#include "image.h"
#include "r_shadow.h"
-model_t *loadmodel;
+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"};
-// LordHavoc: increased from 512 to 2048
-#define MAX_MOD_KNOWN 2048
-static model_t mod_known[MAX_MOD_KNOWN];
+dp_model_t *loadmodel;
-rtexturepool_t *mod_shared_texturepool;
-rtexture_t *r_notexture;
-rtexture_t *mod_shared_detailtextures[NUM_DETAILTEXTURES];
+static mempool_t *mod_mempool;
+static memexpandablearray_t models;
-void Mod_BuildDetailTextures (void)
+static mempool_t* q3shaders_mem;
+typedef struct q3shader_hash_entry_s
{
- int i, x, y, light;
- float vc[3], vx[3], vy[3], vn[3], lightdir[3];
-#define DETAILRESOLUTION 256
- qbyte data[DETAILRESOLUTION][DETAILRESOLUTION][4], noise[DETAILRESOLUTION][DETAILRESOLUTION];
- lightdir[0] = 0.5;
- lightdir[1] = 1;
- lightdir[2] = -0.25;
- VectorNormalize(lightdir);
- for (i = 0;i < NUM_DETAILTEXTURES;i++)
- {
- fractalnoise(&noise[0][0], DETAILRESOLUTION, DETAILRESOLUTION >> 4);
- for (y = 0;y < DETAILRESOLUTION;y++)
- {
- for (x = 0;x < DETAILRESOLUTION;x++)
- {
- vc[0] = x;
- vc[1] = y;
- vc[2] = noise[y][x] * (1.0f / 32.0f);
- vx[0] = x + 1;
- vx[1] = y;
- vx[2] = noise[y][(x + 1) % DETAILRESOLUTION] * (1.0f / 32.0f);
- vy[0] = x;
- vy[1] = y + 1;
- vy[2] = noise[(y + 1) % DETAILRESOLUTION][x] * (1.0f / 32.0f);
- VectorSubtract(vx, vc, vx);
- VectorSubtract(vy, vc, vy);
- CrossProduct(vx, vy, vn);
- VectorNormalize(vn);
- light = 128 - DotProduct(vn, lightdir) * 128;
- light = bound(0, light, 255);
- data[y][x][0] = data[y][x][1] = data[y][x][2] = light;
- data[y][x][3] = 255;
- }
- }
- mod_shared_detailtextures[i] = R_LoadTexture2D(mod_shared_texturepool, va("detailtexture%i", i), DETAILRESOLUTION, DETAILRESOLUTION, &data[0][0][0], TEXTYPE_RGBA, TEXF_MIPMAP | TEXF_PRECACHE, NULL);
- }
-}
-
-texture_t r_surf_notexture;
-
-void Mod_SetupNoTexture(void)
+ q3shaderinfo_t shader;
+ struct q3shader_hash_entry_s* chain;
+} q3shader_hash_entry_t;
+#define Q3SHADER_HASH_SIZE 1021
+typedef struct q3shader_data_s
{
- int x, y;
- qbyte pix[16][16][4];
-
- // this makes a light grey/dark grey checkerboard texture
- for (y = 0;y < 16;y++)
- {
- for (x = 0;x < 16;x++)
- {
- if ((y < 8) ^ (x < 8))
- {
- pix[y][x][0] = 128;
- pix[y][x][1] = 128;
- pix[y][x][2] = 128;
- pix[y][x][3] = 255;
- }
- else
- {
- pix[y][x][0] = 64;
- pix[y][x][1] = 64;
- pix[y][x][2] = 64;
- pix[y][x][3] = 255;
- }
- }
- }
-
- r_notexture = R_LoadTexture2D(mod_shared_texturepool, "notexture", 16, 16, &pix[0][0][0], TEXTYPE_RGBA, TEXF_MIPMAP, NULL);
-}
+ memexpandablearray_t hash_entries;
+ q3shader_hash_entry_t hash[Q3SHADER_HASH_SIZE];
+ memexpandablearray_t char_ptrs;
+} q3shader_data_t;
+static q3shader_data_t* q3shader_data;
static void mod_start(void)
{
- int i;
- for (i = 0;i < MAX_MOD_KNOWN;i++)
- if (mod_known[i].name[0])
- Mod_UnloadModel(&mod_known[i]);
- Mod_LoadModels();
+ int i, count;
+ int nummodels = Mem_ExpandableArray_IndexRange(&models);
+ dp_model_t *mod;
- mod_shared_texturepool = R_AllocTexturePool();
- Mod_SetupNoTexture();
- Mod_BuildDetailTextures();
+ SCR_PushLoadingScreen(false, "Loading models", 1.0);
+ count = 0;
+ for (i = 0;i < nummodels;i++)
+ if ((mod = (dp_model_t*) Mem_ExpandableArray_RecordAtIndex(&models, i)) && mod->name[0] && mod->name[0] != '*')
+ if (mod->used)
+ ++count;
+ for (i = 0;i < nummodels;i++)
+ if ((mod = (dp_model_t*) Mem_ExpandableArray_RecordAtIndex(&models, i)) && mod->name[0] && mod->name[0] != '*')
+ if (mod->used)
+ {
+ SCR_PushLoadingScreen(true, mod->name, 1.0 / count);
+ Mod_LoadModel(mod, true, false);
+ SCR_PopLoadingScreen(false);
+ }
+ SCR_PopLoadingScreen(false);
}
static void mod_shutdown(void)
{
int i;
- for (i = 0;i < MAX_MOD_KNOWN;i++)
- if (mod_known[i].name[0])
- Mod_UnloadModel(&mod_known[i]);
+ int nummodels = Mem_ExpandableArray_IndexRange(&models);
+ dp_model_t *mod;
+
+ for (i = 0;i < nummodels;i++)
+ if ((mod = (dp_model_t*) Mem_ExpandableArray_RecordAtIndex(&models, i)) && (mod->loaded || mod->mempool))
+ Mod_UnloadModel(mod);
- R_FreeTexturePool(&mod_shared_texturepool);
+ Mod_FreeQ3Shaders();
}
static void mod_newmap(void)
{
+ msurface_t *surface;
+ int i, j, k, surfacenum, ssize, tsize;
+ int nummodels = Mem_ExpandableArray_IndexRange(&models);
+ dp_model_t *mod;
+
+ R_SkinFrame_PrepareForPurge();
+ for (i = 0;i < nummodels;i++)
+ {
+ if ((mod = (dp_model_t*) Mem_ExpandableArray_RecordAtIndex(&models, i)) && mod->mempool && mod->data_textures)
+ {
+ for (j = 0;j < mod->num_textures;j++)
+ {
+ for (k = 0;k < mod->data_textures[j].numskinframes;k++)
+ R_SkinFrame_MarkUsed(mod->data_textures[j].skinframes[k]);
+ for (k = 0;k < mod->data_textures[j].backgroundnumskinframes;k++)
+ R_SkinFrame_MarkUsed(mod->data_textures[j].backgroundskinframes[k]);
+ }
+ }
+ }
+ R_SkinFrame_Purge();
+
+ if (!cl_stainmaps_clearonload.integer)
+ return;
+
+ for (i = 0;i < nummodels;i++)
+ {
+ if ((mod = (dp_model_t*) Mem_ExpandableArray_RecordAtIndex(&models, i)) && mod->mempool && mod->data_surfaces)
+ {
+ for (surfacenum = 0, surface = mod->data_surfaces;surfacenum < mod->num_surfaces;surfacenum++, surface++)
+ {
+ if (surface->lightmapinfo && surface->lightmapinfo->stainsamples)
+ {
+ ssize = (surface->lightmapinfo->extents[0] >> 4) + 1;
+ tsize = (surface->lightmapinfo->extents[1] >> 4) + 1;
+ memset(surface->lightmapinfo->stainsamples, 255, ssize * tsize * 3);
+ mod->brushq1.lightmapupdateflags[surfacenum] = true;
+ }
+ }
+ }
+ }
}
/*
Mod_Init
===============
*/
-static void Mod_Print (void);
+static void Mod_Print(void);
+static void Mod_Precache (void);
+static void Mod_Decompile_f(void);
+static void Mod_BuildVBOs(void);
void Mod_Init (void)
{
+ mod_mempool = Mem_AllocPool("modelinfo", 0, NULL);
+ Mem_ExpandableArray_NewArray(&models, mod_mempool, sizeof(dp_model_t), 16);
+
Mod_BrushInit();
Mod_AliasInit();
Mod_SpriteInit();
- Cmd_AddCommand ("modellist", Mod_Print);
+ Cvar_RegisterVariable(&r_mipskins);
+ Cmd_AddCommand ("modellist", Mod_Print, "prints a list of loaded models");
+ Cmd_AddCommand ("modelprecache", Mod_Precache, "load a model");
+ Cmd_AddCommand ("modeldecompile", Mod_Decompile_f, "exports a model in several formats for editing purposes");
}
void Mod_RenderInit(void)
R_RegisterModule("Models", mod_start, mod_shutdown, mod_newmap);
}
-void Mod_FreeModel (model_t *mod)
+void Mod_UnloadModel (dp_model_t *mod)
{
+ char name[MAX_QPATH];
+ qboolean used;
+ dp_model_t *parentmodel;
+
+ if (developer_loading.integer)
+ Con_Printf("unloading model %s\n", mod->name);
+
+ strlcpy(name, mod->name, sizeof(name));
+ parentmodel = mod->brush.parentmodel;
+ used = mod->used;
+ if (mod->surfmesh.ebo3i)
+ R_Mesh_DestroyBufferObject(mod->surfmesh.ebo3i);
+ if (mod->surfmesh.ebo3s)
+ R_Mesh_DestroyBufferObject(mod->surfmesh.ebo3s);
+ if (mod->surfmesh.vbo)
+ R_Mesh_DestroyBufferObject(mod->surfmesh.vbo);
+ // free textures/memory attached to the model
R_FreeTexturePool(&mod->texturepool);
Mem_FreePool(&mod->mempool);
-
// clear the struct to make it available
- memset(mod, 0, sizeof(model_t));
+ memset(mod, 0, sizeof(dp_model_t));
+ // restore the fields we want to preserve
+ strlcpy(mod->name, name, sizeof(mod->name));
+ mod->brush.parentmodel = parentmodel;
+ mod->used = used;
+ mod->loaded = false;
}
-void Mod_UnloadModel (model_t *mod)
+void R_Model_Null_Draw(entity_render_t *ent)
{
- char name[MAX_QPATH];
- qboolean isworldmodel;
- strcpy(name, mod->name);
- isworldmodel = mod->isworldmodel;
- Mod_FreeModel(mod);
- strcpy(mod->name, name);
- mod->isworldmodel = isworldmodel;
- mod->needload = true;
+ return;
}
/*
Loads a model
==================
*/
-static model_t *Mod_LoadModel (model_t *mod, qboolean crash, qboolean checkdisk, qboolean isworldmodel)
+dp_model_t *Mod_LoadModel(dp_model_t *mod, qboolean crash, qboolean checkdisk)
{
+ int num;
unsigned int crc;
void *buf;
+ fs_offset_t filesize;
mod->used = true;
if (mod->name[0] == '*') // submodel
return mod;
+
+ if (!strcmp(mod->name, "null"))
+ {
+ if(mod->loaded)
+ return mod;
+
+ if (mod->loaded || mod->mempool)
+ Mod_UnloadModel(mod);
+
+ if (developer_loading.integer)
+ Con_Printf("loading model %s\n", mod->name);
+
+ mod->used = true;
+ mod->crc = -1;
+ mod->loaded = false;
+
+ VectorClear(mod->normalmins);
+ VectorClear(mod->normalmaxs);
+ VectorClear(mod->yawmins);
+ VectorClear(mod->yawmaxs);
+ VectorClear(mod->rotatedmins);
+ VectorClear(mod->rotatedmaxs);
+
+ mod->modeldatatypestring = "null";
+ mod->type = mod_null;
+ mod->Draw = R_Model_Null_Draw;
+ mod->numframes = 2;
+ mod->numskins = 1;
+
+ // no fatal errors occurred, so this model is ready to use.
+ mod->loaded = true;
+
+ return mod;
+ }
crc = 0;
buf = NULL;
- if (!mod->needload)
- {
- if (checkdisk)
- {
- buf = COM_LoadFile (mod->name, false);
- if (!buf)
- {
- if (crash)
- Host_Error ("Mod_LoadModel: %s not found", mod->name); // LordHavoc: Sys_Error was *ANNOYING*
- return NULL;
- }
- crc = CRC_Block(buf, com_filesize);
- }
- else
- crc = mod->crc;
+ // even if the model is loaded it still may need reloading...
- if (mod->crc == crc && mod->isworldmodel == isworldmodel)
+ // if it is not loaded or checkdisk is true we need to calculate the crc
+ if (!mod->loaded || checkdisk)
+ {
+ if (checkdisk && mod->loaded)
+ Con_DPrintf("checking model %s\n", mod->name);
+ buf = FS_LoadFile (mod->name, tempmempool, false, &filesize);
+ if (buf)
{
- if (buf)
- Mem_Free(buf);
- return mod; // already loaded
+ crc = CRC_Block((unsigned char *)buf, filesize);
+ // we need to reload the model if the crc does not match
+ if (mod->crc != crc)
+ mod->loaded = false;
}
}
- Con_DPrintf("loading model %s\n", mod->name);
-
- if (!buf)
+ // if the model is already loaded and checks passed, just return
+ if (mod->loaded)
{
- buf = COM_LoadFile (mod->name, false);
- if (!buf)
- {
- if (crash)
- Host_Error ("Mod_LoadModel: %s not found", mod->name);
- return NULL;
- }
- crc = CRC_Block(buf, com_filesize);
+ if (buf)
+ Mem_Free(buf);
+ return mod;
}
- // allocate a new model
- loadmodel = mod;
+ if (developer_loading.integer)
+ Con_Printf("loading model %s\n", mod->name);
+
+ SCR_PushLoadingScreen(true, mod->name, 1);
// LordHavoc: unload the existing model in this slot (if there is one)
- Mod_UnloadModel(mod);
- mod->isworldmodel = isworldmodel;
- mod->needload = false;
+ if (mod->loaded || mod->mempool)
+ Mod_UnloadModel(mod);
+
+ // load the model
mod->used = true;
mod->crc = crc;
- // errors can prevent the corresponding mod->error = false;
- mod->error = true;
-
- // all models use memory, so allocate a memory pool
- mod->mempool = Mem_AllocPool(mod->name);
- // all models load textures, so allocate a texture pool
- if (cls.state != ca_dedicated)
- mod->texturepool = R_AllocTexturePool();
-
- // call the apropriate loader
- if (!memcmp(buf, "IDPO" , 4)) Mod_LoadQ1AliasModel(mod, buf);
- else if (!memcmp(buf, "IDP2" , 4)) Mod_LoadQ2AliasModel(mod, buf);
- else if (!memcmp(buf, "IDP3" , 4)) Mod_LoadQ3AliasModel(mod, buf);
- else if (!memcmp(buf, "ZYMOTIC" , 7)) Mod_LoadZymoticModel(mod, buf);
- else if (!memcmp(buf, "IDSP" , 4)) Mod_LoadSpriteModel (mod, buf);
- else Mod_LoadBrushModel (mod, buf);
-
- Mem_Free(buf);
-
- // no errors occurred
- mod->error = false;
- return mod;
-}
+ // errors can prevent the corresponding mod->loaded = true;
+ mod->loaded = false;
+
+ // default model radius and bounding box (mainly for missing models)
+ mod->radius = 16;
+ VectorSet(mod->normalmins, -mod->radius, -mod->radius, -mod->radius);
+ VectorSet(mod->normalmaxs, mod->radius, mod->radius, mod->radius);
+ VectorSet(mod->yawmins, -mod->radius, -mod->radius, -mod->radius);
+ VectorSet(mod->yawmaxs, mod->radius, mod->radius, mod->radius);
+ VectorSet(mod->rotatedmins, -mod->radius, -mod->radius, -mod->radius);
+ VectorSet(mod->rotatedmaxs, mod->radius, mod->radius, mod->radius);
+
+ if (!q3shaders_mem)
+ {
+ // load q3 shaders for the first time, or after a level change
+ Mod_LoadQ3Shaders();
+ }
-void Mod_CheckLoaded (model_t *mod)
-{
- if (mod)
+ if (buf)
{
- if (mod->needload)
- Mod_LoadModel(mod, true, true, mod->isworldmodel);
- else
- {
- if (mod->type == mod_invalid)
- Host_Error("Mod_CheckLoaded: invalid model\n");
- mod->used = true;
- return;
- }
+ char *bufend = (char *)buf + filesize;
+
+ // all models use memory, so allocate a memory pool
+ mod->mempool = Mem_AllocPool(mod->name, 0, NULL);
+
+ num = LittleLong(*((int *)buf));
+ // call the apropriate loader
+ loadmodel = mod;
+ if (!strcasecmp(FS_FileExtension(mod->name), "obj")) Mod_OBJ_Load(mod, buf, bufend);
+ else if (!memcmp(buf, "IDPO", 4)) Mod_IDP0_Load(mod, buf, bufend);
+ else if (!memcmp(buf, "IDP2", 4)) Mod_IDP2_Load(mod, buf, bufend);
+ else if (!memcmp(buf, "IDP3", 4)) Mod_IDP3_Load(mod, buf, bufend);
+ else if (!memcmp(buf, "IDSP", 4)) Mod_IDSP_Load(mod, buf, bufend);
+ else if (!memcmp(buf, "IDS2", 4)) Mod_IDS2_Load(mod, buf, bufend);
+ else if (!memcmp(buf, "IBSP", 4)) Mod_IBSP_Load(mod, buf, bufend);
+ else if (!memcmp(buf, "ZYMOTICMODEL", 12)) Mod_ZYMOTICMODEL_Load(mod, buf, bufend);
+ else if (!memcmp(buf, "DARKPLACESMODEL", 16)) Mod_DARKPLACESMODEL_Load(mod, buf, bufend);
+ else if (!memcmp(buf, "ACTRHEAD", 8)) Mod_PSKMODEL_Load(mod, buf, bufend);
+ else if (strlen(mod->name) >= 4 && !strcmp(mod->name + strlen(mod->name) - 4, ".map")) Mod_MAP_Load(mod, buf, bufend);
+ else if (num == BSPVERSION || num == 30) Mod_Q1BSP_Load(mod, buf, bufend);
+ else Con_Printf("Mod_LoadModel: model \"%s\" is of unknown/unsupported type\n", mod->name);
+ Mem_Free(buf);
+
+ Mod_BuildVBOs();
+ }
+ else if (crash)
+ {
+ // LordHavoc: Sys_Error was *ANNOYING*
+ Con_Printf ("Mod_LoadModel: %s not found\n", mod->name);
}
-}
-/*
-===================
-Mod_ClearAll
-===================
-*/
-void Mod_ClearAll (void)
-{
-}
+ // no fatal errors occurred, so this model is ready to use.
+ mod->loaded = true;
-void Mod_ClearErrorModels (void)
-{
- int i;
- model_t *mod;
+ SCR_PopLoadingScreen(false);
- for (i = 0, mod = mod_known;i < MAX_MOD_KNOWN;i++, mod++)
- if (mod->error)
- Mod_FreeModel(mod);
+ return mod;
}
void Mod_ClearUsed(void)
{
int i;
- model_t *mod;
-
- for (i = 0, mod = mod_known;i < MAX_MOD_KNOWN;i++, mod++)
- if (mod->name[0])
+ int nummodels = Mem_ExpandableArray_IndexRange(&models);
+ dp_model_t *mod;
+ for (i = 0;i < nummodels;i++)
+ if ((mod = (dp_model_t*) Mem_ExpandableArray_RecordAtIndex(&models, i)) && mod->name[0])
mod->used = false;
}
void Mod_PurgeUnused(void)
{
int i;
- model_t *mod;
-
- for (i = 0, mod = mod_known;i < MAX_MOD_KNOWN;i++, mod++)
- if (mod->name[0])
- if (!mod->used)
- Mod_FreeModel(mod);
-}
-
-void Mod_LoadModels(void)
-{
- int i;
- model_t *mod;
-
- for (i = 0, mod = mod_known;i < MAX_MOD_KNOWN;i++, mod++)
- if (mod->name[0])
- if (mod->used)
- Mod_CheckLoaded(mod);
+ int nummodels = Mem_ExpandableArray_IndexRange(&models);
+ dp_model_t *mod;
+ for (i = 0;i < nummodels;i++)
+ {
+ if ((mod = (dp_model_t*) Mem_ExpandableArray_RecordAtIndex(&models, i)) && mod->name[0] && !mod->used)
+ {
+ Mod_UnloadModel(mod);
+ Mem_ExpandableArray_FreeRecord(&models, mod);
+ }
+ }
}
/*
==================
*/
-model_t *Mod_FindName (const char *name)
+dp_model_t *Mod_FindName(const char *name, const char *parentname)
{
int i;
- model_t *mod, *freemod;
+ int nummodels;
+ dp_model_t *mod;
+
+ if (!parentname)
+ parentname = "";
+
+ // if we're not dedicatd, the renderer calls will crash without video
+ Host_StartVideo();
+
+ nummodels = Mem_ExpandableArray_IndexRange(&models);
if (!name[0])
Host_Error ("Mod_ForName: NULL name");
-// search the currently loaded models
- freemod = NULL;
- for (i = 0, mod = mod_known;i < MAX_MOD_KNOWN;i++, mod++)
+ // search the currently loaded models
+ for (i = 0;i < nummodels;i++)
{
- if (mod->name[0])
+ 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))))
{
- if (!strcmp (mod->name, name))
- {
- mod->used = true;
- return mod;
- }
+ mod->used = true;
+ return mod;
}
- else if (freemod == NULL)
- freemod = mod;
}
- if (freemod)
- {
- mod = freemod;
- strcpy (mod->name, name);
- mod->needload = true;
- mod->used = true;
- return mod;
- }
-
- Host_Error ("Mod_FindName: ran out of models\n");
- return NULL;
+ // no match found, create a new one
+ mod = (dp_model_t *) Mem_ExpandableArray_AllocRecord(&models);
+ strlcpy(mod->name, name, sizeof(mod->name));
+ if (parentname[0])
+ mod->brush.parentmodel = Mod_FindName(parentname, NULL);
+ else
+ mod->brush.parentmodel = NULL;
+ mod->loaded = false;
+ mod->used = true;
+ return mod;
}
/*
==================
-Mod_TouchModel
+Mod_ForName
+Loads in a model for the given name
==================
*/
-void Mod_TouchModel (const char *name)
+dp_model_t *Mod_ForName(const char *name, qboolean crash, qboolean checkdisk, const char *parentname)
{
- model_t *mod;
-
- mod = Mod_FindName (name);
- mod->used = true;
+ dp_model_t *model;
+ model = Mod_FindName(name, parentname);
+ if (!model->loaded || checkdisk)
+ Mod_LoadModel(model, crash, checkdisk);
+ return model;
}
/*
==================
-Mod_ForName
+Mod_Reload
-Loads in a model for the given name
+Reloads all models if they have changed
==================
*/
-model_t *Mod_ForName (const char *name, qboolean crash, qboolean checkdisk, qboolean isworldmodel)
+void Mod_Reload(void)
{
- return Mod_LoadModel (Mod_FindName (name), crash, checkdisk, isworldmodel);
+ int i, count;
+ int nummodels = Mem_ExpandableArray_IndexRange(&models);
+ dp_model_t *mod;
+
+ SCR_PushLoadingScreen(false, "Reloading models", 1.0);
+ count = 0;
+ for (i = 0;i < nummodels;i++)
+ if ((mod = (dp_model_t *) Mem_ExpandableArray_RecordAtIndex(&models, i)) && mod->name[0] && mod->name[0] != '*' && mod->used)
+ ++count;
+ for (i = 0;i < nummodels;i++)
+ if ((mod = (dp_model_t *) Mem_ExpandableArray_RecordAtIndex(&models, i)) && mod->name[0] && mod->name[0] != '*' && mod->used)
+ {
+ SCR_PushLoadingScreen(true, mod->name, 1.0 / count);
+ Mod_LoadModel(mod, true, true);
+ SCR_PopLoadingScreen(false);
+ }
+ SCR_PopLoadingScreen(false);
}
-qbyte *mod_base;
+unsigned char *mod_base;
//=============================================================================
Mod_Print
================
*/
-static void Mod_Print (void)
+static void Mod_Print(void)
{
- int i;
- model_t *mod;
+ int i;
+ int nummodels = Mem_ExpandableArray_IndexRange(&models);
+ dp_model_t *mod;
+
+ Con_Print("Loaded models:\n");
+ for (i = 0;i < nummodels;i++)
+ {
+ if ((mod = (dp_model_t *) Mem_ExpandableArray_RecordAtIndex(&models, i)) && mod->name[0] && mod->name[0] != '*')
+ {
+ if (mod->brush.numsubmodels)
+ Con_Printf("%4iK %s (%i submodels)\n", mod->mempool ? (int)((mod->mempool->totalsize + 1023) / 1024) : 0, mod->name, mod->brush.numsubmodels);
+ else
+ Con_Printf("%4iK %s\n", mod->mempool ? (int)((mod->mempool->totalsize + 1023) / 1024) : 0, mod->name);
+ }
+ }
+}
+
+/*
+================
+Mod_Precache
+================
+*/
+static void Mod_Precache(void)
+{
+ if (Cmd_Argc() == 2)
+ Mod_ForName(Cmd_Argv(1), false, true, Cmd_Argv(1)[0] == '*' ? cl.model_name[1] : NULL);
+ else
+ Con_Print("usage: modelprecache <filename>\n");
+}
- Con_Printf ("Loaded models:\n");
- for (i = 0, mod = mod_known;i < MAX_MOD_KNOWN;i++, mod++)
- if (mod->name[0])
- Con_Printf ("%4iK %s\n", mod->mempool ? (mod->mempool->totalsize + 1023) / 1024 : 0, mod->name);
+int Mod_BuildVertexRemapTableFromElements(int numelements, const int *elements, int numvertices, int *remapvertices)
+{
+ int i, count;
+ unsigned char *used;
+ used = (unsigned char *)Mem_Alloc(tempmempool, numvertices);
+ memset(used, 0, numvertices);
+ for (i = 0;i < numelements;i++)
+ used[elements[i]] = 1;
+ for (i = 0, count = 0;i < numvertices;i++)
+ remapvertices[i] = used[i] ? count++ : -1;
+ Mem_Free(used);
+ return count;
}
-int Mod_FindTriangleWithEdge(const int *elements, int numtriangles, int start, int end, int ignore)
+#if 1
+// fast way, using an edge hash
+#define TRIANGLEEDGEHASH 8192
+void Mod_BuildTriangleNeighbors(int *neighbors, const int *elements, int numtriangles)
+{
+ int i, j, p, e1, e2, *n, hashindex, count, match;
+ const int *e;
+ typedef struct edgehashentry_s
+ {
+ struct edgehashentry_s *next;
+ int triangle;
+ int element[2];
+ }
+ edgehashentry_t;
+ edgehashentry_t *edgehash[TRIANGLEEDGEHASH], *edgehashentries, edgehashentriesbuffer[TRIANGLEEDGEHASH*3], *hash;
+ memset(edgehash, 0, sizeof(edgehash));
+ edgehashentries = edgehashentriesbuffer;
+ // if there are too many triangles for the stack array, allocate larger buffer
+ if (numtriangles > TRIANGLEEDGEHASH)
+ edgehashentries = (edgehashentry_t *)Mem_Alloc(tempmempool, numtriangles * 3 * sizeof(edgehashentry_t));
+ // find neighboring triangles
+ for (i = 0, e = elements, n = neighbors;i < numtriangles;i++, e += 3, n += 3)
+ {
+ for (j = 0, p = 2;j < 3;p = j, j++)
+ {
+ e1 = e[p];
+ e2 = e[j];
+ // this hash index works for both forward and backward edges
+ hashindex = (unsigned int)(e1 + e2) % TRIANGLEEDGEHASH;
+ hash = edgehashentries + i * 3 + j;
+ hash->next = edgehash[hashindex];
+ edgehash[hashindex] = hash;
+ hash->triangle = i;
+ hash->element[0] = e1;
+ hash->element[1] = e2;
+ }
+ }
+ for (i = 0, e = elements, n = neighbors;i < numtriangles;i++, e += 3, n += 3)
+ {
+ for (j = 0, p = 2;j < 3;p = j, j++)
+ {
+ e1 = e[p];
+ e2 = e[j];
+ // this hash index works for both forward and backward edges
+ hashindex = (unsigned int)(e1 + e2) % TRIANGLEEDGEHASH;
+ count = 0;
+ match = -1;
+ for (hash = edgehash[hashindex];hash;hash = hash->next)
+ {
+ if (hash->element[0] == e2 && hash->element[1] == e1)
+ {
+ if (hash->triangle != i)
+ match = hash->triangle;
+ count++;
+ }
+ else if ((hash->element[0] == e1 && hash->element[1] == e2))
+ count++;
+ }
+ // detect edges shared by three triangles and make them seams
+ if (count > 2)
+ match = -1;
+ n[p] = match;
+ }
+
+ // also send a keepalive here (this can take a while too!)
+ CL_KeepaliveMessage(false);
+ }
+ // free the allocated buffer
+ if (edgehashentries != edgehashentriesbuffer)
+ Mem_Free(edgehashentries);
+}
+#else
+// very slow but simple way
+static int Mod_FindTriangleWithEdge(const int *elements, int numtriangles, int start, int end, int ignore)
{
int i, match, count;
count = 0;
n[2] = Mod_FindTriangleWithEdge(elements, numtriangles, e[0], e[2], i);
}
}
+#endif
-void Mod_ValidateElements(const int *elements, int numtriangles, int numverts, const char *filename, int fileline)
+void Mod_ValidateElements(int *elements, int numtriangles, int firstvertex, int numverts, const char *filename, int fileline)
{
- int i;
+ int i, warned = false, endvertex = firstvertex + numverts;
for (i = 0;i < numtriangles * 3;i++)
- if ((unsigned int)elements[i] >= (unsigned int)numverts)
- Con_Printf("Mod_ValidateElements: out of bounds element detected at %s:%d\n", filename, fileline);
+ {
+ if (elements[i] < firstvertex || elements[i] >= endvertex)
+ {
+ if (!warned)
+ {
+ warned = true;
+ Con_Printf("Mod_ValidateElements: out of bounds elements detected at %s:%d\n", filename, fileline);
+ }
+ elements[i] = firstvertex;
+ }
+ }
}
-/*
-a note on the cost of executing this function:
-per triangle: 188 (83 42 13 45 4 1)
-assignments: 83 (20 3 3 3 1 4 4 1 3 4 3 4 30)
-adds: 42 (2 2 2 2 3 2 2 27)
-subtracts: 13 (3 3 3 1 3)
-multiplies: 45 (6 3 6 6 3 3 6 6 6)
-rsqrts: 4 (1 1 1 1)
-compares: 1 (1)
-per vertex: 39 (12 6 18 3)
-assignments: 12 (4 4 4)
-adds: 6 (2 2 2)
-multiplies: 18 (6 6 6)
-rsqrts: 3 (1 1 1)
-*/
+// warning: this is an expensive function!
+void Mod_BuildNormals(int firstvertex, int numvertices, int numtriangles, const float *vertex3f, const int *elements, float *normal3f, qboolean areaweighting)
+{
+ int i, j;
+ const int *element;
+ float *vectorNormal;
+ float areaNormal[3];
+ // clear the vectors
+ memset(normal3f + 3 * firstvertex, 0, numvertices * sizeof(float[3]));
+ // process each vertex of each triangle and accumulate the results
+ // use area-averaging, to make triangles with a big area have a bigger
+ // weighting on the vertex normal than triangles with a small area
+ // to do so, just add the 'normals' together (the bigger the area
+ // the greater the length of the normal is
+ element = elements;
+ for (i = 0; i < numtriangles; i++, element += 3)
+ {
+ TriangleNormal(
+ vertex3f + element[0] * 3,
+ vertex3f + element[1] * 3,
+ vertex3f + element[2] * 3,
+ areaNormal
+ );
+
+ if (!areaweighting)
+ VectorNormalize(areaNormal);
+
+ for (j = 0;j < 3;j++)
+ {
+ vectorNormal = normal3f + element[j] * 3;
+ vectorNormal[0] += areaNormal[0];
+ vectorNormal[1] += areaNormal[1];
+ vectorNormal[2] += areaNormal[2];
+ }
+ }
+ // and just normalize the accumulated vertex normal in the end
+ vectorNormal = normal3f + 3 * firstvertex;
+ for (i = 0; i < numvertices; i++, vectorNormal += 3)
+ VectorNormalize(vectorNormal);
+}
+
+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)
+{
+ float f, tangentcross[3], v10[3], v20[3], tc10[2], tc20[2];
+ // 79 add/sub/negate/multiply (1 cycle), 1 compare (3 cycle?), total cycles not counting load/store/exchange roughly 82 cycles
+ // 6 add, 28 subtract, 39 multiply, 1 compare, 50% chance of 6 negates
+
+ // 6 multiply, 9 subtract
+ VectorSubtract(v1, v0, v10);
+ VectorSubtract(v2, v0, v20);
+ normal3f[0] = v20[1] * v10[2] - v20[2] * v10[1];
+ normal3f[1] = v20[2] * v10[0] - v20[0] * v10[2];
+ normal3f[2] = v20[0] * v10[1] - v20[1] * v10[0];
+ // 12 multiply, 10 subtract
+ tc10[1] = tc1[1] - tc0[1];
+ tc20[1] = tc2[1] - tc0[1];
+ svector3f[0] = tc10[1] * v20[0] - tc20[1] * v10[0];
+ svector3f[1] = tc10[1] * v20[1] - tc20[1] * v10[1];
+ svector3f[2] = tc10[1] * v20[2] - tc20[1] * v10[2];
+ tc10[0] = tc1[0] - tc0[0];
+ tc20[0] = tc2[0] - tc0[0];
+ tvector3f[0] = tc10[0] * v20[0] - tc20[0] * v10[0];
+ tvector3f[1] = tc10[0] * v20[1] - tc20[0] * v10[1];
+ tvector3f[2] = tc10[0] * v20[2] - tc20[0] * v10[2];
+ // 12 multiply, 4 add, 6 subtract
+ f = DotProduct(svector3f, normal3f);
+ svector3f[0] -= f * normal3f[0];
+ svector3f[1] -= f * normal3f[1];
+ svector3f[2] -= f * normal3f[2];
+ f = DotProduct(tvector3f, normal3f);
+ tvector3f[0] -= f * normal3f[0];
+ tvector3f[1] -= f * normal3f[1];
+ tvector3f[2] -= f * normal3f[2];
+ // if texture is mapped the wrong way (counterclockwise), the tangents
+ // have to be flipped, this is detected by calculating a normal from the
+ // two tangents, and seeing if it is opposite the surface normal
+ // 9 multiply, 2 add, 3 subtract, 1 compare, 50% chance of: 6 negates
+ CrossProduct(tvector3f, svector3f, tangentcross);
+ if (DotProduct(tangentcross, normal3f) < 0)
+ {
+ VectorNegate(svector3f, svector3f);
+ VectorNegate(tvector3f, tvector3f);
+ }
+}
-void Mod_BuildTextureVectorsAndNormals(int numverts, int numtriangles, const float *vertex, const float *texcoord, const int *elements, float *svectors, float *tvectors, float *normals)
+// warning: this is a very expensive function!
+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)
{
- int i, tnum, voffset;
- float vert[3][4], vec[3][4], sdir[3], tdir[3], normal[3], f, *v;
+ int i, tnum;
+ float sdir[3], tdir[3], normal[3], *sv, *tv;
+ const float *v0, *v1, *v2, *tc0, *tc1, *tc2, *n;
+ float f, tangentcross[3], v10[3], v20[3], tc10[2], tc20[2];
const int *e;
// clear the vectors
- memset(svectors, 0, numverts * sizeof(float[4]));
- memset(tvectors, 0, numverts * sizeof(float[4]));
- memset(normals, 0, numverts * sizeof(float[4]));
+ memset(svector3f + 3 * firstvertex, 0, numvertices * sizeof(float[3]));
+ memset(tvector3f + 3 * firstvertex, 0, numvertices * sizeof(float[3]));
// process each vertex of each triangle and accumulate the results
for (tnum = 0, e = elements;tnum < numtriangles;tnum++, e += 3)
{
- // calculate texture matrix for triangle
- // 20 assignments
- voffset = e[0] * 4;
- vert[0][0] = vertex[voffset+0];
- vert[0][1] = vertex[voffset+1];
- vert[0][2] = vertex[voffset+2];
- vert[0][3] = texcoord[voffset];
- voffset = e[1] * 4;
- vert[1][0] = vertex[voffset+0];
- vert[1][1] = vertex[voffset+1];
- vert[1][2] = vertex[voffset+2];
- vert[1][3] = texcoord[voffset];
- voffset = e[2] * 4;
- vert[2][0] = vertex[voffset+0];
- vert[2][1] = vertex[voffset+1];
- vert[2][2] = vertex[voffset+2];
- vert[2][3] = texcoord[voffset];
- // 3 assignments, 3 subtracts
- VectorSubtract(vert[1], vert[0], vec[0]);
- // 3 assignments, 3 subtracts
- VectorSubtract(vert[2], vert[0], vec[1]);
- // 3 assignments, 3 subtracts, 6 multiplies
- CrossProduct(vec[0], vec[1], normal);
- // 1 assignment, 2 adds, 3 multiplies, 1 compare
- if (DotProduct(normal, normal) >= 0.001)
- {
- // 4 assignments, 1 rsqrt, 2 adds, 6 multiplies
- VectorNormalize(normal);
- tdir[0] = ((vert[1][3] - vert[0][3]) * (vert[2][0] - vert[0][0]) - (vert[2][3] - vert[0][3]) * (vert[1][0] - vert[0][0]));
- tdir[1] = ((vert[1][3] - vert[0][3]) * (vert[2][1] - vert[0][1]) - (vert[2][3] - vert[0][3]) * (vert[1][1] - vert[0][1]));
- tdir[2] = ((vert[1][3] - vert[0][3]) * (vert[2][2] - vert[0][2]) - (vert[2][3] - vert[0][3]) * (vert[1][2] - vert[0][2]));
- // 4 assignments, 1 rsqrt, 2 adds, 6 multiplies
- VectorNormalize(tdir);
- // 1 assignments, 1 negates, 2 adds, 3 multiplies
- f = -DotProduct(tdir, normal);
- // 3 assignments, 3 adds, 3 multiplies
- VectorMA(tdir, f, normal, tdir);
- // 4 assignments, 1 rsqrt, 2 adds, 6 multiplies
- VectorNormalize(tdir);
- // 3 assignments, 3 subtracts, 6 multiplies
- CrossProduct(tdir, normal, sdir);
- // this is probably not necessary
- // 4 assignments, 1 rsqrt, 2 adds, 6 multiplies
- VectorNormalize(sdir);
- //
+ v0 = vertex3f + e[0] * 3;
+ v1 = vertex3f + e[1] * 3;
+ v2 = vertex3f + e[2] * 3;
+ tc0 = texcoord2f + e[0] * 2;
+ tc1 = texcoord2f + e[1] * 2;
+ tc2 = texcoord2f + e[2] * 2;
+
+ // 79 add/sub/negate/multiply (1 cycle), 1 compare (3 cycle?), total cycles not counting load/store/exchange roughly 82 cycles
+ // 6 add, 28 subtract, 39 multiply, 1 compare, 50% chance of 6 negates
+
+ // calculate the edge directions and surface normal
+ // 6 multiply, 9 subtract
+ VectorSubtract(v1, v0, v10);
+ VectorSubtract(v2, v0, v20);
+ normal[0] = v20[1] * v10[2] - v20[2] * v10[1];
+ normal[1] = v20[2] * v10[0] - v20[0] * v10[2];
+ normal[2] = v20[0] * v10[1] - v20[1] * v10[0];
+
+ // calculate the tangents
+ // 12 multiply, 10 subtract
+ tc10[1] = tc1[1] - tc0[1];
+ tc20[1] = tc2[1] - tc0[1];
+ sdir[0] = tc10[1] * v20[0] - tc20[1] * v10[0];
+ sdir[1] = tc10[1] * v20[1] - tc20[1] * v10[1];
+ sdir[2] = tc10[1] * v20[2] - tc20[1] * v10[2];
+ tc10[0] = tc1[0] - tc0[0];
+ tc20[0] = tc2[0] - tc0[0];
+ tdir[0] = tc10[0] * v20[0] - tc20[0] * v10[0];
+ tdir[1] = tc10[0] * v20[1] - tc20[0] * v10[1];
+ tdir[2] = tc10[0] * v20[2] - tc20[0] * v10[2];
+
+ // if texture is mapped the wrong way (counterclockwise), the tangents
+ // have to be flipped, this is detected by calculating a normal from the
+ // two tangents, and seeing if it is opposite the surface normal
+ // 9 multiply, 2 add, 3 subtract, 1 compare, 50% chance of: 6 negates
+ CrossProduct(tdir, sdir, tangentcross);
+ if (DotProduct(tangentcross, normal) < 0)
+ {
VectorNegate(sdir, sdir);
- // accumulate matrix onto verts used by triangle
- // 30 assignments, 27 adds
- for (i = 0;i < 3;i++)
- {
- voffset = e[i] * 4;
- svectors[voffset ] += sdir[0];
- svectors[voffset + 1] += sdir[1];
- svectors[voffset + 2] += sdir[2];
- tvectors[voffset ] += tdir[0];
- tvectors[voffset + 1] += tdir[1];
- tvectors[voffset + 2] += tdir[2];
- normals[voffset ] += normal[0];
- normals[voffset + 1] += normal[1];
- normals[voffset + 2] += normal[2];
- }
+ VectorNegate(tdir, tdir);
+ }
+
+ if (!areaweighting)
+ {
+ VectorNormalize(sdir);
+ VectorNormalize(tdir);
+ }
+ for (i = 0;i < 3;i++)
+ {
+ VectorAdd(svector3f + e[i]*3, sdir, svector3f + e[i]*3);
+ VectorAdd(tvector3f + e[i]*3, tdir, tvector3f + e[i]*3);
}
}
- // now we could divide the vectors by the number of averaged values on
- // each vertex... but instead normalize them
- for (i = 0, v = svectors;i < numverts;i++, v += 4)
- // 4 assignments, 1 rsqrt, 2 adds, 6 multiplies
- VectorNormalize(v);
- for (i = 0, v = tvectors;i < numverts;i++, v += 4)
- // 4 assignments, 1 rsqrt, 2 adds, 6 multiplies
- VectorNormalize(v);
- for (i = 0, v = normals;i < numverts;i++, v += 4)
- // 4 assignments, 1 rsqrt, 2 adds, 6 multiplies
- VectorNormalize(v);
+ // make the tangents completely perpendicular to the surface normal, and
+ // then normalize them
+ // 16 assignments, 2 divide, 2 sqrt, 2 negates, 14 adds, 24 multiplies
+ for (i = 0, sv = svector3f + 3 * firstvertex, tv = tvector3f + 3 * firstvertex, n = normal3f + 3 * firstvertex;i < numvertices;i++, sv += 3, tv += 3, n += 3)
+ {
+ f = -DotProduct(sv, n);
+ VectorMA(sv, f, n, sv);
+ VectorNormalize(sv);
+ f = -DotProduct(tv, n);
+ VectorMA(tv, f, n, tv);
+ VectorNormalize(tv);
+ }
}
-shadowmesh_t *Mod_ShadowMesh_Alloc(mempool_t *mempool, int maxverts)
+void Mod_AllocSurfMesh(mempool_t *mempool, int numvertices, int numtriangles, qboolean lightmapoffsets, qboolean vertexcolors, qboolean neighbors)
{
- shadowmesh_t *mesh;
- mesh = Mem_Alloc(mempool, sizeof(shadowmesh_t) + maxverts * sizeof(float[4]) + maxverts * sizeof(int[3]) + maxverts * sizeof(int[3]) + SHADOWMESHVERTEXHASH * sizeof(shadowmeshvertexhash_t *) + maxverts * sizeof(shadowmeshvertexhash_t));
- mesh->maxverts = maxverts;
- mesh->maxtriangles = maxverts;
- mesh->numverts = 0;
- mesh->numtriangles = 0;
- mesh->verts = (float *)(mesh + 1);
- mesh->elements = (int *)(mesh->verts + mesh->maxverts * 4);
- mesh->neighbors = (int *)(mesh->elements + mesh->maxtriangles * 3);
- mesh->vertexhashtable = (shadowmeshvertexhash_t **)(mesh->neighbors + mesh->maxtriangles * 3);
- mesh->vertexhashentries = (shadowmeshvertexhash_t *)(mesh->vertexhashtable + SHADOWMESHVERTEXHASH);
- return mesh;
+ unsigned char *data;
+ 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));
+ loadmodel->surfmesh.num_vertices = numvertices;
+ loadmodel->surfmesh.num_triangles = numtriangles;
+ if (loadmodel->surfmesh.num_vertices)
+ {
+ loadmodel->surfmesh.data_vertex3f = (float *)data, data += sizeof(float[3]) * loadmodel->surfmesh.num_vertices;
+ loadmodel->surfmesh.data_svector3f = (float *)data, data += sizeof(float[3]) * loadmodel->surfmesh.num_vertices;
+ loadmodel->surfmesh.data_tvector3f = (float *)data, data += sizeof(float[3]) * loadmodel->surfmesh.num_vertices;
+ loadmodel->surfmesh.data_normal3f = (float *)data, data += sizeof(float[3]) * loadmodel->surfmesh.num_vertices;
+ loadmodel->surfmesh.data_texcoordtexture2f = (float *)data, data += sizeof(float[2]) * loadmodel->surfmesh.num_vertices;
+ loadmodel->surfmesh.data_texcoordlightmap2f = (float *)data, data += sizeof(float[2]) * loadmodel->surfmesh.num_vertices;
+ if (vertexcolors)
+ loadmodel->surfmesh.data_lightmapcolor4f = (float *)data, data += sizeof(float[4]) * loadmodel->surfmesh.num_vertices;
+ if (lightmapoffsets)
+ loadmodel->surfmesh.data_lightmapoffsets = (int *)data, data += sizeof(int) * loadmodel->surfmesh.num_vertices;
+ }
+ if (loadmodel->surfmesh.num_triangles)
+ {
+ loadmodel->surfmesh.data_element3i = (int *)data, data += sizeof(int[3]) * loadmodel->surfmesh.num_triangles;
+ if (neighbors)
+ loadmodel->surfmesh.data_neighbor3i = (int *)data, data += sizeof(int[3]) * loadmodel->surfmesh.num_triangles;
+ if (loadmodel->surfmesh.num_vertices <= 65536)
+ loadmodel->surfmesh.data_element3s = (unsigned short *)data, data += sizeof(unsigned short[3]) * loadmodel->surfmesh.num_triangles;
+ }
}
-shadowmesh_t *Mod_ShadowMesh_ReAlloc(mempool_t *mempool, shadowmesh_t *oldmesh)
+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)
{
shadowmesh_t *newmesh;
- newmesh = Mem_Alloc(mempool, sizeof(shadowmesh_t) + oldmesh->numverts * sizeof(float[4]) + oldmesh->numtriangles * sizeof(int[3]) + oldmesh->numtriangles * sizeof(int[3]));
- newmesh->maxverts = newmesh->numverts = oldmesh->numverts;
- newmesh->maxtriangles = newmesh->numtriangles = oldmesh->numtriangles;
- newmesh->verts = (float *)(newmesh + 1);
- newmesh->elements = (int *)(newmesh->verts + newmesh->maxverts * 4);
- newmesh->neighbors = (int *)(newmesh->elements + newmesh->maxtriangles * 3);
- memcpy(newmesh->verts, oldmesh->verts, newmesh->numverts * sizeof(float[4]));
- memcpy(newmesh->elements, oldmesh->elements, newmesh->numtriangles * sizeof(int[3]));
- memcpy(newmesh->neighbors, oldmesh->neighbors, newmesh->numtriangles * sizeof(int[3]));
+ unsigned char *data;
+ int size;
+ size = sizeof(shadowmesh_t);
+ size += maxverts * sizeof(float[3]);
+ if (light)
+ size += maxverts * sizeof(float[11]);
+ size += maxtriangles * sizeof(int[3]);
+ if (maxverts <= 65536)
+ size += maxtriangles * sizeof(unsigned short[3]);
+ if (neighbors)
+ size += maxtriangles * sizeof(int[3]);
+ if (expandable)
+ size += SHADOWMESHVERTEXHASH * sizeof(shadowmeshvertexhash_t *) + maxverts * sizeof(shadowmeshvertexhash_t);
+ data = (unsigned char *)Mem_Alloc(mempool, size);
+ newmesh = (shadowmesh_t *)data;data += sizeof(*newmesh);
+ newmesh->map_diffuse = map_diffuse;
+ newmesh->map_specular = map_specular;
+ newmesh->map_normal = map_normal;
+ newmesh->maxverts = maxverts;
+ newmesh->maxtriangles = maxtriangles;
+ newmesh->numverts = 0;
+ newmesh->numtriangles = 0;
+
+ newmesh->vertex3f = (float *)data;data += maxverts * sizeof(float[3]);
+ if (light)
+ {
+ newmesh->svector3f = (float *)data;data += maxverts * sizeof(float[3]);
+ newmesh->tvector3f = (float *)data;data += maxverts * sizeof(float[3]);
+ newmesh->normal3f = (float *)data;data += maxverts * sizeof(float[3]);
+ newmesh->texcoord2f = (float *)data;data += maxverts * sizeof(float[2]);
+ }
+ newmesh->element3i = (int *)data;data += maxtriangles * sizeof(int[3]);
+ if (neighbors)
+ {
+ newmesh->neighbor3i = (int *)data;data += maxtriangles * sizeof(int[3]);
+ }
+ if (expandable)
+ {
+ newmesh->vertexhashtable = (shadowmeshvertexhash_t **)data;data += SHADOWMESHVERTEXHASH * sizeof(shadowmeshvertexhash_t *);
+ newmesh->vertexhashentries = (shadowmeshvertexhash_t *)data;data += maxverts * sizeof(shadowmeshvertexhash_t);
+ }
+ if (maxverts <= 65536)
+ newmesh->element3s = (unsigned short *)data;data += maxtriangles * sizeof(unsigned short[3]);
return newmesh;
}
-int Mod_ShadowMesh_AddVertex(shadowmesh_t *mesh, float *v)
+shadowmesh_t *Mod_ShadowMesh_ReAlloc(mempool_t *mempool, shadowmesh_t *oldmesh, int light, int neighbors)
{
- int hashindex;
- float *m;
+ shadowmesh_t *newmesh;
+ newmesh = Mod_ShadowMesh_Alloc(mempool, oldmesh->numverts, oldmesh->numtriangles, oldmesh->map_diffuse, oldmesh->map_specular, oldmesh->map_normal, light, neighbors, false);
+ newmesh->numverts = oldmesh->numverts;
+ newmesh->numtriangles = oldmesh->numtriangles;
+
+ memcpy(newmesh->vertex3f, oldmesh->vertex3f, oldmesh->numverts * sizeof(float[3]));
+ if (newmesh->svector3f && oldmesh->svector3f)
+ {
+ memcpy(newmesh->svector3f, oldmesh->svector3f, oldmesh->numverts * sizeof(float[3]));
+ memcpy(newmesh->tvector3f, oldmesh->tvector3f, oldmesh->numverts * sizeof(float[3]));
+ memcpy(newmesh->normal3f, oldmesh->normal3f, oldmesh->numverts * sizeof(float[3]));
+ memcpy(newmesh->texcoord2f, oldmesh->texcoord2f, oldmesh->numverts * sizeof(float[2]));
+ }
+ memcpy(newmesh->element3i, oldmesh->element3i, oldmesh->numtriangles * sizeof(int[3]));
+ if (newmesh->neighbor3i && oldmesh->neighbor3i)
+ memcpy(newmesh->neighbor3i, oldmesh->neighbor3i, oldmesh->numtriangles * sizeof(int[3]));
+ return newmesh;
+}
+
+int Mod_ShadowMesh_AddVertex(shadowmesh_t *mesh, float *vertex14f)
+{
+ int hashindex, vnum;
shadowmeshvertexhash_t *hash;
// this uses prime numbers intentionally
- hashindex = (int) (v[0] * 3 + v[1] * 5 + v[2] * 7) % SHADOWMESHVERTEXHASH;
+ hashindex = (unsigned int) (vertex14f[0] * 2003 + vertex14f[1] * 4001 + vertex14f[2] * 7919) % SHADOWMESHVERTEXHASH;
for (hash = mesh->vertexhashtable[hashindex];hash;hash = hash->next)
{
- m = mesh->verts + (hash - mesh->vertexhashentries) * 4;
- if (m[0] == v[0] && m[1] == v[1] && m[2] == v[2])
+ vnum = (hash - mesh->vertexhashentries);
+ 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]))
+ && (mesh->svector3f == NULL || (mesh->svector3f[vnum * 3 + 0] == vertex14f[3] && mesh->svector3f[vnum * 3 + 1] == vertex14f[4] && mesh->svector3f[vnum * 3 + 2] == vertex14f[5]))
+ && (mesh->tvector3f == NULL || (mesh->tvector3f[vnum * 3 + 0] == vertex14f[6] && mesh->tvector3f[vnum * 3 + 1] == vertex14f[7] && mesh->tvector3f[vnum * 3 + 2] == vertex14f[8]))
+ && (mesh->normal3f == NULL || (mesh->normal3f[vnum * 3 + 0] == vertex14f[9] && mesh->normal3f[vnum * 3 + 1] == vertex14f[10] && mesh->normal3f[vnum * 3 + 2] == vertex14f[11]))
+ && (mesh->texcoord2f == NULL || (mesh->texcoord2f[vnum * 2 + 0] == vertex14f[12] && mesh->texcoord2f[vnum * 2 + 1] == vertex14f[13])))
return hash - mesh->vertexhashentries;
}
- hash = mesh->vertexhashentries + mesh->numverts;
+ vnum = mesh->numverts++;
+ hash = mesh->vertexhashentries + vnum;
hash->next = mesh->vertexhashtable[hashindex];
mesh->vertexhashtable[hashindex] = hash;
- m = mesh->verts + (hash - mesh->vertexhashentries) * 4;
- VectorCopy(v, m);
- mesh->numverts++;
- return mesh->numverts - 1;
+ if (mesh->vertex3f) {mesh->vertex3f[vnum * 3 + 0] = vertex14f[0];mesh->vertex3f[vnum * 3 + 1] = vertex14f[1];mesh->vertex3f[vnum * 3 + 2] = vertex14f[2];}
+ if (mesh->svector3f) {mesh->svector3f[vnum * 3 + 0] = vertex14f[3];mesh->svector3f[vnum * 3 + 1] = vertex14f[4];mesh->svector3f[vnum * 3 + 2] = vertex14f[5];}
+ if (mesh->tvector3f) {mesh->tvector3f[vnum * 3 + 0] = vertex14f[6];mesh->tvector3f[vnum * 3 + 1] = vertex14f[7];mesh->tvector3f[vnum * 3 + 2] = vertex14f[8];}
+ if (mesh->normal3f) {mesh->normal3f[vnum * 3 + 0] = vertex14f[9];mesh->normal3f[vnum * 3 + 1] = vertex14f[10];mesh->normal3f[vnum * 3 + 2] = vertex14f[11];}
+ if (mesh->texcoord2f) {mesh->texcoord2f[vnum * 2 + 0] = vertex14f[12];mesh->texcoord2f[vnum * 2 + 1] = vertex14f[13];}
+ return vnum;
}
-void Mod_ShadowMesh_AddTriangle(mempool_t *mempool, shadowmesh_t *mesh, float *vert0, float *vert1, float *vert2)
+void Mod_ShadowMesh_AddTriangle(mempool_t *mempool, shadowmesh_t *mesh, rtexture_t *map_diffuse, rtexture_t *map_specular, rtexture_t *map_normal, float *vertex14f)
{
- while (mesh->numverts + 3 > mesh->maxverts || mesh->numtriangles + 1 > mesh->maxtriangles)
+ if (mesh->numtriangles == 0)
+ {
+ // set the properties on this empty mesh to be more favorable...
+ // (note: this case only occurs for the first triangle added to a new mesh chain)
+ mesh->map_diffuse = map_diffuse;
+ mesh->map_specular = map_specular;
+ mesh->map_normal = map_normal;
+ }
+ 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)
{
if (mesh->next == NULL)
- mesh->next = Mod_ShadowMesh_Alloc(mempool, max(mesh->maxtriangles, 1));
+ 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);
mesh = mesh->next;
}
- mesh->elements[mesh->numtriangles * 3 + 0] = Mod_ShadowMesh_AddVertex(mesh, vert0);
- mesh->elements[mesh->numtriangles * 3 + 1] = Mod_ShadowMesh_AddVertex(mesh, vert1);
- mesh->elements[mesh->numtriangles * 3 + 2] = Mod_ShadowMesh_AddVertex(mesh, vert2);
+ mesh->element3i[mesh->numtriangles * 3 + 0] = Mod_ShadowMesh_AddVertex(mesh, vertex14f + 14 * 0);
+ mesh->element3i[mesh->numtriangles * 3 + 1] = Mod_ShadowMesh_AddVertex(mesh, vertex14f + 14 * 1);
+ mesh->element3i[mesh->numtriangles * 3 + 2] = Mod_ShadowMesh_AddVertex(mesh, vertex14f + 14 * 2);
mesh->numtriangles++;
}
-void Mod_ShadowMesh_AddPolygon(mempool_t *mempool, shadowmesh_t *mesh, int numverts, float *verts)
+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)
{
- int i;
- float *v;
- for (i = 0, v = verts + 3;i < numverts - 2;i++, v += 3)
- Mod_ShadowMesh_AddTriangle(mempool, mesh, verts, v, v + 3);
- /*
- int i, i1, i2, i3;
- float *v;
- while (mesh->numverts + numverts > mesh->maxverts || mesh->numtriangles + (numverts - 2) > mesh->maxtriangles)
- {
- if (mesh->next == NULL)
- mesh->next = Mod_ShadowMesh_Alloc(mempool, max(mesh->maxtriangles, numverts));
- mesh = mesh->next;
- }
- i1 = Mod_ShadowMesh_AddVertex(mesh, verts);
- i2 = 0;
- i3 = Mod_ShadowMesh_AddVertex(mesh, verts + 3);
- for (i = 0, v = verts + 6;i < numverts - 2;i++, v += 3)
+ int i, j, e;
+ float vbuf[3*14], *v;
+ memset(vbuf, 0, sizeof(vbuf));
+ for (i = 0;i < numtris;i++)
{
- i2 = i3;
- i3 = Mod_ShadowMesh_AddVertex(mesh, v);
- mesh->elements[mesh->numtriangles * 3 + 0] = i1;
- mesh->elements[mesh->numtriangles * 3 + 1] = i2;
- mesh->elements[mesh->numtriangles * 3 + 2] = i3;
- mesh->numtriangles++;
+ for (j = 0, v = vbuf;j < 3;j++, v += 14)
+ {
+ e = *element3i++;
+ if (vertex3f)
+ {
+ v[0] = vertex3f[e * 3 + 0];
+ v[1] = vertex3f[e * 3 + 1];
+ v[2] = vertex3f[e * 3 + 2];
+ }
+ if (svector3f)
+ {
+ v[3] = svector3f[e * 3 + 0];
+ v[4] = svector3f[e * 3 + 1];
+ v[5] = svector3f[e * 3 + 2];
+ }
+ if (tvector3f)
+ {
+ v[6] = tvector3f[e * 3 + 0];
+ v[7] = tvector3f[e * 3 + 1];
+ v[8] = tvector3f[e * 3 + 2];
+ }
+ if (normal3f)
+ {
+ v[9] = normal3f[e * 3 + 0];
+ v[10] = normal3f[e * 3 + 1];
+ v[11] = normal3f[e * 3 + 2];
+ }
+ if (texcoord2f)
+ {
+ v[12] = texcoord2f[e * 2 + 0];
+ v[13] = texcoord2f[e * 2 + 1];
+ }
+ }
+ Mod_ShadowMesh_AddTriangle(mempool, mesh, map_diffuse, map_specular, map_normal, vbuf);
}
- */
+
+ // the triangle calculation can take a while, so let's do a keepalive here
+ CL_KeepaliveMessage(false);
}
-void Mod_ShadowMesh_AddMesh(mempool_t *mempool, shadowmesh_t *mesh, int numverts, float *verts, int numtris, int *elements)
+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)
{
- int i;
- for (i = 0;i < numtris;i++, elements += 3)
- Mod_ShadowMesh_AddTriangle(mempool, mesh, verts + elements[0] * 4, verts + elements[1] * 4, verts + elements[2] * 4);
+ // the preparation before shadow mesh initialization can take a while, so let's do a keepalive here
+ CL_KeepaliveMessage(false);
+
+ return Mod_ShadowMesh_Alloc(mempool, maxverts, maxtriangles, map_diffuse, map_specular, map_normal, light, neighbors, expandable);
}
-shadowmesh_t *Mod_ShadowMesh_Begin(mempool_t *mempool, int initialnumtriangles)
+static void Mod_ShadowMesh_CreateVBOs(shadowmesh_t *mesh)
{
- return Mod_ShadowMesh_Alloc(mempool, initialnumtriangles);
+ if (!gl_support_arb_vertex_buffer_object)
+ return;
+
+ // element buffer is easy because it's just one array
+ if (mesh->numtriangles)
+ {
+ if (mesh->element3s)
+ mesh->ebo3s = R_Mesh_CreateStaticBufferObject(GL_ELEMENT_ARRAY_BUFFER_ARB, mesh->element3s, mesh->numtriangles * sizeof(unsigned short[3]), "shadowmesh");
+ else
+ mesh->ebo3i = R_Mesh_CreateStaticBufferObject(GL_ELEMENT_ARRAY_BUFFER_ARB, mesh->element3i, mesh->numtriangles * sizeof(unsigned int[3]), "shadowmesh");
+ }
+
+ // vertex buffer is several arrays and we put them in the same buffer
+ //
+ // is this wise? the texcoordtexture2f array is used with dynamic
+ // vertex/svector/tvector/normal when rendering animated models, on the
+ // other hand animated models don't use a lot of vertices anyway...
+ if (mesh->numverts)
+ {
+ size_t size;
+ unsigned char *mem;
+ size = 0;
+ mesh->vbooffset_vertex3f = size;if (mesh->vertex3f ) size += mesh->numverts * sizeof(float[3]);
+ mesh->vbooffset_svector3f = size;if (mesh->svector3f ) size += mesh->numverts * sizeof(float[3]);
+ mesh->vbooffset_tvector3f = size;if (mesh->tvector3f ) size += mesh->numverts * sizeof(float[3]);
+ mesh->vbooffset_normal3f = size;if (mesh->normal3f ) size += mesh->numverts * sizeof(float[3]);
+ mesh->vbooffset_texcoord2f = size;if (mesh->texcoord2f ) size += mesh->numverts * sizeof(float[2]);
+ mem = (unsigned char *)Mem_Alloc(tempmempool, size);
+ if (mesh->vertex3f ) memcpy(mem + mesh->vbooffset_vertex3f , mesh->vertex3f , mesh->numverts * sizeof(float[3]));
+ if (mesh->svector3f ) memcpy(mem + mesh->vbooffset_svector3f , mesh->svector3f , mesh->numverts * sizeof(float[3]));
+ if (mesh->tvector3f ) memcpy(mem + mesh->vbooffset_tvector3f , mesh->tvector3f , mesh->numverts * sizeof(float[3]));
+ if (mesh->normal3f ) memcpy(mem + mesh->vbooffset_normal3f , mesh->normal3f , mesh->numverts * sizeof(float[3]));
+ if (mesh->texcoord2f ) memcpy(mem + mesh->vbooffset_texcoord2f , mesh->texcoord2f , mesh->numverts * sizeof(float[2]));
+ mesh->vbo = R_Mesh_CreateStaticBufferObject(GL_ARRAY_BUFFER_ARB, mem, size, "shadowmesh");
+ Mem_Free(mem);
+ }
}
-shadowmesh_t *Mod_ShadowMesh_Finish(mempool_t *mempool, shadowmesh_t *firstmesh)
+shadowmesh_t *Mod_ShadowMesh_Finish(mempool_t *mempool, shadowmesh_t *firstmesh, qboolean light, qboolean neighbors, qboolean createvbo)
{
-#if 1
- //int i;
shadowmesh_t *mesh, *newmesh, *nextmesh;
// reallocate meshs to conserve space
for (mesh = firstmesh, firstmesh = NULL;mesh;mesh = nextmesh)
nextmesh = mesh->next;
if (mesh->numverts >= 3 && mesh->numtriangles >= 1)
{
- newmesh = Mod_ShadowMesh_ReAlloc(mempool, mesh);
+ newmesh = Mod_ShadowMesh_ReAlloc(mempool, mesh, light, neighbors);
newmesh->next = firstmesh;
firstmesh = newmesh;
- //Con_Printf("mesh\n");
- //for (i = 0;i < newmesh->numtriangles;i++)
- // Con_Printf("tri %d %d %d\n", newmesh->elements[i * 3 + 0], newmesh->elements[i * 3 + 1], newmesh->elements[i * 3 + 2]);
- Mod_ValidateElements(newmesh->elements, newmesh->numtriangles, newmesh->numverts, __FILE__, __LINE__);
- Mod_BuildTriangleNeighbors(newmesh->neighbors, newmesh->elements, newmesh->numtriangles);
+ if (newmesh->element3s)
+ {
+ int i;
+ for (i = 0;i < newmesh->numtriangles*3;i++)
+ newmesh->element3s[i] = newmesh->element3i[i];
+ }
+ if (createvbo)
+ Mod_ShadowMesh_CreateVBOs(newmesh);
}
Mem_Free(mesh);
}
-#else
- shadowmesh_t *mesh;
- for (mesh = firstmesh;mesh;mesh = mesh->next)
- {
- Mod_ValidateElements(mesh->elements, mesh->numtriangles, mesh->numverts, __FILE__, __LINE__);
- Mod_BuildTriangleNeighbors(mesh->neighbors, mesh->elements, mesh->numtriangles);
- }
-#endif
+
+ // this can take a while, so let's do a keepalive here
+ CL_KeepaliveMessage(false);
+
return firstmesh;
}
shadowmesh_t *mesh;
vec3_t nmins, nmaxs, ncenter, temp;
float nradius2, dist2, *v;
+ VectorClear(nmins);
+ VectorClear(nmaxs);
// calculate bbox
for (mesh = firstmesh;mesh;mesh = mesh->next)
{
if (mesh == firstmesh)
{
- VectorCopy(mesh->verts, nmins);
- VectorCopy(mesh->verts, nmaxs);
+ VectorCopy(mesh->vertex3f, nmins);
+ VectorCopy(mesh->vertex3f, nmaxs);
}
- for (i = 0, v = mesh->verts;i < mesh->numverts;i++, v += 4)
+ for (i = 0, v = mesh->vertex3f;i < mesh->numverts;i++, v += 3)
{
if (nmins[0] > v[0]) nmins[0] = v[0];if (nmaxs[0] < v[0]) nmaxs[0] = v[0];
if (nmins[1] > v[1]) nmins[1] = v[1];if (nmaxs[1] < v[1]) nmaxs[1] = v[1];
nradius2 = 0;
for (mesh = firstmesh;mesh;mesh = mesh->next)
{
- for (i = 0, v = mesh->verts;i < mesh->numverts;i++, v += 4)
+ for (i = 0, v = mesh->vertex3f;i < mesh->numverts;i++, v += 3)
{
VectorSubtract(v, ncenter, temp);
dist2 = DotProduct(temp, temp);
shadowmesh_t *nextmesh;
for (;mesh;mesh = nextmesh)
{
+ if (mesh->ebo3i)
+ R_Mesh_DestroyBufferObject(mesh->ebo3i);
+ if (mesh->ebo3s)
+ R_Mesh_DestroyBufferObject(mesh->ebo3s);
+ if (mesh->vbo)
+ R_Mesh_DestroyBufferObject(mesh->vbo);
nextmesh = mesh->next;
Mem_Free(mesh);
}
}
-static rtexture_t *GL_TextureForSkinLayer(const qbyte *in, int width, int height, const char *name, const unsigned int *palette, int textureflags)
+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)
{
- int i;
- for (i = 0;i < width*height;i++)
- if (((qbyte *)&palette[in[i]])[3] > 0)
- return R_LoadTexture2D (loadmodel->texturepool, name, width, height, in, TEXTYPE_PALETTE, textureflags, palette);
+ float v[3], tc[3];
+ v[0] = ix;
+ v[1] = iy;
+ if (ix >= 0 && iy >= 0 && ix < imagewidth && iy < imageheight)
+ v[2] = (imagepixels[((iy*imagewidth)+ix)*4+0] + imagepixels[((iy*imagewidth)+ix)*4+1] + imagepixels[((iy*imagewidth)+ix)*4+2]) * (1.0f / 765.0f);
+ else
+ v[2] = 0;
+ Matrix4x4_Transform(pixelstepmatrix, v, vertex3f);
+ Matrix4x4_Transform(pixeltexturestepmatrix, v, tc);
+ texcoord2f[0] = tc[0];
+ texcoord2f[1] = tc[1];
+}
+
+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)
+{
+ float vup[3], vdown[3], vleft[3], vright[3];
+ float tcup[3], tcdown[3], tcleft[3], tcright[3];
+ float sv[3], tv[3], nl[3];
+ Mod_GetTerrainVertex3fTexCoord2fFromBGRA(imagepixels, imagewidth, imageheight, ix, iy, vertex3f, texcoord2f, pixelstepmatrix, pixeltexturestepmatrix);
+ Mod_GetTerrainVertex3fTexCoord2fFromBGRA(imagepixels, imagewidth, imageheight, ix, iy - 1, vup, tcup, pixelstepmatrix, pixeltexturestepmatrix);
+ Mod_GetTerrainVertex3fTexCoord2fFromBGRA(imagepixels, imagewidth, imageheight, ix, iy + 1, vdown, tcdown, pixelstepmatrix, pixeltexturestepmatrix);
+ Mod_GetTerrainVertex3fTexCoord2fFromBGRA(imagepixels, imagewidth, imageheight, ix - 1, iy, vleft, tcleft, pixelstepmatrix, pixeltexturestepmatrix);
+ Mod_GetTerrainVertex3fTexCoord2fFromBGRA(imagepixels, imagewidth, imageheight, ix + 1, iy, vright, tcright, pixelstepmatrix, pixeltexturestepmatrix);
+ Mod_BuildBumpVectors(vertex3f, vup, vright, texcoord2f, tcup, tcright, svector3f, tvector3f, normal3f);
+ Mod_BuildBumpVectors(vertex3f, vright, vdown, texcoord2f, tcright, tcdown, sv, tv, nl);
+ VectorAdd(svector3f, sv, svector3f);
+ VectorAdd(tvector3f, tv, tvector3f);
+ VectorAdd(normal3f, nl, normal3f);
+ Mod_BuildBumpVectors(vertex3f, vdown, vleft, texcoord2f, tcdown, tcleft, sv, tv, nl);
+ VectorAdd(svector3f, sv, svector3f);
+ VectorAdd(tvector3f, tv, tvector3f);
+ VectorAdd(normal3f, nl, normal3f);
+ Mod_BuildBumpVectors(vertex3f, vleft, vup, texcoord2f, tcleft, tcup, sv, tv, nl);
+ VectorAdd(svector3f, sv, svector3f);
+ VectorAdd(tvector3f, tv, tvector3f);
+ VectorAdd(normal3f, nl, normal3f);
+}
+
+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)
+{
+ int x, y, ix, iy, *e;
+ e = element3i;
+ for (y = 0;y < height;y++)
+ {
+ for (x = 0;x < width;x++)
+ {
+ e[0] = (y + 1) * (width + 1) + (x + 0);
+ e[1] = (y + 0) * (width + 1) + (x + 0);
+ e[2] = (y + 1) * (width + 1) + (x + 1);
+ e[3] = (y + 0) * (width + 1) + (x + 0);
+ e[4] = (y + 0) * (width + 1) + (x + 1);
+ e[5] = (y + 1) * (width + 1) + (x + 1);
+ e += 6;
+ }
+ }
+ Mod_BuildTriangleNeighbors(neighbor3i, element3i, width*height*2);
+ for (y = 0, iy = y1;y < height + 1;y++, iy++)
+ for (x = 0, ix = x1;x < width + 1;x++, ix++, vertex3f += 3, texcoord2f += 2, svector3f += 3, tvector3f += 3, normal3f += 3)
+ Mod_GetTerrainVertexFromBGRA(imagepixels, imagewidth, imageheight, ix, iy, vertex3f, texcoord2f, svector3f, tvector3f, normal3f, pixelstepmatrix, pixeltexturestepmatrix);
+}
+
+q3wavefunc_t Mod_LoadQ3Shaders_EnumerateWaveFunc(const char *s)
+{
+ if (!strcasecmp(s, "sin")) return Q3WAVEFUNC_SIN;
+ if (!strcasecmp(s, "square")) return Q3WAVEFUNC_SQUARE;
+ if (!strcasecmp(s, "triangle")) return Q3WAVEFUNC_TRIANGLE;
+ if (!strcasecmp(s, "sawtooth")) return Q3WAVEFUNC_SAWTOOTH;
+ if (!strcasecmp(s, "inversesawtooth")) return Q3WAVEFUNC_INVERSESAWTOOTH;
+ if (!strcasecmp(s, "noise")) return Q3WAVEFUNC_NOISE;
+ Con_DPrintf("Mod_LoadQ3Shaders: unknown wavefunc %s\n", s);
+ return Q3WAVEFUNC_NONE;
+}
+
+void Mod_FreeQ3Shaders(void)
+{
+ Mem_FreePool(&q3shaders_mem);
+}
+
+static void Q3Shader_AddToHash (q3shaderinfo_t* shader)
+{
+ unsigned short hash = CRC_Block_CaseInsensitive ((const unsigned char *)shader->name, strlen (shader->name));
+ q3shader_hash_entry_t* entry = q3shader_data->hash + (hash % Q3SHADER_HASH_SIZE);
+ q3shader_hash_entry_t* lastEntry = NULL;
+ while (entry != NULL)
+ {
+ if (strcasecmp (entry->shader.name, shader->name) == 0)
+ {
+ Con_Printf("Shader '%s' already defined\n", shader->name);
+ return;
+ }
+ lastEntry = entry;
+ entry = entry->chain;
+ }
+ if (entry == NULL)
+ {
+ if (lastEntry->shader.name[0] != 0)
+ {
+ /* Add to chain */
+ q3shader_hash_entry_t* newEntry = (q3shader_hash_entry_t*)
+ Mem_ExpandableArray_AllocRecord (&q3shader_data->hash_entries);
+
+ while (lastEntry->chain != NULL) lastEntry = lastEntry->chain;
+ lastEntry->chain = newEntry;
+ newEntry->chain = NULL;
+ lastEntry = newEntry;
+ }
+ /* else: head of chain, in hash entry array */
+ entry = lastEntry;
+ }
+ memcpy (&entry->shader, shader, sizeof (q3shaderinfo_t));
+}
+
+extern cvar_t r_picmipworld;
+void Mod_LoadQ3Shaders(void)
+{
+ int j;
+ int fileindex;
+ fssearch_t *search;
+ char *f;
+ const char *text;
+ q3shaderinfo_t shader;
+ q3shaderinfo_layer_t *layer;
+ int numparameters;
+ char parameter[TEXTURE_MAXFRAMES + 4][Q3PATHLENGTH];
+
+ Mod_FreeQ3Shaders();
+
+ q3shaders_mem = Mem_AllocPool("q3shaders", 0, NULL);
+ q3shader_data = (q3shader_data_t*)Mem_Alloc (q3shaders_mem,
+ sizeof (q3shader_data_t));
+ Mem_ExpandableArray_NewArray (&q3shader_data->hash_entries,
+ q3shaders_mem, sizeof (q3shader_hash_entry_t), 256);
+ Mem_ExpandableArray_NewArray (&q3shader_data->char_ptrs,
+ q3shaders_mem, sizeof (char**), 256);
+
+ search = FS_Search("scripts/*.shader", true, false);
+ if (!search)
+ return;
+ for (fileindex = 0;fileindex < search->numfilenames;fileindex++)
+ {
+ text = f = (char *)FS_LoadFile(search->filenames[fileindex], tempmempool, false, NULL);
+ if (!f)
+ continue;
+ while (COM_ParseToken_QuakeC(&text, false))
+ {
+ memset (&shader, 0, sizeof(shader));
+ shader.reflectmin = 0;
+ shader.reflectmax = 1;
+ shader.refractfactor = 1;
+ Vector4Set(shader.refractcolor4f, 1, 1, 1, 1);
+ shader.reflectfactor = 1;
+ Vector4Set(shader.reflectcolor4f, 1, 1, 1, 1);
+ shader.r_water_wateralpha = 1;
+
+ strlcpy(shader.name, com_token, sizeof(shader.name));
+ if (!COM_ParseToken_QuakeC(&text, false) || strcasecmp(com_token, "{"))
+ {
+ Con_Printf("%s parsing error - expected \"{\", found \"%s\"\n", search->filenames[fileindex], com_token);
+ break;
+ }
+ while (COM_ParseToken_QuakeC(&text, false))
+ {
+ if (!strcasecmp(com_token, "}"))
+ break;
+ if (!strcasecmp(com_token, "{"))
+ {
+ static q3shaderinfo_layer_t dummy;
+ if (shader.numlayers < Q3SHADER_MAXLAYERS)
+ {
+ layer = shader.layers + shader.numlayers++;
+ }
+ else
+ {
+ // parse and process it anyway, just don't store it (so a map $lightmap or such stuff still is found)
+ memset(&dummy, 0, sizeof(dummy));
+ layer = &dummy;
+ }
+ layer->rgbgen.rgbgen = Q3RGBGEN_IDENTITY;
+ layer->alphagen.alphagen = Q3ALPHAGEN_IDENTITY;
+ layer->tcgen.tcgen = Q3TCGEN_TEXTURE;
+ layer->blendfunc[0] = GL_ONE;
+ layer->blendfunc[1] = GL_ZERO;
+ while (COM_ParseToken_QuakeC(&text, false))
+ {
+ if (!strcasecmp(com_token, "}"))
+ break;
+ if (!strcasecmp(com_token, "\n"))
+ continue;
+ numparameters = 0;
+ for (j = 0;strcasecmp(com_token, "\n") && strcasecmp(com_token, "}");j++)
+ {
+ if (j < TEXTURE_MAXFRAMES + 4)
+ {
+ strlcpy(parameter[j], com_token, sizeof(parameter[j]));
+ numparameters = j + 1;
+ }
+ if (!COM_ParseToken_QuakeC(&text, true))
+ break;
+ }
+ for (j = numparameters;j < TEXTURE_MAXFRAMES + 4;j++)
+ parameter[j][0] = 0;
+ if (developer.integer >= 100)
+ {
+ Con_Printf("%s %i: ", shader.name, shader.numlayers - 1);
+ for (j = 0;j < numparameters;j++)
+ Con_Printf(" %s", parameter[j]);
+ Con_Print("\n");
+ }
+ if (numparameters >= 2 && !strcasecmp(parameter[0], "blendfunc"))
+ {
+ if (numparameters == 2)
+ {
+ if (!strcasecmp(parameter[1], "add"))
+ {
+ layer->blendfunc[0] = GL_ONE;
+ layer->blendfunc[1] = GL_ONE;
+ }
+ else if (!strcasecmp(parameter[1], "filter"))
+ {
+ layer->blendfunc[0] = GL_DST_COLOR;
+ layer->blendfunc[1] = GL_ZERO;
+ }
+ else if (!strcasecmp(parameter[1], "blend"))
+ {
+ layer->blendfunc[0] = GL_SRC_ALPHA;
+ layer->blendfunc[1] = GL_ONE_MINUS_SRC_ALPHA;
+ }
+ }
+ else if (numparameters == 3)
+ {
+ int k;
+ for (k = 0;k < 2;k++)
+ {
+ if (!strcasecmp(parameter[k+1], "GL_ONE"))
+ layer->blendfunc[k] = GL_ONE;
+ else if (!strcasecmp(parameter[k+1], "GL_ZERO"))
+ layer->blendfunc[k] = GL_ZERO;
+ else if (!strcasecmp(parameter[k+1], "GL_SRC_COLOR"))
+ layer->blendfunc[k] = GL_SRC_COLOR;
+ else if (!strcasecmp(parameter[k+1], "GL_SRC_ALPHA"))
+ layer->blendfunc[k] = GL_SRC_ALPHA;
+ else if (!strcasecmp(parameter[k+1], "GL_DST_COLOR"))
+ layer->blendfunc[k] = GL_DST_COLOR;
+ else if (!strcasecmp(parameter[k+1], "GL_DST_ALPHA"))
+ layer->blendfunc[k] = GL_ONE_MINUS_DST_ALPHA;
+ else if (!strcasecmp(parameter[k+1], "GL_ONE_MINUS_SRC_COLOR"))
+ layer->blendfunc[k] = GL_ONE_MINUS_SRC_COLOR;
+ else if (!strcasecmp(parameter[k+1], "GL_ONE_MINUS_SRC_ALPHA"))
+ layer->blendfunc[k] = GL_ONE_MINUS_SRC_ALPHA;
+ else if (!strcasecmp(parameter[k+1], "GL_ONE_MINUS_DST_COLOR"))
+ layer->blendfunc[k] = GL_ONE_MINUS_DST_COLOR;
+ else if (!strcasecmp(parameter[k+1], "GL_ONE_MINUS_DST_ALPHA"))
+ layer->blendfunc[k] = GL_ONE_MINUS_DST_ALPHA;
+ else
+ layer->blendfunc[k] = GL_ONE; // default in case of parsing error
+ }
+ }
+ }
+ if (numparameters >= 2 && !strcasecmp(parameter[0], "alphafunc"))
+ layer->alphatest = true;
+ if (numparameters >= 2 && (!strcasecmp(parameter[0], "map") || !strcasecmp(parameter[0], "clampmap")))
+ {
+ if (!strcasecmp(parameter[0], "clampmap"))
+ layer->clampmap = true;
+ layer->numframes = 1;
+ layer->framerate = 1;
+ layer->texturename = (char**)Mem_ExpandableArray_AllocRecord (
+ &q3shader_data->char_ptrs);
+ layer->texturename[0] = Mem_strdup (q3shaders_mem, parameter[1]);
+ if (!strcasecmp(parameter[1], "$lightmap"))
+ shader.lighting = true;
+ }
+ else if (numparameters >= 3 && (!strcasecmp(parameter[0], "animmap") || !strcasecmp(parameter[0], "animclampmap")))
+ {
+ int i;
+ layer->numframes = min(numparameters - 2, TEXTURE_MAXFRAMES);
+ layer->framerate = atof(parameter[1]);
+ layer->texturename = (char **) Mem_Alloc (q3shaders_mem, sizeof (char*) * layer->numframes);
+ for (i = 0;i < layer->numframes;i++)
+ layer->texturename[i] = Mem_strdup (q3shaders_mem, parameter[i + 2]);
+ }
+ else if (numparameters >= 2 && !strcasecmp(parameter[0], "rgbgen"))
+ {
+ int i;
+ for (i = 0;i < numparameters - 2 && i < Q3RGBGEN_MAXPARMS;i++)
+ layer->rgbgen.parms[i] = atof(parameter[i+2]);
+ if (!strcasecmp(parameter[1], "identity")) layer->rgbgen.rgbgen = Q3RGBGEN_IDENTITY;
+ else if (!strcasecmp(parameter[1], "const")) layer->rgbgen.rgbgen = Q3RGBGEN_CONST;
+ else if (!strcasecmp(parameter[1], "entity")) layer->rgbgen.rgbgen = Q3RGBGEN_ENTITY;
+ else if (!strcasecmp(parameter[1], "exactvertex")) layer->rgbgen.rgbgen = Q3RGBGEN_EXACTVERTEX;
+ else if (!strcasecmp(parameter[1], "identitylighting")) layer->rgbgen.rgbgen = Q3RGBGEN_IDENTITYLIGHTING;
+ else if (!strcasecmp(parameter[1], "lightingdiffuse")) layer->rgbgen.rgbgen = Q3RGBGEN_LIGHTINGDIFFUSE;
+ else if (!strcasecmp(parameter[1], "oneminusentity")) layer->rgbgen.rgbgen = Q3RGBGEN_ONEMINUSENTITY;
+ else if (!strcasecmp(parameter[1], "oneminusvertex")) layer->rgbgen.rgbgen = Q3RGBGEN_ONEMINUSVERTEX;
+ else if (!strcasecmp(parameter[1], "vertex")) layer->rgbgen.rgbgen = Q3RGBGEN_VERTEX;
+ else if (!strcasecmp(parameter[1], "wave"))
+ {
+ layer->rgbgen.rgbgen = Q3RGBGEN_WAVE;
+ layer->rgbgen.wavefunc = Mod_LoadQ3Shaders_EnumerateWaveFunc(parameter[2]);
+ for (i = 0;i < numparameters - 3 && i < Q3WAVEPARMS;i++)
+ layer->rgbgen.waveparms[i] = atof(parameter[i+3]);
+ }
+ else Con_DPrintf("%s parsing warning: unknown rgbgen %s\n", search->filenames[fileindex], parameter[1]);
+ }
+ else if (numparameters >= 2 && !strcasecmp(parameter[0], "alphagen"))
+ {
+ int i;
+ for (i = 0;i < numparameters - 2 && i < Q3ALPHAGEN_MAXPARMS;i++)
+ layer->alphagen.parms[i] = atof(parameter[i+2]);
+ if (!strcasecmp(parameter[1], "identity")) layer->alphagen.alphagen = Q3ALPHAGEN_IDENTITY;
+ else if (!strcasecmp(parameter[1], "const")) layer->alphagen.alphagen = Q3ALPHAGEN_CONST;
+ else if (!strcasecmp(parameter[1], "entity")) layer->alphagen.alphagen = Q3ALPHAGEN_ENTITY;
+ else if (!strcasecmp(parameter[1], "lightingspecular")) layer->alphagen.alphagen = Q3ALPHAGEN_LIGHTINGSPECULAR;
+ else if (!strcasecmp(parameter[1], "oneminusentity")) layer->alphagen.alphagen = Q3ALPHAGEN_ONEMINUSENTITY;
+ else if (!strcasecmp(parameter[1], "oneminusvertex")) layer->alphagen.alphagen = Q3ALPHAGEN_ONEMINUSVERTEX;
+ else if (!strcasecmp(parameter[1], "portal")) layer->alphagen.alphagen = Q3ALPHAGEN_PORTAL;
+ else if (!strcasecmp(parameter[1], "vertex")) layer->alphagen.alphagen = Q3ALPHAGEN_VERTEX;
+ else if (!strcasecmp(parameter[1], "wave"))
+ {
+ layer->alphagen.alphagen = Q3ALPHAGEN_WAVE;
+ layer->alphagen.wavefunc = Mod_LoadQ3Shaders_EnumerateWaveFunc(parameter[2]);
+ for (i = 0;i < numparameters - 3 && i < Q3WAVEPARMS;i++)
+ layer->alphagen.waveparms[i] = atof(parameter[i+3]);
+ }
+ else Con_DPrintf("%s parsing warning: unknown alphagen %s\n", search->filenames[fileindex], parameter[1]);
+ }
+ else if (numparameters >= 2 && (!strcasecmp(parameter[0], "texgen") || !strcasecmp(parameter[0], "tcgen")))
+ {
+ int i;
+ // observed values: tcgen environment
+ // no other values have been observed in real shaders
+ for (i = 0;i < numparameters - 2 && i < Q3TCGEN_MAXPARMS;i++)
+ layer->tcgen.parms[i] = atof(parameter[i+2]);
+ if (!strcasecmp(parameter[1], "base")) layer->tcgen.tcgen = Q3TCGEN_TEXTURE;
+ else if (!strcasecmp(parameter[1], "texture")) layer->tcgen.tcgen = Q3TCGEN_TEXTURE;
+ else if (!strcasecmp(parameter[1], "environment")) layer->tcgen.tcgen = Q3TCGEN_ENVIRONMENT;
+ else if (!strcasecmp(parameter[1], "lightmap")) layer->tcgen.tcgen = Q3TCGEN_LIGHTMAP;
+ else if (!strcasecmp(parameter[1], "vector")) layer->tcgen.tcgen = Q3TCGEN_VECTOR;
+ else Con_DPrintf("%s parsing warning: unknown tcgen mode %s\n", search->filenames[fileindex], parameter[1]);
+ }
+ else if (numparameters >= 2 && !strcasecmp(parameter[0], "tcmod"))
+ {
+ int i, tcmodindex;
+ // observed values:
+ // tcmod rotate #
+ // tcmod scale # #
+ // tcmod scroll # #
+ // tcmod stretch sin # # # #
+ // tcmod stretch triangle # # # #
+ // tcmod transform # # # # # #
+ // tcmod turb # # # #
+ // tcmod turb sin # # # # (this is bogus)
+ // no other values have been observed in real shaders
+ for (tcmodindex = 0;tcmodindex < Q3MAXTCMODS;tcmodindex++)
+ if (!layer->tcmods[tcmodindex].tcmod)
+ break;
+ if (tcmodindex < Q3MAXTCMODS)
+ {
+ for (i = 0;i < numparameters - 2 && i < Q3TCMOD_MAXPARMS;i++)
+ layer->tcmods[tcmodindex].parms[i] = atof(parameter[i+2]);
+ if (!strcasecmp(parameter[1], "entitytranslate")) layer->tcmods[tcmodindex].tcmod = Q3TCMOD_ENTITYTRANSLATE;
+ else if (!strcasecmp(parameter[1], "rotate")) layer->tcmods[tcmodindex].tcmod = Q3TCMOD_ROTATE;
+ else if (!strcasecmp(parameter[1], "scale")) layer->tcmods[tcmodindex].tcmod = Q3TCMOD_SCALE;
+ else if (!strcasecmp(parameter[1], "scroll")) layer->tcmods[tcmodindex].tcmod = Q3TCMOD_SCROLL;
+ else if (!strcasecmp(parameter[1], "page")) layer->tcmods[tcmodindex].tcmod = Q3TCMOD_PAGE;
+ else if (!strcasecmp(parameter[1], "stretch"))
+ {
+ layer->tcmods[tcmodindex].tcmod = Q3TCMOD_STRETCH;
+ layer->tcmods[tcmodindex].wavefunc = Mod_LoadQ3Shaders_EnumerateWaveFunc(parameter[2]);
+ for (i = 0;i < numparameters - 3 && i < Q3WAVEPARMS;i++)
+ layer->tcmods[tcmodindex].waveparms[i] = atof(parameter[i+3]);
+ }
+ else if (!strcasecmp(parameter[1], "transform")) layer->tcmods[tcmodindex].tcmod = Q3TCMOD_TRANSFORM;
+ else if (!strcasecmp(parameter[1], "turb")) layer->tcmods[tcmodindex].tcmod = Q3TCMOD_TURBULENT;
+ else Con_DPrintf("%s parsing warning: unknown tcmod mode %s\n", search->filenames[fileindex], parameter[1]);
+ }
+ else
+ Con_DPrintf("%s parsing warning: too many tcmods on one layer\n", search->filenames[fileindex]);
+ }
+ // break out a level if it was a closing brace (not using the character here to not confuse vim)
+ if (!strcasecmp(com_token, "}"))
+ break;
+ }
+ if (layer->rgbgen.rgbgen == Q3RGBGEN_LIGHTINGDIFFUSE || layer->rgbgen.rgbgen == Q3RGBGEN_VERTEX)
+ shader.lighting = true;
+ if (layer->alphagen.alphagen == Q3ALPHAGEN_VERTEX)
+ {
+ if (layer == shader.layers + 0)
+ {
+ // vertex controlled transparency
+ shader.vertexalpha = true;
+ }
+ else
+ {
+ // multilayer terrain shader or similar
+ shader.textureblendalpha = true;
+ }
+ }
+ layer->texflags = TEXF_ALPHA | TEXF_PRECACHE;
+ if (!(shader.surfaceparms & Q3SURFACEPARM_NOMIPMAPS))
+ layer->texflags |= TEXF_MIPMAP;
+ if (!(shader.textureflags & Q3TEXTUREFLAG_NOPICMIP))
+ layer->texflags |= TEXF_PICMIP | TEXF_COMPRESS;
+ if (layer->clampmap)
+ layer->texflags |= TEXF_CLAMP;
+ continue;
+ }
+ numparameters = 0;
+ for (j = 0;strcasecmp(com_token, "\n") && strcasecmp(com_token, "}");j++)
+ {
+ if (j < TEXTURE_MAXFRAMES + 4)
+ {
+ strlcpy(parameter[j], com_token, sizeof(parameter[j]));
+ numparameters = j + 1;
+ }
+ if (!COM_ParseToken_QuakeC(&text, true))
+ break;
+ }
+ for (j = numparameters;j < TEXTURE_MAXFRAMES + 4;j++)
+ parameter[j][0] = 0;
+ if (fileindex == 0 && !strcasecmp(com_token, "}"))
+ break;
+ if (developer.integer >= 100)
+ {
+ Con_Printf("%s: ", shader.name);
+ for (j = 0;j < numparameters;j++)
+ Con_Printf(" %s", parameter[j]);
+ Con_Print("\n");
+ }
+ if (numparameters < 1)
+ continue;
+ if (!strcasecmp(parameter[0], "surfaceparm") && numparameters >= 2)
+ {
+ if (!strcasecmp(parameter[1], "alphashadow"))
+ shader.surfaceparms |= Q3SURFACEPARM_ALPHASHADOW;
+ else if (!strcasecmp(parameter[1], "areaportal"))
+ shader.surfaceparms |= Q3SURFACEPARM_AREAPORTAL;
+ else if (!strcasecmp(parameter[1], "botclip"))
+ shader.surfaceparms |= Q3SURFACEPARM_BOTCLIP;
+ else if (!strcasecmp(parameter[1], "clusterportal"))
+ shader.surfaceparms |= Q3SURFACEPARM_CLUSTERPORTAL;
+ else if (!strcasecmp(parameter[1], "detail"))
+ shader.surfaceparms |= Q3SURFACEPARM_DETAIL;
+ else if (!strcasecmp(parameter[1], "donotenter"))
+ shader.surfaceparms |= Q3SURFACEPARM_DONOTENTER;
+ else if (!strcasecmp(parameter[1], "dust"))
+ shader.surfaceparms |= Q3SURFACEPARM_DUST;
+ else if (!strcasecmp(parameter[1], "hint"))
+ shader.surfaceparms |= Q3SURFACEPARM_HINT;
+ else if (!strcasecmp(parameter[1], "fog"))
+ shader.surfaceparms |= Q3SURFACEPARM_FOG;
+ else if (!strcasecmp(parameter[1], "lava"))
+ shader.surfaceparms |= Q3SURFACEPARM_LAVA;
+ else if (!strcasecmp(parameter[1], "lightfilter"))
+ shader.surfaceparms |= Q3SURFACEPARM_LIGHTFILTER;
+ else if (!strcasecmp(parameter[1], "lightgrid"))
+ shader.surfaceparms |= Q3SURFACEPARM_LIGHTGRID;
+ else if (!strcasecmp(parameter[1], "metalsteps"))
+ shader.surfaceparms |= Q3SURFACEPARM_METALSTEPS;
+ else if (!strcasecmp(parameter[1], "nodamage"))
+ shader.surfaceparms |= Q3SURFACEPARM_NODAMAGE;
+ else if (!strcasecmp(parameter[1], "nodlight"))
+ shader.surfaceparms |= Q3SURFACEPARM_NODLIGHT;
+ else if (!strcasecmp(parameter[1], "nodraw"))
+ shader.surfaceparms |= Q3SURFACEPARM_NODRAW;
+ else if (!strcasecmp(parameter[1], "nodrop"))
+ shader.surfaceparms |= Q3SURFACEPARM_NODROP;
+ else if (!strcasecmp(parameter[1], "noimpact"))
+ shader.surfaceparms |= Q3SURFACEPARM_NOIMPACT;
+ else if (!strcasecmp(parameter[1], "nolightmap"))
+ shader.surfaceparms |= Q3SURFACEPARM_NOLIGHTMAP;
+ else if (!strcasecmp(parameter[1], "nomarks"))
+ shader.surfaceparms |= Q3SURFACEPARM_NOMARKS;
+ else if (!strcasecmp(parameter[1], "nomipmaps"))
+ shader.surfaceparms |= Q3SURFACEPARM_NOMIPMAPS;
+ else if (!strcasecmp(parameter[1], "nonsolid"))
+ shader.surfaceparms |= Q3SURFACEPARM_NONSOLID;
+ else if (!strcasecmp(parameter[1], "origin"))
+ shader.surfaceparms |= Q3SURFACEPARM_ORIGIN;
+ else if (!strcasecmp(parameter[1], "playerclip"))
+ shader.surfaceparms |= Q3SURFACEPARM_PLAYERCLIP;
+ else if (!strcasecmp(parameter[1], "sky"))
+ shader.surfaceparms |= Q3SURFACEPARM_SKY;
+ else if (!strcasecmp(parameter[1], "slick"))
+ shader.surfaceparms |= Q3SURFACEPARM_SLICK;
+ else if (!strcasecmp(parameter[1], "slime"))
+ shader.surfaceparms |= Q3SURFACEPARM_SLIME;
+ else if (!strcasecmp(parameter[1], "structural"))
+ shader.surfaceparms |= Q3SURFACEPARM_STRUCTURAL;
+ else if (!strcasecmp(parameter[1], "trans"))
+ shader.surfaceparms |= Q3SURFACEPARM_TRANS;
+ else if (!strcasecmp(parameter[1], "water"))
+ shader.surfaceparms |= Q3SURFACEPARM_WATER;
+ else if (!strcasecmp(parameter[1], "pointlight"))
+ shader.surfaceparms |= Q3SURFACEPARM_POINTLIGHT;
+ else if (!strcasecmp(parameter[1], "antiportal"))
+ shader.surfaceparms |= Q3SURFACEPARM_ANTIPORTAL;
+ else
+ Con_DPrintf("%s parsing warning: unknown surfaceparm \"%s\"\n", search->filenames[fileindex], parameter[1]);
+ }
+ else if (!strcasecmp(parameter[0], "dpshadow"))
+ shader.dpshadow = true;
+ else if (!strcasecmp(parameter[0], "dpnoshadow"))
+ shader.dpnoshadow = true;
+ else if (!strcasecmp(parameter[0], "sky") && numparameters >= 2)
+ {
+ // some q3 skies don't have the sky parm set
+ shader.surfaceparms |= Q3SURFACEPARM_SKY;
+ strlcpy(shader.skyboxname, parameter[1], sizeof(shader.skyboxname));
+ }
+ else if (!strcasecmp(parameter[0], "skyparms") && numparameters >= 2)
+ {
+ // some q3 skies don't have the sky parm set
+ shader.surfaceparms |= Q3SURFACEPARM_SKY;
+ if (!atoi(parameter[1]) && strcasecmp(parameter[1], "-"))
+ strlcpy(shader.skyboxname, parameter[1], sizeof(shader.skyboxname));
+ }
+ else if (!strcasecmp(parameter[0], "cull") && numparameters >= 2)
+ {
+ if (!strcasecmp(parameter[1], "disable") || !strcasecmp(parameter[1], "none") || !strcasecmp(parameter[1], "twosided"))
+ shader.textureflags |= Q3TEXTUREFLAG_TWOSIDED;
+ }
+ else if (!strcasecmp(parameter[0], "nomipmaps"))
+ shader.surfaceparms |= Q3SURFACEPARM_NOMIPMAPS;
+ else if (!strcasecmp(parameter[0], "nopicmip"))
+ shader.textureflags |= Q3TEXTUREFLAG_NOPICMIP;
+ else if (!strcasecmp(parameter[0], "polygonoffset"))
+ shader.textureflags |= Q3TEXTUREFLAG_POLYGONOFFSET;
+ else if (!strcasecmp(parameter[0], "dp_refract") && numparameters >= 5)
+ {
+ shader.textureflags |= Q3TEXTUREFLAG_REFRACTION;
+ shader.refractfactor = atof(parameter[1]);
+ Vector4Set(shader.refractcolor4f, atof(parameter[2]), atof(parameter[3]), atof(parameter[4]), 1);
+ }
+ else if (!strcasecmp(parameter[0], "dp_reflect") && numparameters >= 6)
+ {
+ shader.textureflags |= Q3TEXTUREFLAG_REFLECTION;
+ shader.reflectfactor = atof(parameter[1]);
+ Vector4Set(shader.reflectcolor4f, atof(parameter[2]), atof(parameter[3]), atof(parameter[4]), atof(parameter[5]));
+ }
+ else if (!strcasecmp(parameter[0], "dp_water") && numparameters >= 12)
+ {
+ shader.textureflags |= Q3TEXTUREFLAG_WATERSHADER;
+ shader.reflectmin = atof(parameter[1]);
+ shader.reflectmax = atof(parameter[2]);
+ shader.refractfactor = atof(parameter[3]);
+ shader.reflectfactor = atof(parameter[4]);
+ Vector4Set(shader.refractcolor4f, atof(parameter[5]), atof(parameter[6]), atof(parameter[7]), 1);
+ Vector4Set(shader.reflectcolor4f, atof(parameter[8]), atof(parameter[9]), atof(parameter[10]), 1);
+ shader.r_water_wateralpha = atof(parameter[11]);
+ }
+ else if (!strcasecmp(parameter[0], "deformvertexes") && numparameters >= 2)
+ {
+ int i, deformindex;
+ for (deformindex = 0;deformindex < Q3MAXDEFORMS;deformindex++)
+ if (!shader.deforms[deformindex].deform)
+ break;
+ if (deformindex < Q3MAXDEFORMS)
+ {
+ for (i = 0;i < numparameters - 2 && i < Q3DEFORM_MAXPARMS;i++)
+ shader.deforms[deformindex].parms[i] = atof(parameter[i+2]);
+ if (!strcasecmp(parameter[1], "projectionshadow")) shader.deforms[deformindex].deform = Q3DEFORM_PROJECTIONSHADOW;
+ else if (!strcasecmp(parameter[1], "autosprite" )) shader.deforms[deformindex].deform = Q3DEFORM_AUTOSPRITE;
+ else if (!strcasecmp(parameter[1], "autosprite2" )) shader.deforms[deformindex].deform = Q3DEFORM_AUTOSPRITE2;
+ else if (!strcasecmp(parameter[1], "text0" )) shader.deforms[deformindex].deform = Q3DEFORM_TEXT0;
+ else if (!strcasecmp(parameter[1], "text1" )) shader.deforms[deformindex].deform = Q3DEFORM_TEXT1;
+ else if (!strcasecmp(parameter[1], "text2" )) shader.deforms[deformindex].deform = Q3DEFORM_TEXT2;
+ else if (!strcasecmp(parameter[1], "text3" )) shader.deforms[deformindex].deform = Q3DEFORM_TEXT3;
+ else if (!strcasecmp(parameter[1], "text4" )) shader.deforms[deformindex].deform = Q3DEFORM_TEXT4;
+ else if (!strcasecmp(parameter[1], "text5" )) shader.deforms[deformindex].deform = Q3DEFORM_TEXT5;
+ else if (!strcasecmp(parameter[1], "text6" )) shader.deforms[deformindex].deform = Q3DEFORM_TEXT6;
+ else if (!strcasecmp(parameter[1], "text7" )) shader.deforms[deformindex].deform = Q3DEFORM_TEXT7;
+ else if (!strcasecmp(parameter[1], "bulge" )) shader.deforms[deformindex].deform = Q3DEFORM_BULGE;
+ else if (!strcasecmp(parameter[1], "normal" )) shader.deforms[deformindex].deform = Q3DEFORM_NORMAL;
+ else if (!strcasecmp(parameter[1], "wave" ))
+ {
+ shader.deforms[deformindex].deform = Q3DEFORM_WAVE;
+ shader.deforms[deformindex].wavefunc = Mod_LoadQ3Shaders_EnumerateWaveFunc(parameter[3]);
+ for (i = 0;i < numparameters - 4 && i < Q3WAVEPARMS;i++)
+ shader.deforms[deformindex].waveparms[i] = atof(parameter[i+4]);
+ }
+ else if (!strcasecmp(parameter[1], "move" ))
+ {
+ shader.deforms[deformindex].deform = Q3DEFORM_MOVE;
+ shader.deforms[deformindex].wavefunc = Mod_LoadQ3Shaders_EnumerateWaveFunc(parameter[5]);
+ for (i = 0;i < numparameters - 6 && i < Q3WAVEPARMS;i++)
+ shader.deforms[deformindex].waveparms[i] = atof(parameter[i+6]);
+ }
+ }
+ }
+ }
+ // pick the primary layer to render with
+ if (shader.numlayers)
+ {
+ shader.backgroundlayer = -1;
+ shader.primarylayer = 0;
+ // if lightmap comes first this is definitely an ordinary texture
+ // if the first two layers have the correct blendfuncs and use vertex alpha, it is a blended terrain shader
+ if ((shader.layers[shader.primarylayer].texturename != NULL)
+ && !strcasecmp(shader.layers[shader.primarylayer].texturename[0], "$lightmap"))
+ {
+ shader.backgroundlayer = -1;
+ shader.primarylayer = 1;
+ }
+ else if (shader.numlayers >= 2
+ && shader.layers[1].alphagen.alphagen == Q3ALPHAGEN_VERTEX
+ && (shader.layers[0].blendfunc[0] == GL_ONE && shader.layers[0].blendfunc[1] == GL_ZERO && !shader.layers[0].alphatest)
+ && ((shader.layers[1].blendfunc[0] == GL_SRC_ALPHA && shader.layers[1].blendfunc[1] == GL_ONE_MINUS_SRC_ALPHA)
+ || (shader.layers[1].blendfunc[0] == GL_ONE && shader.layers[1].blendfunc[1] == GL_ZERO && shader.layers[1].alphatest)))
+ {
+ // terrain blending or other effects
+ shader.backgroundlayer = 0;
+ shader.primarylayer = 1;
+ }
+ }
+ // fix up multiple reflection types
+ if(shader.textureflags & Q3TEXTUREFLAG_WATERSHADER)
+ shader.textureflags &= ~(Q3TEXTUREFLAG_REFRACTION | Q3TEXTUREFLAG_REFLECTION);
+
+ Q3Shader_AddToHash (&shader);
+ }
+ Mem_Free(f);
+ }
+}
+
+q3shaderinfo_t *Mod_LookupQ3Shader(const char *name)
+{
+ unsigned short hash;
+ q3shader_hash_entry_t* entry;
+ if (!q3shaders_mem)
+ Mod_LoadQ3Shaders();
+ hash = CRC_Block_CaseInsensitive ((const unsigned char *)name, strlen (name));
+ entry = q3shader_data->hash + (hash % Q3SHADER_HASH_SIZE);
+ while (entry != NULL)
+ {
+ if (strcasecmp (entry->shader.name, name) == 0)
+ return &entry->shader;
+ entry = entry->chain;
+ }
return NULL;
}
-static int detailtexturecycle = 0;
-int Mod_LoadSkinFrame (skinframe_t *skinframe, char *basename, int textureflags, int loadpantsandshirt, int usedetailtexture, int loadglowtexture)
-{
- imageskin_t s;
- memset(skinframe, 0, sizeof(*skinframe));
- if (!image_loadskin(&s, basename))
- return false;
- if (usedetailtexture)
- skinframe->detail = mod_shared_detailtextures[(detailtexturecycle++) % NUM_DETAILTEXTURES];
- skinframe->base = R_LoadTexture2D (loadmodel->texturepool, basename, s.basepixels_width, s.basepixels_height, s.basepixels, TEXTYPE_RGBA, textureflags, NULL);
- if (s.nmappixels != NULL)
- skinframe->nmap = R_LoadTexture2D (loadmodel->texturepool, va("%s_nmap", basename), s.basepixels_width, s.basepixels_height, s.nmappixels, TEXTYPE_RGBA, textureflags, NULL);
- if (s.glosspixels != NULL)
- skinframe->gloss = R_LoadTexture2D (loadmodel->texturepool, va("%s_gloss", basename), s.glosspixels_width, s.glosspixels_height, s.glosspixels, TEXTYPE_RGBA, textureflags, NULL);
- if (s.glowpixels != NULL && loadglowtexture)
- skinframe->glow = R_LoadTexture2D (loadmodel->texturepool, va("%s_glow", basename), s.glowpixels_width, s.glowpixels_height, s.glowpixels, TEXTYPE_RGBA, textureflags, NULL);
- if (s.maskpixels != NULL)
- skinframe->fog = R_LoadTexture2D (loadmodel->texturepool, va("%s_mask", basename), s.maskpixels_width, s.maskpixels_height, s.maskpixels, TEXTYPE_RGBA, textureflags, NULL);
- if (loadpantsandshirt)
- {
- if (s.pantspixels != NULL)
- skinframe->pants = R_LoadTexture2D (loadmodel->texturepool, va("%s_pants", basename), s.pantspixels_width, s.pantspixels_height, s.pantspixels, TEXTYPE_RGBA, textureflags, NULL);
- if (s.shirtpixels != NULL)
- skinframe->shirt = R_LoadTexture2D (loadmodel->texturepool, va("%s_shirt", basename), s.shirtpixels_width, s.shirtpixels_height, s.shirtpixels, TEXTYPE_RGBA, textureflags, NULL);
- }
- image_freeskin(&s);
- return true;
-}
-
-int Mod_LoadSkinFrame_Internal (skinframe_t *skinframe, char *basename, int textureflags, int loadpantsandshirt, int usedetailtexture, int loadglowtexture, qbyte *skindata, int width, int height)
-{
- qbyte *temp1, *temp2;
- memset(skinframe, 0, sizeof(*skinframe));
- if (!skindata)
- return false;
- if (usedetailtexture)
- skinframe->detail = mod_shared_detailtextures[(detailtexturecycle++) % NUM_DETAILTEXTURES];
- if (r_shadow_bumpscale_basetexture.value > 0)
- {
- temp1 = Mem_Alloc(loadmodel->mempool, width * height * 8);
- temp2 = temp1 + width * height * 4;
- Image_Copy8bitRGBA(skindata, temp1, width * height, palette_nofullbrights);
- Image_HeightmapToNormalmap(temp1, temp2, width, height, false, r_shadow_bumpscale_basetexture.value);
- skinframe->nmap = R_LoadTexture2D(loadmodel->texturepool, va("%s_nmap", basename), width, height, temp2, TEXTYPE_RGBA, textureflags, NULL);
- Mem_Free(temp1);
- }
- if (loadglowtexture)
- {
- skinframe->glow = GL_TextureForSkinLayer(skindata, width, height, va("%s_glow", basename), palette_onlyfullbrights, textureflags); // glow
- skinframe->base = skinframe->merged = GL_TextureForSkinLayer(skindata, width, height, va("%s_merged", basename), palette_nofullbrights, textureflags); // all but fullbrights
- if (loadpantsandshirt)
- {
- skinframe->pants = GL_TextureForSkinLayer(skindata, width, height, va("%s_pants", basename), palette_pantsaswhite, textureflags); // pants
- skinframe->shirt = GL_TextureForSkinLayer(skindata, width, height, va("%s_shirt", basename), palette_shirtaswhite, textureflags); // shirt
- if (skinframe->pants || skinframe->shirt)
- skinframe->base = GL_TextureForSkinLayer(skindata, width, height, va("%s_nospecial", basename), palette_nocolormapnofullbrights, textureflags); // no special colors
+qboolean Mod_LoadTextureFromQ3Shader(texture_t *texture, const char *name, qboolean warnmissing, qboolean fallback, int defaulttexflags)
+{
+ int j;
+ qboolean success = true;
+ q3shaderinfo_t *shader;
+ if (!name)
+ name = "";
+ strlcpy(texture->name, name, sizeof(texture->name));
+ shader = name[0] ? Mod_LookupQ3Shader(name) : NULL;
+ if (shader)
+ {
+ if (developer_loading.integer)
+ Con_Printf("%s: loaded shader for %s\n", loadmodel->name, name);
+ texture->surfaceparms = shader->surfaceparms;
+ texture->textureflags = shader->textureflags;
+
+ // allow disabling of picmip or compression by defaulttexflags
+ if(!(defaulttexflags & TEXF_PICMIP))
+ texture->textureflags &= ~TEXF_PICMIP;
+ if(!(defaulttexflags & TEXF_COMPRESS))
+ texture->textureflags &= ~TEXF_COMPRESS;
+
+ if (shader->surfaceparms & Q3SURFACEPARM_SKY)
+ {
+ texture->basematerialflags = MATERIALFLAG_SKY | MATERIALFLAG_NOSHADOW;
+ if (shader->skyboxname[0])
+ {
+ // quake3 seems to append a _ to the skybox name, so this must do so as well
+ dpsnprintf(loadmodel->brush.skybox, sizeof(loadmodel->brush.skybox), "%s_", shader->skyboxname);
+ }
+ }
+ else if ((texture->surfaceflags & Q3SURFACEFLAG_NODRAW) || shader->numlayers == 0)
+ texture->basematerialflags = MATERIALFLAG_NODRAW | MATERIALFLAG_NOSHADOW;
+ else
+ texture->basematerialflags = MATERIALFLAG_WALL;
+
+ if (shader->layers[0].alphatest)
+ texture->basematerialflags |= MATERIALFLAG_ALPHATEST | MATERIALFLAG_NOSHADOW;
+ if (shader->textureflags & Q3TEXTUREFLAG_TWOSIDED)
+ texture->basematerialflags |= MATERIALFLAG_NOSHADOW | MATERIALFLAG_NOCULLFACE;
+ if (shader->textureflags & Q3TEXTUREFLAG_POLYGONOFFSET)
+ texture->biaspolygonoffset -= 2;
+ if (shader->textureflags & Q3TEXTUREFLAG_REFRACTION)
+ texture->basematerialflags |= MATERIALFLAG_REFRACTION;
+ if (shader->textureflags & Q3TEXTUREFLAG_REFLECTION)
+ texture->basematerialflags |= MATERIALFLAG_REFLECTION;
+ if (shader->textureflags & Q3TEXTUREFLAG_WATERSHADER)
+ texture->basematerialflags |= MATERIALFLAG_WATERSHADER;
+ texture->customblendfunc[0] = GL_ONE;
+ texture->customblendfunc[1] = GL_ZERO;
+ if (shader->numlayers > 0)
+ {
+ texture->customblendfunc[0] = shader->layers[0].blendfunc[0];
+ texture->customblendfunc[1] = shader->layers[0].blendfunc[1];
+/*
+Q3 shader blendfuncs actually used in the game (* = supported by DP)
+* additive GL_ONE GL_ONE
+additive weird GL_ONE GL_SRC_ALPHA
+additive weird 2 GL_ONE GL_ONE_MINUS_SRC_ALPHA
+* alpha GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA
+alpha inverse GL_ONE_MINUS_SRC_ALPHA GL_SRC_ALPHA
+brighten GL_DST_COLOR GL_ONE
+brighten GL_ONE GL_SRC_COLOR
+brighten weird GL_DST_COLOR GL_ONE_MINUS_DST_ALPHA
+brighten weird 2 GL_DST_COLOR GL_SRC_ALPHA
+* modulate GL_DST_COLOR GL_ZERO
+* modulate GL_ZERO GL_SRC_COLOR
+modulate inverse GL_ZERO GL_ONE_MINUS_SRC_COLOR
+modulate inverse alpha GL_ZERO GL_SRC_ALPHA
+modulate weird inverse GL_ONE_MINUS_DST_COLOR GL_ZERO
+* modulate x2 GL_DST_COLOR GL_SRC_COLOR
+* no blend GL_ONE GL_ZERO
+nothing GL_ZERO GL_ONE
+*/
+ // if not opaque, figure out what blendfunc to use
+ 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)
+ texture->basematerialflags |= MATERIALFLAG_ADD | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
+ else if (shader->layers[0].blendfunc[0] == GL_SRC_ALPHA && shader->layers[0].blendfunc[1] == GL_ONE)
+ texture->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)
+ texture->basematerialflags |= MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
+ else
+ texture->basematerialflags |= MATERIALFLAG_CUSTOMBLEND | MATERIALFLAG_FULLBRIGHT | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
+ }
+ }
+ if (!shader->lighting)
+ texture->basematerialflags |= MATERIALFLAG_FULLBRIGHT;
+ if (shader->primarylayer >= 0)
+ {
+ q3shaderinfo_layer_t* primarylayer = shader->layers + shader->primarylayer;
+ // copy over many primarylayer parameters
+ texture->rgbgen = primarylayer->rgbgen;
+ texture->alphagen = primarylayer->alphagen;
+ texture->tcgen = primarylayer->tcgen;
+ memcpy(texture->tcmods, primarylayer->tcmods, sizeof(texture->tcmods));
+ // load the textures
+ texture->numskinframes = primarylayer->numframes;
+ texture->skinframerate = primarylayer->framerate;
+ for (j = 0;j < primarylayer->numframes;j++)
+ {
+ if(cls.state == ca_dedicated)
+ {
+ texture->skinframes[j] = NULL;
+ }
+ else if (!(texture->skinframes[j] = R_SkinFrame_LoadExternal(primarylayer->texturename[j], primarylayer->texflags, false)))
+ {
+ 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);
+ texture->skinframes[j] = R_SkinFrame_LoadMissing();
+ }
+ }
+ }
+ if (shader->backgroundlayer >= 0)
+ {
+ q3shaderinfo_layer_t* backgroundlayer = shader->layers + shader->backgroundlayer;
+ texture->backgroundnumskinframes = backgroundlayer->numframes;
+ texture->backgroundskinframerate = backgroundlayer->framerate;
+ for (j = 0;j < backgroundlayer->numframes;j++)
+ {
+ if(cls.state == ca_dedicated)
+ {
+ texture->skinframes[j] = NULL;
+ }
+ else if (!(texture->backgroundskinframes[j] = R_SkinFrame_LoadExternal(backgroundlayer->texturename[j], backgroundlayer->texflags, false)))
+ {
+ 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);
+ texture->backgroundskinframes[j] = R_SkinFrame_LoadMissing();
+ }
+ }
+ }
+ if (shader->dpshadow)
+ texture->basematerialflags &= ~MATERIALFLAG_NOSHADOW;
+ if (shader->dpnoshadow)
+ texture->basematerialflags |= MATERIALFLAG_NOSHADOW;
+ memcpy(texture->deforms, shader->deforms, sizeof(texture->deforms));
+ texture->reflectmin = shader->reflectmin;
+ texture->reflectmax = shader->reflectmax;
+ texture->refractfactor = shader->refractfactor;
+ Vector4Copy(shader->refractcolor4f, texture->refractcolor4f);
+ texture->reflectfactor = shader->reflectfactor;
+ Vector4Copy(shader->reflectcolor4f, texture->reflectcolor4f);
+ texture->r_water_wateralpha = shader->r_water_wateralpha;
+ }
+ else if (!strcmp(texture->name, "noshader") || !texture->name[0])
+ {
+ if (developer.integer >= 100)
+ Con_Printf("^1%s:^7 using fallback noshader material for ^3\"%s\"\n", loadmodel->name, name);
+ texture->surfaceparms = 0;
+ }
+ else if (!strcmp(texture->name, "common/nodraw") || !strcmp(texture->name, "textures/common/nodraw"))
+ {
+ if (developer.integer >= 100)
+ Con_Printf("^1%s:^7 using fallback nodraw material for ^3\"%s\"\n", loadmodel->name, name);
+ texture->surfaceparms = 0;
+ texture->basematerialflags = MATERIALFLAG_NODRAW | MATERIALFLAG_NOSHADOW;
+ }
+ else
+ {
+ if (developer.integer >= 100)
+ Con_Printf("^1%s:^7 No shader found for texture ^3\"%s\"\n", loadmodel->name, texture->name);
+ texture->surfaceparms = 0;
+ if (texture->surfaceflags & Q3SURFACEFLAG_NODRAW)
+ texture->basematerialflags |= MATERIALFLAG_NODRAW | MATERIALFLAG_NOSHADOW;
+ else if (texture->surfaceflags & Q3SURFACEFLAG_SKY)
+ texture->basematerialflags |= MATERIALFLAG_SKY | MATERIALFLAG_NOSHADOW;
+ else
+ texture->basematerialflags |= MATERIALFLAG_WALL;
+ texture->numskinframes = 1;
+ if(cls.state == ca_dedicated)
+ {
+ texture->skinframes[0] = NULL;
+ }
+ else
+ {
+ if (fallback)
+ {
+ qboolean has_alpha;
+ if ((texture->skinframes[0] = R_SkinFrame_LoadExternal_CheckAlpha(texture->name, defaulttexflags, false, &has_alpha)))
+ {
+ if(has_alpha && (defaulttexflags & TEXF_ALPHA))
+ texture->basematerialflags |= MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
+ }
+ else
+ success = false;
+ }
+ else
+ success = false;
+ if (!success && warnmissing)
+ Con_Printf("^1%s:^7 could not load texture ^3\"%s\"\n", loadmodel->name, texture->name);
+ }
+ }
+ // init the animation variables
+ texture->currentframe = texture;
+ if (texture->numskinframes < 1)
+ texture->numskinframes = 1;
+ if (!texture->skinframes[0])
+ texture->skinframes[0] = R_SkinFrame_LoadMissing();
+ texture->currentskinframe = texture->skinframes[0];
+ texture->backgroundcurrentskinframe = texture->backgroundskinframes[0];
+ return success;
+}
+
+skinfile_t *Mod_LoadSkinFiles(void)
+{
+ int i, words, line, wordsoverflow;
+ char *text;
+ const char *data;
+ skinfile_t *skinfile = NULL, *first = NULL;
+ skinfileitem_t *skinfileitem;
+ char word[10][MAX_QPATH];
+
+/*
+sample file:
+U_bodyBox,models/players/Legoman/BikerA2.tga
+U_RArm,models/players/Legoman/BikerA1.tga
+U_LArm,models/players/Legoman/BikerA1.tga
+U_armor,common/nodraw
+U_sword,common/nodraw
+U_shield,common/nodraw
+U_homb,common/nodraw
+U_backpack,common/nodraw
+U_colcha,common/nodraw
+tag_head,
+tag_weapon,
+tag_torso,
+*/
+ memset(word, 0, sizeof(word));
+ for (i = 0;i < MAX_SKINS && (data = text = (char *)FS_LoadFile(va("%s_%i.skin", loadmodel->name, i), tempmempool, true, NULL));i++)
+ {
+ // If it's the first file we parse
+ if (skinfile == NULL)
+ {
+ skinfile = (skinfile_t *)Mem_Alloc(loadmodel->mempool, sizeof(skinfile_t));
+ first = skinfile;
+ }
+ else
+ {
+ skinfile->next = (skinfile_t *)Mem_Alloc(loadmodel->mempool, sizeof(skinfile_t));
+ skinfile = skinfile->next;
+ }
+ skinfile->next = NULL;
+
+ for(line = 0;;line++)
+ {
+ // parse line
+ if (!COM_ParseToken_QuakeC(&data, true))
+ break;
+ if (!strcmp(com_token, "\n"))
+ continue;
+ words = 0;
+ wordsoverflow = false;
+ do
+ {
+ if (words < 10)
+ strlcpy(word[words++], com_token, sizeof (word[0]));
+ else
+ wordsoverflow = true;
+ }
+ while (COM_ParseToken_QuakeC(&data, true) && strcmp(com_token, "\n"));
+ if (wordsoverflow)
+ {
+ 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);
+ continue;
+ }
+ // words is always >= 1
+ if (!strcmp(word[0], "replace"))
+ {
+ if (words == 3)
+ {
+ if (developer_loading.integer)
+ Con_Printf("Mod_LoadSkinFiles: parsed mesh \"%s\" shader replacement \"%s\"\n", word[1], word[2]);
+ skinfileitem = (skinfileitem_t *)Mem_Alloc(loadmodel->mempool, sizeof(skinfileitem_t));
+ skinfileitem->next = skinfile->items;
+ skinfile->items = skinfileitem;
+ strlcpy (skinfileitem->name, word[1], sizeof (skinfileitem->name));
+ strlcpy (skinfileitem->replacement, word[2], sizeof (skinfileitem->replacement));
+ }
+ else
+ 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]);
+ }
+ else if (words >= 2 && !strncmp(word[0], "tag_", 4))
+ {
+ // tag name, like "tag_weapon,"
+ // not used for anything (not even in Quake3)
+ }
+ else if (words >= 2 && !strcmp(word[1], ","))
+ {
+ // mesh shader name, like "U_RArm,models/players/Legoman/BikerA1.tga"
+ if (developer_loading.integer)
+ Con_Printf("Mod_LoadSkinFiles: parsed mesh \"%s\" shader replacement \"%s\"\n", word[0], word[2]);
+ skinfileitem = (skinfileitem_t *)Mem_Alloc(loadmodel->mempool, sizeof(skinfileitem_t));
+ skinfileitem->next = skinfile->items;
+ skinfile->items = skinfileitem;
+ strlcpy (skinfileitem->name, word[0], sizeof (skinfileitem->name));
+ strlcpy (skinfileitem->replacement, word[2], sizeof (skinfileitem->replacement));
+ }
+ else
+ 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);
+ }
+ Mem_Free(text);
+ }
+ if (i)
+ loadmodel->numskins = i;
+ return first;
+}
+
+void Mod_FreeSkinFiles(skinfile_t *skinfile)
+{
+ skinfile_t *next;
+ skinfileitem_t *skinfileitem, *nextitem;
+ for (;skinfile;skinfile = next)
+ {
+ next = skinfile->next;
+ for (skinfileitem = skinfile->items;skinfileitem;skinfileitem = nextitem)
+ {
+ nextitem = skinfileitem->next;
+ Mem_Free(skinfileitem);
+ }
+ Mem_Free(skinfile);
+ }
+}
+
+int Mod_CountSkinFiles(skinfile_t *skinfile)
+{
+ int i;
+ for (i = 0;skinfile;skinfile = skinfile->next, i++);
+ return i;
+}
+
+void Mod_SnapVertices(int numcomponents, int numvertices, float *vertices, float snap)
+{
+ int i;
+ double isnap = 1.0 / snap;
+ for (i = 0;i < numvertices*numcomponents;i++)
+ vertices[i] = floor(vertices[i]*isnap)*snap;
+}
+
+int Mod_RemoveDegenerateTriangles(int numtriangles, const int *inelement3i, int *outelement3i, const float *vertex3f)
+{
+ int i, outtriangles;
+ float edgedir1[3], edgedir2[3], temp[3];
+ // a degenerate triangle is one with no width (thickness, surface area)
+ // these are characterized by having all 3 points colinear (along a line)
+ // or having two points identical
+ // the simplest check is to calculate the triangle's area
+ for (i = 0, outtriangles = 0;i < numtriangles;i++, inelement3i += 3)
+ {
+ // calculate first edge
+ VectorSubtract(vertex3f + inelement3i[1] * 3, vertex3f + inelement3i[0] * 3, edgedir1);
+ VectorSubtract(vertex3f + inelement3i[2] * 3, vertex3f + inelement3i[0] * 3, edgedir2);
+ CrossProduct(edgedir1, edgedir2, temp);
+ if (VectorLength2(temp) < 0.001f)
+ continue; // degenerate triangle (no area)
+ // valid triangle (has area)
+ VectorCopy(inelement3i, outelement3i);
+ outelement3i += 3;
+ outtriangles++;
+ }
+ return outtriangles;
+}
+
+void Mod_VertexRangeFromElements(int numelements, const int *elements, int *firstvertexpointer, int *lastvertexpointer)
+{
+ int i, e;
+ int firstvertex, lastvertex;
+ if (numelements > 0 && elements)
+ {
+ firstvertex = lastvertex = elements[0];
+ for (i = 1;i < numelements;i++)
+ {
+ e = elements[i];
+ firstvertex = min(firstvertex, e);
+ lastvertex = max(lastvertex, e);
}
}
else
+ firstvertex = lastvertex = 0;
+ if (firstvertexpointer)
+ *firstvertexpointer = firstvertex;
+ if (lastvertexpointer)
+ *lastvertexpointer = lastvertex;
+}
+
+void Mod_MakeSortedSurfaces(dp_model_t *mod)
+{
+ // make an optimal set of texture-sorted batches to draw...
+ int j, t;
+ int *firstsurfacefortexture;
+ int *numsurfacesfortexture;
+ if (!mod->sortedmodelsurfaces)
+ mod->sortedmodelsurfaces = Mem_Alloc(loadmodel->mempool, mod->nummodelsurfaces * sizeof(*mod->sortedmodelsurfaces));
+ firstsurfacefortexture = Mem_Alloc(tempmempool, mod->num_textures * sizeof(*firstsurfacefortexture));
+ numsurfacesfortexture = Mem_Alloc(tempmempool, mod->num_textures * sizeof(*numsurfacesfortexture));
+ memset(numsurfacesfortexture, 0, mod->num_textures * sizeof(*numsurfacesfortexture));
+ for (j = 0;j < mod->nummodelsurfaces;j++)
+ {
+ const msurface_t *surface = mod->data_surfaces + j + mod->firstmodelsurface;
+ int t = (int)(surface->texture - mod->data_textures);
+ numsurfacesfortexture[t]++;
+ }
+ j = 0;
+ for (t = 0;t < mod->num_textures;t++)
+ {
+ firstsurfacefortexture[t] = j;
+ j += numsurfacesfortexture[t];
+ }
+ for (j = 0;j < mod->nummodelsurfaces;j++)
+ {
+ const msurface_t *surface = mod->data_surfaces + j + mod->firstmodelsurface;
+ int t = (int)(surface->texture - mod->data_textures);
+ mod->sortedmodelsurfaces[firstsurfacefortexture[t]++] = j + mod->firstmodelsurface;
+ }
+ Mem_Free(firstsurfacefortexture);
+ Mem_Free(numsurfacesfortexture);
+}
+
+static void Mod_BuildVBOs(void)
+{
+ if (!gl_support_arb_vertex_buffer_object)
+ return;
+
+ // element buffer is easy because it's just one array
+ if (loadmodel->surfmesh.num_triangles)
+ {
+ if (loadmodel->surfmesh.data_element3s)
+ {
+ int i;
+ for (i = 0;i < loadmodel->surfmesh.num_triangles*3;i++)
+ loadmodel->surfmesh.data_element3s[i] = loadmodel->surfmesh.data_element3i[i];
+ 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);
+ }
+ else
+ 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);
+ }
+
+ // vertex buffer is several arrays and we put them in the same buffer
+ //
+ // is this wise? the texcoordtexture2f array is used with dynamic
+ // vertex/svector/tvector/normal when rendering animated models, on the
+ // other hand animated models don't use a lot of vertices anyway...
+ if (loadmodel->surfmesh.num_vertices)
+ {
+ size_t size;
+ unsigned char *mem;
+ size = 0;
+ loadmodel->surfmesh.vbooffset_vertex3f = size;if (loadmodel->surfmesh.data_vertex3f ) size += loadmodel->surfmesh.num_vertices * sizeof(float[3]);
+ loadmodel->surfmesh.vbooffset_svector3f = size;if (loadmodel->surfmesh.data_svector3f ) size += loadmodel->surfmesh.num_vertices * sizeof(float[3]);
+ loadmodel->surfmesh.vbooffset_tvector3f = size;if (loadmodel->surfmesh.data_tvector3f ) size += loadmodel->surfmesh.num_vertices * sizeof(float[3]);
+ loadmodel->surfmesh.vbooffset_normal3f = size;if (loadmodel->surfmesh.data_normal3f ) size += loadmodel->surfmesh.num_vertices * sizeof(float[3]);
+ loadmodel->surfmesh.vbooffset_texcoordtexture2f = size;if (loadmodel->surfmesh.data_texcoordtexture2f ) size += loadmodel->surfmesh.num_vertices * sizeof(float[2]);
+ loadmodel->surfmesh.vbooffset_texcoordlightmap2f = size;if (loadmodel->surfmesh.data_texcoordlightmap2f) size += loadmodel->surfmesh.num_vertices * sizeof(float[2]);
+ loadmodel->surfmesh.vbooffset_lightmapcolor4f = size;if (loadmodel->surfmesh.data_lightmapcolor4f ) size += loadmodel->surfmesh.num_vertices * sizeof(float[4]);
+ mem = (unsigned char *)Mem_Alloc(tempmempool, size);
+ if (loadmodel->surfmesh.data_vertex3f ) memcpy(mem + loadmodel->surfmesh.vbooffset_vertex3f , loadmodel->surfmesh.data_vertex3f , loadmodel->surfmesh.num_vertices * sizeof(float[3]));
+ if (loadmodel->surfmesh.data_svector3f ) memcpy(mem + loadmodel->surfmesh.vbooffset_svector3f , loadmodel->surfmesh.data_svector3f , loadmodel->surfmesh.num_vertices * sizeof(float[3]));
+ if (loadmodel->surfmesh.data_tvector3f ) memcpy(mem + loadmodel->surfmesh.vbooffset_tvector3f , loadmodel->surfmesh.data_tvector3f , loadmodel->surfmesh.num_vertices * sizeof(float[3]));
+ if (loadmodel->surfmesh.data_normal3f ) memcpy(mem + loadmodel->surfmesh.vbooffset_normal3f , loadmodel->surfmesh.data_normal3f , loadmodel->surfmesh.num_vertices * sizeof(float[3]));
+ if (loadmodel->surfmesh.data_texcoordtexture2f ) memcpy(mem + loadmodel->surfmesh.vbooffset_texcoordtexture2f , loadmodel->surfmesh.data_texcoordtexture2f , loadmodel->surfmesh.num_vertices * sizeof(float[2]));
+ if (loadmodel->surfmesh.data_texcoordlightmap2f) memcpy(mem + loadmodel->surfmesh.vbooffset_texcoordlightmap2f, loadmodel->surfmesh.data_texcoordlightmap2f, loadmodel->surfmesh.num_vertices * sizeof(float[2]));
+ if (loadmodel->surfmesh.data_lightmapcolor4f ) memcpy(mem + loadmodel->surfmesh.vbooffset_lightmapcolor4f , loadmodel->surfmesh.data_lightmapcolor4f , loadmodel->surfmesh.num_vertices * sizeof(float[4]));
+ loadmodel->surfmesh.vbo = R_Mesh_CreateStaticBufferObject(GL_ARRAY_BUFFER_ARB, mem, size, loadmodel->name);
+ Mem_Free(mem);
+ }
+}
+
+static void Mod_Decompile_OBJ(dp_model_t *model, const char *filename, const char *mtlfilename, const char *originalfilename)
+{
+ int vertexindex, surfaceindex, triangleindex, textureindex, countvertices = 0, countsurfaces = 0, countfaces = 0, counttextures = 0;
+ int a, b, c;
+ const char *texname;
+ const int *e;
+ const float *v, *vn, *vt;
+ size_t l;
+ size_t outbufferpos = 0;
+ size_t outbuffermax = 0x100000;
+ char *outbuffer = (char *) Z_Malloc(outbuffermax), *oldbuffer;
+ const msurface_t *surface;
+ const int maxtextures = 256;
+ char *texturenames = (char *) Z_Malloc(maxtextures * MAX_QPATH);
+
+ // construct the mtllib file
+ l = dpsnprintf(outbuffer + outbufferpos, outbuffermax - outbufferpos, "# mtllib for %s exported by darkplaces engine\n", originalfilename);
+ if (l > 0)
+ outbufferpos += l;
+ for (surfaceindex = 0, surface = model->data_surfaces;surfaceindex < model->num_surfaces;surfaceindex++, surface++)
+ {
+ countsurfaces++;
+ countvertices += surface->num_vertices;
+ countfaces += surface->num_triangles;
+ texname = (surface->texture && surface->texture->name[0]) ? surface->texture->name : "default";
+ for (textureindex = 0;textureindex < maxtextures && texturenames[textureindex*MAX_QPATH];textureindex++)
+ if (!strcmp(texturenames + textureindex * MAX_QPATH, texname))
+ break;
+ if (textureindex >= maxtextures)
+ continue; // just a precaution
+ if (counttextures < textureindex + 1)
+ counttextures = textureindex + 1;
+ strlcpy(texturenames + textureindex * MAX_QPATH, texname, MAX_QPATH);
+ if (outbufferpos >= outbuffermax >> 1)
+ {
+ outbuffermax *= 2;
+ oldbuffer = outbuffer;
+ outbuffer = (char *) Z_Malloc(outbuffermax);
+ memcpy(outbuffer, oldbuffer, outbufferpos);
+ Z_Free(oldbuffer);
+ }
+ 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");
+ if (l > 0)
+ outbufferpos += l;
+ }
+
+ // write the mtllib file
+ FS_WriteFile(mtlfilename, outbuffer, outbufferpos);
+ outbufferpos = 0;
+
+ // construct the obj file
+ 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);
+ if (l > 0)
+ outbufferpos += l;
+ 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)
+ {
+ if (outbufferpos >= outbuffermax >> 1)
+ {
+ outbuffermax *= 2;
+ oldbuffer = outbuffer;
+ outbuffer = (char *) Z_Malloc(outbuffermax);
+ memcpy(outbuffer, oldbuffer, outbufferpos);
+ Z_Free(oldbuffer);
+ }
+ 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]);
+ if (l > 0)
+ outbufferpos += l;
+ }
+ for (surfaceindex = 0, surface = model->data_surfaces;surfaceindex < model->num_surfaces;surfaceindex++, surface++)
{
- skinframe->base = skinframe->merged = GL_TextureForSkinLayer(skindata, width, height, va("%s_merged", basename), palette_complete, textureflags); // all but fullbrights
- if (loadpantsandshirt)
+ l = dpsnprintf(outbuffer + outbufferpos, outbuffermax - outbufferpos, "usemtl %s\n", (surface->texture && surface->texture->name[0]) ? surface->texture->name : "default");
+ if (l > 0)
+ outbufferpos += l;
+ for (triangleindex = 0, e = model->surfmesh.data_element3i + surface->num_firsttriangle * 3;triangleindex < surface->num_triangles;triangleindex++, e += 3)
{
- skinframe->pants = GL_TextureForSkinLayer(skindata, width, height, va("%s_pants", basename), palette_pantsaswhite, textureflags); // pants
- skinframe->shirt = GL_TextureForSkinLayer(skindata, width, height, va("%s_shirt", basename), palette_shirtaswhite, textureflags); // shirt
- if (skinframe->pants || skinframe->shirt)
- skinframe->base = GL_TextureForSkinLayer(skindata, width, height, va("%s_nospecial", basename), palette_nocolormap, textureflags); // no pants or shirt
+ if (outbufferpos >= outbuffermax >> 1)
+ {
+ outbuffermax *= 2;
+ oldbuffer = outbuffer;
+ outbuffer = (char *) Z_Malloc(outbuffermax);
+ memcpy(outbuffer, oldbuffer, outbufferpos);
+ Z_Free(oldbuffer);
+ }
+ a = e[0]+1;
+ b = e[2]+1;
+ c = e[1]+1;
+ 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);
+ if (l > 0)
+ outbufferpos += l;
}
}
- return true;
+
+ // write the obj file
+ FS_WriteFile(filename, outbuffer, outbufferpos);
+
+ // clean up
+ Z_Free(outbuffer);
+ Z_Free(texturenames);
+
+ // print some stats
+ Con_Printf("Wrote %s (%i bytes, %i vertices, %i faces, %i surfaces with %i distinct textures)\n", filename, (int)outbufferpos, countvertices, countfaces, countsurfaces, counttextures);
}
+
+static void Mod_Decompile_SMD(dp_model_t *model, const char *filename, int firstpose, int numposes, qboolean writetriangles)
+{
+ int countnodes = 0, counttriangles = 0, countframes = 0;
+ int surfaceindex;
+ int triangleindex;
+ int transformindex;
+ int poseindex;
+ int cornerindex;
+ float modelscale;
+ const int *e;
+ const float *pose;
+ size_t l;
+ size_t outbufferpos = 0;
+ size_t outbuffermax = 0x100000;
+ char *outbuffer = (char *) Z_Malloc(outbuffermax), *oldbuffer;
+ const msurface_t *surface;
+ l = dpsnprintf(outbuffer + outbufferpos, outbuffermax - outbufferpos, "version 1\nnodes\n");
+ if (l > 0)
+ outbufferpos += l;
+ modelscale = 1;
+ if(model->num_poses >= 0)
+ 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]);
+ if(fabs(modelscale - 1) > 1e-4)
+ {
+ if(firstpose == 0) // only print the when writing the reference pose
+ Con_Printf("The model has an old-style model scale of %f\n", modelscale);
+ }
+ else
+ modelscale = 1;
+ for (transformindex = 0;transformindex < model->num_bones;transformindex++)
+ {
+ if (outbufferpos >= outbuffermax >> 1)
+ {
+ outbuffermax *= 2;
+ oldbuffer = outbuffer;
+ outbuffer = (char *) Z_Malloc(outbuffermax);
+ memcpy(outbuffer, oldbuffer, outbufferpos);
+ Z_Free(oldbuffer);
+ }
+ countnodes++;
+ l = dpsnprintf(outbuffer + outbufferpos, outbuffermax - outbufferpos, "%3i \"%s\" %3i\n", transformindex, model->data_bones[transformindex].name, model->data_bones[transformindex].parent);
+ if (l > 0)
+ outbufferpos += l;
+ }
+ l = dpsnprintf(outbuffer + outbufferpos, outbuffermax - outbufferpos, "end\nskeleton\n");
+ if (l > 0)
+ outbufferpos += l;
+ for (poseindex = 0, pose = model->data_poses + model->num_bones * 12 * firstpose;poseindex < numposes;poseindex++)
+ {
+ countframes++;
+ l = dpsnprintf(outbuffer + outbufferpos, outbuffermax - outbufferpos, "time %i\n", poseindex);
+ if (l > 0)
+ outbufferpos += l;
+ for (transformindex = 0;transformindex < model->num_bones;transformindex++, pose += 12)
+ {
+ float a, b, c;
+ float angles[3];
+ float mtest[3][4];
+ if (outbufferpos >= outbuffermax >> 1)
+ {
+ outbuffermax *= 2;
+ oldbuffer = outbuffer;
+ outbuffer = (char *) Z_Malloc(outbuffermax);
+ memcpy(outbuffer, oldbuffer, outbufferpos);
+ Z_Free(oldbuffer);
+ }
+
+ // strangely the smd angles are for a transposed matrix, so we
+ // have to generate a transposed matrix, then convert that...
+ mtest[0][0] = pose[ 0];
+ mtest[0][1] = pose[ 4];
+ mtest[0][2] = pose[ 8];
+ mtest[0][3] = pose[ 3];
+ mtest[1][0] = pose[ 1];
+ mtest[1][1] = pose[ 5];
+ mtest[1][2] = pose[ 9];
+ mtest[1][3] = pose[ 7];
+ mtest[2][0] = pose[ 2];
+ mtest[2][1] = pose[ 6];
+ mtest[2][2] = pose[10];
+ mtest[2][3] = pose[11];
+ AnglesFromVectors(angles, mtest[0], mtest[2], false);
+ if (angles[0] >= 180) angles[0] -= 360;
+ if (angles[1] >= 180) angles[1] -= 360;
+ if (angles[2] >= 180) angles[2] -= 360;
+
+ a = DEG2RAD(angles[ROLL]);
+ b = DEG2RAD(angles[PITCH]);
+ c = DEG2RAD(angles[YAW]);
+
+#if 0
+{
+ float cy, sy, cp, sp, cr, sr;
+ float test[3][4];
+ // smd matrix construction, for comparing to non-transposed m
+ sy = sin(c);
+ cy = cos(c);
+ sp = sin(b);
+ cp = cos(b);
+ sr = sin(a);
+ cr = cos(a);
+
+ test[0][0] = cp*cy;
+ test[1][0] = cp*sy;
+ test[2][0] = -sp;
+ test[0][1] = sr*sp*cy+cr*-sy;
+ test[1][1] = sr*sp*sy+cr*cy;
+ test[2][1] = sr*cp;
+ test[0][2] = (cr*sp*cy+-sr*-sy);
+ test[1][2] = (cr*sp*sy+-sr*cy);
+ test[2][2] = cr*cp;
+ test[0][3] = pose[3];
+ test[1][3] = pose[7];
+ test[2][3] = pose[11];
+}
+#endif
+ 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]));
+ if (l > 0)
+ outbufferpos += l;
+ }
+ }
+ l = dpsnprintf(outbuffer + outbufferpos, outbuffermax - outbufferpos, "end\n");
+ if (l > 0)
+ outbufferpos += l;
+ if (writetriangles)
+ {
+ l = dpsnprintf(outbuffer + outbufferpos, outbuffermax - outbufferpos, "triangles\n");
+ if (l > 0)
+ outbufferpos += l;
+ for (surfaceindex = 0, surface = model->data_surfaces;surfaceindex < model->num_surfaces;surfaceindex++, surface++)
+ {
+ for (triangleindex = 0, e = model->surfmesh.data_element3i + surface->num_firsttriangle * 3;triangleindex < surface->num_triangles;triangleindex++, e += 3)
+ {
+ counttriangles++;
+ if (outbufferpos >= outbuffermax >> 1)
+ {
+ outbuffermax *= 2;
+ oldbuffer = outbuffer;
+ outbuffer = (char *) Z_Malloc(outbuffermax);
+ memcpy(outbuffer, oldbuffer, outbufferpos);
+ Z_Free(oldbuffer);
+ }
+ l = dpsnprintf(outbuffer + outbufferpos, outbuffermax - outbufferpos, "%s\n", surface->texture && surface->texture->name[0] ? surface->texture->name : "default.bmp");
+ if (l > 0)
+ outbufferpos += l;
+ for (cornerindex = 0;cornerindex < 3;cornerindex++)
+ {
+ const int index = e[2-cornerindex];
+ const float *v = model->surfmesh.data_vertex3f + index * 3;
+ const float *vn = model->surfmesh.data_normal3f + index * 3;
+ const float *vt = model->surfmesh.data_texcoordtexture2f + index * 2;
+ const int *wi = model->surfmesh.data_vertexweightindex4i + index * 4;
+ const float *wf = model->surfmesh.data_vertexweightinfluence4f + index * 4;
+ 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]);
+ 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]);
+ 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]);
+ 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]);
+ if (l > 0)
+ outbufferpos += l;
+ }
+ }
+ }
+ l = dpsnprintf(outbuffer + outbufferpos, outbuffermax - outbufferpos, "end\n");
+ if (l > 0)
+ outbufferpos += l;
+ }
+
+ FS_WriteFile(filename, outbuffer, outbufferpos);
+ Z_Free(outbuffer);
+
+ Con_Printf("Wrote %s (%i bytes, %i nodes, %i frames, %i triangles)\n", filename, (int)outbufferpos, countnodes, countframes, counttriangles);
+}
+
+/*
+================
+Mod_Decompile_f
+
+decompiles a model to editable files
+================
+*/
+static void Mod_Decompile_f(void)
+{
+ int i, j, k, l, first, count;
+ dp_model_t *mod;
+ char inname[MAX_QPATH];
+ char outname[MAX_QPATH];
+ char mtlname[MAX_QPATH];
+ char basename[MAX_QPATH];
+ char animname[MAX_QPATH];
+ char animname2[MAX_QPATH];
+ char zymtextbuffer[16384];
+ char dpmtextbuffer[16384];
+ int zymtextsize = 0;
+ int dpmtextsize = 0;
+
+ if (Cmd_Argc() != 2)
+ {
+ Con_Print("usage: modeldecompile <filename>\n");
+ return;
+ }
+
+ strlcpy(inname, Cmd_Argv(1), sizeof(inname));
+ FS_StripExtension(inname, basename, sizeof(basename));
+
+ mod = Mod_ForName(inname, false, true, inname[0] == '*' ? cl.model_name[1] : NULL);
+ if (mod->brush.submodel)
+ {
+ // if we're decompiling a submodel, be sure to give it a proper name based on its parent
+ FS_StripExtension(cl.model_name[1], outname, sizeof(outname));
+ dpsnprintf(basename, sizeof(basename), "%s/%s", outname, mod->name);
+ outname[0] = 0;
+ }
+ if (!mod)
+ {
+ Con_Print("No such model\n");
+ return;
+ }
+ if (!mod->surfmesh.num_triangles)
+ {
+ Con_Print("Empty model (or sprite)\n");
+ return;
+ }
+
+ // export OBJ if possible (not on sprites)
+ if (mod->surfmesh.num_triangles)
+ {
+ dpsnprintf(outname, sizeof(outname), "%s_decompiled.obj", basename);
+ dpsnprintf(mtlname, sizeof(mtlname), "%s_decompiled.mtl", basename);
+ Mod_Decompile_OBJ(mod, outname, mtlname, inname);
+ }
+
+ // export SMD if possible (only for skeletal models)
+ if (mod->surfmesh.num_triangles && mod->num_bones)
+ {
+ dpsnprintf(outname, sizeof(outname), "%s_decompiled/ref1.smd", basename);
+ Mod_Decompile_SMD(mod, outname, 0, 1, true);
+ l = dpsnprintf(zymtextbuffer + zymtextsize, sizeof(zymtextbuffer) - zymtextsize, "output out.zym\nscale 1\norigin 0 0 0\nmesh ref1.smd\n");
+ if (l > 0) zymtextsize += l;
+ l = dpsnprintf(dpmtextbuffer + dpmtextsize, sizeof(dpmtextbuffer) - dpmtextsize, "outputdir .\nmodel out\nscale 1\norigin 0 0 0\nscene ref1.smd\n");
+ if (l > 0) dpmtextsize += l;
+ for (i = 0;i < mod->numframes;i = j)
+ {
+ strlcpy(animname, mod->animscenes[i].name, sizeof(animname));
+ first = mod->animscenes[i].firstframe;
+ if (mod->animscenes[i].framecount > 1)
+ {
+ // framegroup anim
+ count = mod->animscenes[i].framecount;
+ j = i + 1;
+ }
+ else
+ {
+ // individual frame
+ // check for additional frames with same name
+ for (l = 0, k = strlen(animname);animname[l];l++)
+ if ((animname[l] < '0' || animname[l] > '9') && animname[l] != '_')
+ k = l + 1;
+ animname[k] = 0;
+ count = (mod->num_poses / mod->num_bones) - first;
+ for (j = i + 1;j < mod->numframes;j++)
+ {
+ strlcpy(animname2, mod->animscenes[j].name, sizeof(animname2));
+ for (l = 0, k = strlen(animname2);animname2[l];l++)
+ if ((animname2[l] < '0' || animname2[l] > '9') && animname2[l] != '_')
+ k = l + 1;
+ animname2[k] = 0;
+ if (strcmp(animname2, animname) || mod->animscenes[j].framecount > 1)
+ {
+ count = mod->animscenes[j].firstframe - first;
+ break;
+ }
+ }
+ // if it's only one frame, use the original frame name
+ if (j == i + 1)
+ strlcpy(animname, mod->animscenes[i].name, sizeof(animname));
+
+ }
+ dpsnprintf(outname, sizeof(outname), "%s_decompiled/%s.smd", basename, animname);
+ Mod_Decompile_SMD(mod, outname, first, count, false);
+ if (zymtextsize < (int)sizeof(zymtextbuffer) - 100)
+ {
+ l = dpsnprintf(zymtextbuffer + zymtextsize, sizeof(zymtextbuffer) - zymtextsize, "scene %s.smd fps %g\n", animname, mod->animscenes[i].framerate);
+ if (l > 0) zymtextsize += l;
+ }
+ if (dpmtextsize < (int)sizeof(dpmtextbuffer) - 100)
+ {
+ l = dpsnprintf(dpmtextbuffer + dpmtextsize, sizeof(dpmtextbuffer) - dpmtextsize, "scene %s.smd\n", animname);
+ if (l > 0) dpmtextsize += l;
+ }
+ }
+ if (zymtextsize)
+ FS_WriteFile(va("%s_decompiled/out_zym.txt", basename), zymtextbuffer, (fs_offset_t)zymtextsize);
+ if (dpmtextsize)
+ FS_WriteFile(va("%s_decompiled/out_dpm.txt", basename), dpmtextbuffer, (fs_offset_t)dpmtextsize);
+ }
+}
+