static void mod_start(void)
{
int i, count;
- int nummodels = Mem_ExpandableArray_IndexRange(&models);
+ int nummodels = (int)Mem_ExpandableArray_IndexRange(&models);
dp_model_t *mod;
SCR_PushLoadingScreen(false, "Loading models", 1.0);
static void mod_shutdown(void)
{
int i;
- int nummodels = Mem_ExpandableArray_IndexRange(&models);
+ int nummodels = (int)Mem_ExpandableArray_IndexRange(&models);
dp_model_t *mod;
for (i = 0;i < nummodels;i++)
static void mod_newmap(void)
{
msurface_t *surface;
- int i, j, k, surfacenum, ssize, tsize;
- int nummodels = Mem_ExpandableArray_IndexRange(&models);
+ int i, j, k, l, surfacenum, ssize, tsize;
+ int nummodels = (int)Mem_ExpandableArray_IndexRange(&models);
dp_model_t *mod;
for (i = 0;i < nummodels;i++)
{
for (j = 0;j < mod->num_textures && mod->data_textures;j++)
{
- for (k = 0;k < mod->data_textures[j].numskinframes;k++)
- R_SkinFrame_MarkUsed(mod->data_textures[j].skinframes[k]);
- for (k = 0;k < mod->data_textures[j].backgroundnumskinframes;k++)
- R_SkinFrame_MarkUsed(mod->data_textures[j].backgroundskinframes[k]);
+ // note that materialshaderpass and backgroundshaderpass point to shaderpasses[] and so do the pre/post shader ranges, so this catches all of them...
+ for (l = 0; l < Q3SHADER_MAXLAYERS; l++)
+ if (mod->data_textures[j].shaderpasses[l])
+ for (k = 0; k < mod->data_textures[j].shaderpasses[l]->numframes; k++)
+ R_SkinFrame_MarkUsed(mod->data_textures[j].shaderpasses[l]->skinframes[k]);
}
if (mod->brush.solidskyskinframe)
R_SkinFrame_MarkUsed(mod->brush.solidskyskinframe);
used = mod->used;
if (mod->mempool)
{
- if (mod->surfmesh.vertex3fbuffer)
- R_Mesh_DestroyMeshBuffer(mod->surfmesh.vertex3fbuffer);
- mod->surfmesh.vertex3fbuffer = NULL;
- if (mod->surfmesh.vertexmeshbuffer)
- R_Mesh_DestroyMeshBuffer(mod->surfmesh.vertexmeshbuffer);
- mod->surfmesh.vertexmeshbuffer = NULL;
if (mod->surfmesh.data_element3i_indexbuffer)
R_Mesh_DestroyMeshBuffer(mod->surfmesh.data_element3i_indexbuffer);
mod->surfmesh.data_element3i_indexbuffer = NULL;
for (i = 0;i < mod->num_textures;i++)
{
texture = mod->data_textures + i;
- if (texture->tcgen.tcgen == Q3TCGEN_ENVIRONMENT)
+ if (texture->materialshaderpass && texture->materialshaderpass->tcgen.tcgen == Q3TCGEN_ENVIRONMENT)
+ mod->wantnormals = true;
+ if (texture->materialshaderpass && texture->materialshaderpass->tcgen.tcgen == Q3TCGEN_ENVIRONMENT)
mod->wantnormals = true;
for (j = 0;j < Q3MAXDEFORMS;j++)
{
else if (!memcmp(buf, "ACTRHEAD", 8)) Mod_PSKMODEL_Load(mod, buf, bufend);
else if (!memcmp(buf, "INTERQUAKEMODEL", 16)) Mod_INTERQUAKEMODEL_Load(mod, buf, bufend);
else if (strlen(mod->name) >= 4 && !strcmp(mod->name + strlen(mod->name) - 4, ".map")) Mod_MAP_Load(mod, buf, bufend);
- else if (num == BSPVERSION || num == 30 || !memcmp(buf, "BSP2", 4)) Mod_Q1BSP_Load(mod, buf, bufend);
+ else if (num == BSPVERSION || num == 30 || !memcmp(buf, "BSP2", 4) || !memcmp(buf, "2PSB", 4)) Mod_Q1BSP_Load(mod, buf, bufend);
else Con_Printf("Mod_LoadModel: model \"%s\" is of unknown/unsupported type\n", mod->name);
Mem_Free(buf);
void Mod_ClearUsed(void)
{
int i;
- int nummodels = Mem_ExpandableArray_IndexRange(&models);
+ int nummodels = (int)Mem_ExpandableArray_IndexRange(&models);
dp_model_t *mod;
for (i = 0;i < nummodels;i++)
if ((mod = (dp_model_t*) Mem_ExpandableArray_RecordAtIndex(&models, i)) && mod->name[0])
void Mod_PurgeUnused(void)
{
int i;
- int nummodels = Mem_ExpandableArray_IndexRange(&models);
+ int nummodels = (int)Mem_ExpandableArray_IndexRange(&models);
dp_model_t *mod;
for (i = 0;i < nummodels;i++)
{
// if we're not dedicatd, the renderer calls will crash without video
Host_StartVideo();
- nummodels = Mem_ExpandableArray_IndexRange(&models);
+ nummodels = (int)Mem_ExpandableArray_IndexRange(&models);
if (!name[0])
- Host_Error ("Mod_ForName: NULL name");
+ Host_Error ("Mod_ForName: empty name");
// search the currently loaded models
for (i = 0;i < nummodels;i++)
void Mod_Reload(void)
{
int i, count;
- int nummodels = Mem_ExpandableArray_IndexRange(&models);
+ int nummodels = (int)Mem_ExpandableArray_IndexRange(&models);
dp_model_t *mod;
SCR_PushLoadingScreen(false, "Reloading models", 1.0);
static void Mod_Print(void)
{
int i;
- int nummodels = Mem_ExpandableArray_IndexRange(&models);
+ int nummodels = (int)Mem_ExpandableArray_IndexRange(&models);
dp_model_t *mod;
Con_Print("Loaded models:\n");
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)
{
int i, tnum;
- float sdir[3], tdir[3], normal[3], *sv, *tv;
+ float sdir[3], tdir[3], normal[3], *svec, *tvec;
const float *v0, *v1, *v2, *tc0, *tc1, *tc2, *n;
float f, tangentcross[3], v10[3], v20[3], tc10[2], tc20[2];
const int *e;
// make the tangents completely perpendicular to the surface normal, and
// then normalize them
// 16 assignments, 2 divide, 2 sqrt, 2 negates, 14 adds, 24 multiplies
- for (i = 0, sv = svector3f + 3 * firstvertex, tv = tvector3f + 3 * firstvertex, n = normal3f + 3 * firstvertex;i < numvertices;i++, sv += 3, tv += 3, n += 3)
+ for (i = 0, svec = svector3f + 3 * firstvertex, tvec = tvector3f + 3 * firstvertex, n = normal3f + 3 * firstvertex;i < numvertices;i++, svec += 3, tvec += 3, n += 3)
{
- f = -DotProduct(sv, n);
- VectorMA(sv, f, n, sv);
- VectorNormalize(sv);
- f = -DotProduct(tv, n);
- VectorMA(tv, f, n, tv);
- VectorNormalize(tv);
+ f = -DotProduct(svec, n);
+ VectorMA(svec, f, n, svec);
+ VectorNormalize(svec);
+ f = -DotProduct(tvec, n);
+ VectorMA(tvec, f, n, tvec);
+ VectorNormalize(tvec);
}
}
}
}
- // upload r_vertexmesh_t array as a buffer
- if (mesh->vertexmesh && !mesh->vertexmeshbuffer)
- mesh->vertexmeshbuffer = R_Mesh_CreateMeshBuffer(mesh->vertexmesh, mesh->numverts * sizeof(*mesh->vertexmesh), loadmodel->name, false, false, false);
-
- // upload vertex3f array as a buffer
- if (mesh->vertex3f && !mesh->vertex3fbuffer)
- mesh->vertex3fbuffer = R_Mesh_CreateMeshBuffer(mesh->vertex3f, mesh->numverts * sizeof(float[3]), loadmodel->name, false, false, false);
-
// upload short indices as a buffer
if (mesh->element3s && !mesh->element3s_indexbuffer)
- mesh->element3s_indexbuffer = R_Mesh_CreateMeshBuffer(mesh->element3s, mesh->numtriangles * sizeof(short[3]), loadmodel->name, true, false, true);
+ mesh->element3s_indexbuffer = R_Mesh_CreateMeshBuffer(mesh->element3s, mesh->numtriangles * sizeof(short[3]), loadmodel->name, true, false, false, true);
// upload int indices as a buffer
if (mesh->element3i && !mesh->element3i_indexbuffer && !mesh->element3s)
- mesh->element3i_indexbuffer = R_Mesh_CreateMeshBuffer(mesh->element3i, mesh->numtriangles * sizeof(int[3]), loadmodel->name, true, false, false);
+ mesh->element3i_indexbuffer = R_Mesh_CreateMeshBuffer(mesh->element3i, mesh->numtriangles * sizeof(int[3]), loadmodel->name, true, false, false, false);
// vertex buffer is several arrays and we put them in the same buffer
//
// other hand animated models don't use a lot of vertices anyway...
if (!mesh->vbo_vertexbuffer && !vid.useinterleavedarrays)
{
- size_t size;
+ int size;
unsigned char *mem;
size = 0;
+ mesh->vbooffset_vertexmesh = size;if (mesh->vertexmesh ) size += mesh->numverts * sizeof(r_vertexmesh_t);
mesh->vbooffset_vertex3f = size;if (mesh->vertex3f ) size += mesh->numverts * sizeof(float[3]);
mesh->vbooffset_svector3f = size;if (mesh->svector3f ) size += mesh->numverts * sizeof(float[3]);
mesh->vbooffset_tvector3f = size;if (mesh->tvector3f ) size += mesh->numverts * sizeof(float[3]);
mesh->vbooffset_normal3f = size;if (mesh->normal3f ) size += mesh->numverts * sizeof(float[3]);
mesh->vbooffset_texcoord2f = size;if (mesh->texcoord2f ) size += mesh->numverts * sizeof(float[2]);
mem = (unsigned char *)Mem_Alloc(tempmempool, size);
+ if (mesh->vertexmesh ) memcpy(mem + mesh->vbooffset_vertexmesh , mesh->vertexmesh , mesh->numverts * sizeof(r_vertexmesh_t));
if (mesh->vertex3f ) memcpy(mem + mesh->vbooffset_vertex3f , mesh->vertex3f , mesh->numverts * sizeof(float[3]));
if (mesh->svector3f ) memcpy(mem + mesh->vbooffset_svector3f , mesh->svector3f , mesh->numverts * sizeof(float[3]));
if (mesh->tvector3f ) memcpy(mem + mesh->vbooffset_tvector3f , mesh->tvector3f , mesh->numverts * sizeof(float[3]));
if (mesh->normal3f ) memcpy(mem + mesh->vbooffset_normal3f , mesh->normal3f , mesh->numverts * sizeof(float[3]));
if (mesh->texcoord2f ) memcpy(mem + mesh->vbooffset_texcoord2f , mesh->texcoord2f , mesh->numverts * sizeof(float[2]));
- mesh->vbo_vertexbuffer = R_Mesh_CreateMeshBuffer(mem, size, "shadowmesh", false, false, false);
+ mesh->vbo_vertexbuffer = R_Mesh_CreateMeshBuffer(mem, size, "shadowmesh", false, false, false, false);
Mem_Free(mem);
}
}
shadowmesh_t *nextmesh;
for (;mesh;mesh = nextmesh)
{
- if (mesh->vertex3fbuffer)
- R_Mesh_DestroyMeshBuffer(mesh->vertex3fbuffer);
- if (mesh->vertexmeshbuffer)
- R_Mesh_DestroyMeshBuffer(mesh->vertexmeshbuffer);
if (mesh->element3i_indexbuffer)
R_Mesh_DestroyMeshBuffer(mesh->element3i_indexbuffer);
if (mesh->element3s_indexbuffer)
unsigned short hash = CRC_Block_CaseInsensitive ((const unsigned char *)shader->name, strlen (shader->name));
q3shader_hash_entry_t* entry = q3shader_data->hash + (hash % Q3SHADER_HASH_SIZE);
q3shader_hash_entry_t* lastEntry = NULL;
- while (entry != NULL)
+ do
{
if (strcasecmp (entry->shader.name, shader->name) == 0)
{
lastEntry = entry;
entry = entry->chain;
}
+ while (entry != NULL);
if (entry == NULL)
{
if (lastEntry->shader.name[0] != 0)
extern cvar_t mod_q3shader_default_polygonoffset;
extern cvar_t mod_q3shader_default_polygonfactor;
extern cvar_t mod_q3shader_force_addalpha;
+extern cvar_t mod_q3shader_force_terrain_alphaflag;
void Mod_LoadQ3Shaders(void)
{
int j;
break;
}
// name
- j = strlen(com_token)+1;
+ j = (int)strlen(com_token)+1;
custsurfaceparmnames[numcustsurfaceflags] = (char *)Mem_Alloc(tempmempool, j);
strlcpy(custsurfaceparmnames[numcustsurfaceflags], com_token, j+1);
// value
while (COM_ParseToken_QuakeC(&text, false))
{
memset (&shader, 0, sizeof(shader));
+ shader.name[0] = 0;
+ shader.surfaceparms = 0;
+ shader.surfaceflags = 0;
+ shader.textureflags = 0;
+ shader.numlayers = 0;
+ shader.lighting = false;
+ shader.vertexalpha = false;
+ shader.textureblendalpha = false;
+ shader.skyboxname[0] = 0;
+ shader.deforms[0].deform = Q3DEFORM_NONE;
+ shader.dpnortlight = false;
+ shader.dpshadow = false;
+ shader.dpnoshadow = false;
+ shader.dpmeshcollisions = false;
+ shader.dpshaderkill = false;
+ shader.dpreflectcube[0] = 0;
shader.reflectmin = 0;
shader.reflectmax = 1;
shader.refractfactor = 1;
shader.reflectfactor = 1;
Vector4Set(shader.reflectcolor4f, 1, 1, 1, 1);
shader.r_water_wateralpha = 1;
+ shader.r_water_waterscroll[0] = 0;
+ shader.r_water_waterscroll[1] = 0;
shader.offsetmapping = (mod_q3shader_default_offsetmapping.value) ? OFFSETMAPPING_DEFAULT : OFFSETMAPPING_OFF;
shader.offsetscale = mod_q3shader_default_offsetmapping_scale.value;
shader.offsetbias = mod_q3shader_default_offsetmapping_bias.value;
- shader.specularscalemod = 1;
- shader.specularpowermod = 1;
shader.biaspolygonoffset = mod_q3shader_default_polygonoffset.value;
shader.biaspolygonfactor = mod_q3shader_default_polygonfactor.value;
+ shader.transparentsort = TRANSPARENTSORT_DISTANCE;
+ shader.specularscalemod = 1;
+ shader.specularpowermod = 1;
+ shader.rtlightambient = 0;
+ // WHEN ADDING DEFAULTS HERE, REMEMBER TO PUT DEFAULTS IN ALL LOADERS
+ // JUST GREP FOR "specularscalemod = 1".
strlcpy(shader.name, com_token, sizeof(shader.name));
if (!COM_ParseToken_QuakeC(&text, false) || strcasecmp(com_token, "{"))
{
// multilayer terrain shader or similar
shader.textureblendalpha = true;
+ if (mod_q3shader_force_terrain_alphaflag.integer)
+ shader.layers[0].texflags |= TEXF_ALPHA;
}
}
if(layer->blendfunc[0] == GL_ONE && layer->blendfunc[1] == GL_ONE)
layer->blendfunc[0] = GL_SRC_ALPHA;
}
-
+
layer->texflags = 0;
if (layer->alphatest)
layer->texflags |= TEXF_ALPHA;
shader.biaspolygonoffset = 0;
}
}
+ else if (!strcasecmp(parameter[0], "dptransparentsort") && numparameters >= 2)
+ {
+ shader.textureflags |= Q3TEXTUREFLAG_TRANSPARENTSORT;
+ if (!strcasecmp(parameter[1], "sky"))
+ shader.transparentsort = TRANSPARENTSORT_SKY;
+ else if (!strcasecmp(parameter[1], "distance"))
+ shader.transparentsort = TRANSPARENTSORT_DISTANCE;
+ else if (!strcasecmp(parameter[1], "hud"))
+ shader.transparentsort = TRANSPARENTSORT_HUD;
+ else
+ Con_DPrintf("%s parsing warning: unknown dptransparentsort category \"%s\", or not enough arguments\n", search->filenames[fileindex], parameter[1]);
+ }
else if (!strcasecmp(parameter[0], "dprefract") && numparameters >= 5)
{
shader.textureflags |= Q3TEXTUREFLAG_REFRACTION;
// hide this shader if a cvar said it should be killed
if (shader.dpshaderkill)
shader.numlayers = 0;
- // pick the primary layer to render with
- if (shader.numlayers)
- {
- shader.backgroundlayer = -1;
- shader.primarylayer = 0;
- // if lightmap comes first this is definitely an ordinary texture
- // if the first two layers have the correct blendfuncs and use vertex alpha, it is a blended terrain shader
- if ((shader.layers[shader.primarylayer].texturename != NULL)
- && !strcasecmp(shader.layers[shader.primarylayer].texturename[0], "$lightmap"))
- {
- shader.backgroundlayer = -1;
- shader.primarylayer = 1;
- }
- else if (shader.numlayers >= 2
- && shader.layers[1].alphagen.alphagen == Q3ALPHAGEN_VERTEX
- && (shader.layers[0].blendfunc[0] == GL_ONE && shader.layers[0].blendfunc[1] == GL_ZERO && !shader.layers[0].alphatest)
- && ((shader.layers[1].blendfunc[0] == GL_SRC_ALPHA && shader.layers[1].blendfunc[1] == GL_ONE_MINUS_SRC_ALPHA)
- || (shader.layers[1].blendfunc[0] == GL_ONE && shader.layers[1].blendfunc[1] == GL_ZERO && shader.layers[1].alphatest)))
- {
- // terrain blending or other effects
- shader.backgroundlayer = 0;
- shader.primarylayer = 1;
- }
- }
// fix up multiple reflection types
if(shader.textureflags & Q3TEXTUREFLAG_WATERSHADER)
shader.textureflags &= ~(Q3TEXTUREFLAG_REFRACTION | Q3TEXTUREFLAG_REFLECTION | Q3TEXTUREFLAG_CAMERA);
return NULL;
}
-qboolean Mod_LoadTextureFromQ3Shader(texture_t *texture, const char *name, qboolean warnmissing, qboolean fallback, int defaulttexflags)
+texture_shaderpass_t *Mod_CreateShaderPass(skinframe_t *skinframe)
+{
+ texture_shaderpass_t *shaderpass = (texture_shaderpass_t *)Mem_Alloc(loadmodel->mempool, sizeof(*shaderpass));
+ shaderpass->framerate = 0.0f;
+ shaderpass->numframes = 1;
+ shaderpass->blendfunc[0] = GL_ONE;
+ shaderpass->blendfunc[1] = GL_ZERO;
+ shaderpass->rgbgen.rgbgen = Q3RGBGEN_IDENTITY;
+ shaderpass->alphagen.alphagen = Q3ALPHAGEN_IDENTITY;
+ shaderpass->alphatest = false;
+ shaderpass->tcgen.tcgen = Q3TCGEN_TEXTURE;
+ shaderpass->skinframes[0] = skinframe;
+ return shaderpass;
+}
+
+texture_shaderpass_t *Mod_CreateShaderPassFromQ3ShaderLayer(q3shaderinfo_layer_t *layer, int layerindex, int texflags, const char *texturename)
{
int j;
+ texture_shaderpass_t *shaderpass = (texture_shaderpass_t *)Mem_Alloc(loadmodel->mempool, sizeof(*shaderpass));
+ shaderpass->alphatest = layer->alphatest != 0;
+ shaderpass->framerate = layer->framerate;
+ shaderpass->numframes = layer->numframes;
+ shaderpass->blendfunc[0] = layer->blendfunc[0];
+ shaderpass->blendfunc[1] = layer->blendfunc[1];
+ shaderpass->rgbgen = layer->rgbgen;
+ shaderpass->alphagen = layer->alphagen;
+ shaderpass->tcgen = layer->tcgen;
+ for (j = 0; j < Q3MAXTCMODS && layer->tcmods[j].tcmod != Q3TCMOD_NONE; j++)
+ shaderpass->tcmods[j] = layer->tcmods[j];
+ for (j = 0; j < layer->numframes; j++)
+ {
+ if (cls.state == ca_dedicated)
+ {
+ shaderpass->skinframes[j] = NULL;
+ }
+ else if (!(shaderpass->skinframes[j] = R_SkinFrame_LoadExternal(layer->texturename[j], texflags, false)))
+ {
+ Con_Printf("^1%s:^7 could not load texture ^3\"%s\"^7 (frame %i) for layer %i of shader ^2\"%s\"\n", loadmodel->name, layer->texturename[j], j, layerindex, texturename);
+ shaderpass->skinframes[j] = R_SkinFrame_LoadMissing();
+ }
+ }
+ return shaderpass;
+}
+
+qboolean Mod_LoadTextureFromQ3Shader(texture_t *texture, const char *name, qboolean warnmissing, qboolean fallback, int defaulttexflags)
+{
int texflagsmask, texflagsor;
qboolean success = true;
q3shaderinfo_t *shader;
if (!name)
name = "";
strlcpy(texture->name, name, sizeof(texture->name));
+ texture->basealpha = 1.0f;
shader = name[0] ? Mod_LookupQ3Shader(name) : NULL;
texflagsmask = ~0;
texture->specularscalemod = 1;
texture->specularpowermod = 1;
texture->rtlightambient = 0;
- // WHEN ADDING DEFAULTS HERE, REMEMBER TO SYNC TO SHADER LOADING ABOVE
- // HERE, AND Q1BSP LOADING
+ texture->transparentsort = TRANSPARENTSORT_DISTANCE;
+ // WHEN ADDING DEFAULTS HERE, REMEMBER TO PUT DEFAULTS IN ALL LOADERS
// JUST GREP FOR "specularscalemod = 1".
if (shader)
texture->basematerialflags |= MATERIALFLAG_CAMERA;
texture->customblendfunc[0] = GL_ONE;
texture->customblendfunc[1] = GL_ZERO;
+ texture->transparentsort = shader->transparentsort;
if (shader->numlayers > 0)
{
texture->customblendfunc[0] = shader->layers[0].blendfunc[0];
}
if (!shader->lighting)
texture->basematerialflags |= MATERIALFLAG_FULLBRIGHT;
- if (shader->primarylayer >= 0)
+
+ // here be dragons: convert quake3 shaders to material
+ if (shader->numlayers > 0)
{
- q3shaderinfo_layer_t* primarylayer = shader->layers + shader->primarylayer;
- // copy over many primarylayer parameters
- texture->rgbgen = primarylayer->rgbgen;
- texture->alphagen = primarylayer->alphagen;
- texture->tcgen = primarylayer->tcgen;
- memcpy(texture->tcmods, primarylayer->tcmods, sizeof(texture->tcmods));
- // load the textures
- texture->numskinframes = primarylayer->numframes;
- texture->skinframerate = primarylayer->framerate;
- for (j = 0;j < primarylayer->numframes;j++)
+ int i;
+ int terrainbackgroundlayer = -1;
+ int lightmaplayer = -1;
+ int alphagenspecularlayer = -1;
+ int rgbgenvertexlayer = -1;
+ int rgbgendiffuselayer = -1;
+ int materiallayer = -1;
+ int endofprelayers = 0;
+ int firstpostlayer = 0;
+ int shaderpassindex = 0;
+ for (i = 0; i < shader->numlayers; i++)
{
- if(cls.state == ca_dedicated)
- {
- texture->skinframes[j] = NULL;
- }
- else if (!(texture->skinframes[j] = R_SkinFrame_LoadExternal(primarylayer->texturename[j], (primarylayer->texflags & texflagsmask) | texflagsor, false)))
- {
- 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);
- texture->skinframes[j] = R_SkinFrame_LoadMissing();
- }
+ if (shader->layers[i].texturename != NULL && !strcasecmp(shader->layers[i].texturename[0], "$lightmap"))
+ lightmaplayer = i;
+ if (shader->layers[i].rgbgen.rgbgen == Q3RGBGEN_VERTEX)
+ rgbgenvertexlayer = i;
+ if (shader->layers[i].rgbgen.rgbgen == Q3RGBGEN_LIGHTINGDIFFUSE)
+ rgbgendiffuselayer = i;
+ if (shader->layers[i].alphagen.alphagen == Q3ALPHAGEN_LIGHTINGSPECULAR)
+ alphagenspecularlayer = i;
}
- }
- if (shader->backgroundlayer >= 0)
- {
- q3shaderinfo_layer_t* backgroundlayer = shader->layers + shader->backgroundlayer;
- // copy over one secondarylayer parameter
- memcpy(texture->backgroundtcmods, backgroundlayer->tcmods, sizeof(texture->backgroundtcmods));
- // load the textures
- texture->backgroundnumskinframes = backgroundlayer->numframes;
- texture->backgroundskinframerate = backgroundlayer->framerate;
- for (j = 0;j < backgroundlayer->numframes;j++)
+ if (shader->numlayers >= 2
+ && shader->layers[1].alphagen.alphagen == Q3ALPHAGEN_VERTEX
+ && (shader->layers[0].blendfunc[0] == GL_ONE && shader->layers[0].blendfunc[1] == GL_ZERO && !shader->layers[0].alphatest)
+ && ((shader->layers[1].blendfunc[0] == GL_SRC_ALPHA && shader->layers[1].blendfunc[1] == GL_ONE_MINUS_SRC_ALPHA)
+ || (shader->layers[1].blendfunc[0] == GL_ONE && shader->layers[1].blendfunc[1] == GL_ZERO && shader->layers[1].alphatest)))
{
- if(cls.state == ca_dedicated)
- {
- texture->skinframes[j] = NULL;
- }
- else if (!(texture->backgroundskinframes[j] = R_SkinFrame_LoadExternal(backgroundlayer->texturename[j], (backgroundlayer->texflags & texflagsmask) | texflagsor, false)))
- {
- 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);
- texture->backgroundskinframes[j] = R_SkinFrame_LoadMissing();
- }
+ // terrain blend or certain other effects involving alphatest over a regular layer
+ terrainbackgroundlayer = 0;
+ materiallayer = 1;
+ // terrain may be vertex lit (in which case both layers are rgbGen vertex) or lightmapped (in which ase the third layer is lightmap)
+ firstpostlayer = lightmaplayer >= 0 ? lightmaplayer + 1 : materiallayer + 1;
+ }
+ else if (lightmaplayer == 0)
+ {
+ // ordinary texture but with $lightmap before diffuse
+ materiallayer = 1;
+ firstpostlayer = lightmaplayer + 2;
+ }
+ else if (lightmaplayer >= 1)
+ {
+ // ordinary texture - we don't properly apply lighting to the prelayers, but oh well...
+ endofprelayers = lightmaplayer - 1;
+ materiallayer = lightmaplayer - 1;
+ firstpostlayer = lightmaplayer + 1;
+ }
+ else if (rgbgenvertexlayer >= 0)
+ {
+ // map models with baked lighting
+ materiallayer = rgbgenvertexlayer;
+ endofprelayers = rgbgenvertexlayer;
+ firstpostlayer = rgbgenvertexlayer + 1;
+ }
+ else if (rgbgendiffuselayer >= 0)
+ {
+ // entity models with dynamic lighting
+ materiallayer = rgbgendiffuselayer;
+ endofprelayers = rgbgendiffuselayer;
+ firstpostlayer = rgbgendiffuselayer + 1;
+ // player models often have specular as a pass after diffuse - we don't currently make use of that specular texture (would need to meld it into the skinframe)...
+ if (alphagenspecularlayer >= 0)
+ firstpostlayer = alphagenspecularlayer + 1;
}
+ else
+ {
+ // special effects shaders - treat first as primary layer and do everything else as post
+ endofprelayers = 0;
+ materiallayer = 0;
+ firstpostlayer = 1;
+ }
+ // convert the main material layer
+ // FIXME: if alphagenspecularlayer is used, we should pass a specular texture name to R_SkinFrame_LoadExternal and have it load that texture instead of the assumed name for _gloss texture
+ if (materiallayer >= 0)
+ texture->materialshaderpass = texture->shaderpasses[shaderpassindex++] = Mod_CreateShaderPassFromQ3ShaderLayer(&shader->layers[materiallayer], materiallayer, (shader->layers[materiallayer].texflags & texflagsmask) | texflagsor, texture->name);
+ // convert the terrain background blend layer (if any)
+ if (terrainbackgroundlayer >= 0)
+ texture->backgroundshaderpass = texture->shaderpasses[shaderpassindex++] = Mod_CreateShaderPassFromQ3ShaderLayer(&shader->layers[terrainbackgroundlayer], terrainbackgroundlayer, (shader->layers[terrainbackgroundlayer].texflags & texflagsmask) | texflagsor, texture->name);
+ // convert the prepass layers (if any)
+ texture->startpreshaderpass = shaderpassindex;
+ for (i = 0; i < endofprelayers; i++)
+ texture->shaderpasses[shaderpassindex++] = Mod_CreateShaderPassFromQ3ShaderLayer(&shader->layers[i], i, (shader->layers[i].texflags & texflagsmask) | texflagsor, texture->name);
+ texture->endpreshaderpass = shaderpassindex;
+ texture->startpostshaderpass = shaderpassindex;
+ // convert the postpass layers (if any)
+ for (i = firstpostlayer; i < shader->numlayers; i++)
+ texture->shaderpasses[shaderpassindex++] = Mod_CreateShaderPassFromQ3ShaderLayer(&shader->layers[i], i, (shader->layers[i].texflags & texflagsmask) | texflagsor, texture->name);
+ texture->startpostshaderpass = shaderpassindex;
}
+
if (shader->dpshadow)
texture->basematerialflags &= ~MATERIALFLAG_NOSHADOW;
if (shader->dpnoshadow)
texture->basematerialflags |= MATERIALFLAG_WALL;
texture->supercontents = SUPERCONTENTS_SOLID | SUPERCONTENTS_OPAQUE;
}
- texture->numskinframes = 1;
if(cls.state == ca_dedicated)
{
- texture->skinframes[0] = NULL;
+ texture->materialshaderpass = NULL;
success = false;
}
else
{
if (fallback)
{
- if ((texture->skinframes[0] = R_SkinFrame_LoadExternal(texture->name, defaulttexflags, false)))
+ texture->materialshaderpass = texture->shaderpasses[0] = Mod_CreateShaderPass(R_SkinFrame_LoadExternal(texture->name, defaulttexflags, false));
+ if (texture->materialshaderpass->skinframes[0])
{
- if(texture->skinframes[0]->hasalpha)
+ if (texture->materialshaderpass->skinframes[0]->hasalpha)
texture->basematerialflags |= MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
+ if (texture->q2contents)
+ texture->supercontents = Mod_Q2BSP_SuperContentsFromNativeContents(loadmodel, texture->q2contents);
}
else
success = false;
}
// init the animation variables
texture->currentframe = texture;
- if (texture->numskinframes < 1)
- texture->numskinframes = 1;
- if (!texture->skinframes[0])
- texture->skinframes[0] = R_SkinFrame_LoadMissing();
- texture->currentskinframe = texture->skinframes[0];
- texture->backgroundcurrentskinframe = texture->backgroundskinframes[0];
+ if (!texture->materialshaderpass)
+ texture->materialshaderpass = texture->shaderpasses[0] = Mod_CreateShaderPass(R_SkinFrame_LoadMissing());
+ if (!texture->materialshaderpass->skinframes[0])
+ texture->materialshaderpass->skinframes[0] = R_SkinFrame_LoadMissing();
+ texture->currentskinframe = texture->materialshaderpass ? texture->materialshaderpass->skinframes[0] : NULL;
+ texture->backgroundcurrentskinframe = texture->backgroundshaderpass ? texture->backgroundshaderpass->skinframes[0] : NULL;
return success;
}
for (j = 0;j < mod->nummodelsurfaces;j++)
{
const msurface_t *surface = mod->data_surfaces + j + mod->firstmodelsurface;
- int t = (int)(surface->texture - mod->data_textures);
+ t = (int)(surface->texture - mod->data_textures);
numsurfacesfortexture[t]++;
}
j = 0;
for (j = 0;j < mod->nummodelsurfaces;j++)
{
const msurface_t *surface = mod->data_surfaces + j + mod->firstmodelsurface;
- int t = (int)(surface->texture - mod->data_textures);
+ t = (int)(surface->texture - mod->data_textures);
mod->sortedmodelsurfaces[firstsurfacefortexture[t]++] = j + mod->firstmodelsurface;
}
Mem_Free(firstsurfacefortexture);
// build r_vertexmesh_t array
// (compressed interleaved array for D3D)
- if (!loadmodel->surfmesh.vertexmesh && vid.useinterleavedarrays)
+ if (!loadmodel->surfmesh.data_vertexmesh && vid.useinterleavedarrays)
{
int vertexindex;
int numvertices = loadmodel->surfmesh.num_vertices;
r_vertexmesh_t *vertexmesh;
- loadmodel->surfmesh.vertexmesh = vertexmesh = (r_vertexmesh_t*)Mem_Alloc(loadmodel->mempool, numvertices * sizeof(*loadmodel->surfmesh.vertexmesh));
+ loadmodel->surfmesh.data_vertexmesh = vertexmesh = (r_vertexmesh_t*)Mem_Alloc(loadmodel->mempool, numvertices * sizeof(r_vertexmesh_t));
for (vertexindex = 0;vertexindex < numvertices;vertexindex++, vertexmesh++)
{
VectorCopy(loadmodel->surfmesh.data_vertex3f + 3*vertexindex, vertexmesh->vertex3f);
Vector2Copy(loadmodel->surfmesh.data_texcoordtexture2f + 2*vertexindex, vertexmesh->texcoordtexture2f);
if (loadmodel->surfmesh.data_texcoordlightmap2f)
Vector2Scale(loadmodel->surfmesh.data_texcoordlightmap2f + 2*vertexindex, 1.0f, vertexmesh->texcoordlightmap2f);
+ if (loadmodel->surfmesh.data_skeletalindex4ub)
+ Vector4Copy(loadmodel->surfmesh.data_skeletalindex4ub + 4*vertexindex, vertexmesh->skeletalindex4ub);
+ if (loadmodel->surfmesh.data_skeletalweight4ub)
+ Vector4Copy(loadmodel->surfmesh.data_skeletalweight4ub + 4*vertexindex, vertexmesh->skeletalweight4ub);
}
}
- // upload r_vertexmesh_t array as a buffer
- if (loadmodel->surfmesh.vertexmesh && !loadmodel->surfmesh.vertexmeshbuffer)
- loadmodel->surfmesh.vertexmeshbuffer = R_Mesh_CreateMeshBuffer(loadmodel->surfmesh.vertexmesh, loadmodel->surfmesh.num_vertices * sizeof(*loadmodel->surfmesh.vertexmesh), loadmodel->name, false, false, false);
-
- // upload vertex3f array as a buffer
- if (loadmodel->surfmesh.data_vertex3f && !loadmodel->surfmesh.vertex3fbuffer)
- loadmodel->surfmesh.vertex3fbuffer = R_Mesh_CreateMeshBuffer(loadmodel->surfmesh.data_vertex3f, loadmodel->surfmesh.num_vertices * sizeof(float[3]), loadmodel->name, false, false, false);
-
// upload short indices as a buffer
if (loadmodel->surfmesh.data_element3s && !loadmodel->surfmesh.data_element3s_indexbuffer)
- loadmodel->surfmesh.data_element3s_indexbuffer = R_Mesh_CreateMeshBuffer(loadmodel->surfmesh.data_element3s, loadmodel->surfmesh.num_triangles * sizeof(short[3]), loadmodel->name, true, false, true);
+ loadmodel->surfmesh.data_element3s_indexbuffer = R_Mesh_CreateMeshBuffer(loadmodel->surfmesh.data_element3s, loadmodel->surfmesh.num_triangles * sizeof(short[3]), loadmodel->name, true, false, false, true);
// upload int indices as a buffer
if (loadmodel->surfmesh.data_element3i && !loadmodel->surfmesh.data_element3i_indexbuffer && !loadmodel->surfmesh.data_element3s)
- loadmodel->surfmesh.data_element3i_indexbuffer = R_Mesh_CreateMeshBuffer(loadmodel->surfmesh.data_element3i, loadmodel->surfmesh.num_triangles * sizeof(int[3]), loadmodel->name, true, false, false);
+ loadmodel->surfmesh.data_element3i_indexbuffer = R_Mesh_CreateMeshBuffer(loadmodel->surfmesh.data_element3i, loadmodel->surfmesh.num_triangles * sizeof(int[3]), loadmodel->name, true, false, false, false);
// only build a vbo if one has not already been created (this is important for brush models which load specially)
// vertex buffer is several arrays and we put them in the same buffer
// other hand animated models don't use a lot of vertices anyway...
if (!loadmodel->surfmesh.vbo_vertexbuffer && !vid.useinterleavedarrays)
{
- size_t size;
+ int size;
unsigned char *mem;
size = 0;
+ loadmodel->surfmesh.vbooffset_vertexmesh = size;if (loadmodel->surfmesh.data_vertexmesh ) size += loadmodel->surfmesh.num_vertices * sizeof(r_vertexmesh_t);
loadmodel->surfmesh.vbooffset_vertex3f = size;if (loadmodel->surfmesh.data_vertex3f ) size += loadmodel->surfmesh.num_vertices * sizeof(float[3]);
loadmodel->surfmesh.vbooffset_svector3f = size;if (loadmodel->surfmesh.data_svector3f ) size += loadmodel->surfmesh.num_vertices * sizeof(float[3]);
loadmodel->surfmesh.vbooffset_tvector3f = size;if (loadmodel->surfmesh.data_tvector3f ) size += loadmodel->surfmesh.num_vertices * sizeof(float[3]);
loadmodel->surfmesh.vbooffset_texcoordtexture2f = size;if (loadmodel->surfmesh.data_texcoordtexture2f ) size += loadmodel->surfmesh.num_vertices * sizeof(float[2]);
loadmodel->surfmesh.vbooffset_texcoordlightmap2f = size;if (loadmodel->surfmesh.data_texcoordlightmap2f) size += loadmodel->surfmesh.num_vertices * sizeof(float[2]);
loadmodel->surfmesh.vbooffset_lightmapcolor4f = size;if (loadmodel->surfmesh.data_lightmapcolor4f ) size += loadmodel->surfmesh.num_vertices * sizeof(float[4]);
+ loadmodel->surfmesh.vbooffset_skeletalindex4ub = size;if (loadmodel->surfmesh.data_skeletalindex4ub ) size += loadmodel->surfmesh.num_vertices * sizeof(unsigned char[4]);
+ loadmodel->surfmesh.vbooffset_skeletalweight4ub = size;if (loadmodel->surfmesh.data_skeletalweight4ub ) size += loadmodel->surfmesh.num_vertices * sizeof(unsigned char[4]);
mem = (unsigned char *)Mem_Alloc(tempmempool, size);
+ if (loadmodel->surfmesh.data_vertexmesh ) memcpy(mem + loadmodel->surfmesh.vbooffset_vertexmesh , loadmodel->surfmesh.data_vertexmesh , loadmodel->surfmesh.num_vertices * sizeof(r_vertexmesh_t));
if (loadmodel->surfmesh.data_vertex3f ) memcpy(mem + loadmodel->surfmesh.vbooffset_vertex3f , loadmodel->surfmesh.data_vertex3f , loadmodel->surfmesh.num_vertices * sizeof(float[3]));
if (loadmodel->surfmesh.data_svector3f ) memcpy(mem + loadmodel->surfmesh.vbooffset_svector3f , loadmodel->surfmesh.data_svector3f , loadmodel->surfmesh.num_vertices * sizeof(float[3]));
if (loadmodel->surfmesh.data_tvector3f ) memcpy(mem + loadmodel->surfmesh.vbooffset_tvector3f , loadmodel->surfmesh.data_tvector3f , loadmodel->surfmesh.num_vertices * sizeof(float[3]));
if (loadmodel->surfmesh.data_texcoordtexture2f ) memcpy(mem + loadmodel->surfmesh.vbooffset_texcoordtexture2f , loadmodel->surfmesh.data_texcoordtexture2f , loadmodel->surfmesh.num_vertices * sizeof(float[2]));
if (loadmodel->surfmesh.data_texcoordlightmap2f) memcpy(mem + loadmodel->surfmesh.vbooffset_texcoordlightmap2f, loadmodel->surfmesh.data_texcoordlightmap2f, loadmodel->surfmesh.num_vertices * sizeof(float[2]));
if (loadmodel->surfmesh.data_lightmapcolor4f ) memcpy(mem + loadmodel->surfmesh.vbooffset_lightmapcolor4f , loadmodel->surfmesh.data_lightmapcolor4f , loadmodel->surfmesh.num_vertices * sizeof(float[4]));
- loadmodel->surfmesh.vbo_vertexbuffer = R_Mesh_CreateMeshBuffer(mem, size, loadmodel->name, false, false, false);
+ if (loadmodel->surfmesh.data_skeletalindex4ub ) memcpy(mem + loadmodel->surfmesh.vbooffset_skeletalindex4ub , loadmodel->surfmesh.data_skeletalindex4ub , loadmodel->surfmesh.num_vertices * sizeof(unsigned char[4]));
+ if (loadmodel->surfmesh.data_skeletalweight4ub ) memcpy(mem + loadmodel->surfmesh.vbooffset_skeletalweight4ub , loadmodel->surfmesh.data_skeletalweight4ub , loadmodel->surfmesh.num_vertices * sizeof(unsigned char[4]));
+ loadmodel->surfmesh.vbo_vertexbuffer = R_Mesh_CreateMeshBuffer(mem, size, loadmodel->name, false, false, false, false);
Mem_Free(mem);
}
}
FS_StripExtension(inname, basename, sizeof(basename));
mod = Mod_ForName(inname, false, true, inname[0] == '*' ? cl.model_name[1] : NULL);
+ if (!mod)
+ {
+ Con_Print("No such model\n");
+ return;
+ }
if (mod->brush.submodel)
{
// if we're decompiling a submodel, be sure to give it a proper name based on its parent
dpsnprintf(basename, sizeof(basename), "%s/%s", outname, mod->name);
outname[0] = 0;
}
- if (!mod)
- {
- Con_Print("No such model\n");
- return;
- }
if (!mod->surfmesh.num_triangles)
{
Con_Print("Empty model (or sprite)\n");
{
// individual frame
// check for additional frames with same name
- for (l = 0, k = strlen(animname);animname[l];l++)
+ for (l = 0, k = (int)strlen(animname);animname[l];l++)
if(animname[l] < '0' || animname[l] > '9')
k = l + 1;
if(k > 0 && animname[k-1] == '_')
for (j = i + 1;j < mod->numframes;j++)
{
strlcpy(animname2, mod->animscenes[j].name, sizeof(animname2));
- for (l = 0, k = strlen(animname2);animname2[l];l++)
+ for (l = 0, k = (int)strlen(animname2);animname2[l];l++)
if(animname2[l] < '0' || animname2[l] > '9')
k = l + 1;
if(k > 0 && animname[k-1] == '_')
}
}
-void Mod_AllocLightmap_Init(mod_alloclightmap_state_t *state, int width, int height)
+void Mod_AllocLightmap_Init(mod_alloclightmap_state_t *state, mempool_t *mempool, int width, int height)
{
int y;
memset(state, 0, sizeof(*state));
state->width = width;
state->height = height;
state->currentY = 0;
- state->rows = (mod_alloclightmap_row_t *)Mem_Alloc(loadmodel->mempool, state->height * sizeof(*state->rows));
+ state->rows = (mod_alloclightmap_row_t *)Mem_Alloc(mempool, state->height * sizeof(*state->rows));
for (y = 0;y < state->height;y++)
{
state->rows[y].currentX = 0;
continue;
if (model && model->TraceLine)
{
- model->TraceLine(model, NULL, NULL, &trace, pos, lightorigin, SUPERCONTENTS_VISBLOCKERMASK);
+ model->TraceLine(model, NULL, NULL, &trace, pos, lightorigin, SUPERCONTENTS_VISBLOCKERMASK, SUPERCONTENTS_SKY);
if (trace.fraction < 1)
continue;
}
if (!normal)
{
// for light grid we'd better check visibility of the offset point
- cl.worldmodel->TraceLine(cl.worldmodel, NULL, NULL, &trace, pos, offsetpos, SUPERCONTENTS_VISBLOCKERMASK);
+ cl.worldmodel->TraceLine(cl.worldmodel, NULL, NULL, &trace, pos, offsetpos, SUPERCONTENTS_VISBLOCKERMASK, SUPERCONTENTS_SKY);
if (trace.fraction < 1)
VectorLerp(pos, trace.fraction, offsetpos, offsetpos);
}
if (model->surfmesh.num_vertices > 65536)
model->surfmesh.data_element3s = NULL;
- if (model->surfmesh.vertexmesh)
- Mem_Free(model->surfmesh.vertexmesh);
- model->surfmesh.vertexmesh = NULL;
- if (model->surfmesh.vertex3fbuffer)
- R_Mesh_DestroyMeshBuffer(model->surfmesh.vertex3fbuffer);
- model->surfmesh.vertex3fbuffer = NULL;
- if (model->surfmesh.vertexmeshbuffer)
- R_Mesh_DestroyMeshBuffer(model->surfmesh.vertexmeshbuffer);
- model->surfmesh.vertexmeshbuffer = NULL;
if (model->surfmesh.data_element3i_indexbuffer)
R_Mesh_DestroyMeshBuffer(model->surfmesh.data_element3i_indexbuffer);
model->surfmesh.data_element3i_indexbuffer = NULL;
lm_borderpixels = mod_generatelightmaps_borderpixels.integer;
lm_texturesize = bound(lm_borderpixels*2+1, 64, (int)vid.maxtexturesize_2d);
//lm_maxpixels = lm_texturesize-(lm_borderpixels*2+1);
- Mod_AllocLightmap_Init(&lmstate, lm_texturesize, lm_texturesize);
+ Mod_AllocLightmap_Init(&lmstate, loadmodel->mempool, lm_texturesize, lm_texturesize);
lightmapnumber = 0;
for (surfaceindex = 0;surfaceindex < model->num_surfaces;surfaceindex++)
{
surfaceindex = -1;
lightmapnumber = 0;
Mod_AllocLightmap_Free(&lmstate);
- Mod_AllocLightmap_Init(&lmstate, lm_texturesize, lm_texturesize);
+ Mod_AllocLightmap_Init(&lmstate, loadmodel->mempool, lm_texturesize, lm_texturesize);
break;
}
// if we have maxed out the lightmap size, and this triangle does
for (surfaceindex = 0;surfaceindex < model->num_surfaces;surfaceindex++)
{
surface = model->data_surfaces + surfaceindex;
- e = model->surfmesh.data_element3i + surface->num_firsttriangle*3;
if (!surface->num_triangles)
continue;
lightmapindex = mod_generatelightmaps_lightmaptriangles[surface->num_firsttriangle].lightmapindex;