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.
29 cvar_t r_mipskins = {CVAR_SAVE, "r_mipskins", "0", "mipmaps model skins so they render faster in the distance and do not display noise artifacts, can cause discoloration of skins if they contain undesirable border colors"};
31 dp_model_t *loadmodel;
33 static mempool_t *mod_mempool;
34 static memexpandablearray_t models;
36 static mempool_t* q3shaders_mem;
37 typedef struct q3shader_hash_entry_s
39 q3shaderinfo_t shader;
40 struct q3shader_hash_entry_s* chain;
41 } q3shader_hash_entry_t;
42 #define Q3SHADER_HASH_SIZE 1021
43 typedef struct q3shader_data_s
45 memexpandablearray_t hash_entries;
46 q3shader_hash_entry_t hash[Q3SHADER_HASH_SIZE];
47 memexpandablearray_t char_ptrs;
49 static q3shader_data_t* q3shader_data;
51 static void mod_start(void)
54 int nummodels = Mem_ExpandableArray_IndexRange(&models);
57 SCR_PushLoadingScreen(false, "Loading models", 1.0);
59 for (i = 0;i < nummodels;i++)
60 if ((mod = (dp_model_t*) Mem_ExpandableArray_RecordAtIndex(&models, i)) && mod->name[0] && mod->name[0] != '*')
63 for (i = 0;i < nummodels;i++)
64 if ((mod = (dp_model_t*) Mem_ExpandableArray_RecordAtIndex(&models, i)) && mod->name[0] && mod->name[0] != '*')
67 SCR_PushLoadingScreen(true, mod->name, 1.0 / count);
68 Mod_LoadModel(mod, true, false);
69 SCR_PopLoadingScreen(false);
71 SCR_PopLoadingScreen(false);
74 static void mod_shutdown(void)
77 int nummodels = Mem_ExpandableArray_IndexRange(&models);
80 for (i = 0;i < nummodels;i++)
81 if ((mod = (dp_model_t*) Mem_ExpandableArray_RecordAtIndex(&models, i)) && (mod->loaded || mod->mempool))
87 static void mod_newmap(void)
90 int i, j, k, surfacenum, ssize, tsize;
91 int nummodels = Mem_ExpandableArray_IndexRange(&models);
94 R_SkinFrame_PrepareForPurge();
95 for (i = 0;i < nummodels;i++)
97 if ((mod = (dp_model_t*) Mem_ExpandableArray_RecordAtIndex(&models, i)) && mod->mempool && mod->data_textures)
99 for (j = 0;j < mod->num_textures;j++)
101 for (k = 0;k < mod->data_textures[j].numskinframes;k++)
102 R_SkinFrame_MarkUsed(mod->data_textures[j].skinframes[k]);
103 for (k = 0;k < mod->data_textures[j].backgroundnumskinframes;k++)
104 R_SkinFrame_MarkUsed(mod->data_textures[j].backgroundskinframes[k]);
110 if (!cl_stainmaps_clearonload.integer)
113 for (i = 0;i < nummodels;i++)
115 if ((mod = (dp_model_t*) Mem_ExpandableArray_RecordAtIndex(&models, i)) && mod->mempool && mod->data_surfaces)
117 for (surfacenum = 0, surface = mod->data_surfaces;surfacenum < mod->num_surfaces;surfacenum++, surface++)
119 if (surface->lightmapinfo && surface->lightmapinfo->stainsamples)
121 ssize = (surface->lightmapinfo->extents[0] >> 4) + 1;
122 tsize = (surface->lightmapinfo->extents[1] >> 4) + 1;
123 memset(surface->lightmapinfo->stainsamples, 255, ssize * tsize * 3);
124 mod->brushq1.lightmapupdateflags[surfacenum] = true;
136 static void Mod_Print(void);
137 static void Mod_Precache (void);
138 static void Mod_Decompile_f(void);
139 static void Mod_BuildVBOs(void);
142 mod_mempool = Mem_AllocPool("modelinfo", 0, NULL);
143 Mem_ExpandableArray_NewArray(&models, mod_mempool, sizeof(dp_model_t), 16);
149 Cvar_RegisterVariable(&r_mipskins);
150 Cmd_AddCommand ("modellist", Mod_Print, "prints a list of loaded models");
151 Cmd_AddCommand ("modelprecache", Mod_Precache, "load a model");
152 Cmd_AddCommand ("modeldecompile", Mod_Decompile_f, "exports a model in several formats for editing purposes");
155 void Mod_RenderInit(void)
157 R_RegisterModule("Models", mod_start, mod_shutdown, mod_newmap);
160 void Mod_UnloadModel (dp_model_t *mod)
162 char name[MAX_QPATH];
164 dp_model_t *parentmodel;
166 if (developer_loading.integer)
167 Con_Printf("unloading model %s\n", mod->name);
169 strlcpy(name, mod->name, sizeof(name));
170 parentmodel = mod->brush.parentmodel;
172 if (mod->surfmesh.ebo3i)
173 R_Mesh_DestroyBufferObject(mod->surfmesh.ebo3i);
174 if (mod->surfmesh.ebo3s)
175 R_Mesh_DestroyBufferObject(mod->surfmesh.ebo3s);
176 if (mod->surfmesh.vbo)
177 R_Mesh_DestroyBufferObject(mod->surfmesh.vbo);
178 // free textures/memory attached to the model
179 R_FreeTexturePool(&mod->texturepool);
180 Mem_FreePool(&mod->mempool);
181 // clear the struct to make it available
182 memset(mod, 0, sizeof(dp_model_t));
183 // restore the fields we want to preserve
184 strlcpy(mod->name, name, sizeof(mod->name));
185 mod->brush.parentmodel = parentmodel;
190 void R_Model_Null_Draw(entity_render_t *ent)
196 typedef void (*mod_framegroupify_parsegroups_t) (unsigned int i, int start, int len, float fps, qboolean loop, void *pass);
198 int Mod_FrameGroupify_ParseGroups(const char *buf, mod_framegroupify_parsegroups_t cb, void *pass)
211 if (!COM_ParseToken_Simple(&bufptr, true, false))
213 if (!strcmp(com_token, "\n"))
214 continue; // empty line
215 start = atoi(com_token);
216 if (!COM_ParseToken_Simple(&bufptr, true, false))
218 if (!strcmp(com_token, "\n"))
220 Con_Printf("framegroups file: missing number of frames\n");
223 len = atoi(com_token);
224 if (!COM_ParseToken_Simple(&bufptr, true, false))
226 // we default to looping as it's usually wanted, so to NOT loop you append a 0
227 if (strcmp(com_token, "\n"))
229 fps = atof(com_token);
230 if (!COM_ParseToken_Simple(&bufptr, true, false))
232 if (strcmp(com_token, "\n"))
233 loop = atoi(com_token);
244 cb(i, start, len, fps, loop, pass);
251 void Mod_FrameGroupify_ParseGroups_Count (unsigned int i, int start, int len, float fps, qboolean loop, void *pass)
253 unsigned int *cnt = (unsigned int *) pass;
257 void Mod_FrameGroupify_ParseGroups_Store (unsigned int i, int start, int len, float fps, qboolean loop, void *pass)
259 dp_model_t *mod = (dp_model_t *) pass;
260 animscene_t *anim = &mod->animscenes[i];
261 dpsnprintf(anim->name, sizeof(anim[i].name), "groupified_%d", i);
262 anim->firstframe = bound(0, start, mod->num_poses - 1);
263 anim->framecount = bound(1, len, mod->num_poses - anim->firstframe);
264 anim->framerate = max(1, fps);
266 //Con_Printf("frame group %d is %d %d %f %d\n", i, start, len, fps, loop);
269 void Mod_FrameGroupify(dp_model_t *mod, const char *buf)
274 cnt = Mod_FrameGroupify_ParseGroups(buf, NULL, NULL);
277 Con_Printf("no scene found in framegroups file, aborting\n");
280 mod->numframes = cnt;
283 // (we do not free the previous animscenes, but model unloading will free the pool owning them, so it's okay)
284 mod->animscenes = (animscene_t *) Mem_Alloc(mod->mempool, sizeof(animscene_t) * mod->numframes);
287 Mod_FrameGroupify_ParseGroups(buf, Mod_FrameGroupify_ParseGroups_Store, mod);
297 dp_model_t *Mod_LoadModel(dp_model_t *mod, qboolean crash, qboolean checkdisk)
302 fs_offset_t filesize;
306 if (mod->name[0] == '*') // submodel
309 if (!strcmp(mod->name, "null"))
314 if (mod->loaded || mod->mempool)
315 Mod_UnloadModel(mod);
317 if (developer_loading.integer)
318 Con_Printf("loading model %s\n", mod->name);
324 VectorClear(mod->normalmins);
325 VectorClear(mod->normalmaxs);
326 VectorClear(mod->yawmins);
327 VectorClear(mod->yawmaxs);
328 VectorClear(mod->rotatedmins);
329 VectorClear(mod->rotatedmaxs);
331 mod->modeldatatypestring = "null";
332 mod->type = mod_null;
333 mod->Draw = R_Model_Null_Draw;
337 // no fatal errors occurred, so this model is ready to use.
346 // even if the model is loaded it still may need reloading...
348 // if it is not loaded or checkdisk is true we need to calculate the crc
349 if (!mod->loaded || checkdisk)
351 if (checkdisk && mod->loaded)
352 Con_DPrintf("checking model %s\n", mod->name);
353 buf = FS_LoadFile (mod->name, tempmempool, false, &filesize);
356 crc = CRC_Block((unsigned char *)buf, filesize);
357 // we need to reload the model if the crc does not match
363 // if the model is already loaded and checks passed, just return
371 if (developer_loading.integer)
372 Con_Printf("loading model %s\n", mod->name);
374 SCR_PushLoadingScreen(true, mod->name, 1);
376 // LordHavoc: unload the existing model in this slot (if there is one)
377 if (mod->loaded || mod->mempool)
378 Mod_UnloadModel(mod);
383 // errors can prevent the corresponding mod->loaded = true;
386 // default model radius and bounding box (mainly for missing models)
388 VectorSet(mod->normalmins, -mod->radius, -mod->radius, -mod->radius);
389 VectorSet(mod->normalmaxs, mod->radius, mod->radius, mod->radius);
390 VectorSet(mod->yawmins, -mod->radius, -mod->radius, -mod->radius);
391 VectorSet(mod->yawmaxs, mod->radius, mod->radius, mod->radius);
392 VectorSet(mod->rotatedmins, -mod->radius, -mod->radius, -mod->radius);
393 VectorSet(mod->rotatedmaxs, mod->radius, mod->radius, mod->radius);
397 // load q3 shaders for the first time, or after a level change
403 char *bufend = (char *)buf + filesize;
405 // all models use memory, so allocate a memory pool
406 mod->mempool = Mem_AllocPool(mod->name, 0, NULL);
408 num = LittleLong(*((int *)buf));
409 // call the apropriate loader
411 if (!strcasecmp(FS_FileExtension(mod->name), "obj")) Mod_OBJ_Load(mod, buf, bufend);
412 else if (!memcmp(buf, "IDPO", 4)) Mod_IDP0_Load(mod, buf, bufend);
413 else if (!memcmp(buf, "IDP2", 4)) Mod_IDP2_Load(mod, buf, bufend);
414 else if (!memcmp(buf, "IDP3", 4)) Mod_IDP3_Load(mod, buf, bufend);
415 else if (!memcmp(buf, "IDSP", 4)) Mod_IDSP_Load(mod, buf, bufend);
416 else if (!memcmp(buf, "IDS2", 4)) Mod_IDS2_Load(mod, buf, bufend);
417 else if (!memcmp(buf, "IBSP", 4)) Mod_IBSP_Load(mod, buf, bufend);
418 else if (!memcmp(buf, "ZYMOTICMODEL", 12)) Mod_ZYMOTICMODEL_Load(mod, buf, bufend);
419 else if (!memcmp(buf, "DARKPLACESMODEL", 16)) Mod_DARKPLACESMODEL_Load(mod, buf, bufend);
420 else if (!memcmp(buf, "ACTRHEAD", 8)) Mod_PSKMODEL_Load(mod, buf, bufend);
421 else if (strlen(mod->name) >= 4 && !strcmp(mod->name + strlen(mod->name) - 4, ".map")) Mod_MAP_Load(mod, buf, bufend);
422 else if (num == BSPVERSION || num == 30) Mod_Q1BSP_Load(mod, buf, bufend);
423 else Con_Printf("Mod_LoadModel: model \"%s\" is of unknown/unsupported type\n", mod->name);
426 buf = FS_LoadFile (va("%s.framegroups", mod->name), tempmempool, false, &filesize);
428 Mod_FrameGroupify(mod, buf);
435 // LordHavoc: Sys_Error was *ANNOYING*
436 Con_Printf ("Mod_LoadModel: %s not found\n", mod->name);
439 // no fatal errors occurred, so this model is ready to use.
442 SCR_PopLoadingScreen(false);
447 void Mod_ClearUsed(void)
450 int nummodels = Mem_ExpandableArray_IndexRange(&models);
452 for (i = 0;i < nummodels;i++)
453 if ((mod = (dp_model_t*) Mem_ExpandableArray_RecordAtIndex(&models, i)) && mod->name[0])
457 void Mod_PurgeUnused(void)
460 int nummodels = Mem_ExpandableArray_IndexRange(&models);
462 for (i = 0;i < nummodels;i++)
464 if ((mod = (dp_model_t*) Mem_ExpandableArray_RecordAtIndex(&models, i)) && mod->name[0] && !mod->used)
466 Mod_UnloadModel(mod);
467 Mem_ExpandableArray_FreeRecord(&models, mod);
478 dp_model_t *Mod_FindName(const char *name, const char *parentname)
487 // if we're not dedicatd, the renderer calls will crash without video
490 nummodels = Mem_ExpandableArray_IndexRange(&models);
493 Host_Error ("Mod_ForName: NULL name");
495 // search the currently loaded models
496 for (i = 0;i < nummodels;i++)
498 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))))
505 // no match found, create a new one
506 mod = (dp_model_t *) Mem_ExpandableArray_AllocRecord(&models);
507 strlcpy(mod->name, name, sizeof(mod->name));
509 mod->brush.parentmodel = Mod_FindName(parentname, NULL);
511 mod->brush.parentmodel = NULL;
521 Loads in a model for the given name
524 dp_model_t *Mod_ForName(const char *name, qboolean crash, qboolean checkdisk, const char *parentname)
527 model = Mod_FindName(name, parentname);
528 if (!model->loaded || checkdisk)
529 Mod_LoadModel(model, crash, checkdisk);
537 Reloads all models if they have changed
540 void Mod_Reload(void)
543 int nummodels = Mem_ExpandableArray_IndexRange(&models);
546 SCR_PushLoadingScreen(false, "Reloading models", 1.0);
548 for (i = 0;i < nummodels;i++)
549 if ((mod = (dp_model_t *) Mem_ExpandableArray_RecordAtIndex(&models, i)) && mod->name[0] && mod->name[0] != '*' && mod->used)
551 for (i = 0;i < nummodels;i++)
552 if ((mod = (dp_model_t *) Mem_ExpandableArray_RecordAtIndex(&models, i)) && mod->name[0] && mod->name[0] != '*' && mod->used)
554 SCR_PushLoadingScreen(true, mod->name, 1.0 / count);
555 Mod_LoadModel(mod, true, true);
556 SCR_PopLoadingScreen(false);
558 SCR_PopLoadingScreen(false);
561 unsigned char *mod_base;
564 //=============================================================================
571 static void Mod_Print(void)
574 int nummodels = Mem_ExpandableArray_IndexRange(&models);
577 Con_Print("Loaded models:\n");
578 for (i = 0;i < nummodels;i++)
580 if ((mod = (dp_model_t *) Mem_ExpandableArray_RecordAtIndex(&models, i)) && mod->name[0] && mod->name[0] != '*')
582 if (mod->brush.numsubmodels)
583 Con_Printf("%4iK %s (%i submodels)\n", mod->mempool ? (int)((mod->mempool->totalsize + 1023) / 1024) : 0, mod->name, mod->brush.numsubmodels);
585 Con_Printf("%4iK %s\n", mod->mempool ? (int)((mod->mempool->totalsize + 1023) / 1024) : 0, mod->name);
595 static void Mod_Precache(void)
598 Mod_ForName(Cmd_Argv(1), false, true, Cmd_Argv(1)[0] == '*' ? cl.model_name[1] : NULL);
600 Con_Print("usage: modelprecache <filename>\n");
603 int Mod_BuildVertexRemapTableFromElements(int numelements, const int *elements, int numvertices, int *remapvertices)
607 used = (unsigned char *)Mem_Alloc(tempmempool, numvertices);
608 memset(used, 0, numvertices);
609 for (i = 0;i < numelements;i++)
610 used[elements[i]] = 1;
611 for (i = 0, count = 0;i < numvertices;i++)
612 remapvertices[i] = used[i] ? count++ : -1;
618 // fast way, using an edge hash
619 #define TRIANGLEEDGEHASH 8192
620 void Mod_BuildTriangleNeighbors(int *neighbors, const int *elements, int numtriangles)
622 int i, j, p, e1, e2, *n, hashindex, count, match;
624 typedef struct edgehashentry_s
626 struct edgehashentry_s *next;
631 edgehashentry_t *edgehash[TRIANGLEEDGEHASH], *edgehashentries, edgehashentriesbuffer[TRIANGLEEDGEHASH*3], *hash;
632 memset(edgehash, 0, sizeof(edgehash));
633 edgehashentries = edgehashentriesbuffer;
634 // if there are too many triangles for the stack array, allocate larger buffer
635 if (numtriangles > TRIANGLEEDGEHASH)
636 edgehashentries = (edgehashentry_t *)Mem_Alloc(tempmempool, numtriangles * 3 * sizeof(edgehashentry_t));
637 // find neighboring triangles
638 for (i = 0, e = elements, n = neighbors;i < numtriangles;i++, e += 3, n += 3)
640 for (j = 0, p = 2;j < 3;p = j, j++)
644 // this hash index works for both forward and backward edges
645 hashindex = (unsigned int)(e1 + e2) % TRIANGLEEDGEHASH;
646 hash = edgehashentries + i * 3 + j;
647 hash->next = edgehash[hashindex];
648 edgehash[hashindex] = hash;
650 hash->element[0] = e1;
651 hash->element[1] = e2;
654 for (i = 0, e = elements, n = neighbors;i < numtriangles;i++, e += 3, n += 3)
656 for (j = 0, p = 2;j < 3;p = j, j++)
660 // this hash index works for both forward and backward edges
661 hashindex = (unsigned int)(e1 + e2) % TRIANGLEEDGEHASH;
664 for (hash = edgehash[hashindex];hash;hash = hash->next)
666 if (hash->element[0] == e2 && hash->element[1] == e1)
668 if (hash->triangle != i)
669 match = hash->triangle;
672 else if ((hash->element[0] == e1 && hash->element[1] == e2))
675 // detect edges shared by three triangles and make them seams
681 // also send a keepalive here (this can take a while too!)
682 CL_KeepaliveMessage(false);
684 // free the allocated buffer
685 if (edgehashentries != edgehashentriesbuffer)
686 Mem_Free(edgehashentries);
689 // very slow but simple way
690 static int Mod_FindTriangleWithEdge(const int *elements, int numtriangles, int start, int end, int ignore)
695 for (i = 0;i < numtriangles;i++, elements += 3)
697 if ((elements[0] == start && elements[1] == end)
698 || (elements[1] == start && elements[2] == end)
699 || (elements[2] == start && elements[0] == end))
705 else if ((elements[1] == start && elements[0] == end)
706 || (elements[2] == start && elements[1] == end)
707 || (elements[0] == start && elements[2] == end))
710 // detect edges shared by three triangles and make them seams
716 void Mod_BuildTriangleNeighbors(int *neighbors, const int *elements, int numtriangles)
720 for (i = 0, e = elements, n = neighbors;i < numtriangles;i++, e += 3, n += 3)
722 n[0] = Mod_FindTriangleWithEdge(elements, numtriangles, e[1], e[0], i);
723 n[1] = Mod_FindTriangleWithEdge(elements, numtriangles, e[2], e[1], i);
724 n[2] = Mod_FindTriangleWithEdge(elements, numtriangles, e[0], e[2], i);
729 void Mod_ValidateElements(int *elements, int numtriangles, int firstvertex, int numverts, const char *filename, int fileline)
731 int i, warned = false, endvertex = firstvertex + numverts;
732 for (i = 0;i < numtriangles * 3;i++)
734 if (elements[i] < firstvertex || elements[i] >= endvertex)
739 Con_Printf("Mod_ValidateElements: out of bounds elements detected at %s:%d\n", filename, fileline);
741 elements[i] = firstvertex;
746 // warning: this is an expensive function!
747 void Mod_BuildNormals(int firstvertex, int numvertices, int numtriangles, const float *vertex3f, const int *elements, float *normal3f, qboolean areaweighting)
754 memset(normal3f + 3 * firstvertex, 0, numvertices * sizeof(float[3]));
755 // process each vertex of each triangle and accumulate the results
756 // use area-averaging, to make triangles with a big area have a bigger
757 // weighting on the vertex normal than triangles with a small area
758 // to do so, just add the 'normals' together (the bigger the area
759 // the greater the length of the normal is
761 for (i = 0; i < numtriangles; i++, element += 3)
764 vertex3f + element[0] * 3,
765 vertex3f + element[1] * 3,
766 vertex3f + element[2] * 3,
771 VectorNormalize(areaNormal);
773 for (j = 0;j < 3;j++)
775 vectorNormal = normal3f + element[j] * 3;
776 vectorNormal[0] += areaNormal[0];
777 vectorNormal[1] += areaNormal[1];
778 vectorNormal[2] += areaNormal[2];
781 // and just normalize the accumulated vertex normal in the end
782 vectorNormal = normal3f + 3 * firstvertex;
783 for (i = 0; i < numvertices; i++, vectorNormal += 3)
784 VectorNormalize(vectorNormal);
787 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)
789 float f, tangentcross[3], v10[3], v20[3], tc10[2], tc20[2];
790 // 79 add/sub/negate/multiply (1 cycle), 1 compare (3 cycle?), total cycles not counting load/store/exchange roughly 82 cycles
791 // 6 add, 28 subtract, 39 multiply, 1 compare, 50% chance of 6 negates
793 // 6 multiply, 9 subtract
794 VectorSubtract(v1, v0, v10);
795 VectorSubtract(v2, v0, v20);
796 normal3f[0] = v20[1] * v10[2] - v20[2] * v10[1];
797 normal3f[1] = v20[2] * v10[0] - v20[0] * v10[2];
798 normal3f[2] = v20[0] * v10[1] - v20[1] * v10[0];
799 // 12 multiply, 10 subtract
800 tc10[1] = tc1[1] - tc0[1];
801 tc20[1] = tc2[1] - tc0[1];
802 svector3f[0] = tc10[1] * v20[0] - tc20[1] * v10[0];
803 svector3f[1] = tc10[1] * v20[1] - tc20[1] * v10[1];
804 svector3f[2] = tc10[1] * v20[2] - tc20[1] * v10[2];
805 tc10[0] = tc1[0] - tc0[0];
806 tc20[0] = tc2[0] - tc0[0];
807 tvector3f[0] = tc10[0] * v20[0] - tc20[0] * v10[0];
808 tvector3f[1] = tc10[0] * v20[1] - tc20[0] * v10[1];
809 tvector3f[2] = tc10[0] * v20[2] - tc20[0] * v10[2];
810 // 12 multiply, 4 add, 6 subtract
811 f = DotProduct(svector3f, normal3f);
812 svector3f[0] -= f * normal3f[0];
813 svector3f[1] -= f * normal3f[1];
814 svector3f[2] -= f * normal3f[2];
815 f = DotProduct(tvector3f, normal3f);
816 tvector3f[0] -= f * normal3f[0];
817 tvector3f[1] -= f * normal3f[1];
818 tvector3f[2] -= f * normal3f[2];
819 // if texture is mapped the wrong way (counterclockwise), the tangents
820 // have to be flipped, this is detected by calculating a normal from the
821 // two tangents, and seeing if it is opposite the surface normal
822 // 9 multiply, 2 add, 3 subtract, 1 compare, 50% chance of: 6 negates
823 CrossProduct(tvector3f, svector3f, tangentcross);
824 if (DotProduct(tangentcross, normal3f) < 0)
826 VectorNegate(svector3f, svector3f);
827 VectorNegate(tvector3f, tvector3f);
831 // warning: this is a very expensive function!
832 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)
835 float sdir[3], tdir[3], normal[3], *sv, *tv;
836 const float *v0, *v1, *v2, *tc0, *tc1, *tc2, *n;
837 float f, tangentcross[3], v10[3], v20[3], tc10[2], tc20[2];
840 memset(svector3f + 3 * firstvertex, 0, numvertices * sizeof(float[3]));
841 memset(tvector3f + 3 * firstvertex, 0, numvertices * sizeof(float[3]));
842 // process each vertex of each triangle and accumulate the results
843 for (tnum = 0, e = elements;tnum < numtriangles;tnum++, e += 3)
845 v0 = vertex3f + e[0] * 3;
846 v1 = vertex3f + e[1] * 3;
847 v2 = vertex3f + e[2] * 3;
848 tc0 = texcoord2f + e[0] * 2;
849 tc1 = texcoord2f + e[1] * 2;
850 tc2 = texcoord2f + e[2] * 2;
852 // 79 add/sub/negate/multiply (1 cycle), 1 compare (3 cycle?), total cycles not counting load/store/exchange roughly 82 cycles
853 // 6 add, 28 subtract, 39 multiply, 1 compare, 50% chance of 6 negates
855 // calculate the edge directions and surface normal
856 // 6 multiply, 9 subtract
857 VectorSubtract(v1, v0, v10);
858 VectorSubtract(v2, v0, v20);
859 normal[0] = v20[1] * v10[2] - v20[2] * v10[1];
860 normal[1] = v20[2] * v10[0] - v20[0] * v10[2];
861 normal[2] = v20[0] * v10[1] - v20[1] * v10[0];
863 // calculate the tangents
864 // 12 multiply, 10 subtract
865 tc10[1] = tc1[1] - tc0[1];
866 tc20[1] = tc2[1] - tc0[1];
867 sdir[0] = tc10[1] * v20[0] - tc20[1] * v10[0];
868 sdir[1] = tc10[1] * v20[1] - tc20[1] * v10[1];
869 sdir[2] = tc10[1] * v20[2] - tc20[1] * v10[2];
870 tc10[0] = tc1[0] - tc0[0];
871 tc20[0] = tc2[0] - tc0[0];
872 tdir[0] = tc10[0] * v20[0] - tc20[0] * v10[0];
873 tdir[1] = tc10[0] * v20[1] - tc20[0] * v10[1];
874 tdir[2] = tc10[0] * v20[2] - tc20[0] * v10[2];
876 // if texture is mapped the wrong way (counterclockwise), the tangents
877 // have to be flipped, this is detected by calculating a normal from the
878 // two tangents, and seeing if it is opposite the surface normal
879 // 9 multiply, 2 add, 3 subtract, 1 compare, 50% chance of: 6 negates
880 CrossProduct(tdir, sdir, tangentcross);
881 if (DotProduct(tangentcross, normal) < 0)
883 VectorNegate(sdir, sdir);
884 VectorNegate(tdir, tdir);
889 VectorNormalize(sdir);
890 VectorNormalize(tdir);
892 for (i = 0;i < 3;i++)
894 VectorAdd(svector3f + e[i]*3, sdir, svector3f + e[i]*3);
895 VectorAdd(tvector3f + e[i]*3, tdir, tvector3f + e[i]*3);
898 // make the tangents completely perpendicular to the surface normal, and
899 // then normalize them
900 // 16 assignments, 2 divide, 2 sqrt, 2 negates, 14 adds, 24 multiplies
901 for (i = 0, sv = svector3f + 3 * firstvertex, tv = tvector3f + 3 * firstvertex, n = normal3f + 3 * firstvertex;i < numvertices;i++, sv += 3, tv += 3, n += 3)
903 f = -DotProduct(sv, n);
904 VectorMA(sv, f, n, sv);
906 f = -DotProduct(tv, n);
907 VectorMA(tv, f, n, tv);
912 void Mod_AllocSurfMesh(mempool_t *mempool, int numvertices, int numtriangles, qboolean lightmapoffsets, qboolean vertexcolors, qboolean neighbors)
915 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));
916 loadmodel->surfmesh.num_vertices = numvertices;
917 loadmodel->surfmesh.num_triangles = numtriangles;
918 if (loadmodel->surfmesh.num_vertices)
920 loadmodel->surfmesh.data_vertex3f = (float *)data, data += sizeof(float[3]) * loadmodel->surfmesh.num_vertices;
921 loadmodel->surfmesh.data_svector3f = (float *)data, data += sizeof(float[3]) * loadmodel->surfmesh.num_vertices;
922 loadmodel->surfmesh.data_tvector3f = (float *)data, data += sizeof(float[3]) * loadmodel->surfmesh.num_vertices;
923 loadmodel->surfmesh.data_normal3f = (float *)data, data += sizeof(float[3]) * loadmodel->surfmesh.num_vertices;
924 loadmodel->surfmesh.data_texcoordtexture2f = (float *)data, data += sizeof(float[2]) * loadmodel->surfmesh.num_vertices;
925 loadmodel->surfmesh.data_texcoordlightmap2f = (float *)data, data += sizeof(float[2]) * loadmodel->surfmesh.num_vertices;
927 loadmodel->surfmesh.data_lightmapcolor4f = (float *)data, data += sizeof(float[4]) * loadmodel->surfmesh.num_vertices;
929 loadmodel->surfmesh.data_lightmapoffsets = (int *)data, data += sizeof(int) * loadmodel->surfmesh.num_vertices;
931 if (loadmodel->surfmesh.num_triangles)
933 loadmodel->surfmesh.data_element3i = (int *)data, data += sizeof(int[3]) * loadmodel->surfmesh.num_triangles;
935 loadmodel->surfmesh.data_neighbor3i = (int *)data, data += sizeof(int[3]) * loadmodel->surfmesh.num_triangles;
936 if (loadmodel->surfmesh.num_vertices <= 65536)
937 loadmodel->surfmesh.data_element3s = (unsigned short *)data, data += sizeof(unsigned short[3]) * loadmodel->surfmesh.num_triangles;
941 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)
943 shadowmesh_t *newmesh;
946 size = sizeof(shadowmesh_t);
947 size += maxverts * sizeof(float[3]);
949 size += maxverts * sizeof(float[11]);
950 size += maxtriangles * sizeof(int[3]);
951 if (maxverts <= 65536)
952 size += maxtriangles * sizeof(unsigned short[3]);
954 size += maxtriangles * sizeof(int[3]);
956 size += SHADOWMESHVERTEXHASH * sizeof(shadowmeshvertexhash_t *) + maxverts * sizeof(shadowmeshvertexhash_t);
957 data = (unsigned char *)Mem_Alloc(mempool, size);
958 newmesh = (shadowmesh_t *)data;data += sizeof(*newmesh);
959 newmesh->map_diffuse = map_diffuse;
960 newmesh->map_specular = map_specular;
961 newmesh->map_normal = map_normal;
962 newmesh->maxverts = maxverts;
963 newmesh->maxtriangles = maxtriangles;
964 newmesh->numverts = 0;
965 newmesh->numtriangles = 0;
967 newmesh->vertex3f = (float *)data;data += maxverts * sizeof(float[3]);
970 newmesh->svector3f = (float *)data;data += maxverts * sizeof(float[3]);
971 newmesh->tvector3f = (float *)data;data += maxverts * sizeof(float[3]);
972 newmesh->normal3f = (float *)data;data += maxverts * sizeof(float[3]);
973 newmesh->texcoord2f = (float *)data;data += maxverts * sizeof(float[2]);
975 newmesh->element3i = (int *)data;data += maxtriangles * sizeof(int[3]);
978 newmesh->neighbor3i = (int *)data;data += maxtriangles * sizeof(int[3]);
982 newmesh->vertexhashtable = (shadowmeshvertexhash_t **)data;data += SHADOWMESHVERTEXHASH * sizeof(shadowmeshvertexhash_t *);
983 newmesh->vertexhashentries = (shadowmeshvertexhash_t *)data;data += maxverts * sizeof(shadowmeshvertexhash_t);
985 if (maxverts <= 65536)
986 newmesh->element3s = (unsigned short *)data;data += maxtriangles * sizeof(unsigned short[3]);
990 shadowmesh_t *Mod_ShadowMesh_ReAlloc(mempool_t *mempool, shadowmesh_t *oldmesh, int light, int neighbors)
992 shadowmesh_t *newmesh;
993 newmesh = Mod_ShadowMesh_Alloc(mempool, oldmesh->numverts, oldmesh->numtriangles, oldmesh->map_diffuse, oldmesh->map_specular, oldmesh->map_normal, light, neighbors, false);
994 newmesh->numverts = oldmesh->numverts;
995 newmesh->numtriangles = oldmesh->numtriangles;
997 memcpy(newmesh->vertex3f, oldmesh->vertex3f, oldmesh->numverts * sizeof(float[3]));
998 if (newmesh->svector3f && oldmesh->svector3f)
1000 memcpy(newmesh->svector3f, oldmesh->svector3f, oldmesh->numverts * sizeof(float[3]));
1001 memcpy(newmesh->tvector3f, oldmesh->tvector3f, oldmesh->numverts * sizeof(float[3]));
1002 memcpy(newmesh->normal3f, oldmesh->normal3f, oldmesh->numverts * sizeof(float[3]));
1003 memcpy(newmesh->texcoord2f, oldmesh->texcoord2f, oldmesh->numverts * sizeof(float[2]));
1005 memcpy(newmesh->element3i, oldmesh->element3i, oldmesh->numtriangles * sizeof(int[3]));
1006 if (newmesh->neighbor3i && oldmesh->neighbor3i)
1007 memcpy(newmesh->neighbor3i, oldmesh->neighbor3i, oldmesh->numtriangles * sizeof(int[3]));
1011 int Mod_ShadowMesh_AddVertex(shadowmesh_t *mesh, float *vertex14f)
1013 int hashindex, vnum;
1014 shadowmeshvertexhash_t *hash;
1015 // this uses prime numbers intentionally
1016 hashindex = (unsigned int) (vertex14f[0] * 2003 + vertex14f[1] * 4001 + vertex14f[2] * 7919) % SHADOWMESHVERTEXHASH;
1017 for (hash = mesh->vertexhashtable[hashindex];hash;hash = hash->next)
1019 vnum = (hash - mesh->vertexhashentries);
1020 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]))
1021 && (mesh->svector3f == NULL || (mesh->svector3f[vnum * 3 + 0] == vertex14f[3] && mesh->svector3f[vnum * 3 + 1] == vertex14f[4] && mesh->svector3f[vnum * 3 + 2] == vertex14f[5]))
1022 && (mesh->tvector3f == NULL || (mesh->tvector3f[vnum * 3 + 0] == vertex14f[6] && mesh->tvector3f[vnum * 3 + 1] == vertex14f[7] && mesh->tvector3f[vnum * 3 + 2] == vertex14f[8]))
1023 && (mesh->normal3f == NULL || (mesh->normal3f[vnum * 3 + 0] == vertex14f[9] && mesh->normal3f[vnum * 3 + 1] == vertex14f[10] && mesh->normal3f[vnum * 3 + 2] == vertex14f[11]))
1024 && (mesh->texcoord2f == NULL || (mesh->texcoord2f[vnum * 2 + 0] == vertex14f[12] && mesh->texcoord2f[vnum * 2 + 1] == vertex14f[13])))
1025 return hash - mesh->vertexhashentries;
1027 vnum = mesh->numverts++;
1028 hash = mesh->vertexhashentries + vnum;
1029 hash->next = mesh->vertexhashtable[hashindex];
1030 mesh->vertexhashtable[hashindex] = hash;
1031 if (mesh->vertex3f) {mesh->vertex3f[vnum * 3 + 0] = vertex14f[0];mesh->vertex3f[vnum * 3 + 1] = vertex14f[1];mesh->vertex3f[vnum * 3 + 2] = vertex14f[2];}
1032 if (mesh->svector3f) {mesh->svector3f[vnum * 3 + 0] = vertex14f[3];mesh->svector3f[vnum * 3 + 1] = vertex14f[4];mesh->svector3f[vnum * 3 + 2] = vertex14f[5];}
1033 if (mesh->tvector3f) {mesh->tvector3f[vnum * 3 + 0] = vertex14f[6];mesh->tvector3f[vnum * 3 + 1] = vertex14f[7];mesh->tvector3f[vnum * 3 + 2] = vertex14f[8];}
1034 if (mesh->normal3f) {mesh->normal3f[vnum * 3 + 0] = vertex14f[9];mesh->normal3f[vnum * 3 + 1] = vertex14f[10];mesh->normal3f[vnum * 3 + 2] = vertex14f[11];}
1035 if (mesh->texcoord2f) {mesh->texcoord2f[vnum * 2 + 0] = vertex14f[12];mesh->texcoord2f[vnum * 2 + 1] = vertex14f[13];}
1039 void Mod_ShadowMesh_AddTriangle(mempool_t *mempool, shadowmesh_t *mesh, rtexture_t *map_diffuse, rtexture_t *map_specular, rtexture_t *map_normal, float *vertex14f)
1041 if (mesh->numtriangles == 0)
1043 // set the properties on this empty mesh to be more favorable...
1044 // (note: this case only occurs for the first triangle added to a new mesh chain)
1045 mesh->map_diffuse = map_diffuse;
1046 mesh->map_specular = map_specular;
1047 mesh->map_normal = map_normal;
1049 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)
1051 if (mesh->next == NULL)
1052 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);
1055 mesh->element3i[mesh->numtriangles * 3 + 0] = Mod_ShadowMesh_AddVertex(mesh, vertex14f + 14 * 0);
1056 mesh->element3i[mesh->numtriangles * 3 + 1] = Mod_ShadowMesh_AddVertex(mesh, vertex14f + 14 * 1);
1057 mesh->element3i[mesh->numtriangles * 3 + 2] = Mod_ShadowMesh_AddVertex(mesh, vertex14f + 14 * 2);
1058 mesh->numtriangles++;
1061 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)
1064 float vbuf[3*14], *v;
1065 memset(vbuf, 0, sizeof(vbuf));
1066 for (i = 0;i < numtris;i++)
1068 for (j = 0, v = vbuf;j < 3;j++, v += 14)
1073 v[0] = vertex3f[e * 3 + 0];
1074 v[1] = vertex3f[e * 3 + 1];
1075 v[2] = vertex3f[e * 3 + 2];
1079 v[3] = svector3f[e * 3 + 0];
1080 v[4] = svector3f[e * 3 + 1];
1081 v[5] = svector3f[e * 3 + 2];
1085 v[6] = tvector3f[e * 3 + 0];
1086 v[7] = tvector3f[e * 3 + 1];
1087 v[8] = tvector3f[e * 3 + 2];
1091 v[9] = normal3f[e * 3 + 0];
1092 v[10] = normal3f[e * 3 + 1];
1093 v[11] = normal3f[e * 3 + 2];
1097 v[12] = texcoord2f[e * 2 + 0];
1098 v[13] = texcoord2f[e * 2 + 1];
1101 Mod_ShadowMesh_AddTriangle(mempool, mesh, map_diffuse, map_specular, map_normal, vbuf);
1104 // the triangle calculation can take a while, so let's do a keepalive here
1105 CL_KeepaliveMessage(false);
1108 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)
1110 // the preparation before shadow mesh initialization can take a while, so let's do a keepalive here
1111 CL_KeepaliveMessage(false);
1113 return Mod_ShadowMesh_Alloc(mempool, maxverts, maxtriangles, map_diffuse, map_specular, map_normal, light, neighbors, expandable);
1116 static void Mod_ShadowMesh_CreateVBOs(shadowmesh_t *mesh)
1118 if (!gl_support_arb_vertex_buffer_object)
1121 // element buffer is easy because it's just one array
1122 if (mesh->numtriangles)
1124 if (mesh->element3s)
1125 mesh->ebo3s = R_Mesh_CreateStaticBufferObject(GL_ELEMENT_ARRAY_BUFFER_ARB, mesh->element3s, mesh->numtriangles * sizeof(unsigned short[3]), "shadowmesh");
1127 mesh->ebo3i = R_Mesh_CreateStaticBufferObject(GL_ELEMENT_ARRAY_BUFFER_ARB, mesh->element3i, mesh->numtriangles * sizeof(unsigned int[3]), "shadowmesh");
1130 // vertex buffer is several arrays and we put them in the same buffer
1132 // is this wise? the texcoordtexture2f array is used with dynamic
1133 // vertex/svector/tvector/normal when rendering animated models, on the
1134 // other hand animated models don't use a lot of vertices anyway...
1140 mesh->vbooffset_vertex3f = size;if (mesh->vertex3f ) size += mesh->numverts * sizeof(float[3]);
1141 mesh->vbooffset_svector3f = size;if (mesh->svector3f ) size += mesh->numverts * sizeof(float[3]);
1142 mesh->vbooffset_tvector3f = size;if (mesh->tvector3f ) size += mesh->numverts * sizeof(float[3]);
1143 mesh->vbooffset_normal3f = size;if (mesh->normal3f ) size += mesh->numverts * sizeof(float[3]);
1144 mesh->vbooffset_texcoord2f = size;if (mesh->texcoord2f ) size += mesh->numverts * sizeof(float[2]);
1145 mem = (unsigned char *)Mem_Alloc(tempmempool, size);
1146 if (mesh->vertex3f ) memcpy(mem + mesh->vbooffset_vertex3f , mesh->vertex3f , mesh->numverts * sizeof(float[3]));
1147 if (mesh->svector3f ) memcpy(mem + mesh->vbooffset_svector3f , mesh->svector3f , mesh->numverts * sizeof(float[3]));
1148 if (mesh->tvector3f ) memcpy(mem + mesh->vbooffset_tvector3f , mesh->tvector3f , mesh->numverts * sizeof(float[3]));
1149 if (mesh->normal3f ) memcpy(mem + mesh->vbooffset_normal3f , mesh->normal3f , mesh->numverts * sizeof(float[3]));
1150 if (mesh->texcoord2f ) memcpy(mem + mesh->vbooffset_texcoord2f , mesh->texcoord2f , mesh->numverts * sizeof(float[2]));
1151 mesh->vbo = R_Mesh_CreateStaticBufferObject(GL_ARRAY_BUFFER_ARB, mem, size, "shadowmesh");
1156 shadowmesh_t *Mod_ShadowMesh_Finish(mempool_t *mempool, shadowmesh_t *firstmesh, qboolean light, qboolean neighbors, qboolean createvbo)
1158 shadowmesh_t *mesh, *newmesh, *nextmesh;
1159 // reallocate meshs to conserve space
1160 for (mesh = firstmesh, firstmesh = NULL;mesh;mesh = nextmesh)
1162 nextmesh = mesh->next;
1163 if (mesh->numverts >= 3 && mesh->numtriangles >= 1)
1165 newmesh = Mod_ShadowMesh_ReAlloc(mempool, mesh, light, neighbors);
1166 newmesh->next = firstmesh;
1167 firstmesh = newmesh;
1168 if (newmesh->element3s)
1171 for (i = 0;i < newmesh->numtriangles*3;i++)
1172 newmesh->element3s[i] = newmesh->element3i[i];
1175 Mod_ShadowMesh_CreateVBOs(newmesh);
1180 // this can take a while, so let's do a keepalive here
1181 CL_KeepaliveMessage(false);
1186 void Mod_ShadowMesh_CalcBBox(shadowmesh_t *firstmesh, vec3_t mins, vec3_t maxs, vec3_t center, float *radius)
1190 vec3_t nmins, nmaxs, ncenter, temp;
1191 float nradius2, dist2, *v;
1195 for (mesh = firstmesh;mesh;mesh = mesh->next)
1197 if (mesh == firstmesh)
1199 VectorCopy(mesh->vertex3f, nmins);
1200 VectorCopy(mesh->vertex3f, nmaxs);
1202 for (i = 0, v = mesh->vertex3f;i < mesh->numverts;i++, v += 3)
1204 if (nmins[0] > v[0]) nmins[0] = v[0];if (nmaxs[0] < v[0]) nmaxs[0] = v[0];
1205 if (nmins[1] > v[1]) nmins[1] = v[1];if (nmaxs[1] < v[1]) nmaxs[1] = v[1];
1206 if (nmins[2] > v[2]) nmins[2] = v[2];if (nmaxs[2] < v[2]) nmaxs[2] = v[2];
1209 // calculate center and radius
1210 ncenter[0] = (nmins[0] + nmaxs[0]) * 0.5f;
1211 ncenter[1] = (nmins[1] + nmaxs[1]) * 0.5f;
1212 ncenter[2] = (nmins[2] + nmaxs[2]) * 0.5f;
1214 for (mesh = firstmesh;mesh;mesh = mesh->next)
1216 for (i = 0, v = mesh->vertex3f;i < mesh->numverts;i++, v += 3)
1218 VectorSubtract(v, ncenter, temp);
1219 dist2 = DotProduct(temp, temp);
1220 if (nradius2 < dist2)
1226 VectorCopy(nmins, mins);
1228 VectorCopy(nmaxs, maxs);
1230 VectorCopy(ncenter, center);
1232 *radius = sqrt(nradius2);
1235 void Mod_ShadowMesh_Free(shadowmesh_t *mesh)
1237 shadowmesh_t *nextmesh;
1238 for (;mesh;mesh = nextmesh)
1241 R_Mesh_DestroyBufferObject(mesh->ebo3i);
1243 R_Mesh_DestroyBufferObject(mesh->ebo3s);
1245 R_Mesh_DestroyBufferObject(mesh->vbo);
1246 nextmesh = mesh->next;
1251 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)
1256 if (ix >= 0 && iy >= 0 && ix < imagewidth && iy < imageheight)
1257 v[2] = (imagepixels[((iy*imagewidth)+ix)*4+0] + imagepixels[((iy*imagewidth)+ix)*4+1] + imagepixels[((iy*imagewidth)+ix)*4+2]) * (1.0f / 765.0f);
1260 Matrix4x4_Transform(pixelstepmatrix, v, vertex3f);
1261 Matrix4x4_Transform(pixeltexturestepmatrix, v, tc);
1262 texcoord2f[0] = tc[0];
1263 texcoord2f[1] = tc[1];
1266 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)
1268 float vup[3], vdown[3], vleft[3], vright[3];
1269 float tcup[3], tcdown[3], tcleft[3], tcright[3];
1270 float sv[3], tv[3], nl[3];
1271 Mod_GetTerrainVertex3fTexCoord2fFromBGRA(imagepixels, imagewidth, imageheight, ix, iy, vertex3f, texcoord2f, pixelstepmatrix, pixeltexturestepmatrix);
1272 Mod_GetTerrainVertex3fTexCoord2fFromBGRA(imagepixels, imagewidth, imageheight, ix, iy - 1, vup, tcup, pixelstepmatrix, pixeltexturestepmatrix);
1273 Mod_GetTerrainVertex3fTexCoord2fFromBGRA(imagepixels, imagewidth, imageheight, ix, iy + 1, vdown, tcdown, pixelstepmatrix, pixeltexturestepmatrix);
1274 Mod_GetTerrainVertex3fTexCoord2fFromBGRA(imagepixels, imagewidth, imageheight, ix - 1, iy, vleft, tcleft, pixelstepmatrix, pixeltexturestepmatrix);
1275 Mod_GetTerrainVertex3fTexCoord2fFromBGRA(imagepixels, imagewidth, imageheight, ix + 1, iy, vright, tcright, pixelstepmatrix, pixeltexturestepmatrix);
1276 Mod_BuildBumpVectors(vertex3f, vup, vright, texcoord2f, tcup, tcright, svector3f, tvector3f, normal3f);
1277 Mod_BuildBumpVectors(vertex3f, vright, vdown, texcoord2f, tcright, tcdown, sv, tv, nl);
1278 VectorAdd(svector3f, sv, svector3f);
1279 VectorAdd(tvector3f, tv, tvector3f);
1280 VectorAdd(normal3f, nl, normal3f);
1281 Mod_BuildBumpVectors(vertex3f, vdown, vleft, texcoord2f, tcdown, tcleft, sv, tv, nl);
1282 VectorAdd(svector3f, sv, svector3f);
1283 VectorAdd(tvector3f, tv, tvector3f);
1284 VectorAdd(normal3f, nl, normal3f);
1285 Mod_BuildBumpVectors(vertex3f, vleft, vup, texcoord2f, tcleft, tcup, sv, tv, nl);
1286 VectorAdd(svector3f, sv, svector3f);
1287 VectorAdd(tvector3f, tv, tvector3f);
1288 VectorAdd(normal3f, nl, normal3f);
1291 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)
1293 int x, y, ix, iy, *e;
1295 for (y = 0;y < height;y++)
1297 for (x = 0;x < width;x++)
1299 e[0] = (y + 1) * (width + 1) + (x + 0);
1300 e[1] = (y + 0) * (width + 1) + (x + 0);
1301 e[2] = (y + 1) * (width + 1) + (x + 1);
1302 e[3] = (y + 0) * (width + 1) + (x + 0);
1303 e[4] = (y + 0) * (width + 1) + (x + 1);
1304 e[5] = (y + 1) * (width + 1) + (x + 1);
1308 Mod_BuildTriangleNeighbors(neighbor3i, element3i, width*height*2);
1309 for (y = 0, iy = y1;y < height + 1;y++, iy++)
1310 for (x = 0, ix = x1;x < width + 1;x++, ix++, vertex3f += 3, texcoord2f += 2, svector3f += 3, tvector3f += 3, normal3f += 3)
1311 Mod_GetTerrainVertexFromBGRA(imagepixels, imagewidth, imageheight, ix, iy, vertex3f, texcoord2f, svector3f, tvector3f, normal3f, pixelstepmatrix, pixeltexturestepmatrix);
1314 q3wavefunc_t Mod_LoadQ3Shaders_EnumerateWaveFunc(const char *s)
1316 if (!strcasecmp(s, "sin")) return Q3WAVEFUNC_SIN;
1317 if (!strcasecmp(s, "square")) return Q3WAVEFUNC_SQUARE;
1318 if (!strcasecmp(s, "triangle")) return Q3WAVEFUNC_TRIANGLE;
1319 if (!strcasecmp(s, "sawtooth")) return Q3WAVEFUNC_SAWTOOTH;
1320 if (!strcasecmp(s, "inversesawtooth")) return Q3WAVEFUNC_INVERSESAWTOOTH;
1321 if (!strcasecmp(s, "noise")) return Q3WAVEFUNC_NOISE;
1322 Con_DPrintf("Mod_LoadQ3Shaders: unknown wavefunc %s\n", s);
1323 return Q3WAVEFUNC_NONE;
1326 void Mod_FreeQ3Shaders(void)
1328 Mem_FreePool(&q3shaders_mem);
1331 static void Q3Shader_AddToHash (q3shaderinfo_t* shader)
1333 unsigned short hash = CRC_Block_CaseInsensitive ((const unsigned char *)shader->name, strlen (shader->name));
1334 q3shader_hash_entry_t* entry = q3shader_data->hash + (hash % Q3SHADER_HASH_SIZE);
1335 q3shader_hash_entry_t* lastEntry = NULL;
1336 while (entry != NULL)
1338 if (strcasecmp (entry->shader.name, shader->name) == 0)
1340 unsigned char *start, *end, *start2;
1341 start = (unsigned char *) (&shader->Q3SHADERINFO_COMPARE_START);
1342 end = ((unsigned char *) (&shader->Q3SHADERINFO_COMPARE_END)) + sizeof(shader->Q3SHADERINFO_COMPARE_END);
1343 start2 = (unsigned char *) (&entry->shader.Q3SHADERINFO_COMPARE_START);
1344 if(memcmp(start, start2, end - start))
1345 Con_Printf("Shader '%s' already defined, ignoring mismatching redeclaration\n", shader->name);
1347 Con_DPrintf("Shader '%s' already defined\n", shader->name);
1351 entry = entry->chain;
1355 if (lastEntry->shader.name[0] != 0)
1358 q3shader_hash_entry_t* newEntry = (q3shader_hash_entry_t*)
1359 Mem_ExpandableArray_AllocRecord (&q3shader_data->hash_entries);
1361 while (lastEntry->chain != NULL) lastEntry = lastEntry->chain;
1362 lastEntry->chain = newEntry;
1363 newEntry->chain = NULL;
1364 lastEntry = newEntry;
1366 /* else: head of chain, in hash entry array */
1369 memcpy (&entry->shader, shader, sizeof (q3shaderinfo_t));
1372 extern cvar_t r_picmipworld;
1373 void Mod_LoadQ3Shaders(void)
1380 q3shaderinfo_t shader;
1381 q3shaderinfo_layer_t *layer;
1383 char parameter[TEXTURE_MAXFRAMES + 4][Q3PATHLENGTH];
1385 Mod_FreeQ3Shaders();
1387 q3shaders_mem = Mem_AllocPool("q3shaders", 0, NULL);
1388 q3shader_data = (q3shader_data_t*)Mem_Alloc (q3shaders_mem,
1389 sizeof (q3shader_data_t));
1390 Mem_ExpandableArray_NewArray (&q3shader_data->hash_entries,
1391 q3shaders_mem, sizeof (q3shader_hash_entry_t), 256);
1392 Mem_ExpandableArray_NewArray (&q3shader_data->char_ptrs,
1393 q3shaders_mem, sizeof (char**), 256);
1395 search = FS_Search("scripts/*.shader", true, false);
1398 for (fileindex = 0;fileindex < search->numfilenames;fileindex++)
1400 text = f = (char *)FS_LoadFile(search->filenames[fileindex], tempmempool, false, NULL);
1403 while (COM_ParseToken_QuakeC(&text, false))
1405 memset (&shader, 0, sizeof(shader));
1406 shader.reflectmin = 0;
1407 shader.reflectmax = 1;
1408 shader.refractfactor = 1;
1409 Vector4Set(shader.refractcolor4f, 1, 1, 1, 1);
1410 shader.reflectfactor = 1;
1411 Vector4Set(shader.reflectcolor4f, 1, 1, 1, 1);
1412 shader.r_water_wateralpha = 1;
1414 strlcpy(shader.name, com_token, sizeof(shader.name));
1415 if (!COM_ParseToken_QuakeC(&text, false) || strcasecmp(com_token, "{"))
1417 Con_Printf("%s parsing error - expected \"{\", found \"%s\"\n", search->filenames[fileindex], com_token);
1420 while (COM_ParseToken_QuakeC(&text, false))
1422 if (!strcasecmp(com_token, "}"))
1424 if (!strcasecmp(com_token, "{"))
1426 static q3shaderinfo_layer_t dummy;
1427 if (shader.numlayers < Q3SHADER_MAXLAYERS)
1429 layer = shader.layers + shader.numlayers++;
1433 // parse and process it anyway, just don't store it (so a map $lightmap or such stuff still is found)
1434 memset(&dummy, 0, sizeof(dummy));
1437 layer->rgbgen.rgbgen = Q3RGBGEN_IDENTITY;
1438 layer->alphagen.alphagen = Q3ALPHAGEN_IDENTITY;
1439 layer->tcgen.tcgen = Q3TCGEN_TEXTURE;
1440 layer->blendfunc[0] = GL_ONE;
1441 layer->blendfunc[1] = GL_ZERO;
1442 while (COM_ParseToken_QuakeC(&text, false))
1444 if (!strcasecmp(com_token, "}"))
1446 if (!strcasecmp(com_token, "\n"))
1449 for (j = 0;strcasecmp(com_token, "\n") && strcasecmp(com_token, "}");j++)
1451 if (j < TEXTURE_MAXFRAMES + 4)
1453 strlcpy(parameter[j], com_token, sizeof(parameter[j]));
1454 numparameters = j + 1;
1456 if (!COM_ParseToken_QuakeC(&text, true))
1459 for (j = numparameters;j < TEXTURE_MAXFRAMES + 4;j++)
1460 parameter[j][0] = 0;
1461 if (developer.integer >= 100)
1463 Con_Printf("%s %i: ", shader.name, shader.numlayers - 1);
1464 for (j = 0;j < numparameters;j++)
1465 Con_Printf(" %s", parameter[j]);
1468 if (numparameters >= 2 && !strcasecmp(parameter[0], "blendfunc"))
1470 if (numparameters == 2)
1472 if (!strcasecmp(parameter[1], "add"))
1474 layer->blendfunc[0] = GL_ONE;
1475 layer->blendfunc[1] = GL_ONE;
1477 else if (!strcasecmp(parameter[1], "filter"))
1479 layer->blendfunc[0] = GL_DST_COLOR;
1480 layer->blendfunc[1] = GL_ZERO;
1482 else if (!strcasecmp(parameter[1], "blend"))
1484 layer->blendfunc[0] = GL_SRC_ALPHA;
1485 layer->blendfunc[1] = GL_ONE_MINUS_SRC_ALPHA;
1488 else if (numparameters == 3)
1491 for (k = 0;k < 2;k++)
1493 if (!strcasecmp(parameter[k+1], "GL_ONE"))
1494 layer->blendfunc[k] = GL_ONE;
1495 else if (!strcasecmp(parameter[k+1], "GL_ZERO"))
1496 layer->blendfunc[k] = GL_ZERO;
1497 else if (!strcasecmp(parameter[k+1], "GL_SRC_COLOR"))
1498 layer->blendfunc[k] = GL_SRC_COLOR;
1499 else if (!strcasecmp(parameter[k+1], "GL_SRC_ALPHA"))
1500 layer->blendfunc[k] = GL_SRC_ALPHA;
1501 else if (!strcasecmp(parameter[k+1], "GL_DST_COLOR"))
1502 layer->blendfunc[k] = GL_DST_COLOR;
1503 else if (!strcasecmp(parameter[k+1], "GL_DST_ALPHA"))
1504 layer->blendfunc[k] = GL_ONE_MINUS_DST_ALPHA;
1505 else if (!strcasecmp(parameter[k+1], "GL_ONE_MINUS_SRC_COLOR"))
1506 layer->blendfunc[k] = GL_ONE_MINUS_SRC_COLOR;
1507 else if (!strcasecmp(parameter[k+1], "GL_ONE_MINUS_SRC_ALPHA"))
1508 layer->blendfunc[k] = GL_ONE_MINUS_SRC_ALPHA;
1509 else if (!strcasecmp(parameter[k+1], "GL_ONE_MINUS_DST_COLOR"))
1510 layer->blendfunc[k] = GL_ONE_MINUS_DST_COLOR;
1511 else if (!strcasecmp(parameter[k+1], "GL_ONE_MINUS_DST_ALPHA"))
1512 layer->blendfunc[k] = GL_ONE_MINUS_DST_ALPHA;
1514 layer->blendfunc[k] = GL_ONE; // default in case of parsing error
1518 if (numparameters >= 2 && !strcasecmp(parameter[0], "alphafunc"))
1519 layer->alphatest = true;
1520 if (numparameters >= 2 && (!strcasecmp(parameter[0], "map") || !strcasecmp(parameter[0], "clampmap")))
1522 if (!strcasecmp(parameter[0], "clampmap"))
1523 layer->clampmap = true;
1524 layer->numframes = 1;
1525 layer->framerate = 1;
1526 layer->texturename = (char**)Mem_ExpandableArray_AllocRecord (
1527 &q3shader_data->char_ptrs);
1528 layer->texturename[0] = Mem_strdup (q3shaders_mem, parameter[1]);
1529 if (!strcasecmp(parameter[1], "$lightmap"))
1530 shader.lighting = true;
1532 else if (numparameters >= 3 && (!strcasecmp(parameter[0], "animmap") || !strcasecmp(parameter[0], "animclampmap")))
1535 layer->numframes = min(numparameters - 2, TEXTURE_MAXFRAMES);
1536 layer->framerate = atof(parameter[1]);
1537 layer->texturename = (char **) Mem_Alloc (q3shaders_mem, sizeof (char*) * layer->numframes);
1538 for (i = 0;i < layer->numframes;i++)
1539 layer->texturename[i] = Mem_strdup (q3shaders_mem, parameter[i + 2]);
1541 else if (numparameters >= 2 && !strcasecmp(parameter[0], "rgbgen"))
1544 for (i = 0;i < numparameters - 2 && i < Q3RGBGEN_MAXPARMS;i++)
1545 layer->rgbgen.parms[i] = atof(parameter[i+2]);
1546 if (!strcasecmp(parameter[1], "identity")) layer->rgbgen.rgbgen = Q3RGBGEN_IDENTITY;
1547 else if (!strcasecmp(parameter[1], "const")) layer->rgbgen.rgbgen = Q3RGBGEN_CONST;
1548 else if (!strcasecmp(parameter[1], "entity")) layer->rgbgen.rgbgen = Q3RGBGEN_ENTITY;
1549 else if (!strcasecmp(parameter[1], "exactvertex")) layer->rgbgen.rgbgen = Q3RGBGEN_EXACTVERTEX;
1550 else if (!strcasecmp(parameter[1], "identitylighting")) layer->rgbgen.rgbgen = Q3RGBGEN_IDENTITYLIGHTING;
1551 else if (!strcasecmp(parameter[1], "lightingdiffuse")) layer->rgbgen.rgbgen = Q3RGBGEN_LIGHTINGDIFFUSE;
1552 else if (!strcasecmp(parameter[1], "oneminusentity")) layer->rgbgen.rgbgen = Q3RGBGEN_ONEMINUSENTITY;
1553 else if (!strcasecmp(parameter[1], "oneminusvertex")) layer->rgbgen.rgbgen = Q3RGBGEN_ONEMINUSVERTEX;
1554 else if (!strcasecmp(parameter[1], "vertex")) layer->rgbgen.rgbgen = Q3RGBGEN_VERTEX;
1555 else if (!strcasecmp(parameter[1], "wave"))
1557 layer->rgbgen.rgbgen = Q3RGBGEN_WAVE;
1558 layer->rgbgen.wavefunc = Mod_LoadQ3Shaders_EnumerateWaveFunc(parameter[2]);
1559 for (i = 0;i < numparameters - 3 && i < Q3WAVEPARMS;i++)
1560 layer->rgbgen.waveparms[i] = atof(parameter[i+3]);
1562 else Con_DPrintf("%s parsing warning: unknown rgbgen %s\n", search->filenames[fileindex], parameter[1]);
1564 else if (numparameters >= 2 && !strcasecmp(parameter[0], "alphagen"))
1567 for (i = 0;i < numparameters - 2 && i < Q3ALPHAGEN_MAXPARMS;i++)
1568 layer->alphagen.parms[i] = atof(parameter[i+2]);
1569 if (!strcasecmp(parameter[1], "identity")) layer->alphagen.alphagen = Q3ALPHAGEN_IDENTITY;
1570 else if (!strcasecmp(parameter[1], "const")) layer->alphagen.alphagen = Q3ALPHAGEN_CONST;
1571 else if (!strcasecmp(parameter[1], "entity")) layer->alphagen.alphagen = Q3ALPHAGEN_ENTITY;
1572 else if (!strcasecmp(parameter[1], "lightingspecular")) layer->alphagen.alphagen = Q3ALPHAGEN_LIGHTINGSPECULAR;
1573 else if (!strcasecmp(parameter[1], "oneminusentity")) layer->alphagen.alphagen = Q3ALPHAGEN_ONEMINUSENTITY;
1574 else if (!strcasecmp(parameter[1], "oneminusvertex")) layer->alphagen.alphagen = Q3ALPHAGEN_ONEMINUSVERTEX;
1575 else if (!strcasecmp(parameter[1], "portal")) layer->alphagen.alphagen = Q3ALPHAGEN_PORTAL;
1576 else if (!strcasecmp(parameter[1], "vertex")) layer->alphagen.alphagen = Q3ALPHAGEN_VERTEX;
1577 else if (!strcasecmp(parameter[1], "wave"))
1579 layer->alphagen.alphagen = Q3ALPHAGEN_WAVE;
1580 layer->alphagen.wavefunc = Mod_LoadQ3Shaders_EnumerateWaveFunc(parameter[2]);
1581 for (i = 0;i < numparameters - 3 && i < Q3WAVEPARMS;i++)
1582 layer->alphagen.waveparms[i] = atof(parameter[i+3]);
1584 else Con_DPrintf("%s parsing warning: unknown alphagen %s\n", search->filenames[fileindex], parameter[1]);
1586 else if (numparameters >= 2 && (!strcasecmp(parameter[0], "texgen") || !strcasecmp(parameter[0], "tcgen")))
1589 // observed values: tcgen environment
1590 // no other values have been observed in real shaders
1591 for (i = 0;i < numparameters - 2 && i < Q3TCGEN_MAXPARMS;i++)
1592 layer->tcgen.parms[i] = atof(parameter[i+2]);
1593 if (!strcasecmp(parameter[1], "base")) layer->tcgen.tcgen = Q3TCGEN_TEXTURE;
1594 else if (!strcasecmp(parameter[1], "texture")) layer->tcgen.tcgen = Q3TCGEN_TEXTURE;
1595 else if (!strcasecmp(parameter[1], "environment")) layer->tcgen.tcgen = Q3TCGEN_ENVIRONMENT;
1596 else if (!strcasecmp(parameter[1], "lightmap")) layer->tcgen.tcgen = Q3TCGEN_LIGHTMAP;
1597 else if (!strcasecmp(parameter[1], "vector")) layer->tcgen.tcgen = Q3TCGEN_VECTOR;
1598 else Con_DPrintf("%s parsing warning: unknown tcgen mode %s\n", search->filenames[fileindex], parameter[1]);
1600 else if (numparameters >= 2 && !strcasecmp(parameter[0], "tcmod"))
1607 // tcmod stretch sin # # # #
1608 // tcmod stretch triangle # # # #
1609 // tcmod transform # # # # # #
1610 // tcmod turb # # # #
1611 // tcmod turb sin # # # # (this is bogus)
1612 // no other values have been observed in real shaders
1613 for (tcmodindex = 0;tcmodindex < Q3MAXTCMODS;tcmodindex++)
1614 if (!layer->tcmods[tcmodindex].tcmod)
1616 if (tcmodindex < Q3MAXTCMODS)
1618 for (i = 0;i < numparameters - 2 && i < Q3TCMOD_MAXPARMS;i++)
1619 layer->tcmods[tcmodindex].parms[i] = atof(parameter[i+2]);
1620 if (!strcasecmp(parameter[1], "entitytranslate")) layer->tcmods[tcmodindex].tcmod = Q3TCMOD_ENTITYTRANSLATE;
1621 else if (!strcasecmp(parameter[1], "rotate")) layer->tcmods[tcmodindex].tcmod = Q3TCMOD_ROTATE;
1622 else if (!strcasecmp(parameter[1], "scale")) layer->tcmods[tcmodindex].tcmod = Q3TCMOD_SCALE;
1623 else if (!strcasecmp(parameter[1], "scroll")) layer->tcmods[tcmodindex].tcmod = Q3TCMOD_SCROLL;
1624 else if (!strcasecmp(parameter[1], "page")) layer->tcmods[tcmodindex].tcmod = Q3TCMOD_PAGE;
1625 else if (!strcasecmp(parameter[1], "stretch"))
1627 layer->tcmods[tcmodindex].tcmod = Q3TCMOD_STRETCH;
1628 layer->tcmods[tcmodindex].wavefunc = Mod_LoadQ3Shaders_EnumerateWaveFunc(parameter[2]);
1629 for (i = 0;i < numparameters - 3 && i < Q3WAVEPARMS;i++)
1630 layer->tcmods[tcmodindex].waveparms[i] = atof(parameter[i+3]);
1632 else if (!strcasecmp(parameter[1], "transform")) layer->tcmods[tcmodindex].tcmod = Q3TCMOD_TRANSFORM;
1633 else if (!strcasecmp(parameter[1], "turb")) layer->tcmods[tcmodindex].tcmod = Q3TCMOD_TURBULENT;
1634 else Con_DPrintf("%s parsing warning: unknown tcmod mode %s\n", search->filenames[fileindex], parameter[1]);
1637 Con_DPrintf("%s parsing warning: too many tcmods on one layer\n", search->filenames[fileindex]);
1639 // break out a level if it was a closing brace (not using the character here to not confuse vim)
1640 if (!strcasecmp(com_token, "}"))
1643 if (layer->rgbgen.rgbgen == Q3RGBGEN_LIGHTINGDIFFUSE || layer->rgbgen.rgbgen == Q3RGBGEN_VERTEX)
1644 shader.lighting = true;
1645 if (layer->alphagen.alphagen == Q3ALPHAGEN_VERTEX)
1647 if (layer == shader.layers + 0)
1649 // vertex controlled transparency
1650 shader.vertexalpha = true;
1654 // multilayer terrain shader or similar
1655 shader.textureblendalpha = true;
1658 layer->texflags = TEXF_ALPHA | TEXF_PRECACHE;
1659 if (!(shader.surfaceparms & Q3SURFACEPARM_NOMIPMAPS))
1660 layer->texflags |= TEXF_MIPMAP;
1661 if (!(shader.textureflags & Q3TEXTUREFLAG_NOPICMIP))
1662 layer->texflags |= TEXF_PICMIP | TEXF_COMPRESS;
1663 if (layer->clampmap)
1664 layer->texflags |= TEXF_CLAMP;
1668 for (j = 0;strcasecmp(com_token, "\n") && strcasecmp(com_token, "}");j++)
1670 if (j < TEXTURE_MAXFRAMES + 4)
1672 strlcpy(parameter[j], com_token, sizeof(parameter[j]));
1673 numparameters = j + 1;
1675 if (!COM_ParseToken_QuakeC(&text, true))
1678 for (j = numparameters;j < TEXTURE_MAXFRAMES + 4;j++)
1679 parameter[j][0] = 0;
1680 if (fileindex == 0 && !strcasecmp(com_token, "}"))
1682 if (developer.integer >= 100)
1684 Con_Printf("%s: ", shader.name);
1685 for (j = 0;j < numparameters;j++)
1686 Con_Printf(" %s", parameter[j]);
1689 if (numparameters < 1)
1691 if (!strcasecmp(parameter[0], "surfaceparm") && numparameters >= 2)
1693 if (!strcasecmp(parameter[1], "alphashadow"))
1694 shader.surfaceparms |= Q3SURFACEPARM_ALPHASHADOW;
1695 else if (!strcasecmp(parameter[1], "areaportal"))
1696 shader.surfaceparms |= Q3SURFACEPARM_AREAPORTAL;
1697 else if (!strcasecmp(parameter[1], "botclip"))
1698 shader.surfaceparms |= Q3SURFACEPARM_BOTCLIP;
1699 else if (!strcasecmp(parameter[1], "clusterportal"))
1700 shader.surfaceparms |= Q3SURFACEPARM_CLUSTERPORTAL;
1701 else if (!strcasecmp(parameter[1], "detail"))
1702 shader.surfaceparms |= Q3SURFACEPARM_DETAIL;
1703 else if (!strcasecmp(parameter[1], "donotenter"))
1704 shader.surfaceparms |= Q3SURFACEPARM_DONOTENTER;
1705 else if (!strcasecmp(parameter[1], "dust"))
1706 shader.surfaceparms |= Q3SURFACEPARM_DUST;
1707 else if (!strcasecmp(parameter[1], "hint"))
1708 shader.surfaceparms |= Q3SURFACEPARM_HINT;
1709 else if (!strcasecmp(parameter[1], "fog"))
1710 shader.surfaceparms |= Q3SURFACEPARM_FOG;
1711 else if (!strcasecmp(parameter[1], "lava"))
1712 shader.surfaceparms |= Q3SURFACEPARM_LAVA;
1713 else if (!strcasecmp(parameter[1], "lightfilter"))
1714 shader.surfaceparms |= Q3SURFACEPARM_LIGHTFILTER;
1715 else if (!strcasecmp(parameter[1], "lightgrid"))
1716 shader.surfaceparms |= Q3SURFACEPARM_LIGHTGRID;
1717 else if (!strcasecmp(parameter[1], "metalsteps"))
1718 shader.surfaceparms |= Q3SURFACEPARM_METALSTEPS;
1719 else if (!strcasecmp(parameter[1], "nodamage"))
1720 shader.surfaceparms |= Q3SURFACEPARM_NODAMAGE;
1721 else if (!strcasecmp(parameter[1], "nodlight"))
1722 shader.surfaceparms |= Q3SURFACEPARM_NODLIGHT;
1723 else if (!strcasecmp(parameter[1], "nodraw"))
1724 shader.surfaceparms |= Q3SURFACEPARM_NODRAW;
1725 else if (!strcasecmp(parameter[1], "nodrop"))
1726 shader.surfaceparms |= Q3SURFACEPARM_NODROP;
1727 else if (!strcasecmp(parameter[1], "noimpact"))
1728 shader.surfaceparms |= Q3SURFACEPARM_NOIMPACT;
1729 else if (!strcasecmp(parameter[1], "nolightmap"))
1730 shader.surfaceparms |= Q3SURFACEPARM_NOLIGHTMAP;
1731 else if (!strcasecmp(parameter[1], "nomarks"))
1732 shader.surfaceparms |= Q3SURFACEPARM_NOMARKS;
1733 else if (!strcasecmp(parameter[1], "nomipmaps"))
1734 shader.surfaceparms |= Q3SURFACEPARM_NOMIPMAPS;
1735 else if (!strcasecmp(parameter[1], "nonsolid"))
1736 shader.surfaceparms |= Q3SURFACEPARM_NONSOLID;
1737 else if (!strcasecmp(parameter[1], "origin"))
1738 shader.surfaceparms |= Q3SURFACEPARM_ORIGIN;
1739 else if (!strcasecmp(parameter[1], "playerclip"))
1740 shader.surfaceparms |= Q3SURFACEPARM_PLAYERCLIP;
1741 else if (!strcasecmp(parameter[1], "sky"))
1742 shader.surfaceparms |= Q3SURFACEPARM_SKY;
1743 else if (!strcasecmp(parameter[1], "slick"))
1744 shader.surfaceparms |= Q3SURFACEPARM_SLICK;
1745 else if (!strcasecmp(parameter[1], "slime"))
1746 shader.surfaceparms |= Q3SURFACEPARM_SLIME;
1747 else if (!strcasecmp(parameter[1], "structural"))
1748 shader.surfaceparms |= Q3SURFACEPARM_STRUCTURAL;
1749 else if (!strcasecmp(parameter[1], "trans"))
1750 shader.surfaceparms |= Q3SURFACEPARM_TRANS;
1751 else if (!strcasecmp(parameter[1], "water"))
1752 shader.surfaceparms |= Q3SURFACEPARM_WATER;
1753 else if (!strcasecmp(parameter[1], "pointlight"))
1754 shader.surfaceparms |= Q3SURFACEPARM_POINTLIGHT;
1755 else if (!strcasecmp(parameter[1], "antiportal"))
1756 shader.surfaceparms |= Q3SURFACEPARM_ANTIPORTAL;
1758 Con_DPrintf("%s parsing warning: unknown surfaceparm \"%s\"\n", search->filenames[fileindex], parameter[1]);
1760 else if (!strcasecmp(parameter[0], "dpshadow"))
1761 shader.dpshadow = true;
1762 else if (!strcasecmp(parameter[0], "dpnoshadow"))
1763 shader.dpnoshadow = true;
1764 else if (!strcasecmp(parameter[0], "sky") && numparameters >= 2)
1766 // some q3 skies don't have the sky parm set
1767 shader.surfaceparms |= Q3SURFACEPARM_SKY;
1768 strlcpy(shader.skyboxname, parameter[1], sizeof(shader.skyboxname));
1770 else if (!strcasecmp(parameter[0], "skyparms") && numparameters >= 2)
1772 // some q3 skies don't have the sky parm set
1773 shader.surfaceparms |= Q3SURFACEPARM_SKY;
1774 if (!atoi(parameter[1]) && strcasecmp(parameter[1], "-"))
1775 strlcpy(shader.skyboxname, parameter[1], sizeof(shader.skyboxname));
1777 else if (!strcasecmp(parameter[0], "cull") && numparameters >= 2)
1779 if (!strcasecmp(parameter[1], "disable") || !strcasecmp(parameter[1], "none") || !strcasecmp(parameter[1], "twosided"))
1780 shader.textureflags |= Q3TEXTUREFLAG_TWOSIDED;
1782 else if (!strcasecmp(parameter[0], "nomipmaps"))
1783 shader.surfaceparms |= Q3SURFACEPARM_NOMIPMAPS;
1784 else if (!strcasecmp(parameter[0], "nopicmip"))
1785 shader.textureflags |= Q3TEXTUREFLAG_NOPICMIP;
1786 else if (!strcasecmp(parameter[0], "polygonoffset"))
1787 shader.textureflags |= Q3TEXTUREFLAG_POLYGONOFFSET;
1788 else if (!strcasecmp(parameter[0], "dp_refract") && numparameters >= 5)
1790 shader.textureflags |= Q3TEXTUREFLAG_REFRACTION;
1791 shader.refractfactor = atof(parameter[1]);
1792 Vector4Set(shader.refractcolor4f, atof(parameter[2]), atof(parameter[3]), atof(parameter[4]), 1);
1794 else if (!strcasecmp(parameter[0], "dp_reflect") && numparameters >= 6)
1796 shader.textureflags |= Q3TEXTUREFLAG_REFLECTION;
1797 shader.reflectfactor = atof(parameter[1]);
1798 Vector4Set(shader.reflectcolor4f, atof(parameter[2]), atof(parameter[3]), atof(parameter[4]), atof(parameter[5]));
1800 else if (!strcasecmp(parameter[0], "dp_water") && numparameters >= 12)
1802 shader.textureflags |= Q3TEXTUREFLAG_WATERSHADER;
1803 shader.reflectmin = atof(parameter[1]);
1804 shader.reflectmax = atof(parameter[2]);
1805 shader.refractfactor = atof(parameter[3]);
1806 shader.reflectfactor = atof(parameter[4]);
1807 Vector4Set(shader.refractcolor4f, atof(parameter[5]), atof(parameter[6]), atof(parameter[7]), 1);
1808 Vector4Set(shader.reflectcolor4f, atof(parameter[8]), atof(parameter[9]), atof(parameter[10]), 1);
1809 shader.r_water_wateralpha = atof(parameter[11]);
1811 else if (!strcasecmp(parameter[0], "deformvertexes") && numparameters >= 2)
1814 for (deformindex = 0;deformindex < Q3MAXDEFORMS;deformindex++)
1815 if (!shader.deforms[deformindex].deform)
1817 if (deformindex < Q3MAXDEFORMS)
1819 for (i = 0;i < numparameters - 2 && i < Q3DEFORM_MAXPARMS;i++)
1820 shader.deforms[deformindex].parms[i] = atof(parameter[i+2]);
1821 if (!strcasecmp(parameter[1], "projectionshadow")) shader.deforms[deformindex].deform = Q3DEFORM_PROJECTIONSHADOW;
1822 else if (!strcasecmp(parameter[1], "autosprite" )) shader.deforms[deformindex].deform = Q3DEFORM_AUTOSPRITE;
1823 else if (!strcasecmp(parameter[1], "autosprite2" )) shader.deforms[deformindex].deform = Q3DEFORM_AUTOSPRITE2;
1824 else if (!strcasecmp(parameter[1], "text0" )) shader.deforms[deformindex].deform = Q3DEFORM_TEXT0;
1825 else if (!strcasecmp(parameter[1], "text1" )) shader.deforms[deformindex].deform = Q3DEFORM_TEXT1;
1826 else if (!strcasecmp(parameter[1], "text2" )) shader.deforms[deformindex].deform = Q3DEFORM_TEXT2;
1827 else if (!strcasecmp(parameter[1], "text3" )) shader.deforms[deformindex].deform = Q3DEFORM_TEXT3;
1828 else if (!strcasecmp(parameter[1], "text4" )) shader.deforms[deformindex].deform = Q3DEFORM_TEXT4;
1829 else if (!strcasecmp(parameter[1], "text5" )) shader.deforms[deformindex].deform = Q3DEFORM_TEXT5;
1830 else if (!strcasecmp(parameter[1], "text6" )) shader.deforms[deformindex].deform = Q3DEFORM_TEXT6;
1831 else if (!strcasecmp(parameter[1], "text7" )) shader.deforms[deformindex].deform = Q3DEFORM_TEXT7;
1832 else if (!strcasecmp(parameter[1], "bulge" )) shader.deforms[deformindex].deform = Q3DEFORM_BULGE;
1833 else if (!strcasecmp(parameter[1], "normal" )) shader.deforms[deformindex].deform = Q3DEFORM_NORMAL;
1834 else if (!strcasecmp(parameter[1], "wave" ))
1836 shader.deforms[deformindex].deform = Q3DEFORM_WAVE;
1837 shader.deforms[deformindex].wavefunc = Mod_LoadQ3Shaders_EnumerateWaveFunc(parameter[3]);
1838 for (i = 0;i < numparameters - 4 && i < Q3WAVEPARMS;i++)
1839 shader.deforms[deformindex].waveparms[i] = atof(parameter[i+4]);
1841 else if (!strcasecmp(parameter[1], "move" ))
1843 shader.deforms[deformindex].deform = Q3DEFORM_MOVE;
1844 shader.deforms[deformindex].wavefunc = Mod_LoadQ3Shaders_EnumerateWaveFunc(parameter[5]);
1845 for (i = 0;i < numparameters - 6 && i < Q3WAVEPARMS;i++)
1846 shader.deforms[deformindex].waveparms[i] = atof(parameter[i+6]);
1851 // pick the primary layer to render with
1852 if (shader.numlayers)
1854 shader.backgroundlayer = -1;
1855 shader.primarylayer = 0;
1856 // if lightmap comes first this is definitely an ordinary texture
1857 // if the first two layers have the correct blendfuncs and use vertex alpha, it is a blended terrain shader
1858 if ((shader.layers[shader.primarylayer].texturename != NULL)
1859 && !strcasecmp(shader.layers[shader.primarylayer].texturename[0], "$lightmap"))
1861 shader.backgroundlayer = -1;
1862 shader.primarylayer = 1;
1864 else if (shader.numlayers >= 2
1865 && shader.layers[1].alphagen.alphagen == Q3ALPHAGEN_VERTEX
1866 && (shader.layers[0].blendfunc[0] == GL_ONE && shader.layers[0].blendfunc[1] == GL_ZERO && !shader.layers[0].alphatest)
1867 && ((shader.layers[1].blendfunc[0] == GL_SRC_ALPHA && shader.layers[1].blendfunc[1] == GL_ONE_MINUS_SRC_ALPHA)
1868 || (shader.layers[1].blendfunc[0] == GL_ONE && shader.layers[1].blendfunc[1] == GL_ZERO && shader.layers[1].alphatest)))
1870 // terrain blending or other effects
1871 shader.backgroundlayer = 0;
1872 shader.primarylayer = 1;
1875 // fix up multiple reflection types
1876 if(shader.textureflags & Q3TEXTUREFLAG_WATERSHADER)
1877 shader.textureflags &= ~(Q3TEXTUREFLAG_REFRACTION | Q3TEXTUREFLAG_REFLECTION);
1879 Q3Shader_AddToHash (&shader);
1885 q3shaderinfo_t *Mod_LookupQ3Shader(const char *name)
1887 unsigned short hash;
1888 q3shader_hash_entry_t* entry;
1890 Mod_LoadQ3Shaders();
1891 hash = CRC_Block_CaseInsensitive ((const unsigned char *)name, strlen (name));
1892 entry = q3shader_data->hash + (hash % Q3SHADER_HASH_SIZE);
1893 while (entry != NULL)
1895 if (strcasecmp (entry->shader.name, name) == 0)
1896 return &entry->shader;
1897 entry = entry->chain;
1902 qboolean Mod_LoadTextureFromQ3Shader(texture_t *texture, const char *name, qboolean warnmissing, qboolean fallback, int defaulttexflags)
1906 qboolean success = true;
1907 q3shaderinfo_t *shader;
1910 strlcpy(texture->name, name, sizeof(texture->name));
1911 shader = name[0] ? Mod_LookupQ3Shader(name) : NULL;
1914 if(!(defaulttexflags & TEXF_PICMIP))
1915 texflagsmask &= ~TEXF_PICMIP;
1916 if(!(defaulttexflags & TEXF_COMPRESS))
1917 texflagsmask &= ~TEXF_COMPRESS;
1921 if (developer_loading.integer)
1922 Con_Printf("%s: loaded shader for %s\n", loadmodel->name, name);
1923 texture->surfaceparms = shader->surfaceparms;
1925 // allow disabling of picmip or compression by defaulttexflags
1926 texture->textureflags = shader->textureflags & texflagsmask;
1928 if (shader->surfaceparms & Q3SURFACEPARM_SKY)
1930 texture->basematerialflags = MATERIALFLAG_SKY | MATERIALFLAG_NOSHADOW;
1931 if (shader->skyboxname[0])
1933 // quake3 seems to append a _ to the skybox name, so this must do so as well
1934 dpsnprintf(loadmodel->brush.skybox, sizeof(loadmodel->brush.skybox), "%s_", shader->skyboxname);
1937 else if ((texture->surfaceflags & Q3SURFACEFLAG_NODRAW) || shader->numlayers == 0)
1938 texture->basematerialflags = MATERIALFLAG_NODRAW | MATERIALFLAG_NOSHADOW;
1940 texture->basematerialflags = MATERIALFLAG_WALL;
1942 if (shader->layers[0].alphatest)
1943 texture->basematerialflags |= MATERIALFLAG_ALPHATEST | MATERIALFLAG_NOSHADOW;
1944 if (shader->textureflags & Q3TEXTUREFLAG_TWOSIDED)
1945 texture->basematerialflags |= MATERIALFLAG_NOSHADOW | MATERIALFLAG_NOCULLFACE;
1946 if (shader->textureflags & Q3TEXTUREFLAG_POLYGONOFFSET)
1947 texture->biaspolygonoffset -= 2;
1948 if (shader->textureflags & Q3TEXTUREFLAG_REFRACTION)
1949 texture->basematerialflags |= MATERIALFLAG_REFRACTION;
1950 if (shader->textureflags & Q3TEXTUREFLAG_REFLECTION)
1951 texture->basematerialflags |= MATERIALFLAG_REFLECTION;
1952 if (shader->textureflags & Q3TEXTUREFLAG_WATERSHADER)
1953 texture->basematerialflags |= MATERIALFLAG_WATERSHADER;
1954 texture->customblendfunc[0] = GL_ONE;
1955 texture->customblendfunc[1] = GL_ZERO;
1956 if (shader->numlayers > 0)
1958 texture->customblendfunc[0] = shader->layers[0].blendfunc[0];
1959 texture->customblendfunc[1] = shader->layers[0].blendfunc[1];
1961 Q3 shader blendfuncs actually used in the game (* = supported by DP)
1962 * additive GL_ONE GL_ONE
1963 additive weird GL_ONE GL_SRC_ALPHA
1964 additive weird 2 GL_ONE GL_ONE_MINUS_SRC_ALPHA
1965 * alpha GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA
1966 alpha inverse GL_ONE_MINUS_SRC_ALPHA GL_SRC_ALPHA
1967 brighten GL_DST_COLOR GL_ONE
1968 brighten GL_ONE GL_SRC_COLOR
1969 brighten weird GL_DST_COLOR GL_ONE_MINUS_DST_ALPHA
1970 brighten weird 2 GL_DST_COLOR GL_SRC_ALPHA
1971 * modulate GL_DST_COLOR GL_ZERO
1972 * modulate GL_ZERO GL_SRC_COLOR
1973 modulate inverse GL_ZERO GL_ONE_MINUS_SRC_COLOR
1974 modulate inverse alpha GL_ZERO GL_SRC_ALPHA
1975 modulate weird inverse GL_ONE_MINUS_DST_COLOR GL_ZERO
1976 * modulate x2 GL_DST_COLOR GL_SRC_COLOR
1977 * no blend GL_ONE GL_ZERO
1978 nothing GL_ZERO GL_ONE
1980 // if not opaque, figure out what blendfunc to use
1981 if (shader->layers[0].blendfunc[0] != GL_ONE || shader->layers[0].blendfunc[1] != GL_ZERO)
1983 if (shader->layers[0].blendfunc[0] == GL_ONE && shader->layers[0].blendfunc[1] == GL_ONE)
1984 texture->basematerialflags |= MATERIALFLAG_ADD | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
1985 else if (shader->layers[0].blendfunc[0] == GL_SRC_ALPHA && shader->layers[0].blendfunc[1] == GL_ONE)
1986 texture->basematerialflags |= MATERIALFLAG_ADD | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
1987 else if (shader->layers[0].blendfunc[0] == GL_SRC_ALPHA && shader->layers[0].blendfunc[1] == GL_ONE_MINUS_SRC_ALPHA)
1988 texture->basematerialflags |= MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
1990 texture->basematerialflags |= MATERIALFLAG_CUSTOMBLEND | MATERIALFLAG_FULLBRIGHT | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
1993 if (!shader->lighting)
1994 texture->basematerialflags |= MATERIALFLAG_FULLBRIGHT;
1995 if (shader->primarylayer >= 0)
1997 q3shaderinfo_layer_t* primarylayer = shader->layers + shader->primarylayer;
1998 // copy over many primarylayer parameters
1999 texture->rgbgen = primarylayer->rgbgen;
2000 texture->alphagen = primarylayer->alphagen;
2001 texture->tcgen = primarylayer->tcgen;
2002 memcpy(texture->tcmods, primarylayer->tcmods, sizeof(texture->tcmods));
2003 // load the textures
2004 texture->numskinframes = primarylayer->numframes;
2005 texture->skinframerate = primarylayer->framerate;
2006 for (j = 0;j < primarylayer->numframes;j++)
2008 if(cls.state == ca_dedicated)
2010 texture->skinframes[j] = NULL;
2012 else if (!(texture->skinframes[j] = R_SkinFrame_LoadExternal(primarylayer->texturename[j], primarylayer->texflags & texflagsmask, false)))
2014 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);
2015 texture->skinframes[j] = R_SkinFrame_LoadMissing();
2019 if (shader->backgroundlayer >= 0)
2021 q3shaderinfo_layer_t* backgroundlayer = shader->layers + shader->backgroundlayer;
2022 // copy over one secondarylayer parameter
2023 memcpy(texture->backgroundtcmods, backgroundlayer->tcmods, sizeof(texture->backgroundtcmods));
2024 // load the textures
2025 texture->backgroundnumskinframes = backgroundlayer->numframes;
2026 texture->backgroundskinframerate = backgroundlayer->framerate;
2027 for (j = 0;j < backgroundlayer->numframes;j++)
2029 if(cls.state == ca_dedicated)
2031 texture->skinframes[j] = NULL;
2033 else if (!(texture->backgroundskinframes[j] = R_SkinFrame_LoadExternal(backgroundlayer->texturename[j], backgroundlayer->texflags & texflagsmask, false)))
2035 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);
2036 texture->backgroundskinframes[j] = R_SkinFrame_LoadMissing();
2040 if (shader->dpshadow)
2041 texture->basematerialflags &= ~MATERIALFLAG_NOSHADOW;
2042 if (shader->dpnoshadow)
2043 texture->basematerialflags |= MATERIALFLAG_NOSHADOW;
2044 memcpy(texture->deforms, shader->deforms, sizeof(texture->deforms));
2045 texture->reflectmin = shader->reflectmin;
2046 texture->reflectmax = shader->reflectmax;
2047 texture->refractfactor = shader->refractfactor;
2048 Vector4Copy(shader->refractcolor4f, texture->refractcolor4f);
2049 texture->reflectfactor = shader->reflectfactor;
2050 Vector4Copy(shader->reflectcolor4f, texture->reflectcolor4f);
2051 texture->r_water_wateralpha = shader->r_water_wateralpha;
2053 else if (!strcmp(texture->name, "noshader") || !texture->name[0])
2055 if (developer.integer >= 100)
2056 Con_Printf("^1%s:^7 using fallback noshader material for ^3\"%s\"\n", loadmodel->name, name);
2057 texture->surfaceparms = 0;
2059 else if (!strcmp(texture->name, "common/nodraw") || !strcmp(texture->name, "textures/common/nodraw"))
2061 if (developer.integer >= 100)
2062 Con_Printf("^1%s:^7 using fallback nodraw material for ^3\"%s\"\n", loadmodel->name, name);
2063 texture->surfaceparms = 0;
2064 texture->basematerialflags = MATERIALFLAG_NODRAW | MATERIALFLAG_NOSHADOW;
2068 if (developer.integer >= 100)
2069 Con_Printf("^1%s:^7 No shader found for texture ^3\"%s\"\n", loadmodel->name, texture->name);
2070 texture->surfaceparms = 0;
2071 if (texture->surfaceflags & Q3SURFACEFLAG_NODRAW)
2072 texture->basematerialflags |= MATERIALFLAG_NODRAW | MATERIALFLAG_NOSHADOW;
2073 else if (texture->surfaceflags & Q3SURFACEFLAG_SKY)
2074 texture->basematerialflags |= MATERIALFLAG_SKY | MATERIALFLAG_NOSHADOW;
2076 texture->basematerialflags |= MATERIALFLAG_WALL;
2077 texture->numskinframes = 1;
2078 if(cls.state == ca_dedicated)
2080 texture->skinframes[0] = NULL;
2087 if ((texture->skinframes[0] = R_SkinFrame_LoadExternal_CheckAlpha(texture->name, defaulttexflags, false, &has_alpha)))
2089 if(has_alpha && (defaulttexflags & TEXF_ALPHA))
2090 texture->basematerialflags |= MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
2097 if (!success && warnmissing)
2098 Con_Printf("^1%s:^7 could not load texture ^3\"%s\"\n", loadmodel->name, texture->name);
2101 // init the animation variables
2102 texture->currentframe = texture;
2103 if (texture->numskinframes < 1)
2104 texture->numskinframes = 1;
2105 if (!texture->skinframes[0])
2106 texture->skinframes[0] = R_SkinFrame_LoadMissing();
2107 texture->currentskinframe = texture->skinframes[0];
2108 texture->backgroundcurrentskinframe = texture->backgroundskinframes[0];
2112 skinfile_t *Mod_LoadSkinFiles(void)
2114 int i, words, line, wordsoverflow;
2117 skinfile_t *skinfile = NULL, *first = NULL;
2118 skinfileitem_t *skinfileitem;
2119 char word[10][MAX_QPATH];
2123 U_bodyBox,models/players/Legoman/BikerA2.tga
2124 U_RArm,models/players/Legoman/BikerA1.tga
2125 U_LArm,models/players/Legoman/BikerA1.tga
2126 U_armor,common/nodraw
2127 U_sword,common/nodraw
2128 U_shield,common/nodraw
2129 U_homb,common/nodraw
2130 U_backpack,common/nodraw
2131 U_colcha,common/nodraw
2136 memset(word, 0, sizeof(word));
2137 for (i = 0;i < MAX_SKINS && (data = text = (char *)FS_LoadFile(va("%s_%i.skin", loadmodel->name, i), tempmempool, true, NULL));i++)
2139 // If it's the first file we parse
2140 if (skinfile == NULL)
2142 skinfile = (skinfile_t *)Mem_Alloc(loadmodel->mempool, sizeof(skinfile_t));
2147 skinfile->next = (skinfile_t *)Mem_Alloc(loadmodel->mempool, sizeof(skinfile_t));
2148 skinfile = skinfile->next;
2150 skinfile->next = NULL;
2152 for(line = 0;;line++)
2155 if (!COM_ParseToken_QuakeC(&data, true))
2157 if (!strcmp(com_token, "\n"))
2160 wordsoverflow = false;
2164 strlcpy(word[words++], com_token, sizeof (word[0]));
2166 wordsoverflow = true;
2168 while (COM_ParseToken_QuakeC(&data, true) && strcmp(com_token, "\n"));
2171 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);
2174 // words is always >= 1
2175 if (!strcmp(word[0], "replace"))
2179 if (developer_loading.integer)
2180 Con_Printf("Mod_LoadSkinFiles: parsed mesh \"%s\" shader replacement \"%s\"\n", word[1], word[2]);
2181 skinfileitem = (skinfileitem_t *)Mem_Alloc(loadmodel->mempool, sizeof(skinfileitem_t));
2182 skinfileitem->next = skinfile->items;
2183 skinfile->items = skinfileitem;
2184 strlcpy (skinfileitem->name, word[1], sizeof (skinfileitem->name));
2185 strlcpy (skinfileitem->replacement, word[2], sizeof (skinfileitem->replacement));
2188 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]);
2190 else if (words >= 2 && !strncmp(word[0], "tag_", 4))
2192 // tag name, like "tag_weapon,"
2193 // not used for anything (not even in Quake3)
2195 else if (words >= 2 && !strcmp(word[1], ","))
2197 // mesh shader name, like "U_RArm,models/players/Legoman/BikerA1.tga"
2198 if (developer_loading.integer)
2199 Con_Printf("Mod_LoadSkinFiles: parsed mesh \"%s\" shader replacement \"%s\"\n", word[0], word[2]);
2200 skinfileitem = (skinfileitem_t *)Mem_Alloc(loadmodel->mempool, sizeof(skinfileitem_t));
2201 skinfileitem->next = skinfile->items;
2202 skinfile->items = skinfileitem;
2203 strlcpy (skinfileitem->name, word[0], sizeof (skinfileitem->name));
2204 strlcpy (skinfileitem->replacement, word[2], sizeof (skinfileitem->replacement));
2207 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);
2212 loadmodel->numskins = i;
2216 void Mod_FreeSkinFiles(skinfile_t *skinfile)
2219 skinfileitem_t *skinfileitem, *nextitem;
2220 for (;skinfile;skinfile = next)
2222 next = skinfile->next;
2223 for (skinfileitem = skinfile->items;skinfileitem;skinfileitem = nextitem)
2225 nextitem = skinfileitem->next;
2226 Mem_Free(skinfileitem);
2232 int Mod_CountSkinFiles(skinfile_t *skinfile)
2235 for (i = 0;skinfile;skinfile = skinfile->next, i++);
2239 void Mod_SnapVertices(int numcomponents, int numvertices, float *vertices, float snap)
2242 double isnap = 1.0 / snap;
2243 for (i = 0;i < numvertices*numcomponents;i++)
2244 vertices[i] = floor(vertices[i]*isnap)*snap;
2247 int Mod_RemoveDegenerateTriangles(int numtriangles, const int *inelement3i, int *outelement3i, const float *vertex3f)
2249 int i, outtriangles;
2250 float edgedir1[3], edgedir2[3], temp[3];
2251 // a degenerate triangle is one with no width (thickness, surface area)
2252 // these are characterized by having all 3 points colinear (along a line)
2253 // or having two points identical
2254 // the simplest check is to calculate the triangle's area
2255 for (i = 0, outtriangles = 0;i < numtriangles;i++, inelement3i += 3)
2257 // calculate first edge
2258 VectorSubtract(vertex3f + inelement3i[1] * 3, vertex3f + inelement3i[0] * 3, edgedir1);
2259 VectorSubtract(vertex3f + inelement3i[2] * 3, vertex3f + inelement3i[0] * 3, edgedir2);
2260 CrossProduct(edgedir1, edgedir2, temp);
2261 if (VectorLength2(temp) < 0.001f)
2262 continue; // degenerate triangle (no area)
2263 // valid triangle (has area)
2264 VectorCopy(inelement3i, outelement3i);
2268 return outtriangles;
2271 void Mod_VertexRangeFromElements(int numelements, const int *elements, int *firstvertexpointer, int *lastvertexpointer)
2274 int firstvertex, lastvertex;
2275 if (numelements > 0 && elements)
2277 firstvertex = lastvertex = elements[0];
2278 for (i = 1;i < numelements;i++)
2281 firstvertex = min(firstvertex, e);
2282 lastvertex = max(lastvertex, e);
2286 firstvertex = lastvertex = 0;
2287 if (firstvertexpointer)
2288 *firstvertexpointer = firstvertex;
2289 if (lastvertexpointer)
2290 *lastvertexpointer = lastvertex;
2293 void Mod_MakeSortedSurfaces(dp_model_t *mod)
2295 // make an optimal set of texture-sorted batches to draw...
2297 int *firstsurfacefortexture;
2298 int *numsurfacesfortexture;
2299 if (!mod->sortedmodelsurfaces)
2300 mod->sortedmodelsurfaces = (int *) Mem_Alloc(loadmodel->mempool, mod->nummodelsurfaces * sizeof(*mod->sortedmodelsurfaces));
2301 firstsurfacefortexture = (int *) Mem_Alloc(tempmempool, mod->num_textures * sizeof(*firstsurfacefortexture));
2302 numsurfacesfortexture = (int *) Mem_Alloc(tempmempool, mod->num_textures * sizeof(*numsurfacesfortexture));
2303 memset(numsurfacesfortexture, 0, mod->num_textures * sizeof(*numsurfacesfortexture));
2304 for (j = 0;j < mod->nummodelsurfaces;j++)
2306 const msurface_t *surface = mod->data_surfaces + j + mod->firstmodelsurface;
2307 int t = (int)(surface->texture - mod->data_textures);
2308 numsurfacesfortexture[t]++;
2311 for (t = 0;t < mod->num_textures;t++)
2313 firstsurfacefortexture[t] = j;
2314 j += numsurfacesfortexture[t];
2316 for (j = 0;j < mod->nummodelsurfaces;j++)
2318 const msurface_t *surface = mod->data_surfaces + j + mod->firstmodelsurface;
2319 int t = (int)(surface->texture - mod->data_textures);
2320 mod->sortedmodelsurfaces[firstsurfacefortexture[t]++] = j + mod->firstmodelsurface;
2322 Mem_Free(firstsurfacefortexture);
2323 Mem_Free(numsurfacesfortexture);
2326 static void Mod_BuildVBOs(void)
2328 if (!gl_support_arb_vertex_buffer_object)
2331 // element buffer is easy because it's just one array
2332 if (loadmodel->surfmesh.num_triangles)
2334 if (loadmodel->surfmesh.data_element3s)
2337 for (i = 0;i < loadmodel->surfmesh.num_triangles*3;i++)
2338 loadmodel->surfmesh.data_element3s[i] = loadmodel->surfmesh.data_element3i[i];
2339 loadmodel->surfmesh.ebo3s = R_Mesh_CreateStaticBufferObject(GL_ELEMENT_ARRAY_BUFFER_ARB, loadmodel->surfmesh.data_element3s, loadmodel->surfmesh.num_triangles * sizeof(unsigned short[3]), loadmodel->name);
2342 loadmodel->surfmesh.ebo3i = R_Mesh_CreateStaticBufferObject(GL_ELEMENT_ARRAY_BUFFER_ARB, loadmodel->surfmesh.data_element3i, loadmodel->surfmesh.num_triangles * sizeof(unsigned int[3]), loadmodel->name);
2345 // vertex buffer is several arrays and we put them in the same buffer
2347 // is this wise? the texcoordtexture2f array is used with dynamic
2348 // vertex/svector/tvector/normal when rendering animated models, on the
2349 // other hand animated models don't use a lot of vertices anyway...
2350 if (loadmodel->surfmesh.num_vertices)
2355 loadmodel->surfmesh.vbooffset_vertex3f = size;if (loadmodel->surfmesh.data_vertex3f ) size += loadmodel->surfmesh.num_vertices * sizeof(float[3]);
2356 loadmodel->surfmesh.vbooffset_svector3f = size;if (loadmodel->surfmesh.data_svector3f ) size += loadmodel->surfmesh.num_vertices * sizeof(float[3]);
2357 loadmodel->surfmesh.vbooffset_tvector3f = size;if (loadmodel->surfmesh.data_tvector3f ) size += loadmodel->surfmesh.num_vertices * sizeof(float[3]);
2358 loadmodel->surfmesh.vbooffset_normal3f = size;if (loadmodel->surfmesh.data_normal3f ) size += loadmodel->surfmesh.num_vertices * sizeof(float[3]);
2359 loadmodel->surfmesh.vbooffset_texcoordtexture2f = size;if (loadmodel->surfmesh.data_texcoordtexture2f ) size += loadmodel->surfmesh.num_vertices * sizeof(float[2]);
2360 loadmodel->surfmesh.vbooffset_texcoordlightmap2f = size;if (loadmodel->surfmesh.data_texcoordlightmap2f) size += loadmodel->surfmesh.num_vertices * sizeof(float[2]);
2361 loadmodel->surfmesh.vbooffset_lightmapcolor4f = size;if (loadmodel->surfmesh.data_lightmapcolor4f ) size += loadmodel->surfmesh.num_vertices * sizeof(float[4]);
2362 mem = (unsigned char *)Mem_Alloc(tempmempool, size);
2363 if (loadmodel->surfmesh.data_vertex3f ) memcpy(mem + loadmodel->surfmesh.vbooffset_vertex3f , loadmodel->surfmesh.data_vertex3f , loadmodel->surfmesh.num_vertices * sizeof(float[3]));
2364 if (loadmodel->surfmesh.data_svector3f ) memcpy(mem + loadmodel->surfmesh.vbooffset_svector3f , loadmodel->surfmesh.data_svector3f , loadmodel->surfmesh.num_vertices * sizeof(float[3]));
2365 if (loadmodel->surfmesh.data_tvector3f ) memcpy(mem + loadmodel->surfmesh.vbooffset_tvector3f , loadmodel->surfmesh.data_tvector3f , loadmodel->surfmesh.num_vertices * sizeof(float[3]));
2366 if (loadmodel->surfmesh.data_normal3f ) memcpy(mem + loadmodel->surfmesh.vbooffset_normal3f , loadmodel->surfmesh.data_normal3f , loadmodel->surfmesh.num_vertices * sizeof(float[3]));
2367 if (loadmodel->surfmesh.data_texcoordtexture2f ) memcpy(mem + loadmodel->surfmesh.vbooffset_texcoordtexture2f , loadmodel->surfmesh.data_texcoordtexture2f , loadmodel->surfmesh.num_vertices * sizeof(float[2]));
2368 if (loadmodel->surfmesh.data_texcoordlightmap2f) memcpy(mem + loadmodel->surfmesh.vbooffset_texcoordlightmap2f, loadmodel->surfmesh.data_texcoordlightmap2f, loadmodel->surfmesh.num_vertices * sizeof(float[2]));
2369 if (loadmodel->surfmesh.data_lightmapcolor4f ) memcpy(mem + loadmodel->surfmesh.vbooffset_lightmapcolor4f , loadmodel->surfmesh.data_lightmapcolor4f , loadmodel->surfmesh.num_vertices * sizeof(float[4]));
2370 loadmodel->surfmesh.vbo = R_Mesh_CreateStaticBufferObject(GL_ARRAY_BUFFER_ARB, mem, size, loadmodel->name);
2375 static void Mod_Decompile_OBJ(dp_model_t *model, const char *filename, const char *mtlfilename, const char *originalfilename)
2377 int vertexindex, surfaceindex, triangleindex, textureindex, countvertices = 0, countsurfaces = 0, countfaces = 0, counttextures = 0;
2379 const char *texname;
2381 const float *v, *vn, *vt;
2383 size_t outbufferpos = 0;
2384 size_t outbuffermax = 0x100000;
2385 char *outbuffer = (char *) Z_Malloc(outbuffermax), *oldbuffer;
2386 const msurface_t *surface;
2387 const int maxtextures = 256;
2388 char *texturenames = (char *) Z_Malloc(maxtextures * MAX_QPATH);
2390 // construct the mtllib file
2391 l = dpsnprintf(outbuffer + outbufferpos, outbuffermax - outbufferpos, "# mtllib for %s exported by darkplaces engine\n", originalfilename);
2394 for (surfaceindex = 0, surface = model->data_surfaces;surfaceindex < model->num_surfaces;surfaceindex++, surface++)
2397 countvertices += surface->num_vertices;
2398 countfaces += surface->num_triangles;
2399 texname = (surface->texture && surface->texture->name[0]) ? surface->texture->name : "default";
2400 for (textureindex = 0;textureindex < maxtextures && texturenames[textureindex*MAX_QPATH];textureindex++)
2401 if (!strcmp(texturenames + textureindex * MAX_QPATH, texname))
2403 if (textureindex >= maxtextures)
2404 continue; // just a precaution
2405 if (counttextures < textureindex + 1)
2406 counttextures = textureindex + 1;
2407 strlcpy(texturenames + textureindex * MAX_QPATH, texname, MAX_QPATH);
2408 if (outbufferpos >= outbuffermax >> 1)
2411 oldbuffer = outbuffer;
2412 outbuffer = (char *) Z_Malloc(outbuffermax);
2413 memcpy(outbuffer, oldbuffer, outbufferpos);
2416 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");
2421 // write the mtllib file
2422 FS_WriteFile(mtlfilename, outbuffer, outbufferpos);
2425 // construct the obj file
2426 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);
2429 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)
2431 if (outbufferpos >= outbuffermax >> 1)
2434 oldbuffer = outbuffer;
2435 outbuffer = (char *) Z_Malloc(outbuffermax);
2436 memcpy(outbuffer, oldbuffer, outbufferpos);
2439 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]);
2443 for (surfaceindex = 0, surface = model->data_surfaces;surfaceindex < model->num_surfaces;surfaceindex++, surface++)
2445 l = dpsnprintf(outbuffer + outbufferpos, outbuffermax - outbufferpos, "usemtl %s\n", (surface->texture && surface->texture->name[0]) ? surface->texture->name : "default");
2448 for (triangleindex = 0, e = model->surfmesh.data_element3i + surface->num_firsttriangle * 3;triangleindex < surface->num_triangles;triangleindex++, e += 3)
2450 if (outbufferpos >= outbuffermax >> 1)
2453 oldbuffer = outbuffer;
2454 outbuffer = (char *) Z_Malloc(outbuffermax);
2455 memcpy(outbuffer, oldbuffer, outbufferpos);
2461 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);
2467 // write the obj file
2468 FS_WriteFile(filename, outbuffer, outbufferpos);
2472 Z_Free(texturenames);
2475 Con_Printf("Wrote %s (%i bytes, %i vertices, %i faces, %i surfaces with %i distinct textures)\n", filename, (int)outbufferpos, countvertices, countfaces, countsurfaces, counttextures);
2478 static void Mod_Decompile_SMD(dp_model_t *model, const char *filename, int firstpose, int numposes, qboolean writetriangles)
2480 int countnodes = 0, counttriangles = 0, countframes = 0;
2490 size_t outbufferpos = 0;
2491 size_t outbuffermax = 0x100000;
2492 char *outbuffer = (char *) Z_Malloc(outbuffermax), *oldbuffer;
2493 const msurface_t *surface;
2494 l = dpsnprintf(outbuffer + outbufferpos, outbuffermax - outbufferpos, "version 1\nnodes\n");
2498 if(model->num_poses >= 0)
2499 modelscale = sqrt(model->data_poses[0] * model->data_poses[0] + model->data_poses[1] * model->data_poses[1] + model->data_poses[2] * model->data_poses[2]);
2500 if(fabs(modelscale - 1) > 1e-4)
2502 if(firstpose == 0) // only print the when writing the reference pose
2503 Con_Printf("The model has an old-style model scale of %f\n", modelscale);
2507 for (transformindex = 0;transformindex < model->num_bones;transformindex++)
2509 if (outbufferpos >= outbuffermax >> 1)
2512 oldbuffer = outbuffer;
2513 outbuffer = (char *) Z_Malloc(outbuffermax);
2514 memcpy(outbuffer, oldbuffer, outbufferpos);
2518 l = dpsnprintf(outbuffer + outbufferpos, outbuffermax - outbufferpos, "%3i \"%s\" %3i\n", transformindex, model->data_bones[transformindex].name, model->data_bones[transformindex].parent);
2522 l = dpsnprintf(outbuffer + outbufferpos, outbuffermax - outbufferpos, "end\nskeleton\n");
2525 for (poseindex = 0, pose = model->data_poses + model->num_bones * 12 * firstpose;poseindex < numposes;poseindex++)
2528 l = dpsnprintf(outbuffer + outbufferpos, outbuffermax - outbufferpos, "time %i\n", poseindex);
2531 for (transformindex = 0;transformindex < model->num_bones;transformindex++, pose += 12)
2536 if (outbufferpos >= outbuffermax >> 1)
2539 oldbuffer = outbuffer;
2540 outbuffer = (char *) Z_Malloc(outbuffermax);
2541 memcpy(outbuffer, oldbuffer, outbufferpos);
2545 // strangely the smd angles are for a transposed matrix, so we
2546 // have to generate a transposed matrix, then convert that...
2547 mtest[0][0] = pose[ 0];
2548 mtest[0][1] = pose[ 4];
2549 mtest[0][2] = pose[ 8];
2550 mtest[0][3] = pose[ 3];
2551 mtest[1][0] = pose[ 1];
2552 mtest[1][1] = pose[ 5];
2553 mtest[1][2] = pose[ 9];
2554 mtest[1][3] = pose[ 7];
2555 mtest[2][0] = pose[ 2];
2556 mtest[2][1] = pose[ 6];
2557 mtest[2][2] = pose[10];
2558 mtest[2][3] = pose[11];
2559 AnglesFromVectors(angles, mtest[0], mtest[2], false);
2560 if (angles[0] >= 180) angles[0] -= 360;
2561 if (angles[1] >= 180) angles[1] -= 360;
2562 if (angles[2] >= 180) angles[2] -= 360;
2564 a = DEG2RAD(angles[ROLL]);
2565 b = DEG2RAD(angles[PITCH]);
2566 c = DEG2RAD(angles[YAW]);
2570 float cy, sy, cp, sp, cr, sr;
2572 // smd matrix construction, for comparing to non-transposed m
2583 test[0][1] = sr*sp*cy+cr*-sy;
2584 test[1][1] = sr*sp*sy+cr*cy;
2586 test[0][2] = (cr*sp*cy+-sr*-sy);
2587 test[1][2] = (cr*sp*sy+-sr*cy);
2589 test[0][3] = pose[3];
2590 test[1][3] = pose[7];
2591 test[2][3] = pose[11];
2594 l = dpsnprintf(outbuffer + outbufferpos, outbuffermax - outbufferpos, "%3i %f %f %f %f %f %f\n", transformindex, pose[3] * modelscale, pose[7] * modelscale, pose[11] * modelscale, DEG2RAD(angles[ROLL]), DEG2RAD(angles[PITCH]), DEG2RAD(angles[YAW]));
2599 l = dpsnprintf(outbuffer + outbufferpos, outbuffermax - outbufferpos, "end\n");
2604 l = dpsnprintf(outbuffer + outbufferpos, outbuffermax - outbufferpos, "triangles\n");
2607 for (surfaceindex = 0, surface = model->data_surfaces;surfaceindex < model->num_surfaces;surfaceindex++, surface++)
2609 for (triangleindex = 0, e = model->surfmesh.data_element3i + surface->num_firsttriangle * 3;triangleindex < surface->num_triangles;triangleindex++, e += 3)
2612 if (outbufferpos >= outbuffermax >> 1)
2615 oldbuffer = outbuffer;
2616 outbuffer = (char *) Z_Malloc(outbuffermax);
2617 memcpy(outbuffer, oldbuffer, outbufferpos);
2620 l = dpsnprintf(outbuffer + outbufferpos, outbuffermax - outbufferpos, "%s\n", surface->texture && surface->texture->name[0] ? surface->texture->name : "default.bmp");
2623 for (cornerindex = 0;cornerindex < 3;cornerindex++)
2625 const int index = e[2-cornerindex];
2626 const float *v = model->surfmesh.data_vertex3f + index * 3;
2627 const float *vn = model->surfmesh.data_normal3f + index * 3;
2628 const float *vt = model->surfmesh.data_texcoordtexture2f + index * 2;
2629 const int *wi = model->surfmesh.data_vertexweightindex4i + index * 4;
2630 const float *wf = model->surfmesh.data_vertexweightinfluence4f + index * 4;
2631 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], wi[1], wf[1], wi[2], wf[2], wi[3], wf[3]);
2632 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], wi[1], wf[1], wi[2], wf[2]);
2633 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], wi[1], wf[1]);
2634 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]);
2640 l = dpsnprintf(outbuffer + outbufferpos, outbuffermax - outbufferpos, "end\n");
2645 FS_WriteFile(filename, outbuffer, outbufferpos);
2648 Con_Printf("Wrote %s (%i bytes, %i nodes, %i frames, %i triangles)\n", filename, (int)outbufferpos, countnodes, countframes, counttriangles);
2655 decompiles a model to editable files
2658 static void Mod_Decompile_f(void)
2660 int i, j, k, l, first, count;
2662 char inname[MAX_QPATH];
2663 char outname[MAX_QPATH];
2664 char mtlname[MAX_QPATH];
2665 char basename[MAX_QPATH];
2666 char animname[MAX_QPATH];
2667 char animname2[MAX_QPATH];
2668 char zymtextbuffer[16384];
2669 char dpmtextbuffer[16384];
2670 int zymtextsize = 0;
2671 int dpmtextsize = 0;
2673 if (Cmd_Argc() != 2)
2675 Con_Print("usage: modeldecompile <filename>\n");
2679 strlcpy(inname, Cmd_Argv(1), sizeof(inname));
2680 FS_StripExtension(inname, basename, sizeof(basename));
2682 mod = Mod_ForName(inname, false, true, inname[0] == '*' ? cl.model_name[1] : NULL);
2683 if (mod->brush.submodel)
2685 // if we're decompiling a submodel, be sure to give it a proper name based on its parent
2686 FS_StripExtension(cl.model_name[1], outname, sizeof(outname));
2687 dpsnprintf(basename, sizeof(basename), "%s/%s", outname, mod->name);
2692 Con_Print("No such model\n");
2695 if (!mod->surfmesh.num_triangles)
2697 Con_Print("Empty model (or sprite)\n");
2701 // export OBJ if possible (not on sprites)
2702 if (mod->surfmesh.num_triangles)
2704 dpsnprintf(outname, sizeof(outname), "%s_decompiled.obj", basename);
2705 dpsnprintf(mtlname, sizeof(mtlname), "%s_decompiled.mtl", basename);
2706 Mod_Decompile_OBJ(mod, outname, mtlname, inname);
2709 // export SMD if possible (only for skeletal models)
2710 if (mod->surfmesh.num_triangles && mod->num_bones)
2712 dpsnprintf(outname, sizeof(outname), "%s_decompiled/ref1.smd", basename);
2713 Mod_Decompile_SMD(mod, outname, 0, 1, true);
2714 l = dpsnprintf(zymtextbuffer + zymtextsize, sizeof(zymtextbuffer) - zymtextsize, "output out.zym\nscale 1\norigin 0 0 0\nmesh ref1.smd\n");
2715 if (l > 0) zymtextsize += l;
2716 l = dpsnprintf(dpmtextbuffer + dpmtextsize, sizeof(dpmtextbuffer) - dpmtextsize, "outputdir .\nmodel out\nscale 1\norigin 0 0 0\nscene ref1.smd\n");
2717 if (l > 0) dpmtextsize += l;
2718 for (i = 0;i < mod->numframes;i = j)
2720 strlcpy(animname, mod->animscenes[i].name, sizeof(animname));
2721 first = mod->animscenes[i].firstframe;
2722 if (mod->animscenes[i].framecount > 1)
2725 count = mod->animscenes[i].framecount;
2731 // check for additional frames with same name
2732 for (l = 0, k = strlen(animname);animname[l];l++)
2733 if ((animname[l] < '0' || animname[l] > '9') && animname[l] != '_')
2736 count = (mod->num_poses / mod->num_bones) - first;
2737 for (j = i + 1;j < mod->numframes;j++)
2739 strlcpy(animname2, mod->animscenes[j].name, sizeof(animname2));
2740 for (l = 0, k = strlen(animname2);animname2[l];l++)
2741 if ((animname2[l] < '0' || animname2[l] > '9') && animname2[l] != '_')
2744 if (strcmp(animname2, animname) || mod->animscenes[j].framecount > 1)
2746 count = mod->animscenes[j].firstframe - first;
2750 // if it's only one frame, use the original frame name
2752 strlcpy(animname, mod->animscenes[i].name, sizeof(animname));
2755 dpsnprintf(outname, sizeof(outname), "%s_decompiled/%s.smd", basename, animname);
2756 Mod_Decompile_SMD(mod, outname, first, count, false);
2757 if (zymtextsize < (int)sizeof(zymtextbuffer) - 100)
2759 l = dpsnprintf(zymtextbuffer + zymtextsize, sizeof(zymtextbuffer) - zymtextsize, "scene %s.smd fps %g\n", animname, mod->animscenes[i].framerate);
2760 if (l > 0) zymtextsize += l;
2762 if (dpmtextsize < (int)sizeof(dpmtextbuffer) - 100)
2764 l = dpsnprintf(dpmtextbuffer + dpmtextsize, sizeof(dpmtextbuffer) - dpmtextsize, "scene %s.smd\n", animname);
2765 if (l > 0) dpmtextsize += l;
2769 FS_WriteFile(va("%s_decompiled/out_zym.txt", basename), zymtextbuffer, (fs_offset_t)zymtextsize);
2771 FS_WriteFile(va("%s_decompiled/out_dpm.txt", basename), dpmtextbuffer, (fs_offset_t)dpmtextsize);