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"};
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 = 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 = 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 = 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 = 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 surface->cached_dlight = true;
128 static void Mod_Print(void);
129 static void Mod_Precache (void);
130 static void Mod_BuildVBOs(void);
133 mod_mempool = Mem_AllocPool("modelinfo", 0, NULL);
134 Mem_ExpandableArray_NewArray(&models, mod_mempool, sizeof(model_t), 16);
140 Cvar_RegisterVariable(&r_mipskins);
141 Cmd_AddCommand ("modellist", Mod_Print, "prints a list of loaded models");
142 Cmd_AddCommand ("modelprecache", Mod_Precache, "load a model");
145 void Mod_RenderInit(void)
147 R_RegisterModule("Models", mod_start, mod_shutdown, mod_newmap);
150 void Mod_UnloadModel (model_t *mod)
152 char name[MAX_QPATH];
153 qboolean isworldmodel;
155 strlcpy(name, mod->name, sizeof(name));
156 isworldmodel = mod->isworldmodel;
158 if (mod->surfmesh.ebo)
159 R_Mesh_DestroyBufferObject(mod->surfmesh.ebo);
160 if (mod->surfmesh.vbo)
161 R_Mesh_DestroyBufferObject(mod->surfmesh.vbo);
162 // free textures/memory attached to the model
163 R_FreeTexturePool(&mod->texturepool);
164 Mem_FreePool(&mod->mempool);
165 // clear the struct to make it available
166 memset(mod, 0, sizeof(model_t));
167 // restore the fields we want to preserve
168 strlcpy(mod->name, name, sizeof(mod->name));
169 mod->isworldmodel = isworldmodel;
181 model_t *Mod_LoadModel(model_t *mod, qboolean crash, qboolean checkdisk, qboolean isworldmodel)
186 fs_offset_t filesize;
190 if (mod->name[0] == '*') // submodel
196 // even if the model is loaded it still may need reloading...
198 // if the model is a worldmodel and is being referred to as a
199 // non-worldmodel here, then it needs reloading to get rid of the
201 if (mod->isworldmodel != isworldmodel)
204 // if it is not loaded or checkdisk is true we need to calculate the crc
205 if (!mod->loaded || checkdisk)
207 if (checkdisk && mod->loaded)
208 Con_DPrintf("checking model %s\n", mod->name);
209 buf = FS_LoadFile (mod->name, tempmempool, false, &filesize);
212 crc = CRC_Block((unsigned char *)buf, filesize);
213 // we need to reload the model if the crc does not match
219 // if the model is already loaded and checks passed, just return
227 Con_DPrintf("loading model %s\n", mod->name);
228 // LordHavoc: unload the existing model in this slot (if there is one)
229 if (mod->loaded || mod->mempool)
230 Mod_UnloadModel(mod);
233 mod->isworldmodel = isworldmodel;
236 // errors can prevent the corresponding mod->loaded = true;
239 // default model radius and bounding box (mainly for missing models)
241 VectorSet(mod->normalmins, -mod->radius, -mod->radius, -mod->radius);
242 VectorSet(mod->normalmaxs, mod->radius, mod->radius, mod->radius);
243 VectorSet(mod->yawmins, -mod->radius, -mod->radius, -mod->radius);
244 VectorSet(mod->yawmaxs, mod->radius, mod->radius, mod->radius);
245 VectorSet(mod->rotatedmins, -mod->radius, -mod->radius, -mod->radius);
246 VectorSet(mod->rotatedmaxs, mod->radius, mod->radius, mod->radius);
248 // if we're loading a worldmodel, then this is a level change
249 if (mod->isworldmodel)
251 // clear out any stale submodels or worldmodels lying around
252 // if we did this clear before now, an error might abort loading and
253 // leave things in a bad state
254 Mod_RemoveStaleWorldModels(mod);
255 // reload q3 shaders, to make sure they are ready to go for this level
256 // (including any models loaded for this level)
262 char *bufend = (char *)buf + filesize;
264 // all models use memory, so allocate a memory pool
265 mod->mempool = Mem_AllocPool(mod->name, 0, NULL);
267 num = LittleLong(*((int *)buf));
268 // call the apropriate loader
270 if (!memcmp(buf, "IDPO", 4)) Mod_IDP0_Load(mod, buf, bufend);
271 else if (!memcmp(buf, "IDP2", 4)) Mod_IDP2_Load(mod, buf, bufend);
272 else if (!memcmp(buf, "IDP3", 4)) Mod_IDP3_Load(mod, buf, bufend);
273 else if (!memcmp(buf, "IDSP", 4)) Mod_IDSP_Load(mod, buf, bufend);
274 else if (!memcmp(buf, "IDS2", 4)) Mod_IDS2_Load(mod, buf, bufend);
275 else if (!memcmp(buf, "IBSP", 4)) Mod_IBSP_Load(mod, buf, bufend);
276 else if (!memcmp(buf, "ZYMOTICMODEL", 12)) Mod_ZYMOTICMODEL_Load(mod, buf, bufend);
277 else if (!memcmp(buf, "DARKPLACESMODEL", 16)) Mod_DARKPLACESMODEL_Load(mod, buf, bufend);
278 else if (!memcmp(buf, "ACTRHEAD", 8)) Mod_PSKMODEL_Load(mod, buf, bufend);
279 else if (strlen(mod->name) >= 4 && !strcmp(mod->name - 4, ".map")) Mod_MAP_Load(mod, buf, bufend);
280 else if (!memcmp(buf, "MCBSPpad", 8)) Mod_Q1BSP_Load(mod, buf, bufend);
281 else if (num == BSPVERSION || num == 30) Mod_Q1BSP_Load(mod, buf, bufend);
282 else Con_Printf("Mod_LoadModel: model \"%s\" is of unknown/unsupported type\n", mod->name);
287 // no fatal errors occurred, so this model is ready to use.
292 // LordHavoc: Sys_Error was *ANNOYING*
293 Con_Printf ("Mod_LoadModel: %s not found\n", mod->name);
298 void Mod_ClearUsed(void)
301 int nummodels = Mem_ExpandableArray_IndexRange(&models);
303 for (i = 0;i < nummodels;i++)
304 if ((mod = Mem_ExpandableArray_RecordAtIndex(&models, i)) && mod->name[0])
308 void Mod_PurgeUnused(void)
311 int nummodels = Mem_ExpandableArray_IndexRange(&models);
313 for (i = 0;i < nummodels;i++)
315 if ((mod = Mem_ExpandableArray_RecordAtIndex(&models, i)) && mod->name[0] && !mod->used)
317 Mod_UnloadModel(mod);
318 Mem_ExpandableArray_FreeRecord(&models, mod);
323 // only used during loading!
324 void Mod_RemoveStaleWorldModels(model_t *skip)
327 int nummodels = Mem_ExpandableArray_IndexRange(&models);
329 for (i = 0;i < nummodels;i++)
331 if ((mod = Mem_ExpandableArray_RecordAtIndex(&models, i)) && mod->isworldmodel && mod->loaded && skip != mod)
333 Mod_UnloadModel(mod);
334 mod->isworldmodel = false;
346 model_t *Mod_FindName(const char *name)
349 int nummodels = Mem_ExpandableArray_IndexRange(&models);
353 Host_Error ("Mod_ForName: NULL name");
355 // search the currently loaded models
356 for (i = 0;i < nummodels;i++)
358 if ((mod = Mem_ExpandableArray_RecordAtIndex(&models, i)) && mod->name[0] && !strcmp(mod->name, name))
365 // no match found, create a new one
366 mod = Mem_ExpandableArray_AllocRecord(&models);
367 strlcpy(mod->name, name, sizeof(mod->name));
377 Loads in a model for the given name
380 model_t *Mod_ForName(const char *name, qboolean crash, qboolean checkdisk, qboolean isworldmodel)
383 model = Mod_FindName(name);
384 if (model->name[0] != '*' && (!model->loaded || checkdisk))
385 Mod_LoadModel(model, crash, checkdisk, isworldmodel);
393 Reloads all models if they have changed
396 void Mod_Reload(void)
399 int nummodels = Mem_ExpandableArray_IndexRange(&models);
401 for (i = 0;i < nummodels;i++)
402 if ((mod = Mem_ExpandableArray_RecordAtIndex(&models, i)) && mod->name[0] && mod->name[0] != '*' && mod->used)
403 Mod_LoadModel(mod, true, true, mod->isworldmodel);
406 unsigned char *mod_base;
409 //=============================================================================
416 static void Mod_Print(void)
419 int nummodels = Mem_ExpandableArray_IndexRange(&models);
422 Con_Print("Loaded models:\n");
423 for (i = 0;i < nummodels;i++)
424 if ((mod = Mem_ExpandableArray_RecordAtIndex(&models, i)) && mod->name[0])
425 Con_Printf("%4iK %s\n", mod->mempool ? (int)((mod->mempool->totalsize + 1023) / 1024) : 0, mod->name);
433 static void Mod_Precache(void)
436 Mod_ForName(Cmd_Argv(1), false, true, cl.worldmodel && !strcasecmp(Cmd_Argv(1), cl.worldmodel->name));
438 Con_Print("usage: modelprecache <filename>\n");
441 int Mod_BuildVertexRemapTableFromElements(int numelements, const int *elements, int numvertices, int *remapvertices)
445 used = (unsigned char *)Mem_Alloc(tempmempool, numvertices);
446 memset(used, 0, numvertices);
447 for (i = 0;i < numelements;i++)
448 used[elements[i]] = 1;
449 for (i = 0, count = 0;i < numvertices;i++)
450 remapvertices[i] = used[i] ? count++ : -1;
456 // fast way, using an edge hash
457 #define TRIANGLEEDGEHASH 8192
458 void Mod_BuildTriangleNeighbors(int *neighbors, const int *elements, int numtriangles)
460 int i, j, p, e1, e2, *n, hashindex, count, match;
462 typedef struct edgehashentry_s
464 struct edgehashentry_s *next;
469 edgehashentry_t *edgehash[TRIANGLEEDGEHASH], *edgehashentries, edgehashentriesbuffer[TRIANGLEEDGEHASH*3], *hash;
470 memset(edgehash, 0, sizeof(edgehash));
471 edgehashentries = edgehashentriesbuffer;
472 // if there are too many triangles for the stack array, allocate larger buffer
473 if (numtriangles > TRIANGLEEDGEHASH)
474 edgehashentries = (edgehashentry_t *)Mem_Alloc(tempmempool, numtriangles * 3 * sizeof(edgehashentry_t));
475 // find neighboring triangles
476 for (i = 0, e = elements, n = neighbors;i < numtriangles;i++, e += 3, n += 3)
478 for (j = 0, p = 2;j < 3;p = j, j++)
482 // this hash index works for both forward and backward edges
483 hashindex = (unsigned int)(e1 + e2) % TRIANGLEEDGEHASH;
484 hash = edgehashentries + i * 3 + j;
485 hash->next = edgehash[hashindex];
486 edgehash[hashindex] = hash;
488 hash->element[0] = e1;
489 hash->element[1] = e2;
492 for (i = 0, e = elements, n = neighbors;i < numtriangles;i++, e += 3, n += 3)
494 for (j = 0, p = 2;j < 3;p = j, j++)
498 // this hash index works for both forward and backward edges
499 hashindex = (unsigned int)(e1 + e2) % TRIANGLEEDGEHASH;
502 for (hash = edgehash[hashindex];hash;hash = hash->next)
504 if (hash->element[0] == e2 && hash->element[1] == e1)
506 if (hash->triangle != i)
507 match = hash->triangle;
510 else if ((hash->element[0] == e1 && hash->element[1] == e2))
513 // detect edges shared by three triangles and make them seams
519 // free the allocated buffer
520 if (edgehashentries != edgehashentriesbuffer)
521 Mem_Free(edgehashentries);
524 // very slow but simple way
525 static int Mod_FindTriangleWithEdge(const int *elements, int numtriangles, int start, int end, int ignore)
530 for (i = 0;i < numtriangles;i++, elements += 3)
532 if ((elements[0] == start && elements[1] == end)
533 || (elements[1] == start && elements[2] == end)
534 || (elements[2] == start && elements[0] == end))
540 else if ((elements[1] == start && elements[0] == end)
541 || (elements[2] == start && elements[1] == end)
542 || (elements[0] == start && elements[2] == end))
545 // detect edges shared by three triangles and make them seams
551 void Mod_BuildTriangleNeighbors(int *neighbors, const int *elements, int numtriangles)
555 for (i = 0, e = elements, n = neighbors;i < numtriangles;i++, e += 3, n += 3)
557 n[0] = Mod_FindTriangleWithEdge(elements, numtriangles, e[1], e[0], i);
558 n[1] = Mod_FindTriangleWithEdge(elements, numtriangles, e[2], e[1], i);
559 n[2] = Mod_FindTriangleWithEdge(elements, numtriangles, e[0], e[2], i);
564 void Mod_ValidateElements(int *elements, int numtriangles, int firstvertex, int numverts, const char *filename, int fileline)
566 int i, warned = false, endvertex = firstvertex + numverts;
567 for (i = 0;i < numtriangles * 3;i++)
569 if (elements[i] < firstvertex || elements[i] >= endvertex)
574 Con_Printf("Mod_ValidateElements: out of bounds elements detected at %s:%d\n", filename, fileline);
576 elements[i] = firstvertex;
581 // warning: this is an expensive function!
582 void Mod_BuildNormals(int firstvertex, int numvertices, int numtriangles, const float *vertex3f, const int *elements, float *normal3f, qboolean areaweighting)
589 memset(normal3f + 3 * firstvertex, 0, numvertices * sizeof(float[3]));
590 // process each vertex of each triangle and accumulate the results
591 // use area-averaging, to make triangles with a big area have a bigger
592 // weighting on the vertex normal than triangles with a small area
593 // to do so, just add the 'normals' together (the bigger the area
594 // the greater the length of the normal is
596 for (i = 0; i < numtriangles; i++, element += 3)
599 vertex3f + element[0] * 3,
600 vertex3f + element[1] * 3,
601 vertex3f + element[2] * 3,
606 VectorNormalize(areaNormal);
608 for (j = 0;j < 3;j++)
610 vectorNormal = normal3f + element[j] * 3;
611 vectorNormal[0] += areaNormal[0];
612 vectorNormal[1] += areaNormal[1];
613 vectorNormal[2] += areaNormal[2];
616 // and just normalize the accumulated vertex normal in the end
617 vectorNormal = normal3f + 3 * firstvertex;
618 for (i = 0; i < numvertices; i++, vectorNormal += 3)
619 VectorNormalize(vectorNormal);
622 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)
624 float f, tangentcross[3], v10[3], v20[3], tc10[2], tc20[2];
625 // 79 add/sub/negate/multiply (1 cycle), 1 compare (3 cycle?), total cycles not counting load/store/exchange roughly 82 cycles
626 // 6 add, 28 subtract, 39 multiply, 1 compare, 50% chance of 6 negates
628 // 6 multiply, 9 subtract
629 VectorSubtract(v1, v0, v10);
630 VectorSubtract(v2, v0, v20);
631 normal3f[0] = v20[1] * v10[2] - v20[2] * v10[1];
632 normal3f[1] = v20[2] * v10[0] - v20[0] * v10[2];
633 normal3f[2] = v20[0] * v10[1] - v20[1] * v10[0];
634 // 12 multiply, 10 subtract
635 tc10[1] = tc1[1] - tc0[1];
636 tc20[1] = tc2[1] - tc0[1];
637 svector3f[0] = tc10[1] * v20[0] - tc20[1] * v10[0];
638 svector3f[1] = tc10[1] * v20[1] - tc20[1] * v10[1];
639 svector3f[2] = tc10[1] * v20[2] - tc20[1] * v10[2];
640 tc10[0] = tc1[0] - tc0[0];
641 tc20[0] = tc2[0] - tc0[0];
642 tvector3f[0] = tc10[0] * v20[0] - tc20[0] * v10[0];
643 tvector3f[1] = tc10[0] * v20[1] - tc20[0] * v10[1];
644 tvector3f[2] = tc10[0] * v20[2] - tc20[0] * v10[2];
645 // 12 multiply, 4 add, 6 subtract
646 f = DotProduct(svector3f, normal3f);
647 svector3f[0] -= f * normal3f[0];
648 svector3f[1] -= f * normal3f[1];
649 svector3f[2] -= f * normal3f[2];
650 f = DotProduct(tvector3f, normal3f);
651 tvector3f[0] -= f * normal3f[0];
652 tvector3f[1] -= f * normal3f[1];
653 tvector3f[2] -= f * normal3f[2];
654 // if texture is mapped the wrong way (counterclockwise), the tangents
655 // have to be flipped, this is detected by calculating a normal from the
656 // two tangents, and seeing if it is opposite the surface normal
657 // 9 multiply, 2 add, 3 subtract, 1 compare, 50% chance of: 6 negates
658 CrossProduct(tvector3f, svector3f, tangentcross);
659 if (DotProduct(tangentcross, normal3f) < 0)
661 VectorNegate(svector3f, svector3f);
662 VectorNegate(tvector3f, tvector3f);
666 // warning: this is a very expensive function!
667 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)
670 float sdir[3], tdir[3], normal[3], *sv, *tv;
671 const float *v0, *v1, *v2, *tc0, *tc1, *tc2, *n;
672 float f, tangentcross[3], v10[3], v20[3], tc10[2], tc20[2];
675 memset(svector3f + 3 * firstvertex, 0, numvertices * sizeof(float[3]));
676 memset(tvector3f + 3 * firstvertex, 0, numvertices * sizeof(float[3]));
677 // process each vertex of each triangle and accumulate the results
678 for (tnum = 0, e = elements;tnum < numtriangles;tnum++, e += 3)
680 v0 = vertex3f + e[0] * 3;
681 v1 = vertex3f + e[1] * 3;
682 v2 = vertex3f + e[2] * 3;
683 tc0 = texcoord2f + e[0] * 2;
684 tc1 = texcoord2f + e[1] * 2;
685 tc2 = texcoord2f + e[2] * 2;
687 // 79 add/sub/negate/multiply (1 cycle), 1 compare (3 cycle?), total cycles not counting load/store/exchange roughly 82 cycles
688 // 6 add, 28 subtract, 39 multiply, 1 compare, 50% chance of 6 negates
690 // calculate the edge directions and surface normal
691 // 6 multiply, 9 subtract
692 VectorSubtract(v1, v0, v10);
693 VectorSubtract(v2, v0, v20);
694 normal[0] = v20[1] * v10[2] - v20[2] * v10[1];
695 normal[1] = v20[2] * v10[0] - v20[0] * v10[2];
696 normal[2] = v20[0] * v10[1] - v20[1] * v10[0];
698 // calculate the tangents
699 // 12 multiply, 10 subtract
700 tc10[1] = tc1[1] - tc0[1];
701 tc20[1] = tc2[1] - tc0[1];
702 sdir[0] = tc10[1] * v20[0] - tc20[1] * v10[0];
703 sdir[1] = tc10[1] * v20[1] - tc20[1] * v10[1];
704 sdir[2] = tc10[1] * v20[2] - tc20[1] * v10[2];
705 tc10[0] = tc1[0] - tc0[0];
706 tc20[0] = tc2[0] - tc0[0];
707 tdir[0] = tc10[0] * v20[0] - tc20[0] * v10[0];
708 tdir[1] = tc10[0] * v20[1] - tc20[0] * v10[1];
709 tdir[2] = tc10[0] * v20[2] - tc20[0] * v10[2];
711 // if texture is mapped the wrong way (counterclockwise), the tangents
712 // have to be flipped, this is detected by calculating a normal from the
713 // two tangents, and seeing if it is opposite the surface normal
714 // 9 multiply, 2 add, 3 subtract, 1 compare, 50% chance of: 6 negates
715 CrossProduct(tdir, sdir, tangentcross);
716 if (DotProduct(tangentcross, normal) < 0)
718 VectorNegate(sdir, sdir);
719 VectorNegate(tdir, tdir);
724 VectorNormalize(sdir);
725 VectorNormalize(tdir);
727 for (i = 0;i < 3;i++)
729 VectorAdd(svector3f + e[i]*3, sdir, svector3f + e[i]*3);
730 VectorAdd(tvector3f + e[i]*3, tdir, tvector3f + e[i]*3);
733 // make the tangents completely perpendicular to the surface normal, and
734 // then normalize them
735 // 16 assignments, 2 divide, 2 sqrt, 2 negates, 14 adds, 24 multiplies
736 for (i = 0, sv = svector3f + 3 * firstvertex, tv = tvector3f + 3 * firstvertex, n = normal3f + 3 * firstvertex;i < numvertices;i++, sv += 3, tv += 3, n += 3)
738 f = -DotProduct(sv, n);
739 VectorMA(sv, f, n, sv);
741 f = -DotProduct(tv, n);
742 VectorMA(tv, f, n, tv);
747 void Mod_AllocSurfMesh(mempool_t *mempool, int numvertices, int numtriangles, qboolean lightmapoffsets, qboolean vertexcolors, qboolean neighbors)
750 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));
751 loadmodel->surfmesh.num_vertices = numvertices;
752 loadmodel->surfmesh.num_triangles = numtriangles;
753 if (loadmodel->surfmesh.num_vertices)
755 loadmodel->surfmesh.data_vertex3f = (float *)data, data += sizeof(float[3]) * loadmodel->surfmesh.num_vertices;
756 loadmodel->surfmesh.data_svector3f = (float *)data, data += sizeof(float[3]) * loadmodel->surfmesh.num_vertices;
757 loadmodel->surfmesh.data_tvector3f = (float *)data, data += sizeof(float[3]) * loadmodel->surfmesh.num_vertices;
758 loadmodel->surfmesh.data_normal3f = (float *)data, data += sizeof(float[3]) * loadmodel->surfmesh.num_vertices;
759 loadmodel->surfmesh.data_texcoordtexture2f = (float *)data, data += sizeof(float[2]) * loadmodel->surfmesh.num_vertices;
760 loadmodel->surfmesh.data_texcoordlightmap2f = (float *)data, data += sizeof(float[2]) * loadmodel->surfmesh.num_vertices;
762 loadmodel->surfmesh.data_lightmapcolor4f = (float *)data, data += sizeof(float[4]) * loadmodel->surfmesh.num_vertices;
764 loadmodel->surfmesh.data_lightmapoffsets = (int *)data, data += sizeof(int) * loadmodel->surfmesh.num_vertices;
766 if (loadmodel->surfmesh.num_triangles)
768 loadmodel->surfmesh.data_element3i = (int *)data, data += sizeof(int[3]) * loadmodel->surfmesh.num_triangles;
770 loadmodel->surfmesh.data_neighbor3i = (int *)data, data += sizeof(int[3]) * loadmodel->surfmesh.num_triangles;
774 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)
776 shadowmesh_t *newmesh;
779 size = sizeof(shadowmesh_t);
780 size += maxverts * sizeof(float[3]);
782 size += maxverts * sizeof(float[11]);
783 size += maxtriangles * sizeof(int[3]);
785 size += maxtriangles * sizeof(int[3]);
787 size += SHADOWMESHVERTEXHASH * sizeof(shadowmeshvertexhash_t *) + maxverts * sizeof(shadowmeshvertexhash_t);
788 data = (unsigned char *)Mem_Alloc(mempool, size);
789 newmesh = (shadowmesh_t *)data;data += sizeof(*newmesh);
790 newmesh->map_diffuse = map_diffuse;
791 newmesh->map_specular = map_specular;
792 newmesh->map_normal = map_normal;
793 newmesh->maxverts = maxverts;
794 newmesh->maxtriangles = maxtriangles;
795 newmesh->numverts = 0;
796 newmesh->numtriangles = 0;
798 newmesh->vertex3f = (float *)data;data += maxverts * sizeof(float[3]);
801 newmesh->svector3f = (float *)data;data += maxverts * sizeof(float[3]);
802 newmesh->tvector3f = (float *)data;data += maxverts * sizeof(float[3]);
803 newmesh->normal3f = (float *)data;data += maxverts * sizeof(float[3]);
804 newmesh->texcoord2f = (float *)data;data += maxverts * sizeof(float[2]);
806 newmesh->element3i = (int *)data;data += maxtriangles * sizeof(int[3]);
809 newmesh->neighbor3i = (int *)data;data += maxtriangles * sizeof(int[3]);
813 newmesh->vertexhashtable = (shadowmeshvertexhash_t **)data;data += SHADOWMESHVERTEXHASH * sizeof(shadowmeshvertexhash_t *);
814 newmesh->vertexhashentries = (shadowmeshvertexhash_t *)data;data += maxverts * sizeof(shadowmeshvertexhash_t);
819 shadowmesh_t *Mod_ShadowMesh_ReAlloc(mempool_t *mempool, shadowmesh_t *oldmesh, int light, int neighbors)
821 shadowmesh_t *newmesh;
822 newmesh = Mod_ShadowMesh_Alloc(mempool, oldmesh->numverts, oldmesh->numtriangles, oldmesh->map_diffuse, oldmesh->map_specular, oldmesh->map_normal, light, neighbors, false);
823 newmesh->numverts = oldmesh->numverts;
824 newmesh->numtriangles = oldmesh->numtriangles;
826 memcpy(newmesh->vertex3f, oldmesh->vertex3f, oldmesh->numverts * sizeof(float[3]));
827 if (newmesh->svector3f && oldmesh->svector3f)
829 memcpy(newmesh->svector3f, oldmesh->svector3f, oldmesh->numverts * sizeof(float[3]));
830 memcpy(newmesh->tvector3f, oldmesh->tvector3f, oldmesh->numverts * sizeof(float[3]));
831 memcpy(newmesh->normal3f, oldmesh->normal3f, oldmesh->numverts * sizeof(float[3]));
832 memcpy(newmesh->texcoord2f, oldmesh->texcoord2f, oldmesh->numverts * sizeof(float[2]));
834 memcpy(newmesh->element3i, oldmesh->element3i, oldmesh->numtriangles * sizeof(int[3]));
835 if (newmesh->neighbor3i && oldmesh->neighbor3i)
836 memcpy(newmesh->neighbor3i, oldmesh->neighbor3i, oldmesh->numtriangles * sizeof(int[3]));
840 int Mod_ShadowMesh_AddVertex(shadowmesh_t *mesh, float *vertex14f)
843 shadowmeshvertexhash_t *hash;
844 // this uses prime numbers intentionally
845 hashindex = (unsigned int) (vertex14f[0] * 2003 + vertex14f[1] * 4001 + vertex14f[2] * 7919) % SHADOWMESHVERTEXHASH;
846 for (hash = mesh->vertexhashtable[hashindex];hash;hash = hash->next)
848 vnum = (hash - mesh->vertexhashentries);
849 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]))
850 && (mesh->svector3f == NULL || (mesh->svector3f[vnum * 3 + 0] == vertex14f[3] && mesh->svector3f[vnum * 3 + 1] == vertex14f[4] && mesh->svector3f[vnum * 3 + 2] == vertex14f[5]))
851 && (mesh->tvector3f == NULL || (mesh->tvector3f[vnum * 3 + 0] == vertex14f[6] && mesh->tvector3f[vnum * 3 + 1] == vertex14f[7] && mesh->tvector3f[vnum * 3 + 2] == vertex14f[8]))
852 && (mesh->normal3f == NULL || (mesh->normal3f[vnum * 3 + 0] == vertex14f[9] && mesh->normal3f[vnum * 3 + 1] == vertex14f[10] && mesh->normal3f[vnum * 3 + 2] == vertex14f[11]))
853 && (mesh->texcoord2f == NULL || (mesh->texcoord2f[vnum * 2 + 0] == vertex14f[12] && mesh->texcoord2f[vnum * 2 + 1] == vertex14f[13])))
854 return hash - mesh->vertexhashentries;
856 vnum = mesh->numverts++;
857 hash = mesh->vertexhashentries + vnum;
858 hash->next = mesh->vertexhashtable[hashindex];
859 mesh->vertexhashtable[hashindex] = hash;
860 if (mesh->vertex3f) {mesh->vertex3f[vnum * 3 + 0] = vertex14f[0];mesh->vertex3f[vnum * 3 + 1] = vertex14f[1];mesh->vertex3f[vnum * 3 + 2] = vertex14f[2];}
861 if (mesh->svector3f) {mesh->svector3f[vnum * 3 + 0] = vertex14f[3];mesh->svector3f[vnum * 3 + 1] = vertex14f[4];mesh->svector3f[vnum * 3 + 2] = vertex14f[5];}
862 if (mesh->tvector3f) {mesh->tvector3f[vnum * 3 + 0] = vertex14f[6];mesh->tvector3f[vnum * 3 + 1] = vertex14f[7];mesh->tvector3f[vnum * 3 + 2] = vertex14f[8];}
863 if (mesh->normal3f) {mesh->normal3f[vnum * 3 + 0] = vertex14f[9];mesh->normal3f[vnum * 3 + 1] = vertex14f[10];mesh->normal3f[vnum * 3 + 2] = vertex14f[11];}
864 if (mesh->texcoord2f) {mesh->texcoord2f[vnum * 2 + 0] = vertex14f[12];mesh->texcoord2f[vnum * 2 + 1] = vertex14f[13];}
868 void Mod_ShadowMesh_AddTriangle(mempool_t *mempool, shadowmesh_t *mesh, rtexture_t *map_diffuse, rtexture_t *map_specular, rtexture_t *map_normal, float *vertex14f)
870 if (mesh->numtriangles == 0)
872 // set the properties on this empty mesh to be more favorable...
873 // (note: this case only occurs for the first triangle added to a new mesh chain)
874 mesh->map_diffuse = map_diffuse;
875 mesh->map_specular = map_specular;
876 mesh->map_normal = map_normal;
878 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)
880 if (mesh->next == NULL)
881 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);
884 mesh->element3i[mesh->numtriangles * 3 + 0] = Mod_ShadowMesh_AddVertex(mesh, vertex14f + 14 * 0);
885 mesh->element3i[mesh->numtriangles * 3 + 1] = Mod_ShadowMesh_AddVertex(mesh, vertex14f + 14 * 1);
886 mesh->element3i[mesh->numtriangles * 3 + 2] = Mod_ShadowMesh_AddVertex(mesh, vertex14f + 14 * 2);
887 mesh->numtriangles++;
890 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)
893 float vbuf[3*14], *v;
894 memset(vbuf, 0, sizeof(vbuf));
895 for (i = 0;i < numtris;i++)
897 for (j = 0, v = vbuf;j < 3;j++, v += 14)
902 v[0] = vertex3f[e * 3 + 0];
903 v[1] = vertex3f[e * 3 + 1];
904 v[2] = vertex3f[e * 3 + 2];
908 v[3] = svector3f[e * 3 + 0];
909 v[4] = svector3f[e * 3 + 1];
910 v[5] = svector3f[e * 3 + 2];
914 v[6] = tvector3f[e * 3 + 0];
915 v[7] = tvector3f[e * 3 + 1];
916 v[8] = tvector3f[e * 3 + 2];
920 v[9] = normal3f[e * 3 + 0];
921 v[10] = normal3f[e * 3 + 1];
922 v[11] = normal3f[e * 3 + 2];
926 v[12] = texcoord2f[e * 2 + 0];
927 v[13] = texcoord2f[e * 2 + 1];
930 Mod_ShadowMesh_AddTriangle(mempool, mesh, map_diffuse, map_specular, map_normal, vbuf);
934 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)
936 return Mod_ShadowMesh_Alloc(mempool, maxverts, maxtriangles, map_diffuse, map_specular, map_normal, light, neighbors, expandable);
939 static void Mod_ShadowMesh_CreateVBOs(shadowmesh_t *mesh)
941 if (!gl_support_arb_vertex_buffer_object)
944 // element buffer is easy because it's just one array
945 if (mesh->numtriangles)
946 mesh->ebo = R_Mesh_CreateStaticBufferObject(GL_ELEMENT_ARRAY_BUFFER_ARB, mesh->element3i, mesh->numtriangles * sizeof(int[3]), "shadowmesh");
948 // vertex buffer is several arrays and we put them in the same buffer
950 // is this wise? the texcoordtexture2f array is used with dynamic
951 // vertex/svector/tvector/normal when rendering animated models, on the
952 // other hand animated models don't use a lot of vertices anyway...
958 mesh->vbooffset_vertex3f = size;if (mesh->vertex3f ) size += mesh->numverts * sizeof(float[3]);
959 mesh->vbooffset_svector3f = size;if (mesh->svector3f ) size += mesh->numverts * sizeof(float[3]);
960 mesh->vbooffset_tvector3f = size;if (mesh->tvector3f ) size += mesh->numverts * sizeof(float[3]);
961 mesh->vbooffset_normal3f = size;if (mesh->normal3f ) size += mesh->numverts * sizeof(float[3]);
962 mesh->vbooffset_texcoord2f = size;if (mesh->texcoord2f ) size += mesh->numverts * sizeof(float[2]);
963 mem = (unsigned char *)Mem_Alloc(tempmempool, size);
964 if (mesh->vertex3f ) memcpy(mem + mesh->vbooffset_vertex3f , mesh->vertex3f , mesh->numverts * sizeof(float[3]));
965 if (mesh->svector3f ) memcpy(mem + mesh->vbooffset_svector3f , mesh->svector3f , mesh->numverts * sizeof(float[3]));
966 if (mesh->tvector3f ) memcpy(mem + mesh->vbooffset_tvector3f , mesh->tvector3f , mesh->numverts * sizeof(float[3]));
967 if (mesh->normal3f ) memcpy(mem + mesh->vbooffset_normal3f , mesh->normal3f , mesh->numverts * sizeof(float[3]));
968 if (mesh->texcoord2f ) memcpy(mem + mesh->vbooffset_texcoord2f , mesh->texcoord2f , mesh->numverts * sizeof(float[2]));
969 mesh->vbo = R_Mesh_CreateStaticBufferObject(GL_ARRAY_BUFFER_ARB, mem, size, "shadowmesh");
974 shadowmesh_t *Mod_ShadowMesh_Finish(mempool_t *mempool, shadowmesh_t *firstmesh, qboolean light, qboolean neighbors, qboolean createvbo)
976 shadowmesh_t *mesh, *newmesh, *nextmesh;
977 // reallocate meshs to conserve space
978 for (mesh = firstmesh, firstmesh = NULL;mesh;mesh = nextmesh)
980 nextmesh = mesh->next;
981 if (mesh->numverts >= 3 && mesh->numtriangles >= 1)
983 newmesh = Mod_ShadowMesh_ReAlloc(mempool, mesh, light, neighbors);
984 newmesh->next = firstmesh;
987 Mod_ShadowMesh_CreateVBOs(newmesh);
994 void Mod_ShadowMesh_CalcBBox(shadowmesh_t *firstmesh, vec3_t mins, vec3_t maxs, vec3_t center, float *radius)
998 vec3_t nmins, nmaxs, ncenter, temp;
999 float nradius2, dist2, *v;
1003 for (mesh = firstmesh;mesh;mesh = mesh->next)
1005 if (mesh == firstmesh)
1007 VectorCopy(mesh->vertex3f, nmins);
1008 VectorCopy(mesh->vertex3f, nmaxs);
1010 for (i = 0, v = mesh->vertex3f;i < mesh->numverts;i++, v += 3)
1012 if (nmins[0] > v[0]) nmins[0] = v[0];if (nmaxs[0] < v[0]) nmaxs[0] = v[0];
1013 if (nmins[1] > v[1]) nmins[1] = v[1];if (nmaxs[1] < v[1]) nmaxs[1] = v[1];
1014 if (nmins[2] > v[2]) nmins[2] = v[2];if (nmaxs[2] < v[2]) nmaxs[2] = v[2];
1017 // calculate center and radius
1018 ncenter[0] = (nmins[0] + nmaxs[0]) * 0.5f;
1019 ncenter[1] = (nmins[1] + nmaxs[1]) * 0.5f;
1020 ncenter[2] = (nmins[2] + nmaxs[2]) * 0.5f;
1022 for (mesh = firstmesh;mesh;mesh = mesh->next)
1024 for (i = 0, v = mesh->vertex3f;i < mesh->numverts;i++, v += 3)
1026 VectorSubtract(v, ncenter, temp);
1027 dist2 = DotProduct(temp, temp);
1028 if (nradius2 < dist2)
1034 VectorCopy(nmins, mins);
1036 VectorCopy(nmaxs, maxs);
1038 VectorCopy(ncenter, center);
1040 *radius = sqrt(nradius2);
1043 void Mod_ShadowMesh_Free(shadowmesh_t *mesh)
1045 shadowmesh_t *nextmesh;
1046 for (;mesh;mesh = nextmesh)
1049 R_Mesh_DestroyBufferObject(mesh->ebo);
1051 R_Mesh_DestroyBufferObject(mesh->vbo);
1052 nextmesh = mesh->next;
1057 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)
1062 if (ix >= 0 && iy >= 0 && ix < imagewidth && iy < imageheight)
1063 v[2] = (imagepixels[((iy*imagewidth)+ix)*4+0] + imagepixels[((iy*imagewidth)+ix)*4+1] + imagepixels[((iy*imagewidth)+ix)*4+2]) * (1.0f / 765.0f);
1066 Matrix4x4_Transform(pixelstepmatrix, v, vertex3f);
1067 Matrix4x4_Transform(pixeltexturestepmatrix, v, tc);
1068 texcoord2f[0] = tc[0];
1069 texcoord2f[1] = tc[1];
1072 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)
1074 float vup[3], vdown[3], vleft[3], vright[3];
1075 float tcup[3], tcdown[3], tcleft[3], tcright[3];
1076 float sv[3], tv[3], nl[3];
1077 Mod_GetTerrainVertex3fTexCoord2fFromBGRA(imagepixels, imagewidth, imageheight, ix, iy, vertex3f, texcoord2f, pixelstepmatrix, pixeltexturestepmatrix);
1078 Mod_GetTerrainVertex3fTexCoord2fFromBGRA(imagepixels, imagewidth, imageheight, ix, iy - 1, vup, tcup, pixelstepmatrix, pixeltexturestepmatrix);
1079 Mod_GetTerrainVertex3fTexCoord2fFromBGRA(imagepixels, imagewidth, imageheight, ix, iy + 1, vdown, tcdown, pixelstepmatrix, pixeltexturestepmatrix);
1080 Mod_GetTerrainVertex3fTexCoord2fFromBGRA(imagepixels, imagewidth, imageheight, ix - 1, iy, vleft, tcleft, pixelstepmatrix, pixeltexturestepmatrix);
1081 Mod_GetTerrainVertex3fTexCoord2fFromBGRA(imagepixels, imagewidth, imageheight, ix + 1, iy, vright, tcright, pixelstepmatrix, pixeltexturestepmatrix);
1082 Mod_BuildBumpVectors(vertex3f, vup, vright, texcoord2f, tcup, tcright, svector3f, tvector3f, normal3f);
1083 Mod_BuildBumpVectors(vertex3f, vright, vdown, texcoord2f, tcright, tcdown, sv, tv, nl);
1084 VectorAdd(svector3f, sv, svector3f);
1085 VectorAdd(tvector3f, tv, tvector3f);
1086 VectorAdd(normal3f, nl, normal3f);
1087 Mod_BuildBumpVectors(vertex3f, vdown, vleft, texcoord2f, tcdown, tcleft, sv, tv, nl);
1088 VectorAdd(svector3f, sv, svector3f);
1089 VectorAdd(tvector3f, tv, tvector3f);
1090 VectorAdd(normal3f, nl, normal3f);
1091 Mod_BuildBumpVectors(vertex3f, vleft, vup, texcoord2f, tcleft, tcup, sv, tv, nl);
1092 VectorAdd(svector3f, sv, svector3f);
1093 VectorAdd(tvector3f, tv, tvector3f);
1094 VectorAdd(normal3f, nl, normal3f);
1097 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)
1099 int x, y, ix, iy, *e;
1101 for (y = 0;y < height;y++)
1103 for (x = 0;x < width;x++)
1105 e[0] = (y + 1) * (width + 1) + (x + 0);
1106 e[1] = (y + 0) * (width + 1) + (x + 0);
1107 e[2] = (y + 1) * (width + 1) + (x + 1);
1108 e[3] = (y + 0) * (width + 1) + (x + 0);
1109 e[4] = (y + 0) * (width + 1) + (x + 1);
1110 e[5] = (y + 1) * (width + 1) + (x + 1);
1114 Mod_BuildTriangleNeighbors(neighbor3i, element3i, width*height*2);
1115 for (y = 0, iy = y1;y < height + 1;y++, iy++)
1116 for (x = 0, ix = x1;x < width + 1;x++, ix++, vertex3f += 3, texcoord2f += 2, svector3f += 3, tvector3f += 3, normal3f += 3)
1117 Mod_GetTerrainVertexFromBGRA(imagepixels, imagewidth, imageheight, ix, iy, vertex3f, texcoord2f, svector3f, tvector3f, normal3f, pixelstepmatrix, pixeltexturestepmatrix);
1120 q3wavefunc_t Mod_LoadQ3Shaders_EnumerateWaveFunc(const char *s)
1122 if (!strcasecmp(s, "sin")) return Q3WAVEFUNC_SIN;
1123 if (!strcasecmp(s, "square")) return Q3WAVEFUNC_SQUARE;
1124 if (!strcasecmp(s, "triangle")) return Q3WAVEFUNC_TRIANGLE;
1125 if (!strcasecmp(s, "sawtooth")) return Q3WAVEFUNC_SAWTOOTH;
1126 if (!strcasecmp(s, "inversesawtooth")) return Q3WAVEFUNC_INVERSESAWTOOTH;
1127 if (!strcasecmp(s, "noise")) return Q3WAVEFUNC_NOISE;
1128 Con_DPrintf("Mod_LoadQ3Shaders: unknown wavefunc %s\n", s);
1129 return Q3WAVEFUNC_NONE;
1132 static void Q3Shaders_Clear()
1134 /* Just clear out everything... */
1135 Mem_FreePool (&q3shaders_mem);
1136 /* ...and alloc the structs again. */
1137 q3shaders_mem = Mem_AllocPool("q3shaders", 0, NULL);
1138 q3shader_data = (q3shader_data_t*)Mem_Alloc (q3shaders_mem,
1139 sizeof (q3shader_data_t));
1140 Mem_ExpandableArray_NewArray (&q3shader_data->hash_entries,
1141 q3shaders_mem, sizeof (q3shader_hash_entry_t), 256);
1142 Mem_ExpandableArray_NewArray (&q3shader_data->char_ptrs,
1143 q3shaders_mem, sizeof (char**), 256);
1146 static void Q3Shader_AddToHash (q3shaderinfo_t* shader)
1148 unsigned short hash = CRC_Block_CaseInsensitive ((const unsigned char *)shader->name, strlen (shader->name));
1149 q3shader_hash_entry_t* entry = q3shader_data->hash + (hash % Q3SHADER_HASH_SIZE);
1150 q3shader_hash_entry_t* lastEntry = NULL;
1151 while (entry != NULL)
1153 if (strcasecmp (entry->shader.name, shader->name) == 0)
1155 Con_Printf("Shader '%s' already defined\n", shader->name);
1159 entry = entry->chain;
1163 if (lastEntry->shader.name[0] != 0)
1166 q3shader_hash_entry_t* newEntry = (q3shader_hash_entry_t*)
1167 Mem_ExpandableArray_AllocRecord (&q3shader_data->hash_entries);
1169 while (lastEntry->chain != NULL) lastEntry = lastEntry->chain;
1170 lastEntry->chain = newEntry;
1171 newEntry->chain = NULL;
1172 lastEntry = newEntry;
1174 /* else: head of chain, in hash entry array */
1177 memcpy (&entry->shader, shader, sizeof (q3shaderinfo_t));
1180 void Mod_LoadQ3Shaders(void)
1187 q3shaderinfo_t shader;
1188 q3shaderinfo_layer_t *layer;
1190 char parameter[TEXTURE_MAXFRAMES + 4][Q3PATHLENGTH];
1194 search = FS_Search("scripts/*.shader", true, false);
1197 for (fileindex = 0;fileindex < search->numfilenames;fileindex++)
1199 text = f = (char *)FS_LoadFile(search->filenames[fileindex], tempmempool, false, NULL);
1202 while (COM_ParseToken_QuakeC(&text, false))
1204 memset (&shader, 0, sizeof(shader));
1205 shader.reflectmin = 0;
1206 shader.reflectmax = 1;
1207 shader.refractfactor = 1;
1208 Vector4Set(shader.refractcolor4f, 1, 1, 1, 1);
1209 shader.reflectfactor = 1;
1210 Vector4Set(shader.reflectcolor4f, 1, 1, 1, 1);
1212 strlcpy(shader.name, com_token, sizeof(shader.name));
1213 if (!COM_ParseToken_QuakeC(&text, false) || strcasecmp(com_token, "{"))
1215 Con_Printf("%s parsing error - expected \"{\", found \"%s\"\n", search->filenames[fileindex], com_token);
1218 while (COM_ParseToken_QuakeC(&text, false))
1220 if (!strcasecmp(com_token, "}"))
1222 if (!strcasecmp(com_token, "{"))
1224 static q3shaderinfo_layer_t dummy;
1225 if (shader.numlayers < Q3SHADER_MAXLAYERS)
1227 layer = shader.layers + shader.numlayers++;
1231 // parse and process it anyway, just don't store it (so a map $lightmap or such stuff still is found)
1232 memset(&dummy, 0, sizeof(dummy));
1235 layer->rgbgen.rgbgen = Q3RGBGEN_IDENTITY;
1236 layer->alphagen.alphagen = Q3ALPHAGEN_IDENTITY;
1237 layer->tcgen.tcgen = Q3TCGEN_TEXTURE;
1238 layer->blendfunc[0] = GL_ONE;
1239 layer->blendfunc[1] = GL_ZERO;
1240 while (COM_ParseToken_QuakeC(&text, false))
1242 if (!strcasecmp(com_token, "}"))
1244 if (!strcasecmp(com_token, "\n"))
1247 for (j = 0;strcasecmp(com_token, "\n") && strcasecmp(com_token, "}");j++)
1249 if (j < TEXTURE_MAXFRAMES + 4)
1251 strlcpy(parameter[j], com_token, sizeof(parameter[j]));
1252 numparameters = j + 1;
1254 if (!COM_ParseToken_QuakeC(&text, true))
1257 for (j = numparameters;j < TEXTURE_MAXFRAMES + 4;j++)
1258 parameter[j][0] = 0;
1259 if (developer.integer >= 100)
1261 Con_Printf("%s %i: ", shader.name, shader.numlayers - 1);
1262 for (j = 0;j < numparameters;j++)
1263 Con_Printf(" %s", parameter[j]);
1266 if (numparameters >= 2 && !strcasecmp(parameter[0], "blendfunc"))
1268 if (numparameters == 2)
1270 if (!strcasecmp(parameter[1], "add"))
1272 layer->blendfunc[0] = GL_ONE;
1273 layer->blendfunc[1] = GL_ONE;
1275 else if (!strcasecmp(parameter[1], "filter"))
1277 layer->blendfunc[0] = GL_DST_COLOR;
1278 layer->blendfunc[1] = GL_ZERO;
1280 else if (!strcasecmp(parameter[1], "blend"))
1282 layer->blendfunc[0] = GL_SRC_ALPHA;
1283 layer->blendfunc[1] = GL_ONE_MINUS_SRC_ALPHA;
1286 else if (numparameters == 3)
1289 for (k = 0;k < 2;k++)
1291 if (!strcasecmp(parameter[k+1], "GL_ONE"))
1292 layer->blendfunc[k] = GL_ONE;
1293 else if (!strcasecmp(parameter[k+1], "GL_ZERO"))
1294 layer->blendfunc[k] = GL_ZERO;
1295 else if (!strcasecmp(parameter[k+1], "GL_SRC_COLOR"))
1296 layer->blendfunc[k] = GL_SRC_COLOR;
1297 else if (!strcasecmp(parameter[k+1], "GL_SRC_ALPHA"))
1298 layer->blendfunc[k] = GL_SRC_ALPHA;
1299 else if (!strcasecmp(parameter[k+1], "GL_DST_COLOR"))
1300 layer->blendfunc[k] = GL_DST_COLOR;
1301 else if (!strcasecmp(parameter[k+1], "GL_DST_ALPHA"))
1302 layer->blendfunc[k] = GL_ONE_MINUS_DST_ALPHA;
1303 else if (!strcasecmp(parameter[k+1], "GL_ONE_MINUS_SRC_COLOR"))
1304 layer->blendfunc[k] = GL_ONE_MINUS_SRC_COLOR;
1305 else if (!strcasecmp(parameter[k+1], "GL_ONE_MINUS_SRC_ALPHA"))
1306 layer->blendfunc[k] = GL_ONE_MINUS_SRC_ALPHA;
1307 else if (!strcasecmp(parameter[k+1], "GL_ONE_MINUS_DST_COLOR"))
1308 layer->blendfunc[k] = GL_ONE_MINUS_DST_COLOR;
1309 else if (!strcasecmp(parameter[k+1], "GL_ONE_MINUS_DST_ALPHA"))
1310 layer->blendfunc[k] = GL_ONE_MINUS_DST_ALPHA;
1312 layer->blendfunc[k] = GL_ONE; // default in case of parsing error
1316 if (numparameters >= 2 && !strcasecmp(parameter[0], "alphafunc"))
1317 layer->alphatest = true;
1318 if (numparameters >= 2 && (!strcasecmp(parameter[0], "map") || !strcasecmp(parameter[0], "clampmap")))
1320 if (!strcasecmp(parameter[0], "clampmap"))
1321 layer->clampmap = true;
1322 layer->numframes = 1;
1323 layer->framerate = 1;
1324 layer->texturename = (char**)Mem_ExpandableArray_AllocRecord (
1325 &q3shader_data->char_ptrs);
1326 layer->texturename[0] = Mem_strdup (q3shaders_mem, parameter[1]);
1327 if (!strcasecmp(parameter[1], "$lightmap"))
1328 shader.lighting = true;
1330 else if (numparameters >= 3 && (!strcasecmp(parameter[0], "animmap") || !strcasecmp(parameter[0], "animclampmap")))
1333 layer->numframes = min(numparameters - 2, TEXTURE_MAXFRAMES);
1334 layer->framerate = atof(parameter[1]);
1335 layer->texturename = Mem_Alloc (q3shaders_mem, sizeof (char*) * layer->numframes);
1336 for (i = 0;i < layer->numframes;i++)
1337 layer->texturename[i] = Mem_strdup (q3shaders_mem, parameter[i + 2]);
1339 else if (numparameters >= 2 && !strcasecmp(parameter[0], "rgbgen"))
1342 for (i = 0;i < numparameters - 2 && i < Q3RGBGEN_MAXPARMS;i++)
1343 layer->rgbgen.parms[i] = atof(parameter[i+2]);
1344 if (!strcasecmp(parameter[1], "identity")) layer->rgbgen.rgbgen = Q3RGBGEN_IDENTITY;
1345 else if (!strcasecmp(parameter[1], "const")) layer->rgbgen.rgbgen = Q3RGBGEN_CONST;
1346 else if (!strcasecmp(parameter[1], "entity")) layer->rgbgen.rgbgen = Q3RGBGEN_ENTITY;
1347 else if (!strcasecmp(parameter[1], "exactvertex")) layer->rgbgen.rgbgen = Q3RGBGEN_EXACTVERTEX;
1348 else if (!strcasecmp(parameter[1], "identitylighting")) layer->rgbgen.rgbgen = Q3RGBGEN_IDENTITYLIGHTING;
1349 else if (!strcasecmp(parameter[1], "lightingdiffuse")) layer->rgbgen.rgbgen = Q3RGBGEN_LIGHTINGDIFFUSE;
1350 else if (!strcasecmp(parameter[1], "oneminusentity")) layer->rgbgen.rgbgen = Q3RGBGEN_ONEMINUSENTITY;
1351 else if (!strcasecmp(parameter[1], "oneminusvertex")) layer->rgbgen.rgbgen = Q3RGBGEN_ONEMINUSVERTEX;
1352 else if (!strcasecmp(parameter[1], "vertex")) layer->rgbgen.rgbgen = Q3RGBGEN_VERTEX;
1353 else if (!strcasecmp(parameter[1], "wave"))
1355 layer->rgbgen.rgbgen = Q3RGBGEN_WAVE;
1356 layer->rgbgen.wavefunc = Mod_LoadQ3Shaders_EnumerateWaveFunc(parameter[2]);
1357 for (i = 0;i < numparameters - 3 && i < Q3WAVEPARMS;i++)
1358 layer->rgbgen.waveparms[i] = atof(parameter[i+3]);
1360 else Con_DPrintf("%s parsing warning: unknown rgbgen %s\n", search->filenames[fileindex], parameter[1]);
1362 else if (numparameters >= 2 && !strcasecmp(parameter[0], "alphagen"))
1365 for (i = 0;i < numparameters - 2 && i < Q3ALPHAGEN_MAXPARMS;i++)
1366 layer->alphagen.parms[i] = atof(parameter[i+2]);
1367 if (!strcasecmp(parameter[1], "identity")) layer->alphagen.alphagen = Q3ALPHAGEN_IDENTITY;
1368 else if (!strcasecmp(parameter[1], "const")) layer->alphagen.alphagen = Q3ALPHAGEN_CONST;
1369 else if (!strcasecmp(parameter[1], "entity")) layer->alphagen.alphagen = Q3ALPHAGEN_ENTITY;
1370 else if (!strcasecmp(parameter[1], "lightingspecular")) layer->alphagen.alphagen = Q3ALPHAGEN_LIGHTINGSPECULAR;
1371 else if (!strcasecmp(parameter[1], "oneminusentity")) layer->alphagen.alphagen = Q3ALPHAGEN_ONEMINUSENTITY;
1372 else if (!strcasecmp(parameter[1], "oneminusvertex")) layer->alphagen.alphagen = Q3ALPHAGEN_ONEMINUSVERTEX;
1373 else if (!strcasecmp(parameter[1], "portal")) layer->alphagen.alphagen = Q3ALPHAGEN_PORTAL;
1374 else if (!strcasecmp(parameter[1], "vertex")) layer->alphagen.alphagen = Q3ALPHAGEN_VERTEX;
1375 else if (!strcasecmp(parameter[1], "wave"))
1377 layer->alphagen.alphagen = Q3RGBGEN_WAVE;
1378 layer->alphagen.wavefunc = Mod_LoadQ3Shaders_EnumerateWaveFunc(parameter[2]);
1379 for (i = 0;i < numparameters - 3 && i < Q3WAVEPARMS;i++)
1380 layer->alphagen.waveparms[i] = atof(parameter[i+3]);
1382 else Con_DPrintf("%s parsing warning: unknown alphagen %s\n", search->filenames[fileindex], parameter[1]);
1384 else if (numparameters >= 2 && (!strcasecmp(parameter[0], "texgen") || !strcasecmp(parameter[0], "tcgen")))
1387 // observed values: tcgen environment
1388 // no other values have been observed in real shaders
1389 for (i = 0;i < numparameters - 2 && i < Q3TCGEN_MAXPARMS;i++)
1390 layer->tcgen.parms[i] = atof(parameter[i+2]);
1391 if (!strcasecmp(parameter[1], "base")) layer->tcgen.tcgen = Q3TCGEN_TEXTURE;
1392 else if (!strcasecmp(parameter[1], "texture")) layer->tcgen.tcgen = Q3TCGEN_TEXTURE;
1393 else if (!strcasecmp(parameter[1], "environment")) layer->tcgen.tcgen = Q3TCGEN_ENVIRONMENT;
1394 else if (!strcasecmp(parameter[1], "lightmap")) layer->tcgen.tcgen = Q3TCGEN_LIGHTMAP;
1395 else if (!strcasecmp(parameter[1], "vector")) layer->tcgen.tcgen = Q3TCGEN_VECTOR;
1396 else Con_DPrintf("%s parsing warning: unknown tcgen mode %s\n", search->filenames[fileindex], parameter[1]);
1398 else if (numparameters >= 2 && !strcasecmp(parameter[0], "tcmod"))
1405 // tcmod stretch sin # # # #
1406 // tcmod stretch triangle # # # #
1407 // tcmod transform # # # # # #
1408 // tcmod turb # # # #
1409 // tcmod turb sin # # # # (this is bogus)
1410 // no other values have been observed in real shaders
1411 for (tcmodindex = 0;tcmodindex < Q3MAXTCMODS;tcmodindex++)
1412 if (!layer->tcmods[tcmodindex].tcmod)
1414 if (tcmodindex < Q3MAXTCMODS)
1416 for (i = 0;i < numparameters - 2 && i < Q3TCMOD_MAXPARMS;i++)
1417 layer->tcmods[tcmodindex].parms[i] = atof(parameter[i+2]);
1418 if (!strcasecmp(parameter[1], "entitytranslate")) layer->tcmods[tcmodindex].tcmod = Q3TCMOD_ENTITYTRANSLATE;
1419 else if (!strcasecmp(parameter[1], "rotate")) layer->tcmods[tcmodindex].tcmod = Q3TCMOD_ROTATE;
1420 else if (!strcasecmp(parameter[1], "scale")) layer->tcmods[tcmodindex].tcmod = Q3TCMOD_SCALE;
1421 else if (!strcasecmp(parameter[1], "scroll")) layer->tcmods[tcmodindex].tcmod = Q3TCMOD_SCROLL;
1422 else if (!strcasecmp(parameter[1], "stretch"))
1424 layer->tcmods[tcmodindex].tcmod = Q3TCMOD_STRETCH;
1425 layer->tcmods[tcmodindex].wavefunc = Mod_LoadQ3Shaders_EnumerateWaveFunc(parameter[2]);
1426 for (i = 0;i < numparameters - 3 && i < Q3WAVEPARMS;i++)
1427 layer->tcmods[tcmodindex].waveparms[i] = atof(parameter[i+3]);
1429 else if (!strcasecmp(parameter[1], "transform")) layer->tcmods[tcmodindex].tcmod = Q3TCMOD_TRANSFORM;
1430 else if (!strcasecmp(parameter[1], "turb")) layer->tcmods[tcmodindex].tcmod = Q3TCMOD_TURBULENT;
1431 else Con_DPrintf("%s parsing warning: unknown tcmod mode %s\n", search->filenames[fileindex], parameter[1]);
1434 Con_DPrintf("%s parsing warning: too many tcmods on one layer\n", search->filenames[fileindex]);
1436 // break out a level if it was a closing brace (not using the character here to not confuse vim)
1437 if (!strcasecmp(com_token, "}"))
1440 if (layer->rgbgen.rgbgen == Q3RGBGEN_LIGHTINGDIFFUSE || layer->rgbgen.rgbgen == Q3RGBGEN_VERTEX)
1441 shader.lighting = true;
1442 if (layer->alphagen.alphagen == Q3ALPHAGEN_VERTEX)
1444 if (layer == shader.layers + 0)
1446 // vertex controlled transparency
1447 shader.vertexalpha = true;
1451 // multilayer terrain shader or similar
1452 shader.textureblendalpha = true;
1458 for (j = 0;strcasecmp(com_token, "\n") && strcasecmp(com_token, "}");j++)
1460 if (j < TEXTURE_MAXFRAMES + 4)
1462 strlcpy(parameter[j], com_token, sizeof(parameter[j]));
1463 numparameters = j + 1;
1465 if (!COM_ParseToken_QuakeC(&text, true))
1468 for (j = numparameters;j < TEXTURE_MAXFRAMES + 4;j++)
1469 parameter[j][0] = 0;
1470 if (fileindex == 0 && !strcasecmp(com_token, "}"))
1472 if (developer.integer >= 100)
1474 Con_Printf("%s: ", shader.name);
1475 for (j = 0;j < numparameters;j++)
1476 Con_Printf(" %s", parameter[j]);
1479 if (numparameters < 1)
1481 if (!strcasecmp(parameter[0], "surfaceparm") && numparameters >= 2)
1483 if (!strcasecmp(parameter[1], "alphashadow"))
1484 shader.surfaceparms |= Q3SURFACEPARM_ALPHASHADOW;
1485 else if (!strcasecmp(parameter[1], "areaportal"))
1486 shader.surfaceparms |= Q3SURFACEPARM_AREAPORTAL;
1487 else if (!strcasecmp(parameter[1], "botclip"))
1488 shader.surfaceparms |= Q3SURFACEPARM_BOTCLIP;
1489 else if (!strcasecmp(parameter[1], "clusterportal"))
1490 shader.surfaceparms |= Q3SURFACEPARM_CLUSTERPORTAL;
1491 else if (!strcasecmp(parameter[1], "detail"))
1492 shader.surfaceparms |= Q3SURFACEPARM_DETAIL;
1493 else if (!strcasecmp(parameter[1], "donotenter"))
1494 shader.surfaceparms |= Q3SURFACEPARM_DONOTENTER;
1495 else if (!strcasecmp(parameter[1], "dust"))
1496 shader.surfaceparms |= Q3SURFACEPARM_DUST;
1497 else if (!strcasecmp(parameter[1], "hint"))
1498 shader.surfaceparms |= Q3SURFACEPARM_HINT;
1499 else if (!strcasecmp(parameter[1], "fog"))
1500 shader.surfaceparms |= Q3SURFACEPARM_FOG;
1501 else if (!strcasecmp(parameter[1], "lava"))
1502 shader.surfaceparms |= Q3SURFACEPARM_LAVA;
1503 else if (!strcasecmp(parameter[1], "lightfilter"))
1504 shader.surfaceparms |= Q3SURFACEPARM_LIGHTFILTER;
1505 else if (!strcasecmp(parameter[1], "lightgrid"))
1506 shader.surfaceparms |= Q3SURFACEPARM_LIGHTGRID;
1507 else if (!strcasecmp(parameter[1], "metalsteps"))
1508 shader.surfaceparms |= Q3SURFACEPARM_METALSTEPS;
1509 else if (!strcasecmp(parameter[1], "nodamage"))
1510 shader.surfaceparms |= Q3SURFACEPARM_NODAMAGE;
1511 else if (!strcasecmp(parameter[1], "nodlight"))
1512 shader.surfaceparms |= Q3SURFACEPARM_NODLIGHT;
1513 else if (!strcasecmp(parameter[1], "nodraw"))
1514 shader.surfaceparms |= Q3SURFACEPARM_NODRAW;
1515 else if (!strcasecmp(parameter[1], "nodrop"))
1516 shader.surfaceparms |= Q3SURFACEPARM_NODROP;
1517 else if (!strcasecmp(parameter[1], "noimpact"))
1518 shader.surfaceparms |= Q3SURFACEPARM_NOIMPACT;
1519 else if (!strcasecmp(parameter[1], "nolightmap"))
1520 shader.surfaceparms |= Q3SURFACEPARM_NOLIGHTMAP;
1521 else if (!strcasecmp(parameter[1], "nomarks"))
1522 shader.surfaceparms |= Q3SURFACEPARM_NOMARKS;
1523 else if (!strcasecmp(parameter[1], "nomipmaps"))
1524 shader.surfaceparms |= Q3SURFACEPARM_NOMIPMAPS;
1525 else if (!strcasecmp(parameter[1], "nonsolid"))
1526 shader.surfaceparms |= Q3SURFACEPARM_NONSOLID;
1527 else if (!strcasecmp(parameter[1], "origin"))
1528 shader.surfaceparms |= Q3SURFACEPARM_ORIGIN;
1529 else if (!strcasecmp(parameter[1], "playerclip"))
1530 shader.surfaceparms |= Q3SURFACEPARM_PLAYERCLIP;
1531 else if (!strcasecmp(parameter[1], "sky"))
1532 shader.surfaceparms |= Q3SURFACEPARM_SKY;
1533 else if (!strcasecmp(parameter[1], "slick"))
1534 shader.surfaceparms |= Q3SURFACEPARM_SLICK;
1535 else if (!strcasecmp(parameter[1], "slime"))
1536 shader.surfaceparms |= Q3SURFACEPARM_SLIME;
1537 else if (!strcasecmp(parameter[1], "structural"))
1538 shader.surfaceparms |= Q3SURFACEPARM_STRUCTURAL;
1539 else if (!strcasecmp(parameter[1], "trans"))
1540 shader.surfaceparms |= Q3SURFACEPARM_TRANS;
1541 else if (!strcasecmp(parameter[1], "water"))
1542 shader.surfaceparms |= Q3SURFACEPARM_WATER;
1543 else if (!strcasecmp(parameter[1], "pointlight"))
1544 shader.surfaceparms |= Q3SURFACEPARM_POINTLIGHT;
1545 else if (!strcasecmp(parameter[1], "antiportal"))
1546 shader.surfaceparms |= Q3SURFACEPARM_ANTIPORTAL;
1548 Con_DPrintf("%s parsing warning: unknown surfaceparm \"%s\"\n", search->filenames[fileindex], parameter[1]);
1550 else if (!strcasecmp(parameter[0], "sky") && numparameters >= 2)
1552 // some q3 skies don't have the sky parm set
1553 shader.surfaceparms |= Q3SURFACEPARM_SKY;
1554 strlcpy(shader.skyboxname, parameter[1], sizeof(shader.skyboxname));
1556 else if (!strcasecmp(parameter[0], "skyparms") && numparameters >= 2)
1558 // some q3 skies don't have the sky parm set
1559 shader.surfaceparms |= Q3SURFACEPARM_SKY;
1560 if (!atoi(parameter[1]) && strcasecmp(parameter[1], "-"))
1561 strlcpy(shader.skyboxname, parameter[1], sizeof(shader.skyboxname));
1563 else if (!strcasecmp(parameter[0], "cull") && numparameters >= 2)
1565 if (!strcasecmp(parameter[1], "disable") || !strcasecmp(parameter[1], "none") || !strcasecmp(parameter[1], "twosided"))
1566 shader.textureflags |= Q3TEXTUREFLAG_TWOSIDED;
1568 else if (!strcasecmp(parameter[0], "nomipmaps"))
1569 shader.surfaceparms |= Q3SURFACEPARM_NOMIPMAPS;
1570 else if (!strcasecmp(parameter[0], "nopicmip"))
1571 shader.textureflags |= Q3TEXTUREFLAG_NOPICMIP;
1572 else if (!strcasecmp(parameter[0], "polygonoffset"))
1573 shader.textureflags |= Q3TEXTUREFLAG_POLYGONOFFSET;
1574 else if (!strcasecmp(parameter[0], "dp_refract") && numparameters >= 5)
1576 shader.textureflags |= Q3TEXTUREFLAG_REFRACTION;
1577 shader.refractfactor = atof(parameter[1]);
1578 Vector4Set(shader.refractcolor4f, atof(parameter[2]), atof(parameter[3]), atof(parameter[4]), 1);
1580 else if (!strcasecmp(parameter[0], "dp_reflect") && numparameters >= 6)
1582 shader.textureflags |= Q3TEXTUREFLAG_REFLECTION;
1583 shader.reflectfactor = atof(parameter[1]);
1584 Vector4Set(shader.reflectcolor4f, atof(parameter[2]), atof(parameter[3]), atof(parameter[4]), atof(parameter[5]));
1586 else if (!strcasecmp(parameter[0], "dp_water") && numparameters >= 11)
1588 shader.textureflags |= Q3TEXTUREFLAG_WATERSHADER;
1589 shader.reflectmin = atof(parameter[1]);
1590 shader.reflectmax = atof(parameter[2]);
1591 shader.refractfactor = atof(parameter[3]);
1592 shader.reflectfactor = atof(parameter[4]);
1593 Vector4Set(shader.refractcolor4f, atof(parameter[5]), atof(parameter[6]), atof(parameter[7]), 1);
1594 Vector4Set(shader.reflectcolor4f, atof(parameter[8]), atof(parameter[9]), atof(parameter[10]), 1);
1596 else if (!strcasecmp(parameter[0], "deformvertexes") && numparameters >= 2)
1599 for (deformindex = 0;deformindex < Q3MAXDEFORMS;deformindex++)
1600 if (!shader.deforms[deformindex].deform)
1602 if (deformindex < Q3MAXDEFORMS)
1604 for (i = 0;i < numparameters - 2 && i < Q3DEFORM_MAXPARMS;i++)
1605 shader.deforms[deformindex].parms[i] = atof(parameter[i+2]);
1606 if (!strcasecmp(parameter[1], "projectionshadow")) shader.deforms[deformindex].deform = Q3DEFORM_PROJECTIONSHADOW;
1607 else if (!strcasecmp(parameter[1], "autosprite" )) shader.deforms[deformindex].deform = Q3DEFORM_AUTOSPRITE;
1608 else if (!strcasecmp(parameter[1], "autosprite2" )) shader.deforms[deformindex].deform = Q3DEFORM_AUTOSPRITE2;
1609 else if (!strcasecmp(parameter[1], "text0" )) shader.deforms[deformindex].deform = Q3DEFORM_TEXT0;
1610 else if (!strcasecmp(parameter[1], "text1" )) shader.deforms[deformindex].deform = Q3DEFORM_TEXT1;
1611 else if (!strcasecmp(parameter[1], "text2" )) shader.deforms[deformindex].deform = Q3DEFORM_TEXT2;
1612 else if (!strcasecmp(parameter[1], "text3" )) shader.deforms[deformindex].deform = Q3DEFORM_TEXT3;
1613 else if (!strcasecmp(parameter[1], "text4" )) shader.deforms[deformindex].deform = Q3DEFORM_TEXT4;
1614 else if (!strcasecmp(parameter[1], "text5" )) shader.deforms[deformindex].deform = Q3DEFORM_TEXT5;
1615 else if (!strcasecmp(parameter[1], "text6" )) shader.deforms[deformindex].deform = Q3DEFORM_TEXT6;
1616 else if (!strcasecmp(parameter[1], "text7" )) shader.deforms[deformindex].deform = Q3DEFORM_TEXT7;
1617 else if (!strcasecmp(parameter[1], "bulge" )) shader.deforms[deformindex].deform = Q3DEFORM_BULGE;
1618 else if (!strcasecmp(parameter[1], "normal" )) shader.deforms[deformindex].deform = Q3DEFORM_NORMAL;
1619 else if (!strcasecmp(parameter[1], "wave" ))
1621 shader.deforms[deformindex].deform = Q3DEFORM_WAVE;
1622 shader.deforms[deformindex].wavefunc = Mod_LoadQ3Shaders_EnumerateWaveFunc(parameter[3]);
1623 for (i = 0;i < numparameters - 4 && i < Q3WAVEPARMS;i++)
1624 shader.deforms[deformindex].waveparms[i] = atof(parameter[i+4]);
1626 else if (!strcasecmp(parameter[1], "move" ))
1628 shader.deforms[deformindex].deform = Q3DEFORM_MOVE;
1629 shader.deforms[deformindex].wavefunc = Mod_LoadQ3Shaders_EnumerateWaveFunc(parameter[5]);
1630 for (i = 0;i < numparameters - 6 && i < Q3WAVEPARMS;i++)
1631 shader.deforms[deformindex].waveparms[i] = atof(parameter[i+6]);
1636 // identify if this is a blended terrain shader or similar
1637 if (shader.numlayers)
1639 shader.backgroundlayer = -1;
1640 shader.primarylayer = 0;
1641 if ((shader.layers[0].blendfunc[0] == GL_ONE && shader.layers[0].blendfunc[1] == GL_ZERO && !shader.layers[0].alphatest)
1642 && ((shader.layers[1].blendfunc[0] == GL_SRC_ALPHA && shader.layers[1].blendfunc[1] == GL_ONE_MINUS_SRC_ALPHA && !shader.layers[0].alphatest)
1643 || (shader.layers[1].blendfunc[0] == GL_ONE && shader.layers[1].blendfunc[1] == GL_ZERO && shader.layers[1].alphatest)))
1645 // terrain blending or other effects
1646 shader.backgroundlayer = 0;
1647 shader.primarylayer = 1;
1649 // now see if the lightmap came first, and if so choose the second texture instead
1650 if ((shader.layers[shader.primarylayer].texturename != NULL)
1651 && !strcasecmp(shader.layers[shader.primarylayer].texturename[0], "$lightmap"))
1653 shader.backgroundlayer = -1;
1654 shader.primarylayer = 1;
1657 // fix up multiple reflection types
1658 if(shader.textureflags & Q3TEXTUREFLAG_WATERSHADER)
1659 shader.textureflags &= ~(Q3TEXTUREFLAG_REFRACTION | Q3TEXTUREFLAG_REFLECTION);
1661 Q3Shader_AddToHash (&shader);
1667 q3shaderinfo_t *Mod_LookupQ3Shader(const char *name)
1669 unsigned short hash = CRC_Block_CaseInsensitive ((const unsigned char *)name, strlen (name));
1670 q3shader_hash_entry_t* entry = q3shader_data->hash + (hash % Q3SHADER_HASH_SIZE);
1671 while (entry != NULL)
1673 if (strcasecmp (entry->shader.name, name) == 0)
1674 return &entry->shader;
1675 entry = entry->chain;
1680 extern cvar_t r_picmipworld;
1681 qboolean Mod_LoadTextureFromQ3Shader(texture_t *texture, const char *name, qboolean q1bsp, qboolean q3bsp, qboolean md3)
1685 qboolean success = true;
1686 q3shaderinfo_t *shader;
1687 strlcpy(texture->name, name, sizeof(texture->name));
1688 shader = name[0] ? Mod_LookupQ3Shader(name) : NULL;
1691 if (developer.integer >= 100)
1692 Con_DPrintf("%s: loaded shader for %s\n", loadmodel->name, name);
1693 texture->surfaceparms = shader->surfaceparms;
1694 texture->textureflags = shader->textureflags;
1695 texture->basematerialflags = 0;
1696 if (shader->surfaceparms & Q3SURFACEPARM_SKY)
1698 texture->basematerialflags |= MATERIALFLAG_SKY | MATERIALFLAG_NOSHADOW;
1699 if (shader->skyboxname[0])
1701 // quake3 seems to append a _ to the skybox name, so this must do so as well
1702 dpsnprintf(loadmodel->brush.skybox, sizeof(loadmodel->brush.skybox), "%s_", shader->skyboxname);
1705 else if ((texture->surfaceflags & Q3SURFACEFLAG_NODRAW) || shader->numlayers == 0)
1706 texture->basematerialflags |= MATERIALFLAG_NODRAW | MATERIALFLAG_NOSHADOW;
1707 else if (shader->surfaceparms & Q3SURFACEPARM_LAVA)
1708 texture->basematerialflags |= MATERIALFLAG_WATER | MATERIALFLAG_LIGHTBOTHSIDES | MATERIALFLAG_FULLBRIGHT | MATERIALFLAG_NOSHADOW;
1709 else if (shader->surfaceparms & Q3SURFACEPARM_SLIME)
1710 texture->basematerialflags |= MATERIALFLAG_WATER | MATERIALFLAG_LIGHTBOTHSIDES | MATERIALFLAG_WATERALPHA | MATERIALFLAG_NOSHADOW;
1711 else if (shader->surfaceparms & Q3SURFACEPARM_WATER)
1712 texture->basematerialflags |= MATERIALFLAG_WATER | MATERIALFLAG_LIGHTBOTHSIDES | MATERIALFLAG_WATERALPHA | MATERIALFLAG_NOSHADOW;
1714 texture->basematerialflags |= MATERIALFLAG_WALL;
1715 if (shader->layers[0].alphatest)
1716 texture->basematerialflags |= MATERIALFLAG_ALPHATEST | MATERIALFLAG_NOSHADOW;
1717 if (shader->textureflags & Q3TEXTUREFLAG_TWOSIDED)
1718 texture->basematerialflags |= MATERIALFLAG_NOSHADOW | MATERIALFLAG_NOCULLFACE;
1719 if (shader->textureflags & Q3TEXTUREFLAG_POLYGONOFFSET)
1720 texture->biaspolygonoffset -= 2;
1721 if (shader->textureflags & Q3TEXTUREFLAG_REFRACTION)
1722 texture->basematerialflags |= MATERIALFLAG_REFRACTION;
1723 if (shader->textureflags & Q3TEXTUREFLAG_REFLECTION)
1724 texture->basematerialflags |= MATERIALFLAG_REFLECTION;
1725 if (shader->textureflags & Q3TEXTUREFLAG_WATERSHADER)
1726 texture->basematerialflags |= MATERIALFLAG_WATERSHADER;
1727 texture->customblendfunc[0] = GL_ONE;
1728 texture->customblendfunc[1] = GL_ZERO;
1729 if (shader->numlayers > 0)
1731 texture->customblendfunc[0] = shader->layers[0].blendfunc[0];
1732 texture->customblendfunc[1] = shader->layers[0].blendfunc[1];
1734 Q3 shader blendfuncs actually used in the game (* = supported by DP)
1735 * additive GL_ONE GL_ONE
1736 additive weird GL_ONE GL_SRC_ALPHA
1737 additive weird 2 GL_ONE GL_ONE_MINUS_SRC_ALPHA
1738 * alpha GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA
1739 alpha inverse GL_ONE_MINUS_SRC_ALPHA GL_SRC_ALPHA
1740 brighten GL_DST_COLOR GL_ONE
1741 brighten GL_ONE GL_SRC_COLOR
1742 brighten weird GL_DST_COLOR GL_ONE_MINUS_DST_ALPHA
1743 brighten weird 2 GL_DST_COLOR GL_SRC_ALPHA
1744 * modulate GL_DST_COLOR GL_ZERO
1745 * modulate GL_ZERO GL_SRC_COLOR
1746 modulate inverse GL_ZERO GL_ONE_MINUS_SRC_COLOR
1747 modulate inverse alpha GL_ZERO GL_SRC_ALPHA
1748 modulate weird inverse GL_ONE_MINUS_DST_COLOR GL_ZERO
1749 * modulate x2 GL_DST_COLOR GL_SRC_COLOR
1750 * no blend GL_ONE GL_ZERO
1751 nothing GL_ZERO GL_ONE
1753 // if not opaque, figure out what blendfunc to use
1754 if (shader->layers[0].blendfunc[0] != GL_ONE || shader->layers[0].blendfunc[1] != GL_ZERO)
1756 if (shader->layers[0].blendfunc[0] == GL_ONE && shader->layers[0].blendfunc[1] == GL_ONE)
1757 texture->basematerialflags |= MATERIALFLAG_ADD | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
1758 else if (shader->layers[0].blendfunc[0] == GL_SRC_ALPHA && shader->layers[0].blendfunc[1] == GL_ONE)
1759 texture->basematerialflags |= MATERIALFLAG_ADD | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
1760 else if (shader->layers[0].blendfunc[0] == GL_SRC_ALPHA && shader->layers[0].blendfunc[1] == GL_ONE_MINUS_SRC_ALPHA)
1761 texture->basematerialflags |= MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
1763 texture->basematerialflags |= MATERIALFLAG_CUSTOMBLEND | MATERIALFLAG_FULLBRIGHT | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
1766 if (!shader->lighting)
1767 texture->basematerialflags |= MATERIALFLAG_FULLBRIGHT;
1768 if (shader->primarylayer >= 0)
1770 q3shaderinfo_layer_t* primarylayer = shader->layers + shader->primarylayer;
1771 // copy over many primarylayer parameters
1772 texture->rgbgen = primarylayer->rgbgen;
1773 texture->alphagen = primarylayer->alphagen;
1774 texture->tcgen = primarylayer->tcgen;
1775 memcpy(texture->tcmods, primarylayer->tcmods, sizeof(texture->tcmods));
1776 // load the textures
1777 texture->numskinframes = primarylayer->numframes;
1778 texture->skinframerate = primarylayer->framerate;
1779 for (j = 0;j < primarylayer->numframes;j++)
1781 texflags = TEXF_ALPHA | TEXF_PRECACHE;
1782 if (!(shader->surfaceparms & Q3SURFACEPARM_NOMIPMAPS))
1783 texflags |= TEXF_MIPMAP;
1784 if (!(shader->textureflags & Q3TEXTUREFLAG_NOPICMIP) && ((!q1bsp && !q3bsp) || r_picmipworld.integer))
1785 texflags |= TEXF_PICMIP | TEXF_COMPRESS;
1786 if (primarylayer->clampmap)
1787 texflags |= TEXF_CLAMP;
1788 if (!(texture->skinframes[j] = R_SkinFrame_LoadExternal(primarylayer->texturename[j], texflags, false)))
1790 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);
1791 texture->skinframes[j] = R_SkinFrame_LoadMissing();
1795 if (shader->backgroundlayer >= 0)
1797 q3shaderinfo_layer_t* backgroundlayer = shader->layers + shader->backgroundlayer;
1798 texture->backgroundnumskinframes = backgroundlayer->numframes;
1799 texture->backgroundskinframerate = backgroundlayer->framerate;
1800 for (j = 0;j < backgroundlayer->numframes;j++)
1802 if (!(texture->backgroundskinframes[j] = R_SkinFrame_LoadExternal(backgroundlayer->texturename[j], ((shader->surfaceparms & Q3SURFACEPARM_NOMIPMAPS) ? 0 : TEXF_MIPMAP) | TEXF_ALPHA | TEXF_PRECACHE | ((!r_picmipworld.integer || (shader->textureflags & Q3TEXTUREFLAG_NOPICMIP)) ? 0 : (TEXF_PICMIP | TEXF_COMPRESS)) | (backgroundlayer->clampmap ? TEXF_CLAMP : 0), false)))
1804 Con_Printf("^1%s:^7 could not load texture ^3\"%s\"^7 (frame %i) for shader ^2\"%s\"\n", loadmodel->name, backgroundlayer->texturename[j], j, texture->name);
1805 texture->backgroundskinframes[j] = R_SkinFrame_LoadMissing();
1809 memcpy(texture->deforms, shader->deforms, sizeof(texture->deforms));
1810 texture->reflectmin = shader->reflectmin;
1811 texture->reflectmax = shader->reflectmax;
1812 texture->refractfactor = shader->refractfactor;
1813 Vector4Copy(shader->refractcolor4f, texture->refractcolor4f);
1814 texture->reflectfactor = shader->reflectfactor;
1815 Vector4Copy(shader->reflectcolor4f, texture->reflectcolor4f);
1817 else if (!strcmp(texture->name, "noshader"))
1819 if (developer.integer >= 100)
1820 Con_DPrintf("%s: using default handler for %s\n", loadmodel->name, name);
1821 texture->surfaceparms = 0;
1826 if (developer.integer >= 100 || loadmodel->type == mod_brushq3)
1827 Con_DPrintf("%s: No shader found for texture \"%s\"\n", loadmodel->name, texture->name);
1828 texture->surfaceparms = 0;
1829 if (texture->surfaceflags & Q3SURFACEFLAG_NODRAW)
1830 texture->basematerialflags |= MATERIALFLAG_NODRAW | MATERIALFLAG_NOSHADOW;
1831 else if (texture->surfaceflags & Q3SURFACEFLAG_SKY)
1832 texture->basematerialflags |= MATERIALFLAG_SKY | MATERIALFLAG_NOSHADOW;
1834 texture->basematerialflags |= MATERIALFLAG_WALL;
1835 texture->numskinframes = 1;
1836 if (!(texture->skinframes[0] = R_SkinFrame_LoadExternal(texture->name, TEXF_MIPMAP | TEXF_ALPHA | TEXF_PRECACHE | (r_picmipworld.integer ? TEXF_PICMIP : 0) | TEXF_COMPRESS, false)))
1837 if(developer.integer || q3bsp) // only the Q3BSP path provides no alternative (like loading image directly, or internal texture)
1838 Con_Printf("^1%s:^7 could not load texture for missing shader ^3\"%s\"\n", loadmodel->name, texture->name);
1840 // init the animation variables
1841 texture->currentframe = texture;
1842 if (texture->numskinframes < 1)
1843 texture->numskinframes = 1;
1844 if (!texture->skinframes[0])
1845 texture->skinframes[0] = R_SkinFrame_LoadMissing();
1846 texture->currentskinframe = texture->skinframes[0];
1847 texture->backgroundcurrentskinframe = texture->backgroundskinframes[0];
1851 skinfile_t *Mod_LoadSkinFiles(void)
1853 int i, words, numtags, line, tagsetsused = false, wordsoverflow;
1856 skinfile_t *skinfile = NULL, *first = NULL;
1857 skinfileitem_t *skinfileitem;
1858 char word[10][MAX_QPATH];
1859 overridetagnameset_t tagsets[MAX_SKINS];
1860 overridetagname_t tags[256];
1864 U_bodyBox,models/players/Legoman/BikerA2.tga
1865 U_RArm,models/players/Legoman/BikerA1.tga
1866 U_LArm,models/players/Legoman/BikerA1.tga
1867 U_armor,common/nodraw
1868 U_sword,common/nodraw
1869 U_shield,common/nodraw
1870 U_homb,common/nodraw
1871 U_backpack,common/nodraw
1872 U_colcha,common/nodraw
1877 memset(tagsets, 0, sizeof(tagsets));
1878 memset(word, 0, sizeof(word));
1879 for (i = 0;i < MAX_SKINS && (data = text = (char *)FS_LoadFile(va("%s_%i.skin", loadmodel->name, i), tempmempool, true, NULL));i++)
1883 // If it's the first file we parse
1884 if (skinfile == NULL)
1886 skinfile = (skinfile_t *)Mem_Alloc(loadmodel->mempool, sizeof(skinfile_t));
1891 skinfile->next = (skinfile_t *)Mem_Alloc(loadmodel->mempool, sizeof(skinfile_t));
1892 skinfile = skinfile->next;
1894 skinfile->next = NULL;
1896 for(line = 0;;line++)
1899 if (!COM_ParseToken_QuakeC(&data, true))
1901 if (!strcmp(com_token, "\n"))
1904 wordsoverflow = false;
1908 strlcpy(word[words++], com_token, sizeof (word[0]));
1910 wordsoverflow = true;
1912 while (COM_ParseToken_QuakeC(&data, true) && strcmp(com_token, "\n"));
1915 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);
1918 // words is always >= 1
1919 if (!strcmp(word[0], "replace"))
1923 Con_DPrintf("Mod_LoadSkinFiles: parsed mesh \"%s\" shader replacement \"%s\"\n", word[1], word[2]);
1924 skinfileitem = (skinfileitem_t *)Mem_Alloc(loadmodel->mempool, sizeof(skinfileitem_t));
1925 skinfileitem->next = skinfile->items;
1926 skinfile->items = skinfileitem;
1927 strlcpy (skinfileitem->name, word[1], sizeof (skinfileitem->name));
1928 strlcpy (skinfileitem->replacement, word[2], sizeof (skinfileitem->replacement));
1931 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]);
1933 else if (words == 2 && !strcmp(word[1], ","))
1935 // tag name, like "tag_weapon,"
1936 Con_DPrintf("Mod_LoadSkinFiles: parsed tag #%i \"%s\"\n", numtags, word[0]);
1937 memset(tags + numtags, 0, sizeof(tags[numtags]));
1938 strlcpy (tags[numtags].name, word[0], sizeof (tags[numtags].name));
1941 else if (words == 3 && !strcmp(word[1], ","))
1943 // mesh shader name, like "U_RArm,models/players/Legoman/BikerA1.tga"
1944 Con_DPrintf("Mod_LoadSkinFiles: parsed mesh \"%s\" shader replacement \"%s\"\n", word[0], word[2]);
1945 skinfileitem = (skinfileitem_t *)Mem_Alloc(loadmodel->mempool, sizeof(skinfileitem_t));
1946 skinfileitem->next = skinfile->items;
1947 skinfile->items = skinfileitem;
1948 strlcpy (skinfileitem->name, word[0], sizeof (skinfileitem->name));
1949 strlcpy (skinfileitem->replacement, word[2], sizeof (skinfileitem->replacement));
1952 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);
1958 overridetagnameset_t *t;
1960 t->num_overridetagnames = numtags;
1961 t->data_overridetagnames = (overridetagname_t *)Mem_Alloc(loadmodel->mempool, t->num_overridetagnames * sizeof(overridetagname_t));
1962 memcpy(t->data_overridetagnames, tags, t->num_overridetagnames * sizeof(overridetagname_t));
1968 loadmodel->data_overridetagnamesforskin = (overridetagnameset_t *)Mem_Alloc(loadmodel->mempool, i * sizeof(overridetagnameset_t));
1969 memcpy(loadmodel->data_overridetagnamesforskin, tagsets, i * sizeof(overridetagnameset_t));
1972 loadmodel->numskins = i;
1976 void Mod_FreeSkinFiles(skinfile_t *skinfile)
1979 skinfileitem_t *skinfileitem, *nextitem;
1980 for (;skinfile;skinfile = next)
1982 next = skinfile->next;
1983 for (skinfileitem = skinfile->items;skinfileitem;skinfileitem = nextitem)
1985 nextitem = skinfileitem->next;
1986 Mem_Free(skinfileitem);
1992 int Mod_CountSkinFiles(skinfile_t *skinfile)
1995 for (i = 0;skinfile;skinfile = skinfile->next, i++);
1999 void Mod_SnapVertices(int numcomponents, int numvertices, float *vertices, float snap)
2002 double isnap = 1.0 / snap;
2003 for (i = 0;i < numvertices*numcomponents;i++)
2004 vertices[i] = floor(vertices[i]*isnap)*snap;
2007 int Mod_RemoveDegenerateTriangles(int numtriangles, const int *inelement3i, int *outelement3i, const float *vertex3f)
2009 int i, outtriangles;
2010 float d, edgedir[3], temp[3];
2011 // a degenerate triangle is one with no width (thickness, surface area)
2012 // these are characterized by having all 3 points colinear (along a line)
2013 // or having two points identical
2014 for (i = 0, outtriangles = 0;i < numtriangles;i++, inelement3i += 3)
2016 // calculate first edge
2017 VectorSubtract(vertex3f + inelement3i[1] * 3, vertex3f + inelement3i[0] * 3, edgedir);
2018 if (VectorLength2(edgedir) < 0.0001f)
2019 continue; // degenerate first edge (no length)
2020 VectorNormalize(edgedir);
2021 // check if third point is on the edge (colinear)
2022 d = -DotProduct(vertex3f + inelement3i[2] * 3, edgedir);
2023 VectorMA(vertex3f + inelement3i[2] * 3, d, edgedir, temp);
2024 if (VectorLength2(temp) < 0.0001f)
2025 continue; // third point colinear with first edge
2026 // valid triangle (no colinear points, no duplicate points)
2027 VectorCopy(inelement3i, outelement3i);
2031 return outtriangles;
2034 void Mod_VertexRangeFromElements(int numelements, const int *elements, int *firstvertexpointer, int *lastvertexpointer)
2037 int firstvertex, lastvertex;
2038 if (numelements > 0 && elements)
2040 firstvertex = lastvertex = elements[0];
2041 for (i = 1;i < numelements;i++)
2044 firstvertex = min(firstvertex, e);
2045 lastvertex = max(lastvertex, e);
2049 firstvertex = lastvertex = 0;
2050 if (firstvertexpointer)
2051 *firstvertexpointer = firstvertex;
2052 if (lastvertexpointer)
2053 *lastvertexpointer = lastvertex;
2056 static void Mod_BuildVBOs(void)
2058 if (!gl_support_arb_vertex_buffer_object)
2061 // element buffer is easy because it's just one array
2062 if (loadmodel->surfmesh.num_triangles)
2063 loadmodel->surfmesh.ebo = R_Mesh_CreateStaticBufferObject(GL_ELEMENT_ARRAY_BUFFER_ARB, loadmodel->surfmesh.data_element3i, loadmodel->surfmesh.num_triangles * sizeof(int[3]), loadmodel->name);
2065 // vertex buffer is several arrays and we put them in the same buffer
2067 // is this wise? the texcoordtexture2f array is used with dynamic
2068 // vertex/svector/tvector/normal when rendering animated models, on the
2069 // other hand animated models don't use a lot of vertices anyway...
2070 if (loadmodel->surfmesh.num_vertices)
2075 loadmodel->surfmesh.vbooffset_vertex3f = size;if (loadmodel->surfmesh.data_vertex3f ) size += loadmodel->surfmesh.num_vertices * sizeof(float[3]);
2076 loadmodel->surfmesh.vbooffset_svector3f = size;if (loadmodel->surfmesh.data_svector3f ) size += loadmodel->surfmesh.num_vertices * sizeof(float[3]);
2077 loadmodel->surfmesh.vbooffset_tvector3f = size;if (loadmodel->surfmesh.data_tvector3f ) size += loadmodel->surfmesh.num_vertices * sizeof(float[3]);
2078 loadmodel->surfmesh.vbooffset_normal3f = size;if (loadmodel->surfmesh.data_normal3f ) size += loadmodel->surfmesh.num_vertices * sizeof(float[3]);
2079 loadmodel->surfmesh.vbooffset_texcoordtexture2f = size;if (loadmodel->surfmesh.data_texcoordtexture2f ) size += loadmodel->surfmesh.num_vertices * sizeof(float[2]);
2080 loadmodel->surfmesh.vbooffset_texcoordlightmap2f = size;if (loadmodel->surfmesh.data_texcoordlightmap2f) size += loadmodel->surfmesh.num_vertices * sizeof(float[2]);
2081 loadmodel->surfmesh.vbooffset_lightmapcolor4f = size;if (loadmodel->surfmesh.data_lightmapcolor4f ) size += loadmodel->surfmesh.num_vertices * sizeof(float[4]);
2082 mem = (unsigned char *)Mem_Alloc(tempmempool, size);
2083 if (loadmodel->surfmesh.data_vertex3f ) memcpy(mem + loadmodel->surfmesh.vbooffset_vertex3f , loadmodel->surfmesh.data_vertex3f , loadmodel->surfmesh.num_vertices * sizeof(float[3]));
2084 if (loadmodel->surfmesh.data_svector3f ) memcpy(mem + loadmodel->surfmesh.vbooffset_svector3f , loadmodel->surfmesh.data_svector3f , loadmodel->surfmesh.num_vertices * sizeof(float[3]));
2085 if (loadmodel->surfmesh.data_tvector3f ) memcpy(mem + loadmodel->surfmesh.vbooffset_tvector3f , loadmodel->surfmesh.data_tvector3f , loadmodel->surfmesh.num_vertices * sizeof(float[3]));
2086 if (loadmodel->surfmesh.data_normal3f ) memcpy(mem + loadmodel->surfmesh.vbooffset_normal3f , loadmodel->surfmesh.data_normal3f , loadmodel->surfmesh.num_vertices * sizeof(float[3]));
2087 if (loadmodel->surfmesh.data_texcoordtexture2f ) memcpy(mem + loadmodel->surfmesh.vbooffset_texcoordtexture2f , loadmodel->surfmesh.data_texcoordtexture2f , loadmodel->surfmesh.num_vertices * sizeof(float[2]));
2088 if (loadmodel->surfmesh.data_texcoordlightmap2f) memcpy(mem + loadmodel->surfmesh.vbooffset_texcoordlightmap2f, loadmodel->surfmesh.data_texcoordlightmap2f, loadmodel->surfmesh.num_vertices * sizeof(float[2]));
2089 if (loadmodel->surfmesh.data_lightmapcolor4f ) memcpy(mem + loadmodel->surfmesh.vbooffset_lightmapcolor4f , loadmodel->surfmesh.data_lightmapcolor4f , loadmodel->surfmesh.num_vertices * sizeof(float[4]));
2090 loadmodel->surfmesh.vbo = R_Mesh_CreateStaticBufferObject(GL_ARRAY_BUFFER_ARB, mem, size, loadmodel->name);