2 Copyright (C) 1996-1997 Id Software, Inc.
4 This program is free software; you can redistribute it and/or
5 modify it under the terms of the GNU General Public License
6 as published by the Free Software Foundation; either version 2
7 of the License, or (at your option) any later version.
9 This program is distributed in the hope that it will be useful,
10 but WITHOUT ANY WARRANTY; without even the implied warranty of
11 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
13 See the GNU General Public License for more details.
15 You should have received a copy of the GNU General Public License
16 along with this program; if not, write to the Free Software
17 Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
20 // models.c -- model loading and caching
22 // models are the only shared resource between a client and server running
23 // on the same machine.
30 cvar_t r_enableshadowvolumes = {CVAR_SAVE, "r_enableshadowvolumes", "1", "Enables use of Stencil Shadow Volume shadowing methods, saves some memory if turned off"};
31 cvar_t r_mipskins = {CVAR_SAVE, "r_mipskins", "0", "mipmaps model skins so they render faster in the distance and do not display noise artifacts, can cause discoloration of skins if they contain undesirable border colors"};
32 cvar_t r_mipnormalmaps = {CVAR_SAVE, "r_mipnormalmaps", "1", "mipmaps normalmaps (turning it off looks sharper but may have aliasing)"};
33 cvar_t mod_generatelightmaps_unitspersample = {CVAR_SAVE, "mod_generatelightmaps_unitspersample", "8", "lightmap resolution"};
34 cvar_t mod_generatelightmaps_borderpixels = {CVAR_SAVE, "mod_generatelightmaps_borderpixels", "2", "extra space around polygons to prevent sampling artifacts"};
35 cvar_t mod_generatelightmaps_texturesize = {CVAR_SAVE, "mod_generatelightmaps_texturesize", "1024", "size of lightmap textures"};
36 cvar_t mod_generatelightmaps_lightmapsamples = {CVAR_SAVE, "mod_generatelightmaps_lightmapsamples", "16", "number of shadow tests done per lightmap pixel"};
37 cvar_t mod_generatelightmaps_vertexsamples = {CVAR_SAVE, "mod_generatelightmaps_vertexsamples", "16", "number of shadow tests done per vertex"};
38 cvar_t mod_generatelightmaps_gridsamples = {CVAR_SAVE, "mod_generatelightmaps_gridsamples", "64", "number of shadow tests done per lightgrid cell"};
39 cvar_t mod_generatelightmaps_lightmapradius = {CVAR_SAVE, "mod_generatelightmaps_lightmapradius", "16", "sampling area around each lightmap pixel"};
40 cvar_t mod_generatelightmaps_vertexradius = {CVAR_SAVE, "mod_generatelightmaps_vertexradius", "16", "sampling area around each vertex"};
41 cvar_t mod_generatelightmaps_gridradius = {CVAR_SAVE, "mod_generatelightmaps_gridradius", "64", "sampling area around each lightgrid cell center"};
43 dp_model_t *loadmodel;
45 static mempool_t *mod_mempool;
46 static memexpandablearray_t models;
48 static mempool_t* q3shaders_mem;
49 typedef struct q3shader_hash_entry_s
51 q3shaderinfo_t shader;
52 struct q3shader_hash_entry_s* chain;
53 } q3shader_hash_entry_t;
54 #define Q3SHADER_HASH_SIZE 1021
55 typedef struct q3shader_data_s
57 memexpandablearray_t hash_entries;
58 q3shader_hash_entry_t hash[Q3SHADER_HASH_SIZE];
59 memexpandablearray_t char_ptrs;
61 static q3shader_data_t* q3shader_data;
63 static void mod_start(void)
66 int nummodels = Mem_ExpandableArray_IndexRange(&models);
69 SCR_PushLoadingScreen(false, "Loading models", 1.0);
71 for (i = 0;i < nummodels;i++)
72 if ((mod = (dp_model_t*) Mem_ExpandableArray_RecordAtIndex(&models, i)) && mod->name[0] && mod->name[0] != '*')
75 for (i = 0;i < nummodels;i++)
76 if ((mod = (dp_model_t*) Mem_ExpandableArray_RecordAtIndex(&models, i)) && mod->name[0] && mod->name[0] != '*')
79 SCR_PushLoadingScreen(true, mod->name, 1.0 / count);
80 Mod_LoadModel(mod, true, false);
81 SCR_PopLoadingScreen(false);
83 SCR_PopLoadingScreen(false);
86 static void mod_shutdown(void)
89 int nummodels = Mem_ExpandableArray_IndexRange(&models);
92 for (i = 0;i < nummodels;i++)
93 if ((mod = (dp_model_t*) Mem_ExpandableArray_RecordAtIndex(&models, i)) && (mod->loaded || mod->mempool))
97 Mod_Skeletal_FreeBuffers();
100 static void mod_newmap(void)
103 int i, j, k, surfacenum, ssize, tsize;
104 int nummodels = Mem_ExpandableArray_IndexRange(&models);
107 for (i = 0;i < nummodels;i++)
109 if ((mod = (dp_model_t*) Mem_ExpandableArray_RecordAtIndex(&models, i)) && mod->mempool)
111 for (j = 0;j < mod->num_textures && mod->data_textures;j++)
113 for (k = 0;k < mod->data_textures[j].numskinframes;k++)
114 R_SkinFrame_MarkUsed(mod->data_textures[j].skinframes[k]);
115 for (k = 0;k < mod->data_textures[j].backgroundnumskinframes;k++)
116 R_SkinFrame_MarkUsed(mod->data_textures[j].backgroundskinframes[k]);
118 if (mod->brush.solidskyskinframe)
119 R_SkinFrame_MarkUsed(mod->brush.solidskyskinframe);
120 if (mod->brush.alphaskyskinframe)
121 R_SkinFrame_MarkUsed(mod->brush.alphaskyskinframe);
125 if (!cl_stainmaps_clearonload.integer)
128 for (i = 0;i < nummodels;i++)
130 if ((mod = (dp_model_t*) Mem_ExpandableArray_RecordAtIndex(&models, i)) && mod->mempool && mod->data_surfaces)
132 for (surfacenum = 0, surface = mod->data_surfaces;surfacenum < mod->num_surfaces;surfacenum++, surface++)
134 if (surface->lightmapinfo && surface->lightmapinfo->stainsamples)
136 ssize = (surface->lightmapinfo->extents[0] >> 4) + 1;
137 tsize = (surface->lightmapinfo->extents[1] >> 4) + 1;
138 memset(surface->lightmapinfo->stainsamples, 255, ssize * tsize * 3);
139 mod->brushq1.lightmapupdateflags[surfacenum] = true;
151 static void Mod_Print(void);
152 static void Mod_Precache (void);
153 static void Mod_Decompile_f(void);
154 static void Mod_GenerateLightmaps_f(void);
157 mod_mempool = Mem_AllocPool("modelinfo", 0, NULL);
158 Mem_ExpandableArray_NewArray(&models, mod_mempool, sizeof(dp_model_t), 16);
164 Cvar_RegisterVariable(&r_enableshadowvolumes);
165 Cvar_RegisterVariable(&r_mipskins);
166 Cvar_RegisterVariable(&r_mipnormalmaps);
167 Cvar_RegisterVariable(&mod_generatelightmaps_unitspersample);
168 Cvar_RegisterVariable(&mod_generatelightmaps_borderpixels);
169 Cvar_RegisterVariable(&mod_generatelightmaps_texturesize);
171 Cvar_RegisterVariable(&mod_generatelightmaps_lightmapsamples);
172 Cvar_RegisterVariable(&mod_generatelightmaps_vertexsamples);
173 Cvar_RegisterVariable(&mod_generatelightmaps_gridsamples);
174 Cvar_RegisterVariable(&mod_generatelightmaps_lightmapradius);
175 Cvar_RegisterVariable(&mod_generatelightmaps_vertexradius);
176 Cvar_RegisterVariable(&mod_generatelightmaps_gridradius);
178 Cmd_AddCommand ("modellist", Mod_Print, "prints a list of loaded models");
179 Cmd_AddCommand ("modelprecache", Mod_Precache, "load a model");
180 Cmd_AddCommand ("modeldecompile", Mod_Decompile_f, "exports a model in several formats for editing purposes");
181 Cmd_AddCommand ("mod_generatelightmaps", Mod_GenerateLightmaps_f, "rebuilds lighting on current worldmodel");
184 void Mod_RenderInit(void)
186 R_RegisterModule("Models", mod_start, mod_shutdown, mod_newmap, NULL, NULL);
189 void Mod_UnloadModel (dp_model_t *mod)
191 char name[MAX_QPATH];
193 dp_model_t *parentmodel;
195 if (developer_loading.integer)
196 Con_Printf("unloading model %s\n", mod->name);
198 strlcpy(name, mod->name, sizeof(name));
199 parentmodel = mod->brush.parentmodel;
203 if (mod->surfmesh.vertex3fbuffer)
204 R_Mesh_DestroyMeshBuffer(mod->surfmesh.vertex3fbuffer);
205 mod->surfmesh.vertex3fbuffer = NULL;
206 if (mod->surfmesh.vertexmeshbuffer)
207 R_Mesh_DestroyMeshBuffer(mod->surfmesh.vertexmeshbuffer);
208 mod->surfmesh.vertexmeshbuffer = NULL;
209 if (mod->surfmesh.data_element3i_indexbuffer)
210 R_Mesh_DestroyMeshBuffer(mod->surfmesh.data_element3i_indexbuffer);
211 mod->surfmesh.data_element3i_indexbuffer = NULL;
212 if (mod->surfmesh.data_element3s_indexbuffer)
213 R_Mesh_DestroyMeshBuffer(mod->surfmesh.data_element3s_indexbuffer);
214 mod->surfmesh.data_element3s_indexbuffer = NULL;
215 if (mod->surfmesh.vbo_vertexbuffer)
216 R_Mesh_DestroyMeshBuffer(mod->surfmesh.vbo_vertexbuffer);
217 mod->surfmesh.vbo_vertexbuffer = NULL;
219 // free textures/memory attached to the model
220 R_FreeTexturePool(&mod->texturepool);
221 Mem_FreePool(&mod->mempool);
222 // clear the struct to make it available
223 memset(mod, 0, sizeof(dp_model_t));
224 // restore the fields we want to preserve
225 strlcpy(mod->name, name, sizeof(mod->name));
226 mod->brush.parentmodel = parentmodel;
231 static void R_Model_Null_Draw(entity_render_t *ent)
237 typedef void (*mod_framegroupify_parsegroups_t) (unsigned int i, int start, int len, float fps, qboolean loop, const char *name, void *pass);
239 static int Mod_FrameGroupify_ParseGroups(const char *buf, mod_framegroupify_parsegroups_t cb, void *pass)
253 if (!COM_ParseToken_Simple(&bufptr, true, false, false))
255 if (!strcmp(com_token, "\n"))
256 continue; // empty line
257 start = atoi(com_token);
258 if (!COM_ParseToken_Simple(&bufptr, true, false, false))
260 if (!strcmp(com_token, "\n"))
262 Con_Printf("framegroups file: missing number of frames\n");
265 len = atoi(com_token);
266 if (!COM_ParseToken_Simple(&bufptr, true, false, false))
268 // we default to looping as it's usually wanted, so to NOT loop you append a 0
269 if (strcmp(com_token, "\n") && strcmp(com_token, "//"))
271 fps = atof(com_token);
272 if (!COM_ParseToken_Simple(&bufptr, true, false, false))
274 if (strcmp(com_token, "\n") && strcmp(com_token, "//"))
275 loop = atoi(com_token) != 0;
286 if(!strcmp(com_token, "//"))
288 if (COM_ParseToken_Simple(&bufptr, true, false, false))
290 if(strcmp(com_token, "\n"))
294 while (*bufptr && !(*bufptr == '\n' || *bufptr == '\r'))
296 while (*bufptr && (*bufptr == '\n' || *bufptr == '\r'))
301 Con_Printf("data: %d %d %d %f %d (%s)\n", i, start, len, fps, loop, name);
304 cb(i, start, len, fps, loop, name, pass);
311 static void Mod_FrameGroupify_ParseGroups_Store (unsigned int i, int start, int len, float fps, qboolean loop, const char *name, void *pass)
313 dp_model_t *mod = (dp_model_t *) pass;
314 animscene_t *anim = &mod->animscenes[i];
316 strlcpy(anim->name, name, sizeof(anim[i].name));
318 dpsnprintf(anim->name, sizeof(anim[i].name), "groupified_%d_anim", i);
319 anim->firstframe = bound(0, start, mod->num_poses - 1);
320 anim->framecount = bound(1, len, mod->num_poses - anim->firstframe);
321 anim->framerate = max(1, fps);
323 //Con_Printf("frame group %d is %d %d %f %d\n", i, start, len, fps, loop);
326 static void Mod_FrameGroupify(dp_model_t *mod, const char *buf)
331 cnt = Mod_FrameGroupify_ParseGroups(buf, NULL, NULL);
334 Con_Printf("no scene found in framegroups file, aborting\n");
337 mod->numframes = cnt;
340 // (we do not free the previous animscenes, but model unloading will free the pool owning them, so it's okay)
341 mod->animscenes = (animscene_t *) Mem_Alloc(mod->mempool, sizeof(animscene_t) * mod->numframes);
344 Mod_FrameGroupify_ParseGroups(buf, Mod_FrameGroupify_ParseGroups_Store, mod);
347 static void Mod_FindPotentialDeforms(dp_model_t *mod)
351 mod->wantnormals = false;
352 mod->wanttangents = false;
353 for (i = 0;i < mod->num_textures;i++)
355 texture = mod->data_textures + i;
356 if (texture->tcgen.tcgen == Q3TCGEN_ENVIRONMENT)
357 mod->wantnormals = true;
358 for (j = 0;j < Q3MAXDEFORMS;j++)
360 if (texture->deforms[j].deform == Q3DEFORM_AUTOSPRITE)
362 mod->wanttangents = true;
363 mod->wantnormals = true;
366 if (texture->deforms[j].deform != Q3DEFORM_NONE)
367 mod->wantnormals = true;
379 dp_model_t *Mod_LoadModel(dp_model_t *mod, qboolean crash, qboolean checkdisk)
384 fs_offset_t filesize = 0;
389 if (mod->name[0] == '*') // submodel
392 if (!strcmp(mod->name, "null"))
397 if (mod->loaded || mod->mempool)
398 Mod_UnloadModel(mod);
400 if (developer_loading.integer)
401 Con_Printf("loading model %s\n", mod->name);
404 mod->crc = (unsigned int)-1;
407 VectorClear(mod->normalmins);
408 VectorClear(mod->normalmaxs);
409 VectorClear(mod->yawmins);
410 VectorClear(mod->yawmaxs);
411 VectorClear(mod->rotatedmins);
412 VectorClear(mod->rotatedmaxs);
414 mod->modeldatatypestring = "null";
415 mod->type = mod_null;
416 mod->Draw = R_Model_Null_Draw;
420 // no fatal errors occurred, so this model is ready to use.
429 // even if the model is loaded it still may need reloading...
431 // if it is not loaded or checkdisk is true we need to calculate the crc
432 if (!mod->loaded || checkdisk)
434 if (checkdisk && mod->loaded)
435 Con_DPrintf("checking model %s\n", mod->name);
436 buf = FS_LoadFile (mod->name, tempmempool, false, &filesize);
439 crc = CRC_Block((unsigned char *)buf, filesize);
440 // we need to reload the model if the crc does not match
446 // if the model is already loaded and checks passed, just return
454 if (developer_loading.integer)
455 Con_Printf("loading model %s\n", mod->name);
457 SCR_PushLoadingScreen(true, mod->name, 1);
459 // LordHavoc: unload the existing model in this slot (if there is one)
460 if (mod->loaded || mod->mempool)
461 Mod_UnloadModel(mod);
466 // errors can prevent the corresponding mod->loaded = true;
469 // default model radius and bounding box (mainly for missing models)
471 VectorSet(mod->normalmins, -mod->radius, -mod->radius, -mod->radius);
472 VectorSet(mod->normalmaxs, mod->radius, mod->radius, mod->radius);
473 VectorSet(mod->yawmins, -mod->radius, -mod->radius, -mod->radius);
474 VectorSet(mod->yawmaxs, mod->radius, mod->radius, mod->radius);
475 VectorSet(mod->rotatedmins, -mod->radius, -mod->radius, -mod->radius);
476 VectorSet(mod->rotatedmaxs, mod->radius, mod->radius, mod->radius);
480 // load q3 shaders for the first time, or after a level change
486 char *bufend = (char *)buf + filesize;
488 // all models use memory, so allocate a memory pool
489 mod->mempool = Mem_AllocPool(mod->name, 0, NULL);
491 num = LittleLong(*((int *)buf));
492 // call the apropriate loader
494 if (!strcasecmp(FS_FileExtension(mod->name), "obj")) Mod_OBJ_Load(mod, buf, bufend);
495 else if (!memcmp(buf, "IDPO", 4)) Mod_IDP0_Load(mod, buf, bufend);
496 else if (!memcmp(buf, "IDP2", 4)) Mod_IDP2_Load(mod, buf, bufend);
497 else if (!memcmp(buf, "IDP3", 4)) Mod_IDP3_Load(mod, buf, bufend);
498 else if (!memcmp(buf, "IDSP", 4)) Mod_IDSP_Load(mod, buf, bufend);
499 else if (!memcmp(buf, "IDS2", 4)) Mod_IDS2_Load(mod, buf, bufend);
500 else if (!memcmp(buf, "IBSP", 4)) Mod_IBSP_Load(mod, buf, bufend);
501 else if (!memcmp(buf, "ZYMOTICMODEL", 12)) Mod_ZYMOTICMODEL_Load(mod, buf, bufend);
502 else if (!memcmp(buf, "DARKPLACESMODEL", 16)) Mod_DARKPLACESMODEL_Load(mod, buf, bufend);
503 else if (!memcmp(buf, "ACTRHEAD", 8)) Mod_PSKMODEL_Load(mod, buf, bufend);
504 else if (!memcmp(buf, "INTERQUAKEMODEL", 16)) Mod_INTERQUAKEMODEL_Load(mod, buf, bufend);
505 else if (strlen(mod->name) >= 4 && !strcmp(mod->name + strlen(mod->name) - 4, ".map")) Mod_MAP_Load(mod, buf, bufend);
506 else if (num == BSPVERSION || num == 30) Mod_Q1BSP_Load(mod, buf, bufend);
507 else Con_Printf("Mod_LoadModel: model \"%s\" is of unknown/unsupported type\n", mod->name);
510 Mod_FindPotentialDeforms(mod);
512 buf = FS_LoadFile(va(vabuf, sizeof(vabuf), "%s.framegroups", mod->name), tempmempool, false, &filesize);
515 Mod_FrameGroupify(mod, (const char *)buf);
523 // LordHavoc: Sys_Error was *ANNOYING*
524 Con_Printf ("Mod_LoadModel: %s not found\n", mod->name);
527 // no fatal errors occurred, so this model is ready to use.
530 SCR_PopLoadingScreen(false);
535 void Mod_ClearUsed(void)
538 int nummodels = Mem_ExpandableArray_IndexRange(&models);
540 for (i = 0;i < nummodels;i++)
541 if ((mod = (dp_model_t*) Mem_ExpandableArray_RecordAtIndex(&models, i)) && mod->name[0])
545 void Mod_PurgeUnused(void)
548 int nummodels = Mem_ExpandableArray_IndexRange(&models);
550 for (i = 0;i < nummodels;i++)
552 if ((mod = (dp_model_t*) Mem_ExpandableArray_RecordAtIndex(&models, i)) && mod->name[0] && !mod->used)
554 Mod_UnloadModel(mod);
555 Mem_ExpandableArray_FreeRecord(&models, mod);
566 dp_model_t *Mod_FindName(const char *name, const char *parentname)
575 // if we're not dedicatd, the renderer calls will crash without video
578 nummodels = Mem_ExpandableArray_IndexRange(&models);
581 Host_Error ("Mod_ForName: NULL name");
583 // search the currently loaded models
584 for (i = 0;i < nummodels;i++)
586 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))))
593 // no match found, create a new one
594 mod = (dp_model_t *) Mem_ExpandableArray_AllocRecord(&models);
595 strlcpy(mod->name, name, sizeof(mod->name));
597 mod->brush.parentmodel = Mod_FindName(parentname, NULL);
599 mod->brush.parentmodel = NULL;
609 Loads in a model for the given name
612 dp_model_t *Mod_ForName(const char *name, qboolean crash, qboolean checkdisk, const char *parentname)
615 model = Mod_FindName(name, parentname);
616 if (!model->loaded || checkdisk)
617 Mod_LoadModel(model, crash, checkdisk);
625 Reloads all models if they have changed
628 void Mod_Reload(void)
631 int nummodels = Mem_ExpandableArray_IndexRange(&models);
634 SCR_PushLoadingScreen(false, "Reloading models", 1.0);
636 for (i = 0;i < nummodels;i++)
637 if ((mod = (dp_model_t *) Mem_ExpandableArray_RecordAtIndex(&models, i)) && mod->name[0] && mod->name[0] != '*' && mod->used)
639 for (i = 0;i < nummodels;i++)
640 if ((mod = (dp_model_t *) Mem_ExpandableArray_RecordAtIndex(&models, i)) && mod->name[0] && mod->name[0] != '*' && mod->used)
642 SCR_PushLoadingScreen(true, mod->name, 1.0 / count);
643 Mod_LoadModel(mod, true, true);
644 SCR_PopLoadingScreen(false);
646 SCR_PopLoadingScreen(false);
649 unsigned char *mod_base;
652 //=============================================================================
659 static void Mod_Print(void)
662 int nummodels = Mem_ExpandableArray_IndexRange(&models);
665 Con_Print("Loaded models:\n");
666 for (i = 0;i < nummodels;i++)
668 if ((mod = (dp_model_t *) Mem_ExpandableArray_RecordAtIndex(&models, i)) && mod->name[0] && mod->name[0] != '*')
670 if (mod->brush.numsubmodels)
671 Con_Printf("%4iK %s (%i submodels)\n", mod->mempool ? (int)((mod->mempool->totalsize + 1023) / 1024) : 0, mod->name, mod->brush.numsubmodels);
673 Con_Printf("%4iK %s\n", mod->mempool ? (int)((mod->mempool->totalsize + 1023) / 1024) : 0, mod->name);
683 static void Mod_Precache(void)
686 Mod_ForName(Cmd_Argv(1), false, true, Cmd_Argv(1)[0] == '*' ? cl.model_name[1] : NULL);
688 Con_Print("usage: modelprecache <filename>\n");
691 int Mod_BuildVertexRemapTableFromElements(int numelements, const int *elements, int numvertices, int *remapvertices)
695 used = (unsigned char *)Mem_Alloc(tempmempool, numvertices);
696 memset(used, 0, numvertices);
697 for (i = 0;i < numelements;i++)
698 used[elements[i]] = 1;
699 for (i = 0, count = 0;i < numvertices;i++)
700 remapvertices[i] = used[i] ? count++ : -1;
706 // fast way, using an edge hash
707 #define TRIANGLEEDGEHASH 8192
708 void Mod_BuildTriangleNeighbors(int *neighbors, const int *elements, int numtriangles)
710 int i, j, p, e1, e2, *n, hashindex, count, match;
712 typedef struct edgehashentry_s
714 struct edgehashentry_s *next;
719 static edgehashentry_t **edgehash;
720 edgehashentry_t *edgehashentries, *hash;
723 edgehash = (edgehashentry_t **)Mem_Alloc(tempmempool, TRIANGLEEDGEHASH * sizeof(*edgehash));
724 // if there are too many triangles for the stack array, allocate larger buffer
725 edgehashentries = (edgehashentry_t *)Mem_Alloc(tempmempool, numtriangles * 3 * sizeof(edgehashentry_t));
726 // find neighboring triangles
727 for (i = 0, e = elements, n = neighbors;i < numtriangles;i++, e += 3, n += 3)
729 for (j = 0, p = 2;j < 3;p = j, j++)
733 // this hash index works for both forward and backward edges
734 hashindex = (unsigned int)(e1 + e2) % TRIANGLEEDGEHASH;
735 hash = edgehashentries + i * 3 + j;
736 hash->next = edgehash[hashindex];
737 edgehash[hashindex] = hash;
739 hash->element[0] = e1;
740 hash->element[1] = e2;
743 for (i = 0, e = elements, n = neighbors;i < numtriangles;i++, e += 3, n += 3)
745 for (j = 0, p = 2;j < 3;p = j, j++)
749 // this hash index works for both forward and backward edges
750 hashindex = (unsigned int)(e1 + e2) % TRIANGLEEDGEHASH;
753 for (hash = edgehash[hashindex];hash;hash = hash->next)
755 if (hash->element[0] == e2 && hash->element[1] == e1)
757 if (hash->triangle != i)
758 match = hash->triangle;
761 else if ((hash->element[0] == e1 && hash->element[1] == e2))
764 // detect edges shared by three triangles and make them seams
770 // also send a keepalive here (this can take a while too!)
771 CL_KeepaliveMessage(false);
773 // free the allocated buffer
774 Mem_Free(edgehashentries);
778 // very slow but simple way
779 static int Mod_FindTriangleWithEdge(const int *elements, int numtriangles, int start, int end, int ignore)
784 for (i = 0;i < numtriangles;i++, elements += 3)
786 if ((elements[0] == start && elements[1] == end)
787 || (elements[1] == start && elements[2] == end)
788 || (elements[2] == start && elements[0] == end))
794 else if ((elements[1] == start && elements[0] == end)
795 || (elements[2] == start && elements[1] == end)
796 || (elements[0] == start && elements[2] == end))
799 // detect edges shared by three triangles and make them seams
805 void Mod_BuildTriangleNeighbors(int *neighbors, const int *elements, int numtriangles)
809 for (i = 0, e = elements, n = neighbors;i < numtriangles;i++, e += 3, n += 3)
811 n[0] = Mod_FindTriangleWithEdge(elements, numtriangles, e[1], e[0], i);
812 n[1] = Mod_FindTriangleWithEdge(elements, numtriangles, e[2], e[1], i);
813 n[2] = Mod_FindTriangleWithEdge(elements, numtriangles, e[0], e[2], i);
818 void Mod_ValidateElements(int *elements, int numtriangles, int firstvertex, int numverts, const char *filename, int fileline)
820 int i, warned = false, endvertex = firstvertex + numverts;
821 for (i = 0;i < numtriangles * 3;i++)
823 if (elements[i] < firstvertex || elements[i] >= endvertex)
828 Con_Printf("Mod_ValidateElements: out of bounds elements detected at %s:%d\n", filename, fileline);
830 elements[i] = firstvertex;
835 // warning: this is an expensive function!
836 void Mod_BuildNormals(int firstvertex, int numvertices, int numtriangles, const float *vertex3f, const int *elements, float *normal3f, qboolean areaweighting)
843 memset(normal3f + 3 * firstvertex, 0, numvertices * sizeof(float[3]));
844 // process each vertex of each triangle and accumulate the results
845 // use area-averaging, to make triangles with a big area have a bigger
846 // weighting on the vertex normal than triangles with a small area
847 // to do so, just add the 'normals' together (the bigger the area
848 // the greater the length of the normal is
850 for (i = 0; i < numtriangles; i++, element += 3)
853 vertex3f + element[0] * 3,
854 vertex3f + element[1] * 3,
855 vertex3f + element[2] * 3,
860 VectorNormalize(areaNormal);
862 for (j = 0;j < 3;j++)
864 vectorNormal = normal3f + element[j] * 3;
865 vectorNormal[0] += areaNormal[0];
866 vectorNormal[1] += areaNormal[1];
867 vectorNormal[2] += areaNormal[2];
870 // and just normalize the accumulated vertex normal in the end
871 vectorNormal = normal3f + 3 * firstvertex;
872 for (i = 0; i < numvertices; i++, vectorNormal += 3)
873 VectorNormalize(vectorNormal);
877 static 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)
879 float f, tangentcross[3], v10[3], v20[3], tc10[2], tc20[2];
880 // 79 add/sub/negate/multiply (1 cycle), 1 compare (3 cycle?), total cycles not counting load/store/exchange roughly 82 cycles
881 // 6 add, 28 subtract, 39 multiply, 1 compare, 50% chance of 6 negates
883 // 6 multiply, 9 subtract
884 VectorSubtract(v1, v0, v10);
885 VectorSubtract(v2, v0, v20);
886 normal3f[0] = v20[1] * v10[2] - v20[2] * v10[1];
887 normal3f[1] = v20[2] * v10[0] - v20[0] * v10[2];
888 normal3f[2] = v20[0] * v10[1] - v20[1] * v10[0];
889 // 12 multiply, 10 subtract
890 tc10[1] = tc1[1] - tc0[1];
891 tc20[1] = tc2[1] - tc0[1];
892 svector3f[0] = tc10[1] * v20[0] - tc20[1] * v10[0];
893 svector3f[1] = tc10[1] * v20[1] - tc20[1] * v10[1];
894 svector3f[2] = tc10[1] * v20[2] - tc20[1] * v10[2];
895 tc10[0] = tc1[0] - tc0[0];
896 tc20[0] = tc2[0] - tc0[0];
897 tvector3f[0] = tc10[0] * v20[0] - tc20[0] * v10[0];
898 tvector3f[1] = tc10[0] * v20[1] - tc20[0] * v10[1];
899 tvector3f[2] = tc10[0] * v20[2] - tc20[0] * v10[2];
900 // 12 multiply, 4 add, 6 subtract
901 f = DotProduct(svector3f, normal3f);
902 svector3f[0] -= f * normal3f[0];
903 svector3f[1] -= f * normal3f[1];
904 svector3f[2] -= f * normal3f[2];
905 f = DotProduct(tvector3f, normal3f);
906 tvector3f[0] -= f * normal3f[0];
907 tvector3f[1] -= f * normal3f[1];
908 tvector3f[2] -= f * normal3f[2];
909 // if texture is mapped the wrong way (counterclockwise), the tangents
910 // have to be flipped, this is detected by calculating a normal from the
911 // two tangents, and seeing if it is opposite the surface normal
912 // 9 multiply, 2 add, 3 subtract, 1 compare, 50% chance of: 6 negates
913 CrossProduct(tvector3f, svector3f, tangentcross);
914 if (DotProduct(tangentcross, normal3f) < 0)
916 VectorNegate(svector3f, svector3f);
917 VectorNegate(tvector3f, tvector3f);
922 // warning: this is a very expensive function!
923 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)
926 float sdir[3], tdir[3], normal[3], *sv, *tv;
927 const float *v0, *v1, *v2, *tc0, *tc1, *tc2, *n;
928 float f, tangentcross[3], v10[3], v20[3], tc10[2], tc20[2];
931 memset(svector3f + 3 * firstvertex, 0, numvertices * sizeof(float[3]));
932 memset(tvector3f + 3 * firstvertex, 0, numvertices * sizeof(float[3]));
933 // process each vertex of each triangle and accumulate the results
934 for (tnum = 0, e = elements;tnum < numtriangles;tnum++, e += 3)
936 v0 = vertex3f + e[0] * 3;
937 v1 = vertex3f + e[1] * 3;
938 v2 = vertex3f + e[2] * 3;
939 tc0 = texcoord2f + e[0] * 2;
940 tc1 = texcoord2f + e[1] * 2;
941 tc2 = texcoord2f + e[2] * 2;
943 // 79 add/sub/negate/multiply (1 cycle), 1 compare (3 cycle?), total cycles not counting load/store/exchange roughly 82 cycles
944 // 6 add, 28 subtract, 39 multiply, 1 compare, 50% chance of 6 negates
946 // calculate the edge directions and surface normal
947 // 6 multiply, 9 subtract
948 VectorSubtract(v1, v0, v10);
949 VectorSubtract(v2, v0, v20);
950 normal[0] = v20[1] * v10[2] - v20[2] * v10[1];
951 normal[1] = v20[2] * v10[0] - v20[0] * v10[2];
952 normal[2] = v20[0] * v10[1] - v20[1] * v10[0];
954 // calculate the tangents
955 // 12 multiply, 10 subtract
956 tc10[1] = tc1[1] - tc0[1];
957 tc20[1] = tc2[1] - tc0[1];
958 sdir[0] = tc10[1] * v20[0] - tc20[1] * v10[0];
959 sdir[1] = tc10[1] * v20[1] - tc20[1] * v10[1];
960 sdir[2] = tc10[1] * v20[2] - tc20[1] * v10[2];
961 tc10[0] = tc1[0] - tc0[0];
962 tc20[0] = tc2[0] - tc0[0];
963 tdir[0] = tc10[0] * v20[0] - tc20[0] * v10[0];
964 tdir[1] = tc10[0] * v20[1] - tc20[0] * v10[1];
965 tdir[2] = tc10[0] * v20[2] - tc20[0] * v10[2];
967 // if texture is mapped the wrong way (counterclockwise), the tangents
968 // have to be flipped, this is detected by calculating a normal from the
969 // two tangents, and seeing if it is opposite the surface normal
970 // 9 multiply, 2 add, 3 subtract, 1 compare, 50% chance of: 6 negates
971 CrossProduct(tdir, sdir, tangentcross);
972 if (DotProduct(tangentcross, normal) < 0)
974 VectorNegate(sdir, sdir);
975 VectorNegate(tdir, tdir);
980 VectorNormalize(sdir);
981 VectorNormalize(tdir);
983 for (i = 0;i < 3;i++)
985 VectorAdd(svector3f + e[i]*3, sdir, svector3f + e[i]*3);
986 VectorAdd(tvector3f + e[i]*3, tdir, tvector3f + e[i]*3);
989 // make the tangents completely perpendicular to the surface normal, and
990 // then normalize them
991 // 16 assignments, 2 divide, 2 sqrt, 2 negates, 14 adds, 24 multiplies
992 for (i = 0, sv = svector3f + 3 * firstvertex, tv = tvector3f + 3 * firstvertex, n = normal3f + 3 * firstvertex;i < numvertices;i++, sv += 3, tv += 3, n += 3)
994 f = -DotProduct(sv, n);
995 VectorMA(sv, f, n, sv);
997 f = -DotProduct(tv, n);
998 VectorMA(tv, f, n, tv);
1003 void Mod_AllocSurfMesh(mempool_t *mempool, int numvertices, int numtriangles, qboolean lightmapoffsets, qboolean vertexcolors, qboolean neighbors)
1005 unsigned char *data;
1006 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));
1007 loadmodel->surfmesh.num_vertices = numvertices;
1008 loadmodel->surfmesh.num_triangles = numtriangles;
1009 if (loadmodel->surfmesh.num_vertices)
1011 loadmodel->surfmesh.data_vertex3f = (float *)data, data += sizeof(float[3]) * loadmodel->surfmesh.num_vertices;
1012 loadmodel->surfmesh.data_svector3f = (float *)data, data += sizeof(float[3]) * loadmodel->surfmesh.num_vertices;
1013 loadmodel->surfmesh.data_tvector3f = (float *)data, data += sizeof(float[3]) * loadmodel->surfmesh.num_vertices;
1014 loadmodel->surfmesh.data_normal3f = (float *)data, data += sizeof(float[3]) * loadmodel->surfmesh.num_vertices;
1015 loadmodel->surfmesh.data_texcoordtexture2f = (float *)data, data += sizeof(float[2]) * loadmodel->surfmesh.num_vertices;
1016 loadmodel->surfmesh.data_texcoordlightmap2f = (float *)data, data += sizeof(float[2]) * loadmodel->surfmesh.num_vertices;
1018 loadmodel->surfmesh.data_lightmapcolor4f = (float *)data, data += sizeof(float[4]) * loadmodel->surfmesh.num_vertices;
1019 if (lightmapoffsets)
1020 loadmodel->surfmesh.data_lightmapoffsets = (int *)data, data += sizeof(int) * loadmodel->surfmesh.num_vertices;
1022 if (loadmodel->surfmesh.num_triangles)
1024 loadmodel->surfmesh.data_element3i = (int *)data, data += sizeof(int[3]) * loadmodel->surfmesh.num_triangles;
1026 loadmodel->surfmesh.data_neighbor3i = (int *)data, data += sizeof(int[3]) * loadmodel->surfmesh.num_triangles;
1027 if (loadmodel->surfmesh.num_vertices <= 65536)
1028 loadmodel->surfmesh.data_element3s = (unsigned short *)data, data += sizeof(unsigned short[3]) * loadmodel->surfmesh.num_triangles;
1032 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)
1034 shadowmesh_t *newmesh;
1035 unsigned char *data;
1037 size = sizeof(shadowmesh_t);
1038 size += maxverts * sizeof(float[3]);
1040 size += maxverts * sizeof(float[11]);
1041 size += maxtriangles * sizeof(int[3]);
1042 if (maxverts <= 65536)
1043 size += maxtriangles * sizeof(unsigned short[3]);
1045 size += maxtriangles * sizeof(int[3]);
1047 size += SHADOWMESHVERTEXHASH * sizeof(shadowmeshvertexhash_t *) + maxverts * sizeof(shadowmeshvertexhash_t);
1048 data = (unsigned char *)Mem_Alloc(mempool, size);
1049 newmesh = (shadowmesh_t *)data;data += sizeof(*newmesh);
1050 newmesh->map_diffuse = map_diffuse;
1051 newmesh->map_specular = map_specular;
1052 newmesh->map_normal = map_normal;
1053 newmesh->maxverts = maxverts;
1054 newmesh->maxtriangles = maxtriangles;
1055 newmesh->numverts = 0;
1056 newmesh->numtriangles = 0;
1057 memset(newmesh->sideoffsets, 0, sizeof(newmesh->sideoffsets));
1058 memset(newmesh->sidetotals, 0, sizeof(newmesh->sidetotals));
1060 newmesh->vertex3f = (float *)data;data += maxverts * sizeof(float[3]);
1063 newmesh->svector3f = (float *)data;data += maxverts * sizeof(float[3]);
1064 newmesh->tvector3f = (float *)data;data += maxverts * sizeof(float[3]);
1065 newmesh->normal3f = (float *)data;data += maxverts * sizeof(float[3]);
1066 newmesh->texcoord2f = (float *)data;data += maxverts * sizeof(float[2]);
1068 newmesh->element3i = (int *)data;data += maxtriangles * sizeof(int[3]);
1071 newmesh->neighbor3i = (int *)data;data += maxtriangles * sizeof(int[3]);
1075 newmesh->vertexhashtable = (shadowmeshvertexhash_t **)data;data += SHADOWMESHVERTEXHASH * sizeof(shadowmeshvertexhash_t *);
1076 newmesh->vertexhashentries = (shadowmeshvertexhash_t *)data;data += maxverts * sizeof(shadowmeshvertexhash_t);
1078 if (maxverts <= 65536)
1079 newmesh->element3s = (unsigned short *)data;data += maxtriangles * sizeof(unsigned short[3]);
1083 shadowmesh_t *Mod_ShadowMesh_ReAlloc(mempool_t *mempool, shadowmesh_t *oldmesh, int light, int neighbors)
1085 shadowmesh_t *newmesh;
1086 newmesh = Mod_ShadowMesh_Alloc(mempool, oldmesh->numverts, oldmesh->numtriangles, oldmesh->map_diffuse, oldmesh->map_specular, oldmesh->map_normal, light, neighbors, false);
1087 newmesh->numverts = oldmesh->numverts;
1088 newmesh->numtriangles = oldmesh->numtriangles;
1089 memcpy(newmesh->sideoffsets, oldmesh->sideoffsets, sizeof(oldmesh->sideoffsets));
1090 memcpy(newmesh->sidetotals, oldmesh->sidetotals, sizeof(oldmesh->sidetotals));
1092 memcpy(newmesh->vertex3f, oldmesh->vertex3f, oldmesh->numverts * sizeof(float[3]));
1093 if (newmesh->svector3f && oldmesh->svector3f)
1095 memcpy(newmesh->svector3f, oldmesh->svector3f, oldmesh->numverts * sizeof(float[3]));
1096 memcpy(newmesh->tvector3f, oldmesh->tvector3f, oldmesh->numverts * sizeof(float[3]));
1097 memcpy(newmesh->normal3f, oldmesh->normal3f, oldmesh->numverts * sizeof(float[3]));
1098 memcpy(newmesh->texcoord2f, oldmesh->texcoord2f, oldmesh->numverts * sizeof(float[2]));
1100 memcpy(newmesh->element3i, oldmesh->element3i, oldmesh->numtriangles * sizeof(int[3]));
1101 if (newmesh->neighbor3i && oldmesh->neighbor3i)
1102 memcpy(newmesh->neighbor3i, oldmesh->neighbor3i, oldmesh->numtriangles * sizeof(int[3]));
1106 int Mod_ShadowMesh_AddVertex(shadowmesh_t *mesh, float *vertex14f)
1108 int hashindex, vnum;
1109 shadowmeshvertexhash_t *hash;
1110 // this uses prime numbers intentionally
1111 hashindex = (unsigned int) (vertex14f[0] * 2003 + vertex14f[1] * 4001 + vertex14f[2] * 7919) % SHADOWMESHVERTEXHASH;
1112 for (hash = mesh->vertexhashtable[hashindex];hash;hash = hash->next)
1114 vnum = (hash - mesh->vertexhashentries);
1115 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]))
1116 && (mesh->svector3f == NULL || (mesh->svector3f[vnum * 3 + 0] == vertex14f[3] && mesh->svector3f[vnum * 3 + 1] == vertex14f[4] && mesh->svector3f[vnum * 3 + 2] == vertex14f[5]))
1117 && (mesh->tvector3f == NULL || (mesh->tvector3f[vnum * 3 + 0] == vertex14f[6] && mesh->tvector3f[vnum * 3 + 1] == vertex14f[7] && mesh->tvector3f[vnum * 3 + 2] == vertex14f[8]))
1118 && (mesh->normal3f == NULL || (mesh->normal3f[vnum * 3 + 0] == vertex14f[9] && mesh->normal3f[vnum * 3 + 1] == vertex14f[10] && mesh->normal3f[vnum * 3 + 2] == vertex14f[11]))
1119 && (mesh->texcoord2f == NULL || (mesh->texcoord2f[vnum * 2 + 0] == vertex14f[12] && mesh->texcoord2f[vnum * 2 + 1] == vertex14f[13])))
1120 return hash - mesh->vertexhashentries;
1122 vnum = mesh->numverts++;
1123 hash = mesh->vertexhashentries + vnum;
1124 hash->next = mesh->vertexhashtable[hashindex];
1125 mesh->vertexhashtable[hashindex] = hash;
1126 if (mesh->vertex3f) {mesh->vertex3f[vnum * 3 + 0] = vertex14f[0];mesh->vertex3f[vnum * 3 + 1] = vertex14f[1];mesh->vertex3f[vnum * 3 + 2] = vertex14f[2];}
1127 if (mesh->svector3f) {mesh->svector3f[vnum * 3 + 0] = vertex14f[3];mesh->svector3f[vnum * 3 + 1] = vertex14f[4];mesh->svector3f[vnum * 3 + 2] = vertex14f[5];}
1128 if (mesh->tvector3f) {mesh->tvector3f[vnum * 3 + 0] = vertex14f[6];mesh->tvector3f[vnum * 3 + 1] = vertex14f[7];mesh->tvector3f[vnum * 3 + 2] = vertex14f[8];}
1129 if (mesh->normal3f) {mesh->normal3f[vnum * 3 + 0] = vertex14f[9];mesh->normal3f[vnum * 3 + 1] = vertex14f[10];mesh->normal3f[vnum * 3 + 2] = vertex14f[11];}
1130 if (mesh->texcoord2f) {mesh->texcoord2f[vnum * 2 + 0] = vertex14f[12];mesh->texcoord2f[vnum * 2 + 1] = vertex14f[13];}
1134 void Mod_ShadowMesh_AddTriangle(mempool_t *mempool, shadowmesh_t *mesh, rtexture_t *map_diffuse, rtexture_t *map_specular, rtexture_t *map_normal, float *vertex14f)
1136 if (mesh->numtriangles == 0)
1138 // set the properties on this empty mesh to be more favorable...
1139 // (note: this case only occurs for the first triangle added to a new mesh chain)
1140 mesh->map_diffuse = map_diffuse;
1141 mesh->map_specular = map_specular;
1142 mesh->map_normal = map_normal;
1144 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)
1146 if (mesh->next == NULL)
1147 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);
1150 mesh->element3i[mesh->numtriangles * 3 + 0] = Mod_ShadowMesh_AddVertex(mesh, vertex14f + 14 * 0);
1151 mesh->element3i[mesh->numtriangles * 3 + 1] = Mod_ShadowMesh_AddVertex(mesh, vertex14f + 14 * 1);
1152 mesh->element3i[mesh->numtriangles * 3 + 2] = Mod_ShadowMesh_AddVertex(mesh, vertex14f + 14 * 2);
1153 mesh->numtriangles++;
1156 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)
1159 float vbuf[3*14], *v;
1160 memset(vbuf, 0, sizeof(vbuf));
1161 for (i = 0;i < numtris;i++)
1163 for (j = 0, v = vbuf;j < 3;j++, v += 14)
1168 v[0] = vertex3f[e * 3 + 0];
1169 v[1] = vertex3f[e * 3 + 1];
1170 v[2] = vertex3f[e * 3 + 2];
1174 v[3] = svector3f[e * 3 + 0];
1175 v[4] = svector3f[e * 3 + 1];
1176 v[5] = svector3f[e * 3 + 2];
1180 v[6] = tvector3f[e * 3 + 0];
1181 v[7] = tvector3f[e * 3 + 1];
1182 v[8] = tvector3f[e * 3 + 2];
1186 v[9] = normal3f[e * 3 + 0];
1187 v[10] = normal3f[e * 3 + 1];
1188 v[11] = normal3f[e * 3 + 2];
1192 v[12] = texcoord2f[e * 2 + 0];
1193 v[13] = texcoord2f[e * 2 + 1];
1196 Mod_ShadowMesh_AddTriangle(mempool, mesh, map_diffuse, map_specular, map_normal, vbuf);
1199 // the triangle calculation can take a while, so let's do a keepalive here
1200 CL_KeepaliveMessage(false);
1203 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)
1205 // the preparation before shadow mesh initialization can take a while, so let's do a keepalive here
1206 CL_KeepaliveMessage(false);
1208 return Mod_ShadowMesh_Alloc(mempool, maxverts, maxtriangles, map_diffuse, map_specular, map_normal, light, neighbors, expandable);
1211 static void Mod_ShadowMesh_CreateVBOs(shadowmesh_t *mesh, mempool_t *mempool)
1213 if (!mesh->numverts)
1216 // build r_vertexmesh_t array
1217 // (compressed interleaved array for D3D)
1218 if (!mesh->vertexmesh && mesh->texcoord2f && vid.useinterleavedarrays)
1221 int numvertices = mesh->numverts;
1222 r_vertexmesh_t *vertexmesh;
1223 mesh->vertexmesh = vertexmesh = (r_vertexmesh_t*)Mem_Alloc(mempool, numvertices * sizeof(*mesh->vertexmesh));
1224 for (vertexindex = 0;vertexindex < numvertices;vertexindex++, vertexmesh++)
1226 VectorCopy(mesh->vertex3f + 3*vertexindex, vertexmesh->vertex3f);
1227 VectorScale(mesh->svector3f + 3*vertexindex, 1.0f, vertexmesh->svector3f);
1228 VectorScale(mesh->tvector3f + 3*vertexindex, 1.0f, vertexmesh->tvector3f);
1229 VectorScale(mesh->normal3f + 3*vertexindex, 1.0f, vertexmesh->normal3f);
1230 Vector2Copy(mesh->texcoord2f + 2*vertexindex, vertexmesh->texcoordtexture2f);
1234 // upload r_vertexmesh_t array as a buffer
1235 if (mesh->vertexmesh && !mesh->vertexmeshbuffer)
1236 mesh->vertexmeshbuffer = R_Mesh_CreateMeshBuffer(mesh->vertexmesh, mesh->numverts * sizeof(*mesh->vertexmesh), loadmodel->name, false, false, false);
1238 // upload vertex3f array as a buffer
1239 if (mesh->vertex3f && !mesh->vertex3fbuffer)
1240 mesh->vertex3fbuffer = R_Mesh_CreateMeshBuffer(mesh->vertex3f, mesh->numverts * sizeof(float[3]), loadmodel->name, false, false, false);
1242 // upload short indices as a buffer
1243 if (mesh->element3s && !mesh->element3s_indexbuffer)
1244 mesh->element3s_indexbuffer = R_Mesh_CreateMeshBuffer(mesh->element3s, mesh->numtriangles * sizeof(short[3]), loadmodel->name, true, false, true);
1246 // upload int indices as a buffer
1247 if (mesh->element3i && !mesh->element3i_indexbuffer && !mesh->element3s)
1248 mesh->element3i_indexbuffer = R_Mesh_CreateMeshBuffer(mesh->element3i, mesh->numtriangles * sizeof(int[3]), loadmodel->name, true, false, false);
1250 // vertex buffer is several arrays and we put them in the same buffer
1252 // is this wise? the texcoordtexture2f array is used with dynamic
1253 // vertex/svector/tvector/normal when rendering animated models, on the
1254 // other hand animated models don't use a lot of vertices anyway...
1255 if (!mesh->vbo_vertexbuffer && !vid.useinterleavedarrays)
1260 mesh->vbooffset_vertex3f = size;if (mesh->vertex3f ) size += mesh->numverts * sizeof(float[3]);
1261 mesh->vbooffset_svector3f = size;if (mesh->svector3f ) size += mesh->numverts * sizeof(float[3]);
1262 mesh->vbooffset_tvector3f = size;if (mesh->tvector3f ) size += mesh->numverts * sizeof(float[3]);
1263 mesh->vbooffset_normal3f = size;if (mesh->normal3f ) size += mesh->numverts * sizeof(float[3]);
1264 mesh->vbooffset_texcoord2f = size;if (mesh->texcoord2f ) size += mesh->numverts * sizeof(float[2]);
1265 mem = (unsigned char *)Mem_Alloc(tempmempool, size);
1266 if (mesh->vertex3f ) memcpy(mem + mesh->vbooffset_vertex3f , mesh->vertex3f , mesh->numverts * sizeof(float[3]));
1267 if (mesh->svector3f ) memcpy(mem + mesh->vbooffset_svector3f , mesh->svector3f , mesh->numverts * sizeof(float[3]));
1268 if (mesh->tvector3f ) memcpy(mem + mesh->vbooffset_tvector3f , mesh->tvector3f , mesh->numverts * sizeof(float[3]));
1269 if (mesh->normal3f ) memcpy(mem + mesh->vbooffset_normal3f , mesh->normal3f , mesh->numverts * sizeof(float[3]));
1270 if (mesh->texcoord2f ) memcpy(mem + mesh->vbooffset_texcoord2f , mesh->texcoord2f , mesh->numverts * sizeof(float[2]));
1271 mesh->vbo_vertexbuffer = R_Mesh_CreateMeshBuffer(mem, size, "shadowmesh", false, false, false);
1276 shadowmesh_t *Mod_ShadowMesh_Finish(mempool_t *mempool, shadowmesh_t *firstmesh, qboolean light, qboolean neighbors, qboolean createvbo)
1278 shadowmesh_t *mesh, *newmesh, *nextmesh;
1279 // reallocate meshs to conserve space
1280 for (mesh = firstmesh, firstmesh = NULL;mesh;mesh = nextmesh)
1282 nextmesh = mesh->next;
1283 if (mesh->numverts >= 3 && mesh->numtriangles >= 1)
1285 newmesh = Mod_ShadowMesh_ReAlloc(mempool, mesh, light, neighbors);
1286 newmesh->next = firstmesh;
1287 firstmesh = newmesh;
1288 if (newmesh->element3s)
1291 for (i = 0;i < newmesh->numtriangles*3;i++)
1292 newmesh->element3s[i] = newmesh->element3i[i];
1295 Mod_ShadowMesh_CreateVBOs(newmesh, mempool);
1300 // this can take a while, so let's do a keepalive here
1301 CL_KeepaliveMessage(false);
1306 void Mod_ShadowMesh_CalcBBox(shadowmesh_t *firstmesh, vec3_t mins, vec3_t maxs, vec3_t center, float *radius)
1310 vec3_t nmins, nmaxs, ncenter, temp;
1311 float nradius2, dist2, *v;
1315 for (mesh = firstmesh;mesh;mesh = mesh->next)
1317 if (mesh == firstmesh)
1319 VectorCopy(mesh->vertex3f, nmins);
1320 VectorCopy(mesh->vertex3f, nmaxs);
1322 for (i = 0, v = mesh->vertex3f;i < mesh->numverts;i++, v += 3)
1324 if (nmins[0] > v[0]) nmins[0] = v[0];if (nmaxs[0] < v[0]) nmaxs[0] = v[0];
1325 if (nmins[1] > v[1]) nmins[1] = v[1];if (nmaxs[1] < v[1]) nmaxs[1] = v[1];
1326 if (nmins[2] > v[2]) nmins[2] = v[2];if (nmaxs[2] < v[2]) nmaxs[2] = v[2];
1329 // calculate center and radius
1330 ncenter[0] = (nmins[0] + nmaxs[0]) * 0.5f;
1331 ncenter[1] = (nmins[1] + nmaxs[1]) * 0.5f;
1332 ncenter[2] = (nmins[2] + nmaxs[2]) * 0.5f;
1334 for (mesh = firstmesh;mesh;mesh = mesh->next)
1336 for (i = 0, v = mesh->vertex3f;i < mesh->numverts;i++, v += 3)
1338 VectorSubtract(v, ncenter, temp);
1339 dist2 = DotProduct(temp, temp);
1340 if (nradius2 < dist2)
1346 VectorCopy(nmins, mins);
1348 VectorCopy(nmaxs, maxs);
1350 VectorCopy(ncenter, center);
1352 *radius = sqrt(nradius2);
1355 void Mod_ShadowMesh_Free(shadowmesh_t *mesh)
1357 shadowmesh_t *nextmesh;
1358 for (;mesh;mesh = nextmesh)
1360 if (mesh->vertex3fbuffer)
1361 R_Mesh_DestroyMeshBuffer(mesh->vertex3fbuffer);
1362 if (mesh->vertexmeshbuffer)
1363 R_Mesh_DestroyMeshBuffer(mesh->vertexmeshbuffer);
1364 if (mesh->element3i_indexbuffer)
1365 R_Mesh_DestroyMeshBuffer(mesh->element3i_indexbuffer);
1366 if (mesh->element3s_indexbuffer)
1367 R_Mesh_DestroyMeshBuffer(mesh->element3s_indexbuffer);
1368 if (mesh->vbo_vertexbuffer)
1369 R_Mesh_DestroyMeshBuffer(mesh->vbo_vertexbuffer);
1370 nextmesh = mesh->next;
1375 void Mod_CreateCollisionMesh(dp_model_t *mod)
1377 int k, numcollisionmeshtriangles;
1378 qboolean usesinglecollisionmesh = false;
1379 const msurface_t *surface = NULL;
1381 mempool_t *mempool = mod->mempool;
1382 if (!mempool && mod->brush.parentmodel)
1383 mempool = mod->brush.parentmodel->mempool;
1384 // make a single combined collision mesh for physics engine use
1385 // TODO rewrite this to use the collision brushes as source, to fix issues with e.g. common/caulk which creates no drawsurface
1386 numcollisionmeshtriangles = 0;
1387 for (k = 0;k < mod->nummodelsurfaces;k++)
1389 surface = mod->data_surfaces + mod->firstmodelsurface + k;
1390 if (!strcmp(surface->texture->name, "collision")) // found collision mesh
1392 usesinglecollisionmesh = true;
1393 numcollisionmeshtriangles = surface->num_triangles;
1396 if (!(surface->texture->supercontents & SUPERCONTENTS_SOLID))
1398 numcollisionmeshtriangles += surface->num_triangles;
1400 mod->brush.collisionmesh = Mod_ShadowMesh_Begin(mempool, numcollisionmeshtriangles * 3, numcollisionmeshtriangles, NULL, NULL, NULL, false, false, true);
1401 if (usesinglecollisionmesh)
1402 Mod_ShadowMesh_AddMesh(mempool, mod->brush.collisionmesh, NULL, NULL, NULL, mod->surfmesh.data_vertex3f, NULL, NULL, NULL, NULL, surface->num_triangles, (mod->surfmesh.data_element3i + 3 * surface->num_firsttriangle));
1405 for (k = 0;k < mod->nummodelsurfaces;k++)
1407 surface = mod->data_surfaces + mod->firstmodelsurface + k;
1408 if (!(surface->texture->supercontents & SUPERCONTENTS_SOLID))
1410 Mod_ShadowMesh_AddMesh(mempool, mod->brush.collisionmesh, NULL, NULL, NULL, mod->surfmesh.data_vertex3f, NULL, NULL, NULL, NULL, surface->num_triangles, (mod->surfmesh.data_element3i + 3 * surface->num_firsttriangle));
1413 mod->brush.collisionmesh = Mod_ShadowMesh_Finish(mempool, mod->brush.collisionmesh, false, false, false);
1417 static 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)
1422 if (ix >= 0 && iy >= 0 && ix < imagewidth && iy < imageheight)
1423 v[2] = (imagepixels[((iy*imagewidth)+ix)*4+0] + imagepixels[((iy*imagewidth)+ix)*4+1] + imagepixels[((iy*imagewidth)+ix)*4+2]) * (1.0f / 765.0f);
1426 Matrix4x4_Transform(pixelstepmatrix, v, vertex3f);
1427 Matrix4x4_Transform(pixeltexturestepmatrix, v, tc);
1428 texcoord2f[0] = tc[0];
1429 texcoord2f[1] = tc[1];
1432 static 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)
1434 float vup[3], vdown[3], vleft[3], vright[3];
1435 float tcup[3], tcdown[3], tcleft[3], tcright[3];
1436 float sv[3], tv[3], nl[3];
1437 Mod_GetTerrainVertex3fTexCoord2fFromBGRA(imagepixels, imagewidth, imageheight, ix, iy, vertex3f, texcoord2f, pixelstepmatrix, pixeltexturestepmatrix);
1438 Mod_GetTerrainVertex3fTexCoord2fFromBGRA(imagepixels, imagewidth, imageheight, ix, iy - 1, vup, tcup, pixelstepmatrix, pixeltexturestepmatrix);
1439 Mod_GetTerrainVertex3fTexCoord2fFromBGRA(imagepixels, imagewidth, imageheight, ix, iy + 1, vdown, tcdown, pixelstepmatrix, pixeltexturestepmatrix);
1440 Mod_GetTerrainVertex3fTexCoord2fFromBGRA(imagepixels, imagewidth, imageheight, ix - 1, iy, vleft, tcleft, pixelstepmatrix, pixeltexturestepmatrix);
1441 Mod_GetTerrainVertex3fTexCoord2fFromBGRA(imagepixels, imagewidth, imageheight, ix + 1, iy, vright, tcright, pixelstepmatrix, pixeltexturestepmatrix);
1442 Mod_BuildBumpVectors(vertex3f, vup, vright, texcoord2f, tcup, tcright, svector3f, tvector3f, normal3f);
1443 Mod_BuildBumpVectors(vertex3f, vright, vdown, texcoord2f, tcright, tcdown, sv, tv, nl);
1444 VectorAdd(svector3f, sv, svector3f);
1445 VectorAdd(tvector3f, tv, tvector3f);
1446 VectorAdd(normal3f, nl, normal3f);
1447 Mod_BuildBumpVectors(vertex3f, vdown, vleft, texcoord2f, tcdown, tcleft, sv, tv, nl);
1448 VectorAdd(svector3f, sv, svector3f);
1449 VectorAdd(tvector3f, tv, tvector3f);
1450 VectorAdd(normal3f, nl, normal3f);
1451 Mod_BuildBumpVectors(vertex3f, vleft, vup, texcoord2f, tcleft, tcup, sv, tv, nl);
1452 VectorAdd(svector3f, sv, svector3f);
1453 VectorAdd(tvector3f, tv, tvector3f);
1454 VectorAdd(normal3f, nl, normal3f);
1457 static 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)
1459 int x, y, ix, iy, *e;
1461 for (y = 0;y < height;y++)
1463 for (x = 0;x < width;x++)
1465 e[0] = (y + 1) * (width + 1) + (x + 0);
1466 e[1] = (y + 0) * (width + 1) + (x + 0);
1467 e[2] = (y + 1) * (width + 1) + (x + 1);
1468 e[3] = (y + 0) * (width + 1) + (x + 0);
1469 e[4] = (y + 0) * (width + 1) + (x + 1);
1470 e[5] = (y + 1) * (width + 1) + (x + 1);
1474 Mod_BuildTriangleNeighbors(neighbor3i, element3i, width*height*2);
1475 for (y = 0, iy = y1;y < height + 1;y++, iy++)
1476 for (x = 0, ix = x1;x < width + 1;x++, ix++, vertex3f += 3, texcoord2f += 2, svector3f += 3, tvector3f += 3, normal3f += 3)
1477 Mod_GetTerrainVertexFromBGRA(imagepixels, imagewidth, imageheight, ix, iy, vertex3f, texcoord2f, svector3f, tvector3f, normal3f, pixelstepmatrix, pixeltexturestepmatrix);
1482 void Mod_Terrain_SurfaceRecurseChunk(dp_model_t *model, int stepsize, int x, int y)
1486 float chunkwidth = min(stepsize, model->terrain.width - 1 - x);
1487 float chunkheight = min(stepsize, model->terrain.height - 1 - y);
1488 float viewvector[3];
1489 unsigned int firstvertex;
1492 if (chunkwidth < 2 || chunkheight < 2)
1494 VectorSet(mins, model->terrain.mins[0] + x * stepsize * model->terrain.scale[0], model->terrain.mins[1] + y * stepsize * model->terrain.scale[1], model->terrain.mins[2]);
1495 VectorSet(maxs, model->terrain.mins[0] + (x+1) * stepsize * model->terrain.scale[0], model->terrain.mins[1] + (y+1) * stepsize * model->terrain.scale[1], model->terrain.maxs[2]);
1496 viewvector[0] = bound(mins[0], localvieworigin, maxs[0]) - model->terrain.vieworigin[0];
1497 viewvector[1] = bound(mins[1], localvieworigin, maxs[1]) - model->terrain.vieworigin[1];
1498 viewvector[2] = bound(mins[2], localvieworigin, maxs[2]) - model->terrain.vieworigin[2];
1499 if (stepsize > 1 && VectorLength(viewvector) < stepsize*model->terrain.scale[0]*r_terrain_lodscale.value)
1501 // too close for this stepsize, emit as 4 chunks instead
1503 Mod_Terrain_SurfaceRecurseChunk(model, stepsize, x, y);
1504 Mod_Terrain_SurfaceRecurseChunk(model, stepsize, x+stepsize, y);
1505 Mod_Terrain_SurfaceRecurseChunk(model, stepsize, x, y+stepsize);
1506 Mod_Terrain_SurfaceRecurseChunk(model, stepsize, x+stepsize, y+stepsize);
1509 // emit the geometry at stepsize into our vertex buffer / index buffer
1510 // we add two columns and two rows for skirt
1511 outwidth = chunkwidth+2;
1512 outheight = chunkheight+2;
1513 outwidth2 = outwidth-1;
1514 outheight2 = outheight-1;
1515 outwidth3 = outwidth+1;
1516 outheight3 = outheight+1;
1517 firstvertex = numvertices;
1518 e = model->terrain.element3i + numtriangles;
1519 numtriangles += chunkwidth*chunkheight*2+chunkwidth*2*2+chunkheight*2*2;
1520 v = model->terrain.vertex3f + numvertices;
1521 numvertices += (chunkwidth+1)*(chunkheight+1)+(chunkwidth+1)*2+(chunkheight+1)*2;
1522 // emit the triangles (note: the skirt is treated as two extra rows and two extra columns)
1523 for (ty = 0;ty < outheight;ty++)
1525 for (tx = 0;tx < outwidth;tx++)
1527 *e++ = firstvertex + (ty )*outwidth3+(tx );
1528 *e++ = firstvertex + (ty )*outwidth3+(tx+1);
1529 *e++ = firstvertex + (ty+1)*outwidth3+(tx+1);
1530 *e++ = firstvertex + (ty )*outwidth3+(tx );
1531 *e++ = firstvertex + (ty+1)*outwidth3+(tx+1);
1532 *e++ = firstvertex + (ty+1)*outwidth3+(tx );
1535 // TODO: emit surface vertices (x+tx*stepsize, y+ty*stepsize)
1536 for (ty = 0;ty <= outheight;ty++)
1538 skirtrow = ty == 0 || ty == outheight;
1539 ry = y+bound(1, ty, outheight)*stepsize;
1540 for (tx = 0;tx <= outwidth;tx++)
1542 skirt = skirtrow || tx == 0 || tx == outwidth;
1543 rx = x+bound(1, tx, outwidth)*stepsize;
1546 v[2] = heightmap[ry*terrainwidth+rx]*scale[2];
1550 // TODO: emit skirt vertices
1553 void Mod_Terrain_UpdateSurfacesForViewOrigin(dp_model_t *model)
1555 for (y = 0;y < model->terrain.size[1];y += model->terrain.
1556 Mod_Terrain_SurfaceRecurseChunk(model, model->terrain.maxstepsize, x, y);
1557 Mod_Terrain_BuildChunk(model,
1561 static int Mod_LoadQ3Shaders_EnumerateWaveFunc(const char *s)
1564 if (!strncasecmp(s, "user", 4)) // parse stuff like "user1sin", always user<n>func
1566 offset = bound(0, s[4] - '0', 9);
1567 offset = (offset + 1) << Q3WAVEFUNC_USER_SHIFT;
1572 if (!strcasecmp(s, "sin")) return offset | Q3WAVEFUNC_SIN;
1573 if (!strcasecmp(s, "square")) return offset | Q3WAVEFUNC_SQUARE;
1574 if (!strcasecmp(s, "triangle")) return offset | Q3WAVEFUNC_TRIANGLE;
1575 if (!strcasecmp(s, "sawtooth")) return offset | Q3WAVEFUNC_SAWTOOTH;
1576 if (!strcasecmp(s, "inversesawtooth")) return offset | Q3WAVEFUNC_INVERSESAWTOOTH;
1577 if (!strcasecmp(s, "noise")) return offset | Q3WAVEFUNC_NOISE;
1578 if (!strcasecmp(s, "none")) return offset | Q3WAVEFUNC_NONE;
1579 Con_DPrintf("Mod_LoadQ3Shaders: unknown wavefunc %s\n", s);
1580 return offset | Q3WAVEFUNC_NONE;
1583 void Mod_FreeQ3Shaders(void)
1585 Mem_FreePool(&q3shaders_mem);
1588 static void Q3Shader_AddToHash (q3shaderinfo_t* shader)
1590 unsigned short hash = CRC_Block_CaseInsensitive ((const unsigned char *)shader->name, strlen (shader->name));
1591 q3shader_hash_entry_t* entry = q3shader_data->hash + (hash % Q3SHADER_HASH_SIZE);
1592 q3shader_hash_entry_t* lastEntry = NULL;
1593 while (entry != NULL)
1595 if (strcasecmp (entry->shader.name, shader->name) == 0)
1598 if(shader->dpshaderkill)
1600 // killed shader is a redeclarion? we can safely ignore it
1603 else if(entry->shader.dpshaderkill)
1605 // replace the old shader!
1606 // this will skip the entry allocating part
1607 // below and just replace the shader
1612 unsigned char *start, *end, *start2;
1613 start = (unsigned char *) (&shader->Q3SHADERINFO_COMPARE_START);
1614 end = ((unsigned char *) (&shader->Q3SHADERINFO_COMPARE_END)) + sizeof(shader->Q3SHADERINFO_COMPARE_END);
1615 start2 = (unsigned char *) (&entry->shader.Q3SHADERINFO_COMPARE_START);
1616 if(memcmp(start, start2, end - start))
1617 Con_DPrintf("Shader '%s' already defined, ignoring mismatching redeclaration\n", shader->name);
1619 Con_DPrintf("Shader '%s' already defined\n", shader->name);
1624 entry = entry->chain;
1628 if (lastEntry->shader.name[0] != 0)
1631 q3shader_hash_entry_t* newEntry = (q3shader_hash_entry_t*)
1632 Mem_ExpandableArray_AllocRecord (&q3shader_data->hash_entries);
1634 while (lastEntry->chain != NULL) lastEntry = lastEntry->chain;
1635 lastEntry->chain = newEntry;
1636 newEntry->chain = NULL;
1637 lastEntry = newEntry;
1639 /* else: head of chain, in hash entry array */
1642 memcpy (&entry->shader, shader, sizeof (q3shaderinfo_t));
1645 extern cvar_t mod_noshader_default_offsetmapping;
1646 extern cvar_t mod_q3shader_default_offsetmapping;
1647 extern cvar_t mod_q3shader_default_offsetmapping_scale;
1648 extern cvar_t mod_q3shader_default_offsetmapping_bias;
1649 extern cvar_t mod_q3shader_default_polygonoffset;
1650 extern cvar_t mod_q3shader_default_polygonfactor;
1651 extern cvar_t mod_q3shader_force_addalpha;
1652 void Mod_LoadQ3Shaders(void)
1659 q3shaderinfo_t shader;
1660 q3shaderinfo_layer_t *layer;
1662 char parameter[TEXTURE_MAXFRAMES + 4][Q3PATHLENGTH];
1663 char *custsurfaceparmnames[256]; // VorteX: q3map2 has 64 but well, someone will need more
1664 unsigned long custsurfaceparms[256];
1665 int numcustsurfaceparms;
1666 qboolean dpshaderkill;
1668 Mod_FreeQ3Shaders();
1670 q3shaders_mem = Mem_AllocPool("q3shaders", 0, NULL);
1671 q3shader_data = (q3shader_data_t*)Mem_Alloc (q3shaders_mem,
1672 sizeof (q3shader_data_t));
1673 Mem_ExpandableArray_NewArray (&q3shader_data->hash_entries,
1674 q3shaders_mem, sizeof (q3shader_hash_entry_t), 256);
1675 Mem_ExpandableArray_NewArray (&q3shader_data->char_ptrs,
1676 q3shaders_mem, sizeof (char**), 256);
1678 // parse custinfoparms.txt
1679 numcustsurfaceparms = 0;
1680 if ((text = f = (char *)FS_LoadFile("scripts/custinfoparms.txt", tempmempool, false, NULL)) != NULL)
1682 if (!COM_ParseToken_QuakeC(&text, false) || strcasecmp(com_token, "{"))
1683 Con_DPrintf("scripts/custinfoparms.txt: contentflags section parsing error - expected \"{\", found \"%s\"\n", com_token);
1686 while (COM_ParseToken_QuakeC(&text, false))
1687 if (!strcasecmp(com_token, "}"))
1689 // custom surfaceflags section
1690 if (!COM_ParseToken_QuakeC(&text, false) || strcasecmp(com_token, "{"))
1691 Con_DPrintf("scripts/custinfoparms.txt: surfaceflags section parsing error - expected \"{\", found \"%s\"\n", com_token);
1694 while(COM_ParseToken_QuakeC(&text, false))
1696 if (!strcasecmp(com_token, "}"))
1698 // register surfaceflag
1699 if (numcustsurfaceparms >= 256)
1701 Con_Printf("scripts/custinfoparms.txt: surfaceflags section parsing error - max 256 surfaceflags exceeded\n");
1705 j = strlen(com_token)+1;
1706 custsurfaceparmnames[numcustsurfaceparms] = (char *)Mem_Alloc(tempmempool, j);
1707 strlcpy(custsurfaceparmnames[numcustsurfaceparms], com_token, j+1);
1709 if (COM_ParseToken_QuakeC(&text, false))
1710 custsurfaceparms[numcustsurfaceparms] = strtol(com_token, NULL, 0);
1712 custsurfaceparms[numcustsurfaceparms] = 0;
1713 numcustsurfaceparms++;
1721 search = FS_Search("scripts/*.shader", true, false);
1724 for (fileindex = 0;fileindex < search->numfilenames;fileindex++)
1726 text = f = (char *)FS_LoadFile(search->filenames[fileindex], tempmempool, false, NULL);
1729 while (COM_ParseToken_QuakeC(&text, false))
1731 memset (&shader, 0, sizeof(shader));
1732 shader.reflectmin = 0;
1733 shader.reflectmax = 1;
1734 shader.refractfactor = 1;
1735 Vector4Set(shader.refractcolor4f, 1, 1, 1, 1);
1736 shader.reflectfactor = 1;
1737 Vector4Set(shader.reflectcolor4f, 1, 1, 1, 1);
1738 shader.r_water_wateralpha = 1;
1739 shader.offsetmapping = (mod_q3shader_default_offsetmapping.value) ? OFFSETMAPPING_DEFAULT : OFFSETMAPPING_OFF;
1740 shader.offsetscale = mod_q3shader_default_offsetmapping_scale.value;
1741 shader.offsetbias = mod_q3shader_default_offsetmapping_bias.value;
1742 shader.specularscalemod = 1;
1743 shader.specularpowermod = 1;
1744 shader.biaspolygonoffset = mod_q3shader_default_polygonoffset.value;
1745 shader.biaspolygonfactor = mod_q3shader_default_polygonfactor.value;
1747 strlcpy(shader.name, com_token, sizeof(shader.name));
1748 if (!COM_ParseToken_QuakeC(&text, false) || strcasecmp(com_token, "{"))
1750 Con_DPrintf("%s parsing error - expected \"{\", found \"%s\"\n", search->filenames[fileindex], com_token);
1753 while (COM_ParseToken_QuakeC(&text, false))
1755 if (!strcasecmp(com_token, "}"))
1757 if (!strcasecmp(com_token, "{"))
1759 static q3shaderinfo_layer_t dummy;
1760 if (shader.numlayers < Q3SHADER_MAXLAYERS)
1762 layer = shader.layers + shader.numlayers++;
1766 // parse and process it anyway, just don't store it (so a map $lightmap or such stuff still is found)
1767 memset(&dummy, 0, sizeof(dummy));
1770 layer->rgbgen.rgbgen = Q3RGBGEN_IDENTITY;
1771 layer->alphagen.alphagen = Q3ALPHAGEN_IDENTITY;
1772 layer->tcgen.tcgen = Q3TCGEN_TEXTURE;
1773 layer->blendfunc[0] = GL_ONE;
1774 layer->blendfunc[1] = GL_ZERO;
1775 while (COM_ParseToken_QuakeC(&text, false))
1777 if (!strcasecmp(com_token, "}"))
1779 if (!strcasecmp(com_token, "\n"))
1782 for (j = 0;strcasecmp(com_token, "\n") && strcasecmp(com_token, "}");j++)
1784 if (j < TEXTURE_MAXFRAMES + 4)
1786 // remap dp_water to dpwater, dp_reflect to dpreflect, etc.
1787 if(j == 0 && !strncasecmp(com_token, "dp_", 3))
1788 dpsnprintf(parameter[j], sizeof(parameter[j]), "dp%s", &com_token[3]);
1790 strlcpy(parameter[j], com_token, sizeof(parameter[j]));
1791 numparameters = j + 1;
1793 if (!COM_ParseToken_QuakeC(&text, true))
1796 //for (j = numparameters;j < TEXTURE_MAXFRAMES + 4;j++)
1797 // parameter[j][0] = 0;
1798 if (developer_insane.integer)
1800 Con_DPrintf("%s %i: ", shader.name, shader.numlayers - 1);
1801 for (j = 0;j < numparameters;j++)
1802 Con_DPrintf(" %s", parameter[j]);
1805 if (numparameters >= 2 && !strcasecmp(parameter[0], "blendfunc"))
1807 if (numparameters == 2)
1809 if (!strcasecmp(parameter[1], "add"))
1811 layer->blendfunc[0] = GL_ONE;
1812 layer->blendfunc[1] = GL_ONE;
1814 else if (!strcasecmp(parameter[1], "addalpha"))
1816 layer->blendfunc[0] = GL_SRC_ALPHA;
1817 layer->blendfunc[1] = GL_ONE;
1819 else if (!strcasecmp(parameter[1], "filter"))
1821 layer->blendfunc[0] = GL_DST_COLOR;
1822 layer->blendfunc[1] = GL_ZERO;
1824 else if (!strcasecmp(parameter[1], "blend"))
1826 layer->blendfunc[0] = GL_SRC_ALPHA;
1827 layer->blendfunc[1] = GL_ONE_MINUS_SRC_ALPHA;
1830 else if (numparameters == 3)
1833 for (k = 0;k < 2;k++)
1835 if (!strcasecmp(parameter[k+1], "GL_ONE"))
1836 layer->blendfunc[k] = GL_ONE;
1837 else if (!strcasecmp(parameter[k+1], "GL_ZERO"))
1838 layer->blendfunc[k] = GL_ZERO;
1839 else if (!strcasecmp(parameter[k+1], "GL_SRC_COLOR"))
1840 layer->blendfunc[k] = GL_SRC_COLOR;
1841 else if (!strcasecmp(parameter[k+1], "GL_SRC_ALPHA"))
1842 layer->blendfunc[k] = GL_SRC_ALPHA;
1843 else if (!strcasecmp(parameter[k+1], "GL_DST_COLOR"))
1844 layer->blendfunc[k] = GL_DST_COLOR;
1845 else if (!strcasecmp(parameter[k+1], "GL_DST_ALPHA"))
1846 layer->blendfunc[k] = GL_DST_ALPHA;
1847 else if (!strcasecmp(parameter[k+1], "GL_ONE_MINUS_SRC_COLOR"))
1848 layer->blendfunc[k] = GL_ONE_MINUS_SRC_COLOR;
1849 else if (!strcasecmp(parameter[k+1], "GL_ONE_MINUS_SRC_ALPHA"))
1850 layer->blendfunc[k] = GL_ONE_MINUS_SRC_ALPHA;
1851 else if (!strcasecmp(parameter[k+1], "GL_ONE_MINUS_DST_COLOR"))
1852 layer->blendfunc[k] = GL_ONE_MINUS_DST_COLOR;
1853 else if (!strcasecmp(parameter[k+1], "GL_ONE_MINUS_DST_ALPHA"))
1854 layer->blendfunc[k] = GL_ONE_MINUS_DST_ALPHA;
1856 layer->blendfunc[k] = GL_ONE; // default in case of parsing error
1860 if (numparameters >= 2 && !strcasecmp(parameter[0], "alphafunc"))
1861 layer->alphatest = true;
1862 if (numparameters >= 2 && (!strcasecmp(parameter[0], "map") || !strcasecmp(parameter[0], "clampmap")))
1864 if (!strcasecmp(parameter[0], "clampmap"))
1865 layer->clampmap = true;
1866 layer->numframes = 1;
1867 layer->framerate = 1;
1868 layer->texturename = (char**)Mem_ExpandableArray_AllocRecord (
1869 &q3shader_data->char_ptrs);
1870 layer->texturename[0] = Mem_strdup (q3shaders_mem, parameter[1]);
1871 if (!strcasecmp(parameter[1], "$lightmap"))
1872 shader.lighting = true;
1874 else if (numparameters >= 3 && (!strcasecmp(parameter[0], "animmap") || !strcasecmp(parameter[0], "animclampmap")))
1877 layer->numframes = min(numparameters - 2, TEXTURE_MAXFRAMES);
1878 layer->framerate = atof(parameter[1]);
1879 layer->texturename = (char **) Mem_Alloc (q3shaders_mem, sizeof (char*) * layer->numframes);
1880 for (i = 0;i < layer->numframes;i++)
1881 layer->texturename[i] = Mem_strdup (q3shaders_mem, parameter[i + 2]);
1883 else if (numparameters >= 2 && !strcasecmp(parameter[0], "rgbgen"))
1886 for (i = 0;i < numparameters - 2 && i < Q3RGBGEN_MAXPARMS;i++)
1887 layer->rgbgen.parms[i] = atof(parameter[i+2]);
1888 if (!strcasecmp(parameter[1], "identity")) layer->rgbgen.rgbgen = Q3RGBGEN_IDENTITY;
1889 else if (!strcasecmp(parameter[1], "const")) layer->rgbgen.rgbgen = Q3RGBGEN_CONST;
1890 else if (!strcasecmp(parameter[1], "entity")) layer->rgbgen.rgbgen = Q3RGBGEN_ENTITY;
1891 else if (!strcasecmp(parameter[1], "exactvertex")) layer->rgbgen.rgbgen = Q3RGBGEN_EXACTVERTEX;
1892 else if (!strcasecmp(parameter[1], "identitylighting")) layer->rgbgen.rgbgen = Q3RGBGEN_IDENTITYLIGHTING;
1893 else if (!strcasecmp(parameter[1], "lightingdiffuse")) layer->rgbgen.rgbgen = Q3RGBGEN_LIGHTINGDIFFUSE;
1894 else if (!strcasecmp(parameter[1], "oneminusentity")) layer->rgbgen.rgbgen = Q3RGBGEN_ONEMINUSENTITY;
1895 else if (!strcasecmp(parameter[1], "oneminusvertex")) layer->rgbgen.rgbgen = Q3RGBGEN_ONEMINUSVERTEX;
1896 else if (!strcasecmp(parameter[1], "vertex")) layer->rgbgen.rgbgen = Q3RGBGEN_VERTEX;
1897 else if (!strcasecmp(parameter[1], "wave"))
1899 layer->rgbgen.rgbgen = Q3RGBGEN_WAVE;
1900 layer->rgbgen.wavefunc = Mod_LoadQ3Shaders_EnumerateWaveFunc(parameter[2]);
1901 for (i = 0;i < numparameters - 3 && i < Q3WAVEPARMS;i++)
1902 layer->rgbgen.waveparms[i] = atof(parameter[i+3]);
1904 else Con_DPrintf("%s parsing warning: unknown rgbgen %s\n", search->filenames[fileindex], parameter[1]);
1906 else if (numparameters >= 2 && !strcasecmp(parameter[0], "alphagen"))
1909 for (i = 0;i < numparameters - 2 && i < Q3ALPHAGEN_MAXPARMS;i++)
1910 layer->alphagen.parms[i] = atof(parameter[i+2]);
1911 if (!strcasecmp(parameter[1], "identity")) layer->alphagen.alphagen = Q3ALPHAGEN_IDENTITY;
1912 else if (!strcasecmp(parameter[1], "const")) layer->alphagen.alphagen = Q3ALPHAGEN_CONST;
1913 else if (!strcasecmp(parameter[1], "entity")) layer->alphagen.alphagen = Q3ALPHAGEN_ENTITY;
1914 else if (!strcasecmp(parameter[1], "lightingspecular")) layer->alphagen.alphagen = Q3ALPHAGEN_LIGHTINGSPECULAR;
1915 else if (!strcasecmp(parameter[1], "oneminusentity")) layer->alphagen.alphagen = Q3ALPHAGEN_ONEMINUSENTITY;
1916 else if (!strcasecmp(parameter[1], "oneminusvertex")) layer->alphagen.alphagen = Q3ALPHAGEN_ONEMINUSVERTEX;
1917 else if (!strcasecmp(parameter[1], "portal")) layer->alphagen.alphagen = Q3ALPHAGEN_PORTAL;
1918 else if (!strcasecmp(parameter[1], "vertex")) layer->alphagen.alphagen = Q3ALPHAGEN_VERTEX;
1919 else if (!strcasecmp(parameter[1], "wave"))
1921 layer->alphagen.alphagen = Q3ALPHAGEN_WAVE;
1922 layer->alphagen.wavefunc = Mod_LoadQ3Shaders_EnumerateWaveFunc(parameter[2]);
1923 for (i = 0;i < numparameters - 3 && i < Q3WAVEPARMS;i++)
1924 layer->alphagen.waveparms[i] = atof(parameter[i+3]);
1926 else Con_DPrintf("%s parsing warning: unknown alphagen %s\n", search->filenames[fileindex], parameter[1]);
1928 else if (numparameters >= 2 && (!strcasecmp(parameter[0], "texgen") || !strcasecmp(parameter[0], "tcgen")))
1931 // observed values: tcgen environment
1932 // no other values have been observed in real shaders
1933 for (i = 0;i < numparameters - 2 && i < Q3TCGEN_MAXPARMS;i++)
1934 layer->tcgen.parms[i] = atof(parameter[i+2]);
1935 if (!strcasecmp(parameter[1], "base")) layer->tcgen.tcgen = Q3TCGEN_TEXTURE;
1936 else if (!strcasecmp(parameter[1], "texture")) layer->tcgen.tcgen = Q3TCGEN_TEXTURE;
1937 else if (!strcasecmp(parameter[1], "environment")) layer->tcgen.tcgen = Q3TCGEN_ENVIRONMENT;
1938 else if (!strcasecmp(parameter[1], "lightmap")) layer->tcgen.tcgen = Q3TCGEN_LIGHTMAP;
1939 else if (!strcasecmp(parameter[1], "vector")) layer->tcgen.tcgen = Q3TCGEN_VECTOR;
1940 else Con_DPrintf("%s parsing warning: unknown tcgen mode %s\n", search->filenames[fileindex], parameter[1]);
1942 else if (numparameters >= 2 && !strcasecmp(parameter[0], "tcmod"))
1949 // tcmod stretch sin # # # #
1950 // tcmod stretch triangle # # # #
1951 // tcmod transform # # # # # #
1952 // tcmod turb # # # #
1953 // tcmod turb sin # # # # (this is bogus)
1954 // no other values have been observed in real shaders
1955 for (tcmodindex = 0;tcmodindex < Q3MAXTCMODS;tcmodindex++)
1956 if (!layer->tcmods[tcmodindex].tcmod)
1958 if (tcmodindex < Q3MAXTCMODS)
1960 for (i = 0;i < numparameters - 2 && i < Q3TCMOD_MAXPARMS;i++)
1961 layer->tcmods[tcmodindex].parms[i] = atof(parameter[i+2]);
1962 if (!strcasecmp(parameter[1], "entitytranslate")) layer->tcmods[tcmodindex].tcmod = Q3TCMOD_ENTITYTRANSLATE;
1963 else if (!strcasecmp(parameter[1], "rotate")) layer->tcmods[tcmodindex].tcmod = Q3TCMOD_ROTATE;
1964 else if (!strcasecmp(parameter[1], "scale")) layer->tcmods[tcmodindex].tcmod = Q3TCMOD_SCALE;
1965 else if (!strcasecmp(parameter[1], "scroll")) layer->tcmods[tcmodindex].tcmod = Q3TCMOD_SCROLL;
1966 else if (!strcasecmp(parameter[1], "page")) layer->tcmods[tcmodindex].tcmod = Q3TCMOD_PAGE;
1967 else if (!strcasecmp(parameter[1], "stretch"))
1969 layer->tcmods[tcmodindex].tcmod = Q3TCMOD_STRETCH;
1970 layer->tcmods[tcmodindex].wavefunc = Mod_LoadQ3Shaders_EnumerateWaveFunc(parameter[2]);
1971 for (i = 0;i < numparameters - 3 && i < Q3WAVEPARMS;i++)
1972 layer->tcmods[tcmodindex].waveparms[i] = atof(parameter[i+3]);
1974 else if (!strcasecmp(parameter[1], "transform")) layer->tcmods[tcmodindex].tcmod = Q3TCMOD_TRANSFORM;
1975 else if (!strcasecmp(parameter[1], "turb")) layer->tcmods[tcmodindex].tcmod = Q3TCMOD_TURBULENT;
1976 else Con_DPrintf("%s parsing warning: unknown tcmod mode %s\n", search->filenames[fileindex], parameter[1]);
1979 Con_DPrintf("%s parsing warning: too many tcmods on one layer\n", search->filenames[fileindex]);
1981 // break out a level if it was a closing brace (not using the character here to not confuse vim)
1982 if (!strcasecmp(com_token, "}"))
1985 if (layer->rgbgen.rgbgen == Q3RGBGEN_LIGHTINGDIFFUSE || layer->rgbgen.rgbgen == Q3RGBGEN_VERTEX)
1986 shader.lighting = true;
1987 if (layer->alphagen.alphagen == Q3ALPHAGEN_VERTEX)
1989 if (layer == shader.layers + 0)
1991 // vertex controlled transparency
1992 shader.vertexalpha = true;
1996 // multilayer terrain shader or similar
1997 shader.textureblendalpha = true;
2001 if(mod_q3shader_force_addalpha.integer)
2003 // for a long while, DP treated GL_ONE GL_ONE as GL_SRC_ALPHA GL_ONE
2004 // this cvar brings back this behaviour
2005 if(layer->blendfunc[0] == GL_ONE && layer->blendfunc[1] == GL_ONE)
2006 layer->blendfunc[0] = GL_SRC_ALPHA;
2009 layer->texflags = 0;
2010 if (layer->alphatest)
2011 layer->texflags |= TEXF_ALPHA;
2012 switch(layer->blendfunc[0])
2015 case GL_ONE_MINUS_SRC_ALPHA:
2016 layer->texflags |= TEXF_ALPHA;
2019 switch(layer->blendfunc[1])
2022 case GL_ONE_MINUS_SRC_ALPHA:
2023 layer->texflags |= TEXF_ALPHA;
2026 if (!(shader.surfaceparms & Q3SURFACEPARM_NOMIPMAPS))
2027 layer->texflags |= TEXF_MIPMAP;
2028 if (!(shader.textureflags & Q3TEXTUREFLAG_NOPICMIP))
2029 layer->texflags |= TEXF_PICMIP | TEXF_COMPRESS;
2030 if (layer->clampmap)
2031 layer->texflags |= TEXF_CLAMP;
2035 for (j = 0;strcasecmp(com_token, "\n") && strcasecmp(com_token, "}");j++)
2037 if (j < TEXTURE_MAXFRAMES + 4)
2039 // remap dp_water to dpwater, dp_reflect to dpreflect, etc.
2040 if(j == 0 && !strncasecmp(com_token, "dp_", 3))
2041 dpsnprintf(parameter[j], sizeof(parameter[j]), "dp%s", &com_token[3]);
2043 strlcpy(parameter[j], com_token, sizeof(parameter[j]));
2044 numparameters = j + 1;
2046 if (!COM_ParseToken_QuakeC(&text, true))
2049 //for (j = numparameters;j < TEXTURE_MAXFRAMES + 4;j++)
2050 // parameter[j][0] = 0;
2051 if (fileindex == 0 && !strcasecmp(com_token, "}"))
2053 if (developer_insane.integer)
2055 Con_DPrintf("%s: ", shader.name);
2056 for (j = 0;j < numparameters;j++)
2057 Con_DPrintf(" %s", parameter[j]);
2060 if (numparameters < 1)
2062 if (!strcasecmp(parameter[0], "surfaceparm") && numparameters >= 2)
2064 if (!strcasecmp(parameter[1], "alphashadow"))
2065 shader.surfaceparms |= Q3SURFACEPARM_ALPHASHADOW;
2066 else if (!strcasecmp(parameter[1], "areaportal"))
2067 shader.surfaceparms |= Q3SURFACEPARM_AREAPORTAL;
2068 else if (!strcasecmp(parameter[1], "botclip"))
2069 shader.surfaceparms |= Q3SURFACEPARM_BOTCLIP;
2070 else if (!strcasecmp(parameter[1], "clusterportal"))
2071 shader.surfaceparms |= Q3SURFACEPARM_CLUSTERPORTAL;
2072 else if (!strcasecmp(parameter[1], "detail"))
2073 shader.surfaceparms |= Q3SURFACEPARM_DETAIL;
2074 else if (!strcasecmp(parameter[1], "donotenter"))
2075 shader.surfaceparms |= Q3SURFACEPARM_DONOTENTER;
2076 else if (!strcasecmp(parameter[1], "dust"))
2077 shader.surfaceparms |= Q3SURFACEPARM_DUST;
2078 else if (!strcasecmp(parameter[1], "hint"))
2079 shader.surfaceparms |= Q3SURFACEPARM_HINT;
2080 else if (!strcasecmp(parameter[1], "fog"))
2081 shader.surfaceparms |= Q3SURFACEPARM_FOG;
2082 else if (!strcasecmp(parameter[1], "lava"))
2083 shader.surfaceparms |= Q3SURFACEPARM_LAVA;
2084 else if (!strcasecmp(parameter[1], "lightfilter"))
2085 shader.surfaceparms |= Q3SURFACEPARM_LIGHTFILTER;
2086 else if (!strcasecmp(parameter[1], "lightgrid"))
2087 shader.surfaceparms |= Q3SURFACEPARM_LIGHTGRID;
2088 else if (!strcasecmp(parameter[1], "metalsteps"))
2089 shader.surfaceparms |= Q3SURFACEPARM_METALSTEPS;
2090 else if (!strcasecmp(parameter[1], "nodamage"))
2091 shader.surfaceparms |= Q3SURFACEPARM_NODAMAGE;
2092 else if (!strcasecmp(parameter[1], "nodlight"))
2093 shader.surfaceparms |= Q3SURFACEPARM_NODLIGHT;
2094 else if (!strcasecmp(parameter[1], "nodraw"))
2095 shader.surfaceparms |= Q3SURFACEPARM_NODRAW;
2096 else if (!strcasecmp(parameter[1], "nodrop"))
2097 shader.surfaceparms |= Q3SURFACEPARM_NODROP;
2098 else if (!strcasecmp(parameter[1], "noimpact"))
2099 shader.surfaceparms |= Q3SURFACEPARM_NOIMPACT;
2100 else if (!strcasecmp(parameter[1], "nolightmap"))
2101 shader.surfaceparms |= Q3SURFACEPARM_NOLIGHTMAP;
2102 else if (!strcasecmp(parameter[1], "nomarks"))
2103 shader.surfaceparms |= Q3SURFACEPARM_NOMARKS;
2104 else if (!strcasecmp(parameter[1], "nomipmaps"))
2105 shader.surfaceparms |= Q3SURFACEPARM_NOMIPMAPS;
2106 else if (!strcasecmp(parameter[1], "nonsolid"))
2107 shader.surfaceparms |= Q3SURFACEPARM_NONSOLID;
2108 else if (!strcasecmp(parameter[1], "origin"))
2109 shader.surfaceparms |= Q3SURFACEPARM_ORIGIN;
2110 else if (!strcasecmp(parameter[1], "playerclip"))
2111 shader.surfaceparms |= Q3SURFACEPARM_PLAYERCLIP;
2112 else if (!strcasecmp(parameter[1], "sky"))
2113 shader.surfaceparms |= Q3SURFACEPARM_SKY;
2114 else if (!strcasecmp(parameter[1], "slick"))
2115 shader.surfaceparms |= Q3SURFACEPARM_SLICK;
2116 else if (!strcasecmp(parameter[1], "slime"))
2117 shader.surfaceparms |= Q3SURFACEPARM_SLIME;
2118 else if (!strcasecmp(parameter[1], "structural"))
2119 shader.surfaceparms |= Q3SURFACEPARM_STRUCTURAL;
2120 else if (!strcasecmp(parameter[1], "trans"))
2121 shader.surfaceparms |= Q3SURFACEPARM_TRANS;
2122 else if (!strcasecmp(parameter[1], "water"))
2123 shader.surfaceparms |= Q3SURFACEPARM_WATER;
2124 else if (!strcasecmp(parameter[1], "pointlight"))
2125 shader.surfaceparms |= Q3SURFACEPARM_POINTLIGHT;
2126 else if (!strcasecmp(parameter[1], "antiportal"))
2127 shader.surfaceparms |= Q3SURFACEPARM_ANTIPORTAL;
2130 // try custom surfaceparms
2131 for (j = 0; j < numcustsurfaceparms; j++)
2133 if (!strcasecmp(custsurfaceparmnames[j], parameter[1]))
2135 shader.surfaceparms |= custsurfaceparms[j];
2140 if (j == numcustsurfaceparms)
2141 Con_DPrintf("%s parsing warning: unknown surfaceparm \"%s\"\n", search->filenames[fileindex], parameter[1]);
2144 else if (!strcasecmp(parameter[0], "dpshadow"))
2145 shader.dpshadow = true;
2146 else if (!strcasecmp(parameter[0], "dpnoshadow"))
2147 shader.dpnoshadow = true;
2148 else if (!strcasecmp(parameter[0], "dpnortlight"))
2149 shader.dpnortlight = true;
2150 else if (!strcasecmp(parameter[0], "dpreflectcube"))
2151 strlcpy(shader.dpreflectcube, parameter[1], sizeof(shader.dpreflectcube));
2152 else if (!strcasecmp(parameter[0], "dpmeshcollisions"))
2153 shader.dpmeshcollisions = true;
2154 // this sets dpshaderkill to true if dpshaderkillifcvarzero was used, and to false if dpnoshaderkillifcvarzero was used
2155 else if (((dpshaderkill = !strcasecmp(parameter[0], "dpshaderkillifcvarzero")) || !strcasecmp(parameter[0], "dpnoshaderkillifcvarzero")) && numparameters >= 2)
2157 if (Cvar_VariableValue(parameter[1]) == 0.0f)
2158 shader.dpshaderkill = dpshaderkill;
2160 // this sets dpshaderkill to true if dpshaderkillifcvar was used, and to false if dpnoshaderkillifcvar was used
2161 else if (((dpshaderkill = !strcasecmp(parameter[0], "dpshaderkillifcvar")) || !strcasecmp(parameter[0], "dpnoshaderkillifcvar")) && numparameters >= 2)
2163 const char *op = NULL;
2164 if (numparameters >= 3)
2168 if (Cvar_VariableValue(parameter[1]) != 0.0f)
2169 shader.dpshaderkill = dpshaderkill;
2171 else if (numparameters >= 4 && !strcmp(op, "=="))
2173 if (Cvar_VariableValue(parameter[1]) == atof(parameter[3]))
2174 shader.dpshaderkill = dpshaderkill;
2176 else if (numparameters >= 4 && !strcmp(op, "!="))
2178 if (Cvar_VariableValue(parameter[1]) != atof(parameter[3]))
2179 shader.dpshaderkill = dpshaderkill;
2181 else if (numparameters >= 4 && !strcmp(op, ">"))
2183 if (Cvar_VariableValue(parameter[1]) > atof(parameter[3]))
2184 shader.dpshaderkill = dpshaderkill;
2186 else if (numparameters >= 4 && !strcmp(op, "<"))
2188 if (Cvar_VariableValue(parameter[1]) < atof(parameter[3]))
2189 shader.dpshaderkill = dpshaderkill;
2191 else if (numparameters >= 4 && !strcmp(op, ">="))
2193 if (Cvar_VariableValue(parameter[1]) >= atof(parameter[3]))
2194 shader.dpshaderkill = dpshaderkill;
2196 else if (numparameters >= 4 && !strcmp(op, "<="))
2198 if (Cvar_VariableValue(parameter[1]) <= atof(parameter[3]))
2199 shader.dpshaderkill = dpshaderkill;
2203 Con_DPrintf("%s parsing warning: unknown dpshaderkillifcvar op \"%s\", or not enough arguments\n", search->filenames[fileindex], op);
2206 else if (!strcasecmp(parameter[0], "sky") && numparameters >= 2)
2208 // some q3 skies don't have the sky parm set
2209 shader.surfaceparms |= Q3SURFACEPARM_SKY;
2210 strlcpy(shader.skyboxname, parameter[1], sizeof(shader.skyboxname));
2212 else if (!strcasecmp(parameter[0], "skyparms") && numparameters >= 2)
2214 // some q3 skies don't have the sky parm set
2215 shader.surfaceparms |= Q3SURFACEPARM_SKY;
2216 if (!atoi(parameter[1]) && strcasecmp(parameter[1], "-"))
2217 strlcpy(shader.skyboxname, parameter[1], sizeof(shader.skyboxname));
2219 else if (!strcasecmp(parameter[0], "cull") && numparameters >= 2)
2221 if (!strcasecmp(parameter[1], "disable") || !strcasecmp(parameter[1], "none") || !strcasecmp(parameter[1], "twosided"))
2222 shader.textureflags |= Q3TEXTUREFLAG_TWOSIDED;
2224 else if (!strcasecmp(parameter[0], "nomipmaps"))
2225 shader.surfaceparms |= Q3SURFACEPARM_NOMIPMAPS;
2226 else if (!strcasecmp(parameter[0], "nopicmip"))
2227 shader.textureflags |= Q3TEXTUREFLAG_NOPICMIP;
2228 else if (!strcasecmp(parameter[0], "polygonoffset"))
2229 shader.textureflags |= Q3TEXTUREFLAG_POLYGONOFFSET;
2230 else if (!strcasecmp(parameter[0], "dppolygonoffset"))
2232 shader.textureflags |= Q3TEXTUREFLAG_POLYGONOFFSET;
2233 if(numparameters >= 2)
2235 shader.biaspolygonfactor = atof(parameter[1]);
2236 if(numparameters >= 3)
2237 shader.biaspolygonoffset = atof(parameter[2]);
2239 shader.biaspolygonoffset = 0;
2242 else if (!strcasecmp(parameter[0], "dprefract") && numparameters >= 5)
2244 shader.textureflags |= Q3TEXTUREFLAG_REFRACTION;
2245 shader.refractfactor = atof(parameter[1]);
2246 Vector4Set(shader.refractcolor4f, atof(parameter[2]), atof(parameter[3]), atof(parameter[4]), 1);
2248 else if (!strcasecmp(parameter[0], "dpreflect") && numparameters >= 6)
2250 shader.textureflags |= Q3TEXTUREFLAG_REFLECTION;
2251 shader.reflectfactor = atof(parameter[1]);
2252 Vector4Set(shader.reflectcolor4f, atof(parameter[2]), atof(parameter[3]), atof(parameter[4]), atof(parameter[5]));
2254 else if (!strcasecmp(parameter[0], "dpcamera"))
2256 shader.textureflags |= Q3TEXTUREFLAG_CAMERA;
2258 else if (!strcasecmp(parameter[0], "dpwater") && numparameters >= 12)
2260 shader.textureflags |= Q3TEXTUREFLAG_WATERSHADER;
2261 shader.reflectmin = atof(parameter[1]);
2262 shader.reflectmax = atof(parameter[2]);
2263 shader.refractfactor = atof(parameter[3]);
2264 shader.reflectfactor = atof(parameter[4]);
2265 Vector4Set(shader.refractcolor4f, atof(parameter[5]), atof(parameter[6]), atof(parameter[7]), 1);
2266 Vector4Set(shader.reflectcolor4f, atof(parameter[8]), atof(parameter[9]), atof(parameter[10]), 1);
2267 shader.r_water_wateralpha = atof(parameter[11]);
2269 else if (!strcasecmp(parameter[0], "dpwaterscroll") && numparameters >= 3)
2271 shader.r_water_waterscroll[0] = 1/atof(parameter[1]);
2272 shader.r_water_waterscroll[1] = 1/atof(parameter[2]);
2274 else if (!strcasecmp(parameter[0], "dpglossintensitymod") && numparameters >= 2)
2276 shader.specularscalemod = atof(parameter[1]);
2278 else if (!strcasecmp(parameter[0], "dpglossexponentmod") && numparameters >= 2)
2280 shader.specularpowermod = atof(parameter[1]);
2282 else if (!strcasecmp(parameter[0], "dprtlightambient") && numparameters >= 2)
2284 shader.rtlightambient = atof(parameter[1]);
2286 else if (!strcasecmp(parameter[0], "dpoffsetmapping") && numparameters >= 2)
2288 if (!strcasecmp(parameter[1], "disable") || !strcasecmp(parameter[1], "none") || !strcasecmp(parameter[1], "off"))
2289 shader.offsetmapping = OFFSETMAPPING_OFF;
2290 else if (!strcasecmp(parameter[1], "default") || !strcasecmp(parameter[1], "normal"))
2291 shader.offsetmapping = OFFSETMAPPING_DEFAULT;
2292 else if (!strcasecmp(parameter[1], "linear"))
2293 shader.offsetmapping = OFFSETMAPPING_LINEAR;
2294 else if (!strcasecmp(parameter[1], "relief"))
2295 shader.offsetmapping = OFFSETMAPPING_RELIEF;
2296 if (numparameters >= 3)
2297 shader.offsetscale = atof(parameter[2]);
2298 if (numparameters >= 5)
2300 if(!strcasecmp(parameter[3], "bias"))
2301 shader.offsetbias = atof(parameter[4]);
2302 else if(!strcasecmp(parameter[3], "match"))
2303 shader.offsetbias = 1.0f - atof(parameter[4]);
2304 else if(!strcasecmp(parameter[3], "match8"))
2305 shader.offsetbias = 1.0f - atof(parameter[4]) / 255.0f;
2306 else if(!strcasecmp(parameter[3], "match16"))
2307 shader.offsetbias = 1.0f - atof(parameter[4]) / 65535.0f;
2310 else if (!strcasecmp(parameter[0], "deformvertexes") && numparameters >= 2)
2313 for (deformindex = 0;deformindex < Q3MAXDEFORMS;deformindex++)
2314 if (!shader.deforms[deformindex].deform)
2316 if (deformindex < Q3MAXDEFORMS)
2318 for (i = 0;i < numparameters - 2 && i < Q3DEFORM_MAXPARMS;i++)
2319 shader.deforms[deformindex].parms[i] = atof(parameter[i+2]);
2320 if (!strcasecmp(parameter[1], "projectionshadow")) shader.deforms[deformindex].deform = Q3DEFORM_PROJECTIONSHADOW;
2321 else if (!strcasecmp(parameter[1], "autosprite" )) shader.deforms[deformindex].deform = Q3DEFORM_AUTOSPRITE;
2322 else if (!strcasecmp(parameter[1], "autosprite2" )) shader.deforms[deformindex].deform = Q3DEFORM_AUTOSPRITE2;
2323 else if (!strcasecmp(parameter[1], "text0" )) shader.deforms[deformindex].deform = Q3DEFORM_TEXT0;
2324 else if (!strcasecmp(parameter[1], "text1" )) shader.deforms[deformindex].deform = Q3DEFORM_TEXT1;
2325 else if (!strcasecmp(parameter[1], "text2" )) shader.deforms[deformindex].deform = Q3DEFORM_TEXT2;
2326 else if (!strcasecmp(parameter[1], "text3" )) shader.deforms[deformindex].deform = Q3DEFORM_TEXT3;
2327 else if (!strcasecmp(parameter[1], "text4" )) shader.deforms[deformindex].deform = Q3DEFORM_TEXT4;
2328 else if (!strcasecmp(parameter[1], "text5" )) shader.deforms[deformindex].deform = Q3DEFORM_TEXT5;
2329 else if (!strcasecmp(parameter[1], "text6" )) shader.deforms[deformindex].deform = Q3DEFORM_TEXT6;
2330 else if (!strcasecmp(parameter[1], "text7" )) shader.deforms[deformindex].deform = Q3DEFORM_TEXT7;
2331 else if (!strcasecmp(parameter[1], "bulge" )) shader.deforms[deformindex].deform = Q3DEFORM_BULGE;
2332 else if (!strcasecmp(parameter[1], "normal" )) shader.deforms[deformindex].deform = Q3DEFORM_NORMAL;
2333 else if (!strcasecmp(parameter[1], "wave" ))
2335 shader.deforms[deformindex].deform = Q3DEFORM_WAVE;
2336 shader.deforms[deformindex].wavefunc = Mod_LoadQ3Shaders_EnumerateWaveFunc(parameter[3]);
2337 for (i = 0;i < numparameters - 4 && i < Q3WAVEPARMS;i++)
2338 shader.deforms[deformindex].waveparms[i] = atof(parameter[i+4]);
2340 else if (!strcasecmp(parameter[1], "move" ))
2342 shader.deforms[deformindex].deform = Q3DEFORM_MOVE;
2343 shader.deforms[deformindex].wavefunc = Mod_LoadQ3Shaders_EnumerateWaveFunc(parameter[5]);
2344 for (i = 0;i < numparameters - 6 && i < Q3WAVEPARMS;i++)
2345 shader.deforms[deformindex].waveparms[i] = atof(parameter[i+6]);
2350 // hide this shader if a cvar said it should be killed
2351 if (shader.dpshaderkill)
2352 shader.numlayers = 0;
2353 // pick the primary layer to render with
2354 if (shader.numlayers)
2356 shader.backgroundlayer = -1;
2357 shader.primarylayer = 0;
2358 // if lightmap comes first this is definitely an ordinary texture
2359 // if the first two layers have the correct blendfuncs and use vertex alpha, it is a blended terrain shader
2360 if ((shader.layers[shader.primarylayer].texturename != NULL)
2361 && !strcasecmp(shader.layers[shader.primarylayer].texturename[0], "$lightmap"))
2363 shader.backgroundlayer = -1;
2364 shader.primarylayer = 1;
2366 else if (shader.numlayers >= 2
2367 && shader.layers[1].alphagen.alphagen == Q3ALPHAGEN_VERTEX
2368 && (shader.layers[0].blendfunc[0] == GL_ONE && shader.layers[0].blendfunc[1] == GL_ZERO && !shader.layers[0].alphatest)
2369 && ((shader.layers[1].blendfunc[0] == GL_SRC_ALPHA && shader.layers[1].blendfunc[1] == GL_ONE_MINUS_SRC_ALPHA)
2370 || (shader.layers[1].blendfunc[0] == GL_ONE && shader.layers[1].blendfunc[1] == GL_ZERO && shader.layers[1].alphatest)))
2372 // terrain blending or other effects
2373 shader.backgroundlayer = 0;
2374 shader.primarylayer = 1;
2377 // fix up multiple reflection types
2378 if(shader.textureflags & Q3TEXTUREFLAG_WATERSHADER)
2379 shader.textureflags &= ~(Q3TEXTUREFLAG_REFRACTION | Q3TEXTUREFLAG_REFLECTION | Q3TEXTUREFLAG_CAMERA);
2381 Q3Shader_AddToHash (&shader);
2385 FS_FreeSearch(search);
2386 // free custinfoparm values
2387 for (j = 0; j < numcustsurfaceparms; j++)
2388 Mem_Free(custsurfaceparmnames[j]);
2391 q3shaderinfo_t *Mod_LookupQ3Shader(const char *name)
2393 unsigned short hash;
2394 q3shader_hash_entry_t* entry;
2396 Mod_LoadQ3Shaders();
2397 hash = CRC_Block_CaseInsensitive ((const unsigned char *)name, strlen (name));
2398 entry = q3shader_data->hash + (hash % Q3SHADER_HASH_SIZE);
2399 while (entry != NULL)
2401 if (strcasecmp (entry->shader.name, name) == 0)
2402 return &entry->shader;
2403 entry = entry->chain;
2408 qboolean Mod_LoadTextureFromQ3Shader(texture_t *texture, const char *name, qboolean warnmissing, qboolean fallback, int defaulttexflags)
2411 int texflagsmask, texflagsor;
2412 qboolean success = true;
2413 q3shaderinfo_t *shader;
2416 strlcpy(texture->name, name, sizeof(texture->name));
2417 shader = name[0] ? Mod_LookupQ3Shader(name) : NULL;
2420 if(!(defaulttexflags & TEXF_PICMIP))
2421 texflagsmask &= ~TEXF_PICMIP;
2422 if(!(defaulttexflags & TEXF_COMPRESS))
2423 texflagsmask &= ~TEXF_COMPRESS;
2425 if(defaulttexflags & TEXF_ISWORLD)
2426 texflagsor |= TEXF_ISWORLD;
2427 if(defaulttexflags & TEXF_ISSPRITE)
2428 texflagsor |= TEXF_ISSPRITE;
2429 // unless later loaded from the shader
2430 texture->offsetmapping = (mod_noshader_default_offsetmapping.value) ? OFFSETMAPPING_DEFAULT : OFFSETMAPPING_OFF;
2431 texture->offsetscale = 1;
2432 texture->offsetbias = 0;
2433 texture->specularscalemod = 1;
2434 texture->specularpowermod = 1;
2435 texture->rtlightambient = 0;
2436 // WHEN ADDING DEFAULTS HERE, REMEMBER TO SYNC TO SHADER LOADING ABOVE
2437 // HERE, AND Q1BSP LOADING
2438 // JUST GREP FOR "specularscalemod = 1".
2442 if (developer_loading.integer)
2443 Con_Printf("%s: loaded shader for %s\n", loadmodel->name, name);
2444 texture->surfaceparms = shader->surfaceparms;
2446 // allow disabling of picmip or compression by defaulttexflags
2447 texture->textureflags = (shader->textureflags & texflagsmask) | texflagsor;
2449 if (shader->surfaceparms & Q3SURFACEPARM_SKY)
2451 texture->basematerialflags = MATERIALFLAG_SKY | MATERIALFLAG_NOSHADOW;
2452 if (shader->skyboxname[0])
2454 // quake3 seems to append a _ to the skybox name, so this must do so as well
2455 dpsnprintf(loadmodel->brush.skybox, sizeof(loadmodel->brush.skybox), "%s_", shader->skyboxname);
2458 else if ((texture->surfaceflags & Q3SURFACEFLAG_NODRAW) || shader->numlayers == 0)
2459 texture->basematerialflags = MATERIALFLAG_NODRAW | MATERIALFLAG_NOSHADOW;
2461 texture->basematerialflags = MATERIALFLAG_WALL;
2463 if (shader->layers[0].alphatest)
2464 texture->basematerialflags |= MATERIALFLAG_ALPHATEST | MATERIALFLAG_NOSHADOW;
2465 if (shader->textureflags & Q3TEXTUREFLAG_TWOSIDED)
2466 texture->basematerialflags |= MATERIALFLAG_NOSHADOW | MATERIALFLAG_NOCULLFACE;
2467 if (shader->textureflags & Q3TEXTUREFLAG_POLYGONOFFSET)
2469 texture->biaspolygonoffset += shader->biaspolygonoffset;
2470 texture->biaspolygonfactor += shader->biaspolygonfactor;
2472 if (shader->textureflags & Q3TEXTUREFLAG_REFRACTION)
2473 texture->basematerialflags |= MATERIALFLAG_REFRACTION;
2474 if (shader->textureflags & Q3TEXTUREFLAG_REFLECTION)
2475 texture->basematerialflags |= MATERIALFLAG_REFLECTION;
2476 if (shader->textureflags & Q3TEXTUREFLAG_WATERSHADER)
2477 texture->basematerialflags |= MATERIALFLAG_WATERSHADER;
2478 if (shader->textureflags & Q3TEXTUREFLAG_CAMERA)
2479 texture->basematerialflags |= MATERIALFLAG_CAMERA;
2480 texture->customblendfunc[0] = GL_ONE;
2481 texture->customblendfunc[1] = GL_ZERO;
2482 if (shader->numlayers > 0)
2484 texture->customblendfunc[0] = shader->layers[0].blendfunc[0];
2485 texture->customblendfunc[1] = shader->layers[0].blendfunc[1];
2487 Q3 shader blendfuncs actually used in the game (* = supported by DP)
2488 * additive GL_ONE GL_ONE
2489 additive weird GL_ONE GL_SRC_ALPHA
2490 additive weird 2 GL_ONE GL_ONE_MINUS_SRC_ALPHA
2491 * alpha GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA
2492 alpha inverse GL_ONE_MINUS_SRC_ALPHA GL_SRC_ALPHA
2493 brighten GL_DST_COLOR GL_ONE
2494 brighten GL_ONE GL_SRC_COLOR
2495 brighten weird GL_DST_COLOR GL_ONE_MINUS_DST_ALPHA
2496 brighten weird 2 GL_DST_COLOR GL_SRC_ALPHA
2497 * modulate GL_DST_COLOR GL_ZERO
2498 * modulate GL_ZERO GL_SRC_COLOR
2499 modulate inverse GL_ZERO GL_ONE_MINUS_SRC_COLOR
2500 modulate inverse alpha GL_ZERO GL_SRC_ALPHA
2501 modulate weird inverse GL_ONE_MINUS_DST_COLOR GL_ZERO
2502 * modulate x2 GL_DST_COLOR GL_SRC_COLOR
2503 * no blend GL_ONE GL_ZERO
2504 nothing GL_ZERO GL_ONE
2506 // if not opaque, figure out what blendfunc to use
2507 if (shader->layers[0].blendfunc[0] != GL_ONE || shader->layers[0].blendfunc[1] != GL_ZERO)
2509 if (shader->layers[0].blendfunc[0] == GL_ONE && shader->layers[0].blendfunc[1] == GL_ONE)
2510 texture->basematerialflags |= MATERIALFLAG_ADD | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
2511 else if (shader->layers[0].blendfunc[0] == GL_SRC_ALPHA && shader->layers[0].blendfunc[1] == GL_ONE)
2512 texture->basematerialflags |= MATERIALFLAG_ADD | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
2513 else if (shader->layers[0].blendfunc[0] == GL_SRC_ALPHA && shader->layers[0].blendfunc[1] == GL_ONE_MINUS_SRC_ALPHA)
2514 texture->basematerialflags |= MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
2516 texture->basematerialflags |= MATERIALFLAG_CUSTOMBLEND | MATERIALFLAG_FULLBRIGHT | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
2519 if (!shader->lighting)
2520 texture->basematerialflags |= MATERIALFLAG_FULLBRIGHT;
2521 if (shader->primarylayer >= 0)
2523 q3shaderinfo_layer_t* primarylayer = shader->layers + shader->primarylayer;
2524 // copy over many primarylayer parameters
2525 texture->rgbgen = primarylayer->rgbgen;
2526 texture->alphagen = primarylayer->alphagen;
2527 texture->tcgen = primarylayer->tcgen;
2528 memcpy(texture->tcmods, primarylayer->tcmods, sizeof(texture->tcmods));
2529 // load the textures
2530 texture->numskinframes = primarylayer->numframes;
2531 texture->skinframerate = primarylayer->framerate;
2532 for (j = 0;j < primarylayer->numframes;j++)
2534 if(cls.state == ca_dedicated)
2536 texture->skinframes[j] = NULL;
2538 else if (!(texture->skinframes[j] = R_SkinFrame_LoadExternal(primarylayer->texturename[j], (primarylayer->texflags & texflagsmask) | texflagsor, false)))
2540 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);
2541 texture->skinframes[j] = R_SkinFrame_LoadMissing();
2545 if (shader->backgroundlayer >= 0)
2547 q3shaderinfo_layer_t* backgroundlayer = shader->layers + shader->backgroundlayer;
2548 // copy over one secondarylayer parameter
2549 memcpy(texture->backgroundtcmods, backgroundlayer->tcmods, sizeof(texture->backgroundtcmods));
2550 // load the textures
2551 texture->backgroundnumskinframes = backgroundlayer->numframes;
2552 texture->backgroundskinframerate = backgroundlayer->framerate;
2553 for (j = 0;j < backgroundlayer->numframes;j++)
2555 if(cls.state == ca_dedicated)
2557 texture->skinframes[j] = NULL;
2559 else if (!(texture->backgroundskinframes[j] = R_SkinFrame_LoadExternal(backgroundlayer->texturename[j], (backgroundlayer->texflags & texflagsmask) | texflagsor, false)))
2561 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);
2562 texture->backgroundskinframes[j] = R_SkinFrame_LoadMissing();
2566 if (shader->dpshadow)
2567 texture->basematerialflags &= ~MATERIALFLAG_NOSHADOW;
2568 if (shader->dpnoshadow)
2569 texture->basematerialflags |= MATERIALFLAG_NOSHADOW;
2570 if (shader->dpnortlight)
2571 texture->basematerialflags |= MATERIALFLAG_NORTLIGHT;
2572 memcpy(texture->deforms, shader->deforms, sizeof(texture->deforms));
2573 texture->reflectmin = shader->reflectmin;
2574 texture->reflectmax = shader->reflectmax;
2575 texture->refractfactor = shader->refractfactor;
2576 Vector4Copy(shader->refractcolor4f, texture->refractcolor4f);
2577 texture->reflectfactor = shader->reflectfactor;
2578 Vector4Copy(shader->reflectcolor4f, texture->reflectcolor4f);
2579 texture->r_water_wateralpha = shader->r_water_wateralpha;
2580 Vector2Copy(shader->r_water_waterscroll, texture->r_water_waterscroll);
2581 texture->offsetmapping = shader->offsetmapping;
2582 texture->offsetscale = shader->offsetscale;
2583 texture->offsetbias = shader->offsetbias;
2584 texture->specularscalemod = shader->specularscalemod;
2585 texture->specularpowermod = shader->specularpowermod;
2586 texture->rtlightambient = shader->rtlightambient;
2587 if (shader->dpreflectcube[0])
2588 texture->reflectcubetexture = R_GetCubemap(shader->dpreflectcube);
2590 // set up default supercontents (on q3bsp this is overridden by the q3bsp loader)
2591 texture->supercontents = SUPERCONTENTS_SOLID | SUPERCONTENTS_OPAQUE;
2592 if (shader->surfaceparms & Q3SURFACEPARM_LAVA ) texture->supercontents = SUPERCONTENTS_LAVA ;
2593 if (shader->surfaceparms & Q3SURFACEPARM_SLIME ) texture->supercontents = SUPERCONTENTS_SLIME ;
2594 if (shader->surfaceparms & Q3SURFACEPARM_WATER ) texture->supercontents = SUPERCONTENTS_WATER ;
2595 if (shader->surfaceparms & Q3SURFACEPARM_NONSOLID ) texture->supercontents = 0 ;
2596 if (shader->surfaceparms & Q3SURFACEPARM_PLAYERCLIP ) texture->supercontents = SUPERCONTENTS_PLAYERCLIP ;
2597 if (shader->surfaceparms & Q3SURFACEPARM_BOTCLIP ) texture->supercontents = SUPERCONTENTS_MONSTERCLIP ;
2598 if (shader->surfaceparms & Q3SURFACEPARM_SKY ) texture->supercontents = SUPERCONTENTS_SKY ;
2600 // if (shader->surfaceparms & Q3SURFACEPARM_ALPHASHADOW ) texture->supercontents |= SUPERCONTENTS_ALPHASHADOW ;
2601 // if (shader->surfaceparms & Q3SURFACEPARM_AREAPORTAL ) texture->supercontents |= SUPERCONTENTS_AREAPORTAL ;
2602 // if (shader->surfaceparms & Q3SURFACEPARM_CLUSTERPORTAL) texture->supercontents |= SUPERCONTENTS_CLUSTERPORTAL;
2603 // if (shader->surfaceparms & Q3SURFACEPARM_DETAIL ) texture->supercontents |= SUPERCONTENTS_DETAIL ;
2604 if (shader->surfaceparms & Q3SURFACEPARM_DONOTENTER ) texture->supercontents |= SUPERCONTENTS_DONOTENTER ;
2605 // if (shader->surfaceparms & Q3SURFACEPARM_FOG ) texture->supercontents |= SUPERCONTENTS_FOG ;
2606 if (shader->surfaceparms & Q3SURFACEPARM_LAVA ) texture->supercontents |= SUPERCONTENTS_LAVA ;
2607 // if (shader->surfaceparms & Q3SURFACEPARM_LIGHTFILTER ) texture->supercontents |= SUPERCONTENTS_LIGHTFILTER ;
2608 // if (shader->surfaceparms & Q3SURFACEPARM_METALSTEPS ) texture->supercontents |= SUPERCONTENTS_METALSTEPS ;
2609 // if (shader->surfaceparms & Q3SURFACEPARM_NODAMAGE ) texture->supercontents |= SUPERCONTENTS_NODAMAGE ;
2610 // if (shader->surfaceparms & Q3SURFACEPARM_NODLIGHT ) texture->supercontents |= SUPERCONTENTS_NODLIGHT ;
2611 // if (shader->surfaceparms & Q3SURFACEPARM_NODRAW ) texture->supercontents |= SUPERCONTENTS_NODRAW ;
2612 if (shader->surfaceparms & Q3SURFACEPARM_NODROP ) texture->supercontents |= SUPERCONTENTS_NODROP ;
2613 // if (shader->surfaceparms & Q3SURFACEPARM_NOIMPACT ) texture->supercontents |= SUPERCONTENTS_NOIMPACT ;
2614 // if (shader->surfaceparms & Q3SURFACEPARM_NOLIGHTMAP ) texture->supercontents |= SUPERCONTENTS_NOLIGHTMAP ;
2615 // if (shader->surfaceparms & Q3SURFACEPARM_NOMARKS ) texture->supercontents |= SUPERCONTENTS_NOMARKS ;
2616 // if (shader->surfaceparms & Q3SURFACEPARM_NOMIPMAPS ) texture->supercontents |= SUPERCONTENTS_NOMIPMAPS ;
2617 if (shader->surfaceparms & Q3SURFACEPARM_NONSOLID ) texture->supercontents &=~SUPERCONTENTS_SOLID ;
2618 // if (shader->surfaceparms & Q3SURFACEPARM_ORIGIN ) texture->supercontents |= SUPERCONTENTS_ORIGIN ;
2619 if (shader->surfaceparms & Q3SURFACEPARM_PLAYERCLIP ) texture->supercontents |= SUPERCONTENTS_PLAYERCLIP ;
2620 if (shader->surfaceparms & Q3SURFACEPARM_SKY ) texture->supercontents |= SUPERCONTENTS_SKY ;
2621 // if (shader->surfaceparms & Q3SURFACEPARM_SLICK ) texture->supercontents |= SUPERCONTENTS_SLICK ;
2622 if (shader->surfaceparms & Q3SURFACEPARM_SLIME ) texture->supercontents |= SUPERCONTENTS_SLIME ;
2623 // if (shader->surfaceparms & Q3SURFACEPARM_STRUCTURAL ) texture->supercontents |= SUPERCONTENTS_STRUCTURAL ;
2624 // if (shader->surfaceparms & Q3SURFACEPARM_TRANS ) texture->supercontents |= SUPERCONTENTS_TRANS ;
2625 if (shader->surfaceparms & Q3SURFACEPARM_WATER ) texture->supercontents |= SUPERCONTENTS_WATER ;
2626 // if (shader->surfaceparms & Q3SURFACEPARM_POINTLIGHT ) texture->supercontents |= SUPERCONTENTS_POINTLIGHT ;
2627 // if (shader->surfaceparms & Q3SURFACEPARM_HINT ) texture->supercontents |= SUPERCONTENTS_HINT ;
2628 // if (shader->surfaceparms & Q3SURFACEPARM_DUST ) texture->supercontents |= SUPERCONTENTS_DUST ;
2629 if (shader->surfaceparms & Q3SURFACEPARM_BOTCLIP ) texture->supercontents |= SUPERCONTENTS_BOTCLIP | SUPERCONTENTS_MONSTERCLIP;
2630 // if (shader->surfaceparms & Q3SURFACEPARM_LIGHTGRID ) texture->supercontents |= SUPERCONTENTS_LIGHTGRID ;
2631 // if (shader->surfaceparms & Q3SURFACEPARM_ANTIPORTAL ) texture->supercontents |= SUPERCONTENTS_ANTIPORTAL ;
2633 if (shader->dpmeshcollisions)
2634 texture->basematerialflags |= MATERIALFLAG_MESHCOLLISIONS;
2635 if (shader->dpshaderkill && developer_extra.integer)
2636 Con_DPrintf("^1%s:^7 killing shader ^3\"%s\" because of cvar\n", loadmodel->name, name);
2638 else if (!strcmp(texture->name, "noshader") || !texture->name[0])
2640 if (developer_extra.integer)
2641 Con_DPrintf("^1%s:^7 using fallback noshader material for ^3\"%s\"\n", loadmodel->name, name);
2642 texture->surfaceparms = 0;
2643 texture->supercontents = SUPERCONTENTS_SOLID | SUPERCONTENTS_OPAQUE;
2645 else if (!strcmp(texture->name, "common/nodraw") || !strcmp(texture->name, "textures/common/nodraw"))
2647 if (developer_extra.integer)
2648 Con_DPrintf("^1%s:^7 using fallback nodraw material for ^3\"%s\"\n", loadmodel->name, name);
2649 texture->surfaceparms = 0;
2650 texture->basematerialflags = MATERIALFLAG_NODRAW | MATERIALFLAG_NOSHADOW;
2651 texture->supercontents = SUPERCONTENTS_SOLID;
2655 if (developer_extra.integer)
2656 Con_DPrintf("^1%s:^7 No shader found for texture ^3\"%s\"\n", loadmodel->name, texture->name);
2657 texture->surfaceparms = 0;
2658 if (texture->surfaceflags & Q3SURFACEFLAG_NODRAW)
2660 texture->basematerialflags |= MATERIALFLAG_NODRAW | MATERIALFLAG_NOSHADOW;
2661 texture->supercontents = SUPERCONTENTS_SOLID;
2663 else if (texture->surfaceflags & Q3SURFACEFLAG_SKY)
2665 texture->basematerialflags |= MATERIALFLAG_SKY | MATERIALFLAG_NOSHADOW;
2666 texture->supercontents = SUPERCONTENTS_SKY;
2670 texture->basematerialflags |= MATERIALFLAG_WALL;
2671 texture->supercontents = SUPERCONTENTS_SOLID | SUPERCONTENTS_OPAQUE;
2673 texture->numskinframes = 1;
2674 if(cls.state == ca_dedicated)
2676 texture->skinframes[0] = NULL;
2683 if ((texture->skinframes[0] = R_SkinFrame_LoadExternal(texture->name, defaulttexflags, false)))
2685 if(texture->skinframes[0]->hasalpha)
2686 texture->basematerialflags |= MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
2693 if (!success && warnmissing)
2694 Con_Printf("^1%s:^7 could not load texture ^3\"%s\"\n", loadmodel->name, texture->name);
2697 // init the animation variables
2698 texture->currentframe = texture;
2699 if (texture->numskinframes < 1)
2700 texture->numskinframes = 1;
2701 if (!texture->skinframes[0])
2702 texture->skinframes[0] = R_SkinFrame_LoadMissing();
2703 texture->currentskinframe = texture->skinframes[0];
2704 texture->backgroundcurrentskinframe = texture->backgroundskinframes[0];
2708 skinfile_t *Mod_LoadSkinFiles(void)
2710 int i, words, line, wordsoverflow;
2713 skinfile_t *skinfile = NULL, *first = NULL;
2714 skinfileitem_t *skinfileitem;
2715 char word[10][MAX_QPATH];
2720 U_bodyBox,models/players/Legoman/BikerA2.tga
2721 U_RArm,models/players/Legoman/BikerA1.tga
2722 U_LArm,models/players/Legoman/BikerA1.tga
2723 U_armor,common/nodraw
2724 U_sword,common/nodraw
2725 U_shield,common/nodraw
2726 U_homb,common/nodraw
2727 U_backpack,common/nodraw
2728 U_colcha,common/nodraw
2733 memset(word, 0, sizeof(word));
2734 for (i = 0;i < 256 && (data = text = (char *)FS_LoadFile(va(vabuf, sizeof(vabuf), "%s_%i.skin", loadmodel->name, i), tempmempool, true, NULL));i++)
2736 // If it's the first file we parse
2737 if (skinfile == NULL)
2739 skinfile = (skinfile_t *)Mem_Alloc(loadmodel->mempool, sizeof(skinfile_t));
2744 skinfile->next = (skinfile_t *)Mem_Alloc(loadmodel->mempool, sizeof(skinfile_t));
2745 skinfile = skinfile->next;
2747 skinfile->next = NULL;
2749 for(line = 0;;line++)
2752 if (!COM_ParseToken_QuakeC(&data, true))
2754 if (!strcmp(com_token, "\n"))
2757 wordsoverflow = false;
2761 strlcpy(word[words++], com_token, sizeof (word[0]));
2763 wordsoverflow = true;
2765 while (COM_ParseToken_QuakeC(&data, true) && strcmp(com_token, "\n"));
2768 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);
2771 // words is always >= 1
2772 if (!strcmp(word[0], "replace"))
2776 if (developer_loading.integer)
2777 Con_Printf("Mod_LoadSkinFiles: parsed mesh \"%s\" shader replacement \"%s\"\n", word[1], word[2]);
2778 skinfileitem = (skinfileitem_t *)Mem_Alloc(loadmodel->mempool, sizeof(skinfileitem_t));
2779 skinfileitem->next = skinfile->items;
2780 skinfile->items = skinfileitem;
2781 strlcpy (skinfileitem->name, word[1], sizeof (skinfileitem->name));
2782 strlcpy (skinfileitem->replacement, word[2], sizeof (skinfileitem->replacement));
2785 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]);
2787 else if (words >= 2 && !strncmp(word[0], "tag_", 4))
2789 // tag name, like "tag_weapon,"
2790 // not used for anything (not even in Quake3)
2792 else if (words >= 2 && !strcmp(word[1], ","))
2794 // mesh shader name, like "U_RArm,models/players/Legoman/BikerA1.tga"
2795 if (developer_loading.integer)
2796 Con_Printf("Mod_LoadSkinFiles: parsed mesh \"%s\" shader replacement \"%s\"\n", word[0], word[2]);
2797 skinfileitem = (skinfileitem_t *)Mem_Alloc(loadmodel->mempool, sizeof(skinfileitem_t));
2798 skinfileitem->next = skinfile->items;
2799 skinfile->items = skinfileitem;
2800 strlcpy (skinfileitem->name, word[0], sizeof (skinfileitem->name));
2801 strlcpy (skinfileitem->replacement, word[2], sizeof (skinfileitem->replacement));
2804 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);
2809 loadmodel->numskins = i;
2813 void Mod_FreeSkinFiles(skinfile_t *skinfile)
2816 skinfileitem_t *skinfileitem, *nextitem;
2817 for (;skinfile;skinfile = next)
2819 next = skinfile->next;
2820 for (skinfileitem = skinfile->items;skinfileitem;skinfileitem = nextitem)
2822 nextitem = skinfileitem->next;
2823 Mem_Free(skinfileitem);
2829 int Mod_CountSkinFiles(skinfile_t *skinfile)
2832 for (i = 0;skinfile;skinfile = skinfile->next, i++);
2836 void Mod_SnapVertices(int numcomponents, int numvertices, float *vertices, float snap)
2839 double isnap = 1.0 / snap;
2840 for (i = 0;i < numvertices*numcomponents;i++)
2841 vertices[i] = floor(vertices[i]*isnap)*snap;
2844 int Mod_RemoveDegenerateTriangles(int numtriangles, const int *inelement3i, int *outelement3i, const float *vertex3f)
2846 int i, outtriangles;
2847 float edgedir1[3], edgedir2[3], temp[3];
2848 // a degenerate triangle is one with no width (thickness, surface area)
2849 // these are characterized by having all 3 points colinear (along a line)
2850 // or having two points identical
2851 // the simplest check is to calculate the triangle's area
2852 for (i = 0, outtriangles = 0;i < numtriangles;i++, inelement3i += 3)
2854 // calculate first edge
2855 VectorSubtract(vertex3f + inelement3i[1] * 3, vertex3f + inelement3i[0] * 3, edgedir1);
2856 VectorSubtract(vertex3f + inelement3i[2] * 3, vertex3f + inelement3i[0] * 3, edgedir2);
2857 CrossProduct(edgedir1, edgedir2, temp);
2858 if (VectorLength2(temp) < 0.001f)
2859 continue; // degenerate triangle (no area)
2860 // valid triangle (has area)
2861 VectorCopy(inelement3i, outelement3i);
2865 return outtriangles;
2868 void Mod_VertexRangeFromElements(int numelements, const int *elements, int *firstvertexpointer, int *lastvertexpointer)
2871 int firstvertex, lastvertex;
2872 if (numelements > 0 && elements)
2874 firstvertex = lastvertex = elements[0];
2875 for (i = 1;i < numelements;i++)
2878 firstvertex = min(firstvertex, e);
2879 lastvertex = max(lastvertex, e);
2883 firstvertex = lastvertex = 0;
2884 if (firstvertexpointer)
2885 *firstvertexpointer = firstvertex;
2886 if (lastvertexpointer)
2887 *lastvertexpointer = lastvertex;
2890 void Mod_MakeSortedSurfaces(dp_model_t *mod)
2892 // make an optimal set of texture-sorted batches to draw...
2894 int *firstsurfacefortexture;
2895 int *numsurfacesfortexture;
2896 if (!mod->sortedmodelsurfaces)
2897 mod->sortedmodelsurfaces = (int *) Mem_Alloc(loadmodel->mempool, mod->nummodelsurfaces * sizeof(*mod->sortedmodelsurfaces));
2898 firstsurfacefortexture = (int *) Mem_Alloc(tempmempool, mod->num_textures * sizeof(*firstsurfacefortexture));
2899 numsurfacesfortexture = (int *) Mem_Alloc(tempmempool, mod->num_textures * sizeof(*numsurfacesfortexture));
2900 memset(numsurfacesfortexture, 0, mod->num_textures * sizeof(*numsurfacesfortexture));
2901 for (j = 0;j < mod->nummodelsurfaces;j++)
2903 const msurface_t *surface = mod->data_surfaces + j + mod->firstmodelsurface;
2904 int t = (int)(surface->texture - mod->data_textures);
2905 numsurfacesfortexture[t]++;
2908 for (t = 0;t < mod->num_textures;t++)
2910 firstsurfacefortexture[t] = j;
2911 j += numsurfacesfortexture[t];
2913 for (j = 0;j < mod->nummodelsurfaces;j++)
2915 const msurface_t *surface = mod->data_surfaces + j + mod->firstmodelsurface;
2916 int t = (int)(surface->texture - mod->data_textures);
2917 mod->sortedmodelsurfaces[firstsurfacefortexture[t]++] = j + mod->firstmodelsurface;
2919 Mem_Free(firstsurfacefortexture);
2920 Mem_Free(numsurfacesfortexture);
2923 void Mod_BuildVBOs(void)
2925 if (!loadmodel->surfmesh.num_vertices)
2928 if (gl_paranoid.integer && loadmodel->surfmesh.data_element3s && loadmodel->surfmesh.data_element3i)
2931 for (i = 0;i < loadmodel->surfmesh.num_triangles*3;i++)
2933 if (loadmodel->surfmesh.data_element3s[i] != loadmodel->surfmesh.data_element3i[i])
2935 Con_Printf("Mod_BuildVBOs: element %u is incorrect (%u should be %u)\n", i, loadmodel->surfmesh.data_element3s[i], loadmodel->surfmesh.data_element3i[i]);
2936 loadmodel->surfmesh.data_element3s[i] = loadmodel->surfmesh.data_element3i[i];
2941 // build r_vertexmesh_t array
2942 // (compressed interleaved array for D3D)
2943 if (!loadmodel->surfmesh.vertexmesh && vid.useinterleavedarrays)
2946 int numvertices = loadmodel->surfmesh.num_vertices;
2947 r_vertexmesh_t *vertexmesh;
2948 loadmodel->surfmesh.vertexmesh = vertexmesh = (r_vertexmesh_t*)Mem_Alloc(loadmodel->mempool, numvertices * sizeof(*loadmodel->surfmesh.vertexmesh));
2949 for (vertexindex = 0;vertexindex < numvertices;vertexindex++, vertexmesh++)
2951 VectorCopy(loadmodel->surfmesh.data_vertex3f + 3*vertexindex, vertexmesh->vertex3f);
2952 VectorScale(loadmodel->surfmesh.data_svector3f + 3*vertexindex, 1.0f, vertexmesh->svector3f);
2953 VectorScale(loadmodel->surfmesh.data_tvector3f + 3*vertexindex, 1.0f, vertexmesh->tvector3f);
2954 VectorScale(loadmodel->surfmesh.data_normal3f + 3*vertexindex, 1.0f, vertexmesh->normal3f);
2955 if (loadmodel->surfmesh.data_lightmapcolor4f)
2956 Vector4Copy(loadmodel->surfmesh.data_lightmapcolor4f + 4*vertexindex, vertexmesh->color4f);
2957 Vector2Copy(loadmodel->surfmesh.data_texcoordtexture2f + 2*vertexindex, vertexmesh->texcoordtexture2f);
2958 if (loadmodel->surfmesh.data_texcoordlightmap2f)
2959 Vector2Scale(loadmodel->surfmesh.data_texcoordlightmap2f + 2*vertexindex, 1.0f, vertexmesh->texcoordlightmap2f);
2963 // upload r_vertexmesh_t array as a buffer
2964 if (loadmodel->surfmesh.vertexmesh && !loadmodel->surfmesh.vertexmeshbuffer)
2965 loadmodel->surfmesh.vertexmeshbuffer = R_Mesh_CreateMeshBuffer(loadmodel->surfmesh.vertexmesh, loadmodel->surfmesh.num_vertices * sizeof(*loadmodel->surfmesh.vertexmesh), loadmodel->name, false, false, false);
2967 // upload vertex3f array as a buffer
2968 if (loadmodel->surfmesh.data_vertex3f && !loadmodel->surfmesh.vertex3fbuffer)
2969 loadmodel->surfmesh.vertex3fbuffer = R_Mesh_CreateMeshBuffer(loadmodel->surfmesh.data_vertex3f, loadmodel->surfmesh.num_vertices * sizeof(float[3]), loadmodel->name, false, false, false);
2971 // upload short indices as a buffer
2972 if (loadmodel->surfmesh.data_element3s && !loadmodel->surfmesh.data_element3s_indexbuffer)
2973 loadmodel->surfmesh.data_element3s_indexbuffer = R_Mesh_CreateMeshBuffer(loadmodel->surfmesh.data_element3s, loadmodel->surfmesh.num_triangles * sizeof(short[3]), loadmodel->name, true, false, true);
2975 // upload int indices as a buffer
2976 if (loadmodel->surfmesh.data_element3i && !loadmodel->surfmesh.data_element3i_indexbuffer && !loadmodel->surfmesh.data_element3s)
2977 loadmodel->surfmesh.data_element3i_indexbuffer = R_Mesh_CreateMeshBuffer(loadmodel->surfmesh.data_element3i, loadmodel->surfmesh.num_triangles * sizeof(int[3]), loadmodel->name, true, false, false);
2979 // only build a vbo if one has not already been created (this is important for brush models which load specially)
2980 // vertex buffer is several arrays and we put them in the same buffer
2982 // is this wise? the texcoordtexture2f array is used with dynamic
2983 // vertex/svector/tvector/normal when rendering animated models, on the
2984 // other hand animated models don't use a lot of vertices anyway...
2985 if (!loadmodel->surfmesh.vbo_vertexbuffer && !vid.useinterleavedarrays)
2990 loadmodel->surfmesh.vbooffset_vertex3f = size;if (loadmodel->surfmesh.data_vertex3f ) size += loadmodel->surfmesh.num_vertices * sizeof(float[3]);
2991 loadmodel->surfmesh.vbooffset_svector3f = size;if (loadmodel->surfmesh.data_svector3f ) size += loadmodel->surfmesh.num_vertices * sizeof(float[3]);
2992 loadmodel->surfmesh.vbooffset_tvector3f = size;if (loadmodel->surfmesh.data_tvector3f ) size += loadmodel->surfmesh.num_vertices * sizeof(float[3]);
2993 loadmodel->surfmesh.vbooffset_normal3f = size;if (loadmodel->surfmesh.data_normal3f ) size += loadmodel->surfmesh.num_vertices * sizeof(float[3]);
2994 loadmodel->surfmesh.vbooffset_texcoordtexture2f = size;if (loadmodel->surfmesh.data_texcoordtexture2f ) size += loadmodel->surfmesh.num_vertices * sizeof(float[2]);
2995 loadmodel->surfmesh.vbooffset_texcoordlightmap2f = size;if (loadmodel->surfmesh.data_texcoordlightmap2f) size += loadmodel->surfmesh.num_vertices * sizeof(float[2]);
2996 loadmodel->surfmesh.vbooffset_lightmapcolor4f = size;if (loadmodel->surfmesh.data_lightmapcolor4f ) size += loadmodel->surfmesh.num_vertices * sizeof(float[4]);
2997 mem = (unsigned char *)Mem_Alloc(tempmempool, size);
2998 if (loadmodel->surfmesh.data_vertex3f ) memcpy(mem + loadmodel->surfmesh.vbooffset_vertex3f , loadmodel->surfmesh.data_vertex3f , loadmodel->surfmesh.num_vertices * sizeof(float[3]));
2999 if (loadmodel->surfmesh.data_svector3f ) memcpy(mem + loadmodel->surfmesh.vbooffset_svector3f , loadmodel->surfmesh.data_svector3f , loadmodel->surfmesh.num_vertices * sizeof(float[3]));
3000 if (loadmodel->surfmesh.data_tvector3f ) memcpy(mem + loadmodel->surfmesh.vbooffset_tvector3f , loadmodel->surfmesh.data_tvector3f , loadmodel->surfmesh.num_vertices * sizeof(float[3]));
3001 if (loadmodel->surfmesh.data_normal3f ) memcpy(mem + loadmodel->surfmesh.vbooffset_normal3f , loadmodel->surfmesh.data_normal3f , loadmodel->surfmesh.num_vertices * sizeof(float[3]));
3002 if (loadmodel->surfmesh.data_texcoordtexture2f ) memcpy(mem + loadmodel->surfmesh.vbooffset_texcoordtexture2f , loadmodel->surfmesh.data_texcoordtexture2f , loadmodel->surfmesh.num_vertices * sizeof(float[2]));
3003 if (loadmodel->surfmesh.data_texcoordlightmap2f) memcpy(mem + loadmodel->surfmesh.vbooffset_texcoordlightmap2f, loadmodel->surfmesh.data_texcoordlightmap2f, loadmodel->surfmesh.num_vertices * sizeof(float[2]));
3004 if (loadmodel->surfmesh.data_lightmapcolor4f ) memcpy(mem + loadmodel->surfmesh.vbooffset_lightmapcolor4f , loadmodel->surfmesh.data_lightmapcolor4f , loadmodel->surfmesh.num_vertices * sizeof(float[4]));
3005 loadmodel->surfmesh.vbo_vertexbuffer = R_Mesh_CreateMeshBuffer(mem, size, loadmodel->name, false, false, false);
3010 static void Mod_Decompile_OBJ(dp_model_t *model, const char *filename, const char *mtlfilename, const char *originalfilename)
3012 int submodelindex, vertexindex, surfaceindex, triangleindex, textureindex, countvertices = 0, countsurfaces = 0, countfaces = 0, counttextures = 0;
3014 const char *texname;
3016 const float *v, *vn, *vt;
3018 size_t outbufferpos = 0;
3019 size_t outbuffermax = 0x100000;
3020 char *outbuffer = (char *) Z_Malloc(outbuffermax), *oldbuffer;
3021 const msurface_t *surface;
3022 const int maxtextures = 256;
3023 char *texturenames = (char *) Z_Malloc(maxtextures * MAX_QPATH);
3024 dp_model_t *submodel;
3026 // construct the mtllib file
3027 l = dpsnprintf(outbuffer + outbufferpos, outbuffermax - outbufferpos, "# mtllib for %s exported by darkplaces engine\n", originalfilename);
3030 for (surfaceindex = 0, surface = model->data_surfaces;surfaceindex < model->num_surfaces;surfaceindex++, surface++)
3033 countvertices += surface->num_vertices;
3034 countfaces += surface->num_triangles;
3035 texname = (surface->texture && surface->texture->name[0]) ? surface->texture->name : "default";
3036 for (textureindex = 0;textureindex < counttextures;textureindex++)
3037 if (!strcmp(texturenames + textureindex * MAX_QPATH, texname))
3039 if (textureindex < counttextures)
3040 continue; // already wrote this material entry
3041 if (textureindex >= maxtextures)
3042 continue; // just a precaution
3043 textureindex = counttextures++;
3044 strlcpy(texturenames + textureindex * MAX_QPATH, texname, MAX_QPATH);
3045 if (outbufferpos >= outbuffermax >> 1)
3048 oldbuffer = outbuffer;
3049 outbuffer = (char *) Z_Malloc(outbuffermax);
3050 memcpy(outbuffer, oldbuffer, outbufferpos);
3053 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");
3058 // write the mtllib file
3059 FS_WriteFile(mtlfilename, outbuffer, outbufferpos);
3061 // construct the obj file
3063 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);
3067 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)
3069 if (outbufferpos >= outbuffermax >> 1)
3072 oldbuffer = outbuffer;
3073 outbuffer = (char *) Z_Malloc(outbuffermax);
3074 memcpy(outbuffer, oldbuffer, outbufferpos);
3077 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]);
3082 for (submodelindex = 0;submodelindex < max(1, model->brush.numsubmodels);submodelindex++)
3084 l = dpsnprintf(outbuffer + outbufferpos, outbuffermax - outbufferpos, "o %i\n", submodelindex);
3087 submodel = model->brush.numsubmodels ? model->brush.submodels[submodelindex] : model;
3088 for (surfaceindex = 0;surfaceindex < submodel->nummodelsurfaces;surfaceindex++)
3090 surface = model->data_surfaces + submodel->sortedmodelsurfaces[surfaceindex];
3091 l = dpsnprintf(outbuffer + outbufferpos, outbuffermax - outbufferpos, "usemtl %s\n", (surface->texture && surface->texture->name[0]) ? surface->texture->name : "default");
3094 for (triangleindex = 0, e = model->surfmesh.data_element3i + surface->num_firsttriangle * 3;triangleindex < surface->num_triangles;triangleindex++, e += 3)
3096 if (outbufferpos >= outbuffermax >> 1)
3099 oldbuffer = outbuffer;
3100 outbuffer = (char *) Z_Malloc(outbuffermax);
3101 memcpy(outbuffer, oldbuffer, outbufferpos);
3107 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);
3114 // write the obj file
3115 FS_WriteFile(filename, outbuffer, outbufferpos);
3119 Z_Free(texturenames);
3122 Con_Printf("Wrote %s (%i bytes, %i vertices, %i faces, %i surfaces with %i distinct textures)\n", filename, (int)outbufferpos, countvertices, countfaces, countsurfaces, counttextures);
3125 static void Mod_Decompile_SMD(dp_model_t *model, const char *filename, int firstpose, int numposes, qboolean writetriangles)
3127 int countnodes = 0, counttriangles = 0, countframes = 0;
3135 size_t outbufferpos = 0;
3136 size_t outbuffermax = 0x100000;
3137 char *outbuffer = (char *) Z_Malloc(outbuffermax), *oldbuffer;
3138 const msurface_t *surface;
3139 l = dpsnprintf(outbuffer + outbufferpos, outbuffermax - outbufferpos, "version 1\nnodes\n");
3142 for (transformindex = 0;transformindex < model->num_bones;transformindex++)
3144 if (outbufferpos >= outbuffermax >> 1)
3147 oldbuffer = outbuffer;
3148 outbuffer = (char *) Z_Malloc(outbuffermax);
3149 memcpy(outbuffer, oldbuffer, outbufferpos);
3153 l = dpsnprintf(outbuffer + outbufferpos, outbuffermax - outbufferpos, "%3i \"%s\" %3i\n", transformindex, model->data_bones[transformindex].name, model->data_bones[transformindex].parent);
3157 l = dpsnprintf(outbuffer + outbufferpos, outbuffermax - outbufferpos, "end\nskeleton\n");
3160 for (poseindex = 0;poseindex < numposes;poseindex++)
3163 l = dpsnprintf(outbuffer + outbufferpos, outbuffermax - outbufferpos, "time %i\n", poseindex);
3166 for (transformindex = 0;transformindex < model->num_bones;transformindex++)
3170 matrix4x4_t posematrix;
3171 if (outbufferpos >= outbuffermax >> 1)
3174 oldbuffer = outbuffer;
3175 outbuffer = (char *) Z_Malloc(outbuffermax);
3176 memcpy(outbuffer, oldbuffer, outbufferpos);
3180 // strangely the smd angles are for a transposed matrix, so we
3181 // have to generate a transposed matrix, then convert that...
3182 Matrix4x4_FromBonePose6s(&posematrix, model->num_posescale, model->data_poses6s + 6*(model->num_bones * poseindex + transformindex));
3183 Matrix4x4_ToArray12FloatGL(&posematrix, mtest[0]);
3184 AnglesFromVectors(angles, mtest[0], mtest[2], false);
3185 if (angles[0] >= 180) angles[0] -= 360;
3186 if (angles[1] >= 180) angles[1] -= 360;
3187 if (angles[2] >= 180) angles[2] -= 360;
3191 float a = DEG2RAD(angles[ROLL]);
3192 float b = DEG2RAD(angles[PITCH]);
3193 float c = DEG2RAD(angles[YAW]);
3194 float cy, sy, cp, sp, cr, sr;
3196 // smd matrix construction, for comparing
3207 test[1][0] = sr*sp*cy+cr*-sy;
3208 test[1][1] = sr*sp*sy+cr*cy;
3210 test[2][0] = (cr*sp*cy+-sr*-sy);
3211 test[2][1] = (cr*sp*sy+-sr*cy);
3213 test[3][0] = pose[9];
3214 test[3][1] = pose[10];
3215 test[3][2] = pose[11];
3218 l = dpsnprintf(outbuffer + outbufferpos, outbuffermax - outbufferpos, "%3i %f %f %f %f %f %f\n", transformindex, mtest[3][0], mtest[3][1], mtest[3][2], DEG2RAD(angles[ROLL]), DEG2RAD(angles[PITCH]), DEG2RAD(angles[YAW]));
3223 l = dpsnprintf(outbuffer + outbufferpos, outbuffermax - outbufferpos, "end\n");
3228 l = dpsnprintf(outbuffer + outbufferpos, outbuffermax - outbufferpos, "triangles\n");
3231 for (surfaceindex = 0, surface = model->data_surfaces;surfaceindex < model->num_surfaces;surfaceindex++, surface++)
3233 for (triangleindex = 0, e = model->surfmesh.data_element3i + surface->num_firsttriangle * 3;triangleindex < surface->num_triangles;triangleindex++, e += 3)
3236 if (outbufferpos >= outbuffermax >> 1)
3239 oldbuffer = outbuffer;
3240 outbuffer = (char *) Z_Malloc(outbuffermax);
3241 memcpy(outbuffer, oldbuffer, outbufferpos);
3244 l = dpsnprintf(outbuffer + outbufferpos, outbuffermax - outbufferpos, "%s\n", surface->texture && surface->texture->name[0] ? surface->texture->name : "default.bmp");
3247 for (cornerindex = 0;cornerindex < 3;cornerindex++)
3249 const int index = e[2-cornerindex];
3250 const float *v = model->surfmesh.data_vertex3f + index * 3;
3251 const float *vn = model->surfmesh.data_normal3f + index * 3;
3252 const float *vt = model->surfmesh.data_texcoordtexture2f + index * 2;
3253 const int b = model->surfmesh.blends[index];
3254 if (b < model->num_bones)
3255 l = dpsnprintf(outbuffer + outbufferpos, outbuffermax - outbufferpos, "%3i %f %f %f %f %f %f %f %f\n" , b, v[0], v[1], v[2], vn[0], vn[1], vn[2], vt[0], 1 - vt[1]);
3258 const blendweights_t *w = model->surfmesh.data_blendweights + b - model->num_bones;
3259 const unsigned char *wi = w->index;
3260 const unsigned char *wf = w->influence;
3261 if (wf[3]) l = dpsnprintf(outbuffer + outbufferpos, outbuffermax - outbufferpos, "%3i %f %f %f %f %f %f %f %f 4 %i %f %i %f %i %f %i %f\n", wi[0], v[0], v[1], v[2], vn[0], vn[1], vn[2], vt[0], 1 - vt[1], wi[0], wf[0]/255.0f, wi[1], wf[1]/255.0f, wi[2], wf[2]/255.0f, wi[3], wf[3]/255.0f);
3262 else if (wf[2]) l = dpsnprintf(outbuffer + outbufferpos, outbuffermax - outbufferpos, "%3i %f %f %f %f %f %f %f %f 3 %i %f %i %f %i %f\n" , wi[0], v[0], v[1], v[2], vn[0], vn[1], vn[2], vt[0], 1 - vt[1], wi[0], wf[0]/255.0f, wi[1], wf[1]/255.0f, wi[2], wf[2]/255.0f);
3263 else if (wf[1]) l = dpsnprintf(outbuffer + outbufferpos, outbuffermax - outbufferpos, "%3i %f %f %f %f %f %f %f %f 2 %i %f %i %f\n" , wi[0], v[0], v[1], v[2], vn[0], vn[1], vn[2], vt[0], 1 - vt[1], wi[0], wf[0]/255.0f, wi[1], wf[1]/255.0f);
3264 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]);
3271 l = dpsnprintf(outbuffer + outbufferpos, outbuffermax - outbufferpos, "end\n");
3276 FS_WriteFile(filename, outbuffer, outbufferpos);
3279 Con_Printf("Wrote %s (%i bytes, %i nodes, %i frames, %i triangles)\n", filename, (int)outbufferpos, countnodes, countframes, counttriangles);
3286 decompiles a model to editable files
3289 static void Mod_Decompile_f(void)
3291 int i, j, k, l, first, count;
3293 char inname[MAX_QPATH];
3294 char outname[MAX_QPATH];
3295 char mtlname[MAX_QPATH];
3296 char basename[MAX_QPATH];
3297 char animname[MAX_QPATH];
3298 char animname2[MAX_QPATH];
3299 char zymtextbuffer[16384];
3300 char dpmtextbuffer[16384];
3301 char framegroupstextbuffer[16384];
3302 int zymtextsize = 0;
3303 int dpmtextsize = 0;
3304 int framegroupstextsize = 0;
3307 if (Cmd_Argc() != 2)
3309 Con_Print("usage: modeldecompile <filename>\n");
3313 strlcpy(inname, Cmd_Argv(1), sizeof(inname));
3314 FS_StripExtension(inname, basename, sizeof(basename));
3316 mod = Mod_ForName(inname, false, true, inname[0] == '*' ? cl.model_name[1] : NULL);
3317 if (mod->brush.submodel)
3319 // if we're decompiling a submodel, be sure to give it a proper name based on its parent
3320 FS_StripExtension(cl.model_name[1], outname, sizeof(outname));
3321 dpsnprintf(basename, sizeof(basename), "%s/%s", outname, mod->name);
3326 Con_Print("No such model\n");
3329 if (!mod->surfmesh.num_triangles)
3331 Con_Print("Empty model (or sprite)\n");
3335 // export OBJ if possible (not on sprites)
3336 if (mod->surfmesh.num_triangles)
3338 dpsnprintf(outname, sizeof(outname), "%s_decompiled.obj", basename);
3339 dpsnprintf(mtlname, sizeof(mtlname), "%s_decompiled.mtl", basename);
3340 Mod_Decompile_OBJ(mod, outname, mtlname, inname);
3343 // export SMD if possible (only for skeletal models)
3344 if (mod->surfmesh.num_triangles && mod->num_bones)
3346 dpsnprintf(outname, sizeof(outname), "%s_decompiled/ref1.smd", basename);
3347 Mod_Decompile_SMD(mod, outname, 0, 1, true);
3348 l = dpsnprintf(zymtextbuffer + zymtextsize, sizeof(zymtextbuffer) - zymtextsize, "output out.zym\nscale 1\norigin 0 0 0\nmesh ref1.smd\n");
3349 if (l > 0) zymtextsize += l;
3350 l = dpsnprintf(dpmtextbuffer + dpmtextsize, sizeof(dpmtextbuffer) - dpmtextsize, "outputdir .\nmodel out\nscale 1\norigin 0 0 0\nscene ref1.smd\n");
3351 if (l > 0) dpmtextsize += l;
3352 for (i = 0;i < mod->numframes;i = j)
3354 strlcpy(animname, mod->animscenes[i].name, sizeof(animname));
3355 first = mod->animscenes[i].firstframe;
3356 if (mod->animscenes[i].framecount > 1)
3359 count = mod->animscenes[i].framecount;
3365 // check for additional frames with same name
3366 for (l = 0, k = strlen(animname);animname[l];l++)
3367 if(animname[l] < '0' || animname[l] > '9')
3369 if(k > 0 && animname[k-1] == '_')
3372 count = mod->num_poses - first;
3373 for (j = i + 1;j < mod->numframes;j++)
3375 strlcpy(animname2, mod->animscenes[j].name, sizeof(animname2));
3376 for (l = 0, k = strlen(animname2);animname2[l];l++)
3377 if(animname2[l] < '0' || animname2[l] > '9')
3379 if(k > 0 && animname[k-1] == '_')
3382 if (strcmp(animname2, animname) || mod->animscenes[j].framecount > 1)
3384 count = mod->animscenes[j].firstframe - first;
3388 // if it's only one frame, use the original frame name
3390 strlcpy(animname, mod->animscenes[i].name, sizeof(animname));
3393 dpsnprintf(outname, sizeof(outname), "%s_decompiled/%s.smd", basename, animname);
3394 Mod_Decompile_SMD(mod, outname, first, count, false);
3395 if (zymtextsize < (int)sizeof(zymtextbuffer) - 100)
3397 l = dpsnprintf(zymtextbuffer + zymtextsize, sizeof(zymtextbuffer) - zymtextsize, "scene %s.smd fps %g %s\n", animname, mod->animscenes[i].framerate, mod->animscenes[i].loop ? "" : " noloop");
3398 if (l > 0) zymtextsize += l;
3400 if (dpmtextsize < (int)sizeof(dpmtextbuffer) - 100)
3402 l = dpsnprintf(dpmtextbuffer + dpmtextsize, sizeof(dpmtextbuffer) - dpmtextsize, "scene %s.smd fps %g %s\n", animname, mod->animscenes[i].framerate, mod->animscenes[i].loop ? "" : " noloop");
3403 if (l > 0) dpmtextsize += l;
3405 if (framegroupstextsize < (int)sizeof(framegroupstextbuffer) - 100)
3407 l = dpsnprintf(framegroupstextbuffer + framegroupstextsize, sizeof(framegroupstextbuffer) - framegroupstextsize, "%d %d %f %d // %s\n", first, count, mod->animscenes[i].framerate, mod->animscenes[i].loop, animname);
3408 if (l > 0) framegroupstextsize += l;
3412 FS_WriteFile(va(vabuf, sizeof(vabuf), "%s_decompiled/out_zym.txt", basename), zymtextbuffer, (fs_offset_t)zymtextsize);
3414 FS_WriteFile(va(vabuf, sizeof(vabuf), "%s_decompiled/out_dpm.txt", basename), dpmtextbuffer, (fs_offset_t)dpmtextsize);
3415 if (framegroupstextsize)
3416 FS_WriteFile(va(vabuf, sizeof(vabuf), "%s_decompiled.framegroups", basename), framegroupstextbuffer, (fs_offset_t)framegroupstextsize);
3420 void Mod_AllocLightmap_Init(mod_alloclightmap_state_t *state, int width, int height)
3423 memset(state, 0, sizeof(*state));
3424 state->width = width;
3425 state->height = height;
3426 state->currentY = 0;
3427 state->rows = (mod_alloclightmap_row_t *)Mem_Alloc(loadmodel->mempool, state->height * sizeof(*state->rows));
3428 for (y = 0;y < state->height;y++)
3430 state->rows[y].currentX = 0;
3431 state->rows[y].rowY = -1;
3435 void Mod_AllocLightmap_Reset(mod_alloclightmap_state_t *state)
3438 state->currentY = 0;
3439 for (y = 0;y < state->height;y++)
3441 state->rows[y].currentX = 0;
3442 state->rows[y].rowY = -1;
3446 void Mod_AllocLightmap_Free(mod_alloclightmap_state_t *state)
3449 Mem_Free(state->rows);
3450 memset(state, 0, sizeof(*state));
3453 qboolean Mod_AllocLightmap_Block(mod_alloclightmap_state_t *state, int blockwidth, int blockheight, int *outx, int *outy)
3455 mod_alloclightmap_row_t *row;
3458 row = state->rows + blockheight;
3459 if ((row->rowY < 0) || (row->currentX + blockwidth > state->width))
3461 if (state->currentY + blockheight <= state->height)
3463 // use the current allocation position
3464 row->rowY = state->currentY;
3466 state->currentY += blockheight;
3470 // find another position
3471 for (y = blockheight;y < state->height;y++)
3473 if ((state->rows[y].rowY >= 0) && (state->rows[y].currentX + blockwidth <= state->width))
3475 row = state->rows + y;
3479 if (y == state->height)
3484 *outx = row->currentX;
3485 row->currentX += blockwidth;
3490 typedef struct lightmapsample_s
3494 float *vertex_color;
3495 unsigned char *lm_bgr;
3496 unsigned char *lm_dir;
3500 typedef struct lightmapvertex_s
3505 float texcoordbase[2];
3506 float texcoordlightmap[2];
3507 float lightcolor[4];
3511 typedef struct lightmaptriangle_s
3519 // 2D modelspace coordinates of min corner
3520 // snapped to lightmap grid but not in grid coordinates
3522 // 2D modelspace to lightmap coordinate scale
3530 typedef struct lightmaplight_s
3541 lightmaptriangle_t *mod_generatelightmaps_lightmaptriangles;
3543 #define MAX_LIGHTMAPSAMPLES 64
3544 static int mod_generatelightmaps_numoffsets[3];
3545 static float mod_generatelightmaps_offsets[3][MAX_LIGHTMAPSAMPLES][3];
3547 static int mod_generatelightmaps_numlights;
3548 static lightmaplight_t *mod_generatelightmaps_lightinfo;
3550 extern cvar_t r_shadow_lightattenuationdividebias;
3551 extern cvar_t r_shadow_lightattenuationlinearscale;
3553 static void Mod_GenerateLightmaps_LightPoint(dp_model_t *model, const vec3_t pos, vec3_t ambient, vec3_t diffuse, vec3_t lightdir)
3558 float relativepoint[3];
3565 float lightorigin[3];
3569 float lightcolor[3];
3571 for (i = 0;i < 5*3;i++)
3573 for (index = 0;;index++)
3575 result = R_Shadow_GetRTLightInfo(index, lightorigin, &lightradius, lightcolor);
3580 lightradius2 = lightradius * lightradius;
3581 VectorSubtract(lightorigin, pos, relativepoint);
3582 dist2 = VectorLength2(relativepoint);
3583 if (dist2 >= lightradius2)
3585 lightiradius = 1.0f / lightradius;
3586 dist = sqrt(dist2) * lightiradius;
3587 intensity = (1.0f - dist) * r_shadow_lightattenuationlinearscale.value / (r_shadow_lightattenuationdividebias.value + dist*dist);
3588 if (intensity <= 0.0f)
3590 if (model && model->TraceLine)
3592 model->TraceLine(model, NULL, NULL, &trace, pos, lightorigin, SUPERCONTENTS_VISBLOCKERMASK);
3593 if (trace.fraction < 1)
3596 // scale down intensity to add to both ambient and diffuse
3597 //intensity *= 0.5f;
3598 VectorNormalize(relativepoint);
3599 VectorScale(lightcolor, intensity, color);
3600 VectorMA(sample , 0.5f , color, sample );
3601 VectorMA(sample + 3, relativepoint[0], color, sample + 3);
3602 VectorMA(sample + 6, relativepoint[1], color, sample + 6);
3603 VectorMA(sample + 9, relativepoint[2], color, sample + 9);
3604 // calculate a weighted average light direction as well
3605 intensity *= VectorLength(color);
3606 VectorMA(sample + 12, intensity, relativepoint, sample + 12);
3608 // calculate the direction we'll use to reduce the sample to a directional light source
3609 VectorCopy(sample + 12, dir);
3610 //VectorSet(dir, sample[3] + sample[4] + sample[5], sample[6] + sample[7] + sample[8], sample[9] + sample[10] + sample[11]);
3611 VectorNormalize(dir);
3612 // extract the diffuse color along the chosen direction and scale it
3613 diffuse[0] = (dir[0]*sample[3] + dir[1]*sample[6] + dir[2]*sample[ 9] + sample[ 0]);
3614 diffuse[1] = (dir[0]*sample[4] + dir[1]*sample[7] + dir[2]*sample[10] + sample[ 1]);
3615 diffuse[2] = (dir[0]*sample[5] + dir[1]*sample[8] + dir[2]*sample[11] + sample[ 2]);
3616 // subtract some of diffuse from ambient
3617 VectorMA(sample, -0.333f, diffuse, ambient);
3618 // store the normalized lightdir
3619 VectorCopy(dir, lightdir);
3622 static void Mod_GenerateLightmaps_CreateLights_ComputeSVBSP_InsertSurfaces(const dp_model_t *model, svbsp_t *svbsp, const float *mins, const float *maxs)
3626 const msurface_t *surface;
3627 const float *vertex3f = model->surfmesh.data_vertex3f;
3628 const int *element3i = model->surfmesh.data_element3i;
3631 for (surfaceindex = 0, surface = model->data_surfaces;surfaceindex < model->nummodelsurfaces;surfaceindex++, surface++)
3633 if (!BoxesOverlap(surface->mins, surface->maxs, mins, maxs))
3635 if (surface->texture->basematerialflags & MATERIALFLAG_NOSHADOW)
3637 for (triangleindex = 0, e = element3i + 3*surface->num_firsttriangle;triangleindex < surface->num_triangles;triangleindex++, e += 3)
3639 VectorCopy(vertex3f + 3*e[0], v2[0]);
3640 VectorCopy(vertex3f + 3*e[1], v2[1]);
3641 VectorCopy(vertex3f + 3*e[2], v2[2]);
3642 SVBSP_AddPolygon(svbsp, 3, v2[0], true, NULL, NULL, 0);
3647 static void Mod_GenerateLightmaps_CreateLights_ComputeSVBSP(dp_model_t *model, lightmaplight_t *lightinfo)
3649 int maxnodes = 1<<14;
3650 svbsp_node_t *nodes;
3655 VectorSet(mins, lightinfo->origin[0] - lightinfo->radius, lightinfo->origin[1] - lightinfo->radius, lightinfo->origin[2] - lightinfo->radius);
3656 VectorSet(maxs, lightinfo->origin[0] + lightinfo->radius, lightinfo->origin[1] + lightinfo->radius, lightinfo->origin[2] + lightinfo->radius);
3657 VectorCopy(lightinfo->origin, origin);
3658 nodes = (svbsp_node_t *)Mem_Alloc(tempmempool, maxnodes * sizeof(*nodes));
3661 SVBSP_Init(&svbsp, origin, maxnodes, nodes);
3662 Mod_GenerateLightmaps_CreateLights_ComputeSVBSP_InsertSurfaces(model, &svbsp, mins, maxs);
3663 if (svbsp.ranoutofnodes)
3666 if (maxnodes > 1<<22)
3672 nodes = (svbsp_node_t *)Mem_Alloc(tempmempool, maxnodes * sizeof(*nodes));
3677 if (svbsp.numnodes > 0)
3679 svbsp.nodes = (svbsp_node_t *)Mem_Alloc(tempmempool, svbsp.numnodes * sizeof(*nodes));
3680 memcpy(svbsp.nodes, nodes, svbsp.numnodes * sizeof(*nodes));
3681 lightinfo->svbsp = svbsp;
3686 static void Mod_GenerateLightmaps_CreateLights(dp_model_t *model)
3690 lightmaplight_t *lightinfo;
3694 mod_generatelightmaps_numlights = 0;
3695 for (index = 0;;index++)
3697 result = R_Shadow_GetRTLightInfo(index, origin, &radius, color);
3701 mod_generatelightmaps_numlights++;
3703 if (mod_generatelightmaps_numlights > 0)
3705 mod_generatelightmaps_lightinfo = (lightmaplight_t *)Mem_Alloc(tempmempool, mod_generatelightmaps_numlights * sizeof(*mod_generatelightmaps_lightinfo));
3706 lightinfo = mod_generatelightmaps_lightinfo;
3707 for (index = 0;;index++)
3709 result = R_Shadow_GetRTLightInfo(index, lightinfo->origin, &lightinfo->radius, lightinfo->color);
3716 for (index = 0, lightinfo = mod_generatelightmaps_lightinfo;index < mod_generatelightmaps_numlights;index++, lightinfo++)
3718 lightinfo->iradius = 1.0f / lightinfo->radius;
3719 lightinfo->radius2 = lightinfo->radius * lightinfo->radius;
3720 // TODO: compute svbsp
3721 Mod_GenerateLightmaps_CreateLights_ComputeSVBSP(model, lightinfo);
3725 static void Mod_GenerateLightmaps_DestroyLights(dp_model_t *model)
3728 if (mod_generatelightmaps_lightinfo)
3730 for (i = 0;i < mod_generatelightmaps_numlights;i++)
3731 if (mod_generatelightmaps_lightinfo[i].svbsp.nodes)
3732 Mem_Free(mod_generatelightmaps_lightinfo[i].svbsp.nodes);
3733 Mem_Free(mod_generatelightmaps_lightinfo);
3735 mod_generatelightmaps_lightinfo = NULL;
3736 mod_generatelightmaps_numlights = 0;
3739 static qboolean Mod_GenerateLightmaps_SamplePoint_SVBSP(const svbsp_t *svbsp, const float *pos)
3741 const svbsp_node_t *node;
3742 const svbsp_node_t *nodes = svbsp->nodes;
3747 num = node->children[DotProduct(node->plane, pos) < node->plane[3]];
3749 return num == -1; // true if empty, false if solid (shadowed)
3752 static void Mod_GenerateLightmaps_SamplePoint(const float *pos, const float *normal, float *sample, int numoffsets, const float *offsets)
3755 float relativepoint[3];
3764 const lightmaplight_t *lightinfo;
3766 for (i = 0;i < 5*3;i++)
3768 for (i = 0, lightinfo = mod_generatelightmaps_lightinfo;i < mod_generatelightmaps_numlights;i++, lightinfo++)
3770 //R_SampleRTLights(pos, sample, numoffsets, offsets);
3771 VectorSubtract(lightinfo->origin, pos, relativepoint);
3772 // don't accept light from behind a surface, it causes bad shading
3773 if (normal && DotProduct(relativepoint, normal) <= 0)
3775 dist2 = VectorLength2(relativepoint);
3776 if (dist2 >= lightinfo->radius2)
3778 dist = sqrt(dist2) * lightinfo->iradius;
3779 intensity = dist < 1 ? ((1.0f - dist) * r_shadow_lightattenuationlinearscale.value / (r_shadow_lightattenuationdividebias.value + dist*dist)) : 0;
3782 if (cl.worldmodel && cl.worldmodel->TraceLine && numoffsets > 0)
3786 if (Mod_GenerateLightmaps_SamplePoint_SVBSP(&lightinfo->svbsp, pos))
3788 for (offsetindex = 1;offsetindex < numoffsets;offsetindex++)
3790 VectorAdd(pos, offsets + 3*offsetindex, offsetpos);
3793 // for light grid we'd better check visibility of the offset point
3794 cl.worldmodel->TraceLine(cl.worldmodel, NULL, NULL, &trace, pos, offsetpos, SUPERCONTENTS_VISBLOCKERMASK);
3795 if (trace.fraction < 1)
3796 VectorLerp(pos, trace.fraction, offsetpos, offsetpos);
3799 if (Mod_GenerateLightmaps_SamplePoint_SVBSP(&lightinfo->svbsp, offsetpos))
3804 // scale intensity according to how many rays succeeded
3805 // we know one test is valid, half of the rest will fail...
3806 //if (normal && tests > 1)
3807 // intensity *= (tests - 1.0f) / tests;
3808 intensity *= (float)hits / tests;
3810 // scale down intensity to add to both ambient and diffuse
3811 //intensity *= 0.5f;
3812 VectorNormalize(relativepoint);
3813 VectorScale(lightinfo->color, intensity, color);
3814 VectorMA(sample , 0.5f , color, sample );
3815 VectorMA(sample + 3, relativepoint[0], color, sample + 3);
3816 VectorMA(sample + 6, relativepoint[1], color, sample + 6);
3817 VectorMA(sample + 9, relativepoint[2], color, sample + 9);
3818 // calculate a weighted average light direction as well
3819 intensity *= VectorLength(color);
3820 VectorMA(sample + 12, intensity, relativepoint, sample + 12);
3824 static void Mod_GenerateLightmaps_LightmapSample(const float *pos, const float *normal, unsigned char *lm_bgr, unsigned char *lm_dir)
3830 Mod_GenerateLightmaps_SamplePoint(pos, normal, sample, mod_generatelightmaps_numoffsets[0], mod_generatelightmaps_offsets[0][0]);
3831 //VectorSet(dir, sample[3] + sample[4] + sample[5], sample[6] + sample[7] + sample[8], sample[9] + sample[10] + sample[11]);
3832 VectorCopy(sample + 12, dir);
3833 VectorNormalize(dir);
3834 //VectorAdd(dir, normal, dir);
3835 //VectorNormalize(dir);
3836 f = DotProduct(dir, normal);
3837 f = max(0, f) * 255.0f;
3838 VectorScale(sample, f, color);
3839 //VectorCopy(normal, dir);
3840 VectorSet(dir, (dir[0]+1.0f)*127.5f, (dir[1]+1.0f)*127.5f, (dir[2]+1.0f)*127.5f);
3841 lm_bgr[0] = (unsigned char)bound(0.0f, color[2], 255.0f);
3842 lm_bgr[1] = (unsigned char)bound(0.0f, color[1], 255.0f);
3843 lm_bgr[2] = (unsigned char)bound(0.0f, color[0], 255.0f);
3845 lm_dir[0] = (unsigned char)dir[2];
3846 lm_dir[1] = (unsigned char)dir[1];
3847 lm_dir[2] = (unsigned char)dir[0];
3851 static void Mod_GenerateLightmaps_VertexSample(const float *pos, const float *normal, float *vertex_color)
3854 Mod_GenerateLightmaps_SamplePoint(pos, normal, sample, mod_generatelightmaps_numoffsets[1], mod_generatelightmaps_offsets[1][0]);
3855 VectorCopy(sample, vertex_color);
3858 static void Mod_GenerateLightmaps_GridSample(const float *pos, q3dlightgrid_t *s)
3864 Mod_GenerateLightmaps_SamplePoint(pos, NULL, sample, mod_generatelightmaps_numoffsets[2], mod_generatelightmaps_offsets[2][0]);
3865 // calculate the direction we'll use to reduce the sample to a directional light source
3866 VectorCopy(sample + 12, dir);
3867 //VectorSet(dir, sample[3] + sample[4] + sample[5], sample[6] + sample[7] + sample[8], sample[9] + sample[10] + sample[11]);
3868 VectorNormalize(dir);
3869 // extract the diffuse color along the chosen direction and scale it
3870 diffuse[0] = (dir[0]*sample[3] + dir[1]*sample[6] + dir[2]*sample[ 9] + sample[ 0]) * 127.5f;
3871 diffuse[1] = (dir[0]*sample[4] + dir[1]*sample[7] + dir[2]*sample[10] + sample[ 1]) * 127.5f;
3872 diffuse[2] = (dir[0]*sample[5] + dir[1]*sample[8] + dir[2]*sample[11] + sample[ 2]) * 127.5f;
3873 // scale the ambient from 0-2 to 0-255 and subtract some of diffuse
3874 VectorScale(sample, 127.5f, ambient);
3875 VectorMA(ambient, -0.333f, diffuse, ambient);
3876 // encode to the grid format
3877 s->ambientrgb[0] = (unsigned char)bound(0.0f, ambient[0], 255.0f);
3878 s->ambientrgb[1] = (unsigned char)bound(0.0f, ambient[1], 255.0f);
3879 s->ambientrgb[2] = (unsigned char)bound(0.0f, ambient[2], 255.0f);
3880 s->diffusergb[0] = (unsigned char)bound(0.0f, diffuse[0], 255.0f);
3881 s->diffusergb[1] = (unsigned char)bound(0.0f, diffuse[1], 255.0f);
3882 s->diffusergb[2] = (unsigned char)bound(0.0f, diffuse[2], 255.0f);
3883 if (dir[2] >= 0.99f) {s->diffusepitch = 0;s->diffuseyaw = 0;}
3884 else if (dir[2] <= -0.99f) {s->diffusepitch = 128;s->diffuseyaw = 0;}
3885 else {s->diffusepitch = (unsigned char)(acos(dir[2]) * (127.5f/M_PI));s->diffuseyaw = (unsigned char)(atan2(dir[1], dir[0]) * (127.5f/M_PI));}
3888 static void Mod_GenerateLightmaps_InitSampleOffsets(dp_model_t *model)
3893 memset(mod_generatelightmaps_offsets, 0, sizeof(mod_generatelightmaps_offsets));
3894 mod_generatelightmaps_numoffsets[0] = min(MAX_LIGHTMAPSAMPLES, mod_generatelightmaps_lightmapsamples.integer);
3895 mod_generatelightmaps_numoffsets[1] = min(MAX_LIGHTMAPSAMPLES, mod_generatelightmaps_vertexsamples.integer);
3896 mod_generatelightmaps_numoffsets[2] = min(MAX_LIGHTMAPSAMPLES, mod_generatelightmaps_gridsamples.integer);
3897 radius[0] = mod_generatelightmaps_lightmapradius.value;
3898 radius[1] = mod_generatelightmaps_vertexradius.value;
3899 radius[2] = mod_generatelightmaps_gridradius.value;
3900 for (i = 0;i < 3;i++)
3902 for (j = 1;j < mod_generatelightmaps_numoffsets[i];j++)
3905 VectorScale(temp, radius[i], mod_generatelightmaps_offsets[i][j]);
3910 static void Mod_GenerateLightmaps_DestroyLightmaps(dp_model_t *model)
3912 msurface_t *surface;
3915 for (surfaceindex = 0;surfaceindex < model->num_surfaces;surfaceindex++)
3917 surface = model->data_surfaces + surfaceindex;
3918 surface->lightmaptexture = NULL;
3919 surface->deluxemaptexture = NULL;
3921 if (model->brushq3.data_lightmaps)
3923 for (i = 0;i < model->brushq3.num_mergedlightmaps;i++)
3924 if (model->brushq3.data_lightmaps[i])
3925 R_FreeTexture(model->brushq3.data_lightmaps[i]);
3926 Mem_Free(model->brushq3.data_lightmaps);
3927 model->brushq3.data_lightmaps = NULL;
3929 if (model->brushq3.data_deluxemaps)
3931 for (i = 0;i < model->brushq3.num_mergedlightmaps;i++)
3932 if (model->brushq3.data_deluxemaps[i])
3933 R_FreeTexture(model->brushq3.data_deluxemaps[i]);
3934 Mem_Free(model->brushq3.data_deluxemaps);
3935 model->brushq3.data_deluxemaps = NULL;
3939 static void Mod_GenerateLightmaps_UnweldTriangles(dp_model_t *model)
3941 msurface_t *surface;
3947 surfmesh_t oldsurfmesh;
3949 unsigned char *data;
3950 oldsurfmesh = model->surfmesh;
3951 model->surfmesh.num_triangles = oldsurfmesh.num_triangles;
3952 model->surfmesh.num_vertices = oldsurfmesh.num_triangles * 3;
3954 size += model->surfmesh.num_vertices * sizeof(float[3]);
3955 size += model->surfmesh.num_vertices * sizeof(float[3]);
3956 size += model->surfmesh.num_vertices * sizeof(float[3]);
3957 size += model->surfmesh.num_vertices * sizeof(float[3]);
3958 size += model->surfmesh.num_vertices * sizeof(float[2]);
3959 size += model->surfmesh.num_vertices * sizeof(float[2]);
3960 size += model->surfmesh.num_vertices * sizeof(float[4]);
3961 data = (unsigned char *)Mem_Alloc(model->mempool, size);
3962 model->surfmesh.data_vertex3f = (float *)data;data += model->surfmesh.num_vertices * sizeof(float[3]);
3963 model->surfmesh.data_normal3f = (float *)data;data += model->surfmesh.num_vertices * sizeof(float[3]);
3964 model->surfmesh.data_svector3f = (float *)data;data += model->surfmesh.num_vertices * sizeof(float[3]);
3965 model->surfmesh.data_tvector3f = (float *)data;data += model->surfmesh.num_vertices * sizeof(float[3]);
3966 model->surfmesh.data_texcoordtexture2f = (float *)data;data += model->surfmesh.num_vertices * sizeof(float[2]);
3967 model->surfmesh.data_texcoordlightmap2f = (float *)data;data += model->surfmesh.num_vertices * sizeof(float[2]);
3968 model->surfmesh.data_lightmapcolor4f = (float *)data;data += model->surfmesh.num_vertices * sizeof(float[4]);
3969 if (model->surfmesh.num_vertices > 65536)
3970 model->surfmesh.data_element3s = NULL;
3972 if (model->surfmesh.vertexmesh)
3973 Mem_Free(model->surfmesh.vertexmesh);
3974 model->surfmesh.vertexmesh = NULL;
3975 if (model->surfmesh.vertex3fbuffer)
3976 R_Mesh_DestroyMeshBuffer(model->surfmesh.vertex3fbuffer);
3977 model->surfmesh.vertex3fbuffer = NULL;
3978 if (model->surfmesh.vertexmeshbuffer)
3979 R_Mesh_DestroyMeshBuffer(model->surfmesh.vertexmeshbuffer);
3980 model->surfmesh.vertexmeshbuffer = NULL;
3981 if (model->surfmesh.data_element3i_indexbuffer)
3982 R_Mesh_DestroyMeshBuffer(model->surfmesh.data_element3i_indexbuffer);
3983 model->surfmesh.data_element3i_indexbuffer = NULL;
3984 if (model->surfmesh.data_element3s_indexbuffer)
3985 R_Mesh_DestroyMeshBuffer(model->surfmesh.data_element3s_indexbuffer);
3986 model->surfmesh.data_element3s_indexbuffer = NULL;
3987 if (model->surfmesh.vbo_vertexbuffer)
3988 R_Mesh_DestroyMeshBuffer(model->surfmesh.vbo_vertexbuffer);
3989 model->surfmesh.vbo_vertexbuffer = 0;
3991 // convert all triangles to unique vertex data
3993 for (surfaceindex = 0;surfaceindex < model->num_surfaces;surfaceindex++)
3995 surface = model->data_surfaces + surfaceindex;
3996 surface->num_firstvertex = outvertexindex;
3997 surface->num_vertices = surface->num_triangles*3;
3998 e = oldsurfmesh.data_element3i + surface->num_firsttriangle*3;
3999 for (i = 0;i < surface->num_triangles*3;i++)
4002 model->surfmesh.data_vertex3f[outvertexindex*3+0] = oldsurfmesh.data_vertex3f[vertexindex*3+0];
4003 model->surfmesh.data_vertex3f[outvertexindex*3+1] = oldsurfmesh.data_vertex3f[vertexindex*3+1];
4004 model->surfmesh.data_vertex3f[outvertexindex*3+2] = oldsurfmesh.data_vertex3f[vertexindex*3+2];
4005 model->surfmesh.data_normal3f[outvertexindex*3+0] = oldsurfmesh.data_normal3f[vertexindex*3+0];
4006 model->surfmesh.data_normal3f[outvertexindex*3+1] = oldsurfmesh.data_normal3f[vertexindex*3+1];
4007 model->surfmesh.data_normal3f[outvertexindex*3+2] = oldsurfmesh.data_normal3f[vertexindex*3+2];
4008 model->surfmesh.data_svector3f[outvertexindex*3+0] = oldsurfmesh.data_svector3f[vertexindex*3+0];
4009 model->surfmesh.data_svector3f[outvertexindex*3+1] = oldsurfmesh.data_svector3f[vertexindex*3+1];
4010 model->surfmesh.data_svector3f[outvertexindex*3+2] = oldsurfmesh.data_svector3f[vertexindex*3+2];
4011 model->surfmesh.data_tvector3f[outvertexindex*3+0] = oldsurfmesh.data_tvector3f[vertexindex*3+0];
4012 model->surfmesh.data_tvector3f[outvertexindex*3+1] = oldsurfmesh.data_tvector3f[vertexindex*3+1];
4013 model->surfmesh.data_tvector3f[outvertexindex*3+2] = oldsurfmesh.data_tvector3f[vertexindex*3+2];
4014 model->surfmesh.data_texcoordtexture2f[outvertexindex*2+0] = oldsurfmesh.data_texcoordtexture2f[vertexindex*2+0];
4015 model->surfmesh.data_texcoordtexture2f[outvertexindex*2+1] = oldsurfmesh.data_texcoordtexture2f[vertexindex*2+1];
4016 if (oldsurfmesh.data_texcoordlightmap2f)
4018 model->surfmesh.data_texcoordlightmap2f[outvertexindex*2+0] = oldsurfmesh.data_texcoordlightmap2f[vertexindex*2+0];
4019 model->surfmesh.data_texcoordlightmap2f[outvertexindex*2+1] = oldsurfmesh.data_texcoordlightmap2f[vertexindex*2+1];
4021 if (oldsurfmesh.data_lightmapcolor4f)
4023 model->surfmesh.data_lightmapcolor4f[outvertexindex*4+0] = oldsurfmesh.data_lightmapcolor4f[vertexindex*4+0];
4024 model->surfmesh.data_lightmapcolor4f[outvertexindex*4+1] = oldsurfmesh.data_lightmapcolor4f[vertexindex*4+1];
4025 model->surfmesh.data_lightmapcolor4f[outvertexindex*4+2] = oldsurfmesh.data_lightmapcolor4f[vertexindex*4+2];
4026 model->surfmesh.data_lightmapcolor4f[outvertexindex*4+3] = oldsurfmesh.data_lightmapcolor4f[vertexindex*4+3];
4029 Vector4Set(model->surfmesh.data_lightmapcolor4f + 4*outvertexindex, 1, 1, 1, 1);
4030 model->surfmesh.data_element3i[surface->num_firsttriangle*3+i] = outvertexindex;
4034 if (model->surfmesh.data_element3s)
4035 for (i = 0;i < model->surfmesh.num_triangles*3;i++)
4036 model->surfmesh.data_element3s[i] = model->surfmesh.data_element3i[i];
4038 // find and update all submodels to use this new surfmesh data
4039 for (i = 0;i < model->brush.numsubmodels;i++)
4040 model->brush.submodels[i]->surfmesh = model->surfmesh;
4043 static void Mod_GenerateLightmaps_CreateTriangleInformation(dp_model_t *model)
4045 msurface_t *surface;
4051 lightmaptriangle_t *triangle;
4052 // generate lightmap triangle structs
4053 mod_generatelightmaps_lightmaptriangles = (lightmaptriangle_t *)Mem_Alloc(model->mempool, model->surfmesh.num_triangles * sizeof(lightmaptriangle_t));
4054 for (surfaceindex = 0;surfaceindex < model->num_surfaces;surfaceindex++)
4056 surface = model->data_surfaces + surfaceindex;
4057 e = model->surfmesh.data_element3i + surface->num_firsttriangle*3;
4058 for (i = 0;i < surface->num_triangles;i++)
4060 triangle = &mod_generatelightmaps_lightmaptriangles[surface->num_firsttriangle+i];
4061 triangle->triangleindex = surface->num_firsttriangle+i;
4062 triangle->surfaceindex = surfaceindex;
4063 VectorCopy(model->surfmesh.data_vertex3f + 3*e[i*3+0], triangle->vertex[0]);
4064 VectorCopy(model->surfmesh.data_vertex3f + 3*e[i*3+1], triangle->vertex[1]);
4065 VectorCopy(model->surfmesh.data_vertex3f + 3*e[i*3+2], triangle->vertex[2]);
4066 // calculate bounds of triangle
4067 triangle->mins[0] = min(triangle->vertex[0][0], min(triangle->vertex[1][0], triangle->vertex[2][0]));
4068 triangle->mins[1] = min(triangle->vertex[0][1], min(triangle->vertex[1][1], triangle->vertex[2][1]));
4069 triangle->mins[2] = min(triangle->vertex[0][2], min(triangle->vertex[1][2], triangle->vertex[2][2]));
4070 triangle->maxs[0] = max(triangle->vertex[0][0], max(triangle->vertex[1][0], triangle->vertex[2][0]));
4071 triangle->maxs[1] = max(triangle->vertex[0][1], max(triangle->vertex[1][1], triangle->vertex[2][1]));
4072 triangle->maxs[2] = max(triangle->vertex[0][2], max(triangle->vertex[1][2], triangle->vertex[2][2]));
4073 // pick an axial projection based on the triangle normal
4074 TriangleNormal(triangle->vertex[0], triangle->vertex[1], triangle->vertex[2], normal);
4076 if (fabs(normal[1]) > fabs(normal[axis]))
4078 if (fabs(normal[2]) > fabs(normal[axis]))
4080 triangle->axis = axis;
4085 static void Mod_GenerateLightmaps_DestroyTriangleInformation(dp_model_t *model)
4087 if (mod_generatelightmaps_lightmaptriangles)
4088 Mem_Free(mod_generatelightmaps_lightmaptriangles);
4089 mod_generatelightmaps_lightmaptriangles = NULL;
4092 float lmaxis[3][3] = {{1, 0, 0}, {0, 1, 0}, {0, 0, 1}};
4094 static void Mod_GenerateLightmaps_CreateLightmaps(dp_model_t *model)
4096 msurface_t *surface;
4110 float trianglenormal[3];
4111 float samplecenter[3];
4112 float samplenormal[3];
4118 float lmscalepixels;
4121 float lm_basescalepixels;
4122 int lm_borderpixels;
4126 lightmaptriangle_t *triangle;
4127 unsigned char *lightmappixels;
4128 unsigned char *deluxemappixels;
4129 mod_alloclightmap_state_t lmstate;
4132 // generate lightmap projection information for all triangles
4133 if (model->texturepool == NULL)
4134 model->texturepool = R_AllocTexturePool();
4135 lm_basescalepixels = 1.0f / max(0.0001f, mod_generatelightmaps_unitspersample.value);
4136 lm_borderpixels = mod_generatelightmaps_borderpixels.integer;
4137 lm_texturesize = bound(lm_borderpixels*2+1, 64, (int)vid.maxtexturesize_2d);
4138 //lm_maxpixels = lm_texturesize-(lm_borderpixels*2+1);
4139 Mod_AllocLightmap_Init(&lmstate, lm_texturesize, lm_texturesize);
4141 for (surfaceindex = 0;surfaceindex < model->num_surfaces;surfaceindex++)
4143 surface = model->data_surfaces + surfaceindex;
4144 e = model->surfmesh.data_element3i + surface->num_firsttriangle*3;
4145 lmscalepixels = lm_basescalepixels;
4146 for (retry = 0;retry < 30;retry++)
4148 // after a couple failed attempts, degrade quality to make it fit
4150 lmscalepixels *= 0.5f;
4151 for (i = 0;i < surface->num_triangles;i++)
4153 triangle = &mod_generatelightmaps_lightmaptriangles[surface->num_firsttriangle+i];
4154 triangle->lightmapindex = lightmapnumber;
4155 // calculate lightmap bounds in 3D pixel coordinates, limit size,
4156 // pick two planar axes for projection
4157 // lightmap coordinates here are in pixels
4158 // lightmap projections are snapped to pixel grid explicitly, such
4159 // that two neighboring triangles sharing an edge and projection
4160 // axis will have identical sampl espacing along their shared edge
4162 for (j = 0;j < 3;j++)
4164 if (j == triangle->axis)
4166 lmmins = floor(triangle->mins[j]*lmscalepixels)-lm_borderpixels;
4167 lmmaxs = floor(triangle->maxs[j]*lmscalepixels)+lm_borderpixels;
4168 triangle->lmsize[k] = (int)(lmmaxs-lmmins);
4169 triangle->lmbase[k] = lmmins/lmscalepixels;
4170 triangle->lmscale[k] = lmscalepixels;
4173 if (!Mod_AllocLightmap_Block(&lmstate, triangle->lmsize[0], triangle->lmsize[1], &triangle->lmoffset[0], &triangle->lmoffset[1]))
4176 // if all fit in this texture, we're done with this surface
4177 if (i == surface->num_triangles)
4179 // if we haven't maxed out the lightmap size yet, we retry the
4180 // entire surface batch...
4181 if (lm_texturesize * 2 <= min(mod_generatelightmaps_texturesize.integer, (int)vid.maxtexturesize_2d))
4183 lm_texturesize *= 2;
4186 Mod_AllocLightmap_Free(&lmstate);
4187 Mod_AllocLightmap_Init(&lmstate, lm_texturesize, lm_texturesize);
4190 // if we have maxed out the lightmap size, and this triangle does
4191 // not fit in the same texture as the rest of the surface, we have
4192 // to retry the entire surface in a new texture (can only use one)
4193 // with multiple retries, the lightmap quality degrades until it
4194 // fits (or gives up)
4195 if (surfaceindex > 0)
4197 Mod_AllocLightmap_Reset(&lmstate);
4201 Mod_AllocLightmap_Free(&lmstate);
4203 // now put triangles together into lightmap textures, and do not allow
4204 // triangles of a surface to go into different textures (as that would
4205 // require rewriting the surface list)
4206 model->brushq3.deluxemapping_modelspace = true;
4207 model->brushq3.deluxemapping = true;
4208 model->brushq3.num_mergedlightmaps = lightmapnumber;
4209 model->brushq3.data_lightmaps = (rtexture_t **)Mem_Alloc(model->mempool, model->brushq3.num_mergedlightmaps * sizeof(rtexture_t *));
4210 model->brushq3.data_deluxemaps = (rtexture_t **)Mem_Alloc(model->mempool, model->brushq3.num_mergedlightmaps * sizeof(rtexture_t *));
4211 lightmappixels = (unsigned char *)Mem_Alloc(tempmempool, model->brushq3.num_mergedlightmaps * lm_texturesize * lm_texturesize * 4);
4212 deluxemappixels = (unsigned char *)Mem_Alloc(tempmempool, model->brushq3.num_mergedlightmaps * lm_texturesize * lm_texturesize * 4);
4213 for (surfaceindex = 0;surfaceindex < model->num_surfaces;surfaceindex++)
4215 surface = model->data_surfaces + surfaceindex;
4216 e = model->surfmesh.data_element3i + surface->num_firsttriangle*3;
4217 for (i = 0;i < surface->num_triangles;i++)
4219 triangle = &mod_generatelightmaps_lightmaptriangles[surface->num_firsttriangle+i];
4220 TriangleNormal(triangle->vertex[0], triangle->vertex[1], triangle->vertex[2], trianglenormal);
4221 VectorNormalize(trianglenormal);
4222 VectorCopy(trianglenormal, samplenormal); // FIXME: this is supposed to be interpolated per pixel from vertices
4223 axis = triangle->axis;
4224 axis1 = axis == 0 ? 1 : 0;
4225 axis2 = axis == 2 ? 1 : 2;
4226 lmiscale[0] = 1.0f / triangle->lmscale[0];
4227 lmiscale[1] = 1.0f / triangle->lmscale[1];
4228 if (trianglenormal[axis] < 0)
4229 VectorNegate(trianglenormal, trianglenormal);
4230 CrossProduct(lmaxis[axis2], trianglenormal, temp);slopex = temp[axis] / temp[axis1];
4231 CrossProduct(lmaxis[axis1], trianglenormal, temp);slopey = temp[axis] / temp[axis2];
4232 slopebase = triangle->vertex[0][axis] - triangle->vertex[0][axis1]*slopex - triangle->vertex[0][axis2]*slopey;
4233 for (j = 0;j < 3;j++)
4235 float *t2f = model->surfmesh.data_texcoordlightmap2f + e[i*3+j]*2;
4236 t2f[0] = ((triangle->vertex[j][axis1] - triangle->lmbase[0]) * triangle->lmscale[0] + triangle->lmoffset[0]) / lm_texturesize;
4237 t2f[1] = ((triangle->vertex[j][axis2] - triangle->lmbase[1]) * triangle->lmscale[1] + triangle->lmoffset[1]) / lm_texturesize;
4239 samplecenter[axis1] = (t2f[0]*lm_texturesize-triangle->lmoffset[0])*lmiscale[0] + triangle->lmbase[0];
4240 samplecenter[axis2] = (t2f[1]*lm_texturesize-triangle->lmoffset[1])*lmiscale[1] + triangle->lmbase[1];
4241 samplecenter[axis] = samplecenter[axis1]*slopex + samplecenter[axis2]*slopey + slopebase;
4242 Con_Printf("%f:%f %f:%f %f:%f = %f %f\n", triangle->vertex[j][axis1], samplecenter[axis1], triangle->vertex[j][axis2], samplecenter[axis2], triangle->vertex[j][axis], samplecenter[axis], t2f[0], t2f[1]);
4252 forward[1] = 1.0f / triangle->lmscale[0];
4256 left[2] = 1.0f / triangle->lmscale[1];
4261 origin[1] = triangle->lmbase[0];
4262 origin[2] = triangle->lmbase[1];
4265 forward[0] = 1.0f / triangle->lmscale[0];
4270 left[2] = 1.0f / triangle->lmscale[1];
4274 origin[0] = triangle->lmbase[0];
4276 origin[2] = triangle->lmbase[1];
4279 forward[0] = 1.0f / triangle->lmscale[0];
4283 left[1] = 1.0f / triangle->lmscale[1];
4288 origin[0] = triangle->lmbase[0];
4289 origin[1] = triangle->lmbase[1];
4293 Matrix4x4_FromVectors(&backmatrix, forward, left, up, origin);
4295 #define LM_DIST_EPSILON (1.0f / 32.0f)
4296 for (y = 0;y < triangle->lmsize[1];y++)
4298 pixeloffset = ((triangle->lightmapindex * lm_texturesize + y + triangle->lmoffset[1]) * lm_texturesize + triangle->lmoffset[0]) * 4;
4299 for (x = 0;x < triangle->lmsize[0];x++, pixeloffset += 4)
4301 samplecenter[axis1] = (x+0.5f)*lmiscale[0] + triangle->lmbase[0];
4302 samplecenter[axis2] = (y+0.5f)*lmiscale[1] + triangle->lmbase[1];
4303 samplecenter[axis] = samplecenter[axis1]*slopex + samplecenter[axis2]*slopey + slopebase;
4304 VectorMA(samplecenter, 0.125f, samplenormal, samplecenter);
4305 Mod_GenerateLightmaps_LightmapSample(samplecenter, samplenormal, lightmappixels + pixeloffset, deluxemappixels + pixeloffset);
4311 for (lightmapindex = 0;lightmapindex < model->brushq3.num_mergedlightmaps;lightmapindex++)
4313 model->brushq3.data_lightmaps[lightmapindex] = R_LoadTexture2D(model->texturepool, va(vabuf, sizeof(vabuf), "lightmap%i", lightmapindex), lm_texturesize, lm_texturesize, lightmappixels + lightmapindex * lm_texturesize * lm_texturesize * 4, TEXTYPE_BGRA, TEXF_FORCELINEAR, -1, NULL);
4314 model->brushq3.data_deluxemaps[lightmapindex] = R_LoadTexture2D(model->texturepool, va(vabuf, sizeof(vabuf), "deluxemap%i", lightmapindex), lm_texturesize, lm_texturesize, deluxemappixels + lightmapindex * lm_texturesize * lm_texturesize * 4, TEXTYPE_BGRA, TEXF_FORCELINEAR, -1, NULL);
4318 Mem_Free(lightmappixels);
4319 if (deluxemappixels)
4320 Mem_Free(deluxemappixels);
4322 for (surfaceindex = 0;surfaceindex < model->num_surfaces;surfaceindex++)
4324 surface = model->data_surfaces + surfaceindex;
4325 e = model->surfmesh.data_element3i + surface->num_firsttriangle*3;
4326 if (!surface->num_triangles)
4328 lightmapindex = mod_generatelightmaps_lightmaptriangles[surface->num_firsttriangle].lightmapindex;
4329 surface->lightmaptexture = model->brushq3.data_lightmaps[lightmapindex];
4330 surface->deluxemaptexture = model->brushq3.data_deluxemaps[lightmapindex];
4331 surface->lightmapinfo = NULL;
4334 model->brush.LightPoint = Mod_GenerateLightmaps_LightPoint;
4335 model->brushq1.lightdata = NULL;
4336 model->brushq1.lightmapupdateflags = NULL;
4337 model->brushq1.firstrender = false;
4338 model->brushq1.num_lightstyles = 0;
4339 model->brushq1.data_lightstyleinfo = NULL;
4340 for (i = 0;i < model->brush.numsubmodels;i++)
4342 model->brush.submodels[i]->brushq1.lightmapupdateflags = NULL;
4343 model->brush.submodels[i]->brushq1.firstrender = false;
4344 model->brush.submodels[i]->brushq1.num_lightstyles = 0;
4345 model->brush.submodels[i]->brushq1.data_lightstyleinfo = NULL;
4349 static void Mod_GenerateLightmaps_UpdateVertexColors(dp_model_t *model)
4352 for (i = 0;i < model->surfmesh.num_vertices;i++)
4353 Mod_GenerateLightmaps_VertexSample(model->surfmesh.data_vertex3f + 3*i, model->surfmesh.data_normal3f + 3*i, model->surfmesh.data_lightmapcolor4f + 4*i);
4356 static void Mod_GenerateLightmaps_UpdateLightGrid(dp_model_t *model)
4363 for (z = 0;z < model->brushq3.num_lightgrid_isize[2];z++)
4365 pos[2] = (model->brushq3.num_lightgrid_imins[2] + z + 0.5f) * model->brushq3.num_lightgrid_cellsize[2];
4366 for (y = 0;y < model->brushq3.num_lightgrid_isize[1];y++)
4368 pos[1] = (model->brushq3.num_lightgrid_imins[1] + y + 0.5f) * model->brushq3.num_lightgrid_cellsize[1];
4369 for (x = 0;x < model->brushq3.num_lightgrid_isize[0];x++, index++)
4371 pos[0] = (model->brushq3.num_lightgrid_imins[0] + x + 0.5f) * model->brushq3.num_lightgrid_cellsize[0];
4372 Mod_GenerateLightmaps_GridSample(pos, model->brushq3.data_lightgrid + index);
4378 extern cvar_t mod_q3bsp_nolightmaps;
4379 static void Mod_GenerateLightmaps(dp_model_t *model)
4381 //lightmaptriangle_t *lightmaptriangles = Mem_Alloc(model->mempool, model->surfmesh.num_triangles * sizeof(lightmaptriangle_t));
4382 dp_model_t *oldloadmodel = loadmodel;
4385 Mod_GenerateLightmaps_InitSampleOffsets(model);
4386 Mod_GenerateLightmaps_DestroyLightmaps(model);
4387 Mod_GenerateLightmaps_UnweldTriangles(model);
4388 Mod_GenerateLightmaps_CreateTriangleInformation(model);
4389 Mod_GenerateLightmaps_CreateLights(model);
4390 if(!mod_q3bsp_nolightmaps.integer)
4391 Mod_GenerateLightmaps_CreateLightmaps(model);
4392 Mod_GenerateLightmaps_UpdateVertexColors(model);
4393 Mod_GenerateLightmaps_UpdateLightGrid(model);
4394 Mod_GenerateLightmaps_DestroyLights(model);
4395 Mod_GenerateLightmaps_DestroyTriangleInformation(model);
4397 loadmodel = oldloadmodel;
4400 static void Mod_GenerateLightmaps_f(void)
4402 if (Cmd_Argc() != 1)
4404 Con_Printf("usage: mod_generatelightmaps\n");
4409 Con_Printf("no worldmodel loaded\n");
4412 Mod_GenerateLightmaps(cl.worldmodel);