#include "polygon.h"
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"};
-cvar_t mod_generatelightmaps_unitspersample = {CVAR_SAVE, "mod_generatelightmaps_unitspersample", "16", "lightmap resolution"};
+cvar_t mod_generatelightmaps_unitspersample = {CVAR_SAVE, "mod_generatelightmaps_unitspersample", "8", "lightmap resolution"};
cvar_t mod_generatelightmaps_borderpixels = {CVAR_SAVE, "mod_generatelightmaps_borderpixels", "2", "extra space around polygons to prevent sampling artifacts"};
cvar_t mod_generatelightmaps_texturesize = {CVAR_SAVE, "mod_generatelightmaps_texturesize", "1024", "size of lightmap textures"};
-cvar_t mod_generatelightmaps_lightmapsamples = {CVAR_SAVE, "mod_generatelightmaps_lightmapsamples", "9", "number of raytrace tests done per lightmap pixel"};
-cvar_t mod_generatelightmaps_vertexsamples = {CVAR_SAVE, "mod_generatelightmaps_vertexsamples", "16", "number of raytrace tests done per vertex"};
-cvar_t mod_generatelightmaps_gridsamples = {CVAR_SAVE, "mod_generatelightmaps_gridsamples", "16", "number of raytrace tests done per lightgrid cell"};
-cvar_t mod_generatelightmaps_lightmapradius = {CVAR_SAVE, "mod_generatelightmaps_lightmapradius", "32", "number of raytrace tests done per lightmap pixel"};
-cvar_t mod_generatelightmaps_vertexradius = {CVAR_SAVE, "mod_generatelightmaps_vertexradius", "32", "number of raytrace tests done per vertex"};
-cvar_t mod_generatelightmaps_gridradius = {CVAR_SAVE, "mod_generatelightmaps_gridradius", "128", "number of raytrace tests done per lightgrid cell"};
+cvar_t mod_generatelightmaps_lightmapsamples = {CVAR_SAVE, "mod_generatelightmaps_lightmapsamples", "16", "number of shadow tests done per lightmap pixel"};
+cvar_t mod_generatelightmaps_vertexsamples = {CVAR_SAVE, "mod_generatelightmaps_vertexsamples", "16", "number of shadow tests done per vertex"};
+cvar_t mod_generatelightmaps_gridsamples = {CVAR_SAVE, "mod_generatelightmaps_gridsamples", "64", "number of shadow tests done per lightgrid cell"};
+cvar_t mod_generatelightmaps_lightmapradius = {CVAR_SAVE, "mod_generatelightmaps_lightmapradius", "16", "sampling area around each lightmap pixel"};
+cvar_t mod_generatelightmaps_vertexradius = {CVAR_SAVE, "mod_generatelightmaps_vertexradius", "16", "sampling area around each vertex"};
+cvar_t mod_generatelightmaps_gridradius = {CVAR_SAVE, "mod_generatelightmaps_gridradius", "64", "sampling area around each lightgrid cell center"};
dp_model_t *loadmodel;
Mod_UnloadModel(mod);
Mod_FreeQ3Shaders();
+ Mod_Skeletal_FreeBuffers();
}
static void mod_newmap(void)
static void Mod_Print(void);
static void Mod_Precache (void);
static void Mod_Decompile_f(void);
-static void Mod_BuildVBOs(void);
static void Mod_GenerateLightmaps_f(void);
void Mod_Init (void)
{
{
dp_model_t *mod = (dp_model_t *) pass;
animscene_t *anim = &mod->animscenes[i];
- dpsnprintf(anim->name, sizeof(anim[i].name), "groupified_%d", i);
+ dpsnprintf(anim->name, sizeof(anim[i].name), "groupified_%d_anim", i);
anim->firstframe = bound(0, start, mod->num_poses - 1);
anim->framecount = bound(1, len, mod->num_poses - anim->firstframe);
anim->framerate = max(1, fps);
Mod_FrameGroupify_ParseGroups(buf, Mod_FrameGroupify_ParseGroups_Store, mod);
}
+void Mod_FindPotentialDeforms(dp_model_t *mod)
+{
+ int i, j;
+ texture_t *texture;
+ mod->wantnormals = false;
+ mod->wanttangents = false;
+ for (i = 0;i < mod->num_textures;i++)
+ {
+ texture = mod->data_textures + i;
+ if (texture->tcgen.tcgen == Q3TCGEN_ENVIRONMENT)
+ mod->wantnormals = true;
+ for (j = 0;j < Q3MAXDEFORMS;j++)
+ {
+ if (texture->deforms[j].deform == Q3DEFORM_AUTOSPRITE)
+ {
+ mod->wanttangents = true;
+ mod->wantnormals = true;
+ break;
+ }
+ if (texture->deforms[j].deform != Q3DEFORM_NONE)
+ mod->wantnormals = true;
+ }
+ }
+}
+
/*
==================
Mod_LoadModel
num = LittleLong(*((int *)buf));
// call the apropriate loader
loadmodel = mod;
- if (!strcasecmp(FS_FileExtension(mod->name), "obj")) Mod_OBJ_Load(mod, buf, bufend);
+ if (!strcasecmp(FS_FileExtension(mod->name), "obj")) Mod_OBJ_Load(mod, buf, bufend);
else if (!memcmp(buf, "IDPO", 4)) Mod_IDP0_Load(mod, buf, bufend);
else if (!memcmp(buf, "IDP2", 4)) Mod_IDP2_Load(mod, buf, bufend);
else if (!memcmp(buf, "IDP3", 4)) Mod_IDP3_Load(mod, buf, bufend);
else if (!memcmp(buf, "ZYMOTICMODEL", 12)) Mod_ZYMOTICMODEL_Load(mod, buf, bufend);
else if (!memcmp(buf, "DARKPLACESMODEL", 16)) Mod_DARKPLACESMODEL_Load(mod, buf, bufend);
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) Mod_Q1BSP_Load(mod, buf, bufend);
else Con_Printf("Mod_LoadModel: model \"%s\" is of unknown/unsupported type\n", mod->name);
Mem_Free(buf);
+ Mod_FindPotentialDeforms(mod);
+
buf = FS_LoadFile (va("%s.framegroups", mod->name), tempmempool, false, &filesize);
if(buf)
{
int element[2];
}
edgehashentry_t;
- edgehashentry_t *edgehash[TRIANGLEEDGEHASH], *edgehashentries, edgehashentriesbuffer[TRIANGLEEDGEHASH*3], *hash;
- memset(edgehash, 0, sizeof(edgehash));
- edgehashentries = edgehashentriesbuffer;
+ static edgehashentry_t **edgehash;
+ edgehashentry_t *edgehashentries, *hash;
+ if (!numtriangles)
+ return;
+ edgehash = Mem_Alloc(tempmempool, TRIANGLEEDGEHASH * sizeof(*edgehash));
// if there are too many triangles for the stack array, allocate larger buffer
- if (numtriangles > TRIANGLEEDGEHASH)
- edgehashentries = (edgehashentry_t *)Mem_Alloc(tempmempool, numtriangles * 3 * sizeof(edgehashentry_t));
+ edgehashentries = (edgehashentry_t *)Mem_Alloc(tempmempool, numtriangles * 3 * sizeof(edgehashentry_t));
// find neighboring triangles
for (i = 0, e = elements, n = neighbors;i < numtriangles;i++, e += 3, n += 3)
{
CL_KeepaliveMessage(false);
}
// free the allocated buffer
- if (edgehashentries != edgehashentriesbuffer)
- Mem_Free(edgehashentries);
+ Mem_Free(edgehashentries);
+ Mem_Free(edgehash);
}
#else
// very slow but simple way
static void Mod_ShadowMesh_CreateVBOs(shadowmesh_t *mesh)
{
- if (!gl_support_arb_vertex_buffer_object)
+ if (!vid.support.arb_vertex_buffer_object)
+ return;
+ if (mesh->vbo)
return;
// element buffer is easy because it's just one array
end = ((unsigned char *) (&shader->Q3SHADERINFO_COMPARE_END)) + sizeof(shader->Q3SHADERINFO_COMPARE_END);
start2 = (unsigned char *) (&entry->shader.Q3SHADERINFO_COMPARE_START);
if(memcmp(start, start2, end - start))
- Con_Printf("Shader '%s' already defined, ignoring mismatching redeclaration\n", shader->name);
+ Con_DPrintf("Shader '%s' already defined, ignoring mismatching redeclaration\n", shader->name);
else
Con_DPrintf("Shader '%s' already defined\n", shader->name);
return;
}
extern cvar_t r_picmipworld;
+extern cvar_t mod_q3shader_default_offsetmapping;
void Mod_LoadQ3Shaders(void)
{
int j;
shader.reflectfactor = 1;
Vector4Set(shader.reflectcolor4f, 1, 1, 1, 1);
shader.r_water_wateralpha = 1;
+ shader.offsetmapping = (mod_q3shader_default_offsetmapping.value) ? OFFSETMAPPING_DEFAULT : OFFSETMAPPING_OFF;
+ shader.offsetscale = 1;
shader.specularscalemod = 1;
shader.specularpowermod = 1;
strlcpy(shader.name, com_token, sizeof(shader.name));
if (!COM_ParseToken_QuakeC(&text, false) || strcasecmp(com_token, "{"))
{
- Con_Printf("%s parsing error - expected \"{\", found \"%s\"\n", search->filenames[fileindex], com_token);
+ Con_DPrintf("%s parsing error - expected \"{\", found \"%s\"\n", search->filenames[fileindex], com_token);
break;
}
while (COM_ParseToken_QuakeC(&text, false))
{
if (j < TEXTURE_MAXFRAMES + 4)
{
- strlcpy(parameter[j], com_token, sizeof(parameter[j]));
+ // remap dp_water to dpwater, dp_reflect to dpreflect, etc.
+ if(j == 0 && !strncasecmp(com_token, "dp_", 3))
+ dpsnprintf(parameter[j], sizeof(parameter[j]), "dp%s", &com_token[3]);
+ else
+ strlcpy(parameter[j], com_token, sizeof(parameter[j]));
numparameters = j + 1;
}
if (!COM_ParseToken_QuakeC(&text, true))
}
//for (j = numparameters;j < TEXTURE_MAXFRAMES + 4;j++)
// parameter[j][0] = 0;
- if (developer.integer >= 100)
+ if (developer_insane.integer)
{
- Con_Printf("%s %i: ", shader.name, shader.numlayers - 1);
+ Con_DPrintf("%s %i: ", shader.name, shader.numlayers - 1);
for (j = 0;j < numparameters;j++)
- Con_Printf(" %s", parameter[j]);
- Con_Print("\n");
+ Con_DPrintf(" %s", parameter[j]);
+ Con_DPrint("\n");
}
if (numparameters >= 2 && !strcasecmp(parameter[0], "blendfunc"))
{
shader.textureblendalpha = true;
}
}
- layer->texflags = TEXF_ALPHA | TEXF_PRECACHE;
+ layer->texflags = TEXF_ALPHA;
if (!(shader.surfaceparms & Q3SURFACEPARM_NOMIPMAPS))
layer->texflags |= TEXF_MIPMAP;
if (!(shader.textureflags & Q3TEXTUREFLAG_NOPICMIP))
{
if (j < TEXTURE_MAXFRAMES + 4)
{
- strlcpy(parameter[j], com_token, sizeof(parameter[j]));
+ // remap dp_water to dpwater, dp_reflect to dpreflect, etc.
+ if(j == 0 && !strncasecmp(com_token, "dp_", 3))
+ dpsnprintf(parameter[j], sizeof(parameter[j]), "dp%s", &com_token[3]);
+ else
+ strlcpy(parameter[j], com_token, sizeof(parameter[j]));
numparameters = j + 1;
}
if (!COM_ParseToken_QuakeC(&text, true))
// parameter[j][0] = 0;
if (fileindex == 0 && !strcasecmp(com_token, "}"))
break;
- if (developer.integer >= 100)
+ if (developer_insane.integer)
{
- Con_Printf("%s: ", shader.name);
+ Con_DPrintf("%s: ", shader.name);
for (j = 0;j < numparameters;j++)
- Con_Printf(" %s", parameter[j]);
- Con_Print("\n");
+ Con_DPrintf(" %s", parameter[j]);
+ Con_DPrint("\n");
}
if (numparameters < 1)
continue;
shader.dpshadow = true;
else if (!strcasecmp(parameter[0], "dpnoshadow"))
shader.dpnoshadow = true;
+ else if (!strcasecmp(parameter[0], "dpreflectcube"))
+ strlcpy(shader.dpreflectcube, parameter[1], sizeof(shader.dpreflectcube));
+ else if (!strcasecmp(parameter[0], "dpmeshcollisions"))
+ shader.dpmeshcollisions = true;
else if (!strcasecmp(parameter[0], "sky") && numparameters >= 2)
{
// some q3 skies don't have the sky parm set
shader.textureflags |= Q3TEXTUREFLAG_NOPICMIP;
else if (!strcasecmp(parameter[0], "polygonoffset"))
shader.textureflags |= Q3TEXTUREFLAG_POLYGONOFFSET;
- else if (!strcasecmp(parameter[0], "dp_refract") && numparameters >= 5)
+ else if (!strcasecmp(parameter[0], "dprefract") && numparameters >= 5)
{
shader.textureflags |= Q3TEXTUREFLAG_REFRACTION;
shader.refractfactor = atof(parameter[1]);
Vector4Set(shader.refractcolor4f, atof(parameter[2]), atof(parameter[3]), atof(parameter[4]), 1);
}
- else if (!strcasecmp(parameter[0], "dp_reflect") && numparameters >= 6)
+ else if (!strcasecmp(parameter[0], "dpreflect") && numparameters >= 6)
{
shader.textureflags |= Q3TEXTUREFLAG_REFLECTION;
shader.reflectfactor = atof(parameter[1]);
Vector4Set(shader.reflectcolor4f, atof(parameter[2]), atof(parameter[3]), atof(parameter[4]), atof(parameter[5]));
}
- else if (!strcasecmp(parameter[0], "dp_water") && numparameters >= 12)
+ else if (!strcasecmp(parameter[0], "dpcamera"))
+ {
+ shader.textureflags |= Q3TEXTUREFLAG_CAMERA;
+ }
+ else if (!strcasecmp(parameter[0], "dpwater") && numparameters >= 12)
{
shader.textureflags |= Q3TEXTUREFLAG_WATERSHADER;
shader.reflectmin = atof(parameter[1]);
Vector4Set(shader.reflectcolor4f, atof(parameter[8]), atof(parameter[9]), atof(parameter[10]), 1);
shader.r_water_wateralpha = atof(parameter[11]);
}
- else if (!strcasecmp(parameter[0], "dp_glossintensitymod") && numparameters >= 2)
+ else if (!strcasecmp(parameter[0], "dpglossintensitymod") && numparameters >= 2)
{
shader.specularscalemod = atof(parameter[1]);
}
- else if (!strcasecmp(parameter[0], "dp_glossexponentmod") && numparameters >= 2)
+ else if (!strcasecmp(parameter[0], "dpglossexponentmod") && numparameters >= 2)
{
shader.specularpowermod = atof(parameter[1]);
}
+ else if (!strcasecmp(parameter[0], "dpoffsetmapping") && numparameters >= 3)
+ {
+ if (!strcasecmp(parameter[1], "disable") || !strcasecmp(parameter[1], "none") || !strcasecmp(parameter[1], "off"))
+ shader.offsetmapping = OFFSETMAPPING_OFF;
+ else if (!strcasecmp(parameter[1], "default"))
+ shader.offsetmapping = OFFSETMAPPING_DEFAULT;
+ else if (!strcasecmp(parameter[1], "linear"))
+ shader.offsetmapping = OFFSETMAPPING_LINEAR;
+ else if (!strcasecmp(parameter[1], "relief"))
+ shader.offsetmapping = OFFSETMAPPING_RELIEF;
+ shader.offsetscale = atof(parameter[2]);
+ }
else if (!strcasecmp(parameter[0], "deformvertexes") && numparameters >= 2)
{
int i, deformindex;
}
// fix up multiple reflection types
if(shader.textureflags & Q3TEXTUREFLAG_WATERSHADER)
- shader.textureflags &= ~(Q3TEXTUREFLAG_REFRACTION | Q3TEXTUREFLAG_REFLECTION);
+ shader.textureflags &= ~(Q3TEXTUREFLAG_REFRACTION | Q3TEXTUREFLAG_REFLECTION | Q3TEXTUREFLAG_CAMERA);
Q3Shader_AddToHash (&shader);
}
texflagsmask &= ~TEXF_PICMIP;
if(!(defaulttexflags & TEXF_COMPRESS))
texflagsmask &= ~TEXF_COMPRESS;
- texture->specularscalemod = 1; // unless later loaded from the shader
- texture->specularpowermod = 1; // unless later loaded from the shader
+ // unless later loaded from the shader
+ texture->offsetmapping = (mod_q3shader_default_offsetmapping.value) ? OFFSETMAPPING_DEFAULT : OFFSETMAPPING_OFF;
+ texture->offsetscale = 1;
+ texture->specularscalemod = 1;
+ texture->specularpowermod = 1;
+ // WHEN ADDING DEFAULTS HERE, REMEMBER TO SYNC TO SHADER LOADING ABOVE
+ // HERE, AND Q1BSP LOADING
+ // JUST GREP FOR "specularscalemod = 1".
if (shader)
{
texture->basematerialflags |= MATERIALFLAG_REFLECTION;
if (shader->textureflags & Q3TEXTUREFLAG_WATERSHADER)
texture->basematerialflags |= MATERIALFLAG_WATERSHADER;
+ if (shader->textureflags & Q3TEXTUREFLAG_CAMERA)
+ texture->basematerialflags |= MATERIALFLAG_CAMERA;
texture->customblendfunc[0] = GL_ONE;
texture->customblendfunc[1] = GL_ZERO;
if (shader->numlayers > 0)
texture->reflectfactor = shader->reflectfactor;
Vector4Copy(shader->reflectcolor4f, texture->reflectcolor4f);
texture->r_water_wateralpha = shader->r_water_wateralpha;
+ texture->offsetmapping = shader->offsetmapping;
+ texture->offsetscale = shader->offsetscale;
texture->specularscalemod = shader->specularscalemod;
texture->specularpowermod = shader->specularpowermod;
+ if (shader->dpreflectcube[0])
+ texture->reflectcubetexture = R_GetCubemap(shader->dpreflectcube);
+
+ // set up default supercontents (on q3bsp this is overridden by the q3bsp loader)
+ texture->supercontents = SUPERCONTENTS_SOLID | SUPERCONTENTS_OPAQUE;
+ if (shader->surfaceparms & Q3SURFACEPARM_LAVA ) texture->supercontents = SUPERCONTENTS_LAVA ;
+ if (shader->surfaceparms & Q3SURFACEPARM_SLIME ) texture->supercontents = SUPERCONTENTS_SLIME ;
+ if (shader->surfaceparms & Q3SURFACEPARM_WATER ) texture->supercontents = SUPERCONTENTS_WATER ;
+ if (shader->surfaceparms & Q3SURFACEPARM_NONSOLID ) texture->supercontents = 0 ;
+ if (shader->surfaceparms & Q3SURFACEPARM_PLAYERCLIP ) texture->supercontents = SUPERCONTENTS_PLAYERCLIP ;
+ if (shader->surfaceparms & Q3SURFACEPARM_BOTCLIP ) texture->supercontents = SUPERCONTENTS_MONSTERCLIP ;
+ if (shader->surfaceparms & Q3SURFACEPARM_SKY ) texture->supercontents = SUPERCONTENTS_SKY ;
+
+ // if (shader->surfaceparms & Q3SURFACEPARM_ALPHASHADOW ) texture->supercontents |= SUPERCONTENTS_ALPHASHADOW ;
+ // if (shader->surfaceparms & Q3SURFACEPARM_AREAPORTAL ) texture->supercontents |= SUPERCONTENTS_AREAPORTAL ;
+ // if (shader->surfaceparms & Q3SURFACEPARM_CLUSTERPORTAL) texture->supercontents |= SUPERCONTENTS_CLUSTERPORTAL;
+ // if (shader->surfaceparms & Q3SURFACEPARM_DETAIL ) texture->supercontents |= SUPERCONTENTS_DETAIL ;
+ if (shader->surfaceparms & Q3SURFACEPARM_DONOTENTER ) texture->supercontents |= SUPERCONTENTS_DONOTENTER ;
+ // if (shader->surfaceparms & Q3SURFACEPARM_FOG ) texture->supercontents |= SUPERCONTENTS_FOG ;
+ if (shader->surfaceparms & Q3SURFACEPARM_LAVA ) texture->supercontents |= SUPERCONTENTS_LAVA ;
+ // if (shader->surfaceparms & Q3SURFACEPARM_LIGHTFILTER ) texture->supercontents |= SUPERCONTENTS_LIGHTFILTER ;
+ // if (shader->surfaceparms & Q3SURFACEPARM_METALSTEPS ) texture->supercontents |= SUPERCONTENTS_METALSTEPS ;
+ // if (shader->surfaceparms & Q3SURFACEPARM_NODAMAGE ) texture->supercontents |= SUPERCONTENTS_NODAMAGE ;
+ // if (shader->surfaceparms & Q3SURFACEPARM_NODLIGHT ) texture->supercontents |= SUPERCONTENTS_NODLIGHT ;
+ // if (shader->surfaceparms & Q3SURFACEPARM_NODRAW ) texture->supercontents |= SUPERCONTENTS_NODRAW ;
+ if (shader->surfaceparms & Q3SURFACEPARM_NODROP ) texture->supercontents |= SUPERCONTENTS_NODROP ;
+ // if (shader->surfaceparms & Q3SURFACEPARM_NOIMPACT ) texture->supercontents |= SUPERCONTENTS_NOIMPACT ;
+ // if (shader->surfaceparms & Q3SURFACEPARM_NOLIGHTMAP ) texture->supercontents |= SUPERCONTENTS_NOLIGHTMAP ;
+ // if (shader->surfaceparms & Q3SURFACEPARM_NOMARKS ) texture->supercontents |= SUPERCONTENTS_NOMARKS ;
+ // if (shader->surfaceparms & Q3SURFACEPARM_NOMIPMAPS ) texture->supercontents |= SUPERCONTENTS_NOMIPMAPS ;
+ if (shader->surfaceparms & Q3SURFACEPARM_NONSOLID ) texture->supercontents &=~SUPERCONTENTS_SOLID ;
+ // if (shader->surfaceparms & Q3SURFACEPARM_ORIGIN ) texture->supercontents |= SUPERCONTENTS_ORIGIN ;
+ if (shader->surfaceparms & Q3SURFACEPARM_PLAYERCLIP ) texture->supercontents |= SUPERCONTENTS_PLAYERCLIP ;
+ if (shader->surfaceparms & Q3SURFACEPARM_SKY ) texture->supercontents |= SUPERCONTENTS_SKY ;
+ // if (shader->surfaceparms & Q3SURFACEPARM_SLICK ) texture->supercontents |= SUPERCONTENTS_SLICK ;
+ if (shader->surfaceparms & Q3SURFACEPARM_SLIME ) texture->supercontents |= SUPERCONTENTS_SLIME ;
+ // if (shader->surfaceparms & Q3SURFACEPARM_STRUCTURAL ) texture->supercontents |= SUPERCONTENTS_STRUCTURAL ;
+ // if (shader->surfaceparms & Q3SURFACEPARM_TRANS ) texture->supercontents |= SUPERCONTENTS_TRANS ;
+ if (shader->surfaceparms & Q3SURFACEPARM_WATER ) texture->supercontents |= SUPERCONTENTS_WATER ;
+ // if (shader->surfaceparms & Q3SURFACEPARM_POINTLIGHT ) texture->supercontents |= SUPERCONTENTS_POINTLIGHT ;
+ // if (shader->surfaceparms & Q3SURFACEPARM_HINT ) texture->supercontents |= SUPERCONTENTS_HINT ;
+ // if (shader->surfaceparms & Q3SURFACEPARM_DUST ) texture->supercontents |= SUPERCONTENTS_DUST ;
+ if (shader->surfaceparms & Q3SURFACEPARM_BOTCLIP ) texture->supercontents |= SUPERCONTENTS_BOTCLIP | SUPERCONTENTS_MONSTERCLIP;
+ // if (shader->surfaceparms & Q3SURFACEPARM_LIGHTGRID ) texture->supercontents |= SUPERCONTENTS_LIGHTGRID ;
+ // if (shader->surfaceparms & Q3SURFACEPARM_ANTIPORTAL ) texture->supercontents |= SUPERCONTENTS_ANTIPORTAL ;
+
+ if (shader->dpmeshcollisions)
+ texture->basematerialflags |= MATERIALFLAG_MESHCOLLISIONS;
}
else if (!strcmp(texture->name, "noshader") || !texture->name[0])
{
- if (developer.integer >= 100)
- Con_Printf("^1%s:^7 using fallback noshader material for ^3\"%s\"\n", loadmodel->name, name);
+ if (developer_extra.integer)
+ Con_DPrintf("^1%s:^7 using fallback noshader material for ^3\"%s\"\n", loadmodel->name, name);
texture->surfaceparms = 0;
+ texture->supercontents = SUPERCONTENTS_SOLID | SUPERCONTENTS_OPAQUE;
}
else if (!strcmp(texture->name, "common/nodraw") || !strcmp(texture->name, "textures/common/nodraw"))
{
- if (developer.integer >= 100)
- Con_Printf("^1%s:^7 using fallback nodraw material for ^3\"%s\"\n", loadmodel->name, name);
+ if (developer_extra.integer)
+ Con_DPrintf("^1%s:^7 using fallback nodraw material for ^3\"%s\"\n", loadmodel->name, name);
texture->surfaceparms = 0;
texture->basematerialflags = MATERIALFLAG_NODRAW | MATERIALFLAG_NOSHADOW;
+ texture->supercontents = SUPERCONTENTS_SOLID;
}
else
{
- if (developer.integer >= 100)
- Con_Printf("^1%s:^7 No shader found for texture ^3\"%s\"\n", loadmodel->name, texture->name);
+ if (developer_extra.integer)
+ Con_DPrintf("^1%s:^7 No shader found for texture ^3\"%s\"\n", loadmodel->name, texture->name);
texture->surfaceparms = 0;
if (texture->surfaceflags & Q3SURFACEFLAG_NODRAW)
+ {
texture->basematerialflags |= MATERIALFLAG_NODRAW | MATERIALFLAG_NOSHADOW;
+ texture->supercontents = SUPERCONTENTS_SOLID;
+ }
else if (texture->surfaceflags & Q3SURFACEFLAG_SKY)
+ {
texture->basematerialflags |= MATERIALFLAG_SKY | MATERIALFLAG_NOSHADOW;
+ texture->supercontents = SUPERCONTENTS_SKY;
+ }
else
+ {
texture->basematerialflags |= MATERIALFLAG_WALL;
+ texture->supercontents = SUPERCONTENTS_SOLID | SUPERCONTENTS_OPAQUE;
+ }
texture->numskinframes = 1;
if(cls.state == ca_dedicated)
{
{
if (fallback)
{
- qboolean has_alpha;
- if ((texture->skinframes[0] = R_SkinFrame_LoadExternal_CheckAlpha(texture->name, defaulttexflags, false, &has_alpha)))
+ if ((texture->skinframes[0] = R_SkinFrame_LoadExternal(texture->name, defaulttexflags, false)))
{
- if(has_alpha && (defaulttexflags & TEXF_ALPHA))
+ if(texture->skinframes[0]->hasalpha)
texture->basematerialflags |= MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
}
else
Mem_Free(numsurfacesfortexture);
}
-static void Mod_BuildVBOs(void)
+void Mod_BuildVBOs(void)
{
- if (developer.integer && loadmodel->surfmesh.data_element3s && loadmodel->surfmesh.data_element3i)
+ if (gl_paranoid.integer && loadmodel->surfmesh.data_element3s && loadmodel->surfmesh.data_element3i)
{
int i;
for (i = 0;i < loadmodel->surfmesh.num_triangles*3;i++)
}
}
- if (!gl_support_arb_vertex_buffer_object)
+ if (!vid.support.arb_vertex_buffer_object)
+ return;
+ // only build a vbo if one has not already been created (this is important for brush models which load specially)
+ if (loadmodel->surfmesh.vbo)
return;
// element buffer is easy because it's just one array
int transformindex;
int poseindex;
int cornerindex;
- float modelscale;
const int *e;
- const float *pose;
size_t l;
size_t outbufferpos = 0;
size_t outbuffermax = 0x100000;
l = dpsnprintf(outbuffer + outbufferpos, outbuffermax - outbufferpos, "version 1\nnodes\n");
if (l > 0)
outbufferpos += l;
- modelscale = 1;
- if(model->num_poses >= 0)
- modelscale = sqrt(model->data_poses[0] * model->data_poses[0] + model->data_poses[1] * model->data_poses[1] + model->data_poses[2] * model->data_poses[2]);
- if(fabs(modelscale - 1) > 1e-4)
- {
- if(firstpose == 0) // only print the when writing the reference pose
- Con_Printf("The model has an old-style model scale of %f\n", modelscale);
- }
- else
- modelscale = 1;
for (transformindex = 0;transformindex < model->num_bones;transformindex++)
{
if (outbufferpos >= outbuffermax >> 1)
l = dpsnprintf(outbuffer + outbufferpos, outbuffermax - outbufferpos, "end\nskeleton\n");
if (l > 0)
outbufferpos += l;
- for (poseindex = 0, pose = model->data_poses + model->num_bones * 12 * firstpose;poseindex < numposes;poseindex++)
+ for (poseindex = 0;poseindex < numposes;poseindex++)
{
countframes++;
l = dpsnprintf(outbuffer + outbufferpos, outbuffermax - outbufferpos, "time %i\n", poseindex);
if (l > 0)
outbufferpos += l;
- for (transformindex = 0;transformindex < model->num_bones;transformindex++, pose += 12)
+ for (transformindex = 0;transformindex < model->num_bones;transformindex++)
{
- float a, b, c;
float angles[3];
- float mtest[3][4];
+ float mtest[4][3];
+ matrix4x4_t posematrix;
if (outbufferpos >= outbuffermax >> 1)
{
outbuffermax *= 2;
// strangely the smd angles are for a transposed matrix, so we
// have to generate a transposed matrix, then convert that...
- mtest[0][0] = pose[ 0];
- mtest[0][1] = pose[ 4];
- mtest[0][2] = pose[ 8];
- mtest[0][3] = pose[ 3];
- mtest[1][0] = pose[ 1];
- mtest[1][1] = pose[ 5];
- mtest[1][2] = pose[ 9];
- mtest[1][3] = pose[ 7];
- mtest[2][0] = pose[ 2];
- mtest[2][1] = pose[ 6];
- mtest[2][2] = pose[10];
- mtest[2][3] = pose[11];
+ Matrix4x4_FromBonePose6s(&posematrix, model->num_posescale, model->data_poses6s + 6*(model->num_bones * poseindex + transformindex));
+ Matrix4x4_ToArray12FloatGL(&posematrix, mtest[0]);
AnglesFromVectors(angles, mtest[0], mtest[2], false);
if (angles[0] >= 180) angles[0] -= 360;
if (angles[1] >= 180) angles[1] -= 360;
if (angles[2] >= 180) angles[2] -= 360;
- a = DEG2RAD(angles[ROLL]);
- b = DEG2RAD(angles[PITCH]);
- c = DEG2RAD(angles[YAW]);
-
#if 0
{
+ float a = DEG2RAD(angles[ROLL]);
+ float b = DEG2RAD(angles[PITCH]);
+ float c = DEG2RAD(angles[YAW]);
float cy, sy, cp, sp, cr, sr;
- float test[3][4];
- // smd matrix construction, for comparing to non-transposed m
+ float test[4][3];
+ // smd matrix construction, for comparing
sy = sin(c);
cy = cos(c);
sp = sin(b);
cr = cos(a);
test[0][0] = cp*cy;
- test[1][0] = cp*sy;
- test[2][0] = -sp;
- test[0][1] = sr*sp*cy+cr*-sy;
+ test[0][1] = cp*sy;
+ test[0][2] = -sp;
+ test[1][0] = sr*sp*cy+cr*-sy;
test[1][1] = sr*sp*sy+cr*cy;
- test[2][1] = sr*cp;
- test[0][2] = (cr*sp*cy+-sr*-sy);
- test[1][2] = (cr*sp*sy+-sr*cy);
+ test[1][2] = sr*cp;
+ test[2][0] = (cr*sp*cy+-sr*-sy);
+ test[2][1] = (cr*sp*sy+-sr*cy);
test[2][2] = cr*cp;
- test[0][3] = pose[3];
- test[1][3] = pose[7];
- test[2][3] = pose[11];
+ test[3][0] = pose[9];
+ test[3][1] = pose[10];
+ test[3][2] = pose[11];
}
#endif
- l = dpsnprintf(outbuffer + outbufferpos, outbuffermax - outbufferpos, "%3i %f %f %f %f %f %f\n", transformindex, pose[3] * modelscale, pose[7] * modelscale, pose[11] * modelscale, DEG2RAD(angles[ROLL]), DEG2RAD(angles[PITCH]), DEG2RAD(angles[YAW]));
+ 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]));
if (l > 0)
outbufferpos += l;
}
const float *v = model->surfmesh.data_vertex3f + index * 3;
const float *vn = model->surfmesh.data_normal3f + index * 3;
const float *vt = model->surfmesh.data_texcoordtexture2f + index * 2;
- const int *wi = model->surfmesh.data_vertexweightindex4i + index * 4;
- const float *wf = model->surfmesh.data_vertexweightinfluence4f + index * 4;
- if (wf[3]) l = dpsnprintf(outbuffer + outbufferpos, outbuffermax - outbufferpos, "%3i %f %f %f %f %f %f %f %f 4 %i %f %i %f %i %f %i %f\n", wi[0], v[0], v[1], v[2], vn[0], vn[1], vn[2], vt[0], 1 - vt[1], wi[0], wf[0], wi[1], wf[1], wi[2], wf[2], wi[3], wf[3]);
- else if (wf[2]) l = dpsnprintf(outbuffer + outbufferpos, outbuffermax - outbufferpos, "%3i %f %f %f %f %f %f %f %f 3 %i %f %i %f %i %f\n" , wi[0], v[0], v[1], v[2], vn[0], vn[1], vn[2], vt[0], 1 - vt[1], wi[0], wf[0], wi[1], wf[1], wi[2], wf[2]);
- else if (wf[1]) l = dpsnprintf(outbuffer + outbufferpos, outbuffermax - outbufferpos, "%3i %f %f %f %f %f %f %f %f 2 %i %f %i %f\n" , wi[0], v[0], v[1], v[2], vn[0], vn[1], vn[2], vt[0], 1 - vt[1], wi[0], wf[0], wi[1], wf[1]);
- 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]);
+ const int b = model->surfmesh.blends[index];
+ if (b < model->num_bones)
+ 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]);
+ else
+ {
+ const blendweights_t *w = model->surfmesh.data_blendweights + b - model->num_bones;
+ const unsigned char *wi = w->index;
+ const unsigned char *wf = w->influence;
+ 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);
+ 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);
+ 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);
+ 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]);
+ }
if (l > 0)
outbufferpos += l;
}
char animname2[MAX_QPATH];
char zymtextbuffer[16384];
char dpmtextbuffer[16384];
+ char framegroupstextbuffer[16384];
int zymtextsize = 0;
int dpmtextsize = 0;
+ int framegroupstextsize = 0;
if (Cmd_Argc() != 2)
{
// individual frame
// check for additional frames with same name
for (l = 0, k = strlen(animname);animname[l];l++)
- if ((animname[l] < '0' || animname[l] > '9') && animname[l] != '_')
+ if(animname[l] < '0' || animname[l] > '9')
k = l + 1;
+ if(k > 0 && animname[k-1] == '_')
+ --k;
animname[k] = 0;
count = mod->num_poses - first;
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++)
- if ((animname2[l] < '0' || animname2[l] > '9') && animname2[l] != '_')
+ if(animname2[l] < '0' || animname2[l] > '9')
k = l + 1;
+ if(k > 0 && animname[k-1] == '_')
+ --k;
animname2[k] = 0;
if (strcmp(animname2, animname) || mod->animscenes[j].framecount > 1)
{
Mod_Decompile_SMD(mod, outname, first, count, false);
if (zymtextsize < (int)sizeof(zymtextbuffer) - 100)
{
- l = dpsnprintf(zymtextbuffer + zymtextsize, sizeof(zymtextbuffer) - zymtextsize, "scene %s.smd fps %g\n", animname, mod->animscenes[i].framerate);
+ l = dpsnprintf(zymtextbuffer + zymtextsize, sizeof(zymtextbuffer) - zymtextsize, "scene %s.smd fps %g %s\n", animname, mod->animscenes[i].framerate, mod->animscenes[i].loop ? "" : " noloop");
if (l > 0) zymtextsize += l;
}
if (dpmtextsize < (int)sizeof(dpmtextbuffer) - 100)
{
- l = dpsnprintf(dpmtextbuffer + dpmtextsize, sizeof(dpmtextbuffer) - dpmtextsize, "scene %s.smd\n", animname);
+ l = dpsnprintf(dpmtextbuffer + dpmtextsize, sizeof(dpmtextbuffer) - dpmtextsize, "scene %s.smd fps %g %s\n", animname, mod->animscenes[i].framerate, mod->animscenes[i].loop ? "" : " noloop");
if (l > 0) dpmtextsize += l;
}
+ if (framegroupstextsize < (int)sizeof(framegroupstextbuffer) - 100)
+ {
+ l = dpsnprintf(framegroupstextbuffer + framegroupstextsize, sizeof(framegroupstextbuffer) - framegroupstextsize, "%d %d %f %d // %s\n", first, count, mod->animscenes[i].framerate, mod->animscenes[i].loop, animname);
+ if (l > 0) framegroupstextsize += l;
+ }
}
if (zymtextsize)
FS_WriteFile(va("%s_decompiled/out_zym.txt", basename), zymtextbuffer, (fs_offset_t)zymtextsize);
if (dpmtextsize)
FS_WriteFile(va("%s_decompiled/out_dpm.txt", basename), dpmtextbuffer, (fs_offset_t)dpmtextsize);
+ if (framegroupstextsize)
+ FS_WriteFile(va("%s_decompiled.framegroups", basename), framegroupstextbuffer, (fs_offset_t)framegroupstextsize);
}
}
state->width = width;
state->height = height;
state->currentY = 0;
- state->rows = Mem_Alloc(tempmempool, state->height * sizeof(*state->rows));
+ state->rows = Mem_Alloc(loadmodel->mempool, state->height * sizeof(*state->rows));
for (y = 0;y < state->height;y++)
{
state->rows[y].currentX = 0;
static int mod_generatelightmaps_numlights;
static lightmaplight_t *mod_generatelightmaps_lightinfo;
+extern int R_Shadow_GetRTLightInfo(unsigned int lightindex, float *origin, float *radius, float *color);
+extern cvar_t r_shadow_lightattenuationdividebias;
+extern cvar_t r_shadow_lightattenuationlinearscale;
+
+static void Mod_GenerateLightmaps_LightPoint(dp_model_t *model, const vec3_t pos, vec3_t ambient, vec3_t diffuse, vec3_t lightdir)
+{
+ int i;
+ int index;
+ int result;
+ float relativepoint[3];
+ float color[3];
+ float dir[3];
+ float dist;
+ float dist2;
+ float intensity;
+ float sample[5*3];
+ float lightorigin[3];
+ float lightradius;
+ float lightradius2;
+ float lightiradius;
+ float lightcolor[3];
+ trace_t trace;
+ for (i = 0;i < 5*3;i++)
+ sample[i] = 0.0f;
+ for (index = 0;;index++)
+ {
+ result = R_Shadow_GetRTLightInfo(index, lightorigin, &lightradius, lightcolor);
+ if (result < 0)
+ break;
+ if (result == 0)
+ continue;
+ lightradius2 = lightradius * lightradius;
+ VectorSubtract(lightorigin, pos, relativepoint);
+ dist2 = VectorLength2(relativepoint);
+ if (dist2 >= lightradius2)
+ continue;
+ lightiradius = 1.0f / lightradius;
+ dist = sqrt(dist2) * lightiradius;
+ intensity = dist < 1 ? ((1.0f - dist) * r_shadow_lightattenuationlinearscale.value / (r_shadow_lightattenuationdividebias.value + dist*dist)) : 0;
+ if (intensity <= 0)
+ continue;
+ if (model && model->TraceLine)
+ {
+ model->TraceLine(model, NULL, NULL, &trace, pos, lightorigin, SUPERCONTENTS_VISBLOCKERMASK);
+ if (trace.fraction < 1)
+ continue;
+ }
+ // scale down intensity to add to both ambient and diffuse
+ //intensity *= 0.5f;
+ VectorNormalize(relativepoint);
+ VectorScale(lightcolor, intensity, color);
+ VectorMA(sample , 0.5f , color, sample );
+ VectorMA(sample + 3, relativepoint[0], color, sample + 3);
+ VectorMA(sample + 6, relativepoint[1], color, sample + 6);
+ VectorMA(sample + 9, relativepoint[2], color, sample + 9);
+ // calculate a weighted average light direction as well
+ intensity *= VectorLength(color);
+ VectorMA(sample + 12, intensity, relativepoint, sample + 12);
+ }
+ // calculate the direction we'll use to reduce the sample to a directional light source
+ VectorCopy(sample + 12, dir);
+ //VectorSet(dir, sample[3] + sample[4] + sample[5], sample[6] + sample[7] + sample[8], sample[9] + sample[10] + sample[11]);
+ VectorNormalize(dir);
+ // extract the diffuse color along the chosen direction and scale it
+ diffuse[0] = (dir[0]*sample[3] + dir[1]*sample[6] + dir[2]*sample[ 9] + sample[ 0]);
+ diffuse[1] = (dir[0]*sample[4] + dir[1]*sample[7] + dir[2]*sample[10] + sample[ 1]);
+ diffuse[2] = (dir[0]*sample[5] + dir[1]*sample[8] + dir[2]*sample[11] + sample[ 2]);
+ // subtract some of diffuse from ambient
+ VectorMA(sample, -0.333f, diffuse, ambient);
+ // store the normalized lightdir
+ VectorCopy(dir, lightdir);
+}
+
static void Mod_GenerateLightmaps_CreateLights_ComputeSVBSP_InsertSurfaces(const dp_model_t *model, svbsp_t *svbsp, const float *mins, const float *maxs)
{
int surfaceindex;
const float *vertex3f = model->surfmesh.data_vertex3f;
const int *element3i = model->surfmesh.data_element3i;
const int *e;
- double v2[3][3];
+ float v2[3][3];
for (surfaceindex = 0, surface = model->data_surfaces;surfaceindex < model->nummodelsurfaces;surfaceindex++, surface++)
{
if (!BoxesOverlap(surface->mins, surface->maxs, mins, maxs))
continue;
- if (R_GetCurrentTexture(surface->texture)->currentmaterialflags & MATERIALFLAG_NOSHADOW)
+ if (surface->texture->basematerialflags & MATERIALFLAG_NOSHADOW)
continue;
for (triangleindex = 0, e = element3i + 3*surface->num_firsttriangle;triangleindex < surface->num_triangles;triangleindex++, e += 3)
{
{
int maxnodes = 1<<14;
svbsp_node_t *nodes;
- double origin[3];
+ float origin[3];
float mins[3];
float maxs[3];
svbsp_t svbsp;
Mem_Free(nodes);
}
-extern int R_Shadow_GetRTLightInfo(unsigned int lightindex, float *origin, float *radius, float *color);
static void Mod_GenerateLightmaps_CreateLights(dp_model_t *model)
{
int index;
return num == -1; // true if empty, false if solid (shadowed)
}
-extern cvar_t r_shadow_lightattenuationdividebias;
-extern cvar_t r_shadow_lightattenuationlinearscale;
static void Mod_GenerateLightmaps_SamplePoint(const float *pos, const float *normal, float *sample, int numoffsets, const float *offsets)
{
int i;
{
//R_SampleRTLights(pos, sample, numoffsets, offsets);
VectorSubtract(lightinfo->origin, pos, relativepoint);
+ // don't accept light from behind a surface, it causes bad shading
+ if (normal && DotProduct(relativepoint, normal) <= 0)
+ continue;
dist2 = VectorLength2(relativepoint);
if (dist2 >= lightinfo->radius2)
continue;
if (model->brushq3.data_lightmaps)
{
for (i = 0;i < model->brushq3.num_mergedlightmaps;i++)
- R_FreeTexture(model->brushq3.data_lightmaps[i]);
+ if (model->brushq3.data_lightmaps[i])
+ R_FreeTexture(model->brushq3.data_lightmaps[i]);
Mem_Free(model->brushq3.data_lightmaps);
model->brushq3.data_lightmaps = NULL;
}
if (model->brushq3.data_deluxemaps)
{
for (i = 0;i < model->brushq3.num_mergedlightmaps;i++)
- R_FreeTexture(model->brushq3.data_deluxemaps[i]);
+ if (model->brushq3.data_deluxemaps[i])
+ R_FreeTexture(model->brushq3.data_deluxemaps[i]);
Mem_Free(model->brushq3.data_deluxemaps);
model->brushq3.data_deluxemaps = NULL;
}
model->surfmesh.data_tvector3f[outvertexindex*3+2] = oldsurfmesh.data_tvector3f[vertexindex*3+2];
model->surfmesh.data_texcoordtexture2f[outvertexindex*2+0] = oldsurfmesh.data_texcoordtexture2f[vertexindex*2+0];
model->surfmesh.data_texcoordtexture2f[outvertexindex*2+1] = oldsurfmesh.data_texcoordtexture2f[vertexindex*2+1];
- model->surfmesh.data_texcoordlightmap2f[outvertexindex*2+0] = oldsurfmesh.data_texcoordlightmap2f[vertexindex*2+0];
- model->surfmesh.data_texcoordlightmap2f[outvertexindex*2+1] = oldsurfmesh.data_texcoordlightmap2f[vertexindex*2+1];
- model->surfmesh.data_lightmapcolor4f[outvertexindex*4+0] = oldsurfmesh.data_lightmapcolor4f[vertexindex*4+0];
- model->surfmesh.data_lightmapcolor4f[outvertexindex*4+1] = oldsurfmesh.data_lightmapcolor4f[vertexindex*4+1];
- model->surfmesh.data_lightmapcolor4f[outvertexindex*4+2] = oldsurfmesh.data_lightmapcolor4f[vertexindex*4+2];
- model->surfmesh.data_lightmapcolor4f[outvertexindex*4+3] = oldsurfmesh.data_lightmapcolor4f[vertexindex*4+3];
+ if (oldsurfmesh.data_texcoordlightmap2f)
+ {
+ model->surfmesh.data_texcoordlightmap2f[outvertexindex*2+0] = oldsurfmesh.data_texcoordlightmap2f[vertexindex*2+0];
+ model->surfmesh.data_texcoordlightmap2f[outvertexindex*2+1] = oldsurfmesh.data_texcoordlightmap2f[vertexindex*2+1];
+ }
+ if (oldsurfmesh.data_lightmapcolor4f)
+ {
+ model->surfmesh.data_lightmapcolor4f[outvertexindex*4+0] = oldsurfmesh.data_lightmapcolor4f[vertexindex*4+0];
+ model->surfmesh.data_lightmapcolor4f[outvertexindex*4+1] = oldsurfmesh.data_lightmapcolor4f[vertexindex*4+1];
+ model->surfmesh.data_lightmapcolor4f[outvertexindex*4+2] = oldsurfmesh.data_lightmapcolor4f[vertexindex*4+2];
+ model->surfmesh.data_lightmapcolor4f[outvertexindex*4+3] = oldsurfmesh.data_lightmapcolor4f[vertexindex*4+3];
+ }
+ else
+ Vector4Set(model->surfmesh.data_lightmapcolor4f + 4*outvertexindex, 1, 1, 1, 1);
model->surfmesh.data_element3i[surface->num_firsttriangle*3+i] = outvertexindex;
outvertexindex++;
}
float lm_basescalepixels;
int lm_borderpixels;
int lm_texturesize;
- int lm_maxpixels;
+ //int lm_maxpixels;
const int *e;
lightmaptriangle_t *triangle;
unsigned char *lightmappixels;
model->texturepool = R_AllocTexturePool();
lm_basescalepixels = 1.0f / max(0.0001f, mod_generatelightmaps_unitspersample.value);
lm_borderpixels = mod_generatelightmaps_borderpixels.integer;
- lm_texturesize = bound(lm_borderpixels*2+1, 64, gl_max_texture_size);
- lm_maxpixels = lm_texturesize-(lm_borderpixels*2+1);
+ 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);
lightmapnumber = 0;
for (surfaceindex = 0;surfaceindex < model->num_surfaces;surfaceindex++)
break;
// if we haven't maxed out the lightmap size yet, we retry the
// entire surface batch...
- if (lm_texturesize * 2 <= min(mod_generatelightmaps_texturesize.integer, gl_max_texture_size))
+ if (lm_texturesize * 2 <= min(mod_generatelightmaps_texturesize.integer, (int)vid.maxtexturesize_2d))
{
lm_texturesize *= 2;
surfaceindex = -1;
lightmapnumber++;
Mod_AllocLightmap_Free(&lmstate);
- // now together lightmap textures
+ // now put triangles together into lightmap textures, and do not allow
+ // triangles of a surface to go into different textures (as that would
+ // require rewriting the surface list)
model->brushq3.deluxemapping_modelspace = true;
model->brushq3.deluxemapping = true;
model->brushq3.num_mergedlightmaps = lightmapnumber;
for (lightmapindex = 0;lightmapindex < model->brushq3.num_mergedlightmaps;lightmapindex++)
{
- 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 | TEXF_PRECACHE, NULL);
- 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 | TEXF_PRECACHE, NULL);
+ 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, NULL);
+ 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, NULL);
}
if (lightmappixels)
lightmapindex = mod_generatelightmaps_lightmaptriangles[surface->num_firsttriangle].lightmapindex;
surface->lightmaptexture = model->brushq3.data_lightmaps[lightmapindex];
surface->deluxemaptexture = model->brushq3.data_deluxemaps[lightmapindex];
+ surface->lightmapinfo = NULL;
+ }
+
+ model->brush.LightPoint = Mod_GenerateLightmaps_LightPoint;
+ model->brushq1.lightdata = NULL;
+ model->brushq1.lightmapupdateflags = NULL;
+ model->brushq1.firstrender = false;
+ model->brushq1.num_lightstyles = 0;
+ model->brushq1.data_lightstyleinfo = NULL;
+ for (i = 0;i < model->brush.numsubmodels;i++)
+ {
+ model->brush.submodels[i]->brushq1.lightmapupdateflags = NULL;
+ model->brush.submodels[i]->brushq1.firstrender = false;
+ model->brush.submodels[i]->brushq1.num_lightstyles = 0;
+ model->brush.submodels[i]->brushq1.data_lightstyleinfo = NULL;
}
}