2 Copyright (C) 1996-1997 Id Software, Inc.
4 This program is free software; you can redistribute it and/or
5 modify it under the terms of the GNU General Public License
6 as published by the Free Software Foundation; either version 2
7 of the License, or (at your option) any later version.
9 This program is distributed in the hope that it will be useful,
10 but WITHOUT ANY WARRANTY; without even the implied warranty of
11 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
13 See the GNU General Public License for more details.
15 You should have received a copy of the GNU General Public License
16 along with this program; if not, write to the Free Software
17 Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
20 // models.c -- model loading and caching
22 // models are the only shared resource between a client and server running
23 // on the same machine.
30 cvar_t r_enableshadowvolumes = {CVAR_SAVE, "r_enableshadowvolumes", "1", "Enables use of Stencil Shadow Volume shadowing methods, saves some memory if turned off"};
31 cvar_t r_mipskins = {CVAR_SAVE, "r_mipskins", "0", "mipmaps model skins so they render faster in the distance and do not display noise artifacts, can cause discoloration of skins if they contain undesirable border colors"};
32 cvar_t r_mipnormalmaps = {CVAR_SAVE, "r_mipnormalmaps", "1", "mipmaps normalmaps (turning it off looks sharper but may have aliasing)"};
33 cvar_t mod_generatelightmaps_unitspersample = {CVAR_SAVE, "mod_generatelightmaps_unitspersample", "8", "lightmap resolution"};
34 cvar_t mod_generatelightmaps_borderpixels = {CVAR_SAVE, "mod_generatelightmaps_borderpixels", "2", "extra space around polygons to prevent sampling artifacts"};
35 cvar_t mod_generatelightmaps_texturesize = {CVAR_SAVE, "mod_generatelightmaps_texturesize", "1024", "size of lightmap textures"};
36 cvar_t mod_generatelightmaps_lightmapsamples = {CVAR_SAVE, "mod_generatelightmaps_lightmapsamples", "16", "number of shadow tests done per lightmap pixel"};
37 cvar_t mod_generatelightmaps_vertexsamples = {CVAR_SAVE, "mod_generatelightmaps_vertexsamples", "16", "number of shadow tests done per vertex"};
38 cvar_t mod_generatelightmaps_gridsamples = {CVAR_SAVE, "mod_generatelightmaps_gridsamples", "64", "number of shadow tests done per lightgrid cell"};
39 cvar_t mod_generatelightmaps_lightmapradius = {CVAR_SAVE, "mod_generatelightmaps_lightmapradius", "16", "sampling area around each lightmap pixel"};
40 cvar_t mod_generatelightmaps_vertexradius = {CVAR_SAVE, "mod_generatelightmaps_vertexradius", "16", "sampling area around each vertex"};
41 cvar_t mod_generatelightmaps_gridradius = {CVAR_SAVE, "mod_generatelightmaps_gridradius", "64", "sampling area around each lightgrid cell center"};
43 dp_model_t *loadmodel;
45 static mempool_t *mod_mempool;
46 static memexpandablearray_t models;
48 static mempool_t* q3shaders_mem;
49 typedef struct q3shader_hash_entry_s
51 q3shaderinfo_t shader;
52 struct q3shader_hash_entry_s* chain;
53 } q3shader_hash_entry_t;
54 #define Q3SHADER_HASH_SIZE 1021
55 typedef struct q3shader_data_s
57 memexpandablearray_t hash_entries;
58 q3shader_hash_entry_t hash[Q3SHADER_HASH_SIZE];
59 memexpandablearray_t char_ptrs;
61 static q3shader_data_t* q3shader_data;
63 static void mod_start(void)
66 int nummodels = Mem_ExpandableArray_IndexRange(&models);
69 SCR_PushLoadingScreen(false, "Loading models", 1.0);
71 for (i = 0;i < nummodels;i++)
72 if ((mod = (dp_model_t*) Mem_ExpandableArray_RecordAtIndex(&models, i)) && mod->name[0] && mod->name[0] != '*')
75 for (i = 0;i < nummodels;i++)
76 if ((mod = (dp_model_t*) Mem_ExpandableArray_RecordAtIndex(&models, i)) && mod->name[0] && mod->name[0] != '*')
79 SCR_PushLoadingScreen(true, mod->name, 1.0 / count);
80 Mod_LoadModel(mod, true, false);
81 SCR_PopLoadingScreen(false);
83 SCR_PopLoadingScreen(false);
86 static void mod_shutdown(void)
89 int nummodels = Mem_ExpandableArray_IndexRange(&models);
92 for (i = 0;i < nummodels;i++)
93 if ((mod = (dp_model_t*) Mem_ExpandableArray_RecordAtIndex(&models, i)) && (mod->loaded || mod->mempool))
97 Mod_Skeletal_FreeBuffers();
100 static void mod_newmap(void)
103 int i, j, k, surfacenum, ssize, tsize;
104 int nummodels = Mem_ExpandableArray_IndexRange(&models);
107 for (i = 0;i < nummodels;i++)
109 if ((mod = (dp_model_t*) Mem_ExpandableArray_RecordAtIndex(&models, i)) && mod->mempool)
111 for (j = 0;j < mod->num_textures && mod->data_textures;j++)
113 for (k = 0;k < mod->data_textures[j].numskinframes;k++)
114 R_SkinFrame_MarkUsed(mod->data_textures[j].skinframes[k]);
115 for (k = 0;k < mod->data_textures[j].backgroundnumskinframes;k++)
116 R_SkinFrame_MarkUsed(mod->data_textures[j].backgroundskinframes[k]);
118 if (mod->brush.solidskyskinframe)
119 R_SkinFrame_MarkUsed(mod->brush.solidskyskinframe);
120 if (mod->brush.alphaskyskinframe)
121 R_SkinFrame_MarkUsed(mod->brush.alphaskyskinframe);
125 if (!cl_stainmaps_clearonload.integer)
128 for (i = 0;i < nummodels;i++)
130 if ((mod = (dp_model_t*) Mem_ExpandableArray_RecordAtIndex(&models, i)) && mod->mempool && mod->data_surfaces)
132 for (surfacenum = 0, surface = mod->data_surfaces;surfacenum < mod->num_surfaces;surfacenum++, surface++)
134 if (surface->lightmapinfo && surface->lightmapinfo->stainsamples)
136 ssize = (surface->lightmapinfo->extents[0] >> 4) + 1;
137 tsize = (surface->lightmapinfo->extents[1] >> 4) + 1;
138 memset(surface->lightmapinfo->stainsamples, 255, ssize * tsize * 3);
139 mod->brushq1.lightmapupdateflags[surfacenum] = true;
151 static void Mod_Print(void);
152 static void Mod_Precache (void);
153 static void Mod_Decompile_f(void);
154 static void Mod_GenerateLightmaps_f(void);
157 mod_mempool = Mem_AllocPool("modelinfo", 0, NULL);
158 Mem_ExpandableArray_NewArray(&models, mod_mempool, sizeof(dp_model_t), 16);
164 Cvar_RegisterVariable(&r_enableshadowvolumes);
165 Cvar_RegisterVariable(&r_mipskins);
166 Cvar_RegisterVariable(&r_mipnormalmaps);
167 Cvar_RegisterVariable(&mod_generatelightmaps_unitspersample);
168 Cvar_RegisterVariable(&mod_generatelightmaps_borderpixels);
169 Cvar_RegisterVariable(&mod_generatelightmaps_texturesize);
171 Cvar_RegisterVariable(&mod_generatelightmaps_lightmapsamples);
172 Cvar_RegisterVariable(&mod_generatelightmaps_vertexsamples);
173 Cvar_RegisterVariable(&mod_generatelightmaps_gridsamples);
174 Cvar_RegisterVariable(&mod_generatelightmaps_lightmapradius);
175 Cvar_RegisterVariable(&mod_generatelightmaps_vertexradius);
176 Cvar_RegisterVariable(&mod_generatelightmaps_gridradius);
178 Cmd_AddCommand ("modellist", Mod_Print, "prints a list of loaded models");
179 Cmd_AddCommand ("modelprecache", Mod_Precache, "load a model");
180 Cmd_AddCommand ("modeldecompile", Mod_Decompile_f, "exports a model in several formats for editing purposes");
181 Cmd_AddCommand ("mod_generatelightmaps", Mod_GenerateLightmaps_f, "rebuilds lighting on current worldmodel");
184 void Mod_RenderInit(void)
186 R_RegisterModule("Models", mod_start, mod_shutdown, mod_newmap, NULL, NULL);
189 void Mod_UnloadModel (dp_model_t *mod)
191 char name[MAX_QPATH];
193 dp_model_t *parentmodel;
195 if (developer_loading.integer)
196 Con_Printf("unloading model %s\n", mod->name);
198 strlcpy(name, mod->name, sizeof(name));
199 parentmodel = mod->brush.parentmodel;
203 if (mod->surfmesh.vertex3fbuffer)
204 R_Mesh_DestroyMeshBuffer(mod->surfmesh.vertex3fbuffer);
205 mod->surfmesh.vertex3fbuffer = NULL;
206 if (mod->surfmesh.vertexmeshbuffer)
207 R_Mesh_DestroyMeshBuffer(mod->surfmesh.vertexmeshbuffer);
208 mod->surfmesh.vertexmeshbuffer = NULL;
209 if (mod->surfmesh.data_element3i_indexbuffer)
210 R_Mesh_DestroyMeshBuffer(mod->surfmesh.data_element3i_indexbuffer);
211 mod->surfmesh.data_element3i_indexbuffer = NULL;
212 if (mod->surfmesh.data_element3s_indexbuffer)
213 R_Mesh_DestroyMeshBuffer(mod->surfmesh.data_element3s_indexbuffer);
214 mod->surfmesh.data_element3s_indexbuffer = NULL;
215 if (mod->surfmesh.vbo_vertexbuffer)
216 R_Mesh_DestroyMeshBuffer(mod->surfmesh.vbo_vertexbuffer);
217 mod->surfmesh.vbo_vertexbuffer = NULL;
219 // free textures/memory attached to the model
220 R_FreeTexturePool(&mod->texturepool);
221 Mem_FreePool(&mod->mempool);
222 // clear the struct to make it available
223 memset(mod, 0, sizeof(dp_model_t));
224 // restore the fields we want to preserve
225 strlcpy(mod->name, name, sizeof(mod->name));
226 mod->brush.parentmodel = parentmodel;
231 void R_Model_Null_Draw(entity_render_t *ent)
237 typedef void (*mod_framegroupify_parsegroups_t) (unsigned int i, int start, int len, float fps, qboolean loop, void *pass);
239 int Mod_FrameGroupify_ParseGroups(const char *buf, mod_framegroupify_parsegroups_t cb, void *pass)
252 if (!COM_ParseToken_Simple(&bufptr, true, false))
254 if (!strcmp(com_token, "\n"))
255 continue; // empty line
256 start = atoi(com_token);
257 if (!COM_ParseToken_Simple(&bufptr, true, false))
259 if (!strcmp(com_token, "\n"))
261 Con_Printf("framegroups file: missing number of frames\n");
264 len = atoi(com_token);
265 if (!COM_ParseToken_Simple(&bufptr, true, false))
267 // we default to looping as it's usually wanted, so to NOT loop you append a 0
268 if (strcmp(com_token, "\n"))
270 fps = atof(com_token);
271 if (!COM_ParseToken_Simple(&bufptr, true, false))
273 if (strcmp(com_token, "\n"))
274 loop = atoi(com_token) != 0;
285 cb(i, start, len, fps, loop, pass);
292 void Mod_FrameGroupify_ParseGroups_Count (unsigned int i, int start, int len, float fps, qboolean loop, void *pass)
294 unsigned int *cnt = (unsigned int *) pass;
298 void Mod_FrameGroupify_ParseGroups_Store (unsigned int i, int start, int len, float fps, qboolean loop, void *pass)
300 dp_model_t *mod = (dp_model_t *) pass;
301 animscene_t *anim = &mod->animscenes[i];
302 dpsnprintf(anim->name, sizeof(anim[i].name), "groupified_%d_anim", i);
303 anim->firstframe = bound(0, start, mod->num_poses - 1);
304 anim->framecount = bound(1, len, mod->num_poses - anim->firstframe);
305 anim->framerate = max(1, fps);
307 //Con_Printf("frame group %d is %d %d %f %d\n", i, start, len, fps, loop);
310 void Mod_FrameGroupify(dp_model_t *mod, const char *buf)
315 cnt = Mod_FrameGroupify_ParseGroups(buf, NULL, NULL);
318 Con_Printf("no scene found in framegroups file, aborting\n");
321 mod->numframes = cnt;
324 // (we do not free the previous animscenes, but model unloading will free the pool owning them, so it's okay)
325 mod->animscenes = (animscene_t *) Mem_Alloc(mod->mempool, sizeof(animscene_t) * mod->numframes);
328 Mod_FrameGroupify_ParseGroups(buf, Mod_FrameGroupify_ParseGroups_Store, mod);
331 void Mod_FindPotentialDeforms(dp_model_t *mod)
335 mod->wantnormals = false;
336 mod->wanttangents = false;
337 for (i = 0;i < mod->num_textures;i++)
339 texture = mod->data_textures + i;
340 if (texture->tcgen.tcgen == Q3TCGEN_ENVIRONMENT)
341 mod->wantnormals = true;
342 for (j = 0;j < Q3MAXDEFORMS;j++)
344 if (texture->deforms[j].deform == Q3DEFORM_AUTOSPRITE)
346 mod->wanttangents = true;
347 mod->wantnormals = true;
350 if (texture->deforms[j].deform != Q3DEFORM_NONE)
351 mod->wantnormals = true;
363 dp_model_t *Mod_LoadModel(dp_model_t *mod, qboolean crash, qboolean checkdisk)
368 fs_offset_t filesize = 0;
372 if (mod->name[0] == '*') // submodel
375 if (!strcmp(mod->name, "null"))
380 if (mod->loaded || mod->mempool)
381 Mod_UnloadModel(mod);
383 if (developer_loading.integer)
384 Con_Printf("loading model %s\n", mod->name);
387 mod->crc = (unsigned int)-1;
390 VectorClear(mod->normalmins);
391 VectorClear(mod->normalmaxs);
392 VectorClear(mod->yawmins);
393 VectorClear(mod->yawmaxs);
394 VectorClear(mod->rotatedmins);
395 VectorClear(mod->rotatedmaxs);
397 mod->modeldatatypestring = "null";
398 mod->type = mod_null;
399 mod->Draw = R_Model_Null_Draw;
403 // no fatal errors occurred, so this model is ready to use.
412 // even if the model is loaded it still may need reloading...
414 // if it is not loaded or checkdisk is true we need to calculate the crc
415 if (!mod->loaded || checkdisk)
417 if (checkdisk && mod->loaded)
418 Con_DPrintf("checking model %s\n", mod->name);
419 buf = FS_LoadFile (mod->name, tempmempool, false, &filesize);
422 crc = CRC_Block((unsigned char *)buf, filesize);
423 // we need to reload the model if the crc does not match
429 // if the model is already loaded and checks passed, just return
437 if (developer_loading.integer)
438 Con_Printf("loading model %s\n", mod->name);
440 SCR_PushLoadingScreen(true, mod->name, 1);
442 // LordHavoc: unload the existing model in this slot (if there is one)
443 if (mod->loaded || mod->mempool)
444 Mod_UnloadModel(mod);
449 // errors can prevent the corresponding mod->loaded = true;
452 // default model radius and bounding box (mainly for missing models)
454 VectorSet(mod->normalmins, -mod->radius, -mod->radius, -mod->radius);
455 VectorSet(mod->normalmaxs, mod->radius, mod->radius, mod->radius);
456 VectorSet(mod->yawmins, -mod->radius, -mod->radius, -mod->radius);
457 VectorSet(mod->yawmaxs, mod->radius, mod->radius, mod->radius);
458 VectorSet(mod->rotatedmins, -mod->radius, -mod->radius, -mod->radius);
459 VectorSet(mod->rotatedmaxs, mod->radius, mod->radius, mod->radius);
463 // load q3 shaders for the first time, or after a level change
469 char *bufend = (char *)buf + filesize;
471 // all models use memory, so allocate a memory pool
472 mod->mempool = Mem_AllocPool(mod->name, 0, NULL);
474 num = LittleLong(*((int *)buf));
475 // call the apropriate loader
477 if (!strcasecmp(FS_FileExtension(mod->name), "obj")) Mod_OBJ_Load(mod, buf, bufend);
478 else if (!memcmp(buf, "IDPO", 4)) Mod_IDP0_Load(mod, buf, bufend);
479 else if (!memcmp(buf, "IDP2", 4)) Mod_IDP2_Load(mod, buf, bufend);
480 else if (!memcmp(buf, "IDP3", 4)) Mod_IDP3_Load(mod, buf, bufend);
481 else if (!memcmp(buf, "IDSP", 4)) Mod_IDSP_Load(mod, buf, bufend);
482 else if (!memcmp(buf, "IDS2", 4)) Mod_IDS2_Load(mod, buf, bufend);
483 else if (!memcmp(buf, "IBSP", 4)) Mod_IBSP_Load(mod, buf, bufend);
484 else if (!memcmp(buf, "ZYMOTICMODEL", 12)) Mod_ZYMOTICMODEL_Load(mod, buf, bufend);
485 else if (!memcmp(buf, "DARKPLACESMODEL", 16)) Mod_DARKPLACESMODEL_Load(mod, buf, bufend);
486 else if (!memcmp(buf, "ACTRHEAD", 8)) Mod_PSKMODEL_Load(mod, buf, bufend);
487 else if (!memcmp(buf, "INTERQUAKEMODEL", 16)) Mod_INTERQUAKEMODEL_Load(mod, buf, bufend);
488 else if (strlen(mod->name) >= 4 && !strcmp(mod->name + strlen(mod->name) - 4, ".map")) Mod_MAP_Load(mod, buf, bufend);
489 else if (num == BSPVERSION || num == 30) Mod_Q1BSP_Load(mod, buf, bufend);
490 else Con_Printf("Mod_LoadModel: model \"%s\" is of unknown/unsupported type\n", mod->name);
493 Mod_FindPotentialDeforms(mod);
495 buf = FS_LoadFile (va("%s.framegroups", mod->name), tempmempool, false, &filesize);
498 Mod_FrameGroupify(mod, (const char *)buf);
506 // LordHavoc: Sys_Error was *ANNOYING*
507 Con_Printf ("Mod_LoadModel: %s not found\n", mod->name);
510 // no fatal errors occurred, so this model is ready to use.
513 SCR_PopLoadingScreen(false);
518 void Mod_ClearUsed(void)
521 int nummodels = Mem_ExpandableArray_IndexRange(&models);
523 for (i = 0;i < nummodels;i++)
524 if ((mod = (dp_model_t*) Mem_ExpandableArray_RecordAtIndex(&models, i)) && mod->name[0])
528 void Mod_PurgeUnused(void)
531 int nummodels = Mem_ExpandableArray_IndexRange(&models);
533 for (i = 0;i < nummodels;i++)
535 if ((mod = (dp_model_t*) Mem_ExpandableArray_RecordAtIndex(&models, i)) && mod->name[0] && !mod->used)
537 Mod_UnloadModel(mod);
538 Mem_ExpandableArray_FreeRecord(&models, mod);
549 dp_model_t *Mod_FindName(const char *name, const char *parentname)
558 // if we're not dedicatd, the renderer calls will crash without video
561 nummodels = Mem_ExpandableArray_IndexRange(&models);
564 Host_Error ("Mod_ForName: NULL name");
566 // search the currently loaded models
567 for (i = 0;i < nummodels;i++)
569 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))))
576 // no match found, create a new one
577 mod = (dp_model_t *) Mem_ExpandableArray_AllocRecord(&models);
578 strlcpy(mod->name, name, sizeof(mod->name));
580 mod->brush.parentmodel = Mod_FindName(parentname, NULL);
582 mod->brush.parentmodel = NULL;
592 Loads in a model for the given name
595 dp_model_t *Mod_ForName(const char *name, qboolean crash, qboolean checkdisk, const char *parentname)
598 model = Mod_FindName(name, parentname);
599 if (!model->loaded || checkdisk)
600 Mod_LoadModel(model, crash, checkdisk);
608 Reloads all models if they have changed
611 void Mod_Reload(void)
614 int nummodels = Mem_ExpandableArray_IndexRange(&models);
617 SCR_PushLoadingScreen(false, "Reloading models", 1.0);
619 for (i = 0;i < nummodels;i++)
620 if ((mod = (dp_model_t *) Mem_ExpandableArray_RecordAtIndex(&models, i)) && mod->name[0] && mod->name[0] != '*' && mod->used)
622 for (i = 0;i < nummodels;i++)
623 if ((mod = (dp_model_t *) Mem_ExpandableArray_RecordAtIndex(&models, i)) && mod->name[0] && mod->name[0] != '*' && mod->used)
625 SCR_PushLoadingScreen(true, mod->name, 1.0 / count);
626 Mod_LoadModel(mod, true, true);
627 SCR_PopLoadingScreen(false);
629 SCR_PopLoadingScreen(false);
632 unsigned char *mod_base;
635 //=============================================================================
642 static void Mod_Print(void)
645 int nummodels = Mem_ExpandableArray_IndexRange(&models);
648 Con_Print("Loaded models:\n");
649 for (i = 0;i < nummodels;i++)
651 if ((mod = (dp_model_t *) Mem_ExpandableArray_RecordAtIndex(&models, i)) && mod->name[0] && mod->name[0] != '*')
653 if (mod->brush.numsubmodels)
654 Con_Printf("%4iK %s (%i submodels)\n", mod->mempool ? (int)((mod->mempool->totalsize + 1023) / 1024) : 0, mod->name, mod->brush.numsubmodels);
656 Con_Printf("%4iK %s\n", mod->mempool ? (int)((mod->mempool->totalsize + 1023) / 1024) : 0, mod->name);
666 static void Mod_Precache(void)
669 Mod_ForName(Cmd_Argv(1), false, true, Cmd_Argv(1)[0] == '*' ? cl.model_name[1] : NULL);
671 Con_Print("usage: modelprecache <filename>\n");
674 int Mod_BuildVertexRemapTableFromElements(int numelements, const int *elements, int numvertices, int *remapvertices)
678 used = (unsigned char *)Mem_Alloc(tempmempool, numvertices);
679 memset(used, 0, numvertices);
680 for (i = 0;i < numelements;i++)
681 used[elements[i]] = 1;
682 for (i = 0, count = 0;i < numvertices;i++)
683 remapvertices[i] = used[i] ? count++ : -1;
689 // fast way, using an edge hash
690 #define TRIANGLEEDGEHASH 8192
691 void Mod_BuildTriangleNeighbors(int *neighbors, const int *elements, int numtriangles)
693 int i, j, p, e1, e2, *n, hashindex, count, match;
695 typedef struct edgehashentry_s
697 struct edgehashentry_s *next;
702 static edgehashentry_t **edgehash;
703 edgehashentry_t *edgehashentries, *hash;
706 edgehash = (edgehashentry_t **)Mem_Alloc(tempmempool, TRIANGLEEDGEHASH * sizeof(*edgehash));
707 // if there are too many triangles for the stack array, allocate larger buffer
708 edgehashentries = (edgehashentry_t *)Mem_Alloc(tempmempool, numtriangles * 3 * sizeof(edgehashentry_t));
709 // find neighboring triangles
710 for (i = 0, e = elements, n = neighbors;i < numtriangles;i++, e += 3, n += 3)
712 for (j = 0, p = 2;j < 3;p = j, j++)
716 // this hash index works for both forward and backward edges
717 hashindex = (unsigned int)(e1 + e2) % TRIANGLEEDGEHASH;
718 hash = edgehashentries + i * 3 + j;
719 hash->next = edgehash[hashindex];
720 edgehash[hashindex] = hash;
722 hash->element[0] = e1;
723 hash->element[1] = e2;
726 for (i = 0, e = elements, n = neighbors;i < numtriangles;i++, e += 3, n += 3)
728 for (j = 0, p = 2;j < 3;p = j, j++)
732 // this hash index works for both forward and backward edges
733 hashindex = (unsigned int)(e1 + e2) % TRIANGLEEDGEHASH;
736 for (hash = edgehash[hashindex];hash;hash = hash->next)
738 if (hash->element[0] == e2 && hash->element[1] == e1)
740 if (hash->triangle != i)
741 match = hash->triangle;
744 else if ((hash->element[0] == e1 && hash->element[1] == e2))
747 // detect edges shared by three triangles and make them seams
753 // also send a keepalive here (this can take a while too!)
754 CL_KeepaliveMessage(false);
756 // free the allocated buffer
757 Mem_Free(edgehashentries);
761 // very slow but simple way
762 static int Mod_FindTriangleWithEdge(const int *elements, int numtriangles, int start, int end, int ignore)
767 for (i = 0;i < numtriangles;i++, elements += 3)
769 if ((elements[0] == start && elements[1] == end)
770 || (elements[1] == start && elements[2] == end)
771 || (elements[2] == start && elements[0] == end))
777 else if ((elements[1] == start && elements[0] == end)
778 || (elements[2] == start && elements[1] == end)
779 || (elements[0] == start && elements[2] == end))
782 // detect edges shared by three triangles and make them seams
788 void Mod_BuildTriangleNeighbors(int *neighbors, const int *elements, int numtriangles)
792 for (i = 0, e = elements, n = neighbors;i < numtriangles;i++, e += 3, n += 3)
794 n[0] = Mod_FindTriangleWithEdge(elements, numtriangles, e[1], e[0], i);
795 n[1] = Mod_FindTriangleWithEdge(elements, numtriangles, e[2], e[1], i);
796 n[2] = Mod_FindTriangleWithEdge(elements, numtriangles, e[0], e[2], i);
801 void Mod_ValidateElements(int *elements, int numtriangles, int firstvertex, int numverts, const char *filename, int fileline)
803 int i, warned = false, endvertex = firstvertex + numverts;
804 for (i = 0;i < numtriangles * 3;i++)
806 if (elements[i] < firstvertex || elements[i] >= endvertex)
811 Con_Printf("Mod_ValidateElements: out of bounds elements detected at %s:%d\n", filename, fileline);
813 elements[i] = firstvertex;
818 // warning: this is an expensive function!
819 void Mod_BuildNormals(int firstvertex, int numvertices, int numtriangles, const float *vertex3f, const int *elements, float *normal3f, qboolean areaweighting)
826 memset(normal3f + 3 * firstvertex, 0, numvertices * sizeof(float[3]));
827 // process each vertex of each triangle and accumulate the results
828 // use area-averaging, to make triangles with a big area have a bigger
829 // weighting on the vertex normal than triangles with a small area
830 // to do so, just add the 'normals' together (the bigger the area
831 // the greater the length of the normal is
833 for (i = 0; i < numtriangles; i++, element += 3)
836 vertex3f + element[0] * 3,
837 vertex3f + element[1] * 3,
838 vertex3f + element[2] * 3,
843 VectorNormalize(areaNormal);
845 for (j = 0;j < 3;j++)
847 vectorNormal = normal3f + element[j] * 3;
848 vectorNormal[0] += areaNormal[0];
849 vectorNormal[1] += areaNormal[1];
850 vectorNormal[2] += areaNormal[2];
853 // and just normalize the accumulated vertex normal in the end
854 vectorNormal = normal3f + 3 * firstvertex;
855 for (i = 0; i < numvertices; i++, vectorNormal += 3)
856 VectorNormalize(vectorNormal);
859 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)
861 float f, tangentcross[3], v10[3], v20[3], tc10[2], tc20[2];
862 // 79 add/sub/negate/multiply (1 cycle), 1 compare (3 cycle?), total cycles not counting load/store/exchange roughly 82 cycles
863 // 6 add, 28 subtract, 39 multiply, 1 compare, 50% chance of 6 negates
865 // 6 multiply, 9 subtract
866 VectorSubtract(v1, v0, v10);
867 VectorSubtract(v2, v0, v20);
868 normal3f[0] = v20[1] * v10[2] - v20[2] * v10[1];
869 normal3f[1] = v20[2] * v10[0] - v20[0] * v10[2];
870 normal3f[2] = v20[0] * v10[1] - v20[1] * v10[0];
871 // 12 multiply, 10 subtract
872 tc10[1] = tc1[1] - tc0[1];
873 tc20[1] = tc2[1] - tc0[1];
874 svector3f[0] = tc10[1] * v20[0] - tc20[1] * v10[0];
875 svector3f[1] = tc10[1] * v20[1] - tc20[1] * v10[1];
876 svector3f[2] = tc10[1] * v20[2] - tc20[1] * v10[2];
877 tc10[0] = tc1[0] - tc0[0];
878 tc20[0] = tc2[0] - tc0[0];
879 tvector3f[0] = tc10[0] * v20[0] - tc20[0] * v10[0];
880 tvector3f[1] = tc10[0] * v20[1] - tc20[0] * v10[1];
881 tvector3f[2] = tc10[0] * v20[2] - tc20[0] * v10[2];
882 // 12 multiply, 4 add, 6 subtract
883 f = DotProduct(svector3f, normal3f);
884 svector3f[0] -= f * normal3f[0];
885 svector3f[1] -= f * normal3f[1];
886 svector3f[2] -= f * normal3f[2];
887 f = DotProduct(tvector3f, normal3f);
888 tvector3f[0] -= f * normal3f[0];
889 tvector3f[1] -= f * normal3f[1];
890 tvector3f[2] -= f * normal3f[2];
891 // if texture is mapped the wrong way (counterclockwise), the tangents
892 // have to be flipped, this is detected by calculating a normal from the
893 // two tangents, and seeing if it is opposite the surface normal
894 // 9 multiply, 2 add, 3 subtract, 1 compare, 50% chance of: 6 negates
895 CrossProduct(tvector3f, svector3f, tangentcross);
896 if (DotProduct(tangentcross, normal3f) < 0)
898 VectorNegate(svector3f, svector3f);
899 VectorNegate(tvector3f, tvector3f);
903 // warning: this is a very expensive function!
904 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)
907 float sdir[3], tdir[3], normal[3], *sv, *tv;
908 const float *v0, *v1, *v2, *tc0, *tc1, *tc2, *n;
909 float f, tangentcross[3], v10[3], v20[3], tc10[2], tc20[2];
912 memset(svector3f + 3 * firstvertex, 0, numvertices * sizeof(float[3]));
913 memset(tvector3f + 3 * firstvertex, 0, numvertices * sizeof(float[3]));
914 // process each vertex of each triangle and accumulate the results
915 for (tnum = 0, e = elements;tnum < numtriangles;tnum++, e += 3)
917 v0 = vertex3f + e[0] * 3;
918 v1 = vertex3f + e[1] * 3;
919 v2 = vertex3f + e[2] * 3;
920 tc0 = texcoord2f + e[0] * 2;
921 tc1 = texcoord2f + e[1] * 2;
922 tc2 = texcoord2f + e[2] * 2;
924 // 79 add/sub/negate/multiply (1 cycle), 1 compare (3 cycle?), total cycles not counting load/store/exchange roughly 82 cycles
925 // 6 add, 28 subtract, 39 multiply, 1 compare, 50% chance of 6 negates
927 // calculate the edge directions and surface normal
928 // 6 multiply, 9 subtract
929 VectorSubtract(v1, v0, v10);
930 VectorSubtract(v2, v0, v20);
931 normal[0] = v20[1] * v10[2] - v20[2] * v10[1];
932 normal[1] = v20[2] * v10[0] - v20[0] * v10[2];
933 normal[2] = v20[0] * v10[1] - v20[1] * v10[0];
935 // calculate the tangents
936 // 12 multiply, 10 subtract
937 tc10[1] = tc1[1] - tc0[1];
938 tc20[1] = tc2[1] - tc0[1];
939 sdir[0] = tc10[1] * v20[0] - tc20[1] * v10[0];
940 sdir[1] = tc10[1] * v20[1] - tc20[1] * v10[1];
941 sdir[2] = tc10[1] * v20[2] - tc20[1] * v10[2];
942 tc10[0] = tc1[0] - tc0[0];
943 tc20[0] = tc2[0] - tc0[0];
944 tdir[0] = tc10[0] * v20[0] - tc20[0] * v10[0];
945 tdir[1] = tc10[0] * v20[1] - tc20[0] * v10[1];
946 tdir[2] = tc10[0] * v20[2] - tc20[0] * v10[2];
948 // if texture is mapped the wrong way (counterclockwise), the tangents
949 // have to be flipped, this is detected by calculating a normal from the
950 // two tangents, and seeing if it is opposite the surface normal
951 // 9 multiply, 2 add, 3 subtract, 1 compare, 50% chance of: 6 negates
952 CrossProduct(tdir, sdir, tangentcross);
953 if (DotProduct(tangentcross, normal) < 0)
955 VectorNegate(sdir, sdir);
956 VectorNegate(tdir, tdir);
961 VectorNormalize(sdir);
962 VectorNormalize(tdir);
964 for (i = 0;i < 3;i++)
966 VectorAdd(svector3f + e[i]*3, sdir, svector3f + e[i]*3);
967 VectorAdd(tvector3f + e[i]*3, tdir, tvector3f + e[i]*3);
970 // make the tangents completely perpendicular to the surface normal, and
971 // then normalize them
972 // 16 assignments, 2 divide, 2 sqrt, 2 negates, 14 adds, 24 multiplies
973 for (i = 0, sv = svector3f + 3 * firstvertex, tv = tvector3f + 3 * firstvertex, n = normal3f + 3 * firstvertex;i < numvertices;i++, sv += 3, tv += 3, n += 3)
975 f = -DotProduct(sv, n);
976 VectorMA(sv, f, n, sv);
978 f = -DotProduct(tv, n);
979 VectorMA(tv, f, n, tv);
984 void Mod_AllocSurfMesh(mempool_t *mempool, int numvertices, int numtriangles, qboolean lightmapoffsets, qboolean vertexcolors, qboolean neighbors)
987 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));
988 loadmodel->surfmesh.num_vertices = numvertices;
989 loadmodel->surfmesh.num_triangles = numtriangles;
990 if (loadmodel->surfmesh.num_vertices)
992 loadmodel->surfmesh.data_vertex3f = (float *)data, data += sizeof(float[3]) * loadmodel->surfmesh.num_vertices;
993 loadmodel->surfmesh.data_svector3f = (float *)data, data += sizeof(float[3]) * loadmodel->surfmesh.num_vertices;
994 loadmodel->surfmesh.data_tvector3f = (float *)data, data += sizeof(float[3]) * loadmodel->surfmesh.num_vertices;
995 loadmodel->surfmesh.data_normal3f = (float *)data, data += sizeof(float[3]) * loadmodel->surfmesh.num_vertices;
996 loadmodel->surfmesh.data_texcoordtexture2f = (float *)data, data += sizeof(float[2]) * loadmodel->surfmesh.num_vertices;
997 loadmodel->surfmesh.data_texcoordlightmap2f = (float *)data, data += sizeof(float[2]) * loadmodel->surfmesh.num_vertices;
999 loadmodel->surfmesh.data_lightmapcolor4f = (float *)data, data += sizeof(float[4]) * loadmodel->surfmesh.num_vertices;
1000 if (lightmapoffsets)
1001 loadmodel->surfmesh.data_lightmapoffsets = (int *)data, data += sizeof(int) * loadmodel->surfmesh.num_vertices;
1003 if (loadmodel->surfmesh.num_triangles)
1005 loadmodel->surfmesh.data_element3i = (int *)data, data += sizeof(int[3]) * loadmodel->surfmesh.num_triangles;
1007 loadmodel->surfmesh.data_neighbor3i = (int *)data, data += sizeof(int[3]) * loadmodel->surfmesh.num_triangles;
1008 if (loadmodel->surfmesh.num_vertices <= 65536)
1009 loadmodel->surfmesh.data_element3s = (unsigned short *)data, data += sizeof(unsigned short[3]) * loadmodel->surfmesh.num_triangles;
1013 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)
1015 shadowmesh_t *newmesh;
1016 unsigned char *data;
1018 size = sizeof(shadowmesh_t);
1019 size += maxverts * sizeof(float[3]);
1021 size += maxverts * sizeof(float[11]);
1022 size += maxtriangles * sizeof(int[3]);
1023 if (maxverts <= 65536)
1024 size += maxtriangles * sizeof(unsigned short[3]);
1026 size += maxtriangles * sizeof(int[3]);
1028 size += SHADOWMESHVERTEXHASH * sizeof(shadowmeshvertexhash_t *) + maxverts * sizeof(shadowmeshvertexhash_t);
1029 data = (unsigned char *)Mem_Alloc(mempool, size);
1030 newmesh = (shadowmesh_t *)data;data += sizeof(*newmesh);
1031 newmesh->map_diffuse = map_diffuse;
1032 newmesh->map_specular = map_specular;
1033 newmesh->map_normal = map_normal;
1034 newmesh->maxverts = maxverts;
1035 newmesh->maxtriangles = maxtriangles;
1036 newmesh->numverts = 0;
1037 newmesh->numtriangles = 0;
1038 memset(newmesh->sideoffsets, 0, sizeof(newmesh->sideoffsets));
1039 memset(newmesh->sidetotals, 0, sizeof(newmesh->sidetotals));
1041 newmesh->vertex3f = (float *)data;data += maxverts * sizeof(float[3]);
1044 newmesh->svector3f = (float *)data;data += maxverts * sizeof(float[3]);
1045 newmesh->tvector3f = (float *)data;data += maxverts * sizeof(float[3]);
1046 newmesh->normal3f = (float *)data;data += maxverts * sizeof(float[3]);
1047 newmesh->texcoord2f = (float *)data;data += maxverts * sizeof(float[2]);
1049 newmesh->element3i = (int *)data;data += maxtriangles * sizeof(int[3]);
1052 newmesh->neighbor3i = (int *)data;data += maxtriangles * sizeof(int[3]);
1056 newmesh->vertexhashtable = (shadowmeshvertexhash_t **)data;data += SHADOWMESHVERTEXHASH * sizeof(shadowmeshvertexhash_t *);
1057 newmesh->vertexhashentries = (shadowmeshvertexhash_t *)data;data += maxverts * sizeof(shadowmeshvertexhash_t);
1059 if (maxverts <= 65536)
1060 newmesh->element3s = (unsigned short *)data;data += maxtriangles * sizeof(unsigned short[3]);
1064 shadowmesh_t *Mod_ShadowMesh_ReAlloc(mempool_t *mempool, shadowmesh_t *oldmesh, int light, int neighbors)
1066 shadowmesh_t *newmesh;
1067 newmesh = Mod_ShadowMesh_Alloc(mempool, oldmesh->numverts, oldmesh->numtriangles, oldmesh->map_diffuse, oldmesh->map_specular, oldmesh->map_normal, light, neighbors, false);
1068 newmesh->numverts = oldmesh->numverts;
1069 newmesh->numtriangles = oldmesh->numtriangles;
1070 memcpy(newmesh->sideoffsets, oldmesh->sideoffsets, sizeof(oldmesh->sideoffsets));
1071 memcpy(newmesh->sidetotals, oldmesh->sidetotals, sizeof(oldmesh->sidetotals));
1073 memcpy(newmesh->vertex3f, oldmesh->vertex3f, oldmesh->numverts * sizeof(float[3]));
1074 if (newmesh->svector3f && oldmesh->svector3f)
1076 memcpy(newmesh->svector3f, oldmesh->svector3f, oldmesh->numverts * sizeof(float[3]));
1077 memcpy(newmesh->tvector3f, oldmesh->tvector3f, oldmesh->numverts * sizeof(float[3]));
1078 memcpy(newmesh->normal3f, oldmesh->normal3f, oldmesh->numverts * sizeof(float[3]));
1079 memcpy(newmesh->texcoord2f, oldmesh->texcoord2f, oldmesh->numverts * sizeof(float[2]));
1081 memcpy(newmesh->element3i, oldmesh->element3i, oldmesh->numtriangles * sizeof(int[3]));
1082 if (newmesh->neighbor3i && oldmesh->neighbor3i)
1083 memcpy(newmesh->neighbor3i, oldmesh->neighbor3i, oldmesh->numtriangles * sizeof(int[3]));
1087 int Mod_ShadowMesh_AddVertex(shadowmesh_t *mesh, float *vertex14f)
1089 int hashindex, vnum;
1090 shadowmeshvertexhash_t *hash;
1091 // this uses prime numbers intentionally
1092 hashindex = (unsigned int) (vertex14f[0] * 2003 + vertex14f[1] * 4001 + vertex14f[2] * 7919) % SHADOWMESHVERTEXHASH;
1093 for (hash = mesh->vertexhashtable[hashindex];hash;hash = hash->next)
1095 vnum = (hash - mesh->vertexhashentries);
1096 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]))
1097 && (mesh->svector3f == NULL || (mesh->svector3f[vnum * 3 + 0] == vertex14f[3] && mesh->svector3f[vnum * 3 + 1] == vertex14f[4] && mesh->svector3f[vnum * 3 + 2] == vertex14f[5]))
1098 && (mesh->tvector3f == NULL || (mesh->tvector3f[vnum * 3 + 0] == vertex14f[6] && mesh->tvector3f[vnum * 3 + 1] == vertex14f[7] && mesh->tvector3f[vnum * 3 + 2] == vertex14f[8]))
1099 && (mesh->normal3f == NULL || (mesh->normal3f[vnum * 3 + 0] == vertex14f[9] && mesh->normal3f[vnum * 3 + 1] == vertex14f[10] && mesh->normal3f[vnum * 3 + 2] == vertex14f[11]))
1100 && (mesh->texcoord2f == NULL || (mesh->texcoord2f[vnum * 2 + 0] == vertex14f[12] && mesh->texcoord2f[vnum * 2 + 1] == vertex14f[13])))
1101 return hash - mesh->vertexhashentries;
1103 vnum = mesh->numverts++;
1104 hash = mesh->vertexhashentries + vnum;
1105 hash->next = mesh->vertexhashtable[hashindex];
1106 mesh->vertexhashtable[hashindex] = hash;
1107 if (mesh->vertex3f) {mesh->vertex3f[vnum * 3 + 0] = vertex14f[0];mesh->vertex3f[vnum * 3 + 1] = vertex14f[1];mesh->vertex3f[vnum * 3 + 2] = vertex14f[2];}
1108 if (mesh->svector3f) {mesh->svector3f[vnum * 3 + 0] = vertex14f[3];mesh->svector3f[vnum * 3 + 1] = vertex14f[4];mesh->svector3f[vnum * 3 + 2] = vertex14f[5];}
1109 if (mesh->tvector3f) {mesh->tvector3f[vnum * 3 + 0] = vertex14f[6];mesh->tvector3f[vnum * 3 + 1] = vertex14f[7];mesh->tvector3f[vnum * 3 + 2] = vertex14f[8];}
1110 if (mesh->normal3f) {mesh->normal3f[vnum * 3 + 0] = vertex14f[9];mesh->normal3f[vnum * 3 + 1] = vertex14f[10];mesh->normal3f[vnum * 3 + 2] = vertex14f[11];}
1111 if (mesh->texcoord2f) {mesh->texcoord2f[vnum * 2 + 0] = vertex14f[12];mesh->texcoord2f[vnum * 2 + 1] = vertex14f[13];}
1115 void Mod_ShadowMesh_AddTriangle(mempool_t *mempool, shadowmesh_t *mesh, rtexture_t *map_diffuse, rtexture_t *map_specular, rtexture_t *map_normal, float *vertex14f)
1117 if (mesh->numtriangles == 0)
1119 // set the properties on this empty mesh to be more favorable...
1120 // (note: this case only occurs for the first triangle added to a new mesh chain)
1121 mesh->map_diffuse = map_diffuse;
1122 mesh->map_specular = map_specular;
1123 mesh->map_normal = map_normal;
1125 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)
1127 if (mesh->next == NULL)
1128 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);
1131 mesh->element3i[mesh->numtriangles * 3 + 0] = Mod_ShadowMesh_AddVertex(mesh, vertex14f + 14 * 0);
1132 mesh->element3i[mesh->numtriangles * 3 + 1] = Mod_ShadowMesh_AddVertex(mesh, vertex14f + 14 * 1);
1133 mesh->element3i[mesh->numtriangles * 3 + 2] = Mod_ShadowMesh_AddVertex(mesh, vertex14f + 14 * 2);
1134 mesh->numtriangles++;
1137 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)
1140 float vbuf[3*14], *v;
1141 memset(vbuf, 0, sizeof(vbuf));
1142 for (i = 0;i < numtris;i++)
1144 for (j = 0, v = vbuf;j < 3;j++, v += 14)
1149 v[0] = vertex3f[e * 3 + 0];
1150 v[1] = vertex3f[e * 3 + 1];
1151 v[2] = vertex3f[e * 3 + 2];
1155 v[3] = svector3f[e * 3 + 0];
1156 v[4] = svector3f[e * 3 + 1];
1157 v[5] = svector3f[e * 3 + 2];
1161 v[6] = tvector3f[e * 3 + 0];
1162 v[7] = tvector3f[e * 3 + 1];
1163 v[8] = tvector3f[e * 3 + 2];
1167 v[9] = normal3f[e * 3 + 0];
1168 v[10] = normal3f[e * 3 + 1];
1169 v[11] = normal3f[e * 3 + 2];
1173 v[12] = texcoord2f[e * 2 + 0];
1174 v[13] = texcoord2f[e * 2 + 1];
1177 Mod_ShadowMesh_AddTriangle(mempool, mesh, map_diffuse, map_specular, map_normal, vbuf);
1180 // the triangle calculation can take a while, so let's do a keepalive here
1181 CL_KeepaliveMessage(false);
1184 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)
1186 // the preparation before shadow mesh initialization can take a while, so let's do a keepalive here
1187 CL_KeepaliveMessage(false);
1189 return Mod_ShadowMesh_Alloc(mempool, maxverts, maxtriangles, map_diffuse, map_specular, map_normal, light, neighbors, expandable);
1192 static void Mod_ShadowMesh_CreateVBOs(shadowmesh_t *mesh, mempool_t *mempool)
1194 if (!mesh->numverts)
1197 // build r_vertexmesh_t array
1198 // (compressed interleaved array for D3D)
1199 if (!mesh->vertexmesh && mesh->texcoord2f && vid.useinterleavedarrays)
1202 int numvertices = mesh->numverts;
1203 r_vertexmesh_t *vertexmesh;
1204 mesh->vertexmesh = vertexmesh = (r_vertexmesh_t*)Mem_Alloc(mempool, numvertices * sizeof(*mesh->vertexmesh));
1205 for (vertexindex = 0;vertexindex < numvertices;vertexindex++, vertexmesh++)
1207 VectorCopy(mesh->vertex3f + 3*vertexindex, vertexmesh->vertex3f);
1208 VectorScale(mesh->svector3f + 3*vertexindex, 1.0f, vertexmesh->svector3f);
1209 VectorScale(mesh->tvector3f + 3*vertexindex, 1.0f, vertexmesh->tvector3f);
1210 VectorScale(mesh->normal3f + 3*vertexindex, 1.0f, vertexmesh->normal3f);
1211 Vector2Copy(mesh->texcoord2f + 2*vertexindex, vertexmesh->texcoordtexture2f);
1215 // upload r_vertexmesh_t array as a buffer
1216 if (mesh->vertexmesh && !mesh->vertexmeshbuffer)
1217 mesh->vertexmeshbuffer = R_Mesh_CreateMeshBuffer(mesh->vertexmesh, mesh->numverts * sizeof(*mesh->vertexmesh), loadmodel->name, false, false, false);
1219 // upload vertex3f array as a buffer
1220 if (mesh->vertex3f && !mesh->vertex3fbuffer)
1221 mesh->vertex3fbuffer = R_Mesh_CreateMeshBuffer(mesh->vertex3f, mesh->numverts * sizeof(float[3]), loadmodel->name, false, false, false);
1223 // upload short indices as a buffer
1224 if (mesh->element3s && !mesh->element3s_indexbuffer)
1225 mesh->element3s_indexbuffer = R_Mesh_CreateMeshBuffer(mesh->element3s, mesh->numtriangles * sizeof(short[3]), loadmodel->name, true, false, true);
1227 // upload int indices as a buffer
1228 if (mesh->element3i && !mesh->element3i_indexbuffer && !mesh->element3s)
1229 mesh->element3i_indexbuffer = R_Mesh_CreateMeshBuffer(mesh->element3i, mesh->numtriangles * sizeof(int[3]), loadmodel->name, true, false, false);
1231 // vertex buffer is several arrays and we put them in the same buffer
1233 // is this wise? the texcoordtexture2f array is used with dynamic
1234 // vertex/svector/tvector/normal when rendering animated models, on the
1235 // other hand animated models don't use a lot of vertices anyway...
1236 if (!mesh->vbo_vertexbuffer && !vid.useinterleavedarrays)
1241 mesh->vbooffset_vertex3f = size;if (mesh->vertex3f ) size += mesh->numverts * sizeof(float[3]);
1242 mesh->vbooffset_svector3f = size;if (mesh->svector3f ) size += mesh->numverts * sizeof(float[3]);
1243 mesh->vbooffset_tvector3f = size;if (mesh->tvector3f ) size += mesh->numverts * sizeof(float[3]);
1244 mesh->vbooffset_normal3f = size;if (mesh->normal3f ) size += mesh->numverts * sizeof(float[3]);
1245 mesh->vbooffset_texcoord2f = size;if (mesh->texcoord2f ) size += mesh->numverts * sizeof(float[2]);
1246 mem = (unsigned char *)Mem_Alloc(tempmempool, size);
1247 if (mesh->vertex3f ) memcpy(mem + mesh->vbooffset_vertex3f , mesh->vertex3f , mesh->numverts * sizeof(float[3]));
1248 if (mesh->svector3f ) memcpy(mem + mesh->vbooffset_svector3f , mesh->svector3f , mesh->numverts * sizeof(float[3]));
1249 if (mesh->tvector3f ) memcpy(mem + mesh->vbooffset_tvector3f , mesh->tvector3f , mesh->numverts * sizeof(float[3]));
1250 if (mesh->normal3f ) memcpy(mem + mesh->vbooffset_normal3f , mesh->normal3f , mesh->numverts * sizeof(float[3]));
1251 if (mesh->texcoord2f ) memcpy(mem + mesh->vbooffset_texcoord2f , mesh->texcoord2f , mesh->numverts * sizeof(float[2]));
1252 mesh->vbo_vertexbuffer = R_Mesh_CreateMeshBuffer(mem, size, "shadowmesh", false, false, false);
1257 shadowmesh_t *Mod_ShadowMesh_Finish(mempool_t *mempool, shadowmesh_t *firstmesh, qboolean light, qboolean neighbors, qboolean createvbo)
1259 shadowmesh_t *mesh, *newmesh, *nextmesh;
1260 // reallocate meshs to conserve space
1261 for (mesh = firstmesh, firstmesh = NULL;mesh;mesh = nextmesh)
1263 nextmesh = mesh->next;
1264 if (mesh->numverts >= 3 && mesh->numtriangles >= 1)
1266 newmesh = Mod_ShadowMesh_ReAlloc(mempool, mesh, light, neighbors);
1267 newmesh->next = firstmesh;
1268 firstmesh = newmesh;
1269 if (newmesh->element3s)
1272 for (i = 0;i < newmesh->numtriangles*3;i++)
1273 newmesh->element3s[i] = newmesh->element3i[i];
1276 Mod_ShadowMesh_CreateVBOs(newmesh, mempool);
1281 // this can take a while, so let's do a keepalive here
1282 CL_KeepaliveMessage(false);
1287 void Mod_ShadowMesh_CalcBBox(shadowmesh_t *firstmesh, vec3_t mins, vec3_t maxs, vec3_t center, float *radius)
1291 vec3_t nmins, nmaxs, ncenter, temp;
1292 float nradius2, dist2, *v;
1296 for (mesh = firstmesh;mesh;mesh = mesh->next)
1298 if (mesh == firstmesh)
1300 VectorCopy(mesh->vertex3f, nmins);
1301 VectorCopy(mesh->vertex3f, nmaxs);
1303 for (i = 0, v = mesh->vertex3f;i < mesh->numverts;i++, v += 3)
1305 if (nmins[0] > v[0]) nmins[0] = v[0];if (nmaxs[0] < v[0]) nmaxs[0] = v[0];
1306 if (nmins[1] > v[1]) nmins[1] = v[1];if (nmaxs[1] < v[1]) nmaxs[1] = v[1];
1307 if (nmins[2] > v[2]) nmins[2] = v[2];if (nmaxs[2] < v[2]) nmaxs[2] = v[2];
1310 // calculate center and radius
1311 ncenter[0] = (nmins[0] + nmaxs[0]) * 0.5f;
1312 ncenter[1] = (nmins[1] + nmaxs[1]) * 0.5f;
1313 ncenter[2] = (nmins[2] + nmaxs[2]) * 0.5f;
1315 for (mesh = firstmesh;mesh;mesh = mesh->next)
1317 for (i = 0, v = mesh->vertex3f;i < mesh->numverts;i++, v += 3)
1319 VectorSubtract(v, ncenter, temp);
1320 dist2 = DotProduct(temp, temp);
1321 if (nradius2 < dist2)
1327 VectorCopy(nmins, mins);
1329 VectorCopy(nmaxs, maxs);
1331 VectorCopy(ncenter, center);
1333 *radius = sqrt(nradius2);
1336 void Mod_ShadowMesh_Free(shadowmesh_t *mesh)
1338 shadowmesh_t *nextmesh;
1339 for (;mesh;mesh = nextmesh)
1341 if (mesh->vertex3fbuffer)
1342 R_Mesh_DestroyMeshBuffer(mesh->vertex3fbuffer);
1343 if (mesh->vertexmeshbuffer)
1344 R_Mesh_DestroyMeshBuffer(mesh->vertexmeshbuffer);
1345 if (mesh->element3i_indexbuffer)
1346 R_Mesh_DestroyMeshBuffer(mesh->element3i_indexbuffer);
1347 if (mesh->element3s_indexbuffer)
1348 R_Mesh_DestroyMeshBuffer(mesh->element3s_indexbuffer);
1349 if (mesh->vbo_vertexbuffer)
1350 R_Mesh_DestroyMeshBuffer(mesh->vbo_vertexbuffer);
1351 nextmesh = mesh->next;
1356 void Mod_CreateCollisionMesh(dp_model_t *mod)
1358 int k, numcollisionmeshtriangles;
1359 qboolean usesinglecollisionmesh = false;
1360 const msurface_t *surface = NULL;
1362 mempool_t *mempool = mod->mempool;
1363 if (!mempool && mod->brush.parentmodel)
1364 mempool = mod->brush.parentmodel->mempool;
1365 // make a single combined collision mesh for physics engine use
1366 // TODO rewrite this to use the collision brushes as source, to fix issues with e.g. common/caulk which creates no drawsurface
1367 numcollisionmeshtriangles = 0;
1368 for (k = 0;k < mod->nummodelsurfaces;k++)
1370 surface = mod->data_surfaces + mod->firstmodelsurface + k;
1371 if (!strcmp(surface->texture->name, "collision")) // found collision mesh
1373 usesinglecollisionmesh = true;
1374 numcollisionmeshtriangles = surface->num_triangles;
1377 if (!(surface->texture->supercontents & SUPERCONTENTS_SOLID))
1379 numcollisionmeshtriangles += surface->num_triangles;
1381 mod->brush.collisionmesh = Mod_ShadowMesh_Begin(mempool, numcollisionmeshtriangles * 3, numcollisionmeshtriangles, NULL, NULL, NULL, false, false, true);
1382 if (usesinglecollisionmesh)
1383 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));
1386 for (k = 0;k < mod->nummodelsurfaces;k++)
1388 surface = mod->data_surfaces + mod->firstmodelsurface + k;
1389 if (!(surface->texture->supercontents & SUPERCONTENTS_SOLID))
1391 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));
1394 mod->brush.collisionmesh = Mod_ShadowMesh_Finish(mempool, mod->brush.collisionmesh, false, false, false);
1397 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)
1402 if (ix >= 0 && iy >= 0 && ix < imagewidth && iy < imageheight)
1403 v[2] = (imagepixels[((iy*imagewidth)+ix)*4+0] + imagepixels[((iy*imagewidth)+ix)*4+1] + imagepixels[((iy*imagewidth)+ix)*4+2]) * (1.0f / 765.0f);
1406 Matrix4x4_Transform(pixelstepmatrix, v, vertex3f);
1407 Matrix4x4_Transform(pixeltexturestepmatrix, v, tc);
1408 texcoord2f[0] = tc[0];
1409 texcoord2f[1] = tc[1];
1412 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)
1414 float vup[3], vdown[3], vleft[3], vright[3];
1415 float tcup[3], tcdown[3], tcleft[3], tcright[3];
1416 float sv[3], tv[3], nl[3];
1417 Mod_GetTerrainVertex3fTexCoord2fFromBGRA(imagepixels, imagewidth, imageheight, ix, iy, vertex3f, texcoord2f, pixelstepmatrix, pixeltexturestepmatrix);
1418 Mod_GetTerrainVertex3fTexCoord2fFromBGRA(imagepixels, imagewidth, imageheight, ix, iy - 1, vup, tcup, pixelstepmatrix, pixeltexturestepmatrix);
1419 Mod_GetTerrainVertex3fTexCoord2fFromBGRA(imagepixels, imagewidth, imageheight, ix, iy + 1, vdown, tcdown, pixelstepmatrix, pixeltexturestepmatrix);
1420 Mod_GetTerrainVertex3fTexCoord2fFromBGRA(imagepixels, imagewidth, imageheight, ix - 1, iy, vleft, tcleft, pixelstepmatrix, pixeltexturestepmatrix);
1421 Mod_GetTerrainVertex3fTexCoord2fFromBGRA(imagepixels, imagewidth, imageheight, ix + 1, iy, vright, tcright, pixelstepmatrix, pixeltexturestepmatrix);
1422 Mod_BuildBumpVectors(vertex3f, vup, vright, texcoord2f, tcup, tcright, svector3f, tvector3f, normal3f);
1423 Mod_BuildBumpVectors(vertex3f, vright, vdown, texcoord2f, tcright, tcdown, sv, tv, nl);
1424 VectorAdd(svector3f, sv, svector3f);
1425 VectorAdd(tvector3f, tv, tvector3f);
1426 VectorAdd(normal3f, nl, normal3f);
1427 Mod_BuildBumpVectors(vertex3f, vdown, vleft, texcoord2f, tcdown, tcleft, sv, tv, nl);
1428 VectorAdd(svector3f, sv, svector3f);
1429 VectorAdd(tvector3f, tv, tvector3f);
1430 VectorAdd(normal3f, nl, normal3f);
1431 Mod_BuildBumpVectors(vertex3f, vleft, vup, texcoord2f, tcleft, tcup, sv, tv, nl);
1432 VectorAdd(svector3f, sv, svector3f);
1433 VectorAdd(tvector3f, tv, tvector3f);
1434 VectorAdd(normal3f, nl, normal3f);
1437 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)
1439 int x, y, ix, iy, *e;
1441 for (y = 0;y < height;y++)
1443 for (x = 0;x < width;x++)
1445 e[0] = (y + 1) * (width + 1) + (x + 0);
1446 e[1] = (y + 0) * (width + 1) + (x + 0);
1447 e[2] = (y + 1) * (width + 1) + (x + 1);
1448 e[3] = (y + 0) * (width + 1) + (x + 0);
1449 e[4] = (y + 0) * (width + 1) + (x + 1);
1450 e[5] = (y + 1) * (width + 1) + (x + 1);
1454 Mod_BuildTriangleNeighbors(neighbor3i, element3i, width*height*2);
1455 for (y = 0, iy = y1;y < height + 1;y++, iy++)
1456 for (x = 0, ix = x1;x < width + 1;x++, ix++, vertex3f += 3, texcoord2f += 2, svector3f += 3, tvector3f += 3, normal3f += 3)
1457 Mod_GetTerrainVertexFromBGRA(imagepixels, imagewidth, imageheight, ix, iy, vertex3f, texcoord2f, svector3f, tvector3f, normal3f, pixelstepmatrix, pixeltexturestepmatrix);
1461 void Mod_Terrain_SurfaceRecurseChunk(dp_model_t *model, int stepsize, int x, int y)
1465 float chunkwidth = min(stepsize, model->terrain.width - 1 - x);
1466 float chunkheight = min(stepsize, model->terrain.height - 1 - y);
1467 float viewvector[3];
1468 unsigned int firstvertex;
1471 if (chunkwidth < 2 || chunkheight < 2)
1473 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]);
1474 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]);
1475 viewvector[0] = bound(mins[0], localvieworigin, maxs[0]) - model->terrain.vieworigin[0];
1476 viewvector[1] = bound(mins[1], localvieworigin, maxs[1]) - model->terrain.vieworigin[1];
1477 viewvector[2] = bound(mins[2], localvieworigin, maxs[2]) - model->terrain.vieworigin[2];
1478 if (stepsize > 1 && VectorLength(viewvector) < stepsize*model->terrain.scale[0]*r_terrain_lodscale.value)
1480 // too close for this stepsize, emit as 4 chunks instead
1482 Mod_Terrain_SurfaceRecurseChunk(model, stepsize, x, y);
1483 Mod_Terrain_SurfaceRecurseChunk(model, stepsize, x+stepsize, y);
1484 Mod_Terrain_SurfaceRecurseChunk(model, stepsize, x, y+stepsize);
1485 Mod_Terrain_SurfaceRecurseChunk(model, stepsize, x+stepsize, y+stepsize);
1488 // emit the geometry at stepsize into our vertex buffer / index buffer
1489 // we add two columns and two rows for skirt
1490 outwidth = chunkwidth+2;
1491 outheight = chunkheight+2;
1492 outwidth2 = outwidth-1;
1493 outheight2 = outheight-1;
1494 outwidth3 = outwidth+1;
1495 outheight3 = outheight+1;
1496 firstvertex = numvertices;
1497 e = model->terrain.element3i + numtriangles;
1498 numtriangles += chunkwidth*chunkheight*2+chunkwidth*2*2+chunkheight*2*2;
1499 v = model->terrain.vertex3f + numvertices;
1500 numvertices += (chunkwidth+1)*(chunkheight+1)+(chunkwidth+1)*2+(chunkheight+1)*2;
1501 // emit the triangles (note: the skirt is treated as two extra rows and two extra columns)
1502 for (ty = 0;ty < outheight;ty++)
1504 for (tx = 0;tx < outwidth;tx++)
1506 *e++ = firstvertex + (ty )*outwidth3+(tx );
1507 *e++ = firstvertex + (ty )*outwidth3+(tx+1);
1508 *e++ = firstvertex + (ty+1)*outwidth3+(tx+1);
1509 *e++ = firstvertex + (ty )*outwidth3+(tx );
1510 *e++ = firstvertex + (ty+1)*outwidth3+(tx+1);
1511 *e++ = firstvertex + (ty+1)*outwidth3+(tx );
1514 // TODO: emit surface vertices (x+tx*stepsize, y+ty*stepsize)
1515 for (ty = 0;ty <= outheight;ty++)
1517 skirtrow = ty == 0 || ty == outheight;
1518 ry = y+bound(1, ty, outheight)*stepsize;
1519 for (tx = 0;tx <= outwidth;tx++)
1521 skirt = skirtrow || tx == 0 || tx == outwidth;
1522 rx = x+bound(1, tx, outwidth)*stepsize;
1525 v[2] = heightmap[ry*terrainwidth+rx]*scale[2];
1529 // TODO: emit skirt vertices
1532 void Mod_Terrain_UpdateSurfacesForViewOrigin(dp_model_t *model)
1534 for (y = 0;y < model->terrain.size[1];y += model->terrain.
1535 Mod_Terrain_SurfaceRecurseChunk(model, model->terrain.maxstepsize, x, y);
1536 Mod_Terrain_BuildChunk(model,
1540 int Mod_LoadQ3Shaders_EnumerateWaveFunc(const char *s)
1543 if (!strncasecmp(s, "user", 4)) // parse stuff like "user1sin", always user<n>func
1545 offset = bound(0, s[4] - '0', 9);
1546 offset = (offset + 1) << Q3WAVEFUNC_USER_SHIFT;
1551 if (!strcasecmp(s, "sin")) return offset | Q3WAVEFUNC_SIN;
1552 if (!strcasecmp(s, "square")) return offset | Q3WAVEFUNC_SQUARE;
1553 if (!strcasecmp(s, "triangle")) return offset | Q3WAVEFUNC_TRIANGLE;
1554 if (!strcasecmp(s, "sawtooth")) return offset | Q3WAVEFUNC_SAWTOOTH;
1555 if (!strcasecmp(s, "inversesawtooth")) return offset | Q3WAVEFUNC_INVERSESAWTOOTH;
1556 if (!strcasecmp(s, "noise")) return offset | Q3WAVEFUNC_NOISE;
1557 if (!strcasecmp(s, "none")) return offset | Q3WAVEFUNC_NONE;
1558 Con_DPrintf("Mod_LoadQ3Shaders: unknown wavefunc %s\n", s);
1559 return offset | Q3WAVEFUNC_NONE;
1562 void Mod_FreeQ3Shaders(void)
1564 Mem_FreePool(&q3shaders_mem);
1567 static void Q3Shader_AddToHash (q3shaderinfo_t* shader)
1569 unsigned short hash = CRC_Block_CaseInsensitive ((const unsigned char *)shader->name, strlen (shader->name));
1570 q3shader_hash_entry_t* entry = q3shader_data->hash + (hash % Q3SHADER_HASH_SIZE);
1571 q3shader_hash_entry_t* lastEntry = NULL;
1572 while (entry != NULL)
1574 if (strcasecmp (entry->shader.name, shader->name) == 0)
1576 unsigned char *start, *end, *start2;
1577 start = (unsigned char *) (&shader->Q3SHADERINFO_COMPARE_START);
1578 end = ((unsigned char *) (&shader->Q3SHADERINFO_COMPARE_END)) + sizeof(shader->Q3SHADERINFO_COMPARE_END);
1579 start2 = (unsigned char *) (&entry->shader.Q3SHADERINFO_COMPARE_START);
1580 if(memcmp(start, start2, end - start))
1581 Con_DPrintf("Shader '%s' already defined, ignoring mismatching redeclaration\n", shader->name);
1583 Con_DPrintf("Shader '%s' already defined\n", shader->name);
1587 entry = entry->chain;
1591 if (lastEntry->shader.name[0] != 0)
1594 q3shader_hash_entry_t* newEntry = (q3shader_hash_entry_t*)
1595 Mem_ExpandableArray_AllocRecord (&q3shader_data->hash_entries);
1597 while (lastEntry->chain != NULL) lastEntry = lastEntry->chain;
1598 lastEntry->chain = newEntry;
1599 newEntry->chain = NULL;
1600 lastEntry = newEntry;
1602 /* else: head of chain, in hash entry array */
1605 memcpy (&entry->shader, shader, sizeof (q3shaderinfo_t));
1608 extern cvar_t mod_noshader_default_offsetmapping;
1609 extern cvar_t mod_q3shader_default_offsetmapping;
1610 extern cvar_t mod_q3shader_default_polygonoffset;
1611 extern cvar_t mod_q3shader_default_polygonfactor;
1612 void Mod_LoadQ3Shaders(void)
1619 q3shaderinfo_t shader;
1620 q3shaderinfo_layer_t *layer;
1622 char parameter[TEXTURE_MAXFRAMES + 4][Q3PATHLENGTH];
1623 char *custsurfaceparmnames[256]; // VorteX: q3map2 has 64 but well, someone will need more
1624 unsigned long custsurfaceparms[256];
1625 int numcustsurfaceparms;
1627 Mod_FreeQ3Shaders();
1629 q3shaders_mem = Mem_AllocPool("q3shaders", 0, NULL);
1630 q3shader_data = (q3shader_data_t*)Mem_Alloc (q3shaders_mem,
1631 sizeof (q3shader_data_t));
1632 Mem_ExpandableArray_NewArray (&q3shader_data->hash_entries,
1633 q3shaders_mem, sizeof (q3shader_hash_entry_t), 256);
1634 Mem_ExpandableArray_NewArray (&q3shader_data->char_ptrs,
1635 q3shaders_mem, sizeof (char**), 256);
1637 // parse custinfoparms.txt
1638 numcustsurfaceparms = 0;
1639 if ((text = f = (char *)FS_LoadFile("scripts/custinfoparms.txt", tempmempool, false, NULL)) != NULL)
1641 if (!COM_ParseToken_QuakeC(&text, false) || strcasecmp(com_token, "{"))
1642 Con_DPrintf("scripts/custinfoparms.txt: contentflags section parsing error - expected \"{\", found \"%s\"\n", com_token);
1645 while (COM_ParseToken_QuakeC(&text, false))
1646 if (!strcasecmp(com_token, "}"))
1648 // custom surfaceflags section
1649 if (!COM_ParseToken_QuakeC(&text, false) || strcasecmp(com_token, "{"))
1650 Con_DPrintf("scripts/custinfoparms.txt: surfaceflags section parsing error - expected \"{\", found \"%s\"\n", com_token);
1653 while(COM_ParseToken_QuakeC(&text, false))
1655 if (!strcasecmp(com_token, "}"))
1657 // register surfaceflag
1658 if (numcustsurfaceparms >= 256)
1660 Con_Printf("scripts/custinfoparms.txt: surfaceflags section parsing error - max 256 surfaceflags exceeded\n");
1664 j = strlen(com_token)+1;
1665 custsurfaceparmnames[numcustsurfaceparms] = (char *)Mem_Alloc(tempmempool, j);
1666 strlcpy(custsurfaceparmnames[numcustsurfaceparms], com_token, j+1);
1668 if (COM_ParseToken_QuakeC(&text, false))
1669 custsurfaceparms[numcustsurfaceparms] = strtol(com_token, NULL, 0);
1671 custsurfaceparms[numcustsurfaceparms] = 0;
1672 numcustsurfaceparms++;
1680 search = FS_Search("scripts/*.shader", true, false);
1683 for (fileindex = 0;fileindex < search->numfilenames;fileindex++)
1685 text = f = (char *)FS_LoadFile(search->filenames[fileindex], tempmempool, false, NULL);
1688 while (COM_ParseToken_QuakeC(&text, false))
1690 memset (&shader, 0, sizeof(shader));
1691 shader.reflectmin = 0;
1692 shader.reflectmax = 1;
1693 shader.refractfactor = 1;
1694 Vector4Set(shader.refractcolor4f, 1, 1, 1, 1);
1695 shader.reflectfactor = 1;
1696 Vector4Set(shader.reflectcolor4f, 1, 1, 1, 1);
1697 shader.r_water_wateralpha = 1;
1698 shader.offsetmapping = (mod_q3shader_default_offsetmapping.value) ? OFFSETMAPPING_DEFAULT : OFFSETMAPPING_OFF;
1699 shader.offsetscale = 1;
1700 shader.specularscalemod = 1;
1701 shader.specularpowermod = 1;
1702 shader.biaspolygonoffset = mod_q3shader_default_polygonoffset.value;
1703 shader.biaspolygonfactor = mod_q3shader_default_polygonfactor.value;
1705 strlcpy(shader.name, com_token, sizeof(shader.name));
1706 if (!COM_ParseToken_QuakeC(&text, false) || strcasecmp(com_token, "{"))
1708 Con_DPrintf("%s parsing error - expected \"{\", found \"%s\"\n", search->filenames[fileindex], com_token);
1711 while (COM_ParseToken_QuakeC(&text, false))
1713 if (!strcasecmp(com_token, "}"))
1715 if (!strcasecmp(com_token, "{"))
1717 static q3shaderinfo_layer_t dummy;
1718 if (shader.numlayers < Q3SHADER_MAXLAYERS)
1720 layer = shader.layers + shader.numlayers++;
1724 // parse and process it anyway, just don't store it (so a map $lightmap or such stuff still is found)
1725 memset(&dummy, 0, sizeof(dummy));
1728 layer->rgbgen.rgbgen = Q3RGBGEN_IDENTITY;
1729 layer->alphagen.alphagen = Q3ALPHAGEN_IDENTITY;
1730 layer->tcgen.tcgen = Q3TCGEN_TEXTURE;
1731 layer->blendfunc[0] = GL_ONE;
1732 layer->blendfunc[1] = GL_ZERO;
1733 while (COM_ParseToken_QuakeC(&text, false))
1735 if (!strcasecmp(com_token, "}"))
1737 if (!strcasecmp(com_token, "\n"))
1740 for (j = 0;strcasecmp(com_token, "\n") && strcasecmp(com_token, "}");j++)
1742 if (j < TEXTURE_MAXFRAMES + 4)
1744 // remap dp_water to dpwater, dp_reflect to dpreflect, etc.
1745 if(j == 0 && !strncasecmp(com_token, "dp_", 3))
1746 dpsnprintf(parameter[j], sizeof(parameter[j]), "dp%s", &com_token[3]);
1748 strlcpy(parameter[j], com_token, sizeof(parameter[j]));
1749 numparameters = j + 1;
1751 if (!COM_ParseToken_QuakeC(&text, true))
1754 //for (j = numparameters;j < TEXTURE_MAXFRAMES + 4;j++)
1755 // parameter[j][0] = 0;
1756 if (developer_insane.integer)
1758 Con_DPrintf("%s %i: ", shader.name, shader.numlayers - 1);
1759 for (j = 0;j < numparameters;j++)
1760 Con_DPrintf(" %s", parameter[j]);
1763 if (numparameters >= 2 && !strcasecmp(parameter[0], "blendfunc"))
1765 if (numparameters == 2)
1767 if (!strcasecmp(parameter[1], "add"))
1769 layer->blendfunc[0] = GL_ONE;
1770 layer->blendfunc[1] = GL_ONE;
1772 else if (!strcasecmp(parameter[1], "filter"))
1774 layer->blendfunc[0] = GL_DST_COLOR;
1775 layer->blendfunc[1] = GL_ZERO;
1777 else if (!strcasecmp(parameter[1], "blend"))
1779 layer->blendfunc[0] = GL_SRC_ALPHA;
1780 layer->blendfunc[1] = GL_ONE_MINUS_SRC_ALPHA;
1783 else if (numparameters == 3)
1786 for (k = 0;k < 2;k++)
1788 if (!strcasecmp(parameter[k+1], "GL_ONE"))
1789 layer->blendfunc[k] = GL_ONE;
1790 else if (!strcasecmp(parameter[k+1], "GL_ZERO"))
1791 layer->blendfunc[k] = GL_ZERO;
1792 else if (!strcasecmp(parameter[k+1], "GL_SRC_COLOR"))
1793 layer->blendfunc[k] = GL_SRC_COLOR;
1794 else if (!strcasecmp(parameter[k+1], "GL_SRC_ALPHA"))
1795 layer->blendfunc[k] = GL_SRC_ALPHA;
1796 else if (!strcasecmp(parameter[k+1], "GL_DST_COLOR"))
1797 layer->blendfunc[k] = GL_DST_COLOR;
1798 else if (!strcasecmp(parameter[k+1], "GL_DST_ALPHA"))
1799 layer->blendfunc[k] = GL_ONE_MINUS_DST_ALPHA;
1800 else if (!strcasecmp(parameter[k+1], "GL_ONE_MINUS_SRC_COLOR"))
1801 layer->blendfunc[k] = GL_ONE_MINUS_SRC_COLOR;
1802 else if (!strcasecmp(parameter[k+1], "GL_ONE_MINUS_SRC_ALPHA"))
1803 layer->blendfunc[k] = GL_ONE_MINUS_SRC_ALPHA;
1804 else if (!strcasecmp(parameter[k+1], "GL_ONE_MINUS_DST_COLOR"))
1805 layer->blendfunc[k] = GL_ONE_MINUS_DST_COLOR;
1806 else if (!strcasecmp(parameter[k+1], "GL_ONE_MINUS_DST_ALPHA"))
1807 layer->blendfunc[k] = GL_ONE_MINUS_DST_ALPHA;
1809 layer->blendfunc[k] = GL_ONE; // default in case of parsing error
1813 if (numparameters >= 2 && !strcasecmp(parameter[0], "alphafunc"))
1814 layer->alphatest = true;
1815 if (numparameters >= 2 && (!strcasecmp(parameter[0], "map") || !strcasecmp(parameter[0], "clampmap")))
1817 if (!strcasecmp(parameter[0], "clampmap"))
1818 layer->clampmap = true;
1819 layer->numframes = 1;
1820 layer->framerate = 1;
1821 layer->texturename = (char**)Mem_ExpandableArray_AllocRecord (
1822 &q3shader_data->char_ptrs);
1823 layer->texturename[0] = Mem_strdup (q3shaders_mem, parameter[1]);
1824 if (!strcasecmp(parameter[1], "$lightmap"))
1825 shader.lighting = true;
1827 else if (numparameters >= 3 && (!strcasecmp(parameter[0], "animmap") || !strcasecmp(parameter[0], "animclampmap")))
1830 layer->numframes = min(numparameters - 2, TEXTURE_MAXFRAMES);
1831 layer->framerate = atof(parameter[1]);
1832 layer->texturename = (char **) Mem_Alloc (q3shaders_mem, sizeof (char*) * layer->numframes);
1833 for (i = 0;i < layer->numframes;i++)
1834 layer->texturename[i] = Mem_strdup (q3shaders_mem, parameter[i + 2]);
1836 else if (numparameters >= 2 && !strcasecmp(parameter[0], "rgbgen"))
1839 for (i = 0;i < numparameters - 2 && i < Q3RGBGEN_MAXPARMS;i++)
1840 layer->rgbgen.parms[i] = atof(parameter[i+2]);
1841 if (!strcasecmp(parameter[1], "identity")) layer->rgbgen.rgbgen = Q3RGBGEN_IDENTITY;
1842 else if (!strcasecmp(parameter[1], "const")) layer->rgbgen.rgbgen = Q3RGBGEN_CONST;
1843 else if (!strcasecmp(parameter[1], "entity")) layer->rgbgen.rgbgen = Q3RGBGEN_ENTITY;
1844 else if (!strcasecmp(parameter[1], "exactvertex")) layer->rgbgen.rgbgen = Q3RGBGEN_EXACTVERTEX;
1845 else if (!strcasecmp(parameter[1], "identitylighting")) layer->rgbgen.rgbgen = Q3RGBGEN_IDENTITYLIGHTING;
1846 else if (!strcasecmp(parameter[1], "lightingdiffuse")) layer->rgbgen.rgbgen = Q3RGBGEN_LIGHTINGDIFFUSE;
1847 else if (!strcasecmp(parameter[1], "oneminusentity")) layer->rgbgen.rgbgen = Q3RGBGEN_ONEMINUSENTITY;
1848 else if (!strcasecmp(parameter[1], "oneminusvertex")) layer->rgbgen.rgbgen = Q3RGBGEN_ONEMINUSVERTEX;
1849 else if (!strcasecmp(parameter[1], "vertex")) layer->rgbgen.rgbgen = Q3RGBGEN_VERTEX;
1850 else if (!strcasecmp(parameter[1], "wave"))
1852 layer->rgbgen.rgbgen = Q3RGBGEN_WAVE;
1853 layer->rgbgen.wavefunc = Mod_LoadQ3Shaders_EnumerateWaveFunc(parameter[2]);
1854 for (i = 0;i < numparameters - 3 && i < Q3WAVEPARMS;i++)
1855 layer->rgbgen.waveparms[i] = atof(parameter[i+3]);
1857 else Con_DPrintf("%s parsing warning: unknown rgbgen %s\n", search->filenames[fileindex], parameter[1]);
1859 else if (numparameters >= 2 && !strcasecmp(parameter[0], "alphagen"))
1862 for (i = 0;i < numparameters - 2 && i < Q3ALPHAGEN_MAXPARMS;i++)
1863 layer->alphagen.parms[i] = atof(parameter[i+2]);
1864 if (!strcasecmp(parameter[1], "identity")) layer->alphagen.alphagen = Q3ALPHAGEN_IDENTITY;
1865 else if (!strcasecmp(parameter[1], "const")) layer->alphagen.alphagen = Q3ALPHAGEN_CONST;
1866 else if (!strcasecmp(parameter[1], "entity")) layer->alphagen.alphagen = Q3ALPHAGEN_ENTITY;
1867 else if (!strcasecmp(parameter[1], "lightingspecular")) layer->alphagen.alphagen = Q3ALPHAGEN_LIGHTINGSPECULAR;
1868 else if (!strcasecmp(parameter[1], "oneminusentity")) layer->alphagen.alphagen = Q3ALPHAGEN_ONEMINUSENTITY;
1869 else if (!strcasecmp(parameter[1], "oneminusvertex")) layer->alphagen.alphagen = Q3ALPHAGEN_ONEMINUSVERTEX;
1870 else if (!strcasecmp(parameter[1], "portal")) layer->alphagen.alphagen = Q3ALPHAGEN_PORTAL;
1871 else if (!strcasecmp(parameter[1], "vertex")) layer->alphagen.alphagen = Q3ALPHAGEN_VERTEX;
1872 else if (!strcasecmp(parameter[1], "wave"))
1874 layer->alphagen.alphagen = Q3ALPHAGEN_WAVE;
1875 layer->alphagen.wavefunc = Mod_LoadQ3Shaders_EnumerateWaveFunc(parameter[2]);
1876 for (i = 0;i < numparameters - 3 && i < Q3WAVEPARMS;i++)
1877 layer->alphagen.waveparms[i] = atof(parameter[i+3]);
1879 else Con_DPrintf("%s parsing warning: unknown alphagen %s\n", search->filenames[fileindex], parameter[1]);
1881 else if (numparameters >= 2 && (!strcasecmp(parameter[0], "texgen") || !strcasecmp(parameter[0], "tcgen")))
1884 // observed values: tcgen environment
1885 // no other values have been observed in real shaders
1886 for (i = 0;i < numparameters - 2 && i < Q3TCGEN_MAXPARMS;i++)
1887 layer->tcgen.parms[i] = atof(parameter[i+2]);
1888 if (!strcasecmp(parameter[1], "base")) layer->tcgen.tcgen = Q3TCGEN_TEXTURE;
1889 else if (!strcasecmp(parameter[1], "texture")) layer->tcgen.tcgen = Q3TCGEN_TEXTURE;
1890 else if (!strcasecmp(parameter[1], "environment")) layer->tcgen.tcgen = Q3TCGEN_ENVIRONMENT;
1891 else if (!strcasecmp(parameter[1], "lightmap")) layer->tcgen.tcgen = Q3TCGEN_LIGHTMAP;
1892 else if (!strcasecmp(parameter[1], "vector")) layer->tcgen.tcgen = Q3TCGEN_VECTOR;
1893 else Con_DPrintf("%s parsing warning: unknown tcgen mode %s\n", search->filenames[fileindex], parameter[1]);
1895 else if (numparameters >= 2 && !strcasecmp(parameter[0], "tcmod"))
1902 // tcmod stretch sin # # # #
1903 // tcmod stretch triangle # # # #
1904 // tcmod transform # # # # # #
1905 // tcmod turb # # # #
1906 // tcmod turb sin # # # # (this is bogus)
1907 // no other values have been observed in real shaders
1908 for (tcmodindex = 0;tcmodindex < Q3MAXTCMODS;tcmodindex++)
1909 if (!layer->tcmods[tcmodindex].tcmod)
1911 if (tcmodindex < Q3MAXTCMODS)
1913 for (i = 0;i < numparameters - 2 && i < Q3TCMOD_MAXPARMS;i++)
1914 layer->tcmods[tcmodindex].parms[i] = atof(parameter[i+2]);
1915 if (!strcasecmp(parameter[1], "entitytranslate")) layer->tcmods[tcmodindex].tcmod = Q3TCMOD_ENTITYTRANSLATE;
1916 else if (!strcasecmp(parameter[1], "rotate")) layer->tcmods[tcmodindex].tcmod = Q3TCMOD_ROTATE;
1917 else if (!strcasecmp(parameter[1], "scale")) layer->tcmods[tcmodindex].tcmod = Q3TCMOD_SCALE;
1918 else if (!strcasecmp(parameter[1], "scroll")) layer->tcmods[tcmodindex].tcmod = Q3TCMOD_SCROLL;
1919 else if (!strcasecmp(parameter[1], "page")) layer->tcmods[tcmodindex].tcmod = Q3TCMOD_PAGE;
1920 else if (!strcasecmp(parameter[1], "stretch"))
1922 layer->tcmods[tcmodindex].tcmod = Q3TCMOD_STRETCH;
1923 layer->tcmods[tcmodindex].wavefunc = Mod_LoadQ3Shaders_EnumerateWaveFunc(parameter[2]);
1924 for (i = 0;i < numparameters - 3 && i < Q3WAVEPARMS;i++)
1925 layer->tcmods[tcmodindex].waveparms[i] = atof(parameter[i+3]);
1927 else if (!strcasecmp(parameter[1], "transform")) layer->tcmods[tcmodindex].tcmod = Q3TCMOD_TRANSFORM;
1928 else if (!strcasecmp(parameter[1], "turb")) layer->tcmods[tcmodindex].tcmod = Q3TCMOD_TURBULENT;
1929 else Con_DPrintf("%s parsing warning: unknown tcmod mode %s\n", search->filenames[fileindex], parameter[1]);
1932 Con_DPrintf("%s parsing warning: too many tcmods on one layer\n", search->filenames[fileindex]);
1934 // break out a level if it was a closing brace (not using the character here to not confuse vim)
1935 if (!strcasecmp(com_token, "}"))
1938 if (layer->rgbgen.rgbgen == Q3RGBGEN_LIGHTINGDIFFUSE || layer->rgbgen.rgbgen == Q3RGBGEN_VERTEX)
1939 shader.lighting = true;
1940 if (layer->alphagen.alphagen == Q3ALPHAGEN_VERTEX)
1942 if (layer == shader.layers + 0)
1944 // vertex controlled transparency
1945 shader.vertexalpha = true;
1949 // multilayer terrain shader or similar
1950 shader.textureblendalpha = true;
1953 layer->texflags = TEXF_ALPHA;
1954 if (!(shader.surfaceparms & Q3SURFACEPARM_NOMIPMAPS))
1955 layer->texflags |= TEXF_MIPMAP;
1956 if (!(shader.textureflags & Q3TEXTUREFLAG_NOPICMIP))
1957 layer->texflags |= TEXF_PICMIP | TEXF_COMPRESS;
1958 if (layer->clampmap)
1959 layer->texflags |= TEXF_CLAMP;
1963 for (j = 0;strcasecmp(com_token, "\n") && strcasecmp(com_token, "}");j++)
1965 if (j < TEXTURE_MAXFRAMES + 4)
1967 // remap dp_water to dpwater, dp_reflect to dpreflect, etc.
1968 if(j == 0 && !strncasecmp(com_token, "dp_", 3))
1969 dpsnprintf(parameter[j], sizeof(parameter[j]), "dp%s", &com_token[3]);
1971 strlcpy(parameter[j], com_token, sizeof(parameter[j]));
1972 numparameters = j + 1;
1974 if (!COM_ParseToken_QuakeC(&text, true))
1977 //for (j = numparameters;j < TEXTURE_MAXFRAMES + 4;j++)
1978 // parameter[j][0] = 0;
1979 if (fileindex == 0 && !strcasecmp(com_token, "}"))
1981 if (developer_insane.integer)
1983 Con_DPrintf("%s: ", shader.name);
1984 for (j = 0;j < numparameters;j++)
1985 Con_DPrintf(" %s", parameter[j]);
1988 if (numparameters < 1)
1990 if (!strcasecmp(parameter[0], "surfaceparm") && numparameters >= 2)
1992 if (!strcasecmp(parameter[1], "alphashadow"))
1993 shader.surfaceparms |= Q3SURFACEPARM_ALPHASHADOW;
1994 else if (!strcasecmp(parameter[1], "areaportal"))
1995 shader.surfaceparms |= Q3SURFACEPARM_AREAPORTAL;
1996 else if (!strcasecmp(parameter[1], "botclip"))
1997 shader.surfaceparms |= Q3SURFACEPARM_BOTCLIP;
1998 else if (!strcasecmp(parameter[1], "clusterportal"))
1999 shader.surfaceparms |= Q3SURFACEPARM_CLUSTERPORTAL;
2000 else if (!strcasecmp(parameter[1], "detail"))
2001 shader.surfaceparms |= Q3SURFACEPARM_DETAIL;
2002 else if (!strcasecmp(parameter[1], "donotenter"))
2003 shader.surfaceparms |= Q3SURFACEPARM_DONOTENTER;
2004 else if (!strcasecmp(parameter[1], "dust"))
2005 shader.surfaceparms |= Q3SURFACEPARM_DUST;
2006 else if (!strcasecmp(parameter[1], "hint"))
2007 shader.surfaceparms |= Q3SURFACEPARM_HINT;
2008 else if (!strcasecmp(parameter[1], "fog"))
2009 shader.surfaceparms |= Q3SURFACEPARM_FOG;
2010 else if (!strcasecmp(parameter[1], "lava"))
2011 shader.surfaceparms |= Q3SURFACEPARM_LAVA;
2012 else if (!strcasecmp(parameter[1], "lightfilter"))
2013 shader.surfaceparms |= Q3SURFACEPARM_LIGHTFILTER;
2014 else if (!strcasecmp(parameter[1], "lightgrid"))
2015 shader.surfaceparms |= Q3SURFACEPARM_LIGHTGRID;
2016 else if (!strcasecmp(parameter[1], "metalsteps"))
2017 shader.surfaceparms |= Q3SURFACEPARM_METALSTEPS;
2018 else if (!strcasecmp(parameter[1], "nodamage"))
2019 shader.surfaceparms |= Q3SURFACEPARM_NODAMAGE;
2020 else if (!strcasecmp(parameter[1], "nodlight"))
2021 shader.surfaceparms |= Q3SURFACEPARM_NODLIGHT;
2022 else if (!strcasecmp(parameter[1], "nodraw"))
2023 shader.surfaceparms |= Q3SURFACEPARM_NODRAW;
2024 else if (!strcasecmp(parameter[1], "nodrop"))
2025 shader.surfaceparms |= Q3SURFACEPARM_NODROP;
2026 else if (!strcasecmp(parameter[1], "noimpact"))
2027 shader.surfaceparms |= Q3SURFACEPARM_NOIMPACT;
2028 else if (!strcasecmp(parameter[1], "nolightmap"))
2029 shader.surfaceparms |= Q3SURFACEPARM_NOLIGHTMAP;
2030 else if (!strcasecmp(parameter[1], "nomarks"))
2031 shader.surfaceparms |= Q3SURFACEPARM_NOMARKS;
2032 else if (!strcasecmp(parameter[1], "nomipmaps"))
2033 shader.surfaceparms |= Q3SURFACEPARM_NOMIPMAPS;
2034 else if (!strcasecmp(parameter[1], "nonsolid"))
2035 shader.surfaceparms |= Q3SURFACEPARM_NONSOLID;
2036 else if (!strcasecmp(parameter[1], "origin"))
2037 shader.surfaceparms |= Q3SURFACEPARM_ORIGIN;
2038 else if (!strcasecmp(parameter[1], "playerclip"))
2039 shader.surfaceparms |= Q3SURFACEPARM_PLAYERCLIP;
2040 else if (!strcasecmp(parameter[1], "sky"))
2041 shader.surfaceparms |= Q3SURFACEPARM_SKY;
2042 else if (!strcasecmp(parameter[1], "slick"))
2043 shader.surfaceparms |= Q3SURFACEPARM_SLICK;
2044 else if (!strcasecmp(parameter[1], "slime"))
2045 shader.surfaceparms |= Q3SURFACEPARM_SLIME;
2046 else if (!strcasecmp(parameter[1], "structural"))
2047 shader.surfaceparms |= Q3SURFACEPARM_STRUCTURAL;
2048 else if (!strcasecmp(parameter[1], "trans"))
2049 shader.surfaceparms |= Q3SURFACEPARM_TRANS;
2050 else if (!strcasecmp(parameter[1], "water"))
2051 shader.surfaceparms |= Q3SURFACEPARM_WATER;
2052 else if (!strcasecmp(parameter[1], "pointlight"))
2053 shader.surfaceparms |= Q3SURFACEPARM_POINTLIGHT;
2054 else if (!strcasecmp(parameter[1], "antiportal"))
2055 shader.surfaceparms |= Q3SURFACEPARM_ANTIPORTAL;
2058 // try custom surfaceparms
2059 for (j = 0; j < numcustsurfaceparms; j++)
2061 if (!strcasecmp(custsurfaceparmnames[j], parameter[1]))
2063 shader.surfaceparms |= custsurfaceparms[j];
2068 if (j == numcustsurfaceparms)
2069 Con_DPrintf("%s parsing warning: unknown surfaceparm \"%s\"\n", search->filenames[fileindex], parameter[1]);
2072 else if (!strcasecmp(parameter[0], "dpshadow"))
2073 shader.dpshadow = true;
2074 else if (!strcasecmp(parameter[0], "dpnoshadow"))
2075 shader.dpnoshadow = true;
2076 else if (!strcasecmp(parameter[0], "dpnortlight"))
2077 shader.dpnortlight = true;
2078 else if (!strcasecmp(parameter[0], "dpreflectcube"))
2079 strlcpy(shader.dpreflectcube, parameter[1], sizeof(shader.dpreflectcube));
2080 else if (!strcasecmp(parameter[0], "dpmeshcollisions"))
2081 shader.dpmeshcollisions = true;
2082 else if (!strcasecmp(parameter[0], "dpshaderkillifcvarzero") && numparameters >= 2)
2084 if (Cvar_VariableValue(parameter[1]) == 0.0f)
2085 shader.dpshaderkill = true;
2087 else if (!strcasecmp(parameter[0], "dpshaderkillifcvar") && numparameters >= 2)
2089 if (Cvar_VariableValue(parameter[1]) != 0.0f)
2090 shader.dpshaderkill = true;
2092 else if (!strcasecmp(parameter[0], "sky") && numparameters >= 2)
2094 // some q3 skies don't have the sky parm set
2095 shader.surfaceparms |= Q3SURFACEPARM_SKY;
2096 strlcpy(shader.skyboxname, parameter[1], sizeof(shader.skyboxname));
2098 else if (!strcasecmp(parameter[0], "skyparms") && numparameters >= 2)
2100 // some q3 skies don't have the sky parm set
2101 shader.surfaceparms |= Q3SURFACEPARM_SKY;
2102 if (!atoi(parameter[1]) && strcasecmp(parameter[1], "-"))
2103 strlcpy(shader.skyboxname, parameter[1], sizeof(shader.skyboxname));
2105 else if (!strcasecmp(parameter[0], "cull") && numparameters >= 2)
2107 if (!strcasecmp(parameter[1], "disable") || !strcasecmp(parameter[1], "none") || !strcasecmp(parameter[1], "twosided"))
2108 shader.textureflags |= Q3TEXTUREFLAG_TWOSIDED;
2110 else if (!strcasecmp(parameter[0], "nomipmaps"))
2111 shader.surfaceparms |= Q3SURFACEPARM_NOMIPMAPS;
2112 else if (!strcasecmp(parameter[0], "nopicmip"))
2113 shader.textureflags |= Q3TEXTUREFLAG_NOPICMIP;
2114 else if (!strcasecmp(parameter[0], "polygonoffset"))
2115 shader.textureflags |= Q3TEXTUREFLAG_POLYGONOFFSET;
2116 else if (!strcasecmp(parameter[0], "dppolygonoffset"))
2118 shader.textureflags |= Q3TEXTUREFLAG_POLYGONOFFSET;
2119 if(numparameters >= 2)
2121 shader.biaspolygonfactor = atof(parameter[1]);
2122 if(numparameters >= 3)
2123 shader.biaspolygonoffset = atof(parameter[2]);
2125 shader.biaspolygonoffset = 0;
2128 else if (!strcasecmp(parameter[0], "dprefract") && numparameters >= 5)
2130 shader.textureflags |= Q3TEXTUREFLAG_REFRACTION;
2131 shader.refractfactor = atof(parameter[1]);
2132 Vector4Set(shader.refractcolor4f, atof(parameter[2]), atof(parameter[3]), atof(parameter[4]), 1);
2134 else if (!strcasecmp(parameter[0], "dpreflect") && numparameters >= 6)
2136 shader.textureflags |= Q3TEXTUREFLAG_REFLECTION;
2137 shader.reflectfactor = atof(parameter[1]);
2138 Vector4Set(shader.reflectcolor4f, atof(parameter[2]), atof(parameter[3]), atof(parameter[4]), atof(parameter[5]));
2140 else if (!strcasecmp(parameter[0], "dpcamera"))
2142 shader.textureflags |= Q3TEXTUREFLAG_CAMERA;
2144 else if (!strcasecmp(parameter[0], "dpwater") && numparameters >= 12)
2146 shader.textureflags |= Q3TEXTUREFLAG_WATERSHADER;
2147 shader.reflectmin = atof(parameter[1]);
2148 shader.reflectmax = atof(parameter[2]);
2149 shader.refractfactor = atof(parameter[3]);
2150 shader.reflectfactor = atof(parameter[4]);
2151 Vector4Set(shader.refractcolor4f, atof(parameter[5]), atof(parameter[6]), atof(parameter[7]), 1);
2152 Vector4Set(shader.reflectcolor4f, atof(parameter[8]), atof(parameter[9]), atof(parameter[10]), 1);
2153 shader.r_water_wateralpha = atof(parameter[11]);
2155 else if (!strcasecmp(parameter[0], "dpwaterscroll") && numparameters >= 3)
2157 shader.r_water_waterscroll[0] = 1/atof(parameter[1]);
2158 shader.r_water_waterscroll[1] = 1/atof(parameter[2]);
2160 else if (!strcasecmp(parameter[0], "dpglossintensitymod") && numparameters >= 2)
2162 shader.specularscalemod = atof(parameter[1]);
2164 else if (!strcasecmp(parameter[0], "dpglossexponentmod") && numparameters >= 2)
2166 shader.specularpowermod = atof(parameter[1]);
2168 else if (!strcasecmp(parameter[0], "dprtlightambient") && numparameters >= 2)
2170 shader.rtlightambient = atof(parameter[1]);
2172 else if (!strcasecmp(parameter[0], "dpoffsetmapping") && numparameters >= 3)
2174 if (!strcasecmp(parameter[1], "disable") || !strcasecmp(parameter[1], "none") || !strcasecmp(parameter[1], "off"))
2175 shader.offsetmapping = OFFSETMAPPING_OFF;
2176 else if (!strcasecmp(parameter[1], "default"))
2177 shader.offsetmapping = OFFSETMAPPING_DEFAULT;
2178 else if (!strcasecmp(parameter[1], "linear"))
2179 shader.offsetmapping = OFFSETMAPPING_LINEAR;
2180 else if (!strcasecmp(parameter[1], "relief"))
2181 shader.offsetmapping = OFFSETMAPPING_RELIEF;
2182 shader.offsetscale = atof(parameter[2]);
2184 else if (!strcasecmp(parameter[0], "deformvertexes") && numparameters >= 2)
2187 for (deformindex = 0;deformindex < Q3MAXDEFORMS;deformindex++)
2188 if (!shader.deforms[deformindex].deform)
2190 if (deformindex < Q3MAXDEFORMS)
2192 for (i = 0;i < numparameters - 2 && i < Q3DEFORM_MAXPARMS;i++)
2193 shader.deforms[deformindex].parms[i] = atof(parameter[i+2]);
2194 if (!strcasecmp(parameter[1], "projectionshadow")) shader.deforms[deformindex].deform = Q3DEFORM_PROJECTIONSHADOW;
2195 else if (!strcasecmp(parameter[1], "autosprite" )) shader.deforms[deformindex].deform = Q3DEFORM_AUTOSPRITE;
2196 else if (!strcasecmp(parameter[1], "autosprite2" )) shader.deforms[deformindex].deform = Q3DEFORM_AUTOSPRITE2;
2197 else if (!strcasecmp(parameter[1], "text0" )) shader.deforms[deformindex].deform = Q3DEFORM_TEXT0;
2198 else if (!strcasecmp(parameter[1], "text1" )) shader.deforms[deformindex].deform = Q3DEFORM_TEXT1;
2199 else if (!strcasecmp(parameter[1], "text2" )) shader.deforms[deformindex].deform = Q3DEFORM_TEXT2;
2200 else if (!strcasecmp(parameter[1], "text3" )) shader.deforms[deformindex].deform = Q3DEFORM_TEXT3;
2201 else if (!strcasecmp(parameter[1], "text4" )) shader.deforms[deformindex].deform = Q3DEFORM_TEXT4;
2202 else if (!strcasecmp(parameter[1], "text5" )) shader.deforms[deformindex].deform = Q3DEFORM_TEXT5;
2203 else if (!strcasecmp(parameter[1], "text6" )) shader.deforms[deformindex].deform = Q3DEFORM_TEXT6;
2204 else if (!strcasecmp(parameter[1], "text7" )) shader.deforms[deformindex].deform = Q3DEFORM_TEXT7;
2205 else if (!strcasecmp(parameter[1], "bulge" )) shader.deforms[deformindex].deform = Q3DEFORM_BULGE;
2206 else if (!strcasecmp(parameter[1], "normal" )) shader.deforms[deformindex].deform = Q3DEFORM_NORMAL;
2207 else if (!strcasecmp(parameter[1], "wave" ))
2209 shader.deforms[deformindex].deform = Q3DEFORM_WAVE;
2210 shader.deforms[deformindex].wavefunc = Mod_LoadQ3Shaders_EnumerateWaveFunc(parameter[3]);
2211 for (i = 0;i < numparameters - 4 && i < Q3WAVEPARMS;i++)
2212 shader.deforms[deformindex].waveparms[i] = atof(parameter[i+4]);
2214 else if (!strcasecmp(parameter[1], "move" ))
2216 shader.deforms[deformindex].deform = Q3DEFORM_MOVE;
2217 shader.deforms[deformindex].wavefunc = Mod_LoadQ3Shaders_EnumerateWaveFunc(parameter[5]);
2218 for (i = 0;i < numparameters - 6 && i < Q3WAVEPARMS;i++)
2219 shader.deforms[deformindex].waveparms[i] = atof(parameter[i+6]);
2224 // hide this shader if a cvar said it should be killed
2225 if (shader.dpshaderkill)
2226 shader.numlayers = 0;
2227 // pick the primary layer to render with
2228 if (shader.numlayers)
2230 shader.backgroundlayer = -1;
2231 shader.primarylayer = 0;
2232 // if lightmap comes first this is definitely an ordinary texture
2233 // if the first two layers have the correct blendfuncs and use vertex alpha, it is a blended terrain shader
2234 if ((shader.layers[shader.primarylayer].texturename != NULL)
2235 && !strcasecmp(shader.layers[shader.primarylayer].texturename[0], "$lightmap"))
2237 shader.backgroundlayer = -1;
2238 shader.primarylayer = 1;
2240 else if (shader.numlayers >= 2
2241 && shader.layers[1].alphagen.alphagen == Q3ALPHAGEN_VERTEX
2242 && (shader.layers[0].blendfunc[0] == GL_ONE && shader.layers[0].blendfunc[1] == GL_ZERO && !shader.layers[0].alphatest)
2243 && ((shader.layers[1].blendfunc[0] == GL_SRC_ALPHA && shader.layers[1].blendfunc[1] == GL_ONE_MINUS_SRC_ALPHA)
2244 || (shader.layers[1].blendfunc[0] == GL_ONE && shader.layers[1].blendfunc[1] == GL_ZERO && shader.layers[1].alphatest)))
2246 // terrain blending or other effects
2247 shader.backgroundlayer = 0;
2248 shader.primarylayer = 1;
2251 // fix up multiple reflection types
2252 if(shader.textureflags & Q3TEXTUREFLAG_WATERSHADER)
2253 shader.textureflags &= ~(Q3TEXTUREFLAG_REFRACTION | Q3TEXTUREFLAG_REFLECTION | Q3TEXTUREFLAG_CAMERA);
2255 Q3Shader_AddToHash (&shader);
2259 FS_FreeSearch(search);
2260 // free custinfoparm values
2261 for (j = 0; j < numcustsurfaceparms; j++)
2262 Mem_Free(custsurfaceparmnames[j]);
2265 q3shaderinfo_t *Mod_LookupQ3Shader(const char *name)
2267 unsigned short hash;
2268 q3shader_hash_entry_t* entry;
2270 Mod_LoadQ3Shaders();
2271 hash = CRC_Block_CaseInsensitive ((const unsigned char *)name, strlen (name));
2272 entry = q3shader_data->hash + (hash % Q3SHADER_HASH_SIZE);
2273 while (entry != NULL)
2275 if (strcasecmp (entry->shader.name, name) == 0)
2276 return &entry->shader;
2277 entry = entry->chain;
2282 qboolean Mod_LoadTextureFromQ3Shader(texture_t *texture, const char *name, qboolean warnmissing, qboolean fallback, int defaulttexflags)
2285 int texflagsmask, texflagsor;
2286 qboolean success = true;
2287 q3shaderinfo_t *shader;
2290 strlcpy(texture->name, name, sizeof(texture->name));
2291 shader = name[0] ? Mod_LookupQ3Shader(name) : NULL;
2294 if(!(defaulttexflags & TEXF_PICMIP))
2295 texflagsmask &= ~TEXF_PICMIP;
2296 if(!(defaulttexflags & TEXF_COMPRESS))
2297 texflagsmask &= ~TEXF_COMPRESS;
2299 if(defaulttexflags & TEXF_ISWORLD)
2300 texflagsor |= TEXF_ISWORLD;
2301 if(defaulttexflags & TEXF_ISSPRITE)
2302 texflagsor |= TEXF_ISSPRITE;
2303 // unless later loaded from the shader
2304 texture->offsetmapping = (mod_noshader_default_offsetmapping.value) ? OFFSETMAPPING_DEFAULT : OFFSETMAPPING_OFF;
2305 texture->offsetscale = 1;
2306 texture->specularscalemod = 1;
2307 texture->specularpowermod = 1;
2308 // WHEN ADDING DEFAULTS HERE, REMEMBER TO SYNC TO SHADER LOADING ABOVE
2309 // HERE, AND Q1BSP LOADING
2310 // JUST GREP FOR "specularscalemod = 1".
2314 if (developer_loading.integer)
2315 Con_Printf("%s: loaded shader for %s\n", loadmodel->name, name);
2316 texture->surfaceparms = shader->surfaceparms;
2318 // allow disabling of picmip or compression by defaulttexflags
2319 texture->textureflags = (shader->textureflags & texflagsmask) | texflagsor;
2321 if (shader->surfaceparms & Q3SURFACEPARM_SKY)
2323 texture->basematerialflags = MATERIALFLAG_SKY | MATERIALFLAG_NOSHADOW;
2324 if (shader->skyboxname[0])
2326 // quake3 seems to append a _ to the skybox name, so this must do so as well
2327 dpsnprintf(loadmodel->brush.skybox, sizeof(loadmodel->brush.skybox), "%s_", shader->skyboxname);
2330 else if ((texture->surfaceflags & Q3SURFACEFLAG_NODRAW) || shader->numlayers == 0)
2331 texture->basematerialflags = MATERIALFLAG_NODRAW | MATERIALFLAG_NOSHADOW;
2333 texture->basematerialflags = MATERIALFLAG_WALL;
2335 if (shader->layers[0].alphatest)
2336 texture->basematerialflags |= MATERIALFLAG_ALPHATEST | MATERIALFLAG_NOSHADOW;
2337 if (shader->textureflags & Q3TEXTUREFLAG_TWOSIDED)
2338 texture->basematerialflags |= MATERIALFLAG_NOSHADOW | MATERIALFLAG_NOCULLFACE;
2339 if (shader->textureflags & Q3TEXTUREFLAG_POLYGONOFFSET)
2341 texture->biaspolygonoffset += shader->biaspolygonoffset;
2342 texture->biaspolygonfactor += shader->biaspolygonfactor;
2344 if (shader->textureflags & Q3TEXTUREFLAG_REFRACTION)
2345 texture->basematerialflags |= MATERIALFLAG_REFRACTION;
2346 if (shader->textureflags & Q3TEXTUREFLAG_REFLECTION)
2347 texture->basematerialflags |= MATERIALFLAG_REFLECTION;
2348 if (shader->textureflags & Q3TEXTUREFLAG_WATERSHADER)
2349 texture->basematerialflags |= MATERIALFLAG_WATERSHADER;
2350 if (shader->textureflags & Q3TEXTUREFLAG_CAMERA)
2351 texture->basematerialflags |= MATERIALFLAG_CAMERA;
2352 texture->customblendfunc[0] = GL_ONE;
2353 texture->customblendfunc[1] = GL_ZERO;
2354 if (shader->numlayers > 0)
2356 texture->customblendfunc[0] = shader->layers[0].blendfunc[0];
2357 texture->customblendfunc[1] = shader->layers[0].blendfunc[1];
2359 Q3 shader blendfuncs actually used in the game (* = supported by DP)
2360 * additive GL_ONE GL_ONE
2361 additive weird GL_ONE GL_SRC_ALPHA
2362 additive weird 2 GL_ONE GL_ONE_MINUS_SRC_ALPHA
2363 * alpha GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA
2364 alpha inverse GL_ONE_MINUS_SRC_ALPHA GL_SRC_ALPHA
2365 brighten GL_DST_COLOR GL_ONE
2366 brighten GL_ONE GL_SRC_COLOR
2367 brighten weird GL_DST_COLOR GL_ONE_MINUS_DST_ALPHA
2368 brighten weird 2 GL_DST_COLOR GL_SRC_ALPHA
2369 * modulate GL_DST_COLOR GL_ZERO
2370 * modulate GL_ZERO GL_SRC_COLOR
2371 modulate inverse GL_ZERO GL_ONE_MINUS_SRC_COLOR
2372 modulate inverse alpha GL_ZERO GL_SRC_ALPHA
2373 modulate weird inverse GL_ONE_MINUS_DST_COLOR GL_ZERO
2374 * modulate x2 GL_DST_COLOR GL_SRC_COLOR
2375 * no blend GL_ONE GL_ZERO
2376 nothing GL_ZERO GL_ONE
2378 // if not opaque, figure out what blendfunc to use
2379 if (shader->layers[0].blendfunc[0] != GL_ONE || shader->layers[0].blendfunc[1] != GL_ZERO)
2381 if (shader->layers[0].blendfunc[0] == GL_ONE && shader->layers[0].blendfunc[1] == GL_ONE)
2382 texture->basematerialflags |= MATERIALFLAG_ADD | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
2383 else if (shader->layers[0].blendfunc[0] == GL_SRC_ALPHA && shader->layers[0].blendfunc[1] == GL_ONE)
2384 texture->basematerialflags |= MATERIALFLAG_ADD | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
2385 else if (shader->layers[0].blendfunc[0] == GL_SRC_ALPHA && shader->layers[0].blendfunc[1] == GL_ONE_MINUS_SRC_ALPHA)
2386 texture->basematerialflags |= MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
2388 texture->basematerialflags |= MATERIALFLAG_CUSTOMBLEND | MATERIALFLAG_FULLBRIGHT | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
2391 if (!shader->lighting)
2392 texture->basematerialflags |= MATERIALFLAG_FULLBRIGHT;
2393 if (shader->primarylayer >= 0)
2395 q3shaderinfo_layer_t* primarylayer = shader->layers + shader->primarylayer;
2396 // copy over many primarylayer parameters
2397 texture->rgbgen = primarylayer->rgbgen;
2398 texture->alphagen = primarylayer->alphagen;
2399 texture->tcgen = primarylayer->tcgen;
2400 memcpy(texture->tcmods, primarylayer->tcmods, sizeof(texture->tcmods));
2401 // load the textures
2402 texture->numskinframes = primarylayer->numframes;
2403 texture->skinframerate = primarylayer->framerate;
2404 for (j = 0;j < primarylayer->numframes;j++)
2406 if(cls.state == ca_dedicated)
2408 texture->skinframes[j] = NULL;
2410 else if (!(texture->skinframes[j] = R_SkinFrame_LoadExternal(primarylayer->texturename[j], (primarylayer->texflags & texflagsmask) | texflagsor, false)))
2412 Con_Printf("^1%s:^7 could not load texture ^3\"%s\"^7 (frame %i) for shader ^2\"%s\"\n", loadmodel->name, primarylayer->texturename[j], j, texture->name);
2413 texture->skinframes[j] = R_SkinFrame_LoadMissing();
2417 if (shader->backgroundlayer >= 0)
2419 q3shaderinfo_layer_t* backgroundlayer = shader->layers + shader->backgroundlayer;
2420 // copy over one secondarylayer parameter
2421 memcpy(texture->backgroundtcmods, backgroundlayer->tcmods, sizeof(texture->backgroundtcmods));
2422 // load the textures
2423 texture->backgroundnumskinframes = backgroundlayer->numframes;
2424 texture->backgroundskinframerate = backgroundlayer->framerate;
2425 for (j = 0;j < backgroundlayer->numframes;j++)
2427 if(cls.state == ca_dedicated)
2429 texture->skinframes[j] = NULL;
2431 else if (!(texture->backgroundskinframes[j] = R_SkinFrame_LoadExternal(backgroundlayer->texturename[j], (backgroundlayer->texflags & texflagsmask) | texflagsor, false)))
2433 Con_Printf("^1%s:^7 could not load texture ^3\"%s\"^7 (background frame %i) for shader ^2\"%s\"\n", loadmodel->name, backgroundlayer->texturename[j], j, texture->name);
2434 texture->backgroundskinframes[j] = R_SkinFrame_LoadMissing();
2438 if (shader->dpshadow)
2439 texture->basematerialflags &= ~MATERIALFLAG_NOSHADOW;
2440 if (shader->dpnoshadow)
2441 texture->basematerialflags |= MATERIALFLAG_NOSHADOW;
2442 if (shader->dpnortlight)
2443 texture->basematerialflags |= MATERIALFLAG_NORTLIGHT;
2444 memcpy(texture->deforms, shader->deforms, sizeof(texture->deforms));
2445 texture->reflectmin = shader->reflectmin;
2446 texture->reflectmax = shader->reflectmax;
2447 texture->refractfactor = shader->refractfactor;
2448 Vector4Copy(shader->refractcolor4f, texture->refractcolor4f);
2449 texture->reflectfactor = shader->reflectfactor;
2450 Vector4Copy(shader->reflectcolor4f, texture->reflectcolor4f);
2451 texture->r_water_wateralpha = shader->r_water_wateralpha;
2452 Vector2Copy(shader->r_water_waterscroll, texture->r_water_waterscroll);
2453 texture->offsetmapping = shader->offsetmapping;
2454 texture->offsetscale = shader->offsetscale;
2455 texture->specularscalemod = shader->specularscalemod;
2456 texture->specularpowermod = shader->specularpowermod;
2457 texture->rtlightambient = shader->rtlightambient;
2458 if (shader->dpreflectcube[0])
2459 texture->reflectcubetexture = R_GetCubemap(shader->dpreflectcube);
2461 // set up default supercontents (on q3bsp this is overridden by the q3bsp loader)
2462 texture->supercontents = SUPERCONTENTS_SOLID | SUPERCONTENTS_OPAQUE;
2463 if (shader->surfaceparms & Q3SURFACEPARM_LAVA ) texture->supercontents = SUPERCONTENTS_LAVA ;
2464 if (shader->surfaceparms & Q3SURFACEPARM_SLIME ) texture->supercontents = SUPERCONTENTS_SLIME ;
2465 if (shader->surfaceparms & Q3SURFACEPARM_WATER ) texture->supercontents = SUPERCONTENTS_WATER ;
2466 if (shader->surfaceparms & Q3SURFACEPARM_NONSOLID ) texture->supercontents = 0 ;
2467 if (shader->surfaceparms & Q3SURFACEPARM_PLAYERCLIP ) texture->supercontents = SUPERCONTENTS_PLAYERCLIP ;
2468 if (shader->surfaceparms & Q3SURFACEPARM_BOTCLIP ) texture->supercontents = SUPERCONTENTS_MONSTERCLIP ;
2469 if (shader->surfaceparms & Q3SURFACEPARM_SKY ) texture->supercontents = SUPERCONTENTS_SKY ;
2471 // if (shader->surfaceparms & Q3SURFACEPARM_ALPHASHADOW ) texture->supercontents |= SUPERCONTENTS_ALPHASHADOW ;
2472 // if (shader->surfaceparms & Q3SURFACEPARM_AREAPORTAL ) texture->supercontents |= SUPERCONTENTS_AREAPORTAL ;
2473 // if (shader->surfaceparms & Q3SURFACEPARM_CLUSTERPORTAL) texture->supercontents |= SUPERCONTENTS_CLUSTERPORTAL;
2474 // if (shader->surfaceparms & Q3SURFACEPARM_DETAIL ) texture->supercontents |= SUPERCONTENTS_DETAIL ;
2475 if (shader->surfaceparms & Q3SURFACEPARM_DONOTENTER ) texture->supercontents |= SUPERCONTENTS_DONOTENTER ;
2476 // if (shader->surfaceparms & Q3SURFACEPARM_FOG ) texture->supercontents |= SUPERCONTENTS_FOG ;
2477 if (shader->surfaceparms & Q3SURFACEPARM_LAVA ) texture->supercontents |= SUPERCONTENTS_LAVA ;
2478 // if (shader->surfaceparms & Q3SURFACEPARM_LIGHTFILTER ) texture->supercontents |= SUPERCONTENTS_LIGHTFILTER ;
2479 // if (shader->surfaceparms & Q3SURFACEPARM_METALSTEPS ) texture->supercontents |= SUPERCONTENTS_METALSTEPS ;
2480 // if (shader->surfaceparms & Q3SURFACEPARM_NODAMAGE ) texture->supercontents |= SUPERCONTENTS_NODAMAGE ;
2481 // if (shader->surfaceparms & Q3SURFACEPARM_NODLIGHT ) texture->supercontents |= SUPERCONTENTS_NODLIGHT ;
2482 // if (shader->surfaceparms & Q3SURFACEPARM_NODRAW ) texture->supercontents |= SUPERCONTENTS_NODRAW ;
2483 if (shader->surfaceparms & Q3SURFACEPARM_NODROP ) texture->supercontents |= SUPERCONTENTS_NODROP ;
2484 // if (shader->surfaceparms & Q3SURFACEPARM_NOIMPACT ) texture->supercontents |= SUPERCONTENTS_NOIMPACT ;
2485 // if (shader->surfaceparms & Q3SURFACEPARM_NOLIGHTMAP ) texture->supercontents |= SUPERCONTENTS_NOLIGHTMAP ;
2486 // if (shader->surfaceparms & Q3SURFACEPARM_NOMARKS ) texture->supercontents |= SUPERCONTENTS_NOMARKS ;
2487 // if (shader->surfaceparms & Q3SURFACEPARM_NOMIPMAPS ) texture->supercontents |= SUPERCONTENTS_NOMIPMAPS ;
2488 if (shader->surfaceparms & Q3SURFACEPARM_NONSOLID ) texture->supercontents &=~SUPERCONTENTS_SOLID ;
2489 // if (shader->surfaceparms & Q3SURFACEPARM_ORIGIN ) texture->supercontents |= SUPERCONTENTS_ORIGIN ;
2490 if (shader->surfaceparms & Q3SURFACEPARM_PLAYERCLIP ) texture->supercontents |= SUPERCONTENTS_PLAYERCLIP ;
2491 if (shader->surfaceparms & Q3SURFACEPARM_SKY ) texture->supercontents |= SUPERCONTENTS_SKY ;
2492 // if (shader->surfaceparms & Q3SURFACEPARM_SLICK ) texture->supercontents |= SUPERCONTENTS_SLICK ;
2493 if (shader->surfaceparms & Q3SURFACEPARM_SLIME ) texture->supercontents |= SUPERCONTENTS_SLIME ;
2494 // if (shader->surfaceparms & Q3SURFACEPARM_STRUCTURAL ) texture->supercontents |= SUPERCONTENTS_STRUCTURAL ;
2495 // if (shader->surfaceparms & Q3SURFACEPARM_TRANS ) texture->supercontents |= SUPERCONTENTS_TRANS ;
2496 if (shader->surfaceparms & Q3SURFACEPARM_WATER ) texture->supercontents |= SUPERCONTENTS_WATER ;
2497 // if (shader->surfaceparms & Q3SURFACEPARM_POINTLIGHT ) texture->supercontents |= SUPERCONTENTS_POINTLIGHT ;
2498 // if (shader->surfaceparms & Q3SURFACEPARM_HINT ) texture->supercontents |= SUPERCONTENTS_HINT ;
2499 // if (shader->surfaceparms & Q3SURFACEPARM_DUST ) texture->supercontents |= SUPERCONTENTS_DUST ;
2500 if (shader->surfaceparms & Q3SURFACEPARM_BOTCLIP ) texture->supercontents |= SUPERCONTENTS_BOTCLIP | SUPERCONTENTS_MONSTERCLIP;
2501 // if (shader->surfaceparms & Q3SURFACEPARM_LIGHTGRID ) texture->supercontents |= SUPERCONTENTS_LIGHTGRID ;
2502 // if (shader->surfaceparms & Q3SURFACEPARM_ANTIPORTAL ) texture->supercontents |= SUPERCONTENTS_ANTIPORTAL ;
2504 if (shader->dpmeshcollisions)
2505 texture->basematerialflags |= MATERIALFLAG_MESHCOLLISIONS;
2506 if (shader->dpshaderkill && developer_extra.integer)
2507 Con_DPrintf("^1%s:^7 killing shader ^3\"%s\" because of cvar\n", loadmodel->name, name);
2509 else if (!strcmp(texture->name, "noshader") || !texture->name[0])
2511 if (developer_extra.integer)
2512 Con_DPrintf("^1%s:^7 using fallback noshader material for ^3\"%s\"\n", loadmodel->name, name);
2513 texture->surfaceparms = 0;
2514 texture->supercontents = SUPERCONTENTS_SOLID | SUPERCONTENTS_OPAQUE;
2516 else if (!strcmp(texture->name, "common/nodraw") || !strcmp(texture->name, "textures/common/nodraw"))
2518 if (developer_extra.integer)
2519 Con_DPrintf("^1%s:^7 using fallback nodraw material for ^3\"%s\"\n", loadmodel->name, name);
2520 texture->surfaceparms = 0;
2521 texture->basematerialflags = MATERIALFLAG_NODRAW | MATERIALFLAG_NOSHADOW;
2522 texture->supercontents = SUPERCONTENTS_SOLID;
2526 if (developer_extra.integer)
2527 Con_DPrintf("^1%s:^7 No shader found for texture ^3\"%s\"\n", loadmodel->name, texture->name);
2528 texture->surfaceparms = 0;
2529 if (texture->surfaceflags & Q3SURFACEFLAG_NODRAW)
2531 texture->basematerialflags |= MATERIALFLAG_NODRAW | MATERIALFLAG_NOSHADOW;
2532 texture->supercontents = SUPERCONTENTS_SOLID;
2534 else if (texture->surfaceflags & Q3SURFACEFLAG_SKY)
2536 texture->basematerialflags |= MATERIALFLAG_SKY | MATERIALFLAG_NOSHADOW;
2537 texture->supercontents = SUPERCONTENTS_SKY;
2541 texture->basematerialflags |= MATERIALFLAG_WALL;
2542 texture->supercontents = SUPERCONTENTS_SOLID | SUPERCONTENTS_OPAQUE;
2544 texture->numskinframes = 1;
2545 if(cls.state == ca_dedicated)
2547 texture->skinframes[0] = NULL;
2554 if ((texture->skinframes[0] = R_SkinFrame_LoadExternal(texture->name, defaulttexflags, false)))
2556 if(texture->skinframes[0]->hasalpha)
2557 texture->basematerialflags |= MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
2564 if (!success && warnmissing)
2565 Con_Printf("^1%s:^7 could not load texture ^3\"%s\"\n", loadmodel->name, texture->name);
2568 // init the animation variables
2569 texture->currentframe = texture;
2570 if (texture->numskinframes < 1)
2571 texture->numskinframes = 1;
2572 if (!texture->skinframes[0])
2573 texture->skinframes[0] = R_SkinFrame_LoadMissing();
2574 texture->currentskinframe = texture->skinframes[0];
2575 texture->backgroundcurrentskinframe = texture->backgroundskinframes[0];
2579 skinfile_t *Mod_LoadSkinFiles(void)
2581 int i, words, line, wordsoverflow;
2584 skinfile_t *skinfile = NULL, *first = NULL;
2585 skinfileitem_t *skinfileitem;
2586 char word[10][MAX_QPATH];
2590 U_bodyBox,models/players/Legoman/BikerA2.tga
2591 U_RArm,models/players/Legoman/BikerA1.tga
2592 U_LArm,models/players/Legoman/BikerA1.tga
2593 U_armor,common/nodraw
2594 U_sword,common/nodraw
2595 U_shield,common/nodraw
2596 U_homb,common/nodraw
2597 U_backpack,common/nodraw
2598 U_colcha,common/nodraw
2603 memset(word, 0, sizeof(word));
2604 for (i = 0;i < 256 && (data = text = (char *)FS_LoadFile(va("%s_%i.skin", loadmodel->name, i), tempmempool, true, NULL));i++)
2606 // If it's the first file we parse
2607 if (skinfile == NULL)
2609 skinfile = (skinfile_t *)Mem_Alloc(loadmodel->mempool, sizeof(skinfile_t));
2614 skinfile->next = (skinfile_t *)Mem_Alloc(loadmodel->mempool, sizeof(skinfile_t));
2615 skinfile = skinfile->next;
2617 skinfile->next = NULL;
2619 for(line = 0;;line++)
2622 if (!COM_ParseToken_QuakeC(&data, true))
2624 if (!strcmp(com_token, "\n"))
2627 wordsoverflow = false;
2631 strlcpy(word[words++], com_token, sizeof (word[0]));
2633 wordsoverflow = true;
2635 while (COM_ParseToken_QuakeC(&data, true) && strcmp(com_token, "\n"));
2638 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);
2641 // words is always >= 1
2642 if (!strcmp(word[0], "replace"))
2646 if (developer_loading.integer)
2647 Con_Printf("Mod_LoadSkinFiles: parsed mesh \"%s\" shader replacement \"%s\"\n", word[1], word[2]);
2648 skinfileitem = (skinfileitem_t *)Mem_Alloc(loadmodel->mempool, sizeof(skinfileitem_t));
2649 skinfileitem->next = skinfile->items;
2650 skinfile->items = skinfileitem;
2651 strlcpy (skinfileitem->name, word[1], sizeof (skinfileitem->name));
2652 strlcpy (skinfileitem->replacement, word[2], sizeof (skinfileitem->replacement));
2655 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]);
2657 else if (words >= 2 && !strncmp(word[0], "tag_", 4))
2659 // tag name, like "tag_weapon,"
2660 // not used for anything (not even in Quake3)
2662 else if (words >= 2 && !strcmp(word[1], ","))
2664 // mesh shader name, like "U_RArm,models/players/Legoman/BikerA1.tga"
2665 if (developer_loading.integer)
2666 Con_Printf("Mod_LoadSkinFiles: parsed mesh \"%s\" shader replacement \"%s\"\n", word[0], word[2]);
2667 skinfileitem = (skinfileitem_t *)Mem_Alloc(loadmodel->mempool, sizeof(skinfileitem_t));
2668 skinfileitem->next = skinfile->items;
2669 skinfile->items = skinfileitem;
2670 strlcpy (skinfileitem->name, word[0], sizeof (skinfileitem->name));
2671 strlcpy (skinfileitem->replacement, word[2], sizeof (skinfileitem->replacement));
2674 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);
2679 loadmodel->numskins = i;
2683 void Mod_FreeSkinFiles(skinfile_t *skinfile)
2686 skinfileitem_t *skinfileitem, *nextitem;
2687 for (;skinfile;skinfile = next)
2689 next = skinfile->next;
2690 for (skinfileitem = skinfile->items;skinfileitem;skinfileitem = nextitem)
2692 nextitem = skinfileitem->next;
2693 Mem_Free(skinfileitem);
2699 int Mod_CountSkinFiles(skinfile_t *skinfile)
2702 for (i = 0;skinfile;skinfile = skinfile->next, i++);
2706 void Mod_SnapVertices(int numcomponents, int numvertices, float *vertices, float snap)
2709 double isnap = 1.0 / snap;
2710 for (i = 0;i < numvertices*numcomponents;i++)
2711 vertices[i] = floor(vertices[i]*isnap)*snap;
2714 int Mod_RemoveDegenerateTriangles(int numtriangles, const int *inelement3i, int *outelement3i, const float *vertex3f)
2716 int i, outtriangles;
2717 float edgedir1[3], edgedir2[3], temp[3];
2718 // a degenerate triangle is one with no width (thickness, surface area)
2719 // these are characterized by having all 3 points colinear (along a line)
2720 // or having two points identical
2721 // the simplest check is to calculate the triangle's area
2722 for (i = 0, outtriangles = 0;i < numtriangles;i++, inelement3i += 3)
2724 // calculate first edge
2725 VectorSubtract(vertex3f + inelement3i[1] * 3, vertex3f + inelement3i[0] * 3, edgedir1);
2726 VectorSubtract(vertex3f + inelement3i[2] * 3, vertex3f + inelement3i[0] * 3, edgedir2);
2727 CrossProduct(edgedir1, edgedir2, temp);
2728 if (VectorLength2(temp) < 0.001f)
2729 continue; // degenerate triangle (no area)
2730 // valid triangle (has area)
2731 VectorCopy(inelement3i, outelement3i);
2735 return outtriangles;
2738 void Mod_VertexRangeFromElements(int numelements, const int *elements, int *firstvertexpointer, int *lastvertexpointer)
2741 int firstvertex, lastvertex;
2742 if (numelements > 0 && elements)
2744 firstvertex = lastvertex = elements[0];
2745 for (i = 1;i < numelements;i++)
2748 firstvertex = min(firstvertex, e);
2749 lastvertex = max(lastvertex, e);
2753 firstvertex = lastvertex = 0;
2754 if (firstvertexpointer)
2755 *firstvertexpointer = firstvertex;
2756 if (lastvertexpointer)
2757 *lastvertexpointer = lastvertex;
2760 void Mod_MakeSortedSurfaces(dp_model_t *mod)
2762 // make an optimal set of texture-sorted batches to draw...
2764 int *firstsurfacefortexture;
2765 int *numsurfacesfortexture;
2766 if (!mod->sortedmodelsurfaces)
2767 mod->sortedmodelsurfaces = (int *) Mem_Alloc(loadmodel->mempool, mod->nummodelsurfaces * sizeof(*mod->sortedmodelsurfaces));
2768 firstsurfacefortexture = (int *) Mem_Alloc(tempmempool, mod->num_textures * sizeof(*firstsurfacefortexture));
2769 numsurfacesfortexture = (int *) Mem_Alloc(tempmempool, mod->num_textures * sizeof(*numsurfacesfortexture));
2770 memset(numsurfacesfortexture, 0, mod->num_textures * sizeof(*numsurfacesfortexture));
2771 for (j = 0;j < mod->nummodelsurfaces;j++)
2773 const msurface_t *surface = mod->data_surfaces + j + mod->firstmodelsurface;
2774 int t = (int)(surface->texture - mod->data_textures);
2775 numsurfacesfortexture[t]++;
2778 for (t = 0;t < mod->num_textures;t++)
2780 firstsurfacefortexture[t] = j;
2781 j += numsurfacesfortexture[t];
2783 for (j = 0;j < mod->nummodelsurfaces;j++)
2785 const msurface_t *surface = mod->data_surfaces + j + mod->firstmodelsurface;
2786 int t = (int)(surface->texture - mod->data_textures);
2787 mod->sortedmodelsurfaces[firstsurfacefortexture[t]++] = j + mod->firstmodelsurface;
2789 Mem_Free(firstsurfacefortexture);
2790 Mem_Free(numsurfacesfortexture);
2793 void Mod_BuildVBOs(void)
2795 if (!loadmodel->surfmesh.num_vertices)
2798 if (gl_paranoid.integer && loadmodel->surfmesh.data_element3s && loadmodel->surfmesh.data_element3i)
2801 for (i = 0;i < loadmodel->surfmesh.num_triangles*3;i++)
2803 if (loadmodel->surfmesh.data_element3s[i] != loadmodel->surfmesh.data_element3i[i])
2805 Con_Printf("Mod_BuildVBOs: element %u is incorrect (%u should be %u)\n", i, loadmodel->surfmesh.data_element3s[i], loadmodel->surfmesh.data_element3i[i]);
2806 loadmodel->surfmesh.data_element3s[i] = loadmodel->surfmesh.data_element3i[i];
2811 // build r_vertexmesh_t array
2812 // (compressed interleaved array for D3D)
2813 if (!loadmodel->surfmesh.vertexmesh && vid.useinterleavedarrays)
2816 int numvertices = loadmodel->surfmesh.num_vertices;
2817 r_vertexmesh_t *vertexmesh;
2818 loadmodel->surfmesh.vertexmesh = vertexmesh = (r_vertexmesh_t*)Mem_Alloc(loadmodel->mempool, numvertices * sizeof(*loadmodel->surfmesh.vertexmesh));
2819 for (vertexindex = 0;vertexindex < numvertices;vertexindex++, vertexmesh++)
2821 VectorCopy(loadmodel->surfmesh.data_vertex3f + 3*vertexindex, vertexmesh->vertex3f);
2822 VectorScale(loadmodel->surfmesh.data_svector3f + 3*vertexindex, 1.0f, vertexmesh->svector3f);
2823 VectorScale(loadmodel->surfmesh.data_tvector3f + 3*vertexindex, 1.0f, vertexmesh->tvector3f);
2824 VectorScale(loadmodel->surfmesh.data_normal3f + 3*vertexindex, 1.0f, vertexmesh->normal3f);
2825 if (loadmodel->surfmesh.data_lightmapcolor4f)
2826 Vector4Copy(loadmodel->surfmesh.data_lightmapcolor4f + 4*vertexindex, vertexmesh->color4f);
2827 Vector2Copy(loadmodel->surfmesh.data_texcoordtexture2f + 2*vertexindex, vertexmesh->texcoordtexture2f);
2828 if (loadmodel->surfmesh.data_texcoordlightmap2f)
2829 Vector2Scale(loadmodel->surfmesh.data_texcoordlightmap2f + 2*vertexindex, 1.0f, vertexmesh->texcoordlightmap2f);
2833 // upload r_vertexmesh_t array as a buffer
2834 if (loadmodel->surfmesh.vertexmesh && !loadmodel->surfmesh.vertexmeshbuffer)
2835 loadmodel->surfmesh.vertexmeshbuffer = R_Mesh_CreateMeshBuffer(loadmodel->surfmesh.vertexmesh, loadmodel->surfmesh.num_vertices * sizeof(*loadmodel->surfmesh.vertexmesh), loadmodel->name, false, false, false);
2837 // upload vertex3f array as a buffer
2838 if (loadmodel->surfmesh.data_vertex3f && !loadmodel->surfmesh.vertex3fbuffer)
2839 loadmodel->surfmesh.vertex3fbuffer = R_Mesh_CreateMeshBuffer(loadmodel->surfmesh.data_vertex3f, loadmodel->surfmesh.num_vertices * sizeof(float[3]), loadmodel->name, false, false, false);
2841 // upload short indices as a buffer
2842 if (loadmodel->surfmesh.data_element3s && !loadmodel->surfmesh.data_element3s_indexbuffer)
2843 loadmodel->surfmesh.data_element3s_indexbuffer = R_Mesh_CreateMeshBuffer(loadmodel->surfmesh.data_element3s, loadmodel->surfmesh.num_triangles * sizeof(short[3]), loadmodel->name, true, false, true);
2845 // upload int indices as a buffer
2846 if (loadmodel->surfmesh.data_element3i && !loadmodel->surfmesh.data_element3i_indexbuffer && !loadmodel->surfmesh.data_element3s)
2847 loadmodel->surfmesh.data_element3i_indexbuffer = R_Mesh_CreateMeshBuffer(loadmodel->surfmesh.data_element3i, loadmodel->surfmesh.num_triangles * sizeof(int[3]), loadmodel->name, true, false, false);
2849 // only build a vbo if one has not already been created (this is important for brush models which load specially)
2850 // vertex buffer is several arrays and we put them in the same buffer
2852 // is this wise? the texcoordtexture2f array is used with dynamic
2853 // vertex/svector/tvector/normal when rendering animated models, on the
2854 // other hand animated models don't use a lot of vertices anyway...
2855 if (!loadmodel->surfmesh.vbo_vertexbuffer && !vid.useinterleavedarrays)
2860 loadmodel->surfmesh.vbooffset_vertex3f = size;if (loadmodel->surfmesh.data_vertex3f ) size += loadmodel->surfmesh.num_vertices * sizeof(float[3]);
2861 loadmodel->surfmesh.vbooffset_svector3f = size;if (loadmodel->surfmesh.data_svector3f ) size += loadmodel->surfmesh.num_vertices * sizeof(float[3]);
2862 loadmodel->surfmesh.vbooffset_tvector3f = size;if (loadmodel->surfmesh.data_tvector3f ) size += loadmodel->surfmesh.num_vertices * sizeof(float[3]);
2863 loadmodel->surfmesh.vbooffset_normal3f = size;if (loadmodel->surfmesh.data_normal3f ) size += loadmodel->surfmesh.num_vertices * sizeof(float[3]);
2864 loadmodel->surfmesh.vbooffset_texcoordtexture2f = size;if (loadmodel->surfmesh.data_texcoordtexture2f ) size += loadmodel->surfmesh.num_vertices * sizeof(float[2]);
2865 loadmodel->surfmesh.vbooffset_texcoordlightmap2f = size;if (loadmodel->surfmesh.data_texcoordlightmap2f) size += loadmodel->surfmesh.num_vertices * sizeof(float[2]);
2866 loadmodel->surfmesh.vbooffset_lightmapcolor4f = size;if (loadmodel->surfmesh.data_lightmapcolor4f ) size += loadmodel->surfmesh.num_vertices * sizeof(float[4]);
2867 mem = (unsigned char *)Mem_Alloc(tempmempool, size);
2868 if (loadmodel->surfmesh.data_vertex3f ) memcpy(mem + loadmodel->surfmesh.vbooffset_vertex3f , loadmodel->surfmesh.data_vertex3f , loadmodel->surfmesh.num_vertices * sizeof(float[3]));
2869 if (loadmodel->surfmesh.data_svector3f ) memcpy(mem + loadmodel->surfmesh.vbooffset_svector3f , loadmodel->surfmesh.data_svector3f , loadmodel->surfmesh.num_vertices * sizeof(float[3]));
2870 if (loadmodel->surfmesh.data_tvector3f ) memcpy(mem + loadmodel->surfmesh.vbooffset_tvector3f , loadmodel->surfmesh.data_tvector3f , loadmodel->surfmesh.num_vertices * sizeof(float[3]));
2871 if (loadmodel->surfmesh.data_normal3f ) memcpy(mem + loadmodel->surfmesh.vbooffset_normal3f , loadmodel->surfmesh.data_normal3f , loadmodel->surfmesh.num_vertices * sizeof(float[3]));
2872 if (loadmodel->surfmesh.data_texcoordtexture2f ) memcpy(mem + loadmodel->surfmesh.vbooffset_texcoordtexture2f , loadmodel->surfmesh.data_texcoordtexture2f , loadmodel->surfmesh.num_vertices * sizeof(float[2]));
2873 if (loadmodel->surfmesh.data_texcoordlightmap2f) memcpy(mem + loadmodel->surfmesh.vbooffset_texcoordlightmap2f, loadmodel->surfmesh.data_texcoordlightmap2f, loadmodel->surfmesh.num_vertices * sizeof(float[2]));
2874 if (loadmodel->surfmesh.data_lightmapcolor4f ) memcpy(mem + loadmodel->surfmesh.vbooffset_lightmapcolor4f , loadmodel->surfmesh.data_lightmapcolor4f , loadmodel->surfmesh.num_vertices * sizeof(float[4]));
2875 loadmodel->surfmesh.vbo_vertexbuffer = R_Mesh_CreateMeshBuffer(mem, size, loadmodel->name, false, false, false);
2880 static void Mod_Decompile_OBJ(dp_model_t *model, const char *filename, const char *mtlfilename, const char *originalfilename)
2882 int submodelindex, vertexindex, surfaceindex, triangleindex, textureindex, countvertices = 0, countsurfaces = 0, countfaces = 0, counttextures = 0;
2884 const char *texname;
2886 const float *v, *vn, *vt;
2888 size_t outbufferpos = 0;
2889 size_t outbuffermax = 0x100000;
2890 char *outbuffer = (char *) Z_Malloc(outbuffermax), *oldbuffer;
2891 const msurface_t *surface;
2892 const int maxtextures = 256;
2893 char *texturenames = (char *) Z_Malloc(maxtextures * MAX_QPATH);
2894 dp_model_t *submodel;
2896 // construct the mtllib file
2897 l = dpsnprintf(outbuffer + outbufferpos, outbuffermax - outbufferpos, "# mtllib for %s exported by darkplaces engine\n", originalfilename);
2900 for (surfaceindex = 0, surface = model->data_surfaces;surfaceindex < model->num_surfaces;surfaceindex++, surface++)
2903 countvertices += surface->num_vertices;
2904 countfaces += surface->num_triangles;
2905 texname = (surface->texture && surface->texture->name[0]) ? surface->texture->name : "default";
2906 for (textureindex = 0;textureindex < counttextures;textureindex++)
2907 if (!strcmp(texturenames + textureindex * MAX_QPATH, texname))
2909 if (textureindex < counttextures)
2910 continue; // already wrote this material entry
2911 if (textureindex >= maxtextures)
2912 continue; // just a precaution
2913 textureindex = counttextures++;
2914 strlcpy(texturenames + textureindex * MAX_QPATH, texname, MAX_QPATH);
2915 if (outbufferpos >= outbuffermax >> 1)
2918 oldbuffer = outbuffer;
2919 outbuffer = (char *) Z_Malloc(outbuffermax);
2920 memcpy(outbuffer, oldbuffer, outbufferpos);
2923 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");
2928 // write the mtllib file
2929 FS_WriteFile(mtlfilename, outbuffer, outbufferpos);
2931 // construct the obj file
2933 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);
2937 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)
2939 if (outbufferpos >= outbuffermax >> 1)
2942 oldbuffer = outbuffer;
2943 outbuffer = (char *) Z_Malloc(outbuffermax);
2944 memcpy(outbuffer, oldbuffer, outbufferpos);
2947 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]);
2952 for (submodelindex = 0;submodelindex < max(1, model->brush.numsubmodels);submodelindex++)
2954 l = dpsnprintf(outbuffer + outbufferpos, outbuffermax - outbufferpos, "o %i\n", submodelindex);
2957 submodel = model->brush.numsubmodels ? model->brush.submodels[submodelindex] : model;
2958 for (surfaceindex = 0;surfaceindex < submodel->nummodelsurfaces;surfaceindex++)
2960 surface = model->data_surfaces + submodel->sortedmodelsurfaces[surfaceindex];
2961 l = dpsnprintf(outbuffer + outbufferpos, outbuffermax - outbufferpos, "usemtl %s\n", (surface->texture && surface->texture->name[0]) ? surface->texture->name : "default");
2964 for (triangleindex = 0, e = model->surfmesh.data_element3i + surface->num_firsttriangle * 3;triangleindex < surface->num_triangles;triangleindex++, e += 3)
2966 if (outbufferpos >= outbuffermax >> 1)
2969 oldbuffer = outbuffer;
2970 outbuffer = (char *) Z_Malloc(outbuffermax);
2971 memcpy(outbuffer, oldbuffer, outbufferpos);
2977 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);
2984 // write the obj file
2985 FS_WriteFile(filename, outbuffer, outbufferpos);
2989 Z_Free(texturenames);
2992 Con_Printf("Wrote %s (%i bytes, %i vertices, %i faces, %i surfaces with %i distinct textures)\n", filename, (int)outbufferpos, countvertices, countfaces, countsurfaces, counttextures);
2995 static void Mod_Decompile_SMD(dp_model_t *model, const char *filename, int firstpose, int numposes, qboolean writetriangles)
2997 int countnodes = 0, counttriangles = 0, countframes = 0;
3005 size_t outbufferpos = 0;
3006 size_t outbuffermax = 0x100000;
3007 char *outbuffer = (char *) Z_Malloc(outbuffermax), *oldbuffer;
3008 const msurface_t *surface;
3009 l = dpsnprintf(outbuffer + outbufferpos, outbuffermax - outbufferpos, "version 1\nnodes\n");
3012 for (transformindex = 0;transformindex < model->num_bones;transformindex++)
3014 if (outbufferpos >= outbuffermax >> 1)
3017 oldbuffer = outbuffer;
3018 outbuffer = (char *) Z_Malloc(outbuffermax);
3019 memcpy(outbuffer, oldbuffer, outbufferpos);
3023 l = dpsnprintf(outbuffer + outbufferpos, outbuffermax - outbufferpos, "%3i \"%s\" %3i\n", transformindex, model->data_bones[transformindex].name, model->data_bones[transformindex].parent);
3027 l = dpsnprintf(outbuffer + outbufferpos, outbuffermax - outbufferpos, "end\nskeleton\n");
3030 for (poseindex = 0;poseindex < numposes;poseindex++)
3033 l = dpsnprintf(outbuffer + outbufferpos, outbuffermax - outbufferpos, "time %i\n", poseindex);
3036 for (transformindex = 0;transformindex < model->num_bones;transformindex++)
3040 matrix4x4_t posematrix;
3041 if (outbufferpos >= outbuffermax >> 1)
3044 oldbuffer = outbuffer;
3045 outbuffer = (char *) Z_Malloc(outbuffermax);
3046 memcpy(outbuffer, oldbuffer, outbufferpos);
3050 // strangely the smd angles are for a transposed matrix, so we
3051 // have to generate a transposed matrix, then convert that...
3052 Matrix4x4_FromBonePose6s(&posematrix, model->num_posescale, model->data_poses6s + 6*(model->num_bones * poseindex + transformindex));
3053 Matrix4x4_ToArray12FloatGL(&posematrix, mtest[0]);
3054 AnglesFromVectors(angles, mtest[0], mtest[2], false);
3055 if (angles[0] >= 180) angles[0] -= 360;
3056 if (angles[1] >= 180) angles[1] -= 360;
3057 if (angles[2] >= 180) angles[2] -= 360;
3061 float a = DEG2RAD(angles[ROLL]);
3062 float b = DEG2RAD(angles[PITCH]);
3063 float c = DEG2RAD(angles[YAW]);
3064 float cy, sy, cp, sp, cr, sr;
3066 // smd matrix construction, for comparing
3077 test[1][0] = sr*sp*cy+cr*-sy;
3078 test[1][1] = sr*sp*sy+cr*cy;
3080 test[2][0] = (cr*sp*cy+-sr*-sy);
3081 test[2][1] = (cr*sp*sy+-sr*cy);
3083 test[3][0] = pose[9];
3084 test[3][1] = pose[10];
3085 test[3][2] = pose[11];
3088 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]));
3093 l = dpsnprintf(outbuffer + outbufferpos, outbuffermax - outbufferpos, "end\n");
3098 l = dpsnprintf(outbuffer + outbufferpos, outbuffermax - outbufferpos, "triangles\n");
3101 for (surfaceindex = 0, surface = model->data_surfaces;surfaceindex < model->num_surfaces;surfaceindex++, surface++)
3103 for (triangleindex = 0, e = model->surfmesh.data_element3i + surface->num_firsttriangle * 3;triangleindex < surface->num_triangles;triangleindex++, e += 3)
3106 if (outbufferpos >= outbuffermax >> 1)
3109 oldbuffer = outbuffer;
3110 outbuffer = (char *) Z_Malloc(outbuffermax);
3111 memcpy(outbuffer, oldbuffer, outbufferpos);
3114 l = dpsnprintf(outbuffer + outbufferpos, outbuffermax - outbufferpos, "%s\n", surface->texture && surface->texture->name[0] ? surface->texture->name : "default.bmp");
3117 for (cornerindex = 0;cornerindex < 3;cornerindex++)
3119 const int index = e[2-cornerindex];
3120 const float *v = model->surfmesh.data_vertex3f + index * 3;
3121 const float *vn = model->surfmesh.data_normal3f + index * 3;
3122 const float *vt = model->surfmesh.data_texcoordtexture2f + index * 2;
3123 const int b = model->surfmesh.blends[index];
3124 if (b < model->num_bones)
3125 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]);
3128 const blendweights_t *w = model->surfmesh.data_blendweights + b - model->num_bones;
3129 const unsigned char *wi = w->index;
3130 const unsigned char *wf = w->influence;
3131 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);
3132 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);
3133 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);
3134 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]);
3141 l = dpsnprintf(outbuffer + outbufferpos, outbuffermax - outbufferpos, "end\n");
3146 FS_WriteFile(filename, outbuffer, outbufferpos);
3149 Con_Printf("Wrote %s (%i bytes, %i nodes, %i frames, %i triangles)\n", filename, (int)outbufferpos, countnodes, countframes, counttriangles);
3156 decompiles a model to editable files
3159 static void Mod_Decompile_f(void)
3161 int i, j, k, l, first, count;
3163 char inname[MAX_QPATH];
3164 char outname[MAX_QPATH];
3165 char mtlname[MAX_QPATH];
3166 char basename[MAX_QPATH];
3167 char animname[MAX_QPATH];
3168 char animname2[MAX_QPATH];
3169 char zymtextbuffer[16384];
3170 char dpmtextbuffer[16384];
3171 char framegroupstextbuffer[16384];
3172 int zymtextsize = 0;
3173 int dpmtextsize = 0;
3174 int framegroupstextsize = 0;
3176 if (Cmd_Argc() != 2)
3178 Con_Print("usage: modeldecompile <filename>\n");
3182 strlcpy(inname, Cmd_Argv(1), sizeof(inname));
3183 FS_StripExtension(inname, basename, sizeof(basename));
3185 mod = Mod_ForName(inname, false, true, inname[0] == '*' ? cl.model_name[1] : NULL);
3186 if (mod->brush.submodel)
3188 // if we're decompiling a submodel, be sure to give it a proper name based on its parent
3189 FS_StripExtension(cl.model_name[1], outname, sizeof(outname));
3190 dpsnprintf(basename, sizeof(basename), "%s/%s", outname, mod->name);
3195 Con_Print("No such model\n");
3198 if (!mod->surfmesh.num_triangles)
3200 Con_Print("Empty model (or sprite)\n");
3204 // export OBJ if possible (not on sprites)
3205 if (mod->surfmesh.num_triangles)
3207 dpsnprintf(outname, sizeof(outname), "%s_decompiled.obj", basename);
3208 dpsnprintf(mtlname, sizeof(mtlname), "%s_decompiled.mtl", basename);
3209 Mod_Decompile_OBJ(mod, outname, mtlname, inname);
3212 // export SMD if possible (only for skeletal models)
3213 if (mod->surfmesh.num_triangles && mod->num_bones)
3215 dpsnprintf(outname, sizeof(outname), "%s_decompiled/ref1.smd", basename);
3216 Mod_Decompile_SMD(mod, outname, 0, 1, true);
3217 l = dpsnprintf(zymtextbuffer + zymtextsize, sizeof(zymtextbuffer) - zymtextsize, "output out.zym\nscale 1\norigin 0 0 0\nmesh ref1.smd\n");
3218 if (l > 0) zymtextsize += l;
3219 l = dpsnprintf(dpmtextbuffer + dpmtextsize, sizeof(dpmtextbuffer) - dpmtextsize, "outputdir .\nmodel out\nscale 1\norigin 0 0 0\nscene ref1.smd\n");
3220 if (l > 0) dpmtextsize += l;
3221 for (i = 0;i < mod->numframes;i = j)
3223 strlcpy(animname, mod->animscenes[i].name, sizeof(animname));
3224 first = mod->animscenes[i].firstframe;
3225 if (mod->animscenes[i].framecount > 1)
3228 count = mod->animscenes[i].framecount;
3234 // check for additional frames with same name
3235 for (l = 0, k = strlen(animname);animname[l];l++)
3236 if(animname[l] < '0' || animname[l] > '9')
3238 if(k > 0 && animname[k-1] == '_')
3241 count = mod->num_poses - first;
3242 for (j = i + 1;j < mod->numframes;j++)
3244 strlcpy(animname2, mod->animscenes[j].name, sizeof(animname2));
3245 for (l = 0, k = strlen(animname2);animname2[l];l++)
3246 if(animname2[l] < '0' || animname2[l] > '9')
3248 if(k > 0 && animname[k-1] == '_')
3251 if (strcmp(animname2, animname) || mod->animscenes[j].framecount > 1)
3253 count = mod->animscenes[j].firstframe - first;
3257 // if it's only one frame, use the original frame name
3259 strlcpy(animname, mod->animscenes[i].name, sizeof(animname));
3262 dpsnprintf(outname, sizeof(outname), "%s_decompiled/%s.smd", basename, animname);
3263 Mod_Decompile_SMD(mod, outname, first, count, false);
3264 if (zymtextsize < (int)sizeof(zymtextbuffer) - 100)
3266 l = dpsnprintf(zymtextbuffer + zymtextsize, sizeof(zymtextbuffer) - zymtextsize, "scene %s.smd fps %g %s\n", animname, mod->animscenes[i].framerate, mod->animscenes[i].loop ? "" : " noloop");
3267 if (l > 0) zymtextsize += l;
3269 if (dpmtextsize < (int)sizeof(dpmtextbuffer) - 100)
3271 l = dpsnprintf(dpmtextbuffer + dpmtextsize, sizeof(dpmtextbuffer) - dpmtextsize, "scene %s.smd fps %g %s\n", animname, mod->animscenes[i].framerate, mod->animscenes[i].loop ? "" : " noloop");
3272 if (l > 0) dpmtextsize += l;
3274 if (framegroupstextsize < (int)sizeof(framegroupstextbuffer) - 100)
3276 l = dpsnprintf(framegroupstextbuffer + framegroupstextsize, sizeof(framegroupstextbuffer) - framegroupstextsize, "%d %d %f %d // %s\n", first, count, mod->animscenes[i].framerate, mod->animscenes[i].loop, animname);
3277 if (l > 0) framegroupstextsize += l;
3281 FS_WriteFile(va("%s_decompiled/out_zym.txt", basename), zymtextbuffer, (fs_offset_t)zymtextsize);
3283 FS_WriteFile(va("%s_decompiled/out_dpm.txt", basename), dpmtextbuffer, (fs_offset_t)dpmtextsize);
3284 if (framegroupstextsize)
3285 FS_WriteFile(va("%s_decompiled.framegroups", basename), framegroupstextbuffer, (fs_offset_t)framegroupstextsize);
3289 void Mod_AllocLightmap_Init(mod_alloclightmap_state_t *state, int width, int height)
3292 memset(state, 0, sizeof(*state));
3293 state->width = width;
3294 state->height = height;
3295 state->currentY = 0;
3296 state->rows = (mod_alloclightmap_row_t *)Mem_Alloc(loadmodel->mempool, state->height * sizeof(*state->rows));
3297 for (y = 0;y < state->height;y++)
3299 state->rows[y].currentX = 0;
3300 state->rows[y].rowY = -1;
3304 void Mod_AllocLightmap_Reset(mod_alloclightmap_state_t *state)
3307 state->currentY = 0;
3308 for (y = 0;y < state->height;y++)
3310 state->rows[y].currentX = 0;
3311 state->rows[y].rowY = -1;
3315 void Mod_AllocLightmap_Free(mod_alloclightmap_state_t *state)
3318 Mem_Free(state->rows);
3319 memset(state, 0, sizeof(*state));
3322 qboolean Mod_AllocLightmap_Block(mod_alloclightmap_state_t *state, int blockwidth, int blockheight, int *outx, int *outy)
3324 mod_alloclightmap_row_t *row;
3327 row = state->rows + blockheight;
3328 if ((row->rowY < 0) || (row->currentX + blockwidth > state->width))
3330 if (state->currentY + blockheight <= state->height)
3332 // use the current allocation position
3333 row->rowY = state->currentY;
3335 state->currentY += blockheight;
3339 // find another position
3340 for (y = blockheight;y < state->height;y++)
3342 if ((state->rows[y].rowY >= 0) && (state->rows[y].currentX + blockwidth <= state->width))
3344 row = state->rows + y;
3348 if (y == state->height)
3353 *outx = row->currentX;
3354 row->currentX += blockwidth;
3359 typedef struct lightmapsample_s
3363 float *vertex_color;
3364 unsigned char *lm_bgr;
3365 unsigned char *lm_dir;
3369 typedef struct lightmapvertex_s
3374 float texcoordbase[2];
3375 float texcoordlightmap[2];
3376 float lightcolor[4];
3380 typedef struct lightmaptriangle_s
3388 // 2D modelspace coordinates of min corner
3389 // snapped to lightmap grid but not in grid coordinates
3391 // 2D modelspace to lightmap coordinate scale
3399 typedef struct lightmaplight_s
3410 lightmaptriangle_t *mod_generatelightmaps_lightmaptriangles;
3412 #define MAX_LIGHTMAPSAMPLES 64
3413 static int mod_generatelightmaps_numoffsets[3];
3414 static float mod_generatelightmaps_offsets[3][MAX_LIGHTMAPSAMPLES][3];
3416 static int mod_generatelightmaps_numlights;
3417 static lightmaplight_t *mod_generatelightmaps_lightinfo;
3419 extern int R_Shadow_GetRTLightInfo(unsigned int lightindex, float *origin, float *radius, float *color);
3420 extern cvar_t r_shadow_lightattenuationdividebias;
3421 extern cvar_t r_shadow_lightattenuationlinearscale;
3423 static void Mod_GenerateLightmaps_LightPoint(dp_model_t *model, const vec3_t pos, vec3_t ambient, vec3_t diffuse, vec3_t lightdir)
3428 float relativepoint[3];
3435 float lightorigin[3];
3439 float lightcolor[3];
3441 for (i = 0;i < 5*3;i++)
3443 for (index = 0;;index++)
3445 result = R_Shadow_GetRTLightInfo(index, lightorigin, &lightradius, lightcolor);
3450 lightradius2 = lightradius * lightradius;
3451 VectorSubtract(lightorigin, pos, relativepoint);
3452 dist2 = VectorLength2(relativepoint);
3453 if (dist2 >= lightradius2)
3455 lightiradius = 1.0f / lightradius;
3456 dist = sqrt(dist2) * lightiradius;
3457 intensity = (1.0f - dist) * r_shadow_lightattenuationlinearscale.value / (r_shadow_lightattenuationdividebias.value + dist*dist);
3458 if (intensity <= 0.0f)
3460 if (model && model->TraceLine)
3462 model->TraceLine(model, NULL, NULL, &trace, pos, lightorigin, SUPERCONTENTS_VISBLOCKERMASK);
3463 if (trace.fraction < 1)
3466 // scale down intensity to add to both ambient and diffuse
3467 //intensity *= 0.5f;
3468 VectorNormalize(relativepoint);
3469 VectorScale(lightcolor, intensity, color);
3470 VectorMA(sample , 0.5f , color, sample );
3471 VectorMA(sample + 3, relativepoint[0], color, sample + 3);
3472 VectorMA(sample + 6, relativepoint[1], color, sample + 6);
3473 VectorMA(sample + 9, relativepoint[2], color, sample + 9);
3474 // calculate a weighted average light direction as well
3475 intensity *= VectorLength(color);
3476 VectorMA(sample + 12, intensity, relativepoint, sample + 12);
3478 // calculate the direction we'll use to reduce the sample to a directional light source
3479 VectorCopy(sample + 12, dir);
3480 //VectorSet(dir, sample[3] + sample[4] + sample[5], sample[6] + sample[7] + sample[8], sample[9] + sample[10] + sample[11]);
3481 VectorNormalize(dir);
3482 // extract the diffuse color along the chosen direction and scale it
3483 diffuse[0] = (dir[0]*sample[3] + dir[1]*sample[6] + dir[2]*sample[ 9] + sample[ 0]);
3484 diffuse[1] = (dir[0]*sample[4] + dir[1]*sample[7] + dir[2]*sample[10] + sample[ 1]);
3485 diffuse[2] = (dir[0]*sample[5] + dir[1]*sample[8] + dir[2]*sample[11] + sample[ 2]);
3486 // subtract some of diffuse from ambient
3487 VectorMA(sample, -0.333f, diffuse, ambient);
3488 // store the normalized lightdir
3489 VectorCopy(dir, lightdir);
3492 static void Mod_GenerateLightmaps_CreateLights_ComputeSVBSP_InsertSurfaces(const dp_model_t *model, svbsp_t *svbsp, const float *mins, const float *maxs)
3496 const msurface_t *surface;
3497 const float *vertex3f = model->surfmesh.data_vertex3f;
3498 const int *element3i = model->surfmesh.data_element3i;
3501 for (surfaceindex = 0, surface = model->data_surfaces;surfaceindex < model->nummodelsurfaces;surfaceindex++, surface++)
3503 if (!BoxesOverlap(surface->mins, surface->maxs, mins, maxs))
3505 if (surface->texture->basematerialflags & MATERIALFLAG_NOSHADOW)
3507 for (triangleindex = 0, e = element3i + 3*surface->num_firsttriangle;triangleindex < surface->num_triangles;triangleindex++, e += 3)
3509 VectorCopy(vertex3f + 3*e[0], v2[0]);
3510 VectorCopy(vertex3f + 3*e[1], v2[1]);
3511 VectorCopy(vertex3f + 3*e[2], v2[2]);
3512 SVBSP_AddPolygon(svbsp, 3, v2[0], true, NULL, NULL, 0);
3517 static void Mod_GenerateLightmaps_CreateLights_ComputeSVBSP(dp_model_t *model, lightmaplight_t *lightinfo)
3519 int maxnodes = 1<<14;
3520 svbsp_node_t *nodes;
3525 VectorSet(mins, lightinfo->origin[0] - lightinfo->radius, lightinfo->origin[1] - lightinfo->radius, lightinfo->origin[2] - lightinfo->radius);
3526 VectorSet(maxs, lightinfo->origin[0] + lightinfo->radius, lightinfo->origin[1] + lightinfo->radius, lightinfo->origin[2] + lightinfo->radius);
3527 VectorCopy(lightinfo->origin, origin);
3528 nodes = (svbsp_node_t *)Mem_Alloc(tempmempool, maxnodes * sizeof(*nodes));
3531 SVBSP_Init(&svbsp, origin, maxnodes, nodes);
3532 Mod_GenerateLightmaps_CreateLights_ComputeSVBSP_InsertSurfaces(model, &svbsp, mins, maxs);
3533 if (svbsp.ranoutofnodes)
3536 if (maxnodes > 1<<22)
3542 nodes = (svbsp_node_t *)Mem_Alloc(tempmempool, maxnodes * sizeof(*nodes));
3547 if (svbsp.numnodes > 0)
3549 svbsp.nodes = (svbsp_node_t *)Mem_Alloc(tempmempool, svbsp.numnodes * sizeof(*nodes));
3550 memcpy(svbsp.nodes, nodes, svbsp.numnodes * sizeof(*nodes));
3551 lightinfo->svbsp = svbsp;
3556 static void Mod_GenerateLightmaps_CreateLights(dp_model_t *model)
3560 lightmaplight_t *lightinfo;
3564 mod_generatelightmaps_numlights = 0;
3565 for (index = 0;;index++)
3567 result = R_Shadow_GetRTLightInfo(index, origin, &radius, color);
3571 mod_generatelightmaps_numlights++;
3573 if (mod_generatelightmaps_numlights > 0)
3575 mod_generatelightmaps_lightinfo = (lightmaplight_t *)Mem_Alloc(tempmempool, mod_generatelightmaps_numlights * sizeof(*mod_generatelightmaps_lightinfo));
3576 lightinfo = mod_generatelightmaps_lightinfo;
3577 for (index = 0;;index++)
3579 result = R_Shadow_GetRTLightInfo(index, lightinfo->origin, &lightinfo->radius, lightinfo->color);
3586 for (index = 0, lightinfo = mod_generatelightmaps_lightinfo;index < mod_generatelightmaps_numlights;index++, lightinfo++)
3588 lightinfo->iradius = 1.0f / lightinfo->radius;
3589 lightinfo->radius2 = lightinfo->radius * lightinfo->radius;
3590 // TODO: compute svbsp
3591 Mod_GenerateLightmaps_CreateLights_ComputeSVBSP(model, lightinfo);
3595 static void Mod_GenerateLightmaps_DestroyLights(dp_model_t *model)
3598 if (mod_generatelightmaps_lightinfo)
3600 for (i = 0;i < mod_generatelightmaps_numlights;i++)
3601 if (mod_generatelightmaps_lightinfo[i].svbsp.nodes)
3602 Mem_Free(mod_generatelightmaps_lightinfo[i].svbsp.nodes);
3603 Mem_Free(mod_generatelightmaps_lightinfo);
3605 mod_generatelightmaps_lightinfo = NULL;
3606 mod_generatelightmaps_numlights = 0;
3609 static qboolean Mod_GenerateLightmaps_SamplePoint_SVBSP(const svbsp_t *svbsp, const float *pos)
3611 const svbsp_node_t *node;
3612 const svbsp_node_t *nodes = svbsp->nodes;
3617 num = node->children[DotProduct(node->plane, pos) < node->plane[3]];
3619 return num == -1; // true if empty, false if solid (shadowed)
3622 static void Mod_GenerateLightmaps_SamplePoint(const float *pos, const float *normal, float *sample, int numoffsets, const float *offsets)
3625 float relativepoint[3];
3634 const lightmaplight_t *lightinfo;
3636 for (i = 0;i < 5*3;i++)
3638 for (i = 0, lightinfo = mod_generatelightmaps_lightinfo;i < mod_generatelightmaps_numlights;i++, lightinfo++)
3640 //R_SampleRTLights(pos, sample, numoffsets, offsets);
3641 VectorSubtract(lightinfo->origin, pos, relativepoint);
3642 // don't accept light from behind a surface, it causes bad shading
3643 if (normal && DotProduct(relativepoint, normal) <= 0)
3645 dist2 = VectorLength2(relativepoint);
3646 if (dist2 >= lightinfo->radius2)
3648 dist = sqrt(dist2) * lightinfo->iradius;
3649 intensity = dist < 1 ? ((1.0f - dist) * r_shadow_lightattenuationlinearscale.value / (r_shadow_lightattenuationdividebias.value + dist*dist)) : 0;
3652 if (cl.worldmodel && cl.worldmodel->TraceLine && numoffsets > 0)
3656 if (Mod_GenerateLightmaps_SamplePoint_SVBSP(&lightinfo->svbsp, pos))
3658 for (offsetindex = 1;offsetindex < numoffsets;offsetindex++)
3660 VectorAdd(pos, offsets + 3*offsetindex, offsetpos);
3663 // for light grid we'd better check visibility of the offset point
3664 cl.worldmodel->TraceLine(cl.worldmodel, NULL, NULL, &trace, pos, offsetpos, SUPERCONTENTS_VISBLOCKERMASK);
3665 if (trace.fraction < 1)
3666 VectorLerp(pos, trace.fraction, offsetpos, offsetpos);
3669 if (Mod_GenerateLightmaps_SamplePoint_SVBSP(&lightinfo->svbsp, offsetpos))
3674 // scale intensity according to how many rays succeeded
3675 // we know one test is valid, half of the rest will fail...
3676 //if (normal && tests > 1)
3677 // intensity *= (tests - 1.0f) / tests;
3678 intensity *= (float)hits / tests;
3680 // scale down intensity to add to both ambient and diffuse
3681 //intensity *= 0.5f;
3682 VectorNormalize(relativepoint);
3683 VectorScale(lightinfo->color, intensity, color);
3684 VectorMA(sample , 0.5f , color, sample );
3685 VectorMA(sample + 3, relativepoint[0], color, sample + 3);
3686 VectorMA(sample + 6, relativepoint[1], color, sample + 6);
3687 VectorMA(sample + 9, relativepoint[2], color, sample + 9);
3688 // calculate a weighted average light direction as well
3689 intensity *= VectorLength(color);
3690 VectorMA(sample + 12, intensity, relativepoint, sample + 12);
3694 static void Mod_GenerateLightmaps_LightmapSample(const float *pos, const float *normal, unsigned char *lm_bgr, unsigned char *lm_dir)
3700 Mod_GenerateLightmaps_SamplePoint(pos, normal, sample, mod_generatelightmaps_numoffsets[0], mod_generatelightmaps_offsets[0][0]);
3701 //VectorSet(dir, sample[3] + sample[4] + sample[5], sample[6] + sample[7] + sample[8], sample[9] + sample[10] + sample[11]);
3702 VectorCopy(sample + 12, dir);
3703 VectorNormalize(dir);
3704 //VectorAdd(dir, normal, dir);
3705 //VectorNormalize(dir);
3706 f = DotProduct(dir, normal);
3707 f = max(0, f) * 255.0f;
3708 VectorScale(sample, f, color);
3709 //VectorCopy(normal, dir);
3710 VectorSet(dir, (dir[0]+1.0f)*127.5f, (dir[1]+1.0f)*127.5f, (dir[2]+1.0f)*127.5f);
3711 lm_bgr[0] = (unsigned char)bound(0.0f, color[2], 255.0f);
3712 lm_bgr[1] = (unsigned char)bound(0.0f, color[1], 255.0f);
3713 lm_bgr[2] = (unsigned char)bound(0.0f, color[0], 255.0f);
3715 lm_dir[0] = (unsigned char)dir[2];
3716 lm_dir[1] = (unsigned char)dir[1];
3717 lm_dir[2] = (unsigned char)dir[0];
3721 static void Mod_GenerateLightmaps_VertexSample(const float *pos, const float *normal, float *vertex_color)
3724 Mod_GenerateLightmaps_SamplePoint(pos, normal, sample, mod_generatelightmaps_numoffsets[1], mod_generatelightmaps_offsets[1][0]);
3725 VectorCopy(sample, vertex_color);
3728 static void Mod_GenerateLightmaps_GridSample(const float *pos, q3dlightgrid_t *s)
3734 Mod_GenerateLightmaps_SamplePoint(pos, NULL, sample, mod_generatelightmaps_numoffsets[2], mod_generatelightmaps_offsets[2][0]);
3735 // calculate the direction we'll use to reduce the sample to a directional light source
3736 VectorCopy(sample + 12, dir);
3737 //VectorSet(dir, sample[3] + sample[4] + sample[5], sample[6] + sample[7] + sample[8], sample[9] + sample[10] + sample[11]);
3738 VectorNormalize(dir);
3739 // extract the diffuse color along the chosen direction and scale it
3740 diffuse[0] = (dir[0]*sample[3] + dir[1]*sample[6] + dir[2]*sample[ 9] + sample[ 0]) * 127.5f;
3741 diffuse[1] = (dir[0]*sample[4] + dir[1]*sample[7] + dir[2]*sample[10] + sample[ 1]) * 127.5f;
3742 diffuse[2] = (dir[0]*sample[5] + dir[1]*sample[8] + dir[2]*sample[11] + sample[ 2]) * 127.5f;
3743 // scale the ambient from 0-2 to 0-255 and subtract some of diffuse
3744 VectorScale(sample, 127.5f, ambient);
3745 VectorMA(ambient, -0.333f, diffuse, ambient);
3746 // encode to the grid format
3747 s->ambientrgb[0] = (unsigned char)bound(0.0f, ambient[0], 255.0f);
3748 s->ambientrgb[1] = (unsigned char)bound(0.0f, ambient[1], 255.0f);
3749 s->ambientrgb[2] = (unsigned char)bound(0.0f, ambient[2], 255.0f);
3750 s->diffusergb[0] = (unsigned char)bound(0.0f, diffuse[0], 255.0f);
3751 s->diffusergb[1] = (unsigned char)bound(0.0f, diffuse[1], 255.0f);
3752 s->diffusergb[2] = (unsigned char)bound(0.0f, diffuse[2], 255.0f);
3753 if (dir[2] >= 0.99f) {s->diffusepitch = 0;s->diffuseyaw = 0;}
3754 else if (dir[2] <= -0.99f) {s->diffusepitch = 128;s->diffuseyaw = 0;}
3755 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));}
3758 static void Mod_GenerateLightmaps_InitSampleOffsets(dp_model_t *model)
3763 memset(mod_generatelightmaps_offsets, 0, sizeof(mod_generatelightmaps_offsets));
3764 mod_generatelightmaps_numoffsets[0] = min(MAX_LIGHTMAPSAMPLES, mod_generatelightmaps_lightmapsamples.integer);
3765 mod_generatelightmaps_numoffsets[1] = min(MAX_LIGHTMAPSAMPLES, mod_generatelightmaps_vertexsamples.integer);
3766 mod_generatelightmaps_numoffsets[2] = min(MAX_LIGHTMAPSAMPLES, mod_generatelightmaps_gridsamples.integer);
3767 radius[0] = mod_generatelightmaps_lightmapradius.value;
3768 radius[1] = mod_generatelightmaps_vertexradius.value;
3769 radius[2] = mod_generatelightmaps_gridradius.value;
3770 for (i = 0;i < 3;i++)
3772 for (j = 1;j < mod_generatelightmaps_numoffsets[i];j++)
3775 VectorScale(temp, radius[i], mod_generatelightmaps_offsets[i][j]);
3780 static void Mod_GenerateLightmaps_DestroyLightmaps(dp_model_t *model)
3782 msurface_t *surface;
3785 for (surfaceindex = 0;surfaceindex < model->num_surfaces;surfaceindex++)
3787 surface = model->data_surfaces + surfaceindex;
3788 surface->lightmaptexture = NULL;
3789 surface->deluxemaptexture = NULL;
3791 if (model->brushq3.data_lightmaps)
3793 for (i = 0;i < model->brushq3.num_mergedlightmaps;i++)
3794 if (model->brushq3.data_lightmaps[i])
3795 R_FreeTexture(model->brushq3.data_lightmaps[i]);
3796 Mem_Free(model->brushq3.data_lightmaps);
3797 model->brushq3.data_lightmaps = NULL;
3799 if (model->brushq3.data_deluxemaps)
3801 for (i = 0;i < model->brushq3.num_mergedlightmaps;i++)
3802 if (model->brushq3.data_deluxemaps[i])
3803 R_FreeTexture(model->brushq3.data_deluxemaps[i]);
3804 Mem_Free(model->brushq3.data_deluxemaps);
3805 model->brushq3.data_deluxemaps = NULL;
3809 static void Mod_GenerateLightmaps_UnweldTriangles(dp_model_t *model)
3811 msurface_t *surface;
3817 surfmesh_t oldsurfmesh;
3819 unsigned char *data;
3820 oldsurfmesh = model->surfmesh;
3821 model->surfmesh.num_triangles = oldsurfmesh.num_triangles;
3822 model->surfmesh.num_vertices = oldsurfmesh.num_triangles * 3;
3824 size += model->surfmesh.num_vertices * sizeof(float[3]);
3825 size += model->surfmesh.num_vertices * sizeof(float[3]);
3826 size += model->surfmesh.num_vertices * sizeof(float[3]);
3827 size += model->surfmesh.num_vertices * sizeof(float[3]);
3828 size += model->surfmesh.num_vertices * sizeof(float[2]);
3829 size += model->surfmesh.num_vertices * sizeof(float[2]);
3830 size += model->surfmesh.num_vertices * sizeof(float[4]);
3831 data = (unsigned char *)Mem_Alloc(model->mempool, size);
3832 model->surfmesh.data_vertex3f = (float *)data;data += model->surfmesh.num_vertices * sizeof(float[3]);
3833 model->surfmesh.data_normal3f = (float *)data;data += model->surfmesh.num_vertices * sizeof(float[3]);
3834 model->surfmesh.data_svector3f = (float *)data;data += model->surfmesh.num_vertices * sizeof(float[3]);
3835 model->surfmesh.data_tvector3f = (float *)data;data += model->surfmesh.num_vertices * sizeof(float[3]);
3836 model->surfmesh.data_texcoordtexture2f = (float *)data;data += model->surfmesh.num_vertices * sizeof(float[2]);
3837 model->surfmesh.data_texcoordlightmap2f = (float *)data;data += model->surfmesh.num_vertices * sizeof(float[2]);
3838 model->surfmesh.data_lightmapcolor4f = (float *)data;data += model->surfmesh.num_vertices * sizeof(float[4]);
3839 if (model->surfmesh.num_vertices > 65536)
3840 model->surfmesh.data_element3s = NULL;
3842 if (model->surfmesh.vertexmesh)
3843 Mem_Free(model->surfmesh.vertexmesh);
3844 model->surfmesh.vertexmesh = NULL;
3845 if (model->surfmesh.vertex3fbuffer)
3846 R_Mesh_DestroyMeshBuffer(model->surfmesh.vertex3fbuffer);
3847 model->surfmesh.vertex3fbuffer = NULL;
3848 if (model->surfmesh.vertexmeshbuffer)
3849 R_Mesh_DestroyMeshBuffer(model->surfmesh.vertexmeshbuffer);
3850 model->surfmesh.vertexmeshbuffer = NULL;
3851 if (model->surfmesh.data_element3i_indexbuffer)
3852 R_Mesh_DestroyMeshBuffer(model->surfmesh.data_element3i_indexbuffer);
3853 model->surfmesh.data_element3i_indexbuffer = NULL;
3854 if (model->surfmesh.data_element3s_indexbuffer)
3855 R_Mesh_DestroyMeshBuffer(model->surfmesh.data_element3s_indexbuffer);
3856 model->surfmesh.data_element3s_indexbuffer = NULL;
3857 if (model->surfmesh.vbo_vertexbuffer)
3858 R_Mesh_DestroyMeshBuffer(model->surfmesh.vbo_vertexbuffer);
3859 model->surfmesh.vbo_vertexbuffer = 0;
3861 // convert all triangles to unique vertex data
3863 for (surfaceindex = 0;surfaceindex < model->num_surfaces;surfaceindex++)
3865 surface = model->data_surfaces + surfaceindex;
3866 surface->num_firstvertex = outvertexindex;
3867 surface->num_vertices = surface->num_triangles*3;
3868 e = oldsurfmesh.data_element3i + surface->num_firsttriangle*3;
3869 for (i = 0;i < surface->num_triangles*3;i++)
3872 model->surfmesh.data_vertex3f[outvertexindex*3+0] = oldsurfmesh.data_vertex3f[vertexindex*3+0];
3873 model->surfmesh.data_vertex3f[outvertexindex*3+1] = oldsurfmesh.data_vertex3f[vertexindex*3+1];
3874 model->surfmesh.data_vertex3f[outvertexindex*3+2] = oldsurfmesh.data_vertex3f[vertexindex*3+2];
3875 model->surfmesh.data_normal3f[outvertexindex*3+0] = oldsurfmesh.data_normal3f[vertexindex*3+0];
3876 model->surfmesh.data_normal3f[outvertexindex*3+1] = oldsurfmesh.data_normal3f[vertexindex*3+1];
3877 model->surfmesh.data_normal3f[outvertexindex*3+2] = oldsurfmesh.data_normal3f[vertexindex*3+2];
3878 model->surfmesh.data_svector3f[outvertexindex*3+0] = oldsurfmesh.data_svector3f[vertexindex*3+0];
3879 model->surfmesh.data_svector3f[outvertexindex*3+1] = oldsurfmesh.data_svector3f[vertexindex*3+1];
3880 model->surfmesh.data_svector3f[outvertexindex*3+2] = oldsurfmesh.data_svector3f[vertexindex*3+2];
3881 model->surfmesh.data_tvector3f[outvertexindex*3+0] = oldsurfmesh.data_tvector3f[vertexindex*3+0];
3882 model->surfmesh.data_tvector3f[outvertexindex*3+1] = oldsurfmesh.data_tvector3f[vertexindex*3+1];
3883 model->surfmesh.data_tvector3f[outvertexindex*3+2] = oldsurfmesh.data_tvector3f[vertexindex*3+2];
3884 model->surfmesh.data_texcoordtexture2f[outvertexindex*2+0] = oldsurfmesh.data_texcoordtexture2f[vertexindex*2+0];
3885 model->surfmesh.data_texcoordtexture2f[outvertexindex*2+1] = oldsurfmesh.data_texcoordtexture2f[vertexindex*2+1];
3886 if (oldsurfmesh.data_texcoordlightmap2f)
3888 model->surfmesh.data_texcoordlightmap2f[outvertexindex*2+0] = oldsurfmesh.data_texcoordlightmap2f[vertexindex*2+0];
3889 model->surfmesh.data_texcoordlightmap2f[outvertexindex*2+1] = oldsurfmesh.data_texcoordlightmap2f[vertexindex*2+1];
3891 if (oldsurfmesh.data_lightmapcolor4f)
3893 model->surfmesh.data_lightmapcolor4f[outvertexindex*4+0] = oldsurfmesh.data_lightmapcolor4f[vertexindex*4+0];
3894 model->surfmesh.data_lightmapcolor4f[outvertexindex*4+1] = oldsurfmesh.data_lightmapcolor4f[vertexindex*4+1];
3895 model->surfmesh.data_lightmapcolor4f[outvertexindex*4+2] = oldsurfmesh.data_lightmapcolor4f[vertexindex*4+2];
3896 model->surfmesh.data_lightmapcolor4f[outvertexindex*4+3] = oldsurfmesh.data_lightmapcolor4f[vertexindex*4+3];
3899 Vector4Set(model->surfmesh.data_lightmapcolor4f + 4*outvertexindex, 1, 1, 1, 1);
3900 model->surfmesh.data_element3i[surface->num_firsttriangle*3+i] = outvertexindex;
3904 if (model->surfmesh.data_element3s)
3905 for (i = 0;i < model->surfmesh.num_triangles*3;i++)
3906 model->surfmesh.data_element3s[i] = model->surfmesh.data_element3i[i];
3908 // find and update all submodels to use this new surfmesh data
3909 for (i = 0;i < model->brush.numsubmodels;i++)
3910 model->brush.submodels[i]->surfmesh = model->surfmesh;
3913 static void Mod_GenerateLightmaps_CreateTriangleInformation(dp_model_t *model)
3915 msurface_t *surface;
3921 lightmaptriangle_t *triangle;
3922 // generate lightmap triangle structs
3923 mod_generatelightmaps_lightmaptriangles = (lightmaptriangle_t *)Mem_Alloc(model->mempool, model->surfmesh.num_triangles * sizeof(lightmaptriangle_t));
3924 for (surfaceindex = 0;surfaceindex < model->num_surfaces;surfaceindex++)
3926 surface = model->data_surfaces + surfaceindex;
3927 e = model->surfmesh.data_element3i + surface->num_firsttriangle*3;
3928 for (i = 0;i < surface->num_triangles;i++)
3930 triangle = &mod_generatelightmaps_lightmaptriangles[surface->num_firsttriangle+i];
3931 triangle->triangleindex = surface->num_firsttriangle+i;
3932 triangle->surfaceindex = surfaceindex;
3933 VectorCopy(model->surfmesh.data_vertex3f + 3*e[i*3+0], triangle->vertex[0]);
3934 VectorCopy(model->surfmesh.data_vertex3f + 3*e[i*3+1], triangle->vertex[1]);
3935 VectorCopy(model->surfmesh.data_vertex3f + 3*e[i*3+2], triangle->vertex[2]);
3936 // calculate bounds of triangle
3937 triangle->mins[0] = min(triangle->vertex[0][0], min(triangle->vertex[1][0], triangle->vertex[2][0]));
3938 triangle->mins[1] = min(triangle->vertex[0][1], min(triangle->vertex[1][1], triangle->vertex[2][1]));
3939 triangle->mins[2] = min(triangle->vertex[0][2], min(triangle->vertex[1][2], triangle->vertex[2][2]));
3940 triangle->maxs[0] = max(triangle->vertex[0][0], max(triangle->vertex[1][0], triangle->vertex[2][0]));
3941 triangle->maxs[1] = max(triangle->vertex[0][1], max(triangle->vertex[1][1], triangle->vertex[2][1]));
3942 triangle->maxs[2] = max(triangle->vertex[0][2], max(triangle->vertex[1][2], triangle->vertex[2][2]));
3943 // pick an axial projection based on the triangle normal
3944 TriangleNormal(triangle->vertex[0], triangle->vertex[1], triangle->vertex[2], normal);
3946 if (fabs(normal[1]) > fabs(normal[axis]))
3948 if (fabs(normal[2]) > fabs(normal[axis]))
3950 triangle->axis = axis;
3955 static void Mod_GenerateLightmaps_DestroyTriangleInformation(dp_model_t *model)
3957 if (mod_generatelightmaps_lightmaptriangles)
3958 Mem_Free(mod_generatelightmaps_lightmaptriangles);
3959 mod_generatelightmaps_lightmaptriangles = NULL;
3962 float lmaxis[3][3] = {{1, 0, 0}, {0, 1, 0}, {0, 0, 1}};
3964 static void Mod_GenerateLightmaps_CreateLightmaps(dp_model_t *model)
3966 msurface_t *surface;
3980 float trianglenormal[3];
3981 float samplecenter[3];
3982 float samplenormal[3];
3988 float lmscalepixels;
3991 float lm_basescalepixels;
3992 int lm_borderpixels;
3996 lightmaptriangle_t *triangle;
3997 unsigned char *lightmappixels;
3998 unsigned char *deluxemappixels;
3999 mod_alloclightmap_state_t lmstate;
4001 // generate lightmap projection information for all triangles
4002 if (model->texturepool == NULL)
4003 model->texturepool = R_AllocTexturePool();
4004 lm_basescalepixels = 1.0f / max(0.0001f, mod_generatelightmaps_unitspersample.value);
4005 lm_borderpixels = mod_generatelightmaps_borderpixels.integer;
4006 lm_texturesize = bound(lm_borderpixels*2+1, 64, (int)vid.maxtexturesize_2d);
4007 //lm_maxpixels = lm_texturesize-(lm_borderpixels*2+1);
4008 Mod_AllocLightmap_Init(&lmstate, lm_texturesize, lm_texturesize);
4010 for (surfaceindex = 0;surfaceindex < model->num_surfaces;surfaceindex++)
4012 surface = model->data_surfaces + surfaceindex;
4013 e = model->surfmesh.data_element3i + surface->num_firsttriangle*3;
4014 lmscalepixels = lm_basescalepixels;
4015 for (retry = 0;retry < 30;retry++)
4017 // after a couple failed attempts, degrade quality to make it fit
4019 lmscalepixels *= 0.5f;
4020 for (i = 0;i < surface->num_triangles;i++)
4022 triangle = &mod_generatelightmaps_lightmaptriangles[surface->num_firsttriangle+i];
4023 triangle->lightmapindex = lightmapnumber;
4024 // calculate lightmap bounds in 3D pixel coordinates, limit size,
4025 // pick two planar axes for projection
4026 // lightmap coordinates here are in pixels
4027 // lightmap projections are snapped to pixel grid explicitly, such
4028 // that two neighboring triangles sharing an edge and projection
4029 // axis will have identical sampl espacing along their shared edge
4031 for (j = 0;j < 3;j++)
4033 if (j == triangle->axis)
4035 lmmins = floor(triangle->mins[j]*lmscalepixels)-lm_borderpixels;
4036 lmmaxs = floor(triangle->maxs[j]*lmscalepixels)+lm_borderpixels;
4037 triangle->lmsize[k] = (int)(lmmaxs-lmmins);
4038 triangle->lmbase[k] = lmmins/lmscalepixels;
4039 triangle->lmscale[k] = lmscalepixels;
4042 if (!Mod_AllocLightmap_Block(&lmstate, triangle->lmsize[0], triangle->lmsize[1], &triangle->lmoffset[0], &triangle->lmoffset[1]))
4045 // if all fit in this texture, we're done with this surface
4046 if (i == surface->num_triangles)
4048 // if we haven't maxed out the lightmap size yet, we retry the
4049 // entire surface batch...
4050 if (lm_texturesize * 2 <= min(mod_generatelightmaps_texturesize.integer, (int)vid.maxtexturesize_2d))
4052 lm_texturesize *= 2;
4055 Mod_AllocLightmap_Free(&lmstate);
4056 Mod_AllocLightmap_Init(&lmstate, lm_texturesize, lm_texturesize);
4059 // if we have maxed out the lightmap size, and this triangle does
4060 // not fit in the same texture as the rest of the surface, we have
4061 // to retry the entire surface in a new texture (can only use one)
4062 // with multiple retries, the lightmap quality degrades until it
4063 // fits (or gives up)
4064 if (surfaceindex > 0)
4066 Mod_AllocLightmap_Reset(&lmstate);
4070 Mod_AllocLightmap_Free(&lmstate);
4072 // now put triangles together into lightmap textures, and do not allow
4073 // triangles of a surface to go into different textures (as that would
4074 // require rewriting the surface list)
4075 model->brushq3.deluxemapping_modelspace = true;
4076 model->brushq3.deluxemapping = true;
4077 model->brushq3.num_mergedlightmaps = lightmapnumber;
4078 model->brushq3.data_lightmaps = (rtexture_t **)Mem_Alloc(model->mempool, model->brushq3.num_mergedlightmaps * sizeof(rtexture_t *));
4079 model->brushq3.data_deluxemaps = (rtexture_t **)Mem_Alloc(model->mempool, model->brushq3.num_mergedlightmaps * sizeof(rtexture_t *));
4080 lightmappixels = (unsigned char *)Mem_Alloc(tempmempool, model->brushq3.num_mergedlightmaps * lm_texturesize * lm_texturesize * 4);
4081 deluxemappixels = (unsigned char *)Mem_Alloc(tempmempool, model->brushq3.num_mergedlightmaps * lm_texturesize * lm_texturesize * 4);
4082 for (surfaceindex = 0;surfaceindex < model->num_surfaces;surfaceindex++)
4084 surface = model->data_surfaces + surfaceindex;
4085 e = model->surfmesh.data_element3i + surface->num_firsttriangle*3;
4086 for (i = 0;i < surface->num_triangles;i++)
4088 triangle = &mod_generatelightmaps_lightmaptriangles[surface->num_firsttriangle+i];
4089 TriangleNormal(triangle->vertex[0], triangle->vertex[1], triangle->vertex[2], trianglenormal);
4090 VectorNormalize(trianglenormal);
4091 VectorCopy(trianglenormal, samplenormal); // FIXME: this is supposed to be interpolated per pixel from vertices
4092 axis = triangle->axis;
4093 axis1 = axis == 0 ? 1 : 0;
4094 axis2 = axis == 2 ? 1 : 2;
4095 lmiscale[0] = 1.0f / triangle->lmscale[0];
4096 lmiscale[1] = 1.0f / triangle->lmscale[1];
4097 if (trianglenormal[axis] < 0)
4098 VectorNegate(trianglenormal, trianglenormal);
4099 CrossProduct(lmaxis[axis2], trianglenormal, temp);slopex = temp[axis] / temp[axis1];
4100 CrossProduct(lmaxis[axis1], trianglenormal, temp);slopey = temp[axis] / temp[axis2];
4101 slopebase = triangle->vertex[0][axis] - triangle->vertex[0][axis1]*slopex - triangle->vertex[0][axis2]*slopey;
4102 for (j = 0;j < 3;j++)
4104 float *t2f = model->surfmesh.data_texcoordlightmap2f + e[i*3+j]*2;
4105 t2f[0] = ((triangle->vertex[j][axis1] - triangle->lmbase[0]) * triangle->lmscale[0] + triangle->lmoffset[0]) / lm_texturesize;
4106 t2f[1] = ((triangle->vertex[j][axis2] - triangle->lmbase[1]) * triangle->lmscale[1] + triangle->lmoffset[1]) / lm_texturesize;
4108 samplecenter[axis1] = (t2f[0]*lm_texturesize-triangle->lmoffset[0])*lmiscale[0] + triangle->lmbase[0];
4109 samplecenter[axis2] = (t2f[1]*lm_texturesize-triangle->lmoffset[1])*lmiscale[1] + triangle->lmbase[1];
4110 samplecenter[axis] = samplecenter[axis1]*slopex + samplecenter[axis2]*slopey + slopebase;
4111 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]);
4121 forward[1] = 1.0f / triangle->lmscale[0];
4125 left[2] = 1.0f / triangle->lmscale[1];
4130 origin[1] = triangle->lmbase[0];
4131 origin[2] = triangle->lmbase[1];
4134 forward[0] = 1.0f / triangle->lmscale[0];
4139 left[2] = 1.0f / triangle->lmscale[1];
4143 origin[0] = triangle->lmbase[0];
4145 origin[2] = triangle->lmbase[1];
4148 forward[0] = 1.0f / triangle->lmscale[0];
4152 left[1] = 1.0f / triangle->lmscale[1];
4157 origin[0] = triangle->lmbase[0];
4158 origin[1] = triangle->lmbase[1];
4162 Matrix4x4_FromVectors(&backmatrix, forward, left, up, origin);
4164 #define LM_DIST_EPSILON (1.0f / 32.0f)
4165 for (y = 0;y < triangle->lmsize[1];y++)
4167 pixeloffset = ((triangle->lightmapindex * lm_texturesize + y + triangle->lmoffset[1]) * lm_texturesize + triangle->lmoffset[0]) * 4;
4168 for (x = 0;x < triangle->lmsize[0];x++, pixeloffset += 4)
4170 samplecenter[axis1] = (x+0.5f)*lmiscale[0] + triangle->lmbase[0];
4171 samplecenter[axis2] = (y+0.5f)*lmiscale[1] + triangle->lmbase[1];
4172 samplecenter[axis] = samplecenter[axis1]*slopex + samplecenter[axis2]*slopey + slopebase;
4173 VectorMA(samplecenter, 0.125f, samplenormal, samplecenter);
4174 Mod_GenerateLightmaps_LightmapSample(samplecenter, samplenormal, lightmappixels + pixeloffset, deluxemappixels + pixeloffset);
4180 for (lightmapindex = 0;lightmapindex < model->brushq3.num_mergedlightmaps;lightmapindex++)
4182 model->brushq3.data_lightmaps[lightmapindex] = R_LoadTexture2D(model->texturepool, va("lightmap%i", lightmapindex), lm_texturesize, lm_texturesize, lightmappixels + lightmapindex * lm_texturesize * lm_texturesize * 4, TEXTYPE_BGRA, TEXF_FORCELINEAR, -1, NULL);
4183 model->brushq3.data_deluxemaps[lightmapindex] = R_LoadTexture2D(model->texturepool, va("deluxemap%i", lightmapindex), lm_texturesize, lm_texturesize, deluxemappixels + lightmapindex * lm_texturesize * lm_texturesize * 4, TEXTYPE_BGRA, TEXF_FORCELINEAR, -1, NULL);
4187 Mem_Free(lightmappixels);
4188 if (deluxemappixels)
4189 Mem_Free(deluxemappixels);
4191 for (surfaceindex = 0;surfaceindex < model->num_surfaces;surfaceindex++)
4193 surface = model->data_surfaces + surfaceindex;
4194 e = model->surfmesh.data_element3i + surface->num_firsttriangle*3;
4195 if (!surface->num_triangles)
4197 lightmapindex = mod_generatelightmaps_lightmaptriangles[surface->num_firsttriangle].lightmapindex;
4198 surface->lightmaptexture = model->brushq3.data_lightmaps[lightmapindex];
4199 surface->deluxemaptexture = model->brushq3.data_deluxemaps[lightmapindex];
4200 surface->lightmapinfo = NULL;
4203 model->brush.LightPoint = Mod_GenerateLightmaps_LightPoint;
4204 model->brushq1.lightdata = NULL;
4205 model->brushq1.lightmapupdateflags = NULL;
4206 model->brushq1.firstrender = false;
4207 model->brushq1.num_lightstyles = 0;
4208 model->brushq1.data_lightstyleinfo = NULL;
4209 for (i = 0;i < model->brush.numsubmodels;i++)
4211 model->brush.submodels[i]->brushq1.lightmapupdateflags = NULL;
4212 model->brush.submodels[i]->brushq1.firstrender = false;
4213 model->brush.submodels[i]->brushq1.num_lightstyles = 0;
4214 model->brush.submodels[i]->brushq1.data_lightstyleinfo = NULL;
4218 static void Mod_GenerateLightmaps_UpdateVertexColors(dp_model_t *model)
4221 for (i = 0;i < model->surfmesh.num_vertices;i++)
4222 Mod_GenerateLightmaps_VertexSample(model->surfmesh.data_vertex3f + 3*i, model->surfmesh.data_normal3f + 3*i, model->surfmesh.data_lightmapcolor4f + 4*i);
4225 static void Mod_GenerateLightmaps_UpdateLightGrid(dp_model_t *model)
4232 for (z = 0;z < model->brushq3.num_lightgrid_isize[2];z++)
4234 pos[2] = (model->brushq3.num_lightgrid_imins[2] + z + 0.5f) * model->brushq3.num_lightgrid_cellsize[2];
4235 for (y = 0;y < model->brushq3.num_lightgrid_isize[1];y++)
4237 pos[1] = (model->brushq3.num_lightgrid_imins[1] + y + 0.5f) * model->brushq3.num_lightgrid_cellsize[1];
4238 for (x = 0;x < model->brushq3.num_lightgrid_isize[0];x++, index++)
4240 pos[0] = (model->brushq3.num_lightgrid_imins[0] + x + 0.5f) * model->brushq3.num_lightgrid_cellsize[0];
4241 Mod_GenerateLightmaps_GridSample(pos, model->brushq3.data_lightgrid + index);
4247 extern cvar_t mod_q3bsp_nolightmaps;
4248 static void Mod_GenerateLightmaps(dp_model_t *model)
4250 //lightmaptriangle_t *lightmaptriangles = Mem_Alloc(model->mempool, model->surfmesh.num_triangles * sizeof(lightmaptriangle_t));
4251 dp_model_t *oldloadmodel = loadmodel;
4254 Mod_GenerateLightmaps_InitSampleOffsets(model);
4255 Mod_GenerateLightmaps_DestroyLightmaps(model);
4256 Mod_GenerateLightmaps_UnweldTriangles(model);
4257 Mod_GenerateLightmaps_CreateTriangleInformation(model);
4258 Mod_GenerateLightmaps_CreateLights(model);
4259 if(!mod_q3bsp_nolightmaps.integer)
4260 Mod_GenerateLightmaps_CreateLightmaps(model);
4261 Mod_GenerateLightmaps_UpdateVertexColors(model);
4262 Mod_GenerateLightmaps_UpdateLightGrid(model);
4263 Mod_GenerateLightmaps_DestroyLights(model);
4264 Mod_GenerateLightmaps_DestroyTriangleInformation(model);
4266 loadmodel = oldloadmodel;
4269 static void Mod_GenerateLightmaps_f(void)
4271 if (Cmd_Argc() != 1)
4273 Con_Printf("usage: mod_generatelightmaps\n");
4278 Con_Printf("no worldmodel loaded\n");
4281 Mod_GenerateLightmaps(cl.worldmodel);