -mod->radius);
469 VectorSet(mod->normalmaxs, mod->radius, mod->radius, mod->radius);
470 VectorSet(mod->yawmins, -mod->radius, -mod->radius, -mod->radius);
471 VectorSet(mod->yawmaxs, mod->radius, mod->radius, mod->radius);
472 VectorSet(mod->rotatedmins, -mod->radius, -mod->radius, -mod->radius);
473 VectorSet(mod->rotatedmaxs, mod->radius, mod->radius, mod->radius);
477 // load q3 shaders for the first time, or after a level change
483 char *bufend = (char *)buf + filesize;
485 // all models use memory, so allocate a memory pool
486 mod->mempool = Mem_AllocPool(mod->name, 0, NULL);
488 num = LittleLong(*((int *)buf));
489 // call the apropriate loader
491 if (!strcasecmp(FS_FileExtension(mod->name), "obj")) Mod_OBJ_Load(mod, buf, bufend);
492 else if (!memcmp(buf, "IDPO", 4)) Mod_IDP0_Load(mod, buf, bufend);
493 else if (!memcmp(buf, "IDP2", 4)) Mod_IDP2_Load(mod, buf, bufend);
494 else if (!memcmp(buf, "IDP3", 4)) Mod_IDP3_Load(mod, buf, bufend);
495 else if (!memcmp(buf, "IDSP", 4)) Mod_IDSP_Load(mod, buf, bufend);
496 else if (!memcmp(buf, "IDS2", 4)) Mod_IDS2_Load(mod, buf, bufend);
497 else if (!memcmp(buf, "IBSP", 4)) Mod_IBSP_Load(mod, buf, bufend);
498 else if (!memcmp(buf, "ZYMOTICMODEL", 12)) Mod_ZYMOTICMODEL_Load(mod, buf, bufend);
499 else if (!memcmp(buf, "DARKPLACESMODEL", 16)) Mod_DARKPLACESMODEL_Load(mod, buf, bufend);
500 else if (!memcmp(buf, "ACTRHEAD", 8)) Mod_PSKMODEL_Load(mod, buf, bufend);
501 else if (!memcmp(buf, "INTERQUAKEMODEL", 16)) Mod_INTERQUAKEMODEL_Load(mod, buf, bufend);
502 else if (strlen(mod->name) >= 4 && !strcmp(mod->name + strlen(mod->name) - 4, ".map")) Mod_MAP_Load(mod, buf, bufend);
503 else if (num == BSPVERSION || num == 30) Mod_Q1BSP_Load(mod, buf, bufend);
504 else Con_Printf("Mod_LoadModel: model \"%s\" is of unknown/unsupported type\n", mod->name);
507 Mod_FindPotentialDeforms(mod);
509 buf = FS_LoadFile(va(vabuf, sizeof(vabuf), "%s.framegroups", mod->name), tempmempool, false, &filesize);
512 Mod_FrameGroupify(mod, (const char *)buf);
520 // LordHavoc: Sys_Error was *ANNOYING*
521 Con_Printf ("Mod_LoadModel: %s not found\n", mod->name);
524 // no fatal errors occurred, so this model is ready to use.
527 SCR_PopLoadingScreen(false);
532 void Mod_ClearUsed(void)
535 int nummodels = Mem_ExpandableArray_IndexRange(&models);
537 for (i = 0;i < nummodels;i++)
538 if ((mod = (dp_model_t*) Mem_ExpandableArray_RecordAtIndex(&models, i)) && mod->name[0])
542 void Mod_PurgeUnused(void)
545 int nummodels = Mem_ExpandableArray_IndexRange(&models);
547 for (i = 0;i < nummodels;i++)
549 if ((mod = (dp_model_t*) Mem_ExpandableArray_RecordAtIndex(&models, i)) && mod->name[0] && !mod->used)
551 Mod_UnloadModel(mod);
552 Mem_ExpandableArray_FreeRecord(&models, mod);
563 dp_model_t *Mod_FindName(const char *name, const char *parentname)
572 // if we're not dedicatd, the renderer calls will crash without video
575 nummodels = Mem_ExpandableArray_IndexRange(&models);
578 Host_Error ("Mod_ForName: NULL name");
580 // search the currently loaded models
581 for (i = 0;i < nummodels;i++)
583 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))))
590 // no match found, create a new one
591 mod = (dp_model_t *) Mem_ExpandableArray_AllocRecord(&models);
592 strlcpy(mod->name, name, sizeof(mod->name));
594 mod->brush.parentmodel = Mod_FindName(parentname, NULL);
596 mod->brush.parentmodel = NULL;
606 Loads in a model for the given name
609 dp_model_t *Mod_ForName(const char *name, qboolean crash, qboolean checkdisk, const char *parentname)
612 model = Mod_FindName(name, parentname);
613 if (!model->loaded || checkdisk)
614 Mod_LoadModel(model, crash, checkdisk);
622 Reloads all models if they have changed
625 void Mod_Reload(void)
628 int nummodels = Mem_ExpandableArray_IndexRange(&models);
631 SCR_PushLoadingScreen(false, "Reloading models", 1.0);
633 for (i = 0;i < nummodels;i++)
634 if ((mod = (dp_model_t *) Mem_ExpandableArray_RecordAtIndex(&models, i)) && mod->name[0] && mod->name[0] != '*' && mod->used)
636 for (i = 0;i < nummodels;i++)
637 if ((mod = (dp_model_t *) Mem_ExpandableArray_RecordAtIndex(&models, i)) && mod->name[0] && mod->name[0] != '*' && mod->used)
639 SCR_PushLoadingScreen(true, mod->name, 1.0 / count);
640 Mod_LoadModel(mod, true, true);
641 SCR_PopLoadingScreen(false);
643 SCR_PopLoadingScreen(false);
646 unsigned char *mod_base;
649 //=============================================================================
656 static void Mod_Print(void)
659 int nummodels = Mem_ExpandableArray_IndexRange(&models);
662 Con_Print("Loaded models:\n");
663 for (i = 0;i < nummodels;i++)
665 if ((mod = (dp_model_t *) Mem_ExpandableArray_RecordAtIndex(&models, i)) && mod->name[0] && mod->name[0] != '*')
667 if (mod->brush.numsubmodels)
668 Con_Printf("%4iK %s (%i submodels)\n", mod->mempool ? (int)((mod->mempool->totalsize + 1023) / 1024) : 0, mod->name, mod->brush.numsubmodels);
670 Con_Printf("%4iK %s\n", mod->mempool ? (int)((mod->mempool->totalsize + 1023) / 1024) : 0, mod->name);
680 static void Mod_Precache(void)
683 Mod_ForName(Cmd_Argv(1), false, true, Cmd_Argv(1)[0] == '*' ? cl.model_name[1] : NULL);
685 Con_Print("usage: modelprecache <filename>\n");
688 int Mod_BuildVertexRemapTableFromElements(int numelements, const int *elements, int numvertices, int *remapvertices)
692 used = (unsigned char *)Mem_Alloc(tempmempool, numvertices);
693 memset(used, 0, numvertices);
694 for (i = 0;i < numelements;i++)
695 used[elements[i]] = 1;
696 for (i = 0, count = 0;i < numvertices;i++)
697 remapvertices[i] = used[i] ? count++ : -1;
703 // fast way, using an edge hash
704 #define TRIANGLEEDGEHASH 8192
705 void Mod_BuildTriangleNeighbors(int *neighbors, const int *elements, int numtriangles)
707 int i, j, p, e1, e2, *n, hashindex, count, match;
709 typedef struct edgehashentry_s
711 struct edgehashentry_s *next;
716 static edgehashentry_t **edgehash;
717 edgehashentry_t *edgehashentries, *hash;
720 edgehash = (edgehashentry_t **)Mem_Alloc(tempmempool, TRIANGLEEDGEHASH * sizeof(*edgehash));
721 // if there are too many triangles for the stack array, allocate larger buffer
722 edgehashentries = (edgehashentry_t *)Mem_Alloc(tempmempool, numtriangles * 3 * sizeof(edgehashentry_t));
723 // find neighboring triangles
724 for (i = 0, e = elements, n = neighbors;i < numtriangles;i++, e += 3, n += 3)
726 for (j = 0, p = 2;j < 3;p = j, j++)
730 // this hash index works for both forward and backward edges
731 hashindex = (unsigned int)(e1 + e2) % TRIANGLEEDGEHASH;
732 hash = edgehashentries + i * 3 + j;
733 hash->next = edgehash[hashindex];
734 edgehash[hashindex] = hash;
736 hash->element[0] = e1;
737 hash->element[1] = e2;
740 for (i = 0, e = elements, n = neighbors;i < numtriangles;i++, e += 3, n += 3)
742 for (j = 0, p = 2;j < 3;p = j, j++)
746 // this hash index works for both forward and backward edges
747 hashindex = (unsigned int)(e1 + e2) % TRIANGLEEDGEHASH;
750 for (hash = edgehash[hashindex];hash;hash = hash->next)
752 if (hash->element[0] == e2 && hash->element[1] == e1)
754 if (hash->triangle != i)
755 match = hash->triangle;
758 else if ((hash->element[0] == e1 && hash->element[1] == e2))
761 // detect edges shared by three triangles and make them seams
767 // also send a keepalive here (this can take a while too!)
768 CL_KeepaliveMessage(false);
770 // free the allocated buffer
771 Mem_Free(edgehashentries);
775 // very slow but simple way
776 static int Mod_FindTriangleWithEdge(const int *elements, int numtriangles, int start, int end, int ignore)
781 for (i = 0;i < numtriangles;i++, elements += 3)
783 if ((elements[0] == start && elements[1] == end)
784 || (elements[1] == start && elements[2] == end)
785 || (elements[2] == start && elements[0] == end))
791 else if ((elements[1] == start && elements[0] == end)
792 || (elements[2] == start && elements[1] == end)
793 || (elements[0] == start && elements[2] == end))
796 // detect edges shared by three triangles and make them seams
802 void Mod_BuildTriangleNeighbors(int *neighbors, const int *elements, int numtriangles)
806 for (i = 0, e = elements, n = neighbors;i < numtriangles;i++, e += 3, n += 3)
808 n[0] = Mod_FindTriangleWithEdge(elements, numtriangles, e[1], e[0], i);
809 n[1] = Mod_FindTriangleWithEdge(elements, numtriangles, e[2], e[1], i);
810 n[2] = Mod_FindTriangleWithEdge(elements, numtriangles, e[0], e[2], i);
815 void Mod_ValidateElements(int *elements, int numtriangles, int firstvertex, int numverts, const char *filename, int fileline)
817 int i, warned = false, endvertex = firstvertex + numverts;
818 for (i = 0;i < numtriangles * 3;i++)
820 if (elements[i] < firstvertex || elements[i] >= endvertex)
825 Con_Printf("Mod_ValidateElements: out of bounds elements detected at %s:%d\n", filename, fileline);
827 elements[i] = firstvertex;
832 // warning: this is an expensive function!
833 void Mod_BuildNormals(int firstvertex, int numvertices, int numtriangles, const float *vertex3f, const int *elements, float *normal3f, qboolean areaweighting)
840 memset(normal3f + 3 * firstvertex, 0, numvertices * sizeof(float[3]));
841 // process each vertex of each triangle and accumulate the results
842 // use area-averaging, to make triangles with a big area have a bigger
843 // weighting on the vertex normal than triangles with a small area
844 // to do so, just add the 'normals' together (the bigger the area
845 // the greater the length of the normal is
847 for (i = 0; i < numtriangles; i++, element += 3)
850 vertex3f + element[0] * 3,
851 vertex3f + element[1] * 3,
852 vertex3f + element[2] * 3,
857 VectorNormalize(areaNormal);
859 for (j = 0;j < 3;j++)
861 vectorNormal = normal3f + element[j] * 3;
862 vectorNormal[0] += areaNormal[0];
863 vectorNormal[1] += areaNormal[1];
864 vectorNormal[2] += areaNormal[2];
867 // and just normalize the accumulated vertex normal in the end
868 vectorNormal = normal3f + 3 * firstvertex;
869 for (i = 0; i < numvertices; i++, vectorNormal += 3)
870 VectorNormalize(vectorNormal);
874 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)
876 float f, tangentcross[3], v10[3], v20[3], tc10[2], tc20[2];
877 // 79 add/sub/negate/multiply (1 cycle), 1 compare (3 cycle?), total cycles not counting load/store/exchange roughly 82 cycles
878 // 6 add, 28 subtract, 39 multiply, 1 compare, 50% chance of 6 negates
880 // 6 multiply, 9 subtract
881 VectorSubtract(v1, v0, v10);
882 VectorSubtract(v2, v0, v20);
883 normal3f[0] = v20[1] * v10[2] - v20[2] * v10[1];
884 normal3f[1] = v20[2] * v10[0] - v20[0] * v10[2];
885 normal3f[2] = v20[0] * v10[1] - v20[1] * v10[0];
886 // 12 multiply, 10 subtract
887 tc10[1] = tc1[1] - tc0[1];
888 tc20[1] = tc2[1] - tc0[1];
889 svector3f[0] = tc10[1] * v20[0] - tc20[1] * v10[0];
890 svector3f[1] = tc10[1] * v20[1] - tc20[1] * v10[1];
891 svector3f[2] = tc10[1] * v20[2] - tc20[1] * v10[2];
892 tc10[0] = tc1[0] - tc0[0];
893 tc20[0] = tc2[0] - tc0[0];
894 tvector3f[0] = tc10[0] * v20[0] - tc20[0] * v10[0];
895 tvector3f[1] = tc10[0] * v20[1] - tc20[0] * v10[1];
896 tvector3f[2] = tc10[0] * v20[2] - tc20[0] * v10[2];
897 // 12 multiply, 4 add, 6 subtract
898 f = DotProduct(svector3f, normal3f);
899 svector3f[0] -= f * normal3f[0];
900 svector3f[1] -= f * normal3f[1];
901 svector3f[2] -= f * normal3f[2];
902 f = DotProduct(tvector3f, normal3f);
903 tvector3f[0] -= f * normal3f[0];
904 tvector3f[1] -= f * normal3f[1];
905 tvector3f[2] -= f * normal3f[2];
906 // if texture is mapped the wrong way (counterclockwise), the tangents
907 // have to be flipped, this is detected by calculating a normal from the
908 // two tangents, and seeing if it is opposite the surface normal
909 // 9 multiply, 2 add, 3 subtract, 1 compare, 50% chance of: 6 negates
910 CrossProduct(tvector3f, svector3f, tangentcross);
911 if (DotProduct(tangentcross, normal3f) < 0)
913 VectorNegate(svector3f, svector3f);
914 VectorNegate(tvector3f, tvector3f);
919 // warning: this is a very expensive function!
920 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)
923 float sdir[3], tdir[3], normal[3], *sv, *tv;
924 const float *v0, *v1, *v2, *tc0, *tc1, *tc2, *n;
925 float f, tangentcross[3], v10[3], v20[3], tc10[2], tc20[2];
928 memset(svector3f + 3 * firstvertex, 0, numvertices * sizeof(float[3]));
929 memset(tvector3f + 3 * firstvertex, 0, numvertices * sizeof(float[3]));
930 // process each vertex of each triangle and accumulate the results
931 for (tnum = 0, e = elements;tnum < numtriangles;tnum++, e += 3)
933 v0 = vertex3f + e[0] * 3;
934 v1 = vertex3f + e[1] * 3;
935 v2 = vertex3f + e[2] * 3;
936 tc0 = texcoord2f + e[0] * 2;
937 tc1 = texcoord2f + e[1] * 2;
938 tc2 = texcoord2f + e[2] * 2;
940 // 79 add/sub/negate/multiply (1 cycle), 1 compare (3 cycle?), total cycles not counting load/store/exchange roughly 82 cycles
941 // 6 add, 28 subtract, 39 multiply, 1 compare, 50% chance of 6 negates
943 // calculate the edge directions and surface normal
944 // 6 multiply, 9 subtract
945 VectorSubtract(v1, v0, v10);
946 VectorSubtract(v2, v0, v20);
947 normal[0] = v20[1] * v10[2] - v20[2] * v10[1];
948 normal[1] = v20[2] * v10[0] - v20[0] * v10[2];
949 normal[2] = v20[0] * v10[1] - v20[1] * v10[0];
951 // calculate the tangents
952 // 12 multiply, 10 subtract
953 tc10[1] = tc1[1] - tc0[1];
954 tc20[1] = tc2[1] - tc0[1];
955 sdir[0] = tc10[1] * v20[0] - tc20[1] * v10[0];
956 sdir[1] = tc10[1] * v20[1] - tc20[1] * v10[1];
957 sdir[2] = tc10[1] * v20[2] - tc20[1] * v10[2];
958 tc10[0] = tc1[0] - tc0[0];
959 tc20[0] = tc2[0] - tc0[0];
960 tdir[0] = tc10[0] * v20[0] - tc20[0] * v10[0];
961 tdir[1] = tc10[0] * v20[1] - tc20[0] * v10[1];
962 tdir[2] = tc10[0] * v20[2] - tc20[0] * v10[2];
964 // if texture is mapped the wrong way (counterclockwise), the tangents
965 // have to be flipped, this is detected by calculating a normal from the
966 // two tangents, and seeing if it is opposite the surface normal
967 // 9 multiply, 2 add, 3 subtract, 1 compare, 50% chance of: 6 negates
968 CrossProduct(tdir, sdir, tangentcross);
969 if (DotProduct(tangentcross, normal) < 0)
971 VectorNegate(sdir, sdir);
972 VectorNegate(tdir, tdir);
977 VectorNormalize(sdir);
978 VectorNormalize(tdir);
980 for (i = 0;i < 3;i++)
982 VectorAdd(svector3f + e[i]*3, sdir, svector3f + e[i]*3);
983 VectorAdd(tvector3f + e[i]*3, tdir, tvector3f + e[i]*3);
986 // make the tangents completely perpendicular to the surface normal, and
987 // then normalize them
988 // 16 assignments, 2 divide, 2 sqrt, 2 negates, 14 adds, 24 multiplies
989 for (i = 0, sv = svector3f + 3 * firstvertex, tv = tvector3f + 3 * firstvertex, n = normal3f + 3 * firstvertex;i < numvertices;i++, sv += 3, tv += 3, n += 3)
991 f = -DotProduct(sv, n);
992 VectorMA(sv, f, n, sv);
994 f = -DotProduct(tv, n);
995 VectorMA(tv, f, n, tv);
1000 void Mod_AllocSurfMesh(mempool_t *mempool, int numvertices, int numtriangles, qboolean lightmapoffsets, qboolean vertexcolors, qboolean neighbors)
1002 unsigned char *data;
1003 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));
1004 loadmodel->surfmesh.num_vertices = numvertices;
1005 loadmodel->surfmesh.num_triangles = numtriangles;
1006 if (loadmodel->surfmesh.num_vertices)
1008 loadmodel->surfmesh.data_vertex3f = (float *)data, data += sizeof(float[3]) * loadmodel->surfmesh.num_vertices;
1009 loadmodel->surfmesh.data_svector3f = (float *)data, data += sizeof(float[3]) * loadmodel->surfmesh.num_vertices;
1010 loadmodel->surfmesh.data_tvector3f = (float *)data, data += sizeof(float[3]) * loadmodel->surfmesh.num_vertices;
1011 loadmodel->surfmesh.data_normal3f = (float *)data, data += sizeof(float[3]) * loadmodel->surfmesh.num_vertices;
1012 loadmodel->surfmesh.data_texcoordtexture2f = (float *)data, data += sizeof(float[2]) * loadmodel->surfmesh.num_vertices;
1013 loadmodel->surfmesh.data_texcoordlightmap2f = (float *)data, data += sizeof(float[2]) * loadmodel->surfmesh.num_vertices;
1015 loadmodel->surfmesh.data_lightmapcolor4f = (float *)data, data += sizeof(float[4]) * loadmodel->surfmesh.num_vertices;
1016 if (lightmapoffsets)
1017 loadmodel->surfmesh.data_lightmapoffsets = (int *)data, data += sizeof(int) * loadmodel->surfmesh.num_vertices;
1019 if (loadmodel->surfmesh.num_triangles)
1021 loadmodel->surfmesh.data_element3i = (int *)data, data += sizeof(int[3]) * loadmodel->surfmesh.num_triangles;
1023 loadmodel->surfmesh.data_neighbor3i = (int *)data, data += sizeof(int[3]) * loadmodel->surfmesh.num_triangles;
1024 if (loadmodel->surfmesh.num_vertices <= 65536)
1025 loadmodel->surfmesh.data_element3s = (unsigned short *)data, data += sizeof(unsigned short[3]) * loadmodel->surfmesh.num_triangles;
1029 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)
1031 shadowmesh_t *newmesh;
1032 unsigned char *data;
1034 size = sizeof(shadowmesh_t);
1035 size += maxverts * sizeof(float[3]);
1037 size += maxverts * sizeof(float[11]);
1038 size += maxtriangles * sizeof(int[3]);
1039 if (maxverts <= 65536)
1040 size += maxtriangles * sizeof(unsigned short[3]);
1042 size += maxtriangles * sizeof(int[3]);
1044 size += SHADOWMESHVERTEXHASH * sizeof(shadowmeshvertexhash_t *) + maxverts * sizeof(shadowmeshvertexhash_t);
1045 data = (unsigned char *)Mem_Alloc(mempool, size);
1046 newmesh = (shadowmesh_t *)data;data += sizeof(*newmesh);
1047 newmesh->map_diffuse = map_diffuse;
1048 newmesh->map_specular = map_specular;
1049 newmesh->map_normal = map_normal;
1050 newmesh->maxverts = maxverts;
1051 newmesh->maxtriangles = maxtriangles;
1052 newmesh->numverts = 0;
1053 newmesh->numtriangles = 0;
1054 memset(newmesh->sideoffsets, 0, sizeof(newmesh->sideoffsets));
1055 memset(newmesh->sidetotals, 0, sizeof(newmesh->sidetotals));
1057 newmesh->vertex3f = (float *)data;data += maxverts * sizeof(float[3]);
1060 newmesh->svector3f = (float *)data;data += maxverts * sizeof(float[3]);
1061 newmesh->tvector3f = (float *)data;data += maxverts * sizeof(float[3]);
1062 newmesh->normal3f = (float *)data;data += maxverts * sizeof(float[3]);
1063 newmesh->texcoord2f = (float *)data;data += maxverts * sizeof(float[2]);
1065 newmesh->element3i = (int *)data;data += maxtriangles * sizeof(int[3]);
1068 newmesh->neighbor3i = (int *)data;data += maxtriangles * sizeof(int[3]);
1072 newmesh->vertexhashtable = (shadowmeshvertexhash_t **)data;data += SHADOWMESHVERTEXHASH * sizeof(shadowmeshvertexhash_t *);
1073 newmesh->vertexhashentries = (shadowmeshvertexhash_t *)data;data += maxverts * sizeof(shadowmeshvertexhash_t);
1075 if (maxverts <= 65536)
1076 newmesh->element3s = (unsigned short *)data;data += maxtriangles * sizeof(unsigned short[3]);
1080 shadowmesh_t *Mod_ShadowMesh_ReAlloc(mempool_t *mempool, shadowmesh_t *oldmesh, int light, int neighbors)
1082 shadowmesh_t *newmesh;
1083 newmesh = Mod_ShadowMesh_Alloc(mempool, oldmesh->numverts, oldmesh->numtriangles, oldmesh->map_diffuse, oldmesh->map_specular, oldmesh->map_normal, light, neighbors, false);
1084 newmesh->numverts = oldmesh->numverts;
1085 newmesh->numtriangles = oldmesh->numtriangles;
1086 memcpy(newmesh->sideoffsets, oldmesh->sideoffsets, sizeof(oldmesh->sideoffsets));
1087 memcpy(newmesh->sidetotals, oldmesh->sidetotals, sizeof(oldmesh->sidetotals));
1089 memcpy(newmesh->vertex3f, oldmesh->vertex3f, oldmesh->numverts * sizeof(float[3]));
1090 if (newmesh->svector3f && oldmesh->svector3f)
1092 memcpy(newmesh->svector3f, oldmesh->svector3f, oldmesh->numverts * sizeof(float[3]));
1093 memcpy(newmesh->tvector3f, oldmesh->tvector3f, oldmesh->numverts * sizeof(float[3]));
1094 memcpy(newmesh->normal3f, oldmesh->normal3f, oldmesh->numverts * sizeof(float[3]));
1095 memcpy(newmesh->texcoord2f, oldmesh->texcoord2f, oldmesh->numverts * sizeof(float[2]));
1097 memcpy(newmesh->element3i, oldmesh->element3i, oldmesh->numtriangles * sizeof(int[3]));
1098 if (newmesh->neighbor3i && oldmesh->neighbor3i)
1099 memcpy(newmesh->neighbor3i, oldmesh->neighbor3i, oldmesh->numtriangles * sizeof(int[3]));
1103 int Mod_ShadowMesh_AddVertex(shadowmesh_t *mesh, float *vertex14f)
1105 int hashindex, vnum;
1106 shadowmeshvertexhash_t *hash;
1107 // this uses prime numbers intentionally
1108 hashindex = (unsigned int) (vertex14f[0] * 2003 + vertex14f[1] * 4001 + vertex14f[2] * 7919) % SHADOWMESHVERTEXHASH;
1109 for (hash = mesh->vertexhashtable[hashindex];hash;hash = hash->next)
1111 vnum = (hash - mesh->vertexhashentries);
1112 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]))
1113 && (mesh->svector3f == NULL || (mesh->svector3f[vnum * 3 + 0] == vertex14f[3] && mesh->svector3f[vnum * 3 + 1] == vertex14f[4] && mesh->svector3f[vnum * 3 + 2] == vertex14f[5]))
1114 && (mesh->tvector3f == NULL || (mesh->tvector3f[vnum * 3 + 0] == vertex14f[6] && mesh->tvector3f[vnum * 3 + 1] == vertex14f[7] && mesh->tvector3f[vnum * 3 + 2] == vertex14f[8]))
1115 && (mesh->normal3f == NULL || (mesh->normal3f[vnum * 3 + 0] == vertex14f[9] && mesh->normal3f[vnum * 3 + 1] == vertex14f[10] && mesh->normal3f[vnum * 3 + 2] == vertex14f[11]))
1116 && (mesh->texcoord2f == NULL || (mesh->texcoord2f[vnum * 2 + 0] == vertex14f[12] && mesh->texcoord2f[vnum * 2 + 1] == vertex14f[13])))
1117 return hash - mesh->vertexhashentries;
1119 vnum = mesh->numverts++;
1120 hash = mesh->vertexhashentries + vnum;
1121 hash->next = mesh->vertexhashtable[hashindex];
1122 mesh->vertexhashtable[hashindex] = hash;
1123 if (mesh->vertex3f) {mesh->vertex3f[vnum * 3 + 0] = vertex14f[0];mesh->vertex3f[vnum * 3 + 1] = vertex14f[1];mesh->vertex3f[vnum * 3 + 2] = vertex14f[2];}
1124 if (mesh->svector3f) {mesh->svector3f[vnum * 3 + 0] = vertex14f[3];mesh->svector3f[vnum * 3 + 1] = vertex14f[4];mesh->svector3f[vnum * 3 + 2] = vertex14f[5];}
1125 if (mesh->tvector3f) {mesh->tvector3f[vnum * 3 + 0] = vertex14f[6];mesh->tvector3f[vnum * 3 + 1] = vertex14f[7];mesh->tvector3f[vnum * 3 + 2] = vertex14f[8];}
1126 if (mesh->normal3f) {mesh->normal3f[vnum * 3 + 0] = vertex14f[9];mesh->normal3f[vnum * 3 + 1] = vertex14f[10];mesh->normal3f[vnum * 3 + 2] = vertex14f[11];}
1127 if (mesh->texcoord2f) {mesh->texcoord2f[vnum * 2 + 0] = vertex14f[12];mesh->texcoord2f[vnum * 2 + 1] = vertex14f[13];}
1131 void Mod_ShadowMesh_AddTriangle(mempool_t *mempool, shadowmesh_t *mesh, rtexture_t *map_diffuse, rtexture_t *map_specular, rtexture_t *map_normal, float *vertex14f)
1133 if (mesh->numtriangles == 0)
1135 // set the properties on this empty mesh to be more favorable...
1136 // (note: this case only occurs for the first triangle added to a new mesh chain)
1137 mesh->map_diffuse = map_diffuse;
1138 mesh->map_specular = map_specular;
1139 mesh->map_normal = map_normal;
1141 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)
1143 if (mesh->next == NULL)
1144 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);
1147 mesh->element3i[mesh->numtriangles * 3 + 0] = Mod_ShadowMesh_AddVertex(mesh, vertex14f + 14 * 0);
1148 mesh->element3i[mesh->numtriangles * 3 + 1] = Mod_ShadowMesh_AddVertex(mesh, vertex14f + 14 * 1);
1149 mesh->element3i[mesh->numtriangles * 3 + 2] = Mod_ShadowMesh_AddVertex(mesh, vertex14f + 14 * 2);
1150 mesh->numtriangles++;
1153 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)
1156 float vbuf[3*14], *v;
1157 memset(vbuf, 0, sizeof(vbuf));
1158 for (i = 0;i < numtris;i++)
1160 for (j = 0, v = vbuf;j < 3;j++, v += 14)
1165 v[0] = vertex3f[e * 3 + 0];
1166 v[1] = vertex3f[e * 3 + 1];
1167 v[2] = vertex3f[e * 3 + 2];
1171 v[3] = svector3f[e * 3 + 0];
1172 v[4] = svector3f[e * 3 + 1];
1173 v[5] = svector3f[e * 3 + 2];
1177 v[6] = tvector3f[e * 3 + 0];
1178 v[7] = tvector3f[e * 3 + 1];
1179 v[8] = tvector3f[e * 3 + 2];
1183 v[9] = normal3f[e * 3 + 0];
1184 v[10] = normal3f[e * 3 + 1];
1185 v[11] = normal3f[e * 3 + 2];
1189 v[12] = texcoord2f[e * 2 + 0];
1190 v[13] = texcoord2f[e * 2 + 1];
1193 Mod_ShadowMesh_AddTriangle(mempool, mesh, map_diffuse, map_specular, map_normal, vbuf);
1196 // the triangle calculation can take a while, so let's do a keepalive here
1197 CL_KeepaliveMessage(false);
1200 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)
1202 // the preparation before shadow mesh initialization can take a while, so let's do a keepalive here
1203 CL_KeepaliveMessage(false);
1205 return Mod_ShadowMesh_Alloc(mempool, maxverts, maxtriangles, map_diffuse, map_specular, map_normal, light, neighbors, expandable);
1208 static void Mod_ShadowMesh_CreateVBOs(shadowmesh_t *mesh, mempool_t *mempool)
1210 if (!mesh->numverts)
1213 // build r_vertexmesh_t array
1214 // (compressed interleaved array for D3D)
1215 if (!mesh->vertexmesh && mesh->texcoord2f && vid.useinterleavedarrays)
1218 int numvertices = mesh->numverts;
1219 r_vertexmesh_t *vertexmesh;
1220 mesh->vertexmesh = vertexmesh = (r_vertexmesh_t*)Mem_Alloc(mempool, numvertices * sizeof(*mesh->vertexmesh));
1221 for (vertexindex = 0;vertexindex < numvertices;vertexindex++, vertexmesh++)
1223 VectorCopy(mesh->vertex3f + 3*vertexindex, vertexmesh->vertex3f);
1224 VectorScale(mesh->svector3f + 3*vertexindex, 1.0f, vertexmesh->svector3f);
1225 VectorScale(mesh->tvector3f + 3*vertexindex, 1.0f, vertexmesh->tvector3f);
1226 VectorScale(mesh->normal3f + 3*vertexindex, 1.0f, vertexmesh->normal3f);
1227 Vector2Copy(mesh->texcoord2f + 2*vertexindex, vertexmesh->texcoordtexture2f);
1231 // upload r_vertexmesh_t array as a buffer
1232 if (mesh->vertexmesh && !mesh->vertexmeshbuffer)
1233 mesh->vertexmeshbuffer = R_Mesh_CreateMeshBuffer(mesh->vertexmesh, mesh->numverts * sizeof(*mesh->vertexmesh), loadmodel->name, false, false, false);
1235 // upload vertex3f array as a buffer
1236 if (mesh->vertex3f && !mesh->vertex3fbuffer)
1237 mesh->vertex3fbuffer = R_Mesh_CreateMeshBuffer(mesh->vertex3f, mesh->numverts * sizeof(float[3]), loadmodel->name, false, false, false);
1239 // upload short indices as a buffer
1240 if (mesh->element3s && !mesh->element3s_indexbuffer)
1241 mesh->element3s_indexbuffer = R_Mesh_CreateMeshBuffer(mesh->element3s, mesh->numtriangles * sizeof(short[3]), loadmodel->name, true, false, true);
1243 // upload int indices as a buffer
1244 if (mesh->element3i && !mesh->element3i_indexbuffer && !mesh->element3s)
1245 mesh->element3i_indexbuffer = R_Mesh_CreateMeshBuffer(mesh->element3i, mesh->numtriangles * sizeof(int[3]), loadmodel->name, true, false, false);
1247 // vertex buffer is several arrays and we put them in the same buffer
1249 // is this wise? the texcoordtexture2f array is used with dynamic
1250 // vertex/svector/tvector/normal when rendering animated models, on the
1251 // other hand animated models don't use a lot of vertices anyway...
1252 if (!mesh->vbo_vertexbuffer && !vid.useinterleavedarrays)
1257 mesh->vbooffset_vertex3f = size;if (mesh->vertex3f ) size += mesh->numverts * sizeof(float[3]);
1258 mesh->vbooffset_svector3f = size;if (mesh->svector3f ) size += mesh->numverts * sizeof(float[3]);
1259 mesh->vbooffset_tvector3f = size;if (mesh->tvector3f ) size += mesh->numverts * sizeof(float[3]);
1260 mesh->vbooffset_normal3f = size;if (mesh->normal3f ) size += mesh->numverts * sizeof(float[3]);
1261 mesh->vbooffset_texcoord2f = size;if (mesh->texcoord2f ) size += mesh->numverts * sizeof(float[2]);
1262 mem = (unsigned char *)Mem_Alloc(tempmempool, size);
1263 if (mesh->vertex3f ) memcpy(mem + mesh->vbooffset_vertex3f , mesh->vertex3f , mesh->numverts * sizeof(float[3]));
1264 if (mesh->svector3f ) memcpy(mem + mesh->vbooffset_svector3f , mesh->svector3f , mesh->numverts * sizeof(float[3]));
1265 if (mesh->tvector3f ) memcpy(mem + mesh->vbooffset_tvector3f , mesh->tvector3f , mesh->numverts * sizeof(float[3]));
1266 if (mesh->normal3f ) memcpy(mem + mesh->vbooffset_normal3f , mesh->normal3f , mesh->numverts * sizeof(float[3]));
1267 if (mesh->texcoord2f ) memcpy(mem + mesh->vbooffset_texcoord2f , mesh->texcoord2f , mesh->numverts * sizeof(float[2]));
1268 mesh->vbo_vertexbuffer = R_Mesh_CreateMeshBuffer(mem, size, "shadowmesh", false, false, false);
1273 shadowmesh_t *Mod_ShadowMesh_Finish(mempool_t *mempool, shadowmesh_t *firstmesh, qboolean light, qboolean neighbors, qboolean createvbo)
1275 shadowmesh_t *mesh, *newmesh, *nextmesh;
1276 // reallocate meshs to conserve space
1277 for (mesh = firstmesh, firstmesh = NULL;mesh;mesh = nextmesh)
1279 nextmesh = mesh->next;
1280 if (mesh->numverts >= 3 && mesh->numtriangles >= 1)
1282 newmesh = Mod_ShadowMesh_ReAlloc(mempool, mesh, light, neighbors);
1283 newmesh->next = firstmesh;
1284 firstmesh = newmesh;
1285 if (newmesh->element3s)
1288 for (i = 0;i < newmesh->numtriangles*3;i++)
1289 newmesh->element3s[i] = newmesh->element3i[i];
1292 Mod_ShadowMesh_CreateVBOs(newmesh, mempool);
1297 // this can take a while, so let's do a keepalive here
1298 CL_KeepaliveMessage(false);
1303 void Mod_ShadowMesh_CalcBBox(shadowmesh_t *firstmesh, vec3_t mins, vec3_t maxs, vec3_t center, float *radius)
1307 vec3_t nmins, nmaxs, ncenter, temp;
1308 float nradius2, dist2, *v;
1312 for (mesh = firstmesh;mesh;mesh = mesh->next)
1314 if (mesh == firstmesh)
1316 VectorCopy(mesh->vertex3f, nmins);
1317 VectorCopy(mesh->vertex3f, nmaxs);
1319 for (i = 0, v = mesh->vertex3f;i < mesh->numverts;i++, v += 3)
1321 if (nmins[0] > v[0]) nmins[0] = v[0];if (nmaxs[0] < v[0]) nmaxs[0] = v[0];
1322 if (nmins[1] > v[1]) nmins[1] = v[1];if (nmaxs[1] < v[1]) nmaxs[1] = v[1];
1323 if (nmins[2] > v[2]) nmins[2] = v[2];if (nmaxs[2] < v[2]) nmaxs[2] = v[2];
1326 // calculate center and radius
1327 ncenter[0] = (nmins[0] + nmaxs[0]) * 0.5f;
1328 ncenter[1] = (nmins[1] + nmaxs[1]) * 0.5f;
1329 ncenter[2] = (nmins[2] + nmaxs[2]) * 0.5f;
1331 for (mesh = firstmesh;mesh;mesh = mesh->next)
1333 for (i = 0, v = mesh->vertex3f;i < mesh->numverts;i++, v += 3)
1335 VectorSubtract(v, ncenter, temp);
1336 dist2 = DotProduct(temp, temp);
1337 if (nradius2 < dist2)
1343 VectorCopy(nmins, mins);
1345 VectorCopy(nmaxs, maxs);
1347 VectorCopy(ncenter, center);
1349 *radius = sqrt(nradius2);
1352 void Mod_ShadowMesh_Free(shadowmesh_t *mesh)
1354 shadowmesh_t *nextmesh;
1355 for (;mesh;mesh = nextmesh)
1357 if (mesh->vertex3fbuffer)
1358 R_Mesh_DestroyMeshBuffer(mesh->vertex3fbuffer);
1359 if (mesh->vertexmeshbuffer)
1360 R_Mesh_DestroyMeshBuffer(mesh->vertexmeshbuffer);
1361 if (mesh->element3i_indexbuffer)
1362 R_Mesh_DestroyMeshBuffer(mesh->element3i_indexbuffer);
1363 if (mesh->element3s_indexbuffer)
1364 R_Mesh_DestroyMeshBuffer(mesh->element3s_indexbuffer);
1365 if (mesh->vbo_vertexbuffer)
1366 R_Mesh_DestroyMeshBuffer(mesh->vbo_vertexbuffer);
1367 nextmesh = mesh->next;
1372 void Mod_CreateCollisionMesh(dp_model_t *mod)
1374 int k, numcollisionmeshtriangles;
1375 qboolean usesinglecollisionmesh = false;
1376 const msurface_t *surface = NULL;
1378 mempool_t *mempool = mod->mempool;
1379 if (!mempool && mod->brush.parentmodel)
1380 mempool = mod->brush.parentmodel->mempool;
1381 // make a single combined collision mesh for physics engine use
1382 // TODO rewrite this to use the collision brushes as source, to fix issues with e.g. common/caulk which creates no drawsurface
1383 numcollisionmeshtriangles = 0;
1384 for (k = 0;k < mod->nummodelsurfaces;k++)
1386 surface = mod->data_surfaces + mod->firstmodelsurface + k;
1387 if (!strcmp(surface->texture->name, "collision")) // found collision mesh
1389 usesinglecollisionmesh = true;
1390 numcollisionmeshtriangles = surface->num_triangles;
1393 if (!(surface->texture->supercontents & SUPERCONTENTS_SOLID))
1395 numcollisionmeshtriangles += surface->num_triangles;
1397 mod->brush.collisionmesh = Mod_ShadowMesh_Begin(mempool, numcollisionmeshtriangles * 3, numcollisionmeshtriangles, NULL, NULL, NULL, false, false, true);
1398 if (usesinglecollisionmesh)
1399 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));
1402 for (k = 0;k < mod->nummodelsurfaces;k++)
1404 surface = mod->data_surfaces + mod->firstmodelsurface + k;
1405 if (!(surface->texture->supercontents & SUPERCONTENTS_SOLID))
1407 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));
1410 mod->brush.collisionmesh = Mod_ShadowMesh_Finish(mempool, mod->brush.collisionmesh, false, false, false);
1414 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)
1419 if (ix >= 0 && iy >= 0 && ix < imagewidth && iy < imageheight)
1420 v[2] = (imagepixels[((iy*imagewidth)+ix)*4+0] + imagepixels[((iy*imagewidth)+ix)*4+1] + imagepixels[((iy*imagewidth)+ix)*4+2]) * (1.0f / 765.0f);
1423 Matrix4x4_Transform(pixelstepmatrix, v, vertex3f);
1424 Matrix4x4_Transform(pixeltexturestepmatrix, v, tc);
1425 texcoord2f[0] = tc[0];
1426 texcoord2f[1] = tc[1];
1429 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)
1431 float vup[3], vdown[3], vleft[3], vright[3];
1432 float tcup[3], tcdown[3], tcleft[3], tcright[3];
1433 float sv[3], tv[3], nl[3];
1434 Mod_GetTerrainVertex3fTexCoord2fFromBGRA(imagepixels, imagewidth, imageheight, ix, iy, vertex3f, texcoord2f, pixelstepmatrix, pixeltexturestepmatrix);
1435 Mod_GetTerrainVertex3fTexCoord2fFromBGRA(imagepixels, imagewidth, imageheight, ix, iy - 1, vup, tcup, pixelstepmatrix, pixeltexturestepmatrix);
1436 Mod_GetTerrainVertex3fTexCoord2fFromBGRA(imagepixels, imagewidth, imageheight, ix, iy + 1, vdown, tcdown, pixelstepmatrix, pixeltexturestepmatrix);
1437 Mod_GetTerrainVertex3fTexCoord2fFromBGRA(imagepixels, imagewidth, imageheight, ix - 1, iy, vleft, tcleft, pixelstepmatrix, pixeltexturestepmatrix);
1438 Mod_GetTerrainVertex3fTexCoord2fFromBGRA(imagepixels, imagewidth, imageheight, ix + 1, iy, vright, tcright, pixelstepmatrix, pixeltexturestepmatrix);
1439 Mod_BuildBumpVectors(vertex3f, vup, vright, texcoord2f, tcup, tcright, svector3f, tvector3f, normal3f);
1440 Mod_BuildBumpVectors(vertex3f, vright, vdown, texcoord2f, tcright, tcdown, sv, tv, nl);
1441 VectorAdd(svector3f, sv, svector3f);
1442 VectorAdd(tvector3f, tv, tvector3f);
1443 VectorAdd(normal3f, nl, normal3f);
1444 Mod_BuildBumpVectors(vertex3f, vdown, vleft, texcoord2f, tcdown, tcleft, sv, tv, nl);
1445 VectorAdd(svector3f, sv, svector3f);
1446 VectorAdd(tvector3f, tv, tvector3f);
1447 VectorAdd(normal3f, nl, normal3f);
1448 Mod_BuildBumpVectors(vertex3f, vleft, vup, texcoord2f, tcleft, tcup, sv, tv, nl);
1449 VectorAdd(svector3f, sv, svector3f);
1450 VectorAdd(tvector3f, tv, tvector3f);
1451 VectorAdd(normal3f, nl, normal3f);
1454 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)
1456 int x, y, ix, iy, *e;
1458 for (y = 0;y < height;y++)
1460 for (x = 0;x < width;x++)
1462 e[0] = (y + 1) * (width + 1) + (x + 0);
1463 e[1] = (y + 0) * (width + 1) + (x + 0);
1464 e[2] = (y + 1) * (width + 1) + (x + 1);
1465 e[3] = (y + 0) * (width + 1) + (x + 0);
1466 e[4] = (y + 0) * (width + 1) + (x + 1);
1467 e[5] = (y + 1) * (width + 1) + (x + 1);
1471 Mod_BuildTriangleNeighbors(neighbor3i, element3i, width*height*2);
1472 for (y = 0, iy = y1;y < height + 1;y++, iy++)
1473 for (x = 0, ix = x1;x < width + 1;x++, ix++, vertex3f += 3, texcoord2f += 2, svector3f += 3, tvector3f += 3, normal3f += 3)
1474 Mod_GetTerrainVertexFromBGRA(imagepixels, imagewidth, imageheight, ix, iy, vertex3f, texcoord2f, svector3f, tvector3f, normal3f, pixelstepmatrix, pixeltexturestepmatrix);
1479 void Mod_Terrain_SurfaceRecurseChunk(dp_model_t *model, int stepsize, int x, int y)
1483 float chunkwidth = min(stepsize, model->terrain.width - 1 - x);
1484 float chunkheight = min(stepsize, model->terrain.height - 1 - y);
1485 float viewvector[3];
1486 unsigned int firstvertex;
1489 if (chunkwidth < 2 || chunkheight < 2)
1491 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]);
1492 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]);
1493 viewvector[0] = bound(mins[0], localvieworigin, maxs[0]) - model->terrain.vieworigin[0];
1494 viewvector[1] = bound(mins[1], localvieworigin, maxs[1]) - model->terrain.vieworigin[1];
1495 viewvector[2] = bound(mins[2], localvieworigin, maxs[2]) - model->terrain.vieworigin[2];
1496 if (stepsize > 1 && VectorLength(viewvector) < stepsize*model->terrain.scale[0]*r_terrain_lodscale.value)
1498 // too close for this stepsize, emit as 4 chunks instead
1500 Mod_Terrain_SurfaceRecurseChunk(model, stepsize, x, y);
1501 Mod_Terrain_SurfaceRecurseChunk(model, stepsize, x+stepsize, y);
1502 Mod_Terrain_SurfaceRecurseChunk(model, stepsize, x, y+stepsize);
1503 Mod_Terrain_SurfaceRecurseChunk(model, stepsize, x+stepsize, y+stepsize);
1506 // emit the geometry at stepsize into our vertex buffer / index buffer
1507 // we add two columns and two rows for skirt
1508 outwidth = chunkwidth+2;
1509 outheight = chunkheight+2;
1510 outwidth2 = outwidth-1;
1511 outheight2 = outheight-1;
1512 outwidth3 = outwidth+1;
1513 outheight3 = outheight+1;
1514 firstvertex = numvertices;
1515 e = model->terrain.element3i + numtriangles;
1516 numtriangles += chunkwidth*chunkheight*2+chunkwidth*2*2+chunkheight*2*2;
1517 v = model->terrain.vertex3f + numvertices;
1518 numvertices += (chunkwidth+1)*(chunkheight+1)+(chunkwidth+1)*2+(chunkheight+1)*2;
1519 // emit the triangles (note: the skirt is treated as two extra rows and two extra columns)
1520 for (ty = 0;ty < outheight;ty++)
1522 for (tx = 0;tx < outwidth;tx++)
1524 *e++ = firstvertex + (ty )*outwidth3+(tx );
1525 *e++ = firstvertex + (ty )*outwidth3+(tx+1);
1526 *e++ = firstvertex + (ty+1)*outwidth3+(tx+1);
1527 *e++ = firstvertex + (ty )*outwidth3+(tx );
1528 *e++ = firstvertex + (ty+1)*outwidth3+(tx+1);
1529 *e++ = firstvertex + (ty+1)*outwidth3+(tx );
1532 // TODO: emit surface vertices (x+tx*stepsize, y+ty*stepsize)
1533 for (ty = 0;ty <= outheight;ty++)
1535 skirtrow = ty == 0 || ty == outheight;
1536 ry = y+bound(1, ty, outheight)*stepsize;
1537 for (tx = 0;tx <= outwidth;tx++)
1539 skirt = skirtrow || tx == 0 || tx == outwidth;
1540 rx = x+bound(1, tx, outwidth)*stepsize;
1543 v[2] = heightmap[ry*terrainwidth+rx]*scale[2];
1547 // TODO: emit skirt vertices
1550 void Mod_Terrain_UpdateSurfacesForViewOrigin(dp_model_t *model)
1552 for (y = 0;y < model->terrain.size[1];y += model->terrain.
1553 Mod_Terrain_SurfaceRecurseChunk(model, model->terrain.maxstepsize, x, y);
1554 Mod_Terrain_BuildChunk(model,
1558 static int Mod_LoadQ3Shaders_EnumerateWaveFunc(const char *s)
1561 if (!strncasecmp(s, "user", 4)) // parse stuff like "user1sin", always user<n>func
1563 offset = bound(0, s[4] - '0', 9);
1564 offset = (offset + 1) << Q3WAVEFUNC_USER_SHIFT;
1569 if (!strcasecmp(s, "sin")) return offset | Q3WAVEFUNC_SIN;
1570 if (!strcasecmp(s, "square")) return offset | Q3WAVEFUNC_SQUARE;
1571 if (!strcasecmp(s, "triangle")) return offset | Q3WAVEFUNC_TRIANGLE;
1572 if (!strcasecmp(s, "sawtooth")) return offset | Q3WAVEFUNC_SAWTOOTH;
1573 if (!strcasecmp(s, "inversesawtooth")) return offset | Q3WAVEFUNC_INVERSESAWTOOTH;
1574 if (!strcasecmp(s, "noise")) return offset | Q3WAVEFUNC_NOISE;
1575 if (!strcasecmp(s, "none")) return offset | Q3WAVEFUNC_NONE;
1576 Con_DPrintf("Mod_LoadQ3Shaders: unknown wavefunc %s\n", s);
1577 return offset | Q3WAVEFUNC_NONE;
1580 void Mod_FreeQ3Shaders(void)
1582 Mem_FreePool(&q3shaders_mem);
1585 static void Q3Shader_AddToHash (q3shaderinfo_t* shader)
1587 unsigned short hash = CRC_Block_CaseInsensitive ((const unsigned char *)shader->name, strlen (shader->name));
1588 q3shader_hash_entry_t* entry = q3shader_data->hash + (hash % Q3SHADER_HASH_SIZE);
1589 q3shader_hash_entry_t* lastEntry = NULL;
1590 while (entry != NULL)
1592 if (strcasecmp (entry->shader.name, shader->name) == 0)
1595 if(shader->dpshaderkill)
1597 // killed shader is a redeclarion? we can safely ignore it
1600 else if(entry->shader.dpshaderkill)
1602 // replace the old shader!
1603 // this will skip the entry allocating part
1604 // below and just replace the shader
1609 unsigned char *start, *end, *start2;
1610 start = (unsigned char *) (&shader->Q3SHADERINFO_COMPARE_START);
1611 end = ((unsigned char *) (&shader->Q3SHADERINFO_COMPARE_END)) + sizeof(shader->Q3SHADERINFO_COMPARE_END);
1612 start2 = (unsigned char *) (&entry->shader.Q3SHADERINFO_COMPARE_START);
1613 if(memcmp(start, start2, end - start))
1614 Con_DPrintf("Shader '%s' already defined, ignoring mismatching redeclaration\n", shader->name);
1616 Con_DPrintf("Shader '%s' already defined\n", shader->name);
1621 entry = entry->chain;
1625 if (lastEntry->shader.name[0] != 0)
1628 q3shader_hash_entry_t* newEntry = (q3shader_hash_entry_t*)
1629 Mem_ExpandableArray_AllocRecord (&q3shader_data->hash_entries);
1631 while (lastEntry->chain != NULL) lastEntry = lastEntry->chain;
1632 lastEntry->chain = newEntry;
1633 newEntry->chain = NULL;
1634 lastEntry = newEntry;
1636 /* else: head of chain, in hash entry array */
1639 memcpy (&entry->shader, shader, sizeof (q3shaderinfo_t));
1642 extern cvar_t mod_noshader_default_offsetmapping;
1643 extern cvar_t mod_q3shader_default_offsetmapping;
1644 extern cvar_t mod_q3shader_default_offsetmapping_scale;
1645 extern cvar_t mod_q3shader_default_offsetmapping_bias;
1646 extern cvar_t mod_q3shader_default_polygonoffset;
1647 extern cvar_t mod_q3shader_default_polygonfactor;
1648 extern cvar_t mod_q3shader_force_addalpha;
1649 void Mod_LoadQ3Shaders(void)
1656 q3shaderinfo_t shader;
1657 q3shaderinfo_layer_t *layer;
1659 char parameter[TEXTURE_MAXFRAMES + 4][Q3PATHLENGTH];
1660 char *custsurfaceparmnames[256]; // VorteX: q3map2 has 64 but well, someone will need more
1661 unsigned long custsurfaceparms[256];
1662 int numcustsurfaceparms;
1663 qboolean dpshaderkill;
1665 Mod_FreeQ3Shaders();
1667 q3shaders_mem = Mem_AllocPool("q3shaders", 0, NULL);
1668 q3shader_data = (q3shader_data_t*)Mem_Alloc (q3shaders_mem,
1669 sizeof (q3shader_data_t));
1670 Mem_ExpandableArray_NewArray (&q3shader_data->hash_entries,
1671 q3shaders_mem, sizeof (q3shader_hash_entry_t), 256);
1672 Mem_ExpandableArray_NewArray (&q3shader_data->char_ptrs,
1673 q3shaders_mem, sizeof (char**), 256);
1675 // parse custinfoparms.txt
1676 numcustsurfaceparms = 0;
1677 if ((text = f = (char *)FS_LoadFile("scripts/custinfoparms.txt", tempmempool, false, NULL)) != NULL)
1679 if (!COM_ParseToken_QuakeC(&text, false) || strcasecmp(com_token, "{"))
1680 Con_DPrintf("scripts/custinfoparms.txt: contentflags section parsing error - expected \"{\", found \"%s\"\n", com_token);
1683 while (COM_ParseToken_QuakeC(&text, false))
1684 if (!strcasecmp(com_token, "}"))
1686 // custom surfaceflags section
1687 if (!COM_ParseToken_QuakeC(&text, false) || strcasecmp(com_token, "{"))
1688 Con_DPrintf("scripts/custinfoparms.txt: surfaceflags section parsing error - expected \"{\", found \"%s\"\n", com_token);
1691 while(COM_ParseToken_QuakeC(&text, false))
1693 if (!strcasecmp(com_token, "}"))
1695 // register surfaceflag
1696 if (numcustsurfaceparms >= 256)
1698 Con_Printf("scripts/custinfoparms.txt: surfaceflags section parsing error - max 256 surfaceflags exceeded\n");
1702 j = strlen(com_token)+1;
1703 custsurfaceparmnames[numcustsurfaceparms] = (char *)Mem_Alloc(tempmempool, j);
1704 strlcpy(custsurfaceparmnames[numcustsurfaceparms], com_token, j+1);
1706 if (COM_ParseToken_QuakeC(&text, false))
1707 custsurfaceparms[numcustsurfaceparms] = strtol(com_token, NULL, 0);
1709 custsurfaceparms[numcustsurfaceparms] = 0;
1710 numcustsurfaceparms++;
1718 search = FS_Search("scripts/*.shader", true, false);
1721 for (fileindex = 0;fileindex < search->numfilenames;fileindex++)
1723 text = f = (char *)FS_LoadFile(search->filenames[fileindex], tempmempool, false, NULL);
1726 while (COM_ParseToken_QuakeC(&text, false))
1728 memset (&shader, 0, sizeof(shader));
1729 shader.reflectmin = 0;
1730 shader.reflectmax = 1;
1731 shader.refractfactor = 1;
1732 Vector4Set(shader.refractcolor4f, 1, 1, 1, 1);
1733 shader.reflectfactor = 1;
1734 Vector4Set(shader.reflectcolor4f, 1, 1, 1, 1);
1735 shader.r_water_wateralpha = 1;
1736 shader.offsetmapping = (mod_q3shader_default_offsetmapping.value) ? OFFSETMAPPING_DEFAULT : OFFSETMAPPING_OFF;
1737 shader.offsetscale = mod_q3shader_default_offsetmapping_scale.value;
1738 shader.offsetbias = mod_q3shader_default_offsetmapping_bias.value;
1739 shader.specularscalemod = 1;
1740 shader.specularpowermod = 1;
1741 shader.biaspolygonoffset = mod_q3shader_default_polygonoffset.value;
1742 shader.biaspolygonfactor = mod_q3shader_default_polygonfactor.value;
1744 strlcpy(shader.name, com_token, sizeof(shader.name));
1745 if (!COM_ParseToken_QuakeC(&text, false) || strcasecmp(com_token, "{"))
1747 Con_DPrintf("%s parsing error - expected \"{\", found \"%s\"\n", search->filenames[fileindex], com_token);
1750 while (COM_ParseToken_QuakeC(&text, false))
1752 if (!strcasecmp(com_token, "}"))
1754 if (!strcasecmp(com_token, "{"))
1756 static q3shaderinfo_layer_t dummy;
1757 if (shader.numlayers < Q3SHADER_MAXLAYERS)
1759 layer = shader.layers + shader.numlayers++;
1763 // parse and process it anyway, just don't store it (so a map $lightmap or such stuff still is found)
1764 memset(&dummy, 0, sizeof(dummy));
1767 layer->rgbgen.rgbgen = Q3RGBGEN_IDENTITY;
1768 layer->alphagen.alphagen = Q3ALPHAGEN_IDENTITY;
1769 layer->tcgen.tcgen = Q3TCGEN_TEXTURE;
1770 layer->blendfunc[0] = GL_ONE;
1771 layer->blendfunc[1] = GL_ZERO;
1772 while (COM_ParseToken_QuakeC(&text, false))
1774 if (!strcasecmp(com_token, "}"))
1776 if (!strcasecmp(com_token, "\n"))
1779 for (j = 0;strcasecmp(com_token, "\n") && strcasecmp(com_token, "}");j++)
1781 if (j < TEXTURE_MAXFRAMES + 4)
1783 // remap dp_water to dpwater, dp_reflect to dpreflect, etc.
1784 if(j == 0 && !strncasecmp(com_token, "dp_", 3))
1785 dpsnprintf(parameter[j], sizeof(parameter[j]), "dp%s", &com_token[3]);
1787 strlcpy(parameter[j], com_token, sizeof(parameter[j]));
1788 numparameters = j + 1;
1790 if (!COM_ParseToken_QuakeC(&text, true))
1793 //for (j = numparameters;j < TEXTURE_MAXFRAMES + 4;j++)
1794 // parameter[j][0] = 0;
1795 if (developer_insane.integer)
1797 Con_DPrintf("%s %i: ", shader.name, shader.numlayers - 1);
1798 for (j = 0;j < numparameters;j++)
1799 Con_DPrintf(" %s", parameter[j]);
1802 if (numparameters >= 2 && !strcasecmp(parameter[0], "blendfunc"))
1804 if (numparameters == 2)
1806 if (!strcasecmp(parameter[1], "add"))
1808 layer->blendfunc[0] = GL_ONE;
1809 layer->blendfunc[1] = GL_ONE;
1811 else if (!strcasecmp(parameter[1], "addalpha"))
1813 layer->blendfunc[0] = GL_SRC_ALPHA;
1814 layer->blendfunc[1] = GL_ONE;
1816 else if (!strcasecmp(parameter[1], "filter"))
1818 layer->blendfunc[0] = GL_DST_COLOR;
1819 layer->blendfunc[1] = GL_ZERO;
1821 else if (!strcasecmp(parameter[1], "blend"))
1823 layer->blendfunc[0] = GL_SRC_ALPHA;
1824 layer->blendfunc[1] = GL_ONE_MINUS_SRC_ALPHA;
1827 else if (numparameters == 3)
1830 for (k = 0;k < 2;k++)
1832 if (!strcasecmp(parameter[k+1], "GL_ONE"))
1833 layer->blendfunc[k] = GL_ONE;
1834 else if (!strcasecmp(parameter[k+1], "GL_ZERO"))
1835 layer->blendfunc[k] = GL_ZERO;
1836 else if (!strcasecmp(parameter[k+1], "GL_SRC_COLOR"))
1837 layer->blendfunc[k] = GL_SRC_COLOR;
1838 else if (!strcasecmp(parameter[k+1], "GL_SRC_ALPHA"))
1839 layer->blendfunc[k] = GL_SRC_ALPHA;
1840 else if (!strcasecmp(parameter[k+1], "GL_DST_COLOR"))
1841 layer->blendfunc[k] = GL_DST_COLOR;
1842 else if (!strcasecmp(parameter[k+1], "GL_DST_ALPHA"))
1843 layer->blendfunc[k] = GL_DST_ALPHA;
1844 else if (!strcasecmp(parameter[k+1], "GL_ONE_MINUS_SRC_COLOR"))
1845 layer->blendfunc[k] = GL_ONE_MINUS_SRC_COLOR;
1846 else if (!strcasecmp(parameter[k+1], "GL_ONE_MINUS_SRC_ALPHA"))
1847 layer->blendfunc[k] = GL_ONE_MINUS_SRC_ALPHA;
1848 else if (!strcasecmp(parameter[k+1], "GL_ONE_MINUS_DST_COLOR"))
1849 layer->blendfunc[k] = GL_ONE_MINUS_DST_COLOR;
1850 else if (!strcasecmp(parameter[k+1], "GL_ONE_MINUS_DST_ALPHA"))
1851 layer->blendfunc[k] = GL_ONE_MINUS_DST_ALPHA;
1853 layer->blendfunc[k] = GL_ONE; // default in case of parsing error
1857 if (numparameters >= 2 && !strcasecmp(parameter[0], "alphafunc"))
1858 layer->alphatest = true;
1859 if (numparameters >= 2 && (!strcasecmp(parameter[0], "map") || !strcasecmp(parameter[0], "clampmap")))
1861 if (!strcasecmp(parameter[0], "clampmap"))
1862 layer->clampmap = true;
1863 layer->numframes = 1;
1864 layer->framerate = 1;
1865 layer->texturename = (char**)Mem_ExpandableArray_AllocRecord (
1866 &q3shader_data->char_ptrs);
1867 layer->texturename[0] = Mem_strdup (q3shaders_mem, parameter[1]);
1868 if (!strcasecmp(parameter[1], "$lightmap"))
1869 shader.lighting = true;
1871 else if (numparameters >= 3 && (!strcasecmp(parameter[0], "animmap") || !strcasecmp(parameter[0], "animclampmap")))
1874 layer->numframes = min(numparameters - 2, TEXTURE_MAXFRAMES);
1875 layer->framerate = atof(parameter[1]);
1876 layer->texturename = (char **) Mem_Alloc (q3shaders_mem, sizeof (char*) * layer->numframes);
1877 for (i = 0;i < layer->numframes;i++)
1878 layer->texturename[i] = Mem_strdup (q3shaders_mem, parameter[i + 2]);
1880 else if (numparameters >= 2 && !strcasecmp(parameter[0], "rgbgen"))
1883 for (i = 0;i < numparameters - 2 && i < Q3RGBGEN_MAXPARMS;i++)
1884 layer->rgbgen.parms[i] = atof(parameter[i+2]);
1885 if (!strcasecmp(parameter[1], "identity")) layer->rgbgen.rgbgen = Q3RGBGEN_IDENTITY;
1886 else if (!strcasecmp(parameter[1], "const")) layer->rgbgen.rgbgen = Q3RGBGEN_CONST;
1887 else if (!strcasecmp(parameter[1], "entity")) layer->rgbgen.rgbgen = Q3RGBGEN_ENTITY;
1888 else if (!strcasecmp(parameter[1], "exactvertex")) layer->rgbgen.rgbgen = Q3RGBGEN_EXACTVERTEX;
1889 else if (!strcasecmp(parameter[1], "identitylighting")) layer->rgbgen.rgbgen = Q3RGBGEN_IDENTITYLIGHTING;
1890 else if (!strcasecmp(parameter[1], "lightingdiffuse")) layer->rgbgen.rgbgen = Q3RGBGEN_LIGHTINGDIFFUSE;
1891 else if (!strcasecmp(parameter[1], "oneminusentity")) layer->rgbgen.rgbgen = Q3RGBGEN_ONEMINUSENTITY;
1892 else if (!strcasecmp(parameter[1], "oneminusvertex")) layer->rgbgen.rgbgen = Q3RGBGEN_ONEMINUSVERTEX;
1893 else if (!strcasecmp(parameter[1], "vertex")) layer->rgbgen.rgbgen = Q3RGBGEN_VERTEX;
1894 else if (!strcasecmp(parameter[1], "wave"))
1896 layer->rgbgen.rgbgen = Q3RGBGEN_WAVE;
1897 layer->rgbgen.wavefunc = Mod_LoadQ3Shaders_EnumerateWaveFunc(parameter[2]);
1898 for (i = 0;i < numparameters - 3 && i < Q3WAVEPARMS;i++)
1899 layer->rgbgen.waveparms[i] = atof(parameter[i+3]);
1901 else Con_DPrintf("%s parsing warning: unknown rgbgen %s\n", search->filenames[fileindex], parameter[1]);
1903 else if (numparameters >= 2 && !strcasecmp(parameter[0], "alphagen"))
1906 for (i = 0;i < numparameters - 2 && i < Q3ALPHAGEN_MAXPARMS;i++)
1907 layer->alphagen.parms[i] = atof(parameter[i+2]);
1908 if (!strcasecmp(parameter[1], "identity")) layer->alphagen.alphagen = Q3ALPHAGEN_IDENTITY;
1909 else if (!strcasecmp(parameter[1], "const")) layer->alphagen.alphagen = Q3ALPHAGEN_CONST;
1910 else if (!strcasecmp(parameter[1], "entity")) layer->alphagen.alphagen = Q3ALPHAGEN_ENTITY;
1911 else if (!strcasecmp(parameter[1], "lightingspecular")) layer->alphagen.alphagen = Q3ALPHAGEN_LIGHTINGSPECULAR;
1912 else if (!strcasecmp(parameter[1], "oneminusentity")) layer->alphagen.alphagen = Q3ALPHAGEN_ONEMINUSENTITY;
1913 else if (!strcasecmp(parameter[1], "oneminusvertex")) layer->alphagen.alphagen = Q3ALPHAGEN_ONEMINUSVERTEX;
1914 else if (!strcasecmp(parameter[1], "portal")) layer->alphagen.alphagen = Q3ALPHAGEN_PORTAL;
1915 else if (!strcasecmp(parameter[1], "vertex")) layer->alphagen.alphagen = Q3ALPHAGEN_VERTEX;
1916 else if (!strcasecmp(parameter[1], "wave"))
1918 layer->alphagen.alphagen = Q3ALPHAGEN_WAVE;
1919 layer->alphagen.wavefunc = Mod_LoadQ3Shaders_EnumerateWaveFunc(parameter[2]);
1920 for (i = 0;i < numparameters - 3 && i < Q3WAVEPARMS;i++)
1921 layer->alphagen.waveparms[i] = atof(parameter[i+3]);
1923 else Con_DPrintf("%s parsing warning: unknown alphagen %s\n", search->filenames[fileindex], parameter[1]);
1925 else if (numparameters >= 2 && (!strcasecmp(parameter[0], "texgen") || !strcasecmp(parameter[0], "tcgen")))
1928 // observed values: tcgen environment
1929 // no other values have been observed in real shaders
1930 for (i = 0;i < numparameters - 2 && i < Q3TCGEN_MAXPARMS;i++)
1931 layer->tcgen.parms[i] = atof(parameter[i+2]);
1932 if (!strcasecmp(parameter[1], "base")) layer->tcgen.tcgen = Q3TCGEN_TEXTURE;
1933 else if (!strcasecmp(parameter[1], "texture")) layer->tcgen.tcgen = Q3TCGEN_TEXTURE;
1934 else if (!strcasecmp(parameter[1], "environment")) layer->tcgen.tcgen = Q3TCGEN_ENVIRONMENT;
1935 else if (!strcasecmp(parameter[1], "lightmap")) layer->tcgen.tcgen = Q3TCGEN_LIGHTMAP;
1936 else if (!strcasecmp(parameter[1], "vector")) layer->tcgen.tcgen = Q3TCGEN_VECTOR;
1937 else Con_DPrintf("%s parsing warning: unknown tcgen mode %s\n", search->filenames[fileindex], parameter[1]);
1939 else if (numparameters >= 2 && !strcasecmp(parameter[0], "tcmod"))
1946 // tcmod stretch sin # # # #
1947 // tcmod stretch triangle # # # #
1948 // tcmod transform # # # # # #
1949 // tcmod turb # # # #
1950 // tcmod turb sin # # # # (this is bogus)
1951 // no other values have been observed in real shaders
1952 for (tcmodindex = 0;tcmodindex < Q3MAXTCMODS;tcmodindex++)
1953 if (!layer->tcmods[tcmodindex].tcmod)
1955 if (tcmodindex < Q3MAXTCMODS)
1957 for (i = 0;i < numparameters - 2 && i < Q3TCMOD_MAXPARMS;i++)
1958 layer->tcmods[tcmodindex].parms[i] = atof(parameter[i+2]);
1959 if (!strcasecmp(parameter[1], "entitytranslate")) layer->tcmods[tcmodindex].tcmod = Q3TCMOD_ENTITYTRANSLATE;
1960 else if (!strcasecmp(parameter[1], "rotate")) layer->tcmods[tcmodindex].tcmod = Q3TCMOD_ROTATE;
1961 else if (!strcasecmp(parameter[1], "scale")) layer->tcmods[tcmodindex].tcmod = Q3TCMOD_SCALE;
1962 else if (!strcasecmp(parameter[1], "scroll")) layer->tcmods[tcmodindex].tcmod = Q3TCMOD_SCROLL;
1963 else if (!strcasecmp(parameter[1], "page")) layer->tcmods[tcmodindex].tcmod = Q3TCMOD_PAGE;
1964 else if (!strcasecmp(parameter[1], "stretch"))
1966 layer->tcmods[tcmodindex].tcmod = Q3TCMOD_STRETCH;
1967 layer->tcmods[tcmodindex].wavefunc = Mod_LoadQ3Shaders_EnumerateWaveFunc(parameter[2]);
1968 for (i = 0;i < numparameters - 3 && i < Q3WAVEPARMS;i++)
1969 layer->tcmods[tcmodindex].waveparms[i] = atof(parameter[i+3]);
1971 else if (!strcasecmp(parameter[1], "transform")) layer->tcmods[tcmodindex].tcmod = Q3TCMOD_TRANSFORM;
1972 else if (!strcasecmp(parameter[1], "turb")) layer->tcmods[tcmodindex].tcmod = Q3TCMOD_TURBULENT;
1973 else Con_DPrintf("%s parsing warning: unknown tcmod mode %s\n", search->filenames[fileindex], parameter[1]);
1976 Con_DPrintf("%s parsing warning: too many tcmods on one layer\n", search->filenames[fileindex]);
1978 // break out a level if it was a closing brace (not using the character here to not confuse vim)
1979 if (!strcasecmp(com_token, "}"))
1982 if (layer->rgbgen.rgbgen == Q3RGBGEN_LIGHTINGDIFFUSE || layer->rgbgen.rgbgen == Q3RGBGEN_VERTEX)
1983 shader.lighting = true;
1984 if (layer->alphagen.alphagen == Q3ALPHAGEN_VERTEX)
1986 if (layer == shader.layers + 0)
1988 // vertex controlled transparency
1989 shader.vertexalpha = true;
1993 // multilayer terrain shader or similar
1994 shader.textureblendalpha = true;
1998 if(mod_q3shader_force_addalpha.integer)
2000 // for a long while, DP treated GL_ONE GL_ONE as GL_SRC_ALPHA GL_ONE
2001 // this cvar brings back this behaviour
2002 if(layer->blendfunc[0] == GL_ONE && layer->blendfunc[1] == GL_ONE)
2003 layer->blendfunc[0] = GL_SRC_ALPHA;
2006 layer->texflags = 0;
2007 if (layer->alphatest)
2008 layer->texflags |= TEXF_ALPHA;
2009 switch(layer->blendfunc[0])
2012 case GL_ONE_MINUS_SRC_ALPHA:
2013 layer->texflags |= TEXF_ALPHA;
2016 switch(layer->blendfunc[1])
2019 case GL_ONE_MINUS_SRC_ALPHA:
2020 layer->texflags |= TEXF_ALPHA;
2023 if (!(shader.surfaceparms & Q3SURFACEPARM_NOMIPMAPS))
2024 layer->texflags |= TEXF_MIPMAP;
2025 if (!(shader.textureflags & Q3TEXTUREFLAG_NOPICMIP))
2026 layer->texflags |= TEXF_PICMIP | TEXF_COMPRESS;
2027 if (layer->clampmap)
2028 layer->texflags |= TEXF_CLAMP;
2032 for (j = 0;strcasecmp(com_token, "\n") && strcasecmp(com_token, "}");j++)
2034 if (j < TEXTURE_MAXFRAMES + 4)
2036 // remap dp_water to dpwater, dp_reflect to dpreflect, etc.
2037 if(j == 0 && !strncasecmp(com_token, "dp_", 3))
2038 dpsnprintf(parameter[j], sizeof(parameter[j]), "dp%s", &com_token[3]);
2040 strlcpy(parameter[j], com_token, sizeof(parameter[j]));
2041 numparameters = j + 1;
2043 if (!COM_ParseToken_QuakeC(&text, true))
2046 //for (j = numparameters;j < TEXTURE_MAXFRAMES + 4;j++)
2047 // parameter[j][0] = 0;
2048 if (fileindex == 0 && !strcasecmp(com_token, "}"))
2050 if (developer_insane.integer)
2052 Con_DPrintf("%s: ", shader.name);
2053 for (j = 0;j < numparameters;j++)
2054 Con_DPrintf(" %s", parameter[j]);
2057 if (numparameters < 1)
2059 if (!strcasecmp(parameter[0], "surfaceparm") && numparameters >= 2)
2061 if (!strcasecmp(parameter[1], "alphashadow"))
2062 shader.surfaceparms |= Q3SURFACEPARM_ALPHASHADOW;
2063 else if (!strcasecmp(parameter[1], "areaportal"))
2064 shader.surfaceparms |= Q3SURFACEPARM_AREAPORTAL;
2065 else if (!strcasecmp(parameter[1], "botclip"))
2066 shader.surfaceparms |= Q3SURFACEPARM_BOTCLIP;
2067 else if (!strcasecmp(parameter[1], "clusterportal"))
2068 shader.surfaceparms |= Q3SURFACEPARM_CLUSTERPORTAL;
2069 else if (!strcasecmp(parameter[1], "detail"))
2070 shader.surfaceparms |= Q3SURFACEPARM_DETAIL;
2071 else if (!strcasecmp(parameter[1], "donotenter"))
2072 shader.surfaceparms |= Q3SURFACEPARM_DONOTENTER;
2073 else if (!strcasecmp(parameter[1], "dust"))
2074 shader.surfaceparms |= Q3SURFACEPARM_DUST;
2075 else if (!strcasecmp(parameter[1], "hint"))
2076 shader.surfaceparms |= Q3SURFACEPARM_HINT;
2077 else if (!strcasecmp(parameter[1], "fog"))
2078 shader.surfaceparms |= Q3SURFACEPARM_FOG;
2079 else if (!strcasecmp(parameter[1], "lava"))
2080 shader.surfaceparms |= Q3SURFACEPARM_LAVA;
2081 else if (!strcasecmp(parameter[1], "lightfilter"))
2082 shader.surfaceparms |= Q3SURFACEPARM_LIGHTFILTER;
2083 else if (!strcasecmp(parameter[1], "lightgrid"))
2084 shader.surfaceparms |= Q3SURFACEPARM_LIGHTGRID;
2085 else if (!strcasecmp(parameter[1], "metalsteps"))
2086 shader.surfaceparms |= Q3SURFACEPARM_METALSTEPS;
2087 else if (!strcasecmp(parameter[1], "nodamage"))
2088 shader.surfaceparms |= Q3SURFACEPARM_NODAMAGE;
2089 else if (!strcasecmp(parameter[1], "nodlight"))
2090 shader.surfaceparms |= Q3SURFACEPARM_NODLIGHT;
2091 else if (!strcasecmp(parameter[1], "nodraw"))
2092 shader.surfaceparms |= Q3SURFACEPARM_NODRAW;
2093 else if (!strcasecmp(parameter[1], "nodrop"))
2094 shader.surfaceparms |= Q3SURFACEPARM_NODROP;
2095 else if (!strcasecmp(parameter[1], "noimpact"))
2096 shader.surfaceparms |= Q3SURFACEPARM_NOIMPACT;
2097 else if (!strcasecmp(parameter[1], "nolightmap"))
2098 shader.surfaceparms |= Q3SURFACEPARM_NOLIGHTMAP;
2099 else if (!strcasecmp(parameter[1], "nomarks"))
2100 shader.surfaceparms |= Q3SURFACEPARM_NOMARKS;
2101 else if (!strcasecmp(parameter[1], "nomipmaps"))
2102 shader.surfaceparms |= Q3SURFACEPARM_NOMIPMAPS;
2103 else if (!strcasecmp(parameter[1], "nonsolid"))
2104 shader.surfaceparms |= Q3SURFACEPARM_NONSOLID;
2105 else if (!strcasecmp(parameter[1], "origin"))
2106 shader.surfaceparms |= Q3SURFACEPARM_ORIGIN;
2107 else if (!strcasecmp(parameter[1], "playerclip"))
2108 shader.surfaceparms |= Q3SURFACEPARM_PLAYERCLIP;
2109 else if (!strcasecmp(parameter[1], "sky"))
2110 shader.surfaceparms |= Q3SURFACEPARM_SKY;
2111 else if (!strcasecmp(parameter[1], "slick"))
2112 shader.surfaceparms |= Q3SURFACEPARM_SLICK;
2113 else if (!strcasecmp(parameter[1], "slime"))
2114 shader.surfaceparms |= Q3SURFACEPARM_SLIME;
2115 else if (!strcasecmp(parameter[1], "structural"))
2116 shader.surfaceparms |= Q3SURFACEPARM_STRUCTURAL;
2117 else if (!strcasecmp(parameter[1], "trans"))
2118 shader.surfaceparms |= Q3SURFACEPARM_TRANS;
2119 else if (!strcasecmp(parameter[1], "water"))
2120 shader.surfaceparms |= Q3SURFACEPARM_WATER;
2121 else if (!strcasecmp(parameter[1], "pointlight"))
2122 shader.surfaceparms |= Q3SURFACEPARM_POINTLIGHT;
2123 else if (!strcasecmp(parameter[1], "antiportal"))
2124 shader.surfaceparms |= Q3SURFACEPARM_ANTIPORTAL;
2127 // try custom surfaceparms
2128 for (j = 0; j < numcustsurfaceparms; j++)
2130 if (!strcasecmp(custsurfaceparmnames[j], parameter[1]))
2132 shader.surfaceparms |= custsurfaceparms[j];
2137 if (j == numcustsurfaceparms)
2138 Con_DPrintf("%s parsing warning: unknown surfaceparm \"%s\"\n", search->filenames[fileindex], parameter[1]);
2141 else if (!strcasecmp(parameter[0], "dpshadow"))
2142 shader.dpshadow = true;
2143 else if (!strcasecmp(parameter[0], "dpnoshadow"))
2144 shader.dpnoshadow = true;
2145 else if (!strcasecmp(parameter[0], "dpnortlight"))
2146 shader.dpnortlight = true;
2147 else if (!strcasecmp(parameter[0], "dpreflectcube"))
2148 strlcpy(shader.dpreflectcube, parameter[1], sizeof(shader.dpreflectcube));
2149 else if (!strcasecmp(parameter[0], "dpmeshcollisions"))
2150 shader.dpmeshcollisions = true;
2151 // this sets dpshaderkill to true if dpshaderkillifcvarzero was used, and to false if dpnoshaderkillifcvarzero was used
2152 else if (((dpshaderkill = !strcasecmp(parameter[0], "dpshaderkillifcvarzero")) || !strcasecmp(parameter[0], "dpnoshaderkillifcvarzero")) && numparameters >= 2)
2154 if (Cvar_VariableValue(parameter[1]) == 0.0f)
2155 shader.dpshaderkill = dpshaderkill;
2157 // this sets dpshaderkill to true if dpshaderkillifcvar was used, and to false if dpnoshaderkillifcvar was used
2158 else if (((dpshaderkill = !strcasecmp(parameter[0], "dpshaderkillifcvar")) || !strcasecmp(parameter[0], "dpnoshaderkillifcvar")) && numparameters >= 2)
2160 const char *op = NULL;
2161 if (numparameters >= 3)
2165 if (Cvar_VariableValue(parameter[1]) != 0.0f)
2166 shader.dpshaderkill = dpshaderkill;
2168 else if (numparameters >= 4 && !strcmp(op, "=="))
2170 if (Cvar_VariableValue(parameter[1]) == atof(parameter[3]))
2171 shader.dpshaderkill = dpshaderkill;
2173 else if (numparameters >= 4 && !strcmp(op, "!="))
2175 if (Cvar_VariableValue(parameter[1]) != atof(parameter[3]))
2176 shader.dpshaderkill = dpshaderkill;
2178 else if (numparameters >= 4 && !strcmp(op, ">"))
2180 if (Cvar_VariableValue(parameter[1]) > atof(parameter[3]))
2181 shader.dpshaderkill = dpshaderkill;
2183 else if (numparameters >= 4 && !strcmp(op, "<"))
2185 if (Cvar_VariableValue(parameter[1]) < atof(parameter[3]))
2186 shader.dpshaderkill = dpshaderkill;
2188 else if (numparameters >= 4 && !strcmp(op, ">="))
2190 if (Cvar_VariableValue(parameter[1]) >= atof(parameter[3]))
2191 shader.dpshaderkill = dpshaderkill;
2193 else if (numparameters >= 4 && !strcmp(op, "<="))
2195 if (Cvar_VariableValue(parameter[1]) <= atof(parameter[3]))
2196 shader.dpshaderkill = dpshaderkill;
2200 Con_DPrintf("%s parsing warning: unknown dpshaderkillifcvar op \"%s\", or not enough arguments\n", search->filenames[fileindex], op);
2203 else if (!strcasecmp(parameter[0], "sky") && numparameters >= 2)
2205 // some q3 skies don't have the sky parm set
2206 shader.surfaceparms |= Q3SURFACEPARM_SKY;
2207 strlcpy(shader.skyboxname, parameter[1], sizeof(shader.skyboxname));
2209 else if (!strcasecmp(parameter[0], "skyparms") && numparameters >= 2)
2211 // some q3 skies don't have the sky parm set
2212 shader.surfaceparms |= Q3SURFACEPARM_SKY;
2213 if (!atoi(parameter[1]) && strcasecmp(parameter[1], "-"))
2214 strlcpy(shader.skyboxname, parameter[1], sizeof(shader.skyboxname));
2216 else if (!strcasecmp(parameter[0], "cull") && numparameters >= 2)
2218 if (!strcasecmp(parameter[1], "disable") || !strcasecmp(parameter[1], "none") || !strcasecmp(parameter[1], "twosided"))
2219 shader.textureflags |= Q3TEXTUREFLAG_TWOSIDED;
2221 else if (!strcasecmp(parameter[0], "nomipmaps"))
2222 shader.surfaceparms |= Q3SURFACEPARM_NOMIPMAPS;
2223 else if (!strcasecmp(parameter[0], "nopicmip"))
2224 shader.textureflags |= Q3TEXTUREFLAG_NOPICMIP;
2225 else if (!strcasecmp(parameter[0], "polygonoffset"))
2226 shader.textureflags |= Q3TEXTUREFLAG_POLYGONOFFSET;
2227 else if (!strcasecmp(parameter[0], "dppolygonoffset"))
2229 shader.textureflags |= Q3TEXTUREFLAG_POLYGONOFFSET;
2230 if(numparameters >= 2)
2232 shader.biaspolygonfactor = atof(parameter[1]);
2233 if(numparameters >= 3)
2234 shader.biaspolygonoffset = atof(parameter[2]);
2236 shader.biaspolygonoffset = 0;
2239 else if (!strcasecmp(parameter[0], "dprefract") && numparameters >= 5)
2241 shader.textureflags |= Q3TEXTUREFLAG_REFRACTION;
2242 shader.refractfactor = atof(parameter[1]);
2243 Vector4Set(shader.refractcolor4f, atof(parameter[2]), atof(parameter[3]), atof(parameter[4]), 1);
2245 else if (!strcasecmp(parameter[0], "dpreflect") && numparameters >= 6)
2247 shader.textureflags |= Q3TEXTUREFLAG_REFLECTION;
2248 shader.reflectfactor = atof(parameter[1]);
2249 Vector4Set(shader.reflectcolor4f, atof(parameter[2]), atof(parameter[3]), atof(parameter[4]), atof(parameter[5]));
2251 else if (!strcasecmp(parameter[0], "dpcamera"))
2253 shader.textureflags |= Q3TEXTUREFLAG_CAMERA;
2255 else if (!strcasecmp(parameter[0], "dpwater") && numparameters >= 12)
2257 shader.textureflags |= Q3TEXTUREFLAG_WATERSHADER;
2258 shader.reflectmin = atof(parameter[1]);
2259 shader.reflectmax = atof(parameter[2]);
2260 shader.refractfactor = atof(parameter[3]);
2261 shader.reflectfactor = atof(parameter[4]);
2262 Vector4Set(shader.refractcolor4f, atof(parameter[5]), atof(parameter[6]), atof(parameter[7]), 1);
2263 Vector4Set(shader.reflectcolor4f, atof(parameter[8]), atof(parameter[9]), atof(parameter[10]), 1);
2264 shader.r_water_wateralpha = atof(parameter[11]);
2266 else if (!strcasecmp(parameter[0], "dpwaterscroll") && numparameters >= 3)
2268 shader.r_water_waterscroll[0] = 1/atof(parameter[1]);
2269 shader.r_water_waterscroll[1] = 1/atof(parameter[2]);
2271 else if (!strcasecmp(parameter[0], "dpglossintensitymod") && numparameters >= 2)
2273 shader.specularscalemod = atof(parameter[1]);
2275 else if (!strcasecmp(parameter[0], "dpglossexponentmod") && numparameters >= 2)
2277 shader.specularpowermod = atof(parameter[1]);
2279 else if (!strcasecmp(parameter[0], "dprtlightambient") && numparameters >= 2)
2281 shader.rtlightambient = atof(parameter[1]);
2283 else if (!strcasecmp(parameter[0], "dpoffsetmapping") && numparameters >= 2)
2285 if (!strcasecmp(parameter[1], "disable") || !strcasecmp(parameter[1], "none") || !strcasecmp(parameter[1], "off"))
2286 shader.offsetmapping = OFFSETMAPPING_OFF;
2287 else if (!strcasecmp(parameter[1], "default") || !strcasecmp(parameter[1], "normal"))
2288 shader.offsetmapping = OFFSETMAPPING_DEFAULT;
2289 else if (!strcasecmp(parameter[1], "linear"))
2290 shader.offsetmapping = OFFSETMAPPING_LINEAR;
2291 else if (!strcasecmp(parameter[1], "relief"))
2292 shader.offsetmapping = OFFSETMAPPING_RELIEF;
2293 if (numparameters >= 3)
2294 shader.offsetscale = atof(parameter[2]);
2295 if (numparameters >= 5)
2297 if(!strcasecmp(parameter[3], "bias"))
2298 shader.offsetbias = atof(parameter[4]);
2299 else if(!strcasecmp(parameter[3], "match"))
2300 shader.offsetbias = 1.0f - atof(parameter[4]);
2301 else if(!strcasecmp(parameter[3], "match8"))
2302 shader.offsetbias = 1.0f - atof(parameter[4]) / 255.0f;
2303 else if(!strcasecmp(parameter[3], "match16"))
2304 shader.offsetbias = 1.0f - atof(parameter[4]) / 65535.0f;
2307 else if (!strcasecmp(parameter[0], "deformvertexes") && numparameters >= 2)
2310 for (deformindex = 0;deformindex < Q3MAXDEFORMS;deformindex++)
2311 if (!shader.deforms[deformindex].deform)
2313 if (deformindex < Q3MAXDEFORMS)
2315 for (i = 0;i < numparameters - 2 && i < Q3DEFORM_MAXPARMS;i++)
2316 shader.deforms[deformindex].parms[i] = atof(parameter[i+2]);
2317 if (!strcasecmp(parameter[1], "projectionshadow")) shader.deforms[deformindex].deform = Q3DEFORM_PROJECTIONSHADOW;
2318 else if (!strcasecmp(parameter[1], "autosprite" )) shader.deforms[deformindex].deform = Q3DEFORM_AUTOSPRITE;
2319 else if (!strcasecmp(parameter[1], "autosprite2" )) shader.deforms[deformindex].deform = Q3DEFORM_AUTOSPRITE2;
2320 else if (!strcasecmp(parameter[1], "text0" )) shader.deforms[deformindex].deform = Q3DEFORM_TEXT0;
2321 else if (!strcasecmp(parameter[1], "text1" )) shader.deforms[deformindex].deform = Q3DEFORM_TEXT1;
2322 else if (!strcasecmp(parameter[1], "text2" )) shader.deforms[deformindex].deform = Q3DEFORM_TEXT2;
2323 else if (!strcasecmp(parameter[1], "text3" )) shader.deforms[deformindex].deform = Q3DEFORM_TEXT3;
2324 else if (!strcasecmp(parameter[1], "text4" )) shader.deforms[deformindex].deform = Q3DEFORM_TEXT4;
2325 else if (!strcasecmp(parameter[1], "text5" )) shader.deforms[deformindex].deform = Q3DEFORM_TEXT5;
2326 else if (!strcasecmp(parameter[1], "text6" )) shader.deforms[deformindex].deform = Q3DEFORM_TEXT6;
2327 else if (!strcasecmp(parameter[1], "text7" )) shader.deforms[deformindex].deform = Q3DEFORM_TEXT7;
2328 else if (!strcasecmp(parameter[1], "bulge" )) shader.deforms[deformindex].deform = Q3DEFORM_BULGE;
2329 else if (!strcasecmp(parameter[1], "normal" )) shader.deforms[deformindex].deform = Q3DEFORM_NORMAL;
2330 else if (!strcasecmp(parameter[1], "wave" ))
2332 shader.deforms[deformindex].deform = Q3DEFORM_WAVE;
2333 shader.deforms[deformindex].wavefunc = Mod_LoadQ3Shaders_EnumerateWaveFunc(parameter[3]);
2334 for (i = 0;i < numparameters - 4 && i < Q3WAVEPARMS;i++)
2335 shader.deforms[deformindex].waveparms[i] = atof(parameter[i+4]);
2337 else if (!strcasecmp(parameter[1], "move" ))
2339 shader.deforms[deformindex].deform = Q3DEFORM_MOVE;
2340 shader.deforms[deformindex].wavefunc = Mod_LoadQ3Shaders_EnumerateWaveFunc(parameter[5]);
2341 for (i = 0;i < numparameters - 6 && i < Q3WAVEPARMS;i++)
2342 shader.deforms[deformindex].waveparms[i] = atof(parameter[i+6]);
2347 // hide this shader if a cvar said it should be killed
2348 if (shader.dpshaderkill)
2349 shader.numlayers = 0;
2350 // pick the primary layer to render with
2351 if (shader.numlayers)
2353 shader.backgroundlayer = -1;
2354 shader.primarylayer = 0;
2355 // if lightmap comes first this is definitely an ordinary texture
2356 // if the first two layers have the correct blendfuncs and use vertex alpha, it is a blended terrain shader
2357 if ((shader.layers[shader.primarylayer].texturename != NULL)
2358 && !strcasecmp(shader.layers[shader.primarylayer].texturename[0], "$lightmap"))
2360 shader.backgroundlayer = -1;
2361 shader.primarylayer = 1;
2363 else if (shader.numlayers >= 2
2364 && shader.layers[1].alphagen.alphagen == Q3ALPHAGEN_VERTEX
2365 && (shader.layers[0].blendfunc[0] == GL_ONE && shader.layers[0].blendfunc[1] == GL_ZERO && !shader.layers[0].alphatest)
2366 && ((shader.layers[1].blendfunc[0] == GL_SRC_ALPHA && shader.layers[1].blendfunc[1] == GL_ONE_MINUS_SRC_ALPHA)
2367 || (shader.layers[1].blendfunc[0] == GL_ONE && shader.layers[1].blendfunc[1] == GL_ZERO && shader.layers[1].alphatest)))
2369 // terrain blending or other effects
2370 shader.backgroundlayer = 0;
2371 shader.primarylayer = 1;
2374 // fix up multiple reflection types
2375 if(shader.textureflags & Q3TEXTUREFLAG_WATERSHADER)
2376 shader.textureflags &= ~(Q3TEXTUREFLAG_REFRACTION | Q3TEXTUREFLAG_REFLECTION | Q3TEXTUREFLAG_CAMERA);
2378 Q3Shader_AddToHash (&shader);
2382 FS_FreeSearch(search);
2383 // free custinfoparm values
2384 for (j = 0; j < numcustsurfaceparms; j++)
2385 Mem_Free(custsurfaceparmnames[j]);
2388 q3shaderinfo_t *Mod_LookupQ3Shader(const char *name)
2390 unsigned short hash;
2391 q3shader_hash_entry_t* entry;
2393 Mod_LoadQ3Shaders();
2394 hash = CRC_Block_CaseInsensitive ((const unsigned char *)name, strlen (name));
2395 entry = q3shader_data->hash + (hash % Q3SHADER_HASH_SIZE);
2396 while (entry != NULL)
2398 if (strcasecmp (entry->shader.name, name) == 0)
2399 return &entry->shader;
2400 entry = entry->chain;
2405 qboolean Mod_LoadTextureFromQ3Shader(texture_t *texture, const char *name, qboolean warnmissing, qboolean fallback, int defaulttexflags)
2408 int texflagsmask, texflagsor;
2409 qboolean success = true;
2410 q3shaderinfo_t *shader;
2413 strlcpy(texture->name, name, sizeof(texture->name));
2414 shader = name[0] ? Mod_LookupQ3Shader(name) : NULL;
2417 if(!(defaulttexflags & TEXF_PICMIP))
2418 texflagsmask &= ~TEXF_PICMIP;
2419 if(!(defaulttexflags & TEXF_COMPRESS))
2420 texflagsmask &= ~TEXF_COMPRESS;
2422 if(defaulttexflags & TEXF_ISWORLD)
2423 texflagsor |= TEXF_ISWORLD;
2424 if(defaulttexflags & TEXF_ISSPRITE)
2425 texflagsor |= TEXF_ISSPRITE;
2426 // unless later loaded from the shader
2427 texture->offsetmapping = (mod_noshader_default_offsetmapping.value) ? OFFSETMAPPING_DEFAULT : OFFSETMAPPING_OFF;
2428 texture->offsetscale = 1;
2429 texture->offsetbias = 0;
2430 texture->specularscalemod = 1;
2431 texture->specularpowermod = 1;
2432 texture->rtlightambient = 0;
2433 // WHEN ADDING DEFAULTS HERE, REMEMBER TO SYNC TO SHADER LOADING ABOVE
2434 // HERE, AND Q1BSP LOADING
2435 // JUST GREP FOR "specularscalemod = 1".
2439 if (developer_loading.integer)
2440 Con_Printf("%s: loaded shader for %s\n", loadmodel->name, name);
2441 texture->surfaceparms = shader->surfaceparms;
2443 // allow disabling of picmip or compression by defaulttexflags
2444 texture->textureflags = (shader->textureflags & texflagsmask) | texflagsor;
2446 if (shader->surfaceparms & Q3SURFACEPARM_SKY)
2448 texture->basematerialflags = MATERIALFLAG_SKY | MATERIALFLAG_NOSHADOW;
2449 if (shader->skyboxname[0])
2451 // quake3 seems to append a _ to the skybox name, so this must do so as well
2452 dpsnprintf(loadmodel->brush.skybox, sizeof(loadmodel->brush.skybox), "%s_", shader->skyboxname);
2455 else if ((texture->surfaceflags & Q3SURFACEFLAG_NODRAW) || shader->numlayers == 0)
2456 texture->basematerialflags = MATERIALFLAG_NODRAW | MATERIALFLAG_NOSHADOW;
2458 texture->basematerialflags = MATERIALFLAG_WALL;
2460 if (shader->layers[0].alphatest)
2461 texture->basematerialflags |= MATERIALFLAG_ALPHATEST | MATERIALFLAG_NOSHADOW;
2462 if (shader->textureflags & Q3TEXTUREFLAG_TWOSIDED)
2463 texture->basematerialflags |= MATERIALFLAG_NOSHADOW | MATERIALFLAG_NOCULLFACE;
2464 if (shader->textureflags & Q3TEXTUREFLAG_POLYGONOFFSET)
2466 texture->biaspolygonoffset += shader->biaspolygonoffset;
2467 texture->biaspolygonfactor += shader->biaspolygonfactor;
2469 if (shader->textureflags & Q3TEXTUREFLAG_REFRACTION)
2470 texture->basematerialflags |= MATERIALFLAG_REFRACTION;
2471 if (shader->textureflags & Q3TEXTUREFLAG_REFLECTION)
2472 texture->basematerialflags |= MATERIALFLAG_REFLECTION;
2473 if (shader->textureflags & Q3TEXTUREFLAG_WATERSHADER)
2474 texture->basematerialflags |= MATERIALFLAG_WATERSHADER;
2475 if (shader->textureflags & Q3TEXTUREFLAG_CAMERA)
2476 texture->basematerialflags |= MATERIALFLAG_CAMERA;
2477 texture->customblendfunc[0] = GL_ONE;
2478 texture->customblendfunc[1] = GL_ZERO;
2479 if (shader->numlayers > 0)
2481 texture->customblendfunc[0] = shader->layers[0].blendfunc[0];
2482 texture->customblendfunc[1] = shader->layers[0].blendfunc[1];
2484 Q3 shader blendfuncs actually used in the game (* = supported by DP)
2485 * additive GL_ONE GL_ONE
2486 additive weird GL_ONE GL_SRC_ALPHA
2487 additive weird 2 GL_ONE GL_ONE_MINUS_SRC_ALPHA
2488 * alpha GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA
2489 alpha inverse GL_ONE_MINUS_SRC_ALPHA GL_SRC_ALPHA
2490 brighten GL_DST_COLOR GL_ONE
2491 brighten GL_ONE GL_SRC_COLOR
2492 brighten weird GL_DST_COLOR GL_ONE_MINUS_DST_ALPHA
2493 brighten weird 2 GL_DST_COLOR GL_SRC_ALPHA
2494 * modulate GL_DST_COLOR GL_ZERO
2495 * modulate GL_ZERO GL_SRC_COLOR
2496 modulate inverse GL_ZERO GL_ONE_MINUS_SRC_COLOR
2497 modulate inverse alpha GL_ZERO GL_SRC_ALPHA
2498 modulate weird inverse GL_ONE_MINUS_DST_COLOR GL_ZERO
2499 * modulate x2 GL_DST_COLOR GL_SRC_COLOR
2500 * no blend GL_ONE GL_ZERO
2501 nothing GL_ZERO GL_ONE
2503 // if not opaque, figure out what blendfunc to use
2504 if (shader->layers[0].blendfunc[0] != GL_ONE || shader->layers[0].blendfunc[1] != GL_ZERO)
2506 if (shader->layers[0].blendfunc[0] == GL_ONE && shader->layers[0].blendfunc[1] == GL_ONE)
2507 texture->basematerialflags |= MATERIALFLAG_ADD | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
2508 else if (shader->layers[0].blendfunc[0] == GL_SRC_ALPHA && shader->layers[0].blendfunc[1] == GL_ONE)
2509 texture->basematerialflags |= MATERIALFLAG_ADD | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
2510 else if (shader->layers[0].blendfunc[0] == GL_SRC_ALPHA && shader->layers[0].blendfunc[1] == GL_ONE_MINUS_SRC_ALPHA)
2511 texture->basematerialflags |= MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
2513 texture->basematerialflags |= MATERIALFLAG_CUSTOMBLEND | MATERIALFLAG_FULLBRIGHT | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
2516 if (!shader->lighting)
2517 texture->basematerialflags |= MATERIALFLAG_FULLBRIGHT;
2518 if (shader->primarylayer >= 0)
2520 q3shaderinfo_layer_t* primarylayer = shader->layers + shader->primarylayer;
2521 // copy over many primarylayer parameters
2522 texture->rgbgen = primarylayer->rgbgen;
2523 texture->alphagen = primarylayer->alphagen;
2524 texture->tcgen = primarylayer->tcgen;
2525 memcpy(texture->tcmods, primarylayer->tcmods, sizeof(texture->tcmods));
2526 // load the textures
2527 texture->numskinframes = primarylayer->numframes;
2528 texture->skinframerate = primarylayer->framerate;
2529 for (j = 0;j < primarylayer->numframes;j++)
2531 if(cls.state == ca_dedicated)
2533 texture->skinframes[j] = NULL;
2535 else if (!(texture->skinframes[j] = R_SkinFrame_LoadExternal(primarylayer->texturename[j], (primarylayer->texflags & texflagsmask) | texflagsor, false)))
2537 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);
2538 texture->skinframes[j] = R_SkinFrame_LoadMissing();
2542 if (shader->backgroundlayer >= 0)
2544 q3shaderinfo_layer_t* backgroundlayer = shader->layers + shader->backgroundlayer;
2545 // copy over one secondarylayer parameter
2546 memcpy(texture->backgroundtcmods, backgroundlayer->tcmods, sizeof(texture->backgroundtcmods));
2547 // load the textures
2548 texture->backgroundnumskinframes = backgroundlayer->numframes;
2549 texture->backgroundskinframerate = backgroundlayer->framerate;
2550 for (j = 0;j < backgroundlayer->numframes;j++)
2552 if(cls.state == ca_dedicated)
2554 texture->skinframes[j] = NULL;
2556 else if (!(texture->backgroundskinframes[j] = R_SkinFrame_LoadExternal(backgroundlayer->texturename[j], (backgroundlayer->texflags & texflagsmask) | texflagsor, false)))
2558 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);
2559 texture->backgroundskinframes[j] = R_SkinFrame_LoadMissing();
2563 if (shader->dpshadow)
2564 texture->basematerialflags &= ~MATERIALFLAG_NOSHADOW;
2565 if (shader->dpnoshadow)
2566 texture->basematerialflags |= MATERIALFLAG_NOSHADOW;
2567 if (shader->dpnortlight)
2568 texture->basematerialflags |= MATERIALFLAG_NORTLIGHT;
2569 memcpy(texture->deforms, shader->deforms, sizeof(texture->deforms));
2570 texture->reflectmin = shader->reflectmin;
2571 texture->reflectmax = shader->reflectmax;
2572 texture->refractfactor = shader->refractfactor;
2573 Vector4Copy(shader->refractcolor4f, texture->refractcolor4f);
2574 texture->reflectfactor = shader->reflectfactor;
2575 Vector4Copy(shader->reflectcolor4f, texture->reflectcolor4f);
2576 texture->r_water_wateralpha = shader->r_water_wateralpha;
2577 Vector2Copy(shader->r_water_waterscroll, texture->r_water_waterscroll);
2578 texture->offsetmapping = shader->offsetmapping;
2579 texture->offsetscale = shader->offsetscale;
2580 texture->offsetbias = shader->offsetbias;
2581 texture->specularscalemod = shader->specularscalemod;
2582 texture->specularpowermod = shader->specularpowermod;
2583 texture->rtlightambient = shader->rtlightambient;
2584 if (shader->dpreflectcube[0])
2585 texture->reflectcubetexture = R_GetCubemap(shader->dpreflectcube);
2587 // set up default supercontents (on q3bsp this is overridden by the q3bsp loader)
2588 texture->supercontents = SUPERCONTENTS_SOLID | SUPERCONTENTS_OPAQUE;
2589 if (shader->surfaceparms & Q3SURFACEPARM_LAVA ) texture->supercontents = SUPERCONTENTS_LAVA ;
2590 if (shader->surfaceparms & Q3SURFACEPARM_SLIME ) texture->supercontents = SUPERCONTENTS_SLIME ;
2591 if (shader->surfaceparms & Q3SURFACEPARM_WATER ) texture->supercontents = SUPERCONTENTS_WATER ;
2592 if (shader->surfaceparms & Q3SURFACEPARM_NONSOLID ) texture->supercontents = 0 ;
2593 if (shader->surfaceparms & Q3SURFACEPARM_PLAYERCLIP ) texture->supercontents = SUPERCONTENTS_PLAYERCLIP ;
2594 if (shader->surfaceparms & Q3SURFACEPARM_BOTCLIP ) texture->supercontents = SUPERCONTENTS_MONSTERCLIP ;
2595 if (shader->surfaceparms & Q3SURFACEPARM_SKY ) texture->supercontents = SUPERCONTENTS_SKY ;
2597 // if (shader->surfaceparms & Q3SURFACEPARM_ALPHASHADOW ) texture->supercontents |= SUPERCONTENTS_ALPHASHADOW ;
2598 // if (shader->surfaceparms & Q3SURFACEPARM_AREAPORTAL ) texture->supercontents |= SUPERCONTENTS_AREAPORTAL ;
2599 // if (shader->surfaceparms & Q3SURFACEPARM_CLUSTERPORTAL) texture->supercontents |= SUPERCONTENTS_CLUSTERPORTAL;
2600 // if (shader->surfaceparms & Q3SURFACEPARM_DETAIL ) texture->supercontents |= SUPERCONTENTS_DETAIL ;
2601 if (shader->surfaceparms & Q3SURFACEPARM_DONOTENTER ) texture->supercontents |= SUPERCONTENTS_DONOTENTER ;
2602 // if (shader->surfaceparms & Q3SURFACEPARM_FOG ) texture->supercontents |= SUPERCONTENTS_FOG ;
2603 if (shader->surfaceparms & Q3SURFACEPARM_LAVA ) texture->supercontents |= SUPERCONTENTS_LAVA ;
2604 // if (shader->surfaceparms & Q3SURFACEPARM_LIGHTFILTER ) texture->supercontents |= SUPERCONTENTS_LIGHTFILTER ;
2605 // if (shader->surfaceparms & Q3SURFACEPARM_METALSTEPS ) texture->supercontents |= SUPERCONTENTS_METALSTEPS ;
2606 // if (shader->surfaceparms & Q3SURFACEPARM_NODAMAGE ) texture->supercontents |= SUPERCONTENTS_NODAMAGE ;
2607 // if (shader->surfaceparms & Q3SURFACEPARM_NODLIGHT ) texture->supercontents |= SUPERCONTENTS_NODLIGHT ;
2608 // if (shader->surfaceparms & Q3SURFACEPARM_NODRAW ) texture->supercontents |= SUPERCONTENTS_NODRAW ;
2609 if (shader->surfaceparms & Q3SURFACEPARM_NODROP ) texture->supercontents |= SUPERCONTENTS_NODROP ;
2610 // if (shader->surfaceparms & Q3SURFACEPARM_NOIMPACT ) texture->supercontents |= SUPERCONTENTS_NOIMPACT ;
2611 // if (shader->surfaceparms & Q3SURFACEPARM_NOLIGHTMAP ) texture->supercontents |= SUPERCONTENTS_NOLIGHTMAP ;
2612 // if (shader->surfaceparms & Q3SURFACEPARM_NOMARKS ) texture->supercontents |= SUPERCONTENTS_NOMARKS ;
2613 // if (shader->surfaceparms & Q3SURFACEPARM_NOMIPMAPS ) texture->supercontents |= SUPERCONTENTS_NOMIPMAPS ;
2614 if (shader->surfaceparms & Q3SURFACEPARM_NONSOLID ) texture->supercontents &=~SUPERCONTENTS_SOLID ;
2615 // if (shader->surfaceparms & Q3SURFACEPARM_ORIGIN ) texture->supercontents |= SUPERCONTENTS_ORIGIN ;
2616 if (shader->surfaceparms & Q3SURFACEPARM_PLAYERCLIP ) texture->supercontents |= SUPERCONTENTS_PLAYERCLIP ;
2617 if (shader->surfaceparms & Q3SURFACEPARM_SKY ) texture->supercontents |= SUPERCONTENTS_SKY ;
2618 // if (shader->surfaceparms & Q3SURFACEPARM_SLICK ) texture->supercontents |= SUPERCONTENTS_SLICK ;
2619 if (shader->surfaceparms & Q3SURFACEPARM_SLIME ) texture->supercontents |= SUPERCONTENTS_SLIME ;
2620 // if (shader->surfaceparms & Q3SURFACEPARM_STRUCTURAL ) texture->supercontents |= SUPERCONTENTS_STRUCTURAL ;
2621 // if (shader->surfaceparms & Q3SURFACEPARM_TRANS ) texture->supercontents |= SUPERCONTENTS_TRANS ;
2622 if (shader->surfaceparms & Q3SURFACEPARM_WATER ) texture->supercontents |= SUPERCONTENTS_WATER ;
2623 // if (shader->surfaceparms & Q3SURFACEPARM_POINTLIGHT ) texture->supercontents |= SUPERCONTENTS_POINTLIGHT ;
2624 // if (shader->surfaceparms & Q3SURFACEPARM_HINT ) texture->supercontents |= SUPERCONTENTS_HINT ;
2625 // if (shader->surfaceparms & Q3SURFACEPARM_DUST ) texture->supercontents |= SUPERCONTENTS_DUST ;
2626 if (shader->surfaceparms & Q3SURFACEPARM_BOTCLIP ) texture->supercontents |= SUPERCONTENTS_BOTCLIP | SUPERCONTENTS_MONSTERCLIP;
2627 // if (shader->surfaceparms & Q3SURFACEPARM_LIGHTGRID ) texture->supercontents |= SUPERCONTENTS_LIGHTGRID ;
2628 // if (shader->surfaceparms & Q3SURFACEPARM_ANTIPORTAL ) texture->supercontents |= SUPERCONTENTS_ANTIPORTAL ;
2630 if (shader->dpmeshcollisions)
2631 texture->basematerialflags |= MATERIALFLAG_MESHCOLLISIONS;
2632 if (shader->dpshaderkill && developer_extra.integer)
2633 Con_DPrintf("^1%s:^7 killing shader ^3\"%s\" because of cvar\n", loadmodel->name, name);
2635 else if (!strcmp(texture->name, "noshader") || !texture->name[0])
2637 if (developer_extra.integer)
2638 Con_DPrintf("^1%s:^7 using fallback noshader material for ^3\"%s\"\n", loadmodel->name, name);
2639 texture->surfaceparms = 0;
2640 texture->supercontents = SUPERCONTENTS_SOLID | SUPERCONTENTS_OPAQUE;
2642 else if (!strcmp(texture->name, "common/nodraw") || !strcmp(texture->name, "textures/common/nodraw"))
2644 if (developer_extra.integer)
2645 Con_DPrintf("^1%s:^7 using fallback nodraw material for ^3\"%s\"\n", loadmodel->name, name);
2646 texture->surfaceparms = 0;
2647 texture->basematerialflags = MATERIALFLAG_NODRAW | MATERIALFLAG_NOSHADOW;
2648 texture->supercontents = SUPERCONTENTS_SOLID;
2652 if (developer_extra.integer)
2653 Con_DPrintf("^1%s:^7 No shader found for texture ^3\"%s\"\n", loadmodel->name, texture->name);
2654 texture->surfaceparms = 0;
2655 if (texture->surfaceflags & Q3SURFACEFLAG_NODRAW)
2657 texture->basematerialflags |= MATERIALFLAG_NODRAW | MATERIALFLAG_NOSHADOW;
2658 texture->supercontents = SUPERCONTENTS_SOLID;
2660 else if (texture->surfaceflags & Q3SURFACEFLAG_SKY)
2662 texture->basematerialflags |= MATERIALFLAG_SKY | MATERIALFLAG_NOSHADOW;
2663 texture->supercontents = SUPERCONTENTS_SKY;
2667 texture->basematerialflags |= MATERIALFLAG_WALL;
2668 texture->supercontents = SUPERCONTENTS_SOLID | SUPERCONTENTS_OPAQUE;
2670 texture->numskinframes = 1;
2671 if(cls.state == ca_dedicated)
2673 texture->skinframes[0] = NULL;
2680 if ((texture->skinframes[0] = R_SkinFrame_LoadExternal(texture->name, defaulttexflags, false)))
2682 if(texture->skinframes[0]->hasalpha)
2683 texture->basematerialflags |= MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
2690 if (!success && warnmissing)
2691 Con_Printf("^1%s:^7 could not load texture ^3\"%s\"\n", loadmodel->name, texture->name);
2694 // init the animation variables
2695 texture->currentframe = texture;
2696 if (texture->numskinframes < 1)
2697 texture->numskinframes = 1;
2698 if (!texture->skinframes[0])
2699 texture->skinframes[0] = R_SkinFrame_LoadMissing();
2700 texture->currentskinframe = texture->skinframes[0];
2701 texture->backgroundcurrentskinframe = texture->backgroundskinframes[0];
2705 skinfile_t *Mod_LoadSkinFiles(void)
2707 int i, words, line, wordsoverflow;
2710 skinfile_t *skinfile = NULL, *first = NULL;
2711 skinfileitem_t *skinfileitem;
2712 char word[10][MAX_QPATH];
2717 U_bodyBox,models/players/Legoman/BikerA2.tga
2718 U_RArm,models/players/Legoman/BikerA1.tga
2719 U_LArm,models/players/Legoman/BikerA1.tga
2720 U_armor,common/nodraw
2721 U_sword,common/nodraw
2722 U_shield,common/nodraw
2723 U_homb,common/nodraw
2724 U_backpack,common/nodraw
2725 U_colcha,common/nodraw
2730 memset(word, 0, sizeof(word));
2731 for (i = 0;i < 256 && (data = text = (char *)FS_LoadFile(va(vabuf, sizeof(vabuf), "%s_%i.skin", loadmodel->name, i), tempmempool, true, NULL));i++)
2733 // If it's the first file we parse
2734 if (skinfile == NULL)
2736 skinfile = (skinfile_t *)Mem_Alloc(loadmodel->mempool, sizeof(skinfile_t));
2741 skinfile->next = (skinfile_t *)Mem_Alloc(loadmodel->mempool, sizeof(skinfile_t));
2742 skinfile = skinfile->next;
2744 skinfile->next = NULL;
2746 for(line = 0;;line++)
2749 if (!COM_ParseToken_QuakeC(&data, true))
2751 if (!strcmp(com_token, "\n"))
2754 wordsoverflow = false;
2758 strlcpy(word[words++], com_token, sizeof (word[0]));
2760 wordsoverflow = true;
2762 while (COM_ParseToken_QuakeC(&data, true) && strcmp(com_token, "\n"));
2765 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);
2768 // words is always >= 1
2769 if (!strcmp(word[0], "replace"))
2773 if (developer_loading.integer)
2774 Con_Printf("Mod_LoadSkinFiles: parsed mesh \"%s\" shader replacement \"%s\"\n", word[1], word[2]);
2775 skinfileitem = (skinfileitem_t *)Mem_Alloc(loadmodel->mempool, sizeof(skinfileitem_t));
2776 skinfileitem->next = skinfile->items;
2777 skinfile->items = skinfileitem;
2778 strlcpy (skinfileitem->name, word[1], sizeof (skinfileitem->name));
2779 strlcpy (skinfileitem->replacement, word[2], sizeof (skinfileitem->replacement));
2782 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]);
2784 else if (words >= 2 && !strncmp(word[0], "tag_", 4))
2786 // tag name, like "tag_weapon,"
2787 // not used for anything (not even in Quake3)
2789 else if (words >= 2 && !strcmp(word[1], ","))
2791 // mesh shader name, like "U_RArm,models/players/Legoman/BikerA1.tga"
2792 if (developer_loading.integer)
2793 Con_Printf("Mod_LoadSkinFiles: parsed mesh \"%s\" shader replacement \"%s\"\n", word[0], word[2]);
2794 skinfileitem = (skinfileitem_t *)Mem_Alloc(loadmodel->mempool, sizeof(skinfileitem_t));
2795 skinfileitem->next = skinfile->items;
2796 skinfile->items = skinfileitem;
2797 strlcpy (skinfileitem->name, word[0], sizeof (skinfileitem->name));
2798 strlcpy (skinfileitem->replacement, word[2], sizeof (skinfileitem->replacement));
2801 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);
2806 loadmodel->numskins = i;
2810 void Mod_FreeSkinFiles(skinfile_t *skinfile)
2813 skinfileitem_t *skinfileitem, *nextitem;
2814 for (;skinfile;skinfile = next)
2816 next = skinfile->next;
2817 for (skinfileitem = skinfile->items;skinfileitem;skinfileitem = nextitem)
2819 nextitem = skinfileitem->next;
2820 Mem_Free(skinfileitem);
2826 int Mod_CountSkinFiles(skinfile_t *skinfile)
2829 for (i = 0;skinfile;skinfile = skinfile->next, i++);
2833 void Mod_SnapVertices(int numcomponents, int numvertices, float *vertices, float snap)
2836 double isnap = 1.0 / snap;
2837 for (i = 0;i < numvertices*numcomponents;i++)
2838 vertices[i] = floor(vertices[i]*isnap)*snap;
2841 int Mod_RemoveDegenerateTriangles(int numtriangles, const int *inelement3i, int *outelement3i, const float *vertex3f)
2843 int i, outtriangles;
2844 float edgedir1[3], edgedir2[3], temp[3];
2845 // a degenerate triangle is one with no width (thickness, surface area)
2846 // these are characterized by having all 3 points colinear (along a line)
2847 // or having two points identical
2848 // the simplest check is to calculate the triangle's area
2849 for (i = 0, outtriangles = 0;i < numtriangles;i++, inelement3i += 3)
2851 // calculate first edge
2852 VectorSubtract(vertex3f + inelement3i[1] * 3, vertex3f + inelement3i[0] * 3, edgedir1);
2853 VectorSubtract(vertex3f + inelement3i[2] * 3, vertex3f + inelement3i[0] * 3, edgedir2);
2854 CrossProduct(edgedir1, edgedir2, temp);
2855 if (VectorLength2(temp) < 0.001f)
2856 continue; // degenerate triangle (no area)
2857 // valid triangle (has area)
2858 VectorCopy(inelement3i, outelement3i);
2862 return outtriangles;
2865 void Mod_VertexRangeFromElements(int numelements, const int *elements, int *firstvertexpointer, int *lastvertexpointer)
2868 int firstvertex, lastvertex;
2869 if (numelements > 0 && elements)
2871 firstvertex = lastvertex = elements[0];
2872 for (i = 1;i < numelements;i++)
2875 firstvertex = min(firstvertex, e);
2876 lastvertex = max(lastvertex, e);
2880 firstvertex = lastvertex = 0;
2881 if (firstvertexpointer)
2882 *firstvertexpointer = firstvertex;
2883 if (lastvertexpointer)
2884 *lastvertexpointer = lastvertex;
2887 void Mod_MakeSortedSurfaces(dp_model_t *mod)
2889 // make an optimal set of texture-sorted batches to draw...
2891 int *firstsurfacefortexture;
2892 int *numsurfacesfortexture;
2893 if (!mod->sortedmodelsurfaces)
2894 mod->sortedmodelsurfaces = (int *) Mem_Alloc(loadmodel->mempool, mod->nummodelsurfaces * sizeof(*mod->sortedmodelsurfaces));
2895 firstsurfacefortexture = (int *) Mem_Alloc(tempmempool, mod->num_textures * sizeof(*firstsurfacefortexture));
2896 numsurfacesfortexture = (int *) Mem_Alloc(tempmempool, mod->num_textures * sizeof(*numsurfacesfortexture));
2897 memset(numsurfacesfortexture, 0, mod->num_textures * sizeof(*numsurfacesfortexture));
2898 for (j = 0;j < mod->nummodelsurfaces;j++)
2900 const msurface_t *surface = mod->data_surfaces + j + mod->firstmodelsurface;
2901 int t = (int)(surface->texture - mod->data_textures);
2902 numsurfacesfortexture[t]++;
2905 for (t = 0;t < mod->num_textures;t++)
2907 firstsurfacefortexture[t] = j;
2908 j += numsurfacesfortexture[t];
2910 for (j = 0;j < mod->nummodelsurfaces;j++)
2912 const msurface_t *surface = mod->data_surfaces + j + mod->firstmodelsurface;
2913 int t = (int)(surface->texture - mod->data_textures);
2914 mod->sortedmodelsurfaces[firstsurfacefortexture[t]++] = j + mod->firstmodelsurface;
2916 Mem_Free(firstsurfacefortexture);
2917 Mem_Free(numsurfacesfortexture);
2920 void Mod_BuildVBOs(void)
2922 if (!loadmodel->surfmesh.num_vertices)
2925 if (gl_paranoid.integer && loadmodel->surfmesh.data_element3s && loadmodel->surfmesh.data_element3i)
2928 for (i = 0;i < loadmodel->surfmesh.num_triangles*3;i++)
2930 if (loadmodel->surfmesh.data_element3s[i] != loadmodel->surfmesh.data_element3i[i])
2932 Con_Printf("Mod_BuildVBOs: element %u is incorrect (%u should be %u)\n", i, loadmodel->surfmesh.data_element3s[i], loadmodel->surfmesh.data_element3i[i]);
2933 loadmodel->surfmesh.data_element3s[i] = loadmodel->surfmesh.data_element3i[i];
2938 // build r_vertexmesh_t array
2939 // (compressed interleaved array for D3D)
2940 if (!loadmodel->surfmesh.vertexmesh && vid.useinterleavedarrays)
2943 int numvertices = loadmodel->surfmesh.num_vertices;
2944 r_vertexmesh_t *vertexmesh;
2945 loadmodel->surfmesh.vertexmesh = vertexmesh = (r_vertexmesh_t*)Mem_Alloc(loadmodel->mempool, numvertices * sizeof(*loadmodel->surfmesh.vertexmesh));
2946 for (vertexindex = 0;vertexindex < numvertices;vertexindex++, vertexmesh++)
2948 VectorCopy(loadmodel->surfmesh.data_vertex3f + 3*vertexindex, vertexmesh->vertex3f);
2949 VectorScale(loadmodel->surfmesh.data_svector3f + 3*vertexindex, 1.0f, vertexmesh->svector3f);
2950 VectorScale(loadmodel->surfmesh.data_tvector3f + 3*vertexindex, 1.0f, vertexmesh->tvector3f);
2951 VectorScale(loadmodel->surfmesh.data_normal3f + 3*vertexindex, 1.0f, vertexmesh->normal3f);
2952 if (loadmodel->surfmesh.data_lightmapcolor4f)
2953 Vector4Copy(loadmodel->surfmesh.data_lightmapcolor4f + 4*vertexindex, vertexmesh->color4f);
2954 Vector2Copy(loadmodel->surfmesh.data_texcoordtexture2f + 2*vertexindex, vertexmesh->texcoordtexture2f);
2955 if (loadmodel->surfmesh.data_texcoordlightmap2f)
2956 Vector2Scale(loadmodel->surfmesh.data_texcoordlightmap2f + 2*vertexindex, 1.0f, vertexmesh->texcoordlightmap2f);
2960 // upload r_vertexmesh_t array as a buffer
2961 if (loadmodel->surfmesh.vertexmesh && !loadmodel->surfmesh.vertexmeshbuffer)
2962 loadmodel->surfmesh.vertexmeshbuffer = R_Mesh_CreateMeshBuffer(loadmodel->surfmesh.vertexmesh, loadmodel->surfmesh.num_vertices * sizeof(*loadmodel->surfmesh.vertexmesh), loadmodel->name, false, false, false);
2964 // upload vertex3f array as a buffer
2965 if (loadmodel->surfmesh.data_vertex3f && !loadmodel->surfmesh.vertex3fbuffer)
2966 loadmodel->surfmesh.vertex3fbuffer = R_Mesh_CreateMeshBuffer(loadmodel->surfmesh.data_vertex3f, loadmodel->surfmesh.num_vertices * sizeof(float[3]), loadmodel->name, false, false, false);
2968 // upload short indices as a buffer
2969 if (loadmodel->surfmesh.data_element3s && !loadmodel->surfmesh.data_element3s_indexbuffer)
2970 loadmodel->surfmesh.data_element3s_indexbuffer = R_Mesh_CreateMeshBuffer(loadmodel->surfmesh.data_element3s, loadmodel->surfmesh.num_triangles * sizeof(short[3]), loadmodel->name, true, false, true);
2972 // upload int indices as a buffer
2973 if (loadmodel->surfmesh.data_element3i && !loadmodel->surfmesh.data_element3i_indexbuffer && !loadmodel->surfmesh.data_element3s)
2974 loadmodel->surfmesh.data_element3i_indexbuffer = R_Mesh_CreateMeshBuffer(loadmodel->surfmesh.data_element3i, loadmodel->surfmesh.num_triangles * sizeof(int[3]), loadmodel->name, true, false, false);
2976 // only build a vbo if one has not already been created (this is important for brush models which load specially)
2977 // vertex buffer is several arrays and we put them in the same buffer
2979 // is this wise? the texcoordtexture2f array is used with dynamic
2980 // vertex/svector/tvector/normal when rendering animated models, on the
2981 // other hand animated models don't use a lot of vertices anyway...
2982 if (!loadmodel->surfmesh.vbo_vertexbuffer && !vid.useinterleavedarrays)
2987 loadmodel->surfmesh.vbooffset_vertex3f = size;if (loadmodel->surfmesh.data_vertex3f ) size += loadmodel->surfmesh.num_vertices * sizeof(float[3]);
2988 loadmodel->surfmesh.vbooffset_svector3f = size;if (loadmodel->surfmesh.data_svector3f ) size += loadmodel->surfmesh.num_vertices * sizeof(float[3]);
2989 loadmodel->surfmesh.vbooffset_tvector3f = size;if (loadmodel->surfmesh.data_tvector3f ) size += loadmodel->surfmesh.num_vertices * sizeof(float[3]);
2990 loadmodel->surfmesh.vbooffset_normal3f = size;if (loadmodel->surfmesh.data_normal3f ) size += loadmodel->surfmesh.num_vertices * sizeof(float[3]);
2991 loadmodel->surfmesh.vbooffset_texcoordtexture2f = size;if (loadmodel->surfmesh.data_texcoordtexture2f ) size += loadmodel->surfmesh.num_vertices * sizeof(float[2]);
2992 loadmodel->surfmesh.vbooffset_texcoordlightmap2f = size;if (loadmodel->surfmesh.data_texcoordlightmap2f) size += loadmodel->surfmesh.num_vertices * sizeof(float[2]);
2993 loadmodel->surfmesh.vbooffset_lightmapcolor4f = size;if (loadmodel->surfmesh.data_lightmapcolor4f ) size += loadmodel->surfmesh.num_vertices * sizeof(float[4]);
2994 mem = (unsigned char *)Mem_Alloc(tempmempool, size);
2995 if (loadmodel->surfmesh.data_vertex3f ) memcpy(mem + loadmodel->surfmesh.vbooffset_vertex3f , loadmodel->surfmesh.data_vertex3f , loadmodel->surfmesh.num_vertices * sizeof(float[3]));
2996 if (loadmodel->surfmesh.data_svector3f ) memcpy(mem + loadmodel->surfmesh.vbooffset_svector3f , loadmodel->surfmesh.data_svector3f , loadmodel->surfmesh.num_vertices * sizeof(float[3]));
2997 if (loadmodel->surfmesh.data_tvector3f ) memcpy(mem + loadmodel->surfmesh.vbooffset_tvector3f , loadmodel->surfmesh.data_tvector3f , loadmodel->surfmesh.num_vertices * sizeof(float[3]));
2998 if (loadmodel->surfmesh.data_normal3f ) memcpy(mem + loadmodel->surfmesh.vbooffset_normal3f , loadmodel->surfmesh.data_normal3f , loadmodel->surfmesh.num_vertices * sizeof(float[3]));
2999 if (loadmodel->surfmesh.data_texcoordtexture2f ) memcpy(mem + loadmodel->surfmesh.vbooffset_texcoordtexture2f , loadmodel->surfmesh.data_texcoordtexture2f , loadmodel->surfmesh.num_vertices * sizeof(float[2]));
3000 if (loadmodel->surfmesh.data_texcoordlightmap2f) memcpy(mem + loadmodel->surfmesh.vbooffset_texcoordlightmap2f, loadmodel->surfmesh.data_texcoordlightmap2f, loadmodel->surfmesh.num_vertices * sizeof(float[2]));
3001 if (loadmodel->surfmesh.data_lightmapcolor4f ) memcpy(mem + loadmodel->surfmesh.vbooffset_lightmapcolor4f , loadmodel->surfmesh.data_lightmapcolor4f , loadmodel->surfmesh.num_vertices * sizeof(float[4]));
3002 loadmodel->surfmesh.vbo_vertexbuffer = R_Mesh_CreateMeshBuffer(mem, size, loadmodel->name, false, false, false);
3007 static void Mod_Decompile_OBJ(dp_model_t *model, const char *filename, const char *mtlfilename, const char *originalfilename)
3009 int submodelindex, vertexindex, surfaceindex, triangleindex, textureindex, countvertices = 0, countsurfaces = 0, countfaces = 0, counttextures = 0;
3011 const char *texname;
3013 const float *v, *vn, *vt;
3015 size_t outbufferpos = 0;
3016 size_t outbuffermax = 0x100000;
3017 char *outbuffer = (char *) Z_Malloc(outbuffermax), *oldbuffer;
3018 const msurface_t *surface;
3019 const int maxtextures = 256;
3020 char *texturenames = (char *) Z_Malloc(maxtextures * MAX_QPATH);
3021 dp_model_t *submodel;
3023 // construct the mtllib file
3024 l = dpsnprintf(outbuffer + outbufferpos, outbuffermax - outbufferpos, "# mtllib for %s exported by darkplaces engine\n", originalfilename);
3027 for (surfaceindex = 0, surface = model->data_surfaces;surfaceindex < model->num_surfaces;surfaceindex++, surface++)
3030 countvertices += surface->num_vertices;
3031 countfaces += surface->num_triangles;
3032 texname = (surface->texture && surface->texture->name[0]) ? surface->texture->name : "default";
3033 for (textureindex = 0;textureindex < counttextures;textureindex++)
3034 if (!strcmp(texturenames + textureindex * MAX_QPATH, texname))
3036 if (textureindex < counttextures)
3037 continue; // already wrote this material entry
3038 if (textureindex >= maxtextures)
3039 continue; // just a precaution
3040 textureindex = counttextures++;
3041 strlcpy(texturenames + textureindex * MAX_QPATH, texname, MAX_QPATH);
3042 if (outbufferpos >= outbuffermax >> 1)
3045 oldbuffer = outbuffer;
3046 outbuffer = (char *) Z_Malloc(outbuffermax);
3047 memcpy(outbuffer, oldbuffer, outbufferpos);
3050 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");
3055 // write the mtllib file
3056 FS_WriteFile(mtlfilename, outbuffer, outbufferpos);
3058 // construct the obj file
3060 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);
3064 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)
3066 if (outbufferpos >= outbuffermax >> 1)
3069 oldbuffer = outbuffer;
3070 outbuffer = (char *) Z_Malloc(outbuffermax);
3071 memcpy(outbuffer, oldbuffer, outbufferpos);
3074 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]);
3079 for (submodelindex = 0;submodelindex < max(1, model->brush.numsubmodels);submodelindex++)
3081 l = dpsnprintf(outbuffer + outbufferpos, outbuffermax - outbufferpos, "o %i\n", submodelindex);
3084 submodel = model->brush.numsubmodels ? model->brush.submodels[submodelindex] : model;
3085 for (surfaceindex = 0;surfaceindex < submodel->nummodelsurfaces;surfaceindex++)
3087 surface = model->data_surfaces + submodel->sortedmodelsurfaces[surfaceindex];
3088 l = dpsnprintf(outbuffer + outbufferpos, outbuffermax - outbufferpos, "usemtl %s\n", (surface->texture && surface->texture->name[0]) ? surface->texture->name : "default");
3091 for (triangleindex = 0, e = model->surfmesh.data_element3i + surface->num_firsttriangle * 3;triangleindex < surface->num_triangles;triangleindex++, e += 3)
3093 if (outbufferpos >= outbuffermax >> 1)
3096 oldbuffer = outbuffer;
3097 outbuffer = (char *) Z_Malloc(outbuffermax);
3098 memcpy(outbuffer, oldbuffer, outbufferpos);
3104 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);
3111 // write the obj file
3112 FS_WriteFile(filename, outbuffer, outbufferpos);
3116 Z_Free(texturenames);
3119 Con_Printf("Wrote %s (%i bytes, %i vertices, %i faces, %i surfaces with %i distinct textures)\n", filename, (int)outbufferpos, countvertices, countfaces, countsurfaces, counttextures);
3122 static void Mod_Decompile_SMD(dp_model_t *model, const char *filename, int firstpose, int numposes, qboolean writetriangles)
3124 int countnodes = 0, counttriangles = 0, countframes = 0;
3132 size_t outbufferpos = 0;
3133 size_t outbuffermax = 0x100000;
3134 char *outbuffer = (char *) Z_Malloc(outbuffermax), *oldbuffer;
3135 const msurface_t *surface;
3136 l = dpsnprintf(outbuffer + outbufferpos, outbuffermax - outbufferpos, "version 1\nnodes\n");
3139 for (transformindex = 0;transformindex < model->num_bones;transformindex++)
3141 if (outbufferpos >= outbuffermax >> 1)
3144 oldbuffer = outbuffer;
3145 outbuffer = (char *) Z_Malloc(outbuffermax);
3146 memcpy(outbuffer, oldbuffer, outbufferpos);
3150 l = dpsnprintf(outbuffer + outbufferpos, outbuffermax - outbufferpos, "%3i \"%s\" %3i\n", transformindex, model->data_bones[transformindex].name, model->data_bones[transformindex].parent);
3154 l = dpsnprintf(outbuffer + outbufferpos, outbuffermax - outbufferpos, "end\nskeleton\n");
3157 for (poseindex = 0;poseindex < numposes;poseindex++)
3160 l = dpsnprintf(outbuffer + outbufferpos, outbuffermax - outbufferpos, "time %i\n", poseindex);
3163 for (transformindex = 0;transformindex < model->num_bones;transformindex++)
3167 matrix4x4_t posematrix;
3168 if (outbufferpos >= outbuffermax >> 1)
3171 oldbuffer = outbuffer;
3172 outbuffer = (char *) Z_Malloc(outbuffermax);
3173 memcpy(outbuffer, oldbuffer, outbufferpos);
3177 // strangely the smd angles are for a transposed matrix, so we
3178 // have to generate a transposed matrix, then convert that...
3179 Matrix4x4_FromBonePose6s(&posematrix, model->num_posescale, model->data_poses6s + 6*(model->num_bones * poseindex + transformindex));
3180 Matrix4x4_ToArray12FloatGL(&posematrix, mtest[0]);
3181 AnglesFromVectors(angles, mtest[0], mtest[2], false);
3182 if (angles[0] >= 180) angles[0] -= 360;
3183 if (angles[1] >= 180) angles[1] -= 360;
3184 if (angles[2] >= 180) angles[2] -= 360;
3188 float a = DEG2RAD(angles[ROLL]);
3189 float b = DEG2RAD(angles[PITCH]);
3190 float c = DEG2RAD(angles[YAW]);
3191 float cy, sy, cp, sp, cr, sr;
3193 // smd matrix construction, for comparing
3204 test[1][0] = sr*sp*cy+cr*-sy;
3205 test[1][1] = sr*sp*sy+cr*cy;
3207 test[2][0] = (cr*sp*cy+-sr*-sy);
3208 test[2][1] = (cr*sp*sy+-sr*cy);
3210 test[3][0] = pose[9];
3211 test[3][1] = pose[10];
3212 test[3][2] = pose[11];
3215 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]));
3220 l = dpsnprintf(outbuffer + outbufferpos, outbuffermax - outbufferpos, "end\n");
3225 l = dpsnprintf(outbuffer + outbufferpos, outbuffermax - outbufferpos, "triangles\n");
3228 for (surfaceindex = 0, surface = model->data_surfaces;surfaceindex < model->num_surfaces;surfaceindex++, surface++)
3230 for (triangleindex = 0, e = model->surfmesh.data_element3i + surface->num_firsttriangle * 3;triangleindex < surface->num_triangles;triangleindex++, e += 3)
3233 if (outbufferpos >= outbuffermax >> 1)
3236 oldbuffer = outbuffer;
3237 outbuffer = (char *) Z_Malloc(outbuffermax);
3238 memcpy(outbuffer, oldbuffer, outbufferpos);
3241 l = dpsnprintf(outbuffer + outbufferpos, outbuffermax - outbufferpos, "%s\n", surface->texture && surface->texture->name[0] ? surface->texture->name : "default.bmp");
3244 for (cornerindex = 0;cornerindex < 3;cornerindex++)
3246 const int index = e[2-cornerindex];
3247 const float *v = model->surfmesh.data_vertex3f + index * 3;
3248 const float *vn = model->surfmesh.data_normal3f + index * 3;
3249 const float *vt = model->surfmesh.data_texcoordtexture2f + index * 2;
3250 const int b = model->surfmesh.blends[index];
3251 if (b < model->num_bones)
3252 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]);
3255 const blendweights_t *w = model->surfmesh.data_blendweights + b - model->num_bones;
3256 const unsigned char *wi = w->index;
3257 const unsigned char *wf = w->influence;
3258 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);
3259 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);
3260 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);
3261 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]);
3268 l = dpsnprintf(outbuffer + outbufferpos, outbuffermax - outbufferpos, "end\n");
3273 FS_WriteFile(filename, outbuffer, outbufferpos);
3276 Con_Printf("Wrote %s (%i bytes, %i nodes, %i frames, %i triangles)\n", filename, (int)outbufferpos, countnodes, countframes, counttriangles);
3283 decompiles a model to editable files
3286 static void Mod_Decompile_f(void)
3288 int i, j, k, l, first, count;
3290 char inname[MAX_QPATH];
3291 char outname[MAX_QPATH];
3292 char mtlname[MAX_QPATH];
3293 char basename[MAX_QPATH];
3294 char animname[MAX_QPATH];
3295 char animname2[MAX_QPATH];
3296 char zymtextbuffer[16384];
3297 char dpmtextbuffer[16384];
3298 char framegroupstextbuffer[16384];
3299 int zymtextsize = 0;
3300 int dpmtextsize = 0;
3301 int framegroupstextsize = 0;
3304 if (Cmd_Argc() != 2)
3306 Con_Print("usage: modeldecompile <filename>\n");
3310 strlcpy(inname, Cmd_Argv(1), sizeof(inname));
3311 FS_StripExtension(inname, basename, sizeof(basename));
3313 mod = Mod_ForName(inname, false, true, inname[0] == '*' ? cl.model_name[1] : NULL);
3314 if (mod->brush.submodel)
3316 // if we're decompiling a submodel, be sure to give it a proper name based on its parent
3317 FS_StripExtension(cl.model_name[1], outname, sizeof(outname));
3318 dpsnprintf(basename, sizeof(basename), "%s/%s", outname, mod->name);
3323 Con_Print("No such model\n");
3326 if (!mod->surfmesh.num_triangles)
3328 Con_Print("Empty model (or sprite)\n");
3332 // export OBJ if possible (not on sprites)
3333 if (mod->surfmesh.num_triangles)
3335 dpsnprintf(outname, sizeof(outname), "%s_decompiled.obj", basename);
3336 dpsnprintf(mtlname, sizeof(mtlname), "%s_decompiled.mtl", basename);
3337 Mod_Decompile_OBJ(mod, outname, mtlname, inname);
3340 // export SMD if possible (only for skeletal models)
3341 if (mod->surfmesh.num_triangles && mod->num_bones)
3343 dpsnprintf(outname, sizeof(outname), "%s_decompiled/ref1.smd", basename);
3344 Mod_Decompile_SMD(mod, outname, 0, 1, true);
3345 l = dpsnprintf(zymtextbuffer + zymtextsize, sizeof(zymtextbuffer) - zymtextsize, "output out.zym\nscale 1\norigin 0 0 0\nmesh ref1.smd\n");
3346 if (l > 0) zymtextsize += l;
3347 l = dpsnprintf(dpmtextbuffer + dpmtextsize, sizeof(dpmtextbuffer) - dpmtextsize, "outputdir .\nmodel out\nscale 1\norigin 0 0 0\nscene ref1.smd\n");
3348 if (l > 0) dpmtextsize += l;
3349 for (i = 0;i < mod->numframes;i = j)
3351 strlcpy(animname, mod->animscenes[i].name, sizeof(animname));
3352 first = mod->animscenes[i].firstframe;
3353 if (mod->animscenes[i].framecount > 1)
3356 count = mod->animscenes[i].framecount;
3362 // check for additional frames with same name
3363 for (l = 0, k = strlen(animname);animname[l];l++)
3364 if(animname[l] < '0' || animname[l] > '9')
3366 if(k > 0 && animname[k-1] == '_')
3369 count = mod->num_poses - first;
3370 for (j = i + 1;j < mod->numframes;j++)
3372 strlcpy(animname2, mod->animscenes[j].name, sizeof(animname2));
3373 for (l = 0, k = strlen(animname2);animname2[l];l++)
3374 if(animname2[l] < '0' || animname2[l] > '9')
3376 if(k > 0 && animname[k-1] == '_')
3379 if (strcmp(animname2, animname) || mod->animscenes[j].framecount > 1)
3381 count = mod->animscenes[j].firstframe - first;
3385 // if it's only one frame, use the original frame name
3387 strlcpy(animname, mod->animscenes[i].name, sizeof(animname));
3390 dpsnprintf(outname, sizeof(outname), "%s_decompiled/%s.smd", basename, animname);
3391 Mod_Decompile_SMD(mod, outname, first, count, false);
3392 if (zymtextsize < (int)sizeof(zymtextbuffer) - 100)
3394 l = dpsnprintf(zymtextbuffer + zymtextsize, sizeof(zymtextbuffer) - zymtextsize, "scene %s.smd fps %g %s\n", animname, mod->animscenes[i].framerate, mod->animscenes[i].loop ? "" : " noloop");
3395 if (l > 0) zymtextsize += l;
3397 if (dpmtextsize < (int)sizeof(dpmtextbuffer) - 100)
3399 l = dpsnprintf(dpmtextbuffer + dpmtextsize, sizeof(dpmtextbuffer) - dpmtextsize, "scene %s.smd fps %g %s\n", animname, mod->animscenes[i].framerate, mod->animscenes[i].loop ? "" : " noloop");
3400 if (l > 0) dpmtextsize += l;
3402 if (framegroupstextsize < (int)sizeof(framegroupstextbuffer) - 100)
3404 l = dpsnprintf(framegroupstextbuffer + framegroupstextsize, sizeof(framegroupstextbuffer) - framegroupstextsize, "%d %d %f %d // %s\n", first, count, mod->animscenes[i].framerate, mod->animscenes[i].loop, animname);
3405 if (l > 0) framegroupstextsize += l;
3409 FS_WriteFile(va(vabuf, sizeof(vabuf), "%s_decompiled/out_zym.txt", basename), zymtextbuffer, (fs_offset_t)zymtextsize);
3411 FS_WriteFile(va(vabuf, sizeof(vabuf), "%s_decompiled/out_dpm.txt", basename), dpmtextbuffer, (fs_offset_t)dpmtextsize);
3412 if (framegroupstextsize)
3413 FS_WriteFile(va(vabuf, sizeof(vabuf), "%s_decompiled.framegroups", basename), framegroupstextbuffer, (fs_offset_t)framegroupstextsize);
3417 void Mod_AllocLightmap_Init(mod_alloclightmap_state_t *state, int width, int height)
3420 memset(state, 0, sizeof(*state));
3421 state->width = width;
3422 state->height = height;
3423 state->currentY = 0;
3424 state->rows = (mod_alloclightmap_row_t *)Mem_Alloc(loadmodel->mempool, state->height * sizeof(*state->rows));
3425 for (y = 0;y < state->height;y++)
3427 state->rows[y].currentX = 0;
3428 state->rows[y].rowY = -1;
3432 void Mod_AllocLightmap_Reset(mod_alloclightmap_state_t *state)
3435 state->currentY = 0;
3436 for (y = 0;y < state->height;y++)
3438 state->rows[y].currentX = 0;
3439 state->rows[y].rowY = -1;
3443 void Mod_AllocLightmap_Free(mod_alloclightmap_state_t *state)
3446 Mem_Free(state->rows);
3447 memset(state, 0, sizeof(*state));
3450 qboolean Mod_AllocLightmap_Block(mod_alloclightmap_state_t *state, int blockwidth, int blockheight, int *outx, int *outy)
3452 mod_alloclightmap_row_t *row;
3455 row = state->rows + blockheight;
3456 if ((row->rowY < 0) || (row->currentX + blockwidth > state->width))
3458 if (state->currentY + blockheight <= state->height)
3460 // use the current allocation position
3461 row->rowY = state->currentY;
3463 state->currentY += blockheight;
3467 // find another position
3468 for (y = blockheight;y < state->height;y++)
3470 if ((state->rows[y].rowY >= 0) && (state->rows[y].currentX + blockwidth <= state->width))
3472 row = state->rows + y;
3476 if (y == state->height)
3481 *outx = row->currentX;
3482 row->currentX += blockwidth;
3487 typedef struct lightmapsample_s
3491 float *vertex_color;
3492 unsigned char *lm_bgr;
3493 unsigned char *lm_dir;
3497 typedef struct lightmapvertex_s
3502 float texcoordbase[2];
3503 float texcoordlightmap[2];
3504 float lightcolor[4];
3508 typedef struct lightmaptriangle_s
3516 // 2D modelspace coordinates of min corner
3517 // snapped to lightmap grid but not in grid coordinates
3519 // 2D modelspace to lightmap coordinate scale
3527 typedef struct lightmaplight_s
3538 lightmaptriangle_t *mod_generatelightmaps_lightmaptriangles;
3540 #define MAX_LIGHTMAPSAMPLES 64
3541 static int mod_generatelightmaps_numoffsets[3];
3542 static float mod_generatelightmaps_offsets[3][MAX_LIGHTMAPSAMPLES][3];
3544 static int mod_generatelightmaps_numlights;
3545 static lightmaplight_t *mod_generatelightmaps_lightinfo;
3547 extern cvar_t r_shadow_lightattenuationdividebias;
3548 extern cvar_t r_shadow_lightattenuationlinearscale;
3550 static void Mod_GenerateLightmaps_LightPoint(dp_model_t *model, const vec3_t pos, vec3_t ambient, vec3_t diffuse, vec3_t lightdir)
3555 float relativepoint[3];
3562 float lightorigin[3];
3566 float lightcolor[3];
3568 for (i = 0;i < 5*3;i++)
3570 for (index = 0;;index++)
3572 result = R_Shadow_GetRTLightInfo(index, lightorigin, &lightradius, lightcolor);
3577 lightradius2 = lightradius * lightradius;
3578 VectorSubtract(lightorigin, pos, relativepoint);
3579 dist2 = VectorLength2(relativepoint);
3580 if (dist2 >= lightradius2)
3582 lightiradius = 1.0f / lightradius;
3583 dist = sqrt(dist2) * lightiradius;
3584 intensity = (1.0f - dist) * r_shadow_lightattenuationlinearscale.value / (r_shadow_lightattenuationdividebias.value + dist*dist);
3585 if (intensity <= 0.0f)
3587 if (model && model->TraceLine)
3589 model->TraceLine(model, NULL, NULL, &trace, pos, lightorigin, SUPERCONTENTS_VISBLOCKERMASK);
3590 if (trace.fraction < 1)
3593 // scale down intensity to add to both ambient and diffuse
3594 //intensity *= 0.5f;
3595 VectorNormalize(relativepoint);
3596 VectorScale(lightcolor, intensity, color);
3597 VectorMA(sample , 0.5f , color, sample );
3598 VectorMA(sample + 3, relativepoint[0], color, sample + 3);
3599 VectorMA(sample + 6, relativepoint[1], color, sample + 6);
3600 VectorMA(sample + 9, relativepoint[2], color, sample + 9);
3601 // calculate a weighted average light direction as well
3602 intensity *= VectorLength(color);
3603 VectorMA(sample + 12, intensity, relativepoint, sample + 12);
3605 // calculate the direction we'll use to reduce the sample to a directional light source
3606 VectorCopy(sample + 12, dir);
3607 //VectorSet(dir, sample[3] + sample[4] + sample[5], sample[6] + sample[7] + sample[8], sample[9] + sample[10] + sample[11]);
3608 VectorNormalize(dir);
3609 // extract the diffuse color along the chosen direction and scale it
3610 diffuse[0] = (dir[0]*sample[3] + dir[1]*sample[6] + dir[2]*sample[ 9] + sample[ 0]);
3611 diffuse[1] = (dir[0]*sample[4] + dir[1]*sample[7] + dir[2]*sample[10] + sample[ 1]);
3612 diffuse[2] = (dir[0]*sample[5] + dir[1]*sample[8] + dir[2]*sample[11] + sample[ 2]);
3613 // subtract some of diffuse from ambient
3614 VectorMA(sample, -0.333f, diffuse, ambient);
3615 // store the normalized lightdir
3616 VectorCopy(dir, lightdir);
3619 static void Mod_GenerateLightmaps_CreateLights_ComputeSVBSP_InsertSurfaces(const dp_model_t *model, svbsp_t *svbsp, const float *mins, const float *maxs)
3623 const msurface_t *surface;
3624 const float *vertex3f = model->surfmesh.data_vertex3f;
3625 const int *element3i = model->surfmesh.data_element3i;
3628 for (surfaceindex = 0, surface = model->data_surfaces;surfaceindex < model->nummodelsurfaces;surfaceindex++, surface++)
3630 if (!BoxesOverlap(surface->mins, surface->maxs, mins, maxs))
3632 if (surface->texture->basematerialflags & MATERIALFLAG_NOSHADOW)
3634 for (triangleindex = 0, e = element3i + 3*surface->num_firsttriangle;triangleindex < surface->num_triangles;triangleindex++, e += 3)
3636 VectorCopy(vertex3f + 3*e[0], v2[0]);
3637 VectorCopy(vertex3f + 3*e[1], v2[1]);
3638 VectorCopy(vertex3f + 3*e[2], v2[2]);
3639 SVBSP_AddPolygon(svbsp, 3, v2[0], true, NULL, NULL, 0);
3644 static void Mod_GenerateLightmaps_CreateLights_ComputeSVBSP(dp_model_t *model, lightmaplight_t *lightinfo)
3646 int maxnodes = 1<<14;
3647 svbsp_node_t *nodes;
3652 VectorSet(mins, lightinfo->origin[0] - lightinfo->radius, lightinfo->origin[1] - lightinfo->radius, lightinfo->origin[2] - lightinfo->radius);
3653 VectorSet(maxs, lightinfo->origin[0] + lightinfo->radius, lightinfo->origin[1] + lightinfo->radius, lightinfo->origin[2] + lightinfo->radius);
3654 VectorCopy(lightinfo->origin, origin);
3655 nodes = (svbsp_node_t *)Mem_Alloc(tempmempool, maxnodes * sizeof(*nodes));
3658 SVBSP_Init(&svbsp, origin, maxnodes, nodes);
3659 Mod_GenerateLightmaps_CreateLights_ComputeSVBSP_InsertSurfaces(model, &svbsp, mins, maxs);
3660 if (svbsp.ranoutofnodes)
3663 if (maxnodes > 1<<22)
3669 nodes = (svbsp_node_t *)Mem_Alloc(tempmempool, maxnodes * sizeof(*nodes));
3674 if (svbsp.numnodes > 0)
3676 svbsp.nodes = (svbsp_node_t *)Mem_Alloc(tempmempool, svbsp.numnodes * sizeof(*nodes));
3677 memcpy(svbsp.nodes, nodes, svbsp.numnodes * sizeof(*nodes));
3678 lightinfo->svbsp = svbsp;
3683 static void Mod_GenerateLightmaps_CreateLights(dp_model_t *model)
3687 lightmaplight_t *lightinfo;
3691 mod_generatelightmaps_numlights = 0;
3692 for (index = 0;;index++)
3694 result = R_Shadow_GetRTLightInfo(index, origin, &radius, color);
3698 mod_generatelightmaps_numlights++;
3700 if (mod_generatelightmaps_numlights > 0)
3702 mod_generatelightmaps_lightinfo = (lightmaplight_t *)Mem_Alloc(tempmempool, mod_generatelightmaps_numlights * sizeof(*mod_generatelightmaps_lightinfo));
3703 lightinfo = mod_generatelightmaps_lightinfo;
3704 for (index = 0;;index++)
3706 result = R_Shadow_GetRTLightInfo(index, lightinfo->origin, &lightinfo->radius, lightinfo->color);
3713 for (index = 0, lightinfo = mod_generatelightmaps_lightinfo;index < mod_generatelightmaps_numlights;index++, lightinfo++)
3715 lightinfo->iradius = 1.0f / lightinfo->radius;
3716 lightinfo->radius2 = lightinfo->radius * lightinfo->radius;
3717 // TODO: compute svbsp
3718 Mod_GenerateLightmaps_CreateLights_ComputeSVBSP(model, lightinfo);
3722 static void Mod_GenerateLightmaps_DestroyLights(dp_model_t *model)
3725 if (mod_generatelightmaps_lightinfo)
3727 for (i = 0;i < mod_generatelightmaps_numlights;i++)
3728 if (mod_generatelightmaps_lightinfo[i].svbsp.nodes)
3729 Mem_Free(mod_generatelightmaps_lightinfo[i].svbsp.nodes);
3730 Mem_Free(mod_generatelightmaps_lightinfo);
3732 mod_generatelightmaps_lightinfo = NULL;
3733 mod_generatelightmaps_numlights = 0;
3736 static qboolean Mod_GenerateLightmaps_SamplePoint_SVBSP(const svbsp_t *svbsp, const float *pos)
3738 const svbsp_node_t *node;
3739 const svbsp_node_t *nodes = svbsp->nodes;
3744 num = node->children[DotProduct(node->plane, pos) < node->plane[3]];
3746 return num == -1; // true if empty, false if solid (shadowed)
3749 static void Mod_GenerateLightmaps_SamplePoint(const float *pos, const float *normal, float *sample, int numoffsets, const float *offsets)
3752 float relativepoint[3];
3761 const lightmaplight_t *lightinfo;
3763 for (i = 0;i < 5*3;i++)
3765 for (i = 0, lightinfo = mod_generatelightmaps_lightinfo;i < mod_generatelightmaps_numlights;i++, lightinfo++)
3767 //R_SampleRTLights(pos, sample, numoffsets, offsets);
3768 VectorSubtract(lightinfo->origin, pos, relativepoint);
3769 // don't accept light from behind a surface, it causes bad shading
3770 if (normal && DotProduct(relativepoint, normal) <= 0)
3772 dist2 = VectorLength2(relativepoint);
3773 if (dist2 >= lightinfo->radius2)
3775 dist = sqrt(dist2) * lightinfo->iradius;
3776 intensity = dist < 1 ? ((1.0f - dist) * r_shadow_lightattenuationlinearscale.value / (r_shadow_lightattenuationdividebias.value + dist*dist)) : 0;
3779 if (cl.worldmodel && cl.worldmodel->TraceLine && numoffsets > 0)
3783 if (Mod_GenerateLightmaps_SamplePoint_SVBSP(&lightinfo->svbsp, pos))
3785 for (offsetindex = 1;offsetindex < numoffsets;offsetindex++)
3787 VectorAdd(pos, offsets + 3*offsetindex, offsetpos);
3790 // for light grid we'd better check visibility of the offset point
3791 cl.worldmodel->TraceLine(cl.worldmodel, NULL, NULL, &trace, pos, offsetpos, SUPERCONTENTS_VISBLOCKERMASK);
3792 if (trace.fraction < 1)
3793 VectorLerp(pos, trace.fraction, offsetpos, offsetpos);
3796 if (Mod_GenerateLightmaps_SamplePoint_SVBSP(&lightinfo->svbsp, offsetpos))
3801 // scale intensity according to how many rays succeeded
3802 // we know one test is valid, half of the rest will fail...
3803 //if (normal && tests > 1)
3804 // intensity *= (tests - 1.0f) / tests;
3805 intensity *= (float)hits / tests;
3807 // scale down intensity to add to both ambient and diffuse
3808 //intensity *= 0.5f;
3809 VectorNormalize(relativepoint);
3810 VectorScale(lightinfo->color, intensity, color);
3811 VectorMA(sample , 0.5f , color, sample );
3812 VectorMA(sample + 3, relativepoint[0], color, sample + 3);
3813 VectorMA(sample + 6, relativepoint[1], color, sample + 6);
3814 VectorMA(sample + 9, relativepoint[2], color, sample + 9);
3815 // calculate a weighted average light direction as well
3816 intensity *= VectorLength(color);
3817 VectorMA(sample + 12, intensity, relativepoint, sample + 12);
3821 static void Mod_GenerateLightmaps_LightmapSample(const float *pos, const float *normal, unsigned char *lm_bgr, unsigned char *lm_dir)
3827 Mod_GenerateLightmaps_SamplePoint(pos, normal, sample, mod_generatelightmaps_numoffsets[0], mod_generatelightmaps_offsets[0][0]);
3828 //VectorSet(dir, sample[3] + sample[4] + sample[5], sample[6] + sample[7] + sample[8], sample[9] + sample[10] + sample[11]);
3829 VectorCopy(sample + 12, dir);
3830 VectorNormalize(dir);
3831 //VectorAdd(dir, normal, dir);
3832 //VectorNormalize(dir);
3833 f = DotProduct(dir, normal);
3834 f = max(0, f) * 255.0f;
3835 VectorScale(sample, f, color);
3836 //VectorCopy(normal, dir);
3837 VectorSet(dir, (dir[0]+1.0f)*127.5f, (dir[1]+1.0f)*127.5f, (dir[2]+1.0f)*127.5f);
3838 lm_bgr[0] = (unsigned char)bound(0.0f, color[2], 255.0f);
3839 lm_bgr[1] = (unsigned char)bound(0.0f, color[1], 255.0f);
3840 lm_bgr[2] = (unsigned char)bound(0.0f, color[0], 255.0f);
3842 lm_dir[0] = (unsigned char)dir[2];
3843 lm_dir[1] = (unsigned char)dir[1];
3844 lm_dir[2] = (unsigned char)dir[0];
3848 static void Mod_GenerateLightmaps_VertexSample(const float *pos, const float *normal, float *vertex_color)
3851 Mod_GenerateLightmaps_SamplePoint(pos, normal, sample, mod_generatelightmaps_numoffsets[1], mod_generatelightmaps_offsets[1][0]);
3852 VectorCopy(sample, vertex_color);
3855 static void Mod_GenerateLightmaps_GridSample(const float *pos, q3dlightgrid_t *s)
3861 Mod_GenerateLightmaps_SamplePoint(pos, NULL, sample, mod_generatelightmaps_numoffsets[2], mod_generatelightmaps_offsets[2][0]);
3862 // calculate the direction we'll use to reduce the sample to a directional light source
3863 VectorCopy(sample + 12, dir);
3864 //VectorSet(dir, sample[3] + sample[4] + sample[5], sample[6] + sample[7] + sample[8], sample[9] + sample[10] + sample[11]);
3865 VectorNormalize(dir);
3866 // extract the diffuse color along the chosen direction and scale it
3867 diffuse[0] = (dir[0]*sample[3] + dir[1]*sample[6] + dir[2]*sample[ 9] + sample[ 0]) * 127.5f;
3868 diffuse[1] = (dir[0]*sample[4] + dir[1]*sample[7] + dir[2]*sample[10] + sample[ 1]) * 127.5f;
3869 diffuse[2] = (dir[0]*sample[5] + dir[1]*sample[8] + dir[2]*sample[11] + sample[ 2]) * 127.5f;
3870 // scale the ambient from 0-2 to 0-255 and subtract some of diffuse
3871 VectorScale(sample, 127.5f, ambient);
3872 VectorMA(ambient, -0.333f, diffuse, ambient);
3873 // encode to the grid format
3874 s->ambientrgb[0] = (unsigned char)bound(0.0f, ambient[0], 255.0f);
3875 s->ambientrgb[1] = (unsigned char)bound(0.0f, ambient[1], 255.0f);
3876 s->ambientrgb[2] = (unsigned char)bound(0.0f, ambient[2], 255.0f);
3877 s->diffusergb[0] = (unsigned char)bound(0.0f, diffuse[0], 255.0f);
3878 s->diffusergb[1] = (unsigned char)bound(0.0f, diffuse[1], 255.0f);
3879 s->diffusergb[2] = (unsigned char)bound(0.0f, diffuse[2], 255.0f);
3880 if (dir[2] >= 0.99f) {s->diffusepitch = 0;s->diffuseyaw = 0;}
3881 else if (dir[2] <= -0.99f) {s->diffusepitch = 128;s->diffuseyaw = 0;}
3882 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));}
3885 static void Mod_GenerateLightmaps_InitSampleOffsets(dp_model_t *model)
3890 memset(mod_generatelightmaps_offsets, 0, sizeof(mod_generatelightmaps_offsets));
3891 mod_generatelightmaps_numoffsets[0] = min(MAX_LIGHTMAPSAMPLES, mod_generatelightmaps_lightmapsamples.integer);
3892 mod_generatelightmaps_numoffsets[1] = min(MAX_LIGHTMAPSAMPLES, mod_generatelightmaps_vertexsamples.integer);
3893 mod_generatelightmaps_numoffsets[2] = min(MAX_LIGHTMAPSAMPLES, mod_generatelightmaps_gridsamples.integer);
3894 radius[0] = mod_generatelightmaps_lightmapradius.value;
3895 radius[1] = mod_generatelightmaps_vertexradius.value;
3896 radius[2] = mod_generatelightmaps_gridradius.value;
3897 for (i = 0;i < 3;i++)
3899 for (j = 1;j < mod_generatelightmaps_numoffsets[i];j++)
3902 VectorScale(temp, radius[i], mod_generatelightmaps_offsets[i][j]);
3907 static void Mod_GenerateLightmaps_DestroyLightmaps(dp_model_t *model)
3909 msurface_t *surface;
3912 for (surfaceindex = 0;surfaceindex < model->num_surfaces;surfaceindex++)
3914 surface = model->data_surfaces + surfaceindex;
3915 surface->lightmaptexture = NULL;
3916 surface->deluxemaptexture = NULL;
3918 if (model->brushq3.data_lightmaps)
3920 for (i = 0;i < model->brushq3.num_mergedlightmaps;i++)
3921 if (model->brushq3.data_lightmaps[i])
3922 R_FreeTexture(model->brushq3.data_lightmaps[i]);
3923 Mem_Free(model->brushq3.data_lightmaps);
3924 model->brushq3.data_lightmaps = NULL;
3926 if (model->brushq3.data_deluxemaps)
3928 for (i = 0;i < model->brushq3.num_mergedlightmaps;i++)
3929 if (model->brushq3.data_deluxemaps[i])
3930 R_FreeTexture(model->brushq3.data_deluxemaps[i]);
3931 Mem_Free(model->brushq3.data_deluxemaps);
3932 model->brushq3.data_deluxemaps = NULL;
3936 static void Mod_GenerateLightmaps_UnweldTriangles(dp_model_t *model)
3938 msurface_t *surface;
3944 surfmesh_t oldsurfmesh;
3946 unsigned char *data;
3947 oldsurfmesh = model->surfmesh;
3948 model->surfmesh.num_triangles = oldsurfmesh.num_triangles;
3949 model->surfmesh.num_vertices = oldsurfmesh.num_triangles * 3;
3951 size += model->surfmesh.num_vertices * sizeof(float[3]);
3952 size += model->surfmesh.num_vertices * sizeof(float[3]);
3953 size += model->surfmesh.num_vertices * sizeof(float[3]);
3954 size += model->surfmesh.num_vertices * sizeof(float[3]);
3955 size += model->surfmesh.num_vertices * sizeof(float[2]);
3956 size += model->surfmesh.num_vertices * sizeof(float[2]);
3957 size += model->surfmesh.num_vertices * sizeof(float[4]);
3958 data = (unsigned char *)Mem_Alloc(model->mempool, size);
3959 model->surfmesh.data_vertex3f = (float *)data;data += model->surfmesh.num_vertices * sizeof(float[3]);
3960 model->surfmesh.data_normal3f = (float *)data;data += model->surfmesh.num_vertices * sizeof(float[3]);
3961 model->surfmesh.data_svector3f = (float *)data;data += model->surfmesh.num_vertices * sizeof(float[3]);
3962 model->surfmesh.data_tvector3f = (float *)data;data += model->surfmesh.num_vertices * sizeof(float[3]);
3963 model->surfmesh.data_texcoordtexture2f = (float *)data;data += model->surfmesh.num_vertices * sizeof(float[2]);
3964 model->surfmesh.data_texcoordlightmap2f = (float *)data;data += model->surfmesh.num_vertices * sizeof(float[2]);
3965 model->surfmesh.data_lightmapcolor4f = (float *)data;data += model->surfmesh.num_vertices * sizeof(float[4]);
3966 if (model->surfmesh.num_vertices > 65536)
3967 model->surfmesh.data_element3s = NULL;
3969 if (model->surfmesh.vertexmesh)
3970 Mem_Free(model->surfmesh.vertexmesh);
3971 model->surfmesh.vertexmesh = NULL;
3972 if (model->surfmesh.vertex3fbuffer)
3973 R_Mesh_DestroyMeshBuffer(model->surfmesh.vertex3fbuffer);
3974 model->surfmesh.vertex3fbuffer = NULL;
3975 if (model->surfmesh.vertexmeshbuffer)
3976 R_Mesh_DestroyMeshBuffer(model->surfmesh.vertexmeshbuffer);
3977 model->surfmesh.vertexmeshbuffer = NULL;
3978 if (model->surfmesh.data_element3i_indexbuffer)
3979 R_Mesh_DestroyMeshBuffer(model->surfmesh.data_element3i_indexbuffer);
3980 model->surfmesh.data_element3i_indexbuffer = NULL;
3981 if (model->surfmesh.data_element3s_indexbuffer)
3982 R_Mesh_DestroyMeshBuffer(model->surfmesh.data_element3s_indexbuffer);
3983 model->surfmesh.data_element3s_indexbuffer = NULL;
3984 if (model->surfmesh.vbo_vertexbuffer)
3985 R_Mesh_DestroyMeshBuffer(model->surfmesh.vbo_vertexbuffer);
3986 model->surfmesh.vbo_vertexbuffer = 0;
3988 // convert all triangles to unique vertex data
3990 for (surfaceindex = 0;surfaceindex < model->num_surfaces;surfaceindex++)
3992 surface = model->data_surfaces + surfaceindex;
3993 surface->num_firstvertex = outvertexindex;
3994 surface->num_vertices = surface->num_triangles*3;
3995 e = oldsurfmesh.data_element3i + surface->num_firsttriangle*3;
3996 for (i = 0;i < surface->num_triangles*3;i++)
3999 model->surfmesh.data_vertex3f[outvertexindex*3+0] = oldsurfmesh.data_vertex3f[vertexindex*3+0];
4000 model->surfmesh.data_vertex3f[outvertexindex*3+1] = oldsurfmesh.data_vertex3f[vertexindex*3+1];
4001 model->surfmesh.data_vertex3f[outvertexindex*3+2] = oldsurfmesh.data_vertex3f[vertexindex*3+2];
4002 model->surfmesh.data_normal3f[outvertexindex*3+0] = oldsurfmesh.data_normal3f[vertexindex*3+0];
4003 model->surfmesh.data_normal3f[outvertexindex*3+1] = oldsurfmesh.data_normal3f[vertexindex*3+1];
4004 model->surfmesh.data_normal3f[outvertexindex*3+2] = oldsurfmesh.data_normal3f[vertexindex*3+2];
4005 model->surfmesh.data_svector3f[outvertexindex*3+0] = oldsurfmesh.data_svector3f[vertexindex*3+0];
4006 model->surfmesh.data_svector3f[outvertexindex*3+1] = oldsurfmesh.data_svector3f[vertexindex*3+1];
4007 model->surfmesh.data_svector3f[outvertexindex*3+2] = oldsurfmesh.data_svector3f[vertexindex*3+2];
4008 model->surfmesh.data_tvector3f[outvertexindex*3+0] = oldsurfmesh.data_tvector3f[vertexindex*3+0];
4009 model->surfmesh.data_tvector3f[outvertexindex*3+1] = oldsurfmesh.data_tvector3f[vertexindex*3+1];
4010 model->surfmesh.data_tvector3f[outvertexindex*3+2] = oldsurfmesh.data_tvector3f[vertexindex*3+2];
4011 model->surfmesh.data_texcoordtexture2f[outvertexindex*2+0] = oldsurfmesh.data_texcoordtexture2f[vertexindex*2+0];
4012 model->surfmesh.data_texcoordtexture2f[outvertexindex*2+1] = oldsurfmesh.data_texcoordtexture2f[vertexindex*2+1];
4013 if (oldsurfmesh.data_texcoordlightmap2f)
4015 model->surfmesh.data_texcoordlightmap2f[outvertexindex*2+0] = oldsurfmesh.data_texcoordlightmap2f[vertexindex*2+0];
4016 model->surfmesh.data_texcoordlightmap2f[outvertexindex*2+1] = oldsurfmesh.data_texcoordlightmap2f[vertexindex*2+1];
4018 if (oldsurfmesh.data_lightmapcolor4f)
4020 model->surfmesh.data_lightmapcolor4f[outvertexindex*4+0] = oldsurfmesh.data_lightmapcolor4f[vertexindex*4+0];
4021 model->surfmesh.data_lightmapcolor4f[outvertexindex*4+1] = oldsurfmesh.data_lightmapcolor4f[vertexindex*4+1];
4022 model->surfmesh.data_lightmapcolor4f[outvertexindex*4+2] = oldsurfmesh.data_lightmapcolor4f[vertexindex*4+2];
4023 model->surfmesh.data_lightmapcolor4f[outvertexindex*4+3] = oldsurfmesh.data_lightmapcolor4f[vertexindex*4+3];
4026 Vector4Set(model->surfmesh.data_lightmapcolor4f + 4*outvertexindex, 1, 1, 1, 1);
4027 model->surfmesh.data_element3i[surface->num_firsttriangle*3+i] = outvertexindex;
4031 if (model->surfmesh.data_element3s)
4032 for (i = 0;i < model->surfmesh.num_triangles*3;i++)
4033 model->surfmesh.data_element3s[i] = model->surfmesh.data_element3i[i];
4035 // find and update all submodels to use this new surfmesh data
4036 for (i = 0;i < model->brush.numsubmodels;i++)
4037 model->brush.submodels[i]->surfmesh = model->surfmesh;
4040 static void Mod_GenerateLightmaps_CreateTriangleInformation(dp_model_t *model)
4042 msurface_t *surface;
4048 lightmaptriangle_t *triangle;
4049 // generate lightmap triangle structs
4050 mod_generatelightmaps_lightmaptriangles = (lightmaptriangle_t *)Mem_Alloc(model->mempool, model->surfmesh.num_triangles * sizeof(lightmaptriangle_t));
4051 for (surfaceindex = 0;surfaceindex < model->num_surfaces;surfaceindex++)
4053 surface = model->data_surfaces + surfaceindex;
4054 e = model->surfmesh.data_element3i + surface->num_firsttriangle*3;
4055 for (i = 0;i < surface->num_triangles;i++)
4057 triangle = &mod_generatelightmaps_lightmaptriangles[surface->num_firsttriangle+i];
4058 triangle->triangleindex = surface->num_firsttriangle+i;
4059 triangle->surfaceindex = surfaceindex;
4060 VectorCopy(model->surfmesh.data_vertex3f + 3*e[i*3+0], triangle->vertex[0]);
4061 VectorCopy(model->surfmesh.data_vertex3f + 3*e[i*3+1], triangle->vertex[1]);
4062 VectorCopy(model->surfmesh.data_vertex3f + 3*e[i*3+2], triangle->vertex[2]);
4063 // calculate bounds of triangle
4064 triangle->mins[0] = min(triangle->vertex[0][0], min(triangle->vertex[1][0], triangle->vertex[2][0]));
4065 triangle->mins[1] = min(triangle->vertex[0][1], min(triangle->vertex[1][1], triangle->vertex[2][1]));
4066 triangle->mins[2] = min(triangle->vertex[0][2], min(triangle->vertex[1][2], triangle->vertex[2][2]));
4067 triangle->maxs[0] = max(triangle->vertex[0][0], max(triangle->vertex[1][0], triangle->vertex[2][0]));
4068 triangle->maxs[1] = max(triangle->vertex[0][1], max(triangle->vertex[1][1], triangle->vertex[2][1]));
4069 triangle->maxs[2] = max(triangle->vertex[0][2], max(triangle->vertex[1][2], triangle->vertex[2][2]));
4070 // pick an axial projection based on the triangle normal
4071 TriangleNormal(triangle->vertex[0], triangle->vertex[1], triangle->vertex[2], normal);
4073 if (fabs(normal[1]) > fabs(normal[axis]))
4075 if (fabs(normal[2]) > fabs(normal[axis]))
4077 triangle->axis = axis;
4082 static void Mod_GenerateLightmaps_DestroyTriangleInformation(dp_model_t *model)
4084 if (mod_generatelightmaps_lightmaptriangles)
4085 Mem_Free(mod_generatelightmaps_lightmaptriangles);
4086 mod_generatelightmaps_lightmaptriangles = NULL;
4089 float lmaxis[3][3] = {{1, 0, 0}, {0, 1, 0}, {0, 0, 1}};
4091 static void Mod_GenerateLightmaps_CreateLightmaps(dp_model_t *model)
4093 msurface_t *surface;
4107 float trianglenormal[3];
4108 float samplecenter[3];
4109 float samplenormal[3];
4115 float lmscalepixels;
4118 float lm_basescalepixels;
4119 int lm_borderpixels;
4123 lightmaptriangle_t *triangle;
4124 unsigned char *lightmappixels;
4125 unsigned char *deluxemappixels;
4126 mod_alloclightmap_state_t lmstate;
4129 // generate lightmap projection information for all triangles
4130 if (model->texturepool == NULL)
4131 model->texturepool = R_AllocTexturePool();
4132 lm_basescalepixels = 1.0f / max(0.0001f, mod_generatelightmaps_unitspersample.value);
4133 lm_borderpixels = mod_generatelightmaps_borderpixels.integer;
4134 lm_texturesize = bound(lm_borderpixels*2+1, 64, (int)vid.maxtexturesize_2d);
4135 //lm_maxpixels = lm_texturesize-(lm_borderpixels*2+1);
4136 Mod_AllocLightmap_Init(&lmstate, lm_texturesize, lm_texturesize);
4138 for (surfaceindex = 0;surfaceindex < model->num_surfaces;surfaceindex++)
4140 surface = model->data_surfaces + surfaceindex;
4141 e = model->surfmesh.data_element3i + surface->num_firsttriangle*3;
4142 lmscalepixels = lm_basescalepixels;
4143 for (retry = 0;retry < 30;retry++)
4145 // after a couple failed attempts, degrade quality to make it fit
4147 lmscalepixels *= 0.5f;
4148 for (i = 0;i < surface->num_triangles;i++)
4150 triangle = &mod_generatelightmaps_lightmaptriangles[surface->num_firsttriangle+i];
4151 triangle->lightmapindex = lightmapnumber;
4152 // calculate lightmap bounds in 3D pixel coordinates, limit size,
4153 // pick two planar axes for projection
4154 // lightmap coordinates here are in pixels
4155 // lightmap projections are snapped to pixel grid explicitly, such
4156 // that two neighboring triangles sharing an edge and projection
4157 // axis will have identical sampl espacing along their shared edge
4159 for (j = 0;j < 3;j++)
4161 if (j == triangle->axis)
4163 lmmins = floor(triangle->mins[j]*lmscalepixels)-lm_borderpixels;
4164 lmmaxs = floor(triangle->maxs[j]*lmscalepixels)+lm_borderpixels;
4165 triangle->lmsize[k] = (int)(lmmaxs-lmmins);
4166 triangle->lmbase[k] = lmmins/lmscalepixels;
4167 triangle->lmscale[k] = lmscalepixels;
4170 if (!Mod_AllocLightmap_Block(&lmstate, triangle->lmsize[0], triangle->lmsize[1], &triangle->lmoffset[0], &triangle->lmoffset[1]))
4173 // if all fit in this texture, we're done with this surface
4174 if (i == surface->num_triangles)
4176 // if we haven't maxed out the lightmap size yet, we retry the
4177 // entire surface batch...
4178 if (lm_texturesize * 2 <= min(mod_generatelightmaps_texturesize.integer, (int)vid.maxtexturesize_2d))
4180 lm_texturesize *= 2;
4183 Mod_AllocLightmap_Free(&lmstate);
4184 Mod_AllocLightmap_Init(&lmstate, lm_texturesize, lm_texturesize);
4187 // if we have maxed out the lightmap size, and this triangle does
4188 // not fit in the same texture as the rest of the surface, we have
4189 // to retry the entire surface in a new texture (can only use one)
4190 // with multiple retries, the lightmap quality degrades until it
4191 // fits (or gives up)
4192 if (surfaceindex > 0)
4194 Mod_AllocLightmap_Reset(&lmstate);
4198 Mod_AllocLightmap_Free(&lmstate);
4200 // now put triangles together into lightmap textures, and do not allow
4201 // triangles of a surface to go into different textures (as that would
4202 // require rewriting the surface list)
4203 model->brushq3.deluxemapping_modelspace = true;
4204 model->brushq3.deluxemapping = true;
4205 model->brushq3.num_mergedlightmaps = lightmapnumber;
4206 model->brushq3.data_lightmaps = (rtexture_t **)Mem_Alloc(model->mempool, model->brushq3.num_mergedlightmaps * sizeof(rtexture_t *));
4207 model->brushq3.data_deluxemaps = (rtexture_t **)Mem_Alloc(model->mempool, model->brushq3.num_mergedlightmaps * sizeof(rtexture_t *));
4208 lightmappixels = (unsigned char *)Mem_Alloc(tempmempool, model->brushq3.num_mergedlightmaps * lm_texturesize * lm_texturesize * 4);
4209 deluxemappixels = (unsigned char *)Mem_Alloc(tempmempool, model->brushq3.num_mergedlightmaps * lm_texturesize * lm_texturesize * 4);
4210 for (surfaceindex = 0;surfaceindex < model->num_surfaces;surfaceindex++)
4212 surface = model->data_surfaces + surfaceindex;
4213 e = model->surfmesh.data_element3i + surface->num_firsttriangle*3;
4214 for (i = 0;i < surface->num_triangles;i++)
4216 triangle = &mod_generatelightmaps_lightmaptriangles[surface->num_firsttriangle+i];
4217 TriangleNormal(triangle->vertex[0], triangle->vertex[1], triangle->vertex[2], trianglenormal);
4218 VectorNormalize(trianglenormal);
4219 VectorCopy(trianglenormal, samplenormal); // FIXME: this is supposed to be interpolated per pixel from vertices
4220 axis = triangle->axis;
4221 axis1 = axis == 0 ? 1 : 0;
4222 axis2 = axis == 2 ? 1 : 2;
4223 lmiscale[0] = 1.0f / triangle->lmscale[0];
4224 lmiscale[1] = 1.0f / triangle->lmscale[1];
4225 if (trianglenormal[axis] < 0)
4226 VectorNegate(trianglenormal, trianglenormal);
4227 CrossProduct(lmaxis[axis2], trianglenormal, temp);slopex = temp[axis] / temp[axis1];
4228 CrossProduct(lmaxis[axis1], trianglenormal, temp);slopey = temp[axis] / temp[axis2];
4229 slopebase = triangle->vertex[0][axis] - triangle->vertex[0][axis1]*slopex - triangle->vertex[0][axis2]*slopey;
4230 for (j = 0;j < 3;j++)
4232 float *t2f = model->surfmesh.data_texcoordlightmap2f + e[i*3+j]*2;
4233 t2f[0] = ((triangle->vertex[j][axis1] - triangle->lmbase[0]) * triangle->lmscale[0] + triangle->lmoffset[0]) / lm_texturesize;
4234 t2f[1] = ((triangle->vertex[j][axis2] - triangle->lmbase[1]) * triangle->lmscale[1] + triangle->lmoffset[1]) / lm_texturesize;
4236 samplecenter[axis1] = (t2f[0]*lm_texturesize-triangle->lmoffset[0])*lmiscale[0] + triangle->lmbase[0];
4237 samplecenter[axis2] = (t2f[1]*lm_texturesize-triangle->lmoffset[1])*lmiscale[1] + triangle->lmbase[1];
4238 samplecenter[axis] = samplecenter[axis1]*slopex + samplecenter[axis2]*slopey + slopebase;
4239 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]);
4249 forward[1] = 1.0f / triangle->lmscale[0];
4253 left[2] = 1.0f / triangle->lmscale[1];
4258 origin[1] = triangle->lmbase[0];
4259 origin[2] = triangle->lmbase[1];
4262 forward[0] = 1.0f / triangle->lmscale[0];
4267 left[2] = 1.0f / triangle->lmscale[1];
4271 origin[0] = triangle->lmbase[0];
4273 origin[2] = triangle->lmbase[1];
4276 forward[0] = 1.0f / triangle->lmscale[0];
4280 left[1] = 1.0f / triangle->lmscale[1];
4285 origin[0] = triangle->lmbase[0];
4286 origin[1] = triangle->lmbase[1];
4290 Matrix4x4_FromVectors(&backmatrix, forward, left, up, origin);
4292 #define LM_DIST_EPSILON (1.0f / 32.0f)
4293 for (y = 0;y < triangle->lmsize[1];y++)
4295 pixeloffset = ((triangle->lightmapindex * lm_texturesize + y + triangle->lmoffset[1]) * lm_texturesize + triangle->lmoffset[0]) * 4;
4296 for (x = 0;x < triangle->lmsize[0];x++, pixeloffset += 4)
4298 samplecenter[axis1] = (x+0.5f)*lmiscale[0] + triangle->lmbase[0];
4299 samplecenter[axis2] = (y+0.5f)*lmiscale[1] + triangle->lmbase[1];
4300 samplecenter[axis] = samplecenter[axis1]*slopex + samplecenter[axis2]*slopey + slopebase;
4301 VectorMA(samplecenter, 0.125f, samplenormal, samplecenter);
4302 Mod_GenerateLightmaps_LightmapSample(samplecenter, samplenormal, lightmappixels + pixeloffset, deluxemappixels + pixeloffset);
4308 for (lightmapindex = 0;lightmapindex < model->brushq3.num_mergedlightmaps;lightmapindex++)
4310 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);
4311 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);
4315 Mem_Free(lightmappixels);
4316 if (deluxemappixels)
4317 Mem_Free(deluxemappixels);
4319 for (surfaceindex = 0;surfaceindex < model->num_surfaces;surfaceindex++)
4321 surface = model->data_surfaces + surfaceindex;
4322 e = model->surfmesh.data_element3i + surface->num_firsttriangle*3;
4323 if (!surface->num_triangles)
4325 lightmapindex = mod_generatelightmaps_lightmaptriangles[surface->num_firsttriangle].lightmapindex;
4326 surface->lightmaptexture = model->brushq3.data_lightmaps[lightmapindex];
4327 surface->deluxemaptexture = model->brushq3.data_deluxemaps[lightmapindex];
4328 surface->lightmapinfo = NULL;
4331 model->brush.LightPoint = Mod_GenerateLightmaps_LightPoint;
4332 model->brushq1.lightdata = NULL;
4333 model->brushq1.lightmapupdateflags = NULL;
4334 model->brushq1.firstrender = false;
4335 model->brushq1.num_lightstyles = 0;
4336 model->brushq1.data_lightstyleinfo = NULL;
4337 for (i = 0;i < model->brush.numsubmodels;i++)
4339 model->brush.submodels[i]->brushq1.lightmapupdateflags = NULL;
4340 model->brush.submodels[i]->brushq1.firstrender = false;
4341 model->brush.submodels[i]->brushq1.num_lightstyles = 0;
4342 model->brush.submodels[i]->brushq1.data_lightstyleinfo = NULL;
4346 static void Mod_GenerateLightmaps_UpdateVertexColors(dp_model_t *model)
4349 for (i = 0;i < model->surfmesh.num_vertices;i++)
4350 Mod_GenerateLightmaps_VertexSample(model->surfmesh.data_vertex3f + 3*i, model->surfmesh.data_normal3f + 3*i, model->surfmesh.data_lightmapcolor4f + 4*i);
4353 static void Mod_GenerateLightmaps_UpdateLightGrid(dp_model_t *model)
4360 for (z = 0;z < model->brushq3.num_lightgrid_isize[2];z++)
4362 pos[2] = (model->brushq3.num_lightgrid_imins[2] + z + 0.5f) * model->brushq3.num_lightgrid_cellsize[2];
4363 for (y = 0;y < model->brushq3.num_lightgrid_isize[1];y++)
4365 pos[1] = (model->brushq3.num_lightgrid_imins[1] + y + 0.5f) * model->brushq3.num_lightgrid_cellsize[1];
4366 for (x = 0;x < model->brushq3.num_lightgrid_isize[0];x++, index++)
4368 pos[0] = (model->brushq3.num_lightgrid_imins[0] + x + 0.5f) * model->brushq3.num_lightgrid_cellsize[0];
4369 Mod_GenerateLightmaps_GridSample(pos, model->brushq3.data_lightgrid + index);
4375 extern cvar_t mod_q3bsp_nolightmaps;
4376 static void Mod_GenerateLightmaps(dp_model_t *model)
4378 //lightmaptriangle_t *lightmaptriangles = Mem_Alloc(model->mempool, model->surfmesh.num_triangles * sizeof(lightmaptriangle_t));
4379 dp_model_t *oldloadmodel = loadmodel;
4382 Mod_GenerateLightmaps_InitSampleOffsets(model);
4383 Mod_GenerateLightmaps_DestroyLightmaps(model);
4384 Mod_GenerateLightmaps_UnweldTriangles(model);
4385 Mod_GenerateLightmaps_CreateTriangleInformation(model);
4386 Mod_GenerateLightmaps_CreateLights(model);
4387 if(!mod_q3bsp_nolightmaps.integer)
4388 Mod_GenerateLightmaps_CreateLightmaps(model);
4389 Mod_GenerateLightmaps_UpdateVertexColors(model);
4390 Mod_GenerateLightmaps_UpdateLightGrid(model);
4391 Mod_GenerateLightmaps_DestroyLights(model);
4392 Mod_GenerateLightmaps_DestroyTriangleInformation(model);
4394 loadmodel = oldloadmodel;
4397 static void Mod_GenerateLightmaps_f(void)
4399 if (Cmd_Argc() != 1)
4401 Con_Printf("usage: mod_generatelightmaps\n");
4406 Con_Printf("no worldmodel loaded\n");
4409 Mod_GenerateLightmaps(cl.worldmodel);