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)
254 // REQUIRED: fetch start
255 COM_ParseToken_Simple(&bufptr, true, false, true);
257 break; // end of file
258 if (!strcmp(com_token, "\n"))
259 continue; // empty line
260 start = atoi(com_token);
262 // REQUIRED: fetch length
263 COM_ParseToken_Simple(&bufptr, true, false, true);
264 if (!bufptr || !strcmp(com_token, "\n"))
266 Con_Printf("framegroups file: missing number of frames\n");
269 len = atoi(com_token);
271 // OPTIONAL args start
272 COM_ParseToken_Simple(&bufptr, true, false, true);
274 // OPTIONAL: fetch fps
276 if (bufptr && strcmp(com_token, "\n"))
278 fps = atof(com_token);
279 COM_ParseToken_Simple(&bufptr, true, false, true);
282 // OPTIONAL: fetch loopflag
284 if (bufptr && strcmp(com_token, "\n"))
286 loop = (atoi(com_token) != 0);
287 COM_ParseToken_Simple(&bufptr, true, false, true);
290 // OPTIONAL: fetch name
292 if (bufptr && strcmp(com_token, "\n"))
294 strlcpy(name, com_token, sizeof(name));
295 COM_ParseToken_Simple(&bufptr, true, false, true);
298 // OPTIONAL: remaining unsupported tokens (eat them)
299 while (bufptr && strcmp(com_token, "\n"))
300 COM_ParseToken_Simple(&bufptr, true, false, true);
302 //Con_Printf("data: %d %d %d %f %d (%s)\n", i, start, len, fps, loop, name);
305 cb(i, start, len, fps, loop, (name[0] ? name : NULL), pass);
312 static void Mod_FrameGroupify_ParseGroups_Store (unsigned int i, int start, int len, float fps, qboolean loop, const char *name, void *pass)
314 dp_model_t *mod = (dp_model_t *) pass;
315 animscene_t *anim = &mod->animscenes[i];
317 strlcpy(anim->name, name, sizeof(anim[i].name));
319 dpsnprintf(anim->name, sizeof(anim[i].name), "groupified_%d_anim", i);
320 anim->firstframe = bound(0, start, mod->num_poses - 1);
321 anim->framecount = bound(1, len, mod->num_poses - anim->firstframe);
322 anim->framerate = max(1, fps);
324 //Con_Printf("frame group %d is %d %d %f %d\n", i, start, len, fps, loop);
327 static void Mod_FrameGroupify(dp_model_t *mod, const char *buf)
332 cnt = Mod_FrameGroupify_ParseGroups(buf, NULL, NULL);
335 Con_Printf("no scene found in framegroups file, aborting\n");
338 mod->numframes = cnt;
341 // (we do not free the previous animscenes, but model unloading will free the pool owning them, so it's okay)
342 mod->animscenes = (animscene_t *) Mem_Alloc(mod->mempool, sizeof(animscene_t) * mod->numframes);
345 Mod_FrameGroupify_ParseGroups(buf, Mod_FrameGroupify_ParseGroups_Store, mod);
348 static void Mod_FindPotentialDeforms(dp_model_t *mod)
352 mod->wantnormals = false;
353 mod->wanttangents = false;
354 for (i = 0;i < mod->num_textures;i++)
356 texture = mod->data_textures + i;
357 if (texture->tcgen.tcgen == Q3TCGEN_ENVIRONMENT)
358 mod->wantnormals = true;
359 for (j = 0;j < Q3MAXDEFORMS;j++)
361 if (texture->deforms[j].deform == Q3DEFORM_AUTOSPRITE)
363 mod->wanttangents = true;
364 mod->wantnormals = true;
367 if (texture->deforms[j].deform != Q3DEFORM_NONE)
368 mod->wantnormals = true;
380 dp_model_t *Mod_LoadModel(dp_model_t *mod, qboolean crash, qboolean checkdisk)
385 fs_offset_t filesize = 0;
390 if (mod->name[0] == '*') // submodel
393 if (!strcmp(mod->name, "null"))
398 if (mod->loaded || mod->mempool)
399 Mod_UnloadModel(mod);
401 if (developer_loading.integer)
402 Con_Printf("loading model %s\n", mod->name);
405 mod->crc = (unsigned int)-1;
408 VectorClear(mod->normalmins);
409 VectorClear(mod->normalmaxs);
410 VectorClear(mod->yawmins);
411 VectorClear(mod->yawmaxs);
412 VectorClear(mod->rotatedmins);
413 VectorClear(mod->rotatedmaxs);
415 mod->modeldatatypestring = "null";
416 mod->type = mod_null;
417 mod->Draw = R_Model_Null_Draw;
421 // no fatal errors occurred, so this model is ready to use.
430 // even if the model is loaded it still may need reloading...
432 // if it is not loaded or checkdisk is true we need to calculate the crc
433 if (!mod->loaded || checkdisk)
435 if (checkdisk && mod->loaded)
436 Con_DPrintf("checking model %s\n", mod->name);
437 buf = FS_LoadFile (mod->name, tempmempool, false, &filesize);
440 crc = CRC_Block((unsigned char *)buf, filesize);
441 // we need to reload the model if the crc does not match
447 // if the model is already loaded and checks passed, just return
455 if (developer_loading.integer)
456 Con_Printf("loading model %s\n", mod->name);
458 SCR_PushLoadingScreen(true, mod->name, 1);
460 // LordHavoc: unload the existing model in this slot (if there is one)
461 if (mod->loaded || mod->mempool)
462 Mod_UnloadModel(mod);
467 // errors can prevent the corresponding mod->loaded = true;
470 // default lightmap scale
471 mod->lightmapscale = 1;
473 // default model radius and bounding box (mainly for missing models)
475 VectorSet(mod->normalmins, -mod->radius, -mod->radius, -mod->radius);
476 VectorSet(mod->normalmaxs, mod->radius, mod->radius, mod->radius);
477 VectorSet(mod->yawmins, -mod->radius, -mod->radius, -mod->radius);
478 VectorSet(mod->yawmaxs, mod->radius, mod->radius, mod->radius);
479 VectorSet(mod->rotatedmins, -mod->radius, -mod->radius, -mod->radius);
480 VectorSet(mod->rotatedmaxs, mod->radius, mod->radius, mod->radius);
484 // load q3 shaders for the first time, or after a level change
490 char *bufend = (char *)buf + filesize;
492 // all models use memory, so allocate a memory pool
493 mod->mempool = Mem_AllocPool(mod->name, 0, NULL);
495 num = LittleLong(*((int *)buf));
496 // call the apropriate loader
498 if (!strcasecmp(FS_FileExtension(mod->name), "obj")) Mod_OBJ_Load(mod, buf, bufend);
499 else if (!memcmp(buf, "IDPO", 4)) Mod_IDP0_Load(mod, buf, bufend);
500 else if (!memcmp(buf, "IDP2", 4)) Mod_IDP2_Load(mod, buf, bufend);
501 else if (!memcmp(buf, "IDP3", 4)) Mod_IDP3_Load(mod, buf, bufend);
502 else if (!memcmp(buf, "IDSP", 4)) Mod_IDSP_Load(mod, buf, bufend);
503 else if (!memcmp(buf, "IDS2", 4)) Mod_IDS2_Load(mod, buf, bufend);
504 else if (!memcmp(buf, "IBSP", 4)) Mod_IBSP_Load(mod, buf, bufend);
505 else if (!memcmp(buf, "ZYMOTICMODEL", 12)) Mod_ZYMOTICMODEL_Load(mod, buf, bufend);
506 else if (!memcmp(buf, "DARKPLACESMODEL", 16)) Mod_DARKPLACESMODEL_Load(mod, buf, bufend);
507 else if (!memcmp(buf, "ACTRHEAD", 8)) Mod_PSKMODEL_Load(mod, buf, bufend);
508 else if (!memcmp(buf, "INTERQUAKEMODEL", 16)) Mod_INTERQUAKEMODEL_Load(mod, buf, bufend);
509 else if (strlen(mod->name) >= 4 && !strcmp(mod->name + strlen(mod->name) - 4, ".map")) Mod_MAP_Load(mod, buf, bufend);
510 else if (num == BSPVERSION || num == 30 || !memcmp(buf, "BSP2", 4)) Mod_Q1BSP_Load(mod, buf, bufend);
511 else Con_Printf("Mod_LoadModel: model \"%s\" is of unknown/unsupported type\n", mod->name);
514 Mod_FindPotentialDeforms(mod);
516 buf = FS_LoadFile(va(vabuf, sizeof(vabuf), "%s.framegroups", mod->name), tempmempool, false, &filesize);
519 Mod_FrameGroupify(mod, (const char *)buf);
527 // LordHavoc: Sys_Error was *ANNOYING*
528 Con_Printf ("Mod_LoadModel: %s not found\n", mod->name);
531 // no fatal errors occurred, so this model is ready to use.
534 SCR_PopLoadingScreen(false);
539 void Mod_ClearUsed(void)
542 int nummodels = Mem_ExpandableArray_IndexRange(&models);
544 for (i = 0;i < nummodels;i++)
545 if ((mod = (dp_model_t*) Mem_ExpandableArray_RecordAtIndex(&models, i)) && mod->name[0])
549 void Mod_PurgeUnused(void)
552 int nummodels = Mem_ExpandableArray_IndexRange(&models);
554 for (i = 0;i < nummodels;i++)
556 if ((mod = (dp_model_t*) Mem_ExpandableArray_RecordAtIndex(&models, i)) && mod->name[0] && !mod->used)
558 Mod_UnloadModel(mod);
559 Mem_ExpandableArray_FreeRecord(&models, mod);
570 dp_model_t *Mod_FindName(const char *name, const char *parentname)
579 // if we're not dedicatd, the renderer calls will crash without video
582 nummodels = Mem_ExpandableArray_IndexRange(&models);
585 Host_Error ("Mod_ForName: empty name");
587 // search the currently loaded models
588 for (i = 0;i < nummodels;i++)
590 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))))
597 // no match found, create a new one
598 mod = (dp_model_t *) Mem_ExpandableArray_AllocRecord(&models);
599 strlcpy(mod->name, name, sizeof(mod->name));
601 mod->brush.parentmodel = Mod_FindName(parentname, NULL);
603 mod->brush.parentmodel = NULL;
613 Loads in a model for the given name
616 dp_model_t *Mod_ForName(const char *name, qboolean crash, qboolean checkdisk, const char *parentname)
619 model = Mod_FindName(name, parentname);
620 if (!model->loaded || checkdisk)
621 Mod_LoadModel(model, crash, checkdisk);
629 Reloads all models if they have changed
632 void Mod_Reload(void)
635 int nummodels = Mem_ExpandableArray_IndexRange(&models);
638 SCR_PushLoadingScreen(false, "Reloading models", 1.0);
640 for (i = 0;i < nummodels;i++)
641 if ((mod = (dp_model_t *) Mem_ExpandableArray_RecordAtIndex(&models, i)) && mod->name[0] && mod->name[0] != '*' && mod->used)
643 for (i = 0;i < nummodels;i++)
644 if ((mod = (dp_model_t *) Mem_ExpandableArray_RecordAtIndex(&models, i)) && mod->name[0] && mod->name[0] != '*' && mod->used)
646 SCR_PushLoadingScreen(true, mod->name, 1.0 / count);
647 Mod_LoadModel(mod, true, true);
648 SCR_PopLoadingScreen(false);
650 SCR_PopLoadingScreen(false);
653 unsigned char *mod_base;
656 //=============================================================================
663 static void Mod_Print(void)
666 int nummodels = Mem_ExpandableArray_IndexRange(&models);
669 Con_Print("Loaded models:\n");
670 for (i = 0;i < nummodels;i++)
672 if ((mod = (dp_model_t *) Mem_ExpandableArray_RecordAtIndex(&models, i)) && mod->name[0] && mod->name[0] != '*')
674 if (mod->brush.numsubmodels)
675 Con_Printf("%4iK %s (%i submodels)\n", mod->mempool ? (int)((mod->mempool->totalsize + 1023) / 1024) : 0, mod->name, mod->brush.numsubmodels);
677 Con_Printf("%4iK %s\n", mod->mempool ? (int)((mod->mempool->totalsize + 1023) / 1024) : 0, mod->name);
687 static void Mod_Precache(void)
690 Mod_ForName(Cmd_Argv(1), false, true, Cmd_Argv(1)[0] == '*' ? cl.model_name[1] : NULL);
692 Con_Print("usage: modelprecache <filename>\n");
695 int Mod_BuildVertexRemapTableFromElements(int numelements, const int *elements, int numvertices, int *remapvertices)
699 used = (unsigned char *)Mem_Alloc(tempmempool, numvertices);
700 memset(used, 0, numvertices);
701 for (i = 0;i < numelements;i++)
702 used[elements[i]] = 1;
703 for (i = 0, count = 0;i < numvertices;i++)
704 remapvertices[i] = used[i] ? count++ : -1;
710 // fast way, using an edge hash
711 #define TRIANGLEEDGEHASH 8192
712 void Mod_BuildTriangleNeighbors(int *neighbors, const int *elements, int numtriangles)
714 int i, j, p, e1, e2, *n, hashindex, count, match;
716 typedef struct edgehashentry_s
718 struct edgehashentry_s *next;
723 static edgehashentry_t **edgehash;
724 edgehashentry_t *edgehashentries, *hash;
727 edgehash = (edgehashentry_t **)Mem_Alloc(tempmempool, TRIANGLEEDGEHASH * sizeof(*edgehash));
728 // if there are too many triangles for the stack array, allocate larger buffer
729 edgehashentries = (edgehashentry_t *)Mem_Alloc(tempmempool, numtriangles * 3 * sizeof(edgehashentry_t));
730 // find neighboring triangles
731 for (i = 0, e = elements, n = neighbors;i < numtriangles;i++, e += 3, n += 3)
733 for (j = 0, p = 2;j < 3;p = j, j++)
737 // this hash index works for both forward and backward edges
738 hashindex = (unsigned int)(e1 + e2) % TRIANGLEEDGEHASH;
739 hash = edgehashentries + i * 3 + j;
740 hash->next = edgehash[hashindex];
741 edgehash[hashindex] = hash;
743 hash->element[0] = e1;
744 hash->element[1] = e2;
747 for (i = 0, e = elements, n = neighbors;i < numtriangles;i++, e += 3, n += 3)
749 for (j = 0, p = 2;j < 3;p = j, j++)
753 // this hash index works for both forward and backward edges
754 hashindex = (unsigned int)(e1 + e2) % TRIANGLEEDGEHASH;
757 for (hash = edgehash[hashindex];hash;hash = hash->next)
759 if (hash->element[0] == e2 && hash->element[1] == e1)
761 if (hash->triangle != i)
762 match = hash->triangle;
765 else if ((hash->element[0] == e1 && hash->element[1] == e2))
768 // detect edges shared by three triangles and make them seams
774 // also send a keepalive here (this can take a while too!)
775 CL_KeepaliveMessage(false);
777 // free the allocated buffer
778 Mem_Free(edgehashentries);
782 // very slow but simple way
783 static int Mod_FindTriangleWithEdge(const int *elements, int numtriangles, int start, int end, int ignore)
788 for (i = 0;i < numtriangles;i++, elements += 3)
790 if ((elements[0] == start && elements[1] == end)
791 || (elements[1] == start && elements[2] == end)
792 || (elements[2] == start && elements[0] == end))
798 else if ((elements[1] == start && elements[0] == end)
799 || (elements[2] == start && elements[1] == end)
800 || (elements[0] == start && elements[2] == end))
803 // detect edges shared by three triangles and make them seams
809 void Mod_BuildTriangleNeighbors(int *neighbors, const int *elements, int numtriangles)
813 for (i = 0, e = elements, n = neighbors;i < numtriangles;i++, e += 3, n += 3)
815 n[0] = Mod_FindTriangleWithEdge(elements, numtriangles, e[1], e[0], i);
816 n[1] = Mod_FindTriangleWithEdge(elements, numtriangles, e[2], e[1], i);
817 n[2] = Mod_FindTriangleWithEdge(elements, numtriangles, e[0], e[2], i);
822 void Mod_ValidateElements(int *elements, int numtriangles, int firstvertex, int numverts, const char *filename, int fileline)
824 int i, warned = false, endvertex = firstvertex + numverts;
825 for (i = 0;i < numtriangles * 3;i++)
827 if (elements[i] < firstvertex || elements[i] >= endvertex)
832 Con_Printf("Mod_ValidateElements: out of bounds elements detected at %s:%d\n", filename, fileline);
834 elements[i] = firstvertex;
839 // warning: this is an expensive function!
840 void Mod_BuildNormals(int firstvertex, int numvertices, int numtriangles, const float *vertex3f, const int *elements, float *normal3f, qboolean areaweighting)
847 memset(normal3f + 3 * firstvertex, 0, numvertices * sizeof(float[3]));
848 // process each vertex of each triangle and accumulate the results
849 // use area-averaging, to make triangles with a big area have a bigger
850 // weighting on the vertex normal than triangles with a small area
851 // to do so, just add the 'normals' together (the bigger the area
852 // the greater the length of the normal is
854 for (i = 0; i < numtriangles; i++, element += 3)
857 vertex3f + element[0] * 3,
858 vertex3f + element[1] * 3,
859 vertex3f + element[2] * 3,
864 VectorNormalize(areaNormal);
866 for (j = 0;j < 3;j++)
868 vectorNormal = normal3f + element[j] * 3;
869 vectorNormal[0] += areaNormal[0];
870 vectorNormal[1] += areaNormal[1];
871 vectorNormal[2] += areaNormal[2];
874 // and just normalize the accumulated vertex normal in the end
875 vectorNormal = normal3f + 3 * firstvertex;
876 for (i = 0; i < numvertices; i++, vectorNormal += 3)
877 VectorNormalize(vectorNormal);
881 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)
883 float f, tangentcross[3], v10[3], v20[3], tc10[2], tc20[2];
884 // 79 add/sub/negate/multiply (1 cycle), 1 compare (3 cycle?), total cycles not counting load/store/exchange roughly 82 cycles
885 // 6 add, 28 subtract, 39 multiply, 1 compare, 50% chance of 6 negates
887 // 6 multiply, 9 subtract
888 VectorSubtract(v1, v0, v10);
889 VectorSubtract(v2, v0, v20);
890 normal3f[0] = v20[1] * v10[2] - v20[2] * v10[1];
891 normal3f[1] = v20[2] * v10[0] - v20[0] * v10[2];
892 normal3f[2] = v20[0] * v10[1] - v20[1] * v10[0];
893 // 12 multiply, 10 subtract
894 tc10[1] = tc1[1] - tc0[1];
895 tc20[1] = tc2[1] - tc0[1];
896 svector3f[0] = tc10[1] * v20[0] - tc20[1] * v10[0];
897 svector3f[1] = tc10[1] * v20[1] - tc20[1] * v10[1];
898 svector3f[2] = tc10[1] * v20[2] - tc20[1] * v10[2];
899 tc10[0] = tc1[0] - tc0[0];
900 tc20[0] = tc2[0] - tc0[0];
901 tvector3f[0] = tc10[0] * v20[0] - tc20[0] * v10[0];
902 tvector3f[1] = tc10[0] * v20[1] - tc20[0] * v10[1];
903 tvector3f[2] = tc10[0] * v20[2] - tc20[0] * v10[2];
904 // 12 multiply, 4 add, 6 subtract
905 f = DotProduct(svector3f, normal3f);
906 svector3f[0] -= f * normal3f[0];
907 svector3f[1] -= f * normal3f[1];
908 svector3f[2] -= f * normal3f[2];
909 f = DotProduct(tvector3f, normal3f);
910 tvector3f[0] -= f * normal3f[0];
911 tvector3f[1] -= f * normal3f[1];
912 tvector3f[2] -= f * normal3f[2];
913 // if texture is mapped the wrong way (counterclockwise), the tangents
914 // have to be flipped, this is detected by calculating a normal from the
915 // two tangents, and seeing if it is opposite the surface normal
916 // 9 multiply, 2 add, 3 subtract, 1 compare, 50% chance of: 6 negates
917 CrossProduct(tvector3f, svector3f, tangentcross);
918 if (DotProduct(tangentcross, normal3f) < 0)
920 VectorNegate(svector3f, svector3f);
921 VectorNegate(tvector3f, tvector3f);
926 // warning: this is a very expensive function!
927 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)
930 float sdir[3], tdir[3], normal[3], *sv, *tv;
931 const float *v0, *v1, *v2, *tc0, *tc1, *tc2, *n;
932 float f, tangentcross[3], v10[3], v20[3], tc10[2], tc20[2];
935 memset(svector3f + 3 * firstvertex, 0, numvertices * sizeof(float[3]));
936 memset(tvector3f + 3 * firstvertex, 0, numvertices * sizeof(float[3]));
937 // process each vertex of each triangle and accumulate the results
938 for (tnum = 0, e = elements;tnum < numtriangles;tnum++, e += 3)
940 v0 = vertex3f + e[0] * 3;
941 v1 = vertex3f + e[1] * 3;
942 v2 = vertex3f + e[2] * 3;
943 tc0 = texcoord2f + e[0] * 2;
944 tc1 = texcoord2f + e[1] * 2;
945 tc2 = texcoord2f + e[2] * 2;
947 // 79 add/sub/negate/multiply (1 cycle), 1 compare (3 cycle?), total cycles not counting load/store/exchange roughly 82 cycles
948 // 6 add, 28 subtract, 39 multiply, 1 compare, 50% chance of 6 negates
950 // calculate the edge directions and surface normal
951 // 6 multiply, 9 subtract
952 VectorSubtract(v1, v0, v10);
953 VectorSubtract(v2, v0, v20);
954 normal[0] = v20[1] * v10[2] - v20[2] * v10[1];
955 normal[1] = v20[2] * v10[0] - v20[0] * v10[2];
956 normal[2] = v20[0] * v10[1] - v20[1] * v10[0];
958 // calculate the tangents
959 // 12 multiply, 10 subtract
960 tc10[1] = tc1[1] - tc0[1];
961 tc20[1] = tc2[1] - tc0[1];
962 sdir[0] = tc10[1] * v20[0] - tc20[1] * v10[0];
963 sdir[1] = tc10[1] * v20[1] - tc20[1] * v10[1];
964 sdir[2] = tc10[1] * v20[2] - tc20[1] * v10[2];
965 tc10[0] = tc1[0] - tc0[0];
966 tc20[0] = tc2[0] - tc0[0];
967 tdir[0] = tc10[0] * v20[0] - tc20[0] * v10[0];
968 tdir[1] = tc10[0] * v20[1] - tc20[0] * v10[1];
969 tdir[2] = tc10[0] * v20[2] - tc20[0] * v10[2];
971 // if texture is mapped the wrong way (counterclockwise), the tangents
972 // have to be flipped, this is detected by calculating a normal from the
973 // two tangents, and seeing if it is opposite the surface normal
974 // 9 multiply, 2 add, 3 subtract, 1 compare, 50% chance of: 6 negates
975 CrossProduct(tdir, sdir, tangentcross);
976 if (DotProduct(tangentcross, normal) < 0)
978 VectorNegate(sdir, sdir);
979 VectorNegate(tdir, tdir);
984 VectorNormalize(sdir);
985 VectorNormalize(tdir);
987 for (i = 0;i < 3;i++)
989 VectorAdd(svector3f + e[i]*3, sdir, svector3f + e[i]*3);
990 VectorAdd(tvector3f + e[i]*3, tdir, tvector3f + e[i]*3);
993 // make the tangents completely perpendicular to the surface normal, and
994 // then normalize them
995 // 16 assignments, 2 divide, 2 sqrt, 2 negates, 14 adds, 24 multiplies
996 for (i = 0, sv = svector3f + 3 * firstvertex, tv = tvector3f + 3 * firstvertex, n = normal3f + 3 * firstvertex;i < numvertices;i++, sv += 3, tv += 3, n += 3)
998 f = -DotProduct(sv, n);
999 VectorMA(sv, f, n, sv);
1000 VectorNormalize(sv);
1001 f = -DotProduct(tv, n);
1002 VectorMA(tv, f, n, tv);
1003 VectorNormalize(tv);
1007 void Mod_AllocSurfMesh(mempool_t *mempool, int numvertices, int numtriangles, qboolean lightmapoffsets, qboolean vertexcolors, qboolean neighbors)
1009 unsigned char *data;
1010 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));
1011 loadmodel->surfmesh.num_vertices = numvertices;
1012 loadmodel->surfmesh.num_triangles = numtriangles;
1013 if (loadmodel->surfmesh.num_vertices)
1015 loadmodel->surfmesh.data_vertex3f = (float *)data, data += sizeof(float[3]) * loadmodel->surfmesh.num_vertices;
1016 loadmodel->surfmesh.data_svector3f = (float *)data, data += sizeof(float[3]) * loadmodel->surfmesh.num_vertices;
1017 loadmodel->surfmesh.data_tvector3f = (float *)data, data += sizeof(float[3]) * loadmodel->surfmesh.num_vertices;
1018 loadmodel->surfmesh.data_normal3f = (float *)data, data += sizeof(float[3]) * loadmodel->surfmesh.num_vertices;
1019 loadmodel->surfmesh.data_texcoordtexture2f = (float *)data, data += sizeof(float[2]) * loadmodel->surfmesh.num_vertices;
1020 loadmodel->surfmesh.data_texcoordlightmap2f = (float *)data, data += sizeof(float[2]) * loadmodel->surfmesh.num_vertices;
1022 loadmodel->surfmesh.data_lightmapcolor4f = (float *)data, data += sizeof(float[4]) * loadmodel->surfmesh.num_vertices;
1023 if (lightmapoffsets)
1024 loadmodel->surfmesh.data_lightmapoffsets = (int *)data, data += sizeof(int) * loadmodel->surfmesh.num_vertices;
1026 if (loadmodel->surfmesh.num_triangles)
1028 loadmodel->surfmesh.data_element3i = (int *)data, data += sizeof(int[3]) * loadmodel->surfmesh.num_triangles;
1030 loadmodel->surfmesh.data_neighbor3i = (int *)data, data += sizeof(int[3]) * loadmodel->surfmesh.num_triangles;
1031 if (loadmodel->surfmesh.num_vertices <= 65536)
1032 loadmodel->surfmesh.data_element3s = (unsigned short *)data, data += sizeof(unsigned short[3]) * loadmodel->surfmesh.num_triangles;
1036 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)
1038 shadowmesh_t *newmesh;
1039 unsigned char *data;
1041 size = sizeof(shadowmesh_t);
1042 size += maxverts * sizeof(float[3]);
1044 size += maxverts * sizeof(float[11]);
1045 size += maxtriangles * sizeof(int[3]);
1046 if (maxverts <= 65536)
1047 size += maxtriangles * sizeof(unsigned short[3]);
1049 size += maxtriangles * sizeof(int[3]);
1051 size += SHADOWMESHVERTEXHASH * sizeof(shadowmeshvertexhash_t *) + maxverts * sizeof(shadowmeshvertexhash_t);
1052 data = (unsigned char *)Mem_Alloc(mempool, size);
1053 newmesh = (shadowmesh_t *)data;data += sizeof(*newmesh);
1054 newmesh->map_diffuse = map_diffuse;
1055 newmesh->map_specular = map_specular;
1056 newmesh->map_normal = map_normal;
1057 newmesh->maxverts = maxverts;
1058 newmesh->maxtriangles = maxtriangles;
1059 newmesh->numverts = 0;
1060 newmesh->numtriangles = 0;
1061 memset(newmesh->sideoffsets, 0, sizeof(newmesh->sideoffsets));
1062 memset(newmesh->sidetotals, 0, sizeof(newmesh->sidetotals));
1064 newmesh->vertex3f = (float *)data;data += maxverts * sizeof(float[3]);
1067 newmesh->svector3f = (float *)data;data += maxverts * sizeof(float[3]);
1068 newmesh->tvector3f = (float *)data;data += maxverts * sizeof(float[3]);
1069 newmesh->normal3f = (float *)data;data += maxverts * sizeof(float[3]);
1070 newmesh->texcoord2f = (float *)data;data += maxverts * sizeof(float[2]);
1072 newmesh->element3i = (int *)data;data += maxtriangles * sizeof(int[3]);
1075 newmesh->neighbor3i = (int *)data;data += maxtriangles * sizeof(int[3]);
1079 newmesh->vertexhashtable = (shadowmeshvertexhash_t **)data;data += SHADOWMESHVERTEXHASH * sizeof(shadowmeshvertexhash_t *);
1080 newmesh->vertexhashentries = (shadowmeshvertexhash_t *)data;data += maxverts * sizeof(shadowmeshvertexhash_t);
1082 if (maxverts <= 65536)
1083 newmesh->element3s = (unsigned short *)data;data += maxtriangles * sizeof(unsigned short[3]);
1087 shadowmesh_t *Mod_ShadowMesh_ReAlloc(mempool_t *mempool, shadowmesh_t *oldmesh, int light, int neighbors)
1089 shadowmesh_t *newmesh;
1090 newmesh = Mod_ShadowMesh_Alloc(mempool, oldmesh->numverts, oldmesh->numtriangles, oldmesh->map_diffuse, oldmesh->map_specular, oldmesh->map_normal, light, neighbors, false);
1091 newmesh->numverts = oldmesh->numverts;
1092 newmesh->numtriangles = oldmesh->numtriangles;
1093 memcpy(newmesh->sideoffsets, oldmesh->sideoffsets, sizeof(oldmesh->sideoffsets));
1094 memcpy(newmesh->sidetotals, oldmesh->sidetotals, sizeof(oldmesh->sidetotals));
1096 memcpy(newmesh->vertex3f, oldmesh->vertex3f, oldmesh->numverts * sizeof(float[3]));
1097 if (newmesh->svector3f && oldmesh->svector3f)
1099 memcpy(newmesh->svector3f, oldmesh->svector3f, oldmesh->numverts * sizeof(float[3]));
1100 memcpy(newmesh->tvector3f, oldmesh->tvector3f, oldmesh->numverts * sizeof(float[3]));
1101 memcpy(newmesh->normal3f, oldmesh->normal3f, oldmesh->numverts * sizeof(float[3]));
1102 memcpy(newmesh->texcoord2f, oldmesh->texcoord2f, oldmesh->numverts * sizeof(float[2]));
1104 memcpy(newmesh->element3i, oldmesh->element3i, oldmesh->numtriangles * sizeof(int[3]));
1105 if (newmesh->neighbor3i && oldmesh->neighbor3i)
1106 memcpy(newmesh->neighbor3i, oldmesh->neighbor3i, oldmesh->numtriangles * sizeof(int[3]));
1110 int Mod_ShadowMesh_AddVertex(shadowmesh_t *mesh, float *vertex14f)
1112 int hashindex, vnum;
1113 shadowmeshvertexhash_t *hash;
1114 // this uses prime numbers intentionally
1115 hashindex = (unsigned int) (vertex14f[0] * 2003 + vertex14f[1] * 4001 + vertex14f[2] * 7919) % SHADOWMESHVERTEXHASH;
1116 for (hash = mesh->vertexhashtable[hashindex];hash;hash = hash->next)
1118 vnum = (hash - mesh->vertexhashentries);
1119 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]))
1120 && (mesh->svector3f == NULL || (mesh->svector3f[vnum * 3 + 0] == vertex14f[3] && mesh->svector3f[vnum * 3 + 1] == vertex14f[4] && mesh->svector3f[vnum * 3 + 2] == vertex14f[5]))
1121 && (mesh->tvector3f == NULL || (mesh->tvector3f[vnum * 3 + 0] == vertex14f[6] && mesh->tvector3f[vnum * 3 + 1] == vertex14f[7] && mesh->tvector3f[vnum * 3 + 2] == vertex14f[8]))
1122 && (mesh->normal3f == NULL || (mesh->normal3f[vnum * 3 + 0] == vertex14f[9] && mesh->normal3f[vnum * 3 + 1] == vertex14f[10] && mesh->normal3f[vnum * 3 + 2] == vertex14f[11]))
1123 && (mesh->texcoord2f == NULL || (mesh->texcoord2f[vnum * 2 + 0] == vertex14f[12] && mesh->texcoord2f[vnum * 2 + 1] == vertex14f[13])))
1124 return hash - mesh->vertexhashentries;
1126 vnum = mesh->numverts++;
1127 hash = mesh->vertexhashentries + vnum;
1128 hash->next = mesh->vertexhashtable[hashindex];
1129 mesh->vertexhashtable[hashindex] = hash;
1130 if (mesh->vertex3f) {mesh->vertex3f[vnum * 3 + 0] = vertex14f[0];mesh->vertex3f[vnum * 3 + 1] = vertex14f[1];mesh->vertex3f[vnum * 3 + 2] = vertex14f[2];}
1131 if (mesh->svector3f) {mesh->svector3f[vnum * 3 + 0] = vertex14f[3];mesh->svector3f[vnum * 3 + 1] = vertex14f[4];mesh->svector3f[vnum * 3 + 2] = vertex14f[5];}
1132 if (mesh->tvector3f) {mesh->tvector3f[vnum * 3 + 0] = vertex14f[6];mesh->tvector3f[vnum * 3 + 1] = vertex14f[7];mesh->tvector3f[vnum * 3 + 2] = vertex14f[8];}
1133 if (mesh->normal3f) {mesh->normal3f[vnum * 3 + 0] = vertex14f[9];mesh->normal3f[vnum * 3 + 1] = vertex14f[10];mesh->normal3f[vnum * 3 + 2] = vertex14f[11];}
1134 if (mesh->texcoord2f) {mesh->texcoord2f[vnum * 2 + 0] = vertex14f[12];mesh->texcoord2f[vnum * 2 + 1] = vertex14f[13];}
1138 void Mod_ShadowMesh_AddTriangle(mempool_t *mempool, shadowmesh_t *mesh, rtexture_t *map_diffuse, rtexture_t *map_specular, rtexture_t *map_normal, float *vertex14f)
1140 if (mesh->numtriangles == 0)
1142 // set the properties on this empty mesh to be more favorable...
1143 // (note: this case only occurs for the first triangle added to a new mesh chain)
1144 mesh->map_diffuse = map_diffuse;
1145 mesh->map_specular = map_specular;
1146 mesh->map_normal = map_normal;
1148 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)
1150 if (mesh->next == NULL)
1151 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);
1154 mesh->element3i[mesh->numtriangles * 3 + 0] = Mod_ShadowMesh_AddVertex(mesh, vertex14f + 14 * 0);
1155 mesh->element3i[mesh->numtriangles * 3 + 1] = Mod_ShadowMesh_AddVertex(mesh, vertex14f + 14 * 1);
1156 mesh->element3i[mesh->numtriangles * 3 + 2] = Mod_ShadowMesh_AddVertex(mesh, vertex14f + 14 * 2);
1157 mesh->numtriangles++;
1160 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)
1163 float vbuf[3*14], *v;
1164 memset(vbuf, 0, sizeof(vbuf));
1165 for (i = 0;i < numtris;i++)
1167 for (j = 0, v = vbuf;j < 3;j++, v += 14)
1172 v[0] = vertex3f[e * 3 + 0];
1173 v[1] = vertex3f[e * 3 + 1];
1174 v[2] = vertex3f[e * 3 + 2];
1178 v[3] = svector3f[e * 3 + 0];
1179 v[4] = svector3f[e * 3 + 1];
1180 v[5] = svector3f[e * 3 + 2];
1184 v[6] = tvector3f[e * 3 + 0];
1185 v[7] = tvector3f[e * 3 + 1];
1186 v[8] = tvector3f[e * 3 + 2];
1190 v[9] = normal3f[e * 3 + 0];
1191 v[10] = normal3f[e * 3 + 1];
1192 v[11] = normal3f[e * 3 + 2];
1196 v[12] = texcoord2f[e * 2 + 0];
1197 v[13] = texcoord2f[e * 2 + 1];
1200 Mod_ShadowMesh_AddTriangle(mempool, mesh, map_diffuse, map_specular, map_normal, vbuf);
1203 // the triangle calculation can take a while, so let's do a keepalive here
1204 CL_KeepaliveMessage(false);
1207 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)
1209 // the preparation before shadow mesh initialization can take a while, so let's do a keepalive here
1210 CL_KeepaliveMessage(false);
1212 return Mod_ShadowMesh_Alloc(mempool, maxverts, maxtriangles, map_diffuse, map_specular, map_normal, light, neighbors, expandable);
1215 static void Mod_ShadowMesh_CreateVBOs(shadowmesh_t *mesh, mempool_t *mempool)
1217 if (!mesh->numverts)
1220 // build r_vertexmesh_t array
1221 // (compressed interleaved array for D3D)
1222 if (!mesh->vertexmesh && mesh->texcoord2f && vid.useinterleavedarrays)
1225 int numvertices = mesh->numverts;
1226 r_vertexmesh_t *vertexmesh;
1227 mesh->vertexmesh = vertexmesh = (r_vertexmesh_t*)Mem_Alloc(mempool, numvertices * sizeof(*mesh->vertexmesh));
1228 for (vertexindex = 0;vertexindex < numvertices;vertexindex++, vertexmesh++)
1230 VectorCopy(mesh->vertex3f + 3*vertexindex, vertexmesh->vertex3f);
1231 VectorScale(mesh->svector3f + 3*vertexindex, 1.0f, vertexmesh->svector3f);
1232 VectorScale(mesh->tvector3f + 3*vertexindex, 1.0f, vertexmesh->tvector3f);
1233 VectorScale(mesh->normal3f + 3*vertexindex, 1.0f, vertexmesh->normal3f);
1234 Vector2Copy(mesh->texcoord2f + 2*vertexindex, vertexmesh->texcoordtexture2f);
1238 // upload r_vertexmesh_t array as a buffer
1239 if (mesh->vertexmesh && !mesh->vertexmeshbuffer)
1240 mesh->vertexmeshbuffer = R_Mesh_CreateMeshBuffer(mesh->vertexmesh, mesh->numverts * sizeof(*mesh->vertexmesh), loadmodel->name, false, false, false);
1242 // upload vertex3f array as a buffer
1243 if (mesh->vertex3f && !mesh->vertex3fbuffer)
1244 mesh->vertex3fbuffer = R_Mesh_CreateMeshBuffer(mesh->vertex3f, mesh->numverts * sizeof(float[3]), loadmodel->name, false, false, false);
1246 // upload short indices as a buffer
1247 if (mesh->element3s && !mesh->element3s_indexbuffer)
1248 mesh->element3s_indexbuffer = R_Mesh_CreateMeshBuffer(mesh->element3s, mesh->numtriangles * sizeof(short[3]), loadmodel->name, true, false, true);
1250 // upload int indices as a buffer
1251 if (mesh->element3i && !mesh->element3i_indexbuffer && !mesh->element3s)
1252 mesh->element3i_indexbuffer = R_Mesh_CreateMeshBuffer(mesh->element3i, mesh->numtriangles * sizeof(int[3]), loadmodel->name, true, false, false);
1254 // vertex buffer is several arrays and we put them in the same buffer
1256 // is this wise? the texcoordtexture2f array is used with dynamic
1257 // vertex/svector/tvector/normal when rendering animated models, on the
1258 // other hand animated models don't use a lot of vertices anyway...
1259 if (!mesh->vbo_vertexbuffer && !vid.useinterleavedarrays)
1264 mesh->vbooffset_vertex3f = size;if (mesh->vertex3f ) size += mesh->numverts * sizeof(float[3]);
1265 mesh->vbooffset_svector3f = size;if (mesh->svector3f ) size += mesh->numverts * sizeof(float[3]);
1266 mesh->vbooffset_tvector3f = size;if (mesh->tvector3f ) size += mesh->numverts * sizeof(float[3]);
1267 mesh->vbooffset_normal3f = size;if (mesh->normal3f ) size += mesh->numverts * sizeof(float[3]);
1268 mesh->vbooffset_texcoord2f = size;if (mesh->texcoord2f ) size += mesh->numverts * sizeof(float[2]);
1269 mem = (unsigned char *)Mem_Alloc(tempmempool, size);
1270 if (mesh->vertex3f ) memcpy(mem + mesh->vbooffset_vertex3f , mesh->vertex3f , mesh->numverts * sizeof(float[3]));
1271 if (mesh->svector3f ) memcpy(mem + mesh->vbooffset_svector3f , mesh->svector3f , mesh->numverts * sizeof(float[3]));
1272 if (mesh->tvector3f ) memcpy(mem + mesh->vbooffset_tvector3f , mesh->tvector3f , mesh->numverts * sizeof(float[3]));
1273 if (mesh->normal3f ) memcpy(mem + mesh->vbooffset_normal3f , mesh->normal3f , mesh->numverts * sizeof(float[3]));
1274 if (mesh->texcoord2f ) memcpy(mem + mesh->vbooffset_texcoord2f , mesh->texcoord2f , mesh->numverts * sizeof(float[2]));
1275 mesh->vbo_vertexbuffer = R_Mesh_CreateMeshBuffer(mem, size, "shadowmesh", false, false, false);
1280 shadowmesh_t *Mod_ShadowMesh_Finish(mempool_t *mempool, shadowmesh_t *firstmesh, qboolean light, qboolean neighbors, qboolean createvbo)
1282 shadowmesh_t *mesh, *newmesh, *nextmesh;
1283 // reallocate meshs to conserve space
1284 for (mesh = firstmesh, firstmesh = NULL;mesh;mesh = nextmesh)
1286 nextmesh = mesh->next;
1287 if (mesh->numverts >= 3 && mesh->numtriangles >= 1)
1289 newmesh = Mod_ShadowMesh_ReAlloc(mempool, mesh, light, neighbors);
1290 newmesh->next = firstmesh;
1291 firstmesh = newmesh;
1292 if (newmesh->element3s)
1295 for (i = 0;i < newmesh->numtriangles*3;i++)
1296 newmesh->element3s[i] = newmesh->element3i[i];
1299 Mod_ShadowMesh_CreateVBOs(newmesh, mempool);
1304 // this can take a while, so let's do a keepalive here
1305 CL_KeepaliveMessage(false);
1310 void Mod_ShadowMesh_CalcBBox(shadowmesh_t *firstmesh, vec3_t mins, vec3_t maxs, vec3_t center, float *radius)
1314 vec3_t nmins, nmaxs, ncenter, temp;
1315 float nradius2, dist2, *v;
1319 for (mesh = firstmesh;mesh;mesh = mesh->next)
1321 if (mesh == firstmesh)
1323 VectorCopy(mesh->vertex3f, nmins);
1324 VectorCopy(mesh->vertex3f, nmaxs);
1326 for (i = 0, v = mesh->vertex3f;i < mesh->numverts;i++, v += 3)
1328 if (nmins[0] > v[0]) nmins[0] = v[0];if (nmaxs[0] < v[0]) nmaxs[0] = v[0];
1329 if (nmins[1] > v[1]) nmins[1] = v[1];if (nmaxs[1] < v[1]) nmaxs[1] = v[1];
1330 if (nmins[2] > v[2]) nmins[2] = v[2];if (nmaxs[2] < v[2]) nmaxs[2] = v[2];
1333 // calculate center and radius
1334 ncenter[0] = (nmins[0] + nmaxs[0]) * 0.5f;
1335 ncenter[1] = (nmins[1] + nmaxs[1]) * 0.5f;
1336 ncenter[2] = (nmins[2] + nmaxs[2]) * 0.5f;
1338 for (mesh = firstmesh;mesh;mesh = mesh->next)
1340 for (i = 0, v = mesh->vertex3f;i < mesh->numverts;i++, v += 3)
1342 VectorSubtract(v, ncenter, temp);
1343 dist2 = DotProduct(temp, temp);
1344 if (nradius2 < dist2)
1350 VectorCopy(nmins, mins);
1352 VectorCopy(nmaxs, maxs);
1354 VectorCopy(ncenter, center);
1356 *radius = sqrt(nradius2);
1359 void Mod_ShadowMesh_Free(shadowmesh_t *mesh)
1361 shadowmesh_t *nextmesh;
1362 for (;mesh;mesh = nextmesh)
1364 if (mesh->vertex3fbuffer)
1365 R_Mesh_DestroyMeshBuffer(mesh->vertex3fbuffer);
1366 if (mesh->vertexmeshbuffer)
1367 R_Mesh_DestroyMeshBuffer(mesh->vertexmeshbuffer);
1368 if (mesh->element3i_indexbuffer)
1369 R_Mesh_DestroyMeshBuffer(mesh->element3i_indexbuffer);
1370 if (mesh->element3s_indexbuffer)
1371 R_Mesh_DestroyMeshBuffer(mesh->element3s_indexbuffer);
1372 if (mesh->vbo_vertexbuffer)
1373 R_Mesh_DestroyMeshBuffer(mesh->vbo_vertexbuffer);
1374 nextmesh = mesh->next;
1379 void Mod_CreateCollisionMesh(dp_model_t *mod)
1381 int k, numcollisionmeshtriangles;
1382 qboolean usesinglecollisionmesh = false;
1383 const msurface_t *surface = NULL;
1385 mempool_t *mempool = mod->mempool;
1386 if (!mempool && mod->brush.parentmodel)
1387 mempool = mod->brush.parentmodel->mempool;
1388 // make a single combined collision mesh for physics engine use
1389 // TODO rewrite this to use the collision brushes as source, to fix issues with e.g. common/caulk which creates no drawsurface
1390 numcollisionmeshtriangles = 0;
1391 for (k = 0;k < mod->nummodelsurfaces;k++)
1393 surface = mod->data_surfaces + mod->firstmodelsurface + k;
1394 if (!strcmp(surface->texture->name, "collision") || !strcmp(surface->texture->name, "collisionconvex")) // found collision mesh
1396 usesinglecollisionmesh = true;
1397 numcollisionmeshtriangles = surface->num_triangles;
1400 if (!(surface->texture->supercontents & SUPERCONTENTS_SOLID))
1402 numcollisionmeshtriangles += surface->num_triangles;
1404 mod->brush.collisionmesh = Mod_ShadowMesh_Begin(mempool, numcollisionmeshtriangles * 3, numcollisionmeshtriangles, NULL, NULL, NULL, false, false, true);
1405 if (usesinglecollisionmesh)
1406 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));
1409 for (k = 0;k < mod->nummodelsurfaces;k++)
1411 surface = mod->data_surfaces + mod->firstmodelsurface + k;
1412 if (!(surface->texture->supercontents & SUPERCONTENTS_SOLID))
1414 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));
1417 mod->brush.collisionmesh = Mod_ShadowMesh_Finish(mempool, mod->brush.collisionmesh, false, false, false);
1421 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)
1426 if (ix >= 0 && iy >= 0 && ix < imagewidth && iy < imageheight)
1427 v[2] = (imagepixels[((iy*imagewidth)+ix)*4+0] + imagepixels[((iy*imagewidth)+ix)*4+1] + imagepixels[((iy*imagewidth)+ix)*4+2]) * (1.0f / 765.0f);
1430 Matrix4x4_Transform(pixelstepmatrix, v, vertex3f);
1431 Matrix4x4_Transform(pixeltexturestepmatrix, v, tc);
1432 texcoord2f[0] = tc[0];
1433 texcoord2f[1] = tc[1];
1436 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)
1438 float vup[3], vdown[3], vleft[3], vright[3];
1439 float tcup[3], tcdown[3], tcleft[3], tcright[3];
1440 float sv[3], tv[3], nl[3];
1441 Mod_GetTerrainVertex3fTexCoord2fFromBGRA(imagepixels, imagewidth, imageheight, ix, iy, vertex3f, texcoord2f, pixelstepmatrix, pixeltexturestepmatrix);
1442 Mod_GetTerrainVertex3fTexCoord2fFromBGRA(imagepixels, imagewidth, imageheight, ix, iy - 1, vup, tcup, pixelstepmatrix, pixeltexturestepmatrix);
1443 Mod_GetTerrainVertex3fTexCoord2fFromBGRA(imagepixels, imagewidth, imageheight, ix, iy + 1, vdown, tcdown, pixelstepmatrix, pixeltexturestepmatrix);
1444 Mod_GetTerrainVertex3fTexCoord2fFromBGRA(imagepixels, imagewidth, imageheight, ix - 1, iy, vleft, tcleft, pixelstepmatrix, pixeltexturestepmatrix);
1445 Mod_GetTerrainVertex3fTexCoord2fFromBGRA(imagepixels, imagewidth, imageheight, ix + 1, iy, vright, tcright, pixelstepmatrix, pixeltexturestepmatrix);
1446 Mod_BuildBumpVectors(vertex3f, vup, vright, texcoord2f, tcup, tcright, svector3f, tvector3f, normal3f);
1447 Mod_BuildBumpVectors(vertex3f, vright, vdown, texcoord2f, tcright, tcdown, sv, tv, nl);
1448 VectorAdd(svector3f, sv, svector3f);
1449 VectorAdd(tvector3f, tv, tvector3f);
1450 VectorAdd(normal3f, nl, normal3f);
1451 Mod_BuildBumpVectors(vertex3f, vdown, vleft, texcoord2f, tcdown, tcleft, sv, tv, nl);
1452 VectorAdd(svector3f, sv, svector3f);
1453 VectorAdd(tvector3f, tv, tvector3f);
1454 VectorAdd(normal3f, nl, normal3f);
1455 Mod_BuildBumpVectors(vertex3f, vleft, vup, texcoord2f, tcleft, tcup, sv, tv, nl);
1456 VectorAdd(svector3f, sv, svector3f);
1457 VectorAdd(tvector3f, tv, tvector3f);
1458 VectorAdd(normal3f, nl, normal3f);
1461 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)
1463 int x, y, ix, iy, *e;
1465 for (y = 0;y < height;y++)
1467 for (x = 0;x < width;x++)
1469 e[0] = (y + 1) * (width + 1) + (x + 0);
1470 e[1] = (y + 0) * (width + 1) + (x + 0);
1471 e[2] = (y + 1) * (width + 1) + (x + 1);
1472 e[3] = (y + 0) * (width + 1) + (x + 0);
1473 e[4] = (y + 0) * (width + 1) + (x + 1);
1474 e[5] = (y + 1) * (width + 1) + (x + 1);
1478 Mod_BuildTriangleNeighbors(neighbor3i, element3i, width*height*2);
1479 for (y = 0, iy = y1;y < height + 1;y++, iy++)
1480 for (x = 0, ix = x1;x < width + 1;x++, ix++, vertex3f += 3, texcoord2f += 2, svector3f += 3, tvector3f += 3, normal3f += 3)
1481 Mod_GetTerrainVertexFromBGRA(imagepixels, imagewidth, imageheight, ix, iy, vertex3f, texcoord2f, svector3f, tvector3f, normal3f, pixelstepmatrix, pixeltexturestepmatrix);
1486 void Mod_Terrain_SurfaceRecurseChunk(dp_model_t *model, int stepsize, int x, int y)
1490 float chunkwidth = min(stepsize, model->terrain.width - 1 - x);
1491 float chunkheight = min(stepsize, model->terrain.height - 1 - y);
1492 float viewvector[3];
1493 unsigned int firstvertex;
1496 if (chunkwidth < 2 || chunkheight < 2)
1498 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]);
1499 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]);
1500 viewvector[0] = bound(mins[0], localvieworigin, maxs[0]) - model->terrain.vieworigin[0];
1501 viewvector[1] = bound(mins[1], localvieworigin, maxs[1]) - model->terrain.vieworigin[1];
1502 viewvector[2] = bound(mins[2], localvieworigin, maxs[2]) - model->terrain.vieworigin[2];
1503 if (stepsize > 1 && VectorLength(viewvector) < stepsize*model->terrain.scale[0]*r_terrain_lodscale.value)
1505 // too close for this stepsize, emit as 4 chunks instead
1507 Mod_Terrain_SurfaceRecurseChunk(model, stepsize, x, y);
1508 Mod_Terrain_SurfaceRecurseChunk(model, stepsize, x+stepsize, y);
1509 Mod_Terrain_SurfaceRecurseChunk(model, stepsize, x, y+stepsize);
1510 Mod_Terrain_SurfaceRecurseChunk(model, stepsize, x+stepsize, y+stepsize);
1513 // emit the geometry at stepsize into our vertex buffer / index buffer
1514 // we add two columns and two rows for skirt
1515 outwidth = chunkwidth+2;
1516 outheight = chunkheight+2;
1517 outwidth2 = outwidth-1;
1518 outheight2 = outheight-1;
1519 outwidth3 = outwidth+1;
1520 outheight3 = outheight+1;
1521 firstvertex = numvertices;
1522 e = model->terrain.element3i + numtriangles;
1523 numtriangles += chunkwidth*chunkheight*2+chunkwidth*2*2+chunkheight*2*2;
1524 v = model->terrain.vertex3f + numvertices;
1525 numvertices += (chunkwidth+1)*(chunkheight+1)+(chunkwidth+1)*2+(chunkheight+1)*2;
1526 // emit the triangles (note: the skirt is treated as two extra rows and two extra columns)
1527 for (ty = 0;ty < outheight;ty++)
1529 for (tx = 0;tx < outwidth;tx++)
1531 *e++ = firstvertex + (ty )*outwidth3+(tx );
1532 *e++ = firstvertex + (ty )*outwidth3+(tx+1);
1533 *e++ = firstvertex + (ty+1)*outwidth3+(tx+1);
1534 *e++ = firstvertex + (ty )*outwidth3+(tx );
1535 *e++ = firstvertex + (ty+1)*outwidth3+(tx+1);
1536 *e++ = firstvertex + (ty+1)*outwidth3+(tx );
1539 // TODO: emit surface vertices (x+tx*stepsize, y+ty*stepsize)
1540 for (ty = 0;ty <= outheight;ty++)
1542 skirtrow = ty == 0 || ty == outheight;
1543 ry = y+bound(1, ty, outheight)*stepsize;
1544 for (tx = 0;tx <= outwidth;tx++)
1546 skirt = skirtrow || tx == 0 || tx == outwidth;
1547 rx = x+bound(1, tx, outwidth)*stepsize;
1550 v[2] = heightmap[ry*terrainwidth+rx]*scale[2];
1554 // TODO: emit skirt vertices
1557 void Mod_Terrain_UpdateSurfacesForViewOrigin(dp_model_t *model)
1559 for (y = 0;y < model->terrain.size[1];y += model->terrain.
1560 Mod_Terrain_SurfaceRecurseChunk(model, model->terrain.maxstepsize, x, y);
1561 Mod_Terrain_BuildChunk(model,
1565 static int Mod_LoadQ3Shaders_EnumerateWaveFunc(const char *s)
1568 if (!strncasecmp(s, "user", 4)) // parse stuff like "user1sin", always user<n>func
1570 offset = bound(0, s[4] - '0', 9);
1571 offset = (offset + 1) << Q3WAVEFUNC_USER_SHIFT;
1576 if (!strcasecmp(s, "sin")) return offset | Q3WAVEFUNC_SIN;
1577 if (!strcasecmp(s, "square")) return offset | Q3WAVEFUNC_SQUARE;
1578 if (!strcasecmp(s, "triangle")) return offset | Q3WAVEFUNC_TRIANGLE;
1579 if (!strcasecmp(s, "sawtooth")) return offset | Q3WAVEFUNC_SAWTOOTH;
1580 if (!strcasecmp(s, "inversesawtooth")) return offset | Q3WAVEFUNC_INVERSESAWTOOTH;
1581 if (!strcasecmp(s, "noise")) return offset | Q3WAVEFUNC_NOISE;
1582 if (!strcasecmp(s, "none")) return offset | Q3WAVEFUNC_NONE;
1583 Con_DPrintf("Mod_LoadQ3Shaders: unknown wavefunc %s\n", s);
1584 return offset | Q3WAVEFUNC_NONE;
1587 void Mod_FreeQ3Shaders(void)
1589 Mem_FreePool(&q3shaders_mem);
1592 static void Q3Shader_AddToHash (q3shaderinfo_t* shader)
1594 unsigned short hash = CRC_Block_CaseInsensitive ((const unsigned char *)shader->name, strlen (shader->name));
1595 q3shader_hash_entry_t* entry = q3shader_data->hash + (hash % Q3SHADER_HASH_SIZE);
1596 q3shader_hash_entry_t* lastEntry = NULL;
1597 while (entry != NULL)
1599 if (strcasecmp (entry->shader.name, shader->name) == 0)
1602 if(shader->dpshaderkill)
1604 // killed shader is a redeclarion? we can safely ignore it
1607 else if(entry->shader.dpshaderkill)
1609 // replace the old shader!
1610 // this will skip the entry allocating part
1611 // below and just replace the shader
1616 unsigned char *start, *end, *start2;
1617 start = (unsigned char *) (&shader->Q3SHADERINFO_COMPARE_START);
1618 end = ((unsigned char *) (&shader->Q3SHADERINFO_COMPARE_END)) + sizeof(shader->Q3SHADERINFO_COMPARE_END);
1619 start2 = (unsigned char *) (&entry->shader.Q3SHADERINFO_COMPARE_START);
1620 if(memcmp(start, start2, end - start))
1621 Con_DPrintf("Shader '%s' already defined, ignoring mismatching redeclaration\n", shader->name);
1623 Con_DPrintf("Shader '%s' already defined\n", shader->name);
1628 entry = entry->chain;
1632 if (lastEntry->shader.name[0] != 0)
1635 q3shader_hash_entry_t* newEntry = (q3shader_hash_entry_t*)
1636 Mem_ExpandableArray_AllocRecord (&q3shader_data->hash_entries);
1638 while (lastEntry->chain != NULL) lastEntry = lastEntry->chain;
1639 lastEntry->chain = newEntry;
1640 newEntry->chain = NULL;
1641 lastEntry = newEntry;
1643 /* else: head of chain, in hash entry array */
1646 memcpy (&entry->shader, shader, sizeof (q3shaderinfo_t));
1649 extern cvar_t mod_noshader_default_offsetmapping;
1650 extern cvar_t mod_q3shader_default_offsetmapping;
1651 extern cvar_t mod_q3shader_default_offsetmapping_scale;
1652 extern cvar_t mod_q3shader_default_offsetmapping_bias;
1653 extern cvar_t mod_q3shader_default_polygonoffset;
1654 extern cvar_t mod_q3shader_default_polygonfactor;
1655 extern cvar_t mod_q3shader_force_addalpha;
1656 extern cvar_t mod_q3shader_force_terrain_alphaflag;
1657 void Mod_LoadQ3Shaders(void)
1664 q3shaderinfo_t shader;
1665 q3shaderinfo_layer_t *layer;
1667 char parameter[TEXTURE_MAXFRAMES + 4][Q3PATHLENGTH];
1668 char *custsurfaceparmnames[256]; // VorteX: q3map2 has 64 but well, someone will need more
1669 unsigned long custsurfaceflags[256];
1670 int numcustsurfaceflags;
1671 qboolean dpshaderkill;
1673 Mod_FreeQ3Shaders();
1675 q3shaders_mem = Mem_AllocPool("q3shaders", 0, NULL);
1676 q3shader_data = (q3shader_data_t*)Mem_Alloc (q3shaders_mem,
1677 sizeof (q3shader_data_t));
1678 Mem_ExpandableArray_NewArray (&q3shader_data->hash_entries,
1679 q3shaders_mem, sizeof (q3shader_hash_entry_t), 256);
1680 Mem_ExpandableArray_NewArray (&q3shader_data->char_ptrs,
1681 q3shaders_mem, sizeof (char**), 256);
1683 // parse custinfoparms.txt
1684 numcustsurfaceflags = 0;
1685 if ((text = f = (char *)FS_LoadFile("scripts/custinfoparms.txt", tempmempool, false, NULL)) != NULL)
1687 if (!COM_ParseToken_QuakeC(&text, false) || strcasecmp(com_token, "{"))
1688 Con_DPrintf("scripts/custinfoparms.txt: contentflags section parsing error - expected \"{\", found \"%s\"\n", com_token);
1691 while (COM_ParseToken_QuakeC(&text, false))
1692 if (!strcasecmp(com_token, "}"))
1694 // custom surfaceflags section
1695 if (!COM_ParseToken_QuakeC(&text, false) || strcasecmp(com_token, "{"))
1696 Con_DPrintf("scripts/custinfoparms.txt: surfaceflags section parsing error - expected \"{\", found \"%s\"\n", com_token);
1699 while(COM_ParseToken_QuakeC(&text, false))
1701 if (!strcasecmp(com_token, "}"))
1703 // register surfaceflag
1704 if (numcustsurfaceflags >= 256)
1706 Con_Printf("scripts/custinfoparms.txt: surfaceflags section parsing error - max 256 surfaceflags exceeded\n");
1710 j = strlen(com_token)+1;
1711 custsurfaceparmnames[numcustsurfaceflags] = (char *)Mem_Alloc(tempmempool, j);
1712 strlcpy(custsurfaceparmnames[numcustsurfaceflags], com_token, j+1);
1714 if (COM_ParseToken_QuakeC(&text, false))
1715 custsurfaceflags[numcustsurfaceflags] = strtol(com_token, NULL, 0);
1717 custsurfaceflags[numcustsurfaceflags] = 0;
1718 numcustsurfaceflags++;
1726 search = FS_Search("scripts/*.shader", true, false);
1729 for (fileindex = 0;fileindex < search->numfilenames;fileindex++)
1731 text = f = (char *)FS_LoadFile(search->filenames[fileindex], tempmempool, false, NULL);
1734 while (COM_ParseToken_QuakeC(&text, false))
1736 memset (&shader, 0, sizeof(shader));
1738 shader.surfaceparms = 0;
1739 shader.surfaceflags = 0;
1740 shader.textureflags = 0;
1741 shader.numlayers = 0;
1742 shader.lighting = false;
1743 shader.vertexalpha = false;
1744 shader.textureblendalpha = false;
1745 shader.primarylayer = 0;
1746 shader.backgroundlayer = 0;
1747 shader.skyboxname[0] = 0;
1748 shader.deforms[0].deform = Q3DEFORM_NONE;
1749 shader.dpnortlight = false;
1750 shader.dpshadow = false;
1751 shader.dpnoshadow = false;
1752 shader.dpmeshcollisions = false;
1753 shader.dpshaderkill = false;
1754 shader.dpreflectcube[0] = 0;
1755 shader.reflectmin = 0;
1756 shader.reflectmax = 1;
1757 shader.refractfactor = 1;
1758 Vector4Set(shader.refractcolor4f, 1, 1, 1, 1);
1759 shader.reflectfactor = 1;
1760 Vector4Set(shader.reflectcolor4f, 1, 1, 1, 1);
1761 shader.r_water_wateralpha = 1;
1762 shader.r_water_waterscroll[0] = 0;
1763 shader.r_water_waterscroll[1] = 0;
1764 shader.offsetmapping = (mod_q3shader_default_offsetmapping.value) ? OFFSETMAPPING_DEFAULT : OFFSETMAPPING_OFF;
1765 shader.offsetscale = mod_q3shader_default_offsetmapping_scale.value;
1766 shader.offsetbias = mod_q3shader_default_offsetmapping_bias.value;
1767 shader.biaspolygonoffset = mod_q3shader_default_polygonoffset.value;
1768 shader.biaspolygonfactor = mod_q3shader_default_polygonfactor.value;
1769 shader.transparentsort = TRANSPARENTSORT_DISTANCE;
1770 shader.specularscalemod = 1;
1771 shader.specularpowermod = 1;
1772 shader.rtlightambient = 0;
1773 // WHEN ADDING DEFAULTS HERE, REMEMBER TO PUT DEFAULTS IN ALL LOADERS
1774 // JUST GREP FOR "specularscalemod = 1".
1776 strlcpy(shader.name, com_token, sizeof(shader.name));
1777 if (!COM_ParseToken_QuakeC(&text, false) || strcasecmp(com_token, "{"))
1779 Con_DPrintf("%s parsing error - expected \"{\", found \"%s\"\n", search->filenames[fileindex], com_token);
1782 while (COM_ParseToken_QuakeC(&text, false))
1784 if (!strcasecmp(com_token, "}"))
1786 if (!strcasecmp(com_token, "{"))
1788 static q3shaderinfo_layer_t dummy;
1789 if (shader.numlayers < Q3SHADER_MAXLAYERS)
1791 layer = shader.layers + shader.numlayers++;
1795 // parse and process it anyway, just don't store it (so a map $lightmap or such stuff still is found)
1796 memset(&dummy, 0, sizeof(dummy));
1799 layer->rgbgen.rgbgen = Q3RGBGEN_IDENTITY;
1800 layer->alphagen.alphagen = Q3ALPHAGEN_IDENTITY;
1801 layer->tcgen.tcgen = Q3TCGEN_TEXTURE;
1802 layer->blendfunc[0] = GL_ONE;
1803 layer->blendfunc[1] = GL_ZERO;
1804 while (COM_ParseToken_QuakeC(&text, false))
1806 if (!strcasecmp(com_token, "}"))
1808 if (!strcasecmp(com_token, "\n"))
1811 for (j = 0;strcasecmp(com_token, "\n") && strcasecmp(com_token, "}");j++)
1813 if (j < TEXTURE_MAXFRAMES + 4)
1815 // remap dp_water to dpwater, dp_reflect to dpreflect, etc.
1816 if(j == 0 && !strncasecmp(com_token, "dp_", 3))
1817 dpsnprintf(parameter[j], sizeof(parameter[j]), "dp%s", &com_token[3]);
1819 strlcpy(parameter[j], com_token, sizeof(parameter[j]));
1820 numparameters = j + 1;
1822 if (!COM_ParseToken_QuakeC(&text, true))
1825 //for (j = numparameters;j < TEXTURE_MAXFRAMES + 4;j++)
1826 // parameter[j][0] = 0;
1827 if (developer_insane.integer)
1829 Con_DPrintf("%s %i: ", shader.name, shader.numlayers - 1);
1830 for (j = 0;j < numparameters;j++)
1831 Con_DPrintf(" %s", parameter[j]);
1834 if (numparameters >= 2 && !strcasecmp(parameter[0], "blendfunc"))
1836 if (numparameters == 2)
1838 if (!strcasecmp(parameter[1], "add"))
1840 layer->blendfunc[0] = GL_ONE;
1841 layer->blendfunc[1] = GL_ONE;
1843 else if (!strcasecmp(parameter[1], "addalpha"))
1845 layer->blendfunc[0] = GL_SRC_ALPHA;
1846 layer->blendfunc[1] = GL_ONE;
1848 else if (!strcasecmp(parameter[1], "filter"))
1850 layer->blendfunc[0] = GL_DST_COLOR;
1851 layer->blendfunc[1] = GL_ZERO;
1853 else if (!strcasecmp(parameter[1], "blend"))
1855 layer->blendfunc[0] = GL_SRC_ALPHA;
1856 layer->blendfunc[1] = GL_ONE_MINUS_SRC_ALPHA;
1859 else if (numparameters == 3)
1862 for (k = 0;k < 2;k++)
1864 if (!strcasecmp(parameter[k+1], "GL_ONE"))
1865 layer->blendfunc[k] = GL_ONE;
1866 else if (!strcasecmp(parameter[k+1], "GL_ZERO"))
1867 layer->blendfunc[k] = GL_ZERO;
1868 else if (!strcasecmp(parameter[k+1], "GL_SRC_COLOR"))
1869 layer->blendfunc[k] = GL_SRC_COLOR;
1870 else if (!strcasecmp(parameter[k+1], "GL_SRC_ALPHA"))
1871 layer->blendfunc[k] = GL_SRC_ALPHA;
1872 else if (!strcasecmp(parameter[k+1], "GL_DST_COLOR"))
1873 layer->blendfunc[k] = GL_DST_COLOR;
1874 else if (!strcasecmp(parameter[k+1], "GL_DST_ALPHA"))
1875 layer->blendfunc[k] = GL_DST_ALPHA;
1876 else if (!strcasecmp(parameter[k+1], "GL_ONE_MINUS_SRC_COLOR"))
1877 layer->blendfunc[k] = GL_ONE_MINUS_SRC_COLOR;
1878 else if (!strcasecmp(parameter[k+1], "GL_ONE_MINUS_SRC_ALPHA"))
1879 layer->blendfunc[k] = GL_ONE_MINUS_SRC_ALPHA;
1880 else if (!strcasecmp(parameter[k+1], "GL_ONE_MINUS_DST_COLOR"))
1881 layer->blendfunc[k] = GL_ONE_MINUS_DST_COLOR;
1882 else if (!strcasecmp(parameter[k+1], "GL_ONE_MINUS_DST_ALPHA"))
1883 layer->blendfunc[k] = GL_ONE_MINUS_DST_ALPHA;
1885 layer->blendfunc[k] = GL_ONE; // default in case of parsing error
1889 if (numparameters >= 2 && !strcasecmp(parameter[0], "alphafunc"))
1890 layer->alphatest = true;
1891 if (numparameters >= 2 && (!strcasecmp(parameter[0], "map") || !strcasecmp(parameter[0], "clampmap")))
1893 if (!strcasecmp(parameter[0], "clampmap"))
1894 layer->clampmap = true;
1895 layer->numframes = 1;
1896 layer->framerate = 1;
1897 layer->texturename = (char**)Mem_ExpandableArray_AllocRecord (
1898 &q3shader_data->char_ptrs);
1899 layer->texturename[0] = Mem_strdup (q3shaders_mem, parameter[1]);
1900 if (!strcasecmp(parameter[1], "$lightmap"))
1901 shader.lighting = true;
1903 else if (numparameters >= 3 && (!strcasecmp(parameter[0], "animmap") || !strcasecmp(parameter[0], "animclampmap")))
1906 layer->numframes = min(numparameters - 2, TEXTURE_MAXFRAMES);
1907 layer->framerate = atof(parameter[1]);
1908 layer->texturename = (char **) Mem_Alloc (q3shaders_mem, sizeof (char*) * layer->numframes);
1909 for (i = 0;i < layer->numframes;i++)
1910 layer->texturename[i] = Mem_strdup (q3shaders_mem, parameter[i + 2]);
1912 else if (numparameters >= 2 && !strcasecmp(parameter[0], "rgbgen"))
1915 for (i = 0;i < numparameters - 2 && i < Q3RGBGEN_MAXPARMS;i++)
1916 layer->rgbgen.parms[i] = atof(parameter[i+2]);
1917 if (!strcasecmp(parameter[1], "identity")) layer->rgbgen.rgbgen = Q3RGBGEN_IDENTITY;
1918 else if (!strcasecmp(parameter[1], "const")) layer->rgbgen.rgbgen = Q3RGBGEN_CONST;
1919 else if (!strcasecmp(parameter[1], "entity")) layer->rgbgen.rgbgen = Q3RGBGEN_ENTITY;
1920 else if (!strcasecmp(parameter[1], "exactvertex")) layer->rgbgen.rgbgen = Q3RGBGEN_EXACTVERTEX;
1921 else if (!strcasecmp(parameter[1], "identitylighting")) layer->rgbgen.rgbgen = Q3RGBGEN_IDENTITYLIGHTING;
1922 else if (!strcasecmp(parameter[1], "lightingdiffuse")) layer->rgbgen.rgbgen = Q3RGBGEN_LIGHTINGDIFFUSE;
1923 else if (!strcasecmp(parameter[1], "oneminusentity")) layer->rgbgen.rgbgen = Q3RGBGEN_ONEMINUSENTITY;
1924 else if (!strcasecmp(parameter[1], "oneminusvertex")) layer->rgbgen.rgbgen = Q3RGBGEN_ONEMINUSVERTEX;
1925 else if (!strcasecmp(parameter[1], "vertex")) layer->rgbgen.rgbgen = Q3RGBGEN_VERTEX;
1926 else if (!strcasecmp(parameter[1], "wave"))
1928 layer->rgbgen.rgbgen = Q3RGBGEN_WAVE;
1929 layer->rgbgen.wavefunc = Mod_LoadQ3Shaders_EnumerateWaveFunc(parameter[2]);
1930 for (i = 0;i < numparameters - 3 && i < Q3WAVEPARMS;i++)
1931 layer->rgbgen.waveparms[i] = atof(parameter[i+3]);
1933 else Con_DPrintf("%s parsing warning: unknown rgbgen %s\n", search->filenames[fileindex], parameter[1]);
1935 else if (numparameters >= 2 && !strcasecmp(parameter[0], "alphagen"))
1938 for (i = 0;i < numparameters - 2 && i < Q3ALPHAGEN_MAXPARMS;i++)
1939 layer->alphagen.parms[i] = atof(parameter[i+2]);
1940 if (!strcasecmp(parameter[1], "identity")) layer->alphagen.alphagen = Q3ALPHAGEN_IDENTITY;
1941 else if (!strcasecmp(parameter[1], "const")) layer->alphagen.alphagen = Q3ALPHAGEN_CONST;
1942 else if (!strcasecmp(parameter[1], "entity")) layer->alphagen.alphagen = Q3ALPHAGEN_ENTITY;
1943 else if (!strcasecmp(parameter[1], "lightingspecular")) layer->alphagen.alphagen = Q3ALPHAGEN_LIGHTINGSPECULAR;
1944 else if (!strcasecmp(parameter[1], "oneminusentity")) layer->alphagen.alphagen = Q3ALPHAGEN_ONEMINUSENTITY;
1945 else if (!strcasecmp(parameter[1], "oneminusvertex")) layer->alphagen.alphagen = Q3ALPHAGEN_ONEMINUSVERTEX;
1946 else if (!strcasecmp(parameter[1], "portal")) layer->alphagen.alphagen = Q3ALPHAGEN_PORTAL;
1947 else if (!strcasecmp(parameter[1], "vertex")) layer->alphagen.alphagen = Q3ALPHAGEN_VERTEX;
1948 else if (!strcasecmp(parameter[1], "wave"))
1950 layer->alphagen.alphagen = Q3ALPHAGEN_WAVE;
1951 layer->alphagen.wavefunc = Mod_LoadQ3Shaders_EnumerateWaveFunc(parameter[2]);
1952 for (i = 0;i < numparameters - 3 && i < Q3WAVEPARMS;i++)
1953 layer->alphagen.waveparms[i] = atof(parameter[i+3]);
1955 else Con_DPrintf("%s parsing warning: unknown alphagen %s\n", search->filenames[fileindex], parameter[1]);
1957 else if (numparameters >= 2 && (!strcasecmp(parameter[0], "texgen") || !strcasecmp(parameter[0], "tcgen")))
1960 // observed values: tcgen environment
1961 // no other values have been observed in real shaders
1962 for (i = 0;i < numparameters - 2 && i < Q3TCGEN_MAXPARMS;i++)
1963 layer->tcgen.parms[i] = atof(parameter[i+2]);
1964 if (!strcasecmp(parameter[1], "base")) layer->tcgen.tcgen = Q3TCGEN_TEXTURE;
1965 else if (!strcasecmp(parameter[1], "texture")) layer->tcgen.tcgen = Q3TCGEN_TEXTURE;
1966 else if (!strcasecmp(parameter[1], "environment")) layer->tcgen.tcgen = Q3TCGEN_ENVIRONMENT;
1967 else if (!strcasecmp(parameter[1], "lightmap")) layer->tcgen.tcgen = Q3TCGEN_LIGHTMAP;
1968 else if (!strcasecmp(parameter[1], "vector")) layer->tcgen.tcgen = Q3TCGEN_VECTOR;
1969 else Con_DPrintf("%s parsing warning: unknown tcgen mode %s\n", search->filenames[fileindex], parameter[1]);
1971 else if (numparameters >= 2 && !strcasecmp(parameter[0], "tcmod"))
1978 // tcmod stretch sin # # # #
1979 // tcmod stretch triangle # # # #
1980 // tcmod transform # # # # # #
1981 // tcmod turb # # # #
1982 // tcmod turb sin # # # # (this is bogus)
1983 // no other values have been observed in real shaders
1984 for (tcmodindex = 0;tcmodindex < Q3MAXTCMODS;tcmodindex++)
1985 if (!layer->tcmods[tcmodindex].tcmod)
1987 if (tcmodindex < Q3MAXTCMODS)
1989 for (i = 0;i < numparameters - 2 && i < Q3TCMOD_MAXPARMS;i++)
1990 layer->tcmods[tcmodindex].parms[i] = atof(parameter[i+2]);
1991 if (!strcasecmp(parameter[1], "entitytranslate")) layer->tcmods[tcmodindex].tcmod = Q3TCMOD_ENTITYTRANSLATE;
1992 else if (!strcasecmp(parameter[1], "rotate")) layer->tcmods[tcmodindex].tcmod = Q3TCMOD_ROTATE;
1993 else if (!strcasecmp(parameter[1], "scale")) layer->tcmods[tcmodindex].tcmod = Q3TCMOD_SCALE;
1994 else if (!strcasecmp(parameter[1], "scroll")) layer->tcmods[tcmodindex].tcmod = Q3TCMOD_SCROLL;
1995 else if (!strcasecmp(parameter[1], "page")) layer->tcmods[tcmodindex].tcmod = Q3TCMOD_PAGE;
1996 else if (!strcasecmp(parameter[1], "stretch"))
1998 layer->tcmods[tcmodindex].tcmod = Q3TCMOD_STRETCH;
1999 layer->tcmods[tcmodindex].wavefunc = Mod_LoadQ3Shaders_EnumerateWaveFunc(parameter[2]);
2000 for (i = 0;i < numparameters - 3 && i < Q3WAVEPARMS;i++)
2001 layer->tcmods[tcmodindex].waveparms[i] = atof(parameter[i+3]);
2003 else if (!strcasecmp(parameter[1], "transform")) layer->tcmods[tcmodindex].tcmod = Q3TCMOD_TRANSFORM;
2004 else if (!strcasecmp(parameter[1], "turb")) layer->tcmods[tcmodindex].tcmod = Q3TCMOD_TURBULENT;
2005 else Con_DPrintf("%s parsing warning: unknown tcmod mode %s\n", search->filenames[fileindex], parameter[1]);
2008 Con_DPrintf("%s parsing warning: too many tcmods on one layer\n", search->filenames[fileindex]);
2010 // break out a level if it was a closing brace (not using the character here to not confuse vim)
2011 if (!strcasecmp(com_token, "}"))
2014 if (layer->rgbgen.rgbgen == Q3RGBGEN_LIGHTINGDIFFUSE || layer->rgbgen.rgbgen == Q3RGBGEN_VERTEX)
2015 shader.lighting = true;
2016 if (layer->alphagen.alphagen == Q3ALPHAGEN_VERTEX)
2018 if (layer == shader.layers + 0)
2020 // vertex controlled transparency
2021 shader.vertexalpha = true;
2025 // multilayer terrain shader or similar
2026 shader.textureblendalpha = true;
2027 if (mod_q3shader_force_terrain_alphaflag.integer)
2028 shader.layers[0].texflags |= TEXF_ALPHA;
2032 if(mod_q3shader_force_addalpha.integer)
2034 // for a long while, DP treated GL_ONE GL_ONE as GL_SRC_ALPHA GL_ONE
2035 // this cvar brings back this behaviour
2036 if(layer->blendfunc[0] == GL_ONE && layer->blendfunc[1] == GL_ONE)
2037 layer->blendfunc[0] = GL_SRC_ALPHA;
2040 layer->texflags = 0;
2041 if (layer->alphatest)
2042 layer->texflags |= TEXF_ALPHA;
2043 switch(layer->blendfunc[0])
2046 case GL_ONE_MINUS_SRC_ALPHA:
2047 layer->texflags |= TEXF_ALPHA;
2050 switch(layer->blendfunc[1])
2053 case GL_ONE_MINUS_SRC_ALPHA:
2054 layer->texflags |= TEXF_ALPHA;
2057 if (!(shader.surfaceparms & Q3SURFACEPARM_NOMIPMAPS))
2058 layer->texflags |= TEXF_MIPMAP;
2059 if (!(shader.textureflags & Q3TEXTUREFLAG_NOPICMIP))
2060 layer->texflags |= TEXF_PICMIP | TEXF_COMPRESS;
2061 if (layer->clampmap)
2062 layer->texflags |= TEXF_CLAMP;
2066 for (j = 0;strcasecmp(com_token, "\n") && strcasecmp(com_token, "}");j++)
2068 if (j < TEXTURE_MAXFRAMES + 4)
2070 // remap dp_water to dpwater, dp_reflect to dpreflect, etc.
2071 if(j == 0 && !strncasecmp(com_token, "dp_", 3))
2072 dpsnprintf(parameter[j], sizeof(parameter[j]), "dp%s", &com_token[3]);
2074 strlcpy(parameter[j], com_token, sizeof(parameter[j]));
2075 numparameters = j + 1;
2077 if (!COM_ParseToken_QuakeC(&text, true))
2080 //for (j = numparameters;j < TEXTURE_MAXFRAMES + 4;j++)
2081 // parameter[j][0] = 0;
2082 if (fileindex == 0 && !strcasecmp(com_token, "}"))
2084 if (developer_insane.integer)
2086 Con_DPrintf("%s: ", shader.name);
2087 for (j = 0;j < numparameters;j++)
2088 Con_DPrintf(" %s", parameter[j]);
2091 if (numparameters < 1)
2093 if (!strcasecmp(parameter[0], "surfaceparm") && numparameters >= 2)
2095 if (!strcasecmp(parameter[1], "alphashadow"))
2096 shader.surfaceparms |= Q3SURFACEPARM_ALPHASHADOW;
2097 else if (!strcasecmp(parameter[1], "areaportal"))
2098 shader.surfaceparms |= Q3SURFACEPARM_AREAPORTAL;
2099 else if (!strcasecmp(parameter[1], "botclip"))
2100 shader.surfaceparms |= Q3SURFACEPARM_BOTCLIP;
2101 else if (!strcasecmp(parameter[1], "clusterportal"))
2102 shader.surfaceparms |= Q3SURFACEPARM_CLUSTERPORTAL;
2103 else if (!strcasecmp(parameter[1], "detail"))
2104 shader.surfaceparms |= Q3SURFACEPARM_DETAIL;
2105 else if (!strcasecmp(parameter[1], "donotenter"))
2106 shader.surfaceparms |= Q3SURFACEPARM_DONOTENTER;
2107 else if (!strcasecmp(parameter[1], "dust"))
2108 shader.surfaceparms |= Q3SURFACEPARM_DUST;
2109 else if (!strcasecmp(parameter[1], "hint"))
2110 shader.surfaceparms |= Q3SURFACEPARM_HINT;
2111 else if (!strcasecmp(parameter[1], "fog"))
2112 shader.surfaceparms |= Q3SURFACEPARM_FOG;
2113 else if (!strcasecmp(parameter[1], "lava"))
2114 shader.surfaceparms |= Q3SURFACEPARM_LAVA;
2115 else if (!strcasecmp(parameter[1], "lightfilter"))
2116 shader.surfaceparms |= Q3SURFACEPARM_LIGHTFILTER;
2117 else if (!strcasecmp(parameter[1], "lightgrid"))
2118 shader.surfaceparms |= Q3SURFACEPARM_LIGHTGRID;
2119 else if (!strcasecmp(parameter[1], "metalsteps"))
2120 shader.surfaceparms |= Q3SURFACEPARM_METALSTEPS;
2121 else if (!strcasecmp(parameter[1], "nodamage"))
2122 shader.surfaceparms |= Q3SURFACEPARM_NODAMAGE;
2123 else if (!strcasecmp(parameter[1], "nodlight"))
2124 shader.surfaceparms |= Q3SURFACEPARM_NODLIGHT;
2125 else if (!strcasecmp(parameter[1], "nodraw"))
2126 shader.surfaceparms |= Q3SURFACEPARM_NODRAW;
2127 else if (!strcasecmp(parameter[1], "nodrop"))
2128 shader.surfaceparms |= Q3SURFACEPARM_NODROP;
2129 else if (!strcasecmp(parameter[1], "noimpact"))
2130 shader.surfaceparms |= Q3SURFACEPARM_NOIMPACT;
2131 else if (!strcasecmp(parameter[1], "nolightmap"))
2132 shader.surfaceparms |= Q3SURFACEPARM_NOLIGHTMAP;
2133 else if (!strcasecmp(parameter[1], "nomarks"))
2134 shader.surfaceparms |= Q3SURFACEPARM_NOMARKS;
2135 else if (!strcasecmp(parameter[1], "nomipmaps"))
2136 shader.surfaceparms |= Q3SURFACEPARM_NOMIPMAPS;
2137 else if (!strcasecmp(parameter[1], "nonsolid"))
2138 shader.surfaceparms |= Q3SURFACEPARM_NONSOLID;
2139 else if (!strcasecmp(parameter[1], "origin"))
2140 shader.surfaceparms |= Q3SURFACEPARM_ORIGIN;
2141 else if (!strcasecmp(parameter[1], "playerclip"))
2142 shader.surfaceparms |= Q3SURFACEPARM_PLAYERCLIP;
2143 else if (!strcasecmp(parameter[1], "sky"))
2144 shader.surfaceparms |= Q3SURFACEPARM_SKY;
2145 else if (!strcasecmp(parameter[1], "slick"))
2146 shader.surfaceparms |= Q3SURFACEPARM_SLICK;
2147 else if (!strcasecmp(parameter[1], "slime"))
2148 shader.surfaceparms |= Q3SURFACEPARM_SLIME;
2149 else if (!strcasecmp(parameter[1], "structural"))
2150 shader.surfaceparms |= Q3SURFACEPARM_STRUCTURAL;
2151 else if (!strcasecmp(parameter[1], "trans"))
2152 shader.surfaceparms |= Q3SURFACEPARM_TRANS;
2153 else if (!strcasecmp(parameter[1], "water"))
2154 shader.surfaceparms |= Q3SURFACEPARM_WATER;
2155 else if (!strcasecmp(parameter[1], "pointlight"))
2156 shader.surfaceparms |= Q3SURFACEPARM_POINTLIGHT;
2157 else if (!strcasecmp(parameter[1], "antiportal"))
2158 shader.surfaceparms |= Q3SURFACEPARM_ANTIPORTAL;
2159 else if (!strcasecmp(parameter[1], "skip"))
2160 ; // shader.surfaceparms |= Q3SURFACEPARM_SKIP; FIXME we don't have enough #defines for this any more, and the engine doesn't need this one anyway
2163 // try custom surfaceparms
2164 for (j = 0; j < numcustsurfaceflags; j++)
2166 if (!strcasecmp(custsurfaceparmnames[j], parameter[1]))
2168 shader.surfaceflags |= custsurfaceflags[j];
2173 if (j == numcustsurfaceflags)
2174 Con_DPrintf("%s parsing warning: unknown surfaceparm \"%s\"\n", search->filenames[fileindex], parameter[1]);
2177 else if (!strcasecmp(parameter[0], "dpshadow"))
2178 shader.dpshadow = true;
2179 else if (!strcasecmp(parameter[0], "dpnoshadow"))
2180 shader.dpnoshadow = true;
2181 else if (!strcasecmp(parameter[0], "dpnortlight"))
2182 shader.dpnortlight = true;
2183 else if (!strcasecmp(parameter[0], "dpreflectcube"))
2184 strlcpy(shader.dpreflectcube, parameter[1], sizeof(shader.dpreflectcube));
2185 else if (!strcasecmp(parameter[0], "dpmeshcollisions"))
2186 shader.dpmeshcollisions = true;
2187 // this sets dpshaderkill to true if dpshaderkillifcvarzero was used, and to false if dpnoshaderkillifcvarzero was used
2188 else if (((dpshaderkill = !strcasecmp(parameter[0], "dpshaderkillifcvarzero")) || !strcasecmp(parameter[0], "dpnoshaderkillifcvarzero")) && numparameters >= 2)
2190 if (Cvar_VariableValue(parameter[1]) == 0.0f)
2191 shader.dpshaderkill = dpshaderkill;
2193 // this sets dpshaderkill to true if dpshaderkillifcvar was used, and to false if dpnoshaderkillifcvar was used
2194 else if (((dpshaderkill = !strcasecmp(parameter[0], "dpshaderkillifcvar")) || !strcasecmp(parameter[0], "dpnoshaderkillifcvar")) && numparameters >= 2)
2196 const char *op = NULL;
2197 if (numparameters >= 3)
2201 if (Cvar_VariableValue(parameter[1]) != 0.0f)
2202 shader.dpshaderkill = dpshaderkill;
2204 else if (numparameters >= 4 && !strcmp(op, "=="))
2206 if (Cvar_VariableValue(parameter[1]) == atof(parameter[3]))
2207 shader.dpshaderkill = dpshaderkill;
2209 else if (numparameters >= 4 && !strcmp(op, "!="))
2211 if (Cvar_VariableValue(parameter[1]) != atof(parameter[3]))
2212 shader.dpshaderkill = dpshaderkill;
2214 else if (numparameters >= 4 && !strcmp(op, ">"))
2216 if (Cvar_VariableValue(parameter[1]) > atof(parameter[3]))
2217 shader.dpshaderkill = dpshaderkill;
2219 else if (numparameters >= 4 && !strcmp(op, "<"))
2221 if (Cvar_VariableValue(parameter[1]) < atof(parameter[3]))
2222 shader.dpshaderkill = dpshaderkill;
2224 else if (numparameters >= 4 && !strcmp(op, ">="))
2226 if (Cvar_VariableValue(parameter[1]) >= atof(parameter[3]))
2227 shader.dpshaderkill = dpshaderkill;
2229 else if (numparameters >= 4 && !strcmp(op, "<="))
2231 if (Cvar_VariableValue(parameter[1]) <= atof(parameter[3]))
2232 shader.dpshaderkill = dpshaderkill;
2236 Con_DPrintf("%s parsing warning: unknown dpshaderkillifcvar op \"%s\", or not enough arguments\n", search->filenames[fileindex], op);
2239 else if (!strcasecmp(parameter[0], "sky") && numparameters >= 2)
2241 // some q3 skies don't have the sky parm set
2242 shader.surfaceparms |= Q3SURFACEPARM_SKY;
2243 strlcpy(shader.skyboxname, parameter[1], sizeof(shader.skyboxname));
2245 else if (!strcasecmp(parameter[0], "skyparms") && numparameters >= 2)
2247 // some q3 skies don't have the sky parm set
2248 shader.surfaceparms |= Q3SURFACEPARM_SKY;
2249 if (!atoi(parameter[1]) && strcasecmp(parameter[1], "-"))
2250 strlcpy(shader.skyboxname, parameter[1], sizeof(shader.skyboxname));
2252 else if (!strcasecmp(parameter[0], "cull") && numparameters >= 2)
2254 if (!strcasecmp(parameter[1], "disable") || !strcasecmp(parameter[1], "none") || !strcasecmp(parameter[1], "twosided"))
2255 shader.textureflags |= Q3TEXTUREFLAG_TWOSIDED;
2257 else if (!strcasecmp(parameter[0], "nomipmaps"))
2258 shader.surfaceparms |= Q3SURFACEPARM_NOMIPMAPS;
2259 else if (!strcasecmp(parameter[0], "nopicmip"))
2260 shader.textureflags |= Q3TEXTUREFLAG_NOPICMIP;
2261 else if (!strcasecmp(parameter[0], "polygonoffset"))
2262 shader.textureflags |= Q3TEXTUREFLAG_POLYGONOFFSET;
2263 else if (!strcasecmp(parameter[0], "dppolygonoffset"))
2265 shader.textureflags |= Q3TEXTUREFLAG_POLYGONOFFSET;
2266 if(numparameters >= 2)
2268 shader.biaspolygonfactor = atof(parameter[1]);
2269 if(numparameters >= 3)
2270 shader.biaspolygonoffset = atof(parameter[2]);
2272 shader.biaspolygonoffset = 0;
2275 else if (!strcasecmp(parameter[0], "dptransparentsort") && numparameters >= 2)
2277 shader.textureflags |= Q3TEXTUREFLAG_TRANSPARENTSORT;
2278 if (!strcasecmp(parameter[1], "sky"))
2279 shader.transparentsort = TRANSPARENTSORT_SKY;
2280 else if (!strcasecmp(parameter[1], "distance"))
2281 shader.transparentsort = TRANSPARENTSORT_DISTANCE;
2282 else if (!strcasecmp(parameter[1], "hud"))
2283 shader.transparentsort = TRANSPARENTSORT_HUD;
2285 Con_DPrintf("%s parsing warning: unknown dptransparentsort category \"%s\", or not enough arguments\n", search->filenames[fileindex], parameter[1]);
2287 else if (!strcasecmp(parameter[0], "dprefract") && numparameters >= 5)
2289 shader.textureflags |= Q3TEXTUREFLAG_REFRACTION;
2290 shader.refractfactor = atof(parameter[1]);
2291 Vector4Set(shader.refractcolor4f, atof(parameter[2]), atof(parameter[3]), atof(parameter[4]), 1);
2293 else if (!strcasecmp(parameter[0], "dpreflect") && numparameters >= 6)
2295 shader.textureflags |= Q3TEXTUREFLAG_REFLECTION;
2296 shader.reflectfactor = atof(parameter[1]);
2297 Vector4Set(shader.reflectcolor4f, atof(parameter[2]), atof(parameter[3]), atof(parameter[4]), atof(parameter[5]));
2299 else if (!strcasecmp(parameter[0], "dpcamera"))
2301 shader.textureflags |= Q3TEXTUREFLAG_CAMERA;
2303 else if (!strcasecmp(parameter[0], "dpwater") && numparameters >= 12)
2305 shader.textureflags |= Q3TEXTUREFLAG_WATERSHADER;
2306 shader.reflectmin = atof(parameter[1]);
2307 shader.reflectmax = atof(parameter[2]);
2308 shader.refractfactor = atof(parameter[3]);
2309 shader.reflectfactor = atof(parameter[4]);
2310 Vector4Set(shader.refractcolor4f, atof(parameter[5]), atof(parameter[6]), atof(parameter[7]), 1);
2311 Vector4Set(shader.reflectcolor4f, atof(parameter[8]), atof(parameter[9]), atof(parameter[10]), 1);
2312 shader.r_water_wateralpha = atof(parameter[11]);
2314 else if (!strcasecmp(parameter[0], "dpwaterscroll") && numparameters >= 3)
2316 shader.r_water_waterscroll[0] = 1/atof(parameter[1]);
2317 shader.r_water_waterscroll[1] = 1/atof(parameter[2]);
2319 else if (!strcasecmp(parameter[0], "dpglossintensitymod") && numparameters >= 2)
2321 shader.specularscalemod = atof(parameter[1]);
2323 else if (!strcasecmp(parameter[0], "dpglossexponentmod") && numparameters >= 2)
2325 shader.specularpowermod = atof(parameter[1]);
2327 else if (!strcasecmp(parameter[0], "dprtlightambient") && numparameters >= 2)
2329 shader.rtlightambient = atof(parameter[1]);
2331 else if (!strcasecmp(parameter[0], "dpoffsetmapping") && numparameters >= 2)
2333 if (!strcasecmp(parameter[1], "disable") || !strcasecmp(parameter[1], "none") || !strcasecmp(parameter[1], "off"))
2334 shader.offsetmapping = OFFSETMAPPING_OFF;
2335 else if (!strcasecmp(parameter[1], "default") || !strcasecmp(parameter[1], "normal"))
2336 shader.offsetmapping = OFFSETMAPPING_DEFAULT;
2337 else if (!strcasecmp(parameter[1], "linear"))
2338 shader.offsetmapping = OFFSETMAPPING_LINEAR;
2339 else if (!strcasecmp(parameter[1], "relief"))
2340 shader.offsetmapping = OFFSETMAPPING_RELIEF;
2341 if (numparameters >= 3)
2342 shader.offsetscale = atof(parameter[2]);
2343 if (numparameters >= 5)
2345 if(!strcasecmp(parameter[3], "bias"))
2346 shader.offsetbias = atof(parameter[4]);
2347 else if(!strcasecmp(parameter[3], "match"))
2348 shader.offsetbias = 1.0f - atof(parameter[4]);
2349 else if(!strcasecmp(parameter[3], "match8"))
2350 shader.offsetbias = 1.0f - atof(parameter[4]) / 255.0f;
2351 else if(!strcasecmp(parameter[3], "match16"))
2352 shader.offsetbias = 1.0f - atof(parameter[4]) / 65535.0f;
2355 else if (!strcasecmp(parameter[0], "deformvertexes") && numparameters >= 2)
2358 for (deformindex = 0;deformindex < Q3MAXDEFORMS;deformindex++)
2359 if (!shader.deforms[deformindex].deform)
2361 if (deformindex < Q3MAXDEFORMS)
2363 for (i = 0;i < numparameters - 2 && i < Q3DEFORM_MAXPARMS;i++)
2364 shader.deforms[deformindex].parms[i] = atof(parameter[i+2]);
2365 if (!strcasecmp(parameter[1], "projectionshadow")) shader.deforms[deformindex].deform = Q3DEFORM_PROJECTIONSHADOW;
2366 else if (!strcasecmp(parameter[1], "autosprite" )) shader.deforms[deformindex].deform = Q3DEFORM_AUTOSPRITE;
2367 else if (!strcasecmp(parameter[1], "autosprite2" )) shader.deforms[deformindex].deform = Q3DEFORM_AUTOSPRITE2;
2368 else if (!strcasecmp(parameter[1], "text0" )) shader.deforms[deformindex].deform = Q3DEFORM_TEXT0;
2369 else if (!strcasecmp(parameter[1], "text1" )) shader.deforms[deformindex].deform = Q3DEFORM_TEXT1;
2370 else if (!strcasecmp(parameter[1], "text2" )) shader.deforms[deformindex].deform = Q3DEFORM_TEXT2;
2371 else if (!strcasecmp(parameter[1], "text3" )) shader.deforms[deformindex].deform = Q3DEFORM_TEXT3;
2372 else if (!strcasecmp(parameter[1], "text4" )) shader.deforms[deformindex].deform = Q3DEFORM_TEXT4;
2373 else if (!strcasecmp(parameter[1], "text5" )) shader.deforms[deformindex].deform = Q3DEFORM_TEXT5;
2374 else if (!strcasecmp(parameter[1], "text6" )) shader.deforms[deformindex].deform = Q3DEFORM_TEXT6;
2375 else if (!strcasecmp(parameter[1], "text7" )) shader.deforms[deformindex].deform = Q3DEFORM_TEXT7;
2376 else if (!strcasecmp(parameter[1], "bulge" )) shader.deforms[deformindex].deform = Q3DEFORM_BULGE;
2377 else if (!strcasecmp(parameter[1], "normal" )) shader.deforms[deformindex].deform = Q3DEFORM_NORMAL;
2378 else if (!strcasecmp(parameter[1], "wave" ))
2380 shader.deforms[deformindex].deform = Q3DEFORM_WAVE;
2381 shader.deforms[deformindex].wavefunc = Mod_LoadQ3Shaders_EnumerateWaveFunc(parameter[3]);
2382 for (i = 0;i < numparameters - 4 && i < Q3WAVEPARMS;i++)
2383 shader.deforms[deformindex].waveparms[i] = atof(parameter[i+4]);
2385 else if (!strcasecmp(parameter[1], "move" ))
2387 shader.deforms[deformindex].deform = Q3DEFORM_MOVE;
2388 shader.deforms[deformindex].wavefunc = Mod_LoadQ3Shaders_EnumerateWaveFunc(parameter[5]);
2389 for (i = 0;i < numparameters - 6 && i < Q3WAVEPARMS;i++)
2390 shader.deforms[deformindex].waveparms[i] = atof(parameter[i+6]);
2395 // hide this shader if a cvar said it should be killed
2396 if (shader.dpshaderkill)
2397 shader.numlayers = 0;
2398 // pick the primary layer to render with
2399 if (shader.numlayers)
2401 shader.backgroundlayer = -1;
2402 shader.primarylayer = 0;
2403 // if lightmap comes first this is definitely an ordinary texture
2404 // if the first two layers have the correct blendfuncs and use vertex alpha, it is a blended terrain shader
2405 if ((shader.layers[shader.primarylayer].texturename != NULL)
2406 && !strcasecmp(shader.layers[shader.primarylayer].texturename[0], "$lightmap"))
2408 shader.backgroundlayer = -1;
2409 shader.primarylayer = 1;
2411 else if (shader.numlayers >= 2
2412 && shader.layers[1].alphagen.alphagen == Q3ALPHAGEN_VERTEX
2413 && (shader.layers[0].blendfunc[0] == GL_ONE && shader.layers[0].blendfunc[1] == GL_ZERO && !shader.layers[0].alphatest)
2414 && ((shader.layers[1].blendfunc[0] == GL_SRC_ALPHA && shader.layers[1].blendfunc[1] == GL_ONE_MINUS_SRC_ALPHA)
2415 || (shader.layers[1].blendfunc[0] == GL_ONE && shader.layers[1].blendfunc[1] == GL_ZERO && shader.layers[1].alphatest)))
2417 // terrain blending or other effects
2418 shader.backgroundlayer = 0;
2419 shader.primarylayer = 1;
2422 // fix up multiple reflection types
2423 if(shader.textureflags & Q3TEXTUREFLAG_WATERSHADER)
2424 shader.textureflags &= ~(Q3TEXTUREFLAG_REFRACTION | Q3TEXTUREFLAG_REFLECTION | Q3TEXTUREFLAG_CAMERA);
2426 Q3Shader_AddToHash (&shader);
2430 FS_FreeSearch(search);
2431 // free custinfoparm values
2432 for (j = 0; j < numcustsurfaceflags; j++)
2433 Mem_Free(custsurfaceparmnames[j]);
2436 q3shaderinfo_t *Mod_LookupQ3Shader(const char *name)
2438 unsigned short hash;
2439 q3shader_hash_entry_t* entry;
2441 Mod_LoadQ3Shaders();
2442 hash = CRC_Block_CaseInsensitive ((const unsigned char *)name, strlen (name));
2443 entry = q3shader_data->hash + (hash % Q3SHADER_HASH_SIZE);
2444 while (entry != NULL)
2446 if (strcasecmp (entry->shader.name, name) == 0)
2447 return &entry->shader;
2448 entry = entry->chain;
2453 qboolean Mod_LoadTextureFromQ3Shader(texture_t *texture, const char *name, qboolean warnmissing, qboolean fallback, int defaulttexflags)
2456 int texflagsmask, texflagsor;
2457 qboolean success = true;
2458 q3shaderinfo_t *shader;
2461 strlcpy(texture->name, name, sizeof(texture->name));
2462 shader = name[0] ? Mod_LookupQ3Shader(name) : NULL;
2465 if(!(defaulttexflags & TEXF_PICMIP))
2466 texflagsmask &= ~TEXF_PICMIP;
2467 if(!(defaulttexflags & TEXF_COMPRESS))
2468 texflagsmask &= ~TEXF_COMPRESS;
2470 if(defaulttexflags & TEXF_ISWORLD)
2471 texflagsor |= TEXF_ISWORLD;
2472 if(defaulttexflags & TEXF_ISSPRITE)
2473 texflagsor |= TEXF_ISSPRITE;
2474 // unless later loaded from the shader
2475 texture->offsetmapping = (mod_noshader_default_offsetmapping.value) ? OFFSETMAPPING_DEFAULT : OFFSETMAPPING_OFF;
2476 texture->offsetscale = 1;
2477 texture->offsetbias = 0;
2478 texture->specularscalemod = 1;
2479 texture->specularpowermod = 1;
2480 texture->rtlightambient = 0;
2481 texture->transparentsort = TRANSPARENTSORT_DISTANCE;
2482 // WHEN ADDING DEFAULTS HERE, REMEMBER TO PUT DEFAULTS IN ALL LOADERS
2483 // JUST GREP FOR "specularscalemod = 1".
2487 if (developer_loading.integer)
2488 Con_Printf("%s: loaded shader for %s\n", loadmodel->name, name);
2490 // allow disabling of picmip or compression by defaulttexflags
2491 texture->textureflags = (shader->textureflags & texflagsmask) | texflagsor;
2493 if (shader->surfaceparms & Q3SURFACEPARM_SKY)
2495 texture->basematerialflags = MATERIALFLAG_SKY | MATERIALFLAG_NOSHADOW;
2496 if (shader->skyboxname[0])
2498 // quake3 seems to append a _ to the skybox name, so this must do so as well
2499 dpsnprintf(loadmodel->brush.skybox, sizeof(loadmodel->brush.skybox), "%s_", shader->skyboxname);
2502 else if ((texture->surfaceflags & Q3SURFACEFLAG_NODRAW) || shader->numlayers == 0)
2503 texture->basematerialflags = MATERIALFLAG_NODRAW | MATERIALFLAG_NOSHADOW;
2505 texture->basematerialflags = MATERIALFLAG_WALL;
2507 if (shader->layers[0].alphatest)
2508 texture->basematerialflags |= MATERIALFLAG_ALPHATEST | MATERIALFLAG_NOSHADOW;
2509 if (shader->textureflags & Q3TEXTUREFLAG_TWOSIDED)
2510 texture->basematerialflags |= MATERIALFLAG_NOSHADOW | MATERIALFLAG_NOCULLFACE;
2511 if (shader->textureflags & Q3TEXTUREFLAG_POLYGONOFFSET)
2513 texture->biaspolygonoffset += shader->biaspolygonoffset;
2514 texture->biaspolygonfactor += shader->biaspolygonfactor;
2516 if (shader->textureflags & Q3TEXTUREFLAG_REFRACTION)
2517 texture->basematerialflags |= MATERIALFLAG_REFRACTION;
2518 if (shader->textureflags & Q3TEXTUREFLAG_REFLECTION)
2519 texture->basematerialflags |= MATERIALFLAG_REFLECTION;
2520 if (shader->textureflags & Q3TEXTUREFLAG_WATERSHADER)
2521 texture->basematerialflags |= MATERIALFLAG_WATERSHADER;
2522 if (shader->textureflags & Q3TEXTUREFLAG_CAMERA)
2523 texture->basematerialflags |= MATERIALFLAG_CAMERA;
2524 texture->customblendfunc[0] = GL_ONE;
2525 texture->customblendfunc[1] = GL_ZERO;
2526 texture->transparentsort = shader->transparentsort;
2527 if (shader->numlayers > 0)
2529 texture->customblendfunc[0] = shader->layers[0].blendfunc[0];
2530 texture->customblendfunc[1] = shader->layers[0].blendfunc[1];
2532 Q3 shader blendfuncs actually used in the game (* = supported by DP)
2533 * additive GL_ONE GL_ONE
2534 additive weird GL_ONE GL_SRC_ALPHA
2535 additive weird 2 GL_ONE GL_ONE_MINUS_SRC_ALPHA
2536 * alpha GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA
2537 alpha inverse GL_ONE_MINUS_SRC_ALPHA GL_SRC_ALPHA
2538 brighten GL_DST_COLOR GL_ONE
2539 brighten GL_ONE GL_SRC_COLOR
2540 brighten weird GL_DST_COLOR GL_ONE_MINUS_DST_ALPHA
2541 brighten weird 2 GL_DST_COLOR GL_SRC_ALPHA
2542 * modulate GL_DST_COLOR GL_ZERO
2543 * modulate GL_ZERO GL_SRC_COLOR
2544 modulate inverse GL_ZERO GL_ONE_MINUS_SRC_COLOR
2545 modulate inverse alpha GL_ZERO GL_SRC_ALPHA
2546 modulate weird inverse GL_ONE_MINUS_DST_COLOR GL_ZERO
2547 * modulate x2 GL_DST_COLOR GL_SRC_COLOR
2548 * no blend GL_ONE GL_ZERO
2549 nothing GL_ZERO GL_ONE
2551 // if not opaque, figure out what blendfunc to use
2552 if (shader->layers[0].blendfunc[0] != GL_ONE || shader->layers[0].blendfunc[1] != GL_ZERO)
2554 if (shader->layers[0].blendfunc[0] == GL_ONE && shader->layers[0].blendfunc[1] == GL_ONE)
2555 texture->basematerialflags |= MATERIALFLAG_ADD | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
2556 else if (shader->layers[0].blendfunc[0] == GL_SRC_ALPHA && shader->layers[0].blendfunc[1] == GL_ONE)
2557 texture->basematerialflags |= MATERIALFLAG_ADD | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
2558 else if (shader->layers[0].blendfunc[0] == GL_SRC_ALPHA && shader->layers[0].blendfunc[1] == GL_ONE_MINUS_SRC_ALPHA)
2559 texture->basematerialflags |= MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
2561 texture->basematerialflags |= MATERIALFLAG_CUSTOMBLEND | MATERIALFLAG_FULLBRIGHT | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
2564 if (!shader->lighting)
2565 texture->basematerialflags |= MATERIALFLAG_FULLBRIGHT;
2566 if (shader->primarylayer >= 0)
2568 q3shaderinfo_layer_t* primarylayer = shader->layers + shader->primarylayer;
2569 // copy over many primarylayer parameters
2570 texture->rgbgen = primarylayer->rgbgen;
2571 texture->alphagen = primarylayer->alphagen;
2572 texture->tcgen = primarylayer->tcgen;
2573 memcpy(texture->tcmods, primarylayer->tcmods, sizeof(texture->tcmods));
2574 // load the textures
2575 texture->numskinframes = primarylayer->numframes;
2576 texture->skinframerate = primarylayer->framerate;
2577 for (j = 0;j < primarylayer->numframes;j++)
2579 if(cls.state == ca_dedicated)
2581 texture->skinframes[j] = NULL;
2583 else if (!(texture->skinframes[j] = R_SkinFrame_LoadExternal(primarylayer->texturename[j], (primarylayer->texflags & texflagsmask) | texflagsor, false)))
2585 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);
2586 texture->skinframes[j] = R_SkinFrame_LoadMissing();
2590 if (shader->backgroundlayer >= 0)
2592 q3shaderinfo_layer_t* backgroundlayer = shader->layers + shader->backgroundlayer;
2593 // copy over one secondarylayer parameter
2594 memcpy(texture->backgroundtcmods, backgroundlayer->tcmods, sizeof(texture->backgroundtcmods));
2595 // load the textures
2596 texture->backgroundnumskinframes = backgroundlayer->numframes;
2597 texture->backgroundskinframerate = backgroundlayer->framerate;
2598 for (j = 0;j < backgroundlayer->numframes;j++)
2600 if(cls.state == ca_dedicated)
2602 texture->skinframes[j] = NULL;
2604 else if (!(texture->backgroundskinframes[j] = R_SkinFrame_LoadExternal(backgroundlayer->texturename[j], (backgroundlayer->texflags & texflagsmask) | texflagsor, false)))
2606 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);
2607 texture->backgroundskinframes[j] = R_SkinFrame_LoadMissing();
2611 if (shader->dpshadow)
2612 texture->basematerialflags &= ~MATERIALFLAG_NOSHADOW;
2613 if (shader->dpnoshadow)
2614 texture->basematerialflags |= MATERIALFLAG_NOSHADOW;
2615 if (shader->dpnortlight)
2616 texture->basematerialflags |= MATERIALFLAG_NORTLIGHT;
2617 if (shader->vertexalpha)
2618 texture->basematerialflags |= MATERIALFLAG_ALPHAGEN_VERTEX;
2619 memcpy(texture->deforms, shader->deforms, sizeof(texture->deforms));
2620 texture->reflectmin = shader->reflectmin;
2621 texture->reflectmax = shader->reflectmax;
2622 texture->refractfactor = shader->refractfactor;
2623 Vector4Copy(shader->refractcolor4f, texture->refractcolor4f);
2624 texture->reflectfactor = shader->reflectfactor;
2625 Vector4Copy(shader->reflectcolor4f, texture->reflectcolor4f);
2626 texture->r_water_wateralpha = shader->r_water_wateralpha;
2627 Vector2Copy(shader->r_water_waterscroll, texture->r_water_waterscroll);
2628 texture->offsetmapping = shader->offsetmapping;
2629 texture->offsetscale = shader->offsetscale;
2630 texture->offsetbias = shader->offsetbias;
2631 texture->specularscalemod = shader->specularscalemod;
2632 texture->specularpowermod = shader->specularpowermod;
2633 texture->rtlightambient = shader->rtlightambient;
2634 if (shader->dpreflectcube[0])
2635 texture->reflectcubetexture = R_GetCubemap(shader->dpreflectcube);
2637 // set up default supercontents (on q3bsp this is overridden by the q3bsp loader)
2638 texture->supercontents = SUPERCONTENTS_SOLID | SUPERCONTENTS_OPAQUE;
2639 if (shader->surfaceparms & Q3SURFACEPARM_LAVA ) texture->supercontents = SUPERCONTENTS_LAVA ;
2640 if (shader->surfaceparms & Q3SURFACEPARM_SLIME ) texture->supercontents = SUPERCONTENTS_SLIME ;
2641 if (shader->surfaceparms & Q3SURFACEPARM_WATER ) texture->supercontents = SUPERCONTENTS_WATER ;
2642 if (shader->surfaceparms & Q3SURFACEPARM_NONSOLID ) texture->supercontents = 0 ;
2643 if (shader->surfaceparms & Q3SURFACEPARM_PLAYERCLIP ) texture->supercontents = SUPERCONTENTS_PLAYERCLIP ;
2644 if (shader->surfaceparms & Q3SURFACEPARM_BOTCLIP ) texture->supercontents = SUPERCONTENTS_MONSTERCLIP ;
2645 if (shader->surfaceparms & Q3SURFACEPARM_SKY ) texture->supercontents = SUPERCONTENTS_SKY ;
2647 // if (shader->surfaceparms & Q3SURFACEPARM_ALPHASHADOW ) texture->supercontents |= SUPERCONTENTS_ALPHASHADOW ;
2648 // if (shader->surfaceparms & Q3SURFACEPARM_AREAPORTAL ) texture->supercontents |= SUPERCONTENTS_AREAPORTAL ;
2649 // if (shader->surfaceparms & Q3SURFACEPARM_CLUSTERPORTAL) texture->supercontents |= SUPERCONTENTS_CLUSTERPORTAL;
2650 // if (shader->surfaceparms & Q3SURFACEPARM_DETAIL ) texture->supercontents |= SUPERCONTENTS_DETAIL ;
2651 if (shader->surfaceparms & Q3SURFACEPARM_DONOTENTER ) texture->supercontents |= SUPERCONTENTS_DONOTENTER ;
2652 // if (shader->surfaceparms & Q3SURFACEPARM_FOG ) texture->supercontents |= SUPERCONTENTS_FOG ;
2653 if (shader->surfaceparms & Q3SURFACEPARM_LAVA ) texture->supercontents |= SUPERCONTENTS_LAVA ;
2654 // if (shader->surfaceparms & Q3SURFACEPARM_LIGHTFILTER ) texture->supercontents |= SUPERCONTENTS_LIGHTFILTER ;
2655 // if (shader->surfaceparms & Q3SURFACEPARM_METALSTEPS ) texture->supercontents |= SUPERCONTENTS_METALSTEPS ;
2656 // if (shader->surfaceparms & Q3SURFACEPARM_NODAMAGE ) texture->supercontents |= SUPERCONTENTS_NODAMAGE ;
2657 // if (shader->surfaceparms & Q3SURFACEPARM_NODLIGHT ) texture->supercontents |= SUPERCONTENTS_NODLIGHT ;
2658 // if (shader->surfaceparms & Q3SURFACEPARM_NODRAW ) texture->supercontents |= SUPERCONTENTS_NODRAW ;
2659 if (shader->surfaceparms & Q3SURFACEPARM_NODROP ) texture->supercontents |= SUPERCONTENTS_NODROP ;
2660 // if (shader->surfaceparms & Q3SURFACEPARM_NOIMPACT ) texture->supercontents |= SUPERCONTENTS_NOIMPACT ;
2661 // if (shader->surfaceparms & Q3SURFACEPARM_NOLIGHTMAP ) texture->supercontents |= SUPERCONTENTS_NOLIGHTMAP ;
2662 // if (shader->surfaceparms & Q3SURFACEPARM_NOMARKS ) texture->supercontents |= SUPERCONTENTS_NOMARKS ;
2663 // if (shader->surfaceparms & Q3SURFACEPARM_NOMIPMAPS ) texture->supercontents |= SUPERCONTENTS_NOMIPMAPS ;
2664 if (shader->surfaceparms & Q3SURFACEPARM_NONSOLID ) texture->supercontents &=~SUPERCONTENTS_SOLID ;
2665 // if (shader->surfaceparms & Q3SURFACEPARM_ORIGIN ) texture->supercontents |= SUPERCONTENTS_ORIGIN ;
2666 if (shader->surfaceparms & Q3SURFACEPARM_PLAYERCLIP ) texture->supercontents |= SUPERCONTENTS_PLAYERCLIP ;
2667 if (shader->surfaceparms & Q3SURFACEPARM_SKY ) texture->supercontents |= SUPERCONTENTS_SKY ;
2668 // if (shader->surfaceparms & Q3SURFACEPARM_SLICK ) texture->supercontents |= SUPERCONTENTS_SLICK ;
2669 if (shader->surfaceparms & Q3SURFACEPARM_SLIME ) texture->supercontents |= SUPERCONTENTS_SLIME ;
2670 // if (shader->surfaceparms & Q3SURFACEPARM_STRUCTURAL ) texture->supercontents |= SUPERCONTENTS_STRUCTURAL ;
2671 // if (shader->surfaceparms & Q3SURFACEPARM_TRANS ) texture->supercontents |= SUPERCONTENTS_TRANS ;
2672 if (shader->surfaceparms & Q3SURFACEPARM_WATER ) texture->supercontents |= SUPERCONTENTS_WATER ;
2673 // if (shader->surfaceparms & Q3SURFACEPARM_POINTLIGHT ) texture->supercontents |= SUPERCONTENTS_POINTLIGHT ;
2674 // if (shader->surfaceparms & Q3SURFACEPARM_HINT ) texture->supercontents |= SUPERCONTENTS_HINT ;
2675 // if (shader->surfaceparms & Q3SURFACEPARM_DUST ) texture->supercontents |= SUPERCONTENTS_DUST ;
2676 if (shader->surfaceparms & Q3SURFACEPARM_BOTCLIP ) texture->supercontents |= SUPERCONTENTS_BOTCLIP | SUPERCONTENTS_MONSTERCLIP;
2677 // if (shader->surfaceparms & Q3SURFACEPARM_LIGHTGRID ) texture->supercontents |= SUPERCONTENTS_LIGHTGRID ;
2678 // if (shader->surfaceparms & Q3SURFACEPARM_ANTIPORTAL ) texture->supercontents |= SUPERCONTENTS_ANTIPORTAL ;
2680 texture->surfaceflags = shader->surfaceflags;
2681 if (shader->surfaceparms & Q3SURFACEPARM_ALPHASHADOW ) texture->surfaceflags |= Q3SURFACEFLAG_ALPHASHADOW ;
2682 // if (shader->surfaceparms & Q3SURFACEPARM_AREAPORTAL ) texture->surfaceflags |= Q3SURFACEFLAG_AREAPORTAL ;
2683 // if (shader->surfaceparms & Q3SURFACEPARM_CLUSTERPORTAL) texture->surfaceflags |= Q3SURFACEFLAG_CLUSTERPORTAL;
2684 // if (shader->surfaceparms & Q3SURFACEPARM_DETAIL ) texture->surfaceflags |= Q3SURFACEFLAG_DETAIL ;
2685 // if (shader->surfaceparms & Q3SURFACEPARM_DONOTENTER ) texture->surfaceflags |= Q3SURFACEFLAG_DONOTENTER ;
2686 // if (shader->surfaceparms & Q3SURFACEPARM_FOG ) texture->surfaceflags |= Q3SURFACEFLAG_FOG ;
2687 // if (shader->surfaceparms & Q3SURFACEPARM_LAVA ) texture->surfaceflags |= Q3SURFACEFLAG_LAVA ;
2688 if (shader->surfaceparms & Q3SURFACEPARM_LIGHTFILTER ) texture->surfaceflags |= Q3SURFACEFLAG_LIGHTFILTER ;
2689 if (shader->surfaceparms & Q3SURFACEPARM_METALSTEPS ) texture->surfaceflags |= Q3SURFACEFLAG_METALSTEPS ;
2690 if (shader->surfaceparms & Q3SURFACEPARM_NODAMAGE ) texture->surfaceflags |= Q3SURFACEFLAG_NODAMAGE ;
2691 if (shader->surfaceparms & Q3SURFACEPARM_NODLIGHT ) texture->surfaceflags |= Q3SURFACEFLAG_NODLIGHT ;
2692 if (shader->surfaceparms & Q3SURFACEPARM_NODRAW ) texture->surfaceflags |= Q3SURFACEFLAG_NODRAW ;
2693 // if (shader->surfaceparms & Q3SURFACEPARM_NODROP ) texture->surfaceflags |= Q3SURFACEFLAG_NODROP ;
2694 if (shader->surfaceparms & Q3SURFACEPARM_NOIMPACT ) texture->surfaceflags |= Q3SURFACEFLAG_NOIMPACT ;
2695 if (shader->surfaceparms & Q3SURFACEPARM_NOLIGHTMAP ) texture->surfaceflags |= Q3SURFACEFLAG_NOLIGHTMAP ;
2696 if (shader->surfaceparms & Q3SURFACEPARM_NOMARKS ) texture->surfaceflags |= Q3SURFACEFLAG_NOMARKS ;
2697 // if (shader->surfaceparms & Q3SURFACEPARM_NOMIPMAPS ) texture->surfaceflags |= Q3SURFACEFLAG_NOMIPMAPS ;
2698 if (shader->surfaceparms & Q3SURFACEPARM_NONSOLID ) texture->surfaceflags |= Q3SURFACEFLAG_NONSOLID ;
2699 // if (shader->surfaceparms & Q3SURFACEPARM_ORIGIN ) texture->surfaceflags |= Q3SURFACEFLAG_ORIGIN ;
2700 // if (shader->surfaceparms & Q3SURFACEPARM_PLAYERCLIP ) texture->surfaceflags |= Q3SURFACEFLAG_PLAYERCLIP ;
2701 if (shader->surfaceparms & Q3SURFACEPARM_SKY ) texture->surfaceflags |= Q3SURFACEFLAG_SKY ;
2702 if (shader->surfaceparms & Q3SURFACEPARM_SLICK ) texture->surfaceflags |= Q3SURFACEFLAG_SLICK ;
2703 // if (shader->surfaceparms & Q3SURFACEPARM_SLIME ) texture->surfaceflags |= Q3SURFACEFLAG_SLIME ;
2704 // if (shader->surfaceparms & Q3SURFACEPARM_STRUCTURAL ) texture->surfaceflags |= Q3SURFACEFLAG_STRUCTURAL ;
2705 // if (shader->surfaceparms & Q3SURFACEPARM_TRANS ) texture->surfaceflags |= Q3SURFACEFLAG_TRANS ;
2706 // if (shader->surfaceparms & Q3SURFACEPARM_WATER ) texture->surfaceflags |= Q3SURFACEFLAG_WATER ;
2707 if (shader->surfaceparms & Q3SURFACEPARM_POINTLIGHT ) texture->surfaceflags |= Q3SURFACEFLAG_POINTLIGHT ;
2708 if (shader->surfaceparms & Q3SURFACEPARM_HINT ) texture->surfaceflags |= Q3SURFACEFLAG_HINT ;
2709 if (shader->surfaceparms & Q3SURFACEPARM_DUST ) texture->surfaceflags |= Q3SURFACEFLAG_DUST ;
2710 // if (shader->surfaceparms & Q3SURFACEPARM_BOTCLIP ) texture->surfaceflags |= Q3SURFACEFLAG_BOTCLIP ;
2711 // if (shader->surfaceparms & Q3SURFACEPARM_LIGHTGRID ) texture->surfaceflags |= Q3SURFACEFLAG_LIGHTGRID ;
2712 // if (shader->surfaceparms & Q3SURFACEPARM_ANTIPORTAL ) texture->surfaceflags |= Q3SURFACEFLAG_ANTIPORTAL ;
2714 if (shader->dpmeshcollisions)
2715 texture->basematerialflags |= MATERIALFLAG_MESHCOLLISIONS;
2716 if (shader->dpshaderkill && developer_extra.integer)
2717 Con_DPrintf("^1%s:^7 killing shader ^3\"%s\" because of cvar\n", loadmodel->name, name);
2719 else if (!strcmp(texture->name, "noshader") || !texture->name[0])
2721 if (developer_extra.integer)
2722 Con_DPrintf("^1%s:^7 using fallback noshader material for ^3\"%s\"\n", loadmodel->name, name);
2723 texture->supercontents = SUPERCONTENTS_SOLID | SUPERCONTENTS_OPAQUE;
2725 else if (!strcmp(texture->name, "common/nodraw") || !strcmp(texture->name, "textures/common/nodraw"))
2727 if (developer_extra.integer)
2728 Con_DPrintf("^1%s:^7 using fallback nodraw material for ^3\"%s\"\n", loadmodel->name, name);
2729 texture->basematerialflags = MATERIALFLAG_NODRAW | MATERIALFLAG_NOSHADOW;
2730 texture->supercontents = SUPERCONTENTS_SOLID;
2734 if (developer_extra.integer)
2735 Con_DPrintf("^1%s:^7 No shader found for texture ^3\"%s\"\n", loadmodel->name, texture->name);
2736 if (texture->surfaceflags & Q3SURFACEFLAG_NODRAW)
2738 texture->basematerialflags |= MATERIALFLAG_NODRAW | MATERIALFLAG_NOSHADOW;
2739 texture->supercontents = SUPERCONTENTS_SOLID;
2741 else if (texture->surfaceflags & Q3SURFACEFLAG_SKY)
2743 texture->basematerialflags |= MATERIALFLAG_SKY | MATERIALFLAG_NOSHADOW;
2744 texture->supercontents = SUPERCONTENTS_SKY;
2748 texture->basematerialflags |= MATERIALFLAG_WALL;
2749 texture->supercontents = SUPERCONTENTS_SOLID | SUPERCONTENTS_OPAQUE;
2751 texture->numskinframes = 1;
2752 if(cls.state == ca_dedicated)
2754 texture->skinframes[0] = NULL;
2761 if ((texture->skinframes[0] = R_SkinFrame_LoadExternal(texture->name, defaulttexflags, false)))
2763 if(texture->skinframes[0]->hasalpha)
2764 texture->basematerialflags |= MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
2771 if (!success && warnmissing)
2772 Con_Printf("^1%s:^7 could not load texture ^3\"%s\"\n", loadmodel->name, texture->name);
2775 // init the animation variables
2776 texture->currentframe = texture;
2777 if (texture->numskinframes < 1)
2778 texture->numskinframes = 1;
2779 if (!texture->skinframes[0])
2780 texture->skinframes[0] = R_SkinFrame_LoadMissing();
2781 texture->currentskinframe = texture->skinframes[0];
2782 texture->backgroundcurrentskinframe = texture->backgroundskinframes[0];
2786 skinfile_t *Mod_LoadSkinFiles(void)
2788 int i, words, line, wordsoverflow;
2791 skinfile_t *skinfile = NULL, *first = NULL;
2792 skinfileitem_t *skinfileitem;
2793 char word[10][MAX_QPATH];
2798 U_bodyBox,models/players/Legoman/BikerA2.tga
2799 U_RArm,models/players/Legoman/BikerA1.tga
2800 U_LArm,models/players/Legoman/BikerA1.tga
2801 U_armor,common/nodraw
2802 U_sword,common/nodraw
2803 U_shield,common/nodraw
2804 U_homb,common/nodraw
2805 U_backpack,common/nodraw
2806 U_colcha,common/nodraw
2811 memset(word, 0, sizeof(word));
2812 for (i = 0;i < 256 && (data = text = (char *)FS_LoadFile(va(vabuf, sizeof(vabuf), "%s_%i.skin", loadmodel->name, i), tempmempool, true, NULL));i++)
2814 // If it's the first file we parse
2815 if (skinfile == NULL)
2817 skinfile = (skinfile_t *)Mem_Alloc(loadmodel->mempool, sizeof(skinfile_t));
2822 skinfile->next = (skinfile_t *)Mem_Alloc(loadmodel->mempool, sizeof(skinfile_t));
2823 skinfile = skinfile->next;
2825 skinfile->next = NULL;
2827 for(line = 0;;line++)
2830 if (!COM_ParseToken_QuakeC(&data, true))
2832 if (!strcmp(com_token, "\n"))
2835 wordsoverflow = false;
2839 strlcpy(word[words++], com_token, sizeof (word[0]));
2841 wordsoverflow = true;
2843 while (COM_ParseToken_QuakeC(&data, true) && strcmp(com_token, "\n"));
2846 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);
2849 // words is always >= 1
2850 if (!strcmp(word[0], "replace"))
2854 if (developer_loading.integer)
2855 Con_Printf("Mod_LoadSkinFiles: parsed mesh \"%s\" shader replacement \"%s\"\n", word[1], word[2]);
2856 skinfileitem = (skinfileitem_t *)Mem_Alloc(loadmodel->mempool, sizeof(skinfileitem_t));
2857 skinfileitem->next = skinfile->items;
2858 skinfile->items = skinfileitem;
2859 strlcpy (skinfileitem->name, word[1], sizeof (skinfileitem->name));
2860 strlcpy (skinfileitem->replacement, word[2], sizeof (skinfileitem->replacement));
2863 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]);
2865 else if (words >= 2 && !strncmp(word[0], "tag_", 4))
2867 // tag name, like "tag_weapon,"
2868 // not used for anything (not even in Quake3)
2870 else if (words >= 2 && !strcmp(word[1], ","))
2872 // mesh shader name, like "U_RArm,models/players/Legoman/BikerA1.tga"
2873 if (developer_loading.integer)
2874 Con_Printf("Mod_LoadSkinFiles: parsed mesh \"%s\" shader replacement \"%s\"\n", word[0], word[2]);
2875 skinfileitem = (skinfileitem_t *)Mem_Alloc(loadmodel->mempool, sizeof(skinfileitem_t));
2876 skinfileitem->next = skinfile->items;
2877 skinfile->items = skinfileitem;
2878 strlcpy (skinfileitem->name, word[0], sizeof (skinfileitem->name));
2879 strlcpy (skinfileitem->replacement, word[2], sizeof (skinfileitem->replacement));
2882 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);
2887 loadmodel->numskins = i;
2891 void Mod_FreeSkinFiles(skinfile_t *skinfile)
2894 skinfileitem_t *skinfileitem, *nextitem;
2895 for (;skinfile;skinfile = next)
2897 next = skinfile->next;
2898 for (skinfileitem = skinfile->items;skinfileitem;skinfileitem = nextitem)
2900 nextitem = skinfileitem->next;
2901 Mem_Free(skinfileitem);
2907 int Mod_CountSkinFiles(skinfile_t *skinfile)
2910 for (i = 0;skinfile;skinfile = skinfile->next, i++);
2914 void Mod_SnapVertices(int numcomponents, int numvertices, float *vertices, float snap)
2917 double isnap = 1.0 / snap;
2918 for (i = 0;i < numvertices*numcomponents;i++)
2919 vertices[i] = floor(vertices[i]*isnap)*snap;
2922 int Mod_RemoveDegenerateTriangles(int numtriangles, const int *inelement3i, int *outelement3i, const float *vertex3f)
2924 int i, outtriangles;
2925 float edgedir1[3], edgedir2[3], temp[3];
2926 // a degenerate triangle is one with no width (thickness, surface area)
2927 // these are characterized by having all 3 points colinear (along a line)
2928 // or having two points identical
2929 // the simplest check is to calculate the triangle's area
2930 for (i = 0, outtriangles = 0;i < numtriangles;i++, inelement3i += 3)
2932 // calculate first edge
2933 VectorSubtract(vertex3f + inelement3i[1] * 3, vertex3f + inelement3i[0] * 3, edgedir1);
2934 VectorSubtract(vertex3f + inelement3i[2] * 3, vertex3f + inelement3i[0] * 3, edgedir2);
2935 CrossProduct(edgedir1, edgedir2, temp);
2936 if (VectorLength2(temp) < 0.001f)
2937 continue; // degenerate triangle (no area)
2938 // valid triangle (has area)
2939 VectorCopy(inelement3i, outelement3i);
2943 return outtriangles;
2946 void Mod_VertexRangeFromElements(int numelements, const int *elements, int *firstvertexpointer, int *lastvertexpointer)
2949 int firstvertex, lastvertex;
2950 if (numelements > 0 && elements)
2952 firstvertex = lastvertex = elements[0];
2953 for (i = 1;i < numelements;i++)
2956 firstvertex = min(firstvertex, e);
2957 lastvertex = max(lastvertex, e);
2961 firstvertex = lastvertex = 0;
2962 if (firstvertexpointer)
2963 *firstvertexpointer = firstvertex;
2964 if (lastvertexpointer)
2965 *lastvertexpointer = lastvertex;
2968 void Mod_MakeSortedSurfaces(dp_model_t *mod)
2970 // make an optimal set of texture-sorted batches to draw...
2972 int *firstsurfacefortexture;
2973 int *numsurfacesfortexture;
2974 if (!mod->sortedmodelsurfaces)
2975 mod->sortedmodelsurfaces = (int *) Mem_Alloc(loadmodel->mempool, mod->nummodelsurfaces * sizeof(*mod->sortedmodelsurfaces));
2976 firstsurfacefortexture = (int *) Mem_Alloc(tempmempool, mod->num_textures * sizeof(*firstsurfacefortexture));
2977 numsurfacesfortexture = (int *) Mem_Alloc(tempmempool, mod->num_textures * sizeof(*numsurfacesfortexture));
2978 memset(numsurfacesfortexture, 0, mod->num_textures * sizeof(*numsurfacesfortexture));
2979 for (j = 0;j < mod->nummodelsurfaces;j++)
2981 const msurface_t *surface = mod->data_surfaces + j + mod->firstmodelsurface;
2982 int t = (int)(surface->texture - mod->data_textures);
2983 numsurfacesfortexture[t]++;
2986 for (t = 0;t < mod->num_textures;t++)
2988 firstsurfacefortexture[t] = j;
2989 j += numsurfacesfortexture[t];
2991 for (j = 0;j < mod->nummodelsurfaces;j++)
2993 const msurface_t *surface = mod->data_surfaces + j + mod->firstmodelsurface;
2994 int t = (int)(surface->texture - mod->data_textures);
2995 mod->sortedmodelsurfaces[firstsurfacefortexture[t]++] = j + mod->firstmodelsurface;
2997 Mem_Free(firstsurfacefortexture);
2998 Mem_Free(numsurfacesfortexture);
3001 void Mod_BuildVBOs(void)
3003 if (!loadmodel->surfmesh.num_vertices)
3006 if (gl_paranoid.integer && loadmodel->surfmesh.data_element3s && loadmodel->surfmesh.data_element3i)
3009 for (i = 0;i < loadmodel->surfmesh.num_triangles*3;i++)
3011 if (loadmodel->surfmesh.data_element3s[i] != loadmodel->surfmesh.data_element3i[i])
3013 Con_Printf("Mod_BuildVBOs: element %u is incorrect (%u should be %u)\n", i, loadmodel->surfmesh.data_element3s[i], loadmodel->surfmesh.data_element3i[i]);
3014 loadmodel->surfmesh.data_element3s[i] = loadmodel->surfmesh.data_element3i[i];
3019 // build r_vertexmesh_t array
3020 // (compressed interleaved array for D3D)
3021 if (!loadmodel->surfmesh.vertexmesh && vid.useinterleavedarrays)
3024 int numvertices = loadmodel->surfmesh.num_vertices;
3025 r_vertexmesh_t *vertexmesh;
3026 loadmodel->surfmesh.vertexmesh = vertexmesh = (r_vertexmesh_t*)Mem_Alloc(loadmodel->mempool, numvertices * sizeof(*loadmodel->surfmesh.vertexmesh));
3027 for (vertexindex = 0;vertexindex < numvertices;vertexindex++, vertexmesh++)
3029 VectorCopy(loadmodel->surfmesh.data_vertex3f + 3*vertexindex, vertexmesh->vertex3f);
3030 VectorScale(loadmodel->surfmesh.data_svector3f + 3*vertexindex, 1.0f, vertexmesh->svector3f);
3031 VectorScale(loadmodel->surfmesh.data_tvector3f + 3*vertexindex, 1.0f, vertexmesh->tvector3f);
3032 VectorScale(loadmodel->surfmesh.data_normal3f + 3*vertexindex, 1.0f, vertexmesh->normal3f);
3033 if (loadmodel->surfmesh.data_lightmapcolor4f)
3034 Vector4Copy(loadmodel->surfmesh.data_lightmapcolor4f + 4*vertexindex, vertexmesh->color4f);
3035 Vector2Copy(loadmodel->surfmesh.data_texcoordtexture2f + 2*vertexindex, vertexmesh->texcoordtexture2f);
3036 if (loadmodel->surfmesh.data_texcoordlightmap2f)
3037 Vector2Scale(loadmodel->surfmesh.data_texcoordlightmap2f + 2*vertexindex, 1.0f, vertexmesh->texcoordlightmap2f);
3041 // upload r_vertexmesh_t array as a buffer
3042 if (loadmodel->surfmesh.vertexmesh && !loadmodel->surfmesh.vertexmeshbuffer)
3043 loadmodel->surfmesh.vertexmeshbuffer = R_Mesh_CreateMeshBuffer(loadmodel->surfmesh.vertexmesh, loadmodel->surfmesh.num_vertices * sizeof(*loadmodel->surfmesh.vertexmesh), loadmodel->name, false, false, false);
3045 // upload vertex3f array as a buffer
3046 if (loadmodel->surfmesh.data_vertex3f && !loadmodel->surfmesh.vertex3fbuffer)
3047 loadmodel->surfmesh.vertex3fbuffer = R_Mesh_CreateMeshBuffer(loadmodel->surfmesh.data_vertex3f, loadmodel->surfmesh.num_vertices * sizeof(float[3]), loadmodel->name, false, false, false);
3049 // upload short indices as a buffer
3050 if (loadmodel->surfmesh.data_element3s && !loadmodel->surfmesh.data_element3s_indexbuffer)
3051 loadmodel->surfmesh.data_element3s_indexbuffer = R_Mesh_CreateMeshBuffer(loadmodel->surfmesh.data_element3s, loadmodel->surfmesh.num_triangles * sizeof(short[3]), loadmodel->name, true, false, true);
3053 // upload int indices as a buffer
3054 if (loadmodel->surfmesh.data_element3i && !loadmodel->surfmesh.data_element3i_indexbuffer && !loadmodel->surfmesh.data_element3s)
3055 loadmodel->surfmesh.data_element3i_indexbuffer = R_Mesh_CreateMeshBuffer(loadmodel->surfmesh.data_element3i, loadmodel->surfmesh.num_triangles * sizeof(int[3]), loadmodel->name, true, false, false);
3057 // only build a vbo if one has not already been created (this is important for brush models which load specially)
3058 // vertex buffer is several arrays and we put them in the same buffer
3060 // is this wise? the texcoordtexture2f array is used with dynamic
3061 // vertex/svector/tvector/normal when rendering animated models, on the
3062 // other hand animated models don't use a lot of vertices anyway...
3063 if (!loadmodel->surfmesh.vbo_vertexbuffer && !vid.useinterleavedarrays)
3068 loadmodel->surfmesh.vbooffset_vertex3f = size;if (loadmodel->surfmesh.data_vertex3f ) size += loadmodel->surfmesh.num_vertices * sizeof(float[3]);
3069 loadmodel->surfmesh.vbooffset_svector3f = size;if (loadmodel->surfmesh.data_svector3f ) size += loadmodel->surfmesh.num_vertices * sizeof(float[3]);
3070 loadmodel->surfmesh.vbooffset_tvector3f = size;if (loadmodel->surfmesh.data_tvector3f ) size += loadmodel->surfmesh.num_vertices * sizeof(float[3]);
3071 loadmodel->surfmesh.vbooffset_normal3f = size;if (loadmodel->surfmesh.data_normal3f ) size += loadmodel->surfmesh.num_vertices * sizeof(float[3]);
3072 loadmodel->surfmesh.vbooffset_texcoordtexture2f = size;if (loadmodel->surfmesh.data_texcoordtexture2f ) size += loadmodel->surfmesh.num_vertices * sizeof(float[2]);
3073 loadmodel->surfmesh.vbooffset_texcoordlightmap2f = size;if (loadmodel->surfmesh.data_texcoordlightmap2f) size += loadmodel->surfmesh.num_vertices * sizeof(float[2]);
3074 loadmodel->surfmesh.vbooffset_lightmapcolor4f = size;if (loadmodel->surfmesh.data_lightmapcolor4f ) size += loadmodel->surfmesh.num_vertices * sizeof(float[4]);
3075 mem = (unsigned char *)Mem_Alloc(tempmempool, size);
3076 if (loadmodel->surfmesh.data_vertex3f ) memcpy(mem + loadmodel->surfmesh.vbooffset_vertex3f , loadmodel->surfmesh.data_vertex3f , loadmodel->surfmesh.num_vertices * sizeof(float[3]));
3077 if (loadmodel->surfmesh.data_svector3f ) memcpy(mem + loadmodel->surfmesh.vbooffset_svector3f , loadmodel->surfmesh.data_svector3f , loadmodel->surfmesh.num_vertices * sizeof(float[3]));
3078 if (loadmodel->surfmesh.data_tvector3f ) memcpy(mem + loadmodel->surfmesh.vbooffset_tvector3f , loadmodel->surfmesh.data_tvector3f , loadmodel->surfmesh.num_vertices * sizeof(float[3]));
3079 if (loadmodel->surfmesh.data_normal3f ) memcpy(mem + loadmodel->surfmesh.vbooffset_normal3f , loadmodel->surfmesh.data_normal3f , loadmodel->surfmesh.num_vertices * sizeof(float[3]));
3080 if (loadmodel->surfmesh.data_texcoordtexture2f ) memcpy(mem + loadmodel->surfmesh.vbooffset_texcoordtexture2f , loadmodel->surfmesh.data_texcoordtexture2f , loadmodel->surfmesh.num_vertices * sizeof(float[2]));
3081 if (loadmodel->surfmesh.data_texcoordlightmap2f) memcpy(mem + loadmodel->surfmesh.vbooffset_texcoordlightmap2f, loadmodel->surfmesh.data_texcoordlightmap2f, loadmodel->surfmesh.num_vertices * sizeof(float[2]));
3082 if (loadmodel->surfmesh.data_lightmapcolor4f ) memcpy(mem + loadmodel->surfmesh.vbooffset_lightmapcolor4f , loadmodel->surfmesh.data_lightmapcolor4f , loadmodel->surfmesh.num_vertices * sizeof(float[4]));
3083 loadmodel->surfmesh.vbo_vertexbuffer = R_Mesh_CreateMeshBuffer(mem, size, loadmodel->name, false, false, false);
3088 extern cvar_t mod_obj_orientation;
3089 static void Mod_Decompile_OBJ(dp_model_t *model, const char *filename, const char *mtlfilename, const char *originalfilename)
3091 int submodelindex, vertexindex, surfaceindex, triangleindex, textureindex, countvertices = 0, countsurfaces = 0, countfaces = 0, counttextures = 0;
3093 const char *texname;
3095 const float *v, *vn, *vt;
3097 size_t outbufferpos = 0;
3098 size_t outbuffermax = 0x100000;
3099 char *outbuffer = (char *) Z_Malloc(outbuffermax), *oldbuffer;
3100 const msurface_t *surface;
3101 const int maxtextures = 256;
3102 char *texturenames = (char *) Z_Malloc(maxtextures * MAX_QPATH);
3103 dp_model_t *submodel;
3105 // construct the mtllib file
3106 l = dpsnprintf(outbuffer + outbufferpos, outbuffermax - outbufferpos, "# mtllib for %s exported by darkplaces engine\n", originalfilename);
3109 for (surfaceindex = 0, surface = model->data_surfaces;surfaceindex < model->num_surfaces;surfaceindex++, surface++)
3112 countvertices += surface->num_vertices;
3113 countfaces += surface->num_triangles;
3114 texname = (surface->texture && surface->texture->name[0]) ? surface->texture->name : "default";
3115 for (textureindex = 0;textureindex < counttextures;textureindex++)
3116 if (!strcmp(texturenames + textureindex * MAX_QPATH, texname))
3118 if (textureindex < counttextures)
3119 continue; // already wrote this material entry
3120 if (textureindex >= maxtextures)
3121 continue; // just a precaution
3122 textureindex = counttextures++;
3123 strlcpy(texturenames + textureindex * MAX_QPATH, texname, MAX_QPATH);
3124 if (outbufferpos >= outbuffermax >> 1)
3127 oldbuffer = outbuffer;
3128 outbuffer = (char *) Z_Malloc(outbuffermax);
3129 memcpy(outbuffer, oldbuffer, outbufferpos);
3132 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");
3137 // write the mtllib file
3138 FS_WriteFile(mtlfilename, outbuffer, outbufferpos);
3140 // construct the obj file
3142 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);
3146 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)
3148 if (outbufferpos >= outbuffermax >> 1)
3151 oldbuffer = outbuffer;
3152 outbuffer = (char *) Z_Malloc(outbuffermax);
3153 memcpy(outbuffer, oldbuffer, outbufferpos);
3156 if(mod_obj_orientation.integer)
3157 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]);
3159 l = dpsnprintf(outbuffer + outbufferpos, outbuffermax - outbufferpos, "v %f %f %f\nvn %f %f %f\nvt %f %f\n", v[0], v[1], v[2], vn[0], vn[1], vn[2], vt[0], 1-vt[1]);
3164 for (submodelindex = 0;submodelindex < max(1, model->brush.numsubmodels);submodelindex++)
3166 l = dpsnprintf(outbuffer + outbufferpos, outbuffermax - outbufferpos, "o %i\n", submodelindex);
3169 submodel = model->brush.numsubmodels ? model->brush.submodels[submodelindex] : model;
3170 for (surfaceindex = 0;surfaceindex < submodel->nummodelsurfaces;surfaceindex++)
3172 surface = model->data_surfaces + submodel->sortedmodelsurfaces[surfaceindex];
3173 l = dpsnprintf(outbuffer + outbufferpos, outbuffermax - outbufferpos, "usemtl %s\n", (surface->texture && surface->texture->name[0]) ? surface->texture->name : "default");
3176 for (triangleindex = 0, e = model->surfmesh.data_element3i + surface->num_firsttriangle * 3;triangleindex < surface->num_triangles;triangleindex++, e += 3)
3178 if (outbufferpos >= outbuffermax >> 1)
3181 oldbuffer = outbuffer;
3182 outbuffer = (char *) Z_Malloc(outbuffermax);
3183 memcpy(outbuffer, oldbuffer, outbufferpos);
3189 if(mod_obj_orientation.integer)
3190 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);
3192 l = dpsnprintf(outbuffer + outbufferpos, outbuffermax - outbufferpos, "f %i/%i/%i %i/%i/%i %i/%i/%i\n", a,a,a,c,c,c,b,b,b);
3199 // write the obj file
3200 FS_WriteFile(filename, outbuffer, outbufferpos);
3204 Z_Free(texturenames);
3207 Con_Printf("Wrote %s (%i bytes, %i vertices, %i faces, %i surfaces with %i distinct textures)\n", filename, (int)outbufferpos, countvertices, countfaces, countsurfaces, counttextures);
3210 static void Mod_Decompile_SMD(dp_model_t *model, const char *filename, int firstpose, int numposes, qboolean writetriangles)
3212 int countnodes = 0, counttriangles = 0, countframes = 0;
3220 size_t outbufferpos = 0;
3221 size_t outbuffermax = 0x100000;
3222 char *outbuffer = (char *) Z_Malloc(outbuffermax), *oldbuffer;
3223 const msurface_t *surface;
3224 l = dpsnprintf(outbuffer + outbufferpos, outbuffermax - outbufferpos, "version 1\nnodes\n");
3227 for (transformindex = 0;transformindex < model->num_bones;transformindex++)
3229 if (outbufferpos >= outbuffermax >> 1)
3232 oldbuffer = outbuffer;
3233 outbuffer = (char *) Z_Malloc(outbuffermax);
3234 memcpy(outbuffer, oldbuffer, outbufferpos);
3238 l = dpsnprintf(outbuffer + outbufferpos, outbuffermax - outbufferpos, "%3i \"%s\" %3i\n", transformindex, model->data_bones[transformindex].name, model->data_bones[transformindex].parent);
3242 l = dpsnprintf(outbuffer + outbufferpos, outbuffermax - outbufferpos, "end\nskeleton\n");
3245 for (poseindex = 0;poseindex < numposes;poseindex++)
3248 l = dpsnprintf(outbuffer + outbufferpos, outbuffermax - outbufferpos, "time %i\n", poseindex);
3251 for (transformindex = 0;transformindex < model->num_bones;transformindex++)
3255 matrix4x4_t posematrix;
3256 if (outbufferpos >= outbuffermax >> 1)
3259 oldbuffer = outbuffer;
3260 outbuffer = (char *) Z_Malloc(outbuffermax);
3261 memcpy(outbuffer, oldbuffer, outbufferpos);
3265 // strangely the smd angles are for a transposed matrix, so we
3266 // have to generate a transposed matrix, then convert that...
3267 Matrix4x4_FromBonePose7s(&posematrix, model->num_posescale, model->data_poses7s + 7*(model->num_bones * poseindex + transformindex));
3268 Matrix4x4_ToArray12FloatGL(&posematrix, mtest[0]);
3269 AnglesFromVectors(angles, mtest[0], mtest[2], false);
3270 if (angles[0] >= 180) angles[0] -= 360;
3271 if (angles[1] >= 180) angles[1] -= 360;
3272 if (angles[2] >= 180) angles[2] -= 360;
3276 float a = DEG2RAD(angles[ROLL]);
3277 float b = DEG2RAD(angles[PITCH]);
3278 float c = DEG2RAD(angles[YAW]);
3279 float cy, sy, cp, sp, cr, sr;
3281 // smd matrix construction, for comparing
3292 test[1][0] = sr*sp*cy+cr*-sy;
3293 test[1][1] = sr*sp*sy+cr*cy;
3295 test[2][0] = (cr*sp*cy+-sr*-sy);
3296 test[2][1] = (cr*sp*sy+-sr*cy);
3298 test[3][0] = pose[9];
3299 test[3][1] = pose[10];
3300 test[3][2] = pose[11];
3303 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]));
3308 l = dpsnprintf(outbuffer + outbufferpos, outbuffermax - outbufferpos, "end\n");
3313 l = dpsnprintf(outbuffer + outbufferpos, outbuffermax - outbufferpos, "triangles\n");
3316 for (surfaceindex = 0, surface = model->data_surfaces;surfaceindex < model->num_surfaces;surfaceindex++, surface++)
3318 for (triangleindex = 0, e = model->surfmesh.data_element3i + surface->num_firsttriangle * 3;triangleindex < surface->num_triangles;triangleindex++, e += 3)
3321 if (outbufferpos >= outbuffermax >> 1)
3324 oldbuffer = outbuffer;
3325 outbuffer = (char *) Z_Malloc(outbuffermax);
3326 memcpy(outbuffer, oldbuffer, outbufferpos);
3329 l = dpsnprintf(outbuffer + outbufferpos, outbuffermax - outbufferpos, "%s\n", surface->texture && surface->texture->name[0] ? surface->texture->name : "default.bmp");
3332 for (cornerindex = 0;cornerindex < 3;cornerindex++)
3334 const int index = e[2-cornerindex];
3335 const float *v = model->surfmesh.data_vertex3f + index * 3;
3336 const float *vn = model->surfmesh.data_normal3f + index * 3;
3337 const float *vt = model->surfmesh.data_texcoordtexture2f + index * 2;
3338 const int b = model->surfmesh.blends[index];
3339 if (b < model->num_bones)
3340 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]);
3343 const blendweights_t *w = model->surfmesh.data_blendweights + b - model->num_bones;
3344 const unsigned char *wi = w->index;
3345 const unsigned char *wf = w->influence;
3346 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);
3347 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);
3348 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);
3349 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]);
3356 l = dpsnprintf(outbuffer + outbufferpos, outbuffermax - outbufferpos, "end\n");
3361 FS_WriteFile(filename, outbuffer, outbufferpos);
3364 Con_Printf("Wrote %s (%i bytes, %i nodes, %i frames, %i triangles)\n", filename, (int)outbufferpos, countnodes, countframes, counttriangles);
3371 decompiles a model to editable files
3374 static void Mod_Decompile_f(void)
3376 int i, j, k, l, first, count;
3378 char inname[MAX_QPATH];
3379 char outname[MAX_QPATH];
3380 char mtlname[MAX_QPATH];
3381 char basename[MAX_QPATH];
3382 char animname[MAX_QPATH];
3383 char animname2[MAX_QPATH];
3384 char zymtextbuffer[16384];
3385 char dpmtextbuffer[16384];
3386 char framegroupstextbuffer[16384];
3387 int zymtextsize = 0;
3388 int dpmtextsize = 0;
3389 int framegroupstextsize = 0;
3392 if (Cmd_Argc() != 2)
3394 Con_Print("usage: modeldecompile <filename>\n");
3398 strlcpy(inname, Cmd_Argv(1), sizeof(inname));
3399 FS_StripExtension(inname, basename, sizeof(basename));
3401 mod = Mod_ForName(inname, false, true, inname[0] == '*' ? cl.model_name[1] : NULL);
3404 Con_Print("No such model\n");
3407 if (mod->brush.submodel)
3409 // if we're decompiling a submodel, be sure to give it a proper name based on its parent
3410 FS_StripExtension(cl.model_name[1], outname, sizeof(outname));
3411 dpsnprintf(basename, sizeof(basename), "%s/%s", outname, mod->name);
3414 if (!mod->surfmesh.num_triangles)
3416 Con_Print("Empty model (or sprite)\n");
3420 // export OBJ if possible (not on sprites)
3421 if (mod->surfmesh.num_triangles)
3423 dpsnprintf(outname, sizeof(outname), "%s_decompiled.obj", basename);
3424 dpsnprintf(mtlname, sizeof(mtlname), "%s_decompiled.mtl", basename);
3425 Mod_Decompile_OBJ(mod, outname, mtlname, inname);
3428 // export SMD if possible (only for skeletal models)
3429 if (mod->surfmesh.num_triangles && mod->num_bones)
3431 dpsnprintf(outname, sizeof(outname), "%s_decompiled/ref1.smd", basename);
3432 Mod_Decompile_SMD(mod, outname, 0, 1, true);
3433 l = dpsnprintf(zymtextbuffer + zymtextsize, sizeof(zymtextbuffer) - zymtextsize, "output out.zym\nscale 1\norigin 0 0 0\nmesh ref1.smd\n");
3434 if (l > 0) zymtextsize += l;
3435 l = dpsnprintf(dpmtextbuffer + dpmtextsize, sizeof(dpmtextbuffer) - dpmtextsize, "outputdir .\nmodel out\nscale 1\norigin 0 0 0\nscene ref1.smd\n");
3436 if (l > 0) dpmtextsize += l;
3437 for (i = 0;i < mod->numframes;i = j)
3439 strlcpy(animname, mod->animscenes[i].name, sizeof(animname));
3440 first = mod->animscenes[i].firstframe;
3441 if (mod->animscenes[i].framecount > 1)
3444 count = mod->animscenes[i].framecount;
3450 // check for additional frames with same name
3451 for (l = 0, k = strlen(animname);animname[l];l++)
3452 if(animname[l] < '0' || animname[l] > '9')
3454 if(k > 0 && animname[k-1] == '_')
3457 count = mod->num_poses - first;
3458 for (j = i + 1;j < mod->numframes;j++)
3460 strlcpy(animname2, mod->animscenes[j].name, sizeof(animname2));
3461 for (l = 0, k = strlen(animname2);animname2[l];l++)
3462 if(animname2[l] < '0' || animname2[l] > '9')
3464 if(k > 0 && animname[k-1] == '_')
3467 if (strcmp(animname2, animname) || mod->animscenes[j].framecount > 1)
3469 count = mod->animscenes[j].firstframe - first;
3473 // if it's only one frame, use the original frame name
3475 strlcpy(animname, mod->animscenes[i].name, sizeof(animname));
3478 dpsnprintf(outname, sizeof(outname), "%s_decompiled/%s.smd", basename, animname);
3479 Mod_Decompile_SMD(mod, outname, first, count, false);
3480 if (zymtextsize < (int)sizeof(zymtextbuffer) - 100)
3482 l = dpsnprintf(zymtextbuffer + zymtextsize, sizeof(zymtextbuffer) - zymtextsize, "scene %s.smd fps %g %s\n", animname, mod->animscenes[i].framerate, mod->animscenes[i].loop ? "" : " noloop");
3483 if (l > 0) zymtextsize += l;
3485 if (dpmtextsize < (int)sizeof(dpmtextbuffer) - 100)
3487 l = dpsnprintf(dpmtextbuffer + dpmtextsize, sizeof(dpmtextbuffer) - dpmtextsize, "scene %s.smd fps %g %s\n", animname, mod->animscenes[i].framerate, mod->animscenes[i].loop ? "" : " noloop");
3488 if (l > 0) dpmtextsize += l;
3490 if (framegroupstextsize < (int)sizeof(framegroupstextbuffer) - 100)
3492 l = dpsnprintf(framegroupstextbuffer + framegroupstextsize, sizeof(framegroupstextbuffer) - framegroupstextsize, "%d %d %f %d // %s\n", first, count, mod->animscenes[i].framerate, mod->animscenes[i].loop, animname);
3493 if (l > 0) framegroupstextsize += l;
3497 FS_WriteFile(va(vabuf, sizeof(vabuf), "%s_decompiled/out_zym.txt", basename), zymtextbuffer, (fs_offset_t)zymtextsize);
3499 FS_WriteFile(va(vabuf, sizeof(vabuf), "%s_decompiled/out_dpm.txt", basename), dpmtextbuffer, (fs_offset_t)dpmtextsize);
3500 if (framegroupstextsize)
3501 FS_WriteFile(va(vabuf, sizeof(vabuf), "%s_decompiled.framegroups", basename), framegroupstextbuffer, (fs_offset_t)framegroupstextsize);
3505 void Mod_AllocLightmap_Init(mod_alloclightmap_state_t *state, int width, int height)
3508 memset(state, 0, sizeof(*state));
3509 state->width = width;
3510 state->height = height;
3511 state->currentY = 0;
3512 state->rows = (mod_alloclightmap_row_t *)Mem_Alloc(loadmodel->mempool, state->height * sizeof(*state->rows));
3513 for (y = 0;y < state->height;y++)
3515 state->rows[y].currentX = 0;
3516 state->rows[y].rowY = -1;
3520 void Mod_AllocLightmap_Reset(mod_alloclightmap_state_t *state)
3523 state->currentY = 0;
3524 for (y = 0;y < state->height;y++)
3526 state->rows[y].currentX = 0;
3527 state->rows[y].rowY = -1;
3531 void Mod_AllocLightmap_Free(mod_alloclightmap_state_t *state)
3534 Mem_Free(state->rows);
3535 memset(state, 0, sizeof(*state));
3538 qboolean Mod_AllocLightmap_Block(mod_alloclightmap_state_t *state, int blockwidth, int blockheight, int *outx, int *outy)
3540 mod_alloclightmap_row_t *row;
3543 row = state->rows + blockheight;
3544 if ((row->rowY < 0) || (row->currentX + blockwidth > state->width))
3546 if (state->currentY + blockheight <= state->height)
3548 // use the current allocation position
3549 row->rowY = state->currentY;
3551 state->currentY += blockheight;
3555 // find another position
3556 for (y = blockheight;y < state->height;y++)
3558 if ((state->rows[y].rowY >= 0) && (state->rows[y].currentX + blockwidth <= state->width))
3560 row = state->rows + y;
3564 if (y == state->height)
3569 *outx = row->currentX;
3570 row->currentX += blockwidth;
3575 typedef struct lightmapsample_s
3579 float *vertex_color;
3580 unsigned char *lm_bgr;
3581 unsigned char *lm_dir;
3585 typedef struct lightmapvertex_s
3590 float texcoordbase[2];
3591 float texcoordlightmap[2];
3592 float lightcolor[4];
3596 typedef struct lightmaptriangle_s
3604 // 2D modelspace coordinates of min corner
3605 // snapped to lightmap grid but not in grid coordinates
3607 // 2D modelspace to lightmap coordinate scale
3615 typedef struct lightmaplight_s
3626 lightmaptriangle_t *mod_generatelightmaps_lightmaptriangles;
3628 #define MAX_LIGHTMAPSAMPLES 64
3629 static int mod_generatelightmaps_numoffsets[3];
3630 static float mod_generatelightmaps_offsets[3][MAX_LIGHTMAPSAMPLES][3];
3632 static int mod_generatelightmaps_numlights;
3633 static lightmaplight_t *mod_generatelightmaps_lightinfo;
3635 extern cvar_t r_shadow_lightattenuationdividebias;
3636 extern cvar_t r_shadow_lightattenuationlinearscale;
3638 static void Mod_GenerateLightmaps_LightPoint(dp_model_t *model, const vec3_t pos, vec3_t ambient, vec3_t diffuse, vec3_t lightdir)
3643 float relativepoint[3];
3650 float lightorigin[3];
3654 float lightcolor[3];
3656 for (i = 0;i < 5*3;i++)
3658 for (index = 0;;index++)
3660 result = R_Shadow_GetRTLightInfo(index, lightorigin, &lightradius, lightcolor);
3665 lightradius2 = lightradius * lightradius;
3666 VectorSubtract(lightorigin, pos, relativepoint);
3667 dist2 = VectorLength2(relativepoint);
3668 if (dist2 >= lightradius2)
3670 lightiradius = 1.0f / lightradius;
3671 dist = sqrt(dist2) * lightiradius;
3672 intensity = (1.0f - dist) * r_shadow_lightattenuationlinearscale.value / (r_shadow_lightattenuationdividebias.value + dist*dist);
3673 if (intensity <= 0.0f)
3675 if (model && model->TraceLine)
3677 model->TraceLine(model, NULL, NULL, &trace, pos, lightorigin, SUPERCONTENTS_VISBLOCKERMASK);
3678 if (trace.fraction < 1)
3681 // scale down intensity to add to both ambient and diffuse
3682 //intensity *= 0.5f;
3683 VectorNormalize(relativepoint);
3684 VectorScale(lightcolor, intensity, color);
3685 VectorMA(sample , 0.5f , color, sample );
3686 VectorMA(sample + 3, relativepoint[0], color, sample + 3);
3687 VectorMA(sample + 6, relativepoint[1], color, sample + 6);
3688 VectorMA(sample + 9, relativepoint[2], color, sample + 9);
3689 // calculate a weighted average light direction as well
3690 intensity *= VectorLength(color);
3691 VectorMA(sample + 12, intensity, relativepoint, sample + 12);
3693 // calculate the direction we'll use to reduce the sample to a directional light source
3694 VectorCopy(sample + 12, dir);
3695 //VectorSet(dir, sample[3] + sample[4] + sample[5], sample[6] + sample[7] + sample[8], sample[9] + sample[10] + sample[11]);
3696 VectorNormalize(dir);
3697 // extract the diffuse color along the chosen direction and scale it
3698 diffuse[0] = (dir[0]*sample[3] + dir[1]*sample[6] + dir[2]*sample[ 9] + sample[ 0]);
3699 diffuse[1] = (dir[0]*sample[4] + dir[1]*sample[7] + dir[2]*sample[10] + sample[ 1]);
3700 diffuse[2] = (dir[0]*sample[5] + dir[1]*sample[8] + dir[2]*sample[11] + sample[ 2]);
3701 // subtract some of diffuse from ambient
3702 VectorMA(sample, -0.333f, diffuse, ambient);
3703 // store the normalized lightdir
3704 VectorCopy(dir, lightdir);
3707 static void Mod_GenerateLightmaps_CreateLights_ComputeSVBSP_InsertSurfaces(const dp_model_t *model, svbsp_t *svbsp, const float *mins, const float *maxs)
3711 const msurface_t *surface;
3712 const float *vertex3f = model->surfmesh.data_vertex3f;
3713 const int *element3i = model->surfmesh.data_element3i;
3716 for (surfaceindex = 0, surface = model->data_surfaces;surfaceindex < model->nummodelsurfaces;surfaceindex++, surface++)
3718 if (!BoxesOverlap(surface->mins, surface->maxs, mins, maxs))
3720 if (surface->texture->basematerialflags & MATERIALFLAG_NOSHADOW)
3722 for (triangleindex = 0, e = element3i + 3*surface->num_firsttriangle;triangleindex < surface->num_triangles;triangleindex++, e += 3)
3724 VectorCopy(vertex3f + 3*e[0], v2[0]);
3725 VectorCopy(vertex3f + 3*e[1], v2[1]);
3726 VectorCopy(vertex3f + 3*e[2], v2[2]);
3727 SVBSP_AddPolygon(svbsp, 3, v2[0], true, NULL, NULL, 0);
3732 static void Mod_GenerateLightmaps_CreateLights_ComputeSVBSP(dp_model_t *model, lightmaplight_t *lightinfo)
3734 int maxnodes = 1<<14;
3735 svbsp_node_t *nodes;
3740 VectorSet(mins, lightinfo->origin[0] - lightinfo->radius, lightinfo->origin[1] - lightinfo->radius, lightinfo->origin[2] - lightinfo->radius);
3741 VectorSet(maxs, lightinfo->origin[0] + lightinfo->radius, lightinfo->origin[1] + lightinfo->radius, lightinfo->origin[2] + lightinfo->radius);
3742 VectorCopy(lightinfo->origin, origin);
3743 nodes = (svbsp_node_t *)Mem_Alloc(tempmempool, maxnodes * sizeof(*nodes));
3746 SVBSP_Init(&svbsp, origin, maxnodes, nodes);
3747 Mod_GenerateLightmaps_CreateLights_ComputeSVBSP_InsertSurfaces(model, &svbsp, mins, maxs);
3748 if (svbsp.ranoutofnodes)
3751 if (maxnodes > 1<<22)
3757 nodes = (svbsp_node_t *)Mem_Alloc(tempmempool, maxnodes * sizeof(*nodes));
3762 if (svbsp.numnodes > 0)
3764 svbsp.nodes = (svbsp_node_t *)Mem_Alloc(tempmempool, svbsp.numnodes * sizeof(*nodes));
3765 memcpy(svbsp.nodes, nodes, svbsp.numnodes * sizeof(*nodes));
3766 lightinfo->svbsp = svbsp;
3771 static void Mod_GenerateLightmaps_CreateLights(dp_model_t *model)
3775 lightmaplight_t *lightinfo;
3779 mod_generatelightmaps_numlights = 0;
3780 for (index = 0;;index++)
3782 result = R_Shadow_GetRTLightInfo(index, origin, &radius, color);
3786 mod_generatelightmaps_numlights++;
3788 if (mod_generatelightmaps_numlights > 0)
3790 mod_generatelightmaps_lightinfo = (lightmaplight_t *)Mem_Alloc(tempmempool, mod_generatelightmaps_numlights * sizeof(*mod_generatelightmaps_lightinfo));
3791 lightinfo = mod_generatelightmaps_lightinfo;
3792 for (index = 0;;index++)
3794 result = R_Shadow_GetRTLightInfo(index, lightinfo->origin, &lightinfo->radius, lightinfo->color);
3801 for (index = 0, lightinfo = mod_generatelightmaps_lightinfo;index < mod_generatelightmaps_numlights;index++, lightinfo++)
3803 lightinfo->iradius = 1.0f / lightinfo->radius;
3804 lightinfo->radius2 = lightinfo->radius * lightinfo->radius;
3805 // TODO: compute svbsp
3806 Mod_GenerateLightmaps_CreateLights_ComputeSVBSP(model, lightinfo);
3810 static void Mod_GenerateLightmaps_DestroyLights(dp_model_t *model)
3813 if (mod_generatelightmaps_lightinfo)
3815 for (i = 0;i < mod_generatelightmaps_numlights;i++)
3816 if (mod_generatelightmaps_lightinfo[i].svbsp.nodes)
3817 Mem_Free(mod_generatelightmaps_lightinfo[i].svbsp.nodes);
3818 Mem_Free(mod_generatelightmaps_lightinfo);
3820 mod_generatelightmaps_lightinfo = NULL;
3821 mod_generatelightmaps_numlights = 0;
3824 static qboolean Mod_GenerateLightmaps_SamplePoint_SVBSP(const svbsp_t *svbsp, const float *pos)
3826 const svbsp_node_t *node;
3827 const svbsp_node_t *nodes = svbsp->nodes;
3832 num = node->children[DotProduct(node->plane, pos) < node->plane[3]];
3834 return num == -1; // true if empty, false if solid (shadowed)
3837 static void Mod_GenerateLightmaps_SamplePoint(const float *pos, const float *normal, float *sample, int numoffsets, const float *offsets)
3840 float relativepoint[3];
3849 const lightmaplight_t *lightinfo;
3851 for (i = 0;i < 5*3;i++)
3853 for (i = 0, lightinfo = mod_generatelightmaps_lightinfo;i < mod_generatelightmaps_numlights;i++, lightinfo++)
3855 //R_SampleRTLights(pos, sample, numoffsets, offsets);
3856 VectorSubtract(lightinfo->origin, pos, relativepoint);
3857 // don't accept light from behind a surface, it causes bad shading
3858 if (normal && DotProduct(relativepoint, normal) <= 0)
3860 dist2 = VectorLength2(relativepoint);
3861 if (dist2 >= lightinfo->radius2)
3863 dist = sqrt(dist2) * lightinfo->iradius;
3864 intensity = dist < 1 ? ((1.0f - dist) * r_shadow_lightattenuationlinearscale.value / (r_shadow_lightattenuationdividebias.value + dist*dist)) : 0;
3867 if (cl.worldmodel && cl.worldmodel->TraceLine && numoffsets > 0)
3871 if (Mod_GenerateLightmaps_SamplePoint_SVBSP(&lightinfo->svbsp, pos))
3873 for (offsetindex = 1;offsetindex < numoffsets;offsetindex++)
3875 VectorAdd(pos, offsets + 3*offsetindex, offsetpos);
3878 // for light grid we'd better check visibility of the offset point
3879 cl.worldmodel->TraceLine(cl.worldmodel, NULL, NULL, &trace, pos, offsetpos, SUPERCONTENTS_VISBLOCKERMASK);
3880 if (trace.fraction < 1)
3881 VectorLerp(pos, trace.fraction, offsetpos, offsetpos);
3884 if (Mod_GenerateLightmaps_SamplePoint_SVBSP(&lightinfo->svbsp, offsetpos))
3889 // scale intensity according to how many rays succeeded
3890 // we know one test is valid, half of the rest will fail...
3891 //if (normal && tests > 1)
3892 // intensity *= (tests - 1.0f) / tests;
3893 intensity *= (float)hits / tests;
3895 // scale down intensity to add to both ambient and diffuse
3896 //intensity *= 0.5f;
3897 VectorNormalize(relativepoint);
3898 VectorScale(lightinfo->color, intensity, color);
3899 VectorMA(sample , 0.5f , color, sample );
3900 VectorMA(sample + 3, relativepoint[0], color, sample + 3);
3901 VectorMA(sample + 6, relativepoint[1], color, sample + 6);
3902 VectorMA(sample + 9, relativepoint[2], color, sample + 9);
3903 // calculate a weighted average light direction as well
3904 intensity *= VectorLength(color);
3905 VectorMA(sample + 12, intensity, relativepoint, sample + 12);
3909 static void Mod_GenerateLightmaps_LightmapSample(const float *pos, const float *normal, unsigned char *lm_bgr, unsigned char *lm_dir)
3915 Mod_GenerateLightmaps_SamplePoint(pos, normal, sample, mod_generatelightmaps_numoffsets[0], mod_generatelightmaps_offsets[0][0]);
3916 //VectorSet(dir, sample[3] + sample[4] + sample[5], sample[6] + sample[7] + sample[8], sample[9] + sample[10] + sample[11]);
3917 VectorCopy(sample + 12, dir);
3918 VectorNormalize(dir);
3919 //VectorAdd(dir, normal, dir);
3920 //VectorNormalize(dir);
3921 f = DotProduct(dir, normal);
3922 f = max(0, f) * 255.0f;
3923 VectorScale(sample, f, color);
3924 //VectorCopy(normal, dir);
3925 VectorSet(dir, (dir[0]+1.0f)*127.5f, (dir[1]+1.0f)*127.5f, (dir[2]+1.0f)*127.5f);
3926 lm_bgr[0] = (unsigned char)bound(0.0f, color[2], 255.0f);
3927 lm_bgr[1] = (unsigned char)bound(0.0f, color[1], 255.0f);
3928 lm_bgr[2] = (unsigned char)bound(0.0f, color[0], 255.0f);
3930 lm_dir[0] = (unsigned char)dir[2];
3931 lm_dir[1] = (unsigned char)dir[1];
3932 lm_dir[2] = (unsigned char)dir[0];
3936 static void Mod_GenerateLightmaps_VertexSample(const float *pos, const float *normal, float *vertex_color)
3939 Mod_GenerateLightmaps_SamplePoint(pos, normal, sample, mod_generatelightmaps_numoffsets[1], mod_generatelightmaps_offsets[1][0]);
3940 VectorCopy(sample, vertex_color);
3943 static void Mod_GenerateLightmaps_GridSample(const float *pos, q3dlightgrid_t *s)
3949 Mod_GenerateLightmaps_SamplePoint(pos, NULL, sample, mod_generatelightmaps_numoffsets[2], mod_generatelightmaps_offsets[2][0]);
3950 // calculate the direction we'll use to reduce the sample to a directional light source
3951 VectorCopy(sample + 12, dir);
3952 //VectorSet(dir, sample[3] + sample[4] + sample[5], sample[6] + sample[7] + sample[8], sample[9] + sample[10] + sample[11]);
3953 VectorNormalize(dir);
3954 // extract the diffuse color along the chosen direction and scale it
3955 diffuse[0] = (dir[0]*sample[3] + dir[1]*sample[6] + dir[2]*sample[ 9] + sample[ 0]) * 127.5f;
3956 diffuse[1] = (dir[0]*sample[4] + dir[1]*sample[7] + dir[2]*sample[10] + sample[ 1]) * 127.5f;
3957 diffuse[2] = (dir[0]*sample[5] + dir[1]*sample[8] + dir[2]*sample[11] + sample[ 2]) * 127.5f;
3958 // scale the ambient from 0-2 to 0-255 and subtract some of diffuse
3959 VectorScale(sample, 127.5f, ambient);
3960 VectorMA(ambient, -0.333f, diffuse, ambient);
3961 // encode to the grid format
3962 s->ambientrgb[0] = (unsigned char)bound(0.0f, ambient[0], 255.0f);
3963 s->ambientrgb[1] = (unsigned char)bound(0.0f, ambient[1], 255.0f);
3964 s->ambientrgb[2] = (unsigned char)bound(0.0f, ambient[2], 255.0f);
3965 s->diffusergb[0] = (unsigned char)bound(0.0f, diffuse[0], 255.0f);
3966 s->diffusergb[1] = (unsigned char)bound(0.0f, diffuse[1], 255.0f);
3967 s->diffusergb[2] = (unsigned char)bound(0.0f, diffuse[2], 255.0f);
3968 if (dir[2] >= 0.99f) {s->diffusepitch = 0;s->diffuseyaw = 0;}
3969 else if (dir[2] <= -0.99f) {s->diffusepitch = 128;s->diffuseyaw = 0;}
3970 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));}
3973 static void Mod_GenerateLightmaps_InitSampleOffsets(dp_model_t *model)
3978 memset(mod_generatelightmaps_offsets, 0, sizeof(mod_generatelightmaps_offsets));
3979 mod_generatelightmaps_numoffsets[0] = min(MAX_LIGHTMAPSAMPLES, mod_generatelightmaps_lightmapsamples.integer);
3980 mod_generatelightmaps_numoffsets[1] = min(MAX_LIGHTMAPSAMPLES, mod_generatelightmaps_vertexsamples.integer);
3981 mod_generatelightmaps_numoffsets[2] = min(MAX_LIGHTMAPSAMPLES, mod_generatelightmaps_gridsamples.integer);
3982 radius[0] = mod_generatelightmaps_lightmapradius.value;
3983 radius[1] = mod_generatelightmaps_vertexradius.value;
3984 radius[2] = mod_generatelightmaps_gridradius.value;
3985 for (i = 0;i < 3;i++)
3987 for (j = 1;j < mod_generatelightmaps_numoffsets[i];j++)
3990 VectorScale(temp, radius[i], mod_generatelightmaps_offsets[i][j]);
3995 static void Mod_GenerateLightmaps_DestroyLightmaps(dp_model_t *model)
3997 msurface_t *surface;
4000 for (surfaceindex = 0;surfaceindex < model->num_surfaces;surfaceindex++)
4002 surface = model->data_surfaces + surfaceindex;
4003 surface->lightmaptexture = NULL;
4004 surface->deluxemaptexture = NULL;
4006 if (model->brushq3.data_lightmaps)
4008 for (i = 0;i < model->brushq3.num_mergedlightmaps;i++)
4009 if (model->brushq3.data_lightmaps[i])
4010 R_FreeTexture(model->brushq3.data_lightmaps[i]);
4011 Mem_Free(model->brushq3.data_lightmaps);
4012 model->brushq3.data_lightmaps = NULL;
4014 if (model->brushq3.data_deluxemaps)
4016 for (i = 0;i < model->brushq3.num_mergedlightmaps;i++)
4017 if (model->brushq3.data_deluxemaps[i])
4018 R_FreeTexture(model->brushq3.data_deluxemaps[i]);
4019 Mem_Free(model->brushq3.data_deluxemaps);
4020 model->brushq3.data_deluxemaps = NULL;
4024 static void Mod_GenerateLightmaps_UnweldTriangles(dp_model_t *model)
4026 msurface_t *surface;
4032 surfmesh_t oldsurfmesh;
4034 unsigned char *data;
4035 oldsurfmesh = model->surfmesh;
4036 model->surfmesh.num_triangles = oldsurfmesh.num_triangles;
4037 model->surfmesh.num_vertices = oldsurfmesh.num_triangles * 3;
4039 size += model->surfmesh.num_vertices * sizeof(float[3]);
4040 size += model->surfmesh.num_vertices * sizeof(float[3]);
4041 size += model->surfmesh.num_vertices * sizeof(float[3]);
4042 size += model->surfmesh.num_vertices * sizeof(float[3]);
4043 size += model->surfmesh.num_vertices * sizeof(float[2]);
4044 size += model->surfmesh.num_vertices * sizeof(float[2]);
4045 size += model->surfmesh.num_vertices * sizeof(float[4]);
4046 data = (unsigned char *)Mem_Alloc(model->mempool, size);
4047 model->surfmesh.data_vertex3f = (float *)data;data += model->surfmesh.num_vertices * sizeof(float[3]);
4048 model->surfmesh.data_normal3f = (float *)data;data += model->surfmesh.num_vertices * sizeof(float[3]);
4049 model->surfmesh.data_svector3f = (float *)data;data += model->surfmesh.num_vertices * sizeof(float[3]);
4050 model->surfmesh.data_tvector3f = (float *)data;data += model->surfmesh.num_vertices * sizeof(float[3]);
4051 model->surfmesh.data_texcoordtexture2f = (float *)data;data += model->surfmesh.num_vertices * sizeof(float[2]);
4052 model->surfmesh.data_texcoordlightmap2f = (float *)data;data += model->surfmesh.num_vertices * sizeof(float[2]);
4053 model->surfmesh.data_lightmapcolor4f = (float *)data;data += model->surfmesh.num_vertices * sizeof(float[4]);
4054 if (model->surfmesh.num_vertices > 65536)
4055 model->surfmesh.data_element3s = NULL;
4057 if (model->surfmesh.vertexmesh)
4058 Mem_Free(model->surfmesh.vertexmesh);
4059 model->surfmesh.vertexmesh = NULL;
4060 if (model->surfmesh.vertex3fbuffer)
4061 R_Mesh_DestroyMeshBuffer(model->surfmesh.vertex3fbuffer);
4062 model->surfmesh.vertex3fbuffer = NULL;
4063 if (model->surfmesh.vertexmeshbuffer)
4064 R_Mesh_DestroyMeshBuffer(model->surfmesh.vertexmeshbuffer);
4065 model->surfmesh.vertexmeshbuffer = NULL;
4066 if (model->surfmesh.data_element3i_indexbuffer)
4067 R_Mesh_DestroyMeshBuffer(model->surfmesh.data_element3i_indexbuffer);
4068 model->surfmesh.data_element3i_indexbuffer = NULL;
4069 if (model->surfmesh.data_element3s_indexbuffer)
4070 R_Mesh_DestroyMeshBuffer(model->surfmesh.data_element3s_indexbuffer);
4071 model->surfmesh.data_element3s_indexbuffer = NULL;
4072 if (model->surfmesh.vbo_vertexbuffer)
4073 R_Mesh_DestroyMeshBuffer(model->surfmesh.vbo_vertexbuffer);
4074 model->surfmesh.vbo_vertexbuffer = 0;
4076 // convert all triangles to unique vertex data
4078 for (surfaceindex = 0;surfaceindex < model->num_surfaces;surfaceindex++)
4080 surface = model->data_surfaces + surfaceindex;
4081 surface->num_firstvertex = outvertexindex;
4082 surface->num_vertices = surface->num_triangles*3;
4083 e = oldsurfmesh.data_element3i + surface->num_firsttriangle*3;
4084 for (i = 0;i < surface->num_triangles*3;i++)
4087 model->surfmesh.data_vertex3f[outvertexindex*3+0] = oldsurfmesh.data_vertex3f[vertexindex*3+0];
4088 model->surfmesh.data_vertex3f[outvertexindex*3+1] = oldsurfmesh.data_vertex3f[vertexindex*3+1];
4089 model->surfmesh.data_vertex3f[outvertexindex*3+2] = oldsurfmesh.data_vertex3f[vertexindex*3+2];
4090 model->surfmesh.data_normal3f[outvertexindex*3+0] = oldsurfmesh.data_normal3f[vertexindex*3+0];
4091 model->surfmesh.data_normal3f[outvertexindex*3+1] = oldsurfmesh.data_normal3f[vertexindex*3+1];
4092 model->surfmesh.data_normal3f[outvertexindex*3+2] = oldsurfmesh.data_normal3f[vertexindex*3+2];
4093 model->surfmesh.data_svector3f[outvertexindex*3+0] = oldsurfmesh.data_svector3f[vertexindex*3+0];
4094 model->surfmesh.data_svector3f[outvertexindex*3+1] = oldsurfmesh.data_svector3f[vertexindex*3+1];
4095 model->surfmesh.data_svector3f[outvertexindex*3+2] = oldsurfmesh.data_svector3f[vertexindex*3+2];
4096 model->surfmesh.data_tvector3f[outvertexindex*3+0] = oldsurfmesh.data_tvector3f[vertexindex*3+0];
4097 model->surfmesh.data_tvector3f[outvertexindex*3+1] = oldsurfmesh.data_tvector3f[vertexindex*3+1];
4098 model->surfmesh.data_tvector3f[outvertexindex*3+2] = oldsurfmesh.data_tvector3f[vertexindex*3+2];
4099 model->surfmesh.data_texcoordtexture2f[outvertexindex*2+0] = oldsurfmesh.data_texcoordtexture2f[vertexindex*2+0];
4100 model->surfmesh.data_texcoordtexture2f[outvertexindex*2+1] = oldsurfmesh.data_texcoordtexture2f[vertexindex*2+1];
4101 if (oldsurfmesh.data_texcoordlightmap2f)
4103 model->surfmesh.data_texcoordlightmap2f[outvertexindex*2+0] = oldsurfmesh.data_texcoordlightmap2f[vertexindex*2+0];
4104 model->surfmesh.data_texcoordlightmap2f[outvertexindex*2+1] = oldsurfmesh.data_texcoordlightmap2f[vertexindex*2+1];
4106 if (oldsurfmesh.data_lightmapcolor4f)
4108 model->surfmesh.data_lightmapcolor4f[outvertexindex*4+0] = oldsurfmesh.data_lightmapcolor4f[vertexindex*4+0];
4109 model->surfmesh.data_lightmapcolor4f[outvertexindex*4+1] = oldsurfmesh.data_lightmapcolor4f[vertexindex*4+1];
4110 model->surfmesh.data_lightmapcolor4f[outvertexindex*4+2] = oldsurfmesh.data_lightmapcolor4f[vertexindex*4+2];
4111 model->surfmesh.data_lightmapcolor4f[outvertexindex*4+3] = oldsurfmesh.data_lightmapcolor4f[vertexindex*4+3];
4114 Vector4Set(model->surfmesh.data_lightmapcolor4f + 4*outvertexindex, 1, 1, 1, 1);
4115 model->surfmesh.data_element3i[surface->num_firsttriangle*3+i] = outvertexindex;
4119 if (model->surfmesh.data_element3s)
4120 for (i = 0;i < model->surfmesh.num_triangles*3;i++)
4121 model->surfmesh.data_element3s[i] = model->surfmesh.data_element3i[i];
4123 // find and update all submodels to use this new surfmesh data
4124 for (i = 0;i < model->brush.numsubmodels;i++)
4125 model->brush.submodels[i]->surfmesh = model->surfmesh;
4128 static void Mod_GenerateLightmaps_CreateTriangleInformation(dp_model_t *model)
4130 msurface_t *surface;
4136 lightmaptriangle_t *triangle;
4137 // generate lightmap triangle structs
4138 mod_generatelightmaps_lightmaptriangles = (lightmaptriangle_t *)Mem_Alloc(model->mempool, model->surfmesh.num_triangles * sizeof(lightmaptriangle_t));
4139 for (surfaceindex = 0;surfaceindex < model->num_surfaces;surfaceindex++)
4141 surface = model->data_surfaces + surfaceindex;
4142 e = model->surfmesh.data_element3i + surface->num_firsttriangle*3;
4143 for (i = 0;i < surface->num_triangles;i++)
4145 triangle = &mod_generatelightmaps_lightmaptriangles[surface->num_firsttriangle+i];
4146 triangle->triangleindex = surface->num_firsttriangle+i;
4147 triangle->surfaceindex = surfaceindex;
4148 VectorCopy(model->surfmesh.data_vertex3f + 3*e[i*3+0], triangle->vertex[0]);
4149 VectorCopy(model->surfmesh.data_vertex3f + 3*e[i*3+1], triangle->vertex[1]);
4150 VectorCopy(model->surfmesh.data_vertex3f + 3*e[i*3+2], triangle->vertex[2]);
4151 // calculate bounds of triangle
4152 triangle->mins[0] = min(triangle->vertex[0][0], min(triangle->vertex[1][0], triangle->vertex[2][0]));
4153 triangle->mins[1] = min(triangle->vertex[0][1], min(triangle->vertex[1][1], triangle->vertex[2][1]));
4154 triangle->mins[2] = min(triangle->vertex[0][2], min(triangle->vertex[1][2], triangle->vertex[2][2]));
4155 triangle->maxs[0] = max(triangle->vertex[0][0], max(triangle->vertex[1][0], triangle->vertex[2][0]));
4156 triangle->maxs[1] = max(triangle->vertex[0][1], max(triangle->vertex[1][1], triangle->vertex[2][1]));
4157 triangle->maxs[2] = max(triangle->vertex[0][2], max(triangle->vertex[1][2], triangle->vertex[2][2]));
4158 // pick an axial projection based on the triangle normal
4159 TriangleNormal(triangle->vertex[0], triangle->vertex[1], triangle->vertex[2], normal);
4161 if (fabs(normal[1]) > fabs(normal[axis]))
4163 if (fabs(normal[2]) > fabs(normal[axis]))
4165 triangle->axis = axis;
4170 static void Mod_GenerateLightmaps_DestroyTriangleInformation(dp_model_t *model)
4172 if (mod_generatelightmaps_lightmaptriangles)
4173 Mem_Free(mod_generatelightmaps_lightmaptriangles);
4174 mod_generatelightmaps_lightmaptriangles = NULL;
4177 float lmaxis[3][3] = {{1, 0, 0}, {0, 1, 0}, {0, 0, 1}};
4179 static void Mod_GenerateLightmaps_CreateLightmaps(dp_model_t *model)
4181 msurface_t *surface;
4195 float trianglenormal[3];
4196 float samplecenter[3];
4197 float samplenormal[3];
4203 float lmscalepixels;
4206 float lm_basescalepixels;
4207 int lm_borderpixels;
4211 lightmaptriangle_t *triangle;
4212 unsigned char *lightmappixels;
4213 unsigned char *deluxemappixels;
4214 mod_alloclightmap_state_t lmstate;
4217 // generate lightmap projection information for all triangles
4218 if (model->texturepool == NULL)
4219 model->texturepool = R_AllocTexturePool();
4220 lm_basescalepixels = 1.0f / max(0.0001f, mod_generatelightmaps_unitspersample.value);
4221 lm_borderpixels = mod_generatelightmaps_borderpixels.integer;
4222 lm_texturesize = bound(lm_borderpixels*2+1, 64, (int)vid.maxtexturesize_2d);
4223 //lm_maxpixels = lm_texturesize-(lm_borderpixels*2+1);
4224 Mod_AllocLightmap_Init(&lmstate, lm_texturesize, lm_texturesize);
4226 for (surfaceindex = 0;surfaceindex < model->num_surfaces;surfaceindex++)
4228 surface = model->data_surfaces + surfaceindex;
4229 e = model->surfmesh.data_element3i + surface->num_firsttriangle*3;
4230 lmscalepixels = lm_basescalepixels;
4231 for (retry = 0;retry < 30;retry++)
4233 // after a couple failed attempts, degrade quality to make it fit
4235 lmscalepixels *= 0.5f;
4236 for (i = 0;i < surface->num_triangles;i++)
4238 triangle = &mod_generatelightmaps_lightmaptriangles[surface->num_firsttriangle+i];
4239 triangle->lightmapindex = lightmapnumber;
4240 // calculate lightmap bounds in 3D pixel coordinates, limit size,
4241 // pick two planar axes for projection
4242 // lightmap coordinates here are in pixels
4243 // lightmap projections are snapped to pixel grid explicitly, such
4244 // that two neighboring triangles sharing an edge and projection
4245 // axis will have identical sampl espacing along their shared edge
4247 for (j = 0;j < 3;j++)
4249 if (j == triangle->axis)
4251 lmmins = floor(triangle->mins[j]*lmscalepixels)-lm_borderpixels;
4252 lmmaxs = floor(triangle->maxs[j]*lmscalepixels)+lm_borderpixels;
4253 triangle->lmsize[k] = (int)(lmmaxs-lmmins);
4254 triangle->lmbase[k] = lmmins/lmscalepixels;
4255 triangle->lmscale[k] = lmscalepixels;
4258 if (!Mod_AllocLightmap_Block(&lmstate, triangle->lmsize[0], triangle->lmsize[1], &triangle->lmoffset[0], &triangle->lmoffset[1]))
4261 // if all fit in this texture, we're done with this surface
4262 if (i == surface->num_triangles)
4264 // if we haven't maxed out the lightmap size yet, we retry the
4265 // entire surface batch...
4266 if (lm_texturesize * 2 <= min(mod_generatelightmaps_texturesize.integer, (int)vid.maxtexturesize_2d))
4268 lm_texturesize *= 2;
4271 Mod_AllocLightmap_Free(&lmstate);
4272 Mod_AllocLightmap_Init(&lmstate, lm_texturesize, lm_texturesize);
4275 // if we have maxed out the lightmap size, and this triangle does
4276 // not fit in the same texture as the rest of the surface, we have
4277 // to retry the entire surface in a new texture (can only use one)
4278 // with multiple retries, the lightmap quality degrades until it
4279 // fits (or gives up)
4280 if (surfaceindex > 0)
4282 Mod_AllocLightmap_Reset(&lmstate);
4286 Mod_AllocLightmap_Free(&lmstate);
4288 // now put triangles together into lightmap textures, and do not allow
4289 // triangles of a surface to go into different textures (as that would
4290 // require rewriting the surface list)
4291 model->brushq3.deluxemapping_modelspace = true;
4292 model->brushq3.deluxemapping = true;
4293 model->brushq3.num_mergedlightmaps = lightmapnumber;
4294 model->brushq3.data_lightmaps = (rtexture_t **)Mem_Alloc(model->mempool, model->brushq3.num_mergedlightmaps * sizeof(rtexture_t *));
4295 model->brushq3.data_deluxemaps = (rtexture_t **)Mem_Alloc(model->mempool, model->brushq3.num_mergedlightmaps * sizeof(rtexture_t *));
4296 lightmappixels = (unsigned char *)Mem_Alloc(tempmempool, model->brushq3.num_mergedlightmaps * lm_texturesize * lm_texturesize * 4);
4297 deluxemappixels = (unsigned char *)Mem_Alloc(tempmempool, model->brushq3.num_mergedlightmaps * lm_texturesize * lm_texturesize * 4);
4298 for (surfaceindex = 0;surfaceindex < model->num_surfaces;surfaceindex++)
4300 surface = model->data_surfaces + surfaceindex;
4301 e = model->surfmesh.data_element3i + surface->num_firsttriangle*3;
4302 for (i = 0;i < surface->num_triangles;i++)
4304 triangle = &mod_generatelightmaps_lightmaptriangles[surface->num_firsttriangle+i];
4305 TriangleNormal(triangle->vertex[0], triangle->vertex[1], triangle->vertex[2], trianglenormal);
4306 VectorNormalize(trianglenormal);
4307 VectorCopy(trianglenormal, samplenormal); // FIXME: this is supposed to be interpolated per pixel from vertices
4308 axis = triangle->axis;
4309 axis1 = axis == 0 ? 1 : 0;
4310 axis2 = axis == 2 ? 1 : 2;
4311 lmiscale[0] = 1.0f / triangle->lmscale[0];
4312 lmiscale[1] = 1.0f / triangle->lmscale[1];
4313 if (trianglenormal[axis] < 0)
4314 VectorNegate(trianglenormal, trianglenormal);
4315 CrossProduct(lmaxis[axis2], trianglenormal, temp);slopex = temp[axis] / temp[axis1];
4316 CrossProduct(lmaxis[axis1], trianglenormal, temp);slopey = temp[axis] / temp[axis2];
4317 slopebase = triangle->vertex[0][axis] - triangle->vertex[0][axis1]*slopex - triangle->vertex[0][axis2]*slopey;
4318 for (j = 0;j < 3;j++)
4320 float *t2f = model->surfmesh.data_texcoordlightmap2f + e[i*3+j]*2;
4321 t2f[0] = ((triangle->vertex[j][axis1] - triangle->lmbase[0]) * triangle->lmscale[0] + triangle->lmoffset[0]) / lm_texturesize;
4322 t2f[1] = ((triangle->vertex[j][axis2] - triangle->lmbase[1]) * triangle->lmscale[1] + triangle->lmoffset[1]) / lm_texturesize;
4324 samplecenter[axis1] = (t2f[0]*lm_texturesize-triangle->lmoffset[0])*lmiscale[0] + triangle->lmbase[0];
4325 samplecenter[axis2] = (t2f[1]*lm_texturesize-triangle->lmoffset[1])*lmiscale[1] + triangle->lmbase[1];
4326 samplecenter[axis] = samplecenter[axis1]*slopex + samplecenter[axis2]*slopey + slopebase;
4327 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]);
4337 forward[1] = 1.0f / triangle->lmscale[0];
4341 left[2] = 1.0f / triangle->lmscale[1];
4346 origin[1] = triangle->lmbase[0];
4347 origin[2] = triangle->lmbase[1];
4350 forward[0] = 1.0f / triangle->lmscale[0];
4355 left[2] = 1.0f / triangle->lmscale[1];
4359 origin[0] = triangle->lmbase[0];
4361 origin[2] = triangle->lmbase[1];
4364 forward[0] = 1.0f / triangle->lmscale[0];
4368 left[1] = 1.0f / triangle->lmscale[1];
4373 origin[0] = triangle->lmbase[0];
4374 origin[1] = triangle->lmbase[1];
4378 Matrix4x4_FromVectors(&backmatrix, forward, left, up, origin);
4380 #define LM_DIST_EPSILON (1.0f / 32.0f)
4381 for (y = 0;y < triangle->lmsize[1];y++)
4383 pixeloffset = ((triangle->lightmapindex * lm_texturesize + y + triangle->lmoffset[1]) * lm_texturesize + triangle->lmoffset[0]) * 4;
4384 for (x = 0;x < triangle->lmsize[0];x++, pixeloffset += 4)
4386 samplecenter[axis1] = (x+0.5f)*lmiscale[0] + triangle->lmbase[0];
4387 samplecenter[axis2] = (y+0.5f)*lmiscale[1] + triangle->lmbase[1];
4388 samplecenter[axis] = samplecenter[axis1]*slopex + samplecenter[axis2]*slopey + slopebase;
4389 VectorMA(samplecenter, 0.125f, samplenormal, samplecenter);
4390 Mod_GenerateLightmaps_LightmapSample(samplecenter, samplenormal, lightmappixels + pixeloffset, deluxemappixels + pixeloffset);
4396 for (lightmapindex = 0;lightmapindex < model->brushq3.num_mergedlightmaps;lightmapindex++)
4398 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);
4399 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);
4403 Mem_Free(lightmappixels);
4404 if (deluxemappixels)
4405 Mem_Free(deluxemappixels);
4407 for (surfaceindex = 0;surfaceindex < model->num_surfaces;surfaceindex++)
4409 surface = model->data_surfaces + surfaceindex;
4410 if (!surface->num_triangles)
4412 lightmapindex = mod_generatelightmaps_lightmaptriangles[surface->num_firsttriangle].lightmapindex;
4413 surface->lightmaptexture = model->brushq3.data_lightmaps[lightmapindex];
4414 surface->deluxemaptexture = model->brushq3.data_deluxemaps[lightmapindex];
4415 surface->lightmapinfo = NULL;
4418 model->brush.LightPoint = Mod_GenerateLightmaps_LightPoint;
4419 model->brushq1.lightdata = NULL;
4420 model->brushq1.lightmapupdateflags = NULL;
4421 model->brushq1.firstrender = false;
4422 model->brushq1.num_lightstyles = 0;
4423 model->brushq1.data_lightstyleinfo = NULL;
4424 for (i = 0;i < model->brush.numsubmodels;i++)
4426 model->brush.submodels[i]->brushq1.lightmapupdateflags = NULL;
4427 model->brush.submodels[i]->brushq1.firstrender = false;
4428 model->brush.submodels[i]->brushq1.num_lightstyles = 0;
4429 model->brush.submodels[i]->brushq1.data_lightstyleinfo = NULL;
4433 static void Mod_GenerateLightmaps_UpdateVertexColors(dp_model_t *model)
4436 for (i = 0;i < model->surfmesh.num_vertices;i++)
4437 Mod_GenerateLightmaps_VertexSample(model->surfmesh.data_vertex3f + 3*i, model->surfmesh.data_normal3f + 3*i, model->surfmesh.data_lightmapcolor4f + 4*i);
4440 static void Mod_GenerateLightmaps_UpdateLightGrid(dp_model_t *model)
4447 for (z = 0;z < model->brushq3.num_lightgrid_isize[2];z++)
4449 pos[2] = (model->brushq3.num_lightgrid_imins[2] + z + 0.5f) * model->brushq3.num_lightgrid_cellsize[2];
4450 for (y = 0;y < model->brushq3.num_lightgrid_isize[1];y++)
4452 pos[1] = (model->brushq3.num_lightgrid_imins[1] + y + 0.5f) * model->brushq3.num_lightgrid_cellsize[1];
4453 for (x = 0;x < model->brushq3.num_lightgrid_isize[0];x++, index++)
4455 pos[0] = (model->brushq3.num_lightgrid_imins[0] + x + 0.5f) * model->brushq3.num_lightgrid_cellsize[0];
4456 Mod_GenerateLightmaps_GridSample(pos, model->brushq3.data_lightgrid + index);
4462 extern cvar_t mod_q3bsp_nolightmaps;
4463 static void Mod_GenerateLightmaps(dp_model_t *model)
4465 //lightmaptriangle_t *lightmaptriangles = Mem_Alloc(model->mempool, model->surfmesh.num_triangles * sizeof(lightmaptriangle_t));
4466 dp_model_t *oldloadmodel = loadmodel;
4469 Mod_GenerateLightmaps_InitSampleOffsets(model);
4470 Mod_GenerateLightmaps_DestroyLightmaps(model);
4471 Mod_GenerateLightmaps_UnweldTriangles(model);
4472 Mod_GenerateLightmaps_CreateTriangleInformation(model);
4473 Mod_GenerateLightmaps_CreateLights(model);
4474 if(!mod_q3bsp_nolightmaps.integer)
4475 Mod_GenerateLightmaps_CreateLightmaps(model);
4476 Mod_GenerateLightmaps_UpdateVertexColors(model);
4477 Mod_GenerateLightmaps_UpdateLightGrid(model);
4478 Mod_GenerateLightmaps_DestroyLights(model);
4479 Mod_GenerateLightmaps_DestroyTriangleInformation(model);
4481 loadmodel = oldloadmodel;
4484 static void Mod_GenerateLightmaps_f(void)
4486 if (Cmd_Argc() != 1)
4488 Con_Printf("usage: mod_generatelightmaps\n");
4493 Con_Printf("no worldmodel loaded\n");
4496 Mod_GenerateLightmaps(cl.worldmodel);