int i, j;
unsigned solidpixels[128*128], alphapixels[128*128];
+ // allocate a texture pool if we need it
+ if (loadmodel->texturepool == NULL && cls.state != ca_dedicated)
+ loadmodel->texturepool = R_AllocTexturePool();
+
// if sky isn't the right size, just use it as a solid layer
if (width != 256 || height != 128)
{
static void Mod_Q1BSP_LoadTextures(lump_t *l)
{
int i, j, k, num, max, altmax, mtwidth, mtheight, *dofs, incomplete;
+ skinframe_t *skinframe;
miptex_t *dmiptex;
texture_t *tx, *tx2, *anims[10], *altanims[10];
dmiptexlump_t *m;
m = (dmiptexlump_t *)(mod_base + l->fileofs);
m->nummiptex = LittleLong (m->nummiptex);
loadmodel->num_textures = m->nummiptex + 2;
+ loadmodel->num_texturesperskin = loadmodel->num_textures;
}
else
{
m = NULL;
loadmodel->num_textures = 2;
+ loadmodel->num_texturesperskin = loadmodel->num_textures;
}
loadmodel->data_textures = (texture_t *)Mem_Alloc(loadmodel->mempool, loadmodel->num_textures * sizeof(texture_t));
// fill out all slots with notexture
+ if (cls.state != ca_dedicated)
+ skinframe = R_SkinFrame_LoadMissing();
+ else
+ skinframe = NULL;
for (i = 0, tx = loadmodel->data_textures;i < loadmodel->num_textures;i++, tx++)
{
strlcpy(tx->name, "NO TEXTURE FOUND", sizeof(tx->name));
tx->width = 16;
tx->height = 16;
- tx->numskinframes = 1;
- tx->skinframerate = 1;
- tx->currentskinframe = tx->skinframes;
- tx->skinframes[0].base = r_texture_notexture;
- tx->backgroundcurrentskinframe = tx->backgroundskinframes;
- tx->basematerialflags = 0;
+ if (cls.state != ca_dedicated)
+ {
+ tx->numskinframes = 1;
+ tx->skinframerate = 1;
+ tx->skinframes[0] = skinframe;
+ tx->currentskinframe = tx->skinframes[0];
+ tx->basematerialflags = 0;
+ }
if (i == loadmodel->num_textures - 1)
{
tx->basematerialflags |= MATERIALFLAG_WATER | MATERIALFLAG_LIGHTBOTHSIDES | MATERIALFLAG_NOSHADOW;
Con_Printf("warning: unnamed texture in %s, renaming to %s\n", loadmodel->name, tx->name);
}
+ if (tx->name[0] == '*')
+ {
+ if (!strncmp(tx->name, "*lava", 5))
+ {
+ tx->supercontents = mod_q1bsp_texture_lava.supercontents;
+ tx->surfaceflags = mod_q1bsp_texture_lava.surfaceflags;
+ }
+ else if (!strncmp(tx->name, "*slime", 6))
+ {
+ tx->supercontents = mod_q1bsp_texture_slime.supercontents;
+ tx->surfaceflags = mod_q1bsp_texture_slime.surfaceflags;
+ }
+ else
+ {
+ tx->supercontents = mod_q1bsp_texture_water.supercontents;
+ tx->surfaceflags = mod_q1bsp_texture_water.surfaceflags;
+ }
+ }
+ else if (!strncmp(tx->name, "sky", 3))
+ {
+ tx->supercontents = mod_q1bsp_texture_sky.supercontents;
+ tx->surfaceflags = mod_q1bsp_texture_sky.surfaceflags;
+ }
+ else
+ {
+ tx->supercontents = mod_q1bsp_texture_solid.supercontents;
+ tx->surfaceflags = mod_q1bsp_texture_solid.surfaceflags;
+ }
+
if (cls.state != ca_dedicated)
{
// LordHavoc: HL sky textures are entirely different than quake
}
else
{
- if (!Mod_LoadSkinFrame(&tx->skinframes[0], gamemode == GAME_TENEBRAE ? tx->name : va("textures/%s/%s", mapname, tx->name), TEXF_MIPMAP | TEXF_ALPHA | TEXF_PRECACHE | TEXF_PICMIP, false, true)
- && !Mod_LoadSkinFrame(&tx->skinframes[0], gamemode == GAME_TENEBRAE ? tx->name : va("textures/%s", tx->name), TEXF_MIPMAP | TEXF_ALPHA | TEXF_PRECACHE | TEXF_PICMIP, false, true))
+ skinframe = R_SkinFrame_LoadExternal(gamemode == GAME_TENEBRAE ? tx->name : va("textures/%s/%s", mapname, tx->name), TEXF_MIPMAP | TEXF_ALPHA | TEXF_PRECACHE | TEXF_PICMIP);
+ if (!skinframe)
+ skinframe = R_SkinFrame_LoadExternal(gamemode == GAME_TENEBRAE ? tx->name : va("textures/%s", tx->name), TEXF_MIPMAP | TEXF_ALPHA | TEXF_PRECACHE | TEXF_PICMIP);
+ if (!skinframe)
{
// did not find external texture, load it from the bsp or wad3
if (loadmodel->brush.ishlbsp)
{
tx->width = image_width;
tx->height = image_height;
- Mod_LoadSkinFrame_Internal(&tx->skinframes[0], tx->name, TEXF_MIPMAP | TEXF_ALPHA | TEXF_PRECACHE | TEXF_PICMIP, false, false, pixels, image_width, image_height, 32, NULL, NULL);
+ skinframe = R_SkinFrame_LoadInternal(tx->name, TEXF_MIPMAP | TEXF_ALPHA | TEXF_PRECACHE | TEXF_PICMIP, false, false, pixels, image_width, image_height, 32, NULL, NULL);
}
if (freepixels)
Mem_Free(freepixels);
}
else if (mtdata) // texture included
- Mod_LoadSkinFrame_Internal(&tx->skinframes[0], tx->name, TEXF_MIPMAP | TEXF_PRECACHE | TEXF_PICMIP, false, r_fullbrights.integer, mtdata, tx->width, tx->height, 8, NULL, NULL);
+ skinframe = R_SkinFrame_LoadInternal(tx->name, TEXF_MIPMAP | TEXF_PRECACHE | TEXF_PICMIP, false, r_fullbrights.integer, mtdata, tx->width, tx->height, 8, NULL, NULL);
}
+ // if skinframe is still NULL the "missing" texture will be used
+ if (skinframe)
+ tx->skinframes[0] = skinframe;
}
- if (tx->skinframes[0].base == NULL)
- {
- // no texture found
- tx->width = 16;
- tx->height = 16;
- tx->skinframes[0].base = r_texture_notexture;
- }
- }
- tx->basematerialflags = 0;
- if (tx->name[0] == '*')
- {
- // LordHavoc: some turbulent textures should not be affected by wateralpha
- if (strncmp(tx->name,"*lava",5)
- && strncmp(tx->name,"*teleport",9)
- && strncmp(tx->name,"*rift",5)) // Scourge of Armagon texture
- tx->basematerialflags |= MATERIALFLAG_WATERALPHA | MATERIALFLAG_NOSHADOW;
- if (!strncmp(tx->name, "*lava", 5))
- {
- tx->supercontents = mod_q1bsp_texture_lava.supercontents;
- tx->surfaceflags = mod_q1bsp_texture_lava.surfaceflags;
- }
- else if (!strncmp(tx->name, "*slime", 6))
+ tx->basematerialflags = 0;
+ if (tx->name[0] == '*')
{
- tx->supercontents = mod_q1bsp_texture_slime.supercontents;
- tx->surfaceflags = mod_q1bsp_texture_slime.surfaceflags;
+ // LordHavoc: some turbulent textures should not be affected by wateralpha
+ if (strncmp(tx->name,"*lava",5)
+ && strncmp(tx->name,"*teleport",9)
+ && strncmp(tx->name,"*rift",5)) // Scourge of Armagon texture
+ tx->basematerialflags |= MATERIALFLAG_WATERALPHA | MATERIALFLAG_NOSHADOW;
+ tx->basematerialflags |= MATERIALFLAG_WATER | MATERIALFLAG_LIGHTBOTHSIDES | MATERIALFLAG_NOSHADOW;
}
+ else if (!strncmp(tx->name, "sky", 3))
+ tx->basematerialflags |= MATERIALFLAG_SKY | MATERIALFLAG_NOSHADOW;
else
- {
- tx->supercontents = mod_q1bsp_texture_water.supercontents;
- tx->surfaceflags = mod_q1bsp_texture_water.surfaceflags;
- }
- tx->basematerialflags |= MATERIALFLAG_WATER | MATERIALFLAG_LIGHTBOTHSIDES | MATERIALFLAG_NOSHADOW;
- }
- else if (tx->name[0] == 's' && tx->name[1] == 'k' && tx->name[2] == 'y')
- {
- tx->supercontents = mod_q1bsp_texture_sky.supercontents;
- tx->surfaceflags = mod_q1bsp_texture_sky.surfaceflags;
- tx->basematerialflags |= MATERIALFLAG_SKY | MATERIALFLAG_NOSHADOW;
- }
- else
- {
- tx->supercontents = mod_q1bsp_texture_solid.supercontents;
- tx->surfaceflags = mod_q1bsp_texture_solid.surfaceflags;
- tx->basematerialflags |= MATERIALFLAG_WALL;
- }
- if (tx->skinframes[0].fog)
- tx->basematerialflags |= MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_TRANSPARENT | MATERIALFLAG_NOSHADOW;
+ tx->basematerialflags |= MATERIALFLAG_WALL;
+ if (tx->skinframes[0] && tx->skinframes[0]->fog)
+ tx->basematerialflags |= MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
- // start out with no animation
- tx->currentframe = tx;
+ // start out with no animation
+ tx->currentframe = tx;
+ tx->currentskinframe = tx->skinframes[0];
+ }
}
// sequence the animations
// find a place for this lightmap
if (!lightmaptexture || !Mod_Q1BSP_AllocLightmapBlock(lightmap_lineused, LIGHTMAPSIZE, LIGHTMAPSIZE, ssize, tsize, &lightmapx, &lightmapy))
{
+ // allocate a texture pool if we need it
+ if (loadmodel->texturepool == NULL && cls.state != ca_dedicated)
+ loadmodel->texturepool = R_AllocTexturePool();
// could not find room, make a new lightmap
lightmaptexture = R_LoadTexture2D(loadmodel->texturepool, va("lightmap%i", lightmapnumber), LIGHTMAPSIZE, LIGHTMAPSIZE, NULL, loadmodel->brushq1.lightmaprgba ? TEXTYPE_RGBA : TEXTYPE_RGB, TEXF_FORCELINEAR | TEXF_PRECACHE, NULL);
if (loadmodel->brushq1.nmaplightdata)
loadmodel->brush.shadowmesh = Mod_ShadowMesh_Begin(loadmodel->mempool, numshadowmeshtriangles * 3, numshadowmeshtriangles, NULL, NULL, NULL, false, false, true);
for (j = 0, surface = loadmodel->data_surfaces;j < loadmodel->num_surfaces;j++, surface++)
Mod_ShadowMesh_AddMesh(loadmodel->mempool, loadmodel->brush.shadowmesh, NULL, NULL, NULL, loadmodel->surfmesh.data_vertex3f, NULL, NULL, NULL, NULL, surface->num_triangles, (loadmodel->surfmesh.data_element3i + 3 * surface->num_firsttriangle));
- loadmodel->brush.shadowmesh = Mod_ShadowMesh_Finish(loadmodel->mempool, loadmodel->brush.shadowmesh, false, true);
+ loadmodel->brush.shadowmesh = Mod_ShadowMesh_Finish(loadmodel->mempool, loadmodel->brush.shadowmesh, false, true, false);
Mod_BuildTriangleNeighbors(loadmodel->brush.shadowmesh->neighbor3i, loadmodel->brush.shadowmesh->element3i, loadmodel->brush.shadowmesh->numtriangles);
if (loadmodel->brush.numsubmodels)
loadmodel->data_textures = out;
loadmodel->num_textures = count;
+ loadmodel->num_texturesperskin = loadmodel->num_textures;
+
+ for (i = 0;i < count;i++)
+ {
+ strlcpy (out[i].name, in[i].name, sizeof (out[i].name));
+ out[i].surfaceflags = LittleLong(in[i].surfaceflags);
+ out[i].supercontents = Mod_Q3BSP_SuperContentsFromNativeContents(loadmodel, LittleLong(in[i].contents));
+ }
+
+ if (cls.state == ca_dedicated)
+ return;
// parse the Q3 shader files
Mod_Q3BSP_LoadShaders();
for (i = 0;i < count;i++, in++, out++)
{
q3shaderinfo_t *shader;
- strlcpy (out->name, in->name, sizeof (out->name));
- out->surfaceflags = LittleLong(in->surfaceflags);
- out->supercontents = Mod_Q3BSP_SuperContentsFromNativeContents(loadmodel, LittleLong(in->contents));
shader = Mod_Q3BSP_LookupShader(out->name);
if (shader)
{
else
out->basematerialflags |= MATERIALFLAG_WALL;
if (shader->layers[0].alphatest)
- out->basematerialflags |= MATERIALFLAG_ALPHATEST | MATERIALFLAG_TRANSPARENT | MATERIALFLAG_NOSHADOW;
+ out->basematerialflags |= MATERIALFLAG_ALPHATEST | MATERIALFLAG_NOSHADOW;
if (shader->textureflags & Q3TEXTUREFLAG_TWOSIDED)
out->basematerialflags |= MATERIALFLAG_NOSHADOW | MATERIALFLAG_NOCULLFACE;
if (shader->textureflags & (Q3TEXTUREFLAG_AUTOSPRITE | Q3TEXTUREFLAG_AUTOSPRITE2))
if (shader->layers[0].blendfunc[0] != GL_ONE || shader->layers[0].blendfunc[1] != GL_ZERO)
{
if (shader->layers[0].blendfunc[0] == GL_ONE && shader->layers[0].blendfunc[1] == GL_ONE)
- out->basematerialflags |= MATERIALFLAG_ADD | MATERIALFLAG_BLENDED | MATERIALFLAG_TRANSPARENT | MATERIALFLAG_NOSHADOW;
+ out->basematerialflags |= MATERIALFLAG_ADD | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
else if (shader->layers[0].blendfunc[0] == GL_SRC_ALPHA && shader->layers[0].blendfunc[1] == GL_ONE)
- out->basematerialflags |= MATERIALFLAG_ADD | MATERIALFLAG_BLENDED | MATERIALFLAG_TRANSPARENT | MATERIALFLAG_NOSHADOW;
+ out->basematerialflags |= MATERIALFLAG_ADD | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
else if (shader->layers[0].blendfunc[0] == GL_SRC_ALPHA && shader->layers[0].blendfunc[1] == GL_ONE_MINUS_SRC_ALPHA)
- out->basematerialflags |= MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_TRANSPARENT | MATERIALFLAG_NOSHADOW;
+ out->basematerialflags |= MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
else
- out->basematerialflags |= MATERIALFLAG_CUSTOMBLEND | MATERIALFLAG_FULLBRIGHT | MATERIALFLAG_BLENDED | MATERIALFLAG_TRANSPARENT | MATERIALFLAG_NOSHADOW;
+ out->basematerialflags |= MATERIALFLAG_CUSTOMBLEND | MATERIALFLAG_FULLBRIGHT | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
}
}
if (!shader->lighting)
out->basematerialflags |= MATERIALFLAG_FULLBRIGHT;
- if (shader->primarylayer && cls.state != ca_dedicated)
+ if (shader->primarylayer)
{
int j;
out->numskinframes = shader->primarylayer->numframes;
out->skinframerate = shader->primarylayer->framerate;
for (j = 0;j < shader->primarylayer->numframes;j++)
- if (!Mod_LoadSkinFrame(&out->skinframes[j], shader->primarylayer->texturename[j], ((shader->surfaceparms & Q3SURFACEPARM_NOMIPMAPS) ? 0 : TEXF_MIPMAP) | TEXF_ALPHA | TEXF_PRECACHE | (shader->textureflags & Q3TEXTUREFLAG_NOPICMIP ? 0 : TEXF_PICMIP) | (shader->primarylayer->clampmap ? TEXF_CLAMP : 0), false, true))
+ if (!(out->skinframes[j] = R_SkinFrame_LoadExternal(shader->primarylayer->texturename[j], ((shader->surfaceparms & Q3SURFACEPARM_NOMIPMAPS) ? 0 : TEXF_MIPMAP) | TEXF_ALPHA | TEXF_PRECACHE | (shader->textureflags & Q3TEXTUREFLAG_NOPICMIP ? 0 : TEXF_PICMIP) | (shader->primarylayer->clampmap ? TEXF_CLAMP : 0))))
Con_DPrintf("%s: could not load texture \"%s\" (frame %i) for shader \"%s\"\n", loadmodel->name, shader->primarylayer->texturename[j], j, out->name);
}
- if (shader->backgroundlayer && cls.state != ca_dedicated)
+ if (shader->backgroundlayer)
{
int j;
out->backgroundnumskinframes = shader->backgroundlayer->numframes;
out->backgroundskinframerate = shader->backgroundlayer->framerate;
for (j = 0;j < shader->backgroundlayer->numframes;j++)
- if (!Mod_LoadSkinFrame(&out->backgroundskinframes[j], shader->backgroundlayer->texturename[j], ((shader->surfaceparms & Q3SURFACEPARM_NOMIPMAPS) ? 0 : TEXF_MIPMAP) | TEXF_ALPHA | TEXF_PRECACHE | (shader->textureflags & Q3TEXTUREFLAG_NOPICMIP ? 0 : TEXF_PICMIP) | (shader->backgroundlayer->clampmap ? TEXF_CLAMP : 0), false, true))
+ {
+ if (!(out->backgroundskinframes[j] = R_SkinFrame_LoadExternal(shader->backgroundlayer->texturename[j], ((shader->surfaceparms & Q3SURFACEPARM_NOMIPMAPS) ? 0 : TEXF_MIPMAP) | TEXF_ALPHA | TEXF_PRECACHE | (shader->textureflags & Q3TEXTUREFLAG_NOPICMIP ? 0 : TEXF_PICMIP) | (shader->backgroundlayer->clampmap ? TEXF_CLAMP : 0))))
+ {
Con_DPrintf("%s: could not load texture \"%s\" (frame %i) for shader \"%s\"\n", loadmodel->name, shader->backgroundlayer->texturename[j], j, out->name);
+ out->backgroundskinframes[j] = R_SkinFrame_LoadMissing();
+ }
+ }
}
}
else if (!strcmp(out->name, "noshader"))
// out->surfaceparms |= Q3SURFACEPARM_NODRAW;
//if (R_TextureHasAlpha(out->skinframes[0].base))
// out->surfaceparms |= Q3SURFACEPARM_TRANS;
- if (cls.state != ca_dedicated)
- if (!Mod_LoadSkinFrame(&out->skinframes[0], out->name, TEXF_MIPMAP | TEXF_ALPHA | TEXF_PRECACHE | TEXF_PICMIP, false, true))
- Con_DPrintf("%s: could not load texture for missing shader \"%s\"\n", loadmodel->name, out->name);
+ out->numskinframes = 1;
+ if (!(out->skinframes[0] = R_SkinFrame_LoadExternal(out->name, TEXF_MIPMAP | TEXF_ALPHA | TEXF_PRECACHE | TEXF_PICMIP)))
+ Con_DPrintf("%s: could not load texture for missing shader \"%s\"\n", loadmodel->name, out->name);
}
// init the animation variables
out->currentframe = out;
- out->currentskinframe = &out->skinframes[0];
- out->backgroundcurrentskinframe = &out->backgroundskinframes[0];
+ if (out->numskinframes < 1)
+ out->numskinframes = 1;
+ if (!out->skinframes[0])
+ out->skinframes[0] = R_SkinFrame_LoadMissing();
+ out->currentskinframe = out->skinframes[0];
+ out->backgroundcurrentskinframe = out->backgroundskinframes[0];
}
if (c)
Con_DPrintf("%s: %i textures missing shaders\n", loadmodel->name, c);
if (loadmodel->brushq3.deluxemapping)
loadmodel->brushq3.data_deluxemaps = (rtexture_t **)Mem_Alloc(loadmodel->mempool, loadmodel->brushq3.num_mergedlightmaps * sizeof(rtexture_t *));
+ // allocate a texture pool if we need it
+ if (loadmodel->texturepool == NULL && cls.state != ca_dedicated)
+ loadmodel->texturepool = R_AllocTexturePool();
+
j = 128 << loadmodel->brushq3.num_lightmapmergepower;
if (loadmodel->brushq3.data_lightmaps)
for (i = 0;i < loadmodel->brushq3.num_mergedlightmaps;i++)
for (j = 0, surface = loadmodel->data_surfaces;j < loadmodel->num_surfaces;j++, surface++)
if (surface->num_triangles > 0)
Mod_ShadowMesh_AddMesh(loadmodel->mempool, loadmodel->brush.shadowmesh, NULL, NULL, NULL, loadmodel->surfmesh.data_vertex3f, NULL, NULL, NULL, NULL, surface->num_triangles, (loadmodel->surfmesh.data_element3i + 3 * surface->num_firsttriangle));
- loadmodel->brush.shadowmesh = Mod_ShadowMesh_Finish(loadmodel->mempool, loadmodel->brush.shadowmesh, false, true);
+ loadmodel->brush.shadowmesh = Mod_ShadowMesh_Finish(loadmodel->mempool, loadmodel->brush.shadowmesh, false, true, false);
Mod_BuildTriangleNeighbors(loadmodel->brush.shadowmesh->neighbor3i, loadmodel->brush.shadowmesh->element3i, loadmodel->brush.shadowmesh->numtriangles);
loadmodel->brush.num_leafs = 0;