#include "quakedef.h"
#include "image.h"
#include "r_shadow.h"
+#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", "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", "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;
static void mod_start(void)
{
- int i;
+ int i, count;
int nummodels = Mem_ExpandableArray_IndexRange(&models);
dp_model_t *mod;
- // parse the Q3 shader files
- Mod_LoadQ3Shaders();
-
+ SCR_PushLoadingScreen(false, "Loading models", 1.0);
+ count = 0;
for (i = 0;i < nummodels;i++)
- if ((mod = Mem_ExpandableArray_RecordAtIndex(&models, i)) && mod->name[0] && mod->name[0] != '*')
+ if ((mod = (dp_model_t*) Mem_ExpandableArray_RecordAtIndex(&models, i)) && mod->name[0] && mod->name[0] != '*')
if (mod->used)
- Mod_LoadModel(mod, true, false, mod->isworldmodel);
+ ++count;
+ for (i = 0;i < nummodels;i++)
+ if ((mod = (dp_model_t*) Mem_ExpandableArray_RecordAtIndex(&models, i)) && mod->name[0] && mod->name[0] != '*')
+ if (mod->used)
+ {
+ SCR_PushLoadingScreen(true, mod->name, 1.0 / count);
+ Mod_LoadModel(mod, true, false);
+ SCR_PopLoadingScreen(false);
+ }
+ SCR_PopLoadingScreen(false);
}
static void mod_shutdown(void)
dp_model_t *mod;
for (i = 0;i < nummodels;i++)
- if ((mod = Mem_ExpandableArray_RecordAtIndex(&models, i)) && (mod->loaded || mod->mempool))
+ if ((mod = (dp_model_t*) Mem_ExpandableArray_RecordAtIndex(&models, i)) && (mod->loaded || mod->mempool))
Mod_UnloadModel(mod);
- Mem_FreePool (&q3shaders_mem);
+ Mod_FreeQ3Shaders();
}
static void mod_newmap(void)
int nummodels = Mem_ExpandableArray_IndexRange(&models);
dp_model_t *mod;
- R_SkinFrame_PrepareForPurge();
for (i = 0;i < nummodels;i++)
{
- if ((mod = Mem_ExpandableArray_RecordAtIndex(&models, i)) && mod->mempool && mod->data_textures)
+ if ((mod = (dp_model_t*) Mem_ExpandableArray_RecordAtIndex(&models, i)) && mod->mempool)
{
- for (j = 0;j < mod->num_textures;j++)
+ 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]);
}
+ if (mod->brush.solidskyskinframe)
+ R_SkinFrame_MarkUsed(mod->brush.solidskyskinframe);
+ if (mod->brush.alphaskyskinframe)
+ R_SkinFrame_MarkUsed(mod->brush.alphaskyskinframe);
}
}
- R_SkinFrame_Purge();
if (!cl_stainmaps_clearonload.integer)
return;
for (i = 0;i < nummodels;i++)
{
- if ((mod = Mem_ExpandableArray_RecordAtIndex(&models, i)) && mod->mempool && mod->data_surfaces)
+ if ((mod = (dp_model_t*) Mem_ExpandableArray_RecordAtIndex(&models, i)) && mod->mempool && mod->data_surfaces)
{
for (surfacenum = 0, surface = mod->data_surfaces;surfacenum < mod->num_surfaces;surfacenum++, surface++)
{
ssize = (surface->lightmapinfo->extents[0] >> 4) + 1;
tsize = (surface->lightmapinfo->extents[1] >> 4) + 1;
memset(surface->lightmapinfo->stainsamples, 255, ssize * tsize * 3);
- surface->cached_dlight = true;
+ mod->brushq1.lightmapupdateflags[surfacenum] = true;
}
}
}
*/
static void Mod_Print(void);
static void Mod_Precache (void);
-static void Mod_BuildVBOs(void);
+static void Mod_Decompile_f(void);
+static void Mod_GenerateLightmaps_f(void);
void Mod_Init (void)
{
mod_mempool = Mem_AllocPool("modelinfo", 0, NULL);
Mod_SpriteInit();
Cvar_RegisterVariable(&r_mipskins);
+ Cvar_RegisterVariable(&mod_generatelightmaps_unitspersample);
+ Cvar_RegisterVariable(&mod_generatelightmaps_borderpixels);
+ Cvar_RegisterVariable(&mod_generatelightmaps_texturesize);
+
+ Cvar_RegisterVariable(&mod_generatelightmaps_lightmapsamples);
+ Cvar_RegisterVariable(&mod_generatelightmaps_vertexsamples);
+ Cvar_RegisterVariable(&mod_generatelightmaps_gridsamples);
+ Cvar_RegisterVariable(&mod_generatelightmaps_lightmapradius);
+ Cvar_RegisterVariable(&mod_generatelightmaps_vertexradius);
+ Cvar_RegisterVariable(&mod_generatelightmaps_gridradius);
+
Cmd_AddCommand ("modellist", Mod_Print, "prints a list of loaded models");
Cmd_AddCommand ("modelprecache", Mod_Precache, "load a model");
+ Cmd_AddCommand ("modeldecompile", Mod_Decompile_f, "exports a model in several formats for editing purposes");
+ Cmd_AddCommand ("mod_generatelightmaps", Mod_GenerateLightmaps_f, "rebuilds lighting on current worldmodel");
}
void Mod_RenderInit(void)
void Mod_UnloadModel (dp_model_t *mod)
{
char name[MAX_QPATH];
- qboolean isworldmodel;
qboolean used;
+ dp_model_t *parentmodel;
if (developer_loading.integer)
Con_Printf("unloading model %s\n", mod->name);
strlcpy(name, mod->name, sizeof(name));
- isworldmodel = mod->isworldmodel;
+ parentmodel = mod->brush.parentmodel;
used = mod->used;
if (mod->surfmesh.ebo3i)
R_Mesh_DestroyBufferObject(mod->surfmesh.ebo3i);
memset(mod, 0, sizeof(dp_model_t));
// restore the fields we want to preserve
strlcpy(mod->name, name, sizeof(mod->name));
- mod->isworldmodel = isworldmodel;
+ mod->brush.parentmodel = parentmodel;
mod->used = used;
mod->loaded = false;
}
+void R_Model_Null_Draw(entity_render_t *ent)
+{
+ return;
+}
+
+
+typedef void (*mod_framegroupify_parsegroups_t) (unsigned int i, int start, int len, float fps, qboolean loop, void *pass);
+
+int Mod_FrameGroupify_ParseGroups(const char *buf, mod_framegroupify_parsegroups_t cb, void *pass)
+{
+ const char *bufptr;
+ int start, len;
+ float fps;
+ unsigned int i;
+ qboolean loop;
+
+ bufptr = buf;
+ i = 0;
+ for(;;)
+ {
+ // an anim scene!
+ if (!COM_ParseToken_Simple(&bufptr, true, false))
+ break;
+ if (!strcmp(com_token, "\n"))
+ continue; // empty line
+ start = atoi(com_token);
+ if (!COM_ParseToken_Simple(&bufptr, true, false))
+ break;
+ if (!strcmp(com_token, "\n"))
+ {
+ Con_Printf("framegroups file: missing number of frames\n");
+ continue;
+ }
+ len = atoi(com_token);
+ if (!COM_ParseToken_Simple(&bufptr, true, false))
+ break;
+ // we default to looping as it's usually wanted, so to NOT loop you append a 0
+ if (strcmp(com_token, "\n"))
+ {
+ fps = atof(com_token);
+ if (!COM_ParseToken_Simple(&bufptr, true, false))
+ break;
+ if (strcmp(com_token, "\n"))
+ loop = atoi(com_token) != 0;
+ else
+ loop = true;
+ }
+ else
+ {
+ fps = 20;
+ loop = true;
+ }
+
+ if(cb)
+ cb(i, start, len, fps, loop, pass);
+ ++i;
+ }
+
+ return i;
+}
+
+void Mod_FrameGroupify_ParseGroups_Count (unsigned int i, int start, int len, float fps, qboolean loop, void *pass)
+{
+ unsigned int *cnt = (unsigned int *) pass;
+ ++*cnt;
+}
+
+void Mod_FrameGroupify_ParseGroups_Store (unsigned int i, int start, int len, float fps, qboolean loop, void *pass)
+{
+ dp_model_t *mod = (dp_model_t *) pass;
+ animscene_t *anim = &mod->animscenes[i];
+ dpsnprintf(anim->name, sizeof(anim[i].name), "groupified_%d", 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);
+ anim->loop = !!loop;
+ //Con_Printf("frame group %d is %d %d %f %d\n", i, start, len, fps, loop);
+}
+
+void Mod_FrameGroupify(dp_model_t *mod, const char *buf)
+{
+ unsigned int cnt;
+
+ // 0. count
+ cnt = Mod_FrameGroupify_ParseGroups(buf, NULL, NULL);
+ if(!cnt)
+ {
+ Con_Printf("no scene found in framegroups file, aborting\n");
+ return;
+ }
+ mod->numframes = cnt;
+
+ // 1. reallocate
+ // (we do not free the previous animscenes, but model unloading will free the pool owning them, so it's okay)
+ mod->animscenes = (animscene_t *) Mem_Alloc(mod->mempool, sizeof(animscene_t) * mod->numframes);
+
+ // 2. parse
+ Mod_FrameGroupify_ParseGroups(buf, Mod_FrameGroupify_ParseGroups_Store, mod);
+}
+
/*
==================
Mod_LoadModel
Loads a model
==================
*/
-dp_model_t *Mod_LoadModel(dp_model_t *mod, qboolean crash, qboolean checkdisk, qboolean isworldmodel)
+dp_model_t *Mod_LoadModel(dp_model_t *mod, qboolean crash, qboolean checkdisk)
{
int num;
unsigned int crc;
if (mod->name[0] == '*') // submodel
return mod;
+
+ if (!strcmp(mod->name, "null"))
+ {
+ if(mod->loaded)
+ return mod;
+
+ if (mod->loaded || mod->mempool)
+ Mod_UnloadModel(mod);
+
+ if (developer_loading.integer)
+ Con_Printf("loading model %s\n", mod->name);
+
+ mod->used = true;
+ mod->crc = (unsigned int)-1;
+ mod->loaded = false;
+
+ VectorClear(mod->normalmins);
+ VectorClear(mod->normalmaxs);
+ VectorClear(mod->yawmins);
+ VectorClear(mod->yawmaxs);
+ VectorClear(mod->rotatedmins);
+ VectorClear(mod->rotatedmaxs);
+
+ mod->modeldatatypestring = "null";
+ mod->type = mod_null;
+ mod->Draw = R_Model_Null_Draw;
+ mod->numframes = 2;
+ mod->numskins = 1;
+
+ // no fatal errors occurred, so this model is ready to use.
+ mod->loaded = true;
+
+ return mod;
+ }
crc = 0;
buf = NULL;
// even if the model is loaded it still may need reloading...
- // if the model is a worldmodel and is being referred to as a
- // non-worldmodel here, then it needs reloading to get rid of the
- // submodels
- if (mod->isworldmodel != isworldmodel)
- mod->loaded = false;
-
// if it is not loaded or checkdisk is true we need to calculate the crc
if (!mod->loaded || checkdisk)
{
if (developer_loading.integer)
Con_Printf("loading model %s\n", mod->name);
+
+ SCR_PushLoadingScreen(true, mod->name, 1);
// LordHavoc: unload the existing model in this slot (if there is one)
if (mod->loaded || mod->mempool)
Mod_UnloadModel(mod);
// load the model
- mod->isworldmodel = isworldmodel;
mod->used = true;
mod->crc = crc;
// errors can prevent the corresponding mod->loaded = true;
VectorSet(mod->rotatedmins, -mod->radius, -mod->radius, -mod->radius);
VectorSet(mod->rotatedmaxs, mod->radius, mod->radius, mod->radius);
- // if we're loading a worldmodel, then this is a level change
- if (mod->isworldmodel)
+ if (!q3shaders_mem)
{
- // clear out any stale submodels or worldmodels lying around
- // if we did this clear before now, an error might abort loading and
- // leave things in a bad state
- Mod_RemoveStaleWorldModels(mod);
- // reload q3 shaders, to make sure they are ready to go for this level
- // (including any models loaded for this level)
+ // load q3 shaders for the first time, or after a level change
Mod_LoadQ3Shaders();
}
num = LittleLong(*((int *)buf));
// call the apropriate loader
loadmodel = mod;
- if (!memcmp(buf, "IDPO", 4)) Mod_IDP0_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, "IDSP", 4)) Mod_IDSP_Load(mod, buf, bufend);
else Con_Printf("Mod_LoadModel: model \"%s\" is of unknown/unsupported type\n", mod->name);
Mem_Free(buf);
- Mod_BuildVBOs();
+ buf = FS_LoadFile (va("%s.framegroups", mod->name), tempmempool, false, &filesize);
+ if(buf)
+ {
+ Mod_FrameGroupify(mod, (const char *)buf);
+ Mem_Free(buf);
+ }
- // no fatal errors occurred, so this model is ready to use.
- mod->loaded = true;
+ Mod_BuildVBOs();
}
else if (crash)
{
// LordHavoc: Sys_Error was *ANNOYING*
Con_Printf ("Mod_LoadModel: %s not found\n", mod->name);
}
+
+ // no fatal errors occurred, so this model is ready to use.
+ mod->loaded = true;
+
+ SCR_PopLoadingScreen(false);
+
return mod;
}
int nummodels = Mem_ExpandableArray_IndexRange(&models);
dp_model_t *mod;
for (i = 0;i < nummodels;i++)
- if ((mod = Mem_ExpandableArray_RecordAtIndex(&models, i)) && mod->name[0])
+ if ((mod = (dp_model_t*) Mem_ExpandableArray_RecordAtIndex(&models, i)) && mod->name[0])
mod->used = false;
}
dp_model_t *mod;
for (i = 0;i < nummodels;i++)
{
- if ((mod = Mem_ExpandableArray_RecordAtIndex(&models, i)) && mod->name[0] && !mod->used)
+ if ((mod = (dp_model_t*) Mem_ExpandableArray_RecordAtIndex(&models, i)) && mod->name[0] && !mod->used)
{
Mod_UnloadModel(mod);
Mem_ExpandableArray_FreeRecord(&models, mod);
}
}
-// only used during loading!
-void Mod_RemoveStaleWorldModels(dp_model_t *skip)
-{
- int i;
- int nummodels = Mem_ExpandableArray_IndexRange(&models);
- dp_model_t *mod;
- for (i = 0;i < nummodels;i++)
- {
- if ((mod = Mem_ExpandableArray_RecordAtIndex(&models, i)) && mod->isworldmodel && mod->loaded && skip != mod)
- {
- Mod_UnloadModel(mod);
- mod->isworldmodel = false;
- mod->used = false;
- }
- }
-}
-
/*
==================
Mod_FindName
==================
*/
-dp_model_t *Mod_FindName(const char *name)
+dp_model_t *Mod_FindName(const char *name, const char *parentname)
{
int i;
- int nummodels = Mem_ExpandableArray_IndexRange(&models);
+ int nummodels;
dp_model_t *mod;
+ if (!parentname)
+ parentname = "";
+
+ // if we're not dedicatd, the renderer calls will crash without video
+ Host_StartVideo();
+
+ nummodels = Mem_ExpandableArray_IndexRange(&models);
+
if (!name[0])
Host_Error ("Mod_ForName: NULL name");
// search the currently loaded models
for (i = 0;i < nummodels;i++)
{
- if ((mod = Mem_ExpandableArray_RecordAtIndex(&models, i)) && mod->name[0] && !strcmp(mod->name, name))
+ 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))))
{
mod->used = true;
return mod;
}
// no match found, create a new one
- mod = Mem_ExpandableArray_AllocRecord(&models);
+ mod = (dp_model_t *) Mem_ExpandableArray_AllocRecord(&models);
strlcpy(mod->name, name, sizeof(mod->name));
+ if (parentname[0])
+ mod->brush.parentmodel = Mod_FindName(parentname, NULL);
+ else
+ mod->brush.parentmodel = NULL;
mod->loaded = false;
mod->used = true;
return mod;
Loads in a model for the given name
==================
*/
-dp_model_t *Mod_ForName(const char *name, qboolean crash, qboolean checkdisk, qboolean isworldmodel)
+dp_model_t *Mod_ForName(const char *name, qboolean crash, qboolean checkdisk, const char *parentname)
{
dp_model_t *model;
- model = Mod_FindName(name);
- if (model->name[0] != '*' && (!model->loaded || checkdisk))
- Mod_LoadModel(model, crash, checkdisk, isworldmodel);
+ model = Mod_FindName(name, parentname);
+ if (!model->loaded || checkdisk)
+ Mod_LoadModel(model, crash, checkdisk);
return model;
}
*/
void Mod_Reload(void)
{
- int i;
+ int i, count;
int nummodels = Mem_ExpandableArray_IndexRange(&models);
dp_model_t *mod;
+
+ SCR_PushLoadingScreen(false, "Reloading models", 1.0);
+ count = 0;
for (i = 0;i < nummodels;i++)
- if ((mod = Mem_ExpandableArray_RecordAtIndex(&models, i)) && mod->name[0] && mod->name[0] != '*' && mod->used)
- Mod_LoadModel(mod, true, true, mod->isworldmodel);
+ if ((mod = (dp_model_t *) Mem_ExpandableArray_RecordAtIndex(&models, i)) && mod->name[0] && mod->name[0] != '*' && mod->used)
+ ++count;
+ for (i = 0;i < nummodels;i++)
+ if ((mod = (dp_model_t *) Mem_ExpandableArray_RecordAtIndex(&models, i)) && mod->name[0] && mod->name[0] != '*' && mod->used)
+ {
+ SCR_PushLoadingScreen(true, mod->name, 1.0 / count);
+ Mod_LoadModel(mod, true, true);
+ SCR_PopLoadingScreen(false);
+ }
+ SCR_PopLoadingScreen(false);
}
unsigned char *mod_base;
Con_Print("Loaded models:\n");
for (i = 0;i < nummodels;i++)
- if ((mod = Mem_ExpandableArray_RecordAtIndex(&models, i)) && mod->name[0])
- Con_Printf("%4iK %s\n", mod->mempool ? (int)((mod->mempool->totalsize + 1023) / 1024) : 0, mod->name);
+ {
+ if ((mod = (dp_model_t *) Mem_ExpandableArray_RecordAtIndex(&models, i)) && mod->name[0] && mod->name[0] != '*')
+ {
+ if (mod->brush.numsubmodels)
+ Con_Printf("%4iK %s (%i submodels)\n", mod->mempool ? (int)((mod->mempool->totalsize + 1023) / 1024) : 0, mod->name, mod->brush.numsubmodels);
+ else
+ Con_Printf("%4iK %s\n", mod->mempool ? (int)((mod->mempool->totalsize + 1023) / 1024) : 0, mod->name);
+ }
+ }
}
/*
static void Mod_Precache(void)
{
if (Cmd_Argc() == 2)
- Mod_ForName(Cmd_Argv(1), false, true, cl.worldmodel && !strcasecmp(Cmd_Argv(1), cl.worldmodel->name));
+ Mod_ForName(Cmd_Argv(1), false, true, Cmd_Argv(1)[0] == '*' ? cl.model_name[1] : NULL);
else
Con_Print("usage: modelprecache <filename>\n");
}
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)
{
match = -1;
n[p] = match;
}
+
+ // also send a keepalive here (this can take a while too!)
+ 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
newmesh->maxtriangles = maxtriangles;
newmesh->numverts = 0;
newmesh->numtriangles = 0;
+ memset(newmesh->sideoffsets, 0, sizeof(newmesh->sideoffsets));
+ memset(newmesh->sidetotals, 0, sizeof(newmesh->sidetotals));
newmesh->vertex3f = (float *)data;data += maxverts * sizeof(float[3]);
if (light)
newmesh = Mod_ShadowMesh_Alloc(mempool, oldmesh->numverts, oldmesh->numtriangles, oldmesh->map_diffuse, oldmesh->map_specular, oldmesh->map_normal, light, neighbors, false);
newmesh->numverts = oldmesh->numverts;
newmesh->numtriangles = oldmesh->numtriangles;
+ memcpy(newmesh->sideoffsets, oldmesh->sideoffsets, sizeof(oldmesh->sideoffsets));
+ memcpy(newmesh->sidetotals, oldmesh->sidetotals, sizeof(oldmesh->sidetotals));
memcpy(newmesh->vertex3f, oldmesh->vertex3f, oldmesh->numverts * sizeof(float[3]));
if (newmesh->svector3f && oldmesh->svector3f)
}
Mod_ShadowMesh_AddTriangle(mempool, mesh, map_diffuse, map_specular, map_normal, vbuf);
}
+
+ // the triangle calculation can take a while, so let's do a keepalive here
+ CL_KeepaliveMessage(false);
}
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)
{
+ // the preparation before shadow mesh initialization can take a while, so let's do a keepalive here
+ CL_KeepaliveMessage(false);
+
return Mod_ShadowMesh_Alloc(mempool, maxverts, maxtriangles, map_diffuse, map_specular, map_normal, light, neighbors, expandable);
}
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
}
Mem_Free(mesh);
}
+
+ // this can take a while, so let's do a keepalive here
+ CL_KeepaliveMessage(false);
+
return firstmesh;
}
}
}
+void Mod_CreateCollisionMesh(dp_model_t *mod)
+{
+ int k;
+ int numcollisionmeshtriangles;
+ const msurface_t *surface;
+ mempool_t *mempool = mod->mempool;
+ if (!mempool && mod->brush.parentmodel)
+ mempool = mod->brush.parentmodel->mempool;
+ // make a single combined collision mesh for physics engine use
+ // TODO rewrite this to use the collision brushes as source, to fix issues with e.g. common/caulk which creates no drawsurface
+ numcollisionmeshtriangles = 0;
+ for (k = 0;k < mod->nummodelsurfaces;k++)
+ {
+ surface = mod->data_surfaces + mod->firstmodelsurface + k;
+ if (!(surface->texture->supercontents & SUPERCONTENTS_SOLID))
+ continue;
+ numcollisionmeshtriangles += surface->num_triangles;
+ }
+ mod->brush.collisionmesh = Mod_ShadowMesh_Begin(mempool, numcollisionmeshtriangles * 3, numcollisionmeshtriangles, NULL, NULL, NULL, false, false, true);
+ for (k = 0;k < mod->nummodelsurfaces;k++)
+ {
+ surface = mod->data_surfaces + mod->firstmodelsurface + k;
+ if (!(surface->texture->supercontents & SUPERCONTENTS_SOLID))
+ continue;
+ 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));
+ }
+ mod->brush.collisionmesh = Mod_ShadowMesh_Finish(mempool, mod->brush.collisionmesh, false, true, false);
+}
+
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)
{
float v[3], tc[3];
Mod_GetTerrainVertexFromBGRA(imagepixels, imagewidth, imageheight, ix, iy, vertex3f, texcoord2f, svector3f, tvector3f, normal3f, pixelstepmatrix, pixeltexturestepmatrix);
}
+#if 0
+void Mod_Terrain_SurfaceRecurseChunk(dp_model_t *model, int stepsize, int x, int y)
+{
+ float mins[3];
+ float maxs[3];
+ float chunkwidth = min(stepsize, model->terrain.width - 1 - x);
+ float chunkheight = min(stepsize, model->terrain.height - 1 - y);
+ float viewvector[3];
+ unsigned int firstvertex;
+ unsigned int *e;
+ float *v;
+ if (chunkwidth < 2 || chunkheight < 2)
+ return;
+ 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]);
+ 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]);
+ viewvector[0] = bound(mins[0], localvieworigin, maxs[0]) - model->terrain.vieworigin[0];
+ viewvector[1] = bound(mins[1], localvieworigin, maxs[1]) - model->terrain.vieworigin[1];
+ viewvector[2] = bound(mins[2], localvieworigin, maxs[2]) - model->terrain.vieworigin[2];
+ if (stepsize > 1 && VectorLength(viewvector) < stepsize*model->terrain.scale[0]*r_terrain_lodscale.value)
+ {
+ // too close for this stepsize, emit as 4 chunks instead
+ stepsize /= 2;
+ Mod_Terrain_SurfaceRecurseChunk(model, stepsize, x, y);
+ Mod_Terrain_SurfaceRecurseChunk(model, stepsize, x+stepsize, y);
+ Mod_Terrain_SurfaceRecurseChunk(model, stepsize, x, y+stepsize);
+ Mod_Terrain_SurfaceRecurseChunk(model, stepsize, x+stepsize, y+stepsize);
+ return;
+ }
+ // emit the geometry at stepsize into our vertex buffer / index buffer
+ // we add two columns and two rows for skirt
+ outwidth = chunkwidth+2;
+ outheight = chunkheight+2;
+ outwidth2 = outwidth-1;
+ outheight2 = outheight-1;
+ outwidth3 = outwidth+1;
+ outheight3 = outheight+1;
+ firstvertex = numvertices;
+ e = model->terrain.element3i + numtriangles;
+ numtriangles += chunkwidth*chunkheight*2+chunkwidth*2*2+chunkheight*2*2;
+ v = model->terrain.vertex3f + numvertices;
+ numvertices += (chunkwidth+1)*(chunkheight+1)+(chunkwidth+1)*2+(chunkheight+1)*2;
+ // emit the triangles (note: the skirt is treated as two extra rows and two extra columns)
+ for (ty = 0;ty < outheight;ty++)
+ {
+ for (tx = 0;tx < outwidth;tx++)
+ {
+ *e++ = firstvertex + (ty )*outwidth3+(tx );
+ *e++ = firstvertex + (ty )*outwidth3+(tx+1);
+ *e++ = firstvertex + (ty+1)*outwidth3+(tx+1);
+ *e++ = firstvertex + (ty )*outwidth3+(tx );
+ *e++ = firstvertex + (ty+1)*outwidth3+(tx+1);
+ *e++ = firstvertex + (ty+1)*outwidth3+(tx );
+ }
+ }
+ // TODO: emit surface vertices (x+tx*stepsize, y+ty*stepsize)
+ for (ty = 0;ty <= outheight;ty++)
+ {
+ skirtrow = ty == 0 || ty == outheight;
+ ry = y+bound(1, ty, outheight)*stepsize;
+ for (tx = 0;tx <= outwidth;tx++)
+ {
+ skirt = skirtrow || tx == 0 || tx == outwidth;
+ rx = x+bound(1, tx, outwidth)*stepsize;
+ v[0] = rx*scale[0];
+ v[1] = ry*scale[1];
+ v[2] = heightmap[ry*terrainwidth+rx]*scale[2];
+ v += 3;
+ }
+ }
+ // TODO: emit skirt vertices
+}
+
+void Mod_Terrain_UpdateSurfacesForViewOrigin(dp_model_t *model)
+{
+ for (y = 0;y < model->terrain.size[1];y += model->terrain.
+ Mod_Terrain_SurfaceRecurseChunk(model, model->terrain.maxstepsize, x, y);
+ Mod_Terrain_BuildChunk(model,
+}
+#endif
+
q3wavefunc_t Mod_LoadQ3Shaders_EnumerateWaveFunc(const char *s)
{
if (!strcasecmp(s, "sin")) return Q3WAVEFUNC_SIN;
return Q3WAVEFUNC_NONE;
}
-static void Q3Shaders_Clear()
+void Mod_FreeQ3Shaders(void)
{
- /* Just clear out everything... */
- Mem_FreePool (&q3shaders_mem);
- /* ...and alloc the structs again. */
- q3shaders_mem = Mem_AllocPool("q3shaders", 0, NULL);
- q3shader_data = (q3shader_data_t*)Mem_Alloc (q3shaders_mem,
- sizeof (q3shader_data_t));
- Mem_ExpandableArray_NewArray (&q3shader_data->hash_entries,
- q3shaders_mem, sizeof (q3shader_hash_entry_t), 256);
- Mem_ExpandableArray_NewArray (&q3shader_data->char_ptrs,
- q3shaders_mem, sizeof (char**), 256);
+ Mem_FreePool(&q3shaders_mem);
}
static void Q3Shader_AddToHash (q3shaderinfo_t* shader)
{
if (strcasecmp (entry->shader.name, shader->name) == 0)
{
- Con_Printf("Shader '%s' already defined\n", shader->name);
+ unsigned char *start, *end, *start2;
+ start = (unsigned char *) (&shader->Q3SHADERINFO_COMPARE_START);
+ 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_DPrintf("Shader '%s' already defined, ignoring mismatching redeclaration\n", shader->name);
+ else
+ Con_DPrintf("Shader '%s' already defined\n", shader->name);
return;
}
lastEntry = entry;
int numparameters;
char parameter[TEXTURE_MAXFRAMES + 4][Q3PATHLENGTH];
- Q3Shaders_Clear();
+ Mod_FreeQ3Shaders();
+
+ q3shaders_mem = Mem_AllocPool("q3shaders", 0, NULL);
+ q3shader_data = (q3shader_data_t*)Mem_Alloc (q3shaders_mem,
+ sizeof (q3shader_data_t));
+ Mem_ExpandableArray_NewArray (&q3shader_data->hash_entries,
+ q3shaders_mem, sizeof (q3shader_hash_entry_t), 256);
+ Mem_ExpandableArray_NewArray (&q3shader_data->char_ptrs,
+ q3shaders_mem, sizeof (char**), 256);
search = FS_Search("scripts/*.shader", true, false);
if (!search)
shader.reflectfactor = 1;
Vector4Set(shader.reflectcolor4f, 1, 1, 1, 1);
shader.r_water_wateralpha = 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 (!COM_ParseToken_QuakeC(&text, true))
break;
}
- for (j = numparameters;j < TEXTURE_MAXFRAMES + 4;j++)
- parameter[j][0] = 0;
- if (developer.integer >= 100)
+ //for (j = numparameters;j < TEXTURE_MAXFRAMES + 4;j++)
+ // parameter[j][0] = 0;
+ 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"))
{
int i;
layer->numframes = min(numparameters - 2, TEXTURE_MAXFRAMES);
layer->framerate = atof(parameter[1]);
- layer->texturename = Mem_Alloc (q3shaders_mem, sizeof (char*) * layer->numframes);
+ layer->texturename = (char **) Mem_Alloc (q3shaders_mem, sizeof (char*) * layer->numframes);
for (i = 0;i < layer->numframes;i++)
layer->texturename[i] = Mem_strdup (q3shaders_mem, parameter[i + 2]);
}
else if (!strcasecmp(parameter[1], "vertex")) layer->alphagen.alphagen = Q3ALPHAGEN_VERTEX;
else if (!strcasecmp(parameter[1], "wave"))
{
- layer->alphagen.alphagen = Q3RGBGEN_WAVE;
+ layer->alphagen.alphagen = Q3ALPHAGEN_WAVE;
layer->alphagen.wavefunc = Mod_LoadQ3Shaders_EnumerateWaveFunc(parameter[2]);
for (i = 0;i < numparameters - 3 && i < Q3WAVEPARMS;i++)
layer->alphagen.waveparms[i] = atof(parameter[i+3]);
else if (!strcasecmp(parameter[1], "rotate")) layer->tcmods[tcmodindex].tcmod = Q3TCMOD_ROTATE;
else if (!strcasecmp(parameter[1], "scale")) layer->tcmods[tcmodindex].tcmod = Q3TCMOD_SCALE;
else if (!strcasecmp(parameter[1], "scroll")) layer->tcmods[tcmodindex].tcmod = Q3TCMOD_SCROLL;
+ else if (!strcasecmp(parameter[1], "page")) layer->tcmods[tcmodindex].tcmod = Q3TCMOD_PAGE;
else if (!strcasecmp(parameter[1], "stretch"))
{
layer->tcmods[tcmodindex].tcmod = Q3TCMOD_STRETCH;
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) && (r_picmipworld.integer || (layer->texturename && layer->texturename[0] && strncmp(layer->texturename[0], "textures/", 9))))
+ if (!(shader.textureflags & Q3TEXTUREFLAG_NOPICMIP))
layer->texflags |= TEXF_PICMIP | TEXF_COMPRESS;
if (layer->clampmap)
layer->texflags |= TEXF_CLAMP;
if (!COM_ParseToken_QuakeC(&text, true))
break;
}
- for (j = numparameters;j < TEXTURE_MAXFRAMES + 4;j++)
- parameter[j][0] = 0;
+ //for (j = numparameters;j < TEXTURE_MAXFRAMES + 4;j++)
+ // 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;
else
Con_DPrintf("%s parsing warning: unknown surfaceparm \"%s\"\n", search->filenames[fileindex], parameter[1]);
}
+ else if (!strcasecmp(parameter[0], "dpshadow"))
+ 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], "sky") && numparameters >= 2)
{
// some q3 skies don't have the sky parm set
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)
+ {
+ shader.specularscalemod = atof(parameter[1]);
+ }
+ else if (!strcasecmp(parameter[0], "dp_glossexponentmod") && numparameters >= 2)
+ {
+ shader.specularpowermod = atof(parameter[1]);
+ }
else if (!strcasecmp(parameter[0], "deformvertexes") && numparameters >= 2)
{
int i, deformindex;
}
Mem_Free(f);
}
+ FS_FreeSearch(search);
}
q3shaderinfo_t *Mod_LookupQ3Shader(const char *name)
{
- unsigned short hash = CRC_Block_CaseInsensitive ((const unsigned char *)name, strlen (name));
- q3shader_hash_entry_t* entry = q3shader_data->hash + (hash % Q3SHADER_HASH_SIZE);
+ unsigned short hash;
+ q3shader_hash_entry_t* entry;
+ if (!q3shaders_mem)
+ Mod_LoadQ3Shaders();
+ hash = CRC_Block_CaseInsensitive ((const unsigned char *)name, strlen (name));
+ entry = q3shader_data->hash + (hash % Q3SHADER_HASH_SIZE);
while (entry != NULL)
{
if (strcasecmp (entry->shader.name, name) == 0)
qboolean Mod_LoadTextureFromQ3Shader(texture_t *texture, const char *name, qboolean warnmissing, qboolean fallback, int defaulttexflags)
{
int j;
+ int texflagsmask;
qboolean success = true;
q3shaderinfo_t *shader;
if (!name)
name = "";
strlcpy(texture->name, name, sizeof(texture->name));
shader = name[0] ? Mod_LookupQ3Shader(name) : NULL;
+
+ texflagsmask = ~0;
+ if(!(defaulttexflags & TEXF_PICMIP))
+ 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
+ // WHEN ADDING DEFAULTS HERE, REMEMBER TO SYNC TO SHADER LOADING ABOVE
+ // HERE, AND Q1BSP LOADING
+ // JUST GREP FOR "specularscalemod = 1".
+
if (shader)
{
if (developer_loading.integer)
Con_Printf("%s: loaded shader for %s\n", loadmodel->name, name);
texture->surfaceparms = shader->surfaceparms;
- texture->textureflags = shader->textureflags;
- texture->basematerialflags = 0;
+
+ // allow disabling of picmip or compression by defaulttexflags
+ texture->textureflags = shader->textureflags & texflagsmask;
+
if (shader->surfaceparms & Q3SURFACEPARM_SKY)
{
texture->basematerialflags = MATERIALFLAG_SKY | MATERIALFLAG_NOSHADOW;
texture->basematerialflags = MATERIALFLAG_NODRAW | MATERIALFLAG_NOSHADOW;
else
texture->basematerialflags = MATERIALFLAG_WALL;
+
if (shader->layers[0].alphatest)
texture->basematerialflags |= MATERIALFLAG_ALPHATEST | MATERIALFLAG_NOSHADOW;
if (shader->textureflags & Q3TEXTUREFLAG_TWOSIDED)
texture->skinframerate = primarylayer->framerate;
for (j = 0;j < primarylayer->numframes;j++)
{
- if (!(texture->skinframes[j] = R_SkinFrame_LoadExternal(primarylayer->texturename[j], primarylayer->texflags, false)))
+ if(cls.state == ca_dedicated)
+ {
+ texture->skinframes[j] = NULL;
+ }
+ else if (!(texture->skinframes[j] = R_SkinFrame_LoadExternal(primarylayer->texturename[j], primarylayer->texflags & texflagsmask, 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->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 (!(texture->backgroundskinframes[j] = R_SkinFrame_LoadExternal(backgroundlayer->texturename[j], backgroundlayer->texflags, false)))
+ if(cls.state == ca_dedicated)
+ {
+ texture->skinframes[j] = NULL;
+ }
+ else if (!(texture->backgroundskinframes[j] = R_SkinFrame_LoadExternal(backgroundlayer->texturename[j], backgroundlayer->texflags & texflagsmask, 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();
}
}
}
+ if (shader->dpshadow)
+ texture->basematerialflags &= ~MATERIALFLAG_NOSHADOW;
+ if (shader->dpnoshadow)
+ texture->basematerialflags |= MATERIALFLAG_NOSHADOW;
memcpy(texture->deforms, shader->deforms, sizeof(texture->deforms));
texture->reflectmin = shader->reflectmin;
texture->reflectmax = shader->reflectmax;
texture->reflectfactor = shader->reflectfactor;
Vector4Copy(shader->reflectcolor4f, texture->reflectcolor4f);
texture->r_water_wateralpha = shader->r_water_wateralpha;
+ texture->specularscalemod = shader->specularscalemod;
+ texture->specularpowermod = shader->specularpowermod;
+ if (shader->dpreflectcube[0])
+ texture->reflectcubetexture = R_GetCubemap(shader->dpreflectcube);
}
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;
}
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;
}
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;
else
texture->basematerialflags |= MATERIALFLAG_WALL;
texture->numskinframes = 1;
- if (fallback)
+ if(cls.state == ca_dedicated)
{
- if (!(texture->skinframes[0] = R_SkinFrame_LoadExternal(texture->name, defaulttexflags, false)))
- success = false;
+ texture->skinframes[0] = NULL;
}
else
- success = false;
- if (!success && warnmissing)
- Con_Printf("^1%s:^7 could not load texture ^3\"%s\"\n", loadmodel->name, texture->name);
+ {
+ if (fallback)
+ {
+ if ((texture->skinframes[0] = R_SkinFrame_LoadExternal(texture->name, defaulttexflags, false)))
+ {
+ if(texture->skinframes[0]->hasalpha)
+ texture->basematerialflags |= MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
+ }
+ else
+ success = false;
+ }
+ else
+ success = false;
+ if (!success && warnmissing)
+ Con_Printf("^1%s:^7 could not load texture ^3\"%s\"\n", loadmodel->name, texture->name);
+ }
}
// init the animation variables
texture->currentframe = texture;
tag_torso,
*/
memset(word, 0, sizeof(word));
- for (i = 0;i < MAX_SKINS && (data = text = (char *)FS_LoadFile(va("%s_%i.skin", loadmodel->name, i), tempmempool, true, NULL));i++)
+ for (i = 0;i < 256 && (data = text = (char *)FS_LoadFile(va("%s_%i.skin", loadmodel->name, i), tempmempool, true, NULL));i++)
{
// If it's the first file we parse
if (skinfile == NULL)
int Mod_RemoveDegenerateTriangles(int numtriangles, const int *inelement3i, int *outelement3i, const float *vertex3f)
{
int i, outtriangles;
- float d, edgedir[3], temp[3];
+ float edgedir1[3], edgedir2[3], temp[3];
// a degenerate triangle is one with no width (thickness, surface area)
// these are characterized by having all 3 points colinear (along a line)
// or having two points identical
+ // the simplest check is to calculate the triangle's area
for (i = 0, outtriangles = 0;i < numtriangles;i++, inelement3i += 3)
{
// calculate first edge
- VectorSubtract(vertex3f + inelement3i[1] * 3, vertex3f + inelement3i[0] * 3, edgedir);
- if (VectorLength2(edgedir) < 0.0001f)
- continue; // degenerate first edge (no length)
- VectorNormalize(edgedir);
- // check if third point is on the edge (colinear)
- d = -DotProduct(vertex3f + inelement3i[2] * 3, edgedir);
- VectorMA(vertex3f + inelement3i[2] * 3, d, edgedir, temp);
- if (VectorLength2(temp) < 0.0001f)
- continue; // third point colinear with first edge
- // valid triangle (no colinear points, no duplicate points)
+ VectorSubtract(vertex3f + inelement3i[1] * 3, vertex3f + inelement3i[0] * 3, edgedir1);
+ VectorSubtract(vertex3f + inelement3i[2] * 3, vertex3f + inelement3i[0] * 3, edgedir2);
+ CrossProduct(edgedir1, edgedir2, temp);
+ if (VectorLength2(temp) < 0.001f)
+ continue; // degenerate triangle (no area)
+ // valid triangle (has area)
VectorCopy(inelement3i, outelement3i);
outelement3i += 3;
outtriangles++;
*lastvertexpointer = lastvertex;
}
-static void Mod_BuildVBOs(void)
+void Mod_MakeSortedSurfaces(dp_model_t *mod)
+{
+ // make an optimal set of texture-sorted batches to draw...
+ int j, t;
+ int *firstsurfacefortexture;
+ int *numsurfacesfortexture;
+ if (!mod->sortedmodelsurfaces)
+ mod->sortedmodelsurfaces = (int *) Mem_Alloc(loadmodel->mempool, mod->nummodelsurfaces * sizeof(*mod->sortedmodelsurfaces));
+ firstsurfacefortexture = (int *) Mem_Alloc(tempmempool, mod->num_textures * sizeof(*firstsurfacefortexture));
+ numsurfacesfortexture = (int *) Mem_Alloc(tempmempool, mod->num_textures * sizeof(*numsurfacesfortexture));
+ memset(numsurfacesfortexture, 0, mod->num_textures * sizeof(*numsurfacesfortexture));
+ 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);
+ numsurfacesfortexture[t]++;
+ }
+ j = 0;
+ for (t = 0;t < mod->num_textures;t++)
+ {
+ firstsurfacefortexture[t] = j;
+ j += numsurfacesfortexture[t];
+ }
+ 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);
+ mod->sortedmodelsurfaces[firstsurfacefortexture[t]++] = j + mod->firstmodelsurface;
+ }
+ Mem_Free(firstsurfacefortexture);
+ Mem_Free(numsurfacesfortexture);
+}
+
+void Mod_BuildVBOs(void)
{
- if (!gl_support_arb_vertex_buffer_object)
+ 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 (loadmodel->surfmesh.data_element3s[i] != loadmodel->surfmesh.data_element3i[i])
+ {
+ Con_Printf("Mod_BuildVBOs: element %u is incorrect (%u should be %u)\n", i, loadmodel->surfmesh.data_element3s[i], loadmodel->surfmesh.data_element3i[i]);
+ loadmodel->surfmesh.data_element3s[i] = loadmodel->surfmesh.data_element3i[i];
+ }
+ }
+ }
+
+ 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
if (loadmodel->surfmesh.num_triangles)
{
if (loadmodel->surfmesh.data_element3s)
- {
- int i;
- for (i = 0;i < loadmodel->surfmesh.num_triangles*3;i++)
- loadmodel->surfmesh.data_element3s[i] = loadmodel->surfmesh.data_element3i[i];
loadmodel->surfmesh.ebo3s = R_Mesh_CreateStaticBufferObject(GL_ELEMENT_ARRAY_BUFFER_ARB, loadmodel->surfmesh.data_element3s, loadmodel->surfmesh.num_triangles * sizeof(unsigned short[3]), loadmodel->name);
- }
else
loadmodel->surfmesh.ebo3i = R_Mesh_CreateStaticBufferObject(GL_ELEMENT_ARRAY_BUFFER_ARB, loadmodel->surfmesh.data_element3i, loadmodel->surfmesh.num_triangles * sizeof(unsigned int[3]), loadmodel->name);
}
Mem_Free(mem);
}
}
+
+static void Mod_Decompile_OBJ(dp_model_t *model, const char *filename, const char *mtlfilename, const char *originalfilename)
+{
+ int vertexindex, surfaceindex, triangleindex, textureindex, countvertices = 0, countsurfaces = 0, countfaces = 0, counttextures = 0;
+ int a, b, c;
+ const char *texname;
+ const int *e;
+ const float *v, *vn, *vt;
+ size_t l;
+ size_t outbufferpos = 0;
+ size_t outbuffermax = 0x100000;
+ char *outbuffer = (char *) Z_Malloc(outbuffermax), *oldbuffer;
+ const msurface_t *surface;
+ const int maxtextures = 256;
+ char *texturenames = (char *) Z_Malloc(maxtextures * MAX_QPATH);
+
+ // construct the mtllib file
+ l = dpsnprintf(outbuffer + outbufferpos, outbuffermax - outbufferpos, "# mtllib for %s exported by darkplaces engine\n", originalfilename);
+ if (l > 0)
+ outbufferpos += l;
+ for (surfaceindex = 0, surface = model->data_surfaces;surfaceindex < model->num_surfaces;surfaceindex++, surface++)
+ {
+ countsurfaces++;
+ countvertices += surface->num_vertices;
+ countfaces += surface->num_triangles;
+ texname = (surface->texture && surface->texture->name[0]) ? surface->texture->name : "default";
+ for (textureindex = 0;textureindex < counttextures;textureindex++)
+ if (!strcmp(texturenames + textureindex * MAX_QPATH, texname))
+ break;
+ if (textureindex < counttextures)
+ continue; // already wrote this material entry
+ if (textureindex >= maxtextures)
+ continue; // just a precaution
+ textureindex = counttextures++;
+ strlcpy(texturenames + textureindex * MAX_QPATH, texname, MAX_QPATH);
+ if (outbufferpos >= outbuffermax >> 1)
+ {
+ outbuffermax *= 2;
+ oldbuffer = outbuffer;
+ outbuffer = (char *) Z_Malloc(outbuffermax);
+ memcpy(outbuffer, oldbuffer, outbufferpos);
+ Z_Free(oldbuffer);
+ }
+ 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");
+ if (l > 0)
+ outbufferpos += l;
+ }
+
+ // write the mtllib file
+ FS_WriteFile(mtlfilename, outbuffer, outbufferpos);
+ outbufferpos = 0;
+
+ // construct the obj file
+ 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);
+ if (l > 0)
+ outbufferpos += l;
+ 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)
+ {
+ if (outbufferpos >= outbuffermax >> 1)
+ {
+ outbuffermax *= 2;
+ oldbuffer = outbuffer;
+ outbuffer = (char *) Z_Malloc(outbuffermax);
+ memcpy(outbuffer, oldbuffer, outbufferpos);
+ Z_Free(oldbuffer);
+ }
+ 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]);
+ if (l > 0)
+ outbufferpos += l;
+ }
+ for (surfaceindex = 0, surface = model->data_surfaces;surfaceindex < model->num_surfaces;surfaceindex++, surface++)
+ {
+ l = dpsnprintf(outbuffer + outbufferpos, outbuffermax - outbufferpos, "usemtl %s\n", (surface->texture && surface->texture->name[0]) ? surface->texture->name : "default");
+ if (l > 0)
+ outbufferpos += l;
+ for (triangleindex = 0, e = model->surfmesh.data_element3i + surface->num_firsttriangle * 3;triangleindex < surface->num_triangles;triangleindex++, e += 3)
+ {
+ if (outbufferpos >= outbuffermax >> 1)
+ {
+ outbuffermax *= 2;
+ oldbuffer = outbuffer;
+ outbuffer = (char *) Z_Malloc(outbuffermax);
+ memcpy(outbuffer, oldbuffer, outbufferpos);
+ Z_Free(oldbuffer);
+ }
+ a = e[0]+1;
+ b = e[2]+1;
+ c = e[1]+1;
+ 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);
+ if (l > 0)
+ outbufferpos += l;
+ }
+ }
+
+ // write the obj file
+ FS_WriteFile(filename, outbuffer, outbufferpos);
+
+ // clean up
+ Z_Free(outbuffer);
+ Z_Free(texturenames);
+
+ // print some stats
+ Con_Printf("Wrote %s (%i bytes, %i vertices, %i faces, %i surfaces with %i distinct textures)\n", filename, (int)outbufferpos, countvertices, countfaces, countsurfaces, counttextures);
+}
+
+static void Mod_Decompile_SMD(dp_model_t *model, const char *filename, int firstpose, int numposes, qboolean writetriangles)
+{
+ int countnodes = 0, counttriangles = 0, countframes = 0;
+ int surfaceindex;
+ int triangleindex;
+ int transformindex;
+ int poseindex;
+ int cornerindex;
+ const int *e;
+ size_t l;
+ size_t outbufferpos = 0;
+ size_t outbuffermax = 0x100000;
+ char *outbuffer = (char *) Z_Malloc(outbuffermax), *oldbuffer;
+ const msurface_t *surface;
+ l = dpsnprintf(outbuffer + outbufferpos, outbuffermax - outbufferpos, "version 1\nnodes\n");
+ if (l > 0)
+ outbufferpos += l;
+ for (transformindex = 0;transformindex < model->num_bones;transformindex++)
+ {
+ if (outbufferpos >= outbuffermax >> 1)
+ {
+ outbuffermax *= 2;
+ oldbuffer = outbuffer;
+ outbuffer = (char *) Z_Malloc(outbuffermax);
+ memcpy(outbuffer, oldbuffer, outbufferpos);
+ Z_Free(oldbuffer);
+ }
+ countnodes++;
+ l = dpsnprintf(outbuffer + outbufferpos, outbuffermax - outbufferpos, "%3i \"%s\" %3i\n", transformindex, model->data_bones[transformindex].name, model->data_bones[transformindex].parent);
+ if (l > 0)
+ outbufferpos += l;
+ }
+ l = dpsnprintf(outbuffer + outbufferpos, outbuffermax - outbufferpos, "end\nskeleton\n");
+ if (l > 0)
+ outbufferpos += l;
+ 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++)
+ {
+ float angles[3];
+ float mtest[4][3];
+ matrix4x4_t posematrix;
+ if (outbufferpos >= outbuffermax >> 1)
+ {
+ outbuffermax *= 2;
+ oldbuffer = outbuffer;
+ outbuffer = (char *) Z_Malloc(outbuffermax);
+ memcpy(outbuffer, oldbuffer, outbufferpos);
+ Z_Free(oldbuffer);
+ }
+
+ // strangely the smd angles are for a transposed matrix, so we
+ // have to generate a transposed matrix, then convert that...
+ 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;
+
+#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[4][3];
+ // smd matrix construction, for comparing
+ sy = sin(c);
+ cy = cos(c);
+ sp = sin(b);
+ cp = cos(b);
+ sr = sin(a);
+ cr = cos(a);
+
+ test[0][0] = cp*cy;
+ 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[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[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, mtest[3][0], mtest[3][1], mtest[3][2], DEG2RAD(angles[ROLL]), DEG2RAD(angles[PITCH]), DEG2RAD(angles[YAW]));
+ if (l > 0)
+ outbufferpos += l;
+ }
+ }
+ l = dpsnprintf(outbuffer + outbufferpos, outbuffermax - outbufferpos, "end\n");
+ if (l > 0)
+ outbufferpos += l;
+ if (writetriangles)
+ {
+ l = dpsnprintf(outbuffer + outbufferpos, outbuffermax - outbufferpos, "triangles\n");
+ if (l > 0)
+ outbufferpos += l;
+ for (surfaceindex = 0, surface = model->data_surfaces;surfaceindex < model->num_surfaces;surfaceindex++, surface++)
+ {
+ for (triangleindex = 0, e = model->surfmesh.data_element3i + surface->num_firsttriangle * 3;triangleindex < surface->num_triangles;triangleindex++, e += 3)
+ {
+ counttriangles++;
+ if (outbufferpos >= outbuffermax >> 1)
+ {
+ outbuffermax *= 2;
+ oldbuffer = outbuffer;
+ outbuffer = (char *) Z_Malloc(outbuffermax);
+ memcpy(outbuffer, oldbuffer, outbufferpos);
+ Z_Free(oldbuffer);
+ }
+ l = dpsnprintf(outbuffer + outbufferpos, outbuffermax - outbufferpos, "%s\n", surface->texture && surface->texture->name[0] ? surface->texture->name : "default.bmp");
+ if (l > 0)
+ outbufferpos += l;
+ for (cornerindex = 0;cornerindex < 3;cornerindex++)
+ {
+ const int index = e[2-cornerindex];
+ 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]);
+ if (l > 0)
+ outbufferpos += l;
+ }
+ }
+ }
+ l = dpsnprintf(outbuffer + outbufferpos, outbuffermax - outbufferpos, "end\n");
+ if (l > 0)
+ outbufferpos += l;
+ }
+
+ FS_WriteFile(filename, outbuffer, outbufferpos);
+ Z_Free(outbuffer);
+
+ Con_Printf("Wrote %s (%i bytes, %i nodes, %i frames, %i triangles)\n", filename, (int)outbufferpos, countnodes, countframes, counttriangles);
+}
+
+/*
+================
+Mod_Decompile_f
+
+decompiles a model to editable files
+================
+*/
+static void Mod_Decompile_f(void)
+{
+ int i, j, k, l, first, count;
+ dp_model_t *mod;
+ char inname[MAX_QPATH];
+ char outname[MAX_QPATH];
+ char mtlname[MAX_QPATH];
+ char basename[MAX_QPATH];
+ char animname[MAX_QPATH];
+ char animname2[MAX_QPATH];
+ char zymtextbuffer[16384];
+ char dpmtextbuffer[16384];
+ int zymtextsize = 0;
+ int dpmtextsize = 0;
+
+ if (Cmd_Argc() != 2)
+ {
+ Con_Print("usage: modeldecompile <filename>\n");
+ return;
+ }
+
+ strlcpy(inname, Cmd_Argv(1), sizeof(inname));
+ FS_StripExtension(inname, basename, sizeof(basename));
+
+ mod = Mod_ForName(inname, false, true, inname[0] == '*' ? cl.model_name[1] : NULL);
+ if (mod->brush.submodel)
+ {
+ // if we're decompiling a submodel, be sure to give it a proper name based on its parent
+ FS_StripExtension(cl.model_name[1], outname, sizeof(outname));
+ 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");
+ return;
+ }
+
+ // export OBJ if possible (not on sprites)
+ if (mod->surfmesh.num_triangles)
+ {
+ dpsnprintf(outname, sizeof(outname), "%s_decompiled.obj", basename);
+ dpsnprintf(mtlname, sizeof(mtlname), "%s_decompiled.mtl", basename);
+ Mod_Decompile_OBJ(mod, outname, mtlname, inname);
+ }
+
+ // export SMD if possible (only for skeletal models)
+ if (mod->surfmesh.num_triangles && mod->num_bones)
+ {
+ dpsnprintf(outname, sizeof(outname), "%s_decompiled/ref1.smd", basename);
+ Mod_Decompile_SMD(mod, outname, 0, 1, true);
+ l = dpsnprintf(zymtextbuffer + zymtextsize, sizeof(zymtextbuffer) - zymtextsize, "output out.zym\nscale 1\norigin 0 0 0\nmesh ref1.smd\n");
+ if (l > 0) zymtextsize += l;
+ l = dpsnprintf(dpmtextbuffer + dpmtextsize, sizeof(dpmtextbuffer) - dpmtextsize, "outputdir .\nmodel out\nscale 1\norigin 0 0 0\nscene ref1.smd\n");
+ if (l > 0) dpmtextsize += l;
+ for (i = 0;i < mod->numframes;i = j)
+ {
+ strlcpy(animname, mod->animscenes[i].name, sizeof(animname));
+ first = mod->animscenes[i].firstframe;
+ if (mod->animscenes[i].framecount > 1)
+ {
+ // framegroup anim
+ count = mod->animscenes[i].framecount;
+ j = i + 1;
+ }
+ else
+ {
+ // 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] != '_')
+ k = l + 1;
+ 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] != '_')
+ k = l + 1;
+ animname2[k] = 0;
+ if (strcmp(animname2, animname) || mod->animscenes[j].framecount > 1)
+ {
+ count = mod->animscenes[j].firstframe - first;
+ break;
+ }
+ }
+ // if it's only one frame, use the original frame name
+ if (j == i + 1)
+ strlcpy(animname, mod->animscenes[i].name, sizeof(animname));
+
+ }
+ dpsnprintf(outname, sizeof(outname), "%s_decompiled/%s.smd", basename, animname);
+ 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);
+ if (l > 0) zymtextsize += l;
+ }
+ if (dpmtextsize < (int)sizeof(dpmtextbuffer) - 100)
+ {
+ l = dpsnprintf(dpmtextbuffer + dpmtextsize, sizeof(dpmtextbuffer) - dpmtextsize, "scene %s.smd\n", animname);
+ if (l > 0) dpmtextsize += 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);
+ }
+}
+
+void Mod_AllocLightmap_Init(mod_alloclightmap_state_t *state, int width, int height)
+{
+ int y;
+ memset(state, 0, sizeof(*state));
+ state->width = width;
+ state->height = height;
+ state->currentY = 0;
+ state->rows = Mem_Alloc(loadmodel->mempool, state->height * sizeof(*state->rows));
+ for (y = 0;y < state->height;y++)
+ {
+ state->rows[y].currentX = 0;
+ state->rows[y].rowY = -1;
+ }
+}
+
+void Mod_AllocLightmap_Reset(mod_alloclightmap_state_t *state)
+{
+ int y;
+ state->currentY = 0;
+ for (y = 0;y < state->height;y++)
+ {
+ state->rows[y].currentX = 0;
+ state->rows[y].rowY = -1;
+ }
+}
+
+void Mod_AllocLightmap_Free(mod_alloclightmap_state_t *state)
+{
+ if (state->rows)
+ Mem_Free(state->rows);
+ memset(state, 0, sizeof(*state));
+}
+
+qboolean Mod_AllocLightmap_Block(mod_alloclightmap_state_t *state, int blockwidth, int blockheight, int *outx, int *outy)
+{
+ mod_alloclightmap_row_t *row;
+ int y;
+
+ row = state->rows + blockheight;
+ if ((row->rowY < 0) || (row->currentX + blockwidth > state->width))
+ {
+ if (state->currentY + blockheight <= state->height)
+ {
+ // use the current allocation position
+ row->rowY = state->currentY;
+ row->currentX = 0;
+ state->currentY += blockheight;
+ }
+ else
+ {
+ // find another position
+ for (y = blockheight;y < state->height;y++)
+ {
+ if ((state->rows[y].rowY >= 0) && (state->rows[y].currentX + blockwidth <= state->width))
+ {
+ row = state->rows + y;
+ break;
+ }
+ }
+ if (y == state->height)
+ return false;
+ }
+ }
+ *outy = row->rowY;
+ *outx = row->currentX;
+ row->currentX += blockwidth;
+
+ return true;
+}
+
+typedef struct lightmapsample_s
+{
+ float pos[3];
+ float sh1[4][3];
+ float *vertex_color;
+ unsigned char *lm_bgr;
+ unsigned char *lm_dir;
+}
+lightmapsample_t;
+
+typedef struct lightmapvertex_s
+{
+ int index;
+ float pos[3];
+ float normal[3];
+ float texcoordbase[2];
+ float texcoordlightmap[2];
+ float lightcolor[4];
+}
+lightmapvertex_t;
+
+typedef struct lightmaptriangle_s
+{
+ int triangleindex;
+ int surfaceindex;
+ int lightmapindex;
+ int axis;
+ int lmoffset[2];
+ int lmsize[2];
+ // 2D modelspace coordinates of min corner
+ // snapped to lightmap grid but not in grid coordinates
+ float lmbase[2];
+ // 2D modelspace to lightmap coordinate scale
+ float lmscale[2];
+ float vertex[3][3];
+ float mins[3];
+ float maxs[3];
+}
+lightmaptriangle_t;
+
+typedef struct lightmaplight_s
+{
+ float origin[3];
+ float radius;
+ float iradius;
+ float radius2;
+ float color[3];
+ svbsp_t svbsp;
+}
+lightmaplight_t;
+
+lightmaptriangle_t *mod_generatelightmaps_lightmaptriangles;
+
+#define MAX_LIGHTMAPSAMPLES 64
+static int mod_generatelightmaps_numoffsets[3];
+static float mod_generatelightmaps_offsets[3][MAX_LIGHTMAPSAMPLES][3];
+
+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;
+ int triangleindex;
+ const msurface_t *surface;
+ const float *vertex3f = model->surfmesh.data_vertex3f;
+ const int *element3i = model->surfmesh.data_element3i;
+ const int *e;
+ 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 (surface->texture->basematerialflags & MATERIALFLAG_NOSHADOW)
+ continue;
+ for (triangleindex = 0, e = element3i + 3*surface->num_firsttriangle;triangleindex < surface->num_triangles;triangleindex++, e += 3)
+ {
+ VectorCopy(vertex3f + 3*e[0], v2[0]);
+ VectorCopy(vertex3f + 3*e[1], v2[1]);
+ VectorCopy(vertex3f + 3*e[2], v2[2]);
+ SVBSP_AddPolygon(svbsp, 3, v2[0], true, NULL, NULL, 0);
+ }
+ }
+}
+
+static void Mod_GenerateLightmaps_CreateLights_ComputeSVBSP(dp_model_t *model, lightmaplight_t *lightinfo)
+{
+ int maxnodes = 1<<14;
+ svbsp_node_t *nodes;
+ float origin[3];
+ float mins[3];
+ float maxs[3];
+ svbsp_t svbsp;
+ VectorSet(mins, lightinfo->origin[0] - lightinfo->radius, lightinfo->origin[1] - lightinfo->radius, lightinfo->origin[2] - lightinfo->radius);
+ VectorSet(maxs, lightinfo->origin[0] + lightinfo->radius, lightinfo->origin[1] + lightinfo->radius, lightinfo->origin[2] + lightinfo->radius);
+ VectorCopy(lightinfo->origin, origin);
+ nodes = Mem_Alloc(tempmempool, maxnodes * sizeof(*nodes));
+ for (;;)
+ {
+ SVBSP_Init(&svbsp, origin, maxnodes, nodes);
+ Mod_GenerateLightmaps_CreateLights_ComputeSVBSP_InsertSurfaces(model, &svbsp, mins, maxs);
+ if (svbsp.ranoutofnodes)
+ {
+ maxnodes *= 2;
+ if (maxnodes >= 1<<22)
+ {
+ Mem_Free(nodes);
+ return;
+ }
+ Mem_Free(nodes);
+ nodes = Mem_Alloc(tempmempool, maxnodes * sizeof(*nodes));
+ }
+ else
+ break;
+ }
+ if (svbsp.numnodes > 0)
+ {
+ svbsp.nodes = Mem_Alloc(tempmempool, svbsp.numnodes * sizeof(*nodes));
+ memcpy(svbsp.nodes, nodes, svbsp.numnodes * sizeof(*nodes));
+ lightinfo->svbsp = svbsp;
+ }
+ Mem_Free(nodes);
+}
+
+static void Mod_GenerateLightmaps_CreateLights(dp_model_t *model)
+{
+ int index;
+ int result;
+ lightmaplight_t *lightinfo;
+ float origin[3];
+ float radius;
+ float color[3];
+ mod_generatelightmaps_numlights = 0;
+ for (index = 0;;index++)
+ {
+ result = R_Shadow_GetRTLightInfo(index, origin, &radius, color);
+ if (result < 0)
+ break;
+ if (result > 0)
+ mod_generatelightmaps_numlights++;
+ }
+ if (mod_generatelightmaps_numlights > 0)
+ {
+ mod_generatelightmaps_lightinfo = Mem_Alloc(tempmempool, mod_generatelightmaps_numlights * sizeof(*mod_generatelightmaps_lightinfo));
+ lightinfo = mod_generatelightmaps_lightinfo;
+ for (index = 0;;index++)
+ {
+ result = R_Shadow_GetRTLightInfo(index, lightinfo->origin, &lightinfo->radius, lightinfo->color);
+ if (result < 0)
+ break;
+ if (result > 0)
+ lightinfo++;
+ }
+ }
+ for (index = 0, lightinfo = mod_generatelightmaps_lightinfo;index < mod_generatelightmaps_numlights;index++, lightinfo++)
+ {
+ lightinfo->iradius = 1.0f / lightinfo->radius;
+ lightinfo->radius2 = lightinfo->radius * lightinfo->radius;
+ // TODO: compute svbsp
+ Mod_GenerateLightmaps_CreateLights_ComputeSVBSP(model, lightinfo);
+ }
+}
+
+static void Mod_GenerateLightmaps_DestroyLights(dp_model_t *model)
+{
+ int i;
+ if (mod_generatelightmaps_lightinfo)
+ {
+ for (i = 0;i < mod_generatelightmaps_numlights;i++)
+ if (mod_generatelightmaps_lightinfo[i].svbsp.nodes)
+ Mem_Free(mod_generatelightmaps_lightinfo[i].svbsp.nodes);
+ Mem_Free(mod_generatelightmaps_lightinfo);
+ }
+ mod_generatelightmaps_lightinfo = NULL;
+ mod_generatelightmaps_numlights = 0;
+}
+
+static qboolean Mod_GenerateLightmaps_SamplePoint_SVBSP(const svbsp_t *svbsp, const float *pos)
+{
+ const svbsp_node_t *node;
+ const svbsp_node_t *nodes = svbsp->nodes;
+ int num = 0;
+ while (num >= 0)
+ {
+ node = nodes + num;
+ num = node->children[DotProduct(node->plane, pos) < node->plane[3]];
+ }
+ return num == -1; // true if empty, false if solid (shadowed)
+}
+
+static void Mod_GenerateLightmaps_SamplePoint(const float *pos, const float *normal, float *sample, int numoffsets, const float *offsets)
+{
+ int i;
+ float relativepoint[3];
+ float color[3];
+ float offsetpos[3];
+ float dist;
+ float dist2;
+ float intensity;
+ int offsetindex;
+ int hits;
+ int tests;
+ const lightmaplight_t *lightinfo;
+ trace_t trace;
+ for (i = 0;i < 5*3;i++)
+ sample[i] = 0.0f;
+ for (i = 0, lightinfo = mod_generatelightmaps_lightinfo;i < mod_generatelightmaps_numlights;i++, lightinfo++)
+ {
+ //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;
+ dist = sqrt(dist2) * lightinfo->iradius;
+ intensity = dist < 1 ? ((1.0f - dist) * r_shadow_lightattenuationlinearscale.value / (r_shadow_lightattenuationdividebias.value + dist*dist)) : 0;
+ if (intensity <= 0)
+ continue;
+ if (cl.worldmodel && cl.worldmodel->TraceLine && numoffsets > 0)
+ {
+ hits = 0;
+ tests = 1;
+ if (Mod_GenerateLightmaps_SamplePoint_SVBSP(&lightinfo->svbsp, pos))
+ hits++;
+ for (offsetindex = 1;offsetindex < numoffsets;offsetindex++)
+ {
+ VectorAdd(pos, offsets + 3*offsetindex, offsetpos);
+ 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);
+ if (trace.fraction < 1)
+ VectorLerp(pos, trace.fraction, offsetpos, offsetpos);
+ }
+ tests++;
+ if (Mod_GenerateLightmaps_SamplePoint_SVBSP(&lightinfo->svbsp, offsetpos))
+ hits++;
+ }
+ if (!hits)
+ continue;
+ // scale intensity according to how many rays succeeded
+ // we know one test is valid, half of the rest will fail...
+ //if (normal && tests > 1)
+ // intensity *= (tests - 1.0f) / tests;
+ intensity *= (float)hits / tests;
+ }
+ // scale down intensity to add to both ambient and diffuse
+ //intensity *= 0.5f;
+ VectorNormalize(relativepoint);
+ VectorScale(lightinfo->color, 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);
+ }
+}
+
+static void Mod_GenerateLightmaps_LightmapSample(const float *pos, const float *normal, unsigned char *lm_bgr, unsigned char *lm_dir)
+{
+ float sample[5*3];
+ float color[3];
+ float dir[3];
+ float f;
+ Mod_GenerateLightmaps_SamplePoint(pos, normal, sample, mod_generatelightmaps_numoffsets[0], mod_generatelightmaps_offsets[0][0]);
+ //VectorSet(dir, sample[3] + sample[4] + sample[5], sample[6] + sample[7] + sample[8], sample[9] + sample[10] + sample[11]);
+ VectorCopy(sample + 12, dir);
+ VectorNormalize(dir);
+ //VectorAdd(dir, normal, dir);
+ //VectorNormalize(dir);
+ f = DotProduct(dir, normal);
+ f = max(0, f) * 255.0f;
+ VectorScale(sample, f, color);
+ //VectorCopy(normal, dir);
+ VectorSet(dir, (dir[0]+1.0f)*127.5f, (dir[1]+1.0f)*127.5f, (dir[2]+1.0f)*127.5f);
+ lm_bgr[0] = (unsigned char)bound(0.0f, color[2], 255.0f);
+ lm_bgr[1] = (unsigned char)bound(0.0f, color[1], 255.0f);
+ lm_bgr[2] = (unsigned char)bound(0.0f, color[0], 255.0f);
+ lm_bgr[3] = 255;
+ lm_dir[0] = (unsigned char)dir[2];
+ lm_dir[1] = (unsigned char)dir[1];
+ lm_dir[2] = (unsigned char)dir[0];
+ lm_dir[3] = 255;
+}
+
+static void Mod_GenerateLightmaps_VertexSample(const float *pos, const float *normal, float *vertex_color)
+{
+ float sample[5*3];
+ Mod_GenerateLightmaps_SamplePoint(pos, normal, sample, mod_generatelightmaps_numoffsets[1], mod_generatelightmaps_offsets[1][0]);
+ VectorCopy(sample, vertex_color);
+}
+
+static void Mod_GenerateLightmaps_GridSample(const float *pos, q3dlightgrid_t *s)
+{
+ float sample[5*3];
+ float ambient[3];
+ float diffuse[3];
+ float dir[3];
+ Mod_GenerateLightmaps_SamplePoint(pos, NULL, sample, mod_generatelightmaps_numoffsets[2], mod_generatelightmaps_offsets[2][0]);
+ // 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]) * 127.5f;
+ diffuse[1] = (dir[0]*sample[4] + dir[1]*sample[7] + dir[2]*sample[10] + sample[ 1]) * 127.5f;
+ diffuse[2] = (dir[0]*sample[5] + dir[1]*sample[8] + dir[2]*sample[11] + sample[ 2]) * 127.5f;
+ // scale the ambient from 0-2 to 0-255 and subtract some of diffuse
+ VectorScale(sample, 127.5f, ambient);
+ VectorMA(ambient, -0.333f, diffuse, ambient);
+ // encode to the grid format
+ s->ambientrgb[0] = (unsigned char)bound(0.0f, ambient[0], 255.0f);
+ s->ambientrgb[1] = (unsigned char)bound(0.0f, ambient[1], 255.0f);
+ s->ambientrgb[2] = (unsigned char)bound(0.0f, ambient[2], 255.0f);
+ s->diffusergb[0] = (unsigned char)bound(0.0f, diffuse[0], 255.0f);
+ s->diffusergb[1] = (unsigned char)bound(0.0f, diffuse[1], 255.0f);
+ s->diffusergb[2] = (unsigned char)bound(0.0f, diffuse[2], 255.0f);
+ if (dir[2] >= 0.99f) {s->diffusepitch = 0;s->diffuseyaw = 0;}
+ else if (dir[2] <= -0.99f) {s->diffusepitch = 128;s->diffuseyaw = 0;}
+ 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));}
+}
+
+static void Mod_GenerateLightmaps_InitSampleOffsets(dp_model_t *model)
+{
+ float radius[3];
+ float temp[3];
+ int i, j;
+ memset(mod_generatelightmaps_offsets, 0, sizeof(mod_generatelightmaps_offsets));
+ mod_generatelightmaps_numoffsets[0] = min(MAX_LIGHTMAPSAMPLES, mod_generatelightmaps_lightmapsamples.integer);
+ mod_generatelightmaps_numoffsets[1] = min(MAX_LIGHTMAPSAMPLES, mod_generatelightmaps_vertexsamples.integer);
+ mod_generatelightmaps_numoffsets[2] = min(MAX_LIGHTMAPSAMPLES, mod_generatelightmaps_gridsamples.integer);
+ radius[0] = mod_generatelightmaps_lightmapradius.value;
+ radius[1] = mod_generatelightmaps_vertexradius.value;
+ radius[2] = mod_generatelightmaps_gridradius.value;
+ for (i = 0;i < 3;i++)
+ {
+ for (j = 1;j < mod_generatelightmaps_numoffsets[i];j++)
+ {
+ VectorRandom(temp);
+ VectorScale(temp, radius[i], mod_generatelightmaps_offsets[i][j]);
+ }
+ }
+}
+
+static void Mod_GenerateLightmaps_DestroyLightmaps(dp_model_t *model)
+{
+ msurface_t *surface;
+ int surfaceindex;
+ int i;
+ for (surfaceindex = 0;surfaceindex < model->num_surfaces;surfaceindex++)
+ {
+ surface = model->data_surfaces + surfaceindex;
+ surface->lightmaptexture = NULL;
+ surface->deluxemaptexture = NULL;
+ }
+ if (model->brushq3.data_lightmaps)
+ {
+ for (i = 0;i < model->brushq3.num_mergedlightmaps;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++)
+ if (model->brushq3.data_deluxemaps[i])
+ R_FreeTexture(model->brushq3.data_deluxemaps[i]);
+ Mem_Free(model->brushq3.data_deluxemaps);
+ model->brushq3.data_deluxemaps = NULL;
+ }
+}
+
+static void Mod_GenerateLightmaps_UnweldTriangles(dp_model_t *model)
+{
+ msurface_t *surface;
+ int surfaceindex;
+ int vertexindex;
+ int outvertexindex;
+ int i;
+ const int *e;
+ surfmesh_t oldsurfmesh;
+ size_t size;
+ unsigned char *data;
+ oldsurfmesh = model->surfmesh;
+ model->surfmesh.num_triangles = oldsurfmesh.num_triangles;
+ model->surfmesh.num_vertices = oldsurfmesh.num_triangles * 3;
+ size = 0;
+ size += model->surfmesh.num_vertices * sizeof(float[3]);
+ size += model->surfmesh.num_vertices * sizeof(float[3]);
+ size += model->surfmesh.num_vertices * sizeof(float[3]);
+ size += model->surfmesh.num_vertices * sizeof(float[3]);
+ size += model->surfmesh.num_vertices * sizeof(float[2]);
+ size += model->surfmesh.num_vertices * sizeof(float[2]);
+ size += model->surfmesh.num_vertices * sizeof(float[4]);
+ data = (unsigned char *)Mem_Alloc(model->mempool, size);
+ model->surfmesh.data_vertex3f = (float *)data;data += model->surfmesh.num_vertices * sizeof(float[3]);
+ model->surfmesh.data_normal3f = (float *)data;data += model->surfmesh.num_vertices * sizeof(float[3]);
+ model->surfmesh.data_svector3f = (float *)data;data += model->surfmesh.num_vertices * sizeof(float[3]);
+ model->surfmesh.data_tvector3f = (float *)data;data += model->surfmesh.num_vertices * sizeof(float[3]);
+ model->surfmesh.data_texcoordtexture2f = (float *)data;data += model->surfmesh.num_vertices * sizeof(float[2]);
+ model->surfmesh.data_texcoordlightmap2f = (float *)data;data += model->surfmesh.num_vertices * sizeof(float[2]);
+ model->surfmesh.data_lightmapcolor4f = (float *)data;data += model->surfmesh.num_vertices * sizeof(float[4]);
+ if (model->surfmesh.num_vertices > 65536)
+ model->surfmesh.data_element3s = NULL;
+
+ if (model->surfmesh.vbo)
+ R_Mesh_DestroyBufferObject(model->surfmesh.vbo);
+ model->surfmesh.vbo = 0;
+ if (model->surfmesh.ebo3i)
+ R_Mesh_DestroyBufferObject(model->surfmesh.ebo3i);
+ model->surfmesh.ebo3i = 0;
+ if (model->surfmesh.ebo3s)
+ R_Mesh_DestroyBufferObject(model->surfmesh.ebo3s);
+ model->surfmesh.ebo3s = 0;
+
+ // convert all triangles to unique vertex data
+ outvertexindex = 0;
+ for (surfaceindex = 0;surfaceindex < model->num_surfaces;surfaceindex++)
+ {
+ surface = model->data_surfaces + surfaceindex;
+ surface->num_firstvertex = outvertexindex;
+ surface->num_vertices = surface->num_triangles*3;
+ e = oldsurfmesh.data_element3i + surface->num_firsttriangle*3;
+ for (i = 0;i < surface->num_triangles*3;i++)
+ {
+ vertexindex = e[i];
+ model->surfmesh.data_vertex3f[outvertexindex*3+0] = oldsurfmesh.data_vertex3f[vertexindex*3+0];
+ model->surfmesh.data_vertex3f[outvertexindex*3+1] = oldsurfmesh.data_vertex3f[vertexindex*3+1];
+ model->surfmesh.data_vertex3f[outvertexindex*3+2] = oldsurfmesh.data_vertex3f[vertexindex*3+2];
+ model->surfmesh.data_normal3f[outvertexindex*3+0] = oldsurfmesh.data_normal3f[vertexindex*3+0];
+ model->surfmesh.data_normal3f[outvertexindex*3+1] = oldsurfmesh.data_normal3f[vertexindex*3+1];
+ model->surfmesh.data_normal3f[outvertexindex*3+2] = oldsurfmesh.data_normal3f[vertexindex*3+2];
+ model->surfmesh.data_svector3f[outvertexindex*3+0] = oldsurfmesh.data_svector3f[vertexindex*3+0];
+ model->surfmesh.data_svector3f[outvertexindex*3+1] = oldsurfmesh.data_svector3f[vertexindex*3+1];
+ model->surfmesh.data_svector3f[outvertexindex*3+2] = oldsurfmesh.data_svector3f[vertexindex*3+2];
+ model->surfmesh.data_tvector3f[outvertexindex*3+0] = oldsurfmesh.data_tvector3f[vertexindex*3+0];
+ model->surfmesh.data_tvector3f[outvertexindex*3+1] = oldsurfmesh.data_tvector3f[vertexindex*3+1];
+ 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];
+ 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++;
+ }
+ }
+ if (model->surfmesh.data_element3s)
+ for (i = 0;i < model->surfmesh.num_triangles*3;i++)
+ model->surfmesh.data_element3s[i] = model->surfmesh.data_element3i[i];
+
+ // find and update all submodels to use this new surfmesh data
+ for (i = 0;i < model->brush.numsubmodels;i++)
+ model->brush.submodels[i]->surfmesh = model->surfmesh;
+}
+
+static void Mod_GenerateLightmaps_CreateTriangleInformation(dp_model_t *model)
+{
+ msurface_t *surface;
+ int surfaceindex;
+ int i;
+ int axis;
+ float normal[3];
+ const int *e;
+ lightmaptriangle_t *triangle;
+ // generate lightmap triangle structs
+ mod_generatelightmaps_lightmaptriangles = Mem_Alloc(model->mempool, model->surfmesh.num_triangles * sizeof(lightmaptriangle_t));
+ for (surfaceindex = 0;surfaceindex < model->num_surfaces;surfaceindex++)
+ {
+ surface = model->data_surfaces + surfaceindex;
+ e = model->surfmesh.data_element3i + surface->num_firsttriangle*3;
+ for (i = 0;i < surface->num_triangles;i++)
+ {
+ triangle = &mod_generatelightmaps_lightmaptriangles[surface->num_firsttriangle+i];
+ triangle->triangleindex = surface->num_firsttriangle+i;
+ triangle->surfaceindex = surfaceindex;
+ VectorCopy(model->surfmesh.data_vertex3f + 3*e[i*3+0], triangle->vertex[0]);
+ VectorCopy(model->surfmesh.data_vertex3f + 3*e[i*3+1], triangle->vertex[1]);
+ VectorCopy(model->surfmesh.data_vertex3f + 3*e[i*3+2], triangle->vertex[2]);
+ // calculate bounds of triangle
+ triangle->mins[0] = min(triangle->vertex[0][0], min(triangle->vertex[1][0], triangle->vertex[2][0]));
+ triangle->mins[1] = min(triangle->vertex[0][1], min(triangle->vertex[1][1], triangle->vertex[2][1]));
+ triangle->mins[2] = min(triangle->vertex[0][2], min(triangle->vertex[1][2], triangle->vertex[2][2]));
+ triangle->maxs[0] = max(triangle->vertex[0][0], max(triangle->vertex[1][0], triangle->vertex[2][0]));
+ triangle->maxs[1] = max(triangle->vertex[0][1], max(triangle->vertex[1][1], triangle->vertex[2][1]));
+ triangle->maxs[2] = max(triangle->vertex[0][2], max(triangle->vertex[1][2], triangle->vertex[2][2]));
+ // pick an axial projection based on the triangle normal
+ TriangleNormal(triangle->vertex[0], triangle->vertex[1], triangle->vertex[2], normal);
+ axis = 0;
+ if (fabs(normal[1]) > fabs(normal[axis]))
+ axis = 1;
+ if (fabs(normal[2]) > fabs(normal[axis]))
+ axis = 2;
+ triangle->axis = axis;
+ }
+ }
+}
+
+static void Mod_GenerateLightmaps_DestroyTriangleInformation(dp_model_t *model)
+{
+ if (mod_generatelightmaps_lightmaptriangles)
+ Mem_Free(mod_generatelightmaps_lightmaptriangles);
+ mod_generatelightmaps_lightmaptriangles = NULL;
+}
+
+float lmaxis[3][3] = {{1, 0, 0}, {0, 1, 0}, {0, 0, 1}};
+
+static void Mod_GenerateLightmaps_CreateLightmaps(dp_model_t *model)
+{
+ msurface_t *surface;
+ int surfaceindex;
+ int lightmapindex;
+ int lightmapnumber;
+ int i;
+ int j;
+ int k;
+ int x;
+ int y;
+ int axis;
+ int axis1;
+ int axis2;
+ int retry;
+ int pixeloffset;
+ float trianglenormal[3];
+ float samplecenter[3];
+ float samplenormal[3];
+ float temp[3];
+ float lmiscale[2];
+ float slopex;
+ float slopey;
+ float slopebase;
+ float lmscalepixels;
+ float lmmins;
+ float lmmaxs;
+ float lm_basescalepixels;
+ int lm_borderpixels;
+ int lm_texturesize;
+ //int lm_maxpixels;
+ const int *e;
+ lightmaptriangle_t *triangle;
+ unsigned char *lightmappixels;
+ unsigned char *deluxemappixels;
+ mod_alloclightmap_state_t lmstate;
+
+ // generate lightmap projection information for all triangles
+ if (model->texturepool == NULL)
+ 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, (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++)
+ {
+ surface = model->data_surfaces + surfaceindex;
+ e = model->surfmesh.data_element3i + surface->num_firsttriangle*3;
+ lmscalepixels = lm_basescalepixels;
+ for (retry = 0;retry < 30;retry++)
+ {
+ // after a couple failed attempts, degrade quality to make it fit
+ if (retry > 1)
+ lmscalepixels *= 0.5f;
+ for (i = 0;i < surface->num_triangles;i++)
+ {
+ triangle = &mod_generatelightmaps_lightmaptriangles[surface->num_firsttriangle+i];
+ triangle->lightmapindex = lightmapnumber;
+ // calculate lightmap bounds in 3D pixel coordinates, limit size,
+ // pick two planar axes for projection
+ // lightmap coordinates here are in pixels
+ // lightmap projections are snapped to pixel grid explicitly, such
+ // that two neighboring triangles sharing an edge and projection
+ // axis will have identical sampl espacing along their shared edge
+ k = 0;
+ for (j = 0;j < 3;j++)
+ {
+ if (j == triangle->axis)
+ continue;
+ lmmins = floor(triangle->mins[j]*lmscalepixels)-lm_borderpixels;
+ lmmaxs = floor(triangle->maxs[j]*lmscalepixels)+lm_borderpixels;
+ triangle->lmsize[k] = (int)(lmmaxs-lmmins);
+ triangle->lmbase[k] = lmmins/lmscalepixels;
+ triangle->lmscale[k] = lmscalepixels;
+ k++;
+ }
+ if (!Mod_AllocLightmap_Block(&lmstate, triangle->lmsize[0], triangle->lmsize[1], &triangle->lmoffset[0], &triangle->lmoffset[1]))
+ break;
+ }
+ // if all fit in this texture, we're done with this surface
+ if (i == surface->num_triangles)
+ 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, (int)vid.maxtexturesize_2d))
+ {
+ lm_texturesize *= 2;
+ surfaceindex = -1;
+ lightmapnumber = 0;
+ Mod_AllocLightmap_Free(&lmstate);
+ Mod_AllocLightmap_Init(&lmstate, lm_texturesize, lm_texturesize);
+ break;
+ }
+ // if we have maxed out the lightmap size, and this triangle does
+ // not fit in the same texture as the rest of the surface, we have
+ // to retry the entire surface in a new texture (can only use one)
+ // with multiple retries, the lightmap quality degrades until it
+ // fits (or gives up)
+ if (surfaceindex > 0)
+ lightmapnumber++;
+ Mod_AllocLightmap_Reset(&lmstate);
+ }
+ }
+ lightmapnumber++;
+ Mod_AllocLightmap_Free(&lmstate);
+
+ // 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;
+ model->brushq3.data_lightmaps = Mem_Alloc(model->mempool, model->brushq3.num_mergedlightmaps * sizeof(rtexture_t *));
+ model->brushq3.data_deluxemaps = Mem_Alloc(model->mempool, model->brushq3.num_mergedlightmaps * sizeof(rtexture_t *));
+ lightmappixels = Mem_Alloc(tempmempool, model->brushq3.num_mergedlightmaps * lm_texturesize * lm_texturesize * 4);
+ deluxemappixels = Mem_Alloc(tempmempool, model->brushq3.num_mergedlightmaps * lm_texturesize * lm_texturesize * 4);
+ for (surfaceindex = 0;surfaceindex < model->num_surfaces;surfaceindex++)
+ {
+ surface = model->data_surfaces + surfaceindex;
+ e = model->surfmesh.data_element3i + surface->num_firsttriangle*3;
+ for (i = 0;i < surface->num_triangles;i++)
+ {
+ triangle = &mod_generatelightmaps_lightmaptriangles[surface->num_firsttriangle+i];
+ TriangleNormal(triangle->vertex[0], triangle->vertex[1], triangle->vertex[2], trianglenormal);
+ VectorNormalize(trianglenormal);
+ VectorCopy(trianglenormal, samplenormal); // FIXME: this is supposed to be interpolated per pixel from vertices
+ axis = triangle->axis;
+ axis1 = axis == 0 ? 1 : 0;
+ axis2 = axis == 2 ? 1 : 2;
+ lmiscale[0] = 1.0f / triangle->lmscale[0];
+ lmiscale[1] = 1.0f / triangle->lmscale[1];
+ if (trianglenormal[axis] < 0)
+ VectorNegate(trianglenormal, trianglenormal);
+ CrossProduct(lmaxis[axis2], trianglenormal, temp);slopex = temp[axis] / temp[axis1];
+ CrossProduct(lmaxis[axis1], trianglenormal, temp);slopey = temp[axis] / temp[axis2];
+ slopebase = triangle->vertex[0][axis] - triangle->vertex[0][axis1]*slopex - triangle->vertex[0][axis2]*slopey;
+ for (j = 0;j < 3;j++)
+ {
+ float *t2f = model->surfmesh.data_texcoordlightmap2f + e[i*3+j]*2;
+ t2f[0] = ((triangle->vertex[j][axis1] - triangle->lmbase[0]) * triangle->lmscale[0] + triangle->lmoffset[0]) / lm_texturesize;
+ t2f[1] = ((triangle->vertex[j][axis2] - triangle->lmbase[1]) * triangle->lmscale[1] + triangle->lmoffset[1]) / lm_texturesize;
+#if 0
+ samplecenter[axis1] = (t2f[0]*lm_texturesize-triangle->lmoffset[0])*lmiscale[0] + triangle->lmbase[0];
+ samplecenter[axis2] = (t2f[1]*lm_texturesize-triangle->lmoffset[1])*lmiscale[1] + triangle->lmbase[1];
+ samplecenter[axis] = samplecenter[axis1]*slopex + samplecenter[axis2]*slopey + slopebase;
+ 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]);
+#endif
+ }
+
+#if 0
+ switch (axis)
+ {
+ default:
+ case 0:
+ forward[0] = 0;
+ forward[1] = 1.0f / triangle->lmscale[0];
+ forward[2] = 0;
+ left[0] = 0;
+ left[1] = 0;
+ left[2] = 1.0f / triangle->lmscale[1];
+ up[0] = 1.0f;
+ up[1] = 0;
+ up[2] = 0;
+ origin[0] = 0;
+ origin[1] = triangle->lmbase[0];
+ origin[2] = triangle->lmbase[1];
+ break;
+ case 1:
+ forward[0] = 1.0f / triangle->lmscale[0];
+ forward[1] = 0;
+ forward[2] = 0;
+ left[0] = 0;
+ left[1] = 0;
+ left[2] = 1.0f / triangle->lmscale[1];
+ up[0] = 0;
+ up[1] = 1.0f;
+ up[2] = 0;
+ origin[0] = triangle->lmbase[0];
+ origin[1] = 0;
+ origin[2] = triangle->lmbase[1];
+ break;
+ case 2:
+ forward[0] = 1.0f / triangle->lmscale[0];
+ forward[1] = 0;
+ forward[2] = 0;
+ left[0] = 0;
+ left[1] = 1.0f / triangle->lmscale[1];
+ left[2] = 0;
+ up[0] = 0;
+ up[1] = 0;
+ up[2] = 1.0f;
+ origin[0] = triangle->lmbase[0];
+ origin[1] = triangle->lmbase[1];
+ origin[2] = 0;
+ break;
+ }
+ Matrix4x4_FromVectors(&backmatrix, forward, left, up, origin);
+#endif
+#define LM_DIST_EPSILON (1.0f / 32.0f)
+ for (y = 0;y < triangle->lmsize[1];y++)
+ {
+ pixeloffset = ((triangle->lightmapindex * lm_texturesize + y + triangle->lmoffset[1]) * lm_texturesize + triangle->lmoffset[0]) * 4;
+ for (x = 0;x < triangle->lmsize[0];x++, pixeloffset += 4)
+ {
+ samplecenter[axis1] = (x+0.5f)*lmiscale[0] + triangle->lmbase[0];
+ samplecenter[axis2] = (y+0.5f)*lmiscale[1] + triangle->lmbase[1];
+ samplecenter[axis] = samplecenter[axis1]*slopex + samplecenter[axis2]*slopey + slopebase;
+ VectorMA(samplecenter, 0.125f, samplenormal, samplecenter);
+ Mod_GenerateLightmaps_LightmapSample(samplecenter, samplenormal, lightmappixels + pixeloffset, deluxemappixels + pixeloffset);
+ }
+ }
+ }
+ }
+
+ 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, 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)
+ Mem_Free(lightmappixels);
+ if (deluxemappixels)
+ Mem_Free(deluxemappixels);
+
+ 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;
+ 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;
+ }
+}
+
+static void Mod_GenerateLightmaps_UpdateVertexColors(dp_model_t *model)
+{
+ int i;
+ for (i = 0;i < model->surfmesh.num_vertices;i++)
+ Mod_GenerateLightmaps_VertexSample(model->surfmesh.data_vertex3f + 3*i, model->surfmesh.data_normal3f + 3*i, model->surfmesh.data_lightmapcolor4f + 4*i);
+}
+
+static void Mod_GenerateLightmaps_UpdateLightGrid(dp_model_t *model)
+{
+ int x;
+ int y;
+ int z;
+ int index = 0;
+ float pos[3];
+ for (z = 0;z < model->brushq3.num_lightgrid_isize[2];z++)
+ {
+ pos[2] = (model->brushq3.num_lightgrid_imins[2] + z + 0.5f) * model->brushq3.num_lightgrid_cellsize[2];
+ for (y = 0;y < model->brushq3.num_lightgrid_isize[1];y++)
+ {
+ pos[1] = (model->brushq3.num_lightgrid_imins[1] + y + 0.5f) * model->brushq3.num_lightgrid_cellsize[1];
+ for (x = 0;x < model->brushq3.num_lightgrid_isize[0];x++, index++)
+ {
+ pos[0] = (model->brushq3.num_lightgrid_imins[0] + x + 0.5f) * model->brushq3.num_lightgrid_cellsize[0];
+ Mod_GenerateLightmaps_GridSample(pos, model->brushq3.data_lightgrid + index);
+ }
+ }
+ }
+}
+
+extern cvar_t mod_q3bsp_nolightmaps;
+static void Mod_GenerateLightmaps(dp_model_t *model)
+{
+ //lightmaptriangle_t *lightmaptriangles = Mem_Alloc(model->mempool, model->surfmesh.num_triangles * sizeof(lightmaptriangle_t));
+ dp_model_t *oldloadmodel = loadmodel;
+ loadmodel = model;
+
+ Mod_GenerateLightmaps_InitSampleOffsets(model);
+ Mod_GenerateLightmaps_DestroyLightmaps(model);
+ Mod_GenerateLightmaps_UnweldTriangles(model);
+ Mod_GenerateLightmaps_CreateTriangleInformation(model);
+ Mod_GenerateLightmaps_CreateLights(model);
+ if(!mod_q3bsp_nolightmaps.integer)
+ Mod_GenerateLightmaps_CreateLightmaps(model);
+ Mod_GenerateLightmaps_UpdateVertexColors(model);
+ Mod_GenerateLightmaps_UpdateLightGrid(model);
+ Mod_GenerateLightmaps_DestroyLights(model);
+ Mod_GenerateLightmaps_DestroyTriangleInformation(model);
+
+ loadmodel = oldloadmodel;
+}
+
+static void Mod_GenerateLightmaps_f(void)
+{
+ if (Cmd_Argc() != 1)
+ {
+ Con_Printf("usage: mod_generatelightmaps\n");
+ return;
+ }
+ if (!cl.worldmodel)
+ {
+ Con_Printf("no worldmodel loaded\n");
+ return;
+ }
+ Mod_GenerateLightmaps(cl.worldmodel);
+}