2 Copyright (C) 1996-1997 Id Software, Inc.
4 This program is free software; you can redistribute it and/or
5 modify it under the terms of the GNU General Public License
6 as published by the Free Software Foundation; either version 2
7 of the License, or (at your option) any later version.
9 This program is distributed in the hope that it will be useful,
10 but WITHOUT ANY WARRANTY; without even the implied warranty of
11 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
13 See the GNU General Public License for more details.
15 You should have received a copy of the GNU General Public License
16 along with this program; if not, write to the Free Software
17 Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
20 // models.c -- model loading and caching
22 // models are the only shared resource between a client and server running
23 // on the same machine.
30 cvar_t r_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"};
31 cvar_t mod_generatelightmaps_unitspersample = {CVAR_SAVE, "mod_generatelightmaps_unitspersample", "8", "lightmap resolution"};
32 cvar_t mod_generatelightmaps_borderpixels = {CVAR_SAVE, "mod_generatelightmaps_borderpixels", "2", "extra space around polygons to prevent sampling artifacts"};
33 cvar_t mod_generatelightmaps_texturesize = {CVAR_SAVE, "mod_generatelightmaps_texturesize", "1024", "size of lightmap textures"};
34 cvar_t mod_generatelightmaps_lightmapsamples = {CVAR_SAVE, "mod_generatelightmaps_lightmapsamples", "16", "number of shadow tests done per lightmap pixel"};
35 cvar_t mod_generatelightmaps_vertexsamples = {CVAR_SAVE, "mod_generatelightmaps_vertexsamples", "16", "number of shadow tests done per vertex"};
36 cvar_t mod_generatelightmaps_gridsamples = {CVAR_SAVE, "mod_generatelightmaps_gridsamples", "64", "number of shadow tests done per lightgrid cell"};
37 cvar_t mod_generatelightmaps_lightmapradius = {CVAR_SAVE, "mod_generatelightmaps_lightmapradius", "16", "sampling area around each lightmap pixel"};
38 cvar_t mod_generatelightmaps_vertexradius = {CVAR_SAVE, "mod_generatelightmaps_vertexradius", "16", "sampling area around each vertex"};
39 cvar_t mod_generatelightmaps_gridradius = {CVAR_SAVE, "mod_generatelightmaps_gridradius", "64", "sampling area around each lightgrid cell center"};
41 dp_model_t *loadmodel;
43 static mempool_t *mod_mempool;
44 static memexpandablearray_t models;
46 static mempool_t* q3shaders_mem;
47 typedef struct q3shader_hash_entry_s
49 q3shaderinfo_t shader;
50 struct q3shader_hash_entry_s* chain;
51 } q3shader_hash_entry_t;
52 #define Q3SHADER_HASH_SIZE 1021
53 typedef struct q3shader_data_s
55 memexpandablearray_t hash_entries;
56 q3shader_hash_entry_t hash[Q3SHADER_HASH_SIZE];
57 memexpandablearray_t char_ptrs;
59 static q3shader_data_t* q3shader_data;
61 static void mod_start(void)
64 int nummodels = Mem_ExpandableArray_IndexRange(&models);
67 SCR_PushLoadingScreen(false, "Loading models", 1.0);
69 for (i = 0;i < nummodels;i++)
70 if ((mod = (dp_model_t*) Mem_ExpandableArray_RecordAtIndex(&models, i)) && mod->name[0] && mod->name[0] != '*')
73 for (i = 0;i < nummodels;i++)
74 if ((mod = (dp_model_t*) Mem_ExpandableArray_RecordAtIndex(&models, i)) && mod->name[0] && mod->name[0] != '*')
77 SCR_PushLoadingScreen(true, mod->name, 1.0 / count);
78 Mod_LoadModel(mod, true, false);
79 SCR_PopLoadingScreen(false);
81 SCR_PopLoadingScreen(false);
84 static void mod_shutdown(void)
87 int nummodels = Mem_ExpandableArray_IndexRange(&models);
90 for (i = 0;i < nummodels;i++)
91 if ((mod = (dp_model_t*) Mem_ExpandableArray_RecordAtIndex(&models, i)) && (mod->loaded || mod->mempool))
97 static void mod_newmap(void)
100 int i, j, k, surfacenum, ssize, tsize;
101 int nummodels = Mem_ExpandableArray_IndexRange(&models);
104 for (i = 0;i < nummodels;i++)
106 if ((mod = (dp_model_t*) Mem_ExpandableArray_RecordAtIndex(&models, i)) && mod->mempool)
108 for (j = 0;j < mod->num_textures && mod->data_textures;j++)
110 for (k = 0;k < mod->data_textures[j].numskinframes;k++)
111 R_SkinFrame_MarkUsed(mod->data_textures[j].skinframes[k]);
112 for (k = 0;k < mod->data_textures[j].backgroundnumskinframes;k++)
113 R_SkinFrame_MarkUsed(mod->data_textures[j].backgroundskinframes[k]);
115 if (mod->brush.solidskyskinframe)
116 R_SkinFrame_MarkUsed(mod->brush.solidskyskinframe);
117 if (mod->brush.alphaskyskinframe)
118 R_SkinFrame_MarkUsed(mod->brush.alphaskyskinframe);
122 if (!cl_stainmaps_clearonload.integer)
125 for (i = 0;i < nummodels;i++)
127 if ((mod = (dp_model_t*) Mem_ExpandableArray_RecordAtIndex(&models, i)) && mod->mempool && mod->data_surfaces)
129 for (surfacenum = 0, surface = mod->data_surfaces;surfacenum < mod->num_surfaces;surfacenum++, surface++)
131 if (surface->lightmapinfo && surface->lightmapinfo->stainsamples)
133 ssize = (surface->lightmapinfo->extents[0] >> 4) + 1;
134 tsize = (surface->lightmapinfo->extents[1] >> 4) + 1;
135 memset(surface->lightmapinfo->stainsamples, 255, ssize * tsize * 3);
136 mod->brushq1.lightmapupdateflags[surfacenum] = true;
148 static void Mod_Print(void);
149 static void Mod_Precache (void);
150 static void Mod_Decompile_f(void);
151 static void Mod_GenerateLightmaps_f(void);
154 mod_mempool = Mem_AllocPool("modelinfo", 0, NULL);
155 Mem_ExpandableArray_NewArray(&models, mod_mempool, sizeof(dp_model_t), 16);
161 Cvar_RegisterVariable(&r_mipskins);
162 Cvar_RegisterVariable(&mod_generatelightmaps_unitspersample);
163 Cvar_RegisterVariable(&mod_generatelightmaps_borderpixels);
164 Cvar_RegisterVariable(&mod_generatelightmaps_texturesize);
166 Cvar_RegisterVariable(&mod_generatelightmaps_lightmapsamples);
167 Cvar_RegisterVariable(&mod_generatelightmaps_vertexsamples);
168 Cvar_RegisterVariable(&mod_generatelightmaps_gridsamples);
169 Cvar_RegisterVariable(&mod_generatelightmaps_lightmapradius);
170 Cvar_RegisterVariable(&mod_generatelightmaps_vertexradius);
171 Cvar_RegisterVariable(&mod_generatelightmaps_gridradius);
173 Cmd_AddCommand ("modellist", Mod_Print, "prints a list of loaded models");
174 Cmd_AddCommand ("modelprecache", Mod_Precache, "load a model");
175 Cmd_AddCommand ("modeldecompile", Mod_Decompile_f, "exports a model in several formats for editing purposes");
176 Cmd_AddCommand ("mod_generatelightmaps", Mod_GenerateLightmaps_f, "rebuilds lighting on current worldmodel");
179 void Mod_RenderInit(void)
181 R_RegisterModule("Models", mod_start, mod_shutdown, mod_newmap);
184 void Mod_UnloadModel (dp_model_t *mod)
186 char name[MAX_QPATH];
188 dp_model_t *parentmodel;
190 if (developer_loading.integer)
191 Con_Printf("unloading model %s\n", mod->name);
193 strlcpy(name, mod->name, sizeof(name));
194 parentmodel = mod->brush.parentmodel;
196 if (mod->surfmesh.ebo3i)
197 R_Mesh_DestroyBufferObject(mod->surfmesh.ebo3i);
198 if (mod->surfmesh.ebo3s)
199 R_Mesh_DestroyBufferObject(mod->surfmesh.ebo3s);
200 if (mod->surfmesh.vbo)
201 R_Mesh_DestroyBufferObject(mod->surfmesh.vbo);
202 // free textures/memory attached to the model
203 R_FreeTexturePool(&mod->texturepool);
204 Mem_FreePool(&mod->mempool);
205 // clear the struct to make it available
206 memset(mod, 0, sizeof(dp_model_t));
207 // restore the fields we want to preserve
208 strlcpy(mod->name, name, sizeof(mod->name));
209 mod->brush.parentmodel = parentmodel;
214 void R_Model_Null_Draw(entity_render_t *ent)
220 typedef void (*mod_framegroupify_parsegroups_t) (unsigned int i, int start, int len, float fps, qboolean loop, void *pass);
222 int Mod_FrameGroupify_ParseGroups(const char *buf, mod_framegroupify_parsegroups_t cb, void *pass)
235 if (!COM_ParseToken_Simple(&bufptr, true, false))
237 if (!strcmp(com_token, "\n"))
238 continue; // empty line
239 start = atoi(com_token);
240 if (!COM_ParseToken_Simple(&bufptr, true, false))
242 if (!strcmp(com_token, "\n"))
244 Con_Printf("framegroups file: missing number of frames\n");
247 len = atoi(com_token);
248 if (!COM_ParseToken_Simple(&bufptr, true, false))
250 // we default to looping as it's usually wanted, so to NOT loop you append a 0
251 if (strcmp(com_token, "\n"))
253 fps = atof(com_token);
254 if (!COM_ParseToken_Simple(&bufptr, true, false))
256 if (strcmp(com_token, "\n"))
257 loop = atoi(com_token) != 0;
268 cb(i, start, len, fps, loop, pass);
275 void Mod_FrameGroupify_ParseGroups_Count (unsigned int i, int start, int len, float fps, qboolean loop, void *pass)
277 unsigned int *cnt = (unsigned int *) pass;
281 void Mod_FrameGroupify_ParseGroups_Store (unsigned int i, int start, int len, float fps, qboolean loop, void *pass)
283 dp_model_t *mod = (dp_model_t *) pass;
284 animscene_t *anim = &mod->animscenes[i];
285 dpsnprintf(anim->name, sizeof(anim[i].name), "groupified_%d", i);
286 anim->firstframe = bound(0, start, mod->num_poses - 1);
287 anim->framecount = bound(1, len, mod->num_poses - anim->firstframe);
288 anim->framerate = max(1, fps);
290 //Con_Printf("frame group %d is %d %d %f %d\n", i, start, len, fps, loop);
293 void Mod_FrameGroupify(dp_model_t *mod, const char *buf)
298 cnt = Mod_FrameGroupify_ParseGroups(buf, NULL, NULL);
301 Con_Printf("no scene found in framegroups file, aborting\n");
304 mod->numframes = cnt;
307 // (we do not free the previous animscenes, but model unloading will free the pool owning them, so it's okay)
308 mod->animscenes = (animscene_t *) Mem_Alloc(mod->mempool, sizeof(animscene_t) * mod->numframes);
311 Mod_FrameGroupify_ParseGroups(buf, Mod_FrameGroupify_ParseGroups_Store, mod);
314 void Mod_FindPotentialDeforms(dp_model_t *mod)
318 mod->wantnormals = false;
319 mod->wanttangents = false;
320 for (i = 0;i < mod->num_textures;i++)
322 texture = mod->data_textures + i;
323 if (texture->tcgen.tcgen == Q3TCGEN_ENVIRONMENT)
324 mod->wantnormals = true;
325 for (j = 0;j < Q3MAXDEFORMS;j++)
327 if (texture->deforms[j].deform == Q3DEFORM_AUTOSPRITE)
329 mod->wanttangents = true;
330 mod->wantnormals = true;
333 if (texture->deforms[j].deform != Q3DEFORM_NONE)
334 mod->wantnormals = true;
346 dp_model_t *Mod_LoadModel(dp_model_t *mod, qboolean crash, qboolean checkdisk)
351 fs_offset_t filesize;
355 if (mod->name[0] == '*') // submodel
358 if (!strcmp(mod->name, "null"))
363 if (mod->loaded || mod->mempool)
364 Mod_UnloadModel(mod);
366 if (developer_loading.integer)
367 Con_Printf("loading model %s\n", mod->name);
370 mod->crc = (unsigned int)-1;
373 VectorClear(mod->normalmins);
374 VectorClear(mod->normalmaxs);
375 VectorClear(mod->yawmins);
376 VectorClear(mod->yawmaxs);
377 VectorClear(mod->rotatedmins);
378 VectorClear(mod->rotatedmaxs);
380 mod->modeldatatypestring = "null";
381 mod->type = mod_null;
382 mod->Draw = R_Model_Null_Draw;
386 // no fatal errors occurred, so this model is ready to use.
395 // even if the model is loaded it still may need reloading...
397 // if it is not loaded or checkdisk is true we need to calculate the crc
398 if (!mod->loaded || checkdisk)
400 if (checkdisk && mod->loaded)
401 Con_DPrintf("checking model %s\n", mod->name);
402 buf = FS_LoadFile (mod->name, tempmempool, false, &filesize);
405 crc = CRC_Block((unsigned char *)buf, filesize);
406 // we need to reload the model if the crc does not match
412 // if the model is already loaded and checks passed, just return
420 if (developer_loading.integer)
421 Con_Printf("loading model %s\n", mod->name);
423 SCR_PushLoadingScreen(true, mod->name, 1);
425 // LordHavoc: unload the existing model in this slot (if there is one)
426 if (mod->loaded || mod->mempool)
427 Mod_UnloadModel(mod);
432 // errors can prevent the corresponding mod->loaded = true;
435 // default model radius and bounding box (mainly for missing models)
437 VectorSet(mod->normalmins, -mod->radius, -mod->radius, -mod->radius);
438 VectorSet(mod->normalmaxs, mod->radius, mod->radius, mod->radius);
439 VectorSet(mod->yawmins, -mod->radius, -mod->radius, -mod->radius);
440 VectorSet(mod->yawmaxs, mod->radius, mod->radius, mod->radius);
441 VectorSet(mod->rotatedmins, -mod->radius, -mod->radius, -mod->radius);
442 VectorSet(mod->rotatedmaxs, mod->radius, mod->radius, mod->radius);
446 // load q3 shaders for the first time, or after a level change
452 char *bufend = (char *)buf + filesize;
454 // all models use memory, so allocate a memory pool
455 mod->mempool = Mem_AllocPool(mod->name, 0, NULL);
457 num = LittleLong(*((int *)buf));
458 // call the apropriate loader
460 if (!strcasecmp(FS_FileExtension(mod->name), "obj")) Mod_OBJ_Load(mod, buf, bufend);
461 else if (!memcmp(buf, "IDPO", 4)) Mod_IDP0_Load(mod, buf, bufend);
462 else if (!memcmp(buf, "IDP2", 4)) Mod_IDP2_Load(mod, buf, bufend);
463 else if (!memcmp(buf, "IDP3", 4)) Mod_IDP3_Load(mod, buf, bufend);
464 else if (!memcmp(buf, "IDSP", 4)) Mod_IDSP_Load(mod, buf, bufend);
465 else if (!memcmp(buf, "IDS2", 4)) Mod_IDS2_Load(mod, buf, bufend);
466 else if (!memcmp(buf, "IBSP", 4)) Mod_IBSP_Load(mod, buf, bufend);
467 else if (!memcmp(buf, "ZYMOTICMODEL", 12)) Mod_ZYMOTICMODEL_Load(mod, buf, bufend);
468 else if (!memcmp(buf, "DARKPLACESMODEL", 16)) Mod_DARKPLACESMODEL_Load(mod, buf, bufend);
469 else if (!memcmp(buf, "ACTRHEAD", 8)) Mod_PSKMODEL_Load(mod, buf, bufend);
470 else if (strlen(mod->name) >= 4 && !strcmp(mod->name + strlen(mod->name) - 4, ".map")) Mod_MAP_Load(mod, buf, bufend);
471 else if (num == BSPVERSION || num == 30) Mod_Q1BSP_Load(mod, buf, bufend);
472 else Con_Printf("Mod_LoadModel: model \"%s\" is of unknown/unsupported type\n", mod->name);
475 Mod_FindPotentialDeforms(mod);
477 buf = FS_LoadFile (va("%s.framegroups", mod->name), tempmempool, false, &filesize);
480 Mod_FrameGroupify(mod, (const char *)buf);
488 // LordHavoc: Sys_Error was *ANNOYING*
489 Con_Printf ("Mod_LoadModel: %s not found\n", mod->name);
492 // no fatal errors occurred, so this model is ready to use.
495 SCR_PopLoadingScreen(false);
500 void Mod_ClearUsed(void)
503 int nummodels = Mem_ExpandableArray_IndexRange(&models);
505 for (i = 0;i < nummodels;i++)
506 if ((mod = (dp_model_t*) Mem_ExpandableArray_RecordAtIndex(&models, i)) && mod->name[0])
510 void Mod_PurgeUnused(void)
513 int nummodels = Mem_ExpandableArray_IndexRange(&models);
515 for (i = 0;i < nummodels;i++)
517 if ((mod = (dp_model_t*) Mem_ExpandableArray_RecordAtIndex(&models, i)) && mod->name[0] && !mod->used)
519 Mod_UnloadModel(mod);
520 Mem_ExpandableArray_FreeRecord(&models, mod);
531 dp_model_t *Mod_FindName(const char *name, const char *parentname)
540 // if we're not dedicatd, the renderer calls will crash without video
543 nummodels = Mem_ExpandableArray_IndexRange(&models);
546 Host_Error ("Mod_ForName: NULL name");
548 // search the currently loaded models
549 for (i = 0;i < nummodels;i++)
551 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))))
558 // no match found, create a new one
559 mod = (dp_model_t *) Mem_ExpandableArray_AllocRecord(&models);
560 strlcpy(mod->name, name, sizeof(mod->name));
562 mod->brush.parentmodel = Mod_FindName(parentname, NULL);
564 mod->brush.parentmodel = NULL;
574 Loads in a model for the given name
577 dp_model_t *Mod_ForName(const char *name, qboolean crash, qboolean checkdisk, const char *parentname)
580 model = Mod_FindName(name, parentname);
581 if (!model->loaded || checkdisk)
582 Mod_LoadModel(model, crash, checkdisk);
590 Reloads all models if they have changed
593 void Mod_Reload(void)
596 int nummodels = Mem_ExpandableArray_IndexRange(&models);
599 SCR_PushLoadingScreen(false, "Reloading models", 1.0);
601 for (i = 0;i < nummodels;i++)
602 if ((mod = (dp_model_t *) Mem_ExpandableArray_RecordAtIndex(&models, i)) && mod->name[0] && mod->name[0] != '*' && mod->used)
604 for (i = 0;i < nummodels;i++)
605 if ((mod = (dp_model_t *) Mem_ExpandableArray_RecordAtIndex(&models, i)) && mod->name[0] && mod->name[0] != '*' && mod->used)
607 SCR_PushLoadingScreen(true, mod->name, 1.0 / count);
608 Mod_LoadModel(mod, true, true);
609 SCR_PopLoadingScreen(false);
611 SCR_PopLoadingScreen(false);
614 unsigned char *mod_base;
617 //=============================================================================
624 static void Mod_Print(void)
627 int nummodels = Mem_ExpandableArray_IndexRange(&models);
630 Con_Print("Loaded models:\n");
631 for (i = 0;i < nummodels;i++)
633 if ((mod = (dp_model_t *) Mem_ExpandableArray_RecordAtIndex(&models, i)) && mod->name[0] && mod->name[0] != '*')
635 if (mod->brush.numsubmodels)
636 Con_Printf("%4iK %s (%i submodels)\n", mod->mempool ? (int)((mod->mempool->totalsize + 1023) / 1024) : 0, mod->name, mod->brush.numsubmodels);
638 Con_Printf("%4iK %s\n", mod->mempool ? (int)((mod->mempool->totalsize + 1023) / 1024) : 0, mod->name);
648 static void Mod_Precache(void)
651 Mod_ForName(Cmd_Argv(1), false, true, Cmd_Argv(1)[0] == '*' ? cl.model_name[1] : NULL);
653 Con_Print("usage: modelprecache <filename>\n");
656 int Mod_BuildVertexRemapTableFromElements(int numelements, const int *elements, int numvertices, int *remapvertices)
660 used = (unsigned char *)Mem_Alloc(tempmempool, numvertices);
661 memset(used, 0, numvertices);
662 for (i = 0;i < numelements;i++)
663 used[elements[i]] = 1;
664 for (i = 0, count = 0;i < numvertices;i++)
665 remapvertices[i] = used[i] ? count++ : -1;
671 // fast way, using an edge hash
672 #define TRIANGLEEDGEHASH 8192
673 void Mod_BuildTriangleNeighbors(int *neighbors, const int *elements, int numtriangles)
675 int i, j, p, e1, e2, *n, hashindex, count, match;
677 typedef struct edgehashentry_s
679 struct edgehashentry_s *next;
684 static edgehashentry_t **edgehash;
685 edgehashentry_t *edgehashentries, *hash;
688 edgehash = Mem_Alloc(tempmempool, TRIANGLEEDGEHASH * sizeof(*edgehash));
689 // if there are too many triangles for the stack array, allocate larger buffer
690 edgehashentries = (edgehashentry_t *)Mem_Alloc(tempmempool, numtriangles * 3 * sizeof(edgehashentry_t));
691 // find neighboring triangles
692 for (i = 0, e = elements, n = neighbors;i < numtriangles;i++, e += 3, n += 3)
694 for (j = 0, p = 2;j < 3;p = j, j++)
698 // this hash index works for both forward and backward edges
699 hashindex = (unsigned int)(e1 + e2) % TRIANGLEEDGEHASH;
700 hash = edgehashentries + i * 3 + j;
701 hash->next = edgehash[hashindex];
702 edgehash[hashindex] = hash;
704 hash->element[0] = e1;
705 hash->element[1] = e2;
708 for (i = 0, e = elements, n = neighbors;i < numtriangles;i++, e += 3, n += 3)
710 for (j = 0, p = 2;j < 3;p = j, j++)
714 // this hash index works for both forward and backward edges
715 hashindex = (unsigned int)(e1 + e2) % TRIANGLEEDGEHASH;
718 for (hash = edgehash[hashindex];hash;hash = hash->next)
720 if (hash->element[0] == e2 && hash->element[1] == e1)
722 if (hash->triangle != i)
723 match = hash->triangle;
726 else if ((hash->element[0] == e1 && hash->element[1] == e2))
729 // detect edges shared by three triangles and make them seams
735 // also send a keepalive here (this can take a while too!)
736 CL_KeepaliveMessage(false);
738 // free the allocated buffer
739 Mem_Free(edgehashentries);
743 // very slow but simple way
744 static int Mod_FindTriangleWithEdge(const int *elements, int numtriangles, int start, int end, int ignore)
749 for (i = 0;i < numtriangles;i++, elements += 3)
751 if ((elements[0] == start && elements[1] == end)
752 || (elements[1] == start && elements[2] == end)
753 || (elements[2] == start && elements[0] == end))
759 else if ((elements[1] == start && elements[0] == end)
760 || (elements[2] == start && elements[1] == end)
761 || (elements[0] == start && elements[2] == end))
764 // detect edges shared by three triangles and make them seams
770 void Mod_BuildTriangleNeighbors(int *neighbors, const int *elements, int numtriangles)
774 for (i = 0, e = elements, n = neighbors;i < numtriangles;i++, e += 3, n += 3)
776 n[0] = Mod_FindTriangleWithEdge(elements, numtriangles, e[1], e[0], i);
777 n[1] = Mod_FindTriangleWithEdge(elements, numtriangles, e[2], e[1], i);
778 n[2] = Mod_FindTriangleWithEdge(elements, numtriangles, e[0], e[2], i);
783 void Mod_ValidateElements(int *elements, int numtriangles, int firstvertex, int numverts, const char *filename, int fileline)
785 int i, warned = false, endvertex = firstvertex + numverts;
786 for (i = 0;i < numtriangles * 3;i++)
788 if (elements[i] < firstvertex || elements[i] >= endvertex)
793 Con_Printf("Mod_ValidateElements: out of bounds elements detected at %s:%d\n", filename, fileline);
795 elements[i] = firstvertex;
800 // warning: this is an expensive function!
801 void Mod_BuildNormals(int firstvertex, int numvertices, int numtriangles, const float *vertex3f, const int *elements, float *normal3f, qboolean areaweighting)
808 memset(normal3f + 3 * firstvertex, 0, numvertices * sizeof(float[3]));
809 // process each vertex of each triangle and accumulate the results
810 // use area-averaging, to make triangles with a big area have a bigger
811 // weighting on the vertex normal than triangles with a small area
812 // to do so, just add the 'normals' together (the bigger the area
813 // the greater the length of the normal is
815 for (i = 0; i < numtriangles; i++, element += 3)
818 vertex3f + element[0] * 3,
819 vertex3f + element[1] * 3,
820 vertex3f + element[2] * 3,
825 VectorNormalize(areaNormal);
827 for (j = 0;j < 3;j++)
829 vectorNormal = normal3f + element[j] * 3;
830 vectorNormal[0] += areaNormal[0];
831 vectorNormal[1] += areaNormal[1];
832 vectorNormal[2] += areaNormal[2];
835 // and just normalize the accumulated vertex normal in the end
836 vectorNormal = normal3f + 3 * firstvertex;
837 for (i = 0; i < numvertices; i++, vectorNormal += 3)
838 VectorNormalize(vectorNormal);
841 void Mod_BuildBumpVectors(const float *v0, const float *v1, const float *v2, const float *tc0, const float *tc1, const float *tc2, float *svector3f, float *tvector3f, float *normal3f)
843 float f, tangentcross[3], v10[3], v20[3], tc10[2], tc20[2];
844 // 79 add/sub/negate/multiply (1 cycle), 1 compare (3 cycle?), total cycles not counting load/store/exchange roughly 82 cycles
845 // 6 add, 28 subtract, 39 multiply, 1 compare, 50% chance of 6 negates
847 // 6 multiply, 9 subtract
848 VectorSubtract(v1, v0, v10);
849 VectorSubtract(v2, v0, v20);
850 normal3f[0] = v20[1] * v10[2] - v20[2] * v10[1];
851 normal3f[1] = v20[2] * v10[0] - v20[0] * v10[2];
852 normal3f[2] = v20[0] * v10[1] - v20[1] * v10[0];
853 // 12 multiply, 10 subtract
854 tc10[1] = tc1[1] - tc0[1];
855 tc20[1] = tc2[1] - tc0[1];
856 svector3f[0] = tc10[1] * v20[0] - tc20[1] * v10[0];
857 svector3f[1] = tc10[1] * v20[1] - tc20[1] * v10[1];
858 svector3f[2] = tc10[1] * v20[2] - tc20[1] * v10[2];
859 tc10[0] = tc1[0] - tc0[0];
860 tc20[0] = tc2[0] - tc0[0];
861 tvector3f[0] = tc10[0] * v20[0] - tc20[0] * v10[0];
862 tvector3f[1] = tc10[0] * v20[1] - tc20[0] * v10[1];
863 tvector3f[2] = tc10[0] * v20[2] - tc20[0] * v10[2];
864 // 12 multiply, 4 add, 6 subtract
865 f = DotProduct(svector3f, normal3f);
866 svector3f[0] -= f * normal3f[0];
867 svector3f[1] -= f * normal3f[1];
868 svector3f[2] -= f * normal3f[2];
869 f = DotProduct(tvector3f, normal3f);
870 tvector3f[0] -= f * normal3f[0];
871 tvector3f[1] -= f * normal3f[1];
872 tvector3f[2] -= f * normal3f[2];
873 // if texture is mapped the wrong way (counterclockwise), the tangents
874 // have to be flipped, this is detected by calculating a normal from the
875 // two tangents, and seeing if it is opposite the surface normal
876 // 9 multiply, 2 add, 3 subtract, 1 compare, 50% chance of: 6 negates
877 CrossProduct(tvector3f, svector3f, tangentcross);
878 if (DotProduct(tangentcross, normal3f) < 0)
880 VectorNegate(svector3f, svector3f);
881 VectorNegate(tvector3f, tvector3f);
885 // warning: this is a very expensive function!
886 void Mod_BuildTextureVectorsFromNormals(int firstvertex, int numvertices, int numtriangles, const float *vertex3f, const float *texcoord2f, const float *normal3f, const int *elements, float *svector3f, float *tvector3f, qboolean areaweighting)
889 float sdir[3], tdir[3], normal[3], *sv, *tv;
890 const float *v0, *v1, *v2, *tc0, *tc1, *tc2, *n;
891 float f, tangentcross[3], v10[3], v20[3], tc10[2], tc20[2];
894 memset(svector3f + 3 * firstvertex, 0, numvertices * sizeof(float[3]));
895 memset(tvector3f + 3 * firstvertex, 0, numvertices * sizeof(float[3]));
896 // process each vertex of each triangle and accumulate the results
897 for (tnum = 0, e = elements;tnum < numtriangles;tnum++, e += 3)
899 v0 = vertex3f + e[0] * 3;
900 v1 = vertex3f + e[1] * 3;
901 v2 = vertex3f + e[2] * 3;
902 tc0 = texcoord2f + e[0] * 2;
903 tc1 = texcoord2f + e[1] * 2;
904 tc2 = texcoord2f + e[2] * 2;
906 // 79 add/sub/negate/multiply (1 cycle), 1 compare (3 cycle?), total cycles not counting load/store/exchange roughly 82 cycles
907 // 6 add, 28 subtract, 39 multiply, 1 compare, 50% chance of 6 negates
909 // calculate the edge directions and surface normal
910 // 6 multiply, 9 subtract
911 VectorSubtract(v1, v0, v10);
912 VectorSubtract(v2, v0, v20);
913 normal[0] = v20[1] * v10[2] - v20[2] * v10[1];
914 normal[1] = v20[2] * v10[0] - v20[0] * v10[2];
915 normal[2] = v20[0] * v10[1] - v20[1] * v10[0];
917 // calculate the tangents
918 // 12 multiply, 10 subtract
919 tc10[1] = tc1[1] - tc0[1];
920 tc20[1] = tc2[1] - tc0[1];
921 sdir[0] = tc10[1] * v20[0] - tc20[1] * v10[0];
922 sdir[1] = tc10[1] * v20[1] - tc20[1] * v10[1];
923 sdir[2] = tc10[1] * v20[2] - tc20[1] * v10[2];
924 tc10[0] = tc1[0] - tc0[0];
925 tc20[0] = tc2[0] - tc0[0];
926 tdir[0] = tc10[0] * v20[0] - tc20[0] * v10[0];
927 tdir[1] = tc10[0] * v20[1] - tc20[0] * v10[1];
928 tdir[2] = tc10[0] * v20[2] - tc20[0] * v10[2];
930 // if texture is mapped the wrong way (counterclockwise), the tangents
931 // have to be flipped, this is detected by calculating a normal from the
932 // two tangents, and seeing if it is opposite the surface normal
933 // 9 multiply, 2 add, 3 subtract, 1 compare, 50% chance of: 6 negates
934 CrossProduct(tdir, sdir, tangentcross);
935 if (DotProduct(tangentcross, normal) < 0)
937 VectorNegate(sdir, sdir);
938 VectorNegate(tdir, tdir);
943 VectorNormalize(sdir);
944 VectorNormalize(tdir);
946 for (i = 0;i < 3;i++)
948 VectorAdd(svector3f + e[i]*3, sdir, svector3f + e[i]*3);
949 VectorAdd(tvector3f + e[i]*3, tdir, tvector3f + e[i]*3);
952 // make the tangents completely perpendicular to the surface normal, and
953 // then normalize them
954 // 16 assignments, 2 divide, 2 sqrt, 2 negates, 14 adds, 24 multiplies
955 for (i = 0, sv = svector3f + 3 * firstvertex, tv = tvector3f + 3 * firstvertex, n = normal3f + 3 * firstvertex;i < numvertices;i++, sv += 3, tv += 3, n += 3)
957 f = -DotProduct(sv, n);
958 VectorMA(sv, f, n, sv);
960 f = -DotProduct(tv, n);
961 VectorMA(tv, f, n, tv);
966 void Mod_AllocSurfMesh(mempool_t *mempool, int numvertices, int numtriangles, qboolean lightmapoffsets, qboolean vertexcolors, qboolean neighbors)
969 data = (unsigned char *)Mem_Alloc(mempool, numvertices * (3 + 3 + 3 + 3 + 2 + 2 + (vertexcolors ? 4 : 0)) * sizeof(float) + numvertices * (lightmapoffsets ? 1 : 0) * sizeof(int) + numtriangles * (3 + (neighbors ? 3 : 0)) * sizeof(int) + (numvertices <= 65536 ? numtriangles * sizeof(unsigned short[3]) : 0));
970 loadmodel->surfmesh.num_vertices = numvertices;
971 loadmodel->surfmesh.num_triangles = numtriangles;
972 if (loadmodel->surfmesh.num_vertices)
974 loadmodel->surfmesh.data_vertex3f = (float *)data, data += sizeof(float[3]) * loadmodel->surfmesh.num_vertices;
975 loadmodel->surfmesh.data_svector3f = (float *)data, data += sizeof(float[3]) * loadmodel->surfmesh.num_vertices;
976 loadmodel->surfmesh.data_tvector3f = (float *)data, data += sizeof(float[3]) * loadmodel->surfmesh.num_vertices;
977 loadmodel->surfmesh.data_normal3f = (float *)data, data += sizeof(float[3]) * loadmodel->surfmesh.num_vertices;
978 loadmodel->surfmesh.data_texcoordtexture2f = (float *)data, data += sizeof(float[2]) * loadmodel->surfmesh.num_vertices;
979 loadmodel->surfmesh.data_texcoordlightmap2f = (float *)data, data += sizeof(float[2]) * loadmodel->surfmesh.num_vertices;
981 loadmodel->surfmesh.data_lightmapcolor4f = (float *)data, data += sizeof(float[4]) * loadmodel->surfmesh.num_vertices;
983 loadmodel->surfmesh.data_lightmapoffsets = (int *)data, data += sizeof(int) * loadmodel->surfmesh.num_vertices;
985 if (loadmodel->surfmesh.num_triangles)
987 loadmodel->surfmesh.data_element3i = (int *)data, data += sizeof(int[3]) * loadmodel->surfmesh.num_triangles;
989 loadmodel->surfmesh.data_neighbor3i = (int *)data, data += sizeof(int[3]) * loadmodel->surfmesh.num_triangles;
990 if (loadmodel->surfmesh.num_vertices <= 65536)
991 loadmodel->surfmesh.data_element3s = (unsigned short *)data, data += sizeof(unsigned short[3]) * loadmodel->surfmesh.num_triangles;
995 shadowmesh_t *Mod_ShadowMesh_Alloc(mempool_t *mempool, int maxverts, int maxtriangles, rtexture_t *map_diffuse, rtexture_t *map_specular, rtexture_t *map_normal, int light, int neighbors, int expandable)
997 shadowmesh_t *newmesh;
1000 size = sizeof(shadowmesh_t);
1001 size += maxverts * sizeof(float[3]);
1003 size += maxverts * sizeof(float[11]);
1004 size += maxtriangles * sizeof(int[3]);
1005 if (maxverts <= 65536)
1006 size += maxtriangles * sizeof(unsigned short[3]);
1008 size += maxtriangles * sizeof(int[3]);
1010 size += SHADOWMESHVERTEXHASH * sizeof(shadowmeshvertexhash_t *) + maxverts * sizeof(shadowmeshvertexhash_t);
1011 data = (unsigned char *)Mem_Alloc(mempool, size);
1012 newmesh = (shadowmesh_t *)data;data += sizeof(*newmesh);
1013 newmesh->map_diffuse = map_diffuse;
1014 newmesh->map_specular = map_specular;
1015 newmesh->map_normal = map_normal;
1016 newmesh->maxverts = maxverts;
1017 newmesh->maxtriangles = maxtriangles;
1018 newmesh->numverts = 0;
1019 newmesh->numtriangles = 0;
1020 memset(newmesh->sideoffsets, 0, sizeof(newmesh->sideoffsets));
1021 memset(newmesh->sidetotals, 0, sizeof(newmesh->sidetotals));
1023 newmesh->vertex3f = (float *)data;data += maxverts * sizeof(float[3]);
1026 newmesh->svector3f = (float *)data;data += maxverts * sizeof(float[3]);
1027 newmesh->tvector3f = (float *)data;data += maxverts * sizeof(float[3]);
1028 newmesh->normal3f = (float *)data;data += maxverts * sizeof(float[3]);
1029 newmesh->texcoord2f = (float *)data;data += maxverts * sizeof(float[2]);
1031 newmesh->element3i = (int *)data;data += maxtriangles * sizeof(int[3]);
1034 newmesh->neighbor3i = (int *)data;data += maxtriangles * sizeof(int[3]);
1038 newmesh->vertexhashtable = (shadowmeshvertexhash_t **)data;data += SHADOWMESHVERTEXHASH * sizeof(shadowmeshvertexhash_t *);
1039 newmesh->vertexhashentries = (shadowmeshvertexhash_t *)data;data += maxverts * sizeof(shadowmeshvertexhash_t);
1041 if (maxverts <= 65536)
1042 newmesh->element3s = (unsigned short *)data;data += maxtriangles * sizeof(unsigned short[3]);
1046 shadowmesh_t *Mod_ShadowMesh_ReAlloc(mempool_t *mempool, shadowmesh_t *oldmesh, int light, int neighbors)
1048 shadowmesh_t *newmesh;
1049 newmesh = Mod_ShadowMesh_Alloc(mempool, oldmesh->numverts, oldmesh->numtriangles, oldmesh->map_diffuse, oldmesh->map_specular, oldmesh->map_normal, light, neighbors, false);
1050 newmesh->numverts = oldmesh->numverts;
1051 newmesh->numtriangles = oldmesh->numtriangles;
1052 memcpy(newmesh->sideoffsets, oldmesh->sideoffsets, sizeof(oldmesh->sideoffsets));
1053 memcpy(newmesh->sidetotals, oldmesh->sidetotals, sizeof(oldmesh->sidetotals));
1055 memcpy(newmesh->vertex3f, oldmesh->vertex3f, oldmesh->numverts * sizeof(float[3]));
1056 if (newmesh->svector3f && oldmesh->svector3f)
1058 memcpy(newmesh->svector3f, oldmesh->svector3f, oldmesh->numverts * sizeof(float[3]));
1059 memcpy(newmesh->tvector3f, oldmesh->tvector3f, oldmesh->numverts * sizeof(float[3]));
1060 memcpy(newmesh->normal3f, oldmesh->normal3f, oldmesh->numverts * sizeof(float[3]));
1061 memcpy(newmesh->texcoord2f, oldmesh->texcoord2f, oldmesh->numverts * sizeof(float[2]));
1063 memcpy(newmesh->element3i, oldmesh->element3i, oldmesh->numtriangles * sizeof(int[3]));
1064 if (newmesh->neighbor3i && oldmesh->neighbor3i)
1065 memcpy(newmesh->neighbor3i, oldmesh->neighbor3i, oldmesh->numtriangles * sizeof(int[3]));
1069 int Mod_ShadowMesh_AddVertex(shadowmesh_t *mesh, float *vertex14f)
1071 int hashindex, vnum;
1072 shadowmeshvertexhash_t *hash;
1073 // this uses prime numbers intentionally
1074 hashindex = (unsigned int) (vertex14f[0] * 2003 + vertex14f[1] * 4001 + vertex14f[2] * 7919) % SHADOWMESHVERTEXHASH;
1075 for (hash = mesh->vertexhashtable[hashindex];hash;hash = hash->next)
1077 vnum = (hash - mesh->vertexhashentries);
1078 if ((mesh->vertex3f == NULL || (mesh->vertex3f[vnum * 3 + 0] == vertex14f[0] && mesh->vertex3f[vnum * 3 + 1] == vertex14f[1] && mesh->vertex3f[vnum * 3 + 2] == vertex14f[2]))
1079 && (mesh->svector3f == NULL || (mesh->svector3f[vnum * 3 + 0] == vertex14f[3] && mesh->svector3f[vnum * 3 + 1] == vertex14f[4] && mesh->svector3f[vnum * 3 + 2] == vertex14f[5]))
1080 && (mesh->tvector3f == NULL || (mesh->tvector3f[vnum * 3 + 0] == vertex14f[6] && mesh->tvector3f[vnum * 3 + 1] == vertex14f[7] && mesh->tvector3f[vnum * 3 + 2] == vertex14f[8]))
1081 && (mesh->normal3f == NULL || (mesh->normal3f[vnum * 3 + 0] == vertex14f[9] && mesh->normal3f[vnum * 3 + 1] == vertex14f[10] && mesh->normal3f[vnum * 3 + 2] == vertex14f[11]))
1082 && (mesh->texcoord2f == NULL || (mesh->texcoord2f[vnum * 2 + 0] == vertex14f[12] && mesh->texcoord2f[vnum * 2 + 1] == vertex14f[13])))
1083 return hash - mesh->vertexhashentries;
1085 vnum = mesh->numverts++;
1086 hash = mesh->vertexhashentries + vnum;
1087 hash->next = mesh->vertexhashtable[hashindex];
1088 mesh->vertexhashtable[hashindex] = hash;
1089 if (mesh->vertex3f) {mesh->vertex3f[vnum * 3 + 0] = vertex14f[0];mesh->vertex3f[vnum * 3 + 1] = vertex14f[1];mesh->vertex3f[vnum * 3 + 2] = vertex14f[2];}
1090 if (mesh->svector3f) {mesh->svector3f[vnum * 3 + 0] = vertex14f[3];mesh->svector3f[vnum * 3 + 1] = vertex14f[4];mesh->svector3f[vnum * 3 + 2] = vertex14f[5];}
1091 if (mesh->tvector3f) {mesh->tvector3f[vnum * 3 + 0] = vertex14f[6];mesh->tvector3f[vnum * 3 + 1] = vertex14f[7];mesh->tvector3f[vnum * 3 + 2] = vertex14f[8];}
1092 if (mesh->normal3f) {mesh->normal3f[vnum * 3 + 0] = vertex14f[9];mesh->normal3f[vnum * 3 + 1] = vertex14f[10];mesh->normal3f[vnum * 3 + 2] = vertex14f[11];}
1093 if (mesh->texcoord2f) {mesh->texcoord2f[vnum * 2 + 0] = vertex14f[12];mesh->texcoord2f[vnum * 2 + 1] = vertex14f[13];}
1097 void Mod_ShadowMesh_AddTriangle(mempool_t *mempool, shadowmesh_t *mesh, rtexture_t *map_diffuse, rtexture_t *map_specular, rtexture_t *map_normal, float *vertex14f)
1099 if (mesh->numtriangles == 0)
1101 // set the properties on this empty mesh to be more favorable...
1102 // (note: this case only occurs for the first triangle added to a new mesh chain)
1103 mesh->map_diffuse = map_diffuse;
1104 mesh->map_specular = map_specular;
1105 mesh->map_normal = map_normal;
1107 while (mesh->map_diffuse != map_diffuse || mesh->map_specular != map_specular || mesh->map_normal != map_normal || mesh->numverts + 3 > mesh->maxverts || mesh->numtriangles + 1 > mesh->maxtriangles)
1109 if (mesh->next == NULL)
1110 mesh->next = Mod_ShadowMesh_Alloc(mempool, max(mesh->maxverts, 300), max(mesh->maxtriangles, 100), map_diffuse, map_specular, map_normal, mesh->svector3f != NULL, mesh->neighbor3i != NULL, true);
1113 mesh->element3i[mesh->numtriangles * 3 + 0] = Mod_ShadowMesh_AddVertex(mesh, vertex14f + 14 * 0);
1114 mesh->element3i[mesh->numtriangles * 3 + 1] = Mod_ShadowMesh_AddVertex(mesh, vertex14f + 14 * 1);
1115 mesh->element3i[mesh->numtriangles * 3 + 2] = Mod_ShadowMesh_AddVertex(mesh, vertex14f + 14 * 2);
1116 mesh->numtriangles++;
1119 void Mod_ShadowMesh_AddMesh(mempool_t *mempool, shadowmesh_t *mesh, rtexture_t *map_diffuse, rtexture_t *map_specular, rtexture_t *map_normal, const float *vertex3f, const float *svector3f, const float *tvector3f, const float *normal3f, const float *texcoord2f, int numtris, const int *element3i)
1122 float vbuf[3*14], *v;
1123 memset(vbuf, 0, sizeof(vbuf));
1124 for (i = 0;i < numtris;i++)
1126 for (j = 0, v = vbuf;j < 3;j++, v += 14)
1131 v[0] = vertex3f[e * 3 + 0];
1132 v[1] = vertex3f[e * 3 + 1];
1133 v[2] = vertex3f[e * 3 + 2];
1137 v[3] = svector3f[e * 3 + 0];
1138 v[4] = svector3f[e * 3 + 1];
1139 v[5] = svector3f[e * 3 + 2];
1143 v[6] = tvector3f[e * 3 + 0];
1144 v[7] = tvector3f[e * 3 + 1];
1145 v[8] = tvector3f[e * 3 + 2];
1149 v[9] = normal3f[e * 3 + 0];
1150 v[10] = normal3f[e * 3 + 1];
1151 v[11] = normal3f[e * 3 + 2];
1155 v[12] = texcoord2f[e * 2 + 0];
1156 v[13] = texcoord2f[e * 2 + 1];
1159 Mod_ShadowMesh_AddTriangle(mempool, mesh, map_diffuse, map_specular, map_normal, vbuf);
1162 // the triangle calculation can take a while, so let's do a keepalive here
1163 CL_KeepaliveMessage(false);
1166 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)
1168 // the preparation before shadow mesh initialization can take a while, so let's do a keepalive here
1169 CL_KeepaliveMessage(false);
1171 return Mod_ShadowMesh_Alloc(mempool, maxverts, maxtriangles, map_diffuse, map_specular, map_normal, light, neighbors, expandable);
1174 static void Mod_ShadowMesh_CreateVBOs(shadowmesh_t *mesh)
1176 if (!vid.support.arb_vertex_buffer_object)
1181 // element buffer is easy because it's just one array
1182 if (mesh->numtriangles)
1184 if (mesh->element3s)
1185 mesh->ebo3s = R_Mesh_CreateStaticBufferObject(GL_ELEMENT_ARRAY_BUFFER_ARB, mesh->element3s, mesh->numtriangles * sizeof(unsigned short[3]), "shadowmesh");
1187 mesh->ebo3i = R_Mesh_CreateStaticBufferObject(GL_ELEMENT_ARRAY_BUFFER_ARB, mesh->element3i, mesh->numtriangles * sizeof(unsigned int[3]), "shadowmesh");
1190 // vertex buffer is several arrays and we put them in the same buffer
1192 // is this wise? the texcoordtexture2f array is used with dynamic
1193 // vertex/svector/tvector/normal when rendering animated models, on the
1194 // other hand animated models don't use a lot of vertices anyway...
1200 mesh->vbooffset_vertex3f = size;if (mesh->vertex3f ) size += mesh->numverts * sizeof(float[3]);
1201 mesh->vbooffset_svector3f = size;if (mesh->svector3f ) size += mesh->numverts * sizeof(float[3]);
1202 mesh->vbooffset_tvector3f = size;if (mesh->tvector3f ) size += mesh->numverts * sizeof(float[3]);
1203 mesh->vbooffset_normal3f = size;if (mesh->normal3f ) size += mesh->numverts * sizeof(float[3]);
1204 mesh->vbooffset_texcoord2f = size;if (mesh->texcoord2f ) size += mesh->numverts * sizeof(float[2]);
1205 mem = (unsigned char *)Mem_Alloc(tempmempool, size);
1206 if (mesh->vertex3f ) memcpy(mem + mesh->vbooffset_vertex3f , mesh->vertex3f , mesh->numverts * sizeof(float[3]));
1207 if (mesh->svector3f ) memcpy(mem + mesh->vbooffset_svector3f , mesh->svector3f , mesh->numverts * sizeof(float[3]));
1208 if (mesh->tvector3f ) memcpy(mem + mesh->vbooffset_tvector3f , mesh->tvector3f , mesh->numverts * sizeof(float[3]));
1209 if (mesh->normal3f ) memcpy(mem + mesh->vbooffset_normal3f , mesh->normal3f , mesh->numverts * sizeof(float[3]));
1210 if (mesh->texcoord2f ) memcpy(mem + mesh->vbooffset_texcoord2f , mesh->texcoord2f , mesh->numverts * sizeof(float[2]));
1211 mesh->vbo = R_Mesh_CreateStaticBufferObject(GL_ARRAY_BUFFER_ARB, mem, size, "shadowmesh");
1216 shadowmesh_t *Mod_ShadowMesh_Finish(mempool_t *mempool, shadowmesh_t *firstmesh, qboolean light, qboolean neighbors, qboolean createvbo)
1218 shadowmesh_t *mesh, *newmesh, *nextmesh;
1219 // reallocate meshs to conserve space
1220 for (mesh = firstmesh, firstmesh = NULL;mesh;mesh = nextmesh)
1222 nextmesh = mesh->next;
1223 if (mesh->numverts >= 3 && mesh->numtriangles >= 1)
1225 newmesh = Mod_ShadowMesh_ReAlloc(mempool, mesh, light, neighbors);
1226 newmesh->next = firstmesh;
1227 firstmesh = newmesh;
1228 if (newmesh->element3s)
1231 for (i = 0;i < newmesh->numtriangles*3;i++)
1232 newmesh->element3s[i] = newmesh->element3i[i];
1235 Mod_ShadowMesh_CreateVBOs(newmesh);
1240 // this can take a while, so let's do a keepalive here
1241 CL_KeepaliveMessage(false);
1246 void Mod_ShadowMesh_CalcBBox(shadowmesh_t *firstmesh, vec3_t mins, vec3_t maxs, vec3_t center, float *radius)
1250 vec3_t nmins, nmaxs, ncenter, temp;
1251 float nradius2, dist2, *v;
1255 for (mesh = firstmesh;mesh;mesh = mesh->next)
1257 if (mesh == firstmesh)
1259 VectorCopy(mesh->vertex3f, nmins);
1260 VectorCopy(mesh->vertex3f, nmaxs);
1262 for (i = 0, v = mesh->vertex3f;i < mesh->numverts;i++, v += 3)
1264 if (nmins[0] > v[0]) nmins[0] = v[0];if (nmaxs[0] < v[0]) nmaxs[0] = v[0];
1265 if (nmins[1] > v[1]) nmins[1] = v[1];if (nmaxs[1] < v[1]) nmaxs[1] = v[1];
1266 if (nmins[2] > v[2]) nmins[2] = v[2];if (nmaxs[2] < v[2]) nmaxs[2] = v[2];
1269 // calculate center and radius
1270 ncenter[0] = (nmins[0] + nmaxs[0]) * 0.5f;
1271 ncenter[1] = (nmins[1] + nmaxs[1]) * 0.5f;
1272 ncenter[2] = (nmins[2] + nmaxs[2]) * 0.5f;
1274 for (mesh = firstmesh;mesh;mesh = mesh->next)
1276 for (i = 0, v = mesh->vertex3f;i < mesh->numverts;i++, v += 3)
1278 VectorSubtract(v, ncenter, temp);
1279 dist2 = DotProduct(temp, temp);
1280 if (nradius2 < dist2)
1286 VectorCopy(nmins, mins);
1288 VectorCopy(nmaxs, maxs);
1290 VectorCopy(ncenter, center);
1292 *radius = sqrt(nradius2);
1295 void Mod_ShadowMesh_Free(shadowmesh_t *mesh)
1297 shadowmesh_t *nextmesh;
1298 for (;mesh;mesh = nextmesh)
1301 R_Mesh_DestroyBufferObject(mesh->ebo3i);
1303 R_Mesh_DestroyBufferObject(mesh->ebo3s);
1305 R_Mesh_DestroyBufferObject(mesh->vbo);
1306 nextmesh = mesh->next;
1311 void Mod_CreateCollisionMesh(dp_model_t *mod)
1314 int numcollisionmeshtriangles;
1315 const msurface_t *surface;
1316 mempool_t *mempool = mod->mempool;
1317 if (!mempool && mod->brush.parentmodel)
1318 mempool = mod->brush.parentmodel->mempool;
1319 // make a single combined collision mesh for physics engine use
1320 // TODO rewrite this to use the collision brushes as source, to fix issues with e.g. common/caulk which creates no drawsurface
1321 numcollisionmeshtriangles = 0;
1322 for (k = 0;k < mod->nummodelsurfaces;k++)
1324 surface = mod->data_surfaces + mod->firstmodelsurface + k;
1325 if (!(surface->texture->supercontents & SUPERCONTENTS_SOLID))
1327 numcollisionmeshtriangles += surface->num_triangles;
1329 mod->brush.collisionmesh = Mod_ShadowMesh_Begin(mempool, numcollisionmeshtriangles * 3, numcollisionmeshtriangles, NULL, NULL, NULL, false, false, true);
1330 for (k = 0;k < mod->nummodelsurfaces;k++)
1332 surface = mod->data_surfaces + mod->firstmodelsurface + k;
1333 if (!(surface->texture->supercontents & SUPERCONTENTS_SOLID))
1335 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));
1337 mod->brush.collisionmesh = Mod_ShadowMesh_Finish(mempool, mod->brush.collisionmesh, false, true, false);
1340 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)
1345 if (ix >= 0 && iy >= 0 && ix < imagewidth && iy < imageheight)
1346 v[2] = (imagepixels[((iy*imagewidth)+ix)*4+0] + imagepixels[((iy*imagewidth)+ix)*4+1] + imagepixels[((iy*imagewidth)+ix)*4+2]) * (1.0f / 765.0f);
1349 Matrix4x4_Transform(pixelstepmatrix, v, vertex3f);
1350 Matrix4x4_Transform(pixeltexturestepmatrix, v, tc);
1351 texcoord2f[0] = tc[0];
1352 texcoord2f[1] = tc[1];
1355 void Mod_GetTerrainVertexFromBGRA(const unsigned char *imagepixels, int imagewidth, int imageheight, int ix, int iy, float *vertex3f, float *svector3f, float *tvector3f, float *normal3f, float *texcoord2f, matrix4x4_t *pixelstepmatrix, matrix4x4_t *pixeltexturestepmatrix)
1357 float vup[3], vdown[3], vleft[3], vright[3];
1358 float tcup[3], tcdown[3], tcleft[3], tcright[3];
1359 float sv[3], tv[3], nl[3];
1360 Mod_GetTerrainVertex3fTexCoord2fFromBGRA(imagepixels, imagewidth, imageheight, ix, iy, vertex3f, texcoord2f, pixelstepmatrix, pixeltexturestepmatrix);
1361 Mod_GetTerrainVertex3fTexCoord2fFromBGRA(imagepixels, imagewidth, imageheight, ix, iy - 1, vup, tcup, pixelstepmatrix, pixeltexturestepmatrix);
1362 Mod_GetTerrainVertex3fTexCoord2fFromBGRA(imagepixels, imagewidth, imageheight, ix, iy + 1, vdown, tcdown, pixelstepmatrix, pixeltexturestepmatrix);
1363 Mod_GetTerrainVertex3fTexCoord2fFromBGRA(imagepixels, imagewidth, imageheight, ix - 1, iy, vleft, tcleft, pixelstepmatrix, pixeltexturestepmatrix);
1364 Mod_GetTerrainVertex3fTexCoord2fFromBGRA(imagepixels, imagewidth, imageheight, ix + 1, iy, vright, tcright, pixelstepmatrix, pixeltexturestepmatrix);
1365 Mod_BuildBumpVectors(vertex3f, vup, vright, texcoord2f, tcup, tcright, svector3f, tvector3f, normal3f);
1366 Mod_BuildBumpVectors(vertex3f, vright, vdown, texcoord2f, tcright, tcdown, sv, tv, nl);
1367 VectorAdd(svector3f, sv, svector3f);
1368 VectorAdd(tvector3f, tv, tvector3f);
1369 VectorAdd(normal3f, nl, normal3f);
1370 Mod_BuildBumpVectors(vertex3f, vdown, vleft, texcoord2f, tcdown, tcleft, sv, tv, nl);
1371 VectorAdd(svector3f, sv, svector3f);
1372 VectorAdd(tvector3f, tv, tvector3f);
1373 VectorAdd(normal3f, nl, normal3f);
1374 Mod_BuildBumpVectors(vertex3f, vleft, vup, texcoord2f, tcleft, tcup, sv, tv, nl);
1375 VectorAdd(svector3f, sv, svector3f);
1376 VectorAdd(tvector3f, tv, tvector3f);
1377 VectorAdd(normal3f, nl, normal3f);
1380 void Mod_ConstructTerrainPatchFromBGRA(const unsigned char *imagepixels, int imagewidth, int imageheight, int x1, int y1, int width, int height, int *element3i, int *neighbor3i, float *vertex3f, float *svector3f, float *tvector3f, float *normal3f, float *texcoord2f, matrix4x4_t *pixelstepmatrix, matrix4x4_t *pixeltexturestepmatrix)
1382 int x, y, ix, iy, *e;
1384 for (y = 0;y < height;y++)
1386 for (x = 0;x < width;x++)
1388 e[0] = (y + 1) * (width + 1) + (x + 0);
1389 e[1] = (y + 0) * (width + 1) + (x + 0);
1390 e[2] = (y + 1) * (width + 1) + (x + 1);
1391 e[3] = (y + 0) * (width + 1) + (x + 0);
1392 e[4] = (y + 0) * (width + 1) + (x + 1);
1393 e[5] = (y + 1) * (width + 1) + (x + 1);
1397 Mod_BuildTriangleNeighbors(neighbor3i, element3i, width*height*2);
1398 for (y = 0, iy = y1;y < height + 1;y++, iy++)
1399 for (x = 0, ix = x1;x < width + 1;x++, ix++, vertex3f += 3, texcoord2f += 2, svector3f += 3, tvector3f += 3, normal3f += 3)
1400 Mod_GetTerrainVertexFromBGRA(imagepixels, imagewidth, imageheight, ix, iy, vertex3f, texcoord2f, svector3f, tvector3f, normal3f, pixelstepmatrix, pixeltexturestepmatrix);
1404 void Mod_Terrain_SurfaceRecurseChunk(dp_model_t *model, int stepsize, int x, int y)
1408 float chunkwidth = min(stepsize, model->terrain.width - 1 - x);
1409 float chunkheight = min(stepsize, model->terrain.height - 1 - y);
1410 float viewvector[3];
1411 unsigned int firstvertex;
1414 if (chunkwidth < 2 || chunkheight < 2)
1416 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]);
1417 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]);
1418 viewvector[0] = bound(mins[0], localvieworigin, maxs[0]) - model->terrain.vieworigin[0];
1419 viewvector[1] = bound(mins[1], localvieworigin, maxs[1]) - model->terrain.vieworigin[1];
1420 viewvector[2] = bound(mins[2], localvieworigin, maxs[2]) - model->terrain.vieworigin[2];
1421 if (stepsize > 1 && VectorLength(viewvector) < stepsize*model->terrain.scale[0]*r_terrain_lodscale.value)
1423 // too close for this stepsize, emit as 4 chunks instead
1425 Mod_Terrain_SurfaceRecurseChunk(model, stepsize, x, y);
1426 Mod_Terrain_SurfaceRecurseChunk(model, stepsize, x+stepsize, y);
1427 Mod_Terrain_SurfaceRecurseChunk(model, stepsize, x, y+stepsize);
1428 Mod_Terrain_SurfaceRecurseChunk(model, stepsize, x+stepsize, y+stepsize);
1431 // emit the geometry at stepsize into our vertex buffer / index buffer
1432 // we add two columns and two rows for skirt
1433 outwidth = chunkwidth+2;
1434 outheight = chunkheight+2;
1435 outwidth2 = outwidth-1;
1436 outheight2 = outheight-1;
1437 outwidth3 = outwidth+1;
1438 outheight3 = outheight+1;
1439 firstvertex = numvertices;
1440 e = model->terrain.element3i + numtriangles;
1441 numtriangles += chunkwidth*chunkheight*2+chunkwidth*2*2+chunkheight*2*2;
1442 v = model->terrain.vertex3f + numvertices;
1443 numvertices += (chunkwidth+1)*(chunkheight+1)+(chunkwidth+1)*2+(chunkheight+1)*2;
1444 // emit the triangles (note: the skirt is treated as two extra rows and two extra columns)
1445 for (ty = 0;ty < outheight;ty++)
1447 for (tx = 0;tx < outwidth;tx++)
1449 *e++ = firstvertex + (ty )*outwidth3+(tx );
1450 *e++ = firstvertex + (ty )*outwidth3+(tx+1);
1451 *e++ = firstvertex + (ty+1)*outwidth3+(tx+1);
1452 *e++ = firstvertex + (ty )*outwidth3+(tx );
1453 *e++ = firstvertex + (ty+1)*outwidth3+(tx+1);
1454 *e++ = firstvertex + (ty+1)*outwidth3+(tx );
1457 // TODO: emit surface vertices (x+tx*stepsize, y+ty*stepsize)
1458 for (ty = 0;ty <= outheight;ty++)
1460 skirtrow = ty == 0 || ty == outheight;
1461 ry = y+bound(1, ty, outheight)*stepsize;
1462 for (tx = 0;tx <= outwidth;tx++)
1464 skirt = skirtrow || tx == 0 || tx == outwidth;
1465 rx = x+bound(1, tx, outwidth)*stepsize;
1468 v[2] = heightmap[ry*terrainwidth+rx]*scale[2];
1472 // TODO: emit skirt vertices
1475 void Mod_Terrain_UpdateSurfacesForViewOrigin(dp_model_t *model)
1477 for (y = 0;y < model->terrain.size[1];y += model->terrain.
1478 Mod_Terrain_SurfaceRecurseChunk(model, model->terrain.maxstepsize, x, y);
1479 Mod_Terrain_BuildChunk(model,
1483 q3wavefunc_t Mod_LoadQ3Shaders_EnumerateWaveFunc(const char *s)
1485 if (!strcasecmp(s, "sin")) return Q3WAVEFUNC_SIN;
1486 if (!strcasecmp(s, "square")) return Q3WAVEFUNC_SQUARE;
1487 if (!strcasecmp(s, "triangle")) return Q3WAVEFUNC_TRIANGLE;
1488 if (!strcasecmp(s, "sawtooth")) return Q3WAVEFUNC_SAWTOOTH;
1489 if (!strcasecmp(s, "inversesawtooth")) return Q3WAVEFUNC_INVERSESAWTOOTH;
1490 if (!strcasecmp(s, "noise")) return Q3WAVEFUNC_NOISE;
1491 Con_DPrintf("Mod_LoadQ3Shaders: unknown wavefunc %s\n", s);
1492 return Q3WAVEFUNC_NONE;
1495 void Mod_FreeQ3Shaders(void)
1497 Mem_FreePool(&q3shaders_mem);
1500 static void Q3Shader_AddToHash (q3shaderinfo_t* shader)
1502 unsigned short hash = CRC_Block_CaseInsensitive ((const unsigned char *)shader->name, strlen (shader->name));
1503 q3shader_hash_entry_t* entry = q3shader_data->hash + (hash % Q3SHADER_HASH_SIZE);
1504 q3shader_hash_entry_t* lastEntry = NULL;
1505 while (entry != NULL)
1507 if (strcasecmp (entry->shader.name, shader->name) == 0)
1509 unsigned char *start, *end, *start2;
1510 start = (unsigned char *) (&shader->Q3SHADERINFO_COMPARE_START);
1511 end = ((unsigned char *) (&shader->Q3SHADERINFO_COMPARE_END)) + sizeof(shader->Q3SHADERINFO_COMPARE_END);
1512 start2 = (unsigned char *) (&entry->shader.Q3SHADERINFO_COMPARE_START);
1513 if(memcmp(start, start2, end - start))
1514 Con_DPrintf("Shader '%s' already defined, ignoring mismatching redeclaration\n", shader->name);
1516 Con_DPrintf("Shader '%s' already defined\n", shader->name);
1520 entry = entry->chain;
1524 if (lastEntry->shader.name[0] != 0)
1527 q3shader_hash_entry_t* newEntry = (q3shader_hash_entry_t*)
1528 Mem_ExpandableArray_AllocRecord (&q3shader_data->hash_entries);
1530 while (lastEntry->chain != NULL) lastEntry = lastEntry->chain;
1531 lastEntry->chain = newEntry;
1532 newEntry->chain = NULL;
1533 lastEntry = newEntry;
1535 /* else: head of chain, in hash entry array */
1538 memcpy (&entry->shader, shader, sizeof (q3shaderinfo_t));
1541 extern cvar_t r_picmipworld;
1542 void Mod_LoadQ3Shaders(void)
1549 q3shaderinfo_t shader;
1550 q3shaderinfo_layer_t *layer;
1552 char parameter[TEXTURE_MAXFRAMES + 4][Q3PATHLENGTH];
1554 Mod_FreeQ3Shaders();
1556 q3shaders_mem = Mem_AllocPool("q3shaders", 0, NULL);
1557 q3shader_data = (q3shader_data_t*)Mem_Alloc (q3shaders_mem,
1558 sizeof (q3shader_data_t));
1559 Mem_ExpandableArray_NewArray (&q3shader_data->hash_entries,
1560 q3shaders_mem, sizeof (q3shader_hash_entry_t), 256);
1561 Mem_ExpandableArray_NewArray (&q3shader_data->char_ptrs,
1562 q3shaders_mem, sizeof (char**), 256);
1564 search = FS_Search("scripts/*.shader", true, false);
1567 for (fileindex = 0;fileindex < search->numfilenames;fileindex++)
1569 text = f = (char *)FS_LoadFile(search->filenames[fileindex], tempmempool, false, NULL);
1572 while (COM_ParseToken_QuakeC(&text, false))
1574 memset (&shader, 0, sizeof(shader));
1575 shader.reflectmin = 0;
1576 shader.reflectmax = 1;
1577 shader.refractfactor = 1;
1578 Vector4Set(shader.refractcolor4f, 1, 1, 1, 1);
1579 shader.reflectfactor = 1;
1580 Vector4Set(shader.reflectcolor4f, 1, 1, 1, 1);
1581 shader.r_water_wateralpha = 1;
1582 shader.specularscalemod = 1;
1583 shader.specularpowermod = 1;
1585 strlcpy(shader.name, com_token, sizeof(shader.name));
1586 if (!COM_ParseToken_QuakeC(&text, false) || strcasecmp(com_token, "{"))
1588 Con_DPrintf("%s parsing error - expected \"{\", found \"%s\"\n", search->filenames[fileindex], com_token);
1591 while (COM_ParseToken_QuakeC(&text, false))
1593 if (!strcasecmp(com_token, "}"))
1595 if (!strcasecmp(com_token, "{"))
1597 static q3shaderinfo_layer_t dummy;
1598 if (shader.numlayers < Q3SHADER_MAXLAYERS)
1600 layer = shader.layers + shader.numlayers++;
1604 // parse and process it anyway, just don't store it (so a map $lightmap or such stuff still is found)
1605 memset(&dummy, 0, sizeof(dummy));
1608 layer->rgbgen.rgbgen = Q3RGBGEN_IDENTITY;
1609 layer->alphagen.alphagen = Q3ALPHAGEN_IDENTITY;
1610 layer->tcgen.tcgen = Q3TCGEN_TEXTURE;
1611 layer->blendfunc[0] = GL_ONE;
1612 layer->blendfunc[1] = GL_ZERO;
1613 while (COM_ParseToken_QuakeC(&text, false))
1615 if (!strcasecmp(com_token, "}"))
1617 if (!strcasecmp(com_token, "\n"))
1620 for (j = 0;strcasecmp(com_token, "\n") && strcasecmp(com_token, "}");j++)
1622 if (j < TEXTURE_MAXFRAMES + 4)
1624 // remap dp_water to dpwater, dp_reflect to dpreflect, etc.
1625 if(j == 0 && !strncasecmp(com_token, "dp_", 3))
1626 dpsnprintf(parameter[j], sizeof(parameter[j]), "dp%s", &com_token[3]);
1628 strlcpy(parameter[j], com_token, sizeof(parameter[j]));
1629 numparameters = j + 1;
1631 if (!COM_ParseToken_QuakeC(&text, true))
1634 //for (j = numparameters;j < TEXTURE_MAXFRAMES + 4;j++)
1635 // parameter[j][0] = 0;
1636 if (developer_insane.integer)
1638 Con_DPrintf("%s %i: ", shader.name, shader.numlayers - 1);
1639 for (j = 0;j < numparameters;j++)
1640 Con_DPrintf(" %s", parameter[j]);
1643 if (numparameters >= 2 && !strcasecmp(parameter[0], "blendfunc"))
1645 if (numparameters == 2)
1647 if (!strcasecmp(parameter[1], "add"))
1649 layer->blendfunc[0] = GL_ONE;
1650 layer->blendfunc[1] = GL_ONE;
1652 else if (!strcasecmp(parameter[1], "filter"))
1654 layer->blendfunc[0] = GL_DST_COLOR;
1655 layer->blendfunc[1] = GL_ZERO;
1657 else if (!strcasecmp(parameter[1], "blend"))
1659 layer->blendfunc[0] = GL_SRC_ALPHA;
1660 layer->blendfunc[1] = GL_ONE_MINUS_SRC_ALPHA;
1663 else if (numparameters == 3)
1666 for (k = 0;k < 2;k++)
1668 if (!strcasecmp(parameter[k+1], "GL_ONE"))
1669 layer->blendfunc[k] = GL_ONE;
1670 else if (!strcasecmp(parameter[k+1], "GL_ZERO"))
1671 layer->blendfunc[k] = GL_ZERO;
1672 else if (!strcasecmp(parameter[k+1], "GL_SRC_COLOR"))
1673 layer->blendfunc[k] = GL_SRC_COLOR;
1674 else if (!strcasecmp(parameter[k+1], "GL_SRC_ALPHA"))
1675 layer->blendfunc[k] = GL_SRC_ALPHA;
1676 else if (!strcasecmp(parameter[k+1], "GL_DST_COLOR"))
1677 layer->blendfunc[k] = GL_DST_COLOR;
1678 else if (!strcasecmp(parameter[k+1], "GL_DST_ALPHA"))
1679 layer->blendfunc[k] = GL_ONE_MINUS_DST_ALPHA;
1680 else if (!strcasecmp(parameter[k+1], "GL_ONE_MINUS_SRC_COLOR"))
1681 layer->blendfunc[k] = GL_ONE_MINUS_SRC_COLOR;
1682 else if (!strcasecmp(parameter[k+1], "GL_ONE_MINUS_SRC_ALPHA"))
1683 layer->blendfunc[k] = GL_ONE_MINUS_SRC_ALPHA;
1684 else if (!strcasecmp(parameter[k+1], "GL_ONE_MINUS_DST_COLOR"))
1685 layer->blendfunc[k] = GL_ONE_MINUS_DST_COLOR;
1686 else if (!strcasecmp(parameter[k+1], "GL_ONE_MINUS_DST_ALPHA"))
1687 layer->blendfunc[k] = GL_ONE_MINUS_DST_ALPHA;
1689 layer->blendfunc[k] = GL_ONE; // default in case of parsing error
1693 if (numparameters >= 2 && !strcasecmp(parameter[0], "alphafunc"))
1694 layer->alphatest = true;
1695 if (numparameters >= 2 && (!strcasecmp(parameter[0], "map") || !strcasecmp(parameter[0], "clampmap")))
1697 if (!strcasecmp(parameter[0], "clampmap"))
1698 layer->clampmap = true;
1699 layer->numframes = 1;
1700 layer->framerate = 1;
1701 layer->texturename = (char**)Mem_ExpandableArray_AllocRecord (
1702 &q3shader_data->char_ptrs);
1703 layer->texturename[0] = Mem_strdup (q3shaders_mem, parameter[1]);
1704 if (!strcasecmp(parameter[1], "$lightmap"))
1705 shader.lighting = true;
1707 else if (numparameters >= 3 && (!strcasecmp(parameter[0], "animmap") || !strcasecmp(parameter[0], "animclampmap")))
1710 layer->numframes = min(numparameters - 2, TEXTURE_MAXFRAMES);
1711 layer->framerate = atof(parameter[1]);
1712 layer->texturename = (char **) Mem_Alloc (q3shaders_mem, sizeof (char*) * layer->numframes);
1713 for (i = 0;i < layer->numframes;i++)
1714 layer->texturename[i] = Mem_strdup (q3shaders_mem, parameter[i + 2]);
1716 else if (numparameters >= 2 && !strcasecmp(parameter[0], "rgbgen"))
1719 for (i = 0;i < numparameters - 2 && i < Q3RGBGEN_MAXPARMS;i++)
1720 layer->rgbgen.parms[i] = atof(parameter[i+2]);
1721 if (!strcasecmp(parameter[1], "identity")) layer->rgbgen.rgbgen = Q3RGBGEN_IDENTITY;
1722 else if (!strcasecmp(parameter[1], "const")) layer->rgbgen.rgbgen = Q3RGBGEN_CONST;
1723 else if (!strcasecmp(parameter[1], "entity")) layer->rgbgen.rgbgen = Q3RGBGEN_ENTITY;
1724 else if (!strcasecmp(parameter[1], "exactvertex")) layer->rgbgen.rgbgen = Q3RGBGEN_EXACTVERTEX;
1725 else if (!strcasecmp(parameter[1], "identitylighting")) layer->rgbgen.rgbgen = Q3RGBGEN_IDENTITYLIGHTING;
1726 else if (!strcasecmp(parameter[1], "lightingdiffuse")) layer->rgbgen.rgbgen = Q3RGBGEN_LIGHTINGDIFFUSE;
1727 else if (!strcasecmp(parameter[1], "oneminusentity")) layer->rgbgen.rgbgen = Q3RGBGEN_ONEMINUSENTITY;
1728 else if (!strcasecmp(parameter[1], "oneminusvertex")) layer->rgbgen.rgbgen = Q3RGBGEN_ONEMINUSVERTEX;
1729 else if (!strcasecmp(parameter[1], "vertex")) layer->rgbgen.rgbgen = Q3RGBGEN_VERTEX;
1730 else if (!strcasecmp(parameter[1], "wave"))
1732 layer->rgbgen.rgbgen = Q3RGBGEN_WAVE;
1733 layer->rgbgen.wavefunc = Mod_LoadQ3Shaders_EnumerateWaveFunc(parameter[2]);
1734 for (i = 0;i < numparameters - 3 && i < Q3WAVEPARMS;i++)
1735 layer->rgbgen.waveparms[i] = atof(parameter[i+3]);
1737 else Con_DPrintf("%s parsing warning: unknown rgbgen %s\n", search->filenames[fileindex], parameter[1]);
1739 else if (numparameters >= 2 && !strcasecmp(parameter[0], "alphagen"))
1742 for (i = 0;i < numparameters - 2 && i < Q3ALPHAGEN_MAXPARMS;i++)
1743 layer->alphagen.parms[i] = atof(parameter[i+2]);
1744 if (!strcasecmp(parameter[1], "identity")) layer->alphagen.alphagen = Q3ALPHAGEN_IDENTITY;
1745 else if (!strcasecmp(parameter[1], "const")) layer->alphagen.alphagen = Q3ALPHAGEN_CONST;
1746 else if (!strcasecmp(parameter[1], "entity")) layer->alphagen.alphagen = Q3ALPHAGEN_ENTITY;
1747 else if (!strcasecmp(parameter[1], "lightingspecular")) layer->alphagen.alphagen = Q3ALPHAGEN_LIGHTINGSPECULAR;
1748 else if (!strcasecmp(parameter[1], "oneminusentity")) layer->alphagen.alphagen = Q3ALPHAGEN_ONEMINUSENTITY;
1749 else if (!strcasecmp(parameter[1], "oneminusvertex")) layer->alphagen.alphagen = Q3ALPHAGEN_ONEMINUSVERTEX;
1750 else if (!strcasecmp(parameter[1], "portal")) layer->alphagen.alphagen = Q3ALPHAGEN_PORTAL;
1751 else if (!strcasecmp(parameter[1], "vertex")) layer->alphagen.alphagen = Q3ALPHAGEN_VERTEX;
1752 else if (!strcasecmp(parameter[1], "wave"))
1754 layer->alphagen.alphagen = Q3ALPHAGEN_WAVE;
1755 layer->alphagen.wavefunc = Mod_LoadQ3Shaders_EnumerateWaveFunc(parameter[2]);
1756 for (i = 0;i < numparameters - 3 && i < Q3WAVEPARMS;i++)
1757 layer->alphagen.waveparms[i] = atof(parameter[i+3]);
1759 else Con_DPrintf("%s parsing warning: unknown alphagen %s\n", search->filenames[fileindex], parameter[1]);
1761 else if (numparameters >= 2 && (!strcasecmp(parameter[0], "texgen") || !strcasecmp(parameter[0], "tcgen")))
1764 // observed values: tcgen environment
1765 // no other values have been observed in real shaders
1766 for (i = 0;i < numparameters - 2 && i < Q3TCGEN_MAXPARMS;i++)
1767 layer->tcgen.parms[i] = atof(parameter[i+2]);
1768 if (!strcasecmp(parameter[1], "base")) layer->tcgen.tcgen = Q3TCGEN_TEXTURE;
1769 else if (!strcasecmp(parameter[1], "texture")) layer->tcgen.tcgen = Q3TCGEN_TEXTURE;
1770 else if (!strcasecmp(parameter[1], "environment")) layer->tcgen.tcgen = Q3TCGEN_ENVIRONMENT;
1771 else if (!strcasecmp(parameter[1], "lightmap")) layer->tcgen.tcgen = Q3TCGEN_LIGHTMAP;
1772 else if (!strcasecmp(parameter[1], "vector")) layer->tcgen.tcgen = Q3TCGEN_VECTOR;
1773 else Con_DPrintf("%s parsing warning: unknown tcgen mode %s\n", search->filenames[fileindex], parameter[1]);
1775 else if (numparameters >= 2 && !strcasecmp(parameter[0], "tcmod"))
1782 // tcmod stretch sin # # # #
1783 // tcmod stretch triangle # # # #
1784 // tcmod transform # # # # # #
1785 // tcmod turb # # # #
1786 // tcmod turb sin # # # # (this is bogus)
1787 // no other values have been observed in real shaders
1788 for (tcmodindex = 0;tcmodindex < Q3MAXTCMODS;tcmodindex++)
1789 if (!layer->tcmods[tcmodindex].tcmod)
1791 if (tcmodindex < Q3MAXTCMODS)
1793 for (i = 0;i < numparameters - 2 && i < Q3TCMOD_MAXPARMS;i++)
1794 layer->tcmods[tcmodindex].parms[i] = atof(parameter[i+2]);
1795 if (!strcasecmp(parameter[1], "entitytranslate")) layer->tcmods[tcmodindex].tcmod = Q3TCMOD_ENTITYTRANSLATE;
1796 else if (!strcasecmp(parameter[1], "rotate")) layer->tcmods[tcmodindex].tcmod = Q3TCMOD_ROTATE;
1797 else if (!strcasecmp(parameter[1], "scale")) layer->tcmods[tcmodindex].tcmod = Q3TCMOD_SCALE;
1798 else if (!strcasecmp(parameter[1], "scroll")) layer->tcmods[tcmodindex].tcmod = Q3TCMOD_SCROLL;
1799 else if (!strcasecmp(parameter[1], "page")) layer->tcmods[tcmodindex].tcmod = Q3TCMOD_PAGE;
1800 else if (!strcasecmp(parameter[1], "stretch"))
1802 layer->tcmods[tcmodindex].tcmod = Q3TCMOD_STRETCH;
1803 layer->tcmods[tcmodindex].wavefunc = Mod_LoadQ3Shaders_EnumerateWaveFunc(parameter[2]);
1804 for (i = 0;i < numparameters - 3 && i < Q3WAVEPARMS;i++)
1805 layer->tcmods[tcmodindex].waveparms[i] = atof(parameter[i+3]);
1807 else if (!strcasecmp(parameter[1], "transform")) layer->tcmods[tcmodindex].tcmod = Q3TCMOD_TRANSFORM;
1808 else if (!strcasecmp(parameter[1], "turb")) layer->tcmods[tcmodindex].tcmod = Q3TCMOD_TURBULENT;
1809 else Con_DPrintf("%s parsing warning: unknown tcmod mode %s\n", search->filenames[fileindex], parameter[1]);
1812 Con_DPrintf("%s parsing warning: too many tcmods on one layer\n", search->filenames[fileindex]);
1814 // break out a level if it was a closing brace (not using the character here to not confuse vim)
1815 if (!strcasecmp(com_token, "}"))
1818 if (layer->rgbgen.rgbgen == Q3RGBGEN_LIGHTINGDIFFUSE || layer->rgbgen.rgbgen == Q3RGBGEN_VERTEX)
1819 shader.lighting = true;
1820 if (layer->alphagen.alphagen == Q3ALPHAGEN_VERTEX)
1822 if (layer == shader.layers + 0)
1824 // vertex controlled transparency
1825 shader.vertexalpha = true;
1829 // multilayer terrain shader or similar
1830 shader.textureblendalpha = true;
1833 layer->texflags = TEXF_ALPHA;
1834 if (!(shader.surfaceparms & Q3SURFACEPARM_NOMIPMAPS))
1835 layer->texflags |= TEXF_MIPMAP;
1836 if (!(shader.textureflags & Q3TEXTUREFLAG_NOPICMIP))
1837 layer->texflags |= TEXF_PICMIP | TEXF_COMPRESS;
1838 if (layer->clampmap)
1839 layer->texflags |= TEXF_CLAMP;
1843 for (j = 0;strcasecmp(com_token, "\n") && strcasecmp(com_token, "}");j++)
1845 if (j < TEXTURE_MAXFRAMES + 4)
1847 strlcpy(parameter[j], com_token, sizeof(parameter[j]));
1848 numparameters = j + 1;
1850 if (!COM_ParseToken_QuakeC(&text, true))
1853 //for (j = numparameters;j < TEXTURE_MAXFRAMES + 4;j++)
1854 // parameter[j][0] = 0;
1855 if (fileindex == 0 && !strcasecmp(com_token, "}"))
1857 if (developer_insane.integer)
1859 Con_DPrintf("%s: ", shader.name);
1860 for (j = 0;j < numparameters;j++)
1861 Con_DPrintf(" %s", parameter[j]);
1864 if (numparameters < 1)
1866 if (!strcasecmp(parameter[0], "surfaceparm") && numparameters >= 2)
1868 if (!strcasecmp(parameter[1], "alphashadow"))
1869 shader.surfaceparms |= Q3SURFACEPARM_ALPHASHADOW;
1870 else if (!strcasecmp(parameter[1], "areaportal"))
1871 shader.surfaceparms |= Q3SURFACEPARM_AREAPORTAL;
1872 else if (!strcasecmp(parameter[1], "botclip"))
1873 shader.surfaceparms |= Q3SURFACEPARM_BOTCLIP;
1874 else if (!strcasecmp(parameter[1], "clusterportal"))
1875 shader.surfaceparms |= Q3SURFACEPARM_CLUSTERPORTAL;
1876 else if (!strcasecmp(parameter[1], "detail"))
1877 shader.surfaceparms |= Q3SURFACEPARM_DETAIL;
1878 else if (!strcasecmp(parameter[1], "donotenter"))
1879 shader.surfaceparms |= Q3SURFACEPARM_DONOTENTER;
1880 else if (!strcasecmp(parameter[1], "dust"))
1881 shader.surfaceparms |= Q3SURFACEPARM_DUST;
1882 else if (!strcasecmp(parameter[1], "hint"))
1883 shader.surfaceparms |= Q3SURFACEPARM_HINT;
1884 else if (!strcasecmp(parameter[1], "fog"))
1885 shader.surfaceparms |= Q3SURFACEPARM_FOG;
1886 else if (!strcasecmp(parameter[1], "lava"))
1887 shader.surfaceparms |= Q3SURFACEPARM_LAVA;
1888 else if (!strcasecmp(parameter[1], "lightfilter"))
1889 shader.surfaceparms |= Q3SURFACEPARM_LIGHTFILTER;
1890 else if (!strcasecmp(parameter[1], "lightgrid"))
1891 shader.surfaceparms |= Q3SURFACEPARM_LIGHTGRID;
1892 else if (!strcasecmp(parameter[1], "metalsteps"))
1893 shader.surfaceparms |= Q3SURFACEPARM_METALSTEPS;
1894 else if (!strcasecmp(parameter[1], "nodamage"))
1895 shader.surfaceparms |= Q3SURFACEPARM_NODAMAGE;
1896 else if (!strcasecmp(parameter[1], "nodlight"))
1897 shader.surfaceparms |= Q3SURFACEPARM_NODLIGHT;
1898 else if (!strcasecmp(parameter[1], "nodraw"))
1899 shader.surfaceparms |= Q3SURFACEPARM_NODRAW;
1900 else if (!strcasecmp(parameter[1], "nodrop"))
1901 shader.surfaceparms |= Q3SURFACEPARM_NODROP;
1902 else if (!strcasecmp(parameter[1], "noimpact"))
1903 shader.surfaceparms |= Q3SURFACEPARM_NOIMPACT;
1904 else if (!strcasecmp(parameter[1], "nolightmap"))
1905 shader.surfaceparms |= Q3SURFACEPARM_NOLIGHTMAP;
1906 else if (!strcasecmp(parameter[1], "nomarks"))
1907 shader.surfaceparms |= Q3SURFACEPARM_NOMARKS;
1908 else if (!strcasecmp(parameter[1], "nomipmaps"))
1909 shader.surfaceparms |= Q3SURFACEPARM_NOMIPMAPS;
1910 else if (!strcasecmp(parameter[1], "nonsolid"))
1911 shader.surfaceparms |= Q3SURFACEPARM_NONSOLID;
1912 else if (!strcasecmp(parameter[1], "origin"))
1913 shader.surfaceparms |= Q3SURFACEPARM_ORIGIN;
1914 else if (!strcasecmp(parameter[1], "playerclip"))
1915 shader.surfaceparms |= Q3SURFACEPARM_PLAYERCLIP;
1916 else if (!strcasecmp(parameter[1], "sky"))
1917 shader.surfaceparms |= Q3SURFACEPARM_SKY;
1918 else if (!strcasecmp(parameter[1], "slick"))
1919 shader.surfaceparms |= Q3SURFACEPARM_SLICK;
1920 else if (!strcasecmp(parameter[1], "slime"))
1921 shader.surfaceparms |= Q3SURFACEPARM_SLIME;
1922 else if (!strcasecmp(parameter[1], "structural"))
1923 shader.surfaceparms |= Q3SURFACEPARM_STRUCTURAL;
1924 else if (!strcasecmp(parameter[1], "trans"))
1925 shader.surfaceparms |= Q3SURFACEPARM_TRANS;
1926 else if (!strcasecmp(parameter[1], "water"))
1927 shader.surfaceparms |= Q3SURFACEPARM_WATER;
1928 else if (!strcasecmp(parameter[1], "pointlight"))
1929 shader.surfaceparms |= Q3SURFACEPARM_POINTLIGHT;
1930 else if (!strcasecmp(parameter[1], "antiportal"))
1931 shader.surfaceparms |= Q3SURFACEPARM_ANTIPORTAL;
1933 Con_DPrintf("%s parsing warning: unknown surfaceparm \"%s\"\n", search->filenames[fileindex], parameter[1]);
1935 else if (!strcasecmp(parameter[0], "dpshadow"))
1936 shader.dpshadow = true;
1937 else if (!strcasecmp(parameter[0], "dpnoshadow"))
1938 shader.dpnoshadow = true;
1939 else if (!strcasecmp(parameter[0], "dpreflectcube"))
1940 strlcpy(shader.dpreflectcube, parameter[1], sizeof(shader.dpreflectcube));
1941 else if (!strcasecmp(parameter[0], "sky") && numparameters >= 2)
1943 // some q3 skies don't have the sky parm set
1944 shader.surfaceparms |= Q3SURFACEPARM_SKY;
1945 strlcpy(shader.skyboxname, parameter[1], sizeof(shader.skyboxname));
1947 else if (!strcasecmp(parameter[0], "skyparms") && numparameters >= 2)
1949 // some q3 skies don't have the sky parm set
1950 shader.surfaceparms |= Q3SURFACEPARM_SKY;
1951 if (!atoi(parameter[1]) && strcasecmp(parameter[1], "-"))
1952 strlcpy(shader.skyboxname, parameter[1], sizeof(shader.skyboxname));
1954 else if (!strcasecmp(parameter[0], "cull") && numparameters >= 2)
1956 if (!strcasecmp(parameter[1], "disable") || !strcasecmp(parameter[1], "none") || !strcasecmp(parameter[1], "twosided"))
1957 shader.textureflags |= Q3TEXTUREFLAG_TWOSIDED;
1959 else if (!strcasecmp(parameter[0], "nomipmaps"))
1960 shader.surfaceparms |= Q3SURFACEPARM_NOMIPMAPS;
1961 else if (!strcasecmp(parameter[0], "nopicmip"))
1962 shader.textureflags |= Q3TEXTUREFLAG_NOPICMIP;
1963 else if (!strcasecmp(parameter[0], "polygonoffset"))
1964 shader.textureflags |= Q3TEXTUREFLAG_POLYGONOFFSET;
1965 else if (!strcasecmp(parameter[0], "dprefract") && numparameters >= 5)
1967 shader.textureflags |= Q3TEXTUREFLAG_REFRACTION;
1968 shader.refractfactor = atof(parameter[1]);
1969 Vector4Set(shader.refractcolor4f, atof(parameter[2]), atof(parameter[3]), atof(parameter[4]), 1);
1971 else if (!strcasecmp(parameter[0], "dpreflect") && numparameters >= 6)
1973 shader.textureflags |= Q3TEXTUREFLAG_REFLECTION;
1974 shader.reflectfactor = atof(parameter[1]);
1975 Vector4Set(shader.reflectcolor4f, atof(parameter[2]), atof(parameter[3]), atof(parameter[4]), atof(parameter[5]));
1977 else if (!strcasecmp(parameter[0], "dpwater") && numparameters >= 12)
1979 shader.textureflags |= Q3TEXTUREFLAG_WATERSHADER;
1980 shader.reflectmin = atof(parameter[1]);
1981 shader.reflectmax = atof(parameter[2]);
1982 shader.refractfactor = atof(parameter[3]);
1983 shader.reflectfactor = atof(parameter[4]);
1984 Vector4Set(shader.refractcolor4f, atof(parameter[5]), atof(parameter[6]), atof(parameter[7]), 1);
1985 Vector4Set(shader.reflectcolor4f, atof(parameter[8]), atof(parameter[9]), atof(parameter[10]), 1);
1986 shader.r_water_wateralpha = atof(parameter[11]);
1988 else if (!strcasecmp(parameter[0], "dpglossintensitymod") && numparameters >= 2)
1990 shader.specularscalemod = atof(parameter[1]);
1992 else if (!strcasecmp(parameter[0], "dpglossexponentmod") && numparameters >= 2)
1994 shader.specularpowermod = atof(parameter[1]);
1996 else if (!strcasecmp(parameter[0], "deformvertexes") && numparameters >= 2)
1999 for (deformindex = 0;deformindex < Q3MAXDEFORMS;deformindex++)
2000 if (!shader.deforms[deformindex].deform)
2002 if (deformindex < Q3MAXDEFORMS)
2004 for (i = 0;i < numparameters - 2 && i < Q3DEFORM_MAXPARMS;i++)
2005 shader.deforms[deformindex].parms[i] = atof(parameter[i+2]);
2006 if (!strcasecmp(parameter[1], "projectionshadow")) shader.deforms[deformindex].deform = Q3DEFORM_PROJECTIONSHADOW;
2007 else if (!strcasecmp(parameter[1], "autosprite" )) shader.deforms[deformindex].deform = Q3DEFORM_AUTOSPRITE;
2008 else if (!strcasecmp(parameter[1], "autosprite2" )) shader.deforms[deformindex].deform = Q3DEFORM_AUTOSPRITE2;
2009 else if (!strcasecmp(parameter[1], "text0" )) shader.deforms[deformindex].deform = Q3DEFORM_TEXT0;
2010 else if (!strcasecmp(parameter[1], "text1" )) shader.deforms[deformindex].deform = Q3DEFORM_TEXT1;
2011 else if (!strcasecmp(parameter[1], "text2" )) shader.deforms[deformindex].deform = Q3DEFORM_TEXT2;
2012 else if (!strcasecmp(parameter[1], "text3" )) shader.deforms[deformindex].deform = Q3DEFORM_TEXT3;
2013 else if (!strcasecmp(parameter[1], "text4" )) shader.deforms[deformindex].deform = Q3DEFORM_TEXT4;
2014 else if (!strcasecmp(parameter[1], "text5" )) shader.deforms[deformindex].deform = Q3DEFORM_TEXT5;
2015 else if (!strcasecmp(parameter[1], "text6" )) shader.deforms[deformindex].deform = Q3DEFORM_TEXT6;
2016 else if (!strcasecmp(parameter[1], "text7" )) shader.deforms[deformindex].deform = Q3DEFORM_TEXT7;
2017 else if (!strcasecmp(parameter[1], "bulge" )) shader.deforms[deformindex].deform = Q3DEFORM_BULGE;
2018 else if (!strcasecmp(parameter[1], "normal" )) shader.deforms[deformindex].deform = Q3DEFORM_NORMAL;
2019 else if (!strcasecmp(parameter[1], "wave" ))
2021 shader.deforms[deformindex].deform = Q3DEFORM_WAVE;
2022 shader.deforms[deformindex].wavefunc = Mod_LoadQ3Shaders_EnumerateWaveFunc(parameter[3]);
2023 for (i = 0;i < numparameters - 4 && i < Q3WAVEPARMS;i++)
2024 shader.deforms[deformindex].waveparms[i] = atof(parameter[i+4]);
2026 else if (!strcasecmp(parameter[1], "move" ))
2028 shader.deforms[deformindex].deform = Q3DEFORM_MOVE;
2029 shader.deforms[deformindex].wavefunc = Mod_LoadQ3Shaders_EnumerateWaveFunc(parameter[5]);
2030 for (i = 0;i < numparameters - 6 && i < Q3WAVEPARMS;i++)
2031 shader.deforms[deformindex].waveparms[i] = atof(parameter[i+6]);
2036 // pick the primary layer to render with
2037 if (shader.numlayers)
2039 shader.backgroundlayer = -1;
2040 shader.primarylayer = 0;
2041 // if lightmap comes first this is definitely an ordinary texture
2042 // if the first two layers have the correct blendfuncs and use vertex alpha, it is a blended terrain shader
2043 if ((shader.layers[shader.primarylayer].texturename != NULL)
2044 && !strcasecmp(shader.layers[shader.primarylayer].texturename[0], "$lightmap"))
2046 shader.backgroundlayer = -1;
2047 shader.primarylayer = 1;
2049 else if (shader.numlayers >= 2
2050 && shader.layers[1].alphagen.alphagen == Q3ALPHAGEN_VERTEX
2051 && (shader.layers[0].blendfunc[0] == GL_ONE && shader.layers[0].blendfunc[1] == GL_ZERO && !shader.layers[0].alphatest)
2052 && ((shader.layers[1].blendfunc[0] == GL_SRC_ALPHA && shader.layers[1].blendfunc[1] == GL_ONE_MINUS_SRC_ALPHA)
2053 || (shader.layers[1].blendfunc[0] == GL_ONE && shader.layers[1].blendfunc[1] == GL_ZERO && shader.layers[1].alphatest)))
2055 // terrain blending or other effects
2056 shader.backgroundlayer = 0;
2057 shader.primarylayer = 1;
2060 // fix up multiple reflection types
2061 if(shader.textureflags & Q3TEXTUREFLAG_WATERSHADER)
2062 shader.textureflags &= ~(Q3TEXTUREFLAG_REFRACTION | Q3TEXTUREFLAG_REFLECTION);
2064 Q3Shader_AddToHash (&shader);
2068 FS_FreeSearch(search);
2071 q3shaderinfo_t *Mod_LookupQ3Shader(const char *name)
2073 unsigned short hash;
2074 q3shader_hash_entry_t* entry;
2076 Mod_LoadQ3Shaders();
2077 hash = CRC_Block_CaseInsensitive ((const unsigned char *)name, strlen (name));
2078 entry = q3shader_data->hash + (hash % Q3SHADER_HASH_SIZE);
2079 while (entry != NULL)
2081 if (strcasecmp (entry->shader.name, name) == 0)
2082 return &entry->shader;
2083 entry = entry->chain;
2088 qboolean Mod_LoadTextureFromQ3Shader(texture_t *texture, const char *name, qboolean warnmissing, qboolean fallback, int defaulttexflags)
2092 qboolean success = true;
2093 q3shaderinfo_t *shader;
2096 strlcpy(texture->name, name, sizeof(texture->name));
2097 shader = name[0] ? Mod_LookupQ3Shader(name) : NULL;
2100 if(!(defaulttexflags & TEXF_PICMIP))
2101 texflagsmask &= ~TEXF_PICMIP;
2102 if(!(defaulttexflags & TEXF_COMPRESS))
2103 texflagsmask &= ~TEXF_COMPRESS;
2104 texture->specularscalemod = 1; // unless later loaded from the shader
2105 texture->specularpowermod = 1; // unless later loaded from the shader
2106 // WHEN ADDING DEFAULTS HERE, REMEMBER TO SYNC TO SHADER LOADING ABOVE
2107 // HERE, AND Q1BSP LOADING
2108 // JUST GREP FOR "specularscalemod = 1".
2112 if (developer_loading.integer)
2113 Con_Printf("%s: loaded shader for %s\n", loadmodel->name, name);
2114 texture->surfaceparms = shader->surfaceparms;
2116 // allow disabling of picmip or compression by defaulttexflags
2117 texture->textureflags = shader->textureflags & texflagsmask;
2119 if (shader->surfaceparms & Q3SURFACEPARM_SKY)
2121 texture->basematerialflags = MATERIALFLAG_SKY | MATERIALFLAG_NOSHADOW;
2122 if (shader->skyboxname[0])
2124 // quake3 seems to append a _ to the skybox name, so this must do so as well
2125 dpsnprintf(loadmodel->brush.skybox, sizeof(loadmodel->brush.skybox), "%s_", shader->skyboxname);
2128 else if ((texture->surfaceflags & Q3SURFACEFLAG_NODRAW) || shader->numlayers == 0)
2129 texture->basematerialflags = MATERIALFLAG_NODRAW | MATERIALFLAG_NOSHADOW;
2131 texture->basematerialflags = MATERIALFLAG_WALL;
2133 if (shader->layers[0].alphatest)
2134 texture->basematerialflags |= MATERIALFLAG_ALPHATEST | MATERIALFLAG_NOSHADOW;
2135 if (shader->textureflags & Q3TEXTUREFLAG_TWOSIDED)
2136 texture->basematerialflags |= MATERIALFLAG_NOSHADOW | MATERIALFLAG_NOCULLFACE;
2137 if (shader->textureflags & Q3TEXTUREFLAG_POLYGONOFFSET)
2138 texture->biaspolygonoffset -= 2;
2139 if (shader->textureflags & Q3TEXTUREFLAG_REFRACTION)
2140 texture->basematerialflags |= MATERIALFLAG_REFRACTION;
2141 if (shader->textureflags & Q3TEXTUREFLAG_REFLECTION)
2142 texture->basematerialflags |= MATERIALFLAG_REFLECTION;
2143 if (shader->textureflags & Q3TEXTUREFLAG_WATERSHADER)
2144 texture->basematerialflags |= MATERIALFLAG_WATERSHADER;
2145 texture->customblendfunc[0] = GL_ONE;
2146 texture->customblendfunc[1] = GL_ZERO;
2147 if (shader->numlayers > 0)
2149 texture->customblendfunc[0] = shader->layers[0].blendfunc[0];
2150 texture->customblendfunc[1] = shader->layers[0].blendfunc[1];
2152 Q3 shader blendfuncs actually used in the game (* = supported by DP)
2153 * additive GL_ONE GL_ONE
2154 additive weird GL_ONE GL_SRC_ALPHA
2155 additive weird 2 GL_ONE GL_ONE_MINUS_SRC_ALPHA
2156 * alpha GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA
2157 alpha inverse GL_ONE_MINUS_SRC_ALPHA GL_SRC_ALPHA
2158 brighten GL_DST_COLOR GL_ONE
2159 brighten GL_ONE GL_SRC_COLOR
2160 brighten weird GL_DST_COLOR GL_ONE_MINUS_DST_ALPHA
2161 brighten weird 2 GL_DST_COLOR GL_SRC_ALPHA
2162 * modulate GL_DST_COLOR GL_ZERO
2163 * modulate GL_ZERO GL_SRC_COLOR
2164 modulate inverse GL_ZERO GL_ONE_MINUS_SRC_COLOR
2165 modulate inverse alpha GL_ZERO GL_SRC_ALPHA
2166 modulate weird inverse GL_ONE_MINUS_DST_COLOR GL_ZERO
2167 * modulate x2 GL_DST_COLOR GL_SRC_COLOR
2168 * no blend GL_ONE GL_ZERO
2169 nothing GL_ZERO GL_ONE
2171 // if not opaque, figure out what blendfunc to use
2172 if (shader->layers[0].blendfunc[0] != GL_ONE || shader->layers[0].blendfunc[1] != GL_ZERO)
2174 if (shader->layers[0].blendfunc[0] == GL_ONE && shader->layers[0].blendfunc[1] == GL_ONE)
2175 texture->basematerialflags |= MATERIALFLAG_ADD | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
2176 else if (shader->layers[0].blendfunc[0] == GL_SRC_ALPHA && shader->layers[0].blendfunc[1] == GL_ONE)
2177 texture->basematerialflags |= MATERIALFLAG_ADD | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
2178 else if (shader->layers[0].blendfunc[0] == GL_SRC_ALPHA && shader->layers[0].blendfunc[1] == GL_ONE_MINUS_SRC_ALPHA)
2179 texture->basematerialflags |= MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
2181 texture->basematerialflags |= MATERIALFLAG_CUSTOMBLEND | MATERIALFLAG_FULLBRIGHT | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
2184 if (!shader->lighting)
2185 texture->basematerialflags |= MATERIALFLAG_FULLBRIGHT;
2186 if (shader->primarylayer >= 0)
2188 q3shaderinfo_layer_t* primarylayer = shader->layers + shader->primarylayer;
2189 // copy over many primarylayer parameters
2190 texture->rgbgen = primarylayer->rgbgen;
2191 texture->alphagen = primarylayer->alphagen;
2192 texture->tcgen = primarylayer->tcgen;
2193 memcpy(texture->tcmods, primarylayer->tcmods, sizeof(texture->tcmods));
2194 // load the textures
2195 texture->numskinframes = primarylayer->numframes;
2196 texture->skinframerate = primarylayer->framerate;
2197 for (j = 0;j < primarylayer->numframes;j++)
2199 if(cls.state == ca_dedicated)
2201 texture->skinframes[j] = NULL;
2203 else if (!(texture->skinframes[j] = R_SkinFrame_LoadExternal(primarylayer->texturename[j], primarylayer->texflags & texflagsmask, false)))
2205 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);
2206 texture->skinframes[j] = R_SkinFrame_LoadMissing();
2210 if (shader->backgroundlayer >= 0)
2212 q3shaderinfo_layer_t* backgroundlayer = shader->layers + shader->backgroundlayer;
2213 // copy over one secondarylayer parameter
2214 memcpy(texture->backgroundtcmods, backgroundlayer->tcmods, sizeof(texture->backgroundtcmods));
2215 // load the textures
2216 texture->backgroundnumskinframes = backgroundlayer->numframes;
2217 texture->backgroundskinframerate = backgroundlayer->framerate;
2218 for (j = 0;j < backgroundlayer->numframes;j++)
2220 if(cls.state == ca_dedicated)
2222 texture->skinframes[j] = NULL;
2224 else if (!(texture->backgroundskinframes[j] = R_SkinFrame_LoadExternal(backgroundlayer->texturename[j], backgroundlayer->texflags & texflagsmask, false)))
2226 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);
2227 texture->backgroundskinframes[j] = R_SkinFrame_LoadMissing();
2231 if (shader->dpshadow)
2232 texture->basematerialflags &= ~MATERIALFLAG_NOSHADOW;
2233 if (shader->dpnoshadow)
2234 texture->basematerialflags |= MATERIALFLAG_NOSHADOW;
2235 memcpy(texture->deforms, shader->deforms, sizeof(texture->deforms));
2236 texture->reflectmin = shader->reflectmin;
2237 texture->reflectmax = shader->reflectmax;
2238 texture->refractfactor = shader->refractfactor;
2239 Vector4Copy(shader->refractcolor4f, texture->refractcolor4f);
2240 texture->reflectfactor = shader->reflectfactor;
2241 Vector4Copy(shader->reflectcolor4f, texture->reflectcolor4f);
2242 texture->r_water_wateralpha = shader->r_water_wateralpha;
2243 texture->specularscalemod = shader->specularscalemod;
2244 texture->specularpowermod = shader->specularpowermod;
2245 if (shader->dpreflectcube[0])
2246 texture->reflectcubetexture = R_GetCubemap(shader->dpreflectcube);
2248 else if (!strcmp(texture->name, "noshader") || !texture->name[0])
2250 if (developer_extra.integer)
2251 Con_DPrintf("^1%s:^7 using fallback noshader material for ^3\"%s\"\n", loadmodel->name, name);
2252 texture->surfaceparms = 0;
2254 else if (!strcmp(texture->name, "common/nodraw") || !strcmp(texture->name, "textures/common/nodraw"))
2256 if (developer_extra.integer)
2257 Con_DPrintf("^1%s:^7 using fallback nodraw material for ^3\"%s\"\n", loadmodel->name, name);
2258 texture->surfaceparms = 0;
2259 texture->basematerialflags = MATERIALFLAG_NODRAW | MATERIALFLAG_NOSHADOW;
2263 if (developer_extra.integer)
2264 Con_DPrintf("^1%s:^7 No shader found for texture ^3\"%s\"\n", loadmodel->name, texture->name);
2265 texture->surfaceparms = 0;
2266 if (texture->surfaceflags & Q3SURFACEFLAG_NODRAW)
2267 texture->basematerialflags |= MATERIALFLAG_NODRAW | MATERIALFLAG_NOSHADOW;
2268 else if (texture->surfaceflags & Q3SURFACEFLAG_SKY)
2269 texture->basematerialflags |= MATERIALFLAG_SKY | MATERIALFLAG_NOSHADOW;
2271 texture->basematerialflags |= MATERIALFLAG_WALL;
2272 texture->numskinframes = 1;
2273 if(cls.state == ca_dedicated)
2275 texture->skinframes[0] = NULL;
2281 if ((texture->skinframes[0] = R_SkinFrame_LoadExternal(texture->name, defaulttexflags, false)))
2283 if(texture->skinframes[0]->hasalpha)
2284 texture->basematerialflags |= MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
2291 if (!success && warnmissing)
2292 Con_Printf("^1%s:^7 could not load texture ^3\"%s\"\n", loadmodel->name, texture->name);
2295 // init the animation variables
2296 texture->currentframe = texture;
2297 if (texture->numskinframes < 1)
2298 texture->numskinframes = 1;
2299 if (!texture->skinframes[0])
2300 texture->skinframes[0] = R_SkinFrame_LoadMissing();
2301 texture->currentskinframe = texture->skinframes[0];
2302 texture->backgroundcurrentskinframe = texture->backgroundskinframes[0];
2306 skinfile_t *Mod_LoadSkinFiles(void)
2308 int i, words, line, wordsoverflow;
2311 skinfile_t *skinfile = NULL, *first = NULL;
2312 skinfileitem_t *skinfileitem;
2313 char word[10][MAX_QPATH];
2317 U_bodyBox,models/players/Legoman/BikerA2.tga
2318 U_RArm,models/players/Legoman/BikerA1.tga
2319 U_LArm,models/players/Legoman/BikerA1.tga
2320 U_armor,common/nodraw
2321 U_sword,common/nodraw
2322 U_shield,common/nodraw
2323 U_homb,common/nodraw
2324 U_backpack,common/nodraw
2325 U_colcha,common/nodraw
2330 memset(word, 0, sizeof(word));
2331 for (i = 0;i < 256 && (data = text = (char *)FS_LoadFile(va("%s_%i.skin", loadmodel->name, i), tempmempool, true, NULL));i++)
2333 // If it's the first file we parse
2334 if (skinfile == NULL)
2336 skinfile = (skinfile_t *)Mem_Alloc(loadmodel->mempool, sizeof(skinfile_t));
2341 skinfile->next = (skinfile_t *)Mem_Alloc(loadmodel->mempool, sizeof(skinfile_t));
2342 skinfile = skinfile->next;
2344 skinfile->next = NULL;
2346 for(line = 0;;line++)
2349 if (!COM_ParseToken_QuakeC(&data, true))
2351 if (!strcmp(com_token, "\n"))
2354 wordsoverflow = false;
2358 strlcpy(word[words++], com_token, sizeof (word[0]));
2360 wordsoverflow = true;
2362 while (COM_ParseToken_QuakeC(&data, true) && strcmp(com_token, "\n"));
2365 Con_Printf("Mod_LoadSkinFiles: parsing error in file \"%s_%i.skin\" on line #%i: line with too many statements, skipping\n", loadmodel->name, i, line);
2368 // words is always >= 1
2369 if (!strcmp(word[0], "replace"))
2373 if (developer_loading.integer)
2374 Con_Printf("Mod_LoadSkinFiles: parsed mesh \"%s\" shader replacement \"%s\"\n", word[1], word[2]);
2375 skinfileitem = (skinfileitem_t *)Mem_Alloc(loadmodel->mempool, sizeof(skinfileitem_t));
2376 skinfileitem->next = skinfile->items;
2377 skinfile->items = skinfileitem;
2378 strlcpy (skinfileitem->name, word[1], sizeof (skinfileitem->name));
2379 strlcpy (skinfileitem->replacement, word[2], sizeof (skinfileitem->replacement));
2382 Con_Printf("Mod_LoadSkinFiles: parsing error in file \"%s_%i.skin\" on line #%i: wrong number of parameters to command \"%s\", see documentation in DP_GFX_SKINFILES extension in dpextensions.qc\n", loadmodel->name, i, line, word[0]);
2384 else if (words >= 2 && !strncmp(word[0], "tag_", 4))
2386 // tag name, like "tag_weapon,"
2387 // not used for anything (not even in Quake3)
2389 else if (words >= 2 && !strcmp(word[1], ","))
2391 // mesh shader name, like "U_RArm,models/players/Legoman/BikerA1.tga"
2392 if (developer_loading.integer)
2393 Con_Printf("Mod_LoadSkinFiles: parsed mesh \"%s\" shader replacement \"%s\"\n", word[0], word[2]);
2394 skinfileitem = (skinfileitem_t *)Mem_Alloc(loadmodel->mempool, sizeof(skinfileitem_t));
2395 skinfileitem->next = skinfile->items;
2396 skinfile->items = skinfileitem;
2397 strlcpy (skinfileitem->name, word[0], sizeof (skinfileitem->name));
2398 strlcpy (skinfileitem->replacement, word[2], sizeof (skinfileitem->replacement));
2401 Con_Printf("Mod_LoadSkinFiles: parsing error in file \"%s_%i.skin\" on line #%i: does not look like tag or mesh specification, or replace command, see documentation in DP_GFX_SKINFILES extension in dpextensions.qc\n", loadmodel->name, i, line);
2406 loadmodel->numskins = i;
2410 void Mod_FreeSkinFiles(skinfile_t *skinfile)
2413 skinfileitem_t *skinfileitem, *nextitem;
2414 for (;skinfile;skinfile = next)
2416 next = skinfile->next;
2417 for (skinfileitem = skinfile->items;skinfileitem;skinfileitem = nextitem)
2419 nextitem = skinfileitem->next;
2420 Mem_Free(skinfileitem);
2426 int Mod_CountSkinFiles(skinfile_t *skinfile)
2429 for (i = 0;skinfile;skinfile = skinfile->next, i++);
2433 void Mod_SnapVertices(int numcomponents, int numvertices, float *vertices, float snap)
2436 double isnap = 1.0 / snap;
2437 for (i = 0;i < numvertices*numcomponents;i++)
2438 vertices[i] = floor(vertices[i]*isnap)*snap;
2441 int Mod_RemoveDegenerateTriangles(int numtriangles, const int *inelement3i, int *outelement3i, const float *vertex3f)
2443 int i, outtriangles;
2444 float edgedir1[3], edgedir2[3], temp[3];
2445 // a degenerate triangle is one with no width (thickness, surface area)
2446 // these are characterized by having all 3 points colinear (along a line)
2447 // or having two points identical
2448 // the simplest check is to calculate the triangle's area
2449 for (i = 0, outtriangles = 0;i < numtriangles;i++, inelement3i += 3)
2451 // calculate first edge
2452 VectorSubtract(vertex3f + inelement3i[1] * 3, vertex3f + inelement3i[0] * 3, edgedir1);
2453 VectorSubtract(vertex3f + inelement3i[2] * 3, vertex3f + inelement3i[0] * 3, edgedir2);
2454 CrossProduct(edgedir1, edgedir2, temp);
2455 if (VectorLength2(temp) < 0.001f)
2456 continue; // degenerate triangle (no area)
2457 // valid triangle (has area)
2458 VectorCopy(inelement3i, outelement3i);
2462 return outtriangles;
2465 void Mod_VertexRangeFromElements(int numelements, const int *elements, int *firstvertexpointer, int *lastvertexpointer)
2468 int firstvertex, lastvertex;
2469 if (numelements > 0 && elements)
2471 firstvertex = lastvertex = elements[0];
2472 for (i = 1;i < numelements;i++)
2475 firstvertex = min(firstvertex, e);
2476 lastvertex = max(lastvertex, e);
2480 firstvertex = lastvertex = 0;
2481 if (firstvertexpointer)
2482 *firstvertexpointer = firstvertex;
2483 if (lastvertexpointer)
2484 *lastvertexpointer = lastvertex;
2487 void Mod_MakeSortedSurfaces(dp_model_t *mod)
2489 // make an optimal set of texture-sorted batches to draw...
2491 int *firstsurfacefortexture;
2492 int *numsurfacesfortexture;
2493 if (!mod->sortedmodelsurfaces)
2494 mod->sortedmodelsurfaces = (int *) Mem_Alloc(loadmodel->mempool, mod->nummodelsurfaces * sizeof(*mod->sortedmodelsurfaces));
2495 firstsurfacefortexture = (int *) Mem_Alloc(tempmempool, mod->num_textures * sizeof(*firstsurfacefortexture));
2496 numsurfacesfortexture = (int *) Mem_Alloc(tempmempool, mod->num_textures * sizeof(*numsurfacesfortexture));
2497 memset(numsurfacesfortexture, 0, mod->num_textures * sizeof(*numsurfacesfortexture));
2498 for (j = 0;j < mod->nummodelsurfaces;j++)
2500 const msurface_t *surface = mod->data_surfaces + j + mod->firstmodelsurface;
2501 int t = (int)(surface->texture - mod->data_textures);
2502 numsurfacesfortexture[t]++;
2505 for (t = 0;t < mod->num_textures;t++)
2507 firstsurfacefortexture[t] = j;
2508 j += numsurfacesfortexture[t];
2510 for (j = 0;j < mod->nummodelsurfaces;j++)
2512 const msurface_t *surface = mod->data_surfaces + j + mod->firstmodelsurface;
2513 int t = (int)(surface->texture - mod->data_textures);
2514 mod->sortedmodelsurfaces[firstsurfacefortexture[t]++] = j + mod->firstmodelsurface;
2516 Mem_Free(firstsurfacefortexture);
2517 Mem_Free(numsurfacesfortexture);
2520 void Mod_BuildVBOs(void)
2522 if (gl_paranoid.integer && loadmodel->surfmesh.data_element3s && loadmodel->surfmesh.data_element3i)
2525 for (i = 0;i < loadmodel->surfmesh.num_triangles*3;i++)
2527 if (loadmodel->surfmesh.data_element3s[i] != loadmodel->surfmesh.data_element3i[i])
2529 Con_Printf("Mod_BuildVBOs: element %u is incorrect (%u should be %u)\n", i, loadmodel->surfmesh.data_element3s[i], loadmodel->surfmesh.data_element3i[i]);
2530 loadmodel->surfmesh.data_element3s[i] = loadmodel->surfmesh.data_element3i[i];
2535 if (!vid.support.arb_vertex_buffer_object)
2537 // only build a vbo if one has not already been created (this is important for brush models which load specially)
2538 if (loadmodel->surfmesh.vbo)
2541 // element buffer is easy because it's just one array
2542 if (loadmodel->surfmesh.num_triangles)
2544 if (loadmodel->surfmesh.data_element3s)
2545 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);
2547 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);
2550 // vertex buffer is several arrays and we put them in the same buffer
2552 // is this wise? the texcoordtexture2f array is used with dynamic
2553 // vertex/svector/tvector/normal when rendering animated models, on the
2554 // other hand animated models don't use a lot of vertices anyway...
2555 if (loadmodel->surfmesh.num_vertices)
2560 loadmodel->surfmesh.vbooffset_vertex3f = size;if (loadmodel->surfmesh.data_vertex3f ) size += loadmodel->surfmesh.num_vertices * sizeof(float[3]);
2561 loadmodel->surfmesh.vbooffset_svector3f = size;if (loadmodel->surfmesh.data_svector3f ) size += loadmodel->surfmesh.num_vertices * sizeof(float[3]);
2562 loadmodel->surfmesh.vbooffset_tvector3f = size;if (loadmodel->surfmesh.data_tvector3f ) size += loadmodel->surfmesh.num_vertices * sizeof(float[3]);
2563 loadmodel->surfmesh.vbooffset_normal3f = size;if (loadmodel->surfmesh.data_normal3f ) size += loadmodel->surfmesh.num_vertices * sizeof(float[3]);
2564 loadmodel->surfmesh.vbooffset_texcoordtexture2f = size;if (loadmodel->surfmesh.data_texcoordtexture2f ) size += loadmodel->surfmesh.num_vertices * sizeof(float[2]);
2565 loadmodel->surfmesh.vbooffset_texcoordlightmap2f = size;if (loadmodel->surfmesh.data_texcoordlightmap2f) size += loadmodel->surfmesh.num_vertices * sizeof(float[2]);
2566 loadmodel->surfmesh.vbooffset_lightmapcolor4f = size;if (loadmodel->surfmesh.data_lightmapcolor4f ) size += loadmodel->surfmesh.num_vertices * sizeof(float[4]);
2567 mem = (unsigned char *)Mem_Alloc(tempmempool, size);
2568 if (loadmodel->surfmesh.data_vertex3f ) memcpy(mem + loadmodel->surfmesh.vbooffset_vertex3f , loadmodel->surfmesh.data_vertex3f , loadmodel->surfmesh.num_vertices * sizeof(float[3]));
2569 if (loadmodel->surfmesh.data_svector3f ) memcpy(mem + loadmodel->surfmesh.vbooffset_svector3f , loadmodel->surfmesh.data_svector3f , loadmodel->surfmesh.num_vertices * sizeof(float[3]));
2570 if (loadmodel->surfmesh.data_tvector3f ) memcpy(mem + loadmodel->surfmesh.vbooffset_tvector3f , loadmodel->surfmesh.data_tvector3f , loadmodel->surfmesh.num_vertices * sizeof(float[3]));
2571 if (loadmodel->surfmesh.data_normal3f ) memcpy(mem + loadmodel->surfmesh.vbooffset_normal3f , loadmodel->surfmesh.data_normal3f , loadmodel->surfmesh.num_vertices * sizeof(float[3]));
2572 if (loadmodel->surfmesh.data_texcoordtexture2f ) memcpy(mem + loadmodel->surfmesh.vbooffset_texcoordtexture2f , loadmodel->surfmesh.data_texcoordtexture2f , loadmodel->surfmesh.num_vertices * sizeof(float[2]));
2573 if (loadmodel->surfmesh.data_texcoordlightmap2f) memcpy(mem + loadmodel->surfmesh.vbooffset_texcoordlightmap2f, loadmodel->surfmesh.data_texcoordlightmap2f, loadmodel->surfmesh.num_vertices * sizeof(float[2]));
2574 if (loadmodel->surfmesh.data_lightmapcolor4f ) memcpy(mem + loadmodel->surfmesh.vbooffset_lightmapcolor4f , loadmodel->surfmesh.data_lightmapcolor4f , loadmodel->surfmesh.num_vertices * sizeof(float[4]));
2575 loadmodel->surfmesh.vbo = R_Mesh_CreateStaticBufferObject(GL_ARRAY_BUFFER_ARB, mem, size, loadmodel->name);
2580 static void Mod_Decompile_OBJ(dp_model_t *model, const char *filename, const char *mtlfilename, const char *originalfilename)
2582 int vertexindex, surfaceindex, triangleindex, textureindex, countvertices = 0, countsurfaces = 0, countfaces = 0, counttextures = 0;
2584 const char *texname;
2586 const float *v, *vn, *vt;
2588 size_t outbufferpos = 0;
2589 size_t outbuffermax = 0x100000;
2590 char *outbuffer = (char *) Z_Malloc(outbuffermax), *oldbuffer;
2591 const msurface_t *surface;
2592 const int maxtextures = 256;
2593 char *texturenames = (char *) Z_Malloc(maxtextures * MAX_QPATH);
2595 // construct the mtllib file
2596 l = dpsnprintf(outbuffer + outbufferpos, outbuffermax - outbufferpos, "# mtllib for %s exported by darkplaces engine\n", originalfilename);
2599 for (surfaceindex = 0, surface = model->data_surfaces;surfaceindex < model->num_surfaces;surfaceindex++, surface++)
2602 countvertices += surface->num_vertices;
2603 countfaces += surface->num_triangles;
2604 texname = (surface->texture && surface->texture->name[0]) ? surface->texture->name : "default";
2605 for (textureindex = 0;textureindex < counttextures;textureindex++)
2606 if (!strcmp(texturenames + textureindex * MAX_QPATH, texname))
2608 if (textureindex < counttextures)
2609 continue; // already wrote this material entry
2610 if (textureindex >= maxtextures)
2611 continue; // just a precaution
2612 textureindex = counttextures++;
2613 strlcpy(texturenames + textureindex * MAX_QPATH, texname, MAX_QPATH);
2614 if (outbufferpos >= outbuffermax >> 1)
2617 oldbuffer = outbuffer;
2618 outbuffer = (char *) Z_Malloc(outbuffermax);
2619 memcpy(outbuffer, oldbuffer, outbufferpos);
2622 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");
2627 // write the mtllib file
2628 FS_WriteFile(mtlfilename, outbuffer, outbufferpos);
2631 // construct the obj file
2632 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);
2635 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)
2637 if (outbufferpos >= outbuffermax >> 1)
2640 oldbuffer = outbuffer;
2641 outbuffer = (char *) Z_Malloc(outbuffermax);
2642 memcpy(outbuffer, oldbuffer, outbufferpos);
2645 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]);
2649 for (surfaceindex = 0, surface = model->data_surfaces;surfaceindex < model->num_surfaces;surfaceindex++, surface++)
2651 l = dpsnprintf(outbuffer + outbufferpos, outbuffermax - outbufferpos, "usemtl %s\n", (surface->texture && surface->texture->name[0]) ? surface->texture->name : "default");
2654 for (triangleindex = 0, e = model->surfmesh.data_element3i + surface->num_firsttriangle * 3;triangleindex < surface->num_triangles;triangleindex++, e += 3)
2656 if (outbufferpos >= outbuffermax >> 1)
2659 oldbuffer = outbuffer;
2660 outbuffer = (char *) Z_Malloc(outbuffermax);
2661 memcpy(outbuffer, oldbuffer, outbufferpos);
2667 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);
2673 // write the obj file
2674 FS_WriteFile(filename, outbuffer, outbufferpos);
2678 Z_Free(texturenames);
2681 Con_Printf("Wrote %s (%i bytes, %i vertices, %i faces, %i surfaces with %i distinct textures)\n", filename, (int)outbufferpos, countvertices, countfaces, countsurfaces, counttextures);
2684 static void Mod_Decompile_SMD(dp_model_t *model, const char *filename, int firstpose, int numposes, qboolean writetriangles)
2686 int countnodes = 0, counttriangles = 0, countframes = 0;
2694 size_t outbufferpos = 0;
2695 size_t outbuffermax = 0x100000;
2696 char *outbuffer = (char *) Z_Malloc(outbuffermax), *oldbuffer;
2697 const msurface_t *surface;
2698 l = dpsnprintf(outbuffer + outbufferpos, outbuffermax - outbufferpos, "version 1\nnodes\n");
2701 for (transformindex = 0;transformindex < model->num_bones;transformindex++)
2703 if (outbufferpos >= outbuffermax >> 1)
2706 oldbuffer = outbuffer;
2707 outbuffer = (char *) Z_Malloc(outbuffermax);
2708 memcpy(outbuffer, oldbuffer, outbufferpos);
2712 l = dpsnprintf(outbuffer + outbufferpos, outbuffermax - outbufferpos, "%3i \"%s\" %3i\n", transformindex, model->data_bones[transformindex].name, model->data_bones[transformindex].parent);
2716 l = dpsnprintf(outbuffer + outbufferpos, outbuffermax - outbufferpos, "end\nskeleton\n");
2719 for (poseindex = 0;poseindex < numposes;poseindex++)
2722 l = dpsnprintf(outbuffer + outbufferpos, outbuffermax - outbufferpos, "time %i\n", poseindex);
2725 for (transformindex = 0;transformindex < model->num_bones;transformindex++)
2729 matrix4x4_t posematrix;
2730 if (outbufferpos >= outbuffermax >> 1)
2733 oldbuffer = outbuffer;
2734 outbuffer = (char *) Z_Malloc(outbuffermax);
2735 memcpy(outbuffer, oldbuffer, outbufferpos);
2739 // strangely the smd angles are for a transposed matrix, so we
2740 // have to generate a transposed matrix, then convert that...
2741 Matrix4x4_FromBonePose6s(&posematrix, model->num_posescale, model->data_poses6s + 6*(model->num_bones * poseindex + transformindex));
2742 Matrix4x4_ToArray12FloatGL(&posematrix, mtest[0]);
2743 AnglesFromVectors(angles, mtest[0], mtest[2], false);
2744 if (angles[0] >= 180) angles[0] -= 360;
2745 if (angles[1] >= 180) angles[1] -= 360;
2746 if (angles[2] >= 180) angles[2] -= 360;
2750 float a = DEG2RAD(angles[ROLL]);
2751 float b = DEG2RAD(angles[PITCH]);
2752 float c = DEG2RAD(angles[YAW]);
2753 float cy, sy, cp, sp, cr, sr;
2755 // smd matrix construction, for comparing
2766 test[1][0] = sr*sp*cy+cr*-sy;
2767 test[1][1] = sr*sp*sy+cr*cy;
2769 test[2][0] = (cr*sp*cy+-sr*-sy);
2770 test[2][1] = (cr*sp*sy+-sr*cy);
2772 test[3][0] = pose[9];
2773 test[3][1] = pose[10];
2774 test[3][2] = pose[11];
2777 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]));
2782 l = dpsnprintf(outbuffer + outbufferpos, outbuffermax - outbufferpos, "end\n");
2787 l = dpsnprintf(outbuffer + outbufferpos, outbuffermax - outbufferpos, "triangles\n");
2790 for (surfaceindex = 0, surface = model->data_surfaces;surfaceindex < model->num_surfaces;surfaceindex++, surface++)
2792 for (triangleindex = 0, e = model->surfmesh.data_element3i + surface->num_firsttriangle * 3;triangleindex < surface->num_triangles;triangleindex++, e += 3)
2795 if (outbufferpos >= outbuffermax >> 1)
2798 oldbuffer = outbuffer;
2799 outbuffer = (char *) Z_Malloc(outbuffermax);
2800 memcpy(outbuffer, oldbuffer, outbufferpos);
2803 l = dpsnprintf(outbuffer + outbufferpos, outbuffermax - outbufferpos, "%s\n", surface->texture && surface->texture->name[0] ? surface->texture->name : "default.bmp");
2806 for (cornerindex = 0;cornerindex < 3;cornerindex++)
2808 const int index = e[2-cornerindex];
2809 const float *v = model->surfmesh.data_vertex3f + index * 3;
2810 const float *vn = model->surfmesh.data_normal3f + index * 3;
2811 const float *vt = model->surfmesh.data_texcoordtexture2f + index * 2;
2812 const int *wi = model->surfmesh.data_vertexweightindex4i + index * 4;
2813 const float *wf = model->surfmesh.data_vertexweightinfluence4f + index * 4;
2814 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]);
2815 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]);
2816 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]);
2817 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]);
2823 l = dpsnprintf(outbuffer + outbufferpos, outbuffermax - outbufferpos, "end\n");
2828 FS_WriteFile(filename, outbuffer, outbufferpos);
2831 Con_Printf("Wrote %s (%i bytes, %i nodes, %i frames, %i triangles)\n", filename, (int)outbufferpos, countnodes, countframes, counttriangles);
2838 decompiles a model to editable files
2841 static void Mod_Decompile_f(void)
2843 int i, j, k, l, first, count;
2845 char inname[MAX_QPATH];
2846 char outname[MAX_QPATH];
2847 char mtlname[MAX_QPATH];
2848 char basename[MAX_QPATH];
2849 char animname[MAX_QPATH];
2850 char animname2[MAX_QPATH];
2851 char zymtextbuffer[16384];
2852 char dpmtextbuffer[16384];
2853 int zymtextsize = 0;
2854 int dpmtextsize = 0;
2856 if (Cmd_Argc() != 2)
2858 Con_Print("usage: modeldecompile <filename>\n");
2862 strlcpy(inname, Cmd_Argv(1), sizeof(inname));
2863 FS_StripExtension(inname, basename, sizeof(basename));
2865 mod = Mod_ForName(inname, false, true, inname[0] == '*' ? cl.model_name[1] : NULL);
2866 if (mod->brush.submodel)
2868 // if we're decompiling a submodel, be sure to give it a proper name based on its parent
2869 FS_StripExtension(cl.model_name[1], outname, sizeof(outname));
2870 dpsnprintf(basename, sizeof(basename), "%s/%s", outname, mod->name);
2875 Con_Print("No such model\n");
2878 if (!mod->surfmesh.num_triangles)
2880 Con_Print("Empty model (or sprite)\n");
2884 // export OBJ if possible (not on sprites)
2885 if (mod->surfmesh.num_triangles)
2887 dpsnprintf(outname, sizeof(outname), "%s_decompiled.obj", basename);
2888 dpsnprintf(mtlname, sizeof(mtlname), "%s_decompiled.mtl", basename);
2889 Mod_Decompile_OBJ(mod, outname, mtlname, inname);
2892 // export SMD if possible (only for skeletal models)
2893 if (mod->surfmesh.num_triangles && mod->num_bones)
2895 dpsnprintf(outname, sizeof(outname), "%s_decompiled/ref1.smd", basename);
2896 Mod_Decompile_SMD(mod, outname, 0, 1, true);
2897 l = dpsnprintf(zymtextbuffer + zymtextsize, sizeof(zymtextbuffer) - zymtextsize, "output out.zym\nscale 1\norigin 0 0 0\nmesh ref1.smd\n");
2898 if (l > 0) zymtextsize += l;
2899 l = dpsnprintf(dpmtextbuffer + dpmtextsize, sizeof(dpmtextbuffer) - dpmtextsize, "outputdir .\nmodel out\nscale 1\norigin 0 0 0\nscene ref1.smd\n");
2900 if (l > 0) dpmtextsize += l;
2901 for (i = 0;i < mod->numframes;i = j)
2903 strlcpy(animname, mod->animscenes[i].name, sizeof(animname));
2904 first = mod->animscenes[i].firstframe;
2905 if (mod->animscenes[i].framecount > 1)
2908 count = mod->animscenes[i].framecount;
2914 // check for additional frames with same name
2915 for (l = 0, k = strlen(animname);animname[l];l++)
2916 if ((animname[l] < '0' || animname[l] > '9') && animname[l] != '_')
2919 count = mod->num_poses - first;
2920 for (j = i + 1;j < mod->numframes;j++)
2922 strlcpy(animname2, mod->animscenes[j].name, sizeof(animname2));
2923 for (l = 0, k = strlen(animname2);animname2[l];l++)
2924 if ((animname2[l] < '0' || animname2[l] > '9') && animname2[l] != '_')
2927 if (strcmp(animname2, animname) || mod->animscenes[j].framecount > 1)
2929 count = mod->animscenes[j].firstframe - first;
2933 // if it's only one frame, use the original frame name
2935 strlcpy(animname, mod->animscenes[i].name, sizeof(animname));
2938 dpsnprintf(outname, sizeof(outname), "%s_decompiled/%s.smd", basename, animname);
2939 Mod_Decompile_SMD(mod, outname, first, count, false);
2940 if (zymtextsize < (int)sizeof(zymtextbuffer) - 100)
2942 l = dpsnprintf(zymtextbuffer + zymtextsize, sizeof(zymtextbuffer) - zymtextsize, "scene %s.smd fps %g\n", animname, mod->animscenes[i].framerate);
2943 if (l > 0) zymtextsize += l;
2945 if (dpmtextsize < (int)sizeof(dpmtextbuffer) - 100)
2947 l = dpsnprintf(dpmtextbuffer + dpmtextsize, sizeof(dpmtextbuffer) - dpmtextsize, "scene %s.smd\n", animname);
2948 if (l > 0) dpmtextsize += l;
2952 FS_WriteFile(va("%s_decompiled/out_zym.txt", basename), zymtextbuffer, (fs_offset_t)zymtextsize);
2954 FS_WriteFile(va("%s_decompiled/out_dpm.txt", basename), dpmtextbuffer, (fs_offset_t)dpmtextsize);
2958 void Mod_AllocLightmap_Init(mod_alloclightmap_state_t *state, int width, int height)
2961 memset(state, 0, sizeof(*state));
2962 state->width = width;
2963 state->height = height;
2964 state->currentY = 0;
2965 state->rows = Mem_Alloc(loadmodel->mempool, state->height * sizeof(*state->rows));
2966 for (y = 0;y < state->height;y++)
2968 state->rows[y].currentX = 0;
2969 state->rows[y].rowY = -1;
2973 void Mod_AllocLightmap_Reset(mod_alloclightmap_state_t *state)
2976 state->currentY = 0;
2977 for (y = 0;y < state->height;y++)
2979 state->rows[y].currentX = 0;
2980 state->rows[y].rowY = -1;
2984 void Mod_AllocLightmap_Free(mod_alloclightmap_state_t *state)
2987 Mem_Free(state->rows);
2988 memset(state, 0, sizeof(*state));
2991 qboolean Mod_AllocLightmap_Block(mod_alloclightmap_state_t *state, int blockwidth, int blockheight, int *outx, int *outy)
2993 mod_alloclightmap_row_t *row;
2996 row = state->rows + blockheight;
2997 if ((row->rowY < 0) || (row->currentX + blockwidth > state->width))
2999 if (state->currentY + blockheight <= state->height)
3001 // use the current allocation position
3002 row->rowY = state->currentY;
3004 state->currentY += blockheight;
3008 // find another position
3009 for (y = blockheight;y < state->height;y++)
3011 if ((state->rows[y].rowY >= 0) && (state->rows[y].currentX + blockwidth <= state->width))
3013 row = state->rows + y;
3017 if (y == state->height)
3022 *outx = row->currentX;
3023 row->currentX += blockwidth;
3028 typedef struct lightmapsample_s
3032 float *vertex_color;
3033 unsigned char *lm_bgr;
3034 unsigned char *lm_dir;
3038 typedef struct lightmapvertex_s
3043 float texcoordbase[2];
3044 float texcoordlightmap[2];
3045 float lightcolor[4];
3049 typedef struct lightmaptriangle_s
3057 // 2D modelspace coordinates of min corner
3058 // snapped to lightmap grid but not in grid coordinates
3060 // 2D modelspace to lightmap coordinate scale
3068 typedef struct lightmaplight_s
3079 lightmaptriangle_t *mod_generatelightmaps_lightmaptriangles;
3081 #define MAX_LIGHTMAPSAMPLES 64
3082 static int mod_generatelightmaps_numoffsets[3];
3083 static float mod_generatelightmaps_offsets[3][MAX_LIGHTMAPSAMPLES][3];
3085 static int mod_generatelightmaps_numlights;
3086 static lightmaplight_t *mod_generatelightmaps_lightinfo;
3088 extern int R_Shadow_GetRTLightInfo(unsigned int lightindex, float *origin, float *radius, float *color);
3089 extern cvar_t r_shadow_lightattenuationdividebias;
3090 extern cvar_t r_shadow_lightattenuationlinearscale;
3092 static void Mod_GenerateLightmaps_LightPoint(dp_model_t *model, const vec3_t pos, vec3_t ambient, vec3_t diffuse, vec3_t lightdir)
3097 float relativepoint[3];
3104 float lightorigin[3];
3108 float lightcolor[3];
3110 for (i = 0;i < 5*3;i++)
3112 for (index = 0;;index++)
3114 result = R_Shadow_GetRTLightInfo(index, lightorigin, &lightradius, lightcolor);
3119 lightradius2 = lightradius * lightradius;
3120 VectorSubtract(lightorigin, pos, relativepoint);
3121 dist2 = VectorLength2(relativepoint);
3122 if (dist2 >= lightradius2)
3124 lightiradius = 1.0f / lightradius;
3125 dist = sqrt(dist2) * lightiradius;
3126 intensity = dist < 1 ? ((1.0f - dist) * r_shadow_lightattenuationlinearscale.value / (r_shadow_lightattenuationdividebias.value + dist*dist)) : 0;
3129 if (model && model->TraceLine)
3131 model->TraceLine(model, NULL, NULL, &trace, pos, lightorigin, SUPERCONTENTS_VISBLOCKERMASK);
3132 if (trace.fraction < 1)
3135 // scale down intensity to add to both ambient and diffuse
3136 //intensity *= 0.5f;
3137 VectorNormalize(relativepoint);
3138 VectorScale(lightcolor, intensity, color);
3139 VectorMA(sample , 0.5f , color, sample );
3140 VectorMA(sample + 3, relativepoint[0], color, sample + 3);
3141 VectorMA(sample + 6, relativepoint[1], color, sample + 6);
3142 VectorMA(sample + 9, relativepoint[2], color, sample + 9);
3143 // calculate a weighted average light direction as well
3144 intensity *= VectorLength(color);
3145 VectorMA(sample + 12, intensity, relativepoint, sample + 12);
3147 // calculate the direction we'll use to reduce the sample to a directional light source
3148 VectorCopy(sample + 12, dir);
3149 //VectorSet(dir, sample[3] + sample[4] + sample[5], sample[6] + sample[7] + sample[8], sample[9] + sample[10] + sample[11]);
3150 VectorNormalize(dir);
3151 // extract the diffuse color along the chosen direction and scale it
3152 diffuse[0] = (dir[0]*sample[3] + dir[1]*sample[6] + dir[2]*sample[ 9] + sample[ 0]);
3153 diffuse[1] = (dir[0]*sample[4] + dir[1]*sample[7] + dir[2]*sample[10] + sample[ 1]);
3154 diffuse[2] = (dir[0]*sample[5] + dir[1]*sample[8] + dir[2]*sample[11] + sample[ 2]);
3155 // subtract some of diffuse from ambient
3156 VectorMA(sample, -0.333f, diffuse, ambient);
3157 // store the normalized lightdir
3158 VectorCopy(dir, lightdir);
3161 static void Mod_GenerateLightmaps_CreateLights_ComputeSVBSP_InsertSurfaces(const dp_model_t *model, svbsp_t *svbsp, const float *mins, const float *maxs)
3165 const msurface_t *surface;
3166 const float *vertex3f = model->surfmesh.data_vertex3f;
3167 const int *element3i = model->surfmesh.data_element3i;
3170 for (surfaceindex = 0, surface = model->data_surfaces;surfaceindex < model->nummodelsurfaces;surfaceindex++, surface++)
3172 if (!BoxesOverlap(surface->mins, surface->maxs, mins, maxs))
3174 if (surface->texture->basematerialflags & MATERIALFLAG_NOSHADOW)
3176 for (triangleindex = 0, e = element3i + 3*surface->num_firsttriangle;triangleindex < surface->num_triangles;triangleindex++, e += 3)
3178 VectorCopy(vertex3f + 3*e[0], v2[0]);
3179 VectorCopy(vertex3f + 3*e[1], v2[1]);
3180 VectorCopy(vertex3f + 3*e[2], v2[2]);
3181 SVBSP_AddPolygon(svbsp, 3, v2[0], true, NULL, NULL, 0);
3186 static void Mod_GenerateLightmaps_CreateLights_ComputeSVBSP(dp_model_t *model, lightmaplight_t *lightinfo)
3188 int maxnodes = 1<<14;
3189 svbsp_node_t *nodes;
3194 VectorSet(mins, lightinfo->origin[0] - lightinfo->radius, lightinfo->origin[1] - lightinfo->radius, lightinfo->origin[2] - lightinfo->radius);
3195 VectorSet(maxs, lightinfo->origin[0] + lightinfo->radius, lightinfo->origin[1] + lightinfo->radius, lightinfo->origin[2] + lightinfo->radius);
3196 VectorCopy(lightinfo->origin, origin);
3197 nodes = Mem_Alloc(tempmempool, maxnodes * sizeof(*nodes));
3200 SVBSP_Init(&svbsp, origin, maxnodes, nodes);
3201 Mod_GenerateLightmaps_CreateLights_ComputeSVBSP_InsertSurfaces(model, &svbsp, mins, maxs);
3202 if (svbsp.ranoutofnodes)
3205 if (maxnodes >= 1<<22)
3211 nodes = Mem_Alloc(tempmempool, maxnodes * sizeof(*nodes));
3216 if (svbsp.numnodes > 0)
3218 svbsp.nodes = Mem_Alloc(tempmempool, svbsp.numnodes * sizeof(*nodes));
3219 memcpy(svbsp.nodes, nodes, svbsp.numnodes * sizeof(*nodes));
3220 lightinfo->svbsp = svbsp;
3225 static void Mod_GenerateLightmaps_CreateLights(dp_model_t *model)
3229 lightmaplight_t *lightinfo;
3233 mod_generatelightmaps_numlights = 0;
3234 for (index = 0;;index++)
3236 result = R_Shadow_GetRTLightInfo(index, origin, &radius, color);
3240 mod_generatelightmaps_numlights++;
3242 if (mod_generatelightmaps_numlights > 0)
3244 mod_generatelightmaps_lightinfo = Mem_Alloc(tempmempool, mod_generatelightmaps_numlights * sizeof(*mod_generatelightmaps_lightinfo));
3245 lightinfo = mod_generatelightmaps_lightinfo;
3246 for (index = 0;;index++)
3248 result = R_Shadow_GetRTLightInfo(index, lightinfo->origin, &lightinfo->radius, lightinfo->color);
3255 for (index = 0, lightinfo = mod_generatelightmaps_lightinfo;index < mod_generatelightmaps_numlights;index++, lightinfo++)
3257 lightinfo->iradius = 1.0f / lightinfo->radius;
3258 lightinfo->radius2 = lightinfo->radius * lightinfo->radius;
3259 // TODO: compute svbsp
3260 Mod_GenerateLightmaps_CreateLights_ComputeSVBSP(model, lightinfo);
3264 static void Mod_GenerateLightmaps_DestroyLights(dp_model_t *model)
3267 if (mod_generatelightmaps_lightinfo)
3269 for (i = 0;i < mod_generatelightmaps_numlights;i++)
3270 if (mod_generatelightmaps_lightinfo[i].svbsp.nodes)
3271 Mem_Free(mod_generatelightmaps_lightinfo[i].svbsp.nodes);
3272 Mem_Free(mod_generatelightmaps_lightinfo);
3274 mod_generatelightmaps_lightinfo = NULL;
3275 mod_generatelightmaps_numlights = 0;
3278 static qboolean Mod_GenerateLightmaps_SamplePoint_SVBSP(const svbsp_t *svbsp, const float *pos)
3280 const svbsp_node_t *node;
3281 const svbsp_node_t *nodes = svbsp->nodes;
3286 num = node->children[DotProduct(node->plane, pos) < node->plane[3]];
3288 return num == -1; // true if empty, false if solid (shadowed)
3291 static void Mod_GenerateLightmaps_SamplePoint(const float *pos, const float *normal, float *sample, int numoffsets, const float *offsets)
3294 float relativepoint[3];
3303 const lightmaplight_t *lightinfo;
3305 for (i = 0;i < 5*3;i++)
3307 for (i = 0, lightinfo = mod_generatelightmaps_lightinfo;i < mod_generatelightmaps_numlights;i++, lightinfo++)
3309 //R_SampleRTLights(pos, sample, numoffsets, offsets);
3310 VectorSubtract(lightinfo->origin, pos, relativepoint);
3311 // don't accept light from behind a surface, it causes bad shading
3312 if (normal && DotProduct(relativepoint, normal) <= 0)
3314 dist2 = VectorLength2(relativepoint);
3315 if (dist2 >= lightinfo->radius2)
3317 dist = sqrt(dist2) * lightinfo->iradius;
3318 intensity = dist < 1 ? ((1.0f - dist) * r_shadow_lightattenuationlinearscale.value / (r_shadow_lightattenuationdividebias.value + dist*dist)) : 0;
3321 if (cl.worldmodel && cl.worldmodel->TraceLine && numoffsets > 0)
3325 if (Mod_GenerateLightmaps_SamplePoint_SVBSP(&lightinfo->svbsp, pos))
3327 for (offsetindex = 1;offsetindex < numoffsets;offsetindex++)
3329 VectorAdd(pos, offsets + 3*offsetindex, offsetpos);
3332 // for light grid we'd better check visibility of the offset point
3333 cl.worldmodel->TraceLine(cl.worldmodel, NULL, NULL, &trace, pos, offsetpos, SUPERCONTENTS_VISBLOCKERMASK);
3334 if (trace.fraction < 1)
3335 VectorLerp(pos, trace.fraction, offsetpos, offsetpos);
3338 if (Mod_GenerateLightmaps_SamplePoint_SVBSP(&lightinfo->svbsp, offsetpos))
3343 // scale intensity according to how many rays succeeded
3344 // we know one test is valid, half of the rest will fail...
3345 //if (normal && tests > 1)
3346 // intensity *= (tests - 1.0f) / tests;
3347 intensity *= (float)hits / tests;
3349 // scale down intensity to add to both ambient and diffuse
3350 //intensity *= 0.5f;
3351 VectorNormalize(relativepoint);
3352 VectorScale(lightinfo->color, intensity, color);
3353 VectorMA(sample , 0.5f , color, sample );
3354 VectorMA(sample + 3, relativepoint[0], color, sample + 3);
3355 VectorMA(sample + 6, relativepoint[1], color, sample + 6);
3356 VectorMA(sample + 9, relativepoint[2], color, sample + 9);
3357 // calculate a weighted average light direction as well
3358 intensity *= VectorLength(color);
3359 VectorMA(sample + 12, intensity, relativepoint, sample + 12);
3363 static void Mod_GenerateLightmaps_LightmapSample(const float *pos, const float *normal, unsigned char *lm_bgr, unsigned char *lm_dir)
3369 Mod_GenerateLightmaps_SamplePoint(pos, normal, sample, mod_generatelightmaps_numoffsets[0], mod_generatelightmaps_offsets[0][0]);
3370 //VectorSet(dir, sample[3] + sample[4] + sample[5], sample[6] + sample[7] + sample[8], sample[9] + sample[10] + sample[11]);
3371 VectorCopy(sample + 12, dir);
3372 VectorNormalize(dir);
3373 //VectorAdd(dir, normal, dir);
3374 //VectorNormalize(dir);
3375 f = DotProduct(dir, normal);
3376 f = max(0, f) * 255.0f;
3377 VectorScale(sample, f, color);
3378 //VectorCopy(normal, dir);
3379 VectorSet(dir, (dir[0]+1.0f)*127.5f, (dir[1]+1.0f)*127.5f, (dir[2]+1.0f)*127.5f);
3380 lm_bgr[0] = (unsigned char)bound(0.0f, color[2], 255.0f);
3381 lm_bgr[1] = (unsigned char)bound(0.0f, color[1], 255.0f);
3382 lm_bgr[2] = (unsigned char)bound(0.0f, color[0], 255.0f);
3384 lm_dir[0] = (unsigned char)dir[2];
3385 lm_dir[1] = (unsigned char)dir[1];
3386 lm_dir[2] = (unsigned char)dir[0];
3390 static void Mod_GenerateLightmaps_VertexSample(const float *pos, const float *normal, float *vertex_color)
3393 Mod_GenerateLightmaps_SamplePoint(pos, normal, sample, mod_generatelightmaps_numoffsets[1], mod_generatelightmaps_offsets[1][0]);
3394 VectorCopy(sample, vertex_color);
3397 static void Mod_GenerateLightmaps_GridSample(const float *pos, q3dlightgrid_t *s)
3403 Mod_GenerateLightmaps_SamplePoint(pos, NULL, sample, mod_generatelightmaps_numoffsets[2], mod_generatelightmaps_offsets[2][0]);
3404 // calculate the direction we'll use to reduce the sample to a directional light source
3405 VectorCopy(sample + 12, dir);
3406 //VectorSet(dir, sample[3] + sample[4] + sample[5], sample[6] + sample[7] + sample[8], sample[9] + sample[10] + sample[11]);
3407 VectorNormalize(dir);
3408 // extract the diffuse color along the chosen direction and scale it
3409 diffuse[0] = (dir[0]*sample[3] + dir[1]*sample[6] + dir[2]*sample[ 9] + sample[ 0]) * 127.5f;
3410 diffuse[1] = (dir[0]*sample[4] + dir[1]*sample[7] + dir[2]*sample[10] + sample[ 1]) * 127.5f;
3411 diffuse[2] = (dir[0]*sample[5] + dir[1]*sample[8] + dir[2]*sample[11] + sample[ 2]) * 127.5f;
3412 // scale the ambient from 0-2 to 0-255 and subtract some of diffuse
3413 VectorScale(sample, 127.5f, ambient);
3414 VectorMA(ambient, -0.333f, diffuse, ambient);
3415 // encode to the grid format
3416 s->ambientrgb[0] = (unsigned char)bound(0.0f, ambient[0], 255.0f);
3417 s->ambientrgb[1] = (unsigned char)bound(0.0f, ambient[1], 255.0f);
3418 s->ambientrgb[2] = (unsigned char)bound(0.0f, ambient[2], 255.0f);
3419 s->diffusergb[0] = (unsigned char)bound(0.0f, diffuse[0], 255.0f);
3420 s->diffusergb[1] = (unsigned char)bound(0.0f, diffuse[1], 255.0f);
3421 s->diffusergb[2] = (unsigned char)bound(0.0f, diffuse[2], 255.0f);
3422 if (dir[2] >= 0.99f) {s->diffusepitch = 0;s->diffuseyaw = 0;}
3423 else if (dir[2] <= -0.99f) {s->diffusepitch = 128;s->diffuseyaw = 0;}
3424 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));}
3427 static void Mod_GenerateLightmaps_InitSampleOffsets(dp_model_t *model)
3432 memset(mod_generatelightmaps_offsets, 0, sizeof(mod_generatelightmaps_offsets));
3433 mod_generatelightmaps_numoffsets[0] = min(MAX_LIGHTMAPSAMPLES, mod_generatelightmaps_lightmapsamples.integer);
3434 mod_generatelightmaps_numoffsets[1] = min(MAX_LIGHTMAPSAMPLES, mod_generatelightmaps_vertexsamples.integer);
3435 mod_generatelightmaps_numoffsets[2] = min(MAX_LIGHTMAPSAMPLES, mod_generatelightmaps_gridsamples.integer);
3436 radius[0] = mod_generatelightmaps_lightmapradius.value;
3437 radius[1] = mod_generatelightmaps_vertexradius.value;
3438 radius[2] = mod_generatelightmaps_gridradius.value;
3439 for (i = 0;i < 3;i++)
3441 for (j = 1;j < mod_generatelightmaps_numoffsets[i];j++)
3444 VectorScale(temp, radius[i], mod_generatelightmaps_offsets[i][j]);
3449 static void Mod_GenerateLightmaps_DestroyLightmaps(dp_model_t *model)
3451 msurface_t *surface;
3454 for (surfaceindex = 0;surfaceindex < model->num_surfaces;surfaceindex++)
3456 surface = model->data_surfaces + surfaceindex;
3457 surface->lightmaptexture = NULL;
3458 surface->deluxemaptexture = NULL;
3460 if (model->brushq3.data_lightmaps)
3462 for (i = 0;i < model->brushq3.num_mergedlightmaps;i++)
3463 if (model->brushq3.data_lightmaps[i])
3464 R_FreeTexture(model->brushq3.data_lightmaps[i]);
3465 Mem_Free(model->brushq3.data_lightmaps);
3466 model->brushq3.data_lightmaps = NULL;
3468 if (model->brushq3.data_deluxemaps)
3470 for (i = 0;i < model->brushq3.num_mergedlightmaps;i++)
3471 if (model->brushq3.data_deluxemaps[i])
3472 R_FreeTexture(model->brushq3.data_deluxemaps[i]);
3473 Mem_Free(model->brushq3.data_deluxemaps);
3474 model->brushq3.data_deluxemaps = NULL;
3478 static void Mod_GenerateLightmaps_UnweldTriangles(dp_model_t *model)
3480 msurface_t *surface;
3486 surfmesh_t oldsurfmesh;
3488 unsigned char *data;
3489 oldsurfmesh = model->surfmesh;
3490 model->surfmesh.num_triangles = oldsurfmesh.num_triangles;
3491 model->surfmesh.num_vertices = oldsurfmesh.num_triangles * 3;
3493 size += model->surfmesh.num_vertices * sizeof(float[3]);
3494 size += model->surfmesh.num_vertices * sizeof(float[3]);
3495 size += model->surfmesh.num_vertices * sizeof(float[3]);
3496 size += model->surfmesh.num_vertices * sizeof(float[3]);
3497 size += model->surfmesh.num_vertices * sizeof(float[2]);
3498 size += model->surfmesh.num_vertices * sizeof(float[2]);
3499 size += model->surfmesh.num_vertices * sizeof(float[4]);
3500 data = (unsigned char *)Mem_Alloc(model->mempool, size);
3501 model->surfmesh.data_vertex3f = (float *)data;data += model->surfmesh.num_vertices * sizeof(float[3]);
3502 model->surfmesh.data_normal3f = (float *)data;data += model->surfmesh.num_vertices * sizeof(float[3]);
3503 model->surfmesh.data_svector3f = (float *)data;data += model->surfmesh.num_vertices * sizeof(float[3]);
3504 model->surfmesh.data_tvector3f = (float *)data;data += model->surfmesh.num_vertices * sizeof(float[3]);
3505 model->surfmesh.data_texcoordtexture2f = (float *)data;data += model->surfmesh.num_vertices * sizeof(float[2]);
3506 model->surfmesh.data_texcoordlightmap2f = (float *)data;data += model->surfmesh.num_vertices * sizeof(float[2]);
3507 model->surfmesh.data_lightmapcolor4f = (float *)data;data += model->surfmesh.num_vertices * sizeof(float[4]);
3508 if (model->surfmesh.num_vertices > 65536)
3509 model->surfmesh.data_element3s = NULL;
3511 if (model->surfmesh.vbo)
3512 R_Mesh_DestroyBufferObject(model->surfmesh.vbo);
3513 model->surfmesh.vbo = 0;
3514 if (model->surfmesh.ebo3i)
3515 R_Mesh_DestroyBufferObject(model->surfmesh.ebo3i);
3516 model->surfmesh.ebo3i = 0;
3517 if (model->surfmesh.ebo3s)
3518 R_Mesh_DestroyBufferObject(model->surfmesh.ebo3s);
3519 model->surfmesh.ebo3s = 0;
3521 // convert all triangles to unique vertex data
3523 for (surfaceindex = 0;surfaceindex < model->num_surfaces;surfaceindex++)
3525 surface = model->data_surfaces + surfaceindex;
3526 surface->num_firstvertex = outvertexindex;
3527 surface->num_vertices = surface->num_triangles*3;
3528 e = oldsurfmesh.data_element3i + surface->num_firsttriangle*3;
3529 for (i = 0;i < surface->num_triangles*3;i++)
3532 model->surfmesh.data_vertex3f[outvertexindex*3+0] = oldsurfmesh.data_vertex3f[vertexindex*3+0];
3533 model->surfmesh.data_vertex3f[outvertexindex*3+1] = oldsurfmesh.data_vertex3f[vertexindex*3+1];
3534 model->surfmesh.data_vertex3f[outvertexindex*3+2] = oldsurfmesh.data_vertex3f[vertexindex*3+2];
3535 model->surfmesh.data_normal3f[outvertexindex*3+0] = oldsurfmesh.data_normal3f[vertexindex*3+0];
3536 model->surfmesh.data_normal3f[outvertexindex*3+1] = oldsurfmesh.data_normal3f[vertexindex*3+1];
3537 model->surfmesh.data_normal3f[outvertexindex*3+2] = oldsurfmesh.data_normal3f[vertexindex*3+2];
3538 model->surfmesh.data_svector3f[outvertexindex*3+0] = oldsurfmesh.data_svector3f[vertexindex*3+0];
3539 model->surfmesh.data_svector3f[outvertexindex*3+1] = oldsurfmesh.data_svector3f[vertexindex*3+1];
3540 model->surfmesh.data_svector3f[outvertexindex*3+2] = oldsurfmesh.data_svector3f[vertexindex*3+2];
3541 model->surfmesh.data_tvector3f[outvertexindex*3+0] = oldsurfmesh.data_tvector3f[vertexindex*3+0];
3542 model->surfmesh.data_tvector3f[outvertexindex*3+1] = oldsurfmesh.data_tvector3f[vertexindex*3+1];
3543 model->surfmesh.data_tvector3f[outvertexindex*3+2] = oldsurfmesh.data_tvector3f[vertexindex*3+2];
3544 model->surfmesh.data_texcoordtexture2f[outvertexindex*2+0] = oldsurfmesh.data_texcoordtexture2f[vertexindex*2+0];
3545 model->surfmesh.data_texcoordtexture2f[outvertexindex*2+1] = oldsurfmesh.data_texcoordtexture2f[vertexindex*2+1];
3546 if (oldsurfmesh.data_texcoordlightmap2f)
3548 model->surfmesh.data_texcoordlightmap2f[outvertexindex*2+0] = oldsurfmesh.data_texcoordlightmap2f[vertexindex*2+0];
3549 model->surfmesh.data_texcoordlightmap2f[outvertexindex*2+1] = oldsurfmesh.data_texcoordlightmap2f[vertexindex*2+1];
3551 if (oldsurfmesh.data_lightmapcolor4f)
3553 model->surfmesh.data_lightmapcolor4f[outvertexindex*4+0] = oldsurfmesh.data_lightmapcolor4f[vertexindex*4+0];
3554 model->surfmesh.data_lightmapcolor4f[outvertexindex*4+1] = oldsurfmesh.data_lightmapcolor4f[vertexindex*4+1];
3555 model->surfmesh.data_lightmapcolor4f[outvertexindex*4+2] = oldsurfmesh.data_lightmapcolor4f[vertexindex*4+2];
3556 model->surfmesh.data_lightmapcolor4f[outvertexindex*4+3] = oldsurfmesh.data_lightmapcolor4f[vertexindex*4+3];
3559 Vector4Set(model->surfmesh.data_lightmapcolor4f + 4*outvertexindex, 1, 1, 1, 1);
3560 model->surfmesh.data_element3i[surface->num_firsttriangle*3+i] = outvertexindex;
3564 if (model->surfmesh.data_element3s)
3565 for (i = 0;i < model->surfmesh.num_triangles*3;i++)
3566 model->surfmesh.data_element3s[i] = model->surfmesh.data_element3i[i];
3568 // find and update all submodels to use this new surfmesh data
3569 for (i = 0;i < model->brush.numsubmodels;i++)
3570 model->brush.submodels[i]->surfmesh = model->surfmesh;
3573 static void Mod_GenerateLightmaps_CreateTriangleInformation(dp_model_t *model)
3575 msurface_t *surface;
3581 lightmaptriangle_t *triangle;
3582 // generate lightmap triangle structs
3583 mod_generatelightmaps_lightmaptriangles = Mem_Alloc(model->mempool, model->surfmesh.num_triangles * sizeof(lightmaptriangle_t));
3584 for (surfaceindex = 0;surfaceindex < model->num_surfaces;surfaceindex++)
3586 surface = model->data_surfaces + surfaceindex;
3587 e = model->surfmesh.data_element3i + surface->num_firsttriangle*3;
3588 for (i = 0;i < surface->num_triangles;i++)
3590 triangle = &mod_generatelightmaps_lightmaptriangles[surface->num_firsttriangle+i];
3591 triangle->triangleindex = surface->num_firsttriangle+i;
3592 triangle->surfaceindex = surfaceindex;
3593 VectorCopy(model->surfmesh.data_vertex3f + 3*e[i*3+0], triangle->vertex[0]);
3594 VectorCopy(model->surfmesh.data_vertex3f + 3*e[i*3+1], triangle->vertex[1]);
3595 VectorCopy(model->surfmesh.data_vertex3f + 3*e[i*3+2], triangle->vertex[2]);
3596 // calculate bounds of triangle
3597 triangle->mins[0] = min(triangle->vertex[0][0], min(triangle->vertex[1][0], triangle->vertex[2][0]));
3598 triangle->mins[1] = min(triangle->vertex[0][1], min(triangle->vertex[1][1], triangle->vertex[2][1]));
3599 triangle->mins[2] = min(triangle->vertex[0][2], min(triangle->vertex[1][2], triangle->vertex[2][2]));
3600 triangle->maxs[0] = max(triangle->vertex[0][0], max(triangle->vertex[1][0], triangle->vertex[2][0]));
3601 triangle->maxs[1] = max(triangle->vertex[0][1], max(triangle->vertex[1][1], triangle->vertex[2][1]));
3602 triangle->maxs[2] = max(triangle->vertex[0][2], max(triangle->vertex[1][2], triangle->vertex[2][2]));
3603 // pick an axial projection based on the triangle normal
3604 TriangleNormal(triangle->vertex[0], triangle->vertex[1], triangle->vertex[2], normal);
3606 if (fabs(normal[1]) > fabs(normal[axis]))
3608 if (fabs(normal[2]) > fabs(normal[axis]))
3610 triangle->axis = axis;
3615 static void Mod_GenerateLightmaps_DestroyTriangleInformation(dp_model_t *model)
3617 if (mod_generatelightmaps_lightmaptriangles)
3618 Mem_Free(mod_generatelightmaps_lightmaptriangles);
3619 mod_generatelightmaps_lightmaptriangles = NULL;
3622 float lmaxis[3][3] = {{1, 0, 0}, {0, 1, 0}, {0, 0, 1}};
3624 static void Mod_GenerateLightmaps_CreateLightmaps(dp_model_t *model)
3626 msurface_t *surface;
3640 float trianglenormal[3];
3641 float samplecenter[3];
3642 float samplenormal[3];
3648 float lmscalepixels;
3651 float lm_basescalepixels;
3652 int lm_borderpixels;
3656 lightmaptriangle_t *triangle;
3657 unsigned char *lightmappixels;
3658 unsigned char *deluxemappixels;
3659 mod_alloclightmap_state_t lmstate;
3661 // generate lightmap projection information for all triangles
3662 if (model->texturepool == NULL)
3663 model->texturepool = R_AllocTexturePool();
3664 lm_basescalepixels = 1.0f / max(0.0001f, mod_generatelightmaps_unitspersample.value);
3665 lm_borderpixels = mod_generatelightmaps_borderpixels.integer;
3666 lm_texturesize = bound(lm_borderpixels*2+1, 64, (int)vid.maxtexturesize_2d);
3667 //lm_maxpixels = lm_texturesize-(lm_borderpixels*2+1);
3668 Mod_AllocLightmap_Init(&lmstate, lm_texturesize, lm_texturesize);
3670 for (surfaceindex = 0;surfaceindex < model->num_surfaces;surfaceindex++)
3672 surface = model->data_surfaces + surfaceindex;
3673 e = model->surfmesh.data_element3i + surface->num_firsttriangle*3;
3674 lmscalepixels = lm_basescalepixels;
3675 for (retry = 0;retry < 30;retry++)
3677 // after a couple failed attempts, degrade quality to make it fit
3679 lmscalepixels *= 0.5f;
3680 for (i = 0;i < surface->num_triangles;i++)
3682 triangle = &mod_generatelightmaps_lightmaptriangles[surface->num_firsttriangle+i];
3683 triangle->lightmapindex = lightmapnumber;
3684 // calculate lightmap bounds in 3D pixel coordinates, limit size,
3685 // pick two planar axes for projection
3686 // lightmap coordinates here are in pixels
3687 // lightmap projections are snapped to pixel grid explicitly, such
3688 // that two neighboring triangles sharing an edge and projection
3689 // axis will have identical sampl espacing along their shared edge
3691 for (j = 0;j < 3;j++)
3693 if (j == triangle->axis)
3695 lmmins = floor(triangle->mins[j]*lmscalepixels)-lm_borderpixels;
3696 lmmaxs = floor(triangle->maxs[j]*lmscalepixels)+lm_borderpixels;
3697 triangle->lmsize[k] = (int)(lmmaxs-lmmins);
3698 triangle->lmbase[k] = lmmins/lmscalepixels;
3699 triangle->lmscale[k] = lmscalepixels;
3702 if (!Mod_AllocLightmap_Block(&lmstate, triangle->lmsize[0], triangle->lmsize[1], &triangle->lmoffset[0], &triangle->lmoffset[1]))
3705 // if all fit in this texture, we're done with this surface
3706 if (i == surface->num_triangles)
3708 // if we haven't maxed out the lightmap size yet, we retry the
3709 // entire surface batch...
3710 if (lm_texturesize * 2 <= min(mod_generatelightmaps_texturesize.integer, (int)vid.maxtexturesize_2d))
3712 lm_texturesize *= 2;
3715 Mod_AllocLightmap_Free(&lmstate);
3716 Mod_AllocLightmap_Init(&lmstate, lm_texturesize, lm_texturesize);
3719 // if we have maxed out the lightmap size, and this triangle does
3720 // not fit in the same texture as the rest of the surface, we have
3721 // to retry the entire surface in a new texture (can only use one)
3722 // with multiple retries, the lightmap quality degrades until it
3723 // fits (or gives up)
3724 if (surfaceindex > 0)
3726 Mod_AllocLightmap_Reset(&lmstate);
3730 Mod_AllocLightmap_Free(&lmstate);
3732 // now put triangles together into lightmap textures, and do not allow
3733 // triangles of a surface to go into different textures (as that would
3734 // require rewriting the surface list)
3735 model->brushq3.deluxemapping_modelspace = true;
3736 model->brushq3.deluxemapping = true;
3737 model->brushq3.num_mergedlightmaps = lightmapnumber;
3738 model->brushq3.data_lightmaps = Mem_Alloc(model->mempool, model->brushq3.num_mergedlightmaps * sizeof(rtexture_t *));
3739 model->brushq3.data_deluxemaps = Mem_Alloc(model->mempool, model->brushq3.num_mergedlightmaps * sizeof(rtexture_t *));
3740 lightmappixels = Mem_Alloc(tempmempool, model->brushq3.num_mergedlightmaps * lm_texturesize * lm_texturesize * 4);
3741 deluxemappixels = Mem_Alloc(tempmempool, model->brushq3.num_mergedlightmaps * lm_texturesize * lm_texturesize * 4);
3742 for (surfaceindex = 0;surfaceindex < model->num_surfaces;surfaceindex++)
3744 surface = model->data_surfaces + surfaceindex;
3745 e = model->surfmesh.data_element3i + surface->num_firsttriangle*3;
3746 for (i = 0;i < surface->num_triangles;i++)
3748 triangle = &mod_generatelightmaps_lightmaptriangles[surface->num_firsttriangle+i];
3749 TriangleNormal(triangle->vertex[0], triangle->vertex[1], triangle->vertex[2], trianglenormal);
3750 VectorNormalize(trianglenormal);
3751 VectorCopy(trianglenormal, samplenormal); // FIXME: this is supposed to be interpolated per pixel from vertices
3752 axis = triangle->axis;
3753 axis1 = axis == 0 ? 1 : 0;
3754 axis2 = axis == 2 ? 1 : 2;
3755 lmiscale[0] = 1.0f / triangle->lmscale[0];
3756 lmiscale[1] = 1.0f / triangle->lmscale[1];
3757 if (trianglenormal[axis] < 0)
3758 VectorNegate(trianglenormal, trianglenormal);
3759 CrossProduct(lmaxis[axis2], trianglenormal, temp);slopex = temp[axis] / temp[axis1];
3760 CrossProduct(lmaxis[axis1], trianglenormal, temp);slopey = temp[axis] / temp[axis2];
3761 slopebase = triangle->vertex[0][axis] - triangle->vertex[0][axis1]*slopex - triangle->vertex[0][axis2]*slopey;
3762 for (j = 0;j < 3;j++)
3764 float *t2f = model->surfmesh.data_texcoordlightmap2f + e[i*3+j]*2;
3765 t2f[0] = ((triangle->vertex[j][axis1] - triangle->lmbase[0]) * triangle->lmscale[0] + triangle->lmoffset[0]) / lm_texturesize;
3766 t2f[1] = ((triangle->vertex[j][axis2] - triangle->lmbase[1]) * triangle->lmscale[1] + triangle->lmoffset[1]) / lm_texturesize;
3768 samplecenter[axis1] = (t2f[0]*lm_texturesize-triangle->lmoffset[0])*lmiscale[0] + triangle->lmbase[0];
3769 samplecenter[axis2] = (t2f[1]*lm_texturesize-triangle->lmoffset[1])*lmiscale[1] + triangle->lmbase[1];
3770 samplecenter[axis] = samplecenter[axis1]*slopex + samplecenter[axis2]*slopey + slopebase;
3771 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]);
3781 forward[1] = 1.0f / triangle->lmscale[0];
3785 left[2] = 1.0f / triangle->lmscale[1];
3790 origin[1] = triangle->lmbase[0];
3791 origin[2] = triangle->lmbase[1];
3794 forward[0] = 1.0f / triangle->lmscale[0];
3799 left[2] = 1.0f / triangle->lmscale[1];
3803 origin[0] = triangle->lmbase[0];
3805 origin[2] = triangle->lmbase[1];
3808 forward[0] = 1.0f / triangle->lmscale[0];
3812 left[1] = 1.0f / triangle->lmscale[1];
3817 origin[0] = triangle->lmbase[0];
3818 origin[1] = triangle->lmbase[1];
3822 Matrix4x4_FromVectors(&backmatrix, forward, left, up, origin);
3824 #define LM_DIST_EPSILON (1.0f / 32.0f)
3825 for (y = 0;y < triangle->lmsize[1];y++)
3827 pixeloffset = ((triangle->lightmapindex * lm_texturesize + y + triangle->lmoffset[1]) * lm_texturesize + triangle->lmoffset[0]) * 4;
3828 for (x = 0;x < triangle->lmsize[0];x++, pixeloffset += 4)
3830 samplecenter[axis1] = (x+0.5f)*lmiscale[0] + triangle->lmbase[0];
3831 samplecenter[axis2] = (y+0.5f)*lmiscale[1] + triangle->lmbase[1];
3832 samplecenter[axis] = samplecenter[axis1]*slopex + samplecenter[axis2]*slopey + slopebase;
3833 VectorMA(samplecenter, 0.125f, samplenormal, samplecenter);
3834 Mod_GenerateLightmaps_LightmapSample(samplecenter, samplenormal, lightmappixels + pixeloffset, deluxemappixels + pixeloffset);
3840 for (lightmapindex = 0;lightmapindex < model->brushq3.num_mergedlightmaps;lightmapindex++)
3842 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);
3843 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);
3847 Mem_Free(lightmappixels);
3848 if (deluxemappixels)
3849 Mem_Free(deluxemappixels);
3851 for (surfaceindex = 0;surfaceindex < model->num_surfaces;surfaceindex++)
3853 surface = model->data_surfaces + surfaceindex;
3854 e = model->surfmesh.data_element3i + surface->num_firsttriangle*3;
3855 if (!surface->num_triangles)
3857 lightmapindex = mod_generatelightmaps_lightmaptriangles[surface->num_firsttriangle].lightmapindex;
3858 surface->lightmaptexture = model->brushq3.data_lightmaps[lightmapindex];
3859 surface->deluxemaptexture = model->brushq3.data_deluxemaps[lightmapindex];
3860 surface->lightmapinfo = NULL;
3863 model->brush.LightPoint = Mod_GenerateLightmaps_LightPoint;
3864 model->brushq1.lightdata = NULL;
3865 model->brushq1.lightmapupdateflags = NULL;
3866 model->brushq1.firstrender = false;
3867 model->brushq1.num_lightstyles = 0;
3868 model->brushq1.data_lightstyleinfo = NULL;
3869 for (i = 0;i < model->brush.numsubmodels;i++)
3871 model->brush.submodels[i]->brushq1.lightmapupdateflags = NULL;
3872 model->brush.submodels[i]->brushq1.firstrender = false;
3873 model->brush.submodels[i]->brushq1.num_lightstyles = 0;
3874 model->brush.submodels[i]->brushq1.data_lightstyleinfo = NULL;
3878 static void Mod_GenerateLightmaps_UpdateVertexColors(dp_model_t *model)
3881 for (i = 0;i < model->surfmesh.num_vertices;i++)
3882 Mod_GenerateLightmaps_VertexSample(model->surfmesh.data_vertex3f + 3*i, model->surfmesh.data_normal3f + 3*i, model->surfmesh.data_lightmapcolor4f + 4*i);
3885 static void Mod_GenerateLightmaps_UpdateLightGrid(dp_model_t *model)
3892 for (z = 0;z < model->brushq3.num_lightgrid_isize[2];z++)
3894 pos[2] = (model->brushq3.num_lightgrid_imins[2] + z + 0.5f) * model->brushq3.num_lightgrid_cellsize[2];
3895 for (y = 0;y < model->brushq3.num_lightgrid_isize[1];y++)
3897 pos[1] = (model->brushq3.num_lightgrid_imins[1] + y + 0.5f) * model->brushq3.num_lightgrid_cellsize[1];
3898 for (x = 0;x < model->brushq3.num_lightgrid_isize[0];x++, index++)
3900 pos[0] = (model->brushq3.num_lightgrid_imins[0] + x + 0.5f) * model->brushq3.num_lightgrid_cellsize[0];
3901 Mod_GenerateLightmaps_GridSample(pos, model->brushq3.data_lightgrid + index);
3907 extern cvar_t mod_q3bsp_nolightmaps;
3908 static void Mod_GenerateLightmaps(dp_model_t *model)
3910 //lightmaptriangle_t *lightmaptriangles = Mem_Alloc(model->mempool, model->surfmesh.num_triangles * sizeof(lightmaptriangle_t));
3911 dp_model_t *oldloadmodel = loadmodel;
3914 Mod_GenerateLightmaps_InitSampleOffsets(model);
3915 Mod_GenerateLightmaps_DestroyLightmaps(model);
3916 Mod_GenerateLightmaps_UnweldTriangles(model);
3917 Mod_GenerateLightmaps_CreateTriangleInformation(model);
3918 Mod_GenerateLightmaps_CreateLights(model);
3919 if(!mod_q3bsp_nolightmaps.integer)
3920 Mod_GenerateLightmaps_CreateLightmaps(model);
3921 Mod_GenerateLightmaps_UpdateVertexColors(model);
3922 Mod_GenerateLightmaps_UpdateLightGrid(model);
3923 Mod_GenerateLightmaps_DestroyLights(model);
3924 Mod_GenerateLightmaps_DestroyTriangleInformation(model);
3926 loadmodel = oldloadmodel;
3929 static void Mod_GenerateLightmaps_f(void)
3931 if (Cmd_Argc() != 1)
3933 Con_Printf("usage: mod_generatelightmaps\n");
3938 Con_Printf("no worldmodel loaded\n");
3941 Mod_GenerateLightmaps(cl.worldmodel);