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 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 int Mod_FrameGroupify_ParseGroups(const char *buf, mod_framegroupify_parsegroups_t cb, void *pass)
254 // REQUIRED: fetch start
255 if (!COM_ParseToken_Simple(&bufptr, true, false, true))
257 if (!strcmp(com_token, "\n"))
258 continue; // empty line
259 start = atoi(com_token);
261 // REQUIRED: fetch length
262 if (!COM_ParseToken_Simple(&bufptr, true, false, true))
264 if (!strcmp(com_token, "\n"))
266 Con_Printf("framegroups file: missing number of frames\n");
269 len = atoi(com_token);
271 // OPTIONAL args start
272 if (!COM_ParseToken_Simple(&bufptr, true, false, true))
275 // OPTIONAL: fetch fps
277 if (strcmp(com_token, "\n"))
279 fps = atof(com_token);
280 if (!COM_ParseToken_Simple(&bufptr, true, false, true))
284 // OPTIONAL: fetch loopflag
286 if (strcmp(com_token, "\n"))
288 loop = (atoi(com_token) != 0);
289 if (!COM_ParseToken_Simple(&bufptr, true, false, true))
293 // OPTIONAL: fetch name
295 if (strcmp(com_token, "\n"))
297 strlcpy(name, com_token, sizeof(name));
298 if (!COM_ParseToken_Simple(&bufptr, true, false, true))
302 // OPTIONAL: remaining unsupported tokens (eat them)
303 while (strcmp(com_token, "\n"))
305 if (!COM_ParseToken_Simple(&bufptr, true, false, true))
314 //Con_Printf("data: %d %d %d %f %d (%s)\n", i, start, len, fps, loop, name);
317 cb(i, start, len, fps, loop, (name[0] ? name : NULL), pass);
324 static void Mod_FrameGroupify_ParseGroups_Store (unsigned int i, int start, int len, float fps, qboolean loop, const char *name, void *pass)
326 dp_model_t *mod = (dp_model_t *) pass;
327 animscene_t *anim = &mod->animscenes[i];
329 strlcpy(anim->name, name, sizeof(anim[i].name));
331 dpsnprintf(anim->name, sizeof(anim[i].name), "groupified_%d_anim", i);
332 anim->firstframe = bound(0, start, mod->num_poses - 1);
333 anim->framecount = bound(1, len, mod->num_poses - anim->firstframe);
334 anim->framerate = max(1, fps);
336 //Con_Printf("frame group %d is %d %d %f %d\n", i, start, len, fps, loop);
339 void Mod_FrameGroupify(dp_model_t *mod, const char *buf)
344 cnt = Mod_FrameGroupify_ParseGroups(buf, NULL, NULL);
347 Con_Printf("no scene found in framegroups file, aborting\n");
350 mod->numframes = cnt;
353 // (we do not free the previous animscenes, but model unloading will free the pool owning them, so it's okay)
354 mod->animscenes = (animscene_t *) Mem_Alloc(mod->mempool, sizeof(animscene_t) * mod->numframes);
357 Mod_FrameGroupify_ParseGroups(buf, Mod_FrameGroupify_ParseGroups_Store, mod);
360 void Mod_FindPotentialDeforms(dp_model_t *mod)
364 mod->wantnormals = false;
365 mod->wanttangents = false;
366 for (i = 0;i < mod->num_textures;i++)
368 texture = mod->data_textures + i;
369 if (texture->tcgen.tcgen == Q3TCGEN_ENVIRONMENT)
370 mod->wantnormals = true;
371 for (j = 0;j < Q3MAXDEFORMS;j++)
373 if (texture->deforms[j].deform == Q3DEFORM_AUTOSPRITE)
375 mod->wanttangents = true;
376 mod->wantnormals = true;
379 if (texture->deforms[j].deform != Q3DEFORM_NONE)
380 mod->wantnormals = true;
392 dp_model_t *Mod_LoadModel(dp_model_t *mod, qboolean crash, qboolean checkdisk)
397 fs_offset_t filesize = 0;
401 if (mod->name[0] == '*') // submodel
404 if (!strcmp(mod->name, "null"))
409 if (mod->loaded || mod->mempool)
410 Mod_UnloadModel(mod);
412 if (developer_loading.integer)
413 Con_Printf("loading model %s\n", mod->name);
416 mod->crc = (unsigned int)-1;
419 VectorClear(mod->normalmins);
420 VectorClear(mod->normalmaxs);
421 VectorClear(mod->yawmins);
422 VectorClear(mod->yawmaxs);
423 VectorClear(mod->rotatedmins);
424 VectorClear(mod->rotatedmaxs);
426 mod->modeldatatypestring = "null";
427 mod->type = mod_null;
428 mod->Draw = R_Model_Null_Draw;
432 // no fatal errors occurred, so this model is ready to use.
441 // even if the model is loaded it still may need reloading...
443 // if it is not loaded or checkdisk is true we need to calculate the crc
444 if (!mod->loaded || checkdisk)
446 if (checkdisk && mod->loaded)
447 Con_DPrintf("checking model %s\n", mod->name);
448 buf = FS_LoadFile (mod->name, tempmempool, false, &filesize);
451 crc = CRC_Block((unsigned char *)buf, filesize);
452 // we need to reload the model if the crc does not match
458 // if the model is already loaded and checks passed, just return
466 if (developer_loading.integer)
467 Con_Printf("loading model %s\n", mod->name);
469 SCR_PushLoadingScreen(true, mod->name, 1);
471 // LordHavoc: unload the existing model in this slot (if there is one)
472 if (mod->loaded || mod->mempool)
473 Mod_UnloadModel(mod);
478 // errors can prevent the corresponding mod->loaded = true;
481 // default model radius and bounding box (mainly for missing models)
483 VectorSet(mod->normalmins, -mod->radius, -mod->radius, -mod->radius);
484 VectorSet(mod->normalmaxs, mod->radius, mod->radius, mod->radius);
485 VectorSet(mod->yawmins, -mod->radius, -mod->radius, -mod->radius);
486 VectorSet(mod->yawmaxs, mod->radius, mod->radius, mod->radius);
487 VectorSet(mod->rotatedmins, -mod->radius, -mod->radius, -mod->radius);
488 VectorSet(mod->rotatedmaxs, mod->radius, mod->radius, mod->radius);
492 // load q3 shaders for the first time, or after a level change
498 char *bufend = (char *)buf + filesize;
500 // all models use memory, so allocate a memory pool
501 mod->mempool = Mem_AllocPool(mod->name, 0, NULL);
503 num = LittleLong(*((int *)buf));
504 // call the apropriate loader
506 if (!strcasecmp(FS_FileExtension(mod->name), "obj")) Mod_OBJ_Load(mod, buf, bufend);
507 else if (!memcmp(buf, "IDPO", 4)) Mod_IDP0_Load(mod, buf, bufend);
508 else if (!memcmp(buf, "IDP2", 4)) Mod_IDP2_Load(mod, buf, bufend);
509 else if (!memcmp(buf, "IDP3", 4)) Mod_IDP3_Load(mod, buf, bufend);
510 else if (!memcmp(buf, "IDSP", 4)) Mod_IDSP_Load(mod, buf, bufend);
511 else if (!memcmp(buf, "IDS2", 4)) Mod_IDS2_Load(mod, buf, bufend);
512 else if (!memcmp(buf, "IBSP", 4)) Mod_IBSP_Load(mod, buf, bufend);
513 else if (!memcmp(buf, "ZYMOTICMODEL", 12)) Mod_ZYMOTICMODEL_Load(mod, buf, bufend);
514 else if (!memcmp(buf, "DARKPLACESMODEL", 16)) Mod_DARKPLACESMODEL_Load(mod, buf, bufend);
515 else if (!memcmp(buf, "ACTRHEAD", 8)) Mod_PSKMODEL_Load(mod, buf, bufend);
516 else if (!memcmp(buf, "INTERQUAKEMODEL", 16)) Mod_INTERQUAKEMODEL_Load(mod, buf, bufend);
517 else if (strlen(mod->name) >= 4 && !strcmp(mod->name + strlen(mod->name) - 4, ".map")) Mod_MAP_Load(mod, buf, bufend);
518 else if (num == BSPVERSION || num == 30) Mod_Q1BSP_Load(mod, buf, bufend);
519 else Con_Printf("Mod_LoadModel: model \"%s\" is of unknown/unsupported type\n", mod->name);
522 Mod_FindPotentialDeforms(mod);
524 buf = FS_LoadFile (va("%s.framegroups", mod->name), tempmempool, false, &filesize);
527 Mod_FrameGroupify(mod, (const char *)buf);
535 // LordHavoc: Sys_Error was *ANNOYING*
536 Con_Printf ("Mod_LoadModel: %s not found\n", mod->name);
539 // no fatal errors occurred, so this model is ready to use.
542 SCR_PopLoadingScreen(false);
547 void Mod_ClearUsed(void)
550 int nummodels = Mem_ExpandableArray_IndexRange(&models);
552 for (i = 0;i < nummodels;i++)
553 if ((mod = (dp_model_t*) Mem_ExpandableArray_RecordAtIndex(&models, i)) && mod->name[0])
557 void Mod_PurgeUnused(void)
560 int nummodels = Mem_ExpandableArray_IndexRange(&models);
562 for (i = 0;i < nummodels;i++)
564 if ((mod = (dp_model_t*) Mem_ExpandableArray_RecordAtIndex(&models, i)) && mod->name[0] && !mod->used)
566 Mod_UnloadModel(mod);
567 Mem_ExpandableArray_FreeRecord(&models, mod);
578 dp_model_t *Mod_FindName(const char *name, const char *parentname)
587 // if we're not dedicatd, the renderer calls will crash without video
590 nummodels = Mem_ExpandableArray_IndexRange(&models);
593 Host_Error ("Mod_ForName: NULL name");
595 // search the currently loaded models
596 for (i = 0;i < nummodels;i++)
598 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))))
605 // no match found, create a new one
606 mod = (dp_model_t *) Mem_ExpandableArray_AllocRecord(&models);
607 strlcpy(mod->name, name, sizeof(mod->name));
609 mod->brush.parentmodel = Mod_FindName(parentname, NULL);
611 mod->brush.parentmodel = NULL;
621 Loads in a model for the given name
624 dp_model_t *Mod_ForName(const char *name, qboolean crash, qboolean checkdisk, const char *parentname)
627 model = Mod_FindName(name, parentname);
628 if (!model->loaded || checkdisk)
629 Mod_LoadModel(model, crash, checkdisk);
637 Reloads all models if they have changed
640 void Mod_Reload(void)
643 int nummodels = Mem_ExpandableArray_IndexRange(&models);
646 SCR_PushLoadingScreen(false, "Reloading models", 1.0);
648 for (i = 0;i < nummodels;i++)
649 if ((mod = (dp_model_t *) Mem_ExpandableArray_RecordAtIndex(&models, i)) && mod->name[0] && mod->name[0] != '*' && mod->used)
651 for (i = 0;i < nummodels;i++)
652 if ((mod = (dp_model_t *) Mem_ExpandableArray_RecordAtIndex(&models, i)) && mod->name[0] && mod->name[0] != '*' && mod->used)
654 SCR_PushLoadingScreen(true, mod->name, 1.0 / count);
655 Mod_LoadModel(mod, true, true);
656 SCR_PopLoadingScreen(false);
658 SCR_PopLoadingScreen(false);
661 unsigned char *mod_base;
664 //=============================================================================
671 static void Mod_Print(void)
674 int nummodels = Mem_ExpandableArray_IndexRange(&models);
677 Con_Print("Loaded models:\n");
678 for (i = 0;i < nummodels;i++)
680 if ((mod = (dp_model_t *) Mem_ExpandableArray_RecordAtIndex(&models, i)) && mod->name[0] && mod->name[0] != '*')
682 if (mod->brush.numsubmodels)
683 Con_Printf("%4iK %s (%i submodels)\n", mod->mempool ? (int)((mod->mempool->totalsize + 1023) / 1024) : 0, mod->name, mod->brush.numsubmodels);
685 Con_Printf("%4iK %s\n", mod->mempool ? (int)((mod->mempool->totalsize + 1023) / 1024) : 0, mod->name);
695 static void Mod_Precache(void)
698 Mod_ForName(Cmd_Argv(1), false, true, Cmd_Argv(1)[0] == '*' ? cl.model_name[1] : NULL);
700 Con_Print("usage: modelprecache <filename>\n");
703 int Mod_BuildVertexRemapTableFromElements(int numelements, const int *elements, int numvertices, int *remapvertices)
707 used = (unsigned char *)Mem_Alloc(tempmempool, numvertices);
708 memset(used, 0, numvertices);
709 for (i = 0;i < numelements;i++)
710 used[elements[i]] = 1;
711 for (i = 0, count = 0;i < numvertices;i++)
712 remapvertices[i] = used[i] ? count++ : -1;
718 // fast way, using an edge hash
719 #define TRIANGLEEDGEHASH 8192
720 void Mod_BuildTriangleNeighbors(int *neighbors, const int *elements, int numtriangles)
722 int i, j, p, e1, e2, *n, hashindex, count, match;
724 typedef struct edgehashentry_s
726 struct edgehashentry_s *next;
731 static edgehashentry_t **edgehash;
732 edgehashentry_t *edgehashentries, *hash;
735 edgehash = (edgehashentry_t **)Mem_Alloc(tempmempool, TRIANGLEEDGEHASH * sizeof(*edgehash));
736 // if there are too many triangles for the stack array, allocate larger buffer
737 edgehashentries = (edgehashentry_t *)Mem_Alloc(tempmempool, numtriangles * 3 * sizeof(edgehashentry_t));
738 // find neighboring triangles
739 for (i = 0, e = elements, n = neighbors;i < numtriangles;i++, e += 3, n += 3)
741 for (j = 0, p = 2;j < 3;p = j, j++)
745 // this hash index works for both forward and backward edges
746 hashindex = (unsigned int)(e1 + e2) % TRIANGLEEDGEHASH;
747 hash = edgehashentries + i * 3 + j;
748 hash->next = edgehash[hashindex];
749 edgehash[hashindex] = hash;
751 hash->element[0] = e1;
752 hash->element[1] = e2;
755 for (i = 0, e = elements, n = neighbors;i < numtriangles;i++, e += 3, n += 3)
757 for (j = 0, p = 2;j < 3;p = j, j++)
761 // this hash index works for both forward and backward edges
762 hashindex = (unsigned int)(e1 + e2) % TRIANGLEEDGEHASH;
765 for (hash = edgehash[hashindex];hash;hash = hash->next)
767 if (hash->element[0] == e2 && hash->element[1] == e1)
769 if (hash->triangle != i)
770 match = hash->triangle;
773 else if ((hash->element[0] == e1 && hash->element[1] == e2))
776 // detect edges shared by three triangles and make them seams
782 // also send a keepalive here (this can take a while too!)
783 CL_KeepaliveMessage(false);
785 // free the allocated buffer
786 Mem_Free(edgehashentries);
790 // very slow but simple way
791 static int Mod_FindTriangleWithEdge(const int *elements, int numtriangles, int start, int end, int ignore)
796 for (i = 0;i < numtriangles;i++, elements += 3)
798 if ((elements[0] == start && elements[1] == end)
799 || (elements[1] == start && elements[2] == end)
800 || (elements[2] == start && elements[0] == end))
806 else if ((elements[1] == start && elements[0] == end)
807 || (elements[2] == start && elements[1] == end)
808 || (elements[0] == start && elements[2] == end))
811 // detect edges shared by three triangles and make them seams
817 void Mod_BuildTriangleNeighbors(int *neighbors, const int *elements, int numtriangles)
821 for (i = 0, e = elements, n = neighbors;i < numtriangles;i++, e += 3, n += 3)
823 n[0] = Mod_FindTriangleWithEdge(elements, numtriangles, e[1], e[0], i);
824 n[1] = Mod_FindTriangleWithEdge(elements, numtriangles, e[2], e[1], i);
825 n[2] = Mod_FindTriangleWithEdge(elements, numtriangles, e[0], e[2], i);
830 void Mod_ValidateElements(int *elements, int numtriangles, int firstvertex, int numverts, const char *filename, int fileline)
832 int i, warned = false, endvertex = firstvertex + numverts;
833 for (i = 0;i < numtriangles * 3;i++)
835 if (elements[i] < firstvertex || elements[i] >= endvertex)
840 Con_Printf("Mod_ValidateElements: out of bounds elements detected at %s:%d\n", filename, fileline);
842 elements[i] = firstvertex;
847 // warning: this is an expensive function!
848 void Mod_BuildNormals(int firstvertex, int numvertices, int numtriangles, const float *vertex3f, const int *elements, float *normal3f, qboolean areaweighting)
855 memset(normal3f + 3 * firstvertex, 0, numvertices * sizeof(float[3]));
856 // process each vertex of each triangle and accumulate the results
857 // use area-averaging, to make triangles with a big area have a bigger
858 // weighting on the vertex normal than triangles with a small area
859 // to do so, just add the 'normals' together (the bigger the area
860 // the greater the length of the normal is
862 for (i = 0; i < numtriangles; i++, element += 3)
865 vertex3f + element[0] * 3,
866 vertex3f + element[1] * 3,
867 vertex3f + element[2] * 3,
872 VectorNormalize(areaNormal);
874 for (j = 0;j < 3;j++)
876 vectorNormal = normal3f + element[j] * 3;
877 vectorNormal[0] += areaNormal[0];
878 vectorNormal[1] += areaNormal[1];
879 vectorNormal[2] += areaNormal[2];
882 // and just normalize the accumulated vertex normal in the end
883 vectorNormal = normal3f + 3 * firstvertex;
884 for (i = 0; i < numvertices; i++, vectorNormal += 3)
885 VectorNormalize(vectorNormal);
888 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)
890 float f, tangentcross[3], v10[3], v20[3], tc10[2], tc20[2];
891 // 79 add/sub/negate/multiply (1 cycle), 1 compare (3 cycle?), total cycles not counting load/store/exchange roughly 82 cycles
892 // 6 add, 28 subtract, 39 multiply, 1 compare, 50% chance of 6 negates
894 // 6 multiply, 9 subtract
895 VectorSubtract(v1, v0, v10);
896 VectorSubtract(v2, v0, v20);
897 normal3f[0] = v20[1] * v10[2] - v20[2] * v10[1];
898 normal3f[1] = v20[2] * v10[0] - v20[0] * v10[2];
899 normal3f[2] = v20[0] * v10[1] - v20[1] * v10[0];
900 // 12 multiply, 10 subtract
901 tc10[1] = tc1[1] - tc0[1];
902 tc20[1] = tc2[1] - tc0[1];
903 svector3f[0] = tc10[1] * v20[0] - tc20[1] * v10[0];
904 svector3f[1] = tc10[1] * v20[1] - tc20[1] * v10[1];
905 svector3f[2] = tc10[1] * v20[2] - tc20[1] * v10[2];
906 tc10[0] = tc1[0] - tc0[0];
907 tc20[0] = tc2[0] - tc0[0];
908 tvector3f[0] = tc10[0] * v20[0] - tc20[0] * v10[0];
909 tvector3f[1] = tc10[0] * v20[1] - tc20[0] * v10[1];
910 tvector3f[2] = tc10[0] * v20[2] - tc20[0] * v10[2];
911 // 12 multiply, 4 add, 6 subtract
912 f = DotProduct(svector3f, normal3f);
913 svector3f[0] -= f * normal3f[0];
914 svector3f[1] -= f * normal3f[1];
915 svector3f[2] -= f * normal3f[2];
916 f = DotProduct(tvector3f, normal3f);
917 tvector3f[0] -= f * normal3f[0];
918 tvector3f[1] -= f * normal3f[1];
919 tvector3f[2] -= f * normal3f[2];
920 // if texture is mapped the wrong way (counterclockwise), the tangents
921 // have to be flipped, this is detected by calculating a normal from the
922 // two tangents, and seeing if it is opposite the surface normal
923 // 9 multiply, 2 add, 3 subtract, 1 compare, 50% chance of: 6 negates
924 CrossProduct(tvector3f, svector3f, tangentcross);
925 if (DotProduct(tangentcross, normal3f) < 0)
927 VectorNegate(svector3f, svector3f);
928 VectorNegate(tvector3f, tvector3f);
932 // warning: this is a very expensive function!
933 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)
936 float sdir[3], tdir[3], normal[3], *sv, *tv;
937 const float *v0, *v1, *v2, *tc0, *tc1, *tc2, *n;
938 float f, tangentcross[3], v10[3], v20[3], tc10[2], tc20[2];
941 memset(svector3f + 3 * firstvertex, 0, numvertices * sizeof(float[3]));
942 memset(tvector3f + 3 * firstvertex, 0, numvertices * sizeof(float[3]));
943 // process each vertex of each triangle and accumulate the results
944 for (tnum = 0, e = elements;tnum < numtriangles;tnum++, e += 3)
946 v0 = vertex3f + e[0] * 3;
947 v1 = vertex3f + e[1] * 3;
948 v2 = vertex3f + e[2] * 3;
949 tc0 = texcoord2f + e[0] * 2;
950 tc1 = texcoord2f + e[1] * 2;
951 tc2 = texcoord2f + e[2] * 2;
953 // 79 add/sub/negate/multiply (1 cycle), 1 compare (3 cycle?), total cycles not counting load/store/exchange roughly 82 cycles
954 // 6 add, 28 subtract, 39 multiply, 1 compare, 50% chance of 6 negates
956 // calculate the edge directions and surface normal
957 // 6 multiply, 9 subtract
958 VectorSubtract(v1, v0, v10);
959 VectorSubtract(v2, v0, v20);
960 normal[0] = v20[1] * v10[2] - v20[2] * v10[1];
961 normal[1] = v20[2] * v10[0] - v20[0] * v10[2];
962 normal[2] = v20[0] * v10[1] - v20[1] * v10[0];
964 // calculate the tangents
965 // 12 multiply, 10 subtract
966 tc10[1] = tc1[1] - tc0[1];
967 tc20[1] = tc2[1] - tc0[1];
968 sdir[0] = tc10[1] * v20[0] - tc20[1] * v10[0];
969 sdir[1] = tc10[1] * v20[1] - tc20[1] * v10[1];
970 sdir[2] = tc10[1] * v20[2] - tc20[1] * v10[2];
971 tc10[0] = tc1[0] - tc0[0];
972 tc20[0] = tc2[0] - tc0[0];
973 tdir[0] = tc10[0] * v20[0] - tc20[0] * v10[0];
974 tdir[1] = tc10[0] * v20[1] - tc20[0] * v10[1];
975 tdir[2] = tc10[0] * v20[2] - tc20[0] * v10[2];
977 // if texture is mapped the wrong way (counterclockwise), the tangents
978 // have to be flipped, this is detected by calculating a normal from the
979 // two tangents, and seeing if it is opposite the surface normal
980 // 9 multiply, 2 add, 3 subtract, 1 compare, 50% chance of: 6 negates
981 CrossProduct(tdir, sdir, tangentcross);
982 if (DotProduct(tangentcross, normal) < 0)
984 VectorNegate(sdir, sdir);
985 VectorNegate(tdir, tdir);
990 VectorNormalize(sdir);
991 VectorNormalize(tdir);
993 for (i = 0;i < 3;i++)
995 VectorAdd(svector3f + e[i]*3, sdir, svector3f + e[i]*3);
996 VectorAdd(tvector3f + e[i]*3, tdir, tvector3f + e[i]*3);
999 // make the tangents completely perpendicular to the surface normal, and
1000 // then normalize them
1001 // 16 assignments, 2 divide, 2 sqrt, 2 negates, 14 adds, 24 multiplies
1002 for (i = 0, sv = svector3f + 3 * firstvertex, tv = tvector3f + 3 * firstvertex, n = normal3f + 3 * firstvertex;i < numvertices;i++, sv += 3, tv += 3, n += 3)
1004 f = -DotProduct(sv, n);
1005 VectorMA(sv, f, n, sv);
1006 VectorNormalize(sv);
1007 f = -DotProduct(tv, n);
1008 VectorMA(tv, f, n, tv);
1009 VectorNormalize(tv);
1013 void Mod_AllocSurfMesh(mempool_t *mempool, int numvertices, int numtriangles, qboolean lightmapoffsets, qboolean vertexcolors, qboolean neighbors)
1015 unsigned char *data;
1016 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));
1017 loadmodel->surfmesh.num_vertices = numvertices;
1018 loadmodel->surfmesh.num_triangles = numtriangles;
1019 if (loadmodel->surfmesh.num_vertices)
1021 loadmodel->surfmesh.data_vertex3f = (float *)data, data += sizeof(float[3]) * loadmodel->surfmesh.num_vertices;
1022 loadmodel->surfmesh.data_svector3f = (float *)data, data += sizeof(float[3]) * loadmodel->surfmesh.num_vertices;
1023 loadmodel->surfmesh.data_tvector3f = (float *)data, data += sizeof(float[3]) * loadmodel->surfmesh.num_vertices;
1024 loadmodel->surfmesh.data_normal3f = (float *)data, data += sizeof(float[3]) * loadmodel->surfmesh.num_vertices;
1025 loadmodel->surfmesh.data_texcoordtexture2f = (float *)data, data += sizeof(float[2]) * loadmodel->surfmesh.num_vertices;
1026 loadmodel->surfmesh.data_texcoordlightmap2f = (float *)data, data += sizeof(float[2]) * loadmodel->surfmesh.num_vertices;
1028 loadmodel->surfmesh.data_lightmapcolor4f = (float *)data, data += sizeof(float[4]) * loadmodel->surfmesh.num_vertices;
1029 if (lightmapoffsets)
1030 loadmodel->surfmesh.data_lightmapoffsets = (int *)data, data += sizeof(int) * loadmodel->surfmesh.num_vertices;
1032 if (loadmodel->surfmesh.num_triangles)
1034 loadmodel->surfmesh.data_element3i = (int *)data, data += sizeof(int[3]) * loadmodel->surfmesh.num_triangles;
1036 loadmodel->surfmesh.data_neighbor3i = (int *)data, data += sizeof(int[3]) * loadmodel->surfmesh.num_triangles;
1037 if (loadmodel->surfmesh.num_vertices <= 65536)
1038 loadmodel->surfmesh.data_element3s = (unsigned short *)data, data += sizeof(unsigned short[3]) * loadmodel->surfmesh.num_triangles;
1042 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)
1044 shadowmesh_t *newmesh;
1045 unsigned char *data;
1047 size = sizeof(shadowmesh_t);
1048 size += maxverts * sizeof(float[3]);
1050 size += maxverts * sizeof(float[11]);
1051 size += maxtriangles * sizeof(int[3]);
1052 if (maxverts <= 65536)
1053 size += maxtriangles * sizeof(unsigned short[3]);
1055 size += maxtriangles * sizeof(int[3]);
1057 size += SHADOWMESHVERTEXHASH * sizeof(shadowmeshvertexhash_t *) + maxverts * sizeof(shadowmeshvertexhash_t);
1058 data = (unsigned char *)Mem_Alloc(mempool, size);
1059 newmesh = (shadowmesh_t *)data;data += sizeof(*newmesh);
1060 newmesh->map_diffuse = map_diffuse;
1061 newmesh->map_specular = map_specular;
1062 newmesh->map_normal = map_normal;
1063 newmesh->maxverts = maxverts;
1064 newmesh->maxtriangles = maxtriangles;
1065 newmesh->numverts = 0;
1066 newmesh->numtriangles = 0;
1067 memset(newmesh->sideoffsets, 0, sizeof(newmesh->sideoffsets));
1068 memset(newmesh->sidetotals, 0, sizeof(newmesh->sidetotals));
1070 newmesh->vertex3f = (float *)data;data += maxverts * sizeof(float[3]);
1073 newmesh->svector3f = (float *)data;data += maxverts * sizeof(float[3]);
1074 newmesh->tvector3f = (float *)data;data += maxverts * sizeof(float[3]);
1075 newmesh->normal3f = (float *)data;data += maxverts * sizeof(float[3]);
1076 newmesh->texcoord2f = (float *)data;data += maxverts * sizeof(float[2]);
1078 newmesh->element3i = (int *)data;data += maxtriangles * sizeof(int[3]);
1081 newmesh->neighbor3i = (int *)data;data += maxtriangles * sizeof(int[3]);
1085 newmesh->vertexhashtable = (shadowmeshvertexhash_t **)data;data += SHADOWMESHVERTEXHASH * sizeof(shadowmeshvertexhash_t *);
1086 newmesh->vertexhashentries = (shadowmeshvertexhash_t *)data;data += maxverts * sizeof(shadowmeshvertexhash_t);
1088 if (maxverts <= 65536)
1089 newmesh->element3s = (unsigned short *)data;data += maxtriangles * sizeof(unsigned short[3]);
1093 shadowmesh_t *Mod_ShadowMesh_ReAlloc(mempool_t *mempool, shadowmesh_t *oldmesh, int light, int neighbors)
1095 shadowmesh_t *newmesh;
1096 newmesh = Mod_ShadowMesh_Alloc(mempool, oldmesh->numverts, oldmesh->numtriangles, oldmesh->map_diffuse, oldmesh->map_specular, oldmesh->map_normal, light, neighbors, false);
1097 newmesh->numverts = oldmesh->numverts;
1098 newmesh->numtriangles = oldmesh->numtriangles;
1099 memcpy(newmesh->sideoffsets, oldmesh->sideoffsets, sizeof(oldmesh->sideoffsets));
1100 memcpy(newmesh->sidetotals, oldmesh->sidetotals, sizeof(oldmesh->sidetotals));
1102 memcpy(newmesh->vertex3f, oldmesh->vertex3f, oldmesh->numverts * sizeof(float[3]));
1103 if (newmesh->svector3f && oldmesh->svector3f)
1105 memcpy(newmesh->svector3f, oldmesh->svector3f, oldmesh->numverts * sizeof(float[3]));
1106 memcpy(newmesh->tvector3f, oldmesh->tvector3f, oldmesh->numverts * sizeof(float[3]));
1107 memcpy(newmesh->normal3f, oldmesh->normal3f, oldmesh->numverts * sizeof(float[3]));
1108 memcpy(newmesh->texcoord2f, oldmesh->texcoord2f, oldmesh->numverts * sizeof(float[2]));
1110 memcpy(newmesh->element3i, oldmesh->element3i, oldmesh->numtriangles * sizeof(int[3]));
1111 if (newmesh->neighbor3i && oldmesh->neighbor3i)
1112 memcpy(newmesh->neighbor3i, oldmesh->neighbor3i, oldmesh->numtriangles * sizeof(int[3]));
1116 int Mod_ShadowMesh_AddVertex(shadowmesh_t *mesh, float *vertex14f)
1118 int hashindex, vnum;
1119 shadowmeshvertexhash_t *hash;
1120 // this uses prime numbers intentionally
1121 hashindex = (unsigned int) (vertex14f[0] * 2003 + vertex14f[1] * 4001 + vertex14f[2] * 7919) % SHADOWMESHVERTEXHASH;
1122 for (hash = mesh->vertexhashtable[hashindex];hash;hash = hash->next)
1124 vnum = (hash - mesh->vertexhashentries);
1125 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]))
1126 && (mesh->svector3f == NULL || (mesh->svector3f[vnum * 3 + 0] == vertex14f[3] && mesh->svector3f[vnum * 3 + 1] == vertex14f[4] && mesh->svector3f[vnum * 3 + 2] == vertex14f[5]))
1127 && (mesh->tvector3f == NULL || (mesh->tvector3f[vnum * 3 + 0] == vertex14f[6] && mesh->tvector3f[vnum * 3 + 1] == vertex14f[7] && mesh->tvector3f[vnum * 3 + 2] == vertex14f[8]))
1128 && (mesh->normal3f == NULL || (mesh->normal3f[vnum * 3 + 0] == vertex14f[9] && mesh->normal3f[vnum * 3 + 1] == vertex14f[10] && mesh->normal3f[vnum * 3 + 2] == vertex14f[11]))
1129 && (mesh->texcoord2f == NULL || (mesh->texcoord2f[vnum * 2 + 0] == vertex14f[12] && mesh->texcoord2f[vnum * 2 + 1] == vertex14f[13])))
1130 return hash - mesh->vertexhashentries;
1132 vnum = mesh->numverts++;
1133 hash = mesh->vertexhashentries + vnum;
1134 hash->next = mesh->vertexhashtable[hashindex];
1135 mesh->vertexhashtable[hashindex] = hash;
1136 if (mesh->vertex3f) {mesh->vertex3f[vnum * 3 + 0] = vertex14f[0];mesh->vertex3f[vnum * 3 + 1] = vertex14f[1];mesh->vertex3f[vnum * 3 + 2] = vertex14f[2];}
1137 if (mesh->svector3f) {mesh->svector3f[vnum * 3 + 0] = vertex14f[3];mesh->svector3f[vnum * 3 + 1] = vertex14f[4];mesh->svector3f[vnum * 3 + 2] = vertex14f[5];}
1138 if (mesh->tvector3f) {mesh->tvector3f[vnum * 3 + 0] = vertex14f[6];mesh->tvector3f[vnum * 3 + 1] = vertex14f[7];mesh->tvector3f[vnum * 3 + 2] = vertex14f[8];}
1139 if (mesh->normal3f) {mesh->normal3f[vnum * 3 + 0] = vertex14f[9];mesh->normal3f[vnum * 3 + 1] = vertex14f[10];mesh->normal3f[vnum * 3 + 2] = vertex14f[11];}
1140 if (mesh->texcoord2f) {mesh->texcoord2f[vnum * 2 + 0] = vertex14f[12];mesh->texcoord2f[vnum * 2 + 1] = vertex14f[13];}
1144 void Mod_ShadowMesh_AddTriangle(mempool_t *mempool, shadowmesh_t *mesh, rtexture_t *map_diffuse, rtexture_t *map_specular, rtexture_t *map_normal, float *vertex14f)
1146 if (mesh->numtriangles == 0)
1148 // set the properties on this empty mesh to be more favorable...
1149 // (note: this case only occurs for the first triangle added to a new mesh chain)
1150 mesh->map_diffuse = map_diffuse;
1151 mesh->map_specular = map_specular;
1152 mesh->map_normal = map_normal;
1154 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)
1156 if (mesh->next == NULL)
1157 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);
1160 mesh->element3i[mesh->numtriangles * 3 + 0] = Mod_ShadowMesh_AddVertex(mesh, vertex14f + 14 * 0);
1161 mesh->element3i[mesh->numtriangles * 3 + 1] = Mod_ShadowMesh_AddVertex(mesh, vertex14f + 14 * 1);
1162 mesh->element3i[mesh->numtriangles * 3 + 2] = Mod_ShadowMesh_AddVertex(mesh, vertex14f + 14 * 2);
1163 mesh->numtriangles++;
1166 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)
1169 float vbuf[3*14], *v;
1170 memset(vbuf, 0, sizeof(vbuf));
1171 for (i = 0;i < numtris;i++)
1173 for (j = 0, v = vbuf;j < 3;j++, v += 14)
1178 v[0] = vertex3f[e * 3 + 0];
1179 v[1] = vertex3f[e * 3 + 1];
1180 v[2] = vertex3f[e * 3 + 2];
1184 v[3] = svector3f[e * 3 + 0];
1185 v[4] = svector3f[e * 3 + 1];
1186 v[5] = svector3f[e * 3 + 2];
1190 v[6] = tvector3f[e * 3 + 0];
1191 v[7] = tvector3f[e * 3 + 1];
1192 v[8] = tvector3f[e * 3 + 2];
1196 v[9] = normal3f[e * 3 + 0];
1197 v[10] = normal3f[e * 3 + 1];
1198 v[11] = normal3f[e * 3 + 2];
1202 v[12] = texcoord2f[e * 2 + 0];
1203 v[13] = texcoord2f[e * 2 + 1];
1206 Mod_ShadowMesh_AddTriangle(mempool, mesh, map_diffuse, map_specular, map_normal, vbuf);
1209 // the triangle calculation can take a while, so let's do a keepalive here
1210 CL_KeepaliveMessage(false);
1213 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)
1215 // the preparation before shadow mesh initialization can take a while, so let's do a keepalive here
1216 CL_KeepaliveMessage(false);
1218 return Mod_ShadowMesh_Alloc(mempool, maxverts, maxtriangles, map_diffuse, map_specular, map_normal, light, neighbors, expandable);
1221 static void Mod_ShadowMesh_CreateVBOs(shadowmesh_t *mesh, mempool_t *mempool)
1223 if (!mesh->numverts)
1226 // build r_vertexmesh_t array
1227 // (compressed interleaved array for D3D)
1228 if (!mesh->vertexmesh && mesh->texcoord2f && vid.useinterleavedarrays)
1231 int numvertices = mesh->numverts;
1232 r_vertexmesh_t *vertexmesh;
1233 mesh->vertexmesh = vertexmesh = (r_vertexmesh_t*)Mem_Alloc(mempool, numvertices * sizeof(*mesh->vertexmesh));
1234 for (vertexindex = 0;vertexindex < numvertices;vertexindex++, vertexmesh++)
1236 VectorCopy(mesh->vertex3f + 3*vertexindex, vertexmesh->vertex3f);
1237 VectorScale(mesh->svector3f + 3*vertexindex, 1.0f, vertexmesh->svector3f);
1238 VectorScale(mesh->tvector3f + 3*vertexindex, 1.0f, vertexmesh->tvector3f);
1239 VectorScale(mesh->normal3f + 3*vertexindex, 1.0f, vertexmesh->normal3f);
1240 Vector2Copy(mesh->texcoord2f + 2*vertexindex, vertexmesh->texcoordtexture2f);
1244 // upload r_vertexmesh_t array as a buffer
1245 if (mesh->vertexmesh && !mesh->vertexmeshbuffer)
1246 mesh->vertexmeshbuffer = R_Mesh_CreateMeshBuffer(mesh->vertexmesh, mesh->numverts * sizeof(*mesh->vertexmesh), loadmodel->name, false, false, false);
1248 // upload vertex3f array as a buffer
1249 if (mesh->vertex3f && !mesh->vertex3fbuffer)
1250 mesh->vertex3fbuffer = R_Mesh_CreateMeshBuffer(mesh->vertex3f, mesh->numverts * sizeof(float[3]), loadmodel->name, false, false, false);
1252 // upload short indices as a buffer
1253 if (mesh->element3s && !mesh->element3s_indexbuffer)
1254 mesh->element3s_indexbuffer = R_Mesh_CreateMeshBuffer(mesh->element3s, mesh->numtriangles * sizeof(short[3]), loadmodel->name, true, false, true);
1256 // upload int indices as a buffer
1257 if (mesh->element3i && !mesh->element3i_indexbuffer && !mesh->element3s)
1258 mesh->element3i_indexbuffer = R_Mesh_CreateMeshBuffer(mesh->element3i, mesh->numtriangles * sizeof(int[3]), loadmodel->name, true, false, false);
1260 // vertex buffer is several arrays and we put them in the same buffer
1262 // is this wise? the texcoordtexture2f array is used with dynamic
1263 // vertex/svector/tvector/normal when rendering animated models, on the
1264 // other hand animated models don't use a lot of vertices anyway...
1265 if (!mesh->vbo_vertexbuffer && !vid.useinterleavedarrays)
1270 mesh->vbooffset_vertex3f = size;if (mesh->vertex3f ) size += mesh->numverts * sizeof(float[3]);
1271 mesh->vbooffset_svector3f = size;if (mesh->svector3f ) size += mesh->numverts * sizeof(float[3]);
1272 mesh->vbooffset_tvector3f = size;if (mesh->tvector3f ) size += mesh->numverts * sizeof(float[3]);
1273 mesh->vbooffset_normal3f = size;if (mesh->normal3f ) size += mesh->numverts * sizeof(float[3]);
1274 mesh->vbooffset_texcoord2f = size;if (mesh->texcoord2f ) size += mesh->numverts * sizeof(float[2]);
1275 mem = (unsigned char *)Mem_Alloc(tempmempool, size);
1276 if (mesh->vertex3f ) memcpy(mem + mesh->vbooffset_vertex3f , mesh->vertex3f , mesh->numverts * sizeof(float[3]));
1277 if (mesh->svector3f ) memcpy(mem + mesh->vbooffset_svector3f , mesh->svector3f , mesh->numverts * sizeof(float[3]));
1278 if (mesh->tvector3f ) memcpy(mem + mesh->vbooffset_tvector3f , mesh->tvector3f , mesh->numverts * sizeof(float[3]));
1279 if (mesh->normal3f ) memcpy(mem + mesh->vbooffset_normal3f , mesh->normal3f , mesh->numverts * sizeof(float[3]));
1280 if (mesh->texcoord2f ) memcpy(mem + mesh->vbooffset_texcoord2f , mesh->texcoord2f , mesh->numverts * sizeof(float[2]));
1281 mesh->vbo_vertexbuffer = R_Mesh_CreateMeshBuffer(mem, size, "shadowmesh", false, false, false);
1286 shadowmesh_t *Mod_ShadowMesh_Finish(mempool_t *mempool, shadowmesh_t *firstmesh, qboolean light, qboolean neighbors, qboolean createvbo)
1288 shadowmesh_t *mesh, *newmesh, *nextmesh;
1289 // reallocate meshs to conserve space
1290 for (mesh = firstmesh, firstmesh = NULL;mesh;mesh = nextmesh)
1292 nextmesh = mesh->next;
1293 if (mesh->numverts >= 3 && mesh->numtriangles >= 1)
1295 newmesh = Mod_ShadowMesh_ReAlloc(mempool, mesh, light, neighbors);
1296 newmesh->next = firstmesh;
1297 firstmesh = newmesh;
1298 if (newmesh->element3s)
1301 for (i = 0;i < newmesh->numtriangles*3;i++)
1302 newmesh->element3s[i] = newmesh->element3i[i];
1305 Mod_ShadowMesh_CreateVBOs(newmesh, mempool);
1310 // this can take a while, so let's do a keepalive here
1311 CL_KeepaliveMessage(false);
1316 void Mod_ShadowMesh_CalcBBox(shadowmesh_t *firstmesh, vec3_t mins, vec3_t maxs, vec3_t center, float *radius)
1320 vec3_t nmins, nmaxs, ncenter, temp;
1321 float nradius2, dist2, *v;
1325 for (mesh = firstmesh;mesh;mesh = mesh->next)
1327 if (mesh == firstmesh)
1329 VectorCopy(mesh->vertex3f, nmins);
1330 VectorCopy(mesh->vertex3f, nmaxs);
1332 for (i = 0, v = mesh->vertex3f;i < mesh->numverts;i++, v += 3)
1334 if (nmins[0] > v[0]) nmins[0] = v[0];if (nmaxs[0] < v[0]) nmaxs[0] = v[0];
1335 if (nmins[1] > v[1]) nmins[1] = v[1];if (nmaxs[1] < v[1]) nmaxs[1] = v[1];
1336 if (nmins[2] > v[2]) nmins[2] = v[2];if (nmaxs[2] < v[2]) nmaxs[2] = v[2];
1339 // calculate center and radius
1340 ncenter[0] = (nmins[0] + nmaxs[0]) * 0.5f;
1341 ncenter[1] = (nmins[1] + nmaxs[1]) * 0.5f;
1342 ncenter[2] = (nmins[2] + nmaxs[2]) * 0.5f;
1344 for (mesh = firstmesh;mesh;mesh = mesh->next)
1346 for (i = 0, v = mesh->vertex3f;i < mesh->numverts;i++, v += 3)
1348 VectorSubtract(v, ncenter, temp);
1349 dist2 = DotProduct(temp, temp);
1350 if (nradius2 < dist2)
1356 VectorCopy(nmins, mins);
1358 VectorCopy(nmaxs, maxs);
1360 VectorCopy(ncenter, center);
1362 *radius = sqrt(nradius2);
1365 void Mod_ShadowMesh_Free(shadowmesh_t *mesh)
1367 shadowmesh_t *nextmesh;
1368 for (;mesh;mesh = nextmesh)
1370 if (mesh->vertex3fbuffer)
1371 R_Mesh_DestroyMeshBuffer(mesh->vertex3fbuffer);
1372 if (mesh->vertexmeshbuffer)
1373 R_Mesh_DestroyMeshBuffer(mesh->vertexmeshbuffer);
1374 if (mesh->element3i_indexbuffer)
1375 R_Mesh_DestroyMeshBuffer(mesh->element3i_indexbuffer);
1376 if (mesh->element3s_indexbuffer)
1377 R_Mesh_DestroyMeshBuffer(mesh->element3s_indexbuffer);
1378 if (mesh->vbo_vertexbuffer)
1379 R_Mesh_DestroyMeshBuffer(mesh->vbo_vertexbuffer);
1380 nextmesh = mesh->next;
1385 void Mod_CreateCollisionMesh(dp_model_t *mod)
1387 int k, numcollisionmeshtriangles;
1388 qboolean usesinglecollisionmesh = false;
1389 const msurface_t *surface = NULL;
1391 mempool_t *mempool = mod->mempool;
1392 if (!mempool && mod->brush.parentmodel)
1393 mempool = mod->brush.parentmodel->mempool;
1394 // make a single combined collision mesh for physics engine use
1395 // TODO rewrite this to use the collision brushes as source, to fix issues with e.g. common/caulk which creates no drawsurface
1396 numcollisionmeshtriangles = 0;
1397 for (k = 0;k < mod->nummodelsurfaces;k++)
1399 surface = mod->data_surfaces + mod->firstmodelsurface + k;
1400 if (!strcmp(surface->texture->name, "collision")) // found collision mesh
1402 usesinglecollisionmesh = true;
1403 numcollisionmeshtriangles = surface->num_triangles;
1406 if (!(surface->texture->supercontents & SUPERCONTENTS_SOLID))
1408 numcollisionmeshtriangles += surface->num_triangles;
1410 mod->brush.collisionmesh = Mod_ShadowMesh_Begin(mempool, numcollisionmeshtriangles * 3, numcollisionmeshtriangles, NULL, NULL, NULL, false, false, true);
1411 if (usesinglecollisionmesh)
1412 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));
1415 for (k = 0;k < mod->nummodelsurfaces;k++)
1417 surface = mod->data_surfaces + mod->firstmodelsurface + k;
1418 if (!(surface->texture->supercontents & SUPERCONTENTS_SOLID))
1420 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));
1423 mod->brush.collisionmesh = Mod_ShadowMesh_Finish(mempool, mod->brush.collisionmesh, false, false, false);
1426 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)
1431 if (ix >= 0 && iy >= 0 && ix < imagewidth && iy < imageheight)
1432 v[2] = (imagepixels[((iy*imagewidth)+ix)*4+0] + imagepixels[((iy*imagewidth)+ix)*4+1] + imagepixels[((iy*imagewidth)+ix)*4+2]) * (1.0f / 765.0f);
1435 Matrix4x4_Transform(pixelstepmatrix, v, vertex3f);
1436 Matrix4x4_Transform(pixeltexturestepmatrix, v, tc);
1437 texcoord2f[0] = tc[0];
1438 texcoord2f[1] = tc[1];
1441 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)
1443 float vup[3], vdown[3], vleft[3], vright[3];
1444 float tcup[3], tcdown[3], tcleft[3], tcright[3];
1445 float sv[3], tv[3], nl[3];
1446 Mod_GetTerrainVertex3fTexCoord2fFromBGRA(imagepixels, imagewidth, imageheight, ix, iy, vertex3f, texcoord2f, pixelstepmatrix, pixeltexturestepmatrix);
1447 Mod_GetTerrainVertex3fTexCoord2fFromBGRA(imagepixels, imagewidth, imageheight, ix, iy - 1, vup, tcup, pixelstepmatrix, pixeltexturestepmatrix);
1448 Mod_GetTerrainVertex3fTexCoord2fFromBGRA(imagepixels, imagewidth, imageheight, ix, iy + 1, vdown, tcdown, pixelstepmatrix, pixeltexturestepmatrix);
1449 Mod_GetTerrainVertex3fTexCoord2fFromBGRA(imagepixels, imagewidth, imageheight, ix - 1, iy, vleft, tcleft, pixelstepmatrix, pixeltexturestepmatrix);
1450 Mod_GetTerrainVertex3fTexCoord2fFromBGRA(imagepixels, imagewidth, imageheight, ix + 1, iy, vright, tcright, pixelstepmatrix, pixeltexturestepmatrix);
1451 Mod_BuildBumpVectors(vertex3f, vup, vright, texcoord2f, tcup, tcright, svector3f, tvector3f, normal3f);
1452 Mod_BuildBumpVectors(vertex3f, vright, vdown, texcoord2f, tcright, tcdown, sv, tv, nl);
1453 VectorAdd(svector3f, sv, svector3f);
1454 VectorAdd(tvector3f, tv, tvector3f);
1455 VectorAdd(normal3f, nl, normal3f);
1456 Mod_BuildBumpVectors(vertex3f, vdown, vleft, texcoord2f, tcdown, tcleft, sv, tv, nl);
1457 VectorAdd(svector3f, sv, svector3f);
1458 VectorAdd(tvector3f, tv, tvector3f);
1459 VectorAdd(normal3f, nl, normal3f);
1460 Mod_BuildBumpVectors(vertex3f, vleft, vup, texcoord2f, tcleft, tcup, sv, tv, nl);
1461 VectorAdd(svector3f, sv, svector3f);
1462 VectorAdd(tvector3f, tv, tvector3f);
1463 VectorAdd(normal3f, nl, normal3f);
1466 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)
1468 int x, y, ix, iy, *e;
1470 for (y = 0;y < height;y++)
1472 for (x = 0;x < width;x++)
1474 e[0] = (y + 1) * (width + 1) + (x + 0);
1475 e[1] = (y + 0) * (width + 1) + (x + 0);
1476 e[2] = (y + 1) * (width + 1) + (x + 1);
1477 e[3] = (y + 0) * (width + 1) + (x + 0);
1478 e[4] = (y + 0) * (width + 1) + (x + 1);
1479 e[5] = (y + 1) * (width + 1) + (x + 1);
1483 Mod_BuildTriangleNeighbors(neighbor3i, element3i, width*height*2);
1484 for (y = 0, iy = y1;y < height + 1;y++, iy++)
1485 for (x = 0, ix = x1;x < width + 1;x++, ix++, vertex3f += 3, texcoord2f += 2, svector3f += 3, tvector3f += 3, normal3f += 3)
1486 Mod_GetTerrainVertexFromBGRA(imagepixels, imagewidth, imageheight, ix, iy, vertex3f, texcoord2f, svector3f, tvector3f, normal3f, pixelstepmatrix, pixeltexturestepmatrix);
1490 void Mod_Terrain_SurfaceRecurseChunk(dp_model_t *model, int stepsize, int x, int y)
1494 float chunkwidth = min(stepsize, model->terrain.width - 1 - x);
1495 float chunkheight = min(stepsize, model->terrain.height - 1 - y);
1496 float viewvector[3];
1497 unsigned int firstvertex;
1500 if (chunkwidth < 2 || chunkheight < 2)
1502 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]);
1503 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]);
1504 viewvector[0] = bound(mins[0], localvieworigin, maxs[0]) - model->terrain.vieworigin[0];
1505 viewvector[1] = bound(mins[1], localvieworigin, maxs[1]) - model->terrain.vieworigin[1];
1506 viewvector[2] = bound(mins[2], localvieworigin, maxs[2]) - model->terrain.vieworigin[2];
1507 if (stepsize > 1 && VectorLength(viewvector) < stepsize*model->terrain.scale[0]*r_terrain_lodscale.value)
1509 // too close for this stepsize, emit as 4 chunks instead
1511 Mod_Terrain_SurfaceRecurseChunk(model, stepsize, x, y);
1512 Mod_Terrain_SurfaceRecurseChunk(model, stepsize, x+stepsize, y);
1513 Mod_Terrain_SurfaceRecurseChunk(model, stepsize, x, y+stepsize);
1514 Mod_Terrain_SurfaceRecurseChunk(model, stepsize, x+stepsize, y+stepsize);
1517 // emit the geometry at stepsize into our vertex buffer / index buffer
1518 // we add two columns and two rows for skirt
1519 outwidth = chunkwidth+2;
1520 outheight = chunkheight+2;
1521 outwidth2 = outwidth-1;
1522 outheight2 = outheight-1;
1523 outwidth3 = outwidth+1;
1524 outheight3 = outheight+1;
1525 firstvertex = numvertices;
1526 e = model->terrain.element3i + numtriangles;
1527 numtriangles += chunkwidth*chunkheight*2+chunkwidth*2*2+chunkheight*2*2;
1528 v = model->terrain.vertex3f + numvertices;
1529 numvertices += (chunkwidth+1)*(chunkheight+1)+(chunkwidth+1)*2+(chunkheight+1)*2;
1530 // emit the triangles (note: the skirt is treated as two extra rows and two extra columns)
1531 for (ty = 0;ty < outheight;ty++)
1533 for (tx = 0;tx < outwidth;tx++)
1535 *e++ = firstvertex + (ty )*outwidth3+(tx );
1536 *e++ = firstvertex + (ty )*outwidth3+(tx+1);
1537 *e++ = firstvertex + (ty+1)*outwidth3+(tx+1);
1538 *e++ = firstvertex + (ty )*outwidth3+(tx );
1539 *e++ = firstvertex + (ty+1)*outwidth3+(tx+1);
1540 *e++ = firstvertex + (ty+1)*outwidth3+(tx );
1543 // TODO: emit surface vertices (x+tx*stepsize, y+ty*stepsize)
1544 for (ty = 0;ty <= outheight;ty++)
1546 skirtrow = ty == 0 || ty == outheight;
1547 ry = y+bound(1, ty, outheight)*stepsize;
1548 for (tx = 0;tx <= outwidth;tx++)
1550 skirt = skirtrow || tx == 0 || tx == outwidth;
1551 rx = x+bound(1, tx, outwidth)*stepsize;
1554 v[2] = heightmap[ry*terrainwidth+rx]*scale[2];
1558 // TODO: emit skirt vertices
1561 void Mod_Terrain_UpdateSurfacesForViewOrigin(dp_model_t *model)
1563 for (y = 0;y < model->terrain.size[1];y += model->terrain.
1564 Mod_Terrain_SurfaceRecurseChunk(model, model->terrain.maxstepsize, x, y);
1565 Mod_Terrain_BuildChunk(model,
1569 int Mod_LoadQ3Shaders_EnumerateWaveFunc(const char *s)
1572 if (!strncasecmp(s, "user", 4)) // parse stuff like "user1sin", always user<n>func
1574 offset = bound(0, s[4] - '0', 9);
1575 offset = (offset + 1) << Q3WAVEFUNC_USER_SHIFT;
1580 if (!strcasecmp(s, "sin")) return offset | Q3WAVEFUNC_SIN;
1581 if (!strcasecmp(s, "square")) return offset | Q3WAVEFUNC_SQUARE;
1582 if (!strcasecmp(s, "triangle")) return offset | Q3WAVEFUNC_TRIANGLE;
1583 if (!strcasecmp(s, "sawtooth")) return offset | Q3WAVEFUNC_SAWTOOTH;
1584 if (!strcasecmp(s, "inversesawtooth")) return offset | Q3WAVEFUNC_INVERSESAWTOOTH;
1585 if (!strcasecmp(s, "noise")) return offset | Q3WAVEFUNC_NOISE;
1586 if (!strcasecmp(s, "none")) return offset | Q3WAVEFUNC_NONE;
1587 Con_DPrintf("Mod_LoadQ3Shaders: unknown wavefunc %s\n", s);
1588 return offset | Q3WAVEFUNC_NONE;
1591 void Mod_FreeQ3Shaders(void)
1593 Mem_FreePool(&q3shaders_mem);
1596 static void Q3Shader_AddToHash (q3shaderinfo_t* shader)
1598 unsigned short hash = CRC_Block_CaseInsensitive ((const unsigned char *)shader->name, strlen (shader->name));
1599 q3shader_hash_entry_t* entry = q3shader_data->hash + (hash % Q3SHADER_HASH_SIZE);
1600 q3shader_hash_entry_t* lastEntry = NULL;
1601 while (entry != NULL)
1603 if (strcasecmp (entry->shader.name, shader->name) == 0)
1606 if(shader->dpshaderkill)
1608 // killed shader is a redeclarion? we can safely ignore it
1611 else if(entry->shader.dpshaderkill)
1613 // replace the old shader!
1614 // this will skip the entry allocating part
1615 // below and just replace the shader
1620 unsigned char *start, *end, *start2;
1621 start = (unsigned char *) (&shader->Q3SHADERINFO_COMPARE_START);
1622 end = ((unsigned char *) (&shader->Q3SHADERINFO_COMPARE_END)) + sizeof(shader->Q3SHADERINFO_COMPARE_END);
1623 start2 = (unsigned char *) (&entry->shader.Q3SHADERINFO_COMPARE_START);
1624 if(memcmp(start, start2, end - start))
1625 Con_DPrintf("Shader '%s' already defined, ignoring mismatching redeclaration\n", shader->name);
1627 Con_DPrintf("Shader '%s' already defined\n", shader->name);
1632 entry = entry->chain;
1636 if (lastEntry->shader.name[0] != 0)
1639 q3shader_hash_entry_t* newEntry = (q3shader_hash_entry_t*)
1640 Mem_ExpandableArray_AllocRecord (&q3shader_data->hash_entries);
1642 while (lastEntry->chain != NULL) lastEntry = lastEntry->chain;
1643 lastEntry->chain = newEntry;
1644 newEntry->chain = NULL;
1645 lastEntry = newEntry;
1647 /* else: head of chain, in hash entry array */
1650 memcpy (&entry->shader, shader, sizeof (q3shaderinfo_t));
1653 extern cvar_t mod_noshader_default_offsetmapping;
1654 extern cvar_t mod_q3shader_default_offsetmapping;
1655 extern cvar_t mod_q3shader_default_offsetmapping_scale;
1656 extern cvar_t mod_q3shader_default_offsetmapping_bias;
1657 extern cvar_t mod_q3shader_default_polygonoffset;
1658 extern cvar_t mod_q3shader_default_polygonfactor;
1659 extern cvar_t mod_q3shader_force_addalpha;
1660 void Mod_LoadQ3Shaders(void)
1667 q3shaderinfo_t shader;
1668 q3shaderinfo_layer_t *layer;
1670 char parameter[TEXTURE_MAXFRAMES + 4][Q3PATHLENGTH];
1671 char *custsurfaceparmnames[256]; // VorteX: q3map2 has 64 but well, someone will need more
1672 unsigned long custsurfaceparms[256];
1673 int numcustsurfaceparms;
1674 qboolean dpshaderkill;
1676 Mod_FreeQ3Shaders();
1678 q3shaders_mem = Mem_AllocPool("q3shaders", 0, NULL);
1679 q3shader_data = (q3shader_data_t*)Mem_Alloc (q3shaders_mem,
1680 sizeof (q3shader_data_t));
1681 Mem_ExpandableArray_NewArray (&q3shader_data->hash_entries,
1682 q3shaders_mem, sizeof (q3shader_hash_entry_t), 256);
1683 Mem_ExpandableArray_NewArray (&q3shader_data->char_ptrs,
1684 q3shaders_mem, sizeof (char**), 256);
1686 // parse custinfoparms.txt
1687 numcustsurfaceparms = 0;
1688 if ((text = f = (char *)FS_LoadFile("scripts/custinfoparms.txt", tempmempool, false, NULL)) != NULL)
1690 if (!COM_ParseToken_QuakeC(&text, false) || strcasecmp(com_token, "{"))
1691 Con_DPrintf("scripts/custinfoparms.txt: contentflags section parsing error - expected \"{\", found \"%s\"\n", com_token);
1694 while (COM_ParseToken_QuakeC(&text, false))
1695 if (!strcasecmp(com_token, "}"))
1697 // custom surfaceflags section
1698 if (!COM_ParseToken_QuakeC(&text, false) || strcasecmp(com_token, "{"))
1699 Con_DPrintf("scripts/custinfoparms.txt: surfaceflags section parsing error - expected \"{\", found \"%s\"\n", com_token);
1702 while(COM_ParseToken_QuakeC(&text, false))
1704 if (!strcasecmp(com_token, "}"))
1706 // register surfaceflag
1707 if (numcustsurfaceparms >= 256)
1709 Con_Printf("scripts/custinfoparms.txt: surfaceflags section parsing error - max 256 surfaceflags exceeded\n");
1713 j = strlen(com_token)+1;
1714 custsurfaceparmnames[numcustsurfaceparms] = (char *)Mem_Alloc(tempmempool, j);
1715 strlcpy(custsurfaceparmnames[numcustsurfaceparms], com_token, j+1);
1717 if (COM_ParseToken_QuakeC(&text, false))
1718 custsurfaceparms[numcustsurfaceparms] = strtol(com_token, NULL, 0);
1720 custsurfaceparms[numcustsurfaceparms] = 0;
1721 numcustsurfaceparms++;
1729 search = FS_Search("scripts/*.shader", true, false);
1732 for (fileindex = 0;fileindex < search->numfilenames;fileindex++)
1734 text = f = (char *)FS_LoadFile(search->filenames[fileindex], tempmempool, false, NULL);
1737 while (COM_ParseToken_QuakeC(&text, false))
1739 memset (&shader, 0, sizeof(shader));
1740 shader.reflectmin = 0;
1741 shader.reflectmax = 1;
1742 shader.refractfactor = 1;
1743 Vector4Set(shader.refractcolor4f, 1, 1, 1, 1);
1744 shader.reflectfactor = 1;
1745 Vector4Set(shader.reflectcolor4f, 1, 1, 1, 1);
1746 shader.r_water_wateralpha = 1;
1747 shader.offsetmapping = (mod_q3shader_default_offsetmapping.value) ? OFFSETMAPPING_DEFAULT : OFFSETMAPPING_OFF;
1748 shader.offsetscale = mod_q3shader_default_offsetmapping_scale.value;
1749 shader.offsetbias = mod_q3shader_default_offsetmapping_bias.value;
1750 shader.specularscalemod = 1;
1751 shader.specularpowermod = 1;
1752 shader.biaspolygonoffset = mod_q3shader_default_polygonoffset.value;
1753 shader.biaspolygonfactor = mod_q3shader_default_polygonfactor.value;
1755 strlcpy(shader.name, com_token, sizeof(shader.name));
1756 if (!COM_ParseToken_QuakeC(&text, false) || strcasecmp(com_token, "{"))
1758 Con_DPrintf("%s parsing error - expected \"{\", found \"%s\"\n", search->filenames[fileindex], com_token);
1761 while (COM_ParseToken_QuakeC(&text, false))
1763 if (!strcasecmp(com_token, "}"))
1765 if (!strcasecmp(com_token, "{"))
1767 static q3shaderinfo_layer_t dummy;
1768 if (shader.numlayers < Q3SHADER_MAXLAYERS)
1770 layer = shader.layers + shader.numlayers++;
1774 // parse and process it anyway, just don't store it (so a map $lightmap or such stuff still is found)
1775 memset(&dummy, 0, sizeof(dummy));
1778 layer->rgbgen.rgbgen = Q3RGBGEN_IDENTITY;
1779 layer->alphagen.alphagen = Q3ALPHAGEN_IDENTITY;
1780 layer->tcgen.tcgen = Q3TCGEN_TEXTURE;
1781 layer->blendfunc[0] = GL_ONE;
1782 layer->blendfunc[1] = GL_ZERO;
1783 while (COM_ParseToken_QuakeC(&text, false))
1785 if (!strcasecmp(com_token, "}"))
1787 if (!strcasecmp(com_token, "\n"))
1790 for (j = 0;strcasecmp(com_token, "\n") && strcasecmp(com_token, "}");j++)
1792 if (j < TEXTURE_MAXFRAMES + 4)
1794 // remap dp_water to dpwater, dp_reflect to dpreflect, etc.
1795 if(j == 0 && !strncasecmp(com_token, "dp_", 3))
1796 dpsnprintf(parameter[j], sizeof(parameter[j]), "dp%s", &com_token[3]);
1798 strlcpy(parameter[j], com_token, sizeof(parameter[j]));
1799 numparameters = j + 1;
1801 if (!COM_ParseToken_QuakeC(&text, true))
1804 //for (j = numparameters;j < TEXTURE_MAXFRAMES + 4;j++)
1805 // parameter[j][0] = 0;
1806 if (developer_insane.integer)
1808 Con_DPrintf("%s %i: ", shader.name, shader.numlayers - 1);
1809 for (j = 0;j < numparameters;j++)
1810 Con_DPrintf(" %s", parameter[j]);
1813 if (numparameters >= 2 && !strcasecmp(parameter[0], "blendfunc"))
1815 if (numparameters == 2)
1817 if (!strcasecmp(parameter[1], "add"))
1819 layer->blendfunc[0] = GL_ONE;
1820 layer->blendfunc[1] = GL_ONE;
1822 else if (!strcasecmp(parameter[1], "addalpha"))
1824 layer->blendfunc[0] = GL_SRC_ALPHA;
1825 layer->blendfunc[1] = GL_ONE;
1827 else if (!strcasecmp(parameter[1], "filter"))
1829 layer->blendfunc[0] = GL_DST_COLOR;
1830 layer->blendfunc[1] = GL_ZERO;
1832 else if (!strcasecmp(parameter[1], "blend"))
1834 layer->blendfunc[0] = GL_SRC_ALPHA;
1835 layer->blendfunc[1] = GL_ONE_MINUS_SRC_ALPHA;
1838 else if (numparameters == 3)
1841 for (k = 0;k < 2;k++)
1843 if (!strcasecmp(parameter[k+1], "GL_ONE"))
1844 layer->blendfunc[k] = GL_ONE;
1845 else if (!strcasecmp(parameter[k+1], "GL_ZERO"))
1846 layer->blendfunc[k] = GL_ZERO;
1847 else if (!strcasecmp(parameter[k+1], "GL_SRC_COLOR"))
1848 layer->blendfunc[k] = GL_SRC_COLOR;
1849 else if (!strcasecmp(parameter[k+1], "GL_SRC_ALPHA"))
1850 layer->blendfunc[k] = GL_SRC_ALPHA;
1851 else if (!strcasecmp(parameter[k+1], "GL_DST_COLOR"))
1852 layer->blendfunc[k] = GL_DST_COLOR;
1853 else if (!strcasecmp(parameter[k+1], "GL_DST_ALPHA"))
1854 layer->blendfunc[k] = GL_DST_ALPHA;
1855 else if (!strcasecmp(parameter[k+1], "GL_ONE_MINUS_SRC_COLOR"))
1856 layer->blendfunc[k] = GL_ONE_MINUS_SRC_COLOR;
1857 else if (!strcasecmp(parameter[k+1], "GL_ONE_MINUS_SRC_ALPHA"))
1858 layer->blendfunc[k] = GL_ONE_MINUS_SRC_ALPHA;
1859 else if (!strcasecmp(parameter[k+1], "GL_ONE_MINUS_DST_COLOR"))
1860 layer->blendfunc[k] = GL_ONE_MINUS_DST_COLOR;
1861 else if (!strcasecmp(parameter[k+1], "GL_ONE_MINUS_DST_ALPHA"))
1862 layer->blendfunc[k] = GL_ONE_MINUS_DST_ALPHA;
1864 layer->blendfunc[k] = GL_ONE; // default in case of parsing error
1868 if (numparameters >= 2 && !strcasecmp(parameter[0], "alphafunc"))
1869 layer->alphatest = true;
1870 if (numparameters >= 2 && (!strcasecmp(parameter[0], "map") || !strcasecmp(parameter[0], "clampmap")))
1872 if (!strcasecmp(parameter[0], "clampmap"))
1873 layer->clampmap = true;
1874 layer->numframes = 1;
1875 layer->framerate = 1;
1876 layer->texturename = (char**)Mem_ExpandableArray_AllocRecord (
1877 &q3shader_data->char_ptrs);
1878 layer->texturename[0] = Mem_strdup (q3shaders_mem, parameter[1]);
1879 if (!strcasecmp(parameter[1], "$lightmap"))
1880 shader.lighting = true;
1882 else if (numparameters >= 3 && (!strcasecmp(parameter[0], "animmap") || !strcasecmp(parameter[0], "animclampmap")))
1885 layer->numframes = min(numparameters - 2, TEXTURE_MAXFRAMES);
1886 layer->framerate = atof(parameter[1]);
1887 layer->texturename = (char **) Mem_Alloc (q3shaders_mem, sizeof (char*) * layer->numframes);
1888 for (i = 0;i < layer->numframes;i++)
1889 layer->texturename[i] = Mem_strdup (q3shaders_mem, parameter[i + 2]);
1891 else if (numparameters >= 2 && !strcasecmp(parameter[0], "rgbgen"))
1894 for (i = 0;i < numparameters - 2 && i < Q3RGBGEN_MAXPARMS;i++)
1895 layer->rgbgen.parms[i] = atof(parameter[i+2]);
1896 if (!strcasecmp(parameter[1], "identity")) layer->rgbgen.rgbgen = Q3RGBGEN_IDENTITY;
1897 else if (!strcasecmp(parameter[1], "const")) layer->rgbgen.rgbgen = Q3RGBGEN_CONST;
1898 else if (!strcasecmp(parameter[1], "entity")) layer->rgbgen.rgbgen = Q3RGBGEN_ENTITY;
1899 else if (!strcasecmp(parameter[1], "exactvertex")) layer->rgbgen.rgbgen = Q3RGBGEN_EXACTVERTEX;
1900 else if (!strcasecmp(parameter[1], "identitylighting")) layer->rgbgen.rgbgen = Q3RGBGEN_IDENTITYLIGHTING;
1901 else if (!strcasecmp(parameter[1], "lightingdiffuse")) layer->rgbgen.rgbgen = Q3RGBGEN_LIGHTINGDIFFUSE;
1902 else if (!strcasecmp(parameter[1], "oneminusentity")) layer->rgbgen.rgbgen = Q3RGBGEN_ONEMINUSENTITY;
1903 else if (!strcasecmp(parameter[1], "oneminusvertex")) layer->rgbgen.rgbgen = Q3RGBGEN_ONEMINUSVERTEX;
1904 else if (!strcasecmp(parameter[1], "vertex")) layer->rgbgen.rgbgen = Q3RGBGEN_VERTEX;
1905 else if (!strcasecmp(parameter[1], "wave"))
1907 layer->rgbgen.rgbgen = Q3RGBGEN_WAVE;
1908 layer->rgbgen.wavefunc = Mod_LoadQ3Shaders_EnumerateWaveFunc(parameter[2]);
1909 for (i = 0;i < numparameters - 3 && i < Q3WAVEPARMS;i++)
1910 layer->rgbgen.waveparms[i] = atof(parameter[i+3]);
1912 else Con_DPrintf("%s parsing warning: unknown rgbgen %s\n", search->filenames[fileindex], parameter[1]);
1914 else if (numparameters >= 2 && !strcasecmp(parameter[0], "alphagen"))
1917 for (i = 0;i < numparameters - 2 && i < Q3ALPHAGEN_MAXPARMS;i++)
1918 layer->alphagen.parms[i] = atof(parameter[i+2]);
1919 if (!strcasecmp(parameter[1], "identity")) layer->alphagen.alphagen = Q3ALPHAGEN_IDENTITY;
1920 else if (!strcasecmp(parameter[1], "const")) layer->alphagen.alphagen = Q3ALPHAGEN_CONST;
1921 else if (!strcasecmp(parameter[1], "entity")) layer->alphagen.alphagen = Q3ALPHAGEN_ENTITY;
1922 else if (!strcasecmp(parameter[1], "lightingspecular")) layer->alphagen.alphagen = Q3ALPHAGEN_LIGHTINGSPECULAR;
1923 else if (!strcasecmp(parameter[1], "oneminusentity")) layer->alphagen.alphagen = Q3ALPHAGEN_ONEMINUSENTITY;
1924 else if (!strcasecmp(parameter[1], "oneminusvertex")) layer->alphagen.alphagen = Q3ALPHAGEN_ONEMINUSVERTEX;
1925 else if (!strcasecmp(parameter[1], "portal")) layer->alphagen.alphagen = Q3ALPHAGEN_PORTAL;
1926 else if (!strcasecmp(parameter[1], "vertex")) layer->alphagen.alphagen = Q3ALPHAGEN_VERTEX;
1927 else if (!strcasecmp(parameter[1], "wave"))
1929 layer->alphagen.alphagen = Q3ALPHAGEN_WAVE;
1930 layer->alphagen.wavefunc = Mod_LoadQ3Shaders_EnumerateWaveFunc(parameter[2]);
1931 for (i = 0;i < numparameters - 3 && i < Q3WAVEPARMS;i++)
1932 layer->alphagen.waveparms[i] = atof(parameter[i+3]);
1934 else Con_DPrintf("%s parsing warning: unknown alphagen %s\n", search->filenames[fileindex], parameter[1]);
1936 else if (numparameters >= 2 && (!strcasecmp(parameter[0], "texgen") || !strcasecmp(parameter[0], "tcgen")))
1939 // observed values: tcgen environment
1940 // no other values have been observed in real shaders
1941 for (i = 0;i < numparameters - 2 && i < Q3TCGEN_MAXPARMS;i++)
1942 layer->tcgen.parms[i] = atof(parameter[i+2]);
1943 if (!strcasecmp(parameter[1], "base")) layer->tcgen.tcgen = Q3TCGEN_TEXTURE;
1944 else if (!strcasecmp(parameter[1], "texture")) layer->tcgen.tcgen = Q3TCGEN_TEXTURE;
1945 else if (!strcasecmp(parameter[1], "environment")) layer->tcgen.tcgen = Q3TCGEN_ENVIRONMENT;
1946 else if (!strcasecmp(parameter[1], "lightmap")) layer->tcgen.tcgen = Q3TCGEN_LIGHTMAP;
1947 else if (!strcasecmp(parameter[1], "vector")) layer->tcgen.tcgen = Q3TCGEN_VECTOR;
1948 else Con_DPrintf("%s parsing warning: unknown tcgen mode %s\n", search->filenames[fileindex], parameter[1]);
1950 else if (numparameters >= 2 && !strcasecmp(parameter[0], "tcmod"))
1957 // tcmod stretch sin # # # #
1958 // tcmod stretch triangle # # # #
1959 // tcmod transform # # # # # #
1960 // tcmod turb # # # #
1961 // tcmod turb sin # # # # (this is bogus)
1962 // no other values have been observed in real shaders
1963 for (tcmodindex = 0;tcmodindex < Q3MAXTCMODS;tcmodindex++)
1964 if (!layer->tcmods[tcmodindex].tcmod)
1966 if (tcmodindex < Q3MAXTCMODS)
1968 for (i = 0;i < numparameters - 2 && i < Q3TCMOD_MAXPARMS;i++)
1969 layer->tcmods[tcmodindex].parms[i] = atof(parameter[i+2]);
1970 if (!strcasecmp(parameter[1], "entitytranslate")) layer->tcmods[tcmodindex].tcmod = Q3TCMOD_ENTITYTRANSLATE;
1971 else if (!strcasecmp(parameter[1], "rotate")) layer->tcmods[tcmodindex].tcmod = Q3TCMOD_ROTATE;
1972 else if (!strcasecmp(parameter[1], "scale")) layer->tcmods[tcmodindex].tcmod = Q3TCMOD_SCALE;
1973 else if (!strcasecmp(parameter[1], "scroll")) layer->tcmods[tcmodindex].tcmod = Q3TCMOD_SCROLL;
1974 else if (!strcasecmp(parameter[1], "page")) layer->tcmods[tcmodindex].tcmod = Q3TCMOD_PAGE;
1975 else if (!strcasecmp(parameter[1], "stretch"))
1977 layer->tcmods[tcmodindex].tcmod = Q3TCMOD_STRETCH;
1978 layer->tcmods[tcmodindex].wavefunc = Mod_LoadQ3Shaders_EnumerateWaveFunc(parameter[2]);
1979 for (i = 0;i < numparameters - 3 && i < Q3WAVEPARMS;i++)
1980 layer->tcmods[tcmodindex].waveparms[i] = atof(parameter[i+3]);
1982 else if (!strcasecmp(parameter[1], "transform")) layer->tcmods[tcmodindex].tcmod = Q3TCMOD_TRANSFORM;
1983 else if (!strcasecmp(parameter[1], "turb")) layer->tcmods[tcmodindex].tcmod = Q3TCMOD_TURBULENT;
1984 else Con_DPrintf("%s parsing warning: unknown tcmod mode %s\n", search->filenames[fileindex], parameter[1]);
1987 Con_DPrintf("%s parsing warning: too many tcmods on one layer\n", search->filenames[fileindex]);
1989 // break out a level if it was a closing brace (not using the character here to not confuse vim)
1990 if (!strcasecmp(com_token, "}"))
1993 if (layer->rgbgen.rgbgen == Q3RGBGEN_LIGHTINGDIFFUSE || layer->rgbgen.rgbgen == Q3RGBGEN_VERTEX)
1994 shader.lighting = true;
1995 if (layer->alphagen.alphagen == Q3ALPHAGEN_VERTEX)
1997 if (layer == shader.layers + 0)
1999 // vertex controlled transparency
2000 shader.vertexalpha = true;
2004 // multilayer terrain shader or similar
2005 shader.textureblendalpha = true;
2009 if(mod_q3shader_force_addalpha.integer)
2011 // for a long while, DP treated GL_ONE GL_ONE as GL_SRC_ALPHA GL_ONE
2012 // this cvar brings back this behaviour
2013 if(layer->blendfunc[0] == GL_ONE && layer->blendfunc[1] == GL_ONE)
2014 layer->blendfunc[0] = GL_SRC_ALPHA;
2017 layer->texflags = 0;
2018 if (layer->alphatest)
2019 layer->texflags |= TEXF_ALPHA;
2020 switch(layer->blendfunc[0])
2023 case GL_ONE_MINUS_SRC_ALPHA:
2024 layer->texflags |= TEXF_ALPHA;
2027 switch(layer->blendfunc[1])
2030 case GL_ONE_MINUS_SRC_ALPHA:
2031 layer->texflags |= TEXF_ALPHA;
2034 if (!(shader.surfaceparms & Q3SURFACEPARM_NOMIPMAPS))
2035 layer->texflags |= TEXF_MIPMAP;
2036 if (!(shader.textureflags & Q3TEXTUREFLAG_NOPICMIP))
2037 layer->texflags |= TEXF_PICMIP | TEXF_COMPRESS;
2038 if (layer->clampmap)
2039 layer->texflags |= TEXF_CLAMP;
2043 for (j = 0;strcasecmp(com_token, "\n") && strcasecmp(com_token, "}");j++)
2045 if (j < TEXTURE_MAXFRAMES + 4)
2047 // remap dp_water to dpwater, dp_reflect to dpreflect, etc.
2048 if(j == 0 && !strncasecmp(com_token, "dp_", 3))
2049 dpsnprintf(parameter[j], sizeof(parameter[j]), "dp%s", &com_token[3]);
2051 strlcpy(parameter[j], com_token, sizeof(parameter[j]));
2052 numparameters = j + 1;
2054 if (!COM_ParseToken_QuakeC(&text, true))
2057 //for (j = numparameters;j < TEXTURE_MAXFRAMES + 4;j++)
2058 // parameter[j][0] = 0;
2059 if (fileindex == 0 && !strcasecmp(com_token, "}"))
2061 if (developer_insane.integer)
2063 Con_DPrintf("%s: ", shader.name);
2064 for (j = 0;j < numparameters;j++)
2065 Con_DPrintf(" %s", parameter[j]);
2068 if (numparameters < 1)
2070 if (!strcasecmp(parameter[0], "surfaceparm") && numparameters >= 2)
2072 if (!strcasecmp(parameter[1], "alphashadow"))
2073 shader.surfaceparms |= Q3SURFACEPARM_ALPHASHADOW;
2074 else if (!strcasecmp(parameter[1], "areaportal"))
2075 shader.surfaceparms |= Q3SURFACEPARM_AREAPORTAL;
2076 else if (!strcasecmp(parameter[1], "botclip"))
2077 shader.surfaceparms |= Q3SURFACEPARM_BOTCLIP;
2078 else if (!strcasecmp(parameter[1], "clusterportal"))
2079 shader.surfaceparms |= Q3SURFACEPARM_CLUSTERPORTAL;
2080 else if (!strcasecmp(parameter[1], "detail"))
2081 shader.surfaceparms |= Q3SURFACEPARM_DETAIL;
2082 else if (!strcasecmp(parameter[1], "donotenter"))
2083 shader.surfaceparms |= Q3SURFACEPARM_DONOTENTER;
2084 else if (!strcasecmp(parameter[1], "dust"))
2085 shader.surfaceparms |= Q3SURFACEPARM_DUST;
2086 else if (!strcasecmp(parameter[1], "hint"))
2087 shader.surfaceparms |= Q3SURFACEPARM_HINT;
2088 else if (!strcasecmp(parameter[1], "fog"))
2089 shader.surfaceparms |= Q3SURFACEPARM_FOG;
2090 else if (!strcasecmp(parameter[1], "lava"))
2091 shader.surfaceparms |= Q3SURFACEPARM_LAVA;
2092 else if (!strcasecmp(parameter[1], "lightfilter"))
2093 shader.surfaceparms |= Q3SURFACEPARM_LIGHTFILTER;
2094 else if (!strcasecmp(parameter[1], "lightgrid"))
2095 shader.surfaceparms |= Q3SURFACEPARM_LIGHTGRID;
2096 else if (!strcasecmp(parameter[1], "metalsteps"))
2097 shader.surfaceparms |= Q3SURFACEPARM_METALSTEPS;
2098 else if (!strcasecmp(parameter[1], "nodamage"))
2099 shader.surfaceparms |= Q3SURFACEPARM_NODAMAGE;
2100 else if (!strcasecmp(parameter[1], "nodlight"))
2101 shader.surfaceparms |= Q3SURFACEPARM_NODLIGHT;
2102 else if (!strcasecmp(parameter[1], "nodraw"))
2103 shader.surfaceparms |= Q3SURFACEPARM_NODRAW;
2104 else if (!strcasecmp(parameter[1], "nodrop"))
2105 shader.surfaceparms |= Q3SURFACEPARM_NODROP;
2106 else if (!strcasecmp(parameter[1], "noimpact"))
2107 shader.surfaceparms |= Q3SURFACEPARM_NOIMPACT;
2108 else if (!strcasecmp(parameter[1], "nolightmap"))
2109 shader.surfaceparms |= Q3SURFACEPARM_NOLIGHTMAP;
2110 else if (!strcasecmp(parameter[1], "nomarks"))
2111 shader.surfaceparms |= Q3SURFACEPARM_NOMARKS;
2112 else if (!strcasecmp(parameter[1], "nomipmaps"))
2113 shader.surfaceparms |= Q3SURFACEPARM_NOMIPMAPS;
2114 else if (!strcasecmp(parameter[1], "nonsolid"))
2115 shader.surfaceparms |= Q3SURFACEPARM_NONSOLID;
2116 else if (!strcasecmp(parameter[1], "origin"))
2117 shader.surfaceparms |= Q3SURFACEPARM_ORIGIN;
2118 else if (!strcasecmp(parameter[1], "playerclip"))
2119 shader.surfaceparms |= Q3SURFACEPARM_PLAYERCLIP;
2120 else if (!strcasecmp(parameter[1], "sky"))
2121 shader.surfaceparms |= Q3SURFACEPARM_SKY;
2122 else if (!strcasecmp(parameter[1], "slick"))
2123 shader.surfaceparms |= Q3SURFACEPARM_SLICK;
2124 else if (!strcasecmp(parameter[1], "slime"))
2125 shader.surfaceparms |= Q3SURFACEPARM_SLIME;
2126 else if (!strcasecmp(parameter[1], "structural"))
2127 shader.surfaceparms |= Q3SURFACEPARM_STRUCTURAL;
2128 else if (!strcasecmp(parameter[1], "trans"))
2129 shader.surfaceparms |= Q3SURFACEPARM_TRANS;
2130 else if (!strcasecmp(parameter[1], "water"))
2131 shader.surfaceparms |= Q3SURFACEPARM_WATER;
2132 else if (!strcasecmp(parameter[1], "pointlight"))
2133 shader.surfaceparms |= Q3SURFACEPARM_POINTLIGHT;
2134 else if (!strcasecmp(parameter[1], "antiportal"))
2135 shader.surfaceparms |= Q3SURFACEPARM_ANTIPORTAL;
2138 // try custom surfaceparms
2139 for (j = 0; j < numcustsurfaceparms; j++)
2141 if (!strcasecmp(custsurfaceparmnames[j], parameter[1]))
2143 shader.surfaceparms |= custsurfaceparms[j];
2148 if (j == numcustsurfaceparms)
2149 Con_DPrintf("%s parsing warning: unknown surfaceparm \"%s\"\n", search->filenames[fileindex], parameter[1]);
2152 else if (!strcasecmp(parameter[0], "dpshadow"))
2153 shader.dpshadow = true;
2154 else if (!strcasecmp(parameter[0], "dpnoshadow"))
2155 shader.dpnoshadow = true;
2156 else if (!strcasecmp(parameter[0], "dpnortlight"))
2157 shader.dpnortlight = true;
2158 else if (!strcasecmp(parameter[0], "dpreflectcube"))
2159 strlcpy(shader.dpreflectcube, parameter[1], sizeof(shader.dpreflectcube));
2160 else if (!strcasecmp(parameter[0], "dpmeshcollisions"))
2161 shader.dpmeshcollisions = true;
2162 // this sets dpshaderkill to true if dpshaderkillifcvarzero was used, and to false if dpnoshaderkillifcvarzero was used
2163 else if (((dpshaderkill = !strcasecmp(parameter[0], "dpshaderkillifcvarzero")) || !strcasecmp(parameter[0], "dpnoshaderkillifcvarzero")) && numparameters >= 2)
2165 if (Cvar_VariableValue(parameter[1]) == 0.0f)
2166 shader.dpshaderkill = dpshaderkill;
2168 // this sets dpshaderkill to true if dpshaderkillifcvar was used, and to false if dpnoshaderkillifcvar was used
2169 else if (((dpshaderkill = !strcasecmp(parameter[0], "dpshaderkillifcvar")) || !strcasecmp(parameter[0], "dpnoshaderkillifcvar")) && numparameters >= 2)
2171 const char *op = NULL;
2172 if (numparameters >= 3)
2176 if (Cvar_VariableValue(parameter[1]) != 0.0f)
2177 shader.dpshaderkill = dpshaderkill;
2179 else if (numparameters >= 4 && !strcmp(op, "=="))
2181 if (Cvar_VariableValue(parameter[1]) == atof(parameter[3]))
2182 shader.dpshaderkill = dpshaderkill;
2184 else if (numparameters >= 4 && !strcmp(op, "!="))
2186 if (Cvar_VariableValue(parameter[1]) != atof(parameter[3]))
2187 shader.dpshaderkill = dpshaderkill;
2189 else if (numparameters >= 4 && !strcmp(op, ">"))
2191 if (Cvar_VariableValue(parameter[1]) > atof(parameter[3]))
2192 shader.dpshaderkill = dpshaderkill;
2194 else if (numparameters >= 4 && !strcmp(op, "<"))
2196 if (Cvar_VariableValue(parameter[1]) < atof(parameter[3]))
2197 shader.dpshaderkill = dpshaderkill;
2199 else if (numparameters >= 4 && !strcmp(op, ">="))
2201 if (Cvar_VariableValue(parameter[1]) >= atof(parameter[3]))
2202 shader.dpshaderkill = dpshaderkill;
2204 else if (numparameters >= 4 && !strcmp(op, "<="))
2206 if (Cvar_VariableValue(parameter[1]) <= atof(parameter[3]))
2207 shader.dpshaderkill = dpshaderkill;
2211 Con_DPrintf("%s parsing warning: unknown dpshaderkillifcvar op \"%s\", or not enough arguments\n", search->filenames[fileindex], op);
2214 else if (!strcasecmp(parameter[0], "sky") && numparameters >= 2)
2216 // some q3 skies don't have the sky parm set
2217 shader.surfaceparms |= Q3SURFACEPARM_SKY;
2218 strlcpy(shader.skyboxname, parameter[1], sizeof(shader.skyboxname));
2220 else if (!strcasecmp(parameter[0], "skyparms") && numparameters >= 2)
2222 // some q3 skies don't have the sky parm set
2223 shader.surfaceparms |= Q3SURFACEPARM_SKY;
2224 if (!atoi(parameter[1]) && strcasecmp(parameter[1], "-"))
2225 strlcpy(shader.skyboxname, parameter[1], sizeof(shader.skyboxname));
2227 else if (!strcasecmp(parameter[0], "cull") && numparameters >= 2)
2229 if (!strcasecmp(parameter[1], "disable") || !strcasecmp(parameter[1], "none") || !strcasecmp(parameter[1], "twosided"))
2230 shader.textureflags |= Q3TEXTUREFLAG_TWOSIDED;
2232 else if (!strcasecmp(parameter[0], "nomipmaps"))
2233 shader.surfaceparms |= Q3SURFACEPARM_NOMIPMAPS;
2234 else if (!strcasecmp(parameter[0], "nopicmip"))
2235 shader.textureflags |= Q3TEXTUREFLAG_NOPICMIP;
2236 else if (!strcasecmp(parameter[0], "polygonoffset"))
2237 shader.textureflags |= Q3TEXTUREFLAG_POLYGONOFFSET;
2238 else if (!strcasecmp(parameter[0], "dppolygonoffset"))
2240 shader.textureflags |= Q3TEXTUREFLAG_POLYGONOFFSET;
2241 if(numparameters >= 2)
2243 shader.biaspolygonfactor = atof(parameter[1]);
2244 if(numparameters >= 3)
2245 shader.biaspolygonoffset = atof(parameter[2]);
2247 shader.biaspolygonoffset = 0;
2250 else if (!strcasecmp(parameter[0], "dprefract") && numparameters >= 5)
2252 shader.textureflags |= Q3TEXTUREFLAG_REFRACTION;
2253 shader.refractfactor = atof(parameter[1]);
2254 Vector4Set(shader.refractcolor4f, atof(parameter[2]), atof(parameter[3]), atof(parameter[4]), 1);
2256 else if (!strcasecmp(parameter[0], "dpreflect") && numparameters >= 6)
2258 shader.textureflags |= Q3TEXTUREFLAG_REFLECTION;
2259 shader.reflectfactor = atof(parameter[1]);
2260 Vector4Set(shader.reflectcolor4f, atof(parameter[2]), atof(parameter[3]), atof(parameter[4]), atof(parameter[5]));
2262 else if (!strcasecmp(parameter[0], "dpcamera"))
2264 shader.textureflags |= Q3TEXTUREFLAG_CAMERA;
2266 else if (!strcasecmp(parameter[0], "dpwater") && numparameters >= 12)
2268 shader.textureflags |= Q3TEXTUREFLAG_WATERSHADER;
2269 shader.reflectmin = atof(parameter[1]);
2270 shader.reflectmax = atof(parameter[2]);
2271 shader.refractfactor = atof(parameter[3]);
2272 shader.reflectfactor = atof(parameter[4]);
2273 Vector4Set(shader.refractcolor4f, atof(parameter[5]), atof(parameter[6]), atof(parameter[7]), 1);
2274 Vector4Set(shader.reflectcolor4f, atof(parameter[8]), atof(parameter[9]), atof(parameter[10]), 1);
2275 shader.r_water_wateralpha = atof(parameter[11]);
2277 else if (!strcasecmp(parameter[0], "dpwaterscroll") && numparameters >= 3)
2279 shader.r_water_waterscroll[0] = 1/atof(parameter[1]);
2280 shader.r_water_waterscroll[1] = 1/atof(parameter[2]);
2282 else if (!strcasecmp(parameter[0], "dpglossintensitymod") && numparameters >= 2)
2284 shader.specularscalemod = atof(parameter[1]);
2286 else if (!strcasecmp(parameter[0], "dpglossexponentmod") && numparameters >= 2)
2288 shader.specularpowermod = atof(parameter[1]);
2290 else if (!strcasecmp(parameter[0], "dprtlightambient") && numparameters >= 2)
2292 shader.rtlightambient = atof(parameter[1]);
2294 else if (!strcasecmp(parameter[0], "dpoffsetmapping") && numparameters >= 2)
2296 if (!strcasecmp(parameter[1], "disable") || !strcasecmp(parameter[1], "none") || !strcasecmp(parameter[1], "off"))
2297 shader.offsetmapping = OFFSETMAPPING_OFF;
2298 else if (!strcasecmp(parameter[1], "default") || !strcasecmp(parameter[1], "normal"))
2299 shader.offsetmapping = OFFSETMAPPING_DEFAULT;
2300 else if (!strcasecmp(parameter[1], "linear"))
2301 shader.offsetmapping = OFFSETMAPPING_LINEAR;
2302 else if (!strcasecmp(parameter[1], "relief"))
2303 shader.offsetmapping = OFFSETMAPPING_RELIEF;
2304 if (numparameters >= 3)
2305 shader.offsetscale = atof(parameter[2]);
2306 if (numparameters >= 5)
2308 if(!strcasecmp(parameter[3], "bias"))
2309 shader.offsetbias = atof(parameter[4]);
2310 else if(!strcasecmp(parameter[3], "match"))
2311 shader.offsetbias = 1.0f - atof(parameter[4]);
2312 else if(!strcasecmp(parameter[3], "match8"))
2313 shader.offsetbias = 1.0f - atof(parameter[4]) / 255.0f;
2314 else if(!strcasecmp(parameter[3], "match16"))
2315 shader.offsetbias = 1.0f - atof(parameter[4]) / 65535.0f;
2318 else if (!strcasecmp(parameter[0], "deformvertexes") && numparameters >= 2)
2321 for (deformindex = 0;deformindex < Q3MAXDEFORMS;deformindex++)
2322 if (!shader.deforms[deformindex].deform)
2324 if (deformindex < Q3MAXDEFORMS)
2326 for (i = 0;i < numparameters - 2 && i < Q3DEFORM_MAXPARMS;i++)
2327 shader.deforms[deformindex].parms[i] = atof(parameter[i+2]);
2328 if (!strcasecmp(parameter[1], "projectionshadow")) shader.deforms[deformindex].deform = Q3DEFORM_PROJECTIONSHADOW;
2329 else if (!strcasecmp(parameter[1], "autosprite" )) shader.deforms[deformindex].deform = Q3DEFORM_AUTOSPRITE;
2330 else if (!strcasecmp(parameter[1], "autosprite2" )) shader.deforms[deformindex].deform = Q3DEFORM_AUTOSPRITE2;
2331 else if (!strcasecmp(parameter[1], "text0" )) shader.deforms[deformindex].deform = Q3DEFORM_TEXT0;
2332 else if (!strcasecmp(parameter[1], "text1" )) shader.deforms[deformindex].deform = Q3DEFORM_TEXT1;
2333 else if (!strcasecmp(parameter[1], "text2" )) shader.deforms[deformindex].deform = Q3DEFORM_TEXT2;
2334 else if (!strcasecmp(parameter[1], "text3" )) shader.deforms[deformindex].deform = Q3DEFORM_TEXT3;
2335 else if (!strcasecmp(parameter[1], "text4" )) shader.deforms[deformindex].deform = Q3DEFORM_TEXT4;
2336 else if (!strcasecmp(parameter[1], "text5" )) shader.deforms[deformindex].deform = Q3DEFORM_TEXT5;
2337 else if (!strcasecmp(parameter[1], "text6" )) shader.deforms[deformindex].deform = Q3DEFORM_TEXT6;
2338 else if (!strcasecmp(parameter[1], "text7" )) shader.deforms[deformindex].deform = Q3DEFORM_TEXT7;
2339 else if (!strcasecmp(parameter[1], "bulge" )) shader.deforms[deformindex].deform = Q3DEFORM_BULGE;
2340 else if (!strcasecmp(parameter[1], "normal" )) shader.deforms[deformindex].deform = Q3DEFORM_NORMAL;
2341 else if (!strcasecmp(parameter[1], "wave" ))
2343 shader.deforms[deformindex].deform = Q3DEFORM_WAVE;
2344 shader.deforms[deformindex].wavefunc = Mod_LoadQ3Shaders_EnumerateWaveFunc(parameter[3]);
2345 for (i = 0;i < numparameters - 4 && i < Q3WAVEPARMS;i++)
2346 shader.deforms[deformindex].waveparms[i] = atof(parameter[i+4]);
2348 else if (!strcasecmp(parameter[1], "move" ))
2350 shader.deforms[deformindex].deform = Q3DEFORM_MOVE;
2351 shader.deforms[deformindex].wavefunc = Mod_LoadQ3Shaders_EnumerateWaveFunc(parameter[5]);
2352 for (i = 0;i < numparameters - 6 && i < Q3WAVEPARMS;i++)
2353 shader.deforms[deformindex].waveparms[i] = atof(parameter[i+6]);
2358 // hide this shader if a cvar said it should be killed
2359 if (shader.dpshaderkill)
2360 shader.numlayers = 0;
2361 // pick the primary layer to render with
2362 if (shader.numlayers)
2364 shader.backgroundlayer = -1;
2365 shader.primarylayer = 0;
2366 // if lightmap comes first this is definitely an ordinary texture
2367 // if the first two layers have the correct blendfuncs and use vertex alpha, it is a blended terrain shader
2368 if ((shader.layers[shader.primarylayer].texturename != NULL)
2369 && !strcasecmp(shader.layers[shader.primarylayer].texturename[0], "$lightmap"))
2371 shader.backgroundlayer = -1;
2372 shader.primarylayer = 1;
2374 else if (shader.numlayers >= 2
2375 && shader.layers[1].alphagen.alphagen == Q3ALPHAGEN_VERTEX
2376 && (shader.layers[0].blendfunc[0] == GL_ONE && shader.layers[0].blendfunc[1] == GL_ZERO && !shader.layers[0].alphatest)
2377 && ((shader.layers[1].blendfunc[0] == GL_SRC_ALPHA && shader.layers[1].blendfunc[1] == GL_ONE_MINUS_SRC_ALPHA)
2378 || (shader.layers[1].blendfunc[0] == GL_ONE && shader.layers[1].blendfunc[1] == GL_ZERO && shader.layers[1].alphatest)))
2380 // terrain blending or other effects
2381 shader.backgroundlayer = 0;
2382 shader.primarylayer = 1;
2385 // fix up multiple reflection types
2386 if(shader.textureflags & Q3TEXTUREFLAG_WATERSHADER)
2387 shader.textureflags &= ~(Q3TEXTUREFLAG_REFRACTION | Q3TEXTUREFLAG_REFLECTION | Q3TEXTUREFLAG_CAMERA);
2389 Q3Shader_AddToHash (&shader);
2393 FS_FreeSearch(search);
2394 // free custinfoparm values
2395 for (j = 0; j < numcustsurfaceparms; j++)
2396 Mem_Free(custsurfaceparmnames[j]);
2399 q3shaderinfo_t *Mod_LookupQ3Shader(const char *name)
2401 unsigned short hash;
2402 q3shader_hash_entry_t* entry;
2404 Mod_LoadQ3Shaders();
2405 hash = CRC_Block_CaseInsensitive ((const unsigned char *)name, strlen (name));
2406 entry = q3shader_data->hash + (hash % Q3SHADER_HASH_SIZE);
2407 while (entry != NULL)
2409 if (strcasecmp (entry->shader.name, name) == 0)
2410 return &entry->shader;
2411 entry = entry->chain;
2416 qboolean Mod_LoadTextureFromQ3Shader(texture_t *texture, const char *name, qboolean warnmissing, qboolean fallback, int defaulttexflags)
2419 int texflagsmask, texflagsor;
2420 qboolean success = true;
2421 q3shaderinfo_t *shader;
2424 strlcpy(texture->name, name, sizeof(texture->name));
2425 shader = name[0] ? Mod_LookupQ3Shader(name) : NULL;
2428 if(!(defaulttexflags & TEXF_PICMIP))
2429 texflagsmask &= ~TEXF_PICMIP;
2430 if(!(defaulttexflags & TEXF_COMPRESS))
2431 texflagsmask &= ~TEXF_COMPRESS;
2433 if(defaulttexflags & TEXF_ISWORLD)
2434 texflagsor |= TEXF_ISWORLD;
2435 if(defaulttexflags & TEXF_ISSPRITE)
2436 texflagsor |= TEXF_ISSPRITE;
2437 // unless later loaded from the shader
2438 texture->offsetmapping = (mod_noshader_default_offsetmapping.value) ? OFFSETMAPPING_DEFAULT : OFFSETMAPPING_OFF;
2439 texture->offsetscale = 1;
2440 texture->offsetbias = 0;
2441 texture->specularscalemod = 1;
2442 texture->specularpowermod = 1;
2443 texture->rtlightambient = 0;
2444 // WHEN ADDING DEFAULTS HERE, REMEMBER TO SYNC TO SHADER LOADING ABOVE
2445 // HERE, AND Q1BSP LOADING
2446 // JUST GREP FOR "specularscalemod = 1".
2450 if (developer_loading.integer)
2451 Con_Printf("%s: loaded shader for %s\n", loadmodel->name, name);
2452 texture->surfaceparms = shader->surfaceparms;
2454 // allow disabling of picmip or compression by defaulttexflags
2455 texture->textureflags = (shader->textureflags & texflagsmask) | texflagsor;
2457 if (shader->surfaceparms & Q3SURFACEPARM_SKY)
2459 texture->basematerialflags = MATERIALFLAG_SKY | MATERIALFLAG_NOSHADOW;
2460 if (shader->skyboxname[0])
2462 // quake3 seems to append a _ to the skybox name, so this must do so as well
2463 dpsnprintf(loadmodel->brush.skybox, sizeof(loadmodel->brush.skybox), "%s_", shader->skyboxname);
2466 else if ((texture->surfaceflags & Q3SURFACEFLAG_NODRAW) || shader->numlayers == 0)
2467 texture->basematerialflags = MATERIALFLAG_NODRAW | MATERIALFLAG_NOSHADOW;
2469 texture->basematerialflags = MATERIALFLAG_WALL;
2471 if (shader->layers[0].alphatest)
2472 texture->basematerialflags |= MATERIALFLAG_ALPHATEST | MATERIALFLAG_NOSHADOW;
2473 if (shader->textureflags & Q3TEXTUREFLAG_TWOSIDED)
2474 texture->basematerialflags |= MATERIALFLAG_NOSHADOW | MATERIALFLAG_NOCULLFACE;
2475 if (shader->textureflags & Q3TEXTUREFLAG_POLYGONOFFSET)
2477 texture->biaspolygonoffset += shader->biaspolygonoffset;
2478 texture->biaspolygonfactor += shader->biaspolygonfactor;
2480 if (shader->textureflags & Q3TEXTUREFLAG_REFRACTION)
2481 texture->basematerialflags |= MATERIALFLAG_REFRACTION;
2482 if (shader->textureflags & Q3TEXTUREFLAG_REFLECTION)
2483 texture->basematerialflags |= MATERIALFLAG_REFLECTION;
2484 if (shader->textureflags & Q3TEXTUREFLAG_WATERSHADER)
2485 texture->basematerialflags |= MATERIALFLAG_WATERSHADER;
2486 if (shader->textureflags & Q3TEXTUREFLAG_CAMERA)
2487 texture->basematerialflags |= MATERIALFLAG_CAMERA;
2488 texture->customblendfunc[0] = GL_ONE;
2489 texture->customblendfunc[1] = GL_ZERO;
2490 if (shader->numlayers > 0)
2492 texture->customblendfunc[0] = shader->layers[0].blendfunc[0];
2493 texture->customblendfunc[1] = shader->layers[0].blendfunc[1];
2495 Q3 shader blendfuncs actually used in the game (* = supported by DP)
2496 * additive GL_ONE GL_ONE
2497 additive weird GL_ONE GL_SRC_ALPHA
2498 additive weird 2 GL_ONE GL_ONE_MINUS_SRC_ALPHA
2499 * alpha GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA
2500 alpha inverse GL_ONE_MINUS_SRC_ALPHA GL_SRC_ALPHA
2501 brighten GL_DST_COLOR GL_ONE
2502 brighten GL_ONE GL_SRC_COLOR
2503 brighten weird GL_DST_COLOR GL_ONE_MINUS_DST_ALPHA
2504 brighten weird 2 GL_DST_COLOR GL_SRC_ALPHA
2505 * modulate GL_DST_COLOR GL_ZERO
2506 * modulate GL_ZERO GL_SRC_COLOR
2507 modulate inverse GL_ZERO GL_ONE_MINUS_SRC_COLOR
2508 modulate inverse alpha GL_ZERO GL_SRC_ALPHA
2509 modulate weird inverse GL_ONE_MINUS_DST_COLOR GL_ZERO
2510 * modulate x2 GL_DST_COLOR GL_SRC_COLOR
2511 * no blend GL_ONE GL_ZERO
2512 nothing GL_ZERO GL_ONE
2514 // if not opaque, figure out what blendfunc to use
2515 if (shader->layers[0].blendfunc[0] != GL_ONE || shader->layers[0].blendfunc[1] != GL_ZERO)
2517 if (shader->layers[0].blendfunc[0] == GL_ONE && shader->layers[0].blendfunc[1] == GL_ONE)
2518 texture->basematerialflags |= MATERIALFLAG_ADD | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
2519 else if (shader->layers[0].blendfunc[0] == GL_SRC_ALPHA && shader->layers[0].blendfunc[1] == GL_ONE)
2520 texture->basematerialflags |= MATERIALFLAG_ADD | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
2521 else if (shader->layers[0].blendfunc[0] == GL_SRC_ALPHA && shader->layers[0].blendfunc[1] == GL_ONE_MINUS_SRC_ALPHA)
2522 texture->basematerialflags |= MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
2524 texture->basematerialflags |= MATERIALFLAG_CUSTOMBLEND | MATERIALFLAG_FULLBRIGHT | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
2527 if (!shader->lighting)
2528 texture->basematerialflags |= MATERIALFLAG_FULLBRIGHT;
2529 if (shader->primarylayer >= 0)
2531 q3shaderinfo_layer_t* primarylayer = shader->layers + shader->primarylayer;
2532 // copy over many primarylayer parameters
2533 texture->rgbgen = primarylayer->rgbgen;
2534 texture->alphagen = primarylayer->alphagen;
2535 texture->tcgen = primarylayer->tcgen;
2536 memcpy(texture->tcmods, primarylayer->tcmods, sizeof(texture->tcmods));
2537 // load the textures
2538 texture->numskinframes = primarylayer->numframes;
2539 texture->skinframerate = primarylayer->framerate;
2540 for (j = 0;j < primarylayer->numframes;j++)
2542 if(cls.state == ca_dedicated)
2544 texture->skinframes[j] = NULL;
2546 else if (!(texture->skinframes[j] = R_SkinFrame_LoadExternal(primarylayer->texturename[j], (primarylayer->texflags & texflagsmask) | texflagsor, false)))
2548 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);
2549 texture->skinframes[j] = R_SkinFrame_LoadMissing();
2553 if (shader->backgroundlayer >= 0)
2555 q3shaderinfo_layer_t* backgroundlayer = shader->layers + shader->backgroundlayer;
2556 // copy over one secondarylayer parameter
2557 memcpy(texture->backgroundtcmods, backgroundlayer->tcmods, sizeof(texture->backgroundtcmods));
2558 // load the textures
2559 texture->backgroundnumskinframes = backgroundlayer->numframes;
2560 texture->backgroundskinframerate = backgroundlayer->framerate;
2561 for (j = 0;j < backgroundlayer->numframes;j++)
2563 if(cls.state == ca_dedicated)
2565 texture->skinframes[j] = NULL;
2567 else if (!(texture->backgroundskinframes[j] = R_SkinFrame_LoadExternal(backgroundlayer->texturename[j], (backgroundlayer->texflags & texflagsmask) | texflagsor, false)))
2569 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);
2570 texture->backgroundskinframes[j] = R_SkinFrame_LoadMissing();
2574 if (shader->dpshadow)
2575 texture->basematerialflags &= ~MATERIALFLAG_NOSHADOW;
2576 if (shader->dpnoshadow)
2577 texture->basematerialflags |= MATERIALFLAG_NOSHADOW;
2578 if (shader->dpnortlight)
2579 texture->basematerialflags |= MATERIALFLAG_NORTLIGHT;
2580 memcpy(texture->deforms, shader->deforms, sizeof(texture->deforms));
2581 texture->reflectmin = shader->reflectmin;
2582 texture->reflectmax = shader->reflectmax;
2583 texture->refractfactor = shader->refractfactor;
2584 Vector4Copy(shader->refractcolor4f, texture->refractcolor4f);
2585 texture->reflectfactor = shader->reflectfactor;
2586 Vector4Copy(shader->reflectcolor4f, texture->reflectcolor4f);
2587 texture->r_water_wateralpha = shader->r_water_wateralpha;
2588 Vector2Copy(shader->r_water_waterscroll, texture->r_water_waterscroll);
2589 texture->offsetmapping = shader->offsetmapping;
2590 texture->offsetscale = shader->offsetscale;
2591 texture->offsetbias = shader->offsetbias;
2592 texture->specularscalemod = shader->specularscalemod;
2593 texture->specularpowermod = shader->specularpowermod;
2594 texture->rtlightambient = shader->rtlightambient;
2595 if (shader->dpreflectcube[0])
2596 texture->reflectcubetexture = R_GetCubemap(shader->dpreflectcube);
2598 // set up default supercontents (on q3bsp this is overridden by the q3bsp loader)
2599 texture->supercontents = SUPERCONTENTS_SOLID | SUPERCONTENTS_OPAQUE;
2600 if (shader->surfaceparms & Q3SURFACEPARM_LAVA ) texture->supercontents = SUPERCONTENTS_LAVA ;
2601 if (shader->surfaceparms & Q3SURFACEPARM_SLIME ) texture->supercontents = SUPERCONTENTS_SLIME ;
2602 if (shader->surfaceparms & Q3SURFACEPARM_WATER ) texture->supercontents = SUPERCONTENTS_WATER ;
2603 if (shader->surfaceparms & Q3SURFACEPARM_NONSOLID ) texture->supercontents = 0 ;
2604 if (shader->surfaceparms & Q3SURFACEPARM_PLAYERCLIP ) texture->supercontents = SUPERCONTENTS_PLAYERCLIP ;
2605 if (shader->surfaceparms & Q3SURFACEPARM_BOTCLIP ) texture->supercontents = SUPERCONTENTS_MONSTERCLIP ;
2606 if (shader->surfaceparms & Q3SURFACEPARM_SKY ) texture->supercontents = SUPERCONTENTS_SKY ;
2608 // if (shader->surfaceparms & Q3SURFACEPARM_ALPHASHADOW ) texture->supercontents |= SUPERCONTENTS_ALPHASHADOW ;
2609 // if (shader->surfaceparms & Q3SURFACEPARM_AREAPORTAL ) texture->supercontents |= SUPERCONTENTS_AREAPORTAL ;
2610 // if (shader->surfaceparms & Q3SURFACEPARM_CLUSTERPORTAL) texture->supercontents |= SUPERCONTENTS_CLUSTERPORTAL;
2611 // if (shader->surfaceparms & Q3SURFACEPARM_DETAIL ) texture->supercontents |= SUPERCONTENTS_DETAIL ;
2612 if (shader->surfaceparms & Q3SURFACEPARM_DONOTENTER ) texture->supercontents |= SUPERCONTENTS_DONOTENTER ;
2613 // if (shader->surfaceparms & Q3SURFACEPARM_FOG ) texture->supercontents |= SUPERCONTENTS_FOG ;
2614 if (shader->surfaceparms & Q3SURFACEPARM_LAVA ) texture->supercontents |= SUPERCONTENTS_LAVA ;
2615 // if (shader->surfaceparms & Q3SURFACEPARM_LIGHTFILTER ) texture->supercontents |= SUPERCONTENTS_LIGHTFILTER ;
2616 // if (shader->surfaceparms & Q3SURFACEPARM_METALSTEPS ) texture->supercontents |= SUPERCONTENTS_METALSTEPS ;
2617 // if (shader->surfaceparms & Q3SURFACEPARM_NODAMAGE ) texture->supercontents |= SUPERCONTENTS_NODAMAGE ;
2618 // if (shader->surfaceparms & Q3SURFACEPARM_NODLIGHT ) texture->supercontents |= SUPERCONTENTS_NODLIGHT ;
2619 // if (shader->surfaceparms & Q3SURFACEPARM_NODRAW ) texture->supercontents |= SUPERCONTENTS_NODRAW ;
2620 if (shader->surfaceparms & Q3SURFACEPARM_NODROP ) texture->supercontents |= SUPERCONTENTS_NODROP ;
2621 // if (shader->surfaceparms & Q3SURFACEPARM_NOIMPACT ) texture->supercontents |= SUPERCONTENTS_NOIMPACT ;
2622 // if (shader->surfaceparms & Q3SURFACEPARM_NOLIGHTMAP ) texture->supercontents |= SUPERCONTENTS_NOLIGHTMAP ;
2623 // if (shader->surfaceparms & Q3SURFACEPARM_NOMARKS ) texture->supercontents |= SUPERCONTENTS_NOMARKS ;
2624 // if (shader->surfaceparms & Q3SURFACEPARM_NOMIPMAPS ) texture->supercontents |= SUPERCONTENTS_NOMIPMAPS ;
2625 if (shader->surfaceparms & Q3SURFACEPARM_NONSOLID ) texture->supercontents &=~SUPERCONTENTS_SOLID ;
2626 // if (shader->surfaceparms & Q3SURFACEPARM_ORIGIN ) texture->supercontents |= SUPERCONTENTS_ORIGIN ;
2627 if (shader->surfaceparms & Q3SURFACEPARM_PLAYERCLIP ) texture->supercontents |= SUPERCONTENTS_PLAYERCLIP ;
2628 if (shader->surfaceparms & Q3SURFACEPARM_SKY ) texture->supercontents |= SUPERCONTENTS_SKY ;
2629 // if (shader->surfaceparms & Q3SURFACEPARM_SLICK ) texture->supercontents |= SUPERCONTENTS_SLICK ;
2630 if (shader->surfaceparms & Q3SURFACEPARM_SLIME ) texture->supercontents |= SUPERCONTENTS_SLIME ;
2631 // if (shader->surfaceparms & Q3SURFACEPARM_STRUCTURAL ) texture->supercontents |= SUPERCONTENTS_STRUCTURAL ;
2632 // if (shader->surfaceparms & Q3SURFACEPARM_TRANS ) texture->supercontents |= SUPERCONTENTS_TRANS ;
2633 if (shader->surfaceparms & Q3SURFACEPARM_WATER ) texture->supercontents |= SUPERCONTENTS_WATER ;
2634 // if (shader->surfaceparms & Q3SURFACEPARM_POINTLIGHT ) texture->supercontents |= SUPERCONTENTS_POINTLIGHT ;
2635 // if (shader->surfaceparms & Q3SURFACEPARM_HINT ) texture->supercontents |= SUPERCONTENTS_HINT ;
2636 // if (shader->surfaceparms & Q3SURFACEPARM_DUST ) texture->supercontents |= SUPERCONTENTS_DUST ;
2637 if (shader->surfaceparms & Q3SURFACEPARM_BOTCLIP ) texture->supercontents |= SUPERCONTENTS_BOTCLIP | SUPERCONTENTS_MONSTERCLIP;
2638 // if (shader->surfaceparms & Q3SURFACEPARM_LIGHTGRID ) texture->supercontents |= SUPERCONTENTS_LIGHTGRID ;
2639 // if (shader->surfaceparms & Q3SURFACEPARM_ANTIPORTAL ) texture->supercontents |= SUPERCONTENTS_ANTIPORTAL ;
2641 if (shader->dpmeshcollisions)
2642 texture->basematerialflags |= MATERIALFLAG_MESHCOLLISIONS;
2643 if (shader->dpshaderkill && developer_extra.integer)
2644 Con_DPrintf("^1%s:^7 killing shader ^3\"%s\" because of cvar\n", loadmodel->name, name);
2646 else if (!strcmp(texture->name, "noshader") || !texture->name[0])
2648 if (developer_extra.integer)
2649 Con_DPrintf("^1%s:^7 using fallback noshader material for ^3\"%s\"\n", loadmodel->name, name);
2650 texture->surfaceparms = 0;
2651 texture->supercontents = SUPERCONTENTS_SOLID | SUPERCONTENTS_OPAQUE;
2653 else if (!strcmp(texture->name, "common/nodraw") || !strcmp(texture->name, "textures/common/nodraw"))
2655 if (developer_extra.integer)
2656 Con_DPrintf("^1%s:^7 using fallback nodraw material for ^3\"%s\"\n", loadmodel->name, name);
2657 texture->surfaceparms = 0;
2658 texture->basematerialflags = MATERIALFLAG_NODRAW | MATERIALFLAG_NOSHADOW;
2659 texture->supercontents = SUPERCONTENTS_SOLID;
2663 if (developer_extra.integer)
2664 Con_DPrintf("^1%s:^7 No shader found for texture ^3\"%s\"\n", loadmodel->name, texture->name);
2665 texture->surfaceparms = 0;
2666 if (texture->surfaceflags & Q3SURFACEFLAG_NODRAW)
2668 texture->basematerialflags |= MATERIALFLAG_NODRAW | MATERIALFLAG_NOSHADOW;
2669 texture->supercontents = SUPERCONTENTS_SOLID;
2671 else if (texture->surfaceflags & Q3SURFACEFLAG_SKY)
2673 texture->basematerialflags |= MATERIALFLAG_SKY | MATERIALFLAG_NOSHADOW;
2674 texture->supercontents = SUPERCONTENTS_SKY;
2678 texture->basematerialflags |= MATERIALFLAG_WALL;
2679 texture->supercontents = SUPERCONTENTS_SOLID | SUPERCONTENTS_OPAQUE;
2681 texture->numskinframes = 1;
2682 if(cls.state == ca_dedicated)
2684 texture->skinframes[0] = NULL;
2691 if ((texture->skinframes[0] = R_SkinFrame_LoadExternal(texture->name, defaulttexflags, false)))
2693 if(texture->skinframes[0]->hasalpha)
2694 texture->basematerialflags |= MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
2701 if (!success && warnmissing)
2702 Con_Printf("^1%s:^7 could not load texture ^3\"%s\"\n", loadmodel->name, texture->name);
2705 // init the animation variables
2706 texture->currentframe = texture;
2707 if (texture->numskinframes < 1)
2708 texture->numskinframes = 1;
2709 if (!texture->skinframes[0])
2710 texture->skinframes[0] = R_SkinFrame_LoadMissing();
2711 texture->currentskinframe = texture->skinframes[0];
2712 texture->backgroundcurrentskinframe = texture->backgroundskinframes[0];
2716 skinfile_t *Mod_LoadSkinFiles(void)
2718 int i, words, line, wordsoverflow;
2721 skinfile_t *skinfile = NULL, *first = NULL;
2722 skinfileitem_t *skinfileitem;
2723 char word[10][MAX_QPATH];
2727 U_bodyBox,models/players/Legoman/BikerA2.tga
2728 U_RArm,models/players/Legoman/BikerA1.tga
2729 U_LArm,models/players/Legoman/BikerA1.tga
2730 U_armor,common/nodraw
2731 U_sword,common/nodraw
2732 U_shield,common/nodraw
2733 U_homb,common/nodraw
2734 U_backpack,common/nodraw
2735 U_colcha,common/nodraw
2740 memset(word, 0, sizeof(word));
2741 for (i = 0;i < 256 && (data = text = (char *)FS_LoadFile(va("%s_%i.skin", loadmodel->name, i), tempmempool, true, NULL));i++)
2743 // If it's the first file we parse
2744 if (skinfile == NULL)
2746 skinfile = (skinfile_t *)Mem_Alloc(loadmodel->mempool, sizeof(skinfile_t));
2751 skinfile->next = (skinfile_t *)Mem_Alloc(loadmodel->mempool, sizeof(skinfile_t));
2752 skinfile = skinfile->next;
2754 skinfile->next = NULL;
2756 for(line = 0;;line++)
2759 if (!COM_ParseToken_QuakeC(&data, true))
2761 if (!strcmp(com_token, "\n"))
2764 wordsoverflow = false;
2768 strlcpy(word[words++], com_token, sizeof (word[0]));
2770 wordsoverflow = true;
2772 while (COM_ParseToken_QuakeC(&data, true) && strcmp(com_token, "\n"));
2775 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);
2778 // words is always >= 1
2779 if (!strcmp(word[0], "replace"))
2783 if (developer_loading.integer)
2784 Con_Printf("Mod_LoadSkinFiles: parsed mesh \"%s\" shader replacement \"%s\"\n", word[1], word[2]);
2785 skinfileitem = (skinfileitem_t *)Mem_Alloc(loadmodel->mempool, sizeof(skinfileitem_t));
2786 skinfileitem->next = skinfile->items;
2787 skinfile->items = skinfileitem;
2788 strlcpy (skinfileitem->name, word[1], sizeof (skinfileitem->name));
2789 strlcpy (skinfileitem->replacement, word[2], sizeof (skinfileitem->replacement));
2792 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]);
2794 else if (words >= 2 && !strncmp(word[0], "tag_", 4))
2796 // tag name, like "tag_weapon,"
2797 // not used for anything (not even in Quake3)
2799 else if (words >= 2 && !strcmp(word[1], ","))
2801 // mesh shader name, like "U_RArm,models/players/Legoman/BikerA1.tga"
2802 if (developer_loading.integer)
2803 Con_Printf("Mod_LoadSkinFiles: parsed mesh \"%s\" shader replacement \"%s\"\n", word[0], word[2]);
2804 skinfileitem = (skinfileitem_t *)Mem_Alloc(loadmodel->mempool, sizeof(skinfileitem_t));
2805 skinfileitem->next = skinfile->items;
2806 skinfile->items = skinfileitem;
2807 strlcpy (skinfileitem->name, word[0], sizeof (skinfileitem->name));
2808 strlcpy (skinfileitem->replacement, word[2], sizeof (skinfileitem->replacement));
2811 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);
2816 loadmodel->numskins = i;
2820 void Mod_FreeSkinFiles(skinfile_t *skinfile)
2823 skinfileitem_t *skinfileitem, *nextitem;
2824 for (;skinfile;skinfile = next)
2826 next = skinfile->next;
2827 for (skinfileitem = skinfile->items;skinfileitem;skinfileitem = nextitem)
2829 nextitem = skinfileitem->next;
2830 Mem_Free(skinfileitem);
2836 int Mod_CountSkinFiles(skinfile_t *skinfile)
2839 for (i = 0;skinfile;skinfile = skinfile->next, i++);
2843 void Mod_SnapVertices(int numcomponents, int numvertices, float *vertices, float snap)
2846 double isnap = 1.0 / snap;
2847 for (i = 0;i < numvertices*numcomponents;i++)
2848 vertices[i] = floor(vertices[i]*isnap)*snap;
2851 int Mod_RemoveDegenerateTriangles(int numtriangles, const int *inelement3i, int *outelement3i, const float *vertex3f)
2853 int i, outtriangles;
2854 float edgedir1[3], edgedir2[3], temp[3];
2855 // a degenerate triangle is one with no width (thickness, surface area)
2856 // these are characterized by having all 3 points colinear (along a line)
2857 // or having two points identical
2858 // the simplest check is to calculate the triangle's area
2859 for (i = 0, outtriangles = 0;i < numtriangles;i++, inelement3i += 3)
2861 // calculate first edge
2862 VectorSubtract(vertex3f + inelement3i[1] * 3, vertex3f + inelement3i[0] * 3, edgedir1);
2863 VectorSubtract(vertex3f + inelement3i[2] * 3, vertex3f + inelement3i[0] * 3, edgedir2);
2864 CrossProduct(edgedir1, edgedir2, temp);
2865 if (VectorLength2(temp) < 0.001f)
2866 continue; // degenerate triangle (no area)
2867 // valid triangle (has area)
2868 VectorCopy(inelement3i, outelement3i);
2872 return outtriangles;
2875 void Mod_VertexRangeFromElements(int numelements, const int *elements, int *firstvertexpointer, int *lastvertexpointer)
2878 int firstvertex, lastvertex;
2879 if (numelements > 0 && elements)
2881 firstvertex = lastvertex = elements[0];
2882 for (i = 1;i < numelements;i++)
2885 firstvertex = min(firstvertex, e);
2886 lastvertex = max(lastvertex, e);
2890 firstvertex = lastvertex = 0;
2891 if (firstvertexpointer)
2892 *firstvertexpointer = firstvertex;
2893 if (lastvertexpointer)
2894 *lastvertexpointer = lastvertex;
2897 void Mod_MakeSortedSurfaces(dp_model_t *mod)
2899 // make an optimal set of texture-sorted batches to draw...
2901 int *firstsurfacefortexture;
2902 int *numsurfacesfortexture;
2903 if (!mod->sortedmodelsurfaces)
2904 mod->sortedmodelsurfaces = (int *) Mem_Alloc(loadmodel->mempool, mod->nummodelsurfaces * sizeof(*mod->sortedmodelsurfaces));
2905 firstsurfacefortexture = (int *) Mem_Alloc(tempmempool, mod->num_textures * sizeof(*firstsurfacefortexture));
2906 numsurfacesfortexture = (int *) Mem_Alloc(tempmempool, mod->num_textures * sizeof(*numsurfacesfortexture));
2907 memset(numsurfacesfortexture, 0, mod->num_textures * sizeof(*numsurfacesfortexture));
2908 for (j = 0;j < mod->nummodelsurfaces;j++)
2910 const msurface_t *surface = mod->data_surfaces + j + mod->firstmodelsurface;
2911 int t = (int)(surface->texture - mod->data_textures);
2912 numsurfacesfortexture[t]++;
2915 for (t = 0;t < mod->num_textures;t++)
2917 firstsurfacefortexture[t] = j;
2918 j += numsurfacesfortexture[t];
2920 for (j = 0;j < mod->nummodelsurfaces;j++)
2922 const msurface_t *surface = mod->data_surfaces + j + mod->firstmodelsurface;
2923 int t = (int)(surface->texture - mod->data_textures);
2924 mod->sortedmodelsurfaces[firstsurfacefortexture[t]++] = j + mod->firstmodelsurface;
2926 Mem_Free(firstsurfacefortexture);
2927 Mem_Free(numsurfacesfortexture);
2930 void Mod_BuildVBOs(void)
2932 if (!loadmodel->surfmesh.num_vertices)
2935 if (gl_paranoid.integer && loadmodel->surfmesh.data_element3s && loadmodel->surfmesh.data_element3i)
2938 for (i = 0;i < loadmodel->surfmesh.num_triangles*3;i++)
2940 if (loadmodel->surfmesh.data_element3s[i] != loadmodel->surfmesh.data_element3i[i])
2942 Con_Printf("Mod_BuildVBOs: element %u is incorrect (%u should be %u)\n", i, loadmodel->surfmesh.data_element3s[i], loadmodel->surfmesh.data_element3i[i]);
2943 loadmodel->surfmesh.data_element3s[i] = loadmodel->surfmesh.data_element3i[i];
2948 // build r_vertexmesh_t array
2949 // (compressed interleaved array for D3D)
2950 if (!loadmodel->surfmesh.vertexmesh && vid.useinterleavedarrays)
2953 int numvertices = loadmodel->surfmesh.num_vertices;
2954 r_vertexmesh_t *vertexmesh;
2955 loadmodel->surfmesh.vertexmesh = vertexmesh = (r_vertexmesh_t*)Mem_Alloc(loadmodel->mempool, numvertices * sizeof(*loadmodel->surfmesh.vertexmesh));
2956 for (vertexindex = 0;vertexindex < numvertices;vertexindex++, vertexmesh++)
2958 VectorCopy(loadmodel->surfmesh.data_vertex3f + 3*vertexindex, vertexmesh->vertex3f);
2959 VectorScale(loadmodel->surfmesh.data_svector3f + 3*vertexindex, 1.0f, vertexmesh->svector3f);
2960 VectorScale(loadmodel->surfmesh.data_tvector3f + 3*vertexindex, 1.0f, vertexmesh->tvector3f);
2961 VectorScale(loadmodel->surfmesh.data_normal3f + 3*vertexindex, 1.0f, vertexmesh->normal3f);
2962 if (loadmodel->surfmesh.data_lightmapcolor4f)
2963 Vector4Copy(loadmodel->surfmesh.data_lightmapcolor4f + 4*vertexindex, vertexmesh->color4f);
2964 Vector2Copy(loadmodel->surfmesh.data_texcoordtexture2f + 2*vertexindex, vertexmesh->texcoordtexture2f);
2965 if (loadmodel->surfmesh.data_texcoordlightmap2f)
2966 Vector2Scale(loadmodel->surfmesh.data_texcoordlightmap2f + 2*vertexindex, 1.0f, vertexmesh->texcoordlightmap2f);
2970 // upload r_vertexmesh_t array as a buffer
2971 if (loadmodel->surfmesh.vertexmesh && !loadmodel->surfmesh.vertexmeshbuffer)
2972 loadmodel->surfmesh.vertexmeshbuffer = R_Mesh_CreateMeshBuffer(loadmodel->surfmesh.vertexmesh, loadmodel->surfmesh.num_vertices * sizeof(*loadmodel->surfmesh.vertexmesh), loadmodel->name, false, false, false);
2974 // upload vertex3f array as a buffer
2975 if (loadmodel->surfmesh.data_vertex3f && !loadmodel->surfmesh.vertex3fbuffer)
2976 loadmodel->surfmesh.vertex3fbuffer = R_Mesh_CreateMeshBuffer(loadmodel->surfmesh.data_vertex3f, loadmodel->surfmesh.num_vertices * sizeof(float[3]), loadmodel->name, false, false, false);
2978 // upload short indices as a buffer
2979 if (loadmodel->surfmesh.data_element3s && !loadmodel->surfmesh.data_element3s_indexbuffer)
2980 loadmodel->surfmesh.data_element3s_indexbuffer = R_Mesh_CreateMeshBuffer(loadmodel->surfmesh.data_element3s, loadmodel->surfmesh.num_triangles * sizeof(short[3]), loadmodel->name, true, false, true);
2982 // upload int indices as a buffer
2983 if (loadmodel->surfmesh.data_element3i && !loadmodel->surfmesh.data_element3i_indexbuffer && !loadmodel->surfmesh.data_element3s)
2984 loadmodel->surfmesh.data_element3i_indexbuffer = R_Mesh_CreateMeshBuffer(loadmodel->surfmesh.data_element3i, loadmodel->surfmesh.num_triangles * sizeof(int[3]), loadmodel->name, true, false, false);
2986 // only build a vbo if one has not already been created (this is important for brush models which load specially)
2987 // vertex buffer is several arrays and we put them in the same buffer
2989 // is this wise? the texcoordtexture2f array is used with dynamic
2990 // vertex/svector/tvector/normal when rendering animated models, on the
2991 // other hand animated models don't use a lot of vertices anyway...
2992 if (!loadmodel->surfmesh.vbo_vertexbuffer && !vid.useinterleavedarrays)
2997 loadmodel->surfmesh.vbooffset_vertex3f = size;if (loadmodel->surfmesh.data_vertex3f ) size += loadmodel->surfmesh.num_vertices * sizeof(float[3]);
2998 loadmodel->surfmesh.vbooffset_svector3f = size;if (loadmodel->surfmesh.data_svector3f ) size += loadmodel->surfmesh.num_vertices * sizeof(float[3]);
2999 loadmodel->surfmesh.vbooffset_tvector3f = size;if (loadmodel->surfmesh.data_tvector3f ) size += loadmodel->surfmesh.num_vertices * sizeof(float[3]);
3000 loadmodel->surfmesh.vbooffset_normal3f = size;if (loadmodel->surfmesh.data_normal3f ) size += loadmodel->surfmesh.num_vertices * sizeof(float[3]);
3001 loadmodel->surfmesh.vbooffset_texcoordtexture2f = size;if (loadmodel->surfmesh.data_texcoordtexture2f ) size += loadmodel->surfmesh.num_vertices * sizeof(float[2]);
3002 loadmodel->surfmesh.vbooffset_texcoordlightmap2f = size;if (loadmodel->surfmesh.data_texcoordlightmap2f) size += loadmodel->surfmesh.num_vertices * sizeof(float[2]);
3003 loadmodel->surfmesh.vbooffset_lightmapcolor4f = size;if (loadmodel->surfmesh.data_lightmapcolor4f ) size += loadmodel->surfmesh.num_vertices * sizeof(float[4]);
3004 mem = (unsigned char *)Mem_Alloc(tempmempool, size);
3005 if (loadmodel->surfmesh.data_vertex3f ) memcpy(mem + loadmodel->surfmesh.vbooffset_vertex3f , loadmodel->surfmesh.data_vertex3f , loadmodel->surfmesh.num_vertices * sizeof(float[3]));
3006 if (loadmodel->surfmesh.data_svector3f ) memcpy(mem + loadmodel->surfmesh.vbooffset_svector3f , loadmodel->surfmesh.data_svector3f , loadmodel->surfmesh.num_vertices * sizeof(float[3]));
3007 if (loadmodel->surfmesh.data_tvector3f ) memcpy(mem + loadmodel->surfmesh.vbooffset_tvector3f , loadmodel->surfmesh.data_tvector3f , loadmodel->surfmesh.num_vertices * sizeof(float[3]));
3008 if (loadmodel->surfmesh.data_normal3f ) memcpy(mem + loadmodel->surfmesh.vbooffset_normal3f , loadmodel->surfmesh.data_normal3f , loadmodel->surfmesh.num_vertices * sizeof(float[3]));
3009 if (loadmodel->surfmesh.data_texcoordtexture2f ) memcpy(mem + loadmodel->surfmesh.vbooffset_texcoordtexture2f , loadmodel->surfmesh.data_texcoordtexture2f , loadmodel->surfmesh.num_vertices * sizeof(float[2]));
3010 if (loadmodel->surfmesh.data_texcoordlightmap2f) memcpy(mem + loadmodel->surfmesh.vbooffset_texcoordlightmap2f, loadmodel->surfmesh.data_texcoordlightmap2f, loadmodel->surfmesh.num_vertices * sizeof(float[2]));
3011 if (loadmodel->surfmesh.data_lightmapcolor4f ) memcpy(mem + loadmodel->surfmesh.vbooffset_lightmapcolor4f , loadmodel->surfmesh.data_lightmapcolor4f , loadmodel->surfmesh.num_vertices * sizeof(float[4]));
3012 loadmodel->surfmesh.vbo_vertexbuffer = R_Mesh_CreateMeshBuffer(mem, size, loadmodel->name, false, false, false);
3017 static void Mod_Decompile_OBJ(dp_model_t *model, const char *filename, const char *mtlfilename, const char *originalfilename)
3019 int submodelindex, vertexindex, surfaceindex, triangleindex, textureindex, countvertices = 0, countsurfaces = 0, countfaces = 0, counttextures = 0;
3021 const char *texname;
3023 const float *v, *vn, *vt;
3025 size_t outbufferpos = 0;
3026 size_t outbuffermax = 0x100000;
3027 char *outbuffer = (char *) Z_Malloc(outbuffermax), *oldbuffer;
3028 const msurface_t *surface;
3029 const int maxtextures = 256;
3030 char *texturenames = (char *) Z_Malloc(maxtextures * MAX_QPATH);
3031 dp_model_t *submodel;
3033 // construct the mtllib file
3034 l = dpsnprintf(outbuffer + outbufferpos, outbuffermax - outbufferpos, "# mtllib for %s exported by darkplaces engine\n", originalfilename);
3037 for (surfaceindex = 0, surface = model->data_surfaces;surfaceindex < model->num_surfaces;surfaceindex++, surface++)
3040 countvertices += surface->num_vertices;
3041 countfaces += surface->num_triangles;
3042 texname = (surface->texture && surface->texture->name[0]) ? surface->texture->name : "default";
3043 for (textureindex = 0;textureindex < counttextures;textureindex++)
3044 if (!strcmp(texturenames + textureindex * MAX_QPATH, texname))
3046 if (textureindex < counttextures)
3047 continue; // already wrote this material entry
3048 if (textureindex >= maxtextures)
3049 continue; // just a precaution
3050 textureindex = counttextures++;
3051 strlcpy(texturenames + textureindex * MAX_QPATH, texname, MAX_QPATH);
3052 if (outbufferpos >= outbuffermax >> 1)
3055 oldbuffer = outbuffer;
3056 outbuffer = (char *) Z_Malloc(outbuffermax);
3057 memcpy(outbuffer, oldbuffer, outbufferpos);
3060 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");
3065 // write the mtllib file
3066 FS_WriteFile(mtlfilename, outbuffer, outbufferpos);
3068 // construct the obj file
3070 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);
3074 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)
3076 if (outbufferpos >= outbuffermax >> 1)
3079 oldbuffer = outbuffer;
3080 outbuffer = (char *) Z_Malloc(outbuffermax);
3081 memcpy(outbuffer, oldbuffer, outbufferpos);
3084 l = dpsnprintf(outbuffer + outbufferpos, outbuffermax - outbufferpos, "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]);
3089 for (submodelindex = 0;submodelindex < max(1, model->brush.numsubmodels);submodelindex++)
3091 l = dpsnprintf(outbuffer + outbufferpos, outbuffermax - outbufferpos, "o %i\n", submodelindex);
3094 submodel = model->brush.numsubmodels ? model->brush.submodels[submodelindex] : model;
3095 for (surfaceindex = 0;surfaceindex < submodel->nummodelsurfaces;surfaceindex++)
3097 surface = model->data_surfaces + submodel->sortedmodelsurfaces[surfaceindex];
3098 l = dpsnprintf(outbuffer + outbufferpos, outbuffermax - outbufferpos, "usemtl %s\n", (surface->texture && surface->texture->name[0]) ? surface->texture->name : "default");
3101 for (triangleindex = 0, e = model->surfmesh.data_element3i + surface->num_firsttriangle * 3;triangleindex < surface->num_triangles;triangleindex++, e += 3)
3103 if (outbufferpos >= outbuffermax >> 1)
3106 oldbuffer = outbuffer;
3107 outbuffer = (char *) Z_Malloc(outbuffermax);
3108 memcpy(outbuffer, oldbuffer, outbufferpos);
3114 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);
3121 // write the obj file
3122 FS_WriteFile(filename, outbuffer, outbufferpos);
3126 Z_Free(texturenames);
3129 Con_Printf("Wrote %s (%i bytes, %i vertices, %i faces, %i surfaces with %i distinct textures)\n", filename, (int)outbufferpos, countvertices, countfaces, countsurfaces, counttextures);
3132 static void Mod_Decompile_SMD(dp_model_t *model, const char *filename, int firstpose, int numposes, qboolean writetriangles)
3134 int countnodes = 0, counttriangles = 0, countframes = 0;
3142 size_t outbufferpos = 0;
3143 size_t outbuffermax = 0x100000;
3144 char *outbuffer = (char *) Z_Malloc(outbuffermax), *oldbuffer;
3145 const msurface_t *surface;
3146 l = dpsnprintf(outbuffer + outbufferpos, outbuffermax - outbufferpos, "version 1\nnodes\n");
3149 for (transformindex = 0;transformindex < model->num_bones;transformindex++)
3151 if (outbufferpos >= outbuffermax >> 1)
3154 oldbuffer = outbuffer;
3155 outbuffer = (char *) Z_Malloc(outbuffermax);
3156 memcpy(outbuffer, oldbuffer, outbufferpos);
3160 l = dpsnprintf(outbuffer + outbufferpos, outbuffermax - outbufferpos, "%3i \"%s\" %3i\n", transformindex, model->data_bones[transformindex].name, model->data_bones[transformindex].parent);
3164 l = dpsnprintf(outbuffer + outbufferpos, outbuffermax - outbufferpos, "end\nskeleton\n");
3167 for (poseindex = 0;poseindex < numposes;poseindex++)
3170 l = dpsnprintf(outbuffer + outbufferpos, outbuffermax - outbufferpos, "time %i\n", poseindex);
3173 for (transformindex = 0;transformindex < model->num_bones;transformindex++)
3177 matrix4x4_t posematrix;
3178 if (outbufferpos >= outbuffermax >> 1)
3181 oldbuffer = outbuffer;
3182 outbuffer = (char *) Z_Malloc(outbuffermax);
3183 memcpy(outbuffer, oldbuffer, outbufferpos);
3187 // strangely the smd angles are for a transposed matrix, so we
3188 // have to generate a transposed matrix, then convert that...
3189 Matrix4x4_FromBonePose6s(&posematrix, model->num_posescale, model->data_poses6s + 6*(model->num_bones * poseindex + transformindex));
3190 Matrix4x4_ToArray12FloatGL(&posematrix, mtest[0]);
3191 AnglesFromVectors(angles, mtest[0], mtest[2], false);
3192 if (angles[0] >= 180) angles[0] -= 360;
3193 if (angles[1] >= 180) angles[1] -= 360;
3194 if (angles[2] >= 180) angles[2] -= 360;
3198 float a = DEG2RAD(angles[ROLL]);
3199 float b = DEG2RAD(angles[PITCH]);
3200 float c = DEG2RAD(angles[YAW]);
3201 float cy, sy, cp, sp, cr, sr;
3203 // smd matrix construction, for comparing
3214 test[1][0] = sr*sp*cy+cr*-sy;
3215 test[1][1] = sr*sp*sy+cr*cy;
3217 test[2][0] = (cr*sp*cy+-sr*-sy);
3218 test[2][1] = (cr*sp*sy+-sr*cy);
3220 test[3][0] = pose[9];
3221 test[3][1] = pose[10];
3222 test[3][2] = pose[11];
3225 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]));
3230 l = dpsnprintf(outbuffer + outbufferpos, outbuffermax - outbufferpos, "end\n");
3235 l = dpsnprintf(outbuffer + outbufferpos, outbuffermax - outbufferpos, "triangles\n");
3238 for (surfaceindex = 0, surface = model->data_surfaces;surfaceindex < model->num_surfaces;surfaceindex++, surface++)
3240 for (triangleindex = 0, e = model->surfmesh.data_element3i + surface->num_firsttriangle * 3;triangleindex < surface->num_triangles;triangleindex++, e += 3)
3243 if (outbufferpos >= outbuffermax >> 1)
3246 oldbuffer = outbuffer;
3247 outbuffer = (char *) Z_Malloc(outbuffermax);
3248 memcpy(outbuffer, oldbuffer, outbufferpos);
3251 l = dpsnprintf(outbuffer + outbufferpos, outbuffermax - outbufferpos, "%s\n", surface->texture && surface->texture->name[0] ? surface->texture->name : "default.bmp");
3254 for (cornerindex = 0;cornerindex < 3;cornerindex++)
3256 const int index = e[2-cornerindex];
3257 const float *v = model->surfmesh.data_vertex3f + index * 3;
3258 const float *vn = model->surfmesh.data_normal3f + index * 3;
3259 const float *vt = model->surfmesh.data_texcoordtexture2f + index * 2;
3260 const int b = model->surfmesh.blends[index];
3261 if (b < model->num_bones)
3262 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]);
3265 const blendweights_t *w = model->surfmesh.data_blendweights + b - model->num_bones;
3266 const unsigned char *wi = w->index;
3267 const unsigned char *wf = w->influence;
3268 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);
3269 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);
3270 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);
3271 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]);
3278 l = dpsnprintf(outbuffer + outbufferpos, outbuffermax - outbufferpos, "end\n");
3283 FS_WriteFile(filename, outbuffer, outbufferpos);
3286 Con_Printf("Wrote %s (%i bytes, %i nodes, %i frames, %i triangles)\n", filename, (int)outbufferpos, countnodes, countframes, counttriangles);
3293 decompiles a model to editable files
3296 static void Mod_Decompile_f(void)
3298 int i, j, k, l, first, count;
3300 char inname[MAX_QPATH];
3301 char outname[MAX_QPATH];
3302 char mtlname[MAX_QPATH];
3303 char basename[MAX_QPATH];
3304 char animname[MAX_QPATH];
3305 char animname2[MAX_QPATH];
3306 char zymtextbuffer[16384];
3307 char dpmtextbuffer[16384];
3308 char framegroupstextbuffer[16384];
3309 int zymtextsize = 0;
3310 int dpmtextsize = 0;
3311 int framegroupstextsize = 0;
3313 if (Cmd_Argc() != 2)
3315 Con_Print("usage: modeldecompile <filename>\n");
3319 strlcpy(inname, Cmd_Argv(1), sizeof(inname));
3320 FS_StripExtension(inname, basename, sizeof(basename));
3322 mod = Mod_ForName(inname, false, true, inname[0] == '*' ? cl.model_name[1] : NULL);
3323 if (mod->brush.submodel)
3325 // if we're decompiling a submodel, be sure to give it a proper name based on its parent
3326 FS_StripExtension(cl.model_name[1], outname, sizeof(outname));
3327 dpsnprintf(basename, sizeof(basename), "%s/%s", outname, mod->name);
3332 Con_Print("No such model\n");
3335 if (!mod->surfmesh.num_triangles)
3337 Con_Print("Empty model (or sprite)\n");
3341 // export OBJ if possible (not on sprites)
3342 if (mod->surfmesh.num_triangles)
3344 dpsnprintf(outname, sizeof(outname), "%s_decompiled.obj", basename);
3345 dpsnprintf(mtlname, sizeof(mtlname), "%s_decompiled.mtl", basename);
3346 Mod_Decompile_OBJ(mod, outname, mtlname, inname);
3349 // export SMD if possible (only for skeletal models)
3350 if (mod->surfmesh.num_triangles && mod->num_bones)
3352 dpsnprintf(outname, sizeof(outname), "%s_decompiled/ref1.smd", basename);
3353 Mod_Decompile_SMD(mod, outname, 0, 1, true);
3354 l = dpsnprintf(zymtextbuffer + zymtextsize, sizeof(zymtextbuffer) - zymtextsize, "output out.zym\nscale 1\norigin 0 0 0\nmesh ref1.smd\n");
3355 if (l > 0) zymtextsize += l;
3356 l = dpsnprintf(dpmtextbuffer + dpmtextsize, sizeof(dpmtextbuffer) - dpmtextsize, "outputdir .\nmodel out\nscale 1\norigin 0 0 0\nscene ref1.smd\n");
3357 if (l > 0) dpmtextsize += l;
3358 for (i = 0;i < mod->numframes;i = j)
3360 strlcpy(animname, mod->animscenes[i].name, sizeof(animname));
3361 first = mod->animscenes[i].firstframe;
3362 if (mod->animscenes[i].framecount > 1)
3365 count = mod->animscenes[i].framecount;
3371 // check for additional frames with same name
3372 for (l = 0, k = strlen(animname);animname[l];l++)
3373 if(animname[l] < '0' || animname[l] > '9')
3375 if(k > 0 && animname[k-1] == '_')
3378 count = mod->num_poses - first;
3379 for (j = i + 1;j < mod->numframes;j++)
3381 strlcpy(animname2, mod->animscenes[j].name, sizeof(animname2));
3382 for (l = 0, k = strlen(animname2);animname2[l];l++)
3383 if(animname2[l] < '0' || animname2[l] > '9')
3385 if(k > 0 && animname[k-1] == '_')
3388 if (strcmp(animname2, animname) || mod->animscenes[j].framecount > 1)
3390 count = mod->animscenes[j].firstframe - first;
3394 // if it's only one frame, use the original frame name
3396 strlcpy(animname, mod->animscenes[i].name, sizeof(animname));
3399 dpsnprintf(outname, sizeof(outname), "%s_decompiled/%s.smd", basename, animname);
3400 Mod_Decompile_SMD(mod, outname, first, count, false);
3401 if (zymtextsize < (int)sizeof(zymtextbuffer) - 100)
3403 l = dpsnprintf(zymtextbuffer + zymtextsize, sizeof(zymtextbuffer) - zymtextsize, "scene %s.smd fps %g %s\n", animname, mod->animscenes[i].framerate, mod->animscenes[i].loop ? "" : " noloop");
3404 if (l > 0) zymtextsize += l;
3406 if (dpmtextsize < (int)sizeof(dpmtextbuffer) - 100)
3408 l = dpsnprintf(dpmtextbuffer + dpmtextsize, sizeof(dpmtextbuffer) - dpmtextsize, "scene %s.smd fps %g %s\n", animname, mod->animscenes[i].framerate, mod->animscenes[i].loop ? "" : " noloop");
3409 if (l > 0) dpmtextsize += l;
3411 if (framegroupstextsize < (int)sizeof(framegroupstextbuffer) - 100)
3413 l = dpsnprintf(framegroupstextbuffer + framegroupstextsize, sizeof(framegroupstextbuffer) - framegroupstextsize, "%d %d %f %d // %s\n", first, count, mod->animscenes[i].framerate, mod->animscenes[i].loop, animname);
3414 if (l > 0) framegroupstextsize += l;
3418 FS_WriteFile(va("%s_decompiled/out_zym.txt", basename), zymtextbuffer, (fs_offset_t)zymtextsize);
3420 FS_WriteFile(va("%s_decompiled/out_dpm.txt", basename), dpmtextbuffer, (fs_offset_t)dpmtextsize);
3421 if (framegroupstextsize)
3422 FS_WriteFile(va("%s_decompiled.framegroups", basename), framegroupstextbuffer, (fs_offset_t)framegroupstextsize);
3426 void Mod_AllocLightmap_Init(mod_alloclightmap_state_t *state, int width, int height)
3429 memset(state, 0, sizeof(*state));
3430 state->width = width;
3431 state->height = height;
3432 state->currentY = 0;
3433 state->rows = (mod_alloclightmap_row_t *)Mem_Alloc(loadmodel->mempool, state->height * sizeof(*state->rows));
3434 for (y = 0;y < state->height;y++)
3436 state->rows[y].currentX = 0;
3437 state->rows[y].rowY = -1;
3441 void Mod_AllocLightmap_Reset(mod_alloclightmap_state_t *state)
3444 state->currentY = 0;
3445 for (y = 0;y < state->height;y++)
3447 state->rows[y].currentX = 0;
3448 state->rows[y].rowY = -1;
3452 void Mod_AllocLightmap_Free(mod_alloclightmap_state_t *state)
3455 Mem_Free(state->rows);
3456 memset(state, 0, sizeof(*state));
3459 qboolean Mod_AllocLightmap_Block(mod_alloclightmap_state_t *state, int blockwidth, int blockheight, int *outx, int *outy)
3461 mod_alloclightmap_row_t *row;
3464 row = state->rows + blockheight;
3465 if ((row->rowY < 0) || (row->currentX + blockwidth > state->width))
3467 if (state->currentY + blockheight <= state->height)
3469 // use the current allocation position
3470 row->rowY = state->currentY;
3472 state->currentY += blockheight;
3476 // find another position
3477 for (y = blockheight;y < state->height;y++)
3479 if ((state->rows[y].rowY >= 0) && (state->rows[y].currentX + blockwidth <= state->width))
3481 row = state->rows + y;
3485 if (y == state->height)
3490 *outx = row->currentX;
3491 row->currentX += blockwidth;
3496 typedef struct lightmapsample_s
3500 float *vertex_color;
3501 unsigned char *lm_bgr;
3502 unsigned char *lm_dir;
3506 typedef struct lightmapvertex_s
3511 float texcoordbase[2];
3512 float texcoordlightmap[2];
3513 float lightcolor[4];
3517 typedef struct lightmaptriangle_s
3525 // 2D modelspace coordinates of min corner
3526 // snapped to lightmap grid but not in grid coordinates
3528 // 2D modelspace to lightmap coordinate scale
3536 typedef struct lightmaplight_s
3547 lightmaptriangle_t *mod_generatelightmaps_lightmaptriangles;
3549 #define MAX_LIGHTMAPSAMPLES 64
3550 static int mod_generatelightmaps_numoffsets[3];
3551 static float mod_generatelightmaps_offsets[3][MAX_LIGHTMAPSAMPLES][3];
3553 static int mod_generatelightmaps_numlights;
3554 static lightmaplight_t *mod_generatelightmaps_lightinfo;
3556 extern int R_Shadow_GetRTLightInfo(unsigned int lightindex, float *origin, float *radius, float *color);
3557 extern cvar_t r_shadow_lightattenuationdividebias;
3558 extern cvar_t r_shadow_lightattenuationlinearscale;
3560 static void Mod_GenerateLightmaps_LightPoint(dp_model_t *model, const vec3_t pos, vec3_t ambient, vec3_t diffuse, vec3_t lightdir)
3565 float relativepoint[3];
3572 float lightorigin[3];
3576 float lightcolor[3];
3578 for (i = 0;i < 5*3;i++)
3580 for (index = 0;;index++)
3582 result = R_Shadow_GetRTLightInfo(index, lightorigin, &lightradius, lightcolor);
3587 lightradius2 = lightradius * lightradius;
3588 VectorSubtract(lightorigin, pos, relativepoint);
3589 dist2 = VectorLength2(relativepoint);
3590 if (dist2 >= lightradius2)
3592 lightiradius = 1.0f / lightradius;
3593 dist = sqrt(dist2) * lightiradius;
3594 intensity = (1.0f - dist) * r_shadow_lightattenuationlinearscale.value / (r_shadow_lightattenuationdividebias.value + dist*dist);
3595 if (intensity <= 0.0f)
3597 if (model && model->TraceLine)
3599 model->TraceLine(model, NULL, NULL, &trace, pos, lightorigin, SUPERCONTENTS_VISBLOCKERMASK);
3600 if (trace.fraction < 1)
3603 // scale down intensity to add to both ambient and diffuse
3604 //intensity *= 0.5f;
3605 VectorNormalize(relativepoint);
3606 VectorScale(lightcolor, intensity, color);
3607 VectorMA(sample , 0.5f , color, sample );
3608 VectorMA(sample + 3, relativepoint[0], color, sample + 3);
3609 VectorMA(sample + 6, relativepoint[1], color, sample + 6);
3610 VectorMA(sample + 9, relativepoint[2], color, sample + 9);
3611 // calculate a weighted average light direction as well
3612 intensity *= VectorLength(color);
3613 VectorMA(sample + 12, intensity, relativepoint, sample + 12);
3615 // calculate the direction we'll use to reduce the sample to a directional light source
3616 VectorCopy(sample + 12, dir);
3617 //VectorSet(dir, sample[3] + sample[4] + sample[5], sample[6] + sample[7] + sample[8], sample[9] + sample[10] + sample[11]);
3618 VectorNormalize(dir);
3619 // extract the diffuse color along the chosen direction and scale it
3620 diffuse[0] = (dir[0]*sample[3] + dir[1]*sample[6] + dir[2]*sample[ 9] + sample[ 0]);
3621 diffuse[1] = (dir[0]*sample[4] + dir[1]*sample[7] + dir[2]*sample[10] + sample[ 1]);
3622 diffuse[2] = (dir[0]*sample[5] + dir[1]*sample[8] + dir[2]*sample[11] + sample[ 2]);
3623 // subtract some of diffuse from ambient
3624 VectorMA(sample, -0.333f, diffuse, ambient);
3625 // store the normalized lightdir
3626 VectorCopy(dir, lightdir);
3629 static void Mod_GenerateLightmaps_CreateLights_ComputeSVBSP_InsertSurfaces(const dp_model_t *model, svbsp_t *svbsp, const float *mins, const float *maxs)
3633 const msurface_t *surface;
3634 const float *vertex3f = model->surfmesh.data_vertex3f;
3635 const int *element3i = model->surfmesh.data_element3i;
3638 for (surfaceindex = 0, surface = model->data_surfaces;surfaceindex < model->nummodelsurfaces;surfaceindex++, surface++)
3640 if (!BoxesOverlap(surface->mins, surface->maxs, mins, maxs))
3642 if (surface->texture->basematerialflags & MATERIALFLAG_NOSHADOW)
3644 for (triangleindex = 0, e = element3i + 3*surface->num_firsttriangle;triangleindex < surface->num_triangles;triangleindex++, e += 3)
3646 VectorCopy(vertex3f + 3*e[0], v2[0]);
3647 VectorCopy(vertex3f + 3*e[1], v2[1]);
3648 VectorCopy(vertex3f + 3*e[2], v2[2]);
3649 SVBSP_AddPolygon(svbsp, 3, v2[0], true, NULL, NULL, 0);
3654 static void Mod_GenerateLightmaps_CreateLights_ComputeSVBSP(dp_model_t *model, lightmaplight_t *lightinfo)
3656 int maxnodes = 1<<14;
3657 svbsp_node_t *nodes;
3662 VectorSet(mins, lightinfo->origin[0] - lightinfo->radius, lightinfo->origin[1] - lightinfo->radius, lightinfo->origin[2] - lightinfo->radius);
3663 VectorSet(maxs, lightinfo->origin[0] + lightinfo->radius, lightinfo->origin[1] + lightinfo->radius, lightinfo->origin[2] + lightinfo->radius);
3664 VectorCopy(lightinfo->origin, origin);
3665 nodes = (svbsp_node_t *)Mem_Alloc(tempmempool, maxnodes * sizeof(*nodes));
3668 SVBSP_Init(&svbsp, origin, maxnodes, nodes);
3669 Mod_GenerateLightmaps_CreateLights_ComputeSVBSP_InsertSurfaces(model, &svbsp, mins, maxs);
3670 if (svbsp.ranoutofnodes)
3673 if (maxnodes > 1<<22)
3679 nodes = (svbsp_node_t *)Mem_Alloc(tempmempool, maxnodes * sizeof(*nodes));
3684 if (svbsp.numnodes > 0)
3686 svbsp.nodes = (svbsp_node_t *)Mem_Alloc(tempmempool, svbsp.numnodes * sizeof(*nodes));
3687 memcpy(svbsp.nodes, nodes, svbsp.numnodes * sizeof(*nodes));
3688 lightinfo->svbsp = svbsp;
3693 static void Mod_GenerateLightmaps_CreateLights(dp_model_t *model)
3697 lightmaplight_t *lightinfo;
3701 mod_generatelightmaps_numlights = 0;
3702 for (index = 0;;index++)
3704 result = R_Shadow_GetRTLightInfo(index, origin, &radius, color);
3708 mod_generatelightmaps_numlights++;
3710 if (mod_generatelightmaps_numlights > 0)
3712 mod_generatelightmaps_lightinfo = (lightmaplight_t *)Mem_Alloc(tempmempool, mod_generatelightmaps_numlights * sizeof(*mod_generatelightmaps_lightinfo));
3713 lightinfo = mod_generatelightmaps_lightinfo;
3714 for (index = 0;;index++)
3716 result = R_Shadow_GetRTLightInfo(index, lightinfo->origin, &lightinfo->radius, lightinfo->color);
3723 for (index = 0, lightinfo = mod_generatelightmaps_lightinfo;index < mod_generatelightmaps_numlights;index++, lightinfo++)
3725 lightinfo->iradius = 1.0f / lightinfo->radius;
3726 lightinfo->radius2 = lightinfo->radius * lightinfo->radius;
3727 // TODO: compute svbsp
3728 Mod_GenerateLightmaps_CreateLights_ComputeSVBSP(model, lightinfo);
3732 static void Mod_GenerateLightmaps_DestroyLights(dp_model_t *model)
3735 if (mod_generatelightmaps_lightinfo)
3737 for (i = 0;i < mod_generatelightmaps_numlights;i++)
3738 if (mod_generatelightmaps_lightinfo[i].svbsp.nodes)
3739 Mem_Free(mod_generatelightmaps_lightinfo[i].svbsp.nodes);
3740 Mem_Free(mod_generatelightmaps_lightinfo);
3742 mod_generatelightmaps_lightinfo = NULL;
3743 mod_generatelightmaps_numlights = 0;
3746 static qboolean Mod_GenerateLightmaps_SamplePoint_SVBSP(const svbsp_t *svbsp, const float *pos)
3748 const svbsp_node_t *node;
3749 const svbsp_node_t *nodes = svbsp->nodes;
3754 num = node->children[DotProduct(node->plane, pos) < node->plane[3]];
3756 return num == -1; // true if empty, false if solid (shadowed)
3759 static void Mod_GenerateLightmaps_SamplePoint(const float *pos, const float *normal, float *sample, int numoffsets, const float *offsets)
3762 float relativepoint[3];
3771 const lightmaplight_t *lightinfo;
3773 for (i = 0;i < 5*3;i++)
3775 for (i = 0, lightinfo = mod_generatelightmaps_lightinfo;i < mod_generatelightmaps_numlights;i++, lightinfo++)
3777 //R_SampleRTLights(pos, sample, numoffsets, offsets);
3778 VectorSubtract(lightinfo->origin, pos, relativepoint);
3779 // don't accept light from behind a surface, it causes bad shading
3780 if (normal && DotProduct(relativepoint, normal) <= 0)
3782 dist2 = VectorLength2(relativepoint);
3783 if (dist2 >= lightinfo->radius2)
3785 dist = sqrt(dist2) * lightinfo->iradius;
3786 intensity = dist < 1 ? ((1.0f - dist) * r_shadow_lightattenuationlinearscale.value / (r_shadow_lightattenuationdividebias.value + dist*dist)) : 0;
3789 if (cl.worldmodel && cl.worldmodel->TraceLine && numoffsets > 0)
3793 if (Mod_GenerateLightmaps_SamplePoint_SVBSP(&lightinfo->svbsp, pos))
3795 for (offsetindex = 1;offsetindex < numoffsets;offsetindex++)
3797 VectorAdd(pos, offsets + 3*offsetindex, offsetpos);
3800 // for light grid we'd better check visibility of the offset point
3801 cl.worldmodel->TraceLine(cl.worldmodel, NULL, NULL, &trace, pos, offsetpos, SUPERCONTENTS_VISBLOCKERMASK);
3802 if (trace.fraction < 1)
3803 VectorLerp(pos, trace.fraction, offsetpos, offsetpos);
3806 if (Mod_GenerateLightmaps_SamplePoint_SVBSP(&lightinfo->svbsp, offsetpos))
3811 // scale intensity according to how many rays succeeded
3812 // we know one test is valid, half of the rest will fail...
3813 //if (normal && tests > 1)
3814 // intensity *= (tests - 1.0f) / tests;
3815 intensity *= (float)hits / tests;
3817 // scale down intensity to add to both ambient and diffuse
3818 //intensity *= 0.5f;
3819 VectorNormalize(relativepoint);
3820 VectorScale(lightinfo->color, intensity, color);
3821 VectorMA(sample , 0.5f , color, sample );
3822 VectorMA(sample + 3, relativepoint[0], color, sample + 3);
3823 VectorMA(sample + 6, relativepoint[1], color, sample + 6);
3824 VectorMA(sample + 9, relativepoint[2], color, sample + 9);
3825 // calculate a weighted average light direction as well
3826 intensity *= VectorLength(color);
3827 VectorMA(sample + 12, intensity, relativepoint, sample + 12);
3831 static void Mod_GenerateLightmaps_LightmapSample(const float *pos, const float *normal, unsigned char *lm_bgr, unsigned char *lm_dir)
3837 Mod_GenerateLightmaps_SamplePoint(pos, normal, sample, mod_generatelightmaps_numoffsets[0], mod_generatelightmaps_offsets[0][0]);
3838 //VectorSet(dir, sample[3] + sample[4] + sample[5], sample[6] + sample[7] + sample[8], sample[9] + sample[10] + sample[11]);
3839 VectorCopy(sample + 12, dir);
3840 VectorNormalize(dir);
3841 //VectorAdd(dir, normal, dir);
3842 //VectorNormalize(dir);
3843 f = DotProduct(dir, normal);
3844 f = max(0, f) * 255.0f;
3845 VectorScale(sample, f, color);
3846 //VectorCopy(normal, dir);
3847 VectorSet(dir, (dir[0]+1.0f)*127.5f, (dir[1]+1.0f)*127.5f, (dir[2]+1.0f)*127.5f);
3848 lm_bgr[0] = (unsigned char)bound(0.0f, color[2], 255.0f);
3849 lm_bgr[1] = (unsigned char)bound(0.0f, color[1], 255.0f);
3850 lm_bgr[2] = (unsigned char)bound(0.0f, color[0], 255.0f);
3852 lm_dir[0] = (unsigned char)dir[2];
3853 lm_dir[1] = (unsigned char)dir[1];
3854 lm_dir[2] = (unsigned char)dir[0];
3858 static void Mod_GenerateLightmaps_VertexSample(const float *pos, const float *normal, float *vertex_color)
3861 Mod_GenerateLightmaps_SamplePoint(pos, normal, sample, mod_generatelightmaps_numoffsets[1], mod_generatelightmaps_offsets[1][0]);
3862 VectorCopy(sample, vertex_color);
3865 static void Mod_GenerateLightmaps_GridSample(const float *pos, q3dlightgrid_t *s)
3871 Mod_GenerateLightmaps_SamplePoint(pos, NULL, sample, mod_generatelightmaps_numoffsets[2], mod_generatelightmaps_offsets[2][0]);
3872 // calculate the direction we'll use to reduce the sample to a directional light source
3873 VectorCopy(sample + 12, dir);
3874 //VectorSet(dir, sample[3] + sample[4] + sample[5], sample[6] + sample[7] + sample[8], sample[9] + sample[10] + sample[11]);
3875 VectorNormalize(dir);
3876 // extract the diffuse color along the chosen direction and scale it
3877 diffuse[0] = (dir[0]*sample[3] + dir[1]*sample[6] + dir[2]*sample[ 9] + sample[ 0]) * 127.5f;
3878 diffuse[1] = (dir[0]*sample[4] + dir[1]*sample[7] + dir[2]*sample[10] + sample[ 1]) * 127.5f;
3879 diffuse[2] = (dir[0]*sample[5] + dir[1]*sample[8] + dir[2]*sample[11] + sample[ 2]) * 127.5f;
3880 // scale the ambient from 0-2 to 0-255 and subtract some of diffuse
3881 VectorScale(sample, 127.5f, ambient);
3882 VectorMA(ambient, -0.333f, diffuse, ambient);
3883 // encode to the grid format
3884 s->ambientrgb[0] = (unsigned char)bound(0.0f, ambient[0], 255.0f);
3885 s->ambientrgb[1] = (unsigned char)bound(0.0f, ambient[1], 255.0f);
3886 s->ambientrgb[2] = (unsigned char)bound(0.0f, ambient[2], 255.0f);
3887 s->diffusergb[0] = (unsigned char)bound(0.0f, diffuse[0], 255.0f);
3888 s->diffusergb[1] = (unsigned char)bound(0.0f, diffuse[1], 255.0f);
3889 s->diffusergb[2] = (unsigned char)bound(0.0f, diffuse[2], 255.0f);
3890 if (dir[2] >= 0.99f) {s->diffusepitch = 0;s->diffuseyaw = 0;}
3891 else if (dir[2] <= -0.99f) {s->diffusepitch = 128;s->diffuseyaw = 0;}
3892 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));}
3895 static void Mod_GenerateLightmaps_InitSampleOffsets(dp_model_t *model)
3900 memset(mod_generatelightmaps_offsets, 0, sizeof(mod_generatelightmaps_offsets));
3901 mod_generatelightmaps_numoffsets[0] = min(MAX_LIGHTMAPSAMPLES, mod_generatelightmaps_lightmapsamples.integer);
3902 mod_generatelightmaps_numoffsets[1] = min(MAX_LIGHTMAPSAMPLES, mod_generatelightmaps_vertexsamples.integer);
3903 mod_generatelightmaps_numoffsets[2] = min(MAX_LIGHTMAPSAMPLES, mod_generatelightmaps_gridsamples.integer);
3904 radius[0] = mod_generatelightmaps_lightmapradius.value;
3905 radius[1] = mod_generatelightmaps_vertexradius.value;
3906 radius[2] = mod_generatelightmaps_gridradius.value;
3907 for (i = 0;i < 3;i++)
3909 for (j = 1;j < mod_generatelightmaps_numoffsets[i];j++)
3912 VectorScale(temp, radius[i], mod_generatelightmaps_offsets[i][j]);
3917 static void Mod_GenerateLightmaps_DestroyLightmaps(dp_model_t *model)
3919 msurface_t *surface;
3922 for (surfaceindex = 0;surfaceindex < model->num_surfaces;surfaceindex++)
3924 surface = model->data_surfaces + surfaceindex;
3925 surface->lightmaptexture = NULL;
3926 surface->deluxemaptexture = NULL;
3928 if (model->brushq3.data_lightmaps)
3930 for (i = 0;i < model->brushq3.num_mergedlightmaps;i++)
3931 if (model->brushq3.data_lightmaps[i])
3932 R_FreeTexture(model->brushq3.data_lightmaps[i]);
3933 Mem_Free(model->brushq3.data_lightmaps);
3934 model->brushq3.data_lightmaps = NULL;
3936 if (model->brushq3.data_deluxemaps)
3938 for (i = 0;i < model->brushq3.num_mergedlightmaps;i++)
3939 if (model->brushq3.data_deluxemaps[i])
3940 R_FreeTexture(model->brushq3.data_deluxemaps[i]);
3941 Mem_Free(model->brushq3.data_deluxemaps);
3942 model->brushq3.data_deluxemaps = NULL;
3946 static void Mod_GenerateLightmaps_UnweldTriangles(dp_model_t *model)
3948 msurface_t *surface;
3954 surfmesh_t oldsurfmesh;
3956 unsigned char *data;
3957 oldsurfmesh = model->surfmesh;
3958 model->surfmesh.num_triangles = oldsurfmesh.num_triangles;
3959 model->surfmesh.num_vertices = oldsurfmesh.num_triangles * 3;
3961 size += model->surfmesh.num_vertices * sizeof(float[3]);
3962 size += model->surfmesh.num_vertices * sizeof(float[3]);
3963 size += model->surfmesh.num_vertices * sizeof(float[3]);
3964 size += model->surfmesh.num_vertices * sizeof(float[3]);
3965 size += model->surfmesh.num_vertices * sizeof(float[2]);
3966 size += model->surfmesh.num_vertices * sizeof(float[2]);
3967 size += model->surfmesh.num_vertices * sizeof(float[4]);
3968 data = (unsigned char *)Mem_Alloc(model->mempool, size);
3969 model->surfmesh.data_vertex3f = (float *)data;data += model->surfmesh.num_vertices * sizeof(float[3]);
3970 model->surfmesh.data_normal3f = (float *)data;data += model->surfmesh.num_vertices * sizeof(float[3]);
3971 model->surfmesh.data_svector3f = (float *)data;data += model->surfmesh.num_vertices * sizeof(float[3]);
3972 model->surfmesh.data_tvector3f = (float *)data;data += model->surfmesh.num_vertices * sizeof(float[3]);
3973 model->surfmesh.data_texcoordtexture2f = (float *)data;data += model->surfmesh.num_vertices * sizeof(float[2]);
3974 model->surfmesh.data_texcoordlightmap2f = (float *)data;data += model->surfmesh.num_vertices * sizeof(float[2]);
3975 model->surfmesh.data_lightmapcolor4f = (float *)data;data += model->surfmesh.num_vertices * sizeof(float[4]);
3976 if (model->surfmesh.num_vertices > 65536)
3977 model->surfmesh.data_element3s = NULL;
3979 if (model->surfmesh.vertexmesh)
3980 Mem_Free(model->surfmesh.vertexmesh);
3981 model->surfmesh.vertexmesh = NULL;
3982 if (model->surfmesh.vertex3fbuffer)
3983 R_Mesh_DestroyMeshBuffer(model->surfmesh.vertex3fbuffer);
3984 model->surfmesh.vertex3fbuffer = NULL;
3985 if (model->surfmesh.vertexmeshbuffer)
3986 R_Mesh_DestroyMeshBuffer(model->surfmesh.vertexmeshbuffer);
3987 model->surfmesh.vertexmeshbuffer = NULL;
3988 if (model->surfmesh.data_element3i_indexbuffer)
3989 R_Mesh_DestroyMeshBuffer(model->surfmesh.data_element3i_indexbuffer);
3990 model->surfmesh.data_element3i_indexbuffer = NULL;
3991 if (model->surfmesh.data_element3s_indexbuffer)
3992 R_Mesh_DestroyMeshBuffer(model->surfmesh.data_element3s_indexbuffer);
3993 model->surfmesh.data_element3s_indexbuffer = NULL;
3994 if (model->surfmesh.vbo_vertexbuffer)
3995 R_Mesh_DestroyMeshBuffer(model->surfmesh.vbo_vertexbuffer);
3996 model->surfmesh.vbo_vertexbuffer = 0;
3998 // convert all triangles to unique vertex data
4000 for (surfaceindex = 0;surfaceindex < model->num_surfaces;surfaceindex++)
4002 surface = model->data_surfaces + surfaceindex;
4003 surface->num_firstvertex = outvertexindex;
4004 surface->num_vertices = surface->num_triangles*3;
4005 e = oldsurfmesh.data_element3i + surface->num_firsttriangle*3;
4006 for (i = 0;i < surface->num_triangles*3;i++)
4009 model->surfmesh.data_vertex3f[outvertexindex*3+0] = oldsurfmesh.data_vertex3f[vertexindex*3+0];
4010 model->surfmesh.data_vertex3f[outvertexindex*3+1] = oldsurfmesh.data_vertex3f[vertexindex*3+1];
4011 model->surfmesh.data_vertex3f[outvertexindex*3+2] = oldsurfmesh.data_vertex3f[vertexindex*3+2];
4012 model->surfmesh.data_normal3f[outvertexindex*3+0] = oldsurfmesh.data_normal3f[vertexindex*3+0];
4013 model->surfmesh.data_normal3f[outvertexindex*3+1] = oldsurfmesh.data_normal3f[vertexindex*3+1];
4014 model->surfmesh.data_normal3f[outvertexindex*3+2] = oldsurfmesh.data_normal3f[vertexindex*3+2];
4015 model->surfmesh.data_svector3f[outvertexindex*3+0] = oldsurfmesh.data_svector3f[vertexindex*3+0];
4016 model->surfmesh.data_svector3f[outvertexindex*3+1] = oldsurfmesh.data_svector3f[vertexindex*3+1];
4017 model->surfmesh.data_svector3f[outvertexindex*3+2] = oldsurfmesh.data_svector3f[vertexindex*3+2];
4018 model->surfmesh.data_tvector3f[outvertexindex*3+0] = oldsurfmesh.data_tvector3f[vertexindex*3+0];
4019 model->surfmesh.data_tvector3f[outvertexindex*3+1] = oldsurfmesh.data_tvector3f[vertexindex*3+1];
4020 model->surfmesh.data_tvector3f[outvertexindex*3+2] = oldsurfmesh.data_tvector3f[vertexindex*3+2];
4021 model->surfmesh.data_texcoordtexture2f[outvertexindex*2+0] = oldsurfmesh.data_texcoordtexture2f[vertexindex*2+0];
4022 model->surfmesh.data_texcoordtexture2f[outvertexindex*2+1] = oldsurfmesh.data_texcoordtexture2f[vertexindex*2+1];
4023 if (oldsurfmesh.data_texcoordlightmap2f)
4025 model->surfmesh.data_texcoordlightmap2f[outvertexindex*2+0] = oldsurfmesh.data_texcoordlightmap2f[vertexindex*2+0];
4026 model->surfmesh.data_texcoordlightmap2f[outvertexindex*2+1] = oldsurfmesh.data_texcoordlightmap2f[vertexindex*2+1];
4028 if (oldsurfmesh.data_lightmapcolor4f)
4030 model->surfmesh.data_lightmapcolor4f[outvertexindex*4+0] = oldsurfmesh.data_lightmapcolor4f[vertexindex*4+0];
4031 model->surfmesh.data_lightmapcolor4f[outvertexindex*4+1] = oldsurfmesh.data_lightmapcolor4f[vertexindex*4+1];
4032 model->surfmesh.data_lightmapcolor4f[outvertexindex*4+2] = oldsurfmesh.data_lightmapcolor4f[vertexindex*4+2];
4033 model->surfmesh.data_lightmapcolor4f[outvertexindex*4+3] = oldsurfmesh.data_lightmapcolor4f[vertexindex*4+3];
4036 Vector4Set(model->surfmesh.data_lightmapcolor4f + 4*outvertexindex, 1, 1, 1, 1);
4037 model->surfmesh.data_element3i[surface->num_firsttriangle*3+i] = outvertexindex;
4041 if (model->surfmesh.data_element3s)
4042 for (i = 0;i < model->surfmesh.num_triangles*3;i++)
4043 model->surfmesh.data_element3s[i] = model->surfmesh.data_element3i[i];
4045 // find and update all submodels to use this new surfmesh data
4046 for (i = 0;i < model->brush.numsubmodels;i++)
4047 model->brush.submodels[i]->surfmesh = model->surfmesh;
4050 static void Mod_GenerateLightmaps_CreateTriangleInformation(dp_model_t *model)
4052 msurface_t *surface;
4058 lightmaptriangle_t *triangle;
4059 // generate lightmap triangle structs
4060 mod_generatelightmaps_lightmaptriangles = (lightmaptriangle_t *)Mem_Alloc(model->mempool, model->surfmesh.num_triangles * sizeof(lightmaptriangle_t));
4061 for (surfaceindex = 0;surfaceindex < model->num_surfaces;surfaceindex++)
4063 surface = model->data_surfaces + surfaceindex;
4064 e = model->surfmesh.data_element3i + surface->num_firsttriangle*3;
4065 for (i = 0;i < surface->num_triangles;i++)
4067 triangle = &mod_generatelightmaps_lightmaptriangles[surface->num_firsttriangle+i];
4068 triangle->triangleindex = surface->num_firsttriangle+i;
4069 triangle->surfaceindex = surfaceindex;
4070 VectorCopy(model->surfmesh.data_vertex3f + 3*e[i*3+0], triangle->vertex[0]);
4071 VectorCopy(model->surfmesh.data_vertex3f + 3*e[i*3+1], triangle->vertex[1]);
4072 VectorCopy(model->surfmesh.data_vertex3f + 3*e[i*3+2], triangle->vertex[2]);
4073 // calculate bounds of triangle
4074 triangle->mins[0] = min(triangle->vertex[0][0], min(triangle->vertex[1][0], triangle->vertex[2][0]));
4075 triangle->mins[1] = min(triangle->vertex[0][1], min(triangle->vertex[1][1], triangle->vertex[2][1]));
4076 triangle->mins[2] = min(triangle->vertex[0][2], min(triangle->vertex[1][2], triangle->vertex[2][2]));
4077 triangle->maxs[0] = max(triangle->vertex[0][0], max(triangle->vertex[1][0], triangle->vertex[2][0]));
4078 triangle->maxs[1] = max(triangle->vertex[0][1], max(triangle->vertex[1][1], triangle->vertex[2][1]));
4079 triangle->maxs[2] = max(triangle->vertex[0][2], max(triangle->vertex[1][2], triangle->vertex[2][2]));
4080 // pick an axial projection based on the triangle normal
4081 TriangleNormal(triangle->vertex[0], triangle->vertex[1], triangle->vertex[2], normal);
4083 if (fabs(normal[1]) > fabs(normal[axis]))
4085 if (fabs(normal[2]) > fabs(normal[axis]))
4087 triangle->axis = axis;
4092 static void Mod_GenerateLightmaps_DestroyTriangleInformation(dp_model_t *model)
4094 if (mod_generatelightmaps_lightmaptriangles)
4095 Mem_Free(mod_generatelightmaps_lightmaptriangles);
4096 mod_generatelightmaps_lightmaptriangles = NULL;
4099 float lmaxis[3][3] = {{1, 0, 0}, {0, 1, 0}, {0, 0, 1}};
4101 static void Mod_GenerateLightmaps_CreateLightmaps(dp_model_t *model)
4103 msurface_t *surface;
4117 float trianglenormal[3];
4118 float samplecenter[3];
4119 float samplenormal[3];
4125 float lmscalepixels;
4128 float lm_basescalepixels;
4129 int lm_borderpixels;
4133 lightmaptriangle_t *triangle;
4134 unsigned char *lightmappixels;
4135 unsigned char *deluxemappixels;
4136 mod_alloclightmap_state_t lmstate;
4138 // generate lightmap projection information for all triangles
4139 if (model->texturepool == NULL)
4140 model->texturepool = R_AllocTexturePool();
4141 lm_basescalepixels = 1.0f / max(0.0001f, mod_generatelightmaps_unitspersample.value);
4142 lm_borderpixels = mod_generatelightmaps_borderpixels.integer;
4143 lm_texturesize = bound(lm_borderpixels*2+1, 64, (int)vid.maxtexturesize_2d);
4144 //lm_maxpixels = lm_texturesize-(lm_borderpixels*2+1);
4145 Mod_AllocLightmap_Init(&lmstate, lm_texturesize, lm_texturesize);
4147 for (surfaceindex = 0;surfaceindex < model->num_surfaces;surfaceindex++)
4149 surface = model->data_surfaces + surfaceindex;
4150 e = model->surfmesh.data_element3i + surface->num_firsttriangle*3;
4151 lmscalepixels = lm_basescalepixels;
4152 for (retry = 0;retry < 30;retry++)
4154 // after a couple failed attempts, degrade quality to make it fit
4156 lmscalepixels *= 0.5f;
4157 for (i = 0;i < surface->num_triangles;i++)
4159 triangle = &mod_generatelightmaps_lightmaptriangles[surface->num_firsttriangle+i];
4160 triangle->lightmapindex = lightmapnumber;
4161 // calculate lightmap bounds in 3D pixel coordinates, limit size,
4162 // pick two planar axes for projection
4163 // lightmap coordinates here are in pixels
4164 // lightmap projections are snapped to pixel grid explicitly, such
4165 // that two neighboring triangles sharing an edge and projection
4166 // axis will have identical sampl espacing along their shared edge
4168 for (j = 0;j < 3;j++)
4170 if (j == triangle->axis)
4172 lmmins = floor(triangle->mins[j]*lmscalepixels)-lm_borderpixels;
4173 lmmaxs = floor(triangle->maxs[j]*lmscalepixels)+lm_borderpixels;
4174 triangle->lmsize[k] = (int)(lmmaxs-lmmins);
4175 triangle->lmbase[k] = lmmins/lmscalepixels;
4176 triangle->lmscale[k] = lmscalepixels;
4179 if (!Mod_AllocLightmap_Block(&lmstate, triangle->lmsize[0], triangle->lmsize[1], &triangle->lmoffset[0], &triangle->lmoffset[1]))
4182 // if all fit in this texture, we're done with this surface
4183 if (i == surface->num_triangles)
4185 // if we haven't maxed out the lightmap size yet, we retry the
4186 // entire surface batch...
4187 if (lm_texturesize * 2 <= min(mod_generatelightmaps_texturesize.integer, (int)vid.maxtexturesize_2d))
4189 lm_texturesize *= 2;
4192 Mod_AllocLightmap_Free(&lmstate);
4193 Mod_AllocLightmap_Init(&lmstate, lm_texturesize, lm_texturesize);
4196 // if we have maxed out the lightmap size, and this triangle does
4197 // not fit in the same texture as the rest of the surface, we have
4198 // to retry the entire surface in a new texture (can only use one)
4199 // with multiple retries, the lightmap quality degrades until it
4200 // fits (or gives up)
4201 if (surfaceindex > 0)
4203 Mod_AllocLightmap_Reset(&lmstate);
4207 Mod_AllocLightmap_Free(&lmstate);
4209 // now put triangles together into lightmap textures, and do not allow
4210 // triangles of a surface to go into different textures (as that would
4211 // require rewriting the surface list)
4212 model->brushq3.deluxemapping_modelspace = true;
4213 model->brushq3.deluxemapping = true;
4214 model->brushq3.num_mergedlightmaps = lightmapnumber;
4215 model->brushq3.data_lightmaps = (rtexture_t **)Mem_Alloc(model->mempool, model->brushq3.num_mergedlightmaps * sizeof(rtexture_t *));
4216 model->brushq3.data_deluxemaps = (rtexture_t **)Mem_Alloc(model->mempool, model->brushq3.num_mergedlightmaps * sizeof(rtexture_t *));
4217 lightmappixels = (unsigned char *)Mem_Alloc(tempmempool, model->brushq3.num_mergedlightmaps * lm_texturesize * lm_texturesize * 4);
4218 deluxemappixels = (unsigned char *)Mem_Alloc(tempmempool, model->brushq3.num_mergedlightmaps * lm_texturesize * lm_texturesize * 4);
4219 for (surfaceindex = 0;surfaceindex < model->num_surfaces;surfaceindex++)
4221 surface = model->data_surfaces + surfaceindex;
4222 e = model->surfmesh.data_element3i + surface->num_firsttriangle*3;
4223 for (i = 0;i < surface->num_triangles;i++)
4225 triangle = &mod_generatelightmaps_lightmaptriangles[surface->num_firsttriangle+i];
4226 TriangleNormal(triangle->vertex[0], triangle->vertex[1], triangle->vertex[2], trianglenormal);
4227 VectorNormalize(trianglenormal);
4228 VectorCopy(trianglenormal, samplenormal); // FIXME: this is supposed to be interpolated per pixel from vertices
4229 axis = triangle->axis;
4230 axis1 = axis == 0 ? 1 : 0;
4231 axis2 = axis == 2 ? 1 : 2;
4232 lmiscale[0] = 1.0f / triangle->lmscale[0];
4233 lmiscale[1] = 1.0f / triangle->lmscale[1];
4234 if (trianglenormal[axis] < 0)
4235 VectorNegate(trianglenormal, trianglenormal);
4236 CrossProduct(lmaxis[axis2], trianglenormal, temp);slopex = temp[axis] / temp[axis1];
4237 CrossProduct(lmaxis[axis1], trianglenormal, temp);slopey = temp[axis] / temp[axis2];
4238 slopebase = triangle->vertex[0][axis] - triangle->vertex[0][axis1]*slopex - triangle->vertex[0][axis2]*slopey;
4239 for (j = 0;j < 3;j++)
4241 float *t2f = model->surfmesh.data_texcoordlightmap2f + e[i*3+j]*2;
4242 t2f[0] = ((triangle->vertex[j][axis1] - triangle->lmbase[0]) * triangle->lmscale[0] + triangle->lmoffset[0]) / lm_texturesize;
4243 t2f[1] = ((triangle->vertex[j][axis2] - triangle->lmbase[1]) * triangle->lmscale[1] + triangle->lmoffset[1]) / lm_texturesize;
4245 samplecenter[axis1] = (t2f[0]*lm_texturesize-triangle->lmoffset[0])*lmiscale[0] + triangle->lmbase[0];
4246 samplecenter[axis2] = (t2f[1]*lm_texturesize-triangle->lmoffset[1])*lmiscale[1] + triangle->lmbase[1];
4247 samplecenter[axis] = samplecenter[axis1]*slopex + samplecenter[axis2]*slopey + slopebase;
4248 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]);
4258 forward[1] = 1.0f / triangle->lmscale[0];
4262 left[2] = 1.0f / triangle->lmscale[1];
4267 origin[1] = triangle->lmbase[0];
4268 origin[2] = triangle->lmbase[1];
4271 forward[0] = 1.0f / triangle->lmscale[0];
4276 left[2] = 1.0f / triangle->lmscale[1];
4280 origin[0] = triangle->lmbase[0];
4282 origin[2] = triangle->lmbase[1];
4285 forward[0] = 1.0f / triangle->lmscale[0];
4289 left[1] = 1.0f / triangle->lmscale[1];
4294 origin[0] = triangle->lmbase[0];
4295 origin[1] = triangle->lmbase[1];
4299 Matrix4x4_FromVectors(&backmatrix, forward, left, up, origin);
4301 #define LM_DIST_EPSILON (1.0f / 32.0f)
4302 for (y = 0;y < triangle->lmsize[1];y++)
4304 pixeloffset = ((triangle->lightmapindex * lm_texturesize + y + triangle->lmoffset[1]) * lm_texturesize + triangle->lmoffset[0]) * 4;
4305 for (x = 0;x < triangle->lmsize[0];x++, pixeloffset += 4)
4307 samplecenter[axis1] = (x+0.5f)*lmiscale[0] + triangle->lmbase[0];
4308 samplecenter[axis2] = (y+0.5f)*lmiscale[1] + triangle->lmbase[1];
4309 samplecenter[axis] = samplecenter[axis1]*slopex + samplecenter[axis2]*slopey + slopebase;
4310 VectorMA(samplecenter, 0.125f, samplenormal, samplecenter);
4311 Mod_GenerateLightmaps_LightmapSample(samplecenter, samplenormal, lightmappixels + pixeloffset, deluxemappixels + pixeloffset);
4317 for (lightmapindex = 0;lightmapindex < model->brushq3.num_mergedlightmaps;lightmapindex++)
4319 model->brushq3.data_lightmaps[lightmapindex] = R_LoadTexture2D(model->texturepool, va("lightmap%i", lightmapindex), lm_texturesize, lm_texturesize, lightmappixels + lightmapindex * lm_texturesize * lm_texturesize * 4, TEXTYPE_BGRA, TEXF_FORCELINEAR, -1, NULL);
4320 model->brushq3.data_deluxemaps[lightmapindex] = R_LoadTexture2D(model->texturepool, va("deluxemap%i", lightmapindex), lm_texturesize, lm_texturesize, deluxemappixels + lightmapindex * lm_texturesize * lm_texturesize * 4, TEXTYPE_BGRA, TEXF_FORCELINEAR, -1, NULL);
4324 Mem_Free(lightmappixels);
4325 if (deluxemappixels)
4326 Mem_Free(deluxemappixels);
4328 for (surfaceindex = 0;surfaceindex < model->num_surfaces;surfaceindex++)
4330 surface = model->data_surfaces + surfaceindex;
4331 e = model->surfmesh.data_element3i + surface->num_firsttriangle*3;
4332 if (!surface->num_triangles)
4334 lightmapindex = mod_generatelightmaps_lightmaptriangles[surface->num_firsttriangle].lightmapindex;
4335 surface->lightmaptexture = model->brushq3.data_lightmaps[lightmapindex];
4336 surface->deluxemaptexture = model->brushq3.data_deluxemaps[lightmapindex];
4337 surface->lightmapinfo = NULL;
4340 model->brush.LightPoint = Mod_GenerateLightmaps_LightPoint;
4341 model->brushq1.lightdata = NULL;
4342 model->brushq1.lightmapupdateflags = NULL;
4343 model->brushq1.firstrender = false;
4344 model->brushq1.num_lightstyles = 0;
4345 model->brushq1.data_lightstyleinfo = NULL;
4346 for (i = 0;i < model->brush.numsubmodels;i++)
4348 model->brush.submodels[i]->brushq1.lightmapupdateflags = NULL;
4349 model->brush.submodels[i]->brushq1.firstrender = false;
4350 model->brush.submodels[i]->brushq1.num_lightstyles = 0;
4351 model->brush.submodels[i]->brushq1.data_lightstyleinfo = NULL;
4355 static void Mod_GenerateLightmaps_UpdateVertexColors(dp_model_t *model)
4358 for (i = 0;i < model->surfmesh.num_vertices;i++)
4359 Mod_GenerateLightmaps_VertexSample(model->surfmesh.data_vertex3f + 3*i, model->surfmesh.data_normal3f + 3*i, model->surfmesh.data_lightmapcolor4f + 4*i);
4362 static void Mod_GenerateLightmaps_UpdateLightGrid(dp_model_t *model)
4369 for (z = 0;z < model->brushq3.num_lightgrid_isize[2];z++)
4371 pos[2] = (model->brushq3.num_lightgrid_imins[2] + z + 0.5f) * model->brushq3.num_lightgrid_cellsize[2];
4372 for (y = 0;y < model->brushq3.num_lightgrid_isize[1];y++)
4374 pos[1] = (model->brushq3.num_lightgrid_imins[1] + y + 0.5f) * model->brushq3.num_lightgrid_cellsize[1];
4375 for (x = 0;x < model->brushq3.num_lightgrid_isize[0];x++, index++)
4377 pos[0] = (model->brushq3.num_lightgrid_imins[0] + x + 0.5f) * model->brushq3.num_lightgrid_cellsize[0];
4378 Mod_GenerateLightmaps_GridSample(pos, model->brushq3.data_lightgrid + index);
4384 extern cvar_t mod_q3bsp_nolightmaps;
4385 static void Mod_GenerateLightmaps(dp_model_t *model)
4387 //lightmaptriangle_t *lightmaptriangles = Mem_Alloc(model->mempool, model->surfmesh.num_triangles * sizeof(lightmaptriangle_t));
4388 dp_model_t *oldloadmodel = loadmodel;
4391 Mod_GenerateLightmaps_InitSampleOffsets(model);
4392 Mod_GenerateLightmaps_DestroyLightmaps(model);
4393 Mod_GenerateLightmaps_UnweldTriangles(model);
4394 Mod_GenerateLightmaps_CreateTriangleInformation(model);
4395 Mod_GenerateLightmaps_CreateLights(model);
4396 if(!mod_q3bsp_nolightmaps.integer)
4397 Mod_GenerateLightmaps_CreateLightmaps(model);
4398 Mod_GenerateLightmaps_UpdateVertexColors(model);
4399 Mod_GenerateLightmaps_UpdateLightGrid(model);
4400 Mod_GenerateLightmaps_DestroyLights(model);
4401 Mod_GenerateLightmaps_DestroyTriangleInformation(model);
4403 loadmodel = oldloadmodel;
4406 static void Mod_GenerateLightmaps_f(void)
4408 if (Cmd_Argc() != 1)
4410 Con_Printf("usage: mod_generatelightmaps\n");
4415 Con_Printf("no worldmodel loaded\n");
4418 Mod_GenerateLightmaps(cl.worldmodel);