2 Copyright (C) 1996-1997 Id Software, Inc.
4 This program is free software; you can redistribute it and/or
5 modify it under the terms of the GNU General Public License
6 as published by the Free Software Foundation; either version 2
7 of the License, or (at your option) any later version.
9 This program is distributed in the hope that it will be useful,
10 but WITHOUT ANY WARRANTY; without even the implied warranty of
11 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
13 See the GNU General Public License for more details.
15 You should have received a copy of the GNU General Public License
16 along with this program; if not, write to the Free Software
17 Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
20 // models.c -- model loading and caching
22 // models are the only shared resource between a client and server running
23 // on the same machine.
30 cvar_t r_mipskins = {CVAR_SAVE, "r_mipskins", "0", "mipmaps model skins so they render faster in the distance and do not display noise artifacts, can cause discoloration of skins if they contain undesirable border colors"};
31 cvar_t mod_generatelightmaps_unitspersample = {CVAR_SAVE, "mod_generatelightmaps_unitspersample", "8", "lightmap resolution"};
32 cvar_t mod_generatelightmaps_borderpixels = {CVAR_SAVE, "mod_generatelightmaps_borderpixels", "2", "extra space around polygons to prevent sampling artifacts"};
33 cvar_t mod_generatelightmaps_texturesize = {CVAR_SAVE, "mod_generatelightmaps_texturesize", "1024", "size of lightmap textures"};
34 cvar_t mod_generatelightmaps_lightmapsamples = {CVAR_SAVE, "mod_generatelightmaps_lightmapsamples", "16", "number of shadow tests done per lightmap pixel"};
35 cvar_t mod_generatelightmaps_vertexsamples = {CVAR_SAVE, "mod_generatelightmaps_vertexsamples", "16", "number of shadow tests done per vertex"};
36 cvar_t mod_generatelightmaps_gridsamples = {CVAR_SAVE, "mod_generatelightmaps_gridsamples", "64", "number of shadow tests done per lightgrid cell"};
37 cvar_t mod_generatelightmaps_lightmapradius = {CVAR_SAVE, "mod_generatelightmaps_lightmapradius", "16", "sampling area around each lightmap pixel"};
38 cvar_t mod_generatelightmaps_vertexradius = {CVAR_SAVE, "mod_generatelightmaps_vertexradius", "16", "sampling area around each vertex"};
39 cvar_t mod_generatelightmaps_gridradius = {CVAR_SAVE, "mod_generatelightmaps_gridradius", "64", "sampling area around each lightgrid cell center"};
41 dp_model_t *loadmodel;
43 static mempool_t *mod_mempool;
44 static memexpandablearray_t models;
46 static mempool_t* q3shaders_mem;
47 typedef struct q3shader_hash_entry_s
49 q3shaderinfo_t shader;
50 struct q3shader_hash_entry_s* chain;
51 } q3shader_hash_entry_t;
52 #define Q3SHADER_HASH_SIZE 1021
53 typedef struct q3shader_data_s
55 memexpandablearray_t hash_entries;
56 q3shader_hash_entry_t hash[Q3SHADER_HASH_SIZE];
57 memexpandablearray_t char_ptrs;
59 static q3shader_data_t* q3shader_data;
61 static void mod_start(void)
64 int nummodels = Mem_ExpandableArray_IndexRange(&models);
67 SCR_PushLoadingScreen(false, "Loading models", 1.0);
69 for (i = 0;i < nummodels;i++)
70 if ((mod = (dp_model_t*) Mem_ExpandableArray_RecordAtIndex(&models, i)) && mod->name[0] && mod->name[0] != '*')
73 for (i = 0;i < nummodels;i++)
74 if ((mod = (dp_model_t*) Mem_ExpandableArray_RecordAtIndex(&models, i)) && mod->name[0] && mod->name[0] != '*')
77 SCR_PushLoadingScreen(true, mod->name, 1.0 / count);
78 Mod_LoadModel(mod, true, false);
79 SCR_PopLoadingScreen(false);
81 SCR_PopLoadingScreen(false);
84 static void mod_shutdown(void)
87 int nummodels = Mem_ExpandableArray_IndexRange(&models);
90 for (i = 0;i < nummodels;i++)
91 if ((mod = (dp_model_t*) Mem_ExpandableArray_RecordAtIndex(&models, i)) && (mod->loaded || mod->mempool))
95 Mod_Skeletal_FreeBuffers();
98 static void mod_newmap(void)
101 int i, j, k, surfacenum, ssize, tsize;
102 int nummodels = Mem_ExpandableArray_IndexRange(&models);
105 for (i = 0;i < nummodels;i++)
107 if ((mod = (dp_model_t*) Mem_ExpandableArray_RecordAtIndex(&models, i)) && mod->mempool)
109 for (j = 0;j < mod->num_textures && mod->data_textures;j++)
111 for (k = 0;k < mod->data_textures[j].numskinframes;k++)
112 R_SkinFrame_MarkUsed(mod->data_textures[j].skinframes[k]);
113 for (k = 0;k < mod->data_textures[j].backgroundnumskinframes;k++)
114 R_SkinFrame_MarkUsed(mod->data_textures[j].backgroundskinframes[k]);
116 if (mod->brush.solidskyskinframe)
117 R_SkinFrame_MarkUsed(mod->brush.solidskyskinframe);
118 if (mod->brush.alphaskyskinframe)
119 R_SkinFrame_MarkUsed(mod->brush.alphaskyskinframe);
123 if (!cl_stainmaps_clearonload.integer)
126 for (i = 0;i < nummodels;i++)
128 if ((mod = (dp_model_t*) Mem_ExpandableArray_RecordAtIndex(&models, i)) && mod->mempool && mod->data_surfaces)
130 for (surfacenum = 0, surface = mod->data_surfaces;surfacenum < mod->num_surfaces;surfacenum++, surface++)
132 if (surface->lightmapinfo && surface->lightmapinfo->stainsamples)
134 ssize = (surface->lightmapinfo->extents[0] >> 4) + 1;
135 tsize = (surface->lightmapinfo->extents[1] >> 4) + 1;
136 memset(surface->lightmapinfo->stainsamples, 255, ssize * tsize * 3);
137 mod->brushq1.lightmapupdateflags[surfacenum] = true;
149 static void Mod_Print(void);
150 static void Mod_Precache (void);
151 static void Mod_Decompile_f(void);
152 static void Mod_GenerateLightmaps_f(void);
155 mod_mempool = Mem_AllocPool("modelinfo", 0, NULL);
156 Mem_ExpandableArray_NewArray(&models, mod_mempool, sizeof(dp_model_t), 16);
162 Cvar_RegisterVariable(&r_mipskins);
163 Cvar_RegisterVariable(&mod_generatelightmaps_unitspersample);
164 Cvar_RegisterVariable(&mod_generatelightmaps_borderpixels);
165 Cvar_RegisterVariable(&mod_generatelightmaps_texturesize);
167 Cvar_RegisterVariable(&mod_generatelightmaps_lightmapsamples);
168 Cvar_RegisterVariable(&mod_generatelightmaps_vertexsamples);
169 Cvar_RegisterVariable(&mod_generatelightmaps_gridsamples);
170 Cvar_RegisterVariable(&mod_generatelightmaps_lightmapradius);
171 Cvar_RegisterVariable(&mod_generatelightmaps_vertexradius);
172 Cvar_RegisterVariable(&mod_generatelightmaps_gridradius);
174 Cmd_AddCommand ("modellist", Mod_Print, "prints a list of loaded models");
175 Cmd_AddCommand ("modelprecache", Mod_Precache, "load a model");
176 Cmd_AddCommand ("modeldecompile", Mod_Decompile_f, "exports a model in several formats for editing purposes");
177 Cmd_AddCommand ("mod_generatelightmaps", Mod_GenerateLightmaps_f, "rebuilds lighting on current worldmodel");
180 void Mod_RenderInit(void)
182 R_RegisterModule("Models", mod_start, mod_shutdown, mod_newmap);
185 void Mod_UnloadModel (dp_model_t *mod)
187 char name[MAX_QPATH];
189 dp_model_t *parentmodel;
191 if (developer_loading.integer)
192 Con_Printf("unloading model %s\n", mod->name);
194 strlcpy(name, mod->name, sizeof(name));
195 parentmodel = mod->brush.parentmodel;
197 if (mod->surfmesh.ebo3i)
198 R_Mesh_DestroyBufferObject(mod->surfmesh.ebo3i);
199 if (mod->surfmesh.ebo3s)
200 R_Mesh_DestroyBufferObject(mod->surfmesh.ebo3s);
201 if (mod->surfmesh.vbo)
202 R_Mesh_DestroyBufferObject(mod->surfmesh.vbo);
203 // free textures/memory attached to the model
204 R_FreeTexturePool(&mod->texturepool);
205 Mem_FreePool(&mod->mempool);
206 // clear the struct to make it available
207 memset(mod, 0, sizeof(dp_model_t));
208 // restore the fields we want to preserve
209 strlcpy(mod->name, name, sizeof(mod->name));
210 mod->brush.parentmodel = parentmodel;
215 void R_Model_Null_Draw(entity_render_t *ent)
221 typedef void (*mod_framegroupify_parsegroups_t) (unsigned int i, int start, int len, float fps, qboolean loop, void *pass);
223 int Mod_FrameGroupify_ParseGroups(const char *buf, mod_framegroupify_parsegroups_t cb, void *pass)
236 if (!COM_ParseToken_Simple(&bufptr, true, false))
238 if (!strcmp(com_token, "\n"))
239 continue; // empty line
240 start = atoi(com_token);
241 if (!COM_ParseToken_Simple(&bufptr, true, false))
243 if (!strcmp(com_token, "\n"))
245 Con_Printf("framegroups file: missing number of frames\n");
248 len = atoi(com_token);
249 if (!COM_ParseToken_Simple(&bufptr, true, false))
251 // we default to looping as it's usually wanted, so to NOT loop you append a 0
252 if (strcmp(com_token, "\n"))
254 fps = atof(com_token);
255 if (!COM_ParseToken_Simple(&bufptr, true, false))
257 if (strcmp(com_token, "\n"))
258 loop = atoi(com_token) != 0;
269 cb(i, start, len, fps, loop, pass);
276 void Mod_FrameGroupify_ParseGroups_Count (unsigned int i, int start, int len, float fps, qboolean loop, void *pass)
278 unsigned int *cnt = (unsigned int *) pass;
282 void Mod_FrameGroupify_ParseGroups_Store (unsigned int i, int start, int len, float fps, qboolean loop, void *pass)
284 dp_model_t *mod = (dp_model_t *) pass;
285 animscene_t *anim = &mod->animscenes[i];
286 dpsnprintf(anim->name, sizeof(anim[i].name), "groupified_%d", i);
287 anim->firstframe = bound(0, start, mod->num_poses - 1);
288 anim->framecount = bound(1, len, mod->num_poses - anim->firstframe);
289 anim->framerate = max(1, fps);
291 //Con_Printf("frame group %d is %d %d %f %d\n", i, start, len, fps, loop);
294 void Mod_FrameGroupify(dp_model_t *mod, const char *buf)
299 cnt = Mod_FrameGroupify_ParseGroups(buf, NULL, NULL);
302 Con_Printf("no scene found in framegroups file, aborting\n");
305 mod->numframes = cnt;
308 // (we do not free the previous animscenes, but model unloading will free the pool owning them, so it's okay)
309 mod->animscenes = (animscene_t *) Mem_Alloc(mod->mempool, sizeof(animscene_t) * mod->numframes);
312 Mod_FrameGroupify_ParseGroups(buf, Mod_FrameGroupify_ParseGroups_Store, mod);
315 void Mod_FindPotentialDeforms(dp_model_t *mod)
319 mod->wantnormals = false;
320 mod->wanttangents = false;
321 for (i = 0;i < mod->num_textures;i++)
323 texture = mod->data_textures + i;
324 if (texture->tcgen.tcgen == Q3TCGEN_ENVIRONMENT)
325 mod->wantnormals = true;
326 for (j = 0;j < Q3MAXDEFORMS;j++)
328 if (texture->deforms[j].deform == Q3DEFORM_AUTOSPRITE)
330 mod->wanttangents = true;
331 mod->wantnormals = true;
334 if (texture->deforms[j].deform != Q3DEFORM_NONE)
335 mod->wantnormals = true;
347 dp_model_t *Mod_LoadModel(dp_model_t *mod, qboolean crash, qboolean checkdisk)
352 fs_offset_t filesize;
356 if (mod->name[0] == '*') // submodel
359 if (!strcmp(mod->name, "null"))
364 if (mod->loaded || mod->mempool)
365 Mod_UnloadModel(mod);
367 if (developer_loading.integer)
368 Con_Printf("loading model %s\n", mod->name);
371 mod->crc = (unsigned int)-1;
374 VectorClear(mod->normalmins);
375 VectorClear(mod->normalmaxs);
376 VectorClear(mod->yawmins);
377 VectorClear(mod->yawmaxs);
378 VectorClear(mod->rotatedmins);
379 VectorClear(mod->rotatedmaxs);
381 mod->modeldatatypestring = "null";
382 mod->type = mod_null;
383 mod->Draw = R_Model_Null_Draw;
387 // no fatal errors occurred, so this model is ready to use.
396 // even if the model is loaded it still may need reloading...
398 // if it is not loaded or checkdisk is true we need to calculate the crc
399 if (!mod->loaded || checkdisk)
401 if (checkdisk && mod->loaded)
402 Con_DPrintf("checking model %s\n", mod->name);
403 buf = FS_LoadFile (mod->name, tempmempool, false, &filesize);
406 crc = CRC_Block((unsigned char *)buf, filesize);
407 // we need to reload the model if the crc does not match
413 // if the model is already loaded and checks passed, just return
421 if (developer_loading.integer)
422 Con_Printf("loading model %s\n", mod->name);
424 SCR_PushLoadingScreen(true, mod->name, 1);
426 // LordHavoc: unload the existing model in this slot (if there is one)
427 if (mod->loaded || mod->mempool)
428 Mod_UnloadModel(mod);
433 // errors can prevent the corresponding mod->loaded = true;
436 // default model radius and bounding box (mainly for missing models)
438 VectorSet(mod->normalmins, -mod->radius, -mod->radius, -mod->radius);
439 VectorSet(mod->normalmaxs, mod->radius, mod->radius, mod->radius);
440 VectorSet(mod->yawmins, -mod->radius, -mod->radius, -mod->radius);
441 VectorSet(mod->yawmaxs, mod->radius, mod->radius, mod->radius);
442 VectorSet(mod->rotatedmins, -mod->radius, -mod->radius, -mod->radius);
443 VectorSet(mod->rotatedmaxs, mod->radius, mod->radius, mod->radius);
447 // load q3 shaders for the first time, or after a level change
453 char *bufend = (char *)buf + filesize;
455 // all models use memory, so allocate a memory pool
456 mod->mempool = Mem_AllocPool(mod->name, 0, NULL);
458 num = LittleLong(*((int *)buf));
459 // call the apropriate loader
461 if (!strcasecmp(FS_FileExtension(mod->name), "obj")) Mod_OBJ_Load(mod, buf, bufend);
462 else if (!memcmp(buf, "IDPO", 4)) Mod_IDP0_Load(mod, buf, bufend);
463 else if (!memcmp(buf, "IDP2", 4)) Mod_IDP2_Load(mod, buf, bufend);
464 else if (!memcmp(buf, "IDP3", 4)) Mod_IDP3_Load(mod, buf, bufend);
465 else if (!memcmp(buf, "IDSP", 4)) Mod_IDSP_Load(mod, buf, bufend);
466 else if (!memcmp(buf, "IDS2", 4)) Mod_IDS2_Load(mod, buf, bufend);
467 else if (!memcmp(buf, "IBSP", 4)) Mod_IBSP_Load(mod, buf, bufend);
468 else if (!memcmp(buf, "ZYMOTICMODEL", 12)) Mod_ZYMOTICMODEL_Load(mod, buf, bufend);
469 else if (!memcmp(buf, "DARKPLACESMODEL", 16)) Mod_DARKPLACESMODEL_Load(mod, buf, bufend);
470 else if (!memcmp(buf, "ACTRHEAD", 8)) Mod_PSKMODEL_Load(mod, buf, bufend);
471 else if (!memcmp(buf, "INTERQUAKEMODEL", 16)) Mod_INTERQUAKEMODEL_Load(mod, buf, bufend);
472 else if (strlen(mod->name) >= 4 && !strcmp(mod->name + strlen(mod->name) - 4, ".map")) Mod_MAP_Load(mod, buf, bufend);
473 else if (num == BSPVERSION || num == 30) Mod_Q1BSP_Load(mod, buf, bufend);
474 else Con_Printf("Mod_LoadModel: model \"%s\" is of unknown/unsupported type\n", mod->name);
477 Mod_FindPotentialDeforms(mod);
479 buf = FS_LoadFile (va("%s.framegroups", mod->name), tempmempool, false, &filesize);
482 Mod_FrameGroupify(mod, (const char *)buf);
490 // LordHavoc: Sys_Error was *ANNOYING*
491 Con_Printf ("Mod_LoadModel: %s not found\n", mod->name);
494 // no fatal errors occurred, so this model is ready to use.
497 SCR_PopLoadingScreen(false);
502 void Mod_ClearUsed(void)
505 int nummodels = Mem_ExpandableArray_IndexRange(&models);
507 for (i = 0;i < nummodels;i++)
508 if ((mod = (dp_model_t*) Mem_ExpandableArray_RecordAtIndex(&models, i)) && mod->name[0])
512 void Mod_PurgeUnused(void)
515 int nummodels = Mem_ExpandableArray_IndexRange(&models);
517 for (i = 0;i < nummodels;i++)
519 if ((mod = (dp_model_t*) Mem_ExpandableArray_RecordAtIndex(&models, i)) && mod->name[0] && !mod->used)
521 Mod_UnloadModel(mod);
522 Mem_ExpandableArray_FreeRecord(&models, mod);
533 dp_model_t *Mod_FindName(const char *name, const char *parentname)
542 // if we're not dedicatd, the renderer calls will crash without video
545 nummodels = Mem_ExpandableArray_IndexRange(&models);
548 Host_Error ("Mod_ForName: NULL name");
550 // search the currently loaded models
551 for (i = 0;i < nummodels;i++)
553 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))))
560 // no match found, create a new one
561 mod = (dp_model_t *) Mem_ExpandableArray_AllocRecord(&models);
562 strlcpy(mod->name, name, sizeof(mod->name));
564 mod->brush.parentmodel = Mod_FindName(parentname, NULL);
566 mod->brush.parentmodel = NULL;
576 Loads in a model for the given name
579 dp_model_t *Mod_ForName(const char *name, qboolean crash, qboolean checkdisk, const char *parentname)
582 model = Mod_FindName(name, parentname);
583 if (!model->loaded || checkdisk)
584 Mod_LoadModel(model, crash, checkdisk);
592 Reloads all models if they have changed
595 void Mod_Reload(void)
598 int nummodels = Mem_ExpandableArray_IndexRange(&models);
601 SCR_PushLoadingScreen(false, "Reloading models", 1.0);
603 for (i = 0;i < nummodels;i++)
604 if ((mod = (dp_model_t *) Mem_ExpandableArray_RecordAtIndex(&models, i)) && mod->name[0] && mod->name[0] != '*' && mod->used)
606 for (i = 0;i < nummodels;i++)
607 if ((mod = (dp_model_t *) Mem_ExpandableArray_RecordAtIndex(&models, i)) && mod->name[0] && mod->name[0] != '*' && mod->used)
609 SCR_PushLoadingScreen(true, mod->name, 1.0 / count);
610 Mod_LoadModel(mod, true, true);
611 SCR_PopLoadingScreen(false);
613 SCR_PopLoadingScreen(false);
616 unsigned char *mod_base;
619 //=============================================================================
626 static void Mod_Print(void)
629 int nummodels = Mem_ExpandableArray_IndexRange(&models);
632 Con_Print("Loaded models:\n");
633 for (i = 0;i < nummodels;i++)
635 if ((mod = (dp_model_t *) Mem_ExpandableArray_RecordAtIndex(&models, i)) && mod->name[0] && mod->name[0] != '*')
637 if (mod->brush.numsubmodels)
638 Con_Printf("%4iK %s (%i submodels)\n", mod->mempool ? (int)((mod->mempool->totalsize + 1023) / 1024) : 0, mod->name, mod->brush.numsubmodels);
640 Con_Printf("%4iK %s\n", mod->mempool ? (int)((mod->mempool->totalsize + 1023) / 1024) : 0, mod->name);
650 static void Mod_Precache(void)
653 Mod_ForName(Cmd_Argv(1), false, true, Cmd_Argv(1)[0] == '*' ? cl.model_name[1] : NULL);
655 Con_Print("usage: modelprecache <filename>\n");
658 int Mod_BuildVertexRemapTableFromElements(int numelements, const int *elements, int numvertices, int *remapvertices)
662 used = (unsigned char *)Mem_Alloc(tempmempool, numvertices);
663 memset(used, 0, numvertices);
664 for (i = 0;i < numelements;i++)
665 used[elements[i]] = 1;
666 for (i = 0, count = 0;i < numvertices;i++)
667 remapvertices[i] = used[i] ? count++ : -1;
673 // fast way, using an edge hash
674 #define TRIANGLEEDGEHASH 8192
675 void Mod_BuildTriangleNeighbors(int *neighbors, const int *elements, int numtriangles)
677 int i, j, p, e1, e2, *n, hashindex, count, match;
679 typedef struct edgehashentry_s
681 struct edgehashentry_s *next;
686 static edgehashentry_t **edgehash;
687 edgehashentry_t *edgehashentries, *hash;
690 edgehash = Mem_Alloc(tempmempool, TRIANGLEEDGEHASH * sizeof(*edgehash));
691 // if there are too many triangles for the stack array, allocate larger buffer
692 edgehashentries = (edgehashentry_t *)Mem_Alloc(tempmempool, numtriangles * 3 * sizeof(edgehashentry_t));
693 // find neighboring triangles
694 for (i = 0, e = elements, n = neighbors;i < numtriangles;i++, e += 3, n += 3)
696 for (j = 0, p = 2;j < 3;p = j, j++)
700 // this hash index works for both forward and backward edges
701 hashindex = (unsigned int)(e1 + e2) % TRIANGLEEDGEHASH;
702 hash = edgehashentries + i * 3 + j;
703 hash->next = edgehash[hashindex];
704 edgehash[hashindex] = hash;
706 hash->element[0] = e1;
707 hash->element[1] = e2;
710 for (i = 0, e = elements, n = neighbors;i < numtriangles;i++, e += 3, n += 3)
712 for (j = 0, p = 2;j < 3;p = j, j++)
716 // this hash index works for both forward and backward edges
717 hashindex = (unsigned int)(e1 + e2) % TRIANGLEEDGEHASH;
720 for (hash = edgehash[hashindex];hash;hash = hash->next)
722 if (hash->element[0] == e2 && hash->element[1] == e1)
724 if (hash->triangle != i)
725 match = hash->triangle;
728 else if ((hash->element[0] == e1 && hash->element[1] == e2))
731 // detect edges shared by three triangles and make them seams
737 // also send a keepalive here (this can take a while too!)
738 CL_KeepaliveMessage(false);
740 // free the allocated buffer
741 Mem_Free(edgehashentries);
745 // very slow but simple way
746 static int Mod_FindTriangleWithEdge(const int *elements, int numtriangles, int start, int end, int ignore)
751 for (i = 0;i < numtriangles;i++, elements += 3)
753 if ((elements[0] == start && elements[1] == end)
754 || (elements[1] == start && elements[2] == end)
755 || (elements[2] == start && elements[0] == end))
761 else if ((elements[1] == start && elements[0] == end)
762 || (elements[2] == start && elements[1] == end)
763 || (elements[0] == start && elements[2] == end))
766 // detect edges shared by three triangles and make them seams
772 void Mod_BuildTriangleNeighbors(int *neighbors, const int *elements, int numtriangles)
776 for (i = 0, e = elements, n = neighbors;i < numtriangles;i++, e += 3, n += 3)
778 n[0] = Mod_FindTriangleWithEdge(elements, numtriangles, e[1], e[0], i);
779 n[1] = Mod_FindTriangleWithEdge(elements, numtriangles, e[2], e[1], i);
780 n[2] = Mod_FindTriangleWithEdge(elements, numtriangles, e[0], e[2], i);
785 void Mod_ValidateElements(int *elements, int numtriangles, int firstvertex, int numverts, const char *filename, int fileline)
787 int i, warned = false, endvertex = firstvertex + numverts;
788 for (i = 0;i < numtriangles * 3;i++)
790 if (elements[i] < firstvertex || elements[i] >= endvertex)
795 Con_Printf("Mod_ValidateElements: out of bounds elements detected at %s:%d\n", filename, fileline);
797 elements[i] = firstvertex;
802 // warning: this is an expensive function!
803 void Mod_BuildNormals(int firstvertex, int numvertices, int numtriangles, const float *vertex3f, const int *elements, float *normal3f, qboolean areaweighting)
810 memset(normal3f + 3 * firstvertex, 0, numvertices * sizeof(float[3]));
811 // process each vertex of each triangle and accumulate the results
812 // use area-averaging, to make triangles with a big area have a bigger
813 // weighting on the vertex normal than triangles with a small area
814 // to do so, just add the 'normals' together (the bigger the area
815 // the greater the length of the normal is
817 for (i = 0; i < numtriangles; i++, element += 3)
820 vertex3f + element[0] * 3,
821 vertex3f + element[1] * 3,
822 vertex3f + element[2] * 3,
827 VectorNormalize(areaNormal);
829 for (j = 0;j < 3;j++)
831 vectorNormal = normal3f + element[j] * 3;
832 vectorNormal[0] += areaNormal[0];
833 vectorNormal[1] += areaNormal[1];
834 vectorNormal[2] += areaNormal[2];
837 // and just normalize the accumulated vertex normal in the end
838 vectorNormal = normal3f + 3 * firstvertex;
839 for (i = 0; i < numvertices; i++, vectorNormal += 3)
840 VectorNormalize(vectorNormal);
843 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)
845 float f, tangentcross[3], v10[3], v20[3], tc10[2], tc20[2];
846 // 79 add/sub/negate/multiply (1 cycle), 1 compare (3 cycle?), total cycles not counting load/store/exchange roughly 82 cycles
847 // 6 add, 28 subtract, 39 multiply, 1 compare, 50% chance of 6 negates
849 // 6 multiply, 9 subtract
850 VectorSubtract(v1, v0, v10);
851 VectorSubtract(v2, v0, v20);
852 normal3f[0] = v20[1] * v10[2] - v20[2] * v10[1];
853 normal3f[1] = v20[2] * v10[0] - v20[0] * v10[2];
854 normal3f[2] = v20[0] * v10[1] - v20[1] * v10[0];
855 // 12 multiply, 10 subtract
856 tc10[1] = tc1[1] - tc0[1];
857 tc20[1] = tc2[1] - tc0[1];
858 svector3f[0] = tc10[1] * v20[0] - tc20[1] * v10[0];
859 svector3f[1] = tc10[1] * v20[1] - tc20[1] * v10[1];
860 svector3f[2] = tc10[1] * v20[2] - tc20[1] * v10[2];
861 tc10[0] = tc1[0] - tc0[0];
862 tc20[0] = tc2[0] - tc0[0];
863 tvector3f[0] = tc10[0] * v20[0] - tc20[0] * v10[0];
864 tvector3f[1] = tc10[0] * v20[1] - tc20[0] * v10[1];
865 tvector3f[2] = tc10[0] * v20[2] - tc20[0] * v10[2];
866 // 12 multiply, 4 add, 6 subtract
867 f = DotProduct(svector3f, normal3f);
868 svector3f[0] -= f * normal3f[0];
869 svector3f[1] -= f * normal3f[1];
870 svector3f[2] -= f * normal3f[2];
871 f = DotProduct(tvector3f, normal3f);
872 tvector3f[0] -= f * normal3f[0];
873 tvector3f[1] -= f * normal3f[1];
874 tvector3f[2] -= f * normal3f[2];
875 // if texture is mapped the wrong way (counterclockwise), the tangents
876 // have to be flipped, this is detected by calculating a normal from the
877 // two tangents, and seeing if it is opposite the surface normal
878 // 9 multiply, 2 add, 3 subtract, 1 compare, 50% chance of: 6 negates
879 CrossProduct(tvector3f, svector3f, tangentcross);
880 if (DotProduct(tangentcross, normal3f) < 0)
882 VectorNegate(svector3f, svector3f);
883 VectorNegate(tvector3f, tvector3f);
887 // warning: this is a very expensive function!
888 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)
891 float sdir[3], tdir[3], normal[3], *sv, *tv;
892 const float *v0, *v1, *v2, *tc0, *tc1, *tc2, *n;
893 float f, tangentcross[3], v10[3], v20[3], tc10[2], tc20[2];
896 memset(svector3f + 3 * firstvertex, 0, numvertices * sizeof(float[3]));
897 memset(tvector3f + 3 * firstvertex, 0, numvertices * sizeof(float[3]));
898 // process each vertex of each triangle and accumulate the results
899 for (tnum = 0, e = elements;tnum < numtriangles;tnum++, e += 3)
901 v0 = vertex3f + e[0] * 3;
902 v1 = vertex3f + e[1] * 3;
903 v2 = vertex3f + e[2] * 3;
904 tc0 = texcoord2f + e[0] * 2;
905 tc1 = texcoord2f + e[1] * 2;
906 tc2 = texcoord2f + e[2] * 2;
908 // 79 add/sub/negate/multiply (1 cycle), 1 compare (3 cycle?), total cycles not counting load/store/exchange roughly 82 cycles
909 // 6 add, 28 subtract, 39 multiply, 1 compare, 50% chance of 6 negates
911 // calculate the edge directions and surface normal
912 // 6 multiply, 9 subtract
913 VectorSubtract(v1, v0, v10);
914 VectorSubtract(v2, v0, v20);
915 normal[0] = v20[1] * v10[2] - v20[2] * v10[1];
916 normal[1] = v20[2] * v10[0] - v20[0] * v10[2];
917 normal[2] = v20[0] * v10[1] - v20[1] * v10[0];
919 // calculate the tangents
920 // 12 multiply, 10 subtract
921 tc10[1] = tc1[1] - tc0[1];
922 tc20[1] = tc2[1] - tc0[1];
923 sdir[0] = tc10[1] * v20[0] - tc20[1] * v10[0];
924 sdir[1] = tc10[1] * v20[1] - tc20[1] * v10[1];
925 sdir[2] = tc10[1] * v20[2] - tc20[1] * v10[2];
926 tc10[0] = tc1[0] - tc0[0];
927 tc20[0] = tc2[0] - tc0[0];
928 tdir[0] = tc10[0] * v20[0] - tc20[0] * v10[0];
929 tdir[1] = tc10[0] * v20[1] - tc20[0] * v10[1];
930 tdir[2] = tc10[0] * v20[2] - tc20[0] * v10[2];
932 // if texture is mapped the wrong way (counterclockwise), the tangents
933 // have to be flipped, this is detected by calculating a normal from the
934 // two tangents, and seeing if it is opposite the surface normal
935 // 9 multiply, 2 add, 3 subtract, 1 compare, 50% chance of: 6 negates
936 CrossProduct(tdir, sdir, tangentcross);
937 if (DotProduct(tangentcross, normal) < 0)
939 VectorNegate(sdir, sdir);
940 VectorNegate(tdir, tdir);
945 VectorNormalize(sdir);
946 VectorNormalize(tdir);
948 for (i = 0;i < 3;i++)
950 VectorAdd(svector3f + e[i]*3, sdir, svector3f + e[i]*3);
951 VectorAdd(tvector3f + e[i]*3, tdir, tvector3f + e[i]*3);
954 // make the tangents completely perpendicular to the surface normal, and
955 // then normalize them
956 // 16 assignments, 2 divide, 2 sqrt, 2 negates, 14 adds, 24 multiplies
957 for (i = 0, sv = svector3f + 3 * firstvertex, tv = tvector3f + 3 * firstvertex, n = normal3f + 3 * firstvertex;i < numvertices;i++, sv += 3, tv += 3, n += 3)
959 f = -DotProduct(sv, n);
960 VectorMA(sv, f, n, sv);
962 f = -DotProduct(tv, n);
963 VectorMA(tv, f, n, tv);
968 void Mod_AllocSurfMesh(mempool_t *mempool, int numvertices, int numtriangles, qboolean lightmapoffsets, qboolean vertexcolors, qboolean neighbors)
971 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));
972 loadmodel->surfmesh.num_vertices = numvertices;
973 loadmodel->surfmesh.num_triangles = numtriangles;
974 if (loadmodel->surfmesh.num_vertices)
976 loadmodel->surfmesh.data_vertex3f = (float *)data, data += sizeof(float[3]) * loadmodel->surfmesh.num_vertices;
977 loadmodel->surfmesh.data_svector3f = (float *)data, data += sizeof(float[3]) * loadmodel->surfmesh.num_vertices;
978 loadmodel->surfmesh.data_tvector3f = (float *)data, data += sizeof(float[3]) * loadmodel->surfmesh.num_vertices;
979 loadmodel->surfmesh.data_normal3f = (float *)data, data += sizeof(float[3]) * loadmodel->surfmesh.num_vertices;
980 loadmodel->surfmesh.data_texcoordtexture2f = (float *)data, data += sizeof(float[2]) * loadmodel->surfmesh.num_vertices;
981 loadmodel->surfmesh.data_texcoordlightmap2f = (float *)data, data += sizeof(float[2]) * loadmodel->surfmesh.num_vertices;
983 loadmodel->surfmesh.data_lightmapcolor4f = (float *)data, data += sizeof(float[4]) * loadmodel->surfmesh.num_vertices;
985 loadmodel->surfmesh.data_lightmapoffsets = (int *)data, data += sizeof(int) * loadmodel->surfmesh.num_vertices;
987 if (loadmodel->surfmesh.num_triangles)
989 loadmodel->surfmesh.data_element3i = (int *)data, data += sizeof(int[3]) * loadmodel->surfmesh.num_triangles;
991 loadmodel->surfmesh.data_neighbor3i = (int *)data, data += sizeof(int[3]) * loadmodel->surfmesh.num_triangles;
992 if (loadmodel->surfmesh.num_vertices <= 65536)
993 loadmodel->surfmesh.data_element3s = (unsigned short *)data, data += sizeof(unsigned short[3]) * loadmodel->surfmesh.num_triangles;
997 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)
999 shadowmesh_t *newmesh;
1000 unsigned char *data;
1002 size = sizeof(shadowmesh_t);
1003 size += maxverts * sizeof(float[3]);
1005 size += maxverts * sizeof(float[11]);
1006 size += maxtriangles * sizeof(int[3]);
1007 if (maxverts <= 65536)
1008 size += maxtriangles * sizeof(unsigned short[3]);
1010 size += maxtriangles * sizeof(int[3]);
1012 size += SHADOWMESHVERTEXHASH * sizeof(shadowmeshvertexhash_t *) + maxverts * sizeof(shadowmeshvertexhash_t);
1013 data = (unsigned char *)Mem_Alloc(mempool, size);
1014 newmesh = (shadowmesh_t *)data;data += sizeof(*newmesh);
1015 newmesh->map_diffuse = map_diffuse;
1016 newmesh->map_specular = map_specular;
1017 newmesh->map_normal = map_normal;
1018 newmesh->maxverts = maxverts;
1019 newmesh->maxtriangles = maxtriangles;
1020 newmesh->numverts = 0;
1021 newmesh->numtriangles = 0;
1022 memset(newmesh->sideoffsets, 0, sizeof(newmesh->sideoffsets));
1023 memset(newmesh->sidetotals, 0, sizeof(newmesh->sidetotals));
1025 newmesh->vertex3f = (float *)data;data += maxverts * sizeof(float[3]);
1028 newmesh->svector3f = (float *)data;data += maxverts * sizeof(float[3]);
1029 newmesh->tvector3f = (float *)data;data += maxverts * sizeof(float[3]);
1030 newmesh->normal3f = (float *)data;data += maxverts * sizeof(float[3]);
1031 newmesh->texcoord2f = (float *)data;data += maxverts * sizeof(float[2]);
1033 newmesh->element3i = (int *)data;data += maxtriangles * sizeof(int[3]);
1036 newmesh->neighbor3i = (int *)data;data += maxtriangles * sizeof(int[3]);
1040 newmesh->vertexhashtable = (shadowmeshvertexhash_t **)data;data += SHADOWMESHVERTEXHASH * sizeof(shadowmeshvertexhash_t *);
1041 newmesh->vertexhashentries = (shadowmeshvertexhash_t *)data;data += maxverts * sizeof(shadowmeshvertexhash_t);
1043 if (maxverts <= 65536)
1044 newmesh->element3s = (unsigned short *)data;data += maxtriangles * sizeof(unsigned short[3]);
1048 shadowmesh_t *Mod_ShadowMesh_ReAlloc(mempool_t *mempool, shadowmesh_t *oldmesh, int light, int neighbors)
1050 shadowmesh_t *newmesh;
1051 newmesh = Mod_ShadowMesh_Alloc(mempool, oldmesh->numverts, oldmesh->numtriangles, oldmesh->map_diffuse, oldmesh->map_specular, oldmesh->map_normal, light, neighbors, false);
1052 newmesh->numverts = oldmesh->numverts;
1053 newmesh->numtriangles = oldmesh->numtriangles;
1054 memcpy(newmesh->sideoffsets, oldmesh->sideoffsets, sizeof(oldmesh->sideoffsets));
1055 memcpy(newmesh->sidetotals, oldmesh->sidetotals, sizeof(oldmesh->sidetotals));
1057 memcpy(newmesh->vertex3f, oldmesh->vertex3f, oldmesh->numverts * sizeof(float[3]));
1058 if (newmesh->svector3f && oldmesh->svector3f)
1060 memcpy(newmesh->svector3f, oldmesh->svector3f, oldmesh->numverts * sizeof(float[3]));
1061 memcpy(newmesh->tvector3f, oldmesh->tvector3f, oldmesh->numverts * sizeof(float[3]));
1062 memcpy(newmesh->normal3f, oldmesh->normal3f, oldmesh->numverts * sizeof(float[3]));
1063 memcpy(newmesh->texcoord2f, oldmesh->texcoord2f, oldmesh->numverts * sizeof(float[2]));
1065 memcpy(newmesh->element3i, oldmesh->element3i, oldmesh->numtriangles * sizeof(int[3]));
1066 if (newmesh->neighbor3i && oldmesh->neighbor3i)
1067 memcpy(newmesh->neighbor3i, oldmesh->neighbor3i, oldmesh->numtriangles * sizeof(int[3]));
1071 int Mod_ShadowMesh_AddVertex(shadowmesh_t *mesh, float *vertex14f)
1073 int hashindex, vnum;
1074 shadowmeshvertexhash_t *hash;
1075 // this uses prime numbers intentionally
1076 hashindex = (unsigned int) (vertex14f[0] * 2003 + vertex14f[1] * 4001 + vertex14f[2] * 7919) % SHADOWMESHVERTEXHASH;
1077 for (hash = mesh->vertexhashtable[hashindex];hash;hash = hash->next)
1079 vnum = (hash - mesh->vertexhashentries);
1080 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]))
1081 && (mesh->svector3f == NULL || (mesh->svector3f[vnum * 3 + 0] == vertex14f[3] && mesh->svector3f[vnum * 3 + 1] == vertex14f[4] && mesh->svector3f[vnum * 3 + 2] == vertex14f[5]))
1082 && (mesh->tvector3f == NULL || (mesh->tvector3f[vnum * 3 + 0] == vertex14f[6] && mesh->tvector3f[vnum * 3 + 1] == vertex14f[7] && mesh->tvector3f[vnum * 3 + 2] == vertex14f[8]))
1083 && (mesh->normal3f == NULL || (mesh->normal3f[vnum * 3 + 0] == vertex14f[9] && mesh->normal3f[vnum * 3 + 1] == vertex14f[10] && mesh->normal3f[vnum * 3 + 2] == vertex14f[11]))
1084 && (mesh->texcoord2f == NULL || (mesh->texcoord2f[vnum * 2 + 0] == vertex14f[12] && mesh->texcoord2f[vnum * 2 + 1] == vertex14f[13])))
1085 return hash - mesh->vertexhashentries;
1087 vnum = mesh->numverts++;
1088 hash = mesh->vertexhashentries + vnum;
1089 hash->next = mesh->vertexhashtable[hashindex];
1090 mesh->vertexhashtable[hashindex] = hash;
1091 if (mesh->vertex3f) {mesh->vertex3f[vnum * 3 + 0] = vertex14f[0];mesh->vertex3f[vnum * 3 + 1] = vertex14f[1];mesh->vertex3f[vnum * 3 + 2] = vertex14f[2];}
1092 if (mesh->svector3f) {mesh->svector3f[vnum * 3 + 0] = vertex14f[3];mesh->svector3f[vnum * 3 + 1] = vertex14f[4];mesh->svector3f[vnum * 3 + 2] = vertex14f[5];}
1093 if (mesh->tvector3f) {mesh->tvector3f[vnum * 3 + 0] = vertex14f[6];mesh->tvector3f[vnum * 3 + 1] = vertex14f[7];mesh->tvector3f[vnum * 3 + 2] = vertex14f[8];}
1094 if (mesh->normal3f) {mesh->normal3f[vnum * 3 + 0] = vertex14f[9];mesh->normal3f[vnum * 3 + 1] = vertex14f[10];mesh->normal3f[vnum * 3 + 2] = vertex14f[11];}
1095 if (mesh->texcoord2f) {mesh->texcoord2f[vnum * 2 + 0] = vertex14f[12];mesh->texcoord2f[vnum * 2 + 1] = vertex14f[13];}
1099 void Mod_ShadowMesh_AddTriangle(mempool_t *mempool, shadowmesh_t *mesh, rtexture_t *map_diffuse, rtexture_t *map_specular, rtexture_t *map_normal, float *vertex14f)
1101 if (mesh->numtriangles == 0)
1103 // set the properties on this empty mesh to be more favorable...
1104 // (note: this case only occurs for the first triangle added to a new mesh chain)
1105 mesh->map_diffuse = map_diffuse;
1106 mesh->map_specular = map_specular;
1107 mesh->map_normal = map_normal;
1109 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)
1111 if (mesh->next == NULL)
1112 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);
1115 mesh->element3i[mesh->numtriangles * 3 + 0] = Mod_ShadowMesh_AddVertex(mesh, vertex14f + 14 * 0);
1116 mesh->element3i[mesh->numtriangles * 3 + 1] = Mod_ShadowMesh_AddVertex(mesh, vertex14f + 14 * 1);
1117 mesh->element3i[mesh->numtriangles * 3 + 2] = Mod_ShadowMesh_AddVertex(mesh, vertex14f + 14 * 2);
1118 mesh->numtriangles++;
1121 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)
1124 float vbuf[3*14], *v;
1125 memset(vbuf, 0, sizeof(vbuf));
1126 for (i = 0;i < numtris;i++)
1128 for (j = 0, v = vbuf;j < 3;j++, v += 14)
1133 v[0] = vertex3f[e * 3 + 0];
1134 v[1] = vertex3f[e * 3 + 1];
1135 v[2] = vertex3f[e * 3 + 2];
1139 v[3] = svector3f[e * 3 + 0];
1140 v[4] = svector3f[e * 3 + 1];
1141 v[5] = svector3f[e * 3 + 2];
1145 v[6] = tvector3f[e * 3 + 0];
1146 v[7] = tvector3f[e * 3 + 1];
1147 v[8] = tvector3f[e * 3 + 2];
1151 v[9] = normal3f[e * 3 + 0];
1152 v[10] = normal3f[e * 3 + 1];
1153 v[11] = normal3f[e * 3 + 2];
1157 v[12] = texcoord2f[e * 2 + 0];
1158 v[13] = texcoord2f[e * 2 + 1];
1161 Mod_ShadowMesh_AddTriangle(mempool, mesh, map_diffuse, map_specular, map_normal, vbuf);
1164 // the triangle calculation can take a while, so let's do a keepalive here
1165 CL_KeepaliveMessage(false);
1168 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)
1170 // the preparation before shadow mesh initialization can take a while, so let's do a keepalive here
1171 CL_KeepaliveMessage(false);
1173 return Mod_ShadowMesh_Alloc(mempool, maxverts, maxtriangles, map_diffuse, map_specular, map_normal, light, neighbors, expandable);
1176 static void Mod_ShadowMesh_CreateVBOs(shadowmesh_t *mesh)
1178 if (!vid.support.arb_vertex_buffer_object)
1183 // element buffer is easy because it's just one array
1184 if (mesh->numtriangles)
1186 if (mesh->element3s)
1187 mesh->ebo3s = R_Mesh_CreateStaticBufferObject(GL_ELEMENT_ARRAY_BUFFER_ARB, mesh->element3s, mesh->numtriangles * sizeof(unsigned short[3]), "shadowmesh");
1189 mesh->ebo3i = R_Mesh_CreateStaticBufferObject(GL_ELEMENT_ARRAY_BUFFER_ARB, mesh->element3i, mesh->numtriangles * sizeof(unsigned int[3]), "shadowmesh");
1192 // vertex buffer is several arrays and we put them in the same buffer
1194 // is this wise? the texcoordtexture2f array is used with dynamic
1195 // vertex/svector/tvector/normal when rendering animated models, on the
1196 // other hand animated models don't use a lot of vertices anyway...
1202 mesh->vbooffset_vertex3f = size;if (mesh->vertex3f ) size += mesh->numverts * sizeof(float[3]);
1203 mesh->vbooffset_svector3f = size;if (mesh->svector3f ) size += mesh->numverts * sizeof(float[3]);
1204 mesh->vbooffset_tvector3f = size;if (mesh->tvector3f ) size += mesh->numverts * sizeof(float[3]);
1205 mesh->vbooffset_normal3f = size;if (mesh->normal3f ) size += mesh->numverts * sizeof(float[3]);
1206 mesh->vbooffset_texcoord2f = size;if (mesh->texcoord2f ) size += mesh->numverts * sizeof(float[2]);
1207 mem = (unsigned char *)Mem_Alloc(tempmempool, size);
1208 if (mesh->vertex3f ) memcpy(mem + mesh->vbooffset_vertex3f , mesh->vertex3f , mesh->numverts * sizeof(float[3]));
1209 if (mesh->svector3f ) memcpy(mem + mesh->vbooffset_svector3f , mesh->svector3f , mesh->numverts * sizeof(float[3]));
1210 if (mesh->tvector3f ) memcpy(mem + mesh->vbooffset_tvector3f , mesh->tvector3f , mesh->numverts * sizeof(float[3]));
1211 if (mesh->normal3f ) memcpy(mem + mesh->vbooffset_normal3f , mesh->normal3f , mesh->numverts * sizeof(float[3]));
1212 if (mesh->texcoord2f ) memcpy(mem + mesh->vbooffset_texcoord2f , mesh->texcoord2f , mesh->numverts * sizeof(float[2]));
1213 mesh->vbo = R_Mesh_CreateStaticBufferObject(GL_ARRAY_BUFFER_ARB, mem, size, "shadowmesh");
1218 shadowmesh_t *Mod_ShadowMesh_Finish(mempool_t *mempool, shadowmesh_t *firstmesh, qboolean light, qboolean neighbors, qboolean createvbo)
1220 shadowmesh_t *mesh, *newmesh, *nextmesh;
1221 // reallocate meshs to conserve space
1222 for (mesh = firstmesh, firstmesh = NULL;mesh;mesh = nextmesh)
1224 nextmesh = mesh->next;
1225 if (mesh->numverts >= 3 && mesh->numtriangles >= 1)
1227 newmesh = Mod_ShadowMesh_ReAlloc(mempool, mesh, light, neighbors);
1228 newmesh->next = firstmesh;
1229 firstmesh = newmesh;
1230 if (newmesh->element3s)
1233 for (i = 0;i < newmesh->numtriangles*3;i++)
1234 newmesh->element3s[i] = newmesh->element3i[i];
1237 Mod_ShadowMesh_CreateVBOs(newmesh);
1242 // this can take a while, so let's do a keepalive here
1243 CL_KeepaliveMessage(false);
1248 void Mod_ShadowMesh_CalcBBox(shadowmesh_t *firstmesh, vec3_t mins, vec3_t maxs, vec3_t center, float *radius)
1252 vec3_t nmins, nmaxs, ncenter, temp;
1253 float nradius2, dist2, *v;
1257 for (mesh = firstmesh;mesh;mesh = mesh->next)
1259 if (mesh == firstmesh)
1261 VectorCopy(mesh->vertex3f, nmins);
1262 VectorCopy(mesh->vertex3f, nmaxs);
1264 for (i = 0, v = mesh->vertex3f;i < mesh->numverts;i++, v += 3)
1266 if (nmins[0] > v[0]) nmins[0] = v[0];if (nmaxs[0] < v[0]) nmaxs[0] = v[0];
1267 if (nmins[1] > v[1]) nmins[1] = v[1];if (nmaxs[1] < v[1]) nmaxs[1] = v[1];
1268 if (nmins[2] > v[2]) nmins[2] = v[2];if (nmaxs[2] < v[2]) nmaxs[2] = v[2];
1271 // calculate center and radius
1272 ncenter[0] = (nmins[0] + nmaxs[0]) * 0.5f;
1273 ncenter[1] = (nmins[1] + nmaxs[1]) * 0.5f;
1274 ncenter[2] = (nmins[2] + nmaxs[2]) * 0.5f;
1276 for (mesh = firstmesh;mesh;mesh = mesh->next)
1278 for (i = 0, v = mesh->vertex3f;i < mesh->numverts;i++, v += 3)
1280 VectorSubtract(v, ncenter, temp);
1281 dist2 = DotProduct(temp, temp);
1282 if (nradius2 < dist2)
1288 VectorCopy(nmins, mins);
1290 VectorCopy(nmaxs, maxs);
1292 VectorCopy(ncenter, center);
1294 *radius = sqrt(nradius2);
1297 void Mod_ShadowMesh_Free(shadowmesh_t *mesh)
1299 shadowmesh_t *nextmesh;
1300 for (;mesh;mesh = nextmesh)
1303 R_Mesh_DestroyBufferObject(mesh->ebo3i);
1305 R_Mesh_DestroyBufferObject(mesh->ebo3s);
1307 R_Mesh_DestroyBufferObject(mesh->vbo);
1308 nextmesh = mesh->next;
1313 void Mod_CreateCollisionMesh(dp_model_t *mod)
1316 int numcollisionmeshtriangles;
1317 const msurface_t *surface;
1318 mempool_t *mempool = mod->mempool;
1319 if (!mempool && mod->brush.parentmodel)
1320 mempool = mod->brush.parentmodel->mempool;
1321 // make a single combined collision mesh for physics engine use
1322 // TODO rewrite this to use the collision brushes as source, to fix issues with e.g. common/caulk which creates no drawsurface
1323 numcollisionmeshtriangles = 0;
1324 for (k = 0;k < mod->nummodelsurfaces;k++)
1326 surface = mod->data_surfaces + mod->firstmodelsurface + k;
1327 if (!(surface->texture->supercontents & SUPERCONTENTS_SOLID))
1329 numcollisionmeshtriangles += surface->num_triangles;
1331 mod->brush.collisionmesh = Mod_ShadowMesh_Begin(mempool, numcollisionmeshtriangles * 3, numcollisionmeshtriangles, NULL, NULL, NULL, false, false, true);
1332 for (k = 0;k < mod->nummodelsurfaces;k++)
1334 surface = mod->data_surfaces + mod->firstmodelsurface + k;
1335 if (!(surface->texture->supercontents & SUPERCONTENTS_SOLID))
1337 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));
1339 mod->brush.collisionmesh = Mod_ShadowMesh_Finish(mempool, mod->brush.collisionmesh, false, true, false);
1342 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)
1347 if (ix >= 0 && iy >= 0 && ix < imagewidth && iy < imageheight)
1348 v[2] = (imagepixels[((iy*imagewidth)+ix)*4+0] + imagepixels[((iy*imagewidth)+ix)*4+1] + imagepixels[((iy*imagewidth)+ix)*4+2]) * (1.0f / 765.0f);
1351 Matrix4x4_Transform(pixelstepmatrix, v, vertex3f);
1352 Matrix4x4_Transform(pixeltexturestepmatrix, v, tc);
1353 texcoord2f[0] = tc[0];
1354 texcoord2f[1] = tc[1];
1357 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)
1359 float vup[3], vdown[3], vleft[3], vright[3];
1360 float tcup[3], tcdown[3], tcleft[3], tcright[3];
1361 float sv[3], tv[3], nl[3];
1362 Mod_GetTerrainVertex3fTexCoord2fFromBGRA(imagepixels, imagewidth, imageheight, ix, iy, vertex3f, texcoord2f, pixelstepmatrix, pixeltexturestepmatrix);
1363 Mod_GetTerrainVertex3fTexCoord2fFromBGRA(imagepixels, imagewidth, imageheight, ix, iy - 1, vup, tcup, pixelstepmatrix, pixeltexturestepmatrix);
1364 Mod_GetTerrainVertex3fTexCoord2fFromBGRA(imagepixels, imagewidth, imageheight, ix, iy + 1, vdown, tcdown, pixelstepmatrix, pixeltexturestepmatrix);
1365 Mod_GetTerrainVertex3fTexCoord2fFromBGRA(imagepixels, imagewidth, imageheight, ix - 1, iy, vleft, tcleft, pixelstepmatrix, pixeltexturestepmatrix);
1366 Mod_GetTerrainVertex3fTexCoord2fFromBGRA(imagepixels, imagewidth, imageheight, ix + 1, iy, vright, tcright, pixelstepmatrix, pixeltexturestepmatrix);
1367 Mod_BuildBumpVectors(vertex3f, vup, vright, texcoord2f, tcup, tcright, svector3f, tvector3f, normal3f);
1368 Mod_BuildBumpVectors(vertex3f, vright, vdown, texcoord2f, tcright, tcdown, sv, tv, nl);
1369 VectorAdd(svector3f, sv, svector3f);
1370 VectorAdd(tvector3f, tv, tvector3f);
1371 VectorAdd(normal3f, nl, normal3f);
1372 Mod_BuildBumpVectors(vertex3f, vdown, vleft, texcoord2f, tcdown, tcleft, sv, tv, nl);
1373 VectorAdd(svector3f, sv, svector3f);
1374 VectorAdd(tvector3f, tv, tvector3f);
1375 VectorAdd(normal3f, nl, normal3f);
1376 Mod_BuildBumpVectors(vertex3f, vleft, vup, texcoord2f, tcleft, tcup, sv, tv, nl);
1377 VectorAdd(svector3f, sv, svector3f);
1378 VectorAdd(tvector3f, tv, tvector3f);
1379 VectorAdd(normal3f, nl, normal3f);
1382 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)
1384 int x, y, ix, iy, *e;
1386 for (y = 0;y < height;y++)
1388 for (x = 0;x < width;x++)
1390 e[0] = (y + 1) * (width + 1) + (x + 0);
1391 e[1] = (y + 0) * (width + 1) + (x + 0);
1392 e[2] = (y + 1) * (width + 1) + (x + 1);
1393 e[3] = (y + 0) * (width + 1) + (x + 0);
1394 e[4] = (y + 0) * (width + 1) + (x + 1);
1395 e[5] = (y + 1) * (width + 1) + (x + 1);
1399 Mod_BuildTriangleNeighbors(neighbor3i, element3i, width*height*2);
1400 for (y = 0, iy = y1;y < height + 1;y++, iy++)
1401 for (x = 0, ix = x1;x < width + 1;x++, ix++, vertex3f += 3, texcoord2f += 2, svector3f += 3, tvector3f += 3, normal3f += 3)
1402 Mod_GetTerrainVertexFromBGRA(imagepixels, imagewidth, imageheight, ix, iy, vertex3f, texcoord2f, svector3f, tvector3f, normal3f, pixelstepmatrix, pixeltexturestepmatrix);
1406 void Mod_Terrain_SurfaceRecurseChunk(dp_model_t *model, int stepsize, int x, int y)
1410 float chunkwidth = min(stepsize, model->terrain.width - 1 - x);
1411 float chunkheight = min(stepsize, model->terrain.height - 1 - y);
1412 float viewvector[3];
1413 unsigned int firstvertex;
1416 if (chunkwidth < 2 || chunkheight < 2)
1418 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]);
1419 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]);
1420 viewvector[0] = bound(mins[0], localvieworigin, maxs[0]) - model->terrain.vieworigin[0];
1421 viewvector[1] = bound(mins[1], localvieworigin, maxs[1]) - model->terrain.vieworigin[1];
1422 viewvector[2] = bound(mins[2], localvieworigin, maxs[2]) - model->terrain.vieworigin[2];
1423 if (stepsize > 1 && VectorLength(viewvector) < stepsize*model->terrain.scale[0]*r_terrain_lodscale.value)
1425 // too close for this stepsize, emit as 4 chunks instead
1427 Mod_Terrain_SurfaceRecurseChunk(model, stepsize, x, y);
1428 Mod_Terrain_SurfaceRecurseChunk(model, stepsize, x+stepsize, y);
1429 Mod_Terrain_SurfaceRecurseChunk(model, stepsize, x, y+stepsize);
1430 Mod_Terrain_SurfaceRecurseChunk(model, stepsize, x+stepsize, y+stepsize);
1433 // emit the geometry at stepsize into our vertex buffer / index buffer
1434 // we add two columns and two rows for skirt
1435 outwidth = chunkwidth+2;
1436 outheight = chunkheight+2;
1437 outwidth2 = outwidth-1;
1438 outheight2 = outheight-1;
1439 outwidth3 = outwidth+1;
1440 outheight3 = outheight+1;
1441 firstvertex = numvertices;
1442 e = model->terrain.element3i + numtriangles;
1443 numtriangles += chunkwidth*chunkheight*2+chunkwidth*2*2+chunkheight*2*2;
1444 v = model->terrain.vertex3f + numvertices;
1445 numvertices += (chunkwidth+1)*(chunkheight+1)+(chunkwidth+1)*2+(chunkheight+1)*2;
1446 // emit the triangles (note: the skirt is treated as two extra rows and two extra columns)
1447 for (ty = 0;ty < outheight;ty++)
1449 for (tx = 0;tx < outwidth;tx++)
1451 *e++ = firstvertex + (ty )*outwidth3+(tx );
1452 *e++ = firstvertex + (ty )*outwidth3+(tx+1);
1453 *e++ = firstvertex + (ty+1)*outwidth3+(tx+1);
1454 *e++ = firstvertex + (ty )*outwidth3+(tx );
1455 *e++ = firstvertex + (ty+1)*outwidth3+(tx+1);
1456 *e++ = firstvertex + (ty+1)*outwidth3+(tx );
1459 // TODO: emit surface vertices (x+tx*stepsize, y+ty*stepsize)
1460 for (ty = 0;ty <= outheight;ty++)
1462 skirtrow = ty == 0 || ty == outheight;
1463 ry = y+bound(1, ty, outheight)*stepsize;
1464 for (tx = 0;tx <= outwidth;tx++)
1466 skirt = skirtrow || tx == 0 || tx == outwidth;
1467 rx = x+bound(1, tx, outwidth)*stepsize;
1470 v[2] = heightmap[ry*terrainwidth+rx]*scale[2];
1474 // TODO: emit skirt vertices
1477 void Mod_Terrain_UpdateSurfacesForViewOrigin(dp_model_t *model)
1479 for (y = 0;y < model->terrain.size[1];y += model->terrain.
1480 Mod_Terrain_SurfaceRecurseChunk(model, model->terrain.maxstepsize, x, y);
1481 Mod_Terrain_BuildChunk(model,
1485 q3wavefunc_t Mod_LoadQ3Shaders_EnumerateWaveFunc(const char *s)
1487 if (!strcasecmp(s, "sin")) return Q3WAVEFUNC_SIN;
1488 if (!strcasecmp(s, "square")) return Q3WAVEFUNC_SQUARE;
1489 if (!strcasecmp(s, "triangle")) return Q3WAVEFUNC_TRIANGLE;
1490 if (!strcasecmp(s, "sawtooth")) return Q3WAVEFUNC_SAWTOOTH;
1491 if (!strcasecmp(s, "inversesawtooth")) return Q3WAVEFUNC_INVERSESAWTOOTH;
1492 if (!strcasecmp(s, "noise")) return Q3WAVEFUNC_NOISE;
1493 Con_DPrintf("Mod_LoadQ3Shaders: unknown wavefunc %s\n", s);
1494 return Q3WAVEFUNC_NONE;
1497 void Mod_FreeQ3Shaders(void)
1499 Mem_FreePool(&q3shaders_mem);
1502 static void Q3Shader_AddToHash (q3shaderinfo_t* shader)
1504 unsigned short hash = CRC_Block_CaseInsensitive ((const unsigned char *)shader->name, strlen (shader->name));
1505 q3shader_hash_entry_t* entry = q3shader_data->hash + (hash % Q3SHADER_HASH_SIZE);
1506 q3shader_hash_entry_t* lastEntry = NULL;
1507 while (entry != NULL)
1509 if (strcasecmp (entry->shader.name, shader->name) == 0)
1511 unsigned char *start, *end, *start2;
1512 start = (unsigned char *) (&shader->Q3SHADERINFO_COMPARE_START);
1513 end = ((unsigned char *) (&shader->Q3SHADERINFO_COMPARE_END)) + sizeof(shader->Q3SHADERINFO_COMPARE_END);
1514 start2 = (unsigned char *) (&entry->shader.Q3SHADERINFO_COMPARE_START);
1515 if(memcmp(start, start2, end - start))
1516 Con_DPrintf("Shader '%s' already defined, ignoring mismatching redeclaration\n", shader->name);
1518 Con_DPrintf("Shader '%s' already defined\n", shader->name);
1522 entry = entry->chain;
1526 if (lastEntry->shader.name[0] != 0)
1529 q3shader_hash_entry_t* newEntry = (q3shader_hash_entry_t*)
1530 Mem_ExpandableArray_AllocRecord (&q3shader_data->hash_entries);
1532 while (lastEntry->chain != NULL) lastEntry = lastEntry->chain;
1533 lastEntry->chain = newEntry;
1534 newEntry->chain = NULL;
1535 lastEntry = newEntry;
1537 /* else: head of chain, in hash entry array */
1540 memcpy (&entry->shader, shader, sizeof (q3shaderinfo_t));
1543 extern cvar_t r_picmipworld;
1544 extern cvar_t mod_q3shader_default_offsetmapping;
1545 void Mod_LoadQ3Shaders(void)
1552 q3shaderinfo_t shader;
1553 q3shaderinfo_layer_t *layer;
1555 char parameter[TEXTURE_MAXFRAMES + 4][Q3PATHLENGTH];
1557 Mod_FreeQ3Shaders();
1559 q3shaders_mem = Mem_AllocPool("q3shaders", 0, NULL);
1560 q3shader_data = (q3shader_data_t*)Mem_Alloc (q3shaders_mem,
1561 sizeof (q3shader_data_t));
1562 Mem_ExpandableArray_NewArray (&q3shader_data->hash_entries,
1563 q3shaders_mem, sizeof (q3shader_hash_entry_t), 256);
1564 Mem_ExpandableArray_NewArray (&q3shader_data->char_ptrs,
1565 q3shaders_mem, sizeof (char**), 256);
1567 search = FS_Search("scripts/*.shader", true, false);
1570 for (fileindex = 0;fileindex < search->numfilenames;fileindex++)
1572 text = f = (char *)FS_LoadFile(search->filenames[fileindex], tempmempool, false, NULL);
1575 while (COM_ParseToken_QuakeC(&text, false))
1577 memset (&shader, 0, sizeof(shader));
1578 shader.reflectmin = 0;
1579 shader.reflectmax = 1;
1580 shader.refractfactor = 1;
1581 Vector4Set(shader.refractcolor4f, 1, 1, 1, 1);
1582 shader.reflectfactor = 1;
1583 Vector4Set(shader.reflectcolor4f, 1, 1, 1, 1);
1584 shader.r_water_wateralpha = 1;
1585 shader.offsetmapping = (mod_q3shader_default_offsetmapping.value) ? OFFSETMAPPING_DEFAULT : OFFSETMAPPING_OFF;
1586 shader.offsetscale = 1;
1587 shader.specularscalemod = 1;
1588 shader.specularpowermod = 1;
1590 strlcpy(shader.name, com_token, sizeof(shader.name));
1591 if (!COM_ParseToken_QuakeC(&text, false) || strcasecmp(com_token, "{"))
1593 Con_DPrintf("%s parsing error - expected \"{\", found \"%s\"\n", search->filenames[fileindex], com_token);
1596 while (COM_ParseToken_QuakeC(&text, false))
1598 if (!strcasecmp(com_token, "}"))
1600 if (!strcasecmp(com_token, "{"))
1602 static q3shaderinfo_layer_t dummy;
1603 if (shader.numlayers < Q3SHADER_MAXLAYERS)
1605 layer = shader.layers + shader.numlayers++;
1609 // parse and process it anyway, just don't store it (so a map $lightmap or such stuff still is found)
1610 memset(&dummy, 0, sizeof(dummy));
1613 layer->rgbgen.rgbgen = Q3RGBGEN_IDENTITY;
1614 layer->alphagen.alphagen = Q3ALPHAGEN_IDENTITY;
1615 layer->tcgen.tcgen = Q3TCGEN_TEXTURE;
1616 layer->blendfunc[0] = GL_ONE;
1617 layer->blendfunc[1] = GL_ZERO;
1618 while (COM_ParseToken_QuakeC(&text, false))
1620 if (!strcasecmp(com_token, "}"))
1622 if (!strcasecmp(com_token, "\n"))
1625 for (j = 0;strcasecmp(com_token, "\n") && strcasecmp(com_token, "}");j++)
1627 if (j < TEXTURE_MAXFRAMES + 4)
1629 // remap dp_water to dpwater, dp_reflect to dpreflect, etc.
1630 if(j == 0 && !strncasecmp(com_token, "dp_", 3))
1631 dpsnprintf(parameter[j], sizeof(parameter[j]), "dp%s", &com_token[3]);
1633 strlcpy(parameter[j], com_token, sizeof(parameter[j]));
1634 numparameters = j + 1;
1636 if (!COM_ParseToken_QuakeC(&text, true))
1639 //for (j = numparameters;j < TEXTURE_MAXFRAMES + 4;j++)
1640 // parameter[j][0] = 0;
1641 if (developer_insane.integer)
1643 Con_DPrintf("%s %i: ", shader.name, shader.numlayers - 1);
1644 for (j = 0;j < numparameters;j++)
1645 Con_DPrintf(" %s", parameter[j]);
1648 if (numparameters >= 2 && !strcasecmp(parameter[0], "blendfunc"))
1650 if (numparameters == 2)
1652 if (!strcasecmp(parameter[1], "add"))
1654 layer->blendfunc[0] = GL_ONE;
1655 layer->blendfunc[1] = GL_ONE;
1657 else if (!strcasecmp(parameter[1], "filter"))
1659 layer->blendfunc[0] = GL_DST_COLOR;
1660 layer->blendfunc[1] = GL_ZERO;
1662 else if (!strcasecmp(parameter[1], "blend"))
1664 layer->blendfunc[0] = GL_SRC_ALPHA;
1665 layer->blendfunc[1] = GL_ONE_MINUS_SRC_ALPHA;
1668 else if (numparameters == 3)
1671 for (k = 0;k < 2;k++)
1673 if (!strcasecmp(parameter[k+1], "GL_ONE"))
1674 layer->blendfunc[k] = GL_ONE;
1675 else if (!strcasecmp(parameter[k+1], "GL_ZERO"))
1676 layer->blendfunc[k] = GL_ZERO;
1677 else if (!strcasecmp(parameter[k+1], "GL_SRC_COLOR"))
1678 layer->blendfunc[k] = GL_SRC_COLOR;
1679 else if (!strcasecmp(parameter[k+1], "GL_SRC_ALPHA"))
1680 layer->blendfunc[k] = GL_SRC_ALPHA;
1681 else if (!strcasecmp(parameter[k+1], "GL_DST_COLOR"))
1682 layer->blendfunc[k] = GL_DST_COLOR;
1683 else if (!strcasecmp(parameter[k+1], "GL_DST_ALPHA"))
1684 layer->blendfunc[k] = GL_ONE_MINUS_DST_ALPHA;
1685 else if (!strcasecmp(parameter[k+1], "GL_ONE_MINUS_SRC_COLOR"))
1686 layer->blendfunc[k] = GL_ONE_MINUS_SRC_COLOR;
1687 else if (!strcasecmp(parameter[k+1], "GL_ONE_MINUS_SRC_ALPHA"))
1688 layer->blendfunc[k] = GL_ONE_MINUS_SRC_ALPHA;
1689 else if (!strcasecmp(parameter[k+1], "GL_ONE_MINUS_DST_COLOR"))
1690 layer->blendfunc[k] = GL_ONE_MINUS_DST_COLOR;
1691 else if (!strcasecmp(parameter[k+1], "GL_ONE_MINUS_DST_ALPHA"))
1692 layer->blendfunc[k] = GL_ONE_MINUS_DST_ALPHA;
1694 layer->blendfunc[k] = GL_ONE; // default in case of parsing error
1698 if (numparameters >= 2 && !strcasecmp(parameter[0], "alphafunc"))
1699 layer->alphatest = true;
1700 if (numparameters >= 2 && (!strcasecmp(parameter[0], "map") || !strcasecmp(parameter[0], "clampmap")))
1702 if (!strcasecmp(parameter[0], "clampmap"))
1703 layer->clampmap = true;
1704 layer->numframes = 1;
1705 layer->framerate = 1;
1706 layer->texturename = (char**)Mem_ExpandableArray_AllocRecord (
1707 &q3shader_data->char_ptrs);
1708 layer->texturename[0] = Mem_strdup (q3shaders_mem, parameter[1]);
1709 if (!strcasecmp(parameter[1], "$lightmap"))
1710 shader.lighting = true;
1712 else if (numparameters >= 3 && (!strcasecmp(parameter[0], "animmap") || !strcasecmp(parameter[0], "animclampmap")))
1715 layer->numframes = min(numparameters - 2, TEXTURE_MAXFRAMES);
1716 layer->framerate = atof(parameter[1]);
1717 layer->texturename = (char **) Mem_Alloc (q3shaders_mem, sizeof (char*) * layer->numframes);
1718 for (i = 0;i < layer->numframes;i++)
1719 layer->texturename[i] = Mem_strdup (q3shaders_mem, parameter[i + 2]);
1721 else if (numparameters >= 2 && !strcasecmp(parameter[0], "rgbgen"))
1724 for (i = 0;i < numparameters - 2 && i < Q3RGBGEN_MAXPARMS;i++)
1725 layer->rgbgen.parms[i] = atof(parameter[i+2]);
1726 if (!strcasecmp(parameter[1], "identity")) layer->rgbgen.rgbgen = Q3RGBGEN_IDENTITY;
1727 else if (!strcasecmp(parameter[1], "const")) layer->rgbgen.rgbgen = Q3RGBGEN_CONST;
1728 else if (!strcasecmp(parameter[1], "entity")) layer->rgbgen.rgbgen = Q3RGBGEN_ENTITY;
1729 else if (!strcasecmp(parameter[1], "exactvertex")) layer->rgbgen.rgbgen = Q3RGBGEN_EXACTVERTEX;
1730 else if (!strcasecmp(parameter[1], "identitylighting")) layer->rgbgen.rgbgen = Q3RGBGEN_IDENTITYLIGHTING;
1731 else if (!strcasecmp(parameter[1], "lightingdiffuse")) layer->rgbgen.rgbgen = Q3RGBGEN_LIGHTINGDIFFUSE;
1732 else if (!strcasecmp(parameter[1], "oneminusentity")) layer->rgbgen.rgbgen = Q3RGBGEN_ONEMINUSENTITY;
1733 else if (!strcasecmp(parameter[1], "oneminusvertex")) layer->rgbgen.rgbgen = Q3RGBGEN_ONEMINUSVERTEX;
1734 else if (!strcasecmp(parameter[1], "vertex")) layer->rgbgen.rgbgen = Q3RGBGEN_VERTEX;
1735 else if (!strcasecmp(parameter[1], "wave"))
1737 layer->rgbgen.rgbgen = Q3RGBGEN_WAVE;
1738 layer->rgbgen.wavefunc = Mod_LoadQ3Shaders_EnumerateWaveFunc(parameter[2]);
1739 for (i = 0;i < numparameters - 3 && i < Q3WAVEPARMS;i++)
1740 layer->rgbgen.waveparms[i] = atof(parameter[i+3]);
1742 else Con_DPrintf("%s parsing warning: unknown rgbgen %s\n", search->filenames[fileindex], parameter[1]);
1744 else if (numparameters >= 2 && !strcasecmp(parameter[0], "alphagen"))
1747 for (i = 0;i < numparameters - 2 && i < Q3ALPHAGEN_MAXPARMS;i++)
1748 layer->alphagen.parms[i] = atof(parameter[i+2]);
1749 if (!strcasecmp(parameter[1], "identity")) layer->alphagen.alphagen = Q3ALPHAGEN_IDENTITY;
1750 else if (!strcasecmp(parameter[1], "const")) layer->alphagen.alphagen = Q3ALPHAGEN_CONST;
1751 else if (!strcasecmp(parameter[1], "entity")) layer->alphagen.alphagen = Q3ALPHAGEN_ENTITY;
1752 else if (!strcasecmp(parameter[1], "lightingspecular")) layer->alphagen.alphagen = Q3ALPHAGEN_LIGHTINGSPECULAR;
1753 else if (!strcasecmp(parameter[1], "oneminusentity")) layer->alphagen.alphagen = Q3ALPHAGEN_ONEMINUSENTITY;
1754 else if (!strcasecmp(parameter[1], "oneminusvertex")) layer->alphagen.alphagen = Q3ALPHAGEN_ONEMINUSVERTEX;
1755 else if (!strcasecmp(parameter[1], "portal")) layer->alphagen.alphagen = Q3ALPHAGEN_PORTAL;
1756 else if (!strcasecmp(parameter[1], "vertex")) layer->alphagen.alphagen = Q3ALPHAGEN_VERTEX;
1757 else if (!strcasecmp(parameter[1], "wave"))
1759 layer->alphagen.alphagen = Q3ALPHAGEN_WAVE;
1760 layer->alphagen.wavefunc = Mod_LoadQ3Shaders_EnumerateWaveFunc(parameter[2]);
1761 for (i = 0;i < numparameters - 3 && i < Q3WAVEPARMS;i++)
1762 layer->alphagen.waveparms[i] = atof(parameter[i+3]);
1764 else Con_DPrintf("%s parsing warning: unknown alphagen %s\n", search->filenames[fileindex], parameter[1]);
1766 else if (numparameters >= 2 && (!strcasecmp(parameter[0], "texgen") || !strcasecmp(parameter[0], "tcgen")))
1769 // observed values: tcgen environment
1770 // no other values have been observed in real shaders
1771 for (i = 0;i < numparameters - 2 && i < Q3TCGEN_MAXPARMS;i++)
1772 layer->tcgen.parms[i] = atof(parameter[i+2]);
1773 if (!strcasecmp(parameter[1], "base")) layer->tcgen.tcgen = Q3TCGEN_TEXTURE;
1774 else if (!strcasecmp(parameter[1], "texture")) layer->tcgen.tcgen = Q3TCGEN_TEXTURE;
1775 else if (!strcasecmp(parameter[1], "environment")) layer->tcgen.tcgen = Q3TCGEN_ENVIRONMENT;
1776 else if (!strcasecmp(parameter[1], "lightmap")) layer->tcgen.tcgen = Q3TCGEN_LIGHTMAP;
1777 else if (!strcasecmp(parameter[1], "vector")) layer->tcgen.tcgen = Q3TCGEN_VECTOR;
1778 else Con_DPrintf("%s parsing warning: unknown tcgen mode %s\n", search->filenames[fileindex], parameter[1]);
1780 else if (numparameters >= 2 && !strcasecmp(parameter[0], "tcmod"))
1787 // tcmod stretch sin # # # #
1788 // tcmod stretch triangle # # # #
1789 // tcmod transform # # # # # #
1790 // tcmod turb # # # #
1791 // tcmod turb sin # # # # (this is bogus)
1792 // no other values have been observed in real shaders
1793 for (tcmodindex = 0;tcmodindex < Q3MAXTCMODS;tcmodindex++)
1794 if (!layer->tcmods[tcmodindex].tcmod)
1796 if (tcmodindex < Q3MAXTCMODS)
1798 for (i = 0;i < numparameters - 2 && i < Q3TCMOD_MAXPARMS;i++)
1799 layer->tcmods[tcmodindex].parms[i] = atof(parameter[i+2]);
1800 if (!strcasecmp(parameter[1], "entitytranslate")) layer->tcmods[tcmodindex].tcmod = Q3TCMOD_ENTITYTRANSLATE;
1801 else if (!strcasecmp(parameter[1], "rotate")) layer->tcmods[tcmodindex].tcmod = Q3TCMOD_ROTATE;
1802 else if (!strcasecmp(parameter[1], "scale")) layer->tcmods[tcmodindex].tcmod = Q3TCMOD_SCALE;
1803 else if (!strcasecmp(parameter[1], "scroll")) layer->tcmods[tcmodindex].tcmod = Q3TCMOD_SCROLL;
1804 else if (!strcasecmp(parameter[1], "page")) layer->tcmods[tcmodindex].tcmod = Q3TCMOD_PAGE;
1805 else if (!strcasecmp(parameter[1], "stretch"))
1807 layer->tcmods[tcmodindex].tcmod = Q3TCMOD_STRETCH;
1808 layer->tcmods[tcmodindex].wavefunc = Mod_LoadQ3Shaders_EnumerateWaveFunc(parameter[2]);
1809 for (i = 0;i < numparameters - 3 && i < Q3WAVEPARMS;i++)
1810 layer->tcmods[tcmodindex].waveparms[i] = atof(parameter[i+3]);
1812 else if (!strcasecmp(parameter[1], "transform")) layer->tcmods[tcmodindex].tcmod = Q3TCMOD_TRANSFORM;
1813 else if (!strcasecmp(parameter[1], "turb")) layer->tcmods[tcmodindex].tcmod = Q3TCMOD_TURBULENT;
1814 else Con_DPrintf("%s parsing warning: unknown tcmod mode %s\n", search->filenames[fileindex], parameter[1]);
1817 Con_DPrintf("%s parsing warning: too many tcmods on one layer\n", search->filenames[fileindex]);
1819 // break out a level if it was a closing brace (not using the character here to not confuse vim)
1820 if (!strcasecmp(com_token, "}"))
1823 if (layer->rgbgen.rgbgen == Q3RGBGEN_LIGHTINGDIFFUSE || layer->rgbgen.rgbgen == Q3RGBGEN_VERTEX)
1824 shader.lighting = true;
1825 if (layer->alphagen.alphagen == Q3ALPHAGEN_VERTEX)
1827 if (layer == shader.layers + 0)
1829 // vertex controlled transparency
1830 shader.vertexalpha = true;
1834 // multilayer terrain shader or similar
1835 shader.textureblendalpha = true;
1838 layer->texflags = TEXF_ALPHA;
1839 if (!(shader.surfaceparms & Q3SURFACEPARM_NOMIPMAPS))
1840 layer->texflags |= TEXF_MIPMAP;
1841 if (!(shader.textureflags & Q3TEXTUREFLAG_NOPICMIP))
1842 layer->texflags |= TEXF_PICMIP | TEXF_COMPRESS;
1843 if (layer->clampmap)
1844 layer->texflags |= TEXF_CLAMP;
1848 for (j = 0;strcasecmp(com_token, "\n") && strcasecmp(com_token, "}");j++)
1850 if (j < TEXTURE_MAXFRAMES + 4)
1852 // remap dp_water to dpwater, dp_reflect to dpreflect, etc.
1853 if(j == 0 && !strncasecmp(com_token, "dp_", 3))
1854 dpsnprintf(parameter[j], sizeof(parameter[j]), "dp%s", &com_token[3]);
1856 strlcpy(parameter[j], com_token, sizeof(parameter[j]));
1857 numparameters = j + 1;
1859 if (!COM_ParseToken_QuakeC(&text, true))
1862 //for (j = numparameters;j < TEXTURE_MAXFRAMES + 4;j++)
1863 // parameter[j][0] = 0;
1864 if (fileindex == 0 && !strcasecmp(com_token, "}"))
1866 if (developer_insane.integer)
1868 Con_DPrintf("%s: ", shader.name);
1869 for (j = 0;j < numparameters;j++)
1870 Con_DPrintf(" %s", parameter[j]);
1873 if (numparameters < 1)
1875 if (!strcasecmp(parameter[0], "surfaceparm") && numparameters >= 2)
1877 if (!strcasecmp(parameter[1], "alphashadow"))
1878 shader.surfaceparms |= Q3SURFACEPARM_ALPHASHADOW;
1879 else if (!strcasecmp(parameter[1], "areaportal"))
1880 shader.surfaceparms |= Q3SURFACEPARM_AREAPORTAL;
1881 else if (!strcasecmp(parameter[1], "botclip"))
1882 shader.surfaceparms |= Q3SURFACEPARM_BOTCLIP;
1883 else if (!strcasecmp(parameter[1], "clusterportal"))
1884 shader.surfaceparms |= Q3SURFACEPARM_CLUSTERPORTAL;
1885 else if (!strcasecmp(parameter[1], "detail"))
1886 shader.surfaceparms |= Q3SURFACEPARM_DETAIL;
1887 else if (!strcasecmp(parameter[1], "donotenter"))
1888 shader.surfaceparms |= Q3SURFACEPARM_DONOTENTER;
1889 else if (!strcasecmp(parameter[1], "dust"))
1890 shader.surfaceparms |= Q3SURFACEPARM_DUST;
1891 else if (!strcasecmp(parameter[1], "hint"))
1892 shader.surfaceparms |= Q3SURFACEPARM_HINT;
1893 else if (!strcasecmp(parameter[1], "fog"))
1894 shader.surfaceparms |= Q3SURFACEPARM_FOG;
1895 else if (!strcasecmp(parameter[1], "lava"))
1896 shader.surfaceparms |= Q3SURFACEPARM_LAVA;
1897 else if (!strcasecmp(parameter[1], "lightfilter"))
1898 shader.surfaceparms |= Q3SURFACEPARM_LIGHTFILTER;
1899 else if (!strcasecmp(parameter[1], "lightgrid"))
1900 shader.surfaceparms |= Q3SURFACEPARM_LIGHTGRID;
1901 else if (!strcasecmp(parameter[1], "metalsteps"))
1902 shader.surfaceparms |= Q3SURFACEPARM_METALSTEPS;
1903 else if (!strcasecmp(parameter[1], "nodamage"))
1904 shader.surfaceparms |= Q3SURFACEPARM_NODAMAGE;
1905 else if (!strcasecmp(parameter[1], "nodlight"))
1906 shader.surfaceparms |= Q3SURFACEPARM_NODLIGHT;
1907 else if (!strcasecmp(parameter[1], "nodraw"))
1908 shader.surfaceparms |= Q3SURFACEPARM_NODRAW;
1909 else if (!strcasecmp(parameter[1], "nodrop"))
1910 shader.surfaceparms |= Q3SURFACEPARM_NODROP;
1911 else if (!strcasecmp(parameter[1], "noimpact"))
1912 shader.surfaceparms |= Q3SURFACEPARM_NOIMPACT;
1913 else if (!strcasecmp(parameter[1], "nolightmap"))
1914 shader.surfaceparms |= Q3SURFACEPARM_NOLIGHTMAP;
1915 else if (!strcasecmp(parameter[1], "nomarks"))
1916 shader.surfaceparms |= Q3SURFACEPARM_NOMARKS;
1917 else if (!strcasecmp(parameter[1], "nomipmaps"))
1918 shader.surfaceparms |= Q3SURFACEPARM_NOMIPMAPS;
1919 else if (!strcasecmp(parameter[1], "nonsolid"))
1920 shader.surfaceparms |= Q3SURFACEPARM_NONSOLID;
1921 else if (!strcasecmp(parameter[1], "origin"))
1922 shader.surfaceparms |= Q3SURFACEPARM_ORIGIN;
1923 else if (!strcasecmp(parameter[1], "playerclip"))
1924 shader.surfaceparms |= Q3SURFACEPARM_PLAYERCLIP;
1925 else if (!strcasecmp(parameter[1], "sky"))
1926 shader.surfaceparms |= Q3SURFACEPARM_SKY;
1927 else if (!strcasecmp(parameter[1], "slick"))
1928 shader.surfaceparms |= Q3SURFACEPARM_SLICK;
1929 else if (!strcasecmp(parameter[1], "slime"))
1930 shader.surfaceparms |= Q3SURFACEPARM_SLIME;
1931 else if (!strcasecmp(parameter[1], "structural"))
1932 shader.surfaceparms |= Q3SURFACEPARM_STRUCTURAL;
1933 else if (!strcasecmp(parameter[1], "trans"))
1934 shader.surfaceparms |= Q3SURFACEPARM_TRANS;
1935 else if (!strcasecmp(parameter[1], "water"))
1936 shader.surfaceparms |= Q3SURFACEPARM_WATER;
1937 else if (!strcasecmp(parameter[1], "pointlight"))
1938 shader.surfaceparms |= Q3SURFACEPARM_POINTLIGHT;
1939 else if (!strcasecmp(parameter[1], "antiportal"))
1940 shader.surfaceparms |= Q3SURFACEPARM_ANTIPORTAL;
1942 Con_DPrintf("%s parsing warning: unknown surfaceparm \"%s\"\n", search->filenames[fileindex], parameter[1]);
1944 else if (!strcasecmp(parameter[0], "dpshadow"))
1945 shader.dpshadow = true;
1946 else if (!strcasecmp(parameter[0], "dpnoshadow"))
1947 shader.dpnoshadow = true;
1948 else if (!strcasecmp(parameter[0], "dpreflectcube"))
1949 strlcpy(shader.dpreflectcube, parameter[1], sizeof(shader.dpreflectcube));
1950 else if (!strcasecmp(parameter[0], "dpmeshcollisions"))
1951 shader.dpmeshcollisions = true;
1952 else if (!strcasecmp(parameter[0], "sky") && numparameters >= 2)
1954 // some q3 skies don't have the sky parm set
1955 shader.surfaceparms |= Q3SURFACEPARM_SKY;
1956 strlcpy(shader.skyboxname, parameter[1], sizeof(shader.skyboxname));
1958 else if (!strcasecmp(parameter[0], "skyparms") && numparameters >= 2)
1960 // some q3 skies don't have the sky parm set
1961 shader.surfaceparms |= Q3SURFACEPARM_SKY;
1962 if (!atoi(parameter[1]) && strcasecmp(parameter[1], "-"))
1963 strlcpy(shader.skyboxname, parameter[1], sizeof(shader.skyboxname));
1965 else if (!strcasecmp(parameter[0], "cull") && numparameters >= 2)
1967 if (!strcasecmp(parameter[1], "disable") || !strcasecmp(parameter[1], "none") || !strcasecmp(parameter[1], "twosided"))
1968 shader.textureflags |= Q3TEXTUREFLAG_TWOSIDED;
1970 else if (!strcasecmp(parameter[0], "nomipmaps"))
1971 shader.surfaceparms |= Q3SURFACEPARM_NOMIPMAPS;
1972 else if (!strcasecmp(parameter[0], "nopicmip"))
1973 shader.textureflags |= Q3TEXTUREFLAG_NOPICMIP;
1974 else if (!strcasecmp(parameter[0], "polygonoffset"))
1975 shader.textureflags |= Q3TEXTUREFLAG_POLYGONOFFSET;
1976 else if (!strcasecmp(parameter[0], "dprefract") && numparameters >= 5)
1978 shader.textureflags |= Q3TEXTUREFLAG_REFRACTION;
1979 shader.refractfactor = atof(parameter[1]);
1980 Vector4Set(shader.refractcolor4f, atof(parameter[2]), atof(parameter[3]), atof(parameter[4]), 1);
1982 else if (!strcasecmp(parameter[0], "dpreflect") && numparameters >= 6)
1984 shader.textureflags |= Q3TEXTUREFLAG_REFLECTION;
1985 shader.reflectfactor = atof(parameter[1]);
1986 Vector4Set(shader.reflectcolor4f, atof(parameter[2]), atof(parameter[3]), atof(parameter[4]), atof(parameter[5]));
1988 else if (!strcasecmp(parameter[0], "dpcamera"))
1990 shader.textureflags |= Q3TEXTUREFLAG_CAMERA;
1992 else if (!strcasecmp(parameter[0], "dpwater") && numparameters >= 12)
1994 shader.textureflags |= Q3TEXTUREFLAG_WATERSHADER;
1995 shader.reflectmin = atof(parameter[1]);
1996 shader.reflectmax = atof(parameter[2]);
1997 shader.refractfactor = atof(parameter[3]);
1998 shader.reflectfactor = atof(parameter[4]);
1999 Vector4Set(shader.refractcolor4f, atof(parameter[5]), atof(parameter[6]), atof(parameter[7]), 1);
2000 Vector4Set(shader.reflectcolor4f, atof(parameter[8]), atof(parameter[9]), atof(parameter[10]), 1);
2001 shader.r_water_wateralpha = atof(parameter[11]);
2003 else if (!strcasecmp(parameter[0], "dpglossintensitymod") && numparameters >= 2)
2005 shader.specularscalemod = atof(parameter[1]);
2007 else if (!strcasecmp(parameter[0], "dpglossexponentmod") && numparameters >= 2)
2009 shader.specularpowermod = atof(parameter[1]);
2011 else if (!strcasecmp(parameter[0], "dpoffsetmapping") && numparameters >= 3)
2013 if (!strcasecmp(parameter[1], "disable") || !strcasecmp(parameter[1], "none") || !strcasecmp(parameter[1], "off"))
2014 shader.offsetmapping = OFFSETMAPPING_OFF;
2015 else if (!strcasecmp(parameter[1], "default"))
2016 shader.offsetmapping = OFFSETMAPPING_DEFAULT;
2017 else if (!strcasecmp(parameter[1], "linear"))
2018 shader.offsetmapping = OFFSETMAPPING_LINEAR;
2019 else if (!strcasecmp(parameter[1], "relief"))
2020 shader.offsetmapping = OFFSETMAPPING_RELIEF;
2021 shader.offsetscale = atof(parameter[2]);
2023 else if (!strcasecmp(parameter[0], "deformvertexes") && numparameters >= 2)
2026 for (deformindex = 0;deformindex < Q3MAXDEFORMS;deformindex++)
2027 if (!shader.deforms[deformindex].deform)
2029 if (deformindex < Q3MAXDEFORMS)
2031 for (i = 0;i < numparameters - 2 && i < Q3DEFORM_MAXPARMS;i++)
2032 shader.deforms[deformindex].parms[i] = atof(parameter[i+2]);
2033 if (!strcasecmp(parameter[1], "projectionshadow")) shader.deforms[deformindex].deform = Q3DEFORM_PROJECTIONSHADOW;
2034 else if (!strcasecmp(parameter[1], "autosprite" )) shader.deforms[deformindex].deform = Q3DEFORM_AUTOSPRITE;
2035 else if (!strcasecmp(parameter[1], "autosprite2" )) shader.deforms[deformindex].deform = Q3DEFORM_AUTOSPRITE2;
2036 else if (!strcasecmp(parameter[1], "text0" )) shader.deforms[deformindex].deform = Q3DEFORM_TEXT0;
2037 else if (!strcasecmp(parameter[1], "text1" )) shader.deforms[deformindex].deform = Q3DEFORM_TEXT1;
2038 else if (!strcasecmp(parameter[1], "text2" )) shader.deforms[deformindex].deform = Q3DEFORM_TEXT2;
2039 else if (!strcasecmp(parameter[1], "text3" )) shader.deforms[deformindex].deform = Q3DEFORM_TEXT3;
2040 else if (!strcasecmp(parameter[1], "text4" )) shader.deforms[deformindex].deform = Q3DEFORM_TEXT4;
2041 else if (!strcasecmp(parameter[1], "text5" )) shader.deforms[deformindex].deform = Q3DEFORM_TEXT5;
2042 else if (!strcasecmp(parameter[1], "text6" )) shader.deforms[deformindex].deform = Q3DEFORM_TEXT6;
2043 else if (!strcasecmp(parameter[1], "text7" )) shader.deforms[deformindex].deform = Q3DEFORM_TEXT7;
2044 else if (!strcasecmp(parameter[1], "bulge" )) shader.deforms[deformindex].deform = Q3DEFORM_BULGE;
2045 else if (!strcasecmp(parameter[1], "normal" )) shader.deforms[deformindex].deform = Q3DEFORM_NORMAL;
2046 else if (!strcasecmp(parameter[1], "wave" ))
2048 shader.deforms[deformindex].deform = Q3DEFORM_WAVE;
2049 shader.deforms[deformindex].wavefunc = Mod_LoadQ3Shaders_EnumerateWaveFunc(parameter[3]);
2050 for (i = 0;i < numparameters - 4 && i < Q3WAVEPARMS;i++)
2051 shader.deforms[deformindex].waveparms[i] = atof(parameter[i+4]);
2053 else if (!strcasecmp(parameter[1], "move" ))
2055 shader.deforms[deformindex].deform = Q3DEFORM_MOVE;
2056 shader.deforms[deformindex].wavefunc = Mod_LoadQ3Shaders_EnumerateWaveFunc(parameter[5]);
2057 for (i = 0;i < numparameters - 6 && i < Q3WAVEPARMS;i++)
2058 shader.deforms[deformindex].waveparms[i] = atof(parameter[i+6]);
2063 // pick the primary layer to render with
2064 if (shader.numlayers)
2066 shader.backgroundlayer = -1;
2067 shader.primarylayer = 0;
2068 // if lightmap comes first this is definitely an ordinary texture
2069 // if the first two layers have the correct blendfuncs and use vertex alpha, it is a blended terrain shader
2070 if ((shader.layers[shader.primarylayer].texturename != NULL)
2071 && !strcasecmp(shader.layers[shader.primarylayer].texturename[0], "$lightmap"))
2073 shader.backgroundlayer = -1;
2074 shader.primarylayer = 1;
2076 else if (shader.numlayers >= 2
2077 && shader.layers[1].alphagen.alphagen == Q3ALPHAGEN_VERTEX
2078 && (shader.layers[0].blendfunc[0] == GL_ONE && shader.layers[0].blendfunc[1] == GL_ZERO && !shader.layers[0].alphatest)
2079 && ((shader.layers[1].blendfunc[0] == GL_SRC_ALPHA && shader.layers[1].blendfunc[1] == GL_ONE_MINUS_SRC_ALPHA)
2080 || (shader.layers[1].blendfunc[0] == GL_ONE && shader.layers[1].blendfunc[1] == GL_ZERO && shader.layers[1].alphatest)))
2082 // terrain blending or other effects
2083 shader.backgroundlayer = 0;
2084 shader.primarylayer = 1;
2087 // fix up multiple reflection types
2088 if(shader.textureflags & Q3TEXTUREFLAG_WATERSHADER)
2089 shader.textureflags &= ~(Q3TEXTUREFLAG_REFRACTION | Q3TEXTUREFLAG_REFLECTION | Q3TEXTUREFLAG_CAMERA);
2091 Q3Shader_AddToHash (&shader);
2095 FS_FreeSearch(search);
2098 q3shaderinfo_t *Mod_LookupQ3Shader(const char *name)
2100 unsigned short hash;
2101 q3shader_hash_entry_t* entry;
2103 Mod_LoadQ3Shaders();
2104 hash = CRC_Block_CaseInsensitive ((const unsigned char *)name, strlen (name));
2105 entry = q3shader_data->hash + (hash % Q3SHADER_HASH_SIZE);
2106 while (entry != NULL)
2108 if (strcasecmp (entry->shader.name, name) == 0)
2109 return &entry->shader;
2110 entry = entry->chain;
2115 qboolean Mod_LoadTextureFromQ3Shader(texture_t *texture, const char *name, qboolean warnmissing, qboolean fallback, int defaulttexflags)
2119 qboolean success = true;
2120 q3shaderinfo_t *shader;
2123 strlcpy(texture->name, name, sizeof(texture->name));
2124 shader = name[0] ? Mod_LookupQ3Shader(name) : NULL;
2127 if(!(defaulttexflags & TEXF_PICMIP))
2128 texflagsmask &= ~TEXF_PICMIP;
2129 if(!(defaulttexflags & TEXF_COMPRESS))
2130 texflagsmask &= ~TEXF_COMPRESS;
2131 // unless later loaded from the shader
2132 texture->offsetmapping = (mod_q3shader_default_offsetmapping.value) ? OFFSETMAPPING_DEFAULT : OFFSETMAPPING_OFF;
2133 texture->offsetscale = 1;
2134 texture->specularscalemod = 1;
2135 texture->specularpowermod = 1;
2136 // WHEN ADDING DEFAULTS HERE, REMEMBER TO SYNC TO SHADER LOADING ABOVE
2137 // HERE, AND Q1BSP LOADING
2138 // JUST GREP FOR "specularscalemod = 1".
2142 if (developer_loading.integer)
2143 Con_Printf("%s: loaded shader for %s\n", loadmodel->name, name);
2144 texture->surfaceparms = shader->surfaceparms;
2146 // allow disabling of picmip or compression by defaulttexflags
2147 texture->textureflags = shader->textureflags & texflagsmask;
2149 if (shader->surfaceparms & Q3SURFACEPARM_SKY)
2151 texture->basematerialflags = MATERIALFLAG_SKY | MATERIALFLAG_NOSHADOW;
2152 if (shader->skyboxname[0])
2154 // quake3 seems to append a _ to the skybox name, so this must do so as well
2155 dpsnprintf(loadmodel->brush.skybox, sizeof(loadmodel->brush.skybox), "%s_", shader->skyboxname);
2158 else if ((texture->surfaceflags & Q3SURFACEFLAG_NODRAW) || shader->numlayers == 0)
2159 texture->basematerialflags = MATERIALFLAG_NODRAW | MATERIALFLAG_NOSHADOW;
2161 texture->basematerialflags = MATERIALFLAG_WALL;
2163 if (shader->layers[0].alphatest)
2164 texture->basematerialflags |= MATERIALFLAG_ALPHATEST | MATERIALFLAG_NOSHADOW;
2165 if (shader->textureflags & Q3TEXTUREFLAG_TWOSIDED)
2166 texture->basematerialflags |= MATERIALFLAG_NOSHADOW | MATERIALFLAG_NOCULLFACE;
2167 if (shader->textureflags & Q3TEXTUREFLAG_POLYGONOFFSET)
2168 texture->biaspolygonoffset -= 2;
2169 if (shader->textureflags & Q3TEXTUREFLAG_REFRACTION)
2170 texture->basematerialflags |= MATERIALFLAG_REFRACTION;
2171 if (shader->textureflags & Q3TEXTUREFLAG_REFLECTION)
2172 texture->basematerialflags |= MATERIALFLAG_REFLECTION;
2173 if (shader->textureflags & Q3TEXTUREFLAG_WATERSHADER)
2174 texture->basematerialflags |= MATERIALFLAG_WATERSHADER;
2175 if (shader->textureflags & Q3TEXTUREFLAG_CAMERA)
2176 texture->basematerialflags |= MATERIALFLAG_CAMERA;
2177 texture->customblendfunc[0] = GL_ONE;
2178 texture->customblendfunc[1] = GL_ZERO;
2179 if (shader->numlayers > 0)
2181 texture->customblendfunc[0] = shader->layers[0].blendfunc[0];
2182 texture->customblendfunc[1] = shader->layers[0].blendfunc[1];
2184 Q3 shader blendfuncs actually used in the game (* = supported by DP)
2185 * additive GL_ONE GL_ONE
2186 additive weird GL_ONE GL_SRC_ALPHA
2187 additive weird 2 GL_ONE GL_ONE_MINUS_SRC_ALPHA
2188 * alpha GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA
2189 alpha inverse GL_ONE_MINUS_SRC_ALPHA GL_SRC_ALPHA
2190 brighten GL_DST_COLOR GL_ONE
2191 brighten GL_ONE GL_SRC_COLOR
2192 brighten weird GL_DST_COLOR GL_ONE_MINUS_DST_ALPHA
2193 brighten weird 2 GL_DST_COLOR GL_SRC_ALPHA
2194 * modulate GL_DST_COLOR GL_ZERO
2195 * modulate GL_ZERO GL_SRC_COLOR
2196 modulate inverse GL_ZERO GL_ONE_MINUS_SRC_COLOR
2197 modulate inverse alpha GL_ZERO GL_SRC_ALPHA
2198 modulate weird inverse GL_ONE_MINUS_DST_COLOR GL_ZERO
2199 * modulate x2 GL_DST_COLOR GL_SRC_COLOR
2200 * no blend GL_ONE GL_ZERO
2201 nothing GL_ZERO GL_ONE
2203 // if not opaque, figure out what blendfunc to use
2204 if (shader->layers[0].blendfunc[0] != GL_ONE || shader->layers[0].blendfunc[1] != GL_ZERO)
2206 if (shader->layers[0].blendfunc[0] == GL_ONE && shader->layers[0].blendfunc[1] == GL_ONE)
2207 texture->basematerialflags |= MATERIALFLAG_ADD | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
2208 else if (shader->layers[0].blendfunc[0] == GL_SRC_ALPHA && shader->layers[0].blendfunc[1] == GL_ONE)
2209 texture->basematerialflags |= MATERIALFLAG_ADD | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
2210 else if (shader->layers[0].blendfunc[0] == GL_SRC_ALPHA && shader->layers[0].blendfunc[1] == GL_ONE_MINUS_SRC_ALPHA)
2211 texture->basematerialflags |= MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
2213 texture->basematerialflags |= MATERIALFLAG_CUSTOMBLEND | MATERIALFLAG_FULLBRIGHT | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
2216 if (!shader->lighting)
2217 texture->basematerialflags |= MATERIALFLAG_FULLBRIGHT;
2218 if (shader->primarylayer >= 0)
2220 q3shaderinfo_layer_t* primarylayer = shader->layers + shader->primarylayer;
2221 // copy over many primarylayer parameters
2222 texture->rgbgen = primarylayer->rgbgen;
2223 texture->alphagen = primarylayer->alphagen;
2224 texture->tcgen = primarylayer->tcgen;
2225 memcpy(texture->tcmods, primarylayer->tcmods, sizeof(texture->tcmods));
2226 // load the textures
2227 texture->numskinframes = primarylayer->numframes;
2228 texture->skinframerate = primarylayer->framerate;
2229 for (j = 0;j < primarylayer->numframes;j++)
2231 if(cls.state == ca_dedicated)
2233 texture->skinframes[j] = NULL;
2235 else if (!(texture->skinframes[j] = R_SkinFrame_LoadExternal(primarylayer->texturename[j], primarylayer->texflags & texflagsmask, false)))
2237 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);
2238 texture->skinframes[j] = R_SkinFrame_LoadMissing();
2242 if (shader->backgroundlayer >= 0)
2244 q3shaderinfo_layer_t* backgroundlayer = shader->layers + shader->backgroundlayer;
2245 // copy over one secondarylayer parameter
2246 memcpy(texture->backgroundtcmods, backgroundlayer->tcmods, sizeof(texture->backgroundtcmods));
2247 // load the textures
2248 texture->backgroundnumskinframes = backgroundlayer->numframes;
2249 texture->backgroundskinframerate = backgroundlayer->framerate;
2250 for (j = 0;j < backgroundlayer->numframes;j++)
2252 if(cls.state == ca_dedicated)
2254 texture->skinframes[j] = NULL;
2256 else if (!(texture->backgroundskinframes[j] = R_SkinFrame_LoadExternal(backgroundlayer->texturename[j], backgroundlayer->texflags & texflagsmask, false)))
2258 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);
2259 texture->backgroundskinframes[j] = R_SkinFrame_LoadMissing();
2263 if (shader->dpshadow)
2264 texture->basematerialflags &= ~MATERIALFLAG_NOSHADOW;
2265 if (shader->dpnoshadow)
2266 texture->basematerialflags |= MATERIALFLAG_NOSHADOW;
2267 memcpy(texture->deforms, shader->deforms, sizeof(texture->deforms));
2268 texture->reflectmin = shader->reflectmin;
2269 texture->reflectmax = shader->reflectmax;
2270 texture->refractfactor = shader->refractfactor;
2271 Vector4Copy(shader->refractcolor4f, texture->refractcolor4f);
2272 texture->reflectfactor = shader->reflectfactor;
2273 Vector4Copy(shader->reflectcolor4f, texture->reflectcolor4f);
2274 texture->r_water_wateralpha = shader->r_water_wateralpha;
2275 texture->offsetmapping = shader->offsetmapping;
2276 texture->offsetscale = shader->offsetscale;
2277 texture->specularscalemod = shader->specularscalemod;
2278 texture->specularpowermod = shader->specularpowermod;
2279 if (shader->dpreflectcube[0])
2280 texture->reflectcubetexture = R_GetCubemap(shader->dpreflectcube);
2282 // set up default supercontents (on q3bsp this is overridden by the q3bsp loader)
2283 texture->supercontents = SUPERCONTENTS_SOLID | SUPERCONTENTS_OPAQUE;
2284 if (shader->surfaceparms & Q3SURFACEPARM_LAVA ) texture->supercontents = SUPERCONTENTS_LAVA ;
2285 if (shader->surfaceparms & Q3SURFACEPARM_SLIME ) texture->supercontents = SUPERCONTENTS_SLIME ;
2286 if (shader->surfaceparms & Q3SURFACEPARM_WATER ) texture->supercontents = SUPERCONTENTS_WATER ;
2287 if (shader->surfaceparms & Q3SURFACEPARM_NONSOLID ) texture->supercontents = 0 ;
2288 if (shader->surfaceparms & Q3SURFACEPARM_PLAYERCLIP ) texture->supercontents = SUPERCONTENTS_PLAYERCLIP ;
2289 if (shader->surfaceparms & Q3SURFACEPARM_BOTCLIP ) texture->supercontents = SUPERCONTENTS_MONSTERCLIP ;
2290 if (shader->surfaceparms & Q3SURFACEPARM_SKY ) texture->supercontents = SUPERCONTENTS_SKY ;
2292 // if (shader->surfaceparms & Q3SURFACEPARM_ALPHASHADOW ) texture->supercontents |= SUPERCONTENTS_ALPHASHADOW ;
2293 // if (shader->surfaceparms & Q3SURFACEPARM_AREAPORTAL ) texture->supercontents |= SUPERCONTENTS_AREAPORTAL ;
2294 // if (shader->surfaceparms & Q3SURFACEPARM_CLUSTERPORTAL) texture->supercontents |= SUPERCONTENTS_CLUSTERPORTAL;
2295 // if (shader->surfaceparms & Q3SURFACEPARM_DETAIL ) texture->supercontents |= SUPERCONTENTS_DETAIL ;
2296 if (shader->surfaceparms & Q3SURFACEPARM_DONOTENTER ) texture->supercontents |= SUPERCONTENTS_DONOTENTER ;
2297 // if (shader->surfaceparms & Q3SURFACEPARM_FOG ) texture->supercontents |= SUPERCONTENTS_FOG ;
2298 if (shader->surfaceparms & Q3SURFACEPARM_LAVA ) texture->supercontents |= SUPERCONTENTS_LAVA ;
2299 // if (shader->surfaceparms & Q3SURFACEPARM_LIGHTFILTER ) texture->supercontents |= SUPERCONTENTS_LIGHTFILTER ;
2300 // if (shader->surfaceparms & Q3SURFACEPARM_METALSTEPS ) texture->supercontents |= SUPERCONTENTS_METALSTEPS ;
2301 // if (shader->surfaceparms & Q3SURFACEPARM_NODAMAGE ) texture->supercontents |= SUPERCONTENTS_NODAMAGE ;
2302 // if (shader->surfaceparms & Q3SURFACEPARM_NODLIGHT ) texture->supercontents |= SUPERCONTENTS_NODLIGHT ;
2303 // if (shader->surfaceparms & Q3SURFACEPARM_NODRAW ) texture->supercontents |= SUPERCONTENTS_NODRAW ;
2304 if (shader->surfaceparms & Q3SURFACEPARM_NODROP ) texture->supercontents |= SUPERCONTENTS_NODROP ;
2305 // if (shader->surfaceparms & Q3SURFACEPARM_NOIMPACT ) texture->supercontents |= SUPERCONTENTS_NOIMPACT ;
2306 // if (shader->surfaceparms & Q3SURFACEPARM_NOLIGHTMAP ) texture->supercontents |= SUPERCONTENTS_NOLIGHTMAP ;
2307 // if (shader->surfaceparms & Q3SURFACEPARM_NOMARKS ) texture->supercontents |= SUPERCONTENTS_NOMARKS ;
2308 // if (shader->surfaceparms & Q3SURFACEPARM_NOMIPMAPS ) texture->supercontents |= SUPERCONTENTS_NOMIPMAPS ;
2309 if (shader->surfaceparms & Q3SURFACEPARM_NONSOLID ) texture->supercontents &=~SUPERCONTENTS_SOLID ;
2310 // if (shader->surfaceparms & Q3SURFACEPARM_ORIGIN ) texture->supercontents |= SUPERCONTENTS_ORIGIN ;
2311 if (shader->surfaceparms & Q3SURFACEPARM_PLAYERCLIP ) texture->supercontents |= SUPERCONTENTS_PLAYERCLIP ;
2312 if (shader->surfaceparms & Q3SURFACEPARM_SKY ) texture->supercontents |= SUPERCONTENTS_SKY ;
2313 // if (shader->surfaceparms & Q3SURFACEPARM_SLICK ) texture->supercontents |= SUPERCONTENTS_SLICK ;
2314 if (shader->surfaceparms & Q3SURFACEPARM_SLIME ) texture->supercontents |= SUPERCONTENTS_SLIME ;
2315 // if (shader->surfaceparms & Q3SURFACEPARM_STRUCTURAL ) texture->supercontents |= SUPERCONTENTS_STRUCTURAL ;
2316 // if (shader->surfaceparms & Q3SURFACEPARM_TRANS ) texture->supercontents |= SUPERCONTENTS_TRANS ;
2317 if (shader->surfaceparms & Q3SURFACEPARM_WATER ) texture->supercontents |= SUPERCONTENTS_WATER ;
2318 // if (shader->surfaceparms & Q3SURFACEPARM_POINTLIGHT ) texture->supercontents |= SUPERCONTENTS_POINTLIGHT ;
2319 // if (shader->surfaceparms & Q3SURFACEPARM_HINT ) texture->supercontents |= SUPERCONTENTS_HINT ;
2320 // if (shader->surfaceparms & Q3SURFACEPARM_DUST ) texture->supercontents |= SUPERCONTENTS_DUST ;
2321 if (shader->surfaceparms & Q3SURFACEPARM_BOTCLIP ) texture->supercontents |= SUPERCONTENTS_BOTCLIP | SUPERCONTENTS_MONSTERCLIP;
2322 // if (shader->surfaceparms & Q3SURFACEPARM_LIGHTGRID ) texture->supercontents |= SUPERCONTENTS_LIGHTGRID ;
2323 // if (shader->surfaceparms & Q3SURFACEPARM_ANTIPORTAL ) texture->supercontents |= SUPERCONTENTS_ANTIPORTAL ;
2325 if (shader->dpmeshcollisions)
2326 texture->basematerialflags |= MATERIALFLAG_MESHCOLLISIONS;
2328 else if (!strcmp(texture->name, "noshader") || !texture->name[0])
2330 if (developer_extra.integer)
2331 Con_DPrintf("^1%s:^7 using fallback noshader material for ^3\"%s\"\n", loadmodel->name, name);
2332 texture->surfaceparms = 0;
2333 texture->supercontents = SUPERCONTENTS_SOLID | SUPERCONTENTS_OPAQUE;
2335 else if (!strcmp(texture->name, "common/nodraw") || !strcmp(texture->name, "textures/common/nodraw"))
2337 if (developer_extra.integer)
2338 Con_DPrintf("^1%s:^7 using fallback nodraw material for ^3\"%s\"\n", loadmodel->name, name);
2339 texture->surfaceparms = 0;
2340 texture->basematerialflags = MATERIALFLAG_NODRAW | MATERIALFLAG_NOSHADOW;
2341 texture->supercontents = SUPERCONTENTS_SOLID;
2345 if (developer_extra.integer)
2346 Con_DPrintf("^1%s:^7 No shader found for texture ^3\"%s\"\n", loadmodel->name, texture->name);
2347 texture->surfaceparms = 0;
2348 if (texture->surfaceflags & Q3SURFACEFLAG_NODRAW)
2350 texture->basematerialflags |= MATERIALFLAG_NODRAW | MATERIALFLAG_NOSHADOW;
2351 texture->supercontents = SUPERCONTENTS_SOLID;
2353 else if (texture->surfaceflags & Q3SURFACEFLAG_SKY)
2355 texture->basematerialflags |= MATERIALFLAG_SKY | MATERIALFLAG_NOSHADOW;
2356 texture->supercontents = SUPERCONTENTS_SKY;
2360 texture->basematerialflags |= MATERIALFLAG_WALL;
2361 texture->supercontents = SUPERCONTENTS_SOLID | SUPERCONTENTS_OPAQUE;
2363 texture->numskinframes = 1;
2364 if(cls.state == ca_dedicated)
2366 texture->skinframes[0] = NULL;
2372 if ((texture->skinframes[0] = R_SkinFrame_LoadExternal(texture->name, defaulttexflags, false)))
2374 if(texture->skinframes[0]->hasalpha)
2375 texture->basematerialflags |= MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
2382 if (!success && warnmissing)
2383 Con_Printf("^1%s:^7 could not load texture ^3\"%s\"\n", loadmodel->name, texture->name);
2386 // init the animation variables
2387 texture->currentframe = texture;
2388 if (texture->numskinframes < 1)
2389 texture->numskinframes = 1;
2390 if (!texture->skinframes[0])
2391 texture->skinframes[0] = R_SkinFrame_LoadMissing();
2392 texture->currentskinframe = texture->skinframes[0];
2393 texture->backgroundcurrentskinframe = texture->backgroundskinframes[0];
2397 skinfile_t *Mod_LoadSkinFiles(void)
2399 int i, words, line, wordsoverflow;
2402 skinfile_t *skinfile = NULL, *first = NULL;
2403 skinfileitem_t *skinfileitem;
2404 char word[10][MAX_QPATH];
2408 U_bodyBox,models/players/Legoman/BikerA2.tga
2409 U_RArm,models/players/Legoman/BikerA1.tga
2410 U_LArm,models/players/Legoman/BikerA1.tga
2411 U_armor,common/nodraw
2412 U_sword,common/nodraw
2413 U_shield,common/nodraw
2414 U_homb,common/nodraw
2415 U_backpack,common/nodraw
2416 U_colcha,common/nodraw
2421 memset(word, 0, sizeof(word));
2422 for (i = 0;i < 256 && (data = text = (char *)FS_LoadFile(va("%s_%i.skin", loadmodel->name, i), tempmempool, true, NULL));i++)
2424 // If it's the first file we parse
2425 if (skinfile == NULL)
2427 skinfile = (skinfile_t *)Mem_Alloc(loadmodel->mempool, sizeof(skinfile_t));
2432 skinfile->next = (skinfile_t *)Mem_Alloc(loadmodel->mempool, sizeof(skinfile_t));
2433 skinfile = skinfile->next;
2435 skinfile->next = NULL;
2437 for(line = 0;;line++)
2440 if (!COM_ParseToken_QuakeC(&data, true))
2442 if (!strcmp(com_token, "\n"))
2445 wordsoverflow = false;
2449 strlcpy(word[words++], com_token, sizeof (word[0]));
2451 wordsoverflow = true;
2453 while (COM_ParseToken_QuakeC(&data, true) && strcmp(com_token, "\n"));
2456 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);
2459 // words is always >= 1
2460 if (!strcmp(word[0], "replace"))
2464 if (developer_loading.integer)
2465 Con_Printf("Mod_LoadSkinFiles: parsed mesh \"%s\" shader replacement \"%s\"\n", word[1], word[2]);
2466 skinfileitem = (skinfileitem_t *)Mem_Alloc(loadmodel->mempool, sizeof(skinfileitem_t));
2467 skinfileitem->next = skinfile->items;
2468 skinfile->items = skinfileitem;
2469 strlcpy (skinfileitem->name, word[1], sizeof (skinfileitem->name));
2470 strlcpy (skinfileitem->replacement, word[2], sizeof (skinfileitem->replacement));
2473 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]);
2475 else if (words >= 2 && !strncmp(word[0], "tag_", 4))
2477 // tag name, like "tag_weapon,"
2478 // not used for anything (not even in Quake3)
2480 else if (words >= 2 && !strcmp(word[1], ","))
2482 // mesh shader name, like "U_RArm,models/players/Legoman/BikerA1.tga"
2483 if (developer_loading.integer)
2484 Con_Printf("Mod_LoadSkinFiles: parsed mesh \"%s\" shader replacement \"%s\"\n", word[0], word[2]);
2485 skinfileitem = (skinfileitem_t *)Mem_Alloc(loadmodel->mempool, sizeof(skinfileitem_t));
2486 skinfileitem->next = skinfile->items;
2487 skinfile->items = skinfileitem;
2488 strlcpy (skinfileitem->name, word[0], sizeof (skinfileitem->name));
2489 strlcpy (skinfileitem->replacement, word[2], sizeof (skinfileitem->replacement));
2492 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);
2497 loadmodel->numskins = i;
2501 void Mod_FreeSkinFiles(skinfile_t *skinfile)
2504 skinfileitem_t *skinfileitem, *nextitem;
2505 for (;skinfile;skinfile = next)
2507 next = skinfile->next;
2508 for (skinfileitem = skinfile->items;skinfileitem;skinfileitem = nextitem)
2510 nextitem = skinfileitem->next;
2511 Mem_Free(skinfileitem);
2517 int Mod_CountSkinFiles(skinfile_t *skinfile)
2520 for (i = 0;skinfile;skinfile = skinfile->next, i++);
2524 void Mod_SnapVertices(int numcomponents, int numvertices, float *vertices, float snap)
2527 double isnap = 1.0 / snap;
2528 for (i = 0;i < numvertices*numcomponents;i++)
2529 vertices[i] = floor(vertices[i]*isnap)*snap;
2532 int Mod_RemoveDegenerateTriangles(int numtriangles, const int *inelement3i, int *outelement3i, const float *vertex3f)
2534 int i, outtriangles;
2535 float edgedir1[3], edgedir2[3], temp[3];
2536 // a degenerate triangle is one with no width (thickness, surface area)
2537 // these are characterized by having all 3 points colinear (along a line)
2538 // or having two points identical
2539 // the simplest check is to calculate the triangle's area
2540 for (i = 0, outtriangles = 0;i < numtriangles;i++, inelement3i += 3)
2542 // calculate first edge
2543 VectorSubtract(vertex3f + inelement3i[1] * 3, vertex3f + inelement3i[0] * 3, edgedir1);
2544 VectorSubtract(vertex3f + inelement3i[2] * 3, vertex3f + inelement3i[0] * 3, edgedir2);
2545 CrossProduct(edgedir1, edgedir2, temp);
2546 if (VectorLength2(temp) < 0.001f)
2547 continue; // degenerate triangle (no area)
2548 // valid triangle (has area)
2549 VectorCopy(inelement3i, outelement3i);
2553 return outtriangles;
2556 void Mod_VertexRangeFromElements(int numelements, const int *elements, int *firstvertexpointer, int *lastvertexpointer)
2559 int firstvertex, lastvertex;
2560 if (numelements > 0 && elements)
2562 firstvertex = lastvertex = elements[0];
2563 for (i = 1;i < numelements;i++)
2566 firstvertex = min(firstvertex, e);
2567 lastvertex = max(lastvertex, e);
2571 firstvertex = lastvertex = 0;
2572 if (firstvertexpointer)
2573 *firstvertexpointer = firstvertex;
2574 if (lastvertexpointer)
2575 *lastvertexpointer = lastvertex;
2578 void Mod_MakeSortedSurfaces(dp_model_t *mod)
2580 // make an optimal set of texture-sorted batches to draw...
2582 int *firstsurfacefortexture;
2583 int *numsurfacesfortexture;
2584 if (!mod->sortedmodelsurfaces)
2585 mod->sortedmodelsurfaces = (int *) Mem_Alloc(loadmodel->mempool, mod->nummodelsurfaces * sizeof(*mod->sortedmodelsurfaces));
2586 firstsurfacefortexture = (int *) Mem_Alloc(tempmempool, mod->num_textures * sizeof(*firstsurfacefortexture));
2587 numsurfacesfortexture = (int *) Mem_Alloc(tempmempool, mod->num_textures * sizeof(*numsurfacesfortexture));
2588 memset(numsurfacesfortexture, 0, mod->num_textures * sizeof(*numsurfacesfortexture));
2589 for (j = 0;j < mod->nummodelsurfaces;j++)
2591 const msurface_t *surface = mod->data_surfaces + j + mod->firstmodelsurface;
2592 int t = (int)(surface->texture - mod->data_textures);
2593 numsurfacesfortexture[t]++;
2596 for (t = 0;t < mod->num_textures;t++)
2598 firstsurfacefortexture[t] = j;
2599 j += numsurfacesfortexture[t];
2601 for (j = 0;j < mod->nummodelsurfaces;j++)
2603 const msurface_t *surface = mod->data_surfaces + j + mod->firstmodelsurface;
2604 int t = (int)(surface->texture - mod->data_textures);
2605 mod->sortedmodelsurfaces[firstsurfacefortexture[t]++] = j + mod->firstmodelsurface;
2607 Mem_Free(firstsurfacefortexture);
2608 Mem_Free(numsurfacesfortexture);
2611 void Mod_BuildVBOs(void)
2613 if (gl_paranoid.integer && loadmodel->surfmesh.data_element3s && loadmodel->surfmesh.data_element3i)
2616 for (i = 0;i < loadmodel->surfmesh.num_triangles*3;i++)
2618 if (loadmodel->surfmesh.data_element3s[i] != loadmodel->surfmesh.data_element3i[i])
2620 Con_Printf("Mod_BuildVBOs: element %u is incorrect (%u should be %u)\n", i, loadmodel->surfmesh.data_element3s[i], loadmodel->surfmesh.data_element3i[i]);
2621 loadmodel->surfmesh.data_element3s[i] = loadmodel->surfmesh.data_element3i[i];
2626 if (!vid.support.arb_vertex_buffer_object)
2628 // only build a vbo if one has not already been created (this is important for brush models which load specially)
2629 if (loadmodel->surfmesh.vbo)
2632 // element buffer is easy because it's just one array
2633 if (loadmodel->surfmesh.num_triangles)
2635 if (loadmodel->surfmesh.data_element3s)
2636 loadmodel->surfmesh.ebo3s = R_Mesh_CreateStaticBufferObject(GL_ELEMENT_ARRAY_BUFFER_ARB, loadmodel->surfmesh.data_element3s, loadmodel->surfmesh.num_triangles * sizeof(unsigned short[3]), loadmodel->name);
2638 loadmodel->surfmesh.ebo3i = R_Mesh_CreateStaticBufferObject(GL_ELEMENT_ARRAY_BUFFER_ARB, loadmodel->surfmesh.data_element3i, loadmodel->surfmesh.num_triangles * sizeof(unsigned int[3]), loadmodel->name);
2641 // vertex buffer is several arrays and we put them in the same buffer
2643 // is this wise? the texcoordtexture2f array is used with dynamic
2644 // vertex/svector/tvector/normal when rendering animated models, on the
2645 // other hand animated models don't use a lot of vertices anyway...
2646 if (loadmodel->surfmesh.num_vertices)
2651 loadmodel->surfmesh.vbooffset_vertex3f = size;if (loadmodel->surfmesh.data_vertex3f ) size += loadmodel->surfmesh.num_vertices * sizeof(float[3]);
2652 loadmodel->surfmesh.vbooffset_svector3f = size;if (loadmodel->surfmesh.data_svector3f ) size += loadmodel->surfmesh.num_vertices * sizeof(float[3]);
2653 loadmodel->surfmesh.vbooffset_tvector3f = size;if (loadmodel->surfmesh.data_tvector3f ) size += loadmodel->surfmesh.num_vertices * sizeof(float[3]);
2654 loadmodel->surfmesh.vbooffset_normal3f = size;if (loadmodel->surfmesh.data_normal3f ) size += loadmodel->surfmesh.num_vertices * sizeof(float[3]);
2655 loadmodel->surfmesh.vbooffset_texcoordtexture2f = size;if (loadmodel->surfmesh.data_texcoordtexture2f ) size += loadmodel->surfmesh.num_vertices * sizeof(float[2]);
2656 loadmodel->surfmesh.vbooffset_texcoordlightmap2f = size;if (loadmodel->surfmesh.data_texcoordlightmap2f) size += loadmodel->surfmesh.num_vertices * sizeof(float[2]);
2657 loadmodel->surfmesh.vbooffset_lightmapcolor4f = size;if (loadmodel->surfmesh.data_lightmapcolor4f ) size += loadmodel->surfmesh.num_vertices * sizeof(float[4]);
2658 mem = (unsigned char *)Mem_Alloc(tempmempool, size);
2659 if (loadmodel->surfmesh.data_vertex3f ) memcpy(mem + loadmodel->surfmesh.vbooffset_vertex3f , loadmodel->surfmesh.data_vertex3f , loadmodel->surfmesh.num_vertices * sizeof(float[3]));
2660 if (loadmodel->surfmesh.data_svector3f ) memcpy(mem + loadmodel->surfmesh.vbooffset_svector3f , loadmodel->surfmesh.data_svector3f , loadmodel->surfmesh.num_vertices * sizeof(float[3]));
2661 if (loadmodel->surfmesh.data_tvector3f ) memcpy(mem + loadmodel->surfmesh.vbooffset_tvector3f , loadmodel->surfmesh.data_tvector3f , loadmodel->surfmesh.num_vertices * sizeof(float[3]));
2662 if (loadmodel->surfmesh.data_normal3f ) memcpy(mem + loadmodel->surfmesh.vbooffset_normal3f , loadmodel->surfmesh.data_normal3f , loadmodel->surfmesh.num_vertices * sizeof(float[3]));
2663 if (loadmodel->surfmesh.data_texcoordtexture2f ) memcpy(mem + loadmodel->surfmesh.vbooffset_texcoordtexture2f , loadmodel->surfmesh.data_texcoordtexture2f , loadmodel->surfmesh.num_vertices * sizeof(float[2]));
2664 if (loadmodel->surfmesh.data_texcoordlightmap2f) memcpy(mem + loadmodel->surfmesh.vbooffset_texcoordlightmap2f, loadmodel->surfmesh.data_texcoordlightmap2f, loadmodel->surfmesh.num_vertices * sizeof(float[2]));
2665 if (loadmodel->surfmesh.data_lightmapcolor4f ) memcpy(mem + loadmodel->surfmesh.vbooffset_lightmapcolor4f , loadmodel->surfmesh.data_lightmapcolor4f , loadmodel->surfmesh.num_vertices * sizeof(float[4]));
2666 loadmodel->surfmesh.vbo = R_Mesh_CreateStaticBufferObject(GL_ARRAY_BUFFER_ARB, mem, size, loadmodel->name);
2671 static void Mod_Decompile_OBJ(dp_model_t *model, const char *filename, const char *mtlfilename, const char *originalfilename)
2673 int vertexindex, surfaceindex, triangleindex, textureindex, countvertices = 0, countsurfaces = 0, countfaces = 0, counttextures = 0;
2675 const char *texname;
2677 const float *v, *vn, *vt;
2679 size_t outbufferpos = 0;
2680 size_t outbuffermax = 0x100000;
2681 char *outbuffer = (char *) Z_Malloc(outbuffermax), *oldbuffer;
2682 const msurface_t *surface;
2683 const int maxtextures = 256;
2684 char *texturenames = (char *) Z_Malloc(maxtextures * MAX_QPATH);
2686 // construct the mtllib file
2687 l = dpsnprintf(outbuffer + outbufferpos, outbuffermax - outbufferpos, "# mtllib for %s exported by darkplaces engine\n", originalfilename);
2690 for (surfaceindex = 0, surface = model->data_surfaces;surfaceindex < model->num_surfaces;surfaceindex++, surface++)
2693 countvertices += surface->num_vertices;
2694 countfaces += surface->num_triangles;
2695 texname = (surface->texture && surface->texture->name[0]) ? surface->texture->name : "default";
2696 for (textureindex = 0;textureindex < counttextures;textureindex++)
2697 if (!strcmp(texturenames + textureindex * MAX_QPATH, texname))
2699 if (textureindex < counttextures)
2700 continue; // already wrote this material entry
2701 if (textureindex >= maxtextures)
2702 continue; // just a precaution
2703 textureindex = counttextures++;
2704 strlcpy(texturenames + textureindex * MAX_QPATH, texname, MAX_QPATH);
2705 if (outbufferpos >= outbuffermax >> 1)
2708 oldbuffer = outbuffer;
2709 outbuffer = (char *) Z_Malloc(outbuffermax);
2710 memcpy(outbuffer, oldbuffer, outbufferpos);
2713 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");
2718 // write the mtllib file
2719 FS_WriteFile(mtlfilename, outbuffer, outbufferpos);
2722 // construct the obj file
2723 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);
2726 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)
2728 if (outbufferpos >= outbuffermax >> 1)
2731 oldbuffer = outbuffer;
2732 outbuffer = (char *) Z_Malloc(outbuffermax);
2733 memcpy(outbuffer, oldbuffer, outbufferpos);
2736 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]);
2740 for (surfaceindex = 0, surface = model->data_surfaces;surfaceindex < model->num_surfaces;surfaceindex++, surface++)
2742 l = dpsnprintf(outbuffer + outbufferpos, outbuffermax - outbufferpos, "usemtl %s\n", (surface->texture && surface->texture->name[0]) ? surface->texture->name : "default");
2745 for (triangleindex = 0, e = model->surfmesh.data_element3i + surface->num_firsttriangle * 3;triangleindex < surface->num_triangles;triangleindex++, e += 3)
2747 if (outbufferpos >= outbuffermax >> 1)
2750 oldbuffer = outbuffer;
2751 outbuffer = (char *) Z_Malloc(outbuffermax);
2752 memcpy(outbuffer, oldbuffer, outbufferpos);
2758 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);
2764 // write the obj file
2765 FS_WriteFile(filename, outbuffer, outbufferpos);
2769 Z_Free(texturenames);
2772 Con_Printf("Wrote %s (%i bytes, %i vertices, %i faces, %i surfaces with %i distinct textures)\n", filename, (int)outbufferpos, countvertices, countfaces, countsurfaces, counttextures);
2775 static void Mod_Decompile_SMD(dp_model_t *model, const char *filename, int firstpose, int numposes, qboolean writetriangles)
2777 int countnodes = 0, counttriangles = 0, countframes = 0;
2785 size_t outbufferpos = 0;
2786 size_t outbuffermax = 0x100000;
2787 char *outbuffer = (char *) Z_Malloc(outbuffermax), *oldbuffer;
2788 const msurface_t *surface;
2789 l = dpsnprintf(outbuffer + outbufferpos, outbuffermax - outbufferpos, "version 1\nnodes\n");
2792 for (transformindex = 0;transformindex < model->num_bones;transformindex++)
2794 if (outbufferpos >= outbuffermax >> 1)
2797 oldbuffer = outbuffer;
2798 outbuffer = (char *) Z_Malloc(outbuffermax);
2799 memcpy(outbuffer, oldbuffer, outbufferpos);
2803 l = dpsnprintf(outbuffer + outbufferpos, outbuffermax - outbufferpos, "%3i \"%s\" %3i\n", transformindex, model->data_bones[transformindex].name, model->data_bones[transformindex].parent);
2807 l = dpsnprintf(outbuffer + outbufferpos, outbuffermax - outbufferpos, "end\nskeleton\n");
2810 for (poseindex = 0;poseindex < numposes;poseindex++)
2813 l = dpsnprintf(outbuffer + outbufferpos, outbuffermax - outbufferpos, "time %i\n", poseindex);
2816 for (transformindex = 0;transformindex < model->num_bones;transformindex++)
2820 matrix4x4_t posematrix;
2821 if (outbufferpos >= outbuffermax >> 1)
2824 oldbuffer = outbuffer;
2825 outbuffer = (char *) Z_Malloc(outbuffermax);
2826 memcpy(outbuffer, oldbuffer, outbufferpos);
2830 // strangely the smd angles are for a transposed matrix, so we
2831 // have to generate a transposed matrix, then convert that...
2832 Matrix4x4_FromBonePose6s(&posematrix, model->num_posescale, model->data_poses6s + 6*(model->num_bones * poseindex + transformindex));
2833 Matrix4x4_ToArray12FloatGL(&posematrix, mtest[0]);
2834 AnglesFromVectors(angles, mtest[0], mtest[2], false);
2835 if (angles[0] >= 180) angles[0] -= 360;
2836 if (angles[1] >= 180) angles[1] -= 360;
2837 if (angles[2] >= 180) angles[2] -= 360;
2841 float a = DEG2RAD(angles[ROLL]);
2842 float b = DEG2RAD(angles[PITCH]);
2843 float c = DEG2RAD(angles[YAW]);
2844 float cy, sy, cp, sp, cr, sr;
2846 // smd matrix construction, for comparing
2857 test[1][0] = sr*sp*cy+cr*-sy;
2858 test[1][1] = sr*sp*sy+cr*cy;
2860 test[2][0] = (cr*sp*cy+-sr*-sy);
2861 test[2][1] = (cr*sp*sy+-sr*cy);
2863 test[3][0] = pose[9];
2864 test[3][1] = pose[10];
2865 test[3][2] = pose[11];
2868 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]));
2873 l = dpsnprintf(outbuffer + outbufferpos, outbuffermax - outbufferpos, "end\n");
2878 l = dpsnprintf(outbuffer + outbufferpos, outbuffermax - outbufferpos, "triangles\n");
2881 for (surfaceindex = 0, surface = model->data_surfaces;surfaceindex < model->num_surfaces;surfaceindex++, surface++)
2883 for (triangleindex = 0, e = model->surfmesh.data_element3i + surface->num_firsttriangle * 3;triangleindex < surface->num_triangles;triangleindex++, e += 3)
2886 if (outbufferpos >= outbuffermax >> 1)
2889 oldbuffer = outbuffer;
2890 outbuffer = (char *) Z_Malloc(outbuffermax);
2891 memcpy(outbuffer, oldbuffer, outbufferpos);
2894 l = dpsnprintf(outbuffer + outbufferpos, outbuffermax - outbufferpos, "%s\n", surface->texture && surface->texture->name[0] ? surface->texture->name : "default.bmp");
2897 for (cornerindex = 0;cornerindex < 3;cornerindex++)
2899 const int index = e[2-cornerindex];
2900 const float *v = model->surfmesh.data_vertex3f + index * 3;
2901 const float *vn = model->surfmesh.data_normal3f + index * 3;
2902 const float *vt = model->surfmesh.data_texcoordtexture2f + index * 2;
2903 const int b = model->surfmesh.blends[index];
2904 if (b < model->num_bones)
2905 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]);
2908 const blendweights_t *w = model->surfmesh.data_blendweights + b - model->num_bones;
2909 const unsigned char *wi = w->index;
2910 const unsigned char *wf = w->influence;
2911 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);
2912 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);
2913 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);
2914 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]);
2921 l = dpsnprintf(outbuffer + outbufferpos, outbuffermax - outbufferpos, "end\n");
2926 FS_WriteFile(filename, outbuffer, outbufferpos);
2929 Con_Printf("Wrote %s (%i bytes, %i nodes, %i frames, %i triangles)\n", filename, (int)outbufferpos, countnodes, countframes, counttriangles);
2936 decompiles a model to editable files
2939 static void Mod_Decompile_f(void)
2941 int i, j, k, l, first, count;
2943 char inname[MAX_QPATH];
2944 char outname[MAX_QPATH];
2945 char mtlname[MAX_QPATH];
2946 char basename[MAX_QPATH];
2947 char animname[MAX_QPATH];
2948 char animname2[MAX_QPATH];
2949 char zymtextbuffer[16384];
2950 char dpmtextbuffer[16384];
2951 int zymtextsize = 0;
2952 int dpmtextsize = 0;
2954 if (Cmd_Argc() != 2)
2956 Con_Print("usage: modeldecompile <filename>\n");
2960 strlcpy(inname, Cmd_Argv(1), sizeof(inname));
2961 FS_StripExtension(inname, basename, sizeof(basename));
2963 mod = Mod_ForName(inname, false, true, inname[0] == '*' ? cl.model_name[1] : NULL);
2964 if (mod->brush.submodel)
2966 // if we're decompiling a submodel, be sure to give it a proper name based on its parent
2967 FS_StripExtension(cl.model_name[1], outname, sizeof(outname));
2968 dpsnprintf(basename, sizeof(basename), "%s/%s", outname, mod->name);
2973 Con_Print("No such model\n");
2976 if (!mod->surfmesh.num_triangles)
2978 Con_Print("Empty model (or sprite)\n");
2982 // export OBJ if possible (not on sprites)
2983 if (mod->surfmesh.num_triangles)
2985 dpsnprintf(outname, sizeof(outname), "%s_decompiled.obj", basename);
2986 dpsnprintf(mtlname, sizeof(mtlname), "%s_decompiled.mtl", basename);
2987 Mod_Decompile_OBJ(mod, outname, mtlname, inname);
2990 // export SMD if possible (only for skeletal models)
2991 if (mod->surfmesh.num_triangles && mod->num_bones)
2993 dpsnprintf(outname, sizeof(outname), "%s_decompiled/ref1.smd", basename);
2994 Mod_Decompile_SMD(mod, outname, 0, 1, true);
2995 l = dpsnprintf(zymtextbuffer + zymtextsize, sizeof(zymtextbuffer) - zymtextsize, "output out.zym\nscale 1\norigin 0 0 0\nmesh ref1.smd\n");
2996 if (l > 0) zymtextsize += l;
2997 l = dpsnprintf(dpmtextbuffer + dpmtextsize, sizeof(dpmtextbuffer) - dpmtextsize, "outputdir .\nmodel out\nscale 1\norigin 0 0 0\nscene ref1.smd\n");
2998 if (l > 0) dpmtextsize += l;
2999 for (i = 0;i < mod->numframes;i = j)
3001 strlcpy(animname, mod->animscenes[i].name, sizeof(animname));
3002 first = mod->animscenes[i].firstframe;
3003 if (mod->animscenes[i].framecount > 1)
3006 count = mod->animscenes[i].framecount;
3012 // check for additional frames with same name
3013 for (l = 0, k = strlen(animname);animname[l];l++)
3014 if ((animname[l] < '0' || animname[l] > '9') && animname[l] != '_')
3017 count = mod->num_poses - first;
3018 for (j = i + 1;j < mod->numframes;j++)
3020 strlcpy(animname2, mod->animscenes[j].name, sizeof(animname2));
3021 for (l = 0, k = strlen(animname2);animname2[l];l++)
3022 if ((animname2[l] < '0' || animname2[l] > '9') && animname2[l] != '_')
3025 if (strcmp(animname2, animname) || mod->animscenes[j].framecount > 1)
3027 count = mod->animscenes[j].firstframe - first;
3031 // if it's only one frame, use the original frame name
3033 strlcpy(animname, mod->animscenes[i].name, sizeof(animname));
3036 dpsnprintf(outname, sizeof(outname), "%s_decompiled/%s.smd", basename, animname);
3037 Mod_Decompile_SMD(mod, outname, first, count, false);
3038 if (zymtextsize < (int)sizeof(zymtextbuffer) - 100)
3040 l = dpsnprintf(zymtextbuffer + zymtextsize, sizeof(zymtextbuffer) - zymtextsize, "scene %s.smd fps %g\n", animname, mod->animscenes[i].framerate);
3041 if (l > 0) zymtextsize += l;
3043 if (dpmtextsize < (int)sizeof(dpmtextbuffer) - 100)
3045 l = dpsnprintf(dpmtextbuffer + dpmtextsize, sizeof(dpmtextbuffer) - dpmtextsize, "scene %s.smd\n", animname);
3046 if (l > 0) dpmtextsize += l;
3050 FS_WriteFile(va("%s_decompiled/out_zym.txt", basename), zymtextbuffer, (fs_offset_t)zymtextsize);
3052 FS_WriteFile(va("%s_decompiled/out_dpm.txt", basename), dpmtextbuffer, (fs_offset_t)dpmtextsize);
3056 void Mod_AllocLightmap_Init(mod_alloclightmap_state_t *state, int width, int height)
3059 memset(state, 0, sizeof(*state));
3060 state->width = width;
3061 state->height = height;
3062 state->currentY = 0;
3063 state->rows = Mem_Alloc(loadmodel->mempool, state->height * sizeof(*state->rows));
3064 for (y = 0;y < state->height;y++)
3066 state->rows[y].currentX = 0;
3067 state->rows[y].rowY = -1;
3071 void Mod_AllocLightmap_Reset(mod_alloclightmap_state_t *state)
3074 state->currentY = 0;
3075 for (y = 0;y < state->height;y++)
3077 state->rows[y].currentX = 0;
3078 state->rows[y].rowY = -1;
3082 void Mod_AllocLightmap_Free(mod_alloclightmap_state_t *state)
3085 Mem_Free(state->rows);
3086 memset(state, 0, sizeof(*state));
3089 qboolean Mod_AllocLightmap_Block(mod_alloclightmap_state_t *state, int blockwidth, int blockheight, int *outx, int *outy)
3091 mod_alloclightmap_row_t *row;
3094 row = state->rows + blockheight;
3095 if ((row->rowY < 0) || (row->currentX + blockwidth > state->width))
3097 if (state->currentY + blockheight <= state->height)
3099 // use the current allocation position
3100 row->rowY = state->currentY;
3102 state->currentY += blockheight;
3106 // find another position
3107 for (y = blockheight;y < state->height;y++)
3109 if ((state->rows[y].rowY >= 0) && (state->rows[y].currentX + blockwidth <= state->width))
3111 row = state->rows + y;
3115 if (y == state->height)
3120 *outx = row->currentX;
3121 row->currentX += blockwidth;
3126 typedef struct lightmapsample_s
3130 float *vertex_color;
3131 unsigned char *lm_bgr;
3132 unsigned char *lm_dir;
3136 typedef struct lightmapvertex_s
3141 float texcoordbase[2];
3142 float texcoordlightmap[2];
3143 float lightcolor[4];
3147 typedef struct lightmaptriangle_s
3155 // 2D modelspace coordinates of min corner
3156 // snapped to lightmap grid but not in grid coordinates
3158 // 2D modelspace to lightmap coordinate scale
3166 typedef struct lightmaplight_s
3177 lightmaptriangle_t *mod_generatelightmaps_lightmaptriangles;
3179 #define MAX_LIGHTMAPSAMPLES 64
3180 static int mod_generatelightmaps_numoffsets[3];
3181 static float mod_generatelightmaps_offsets[3][MAX_LIGHTMAPSAMPLES][3];
3183 static int mod_generatelightmaps_numlights;
3184 static lightmaplight_t *mod_generatelightmaps_lightinfo;
3186 extern int R_Shadow_GetRTLightInfo(unsigned int lightindex, float *origin, float *radius, float *color);
3187 extern cvar_t r_shadow_lightattenuationdividebias;
3188 extern cvar_t r_shadow_lightattenuationlinearscale;
3190 static void Mod_GenerateLightmaps_LightPoint(dp_model_t *model, const vec3_t pos, vec3_t ambient, vec3_t diffuse, vec3_t lightdir)
3195 float relativepoint[3];
3202 float lightorigin[3];
3206 float lightcolor[3];
3208 for (i = 0;i < 5*3;i++)
3210 for (index = 0;;index++)
3212 result = R_Shadow_GetRTLightInfo(index, lightorigin, &lightradius, lightcolor);
3217 lightradius2 = lightradius * lightradius;
3218 VectorSubtract(lightorigin, pos, relativepoint);
3219 dist2 = VectorLength2(relativepoint);
3220 if (dist2 >= lightradius2)
3222 lightiradius = 1.0f / lightradius;
3223 dist = sqrt(dist2) * lightiradius;
3224 intensity = dist < 1 ? ((1.0f - dist) * r_shadow_lightattenuationlinearscale.value / (r_shadow_lightattenuationdividebias.value + dist*dist)) : 0;
3227 if (model && model->TraceLine)
3229 model->TraceLine(model, NULL, NULL, &trace, pos, lightorigin, SUPERCONTENTS_VISBLOCKERMASK);
3230 if (trace.fraction < 1)
3233 // scale down intensity to add to both ambient and diffuse
3234 //intensity *= 0.5f;
3235 VectorNormalize(relativepoint);
3236 VectorScale(lightcolor, intensity, color);
3237 VectorMA(sample , 0.5f , color, sample );
3238 VectorMA(sample + 3, relativepoint[0], color, sample + 3);
3239 VectorMA(sample + 6, relativepoint[1], color, sample + 6);
3240 VectorMA(sample + 9, relativepoint[2], color, sample + 9);
3241 // calculate a weighted average light direction as well
3242 intensity *= VectorLength(color);
3243 VectorMA(sample + 12, intensity, relativepoint, sample + 12);
3245 // calculate the direction we'll use to reduce the sample to a directional light source
3246 VectorCopy(sample + 12, dir);
3247 //VectorSet(dir, sample[3] + sample[4] + sample[5], sample[6] + sample[7] + sample[8], sample[9] + sample[10] + sample[11]);
3248 VectorNormalize(dir);
3249 // extract the diffuse color along the chosen direction and scale it
3250 diffuse[0] = (dir[0]*sample[3] + dir[1]*sample[6] + dir[2]*sample[ 9] + sample[ 0]);
3251 diffuse[1] = (dir[0]*sample[4] + dir[1]*sample[7] + dir[2]*sample[10] + sample[ 1]);
3252 diffuse[2] = (dir[0]*sample[5] + dir[1]*sample[8] + dir[2]*sample[11] + sample[ 2]);
3253 // subtract some of diffuse from ambient
3254 VectorMA(sample, -0.333f, diffuse, ambient);
3255 // store the normalized lightdir
3256 VectorCopy(dir, lightdir);
3259 static void Mod_GenerateLightmaps_CreateLights_ComputeSVBSP_InsertSurfaces(const dp_model_t *model, svbsp_t *svbsp, const float *mins, const float *maxs)
3263 const msurface_t *surface;
3264 const float *vertex3f = model->surfmesh.data_vertex3f;
3265 const int *element3i = model->surfmesh.data_element3i;
3268 for (surfaceindex = 0, surface = model->data_surfaces;surfaceindex < model->nummodelsurfaces;surfaceindex++, surface++)
3270 if (!BoxesOverlap(surface->mins, surface->maxs, mins, maxs))
3272 if (surface->texture->basematerialflags & MATERIALFLAG_NOSHADOW)
3274 for (triangleindex = 0, e = element3i + 3*surface->num_firsttriangle;triangleindex < surface->num_triangles;triangleindex++, e += 3)
3276 VectorCopy(vertex3f + 3*e[0], v2[0]);
3277 VectorCopy(vertex3f + 3*e[1], v2[1]);
3278 VectorCopy(vertex3f + 3*e[2], v2[2]);
3279 SVBSP_AddPolygon(svbsp, 3, v2[0], true, NULL, NULL, 0);
3284 static void Mod_GenerateLightmaps_CreateLights_ComputeSVBSP(dp_model_t *model, lightmaplight_t *lightinfo)
3286 int maxnodes = 1<<14;
3287 svbsp_node_t *nodes;
3292 VectorSet(mins, lightinfo->origin[0] - lightinfo->radius, lightinfo->origin[1] - lightinfo->radius, lightinfo->origin[2] - lightinfo->radius);
3293 VectorSet(maxs, lightinfo->origin[0] + lightinfo->radius, lightinfo->origin[1] + lightinfo->radius, lightinfo->origin[2] + lightinfo->radius);
3294 VectorCopy(lightinfo->origin, origin);
3295 nodes = Mem_Alloc(tempmempool, maxnodes * sizeof(*nodes));
3298 SVBSP_Init(&svbsp, origin, maxnodes, nodes);
3299 Mod_GenerateLightmaps_CreateLights_ComputeSVBSP_InsertSurfaces(model, &svbsp, mins, maxs);
3300 if (svbsp.ranoutofnodes)
3303 if (maxnodes >= 1<<22)
3309 nodes = Mem_Alloc(tempmempool, maxnodes * sizeof(*nodes));
3314 if (svbsp.numnodes > 0)
3316 svbsp.nodes = Mem_Alloc(tempmempool, svbsp.numnodes * sizeof(*nodes));
3317 memcpy(svbsp.nodes, nodes, svbsp.numnodes * sizeof(*nodes));
3318 lightinfo->svbsp = svbsp;
3323 static void Mod_GenerateLightmaps_CreateLights(dp_model_t *model)
3327 lightmaplight_t *lightinfo;
3331 mod_generatelightmaps_numlights = 0;
3332 for (index = 0;;index++)
3334 result = R_Shadow_GetRTLightInfo(index, origin, &radius, color);
3338 mod_generatelightmaps_numlights++;
3340 if (mod_generatelightmaps_numlights > 0)
3342 mod_generatelightmaps_lightinfo = Mem_Alloc(tempmempool, mod_generatelightmaps_numlights * sizeof(*mod_generatelightmaps_lightinfo));
3343 lightinfo = mod_generatelightmaps_lightinfo;
3344 for (index = 0;;index++)
3346 result = R_Shadow_GetRTLightInfo(index, lightinfo->origin, &lightinfo->radius, lightinfo->color);
3353 for (index = 0, lightinfo = mod_generatelightmaps_lightinfo;index < mod_generatelightmaps_numlights;index++, lightinfo++)
3355 lightinfo->iradius = 1.0f / lightinfo->radius;
3356 lightinfo->radius2 = lightinfo->radius * lightinfo->radius;
3357 // TODO: compute svbsp
3358 Mod_GenerateLightmaps_CreateLights_ComputeSVBSP(model, lightinfo);
3362 static void Mod_GenerateLightmaps_DestroyLights(dp_model_t *model)
3365 if (mod_generatelightmaps_lightinfo)
3367 for (i = 0;i < mod_generatelightmaps_numlights;i++)
3368 if (mod_generatelightmaps_lightinfo[i].svbsp.nodes)
3369 Mem_Free(mod_generatelightmaps_lightinfo[i].svbsp.nodes);
3370 Mem_Free(mod_generatelightmaps_lightinfo);
3372 mod_generatelightmaps_lightinfo = NULL;
3373 mod_generatelightmaps_numlights = 0;
3376 static qboolean Mod_GenerateLightmaps_SamplePoint_SVBSP(const svbsp_t *svbsp, const float *pos)
3378 const svbsp_node_t *node;
3379 const svbsp_node_t *nodes = svbsp->nodes;
3384 num = node->children[DotProduct(node->plane, pos) < node->plane[3]];
3386 return num == -1; // true if empty, false if solid (shadowed)
3389 static void Mod_GenerateLightmaps_SamplePoint(const float *pos, const float *normal, float *sample, int numoffsets, const float *offsets)
3392 float relativepoint[3];
3401 const lightmaplight_t *lightinfo;
3403 for (i = 0;i < 5*3;i++)
3405 for (i = 0, lightinfo = mod_generatelightmaps_lightinfo;i < mod_generatelightmaps_numlights;i++, lightinfo++)
3407 //R_SampleRTLights(pos, sample, numoffsets, offsets);
3408 VectorSubtract(lightinfo->origin, pos, relativepoint);
3409 // don't accept light from behind a surface, it causes bad shading
3410 if (normal && DotProduct(relativepoint, normal) <= 0)
3412 dist2 = VectorLength2(relativepoint);
3413 if (dist2 >= lightinfo->radius2)
3415 dist = sqrt(dist2) * lightinfo->iradius;
3416 intensity = dist < 1 ? ((1.0f - dist) * r_shadow_lightattenuationlinearscale.value / (r_shadow_lightattenuationdividebias.value + dist*dist)) : 0;
3419 if (cl.worldmodel && cl.worldmodel->TraceLine && numoffsets > 0)
3423 if (Mod_GenerateLightmaps_SamplePoint_SVBSP(&lightinfo->svbsp, pos))
3425 for (offsetindex = 1;offsetindex < numoffsets;offsetindex++)
3427 VectorAdd(pos, offsets + 3*offsetindex, offsetpos);
3430 // for light grid we'd better check visibility of the offset point
3431 cl.worldmodel->TraceLine(cl.worldmodel, NULL, NULL, &trace, pos, offsetpos, SUPERCONTENTS_VISBLOCKERMASK);
3432 if (trace.fraction < 1)
3433 VectorLerp(pos, trace.fraction, offsetpos, offsetpos);
3436 if (Mod_GenerateLightmaps_SamplePoint_SVBSP(&lightinfo->svbsp, offsetpos))
3441 // scale intensity according to how many rays succeeded
3442 // we know one test is valid, half of the rest will fail...
3443 //if (normal && tests > 1)
3444 // intensity *= (tests - 1.0f) / tests;
3445 intensity *= (float)hits / tests;
3447 // scale down intensity to add to both ambient and diffuse
3448 //intensity *= 0.5f;
3449 VectorNormalize(relativepoint);
3450 VectorScale(lightinfo->color, intensity, color);
3451 VectorMA(sample , 0.5f , color, sample );
3452 VectorMA(sample + 3, relativepoint[0], color, sample + 3);
3453 VectorMA(sample + 6, relativepoint[1], color, sample + 6);
3454 VectorMA(sample + 9, relativepoint[2], color, sample + 9);
3455 // calculate a weighted average light direction as well
3456 intensity *= VectorLength(color);
3457 VectorMA(sample + 12, intensity, relativepoint, sample + 12);
3461 static void Mod_GenerateLightmaps_LightmapSample(const float *pos, const float *normal, unsigned char *lm_bgr, unsigned char *lm_dir)
3467 Mod_GenerateLightmaps_SamplePoint(pos, normal, sample, mod_generatelightmaps_numoffsets[0], mod_generatelightmaps_offsets[0][0]);
3468 //VectorSet(dir, sample[3] + sample[4] + sample[5], sample[6] + sample[7] + sample[8], sample[9] + sample[10] + sample[11]);
3469 VectorCopy(sample + 12, dir);
3470 VectorNormalize(dir);
3471 //VectorAdd(dir, normal, dir);
3472 //VectorNormalize(dir);
3473 f = DotProduct(dir, normal);
3474 f = max(0, f) * 255.0f;
3475 VectorScale(sample, f, color);
3476 //VectorCopy(normal, dir);
3477 VectorSet(dir, (dir[0]+1.0f)*127.5f, (dir[1]+1.0f)*127.5f, (dir[2]+1.0f)*127.5f);
3478 lm_bgr[0] = (unsigned char)bound(0.0f, color[2], 255.0f);
3479 lm_bgr[1] = (unsigned char)bound(0.0f, color[1], 255.0f);
3480 lm_bgr[2] = (unsigned char)bound(0.0f, color[0], 255.0f);
3482 lm_dir[0] = (unsigned char)dir[2];
3483 lm_dir[1] = (unsigned char)dir[1];
3484 lm_dir[2] = (unsigned char)dir[0];
3488 static void Mod_GenerateLightmaps_VertexSample(const float *pos, const float *normal, float *vertex_color)
3491 Mod_GenerateLightmaps_SamplePoint(pos, normal, sample, mod_generatelightmaps_numoffsets[1], mod_generatelightmaps_offsets[1][0]);
3492 VectorCopy(sample, vertex_color);
3495 static void Mod_GenerateLightmaps_GridSample(const float *pos, q3dlightgrid_t *s)
3501 Mod_GenerateLightmaps_SamplePoint(pos, NULL, sample, mod_generatelightmaps_numoffsets[2], mod_generatelightmaps_offsets[2][0]);
3502 // calculate the direction we'll use to reduce the sample to a directional light source
3503 VectorCopy(sample + 12, dir);
3504 //VectorSet(dir, sample[3] + sample[4] + sample[5], sample[6] + sample[7] + sample[8], sample[9] + sample[10] + sample[11]);
3505 VectorNormalize(dir);
3506 // extract the diffuse color along the chosen direction and scale it
3507 diffuse[0] = (dir[0]*sample[3] + dir[1]*sample[6] + dir[2]*sample[ 9] + sample[ 0]) * 127.5f;
3508 diffuse[1] = (dir[0]*sample[4] + dir[1]*sample[7] + dir[2]*sample[10] + sample[ 1]) * 127.5f;
3509 diffuse[2] = (dir[0]*sample[5] + dir[1]*sample[8] + dir[2]*sample[11] + sample[ 2]) * 127.5f;
3510 // scale the ambient from 0-2 to 0-255 and subtract some of diffuse
3511 VectorScale(sample, 127.5f, ambient);
3512 VectorMA(ambient, -0.333f, diffuse, ambient);
3513 // encode to the grid format
3514 s->ambientrgb[0] = (unsigned char)bound(0.0f, ambient[0], 255.0f);
3515 s->ambientrgb[1] = (unsigned char)bound(0.0f, ambient[1], 255.0f);
3516 s->ambientrgb[2] = (unsigned char)bound(0.0f, ambient[2], 255.0f);
3517 s->diffusergb[0] = (unsigned char)bound(0.0f, diffuse[0], 255.0f);
3518 s->diffusergb[1] = (unsigned char)bound(0.0f, diffuse[1], 255.0f);
3519 s->diffusergb[2] = (unsigned char)bound(0.0f, diffuse[2], 255.0f);
3520 if (dir[2] >= 0.99f) {s->diffusepitch = 0;s->diffuseyaw = 0;}
3521 else if (dir[2] <= -0.99f) {s->diffusepitch = 128;s->diffuseyaw = 0;}
3522 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));}
3525 static void Mod_GenerateLightmaps_InitSampleOffsets(dp_model_t *model)
3530 memset(mod_generatelightmaps_offsets, 0, sizeof(mod_generatelightmaps_offsets));
3531 mod_generatelightmaps_numoffsets[0] = min(MAX_LIGHTMAPSAMPLES, mod_generatelightmaps_lightmapsamples.integer);
3532 mod_generatelightmaps_numoffsets[1] = min(MAX_LIGHTMAPSAMPLES, mod_generatelightmaps_vertexsamples.integer);
3533 mod_generatelightmaps_numoffsets[2] = min(MAX_LIGHTMAPSAMPLES, mod_generatelightmaps_gridsamples.integer);
3534 radius[0] = mod_generatelightmaps_lightmapradius.value;
3535 radius[1] = mod_generatelightmaps_vertexradius.value;
3536 radius[2] = mod_generatelightmaps_gridradius.value;
3537 for (i = 0;i < 3;i++)
3539 for (j = 1;j < mod_generatelightmaps_numoffsets[i];j++)
3542 VectorScale(temp, radius[i], mod_generatelightmaps_offsets[i][j]);
3547 static void Mod_GenerateLightmaps_DestroyLightmaps(dp_model_t *model)
3549 msurface_t *surface;
3552 for (surfaceindex = 0;surfaceindex < model->num_surfaces;surfaceindex++)
3554 surface = model->data_surfaces + surfaceindex;
3555 surface->lightmaptexture = NULL;
3556 surface->deluxemaptexture = NULL;
3558 if (model->brushq3.data_lightmaps)
3560 for (i = 0;i < model->brushq3.num_mergedlightmaps;i++)
3561 if (model->brushq3.data_lightmaps[i])
3562 R_FreeTexture(model->brushq3.data_lightmaps[i]);
3563 Mem_Free(model->brushq3.data_lightmaps);
3564 model->brushq3.data_lightmaps = NULL;
3566 if (model->brushq3.data_deluxemaps)
3568 for (i = 0;i < model->brushq3.num_mergedlightmaps;i++)
3569 if (model->brushq3.data_deluxemaps[i])
3570 R_FreeTexture(model->brushq3.data_deluxemaps[i]);
3571 Mem_Free(model->brushq3.data_deluxemaps);
3572 model->brushq3.data_deluxemaps = NULL;
3576 static void Mod_GenerateLightmaps_UnweldTriangles(dp_model_t *model)
3578 msurface_t *surface;
3584 surfmesh_t oldsurfmesh;
3586 unsigned char *data;
3587 oldsurfmesh = model->surfmesh;
3588 model->surfmesh.num_triangles = oldsurfmesh.num_triangles;
3589 model->surfmesh.num_vertices = oldsurfmesh.num_triangles * 3;
3591 size += model->surfmesh.num_vertices * sizeof(float[3]);
3592 size += model->surfmesh.num_vertices * sizeof(float[3]);
3593 size += model->surfmesh.num_vertices * sizeof(float[3]);
3594 size += model->surfmesh.num_vertices * sizeof(float[3]);
3595 size += model->surfmesh.num_vertices * sizeof(float[2]);
3596 size += model->surfmesh.num_vertices * sizeof(float[2]);
3597 size += model->surfmesh.num_vertices * sizeof(float[4]);
3598 data = (unsigned char *)Mem_Alloc(model->mempool, size);
3599 model->surfmesh.data_vertex3f = (float *)data;data += model->surfmesh.num_vertices * sizeof(float[3]);
3600 model->surfmesh.data_normal3f = (float *)data;data += model->surfmesh.num_vertices * sizeof(float[3]);
3601 model->surfmesh.data_svector3f = (float *)data;data += model->surfmesh.num_vertices * sizeof(float[3]);
3602 model->surfmesh.data_tvector3f = (float *)data;data += model->surfmesh.num_vertices * sizeof(float[3]);
3603 model->surfmesh.data_texcoordtexture2f = (float *)data;data += model->surfmesh.num_vertices * sizeof(float[2]);
3604 model->surfmesh.data_texcoordlightmap2f = (float *)data;data += model->surfmesh.num_vertices * sizeof(float[2]);
3605 model->surfmesh.data_lightmapcolor4f = (float *)data;data += model->surfmesh.num_vertices * sizeof(float[4]);
3606 if (model->surfmesh.num_vertices > 65536)
3607 model->surfmesh.data_element3s = NULL;
3609 if (model->surfmesh.vbo)
3610 R_Mesh_DestroyBufferObject(model->surfmesh.vbo);
3611 model->surfmesh.vbo = 0;
3612 if (model->surfmesh.ebo3i)
3613 R_Mesh_DestroyBufferObject(model->surfmesh.ebo3i);
3614 model->surfmesh.ebo3i = 0;
3615 if (model->surfmesh.ebo3s)
3616 R_Mesh_DestroyBufferObject(model->surfmesh.ebo3s);
3617 model->surfmesh.ebo3s = 0;
3619 // convert all triangles to unique vertex data
3621 for (surfaceindex = 0;surfaceindex < model->num_surfaces;surfaceindex++)
3623 surface = model->data_surfaces + surfaceindex;
3624 surface->num_firstvertex = outvertexindex;
3625 surface->num_vertices = surface->num_triangles*3;
3626 e = oldsurfmesh.data_element3i + surface->num_firsttriangle*3;
3627 for (i = 0;i < surface->num_triangles*3;i++)
3630 model->surfmesh.data_vertex3f[outvertexindex*3+0] = oldsurfmesh.data_vertex3f[vertexindex*3+0];
3631 model->surfmesh.data_vertex3f[outvertexindex*3+1] = oldsurfmesh.data_vertex3f[vertexindex*3+1];
3632 model->surfmesh.data_vertex3f[outvertexindex*3+2] = oldsurfmesh.data_vertex3f[vertexindex*3+2];
3633 model->surfmesh.data_normal3f[outvertexindex*3+0] = oldsurfmesh.data_normal3f[vertexindex*3+0];
3634 model->surfmesh.data_normal3f[outvertexindex*3+1] = oldsurfmesh.data_normal3f[vertexindex*3+1];
3635 model->surfmesh.data_normal3f[outvertexindex*3+2] = oldsurfmesh.data_normal3f[vertexindex*3+2];
3636 model->surfmesh.data_svector3f[outvertexindex*3+0] = oldsurfmesh.data_svector3f[vertexindex*3+0];
3637 model->surfmesh.data_svector3f[outvertexindex*3+1] = oldsurfmesh.data_svector3f[vertexindex*3+1];
3638 model->surfmesh.data_svector3f[outvertexindex*3+2] = oldsurfmesh.data_svector3f[vertexindex*3+2];
3639 model->surfmesh.data_tvector3f[outvertexindex*3+0] = oldsurfmesh.data_tvector3f[vertexindex*3+0];
3640 model->surfmesh.data_tvector3f[outvertexindex*3+1] = oldsurfmesh.data_tvector3f[vertexindex*3+1];
3641 model->surfmesh.data_tvector3f[outvertexindex*3+2] = oldsurfmesh.data_tvector3f[vertexindex*3+2];
3642 model->surfmesh.data_texcoordtexture2f[outvertexindex*2+0] = oldsurfmesh.data_texcoordtexture2f[vertexindex*2+0];
3643 model->surfmesh.data_texcoordtexture2f[outvertexindex*2+1] = oldsurfmesh.data_texcoordtexture2f[vertexindex*2+1];
3644 if (oldsurfmesh.data_texcoordlightmap2f)
3646 model->surfmesh.data_texcoordlightmap2f[outvertexindex*2+0] = oldsurfmesh.data_texcoordlightmap2f[vertexindex*2+0];
3647 model->surfmesh.data_texcoordlightmap2f[outvertexindex*2+1] = oldsurfmesh.data_texcoordlightmap2f[vertexindex*2+1];
3649 if (oldsurfmesh.data_lightmapcolor4f)
3651 model->surfmesh.data_lightmapcolor4f[outvertexindex*4+0] = oldsurfmesh.data_lightmapcolor4f[vertexindex*4+0];
3652 model->surfmesh.data_lightmapcolor4f[outvertexindex*4+1] = oldsurfmesh.data_lightmapcolor4f[vertexindex*4+1];
3653 model->surfmesh.data_lightmapcolor4f[outvertexindex*4+2] = oldsurfmesh.data_lightmapcolor4f[vertexindex*4+2];
3654 model->surfmesh.data_lightmapcolor4f[outvertexindex*4+3] = oldsurfmesh.data_lightmapcolor4f[vertexindex*4+3];
3657 Vector4Set(model->surfmesh.data_lightmapcolor4f + 4*outvertexindex, 1, 1, 1, 1);
3658 model->surfmesh.data_element3i[surface->num_firsttriangle*3+i] = outvertexindex;
3662 if (model->surfmesh.data_element3s)
3663 for (i = 0;i < model->surfmesh.num_triangles*3;i++)
3664 model->surfmesh.data_element3s[i] = model->surfmesh.data_element3i[i];
3666 // find and update all submodels to use this new surfmesh data
3667 for (i = 0;i < model->brush.numsubmodels;i++)
3668 model->brush.submodels[i]->surfmesh = model->surfmesh;
3671 static void Mod_GenerateLightmaps_CreateTriangleInformation(dp_model_t *model)
3673 msurface_t *surface;
3679 lightmaptriangle_t *triangle;
3680 // generate lightmap triangle structs
3681 mod_generatelightmaps_lightmaptriangles = Mem_Alloc(model->mempool, model->surfmesh.num_triangles * sizeof(lightmaptriangle_t));
3682 for (surfaceindex = 0;surfaceindex < model->num_surfaces;surfaceindex++)
3684 surface = model->data_surfaces + surfaceindex;
3685 e = model->surfmesh.data_element3i + surface->num_firsttriangle*3;
3686 for (i = 0;i < surface->num_triangles;i++)
3688 triangle = &mod_generatelightmaps_lightmaptriangles[surface->num_firsttriangle+i];
3689 triangle->triangleindex = surface->num_firsttriangle+i;
3690 triangle->surfaceindex = surfaceindex;
3691 VectorCopy(model->surfmesh.data_vertex3f + 3*e[i*3+0], triangle->vertex[0]);
3692 VectorCopy(model->surfmesh.data_vertex3f + 3*e[i*3+1], triangle->vertex[1]);
3693 VectorCopy(model->surfmesh.data_vertex3f + 3*e[i*3+2], triangle->vertex[2]);
3694 // calculate bounds of triangle
3695 triangle->mins[0] = min(triangle->vertex[0][0], min(triangle->vertex[1][0], triangle->vertex[2][0]));
3696 triangle->mins[1] = min(triangle->vertex[0][1], min(triangle->vertex[1][1], triangle->vertex[2][1]));
3697 triangle->mins[2] = min(triangle->vertex[0][2], min(triangle->vertex[1][2], triangle->vertex[2][2]));
3698 triangle->maxs[0] = max(triangle->vertex[0][0], max(triangle->vertex[1][0], triangle->vertex[2][0]));
3699 triangle->maxs[1] = max(triangle->vertex[0][1], max(triangle->vertex[1][1], triangle->vertex[2][1]));
3700 triangle->maxs[2] = max(triangle->vertex[0][2], max(triangle->vertex[1][2], triangle->vertex[2][2]));
3701 // pick an axial projection based on the triangle normal
3702 TriangleNormal(triangle->vertex[0], triangle->vertex[1], triangle->vertex[2], normal);
3704 if (fabs(normal[1]) > fabs(normal[axis]))
3706 if (fabs(normal[2]) > fabs(normal[axis]))
3708 triangle->axis = axis;
3713 static void Mod_GenerateLightmaps_DestroyTriangleInformation(dp_model_t *model)
3715 if (mod_generatelightmaps_lightmaptriangles)
3716 Mem_Free(mod_generatelightmaps_lightmaptriangles);
3717 mod_generatelightmaps_lightmaptriangles = NULL;
3720 float lmaxis[3][3] = {{1, 0, 0}, {0, 1, 0}, {0, 0, 1}};
3722 static void Mod_GenerateLightmaps_CreateLightmaps(dp_model_t *model)
3724 msurface_t *surface;
3738 float trianglenormal[3];
3739 float samplecenter[3];
3740 float samplenormal[3];
3746 float lmscalepixels;
3749 float lm_basescalepixels;
3750 int lm_borderpixels;
3754 lightmaptriangle_t *triangle;
3755 unsigned char *lightmappixels;
3756 unsigned char *deluxemappixels;
3757 mod_alloclightmap_state_t lmstate;
3759 // generate lightmap projection information for all triangles
3760 if (model->texturepool == NULL)
3761 model->texturepool = R_AllocTexturePool();
3762 lm_basescalepixels = 1.0f / max(0.0001f, mod_generatelightmaps_unitspersample.value);
3763 lm_borderpixels = mod_generatelightmaps_borderpixels.integer;
3764 lm_texturesize = bound(lm_borderpixels*2+1, 64, (int)vid.maxtexturesize_2d);
3765 //lm_maxpixels = lm_texturesize-(lm_borderpixels*2+1);
3766 Mod_AllocLightmap_Init(&lmstate, lm_texturesize, lm_texturesize);
3768 for (surfaceindex = 0;surfaceindex < model->num_surfaces;surfaceindex++)
3770 surface = model->data_surfaces + surfaceindex;
3771 e = model->surfmesh.data_element3i + surface->num_firsttriangle*3;
3772 lmscalepixels = lm_basescalepixels;
3773 for (retry = 0;retry < 30;retry++)
3775 // after a couple failed attempts, degrade quality to make it fit
3777 lmscalepixels *= 0.5f;
3778 for (i = 0;i < surface->num_triangles;i++)
3780 triangle = &mod_generatelightmaps_lightmaptriangles[surface->num_firsttriangle+i];
3781 triangle->lightmapindex = lightmapnumber;
3782 // calculate lightmap bounds in 3D pixel coordinates, limit size,
3783 // pick two planar axes for projection
3784 // lightmap coordinates here are in pixels
3785 // lightmap projections are snapped to pixel grid explicitly, such
3786 // that two neighboring triangles sharing an edge and projection
3787 // axis will have identical sampl espacing along their shared edge
3789 for (j = 0;j < 3;j++)
3791 if (j == triangle->axis)
3793 lmmins = floor(triangle->mins[j]*lmscalepixels)-lm_borderpixels;
3794 lmmaxs = floor(triangle->maxs[j]*lmscalepixels)+lm_borderpixels;
3795 triangle->lmsize[k] = (int)(lmmaxs-lmmins);
3796 triangle->lmbase[k] = lmmins/lmscalepixels;
3797 triangle->lmscale[k] = lmscalepixels;
3800 if (!Mod_AllocLightmap_Block(&lmstate, triangle->lmsize[0], triangle->lmsize[1], &triangle->lmoffset[0], &triangle->lmoffset[1]))
3803 // if all fit in this texture, we're done with this surface
3804 if (i == surface->num_triangles)
3806 // if we haven't maxed out the lightmap size yet, we retry the
3807 // entire surface batch...
3808 if (lm_texturesize * 2 <= min(mod_generatelightmaps_texturesize.integer, (int)vid.maxtexturesize_2d))
3810 lm_texturesize *= 2;
3813 Mod_AllocLightmap_Free(&lmstate);
3814 Mod_AllocLightmap_Init(&lmstate, lm_texturesize, lm_texturesize);
3817 // if we have maxed out the lightmap size, and this triangle does
3818 // not fit in the same texture as the rest of the surface, we have
3819 // to retry the entire surface in a new texture (can only use one)
3820 // with multiple retries, the lightmap quality degrades until it
3821 // fits (or gives up)
3822 if (surfaceindex > 0)
3824 Mod_AllocLightmap_Reset(&lmstate);
3828 Mod_AllocLightmap_Free(&lmstate);
3830 // now put triangles together into lightmap textures, and do not allow
3831 // triangles of a surface to go into different textures (as that would
3832 // require rewriting the surface list)
3833 model->brushq3.deluxemapping_modelspace = true;
3834 model->brushq3.deluxemapping = true;
3835 model->brushq3.num_mergedlightmaps = lightmapnumber;
3836 model->brushq3.data_lightmaps = Mem_Alloc(model->mempool, model->brushq3.num_mergedlightmaps * sizeof(rtexture_t *));
3837 model->brushq3.data_deluxemaps = Mem_Alloc(model->mempool, model->brushq3.num_mergedlightmaps * sizeof(rtexture_t *));
3838 lightmappixels = Mem_Alloc(tempmempool, model->brushq3.num_mergedlightmaps * lm_texturesize * lm_texturesize * 4);
3839 deluxemappixels = Mem_Alloc(tempmempool, model->brushq3.num_mergedlightmaps * lm_texturesize * lm_texturesize * 4);
3840 for (surfaceindex = 0;surfaceindex < model->num_surfaces;surfaceindex++)
3842 surface = model->data_surfaces + surfaceindex;
3843 e = model->surfmesh.data_element3i + surface->num_firsttriangle*3;
3844 for (i = 0;i < surface->num_triangles;i++)
3846 triangle = &mod_generatelightmaps_lightmaptriangles[surface->num_firsttriangle+i];
3847 TriangleNormal(triangle->vertex[0], triangle->vertex[1], triangle->vertex[2], trianglenormal);
3848 VectorNormalize(trianglenormal);
3849 VectorCopy(trianglenormal, samplenormal); // FIXME: this is supposed to be interpolated per pixel from vertices
3850 axis = triangle->axis;
3851 axis1 = axis == 0 ? 1 : 0;
3852 axis2 = axis == 2 ? 1 : 2;
3853 lmiscale[0] = 1.0f / triangle->lmscale[0];
3854 lmiscale[1] = 1.0f / triangle->lmscale[1];
3855 if (trianglenormal[axis] < 0)
3856 VectorNegate(trianglenormal, trianglenormal);
3857 CrossProduct(lmaxis[axis2], trianglenormal, temp);slopex = temp[axis] / temp[axis1];
3858 CrossProduct(lmaxis[axis1], trianglenormal, temp);slopey = temp[axis] / temp[axis2];
3859 slopebase = triangle->vertex[0][axis] - triangle->vertex[0][axis1]*slopex - triangle->vertex[0][axis2]*slopey;
3860 for (j = 0;j < 3;j++)
3862 float *t2f = model->surfmesh.data_texcoordlightmap2f + e[i*3+j]*2;
3863 t2f[0] = ((triangle->vertex[j][axis1] - triangle->lmbase[0]) * triangle->lmscale[0] + triangle->lmoffset[0]) / lm_texturesize;
3864 t2f[1] = ((triangle->vertex[j][axis2] - triangle->lmbase[1]) * triangle->lmscale[1] + triangle->lmoffset[1]) / lm_texturesize;
3866 samplecenter[axis1] = (t2f[0]*lm_texturesize-triangle->lmoffset[0])*lmiscale[0] + triangle->lmbase[0];
3867 samplecenter[axis2] = (t2f[1]*lm_texturesize-triangle->lmoffset[1])*lmiscale[1] + triangle->lmbase[1];
3868 samplecenter[axis] = samplecenter[axis1]*slopex + samplecenter[axis2]*slopey + slopebase;
3869 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]);
3879 forward[1] = 1.0f / triangle->lmscale[0];
3883 left[2] = 1.0f / triangle->lmscale[1];
3888 origin[1] = triangle->lmbase[0];
3889 origin[2] = triangle->lmbase[1];
3892 forward[0] = 1.0f / triangle->lmscale[0];
3897 left[2] = 1.0f / triangle->lmscale[1];
3901 origin[0] = triangle->lmbase[0];
3903 origin[2] = triangle->lmbase[1];
3906 forward[0] = 1.0f / triangle->lmscale[0];
3910 left[1] = 1.0f / triangle->lmscale[1];
3915 origin[0] = triangle->lmbase[0];
3916 origin[1] = triangle->lmbase[1];
3920 Matrix4x4_FromVectors(&backmatrix, forward, left, up, origin);
3922 #define LM_DIST_EPSILON (1.0f / 32.0f)
3923 for (y = 0;y < triangle->lmsize[1];y++)
3925 pixeloffset = ((triangle->lightmapindex * lm_texturesize + y + triangle->lmoffset[1]) * lm_texturesize + triangle->lmoffset[0]) * 4;
3926 for (x = 0;x < triangle->lmsize[0];x++, pixeloffset += 4)
3928 samplecenter[axis1] = (x+0.5f)*lmiscale[0] + triangle->lmbase[0];
3929 samplecenter[axis2] = (y+0.5f)*lmiscale[1] + triangle->lmbase[1];
3930 samplecenter[axis] = samplecenter[axis1]*slopex + samplecenter[axis2]*slopey + slopebase;
3931 VectorMA(samplecenter, 0.125f, samplenormal, samplecenter);
3932 Mod_GenerateLightmaps_LightmapSample(samplecenter, samplenormal, lightmappixels + pixeloffset, deluxemappixels + pixeloffset);
3938 for (lightmapindex = 0;lightmapindex < model->brushq3.num_mergedlightmaps;lightmapindex++)
3940 model->brushq3.data_lightmaps[lightmapindex] = R_LoadTexture2D(model->texturepool, va("lightmap%i", lightmapindex), lm_texturesize, lm_texturesize, lightmappixels + lightmapindex * lm_texturesize * lm_texturesize * 4, TEXTYPE_BGRA, TEXF_FORCELINEAR, NULL);
3941 model->brushq3.data_deluxemaps[lightmapindex] = R_LoadTexture2D(model->texturepool, va("deluxemap%i", lightmapindex), lm_texturesize, lm_texturesize, deluxemappixels + lightmapindex * lm_texturesize * lm_texturesize * 4, TEXTYPE_BGRA, TEXF_FORCELINEAR, NULL);
3945 Mem_Free(lightmappixels);
3946 if (deluxemappixels)
3947 Mem_Free(deluxemappixels);
3949 for (surfaceindex = 0;surfaceindex < model->num_surfaces;surfaceindex++)
3951 surface = model->data_surfaces + surfaceindex;
3952 e = model->surfmesh.data_element3i + surface->num_firsttriangle*3;
3953 if (!surface->num_triangles)
3955 lightmapindex = mod_generatelightmaps_lightmaptriangles[surface->num_firsttriangle].lightmapindex;
3956 surface->lightmaptexture = model->brushq3.data_lightmaps[lightmapindex];
3957 surface->deluxemaptexture = model->brushq3.data_deluxemaps[lightmapindex];
3958 surface->lightmapinfo = NULL;
3961 model->brush.LightPoint = Mod_GenerateLightmaps_LightPoint;
3962 model->brushq1.lightdata = NULL;
3963 model->brushq1.lightmapupdateflags = NULL;
3964 model->brushq1.firstrender = false;
3965 model->brushq1.num_lightstyles = 0;
3966 model->brushq1.data_lightstyleinfo = NULL;
3967 for (i = 0;i < model->brush.numsubmodels;i++)
3969 model->brush.submodels[i]->brushq1.lightmapupdateflags = NULL;
3970 model->brush.submodels[i]->brushq1.firstrender = false;
3971 model->brush.submodels[i]->brushq1.num_lightstyles = 0;
3972 model->brush.submodels[i]->brushq1.data_lightstyleinfo = NULL;
3976 static void Mod_GenerateLightmaps_UpdateVertexColors(dp_model_t *model)
3979 for (i = 0;i < model->surfmesh.num_vertices;i++)
3980 Mod_GenerateLightmaps_VertexSample(model->surfmesh.data_vertex3f + 3*i, model->surfmesh.data_normal3f + 3*i, model->surfmesh.data_lightmapcolor4f + 4*i);
3983 static void Mod_GenerateLightmaps_UpdateLightGrid(dp_model_t *model)
3990 for (z = 0;z < model->brushq3.num_lightgrid_isize[2];z++)
3992 pos[2] = (model->brushq3.num_lightgrid_imins[2] + z + 0.5f) * model->brushq3.num_lightgrid_cellsize[2];
3993 for (y = 0;y < model->brushq3.num_lightgrid_isize[1];y++)
3995 pos[1] = (model->brushq3.num_lightgrid_imins[1] + y + 0.5f) * model->brushq3.num_lightgrid_cellsize[1];
3996 for (x = 0;x < model->brushq3.num_lightgrid_isize[0];x++, index++)
3998 pos[0] = (model->brushq3.num_lightgrid_imins[0] + x + 0.5f) * model->brushq3.num_lightgrid_cellsize[0];
3999 Mod_GenerateLightmaps_GridSample(pos, model->brushq3.data_lightgrid + index);
4005 extern cvar_t mod_q3bsp_nolightmaps;
4006 static void Mod_GenerateLightmaps(dp_model_t *model)
4008 //lightmaptriangle_t *lightmaptriangles = Mem_Alloc(model->mempool, model->surfmesh.num_triangles * sizeof(lightmaptriangle_t));
4009 dp_model_t *oldloadmodel = loadmodel;
4012 Mod_GenerateLightmaps_InitSampleOffsets(model);
4013 Mod_GenerateLightmaps_DestroyLightmaps(model);
4014 Mod_GenerateLightmaps_UnweldTriangles(model);
4015 Mod_GenerateLightmaps_CreateTriangleInformation(model);
4016 Mod_GenerateLightmaps_CreateLights(model);
4017 if(!mod_q3bsp_nolightmaps.integer)
4018 Mod_GenerateLightmaps_CreateLightmaps(model);
4019 Mod_GenerateLightmaps_UpdateVertexColors(model);
4020 Mod_GenerateLightmaps_UpdateLightGrid(model);
4021 Mod_GenerateLightmaps_DestroyLights(model);
4022 Mod_GenerateLightmaps_DestroyTriangleInformation(model);
4024 loadmodel = oldloadmodel;
4027 static void Mod_GenerateLightmaps_f(void)
4029 if (Cmd_Argc() != 1)
4031 Con_Printf("usage: mod_generatelightmaps\n");
4036 Con_Printf("no worldmodel loaded\n");
4039 Mod_GenerateLightmaps(cl.worldmodel);