char name[MAX_QPATH];
qboolean isworldmodel;
qboolean used;
+
+ if (developer_loading.integer)
+ Con_Printf("unloading model %s\n", mod->name);
+
strlcpy(name, mod->name, sizeof(name));
isworldmodel = mod->isworldmodel;
used = mod->used;
return mod;
}
- Con_DPrintf("loading model %s\n", mod->name);
+ if (developer_loading.integer)
+ Con_Printf("loading model %s\n", mod->name);
+
// LordHavoc: unload the existing model in this slot (if there is one)
if (mod->loaded || mod->mempool)
Mod_UnloadModel(mod);
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)
+ {
+ // 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)
+ Mod_LoadQ3Shaders();
+ }
+
if (buf)
{
char *bufend = (char *)buf + filesize;
else if (!memcmp(buf, "DARKPLACESMODEL", 16)) Mod_DARKPLACESMODEL_Load(mod, buf, bufend);
else if (!memcmp(buf, "ACTRHEAD", 8)) Mod_PSKMODEL_Load(mod, buf, bufend);
else if (strlen(mod->name) >= 4 && !strcmp(mod->name - 4, ".map")) Mod_MAP_Load(mod, buf, bufend);
- else if (!memcmp(buf, "MCBSPpad", 8)) Mod_Q1BSP_Load(mod, buf, bufend);
else if (num == BSPVERSION || num == 30) Mod_Q1BSP_Load(mod, buf, bufend);
else Con_Printf("Mod_LoadModel: model \"%s\" is of unknown/unsupported type\n", mod->name);
Mem_Free(buf);
static void Q3Shader_AddToHash (q3shaderinfo_t* shader)
{
- unsigned short hash = CRC_Block ((const unsigned char *)shader->name, strlen (shader->name));
+ unsigned short hash = CRC_Block_CaseInsensitive ((const unsigned char *)shader->name, strlen (shader->name));
q3shader_hash_entry_t* entry = q3shader_data->hash + (hash % Q3SHADER_HASH_SIZE);
q3shader_hash_entry_t* lastEntry = NULL;
while (entry != NULL)
memcpy (&entry->shader, shader, sizeof (q3shaderinfo_t));
}
+extern cvar_t r_picmipworld;
void Mod_LoadQ3Shaders(void)
{
int j;
Vector4Set(shader.refractcolor4f, 1, 1, 1, 1);
shader.reflectfactor = 1;
Vector4Set(shader.reflectcolor4f, 1, 1, 1, 1);
+ shader.r_water_wateralpha = 1;
strlcpy(shader.name, com_token, sizeof(shader.name));
if (!COM_ParseToken_QuakeC(&text, false) || strcasecmp(com_token, "{"))
shader.textureblendalpha = true;
}
}
+ layer->texflags = TEXF_ALPHA | TEXF_PRECACHE;
+ if (!(shader.surfaceparms & Q3SURFACEPARM_NOMIPMAPS))
+ layer->texflags |= TEXF_MIPMAP;
+ if (!(shader.textureflags & Q3TEXTUREFLAG_NOPICMIP) && (r_picmipworld.integer || strncmp(layer->texturename[0], "textures/", 9)))
+ layer->texflags |= TEXF_PICMIP | TEXF_COMPRESS;
+ if (layer->clampmap)
+ layer->texflags |= TEXF_CLAMP;
continue;
}
numparameters = 0;
shader.reflectfactor = atof(parameter[1]);
Vector4Set(shader.reflectcolor4f, atof(parameter[2]), atof(parameter[3]), atof(parameter[4]), atof(parameter[5]));
}
- else if (!strcasecmp(parameter[0], "dp_water") && numparameters >= 11)
+ else if (!strcasecmp(parameter[0], "dp_water") && numparameters >= 12)
{
shader.textureflags |= Q3TEXTUREFLAG_WATERSHADER;
shader.reflectmin = atof(parameter[1]);
shader.reflectfactor = atof(parameter[4]);
Vector4Set(shader.refractcolor4f, atof(parameter[5]), atof(parameter[6]), atof(parameter[7]), 1);
Vector4Set(shader.reflectcolor4f, atof(parameter[8]), atof(parameter[9]), atof(parameter[10]), 1);
+ shader.r_water_wateralpha = atof(parameter[11]);
}
else if (!strcasecmp(parameter[0], "deformvertexes") && numparameters >= 2)
{
}
}
}
- // identify if this is a blended terrain shader or similar
+ // pick the primary layer to render with
if (shader.numlayers)
{
shader.backgroundlayer = -1;
shader.primarylayer = 0;
- if ((shader.layers[0].blendfunc[0] == GL_ONE && shader.layers[0].blendfunc[1] == GL_ZERO && !shader.layers[0].alphatest)
- && ((shader.layers[1].blendfunc[0] == GL_SRC_ALPHA && shader.layers[1].blendfunc[1] == GL_ONE_MINUS_SRC_ALPHA && !shader.layers[0].alphatest)
- || (shader.layers[1].blendfunc[0] == GL_ONE && shader.layers[1].blendfunc[1] == GL_ZERO && shader.layers[1].alphatest)))
- {
- // terrain blending or other effects
- shader.backgroundlayer = 0;
- shader.primarylayer = 1;
- }
- // now see if the lightmap came first, and if so choose the second texture instead
+ // if lightmap comes first this is definitely an ordinary texture
+ // if the first two layers have the correct blendfuncs and use vertex alpha, it is a blended terrain shader
if ((shader.layers[shader.primarylayer].texturename != NULL)
&& !strcasecmp(shader.layers[shader.primarylayer].texturename[0], "$lightmap"))
{
shader.backgroundlayer = -1;
shader.primarylayer = 1;
}
+ else if (shader.numlayers >= 2
+ && shader.layers[1].alphagen.alphagen == Q3ALPHAGEN_VERTEX
+ && (shader.layers[0].blendfunc[0] == GL_ONE && shader.layers[0].blendfunc[1] == GL_ZERO && !shader.layers[0].alphatest)
+ && ((shader.layers[1].blendfunc[0] == GL_SRC_ALPHA && shader.layers[1].blendfunc[1] == GL_ONE_MINUS_SRC_ALPHA)
+ || (shader.layers[1].blendfunc[0] == GL_ONE && shader.layers[1].blendfunc[1] == GL_ZERO && shader.layers[1].alphatest)))
+ {
+ // terrain blending or other effects
+ shader.backgroundlayer = 0;
+ shader.primarylayer = 1;
+ }
}
// fix up multiple reflection types
if(shader.textureflags & Q3TEXTUREFLAG_WATERSHADER)
q3shaderinfo_t *Mod_LookupQ3Shader(const char *name)
{
- unsigned short hash = CRC_Block ((const unsigned char *)name, strlen (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);
while (entry != NULL)
{
return NULL;
}
-extern cvar_t r_picmipworld;
-qboolean Mod_LoadTextureFromQ3Shader(texture_t *texture, const char *name, qboolean q1bsp, qboolean q3bsp, qboolean md3)
+qboolean Mod_LoadTextureFromQ3Shader(texture_t *texture, const char *name, qboolean warnmissing, qboolean fallback, int defaulttexflags)
{
int j;
- int texflags;
qboolean success = true;
q3shaderinfo_t *shader;
+ if (!name)
+ name = "";
strlcpy(texture->name, name, sizeof(texture->name));
shader = name[0] ? Mod_LookupQ3Shader(name) : NULL;
if (shader)
{
- if (developer.integer >= 100)
- Con_DPrintf("%s: loaded shader for %s\n", loadmodel->name, name);
+ 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;
if (shader->surfaceparms & Q3SURFACEPARM_SKY)
{
- texture->basematerialflags |= MATERIALFLAG_SKY | MATERIALFLAG_NOSHADOW;
+ texture->basematerialflags = MATERIALFLAG_SKY | MATERIALFLAG_NOSHADOW;
if (shader->skyboxname[0])
{
// quake3 seems to append a _ to the skybox name, so this must do so as well
}
}
else if ((texture->surfaceflags & Q3SURFACEFLAG_NODRAW) || shader->numlayers == 0)
- texture->basematerialflags |= MATERIALFLAG_NODRAW | MATERIALFLAG_NOSHADOW;
- else if (shader->surfaceparms & Q3SURFACEPARM_LAVA)
- texture->basematerialflags |= MATERIALFLAG_WATER | MATERIALFLAG_LIGHTBOTHSIDES | MATERIALFLAG_FULLBRIGHT | MATERIALFLAG_NOSHADOW;
- else if (shader->surfaceparms & Q3SURFACEPARM_SLIME)
- texture->basematerialflags |= MATERIALFLAG_WATER | MATERIALFLAG_LIGHTBOTHSIDES | MATERIALFLAG_WATERALPHA | MATERIALFLAG_NOSHADOW;
- else if (shader->surfaceparms & Q3SURFACEPARM_WATER)
- texture->basematerialflags |= MATERIALFLAG_WATER | MATERIALFLAG_LIGHTBOTHSIDES | MATERIALFLAG_WATERALPHA | MATERIALFLAG_NOSHADOW;
+ texture->basematerialflags = MATERIALFLAG_NODRAW | MATERIALFLAG_NOSHADOW;
else
- texture->basematerialflags |= MATERIALFLAG_WALL;
+ texture->basematerialflags = MATERIALFLAG_WALL;
if (shader->layers[0].alphatest)
texture->basematerialflags |= MATERIALFLAG_ALPHATEST | MATERIALFLAG_NOSHADOW;
if (shader->textureflags & Q3TEXTUREFLAG_TWOSIDED)
texture->basematerialflags |= MATERIALFLAG_NOSHADOW | MATERIALFLAG_NOCULLFACE;
if (shader->textureflags & Q3TEXTUREFLAG_POLYGONOFFSET)
- texture->basepolygonoffset -= 2;
+ texture->biaspolygonoffset -= 2;
if (shader->textureflags & Q3TEXTUREFLAG_REFRACTION)
texture->basematerialflags |= MATERIALFLAG_REFRACTION;
if (shader->textureflags & Q3TEXTUREFLAG_REFLECTION)
texture->skinframerate = primarylayer->framerate;
for (j = 0;j < primarylayer->numframes;j++)
{
- texflags = TEXF_ALPHA | TEXF_PRECACHE;
- if (!(shader->surfaceparms & Q3SURFACEPARM_NOMIPMAPS))
- texflags |= TEXF_MIPMAP;
- if (!(shader->textureflags & Q3TEXTUREFLAG_NOPICMIP) && ((!q1bsp && !q3bsp) || r_picmipworld.integer))
- texflags |= TEXF_PICMIP | TEXF_COMPRESS;
- if (primarylayer->clampmap)
- texflags |= TEXF_CLAMP;
- if (!(texture->skinframes[j] = R_SkinFrame_LoadExternal(primarylayer->texturename[j], texflags, false)))
+ if (!(texture->skinframes[j] = R_SkinFrame_LoadExternal(primarylayer->texturename[j], primarylayer->texflags, 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();
texture->backgroundskinframerate = backgroundlayer->framerate;
for (j = 0;j < backgroundlayer->numframes;j++)
{
- if (!(texture->backgroundskinframes[j] = R_SkinFrame_LoadExternal(backgroundlayer->texturename[j], ((shader->surfaceparms & Q3SURFACEPARM_NOMIPMAPS) ? 0 : TEXF_MIPMAP) | TEXF_ALPHA | TEXF_PRECACHE | ((!r_picmipworld.integer || (shader->textureflags & Q3TEXTUREFLAG_NOPICMIP)) ? 0 : (TEXF_PICMIP | TEXF_COMPRESS)) | (backgroundlayer->clampmap ? TEXF_CLAMP : 0), false)))
+ if (!(texture->backgroundskinframes[j] = R_SkinFrame_LoadExternal(backgroundlayer->texturename[j], backgroundlayer->texflags, false)))
{
- Con_Printf("^1%s:^7 could not load texture ^3\"%s\"^7 (frame %i) for shader ^2\"%s\"\n", loadmodel->name, backgroundlayer->texturename[j], j, texture->name);
+ 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();
}
}
Vector4Copy(shader->refractcolor4f, texture->refractcolor4f);
texture->reflectfactor = shader->reflectfactor;
Vector4Copy(shader->reflectcolor4f, texture->reflectcolor4f);
+ texture->r_water_wateralpha = shader->r_water_wateralpha;
}
- else if (!strcmp(texture->name, "noshader"))
+ else if (!strcmp(texture->name, "noshader") || !texture->name[0])
{
if (developer.integer >= 100)
- Con_DPrintf("%s: using default handler for %s\n", loadmodel->name, name);
+ Con_Printf("^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);
+ texture->surfaceparms = 0;
+ texture->basematerialflags = MATERIALFLAG_NODRAW | MATERIALFLAG_NOSHADOW;
+ }
else
{
- success = false;
- if (developer.integer >= 100 || loadmodel->type == mod_brushq3)
- Con_DPrintf("%s: No shader found for texture \"%s\"\n", loadmodel->name, texture->name);
+ if (developer.integer >= 100)
+ Con_Printf("^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 (!(texture->skinframes[0] = R_SkinFrame_LoadExternal(texture->name, TEXF_MIPMAP | TEXF_ALPHA | TEXF_PRECACHE | (r_picmipworld.integer ? TEXF_PICMIP : 0) | TEXF_COMPRESS, false)))
- if(developer.integer || q3bsp) // only the Q3BSP path provides no alternative (like loading image directly, or internal texture)
- Con_Printf("^1%s:^7 could not load texture for missing shader ^3\"%s\"\n", loadmodel->name, texture->name);
+ if (fallback)
+ {
+ if (!(texture->skinframes[0] = R_SkinFrame_LoadExternal(texture->name, defaulttexflags, false)))
+ 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;
{
if (words == 3)
{
- Con_DPrintf("Mod_LoadSkinFiles: parsed mesh \"%s\" shader replacement \"%s\"\n", word[1], word[2]);
+ if (developer_loading.integer)
+ Con_Printf("Mod_LoadSkinFiles: parsed mesh \"%s\" shader replacement \"%s\"\n", word[1], word[2]);
skinfileitem = (skinfileitem_t *)Mem_Alloc(loadmodel->mempool, sizeof(skinfileitem_t));
skinfileitem->next = skinfile->items;
skinfile->items = skinfileitem;
else if (words == 2 && !strcmp(word[1], ","))
{
// tag name, like "tag_weapon,"
- Con_DPrintf("Mod_LoadSkinFiles: parsed tag #%i \"%s\"\n", numtags, word[0]);
+ if (developer_loading.integer)
+ Con_Printf("Mod_LoadSkinFiles: parsed tag #%i \"%s\"\n", numtags, word[0]);
memset(tags + numtags, 0, sizeof(tags[numtags]));
strlcpy (tags[numtags].name, word[0], sizeof (tags[numtags].name));
numtags++;
else if (words == 3 && !strcmp(word[1], ","))
{
// mesh shader name, like "U_RArm,models/players/Legoman/BikerA1.tga"
- Con_DPrintf("Mod_LoadSkinFiles: parsed mesh \"%s\" shader replacement \"%s\"\n", word[0], word[2]);
+ if (developer_loading.integer)
+ Con_Printf("Mod_LoadSkinFiles: parsed mesh \"%s\" shader replacement \"%s\"\n", word[0], word[2]);
skinfileitem = (skinfileitem_t *)Mem_Alloc(loadmodel->mempool, sizeof(skinfileitem_t));
skinfileitem->next = skinfile->items;
skinfile->items = skinfileitem;