2 Copyright (C) 1996-1997 Id Software, Inc.
4 This program is free software; you can redistribute it and/or
5 modify it under the terms of the GNU General Public License
6 as published by the Free Software Foundation; either version 2
7 of the License, or (at your option) any later version.
9 This program is distributed in the hope that it will be useful,
10 but WITHOUT ANY WARRANTY; without even the implied warranty of
11 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
13 See the GNU General Public License for more details.
15 You should have received a copy of the GNU General Public License
16 along with this program; if not, write to the Free Software
17 Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
20 // models.c -- model loading and caching
22 // models are the only shared resource between a client and server running
23 // on the same machine.
30 cvar_t r_enableshadowvolumes = {CVAR_SAVE, "r_enableshadowvolumes", "1", "Enables use of Stencil Shadow Volume shadowing methods, saves some memory if turned off"};
31 cvar_t r_mipskins = {CVAR_SAVE, "r_mipskins", "0", "mipmaps model skins so they render faster in the distance and do not display noise artifacts, can cause discoloration of skins if they contain undesirable border colors"};
32 cvar_t r_mipnormalmaps = {CVAR_SAVE, "r_mipnormalmaps", "1", "mipmaps normalmaps (turning it off looks sharper but may have aliasing)"};
33 cvar_t mod_generatelightmaps_unitspersample = {CVAR_SAVE, "mod_generatelightmaps_unitspersample", "8", "lightmap resolution"};
34 cvar_t mod_generatelightmaps_borderpixels = {CVAR_SAVE, "mod_generatelightmaps_borderpixels", "2", "extra space around polygons to prevent sampling artifacts"};
35 cvar_t mod_generatelightmaps_texturesize = {CVAR_SAVE, "mod_generatelightmaps_texturesize", "1024", "size of lightmap textures"};
36 cvar_t mod_generatelightmaps_lightmapsamples = {CVAR_SAVE, "mod_generatelightmaps_lightmapsamples", "16", "number of shadow tests done per lightmap pixel"};
37 cvar_t mod_generatelightmaps_vertexsamples = {CVAR_SAVE, "mod_generatelightmaps_vertexsamples", "16", "number of shadow tests done per vertex"};
38 cvar_t mod_generatelightmaps_gridsamples = {CVAR_SAVE, "mod_generatelightmaps_gridsamples", "64", "number of shadow tests done per lightgrid cell"};
39 cvar_t mod_generatelightmaps_lightmapradius = {CVAR_SAVE, "mod_generatelightmaps_lightmapradius", "16", "sampling area around each lightmap pixel"};
40 cvar_t mod_generatelightmaps_vertexradius = {CVAR_SAVE, "mod_generatelightmaps_vertexradius", "16", "sampling area around each vertex"};
41 cvar_t mod_generatelightmaps_gridradius = {CVAR_SAVE, "mod_generatelightmaps_gridradius", "64", "sampling area around each lightgrid cell center"};
43 dp_model_t *loadmodel;
45 static mempool_t *mod_mempool;
46 static memexpandablearray_t models;
48 static mempool_t* q3shaders_mem;
49 typedef struct q3shader_hash_entry_s
51 q3shaderinfo_t shader;
52 struct q3shader_hash_entry_s* chain;
53 } q3shader_hash_entry_t;
54 #define Q3SHADER_HASH_SIZE 1021
55 typedef struct q3shader_data_s
57 memexpandablearray_t hash_entries;
58 q3shader_hash_entry_t hash[Q3SHADER_HASH_SIZE];
59 memexpandablearray_t char_ptrs;
61 static q3shader_data_t* q3shader_data;
63 static void mod_start(void)
66 int nummodels = Mem_ExpandableArray_IndexRange(&models);
69 SCR_PushLoadingScreen(false, "Loading models", 1.0);
71 for (i = 0;i < nummodels;i++)
72 if ((mod = (dp_model_t*) Mem_ExpandableArray_RecordAtIndex(&models, i)) && mod->name[0] && mod->name[0] != '*')
75 for (i = 0;i < nummodels;i++)
76 if ((mod = (dp_model_t*) Mem_ExpandableArray_RecordAtIndex(&models, i)) && mod->name[0] && mod->name[0] != '*')
79 SCR_PushLoadingScreen(true, mod->name, 1.0 / count);
80 Mod_LoadModel(mod, true, false);
81 SCR_PopLoadingScreen(false);
83 SCR_PopLoadingScreen(false);
86 static void mod_shutdown(void)
89 int nummodels = Mem_ExpandableArray_IndexRange(&models);
92 for (i = 0;i < nummodels;i++)
93 if ((mod = (dp_model_t*) Mem_ExpandableArray_RecordAtIndex(&models, i)) && (mod->loaded || mod->mempool))
97 Mod_Skeletal_FreeBuffers();
100 static void mod_newmap(void)
103 int i, j, k, surfacenum, ssize, tsize;
104 int nummodels = Mem_ExpandableArray_IndexRange(&models);
107 for (i = 0;i < nummodels;i++)
109 if ((mod = (dp_model_t*) Mem_ExpandableArray_RecordAtIndex(&models, i)) && mod->mempool)
111 for (j = 0;j < mod->num_textures && mod->data_textures;j++)
113 for (k = 0;k < mod->data_textures[j].numskinframes;k++)
114 R_SkinFrame_MarkUsed(mod->data_textures[j].skinframes[k]);
115 for (k = 0;k < mod->data_textures[j].backgroundnumskinframes;k++)
116 R_SkinFrame_MarkUsed(mod->data_textures[j].backgroundskinframes[k]);
118 if (mod->brush.solidskyskinframe)
119 R_SkinFrame_MarkUsed(mod->brush.solidskyskinframe);
120 if (mod->brush.alphaskyskinframe)
121 R_SkinFrame_MarkUsed(mod->brush.alphaskyskinframe);
125 if (!cl_stainmaps_clearonload.integer)
128 for (i = 0;i < nummodels;i++)
130 if ((mod = (dp_model_t*) Mem_ExpandableArray_RecordAtIndex(&models, i)) && mod->mempool && mod->data_surfaces)
132 for (surfacenum = 0, surface = mod->data_surfaces;surfacenum < mod->num_surfaces;surfacenum++, surface++)
134 if (surface->lightmapinfo && surface->lightmapinfo->stainsamples)
136 ssize = (surface->lightmapinfo->extents[0] >> 4) + 1;
137 tsize = (surface->lightmapinfo->extents[1] >> 4) + 1;
138 memset(surface->lightmapinfo->stainsamples, 255, ssize * tsize * 3);
139 mod->brushq1.lightmapupdateflags[surfacenum] = true;
151 static void Mod_Print(void);
152 static void Mod_Precache (void);
153 static void Mod_Decompile_f(void);
154 static void Mod_GenerateLightmaps_f(void);
157 mod_mempool = Mem_AllocPool("modelinfo", 0, NULL);
158 Mem_ExpandableArray_NewArray(&models, mod_mempool, sizeof(dp_model_t), 16);
164 Cvar_RegisterVariable(&r_enableshadowvolumes);
165 Cvar_RegisterVariable(&r_mipskins);
166 Cvar_RegisterVariable(&r_mipnormalmaps);
167 Cvar_RegisterVariable(&mod_generatelightmaps_unitspersample);
168 Cvar_RegisterVariable(&mod_generatelightmaps_borderpixels);
169 Cvar_RegisterVariable(&mod_generatelightmaps_texturesize);
171 Cvar_RegisterVariable(&mod_generatelightmaps_lightmapsamples);
172 Cvar_RegisterVariable(&mod_generatelightmaps_vertexsamples);
173 Cvar_RegisterVariable(&mod_generatelightmaps_gridsamples);
174 Cvar_RegisterVariable(&mod_generatelightmaps_lightmapradius);
175 Cvar_RegisterVariable(&mod_generatelightmaps_vertexradius);
176 Cvar_RegisterVariable(&mod_generatelightmaps_gridradius);
178 Cmd_AddCommand ("modellist", Mod_Print, "prints a list of loaded models");
179 Cmd_AddCommand ("modelprecache", Mod_Precache, "load a model");
180 Cmd_AddCommand ("modeldecompile", Mod_Decompile_f, "exports a model in several formats for editing purposes");
181 Cmd_AddCommand ("mod_generatelightmaps", Mod_GenerateLightmaps_f, "rebuilds lighting on current worldmodel");
184 void Mod_RenderInit(void)
186 R_RegisterModule("Models", mod_start, mod_shutdown, mod_newmap, NULL, NULL);
189 void Mod_UnloadModel (dp_model_t *mod)
191 char name[MAX_QPATH];
193 dp_model_t *parentmodel;
195 if (developer_loading.integer)
196 Con_Printf("unloading model %s\n", mod->name);
198 strlcpy(name, mod->name, sizeof(name));
199 parentmodel = mod->brush.parentmodel;
203 if (mod->surfmesh.vertex3fbuffer)
204 R_Mesh_DestroyMeshBuffer(mod->surfmesh.vertex3fbuffer);
205 mod->surfmesh.vertex3fbuffer = NULL;
206 if (mod->surfmesh.vertexmeshbuffer)
207 R_Mesh_DestroyMeshBuffer(mod->surfmesh.vertexmeshbuffer);
208 mod->surfmesh.vertexmeshbuffer = NULL;
209 if (mod->surfmesh.data_element3i_indexbuffer)
210 R_Mesh_DestroyMeshBuffer(mod->surfmesh.data_element3i_indexbuffer);
211 mod->surfmesh.data_element3i_indexbuffer = NULL;
212 if (mod->surfmesh.data_element3s_indexbuffer)
213 R_Mesh_DestroyMeshBuffer(mod->surfmesh.data_element3s_indexbuffer);
214 mod->surfmesh.data_element3s_indexbuffer = NULL;
215 if (mod->surfmesh.vbo_vertexbuffer)
216 R_Mesh_DestroyMeshBuffer(mod->surfmesh.vbo_vertexbuffer);
217 mod->surfmesh.vbo_vertexbuffer = NULL;
219 // free textures/memory attached to the model
220 R_FreeTexturePool(&mod->texturepool);
221 Mem_FreePool(&mod->mempool);
222 // clear the struct to make it available
223 memset(mod, 0, sizeof(dp_model_t));
224 // restore the fields we want to preserve
225 strlcpy(mod->name, name, sizeof(mod->name));
226 mod->brush.parentmodel = parentmodel;
231 void R_Model_Null_Draw(entity_render_t *ent)
237 typedef void (*mod_framegroupify_parsegroups_t) (unsigned int i, int start, int len, float fps, qboolean loop, const char *name, void *pass);
239 int Mod_FrameGroupify_ParseGroups(const char *buf, mod_framegroupify_parsegroups_t cb, void *pass)
254 // REQUIRED: fetch start
255 if (!COM_ParseToken_Simple(&bufptr, true, false, true))
257 if (!strcmp(com_token, "\n"))
258 continue; // empty line
259 start = atoi(com_token);
261 // REQUIRED: fetch length
262 if (!COM_ParseToken_Simple(&bufptr, true, false, true))
264 if (!strcmp(com_token, "\n"))
266 Con_Printf("framegroups file: missing number of frames\n");
269 len = atoi(com_token);
271 // OPTIONAL args start
272 if (!COM_ParseToken_Simple(&bufptr, true, false, true))
275 // OPTIONAL: fetch fps
277 if (strcmp(com_token, "\n"))
279 fps = atof(com_token);
280 if (!COM_ParseToken_Simple(&bufptr, true, false, true))
284 // OPTIONAL: fetch loopflag
286 if (strcmp(com_token, "\n"))
288 loop = (atoi(com_token) != 0);
289 if (!COM_ParseToken_Simple(&bufptr, true, false, true))
293 // OPTIONAL: fetch name
295 if (strcmp(com_token, "\n"))
297 strlcpy(name, com_token, sizeof(name));
298 if (!COM_ParseToken_Simple(&bufptr, true, false, true))
302 //Con_Printf("data: %d %d %d %f %d (%s)\n", i, start, len, fps, loop, name);
305 cb(i, start, len, fps, loop, (name[0] ? name : NULL), pass);
312 static void Mod_FrameGroupify_ParseGroups_Store (unsigned int i, int start, int len, float fps, qboolean loop, const char *name, void *pass)
314 dp_model_t *mod = (dp_model_t *) pass;
315 animscene_t *anim = &mod->animscenes[i];
317 strlcpy(anim->name, name, sizeof(anim[i].name));
319 dpsnprintf(anim->name, sizeof(anim[i].name), "groupified_%d_anim", i);
320 anim->firstframe = bound(0, start, mod->num_poses - 1);
321 anim->framecount = bound(1, len, mod->num_poses - anim->firstframe);
322 anim->framerate = max(1, fps);
324 //Con_Printf("frame group %d is %d %d %f %d\n", i, start, len, fps, loop);
327 void Mod_FrameGroupify(dp_model_t *mod, const char *buf)
332 cnt = Mod_FrameGroupify_ParseGroups(buf, NULL, NULL);
335 Con_Printf("no scene found in framegroups file, aborting\n");
338 mod->numframes = cnt;
341 // (we do not free the previous animscenes, but model unloading will free the pool owning them, so it's okay)
342 mod->animscenes = (animscene_t *) Mem_Alloc(mod->mempool, sizeof(animscene_t) * mod->numframes);
345 Mod_FrameGroupify_ParseGroups(buf, Mod_FrameGroupify_ParseGroups_Store, mod);
348 void Mod_FindPotentialDeforms(dp_model_t *mod)
352 mod->wantnormals = false;
353 mod->wanttangents = false;
354 for (i = 0;i < mod->num_textures;i++)
356 texture = mod->data_textures + i;
357 if (texture->tcgen.tcgen == Q3TCGEN_ENVIRONMENT)
358 mod->wantnormals = true;
359 for (j = 0;j < Q3MAXDEFORMS;j++)
361 if (texture->deforms[j].deform == Q3DEFORM_AUTOSPRITE)
363 mod->wanttangents = true;
364 mod->wantnormals = true;
367 if (texture->deforms[j].deform != Q3DEFORM_NONE)
368 mod->wantnormals = true;
380 dp_model_t *Mod_LoadModel(dp_model_t *mod, qboolean crash, qboolean checkdisk)
385 fs_offset_t filesize = 0;
389 if (mod->name[0] == '*') // submodel
392 if (!strcmp(mod->name, "null"))
397 if (mod->loaded || mod->mempool)
398 Mod_UnloadModel(mod);
400 if (developer_loading.integer)
401 Con_Printf("loading model %s\n", mod->name);
404 mod->crc = (unsigned int)-1;
407 VectorClear(mod->normalmins);
408 VectorClear(mod->normalmaxs);
409 VectorClear(mod->yawmins);
410 VectorClear(mod->yawmaxs);
411 VectorClear(mod->rotatedmins);
412 VectorClear(mod->rotatedmaxs);
414 mod->modeldatatypestring = "null";
415 mod->type = mod_null;
416 mod->Draw = R_Model_Null_Draw;
420 // no fatal errors occurred, so this model is ready to use.
429 // even if the model is loaded it still may need reloading...
431 // if it is not loaded or checkdisk is true we need to calculate the crc
432 if (!mod->loaded || checkdisk)
434 if (checkdisk && mod->loaded)
435 Con_DPrintf("checking model %s\n", mod->name);
436 buf = FS_LoadFile (mod->name, tempmempool, false, &filesize);
439 crc = CRC_Block((unsigned char *)buf, filesize);
440 // we need to reload the model if the crc does not match
446 // if the model is already loaded and checks passed, just return
454 if (developer_loading.integer)
455 Con_Printf("loading model %s\n", mod->name);
457 SCR_PushLoadingScreen(true, mod->name, 1);
459 // LordHavoc: unload the existing model in this slot (if there is one)
460 if (mod->loaded || mod->mempool)
461 Mod_UnloadModel(mod);
466 // errors can prevent the corresponding mod->loaded = true;
469 // default model radius and bounding box (mainly for missing models)
471 VectorSet(mod->normalmins, -mod->radius, -mod->radius, -mod->radius);
472 VectorSet(mod->normalmaxs, mod->radius, mod->radius, mod->radius);
473 VectorSet(mod->yawmins, -mod->radius, -mod->radius, -mod->radius);
474 VectorSet(mod->yawmaxs, mod->radius, mod->radius, mod->radius);
475 VectorSet(mod->rotatedmins, -mod->radius, -mod->radius, -mod->radius);
476 VectorSet(mod->rotatedmaxs, mod->radius, mod->radius, mod->radius);
480 // load q3 shaders for the first time, or after a level change
486 char *bufend = (char *)buf + filesize;
488 // all models use memory, so allocate a memory pool
489 mod->mempool = Mem_AllocPool(mod->name, 0, NULL);
491 num = LittleLong(*((int *)buf));
492 // call the apropriate loader
494 if (!strcasecmp(FS_FileExtension(mod->name), "obj")) Mod_OBJ_Load(mod, buf, bufend);
495 else if (!memcmp(buf, "IDPO", 4)) Mod_IDP0_Load(mod, buf, bufend);
496 else if (!memcmp(buf, "IDP2", 4)) Mod_IDP2_Load(mod, buf, bufend);
497 else if (!memcmp(buf, "IDP3", 4)) Mod_IDP3_Load(mod, buf, bufend);
498 else if (!memcmp(buf, "IDSP", 4)) Mod_IDSP_Load(mod, buf, bufend);
499 else if (!memcmp(buf, "IDS2", 4)) Mod_IDS2_Load(mod, buf, bufend);
500 else if (!memcmp(buf, "IBSP", 4)) Mod_IBSP_Load(mod, buf, bufend);
501 else if (!memcmp(buf, "ZYMOTICMODEL", 12)) Mod_ZYMOTICMODEL_Load(mod, buf, bufend);
502 else if (!memcmp(buf, "DARKPLACESMODEL", 16)) Mod_DARKPLACESMODEL_Load(mod, buf, bufend);
503 else if (!memcmp(buf, "ACTRHEAD", 8)) Mod_PSKMODEL_Load(mod, buf, bufend);
504 else if (!memcmp(buf, "INTERQUAKEMODEL", 16)) Mod_INTERQUAKEMODEL_Load(mod, buf, bufend);
505 else if (strlen(mod->name) >= 4 && !strcmp(mod->name + strlen(mod->name) - 4, ".map")) Mod_MAP_Load(mod, buf, bufend);
506 else if (num == BSPVERSION || num == 30) Mod_Q1BSP_Load(mod, buf, bufend);
507 else Con_Printf("Mod_LoadModel: model \"%s\" is of unknown/unsupported type\n", mod->name);
510 Mod_FindPotentialDeforms(mod);
512 buf = FS_LoadFile (va("%s.framegroups", mod->name), tempmempool, false, &filesize);
515 Mod_FrameGroupify(mod, (const char *)buf);
523 // LordHavoc: Sys_Error was *ANNOYING*
524 Con_Printf ("Mod_LoadModel: %s not found\n", mod->name);
527 // no fatal errors occurred, so this model is ready to use.
530 SCR_PopLoadingScreen(false);
535 void Mod_ClearUsed(void)
538 int nummodels = Mem_ExpandableArray_IndexRange(&models);
540 for (i = 0;i < nummodels;i++)
541 if ((mod = (dp_model_t*) Mem_ExpandableArray_RecordAtIndex(&models, i)) && mod->name[0])
545 void Mod_PurgeUnused(void)
548 int nummodels = Mem_ExpandableArray_IndexRange(&models);
550 for (i = 0;i < nummodels;i++)
552 if ((mod = (dp_model_t*) Mem_ExpandableArray_RecordAtIndex(&models, i)) && mod->name[0] && !mod->used)
554 Mod_UnloadModel(mod);
555 Mem_ExpandableArray_FreeRecord(&models, mod);
566 dp_model_t *Mod_FindName(const char *name, const char *parentname)
575 // if we're not dedicatd, the renderer calls will crash without video
578 nummodels = Mem_ExpandableArray_IndexRange(&models);
581 Host_Error ("Mod_ForName: NULL name");
583 // search the currently loaded models
584 for (i = 0;i < nummodels;i++)
586 if ((mod = (dp_model_t*) Mem_ExpandableArray_RecordAtIndex(&models, i)) && mod->name[0] && !strcmp(mod->name, name) && ((!mod->brush.parentmodel && !parentname[0]) || (mod->brush.parentmodel && parentname[0] && !strcmp(mod->brush.parentmodel->name, parentname))))
593 // no match found, create a new one
594 mod = (dp_model_t *) Mem_ExpandableArray_AllocRecord(&models);
595 strlcpy(mod->name, name, sizeof(mod->name));
597 mod->brush.parentmodel = Mod_FindName(parentname, NULL);
599 mod->brush.parentmodel = NULL;
609 Loads in a model for the given name
612 dp_model_t *Mod_ForName(const char *name, qboolean crash, qboolean checkdisk, const char *parentname)
615 model = Mod_FindName(name, parentname);
616 if (!model->loaded || checkdisk)
617 Mod_LoadModel(model, crash, checkdisk);
625 Reloads all models if they have changed
628 void Mod_Reload(void)
631 int nummodels = Mem_ExpandableArray_IndexRange(&models);
634 SCR_PushLoadingScreen(false, "Reloading models", 1.0);
636 for (i = 0;i < nummodels;i++)
637 if ((mod = (dp_model_t *) Mem_ExpandableArray_RecordAtIndex(&models, i)) && mod->name[0] && mod->name[0] != '*' && mod->used)
639 for (i = 0;i < nummodels;i++)
640 if ((mod = (dp_model_t *) Mem_ExpandableArray_RecordAtIndex(&models, i)) && mod->name[0] && mod->name[0] != '*' && mod->used)
642 SCR_PushLoadingScreen(true, mod->name, 1.0 / count);
643 Mod_LoadModel(mod, true, true);
644 SCR_PopLoadingScreen(false);
646 SCR_PopLoadingScreen(false);
649 unsigned char *mod_base;
652 //=============================================================================
659 static void Mod_Print(void)
662 int nummodels = Mem_ExpandableArray_IndexRange(&models);
665 Con_Print("Loaded models:\n");
666 for (i = 0;i < nummodels;i++)
668 if ((mod = (dp_model_t *) Mem_ExpandableArray_RecordAtIndex(&models, i)) && mod->name[0] && mod->name[0] != '*')
670 if (mod->brush.numsubmodels)
671 Con_Printf("%4iK %s (%i submodels)\n", mod->mempool ? (int)((mod->mempool->totalsize + 1023) / 1024) : 0, mod->name, mod->brush.numsubmodels);
673 Con_Printf("%4iK %s\n", mod->mempool ? (int)((mod->mempool->totalsize + 1023) / 1024) : 0, mod->name);
683 static void Mod_Precache(void)
686 Mod_ForName(Cmd_Argv(1), false, true, Cmd_Argv(1)[0] == '*' ? cl.model_name[1] : NULL);
688 Con_Print("usage: modelprecache <filename>\n");
691 int Mod_BuildVertexRemapTableFromElements(int numelements, const int *elements, int numvertices, int *remapvertices)
695 used = (unsigned char *)Mem_Alloc(tempmempool, numvertices);
696 memset(used, 0, numvertices);
697 for (i = 0;i < numelements;i++)
698 used[elements[i]] = 1;
699 for (i = 0, count = 0;i < numvertices;i++)
700 remapvertices[i] = used[i] ? count++ : -1;
706 // fast way, using an edge hash
707 #define TRIANGLEEDGEHASH 8192
708 void Mod_BuildTriangleNeighbors(int *neighbors, const int *elements, int numtriangles)
710 int i, j, p, e1, e2, *n, hashindex, count, match;
712 typedef struct edgehashentry_s
714 struct edgehashentry_s *next;
719 static edgehashentry_t **edgehash;
720 edgehashentry_t *edgehashentries, *hash;
723 edgehash = (edgehashentry_t **)Mem_Alloc(tempmempool, TRIANGLEEDGEHASH * sizeof(*edgehash));
724 // if there are too many triangles for the stack array, allocate larger buffer
725 edgehashentries = (edgehashentry_t *)Mem_Alloc(tempmempool, numtriangles * 3 * sizeof(edgehashentry_t));
726 // find neighboring triangles
727 for (i = 0, e = elements, n = neighbors;i < numtriangles;i++, e += 3, n += 3)
729 for (j = 0, p = 2;j < 3;p = j, j++)
733 // this hash index works for both forward and backward edges
734 hashindex = (unsigned int)(e1 + e2) % TRIANGLEEDGEHASH;
735 hash = edgehashentries + i * 3 + j;
736 hash->next = edgehash[hashindex];
737 edgehash[hashindex] = hash;
739 hash->element[0] = e1;
740 hash->element[1] = e2;
743 for (i = 0, e = elements, n = neighbors;i < numtriangles;i++, e += 3, n += 3)
745 for (j = 0, p = 2;j < 3;p = j, j++)
749 // this hash index works for both forward and backward edges
750 hashindex = (unsigned int)(e1 + e2) % TRIANGLEEDGEHASH;
753 for (hash = edgehash[hashindex];hash;hash = hash->next)
755 if (hash->element[0] == e2 && hash->element[1] == e1)
757 if (hash->triangle != i)
758 match = hash->triangle;
761 else if ((hash->element[0] == e1 && hash->element[1] == e2))
764 // detect edges shared by three triangles and make them seams
770 // also send a keepalive here (this can take a while too!)
771 CL_KeepaliveMessage(false);
773 // free the allocated buffer
774 Mem_Free(edgehashentries);
778 // very slow but simple way
779 static int Mod_FindTriangleWithEdge(const int *elements, int numtriangles, int start, int end, int ignore)
784 for (i = 0;i < numtriangles;i++, elements += 3)
786 if ((elements[0] == start && elements[1] == end)
787 || (elements[1] == start && elements[2] == end)
788 || (elements[2] == start && elements[0] == end))
794 else if ((elements[1] == start && elements[0] == end)
795 || (elements[2] == start && elements[1] == end)
796 || (elements[0] == start && elements[2] == end))
799 // detect edges shared by three triangles and make them seams
805 void Mod_BuildTriangleNeighbors(int *neighbors, const int *elements, int numtriangles)
809 for (i = 0, e = elements, n = neighbors;i < numtriangles;i++, e += 3, n += 3)
811 n[0] = Mod_FindTriangleWithEdge(elements, numtriangles, e[1], e[0], i);
812 n[1] = Mod_FindTriangleWithEdge(elements, numtriangles, e[2], e[1], i);
813 n[2] = Mod_FindTriangleWithEdge(elements, numtriangles, e[0], e[2], i);
818 void Mod_ValidateElements(int *elements, int numtriangles, int firstvertex, int numverts, const char *filename, int fileline)
820 int i, warned = false, endvertex = firstvertex + numverts;
821 for (i = 0;i < numtriangles * 3;i++)
823 if (elements[i] < firstvertex || elements[i] >= endvertex)
828 Con_Printf("Mod_ValidateElements: out of bounds elements detected at %s:%d\n", filename, fileline);
830 elements[i] = firstvertex;
835 // warning: this is an expensive function!
836 void Mod_BuildNormals(int firstvertex, int numvertices, int numtriangles, const float *vertex3f, const int *elements, float *normal3f, qboolean areaweighting)
843 memset(normal3f + 3 * firstvertex, 0, numvertices * sizeof(float[3]));
844 // process each vertex of each triangle and accumulate the results
845 // use area-averaging, to make triangles with a big area have a bigger
846 // weighting on the vertex normal than triangles with a small area
847 // to do so, just add the 'normals' together (the bigger the area
848 // the greater the length of the normal is
850 for (i = 0; i < numtriangles; i++, element += 3)
853 vertex3f + element[0] * 3,
854 vertex3f + element[1] * 3,
855 vertex3f + element[2] * 3,
860 VectorNormalize(areaNormal);
862 for (j = 0;j < 3;j++)
864 vectorNormal = normal3f + element[j] * 3;
865 vectorNormal[0] += areaNormal[0];
866 vectorNormal[1] += areaNormal[1];
867 vectorNormal[2] += areaNormal[2];
870 // and just normalize the accumulated vertex normal in the end
871 vectorNormal = normal3f + 3 * firstvertex;
872 for (i = 0; i < numvertices; i++, vectorNormal += 3)
873 VectorNormalize(vectorNormal);
876 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)
878 float f, tangentcross[3], v10[3], v20[3], tc10[2], tc20[2];
879 // 79 add/sub/negate/multiply (1 cycle), 1 compare (3 cycle?), total cycles not counting load/store/exchange roughly 82 cycles
880 // 6 add, 28 subtract, 39 multiply, 1 compare, 50% chance of 6 negates
882 // 6 multiply, 9 subtract
883 VectorSubtract(v1, v0, v10);
884 VectorSubtract(v2, v0, v20);
885 normal3f[0] = v20[1] * v10[2] - v20[2] * v10[1];
886 normal3f[1] = v20[2] * v10[0] - v20[0] * v10[2];
887 normal3f[2] = v20[0] * v10[1] - v20[1] * v10[0];
888 // 12 multiply, 10 subtract
889 tc10[1] = tc1[1] - tc0[1];
890 tc20[1] = tc2[1] - tc0[1];
891 svector3f[0] = tc10[1] * v20[0] - tc20[1] * v10[0];
892 svector3f[1] = tc10[1] * v20[1] - tc20[1] * v10[1];
893 svector3f[2] = tc10[1] * v20[2] - tc20[1] * v10[2];
894 tc10[0] = tc1[0] - tc0[0];
895 tc20[0] = tc2[0] - tc0[0];
896 tvector3f[0] = tc10[0] * v20[0] - tc20[0] * v10[0];
897 tvector3f[1] = tc10[0] * v20[1] - tc20[0] * v10[1];
898 tvector3f[2] = tc10[0] * v20[2] - tc20[0] * v10[2];
899 // 12 multiply, 4 add, 6 subtract
900 f = DotProduct(svector3f, normal3f);
901 svector3f[0] -= f * normal3f[0];
902 svector3f[1] -= f * normal3f[1];
903 svector3f[2] -= f * normal3f[2];
904 f = DotProduct(tvector3f, normal3f);
905 tvector3f[0] -= f * normal3f[0];
906 tvector3f[1] -= f * normal3f[1];
907 tvector3f[2] -= f * normal3f[2];
908 // if texture is mapped the wrong way (counterclockwise), the tangents
909 // have to be flipped, this is detected by calculating a normal from the
910 // two tangents, and seeing if it is opposite the surface normal
911 // 9 multiply, 2 add, 3 subtract, 1 compare, 50% chance of: 6 negates
912 CrossProduct(tvector3f, svector3f, tangentcross);
913 if (DotProduct(tangentcross, normal3f) < 0)
915 VectorNegate(svector3f, svector3f);
916 VectorNegate(tvector3f, tvector3f);
920 // warning: this is a very expensive function!
921 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)
924 float sdir[3], tdir[3], normal[3], *sv, *tv;
925 const float *v0, *v1, *v2, *tc0, *tc1, *tc2, *n;
926 float f, tangentcross[3], v10[3], v20[3], tc10[2], tc20[2];
929 memset(svector3f + 3 * firstvertex, 0, numvertices * sizeof(float[3]));
930 memset(tvector3f + 3 * firstvertex, 0, numvertices * sizeof(float[3]));
931 // process each vertex of each triangle and accumulate the results
932 for (tnum = 0, e = elements;tnum < numtriangles;tnum++, e += 3)
934 v0 = vertex3f + e[0] * 3;
935 v1 = vertex3f + e[1] * 3;
936 v2 = vertex3f + e[2] * 3;
937 tc0 = texcoord2f + e[0] * 2;
938 tc1 = texcoord2f + e[1] * 2;
939 tc2 = texcoord2f + e[2] * 2;
941 // 79 add/sub/negate/multiply (1 cycle), 1 compare (3 cycle?), total cycles not counting load/store/exchange roughly 82 cycles
942 // 6 add, 28 subtract, 39 multiply, 1 compare, 50% chance of 6 negates
944 // calculate the edge directions and surface normal
945 // 6 multiply, 9 subtract
946 VectorSubtract(v1, v0, v10);
947 VectorSubtract(v2, v0, v20);
948 normal[0] = v20[1] * v10[2] - v20[2] * v10[1];
949 normal[1] = v20[2] * v10[0] - v20[0] * v10[2];
950 normal[2] = v20[0] * v10[1] - v20[1] * v10[0];
952 // calculate the tangents
953 // 12 multiply, 10 subtract
954 tc10[1] = tc1[1] - tc0[1];
955 tc20[1] = tc2[1] - tc0[1];
956 sdir[0] = tc10[1] * v20[0] - tc20[1] * v10[0];
957 sdir[1] = tc10[1] * v20[1] - tc20[1] * v10[1];
958 sdir[2] = tc10[1] * v20[2] - tc20[1] * v10[2];
959 tc10[0] = tc1[0] - tc0[0];
960 tc20[0] = tc2[0] - tc0[0];
961 tdir[0] = tc10[0] * v20[0] - tc20[0] * v10[0];
962 tdir[1] = tc10[0] * v20[1] - tc20[0] * v10[1];
963 tdir[2] = tc10[0] * v20[2] - tc20[0] * v10[2];
965 // if texture is mapped the wrong way (counterclockwise), the tangents
966 // have to be flipped, this is detected by calculating a normal from the
967 // two tangents, and seeing if it is opposite the surface normal
968 // 9 multiply, 2 add, 3 subtract, 1 compare, 50% chance of: 6 negates
969 CrossProduct(tdir, sdir, tangentcross);
970 if (DotProduct(tangentcross, normal) < 0)
972 VectorNegate(sdir, sdir);
973 VectorNegate(tdir, tdir);
978 VectorNormalize(sdir);
979 VectorNormalize(tdir);
981 for (i = 0;i < 3;i++)
983 VectorAdd(svector3f + e[i]*3, sdir, svector3f + e[i]*3);
984 VectorAdd(tvector3f + e[i]*3, tdir, tvector3f + e[i]*3);
987 // make the tangents completely perpendicular to the surface normal, and
988 // then normalize them
989 // 16 assignments, 2 divide, 2 sqrt, 2 negates, 14 adds, 24 multiplies
990 for (i = 0, sv = svector3f + 3 * firstvertex, tv = tvector3f + 3 * firstvertex, n = normal3f + 3 * firstvertex;i < numvertices;i++, sv += 3, tv += 3, n += 3)
992 f = -DotProduct(sv, n);
993 VectorMA(sv, f, n, sv);
995 f = -DotProduct(tv, n);
996 VectorMA(tv, f, n, tv);
1001 void Mod_AllocSurfMesh(mempool_t *mempool, int numvertices, int numtriangles, qboolean lightmapoffsets, qboolean vertexcolors, qboolean neighbors)
1003 unsigned char *data;
1004 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));
1005 loadmodel->surfmesh.num_vertices = numvertices;
1006 loadmodel->surfmesh.num_triangles = numtriangles;
1007 if (loadmodel->surfmesh.num_vertices)
1009 loadmodel->surfmesh.data_vertex3f = (float *)data, data += sizeof(float[3]) * loadmodel->surfmesh.num_vertices;
1010 loadmodel->surfmesh.data_svector3f = (float *)data, data += sizeof(float[3]) * loadmodel->surfmesh.num_vertices;
1011 loadmodel->surfmesh.data_tvector3f = (float *)data, data += sizeof(float[3]) * loadmodel->surfmesh.num_vertices;
1012 loadmodel->surfmesh.data_normal3f = (float *)data, data += sizeof(float[3]) * loadmodel->surfmesh.num_vertices;
1013 loadmodel->surfmesh.data_texcoordtexture2f = (float *)data, data += sizeof(float[2]) * loadmodel->surfmesh.num_vertices;
1014 loadmodel->surfmesh.data_texcoordlightmap2f = (float *)data, data += sizeof(float[2]) * loadmodel->surfmesh.num_vertices;
1016 loadmodel->surfmesh.data_lightmapcolor4f = (float *)data, data += sizeof(float[4]) * loadmodel->surfmesh.num_vertices;
1017 if (lightmapoffsets)
1018 loadmodel->surfmesh.data_lightmapoffsets = (int *)data, data += sizeof(int) * loadmodel->surfmesh.num_vertices;
1020 if (loadmodel->surfmesh.num_triangles)
1022 loadmodel->surfmesh.data_element3i = (int *)data, data += sizeof(int[3]) * loadmodel->surfmesh.num_triangles;
1024 loadmodel->surfmesh.data_neighbor3i = (int *)data, data += sizeof(int[3]) * loadmodel->surfmesh.num_triangles;
1025 if (loadmodel->surfmesh.num_vertices <= 65536)
1026 loadmodel->surfmesh.data_element3s = (unsigned short *)data, data += sizeof(unsigned short[3]) * loadmodel->surfmesh.num_triangles;
1030 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)
1032 shadowmesh_t *newmesh;
1033 unsigned char *data;
1035 size = sizeof(shadowmesh_t);
1036 size += maxverts * sizeof(float[3]);
1038 size += maxverts * sizeof(float[11]);
1039 size += maxtriangles * sizeof(int[3]);
1040 if (maxverts <= 65536)
1041 size += maxtriangles * sizeof(unsigned short[3]);
1043 size += maxtriangles * sizeof(int[3]);
1045 size += SHADOWMESHVERTEXHASH * sizeof(shadowmeshvertexhash_t *) + maxverts * sizeof(shadowmeshvertexhash_t);
1046 data = (unsigned char *)Mem_Alloc(mempool, size);
1047 newmesh = (shadowmesh_t *)data;data += sizeof(*newmesh);
1048 newmesh->map_diffuse = map_diffuse;
1049 newmesh->map_specular = map_specular;
1050 newmesh->map_normal = map_normal;
1051 newmesh->maxverts = maxverts;
1052 newmesh->maxtriangles = maxtriangles;
1053 newmesh->numverts = 0;
1054 newmesh->numtriangles = 0;
1055 memset(newmesh->sideoffsets, 0, sizeof(newmesh->sideoffsets));
1056 memset(newmesh->sidetotals, 0, sizeof(newmesh->sidetotals));
1058 newmesh->vertex3f = (float *)data;data += maxverts * sizeof(float[3]);
1061 newmesh->svector3f = (float *)data;data += maxverts * sizeof(float[3]);
1062 newmesh->tvector3f = (float *)data;data += maxverts * sizeof(float[3]);
1063 newmesh->normal3f = (float *)data;data += maxverts * sizeof(float[3]);
1064 newmesh->texcoord2f = (float *)data;data += maxverts * sizeof(float[2]);
1066 newmesh->element3i = (int *)data;data += maxtriangles * sizeof(int[3]);
1069 newmesh->neighbor3i = (int *)data;data += maxtriangles * sizeof(int[3]);
1073 newmesh->vertexhashtable = (shadowmeshvertexhash_t **)data;data += SHADOWMESHVERTEXHASH * sizeof(shadowmeshvertexhash_t *);
1074 newmesh->vertexhashentries = (shadowmeshvertexhash_t *)data;data += maxverts * sizeof(shadowmeshvertexhash_t);
1076 if (maxverts <= 65536)
1077 newmesh->element3s = (unsigned short *)data;data += maxtriangles * sizeof(unsigned short[3]);
1081 shadowmesh_t *Mod_ShadowMesh_ReAlloc(mempool_t *mempool, shadowmesh_t *oldmesh, int light, int neighbors)
1083 shadowmesh_t *newmesh;
1084 newmesh = Mod_ShadowMesh_Alloc(mempool, oldmesh->numverts, oldmesh->numtriangles, oldmesh->map_diffuse, oldmesh->map_specular, oldmesh->map_normal, light, neighbors, false);
1085 newmesh->numverts = oldmesh->numverts;
1086 newmesh->numtriangles = oldmesh->numtriangles;
1087 memcpy(newmesh->sideoffsets, oldmesh->sideoffsets, sizeof(oldmesh->sideoffsets));
1088 memcpy(newmesh->sidetotals, oldmesh->sidetotals, sizeof(oldmesh->sidetotals));
1090 memcpy(newmesh->vertex3f, oldmesh->vertex3f, oldmesh->numverts * sizeof(float[3]));
1091 if (newmesh->svector3f && oldmesh->svector3f)
1093 memcpy(newmesh->svector3f, oldmesh->svector3f, oldmesh->numverts * sizeof(float[3]));
1094 memcpy(newmesh->tvector3f, oldmesh->tvector3f, oldmesh->numverts * sizeof(float[3]));
1095 memcpy(newmesh->normal3f, oldmesh->normal3f, oldmesh->numverts * sizeof(float[3]));
1096 memcpy(newmesh->texcoord2f, oldmesh->texcoord2f, oldmesh->numverts * sizeof(float[2]));
1098 memcpy(newmesh->element3i, oldmesh->element3i, oldmesh->numtriangles * sizeof(int[3]));
1099 if (newmesh->neighbor3i && oldmesh->neighbor3i)
1100 memcpy(newmesh->neighbor3i, oldmesh->neighbor3i, oldmesh->numtriangles * sizeof(int[3]));
1104 int Mod_ShadowMesh_AddVertex(shadowmesh_t *mesh, float *vertex14f)
1106 int hashindex, vnum;
1107 shadowmeshvertexhash_t *hash;
1108 // this uses prime numbers intentionally
1109 hashindex = (unsigned int) (vertex14f[0] * 2003 + vertex14f[1] * 4001 + vertex14f[2] * 7919) % SHADOWMESHVERTEXHASH;
1110 for (hash = mesh->vertexhashtable[hashindex];hash;hash = hash->next)
1112 vnum = (hash - mesh->vertexhashentries);
1113 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]))
1114 && (mesh->svector3f == NULL || (mesh->svector3f[vnum * 3 + 0] == vertex14f[3] && mesh->svector3f[vnum * 3 + 1] == vertex14f[4] && mesh->svector3f[vnum * 3 + 2] == vertex14f[5]))
1115 && (mesh->tvector3f == NULL || (mesh->tvector3f[vnum * 3 + 0] == vertex14f[6] && mesh->tvector3f[vnum * 3 + 1] == vertex14f[7] && mesh->tvector3f[vnum * 3 + 2] == vertex14f[8]))
1116 && (mesh->normal3f == NULL || (mesh->normal3f[vnum * 3 + 0] == vertex14f[9] && mesh->normal3f[vnum * 3 + 1] == vertex14f[10] && mesh->normal3f[vnum * 3 + 2] == vertex14f[11]))
1117 && (mesh->texcoord2f == NULL || (mesh->texcoord2f[vnum * 2 + 0] == vertex14f[12] && mesh->texcoord2f[vnum * 2 + 1] == vertex14f[13])))
1118 return hash - mesh->vertexhashentries;
1120 vnum = mesh->numverts++;
1121 hash = mesh->vertexhashentries + vnum;
1122 hash->next = mesh->vertexhashtable[hashindex];
1123 mesh->vertexhashtable[hashindex] = hash;
1124 if (mesh->vertex3f) {mesh->vertex3f[vnum * 3 + 0] = vertex14f[0];mesh->vertex3f[vnum * 3 + 1] = vertex14f[1];mesh->vertex3f[vnum * 3 + 2] = vertex14f[2];}
1125 if (mesh->svector3f) {mesh->svector3f[vnum * 3 + 0] = vertex14f[3];mesh->svector3f[vnum * 3 + 1] = vertex14f[4];mesh->svector3f[vnum * 3 + 2] = vertex14f[5];}
1126 if (mesh->tvector3f) {mesh->tvector3f[vnum * 3 + 0] = vertex14f[6];mesh->tvector3f[vnum * 3 + 1] = vertex14f[7];mesh->tvector3f[vnum * 3 + 2] = vertex14f[8];}
1127 if (mesh->normal3f) {mesh->normal3f[vnum * 3 + 0] = vertex14f[9];mesh->normal3f[vnum * 3 + 1] = vertex14f[10];mesh->normal3f[vnum * 3 + 2] = vertex14f[11];}
1128 if (mesh->texcoord2f) {mesh->texcoord2f[vnum * 2 + 0] = vertex14f[12];mesh->texcoord2f[vnum * 2 + 1] = vertex14f[13];}
1132 void Mod_ShadowMesh_AddTriangle(mempool_t *mempool, shadowmesh_t *mesh, rtexture_t *map_diffuse, rtexture_t *map_specular, rtexture_t *map_normal, float *vertex14f)
1134 if (mesh->numtriangles == 0)
1136 // set the properties on this empty mesh to be more favorable...
1137 // (note: this case only occurs for the first triangle added to a new mesh chain)
1138 mesh->map_diffuse = map_diffuse;
1139 mesh->map_specular = map_specular;
1140 mesh->map_normal = map_normal;
1142 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)
1144 if (mesh->next == NULL)
1145 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);
1148 mesh->element3i[mesh->numtriangles * 3 + 0] = Mod_ShadowMesh_AddVertex(mesh, vertex14f + 14 * 0);
1149 mesh->element3i[mesh->numtriangles * 3 + 1] = Mod_ShadowMesh_AddVertex(mesh, vertex14f + 14 * 1);
1150 mesh->element3i[mesh->numtriangles * 3 + 2] = Mod_ShadowMesh_AddVertex(mesh, vertex14f + 14 * 2);
1151 mesh->numtriangles++;
1154 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)
1157 float vbuf[3*14], *v;
1158 memset(vbuf, 0, sizeof(vbuf));
1159 for (i = 0;i < numtris;i++)
1161 for (j = 0, v = vbuf;j < 3;j++, v += 14)
1166 v[0] = vertex3f[e * 3 + 0];
1167 v[1] = vertex3f[e * 3 + 1];
1168 v[2] = vertex3f[e * 3 + 2];
1172 v[3] = svector3f[e * 3 + 0];
1173 v[4] = svector3f[e * 3 + 1];
1174 v[5] = svector3f[e * 3 + 2];
1178 v[6] = tvector3f[e * 3 + 0];
1179 v[7] = tvector3f[e * 3 + 1];
1180 v[8] = tvector3f[e * 3 + 2];
1184 v[9] = normal3f[e * 3 + 0];
1185 v[10] = normal3f[e * 3 + 1];
1186 v[11] = normal3f[e * 3 + 2];
1190 v[12] = texcoord2f[e * 2 + 0];
1191 v[13] = texcoord2f[e * 2 + 1];
1194 Mod_ShadowMesh_AddTriangle(mempool, mesh, map_diffuse, map_specular, map_normal, vbuf);
1197 // the triangle calculation can take a while, so let's do a keepalive here
1198 CL_KeepaliveMessage(false);
1201 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)
1203 // the preparation before shadow mesh initialization can take a while, so let's do a keepalive here
1204 CL_KeepaliveMessage(false);
1206 return Mod_ShadowMesh_Alloc(mempool, maxverts, maxtriangles, map_diffuse, map_specular, map_normal, light, neighbors, expandable);
1209 static void Mod_ShadowMesh_CreateVBOs(shadowmesh_t *mesh, mempool_t *mempool)
1211 if (!mesh->numverts)
1214 // build r_vertexmesh_t array
1215 // (compressed interleaved array for D3D)
1216 if (!mesh->vertexmesh && mesh->texcoord2f && vid.useinterleavedarrays)
1219 int numvertices = mesh->numverts;
1220 r_vertexmesh_t *vertexmesh;
1221 mesh->vertexmesh = vertexmesh = (r_vertexmesh_t*)Mem_Alloc(mempool, numvertices * sizeof(*mesh->vertexmesh));
1222 for (vertexindex = 0;vertexindex < numvertices;vertexindex++, vertexmesh++)
1224 VectorCopy(mesh->vertex3f + 3*vertexindex, vertexmesh->vertex3f);
1225 VectorScale(mesh->svector3f + 3*vertexindex, 1.0f, vertexmesh->svector3f);
1226 VectorScale(mesh->tvector3f + 3*vertexindex, 1.0f, vertexmesh->tvector3f);
1227 VectorScale(mesh->normal3f + 3*vertexindex, 1.0f, vertexmesh->normal3f);
1228 Vector2Copy(mesh->texcoord2f + 2*vertexindex, vertexmesh->texcoordtexture2f);
1232 // upload r_vertexmesh_t array as a buffer
1233 if (mesh->vertexmesh && !mesh->vertexmeshbuffer)
1234 mesh->vertexmeshbuffer = R_Mesh_CreateMeshBuffer(mesh->vertexmesh, mesh->numverts * sizeof(*mesh->vertexmesh), loadmodel->name, false, false, false);
1236 // upload vertex3f array as a buffer
1237 if (mesh->vertex3f && !mesh->vertex3fbuffer)
1238 mesh->vertex3fbuffer = R_Mesh_CreateMeshBuffer(mesh->vertex3f, mesh->numverts * sizeof(float[3]), loadmodel->name, false, false, false);
1240 // upload short indices as a buffer
1241 if (mesh->element3s && !mesh->element3s_indexbuffer)
1242 mesh->element3s_indexbuffer = R_Mesh_CreateMeshBuffer(mesh->element3s, mesh->numtriangles * sizeof(short[3]), loadmodel->name, true, false, true);
1244 // upload int indices as a buffer
1245 if (mesh->element3i && !mesh->element3i_indexbuffer && !mesh->element3s)
1246 mesh->element3i_indexbuffer = R_Mesh_CreateMeshBuffer(mesh->element3i, mesh->numtriangles * sizeof(int[3]), loadmodel->name, true, false, false);
1248 // vertex buffer is several arrays and we put them in the same buffer
1250 // is this wise? the texcoordtexture2f array is used with dynamic
1251 // vertex/svector/tvector/normal when rendering animated models, on the
1252 // other hand animated models don't use a lot of vertices anyway...
1253 if (!mesh->vbo_vertexbuffer && !vid.useinterleavedarrays)
1258 mesh->vbooffset_vertex3f = size;if (mesh->vertex3f ) size += mesh->numverts * sizeof(float[3]);
1259 mesh->vbooffset_svector3f = size;if (mesh->svector3f ) size += mesh->numverts * sizeof(float[3]);
1260 mesh->vbooffset_tvector3f = size;if (mesh->tvector3f ) size += mesh->numverts * sizeof(float[3]);
1261 mesh->vbooffset_normal3f = size;if (mesh->normal3f ) size += mesh->numverts * sizeof(float[3]);
1262 mesh->vbooffset_texcoord2f = size;if (mesh->texcoord2f ) size += mesh->numverts * sizeof(float[2]);
1263 mem = (unsigned char *)Mem_Alloc(tempmempool, size);
1264 if (mesh->vertex3f ) memcpy(mem + mesh->vbooffset_vertex3f , mesh->vertex3f , mesh->numverts * sizeof(float[3]));
1265 if (mesh->svector3f ) memcpy(mem + mesh->vbooffset_svector3f , mesh->svector3f , mesh->numverts * sizeof(float[3]));
1266 if (mesh->tvector3f ) memcpy(mem + mesh->vbooffset_tvector3f , mesh->tvector3f , mesh->numverts * sizeof(float[3]));
1267 if (mesh->normal3f ) memcpy(mem + mesh->vbooffset_normal3f , mesh->normal3f , mesh->numverts * sizeof(float[3]));
1268 if (mesh->texcoord2f ) memcpy(mem + mesh->vbooffset_texcoord2f , mesh->texcoord2f , mesh->numverts * sizeof(float[2]));
1269 mesh->vbo_vertexbuffer = R_Mesh_CreateMeshBuffer(mem, size, "shadowmesh", false, false, false);
1274 shadowmesh_t *Mod_ShadowMesh_Finish(mempool_t *mempool, shadowmesh_t *firstmesh, qboolean light, qboolean neighbors, qboolean createvbo)
1276 shadowmesh_t *mesh, *newmesh, *nextmesh;
1277 // reallocate meshs to conserve space
1278 for (mesh = firstmesh, firstmesh = NULL;mesh;mesh = nextmesh)
1280 nextmesh = mesh->next;
1281 if (mesh->numverts >= 3 && mesh->numtriangles >= 1)
1283 newmesh = Mod_ShadowMesh_ReAlloc(mempool, mesh, light, neighbors);
1284 newmesh->next = firstmesh;
1285 firstmesh = newmesh;
1286 if (newmesh->element3s)
1289 for (i = 0;i < newmesh->numtriangles*3;i++)
1290 newmesh->element3s[i] = newmesh->element3i[i];
1293 Mod_ShadowMesh_CreateVBOs(newmesh, mempool);
1298 // this can take a while, so let's do a keepalive here
1299 CL_KeepaliveMessage(false);
1304 void Mod_ShadowMesh_CalcBBox(shadowmesh_t *firstmesh, vec3_t mins, vec3_t maxs, vec3_t center, float *radius)
1308 vec3_t nmins, nmaxs, ncenter, temp;
1309 float nradius2, dist2, *v;
1313 for (mesh = firstmesh;mesh;mesh = mesh->next)
1315 if (mesh == firstmesh)
1317 VectorCopy(mesh->vertex3f, nmins);
1318 VectorCopy(mesh->vertex3f, nmaxs);
1320 for (i = 0, v = mesh->vertex3f;i < mesh->numverts;i++, v += 3)
1322 if (nmins[0] > v[0]) nmins[0] = v[0];if (nmaxs[0] < v[0]) nmaxs[0] = v[0];
1323 if (nmins[1] > v[1]) nmins[1] = v[1];if (nmaxs[1] < v[1]) nmaxs[1] = v[1];
1324 if (nmins[2] > v[2]) nmins[2] = v[2];if (nmaxs[2] < v[2]) nmaxs[2] = v[2];
1327 // calculate center and radius
1328 ncenter[0] = (nmins[0] + nmaxs[0]) * 0.5f;
1329 ncenter[1] = (nmins[1] + nmaxs[1]) * 0.5f;
1330 ncenter[2] = (nmins[2] + nmaxs[2]) * 0.5f;
1332 for (mesh = firstmesh;mesh;mesh = mesh->next)
1334 for (i = 0, v = mesh->vertex3f;i < mesh->numverts;i++, v += 3)
1336 VectorSubtract(v, ncenter, temp);
1337 dist2 = DotProduct(temp, temp);
1338 if (nradius2 < dist2)
1344 VectorCopy(nmins, mins);
1346 VectorCopy(nmaxs, maxs);
1348 VectorCopy(ncenter, center);
1350 *radius = sqrt(nradius2);
1353 void Mod_ShadowMesh_Free(shadowmesh_t *mesh)
1355 shadowmesh_t *nextmesh;
1356 for (;mesh;mesh = nextmesh)
1358 if (mesh->vertex3fbuffer)
1359 R_Mesh_DestroyMeshBuffer(mesh->vertex3fbuffer);
1360 if (mesh->vertexmeshbuffer)
1361 R_Mesh_DestroyMeshBuffer(mesh->vertexmeshbuffer);
1362 if (mesh->element3i_indexbuffer)
1363 R_Mesh_DestroyMeshBuffer(mesh->element3i_indexbuffer);
1364 if (mesh->element3s_indexbuffer)
1365 R_Mesh_DestroyMeshBuffer(mesh->element3s_indexbuffer);
1366 if (mesh->vbo_vertexbuffer)
1367 R_Mesh_DestroyMeshBuffer(mesh->vbo_vertexbuffer);
1368 nextmesh = mesh->next;
1373 void Mod_CreateCollisionMesh(dp_model_t *mod)
1375 int k, numcollisionmeshtriangles;
1376 qboolean usesinglecollisionmesh = false;
1377 const msurface_t *surface = NULL;
1379 mempool_t *mempool = mod->mempool;
1380 if (!mempool && mod->brush.parentmodel)
1381 mempool = mod->brush.parentmodel->mempool;
1382 // make a single combined collision mesh for physics engine use
1383 // TODO rewrite this to use the collision brushes as source, to fix issues with e.g. common/caulk which creates no drawsurface
1384 numcollisionmeshtriangles = 0;
1385 for (k = 0;k < mod->nummodelsurfaces;k++)
1387 surface = mod->data_surfaces + mod->firstmodelsurface + k;
1388 if (!strcmp(surface->texture->name, "collision")) // found collision mesh
1390 usesinglecollisionmesh = true;
1391 numcollisionmeshtriangles = surface->num_triangles;
1394 if (!(surface->texture->supercontents & SUPERCONTENTS_SOLID))
1396 numcollisionmeshtriangles += surface->num_triangles;
1398 mod->brush.collisionmesh = Mod_ShadowMesh_Begin(mempool, numcollisionmeshtriangles * 3, numcollisionmeshtriangles, NULL, NULL, NULL, false, false, true);
1399 if (usesinglecollisionmesh)
1400 Mod_ShadowMesh_AddMesh(mempool, mod->brush.collisionmesh, NULL, NULL, NULL, mod->surfmesh.data_vertex3f, NULL, NULL, NULL, NULL, surface->num_triangles, (mod->surfmesh.data_element3i + 3 * surface->num_firsttriangle));
1403 for (k = 0;k < mod->nummodelsurfaces;k++)
1405 surface = mod->data_surfaces + mod->firstmodelsurface + k;
1406 if (!(surface->texture->supercontents & SUPERCONTENTS_SOLID))
1408 Mod_ShadowMesh_AddMesh(mempool, mod->brush.collisionmesh, NULL, NULL, NULL, mod->surfmesh.data_vertex3f, NULL, NULL, NULL, NULL, surface->num_triangles, (mod->surfmesh.data_element3i + 3 * surface->num_firsttriangle));
1411 mod->brush.collisionmesh = Mod_ShadowMesh_Finish(mempool, mod->brush.collisionmesh, false, false, false);
1414 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)
1419 if (ix >= 0 && iy >= 0 && ix < imagewidth && iy < imageheight)
1420 v[2] = (imagepixels[((iy*imagewidth)+ix)*4+0] + imagepixels[((iy*imagewidth)+ix)*4+1] + imagepixels[((iy*imagewidth)+ix)*4+2]) * (1.0f / 765.0f);
1423 Matrix4x4_Transform(pixelstepmatrix, v, vertex3f);
1424 Matrix4x4_Transform(pixeltexturestepmatrix, v, tc);
1425 texcoord2f[0] = tc[0];
1426 texcoord2f[1] = tc[1];
1429 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)
1431 float vup[3], vdown[3], vleft[3], vright[3];
1432 float tcup[3], tcdown[3], tcleft[3], tcright[3];
1433 float sv[3], tv[3], nl[3];
1434 Mod_GetTerrainVertex3fTexCoord2fFromBGRA(imagepixels, imagewidth, imageheight, ix, iy, vertex3f, texcoord2f, pixelstepmatrix, pixeltexturestepmatrix);
1435 Mod_GetTerrainVertex3fTexCoord2fFromBGRA(imagepixels, imagewidth, imageheight, ix, iy - 1, vup, tcup, pixelstepmatrix, pixeltexturestepmatrix);
1436 Mod_GetTerrainVertex3fTexCoord2fFromBGRA(imagepixels, imagewidth, imageheight, ix, iy + 1, vdown, tcdown, pixelstepmatrix, pixeltexturestepmatrix);
1437 Mod_GetTerrainVertex3fTexCoord2fFromBGRA(imagepixels, imagewidth, imageheight, ix - 1, iy, vleft, tcleft, pixelstepmatrix, pixeltexturestepmatrix);
1438 Mod_GetTerrainVertex3fTexCoord2fFromBGRA(imagepixels, imagewidth, imageheight, ix + 1, iy, vright, tcright, pixelstepmatrix, pixeltexturestepmatrix);
1439 Mod_BuildBumpVectors(vertex3f, vup, vright, texcoord2f, tcup, tcright, svector3f, tvector3f, normal3f);
1440 Mod_BuildBumpVectors(vertex3f, vright, vdown, texcoord2f, tcright, tcdown, sv, tv, nl);
1441 VectorAdd(svector3f, sv, svector3f);
1442 VectorAdd(tvector3f, tv, tvector3f);
1443 VectorAdd(normal3f, nl, normal3f);
1444 Mod_BuildBumpVectors(vertex3f, vdown, vleft, texcoord2f, tcdown, tcleft, sv, tv, nl);
1445 VectorAdd(svector3f, sv, svector3f);
1446 VectorAdd(tvector3f, tv, tvector3f);
1447 VectorAdd(normal3f, nl, normal3f);
1448 Mod_BuildBumpVectors(vertex3f, vleft, vup, texcoord2f, tcleft, tcup, sv, tv, nl);
1449 VectorAdd(svector3f, sv, svector3f);
1450 VectorAdd(tvector3f, tv, tvector3f);
1451 VectorAdd(normal3f, nl, normal3f);
1454 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)
1456 int x, y, ix, iy, *e;
1458 for (y = 0;y < height;y++)
1460 for (x = 0;x < width;x++)
1462 e[0] = (y + 1) * (width + 1) + (x + 0);
1463 e[1] = (y + 0) * (width + 1) + (x + 0);
1464 e[2] = (y + 1) * (width + 1) + (x + 1);
1465 e[3] = (y + 0) * (width + 1) + (x + 0);
1466 e[4] = (y + 0) * (width + 1) + (x + 1);
1467 e[5] = (y + 1) * (width + 1) + (x + 1);
1471 Mod_BuildTriangleNeighbors(neighbor3i, element3i, width*height*2);
1472 for (y = 0, iy = y1;y < height + 1;y++, iy++)
1473 for (x = 0, ix = x1;x < width + 1;x++, ix++, vertex3f += 3, texcoord2f += 2, svector3f += 3, tvector3f += 3, normal3f += 3)
1474 Mod_GetTerrainVertexFromBGRA(imagepixels, imagewidth, imageheight, ix, iy, vertex3f, texcoord2f, svector3f, tvector3f, normal3f, pixelstepmatrix, pixeltexturestepmatrix);
1478 void Mod_Terrain_SurfaceRecurseChunk(dp_model_t *model, int stepsize, int x, int y)
1482 float chunkwidth = min(stepsize, model->terrain.width - 1 - x);
1483 float chunkheight = min(stepsize, model->terrain.height - 1 - y);
1484 float viewvector[3];
1485 unsigned int firstvertex;
1488 if (chunkwidth < 2 || chunkheight < 2)
1490 VectorSet(mins, model->terrain.mins[0] + x * stepsize * model->terrain.scale[0], model->terrain.mins[1] + y * stepsize * model->terrain.scale[1], model->terrain.mins[2]);
1491 VectorSet(maxs, model->terrain.mins[0] + (x+1) * stepsize * model->terrain.scale[0], model->terrain.mins[1] + (y+1) * stepsize * model->terrain.scale[1], model->terrain.maxs[2]);
1492 viewvector[0] = bound(mins[0], localvieworigin, maxs[0]) - model->terrain.vieworigin[0];
1493 viewvector[1] = bound(mins[1], localvieworigin, maxs[1]) - model->terrain.vieworigin[1];
1494 viewvector[2] = bound(mins[2], localvieworigin, maxs[2]) - model->terrain.vieworigin[2];
1495 if (stepsize > 1 && VectorLength(viewvector) < stepsize*model->terrain.scale[0]*r_terrain_lodscale.value)
1497 // too close for this stepsize, emit as 4 chunks instead
1499 Mod_Terrain_SurfaceRecurseChunk(model, stepsize, x, y);
1500 Mod_Terrain_SurfaceRecurseChunk(model, stepsize, x+stepsize, y);
1501 Mod_Terrain_SurfaceRecurseChunk(model, stepsize, x, y+stepsize);
1502 Mod_Terrain_SurfaceRecurseChunk(model, stepsize, x+stepsize, y+stepsize);
1505 // emit the geometry at stepsize into our vertex buffer / index buffer
1506 // we add two columns and two rows for skirt
1507 outwidth = chunkwidth+2;
1508 outheight = chunkheight+2;
1509 outwidth2 = outwidth-1;
1510 outheight2 = outheight-1;
1511 outwidth3 = outwidth+1;
1512 outheight3 = outheight+1;
1513 firstvertex = numvertices;
1514 e = model->terrain.element3i + numtriangles;
1515 numtriangles += chunkwidth*chunkheight*2+chunkwidth*2*2+chunkheight*2*2;
1516 v = model->terrain.vertex3f + numvertices;
1517 numvertices += (chunkwidth+1)*(chunkheight+1)+(chunkwidth+1)*2+(chunkheight+1)*2;
1518 // emit the triangles (note: the skirt is treated as two extra rows and two extra columns)
1519 for (ty = 0;ty < outheight;ty++)
1521 for (tx = 0;tx < outwidth;tx++)
1523 *e++ = firstvertex + (ty )*outwidth3+(tx );
1524 *e++ = firstvertex + (ty )*outwidth3+(tx+1);
1525 *e++ = firstvertex + (ty+1)*outwidth3+(tx+1);
1526 *e++ = firstvertex + (ty )*outwidth3+(tx );
1527 *e++ = firstvertex + (ty+1)*outwidth3+(tx+1);
1528 *e++ = firstvertex + (ty+1)*outwidth3+(tx );
1531 // TODO: emit surface vertices (x+tx*stepsize, y+ty*stepsize)
1532 for (ty = 0;ty <= outheight;ty++)
1534 skirtrow = ty == 0 || ty == outheight;
1535 ry = y+bound(1, ty, outheight)*stepsize;
1536 for (tx = 0;tx <= outwidth;tx++)
1538 skirt = skirtrow || tx == 0 || tx == outwidth;
1539 rx = x+bound(1, tx, outwidth)*stepsize;
1542 v[2] = heightmap[ry*terrainwidth+rx]*scale[2];
1546 // TODO: emit skirt vertices
1549 void Mod_Terrain_UpdateSurfacesForViewOrigin(dp_model_t *model)
1551 for (y = 0;y < model->terrain.size[1];y += model->terrain.
1552 Mod_Terrain_SurfaceRecurseChunk(model, model->terrain.maxstepsize, x, y);
1553 Mod_Terrain_BuildChunk(model,
1557 int Mod_LoadQ3Shaders_EnumerateWaveFunc(const char *s)
1560 if (!strncasecmp(s, "user", 4)) // parse stuff like "user1sin", always user<n>func
1562 offset = bound(0, s[4] - '0', 9);
1563 offset = (offset + 1) << Q3WAVEFUNC_USER_SHIFT;
1568 if (!strcasecmp(s, "sin")) return offset | Q3WAVEFUNC_SIN;
1569 if (!strcasecmp(s, "square")) return offset | Q3WAVEFUNC_SQUARE;
1570 if (!strcasecmp(s, "triangle")) return offset | Q3WAVEFUNC_TRIANGLE;
1571 if (!strcasecmp(s, "sawtooth")) return offset | Q3WAVEFUNC_SAWTOOTH;
1572 if (!strcasecmp(s, "inversesawtooth")) return offset | Q3WAVEFUNC_INVERSESAWTOOTH;
1573 if (!strcasecmp(s, "noise")) return offset | Q3WAVEFUNC_NOISE;
1574 if (!strcasecmp(s, "none")) return offset | Q3WAVEFUNC_NONE;
1575 Con_DPrintf("Mod_LoadQ3Shaders: unknown wavefunc %s\n", s);
1576 return offset | Q3WAVEFUNC_NONE;
1579 void Mod_FreeQ3Shaders(void)
1581 Mem_FreePool(&q3shaders_mem);
1584 static void Q3Shader_AddToHash (q3shaderinfo_t* shader)
1586 unsigned short hash = CRC_Block_CaseInsensitive ((const unsigned char *)shader->name, strlen (shader->name));
1587 q3shader_hash_entry_t* entry = q3shader_data->hash + (hash % Q3SHADER_HASH_SIZE);
1588 q3shader_hash_entry_t* lastEntry = NULL;
1589 while (entry != NULL)
1591 if (strcasecmp (entry->shader.name, shader->name) == 0)
1594 if(shader->dpshaderkill)
1596 // killed shader is a redeclarion? we can safely ignore it
1599 else if(entry->shader.dpshaderkill)
1601 // replace the old shader!
1602 // this will skip the entry allocating part
1603 // below and just replace the shader
1608 unsigned char *start, *end, *start2;
1609 start = (unsigned char *) (&shader->Q3SHADERINFO_COMPARE_START);
1610 end = ((unsigned char *) (&shader->Q3SHADERINFO_COMPARE_END)) + sizeof(shader->Q3SHADERINFO_COMPARE_END);
1611 start2 = (unsigned char *) (&entry->shader.Q3SHADERINFO_COMPARE_START);
1612 if(memcmp(start, start2, end - start))
1613 Con_DPrintf("Shader '%s' already defined, ignoring mismatching redeclaration\n", shader->name);
1615 Con_DPrintf("Shader '%s' already defined\n", shader->name);
1620 entry = entry->chain;
1624 if (lastEntry->shader.name[0] != 0)
1627 q3shader_hash_entry_t* newEntry = (q3shader_hash_entry_t*)
1628 Mem_ExpandableArray_AllocRecord (&q3shader_data->hash_entries);
1630 while (lastEntry->chain != NULL) lastEntry = lastEntry->chain;
1631 lastEntry->chain = newEntry;
1632 newEntry->chain = NULL;
1633 lastEntry = newEntry;
1635 /* else: head of chain, in hash entry array */
1638 memcpy (&entry->shader, shader, sizeof (q3shaderinfo_t));
1641 extern cvar_t mod_noshader_default_offsetmapping;
1642 extern cvar_t mod_q3shader_default_offsetmapping;
1643 extern cvar_t mod_q3shader_default_offsetmapping_scale;
1644 extern cvar_t mod_q3shader_default_offsetmapping_bias;
1645 extern cvar_t mod_q3shader_default_polygonoffset;
1646 extern cvar_t mod_q3shader_default_polygonfactor;
1647 extern cvar_t mod_q3shader_force_addalpha;
1648 void Mod_LoadQ3Shaders(void)
1655 q3shaderinfo_t shader;
1656 q3shaderinfo_layer_t *layer;
1658 char parameter[TEXTURE_MAXFRAMES + 4][Q3PATHLENGTH];
1659 char *custsurfaceparmnames[256]; // VorteX: q3map2 has 64 but well, someone will need more
1660 unsigned long custsurfaceparms[256];
1661 int numcustsurfaceparms;
1662 qboolean dpshaderkill;
1664 Mod_FreeQ3Shaders();
1666 q3shaders_mem = Mem_AllocPool("q3shaders", 0, NULL);
1667 q3shader_data = (q3shader_data_t*)Mem_Alloc (q3shaders_mem,
1668 sizeof (q3shader_data_t));
1669 Mem_ExpandableArray_NewArray (&q3shader_data->hash_entries,
1670 q3shaders_mem, sizeof (q3shader_hash_entry_t), 256);
1671 Mem_ExpandableArray_NewArray (&q3shader_data->char_ptrs,
1672 q3shaders_mem, sizeof (char**), 256);
1674 // parse custinfoparms.txt
1675 numcustsurfaceparms = 0;
1676 if ((text = f = (char *)FS_LoadFile("scripts/custinfoparms.txt", tempmempool, false, NULL)) != NULL)
1678 if (!COM_ParseToken_QuakeC(&text, false) || strcasecmp(com_token, "{"))
1679 Con_DPrintf("scripts/custinfoparms.txt: contentflags section parsing error - expected \"{\", found \"%s\"\n", com_token);
1682 while (COM_ParseToken_QuakeC(&text, false))
1683 if (!strcasecmp(com_token, "}"))
1685 // custom surfaceflags section
1686 if (!COM_ParseToken_QuakeC(&text, false) || strcasecmp(com_token, "{"))
1687 Con_DPrintf("scripts/custinfoparms.txt: surfaceflags section parsing error - expected \"{\", found \"%s\"\n", com_token);
1690 while(COM_ParseToken_QuakeC(&text, false))
1692 if (!strcasecmp(com_token, "}"))
1694 // register surfaceflag
1695 if (numcustsurfaceparms >= 256)
1697 Con_Printf("scripts/custinfoparms.txt: surfaceflags section parsing error - max 256 surfaceflags exceeded\n");
1701 j = strlen(com_token)+1;
1702 custsurfaceparmnames[numcustsurfaceparms] = (char *)Mem_Alloc(tempmempool, j);
1703 strlcpy(custsurfaceparmnames[numcustsurfaceparms], com_token, j+1);
1705 if (COM_ParseToken_QuakeC(&text, false))
1706 custsurfaceparms[numcustsurfaceparms] = strtol(com_token, NULL, 0);
1708 custsurfaceparms[numcustsurfaceparms] = 0;
1709 numcustsurfaceparms++;
1717 search = FS_Search("scripts/*.shader", true, false);
1720 for (fileindex = 0;fileindex < search->numfilenames;fileindex++)
1722 text = f = (char *)FS_LoadFile(search->filenames[fileindex], tempmempool, false, NULL);
1725 while (COM_ParseToken_QuakeC(&text, false))
1727 memset (&shader, 0, sizeof(shader));
1728 shader.reflectmin = 0;
1729 shader.reflectmax = 1;
1730 shader.refractfactor = 1;
1731 Vector4Set(shader.refractcolor4f, 1, 1, 1, 1);
1732 shader.reflectfactor = 1;
1733 Vector4Set(shader.reflectcolor4f, 1, 1, 1, 1);
1734 shader.r_water_wateralpha = 1;
1735 shader.offsetmapping = (mod_q3shader_default_offsetmapping.value) ? OFFSETMAPPING_DEFAULT : OFFSETMAPPING_OFF;
1736 shader.offsetscale = mod_q3shader_default_offsetmapping_scale.value;
1737 shader.offsetbias = mod_q3shader_default_offsetmapping_bias.value;
1738 shader.specularscalemod = 1;
1739 shader.specularpowermod = 1;
1740 shader.biaspolygonoffset = mod_q3shader_default_polygonoffset.value;
1741 shader.biaspolygonfactor = mod_q3shader_default_polygonfactor.value;
1743 strlcpy(shader.name, com_token, sizeof(shader.name));
1744 if (!COM_ParseToken_QuakeC(&text, false) || strcasecmp(com_token, "{"))
1746 Con_DPrintf("%s parsing error - expected \"{\", found \"%s\"\n", search->filenames[fileindex], com_token);
1749 while (COM_ParseToken_QuakeC(&text, false))
1751 if (!strcasecmp(com_token, "}"))
1753 if (!strcasecmp(com_token, "{"))
1755 static q3shaderinfo_layer_t dummy;
1756 if (shader.numlayers < Q3SHADER_MAXLAYERS)
1758 layer = shader.layers + shader.numlayers++;
1762 // parse and process it anyway, just don't store it (so a map $lightmap or such stuff still is found)
1763 memset(&dummy, 0, sizeof(dummy));
1766 layer->rgbgen.rgbgen = Q3RGBGEN_IDENTITY;
1767 layer->alphagen.alphagen = Q3ALPHAGEN_IDENTITY;
1768 layer->tcgen.tcgen = Q3TCGEN_TEXTURE;
1769 layer->blendfunc[0] = GL_ONE;
1770 layer->blendfunc[1] = GL_ZERO;
1771 while (COM_ParseToken_QuakeC(&text, false))
1773 if (!strcasecmp(com_token, "}"))
1775 if (!strcasecmp(com_token, "\n"))
1778 for (j = 0;strcasecmp(com_token, "\n") && strcasecmp(com_token, "}");j++)
1780 if (j < TEXTURE_MAXFRAMES + 4)
1782 // remap dp_water to dpwater, dp_reflect to dpreflect, etc.
1783 if(j == 0 && !strncasecmp(com_token, "dp_", 3))
1784 dpsnprintf(parameter[j], sizeof(parameter[j]), "dp%s", &com_token[3]);
1786 strlcpy(parameter[j], com_token, sizeof(parameter[j]));
1787 numparameters = j + 1;
1789 if (!COM_ParseToken_QuakeC(&text, true))
1792 //for (j = numparameters;j < TEXTURE_MAXFRAMES + 4;j++)
1793 // parameter[j][0] = 0;
1794 if (developer_insane.integer)
1796 Con_DPrintf("%s %i: ", shader.name, shader.numlayers - 1);
1797 for (j = 0;j < numparameters;j++)
1798 Con_DPrintf(" %s", parameter[j]);
1801 if (numparameters >= 2 && !strcasecmp(parameter[0], "blendfunc"))
1803 if (numparameters == 2)
1805 if (!strcasecmp(parameter[1], "add"))
1807 layer->blendfunc[0] = GL_ONE;
1808 layer->blendfunc[1] = GL_ONE;
1810 else if (!strcasecmp(parameter[1], "addalpha"))
1812 layer->blendfunc[0] = GL_SRC_ALPHA;
1813 layer->blendfunc[1] = GL_ONE;
1815 else if (!strcasecmp(parameter[1], "filter"))
1817 layer->blendfunc[0] = GL_DST_COLOR;
1818 layer->blendfunc[1] = GL_ZERO;
1820 else if (!strcasecmp(parameter[1], "blend"))
1822 layer->blendfunc[0] = GL_SRC_ALPHA;
1823 layer->blendfunc[1] = GL_ONE_MINUS_SRC_ALPHA;
1826 else if (numparameters == 3)
1829 for (k = 0;k < 2;k++)
1831 if (!strcasecmp(parameter[k+1], "GL_ONE"))
1832 layer->blendfunc[k] = GL_ONE;
1833 else if (!strcasecmp(parameter[k+1], "GL_ZERO"))
1834 layer->blendfunc[k] = GL_ZERO;
1835 else if (!strcasecmp(parameter[k+1], "GL_SRC_COLOR"))
1836 layer->blendfunc[k] = GL_SRC_COLOR;
1837 else if (!strcasecmp(parameter[k+1], "GL_SRC_ALPHA"))
1838 layer->blendfunc[k] = GL_SRC_ALPHA;
1839 else if (!strcasecmp(parameter[k+1], "GL_DST_COLOR"))
1840 layer->blendfunc[k] = GL_DST_COLOR;
1841 else if (!strcasecmp(parameter[k+1], "GL_DST_ALPHA"))
1842 layer->blendfunc[k] = GL_DST_ALPHA;
1843 else if (!strcasecmp(parameter[k+1], "GL_ONE_MINUS_SRC_COLOR"))
1844 layer->blendfunc[k] = GL_ONE_MINUS_SRC_COLOR;
1845 else if (!strcasecmp(parameter[k+1], "GL_ONE_MINUS_SRC_ALPHA"))
1846 layer->blendfunc[k] = GL_ONE_MINUS_SRC_ALPHA;
1847 else if (!strcasecmp(parameter[k+1], "GL_ONE_MINUS_DST_COLOR"))
1848 layer->blendfunc[k] = GL_ONE_MINUS_DST_COLOR;
1849 else if (!strcasecmp(parameter[k+1], "GL_ONE_MINUS_DST_ALPHA"))
1850 layer->blendfunc[k] = GL_ONE_MINUS_DST_ALPHA;
1852 layer->blendfunc[k] = GL_ONE; // default in case of parsing error
1856 if (numparameters >= 2 && !strcasecmp(parameter[0], "alphafunc"))
1857 layer->alphatest = true;
1858 if (numparameters >= 2 && (!strcasecmp(parameter[0], "map") || !strcasecmp(parameter[0], "clampmap")))
1860 if (!strcasecmp(parameter[0], "clampmap"))
1861 layer->clampmap = true;
1862 layer->numframes = 1;
1863 layer->framerate = 1;
1864 layer->texturename = (char**)Mem_ExpandableArray_AllocRecord (
1865 &q3shader_data->char_ptrs);
1866 layer->texturename[0] = Mem_strdup (q3shaders_mem, parameter[1]);
1867 if (!strcasecmp(parameter[1], "$lightmap"))
1868 shader.lighting = true;
1870 else if (numparameters >= 3 && (!strcasecmp(parameter[0], "animmap") || !strcasecmp(parameter[0], "animclampmap")))
1873 layer->numframes = min(numparameters - 2, TEXTURE_MAXFRAMES);
1874 layer->framerate = atof(parameter[1]);
1875 layer->texturename = (char **) Mem_Alloc (q3shaders_mem, sizeof (char*) * layer->numframes);
1876 for (i = 0;i < layer->numframes;i++)
1877 layer->texturename[i] = Mem_strdup (q3shaders_mem, parameter[i + 2]);
1879 else if (numparameters >= 2 && !strcasecmp(parameter[0], "rgbgen"))
1882 for (i = 0;i < numparameters - 2 && i < Q3RGBGEN_MAXPARMS;i++)
1883 layer->rgbgen.parms[i] = atof(parameter[i+2]);
1884 if (!strcasecmp(parameter[1], "identity")) layer->rgbgen.rgbgen = Q3RGBGEN_IDENTITY;
1885 else if (!strcasecmp(parameter[1], "const")) layer->rgbgen.rgbgen = Q3RGBGEN_CONST;
1886 else if (!strcasecmp(parameter[1], "entity")) layer->rgbgen.rgbgen = Q3RGBGEN_ENTITY;
1887 else if (!strcasecmp(parameter[1], "exactvertex")) layer->rgbgen.rgbgen = Q3RGBGEN_EXACTVERTEX;
1888 else if (!strcasecmp(parameter[1], "identitylighting")) layer->rgbgen.rgbgen = Q3RGBGEN_IDENTITYLIGHTING;
1889 else if (!strcasecmp(parameter[1], "lightingdiffuse")) layer->rgbgen.rgbgen = Q3RGBGEN_LIGHTINGDIFFUSE;
1890 else if (!strcasecmp(parameter[1], "oneminusentity")) layer->rgbgen.rgbgen = Q3RGBGEN_ONEMINUSENTITY;
1891 else if (!strcasecmp(parameter[1], "oneminusvertex")) layer->rgbgen.rgbgen = Q3RGBGEN_ONEMINUSVERTEX;
1892 else if (!strcasecmp(parameter[1], "vertex")) layer->rgbgen.rgbgen = Q3RGBGEN_VERTEX;
1893 else if (!strcasecmp(parameter[1], "wave"))
1895 layer->rgbgen.rgbgen = Q3RGBGEN_WAVE;
1896 layer->rgbgen.wavefunc = Mod_LoadQ3Shaders_EnumerateWaveFunc(parameter[2]);
1897 for (i = 0;i < numparameters - 3 && i < Q3WAVEPARMS;i++)
1898 layer->rgbgen.waveparms[i] = atof(parameter[i+3]);
1900 else Con_DPrintf("%s parsing warning: unknown rgbgen %s\n", search->filenames[fileindex], parameter[1]);
1902 else if (numparameters >= 2 && !strcasecmp(parameter[0], "alphagen"))
1905 for (i = 0;i < numparameters - 2 && i < Q3ALPHAGEN_MAXPARMS;i++)
1906 layer->alphagen.parms[i] = atof(parameter[i+2]);
1907 if (!strcasecmp(parameter[1], "identity")) layer->alphagen.alphagen = Q3ALPHAGEN_IDENTITY;
1908 else if (!strcasecmp(parameter[1], "const")) layer->alphagen.alphagen = Q3ALPHAGEN_CONST;
1909 else if (!strcasecmp(parameter[1], "entity")) layer->alphagen.alphagen = Q3ALPHAGEN_ENTITY;
1910 else if (!strcasecmp(parameter[1], "lightingspecular")) layer->alphagen.alphagen = Q3ALPHAGEN_LIGHTINGSPECULAR;
1911 else if (!strcasecmp(parameter[1], "oneminusentity")) layer->alphagen.alphagen = Q3ALPHAGEN_ONEMINUSENTITY;
1912 else if (!strcasecmp(parameter[1], "oneminusvertex")) layer->alphagen.alphagen = Q3ALPHAGEN_ONEMINUSVERTEX;
1913 else if (!strcasecmp(parameter[1], "portal")) layer->alphagen.alphagen = Q3ALPHAGEN_PORTAL;
1914 else if (!strcasecmp(parameter[1], "vertex")) layer->alphagen.alphagen = Q3ALPHAGEN_VERTEX;
1915 else if (!strcasecmp(parameter[1], "wave"))
1917 layer->alphagen.alphagen = Q3ALPHAGEN_WAVE;
1918 layer->alphagen.wavefunc = Mod_LoadQ3Shaders_EnumerateWaveFunc(parameter[2]);
1919 for (i = 0;i < numparameters - 3 && i < Q3WAVEPARMS;i++)
1920 layer->alphagen.waveparms[i] = atof(parameter[i+3]);
1922 else Con_DPrintf("%s parsing warning: unknown alphagen %s\n", search->filenames[fileindex], parameter[1]);
1924 else if (numparameters >= 2 && (!strcasecmp(parameter[0], "texgen") || !strcasecmp(parameter[0], "tcgen")))
1927 // observed values: tcgen environment
1928 // no other values have been observed in real shaders
1929 for (i = 0;i < numparameters - 2 && i < Q3TCGEN_MAXPARMS;i++)
1930 layer->tcgen.parms[i] = atof(parameter[i+2]);
1931 if (!strcasecmp(parameter[1], "base")) layer->tcgen.tcgen = Q3TCGEN_TEXTURE;
1932 else if (!strcasecmp(parameter[1], "texture")) layer->tcgen.tcgen = Q3TCGEN_TEXTURE;
1933 else if (!strcasecmp(parameter[1], "environment")) layer->tcgen.tcgen = Q3TCGEN_ENVIRONMENT;
1934 else if (!strcasecmp(parameter[1], "lightmap")) layer->tcgen.tcgen = Q3TCGEN_LIGHTMAP;
1935 else if (!strcasecmp(parameter[1], "vector")) layer->tcgen.tcgen = Q3TCGEN_VECTOR;
1936 else Con_DPrintf("%s parsing warning: unknown tcgen mode %s\n", search->filenames[fileindex], parameter[1]);
1938 else if (numparameters >= 2 && !strcasecmp(parameter[0], "tcmod"))
1945 // tcmod stretch sin # # # #
1946 // tcmod stretch triangle # # # #
1947 // tcmod transform # # # # # #
1948 // tcmod turb # # # #
1949 // tcmod turb sin # # # # (this is bogus)
1950 // no other values have been observed in real shaders
1951 for (tcmodindex = 0;tcmodindex < Q3MAXTCMODS;tcmodindex++)
1952 if (!layer->tcmods[tcmodindex].tcmod)
1954 if (tcmodindex < Q3MAXTCMODS)
1956 for (i = 0;i < numparameters - 2 && i < Q3TCMOD_MAXPARMS;i++)
1957 layer->tcmods[tcmodindex].parms[i] = atof(parameter[i+2]);
1958 if (!strcasecmp(parameter[1], "entitytranslate")) layer->tcmods[tcmodindex].tcmod = Q3TCMOD_ENTITYTRANSLATE;
1959 else if (!strcasecmp(parameter[1], "rotate")) layer->tcmods[tcmodindex].tcmod = Q3TCMOD_ROTATE;
1960 else if (!strcasecmp(parameter[1], "scale")) layer->tcmods[tcmodindex].tcmod = Q3TCMOD_SCALE;
1961 else if (!strcasecmp(parameter[1], "scroll")) layer->tcmods[tcmodindex].tcmod = Q3TCMOD_SCROLL;
1962 else if (!strcasecmp(parameter[1], "page")) layer->tcmods[tcmodindex].tcmod = Q3TCMOD_PAGE;
1963 else if (!strcasecmp(parameter[1], "stretch"))
1965 layer->tcmods[tcmodindex].tcmod = Q3TCMOD_STRETCH;
1966 layer->tcmods[tcmodindex].wavefunc = Mod_LoadQ3Shaders_EnumerateWaveFunc(parameter[2]);
1967 for (i = 0;i < numparameters - 3 && i < Q3WAVEPARMS;i++)
1968 layer->tcmods[tcmodindex].waveparms[i] = atof(parameter[i+3]);
1970 else if (!strcasecmp(parameter[1], "transform")) layer->tcmods[tcmodindex].tcmod = Q3TCMOD_TRANSFORM;
1971 else if (!strcasecmp(parameter[1], "turb")) layer->tcmods[tcmodindex].tcmod = Q3TCMOD_TURBULENT;
1972 else Con_DPrintf("%s parsing warning: unknown tcmod mode %s\n", search->filenames[fileindex], parameter[1]);
1975 Con_DPrintf("%s parsing warning: too many tcmods on one layer\n", search->filenames[fileindex]);
1977 // break out a level if it was a closing brace (not using the character here to not confuse vim)
1978 if (!strcasecmp(com_token, "}"))
1981 if (layer->rgbgen.rgbgen == Q3RGBGEN_LIGHTINGDIFFUSE || layer->rgbgen.rgbgen == Q3RGBGEN_VERTEX)
1982 shader.lighting = true;
1983 if (layer->alphagen.alphagen == Q3ALPHAGEN_VERTEX)
1985 if (layer == shader.layers + 0)
1987 // vertex controlled transparency
1988 shader.vertexalpha = true;
1992 // multilayer terrain shader or similar
1993 shader.textureblendalpha = true;
1997 if(mod_q3shader_force_addalpha.integer)
1999 // for a long while, DP treated GL_ONE GL_ONE as GL_SRC_ALPHA GL_ONE
2000 // this cvar brings back this behaviour
2001 if(layer->blendfunc[0] == GL_ONE && layer->blendfunc[1] == GL_ONE)
2002 layer->blendfunc[0] = GL_SRC_ALPHA;
2005 layer->texflags = 0;
2006 if (layer->alphatest)
2007 layer->texflags |= TEXF_ALPHA;
2008 switch(layer->blendfunc[0])
2011 case GL_ONE_MINUS_SRC_ALPHA:
2012 layer->texflags |= TEXF_ALPHA;
2015 switch(layer->blendfunc[1])
2018 case GL_ONE_MINUS_SRC_ALPHA:
2019 layer->texflags |= TEXF_ALPHA;
2022 if (!(shader.surfaceparms & Q3SURFACEPARM_NOMIPMAPS))
2023 layer->texflags |= TEXF_MIPMAP;
2024 if (!(shader.textureflags & Q3TEXTUREFLAG_NOPICMIP))
2025 layer->texflags |= TEXF_PICMIP | TEXF_COMPRESS;
2026 if (layer->clampmap)
2027 layer->texflags |= TEXF_CLAMP;
2031 for (j = 0;strcasecmp(com_token, "\n") && strcasecmp(com_token, "}");j++)
2033 if (j < TEXTURE_MAXFRAMES + 4)
2035 // remap dp_water to dpwater, dp_reflect to dpreflect, etc.
2036 if(j == 0 && !strncasecmp(com_token, "dp_", 3))
2037 dpsnprintf(parameter[j], sizeof(parameter[j]), "dp%s", &com_token[3]);
2039 strlcpy(parameter[j], com_token, sizeof(parameter[j]));
2040 numparameters = j + 1;
2042 if (!COM_ParseToken_QuakeC(&text, true))
2045 //for (j = numparameters;j < TEXTURE_MAXFRAMES + 4;j++)
2046 // parameter[j][0] = 0;
2047 if (fileindex == 0 && !strcasecmp(com_token, "}"))
2049 if (developer_insane.integer)
2051 Con_DPrintf("%s: ", shader.name);
2052 for (j = 0;j < numparameters;j++)
2053 Con_DPrintf(" %s", parameter[j]);
2056 if (numparameters < 1)
2058 if (!strcasecmp(parameter[0], "surfaceparm") && numparameters >= 2)
2060 if (!strcasecmp(parameter[1], "alphashadow"))
2061 shader.surfaceparms |= Q3SURFACEPARM_ALPHASHADOW;
2062 else if (!strcasecmp(parameter[1], "areaportal"))
2063 shader.surfaceparms |= Q3SURFACEPARM_AREAPORTAL;
2064 else if (!strcasecmp(parameter[1], "botclip"))
2065 shader.surfaceparms |= Q3SURFACEPARM_BOTCLIP;
2066 else if (!strcasecmp(parameter[1], "clusterportal"))
2067 shader.surfaceparms |= Q3SURFACEPARM_CLUSTERPORTAL;
2068 else if (!strcasecmp(parameter[1], "detail"))
2069 shader.surfaceparms |= Q3SURFACEPARM_DETAIL;
2070 else if (!strcasecmp(parameter[1], "donotenter"))
2071 shader.surfaceparms |= Q3SURFACEPARM_DONOTENTER;
2072 else if (!strcasecmp(parameter[1], "dust"))
2073 shader.surfaceparms |= Q3SURFACEPARM_DUST;
2074 else if (!strcasecmp(parameter[1], "hint"))
2075 shader.surfaceparms |= Q3SURFACEPARM_HINT;
2076 else if (!strcasecmp(parameter[1], "fog"))
2077 shader.surfaceparms |= Q3SURFACEPARM_FOG;
2078 else if (!strcasecmp(parameter[1], "lava"))
2079 shader.surfaceparms |= Q3SURFACEPARM_LAVA;
2080 else if (!strcasecmp(parameter[1], "lightfilter"))
2081 shader.surfaceparms |= Q3SURFACEPARM_LIGHTFILTER;
2082 else if (!strcasecmp(parameter[1], "lightgrid"))
2083 shader.surfaceparms |= Q3SURFACEPARM_LIGHTGRID;
2084 else if (!strcasecmp(parameter[1], "metalsteps"))
2085 shader.surfaceparms |= Q3SURFACEPARM_METALSTEPS;
2086 else if (!strcasecmp(parameter[1], "nodamage"))
2087 shader.surfaceparms |= Q3SURFACEPARM_NODAMAGE;
2088 else if (!strcasecmp(parameter[1], "nodlight"))
2089 shader.surfaceparms |= Q3SURFACEPARM_NODLIGHT;
2090 else if (!strcasecmp(parameter[1], "nodraw"))
2091 shader.surfaceparms |= Q3SURFACEPARM_NODRAW;
2092 else if (!strcasecmp(parameter[1], "nodrop"))
2093 shader.surfaceparms |= Q3SURFACEPARM_NODROP;
2094 else if (!strcasecmp(parameter[1], "noimpact"))
2095 shader.surfaceparms |= Q3SURFACEPARM_NOIMPACT;
2096 else if (!strcasecmp(parameter[1], "nolightmap"))
2097 shader.surfaceparms |= Q3SURFACEPARM_NOLIGHTMAP;
2098 else if (!strcasecmp(parameter[1], "nomarks"))
2099 shader.surfaceparms |= Q3SURFACEPARM_NOMARKS;
2100 else if (!strcasecmp(parameter[1], "nomipmaps"))
2101 shader.surfaceparms |= Q3SURFACEPARM_NOMIPMAPS;
2102 else if (!strcasecmp(parameter[1], "nonsolid"))
2103 shader.surfaceparms |= Q3SURFACEPARM_NONSOLID;
2104 else if (!strcasecmp(parameter[1], "origin"))
2105 shader.surfaceparms |= Q3SURFACEPARM_ORIGIN;
2106 else if (!strcasecmp(parameter[1], "playerclip"))
2107 shader.surfaceparms |= Q3SURFACEPARM_PLAYERCLIP;
2108 else if (!strcasecmp(parameter[1], "sky"))
2109 shader.surfaceparms |= Q3SURFACEPARM_SKY;
2110 else if (!strcasecmp(parameter[1], "slick"))
2111 shader.surfaceparms |= Q3SURFACEPARM_SLICK;
2112 else if (!strcasecmp(parameter[1], "slime"))
2113 shader.surfaceparms |= Q3SURFACEPARM_SLIME;
2114 else if (!strcasecmp(parameter[1], "structural"))
2115 shader.surfaceparms |= Q3SURFACEPARM_STRUCTURAL;
2116 else if (!strcasecmp(parameter[1], "trans"))
2117 shader.surfaceparms |= Q3SURFACEPARM_TRANS;
2118 else if (!strcasecmp(parameter[1], "water"))
2119 shader.surfaceparms |= Q3SURFACEPARM_WATER;
2120 else if (!strcasecmp(parameter[1], "pointlight"))
2121 shader.surfaceparms |= Q3SURFACEPARM_POINTLIGHT;
2122 else if (!strcasecmp(parameter[1], "antiportal"))
2123 shader.surfaceparms |= Q3SURFACEPARM_ANTIPORTAL;
2126 // try custom surfaceparms
2127 for (j = 0; j < numcustsurfaceparms; j++)
2129 if (!strcasecmp(custsurfaceparmnames[j], parameter[1]))
2131 shader.surfaceparms |= custsurfaceparms[j];
2136 if (j == numcustsurfaceparms)
2137 Con_DPrintf("%s parsing warning: unknown surfaceparm \"%s\"\n", search->filenames[fileindex], parameter[1]);
2140 else if (!strcasecmp(parameter[0], "dpshadow"))
2141 shader.dpshadow = true;
2142 else if (!strcasecmp(parameter[0], "dpnoshadow"))
2143 shader.dpnoshadow = true;
2144 else if (!strcasecmp(parameter[0], "dpnortlight"))
2145 shader.dpnortlight = true;
2146 else if (!strcasecmp(parameter[0], "dpreflectcube"))
2147 strlcpy(shader.dpreflectcube, parameter[1], sizeof(shader.dpreflectcube));
2148 else if (!strcasecmp(parameter[0], "dpmeshcollisions"))
2149 shader.dpmeshcollisions = true;
2150 // this sets dpshaderkill to true if dpshaderkillifcvarzero was used, and to false if dpnoshaderkillifcvarzero was used
2151 else if (((dpshaderkill = !strcasecmp(parameter[0], "dpshaderkillifcvarzero")) || !strcasecmp(parameter[0], "dpnoshaderkillifcvarzero")) && numparameters >= 2)
2153 if (Cvar_VariableValue(parameter[1]) == 0.0f)
2154 shader.dpshaderkill = dpshaderkill;
2156 // this sets dpshaderkill to true if dpshaderkillifcvar was used, and to false if dpnoshaderkillifcvar was used
2157 else if (((dpshaderkill = !strcasecmp(parameter[0], "dpshaderkillifcvar")) || !strcasecmp(parameter[0], "dpnoshaderkillifcvar")) && numparameters >= 2)
2159 const char *op = NULL;
2160 if (numparameters >= 3)
2164 if (Cvar_VariableValue(parameter[1]) != 0.0f)
2165 shader.dpshaderkill = dpshaderkill;
2167 else if (numparameters >= 4 && !strcmp(op, "=="))
2169 if (Cvar_VariableValue(parameter[1]) == atof(parameter[3]))
2170 shader.dpshaderkill = dpshaderkill;
2172 else if (numparameters >= 4 && !strcmp(op, "!="))
2174 if (Cvar_VariableValue(parameter[1]) != atof(parameter[3]))
2175 shader.dpshaderkill = dpshaderkill;
2177 else if (numparameters >= 4 && !strcmp(op, ">"))
2179 if (Cvar_VariableValue(parameter[1]) > atof(parameter[3]))
2180 shader.dpshaderkill = dpshaderkill;
2182 else if (numparameters >= 4 && !strcmp(op, "<"))
2184 if (Cvar_VariableValue(parameter[1]) < atof(parameter[3]))
2185 shader.dpshaderkill = dpshaderkill;
2187 else if (numparameters >= 4 && !strcmp(op, ">="))
2189 if (Cvar_VariableValue(parameter[1]) >= atof(parameter[3]))
2190 shader.dpshaderkill = dpshaderkill;
2192 else if (numparameters >= 4 && !strcmp(op, "<="))
2194 if (Cvar_VariableValue(parameter[1]) <= atof(parameter[3]))
2195 shader.dpshaderkill = dpshaderkill;
2199 Con_DPrintf("%s parsing warning: unknown dpshaderkillifcvar op \"%s\", or not enough arguments\n", search->filenames[fileindex], op);
2202 else if (!strcasecmp(parameter[0], "sky") && numparameters >= 2)
2204 // some q3 skies don't have the sky parm set
2205 shader.surfaceparms |= Q3SURFACEPARM_SKY;
2206 strlcpy(shader.skyboxname, parameter[1], sizeof(shader.skyboxname));
2208 else if (!strcasecmp(parameter[0], "skyparms") && numparameters >= 2)
2210 // some q3 skies don't have the sky parm set
2211 shader.surfaceparms |= Q3SURFACEPARM_SKY;
2212 if (!atoi(parameter[1]) && strcasecmp(parameter[1], "-"))
2213 strlcpy(shader.skyboxname, parameter[1], sizeof(shader.skyboxname));
2215 else if (!strcasecmp(parameter[0], "cull") && numparameters >= 2)
2217 if (!strcasecmp(parameter[1], "disable") || !strcasecmp(parameter[1], "none") || !strcasecmp(parameter[1], "twosided"))
2218 shader.textureflags |= Q3TEXTUREFLAG_TWOSIDED;
2220 else if (!strcasecmp(parameter[0], "nomipmaps"))
2221 shader.surfaceparms |= Q3SURFACEPARM_NOMIPMAPS;
2222 else if (!strcasecmp(parameter[0], "nopicmip"))
2223 shader.textureflags |= Q3TEXTUREFLAG_NOPICMIP;
2224 else if (!strcasecmp(parameter[0], "polygonoffset"))
2225 shader.textureflags |= Q3TEXTUREFLAG_POLYGONOFFSET;
2226 else if (!strcasecmp(parameter[0], "dppolygonoffset"))
2228 shader.textureflags |= Q3TEXTUREFLAG_POLYGONOFFSET;
2229 if(numparameters >= 2)
2231 shader.biaspolygonfactor = atof(parameter[1]);
2232 if(numparameters >= 3)
2233 shader.biaspolygonoffset = atof(parameter[2]);
2235 shader.biaspolygonoffset = 0;
2238 else if (!strcasecmp(parameter[0], "dprefract") && numparameters >= 5)
2240 shader.textureflags |= Q3TEXTUREFLAG_REFRACTION;
2241 shader.refractfactor = atof(parameter[1]);
2242 Vector4Set(shader.refractcolor4f, atof(parameter[2]), atof(parameter[3]), atof(parameter[4]), 1);
2244 else if (!strcasecmp(parameter[0], "dpreflect") && numparameters >= 6)
2246 shader.textureflags |= Q3TEXTUREFLAG_REFLECTION;
2247 shader.reflectfactor = atof(parameter[1]);
2248 Vector4Set(shader.reflectcolor4f, atof(parameter[2]), atof(parameter[3]), atof(parameter[4]), atof(parameter[5]));
2250 else if (!strcasecmp(parameter[0], "dpcamera"))
2252 shader.textureflags |= Q3TEXTUREFLAG_CAMERA;
2254 else if (!strcasecmp(parameter[0], "dpwater") && numparameters >= 12)
2256 shader.textureflags |= Q3TEXTUREFLAG_WATERSHADER;
2257 shader.reflectmin = atof(parameter[1]);
2258 shader.reflectmax = atof(parameter[2]);
2259 shader.refractfactor = atof(parameter[3]);
2260 shader.reflectfactor = atof(parameter[4]);
2261 Vector4Set(shader.refractcolor4f, atof(parameter[5]), atof(parameter[6]), atof(parameter[7]), 1);
2262 Vector4Set(shader.reflectcolor4f, atof(parameter[8]), atof(parameter[9]), atof(parameter[10]), 1);
2263 shader.r_water_wateralpha = atof(parameter[11]);
2265 else if (!strcasecmp(parameter[0], "dpwaterscroll") && numparameters >= 3)
2267 shader.r_water_waterscroll[0] = 1/atof(parameter[1]);
2268 shader.r_water_waterscroll[1] = 1/atof(parameter[2]);
2270 else if (!strcasecmp(parameter[0], "dpglossintensitymod") && numparameters >= 2)
2272 shader.specularscalemod = atof(parameter[1]);
2274 else if (!strcasecmp(parameter[0], "dpglossexponentmod") && numparameters >= 2)
2276 shader.specularpowermod = atof(parameter[1]);
2278 else if (!strcasecmp(parameter[0], "dprtlightambient") && numparameters >= 2)
2280 shader.rtlightambient = atof(parameter[1]);
2282 else if (!strcasecmp(parameter[0], "dpoffsetmapping") && numparameters >= 2)
2284 if (!strcasecmp(parameter[1], "disable") || !strcasecmp(parameter[1], "none") || !strcasecmp(parameter[1], "off"))
2285 shader.offsetmapping = OFFSETMAPPING_OFF;
2286 else if (!strcasecmp(parameter[1], "default") || !strcasecmp(parameter[1], "normal"))
2287 shader.offsetmapping = OFFSETMAPPING_DEFAULT;
2288 else if (!strcasecmp(parameter[1], "linear"))
2289 shader.offsetmapping = OFFSETMAPPING_LINEAR;
2290 else if (!strcasecmp(parameter[1], "relief"))
2291 shader.offsetmapping = OFFSETMAPPING_RELIEF;
2292 if (numparameters >= 3)
2293 shader.offsetscale = atof(parameter[2]);
2294 if (numparameters >= 5)
2296 if(!strcasecmp(parameter[3], "bias"))
2297 shader.offsetbias = atof(parameter[4]);
2298 else if(!strcasecmp(parameter[3], "match"))
2299 shader.offsetbias = 1.0f - atof(parameter[4]);
2300 else if(!strcasecmp(parameter[3], "match8"))
2301 shader.offsetbias = 1.0f - atof(parameter[4]) / 255.0f;
2302 else if(!strcasecmp(parameter[3], "match16"))
2303 shader.offsetbias = 1.0f - atof(parameter[4]) / 65535.0f;
2306 else if (!strcasecmp(parameter[0], "deformvertexes") && numparameters >= 2)
2309 for (deformindex = 0;deformindex < Q3MAXDEFORMS;deformindex++)
2310 if (!shader.deforms[deformindex].deform)
2312 if (deformindex < Q3MAXDEFORMS)
2314 for (i = 0;i < numparameters - 2 && i < Q3DEFORM_MAXPARMS;i++)
2315 shader.deforms[deformindex].parms[i] = atof(parameter[i+2]);
2316 if (!strcasecmp(parameter[1], "projectionshadow")) shader.deforms[deformindex].deform = Q3DEFORM_PROJECTIONSHADOW;
2317 else if (!strcasecmp(parameter[1], "autosprite" )) shader.deforms[deformindex].deform = Q3DEFORM_AUTOSPRITE;
2318 else if (!strcasecmp(parameter[1], "autosprite2" )) shader.deforms[deformindex].deform = Q3DEFORM_AUTOSPRITE2;
2319 else if (!strcasecmp(parameter[1], "text0" )) shader.deforms[deformindex].deform = Q3DEFORM_TEXT0;
2320 else if (!strcasecmp(parameter[1], "text1" )) shader.deforms[deformindex].deform = Q3DEFORM_TEXT1;
2321 else if (!strcasecmp(parameter[1], "text2" )) shader.deforms[deformindex].deform = Q3DEFORM_TEXT2;
2322 else if (!strcasecmp(parameter[1], "text3" )) shader.deforms[deformindex].deform = Q3DEFORM_TEXT3;
2323 else if (!strcasecmp(parameter[1], "text4" )) shader.deforms[deformindex].deform = Q3DEFORM_TEXT4;
2324 else if (!strcasecmp(parameter[1], "text5" )) shader.deforms[deformindex].deform = Q3DEFORM_TEXT5;
2325 else if (!strcasecmp(parameter[1], "text6" )) shader.deforms[deformindex].deform = Q3DEFORM_TEXT6;
2326 else if (!strcasecmp(parameter[1], "text7" )) shader.deforms[deformindex].deform = Q3DEFORM_TEXT7;
2327 else if (!strcasecmp(parameter[1], "bulge" )) shader.deforms[deformindex].deform = Q3DEFORM_BULGE;
2328 else if (!strcasecmp(parameter[1], "normal" )) shader.deforms[deformindex].deform = Q3DEFORM_NORMAL;
2329 else if (!strcasecmp(parameter[1], "wave" ))
2331 shader.deforms[deformindex].deform = Q3DEFORM_WAVE;
2332 shader.deforms[deformindex].wavefunc = Mod_LoadQ3Shaders_EnumerateWaveFunc(parameter[3]);
2333 for (i = 0;i < numparameters - 4 && i < Q3WAVEPARMS;i++)
2334 shader.deforms[deformindex].waveparms[i] = atof(parameter[i+4]);
2336 else if (!strcasecmp(parameter[1], "move" ))
2338 shader.deforms[deformindex].deform = Q3DEFORM_MOVE;
2339 shader.deforms[deformindex].wavefunc = Mod_LoadQ3Shaders_EnumerateWaveFunc(parameter[5]);
2340 for (i = 0;i < numparameters - 6 && i < Q3WAVEPARMS;i++)
2341 shader.deforms[deformindex].waveparms[i] = atof(parameter[i+6]);
2346 // hide this shader if a cvar said it should be killed
2347 if (shader.dpshaderkill)
2348 shader.numlayers = 0;
2349 // pick the primary layer to render with
2350 if (shader.numlayers)
2352 shader.backgroundlayer = -1;
2353 shader.primarylayer = 0;
2354 // if lightmap comes first this is definitely an ordinary texture
2355 // if the first two layers have the correct blendfuncs and use vertex alpha, it is a blended terrain shader
2356 if ((shader.layers[shader.primarylayer].texturename != NULL)
2357 && !strcasecmp(shader.layers[shader.primarylayer].texturename[0], "$lightmap"))
2359 shader.backgroundlayer = -1;
2360 shader.primarylayer = 1;
2362 else if (shader.numlayers >= 2
2363 && shader.layers[1].alphagen.alphagen == Q3ALPHAGEN_VERTEX
2364 && (shader.layers[0].blendfunc[0] == GL_ONE && shader.layers[0].blendfunc[1] == GL_ZERO && !shader.layers[0].alphatest)
2365 && ((shader.layers[1].blendfunc[0] == GL_SRC_ALPHA && shader.layers[1].blendfunc[1] == GL_ONE_MINUS_SRC_ALPHA)
2366 || (shader.layers[1].blendfunc[0] == GL_ONE && shader.layers[1].blendfunc[1] == GL_ZERO && shader.layers[1].alphatest)))
2368 // terrain blending or other effects
2369 shader.backgroundlayer = 0;
2370 shader.primarylayer = 1;
2373 // fix up multiple reflection types
2374 if(shader.textureflags & Q3TEXTUREFLAG_WATERSHADER)
2375 shader.textureflags &= ~(Q3TEXTUREFLAG_REFRACTION | Q3TEXTUREFLAG_REFLECTION | Q3TEXTUREFLAG_CAMERA);
2377 Q3Shader_AddToHash (&shader);
2381 FS_FreeSearch(search);
2382 // free custinfoparm values
2383 for (j = 0; j < numcustsurfaceparms; j++)
2384 Mem_Free(custsurfaceparmnames[j]);
2387 q3shaderinfo_t *Mod_LookupQ3Shader(const char *name)
2389 unsigned short hash;
2390 q3shader_hash_entry_t* entry;
2392 Mod_LoadQ3Shaders();
2393 hash = CRC_Block_CaseInsensitive ((const unsigned char *)name, strlen (name));
2394 entry = q3shader_data->hash + (hash % Q3SHADER_HASH_SIZE);
2395 while (entry != NULL)
2397 if (strcasecmp (entry->shader.name, name) == 0)
2398 return &entry->shader;
2399 entry = entry->chain;
2404 qboolean Mod_LoadTextureFromQ3Shader(texture_t *texture, const char *name, qboolean warnmissing, qboolean fallback, int defaulttexflags)
2407 int texflagsmask, texflagsor;
2408 qboolean success = true;
2409 q3shaderinfo_t *shader;
2412 strlcpy(texture->name, name, sizeof(texture->name));
2413 shader = name[0] ? Mod_LookupQ3Shader(name) : NULL;
2416 if(!(defaulttexflags & TEXF_PICMIP))
2417 texflagsmask &= ~TEXF_PICMIP;
2418 if(!(defaulttexflags & TEXF_COMPRESS))
2419 texflagsmask &= ~TEXF_COMPRESS;
2421 if(defaulttexflags & TEXF_ISWORLD)
2422 texflagsor |= TEXF_ISWORLD;
2423 if(defaulttexflags & TEXF_ISSPRITE)
2424 texflagsor |= TEXF_ISSPRITE;
2425 // unless later loaded from the shader
2426 texture->offsetmapping = (mod_noshader_default_offsetmapping.value) ? OFFSETMAPPING_DEFAULT : OFFSETMAPPING_OFF;
2427 texture->offsetscale = 1;
2428 texture->offsetbias = 0;
2429 texture->specularscalemod = 1;
2430 texture->specularpowermod = 1;
2431 texture->rtlightambient = 0;
2432 // WHEN ADDING DEFAULTS HERE, REMEMBER TO SYNC TO SHADER LOADING ABOVE
2433 // HERE, AND Q1BSP LOADING
2434 // JUST GREP FOR "specularscalemod = 1".
2438 if (developer_loading.integer)
2439 Con_Printf("%s: loaded shader for %s\n", loadmodel->name, name);
2440 texture->surfaceparms = shader->surfaceparms;
2442 // allow disabling of picmip or compression by defaulttexflags
2443 texture->textureflags = (shader->textureflags & texflagsmask) | texflagsor;
2445 if (shader->surfaceparms & Q3SURFACEPARM_SKY)
2447 texture->basematerialflags = MATERIALFLAG_SKY | MATERIALFLAG_NOSHADOW;
2448 if (shader->skyboxname[0])
2450 // quake3 seems to append a _ to the skybox name, so this must do so as well
2451 dpsnprintf(loadmodel->brush.skybox, sizeof(loadmodel->brush.skybox), "%s_", shader->skyboxname);
2454 else if ((texture->surfaceflags & Q3SURFACEFLAG_NODRAW) || shader->numlayers == 0)
2455 texture->basematerialflags = MATERIALFLAG_NODRAW | MATERIALFLAG_NOSHADOW;
2457 texture->basematerialflags = MATERIALFLAG_WALL;
2459 if (shader->layers[0].alphatest)
2460 texture->basematerialflags |= MATERIALFLAG_ALPHATEST | MATERIALFLAG_NOSHADOW;
2461 if (shader->textureflags & Q3TEXTUREFLAG_TWOSIDED)
2462 texture->basematerialflags |= MATERIALFLAG_NOSHADOW | MATERIALFLAG_NOCULLFACE;
2463 if (shader->textureflags & Q3TEXTUREFLAG_POLYGONOFFSET)
2465 texture->biaspolygonoffset += shader->biaspolygonoffset;
2466 texture->biaspolygonfactor += shader->biaspolygonfactor;
2468 if (shader->textureflags & Q3TEXTUREFLAG_REFRACTION)
2469 texture->basematerialflags |= MATERIALFLAG_REFRACTION;
2470 if (shader->textureflags & Q3TEXTUREFLAG_REFLECTION)
2471 texture->basematerialflags |= MATERIALFLAG_REFLECTION;
2472 if (shader->textureflags & Q3TEXTUREFLAG_WATERSHADER)
2473 texture->basematerialflags |= MATERIALFLAG_WATERSHADER;
2474 if (shader->textureflags & Q3TEXTUREFLAG_CAMERA)
2475 texture->basematerialflags |= MATERIALFLAG_CAMERA;
2476 texture->customblendfunc[0] = GL_ONE;
2477 texture->customblendfunc[1] = GL_ZERO;
2478 if (shader->numlayers > 0)
2480 texture->customblendfunc[0] = shader->layers[0].blendfunc[0];
2481 texture->customblendfunc[1] = shader->layers[0].blendfunc[1];
2483 Q3 shader blendfuncs actually used in the game (* = supported by DP)
2484 * additive GL_ONE GL_ONE
2485 additive weird GL_ONE GL_SRC_ALPHA
2486 additive weird 2 GL_ONE GL_ONE_MINUS_SRC_ALPHA
2487 * alpha GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA
2488 alpha inverse GL_ONE_MINUS_SRC_ALPHA GL_SRC_ALPHA
2489 brighten GL_DST_COLOR GL_ONE
2490 brighten GL_ONE GL_SRC_COLOR
2491 brighten weird GL_DST_COLOR GL_ONE_MINUS_DST_ALPHA
2492 brighten weird 2 GL_DST_COLOR GL_SRC_ALPHA
2493 * modulate GL_DST_COLOR GL_ZERO
2494 * modulate GL_ZERO GL_SRC_COLOR
2495 modulate inverse GL_ZERO GL_ONE_MINUS_SRC_COLOR
2496 modulate inverse alpha GL_ZERO GL_SRC_ALPHA
2497 modulate weird inverse GL_ONE_MINUS_DST_COLOR GL_ZERO
2498 * modulate x2 GL_DST_COLOR GL_SRC_COLOR
2499 * no blend GL_ONE GL_ZERO
2500 nothing GL_ZERO GL_ONE
2502 // if not opaque, figure out what blendfunc to use
2503 if (shader->layers[0].blendfunc[0] != GL_ONE || shader->layers[0].blendfunc[1] != GL_ZERO)
2505 if (shader->layers[0].blendfunc[0] == GL_ONE && shader->layers[0].blendfunc[1] == GL_ONE)
2506 texture->basematerialflags |= MATERIALFLAG_ADD | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
2507 else if (shader->layers[0].blendfunc[0] == GL_SRC_ALPHA && shader->layers[0].blendfunc[1] == GL_ONE)
2508 texture->basematerialflags |= MATERIALFLAG_ADD | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
2509 else if (shader->layers[0].blendfunc[0] == GL_SRC_ALPHA && shader->layers[0].blendfunc[1] == GL_ONE_MINUS_SRC_ALPHA)
2510 texture->basematerialflags |= MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
2512 texture->basematerialflags |= MATERIALFLAG_CUSTOMBLEND | MATERIALFLAG_FULLBRIGHT | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
2515 if (!shader->lighting)
2516 texture->basematerialflags |= MATERIALFLAG_FULLBRIGHT;
2517 if (shader->primarylayer >= 0)
2519 q3shaderinfo_layer_t* primarylayer = shader->layers + shader->primarylayer;
2520 // copy over many primarylayer parameters
2521 texture->rgbgen = primarylayer->rgbgen;
2522 texture->alphagen = primarylayer->alphagen;
2523 texture->tcgen = primarylayer->tcgen;
2524 memcpy(texture->tcmods, primarylayer->tcmods, sizeof(texture->tcmods));
2525 // load the textures
2526 texture->numskinframes = primarylayer->numframes;
2527 texture->skinframerate = primarylayer->framerate;
2528 for (j = 0;j < primarylayer->numframes;j++)
2530 if(cls.state == ca_dedicated)
2532 texture->skinframes[j] = NULL;
2534 else if (!(texture->skinframes[j] = R_SkinFrame_LoadExternal(primarylayer->texturename[j], (primarylayer->texflags & texflagsmask) | texflagsor, false)))
2536 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);
2537 texture->skinframes[j] = R_SkinFrame_LoadMissing();
2541 if (shader->backgroundlayer >= 0)
2543 q3shaderinfo_layer_t* backgroundlayer = shader->layers + shader->backgroundlayer;
2544 // copy over one secondarylayer parameter
2545 memcpy(texture->backgroundtcmods, backgroundlayer->tcmods, sizeof(texture->backgroundtcmods));
2546 // load the textures
2547 texture->backgroundnumskinframes = backgroundlayer->numframes;
2548 texture->backgroundskinframerate = backgroundlayer->framerate;
2549 for (j = 0;j < backgroundlayer->numframes;j++)
2551 if(cls.state == ca_dedicated)
2553 texture->skinframes[j] = NULL;
2555 else if (!(texture->backgroundskinframes[j] = R_SkinFrame_LoadExternal(backgroundlayer->texturename[j], (backgroundlayer->texflags & texflagsmask) | texflagsor, false)))
2557 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);
2558 texture->backgroundskinframes[j] = R_SkinFrame_LoadMissing();
2562 if (shader->dpshadow)
2563 texture->basematerialflags &= ~MATERIALFLAG_NOSHADOW;
2564 if (shader->dpnoshadow)
2565 texture->basematerialflags |= MATERIALFLAG_NOSHADOW;
2566 if (shader->dpnortlight)
2567 texture->basematerialflags |= MATERIALFLAG_NORTLIGHT;
2568 memcpy(texture->deforms, shader->deforms, sizeof(texture->deforms));
2569 texture->reflectmin = shader->reflectmin;
2570 texture->reflectmax = shader->reflectmax;
2571 texture->refractfactor = shader->refractfactor;
2572 Vector4Copy(shader->refractcolor4f, texture->refractcolor4f);
2573 texture->reflectfactor = shader->reflectfactor;
2574 Vector4Copy(shader->reflectcolor4f, texture->reflectcolor4f);
2575 texture->r_water_wateralpha = shader->r_water_wateralpha;
2576 Vector2Copy(shader->r_water_waterscroll, texture->r_water_waterscroll);
2577 texture->offsetmapping = shader->offsetmapping;
2578 texture->offsetscale = shader->offsetscale;
2579 texture->offsetbias = shader->offsetbias;
2580 texture->specularscalemod = shader->specularscalemod;
2581 texture->specularpowermod = shader->specularpowermod;
2582 texture->rtlightambient = shader->rtlightambient;
2583 if (shader->dpreflectcube[0])
2584 texture->reflectcubetexture = R_GetCubemap(shader->dpreflectcube);
2586 // set up default supercontents (on q3bsp this is overridden by the q3bsp loader)
2587 texture->supercontents = SUPERCONTENTS_SOLID | SUPERCONTENTS_OPAQUE;
2588 if (shader->surfaceparms & Q3SURFACEPARM_LAVA ) texture->supercontents = SUPERCONTENTS_LAVA ;
2589 if (shader->surfaceparms & Q3SURFACEPARM_SLIME ) texture->supercontents = SUPERCONTENTS_SLIME ;
2590 if (shader->surfaceparms & Q3SURFACEPARM_WATER ) texture->supercontents = SUPERCONTENTS_WATER ;
2591 if (shader->surfaceparms & Q3SURFACEPARM_NONSOLID ) texture->supercontents = 0 ;
2592 if (shader->surfaceparms & Q3SURFACEPARM_PLAYERCLIP ) texture->supercontents = SUPERCONTENTS_PLAYERCLIP ;
2593 if (shader->surfaceparms & Q3SURFACEPARM_BOTCLIP ) texture->supercontents = SUPERCONTENTS_MONSTERCLIP ;
2594 if (shader->surfaceparms & Q3SURFACEPARM_SKY ) texture->supercontents = SUPERCONTENTS_SKY ;
2596 // if (shader->surfaceparms & Q3SURFACEPARM_ALPHASHADOW ) texture->supercontents |= SUPERCONTENTS_ALPHASHADOW ;
2597 // if (shader->surfaceparms & Q3SURFACEPARM_AREAPORTAL ) texture->supercontents |= SUPERCONTENTS_AREAPORTAL ;
2598 // if (shader->surfaceparms & Q3SURFACEPARM_CLUSTERPORTAL) texture->supercontents |= SUPERCONTENTS_CLUSTERPORTAL;
2599 // if (shader->surfaceparms & Q3SURFACEPARM_DETAIL ) texture->supercontents |= SUPERCONTENTS_DETAIL ;
2600 if (shader->surfaceparms & Q3SURFACEPARM_DONOTENTER ) texture->supercontents |= SUPERCONTENTS_DONOTENTER ;
2601 // if (shader->surfaceparms & Q3SURFACEPARM_FOG ) texture->supercontents |= SUPERCONTENTS_FOG ;
2602 if (shader->surfaceparms & Q3SURFACEPARM_LAVA ) texture->supercontents |= SUPERCONTENTS_LAVA ;
2603 // if (shader->surfaceparms & Q3SURFACEPARM_LIGHTFILTER ) texture->supercontents |= SUPERCONTENTS_LIGHTFILTER ;
2604 // if (shader->surfaceparms & Q3SURFACEPARM_METALSTEPS ) texture->supercontents |= SUPERCONTENTS_METALSTEPS ;
2605 // if (shader->surfaceparms & Q3SURFACEPARM_NODAMAGE ) texture->supercontents |= SUPERCONTENTS_NODAMAGE ;
2606 // if (shader->surfaceparms & Q3SURFACEPARM_NODLIGHT ) texture->supercontents |= SUPERCONTENTS_NODLIGHT ;
2607 // if (shader->surfaceparms & Q3SURFACEPARM_NODRAW ) texture->supercontents |= SUPERCONTENTS_NODRAW ;
2608 if (shader->surfaceparms & Q3SURFACEPARM_NODROP ) texture->supercontents |= SUPERCONTENTS_NODROP ;
2609 // if (shader->surfaceparms & Q3SURFACEPARM_NOIMPACT ) texture->supercontents |= SUPERCONTENTS_NOIMPACT ;
2610 // if (shader->surfaceparms & Q3SURFACEPARM_NOLIGHTMAP ) texture->supercontents |= SUPERCONTENTS_NOLIGHTMAP ;
2611 // if (shader->surfaceparms & Q3SURFACEPARM_NOMARKS ) texture->supercontents |= SUPERCONTENTS_NOMARKS ;
2612 // if (shader->surfaceparms & Q3SURFACEPARM_NOMIPMAPS ) texture->supercontents |= SUPERCONTENTS_NOMIPMAPS ;
2613 if (shader->surfaceparms & Q3SURFACEPARM_NONSOLID ) texture->supercontents &=~SUPERCONTENTS_SOLID ;
2614 // if (shader->surfaceparms & Q3SURFACEPARM_ORIGIN ) texture->supercontents |= SUPERCONTENTS_ORIGIN ;
2615 if (shader->surfaceparms & Q3SURFACEPARM_PLAYERCLIP ) texture->supercontents |= SUPERCONTENTS_PLAYERCLIP ;
2616 if (shader->surfaceparms & Q3SURFACEPARM_SKY ) texture->supercontents |= SUPERCONTENTS_SKY ;
2617 // if (shader->surfaceparms & Q3SURFACEPARM_SLICK ) texture->supercontents |= SUPERCONTENTS_SLICK ;
2618 if (shader->surfaceparms & Q3SURFACEPARM_SLIME ) texture->supercontents |= SUPERCONTENTS_SLIME ;
2619 // if (shader->surfaceparms & Q3SURFACEPARM_STRUCTURAL ) texture->supercontents |= SUPERCONTENTS_STRUCTURAL ;
2620 // if (shader->surfaceparms & Q3SURFACEPARM_TRANS ) texture->supercontents |= SUPERCONTENTS_TRANS ;
2621 if (shader->surfaceparms & Q3SURFACEPARM_WATER ) texture->supercontents |= SUPERCONTENTS_WATER ;
2622 // if (shader->surfaceparms & Q3SURFACEPARM_POINTLIGHT ) texture->supercontents |= SUPERCONTENTS_POINTLIGHT ;
2623 // if (shader->surfaceparms & Q3SURFACEPARM_HINT ) texture->supercontents |= SUPERCONTENTS_HINT ;
2624 // if (shader->surfaceparms & Q3SURFACEPARM_DUST ) texture->supercontents |= SUPERCONTENTS_DUST ;
2625 if (shader->surfaceparms & Q3SURFACEPARM_BOTCLIP ) texture->supercontents |= SUPERCONTENTS_BOTCLIP | SUPERCONTENTS_MONSTERCLIP;
2626 // if (shader->surfaceparms & Q3SURFACEPARM_LIGHTGRID ) texture->supercontents |= SUPERCONTENTS_LIGHTGRID ;
2627 // if (shader->surfaceparms & Q3SURFACEPARM_ANTIPORTAL ) texture->supercontents |= SUPERCONTENTS_ANTIPORTAL ;
2629 if (shader->dpmeshcollisions)
2630 texture->basematerialflags |= MATERIALFLAG_MESHCOLLISIONS;
2631 if (shader->dpshaderkill && developer_extra.integer)
2632 Con_DPrintf("^1%s:^7 killing shader ^3\"%s\" because of cvar\n", loadmodel->name, name);
2634 else if (!strcmp(texture->name, "noshader") || !texture->name[0])
2636 if (developer_extra.integer)
2637 Con_DPrintf("^1%s:^7 using fallback noshader material for ^3\"%s\"\n", loadmodel->name, name);
2638 texture->surfaceparms = 0;
2639 texture->supercontents = SUPERCONTENTS_SOLID | SUPERCONTENTS_OPAQUE;
2641 else if (!strcmp(texture->name, "common/nodraw") || !strcmp(texture->name, "textures/common/nodraw"))
2643 if (developer_extra.integer)
2644 Con_DPrintf("^1%s:^7 using fallback nodraw material for ^3\"%s\"\n", loadmodel->name, name);
2645 texture->surfaceparms = 0;
2646 texture->basematerialflags = MATERIALFLAG_NODRAW | MATERIALFLAG_NOSHADOW;
2647 texture->supercontents = SUPERCONTENTS_SOLID;
2651 if (developer_extra.integer)
2652 Con_DPrintf("^1%s:^7 No shader found for texture ^3\"%s\"\n", loadmodel->name, texture->name);
2653 texture->surfaceparms = 0;
2654 if (texture->surfaceflags & Q3SURFACEFLAG_NODRAW)
2656 texture->basematerialflags |= MATERIALFLAG_NODRAW | MATERIALFLAG_NOSHADOW;
2657 texture->supercontents = SUPERCONTENTS_SOLID;
2659 else if (texture->surfaceflags & Q3SURFACEFLAG_SKY)
2661 texture->basematerialflags |= MATERIALFLAG_SKY | MATERIALFLAG_NOSHADOW;
2662 texture->supercontents = SUPERCONTENTS_SKY;
2666 texture->basematerialflags |= MATERIALFLAG_WALL;
2667 texture->supercontents = SUPERCONTENTS_SOLID | SUPERCONTENTS_OPAQUE;
2669 texture->numskinframes = 1;
2670 if(cls.state == ca_dedicated)
2672 texture->skinframes[0] = NULL;
2679 if ((texture->skinframes[0] = R_SkinFrame_LoadExternal(texture->name, defaulttexflags, false)))
2681 if(texture->skinframes[0]->hasalpha)
2682 texture->basematerialflags |= MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
2689 if (!success && warnmissing)
2690 Con_Printf("^1%s:^7 could not load texture ^3\"%s\"\n", loadmodel->name, texture->name);
2693 // init the animation variables
2694 texture->currentframe = texture;
2695 if (texture->numskinframes < 1)
2696 texture->numskinframes = 1;
2697 if (!texture->skinframes[0])
2698 texture->skinframes[0] = R_SkinFrame_LoadMissing();
2699 texture->currentskinframe = texture->skinframes[0];
2700 texture->backgroundcurrentskinframe = texture->backgroundskinframes[0];
2704 skinfile_t *Mod_LoadSkinFiles(void)
2706 int i, words, line, wordsoverflow;
2709 skinfile_t *skinfile = NULL, *first = NULL;
2710 skinfileitem_t *skinfileitem;
2711 char word[10][MAX_QPATH];
2715 U_bodyBox,models/players/Legoman/BikerA2.tga
2716 U_RArm,models/players/Legoman/BikerA1.tga
2717 U_LArm,models/players/Legoman/BikerA1.tga
2718 U_armor,common/nodraw
2719 U_sword,common/nodraw
2720 U_shield,common/nodraw
2721 U_homb,common/nodraw
2722 U_backpack,common/nodraw
2723 U_colcha,common/nodraw
2728 memset(word, 0, sizeof(word));
2729 for (i = 0;i < 256 && (data = text = (char *)FS_LoadFile(va("%s_%i.skin", loadmodel->name, i), tempmempool, true, NULL));i++)
2731 // If it's the first file we parse
2732 if (skinfile == NULL)
2734 skinfile = (skinfile_t *)Mem_Alloc(loadmodel->mempool, sizeof(skinfile_t));
2739 skinfile->next = (skinfile_t *)Mem_Alloc(loadmodel->mempool, sizeof(skinfile_t));
2740 skinfile = skinfile->next;
2742 skinfile->next = NULL;
2744 for(line = 0;;line++)
2747 if (!COM_ParseToken_QuakeC(&data, true))
2749 if (!strcmp(com_token, "\n"))
2752 wordsoverflow = false;
2756 strlcpy(word[words++], com_token, sizeof (word[0]));
2758 wordsoverflow = true;
2760 while (COM_ParseToken_QuakeC(&data, true) && strcmp(com_token, "\n"));
2763 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);
2766 // words is always >= 1
2767 if (!strcmp(word[0], "replace"))
2771 if (developer_loading.integer)
2772 Con_Printf("Mod_LoadSkinFiles: parsed mesh \"%s\" shader replacement \"%s\"\n", word[1], word[2]);
2773 skinfileitem = (skinfileitem_t *)Mem_Alloc(loadmodel->mempool, sizeof(skinfileitem_t));
2774 skinfileitem->next = skinfile->items;
2775 skinfile->items = skinfileitem;
2776 strlcpy (skinfileitem->name, word[1], sizeof (skinfileitem->name));
2777 strlcpy (skinfileitem->replacement, word[2], sizeof (skinfileitem->replacement));
2780 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]);
2782 else if (words >= 2 && !strncmp(word[0], "tag_", 4))
2784 // tag name, like "tag_weapon,"
2785 // not used for anything (not even in Quake3)
2787 else if (words >= 2 && !strcmp(word[1], ","))
2789 // mesh shader name, like "U_RArm,models/players/Legoman/BikerA1.tga"
2790 if (developer_loading.integer)
2791 Con_Printf("Mod_LoadSkinFiles: parsed mesh \"%s\" shader replacement \"%s\"\n", word[0], word[2]);
2792 skinfileitem = (skinfileitem_t *)Mem_Alloc(loadmodel->mempool, sizeof(skinfileitem_t));
2793 skinfileitem->next = skinfile->items;
2794 skinfile->items = skinfileitem;
2795 strlcpy (skinfileitem->name, word[0], sizeof (skinfileitem->name));
2796 strlcpy (skinfileitem->replacement, word[2], sizeof (skinfileitem->replacement));
2799 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);
2804 loadmodel->numskins = i;
2808 void Mod_FreeSkinFiles(skinfile_t *skinfile)
2811 skinfileitem_t *skinfileitem, *nextitem;
2812 for (;skinfile;skinfile = next)
2814 next = skinfile->next;
2815 for (skinfileitem = skinfile->items;skinfileitem;skinfileitem = nextitem)
2817 nextitem = skinfileitem->next;
2818 Mem_Free(skinfileitem);
2824 int Mod_CountSkinFiles(skinfile_t *skinfile)
2827 for (i = 0;skinfile;skinfile = skinfile->next, i++);
2831 void Mod_SnapVertices(int numcomponents, int numvertices, float *vertices, float snap)
2834 double isnap = 1.0 / snap;
2835 for (i = 0;i < numvertices*numcomponents;i++)
2836 vertices[i] = floor(vertices[i]*isnap)*snap;
2839 int Mod_RemoveDegenerateTriangles(int numtriangles, const int *inelement3i, int *outelement3i, const float *vertex3f)
2841 int i, outtriangles;
2842 float edgedir1[3], edgedir2[3], temp[3];
2843 // a degenerate triangle is one with no width (thickness, surface area)
2844 // these are characterized by having all 3 points colinear (along a line)
2845 // or having two points identical
2846 // the simplest check is to calculate the triangle's area
2847 for (i = 0, outtriangles = 0;i < numtriangles;i++, inelement3i += 3)
2849 // calculate first edge
2850 VectorSubtract(vertex3f + inelement3i[1] * 3, vertex3f + inelement3i[0] * 3, edgedir1);
2851 VectorSubtract(vertex3f + inelement3i[2] * 3, vertex3f + inelement3i[0] * 3, edgedir2);
2852 CrossProduct(edgedir1, edgedir2, temp);
2853 if (VectorLength2(temp) < 0.001f)
2854 continue; // degenerate triangle (no area)
2855 // valid triangle (has area)
2856 VectorCopy(inelement3i, outelement3i);
2860 return outtriangles;
2863 void Mod_VertexRangeFromElements(int numelements, const int *elements, int *firstvertexpointer, int *lastvertexpointer)
2866 int firstvertex, lastvertex;
2867 if (numelements > 0 && elements)
2869 firstvertex = lastvertex = elements[0];
2870 for (i = 1;i < numelements;i++)
2873 firstvertex = min(firstvertex, e);
2874 lastvertex = max(lastvertex, e);
2878 firstvertex = lastvertex = 0;
2879 if (firstvertexpointer)
2880 *firstvertexpointer = firstvertex;
2881 if (lastvertexpointer)
2882 *lastvertexpointer = lastvertex;
2885 void Mod_MakeSortedSurfaces(dp_model_t *mod)
2887 // make an optimal set of texture-sorted batches to draw...
2889 int *firstsurfacefortexture;
2890 int *numsurfacesfortexture;
2891 if (!mod->sortedmodelsurfaces)
2892 mod->sortedmodelsurfaces = (int *) Mem_Alloc(loadmodel->mempool, mod->nummodelsurfaces * sizeof(*mod->sortedmodelsurfaces));
2893 firstsurfacefortexture = (int *) Mem_Alloc(tempmempool, mod->num_textures * sizeof(*firstsurfacefortexture));
2894 numsurfacesfortexture = (int *) Mem_Alloc(tempmempool, mod->num_textures * sizeof(*numsurfacesfortexture));
2895 memset(numsurfacesfortexture, 0, mod->num_textures * sizeof(*numsurfacesfortexture));
2896 for (j = 0;j < mod->nummodelsurfaces;j++)
2898 const msurface_t *surface = mod->data_surfaces + j + mod->firstmodelsurface;
2899 int t = (int)(surface->texture - mod->data_textures);
2900 numsurfacesfortexture[t]++;
2903 for (t = 0;t < mod->num_textures;t++)
2905 firstsurfacefortexture[t] = j;
2906 j += numsurfacesfortexture[t];
2908 for (j = 0;j < mod->nummodelsurfaces;j++)
2910 const msurface_t *surface = mod->data_surfaces + j + mod->firstmodelsurface;
2911 int t = (int)(surface->texture - mod->data_textures);
2912 mod->sortedmodelsurfaces[firstsurfacefortexture[t]++] = j + mod->firstmodelsurface;
2914 Mem_Free(firstsurfacefortexture);
2915 Mem_Free(numsurfacesfortexture);
2918 void Mod_BuildVBOs(void)
2920 if (!loadmodel->surfmesh.num_vertices)
2923 if (gl_paranoid.integer && loadmodel->surfmesh.data_element3s && loadmodel->surfmesh.data_element3i)
2926 for (i = 0;i < loadmodel->surfmesh.num_triangles*3;i++)
2928 if (loadmodel->surfmesh.data_element3s[i] != loadmodel->surfmesh.data_element3i[i])
2930 Con_Printf("Mod_BuildVBOs: element %u is incorrect (%u should be %u)\n", i, loadmodel->surfmesh.data_element3s[i], loadmodel->surfmesh.data_element3i[i]);
2931 loadmodel->surfmesh.data_element3s[i] = loadmodel->surfmesh.data_element3i[i];
2936 // build r_vertexmesh_t array
2937 // (compressed interleaved array for D3D)
2938 if (!loadmodel->surfmesh.vertexmesh && vid.useinterleavedarrays)
2941 int numvertices = loadmodel->surfmesh.num_vertices;
2942 r_vertexmesh_t *vertexmesh;
2943 loadmodel->surfmesh.vertexmesh = vertexmesh = (r_vertexmesh_t*)Mem_Alloc(loadmodel->mempool, numvertices * sizeof(*loadmodel->surfmesh.vertexmesh));
2944 for (vertexindex = 0;vertexindex < numvertices;vertexindex++, vertexmesh++)
2946 VectorCopy(loadmodel->surfmesh.data_vertex3f + 3*vertexindex, vertexmesh->vertex3f);
2947 VectorScale(loadmodel->surfmesh.data_svector3f + 3*vertexindex, 1.0f, vertexmesh->svector3f);
2948 VectorScale(loadmodel->surfmesh.data_tvector3f + 3*vertexindex, 1.0f, vertexmesh->tvector3f);
2949 VectorScale(loadmodel->surfmesh.data_normal3f + 3*vertexindex, 1.0f, vertexmesh->normal3f);
2950 if (loadmodel->surfmesh.data_lightmapcolor4f)
2951 Vector4Copy(loadmodel->surfmesh.data_lightmapcolor4f + 4*vertexindex, vertexmesh->color4f);
2952 Vector2Copy(loadmodel->surfmesh.data_texcoordtexture2f + 2*vertexindex, vertexmesh->texcoordtexture2f);
2953 if (loadmodel->surfmesh.data_texcoordlightmap2f)
2954 Vector2Scale(loadmodel->surfmesh.data_texcoordlightmap2f + 2*vertexindex, 1.0f, vertexmesh->texcoordlightmap2f);
2958 // upload r_vertexmesh_t array as a buffer
2959 if (loadmodel->surfmesh.vertexmesh && !loadmodel->surfmesh.vertexmeshbuffer)
2960 loadmodel->surfmesh.vertexmeshbuffer = R_Mesh_CreateMeshBuffer(loadmodel->surfmesh.vertexmesh, loadmodel->surfmesh.num_vertices * sizeof(*loadmodel->surfmesh.vertexmesh), loadmodel->name, false, false, false);
2962 // upload vertex3f array as a buffer
2963 if (loadmodel->surfmesh.data_vertex3f && !loadmodel->surfmesh.vertex3fbuffer)
2964 loadmodel->surfmesh.vertex3fbuffer = R_Mesh_CreateMeshBuffer(loadmodel->surfmesh.data_vertex3f, loadmodel->surfmesh.num_vertices * sizeof(float[3]), loadmodel->name, false, false, false);
2966 // upload short indices as a buffer
2967 if (loadmodel->surfmesh.data_element3s && !loadmodel->surfmesh.data_element3s_indexbuffer)
2968 loadmodel->surfmesh.data_element3s_indexbuffer = R_Mesh_CreateMeshBuffer(loadmodel->surfmesh.data_element3s, loadmodel->surfmesh.num_triangles * sizeof(short[3]), loadmodel->name, true, false, true);
2970 // upload int indices as a buffer
2971 if (loadmodel->surfmesh.data_element3i && !loadmodel->surfmesh.data_element3i_indexbuffer && !loadmodel->surfmesh.data_element3s)
2972 loadmodel->surfmesh.data_element3i_indexbuffer = R_Mesh_CreateMeshBuffer(loadmodel->surfmesh.data_element3i, loadmodel->surfmesh.num_triangles * sizeof(int[3]), loadmodel->name, true, false, false);
2974 // only build a vbo if one has not already been created (this is important for brush models which load specially)
2975 // vertex buffer is several arrays and we put them in the same buffer
2977 // is this wise? the texcoordtexture2f array is used with dynamic
2978 // vertex/svector/tvector/normal when rendering animated models, on the
2979 // other hand animated models don't use a lot of vertices anyway...
2980 if (!loadmodel->surfmesh.vbo_vertexbuffer && !vid.useinterleavedarrays)
2985 loadmodel->surfmesh.vbooffset_vertex3f = size;if (loadmodel->surfmesh.data_vertex3f ) size += loadmodel->surfmesh.num_vertices * sizeof(float[3]);
2986 loadmodel->surfmesh.vbooffset_svector3f = size;if (loadmodel->surfmesh.data_svector3f ) size += loadmodel->surfmesh.num_vertices * sizeof(float[3]);
2987 loadmodel->surfmesh.vbooffset_tvector3f = size;if (loadmodel->surfmesh.data_tvector3f ) size += loadmodel->surfmesh.num_vertices * sizeof(float[3]);
2988 loadmodel->surfmesh.vbooffset_normal3f = size;if (loadmodel->surfmesh.data_normal3f ) size += loadmodel->surfmesh.num_vertices * sizeof(float[3]);
2989 loadmodel->surfmesh.vbooffset_texcoordtexture2f = size;if (loadmodel->surfmesh.data_texcoordtexture2f ) size += loadmodel->surfmesh.num_vertices * sizeof(float[2]);
2990 loadmodel->surfmesh.vbooffset_texcoordlightmap2f = size;if (loadmodel->surfmesh.data_texcoordlightmap2f) size += loadmodel->surfmesh.num_vertices * sizeof(float[2]);
2991 loadmodel->surfmesh.vbooffset_lightmapcolor4f = size;if (loadmodel->surfmesh.data_lightmapcolor4f ) size += loadmodel->surfmesh.num_vertices * sizeof(float[4]);
2992 mem = (unsigned char *)Mem_Alloc(tempmempool, size);
2993 if (loadmodel->surfmesh.data_vertex3f ) memcpy(mem + loadmodel->surfmesh.vbooffset_vertex3f , loadmodel->surfmesh.data_vertex3f , loadmodel->surfmesh.num_vertices * sizeof(float[3]));
2994 if (loadmodel->surfmesh.data_svector3f ) memcpy(mem + loadmodel->surfmesh.vbooffset_svector3f , loadmodel->surfmesh.data_svector3f , loadmodel->surfmesh.num_vertices * sizeof(float[3]));
2995 if (loadmodel->surfmesh.data_tvector3f ) memcpy(mem + loadmodel->surfmesh.vbooffset_tvector3f , loadmodel->surfmesh.data_tvector3f , loadmodel->surfmesh.num_vertices * sizeof(float[3]));
2996 if (loadmodel->surfmesh.data_normal3f ) memcpy(mem + loadmodel->surfmesh.vbooffset_normal3f , loadmodel->surfmesh.data_normal3f , loadmodel->surfmesh.num_vertices * sizeof(float[3]));
2997 if (loadmodel->surfmesh.data_texcoordtexture2f ) memcpy(mem + loadmodel->surfmesh.vbooffset_texcoordtexture2f , loadmodel->surfmesh.data_texcoordtexture2f , loadmodel->surfmesh.num_vertices * sizeof(float[2]));
2998 if (loadmodel->surfmesh.data_texcoordlightmap2f) memcpy(mem + loadmodel->surfmesh.vbooffset_texcoordlightmap2f, loadmodel->surfmesh.data_texcoordlightmap2f, loadmodel->surfmesh.num_vertices * sizeof(float[2]));
2999 if (loadmodel->surfmesh.data_lightmapcolor4f ) memcpy(mem + loadmodel->surfmesh.vbooffset_lightmapcolor4f , loadmodel->surfmesh.data_lightmapcolor4f , loadmodel->surfmesh.num_vertices * sizeof(float[4]));
3000 loadmodel->surfmesh.vbo_vertexbuffer = R_Mesh_CreateMeshBuffer(mem, size, loadmodel->name, false, false, false);
3005 static void Mod_Decompile_OBJ(dp_model_t *model, const char *filename, const char *mtlfilename, const char *originalfilename)
3007 int submodelindex, vertexindex, surfaceindex, triangleindex, textureindex, countvertices = 0, countsurfaces = 0, countfaces = 0, counttextures = 0;
3009 const char *texname;
3011 const float *v, *vn, *vt;
3013 size_t outbufferpos = 0;
3014 size_t outbuffermax = 0x100000;
3015 char *outbuffer = (char *) Z_Malloc(outbuffermax), *oldbuffer;
3016 const msurface_t *surface;
3017 const int maxtextures = 256;
3018 char *texturenames = (char *) Z_Malloc(maxtextures * MAX_QPATH);
3019 dp_model_t *submodel;
3021 // construct the mtllib file
3022 l = dpsnprintf(outbuffer + outbufferpos, outbuffermax - outbufferpos, "# mtllib for %s exported by darkplaces engine\n", originalfilename);
3025 for (surfaceindex = 0, surface = model->data_surfaces;surfaceindex < model->num_surfaces;surfaceindex++, surface++)
3028 countvertices += surface->num_vertices;
3029 countfaces += surface->num_triangles;
3030 texname = (surface->texture && surface->texture->name[0]) ? surface->texture->name : "default";
3031 for (textureindex = 0;textureindex < counttextures;textureindex++)
3032 if (!strcmp(texturenames + textureindex * MAX_QPATH, texname))
3034 if (textureindex < counttextures)
3035 continue; // already wrote this material entry
3036 if (textureindex >= maxtextures)
3037 continue; // just a precaution
3038 textureindex = counttextures++;
3039 strlcpy(texturenames + textureindex * MAX_QPATH, texname, MAX_QPATH);
3040 if (outbufferpos >= outbuffermax >> 1)
3043 oldbuffer = outbuffer;
3044 outbuffer = (char *) Z_Malloc(outbuffermax);
3045 memcpy(outbuffer, oldbuffer, outbufferpos);
3048 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");
3053 // write the mtllib file
3054 FS_WriteFile(mtlfilename, outbuffer, outbufferpos);
3056 // construct the obj file
3058 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);
3062 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)
3064 if (outbufferpos >= outbuffermax >> 1)
3067 oldbuffer = outbuffer;
3068 outbuffer = (char *) Z_Malloc(outbuffermax);
3069 memcpy(outbuffer, oldbuffer, outbufferpos);
3072 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]);
3077 for (submodelindex = 0;submodelindex < max(1, model->brush.numsubmodels);submodelindex++)
3079 l = dpsnprintf(outbuffer + outbufferpos, outbuffermax - outbufferpos, "o %i\n", submodelindex);
3082 submodel = model->brush.numsubmodels ? model->brush.submodels[submodelindex] : model;
3083 for (surfaceindex = 0;surfaceindex < submodel->nummodelsurfaces;surfaceindex++)
3085 surface = model->data_surfaces + submodel->sortedmodelsurfaces[surfaceindex];
3086 l = dpsnprintf(outbuffer + outbufferpos, outbuffermax - outbufferpos, "usemtl %s\n", (surface->texture && surface->texture->name[0]) ? surface->texture->name : "default");
3089 for (triangleindex = 0, e = model->surfmesh.data_element3i + surface->num_firsttriangle * 3;triangleindex < surface->num_triangles;triangleindex++, e += 3)
3091 if (outbufferpos >= outbuffermax >> 1)
3094 oldbuffer = outbuffer;
3095 outbuffer = (char *) Z_Malloc(outbuffermax);
3096 memcpy(outbuffer, oldbuffer, outbufferpos);
3102 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);
3109 // write the obj file
3110 FS_WriteFile(filename, outbuffer, outbufferpos);
3114 Z_Free(texturenames);
3117 Con_Printf("Wrote %s (%i bytes, %i vertices, %i faces, %i surfaces with %i distinct textures)\n", filename, (int)outbufferpos, countvertices, countfaces, countsurfaces, counttextures);
3120 static void Mod_Decompile_SMD(dp_model_t *model, const char *filename, int firstpose, int numposes, qboolean writetriangles)
3122 int countnodes = 0, counttriangles = 0, countframes = 0;
3130 size_t outbufferpos = 0;
3131 size_t outbuffermax = 0x100000;
3132 char *outbuffer = (char *) Z_Malloc(outbuffermax), *oldbuffer;
3133 const msurface_t *surface;
3134 l = dpsnprintf(outbuffer + outbufferpos, outbuffermax - outbufferpos, "version 1\nnodes\n");
3137 for (transformindex = 0;transformindex < model->num_bones;transformindex++)
3139 if (outbufferpos >= outbuffermax >> 1)
3142 oldbuffer = outbuffer;
3143 outbuffer = (char *) Z_Malloc(outbuffermax);
3144 memcpy(outbuffer, oldbuffer, outbufferpos);
3148 l = dpsnprintf(outbuffer + outbufferpos, outbuffermax - outbufferpos, "%3i \"%s\" %3i\n", transformindex, model->data_bones[transformindex].name, model->data_bones[transformindex].parent);
3152 l = dpsnprintf(outbuffer + outbufferpos, outbuffermax - outbufferpos, "end\nskeleton\n");
3155 for (poseindex = 0;poseindex < numposes;poseindex++)
3158 l = dpsnprintf(outbuffer + outbufferpos, outbuffermax - outbufferpos, "time %i\n", poseindex);
3161 for (transformindex = 0;transformindex < model->num_bones;transformindex++)
3165 matrix4x4_t posematrix;
3166 if (outbufferpos >= outbuffermax >> 1)
3169 oldbuffer = outbuffer;
3170 outbuffer = (char *) Z_Malloc(outbuffermax);
3171 memcpy(outbuffer, oldbuffer, outbufferpos);
3175 // strangely the smd angles are for a transposed matrix, so we
3176 // have to generate a transposed matrix, then convert that...
3177 Matrix4x4_FromBonePose6s(&posematrix, model->num_posescale, model->data_poses6s + 6*(model->num_bones * poseindex + transformindex));
3178 Matrix4x4_ToArray12FloatGL(&posematrix, mtest[0]);
3179 AnglesFromVectors(angles, mtest[0], mtest[2], false);
3180 if (angles[0] >= 180) angles[0] -= 360;
3181 if (angles[1] >= 180) angles[1] -= 360;
3182 if (angles[2] >= 180) angles[2] -= 360;
3186 float a = DEG2RAD(angles[ROLL]);
3187 float b = DEG2RAD(angles[PITCH]);
3188 float c = DEG2RAD(angles[YAW]);
3189 float cy, sy, cp, sp, cr, sr;
3191 // smd matrix construction, for comparing
3202 test[1][0] = sr*sp*cy+cr*-sy;
3203 test[1][1] = sr*sp*sy+cr*cy;
3205 test[2][0] = (cr*sp*cy+-sr*-sy);
3206 test[2][1] = (cr*sp*sy+-sr*cy);
3208 test[3][0] = pose[9];
3209 test[3][1] = pose[10];
3210 test[3][2] = pose[11];
3213 l = dpsnprintf(outbuffer + outbufferpos, outbuffermax - outbufferpos, "%3i %f %f %f %f %f %f\n", transformindex, mtest[3][0], mtest[3][1], mtest[3][2], DEG2RAD(angles[ROLL]), DEG2RAD(angles[PITCH]), DEG2RAD(angles[YAW]));
3218 l = dpsnprintf(outbuffer + outbufferpos, outbuffermax - outbufferpos, "end\n");
3223 l = dpsnprintf(outbuffer + outbufferpos, outbuffermax - outbufferpos, "triangles\n");
3226 for (surfaceindex = 0, surface = model->data_surfaces;surfaceindex < model->num_surfaces;surfaceindex++, surface++)
3228 for (triangleindex = 0, e = model->surfmesh.data_element3i + surface->num_firsttriangle * 3;triangleindex < surface->num_triangles;triangleindex++, e += 3)
3231 if (outbufferpos >= outbuffermax >> 1)
3234 oldbuffer = outbuffer;
3235 outbuffer = (char *) Z_Malloc(outbuffermax);
3236 memcpy(outbuffer, oldbuffer, outbufferpos);
3239 l = dpsnprintf(outbuffer + outbufferpos, outbuffermax - outbufferpos, "%s\n", surface->texture && surface->texture->name[0] ? surface->texture->name : "default.bmp");
3242 for (cornerindex = 0;cornerindex < 3;cornerindex++)
3244 const int index = e[2-cornerindex];
3245 const float *v = model->surfmesh.data_vertex3f + index * 3;
3246 const float *vn = model->surfmesh.data_normal3f + index * 3;
3247 const float *vt = model->surfmesh.data_texcoordtexture2f + index * 2;
3248 const int b = model->surfmesh.blends[index];
3249 if (b < model->num_bones)
3250 l = dpsnprintf(outbuffer + outbufferpos, outbuffermax - outbufferpos, "%3i %f %f %f %f %f %f %f %f\n" , b, v[0], v[1], v[2], vn[0], vn[1], vn[2], vt[0], 1 - vt[1]);
3253 const blendweights_t *w = model->surfmesh.data_blendweights + b - model->num_bones;
3254 const unsigned char *wi = w->index;
3255 const unsigned char *wf = w->influence;
3256 if (wf[3]) l = dpsnprintf(outbuffer + outbufferpos, outbuffermax - outbufferpos, "%3i %f %f %f %f %f %f %f %f 4 %i %f %i %f %i %f %i %f\n", wi[0], v[0], v[1], v[2], vn[0], vn[1], vn[2], vt[0], 1 - vt[1], wi[0], wf[0]/255.0f, wi[1], wf[1]/255.0f, wi[2], wf[2]/255.0f, wi[3], wf[3]/255.0f);
3257 else if (wf[2]) l = dpsnprintf(outbuffer + outbufferpos, outbuffermax - outbufferpos, "%3i %f %f %f %f %f %f %f %f 3 %i %f %i %f %i %f\n" , wi[0], v[0], v[1], v[2], vn[0], vn[1], vn[2], vt[0], 1 - vt[1], wi[0], wf[0]/255.0f, wi[1], wf[1]/255.0f, wi[2], wf[2]/255.0f);
3258 else if (wf[1]) l = dpsnprintf(outbuffer + outbufferpos, outbuffermax - outbufferpos, "%3i %f %f %f %f %f %f %f %f 2 %i %f %i %f\n" , wi[0], v[0], v[1], v[2], vn[0], vn[1], vn[2], vt[0], 1 - vt[1], wi[0], wf[0]/255.0f, wi[1], wf[1]/255.0f);
3259 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]);
3266 l = dpsnprintf(outbuffer + outbufferpos, outbuffermax - outbufferpos, "end\n");
3271 FS_WriteFile(filename, outbuffer, outbufferpos);
3274 Con_Printf("Wrote %s (%i bytes, %i nodes, %i frames, %i triangles)\n", filename, (int)outbufferpos, countnodes, countframes, counttriangles);
3281 decompiles a model to editable files
3284 static void Mod_Decompile_f(void)
3286 int i, j, k, l, first, count;
3288 char inname[MAX_QPATH];
3289 char outname[MAX_QPATH];
3290 char mtlname[MAX_QPATH];
3291 char basename[MAX_QPATH];
3292 char animname[MAX_QPATH];
3293 char animname2[MAX_QPATH];
3294 char zymtextbuffer[16384];
3295 char dpmtextbuffer[16384];
3296 char framegroupstextbuffer[16384];
3297 int zymtextsize = 0;
3298 int dpmtextsize = 0;
3299 int framegroupstextsize = 0;
3301 if (Cmd_Argc() != 2)
3303 Con_Print("usage: modeldecompile <filename>\n");
3307 strlcpy(inname, Cmd_Argv(1), sizeof(inname));
3308 FS_StripExtension(inname, basename, sizeof(basename));
3310 mod = Mod_ForName(inname, false, true, inname[0] == '*' ? cl.model_name[1] : NULL);
3311 if (mod->brush.submodel)
3313 // if we're decompiling a submodel, be sure to give it a proper name based on its parent
3314 FS_StripExtension(cl.model_name[1], outname, sizeof(outname));
3315 dpsnprintf(basename, sizeof(basename), "%s/%s", outname, mod->name);
3320 Con_Print("No such model\n");
3323 if (!mod->surfmesh.num_triangles)
3325 Con_Print("Empty model (or sprite)\n");
3329 // export OBJ if possible (not on sprites)
3330 if (mod->surfmesh.num_triangles)
3332 dpsnprintf(outname, sizeof(outname), "%s_decompiled.obj", basename);
3333 dpsnprintf(mtlname, sizeof(mtlname), "%s_decompiled.mtl", basename);
3334 Mod_Decompile_OBJ(mod, outname, mtlname, inname);
3337 // export SMD if possible (only for skeletal models)
3338 if (mod->surfmesh.num_triangles && mod->num_bones)
3340 dpsnprintf(outname, sizeof(outname), "%s_decompiled/ref1.smd", basename);
3341 Mod_Decompile_SMD(mod, outname, 0, 1, true);
3342 l = dpsnprintf(zymtextbuffer + zymtextsize, sizeof(zymtextbuffer) - zymtextsize, "output out.zym\nscale 1\norigin 0 0 0\nmesh ref1.smd\n");
3343 if (l > 0) zymtextsize += l;
3344 l = dpsnprintf(dpmtextbuffer + dpmtextsize, sizeof(dpmtextbuffer) - dpmtextsize, "outputdir .\nmodel out\nscale 1\norigin 0 0 0\nscene ref1.smd\n");
3345 if (l > 0) dpmtextsize += l;
3346 for (i = 0;i < mod->numframes;i = j)
3348 strlcpy(animname, mod->animscenes[i].name, sizeof(animname));
3349 first = mod->animscenes[i].firstframe;
3350 if (mod->animscenes[i].framecount > 1)
3353 count = mod->animscenes[i].framecount;
3359 // check for additional frames with same name
3360 for (l = 0, k = strlen(animname);animname[l];l++)
3361 if(animname[l] < '0' || animname[l] > '9')
3363 if(k > 0 && animname[k-1] == '_')
3366 count = mod->num_poses - first;
3367 for (j = i + 1;j < mod->numframes;j++)
3369 strlcpy(animname2, mod->animscenes[j].name, sizeof(animname2));
3370 for (l = 0, k = strlen(animname2);animname2[l];l++)
3371 if(animname2[l] < '0' || animname2[l] > '9')
3373 if(k > 0 && animname[k-1] == '_')
3376 if (strcmp(animname2, animname) || mod->animscenes[j].framecount > 1)
3378 count = mod->animscenes[j].firstframe - first;
3382 // if it's only one frame, use the original frame name
3384 strlcpy(animname, mod->animscenes[i].name, sizeof(animname));
3387 dpsnprintf(outname, sizeof(outname), "%s_decompiled/%s.smd", basename, animname);
3388 Mod_Decompile_SMD(mod, outname, first, count, false);
3389 if (zymtextsize < (int)sizeof(zymtextbuffer) - 100)
3391 l = dpsnprintf(zymtextbuffer + zymtextsize, sizeof(zymtextbuffer) - zymtextsize, "scene %s.smd fps %g %s\n", animname, mod->animscenes[i].framerate, mod->animscenes[i].loop ? "" : " noloop");
3392 if (l > 0) zymtextsize += l;
3394 if (dpmtextsize < (int)sizeof(dpmtextbuffer) - 100)
3396 l = dpsnprintf(dpmtextbuffer + dpmtextsize, sizeof(dpmtextbuffer) - dpmtextsize, "scene %s.smd fps %g %s\n", animname, mod->animscenes[i].framerate, mod->animscenes[i].loop ? "" : " noloop");
3397 if (l > 0) dpmtextsize += l;
3399 if (framegroupstextsize < (int)sizeof(framegroupstextbuffer) - 100)
3401 l = dpsnprintf(framegroupstextbuffer + framegroupstextsize, sizeof(framegroupstextbuffer) - framegroupstextsize, "%d %d %f %d // %s\n", first, count, mod->animscenes[i].framerate, mod->animscenes[i].loop, animname);
3402 if (l > 0) framegroupstextsize += l;
3406 FS_WriteFile(va("%s_decompiled/out_zym.txt", basename), zymtextbuffer, (fs_offset_t)zymtextsize);
3408 FS_WriteFile(va("%s_decompiled/out_dpm.txt", basename), dpmtextbuffer, (fs_offset_t)dpmtextsize);
3409 if (framegroupstextsize)
3410 FS_WriteFile(va("%s_decompiled.framegroups", basename), framegroupstextbuffer, (fs_offset_t)framegroupstextsize);
3414 void Mod_AllocLightmap_Init(mod_alloclightmap_state_t *state, int width, int height)
3417 memset(state, 0, sizeof(*state));
3418 state->width = width;
3419 state->height = height;
3420 state->currentY = 0;
3421 state->rows = (mod_alloclightmap_row_t *)Mem_Alloc(loadmodel->mempool, state->height * sizeof(*state->rows));
3422 for (y = 0;y < state->height;y++)
3424 state->rows[y].currentX = 0;
3425 state->rows[y].rowY = -1;
3429 void Mod_AllocLightmap_Reset(mod_alloclightmap_state_t *state)
3432 state->currentY = 0;
3433 for (y = 0;y < state->height;y++)
3435 state->rows[y].currentX = 0;
3436 state->rows[y].rowY = -1;
3440 void Mod_AllocLightmap_Free(mod_alloclightmap_state_t *state)
3443 Mem_Free(state->rows);
3444 memset(state, 0, sizeof(*state));
3447 qboolean Mod_AllocLightmap_Block(mod_alloclightmap_state_t *state, int blockwidth, int blockheight, int *outx, int *outy)
3449 mod_alloclightmap_row_t *row;
3452 row = state->rows + blockheight;
3453 if ((row->rowY < 0) || (row->currentX + blockwidth > state->width))
3455 if (state->currentY + blockheight <= state->height)
3457 // use the current allocation position
3458 row->rowY = state->currentY;
3460 state->currentY += blockheight;
3464 // find another position
3465 for (y = blockheight;y < state->height;y++)
3467 if ((state->rows[y].rowY >= 0) && (state->rows[y].currentX + blockwidth <= state->width))
3469 row = state->rows + y;
3473 if (y == state->height)
3478 *outx = row->currentX;
3479 row->currentX += blockwidth;
3484 typedef struct lightmapsample_s
3488 float *vertex_color;
3489 unsigned char *lm_bgr;
3490 unsigned char *lm_dir;
3494 typedef struct lightmapvertex_s
3499 float texcoordbase[2];
3500 float texcoordlightmap[2];
3501 float lightcolor[4];
3505 typedef struct lightmaptriangle_s
3513 // 2D modelspace coordinates of min corner
3514 // snapped to lightmap grid but not in grid coordinates
3516 // 2D modelspace to lightmap coordinate scale
3524 typedef struct lightmaplight_s
3535 lightmaptriangle_t *mod_generatelightmaps_lightmaptriangles;
3537 #define MAX_LIGHTMAPSAMPLES 64
3538 static int mod_generatelightmaps_numoffsets[3];
3539 static float mod_generatelightmaps_offsets[3][MAX_LIGHTMAPSAMPLES][3];
3541 static int mod_generatelightmaps_numlights;
3542 static lightmaplight_t *mod_generatelightmaps_lightinfo;
3544 extern int R_Shadow_GetRTLightInfo(unsigned int lightindex, float *origin, float *radius, float *color);
3545 extern cvar_t r_shadow_lightattenuationdividebias;
3546 extern cvar_t r_shadow_lightattenuationlinearscale;
3548 static void Mod_GenerateLightmaps_LightPoint(dp_model_t *model, const vec3_t pos, vec3_t ambient, vec3_t diffuse, vec3_t lightdir)
3553 float relativepoint[3];
3560 float lightorigin[3];
3564 float lightcolor[3];
3566 for (i = 0;i < 5*3;i++)
3568 for (index = 0;;index++)
3570 result = R_Shadow_GetRTLightInfo(index, lightorigin, &lightradius, lightcolor);
3575 lightradius2 = lightradius * lightradius;
3576 VectorSubtract(lightorigin, pos, relativepoint);
3577 dist2 = VectorLength2(relativepoint);
3578 if (dist2 >= lightradius2)
3580 lightiradius = 1.0f / lightradius;
3581 dist = sqrt(dist2) * lightiradius;
3582 intensity = (1.0f - dist) * r_shadow_lightattenuationlinearscale.value / (r_shadow_lightattenuationdividebias.value + dist*dist);
3583 if (intensity <= 0.0f)
3585 if (model && model->TraceLine)
3587 model->TraceLine(model, NULL, NULL, &trace, pos, lightorigin, SUPERCONTENTS_VISBLOCKERMASK);
3588 if (trace.fraction < 1)
3591 // scale down intensity to add to both ambient and diffuse
3592 //intensity *= 0.5f;
3593 VectorNormalize(relativepoint);
3594 VectorScale(lightcolor, intensity, color);
3595 VectorMA(sample , 0.5f , color, sample );
3596 VectorMA(sample + 3, relativepoint[0], color, sample + 3);
3597 VectorMA(sample + 6, relativepoint[1], color, sample + 6);
3598 VectorMA(sample + 9, relativepoint[2], color, sample + 9);
3599 // calculate a weighted average light direction as well
3600 intensity *= VectorLength(color);
3601 VectorMA(sample + 12, intensity, relativepoint, sample + 12);
3603 // calculate the direction we'll use to reduce the sample to a directional light source
3604 VectorCopy(sample + 12, dir);
3605 //VectorSet(dir, sample[3] + sample[4] + sample[5], sample[6] + sample[7] + sample[8], sample[9] + sample[10] + sample[11]);
3606 VectorNormalize(dir);
3607 // extract the diffuse color along the chosen direction and scale it
3608 diffuse[0] = (dir[0]*sample[3] + dir[1]*sample[6] + dir[2]*sample[ 9] + sample[ 0]);
3609 diffuse[1] = (dir[0]*sample[4] + dir[1]*sample[7] + dir[2]*sample[10] + sample[ 1]);
3610 diffuse[2] = (dir[0]*sample[5] + dir[1]*sample[8] + dir[2]*sample[11] + sample[ 2]);
3611 // subtract some of diffuse from ambient
3612 VectorMA(sample, -0.333f, diffuse, ambient);
3613 // store the normalized lightdir
3614 VectorCopy(dir, lightdir);
3617 static void Mod_GenerateLightmaps_CreateLights_ComputeSVBSP_InsertSurfaces(const dp_model_t *model, svbsp_t *svbsp, const float *mins, const float *maxs)
3621 const msurface_t *surface;
3622 const float *vertex3f = model->surfmesh.data_vertex3f;
3623 const int *element3i = model->surfmesh.data_element3i;
3626 for (surfaceindex = 0, surface = model->data_surfaces;surfaceindex < model->nummodelsurfaces;surfaceindex++, surface++)
3628 if (!BoxesOverlap(surface->mins, surface->maxs, mins, maxs))
3630 if (surface->texture->basematerialflags & MATERIALFLAG_NOSHADOW)
3632 for (triangleindex = 0, e = element3i + 3*surface->num_firsttriangle;triangleindex < surface->num_triangles;triangleindex++, e += 3)
3634 VectorCopy(vertex3f + 3*e[0], v2[0]);
3635 VectorCopy(vertex3f + 3*e[1], v2[1]);
3636 VectorCopy(vertex3f + 3*e[2], v2[2]);
3637 SVBSP_AddPolygon(svbsp, 3, v2[0], true, NULL, NULL, 0);
3642 static void Mod_GenerateLightmaps_CreateLights_ComputeSVBSP(dp_model_t *model, lightmaplight_t *lightinfo)
3644 int maxnodes = 1<<14;
3645 svbsp_node_t *nodes;
3650 VectorSet(mins, lightinfo->origin[0] - lightinfo->radius, lightinfo->origin[1] - lightinfo->radius, lightinfo->origin[2] - lightinfo->radius);
3651 VectorSet(maxs, lightinfo->origin[0] + lightinfo->radius, lightinfo->origin[1] + lightinfo->radius, lightinfo->origin[2] + lightinfo->radius);
3652 VectorCopy(lightinfo->origin, origin);
3653 nodes = (svbsp_node_t *)Mem_Alloc(tempmempool, maxnodes * sizeof(*nodes));
3656 SVBSP_Init(&svbsp, origin, maxnodes, nodes);
3657 Mod_GenerateLightmaps_CreateLights_ComputeSVBSP_InsertSurfaces(model, &svbsp, mins, maxs);
3658 if (svbsp.ranoutofnodes)
3661 if (maxnodes > 1<<22)
3667 nodes = (svbsp_node_t *)Mem_Alloc(tempmempool, maxnodes * sizeof(*nodes));
3672 if (svbsp.numnodes > 0)
3674 svbsp.nodes = (svbsp_node_t *)Mem_Alloc(tempmempool, svbsp.numnodes * sizeof(*nodes));
3675 memcpy(svbsp.nodes, nodes, svbsp.numnodes * sizeof(*nodes));
3676 lightinfo->svbsp = svbsp;
3681 static void Mod_GenerateLightmaps_CreateLights(dp_model_t *model)
3685 lightmaplight_t *lightinfo;
3689 mod_generatelightmaps_numlights = 0;
3690 for (index = 0;;index++)
3692 result = R_Shadow_GetRTLightInfo(index, origin, &radius, color);
3696 mod_generatelightmaps_numlights++;
3698 if (mod_generatelightmaps_numlights > 0)
3700 mod_generatelightmaps_lightinfo = (lightmaplight_t *)Mem_Alloc(tempmempool, mod_generatelightmaps_numlights * sizeof(*mod_generatelightmaps_lightinfo));
3701 lightinfo = mod_generatelightmaps_lightinfo;
3702 for (index = 0;;index++)
3704 result = R_Shadow_GetRTLightInfo(index, lightinfo->origin, &lightinfo->radius, lightinfo->color);
3711 for (index = 0, lightinfo = mod_generatelightmaps_lightinfo;index < mod_generatelightmaps_numlights;index++, lightinfo++)
3713 lightinfo->iradius = 1.0f / lightinfo->radius;
3714 lightinfo->radius2 = lightinfo->radius * lightinfo->radius;
3715 // TODO: compute svbsp
3716 Mod_GenerateLightmaps_CreateLights_ComputeSVBSP(model, lightinfo);
3720 static void Mod_GenerateLightmaps_DestroyLights(dp_model_t *model)
3723 if (mod_generatelightmaps_lightinfo)
3725 for (i = 0;i < mod_generatelightmaps_numlights;i++)
3726 if (mod_generatelightmaps_lightinfo[i].svbsp.nodes)
3727 Mem_Free(mod_generatelightmaps_lightinfo[i].svbsp.nodes);
3728 Mem_Free(mod_generatelightmaps_lightinfo);
3730 mod_generatelightmaps_lightinfo = NULL;
3731 mod_generatelightmaps_numlights = 0;
3734 static qboolean Mod_GenerateLightmaps_SamplePoint_SVBSP(const svbsp_t *svbsp, const float *pos)
3736 const svbsp_node_t *node;
3737 const svbsp_node_t *nodes = svbsp->nodes;
3742 num = node->children[DotProduct(node->plane, pos) < node->plane[3]];
3744 return num == -1; // true if empty, false if solid (shadowed)
3747 static void Mod_GenerateLightmaps_SamplePoint(const float *pos, const float *normal, float *sample, int numoffsets, const float *offsets)
3750 float relativepoint[3];
3759 const lightmaplight_t *lightinfo;
3761 for (i = 0;i < 5*3;i++)
3763 for (i = 0, lightinfo = mod_generatelightmaps_lightinfo;i < mod_generatelightmaps_numlights;i++, lightinfo++)
3765 //R_SampleRTLights(pos, sample, numoffsets, offsets);
3766 VectorSubtract(lightinfo->origin, pos, relativepoint);
3767 // don't accept light from behind a surface, it causes bad shading
3768 if (normal && DotProduct(relativepoint, normal) <= 0)
3770 dist2 = VectorLength2(relativepoint);
3771 if (dist2 >= lightinfo->radius2)
3773 dist = sqrt(dist2) * lightinfo->iradius;
3774 intensity = dist < 1 ? ((1.0f - dist) * r_shadow_lightattenuationlinearscale.value / (r_shadow_lightattenuationdividebias.value + dist*dist)) : 0;
3777 if (cl.worldmodel && cl.worldmodel->TraceLine && numoffsets > 0)
3781 if (Mod_GenerateLightmaps_SamplePoint_SVBSP(&lightinfo->svbsp, pos))
3783 for (offsetindex = 1;offsetindex < numoffsets;offsetindex++)
3785 VectorAdd(pos, offsets + 3*offsetindex, offsetpos);
3788 // for light grid we'd better check visibility of the offset point
3789 cl.worldmodel->TraceLine(cl.worldmodel, NULL, NULL, &trace, pos, offsetpos, SUPERCONTENTS_VISBLOCKERMASK);
3790 if (trace.fraction < 1)
3791 VectorLerp(pos, trace.fraction, offsetpos, offsetpos);
3794 if (Mod_GenerateLightmaps_SamplePoint_SVBSP(&lightinfo->svbsp, offsetpos))
3799 // scale intensity according to how many rays succeeded
3800 // we know one test is valid, half of the rest will fail...
3801 //if (normal && tests > 1)
3802 // intensity *= (tests - 1.0f) / tests;
3803 intensity *= (float)hits / tests;
3805 // scale down intensity to add to both ambient and diffuse
3806 //intensity *= 0.5f;
3807 VectorNormalize(relativepoint);
3808 VectorScale(lightinfo->color, intensity, color);
3809 VectorMA(sample , 0.5f , color, sample );
3810 VectorMA(sample + 3, relativepoint[0], color, sample + 3);
3811 VectorMA(sample + 6, relativepoint[1], color, sample + 6);
3812 VectorMA(sample + 9, relativepoint[2], color, sample + 9);
3813 // calculate a weighted average light direction as well
3814 intensity *= VectorLength(color);
3815 VectorMA(sample + 12, intensity, relativepoint, sample + 12);
3819 static void Mod_GenerateLightmaps_LightmapSample(const float *pos, const float *normal, unsigned char *lm_bgr, unsigned char *lm_dir)
3825 Mod_GenerateLightmaps_SamplePoint(pos, normal, sample, mod_generatelightmaps_numoffsets[0], mod_generatelightmaps_offsets[0][0]);
3826 //VectorSet(dir, sample[3] + sample[4] + sample[5], sample[6] + sample[7] + sample[8], sample[9] + sample[10] + sample[11]);
3827 VectorCopy(sample + 12, dir);
3828 VectorNormalize(dir);
3829 //VectorAdd(dir, normal, dir);
3830 //VectorNormalize(dir);
3831 f = DotProduct(dir, normal);
3832 f = max(0, f) * 255.0f;
3833 VectorScale(sample, f, color);
3834 //VectorCopy(normal, dir);
3835 VectorSet(dir, (dir[0]+1.0f)*127.5f, (dir[1]+1.0f)*127.5f, (dir[2]+1.0f)*127.5f);
3836 lm_bgr[0] = (unsigned char)bound(0.0f, color[2], 255.0f);
3837 lm_bgr[1] = (unsigned char)bound(0.0f, color[1], 255.0f);
3838 lm_bgr[2] = (unsigned char)bound(0.0f, color[0], 255.0f);
3840 lm_dir[0] = (unsigned char)dir[2];
3841 lm_dir[1] = (unsigned char)dir[1];
3842 lm_dir[2] = (unsigned char)dir[0];
3846 static void Mod_GenerateLightmaps_VertexSample(const float *pos, const float *normal, float *vertex_color)
3849 Mod_GenerateLightmaps_SamplePoint(pos, normal, sample, mod_generatelightmaps_numoffsets[1], mod_generatelightmaps_offsets[1][0]);
3850 VectorCopy(sample, vertex_color);
3853 static void Mod_GenerateLightmaps_GridSample(const float *pos, q3dlightgrid_t *s)
3859 Mod_GenerateLightmaps_SamplePoint(pos, NULL, sample, mod_generatelightmaps_numoffsets[2], mod_generatelightmaps_offsets[2][0]);
3860 // calculate the direction we'll use to reduce the sample to a directional light source
3861 VectorCopy(sample + 12, dir);
3862 //VectorSet(dir, sample[3] + sample[4] + sample[5], sample[6] + sample[7] + sample[8], sample[9] + sample[10] + sample[11]);
3863 VectorNormalize(dir);
3864 // extract the diffuse color along the chosen direction and scale it
3865 diffuse[0] = (dir[0]*sample[3] + dir[1]*sample[6] + dir[2]*sample[ 9] + sample[ 0]) * 127.5f;
3866 diffuse[1] = (dir[0]*sample[4] + dir[1]*sample[7] + dir[2]*sample[10] + sample[ 1]) * 127.5f;
3867 diffuse[2] = (dir[0]*sample[5] + dir[1]*sample[8] + dir[2]*sample[11] + sample[ 2]) * 127.5f;
3868 // scale the ambient from 0-2 to 0-255 and subtract some of diffuse
3869 VectorScale(sample, 127.5f, ambient);
3870 VectorMA(ambient, -0.333f, diffuse, ambient);
3871 // encode to the grid format
3872 s->ambientrgb[0] = (unsigned char)bound(0.0f, ambient[0], 255.0f);
3873 s->ambientrgb[1] = (unsigned char)bound(0.0f, ambient[1], 255.0f);
3874 s->ambientrgb[2] = (unsigned char)bound(0.0f, ambient[2], 255.0f);
3875 s->diffusergb[0] = (unsigned char)bound(0.0f, diffuse[0], 255.0f);
3876 s->diffusergb[1] = (unsigned char)bound(0.0f, diffuse[1], 255.0f);
3877 s->diffusergb[2] = (unsigned char)bound(0.0f, diffuse[2], 255.0f);
3878 if (dir[2] >= 0.99f) {s->diffusepitch = 0;s->diffuseyaw = 0;}
3879 else if (dir[2] <= -0.99f) {s->diffusepitch = 128;s->diffuseyaw = 0;}
3880 else {s->diffusepitch = (unsigned char)(acos(dir[2]) * (127.5f/M_PI));s->diffuseyaw = (unsigned char)(atan2(dir[1], dir[0]) * (127.5f/M_PI));}
3883 static void Mod_GenerateLightmaps_InitSampleOffsets(dp_model_t *model)
3888 memset(mod_generatelightmaps_offsets, 0, sizeof(mod_generatelightmaps_offsets));
3889 mod_generatelightmaps_numoffsets[0] = min(MAX_LIGHTMAPSAMPLES, mod_generatelightmaps_lightmapsamples.integer);
3890 mod_generatelightmaps_numoffsets[1] = min(MAX_LIGHTMAPSAMPLES, mod_generatelightmaps_vertexsamples.integer);
3891 mod_generatelightmaps_numoffsets[2] = min(MAX_LIGHTMAPSAMPLES, mod_generatelightmaps_gridsamples.integer);
3892 radius[0] = mod_generatelightmaps_lightmapradius.value;
3893 radius[1] = mod_generatelightmaps_vertexradius.value;
3894 radius[2] = mod_generatelightmaps_gridradius.value;
3895 for (i = 0;i < 3;i++)
3897 for (j = 1;j < mod_generatelightmaps_numoffsets[i];j++)
3900 VectorScale(temp, radius[i], mod_generatelightmaps_offsets[i][j]);
3905 static void Mod_GenerateLightmaps_DestroyLightmaps(dp_model_t *model)
3907 msurface_t *surface;
3910 for (surfaceindex = 0;surfaceindex < model->num_surfaces;surfaceindex++)
3912 surface = model->data_surfaces + surfaceindex;
3913 surface->lightmaptexture = NULL;
3914 surface->deluxemaptexture = NULL;
3916 if (model->brushq3.data_lightmaps)
3918 for (i = 0;i < model->brushq3.num_mergedlightmaps;i++)
3919 if (model->brushq3.data_lightmaps[i])
3920 R_FreeTexture(model->brushq3.data_lightmaps[i]);
3921 Mem_Free(model->brushq3.data_lightmaps);
3922 model->brushq3.data_lightmaps = NULL;
3924 if (model->brushq3.data_deluxemaps)
3926 for (i = 0;i < model->brushq3.num_mergedlightmaps;i++)
3927 if (model->brushq3.data_deluxemaps[i])
3928 R_FreeTexture(model->brushq3.data_deluxemaps[i]);
3929 Mem_Free(model->brushq3.data_deluxemaps);
3930 model->brushq3.data_deluxemaps = NULL;
3934 static void Mod_GenerateLightmaps_UnweldTriangles(dp_model_t *model)
3936 msurface_t *surface;
3942 surfmesh_t oldsurfmesh;
3944 unsigned char *data;
3945 oldsurfmesh = model->surfmesh;
3946 model->surfmesh.num_triangles = oldsurfmesh.num_triangles;
3947 model->surfmesh.num_vertices = oldsurfmesh.num_triangles * 3;
3949 size += model->surfmesh.num_vertices * sizeof(float[3]);
3950 size += model->surfmesh.num_vertices * sizeof(float[3]);
3951 size += model->surfmesh.num_vertices * sizeof(float[3]);
3952 size += model->surfmesh.num_vertices * sizeof(float[3]);
3953 size += model->surfmesh.num_vertices * sizeof(float[2]);
3954 size += model->surfmesh.num_vertices * sizeof(float[2]);
3955 size += model->surfmesh.num_vertices * sizeof(float[4]);
3956 data = (unsigned char *)Mem_Alloc(model->mempool, size);
3957 model->surfmesh.data_vertex3f = (float *)data;data += model->surfmesh.num_vertices * sizeof(float[3]);
3958 model->surfmesh.data_normal3f = (float *)data;data += model->surfmesh.num_vertices * sizeof(float[3]);
3959 model->surfmesh.data_svector3f = (float *)data;data += model->surfmesh.num_vertices * sizeof(float[3]);
3960 model->surfmesh.data_tvector3f = (float *)data;data += model->surfmesh.num_vertices * sizeof(float[3]);
3961 model->surfmesh.data_texcoordtexture2f = (float *)data;data += model->surfmesh.num_vertices * sizeof(float[2]);
3962 model->surfmesh.data_texcoordlightmap2f = (float *)data;data += model->surfmesh.num_vertices * sizeof(float[2]);
3963 model->surfmesh.data_lightmapcolor4f = (float *)data;data += model->surfmesh.num_vertices * sizeof(float[4]);
3964 if (model->surfmesh.num_vertices > 65536)
3965 model->surfmesh.data_element3s = NULL;
3967 if (model->surfmesh.vertexmesh)
3968 Mem_Free(model->surfmesh.vertexmesh);
3969 model->surfmesh.vertexmesh = NULL;
3970 if (model->surfmesh.vertex3fbuffer)
3971 R_Mesh_DestroyMeshBuffer(model->surfmesh.vertex3fbuffer);
3972 model->surfmesh.vertex3fbuffer = NULL;
3973 if (model->surfmesh.vertexmeshbuffer)
3974 R_Mesh_DestroyMeshBuffer(model->surfmesh.vertexmeshbuffer);
3975 model->surfmesh.vertexmeshbuffer = NULL;
3976 if (model->surfmesh.data_element3i_indexbuffer)
3977 R_Mesh_DestroyMeshBuffer(model->surfmesh.data_element3i_indexbuffer);
3978 model->surfmesh.data_element3i_indexbuffer = NULL;
3979 if (model->surfmesh.data_element3s_indexbuffer)
3980 R_Mesh_DestroyMeshBuffer(model->surfmesh.data_element3s_indexbuffer);
3981 model->surfmesh.data_element3s_indexbuffer = NULL;
3982 if (model->surfmesh.vbo_vertexbuffer)
3983 R_Mesh_DestroyMeshBuffer(model->surfmesh.vbo_vertexbuffer);
3984 model->surfmesh.vbo_vertexbuffer = 0;
3986 // convert all triangles to unique vertex data
3988 for (surfaceindex = 0;surfaceindex < model->num_surfaces;surfaceindex++)
3990 surface = model->data_surfaces + surfaceindex;
3991 surface->num_firstvertex = outvertexindex;
3992 surface->num_vertices = surface->num_triangles*3;
3993 e = oldsurfmesh.data_element3i + surface->num_firsttriangle*3;
3994 for (i = 0;i < surface->num_triangles*3;i++)
3997 model->surfmesh.data_vertex3f[outvertexindex*3+0] = oldsurfmesh.data_vertex3f[vertexindex*3+0];
3998 model->surfmesh.data_vertex3f[outvertexindex*3+1] = oldsurfmesh.data_vertex3f[vertexindex*3+1];
3999 model->surfmesh.data_vertex3f[outvertexindex*3+2] = oldsurfmesh.data_vertex3f[vertexindex*3+2];
4000 model->surfmesh.data_normal3f[outvertexindex*3+0] = oldsurfmesh.data_normal3f[vertexindex*3+0];
4001 model->surfmesh.data_normal3f[outvertexindex*3+1] = oldsurfmesh.data_normal3f[vertexindex*3+1];
4002 model->surfmesh.data_normal3f[outvertexindex*3+2] = oldsurfmesh.data_normal3f[vertexindex*3+2];
4003 model->surfmesh.data_svector3f[outvertexindex*3+0] = oldsurfmesh.data_svector3f[vertexindex*3+0];
4004 model->surfmesh.data_svector3f[outvertexindex*3+1] = oldsurfmesh.data_svector3f[vertexindex*3+1];
4005 model->surfmesh.data_svector3f[outvertexindex*3+2] = oldsurfmesh.data_svector3f[vertexindex*3+2];
4006 model->surfmesh.data_tvector3f[outvertexindex*3+0] = oldsurfmesh.data_tvector3f[vertexindex*3+0];
4007 model->surfmesh.data_tvector3f[outvertexindex*3+1] = oldsurfmesh.data_tvector3f[vertexindex*3+1];
4008 model->surfmesh.data_tvector3f[outvertexindex*3+2] = oldsurfmesh.data_tvector3f[vertexindex*3+2];
4009 model->surfmesh.data_texcoordtexture2f[outvertexindex*2+0] = oldsurfmesh.data_texcoordtexture2f[vertexindex*2+0];
4010 model->surfmesh.data_texcoordtexture2f[outvertexindex*2+1] = oldsurfmesh.data_texcoordtexture2f[vertexindex*2+1];
4011 if (oldsurfmesh.data_texcoordlightmap2f)
4013 model->surfmesh.data_texcoordlightmap2f[outvertexindex*2+0] = oldsurfmesh.data_texcoordlightmap2f[vertexindex*2+0];
4014 model->surfmesh.data_texcoordlightmap2f[outvertexindex*2+1] = oldsurfmesh.data_texcoordlightmap2f[vertexindex*2+1];
4016 if (oldsurfmesh.data_lightmapcolor4f)
4018 model->surfmesh.data_lightmapcolor4f[outvertexindex*4+0] = oldsurfmesh.data_lightmapcolor4f[vertexindex*4+0];
4019 model->surfmesh.data_lightmapcolor4f[outvertexindex*4+1] = oldsurfmesh.data_lightmapcolor4f[vertexindex*4+1];
4020 model->surfmesh.data_lightmapcolor4f[outvertexindex*4+2] = oldsurfmesh.data_lightmapcolor4f[vertexindex*4+2];
4021 model->surfmesh.data_lightmapcolor4f[outvertexindex*4+3] = oldsurfmesh.data_lightmapcolor4f[vertexindex*4+3];
4024 Vector4Set(model->surfmesh.data_lightmapcolor4f + 4*outvertexindex, 1, 1, 1, 1);
4025 model->surfmesh.data_element3i[surface->num_firsttriangle*3+i] = outvertexindex;
4029 if (model->surfmesh.data_element3s)
4030 for (i = 0;i < model->surfmesh.num_triangles*3;i++)
4031 model->surfmesh.data_element3s[i] = model->surfmesh.data_element3i[i];
4033 // find and update all submodels to use this new surfmesh data
4034 for (i = 0;i < model->brush.numsubmodels;i++)
4035 model->brush.submodels[i]->surfmesh = model->surfmesh;
4038 static void Mod_GenerateLightmaps_CreateTriangleInformation(dp_model_t *model)
4040 msurface_t *surface;
4046 lightmaptriangle_t *triangle;
4047 // generate lightmap triangle structs
4048 mod_generatelightmaps_lightmaptriangles = (lightmaptriangle_t *)Mem_Alloc(model->mempool, model->surfmesh.num_triangles * sizeof(lightmaptriangle_t));
4049 for (surfaceindex = 0;surfaceindex < model->num_surfaces;surfaceindex++)
4051 surface = model->data_surfaces + surfaceindex;
4052 e = model->surfmesh.data_element3i + surface->num_firsttriangle*3;
4053 for (i = 0;i < surface->num_triangles;i++)
4055 triangle = &mod_generatelightmaps_lightmaptriangles[surface->num_firsttriangle+i];
4056 triangle->triangleindex = surface->num_firsttriangle+i;
4057 triangle->surfaceindex = surfaceindex;
4058 VectorCopy(model->surfmesh.data_vertex3f + 3*e[i*3+0], triangle->vertex[0]);
4059 VectorCopy(model->surfmesh.data_vertex3f + 3*e[i*3+1], triangle->vertex[1]);
4060 VectorCopy(model->surfmesh.data_vertex3f + 3*e[i*3+2], triangle->vertex[2]);
4061 // calculate bounds of triangle
4062 triangle->mins[0] = min(triangle->vertex[0][0], min(triangle->vertex[1][0], triangle->vertex[2][0]));
4063 triangle->mins[1] = min(triangle->vertex[0][1], min(triangle->vertex[1][1], triangle->vertex[2][1]));
4064 triangle->mins[2] = min(triangle->vertex[0][2], min(triangle->vertex[1][2], triangle->vertex[2][2]));
4065 triangle->maxs[0] = max(triangle->vertex[0][0], max(triangle->vertex[1][0], triangle->vertex[2][0]));
4066 triangle->maxs[1] = max(triangle->vertex[0][1], max(triangle->vertex[1][1], triangle->vertex[2][1]));
4067 triangle->maxs[2] = max(triangle->vertex[0][2], max(triangle->vertex[1][2], triangle->vertex[2][2]));
4068 // pick an axial projection based on the triangle normal
4069 TriangleNormal(triangle->vertex[0], triangle->vertex[1], triangle->vertex[2], normal);
4071 if (fabs(normal[1]) > fabs(normal[axis]))
4073 if (fabs(normal[2]) > fabs(normal[axis]))
4075 triangle->axis = axis;
4080 static void Mod_GenerateLightmaps_DestroyTriangleInformation(dp_model_t *model)
4082 if (mod_generatelightmaps_lightmaptriangles)
4083 Mem_Free(mod_generatelightmaps_lightmaptriangles);
4084 mod_generatelightmaps_lightmaptriangles = NULL;
4087 float lmaxis[3][3] = {{1, 0, 0}, {0, 1, 0}, {0, 0, 1}};
4089 static void Mod_GenerateLightmaps_CreateLightmaps(dp_model_t *model)
4091 msurface_t *surface;
4105 float trianglenormal[3];
4106 float samplecenter[3];
4107 float samplenormal[3];
4113 float lmscalepixels;
4116 float lm_basescalepixels;
4117 int lm_borderpixels;
4121 lightmaptriangle_t *triangle;
4122 unsigned char *lightmappixels;
4123 unsigned char *deluxemappixels;
4124 mod_alloclightmap_state_t lmstate;
4126 // generate lightmap projection information for all triangles
4127 if (model->texturepool == NULL)
4128 model->texturepool = R_AllocTexturePool();
4129 lm_basescalepixels = 1.0f / max(0.0001f, mod_generatelightmaps_unitspersample.value);
4130 lm_borderpixels = mod_generatelightmaps_borderpixels.integer;
4131 lm_texturesize = bound(lm_borderpixels*2+1, 64, (int)vid.maxtexturesize_2d);
4132 //lm_maxpixels = lm_texturesize-(lm_borderpixels*2+1);
4133 Mod_AllocLightmap_Init(&lmstate, lm_texturesize, lm_texturesize);
4135 for (surfaceindex = 0;surfaceindex < model->num_surfaces;surfaceindex++)
4137 surface = model->data_surfaces + surfaceindex;
4138 e = model->surfmesh.data_element3i + surface->num_firsttriangle*3;
4139 lmscalepixels = lm_basescalepixels;
4140 for (retry = 0;retry < 30;retry++)
4142 // after a couple failed attempts, degrade quality to make it fit
4144 lmscalepixels *= 0.5f;
4145 for (i = 0;i < surface->num_triangles;i++)
4147 triangle = &mod_generatelightmaps_lightmaptriangles[surface->num_firsttriangle+i];
4148 triangle->lightmapindex = lightmapnumber;
4149 // calculate lightmap bounds in 3D pixel coordinates, limit size,
4150 // pick two planar axes for projection
4151 // lightmap coordinates here are in pixels
4152 // lightmap projections are snapped to pixel grid explicitly, such
4153 // that two neighboring triangles sharing an edge and projection
4154 // axis will have identical sampl espacing along their shared edge
4156 for (j = 0;j < 3;j++)
4158 if (j == triangle->axis)
4160 lmmins = floor(triangle->mins[j]*lmscalepixels)-lm_borderpixels;
4161 lmmaxs = floor(triangle->maxs[j]*lmscalepixels)+lm_borderpixels;
4162 triangle->lmsize[k] = (int)(lmmaxs-lmmins);
4163 triangle->lmbase[k] = lmmins/lmscalepixels;
4164 triangle->lmscale[k] = lmscalepixels;
4167 if (!Mod_AllocLightmap_Block(&lmstate, triangle->lmsize[0], triangle->lmsize[1], &triangle->lmoffset[0], &triangle->lmoffset[1]))
4170 // if all fit in this texture, we're done with this surface
4171 if (i == surface->num_triangles)
4173 // if we haven't maxed out the lightmap size yet, we retry the
4174 // entire surface batch...
4175 if (lm_texturesize * 2 <= min(mod_generatelightmaps_texturesize.integer, (int)vid.maxtexturesize_2d))
4177 lm_texturesize *= 2;
4180 Mod_AllocLightmap_Free(&lmstate);
4181 Mod_AllocLightmap_Init(&lmstate, lm_texturesize, lm_texturesize);
4184 // if we have maxed out the lightmap size, and this triangle does
4185 // not fit in the same texture as the rest of the surface, we have
4186 // to retry the entire surface in a new texture (can only use one)
4187 // with multiple retries, the lightmap quality degrades until it
4188 // fits (or gives up)
4189 if (surfaceindex > 0)
4191 Mod_AllocLightmap_Reset(&lmstate);
4195 Mod_AllocLightmap_Free(&lmstate);
4197 // now put triangles together into lightmap textures, and do not allow
4198 // triangles of a surface to go into different textures (as that would
4199 // require rewriting the surface list)
4200 model->brushq3.deluxemapping_modelspace = true;
4201 model->brushq3.deluxemapping = true;
4202 model->brushq3.num_mergedlightmaps = lightmapnumber;
4203 model->brushq3.data_lightmaps = (rtexture_t **)Mem_Alloc(model->mempool, model->brushq3.num_mergedlightmaps * sizeof(rtexture_t *));
4204 model->brushq3.data_deluxemaps = (rtexture_t **)Mem_Alloc(model->mempool, model->brushq3.num_mergedlightmaps * sizeof(rtexture_t *));
4205 lightmappixels = (unsigned char *)Mem_Alloc(tempmempool, model->brushq3.num_mergedlightmaps * lm_texturesize * lm_texturesize * 4);
4206 deluxemappixels = (unsigned char *)Mem_Alloc(tempmempool, model->brushq3.num_mergedlightmaps * lm_texturesize * lm_texturesize * 4);
4207 for (surfaceindex = 0;surfaceindex < model->num_surfaces;surfaceindex++)
4209 surface = model->data_surfaces + surfaceindex;
4210 e = model->surfmesh.data_element3i + surface->num_firsttriangle*3;
4211 for (i = 0;i < surface->num_triangles;i++)
4213 triangle = &mod_generatelightmaps_lightmaptriangles[surface->num_firsttriangle+i];
4214 TriangleNormal(triangle->vertex[0], triangle->vertex[1], triangle->vertex[2], trianglenormal);
4215 VectorNormalize(trianglenormal);
4216 VectorCopy(trianglenormal, samplenormal); // FIXME: this is supposed to be interpolated per pixel from vertices
4217 axis = triangle->axis;
4218 axis1 = axis == 0 ? 1 : 0;
4219 axis2 = axis == 2 ? 1 : 2;
4220 lmiscale[0] = 1.0f / triangle->lmscale[0];
4221 lmiscale[1] = 1.0f / triangle->lmscale[1];
4222 if (trianglenormal[axis] < 0)
4223 VectorNegate(trianglenormal, trianglenormal);
4224 CrossProduct(lmaxis[axis2], trianglenormal, temp);slopex = temp[axis] / temp[axis1];
4225 CrossProduct(lmaxis[axis1], trianglenormal, temp);slopey = temp[axis] / temp[axis2];
4226 slopebase = triangle->vertex[0][axis] - triangle->vertex[0][axis1]*slopex - triangle->vertex[0][axis2]*slopey;
4227 for (j = 0;j < 3;j++)
4229 float *t2f = model->surfmesh.data_texcoordlightmap2f + e[i*3+j]*2;
4230 t2f[0] = ((triangle->vertex[j][axis1] - triangle->lmbase[0]) * triangle->lmscale[0] + triangle->lmoffset[0]) / lm_texturesize;
4231 t2f[1] = ((triangle->vertex[j][axis2] - triangle->lmbase[1]) * triangle->lmscale[1] + triangle->lmoffset[1]) / lm_texturesize;
4233 samplecenter[axis1] = (t2f[0]*lm_texturesize-triangle->lmoffset[0])*lmiscale[0] + triangle->lmbase[0];
4234 samplecenter[axis2] = (t2f[1]*lm_texturesize-triangle->lmoffset[1])*lmiscale[1] + triangle->lmbase[1];
4235 samplecenter[axis] = samplecenter[axis1]*slopex + samplecenter[axis2]*slopey + slopebase;
4236 Con_Printf("%f:%f %f:%f %f:%f = %f %f\n", triangle->vertex[j][axis1], samplecenter[axis1], triangle->vertex[j][axis2], samplecenter[axis2], triangle->vertex[j][axis], samplecenter[axis], t2f[0], t2f[1]);
4246 forward[1] = 1.0f / triangle->lmscale[0];
4250 left[2] = 1.0f / triangle->lmscale[1];
4255 origin[1] = triangle->lmbase[0];
4256 origin[2] = triangle->lmbase[1];
4259 forward[0] = 1.0f / triangle->lmscale[0];
4264 left[2] = 1.0f / triangle->lmscale[1];
4268 origin[0] = triangle->lmbase[0];
4270 origin[2] = triangle->lmbase[1];
4273 forward[0] = 1.0f / triangle->lmscale[0];
4277 left[1] = 1.0f / triangle->lmscale[1];
4282 origin[0] = triangle->lmbase[0];
4283 origin[1] = triangle->lmbase[1];
4287 Matrix4x4_FromVectors(&backmatrix, forward, left, up, origin);
4289 #define LM_DIST_EPSILON (1.0f / 32.0f)
4290 for (y = 0;y < triangle->lmsize[1];y++)
4292 pixeloffset = ((triangle->lightmapindex * lm_texturesize + y + triangle->lmoffset[1]) * lm_texturesize + triangle->lmoffset[0]) * 4;
4293 for (x = 0;x < triangle->lmsize[0];x++, pixeloffset += 4)
4295 samplecenter[axis1] = (x+0.5f)*lmiscale[0] + triangle->lmbase[0];
4296 samplecenter[axis2] = (y+0.5f)*lmiscale[1] + triangle->lmbase[1];
4297 samplecenter[axis] = samplecenter[axis1]*slopex + samplecenter[axis2]*slopey + slopebase;
4298 VectorMA(samplecenter, 0.125f, samplenormal, samplecenter);
4299 Mod_GenerateLightmaps_LightmapSample(samplecenter, samplenormal, lightmappixels + pixeloffset, deluxemappixels + pixeloffset);
4305 for (lightmapindex = 0;lightmapindex < model->brushq3.num_mergedlightmaps;lightmapindex++)
4307 model->brushq3.data_lightmaps[lightmapindex] = R_LoadTexture2D(model->texturepool, va("lightmap%i", lightmapindex), lm_texturesize, lm_texturesize, lightmappixels + lightmapindex * lm_texturesize * lm_texturesize * 4, TEXTYPE_BGRA, TEXF_FORCELINEAR, -1, NULL);
4308 model->brushq3.data_deluxemaps[lightmapindex] = R_LoadTexture2D(model->texturepool, va("deluxemap%i", lightmapindex), lm_texturesize, lm_texturesize, deluxemappixels + lightmapindex * lm_texturesize * lm_texturesize * 4, TEXTYPE_BGRA, TEXF_FORCELINEAR, -1, NULL);
4312 Mem_Free(lightmappixels);
4313 if (deluxemappixels)
4314 Mem_Free(deluxemappixels);
4316 for (surfaceindex = 0;surfaceindex < model->num_surfaces;surfaceindex++)
4318 surface = model->data_surfaces + surfaceindex;
4319 e = model->surfmesh.data_element3i + surface->num_firsttriangle*3;
4320 if (!surface->num_triangles)
4322 lightmapindex = mod_generatelightmaps_lightmaptriangles[surface->num_firsttriangle].lightmapindex;
4323 surface->lightmaptexture = model->brushq3.data_lightmaps[lightmapindex];
4324 surface->deluxemaptexture = model->brushq3.data_deluxemaps[lightmapindex];
4325 surface->lightmapinfo = NULL;
4328 model->brush.LightPoint = Mod_GenerateLightmaps_LightPoint;
4329 model->brushq1.lightdata = NULL;
4330 model->brushq1.lightmapupdateflags = NULL;
4331 model->brushq1.firstrender = false;
4332 model->brushq1.num_lightstyles = 0;
4333 model->brushq1.data_lightstyleinfo = NULL;
4334 for (i = 0;i < model->brush.numsubmodels;i++)
4336 model->brush.submodels[i]->brushq1.lightmapupdateflags = NULL;
4337 model->brush.submodels[i]->brushq1.firstrender = false;
4338 model->brush.submodels[i]->brushq1.num_lightstyles = 0;
4339 model->brush.submodels[i]->brushq1.data_lightstyleinfo = NULL;
4343 static void Mod_GenerateLightmaps_UpdateVertexColors(dp_model_t *model)
4346 for (i = 0;i < model->surfmesh.num_vertices;i++)
4347 Mod_GenerateLightmaps_VertexSample(model->surfmesh.data_vertex3f + 3*i, model->surfmesh.data_normal3f + 3*i, model->surfmesh.data_lightmapcolor4f + 4*i);
4350 static void Mod_GenerateLightmaps_UpdateLightGrid(dp_model_t *model)
4357 for (z = 0;z < model->brushq3.num_lightgrid_isize[2];z++)
4359 pos[2] = (model->brushq3.num_lightgrid_imins[2] + z + 0.5f) * model->brushq3.num_lightgrid_cellsize[2];
4360 for (y = 0;y < model->brushq3.num_lightgrid_isize[1];y++)
4362 pos[1] = (model->brushq3.num_lightgrid_imins[1] + y + 0.5f) * model->brushq3.num_lightgrid_cellsize[1];
4363 for (x = 0;x < model->brushq3.num_lightgrid_isize[0];x++, index++)
4365 pos[0] = (model->brushq3.num_lightgrid_imins[0] + x + 0.5f) * model->brushq3.num_lightgrid_cellsize[0];
4366 Mod_GenerateLightmaps_GridSample(pos, model->brushq3.data_lightgrid + index);
4372 extern cvar_t mod_q3bsp_nolightmaps;
4373 static void Mod_GenerateLightmaps(dp_model_t *model)
4375 //lightmaptriangle_t *lightmaptriangles = Mem_Alloc(model->mempool, model->surfmesh.num_triangles * sizeof(lightmaptriangle_t));
4376 dp_model_t *oldloadmodel = loadmodel;
4379 Mod_GenerateLightmaps_InitSampleOffsets(model);
4380 Mod_GenerateLightmaps_DestroyLightmaps(model);
4381 Mod_GenerateLightmaps_UnweldTriangles(model);
4382 Mod_GenerateLightmaps_CreateTriangleInformation(model);
4383 Mod_GenerateLightmaps_CreateLights(model);
4384 if(!mod_q3bsp_nolightmaps.integer)
4385 Mod_GenerateLightmaps_CreateLightmaps(model);
4386 Mod_GenerateLightmaps_UpdateVertexColors(model);
4387 Mod_GenerateLightmaps_UpdateLightGrid(model);
4388 Mod_GenerateLightmaps_DestroyLights(model);
4389 Mod_GenerateLightmaps_DestroyTriangleInformation(model);
4391 loadmodel = oldloadmodel;
4394 static void Mod_GenerateLightmaps_f(void)
4396 if (Cmd_Argc() != 1)
4398 Con_Printf("usage: mod_generatelightmaps\n");
4403 Con_Printf("no worldmodel loaded\n");
4406 Mod_GenerateLightmaps(cl.worldmodel);