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 r_mipnormalmaps = {CVAR_SAVE, "r_mipnormalmaps", "1", "mipmaps normalmaps (turning it off looks sharper but may have aliasing)"};
32 cvar_t mod_generatelightmaps_unitspersample = {CVAR_SAVE, "mod_generatelightmaps_unitspersample", "8", "lightmap resolution"};
33 cvar_t mod_generatelightmaps_borderpixels = {CVAR_SAVE, "mod_generatelightmaps_borderpixels", "2", "extra space around polygons to prevent sampling artifacts"};
34 cvar_t mod_generatelightmaps_texturesize = {CVAR_SAVE, "mod_generatelightmaps_texturesize", "1024", "size of lightmap textures"};
35 cvar_t mod_generatelightmaps_lightmapsamples = {CVAR_SAVE, "mod_generatelightmaps_lightmapsamples", "16", "number of shadow tests done per lightmap pixel"};
36 cvar_t mod_generatelightmaps_vertexsamples = {CVAR_SAVE, "mod_generatelightmaps_vertexsamples", "16", "number of shadow tests done per vertex"};
37 cvar_t mod_generatelightmaps_gridsamples = {CVAR_SAVE, "mod_generatelightmaps_gridsamples", "64", "number of shadow tests done per lightgrid cell"};
38 cvar_t mod_generatelightmaps_lightmapradius = {CVAR_SAVE, "mod_generatelightmaps_lightmapradius", "16", "sampling area around each lightmap pixel"};
39 cvar_t mod_generatelightmaps_vertexradius = {CVAR_SAVE, "mod_generatelightmaps_vertexradius", "16", "sampling area around each vertex"};
40 cvar_t mod_generatelightmaps_gridradius = {CVAR_SAVE, "mod_generatelightmaps_gridradius", "64", "sampling area around each lightgrid cell center"};
42 dp_model_t *loadmodel;
44 static mempool_t *mod_mempool;
45 static memexpandablearray_t models;
47 static mempool_t* q3shaders_mem;
48 typedef struct q3shader_hash_entry_s
50 q3shaderinfo_t shader;
51 struct q3shader_hash_entry_s* chain;
52 } q3shader_hash_entry_t;
53 #define Q3SHADER_HASH_SIZE 1021
54 typedef struct q3shader_data_s
56 memexpandablearray_t hash_entries;
57 q3shader_hash_entry_t hash[Q3SHADER_HASH_SIZE];
58 memexpandablearray_t char_ptrs;
60 static q3shader_data_t* q3shader_data;
62 static void mod_start(void)
65 int nummodels = Mem_ExpandableArray_IndexRange(&models);
68 SCR_PushLoadingScreen(false, "Loading models", 1.0);
70 for (i = 0;i < nummodels;i++)
71 if ((mod = (dp_model_t*) Mem_ExpandableArray_RecordAtIndex(&models, i)) && mod->name[0] && mod->name[0] != '*')
74 for (i = 0;i < nummodels;i++)
75 if ((mod = (dp_model_t*) Mem_ExpandableArray_RecordAtIndex(&models, i)) && mod->name[0] && mod->name[0] != '*')
78 SCR_PushLoadingScreen(true, mod->name, 1.0 / count);
79 Mod_LoadModel(mod, true, false);
80 SCR_PopLoadingScreen(false);
82 SCR_PopLoadingScreen(false);
85 static void mod_shutdown(void)
88 int nummodels = Mem_ExpandableArray_IndexRange(&models);
91 for (i = 0;i < nummodels;i++)
92 if ((mod = (dp_model_t*) Mem_ExpandableArray_RecordAtIndex(&models, i)) && (mod->loaded || mod->mempool))
96 Mod_Skeletal_FreeBuffers();
99 static void mod_newmap(void)
102 int i, j, k, surfacenum, ssize, tsize;
103 int nummodels = Mem_ExpandableArray_IndexRange(&models);
106 for (i = 0;i < nummodels;i++)
108 if ((mod = (dp_model_t*) Mem_ExpandableArray_RecordAtIndex(&models, i)) && mod->mempool)
110 for (j = 0;j < mod->num_textures && mod->data_textures;j++)
112 for (k = 0;k < mod->data_textures[j].numskinframes;k++)
113 R_SkinFrame_MarkUsed(mod->data_textures[j].skinframes[k]);
114 for (k = 0;k < mod->data_textures[j].backgroundnumskinframes;k++)
115 R_SkinFrame_MarkUsed(mod->data_textures[j].backgroundskinframes[k]);
117 if (mod->brush.solidskyskinframe)
118 R_SkinFrame_MarkUsed(mod->brush.solidskyskinframe);
119 if (mod->brush.alphaskyskinframe)
120 R_SkinFrame_MarkUsed(mod->brush.alphaskyskinframe);
124 if (!cl_stainmaps_clearonload.integer)
127 for (i = 0;i < nummodels;i++)
129 if ((mod = (dp_model_t*) Mem_ExpandableArray_RecordAtIndex(&models, i)) && mod->mempool && mod->data_surfaces)
131 for (surfacenum = 0, surface = mod->data_surfaces;surfacenum < mod->num_surfaces;surfacenum++, surface++)
133 if (surface->lightmapinfo && surface->lightmapinfo->stainsamples)
135 ssize = (surface->lightmapinfo->extents[0] >> 4) + 1;
136 tsize = (surface->lightmapinfo->extents[1] >> 4) + 1;
137 memset(surface->lightmapinfo->stainsamples, 255, ssize * tsize * 3);
138 mod->brushq1.lightmapupdateflags[surfacenum] = true;
150 static void Mod_Print(void);
151 static void Mod_Precache (void);
152 static void Mod_Decompile_f(void);
153 static void Mod_GenerateLightmaps_f(void);
156 mod_mempool = Mem_AllocPool("modelinfo", 0, NULL);
157 Mem_ExpandableArray_NewArray(&models, mod_mempool, sizeof(dp_model_t), 16);
163 Cvar_RegisterVariable(&r_mipskins);
164 Cvar_RegisterVariable(&r_mipnormalmaps);
165 Cvar_RegisterVariable(&mod_generatelightmaps_unitspersample);
166 Cvar_RegisterVariable(&mod_generatelightmaps_borderpixels);
167 Cvar_RegisterVariable(&mod_generatelightmaps_texturesize);
169 Cvar_RegisterVariable(&mod_generatelightmaps_lightmapsamples);
170 Cvar_RegisterVariable(&mod_generatelightmaps_vertexsamples);
171 Cvar_RegisterVariable(&mod_generatelightmaps_gridsamples);
172 Cvar_RegisterVariable(&mod_generatelightmaps_lightmapradius);
173 Cvar_RegisterVariable(&mod_generatelightmaps_vertexradius);
174 Cvar_RegisterVariable(&mod_generatelightmaps_gridradius);
176 Cmd_AddCommand ("modellist", Mod_Print, "prints a list of loaded models");
177 Cmd_AddCommand ("modelprecache", Mod_Precache, "load a model");
178 Cmd_AddCommand ("modeldecompile", Mod_Decompile_f, "exports a model in several formats for editing purposes");
179 Cmd_AddCommand ("mod_generatelightmaps", Mod_GenerateLightmaps_f, "rebuilds lighting on current worldmodel");
182 void Mod_RenderInit(void)
184 R_RegisterModule("Models", mod_start, mod_shutdown, mod_newmap, NULL, NULL);
187 void Mod_UnloadModel (dp_model_t *mod)
189 char name[MAX_QPATH];
191 dp_model_t *parentmodel;
193 if (developer_loading.integer)
194 Con_Printf("unloading model %s\n", mod->name);
196 strlcpy(name, mod->name, sizeof(name));
197 parentmodel = mod->brush.parentmodel;
201 if (mod->surfmesh.vertexpositionbuffer)
202 R_Mesh_DestroyMeshBuffer(mod->surfmesh.vertexpositionbuffer);
203 mod->surfmesh.vertexpositionbuffer = NULL;
204 if (mod->surfmesh.vertexmeshbuffer)
205 R_Mesh_DestroyMeshBuffer(mod->surfmesh.vertexmeshbuffer);
206 mod->surfmesh.vertexmeshbuffer = NULL;
207 if (mod->surfmesh.data_element3i_indexbuffer)
208 R_Mesh_DestroyMeshBuffer(mod->surfmesh.data_element3i_indexbuffer);
209 mod->surfmesh.data_element3i_indexbuffer = NULL;
210 if (mod->surfmesh.data_element3s_indexbuffer)
211 R_Mesh_DestroyMeshBuffer(mod->surfmesh.data_element3s_indexbuffer);
212 mod->surfmesh.data_element3s_indexbuffer = NULL;
213 if (mod->surfmesh.vbo_vertexbuffer)
214 R_Mesh_DestroyMeshBuffer(mod->surfmesh.vbo_vertexbuffer);
215 mod->surfmesh.vbo_vertexbuffer = NULL;
217 // free textures/memory attached to the model
218 R_FreeTexturePool(&mod->texturepool);
219 Mem_FreePool(&mod->mempool);
220 // clear the struct to make it available
221 memset(mod, 0, sizeof(dp_model_t));
222 // restore the fields we want to preserve
223 strlcpy(mod->name, name, sizeof(mod->name));
224 mod->brush.parentmodel = parentmodel;
229 void R_Model_Null_Draw(entity_render_t *ent)
235 typedef void (*mod_framegroupify_parsegroups_t) (unsigned int i, int start, int len, float fps, qboolean loop, void *pass);
237 int Mod_FrameGroupify_ParseGroups(const char *buf, mod_framegroupify_parsegroups_t cb, void *pass)
250 if (!COM_ParseToken_Simple(&bufptr, true, false))
252 if (!strcmp(com_token, "\n"))
253 continue; // empty line
254 start = atoi(com_token);
255 if (!COM_ParseToken_Simple(&bufptr, true, false))
257 if (!strcmp(com_token, "\n"))
259 Con_Printf("framegroups file: missing number of frames\n");
262 len = atoi(com_token);
263 if (!COM_ParseToken_Simple(&bufptr, true, false))
265 // we default to looping as it's usually wanted, so to NOT loop you append a 0
266 if (strcmp(com_token, "\n"))
268 fps = atof(com_token);
269 if (!COM_ParseToken_Simple(&bufptr, true, false))
271 if (strcmp(com_token, "\n"))
272 loop = atoi(com_token) != 0;
283 cb(i, start, len, fps, loop, pass);
290 void Mod_FrameGroupify_ParseGroups_Count (unsigned int i, int start, int len, float fps, qboolean loop, void *pass)
292 unsigned int *cnt = (unsigned int *) pass;
296 void Mod_FrameGroupify_ParseGroups_Store (unsigned int i, int start, int len, float fps, qboolean loop, void *pass)
298 dp_model_t *mod = (dp_model_t *) pass;
299 animscene_t *anim = &mod->animscenes[i];
300 dpsnprintf(anim->name, sizeof(anim[i].name), "groupified_%d_anim", i);
301 anim->firstframe = bound(0, start, mod->num_poses - 1);
302 anim->framecount = bound(1, len, mod->num_poses - anim->firstframe);
303 anim->framerate = max(1, fps);
305 //Con_Printf("frame group %d is %d %d %f %d\n", i, start, len, fps, loop);
308 void Mod_FrameGroupify(dp_model_t *mod, const char *buf)
313 cnt = Mod_FrameGroupify_ParseGroups(buf, NULL, NULL);
316 Con_Printf("no scene found in framegroups file, aborting\n");
319 mod->numframes = cnt;
322 // (we do not free the previous animscenes, but model unloading will free the pool owning them, so it's okay)
323 mod->animscenes = (animscene_t *) Mem_Alloc(mod->mempool, sizeof(animscene_t) * mod->numframes);
326 Mod_FrameGroupify_ParseGroups(buf, Mod_FrameGroupify_ParseGroups_Store, mod);
329 void Mod_FindPotentialDeforms(dp_model_t *mod)
333 mod->wantnormals = false;
334 mod->wanttangents = false;
335 for (i = 0;i < mod->num_textures;i++)
337 texture = mod->data_textures + i;
338 if (texture->tcgen.tcgen == Q3TCGEN_ENVIRONMENT)
339 mod->wantnormals = true;
340 for (j = 0;j < Q3MAXDEFORMS;j++)
342 if (texture->deforms[j].deform == Q3DEFORM_AUTOSPRITE)
344 mod->wanttangents = true;
345 mod->wantnormals = true;
348 if (texture->deforms[j].deform != Q3DEFORM_NONE)
349 mod->wantnormals = true;
361 dp_model_t *Mod_LoadModel(dp_model_t *mod, qboolean crash, qboolean checkdisk)
366 fs_offset_t filesize = 0;
370 if (mod->name[0] == '*') // submodel
373 if (!strcmp(mod->name, "null"))
378 if (mod->loaded || mod->mempool)
379 Mod_UnloadModel(mod);
381 if (developer_loading.integer)
382 Con_Printf("loading model %s\n", mod->name);
385 mod->crc = (unsigned int)-1;
388 VectorClear(mod->normalmins);
389 VectorClear(mod->normalmaxs);
390 VectorClear(mod->yawmins);
391 VectorClear(mod->yawmaxs);
392 VectorClear(mod->rotatedmins);
393 VectorClear(mod->rotatedmaxs);
395 mod->modeldatatypestring = "null";
396 mod->type = mod_null;
397 mod->Draw = R_Model_Null_Draw;
401 // no fatal errors occurred, so this model is ready to use.
410 // even if the model is loaded it still may need reloading...
412 // if it is not loaded or checkdisk is true we need to calculate the crc
413 if (!mod->loaded || checkdisk)
415 if (checkdisk && mod->loaded)
416 Con_DPrintf("checking model %s\n", mod->name);
417 buf = FS_LoadFile (mod->name, tempmempool, false, &filesize);
420 crc = CRC_Block((unsigned char *)buf, filesize);
421 // we need to reload the model if the crc does not match
427 // if the model is already loaded and checks passed, just return
435 if (developer_loading.integer)
436 Con_Printf("loading model %s\n", mod->name);
438 SCR_PushLoadingScreen(true, mod->name, 1);
440 // LordHavoc: unload the existing model in this slot (if there is one)
441 if (mod->loaded || mod->mempool)
442 Mod_UnloadModel(mod);
447 // errors can prevent the corresponding mod->loaded = true;
450 // default model radius and bounding box (mainly for missing models)
452 VectorSet(mod->normalmins, -mod->radius, -mod->radius, -mod->radius);
453 VectorSet(mod->normalmaxs, mod->radius, mod->radius, mod->radius);
454 VectorSet(mod->yawmins, -mod->radius, -mod->radius, -mod->radius);
455 VectorSet(mod->yawmaxs, mod->radius, mod->radius, mod->radius);
456 VectorSet(mod->rotatedmins, -mod->radius, -mod->radius, -mod->radius);
457 VectorSet(mod->rotatedmaxs, mod->radius, mod->radius, mod->radius);
461 // load q3 shaders for the first time, or after a level change
467 char *bufend = (char *)buf + filesize;
469 // all models use memory, so allocate a memory pool
470 mod->mempool = Mem_AllocPool(mod->name, 0, NULL);
472 num = LittleLong(*((int *)buf));
473 // call the apropriate loader
475 if (!strcasecmp(FS_FileExtension(mod->name), "obj")) Mod_OBJ_Load(mod, buf, bufend);
476 else if (!memcmp(buf, "IDPO", 4)) Mod_IDP0_Load(mod, buf, bufend);
477 else if (!memcmp(buf, "IDP2", 4)) Mod_IDP2_Load(mod, buf, bufend);
478 else if (!memcmp(buf, "IDP3", 4)) Mod_IDP3_Load(mod, buf, bufend);
479 else if (!memcmp(buf, "IDSP", 4)) Mod_IDSP_Load(mod, buf, bufend);
480 else if (!memcmp(buf, "IDS2", 4)) Mod_IDS2_Load(mod, buf, bufend);
481 else if (!memcmp(buf, "IBSP", 4)) Mod_IBSP_Load(mod, buf, bufend);
482 else if (!memcmp(buf, "ZYMOTICMODEL", 12)) Mod_ZYMOTICMODEL_Load(mod, buf, bufend);
483 else if (!memcmp(buf, "DARKPLACESMODEL", 16)) Mod_DARKPLACESMODEL_Load(mod, buf, bufend);
484 else if (!memcmp(buf, "ACTRHEAD", 8)) Mod_PSKMODEL_Load(mod, buf, bufend);
485 else if (!memcmp(buf, "INTERQUAKEMODEL", 16)) Mod_INTERQUAKEMODEL_Load(mod, buf, bufend);
486 else if (strlen(mod->name) >= 4 && !strcmp(mod->name + strlen(mod->name) - 4, ".map")) Mod_MAP_Load(mod, buf, bufend);
487 else if (num == BSPVERSION || num == 30) Mod_Q1BSP_Load(mod, buf, bufend);
488 else Con_Printf("Mod_LoadModel: model \"%s\" is of unknown/unsupported type\n", mod->name);
491 Mod_FindPotentialDeforms(mod);
493 buf = FS_LoadFile (va("%s.framegroups", mod->name), tempmempool, false, &filesize);
496 Mod_FrameGroupify(mod, (const char *)buf);
504 // LordHavoc: Sys_Error was *ANNOYING*
505 Con_Printf ("Mod_LoadModel: %s not found\n", mod->name);
508 // no fatal errors occurred, so this model is ready to use.
511 SCR_PopLoadingScreen(false);
516 void Mod_ClearUsed(void)
519 int nummodels = Mem_ExpandableArray_IndexRange(&models);
521 for (i = 0;i < nummodels;i++)
522 if ((mod = (dp_model_t*) Mem_ExpandableArray_RecordAtIndex(&models, i)) && mod->name[0])
526 void Mod_PurgeUnused(void)
529 int nummodels = Mem_ExpandableArray_IndexRange(&models);
531 for (i = 0;i < nummodels;i++)
533 if ((mod = (dp_model_t*) Mem_ExpandableArray_RecordAtIndex(&models, i)) && mod->name[0] && !mod->used)
535 Mod_UnloadModel(mod);
536 Mem_ExpandableArray_FreeRecord(&models, mod);
547 dp_model_t *Mod_FindName(const char *name, const char *parentname)
556 // if we're not dedicatd, the renderer calls will crash without video
559 nummodels = Mem_ExpandableArray_IndexRange(&models);
562 Host_Error ("Mod_ForName: NULL name");
564 // search the currently loaded models
565 for (i = 0;i < nummodels;i++)
567 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))))
574 // no match found, create a new one
575 mod = (dp_model_t *) Mem_ExpandableArray_AllocRecord(&models);
576 strlcpy(mod->name, name, sizeof(mod->name));
578 mod->brush.parentmodel = Mod_FindName(parentname, NULL);
580 mod->brush.parentmodel = NULL;
590 Loads in a model for the given name
593 dp_model_t *Mod_ForName(const char *name, qboolean crash, qboolean checkdisk, const char *parentname)
596 model = Mod_FindName(name, parentname);
597 if (!model->loaded || checkdisk)
598 Mod_LoadModel(model, crash, checkdisk);
606 Reloads all models if they have changed
609 void Mod_Reload(void)
612 int nummodels = Mem_ExpandableArray_IndexRange(&models);
615 SCR_PushLoadingScreen(false, "Reloading models", 1.0);
617 for (i = 0;i < nummodels;i++)
618 if ((mod = (dp_model_t *) Mem_ExpandableArray_RecordAtIndex(&models, i)) && mod->name[0] && mod->name[0] != '*' && mod->used)
620 for (i = 0;i < nummodels;i++)
621 if ((mod = (dp_model_t *) Mem_ExpandableArray_RecordAtIndex(&models, i)) && mod->name[0] && mod->name[0] != '*' && mod->used)
623 SCR_PushLoadingScreen(true, mod->name, 1.0 / count);
624 Mod_LoadModel(mod, true, true);
625 SCR_PopLoadingScreen(false);
627 SCR_PopLoadingScreen(false);
630 unsigned char *mod_base;
633 //=============================================================================
640 static void Mod_Print(void)
643 int nummodels = Mem_ExpandableArray_IndexRange(&models);
646 Con_Print("Loaded models:\n");
647 for (i = 0;i < nummodels;i++)
649 if ((mod = (dp_model_t *) Mem_ExpandableArray_RecordAtIndex(&models, i)) && mod->name[0] && mod->name[0] != '*')
651 if (mod->brush.numsubmodels)
652 Con_Printf("%4iK %s (%i submodels)\n", mod->mempool ? (int)((mod->mempool->totalsize + 1023) / 1024) : 0, mod->name, mod->brush.numsubmodels);
654 Con_Printf("%4iK %s\n", mod->mempool ? (int)((mod->mempool->totalsize + 1023) / 1024) : 0, mod->name);
664 static void Mod_Precache(void)
667 Mod_ForName(Cmd_Argv(1), false, true, Cmd_Argv(1)[0] == '*' ? cl.model_name[1] : NULL);
669 Con_Print("usage: modelprecache <filename>\n");
672 int Mod_BuildVertexRemapTableFromElements(int numelements, const int *elements, int numvertices, int *remapvertices)
676 used = (unsigned char *)Mem_Alloc(tempmempool, numvertices);
677 memset(used, 0, numvertices);
678 for (i = 0;i < numelements;i++)
679 used[elements[i]] = 1;
680 for (i = 0, count = 0;i < numvertices;i++)
681 remapvertices[i] = used[i] ? count++ : -1;
687 // fast way, using an edge hash
688 #define TRIANGLEEDGEHASH 8192
689 void Mod_BuildTriangleNeighbors(int *neighbors, const int *elements, int numtriangles)
691 int i, j, p, e1, e2, *n, hashindex, count, match;
693 typedef struct edgehashentry_s
695 struct edgehashentry_s *next;
700 static edgehashentry_t **edgehash;
701 edgehashentry_t *edgehashentries, *hash;
704 edgehash = (edgehashentry_t **)Mem_Alloc(tempmempool, TRIANGLEEDGEHASH * sizeof(*edgehash));
705 // if there are too many triangles for the stack array, allocate larger buffer
706 edgehashentries = (edgehashentry_t *)Mem_Alloc(tempmempool, numtriangles * 3 * sizeof(edgehashentry_t));
707 // find neighboring triangles
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;
716 hash = edgehashentries + i * 3 + j;
717 hash->next = edgehash[hashindex];
718 edgehash[hashindex] = hash;
720 hash->element[0] = e1;
721 hash->element[1] = e2;
724 for (i = 0, e = elements, n = neighbors;i < numtriangles;i++, e += 3, n += 3)
726 for (j = 0, p = 2;j < 3;p = j, j++)
730 // this hash index works for both forward and backward edges
731 hashindex = (unsigned int)(e1 + e2) % TRIANGLEEDGEHASH;
734 for (hash = edgehash[hashindex];hash;hash = hash->next)
736 if (hash->element[0] == e2 && hash->element[1] == e1)
738 if (hash->triangle != i)
739 match = hash->triangle;
742 else if ((hash->element[0] == e1 && hash->element[1] == e2))
745 // detect edges shared by three triangles and make them seams
751 // also send a keepalive here (this can take a while too!)
752 CL_KeepaliveMessage(false);
754 // free the allocated buffer
755 Mem_Free(edgehashentries);
759 // very slow but simple way
760 static int Mod_FindTriangleWithEdge(const int *elements, int numtriangles, int start, int end, int ignore)
765 for (i = 0;i < numtriangles;i++, elements += 3)
767 if ((elements[0] == start && elements[1] == end)
768 || (elements[1] == start && elements[2] == end)
769 || (elements[2] == start && elements[0] == end))
775 else if ((elements[1] == start && elements[0] == end)
776 || (elements[2] == start && elements[1] == end)
777 || (elements[0] == start && elements[2] == end))
780 // detect edges shared by three triangles and make them seams
786 void Mod_BuildTriangleNeighbors(int *neighbors, const int *elements, int numtriangles)
790 for (i = 0, e = elements, n = neighbors;i < numtriangles;i++, e += 3, n += 3)
792 n[0] = Mod_FindTriangleWithEdge(elements, numtriangles, e[1], e[0], i);
793 n[1] = Mod_FindTriangleWithEdge(elements, numtriangles, e[2], e[1], i);
794 n[2] = Mod_FindTriangleWithEdge(elements, numtriangles, e[0], e[2], i);
799 void Mod_ValidateElements(int *elements, int numtriangles, int firstvertex, int numverts, const char *filename, int fileline)
801 int i, warned = false, endvertex = firstvertex + numverts;
802 for (i = 0;i < numtriangles * 3;i++)
804 if (elements[i] < firstvertex || elements[i] >= endvertex)
809 Con_Printf("Mod_ValidateElements: out of bounds elements detected at %s:%d\n", filename, fileline);
811 elements[i] = firstvertex;
816 // warning: this is an expensive function!
817 void Mod_BuildNormals(int firstvertex, int numvertices, int numtriangles, const float *vertex3f, const int *elements, float *normal3f, qboolean areaweighting)
824 memset(normal3f + 3 * firstvertex, 0, numvertices * sizeof(float[3]));
825 // process each vertex of each triangle and accumulate the results
826 // use area-averaging, to make triangles with a big area have a bigger
827 // weighting on the vertex normal than triangles with a small area
828 // to do so, just add the 'normals' together (the bigger the area
829 // the greater the length of the normal is
831 for (i = 0; i < numtriangles; i++, element += 3)
834 vertex3f + element[0] * 3,
835 vertex3f + element[1] * 3,
836 vertex3f + element[2] * 3,
841 VectorNormalize(areaNormal);
843 for (j = 0;j < 3;j++)
845 vectorNormal = normal3f + element[j] * 3;
846 vectorNormal[0] += areaNormal[0];
847 vectorNormal[1] += areaNormal[1];
848 vectorNormal[2] += areaNormal[2];
851 // and just normalize the accumulated vertex normal in the end
852 vectorNormal = normal3f + 3 * firstvertex;
853 for (i = 0; i < numvertices; i++, vectorNormal += 3)
854 VectorNormalize(vectorNormal);
857 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)
859 float f, tangentcross[3], v10[3], v20[3], tc10[2], tc20[2];
860 // 79 add/sub/negate/multiply (1 cycle), 1 compare (3 cycle?), total cycles not counting load/store/exchange roughly 82 cycles
861 // 6 add, 28 subtract, 39 multiply, 1 compare, 50% chance of 6 negates
863 // 6 multiply, 9 subtract
864 VectorSubtract(v1, v0, v10);
865 VectorSubtract(v2, v0, v20);
866 normal3f[0] = v20[1] * v10[2] - v20[2] * v10[1];
867 normal3f[1] = v20[2] * v10[0] - v20[0] * v10[2];
868 normal3f[2] = v20[0] * v10[1] - v20[1] * v10[0];
869 // 12 multiply, 10 subtract
870 tc10[1] = tc1[1] - tc0[1];
871 tc20[1] = tc2[1] - tc0[1];
872 svector3f[0] = tc10[1] * v20[0] - tc20[1] * v10[0];
873 svector3f[1] = tc10[1] * v20[1] - tc20[1] * v10[1];
874 svector3f[2] = tc10[1] * v20[2] - tc20[1] * v10[2];
875 tc10[0] = tc1[0] - tc0[0];
876 tc20[0] = tc2[0] - tc0[0];
877 tvector3f[0] = tc10[0] * v20[0] - tc20[0] * v10[0];
878 tvector3f[1] = tc10[0] * v20[1] - tc20[0] * v10[1];
879 tvector3f[2] = tc10[0] * v20[2] - tc20[0] * v10[2];
880 // 12 multiply, 4 add, 6 subtract
881 f = DotProduct(svector3f, normal3f);
882 svector3f[0] -= f * normal3f[0];
883 svector3f[1] -= f * normal3f[1];
884 svector3f[2] -= f * normal3f[2];
885 f = DotProduct(tvector3f, normal3f);
886 tvector3f[0] -= f * normal3f[0];
887 tvector3f[1] -= f * normal3f[1];
888 tvector3f[2] -= f * normal3f[2];
889 // if texture is mapped the wrong way (counterclockwise), the tangents
890 // have to be flipped, this is detected by calculating a normal from the
891 // two tangents, and seeing if it is opposite the surface normal
892 // 9 multiply, 2 add, 3 subtract, 1 compare, 50% chance of: 6 negates
893 CrossProduct(tvector3f, svector3f, tangentcross);
894 if (DotProduct(tangentcross, normal3f) < 0)
896 VectorNegate(svector3f, svector3f);
897 VectorNegate(tvector3f, tvector3f);
901 // warning: this is a very expensive function!
902 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)
905 float sdir[3], tdir[3], normal[3], *sv, *tv;
906 const float *v0, *v1, *v2, *tc0, *tc1, *tc2, *n;
907 float f, tangentcross[3], v10[3], v20[3], tc10[2], tc20[2];
910 memset(svector3f + 3 * firstvertex, 0, numvertices * sizeof(float[3]));
911 memset(tvector3f + 3 * firstvertex, 0, numvertices * sizeof(float[3]));
912 // process each vertex of each triangle and accumulate the results
913 for (tnum = 0, e = elements;tnum < numtriangles;tnum++, e += 3)
915 v0 = vertex3f + e[0] * 3;
916 v1 = vertex3f + e[1] * 3;
917 v2 = vertex3f + e[2] * 3;
918 tc0 = texcoord2f + e[0] * 2;
919 tc1 = texcoord2f + e[1] * 2;
920 tc2 = texcoord2f + e[2] * 2;
922 // 79 add/sub/negate/multiply (1 cycle), 1 compare (3 cycle?), total cycles not counting load/store/exchange roughly 82 cycles
923 // 6 add, 28 subtract, 39 multiply, 1 compare, 50% chance of 6 negates
925 // calculate the edge directions and surface normal
926 // 6 multiply, 9 subtract
927 VectorSubtract(v1, v0, v10);
928 VectorSubtract(v2, v0, v20);
929 normal[0] = v20[1] * v10[2] - v20[2] * v10[1];
930 normal[1] = v20[2] * v10[0] - v20[0] * v10[2];
931 normal[2] = v20[0] * v10[1] - v20[1] * v10[0];
933 // calculate the tangents
934 // 12 multiply, 10 subtract
935 tc10[1] = tc1[1] - tc0[1];
936 tc20[1] = tc2[1] - tc0[1];
937 sdir[0] = tc10[1] * v20[0] - tc20[1] * v10[0];
938 sdir[1] = tc10[1] * v20[1] - tc20[1] * v10[1];
939 sdir[2] = tc10[1] * v20[2] - tc20[1] * v10[2];
940 tc10[0] = tc1[0] - tc0[0];
941 tc20[0] = tc2[0] - tc0[0];
942 tdir[0] = tc10[0] * v20[0] - tc20[0] * v10[0];
943 tdir[1] = tc10[0] * v20[1] - tc20[0] * v10[1];
944 tdir[2] = tc10[0] * v20[2] - tc20[0] * v10[2];
946 // if texture is mapped the wrong way (counterclockwise), the tangents
947 // have to be flipped, this is detected by calculating a normal from the
948 // two tangents, and seeing if it is opposite the surface normal
949 // 9 multiply, 2 add, 3 subtract, 1 compare, 50% chance of: 6 negates
950 CrossProduct(tdir, sdir, tangentcross);
951 if (DotProduct(tangentcross, normal) < 0)
953 VectorNegate(sdir, sdir);
954 VectorNegate(tdir, tdir);
959 VectorNormalize(sdir);
960 VectorNormalize(tdir);
962 for (i = 0;i < 3;i++)
964 VectorAdd(svector3f + e[i]*3, sdir, svector3f + e[i]*3);
965 VectorAdd(tvector3f + e[i]*3, tdir, tvector3f + e[i]*3);
968 // make the tangents completely perpendicular to the surface normal, and
969 // then normalize them
970 // 16 assignments, 2 divide, 2 sqrt, 2 negates, 14 adds, 24 multiplies
971 for (i = 0, sv = svector3f + 3 * firstvertex, tv = tvector3f + 3 * firstvertex, n = normal3f + 3 * firstvertex;i < numvertices;i++, sv += 3, tv += 3, n += 3)
973 f = -DotProduct(sv, n);
974 VectorMA(sv, f, n, sv);
976 f = -DotProduct(tv, n);
977 VectorMA(tv, f, n, tv);
982 void Mod_AllocSurfMesh(mempool_t *mempool, int numvertices, int numtriangles, qboolean lightmapoffsets, qboolean vertexcolors, qboolean neighbors)
985 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));
986 loadmodel->surfmesh.num_vertices = numvertices;
987 loadmodel->surfmesh.num_triangles = numtriangles;
988 if (loadmodel->surfmesh.num_vertices)
990 loadmodel->surfmesh.data_vertex3f = (float *)data, data += sizeof(float[3]) * loadmodel->surfmesh.num_vertices;
991 loadmodel->surfmesh.data_svector3f = (float *)data, data += sizeof(float[3]) * loadmodel->surfmesh.num_vertices;
992 loadmodel->surfmesh.data_tvector3f = (float *)data, data += sizeof(float[3]) * loadmodel->surfmesh.num_vertices;
993 loadmodel->surfmesh.data_normal3f = (float *)data, data += sizeof(float[3]) * loadmodel->surfmesh.num_vertices;
994 loadmodel->surfmesh.data_texcoordtexture2f = (float *)data, data += sizeof(float[2]) * loadmodel->surfmesh.num_vertices;
995 loadmodel->surfmesh.data_texcoordlightmap2f = (float *)data, data += sizeof(float[2]) * loadmodel->surfmesh.num_vertices;
997 loadmodel->surfmesh.data_lightmapcolor4f = (float *)data, data += sizeof(float[4]) * loadmodel->surfmesh.num_vertices;
999 loadmodel->surfmesh.data_lightmapoffsets = (int *)data, data += sizeof(int) * loadmodel->surfmesh.num_vertices;
1001 if (loadmodel->surfmesh.num_triangles)
1003 loadmodel->surfmesh.data_element3i = (int *)data, data += sizeof(int[3]) * loadmodel->surfmesh.num_triangles;
1005 loadmodel->surfmesh.data_neighbor3i = (int *)data, data += sizeof(int[3]) * loadmodel->surfmesh.num_triangles;
1006 if (loadmodel->surfmesh.num_vertices <= 65536)
1007 loadmodel->surfmesh.data_element3s = (unsigned short *)data, data += sizeof(unsigned short[3]) * loadmodel->surfmesh.num_triangles;
1011 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)
1013 shadowmesh_t *newmesh;
1014 unsigned char *data;
1016 size = sizeof(shadowmesh_t);
1017 size += maxverts * sizeof(float[3]);
1019 size += maxverts * sizeof(float[11]);
1020 size += maxtriangles * sizeof(int[3]);
1021 if (maxverts <= 65536)
1022 size += maxtriangles * sizeof(unsigned short[3]);
1024 size += maxtriangles * sizeof(int[3]);
1026 size += SHADOWMESHVERTEXHASH * sizeof(shadowmeshvertexhash_t *) + maxverts * sizeof(shadowmeshvertexhash_t);
1027 data = (unsigned char *)Mem_Alloc(mempool, size);
1028 newmesh = (shadowmesh_t *)data;data += sizeof(*newmesh);
1029 newmesh->map_diffuse = map_diffuse;
1030 newmesh->map_specular = map_specular;
1031 newmesh->map_normal = map_normal;
1032 newmesh->maxverts = maxverts;
1033 newmesh->maxtriangles = maxtriangles;
1034 newmesh->numverts = 0;
1035 newmesh->numtriangles = 0;
1036 memset(newmesh->sideoffsets, 0, sizeof(newmesh->sideoffsets));
1037 memset(newmesh->sidetotals, 0, sizeof(newmesh->sidetotals));
1039 newmesh->vertex3f = (float *)data;data += maxverts * sizeof(float[3]);
1042 newmesh->svector3f = (float *)data;data += maxverts * sizeof(float[3]);
1043 newmesh->tvector3f = (float *)data;data += maxverts * sizeof(float[3]);
1044 newmesh->normal3f = (float *)data;data += maxverts * sizeof(float[3]);
1045 newmesh->texcoord2f = (float *)data;data += maxverts * sizeof(float[2]);
1047 newmesh->element3i = (int *)data;data += maxtriangles * sizeof(int[3]);
1050 newmesh->neighbor3i = (int *)data;data += maxtriangles * sizeof(int[3]);
1054 newmesh->vertexhashtable = (shadowmeshvertexhash_t **)data;data += SHADOWMESHVERTEXHASH * sizeof(shadowmeshvertexhash_t *);
1055 newmesh->vertexhashentries = (shadowmeshvertexhash_t *)data;data += maxverts * sizeof(shadowmeshvertexhash_t);
1057 if (maxverts <= 65536)
1058 newmesh->element3s = (unsigned short *)data;data += maxtriangles * sizeof(unsigned short[3]);
1062 shadowmesh_t *Mod_ShadowMesh_ReAlloc(mempool_t *mempool, shadowmesh_t *oldmesh, int light, int neighbors)
1064 shadowmesh_t *newmesh;
1065 newmesh = Mod_ShadowMesh_Alloc(mempool, oldmesh->numverts, oldmesh->numtriangles, oldmesh->map_diffuse, oldmesh->map_specular, oldmesh->map_normal, light, neighbors, false);
1066 newmesh->numverts = oldmesh->numverts;
1067 newmesh->numtriangles = oldmesh->numtriangles;
1068 memcpy(newmesh->sideoffsets, oldmesh->sideoffsets, sizeof(oldmesh->sideoffsets));
1069 memcpy(newmesh->sidetotals, oldmesh->sidetotals, sizeof(oldmesh->sidetotals));
1071 memcpy(newmesh->vertex3f, oldmesh->vertex3f, oldmesh->numverts * sizeof(float[3]));
1072 if (newmesh->svector3f && oldmesh->svector3f)
1074 memcpy(newmesh->svector3f, oldmesh->svector3f, oldmesh->numverts * sizeof(float[3]));
1075 memcpy(newmesh->tvector3f, oldmesh->tvector3f, oldmesh->numverts * sizeof(float[3]));
1076 memcpy(newmesh->normal3f, oldmesh->normal3f, oldmesh->numverts * sizeof(float[3]));
1077 memcpy(newmesh->texcoord2f, oldmesh->texcoord2f, oldmesh->numverts * sizeof(float[2]));
1079 memcpy(newmesh->element3i, oldmesh->element3i, oldmesh->numtriangles * sizeof(int[3]));
1080 if (newmesh->neighbor3i && oldmesh->neighbor3i)
1081 memcpy(newmesh->neighbor3i, oldmesh->neighbor3i, oldmesh->numtriangles * sizeof(int[3]));
1085 int Mod_ShadowMesh_AddVertex(shadowmesh_t *mesh, float *vertex14f)
1087 int hashindex, vnum;
1088 shadowmeshvertexhash_t *hash;
1089 // this uses prime numbers intentionally
1090 hashindex = (unsigned int) (vertex14f[0] * 2003 + vertex14f[1] * 4001 + vertex14f[2] * 7919) % SHADOWMESHVERTEXHASH;
1091 for (hash = mesh->vertexhashtable[hashindex];hash;hash = hash->next)
1093 vnum = (hash - mesh->vertexhashentries);
1094 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]))
1095 && (mesh->svector3f == NULL || (mesh->svector3f[vnum * 3 + 0] == vertex14f[3] && mesh->svector3f[vnum * 3 + 1] == vertex14f[4] && mesh->svector3f[vnum * 3 + 2] == vertex14f[5]))
1096 && (mesh->tvector3f == NULL || (mesh->tvector3f[vnum * 3 + 0] == vertex14f[6] && mesh->tvector3f[vnum * 3 + 1] == vertex14f[7] && mesh->tvector3f[vnum * 3 + 2] == vertex14f[8]))
1097 && (mesh->normal3f == NULL || (mesh->normal3f[vnum * 3 + 0] == vertex14f[9] && mesh->normal3f[vnum * 3 + 1] == vertex14f[10] && mesh->normal3f[vnum * 3 + 2] == vertex14f[11]))
1098 && (mesh->texcoord2f == NULL || (mesh->texcoord2f[vnum * 2 + 0] == vertex14f[12] && mesh->texcoord2f[vnum * 2 + 1] == vertex14f[13])))
1099 return hash - mesh->vertexhashentries;
1101 vnum = mesh->numverts++;
1102 hash = mesh->vertexhashentries + vnum;
1103 hash->next = mesh->vertexhashtable[hashindex];
1104 mesh->vertexhashtable[hashindex] = hash;
1105 if (mesh->vertex3f) {mesh->vertex3f[vnum * 3 + 0] = vertex14f[0];mesh->vertex3f[vnum * 3 + 1] = vertex14f[1];mesh->vertex3f[vnum * 3 + 2] = vertex14f[2];}
1106 if (mesh->svector3f) {mesh->svector3f[vnum * 3 + 0] = vertex14f[3];mesh->svector3f[vnum * 3 + 1] = vertex14f[4];mesh->svector3f[vnum * 3 + 2] = vertex14f[5];}
1107 if (mesh->tvector3f) {mesh->tvector3f[vnum * 3 + 0] = vertex14f[6];mesh->tvector3f[vnum * 3 + 1] = vertex14f[7];mesh->tvector3f[vnum * 3 + 2] = vertex14f[8];}
1108 if (mesh->normal3f) {mesh->normal3f[vnum * 3 + 0] = vertex14f[9];mesh->normal3f[vnum * 3 + 1] = vertex14f[10];mesh->normal3f[vnum * 3 + 2] = vertex14f[11];}
1109 if (mesh->texcoord2f) {mesh->texcoord2f[vnum * 2 + 0] = vertex14f[12];mesh->texcoord2f[vnum * 2 + 1] = vertex14f[13];}
1113 void Mod_ShadowMesh_AddTriangle(mempool_t *mempool, shadowmesh_t *mesh, rtexture_t *map_diffuse, rtexture_t *map_specular, rtexture_t *map_normal, float *vertex14f)
1115 if (mesh->numtriangles == 0)
1117 // set the properties on this empty mesh to be more favorable...
1118 // (note: this case only occurs for the first triangle added to a new mesh chain)
1119 mesh->map_diffuse = map_diffuse;
1120 mesh->map_specular = map_specular;
1121 mesh->map_normal = map_normal;
1123 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)
1125 if (mesh->next == NULL)
1126 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);
1129 mesh->element3i[mesh->numtriangles * 3 + 0] = Mod_ShadowMesh_AddVertex(mesh, vertex14f + 14 * 0);
1130 mesh->element3i[mesh->numtriangles * 3 + 1] = Mod_ShadowMesh_AddVertex(mesh, vertex14f + 14 * 1);
1131 mesh->element3i[mesh->numtriangles * 3 + 2] = Mod_ShadowMesh_AddVertex(mesh, vertex14f + 14 * 2);
1132 mesh->numtriangles++;
1135 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)
1138 float vbuf[3*14], *v;
1139 memset(vbuf, 0, sizeof(vbuf));
1140 for (i = 0;i < numtris;i++)
1142 for (j = 0, v = vbuf;j < 3;j++, v += 14)
1147 v[0] = vertex3f[e * 3 + 0];
1148 v[1] = vertex3f[e * 3 + 1];
1149 v[2] = vertex3f[e * 3 + 2];
1153 v[3] = svector3f[e * 3 + 0];
1154 v[4] = svector3f[e * 3 + 1];
1155 v[5] = svector3f[e * 3 + 2];
1159 v[6] = tvector3f[e * 3 + 0];
1160 v[7] = tvector3f[e * 3 + 1];
1161 v[8] = tvector3f[e * 3 + 2];
1165 v[9] = normal3f[e * 3 + 0];
1166 v[10] = normal3f[e * 3 + 1];
1167 v[11] = normal3f[e * 3 + 2];
1171 v[12] = texcoord2f[e * 2 + 0];
1172 v[13] = texcoord2f[e * 2 + 1];
1175 Mod_ShadowMesh_AddTriangle(mempool, mesh, map_diffuse, map_specular, map_normal, vbuf);
1178 // the triangle calculation can take a while, so let's do a keepalive here
1179 CL_KeepaliveMessage(false);
1182 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)
1184 // the preparation before shadow mesh initialization can take a while, so let's do a keepalive here
1185 CL_KeepaliveMessage(false);
1187 return Mod_ShadowMesh_Alloc(mempool, maxverts, maxtriangles, map_diffuse, map_specular, map_normal, light, neighbors, expandable);
1190 static void Mod_ShadowMesh_CreateVBOs(shadowmesh_t *mesh, mempool_t *mempool)
1192 if (!mesh->numverts)
1195 // build r_vertexmesh_t array
1196 // (compressed interleaved array for faster rendering)
1197 if (!mesh->vertexmesh && mesh->texcoord2f)
1200 int numvertices = mesh->numverts;
1201 r_vertexmesh_t *vertexmesh;
1202 mesh->vertexmesh = vertexmesh = (r_vertexmesh_t*)Mem_Alloc(mempool, numvertices * sizeof(*mesh->vertexmesh));
1203 for (vertexindex = 0;vertexindex < numvertices;vertexindex++, vertexmesh++)
1205 VectorCopy(mesh->vertex3f + 3*vertexindex, vertexmesh->vertex3f);
1206 VectorScale(mesh->svector3f + 3*vertexindex, 1.0f, vertexmesh->svector3f);
1207 VectorScale(mesh->tvector3f + 3*vertexindex, 1.0f, vertexmesh->tvector3f);
1208 VectorScale(mesh->normal3f + 3*vertexindex, 1.0f, vertexmesh->normal3f);
1209 Vector2Copy(mesh->texcoord2f + 2*vertexindex, vertexmesh->texcoordtexture2f);
1213 // build r_vertexposition_t array
1214 if (!mesh->vertexposition)
1217 int numvertices = mesh->numverts;
1218 r_vertexposition_t *vertexposition;
1219 mesh->vertexposition = vertexposition = (r_vertexposition_t*)Mem_Alloc(loadmodel->mempool, numvertices * sizeof(*mesh->vertexposition));
1220 for (vertexindex = 0;vertexindex < numvertices;vertexindex++, vertexposition++)
1221 VectorCopy(mesh->vertex3f + 3*vertexindex, vertexposition->vertex3f);
1224 // upload r_vertexmesh_t array as a buffer
1225 if (mesh->vertexmesh && !mesh->vertexmeshbuffer)
1226 mesh->vertexmeshbuffer = R_Mesh_CreateMeshBuffer(mesh->vertexmesh, mesh->numverts * sizeof(*mesh->vertexmesh), loadmodel->name, false, false, false);
1228 // upload r_vertexposition_t array as a buffer
1229 if (mesh->vertexposition && !mesh->vertexpositionbuffer)
1230 mesh->vertexpositionbuffer = R_Mesh_CreateMeshBuffer(mesh->vertexposition, mesh->numverts * sizeof(*mesh->vertexposition), loadmodel->name, false, false, false);
1232 // upload short indices as a buffer
1233 if (mesh->element3s && !mesh->element3s_indexbuffer)
1234 mesh->element3s_indexbuffer = R_Mesh_CreateMeshBuffer(mesh->element3s, mesh->numtriangles * sizeof(short[3]), loadmodel->name, true, false, true);
1236 // upload int indices as a buffer
1237 if (mesh->element3i && !mesh->element3i_indexbuffer && !mesh->element3s)
1238 mesh->element3i_indexbuffer = R_Mesh_CreateMeshBuffer(mesh->element3i, mesh->numtriangles * sizeof(int[3]), loadmodel->name, true, false, false);
1240 // vertex buffer is several arrays and we put them in the same buffer
1242 // is this wise? the texcoordtexture2f array is used with dynamic
1243 // vertex/svector/tvector/normal when rendering animated models, on the
1244 // other hand animated models don't use a lot of vertices anyway...
1245 if (!mesh->vbo_vertexbuffer)
1250 mesh->vbooffset_vertex3f = size;if (mesh->vertex3f ) size += mesh->numverts * sizeof(float[3]);
1251 mesh->vbooffset_svector3f = size;if (mesh->svector3f ) size += mesh->numverts * sizeof(float[3]);
1252 mesh->vbooffset_tvector3f = size;if (mesh->tvector3f ) size += mesh->numverts * sizeof(float[3]);
1253 mesh->vbooffset_normal3f = size;if (mesh->normal3f ) size += mesh->numverts * sizeof(float[3]);
1254 mesh->vbooffset_texcoord2f = size;if (mesh->texcoord2f ) size += mesh->numverts * sizeof(float[2]);
1255 mem = (unsigned char *)Mem_Alloc(tempmempool, size);
1256 if (mesh->vertex3f ) memcpy(mem + mesh->vbooffset_vertex3f , mesh->vertex3f , mesh->numverts * sizeof(float[3]));
1257 if (mesh->svector3f ) memcpy(mem + mesh->vbooffset_svector3f , mesh->svector3f , mesh->numverts * sizeof(float[3]));
1258 if (mesh->tvector3f ) memcpy(mem + mesh->vbooffset_tvector3f , mesh->tvector3f , mesh->numverts * sizeof(float[3]));
1259 if (mesh->normal3f ) memcpy(mem + mesh->vbooffset_normal3f , mesh->normal3f , mesh->numverts * sizeof(float[3]));
1260 if (mesh->texcoord2f ) memcpy(mem + mesh->vbooffset_texcoord2f , mesh->texcoord2f , mesh->numverts * sizeof(float[2]));
1261 mesh->vbo_vertexbuffer = R_Mesh_CreateMeshBuffer(mem, size, "shadowmesh", false, false, false);
1266 shadowmesh_t *Mod_ShadowMesh_Finish(mempool_t *mempool, shadowmesh_t *firstmesh, qboolean light, qboolean neighbors, qboolean createvbo)
1268 shadowmesh_t *mesh, *newmesh, *nextmesh;
1269 // reallocate meshs to conserve space
1270 for (mesh = firstmesh, firstmesh = NULL;mesh;mesh = nextmesh)
1272 nextmesh = mesh->next;
1273 if (mesh->numverts >= 3 && mesh->numtriangles >= 1)
1275 newmesh = Mod_ShadowMesh_ReAlloc(mempool, mesh, light, neighbors);
1276 newmesh->next = firstmesh;
1277 firstmesh = newmesh;
1278 if (newmesh->element3s)
1281 for (i = 0;i < newmesh->numtriangles*3;i++)
1282 newmesh->element3s[i] = newmesh->element3i[i];
1285 Mod_ShadowMesh_CreateVBOs(newmesh, mempool);
1290 // this can take a while, so let's do a keepalive here
1291 CL_KeepaliveMessage(false);
1296 void Mod_ShadowMesh_CalcBBox(shadowmesh_t *firstmesh, vec3_t mins, vec3_t maxs, vec3_t center, float *radius)
1300 vec3_t nmins, nmaxs, ncenter, temp;
1301 float nradius2, dist2, *v;
1305 for (mesh = firstmesh;mesh;mesh = mesh->next)
1307 if (mesh == firstmesh)
1309 VectorCopy(mesh->vertex3f, nmins);
1310 VectorCopy(mesh->vertex3f, nmaxs);
1312 for (i = 0, v = mesh->vertex3f;i < mesh->numverts;i++, v += 3)
1314 if (nmins[0] > v[0]) nmins[0] = v[0];if (nmaxs[0] < v[0]) nmaxs[0] = v[0];
1315 if (nmins[1] > v[1]) nmins[1] = v[1];if (nmaxs[1] < v[1]) nmaxs[1] = v[1];
1316 if (nmins[2] > v[2]) nmins[2] = v[2];if (nmaxs[2] < v[2]) nmaxs[2] = v[2];
1319 // calculate center and radius
1320 ncenter[0] = (nmins[0] + nmaxs[0]) * 0.5f;
1321 ncenter[1] = (nmins[1] + nmaxs[1]) * 0.5f;
1322 ncenter[2] = (nmins[2] + nmaxs[2]) * 0.5f;
1324 for (mesh = firstmesh;mesh;mesh = mesh->next)
1326 for (i = 0, v = mesh->vertex3f;i < mesh->numverts;i++, v += 3)
1328 VectorSubtract(v, ncenter, temp);
1329 dist2 = DotProduct(temp, temp);
1330 if (nradius2 < dist2)
1336 VectorCopy(nmins, mins);
1338 VectorCopy(nmaxs, maxs);
1340 VectorCopy(ncenter, center);
1342 *radius = sqrt(nradius2);
1345 void Mod_ShadowMesh_Free(shadowmesh_t *mesh)
1347 shadowmesh_t *nextmesh;
1348 for (;mesh;mesh = nextmesh)
1350 if (mesh->vertexpositionbuffer)
1351 R_Mesh_DestroyMeshBuffer(mesh->vertexpositionbuffer);
1352 if (mesh->vertexmeshbuffer)
1353 R_Mesh_DestroyMeshBuffer(mesh->vertexmeshbuffer);
1354 if (mesh->element3i_indexbuffer)
1355 R_Mesh_DestroyMeshBuffer(mesh->element3i_indexbuffer);
1356 if (mesh->element3s_indexbuffer)
1357 R_Mesh_DestroyMeshBuffer(mesh->element3s_indexbuffer);
1358 if (mesh->vbo_vertexbuffer)
1359 R_Mesh_DestroyMeshBuffer(mesh->vbo_vertexbuffer);
1360 nextmesh = mesh->next;
1365 void Mod_CreateCollisionMesh(dp_model_t *mod)
1368 int numcollisionmeshtriangles;
1369 const msurface_t *surface;
1370 mempool_t *mempool = mod->mempool;
1371 if (!mempool && mod->brush.parentmodel)
1372 mempool = mod->brush.parentmodel->mempool;
1373 // make a single combined collision mesh for physics engine use
1374 // TODO rewrite this to use the collision brushes as source, to fix issues with e.g. common/caulk which creates no drawsurface
1375 numcollisionmeshtriangles = 0;
1376 for (k = 0;k < mod->nummodelsurfaces;k++)
1378 surface = mod->data_surfaces + mod->firstmodelsurface + k;
1379 if (!(surface->texture->supercontents & SUPERCONTENTS_SOLID))
1381 numcollisionmeshtriangles += surface->num_triangles;
1383 mod->brush.collisionmesh = Mod_ShadowMesh_Begin(mempool, numcollisionmeshtriangles * 3, numcollisionmeshtriangles, NULL, NULL, NULL, false, false, true);
1384 for (k = 0;k < mod->nummodelsurfaces;k++)
1386 surface = mod->data_surfaces + mod->firstmodelsurface + k;
1387 if (!(surface->texture->supercontents & SUPERCONTENTS_SOLID))
1389 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));
1391 mod->brush.collisionmesh = Mod_ShadowMesh_Finish(mempool, mod->brush.collisionmesh, false, true, false);
1394 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)
1399 if (ix >= 0 && iy >= 0 && ix < imagewidth && iy < imageheight)
1400 v[2] = (imagepixels[((iy*imagewidth)+ix)*4+0] + imagepixels[((iy*imagewidth)+ix)*4+1] + imagepixels[((iy*imagewidth)+ix)*4+2]) * (1.0f / 765.0f);
1403 Matrix4x4_Transform(pixelstepmatrix, v, vertex3f);
1404 Matrix4x4_Transform(pixeltexturestepmatrix, v, tc);
1405 texcoord2f[0] = tc[0];
1406 texcoord2f[1] = tc[1];
1409 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)
1411 float vup[3], vdown[3], vleft[3], vright[3];
1412 float tcup[3], tcdown[3], tcleft[3], tcright[3];
1413 float sv[3], tv[3], nl[3];
1414 Mod_GetTerrainVertex3fTexCoord2fFromBGRA(imagepixels, imagewidth, imageheight, ix, iy, vertex3f, texcoord2f, pixelstepmatrix, pixeltexturestepmatrix);
1415 Mod_GetTerrainVertex3fTexCoord2fFromBGRA(imagepixels, imagewidth, imageheight, ix, iy - 1, vup, tcup, pixelstepmatrix, pixeltexturestepmatrix);
1416 Mod_GetTerrainVertex3fTexCoord2fFromBGRA(imagepixels, imagewidth, imageheight, ix, iy + 1, vdown, tcdown, pixelstepmatrix, pixeltexturestepmatrix);
1417 Mod_GetTerrainVertex3fTexCoord2fFromBGRA(imagepixels, imagewidth, imageheight, ix - 1, iy, vleft, tcleft, pixelstepmatrix, pixeltexturestepmatrix);
1418 Mod_GetTerrainVertex3fTexCoord2fFromBGRA(imagepixels, imagewidth, imageheight, ix + 1, iy, vright, tcright, pixelstepmatrix, pixeltexturestepmatrix);
1419 Mod_BuildBumpVectors(vertex3f, vup, vright, texcoord2f, tcup, tcright, svector3f, tvector3f, normal3f);
1420 Mod_BuildBumpVectors(vertex3f, vright, vdown, texcoord2f, tcright, tcdown, sv, tv, nl);
1421 VectorAdd(svector3f, sv, svector3f);
1422 VectorAdd(tvector3f, tv, tvector3f);
1423 VectorAdd(normal3f, nl, normal3f);
1424 Mod_BuildBumpVectors(vertex3f, vdown, vleft, texcoord2f, tcdown, tcleft, sv, tv, nl);
1425 VectorAdd(svector3f, sv, svector3f);
1426 VectorAdd(tvector3f, tv, tvector3f);
1427 VectorAdd(normal3f, nl, normal3f);
1428 Mod_BuildBumpVectors(vertex3f, vleft, vup, texcoord2f, tcleft, tcup, sv, tv, nl);
1429 VectorAdd(svector3f, sv, svector3f);
1430 VectorAdd(tvector3f, tv, tvector3f);
1431 VectorAdd(normal3f, nl, normal3f);
1434 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)
1436 int x, y, ix, iy, *e;
1438 for (y = 0;y < height;y++)
1440 for (x = 0;x < width;x++)
1442 e[0] = (y + 1) * (width + 1) + (x + 0);
1443 e[1] = (y + 0) * (width + 1) + (x + 0);
1444 e[2] = (y + 1) * (width + 1) + (x + 1);
1445 e[3] = (y + 0) * (width + 1) + (x + 0);
1446 e[4] = (y + 0) * (width + 1) + (x + 1);
1447 e[5] = (y + 1) * (width + 1) + (x + 1);
1451 Mod_BuildTriangleNeighbors(neighbor3i, element3i, width*height*2);
1452 for (y = 0, iy = y1;y < height + 1;y++, iy++)
1453 for (x = 0, ix = x1;x < width + 1;x++, ix++, vertex3f += 3, texcoord2f += 2, svector3f += 3, tvector3f += 3, normal3f += 3)
1454 Mod_GetTerrainVertexFromBGRA(imagepixels, imagewidth, imageheight, ix, iy, vertex3f, texcoord2f, svector3f, tvector3f, normal3f, pixelstepmatrix, pixeltexturestepmatrix);
1458 void Mod_Terrain_SurfaceRecurseChunk(dp_model_t *model, int stepsize, int x, int y)
1462 float chunkwidth = min(stepsize, model->terrain.width - 1 - x);
1463 float chunkheight = min(stepsize, model->terrain.height - 1 - y);
1464 float viewvector[3];
1465 unsigned int firstvertex;
1468 if (chunkwidth < 2 || chunkheight < 2)
1470 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]);
1471 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]);
1472 viewvector[0] = bound(mins[0], localvieworigin, maxs[0]) - model->terrain.vieworigin[0];
1473 viewvector[1] = bound(mins[1], localvieworigin, maxs[1]) - model->terrain.vieworigin[1];
1474 viewvector[2] = bound(mins[2], localvieworigin, maxs[2]) - model->terrain.vieworigin[2];
1475 if (stepsize > 1 && VectorLength(viewvector) < stepsize*model->terrain.scale[0]*r_terrain_lodscale.value)
1477 // too close for this stepsize, emit as 4 chunks instead
1479 Mod_Terrain_SurfaceRecurseChunk(model, stepsize, x, y);
1480 Mod_Terrain_SurfaceRecurseChunk(model, stepsize, x+stepsize, y);
1481 Mod_Terrain_SurfaceRecurseChunk(model, stepsize, x, y+stepsize);
1482 Mod_Terrain_SurfaceRecurseChunk(model, stepsize, x+stepsize, y+stepsize);
1485 // emit the geometry at stepsize into our vertex buffer / index buffer
1486 // we add two columns and two rows for skirt
1487 outwidth = chunkwidth+2;
1488 outheight = chunkheight+2;
1489 outwidth2 = outwidth-1;
1490 outheight2 = outheight-1;
1491 outwidth3 = outwidth+1;
1492 outheight3 = outheight+1;
1493 firstvertex = numvertices;
1494 e = model->terrain.element3i + numtriangles;
1495 numtriangles += chunkwidth*chunkheight*2+chunkwidth*2*2+chunkheight*2*2;
1496 v = model->terrain.vertex3f + numvertices;
1497 numvertices += (chunkwidth+1)*(chunkheight+1)+(chunkwidth+1)*2+(chunkheight+1)*2;
1498 // emit the triangles (note: the skirt is treated as two extra rows and two extra columns)
1499 for (ty = 0;ty < outheight;ty++)
1501 for (tx = 0;tx < outwidth;tx++)
1503 *e++ = firstvertex + (ty )*outwidth3+(tx );
1504 *e++ = firstvertex + (ty )*outwidth3+(tx+1);
1505 *e++ = firstvertex + (ty+1)*outwidth3+(tx+1);
1506 *e++ = firstvertex + (ty )*outwidth3+(tx );
1507 *e++ = firstvertex + (ty+1)*outwidth3+(tx+1);
1508 *e++ = firstvertex + (ty+1)*outwidth3+(tx );
1511 // TODO: emit surface vertices (x+tx*stepsize, y+ty*stepsize)
1512 for (ty = 0;ty <= outheight;ty++)
1514 skirtrow = ty == 0 || ty == outheight;
1515 ry = y+bound(1, ty, outheight)*stepsize;
1516 for (tx = 0;tx <= outwidth;tx++)
1518 skirt = skirtrow || tx == 0 || tx == outwidth;
1519 rx = x+bound(1, tx, outwidth)*stepsize;
1522 v[2] = heightmap[ry*terrainwidth+rx]*scale[2];
1526 // TODO: emit skirt vertices
1529 void Mod_Terrain_UpdateSurfacesForViewOrigin(dp_model_t *model)
1531 for (y = 0;y < model->terrain.size[1];y += model->terrain.
1532 Mod_Terrain_SurfaceRecurseChunk(model, model->terrain.maxstepsize, x, y);
1533 Mod_Terrain_BuildChunk(model,
1537 int Mod_LoadQ3Shaders_EnumerateWaveFunc(const char *s)
1540 if (!strncasecmp(s, "user", 4)) // parse stuff like "user1sin", always user<n>func
1542 offset = bound(0, s[4] - '0', 9);
1543 offset = (offset + 1) << Q3WAVEFUNC_USER_SHIFT;
1548 if (!strcasecmp(s, "sin")) return offset | Q3WAVEFUNC_SIN;
1549 if (!strcasecmp(s, "square")) return offset | Q3WAVEFUNC_SQUARE;
1550 if (!strcasecmp(s, "triangle")) return offset | Q3WAVEFUNC_TRIANGLE;
1551 if (!strcasecmp(s, "sawtooth")) return offset | Q3WAVEFUNC_SAWTOOTH;
1552 if (!strcasecmp(s, "inversesawtooth")) return offset | Q3WAVEFUNC_INVERSESAWTOOTH;
1553 if (!strcasecmp(s, "noise")) return offset | Q3WAVEFUNC_NOISE;
1554 if (!strcasecmp(s, "none")) return offset | Q3WAVEFUNC_NONE;
1555 Con_DPrintf("Mod_LoadQ3Shaders: unknown wavefunc %s\n", s);
1556 return offset | Q3WAVEFUNC_NONE;
1559 void Mod_FreeQ3Shaders(void)
1561 Mem_FreePool(&q3shaders_mem);
1564 static void Q3Shader_AddToHash (q3shaderinfo_t* shader)
1566 unsigned short hash = CRC_Block_CaseInsensitive ((const unsigned char *)shader->name, strlen (shader->name));
1567 q3shader_hash_entry_t* entry = q3shader_data->hash + (hash % Q3SHADER_HASH_SIZE);
1568 q3shader_hash_entry_t* lastEntry = NULL;
1569 while (entry != NULL)
1571 if (strcasecmp (entry->shader.name, shader->name) == 0)
1573 unsigned char *start, *end, *start2;
1574 start = (unsigned char *) (&shader->Q3SHADERINFO_COMPARE_START);
1575 end = ((unsigned char *) (&shader->Q3SHADERINFO_COMPARE_END)) + sizeof(shader->Q3SHADERINFO_COMPARE_END);
1576 start2 = (unsigned char *) (&entry->shader.Q3SHADERINFO_COMPARE_START);
1577 if(memcmp(start, start2, end - start))
1578 Con_DPrintf("Shader '%s' already defined, ignoring mismatching redeclaration\n", shader->name);
1580 Con_DPrintf("Shader '%s' already defined\n", shader->name);
1584 entry = entry->chain;
1588 if (lastEntry->shader.name[0] != 0)
1591 q3shader_hash_entry_t* newEntry = (q3shader_hash_entry_t*)
1592 Mem_ExpandableArray_AllocRecord (&q3shader_data->hash_entries);
1594 while (lastEntry->chain != NULL) lastEntry = lastEntry->chain;
1595 lastEntry->chain = newEntry;
1596 newEntry->chain = NULL;
1597 lastEntry = newEntry;
1599 /* else: head of chain, in hash entry array */
1602 memcpy (&entry->shader, shader, sizeof (q3shaderinfo_t));
1605 extern cvar_t mod_q3shader_default_offsetmapping;
1606 void Mod_LoadQ3Shaders(void)
1613 q3shaderinfo_t shader;
1614 q3shaderinfo_layer_t *layer;
1616 char parameter[TEXTURE_MAXFRAMES + 4][Q3PATHLENGTH];
1617 char *custsurfaceparmnames[256]; // VorteX: q3map2 has 64 but well, someone will need more
1618 unsigned long custsurfaceparms[256];
1619 int numcustsurfaceparms;
1621 Mod_FreeQ3Shaders();
1623 q3shaders_mem = Mem_AllocPool("q3shaders", 0, NULL);
1624 q3shader_data = (q3shader_data_t*)Mem_Alloc (q3shaders_mem,
1625 sizeof (q3shader_data_t));
1626 Mem_ExpandableArray_NewArray (&q3shader_data->hash_entries,
1627 q3shaders_mem, sizeof (q3shader_hash_entry_t), 256);
1628 Mem_ExpandableArray_NewArray (&q3shader_data->char_ptrs,
1629 q3shaders_mem, sizeof (char**), 256);
1631 // parse custinfoparms.txt
1632 numcustsurfaceparms = 0;
1633 if ((text = f = (char *)FS_LoadFile("scripts/custinfoparms.txt", tempmempool, false, NULL)) != NULL)
1635 if (!COM_ParseToken_QuakeC(&text, false) || strcasecmp(com_token, "{"))
1636 Con_DPrintf("scripts/custinfoparms.txt: contentflags section parsing error - expected \"{\", found \"%s\"\n", com_token);
1639 while (COM_ParseToken_QuakeC(&text, false))
1640 if (!strcasecmp(com_token, "}"))
1642 // custom surfaceflags section
1643 if (!COM_ParseToken_QuakeC(&text, false) || strcasecmp(com_token, "{"))
1644 Con_DPrintf("scripts/custinfoparms.txt: surfaceflags section parsing error - expected \"{\", found \"%s\"\n", com_token);
1647 while(COM_ParseToken_QuakeC(&text, false))
1649 if (!strcasecmp(com_token, "}"))
1651 // register surfaceflag
1652 if (numcustsurfaceparms >= 256)
1654 Con_Printf("scripts/custinfoparms.txt: surfaceflags section parsing error - max 256 surfaceflags exceeded\n");
1658 j = strlen(com_token)+1;
1659 custsurfaceparmnames[numcustsurfaceparms] = (char *)Mem_Alloc(tempmempool, j);
1660 strlcpy(custsurfaceparmnames[numcustsurfaceparms], com_token, j+1);
1662 if (COM_ParseToken_QuakeC(&text, false))
1663 custsurfaceparms[numcustsurfaceparms] = strtol(com_token, NULL, 0);
1665 custsurfaceparms[numcustsurfaceparms] = 0;
1666 numcustsurfaceparms++;
1674 search = FS_Search("scripts/*.shader", true, false);
1677 for (fileindex = 0;fileindex < search->numfilenames;fileindex++)
1679 text = f = (char *)FS_LoadFile(search->filenames[fileindex], tempmempool, false, NULL);
1682 while (COM_ParseToken_QuakeC(&text, false))
1684 memset (&shader, 0, sizeof(shader));
1685 shader.reflectmin = 0;
1686 shader.reflectmax = 1;
1687 shader.refractfactor = 1;
1688 Vector4Set(shader.refractcolor4f, 1, 1, 1, 1);
1689 shader.reflectfactor = 1;
1690 Vector4Set(shader.reflectcolor4f, 1, 1, 1, 1);
1691 shader.r_water_wateralpha = 1;
1692 shader.offsetmapping = (mod_q3shader_default_offsetmapping.value) ? OFFSETMAPPING_DEFAULT : OFFSETMAPPING_OFF;
1693 shader.offsetscale = 1;
1694 shader.specularscalemod = 1;
1695 shader.specularpowermod = 1;
1697 strlcpy(shader.name, com_token, sizeof(shader.name));
1698 if (!COM_ParseToken_QuakeC(&text, false) || strcasecmp(com_token, "{"))
1700 Con_DPrintf("%s parsing error - expected \"{\", found \"%s\"\n", search->filenames[fileindex], com_token);
1703 while (COM_ParseToken_QuakeC(&text, false))
1705 if (!strcasecmp(com_token, "}"))
1707 if (!strcasecmp(com_token, "{"))
1709 static q3shaderinfo_layer_t dummy;
1710 if (shader.numlayers < Q3SHADER_MAXLAYERS)
1712 layer = shader.layers + shader.numlayers++;
1716 // parse and process it anyway, just don't store it (so a map $lightmap or such stuff still is found)
1717 memset(&dummy, 0, sizeof(dummy));
1720 layer->rgbgen.rgbgen = Q3RGBGEN_IDENTITY;
1721 layer->alphagen.alphagen = Q3ALPHAGEN_IDENTITY;
1722 layer->tcgen.tcgen = Q3TCGEN_TEXTURE;
1723 layer->blendfunc[0] = GL_ONE;
1724 layer->blendfunc[1] = GL_ZERO;
1725 while (COM_ParseToken_QuakeC(&text, false))
1727 if (!strcasecmp(com_token, "}"))
1729 if (!strcasecmp(com_token, "\n"))
1732 for (j = 0;strcasecmp(com_token, "\n") && strcasecmp(com_token, "}");j++)
1734 if (j < TEXTURE_MAXFRAMES + 4)
1736 // remap dp_water to dpwater, dp_reflect to dpreflect, etc.
1737 if(j == 0 && !strncasecmp(com_token, "dp_", 3))
1738 dpsnprintf(parameter[j], sizeof(parameter[j]), "dp%s", &com_token[3]);
1740 strlcpy(parameter[j], com_token, sizeof(parameter[j]));
1741 numparameters = j + 1;
1743 if (!COM_ParseToken_QuakeC(&text, true))
1746 //for (j = numparameters;j < TEXTURE_MAXFRAMES + 4;j++)
1747 // parameter[j][0] = 0;
1748 if (developer_insane.integer)
1750 Con_DPrintf("%s %i: ", shader.name, shader.numlayers - 1);
1751 for (j = 0;j < numparameters;j++)
1752 Con_DPrintf(" %s", parameter[j]);
1755 if (numparameters >= 2 && !strcasecmp(parameter[0], "blendfunc"))
1757 if (numparameters == 2)
1759 if (!strcasecmp(parameter[1], "add"))
1761 layer->blendfunc[0] = GL_ONE;
1762 layer->blendfunc[1] = GL_ONE;
1764 else if (!strcasecmp(parameter[1], "filter"))
1766 layer->blendfunc[0] = GL_DST_COLOR;
1767 layer->blendfunc[1] = GL_ZERO;
1769 else if (!strcasecmp(parameter[1], "blend"))
1771 layer->blendfunc[0] = GL_SRC_ALPHA;
1772 layer->blendfunc[1] = GL_ONE_MINUS_SRC_ALPHA;
1775 else if (numparameters == 3)
1778 for (k = 0;k < 2;k++)
1780 if (!strcasecmp(parameter[k+1], "GL_ONE"))
1781 layer->blendfunc[k] = GL_ONE;
1782 else if (!strcasecmp(parameter[k+1], "GL_ZERO"))
1783 layer->blendfunc[k] = GL_ZERO;
1784 else if (!strcasecmp(parameter[k+1], "GL_SRC_COLOR"))
1785 layer->blendfunc[k] = GL_SRC_COLOR;
1786 else if (!strcasecmp(parameter[k+1], "GL_SRC_ALPHA"))
1787 layer->blendfunc[k] = GL_SRC_ALPHA;
1788 else if (!strcasecmp(parameter[k+1], "GL_DST_COLOR"))
1789 layer->blendfunc[k] = GL_DST_COLOR;
1790 else if (!strcasecmp(parameter[k+1], "GL_DST_ALPHA"))
1791 layer->blendfunc[k] = GL_ONE_MINUS_DST_ALPHA;
1792 else if (!strcasecmp(parameter[k+1], "GL_ONE_MINUS_SRC_COLOR"))
1793 layer->blendfunc[k] = GL_ONE_MINUS_SRC_COLOR;
1794 else if (!strcasecmp(parameter[k+1], "GL_ONE_MINUS_SRC_ALPHA"))
1795 layer->blendfunc[k] = GL_ONE_MINUS_SRC_ALPHA;
1796 else if (!strcasecmp(parameter[k+1], "GL_ONE_MINUS_DST_COLOR"))
1797 layer->blendfunc[k] = GL_ONE_MINUS_DST_COLOR;
1798 else if (!strcasecmp(parameter[k+1], "GL_ONE_MINUS_DST_ALPHA"))
1799 layer->blendfunc[k] = GL_ONE_MINUS_DST_ALPHA;
1801 layer->blendfunc[k] = GL_ONE; // default in case of parsing error
1805 if (numparameters >= 2 && !strcasecmp(parameter[0], "alphafunc"))
1806 layer->alphatest = true;
1807 if (numparameters >= 2 && (!strcasecmp(parameter[0], "map") || !strcasecmp(parameter[0], "clampmap")))
1809 if (!strcasecmp(parameter[0], "clampmap"))
1810 layer->clampmap = true;
1811 layer->numframes = 1;
1812 layer->framerate = 1;
1813 layer->texturename = (char**)Mem_ExpandableArray_AllocRecord (
1814 &q3shader_data->char_ptrs);
1815 layer->texturename[0] = Mem_strdup (q3shaders_mem, parameter[1]);
1816 if (!strcasecmp(parameter[1], "$lightmap"))
1817 shader.lighting = true;
1819 else if (numparameters >= 3 && (!strcasecmp(parameter[0], "animmap") || !strcasecmp(parameter[0], "animclampmap")))
1822 layer->numframes = min(numparameters - 2, TEXTURE_MAXFRAMES);
1823 layer->framerate = atof(parameter[1]);
1824 layer->texturename = (char **) Mem_Alloc (q3shaders_mem, sizeof (char*) * layer->numframes);
1825 for (i = 0;i < layer->numframes;i++)
1826 layer->texturename[i] = Mem_strdup (q3shaders_mem, parameter[i + 2]);
1828 else if (numparameters >= 2 && !strcasecmp(parameter[0], "rgbgen"))
1831 for (i = 0;i < numparameters - 2 && i < Q3RGBGEN_MAXPARMS;i++)
1832 layer->rgbgen.parms[i] = atof(parameter[i+2]);
1833 if (!strcasecmp(parameter[1], "identity")) layer->rgbgen.rgbgen = Q3RGBGEN_IDENTITY;
1834 else if (!strcasecmp(parameter[1], "const")) layer->rgbgen.rgbgen = Q3RGBGEN_CONST;
1835 else if (!strcasecmp(parameter[1], "entity")) layer->rgbgen.rgbgen = Q3RGBGEN_ENTITY;
1836 else if (!strcasecmp(parameter[1], "exactvertex")) layer->rgbgen.rgbgen = Q3RGBGEN_EXACTVERTEX;
1837 else if (!strcasecmp(parameter[1], "identitylighting")) layer->rgbgen.rgbgen = Q3RGBGEN_IDENTITYLIGHTING;
1838 else if (!strcasecmp(parameter[1], "lightingdiffuse")) layer->rgbgen.rgbgen = Q3RGBGEN_LIGHTINGDIFFUSE;
1839 else if (!strcasecmp(parameter[1], "oneminusentity")) layer->rgbgen.rgbgen = Q3RGBGEN_ONEMINUSENTITY;
1840 else if (!strcasecmp(parameter[1], "oneminusvertex")) layer->rgbgen.rgbgen = Q3RGBGEN_ONEMINUSVERTEX;
1841 else if (!strcasecmp(parameter[1], "vertex")) layer->rgbgen.rgbgen = Q3RGBGEN_VERTEX;
1842 else if (!strcasecmp(parameter[1], "wave"))
1844 layer->rgbgen.rgbgen = Q3RGBGEN_WAVE;
1845 layer->rgbgen.wavefunc = Mod_LoadQ3Shaders_EnumerateWaveFunc(parameter[2]);
1846 for (i = 0;i < numparameters - 3 && i < Q3WAVEPARMS;i++)
1847 layer->rgbgen.waveparms[i] = atof(parameter[i+3]);
1849 else Con_DPrintf("%s parsing warning: unknown rgbgen %s\n", search->filenames[fileindex], parameter[1]);
1851 else if (numparameters >= 2 && !strcasecmp(parameter[0], "alphagen"))
1854 for (i = 0;i < numparameters - 2 && i < Q3ALPHAGEN_MAXPARMS;i++)
1855 layer->alphagen.parms[i] = atof(parameter[i+2]);
1856 if (!strcasecmp(parameter[1], "identity")) layer->alphagen.alphagen = Q3ALPHAGEN_IDENTITY;
1857 else if (!strcasecmp(parameter[1], "const")) layer->alphagen.alphagen = Q3ALPHAGEN_CONST;
1858 else if (!strcasecmp(parameter[1], "entity")) layer->alphagen.alphagen = Q3ALPHAGEN_ENTITY;
1859 else if (!strcasecmp(parameter[1], "lightingspecular")) layer->alphagen.alphagen = Q3ALPHAGEN_LIGHTINGSPECULAR;
1860 else if (!strcasecmp(parameter[1], "oneminusentity")) layer->alphagen.alphagen = Q3ALPHAGEN_ONEMINUSENTITY;
1861 else if (!strcasecmp(parameter[1], "oneminusvertex")) layer->alphagen.alphagen = Q3ALPHAGEN_ONEMINUSVERTEX;
1862 else if (!strcasecmp(parameter[1], "portal")) layer->alphagen.alphagen = Q3ALPHAGEN_PORTAL;
1863 else if (!strcasecmp(parameter[1], "vertex")) layer->alphagen.alphagen = Q3ALPHAGEN_VERTEX;
1864 else if (!strcasecmp(parameter[1], "wave"))
1866 layer->alphagen.alphagen = Q3ALPHAGEN_WAVE;
1867 layer->alphagen.wavefunc = Mod_LoadQ3Shaders_EnumerateWaveFunc(parameter[2]);
1868 for (i = 0;i < numparameters - 3 && i < Q3WAVEPARMS;i++)
1869 layer->alphagen.waveparms[i] = atof(parameter[i+3]);
1871 else Con_DPrintf("%s parsing warning: unknown alphagen %s\n", search->filenames[fileindex], parameter[1]);
1873 else if (numparameters >= 2 && (!strcasecmp(parameter[0], "texgen") || !strcasecmp(parameter[0], "tcgen")))
1876 // observed values: tcgen environment
1877 // no other values have been observed in real shaders
1878 for (i = 0;i < numparameters - 2 && i < Q3TCGEN_MAXPARMS;i++)
1879 layer->tcgen.parms[i] = atof(parameter[i+2]);
1880 if (!strcasecmp(parameter[1], "base")) layer->tcgen.tcgen = Q3TCGEN_TEXTURE;
1881 else if (!strcasecmp(parameter[1], "texture")) layer->tcgen.tcgen = Q3TCGEN_TEXTURE;
1882 else if (!strcasecmp(parameter[1], "environment")) layer->tcgen.tcgen = Q3TCGEN_ENVIRONMENT;
1883 else if (!strcasecmp(parameter[1], "lightmap")) layer->tcgen.tcgen = Q3TCGEN_LIGHTMAP;
1884 else if (!strcasecmp(parameter[1], "vector")) layer->tcgen.tcgen = Q3TCGEN_VECTOR;
1885 else Con_DPrintf("%s parsing warning: unknown tcgen mode %s\n", search->filenames[fileindex], parameter[1]);
1887 else if (numparameters >= 2 && !strcasecmp(parameter[0], "tcmod"))
1894 // tcmod stretch sin # # # #
1895 // tcmod stretch triangle # # # #
1896 // tcmod transform # # # # # #
1897 // tcmod turb # # # #
1898 // tcmod turb sin # # # # (this is bogus)
1899 // no other values have been observed in real shaders
1900 for (tcmodindex = 0;tcmodindex < Q3MAXTCMODS;tcmodindex++)
1901 if (!layer->tcmods[tcmodindex].tcmod)
1903 if (tcmodindex < Q3MAXTCMODS)
1905 for (i = 0;i < numparameters - 2 && i < Q3TCMOD_MAXPARMS;i++)
1906 layer->tcmods[tcmodindex].parms[i] = atof(parameter[i+2]);
1907 if (!strcasecmp(parameter[1], "entitytranslate")) layer->tcmods[tcmodindex].tcmod = Q3TCMOD_ENTITYTRANSLATE;
1908 else if (!strcasecmp(parameter[1], "rotate")) layer->tcmods[tcmodindex].tcmod = Q3TCMOD_ROTATE;
1909 else if (!strcasecmp(parameter[1], "scale")) layer->tcmods[tcmodindex].tcmod = Q3TCMOD_SCALE;
1910 else if (!strcasecmp(parameter[1], "scroll")) layer->tcmods[tcmodindex].tcmod = Q3TCMOD_SCROLL;
1911 else if (!strcasecmp(parameter[1], "page")) layer->tcmods[tcmodindex].tcmod = Q3TCMOD_PAGE;
1912 else if (!strcasecmp(parameter[1], "stretch"))
1914 layer->tcmods[tcmodindex].tcmod = Q3TCMOD_STRETCH;
1915 layer->tcmods[tcmodindex].wavefunc = Mod_LoadQ3Shaders_EnumerateWaveFunc(parameter[2]);
1916 for (i = 0;i < numparameters - 3 && i < Q3WAVEPARMS;i++)
1917 layer->tcmods[tcmodindex].waveparms[i] = atof(parameter[i+3]);
1919 else if (!strcasecmp(parameter[1], "transform")) layer->tcmods[tcmodindex].tcmod = Q3TCMOD_TRANSFORM;
1920 else if (!strcasecmp(parameter[1], "turb")) layer->tcmods[tcmodindex].tcmod = Q3TCMOD_TURBULENT;
1921 else Con_DPrintf("%s parsing warning: unknown tcmod mode %s\n", search->filenames[fileindex], parameter[1]);
1924 Con_DPrintf("%s parsing warning: too many tcmods on one layer\n", search->filenames[fileindex]);
1926 // break out a level if it was a closing brace (not using the character here to not confuse vim)
1927 if (!strcasecmp(com_token, "}"))
1930 if (layer->rgbgen.rgbgen == Q3RGBGEN_LIGHTINGDIFFUSE || layer->rgbgen.rgbgen == Q3RGBGEN_VERTEX)
1931 shader.lighting = true;
1932 if (layer->alphagen.alphagen == Q3ALPHAGEN_VERTEX)
1934 if (layer == shader.layers + 0)
1936 // vertex controlled transparency
1937 shader.vertexalpha = true;
1941 // multilayer terrain shader or similar
1942 shader.textureblendalpha = true;
1945 layer->texflags = TEXF_ALPHA;
1946 if (!(shader.surfaceparms & Q3SURFACEPARM_NOMIPMAPS))
1947 layer->texflags |= TEXF_MIPMAP;
1948 if (!(shader.textureflags & Q3TEXTUREFLAG_NOPICMIP))
1949 layer->texflags |= TEXF_PICMIP | TEXF_COMPRESS;
1950 if (layer->clampmap)
1951 layer->texflags |= TEXF_CLAMP;
1955 for (j = 0;strcasecmp(com_token, "\n") && strcasecmp(com_token, "}");j++)
1957 if (j < TEXTURE_MAXFRAMES + 4)
1959 // remap dp_water to dpwater, dp_reflect to dpreflect, etc.
1960 if(j == 0 && !strncasecmp(com_token, "dp_", 3))
1961 dpsnprintf(parameter[j], sizeof(parameter[j]), "dp%s", &com_token[3]);
1963 strlcpy(parameter[j], com_token, sizeof(parameter[j]));
1964 numparameters = j + 1;
1966 if (!COM_ParseToken_QuakeC(&text, true))
1969 //for (j = numparameters;j < TEXTURE_MAXFRAMES + 4;j++)
1970 // parameter[j][0] = 0;
1971 if (fileindex == 0 && !strcasecmp(com_token, "}"))
1973 if (developer_insane.integer)
1975 Con_DPrintf("%s: ", shader.name);
1976 for (j = 0;j < numparameters;j++)
1977 Con_DPrintf(" %s", parameter[j]);
1980 if (numparameters < 1)
1982 if (!strcasecmp(parameter[0], "surfaceparm") && numparameters >= 2)
1984 if (!strcasecmp(parameter[1], "alphashadow"))
1985 shader.surfaceparms |= Q3SURFACEPARM_ALPHASHADOW;
1986 else if (!strcasecmp(parameter[1], "areaportal"))
1987 shader.surfaceparms |= Q3SURFACEPARM_AREAPORTAL;
1988 else if (!strcasecmp(parameter[1], "botclip"))
1989 shader.surfaceparms |= Q3SURFACEPARM_BOTCLIP;
1990 else if (!strcasecmp(parameter[1], "clusterportal"))
1991 shader.surfaceparms |= Q3SURFACEPARM_CLUSTERPORTAL;
1992 else if (!strcasecmp(parameter[1], "detail"))
1993 shader.surfaceparms |= Q3SURFACEPARM_DETAIL;
1994 else if (!strcasecmp(parameter[1], "donotenter"))
1995 shader.surfaceparms |= Q3SURFACEPARM_DONOTENTER;
1996 else if (!strcasecmp(parameter[1], "dust"))
1997 shader.surfaceparms |= Q3SURFACEPARM_DUST;
1998 else if (!strcasecmp(parameter[1], "hint"))
1999 shader.surfaceparms |= Q3SURFACEPARM_HINT;
2000 else if (!strcasecmp(parameter[1], "fog"))
2001 shader.surfaceparms |= Q3SURFACEPARM_FOG;
2002 else if (!strcasecmp(parameter[1], "lava"))
2003 shader.surfaceparms |= Q3SURFACEPARM_LAVA;
2004 else if (!strcasecmp(parameter[1], "lightfilter"))
2005 shader.surfaceparms |= Q3SURFACEPARM_LIGHTFILTER;
2006 else if (!strcasecmp(parameter[1], "lightgrid"))
2007 shader.surfaceparms |= Q3SURFACEPARM_LIGHTGRID;
2008 else if (!strcasecmp(parameter[1], "metalsteps"))
2009 shader.surfaceparms |= Q3SURFACEPARM_METALSTEPS;
2010 else if (!strcasecmp(parameter[1], "nodamage"))
2011 shader.surfaceparms |= Q3SURFACEPARM_NODAMAGE;
2012 else if (!strcasecmp(parameter[1], "nodlight"))
2013 shader.surfaceparms |= Q3SURFACEPARM_NODLIGHT;
2014 else if (!strcasecmp(parameter[1], "nodraw"))
2015 shader.surfaceparms |= Q3SURFACEPARM_NODRAW;
2016 else if (!strcasecmp(parameter[1], "nodrop"))
2017 shader.surfaceparms |= Q3SURFACEPARM_NODROP;
2018 else if (!strcasecmp(parameter[1], "noimpact"))
2019 shader.surfaceparms |= Q3SURFACEPARM_NOIMPACT;
2020 else if (!strcasecmp(parameter[1], "nolightmap"))
2021 shader.surfaceparms |= Q3SURFACEPARM_NOLIGHTMAP;
2022 else if (!strcasecmp(parameter[1], "nomarks"))
2023 shader.surfaceparms |= Q3SURFACEPARM_NOMARKS;
2024 else if (!strcasecmp(parameter[1], "nomipmaps"))
2025 shader.surfaceparms |= Q3SURFACEPARM_NOMIPMAPS;
2026 else if (!strcasecmp(parameter[1], "nonsolid"))
2027 shader.surfaceparms |= Q3SURFACEPARM_NONSOLID;
2028 else if (!strcasecmp(parameter[1], "origin"))
2029 shader.surfaceparms |= Q3SURFACEPARM_ORIGIN;
2030 else if (!strcasecmp(parameter[1], "playerclip"))
2031 shader.surfaceparms |= Q3SURFACEPARM_PLAYERCLIP;
2032 else if (!strcasecmp(parameter[1], "sky"))
2033 shader.surfaceparms |= Q3SURFACEPARM_SKY;
2034 else if (!strcasecmp(parameter[1], "slick"))
2035 shader.surfaceparms |= Q3SURFACEPARM_SLICK;
2036 else if (!strcasecmp(parameter[1], "slime"))
2037 shader.surfaceparms |= Q3SURFACEPARM_SLIME;
2038 else if (!strcasecmp(parameter[1], "structural"))
2039 shader.surfaceparms |= Q3SURFACEPARM_STRUCTURAL;
2040 else if (!strcasecmp(parameter[1], "trans"))
2041 shader.surfaceparms |= Q3SURFACEPARM_TRANS;
2042 else if (!strcasecmp(parameter[1], "water"))
2043 shader.surfaceparms |= Q3SURFACEPARM_WATER;
2044 else if (!strcasecmp(parameter[1], "pointlight"))
2045 shader.surfaceparms |= Q3SURFACEPARM_POINTLIGHT;
2046 else if (!strcasecmp(parameter[1], "antiportal"))
2047 shader.surfaceparms |= Q3SURFACEPARM_ANTIPORTAL;
2050 // try custom surfaceparms
2051 for (j = 0; j < numcustsurfaceparms; j++)
2053 if (!strcasecmp(custsurfaceparmnames[j], parameter[1]))
2055 shader.surfaceparms |= custsurfaceparms[j];
2060 if (j == numcustsurfaceparms)
2061 Con_DPrintf("%s parsing warning: unknown surfaceparm \"%s\"\n", search->filenames[fileindex], parameter[1]);
2064 else if (!strcasecmp(parameter[0], "dpshadow"))
2065 shader.dpshadow = true;
2066 else if (!strcasecmp(parameter[0], "dpnoshadow"))
2067 shader.dpnoshadow = true;
2068 else if (!strcasecmp(parameter[0], "dpreflectcube"))
2069 strlcpy(shader.dpreflectcube, parameter[1], sizeof(shader.dpreflectcube));
2070 else if (!strcasecmp(parameter[0], "dpmeshcollisions"))
2071 shader.dpmeshcollisions = true;
2072 else if (!strcasecmp(parameter[0], "sky") && numparameters >= 2)
2074 // some q3 skies don't have the sky parm set
2075 shader.surfaceparms |= Q3SURFACEPARM_SKY;
2076 strlcpy(shader.skyboxname, parameter[1], sizeof(shader.skyboxname));
2078 else if (!strcasecmp(parameter[0], "skyparms") && numparameters >= 2)
2080 // some q3 skies don't have the sky parm set
2081 shader.surfaceparms |= Q3SURFACEPARM_SKY;
2082 if (!atoi(parameter[1]) && strcasecmp(parameter[1], "-"))
2083 strlcpy(shader.skyboxname, parameter[1], sizeof(shader.skyboxname));
2085 else if (!strcasecmp(parameter[0], "cull") && numparameters >= 2)
2087 if (!strcasecmp(parameter[1], "disable") || !strcasecmp(parameter[1], "none") || !strcasecmp(parameter[1], "twosided"))
2088 shader.textureflags |= Q3TEXTUREFLAG_TWOSIDED;
2090 else if (!strcasecmp(parameter[0], "nomipmaps"))
2091 shader.surfaceparms |= Q3SURFACEPARM_NOMIPMAPS;
2092 else if (!strcasecmp(parameter[0], "nopicmip"))
2093 shader.textureflags |= Q3TEXTUREFLAG_NOPICMIP;
2094 else if (!strcasecmp(parameter[0], "polygonoffset"))
2095 shader.textureflags |= Q3TEXTUREFLAG_POLYGONOFFSET;
2096 else if (!strcasecmp(parameter[0], "dprefract") && numparameters >= 5)
2098 shader.textureflags |= Q3TEXTUREFLAG_REFRACTION;
2099 shader.refractfactor = atof(parameter[1]);
2100 Vector4Set(shader.refractcolor4f, atof(parameter[2]), atof(parameter[3]), atof(parameter[4]), 1);
2102 else if (!strcasecmp(parameter[0], "dpreflect") && numparameters >= 6)
2104 shader.textureflags |= Q3TEXTUREFLAG_REFLECTION;
2105 shader.reflectfactor = atof(parameter[1]);
2106 Vector4Set(shader.reflectcolor4f, atof(parameter[2]), atof(parameter[3]), atof(parameter[4]), atof(parameter[5]));
2108 else if (!strcasecmp(parameter[0], "dpcamera"))
2110 shader.textureflags |= Q3TEXTUREFLAG_CAMERA;
2112 else if (!strcasecmp(parameter[0], "dpwater") && numparameters >= 12)
2114 shader.textureflags |= Q3TEXTUREFLAG_WATERSHADER;
2115 shader.reflectmin = atof(parameter[1]);
2116 shader.reflectmax = atof(parameter[2]);
2117 shader.refractfactor = atof(parameter[3]);
2118 shader.reflectfactor = atof(parameter[4]);
2119 Vector4Set(shader.refractcolor4f, atof(parameter[5]), atof(parameter[6]), atof(parameter[7]), 1);
2120 Vector4Set(shader.reflectcolor4f, atof(parameter[8]), atof(parameter[9]), atof(parameter[10]), 1);
2121 shader.r_water_wateralpha = atof(parameter[11]);
2123 else if (!strcasecmp(parameter[0], "dpglossintensitymod") && numparameters >= 2)
2125 shader.specularscalemod = atof(parameter[1]);
2127 else if (!strcasecmp(parameter[0], "dpglossexponentmod") && numparameters >= 2)
2129 shader.specularpowermod = atof(parameter[1]);
2131 else if (!strcasecmp(parameter[0], "dpoffsetmapping") && numparameters >= 3)
2133 if (!strcasecmp(parameter[1], "disable") || !strcasecmp(parameter[1], "none") || !strcasecmp(parameter[1], "off"))
2134 shader.offsetmapping = OFFSETMAPPING_OFF;
2135 else if (!strcasecmp(parameter[1], "default"))
2136 shader.offsetmapping = OFFSETMAPPING_DEFAULT;
2137 else if (!strcasecmp(parameter[1], "linear"))
2138 shader.offsetmapping = OFFSETMAPPING_LINEAR;
2139 else if (!strcasecmp(parameter[1], "relief"))
2140 shader.offsetmapping = OFFSETMAPPING_RELIEF;
2141 shader.offsetscale = atof(parameter[2]);
2143 else if (!strcasecmp(parameter[0], "deformvertexes") && numparameters >= 2)
2146 for (deformindex = 0;deformindex < Q3MAXDEFORMS;deformindex++)
2147 if (!shader.deforms[deformindex].deform)
2149 if (deformindex < Q3MAXDEFORMS)
2151 for (i = 0;i < numparameters - 2 && i < Q3DEFORM_MAXPARMS;i++)
2152 shader.deforms[deformindex].parms[i] = atof(parameter[i+2]);
2153 if (!strcasecmp(parameter[1], "projectionshadow")) shader.deforms[deformindex].deform = Q3DEFORM_PROJECTIONSHADOW;
2154 else if (!strcasecmp(parameter[1], "autosprite" )) shader.deforms[deformindex].deform = Q3DEFORM_AUTOSPRITE;
2155 else if (!strcasecmp(parameter[1], "autosprite2" )) shader.deforms[deformindex].deform = Q3DEFORM_AUTOSPRITE2;
2156 else if (!strcasecmp(parameter[1], "text0" )) shader.deforms[deformindex].deform = Q3DEFORM_TEXT0;
2157 else if (!strcasecmp(parameter[1], "text1" )) shader.deforms[deformindex].deform = Q3DEFORM_TEXT1;
2158 else if (!strcasecmp(parameter[1], "text2" )) shader.deforms[deformindex].deform = Q3DEFORM_TEXT2;
2159 else if (!strcasecmp(parameter[1], "text3" )) shader.deforms[deformindex].deform = Q3DEFORM_TEXT3;
2160 else if (!strcasecmp(parameter[1], "text4" )) shader.deforms[deformindex].deform = Q3DEFORM_TEXT4;
2161 else if (!strcasecmp(parameter[1], "text5" )) shader.deforms[deformindex].deform = Q3DEFORM_TEXT5;
2162 else if (!strcasecmp(parameter[1], "text6" )) shader.deforms[deformindex].deform = Q3DEFORM_TEXT6;
2163 else if (!strcasecmp(parameter[1], "text7" )) shader.deforms[deformindex].deform = Q3DEFORM_TEXT7;
2164 else if (!strcasecmp(parameter[1], "bulge" )) shader.deforms[deformindex].deform = Q3DEFORM_BULGE;
2165 else if (!strcasecmp(parameter[1], "normal" )) shader.deforms[deformindex].deform = Q3DEFORM_NORMAL;
2166 else if (!strcasecmp(parameter[1], "wave" ))
2168 shader.deforms[deformindex].deform = Q3DEFORM_WAVE;
2169 shader.deforms[deformindex].wavefunc = Mod_LoadQ3Shaders_EnumerateWaveFunc(parameter[3]);
2170 for (i = 0;i < numparameters - 4 && i < Q3WAVEPARMS;i++)
2171 shader.deforms[deformindex].waveparms[i] = atof(parameter[i+4]);
2173 else if (!strcasecmp(parameter[1], "move" ))
2175 shader.deforms[deformindex].deform = Q3DEFORM_MOVE;
2176 shader.deforms[deformindex].wavefunc = Mod_LoadQ3Shaders_EnumerateWaveFunc(parameter[5]);
2177 for (i = 0;i < numparameters - 6 && i < Q3WAVEPARMS;i++)
2178 shader.deforms[deformindex].waveparms[i] = atof(parameter[i+6]);
2183 // pick the primary layer to render with
2184 if (shader.numlayers)
2186 shader.backgroundlayer = -1;
2187 shader.primarylayer = 0;
2188 // if lightmap comes first this is definitely an ordinary texture
2189 // if the first two layers have the correct blendfuncs and use vertex alpha, it is a blended terrain shader
2190 if ((shader.layers[shader.primarylayer].texturename != NULL)
2191 && !strcasecmp(shader.layers[shader.primarylayer].texturename[0], "$lightmap"))
2193 shader.backgroundlayer = -1;
2194 shader.primarylayer = 1;
2196 else if (shader.numlayers >= 2
2197 && shader.layers[1].alphagen.alphagen == Q3ALPHAGEN_VERTEX
2198 && (shader.layers[0].blendfunc[0] == GL_ONE && shader.layers[0].blendfunc[1] == GL_ZERO && !shader.layers[0].alphatest)
2199 && ((shader.layers[1].blendfunc[0] == GL_SRC_ALPHA && shader.layers[1].blendfunc[1] == GL_ONE_MINUS_SRC_ALPHA)
2200 || (shader.layers[1].blendfunc[0] == GL_ONE && shader.layers[1].blendfunc[1] == GL_ZERO && shader.layers[1].alphatest)))
2202 // terrain blending or other effects
2203 shader.backgroundlayer = 0;
2204 shader.primarylayer = 1;
2207 // fix up multiple reflection types
2208 if(shader.textureflags & Q3TEXTUREFLAG_WATERSHADER)
2209 shader.textureflags &= ~(Q3TEXTUREFLAG_REFRACTION | Q3TEXTUREFLAG_REFLECTION | Q3TEXTUREFLAG_CAMERA);
2211 Q3Shader_AddToHash (&shader);
2215 FS_FreeSearch(search);
2216 // free custinfoparm values
2217 for (j = 0; j < numcustsurfaceparms; j++)
2218 Mem_Free(custsurfaceparmnames[j]);
2221 q3shaderinfo_t *Mod_LookupQ3Shader(const char *name)
2223 unsigned short hash;
2224 q3shader_hash_entry_t* entry;
2226 Mod_LoadQ3Shaders();
2227 hash = CRC_Block_CaseInsensitive ((const unsigned char *)name, strlen (name));
2228 entry = q3shader_data->hash + (hash % Q3SHADER_HASH_SIZE);
2229 while (entry != NULL)
2231 if (strcasecmp (entry->shader.name, name) == 0)
2232 return &entry->shader;
2233 entry = entry->chain;
2238 qboolean Mod_LoadTextureFromQ3Shader(texture_t *texture, const char *name, qboolean warnmissing, qboolean fallback, int defaulttexflags)
2241 int texflagsmask, texflagsor;
2242 qboolean success = true;
2243 q3shaderinfo_t *shader;
2246 strlcpy(texture->name, name, sizeof(texture->name));
2247 shader = name[0] ? Mod_LookupQ3Shader(name) : NULL;
2250 if(!(defaulttexflags & TEXF_PICMIP))
2251 texflagsmask &= ~TEXF_PICMIP;
2252 if(!(defaulttexflags & TEXF_COMPRESS))
2253 texflagsmask &= ~TEXF_COMPRESS;
2255 if(defaulttexflags & TEXF_ISWORLD)
2256 texflagsor |= TEXF_ISWORLD;
2257 if(defaulttexflags & TEXF_ISSPRITE)
2258 texflagsor |= TEXF_ISSPRITE;
2259 // unless later loaded from the shader
2260 texture->offsetmapping = (mod_q3shader_default_offsetmapping.value) ? OFFSETMAPPING_DEFAULT : OFFSETMAPPING_OFF;
2261 texture->offsetscale = 1;
2262 texture->specularscalemod = 1;
2263 texture->specularpowermod = 1;
2264 // WHEN ADDING DEFAULTS HERE, REMEMBER TO SYNC TO SHADER LOADING ABOVE
2265 // HERE, AND Q1BSP LOADING
2266 // JUST GREP FOR "specularscalemod = 1".
2270 if (developer_loading.integer)
2271 Con_Printf("%s: loaded shader for %s\n", loadmodel->name, name);
2272 texture->surfaceparms = shader->surfaceparms;
2274 // allow disabling of picmip or compression by defaulttexflags
2275 texture->textureflags = (shader->textureflags & texflagsmask) | texflagsor;
2277 if (shader->surfaceparms & Q3SURFACEPARM_SKY)
2279 texture->basematerialflags = MATERIALFLAG_SKY | MATERIALFLAG_NOSHADOW;
2280 if (shader->skyboxname[0])
2282 // quake3 seems to append a _ to the skybox name, so this must do so as well
2283 dpsnprintf(loadmodel->brush.skybox, sizeof(loadmodel->brush.skybox), "%s_", shader->skyboxname);
2286 else if ((texture->surfaceflags & Q3SURFACEFLAG_NODRAW) || shader->numlayers == 0)
2287 texture->basematerialflags = MATERIALFLAG_NODRAW | MATERIALFLAG_NOSHADOW;
2289 texture->basematerialflags = MATERIALFLAG_WALL;
2291 if (shader->layers[0].alphatest)
2292 texture->basematerialflags |= MATERIALFLAG_ALPHATEST | MATERIALFLAG_NOSHADOW;
2293 if (shader->textureflags & Q3TEXTUREFLAG_TWOSIDED)
2294 texture->basematerialflags |= MATERIALFLAG_NOSHADOW | MATERIALFLAG_NOCULLFACE;
2295 if (shader->textureflags & Q3TEXTUREFLAG_POLYGONOFFSET)
2296 texture->biaspolygonoffset -= 2;
2297 if (shader->textureflags & Q3TEXTUREFLAG_REFRACTION)
2298 texture->basematerialflags |= MATERIALFLAG_REFRACTION;
2299 if (shader->textureflags & Q3TEXTUREFLAG_REFLECTION)
2300 texture->basematerialflags |= MATERIALFLAG_REFLECTION;
2301 if (shader->textureflags & Q3TEXTUREFLAG_WATERSHADER)
2302 texture->basematerialflags |= MATERIALFLAG_WATERSHADER;
2303 if (shader->textureflags & Q3TEXTUREFLAG_CAMERA)
2304 texture->basematerialflags |= MATERIALFLAG_CAMERA;
2305 texture->customblendfunc[0] = GL_ONE;
2306 texture->customblendfunc[1] = GL_ZERO;
2307 if (shader->numlayers > 0)
2309 texture->customblendfunc[0] = shader->layers[0].blendfunc[0];
2310 texture->customblendfunc[1] = shader->layers[0].blendfunc[1];
2312 Q3 shader blendfuncs actually used in the game (* = supported by DP)
2313 * additive GL_ONE GL_ONE
2314 additive weird GL_ONE GL_SRC_ALPHA
2315 additive weird 2 GL_ONE GL_ONE_MINUS_SRC_ALPHA
2316 * alpha GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA
2317 alpha inverse GL_ONE_MINUS_SRC_ALPHA GL_SRC_ALPHA
2318 brighten GL_DST_COLOR GL_ONE
2319 brighten GL_ONE GL_SRC_COLOR
2320 brighten weird GL_DST_COLOR GL_ONE_MINUS_DST_ALPHA
2321 brighten weird 2 GL_DST_COLOR GL_SRC_ALPHA
2322 * modulate GL_DST_COLOR GL_ZERO
2323 * modulate GL_ZERO GL_SRC_COLOR
2324 modulate inverse GL_ZERO GL_ONE_MINUS_SRC_COLOR
2325 modulate inverse alpha GL_ZERO GL_SRC_ALPHA
2326 modulate weird inverse GL_ONE_MINUS_DST_COLOR GL_ZERO
2327 * modulate x2 GL_DST_COLOR GL_SRC_COLOR
2328 * no blend GL_ONE GL_ZERO
2329 nothing GL_ZERO GL_ONE
2331 // if not opaque, figure out what blendfunc to use
2332 if (shader->layers[0].blendfunc[0] != GL_ONE || shader->layers[0].blendfunc[1] != GL_ZERO)
2334 if (shader->layers[0].blendfunc[0] == GL_ONE && shader->layers[0].blendfunc[1] == GL_ONE)
2335 texture->basematerialflags |= MATERIALFLAG_ADD | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
2336 else if (shader->layers[0].blendfunc[0] == GL_SRC_ALPHA && shader->layers[0].blendfunc[1] == GL_ONE)
2337 texture->basematerialflags |= MATERIALFLAG_ADD | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
2338 else if (shader->layers[0].blendfunc[0] == GL_SRC_ALPHA && shader->layers[0].blendfunc[1] == GL_ONE_MINUS_SRC_ALPHA)
2339 texture->basematerialflags |= MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
2341 texture->basematerialflags |= MATERIALFLAG_CUSTOMBLEND | MATERIALFLAG_FULLBRIGHT | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
2344 if (!shader->lighting)
2345 texture->basematerialflags |= MATERIALFLAG_FULLBRIGHT;
2346 if (shader->primarylayer >= 0)
2348 q3shaderinfo_layer_t* primarylayer = shader->layers + shader->primarylayer;
2349 // copy over many primarylayer parameters
2350 texture->rgbgen = primarylayer->rgbgen;
2351 texture->alphagen = primarylayer->alphagen;
2352 texture->tcgen = primarylayer->tcgen;
2353 memcpy(texture->tcmods, primarylayer->tcmods, sizeof(texture->tcmods));
2354 // load the textures
2355 texture->numskinframes = primarylayer->numframes;
2356 texture->skinframerate = primarylayer->framerate;
2357 for (j = 0;j < primarylayer->numframes;j++)
2359 if(cls.state == ca_dedicated)
2361 texture->skinframes[j] = NULL;
2363 else if (!(texture->skinframes[j] = R_SkinFrame_LoadExternal(primarylayer->texturename[j], (primarylayer->texflags & texflagsmask) | texflagsor, false)))
2365 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);
2366 texture->skinframes[j] = R_SkinFrame_LoadMissing();
2370 if (shader->backgroundlayer >= 0)
2372 q3shaderinfo_layer_t* backgroundlayer = shader->layers + shader->backgroundlayer;
2373 // copy over one secondarylayer parameter
2374 memcpy(texture->backgroundtcmods, backgroundlayer->tcmods, sizeof(texture->backgroundtcmods));
2375 // load the textures
2376 texture->backgroundnumskinframes = backgroundlayer->numframes;
2377 texture->backgroundskinframerate = backgroundlayer->framerate;
2378 for (j = 0;j < backgroundlayer->numframes;j++)
2380 if(cls.state == ca_dedicated)
2382 texture->skinframes[j] = NULL;
2384 else if (!(texture->backgroundskinframes[j] = R_SkinFrame_LoadExternal(backgroundlayer->texturename[j], (backgroundlayer->texflags & texflagsmask) | texflagsor, false)))
2386 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);
2387 texture->backgroundskinframes[j] = R_SkinFrame_LoadMissing();
2391 if (shader->dpshadow)
2392 texture->basematerialflags &= ~MATERIALFLAG_NOSHADOW;
2393 if (shader->dpnoshadow)
2394 texture->basematerialflags |= MATERIALFLAG_NOSHADOW;
2395 memcpy(texture->deforms, shader->deforms, sizeof(texture->deforms));
2396 texture->reflectmin = shader->reflectmin;
2397 texture->reflectmax = shader->reflectmax;
2398 texture->refractfactor = shader->refractfactor;
2399 Vector4Copy(shader->refractcolor4f, texture->refractcolor4f);
2400 texture->reflectfactor = shader->reflectfactor;
2401 Vector4Copy(shader->reflectcolor4f, texture->reflectcolor4f);
2402 texture->r_water_wateralpha = shader->r_water_wateralpha;
2403 texture->offsetmapping = shader->offsetmapping;
2404 texture->offsetscale = shader->offsetscale;
2405 texture->specularscalemod = shader->specularscalemod;
2406 texture->specularpowermod = shader->specularpowermod;
2407 if (shader->dpreflectcube[0])
2408 texture->reflectcubetexture = R_GetCubemap(shader->dpreflectcube);
2410 // set up default supercontents (on q3bsp this is overridden by the q3bsp loader)
2411 texture->supercontents = SUPERCONTENTS_SOLID | SUPERCONTENTS_OPAQUE;
2412 if (shader->surfaceparms & Q3SURFACEPARM_LAVA ) texture->supercontents = SUPERCONTENTS_LAVA ;
2413 if (shader->surfaceparms & Q3SURFACEPARM_SLIME ) texture->supercontents = SUPERCONTENTS_SLIME ;
2414 if (shader->surfaceparms & Q3SURFACEPARM_WATER ) texture->supercontents = SUPERCONTENTS_WATER ;
2415 if (shader->surfaceparms & Q3SURFACEPARM_NONSOLID ) texture->supercontents = 0 ;
2416 if (shader->surfaceparms & Q3SURFACEPARM_PLAYERCLIP ) texture->supercontents = SUPERCONTENTS_PLAYERCLIP ;
2417 if (shader->surfaceparms & Q3SURFACEPARM_BOTCLIP ) texture->supercontents = SUPERCONTENTS_MONSTERCLIP ;
2418 if (shader->surfaceparms & Q3SURFACEPARM_SKY ) texture->supercontents = SUPERCONTENTS_SKY ;
2420 // if (shader->surfaceparms & Q3SURFACEPARM_ALPHASHADOW ) texture->supercontents |= SUPERCONTENTS_ALPHASHADOW ;
2421 // if (shader->surfaceparms & Q3SURFACEPARM_AREAPORTAL ) texture->supercontents |= SUPERCONTENTS_AREAPORTAL ;
2422 // if (shader->surfaceparms & Q3SURFACEPARM_CLUSTERPORTAL) texture->supercontents |= SUPERCONTENTS_CLUSTERPORTAL;
2423 // if (shader->surfaceparms & Q3SURFACEPARM_DETAIL ) texture->supercontents |= SUPERCONTENTS_DETAIL ;
2424 if (shader->surfaceparms & Q3SURFACEPARM_DONOTENTER ) texture->supercontents |= SUPERCONTENTS_DONOTENTER ;
2425 // if (shader->surfaceparms & Q3SURFACEPARM_FOG ) texture->supercontents |= SUPERCONTENTS_FOG ;
2426 if (shader->surfaceparms & Q3SURFACEPARM_LAVA ) texture->supercontents |= SUPERCONTENTS_LAVA ;
2427 // if (shader->surfaceparms & Q3SURFACEPARM_LIGHTFILTER ) texture->supercontents |= SUPERCONTENTS_LIGHTFILTER ;
2428 // if (shader->surfaceparms & Q3SURFACEPARM_METALSTEPS ) texture->supercontents |= SUPERCONTENTS_METALSTEPS ;
2429 // if (shader->surfaceparms & Q3SURFACEPARM_NODAMAGE ) texture->supercontents |= SUPERCONTENTS_NODAMAGE ;
2430 // if (shader->surfaceparms & Q3SURFACEPARM_NODLIGHT ) texture->supercontents |= SUPERCONTENTS_NODLIGHT ;
2431 // if (shader->surfaceparms & Q3SURFACEPARM_NODRAW ) texture->supercontents |= SUPERCONTENTS_NODRAW ;
2432 if (shader->surfaceparms & Q3SURFACEPARM_NODROP ) texture->supercontents |= SUPERCONTENTS_NODROP ;
2433 // if (shader->surfaceparms & Q3SURFACEPARM_NOIMPACT ) texture->supercontents |= SUPERCONTENTS_NOIMPACT ;
2434 // if (shader->surfaceparms & Q3SURFACEPARM_NOLIGHTMAP ) texture->supercontents |= SUPERCONTENTS_NOLIGHTMAP ;
2435 // if (shader->surfaceparms & Q3SURFACEPARM_NOMARKS ) texture->supercontents |= SUPERCONTENTS_NOMARKS ;
2436 // if (shader->surfaceparms & Q3SURFACEPARM_NOMIPMAPS ) texture->supercontents |= SUPERCONTENTS_NOMIPMAPS ;
2437 if (shader->surfaceparms & Q3SURFACEPARM_NONSOLID ) texture->supercontents &=~SUPERCONTENTS_SOLID ;
2438 // if (shader->surfaceparms & Q3SURFACEPARM_ORIGIN ) texture->supercontents |= SUPERCONTENTS_ORIGIN ;
2439 if (shader->surfaceparms & Q3SURFACEPARM_PLAYERCLIP ) texture->supercontents |= SUPERCONTENTS_PLAYERCLIP ;
2440 if (shader->surfaceparms & Q3SURFACEPARM_SKY ) texture->supercontents |= SUPERCONTENTS_SKY ;
2441 // if (shader->surfaceparms & Q3SURFACEPARM_SLICK ) texture->supercontents |= SUPERCONTENTS_SLICK ;
2442 if (shader->surfaceparms & Q3SURFACEPARM_SLIME ) texture->supercontents |= SUPERCONTENTS_SLIME ;
2443 // if (shader->surfaceparms & Q3SURFACEPARM_STRUCTURAL ) texture->supercontents |= SUPERCONTENTS_STRUCTURAL ;
2444 // if (shader->surfaceparms & Q3SURFACEPARM_TRANS ) texture->supercontents |= SUPERCONTENTS_TRANS ;
2445 if (shader->surfaceparms & Q3SURFACEPARM_WATER ) texture->supercontents |= SUPERCONTENTS_WATER ;
2446 // if (shader->surfaceparms & Q3SURFACEPARM_POINTLIGHT ) texture->supercontents |= SUPERCONTENTS_POINTLIGHT ;
2447 // if (shader->surfaceparms & Q3SURFACEPARM_HINT ) texture->supercontents |= SUPERCONTENTS_HINT ;
2448 // if (shader->surfaceparms & Q3SURFACEPARM_DUST ) texture->supercontents |= SUPERCONTENTS_DUST ;
2449 if (shader->surfaceparms & Q3SURFACEPARM_BOTCLIP ) texture->supercontents |= SUPERCONTENTS_BOTCLIP | SUPERCONTENTS_MONSTERCLIP;
2450 // if (shader->surfaceparms & Q3SURFACEPARM_LIGHTGRID ) texture->supercontents |= SUPERCONTENTS_LIGHTGRID ;
2451 // if (shader->surfaceparms & Q3SURFACEPARM_ANTIPORTAL ) texture->supercontents |= SUPERCONTENTS_ANTIPORTAL ;
2453 if (shader->dpmeshcollisions)
2454 texture->basematerialflags |= MATERIALFLAG_MESHCOLLISIONS;
2456 else if (!strcmp(texture->name, "noshader") || !texture->name[0])
2458 if (developer_extra.integer)
2459 Con_DPrintf("^1%s:^7 using fallback noshader material for ^3\"%s\"\n", loadmodel->name, name);
2460 texture->surfaceparms = 0;
2461 texture->supercontents = SUPERCONTENTS_SOLID | SUPERCONTENTS_OPAQUE;
2463 else if (!strcmp(texture->name, "common/nodraw") || !strcmp(texture->name, "textures/common/nodraw"))
2465 if (developer_extra.integer)
2466 Con_DPrintf("^1%s:^7 using fallback nodraw material for ^3\"%s\"\n", loadmodel->name, name);
2467 texture->surfaceparms = 0;
2468 texture->basematerialflags = MATERIALFLAG_NODRAW | MATERIALFLAG_NOSHADOW;
2469 texture->supercontents = SUPERCONTENTS_SOLID;
2473 if (developer_extra.integer)
2474 Con_DPrintf("^1%s:^7 No shader found for texture ^3\"%s\"\n", loadmodel->name, texture->name);
2475 texture->surfaceparms = 0;
2476 if (texture->surfaceflags & Q3SURFACEFLAG_NODRAW)
2478 texture->basematerialflags |= MATERIALFLAG_NODRAW | MATERIALFLAG_NOSHADOW;
2479 texture->supercontents = SUPERCONTENTS_SOLID;
2481 else if (texture->surfaceflags & Q3SURFACEFLAG_SKY)
2483 texture->basematerialflags |= MATERIALFLAG_SKY | MATERIALFLAG_NOSHADOW;
2484 texture->supercontents = SUPERCONTENTS_SKY;
2488 texture->basematerialflags |= MATERIALFLAG_WALL;
2489 texture->supercontents = SUPERCONTENTS_SOLID | SUPERCONTENTS_OPAQUE;
2491 texture->numskinframes = 1;
2492 if(cls.state == ca_dedicated)
2494 texture->skinframes[0] = NULL;
2500 if ((texture->skinframes[0] = R_SkinFrame_LoadExternal(texture->name, defaulttexflags, false)))
2502 if(texture->skinframes[0]->hasalpha)
2503 texture->basematerialflags |= MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
2510 if (!success && warnmissing)
2511 Con_Printf("^1%s:^7 could not load texture ^3\"%s\"\n", loadmodel->name, texture->name);
2514 // init the animation variables
2515 texture->currentframe = texture;
2516 if (texture->numskinframes < 1)
2517 texture->numskinframes = 1;
2518 if (!texture->skinframes[0])
2519 texture->skinframes[0] = R_SkinFrame_LoadMissing();
2520 texture->currentskinframe = texture->skinframes[0];
2521 texture->backgroundcurrentskinframe = texture->backgroundskinframes[0];
2525 skinfile_t *Mod_LoadSkinFiles(void)
2527 int i, words, line, wordsoverflow;
2530 skinfile_t *skinfile = NULL, *first = NULL;
2531 skinfileitem_t *skinfileitem;
2532 char word[10][MAX_QPATH];
2536 U_bodyBox,models/players/Legoman/BikerA2.tga
2537 U_RArm,models/players/Legoman/BikerA1.tga
2538 U_LArm,models/players/Legoman/BikerA1.tga
2539 U_armor,common/nodraw
2540 U_sword,common/nodraw
2541 U_shield,common/nodraw
2542 U_homb,common/nodraw
2543 U_backpack,common/nodraw
2544 U_colcha,common/nodraw
2549 memset(word, 0, sizeof(word));
2550 for (i = 0;i < 256 && (data = text = (char *)FS_LoadFile(va("%s_%i.skin", loadmodel->name, i), tempmempool, true, NULL));i++)
2552 // If it's the first file we parse
2553 if (skinfile == NULL)
2555 skinfile = (skinfile_t *)Mem_Alloc(loadmodel->mempool, sizeof(skinfile_t));
2560 skinfile->next = (skinfile_t *)Mem_Alloc(loadmodel->mempool, sizeof(skinfile_t));
2561 skinfile = skinfile->next;
2563 skinfile->next = NULL;
2565 for(line = 0;;line++)
2568 if (!COM_ParseToken_QuakeC(&data, true))
2570 if (!strcmp(com_token, "\n"))
2573 wordsoverflow = false;
2577 strlcpy(word[words++], com_token, sizeof (word[0]));
2579 wordsoverflow = true;
2581 while (COM_ParseToken_QuakeC(&data, true) && strcmp(com_token, "\n"));
2584 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);
2587 // words is always >= 1
2588 if (!strcmp(word[0], "replace"))
2592 if (developer_loading.integer)
2593 Con_Printf("Mod_LoadSkinFiles: parsed mesh \"%s\" shader replacement \"%s\"\n", word[1], word[2]);
2594 skinfileitem = (skinfileitem_t *)Mem_Alloc(loadmodel->mempool, sizeof(skinfileitem_t));
2595 skinfileitem->next = skinfile->items;
2596 skinfile->items = skinfileitem;
2597 strlcpy (skinfileitem->name, word[1], sizeof (skinfileitem->name));
2598 strlcpy (skinfileitem->replacement, word[2], sizeof (skinfileitem->replacement));
2601 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]);
2603 else if (words >= 2 && !strncmp(word[0], "tag_", 4))
2605 // tag name, like "tag_weapon,"
2606 // not used for anything (not even in Quake3)
2608 else if (words >= 2 && !strcmp(word[1], ","))
2610 // mesh shader name, like "U_RArm,models/players/Legoman/BikerA1.tga"
2611 if (developer_loading.integer)
2612 Con_Printf("Mod_LoadSkinFiles: parsed mesh \"%s\" shader replacement \"%s\"\n", word[0], word[2]);
2613 skinfileitem = (skinfileitem_t *)Mem_Alloc(loadmodel->mempool, sizeof(skinfileitem_t));
2614 skinfileitem->next = skinfile->items;
2615 skinfile->items = skinfileitem;
2616 strlcpy (skinfileitem->name, word[0], sizeof (skinfileitem->name));
2617 strlcpy (skinfileitem->replacement, word[2], sizeof (skinfileitem->replacement));
2620 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);
2625 loadmodel->numskins = i;
2629 void Mod_FreeSkinFiles(skinfile_t *skinfile)
2632 skinfileitem_t *skinfileitem, *nextitem;
2633 for (;skinfile;skinfile = next)
2635 next = skinfile->next;
2636 for (skinfileitem = skinfile->items;skinfileitem;skinfileitem = nextitem)
2638 nextitem = skinfileitem->next;
2639 Mem_Free(skinfileitem);
2645 int Mod_CountSkinFiles(skinfile_t *skinfile)
2648 for (i = 0;skinfile;skinfile = skinfile->next, i++);
2652 void Mod_SnapVertices(int numcomponents, int numvertices, float *vertices, float snap)
2655 double isnap = 1.0 / snap;
2656 for (i = 0;i < numvertices*numcomponents;i++)
2657 vertices[i] = floor(vertices[i]*isnap)*snap;
2660 int Mod_RemoveDegenerateTriangles(int numtriangles, const int *inelement3i, int *outelement3i, const float *vertex3f)
2662 int i, outtriangles;
2663 float edgedir1[3], edgedir2[3], temp[3];
2664 // a degenerate triangle is one with no width (thickness, surface area)
2665 // these are characterized by having all 3 points colinear (along a line)
2666 // or having two points identical
2667 // the simplest check is to calculate the triangle's area
2668 for (i = 0, outtriangles = 0;i < numtriangles;i++, inelement3i += 3)
2670 // calculate first edge
2671 VectorSubtract(vertex3f + inelement3i[1] * 3, vertex3f + inelement3i[0] * 3, edgedir1);
2672 VectorSubtract(vertex3f + inelement3i[2] * 3, vertex3f + inelement3i[0] * 3, edgedir2);
2673 CrossProduct(edgedir1, edgedir2, temp);
2674 if (VectorLength2(temp) < 0.001f)
2675 continue; // degenerate triangle (no area)
2676 // valid triangle (has area)
2677 VectorCopy(inelement3i, outelement3i);
2681 return outtriangles;
2684 void Mod_VertexRangeFromElements(int numelements, const int *elements, int *firstvertexpointer, int *lastvertexpointer)
2687 int firstvertex, lastvertex;
2688 if (numelements > 0 && elements)
2690 firstvertex = lastvertex = elements[0];
2691 for (i = 1;i < numelements;i++)
2694 firstvertex = min(firstvertex, e);
2695 lastvertex = max(lastvertex, e);
2699 firstvertex = lastvertex = 0;
2700 if (firstvertexpointer)
2701 *firstvertexpointer = firstvertex;
2702 if (lastvertexpointer)
2703 *lastvertexpointer = lastvertex;
2706 void Mod_MakeSortedSurfaces(dp_model_t *mod)
2708 // make an optimal set of texture-sorted batches to draw...
2710 int *firstsurfacefortexture;
2711 int *numsurfacesfortexture;
2712 if (!mod->sortedmodelsurfaces)
2713 mod->sortedmodelsurfaces = (int *) Mem_Alloc(loadmodel->mempool, mod->nummodelsurfaces * sizeof(*mod->sortedmodelsurfaces));
2714 firstsurfacefortexture = (int *) Mem_Alloc(tempmempool, mod->num_textures * sizeof(*firstsurfacefortexture));
2715 numsurfacesfortexture = (int *) Mem_Alloc(tempmempool, mod->num_textures * sizeof(*numsurfacesfortexture));
2716 memset(numsurfacesfortexture, 0, mod->num_textures * sizeof(*numsurfacesfortexture));
2717 for (j = 0;j < mod->nummodelsurfaces;j++)
2719 const msurface_t *surface = mod->data_surfaces + j + mod->firstmodelsurface;
2720 int t = (int)(surface->texture - mod->data_textures);
2721 numsurfacesfortexture[t]++;
2724 for (t = 0;t < mod->num_textures;t++)
2726 firstsurfacefortexture[t] = j;
2727 j += numsurfacesfortexture[t];
2729 for (j = 0;j < mod->nummodelsurfaces;j++)
2731 const msurface_t *surface = mod->data_surfaces + j + mod->firstmodelsurface;
2732 int t = (int)(surface->texture - mod->data_textures);
2733 mod->sortedmodelsurfaces[firstsurfacefortexture[t]++] = j + mod->firstmodelsurface;
2735 Mem_Free(firstsurfacefortexture);
2736 Mem_Free(numsurfacesfortexture);
2739 void Mod_BuildVBOs(void)
2741 if (!loadmodel->surfmesh.num_vertices)
2744 if (gl_paranoid.integer && loadmodel->surfmesh.data_element3s && loadmodel->surfmesh.data_element3i)
2747 for (i = 0;i < loadmodel->surfmesh.num_triangles*3;i++)
2749 if (loadmodel->surfmesh.data_element3s[i] != loadmodel->surfmesh.data_element3i[i])
2751 Con_Printf("Mod_BuildVBOs: element %u is incorrect (%u should be %u)\n", i, loadmodel->surfmesh.data_element3s[i], loadmodel->surfmesh.data_element3i[i]);
2752 loadmodel->surfmesh.data_element3s[i] = loadmodel->surfmesh.data_element3i[i];
2757 // build r_vertexmesh_t array
2758 // (compressed interleaved array for faster rendering)
2759 if (!loadmodel->surfmesh.vertexmesh)
2762 int numvertices = loadmodel->surfmesh.num_vertices;
2763 r_vertexmesh_t *vertexmesh;
2764 loadmodel->surfmesh.vertexmesh = vertexmesh = (r_vertexmesh_t*)Mem_Alloc(loadmodel->mempool, numvertices * sizeof(*loadmodel->surfmesh.vertexmesh));
2765 for (vertexindex = 0;vertexindex < numvertices;vertexindex++, vertexmesh++)
2767 VectorCopy(loadmodel->surfmesh.data_vertex3f + 3*vertexindex, vertexmesh->vertex3f);
2768 VectorScale(loadmodel->surfmesh.data_svector3f + 3*vertexindex, 1.0f, vertexmesh->svector3f);
2769 VectorScale(loadmodel->surfmesh.data_tvector3f + 3*vertexindex, 1.0f, vertexmesh->tvector3f);
2770 VectorScale(loadmodel->surfmesh.data_normal3f + 3*vertexindex, 1.0f, vertexmesh->normal3f);
2771 if (loadmodel->surfmesh.data_lightmapcolor4f)
2772 Vector4Scale(loadmodel->surfmesh.data_lightmapcolor4f + 4*vertexindex, 255.0f, vertexmesh->color4ub);
2773 Vector2Copy(loadmodel->surfmesh.data_texcoordtexture2f + 2*vertexindex, vertexmesh->texcoordtexture2f);
2774 if (loadmodel->surfmesh.data_texcoordlightmap2f)
2775 Vector2Scale(loadmodel->surfmesh.data_texcoordlightmap2f + 2*vertexindex, 1.0f, vertexmesh->texcoordlightmap2f);
2779 // build r_vertexposition_t array
2780 if (!loadmodel->surfmesh.vertexposition)
2783 int numvertices = loadmodel->surfmesh.num_vertices;
2784 r_vertexposition_t *vertexposition;
2785 loadmodel->surfmesh.vertexposition = vertexposition = (r_vertexposition_t*)Mem_Alloc(loadmodel->mempool, numvertices * sizeof(*loadmodel->surfmesh.vertexposition));
2786 for (vertexindex = 0;vertexindex < numvertices;vertexindex++, vertexposition++)
2787 VectorCopy(loadmodel->surfmesh.data_vertex3f + 3*vertexindex, vertexposition->vertex3f);
2790 // upload r_vertexmesh_t array as a buffer
2791 if (loadmodel->surfmesh.vertexmesh && !loadmodel->surfmesh.vertexmeshbuffer)
2792 loadmodel->surfmesh.vertexmeshbuffer = R_Mesh_CreateMeshBuffer(loadmodel->surfmesh.vertexmesh, loadmodel->surfmesh.num_vertices * sizeof(*loadmodel->surfmesh.vertexmesh), loadmodel->name, false, false, false);
2794 // upload r_vertexposition_t array as a buffer
2795 if (loadmodel->surfmesh.vertexposition && !loadmodel->surfmesh.vertexpositionbuffer)
2796 loadmodel->surfmesh.vertexpositionbuffer = R_Mesh_CreateMeshBuffer(loadmodel->surfmesh.vertexposition, loadmodel->surfmesh.num_vertices * sizeof(*loadmodel->surfmesh.vertexposition), loadmodel->name, false, false, false);
2798 // upload short indices as a buffer
2799 if (loadmodel->surfmesh.data_element3s && !loadmodel->surfmesh.data_element3s_indexbuffer)
2800 loadmodel->surfmesh.data_element3s_indexbuffer = R_Mesh_CreateMeshBuffer(loadmodel->surfmesh.data_element3s, loadmodel->surfmesh.num_triangles * sizeof(short[3]), loadmodel->name, true, false, true);
2802 // upload int indices as a buffer
2803 if (loadmodel->surfmesh.data_element3i && !loadmodel->surfmesh.data_element3i_indexbuffer && !loadmodel->surfmesh.data_element3s)
2804 loadmodel->surfmesh.data_element3i_indexbuffer = R_Mesh_CreateMeshBuffer(loadmodel->surfmesh.data_element3i, loadmodel->surfmesh.num_triangles * sizeof(int[3]), loadmodel->name, true, false, false);
2806 // only build a vbo if one has not already been created (this is important for brush models which load specially)
2807 // vertex buffer is several arrays and we put them in the same buffer
2809 // is this wise? the texcoordtexture2f array is used with dynamic
2810 // vertex/svector/tvector/normal when rendering animated models, on the
2811 // other hand animated models don't use a lot of vertices anyway...
2812 if (!loadmodel->surfmesh.vbo_vertexbuffer)
2817 loadmodel->surfmesh.vbooffset_vertex3f = size;if (loadmodel->surfmesh.data_vertex3f ) size += loadmodel->surfmesh.num_vertices * sizeof(float[3]);
2818 loadmodel->surfmesh.vbooffset_svector3f = size;if (loadmodel->surfmesh.data_svector3f ) size += loadmodel->surfmesh.num_vertices * sizeof(float[3]);
2819 loadmodel->surfmesh.vbooffset_tvector3f = size;if (loadmodel->surfmesh.data_tvector3f ) size += loadmodel->surfmesh.num_vertices * sizeof(float[3]);
2820 loadmodel->surfmesh.vbooffset_normal3f = size;if (loadmodel->surfmesh.data_normal3f ) size += loadmodel->surfmesh.num_vertices * sizeof(float[3]);
2821 loadmodel->surfmesh.vbooffset_texcoordtexture2f = size;if (loadmodel->surfmesh.data_texcoordtexture2f ) size += loadmodel->surfmesh.num_vertices * sizeof(float[2]);
2822 loadmodel->surfmesh.vbooffset_texcoordlightmap2f = size;if (loadmodel->surfmesh.data_texcoordlightmap2f) size += loadmodel->surfmesh.num_vertices * sizeof(float[2]);
2823 loadmodel->surfmesh.vbooffset_lightmapcolor4f = size;if (loadmodel->surfmesh.data_lightmapcolor4f ) size += loadmodel->surfmesh.num_vertices * sizeof(float[4]);
2824 mem = (unsigned char *)Mem_Alloc(tempmempool, size);
2825 if (loadmodel->surfmesh.data_vertex3f ) memcpy(mem + loadmodel->surfmesh.vbooffset_vertex3f , loadmodel->surfmesh.data_vertex3f , loadmodel->surfmesh.num_vertices * sizeof(float[3]));
2826 if (loadmodel->surfmesh.data_svector3f ) memcpy(mem + loadmodel->surfmesh.vbooffset_svector3f , loadmodel->surfmesh.data_svector3f , loadmodel->surfmesh.num_vertices * sizeof(float[3]));
2827 if (loadmodel->surfmesh.data_tvector3f ) memcpy(mem + loadmodel->surfmesh.vbooffset_tvector3f , loadmodel->surfmesh.data_tvector3f , loadmodel->surfmesh.num_vertices * sizeof(float[3]));
2828 if (loadmodel->surfmesh.data_normal3f ) memcpy(mem + loadmodel->surfmesh.vbooffset_normal3f , loadmodel->surfmesh.data_normal3f , loadmodel->surfmesh.num_vertices * sizeof(float[3]));
2829 if (loadmodel->surfmesh.data_texcoordtexture2f ) memcpy(mem + loadmodel->surfmesh.vbooffset_texcoordtexture2f , loadmodel->surfmesh.data_texcoordtexture2f , loadmodel->surfmesh.num_vertices * sizeof(float[2]));
2830 if (loadmodel->surfmesh.data_texcoordlightmap2f) memcpy(mem + loadmodel->surfmesh.vbooffset_texcoordlightmap2f, loadmodel->surfmesh.data_texcoordlightmap2f, loadmodel->surfmesh.num_vertices * sizeof(float[2]));
2831 if (loadmodel->surfmesh.data_lightmapcolor4f ) memcpy(mem + loadmodel->surfmesh.vbooffset_lightmapcolor4f , loadmodel->surfmesh.data_lightmapcolor4f , loadmodel->surfmesh.num_vertices * sizeof(float[4]));
2832 loadmodel->surfmesh.vbo_vertexbuffer = R_Mesh_CreateMeshBuffer(mem, size, loadmodel->name, false, false, false);
2837 static void Mod_Decompile_OBJ(dp_model_t *model, const char *filename, const char *mtlfilename, const char *originalfilename)
2839 int submodelindex, vertexindex, surfaceindex, triangleindex, textureindex, countvertices = 0, countsurfaces = 0, countfaces = 0, counttextures = 0;
2841 const char *texname;
2843 const float *v, *vn, *vt;
2845 size_t outbufferpos = 0;
2846 size_t outbuffermax = 0x100000;
2847 char *outbuffer = (char *) Z_Malloc(outbuffermax), *oldbuffer;
2848 const msurface_t *surface;
2849 const int maxtextures = 256;
2850 char *texturenames = (char *) Z_Malloc(maxtextures * MAX_QPATH);
2851 dp_model_t *submodel;
2853 // construct the mtllib file
2854 l = dpsnprintf(outbuffer + outbufferpos, outbuffermax - outbufferpos, "# mtllib for %s exported by darkplaces engine\n", originalfilename);
2857 for (surfaceindex = 0, surface = model->data_surfaces;surfaceindex < model->num_surfaces;surfaceindex++, surface++)
2860 countvertices += surface->num_vertices;
2861 countfaces += surface->num_triangles;
2862 texname = (surface->texture && surface->texture->name[0]) ? surface->texture->name : "default";
2863 for (textureindex = 0;textureindex < counttextures;textureindex++)
2864 if (!strcmp(texturenames + textureindex * MAX_QPATH, texname))
2866 if (textureindex < counttextures)
2867 continue; // already wrote this material entry
2868 if (textureindex >= maxtextures)
2869 continue; // just a precaution
2870 textureindex = counttextures++;
2871 strlcpy(texturenames + textureindex * MAX_QPATH, texname, MAX_QPATH);
2872 if (outbufferpos >= outbuffermax >> 1)
2875 oldbuffer = outbuffer;
2876 outbuffer = (char *) Z_Malloc(outbuffermax);
2877 memcpy(outbuffer, oldbuffer, outbufferpos);
2880 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");
2885 // write the mtllib file
2886 FS_WriteFile(mtlfilename, outbuffer, outbufferpos);
2888 // construct the obj file
2890 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);
2894 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)
2896 if (outbufferpos >= outbuffermax >> 1)
2899 oldbuffer = outbuffer;
2900 outbuffer = (char *) Z_Malloc(outbuffermax);
2901 memcpy(outbuffer, oldbuffer, outbufferpos);
2904 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]);
2909 for (submodelindex = 0;submodelindex < max(1, model->brush.numsubmodels);submodelindex++)
2911 l = dpsnprintf(outbuffer + outbufferpos, outbuffermax - outbufferpos, "o %i\n", submodelindex);
2914 submodel = model->brush.numsubmodels ? model->brush.submodels[submodelindex] : model;
2915 for (surfaceindex = 0;surfaceindex < submodel->nummodelsurfaces;surfaceindex++)
2917 surface = model->data_surfaces + submodel->sortedmodelsurfaces[surfaceindex];
2918 l = dpsnprintf(outbuffer + outbufferpos, outbuffermax - outbufferpos, "usemtl %s\n", (surface->texture && surface->texture->name[0]) ? surface->texture->name : "default");
2921 for (triangleindex = 0, e = model->surfmesh.data_element3i + surface->num_firsttriangle * 3;triangleindex < surface->num_triangles;triangleindex++, e += 3)
2923 if (outbufferpos >= outbuffermax >> 1)
2926 oldbuffer = outbuffer;
2927 outbuffer = (char *) Z_Malloc(outbuffermax);
2928 memcpy(outbuffer, oldbuffer, outbufferpos);
2934 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);
2941 // write the obj file
2942 FS_WriteFile(filename, outbuffer, outbufferpos);
2946 Z_Free(texturenames);
2949 Con_Printf("Wrote %s (%i bytes, %i vertices, %i faces, %i surfaces with %i distinct textures)\n", filename, (int)outbufferpos, countvertices, countfaces, countsurfaces, counttextures);
2952 static void Mod_Decompile_SMD(dp_model_t *model, const char *filename, int firstpose, int numposes, qboolean writetriangles)
2954 int countnodes = 0, counttriangles = 0, countframes = 0;
2962 size_t outbufferpos = 0;
2963 size_t outbuffermax = 0x100000;
2964 char *outbuffer = (char *) Z_Malloc(outbuffermax), *oldbuffer;
2965 const msurface_t *surface;
2966 l = dpsnprintf(outbuffer + outbufferpos, outbuffermax - outbufferpos, "version 1\nnodes\n");
2969 for (transformindex = 0;transformindex < model->num_bones;transformindex++)
2971 if (outbufferpos >= outbuffermax >> 1)
2974 oldbuffer = outbuffer;
2975 outbuffer = (char *) Z_Malloc(outbuffermax);
2976 memcpy(outbuffer, oldbuffer, outbufferpos);
2980 l = dpsnprintf(outbuffer + outbufferpos, outbuffermax - outbufferpos, "%3i \"%s\" %3i\n", transformindex, model->data_bones[transformindex].name, model->data_bones[transformindex].parent);
2984 l = dpsnprintf(outbuffer + outbufferpos, outbuffermax - outbufferpos, "end\nskeleton\n");
2987 for (poseindex = 0;poseindex < numposes;poseindex++)
2990 l = dpsnprintf(outbuffer + outbufferpos, outbuffermax - outbufferpos, "time %i\n", poseindex);
2993 for (transformindex = 0;transformindex < model->num_bones;transformindex++)
2997 matrix4x4_t posematrix;
2998 if (outbufferpos >= outbuffermax >> 1)
3001 oldbuffer = outbuffer;
3002 outbuffer = (char *) Z_Malloc(outbuffermax);
3003 memcpy(outbuffer, oldbuffer, outbufferpos);
3007 // strangely the smd angles are for a transposed matrix, so we
3008 // have to generate a transposed matrix, then convert that...
3009 Matrix4x4_FromBonePose6s(&posematrix, model->num_posescale, model->data_poses6s + 6*(model->num_bones * poseindex + transformindex));
3010 Matrix4x4_ToArray12FloatGL(&posematrix, mtest[0]);
3011 AnglesFromVectors(angles, mtest[0], mtest[2], false);
3012 if (angles[0] >= 180) angles[0] -= 360;
3013 if (angles[1] >= 180) angles[1] -= 360;
3014 if (angles[2] >= 180) angles[2] -= 360;
3018 float a = DEG2RAD(angles[ROLL]);
3019 float b = DEG2RAD(angles[PITCH]);
3020 float c = DEG2RAD(angles[YAW]);
3021 float cy, sy, cp, sp, cr, sr;
3023 // smd matrix construction, for comparing
3034 test[1][0] = sr*sp*cy+cr*-sy;
3035 test[1][1] = sr*sp*sy+cr*cy;
3037 test[2][0] = (cr*sp*cy+-sr*-sy);
3038 test[2][1] = (cr*sp*sy+-sr*cy);
3040 test[3][0] = pose[9];
3041 test[3][1] = pose[10];
3042 test[3][2] = pose[11];
3045 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]));
3050 l = dpsnprintf(outbuffer + outbufferpos, outbuffermax - outbufferpos, "end\n");
3055 l = dpsnprintf(outbuffer + outbufferpos, outbuffermax - outbufferpos, "triangles\n");
3058 for (surfaceindex = 0, surface = model->data_surfaces;surfaceindex < model->num_surfaces;surfaceindex++, surface++)
3060 for (triangleindex = 0, e = model->surfmesh.data_element3i + surface->num_firsttriangle * 3;triangleindex < surface->num_triangles;triangleindex++, e += 3)
3063 if (outbufferpos >= outbuffermax >> 1)
3066 oldbuffer = outbuffer;
3067 outbuffer = (char *) Z_Malloc(outbuffermax);
3068 memcpy(outbuffer, oldbuffer, outbufferpos);
3071 l = dpsnprintf(outbuffer + outbufferpos, outbuffermax - outbufferpos, "%s\n", surface->texture && surface->texture->name[0] ? surface->texture->name : "default.bmp");
3074 for (cornerindex = 0;cornerindex < 3;cornerindex++)
3076 const int index = e[2-cornerindex];
3077 const float *v = model->surfmesh.data_vertex3f + index * 3;
3078 const float *vn = model->surfmesh.data_normal3f + index * 3;
3079 const float *vt = model->surfmesh.data_texcoordtexture2f + index * 2;
3080 const int b = model->surfmesh.blends[index];
3081 if (b < model->num_bones)
3082 l = dpsnprintf(outbuffer + outbufferpos, outbuffermax - outbufferpos, "%3i %f %f %f %f %f %f %f %f\n" , b, v[0], v[1], v[2], vn[0], vn[1], vn[2], vt[0], 1 - vt[1]);
3085 const blendweights_t *w = model->surfmesh.data_blendweights + b - model->num_bones;
3086 const unsigned char *wi = w->index;
3087 const unsigned char *wf = w->influence;
3088 if (wf[3]) l = dpsnprintf(outbuffer + outbufferpos, outbuffermax - outbufferpos, "%3i %f %f %f %f %f %f %f %f 4 %i %f %i %f %i %f %i %f\n", wi[0], v[0], v[1], v[2], vn[0], vn[1], vn[2], vt[0], 1 - vt[1], wi[0], wf[0]/255.0f, wi[1], wf[1]/255.0f, wi[2], wf[2]/255.0f, wi[3], wf[3]/255.0f);
3089 else if (wf[2]) l = dpsnprintf(outbuffer + outbufferpos, outbuffermax - outbufferpos, "%3i %f %f %f %f %f %f %f %f 3 %i %f %i %f %i %f\n" , wi[0], v[0], v[1], v[2], vn[0], vn[1], vn[2], vt[0], 1 - vt[1], wi[0], wf[0]/255.0f, wi[1], wf[1]/255.0f, wi[2], wf[2]/255.0f);
3090 else if (wf[1]) l = dpsnprintf(outbuffer + outbufferpos, outbuffermax - outbufferpos, "%3i %f %f %f %f %f %f %f %f 2 %i %f %i %f\n" , wi[0], v[0], v[1], v[2], vn[0], vn[1], vn[2], vt[0], 1 - vt[1], wi[0], wf[0]/255.0f, wi[1], wf[1]/255.0f);
3091 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]);
3098 l = dpsnprintf(outbuffer + outbufferpos, outbuffermax - outbufferpos, "end\n");
3103 FS_WriteFile(filename, outbuffer, outbufferpos);
3106 Con_Printf("Wrote %s (%i bytes, %i nodes, %i frames, %i triangles)\n", filename, (int)outbufferpos, countnodes, countframes, counttriangles);
3113 decompiles a model to editable files
3116 static void Mod_Decompile_f(void)
3118 int i, j, k, l, first, count;
3120 char inname[MAX_QPATH];
3121 char outname[MAX_QPATH];
3122 char mtlname[MAX_QPATH];
3123 char basename[MAX_QPATH];
3124 char animname[MAX_QPATH];
3125 char animname2[MAX_QPATH];
3126 char zymtextbuffer[16384];
3127 char dpmtextbuffer[16384];
3128 char framegroupstextbuffer[16384];
3129 int zymtextsize = 0;
3130 int dpmtextsize = 0;
3131 int framegroupstextsize = 0;
3133 if (Cmd_Argc() != 2)
3135 Con_Print("usage: modeldecompile <filename>\n");
3139 strlcpy(inname, Cmd_Argv(1), sizeof(inname));
3140 FS_StripExtension(inname, basename, sizeof(basename));
3142 mod = Mod_ForName(inname, false, true, inname[0] == '*' ? cl.model_name[1] : NULL);
3143 if (mod->brush.submodel)
3145 // if we're decompiling a submodel, be sure to give it a proper name based on its parent
3146 FS_StripExtension(cl.model_name[1], outname, sizeof(outname));
3147 dpsnprintf(basename, sizeof(basename), "%s/%s", outname, mod->name);
3152 Con_Print("No such model\n");
3155 if (!mod->surfmesh.num_triangles)
3157 Con_Print("Empty model (or sprite)\n");
3161 // export OBJ if possible (not on sprites)
3162 if (mod->surfmesh.num_triangles)
3164 dpsnprintf(outname, sizeof(outname), "%s_decompiled.obj", basename);
3165 dpsnprintf(mtlname, sizeof(mtlname), "%s_decompiled.mtl", basename);
3166 Mod_Decompile_OBJ(mod, outname, mtlname, inname);
3169 // export SMD if possible (only for skeletal models)
3170 if (mod->surfmesh.num_triangles && mod->num_bones)
3172 dpsnprintf(outname, sizeof(outname), "%s_decompiled/ref1.smd", basename);
3173 Mod_Decompile_SMD(mod, outname, 0, 1, true);
3174 l = dpsnprintf(zymtextbuffer + zymtextsize, sizeof(zymtextbuffer) - zymtextsize, "output out.zym\nscale 1\norigin 0 0 0\nmesh ref1.smd\n");
3175 if (l > 0) zymtextsize += l;
3176 l = dpsnprintf(dpmtextbuffer + dpmtextsize, sizeof(dpmtextbuffer) - dpmtextsize, "outputdir .\nmodel out\nscale 1\norigin 0 0 0\nscene ref1.smd\n");
3177 if (l > 0) dpmtextsize += l;
3178 for (i = 0;i < mod->numframes;i = j)
3180 strlcpy(animname, mod->animscenes[i].name, sizeof(animname));
3181 first = mod->animscenes[i].firstframe;
3182 if (mod->animscenes[i].framecount > 1)
3185 count = mod->animscenes[i].framecount;
3191 // check for additional frames with same name
3192 for (l = 0, k = strlen(animname);animname[l];l++)
3193 if(animname[l] < '0' || animname[l] > '9')
3195 if(k > 0 && animname[k-1] == '_')
3198 count = mod->num_poses - first;
3199 for (j = i + 1;j < mod->numframes;j++)
3201 strlcpy(animname2, mod->animscenes[j].name, sizeof(animname2));
3202 for (l = 0, k = strlen(animname2);animname2[l];l++)
3203 if(animname2[l] < '0' || animname2[l] > '9')
3205 if(k > 0 && animname[k-1] == '_')
3208 if (strcmp(animname2, animname) || mod->animscenes[j].framecount > 1)
3210 count = mod->animscenes[j].firstframe - first;
3214 // if it's only one frame, use the original frame name
3216 strlcpy(animname, mod->animscenes[i].name, sizeof(animname));
3219 dpsnprintf(outname, sizeof(outname), "%s_decompiled/%s.smd", basename, animname);
3220 Mod_Decompile_SMD(mod, outname, first, count, false);
3221 if (zymtextsize < (int)sizeof(zymtextbuffer) - 100)
3223 l = dpsnprintf(zymtextbuffer + zymtextsize, sizeof(zymtextbuffer) - zymtextsize, "scene %s.smd fps %g %s\n", animname, mod->animscenes[i].framerate, mod->animscenes[i].loop ? "" : " noloop");
3224 if (l > 0) zymtextsize += l;
3226 if (dpmtextsize < (int)sizeof(dpmtextbuffer) - 100)
3228 l = dpsnprintf(dpmtextbuffer + dpmtextsize, sizeof(dpmtextbuffer) - dpmtextsize, "scene %s.smd fps %g %s\n", animname, mod->animscenes[i].framerate, mod->animscenes[i].loop ? "" : " noloop");
3229 if (l > 0) dpmtextsize += l;
3231 if (framegroupstextsize < (int)sizeof(framegroupstextbuffer) - 100)
3233 l = dpsnprintf(framegroupstextbuffer + framegroupstextsize, sizeof(framegroupstextbuffer) - framegroupstextsize, "%d %d %f %d // %s\n", first, count, mod->animscenes[i].framerate, mod->animscenes[i].loop, animname);
3234 if (l > 0) framegroupstextsize += l;
3238 FS_WriteFile(va("%s_decompiled/out_zym.txt", basename), zymtextbuffer, (fs_offset_t)zymtextsize);
3240 FS_WriteFile(va("%s_decompiled/out_dpm.txt", basename), dpmtextbuffer, (fs_offset_t)dpmtextsize);
3241 if (framegroupstextsize)
3242 FS_WriteFile(va("%s_decompiled.framegroups", basename), framegroupstextbuffer, (fs_offset_t)framegroupstextsize);
3246 void Mod_AllocLightmap_Init(mod_alloclightmap_state_t *state, int width, int height)
3249 memset(state, 0, sizeof(*state));
3250 state->width = width;
3251 state->height = height;
3252 state->currentY = 0;
3253 state->rows = (mod_alloclightmap_row_t *)Mem_Alloc(loadmodel->mempool, state->height * sizeof(*state->rows));
3254 for (y = 0;y < state->height;y++)
3256 state->rows[y].currentX = 0;
3257 state->rows[y].rowY = -1;
3261 void Mod_AllocLightmap_Reset(mod_alloclightmap_state_t *state)
3264 state->currentY = 0;
3265 for (y = 0;y < state->height;y++)
3267 state->rows[y].currentX = 0;
3268 state->rows[y].rowY = -1;
3272 void Mod_AllocLightmap_Free(mod_alloclightmap_state_t *state)
3275 Mem_Free(state->rows);
3276 memset(state, 0, sizeof(*state));
3279 qboolean Mod_AllocLightmap_Block(mod_alloclightmap_state_t *state, int blockwidth, int blockheight, int *outx, int *outy)
3281 mod_alloclightmap_row_t *row;
3284 row = state->rows + blockheight;
3285 if ((row->rowY < 0) || (row->currentX + blockwidth > state->width))
3287 if (state->currentY + blockheight <= state->height)
3289 // use the current allocation position
3290 row->rowY = state->currentY;
3292 state->currentY += blockheight;
3296 // find another position
3297 for (y = blockheight;y < state->height;y++)
3299 if ((state->rows[y].rowY >= 0) && (state->rows[y].currentX + blockwidth <= state->width))
3301 row = state->rows + y;
3305 if (y == state->height)
3310 *outx = row->currentX;
3311 row->currentX += blockwidth;
3316 typedef struct lightmapsample_s
3320 float *vertex_color;
3321 unsigned char *lm_bgr;
3322 unsigned char *lm_dir;
3326 typedef struct lightmapvertex_s
3331 float texcoordbase[2];
3332 float texcoordlightmap[2];
3333 float lightcolor[4];
3337 typedef struct lightmaptriangle_s
3345 // 2D modelspace coordinates of min corner
3346 // snapped to lightmap grid but not in grid coordinates
3348 // 2D modelspace to lightmap coordinate scale
3356 typedef struct lightmaplight_s
3367 lightmaptriangle_t *mod_generatelightmaps_lightmaptriangles;
3369 #define MAX_LIGHTMAPSAMPLES 64
3370 static int mod_generatelightmaps_numoffsets[3];
3371 static float mod_generatelightmaps_offsets[3][MAX_LIGHTMAPSAMPLES][3];
3373 static int mod_generatelightmaps_numlights;
3374 static lightmaplight_t *mod_generatelightmaps_lightinfo;
3376 extern int R_Shadow_GetRTLightInfo(unsigned int lightindex, float *origin, float *radius, float *color);
3377 extern cvar_t r_shadow_lightattenuationdividebias;
3378 extern cvar_t r_shadow_lightattenuationlinearscale;
3380 static void Mod_GenerateLightmaps_LightPoint(dp_model_t *model, const vec3_t pos, vec3_t ambient, vec3_t diffuse, vec3_t lightdir)
3385 float relativepoint[3];
3392 float lightorigin[3];
3396 float lightcolor[3];
3398 for (i = 0;i < 5*3;i++)
3400 for (index = 0;;index++)
3402 result = R_Shadow_GetRTLightInfo(index, lightorigin, &lightradius, lightcolor);
3407 lightradius2 = lightradius * lightradius;
3408 VectorSubtract(lightorigin, pos, relativepoint);
3409 dist2 = VectorLength2(relativepoint);
3410 if (dist2 >= lightradius2)
3412 lightiradius = 1.0f / lightradius;
3413 dist = sqrt(dist2) * lightiradius;
3414 intensity = dist < 1 ? ((1.0f - dist) * r_shadow_lightattenuationlinearscale.value / (r_shadow_lightattenuationdividebias.value + dist*dist)) : 0;
3417 if (model && model->TraceLine)
3419 model->TraceLine(model, NULL, NULL, &trace, pos, lightorigin, SUPERCONTENTS_VISBLOCKERMASK);
3420 if (trace.fraction < 1)
3423 // scale down intensity to add to both ambient and diffuse
3424 //intensity *= 0.5f;
3425 VectorNormalize(relativepoint);
3426 VectorScale(lightcolor, intensity, color);
3427 VectorMA(sample , 0.5f , color, sample );
3428 VectorMA(sample + 3, relativepoint[0], color, sample + 3);
3429 VectorMA(sample + 6, relativepoint[1], color, sample + 6);
3430 VectorMA(sample + 9, relativepoint[2], color, sample + 9);
3431 // calculate a weighted average light direction as well
3432 intensity *= VectorLength(color);
3433 VectorMA(sample + 12, intensity, relativepoint, sample + 12);
3435 // calculate the direction we'll use to reduce the sample to a directional light source
3436 VectorCopy(sample + 12, dir);
3437 //VectorSet(dir, sample[3] + sample[4] + sample[5], sample[6] + sample[7] + sample[8], sample[9] + sample[10] + sample[11]);
3438 VectorNormalize(dir);
3439 // extract the diffuse color along the chosen direction and scale it
3440 diffuse[0] = (dir[0]*sample[3] + dir[1]*sample[6] + dir[2]*sample[ 9] + sample[ 0]);
3441 diffuse[1] = (dir[0]*sample[4] + dir[1]*sample[7] + dir[2]*sample[10] + sample[ 1]);
3442 diffuse[2] = (dir[0]*sample[5] + dir[1]*sample[8] + dir[2]*sample[11] + sample[ 2]);
3443 // subtract some of diffuse from ambient
3444 VectorMA(sample, -0.333f, diffuse, ambient);
3445 // store the normalized lightdir
3446 VectorCopy(dir, lightdir);
3449 static void Mod_GenerateLightmaps_CreateLights_ComputeSVBSP_InsertSurfaces(const dp_model_t *model, svbsp_t *svbsp, const float *mins, const float *maxs)
3453 const msurface_t *surface;
3454 const float *vertex3f = model->surfmesh.data_vertex3f;
3455 const int *element3i = model->surfmesh.data_element3i;
3458 for (surfaceindex = 0, surface = model->data_surfaces;surfaceindex < model->nummodelsurfaces;surfaceindex++, surface++)
3460 if (!BoxesOverlap(surface->mins, surface->maxs, mins, maxs))
3462 if (surface->texture->basematerialflags & MATERIALFLAG_NOSHADOW)
3464 for (triangleindex = 0, e = element3i + 3*surface->num_firsttriangle;triangleindex < surface->num_triangles;triangleindex++, e += 3)
3466 VectorCopy(vertex3f + 3*e[0], v2[0]);
3467 VectorCopy(vertex3f + 3*e[1], v2[1]);
3468 VectorCopy(vertex3f + 3*e[2], v2[2]);
3469 SVBSP_AddPolygon(svbsp, 3, v2[0], true, NULL, NULL, 0);
3474 static void Mod_GenerateLightmaps_CreateLights_ComputeSVBSP(dp_model_t *model, lightmaplight_t *lightinfo)
3476 int maxnodes = 1<<14;
3477 svbsp_node_t *nodes;
3482 VectorSet(mins, lightinfo->origin[0] - lightinfo->radius, lightinfo->origin[1] - lightinfo->radius, lightinfo->origin[2] - lightinfo->radius);
3483 VectorSet(maxs, lightinfo->origin[0] + lightinfo->radius, lightinfo->origin[1] + lightinfo->radius, lightinfo->origin[2] + lightinfo->radius);
3484 VectorCopy(lightinfo->origin, origin);
3485 nodes = (svbsp_node_t *)Mem_Alloc(tempmempool, maxnodes * sizeof(*nodes));
3488 SVBSP_Init(&svbsp, origin, maxnodes, nodes);
3489 Mod_GenerateLightmaps_CreateLights_ComputeSVBSP_InsertSurfaces(model, &svbsp, mins, maxs);
3490 if (svbsp.ranoutofnodes)
3493 if (maxnodes > 1<<22)
3499 nodes = (svbsp_node_t *)Mem_Alloc(tempmempool, maxnodes * sizeof(*nodes));
3504 if (svbsp.numnodes > 0)
3506 svbsp.nodes = (svbsp_node_t *)Mem_Alloc(tempmempool, svbsp.numnodes * sizeof(*nodes));
3507 memcpy(svbsp.nodes, nodes, svbsp.numnodes * sizeof(*nodes));
3508 lightinfo->svbsp = svbsp;
3513 static void Mod_GenerateLightmaps_CreateLights(dp_model_t *model)
3517 lightmaplight_t *lightinfo;
3521 mod_generatelightmaps_numlights = 0;
3522 for (index = 0;;index++)
3524 result = R_Shadow_GetRTLightInfo(index, origin, &radius, color);
3528 mod_generatelightmaps_numlights++;
3530 if (mod_generatelightmaps_numlights > 0)
3532 mod_generatelightmaps_lightinfo = (lightmaplight_t *)Mem_Alloc(tempmempool, mod_generatelightmaps_numlights * sizeof(*mod_generatelightmaps_lightinfo));
3533 lightinfo = mod_generatelightmaps_lightinfo;
3534 for (index = 0;;index++)
3536 result = R_Shadow_GetRTLightInfo(index, lightinfo->origin, &lightinfo->radius, lightinfo->color);
3543 for (index = 0, lightinfo = mod_generatelightmaps_lightinfo;index < mod_generatelightmaps_numlights;index++, lightinfo++)
3545 lightinfo->iradius = 1.0f / lightinfo->radius;
3546 lightinfo->radius2 = lightinfo->radius * lightinfo->radius;
3547 // TODO: compute svbsp
3548 Mod_GenerateLightmaps_CreateLights_ComputeSVBSP(model, lightinfo);
3552 static void Mod_GenerateLightmaps_DestroyLights(dp_model_t *model)
3555 if (mod_generatelightmaps_lightinfo)
3557 for (i = 0;i < mod_generatelightmaps_numlights;i++)
3558 if (mod_generatelightmaps_lightinfo[i].svbsp.nodes)
3559 Mem_Free(mod_generatelightmaps_lightinfo[i].svbsp.nodes);
3560 Mem_Free(mod_generatelightmaps_lightinfo);
3562 mod_generatelightmaps_lightinfo = NULL;
3563 mod_generatelightmaps_numlights = 0;
3566 static qboolean Mod_GenerateLightmaps_SamplePoint_SVBSP(const svbsp_t *svbsp, const float *pos)
3568 const svbsp_node_t *node;
3569 const svbsp_node_t *nodes = svbsp->nodes;
3574 num = node->children[DotProduct(node->plane, pos) < node->plane[3]];
3576 return num == -1; // true if empty, false if solid (shadowed)
3579 static void Mod_GenerateLightmaps_SamplePoint(const float *pos, const float *normal, float *sample, int numoffsets, const float *offsets)
3582 float relativepoint[3];
3591 const lightmaplight_t *lightinfo;
3593 for (i = 0;i < 5*3;i++)
3595 for (i = 0, lightinfo = mod_generatelightmaps_lightinfo;i < mod_generatelightmaps_numlights;i++, lightinfo++)
3597 //R_SampleRTLights(pos, sample, numoffsets, offsets);
3598 VectorSubtract(lightinfo->origin, pos, relativepoint);
3599 // don't accept light from behind a surface, it causes bad shading
3600 if (normal && DotProduct(relativepoint, normal) <= 0)
3602 dist2 = VectorLength2(relativepoint);
3603 if (dist2 >= lightinfo->radius2)
3605 dist = sqrt(dist2) * lightinfo->iradius;
3606 intensity = dist < 1 ? ((1.0f - dist) * r_shadow_lightattenuationlinearscale.value / (r_shadow_lightattenuationdividebias.value + dist*dist)) : 0;
3609 if (cl.worldmodel && cl.worldmodel->TraceLine && numoffsets > 0)
3613 if (Mod_GenerateLightmaps_SamplePoint_SVBSP(&lightinfo->svbsp, pos))
3615 for (offsetindex = 1;offsetindex < numoffsets;offsetindex++)
3617 VectorAdd(pos, offsets + 3*offsetindex, offsetpos);
3620 // for light grid we'd better check visibility of the offset point
3621 cl.worldmodel->TraceLine(cl.worldmodel, NULL, NULL, &trace, pos, offsetpos, SUPERCONTENTS_VISBLOCKERMASK);
3622 if (trace.fraction < 1)
3623 VectorLerp(pos, trace.fraction, offsetpos, offsetpos);
3626 if (Mod_GenerateLightmaps_SamplePoint_SVBSP(&lightinfo->svbsp, offsetpos))
3631 // scale intensity according to how many rays succeeded
3632 // we know one test is valid, half of the rest will fail...
3633 //if (normal && tests > 1)
3634 // intensity *= (tests - 1.0f) / tests;
3635 intensity *= (float)hits / tests;
3637 // scale down intensity to add to both ambient and diffuse
3638 //intensity *= 0.5f;
3639 VectorNormalize(relativepoint);
3640 VectorScale(lightinfo->color, intensity, color);
3641 VectorMA(sample , 0.5f , color, sample );
3642 VectorMA(sample + 3, relativepoint[0], color, sample + 3);
3643 VectorMA(sample + 6, relativepoint[1], color, sample + 6);
3644 VectorMA(sample + 9, relativepoint[2], color, sample + 9);
3645 // calculate a weighted average light direction as well
3646 intensity *= VectorLength(color);
3647 VectorMA(sample + 12, intensity, relativepoint, sample + 12);
3651 static void Mod_GenerateLightmaps_LightmapSample(const float *pos, const float *normal, unsigned char *lm_bgr, unsigned char *lm_dir)
3657 Mod_GenerateLightmaps_SamplePoint(pos, normal, sample, mod_generatelightmaps_numoffsets[0], mod_generatelightmaps_offsets[0][0]);
3658 //VectorSet(dir, sample[3] + sample[4] + sample[5], sample[6] + sample[7] + sample[8], sample[9] + sample[10] + sample[11]);
3659 VectorCopy(sample + 12, dir);
3660 VectorNormalize(dir);
3661 //VectorAdd(dir, normal, dir);
3662 //VectorNormalize(dir);
3663 f = DotProduct(dir, normal);
3664 f = max(0, f) * 255.0f;
3665 VectorScale(sample, f, color);
3666 //VectorCopy(normal, dir);
3667 VectorSet(dir, (dir[0]+1.0f)*127.5f, (dir[1]+1.0f)*127.5f, (dir[2]+1.0f)*127.5f);
3668 lm_bgr[0] = (unsigned char)bound(0.0f, color[2], 255.0f);
3669 lm_bgr[1] = (unsigned char)bound(0.0f, color[1], 255.0f);
3670 lm_bgr[2] = (unsigned char)bound(0.0f, color[0], 255.0f);
3672 lm_dir[0] = (unsigned char)dir[2];
3673 lm_dir[1] = (unsigned char)dir[1];
3674 lm_dir[2] = (unsigned char)dir[0];
3678 static void Mod_GenerateLightmaps_VertexSample(const float *pos, const float *normal, float *vertex_color)
3681 Mod_GenerateLightmaps_SamplePoint(pos, normal, sample, mod_generatelightmaps_numoffsets[1], mod_generatelightmaps_offsets[1][0]);
3682 VectorCopy(sample, vertex_color);
3685 static void Mod_GenerateLightmaps_GridSample(const float *pos, q3dlightgrid_t *s)
3691 Mod_GenerateLightmaps_SamplePoint(pos, NULL, sample, mod_generatelightmaps_numoffsets[2], mod_generatelightmaps_offsets[2][0]);
3692 // calculate the direction we'll use to reduce the sample to a directional light source
3693 VectorCopy(sample + 12, dir);
3694 //VectorSet(dir, sample[3] + sample[4] + sample[5], sample[6] + sample[7] + sample[8], sample[9] + sample[10] + sample[11]);
3695 VectorNormalize(dir);
3696 // extract the diffuse color along the chosen direction and scale it
3697 diffuse[0] = (dir[0]*sample[3] + dir[1]*sample[6] + dir[2]*sample[ 9] + sample[ 0]) * 127.5f;
3698 diffuse[1] = (dir[0]*sample[4] + dir[1]*sample[7] + dir[2]*sample[10] + sample[ 1]) * 127.5f;
3699 diffuse[2] = (dir[0]*sample[5] + dir[1]*sample[8] + dir[2]*sample[11] + sample[ 2]) * 127.5f;
3700 // scale the ambient from 0-2 to 0-255 and subtract some of diffuse
3701 VectorScale(sample, 127.5f, ambient);
3702 VectorMA(ambient, -0.333f, diffuse, ambient);
3703 // encode to the grid format
3704 s->ambientrgb[0] = (unsigned char)bound(0.0f, ambient[0], 255.0f);
3705 s->ambientrgb[1] = (unsigned char)bound(0.0f, ambient[1], 255.0f);
3706 s->ambientrgb[2] = (unsigned char)bound(0.0f, ambient[2], 255.0f);
3707 s->diffusergb[0] = (unsigned char)bound(0.0f, diffuse[0], 255.0f);
3708 s->diffusergb[1] = (unsigned char)bound(0.0f, diffuse[1], 255.0f);
3709 s->diffusergb[2] = (unsigned char)bound(0.0f, diffuse[2], 255.0f);
3710 if (dir[2] >= 0.99f) {s->diffusepitch = 0;s->diffuseyaw = 0;}
3711 else if (dir[2] <= -0.99f) {s->diffusepitch = 128;s->diffuseyaw = 0;}
3712 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));}
3715 static void Mod_GenerateLightmaps_InitSampleOffsets(dp_model_t *model)
3720 memset(mod_generatelightmaps_offsets, 0, sizeof(mod_generatelightmaps_offsets));
3721 mod_generatelightmaps_numoffsets[0] = min(MAX_LIGHTMAPSAMPLES, mod_generatelightmaps_lightmapsamples.integer);
3722 mod_generatelightmaps_numoffsets[1] = min(MAX_LIGHTMAPSAMPLES, mod_generatelightmaps_vertexsamples.integer);
3723 mod_generatelightmaps_numoffsets[2] = min(MAX_LIGHTMAPSAMPLES, mod_generatelightmaps_gridsamples.integer);
3724 radius[0] = mod_generatelightmaps_lightmapradius.value;
3725 radius[1] = mod_generatelightmaps_vertexradius.value;
3726 radius[2] = mod_generatelightmaps_gridradius.value;
3727 for (i = 0;i < 3;i++)
3729 for (j = 1;j < mod_generatelightmaps_numoffsets[i];j++)
3732 VectorScale(temp, radius[i], mod_generatelightmaps_offsets[i][j]);
3737 static void Mod_GenerateLightmaps_DestroyLightmaps(dp_model_t *model)
3739 msurface_t *surface;
3742 for (surfaceindex = 0;surfaceindex < model->num_surfaces;surfaceindex++)
3744 surface = model->data_surfaces + surfaceindex;
3745 surface->lightmaptexture = NULL;
3746 surface->deluxemaptexture = NULL;
3748 if (model->brushq3.data_lightmaps)
3750 for (i = 0;i < model->brushq3.num_mergedlightmaps;i++)
3751 if (model->brushq3.data_lightmaps[i])
3752 R_FreeTexture(model->brushq3.data_lightmaps[i]);
3753 Mem_Free(model->brushq3.data_lightmaps);
3754 model->brushq3.data_lightmaps = NULL;
3756 if (model->brushq3.data_deluxemaps)
3758 for (i = 0;i < model->brushq3.num_mergedlightmaps;i++)
3759 if (model->brushq3.data_deluxemaps[i])
3760 R_FreeTexture(model->brushq3.data_deluxemaps[i]);
3761 Mem_Free(model->brushq3.data_deluxemaps);
3762 model->brushq3.data_deluxemaps = NULL;
3766 static void Mod_GenerateLightmaps_UnweldTriangles(dp_model_t *model)
3768 msurface_t *surface;
3774 surfmesh_t oldsurfmesh;
3776 unsigned char *data;
3777 oldsurfmesh = model->surfmesh;
3778 model->surfmesh.num_triangles = oldsurfmesh.num_triangles;
3779 model->surfmesh.num_vertices = oldsurfmesh.num_triangles * 3;
3781 size += model->surfmesh.num_vertices * sizeof(float[3]);
3782 size += model->surfmesh.num_vertices * sizeof(float[3]);
3783 size += model->surfmesh.num_vertices * sizeof(float[3]);
3784 size += model->surfmesh.num_vertices * sizeof(float[3]);
3785 size += model->surfmesh.num_vertices * sizeof(float[2]);
3786 size += model->surfmesh.num_vertices * sizeof(float[2]);
3787 size += model->surfmesh.num_vertices * sizeof(float[4]);
3788 data = (unsigned char *)Mem_Alloc(model->mempool, size);
3789 model->surfmesh.data_vertex3f = (float *)data;data += model->surfmesh.num_vertices * sizeof(float[3]);
3790 model->surfmesh.data_normal3f = (float *)data;data += model->surfmesh.num_vertices * sizeof(float[3]);
3791 model->surfmesh.data_svector3f = (float *)data;data += model->surfmesh.num_vertices * sizeof(float[3]);
3792 model->surfmesh.data_tvector3f = (float *)data;data += model->surfmesh.num_vertices * sizeof(float[3]);
3793 model->surfmesh.data_texcoordtexture2f = (float *)data;data += model->surfmesh.num_vertices * sizeof(float[2]);
3794 model->surfmesh.data_texcoordlightmap2f = (float *)data;data += model->surfmesh.num_vertices * sizeof(float[2]);
3795 model->surfmesh.data_lightmapcolor4f = (float *)data;data += model->surfmesh.num_vertices * sizeof(float[4]);
3796 if (model->surfmesh.num_vertices > 65536)
3797 model->surfmesh.data_element3s = NULL;
3799 if (model->surfmesh.vertexposition)
3800 Mem_Free(model->surfmesh.vertexposition);
3801 model->surfmesh.vertexposition = NULL;
3802 if (model->surfmesh.vertexmesh)
3803 Mem_Free(model->surfmesh.vertexmesh);
3804 model->surfmesh.vertexmesh = NULL;
3805 if (model->surfmesh.vertexpositionbuffer)
3806 R_Mesh_DestroyMeshBuffer(model->surfmesh.vertexpositionbuffer);
3807 model->surfmesh.vertexpositionbuffer = NULL;
3808 if (model->surfmesh.vertexmeshbuffer)
3809 R_Mesh_DestroyMeshBuffer(model->surfmesh.vertexmeshbuffer);
3810 model->surfmesh.vertexmeshbuffer = NULL;
3811 if (model->surfmesh.data_element3i_indexbuffer)
3812 R_Mesh_DestroyMeshBuffer(model->surfmesh.data_element3i_indexbuffer);
3813 model->surfmesh.data_element3i_indexbuffer = NULL;
3814 if (model->surfmesh.data_element3s_indexbuffer)
3815 R_Mesh_DestroyMeshBuffer(model->surfmesh.data_element3s_indexbuffer);
3816 model->surfmesh.data_element3s_indexbuffer = NULL;
3817 if (model->surfmesh.vbo_vertexbuffer)
3818 R_Mesh_DestroyMeshBuffer(model->surfmesh.vbo_vertexbuffer);
3819 model->surfmesh.vbo_vertexbuffer = 0;
3821 // convert all triangles to unique vertex data
3823 for (surfaceindex = 0;surfaceindex < model->num_surfaces;surfaceindex++)
3825 surface = model->data_surfaces + surfaceindex;
3826 surface->num_firstvertex = outvertexindex;
3827 surface->num_vertices = surface->num_triangles*3;
3828 e = oldsurfmesh.data_element3i + surface->num_firsttriangle*3;
3829 for (i = 0;i < surface->num_triangles*3;i++)
3832 model->surfmesh.data_vertex3f[outvertexindex*3+0] = oldsurfmesh.data_vertex3f[vertexindex*3+0];
3833 model->surfmesh.data_vertex3f[outvertexindex*3+1] = oldsurfmesh.data_vertex3f[vertexindex*3+1];
3834 model->surfmesh.data_vertex3f[outvertexindex*3+2] = oldsurfmesh.data_vertex3f[vertexindex*3+2];
3835 model->surfmesh.data_normal3f[outvertexindex*3+0] = oldsurfmesh.data_normal3f[vertexindex*3+0];
3836 model->surfmesh.data_normal3f[outvertexindex*3+1] = oldsurfmesh.data_normal3f[vertexindex*3+1];
3837 model->surfmesh.data_normal3f[outvertexindex*3+2] = oldsurfmesh.data_normal3f[vertexindex*3+2];
3838 model->surfmesh.data_svector3f[outvertexindex*3+0] = oldsurfmesh.data_svector3f[vertexindex*3+0];
3839 model->surfmesh.data_svector3f[outvertexindex*3+1] = oldsurfmesh.data_svector3f[vertexindex*3+1];
3840 model->surfmesh.data_svector3f[outvertexindex*3+2] = oldsurfmesh.data_svector3f[vertexindex*3+2];
3841 model->surfmesh.data_tvector3f[outvertexindex*3+0] = oldsurfmesh.data_tvector3f[vertexindex*3+0];
3842 model->surfmesh.data_tvector3f[outvertexindex*3+1] = oldsurfmesh.data_tvector3f[vertexindex*3+1];
3843 model->surfmesh.data_tvector3f[outvertexindex*3+2] = oldsurfmesh.data_tvector3f[vertexindex*3+2];
3844 model->surfmesh.data_texcoordtexture2f[outvertexindex*2+0] = oldsurfmesh.data_texcoordtexture2f[vertexindex*2+0];
3845 model->surfmesh.data_texcoordtexture2f[outvertexindex*2+1] = oldsurfmesh.data_texcoordtexture2f[vertexindex*2+1];
3846 if (oldsurfmesh.data_texcoordlightmap2f)
3848 model->surfmesh.data_texcoordlightmap2f[outvertexindex*2+0] = oldsurfmesh.data_texcoordlightmap2f[vertexindex*2+0];
3849 model->surfmesh.data_texcoordlightmap2f[outvertexindex*2+1] = oldsurfmesh.data_texcoordlightmap2f[vertexindex*2+1];
3851 if (oldsurfmesh.data_lightmapcolor4f)
3853 model->surfmesh.data_lightmapcolor4f[outvertexindex*4+0] = oldsurfmesh.data_lightmapcolor4f[vertexindex*4+0];
3854 model->surfmesh.data_lightmapcolor4f[outvertexindex*4+1] = oldsurfmesh.data_lightmapcolor4f[vertexindex*4+1];
3855 model->surfmesh.data_lightmapcolor4f[outvertexindex*4+2] = oldsurfmesh.data_lightmapcolor4f[vertexindex*4+2];
3856 model->surfmesh.data_lightmapcolor4f[outvertexindex*4+3] = oldsurfmesh.data_lightmapcolor4f[vertexindex*4+3];
3859 Vector4Set(model->surfmesh.data_lightmapcolor4f + 4*outvertexindex, 1, 1, 1, 1);
3860 model->surfmesh.data_element3i[surface->num_firsttriangle*3+i] = outvertexindex;
3864 if (model->surfmesh.data_element3s)
3865 for (i = 0;i < model->surfmesh.num_triangles*3;i++)
3866 model->surfmesh.data_element3s[i] = model->surfmesh.data_element3i[i];
3868 // find and update all submodels to use this new surfmesh data
3869 for (i = 0;i < model->brush.numsubmodels;i++)
3870 model->brush.submodels[i]->surfmesh = model->surfmesh;
3873 static void Mod_GenerateLightmaps_CreateTriangleInformation(dp_model_t *model)
3875 msurface_t *surface;
3881 lightmaptriangle_t *triangle;
3882 // generate lightmap triangle structs
3883 mod_generatelightmaps_lightmaptriangles = (lightmaptriangle_t *)Mem_Alloc(model->mempool, model->surfmesh.num_triangles * sizeof(lightmaptriangle_t));
3884 for (surfaceindex = 0;surfaceindex < model->num_surfaces;surfaceindex++)
3886 surface = model->data_surfaces + surfaceindex;
3887 e = model->surfmesh.data_element3i + surface->num_firsttriangle*3;
3888 for (i = 0;i < surface->num_triangles;i++)
3890 triangle = &mod_generatelightmaps_lightmaptriangles[surface->num_firsttriangle+i];
3891 triangle->triangleindex = surface->num_firsttriangle+i;
3892 triangle->surfaceindex = surfaceindex;
3893 VectorCopy(model->surfmesh.data_vertex3f + 3*e[i*3+0], triangle->vertex[0]);
3894 VectorCopy(model->surfmesh.data_vertex3f + 3*e[i*3+1], triangle->vertex[1]);
3895 VectorCopy(model->surfmesh.data_vertex3f + 3*e[i*3+2], triangle->vertex[2]);
3896 // calculate bounds of triangle
3897 triangle->mins[0] = min(triangle->vertex[0][0], min(triangle->vertex[1][0], triangle->vertex[2][0]));
3898 triangle->mins[1] = min(triangle->vertex[0][1], min(triangle->vertex[1][1], triangle->vertex[2][1]));
3899 triangle->mins[2] = min(triangle->vertex[0][2], min(triangle->vertex[1][2], triangle->vertex[2][2]));
3900 triangle->maxs[0] = max(triangle->vertex[0][0], max(triangle->vertex[1][0], triangle->vertex[2][0]));
3901 triangle->maxs[1] = max(triangle->vertex[0][1], max(triangle->vertex[1][1], triangle->vertex[2][1]));
3902 triangle->maxs[2] = max(triangle->vertex[0][2], max(triangle->vertex[1][2], triangle->vertex[2][2]));
3903 // pick an axial projection based on the triangle normal
3904 TriangleNormal(triangle->vertex[0], triangle->vertex[1], triangle->vertex[2], normal);
3906 if (fabs(normal[1]) > fabs(normal[axis]))
3908 if (fabs(normal[2]) > fabs(normal[axis]))
3910 triangle->axis = axis;
3915 static void Mod_GenerateLightmaps_DestroyTriangleInformation(dp_model_t *model)
3917 if (mod_generatelightmaps_lightmaptriangles)
3918 Mem_Free(mod_generatelightmaps_lightmaptriangles);
3919 mod_generatelightmaps_lightmaptriangles = NULL;
3922 float lmaxis[3][3] = {{1, 0, 0}, {0, 1, 0}, {0, 0, 1}};
3924 static void Mod_GenerateLightmaps_CreateLightmaps(dp_model_t *model)
3926 msurface_t *surface;
3940 float trianglenormal[3];
3941 float samplecenter[3];
3942 float samplenormal[3];
3948 float lmscalepixels;
3951 float lm_basescalepixels;
3952 int lm_borderpixels;
3956 lightmaptriangle_t *triangle;
3957 unsigned char *lightmappixels;
3958 unsigned char *deluxemappixels;
3959 mod_alloclightmap_state_t lmstate;
3961 // generate lightmap projection information for all triangles
3962 if (model->texturepool == NULL)
3963 model->texturepool = R_AllocTexturePool();
3964 lm_basescalepixels = 1.0f / max(0.0001f, mod_generatelightmaps_unitspersample.value);
3965 lm_borderpixels = mod_generatelightmaps_borderpixels.integer;
3966 lm_texturesize = bound(lm_borderpixels*2+1, 64, (int)vid.maxtexturesize_2d);
3967 //lm_maxpixels = lm_texturesize-(lm_borderpixels*2+1);
3968 Mod_AllocLightmap_Init(&lmstate, lm_texturesize, lm_texturesize);
3970 for (surfaceindex = 0;surfaceindex < model->num_surfaces;surfaceindex++)
3972 surface = model->data_surfaces + surfaceindex;
3973 e = model->surfmesh.data_element3i + surface->num_firsttriangle*3;
3974 lmscalepixels = lm_basescalepixels;
3975 for (retry = 0;retry < 30;retry++)
3977 // after a couple failed attempts, degrade quality to make it fit
3979 lmscalepixels *= 0.5f;
3980 for (i = 0;i < surface->num_triangles;i++)
3982 triangle = &mod_generatelightmaps_lightmaptriangles[surface->num_firsttriangle+i];
3983 triangle->lightmapindex = lightmapnumber;
3984 // calculate lightmap bounds in 3D pixel coordinates, limit size,
3985 // pick two planar axes for projection
3986 // lightmap coordinates here are in pixels
3987 // lightmap projections are snapped to pixel grid explicitly, such
3988 // that two neighboring triangles sharing an edge and projection
3989 // axis will have identical sampl espacing along their shared edge
3991 for (j = 0;j < 3;j++)
3993 if (j == triangle->axis)
3995 lmmins = floor(triangle->mins[j]*lmscalepixels)-lm_borderpixels;
3996 lmmaxs = floor(triangle->maxs[j]*lmscalepixels)+lm_borderpixels;
3997 triangle->lmsize[k] = (int)(lmmaxs-lmmins);
3998 triangle->lmbase[k] = lmmins/lmscalepixels;
3999 triangle->lmscale[k] = lmscalepixels;
4002 if (!Mod_AllocLightmap_Block(&lmstate, triangle->lmsize[0], triangle->lmsize[1], &triangle->lmoffset[0], &triangle->lmoffset[1]))
4005 // if all fit in this texture, we're done with this surface
4006 if (i == surface->num_triangles)
4008 // if we haven't maxed out the lightmap size yet, we retry the
4009 // entire surface batch...
4010 if (lm_texturesize * 2 <= min(mod_generatelightmaps_texturesize.integer, (int)vid.maxtexturesize_2d))
4012 lm_texturesize *= 2;
4015 Mod_AllocLightmap_Free(&lmstate);
4016 Mod_AllocLightmap_Init(&lmstate, lm_texturesize, lm_texturesize);
4019 // if we have maxed out the lightmap size, and this triangle does
4020 // not fit in the same texture as the rest of the surface, we have
4021 // to retry the entire surface in a new texture (can only use one)
4022 // with multiple retries, the lightmap quality degrades until it
4023 // fits (or gives up)
4024 if (surfaceindex > 0)
4026 Mod_AllocLightmap_Reset(&lmstate);
4030 Mod_AllocLightmap_Free(&lmstate);
4032 // now put triangles together into lightmap textures, and do not allow
4033 // triangles of a surface to go into different textures (as that would
4034 // require rewriting the surface list)
4035 model->brushq3.deluxemapping_modelspace = true;
4036 model->brushq3.deluxemapping = true;
4037 model->brushq3.num_mergedlightmaps = lightmapnumber;
4038 model->brushq3.data_lightmaps = (rtexture_t **)Mem_Alloc(model->mempool, model->brushq3.num_mergedlightmaps * sizeof(rtexture_t *));
4039 model->brushq3.data_deluxemaps = (rtexture_t **)Mem_Alloc(model->mempool, model->brushq3.num_mergedlightmaps * sizeof(rtexture_t *));
4040 lightmappixels = (unsigned char *)Mem_Alloc(tempmempool, model->brushq3.num_mergedlightmaps * lm_texturesize * lm_texturesize * 4);
4041 deluxemappixels = (unsigned char *)Mem_Alloc(tempmempool, model->brushq3.num_mergedlightmaps * lm_texturesize * lm_texturesize * 4);
4042 for (surfaceindex = 0;surfaceindex < model->num_surfaces;surfaceindex++)
4044 surface = model->data_surfaces + surfaceindex;
4045 e = model->surfmesh.data_element3i + surface->num_firsttriangle*3;
4046 for (i = 0;i < surface->num_triangles;i++)
4048 triangle = &mod_generatelightmaps_lightmaptriangles[surface->num_firsttriangle+i];
4049 TriangleNormal(triangle->vertex[0], triangle->vertex[1], triangle->vertex[2], trianglenormal);
4050 VectorNormalize(trianglenormal);
4051 VectorCopy(trianglenormal, samplenormal); // FIXME: this is supposed to be interpolated per pixel from vertices
4052 axis = triangle->axis;
4053 axis1 = axis == 0 ? 1 : 0;
4054 axis2 = axis == 2 ? 1 : 2;
4055 lmiscale[0] = 1.0f / triangle->lmscale[0];
4056 lmiscale[1] = 1.0f / triangle->lmscale[1];
4057 if (trianglenormal[axis] < 0)
4058 VectorNegate(trianglenormal, trianglenormal);
4059 CrossProduct(lmaxis[axis2], trianglenormal, temp);slopex = temp[axis] / temp[axis1];
4060 CrossProduct(lmaxis[axis1], trianglenormal, temp);slopey = temp[axis] / temp[axis2];
4061 slopebase = triangle->vertex[0][axis] - triangle->vertex[0][axis1]*slopex - triangle->vertex[0][axis2]*slopey;
4062 for (j = 0;j < 3;j++)
4064 float *t2f = model->surfmesh.data_texcoordlightmap2f + e[i*3+j]*2;
4065 t2f[0] = ((triangle->vertex[j][axis1] - triangle->lmbase[0]) * triangle->lmscale[0] + triangle->lmoffset[0]) / lm_texturesize;
4066 t2f[1] = ((triangle->vertex[j][axis2] - triangle->lmbase[1]) * triangle->lmscale[1] + triangle->lmoffset[1]) / lm_texturesize;
4068 samplecenter[axis1] = (t2f[0]*lm_texturesize-triangle->lmoffset[0])*lmiscale[0] + triangle->lmbase[0];
4069 samplecenter[axis2] = (t2f[1]*lm_texturesize-triangle->lmoffset[1])*lmiscale[1] + triangle->lmbase[1];
4070 samplecenter[axis] = samplecenter[axis1]*slopex + samplecenter[axis2]*slopey + slopebase;
4071 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]);
4081 forward[1] = 1.0f / triangle->lmscale[0];
4085 left[2] = 1.0f / triangle->lmscale[1];
4090 origin[1] = triangle->lmbase[0];
4091 origin[2] = triangle->lmbase[1];
4094 forward[0] = 1.0f / triangle->lmscale[0];
4099 left[2] = 1.0f / triangle->lmscale[1];
4103 origin[0] = triangle->lmbase[0];
4105 origin[2] = triangle->lmbase[1];
4108 forward[0] = 1.0f / triangle->lmscale[0];
4112 left[1] = 1.0f / triangle->lmscale[1];
4117 origin[0] = triangle->lmbase[0];
4118 origin[1] = triangle->lmbase[1];
4122 Matrix4x4_FromVectors(&backmatrix, forward, left, up, origin);
4124 #define LM_DIST_EPSILON (1.0f / 32.0f)
4125 for (y = 0;y < triangle->lmsize[1];y++)
4127 pixeloffset = ((triangle->lightmapindex * lm_texturesize + y + triangle->lmoffset[1]) * lm_texturesize + triangle->lmoffset[0]) * 4;
4128 for (x = 0;x < triangle->lmsize[0];x++, pixeloffset += 4)
4130 samplecenter[axis1] = (x+0.5f)*lmiscale[0] + triangle->lmbase[0];
4131 samplecenter[axis2] = (y+0.5f)*lmiscale[1] + triangle->lmbase[1];
4132 samplecenter[axis] = samplecenter[axis1]*slopex + samplecenter[axis2]*slopey + slopebase;
4133 VectorMA(samplecenter, 0.125f, samplenormal, samplecenter);
4134 Mod_GenerateLightmaps_LightmapSample(samplecenter, samplenormal, lightmappixels + pixeloffset, deluxemappixels + pixeloffset);
4140 for (lightmapindex = 0;lightmapindex < model->brushq3.num_mergedlightmaps;lightmapindex++)
4142 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, -1, NULL);
4143 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, -1, NULL);
4147 Mem_Free(lightmappixels);
4148 if (deluxemappixels)
4149 Mem_Free(deluxemappixels);
4151 for (surfaceindex = 0;surfaceindex < model->num_surfaces;surfaceindex++)
4153 surface = model->data_surfaces + surfaceindex;
4154 e = model->surfmesh.data_element3i + surface->num_firsttriangle*3;
4155 if (!surface->num_triangles)
4157 lightmapindex = mod_generatelightmaps_lightmaptriangles[surface->num_firsttriangle].lightmapindex;
4158 surface->lightmaptexture = model->brushq3.data_lightmaps[lightmapindex];
4159 surface->deluxemaptexture = model->brushq3.data_deluxemaps[lightmapindex];
4160 surface->lightmapinfo = NULL;
4163 model->brush.LightPoint = Mod_GenerateLightmaps_LightPoint;
4164 model->brushq1.lightdata = NULL;
4165 model->brushq1.lightmapupdateflags = NULL;
4166 model->brushq1.firstrender = false;
4167 model->brushq1.num_lightstyles = 0;
4168 model->brushq1.data_lightstyleinfo = NULL;
4169 for (i = 0;i < model->brush.numsubmodels;i++)
4171 model->brush.submodels[i]->brushq1.lightmapupdateflags = NULL;
4172 model->brush.submodels[i]->brushq1.firstrender = false;
4173 model->brush.submodels[i]->brushq1.num_lightstyles = 0;
4174 model->brush.submodels[i]->brushq1.data_lightstyleinfo = NULL;
4178 static void Mod_GenerateLightmaps_UpdateVertexColors(dp_model_t *model)
4181 for (i = 0;i < model->surfmesh.num_vertices;i++)
4182 Mod_GenerateLightmaps_VertexSample(model->surfmesh.data_vertex3f + 3*i, model->surfmesh.data_normal3f + 3*i, model->surfmesh.data_lightmapcolor4f + 4*i);
4185 static void Mod_GenerateLightmaps_UpdateLightGrid(dp_model_t *model)
4192 for (z = 0;z < model->brushq3.num_lightgrid_isize[2];z++)
4194 pos[2] = (model->brushq3.num_lightgrid_imins[2] + z + 0.5f) * model->brushq3.num_lightgrid_cellsize[2];
4195 for (y = 0;y < model->brushq3.num_lightgrid_isize[1];y++)
4197 pos[1] = (model->brushq3.num_lightgrid_imins[1] + y + 0.5f) * model->brushq3.num_lightgrid_cellsize[1];
4198 for (x = 0;x < model->brushq3.num_lightgrid_isize[0];x++, index++)
4200 pos[0] = (model->brushq3.num_lightgrid_imins[0] + x + 0.5f) * model->brushq3.num_lightgrid_cellsize[0];
4201 Mod_GenerateLightmaps_GridSample(pos, model->brushq3.data_lightgrid + index);
4207 extern cvar_t mod_q3bsp_nolightmaps;
4208 static void Mod_GenerateLightmaps(dp_model_t *model)
4210 //lightmaptriangle_t *lightmaptriangles = Mem_Alloc(model->mempool, model->surfmesh.num_triangles * sizeof(lightmaptriangle_t));
4211 dp_model_t *oldloadmodel = loadmodel;
4214 Mod_GenerateLightmaps_InitSampleOffsets(model);
4215 Mod_GenerateLightmaps_DestroyLightmaps(model);
4216 Mod_GenerateLightmaps_UnweldTriangles(model);
4217 Mod_GenerateLightmaps_CreateTriangleInformation(model);
4218 Mod_GenerateLightmaps_CreateLights(model);
4219 if(!mod_q3bsp_nolightmaps.integer)
4220 Mod_GenerateLightmaps_CreateLightmaps(model);
4221 Mod_GenerateLightmaps_UpdateVertexColors(model);
4222 Mod_GenerateLightmaps_UpdateLightGrid(model);
4223 Mod_GenerateLightmaps_DestroyLights(model);
4224 Mod_GenerateLightmaps_DestroyTriangleInformation(model);
4226 loadmodel = oldloadmodel;
4229 static void Mod_GenerateLightmaps_f(void)
4231 if (Cmd_Argc() != 1)
4233 Con_Printf("usage: mod_generatelightmaps\n");
4238 Con_Printf("no worldmodel loaded\n");
4241 Mod_GenerateLightmaps(cl.worldmodel);