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 = (int)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 = (int)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, l, surfacenum, ssize, tsize;
104 int nummodels = (int)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 // note that materialshaderpass and backgroundshaderpass point to shaderpasses[] and so do the pre/post shader ranges, so this catches all of them...
114 for (l = 0; l < Q3SHADER_MAXLAYERS; l++)
115 if (mod->data_textures[j].shaderpasses[l])
116 for (k = 0; k < mod->data_textures[j].shaderpasses[l]->numframes; k++)
117 R_SkinFrame_MarkUsed(mod->data_textures[j].shaderpasses[l]->skinframes[k]);
119 if (mod->brush.solidskyskinframe)
120 R_SkinFrame_MarkUsed(mod->brush.solidskyskinframe);
121 if (mod->brush.alphaskyskinframe)
122 R_SkinFrame_MarkUsed(mod->brush.alphaskyskinframe);
126 if (!cl_stainmaps_clearonload.integer)
129 for (i = 0;i < nummodels;i++)
131 if ((mod = (dp_model_t*) Mem_ExpandableArray_RecordAtIndex(&models, i)) && mod->mempool && mod->data_surfaces)
133 for (surfacenum = 0, surface = mod->data_surfaces;surfacenum < mod->num_surfaces;surfacenum++, surface++)
135 if (surface->lightmapinfo && surface->lightmapinfo->stainsamples)
137 ssize = (surface->lightmapinfo->extents[0] >> 4) + 1;
138 tsize = (surface->lightmapinfo->extents[1] >> 4) + 1;
139 memset(surface->lightmapinfo->stainsamples, 255, ssize * tsize * 3);
140 mod->brushq1.lightmapupdateflags[surfacenum] = true;
152 static void Mod_Print(void);
153 static void Mod_Precache (void);
154 static void Mod_Decompile_f(void);
155 static void Mod_GenerateLightmaps_f(void);
158 mod_mempool = Mem_AllocPool("modelinfo", 0, NULL);
159 Mem_ExpandableArray_NewArray(&models, mod_mempool, sizeof(dp_model_t), 16);
165 Cvar_RegisterVariable(&r_enableshadowvolumes);
166 Cvar_RegisterVariable(&r_mipskins);
167 Cvar_RegisterVariable(&r_mipnormalmaps);
168 Cvar_RegisterVariable(&mod_generatelightmaps_unitspersample);
169 Cvar_RegisterVariable(&mod_generatelightmaps_borderpixels);
170 Cvar_RegisterVariable(&mod_generatelightmaps_texturesize);
172 Cvar_RegisterVariable(&mod_generatelightmaps_lightmapsamples);
173 Cvar_RegisterVariable(&mod_generatelightmaps_vertexsamples);
174 Cvar_RegisterVariable(&mod_generatelightmaps_gridsamples);
175 Cvar_RegisterVariable(&mod_generatelightmaps_lightmapradius);
176 Cvar_RegisterVariable(&mod_generatelightmaps_vertexradius);
177 Cvar_RegisterVariable(&mod_generatelightmaps_gridradius);
179 Cmd_AddCommand ("modellist", Mod_Print, "prints a list of loaded models");
180 Cmd_AddCommand ("modelprecache", Mod_Precache, "load a model");
181 Cmd_AddCommand ("modeldecompile", Mod_Decompile_f, "exports a model in several formats for editing purposes");
182 Cmd_AddCommand ("mod_generatelightmaps", Mod_GenerateLightmaps_f, "rebuilds lighting on current worldmodel");
185 void Mod_RenderInit(void)
187 R_RegisterModule("Models", mod_start, mod_shutdown, mod_newmap, NULL, NULL);
190 void Mod_UnloadModel (dp_model_t *mod)
192 char name[MAX_QPATH];
194 dp_model_t *parentmodel;
196 if (developer_loading.integer)
197 Con_Printf("unloading model %s\n", mod->name);
199 strlcpy(name, mod->name, sizeof(name));
200 parentmodel = mod->brush.parentmodel;
204 if (mod->surfmesh.data_element3i_indexbuffer)
205 R_Mesh_DestroyMeshBuffer(mod->surfmesh.data_element3i_indexbuffer);
206 mod->surfmesh.data_element3i_indexbuffer = NULL;
207 if (mod->surfmesh.data_element3s_indexbuffer)
208 R_Mesh_DestroyMeshBuffer(mod->surfmesh.data_element3s_indexbuffer);
209 mod->surfmesh.data_element3s_indexbuffer = NULL;
210 if (mod->surfmesh.vbo_vertexbuffer)
211 R_Mesh_DestroyMeshBuffer(mod->surfmesh.vbo_vertexbuffer);
212 mod->surfmesh.vbo_vertexbuffer = NULL;
214 // free textures/memory attached to the model
215 R_FreeTexturePool(&mod->texturepool);
216 Mem_FreePool(&mod->mempool);
217 // clear the struct to make it available
218 memset(mod, 0, sizeof(dp_model_t));
219 // restore the fields we want to preserve
220 strlcpy(mod->name, name, sizeof(mod->name));
221 mod->brush.parentmodel = parentmodel;
226 static void R_Model_Null_Draw(entity_render_t *ent)
232 typedef void (*mod_framegroupify_parsegroups_t) (unsigned int i, int start, int len, float fps, qboolean loop, const char *name, void *pass);
234 static int Mod_FrameGroupify_ParseGroups(const char *buf, mod_framegroupify_parsegroups_t cb, void *pass)
249 // REQUIRED: fetch start
250 COM_ParseToken_Simple(&bufptr, true, false, true);
252 break; // end of file
253 if (!strcmp(com_token, "\n"))
254 continue; // empty line
255 start = atoi(com_token);
257 // REQUIRED: fetch length
258 COM_ParseToken_Simple(&bufptr, true, false, true);
259 if (!bufptr || !strcmp(com_token, "\n"))
261 Con_Printf("framegroups file: missing number of frames\n");
264 len = atoi(com_token);
266 // OPTIONAL args start
267 COM_ParseToken_Simple(&bufptr, true, false, true);
269 // OPTIONAL: fetch fps
271 if (bufptr && strcmp(com_token, "\n"))
273 fps = atof(com_token);
274 COM_ParseToken_Simple(&bufptr, true, false, true);
277 // OPTIONAL: fetch loopflag
279 if (bufptr && strcmp(com_token, "\n"))
281 loop = (atoi(com_token) != 0);
282 COM_ParseToken_Simple(&bufptr, true, false, true);
285 // OPTIONAL: fetch name
287 if (bufptr && strcmp(com_token, "\n"))
289 strlcpy(name, com_token, sizeof(name));
290 COM_ParseToken_Simple(&bufptr, true, false, true);
293 // OPTIONAL: remaining unsupported tokens (eat them)
294 while (bufptr && strcmp(com_token, "\n"))
295 COM_ParseToken_Simple(&bufptr, true, false, true);
297 //Con_Printf("data: %d %d %d %f %d (%s)\n", i, start, len, fps, loop, name);
300 cb(i, start, len, fps, loop, (name[0] ? name : NULL), pass);
307 static void Mod_FrameGroupify_ParseGroups_Store (unsigned int i, int start, int len, float fps, qboolean loop, const char *name, void *pass)
309 dp_model_t *mod = (dp_model_t *) pass;
310 animscene_t *anim = &mod->animscenes[i];
312 strlcpy(anim->name, name, sizeof(anim[i].name));
314 dpsnprintf(anim->name, sizeof(anim[i].name), "groupified_%d_anim", i);
315 anim->firstframe = bound(0, start, mod->num_poses - 1);
316 anim->framecount = bound(1, len, mod->num_poses - anim->firstframe);
317 anim->framerate = max(1, fps);
319 //Con_Printf("frame group %d is %d %d %f %d\n", i, start, len, fps, loop);
322 static void Mod_FrameGroupify(dp_model_t *mod, const char *buf)
327 cnt = Mod_FrameGroupify_ParseGroups(buf, NULL, NULL);
330 Con_Printf("no scene found in framegroups file, aborting\n");
333 mod->numframes = cnt;
336 // (we do not free the previous animscenes, but model unloading will free the pool owning them, so it's okay)
337 mod->animscenes = (animscene_t *) Mem_Alloc(mod->mempool, sizeof(animscene_t) * mod->numframes);
340 Mod_FrameGroupify_ParseGroups(buf, Mod_FrameGroupify_ParseGroups_Store, mod);
343 static void Mod_FindPotentialDeforms(dp_model_t *mod)
347 mod->wantnormals = false;
348 mod->wanttangents = false;
349 for (i = 0;i < mod->num_textures;i++)
351 texture = mod->data_textures + i;
352 if (texture->materialshaderpass && texture->materialshaderpass->tcgen.tcgen == Q3TCGEN_ENVIRONMENT)
353 mod->wantnormals = true;
354 if (texture->materialshaderpass && texture->materialshaderpass->tcgen.tcgen == Q3TCGEN_ENVIRONMENT)
355 mod->wantnormals = true;
356 for (j = 0;j < Q3MAXDEFORMS;j++)
358 if (texture->deforms[j].deform == Q3DEFORM_AUTOSPRITE)
360 mod->wanttangents = true;
361 mod->wantnormals = true;
364 if (texture->deforms[j].deform != Q3DEFORM_NONE)
365 mod->wantnormals = true;
377 dp_model_t *Mod_LoadModel(dp_model_t *mod, qboolean crash, qboolean checkdisk)
382 fs_offset_t filesize = 0;
387 if (mod->name[0] == '*') // submodel
390 if (!strcmp(mod->name, "null"))
395 if (mod->loaded || mod->mempool)
396 Mod_UnloadModel(mod);
398 if (developer_loading.integer)
399 Con_Printf("loading model %s\n", mod->name);
402 mod->crc = (unsigned int)-1;
405 VectorClear(mod->normalmins);
406 VectorClear(mod->normalmaxs);
407 VectorClear(mod->yawmins);
408 VectorClear(mod->yawmaxs);
409 VectorClear(mod->rotatedmins);
410 VectorClear(mod->rotatedmaxs);
412 mod->modeldatatypestring = "null";
413 mod->type = mod_null;
414 mod->Draw = R_Model_Null_Draw;
418 // no fatal errors occurred, so this model is ready to use.
427 // even if the model is loaded it still may need reloading...
429 // if it is not loaded or checkdisk is true we need to calculate the crc
430 if (!mod->loaded || checkdisk)
432 if (checkdisk && mod->loaded)
433 Con_DPrintf("checking model %s\n", mod->name);
434 buf = FS_LoadFile (mod->name, tempmempool, false, &filesize);
437 crc = CRC_Block((unsigned char *)buf, filesize);
438 // we need to reload the model if the crc does not match
444 // if the model is already loaded and checks passed, just return
452 if (developer_loading.integer)
453 Con_Printf("loading model %s\n", mod->name);
455 SCR_PushLoadingScreen(true, mod->name, 1);
457 // LordHavoc: unload the existing model in this slot (if there is one)
458 if (mod->loaded || mod->mempool)
459 Mod_UnloadModel(mod);
464 // errors can prevent the corresponding mod->loaded = true;
467 // default lightmap scale
468 mod->lightmapscale = 1;
470 // default model radius and bounding box (mainly for missing models)
472 VectorSet(mod->normalmins, -mod->radius, -mod->radius, -mod->radius);
473 VectorSet(mod->normalmaxs, mod->radius, mod->radius, mod->radius);
474 VectorSet(mod->yawmins, -mod->radius, -mod->radius, -mod->radius);
475 VectorSet(mod->yawmaxs, mod->radius, mod->radius, mod->radius);
476 VectorSet(mod->rotatedmins, -mod->radius, -mod->radius, -mod->radius);
477 VectorSet(mod->rotatedmaxs, mod->radius, mod->radius, mod->radius);
481 // load q3 shaders for the first time, or after a level change
487 char *bufend = (char *)buf + filesize;
489 // all models use memory, so allocate a memory pool
490 mod->mempool = Mem_AllocPool(mod->name, 0, NULL);
492 num = LittleLong(*((int *)buf));
493 // call the apropriate loader
495 if (!strcasecmp(FS_FileExtension(mod->name), "obj")) Mod_OBJ_Load(mod, buf, bufend);
496 else if (!memcmp(buf, "IDPO", 4)) Mod_IDP0_Load(mod, buf, bufend);
497 else if (!memcmp(buf, "IDP2", 4)) Mod_IDP2_Load(mod, buf, bufend);
498 else if (!memcmp(buf, "IDP3", 4)) Mod_IDP3_Load(mod, buf, bufend);
499 else if (!memcmp(buf, "IDSP", 4)) Mod_IDSP_Load(mod, buf, bufend);
500 else if (!memcmp(buf, "IDS2", 4)) Mod_IDS2_Load(mod, buf, bufend);
501 else if (!memcmp(buf, "IBSP", 4)) Mod_IBSP_Load(mod, buf, bufend);
502 else if (!memcmp(buf, "ZYMOTICMODEL", 12)) Mod_ZYMOTICMODEL_Load(mod, buf, bufend);
503 else if (!memcmp(buf, "DARKPLACESMODEL", 16)) Mod_DARKPLACESMODEL_Load(mod, buf, bufend);
504 else if (!memcmp(buf, "ACTRHEAD", 8)) Mod_PSKMODEL_Load(mod, buf, bufend);
505 else if (!memcmp(buf, "INTERQUAKEMODEL", 16)) Mod_INTERQUAKEMODEL_Load(mod, buf, bufend);
506 else if (strlen(mod->name) >= 4 && !strcmp(mod->name + strlen(mod->name) - 4, ".map")) Mod_MAP_Load(mod, buf, bufend);
507 else if (num == BSPVERSION || num == 30 || !memcmp(buf, "BSP2", 4) || !memcmp(buf, "2PSB", 4)) Mod_Q1BSP_Load(mod, buf, bufend);
508 else Con_Printf("Mod_LoadModel: model \"%s\" is of unknown/unsupported type\n", mod->name);
511 Mod_FindPotentialDeforms(mod);
513 buf = FS_LoadFile(va(vabuf, sizeof(vabuf), "%s.framegroups", mod->name), tempmempool, false, &filesize);
516 Mod_FrameGroupify(mod, (const char *)buf);
524 // LordHavoc: Sys_Error was *ANNOYING*
525 Con_Printf ("Mod_LoadModel: %s not found\n", mod->name);
528 // no fatal errors occurred, so this model is ready to use.
531 SCR_PopLoadingScreen(false);
536 void Mod_ClearUsed(void)
539 int nummodels = (int)Mem_ExpandableArray_IndexRange(&models);
541 for (i = 0;i < nummodels;i++)
542 if ((mod = (dp_model_t*) Mem_ExpandableArray_RecordAtIndex(&models, i)) && mod->name[0])
546 void Mod_PurgeUnused(void)
549 int nummodels = (int)Mem_ExpandableArray_IndexRange(&models);
551 for (i = 0;i < nummodels;i++)
553 if ((mod = (dp_model_t*) Mem_ExpandableArray_RecordAtIndex(&models, i)) && mod->name[0] && !mod->used)
555 Mod_UnloadModel(mod);
556 Mem_ExpandableArray_FreeRecord(&models, mod);
567 dp_model_t *Mod_FindName(const char *name, const char *parentname)
576 // if we're not dedicatd, the renderer calls will crash without video
579 nummodels = (int)Mem_ExpandableArray_IndexRange(&models);
582 Host_Error ("Mod_ForName: empty name");
584 // search the currently loaded models
585 for (i = 0;i < nummodels;i++)
587 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))))
594 // no match found, create a new one
595 mod = (dp_model_t *) Mem_ExpandableArray_AllocRecord(&models);
596 strlcpy(mod->name, name, sizeof(mod->name));
598 mod->brush.parentmodel = Mod_FindName(parentname, NULL);
600 mod->brush.parentmodel = NULL;
610 Loads in a model for the given name
613 dp_model_t *Mod_ForName(const char *name, qboolean crash, qboolean checkdisk, const char *parentname)
616 model = Mod_FindName(name, parentname);
617 if (!model->loaded || checkdisk)
618 Mod_LoadModel(model, crash, checkdisk);
626 Reloads all models if they have changed
629 void Mod_Reload(void)
632 int nummodels = (int)Mem_ExpandableArray_IndexRange(&models);
635 SCR_PushLoadingScreen(false, "Reloading models", 1.0);
637 for (i = 0;i < nummodels;i++)
638 if ((mod = (dp_model_t *) Mem_ExpandableArray_RecordAtIndex(&models, i)) && mod->name[0] && mod->name[0] != '*' && mod->used)
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 SCR_PushLoadingScreen(true, mod->name, 1.0 / count);
644 Mod_LoadModel(mod, true, true);
645 SCR_PopLoadingScreen(false);
647 SCR_PopLoadingScreen(false);
650 unsigned char *mod_base;
653 //=============================================================================
660 static void Mod_Print(void)
663 int nummodels = (int)Mem_ExpandableArray_IndexRange(&models);
666 Con_Print("Loaded models:\n");
667 for (i = 0;i < nummodels;i++)
669 if ((mod = (dp_model_t *) Mem_ExpandableArray_RecordAtIndex(&models, i)) && mod->name[0] && mod->name[0] != '*')
671 if (mod->brush.numsubmodels)
672 Con_Printf("%4iK %s (%i submodels)\n", mod->mempool ? (int)((mod->mempool->totalsize + 1023) / 1024) : 0, mod->name, mod->brush.numsubmodels);
674 Con_Printf("%4iK %s\n", mod->mempool ? (int)((mod->mempool->totalsize + 1023) / 1024) : 0, mod->name);
684 static void Mod_Precache(void)
687 Mod_ForName(Cmd_Argv(1), false, true, Cmd_Argv(1)[0] == '*' ? cl.model_name[1] : NULL);
689 Con_Print("usage: modelprecache <filename>\n");
692 int Mod_BuildVertexRemapTableFromElements(int numelements, const int *elements, int numvertices, int *remapvertices)
696 used = (unsigned char *)Mem_Alloc(tempmempool, numvertices);
697 memset(used, 0, numvertices);
698 for (i = 0;i < numelements;i++)
699 used[elements[i]] = 1;
700 for (i = 0, count = 0;i < numvertices;i++)
701 remapvertices[i] = used[i] ? count++ : -1;
707 // fast way, using an edge hash
708 #define TRIANGLEEDGEHASH 8192
709 void Mod_BuildTriangleNeighbors(int *neighbors, const int *elements, int numtriangles)
711 int i, j, p, e1, e2, *n, hashindex, count, match;
713 typedef struct edgehashentry_s
715 struct edgehashentry_s *next;
720 static edgehashentry_t **edgehash;
721 edgehashentry_t *edgehashentries, *hash;
724 edgehash = (edgehashentry_t **)Mem_Alloc(tempmempool, TRIANGLEEDGEHASH * sizeof(*edgehash));
725 // if there are too many triangles for the stack array, allocate larger buffer
726 edgehashentries = (edgehashentry_t *)Mem_Alloc(tempmempool, numtriangles * 3 * sizeof(edgehashentry_t));
727 // find neighboring triangles
728 for (i = 0, e = elements, n = neighbors;i < numtriangles;i++, e += 3, n += 3)
730 for (j = 0, p = 2;j < 3;p = j, j++)
734 // this hash index works for both forward and backward edges
735 hashindex = (unsigned int)(e1 + e2) % TRIANGLEEDGEHASH;
736 hash = edgehashentries + i * 3 + j;
737 hash->next = edgehash[hashindex];
738 edgehash[hashindex] = hash;
740 hash->element[0] = e1;
741 hash->element[1] = e2;
744 for (i = 0, e = elements, n = neighbors;i < numtriangles;i++, e += 3, n += 3)
746 for (j = 0, p = 2;j < 3;p = j, j++)
750 // this hash index works for both forward and backward edges
751 hashindex = (unsigned int)(e1 + e2) % TRIANGLEEDGEHASH;
754 for (hash = edgehash[hashindex];hash;hash = hash->next)
756 if (hash->element[0] == e2 && hash->element[1] == e1)
758 if (hash->triangle != i)
759 match = hash->triangle;
762 else if ((hash->element[0] == e1 && hash->element[1] == e2))
765 // detect edges shared by three triangles and make them seams
771 // also send a keepalive here (this can take a while too!)
772 CL_KeepaliveMessage(false);
774 // free the allocated buffer
775 Mem_Free(edgehashentries);
779 // very slow but simple way
780 static int Mod_FindTriangleWithEdge(const int *elements, int numtriangles, int start, int end, int ignore)
785 for (i = 0;i < numtriangles;i++, elements += 3)
787 if ((elements[0] == start && elements[1] == end)
788 || (elements[1] == start && elements[2] == end)
789 || (elements[2] == start && elements[0] == end))
795 else if ((elements[1] == start && elements[0] == end)
796 || (elements[2] == start && elements[1] == end)
797 || (elements[0] == start && elements[2] == end))
800 // detect edges shared by three triangles and make them seams
806 void Mod_BuildTriangleNeighbors(int *neighbors, const int *elements, int numtriangles)
810 for (i = 0, e = elements, n = neighbors;i < numtriangles;i++, e += 3, n += 3)
812 n[0] = Mod_FindTriangleWithEdge(elements, numtriangles, e[1], e[0], i);
813 n[1] = Mod_FindTriangleWithEdge(elements, numtriangles, e[2], e[1], i);
814 n[2] = Mod_FindTriangleWithEdge(elements, numtriangles, e[0], e[2], i);
819 void Mod_ValidateElements(int *elements, int numtriangles, int firstvertex, int numverts, const char *filename, int fileline)
821 int i, warned = false, endvertex = firstvertex + numverts;
822 for (i = 0;i < numtriangles * 3;i++)
824 if (elements[i] < firstvertex || elements[i] >= endvertex)
829 Con_Printf("Mod_ValidateElements: out of bounds elements detected at %s:%d\n", filename, fileline);
831 elements[i] = firstvertex;
836 // warning: this is an expensive function!
837 void Mod_BuildNormals(int firstvertex, int numvertices, int numtriangles, const float *vertex3f, const int *elements, float *normal3f, qboolean areaweighting)
844 memset(normal3f + 3 * firstvertex, 0, numvertices * sizeof(float[3]));
845 // process each vertex of each triangle and accumulate the results
846 // use area-averaging, to make triangles with a big area have a bigger
847 // weighting on the vertex normal than triangles with a small area
848 // to do so, just add the 'normals' together (the bigger the area
849 // the greater the length of the normal is
851 for (i = 0; i < numtriangles; i++, element += 3)
854 vertex3f + element[0] * 3,
855 vertex3f + element[1] * 3,
856 vertex3f + element[2] * 3,
861 VectorNormalize(areaNormal);
863 for (j = 0;j < 3;j++)
865 vectorNormal = normal3f + element[j] * 3;
866 vectorNormal[0] += areaNormal[0];
867 vectorNormal[1] += areaNormal[1];
868 vectorNormal[2] += areaNormal[2];
871 // and just normalize the accumulated vertex normal in the end
872 vectorNormal = normal3f + 3 * firstvertex;
873 for (i = 0; i < numvertices; i++, vectorNormal += 3)
874 VectorNormalize(vectorNormal);
878 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)
880 float f, tangentcross[3], v10[3], v20[3], tc10[2], tc20[2];
881 // 79 add/sub/negate/multiply (1 cycle), 1 compare (3 cycle?), total cycles not counting load/store/exchange roughly 82 cycles
882 // 6 add, 28 subtract, 39 multiply, 1 compare, 50% chance of 6 negates
884 // 6 multiply, 9 subtract
885 VectorSubtract(v1, v0, v10);
886 VectorSubtract(v2, v0, v20);
887 normal3f[0] = v20[1] * v10[2] - v20[2] * v10[1];
888 normal3f[1] = v20[2] * v10[0] - v20[0] * v10[2];
889 normal3f[2] = v20[0] * v10[1] - v20[1] * v10[0];
890 // 12 multiply, 10 subtract
891 tc10[1] = tc1[1] - tc0[1];
892 tc20[1] = tc2[1] - tc0[1];
893 svector3f[0] = tc10[1] * v20[0] - tc20[1] * v10[0];
894 svector3f[1] = tc10[1] * v20[1] - tc20[1] * v10[1];
895 svector3f[2] = tc10[1] * v20[2] - tc20[1] * v10[2];
896 tc10[0] = tc1[0] - tc0[0];
897 tc20[0] = tc2[0] - tc0[0];
898 tvector3f[0] = tc10[0] * v20[0] - tc20[0] * v10[0];
899 tvector3f[1] = tc10[0] * v20[1] - tc20[0] * v10[1];
900 tvector3f[2] = tc10[0] * v20[2] - tc20[0] * v10[2];
901 // 12 multiply, 4 add, 6 subtract
902 f = DotProduct(svector3f, normal3f);
903 svector3f[0] -= f * normal3f[0];
904 svector3f[1] -= f * normal3f[1];
905 svector3f[2] -= f * normal3f[2];
906 f = DotProduct(tvector3f, normal3f);
907 tvector3f[0] -= f * normal3f[0];
908 tvector3f[1] -= f * normal3f[1];
909 tvector3f[2] -= f * normal3f[2];
910 // if texture is mapped the wrong way (counterclockwise), the tangents
911 // have to be flipped, this is detected by calculating a normal from the
912 // two tangents, and seeing if it is opposite the surface normal
913 // 9 multiply, 2 add, 3 subtract, 1 compare, 50% chance of: 6 negates
914 CrossProduct(tvector3f, svector3f, tangentcross);
915 if (DotProduct(tangentcross, normal3f) < 0)
917 VectorNegate(svector3f, svector3f);
918 VectorNegate(tvector3f, tvector3f);
923 // warning: this is a very expensive function!
924 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)
927 float sdir[3], tdir[3], normal[3], *svec, *tvec;
928 const float *v0, *v1, *v2, *tc0, *tc1, *tc2, *n;
929 float f, tangentcross[3], v10[3], v20[3], tc10[2], tc20[2];
932 memset(svector3f + 3 * firstvertex, 0, numvertices * sizeof(float[3]));
933 memset(tvector3f + 3 * firstvertex, 0, numvertices * sizeof(float[3]));
934 // process each vertex of each triangle and accumulate the results
935 for (tnum = 0, e = elements;tnum < numtriangles;tnum++, e += 3)
937 v0 = vertex3f + e[0] * 3;
938 v1 = vertex3f + e[1] * 3;
939 v2 = vertex3f + e[2] * 3;
940 tc0 = texcoord2f + e[0] * 2;
941 tc1 = texcoord2f + e[1] * 2;
942 tc2 = texcoord2f + e[2] * 2;
944 // 79 add/sub/negate/multiply (1 cycle), 1 compare (3 cycle?), total cycles not counting load/store/exchange roughly 82 cycles
945 // 6 add, 28 subtract, 39 multiply, 1 compare, 50% chance of 6 negates
947 // calculate the edge directions and surface normal
948 // 6 multiply, 9 subtract
949 VectorSubtract(v1, v0, v10);
950 VectorSubtract(v2, v0, v20);
951 normal[0] = v20[1] * v10[2] - v20[2] * v10[1];
952 normal[1] = v20[2] * v10[0] - v20[0] * v10[2];
953 normal[2] = v20[0] * v10[1] - v20[1] * v10[0];
955 // calculate the tangents
956 // 12 multiply, 10 subtract
957 tc10[1] = tc1[1] - tc0[1];
958 tc20[1] = tc2[1] - tc0[1];
959 sdir[0] = tc10[1] * v20[0] - tc20[1] * v10[0];
960 sdir[1] = tc10[1] * v20[1] - tc20[1] * v10[1];
961 sdir[2] = tc10[1] * v20[2] - tc20[1] * v10[2];
962 tc10[0] = tc1[0] - tc0[0];
963 tc20[0] = tc2[0] - tc0[0];
964 tdir[0] = tc10[0] * v20[0] - tc20[0] * v10[0];
965 tdir[1] = tc10[0] * v20[1] - tc20[0] * v10[1];
966 tdir[2] = tc10[0] * v20[2] - tc20[0] * v10[2];
968 // if texture is mapped the wrong way (counterclockwise), the tangents
969 // have to be flipped, this is detected by calculating a normal from the
970 // two tangents, and seeing if it is opposite the surface normal
971 // 9 multiply, 2 add, 3 subtract, 1 compare, 50% chance of: 6 negates
972 CrossProduct(tdir, sdir, tangentcross);
973 if (DotProduct(tangentcross, normal) < 0)
975 VectorNegate(sdir, sdir);
976 VectorNegate(tdir, tdir);
981 VectorNormalize(sdir);
982 VectorNormalize(tdir);
984 for (i = 0;i < 3;i++)
986 VectorAdd(svector3f + e[i]*3, sdir, svector3f + e[i]*3);
987 VectorAdd(tvector3f + e[i]*3, tdir, tvector3f + e[i]*3);
990 // make the tangents completely perpendicular to the surface normal, and
991 // then normalize them
992 // 16 assignments, 2 divide, 2 sqrt, 2 negates, 14 adds, 24 multiplies
993 for (i = 0, svec = svector3f + 3 * firstvertex, tvec = tvector3f + 3 * firstvertex, n = normal3f + 3 * firstvertex;i < numvertices;i++, svec += 3, tvec += 3, n += 3)
995 f = -DotProduct(svec, n);
996 VectorMA(svec, f, n, svec);
997 VectorNormalize(svec);
998 f = -DotProduct(tvec, n);
999 VectorMA(tvec, f, n, tvec);
1000 VectorNormalize(tvec);
1004 void Mod_AllocSurfMesh(mempool_t *mempool, int numvertices, int numtriangles, qboolean lightmapoffsets, qboolean vertexcolors, qboolean neighbors)
1006 unsigned char *data;
1007 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));
1008 loadmodel->surfmesh.num_vertices = numvertices;
1009 loadmodel->surfmesh.num_triangles = numtriangles;
1010 if (loadmodel->surfmesh.num_vertices)
1012 loadmodel->surfmesh.data_vertex3f = (float *)data, data += sizeof(float[3]) * loadmodel->surfmesh.num_vertices;
1013 loadmodel->surfmesh.data_svector3f = (float *)data, data += sizeof(float[3]) * loadmodel->surfmesh.num_vertices;
1014 loadmodel->surfmesh.data_tvector3f = (float *)data, data += sizeof(float[3]) * loadmodel->surfmesh.num_vertices;
1015 loadmodel->surfmesh.data_normal3f = (float *)data, data += sizeof(float[3]) * loadmodel->surfmesh.num_vertices;
1016 loadmodel->surfmesh.data_texcoordtexture2f = (float *)data, data += sizeof(float[2]) * loadmodel->surfmesh.num_vertices;
1017 loadmodel->surfmesh.data_texcoordlightmap2f = (float *)data, data += sizeof(float[2]) * loadmodel->surfmesh.num_vertices;
1019 loadmodel->surfmesh.data_lightmapcolor4f = (float *)data, data += sizeof(float[4]) * loadmodel->surfmesh.num_vertices;
1020 if (lightmapoffsets)
1021 loadmodel->surfmesh.data_lightmapoffsets = (int *)data, data += sizeof(int) * loadmodel->surfmesh.num_vertices;
1023 if (loadmodel->surfmesh.num_triangles)
1025 loadmodel->surfmesh.data_element3i = (int *)data, data += sizeof(int[3]) * loadmodel->surfmesh.num_triangles;
1027 loadmodel->surfmesh.data_neighbor3i = (int *)data, data += sizeof(int[3]) * loadmodel->surfmesh.num_triangles;
1028 if (loadmodel->surfmesh.num_vertices <= 65536)
1029 loadmodel->surfmesh.data_element3s = (unsigned short *)data, data += sizeof(unsigned short[3]) * loadmodel->surfmesh.num_triangles;
1033 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)
1035 shadowmesh_t *newmesh;
1036 unsigned char *data;
1038 size = sizeof(shadowmesh_t);
1039 size += maxverts * sizeof(float[3]);
1041 size += maxverts * sizeof(float[11]);
1042 size += maxtriangles * sizeof(int[3]);
1043 if (maxverts <= 65536)
1044 size += maxtriangles * sizeof(unsigned short[3]);
1046 size += maxtriangles * sizeof(int[3]);
1048 size += SHADOWMESHVERTEXHASH * sizeof(shadowmeshvertexhash_t *) + maxverts * sizeof(shadowmeshvertexhash_t);
1049 data = (unsigned char *)Mem_Alloc(mempool, size);
1050 newmesh = (shadowmesh_t *)data;data += sizeof(*newmesh);
1051 newmesh->map_diffuse = map_diffuse;
1052 newmesh->map_specular = map_specular;
1053 newmesh->map_normal = map_normal;
1054 newmesh->maxverts = maxverts;
1055 newmesh->maxtriangles = maxtriangles;
1056 newmesh->numverts = 0;
1057 newmesh->numtriangles = 0;
1058 memset(newmesh->sideoffsets, 0, sizeof(newmesh->sideoffsets));
1059 memset(newmesh->sidetotals, 0, sizeof(newmesh->sidetotals));
1061 newmesh->vertex3f = (float *)data;data += maxverts * sizeof(float[3]);
1064 newmesh->svector3f = (float *)data;data += maxverts * sizeof(float[3]);
1065 newmesh->tvector3f = (float *)data;data += maxverts * sizeof(float[3]);
1066 newmesh->normal3f = (float *)data;data += maxverts * sizeof(float[3]);
1067 newmesh->texcoord2f = (float *)data;data += maxverts * sizeof(float[2]);
1069 newmesh->element3i = (int *)data;data += maxtriangles * sizeof(int[3]);
1072 newmesh->neighbor3i = (int *)data;data += maxtriangles * sizeof(int[3]);
1076 newmesh->vertexhashtable = (shadowmeshvertexhash_t **)data;data += SHADOWMESHVERTEXHASH * sizeof(shadowmeshvertexhash_t *);
1077 newmesh->vertexhashentries = (shadowmeshvertexhash_t *)data;data += maxverts * sizeof(shadowmeshvertexhash_t);
1079 if (maxverts <= 65536)
1080 newmesh->element3s = (unsigned short *)data;data += maxtriangles * sizeof(unsigned short[3]);
1084 shadowmesh_t *Mod_ShadowMesh_ReAlloc(mempool_t *mempool, shadowmesh_t *oldmesh, int light, int neighbors)
1086 shadowmesh_t *newmesh;
1087 newmesh = Mod_ShadowMesh_Alloc(mempool, oldmesh->numverts, oldmesh->numtriangles, oldmesh->map_diffuse, oldmesh->map_specular, oldmesh->map_normal, light, neighbors, false);
1088 newmesh->numverts = oldmesh->numverts;
1089 newmesh->numtriangles = oldmesh->numtriangles;
1090 memcpy(newmesh->sideoffsets, oldmesh->sideoffsets, sizeof(oldmesh->sideoffsets));
1091 memcpy(newmesh->sidetotals, oldmesh->sidetotals, sizeof(oldmesh->sidetotals));
1093 memcpy(newmesh->vertex3f, oldmesh->vertex3f, oldmesh->numverts * sizeof(float[3]));
1094 if (newmesh->svector3f && oldmesh->svector3f)
1096 memcpy(newmesh->svector3f, oldmesh->svector3f, oldmesh->numverts * sizeof(float[3]));
1097 memcpy(newmesh->tvector3f, oldmesh->tvector3f, oldmesh->numverts * sizeof(float[3]));
1098 memcpy(newmesh->normal3f, oldmesh->normal3f, oldmesh->numverts * sizeof(float[3]));
1099 memcpy(newmesh->texcoord2f, oldmesh->texcoord2f, oldmesh->numverts * sizeof(float[2]));
1101 memcpy(newmesh->element3i, oldmesh->element3i, oldmesh->numtriangles * sizeof(int[3]));
1102 if (newmesh->neighbor3i && oldmesh->neighbor3i)
1103 memcpy(newmesh->neighbor3i, oldmesh->neighbor3i, oldmesh->numtriangles * sizeof(int[3]));
1107 int Mod_ShadowMesh_AddVertex(shadowmesh_t *mesh, float *vertex14f)
1109 int hashindex, vnum;
1110 shadowmeshvertexhash_t *hash;
1111 // this uses prime numbers intentionally
1112 hashindex = (unsigned int) (vertex14f[0] * 2003 + vertex14f[1] * 4001 + vertex14f[2] * 7919) % SHADOWMESHVERTEXHASH;
1113 for (hash = mesh->vertexhashtable[hashindex];hash;hash = hash->next)
1115 vnum = (hash - mesh->vertexhashentries);
1116 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]))
1117 && (mesh->svector3f == NULL || (mesh->svector3f[vnum * 3 + 0] == vertex14f[3] && mesh->svector3f[vnum * 3 + 1] == vertex14f[4] && mesh->svector3f[vnum * 3 + 2] == vertex14f[5]))
1118 && (mesh->tvector3f == NULL || (mesh->tvector3f[vnum * 3 + 0] == vertex14f[6] && mesh->tvector3f[vnum * 3 + 1] == vertex14f[7] && mesh->tvector3f[vnum * 3 + 2] == vertex14f[8]))
1119 && (mesh->normal3f == NULL || (mesh->normal3f[vnum * 3 + 0] == vertex14f[9] && mesh->normal3f[vnum * 3 + 1] == vertex14f[10] && mesh->normal3f[vnum * 3 + 2] == vertex14f[11]))
1120 && (mesh->texcoord2f == NULL || (mesh->texcoord2f[vnum * 2 + 0] == vertex14f[12] && mesh->texcoord2f[vnum * 2 + 1] == vertex14f[13])))
1121 return hash - mesh->vertexhashentries;
1123 vnum = mesh->numverts++;
1124 hash = mesh->vertexhashentries + vnum;
1125 hash->next = mesh->vertexhashtable[hashindex];
1126 mesh->vertexhashtable[hashindex] = hash;
1127 if (mesh->vertex3f) {mesh->vertex3f[vnum * 3 + 0] = vertex14f[0];mesh->vertex3f[vnum * 3 + 1] = vertex14f[1];mesh->vertex3f[vnum * 3 + 2] = vertex14f[2];}
1128 if (mesh->svector3f) {mesh->svector3f[vnum * 3 + 0] = vertex14f[3];mesh->svector3f[vnum * 3 + 1] = vertex14f[4];mesh->svector3f[vnum * 3 + 2] = vertex14f[5];}
1129 if (mesh->tvector3f) {mesh->tvector3f[vnum * 3 + 0] = vertex14f[6];mesh->tvector3f[vnum * 3 + 1] = vertex14f[7];mesh->tvector3f[vnum * 3 + 2] = vertex14f[8];}
1130 if (mesh->normal3f) {mesh->normal3f[vnum * 3 + 0] = vertex14f[9];mesh->normal3f[vnum * 3 + 1] = vertex14f[10];mesh->normal3f[vnum * 3 + 2] = vertex14f[11];}
1131 if (mesh->texcoord2f) {mesh->texcoord2f[vnum * 2 + 0] = vertex14f[12];mesh->texcoord2f[vnum * 2 + 1] = vertex14f[13];}
1135 void Mod_ShadowMesh_AddTriangle(mempool_t *mempool, shadowmesh_t *mesh, rtexture_t *map_diffuse, rtexture_t *map_specular, rtexture_t *map_normal, float *vertex14f)
1137 if (mesh->numtriangles == 0)
1139 // set the properties on this empty mesh to be more favorable...
1140 // (note: this case only occurs for the first triangle added to a new mesh chain)
1141 mesh->map_diffuse = map_diffuse;
1142 mesh->map_specular = map_specular;
1143 mesh->map_normal = map_normal;
1145 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)
1147 if (mesh->next == NULL)
1148 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);
1151 mesh->element3i[mesh->numtriangles * 3 + 0] = Mod_ShadowMesh_AddVertex(mesh, vertex14f + 14 * 0);
1152 mesh->element3i[mesh->numtriangles * 3 + 1] = Mod_ShadowMesh_AddVertex(mesh, vertex14f + 14 * 1);
1153 mesh->element3i[mesh->numtriangles * 3 + 2] = Mod_ShadowMesh_AddVertex(mesh, vertex14f + 14 * 2);
1154 mesh->numtriangles++;
1157 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)
1160 float vbuf[3*14], *v;
1161 memset(vbuf, 0, sizeof(vbuf));
1162 for (i = 0;i < numtris;i++)
1164 for (j = 0, v = vbuf;j < 3;j++, v += 14)
1169 v[0] = vertex3f[e * 3 + 0];
1170 v[1] = vertex3f[e * 3 + 1];
1171 v[2] = vertex3f[e * 3 + 2];
1175 v[3] = svector3f[e * 3 + 0];
1176 v[4] = svector3f[e * 3 + 1];
1177 v[5] = svector3f[e * 3 + 2];
1181 v[6] = tvector3f[e * 3 + 0];
1182 v[7] = tvector3f[e * 3 + 1];
1183 v[8] = tvector3f[e * 3 + 2];
1187 v[9] = normal3f[e * 3 + 0];
1188 v[10] = normal3f[e * 3 + 1];
1189 v[11] = normal3f[e * 3 + 2];
1193 v[12] = texcoord2f[e * 2 + 0];
1194 v[13] = texcoord2f[e * 2 + 1];
1197 Mod_ShadowMesh_AddTriangle(mempool, mesh, map_diffuse, map_specular, map_normal, vbuf);
1200 // the triangle calculation can take a while, so let's do a keepalive here
1201 CL_KeepaliveMessage(false);
1204 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)
1206 // the preparation before shadow mesh initialization can take a while, so let's do a keepalive here
1207 CL_KeepaliveMessage(false);
1209 return Mod_ShadowMesh_Alloc(mempool, maxverts, maxtriangles, map_diffuse, map_specular, map_normal, light, neighbors, expandable);
1212 static void Mod_ShadowMesh_CreateVBOs(shadowmesh_t *mesh, mempool_t *mempool)
1214 if (!mesh->numverts)
1217 // build r_vertexmesh_t array
1218 // (compressed interleaved array for D3D)
1219 if (!mesh->vertexmesh && mesh->texcoord2f && vid.useinterleavedarrays)
1222 int numvertices = mesh->numverts;
1223 r_vertexmesh_t *vertexmesh;
1224 mesh->vertexmesh = vertexmesh = (r_vertexmesh_t*)Mem_Alloc(mempool, numvertices * sizeof(*mesh->vertexmesh));
1225 for (vertexindex = 0;vertexindex < numvertices;vertexindex++, vertexmesh++)
1227 VectorCopy(mesh->vertex3f + 3*vertexindex, vertexmesh->vertex3f);
1228 VectorScale(mesh->svector3f + 3*vertexindex, 1.0f, vertexmesh->svector3f);
1229 VectorScale(mesh->tvector3f + 3*vertexindex, 1.0f, vertexmesh->tvector3f);
1230 VectorScale(mesh->normal3f + 3*vertexindex, 1.0f, vertexmesh->normal3f);
1231 Vector2Copy(mesh->texcoord2f + 2*vertexindex, vertexmesh->texcoordtexture2f);
1235 // upload short indices as a buffer
1236 if (mesh->element3s && !mesh->element3s_indexbuffer)
1237 mesh->element3s_indexbuffer = R_Mesh_CreateMeshBuffer(mesh->element3s, mesh->numtriangles * sizeof(short[3]), loadmodel->name, true, false, false, true);
1239 // upload int indices as a buffer
1240 if (mesh->element3i && !mesh->element3i_indexbuffer && !mesh->element3s)
1241 mesh->element3i_indexbuffer = R_Mesh_CreateMeshBuffer(mesh->element3i, mesh->numtriangles * sizeof(int[3]), loadmodel->name, true, false, false, false);
1243 // vertex buffer is several arrays and we put them in the same buffer
1245 // is this wise? the texcoordtexture2f array is used with dynamic
1246 // vertex/svector/tvector/normal when rendering animated models, on the
1247 // other hand animated models don't use a lot of vertices anyway...
1248 if (!mesh->vbo_vertexbuffer && !vid.useinterleavedarrays)
1253 mesh->vbooffset_vertexmesh = size;if (mesh->vertexmesh ) size += mesh->numverts * sizeof(r_vertexmesh_t);
1254 mesh->vbooffset_vertex3f = size;if (mesh->vertex3f ) size += mesh->numverts * sizeof(float[3]);
1255 mesh->vbooffset_svector3f = size;if (mesh->svector3f ) size += mesh->numverts * sizeof(float[3]);
1256 mesh->vbooffset_tvector3f = size;if (mesh->tvector3f ) size += mesh->numverts * sizeof(float[3]);
1257 mesh->vbooffset_normal3f = size;if (mesh->normal3f ) size += mesh->numverts * sizeof(float[3]);
1258 mesh->vbooffset_texcoord2f = size;if (mesh->texcoord2f ) size += mesh->numverts * sizeof(float[2]);
1259 mem = (unsigned char *)Mem_Alloc(tempmempool, size);
1260 if (mesh->vertexmesh ) memcpy(mem + mesh->vbooffset_vertexmesh , mesh->vertexmesh , mesh->numverts * sizeof(r_vertexmesh_t));
1261 if (mesh->vertex3f ) memcpy(mem + mesh->vbooffset_vertex3f , mesh->vertex3f , mesh->numverts * sizeof(float[3]));
1262 if (mesh->svector3f ) memcpy(mem + mesh->vbooffset_svector3f , mesh->svector3f , mesh->numverts * sizeof(float[3]));
1263 if (mesh->tvector3f ) memcpy(mem + mesh->vbooffset_tvector3f , mesh->tvector3f , mesh->numverts * sizeof(float[3]));
1264 if (mesh->normal3f ) memcpy(mem + mesh->vbooffset_normal3f , mesh->normal3f , mesh->numverts * sizeof(float[3]));
1265 if (mesh->texcoord2f ) memcpy(mem + mesh->vbooffset_texcoord2f , mesh->texcoord2f , mesh->numverts * sizeof(float[2]));
1266 mesh->vbo_vertexbuffer = R_Mesh_CreateMeshBuffer(mem, size, "shadowmesh", false, false, false, false);
1271 shadowmesh_t *Mod_ShadowMesh_Finish(mempool_t *mempool, shadowmesh_t *firstmesh, qboolean light, qboolean neighbors, qboolean createvbo)
1273 shadowmesh_t *mesh, *newmesh, *nextmesh;
1274 // reallocate meshs to conserve space
1275 for (mesh = firstmesh, firstmesh = NULL;mesh;mesh = nextmesh)
1277 nextmesh = mesh->next;
1278 if (mesh->numverts >= 3 && mesh->numtriangles >= 1)
1280 newmesh = Mod_ShadowMesh_ReAlloc(mempool, mesh, light, neighbors);
1281 newmesh->next = firstmesh;
1282 firstmesh = newmesh;
1283 if (newmesh->element3s)
1286 for (i = 0;i < newmesh->numtriangles*3;i++)
1287 newmesh->element3s[i] = newmesh->element3i[i];
1290 Mod_ShadowMesh_CreateVBOs(newmesh, mempool);
1295 // this can take a while, so let's do a keepalive here
1296 CL_KeepaliveMessage(false);
1301 void Mod_ShadowMesh_CalcBBox(shadowmesh_t *firstmesh, vec3_t mins, vec3_t maxs, vec3_t center, float *radius)
1305 vec3_t nmins, nmaxs, ncenter, temp;
1306 float nradius2, dist2, *v;
1310 for (mesh = firstmesh;mesh;mesh = mesh->next)
1312 if (mesh == firstmesh)
1314 VectorCopy(mesh->vertex3f, nmins);
1315 VectorCopy(mesh->vertex3f, nmaxs);
1317 for (i = 0, v = mesh->vertex3f;i < mesh->numverts;i++, v += 3)
1319 if (nmins[0] > v[0]) nmins[0] = v[0];if (nmaxs[0] < v[0]) nmaxs[0] = v[0];
1320 if (nmins[1] > v[1]) nmins[1] = v[1];if (nmaxs[1] < v[1]) nmaxs[1] = v[1];
1321 if (nmins[2] > v[2]) nmins[2] = v[2];if (nmaxs[2] < v[2]) nmaxs[2] = v[2];
1324 // calculate center and radius
1325 ncenter[0] = (nmins[0] + nmaxs[0]) * 0.5f;
1326 ncenter[1] = (nmins[1] + nmaxs[1]) * 0.5f;
1327 ncenter[2] = (nmins[2] + nmaxs[2]) * 0.5f;
1329 for (mesh = firstmesh;mesh;mesh = mesh->next)
1331 for (i = 0, v = mesh->vertex3f;i < mesh->numverts;i++, v += 3)
1333 VectorSubtract(v, ncenter, temp);
1334 dist2 = DotProduct(temp, temp);
1335 if (nradius2 < dist2)
1341 VectorCopy(nmins, mins);
1343 VectorCopy(nmaxs, maxs);
1345 VectorCopy(ncenter, center);
1347 *radius = sqrt(nradius2);
1350 void Mod_ShadowMesh_Free(shadowmesh_t *mesh)
1352 shadowmesh_t *nextmesh;
1353 for (;mesh;mesh = nextmesh)
1355 if (mesh->element3i_indexbuffer)
1356 R_Mesh_DestroyMeshBuffer(mesh->element3i_indexbuffer);
1357 if (mesh->element3s_indexbuffer)
1358 R_Mesh_DestroyMeshBuffer(mesh->element3s_indexbuffer);
1359 if (mesh->vbo_vertexbuffer)
1360 R_Mesh_DestroyMeshBuffer(mesh->vbo_vertexbuffer);
1361 nextmesh = mesh->next;
1366 void Mod_CreateCollisionMesh(dp_model_t *mod)
1368 int k, numcollisionmeshtriangles;
1369 qboolean usesinglecollisionmesh = false;
1370 const msurface_t *surface = NULL;
1372 mempool_t *mempool = mod->mempool;
1373 if (!mempool && mod->brush.parentmodel)
1374 mempool = mod->brush.parentmodel->mempool;
1375 // make a single combined collision mesh for physics engine use
1376 // TODO rewrite this to use the collision brushes as source, to fix issues with e.g. common/caulk which creates no drawsurface
1377 numcollisionmeshtriangles = 0;
1378 for (k = 0;k < mod->nummodelsurfaces;k++)
1380 surface = mod->data_surfaces + mod->firstmodelsurface + k;
1381 if (!strcmp(surface->texture->name, "collision") || !strcmp(surface->texture->name, "collisionconvex")) // found collision mesh
1383 usesinglecollisionmesh = true;
1384 numcollisionmeshtriangles = surface->num_triangles;
1387 if (!(surface->texture->supercontents & SUPERCONTENTS_SOLID))
1389 numcollisionmeshtriangles += surface->num_triangles;
1391 mod->brush.collisionmesh = Mod_ShadowMesh_Begin(mempool, numcollisionmeshtriangles * 3, numcollisionmeshtriangles, NULL, NULL, NULL, false, false, true);
1392 if (usesinglecollisionmesh)
1393 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));
1396 for (k = 0;k < mod->nummodelsurfaces;k++)
1398 surface = mod->data_surfaces + mod->firstmodelsurface + k;
1399 if (!(surface->texture->supercontents & SUPERCONTENTS_SOLID))
1401 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));
1404 mod->brush.collisionmesh = Mod_ShadowMesh_Finish(mempool, mod->brush.collisionmesh, false, false, false);
1408 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)
1413 if (ix >= 0 && iy >= 0 && ix < imagewidth && iy < imageheight)
1414 v[2] = (imagepixels[((iy*imagewidth)+ix)*4+0] + imagepixels[((iy*imagewidth)+ix)*4+1] + imagepixels[((iy*imagewidth)+ix)*4+2]) * (1.0f / 765.0f);
1417 Matrix4x4_Transform(pixelstepmatrix, v, vertex3f);
1418 Matrix4x4_Transform(pixeltexturestepmatrix, v, tc);
1419 texcoord2f[0] = tc[0];
1420 texcoord2f[1] = tc[1];
1423 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)
1425 float vup[3], vdown[3], vleft[3], vright[3];
1426 float tcup[3], tcdown[3], tcleft[3], tcright[3];
1427 float sv[3], tv[3], nl[3];
1428 Mod_GetTerrainVertex3fTexCoord2fFromBGRA(imagepixels, imagewidth, imageheight, ix, iy, vertex3f, texcoord2f, pixelstepmatrix, pixeltexturestepmatrix);
1429 Mod_GetTerrainVertex3fTexCoord2fFromBGRA(imagepixels, imagewidth, imageheight, ix, iy - 1, vup, tcup, pixelstepmatrix, pixeltexturestepmatrix);
1430 Mod_GetTerrainVertex3fTexCoord2fFromBGRA(imagepixels, imagewidth, imageheight, ix, iy + 1, vdown, tcdown, pixelstepmatrix, pixeltexturestepmatrix);
1431 Mod_GetTerrainVertex3fTexCoord2fFromBGRA(imagepixels, imagewidth, imageheight, ix - 1, iy, vleft, tcleft, pixelstepmatrix, pixeltexturestepmatrix);
1432 Mod_GetTerrainVertex3fTexCoord2fFromBGRA(imagepixels, imagewidth, imageheight, ix + 1, iy, vright, tcright, pixelstepmatrix, pixeltexturestepmatrix);
1433 Mod_BuildBumpVectors(vertex3f, vup, vright, texcoord2f, tcup, tcright, svector3f, tvector3f, normal3f);
1434 Mod_BuildBumpVectors(vertex3f, vright, vdown, texcoord2f, tcright, tcdown, sv, tv, nl);
1435 VectorAdd(svector3f, sv, svector3f);
1436 VectorAdd(tvector3f, tv, tvector3f);
1437 VectorAdd(normal3f, nl, normal3f);
1438 Mod_BuildBumpVectors(vertex3f, vdown, vleft, texcoord2f, tcdown, tcleft, sv, tv, nl);
1439 VectorAdd(svector3f, sv, svector3f);
1440 VectorAdd(tvector3f, tv, tvector3f);
1441 VectorAdd(normal3f, nl, normal3f);
1442 Mod_BuildBumpVectors(vertex3f, vleft, vup, texcoord2f, tcleft, tcup, sv, tv, nl);
1443 VectorAdd(svector3f, sv, svector3f);
1444 VectorAdd(tvector3f, tv, tvector3f);
1445 VectorAdd(normal3f, nl, normal3f);
1448 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)
1450 int x, y, ix, iy, *e;
1452 for (y = 0;y < height;y++)
1454 for (x = 0;x < width;x++)
1456 e[0] = (y + 1) * (width + 1) + (x + 0);
1457 e[1] = (y + 0) * (width + 1) + (x + 0);
1458 e[2] = (y + 1) * (width + 1) + (x + 1);
1459 e[3] = (y + 0) * (width + 1) + (x + 0);
1460 e[4] = (y + 0) * (width + 1) + (x + 1);
1461 e[5] = (y + 1) * (width + 1) + (x + 1);
1465 Mod_BuildTriangleNeighbors(neighbor3i, element3i, width*height*2);
1466 for (y = 0, iy = y1;y < height + 1;y++, iy++)
1467 for (x = 0, ix = x1;x < width + 1;x++, ix++, vertex3f += 3, texcoord2f += 2, svector3f += 3, tvector3f += 3, normal3f += 3)
1468 Mod_GetTerrainVertexFromBGRA(imagepixels, imagewidth, imageheight, ix, iy, vertex3f, texcoord2f, svector3f, tvector3f, normal3f, pixelstepmatrix, pixeltexturestepmatrix);
1473 void Mod_Terrain_SurfaceRecurseChunk(dp_model_t *model, int stepsize, int x, int y)
1477 float chunkwidth = min(stepsize, model->terrain.width - 1 - x);
1478 float chunkheight = min(stepsize, model->terrain.height - 1 - y);
1479 float viewvector[3];
1480 unsigned int firstvertex;
1483 if (chunkwidth < 2 || chunkheight < 2)
1485 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]);
1486 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]);
1487 viewvector[0] = bound(mins[0], localvieworigin, maxs[0]) - model->terrain.vieworigin[0];
1488 viewvector[1] = bound(mins[1], localvieworigin, maxs[1]) - model->terrain.vieworigin[1];
1489 viewvector[2] = bound(mins[2], localvieworigin, maxs[2]) - model->terrain.vieworigin[2];
1490 if (stepsize > 1 && VectorLength(viewvector) < stepsize*model->terrain.scale[0]*r_terrain_lodscale.value)
1492 // too close for this stepsize, emit as 4 chunks instead
1494 Mod_Terrain_SurfaceRecurseChunk(model, stepsize, x, y);
1495 Mod_Terrain_SurfaceRecurseChunk(model, stepsize, x+stepsize, y);
1496 Mod_Terrain_SurfaceRecurseChunk(model, stepsize, x, y+stepsize);
1497 Mod_Terrain_SurfaceRecurseChunk(model, stepsize, x+stepsize, y+stepsize);
1500 // emit the geometry at stepsize into our vertex buffer / index buffer
1501 // we add two columns and two rows for skirt
1502 outwidth = chunkwidth+2;
1503 outheight = chunkheight+2;
1504 outwidth2 = outwidth-1;
1505 outheight2 = outheight-1;
1506 outwidth3 = outwidth+1;
1507 outheight3 = outheight+1;
1508 firstvertex = numvertices;
1509 e = model->terrain.element3i + numtriangles;
1510 numtriangles += chunkwidth*chunkheight*2+chunkwidth*2*2+chunkheight*2*2;
1511 v = model->terrain.vertex3f + numvertices;
1512 numvertices += (chunkwidth+1)*(chunkheight+1)+(chunkwidth+1)*2+(chunkheight+1)*2;
1513 // emit the triangles (note: the skirt is treated as two extra rows and two extra columns)
1514 for (ty = 0;ty < outheight;ty++)
1516 for (tx = 0;tx < outwidth;tx++)
1518 *e++ = firstvertex + (ty )*outwidth3+(tx );
1519 *e++ = firstvertex + (ty )*outwidth3+(tx+1);
1520 *e++ = firstvertex + (ty+1)*outwidth3+(tx+1);
1521 *e++ = firstvertex + (ty )*outwidth3+(tx );
1522 *e++ = firstvertex + (ty+1)*outwidth3+(tx+1);
1523 *e++ = firstvertex + (ty+1)*outwidth3+(tx );
1526 // TODO: emit surface vertices (x+tx*stepsize, y+ty*stepsize)
1527 for (ty = 0;ty <= outheight;ty++)
1529 skirtrow = ty == 0 || ty == outheight;
1530 ry = y+bound(1, ty, outheight)*stepsize;
1531 for (tx = 0;tx <= outwidth;tx++)
1533 skirt = skirtrow || tx == 0 || tx == outwidth;
1534 rx = x+bound(1, tx, outwidth)*stepsize;
1537 v[2] = heightmap[ry*terrainwidth+rx]*scale[2];
1541 // TODO: emit skirt vertices
1544 void Mod_Terrain_UpdateSurfacesForViewOrigin(dp_model_t *model)
1546 for (y = 0;y < model->terrain.size[1];y += model->terrain.
1547 Mod_Terrain_SurfaceRecurseChunk(model, model->terrain.maxstepsize, x, y);
1548 Mod_Terrain_BuildChunk(model,
1552 static int Mod_LoadQ3Shaders_EnumerateWaveFunc(const char *s)
1555 if (!strncasecmp(s, "user", 4)) // parse stuff like "user1sin", always user<n>func
1557 offset = bound(0, s[4] - '0', 9);
1558 offset = (offset + 1) << Q3WAVEFUNC_USER_SHIFT;
1563 if (!strcasecmp(s, "sin")) return offset | Q3WAVEFUNC_SIN;
1564 if (!strcasecmp(s, "square")) return offset | Q3WAVEFUNC_SQUARE;
1565 if (!strcasecmp(s, "triangle")) return offset | Q3WAVEFUNC_TRIANGLE;
1566 if (!strcasecmp(s, "sawtooth")) return offset | Q3WAVEFUNC_SAWTOOTH;
1567 if (!strcasecmp(s, "inversesawtooth")) return offset | Q3WAVEFUNC_INVERSESAWTOOTH;
1568 if (!strcasecmp(s, "noise")) return offset | Q3WAVEFUNC_NOISE;
1569 if (!strcasecmp(s, "none")) return offset | Q3WAVEFUNC_NONE;
1570 Con_DPrintf("Mod_LoadQ3Shaders: unknown wavefunc %s\n", s);
1571 return offset | Q3WAVEFUNC_NONE;
1574 void Mod_FreeQ3Shaders(void)
1576 Mem_FreePool(&q3shaders_mem);
1579 static void Q3Shader_AddToHash (q3shaderinfo_t* shader)
1581 unsigned short hash = CRC_Block_CaseInsensitive ((const unsigned char *)shader->name, strlen (shader->name));
1582 q3shader_hash_entry_t* entry = q3shader_data->hash + (hash % Q3SHADER_HASH_SIZE);
1583 q3shader_hash_entry_t* lastEntry = NULL;
1586 if (strcasecmp (entry->shader.name, shader->name) == 0)
1589 if(shader->dpshaderkill)
1591 // killed shader is a redeclarion? we can safely ignore it
1594 else if(entry->shader.dpshaderkill)
1596 // replace the old shader!
1597 // this will skip the entry allocating part
1598 // below and just replace the shader
1603 unsigned char *start, *end, *start2;
1604 start = (unsigned char *) (&shader->Q3SHADERINFO_COMPARE_START);
1605 end = ((unsigned char *) (&shader->Q3SHADERINFO_COMPARE_END)) + sizeof(shader->Q3SHADERINFO_COMPARE_END);
1606 start2 = (unsigned char *) (&entry->shader.Q3SHADERINFO_COMPARE_START);
1607 if(memcmp(start, start2, end - start))
1608 Con_DPrintf("Shader '%s' already defined, ignoring mismatching redeclaration\n", shader->name);
1610 Con_DPrintf("Shader '%s' already defined\n", shader->name);
1615 entry = entry->chain;
1617 while (entry != NULL);
1620 if (lastEntry->shader.name[0] != 0)
1623 q3shader_hash_entry_t* newEntry = (q3shader_hash_entry_t*)
1624 Mem_ExpandableArray_AllocRecord (&q3shader_data->hash_entries);
1626 while (lastEntry->chain != NULL) lastEntry = lastEntry->chain;
1627 lastEntry->chain = newEntry;
1628 newEntry->chain = NULL;
1629 lastEntry = newEntry;
1631 /* else: head of chain, in hash entry array */
1634 memcpy (&entry->shader, shader, sizeof (q3shaderinfo_t));
1637 extern cvar_t mod_noshader_default_offsetmapping;
1638 extern cvar_t mod_q3shader_default_offsetmapping;
1639 extern cvar_t mod_q3shader_default_offsetmapping_scale;
1640 extern cvar_t mod_q3shader_default_offsetmapping_bias;
1641 extern cvar_t mod_q3shader_default_polygonoffset;
1642 extern cvar_t mod_q3shader_default_polygonfactor;
1643 extern cvar_t mod_q3shader_force_addalpha;
1644 extern cvar_t mod_q3shader_force_terrain_alphaflag;
1645 void Mod_LoadQ3Shaders(void)
1652 q3shaderinfo_t shader;
1653 q3shaderinfo_layer_t *layer;
1655 char parameter[TEXTURE_MAXFRAMES + 4][Q3PATHLENGTH];
1656 char *custsurfaceparmnames[256]; // VorteX: q3map2 has 64 but well, someone will need more
1657 unsigned long custsurfaceflags[256];
1658 int numcustsurfaceflags;
1659 qboolean dpshaderkill;
1661 Mod_FreeQ3Shaders();
1663 q3shaders_mem = Mem_AllocPool("q3shaders", 0, NULL);
1664 q3shader_data = (q3shader_data_t*)Mem_Alloc (q3shaders_mem,
1665 sizeof (q3shader_data_t));
1666 Mem_ExpandableArray_NewArray (&q3shader_data->hash_entries,
1667 q3shaders_mem, sizeof (q3shader_hash_entry_t), 256);
1668 Mem_ExpandableArray_NewArray (&q3shader_data->char_ptrs,
1669 q3shaders_mem, sizeof (char**), 256);
1671 // parse custinfoparms.txt
1672 numcustsurfaceflags = 0;
1673 if ((text = f = (char *)FS_LoadFile("scripts/custinfoparms.txt", tempmempool, false, NULL)) != NULL)
1675 if (!COM_ParseToken_QuakeC(&text, false) || strcasecmp(com_token, "{"))
1676 Con_DPrintf("scripts/custinfoparms.txt: contentflags section parsing error - expected \"{\", found \"%s\"\n", com_token);
1679 while (COM_ParseToken_QuakeC(&text, false))
1680 if (!strcasecmp(com_token, "}"))
1682 // custom surfaceflags section
1683 if (!COM_ParseToken_QuakeC(&text, false) || strcasecmp(com_token, "{"))
1684 Con_DPrintf("scripts/custinfoparms.txt: surfaceflags section parsing error - expected \"{\", found \"%s\"\n", com_token);
1687 while(COM_ParseToken_QuakeC(&text, false))
1689 if (!strcasecmp(com_token, "}"))
1691 // register surfaceflag
1692 if (numcustsurfaceflags >= 256)
1694 Con_Printf("scripts/custinfoparms.txt: surfaceflags section parsing error - max 256 surfaceflags exceeded\n");
1698 j = (int)strlen(com_token)+1;
1699 custsurfaceparmnames[numcustsurfaceflags] = (char *)Mem_Alloc(tempmempool, j);
1700 strlcpy(custsurfaceparmnames[numcustsurfaceflags], com_token, j+1);
1702 if (COM_ParseToken_QuakeC(&text, false))
1703 custsurfaceflags[numcustsurfaceflags] = strtol(com_token, NULL, 0);
1705 custsurfaceflags[numcustsurfaceflags] = 0;
1706 numcustsurfaceflags++;
1714 search = FS_Search("scripts/*.shader", true, false);
1717 for (fileindex = 0;fileindex < search->numfilenames;fileindex++)
1719 text = f = (char *)FS_LoadFile(search->filenames[fileindex], tempmempool, false, NULL);
1722 while (COM_ParseToken_QuakeC(&text, false))
1724 memset (&shader, 0, sizeof(shader));
1726 shader.surfaceparms = 0;
1727 shader.surfaceflags = 0;
1728 shader.textureflags = 0;
1729 shader.numlayers = 0;
1730 shader.lighting = false;
1731 shader.vertexalpha = false;
1732 shader.textureblendalpha = false;
1733 shader.skyboxname[0] = 0;
1734 shader.deforms[0].deform = Q3DEFORM_NONE;
1735 shader.dpnortlight = false;
1736 shader.dpshadow = false;
1737 shader.dpnoshadow = false;
1738 shader.dpmeshcollisions = false;
1739 shader.dpshaderkill = false;
1740 shader.dpreflectcube[0] = 0;
1741 shader.reflectmin = 0;
1742 shader.reflectmax = 1;
1743 shader.refractfactor = 1;
1744 Vector4Set(shader.refractcolor4f, 1, 1, 1, 1);
1745 shader.reflectfactor = 1;
1746 Vector4Set(shader.reflectcolor4f, 1, 1, 1, 1);
1747 shader.r_water_wateralpha = 1;
1748 shader.r_water_waterscroll[0] = 0;
1749 shader.r_water_waterscroll[1] = 0;
1750 shader.offsetmapping = (mod_q3shader_default_offsetmapping.value) ? OFFSETMAPPING_DEFAULT : OFFSETMAPPING_OFF;
1751 shader.offsetscale = mod_q3shader_default_offsetmapping_scale.value;
1752 shader.offsetbias = mod_q3shader_default_offsetmapping_bias.value;
1753 shader.biaspolygonoffset = mod_q3shader_default_polygonoffset.value;
1754 shader.biaspolygonfactor = mod_q3shader_default_polygonfactor.value;
1755 shader.transparentsort = TRANSPARENTSORT_DISTANCE;
1756 shader.specularscalemod = 1;
1757 shader.specularpowermod = 1;
1758 shader.rtlightambient = 0;
1759 // WHEN ADDING DEFAULTS HERE, REMEMBER TO PUT DEFAULTS IN ALL LOADERS
1760 // JUST GREP FOR "specularscalemod = 1".
1762 strlcpy(shader.name, com_token, sizeof(shader.name));
1763 if (!COM_ParseToken_QuakeC(&text, false) || strcasecmp(com_token, "{"))
1765 Con_DPrintf("%s parsing error - expected \"{\", found \"%s\"\n", search->filenames[fileindex], com_token);
1768 while (COM_ParseToken_QuakeC(&text, false))
1770 if (!strcasecmp(com_token, "}"))
1772 if (!strcasecmp(com_token, "{"))
1774 static q3shaderinfo_layer_t dummy;
1775 if (shader.numlayers < Q3SHADER_MAXLAYERS)
1777 layer = shader.layers + shader.numlayers++;
1781 // parse and process it anyway, just don't store it (so a map $lightmap or such stuff still is found)
1782 memset(&dummy, 0, sizeof(dummy));
1785 layer->rgbgen.rgbgen = Q3RGBGEN_IDENTITY;
1786 layer->alphagen.alphagen = Q3ALPHAGEN_IDENTITY;
1787 layer->tcgen.tcgen = Q3TCGEN_TEXTURE;
1788 layer->blendfunc[0] = GL_ONE;
1789 layer->blendfunc[1] = GL_ZERO;
1790 while (COM_ParseToken_QuakeC(&text, false))
1792 if (!strcasecmp(com_token, "}"))
1794 if (!strcasecmp(com_token, "\n"))
1797 for (j = 0;strcasecmp(com_token, "\n") && strcasecmp(com_token, "}");j++)
1799 if (j < TEXTURE_MAXFRAMES + 4)
1801 // remap dp_water to dpwater, dp_reflect to dpreflect, etc.
1802 if(j == 0 && !strncasecmp(com_token, "dp_", 3))
1803 dpsnprintf(parameter[j], sizeof(parameter[j]), "dp%s", &com_token[3]);
1805 strlcpy(parameter[j], com_token, sizeof(parameter[j]));
1806 numparameters = j + 1;
1808 if (!COM_ParseToken_QuakeC(&text, true))
1811 //for (j = numparameters;j < TEXTURE_MAXFRAMES + 4;j++)
1812 // parameter[j][0] = 0;
1813 if (developer_insane.integer)
1815 Con_DPrintf("%s %i: ", shader.name, shader.numlayers - 1);
1816 for (j = 0;j < numparameters;j++)
1817 Con_DPrintf(" %s", parameter[j]);
1820 if (numparameters >= 2 && !strcasecmp(parameter[0], "blendfunc"))
1822 if (numparameters == 2)
1824 if (!strcasecmp(parameter[1], "add"))
1826 layer->blendfunc[0] = GL_ONE;
1827 layer->blendfunc[1] = GL_ONE;
1829 else if (!strcasecmp(parameter[1], "addalpha"))
1831 layer->blendfunc[0] = GL_SRC_ALPHA;
1832 layer->blendfunc[1] = GL_ONE;
1834 else if (!strcasecmp(parameter[1], "filter"))
1836 layer->blendfunc[0] = GL_DST_COLOR;
1837 layer->blendfunc[1] = GL_ZERO;
1839 else if (!strcasecmp(parameter[1], "blend"))
1841 layer->blendfunc[0] = GL_SRC_ALPHA;
1842 layer->blendfunc[1] = GL_ONE_MINUS_SRC_ALPHA;
1845 else if (numparameters == 3)
1848 for (k = 0;k < 2;k++)
1850 if (!strcasecmp(parameter[k+1], "GL_ONE"))
1851 layer->blendfunc[k] = GL_ONE;
1852 else if (!strcasecmp(parameter[k+1], "GL_ZERO"))
1853 layer->blendfunc[k] = GL_ZERO;
1854 else if (!strcasecmp(parameter[k+1], "GL_SRC_COLOR"))
1855 layer->blendfunc[k] = GL_SRC_COLOR;
1856 else if (!strcasecmp(parameter[k+1], "GL_SRC_ALPHA"))
1857 layer->blendfunc[k] = GL_SRC_ALPHA;
1858 else if (!strcasecmp(parameter[k+1], "GL_DST_COLOR"))
1859 layer->blendfunc[k] = GL_DST_COLOR;
1860 else if (!strcasecmp(parameter[k+1], "GL_DST_ALPHA"))
1861 layer->blendfunc[k] = GL_DST_ALPHA;
1862 else if (!strcasecmp(parameter[k+1], "GL_ONE_MINUS_SRC_COLOR"))
1863 layer->blendfunc[k] = GL_ONE_MINUS_SRC_COLOR;
1864 else if (!strcasecmp(parameter[k+1], "GL_ONE_MINUS_SRC_ALPHA"))
1865 layer->blendfunc[k] = GL_ONE_MINUS_SRC_ALPHA;
1866 else if (!strcasecmp(parameter[k+1], "GL_ONE_MINUS_DST_COLOR"))
1867 layer->blendfunc[k] = GL_ONE_MINUS_DST_COLOR;
1868 else if (!strcasecmp(parameter[k+1], "GL_ONE_MINUS_DST_ALPHA"))
1869 layer->blendfunc[k] = GL_ONE_MINUS_DST_ALPHA;
1871 layer->blendfunc[k] = GL_ONE; // default in case of parsing error
1875 if (numparameters >= 2 && !strcasecmp(parameter[0], "alphafunc"))
1876 layer->alphatest = true;
1877 if (numparameters >= 2 && (!strcasecmp(parameter[0], "map") || !strcasecmp(parameter[0], "clampmap")))
1879 if (!strcasecmp(parameter[0], "clampmap"))
1880 layer->clampmap = true;
1881 layer->numframes = 1;
1882 layer->framerate = 1;
1883 layer->texturename = (char**)Mem_ExpandableArray_AllocRecord (
1884 &q3shader_data->char_ptrs);
1885 layer->texturename[0] = Mem_strdup (q3shaders_mem, parameter[1]);
1886 if (!strcasecmp(parameter[1], "$lightmap"))
1887 shader.lighting = true;
1889 else if (numparameters >= 3 && (!strcasecmp(parameter[0], "animmap") || !strcasecmp(parameter[0], "animclampmap")))
1892 layer->numframes = min(numparameters - 2, TEXTURE_MAXFRAMES);
1893 layer->framerate = atof(parameter[1]);
1894 layer->texturename = (char **) Mem_Alloc (q3shaders_mem, sizeof (char*) * layer->numframes);
1895 for (i = 0;i < layer->numframes;i++)
1896 layer->texturename[i] = Mem_strdup (q3shaders_mem, parameter[i + 2]);
1898 else if (numparameters >= 2 && !strcasecmp(parameter[0], "rgbgen"))
1901 for (i = 0;i < numparameters - 2 && i < Q3RGBGEN_MAXPARMS;i++)
1902 layer->rgbgen.parms[i] = atof(parameter[i+2]);
1903 if (!strcasecmp(parameter[1], "identity")) layer->rgbgen.rgbgen = Q3RGBGEN_IDENTITY;
1904 else if (!strcasecmp(parameter[1], "const")) layer->rgbgen.rgbgen = Q3RGBGEN_CONST;
1905 else if (!strcasecmp(parameter[1], "entity")) layer->rgbgen.rgbgen = Q3RGBGEN_ENTITY;
1906 else if (!strcasecmp(parameter[1], "exactvertex")) layer->rgbgen.rgbgen = Q3RGBGEN_EXACTVERTEX;
1907 else if (!strcasecmp(parameter[1], "identitylighting")) layer->rgbgen.rgbgen = Q3RGBGEN_IDENTITYLIGHTING;
1908 else if (!strcasecmp(parameter[1], "lightingdiffuse")) layer->rgbgen.rgbgen = Q3RGBGEN_LIGHTINGDIFFUSE;
1909 else if (!strcasecmp(parameter[1], "oneminusentity")) layer->rgbgen.rgbgen = Q3RGBGEN_ONEMINUSENTITY;
1910 else if (!strcasecmp(parameter[1], "oneminusvertex")) layer->rgbgen.rgbgen = Q3RGBGEN_ONEMINUSVERTEX;
1911 else if (!strcasecmp(parameter[1], "vertex")) layer->rgbgen.rgbgen = Q3RGBGEN_VERTEX;
1912 else if (!strcasecmp(parameter[1], "wave"))
1914 layer->rgbgen.rgbgen = Q3RGBGEN_WAVE;
1915 layer->rgbgen.wavefunc = Mod_LoadQ3Shaders_EnumerateWaveFunc(parameter[2]);
1916 for (i = 0;i < numparameters - 3 && i < Q3WAVEPARMS;i++)
1917 layer->rgbgen.waveparms[i] = atof(parameter[i+3]);
1919 else Con_DPrintf("%s parsing warning: unknown rgbgen %s\n", search->filenames[fileindex], parameter[1]);
1921 else if (numparameters >= 2 && !strcasecmp(parameter[0], "alphagen"))
1924 for (i = 0;i < numparameters - 2 && i < Q3ALPHAGEN_MAXPARMS;i++)
1925 layer->alphagen.parms[i] = atof(parameter[i+2]);
1926 if (!strcasecmp(parameter[1], "identity")) layer->alphagen.alphagen = Q3ALPHAGEN_IDENTITY;
1927 else if (!strcasecmp(parameter[1], "const")) layer->alphagen.alphagen = Q3ALPHAGEN_CONST;
1928 else if (!strcasecmp(parameter[1], "entity")) layer->alphagen.alphagen = Q3ALPHAGEN_ENTITY;
1929 else if (!strcasecmp(parameter[1], "lightingspecular")) layer->alphagen.alphagen = Q3ALPHAGEN_LIGHTINGSPECULAR;
1930 else if (!strcasecmp(parameter[1], "oneminusentity")) layer->alphagen.alphagen = Q3ALPHAGEN_ONEMINUSENTITY;
1931 else if (!strcasecmp(parameter[1], "oneminusvertex")) layer->alphagen.alphagen = Q3ALPHAGEN_ONEMINUSVERTEX;
1932 else if (!strcasecmp(parameter[1], "portal")) layer->alphagen.alphagen = Q3ALPHAGEN_PORTAL;
1933 else if (!strcasecmp(parameter[1], "vertex")) layer->alphagen.alphagen = Q3ALPHAGEN_VERTEX;
1934 else if (!strcasecmp(parameter[1], "wave"))
1936 layer->alphagen.alphagen = Q3ALPHAGEN_WAVE;
1937 layer->alphagen.wavefunc = Mod_LoadQ3Shaders_EnumerateWaveFunc(parameter[2]);
1938 for (i = 0;i < numparameters - 3 && i < Q3WAVEPARMS;i++)
1939 layer->alphagen.waveparms[i] = atof(parameter[i+3]);
1941 else Con_DPrintf("%s parsing warning: unknown alphagen %s\n", search->filenames[fileindex], parameter[1]);
1943 else if (numparameters >= 2 && (!strcasecmp(parameter[0], "texgen") || !strcasecmp(parameter[0], "tcgen")))
1946 // observed values: tcgen environment
1947 // no other values have been observed in real shaders
1948 for (i = 0;i < numparameters - 2 && i < Q3TCGEN_MAXPARMS;i++)
1949 layer->tcgen.parms[i] = atof(parameter[i+2]);
1950 if (!strcasecmp(parameter[1], "base")) layer->tcgen.tcgen = Q3TCGEN_TEXTURE;
1951 else if (!strcasecmp(parameter[1], "texture")) layer->tcgen.tcgen = Q3TCGEN_TEXTURE;
1952 else if (!strcasecmp(parameter[1], "environment")) layer->tcgen.tcgen = Q3TCGEN_ENVIRONMENT;
1953 else if (!strcasecmp(parameter[1], "lightmap")) layer->tcgen.tcgen = Q3TCGEN_LIGHTMAP;
1954 else if (!strcasecmp(parameter[1], "vector")) layer->tcgen.tcgen = Q3TCGEN_VECTOR;
1955 else Con_DPrintf("%s parsing warning: unknown tcgen mode %s\n", search->filenames[fileindex], parameter[1]);
1957 else if (numparameters >= 2 && !strcasecmp(parameter[0], "tcmod"))
1964 // tcmod stretch sin # # # #
1965 // tcmod stretch triangle # # # #
1966 // tcmod transform # # # # # #
1967 // tcmod turb # # # #
1968 // tcmod turb sin # # # # (this is bogus)
1969 // no other values have been observed in real shaders
1970 for (tcmodindex = 0;tcmodindex < Q3MAXTCMODS;tcmodindex++)
1971 if (!layer->tcmods[tcmodindex].tcmod)
1973 if (tcmodindex < Q3MAXTCMODS)
1975 for (i = 0;i < numparameters - 2 && i < Q3TCMOD_MAXPARMS;i++)
1976 layer->tcmods[tcmodindex].parms[i] = atof(parameter[i+2]);
1977 if (!strcasecmp(parameter[1], "entitytranslate")) layer->tcmods[tcmodindex].tcmod = Q3TCMOD_ENTITYTRANSLATE;
1978 else if (!strcasecmp(parameter[1], "rotate")) layer->tcmods[tcmodindex].tcmod = Q3TCMOD_ROTATE;
1979 else if (!strcasecmp(parameter[1], "scale")) layer->tcmods[tcmodindex].tcmod = Q3TCMOD_SCALE;
1980 else if (!strcasecmp(parameter[1], "scroll")) layer->tcmods[tcmodindex].tcmod = Q3TCMOD_SCROLL;
1981 else if (!strcasecmp(parameter[1], "page")) layer->tcmods[tcmodindex].tcmod = Q3TCMOD_PAGE;
1982 else if (!strcasecmp(parameter[1], "stretch"))
1984 layer->tcmods[tcmodindex].tcmod = Q3TCMOD_STRETCH;
1985 layer->tcmods[tcmodindex].wavefunc = Mod_LoadQ3Shaders_EnumerateWaveFunc(parameter[2]);
1986 for (i = 0;i < numparameters - 3 && i < Q3WAVEPARMS;i++)
1987 layer->tcmods[tcmodindex].waveparms[i] = atof(parameter[i+3]);
1989 else if (!strcasecmp(parameter[1], "transform")) layer->tcmods[tcmodindex].tcmod = Q3TCMOD_TRANSFORM;
1990 else if (!strcasecmp(parameter[1], "turb")) layer->tcmods[tcmodindex].tcmod = Q3TCMOD_TURBULENT;
1991 else Con_DPrintf("%s parsing warning: unknown tcmod mode %s\n", search->filenames[fileindex], parameter[1]);
1994 Con_DPrintf("%s parsing warning: too many tcmods on one layer\n", search->filenames[fileindex]);
1996 // break out a level if it was a closing brace (not using the character here to not confuse vim)
1997 if (!strcasecmp(com_token, "}"))
2000 if (layer->rgbgen.rgbgen == Q3RGBGEN_LIGHTINGDIFFUSE || layer->rgbgen.rgbgen == Q3RGBGEN_VERTEX)
2001 shader.lighting = true;
2002 if (layer->alphagen.alphagen == Q3ALPHAGEN_VERTEX)
2004 if (layer == shader.layers + 0)
2006 // vertex controlled transparency
2007 shader.vertexalpha = true;
2011 // multilayer terrain shader or similar
2012 shader.textureblendalpha = true;
2013 if (mod_q3shader_force_terrain_alphaflag.integer)
2014 shader.layers[0].texflags |= TEXF_ALPHA;
2018 if(mod_q3shader_force_addalpha.integer)
2020 // for a long while, DP treated GL_ONE GL_ONE as GL_SRC_ALPHA GL_ONE
2021 // this cvar brings back this behaviour
2022 if(layer->blendfunc[0] == GL_ONE && layer->blendfunc[1] == GL_ONE)
2023 layer->blendfunc[0] = GL_SRC_ALPHA;
2026 layer->texflags = 0;
2027 if (layer->alphatest)
2028 layer->texflags |= TEXF_ALPHA;
2029 switch(layer->blendfunc[0])
2032 case GL_ONE_MINUS_SRC_ALPHA:
2033 layer->texflags |= TEXF_ALPHA;
2036 switch(layer->blendfunc[1])
2039 case GL_ONE_MINUS_SRC_ALPHA:
2040 layer->texflags |= TEXF_ALPHA;
2043 if (!(shader.surfaceparms & Q3SURFACEPARM_NOMIPMAPS))
2044 layer->texflags |= TEXF_MIPMAP;
2045 if (!(shader.textureflags & Q3TEXTUREFLAG_NOPICMIP))
2046 layer->texflags |= TEXF_PICMIP | TEXF_COMPRESS;
2047 if (layer->clampmap)
2048 layer->texflags |= TEXF_CLAMP;
2052 for (j = 0;strcasecmp(com_token, "\n") && strcasecmp(com_token, "}");j++)
2054 if (j < TEXTURE_MAXFRAMES + 4)
2056 // remap dp_water to dpwater, dp_reflect to dpreflect, etc.
2057 if(j == 0 && !strncasecmp(com_token, "dp_", 3))
2058 dpsnprintf(parameter[j], sizeof(parameter[j]), "dp%s", &com_token[3]);
2060 strlcpy(parameter[j], com_token, sizeof(parameter[j]));
2061 numparameters = j + 1;
2063 if (!COM_ParseToken_QuakeC(&text, true))
2066 //for (j = numparameters;j < TEXTURE_MAXFRAMES + 4;j++)
2067 // parameter[j][0] = 0;
2068 if (fileindex == 0 && !strcasecmp(com_token, "}"))
2070 if (developer_insane.integer)
2072 Con_DPrintf("%s: ", shader.name);
2073 for (j = 0;j < numparameters;j++)
2074 Con_DPrintf(" %s", parameter[j]);
2077 if (numparameters < 1)
2079 if (!strcasecmp(parameter[0], "surfaceparm") && numparameters >= 2)
2081 if (!strcasecmp(parameter[1], "alphashadow"))
2082 shader.surfaceparms |= Q3SURFACEPARM_ALPHASHADOW;
2083 else if (!strcasecmp(parameter[1], "areaportal"))
2084 shader.surfaceparms |= Q3SURFACEPARM_AREAPORTAL;
2085 else if (!strcasecmp(parameter[1], "botclip"))
2086 shader.surfaceparms |= Q3SURFACEPARM_BOTCLIP;
2087 else if (!strcasecmp(parameter[1], "clusterportal"))
2088 shader.surfaceparms |= Q3SURFACEPARM_CLUSTERPORTAL;
2089 else if (!strcasecmp(parameter[1], "detail"))
2090 shader.surfaceparms |= Q3SURFACEPARM_DETAIL;
2091 else if (!strcasecmp(parameter[1], "donotenter"))
2092 shader.surfaceparms |= Q3SURFACEPARM_DONOTENTER;
2093 else if (!strcasecmp(parameter[1], "dust"))
2094 shader.surfaceparms |= Q3SURFACEPARM_DUST;
2095 else if (!strcasecmp(parameter[1], "hint"))
2096 shader.surfaceparms |= Q3SURFACEPARM_HINT;
2097 else if (!strcasecmp(parameter[1], "fog"))
2098 shader.surfaceparms |= Q3SURFACEPARM_FOG;
2099 else if (!strcasecmp(parameter[1], "lava"))
2100 shader.surfaceparms |= Q3SURFACEPARM_LAVA;
2101 else if (!strcasecmp(parameter[1], "lightfilter"))
2102 shader.surfaceparms |= Q3SURFACEPARM_LIGHTFILTER;
2103 else if (!strcasecmp(parameter[1], "lightgrid"))
2104 shader.surfaceparms |= Q3SURFACEPARM_LIGHTGRID;
2105 else if (!strcasecmp(parameter[1], "metalsteps"))
2106 shader.surfaceparms |= Q3SURFACEPARM_METALSTEPS;
2107 else if (!strcasecmp(parameter[1], "nodamage"))
2108 shader.surfaceparms |= Q3SURFACEPARM_NODAMAGE;
2109 else if (!strcasecmp(parameter[1], "nodlight"))
2110 shader.surfaceparms |= Q3SURFACEPARM_NODLIGHT;
2111 else if (!strcasecmp(parameter[1], "nodraw"))
2112 shader.surfaceparms |= Q3SURFACEPARM_NODRAW;
2113 else if (!strcasecmp(parameter[1], "nodrop"))
2114 shader.surfaceparms |= Q3SURFACEPARM_NODROP;
2115 else if (!strcasecmp(parameter[1], "noimpact"))
2116 shader.surfaceparms |= Q3SURFACEPARM_NOIMPACT;
2117 else if (!strcasecmp(parameter[1], "nolightmap"))
2118 shader.surfaceparms |= Q3SURFACEPARM_NOLIGHTMAP;
2119 else if (!strcasecmp(parameter[1], "nomarks"))
2120 shader.surfaceparms |= Q3SURFACEPARM_NOMARKS;
2121 else if (!strcasecmp(parameter[1], "nomipmaps"))
2122 shader.surfaceparms |= Q3SURFACEPARM_NOMIPMAPS;
2123 else if (!strcasecmp(parameter[1], "nonsolid"))
2124 shader.surfaceparms |= Q3SURFACEPARM_NONSOLID;
2125 else if (!strcasecmp(parameter[1], "origin"))
2126 shader.surfaceparms |= Q3SURFACEPARM_ORIGIN;
2127 else if (!strcasecmp(parameter[1], "playerclip"))
2128 shader.surfaceparms |= Q3SURFACEPARM_PLAYERCLIP;
2129 else if (!strcasecmp(parameter[1], "sky"))
2130 shader.surfaceparms |= Q3SURFACEPARM_SKY;
2131 else if (!strcasecmp(parameter[1], "slick"))
2132 shader.surfaceparms |= Q3SURFACEPARM_SLICK;
2133 else if (!strcasecmp(parameter[1], "slime"))
2134 shader.surfaceparms |= Q3SURFACEPARM_SLIME;
2135 else if (!strcasecmp(parameter[1], "structural"))
2136 shader.surfaceparms |= Q3SURFACEPARM_STRUCTURAL;
2137 else if (!strcasecmp(parameter[1], "trans"))
2138 shader.surfaceparms |= Q3SURFACEPARM_TRANS;
2139 else if (!strcasecmp(parameter[1], "water"))
2140 shader.surfaceparms |= Q3SURFACEPARM_WATER;
2141 else if (!strcasecmp(parameter[1], "pointlight"))
2142 shader.surfaceparms |= Q3SURFACEPARM_POINTLIGHT;
2143 else if (!strcasecmp(parameter[1], "antiportal"))
2144 shader.surfaceparms |= Q3SURFACEPARM_ANTIPORTAL;
2145 else if (!strcasecmp(parameter[1], "skip"))
2146 ; // shader.surfaceparms |= Q3SURFACEPARM_SKIP; FIXME we don't have enough #defines for this any more, and the engine doesn't need this one anyway
2149 // try custom surfaceparms
2150 for (j = 0; j < numcustsurfaceflags; j++)
2152 if (!strcasecmp(custsurfaceparmnames[j], parameter[1]))
2154 shader.surfaceflags |= custsurfaceflags[j];
2159 if (j == numcustsurfaceflags)
2160 Con_DPrintf("%s parsing warning: unknown surfaceparm \"%s\"\n", search->filenames[fileindex], parameter[1]);
2163 else if (!strcasecmp(parameter[0], "dpshadow"))
2164 shader.dpshadow = true;
2165 else if (!strcasecmp(parameter[0], "dpnoshadow"))
2166 shader.dpnoshadow = true;
2167 else if (!strcasecmp(parameter[0], "dpnortlight"))
2168 shader.dpnortlight = true;
2169 else if (!strcasecmp(parameter[0], "dpreflectcube"))
2170 strlcpy(shader.dpreflectcube, parameter[1], sizeof(shader.dpreflectcube));
2171 else if (!strcasecmp(parameter[0], "dpmeshcollisions"))
2172 shader.dpmeshcollisions = true;
2173 // this sets dpshaderkill to true if dpshaderkillifcvarzero was used, and to false if dpnoshaderkillifcvarzero was used
2174 else if (((dpshaderkill = !strcasecmp(parameter[0], "dpshaderkillifcvarzero")) || !strcasecmp(parameter[0], "dpnoshaderkillifcvarzero")) && numparameters >= 2)
2176 if (Cvar_VariableValue(parameter[1]) == 0.0f)
2177 shader.dpshaderkill = dpshaderkill;
2179 // this sets dpshaderkill to true if dpshaderkillifcvar was used, and to false if dpnoshaderkillifcvar was used
2180 else if (((dpshaderkill = !strcasecmp(parameter[0], "dpshaderkillifcvar")) || !strcasecmp(parameter[0], "dpnoshaderkillifcvar")) && numparameters >= 2)
2182 const char *op = NULL;
2183 if (numparameters >= 3)
2187 if (Cvar_VariableValue(parameter[1]) != 0.0f)
2188 shader.dpshaderkill = dpshaderkill;
2190 else if (numparameters >= 4 && !strcmp(op, "=="))
2192 if (Cvar_VariableValue(parameter[1]) == atof(parameter[3]))
2193 shader.dpshaderkill = dpshaderkill;
2195 else if (numparameters >= 4 && !strcmp(op, "!="))
2197 if (Cvar_VariableValue(parameter[1]) != atof(parameter[3]))
2198 shader.dpshaderkill = dpshaderkill;
2200 else if (numparameters >= 4 && !strcmp(op, ">"))
2202 if (Cvar_VariableValue(parameter[1]) > atof(parameter[3]))
2203 shader.dpshaderkill = dpshaderkill;
2205 else if (numparameters >= 4 && !strcmp(op, "<"))
2207 if (Cvar_VariableValue(parameter[1]) < atof(parameter[3]))
2208 shader.dpshaderkill = dpshaderkill;
2210 else if (numparameters >= 4 && !strcmp(op, ">="))
2212 if (Cvar_VariableValue(parameter[1]) >= atof(parameter[3]))
2213 shader.dpshaderkill = dpshaderkill;
2215 else if (numparameters >= 4 && !strcmp(op, "<="))
2217 if (Cvar_VariableValue(parameter[1]) <= atof(parameter[3]))
2218 shader.dpshaderkill = dpshaderkill;
2222 Con_DPrintf("%s parsing warning: unknown dpshaderkillifcvar op \"%s\", or not enough arguments\n", search->filenames[fileindex], op);
2225 else if (!strcasecmp(parameter[0], "sky") && numparameters >= 2)
2227 // some q3 skies don't have the sky parm set
2228 shader.surfaceparms |= Q3SURFACEPARM_SKY;
2229 strlcpy(shader.skyboxname, parameter[1], sizeof(shader.skyboxname));
2231 else if (!strcasecmp(parameter[0], "skyparms") && numparameters >= 2)
2233 // some q3 skies don't have the sky parm set
2234 shader.surfaceparms |= Q3SURFACEPARM_SKY;
2235 if (!atoi(parameter[1]) && strcasecmp(parameter[1], "-"))
2236 strlcpy(shader.skyboxname, parameter[1], sizeof(shader.skyboxname));
2238 else if (!strcasecmp(parameter[0], "cull") && numparameters >= 2)
2240 if (!strcasecmp(parameter[1], "disable") || !strcasecmp(parameter[1], "none") || !strcasecmp(parameter[1], "twosided"))
2241 shader.textureflags |= Q3TEXTUREFLAG_TWOSIDED;
2243 else if (!strcasecmp(parameter[0], "nomipmaps"))
2244 shader.surfaceparms |= Q3SURFACEPARM_NOMIPMAPS;
2245 else if (!strcasecmp(parameter[0], "nopicmip"))
2246 shader.textureflags |= Q3TEXTUREFLAG_NOPICMIP;
2247 else if (!strcasecmp(parameter[0], "polygonoffset"))
2248 shader.textureflags |= Q3TEXTUREFLAG_POLYGONOFFSET;
2249 else if (!strcasecmp(parameter[0], "dppolygonoffset"))
2251 shader.textureflags |= Q3TEXTUREFLAG_POLYGONOFFSET;
2252 if(numparameters >= 2)
2254 shader.biaspolygonfactor = atof(parameter[1]);
2255 if(numparameters >= 3)
2256 shader.biaspolygonoffset = atof(parameter[2]);
2258 shader.biaspolygonoffset = 0;
2261 else if (!strcasecmp(parameter[0], "dptransparentsort") && numparameters >= 2)
2263 shader.textureflags |= Q3TEXTUREFLAG_TRANSPARENTSORT;
2264 if (!strcasecmp(parameter[1], "sky"))
2265 shader.transparentsort = TRANSPARENTSORT_SKY;
2266 else if (!strcasecmp(parameter[1], "distance"))
2267 shader.transparentsort = TRANSPARENTSORT_DISTANCE;
2268 else if (!strcasecmp(parameter[1], "hud"))
2269 shader.transparentsort = TRANSPARENTSORT_HUD;
2271 Con_DPrintf("%s parsing warning: unknown dptransparentsort category \"%s\", or not enough arguments\n", search->filenames[fileindex], parameter[1]);
2273 else if (!strcasecmp(parameter[0], "dprefract") && numparameters >= 5)
2275 shader.textureflags |= Q3TEXTUREFLAG_REFRACTION;
2276 shader.refractfactor = atof(parameter[1]);
2277 Vector4Set(shader.refractcolor4f, atof(parameter[2]), atof(parameter[3]), atof(parameter[4]), 1);
2279 else if (!strcasecmp(parameter[0], "dpreflect") && numparameters >= 6)
2281 shader.textureflags |= Q3TEXTUREFLAG_REFLECTION;
2282 shader.reflectfactor = atof(parameter[1]);
2283 Vector4Set(shader.reflectcolor4f, atof(parameter[2]), atof(parameter[3]), atof(parameter[4]), atof(parameter[5]));
2285 else if (!strcasecmp(parameter[0], "dpcamera"))
2287 shader.textureflags |= Q3TEXTUREFLAG_CAMERA;
2289 else if (!strcasecmp(parameter[0], "dpwater") && numparameters >= 12)
2291 shader.textureflags |= Q3TEXTUREFLAG_WATERSHADER;
2292 shader.reflectmin = atof(parameter[1]);
2293 shader.reflectmax = atof(parameter[2]);
2294 shader.refractfactor = atof(parameter[3]);
2295 shader.reflectfactor = atof(parameter[4]);
2296 Vector4Set(shader.refractcolor4f, atof(parameter[5]), atof(parameter[6]), atof(parameter[7]), 1);
2297 Vector4Set(shader.reflectcolor4f, atof(parameter[8]), atof(parameter[9]), atof(parameter[10]), 1);
2298 shader.r_water_wateralpha = atof(parameter[11]);
2300 else if (!strcasecmp(parameter[0], "dpwaterscroll") && numparameters >= 3)
2302 shader.r_water_waterscroll[0] = 1/atof(parameter[1]);
2303 shader.r_water_waterscroll[1] = 1/atof(parameter[2]);
2305 else if (!strcasecmp(parameter[0], "dpglossintensitymod") && numparameters >= 2)
2307 shader.specularscalemod = atof(parameter[1]);
2309 else if (!strcasecmp(parameter[0], "dpglossexponentmod") && numparameters >= 2)
2311 shader.specularpowermod = atof(parameter[1]);
2313 else if (!strcasecmp(parameter[0], "dprtlightambient") && numparameters >= 2)
2315 shader.rtlightambient = atof(parameter[1]);
2317 else if (!strcasecmp(parameter[0], "dpoffsetmapping") && numparameters >= 2)
2319 if (!strcasecmp(parameter[1], "disable") || !strcasecmp(parameter[1], "none") || !strcasecmp(parameter[1], "off"))
2320 shader.offsetmapping = OFFSETMAPPING_OFF;
2321 else if (!strcasecmp(parameter[1], "default") || !strcasecmp(parameter[1], "normal"))
2322 shader.offsetmapping = OFFSETMAPPING_DEFAULT;
2323 else if (!strcasecmp(parameter[1], "linear"))
2324 shader.offsetmapping = OFFSETMAPPING_LINEAR;
2325 else if (!strcasecmp(parameter[1], "relief"))
2326 shader.offsetmapping = OFFSETMAPPING_RELIEF;
2327 if (numparameters >= 3)
2328 shader.offsetscale = atof(parameter[2]);
2329 if (numparameters >= 5)
2331 if(!strcasecmp(parameter[3], "bias"))
2332 shader.offsetbias = atof(parameter[4]);
2333 else if(!strcasecmp(parameter[3], "match"))
2334 shader.offsetbias = 1.0f - atof(parameter[4]);
2335 else if(!strcasecmp(parameter[3], "match8"))
2336 shader.offsetbias = 1.0f - atof(parameter[4]) / 255.0f;
2337 else if(!strcasecmp(parameter[3], "match16"))
2338 shader.offsetbias = 1.0f - atof(parameter[4]) / 65535.0f;
2341 else if (!strcasecmp(parameter[0], "deformvertexes") && numparameters >= 2)
2344 for (deformindex = 0;deformindex < Q3MAXDEFORMS;deformindex++)
2345 if (!shader.deforms[deformindex].deform)
2347 if (deformindex < Q3MAXDEFORMS)
2349 for (i = 0;i < numparameters - 2 && i < Q3DEFORM_MAXPARMS;i++)
2350 shader.deforms[deformindex].parms[i] = atof(parameter[i+2]);
2351 if (!strcasecmp(parameter[1], "projectionshadow")) shader.deforms[deformindex].deform = Q3DEFORM_PROJECTIONSHADOW;
2352 else if (!strcasecmp(parameter[1], "autosprite" )) shader.deforms[deformindex].deform = Q3DEFORM_AUTOSPRITE;
2353 else if (!strcasecmp(parameter[1], "autosprite2" )) shader.deforms[deformindex].deform = Q3DEFORM_AUTOSPRITE2;
2354 else if (!strcasecmp(parameter[1], "text0" )) shader.deforms[deformindex].deform = Q3DEFORM_TEXT0;
2355 else if (!strcasecmp(parameter[1], "text1" )) shader.deforms[deformindex].deform = Q3DEFORM_TEXT1;
2356 else if (!strcasecmp(parameter[1], "text2" )) shader.deforms[deformindex].deform = Q3DEFORM_TEXT2;
2357 else if (!strcasecmp(parameter[1], "text3" )) shader.deforms[deformindex].deform = Q3DEFORM_TEXT3;
2358 else if (!strcasecmp(parameter[1], "text4" )) shader.deforms[deformindex].deform = Q3DEFORM_TEXT4;
2359 else if (!strcasecmp(parameter[1], "text5" )) shader.deforms[deformindex].deform = Q3DEFORM_TEXT5;
2360 else if (!strcasecmp(parameter[1], "text6" )) shader.deforms[deformindex].deform = Q3DEFORM_TEXT6;
2361 else if (!strcasecmp(parameter[1], "text7" )) shader.deforms[deformindex].deform = Q3DEFORM_TEXT7;
2362 else if (!strcasecmp(parameter[1], "bulge" )) shader.deforms[deformindex].deform = Q3DEFORM_BULGE;
2363 else if (!strcasecmp(parameter[1], "normal" )) shader.deforms[deformindex].deform = Q3DEFORM_NORMAL;
2364 else if (!strcasecmp(parameter[1], "wave" ))
2366 shader.deforms[deformindex].deform = Q3DEFORM_WAVE;
2367 shader.deforms[deformindex].wavefunc = Mod_LoadQ3Shaders_EnumerateWaveFunc(parameter[3]);
2368 for (i = 0;i < numparameters - 4 && i < Q3WAVEPARMS;i++)
2369 shader.deforms[deformindex].waveparms[i] = atof(parameter[i+4]);
2371 else if (!strcasecmp(parameter[1], "move" ))
2373 shader.deforms[deformindex].deform = Q3DEFORM_MOVE;
2374 shader.deforms[deformindex].wavefunc = Mod_LoadQ3Shaders_EnumerateWaveFunc(parameter[5]);
2375 for (i = 0;i < numparameters - 6 && i < Q3WAVEPARMS;i++)
2376 shader.deforms[deformindex].waveparms[i] = atof(parameter[i+6]);
2381 // hide this shader if a cvar said it should be killed
2382 if (shader.dpshaderkill)
2383 shader.numlayers = 0;
2384 // fix up multiple reflection types
2385 if(shader.textureflags & Q3TEXTUREFLAG_WATERSHADER)
2386 shader.textureflags &= ~(Q3TEXTUREFLAG_REFRACTION | Q3TEXTUREFLAG_REFLECTION | Q3TEXTUREFLAG_CAMERA);
2388 Q3Shader_AddToHash (&shader);
2392 FS_FreeSearch(search);
2393 // free custinfoparm values
2394 for (j = 0; j < numcustsurfaceflags; j++)
2395 Mem_Free(custsurfaceparmnames[j]);
2398 q3shaderinfo_t *Mod_LookupQ3Shader(const char *name)
2400 unsigned short hash;
2401 q3shader_hash_entry_t* entry;
2403 Mod_LoadQ3Shaders();
2404 hash = CRC_Block_CaseInsensitive ((const unsigned char *)name, strlen (name));
2405 entry = q3shader_data->hash + (hash % Q3SHADER_HASH_SIZE);
2406 while (entry != NULL)
2408 if (strcasecmp (entry->shader.name, name) == 0)
2409 return &entry->shader;
2410 entry = entry->chain;
2415 texture_shaderpass_t *Mod_CreateShaderPass(skinframe_t *skinframe)
2417 texture_shaderpass_t *shaderpass = (texture_shaderpass_t *)Mem_Alloc(loadmodel->mempool, sizeof(*shaderpass));
2418 shaderpass->framerate = 0.0f;
2419 shaderpass->numframes = 1;
2420 shaderpass->blendfunc[0] = GL_ONE;
2421 shaderpass->blendfunc[1] = GL_ZERO;
2422 shaderpass->rgbgen.rgbgen = Q3RGBGEN_IDENTITY;
2423 shaderpass->alphagen.alphagen = Q3ALPHAGEN_IDENTITY;
2424 shaderpass->alphatest = false;
2425 shaderpass->tcgen.tcgen = Q3TCGEN_TEXTURE;
2426 shaderpass->skinframes[0] = skinframe;
2430 texture_shaderpass_t *Mod_CreateShaderPassFromQ3ShaderLayer(q3shaderinfo_layer_t *layer, int layerindex, int texflags, const char *texturename)
2433 texture_shaderpass_t *shaderpass = (texture_shaderpass_t *)Mem_Alloc(loadmodel->mempool, sizeof(*shaderpass));
2434 shaderpass->alphatest = layer->alphatest != 0;
2435 shaderpass->framerate = layer->framerate;
2436 shaderpass->numframes = layer->numframes;
2437 shaderpass->blendfunc[0] = layer->blendfunc[0];
2438 shaderpass->blendfunc[1] = layer->blendfunc[1];
2439 shaderpass->rgbgen = layer->rgbgen;
2440 shaderpass->alphagen = layer->alphagen;
2441 shaderpass->tcgen = layer->tcgen;
2442 for (j = 0; j < Q3MAXTCMODS && layer->tcmods[j].tcmod != Q3TCMOD_NONE; j++)
2443 shaderpass->tcmods[j] = layer->tcmods[j];
2444 for (j = 0; j < layer->numframes; j++)
2446 if (cls.state == ca_dedicated)
2448 shaderpass->skinframes[j] = NULL;
2450 else if (!(shaderpass->skinframes[j] = R_SkinFrame_LoadExternal(layer->texturename[j], texflags, false)))
2452 Con_Printf("^1%s:^7 could not load texture ^3\"%s\"^7 (frame %i) for layer %i of shader ^2\"%s\"\n", loadmodel->name, layer->texturename[j], j, layerindex, texturename);
2453 shaderpass->skinframes[j] = R_SkinFrame_LoadMissing();
2459 qboolean Mod_LoadTextureFromQ3Shader(texture_t *texture, const char *name, qboolean warnmissing, qboolean fallback, int defaulttexflags)
2461 int texflagsmask, texflagsor;
2462 qboolean success = true;
2463 q3shaderinfo_t *shader;
2466 strlcpy(texture->name, name, sizeof(texture->name));
2467 texture->basealpha = 1.0f;
2468 shader = name[0] ? Mod_LookupQ3Shader(name) : NULL;
2471 if(!(defaulttexflags & TEXF_PICMIP))
2472 texflagsmask &= ~TEXF_PICMIP;
2473 if(!(defaulttexflags & TEXF_COMPRESS))
2474 texflagsmask &= ~TEXF_COMPRESS;
2476 if(defaulttexflags & TEXF_ISWORLD)
2477 texflagsor |= TEXF_ISWORLD;
2478 if(defaulttexflags & TEXF_ISSPRITE)
2479 texflagsor |= TEXF_ISSPRITE;
2480 // unless later loaded from the shader
2481 texture->offsetmapping = (mod_noshader_default_offsetmapping.value) ? OFFSETMAPPING_DEFAULT : OFFSETMAPPING_OFF;
2482 texture->offsetscale = 1;
2483 texture->offsetbias = 0;
2484 texture->specularscalemod = 1;
2485 texture->specularpowermod = 1;
2486 texture->rtlightambient = 0;
2487 texture->transparentsort = TRANSPARENTSORT_DISTANCE;
2488 // WHEN ADDING DEFAULTS HERE, REMEMBER TO PUT DEFAULTS IN ALL LOADERS
2489 // JUST GREP FOR "specularscalemod = 1".
2493 if (developer_loading.integer)
2494 Con_Printf("%s: loaded shader for %s\n", loadmodel->name, name);
2496 // allow disabling of picmip or compression by defaulttexflags
2497 texture->textureflags = (shader->textureflags & texflagsmask) | texflagsor;
2499 if (shader->surfaceparms & Q3SURFACEPARM_SKY)
2501 texture->basematerialflags = MATERIALFLAG_SKY | MATERIALFLAG_NOSHADOW;
2502 if (shader->skyboxname[0])
2504 // quake3 seems to append a _ to the skybox name, so this must do so as well
2505 dpsnprintf(loadmodel->brush.skybox, sizeof(loadmodel->brush.skybox), "%s_", shader->skyboxname);
2508 else if ((texture->surfaceflags & Q3SURFACEFLAG_NODRAW) || shader->numlayers == 0)
2509 texture->basematerialflags = MATERIALFLAG_NODRAW | MATERIALFLAG_NOSHADOW;
2511 texture->basematerialflags = MATERIALFLAG_WALL;
2513 if (shader->layers[0].alphatest)
2514 texture->basematerialflags |= MATERIALFLAG_ALPHATEST | MATERIALFLAG_NOSHADOW;
2515 if (shader->textureflags & Q3TEXTUREFLAG_TWOSIDED)
2516 texture->basematerialflags |= MATERIALFLAG_NOSHADOW | MATERIALFLAG_NOCULLFACE;
2517 if (shader->textureflags & Q3TEXTUREFLAG_POLYGONOFFSET)
2519 texture->biaspolygonoffset += shader->biaspolygonoffset;
2520 texture->biaspolygonfactor += shader->biaspolygonfactor;
2522 if (shader->textureflags & Q3TEXTUREFLAG_REFRACTION)
2523 texture->basematerialflags |= MATERIALFLAG_REFRACTION;
2524 if (shader->textureflags & Q3TEXTUREFLAG_REFLECTION)
2525 texture->basematerialflags |= MATERIALFLAG_REFLECTION;
2526 if (shader->textureflags & Q3TEXTUREFLAG_WATERSHADER)
2527 texture->basematerialflags |= MATERIALFLAG_WATERSHADER;
2528 if (shader->textureflags & Q3TEXTUREFLAG_CAMERA)
2529 texture->basematerialflags |= MATERIALFLAG_CAMERA;
2530 texture->customblendfunc[0] = GL_ONE;
2531 texture->customblendfunc[1] = GL_ZERO;
2532 texture->transparentsort = shader->transparentsort;
2533 if (shader->numlayers > 0)
2535 texture->customblendfunc[0] = shader->layers[0].blendfunc[0];
2536 texture->customblendfunc[1] = shader->layers[0].blendfunc[1];
2538 Q3 shader blendfuncs actually used in the game (* = supported by DP)
2539 * additive GL_ONE GL_ONE
2540 additive weird GL_ONE GL_SRC_ALPHA
2541 additive weird 2 GL_ONE GL_ONE_MINUS_SRC_ALPHA
2542 * alpha GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA
2543 alpha inverse GL_ONE_MINUS_SRC_ALPHA GL_SRC_ALPHA
2544 brighten GL_DST_COLOR GL_ONE
2545 brighten GL_ONE GL_SRC_COLOR
2546 brighten weird GL_DST_COLOR GL_ONE_MINUS_DST_ALPHA
2547 brighten weird 2 GL_DST_COLOR GL_SRC_ALPHA
2548 * modulate GL_DST_COLOR GL_ZERO
2549 * modulate GL_ZERO GL_SRC_COLOR
2550 modulate inverse GL_ZERO GL_ONE_MINUS_SRC_COLOR
2551 modulate inverse alpha GL_ZERO GL_SRC_ALPHA
2552 modulate weird inverse GL_ONE_MINUS_DST_COLOR GL_ZERO
2553 * modulate x2 GL_DST_COLOR GL_SRC_COLOR
2554 * no blend GL_ONE GL_ZERO
2555 nothing GL_ZERO GL_ONE
2557 // if not opaque, figure out what blendfunc to use
2558 if (shader->layers[0].blendfunc[0] != GL_ONE || shader->layers[0].blendfunc[1] != GL_ZERO)
2560 if (shader->layers[0].blendfunc[0] == GL_ONE && shader->layers[0].blendfunc[1] == GL_ONE)
2561 texture->basematerialflags |= MATERIALFLAG_ADD | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
2562 else if (shader->layers[0].blendfunc[0] == GL_SRC_ALPHA && shader->layers[0].blendfunc[1] == GL_ONE)
2563 texture->basematerialflags |= MATERIALFLAG_ADD | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
2564 else if (shader->layers[0].blendfunc[0] == GL_SRC_ALPHA && shader->layers[0].blendfunc[1] == GL_ONE_MINUS_SRC_ALPHA)
2565 texture->basematerialflags |= MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
2567 texture->basematerialflags |= MATERIALFLAG_CUSTOMBLEND | MATERIALFLAG_FULLBRIGHT | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
2570 if (!shader->lighting)
2571 texture->basematerialflags |= MATERIALFLAG_FULLBRIGHT;
2573 // here be dragons: convert quake3 shaders to material
2574 if (shader->numlayers > 0)
2577 int terrainbackgroundlayer = -1;
2578 int lightmaplayer = -1;
2579 int alphagenspecularlayer = -1;
2580 int rgbgenvertexlayer = -1;
2581 int rgbgendiffuselayer = -1;
2582 int materiallayer = -1;
2583 int endofprelayers = 0;
2584 int firstpostlayer = 0;
2585 int shaderpassindex = 0;
2586 for (i = 0; i < shader->numlayers; i++)
2588 if (shader->layers[i].texturename != NULL && !strcasecmp(shader->layers[i].texturename[0], "$lightmap"))
2590 if (shader->layers[i].rgbgen.rgbgen == Q3RGBGEN_VERTEX)
2591 rgbgenvertexlayer = i;
2592 if (shader->layers[i].rgbgen.rgbgen == Q3RGBGEN_LIGHTINGDIFFUSE)
2593 rgbgendiffuselayer = i;
2594 if (shader->layers[i].alphagen.alphagen == Q3ALPHAGEN_LIGHTINGSPECULAR)
2595 alphagenspecularlayer = i;
2597 if (shader->numlayers >= 2
2598 && shader->layers[1].alphagen.alphagen == Q3ALPHAGEN_VERTEX
2599 && (shader->layers[0].blendfunc[0] == GL_ONE && shader->layers[0].blendfunc[1] == GL_ZERO && !shader->layers[0].alphatest)
2600 && ((shader->layers[1].blendfunc[0] == GL_SRC_ALPHA && shader->layers[1].blendfunc[1] == GL_ONE_MINUS_SRC_ALPHA)
2601 || (shader->layers[1].blendfunc[0] == GL_ONE && shader->layers[1].blendfunc[1] == GL_ZERO && shader->layers[1].alphatest)))
2603 // terrain blend or certain other effects involving alphatest over a regular layer
2604 terrainbackgroundlayer = 0;
2606 // terrain may be vertex lit (in which case both layers are rgbGen vertex) or lightmapped (in which ase the third layer is lightmap)
2607 firstpostlayer = lightmaplayer >= 0 ? lightmaplayer + 1 : materiallayer + 1;
2609 else if (lightmaplayer == 0)
2611 // ordinary texture but with $lightmap before diffuse
2613 firstpostlayer = lightmaplayer + 2;
2615 else if (lightmaplayer >= 1)
2617 // ordinary texture - we don't properly apply lighting to the prelayers, but oh well...
2618 endofprelayers = lightmaplayer - 1;
2619 materiallayer = lightmaplayer - 1;
2620 firstpostlayer = lightmaplayer + 1;
2622 else if (rgbgenvertexlayer >= 0)
2624 // map models with baked lighting
2625 materiallayer = rgbgenvertexlayer;
2626 endofprelayers = rgbgenvertexlayer;
2627 firstpostlayer = rgbgenvertexlayer + 1;
2629 else if (rgbgendiffuselayer >= 0)
2631 // entity models with dynamic lighting
2632 materiallayer = rgbgendiffuselayer;
2633 endofprelayers = rgbgendiffuselayer;
2634 firstpostlayer = rgbgendiffuselayer + 1;
2635 // player models often have specular as a pass after diffuse - we don't currently make use of that specular texture (would need to meld it into the skinframe)...
2636 if (alphagenspecularlayer >= 0)
2637 firstpostlayer = alphagenspecularlayer + 1;
2641 // special effects shaders - treat first as primary layer and do everything else as post
2646 // convert the main material layer
2647 // FIXME: if alphagenspecularlayer is used, we should pass a specular texture name to R_SkinFrame_LoadExternal and have it load that texture instead of the assumed name for _gloss texture
2648 if (materiallayer >= 0)
2649 texture->materialshaderpass = texture->shaderpasses[shaderpassindex++] = Mod_CreateShaderPassFromQ3ShaderLayer(&shader->layers[materiallayer], materiallayer, (shader->layers[materiallayer].texflags & texflagsmask) | texflagsor, texture->name);
2650 // convert the terrain background blend layer (if any)
2651 if (terrainbackgroundlayer >= 0)
2652 texture->backgroundshaderpass = texture->shaderpasses[shaderpassindex++] = Mod_CreateShaderPassFromQ3ShaderLayer(&shader->layers[terrainbackgroundlayer], terrainbackgroundlayer, (shader->layers[terrainbackgroundlayer].texflags & texflagsmask) | texflagsor, texture->name);
2653 // convert the prepass layers (if any)
2654 texture->startpreshaderpass = shaderpassindex;
2655 for (i = 0; i < endofprelayers; i++)
2656 texture->shaderpasses[shaderpassindex++] = Mod_CreateShaderPassFromQ3ShaderLayer(&shader->layers[i], i, (shader->layers[i].texflags & texflagsmask) | texflagsor, texture->name);
2657 texture->endpreshaderpass = shaderpassindex;
2658 texture->startpostshaderpass = shaderpassindex;
2659 // convert the postpass layers (if any)
2660 for (i = firstpostlayer; i < shader->numlayers; i++)
2661 texture->shaderpasses[shaderpassindex++] = Mod_CreateShaderPassFromQ3ShaderLayer(&shader->layers[i], i, (shader->layers[i].texflags & texflagsmask) | texflagsor, texture->name);
2662 texture->startpostshaderpass = shaderpassindex;
2665 if (shader->dpshadow)
2666 texture->basematerialflags &= ~MATERIALFLAG_NOSHADOW;
2667 if (shader->dpnoshadow)
2668 texture->basematerialflags |= MATERIALFLAG_NOSHADOW;
2669 if (shader->dpnortlight)
2670 texture->basematerialflags |= MATERIALFLAG_NORTLIGHT;
2671 if (shader->vertexalpha)
2672 texture->basematerialflags |= MATERIALFLAG_ALPHAGEN_VERTEX;
2673 memcpy(texture->deforms, shader->deforms, sizeof(texture->deforms));
2674 texture->reflectmin = shader->reflectmin;
2675 texture->reflectmax = shader->reflectmax;
2676 texture->refractfactor = shader->refractfactor;
2677 Vector4Copy(shader->refractcolor4f, texture->refractcolor4f);
2678 texture->reflectfactor = shader->reflectfactor;
2679 Vector4Copy(shader->reflectcolor4f, texture->reflectcolor4f);
2680 texture->r_water_wateralpha = shader->r_water_wateralpha;
2681 Vector2Copy(shader->r_water_waterscroll, texture->r_water_waterscroll);
2682 texture->offsetmapping = shader->offsetmapping;
2683 texture->offsetscale = shader->offsetscale;
2684 texture->offsetbias = shader->offsetbias;
2685 texture->specularscalemod = shader->specularscalemod;
2686 texture->specularpowermod = shader->specularpowermod;
2687 texture->rtlightambient = shader->rtlightambient;
2688 if (shader->dpreflectcube[0])
2689 texture->reflectcubetexture = R_GetCubemap(shader->dpreflectcube);
2691 // set up default supercontents (on q3bsp this is overridden by the q3bsp loader)
2692 texture->supercontents = SUPERCONTENTS_SOLID | SUPERCONTENTS_OPAQUE;
2693 if (shader->surfaceparms & Q3SURFACEPARM_LAVA ) texture->supercontents = SUPERCONTENTS_LAVA ;
2694 if (shader->surfaceparms & Q3SURFACEPARM_SLIME ) texture->supercontents = SUPERCONTENTS_SLIME ;
2695 if (shader->surfaceparms & Q3SURFACEPARM_WATER ) texture->supercontents = SUPERCONTENTS_WATER ;
2696 if (shader->surfaceparms & Q3SURFACEPARM_NONSOLID ) texture->supercontents = 0 ;
2697 if (shader->surfaceparms & Q3SURFACEPARM_PLAYERCLIP ) texture->supercontents = SUPERCONTENTS_PLAYERCLIP ;
2698 if (shader->surfaceparms & Q3SURFACEPARM_BOTCLIP ) texture->supercontents = SUPERCONTENTS_MONSTERCLIP ;
2699 if (shader->surfaceparms & Q3SURFACEPARM_SKY ) texture->supercontents = SUPERCONTENTS_SKY ;
2701 // if (shader->surfaceparms & Q3SURFACEPARM_ALPHASHADOW ) texture->supercontents |= SUPERCONTENTS_ALPHASHADOW ;
2702 // if (shader->surfaceparms & Q3SURFACEPARM_AREAPORTAL ) texture->supercontents |= SUPERCONTENTS_AREAPORTAL ;
2703 // if (shader->surfaceparms & Q3SURFACEPARM_CLUSTERPORTAL) texture->supercontents |= SUPERCONTENTS_CLUSTERPORTAL;
2704 // if (shader->surfaceparms & Q3SURFACEPARM_DETAIL ) texture->supercontents |= SUPERCONTENTS_DETAIL ;
2705 if (shader->surfaceparms & Q3SURFACEPARM_DONOTENTER ) texture->supercontents |= SUPERCONTENTS_DONOTENTER ;
2706 // if (shader->surfaceparms & Q3SURFACEPARM_FOG ) texture->supercontents |= SUPERCONTENTS_FOG ;
2707 if (shader->surfaceparms & Q3SURFACEPARM_LAVA ) texture->supercontents |= SUPERCONTENTS_LAVA ;
2708 // if (shader->surfaceparms & Q3SURFACEPARM_LIGHTFILTER ) texture->supercontents |= SUPERCONTENTS_LIGHTFILTER ;
2709 // if (shader->surfaceparms & Q3SURFACEPARM_METALSTEPS ) texture->supercontents |= SUPERCONTENTS_METALSTEPS ;
2710 // if (shader->surfaceparms & Q3SURFACEPARM_NODAMAGE ) texture->supercontents |= SUPERCONTENTS_NODAMAGE ;
2711 // if (shader->surfaceparms & Q3SURFACEPARM_NODLIGHT ) texture->supercontents |= SUPERCONTENTS_NODLIGHT ;
2712 // if (shader->surfaceparms & Q3SURFACEPARM_NODRAW ) texture->supercontents |= SUPERCONTENTS_NODRAW ;
2713 if (shader->surfaceparms & Q3SURFACEPARM_NODROP ) texture->supercontents |= SUPERCONTENTS_NODROP ;
2714 // if (shader->surfaceparms & Q3SURFACEPARM_NOIMPACT ) texture->supercontents |= SUPERCONTENTS_NOIMPACT ;
2715 // if (shader->surfaceparms & Q3SURFACEPARM_NOLIGHTMAP ) texture->supercontents |= SUPERCONTENTS_NOLIGHTMAP ;
2716 // if (shader->surfaceparms & Q3SURFACEPARM_NOMARKS ) texture->supercontents |= SUPERCONTENTS_NOMARKS ;
2717 // if (shader->surfaceparms & Q3SURFACEPARM_NOMIPMAPS ) texture->supercontents |= SUPERCONTENTS_NOMIPMAPS ;
2718 if (shader->surfaceparms & Q3SURFACEPARM_NONSOLID ) texture->supercontents &=~SUPERCONTENTS_SOLID ;
2719 // if (shader->surfaceparms & Q3SURFACEPARM_ORIGIN ) texture->supercontents |= SUPERCONTENTS_ORIGIN ;
2720 if (shader->surfaceparms & Q3SURFACEPARM_PLAYERCLIP ) texture->supercontents |= SUPERCONTENTS_PLAYERCLIP ;
2721 if (shader->surfaceparms & Q3SURFACEPARM_SKY ) texture->supercontents |= SUPERCONTENTS_SKY ;
2722 // if (shader->surfaceparms & Q3SURFACEPARM_SLICK ) texture->supercontents |= SUPERCONTENTS_SLICK ;
2723 if (shader->surfaceparms & Q3SURFACEPARM_SLIME ) texture->supercontents |= SUPERCONTENTS_SLIME ;
2724 // if (shader->surfaceparms & Q3SURFACEPARM_STRUCTURAL ) texture->supercontents |= SUPERCONTENTS_STRUCTURAL ;
2725 // if (shader->surfaceparms & Q3SURFACEPARM_TRANS ) texture->supercontents |= SUPERCONTENTS_TRANS ;
2726 if (shader->surfaceparms & Q3SURFACEPARM_WATER ) texture->supercontents |= SUPERCONTENTS_WATER ;
2727 // if (shader->surfaceparms & Q3SURFACEPARM_POINTLIGHT ) texture->supercontents |= SUPERCONTENTS_POINTLIGHT ;
2728 // if (shader->surfaceparms & Q3SURFACEPARM_HINT ) texture->supercontents |= SUPERCONTENTS_HINT ;
2729 // if (shader->surfaceparms & Q3SURFACEPARM_DUST ) texture->supercontents |= SUPERCONTENTS_DUST ;
2730 if (shader->surfaceparms & Q3SURFACEPARM_BOTCLIP ) texture->supercontents |= SUPERCONTENTS_BOTCLIP | SUPERCONTENTS_MONSTERCLIP;
2731 // if (shader->surfaceparms & Q3SURFACEPARM_LIGHTGRID ) texture->supercontents |= SUPERCONTENTS_LIGHTGRID ;
2732 // if (shader->surfaceparms & Q3SURFACEPARM_ANTIPORTAL ) texture->supercontents |= SUPERCONTENTS_ANTIPORTAL ;
2734 texture->surfaceflags = shader->surfaceflags;
2735 if (shader->surfaceparms & Q3SURFACEPARM_ALPHASHADOW ) texture->surfaceflags |= Q3SURFACEFLAG_ALPHASHADOW ;
2736 // if (shader->surfaceparms & Q3SURFACEPARM_AREAPORTAL ) texture->surfaceflags |= Q3SURFACEFLAG_AREAPORTAL ;
2737 // if (shader->surfaceparms & Q3SURFACEPARM_CLUSTERPORTAL) texture->surfaceflags |= Q3SURFACEFLAG_CLUSTERPORTAL;
2738 // if (shader->surfaceparms & Q3SURFACEPARM_DETAIL ) texture->surfaceflags |= Q3SURFACEFLAG_DETAIL ;
2739 // if (shader->surfaceparms & Q3SURFACEPARM_DONOTENTER ) texture->surfaceflags |= Q3SURFACEFLAG_DONOTENTER ;
2740 // if (shader->surfaceparms & Q3SURFACEPARM_FOG ) texture->surfaceflags |= Q3SURFACEFLAG_FOG ;
2741 // if (shader->surfaceparms & Q3SURFACEPARM_LAVA ) texture->surfaceflags |= Q3SURFACEFLAG_LAVA ;
2742 if (shader->surfaceparms & Q3SURFACEPARM_LIGHTFILTER ) texture->surfaceflags |= Q3SURFACEFLAG_LIGHTFILTER ;
2743 if (shader->surfaceparms & Q3SURFACEPARM_METALSTEPS ) texture->surfaceflags |= Q3SURFACEFLAG_METALSTEPS ;
2744 if (shader->surfaceparms & Q3SURFACEPARM_NODAMAGE ) texture->surfaceflags |= Q3SURFACEFLAG_NODAMAGE ;
2745 if (shader->surfaceparms & Q3SURFACEPARM_NODLIGHT ) texture->surfaceflags |= Q3SURFACEFLAG_NODLIGHT ;
2746 if (shader->surfaceparms & Q3SURFACEPARM_NODRAW ) texture->surfaceflags |= Q3SURFACEFLAG_NODRAW ;
2747 // if (shader->surfaceparms & Q3SURFACEPARM_NODROP ) texture->surfaceflags |= Q3SURFACEFLAG_NODROP ;
2748 if (shader->surfaceparms & Q3SURFACEPARM_NOIMPACT ) texture->surfaceflags |= Q3SURFACEFLAG_NOIMPACT ;
2749 if (shader->surfaceparms & Q3SURFACEPARM_NOLIGHTMAP ) texture->surfaceflags |= Q3SURFACEFLAG_NOLIGHTMAP ;
2750 if (shader->surfaceparms & Q3SURFACEPARM_NOMARKS ) texture->surfaceflags |= Q3SURFACEFLAG_NOMARKS ;
2751 // if (shader->surfaceparms & Q3SURFACEPARM_NOMIPMAPS ) texture->surfaceflags |= Q3SURFACEFLAG_NOMIPMAPS ;
2752 if (shader->surfaceparms & Q3SURFACEPARM_NONSOLID ) texture->surfaceflags |= Q3SURFACEFLAG_NONSOLID ;
2753 // if (shader->surfaceparms & Q3SURFACEPARM_ORIGIN ) texture->surfaceflags |= Q3SURFACEFLAG_ORIGIN ;
2754 // if (shader->surfaceparms & Q3SURFACEPARM_PLAYERCLIP ) texture->surfaceflags |= Q3SURFACEFLAG_PLAYERCLIP ;
2755 if (shader->surfaceparms & Q3SURFACEPARM_SKY ) texture->surfaceflags |= Q3SURFACEFLAG_SKY ;
2756 if (shader->surfaceparms & Q3SURFACEPARM_SLICK ) texture->surfaceflags |= Q3SURFACEFLAG_SLICK ;
2757 // if (shader->surfaceparms & Q3SURFACEPARM_SLIME ) texture->surfaceflags |= Q3SURFACEFLAG_SLIME ;
2758 // if (shader->surfaceparms & Q3SURFACEPARM_STRUCTURAL ) texture->surfaceflags |= Q3SURFACEFLAG_STRUCTURAL ;
2759 // if (shader->surfaceparms & Q3SURFACEPARM_TRANS ) texture->surfaceflags |= Q3SURFACEFLAG_TRANS ;
2760 // if (shader->surfaceparms & Q3SURFACEPARM_WATER ) texture->surfaceflags |= Q3SURFACEFLAG_WATER ;
2761 if (shader->surfaceparms & Q3SURFACEPARM_POINTLIGHT ) texture->surfaceflags |= Q3SURFACEFLAG_POINTLIGHT ;
2762 if (shader->surfaceparms & Q3SURFACEPARM_HINT ) texture->surfaceflags |= Q3SURFACEFLAG_HINT ;
2763 if (shader->surfaceparms & Q3SURFACEPARM_DUST ) texture->surfaceflags |= Q3SURFACEFLAG_DUST ;
2764 // if (shader->surfaceparms & Q3SURFACEPARM_BOTCLIP ) texture->surfaceflags |= Q3SURFACEFLAG_BOTCLIP ;
2765 // if (shader->surfaceparms & Q3SURFACEPARM_LIGHTGRID ) texture->surfaceflags |= Q3SURFACEFLAG_LIGHTGRID ;
2766 // if (shader->surfaceparms & Q3SURFACEPARM_ANTIPORTAL ) texture->surfaceflags |= Q3SURFACEFLAG_ANTIPORTAL ;
2768 if (shader->dpmeshcollisions)
2769 texture->basematerialflags |= MATERIALFLAG_MESHCOLLISIONS;
2770 if (shader->dpshaderkill && developer_extra.integer)
2771 Con_DPrintf("^1%s:^7 killing shader ^3\"%s\" because of cvar\n", loadmodel->name, name);
2773 else if (!strcmp(texture->name, "noshader") || !texture->name[0])
2775 if (developer_extra.integer)
2776 Con_DPrintf("^1%s:^7 using fallback noshader material for ^3\"%s\"\n", loadmodel->name, name);
2777 texture->supercontents = SUPERCONTENTS_SOLID | SUPERCONTENTS_OPAQUE;
2779 else if (!strcmp(texture->name, "common/nodraw") || !strcmp(texture->name, "textures/common/nodraw"))
2781 if (developer_extra.integer)
2782 Con_DPrintf("^1%s:^7 using fallback nodraw material for ^3\"%s\"\n", loadmodel->name, name);
2783 texture->basematerialflags = MATERIALFLAG_NODRAW | MATERIALFLAG_NOSHADOW;
2784 texture->supercontents = SUPERCONTENTS_SOLID;
2788 if (developer_extra.integer)
2789 Con_DPrintf("^1%s:^7 No shader found for texture ^3\"%s\"\n", loadmodel->name, texture->name);
2790 if (texture->surfaceflags & Q3SURFACEFLAG_NODRAW)
2792 texture->basematerialflags |= MATERIALFLAG_NODRAW | MATERIALFLAG_NOSHADOW;
2793 texture->supercontents = SUPERCONTENTS_SOLID;
2795 else if (texture->surfaceflags & Q3SURFACEFLAG_SKY)
2797 texture->basematerialflags |= MATERIALFLAG_SKY | MATERIALFLAG_NOSHADOW;
2798 texture->supercontents = SUPERCONTENTS_SKY;
2802 texture->basematerialflags |= MATERIALFLAG_WALL;
2803 texture->supercontents = SUPERCONTENTS_SOLID | SUPERCONTENTS_OPAQUE;
2805 if(cls.state == ca_dedicated)
2807 texture->materialshaderpass = NULL;
2814 texture->materialshaderpass = texture->shaderpasses[0] = Mod_CreateShaderPass(R_SkinFrame_LoadExternal(texture->name, defaulttexflags, false));
2815 if (texture->materialshaderpass->skinframes[0])
2817 if (texture->materialshaderpass->skinframes[0]->hasalpha)
2818 texture->basematerialflags |= MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
2819 if (texture->q2contents)
2820 texture->supercontents = Mod_Q2BSP_SuperContentsFromNativeContents(loadmodel, texture->q2contents);
2827 if (!success && warnmissing)
2828 Con_Printf("^1%s:^7 could not load texture ^3\"%s\"\n", loadmodel->name, texture->name);
2831 // init the animation variables
2832 texture->currentframe = texture;
2833 if (!texture->materialshaderpass)
2834 texture->materialshaderpass = texture->shaderpasses[0] = Mod_CreateShaderPass(R_SkinFrame_LoadMissing());
2835 if (!texture->materialshaderpass->skinframes[0])
2836 texture->materialshaderpass->skinframes[0] = R_SkinFrame_LoadMissing();
2837 texture->currentskinframe = texture->materialshaderpass ? texture->materialshaderpass->skinframes[0] : NULL;
2838 texture->backgroundcurrentskinframe = texture->backgroundshaderpass ? texture->backgroundshaderpass->skinframes[0] : NULL;
2842 skinfile_t *Mod_LoadSkinFiles(void)
2844 int i, words, line, wordsoverflow;
2847 skinfile_t *skinfile = NULL, *first = NULL;
2848 skinfileitem_t *skinfileitem;
2849 char word[10][MAX_QPATH];
2854 U_bodyBox,models/players/Legoman/BikerA2.tga
2855 U_RArm,models/players/Legoman/BikerA1.tga
2856 U_LArm,models/players/Legoman/BikerA1.tga
2857 U_armor,common/nodraw
2858 U_sword,common/nodraw
2859 U_shield,common/nodraw
2860 U_homb,common/nodraw
2861 U_backpack,common/nodraw
2862 U_colcha,common/nodraw
2867 memset(word, 0, sizeof(word));
2868 for (i = 0;i < 256 && (data = text = (char *)FS_LoadFile(va(vabuf, sizeof(vabuf), "%s_%i.skin", loadmodel->name, i), tempmempool, true, NULL));i++)
2870 // If it's the first file we parse
2871 if (skinfile == NULL)
2873 skinfile = (skinfile_t *)Mem_Alloc(loadmodel->mempool, sizeof(skinfile_t));
2878 skinfile->next = (skinfile_t *)Mem_Alloc(loadmodel->mempool, sizeof(skinfile_t));
2879 skinfile = skinfile->next;
2881 skinfile->next = NULL;
2883 for(line = 0;;line++)
2886 if (!COM_ParseToken_QuakeC(&data, true))
2888 if (!strcmp(com_token, "\n"))
2891 wordsoverflow = false;
2895 strlcpy(word[words++], com_token, sizeof (word[0]));
2897 wordsoverflow = true;
2899 while (COM_ParseToken_QuakeC(&data, true) && strcmp(com_token, "\n"));
2902 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);
2905 // words is always >= 1
2906 if (!strcmp(word[0], "replace"))
2910 if (developer_loading.integer)
2911 Con_Printf("Mod_LoadSkinFiles: parsed mesh \"%s\" shader replacement \"%s\"\n", word[1], word[2]);
2912 skinfileitem = (skinfileitem_t *)Mem_Alloc(loadmodel->mempool, sizeof(skinfileitem_t));
2913 skinfileitem->next = skinfile->items;
2914 skinfile->items = skinfileitem;
2915 strlcpy (skinfileitem->name, word[1], sizeof (skinfileitem->name));
2916 strlcpy (skinfileitem->replacement, word[2], sizeof (skinfileitem->replacement));
2919 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]);
2921 else if (words >= 2 && !strncmp(word[0], "tag_", 4))
2923 // tag name, like "tag_weapon,"
2924 // not used for anything (not even in Quake3)
2926 else if (words >= 2 && !strcmp(word[1], ","))
2928 // mesh shader name, like "U_RArm,models/players/Legoman/BikerA1.tga"
2929 if (developer_loading.integer)
2930 Con_Printf("Mod_LoadSkinFiles: parsed mesh \"%s\" shader replacement \"%s\"\n", word[0], word[2]);
2931 skinfileitem = (skinfileitem_t *)Mem_Alloc(loadmodel->mempool, sizeof(skinfileitem_t));
2932 skinfileitem->next = skinfile->items;
2933 skinfile->items = skinfileitem;
2934 strlcpy (skinfileitem->name, word[0], sizeof (skinfileitem->name));
2935 strlcpy (skinfileitem->replacement, word[2], sizeof (skinfileitem->replacement));
2938 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);
2943 loadmodel->numskins = i;
2947 void Mod_FreeSkinFiles(skinfile_t *skinfile)
2950 skinfileitem_t *skinfileitem, *nextitem;
2951 for (;skinfile;skinfile = next)
2953 next = skinfile->next;
2954 for (skinfileitem = skinfile->items;skinfileitem;skinfileitem = nextitem)
2956 nextitem = skinfileitem->next;
2957 Mem_Free(skinfileitem);
2963 int Mod_CountSkinFiles(skinfile_t *skinfile)
2966 for (i = 0;skinfile;skinfile = skinfile->next, i++);
2970 void Mod_SnapVertices(int numcomponents, int numvertices, float *vertices, float snap)
2973 double isnap = 1.0 / snap;
2974 for (i = 0;i < numvertices*numcomponents;i++)
2975 vertices[i] = floor(vertices[i]*isnap)*snap;
2978 int Mod_RemoveDegenerateTriangles(int numtriangles, const int *inelement3i, int *outelement3i, const float *vertex3f)
2980 int i, outtriangles;
2981 float edgedir1[3], edgedir2[3], temp[3];
2982 // a degenerate triangle is one with no width (thickness, surface area)
2983 // these are characterized by having all 3 points colinear (along a line)
2984 // or having two points identical
2985 // the simplest check is to calculate the triangle's area
2986 for (i = 0, outtriangles = 0;i < numtriangles;i++, inelement3i += 3)
2988 // calculate first edge
2989 VectorSubtract(vertex3f + inelement3i[1] * 3, vertex3f + inelement3i[0] * 3, edgedir1);
2990 VectorSubtract(vertex3f + inelement3i[2] * 3, vertex3f + inelement3i[0] * 3, edgedir2);
2991 CrossProduct(edgedir1, edgedir2, temp);
2992 if (VectorLength2(temp) < 0.001f)
2993 continue; // degenerate triangle (no area)
2994 // valid triangle (has area)
2995 VectorCopy(inelement3i, outelement3i);
2999 return outtriangles;
3002 void Mod_VertexRangeFromElements(int numelements, const int *elements, int *firstvertexpointer, int *lastvertexpointer)
3005 int firstvertex, lastvertex;
3006 if (numelements > 0 && elements)
3008 firstvertex = lastvertex = elements[0];
3009 for (i = 1;i < numelements;i++)
3012 firstvertex = min(firstvertex, e);
3013 lastvertex = max(lastvertex, e);
3017 firstvertex = lastvertex = 0;
3018 if (firstvertexpointer)
3019 *firstvertexpointer = firstvertex;
3020 if (lastvertexpointer)
3021 *lastvertexpointer = lastvertex;
3024 void Mod_MakeSortedSurfaces(dp_model_t *mod)
3026 // make an optimal set of texture-sorted batches to draw...
3028 int *firstsurfacefortexture;
3029 int *numsurfacesfortexture;
3030 if (!mod->sortedmodelsurfaces)
3031 mod->sortedmodelsurfaces = (int *) Mem_Alloc(loadmodel->mempool, mod->nummodelsurfaces * sizeof(*mod->sortedmodelsurfaces));
3032 firstsurfacefortexture = (int *) Mem_Alloc(tempmempool, mod->num_textures * sizeof(*firstsurfacefortexture));
3033 numsurfacesfortexture = (int *) Mem_Alloc(tempmempool, mod->num_textures * sizeof(*numsurfacesfortexture));
3034 memset(numsurfacesfortexture, 0, mod->num_textures * sizeof(*numsurfacesfortexture));
3035 for (j = 0;j < mod->nummodelsurfaces;j++)
3037 const msurface_t *surface = mod->data_surfaces + j + mod->firstmodelsurface;
3038 t = (int)(surface->texture - mod->data_textures);
3039 numsurfacesfortexture[t]++;
3042 for (t = 0;t < mod->num_textures;t++)
3044 firstsurfacefortexture[t] = j;
3045 j += numsurfacesfortexture[t];
3047 for (j = 0;j < mod->nummodelsurfaces;j++)
3049 const msurface_t *surface = mod->data_surfaces + j + mod->firstmodelsurface;
3050 t = (int)(surface->texture - mod->data_textures);
3051 mod->sortedmodelsurfaces[firstsurfacefortexture[t]++] = j + mod->firstmodelsurface;
3053 Mem_Free(firstsurfacefortexture);
3054 Mem_Free(numsurfacesfortexture);
3057 void Mod_BuildVBOs(void)
3059 if (!loadmodel->surfmesh.num_vertices)
3062 if (gl_paranoid.integer && loadmodel->surfmesh.data_element3s && loadmodel->surfmesh.data_element3i)
3065 for (i = 0;i < loadmodel->surfmesh.num_triangles*3;i++)
3067 if (loadmodel->surfmesh.data_element3s[i] != loadmodel->surfmesh.data_element3i[i])
3069 Con_Printf("Mod_BuildVBOs: element %u is incorrect (%u should be %u)\n", i, loadmodel->surfmesh.data_element3s[i], loadmodel->surfmesh.data_element3i[i]);
3070 loadmodel->surfmesh.data_element3s[i] = loadmodel->surfmesh.data_element3i[i];
3075 // build r_vertexmesh_t array
3076 // (compressed interleaved array for D3D)
3077 if (!loadmodel->surfmesh.data_vertexmesh && vid.useinterleavedarrays)
3080 int numvertices = loadmodel->surfmesh.num_vertices;
3081 r_vertexmesh_t *vertexmesh;
3082 loadmodel->surfmesh.data_vertexmesh = vertexmesh = (r_vertexmesh_t*)Mem_Alloc(loadmodel->mempool, numvertices * sizeof(r_vertexmesh_t));
3083 for (vertexindex = 0;vertexindex < numvertices;vertexindex++, vertexmesh++)
3085 VectorCopy(loadmodel->surfmesh.data_vertex3f + 3*vertexindex, vertexmesh->vertex3f);
3086 VectorScale(loadmodel->surfmesh.data_svector3f + 3*vertexindex, 1.0f, vertexmesh->svector3f);
3087 VectorScale(loadmodel->surfmesh.data_tvector3f + 3*vertexindex, 1.0f, vertexmesh->tvector3f);
3088 VectorScale(loadmodel->surfmesh.data_normal3f + 3*vertexindex, 1.0f, vertexmesh->normal3f);
3089 if (loadmodel->surfmesh.data_lightmapcolor4f)
3090 Vector4Copy(loadmodel->surfmesh.data_lightmapcolor4f + 4*vertexindex, vertexmesh->color4f);
3091 Vector2Copy(loadmodel->surfmesh.data_texcoordtexture2f + 2*vertexindex, vertexmesh->texcoordtexture2f);
3092 if (loadmodel->surfmesh.data_texcoordlightmap2f)
3093 Vector2Scale(loadmodel->surfmesh.data_texcoordlightmap2f + 2*vertexindex, 1.0f, vertexmesh->texcoordlightmap2f);
3094 if (loadmodel->surfmesh.data_skeletalindex4ub)
3095 Vector4Copy(loadmodel->surfmesh.data_skeletalindex4ub + 4*vertexindex, vertexmesh->skeletalindex4ub);
3096 if (loadmodel->surfmesh.data_skeletalweight4ub)
3097 Vector4Copy(loadmodel->surfmesh.data_skeletalweight4ub + 4*vertexindex, vertexmesh->skeletalweight4ub);
3101 // upload short indices as a buffer
3102 if (loadmodel->surfmesh.data_element3s && !loadmodel->surfmesh.data_element3s_indexbuffer)
3103 loadmodel->surfmesh.data_element3s_indexbuffer = R_Mesh_CreateMeshBuffer(loadmodel->surfmesh.data_element3s, loadmodel->surfmesh.num_triangles * sizeof(short[3]), loadmodel->name, true, false, false, true);
3105 // upload int indices as a buffer
3106 if (loadmodel->surfmesh.data_element3i && !loadmodel->surfmesh.data_element3i_indexbuffer && !loadmodel->surfmesh.data_element3s)
3107 loadmodel->surfmesh.data_element3i_indexbuffer = R_Mesh_CreateMeshBuffer(loadmodel->surfmesh.data_element3i, loadmodel->surfmesh.num_triangles * sizeof(int[3]), loadmodel->name, true, false, false, false);
3109 // only build a vbo if one has not already been created (this is important for brush models which load specially)
3110 // vertex buffer is several arrays and we put them in the same buffer
3112 // is this wise? the texcoordtexture2f array is used with dynamic
3113 // vertex/svector/tvector/normal when rendering animated models, on the
3114 // other hand animated models don't use a lot of vertices anyway...
3115 if (!loadmodel->surfmesh.vbo_vertexbuffer && !vid.useinterleavedarrays)
3120 loadmodel->surfmesh.vbooffset_vertexmesh = size;if (loadmodel->surfmesh.data_vertexmesh ) size += loadmodel->surfmesh.num_vertices * sizeof(r_vertexmesh_t);
3121 loadmodel->surfmesh.vbooffset_vertex3f = size;if (loadmodel->surfmesh.data_vertex3f ) size += loadmodel->surfmesh.num_vertices * sizeof(float[3]);
3122 loadmodel->surfmesh.vbooffset_svector3f = size;if (loadmodel->surfmesh.data_svector3f ) size += loadmodel->surfmesh.num_vertices * sizeof(float[3]);
3123 loadmodel->surfmesh.vbooffset_tvector3f = size;if (loadmodel->surfmesh.data_tvector3f ) size += loadmodel->surfmesh.num_vertices * sizeof(float[3]);
3124 loadmodel->surfmesh.vbooffset_normal3f = size;if (loadmodel->surfmesh.data_normal3f ) size += loadmodel->surfmesh.num_vertices * sizeof(float[3]);
3125 loadmodel->surfmesh.vbooffset_texcoordtexture2f = size;if (loadmodel->surfmesh.data_texcoordtexture2f ) size += loadmodel->surfmesh.num_vertices * sizeof(float[2]);
3126 loadmodel->surfmesh.vbooffset_texcoordlightmap2f = size;if (loadmodel->surfmesh.data_texcoordlightmap2f) size += loadmodel->surfmesh.num_vertices * sizeof(float[2]);
3127 loadmodel->surfmesh.vbooffset_lightmapcolor4f = size;if (loadmodel->surfmesh.data_lightmapcolor4f ) size += loadmodel->surfmesh.num_vertices * sizeof(float[4]);
3128 loadmodel->surfmesh.vbooffset_skeletalindex4ub = size;if (loadmodel->surfmesh.data_skeletalindex4ub ) size += loadmodel->surfmesh.num_vertices * sizeof(unsigned char[4]);
3129 loadmodel->surfmesh.vbooffset_skeletalweight4ub = size;if (loadmodel->surfmesh.data_skeletalweight4ub ) size += loadmodel->surfmesh.num_vertices * sizeof(unsigned char[4]);
3130 mem = (unsigned char *)Mem_Alloc(tempmempool, size);
3131 if (loadmodel->surfmesh.data_vertexmesh ) memcpy(mem + loadmodel->surfmesh.vbooffset_vertexmesh , loadmodel->surfmesh.data_vertexmesh , loadmodel->surfmesh.num_vertices * sizeof(r_vertexmesh_t));
3132 if (loadmodel->surfmesh.data_vertex3f ) memcpy(mem + loadmodel->surfmesh.vbooffset_vertex3f , loadmodel->surfmesh.data_vertex3f , loadmodel->surfmesh.num_vertices * sizeof(float[3]));
3133 if (loadmodel->surfmesh.data_svector3f ) memcpy(mem + loadmodel->surfmesh.vbooffset_svector3f , loadmodel->surfmesh.data_svector3f , loadmodel->surfmesh.num_vertices * sizeof(float[3]));
3134 if (loadmodel->surfmesh.data_tvector3f ) memcpy(mem + loadmodel->surfmesh.vbooffset_tvector3f , loadmodel->surfmesh.data_tvector3f , loadmodel->surfmesh.num_vertices * sizeof(float[3]));
3135 if (loadmodel->surfmesh.data_normal3f ) memcpy(mem + loadmodel->surfmesh.vbooffset_normal3f , loadmodel->surfmesh.data_normal3f , loadmodel->surfmesh.num_vertices * sizeof(float[3]));
3136 if (loadmodel->surfmesh.data_texcoordtexture2f ) memcpy(mem + loadmodel->surfmesh.vbooffset_texcoordtexture2f , loadmodel->surfmesh.data_texcoordtexture2f , loadmodel->surfmesh.num_vertices * sizeof(float[2]));
3137 if (loadmodel->surfmesh.data_texcoordlightmap2f) memcpy(mem + loadmodel->surfmesh.vbooffset_texcoordlightmap2f, loadmodel->surfmesh.data_texcoordlightmap2f, loadmodel->surfmesh.num_vertices * sizeof(float[2]));
3138 if (loadmodel->surfmesh.data_lightmapcolor4f ) memcpy(mem + loadmodel->surfmesh.vbooffset_lightmapcolor4f , loadmodel->surfmesh.data_lightmapcolor4f , loadmodel->surfmesh.num_vertices * sizeof(float[4]));
3139 if (loadmodel->surfmesh.data_skeletalindex4ub ) memcpy(mem + loadmodel->surfmesh.vbooffset_skeletalindex4ub , loadmodel->surfmesh.data_skeletalindex4ub , loadmodel->surfmesh.num_vertices * sizeof(unsigned char[4]));
3140 if (loadmodel->surfmesh.data_skeletalweight4ub ) memcpy(mem + loadmodel->surfmesh.vbooffset_skeletalweight4ub , loadmodel->surfmesh.data_skeletalweight4ub , loadmodel->surfmesh.num_vertices * sizeof(unsigned char[4]));
3141 loadmodel->surfmesh.vbo_vertexbuffer = R_Mesh_CreateMeshBuffer(mem, size, loadmodel->name, false, false, false, false);
3146 extern cvar_t mod_obj_orientation;
3147 static void Mod_Decompile_OBJ(dp_model_t *model, const char *filename, const char *mtlfilename, const char *originalfilename)
3149 int submodelindex, vertexindex, surfaceindex, triangleindex, textureindex, countvertices = 0, countsurfaces = 0, countfaces = 0, counttextures = 0;
3151 const char *texname;
3153 const float *v, *vn, *vt;
3155 size_t outbufferpos = 0;
3156 size_t outbuffermax = 0x100000;
3157 char *outbuffer = (char *) Z_Malloc(outbuffermax), *oldbuffer;
3158 const msurface_t *surface;
3159 const int maxtextures = 256;
3160 char *texturenames = (char *) Z_Malloc(maxtextures * MAX_QPATH);
3161 dp_model_t *submodel;
3163 // construct the mtllib file
3164 l = dpsnprintf(outbuffer + outbufferpos, outbuffermax - outbufferpos, "# mtllib for %s exported by darkplaces engine\n", originalfilename);
3167 for (surfaceindex = 0, surface = model->data_surfaces;surfaceindex < model->num_surfaces;surfaceindex++, surface++)
3170 countvertices += surface->num_vertices;
3171 countfaces += surface->num_triangles;
3172 texname = (surface->texture && surface->texture->name[0]) ? surface->texture->name : "default";
3173 for (textureindex = 0;textureindex < counttextures;textureindex++)
3174 if (!strcmp(texturenames + textureindex * MAX_QPATH, texname))
3176 if (textureindex < counttextures)
3177 continue; // already wrote this material entry
3178 if (textureindex >= maxtextures)
3179 continue; // just a precaution
3180 textureindex = counttextures++;
3181 strlcpy(texturenames + textureindex * MAX_QPATH, texname, MAX_QPATH);
3182 if (outbufferpos >= outbuffermax >> 1)
3185 oldbuffer = outbuffer;
3186 outbuffer = (char *) Z_Malloc(outbuffermax);
3187 memcpy(outbuffer, oldbuffer, outbufferpos);
3190 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");
3195 // write the mtllib file
3196 FS_WriteFile(mtlfilename, outbuffer, outbufferpos);
3198 // construct the obj file
3200 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);
3204 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)
3206 if (outbufferpos >= outbuffermax >> 1)
3209 oldbuffer = outbuffer;
3210 outbuffer = (char *) Z_Malloc(outbuffermax);
3211 memcpy(outbuffer, oldbuffer, outbufferpos);
3214 if(mod_obj_orientation.integer)
3215 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]);
3217 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]);
3222 for (submodelindex = 0;submodelindex < max(1, model->brush.numsubmodels);submodelindex++)
3224 l = dpsnprintf(outbuffer + outbufferpos, outbuffermax - outbufferpos, "o %i\n", submodelindex);
3227 submodel = model->brush.numsubmodels ? model->brush.submodels[submodelindex] : model;
3228 for (surfaceindex = 0;surfaceindex < submodel->nummodelsurfaces;surfaceindex++)
3230 surface = model->data_surfaces + submodel->sortedmodelsurfaces[surfaceindex];
3231 l = dpsnprintf(outbuffer + outbufferpos, outbuffermax - outbufferpos, "usemtl %s\n", (surface->texture && surface->texture->name[0]) ? surface->texture->name : "default");
3234 for (triangleindex = 0, e = model->surfmesh.data_element3i + surface->num_firsttriangle * 3;triangleindex < surface->num_triangles;triangleindex++, e += 3)
3236 if (outbufferpos >= outbuffermax >> 1)
3239 oldbuffer = outbuffer;
3240 outbuffer = (char *) Z_Malloc(outbuffermax);
3241 memcpy(outbuffer, oldbuffer, outbufferpos);
3247 if(mod_obj_orientation.integer)
3248 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);
3250 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);
3257 // write the obj file
3258 FS_WriteFile(filename, outbuffer, outbufferpos);
3262 Z_Free(texturenames);
3265 Con_Printf("Wrote %s (%i bytes, %i vertices, %i faces, %i surfaces with %i distinct textures)\n", filename, (int)outbufferpos, countvertices, countfaces, countsurfaces, counttextures);
3268 static void Mod_Decompile_SMD(dp_model_t *model, const char *filename, int firstpose, int numposes, qboolean writetriangles)
3270 int countnodes = 0, counttriangles = 0, countframes = 0;
3278 size_t outbufferpos = 0;
3279 size_t outbuffermax = 0x100000;
3280 char *outbuffer = (char *) Z_Malloc(outbuffermax), *oldbuffer;
3281 const msurface_t *surface;
3282 l = dpsnprintf(outbuffer + outbufferpos, outbuffermax - outbufferpos, "version 1\nnodes\n");
3285 for (transformindex = 0;transformindex < model->num_bones;transformindex++)
3287 if (outbufferpos >= outbuffermax >> 1)
3290 oldbuffer = outbuffer;
3291 outbuffer = (char *) Z_Malloc(outbuffermax);
3292 memcpy(outbuffer, oldbuffer, outbufferpos);
3296 l = dpsnprintf(outbuffer + outbufferpos, outbuffermax - outbufferpos, "%3i \"%s\" %3i\n", transformindex, model->data_bones[transformindex].name, model->data_bones[transformindex].parent);
3300 l = dpsnprintf(outbuffer + outbufferpos, outbuffermax - outbufferpos, "end\nskeleton\n");
3303 for (poseindex = 0;poseindex < numposes;poseindex++)
3306 l = dpsnprintf(outbuffer + outbufferpos, outbuffermax - outbufferpos, "time %i\n", poseindex);
3309 for (transformindex = 0;transformindex < model->num_bones;transformindex++)
3313 matrix4x4_t posematrix;
3314 if (outbufferpos >= outbuffermax >> 1)
3317 oldbuffer = outbuffer;
3318 outbuffer = (char *) Z_Malloc(outbuffermax);
3319 memcpy(outbuffer, oldbuffer, outbufferpos);
3323 // strangely the smd angles are for a transposed matrix, so we
3324 // have to generate a transposed matrix, then convert that...
3325 Matrix4x4_FromBonePose7s(&posematrix, model->num_posescale, model->data_poses7s + 7*(model->num_bones * poseindex + transformindex));
3326 Matrix4x4_ToArray12FloatGL(&posematrix, mtest[0]);
3327 AnglesFromVectors(angles, mtest[0], mtest[2], false);
3328 if (angles[0] >= 180) angles[0] -= 360;
3329 if (angles[1] >= 180) angles[1] -= 360;
3330 if (angles[2] >= 180) angles[2] -= 360;
3334 float a = DEG2RAD(angles[ROLL]);
3335 float b = DEG2RAD(angles[PITCH]);
3336 float c = DEG2RAD(angles[YAW]);
3337 float cy, sy, cp, sp, cr, sr;
3339 // smd matrix construction, for comparing
3350 test[1][0] = sr*sp*cy+cr*-sy;
3351 test[1][1] = sr*sp*sy+cr*cy;
3353 test[2][0] = (cr*sp*cy+-sr*-sy);
3354 test[2][1] = (cr*sp*sy+-sr*cy);
3356 test[3][0] = pose[9];
3357 test[3][1] = pose[10];
3358 test[3][2] = pose[11];
3361 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]));
3366 l = dpsnprintf(outbuffer + outbufferpos, outbuffermax - outbufferpos, "end\n");
3371 l = dpsnprintf(outbuffer + outbufferpos, outbuffermax - outbufferpos, "triangles\n");
3374 for (surfaceindex = 0, surface = model->data_surfaces;surfaceindex < model->num_surfaces;surfaceindex++, surface++)
3376 for (triangleindex = 0, e = model->surfmesh.data_element3i + surface->num_firsttriangle * 3;triangleindex < surface->num_triangles;triangleindex++, e += 3)
3379 if (outbufferpos >= outbuffermax >> 1)
3382 oldbuffer = outbuffer;
3383 outbuffer = (char *) Z_Malloc(outbuffermax);
3384 memcpy(outbuffer, oldbuffer, outbufferpos);
3387 l = dpsnprintf(outbuffer + outbufferpos, outbuffermax - outbufferpos, "%s\n", surface->texture && surface->texture->name[0] ? surface->texture->name : "default.bmp");
3390 for (cornerindex = 0;cornerindex < 3;cornerindex++)
3392 const int index = e[2-cornerindex];
3393 const float *v = model->surfmesh.data_vertex3f + index * 3;
3394 const float *vn = model->surfmesh.data_normal3f + index * 3;
3395 const float *vt = model->surfmesh.data_texcoordtexture2f + index * 2;
3396 const int b = model->surfmesh.blends[index];
3397 if (b < model->num_bones)
3398 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]);
3401 const blendweights_t *w = model->surfmesh.data_blendweights + b - model->num_bones;
3402 const unsigned char *wi = w->index;
3403 const unsigned char *wf = w->influence;
3404 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);
3405 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);
3406 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);
3407 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]);
3414 l = dpsnprintf(outbuffer + outbufferpos, outbuffermax - outbufferpos, "end\n");
3419 FS_WriteFile(filename, outbuffer, outbufferpos);
3422 Con_Printf("Wrote %s (%i bytes, %i nodes, %i frames, %i triangles)\n", filename, (int)outbufferpos, countnodes, countframes, counttriangles);
3429 decompiles a model to editable files
3432 static void Mod_Decompile_f(void)
3434 int i, j, k, l, first, count;
3436 char inname[MAX_QPATH];
3437 char outname[MAX_QPATH];
3438 char mtlname[MAX_QPATH];
3439 char basename[MAX_QPATH];
3440 char animname[MAX_QPATH];
3441 char animname2[MAX_QPATH];
3442 char zymtextbuffer[16384];
3443 char dpmtextbuffer[16384];
3444 char framegroupstextbuffer[16384];
3445 int zymtextsize = 0;
3446 int dpmtextsize = 0;
3447 int framegroupstextsize = 0;
3450 if (Cmd_Argc() != 2)
3452 Con_Print("usage: modeldecompile <filename>\n");
3456 strlcpy(inname, Cmd_Argv(1), sizeof(inname));
3457 FS_StripExtension(inname, basename, sizeof(basename));
3459 mod = Mod_ForName(inname, false, true, inname[0] == '*' ? cl.model_name[1] : NULL);
3462 Con_Print("No such model\n");
3465 if (mod->brush.submodel)
3467 // if we're decompiling a submodel, be sure to give it a proper name based on its parent
3468 FS_StripExtension(cl.model_name[1], outname, sizeof(outname));
3469 dpsnprintf(basename, sizeof(basename), "%s/%s", outname, mod->name);
3472 if (!mod->surfmesh.num_triangles)
3474 Con_Print("Empty model (or sprite)\n");
3478 // export OBJ if possible (not on sprites)
3479 if (mod->surfmesh.num_triangles)
3481 dpsnprintf(outname, sizeof(outname), "%s_decompiled.obj", basename);
3482 dpsnprintf(mtlname, sizeof(mtlname), "%s_decompiled.mtl", basename);
3483 Mod_Decompile_OBJ(mod, outname, mtlname, inname);
3486 // export SMD if possible (only for skeletal models)
3487 if (mod->surfmesh.num_triangles && mod->num_bones)
3489 dpsnprintf(outname, sizeof(outname), "%s_decompiled/ref1.smd", basename);
3490 Mod_Decompile_SMD(mod, outname, 0, 1, true);
3491 l = dpsnprintf(zymtextbuffer + zymtextsize, sizeof(zymtextbuffer) - zymtextsize, "output out.zym\nscale 1\norigin 0 0 0\nmesh ref1.smd\n");
3492 if (l > 0) zymtextsize += l;
3493 l = dpsnprintf(dpmtextbuffer + dpmtextsize, sizeof(dpmtextbuffer) - dpmtextsize, "outputdir .\nmodel out\nscale 1\norigin 0 0 0\nscene ref1.smd\n");
3494 if (l > 0) dpmtextsize += l;
3495 for (i = 0;i < mod->numframes;i = j)
3497 strlcpy(animname, mod->animscenes[i].name, sizeof(animname));
3498 first = mod->animscenes[i].firstframe;
3499 if (mod->animscenes[i].framecount > 1)
3502 count = mod->animscenes[i].framecount;
3508 // check for additional frames with same name
3509 for (l = 0, k = (int)strlen(animname);animname[l];l++)
3510 if(animname[l] < '0' || animname[l] > '9')
3512 if(k > 0 && animname[k-1] == '_')
3515 count = mod->num_poses - first;
3516 for (j = i + 1;j < mod->numframes;j++)
3518 strlcpy(animname2, mod->animscenes[j].name, sizeof(animname2));
3519 for (l = 0, k = (int)strlen(animname2);animname2[l];l++)
3520 if(animname2[l] < '0' || animname2[l] > '9')
3522 if(k > 0 && animname[k-1] == '_')
3525 if (strcmp(animname2, animname) || mod->animscenes[j].framecount > 1)
3527 count = mod->animscenes[j].firstframe - first;
3531 // if it's only one frame, use the original frame name
3533 strlcpy(animname, mod->animscenes[i].name, sizeof(animname));
3536 dpsnprintf(outname, sizeof(outname), "%s_decompiled/%s.smd", basename, animname);
3537 Mod_Decompile_SMD(mod, outname, first, count, false);
3538 if (zymtextsize < (int)sizeof(zymtextbuffer) - 100)
3540 l = dpsnprintf(zymtextbuffer + zymtextsize, sizeof(zymtextbuffer) - zymtextsize, "scene %s.smd fps %g %s\n", animname, mod->animscenes[i].framerate, mod->animscenes[i].loop ? "" : " noloop");
3541 if (l > 0) zymtextsize += l;
3543 if (dpmtextsize < (int)sizeof(dpmtextbuffer) - 100)
3545 l = dpsnprintf(dpmtextbuffer + dpmtextsize, sizeof(dpmtextbuffer) - dpmtextsize, "scene %s.smd fps %g %s\n", animname, mod->animscenes[i].framerate, mod->animscenes[i].loop ? "" : " noloop");
3546 if (l > 0) dpmtextsize += l;
3548 if (framegroupstextsize < (int)sizeof(framegroupstextbuffer) - 100)
3550 l = dpsnprintf(framegroupstextbuffer + framegroupstextsize, sizeof(framegroupstextbuffer) - framegroupstextsize, "%d %d %f %d // %s\n", first, count, mod->animscenes[i].framerate, mod->animscenes[i].loop, animname);
3551 if (l > 0) framegroupstextsize += l;
3555 FS_WriteFile(va(vabuf, sizeof(vabuf), "%s_decompiled/out_zym.txt", basename), zymtextbuffer, (fs_offset_t)zymtextsize);
3557 FS_WriteFile(va(vabuf, sizeof(vabuf), "%s_decompiled/out_dpm.txt", basename), dpmtextbuffer, (fs_offset_t)dpmtextsize);
3558 if (framegroupstextsize)
3559 FS_WriteFile(va(vabuf, sizeof(vabuf), "%s_decompiled.framegroups", basename), framegroupstextbuffer, (fs_offset_t)framegroupstextsize);
3563 void Mod_AllocLightmap_Init(mod_alloclightmap_state_t *state, mempool_t *mempool, int width, int height)
3566 memset(state, 0, sizeof(*state));
3567 state->width = width;
3568 state->height = height;
3569 state->currentY = 0;
3570 state->rows = (mod_alloclightmap_row_t *)Mem_Alloc(mempool, state->height * sizeof(*state->rows));
3571 for (y = 0;y < state->height;y++)
3573 state->rows[y].currentX = 0;
3574 state->rows[y].rowY = -1;
3578 void Mod_AllocLightmap_Reset(mod_alloclightmap_state_t *state)
3581 state->currentY = 0;
3582 for (y = 0;y < state->height;y++)
3584 state->rows[y].currentX = 0;
3585 state->rows[y].rowY = -1;
3589 void Mod_AllocLightmap_Free(mod_alloclightmap_state_t *state)
3592 Mem_Free(state->rows);
3593 memset(state, 0, sizeof(*state));
3596 qboolean Mod_AllocLightmap_Block(mod_alloclightmap_state_t *state, int blockwidth, int blockheight, int *outx, int *outy)
3598 mod_alloclightmap_row_t *row;
3601 row = state->rows + blockheight;
3602 if ((row->rowY < 0) || (row->currentX + blockwidth > state->width))
3604 if (state->currentY + blockheight <= state->height)
3606 // use the current allocation position
3607 row->rowY = state->currentY;
3609 state->currentY += blockheight;
3613 // find another position
3614 for (y = blockheight;y < state->height;y++)
3616 if ((state->rows[y].rowY >= 0) && (state->rows[y].currentX + blockwidth <= state->width))
3618 row = state->rows + y;
3622 if (y == state->height)
3627 *outx = row->currentX;
3628 row->currentX += blockwidth;
3633 typedef struct lightmapsample_s
3637 float *vertex_color;
3638 unsigned char *lm_bgr;
3639 unsigned char *lm_dir;
3643 typedef struct lightmapvertex_s
3648 float texcoordbase[2];
3649 float texcoordlightmap[2];
3650 float lightcolor[4];
3654 typedef struct lightmaptriangle_s
3662 // 2D modelspace coordinates of min corner
3663 // snapped to lightmap grid but not in grid coordinates
3665 // 2D modelspace to lightmap coordinate scale
3673 typedef struct lightmaplight_s
3684 lightmaptriangle_t *mod_generatelightmaps_lightmaptriangles;
3686 #define MAX_LIGHTMAPSAMPLES 64
3687 static int mod_generatelightmaps_numoffsets[3];
3688 static float mod_generatelightmaps_offsets[3][MAX_LIGHTMAPSAMPLES][3];
3690 static int mod_generatelightmaps_numlights;
3691 static lightmaplight_t *mod_generatelightmaps_lightinfo;
3693 extern cvar_t r_shadow_lightattenuationdividebias;
3694 extern cvar_t r_shadow_lightattenuationlinearscale;
3696 static void Mod_GenerateLightmaps_LightPoint(dp_model_t *model, const vec3_t pos, vec3_t ambient, vec3_t diffuse, vec3_t lightdir)
3701 float relativepoint[3];
3708 float lightorigin[3];
3712 float lightcolor[3];
3714 for (i = 0;i < 5*3;i++)
3716 for (index = 0;;index++)
3718 result = R_Shadow_GetRTLightInfo(index, lightorigin, &lightradius, lightcolor);
3723 lightradius2 = lightradius * lightradius;
3724 VectorSubtract(lightorigin, pos, relativepoint);
3725 dist2 = VectorLength2(relativepoint);
3726 if (dist2 >= lightradius2)
3728 lightiradius = 1.0f / lightradius;
3729 dist = sqrt(dist2) * lightiradius;
3730 intensity = (1.0f - dist) * r_shadow_lightattenuationlinearscale.value / (r_shadow_lightattenuationdividebias.value + dist*dist);
3731 if (intensity <= 0.0f)
3733 if (model && model->TraceLine)
3735 model->TraceLine(model, NULL, NULL, &trace, pos, lightorigin, SUPERCONTENTS_VISBLOCKERMASK, SUPERCONTENTS_SKY);
3736 if (trace.fraction < 1)
3739 // scale down intensity to add to both ambient and diffuse
3740 //intensity *= 0.5f;
3741 VectorNormalize(relativepoint);
3742 VectorScale(lightcolor, intensity, color);
3743 VectorMA(sample , 0.5f , color, sample );
3744 VectorMA(sample + 3, relativepoint[0], color, sample + 3);
3745 VectorMA(sample + 6, relativepoint[1], color, sample + 6);
3746 VectorMA(sample + 9, relativepoint[2], color, sample + 9);
3747 // calculate a weighted average light direction as well
3748 intensity *= VectorLength(color);
3749 VectorMA(sample + 12, intensity, relativepoint, sample + 12);
3751 // calculate the direction we'll use to reduce the sample to a directional light source
3752 VectorCopy(sample + 12, dir);
3753 //VectorSet(dir, sample[3] + sample[4] + sample[5], sample[6] + sample[7] + sample[8], sample[9] + sample[10] + sample[11]);
3754 VectorNormalize(dir);
3755 // extract the diffuse color along the chosen direction and scale it
3756 diffuse[0] = (dir[0]*sample[3] + dir[1]*sample[6] + dir[2]*sample[ 9] + sample[ 0]);
3757 diffuse[1] = (dir[0]*sample[4] + dir[1]*sample[7] + dir[2]*sample[10] + sample[ 1]);
3758 diffuse[2] = (dir[0]*sample[5] + dir[1]*sample[8] + dir[2]*sample[11] + sample[ 2]);
3759 // subtract some of diffuse from ambient
3760 VectorMA(sample, -0.333f, diffuse, ambient);
3761 // store the normalized lightdir
3762 VectorCopy(dir, lightdir);
3765 static void Mod_GenerateLightmaps_CreateLights_ComputeSVBSP_InsertSurfaces(const dp_model_t *model, svbsp_t *svbsp, const float *mins, const float *maxs)
3769 const msurface_t *surface;
3770 const float *vertex3f = model->surfmesh.data_vertex3f;
3771 const int *element3i = model->surfmesh.data_element3i;
3774 for (surfaceindex = 0, surface = model->data_surfaces;surfaceindex < model->nummodelsurfaces;surfaceindex++, surface++)
3776 if (!BoxesOverlap(surface->mins, surface->maxs, mins, maxs))
3778 if (surface->texture->basematerialflags & MATERIALFLAG_NOSHADOW)
3780 for (triangleindex = 0, e = element3i + 3*surface->num_firsttriangle;triangleindex < surface->num_triangles;triangleindex++, e += 3)
3782 VectorCopy(vertex3f + 3*e[0], v2[0]);
3783 VectorCopy(vertex3f + 3*e[1], v2[1]);
3784 VectorCopy(vertex3f + 3*e[2], v2[2]);
3785 SVBSP_AddPolygon(svbsp, 3, v2[0], true, NULL, NULL, 0);
3790 static void Mod_GenerateLightmaps_CreateLights_ComputeSVBSP(dp_model_t *model, lightmaplight_t *lightinfo)
3792 int maxnodes = 1<<14;
3793 svbsp_node_t *nodes;
3798 VectorSet(mins, lightinfo->origin[0] - lightinfo->radius, lightinfo->origin[1] - lightinfo->radius, lightinfo->origin[2] - lightinfo->radius);
3799 VectorSet(maxs, lightinfo->origin[0] + lightinfo->radius, lightinfo->origin[1] + lightinfo->radius, lightinfo->origin[2] + lightinfo->radius);
3800 VectorCopy(lightinfo->origin, origin);
3801 nodes = (svbsp_node_t *)Mem_Alloc(tempmempool, maxnodes * sizeof(*nodes));
3804 SVBSP_Init(&svbsp, origin, maxnodes, nodes);
3805 Mod_GenerateLightmaps_CreateLights_ComputeSVBSP_InsertSurfaces(model, &svbsp, mins, maxs);
3806 if (svbsp.ranoutofnodes)
3809 if (maxnodes > 1<<22)
3815 nodes = (svbsp_node_t *)Mem_Alloc(tempmempool, maxnodes * sizeof(*nodes));
3820 if (svbsp.numnodes > 0)
3822 svbsp.nodes = (svbsp_node_t *)Mem_Alloc(tempmempool, svbsp.numnodes * sizeof(*nodes));
3823 memcpy(svbsp.nodes, nodes, svbsp.numnodes * sizeof(*nodes));
3824 lightinfo->svbsp = svbsp;
3829 static void Mod_GenerateLightmaps_CreateLights(dp_model_t *model)
3833 lightmaplight_t *lightinfo;
3837 mod_generatelightmaps_numlights = 0;
3838 for (index = 0;;index++)
3840 result = R_Shadow_GetRTLightInfo(index, origin, &radius, color);
3844 mod_generatelightmaps_numlights++;
3846 if (mod_generatelightmaps_numlights > 0)
3848 mod_generatelightmaps_lightinfo = (lightmaplight_t *)Mem_Alloc(tempmempool, mod_generatelightmaps_numlights * sizeof(*mod_generatelightmaps_lightinfo));
3849 lightinfo = mod_generatelightmaps_lightinfo;
3850 for (index = 0;;index++)
3852 result = R_Shadow_GetRTLightInfo(index, lightinfo->origin, &lightinfo->radius, lightinfo->color);
3859 for (index = 0, lightinfo = mod_generatelightmaps_lightinfo;index < mod_generatelightmaps_numlights;index++, lightinfo++)
3861 lightinfo->iradius = 1.0f / lightinfo->radius;
3862 lightinfo->radius2 = lightinfo->radius * lightinfo->radius;
3863 // TODO: compute svbsp
3864 Mod_GenerateLightmaps_CreateLights_ComputeSVBSP(model, lightinfo);
3868 static void Mod_GenerateLightmaps_DestroyLights(dp_model_t *model)
3871 if (mod_generatelightmaps_lightinfo)
3873 for (i = 0;i < mod_generatelightmaps_numlights;i++)
3874 if (mod_generatelightmaps_lightinfo[i].svbsp.nodes)
3875 Mem_Free(mod_generatelightmaps_lightinfo[i].svbsp.nodes);
3876 Mem_Free(mod_generatelightmaps_lightinfo);
3878 mod_generatelightmaps_lightinfo = NULL;
3879 mod_generatelightmaps_numlights = 0;
3882 static qboolean Mod_GenerateLightmaps_SamplePoint_SVBSP(const svbsp_t *svbsp, const float *pos)
3884 const svbsp_node_t *node;
3885 const svbsp_node_t *nodes = svbsp->nodes;
3890 num = node->children[DotProduct(node->plane, pos) < node->plane[3]];
3892 return num == -1; // true if empty, false if solid (shadowed)
3895 static void Mod_GenerateLightmaps_SamplePoint(const float *pos, const float *normal, float *sample, int numoffsets, const float *offsets)
3898 float relativepoint[3];
3907 const lightmaplight_t *lightinfo;
3909 for (i = 0;i < 5*3;i++)
3911 for (i = 0, lightinfo = mod_generatelightmaps_lightinfo;i < mod_generatelightmaps_numlights;i++, lightinfo++)
3913 //R_SampleRTLights(pos, sample, numoffsets, offsets);
3914 VectorSubtract(lightinfo->origin, pos, relativepoint);
3915 // don't accept light from behind a surface, it causes bad shading
3916 if (normal && DotProduct(relativepoint, normal) <= 0)
3918 dist2 = VectorLength2(relativepoint);
3919 if (dist2 >= lightinfo->radius2)
3921 dist = sqrt(dist2) * lightinfo->iradius;
3922 intensity = dist < 1 ? ((1.0f - dist) * r_shadow_lightattenuationlinearscale.value / (r_shadow_lightattenuationdividebias.value + dist*dist)) : 0;
3925 if (cl.worldmodel && cl.worldmodel->TraceLine && numoffsets > 0)
3929 if (Mod_GenerateLightmaps_SamplePoint_SVBSP(&lightinfo->svbsp, pos))
3931 for (offsetindex = 1;offsetindex < numoffsets;offsetindex++)
3933 VectorAdd(pos, offsets + 3*offsetindex, offsetpos);
3936 // for light grid we'd better check visibility of the offset point
3937 cl.worldmodel->TraceLine(cl.worldmodel, NULL, NULL, &trace, pos, offsetpos, SUPERCONTENTS_VISBLOCKERMASK, SUPERCONTENTS_SKY);
3938 if (trace.fraction < 1)
3939 VectorLerp(pos, trace.fraction, offsetpos, offsetpos);
3942 if (Mod_GenerateLightmaps_SamplePoint_SVBSP(&lightinfo->svbsp, offsetpos))
3947 // scale intensity according to how many rays succeeded
3948 // we know one test is valid, half of the rest will fail...
3949 //if (normal && tests > 1)
3950 // intensity *= (tests - 1.0f) / tests;
3951 intensity *= (float)hits / tests;
3953 // scale down intensity to add to both ambient and diffuse
3954 //intensity *= 0.5f;
3955 VectorNormalize(relativepoint);
3956 VectorScale(lightinfo->color, intensity, color);
3957 VectorMA(sample , 0.5f , color, sample );
3958 VectorMA(sample + 3, relativepoint[0], color, sample + 3);
3959 VectorMA(sample + 6, relativepoint[1], color, sample + 6);
3960 VectorMA(sample + 9, relativepoint[2], color, sample + 9);
3961 // calculate a weighted average light direction as well
3962 intensity *= VectorLength(color);
3963 VectorMA(sample + 12, intensity, relativepoint, sample + 12);
3967 static void Mod_GenerateLightmaps_LightmapSample(const float *pos, const float *normal, unsigned char *lm_bgr, unsigned char *lm_dir)
3973 Mod_GenerateLightmaps_SamplePoint(pos, normal, sample, mod_generatelightmaps_numoffsets[0], mod_generatelightmaps_offsets[0][0]);
3974 //VectorSet(dir, sample[3] + sample[4] + sample[5], sample[6] + sample[7] + sample[8], sample[9] + sample[10] + sample[11]);
3975 VectorCopy(sample + 12, dir);
3976 VectorNormalize(dir);
3977 //VectorAdd(dir, normal, dir);
3978 //VectorNormalize(dir);
3979 f = DotProduct(dir, normal);
3980 f = max(0, f) * 255.0f;
3981 VectorScale(sample, f, color);
3982 //VectorCopy(normal, dir);
3983 VectorSet(dir, (dir[0]+1.0f)*127.5f, (dir[1]+1.0f)*127.5f, (dir[2]+1.0f)*127.5f);
3984 lm_bgr[0] = (unsigned char)bound(0.0f, color[2], 255.0f);
3985 lm_bgr[1] = (unsigned char)bound(0.0f, color[1], 255.0f);
3986 lm_bgr[2] = (unsigned char)bound(0.0f, color[0], 255.0f);
3988 lm_dir[0] = (unsigned char)dir[2];
3989 lm_dir[1] = (unsigned char)dir[1];
3990 lm_dir[2] = (unsigned char)dir[0];
3994 static void Mod_GenerateLightmaps_VertexSample(const float *pos, const float *normal, float *vertex_color)
3997 Mod_GenerateLightmaps_SamplePoint(pos, normal, sample, mod_generatelightmaps_numoffsets[1], mod_generatelightmaps_offsets[1][0]);
3998 VectorCopy(sample, vertex_color);
4001 static void Mod_GenerateLightmaps_GridSample(const float *pos, q3dlightgrid_t *s)
4007 Mod_GenerateLightmaps_SamplePoint(pos, NULL, sample, mod_generatelightmaps_numoffsets[2], mod_generatelightmaps_offsets[2][0]);
4008 // calculate the direction we'll use to reduce the sample to a directional light source
4009 VectorCopy(sample + 12, dir);
4010 //VectorSet(dir, sample[3] + sample[4] + sample[5], sample[6] + sample[7] + sample[8], sample[9] + sample[10] + sample[11]);
4011 VectorNormalize(dir);
4012 // extract the diffuse color along the chosen direction and scale it
4013 diffuse[0] = (dir[0]*sample[3] + dir[1]*sample[6] + dir[2]*sample[ 9] + sample[ 0]) * 127.5f;
4014 diffuse[1] = (dir[0]*sample[4] + dir[1]*sample[7] + dir[2]*sample[10] + sample[ 1]) * 127.5f;
4015 diffuse[2] = (dir[0]*sample[5] + dir[1]*sample[8] + dir[2]*sample[11] + sample[ 2]) * 127.5f;
4016 // scale the ambient from 0-2 to 0-255 and subtract some of diffuse
4017 VectorScale(sample, 127.5f, ambient);
4018 VectorMA(ambient, -0.333f, diffuse, ambient);
4019 // encode to the grid format
4020 s->ambientrgb[0] = (unsigned char)bound(0.0f, ambient[0], 255.0f);
4021 s->ambientrgb[1] = (unsigned char)bound(0.0f, ambient[1], 255.0f);
4022 s->ambientrgb[2] = (unsigned char)bound(0.0f, ambient[2], 255.0f);
4023 s->diffusergb[0] = (unsigned char)bound(0.0f, diffuse[0], 255.0f);
4024 s->diffusergb[1] = (unsigned char)bound(0.0f, diffuse[1], 255.0f);
4025 s->diffusergb[2] = (unsigned char)bound(0.0f, diffuse[2], 255.0f);
4026 if (dir[2] >= 0.99f) {s->diffusepitch = 0;s->diffuseyaw = 0;}
4027 else if (dir[2] <= -0.99f) {s->diffusepitch = 128;s->diffuseyaw = 0;}
4028 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));}
4031 static void Mod_GenerateLightmaps_InitSampleOffsets(dp_model_t *model)
4036 memset(mod_generatelightmaps_offsets, 0, sizeof(mod_generatelightmaps_offsets));
4037 mod_generatelightmaps_numoffsets[0] = min(MAX_LIGHTMAPSAMPLES, mod_generatelightmaps_lightmapsamples.integer);
4038 mod_generatelightmaps_numoffsets[1] = min(MAX_LIGHTMAPSAMPLES, mod_generatelightmaps_vertexsamples.integer);
4039 mod_generatelightmaps_numoffsets[2] = min(MAX_LIGHTMAPSAMPLES, mod_generatelightmaps_gridsamples.integer);
4040 radius[0] = mod_generatelightmaps_lightmapradius.value;
4041 radius[1] = mod_generatelightmaps_vertexradius.value;
4042 radius[2] = mod_generatelightmaps_gridradius.value;
4043 for (i = 0;i < 3;i++)
4045 for (j = 1;j < mod_generatelightmaps_numoffsets[i];j++)
4048 VectorScale(temp, radius[i], mod_generatelightmaps_offsets[i][j]);
4053 static void Mod_GenerateLightmaps_DestroyLightmaps(dp_model_t *model)
4055 msurface_t *surface;
4058 for (surfaceindex = 0;surfaceindex < model->num_surfaces;surfaceindex++)
4060 surface = model->data_surfaces + surfaceindex;
4061 surface->lightmaptexture = NULL;
4062 surface->deluxemaptexture = NULL;
4064 if (model->brushq3.data_lightmaps)
4066 for (i = 0;i < model->brushq3.num_mergedlightmaps;i++)
4067 if (model->brushq3.data_lightmaps[i])
4068 R_FreeTexture(model->brushq3.data_lightmaps[i]);
4069 Mem_Free(model->brushq3.data_lightmaps);
4070 model->brushq3.data_lightmaps = NULL;
4072 if (model->brushq3.data_deluxemaps)
4074 for (i = 0;i < model->brushq3.num_mergedlightmaps;i++)
4075 if (model->brushq3.data_deluxemaps[i])
4076 R_FreeTexture(model->brushq3.data_deluxemaps[i]);
4077 Mem_Free(model->brushq3.data_deluxemaps);
4078 model->brushq3.data_deluxemaps = NULL;
4082 static void Mod_GenerateLightmaps_UnweldTriangles(dp_model_t *model)
4084 msurface_t *surface;
4090 surfmesh_t oldsurfmesh;
4092 unsigned char *data;
4093 oldsurfmesh = model->surfmesh;
4094 model->surfmesh.num_triangles = oldsurfmesh.num_triangles;
4095 model->surfmesh.num_vertices = oldsurfmesh.num_triangles * 3;
4097 size += model->surfmesh.num_vertices * sizeof(float[3]);
4098 size += model->surfmesh.num_vertices * sizeof(float[3]);
4099 size += model->surfmesh.num_vertices * sizeof(float[3]);
4100 size += model->surfmesh.num_vertices * sizeof(float[3]);
4101 size += model->surfmesh.num_vertices * sizeof(float[2]);
4102 size += model->surfmesh.num_vertices * sizeof(float[2]);
4103 size += model->surfmesh.num_vertices * sizeof(float[4]);
4104 data = (unsigned char *)Mem_Alloc(model->mempool, size);
4105 model->surfmesh.data_vertex3f = (float *)data;data += model->surfmesh.num_vertices * sizeof(float[3]);
4106 model->surfmesh.data_normal3f = (float *)data;data += model->surfmesh.num_vertices * sizeof(float[3]);
4107 model->surfmesh.data_svector3f = (float *)data;data += model->surfmesh.num_vertices * sizeof(float[3]);
4108 model->surfmesh.data_tvector3f = (float *)data;data += model->surfmesh.num_vertices * sizeof(float[3]);
4109 model->surfmesh.data_texcoordtexture2f = (float *)data;data += model->surfmesh.num_vertices * sizeof(float[2]);
4110 model->surfmesh.data_texcoordlightmap2f = (float *)data;data += model->surfmesh.num_vertices * sizeof(float[2]);
4111 model->surfmesh.data_lightmapcolor4f = (float *)data;data += model->surfmesh.num_vertices * sizeof(float[4]);
4112 if (model->surfmesh.num_vertices > 65536)
4113 model->surfmesh.data_element3s = NULL;
4115 if (model->surfmesh.data_element3i_indexbuffer)
4116 R_Mesh_DestroyMeshBuffer(model->surfmesh.data_element3i_indexbuffer);
4117 model->surfmesh.data_element3i_indexbuffer = NULL;
4118 if (model->surfmesh.data_element3s_indexbuffer)
4119 R_Mesh_DestroyMeshBuffer(model->surfmesh.data_element3s_indexbuffer);
4120 model->surfmesh.data_element3s_indexbuffer = NULL;
4121 if (model->surfmesh.vbo_vertexbuffer)
4122 R_Mesh_DestroyMeshBuffer(model->surfmesh.vbo_vertexbuffer);
4123 model->surfmesh.vbo_vertexbuffer = 0;
4125 // convert all triangles to unique vertex data
4127 for (surfaceindex = 0;surfaceindex < model->num_surfaces;surfaceindex++)
4129 surface = model->data_surfaces + surfaceindex;
4130 surface->num_firstvertex = outvertexindex;
4131 surface->num_vertices = surface->num_triangles*3;
4132 e = oldsurfmesh.data_element3i + surface->num_firsttriangle*3;
4133 for (i = 0;i < surface->num_triangles*3;i++)
4136 model->surfmesh.data_vertex3f[outvertexindex*3+0] = oldsurfmesh.data_vertex3f[vertexindex*3+0];
4137 model->surfmesh.data_vertex3f[outvertexindex*3+1] = oldsurfmesh.data_vertex3f[vertexindex*3+1];
4138 model->surfmesh.data_vertex3f[outvertexindex*3+2] = oldsurfmesh.data_vertex3f[vertexindex*3+2];
4139 model->surfmesh.data_normal3f[outvertexindex*3+0] = oldsurfmesh.data_normal3f[vertexindex*3+0];
4140 model->surfmesh.data_normal3f[outvertexindex*3+1] = oldsurfmesh.data_normal3f[vertexindex*3+1];
4141 model->surfmesh.data_normal3f[outvertexindex*3+2] = oldsurfmesh.data_normal3f[vertexindex*3+2];
4142 model->surfmesh.data_svector3f[outvertexindex*3+0] = oldsurfmesh.data_svector3f[vertexindex*3+0];
4143 model->surfmesh.data_svector3f[outvertexindex*3+1] = oldsurfmesh.data_svector3f[vertexindex*3+1];
4144 model->surfmesh.data_svector3f[outvertexindex*3+2] = oldsurfmesh.data_svector3f[vertexindex*3+2];
4145 model->surfmesh.data_tvector3f[outvertexindex*3+0] = oldsurfmesh.data_tvector3f[vertexindex*3+0];
4146 model->surfmesh.data_tvector3f[outvertexindex*3+1] = oldsurfmesh.data_tvector3f[vertexindex*3+1];
4147 model->surfmesh.data_tvector3f[outvertexindex*3+2] = oldsurfmesh.data_tvector3f[vertexindex*3+2];
4148 model->surfmesh.data_texcoordtexture2f[outvertexindex*2+0] = oldsurfmesh.data_texcoordtexture2f[vertexindex*2+0];
4149 model->surfmesh.data_texcoordtexture2f[outvertexindex*2+1] = oldsurfmesh.data_texcoordtexture2f[vertexindex*2+1];
4150 if (oldsurfmesh.data_texcoordlightmap2f)
4152 model->surfmesh.data_texcoordlightmap2f[outvertexindex*2+0] = oldsurfmesh.data_texcoordlightmap2f[vertexindex*2+0];
4153 model->surfmesh.data_texcoordlightmap2f[outvertexindex*2+1] = oldsurfmesh.data_texcoordlightmap2f[vertexindex*2+1];
4155 if (oldsurfmesh.data_lightmapcolor4f)
4157 model->surfmesh.data_lightmapcolor4f[outvertexindex*4+0] = oldsurfmesh.data_lightmapcolor4f[vertexindex*4+0];
4158 model->surfmesh.data_lightmapcolor4f[outvertexindex*4+1] = oldsurfmesh.data_lightmapcolor4f[vertexindex*4+1];
4159 model->surfmesh.data_lightmapcolor4f[outvertexindex*4+2] = oldsurfmesh.data_lightmapcolor4f[vertexindex*4+2];
4160 model->surfmesh.data_lightmapcolor4f[outvertexindex*4+3] = oldsurfmesh.data_lightmapcolor4f[vertexindex*4+3];
4163 Vector4Set(model->surfmesh.data_lightmapcolor4f + 4*outvertexindex, 1, 1, 1, 1);
4164 model->surfmesh.data_element3i[surface->num_firsttriangle*3+i] = outvertexindex;
4168 if (model->surfmesh.data_element3s)
4169 for (i = 0;i < model->surfmesh.num_triangles*3;i++)
4170 model->surfmesh.data_element3s[i] = model->surfmesh.data_element3i[i];
4172 // find and update all submodels to use this new surfmesh data
4173 for (i = 0;i < model->brush.numsubmodels;i++)
4174 model->brush.submodels[i]->surfmesh = model->surfmesh;
4177 static void Mod_GenerateLightmaps_CreateTriangleInformation(dp_model_t *model)
4179 msurface_t *surface;
4185 lightmaptriangle_t *triangle;
4186 // generate lightmap triangle structs
4187 mod_generatelightmaps_lightmaptriangles = (lightmaptriangle_t *)Mem_Alloc(model->mempool, model->surfmesh.num_triangles * sizeof(lightmaptriangle_t));
4188 for (surfaceindex = 0;surfaceindex < model->num_surfaces;surfaceindex++)
4190 surface = model->data_surfaces + surfaceindex;
4191 e = model->surfmesh.data_element3i + surface->num_firsttriangle*3;
4192 for (i = 0;i < surface->num_triangles;i++)
4194 triangle = &mod_generatelightmaps_lightmaptriangles[surface->num_firsttriangle+i];
4195 triangle->triangleindex = surface->num_firsttriangle+i;
4196 triangle->surfaceindex = surfaceindex;
4197 VectorCopy(model->surfmesh.data_vertex3f + 3*e[i*3+0], triangle->vertex[0]);
4198 VectorCopy(model->surfmesh.data_vertex3f + 3*e[i*3+1], triangle->vertex[1]);
4199 VectorCopy(model->surfmesh.data_vertex3f + 3*e[i*3+2], triangle->vertex[2]);
4200 // calculate bounds of triangle
4201 triangle->mins[0] = min(triangle->vertex[0][0], min(triangle->vertex[1][0], triangle->vertex[2][0]));
4202 triangle->mins[1] = min(triangle->vertex[0][1], min(triangle->vertex[1][1], triangle->vertex[2][1]));
4203 triangle->mins[2] = min(triangle->vertex[0][2], min(triangle->vertex[1][2], triangle->vertex[2][2]));
4204 triangle->maxs[0] = max(triangle->vertex[0][0], max(triangle->vertex[1][0], triangle->vertex[2][0]));
4205 triangle->maxs[1] = max(triangle->vertex[0][1], max(triangle->vertex[1][1], triangle->vertex[2][1]));
4206 triangle->maxs[2] = max(triangle->vertex[0][2], max(triangle->vertex[1][2], triangle->vertex[2][2]));
4207 // pick an axial projection based on the triangle normal
4208 TriangleNormal(triangle->vertex[0], triangle->vertex[1], triangle->vertex[2], normal);
4210 if (fabs(normal[1]) > fabs(normal[axis]))
4212 if (fabs(normal[2]) > fabs(normal[axis]))
4214 triangle->axis = axis;
4219 static void Mod_GenerateLightmaps_DestroyTriangleInformation(dp_model_t *model)
4221 if (mod_generatelightmaps_lightmaptriangles)
4222 Mem_Free(mod_generatelightmaps_lightmaptriangles);
4223 mod_generatelightmaps_lightmaptriangles = NULL;
4226 float lmaxis[3][3] = {{1, 0, 0}, {0, 1, 0}, {0, 0, 1}};
4228 static void Mod_GenerateLightmaps_CreateLightmaps(dp_model_t *model)
4230 msurface_t *surface;
4244 float trianglenormal[3];
4245 float samplecenter[3];
4246 float samplenormal[3];
4252 float lmscalepixels;
4255 float lm_basescalepixels;
4256 int lm_borderpixels;
4260 lightmaptriangle_t *triangle;
4261 unsigned char *lightmappixels;
4262 unsigned char *deluxemappixels;
4263 mod_alloclightmap_state_t lmstate;
4266 // generate lightmap projection information for all triangles
4267 if (model->texturepool == NULL)
4268 model->texturepool = R_AllocTexturePool();
4269 lm_basescalepixels = 1.0f / max(0.0001f, mod_generatelightmaps_unitspersample.value);
4270 lm_borderpixels = mod_generatelightmaps_borderpixels.integer;
4271 lm_texturesize = bound(lm_borderpixels*2+1, 64, (int)vid.maxtexturesize_2d);
4272 //lm_maxpixels = lm_texturesize-(lm_borderpixels*2+1);
4273 Mod_AllocLightmap_Init(&lmstate, loadmodel->mempool, lm_texturesize, lm_texturesize);
4275 for (surfaceindex = 0;surfaceindex < model->num_surfaces;surfaceindex++)
4277 surface = model->data_surfaces + surfaceindex;
4278 e = model->surfmesh.data_element3i + surface->num_firsttriangle*3;
4279 lmscalepixels = lm_basescalepixels;
4280 for (retry = 0;retry < 30;retry++)
4282 // after a couple failed attempts, degrade quality to make it fit
4284 lmscalepixels *= 0.5f;
4285 for (i = 0;i < surface->num_triangles;i++)
4287 triangle = &mod_generatelightmaps_lightmaptriangles[surface->num_firsttriangle+i];
4288 triangle->lightmapindex = lightmapnumber;
4289 // calculate lightmap bounds in 3D pixel coordinates, limit size,
4290 // pick two planar axes for projection
4291 // lightmap coordinates here are in pixels
4292 // lightmap projections are snapped to pixel grid explicitly, such
4293 // that two neighboring triangles sharing an edge and projection
4294 // axis will have identical sampl espacing along their shared edge
4296 for (j = 0;j < 3;j++)
4298 if (j == triangle->axis)
4300 lmmins = floor(triangle->mins[j]*lmscalepixels)-lm_borderpixels;
4301 lmmaxs = floor(triangle->maxs[j]*lmscalepixels)+lm_borderpixels;
4302 triangle->lmsize[k] = (int)(lmmaxs-lmmins);
4303 triangle->lmbase[k] = lmmins/lmscalepixels;
4304 triangle->lmscale[k] = lmscalepixels;
4307 if (!Mod_AllocLightmap_Block(&lmstate, triangle->lmsize[0], triangle->lmsize[1], &triangle->lmoffset[0], &triangle->lmoffset[1]))
4310 // if all fit in this texture, we're done with this surface
4311 if (i == surface->num_triangles)
4313 // if we haven't maxed out the lightmap size yet, we retry the
4314 // entire surface batch...
4315 if (lm_texturesize * 2 <= min(mod_generatelightmaps_texturesize.integer, (int)vid.maxtexturesize_2d))
4317 lm_texturesize *= 2;
4320 Mod_AllocLightmap_Free(&lmstate);
4321 Mod_AllocLightmap_Init(&lmstate, loadmodel->mempool, lm_texturesize, lm_texturesize);
4324 // if we have maxed out the lightmap size, and this triangle does
4325 // not fit in the same texture as the rest of the surface, we have
4326 // to retry the entire surface in a new texture (can only use one)
4327 // with multiple retries, the lightmap quality degrades until it
4328 // fits (or gives up)
4329 if (surfaceindex > 0)
4331 Mod_AllocLightmap_Reset(&lmstate);
4335 Mod_AllocLightmap_Free(&lmstate);
4337 // now put triangles together into lightmap textures, and do not allow
4338 // triangles of a surface to go into different textures (as that would
4339 // require rewriting the surface list)
4340 model->brushq3.deluxemapping_modelspace = true;
4341 model->brushq3.deluxemapping = true;
4342 model->brushq3.num_mergedlightmaps = lightmapnumber;
4343 model->brushq3.data_lightmaps = (rtexture_t **)Mem_Alloc(model->mempool, model->brushq3.num_mergedlightmaps * sizeof(rtexture_t *));
4344 model->brushq3.data_deluxemaps = (rtexture_t **)Mem_Alloc(model->mempool, model->brushq3.num_mergedlightmaps * sizeof(rtexture_t *));
4345 lightmappixels = (unsigned char *)Mem_Alloc(tempmempool, model->brushq3.num_mergedlightmaps * lm_texturesize * lm_texturesize * 4);
4346 deluxemappixels = (unsigned char *)Mem_Alloc(tempmempool, model->brushq3.num_mergedlightmaps * lm_texturesize * lm_texturesize * 4);
4347 for (surfaceindex = 0;surfaceindex < model->num_surfaces;surfaceindex++)
4349 surface = model->data_surfaces + surfaceindex;
4350 e = model->surfmesh.data_element3i + surface->num_firsttriangle*3;
4351 for (i = 0;i < surface->num_triangles;i++)
4353 triangle = &mod_generatelightmaps_lightmaptriangles[surface->num_firsttriangle+i];
4354 TriangleNormal(triangle->vertex[0], triangle->vertex[1], triangle->vertex[2], trianglenormal);
4355 VectorNormalize(trianglenormal);
4356 VectorCopy(trianglenormal, samplenormal); // FIXME: this is supposed to be interpolated per pixel from vertices
4357 axis = triangle->axis;
4358 axis1 = axis == 0 ? 1 : 0;
4359 axis2 = axis == 2 ? 1 : 2;
4360 lmiscale[0] = 1.0f / triangle->lmscale[0];
4361 lmiscale[1] = 1.0f / triangle->lmscale[1];
4362 if (trianglenormal[axis] < 0)
4363 VectorNegate(trianglenormal, trianglenormal);
4364 CrossProduct(lmaxis[axis2], trianglenormal, temp);slopex = temp[axis] / temp[axis1];
4365 CrossProduct(lmaxis[axis1], trianglenormal, temp);slopey = temp[axis] / temp[axis2];
4366 slopebase = triangle->vertex[0][axis] - triangle->vertex[0][axis1]*slopex - triangle->vertex[0][axis2]*slopey;
4367 for (j = 0;j < 3;j++)
4369 float *t2f = model->surfmesh.data_texcoordlightmap2f + e[i*3+j]*2;
4370 t2f[0] = ((triangle->vertex[j][axis1] - triangle->lmbase[0]) * triangle->lmscale[0] + triangle->lmoffset[0]) / lm_texturesize;
4371 t2f[1] = ((triangle->vertex[j][axis2] - triangle->lmbase[1]) * triangle->lmscale[1] + triangle->lmoffset[1]) / lm_texturesize;
4373 samplecenter[axis1] = (t2f[0]*lm_texturesize-triangle->lmoffset[0])*lmiscale[0] + triangle->lmbase[0];
4374 samplecenter[axis2] = (t2f[1]*lm_texturesize-triangle->lmoffset[1])*lmiscale[1] + triangle->lmbase[1];
4375 samplecenter[axis] = samplecenter[axis1]*slopex + samplecenter[axis2]*slopey + slopebase;
4376 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]);
4386 forward[1] = 1.0f / triangle->lmscale[0];
4390 left[2] = 1.0f / triangle->lmscale[1];
4395 origin[1] = triangle->lmbase[0];
4396 origin[2] = triangle->lmbase[1];
4399 forward[0] = 1.0f / triangle->lmscale[0];
4404 left[2] = 1.0f / triangle->lmscale[1];
4408 origin[0] = triangle->lmbase[0];
4410 origin[2] = triangle->lmbase[1];
4413 forward[0] = 1.0f / triangle->lmscale[0];
4417 left[1] = 1.0f / triangle->lmscale[1];
4422 origin[0] = triangle->lmbase[0];
4423 origin[1] = triangle->lmbase[1];
4427 Matrix4x4_FromVectors(&backmatrix, forward, left, up, origin);
4429 #define LM_DIST_EPSILON (1.0f / 32.0f)
4430 for (y = 0;y < triangle->lmsize[1];y++)
4432 pixeloffset = ((triangle->lightmapindex * lm_texturesize + y + triangle->lmoffset[1]) * lm_texturesize + triangle->lmoffset[0]) * 4;
4433 for (x = 0;x < triangle->lmsize[0];x++, pixeloffset += 4)
4435 samplecenter[axis1] = (x+0.5f)*lmiscale[0] + triangle->lmbase[0];
4436 samplecenter[axis2] = (y+0.5f)*lmiscale[1] + triangle->lmbase[1];
4437 samplecenter[axis] = samplecenter[axis1]*slopex + samplecenter[axis2]*slopey + slopebase;
4438 VectorMA(samplecenter, 0.125f, samplenormal, samplecenter);
4439 Mod_GenerateLightmaps_LightmapSample(samplecenter, samplenormal, lightmappixels + pixeloffset, deluxemappixels + pixeloffset);
4445 for (lightmapindex = 0;lightmapindex < model->brushq3.num_mergedlightmaps;lightmapindex++)
4447 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);
4448 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);
4452 Mem_Free(lightmappixels);
4453 if (deluxemappixels)
4454 Mem_Free(deluxemappixels);
4456 for (surfaceindex = 0;surfaceindex < model->num_surfaces;surfaceindex++)
4458 surface = model->data_surfaces + surfaceindex;
4459 if (!surface->num_triangles)
4461 lightmapindex = mod_generatelightmaps_lightmaptriangles[surface->num_firsttriangle].lightmapindex;
4462 surface->lightmaptexture = model->brushq3.data_lightmaps[lightmapindex];
4463 surface->deluxemaptexture = model->brushq3.data_deluxemaps[lightmapindex];
4464 surface->lightmapinfo = NULL;
4467 model->brush.LightPoint = Mod_GenerateLightmaps_LightPoint;
4468 model->brushq1.lightdata = NULL;
4469 model->brushq1.lightmapupdateflags = NULL;
4470 model->brushq1.firstrender = false;
4471 model->brushq1.num_lightstyles = 0;
4472 model->brushq1.data_lightstyleinfo = NULL;
4473 for (i = 0;i < model->brush.numsubmodels;i++)
4475 model->brush.submodels[i]->brushq1.lightmapupdateflags = NULL;
4476 model->brush.submodels[i]->brushq1.firstrender = false;
4477 model->brush.submodels[i]->brushq1.num_lightstyles = 0;
4478 model->brush.submodels[i]->brushq1.data_lightstyleinfo = NULL;
4482 static void Mod_GenerateLightmaps_UpdateVertexColors(dp_model_t *model)
4485 for (i = 0;i < model->surfmesh.num_vertices;i++)
4486 Mod_GenerateLightmaps_VertexSample(model->surfmesh.data_vertex3f + 3*i, model->surfmesh.data_normal3f + 3*i, model->surfmesh.data_lightmapcolor4f + 4*i);
4489 static void Mod_GenerateLightmaps_UpdateLightGrid(dp_model_t *model)
4496 for (z = 0;z < model->brushq3.num_lightgrid_isize[2];z++)
4498 pos[2] = (model->brushq3.num_lightgrid_imins[2] + z + 0.5f) * model->brushq3.num_lightgrid_cellsize[2];
4499 for (y = 0;y < model->brushq3.num_lightgrid_isize[1];y++)
4501 pos[1] = (model->brushq3.num_lightgrid_imins[1] + y + 0.5f) * model->brushq3.num_lightgrid_cellsize[1];
4502 for (x = 0;x < model->brushq3.num_lightgrid_isize[0];x++, index++)
4504 pos[0] = (model->brushq3.num_lightgrid_imins[0] + x + 0.5f) * model->brushq3.num_lightgrid_cellsize[0];
4505 Mod_GenerateLightmaps_GridSample(pos, model->brushq3.data_lightgrid + index);
4511 extern cvar_t mod_q3bsp_nolightmaps;
4512 static void Mod_GenerateLightmaps(dp_model_t *model)
4514 //lightmaptriangle_t *lightmaptriangles = Mem_Alloc(model->mempool, model->surfmesh.num_triangles * sizeof(lightmaptriangle_t));
4515 dp_model_t *oldloadmodel = loadmodel;
4518 Mod_GenerateLightmaps_InitSampleOffsets(model);
4519 Mod_GenerateLightmaps_DestroyLightmaps(model);
4520 Mod_GenerateLightmaps_UnweldTriangles(model);
4521 Mod_GenerateLightmaps_CreateTriangleInformation(model);
4522 Mod_GenerateLightmaps_CreateLights(model);
4523 if(!mod_q3bsp_nolightmaps.integer)
4524 Mod_GenerateLightmaps_CreateLightmaps(model);
4525 Mod_GenerateLightmaps_UpdateVertexColors(model);
4526 Mod_GenerateLightmaps_UpdateLightGrid(model);
4527 Mod_GenerateLightmaps_DestroyLights(model);
4528 Mod_GenerateLightmaps_DestroyTriangleInformation(model);
4530 loadmodel = oldloadmodel;
4533 static void Mod_GenerateLightmaps_f(void)
4535 if (Cmd_Argc() != 1)
4537 Con_Printf("usage: mod_generatelightmaps\n");
4542 Con_Printf("no worldmodel loaded\n");
4545 Mod_GenerateLightmaps(cl.worldmodel);