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"};
-model_t *loadmodel;
+dp_model_t *loadmodel;
static mempool_t *mod_mempool;
static memexpandablearray_t models;
{
int i;
int nummodels = Mem_ExpandableArray_IndexRange(&models);
- model_t *mod;
+ dp_model_t *mod;
// parse the Q3 shader files
Mod_LoadQ3Shaders();
for (i = 0;i < nummodels;i++)
- if ((mod = Mem_ExpandableArray_RecordAtIndex(&models, i)) && mod->name[0] && mod->name[0] != '*')
+ if ((mod = (dp_model_t*) Mem_ExpandableArray_RecordAtIndex(&models, i)) && mod->name[0] && mod->name[0] != '*')
if (mod->used)
Mod_LoadModel(mod, true, false, mod->isworldmodel);
}
{
int i;
int nummodels = Mem_ExpandableArray_IndexRange(&models);
- model_t *mod;
+ dp_model_t *mod;
for (i = 0;i < nummodels;i++)
- if ((mod = Mem_ExpandableArray_RecordAtIndex(&models, i)) && (mod->loaded || mod->mempool))
+ if ((mod = (dp_model_t*) Mem_ExpandableArray_RecordAtIndex(&models, i)) && (mod->loaded || mod->mempool))
Mod_UnloadModel(mod);
Mem_FreePool (&q3shaders_mem);
msurface_t *surface;
int i, j, k, surfacenum, ssize, tsize;
int nummodels = Mem_ExpandableArray_IndexRange(&models);
- model_t *mod;
+ dp_model_t *mod;
R_SkinFrame_PrepareForPurge();
for (i = 0;i < nummodels;i++)
{
- if ((mod = Mem_ExpandableArray_RecordAtIndex(&models, i)) && mod->mempool && mod->data_textures)
+ if ((mod = (dp_model_t*) Mem_ExpandableArray_RecordAtIndex(&models, i)) && mod->mempool && mod->data_textures)
{
for (j = 0;j < mod->num_textures;j++)
{
for (i = 0;i < nummodels;i++)
{
- if ((mod = Mem_ExpandableArray_RecordAtIndex(&models, i)) && mod->mempool && mod->data_surfaces)
+ 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++)
{
ssize = (surface->lightmapinfo->extents[0] >> 4) + 1;
tsize = (surface->lightmapinfo->extents[1] >> 4) + 1;
memset(surface->lightmapinfo->stainsamples, 255, ssize * tsize * 3);
- surface->cached_dlight = true;
+ mod->brushq1.lightmapupdateflags[surfacenum] = true;
}
}
}
void Mod_Init (void)
{
mod_mempool = Mem_AllocPool("modelinfo", 0, NULL);
- Mem_ExpandableArray_NewArray(&models, mod_mempool, sizeof(model_t), 16);
+ Mem_ExpandableArray_NewArray(&models, mod_mempool, sizeof(dp_model_t), 16);
Mod_BrushInit();
Mod_AliasInit();
R_RegisterModule("Models", mod_start, mod_shutdown, mod_newmap);
}
-void Mod_UnloadModel (model_t *mod)
+void Mod_UnloadModel (dp_model_t *mod)
{
char name[MAX_QPATH];
qboolean isworldmodel;
qboolean used;
+
+ if (developer_loading.integer)
+ Con_Printf("unloading model %s\n", mod->name);
+
strlcpy(name, mod->name, sizeof(name));
isworldmodel = mod->isworldmodel;
used = mod->used;
- if (mod->surfmesh.ebo)
- R_Mesh_DestroyBufferObject(mod->surfmesh.ebo);
+ 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->isworldmodel = isworldmodel;
mod->loaded = false;
}
+void R_Model_Null_Draw(entity_render_t *ent)
+{
+ return;
+}
+
/*
==================
Mod_LoadModel
Loads a model
==================
*/
-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, qboolean isworldmodel)
{
int num;
unsigned int crc;
if (mod->name[0] == '*') // submodel
return mod;
+
+ if (!strcmp(mod->name, "null"))
+ {
+ if (mod->isworldmodel != isworldmodel)
+ mod->loaded = false;
+
+ 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->isworldmodel = isworldmodel;
+ 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;
return mod;
}
- Con_DPrintf("loading model %s\n", mod->name);
+ if (developer_loading.integer)
+ Con_Printf("loading model %s\n", mod->name);
+
// LordHavoc: unload the existing model in this slot (if there is one)
if (mod->loaded || mod->mempool)
Mod_UnloadModel(mod);
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 - 4, ".map")) Mod_MAP_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);
{
int i;
int nummodels = Mem_ExpandableArray_IndexRange(&models);
- model_t *mod;
+ dp_model_t *mod;
for (i = 0;i < nummodels;i++)
- if ((mod = Mem_ExpandableArray_RecordAtIndex(&models, i)) && mod->name[0])
+ if ((mod = (dp_model_t*) Mem_ExpandableArray_RecordAtIndex(&models, i)) && mod->name[0])
mod->used = false;
}
{
int i;
int nummodels = Mem_ExpandableArray_IndexRange(&models);
- model_t *mod;
+ dp_model_t *mod;
for (i = 0;i < nummodels;i++)
{
- if ((mod = Mem_ExpandableArray_RecordAtIndex(&models, i)) && mod->name[0] && !mod->used)
+ if ((mod = (dp_model_t*) Mem_ExpandableArray_RecordAtIndex(&models, i)) && mod->name[0] && !mod->used)
{
Mod_UnloadModel(mod);
Mem_ExpandableArray_FreeRecord(&models, mod);
}
// only used during loading!
-void Mod_RemoveStaleWorldModels(model_t *skip)
+void Mod_RemoveStaleWorldModels(dp_model_t *skip)
{
int i;
int nummodels = Mem_ExpandableArray_IndexRange(&models);
- model_t *mod;
+ dp_model_t *mod;
for (i = 0;i < nummodels;i++)
{
- if ((mod = Mem_ExpandableArray_RecordAtIndex(&models, i)) && mod->isworldmodel && mod->loaded && skip != mod)
+ if ((mod = (dp_model_t*) Mem_ExpandableArray_RecordAtIndex(&models, i)) && mod->isworldmodel && mod->loaded && skip != mod)
{
Mod_UnloadModel(mod);
mod->isworldmodel = false;
==================
*/
-model_t *Mod_FindName(const char *name)
+dp_model_t *Mod_FindName(const char *name)
{
int i;
int nummodels = Mem_ExpandableArray_IndexRange(&models);
- model_t *mod;
+ dp_model_t *mod;
if (!name[0])
Host_Error ("Mod_ForName: NULL name");
// search the currently loaded models
for (i = 0;i < nummodels;i++)
{
- if ((mod = Mem_ExpandableArray_RecordAtIndex(&models, i)) && mod->name[0] && !strcmp(mod->name, name))
+ if ((mod = (dp_model_t*) Mem_ExpandableArray_RecordAtIndex(&models, i)) && mod->name[0] && !strcmp(mod->name, name))
{
mod->used = true;
return mod;
}
// no match found, create a new one
- mod = Mem_ExpandableArray_AllocRecord(&models);
+ mod = (dp_model_t *) Mem_ExpandableArray_AllocRecord(&models);
strlcpy(mod->name, name, sizeof(mod->name));
mod->loaded = false;
mod->used = true;
Loads in a model for the given name
==================
*/
-model_t *Mod_ForName(const char *name, qboolean crash, qboolean checkdisk, qboolean isworldmodel)
+dp_model_t *Mod_ForName(const char *name, qboolean crash, qboolean checkdisk, qboolean isworldmodel)
{
- model_t *model;
+ dp_model_t *model;
model = Mod_FindName(name);
if (model->name[0] != '*' && (!model->loaded || checkdisk))
Mod_LoadModel(model, crash, checkdisk, isworldmodel);
{
int i;
int nummodels = Mem_ExpandableArray_IndexRange(&models);
- model_t *mod;
+ dp_model_t *mod;
for (i = 0;i < nummodels;i++)
- if ((mod = Mem_ExpandableArray_RecordAtIndex(&models, i)) && mod->name[0] && mod->name[0] != '*' && mod->used)
+ if ((mod = (dp_model_t *) Mem_ExpandableArray_RecordAtIndex(&models, i)) && mod->name[0] && mod->name[0] != '*' && mod->used)
Mod_LoadModel(mod, true, true, mod->isworldmodel);
}
{
int i;
int nummodels = Mem_ExpandableArray_IndexRange(&models);
- model_t *mod;
+ dp_model_t *mod;
Con_Print("Loaded models:\n");
for (i = 0;i < nummodels;i++)
- if ((mod = Mem_ExpandableArray_RecordAtIndex(&models, i)) && mod->name[0])
+ if ((mod = (dp_model_t *) Mem_ExpandableArray_RecordAtIndex(&models, i)) && mod->name[0])
Con_Printf("%4iK %s\n", mod->mempool ? (int)((mod->mempool->totalsize + 1023) / 1024) : 0, mod->name);
}
void Mod_AllocSurfMesh(mempool_t *mempool, int numvertices, int numtriangles, qboolean lightmapoffsets, qboolean vertexcolors, qboolean neighbors)
{
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));
+ 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_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;
}
}
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)
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;
}
// element buffer is easy because it's just one array
if (mesh->numtriangles)
- mesh->ebo = R_Mesh_CreateStaticBufferObject(GL_ELEMENT_ARRAY_BUFFER_ARB, mesh->element3i, mesh->numtriangles * sizeof(int[3]), "shadowmesh");
+ {
+ 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
//
newmesh = Mod_ShadowMesh_ReAlloc(mempool, mesh, light, neighbors);
newmesh->next = firstmesh;
firstmesh = newmesh;
+ 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);
}
shadowmesh_t *nextmesh;
for (;mesh;mesh = nextmesh)
{
- if (mesh->ebo)
- R_Mesh_DestroyBufferObject(mesh->ebo);
+ 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;
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,
+ 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);
/* 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;
memcpy (&entry->shader, shader, sizeof (q3shaderinfo_t));
}
+extern cvar_t r_picmipworld;
void Mod_LoadQ3Shaders(void)
{
int j;
int i;
layer->numframes = min(numparameters - 2, TEXTURE_MAXFRAMES);
layer->framerate = atof(parameter[1]);
- layer->texturename = Mem_Alloc (q3shaders_mem, sizeof (char*) * layer->numframes);
+ 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 (!strcasecmp(parameter[1], "vertex")) layer->alphagen.alphagen = Q3ALPHAGEN_VERTEX;
else if (!strcasecmp(parameter[1], "wave"))
{
- layer->alphagen.alphagen = Q3RGBGEN_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 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;
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;
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
}
}
}
- // identify if this is a blended terrain shader or similar
+ // pick the primary layer to render with
if (shader.numlayers)
{
shader.backgroundlayer = -1;
shader.primarylayer = 0;
- if ((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[0].alphatest)
- || (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;
- }
- // now see if the lightmap came first, and if so choose the second texture instead
+ // 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)
return NULL;
}
-extern cvar_t r_picmipworld;
-qboolean Mod_LoadTextureFromQ3Shader(texture_t *texture, const char *name, qboolean q1bsp, qboolean q3bsp, qboolean md3)
+qboolean Mod_LoadTextureFromQ3Shader(texture_t *texture, const char *name, qboolean warnmissing, qboolean fallback, int defaulttexflags)
{
int j;
- int texflags;
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.integer >= 100)
- Con_DPrintf("%s: loaded shader for %s\n", loadmodel->name, name);
+ 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;
+
texture->basematerialflags = 0;
if (shader->surfaceparms & Q3SURFACEPARM_SKY)
{
texture->skinframerate = primarylayer->framerate;
for (j = 0;j < primarylayer->numframes;j++)
{
- texflags = TEXF_ALPHA | TEXF_PRECACHE;
- if (!(shader->surfaceparms & Q3SURFACEPARM_NOMIPMAPS))
- texflags |= TEXF_MIPMAP;
- if (!(shader->textureflags & Q3TEXTUREFLAG_NOPICMIP) && ((!q1bsp && !q3bsp) || r_picmipworld.integer))
- texflags |= TEXF_PICMIP | TEXF_COMPRESS;
- if (primarylayer->clampmap)
- texflags |= TEXF_CLAMP;
- if (!(texture->skinframes[j] = R_SkinFrame_LoadExternal(primarylayer->texturename[j], texflags, false)))
+ 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();
texture->backgroundskinframerate = backgroundlayer->framerate;
for (j = 0;j < backgroundlayer->numframes;j++)
{
- if (!(texture->backgroundskinframes[j] = R_SkinFrame_LoadExternal(backgroundlayer->texturename[j], ((shader->surfaceparms & Q3SURFACEPARM_NOMIPMAPS) ? 0 : TEXF_MIPMAP) | TEXF_ALPHA | TEXF_PRECACHE | ((!r_picmipworld.integer || (shader->textureflags & Q3TEXTUREFLAG_NOPICMIP)) ? 0 : (TEXF_PICMIP | TEXF_COMPRESS)) | (backgroundlayer->clampmap ? TEXF_CLAMP : 0), false)))
+ if(cls.state == ca_dedicated)
{
- Con_Printf("^1%s:^7 could not load texture ^3\"%s\"^7 (frame %i) for shader ^2\"%s\"\n", loadmodel->name, backgroundlayer->texturename[j], j, texture->name);
+ 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;
Vector4Copy(shader->reflectcolor4f, texture->reflectcolor4f);
texture->r_water_wateralpha = shader->r_water_wateralpha;
}
- else if (!strcmp(texture->name, "noshader"))
+ 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_DPrintf("%s: using default handler for %s\n", loadmodel->name, name);
+ 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
{
- success = false;
- if (developer.integer >= 100 || loadmodel->type == mod_brushq3)
- Con_DPrintf("%s: No shader found for texture \"%s\"\n", loadmodel->name, texture->name);
+ 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
texture->basematerialflags |= MATERIALFLAG_WALL;
texture->numskinframes = 1;
- if (!(texture->skinframes[0] = R_SkinFrame_LoadExternal(texture->name, TEXF_MIPMAP | TEXF_ALPHA | TEXF_PRECACHE | (r_picmipworld.integer ? TEXF_PICMIP : 0) | TEXF_COMPRESS, false)))
- if(developer.integer || q3bsp) // only the Q3BSP path provides no alternative (like loading image directly, or internal texture)
- Con_Printf("^1%s:^7 could not load texture for missing shader ^3\"%s\"\n", loadmodel->name, texture->name);
+ 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;
skinfile_t *Mod_LoadSkinFiles(void)
{
- int i, words, numtags, line, tagsetsused = false, wordsoverflow;
+ int i, words, line, wordsoverflow;
char *text;
const char *data;
skinfile_t *skinfile = NULL, *first = NULL;
skinfileitem_t *skinfileitem;
char word[10][MAX_QPATH];
- overridetagnameset_t tagsets[MAX_SKINS];
- overridetagname_t tags[256];
/*
sample file:
tag_weapon,
tag_torso,
*/
- memset(tagsets, 0, sizeof(tagsets));
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++)
{
- numtags = 0;
-
// If it's the first file we parse
if (skinfile == NULL)
{
{
if (words == 3)
{
- Con_DPrintf("Mod_LoadSkinFiles: parsed mesh \"%s\" shader replacement \"%s\"\n", word[1], word[2]);
+ 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;
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 && !strcmp(word[1], ","))
+ else if (words >= 2 && !strncmp(word[0], "tag_", 4))
{
// tag name, like "tag_weapon,"
- Con_DPrintf("Mod_LoadSkinFiles: parsed tag #%i \"%s\"\n", numtags, word[0]);
- memset(tags + numtags, 0, sizeof(tags[numtags]));
- strlcpy (tags[numtags].name, word[0], sizeof (tags[numtags].name));
- numtags++;
+ // not used for anything (not even in Quake3)
}
- else if (words == 3 && !strcmp(word[1], ","))
+ else if (words >= 2 && !strcmp(word[1], ","))
{
// mesh shader name, like "U_RArm,models/players/Legoman/BikerA1.tga"
- Con_DPrintf("Mod_LoadSkinFiles: parsed mesh \"%s\" shader replacement \"%s\"\n", word[0], word[2]);
+ 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;
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 (numtags)
- {
- overridetagnameset_t *t;
- t = tagsets + i;
- t->num_overridetagnames = numtags;
- t->data_overridetagnames = (overridetagname_t *)Mem_Alloc(loadmodel->mempool, t->num_overridetagnames * sizeof(overridetagname_t));
- memcpy(t->data_overridetagnames, tags, t->num_overridetagnames * sizeof(overridetagname_t));
- tagsetsused = true;
- }
- }
- if (tagsetsused)
- {
- loadmodel->data_overridetagnamesforskin = (overridetagnameset_t *)Mem_Alloc(loadmodel->mempool, i * sizeof(overridetagnameset_t));
- memcpy(loadmodel->data_overridetagnamesforskin, tagsets, i * sizeof(overridetagnameset_t));
}
if (i)
loadmodel->numskins = i;
int Mod_RemoveDegenerateTriangles(int numtriangles, const int *inelement3i, int *outelement3i, const float *vertex3f)
{
int i, outtriangles;
- float d, edgedir[3], temp[3];
+ 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, edgedir);
- if (VectorLength2(edgedir) < 0.0001f)
- continue; // degenerate first edge (no length)
- VectorNormalize(edgedir);
- // check if third point is on the edge (colinear)
- d = -DotProduct(vertex3f + inelement3i[2] * 3, edgedir);
- VectorMA(vertex3f + inelement3i[2] * 3, d, edgedir, temp);
- if (VectorLength2(temp) < 0.0001f)
- continue; // third point colinear with first edge
- // valid triangle (no colinear points, no duplicate points)
+ 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++;
// element buffer is easy because it's just one array
if (loadmodel->surfmesh.num_triangles)
- loadmodel->surfmesh.ebo = R_Mesh_CreateStaticBufferObject(GL_ELEMENT_ARRAY_BUFFER_ARB, loadmodel->surfmesh.data_element3i, loadmodel->surfmesh.num_triangles * sizeof(int[3]), loadmodel->name);
+ {
+ 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
//