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.
29 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"};
31 dp_model_t *loadmodel;
33 static mempool_t *mod_mempool;
34 static memexpandablearray_t models;
36 static mempool_t* q3shaders_mem;
37 typedef struct q3shader_hash_entry_s
39 q3shaderinfo_t shader;
40 struct q3shader_hash_entry_s* chain;
41 } q3shader_hash_entry_t;
42 #define Q3SHADER_HASH_SIZE 1021
43 typedef struct q3shader_data_s
45 memexpandablearray_t hash_entries;
46 q3shader_hash_entry_t hash[Q3SHADER_HASH_SIZE];
47 memexpandablearray_t char_ptrs;
49 static q3shader_data_t* q3shader_data;
51 static void mod_start(void)
54 int nummodels = Mem_ExpandableArray_IndexRange(&models);
57 // parse the Q3 shader files
60 for (i = 0;i < nummodels;i++)
61 if ((mod = (dp_model_t*) Mem_ExpandableArray_RecordAtIndex(&models, i)) && mod->name[0] && mod->name[0] != '*')
63 Mod_LoadModel(mod, true, false, mod->isworldmodel);
66 static void mod_shutdown(void)
69 int nummodels = Mem_ExpandableArray_IndexRange(&models);
72 for (i = 0;i < nummodels;i++)
73 if ((mod = (dp_model_t*) Mem_ExpandableArray_RecordAtIndex(&models, i)) && (mod->loaded || mod->mempool))
76 Mem_FreePool (&q3shaders_mem);
79 static void mod_newmap(void)
82 int i, j, k, surfacenum, ssize, tsize;
83 int nummodels = Mem_ExpandableArray_IndexRange(&models);
86 R_SkinFrame_PrepareForPurge();
87 for (i = 0;i < nummodels;i++)
89 if ((mod = (dp_model_t*) Mem_ExpandableArray_RecordAtIndex(&models, i)) && mod->mempool && mod->data_textures)
91 for (j = 0;j < mod->num_textures;j++)
93 for (k = 0;k < mod->data_textures[j].numskinframes;k++)
94 R_SkinFrame_MarkUsed(mod->data_textures[j].skinframes[k]);
95 for (k = 0;k < mod->data_textures[j].backgroundnumskinframes;k++)
96 R_SkinFrame_MarkUsed(mod->data_textures[j].backgroundskinframes[k]);
102 if (!cl_stainmaps_clearonload.integer)
105 for (i = 0;i < nummodels;i++)
107 if ((mod = (dp_model_t*) Mem_ExpandableArray_RecordAtIndex(&models, i)) && mod->mempool && mod->data_surfaces)
109 for (surfacenum = 0, surface = mod->data_surfaces;surfacenum < mod->num_surfaces;surfacenum++, surface++)
111 if (surface->lightmapinfo && surface->lightmapinfo->stainsamples)
113 ssize = (surface->lightmapinfo->extents[0] >> 4) + 1;
114 tsize = (surface->lightmapinfo->extents[1] >> 4) + 1;
115 memset(surface->lightmapinfo->stainsamples, 255, ssize * tsize * 3);
116 mod->brushq1.lightmapupdateflags[surfacenum] = true;
128 static void Mod_Print(void);
129 static void Mod_Precache (void);
130 static void Mod_Decompile_f(void);
131 static void Mod_BuildVBOs(void);
134 mod_mempool = Mem_AllocPool("modelinfo", 0, NULL);
135 Mem_ExpandableArray_NewArray(&models, mod_mempool, sizeof(dp_model_t), 16);
141 Cvar_RegisterVariable(&r_mipskins);
142 Cmd_AddCommand ("modellist", Mod_Print, "prints a list of loaded models");
143 Cmd_AddCommand ("modelprecache", Mod_Precache, "load a model");
144 Cmd_AddCommand ("modeldecompile", Mod_Decompile_f, "exports a model in several formats for editing purposes");
147 void Mod_RenderInit(void)
149 R_RegisterModule("Models", mod_start, mod_shutdown, mod_newmap);
152 void Mod_UnloadModel (dp_model_t *mod)
154 char name[MAX_QPATH];
155 qboolean isworldmodel;
158 if (developer_loading.integer)
159 Con_Printf("unloading model %s\n", mod->name);
161 strlcpy(name, mod->name, sizeof(name));
162 isworldmodel = mod->isworldmodel;
164 if (mod->surfmesh.ebo3i)
165 R_Mesh_DestroyBufferObject(mod->surfmesh.ebo3i);
166 if (mod->surfmesh.ebo3s)
167 R_Mesh_DestroyBufferObject(mod->surfmesh.ebo3s);
168 if (mod->surfmesh.vbo)
169 R_Mesh_DestroyBufferObject(mod->surfmesh.vbo);
170 // free textures/memory attached to the model
171 R_FreeTexturePool(&mod->texturepool);
172 Mem_FreePool(&mod->mempool);
173 // clear the struct to make it available
174 memset(mod, 0, sizeof(dp_model_t));
175 // restore the fields we want to preserve
176 strlcpy(mod->name, name, sizeof(mod->name));
177 mod->isworldmodel = isworldmodel;
182 void R_Model_Null_Draw(entity_render_t *ent)
194 dp_model_t *Mod_LoadModel(dp_model_t *mod, qboolean crash, qboolean checkdisk, qboolean isworldmodel)
199 fs_offset_t filesize;
203 if (mod->name[0] == '*') // submodel
206 if (!strcmp(mod->name, "null"))
208 if (mod->isworldmodel != isworldmodel)
214 if (mod->loaded || mod->mempool)
215 Mod_UnloadModel(mod);
217 if (developer_loading.integer)
218 Con_Printf("loading model %s\n", mod->name);
220 mod->isworldmodel = isworldmodel;
225 VectorClear(mod->normalmins);
226 VectorClear(mod->normalmaxs);
227 VectorClear(mod->yawmins);
228 VectorClear(mod->yawmaxs);
229 VectorClear(mod->rotatedmins);
230 VectorClear(mod->rotatedmaxs);
232 mod->modeldatatypestring = "null";
233 mod->type = mod_null;
234 mod->Draw = R_Model_Null_Draw;
238 // no fatal errors occurred, so this model is ready to use.
247 // even if the model is loaded it still may need reloading...
249 // if the model is a worldmodel and is being referred to as a
250 // non-worldmodel here, then it needs reloading to get rid of the
252 if (mod->isworldmodel != isworldmodel)
255 // if it is not loaded or checkdisk is true we need to calculate the crc
256 if (!mod->loaded || checkdisk)
258 if (checkdisk && mod->loaded)
259 Con_DPrintf("checking model %s\n", mod->name);
260 buf = FS_LoadFile (mod->name, tempmempool, false, &filesize);
263 crc = CRC_Block((unsigned char *)buf, filesize);
264 // we need to reload the model if the crc does not match
270 // if the model is already loaded and checks passed, just return
278 if (developer_loading.integer)
279 Con_Printf("loading model %s\n", mod->name);
281 // LordHavoc: unload the existing model in this slot (if there is one)
282 if (mod->loaded || mod->mempool)
283 Mod_UnloadModel(mod);
286 mod->isworldmodel = isworldmodel;
289 // errors can prevent the corresponding mod->loaded = true;
292 // default model radius and bounding box (mainly for missing models)
294 VectorSet(mod->normalmins, -mod->radius, -mod->radius, -mod->radius);
295 VectorSet(mod->normalmaxs, mod->radius, mod->radius, mod->radius);
296 VectorSet(mod->yawmins, -mod->radius, -mod->radius, -mod->radius);
297 VectorSet(mod->yawmaxs, mod->radius, mod->radius, mod->radius);
298 VectorSet(mod->rotatedmins, -mod->radius, -mod->radius, -mod->radius);
299 VectorSet(mod->rotatedmaxs, mod->radius, mod->radius, mod->radius);
301 // if we're loading a worldmodel, then this is a level change
302 if (mod->isworldmodel)
304 // clear out any stale submodels or worldmodels lying around
305 // if we did this clear before now, an error might abort loading and
306 // leave things in a bad state
307 Mod_RemoveStaleWorldModels(mod);
308 // reload q3 shaders, to make sure they are ready to go for this level
309 // (including any models loaded for this level)
315 char *bufend = (char *)buf + filesize;
317 // all models use memory, so allocate a memory pool
318 mod->mempool = Mem_AllocPool(mod->name, 0, NULL);
320 num = LittleLong(*((int *)buf));
321 // call the apropriate loader
323 if (!strcasecmp(FS_FileExtension(mod->name), "obj")) Mod_OBJ_Load(mod, buf, bufend);
324 else if (!memcmp(buf, "IDPO", 4)) Mod_IDP0_Load(mod, buf, bufend);
325 else if (!memcmp(buf, "IDP2", 4)) Mod_IDP2_Load(mod, buf, bufend);
326 else if (!memcmp(buf, "IDP3", 4)) Mod_IDP3_Load(mod, buf, bufend);
327 else if (!memcmp(buf, "IDSP", 4)) Mod_IDSP_Load(mod, buf, bufend);
328 else if (!memcmp(buf, "IDS2", 4)) Mod_IDS2_Load(mod, buf, bufend);
329 else if (!memcmp(buf, "IBSP", 4)) Mod_IBSP_Load(mod, buf, bufend);
330 else if (!memcmp(buf, "ZYMOTICMODEL", 12)) Mod_ZYMOTICMODEL_Load(mod, buf, bufend);
331 else if (!memcmp(buf, "DARKPLACESMODEL", 16)) Mod_DARKPLACESMODEL_Load(mod, buf, bufend);
332 else if (!memcmp(buf, "ACTRHEAD", 8)) Mod_PSKMODEL_Load(mod, buf, bufend);
333 else if (strlen(mod->name) >= 4 && !strcmp(mod->name + strlen(mod->name) - 4, ".map")) Mod_MAP_Load(mod, buf, bufend);
334 else if (num == BSPVERSION || num == 30) Mod_Q1BSP_Load(mod, buf, bufend);
335 else Con_Printf("Mod_LoadModel: model \"%s\" is of unknown/unsupported type\n", mod->name);
340 // no fatal errors occurred, so this model is ready to use.
345 // LordHavoc: Sys_Error was *ANNOYING*
346 Con_Printf ("Mod_LoadModel: %s not found\n", mod->name);
351 void Mod_ClearUsed(void)
354 int nummodels = Mem_ExpandableArray_IndexRange(&models);
356 for (i = 0;i < nummodels;i++)
357 if ((mod = (dp_model_t*) Mem_ExpandableArray_RecordAtIndex(&models, i)) && mod->name[0])
361 void Mod_PurgeUnused(void)
364 int nummodels = Mem_ExpandableArray_IndexRange(&models);
366 for (i = 0;i < nummodels;i++)
368 if ((mod = (dp_model_t*) Mem_ExpandableArray_RecordAtIndex(&models, i)) && mod->name[0] && !mod->used)
370 Mod_UnloadModel(mod);
371 Mem_ExpandableArray_FreeRecord(&models, mod);
376 // only used during loading!
377 void Mod_RemoveStaleWorldModels(dp_model_t *skip)
380 int nummodels = Mem_ExpandableArray_IndexRange(&models);
382 for (i = 0;i < nummodels;i++)
384 if ((mod = (dp_model_t*) Mem_ExpandableArray_RecordAtIndex(&models, i)) && mod->isworldmodel && mod->loaded && skip != mod)
386 Mod_UnloadModel(mod);
387 mod->isworldmodel = false;
399 dp_model_t *Mod_FindName(const char *name)
405 // if we're not dedicatd, the renderer calls will crash without video
408 nummodels = Mem_ExpandableArray_IndexRange(&models);
411 Host_Error ("Mod_ForName: NULL name");
413 // search the currently loaded models
414 for (i = 0;i < nummodels;i++)
416 if ((mod = (dp_model_t*) Mem_ExpandableArray_RecordAtIndex(&models, i)) && mod->name[0] && !strcmp(mod->name, name))
423 // no match found, create a new one
424 mod = (dp_model_t *) Mem_ExpandableArray_AllocRecord(&models);
425 strlcpy(mod->name, name, sizeof(mod->name));
435 Loads in a model for the given name
438 dp_model_t *Mod_ForName(const char *name, qboolean crash, qboolean checkdisk, qboolean isworldmodel)
441 model = Mod_FindName(name);
442 if (model->name[0] != '*' && (!model->loaded || checkdisk))
443 Mod_LoadModel(model, crash, checkdisk, isworldmodel);
451 Reloads all models if they have changed
454 void Mod_Reload(void)
457 int nummodels = Mem_ExpandableArray_IndexRange(&models);
459 for (i = 0;i < nummodels;i++)
460 if ((mod = (dp_model_t *) Mem_ExpandableArray_RecordAtIndex(&models, i)) && mod->name[0] && mod->name[0] != '*' && mod->used)
461 Mod_LoadModel(mod, true, true, mod->isworldmodel);
464 unsigned char *mod_base;
467 //=============================================================================
474 static void Mod_Print(void)
477 int nummodels = Mem_ExpandableArray_IndexRange(&models);
480 Con_Print("Loaded models:\n");
481 for (i = 0;i < nummodels;i++)
482 if ((mod = (dp_model_t *) Mem_ExpandableArray_RecordAtIndex(&models, i)) && mod->name[0])
483 Con_Printf("%4iK %s\n", mod->mempool ? (int)((mod->mempool->totalsize + 1023) / 1024) : 0, mod->name);
491 static void Mod_Precache(void)
494 Mod_ForName(Cmd_Argv(1), false, true, cl.worldmodel && !strcasecmp(Cmd_Argv(1), cl.worldmodel->name));
496 Con_Print("usage: modelprecache <filename>\n");
499 int Mod_BuildVertexRemapTableFromElements(int numelements, const int *elements, int numvertices, int *remapvertices)
503 used = (unsigned char *)Mem_Alloc(tempmempool, numvertices);
504 memset(used, 0, numvertices);
505 for (i = 0;i < numelements;i++)
506 used[elements[i]] = 1;
507 for (i = 0, count = 0;i < numvertices;i++)
508 remapvertices[i] = used[i] ? count++ : -1;
514 // fast way, using an edge hash
515 #define TRIANGLEEDGEHASH 8192
516 void Mod_BuildTriangleNeighbors(int *neighbors, const int *elements, int numtriangles)
518 int i, j, p, e1, e2, *n, hashindex, count, match;
520 typedef struct edgehashentry_s
522 struct edgehashentry_s *next;
527 edgehashentry_t *edgehash[TRIANGLEEDGEHASH], *edgehashentries, edgehashentriesbuffer[TRIANGLEEDGEHASH*3], *hash;
528 memset(edgehash, 0, sizeof(edgehash));
529 edgehashentries = edgehashentriesbuffer;
530 // if there are too many triangles for the stack array, allocate larger buffer
531 if (numtriangles > TRIANGLEEDGEHASH)
532 edgehashentries = (edgehashentry_t *)Mem_Alloc(tempmempool, numtriangles * 3 * sizeof(edgehashentry_t));
533 // find neighboring triangles
534 for (i = 0, e = elements, n = neighbors;i < numtriangles;i++, e += 3, n += 3)
536 for (j = 0, p = 2;j < 3;p = j, j++)
540 // this hash index works for both forward and backward edges
541 hashindex = (unsigned int)(e1 + e2) % TRIANGLEEDGEHASH;
542 hash = edgehashentries + i * 3 + j;
543 hash->next = edgehash[hashindex];
544 edgehash[hashindex] = hash;
546 hash->element[0] = e1;
547 hash->element[1] = e2;
550 for (i = 0, e = elements, n = neighbors;i < numtriangles;i++, e += 3, n += 3)
552 for (j = 0, p = 2;j < 3;p = j, j++)
556 // this hash index works for both forward and backward edges
557 hashindex = (unsigned int)(e1 + e2) % TRIANGLEEDGEHASH;
560 for (hash = edgehash[hashindex];hash;hash = hash->next)
562 if (hash->element[0] == e2 && hash->element[1] == e1)
564 if (hash->triangle != i)
565 match = hash->triangle;
568 else if ((hash->element[0] == e1 && hash->element[1] == e2))
571 // detect edges shared by three triangles and make them seams
577 // also send a keepalive here (this can take a while too!)
578 CL_KeepaliveMessage(false);
580 // free the allocated buffer
581 if (edgehashentries != edgehashentriesbuffer)
582 Mem_Free(edgehashentries);
585 // very slow but simple way
586 static int Mod_FindTriangleWithEdge(const int *elements, int numtriangles, int start, int end, int ignore)
591 for (i = 0;i < numtriangles;i++, elements += 3)
593 if ((elements[0] == start && elements[1] == end)
594 || (elements[1] == start && elements[2] == end)
595 || (elements[2] == start && elements[0] == end))
601 else if ((elements[1] == start && elements[0] == end)
602 || (elements[2] == start && elements[1] == end)
603 || (elements[0] == start && elements[2] == end))
606 // detect edges shared by three triangles and make them seams
612 void Mod_BuildTriangleNeighbors(int *neighbors, const int *elements, int numtriangles)
616 for (i = 0, e = elements, n = neighbors;i < numtriangles;i++, e += 3, n += 3)
618 n[0] = Mod_FindTriangleWithEdge(elements, numtriangles, e[1], e[0], i);
619 n[1] = Mod_FindTriangleWithEdge(elements, numtriangles, e[2], e[1], i);
620 n[2] = Mod_FindTriangleWithEdge(elements, numtriangles, e[0], e[2], i);
625 void Mod_ValidateElements(int *elements, int numtriangles, int firstvertex, int numverts, const char *filename, int fileline)
627 int i, warned = false, endvertex = firstvertex + numverts;
628 for (i = 0;i < numtriangles * 3;i++)
630 if (elements[i] < firstvertex || elements[i] >= endvertex)
635 Con_Printf("Mod_ValidateElements: out of bounds elements detected at %s:%d\n", filename, fileline);
637 elements[i] = firstvertex;
642 // warning: this is an expensive function!
643 void Mod_BuildNormals(int firstvertex, int numvertices, int numtriangles, const float *vertex3f, const int *elements, float *normal3f, qboolean areaweighting)
650 memset(normal3f + 3 * firstvertex, 0, numvertices * sizeof(float[3]));
651 // process each vertex of each triangle and accumulate the results
652 // use area-averaging, to make triangles with a big area have a bigger
653 // weighting on the vertex normal than triangles with a small area
654 // to do so, just add the 'normals' together (the bigger the area
655 // the greater the length of the normal is
657 for (i = 0; i < numtriangles; i++, element += 3)
660 vertex3f + element[0] * 3,
661 vertex3f + element[1] * 3,
662 vertex3f + element[2] * 3,
667 VectorNormalize(areaNormal);
669 for (j = 0;j < 3;j++)
671 vectorNormal = normal3f + element[j] * 3;
672 vectorNormal[0] += areaNormal[0];
673 vectorNormal[1] += areaNormal[1];
674 vectorNormal[2] += areaNormal[2];
677 // and just normalize the accumulated vertex normal in the end
678 vectorNormal = normal3f + 3 * firstvertex;
679 for (i = 0; i < numvertices; i++, vectorNormal += 3)
680 VectorNormalize(vectorNormal);
683 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)
685 float f, tangentcross[3], v10[3], v20[3], tc10[2], tc20[2];
686 // 79 add/sub/negate/multiply (1 cycle), 1 compare (3 cycle?), total cycles not counting load/store/exchange roughly 82 cycles
687 // 6 add, 28 subtract, 39 multiply, 1 compare, 50% chance of 6 negates
689 // 6 multiply, 9 subtract
690 VectorSubtract(v1, v0, v10);
691 VectorSubtract(v2, v0, v20);
692 normal3f[0] = v20[1] * v10[2] - v20[2] * v10[1];
693 normal3f[1] = v20[2] * v10[0] - v20[0] * v10[2];
694 normal3f[2] = v20[0] * v10[1] - v20[1] * v10[0];
695 // 12 multiply, 10 subtract
696 tc10[1] = tc1[1] - tc0[1];
697 tc20[1] = tc2[1] - tc0[1];
698 svector3f[0] = tc10[1] * v20[0] - tc20[1] * v10[0];
699 svector3f[1] = tc10[1] * v20[1] - tc20[1] * v10[1];
700 svector3f[2] = tc10[1] * v20[2] - tc20[1] * v10[2];
701 tc10[0] = tc1[0] - tc0[0];
702 tc20[0] = tc2[0] - tc0[0];
703 tvector3f[0] = tc10[0] * v20[0] - tc20[0] * v10[0];
704 tvector3f[1] = tc10[0] * v20[1] - tc20[0] * v10[1];
705 tvector3f[2] = tc10[0] * v20[2] - tc20[0] * v10[2];
706 // 12 multiply, 4 add, 6 subtract
707 f = DotProduct(svector3f, normal3f);
708 svector3f[0] -= f * normal3f[0];
709 svector3f[1] -= f * normal3f[1];
710 svector3f[2] -= f * normal3f[2];
711 f = DotProduct(tvector3f, normal3f);
712 tvector3f[0] -= f * normal3f[0];
713 tvector3f[1] -= f * normal3f[1];
714 tvector3f[2] -= f * normal3f[2];
715 // if texture is mapped the wrong way (counterclockwise), the tangents
716 // have to be flipped, this is detected by calculating a normal from the
717 // two tangents, and seeing if it is opposite the surface normal
718 // 9 multiply, 2 add, 3 subtract, 1 compare, 50% chance of: 6 negates
719 CrossProduct(tvector3f, svector3f, tangentcross);
720 if (DotProduct(tangentcross, normal3f) < 0)
722 VectorNegate(svector3f, svector3f);
723 VectorNegate(tvector3f, tvector3f);
727 // warning: this is a very expensive function!
728 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)
731 float sdir[3], tdir[3], normal[3], *sv, *tv;
732 const float *v0, *v1, *v2, *tc0, *tc1, *tc2, *n;
733 float f, tangentcross[3], v10[3], v20[3], tc10[2], tc20[2];
736 memset(svector3f + 3 * firstvertex, 0, numvertices * sizeof(float[3]));
737 memset(tvector3f + 3 * firstvertex, 0, numvertices * sizeof(float[3]));
738 // process each vertex of each triangle and accumulate the results
739 for (tnum = 0, e = elements;tnum < numtriangles;tnum++, e += 3)
741 v0 = vertex3f + e[0] * 3;
742 v1 = vertex3f + e[1] * 3;
743 v2 = vertex3f + e[2] * 3;
744 tc0 = texcoord2f + e[0] * 2;
745 tc1 = texcoord2f + e[1] * 2;
746 tc2 = texcoord2f + e[2] * 2;
748 // 79 add/sub/negate/multiply (1 cycle), 1 compare (3 cycle?), total cycles not counting load/store/exchange roughly 82 cycles
749 // 6 add, 28 subtract, 39 multiply, 1 compare, 50% chance of 6 negates
751 // calculate the edge directions and surface normal
752 // 6 multiply, 9 subtract
753 VectorSubtract(v1, v0, v10);
754 VectorSubtract(v2, v0, v20);
755 normal[0] = v20[1] * v10[2] - v20[2] * v10[1];
756 normal[1] = v20[2] * v10[0] - v20[0] * v10[2];
757 normal[2] = v20[0] * v10[1] - v20[1] * v10[0];
759 // calculate the tangents
760 // 12 multiply, 10 subtract
761 tc10[1] = tc1[1] - tc0[1];
762 tc20[1] = tc2[1] - tc0[1];
763 sdir[0] = tc10[1] * v20[0] - tc20[1] * v10[0];
764 sdir[1] = tc10[1] * v20[1] - tc20[1] * v10[1];
765 sdir[2] = tc10[1] * v20[2] - tc20[1] * v10[2];
766 tc10[0] = tc1[0] - tc0[0];
767 tc20[0] = tc2[0] - tc0[0];
768 tdir[0] = tc10[0] * v20[0] - tc20[0] * v10[0];
769 tdir[1] = tc10[0] * v20[1] - tc20[0] * v10[1];
770 tdir[2] = tc10[0] * v20[2] - tc20[0] * v10[2];
772 // if texture is mapped the wrong way (counterclockwise), the tangents
773 // have to be flipped, this is detected by calculating a normal from the
774 // two tangents, and seeing if it is opposite the surface normal
775 // 9 multiply, 2 add, 3 subtract, 1 compare, 50% chance of: 6 negates
776 CrossProduct(tdir, sdir, tangentcross);
777 if (DotProduct(tangentcross, normal) < 0)
779 VectorNegate(sdir, sdir);
780 VectorNegate(tdir, tdir);
785 VectorNormalize(sdir);
786 VectorNormalize(tdir);
788 for (i = 0;i < 3;i++)
790 VectorAdd(svector3f + e[i]*3, sdir, svector3f + e[i]*3);
791 VectorAdd(tvector3f + e[i]*3, tdir, tvector3f + e[i]*3);
794 // make the tangents completely perpendicular to the surface normal, and
795 // then normalize them
796 // 16 assignments, 2 divide, 2 sqrt, 2 negates, 14 adds, 24 multiplies
797 for (i = 0, sv = svector3f + 3 * firstvertex, tv = tvector3f + 3 * firstvertex, n = normal3f + 3 * firstvertex;i < numvertices;i++, sv += 3, tv += 3, n += 3)
799 f = -DotProduct(sv, n);
800 VectorMA(sv, f, n, sv);
802 f = -DotProduct(tv, n);
803 VectorMA(tv, f, n, tv);
808 void Mod_AllocSurfMesh(mempool_t *mempool, int numvertices, int numtriangles, qboolean lightmapoffsets, qboolean vertexcolors, qboolean neighbors)
811 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));
812 loadmodel->surfmesh.num_vertices = numvertices;
813 loadmodel->surfmesh.num_triangles = numtriangles;
814 if (loadmodel->surfmesh.num_vertices)
816 loadmodel->surfmesh.data_vertex3f = (float *)data, data += sizeof(float[3]) * loadmodel->surfmesh.num_vertices;
817 loadmodel->surfmesh.data_svector3f = (float *)data, data += sizeof(float[3]) * loadmodel->surfmesh.num_vertices;
818 loadmodel->surfmesh.data_tvector3f = (float *)data, data += sizeof(float[3]) * loadmodel->surfmesh.num_vertices;
819 loadmodel->surfmesh.data_normal3f = (float *)data, data += sizeof(float[3]) * loadmodel->surfmesh.num_vertices;
820 loadmodel->surfmesh.data_texcoordtexture2f = (float *)data, data += sizeof(float[2]) * loadmodel->surfmesh.num_vertices;
821 loadmodel->surfmesh.data_texcoordlightmap2f = (float *)data, data += sizeof(float[2]) * loadmodel->surfmesh.num_vertices;
823 loadmodel->surfmesh.data_lightmapcolor4f = (float *)data, data += sizeof(float[4]) * loadmodel->surfmesh.num_vertices;
825 loadmodel->surfmesh.data_lightmapoffsets = (int *)data, data += sizeof(int) * loadmodel->surfmesh.num_vertices;
827 if (loadmodel->surfmesh.num_triangles)
829 loadmodel->surfmesh.data_element3i = (int *)data, data += sizeof(int[3]) * loadmodel->surfmesh.num_triangles;
831 loadmodel->surfmesh.data_neighbor3i = (int *)data, data += sizeof(int[3]) * loadmodel->surfmesh.num_triangles;
832 if (loadmodel->surfmesh.num_vertices <= 65536)
833 loadmodel->surfmesh.data_element3s = (unsigned short *)data, data += sizeof(unsigned short[3]) * loadmodel->surfmesh.num_triangles;
837 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)
839 shadowmesh_t *newmesh;
842 size = sizeof(shadowmesh_t);
843 size += maxverts * sizeof(float[3]);
845 size += maxverts * sizeof(float[11]);
846 size += maxtriangles * sizeof(int[3]);
847 if (maxverts <= 65536)
848 size += maxtriangles * sizeof(unsigned short[3]);
850 size += maxtriangles * sizeof(int[3]);
852 size += SHADOWMESHVERTEXHASH * sizeof(shadowmeshvertexhash_t *) + maxverts * sizeof(shadowmeshvertexhash_t);
853 data = (unsigned char *)Mem_Alloc(mempool, size);
854 newmesh = (shadowmesh_t *)data;data += sizeof(*newmesh);
855 newmesh->map_diffuse = map_diffuse;
856 newmesh->map_specular = map_specular;
857 newmesh->map_normal = map_normal;
858 newmesh->maxverts = maxverts;
859 newmesh->maxtriangles = maxtriangles;
860 newmesh->numverts = 0;
861 newmesh->numtriangles = 0;
863 newmesh->vertex3f = (float *)data;data += maxverts * sizeof(float[3]);
866 newmesh->svector3f = (float *)data;data += maxverts * sizeof(float[3]);
867 newmesh->tvector3f = (float *)data;data += maxverts * sizeof(float[3]);
868 newmesh->normal3f = (float *)data;data += maxverts * sizeof(float[3]);
869 newmesh->texcoord2f = (float *)data;data += maxverts * sizeof(float[2]);
871 newmesh->element3i = (int *)data;data += maxtriangles * sizeof(int[3]);
874 newmesh->neighbor3i = (int *)data;data += maxtriangles * sizeof(int[3]);
878 newmesh->vertexhashtable = (shadowmeshvertexhash_t **)data;data += SHADOWMESHVERTEXHASH * sizeof(shadowmeshvertexhash_t *);
879 newmesh->vertexhashentries = (shadowmeshvertexhash_t *)data;data += maxverts * sizeof(shadowmeshvertexhash_t);
881 if (maxverts <= 65536)
882 newmesh->element3s = (unsigned short *)data;data += maxtriangles * sizeof(unsigned short[3]);
886 shadowmesh_t *Mod_ShadowMesh_ReAlloc(mempool_t *mempool, shadowmesh_t *oldmesh, int light, int neighbors)
888 shadowmesh_t *newmesh;
889 newmesh = Mod_ShadowMesh_Alloc(mempool, oldmesh->numverts, oldmesh->numtriangles, oldmesh->map_diffuse, oldmesh->map_specular, oldmesh->map_normal, light, neighbors, false);
890 newmesh->numverts = oldmesh->numverts;
891 newmesh->numtriangles = oldmesh->numtriangles;
893 memcpy(newmesh->vertex3f, oldmesh->vertex3f, oldmesh->numverts * sizeof(float[3]));
894 if (newmesh->svector3f && oldmesh->svector3f)
896 memcpy(newmesh->svector3f, oldmesh->svector3f, oldmesh->numverts * sizeof(float[3]));
897 memcpy(newmesh->tvector3f, oldmesh->tvector3f, oldmesh->numverts * sizeof(float[3]));
898 memcpy(newmesh->normal3f, oldmesh->normal3f, oldmesh->numverts * sizeof(float[3]));
899 memcpy(newmesh->texcoord2f, oldmesh->texcoord2f, oldmesh->numverts * sizeof(float[2]));
901 memcpy(newmesh->element3i, oldmesh->element3i, oldmesh->numtriangles * sizeof(int[3]));
902 if (newmesh->neighbor3i && oldmesh->neighbor3i)
903 memcpy(newmesh->neighbor3i, oldmesh->neighbor3i, oldmesh->numtriangles * sizeof(int[3]));
907 int Mod_ShadowMesh_AddVertex(shadowmesh_t *mesh, float *vertex14f)
910 shadowmeshvertexhash_t *hash;
911 // this uses prime numbers intentionally
912 hashindex = (unsigned int) (vertex14f[0] * 2003 + vertex14f[1] * 4001 + vertex14f[2] * 7919) % SHADOWMESHVERTEXHASH;
913 for (hash = mesh->vertexhashtable[hashindex];hash;hash = hash->next)
915 vnum = (hash - mesh->vertexhashentries);
916 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]))
917 && (mesh->svector3f == NULL || (mesh->svector3f[vnum * 3 + 0] == vertex14f[3] && mesh->svector3f[vnum * 3 + 1] == vertex14f[4] && mesh->svector3f[vnum * 3 + 2] == vertex14f[5]))
918 && (mesh->tvector3f == NULL || (mesh->tvector3f[vnum * 3 + 0] == vertex14f[6] && mesh->tvector3f[vnum * 3 + 1] == vertex14f[7] && mesh->tvector3f[vnum * 3 + 2] == vertex14f[8]))
919 && (mesh->normal3f == NULL || (mesh->normal3f[vnum * 3 + 0] == vertex14f[9] && mesh->normal3f[vnum * 3 + 1] == vertex14f[10] && mesh->normal3f[vnum * 3 + 2] == vertex14f[11]))
920 && (mesh->texcoord2f == NULL || (mesh->texcoord2f[vnum * 2 + 0] == vertex14f[12] && mesh->texcoord2f[vnum * 2 + 1] == vertex14f[13])))
921 return hash - mesh->vertexhashentries;
923 vnum = mesh->numverts++;
924 hash = mesh->vertexhashentries + vnum;
925 hash->next = mesh->vertexhashtable[hashindex];
926 mesh->vertexhashtable[hashindex] = hash;
927 if (mesh->vertex3f) {mesh->vertex3f[vnum * 3 + 0] = vertex14f[0];mesh->vertex3f[vnum * 3 + 1] = vertex14f[1];mesh->vertex3f[vnum * 3 + 2] = vertex14f[2];}
928 if (mesh->svector3f) {mesh->svector3f[vnum * 3 + 0] = vertex14f[3];mesh->svector3f[vnum * 3 + 1] = vertex14f[4];mesh->svector3f[vnum * 3 + 2] = vertex14f[5];}
929 if (mesh->tvector3f) {mesh->tvector3f[vnum * 3 + 0] = vertex14f[6];mesh->tvector3f[vnum * 3 + 1] = vertex14f[7];mesh->tvector3f[vnum * 3 + 2] = vertex14f[8];}
930 if (mesh->normal3f) {mesh->normal3f[vnum * 3 + 0] = vertex14f[9];mesh->normal3f[vnum * 3 + 1] = vertex14f[10];mesh->normal3f[vnum * 3 + 2] = vertex14f[11];}
931 if (mesh->texcoord2f) {mesh->texcoord2f[vnum * 2 + 0] = vertex14f[12];mesh->texcoord2f[vnum * 2 + 1] = vertex14f[13];}
935 void Mod_ShadowMesh_AddTriangle(mempool_t *mempool, shadowmesh_t *mesh, rtexture_t *map_diffuse, rtexture_t *map_specular, rtexture_t *map_normal, float *vertex14f)
937 if (mesh->numtriangles == 0)
939 // set the properties on this empty mesh to be more favorable...
940 // (note: this case only occurs for the first triangle added to a new mesh chain)
941 mesh->map_diffuse = map_diffuse;
942 mesh->map_specular = map_specular;
943 mesh->map_normal = map_normal;
945 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)
947 if (mesh->next == NULL)
948 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);
951 mesh->element3i[mesh->numtriangles * 3 + 0] = Mod_ShadowMesh_AddVertex(mesh, vertex14f + 14 * 0);
952 mesh->element3i[mesh->numtriangles * 3 + 1] = Mod_ShadowMesh_AddVertex(mesh, vertex14f + 14 * 1);
953 mesh->element3i[mesh->numtriangles * 3 + 2] = Mod_ShadowMesh_AddVertex(mesh, vertex14f + 14 * 2);
954 mesh->numtriangles++;
957 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)
960 float vbuf[3*14], *v;
961 memset(vbuf, 0, sizeof(vbuf));
962 for (i = 0;i < numtris;i++)
964 for (j = 0, v = vbuf;j < 3;j++, v += 14)
969 v[0] = vertex3f[e * 3 + 0];
970 v[1] = vertex3f[e * 3 + 1];
971 v[2] = vertex3f[e * 3 + 2];
975 v[3] = svector3f[e * 3 + 0];
976 v[4] = svector3f[e * 3 + 1];
977 v[5] = svector3f[e * 3 + 2];
981 v[6] = tvector3f[e * 3 + 0];
982 v[7] = tvector3f[e * 3 + 1];
983 v[8] = tvector3f[e * 3 + 2];
987 v[9] = normal3f[e * 3 + 0];
988 v[10] = normal3f[e * 3 + 1];
989 v[11] = normal3f[e * 3 + 2];
993 v[12] = texcoord2f[e * 2 + 0];
994 v[13] = texcoord2f[e * 2 + 1];
997 Mod_ShadowMesh_AddTriangle(mempool, mesh, map_diffuse, map_specular, map_normal, vbuf);
1000 // the triangle calculation can take a while, so let's do a keepalive here
1001 CL_KeepaliveMessage(false);
1004 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)
1006 // the preparation before shadow mesh initialization can take a while, so let's do a keepalive here
1007 CL_KeepaliveMessage(false);
1009 return Mod_ShadowMesh_Alloc(mempool, maxverts, maxtriangles, map_diffuse, map_specular, map_normal, light, neighbors, expandable);
1012 static void Mod_ShadowMesh_CreateVBOs(shadowmesh_t *mesh)
1014 if (!gl_support_arb_vertex_buffer_object)
1017 // element buffer is easy because it's just one array
1018 if (mesh->numtriangles)
1020 if (mesh->element3s)
1021 mesh->ebo3s = R_Mesh_CreateStaticBufferObject(GL_ELEMENT_ARRAY_BUFFER_ARB, mesh->element3s, mesh->numtriangles * sizeof(unsigned short[3]), "shadowmesh");
1023 mesh->ebo3i = R_Mesh_CreateStaticBufferObject(GL_ELEMENT_ARRAY_BUFFER_ARB, mesh->element3i, mesh->numtriangles * sizeof(unsigned int[3]), "shadowmesh");
1026 // vertex buffer is several arrays and we put them in the same buffer
1028 // is this wise? the texcoordtexture2f array is used with dynamic
1029 // vertex/svector/tvector/normal when rendering animated models, on the
1030 // other hand animated models don't use a lot of vertices anyway...
1036 mesh->vbooffset_vertex3f = size;if (mesh->vertex3f ) size += mesh->numverts * sizeof(float[3]);
1037 mesh->vbooffset_svector3f = size;if (mesh->svector3f ) size += mesh->numverts * sizeof(float[3]);
1038 mesh->vbooffset_tvector3f = size;if (mesh->tvector3f ) size += mesh->numverts * sizeof(float[3]);
1039 mesh->vbooffset_normal3f = size;if (mesh->normal3f ) size += mesh->numverts * sizeof(float[3]);
1040 mesh->vbooffset_texcoord2f = size;if (mesh->texcoord2f ) size += mesh->numverts * sizeof(float[2]);
1041 mem = (unsigned char *)Mem_Alloc(tempmempool, size);
1042 if (mesh->vertex3f ) memcpy(mem + mesh->vbooffset_vertex3f , mesh->vertex3f , mesh->numverts * sizeof(float[3]));
1043 if (mesh->svector3f ) memcpy(mem + mesh->vbooffset_svector3f , mesh->svector3f , mesh->numverts * sizeof(float[3]));
1044 if (mesh->tvector3f ) memcpy(mem + mesh->vbooffset_tvector3f , mesh->tvector3f , mesh->numverts * sizeof(float[3]));
1045 if (mesh->normal3f ) memcpy(mem + mesh->vbooffset_normal3f , mesh->normal3f , mesh->numverts * sizeof(float[3]));
1046 if (mesh->texcoord2f ) memcpy(mem + mesh->vbooffset_texcoord2f , mesh->texcoord2f , mesh->numverts * sizeof(float[2]));
1047 mesh->vbo = R_Mesh_CreateStaticBufferObject(GL_ARRAY_BUFFER_ARB, mem, size, "shadowmesh");
1052 shadowmesh_t *Mod_ShadowMesh_Finish(mempool_t *mempool, shadowmesh_t *firstmesh, qboolean light, qboolean neighbors, qboolean createvbo)
1054 shadowmesh_t *mesh, *newmesh, *nextmesh;
1055 // reallocate meshs to conserve space
1056 for (mesh = firstmesh, firstmesh = NULL;mesh;mesh = nextmesh)
1058 nextmesh = mesh->next;
1059 if (mesh->numverts >= 3 && mesh->numtriangles >= 1)
1061 newmesh = Mod_ShadowMesh_ReAlloc(mempool, mesh, light, neighbors);
1062 newmesh->next = firstmesh;
1063 firstmesh = newmesh;
1064 if (newmesh->element3s)
1067 for (i = 0;i < newmesh->numtriangles*3;i++)
1068 newmesh->element3s[i] = newmesh->element3i[i];
1071 Mod_ShadowMesh_CreateVBOs(newmesh);
1076 // this can take a while, so let's do a keepalive here
1077 CL_KeepaliveMessage(false);
1082 void Mod_ShadowMesh_CalcBBox(shadowmesh_t *firstmesh, vec3_t mins, vec3_t maxs, vec3_t center, float *radius)
1086 vec3_t nmins, nmaxs, ncenter, temp;
1087 float nradius2, dist2, *v;
1091 for (mesh = firstmesh;mesh;mesh = mesh->next)
1093 if (mesh == firstmesh)
1095 VectorCopy(mesh->vertex3f, nmins);
1096 VectorCopy(mesh->vertex3f, nmaxs);
1098 for (i = 0, v = mesh->vertex3f;i < mesh->numverts;i++, v += 3)
1100 if (nmins[0] > v[0]) nmins[0] = v[0];if (nmaxs[0] < v[0]) nmaxs[0] = v[0];
1101 if (nmins[1] > v[1]) nmins[1] = v[1];if (nmaxs[1] < v[1]) nmaxs[1] = v[1];
1102 if (nmins[2] > v[2]) nmins[2] = v[2];if (nmaxs[2] < v[2]) nmaxs[2] = v[2];
1105 // calculate center and radius
1106 ncenter[0] = (nmins[0] + nmaxs[0]) * 0.5f;
1107 ncenter[1] = (nmins[1] + nmaxs[1]) * 0.5f;
1108 ncenter[2] = (nmins[2] + nmaxs[2]) * 0.5f;
1110 for (mesh = firstmesh;mesh;mesh = mesh->next)
1112 for (i = 0, v = mesh->vertex3f;i < mesh->numverts;i++, v += 3)
1114 VectorSubtract(v, ncenter, temp);
1115 dist2 = DotProduct(temp, temp);
1116 if (nradius2 < dist2)
1122 VectorCopy(nmins, mins);
1124 VectorCopy(nmaxs, maxs);
1126 VectorCopy(ncenter, center);
1128 *radius = sqrt(nradius2);
1131 void Mod_ShadowMesh_Free(shadowmesh_t *mesh)
1133 shadowmesh_t *nextmesh;
1134 for (;mesh;mesh = nextmesh)
1137 R_Mesh_DestroyBufferObject(mesh->ebo3i);
1139 R_Mesh_DestroyBufferObject(mesh->ebo3s);
1141 R_Mesh_DestroyBufferObject(mesh->vbo);
1142 nextmesh = mesh->next;
1147 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)
1152 if (ix >= 0 && iy >= 0 && ix < imagewidth && iy < imageheight)
1153 v[2] = (imagepixels[((iy*imagewidth)+ix)*4+0] + imagepixels[((iy*imagewidth)+ix)*4+1] + imagepixels[((iy*imagewidth)+ix)*4+2]) * (1.0f / 765.0f);
1156 Matrix4x4_Transform(pixelstepmatrix, v, vertex3f);
1157 Matrix4x4_Transform(pixeltexturestepmatrix, v, tc);
1158 texcoord2f[0] = tc[0];
1159 texcoord2f[1] = tc[1];
1162 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)
1164 float vup[3], vdown[3], vleft[3], vright[3];
1165 float tcup[3], tcdown[3], tcleft[3], tcright[3];
1166 float sv[3], tv[3], nl[3];
1167 Mod_GetTerrainVertex3fTexCoord2fFromBGRA(imagepixels, imagewidth, imageheight, ix, iy, vertex3f, texcoord2f, pixelstepmatrix, pixeltexturestepmatrix);
1168 Mod_GetTerrainVertex3fTexCoord2fFromBGRA(imagepixels, imagewidth, imageheight, ix, iy - 1, vup, tcup, pixelstepmatrix, pixeltexturestepmatrix);
1169 Mod_GetTerrainVertex3fTexCoord2fFromBGRA(imagepixels, imagewidth, imageheight, ix, iy + 1, vdown, tcdown, pixelstepmatrix, pixeltexturestepmatrix);
1170 Mod_GetTerrainVertex3fTexCoord2fFromBGRA(imagepixels, imagewidth, imageheight, ix - 1, iy, vleft, tcleft, pixelstepmatrix, pixeltexturestepmatrix);
1171 Mod_GetTerrainVertex3fTexCoord2fFromBGRA(imagepixels, imagewidth, imageheight, ix + 1, iy, vright, tcright, pixelstepmatrix, pixeltexturestepmatrix);
1172 Mod_BuildBumpVectors(vertex3f, vup, vright, texcoord2f, tcup, tcright, svector3f, tvector3f, normal3f);
1173 Mod_BuildBumpVectors(vertex3f, vright, vdown, texcoord2f, tcright, tcdown, sv, tv, nl);
1174 VectorAdd(svector3f, sv, svector3f);
1175 VectorAdd(tvector3f, tv, tvector3f);
1176 VectorAdd(normal3f, nl, normal3f);
1177 Mod_BuildBumpVectors(vertex3f, vdown, vleft, texcoord2f, tcdown, tcleft, sv, tv, nl);
1178 VectorAdd(svector3f, sv, svector3f);
1179 VectorAdd(tvector3f, tv, tvector3f);
1180 VectorAdd(normal3f, nl, normal3f);
1181 Mod_BuildBumpVectors(vertex3f, vleft, vup, texcoord2f, tcleft, tcup, sv, tv, nl);
1182 VectorAdd(svector3f, sv, svector3f);
1183 VectorAdd(tvector3f, tv, tvector3f);
1184 VectorAdd(normal3f, nl, normal3f);
1187 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)
1189 int x, y, ix, iy, *e;
1191 for (y = 0;y < height;y++)
1193 for (x = 0;x < width;x++)
1195 e[0] = (y + 1) * (width + 1) + (x + 0);
1196 e[1] = (y + 0) * (width + 1) + (x + 0);
1197 e[2] = (y + 1) * (width + 1) + (x + 1);
1198 e[3] = (y + 0) * (width + 1) + (x + 0);
1199 e[4] = (y + 0) * (width + 1) + (x + 1);
1200 e[5] = (y + 1) * (width + 1) + (x + 1);
1204 Mod_BuildTriangleNeighbors(neighbor3i, element3i, width*height*2);
1205 for (y = 0, iy = y1;y < height + 1;y++, iy++)
1206 for (x = 0, ix = x1;x < width + 1;x++, ix++, vertex3f += 3, texcoord2f += 2, svector3f += 3, tvector3f += 3, normal3f += 3)
1207 Mod_GetTerrainVertexFromBGRA(imagepixels, imagewidth, imageheight, ix, iy, vertex3f, texcoord2f, svector3f, tvector3f, normal3f, pixelstepmatrix, pixeltexturestepmatrix);
1210 q3wavefunc_t Mod_LoadQ3Shaders_EnumerateWaveFunc(const char *s)
1212 if (!strcasecmp(s, "sin")) return Q3WAVEFUNC_SIN;
1213 if (!strcasecmp(s, "square")) return Q3WAVEFUNC_SQUARE;
1214 if (!strcasecmp(s, "triangle")) return Q3WAVEFUNC_TRIANGLE;
1215 if (!strcasecmp(s, "sawtooth")) return Q3WAVEFUNC_SAWTOOTH;
1216 if (!strcasecmp(s, "inversesawtooth")) return Q3WAVEFUNC_INVERSESAWTOOTH;
1217 if (!strcasecmp(s, "noise")) return Q3WAVEFUNC_NOISE;
1218 Con_DPrintf("Mod_LoadQ3Shaders: unknown wavefunc %s\n", s);
1219 return Q3WAVEFUNC_NONE;
1222 static void Q3Shaders_Clear()
1224 /* Just clear out everything... */
1225 Mem_FreePool (&q3shaders_mem);
1226 /* ...and alloc the structs again. */
1227 q3shaders_mem = Mem_AllocPool("q3shaders", 0, NULL);
1228 q3shader_data = (q3shader_data_t*)Mem_Alloc (q3shaders_mem,
1229 sizeof (q3shader_data_t));
1230 Mem_ExpandableArray_NewArray (&q3shader_data->hash_entries,
1231 q3shaders_mem, sizeof (q3shader_hash_entry_t), 256);
1232 Mem_ExpandableArray_NewArray (&q3shader_data->char_ptrs,
1233 q3shaders_mem, sizeof (char**), 256);
1236 static void Q3Shader_AddToHash (q3shaderinfo_t* shader)
1238 unsigned short hash = CRC_Block_CaseInsensitive ((const unsigned char *)shader->name, strlen (shader->name));
1239 q3shader_hash_entry_t* entry = q3shader_data->hash + (hash % Q3SHADER_HASH_SIZE);
1240 q3shader_hash_entry_t* lastEntry = NULL;
1241 while (entry != NULL)
1243 if (strcasecmp (entry->shader.name, shader->name) == 0)
1245 Con_Printf("Shader '%s' already defined\n", shader->name);
1249 entry = entry->chain;
1253 if (lastEntry->shader.name[0] != 0)
1256 q3shader_hash_entry_t* newEntry = (q3shader_hash_entry_t*)
1257 Mem_ExpandableArray_AllocRecord (&q3shader_data->hash_entries);
1259 while (lastEntry->chain != NULL) lastEntry = lastEntry->chain;
1260 lastEntry->chain = newEntry;
1261 newEntry->chain = NULL;
1262 lastEntry = newEntry;
1264 /* else: head of chain, in hash entry array */
1267 memcpy (&entry->shader, shader, sizeof (q3shaderinfo_t));
1270 extern cvar_t r_picmipworld;
1271 void Mod_LoadQ3Shaders(void)
1278 q3shaderinfo_t shader;
1279 q3shaderinfo_layer_t *layer;
1281 char parameter[TEXTURE_MAXFRAMES + 4][Q3PATHLENGTH];
1285 search = FS_Search("scripts/*.shader", true, false);
1288 for (fileindex = 0;fileindex < search->numfilenames;fileindex++)
1290 text = f = (char *)FS_LoadFile(search->filenames[fileindex], tempmempool, false, NULL);
1293 while (COM_ParseToken_QuakeC(&text, false))
1295 memset (&shader, 0, sizeof(shader));
1296 shader.reflectmin = 0;
1297 shader.reflectmax = 1;
1298 shader.refractfactor = 1;
1299 Vector4Set(shader.refractcolor4f, 1, 1, 1, 1);
1300 shader.reflectfactor = 1;
1301 Vector4Set(shader.reflectcolor4f, 1, 1, 1, 1);
1302 shader.r_water_wateralpha = 1;
1304 strlcpy(shader.name, com_token, sizeof(shader.name));
1305 if (!COM_ParseToken_QuakeC(&text, false) || strcasecmp(com_token, "{"))
1307 Con_Printf("%s parsing error - expected \"{\", found \"%s\"\n", search->filenames[fileindex], com_token);
1310 while (COM_ParseToken_QuakeC(&text, false))
1312 if (!strcasecmp(com_token, "}"))
1314 if (!strcasecmp(com_token, "{"))
1316 static q3shaderinfo_layer_t dummy;
1317 if (shader.numlayers < Q3SHADER_MAXLAYERS)
1319 layer = shader.layers + shader.numlayers++;
1323 // parse and process it anyway, just don't store it (so a map $lightmap or such stuff still is found)
1324 memset(&dummy, 0, sizeof(dummy));
1327 layer->rgbgen.rgbgen = Q3RGBGEN_IDENTITY;
1328 layer->alphagen.alphagen = Q3ALPHAGEN_IDENTITY;
1329 layer->tcgen.tcgen = Q3TCGEN_TEXTURE;
1330 layer->blendfunc[0] = GL_ONE;
1331 layer->blendfunc[1] = GL_ZERO;
1332 while (COM_ParseToken_QuakeC(&text, false))
1334 if (!strcasecmp(com_token, "}"))
1336 if (!strcasecmp(com_token, "\n"))
1339 for (j = 0;strcasecmp(com_token, "\n") && strcasecmp(com_token, "}");j++)
1341 if (j < TEXTURE_MAXFRAMES + 4)
1343 strlcpy(parameter[j], com_token, sizeof(parameter[j]));
1344 numparameters = j + 1;
1346 if (!COM_ParseToken_QuakeC(&text, true))
1349 for (j = numparameters;j < TEXTURE_MAXFRAMES + 4;j++)
1350 parameter[j][0] = 0;
1351 if (developer.integer >= 100)
1353 Con_Printf("%s %i: ", shader.name, shader.numlayers - 1);
1354 for (j = 0;j < numparameters;j++)
1355 Con_Printf(" %s", parameter[j]);
1358 if (numparameters >= 2 && !strcasecmp(parameter[0], "blendfunc"))
1360 if (numparameters == 2)
1362 if (!strcasecmp(parameter[1], "add"))
1364 layer->blendfunc[0] = GL_ONE;
1365 layer->blendfunc[1] = GL_ONE;
1367 else if (!strcasecmp(parameter[1], "filter"))
1369 layer->blendfunc[0] = GL_DST_COLOR;
1370 layer->blendfunc[1] = GL_ZERO;
1372 else if (!strcasecmp(parameter[1], "blend"))
1374 layer->blendfunc[0] = GL_SRC_ALPHA;
1375 layer->blendfunc[1] = GL_ONE_MINUS_SRC_ALPHA;
1378 else if (numparameters == 3)
1381 for (k = 0;k < 2;k++)
1383 if (!strcasecmp(parameter[k+1], "GL_ONE"))
1384 layer->blendfunc[k] = GL_ONE;
1385 else if (!strcasecmp(parameter[k+1], "GL_ZERO"))
1386 layer->blendfunc[k] = GL_ZERO;
1387 else if (!strcasecmp(parameter[k+1], "GL_SRC_COLOR"))
1388 layer->blendfunc[k] = GL_SRC_COLOR;
1389 else if (!strcasecmp(parameter[k+1], "GL_SRC_ALPHA"))
1390 layer->blendfunc[k] = GL_SRC_ALPHA;
1391 else if (!strcasecmp(parameter[k+1], "GL_DST_COLOR"))
1392 layer->blendfunc[k] = GL_DST_COLOR;
1393 else if (!strcasecmp(parameter[k+1], "GL_DST_ALPHA"))
1394 layer->blendfunc[k] = GL_ONE_MINUS_DST_ALPHA;
1395 else if (!strcasecmp(parameter[k+1], "GL_ONE_MINUS_SRC_COLOR"))
1396 layer->blendfunc[k] = GL_ONE_MINUS_SRC_COLOR;
1397 else if (!strcasecmp(parameter[k+1], "GL_ONE_MINUS_SRC_ALPHA"))
1398 layer->blendfunc[k] = GL_ONE_MINUS_SRC_ALPHA;
1399 else if (!strcasecmp(parameter[k+1], "GL_ONE_MINUS_DST_COLOR"))
1400 layer->blendfunc[k] = GL_ONE_MINUS_DST_COLOR;
1401 else if (!strcasecmp(parameter[k+1], "GL_ONE_MINUS_DST_ALPHA"))
1402 layer->blendfunc[k] = GL_ONE_MINUS_DST_ALPHA;
1404 layer->blendfunc[k] = GL_ONE; // default in case of parsing error
1408 if (numparameters >= 2 && !strcasecmp(parameter[0], "alphafunc"))
1409 layer->alphatest = true;
1410 if (numparameters >= 2 && (!strcasecmp(parameter[0], "map") || !strcasecmp(parameter[0], "clampmap")))
1412 if (!strcasecmp(parameter[0], "clampmap"))
1413 layer->clampmap = true;
1414 layer->numframes = 1;
1415 layer->framerate = 1;
1416 layer->texturename = (char**)Mem_ExpandableArray_AllocRecord (
1417 &q3shader_data->char_ptrs);
1418 layer->texturename[0] = Mem_strdup (q3shaders_mem, parameter[1]);
1419 if (!strcasecmp(parameter[1], "$lightmap"))
1420 shader.lighting = true;
1422 else if (numparameters >= 3 && (!strcasecmp(parameter[0], "animmap") || !strcasecmp(parameter[0], "animclampmap")))
1425 layer->numframes = min(numparameters - 2, TEXTURE_MAXFRAMES);
1426 layer->framerate = atof(parameter[1]);
1427 layer->texturename = (char **) Mem_Alloc (q3shaders_mem, sizeof (char*) * layer->numframes);
1428 for (i = 0;i < layer->numframes;i++)
1429 layer->texturename[i] = Mem_strdup (q3shaders_mem, parameter[i + 2]);
1431 else if (numparameters >= 2 && !strcasecmp(parameter[0], "rgbgen"))
1434 for (i = 0;i < numparameters - 2 && i < Q3RGBGEN_MAXPARMS;i++)
1435 layer->rgbgen.parms[i] = atof(parameter[i+2]);
1436 if (!strcasecmp(parameter[1], "identity")) layer->rgbgen.rgbgen = Q3RGBGEN_IDENTITY;
1437 else if (!strcasecmp(parameter[1], "const")) layer->rgbgen.rgbgen = Q3RGBGEN_CONST;
1438 else if (!strcasecmp(parameter[1], "entity")) layer->rgbgen.rgbgen = Q3RGBGEN_ENTITY;
1439 else if (!strcasecmp(parameter[1], "exactvertex")) layer->rgbgen.rgbgen = Q3RGBGEN_EXACTVERTEX;
1440 else if (!strcasecmp(parameter[1], "identitylighting")) layer->rgbgen.rgbgen = Q3RGBGEN_IDENTITYLIGHTING;
1441 else if (!strcasecmp(parameter[1], "lightingdiffuse")) layer->rgbgen.rgbgen = Q3RGBGEN_LIGHTINGDIFFUSE;
1442 else if (!strcasecmp(parameter[1], "oneminusentity")) layer->rgbgen.rgbgen = Q3RGBGEN_ONEMINUSENTITY;
1443 else if (!strcasecmp(parameter[1], "oneminusvertex")) layer->rgbgen.rgbgen = Q3RGBGEN_ONEMINUSVERTEX;
1444 else if (!strcasecmp(parameter[1], "vertex")) layer->rgbgen.rgbgen = Q3RGBGEN_VERTEX;
1445 else if (!strcasecmp(parameter[1], "wave"))
1447 layer->rgbgen.rgbgen = Q3RGBGEN_WAVE;
1448 layer->rgbgen.wavefunc = Mod_LoadQ3Shaders_EnumerateWaveFunc(parameter[2]);
1449 for (i = 0;i < numparameters - 3 && i < Q3WAVEPARMS;i++)
1450 layer->rgbgen.waveparms[i] = atof(parameter[i+3]);
1452 else Con_DPrintf("%s parsing warning: unknown rgbgen %s\n", search->filenames[fileindex], parameter[1]);
1454 else if (numparameters >= 2 && !strcasecmp(parameter[0], "alphagen"))
1457 for (i = 0;i < numparameters - 2 && i < Q3ALPHAGEN_MAXPARMS;i++)
1458 layer->alphagen.parms[i] = atof(parameter[i+2]);
1459 if (!strcasecmp(parameter[1], "identity")) layer->alphagen.alphagen = Q3ALPHAGEN_IDENTITY;
1460 else if (!strcasecmp(parameter[1], "const")) layer->alphagen.alphagen = Q3ALPHAGEN_CONST;
1461 else if (!strcasecmp(parameter[1], "entity")) layer->alphagen.alphagen = Q3ALPHAGEN_ENTITY;
1462 else if (!strcasecmp(parameter[1], "lightingspecular")) layer->alphagen.alphagen = Q3ALPHAGEN_LIGHTINGSPECULAR;
1463 else if (!strcasecmp(parameter[1], "oneminusentity")) layer->alphagen.alphagen = Q3ALPHAGEN_ONEMINUSENTITY;
1464 else if (!strcasecmp(parameter[1], "oneminusvertex")) layer->alphagen.alphagen = Q3ALPHAGEN_ONEMINUSVERTEX;
1465 else if (!strcasecmp(parameter[1], "portal")) layer->alphagen.alphagen = Q3ALPHAGEN_PORTAL;
1466 else if (!strcasecmp(parameter[1], "vertex")) layer->alphagen.alphagen = Q3ALPHAGEN_VERTEX;
1467 else if (!strcasecmp(parameter[1], "wave"))
1469 layer->alphagen.alphagen = Q3ALPHAGEN_WAVE;
1470 layer->alphagen.wavefunc = Mod_LoadQ3Shaders_EnumerateWaveFunc(parameter[2]);
1471 for (i = 0;i < numparameters - 3 && i < Q3WAVEPARMS;i++)
1472 layer->alphagen.waveparms[i] = atof(parameter[i+3]);
1474 else Con_DPrintf("%s parsing warning: unknown alphagen %s\n", search->filenames[fileindex], parameter[1]);
1476 else if (numparameters >= 2 && (!strcasecmp(parameter[0], "texgen") || !strcasecmp(parameter[0], "tcgen")))
1479 // observed values: tcgen environment
1480 // no other values have been observed in real shaders
1481 for (i = 0;i < numparameters - 2 && i < Q3TCGEN_MAXPARMS;i++)
1482 layer->tcgen.parms[i] = atof(parameter[i+2]);
1483 if (!strcasecmp(parameter[1], "base")) layer->tcgen.tcgen = Q3TCGEN_TEXTURE;
1484 else if (!strcasecmp(parameter[1], "texture")) layer->tcgen.tcgen = Q3TCGEN_TEXTURE;
1485 else if (!strcasecmp(parameter[1], "environment")) layer->tcgen.tcgen = Q3TCGEN_ENVIRONMENT;
1486 else if (!strcasecmp(parameter[1], "lightmap")) layer->tcgen.tcgen = Q3TCGEN_LIGHTMAP;
1487 else if (!strcasecmp(parameter[1], "vector")) layer->tcgen.tcgen = Q3TCGEN_VECTOR;
1488 else Con_DPrintf("%s parsing warning: unknown tcgen mode %s\n", search->filenames[fileindex], parameter[1]);
1490 else if (numparameters >= 2 && !strcasecmp(parameter[0], "tcmod"))
1497 // tcmod stretch sin # # # #
1498 // tcmod stretch triangle # # # #
1499 // tcmod transform # # # # # #
1500 // tcmod turb # # # #
1501 // tcmod turb sin # # # # (this is bogus)
1502 // no other values have been observed in real shaders
1503 for (tcmodindex = 0;tcmodindex < Q3MAXTCMODS;tcmodindex++)
1504 if (!layer->tcmods[tcmodindex].tcmod)
1506 if (tcmodindex < Q3MAXTCMODS)
1508 for (i = 0;i < numparameters - 2 && i < Q3TCMOD_MAXPARMS;i++)
1509 layer->tcmods[tcmodindex].parms[i] = atof(parameter[i+2]);
1510 if (!strcasecmp(parameter[1], "entitytranslate")) layer->tcmods[tcmodindex].tcmod = Q3TCMOD_ENTITYTRANSLATE;
1511 else if (!strcasecmp(parameter[1], "rotate")) layer->tcmods[tcmodindex].tcmod = Q3TCMOD_ROTATE;
1512 else if (!strcasecmp(parameter[1], "scale")) layer->tcmods[tcmodindex].tcmod = Q3TCMOD_SCALE;
1513 else if (!strcasecmp(parameter[1], "scroll")) layer->tcmods[tcmodindex].tcmod = Q3TCMOD_SCROLL;
1514 else if (!strcasecmp(parameter[1], "page")) layer->tcmods[tcmodindex].tcmod = Q3TCMOD_PAGE;
1515 else if (!strcasecmp(parameter[1], "stretch"))
1517 layer->tcmods[tcmodindex].tcmod = Q3TCMOD_STRETCH;
1518 layer->tcmods[tcmodindex].wavefunc = Mod_LoadQ3Shaders_EnumerateWaveFunc(parameter[2]);
1519 for (i = 0;i < numparameters - 3 && i < Q3WAVEPARMS;i++)
1520 layer->tcmods[tcmodindex].waveparms[i] = atof(parameter[i+3]);
1522 else if (!strcasecmp(parameter[1], "transform")) layer->tcmods[tcmodindex].tcmod = Q3TCMOD_TRANSFORM;
1523 else if (!strcasecmp(parameter[1], "turb")) layer->tcmods[tcmodindex].tcmod = Q3TCMOD_TURBULENT;
1524 else Con_DPrintf("%s parsing warning: unknown tcmod mode %s\n", search->filenames[fileindex], parameter[1]);
1527 Con_DPrintf("%s parsing warning: too many tcmods on one layer\n", search->filenames[fileindex]);
1529 // break out a level if it was a closing brace (not using the character here to not confuse vim)
1530 if (!strcasecmp(com_token, "}"))
1533 if (layer->rgbgen.rgbgen == Q3RGBGEN_LIGHTINGDIFFUSE || layer->rgbgen.rgbgen == Q3RGBGEN_VERTEX)
1534 shader.lighting = true;
1535 if (layer->alphagen.alphagen == Q3ALPHAGEN_VERTEX)
1537 if (layer == shader.layers + 0)
1539 // vertex controlled transparency
1540 shader.vertexalpha = true;
1544 // multilayer terrain shader or similar
1545 shader.textureblendalpha = true;
1548 layer->texflags = TEXF_ALPHA | TEXF_PRECACHE;
1549 if (!(shader.surfaceparms & Q3SURFACEPARM_NOMIPMAPS))
1550 layer->texflags |= TEXF_MIPMAP;
1551 if (!(shader.textureflags & Q3TEXTUREFLAG_NOPICMIP))
1552 layer->texflags |= TEXF_PICMIP | TEXF_COMPRESS;
1553 if (layer->clampmap)
1554 layer->texflags |= TEXF_CLAMP;
1558 for (j = 0;strcasecmp(com_token, "\n") && strcasecmp(com_token, "}");j++)
1560 if (j < TEXTURE_MAXFRAMES + 4)
1562 strlcpy(parameter[j], com_token, sizeof(parameter[j]));
1563 numparameters = j + 1;
1565 if (!COM_ParseToken_QuakeC(&text, true))
1568 for (j = numparameters;j < TEXTURE_MAXFRAMES + 4;j++)
1569 parameter[j][0] = 0;
1570 if (fileindex == 0 && !strcasecmp(com_token, "}"))
1572 if (developer.integer >= 100)
1574 Con_Printf("%s: ", shader.name);
1575 for (j = 0;j < numparameters;j++)
1576 Con_Printf(" %s", parameter[j]);
1579 if (numparameters < 1)
1581 if (!strcasecmp(parameter[0], "surfaceparm") && numparameters >= 2)
1583 if (!strcasecmp(parameter[1], "alphashadow"))
1584 shader.surfaceparms |= Q3SURFACEPARM_ALPHASHADOW;
1585 else if (!strcasecmp(parameter[1], "areaportal"))
1586 shader.surfaceparms |= Q3SURFACEPARM_AREAPORTAL;
1587 else if (!strcasecmp(parameter[1], "botclip"))
1588 shader.surfaceparms |= Q3SURFACEPARM_BOTCLIP;
1589 else if (!strcasecmp(parameter[1], "clusterportal"))
1590 shader.surfaceparms |= Q3SURFACEPARM_CLUSTERPORTAL;
1591 else if (!strcasecmp(parameter[1], "detail"))
1592 shader.surfaceparms |= Q3SURFACEPARM_DETAIL;
1593 else if (!strcasecmp(parameter[1], "donotenter"))
1594 shader.surfaceparms |= Q3SURFACEPARM_DONOTENTER;
1595 else if (!strcasecmp(parameter[1], "dust"))
1596 shader.surfaceparms |= Q3SURFACEPARM_DUST;
1597 else if (!strcasecmp(parameter[1], "hint"))
1598 shader.surfaceparms |= Q3SURFACEPARM_HINT;
1599 else if (!strcasecmp(parameter[1], "fog"))
1600 shader.surfaceparms |= Q3SURFACEPARM_FOG;
1601 else if (!strcasecmp(parameter[1], "lava"))
1602 shader.surfaceparms |= Q3SURFACEPARM_LAVA;
1603 else if (!strcasecmp(parameter[1], "lightfilter"))
1604 shader.surfaceparms |= Q3SURFACEPARM_LIGHTFILTER;
1605 else if (!strcasecmp(parameter[1], "lightgrid"))
1606 shader.surfaceparms |= Q3SURFACEPARM_LIGHTGRID;
1607 else if (!strcasecmp(parameter[1], "metalsteps"))
1608 shader.surfaceparms |= Q3SURFACEPARM_METALSTEPS;
1609 else if (!strcasecmp(parameter[1], "nodamage"))
1610 shader.surfaceparms |= Q3SURFACEPARM_NODAMAGE;
1611 else if (!strcasecmp(parameter[1], "nodlight"))
1612 shader.surfaceparms |= Q3SURFACEPARM_NODLIGHT;
1613 else if (!strcasecmp(parameter[1], "nodraw"))
1614 shader.surfaceparms |= Q3SURFACEPARM_NODRAW;
1615 else if (!strcasecmp(parameter[1], "nodrop"))
1616 shader.surfaceparms |= Q3SURFACEPARM_NODROP;
1617 else if (!strcasecmp(parameter[1], "noimpact"))
1618 shader.surfaceparms |= Q3SURFACEPARM_NOIMPACT;
1619 else if (!strcasecmp(parameter[1], "nolightmap"))
1620 shader.surfaceparms |= Q3SURFACEPARM_NOLIGHTMAP;
1621 else if (!strcasecmp(parameter[1], "nomarks"))
1622 shader.surfaceparms |= Q3SURFACEPARM_NOMARKS;
1623 else if (!strcasecmp(parameter[1], "nomipmaps"))
1624 shader.surfaceparms |= Q3SURFACEPARM_NOMIPMAPS;
1625 else if (!strcasecmp(parameter[1], "nonsolid"))
1626 shader.surfaceparms |= Q3SURFACEPARM_NONSOLID;
1627 else if (!strcasecmp(parameter[1], "origin"))
1628 shader.surfaceparms |= Q3SURFACEPARM_ORIGIN;
1629 else if (!strcasecmp(parameter[1], "playerclip"))
1630 shader.surfaceparms |= Q3SURFACEPARM_PLAYERCLIP;
1631 else if (!strcasecmp(parameter[1], "sky"))
1632 shader.surfaceparms |= Q3SURFACEPARM_SKY;
1633 else if (!strcasecmp(parameter[1], "slick"))
1634 shader.surfaceparms |= Q3SURFACEPARM_SLICK;
1635 else if (!strcasecmp(parameter[1], "slime"))
1636 shader.surfaceparms |= Q3SURFACEPARM_SLIME;
1637 else if (!strcasecmp(parameter[1], "structural"))
1638 shader.surfaceparms |= Q3SURFACEPARM_STRUCTURAL;
1639 else if (!strcasecmp(parameter[1], "trans"))
1640 shader.surfaceparms |= Q3SURFACEPARM_TRANS;
1641 else if (!strcasecmp(parameter[1], "water"))
1642 shader.surfaceparms |= Q3SURFACEPARM_WATER;
1643 else if (!strcasecmp(parameter[1], "pointlight"))
1644 shader.surfaceparms |= Q3SURFACEPARM_POINTLIGHT;
1645 else if (!strcasecmp(parameter[1], "antiportal"))
1646 shader.surfaceparms |= Q3SURFACEPARM_ANTIPORTAL;
1648 Con_DPrintf("%s parsing warning: unknown surfaceparm \"%s\"\n", search->filenames[fileindex], parameter[1]);
1650 else if (!strcasecmp(parameter[0], "dpshadow"))
1651 shader.dpshadow = true;
1652 else if (!strcasecmp(parameter[0], "dpnoshadow"))
1653 shader.dpnoshadow = true;
1654 else if (!strcasecmp(parameter[0], "sky") && numparameters >= 2)
1656 // some q3 skies don't have the sky parm set
1657 shader.surfaceparms |= Q3SURFACEPARM_SKY;
1658 strlcpy(shader.skyboxname, parameter[1], sizeof(shader.skyboxname));
1660 else if (!strcasecmp(parameter[0], "skyparms") && numparameters >= 2)
1662 // some q3 skies don't have the sky parm set
1663 shader.surfaceparms |= Q3SURFACEPARM_SKY;
1664 if (!atoi(parameter[1]) && strcasecmp(parameter[1], "-"))
1665 strlcpy(shader.skyboxname, parameter[1], sizeof(shader.skyboxname));
1667 else if (!strcasecmp(parameter[0], "cull") && numparameters >= 2)
1669 if (!strcasecmp(parameter[1], "disable") || !strcasecmp(parameter[1], "none") || !strcasecmp(parameter[1], "twosided"))
1670 shader.textureflags |= Q3TEXTUREFLAG_TWOSIDED;
1672 else if (!strcasecmp(parameter[0], "nomipmaps"))
1673 shader.surfaceparms |= Q3SURFACEPARM_NOMIPMAPS;
1674 else if (!strcasecmp(parameter[0], "nopicmip"))
1675 shader.textureflags |= Q3TEXTUREFLAG_NOPICMIP;
1676 else if (!strcasecmp(parameter[0], "polygonoffset"))
1677 shader.textureflags |= Q3TEXTUREFLAG_POLYGONOFFSET;
1678 else if (!strcasecmp(parameter[0], "dp_refract") && numparameters >= 5)
1680 shader.textureflags |= Q3TEXTUREFLAG_REFRACTION;
1681 shader.refractfactor = atof(parameter[1]);
1682 Vector4Set(shader.refractcolor4f, atof(parameter[2]), atof(parameter[3]), atof(parameter[4]), 1);
1684 else if (!strcasecmp(parameter[0], "dp_reflect") && numparameters >= 6)
1686 shader.textureflags |= Q3TEXTUREFLAG_REFLECTION;
1687 shader.reflectfactor = atof(parameter[1]);
1688 Vector4Set(shader.reflectcolor4f, atof(parameter[2]), atof(parameter[3]), atof(parameter[4]), atof(parameter[5]));
1690 else if (!strcasecmp(parameter[0], "dp_water") && numparameters >= 12)
1692 shader.textureflags |= Q3TEXTUREFLAG_WATERSHADER;
1693 shader.reflectmin = atof(parameter[1]);
1694 shader.reflectmax = atof(parameter[2]);
1695 shader.refractfactor = atof(parameter[3]);
1696 shader.reflectfactor = atof(parameter[4]);
1697 Vector4Set(shader.refractcolor4f, atof(parameter[5]), atof(parameter[6]), atof(parameter[7]), 1);
1698 Vector4Set(shader.reflectcolor4f, atof(parameter[8]), atof(parameter[9]), atof(parameter[10]), 1);
1699 shader.r_water_wateralpha = atof(parameter[11]);
1701 else if (!strcasecmp(parameter[0], "deformvertexes") && numparameters >= 2)
1704 for (deformindex = 0;deformindex < Q3MAXDEFORMS;deformindex++)
1705 if (!shader.deforms[deformindex].deform)
1707 if (deformindex < Q3MAXDEFORMS)
1709 for (i = 0;i < numparameters - 2 && i < Q3DEFORM_MAXPARMS;i++)
1710 shader.deforms[deformindex].parms[i] = atof(parameter[i+2]);
1711 if (!strcasecmp(parameter[1], "projectionshadow")) shader.deforms[deformindex].deform = Q3DEFORM_PROJECTIONSHADOW;
1712 else if (!strcasecmp(parameter[1], "autosprite" )) shader.deforms[deformindex].deform = Q3DEFORM_AUTOSPRITE;
1713 else if (!strcasecmp(parameter[1], "autosprite2" )) shader.deforms[deformindex].deform = Q3DEFORM_AUTOSPRITE2;
1714 else if (!strcasecmp(parameter[1], "text0" )) shader.deforms[deformindex].deform = Q3DEFORM_TEXT0;
1715 else if (!strcasecmp(parameter[1], "text1" )) shader.deforms[deformindex].deform = Q3DEFORM_TEXT1;
1716 else if (!strcasecmp(parameter[1], "text2" )) shader.deforms[deformindex].deform = Q3DEFORM_TEXT2;
1717 else if (!strcasecmp(parameter[1], "text3" )) shader.deforms[deformindex].deform = Q3DEFORM_TEXT3;
1718 else if (!strcasecmp(parameter[1], "text4" )) shader.deforms[deformindex].deform = Q3DEFORM_TEXT4;
1719 else if (!strcasecmp(parameter[1], "text5" )) shader.deforms[deformindex].deform = Q3DEFORM_TEXT5;
1720 else if (!strcasecmp(parameter[1], "text6" )) shader.deforms[deformindex].deform = Q3DEFORM_TEXT6;
1721 else if (!strcasecmp(parameter[1], "text7" )) shader.deforms[deformindex].deform = Q3DEFORM_TEXT7;
1722 else if (!strcasecmp(parameter[1], "bulge" )) shader.deforms[deformindex].deform = Q3DEFORM_BULGE;
1723 else if (!strcasecmp(parameter[1], "normal" )) shader.deforms[deformindex].deform = Q3DEFORM_NORMAL;
1724 else if (!strcasecmp(parameter[1], "wave" ))
1726 shader.deforms[deformindex].deform = Q3DEFORM_WAVE;
1727 shader.deforms[deformindex].wavefunc = Mod_LoadQ3Shaders_EnumerateWaveFunc(parameter[3]);
1728 for (i = 0;i < numparameters - 4 && i < Q3WAVEPARMS;i++)
1729 shader.deforms[deformindex].waveparms[i] = atof(parameter[i+4]);
1731 else if (!strcasecmp(parameter[1], "move" ))
1733 shader.deforms[deformindex].deform = Q3DEFORM_MOVE;
1734 shader.deforms[deformindex].wavefunc = Mod_LoadQ3Shaders_EnumerateWaveFunc(parameter[5]);
1735 for (i = 0;i < numparameters - 6 && i < Q3WAVEPARMS;i++)
1736 shader.deforms[deformindex].waveparms[i] = atof(parameter[i+6]);
1741 // pick the primary layer to render with
1742 if (shader.numlayers)
1744 shader.backgroundlayer = -1;
1745 shader.primarylayer = 0;
1746 // if lightmap comes first this is definitely an ordinary texture
1747 // if the first two layers have the correct blendfuncs and use vertex alpha, it is a blended terrain shader
1748 if ((shader.layers[shader.primarylayer].texturename != NULL)
1749 && !strcasecmp(shader.layers[shader.primarylayer].texturename[0], "$lightmap"))
1751 shader.backgroundlayer = -1;
1752 shader.primarylayer = 1;
1754 else if (shader.numlayers >= 2
1755 && shader.layers[1].alphagen.alphagen == Q3ALPHAGEN_VERTEX
1756 && (shader.layers[0].blendfunc[0] == GL_ONE && shader.layers[0].blendfunc[1] == GL_ZERO && !shader.layers[0].alphatest)
1757 && ((shader.layers[1].blendfunc[0] == GL_SRC_ALPHA && shader.layers[1].blendfunc[1] == GL_ONE_MINUS_SRC_ALPHA)
1758 || (shader.layers[1].blendfunc[0] == GL_ONE && shader.layers[1].blendfunc[1] == GL_ZERO && shader.layers[1].alphatest)))
1760 // terrain blending or other effects
1761 shader.backgroundlayer = 0;
1762 shader.primarylayer = 1;
1765 // fix up multiple reflection types
1766 if(shader.textureflags & Q3TEXTUREFLAG_WATERSHADER)
1767 shader.textureflags &= ~(Q3TEXTUREFLAG_REFRACTION | Q3TEXTUREFLAG_REFLECTION);
1769 Q3Shader_AddToHash (&shader);
1775 q3shaderinfo_t *Mod_LookupQ3Shader(const char *name)
1777 unsigned short hash = CRC_Block_CaseInsensitive ((const unsigned char *)name, strlen (name));
1778 q3shader_hash_entry_t* entry = q3shader_data->hash + (hash % Q3SHADER_HASH_SIZE);
1779 while (entry != NULL)
1781 if (strcasecmp (entry->shader.name, name) == 0)
1782 return &entry->shader;
1783 entry = entry->chain;
1788 qboolean Mod_LoadTextureFromQ3Shader(texture_t *texture, const char *name, qboolean warnmissing, qboolean fallback, int defaulttexflags)
1791 qboolean success = true;
1792 q3shaderinfo_t *shader;
1795 strlcpy(texture->name, name, sizeof(texture->name));
1796 shader = name[0] ? Mod_LookupQ3Shader(name) : NULL;
1799 if (developer_loading.integer)
1800 Con_Printf("%s: loaded shader for %s\n", loadmodel->name, name);
1801 texture->surfaceparms = shader->surfaceparms;
1802 texture->textureflags = shader->textureflags;
1804 // allow disabling of picmip or compression by defaulttexflags
1805 if(!(defaulttexflags & TEXF_PICMIP))
1806 texture->textureflags &= ~TEXF_PICMIP;
1807 if(!(defaulttexflags & TEXF_COMPRESS))
1808 texture->textureflags &= ~TEXF_COMPRESS;
1810 if (shader->surfaceparms & Q3SURFACEPARM_SKY)
1812 texture->basematerialflags = MATERIALFLAG_SKY | MATERIALFLAG_NOSHADOW;
1813 if (shader->skyboxname[0])
1815 // quake3 seems to append a _ to the skybox name, so this must do so as well
1816 dpsnprintf(loadmodel->brush.skybox, sizeof(loadmodel->brush.skybox), "%s_", shader->skyboxname);
1819 else if ((texture->surfaceflags & Q3SURFACEFLAG_NODRAW) || shader->numlayers == 0)
1820 texture->basematerialflags = MATERIALFLAG_NODRAW | MATERIALFLAG_NOSHADOW;
1822 texture->basematerialflags = MATERIALFLAG_WALL;
1824 if (shader->layers[0].alphatest)
1825 texture->basematerialflags |= MATERIALFLAG_ALPHATEST | MATERIALFLAG_NOSHADOW;
1826 if (shader->textureflags & Q3TEXTUREFLAG_TWOSIDED)
1827 texture->basematerialflags |= MATERIALFLAG_NOSHADOW | MATERIALFLAG_NOCULLFACE;
1828 if (shader->textureflags & Q3TEXTUREFLAG_POLYGONOFFSET)
1829 texture->biaspolygonoffset -= 2;
1830 if (shader->textureflags & Q3TEXTUREFLAG_REFRACTION)
1831 texture->basematerialflags |= MATERIALFLAG_REFRACTION;
1832 if (shader->textureflags & Q3TEXTUREFLAG_REFLECTION)
1833 texture->basematerialflags |= MATERIALFLAG_REFLECTION;
1834 if (shader->textureflags & Q3TEXTUREFLAG_WATERSHADER)
1835 texture->basematerialflags |= MATERIALFLAG_WATERSHADER;
1836 texture->customblendfunc[0] = GL_ONE;
1837 texture->customblendfunc[1] = GL_ZERO;
1838 if (shader->numlayers > 0)
1840 texture->customblendfunc[0] = shader->layers[0].blendfunc[0];
1841 texture->customblendfunc[1] = shader->layers[0].blendfunc[1];
1843 Q3 shader blendfuncs actually used in the game (* = supported by DP)
1844 * additive GL_ONE GL_ONE
1845 additive weird GL_ONE GL_SRC_ALPHA
1846 additive weird 2 GL_ONE GL_ONE_MINUS_SRC_ALPHA
1847 * alpha GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA
1848 alpha inverse GL_ONE_MINUS_SRC_ALPHA GL_SRC_ALPHA
1849 brighten GL_DST_COLOR GL_ONE
1850 brighten GL_ONE GL_SRC_COLOR
1851 brighten weird GL_DST_COLOR GL_ONE_MINUS_DST_ALPHA
1852 brighten weird 2 GL_DST_COLOR GL_SRC_ALPHA
1853 * modulate GL_DST_COLOR GL_ZERO
1854 * modulate GL_ZERO GL_SRC_COLOR
1855 modulate inverse GL_ZERO GL_ONE_MINUS_SRC_COLOR
1856 modulate inverse alpha GL_ZERO GL_SRC_ALPHA
1857 modulate weird inverse GL_ONE_MINUS_DST_COLOR GL_ZERO
1858 * modulate x2 GL_DST_COLOR GL_SRC_COLOR
1859 * no blend GL_ONE GL_ZERO
1860 nothing GL_ZERO GL_ONE
1862 // if not opaque, figure out what blendfunc to use
1863 if (shader->layers[0].blendfunc[0] != GL_ONE || shader->layers[0].blendfunc[1] != GL_ZERO)
1865 if (shader->layers[0].blendfunc[0] == GL_ONE && shader->layers[0].blendfunc[1] == GL_ONE)
1866 texture->basematerialflags |= MATERIALFLAG_ADD | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
1867 else if (shader->layers[0].blendfunc[0] == GL_SRC_ALPHA && shader->layers[0].blendfunc[1] == GL_ONE)
1868 texture->basematerialflags |= MATERIALFLAG_ADD | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
1869 else if (shader->layers[0].blendfunc[0] == GL_SRC_ALPHA && shader->layers[0].blendfunc[1] == GL_ONE_MINUS_SRC_ALPHA)
1870 texture->basematerialflags |= MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
1872 texture->basematerialflags |= MATERIALFLAG_CUSTOMBLEND | MATERIALFLAG_FULLBRIGHT | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
1875 if (!shader->lighting)
1876 texture->basematerialflags |= MATERIALFLAG_FULLBRIGHT;
1877 if (shader->primarylayer >= 0)
1879 q3shaderinfo_layer_t* primarylayer = shader->layers + shader->primarylayer;
1880 // copy over many primarylayer parameters
1881 texture->rgbgen = primarylayer->rgbgen;
1882 texture->alphagen = primarylayer->alphagen;
1883 texture->tcgen = primarylayer->tcgen;
1884 memcpy(texture->tcmods, primarylayer->tcmods, sizeof(texture->tcmods));
1885 // load the textures
1886 texture->numskinframes = primarylayer->numframes;
1887 texture->skinframerate = primarylayer->framerate;
1888 for (j = 0;j < primarylayer->numframes;j++)
1890 if(cls.state == ca_dedicated)
1892 texture->skinframes[j] = NULL;
1894 else if (!(texture->skinframes[j] = R_SkinFrame_LoadExternal(primarylayer->texturename[j], primarylayer->texflags, false)))
1896 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);
1897 texture->skinframes[j] = R_SkinFrame_LoadMissing();
1901 if (shader->backgroundlayer >= 0)
1903 q3shaderinfo_layer_t* backgroundlayer = shader->layers + shader->backgroundlayer;
1904 texture->backgroundnumskinframes = backgroundlayer->numframes;
1905 texture->backgroundskinframerate = backgroundlayer->framerate;
1906 for (j = 0;j < backgroundlayer->numframes;j++)
1908 if(cls.state == ca_dedicated)
1910 texture->skinframes[j] = NULL;
1912 else if (!(texture->backgroundskinframes[j] = R_SkinFrame_LoadExternal(backgroundlayer->texturename[j], backgroundlayer->texflags, false)))
1914 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);
1915 texture->backgroundskinframes[j] = R_SkinFrame_LoadMissing();
1919 if (shader->dpshadow)
1920 texture->basematerialflags &= ~MATERIALFLAG_NOSHADOW;
1921 if (shader->dpnoshadow)
1922 texture->basematerialflags |= MATERIALFLAG_NOSHADOW;
1923 memcpy(texture->deforms, shader->deforms, sizeof(texture->deforms));
1924 texture->reflectmin = shader->reflectmin;
1925 texture->reflectmax = shader->reflectmax;
1926 texture->refractfactor = shader->refractfactor;
1927 Vector4Copy(shader->refractcolor4f, texture->refractcolor4f);
1928 texture->reflectfactor = shader->reflectfactor;
1929 Vector4Copy(shader->reflectcolor4f, texture->reflectcolor4f);
1930 texture->r_water_wateralpha = shader->r_water_wateralpha;
1932 else if (!strcmp(texture->name, "noshader") || !texture->name[0])
1934 if (developer.integer >= 100)
1935 Con_Printf("^1%s:^7 using fallback noshader material for ^3\"%s\"\n", loadmodel->name, name);
1936 texture->surfaceparms = 0;
1938 else if (!strcmp(texture->name, "common/nodraw") || !strcmp(texture->name, "textures/common/nodraw"))
1940 if (developer.integer >= 100)
1941 Con_Printf("^1%s:^7 using fallback nodraw material for ^3\"%s\"\n", loadmodel->name, name);
1942 texture->surfaceparms = 0;
1943 texture->basematerialflags = MATERIALFLAG_NODRAW | MATERIALFLAG_NOSHADOW;
1947 if (developer.integer >= 100)
1948 Con_Printf("^1%s:^7 No shader found for texture ^3\"%s\"\n", loadmodel->name, texture->name);
1949 texture->surfaceparms = 0;
1950 if (texture->surfaceflags & Q3SURFACEFLAG_NODRAW)
1951 texture->basematerialflags |= MATERIALFLAG_NODRAW | MATERIALFLAG_NOSHADOW;
1952 else if (texture->surfaceflags & Q3SURFACEFLAG_SKY)
1953 texture->basematerialflags |= MATERIALFLAG_SKY | MATERIALFLAG_NOSHADOW;
1955 texture->basematerialflags |= MATERIALFLAG_WALL;
1956 texture->numskinframes = 1;
1957 if(cls.state == ca_dedicated)
1959 texture->skinframes[0] = NULL;
1966 if ((texture->skinframes[0] = R_SkinFrame_LoadExternal_CheckAlpha(texture->name, defaulttexflags, false, &has_alpha)))
1968 if(has_alpha && (defaulttexflags & TEXF_ALPHA))
1969 texture->basematerialflags |= MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
1976 if (!success && warnmissing)
1977 Con_Printf("^1%s:^7 could not load texture ^3\"%s\"\n", loadmodel->name, texture->name);
1980 // init the animation variables
1981 texture->currentframe = texture;
1982 if (texture->numskinframes < 1)
1983 texture->numskinframes = 1;
1984 if (!texture->skinframes[0])
1985 texture->skinframes[0] = R_SkinFrame_LoadMissing();
1986 texture->currentskinframe = texture->skinframes[0];
1987 texture->backgroundcurrentskinframe = texture->backgroundskinframes[0];
1991 skinfile_t *Mod_LoadSkinFiles(void)
1993 int i, words, line, wordsoverflow;
1996 skinfile_t *skinfile = NULL, *first = NULL;
1997 skinfileitem_t *skinfileitem;
1998 char word[10][MAX_QPATH];
2002 U_bodyBox,models/players/Legoman/BikerA2.tga
2003 U_RArm,models/players/Legoman/BikerA1.tga
2004 U_LArm,models/players/Legoman/BikerA1.tga
2005 U_armor,common/nodraw
2006 U_sword,common/nodraw
2007 U_shield,common/nodraw
2008 U_homb,common/nodraw
2009 U_backpack,common/nodraw
2010 U_colcha,common/nodraw
2015 memset(word, 0, sizeof(word));
2016 for (i = 0;i < MAX_SKINS && (data = text = (char *)FS_LoadFile(va("%s_%i.skin", loadmodel->name, i), tempmempool, true, NULL));i++)
2018 // If it's the first file we parse
2019 if (skinfile == NULL)
2021 skinfile = (skinfile_t *)Mem_Alloc(loadmodel->mempool, sizeof(skinfile_t));
2026 skinfile->next = (skinfile_t *)Mem_Alloc(loadmodel->mempool, sizeof(skinfile_t));
2027 skinfile = skinfile->next;
2029 skinfile->next = NULL;
2031 for(line = 0;;line++)
2034 if (!COM_ParseToken_QuakeC(&data, true))
2036 if (!strcmp(com_token, "\n"))
2039 wordsoverflow = false;
2043 strlcpy(word[words++], com_token, sizeof (word[0]));
2045 wordsoverflow = true;
2047 while (COM_ParseToken_QuakeC(&data, true) && strcmp(com_token, "\n"));
2050 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);
2053 // words is always >= 1
2054 if (!strcmp(word[0], "replace"))
2058 if (developer_loading.integer)
2059 Con_Printf("Mod_LoadSkinFiles: parsed mesh \"%s\" shader replacement \"%s\"\n", word[1], word[2]);
2060 skinfileitem = (skinfileitem_t *)Mem_Alloc(loadmodel->mempool, sizeof(skinfileitem_t));
2061 skinfileitem->next = skinfile->items;
2062 skinfile->items = skinfileitem;
2063 strlcpy (skinfileitem->name, word[1], sizeof (skinfileitem->name));
2064 strlcpy (skinfileitem->replacement, word[2], sizeof (skinfileitem->replacement));
2067 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]);
2069 else if (words >= 2 && !strncmp(word[0], "tag_", 4))
2071 // tag name, like "tag_weapon,"
2072 // not used for anything (not even in Quake3)
2074 else if (words >= 2 && !strcmp(word[1], ","))
2076 // mesh shader name, like "U_RArm,models/players/Legoman/BikerA1.tga"
2077 if (developer_loading.integer)
2078 Con_Printf("Mod_LoadSkinFiles: parsed mesh \"%s\" shader replacement \"%s\"\n", word[0], word[2]);
2079 skinfileitem = (skinfileitem_t *)Mem_Alloc(loadmodel->mempool, sizeof(skinfileitem_t));
2080 skinfileitem->next = skinfile->items;
2081 skinfile->items = skinfileitem;
2082 strlcpy (skinfileitem->name, word[0], sizeof (skinfileitem->name));
2083 strlcpy (skinfileitem->replacement, word[2], sizeof (skinfileitem->replacement));
2086 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);
2091 loadmodel->numskins = i;
2095 void Mod_FreeSkinFiles(skinfile_t *skinfile)
2098 skinfileitem_t *skinfileitem, *nextitem;
2099 for (;skinfile;skinfile = next)
2101 next = skinfile->next;
2102 for (skinfileitem = skinfile->items;skinfileitem;skinfileitem = nextitem)
2104 nextitem = skinfileitem->next;
2105 Mem_Free(skinfileitem);
2111 int Mod_CountSkinFiles(skinfile_t *skinfile)
2114 for (i = 0;skinfile;skinfile = skinfile->next, i++);
2118 void Mod_SnapVertices(int numcomponents, int numvertices, float *vertices, float snap)
2121 double isnap = 1.0 / snap;
2122 for (i = 0;i < numvertices*numcomponents;i++)
2123 vertices[i] = floor(vertices[i]*isnap)*snap;
2126 int Mod_RemoveDegenerateTriangles(int numtriangles, const int *inelement3i, int *outelement3i, const float *vertex3f)
2128 int i, outtriangles;
2129 float edgedir1[3], edgedir2[3], temp[3];
2130 // a degenerate triangle is one with no width (thickness, surface area)
2131 // these are characterized by having all 3 points colinear (along a line)
2132 // or having two points identical
2133 // the simplest check is to calculate the triangle's area
2134 for (i = 0, outtriangles = 0;i < numtriangles;i++, inelement3i += 3)
2136 // calculate first edge
2137 VectorSubtract(vertex3f + inelement3i[1] * 3, vertex3f + inelement3i[0] * 3, edgedir1);
2138 VectorSubtract(vertex3f + inelement3i[2] * 3, vertex3f + inelement3i[0] * 3, edgedir2);
2139 CrossProduct(edgedir1, edgedir2, temp);
2140 if (VectorLength2(temp) < 0.001f)
2141 continue; // degenerate triangle (no area)
2142 // valid triangle (has area)
2143 VectorCopy(inelement3i, outelement3i);
2147 return outtriangles;
2150 void Mod_VertexRangeFromElements(int numelements, const int *elements, int *firstvertexpointer, int *lastvertexpointer)
2153 int firstvertex, lastvertex;
2154 if (numelements > 0 && elements)
2156 firstvertex = lastvertex = elements[0];
2157 for (i = 1;i < numelements;i++)
2160 firstvertex = min(firstvertex, e);
2161 lastvertex = max(lastvertex, e);
2165 firstvertex = lastvertex = 0;
2166 if (firstvertexpointer)
2167 *firstvertexpointer = firstvertex;
2168 if (lastvertexpointer)
2169 *lastvertexpointer = lastvertex;
2172 void Mod_MakeSortedSurfaces(dp_model_t *mod)
2174 // make an optimal set of texture-sorted batches to draw...
2176 int *firstsurfacefortexture;
2177 int *numsurfacesfortexture;
2178 if (!mod->sortedmodelsurfaces)
2179 mod->sortedmodelsurfaces = Mem_Alloc(loadmodel->mempool, mod->nummodelsurfaces * sizeof(*mod->sortedmodelsurfaces));
2180 firstsurfacefortexture = Mem_Alloc(tempmempool, mod->num_textures * sizeof(*firstsurfacefortexture));
2181 numsurfacesfortexture = Mem_Alloc(tempmempool, mod->num_textures * sizeof(*numsurfacesfortexture));
2182 memset(numsurfacesfortexture, 0, mod->num_textures * sizeof(*numsurfacesfortexture));
2183 for (j = 0;j < mod->nummodelsurfaces;j++)
2185 const msurface_t *surface = mod->data_surfaces + j + mod->firstmodelsurface;
2186 int t = (int)(surface->texture - mod->data_textures);
2187 numsurfacesfortexture[t]++;
2190 for (t = 0;t < mod->num_textures;t++)
2192 firstsurfacefortexture[t] = j;
2193 j += numsurfacesfortexture[t];
2195 for (j = 0;j < mod->nummodelsurfaces;j++)
2197 const msurface_t *surface = mod->data_surfaces + j + mod->firstmodelsurface;
2198 int t = (int)(surface->texture - mod->data_textures);
2199 mod->sortedmodelsurfaces[firstsurfacefortexture[t]++] = j + mod->firstmodelsurface;
2201 Mem_Free(firstsurfacefortexture);
2202 Mem_Free(numsurfacesfortexture);
2205 static void Mod_BuildVBOs(void)
2207 if (!gl_support_arb_vertex_buffer_object)
2210 // element buffer is easy because it's just one array
2211 if (loadmodel->surfmesh.num_triangles)
2213 if (loadmodel->surfmesh.data_element3s)
2216 for (i = 0;i < loadmodel->surfmesh.num_triangles*3;i++)
2217 loadmodel->surfmesh.data_element3s[i] = loadmodel->surfmesh.data_element3i[i];
2218 loadmodel->surfmesh.ebo3s = R_Mesh_CreateStaticBufferObject(GL_ELEMENT_ARRAY_BUFFER_ARB, loadmodel->surfmesh.data_element3s, loadmodel->surfmesh.num_triangles * sizeof(unsigned short[3]), loadmodel->name);
2221 loadmodel->surfmesh.ebo3i = R_Mesh_CreateStaticBufferObject(GL_ELEMENT_ARRAY_BUFFER_ARB, loadmodel->surfmesh.data_element3i, loadmodel->surfmesh.num_triangles * sizeof(unsigned int[3]), loadmodel->name);
2224 // vertex buffer is several arrays and we put them in the same buffer
2226 // is this wise? the texcoordtexture2f array is used with dynamic
2227 // vertex/svector/tvector/normal when rendering animated models, on the
2228 // other hand animated models don't use a lot of vertices anyway...
2229 if (loadmodel->surfmesh.num_vertices)
2234 loadmodel->surfmesh.vbooffset_vertex3f = size;if (loadmodel->surfmesh.data_vertex3f ) size += loadmodel->surfmesh.num_vertices * sizeof(float[3]);
2235 loadmodel->surfmesh.vbooffset_svector3f = size;if (loadmodel->surfmesh.data_svector3f ) size += loadmodel->surfmesh.num_vertices * sizeof(float[3]);
2236 loadmodel->surfmesh.vbooffset_tvector3f = size;if (loadmodel->surfmesh.data_tvector3f ) size += loadmodel->surfmesh.num_vertices * sizeof(float[3]);
2237 loadmodel->surfmesh.vbooffset_normal3f = size;if (loadmodel->surfmesh.data_normal3f ) size += loadmodel->surfmesh.num_vertices * sizeof(float[3]);
2238 loadmodel->surfmesh.vbooffset_texcoordtexture2f = size;if (loadmodel->surfmesh.data_texcoordtexture2f ) size += loadmodel->surfmesh.num_vertices * sizeof(float[2]);
2239 loadmodel->surfmesh.vbooffset_texcoordlightmap2f = size;if (loadmodel->surfmesh.data_texcoordlightmap2f) size += loadmodel->surfmesh.num_vertices * sizeof(float[2]);
2240 loadmodel->surfmesh.vbooffset_lightmapcolor4f = size;if (loadmodel->surfmesh.data_lightmapcolor4f ) size += loadmodel->surfmesh.num_vertices * sizeof(float[4]);
2241 mem = (unsigned char *)Mem_Alloc(tempmempool, size);
2242 if (loadmodel->surfmesh.data_vertex3f ) memcpy(mem + loadmodel->surfmesh.vbooffset_vertex3f , loadmodel->surfmesh.data_vertex3f , loadmodel->surfmesh.num_vertices * sizeof(float[3]));
2243 if (loadmodel->surfmesh.data_svector3f ) memcpy(mem + loadmodel->surfmesh.vbooffset_svector3f , loadmodel->surfmesh.data_svector3f , loadmodel->surfmesh.num_vertices * sizeof(float[3]));
2244 if (loadmodel->surfmesh.data_tvector3f ) memcpy(mem + loadmodel->surfmesh.vbooffset_tvector3f , loadmodel->surfmesh.data_tvector3f , loadmodel->surfmesh.num_vertices * sizeof(float[3]));
2245 if (loadmodel->surfmesh.data_normal3f ) memcpy(mem + loadmodel->surfmesh.vbooffset_normal3f , loadmodel->surfmesh.data_normal3f , loadmodel->surfmesh.num_vertices * sizeof(float[3]));
2246 if (loadmodel->surfmesh.data_texcoordtexture2f ) memcpy(mem + loadmodel->surfmesh.vbooffset_texcoordtexture2f , loadmodel->surfmesh.data_texcoordtexture2f , loadmodel->surfmesh.num_vertices * sizeof(float[2]));
2247 if (loadmodel->surfmesh.data_texcoordlightmap2f) memcpy(mem + loadmodel->surfmesh.vbooffset_texcoordlightmap2f, loadmodel->surfmesh.data_texcoordlightmap2f, loadmodel->surfmesh.num_vertices * sizeof(float[2]));
2248 if (loadmodel->surfmesh.data_lightmapcolor4f ) memcpy(mem + loadmodel->surfmesh.vbooffset_lightmapcolor4f , loadmodel->surfmesh.data_lightmapcolor4f , loadmodel->surfmesh.num_vertices * sizeof(float[4]));
2249 loadmodel->surfmesh.vbo = R_Mesh_CreateStaticBufferObject(GL_ARRAY_BUFFER_ARB, mem, size, loadmodel->name);
2254 static void Mod_Decompile_OBJ(dp_model_t *model, const char *filename, const char *mtlfilename, const char *originalfilename)
2256 int vertexindex, surfaceindex, triangleindex, textureindex, countvertices = 0, countsurfaces = 0, countfaces = 0, counttextures = 0;
2258 const char *texname;
2260 const float *v, *vn, *vt;
2262 size_t outbufferpos = 0;
2263 size_t outbuffermax = 0x100000;
2264 char *outbuffer = (char *) Z_Malloc(outbuffermax), *oldbuffer;
2265 const msurface_t *surface;
2266 const int maxtextures = 256;
2267 char *texturenames = (char *) Z_Malloc(maxtextures * MAX_QPATH);
2269 // construct the mtllib file
2270 l = dpsnprintf(outbuffer + outbufferpos, outbuffermax - outbufferpos, "# mtllib for %s exported by darkplaces engine\n", originalfilename);
2273 for (surfaceindex = 0, surface = model->data_surfaces;surfaceindex < model->num_surfaces;surfaceindex++, surface++)
2276 countvertices += surface->num_vertices;
2277 countfaces += surface->num_triangles;
2278 texname = (surface->texture && surface->texture->name[0]) ? surface->texture->name : "default";
2279 for (textureindex = 0;textureindex < maxtextures && texturenames[textureindex*MAX_QPATH];textureindex++)
2280 if (!strcmp(texturenames + textureindex * MAX_QPATH, texname))
2282 if (textureindex >= maxtextures)
2283 continue; // just a precaution
2284 if (counttextures < textureindex + 1)
2285 counttextures = textureindex + 1;
2286 strlcpy(texturenames + textureindex * MAX_QPATH, texname, MAX_QPATH);
2287 if (outbufferpos >= outbuffermax >> 1)
2290 oldbuffer = outbuffer;
2291 outbuffer = (char *) Z_Malloc(outbuffermax);
2292 memcpy(outbuffer, oldbuffer, outbufferpos);
2295 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");
2300 // write the mtllib file
2301 FS_WriteFile(mtlfilename, outbuffer, outbufferpos);
2304 // construct the obj file
2305 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);
2308 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)
2310 if (outbufferpos >= outbuffermax >> 1)
2313 oldbuffer = outbuffer;
2314 outbuffer = (char *) Z_Malloc(outbuffermax);
2315 memcpy(outbuffer, oldbuffer, outbufferpos);
2318 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]);
2322 for (surfaceindex = 0, surface = model->data_surfaces;surfaceindex < model->num_surfaces;surfaceindex++, surface++)
2324 l = dpsnprintf(outbuffer + outbufferpos, outbuffermax - outbufferpos, "usemtl %s\n", (surface->texture && surface->texture->name[0]) ? surface->texture->name : "default");
2327 for (triangleindex = 0, e = model->surfmesh.data_element3i + surface->num_firsttriangle * 3;triangleindex < surface->num_triangles;triangleindex++, e += 3)
2329 if (outbufferpos >= outbuffermax >> 1)
2332 oldbuffer = outbuffer;
2333 outbuffer = (char *) Z_Malloc(outbuffermax);
2334 memcpy(outbuffer, oldbuffer, outbufferpos);
2340 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);
2346 // write the obj file
2347 FS_WriteFile(filename, outbuffer, outbufferpos);
2351 Z_Free(texturenames);
2354 Con_Printf("Wrote %s (%i bytes, %i vertices, %i faces, %i surfaces with %i distinct textures)\n", filename, (int)outbufferpos, countvertices, countfaces, countsurfaces, counttextures);
2357 static void Mod_Decompile_SMD(dp_model_t *model, const char *filename, int firstpose, int numposes, qboolean writetriangles)
2359 int countnodes = 0, counttriangles = 0, countframes = 0;
2369 size_t outbufferpos = 0;
2370 size_t outbuffermax = 0x100000;
2371 char *outbuffer = (char *) Z_Malloc(outbuffermax), *oldbuffer;
2372 const msurface_t *surface;
2373 l = dpsnprintf(outbuffer + outbufferpos, outbuffermax - outbufferpos, "version 1\nnodes\n");
2377 if(model->num_poses >= 0)
2378 modelscale = sqrt(model->data_poses[0] * model->data_poses[0] + model->data_poses[1] * model->data_poses[1] + model->data_poses[2] * model->data_poses[2]);
2379 if(fabs(modelscale - 1) > 1e-4)
2381 if(firstpose == 0) // only print the when writing the reference pose
2382 Con_Printf("The model has an old-style model scale of %f\n", modelscale);
2386 for (transformindex = 0;transformindex < model->num_bones;transformindex++)
2388 if (outbufferpos >= outbuffermax >> 1)
2391 oldbuffer = outbuffer;
2392 outbuffer = (char *) Z_Malloc(outbuffermax);
2393 memcpy(outbuffer, oldbuffer, outbufferpos);
2397 l = dpsnprintf(outbuffer + outbufferpos, outbuffermax - outbufferpos, "%3i \"%s\" %3i\n", transformindex, model->data_bones[transformindex].name, model->data_bones[transformindex].parent);
2401 l = dpsnprintf(outbuffer + outbufferpos, outbuffermax - outbufferpos, "end\nskeleton\n");
2404 for (poseindex = 0, pose = model->data_poses + model->num_bones * 12 * firstpose;poseindex < numposes;poseindex++)
2407 l = dpsnprintf(outbuffer + outbufferpos, outbuffermax - outbufferpos, "time %i\n", poseindex);
2410 for (transformindex = 0;transformindex < model->num_bones;transformindex++, pose += 12)
2415 if (outbufferpos >= outbuffermax >> 1)
2418 oldbuffer = outbuffer;
2419 outbuffer = (char *) Z_Malloc(outbuffermax);
2420 memcpy(outbuffer, oldbuffer, outbufferpos);
2424 // strangely the smd angles are for a transposed matrix, so we
2425 // have to generate a transposed matrix, then convert that...
2426 mtest[0][0] = pose[ 0];
2427 mtest[0][1] = pose[ 4];
2428 mtest[0][2] = pose[ 8];
2429 mtest[0][3] = pose[ 3];
2430 mtest[1][0] = pose[ 1];
2431 mtest[1][1] = pose[ 5];
2432 mtest[1][2] = pose[ 9];
2433 mtest[1][3] = pose[ 7];
2434 mtest[2][0] = pose[ 2];
2435 mtest[2][1] = pose[ 6];
2436 mtest[2][2] = pose[10];
2437 mtest[2][3] = pose[11];
2438 AnglesFromVectors(angles, mtest[0], mtest[2], false);
2439 if (angles[0] >= 180) angles[0] -= 360;
2440 if (angles[1] >= 180) angles[1] -= 360;
2441 if (angles[2] >= 180) angles[2] -= 360;
2443 a = DEG2RAD(angles[ROLL]);
2444 b = DEG2RAD(angles[PITCH]);
2445 c = DEG2RAD(angles[YAW]);
2449 float cy, sy, cp, sp, cr, sr;
2451 // smd matrix construction, for comparing to non-transposed m
2462 test[0][1] = sr*sp*cy+cr*-sy;
2463 test[1][1] = sr*sp*sy+cr*cy;
2465 test[0][2] = (cr*sp*cy+-sr*-sy);
2466 test[1][2] = (cr*sp*sy+-sr*cy);
2468 test[0][3] = pose[3];
2469 test[1][3] = pose[7];
2470 test[2][3] = pose[11];
2473 l = dpsnprintf(outbuffer + outbufferpos, outbuffermax - outbufferpos, "%3i %f %f %f %f %f %f\n", transformindex, pose[3] * modelscale, pose[7] * modelscale, pose[11] * modelscale, DEG2RAD(angles[ROLL]), DEG2RAD(angles[PITCH]), DEG2RAD(angles[YAW]));
2478 l = dpsnprintf(outbuffer + outbufferpos, outbuffermax - outbufferpos, "end\n");
2483 l = dpsnprintf(outbuffer + outbufferpos, outbuffermax - outbufferpos, "triangles\n");
2486 for (surfaceindex = 0, surface = model->data_surfaces;surfaceindex < model->num_surfaces;surfaceindex++, surface++)
2488 for (triangleindex = 0, e = model->surfmesh.data_element3i + surface->num_firsttriangle * 3;triangleindex < surface->num_triangles;triangleindex++, e += 3)
2491 if (outbufferpos >= outbuffermax >> 1)
2494 oldbuffer = outbuffer;
2495 outbuffer = (char *) Z_Malloc(outbuffermax);
2496 memcpy(outbuffer, oldbuffer, outbufferpos);
2499 l = dpsnprintf(outbuffer + outbufferpos, outbuffermax - outbufferpos, "%s\n", surface->texture && surface->texture->name[0] ? surface->texture->name : "default.bmp");
2502 for (cornerindex = 0;cornerindex < 3;cornerindex++)
2504 const int index = e[2-cornerindex];
2505 const float *v = model->surfmesh.data_vertex3f + index * 3;
2506 const float *vn = model->surfmesh.data_normal3f + index * 3;
2507 const float *vt = model->surfmesh.data_texcoordtexture2f + index * 2;
2508 const int *wi = model->surfmesh.data_vertexweightindex4i + index * 4;
2509 const float *wf = model->surfmesh.data_vertexweightinfluence4f + index * 4;
2510 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], wi[1], wf[1], wi[2], wf[2], wi[3], wf[3]);
2511 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], wi[1], wf[1], wi[2], wf[2]);
2512 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], wi[1], wf[1]);
2513 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]);
2519 l = dpsnprintf(outbuffer + outbufferpos, outbuffermax - outbufferpos, "end\n");
2524 FS_WriteFile(filename, outbuffer, outbufferpos);
2527 Con_Printf("Wrote %s (%i bytes, %i nodes, %i frames, %i triangles)\n", filename, (int)outbufferpos, countnodes, countframes, counttriangles);
2534 decompiles a model to editable files
2537 static void Mod_Decompile_f(void)
2539 int i, j, k, l, first, count;
2541 char inname[MAX_QPATH];
2542 char outname[MAX_QPATH];
2543 char mtlname[MAX_QPATH];
2544 char basename[MAX_QPATH];
2545 char animname[MAX_QPATH];
2546 char animname2[MAX_QPATH];
2547 char zymtextbuffer[16384];
2548 char dpmtextbuffer[16384];
2549 int zymtextsize = 0;
2550 int dpmtextsize = 0;
2552 if (Cmd_Argc() != 2)
2554 Con_Print("usage: modeldecompile <filename>\n");
2558 strlcpy(inname, Cmd_Argv(1), sizeof(inname));
2559 FS_StripExtension(inname, basename, sizeof(basename));
2561 mod = Mod_ForName(inname, false, true, cl.worldmodel && !strcasecmp(inname, cl.worldmodel->name));
2564 Con_Print("No such model\n");
2567 if (!mod->surfmesh.num_triangles)
2569 Con_Print("Empty model (or sprite)\n");
2573 // export OBJ if possible (not on sprites)
2574 if (mod->surfmesh.num_triangles)
2576 dpsnprintf(outname, sizeof(outname), "%s_decompiled.obj", basename);
2577 dpsnprintf(mtlname, sizeof(mtlname), "%s_decompiled.mtl", basename);
2578 Mod_Decompile_OBJ(mod, outname, mtlname, inname);
2581 // export SMD if possible (only for skeletal models)
2582 if (mod->surfmesh.num_triangles && mod->num_bones)
2584 dpsnprintf(outname, sizeof(outname), "%s_decompiled/ref1.smd", basename);
2585 Mod_Decompile_SMD(mod, outname, 0, 1, true);
2586 l = dpsnprintf(zymtextbuffer + zymtextsize, sizeof(zymtextbuffer) - zymtextsize, "output out.zym\nscale 1\norigin 0 0 0\nmesh ref1.smd\n");
2587 if (l > 0) zymtextsize += l;
2588 l = dpsnprintf(dpmtextbuffer + dpmtextsize, sizeof(dpmtextbuffer) - dpmtextsize, "outputdir .\nmodel out\nscale 1\norigin 0 0 0\nscene ref1.smd\n");
2589 if (l > 0) dpmtextsize += l;
2590 for (i = 0;i < mod->numframes;i = j)
2592 strlcpy(animname, mod->animscenes[i].name, sizeof(animname));
2593 first = mod->animscenes[i].firstframe;
2594 if (mod->animscenes[i].framecount > 1)
2597 count = mod->animscenes[i].framecount;
2603 // check for additional frames with same name
2604 for (l = 0, k = strlen(animname);animname[l];l++)
2605 if ((animname[l] < '0' || animname[l] > '9') && animname[l] != '_')
2608 count = (mod->num_poses / mod->num_bones) - first;
2609 for (j = i + 1;j < mod->numframes;j++)
2611 strlcpy(animname2, mod->animscenes[j].name, sizeof(animname2));
2612 for (l = 0, k = strlen(animname2);animname2[l];l++)
2613 if ((animname2[l] < '0' || animname2[l] > '9') && animname2[l] != '_')
2616 if (strcmp(animname2, animname) || mod->animscenes[j].framecount > 1)
2618 count = mod->animscenes[j].firstframe - first;
2622 // if it's only one frame, use the original frame name
2624 strlcpy(animname, mod->animscenes[i].name, sizeof(animname));
2627 dpsnprintf(outname, sizeof(outname), "%s_decompiled/%s.smd", basename, animname);
2628 Mod_Decompile_SMD(mod, outname, first, count, false);
2629 if (zymtextsize < (int)sizeof(zymtextbuffer) - 100)
2631 l = dpsnprintf(zymtextbuffer + zymtextsize, sizeof(zymtextbuffer) - zymtextsize, "scene %s.smd fps %g\n", animname, mod->animscenes[i].framerate);
2632 if (l > 0) zymtextsize += l;
2634 if (dpmtextsize < (int)sizeof(dpmtextbuffer) - 100)
2636 l = dpsnprintf(dpmtextbuffer + dpmtextsize, sizeof(dpmtextbuffer) - dpmtextsize, "scene %s.smd\n", animname);
2637 if (l > 0) dpmtextsize += l;
2641 FS_WriteFile(va("%s_decompiled/out_zym.txt", basename), zymtextbuffer, (fs_offset_t)zymtextsize);
2643 FS_WriteFile(va("%s_decompiled/out_dpm.txt", basename), dpmtextbuffer, (fs_offset_t)dpmtextsize);