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.
29 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 dp_model_t *loadmodel;
33 static mempool_t *mod_mempool;
34 static memexpandablearray_t models;
36 static mempool_t* q3shaders_mem;
37 typedef struct q3shader_hash_entry_s
39 q3shaderinfo_t shader;
40 struct q3shader_hash_entry_s* chain;
41 } q3shader_hash_entry_t;
42 #define Q3SHADER_HASH_SIZE 1021
43 typedef struct q3shader_data_s
45 memexpandablearray_t hash_entries;
46 q3shader_hash_entry_t hash[Q3SHADER_HASH_SIZE];
47 memexpandablearray_t char_ptrs;
49 static q3shader_data_t* q3shader_data;
51 static void mod_start(void)
54 int nummodels = Mem_ExpandableArray_IndexRange(&models);
57 // parse the Q3 shader files
60 for (i = 0;i < nummodels;i++)
61 if ((mod = Mem_ExpandableArray_RecordAtIndex(&models, i)) && mod->name[0] && mod->name[0] != '*')
63 Mod_LoadModel(mod, true, false, mod->isworldmodel);
66 static void mod_shutdown(void)
69 int nummodels = Mem_ExpandableArray_IndexRange(&models);
72 for (i = 0;i < nummodels;i++)
73 if ((mod = Mem_ExpandableArray_RecordAtIndex(&models, i)) && (mod->loaded || mod->mempool))
76 Mem_FreePool (&q3shaders_mem);
79 static void mod_newmap(void)
82 int i, j, k, surfacenum, ssize, tsize;
83 int nummodels = Mem_ExpandableArray_IndexRange(&models);
86 R_SkinFrame_PrepareForPurge();
87 for (i = 0;i < nummodels;i++)
89 if ((mod = Mem_ExpandableArray_RecordAtIndex(&models, i)) && mod->mempool && mod->data_textures)
91 for (j = 0;j < mod->num_textures;j++)
93 for (k = 0;k < mod->data_textures[j].numskinframes;k++)
94 R_SkinFrame_MarkUsed(mod->data_textures[j].skinframes[k]);
95 for (k = 0;k < mod->data_textures[j].backgroundnumskinframes;k++)
96 R_SkinFrame_MarkUsed(mod->data_textures[j].backgroundskinframes[k]);
102 if (!cl_stainmaps_clearonload.integer)
105 for (i = 0;i < nummodels;i++)
107 if ((mod = Mem_ExpandableArray_RecordAtIndex(&models, i)) && mod->mempool && mod->data_surfaces)
109 for (surfacenum = 0, surface = mod->data_surfaces;surfacenum < mod->num_surfaces;surfacenum++, surface++)
111 if (surface->lightmapinfo && surface->lightmapinfo->stainsamples)
113 ssize = (surface->lightmapinfo->extents[0] >> 4) + 1;
114 tsize = (surface->lightmapinfo->extents[1] >> 4) + 1;
115 memset(surface->lightmapinfo->stainsamples, 255, ssize * tsize * 3);
116 mod->brushq1.lightmapupdateflags[surfacenum] = true;
128 static void Mod_Print(void);
129 static void Mod_Precache (void);
130 static void Mod_BuildVBOs(void);
133 mod_mempool = Mem_AllocPool("modelinfo", 0, NULL);
134 Mem_ExpandableArray_NewArray(&models, mod_mempool, sizeof(dp_model_t), 16);
140 Cvar_RegisterVariable(&r_mipskins);
141 Cmd_AddCommand ("modellist", Mod_Print, "prints a list of loaded models");
142 Cmd_AddCommand ("modelprecache", Mod_Precache, "load a model");
145 void Mod_RenderInit(void)
147 R_RegisterModule("Models", mod_start, mod_shutdown, mod_newmap);
150 void Mod_UnloadModel (dp_model_t *mod)
152 char name[MAX_QPATH];
153 qboolean isworldmodel;
156 if (developer_loading.integer)
157 Con_Printf("unloading model %s\n", mod->name);
159 strlcpy(name, mod->name, sizeof(name));
160 isworldmodel = mod->isworldmodel;
162 if (mod->surfmesh.ebo3i)
163 R_Mesh_DestroyBufferObject(mod->surfmesh.ebo3i);
164 if (mod->surfmesh.ebo3s)
165 R_Mesh_DestroyBufferObject(mod->surfmesh.ebo3s);
166 if (mod->surfmesh.vbo)
167 R_Mesh_DestroyBufferObject(mod->surfmesh.vbo);
168 // free textures/memory attached to the model
169 R_FreeTexturePool(&mod->texturepool);
170 Mem_FreePool(&mod->mempool);
171 // clear the struct to make it available
172 memset(mod, 0, sizeof(dp_model_t));
173 // restore the fields we want to preserve
174 strlcpy(mod->name, name, sizeof(mod->name));
175 mod->isworldmodel = isworldmodel;
187 dp_model_t *Mod_LoadModel(dp_model_t *mod, qboolean crash, qboolean checkdisk, qboolean isworldmodel)
192 fs_offset_t filesize;
196 if (mod->name[0] == '*') // submodel
202 // even if the model is loaded it still may need reloading...
204 // if the model is a worldmodel and is being referred to as a
205 // non-worldmodel here, then it needs reloading to get rid of the
207 if (mod->isworldmodel != isworldmodel)
210 // if it is not loaded or checkdisk is true we need to calculate the crc
211 if (!mod->loaded || checkdisk)
213 if (checkdisk && mod->loaded)
214 Con_DPrintf("checking model %s\n", mod->name);
215 buf = FS_LoadFile (mod->name, tempmempool, false, &filesize);
218 crc = CRC_Block((unsigned char *)buf, filesize);
219 // we need to reload the model if the crc does not match
225 // if the model is already loaded and checks passed, just return
233 if (developer_loading.integer)
234 Con_Printf("loading model %s\n", mod->name);
236 // LordHavoc: unload the existing model in this slot (if there is one)
237 if (mod->loaded || mod->mempool)
238 Mod_UnloadModel(mod);
241 mod->isworldmodel = isworldmodel;
244 // errors can prevent the corresponding mod->loaded = true;
247 // default model radius and bounding box (mainly for missing models)
249 VectorSet(mod->normalmins, -mod->radius, -mod->radius, -mod->radius);
250 VectorSet(mod->normalmaxs, mod->radius, mod->radius, mod->radius);
251 VectorSet(mod->yawmins, -mod->radius, -mod->radius, -mod->radius);
252 VectorSet(mod->yawmaxs, mod->radius, mod->radius, mod->radius);
253 VectorSet(mod->rotatedmins, -mod->radius, -mod->radius, -mod->radius);
254 VectorSet(mod->rotatedmaxs, mod->radius, mod->radius, mod->radius);
256 // if we're loading a worldmodel, then this is a level change
257 if (mod->isworldmodel)
259 // clear out any stale submodels or worldmodels lying around
260 // if we did this clear before now, an error might abort loading and
261 // leave things in a bad state
262 Mod_RemoveStaleWorldModels(mod);
263 // reload q3 shaders, to make sure they are ready to go for this level
264 // (including any models loaded for this level)
270 char *bufend = (char *)buf + filesize;
272 // all models use memory, so allocate a memory pool
273 mod->mempool = Mem_AllocPool(mod->name, 0, NULL);
275 num = LittleLong(*((int *)buf));
276 // call the apropriate loader
278 if (!memcmp(buf, "IDPO", 4)) Mod_IDP0_Load(mod, buf, bufend);
279 else if (!memcmp(buf, "IDP2", 4)) Mod_IDP2_Load(mod, buf, bufend);
280 else if (!memcmp(buf, "IDP3", 4)) Mod_IDP3_Load(mod, buf, bufend);
281 else if (!memcmp(buf, "IDSP", 4)) Mod_IDSP_Load(mod, buf, bufend);
282 else if (!memcmp(buf, "IDS2", 4)) Mod_IDS2_Load(mod, buf, bufend);
283 else if (!memcmp(buf, "IBSP", 4)) Mod_IBSP_Load(mod, buf, bufend);
284 else if (!memcmp(buf, "ZYMOTICMODEL", 12)) Mod_ZYMOTICMODEL_Load(mod, buf, bufend);
285 else if (!memcmp(buf, "DARKPLACESMODEL", 16)) Mod_DARKPLACESMODEL_Load(mod, buf, bufend);
286 else if (!memcmp(buf, "ACTRHEAD", 8)) Mod_PSKMODEL_Load(mod, buf, bufend);
287 else if (strlen(mod->name) >= 4 && !strcmp(mod->name + strlen(mod->name) - 4, ".map")) Mod_MAP_Load(mod, buf, bufend);
288 else if (num == BSPVERSION || num == 30) Mod_Q1BSP_Load(mod, buf, bufend);
289 else Con_Printf("Mod_LoadModel: model \"%s\" is of unknown/unsupported type\n", mod->name);
294 // no fatal errors occurred, so this model is ready to use.
299 // LordHavoc: Sys_Error was *ANNOYING*
300 Con_Printf ("Mod_LoadModel: %s not found\n", mod->name);
305 void Mod_ClearUsed(void)
308 int nummodels = Mem_ExpandableArray_IndexRange(&models);
310 for (i = 0;i < nummodels;i++)
311 if ((mod = Mem_ExpandableArray_RecordAtIndex(&models, i)) && mod->name[0])
315 void Mod_PurgeUnused(void)
318 int nummodels = Mem_ExpandableArray_IndexRange(&models);
320 for (i = 0;i < nummodels;i++)
322 if ((mod = Mem_ExpandableArray_RecordAtIndex(&models, i)) && mod->name[0] && !mod->used)
324 Mod_UnloadModel(mod);
325 Mem_ExpandableArray_FreeRecord(&models, mod);
330 // only used during loading!
331 void Mod_RemoveStaleWorldModels(dp_model_t *skip)
334 int nummodels = Mem_ExpandableArray_IndexRange(&models);
336 for (i = 0;i < nummodels;i++)
338 if ((mod = Mem_ExpandableArray_RecordAtIndex(&models, i)) && mod->isworldmodel && mod->loaded && skip != mod)
340 Mod_UnloadModel(mod);
341 mod->isworldmodel = false;
353 dp_model_t *Mod_FindName(const char *name)
356 int nummodels = Mem_ExpandableArray_IndexRange(&models);
360 Host_Error ("Mod_ForName: NULL name");
362 // search the currently loaded models
363 for (i = 0;i < nummodels;i++)
365 if ((mod = Mem_ExpandableArray_RecordAtIndex(&models, i)) && mod->name[0] && !strcmp(mod->name, name))
372 // no match found, create a new one
373 mod = Mem_ExpandableArray_AllocRecord(&models);
374 strlcpy(mod->name, name, sizeof(mod->name));
384 Loads in a model for the given name
387 dp_model_t *Mod_ForName(const char *name, qboolean crash, qboolean checkdisk, qboolean isworldmodel)
390 model = Mod_FindName(name);
391 if (model->name[0] != '*' && (!model->loaded || checkdisk))
392 Mod_LoadModel(model, crash, checkdisk, isworldmodel);
400 Reloads all models if they have changed
403 void Mod_Reload(void)
406 int nummodels = Mem_ExpandableArray_IndexRange(&models);
408 for (i = 0;i < nummodels;i++)
409 if ((mod = Mem_ExpandableArray_RecordAtIndex(&models, i)) && mod->name[0] && mod->name[0] != '*' && mod->used)
410 Mod_LoadModel(mod, true, true, mod->isworldmodel);
413 unsigned char *mod_base;
416 //=============================================================================
423 static void Mod_Print(void)
426 int nummodels = Mem_ExpandableArray_IndexRange(&models);
429 Con_Print("Loaded models:\n");
430 for (i = 0;i < nummodels;i++)
431 if ((mod = Mem_ExpandableArray_RecordAtIndex(&models, i)) && mod->name[0])
432 Con_Printf("%4iK %s\n", mod->mempool ? (int)((mod->mempool->totalsize + 1023) / 1024) : 0, mod->name);
440 static void Mod_Precache(void)
443 Mod_ForName(Cmd_Argv(1), false, true, cl.worldmodel && !strcasecmp(Cmd_Argv(1), cl.worldmodel->name));
445 Con_Print("usage: modelprecache <filename>\n");
448 int Mod_BuildVertexRemapTableFromElements(int numelements, const int *elements, int numvertices, int *remapvertices)
452 used = (unsigned char *)Mem_Alloc(tempmempool, numvertices);
453 memset(used, 0, numvertices);
454 for (i = 0;i < numelements;i++)
455 used[elements[i]] = 1;
456 for (i = 0, count = 0;i < numvertices;i++)
457 remapvertices[i] = used[i] ? count++ : -1;
463 // fast way, using an edge hash
464 #define TRIANGLEEDGEHASH 8192
465 void Mod_BuildTriangleNeighbors(int *neighbors, const int *elements, int numtriangles)
467 int i, j, p, e1, e2, *n, hashindex, count, match;
469 typedef struct edgehashentry_s
471 struct edgehashentry_s *next;
476 edgehashentry_t *edgehash[TRIANGLEEDGEHASH], *edgehashentries, edgehashentriesbuffer[TRIANGLEEDGEHASH*3], *hash;
477 memset(edgehash, 0, sizeof(edgehash));
478 edgehashentries = edgehashentriesbuffer;
479 // if there are too many triangles for the stack array, allocate larger buffer
480 if (numtriangles > TRIANGLEEDGEHASH)
481 edgehashentries = (edgehashentry_t *)Mem_Alloc(tempmempool, numtriangles * 3 * sizeof(edgehashentry_t));
482 // find neighboring triangles
483 for (i = 0, e = elements, n = neighbors;i < numtriangles;i++, e += 3, n += 3)
485 for (j = 0, p = 2;j < 3;p = j, j++)
489 // this hash index works for both forward and backward edges
490 hashindex = (unsigned int)(e1 + e2) % TRIANGLEEDGEHASH;
491 hash = edgehashentries + i * 3 + j;
492 hash->next = edgehash[hashindex];
493 edgehash[hashindex] = hash;
495 hash->element[0] = e1;
496 hash->element[1] = e2;
499 for (i = 0, e = elements, n = neighbors;i < numtriangles;i++, e += 3, n += 3)
501 for (j = 0, p = 2;j < 3;p = j, j++)
505 // this hash index works for both forward and backward edges
506 hashindex = (unsigned int)(e1 + e2) % TRIANGLEEDGEHASH;
509 for (hash = edgehash[hashindex];hash;hash = hash->next)
511 if (hash->element[0] == e2 && hash->element[1] == e1)
513 if (hash->triangle != i)
514 match = hash->triangle;
517 else if ((hash->element[0] == e1 && hash->element[1] == e2))
520 // detect edges shared by three triangles and make them seams
526 // free the allocated buffer
527 if (edgehashentries != edgehashentriesbuffer)
528 Mem_Free(edgehashentries);
531 // very slow but simple way
532 static int Mod_FindTriangleWithEdge(const int *elements, int numtriangles, int start, int end, int ignore)
537 for (i = 0;i < numtriangles;i++, elements += 3)
539 if ((elements[0] == start && elements[1] == end)
540 || (elements[1] == start && elements[2] == end)
541 || (elements[2] == start && elements[0] == end))
547 else if ((elements[1] == start && elements[0] == end)
548 || (elements[2] == start && elements[1] == end)
549 || (elements[0] == start && elements[2] == end))
552 // detect edges shared by three triangles and make them seams
558 void Mod_BuildTriangleNeighbors(int *neighbors, const int *elements, int numtriangles)
562 for (i = 0, e = elements, n = neighbors;i < numtriangles;i++, e += 3, n += 3)
564 n[0] = Mod_FindTriangleWithEdge(elements, numtriangles, e[1], e[0], i);
565 n[1] = Mod_FindTriangleWithEdge(elements, numtriangles, e[2], e[1], i);
566 n[2] = Mod_FindTriangleWithEdge(elements, numtriangles, e[0], e[2], i);
571 void Mod_ValidateElements(int *elements, int numtriangles, int firstvertex, int numverts, const char *filename, int fileline)
573 int i, warned = false, endvertex = firstvertex + numverts;
574 for (i = 0;i < numtriangles * 3;i++)
576 if (elements[i] < firstvertex || elements[i] >= endvertex)
581 Con_Printf("Mod_ValidateElements: out of bounds elements detected at %s:%d\n", filename, fileline);
583 elements[i] = firstvertex;
588 // warning: this is an expensive function!
589 void Mod_BuildNormals(int firstvertex, int numvertices, int numtriangles, const float *vertex3f, const int *elements, float *normal3f, qboolean areaweighting)
596 memset(normal3f + 3 * firstvertex, 0, numvertices * sizeof(float[3]));
597 // process each vertex of each triangle and accumulate the results
598 // use area-averaging, to make triangles with a big area have a bigger
599 // weighting on the vertex normal than triangles with a small area
600 // to do so, just add the 'normals' together (the bigger the area
601 // the greater the length of the normal is
603 for (i = 0; i < numtriangles; i++, element += 3)
606 vertex3f + element[0] * 3,
607 vertex3f + element[1] * 3,
608 vertex3f + element[2] * 3,
613 VectorNormalize(areaNormal);
615 for (j = 0;j < 3;j++)
617 vectorNormal = normal3f + element[j] * 3;
618 vectorNormal[0] += areaNormal[0];
619 vectorNormal[1] += areaNormal[1];
620 vectorNormal[2] += areaNormal[2];
623 // and just normalize the accumulated vertex normal in the end
624 vectorNormal = normal3f + 3 * firstvertex;
625 for (i = 0; i < numvertices; i++, vectorNormal += 3)
626 VectorNormalize(vectorNormal);
629 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)
631 float f, tangentcross[3], v10[3], v20[3], tc10[2], tc20[2];
632 // 79 add/sub/negate/multiply (1 cycle), 1 compare (3 cycle?), total cycles not counting load/store/exchange roughly 82 cycles
633 // 6 add, 28 subtract, 39 multiply, 1 compare, 50% chance of 6 negates
635 // 6 multiply, 9 subtract
636 VectorSubtract(v1, v0, v10);
637 VectorSubtract(v2, v0, v20);
638 normal3f[0] = v20[1] * v10[2] - v20[2] * v10[1];
639 normal3f[1] = v20[2] * v10[0] - v20[0] * v10[2];
640 normal3f[2] = v20[0] * v10[1] - v20[1] * v10[0];
641 // 12 multiply, 10 subtract
642 tc10[1] = tc1[1] - tc0[1];
643 tc20[1] = tc2[1] - tc0[1];
644 svector3f[0] = tc10[1] * v20[0] - tc20[1] * v10[0];
645 svector3f[1] = tc10[1] * v20[1] - tc20[1] * v10[1];
646 svector3f[2] = tc10[1] * v20[2] - tc20[1] * v10[2];
647 tc10[0] = tc1[0] - tc0[0];
648 tc20[0] = tc2[0] - tc0[0];
649 tvector3f[0] = tc10[0] * v20[0] - tc20[0] * v10[0];
650 tvector3f[1] = tc10[0] * v20[1] - tc20[0] * v10[1];
651 tvector3f[2] = tc10[0] * v20[2] - tc20[0] * v10[2];
652 // 12 multiply, 4 add, 6 subtract
653 f = DotProduct(svector3f, normal3f);
654 svector3f[0] -= f * normal3f[0];
655 svector3f[1] -= f * normal3f[1];
656 svector3f[2] -= f * normal3f[2];
657 f = DotProduct(tvector3f, normal3f);
658 tvector3f[0] -= f * normal3f[0];
659 tvector3f[1] -= f * normal3f[1];
660 tvector3f[2] -= f * normal3f[2];
661 // if texture is mapped the wrong way (counterclockwise), the tangents
662 // have to be flipped, this is detected by calculating a normal from the
663 // two tangents, and seeing if it is opposite the surface normal
664 // 9 multiply, 2 add, 3 subtract, 1 compare, 50% chance of: 6 negates
665 CrossProduct(tvector3f, svector3f, tangentcross);
666 if (DotProduct(tangentcross, normal3f) < 0)
668 VectorNegate(svector3f, svector3f);
669 VectorNegate(tvector3f, tvector3f);
673 // warning: this is a very expensive function!
674 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)
677 float sdir[3], tdir[3], normal[3], *sv, *tv;
678 const float *v0, *v1, *v2, *tc0, *tc1, *tc2, *n;
679 float f, tangentcross[3], v10[3], v20[3], tc10[2], tc20[2];
682 memset(svector3f + 3 * firstvertex, 0, numvertices * sizeof(float[3]));
683 memset(tvector3f + 3 * firstvertex, 0, numvertices * sizeof(float[3]));
684 // process each vertex of each triangle and accumulate the results
685 for (tnum = 0, e = elements;tnum < numtriangles;tnum++, e += 3)
687 v0 = vertex3f + e[0] * 3;
688 v1 = vertex3f + e[1] * 3;
689 v2 = vertex3f + e[2] * 3;
690 tc0 = texcoord2f + e[0] * 2;
691 tc1 = texcoord2f + e[1] * 2;
692 tc2 = texcoord2f + e[2] * 2;
694 // 79 add/sub/negate/multiply (1 cycle), 1 compare (3 cycle?), total cycles not counting load/store/exchange roughly 82 cycles
695 // 6 add, 28 subtract, 39 multiply, 1 compare, 50% chance of 6 negates
697 // calculate the edge directions and surface normal
698 // 6 multiply, 9 subtract
699 VectorSubtract(v1, v0, v10);
700 VectorSubtract(v2, v0, v20);
701 normal[0] = v20[1] * v10[2] - v20[2] * v10[1];
702 normal[1] = v20[2] * v10[0] - v20[0] * v10[2];
703 normal[2] = v20[0] * v10[1] - v20[1] * v10[0];
705 // calculate the tangents
706 // 12 multiply, 10 subtract
707 tc10[1] = tc1[1] - tc0[1];
708 tc20[1] = tc2[1] - tc0[1];
709 sdir[0] = tc10[1] * v20[0] - tc20[1] * v10[0];
710 sdir[1] = tc10[1] * v20[1] - tc20[1] * v10[1];
711 sdir[2] = tc10[1] * v20[2] - tc20[1] * v10[2];
712 tc10[0] = tc1[0] - tc0[0];
713 tc20[0] = tc2[0] - tc0[0];
714 tdir[0] = tc10[0] * v20[0] - tc20[0] * v10[0];
715 tdir[1] = tc10[0] * v20[1] - tc20[0] * v10[1];
716 tdir[2] = tc10[0] * v20[2] - tc20[0] * v10[2];
718 // if texture is mapped the wrong way (counterclockwise), the tangents
719 // have to be flipped, this is detected by calculating a normal from the
720 // two tangents, and seeing if it is opposite the surface normal
721 // 9 multiply, 2 add, 3 subtract, 1 compare, 50% chance of: 6 negates
722 CrossProduct(tdir, sdir, tangentcross);
723 if (DotProduct(tangentcross, normal) < 0)
725 VectorNegate(sdir, sdir);
726 VectorNegate(tdir, tdir);
731 VectorNormalize(sdir);
732 VectorNormalize(tdir);
734 for (i = 0;i < 3;i++)
736 VectorAdd(svector3f + e[i]*3, sdir, svector3f + e[i]*3);
737 VectorAdd(tvector3f + e[i]*3, tdir, tvector3f + e[i]*3);
740 // make the tangents completely perpendicular to the surface normal, and
741 // then normalize them
742 // 16 assignments, 2 divide, 2 sqrt, 2 negates, 14 adds, 24 multiplies
743 for (i = 0, sv = svector3f + 3 * firstvertex, tv = tvector3f + 3 * firstvertex, n = normal3f + 3 * firstvertex;i < numvertices;i++, sv += 3, tv += 3, n += 3)
745 f = -DotProduct(sv, n);
746 VectorMA(sv, f, n, sv);
748 f = -DotProduct(tv, n);
749 VectorMA(tv, f, n, tv);
754 void Mod_AllocSurfMesh(mempool_t *mempool, int numvertices, int numtriangles, qboolean lightmapoffsets, qboolean vertexcolors, qboolean neighbors)
757 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));
758 loadmodel->surfmesh.num_vertices = numvertices;
759 loadmodel->surfmesh.num_triangles = numtriangles;
760 if (loadmodel->surfmesh.num_vertices)
762 loadmodel->surfmesh.data_vertex3f = (float *)data, data += sizeof(float[3]) * loadmodel->surfmesh.num_vertices;
763 loadmodel->surfmesh.data_svector3f = (float *)data, data += sizeof(float[3]) * loadmodel->surfmesh.num_vertices;
764 loadmodel->surfmesh.data_tvector3f = (float *)data, data += sizeof(float[3]) * loadmodel->surfmesh.num_vertices;
765 loadmodel->surfmesh.data_normal3f = (float *)data, data += sizeof(float[3]) * loadmodel->surfmesh.num_vertices;
766 loadmodel->surfmesh.data_texcoordtexture2f = (float *)data, data += sizeof(float[2]) * loadmodel->surfmesh.num_vertices;
767 loadmodel->surfmesh.data_texcoordlightmap2f = (float *)data, data += sizeof(float[2]) * loadmodel->surfmesh.num_vertices;
769 loadmodel->surfmesh.data_lightmapcolor4f = (float *)data, data += sizeof(float[4]) * loadmodel->surfmesh.num_vertices;
771 loadmodel->surfmesh.data_lightmapoffsets = (int *)data, data += sizeof(int) * loadmodel->surfmesh.num_vertices;
773 if (loadmodel->surfmesh.num_triangles)
775 loadmodel->surfmesh.data_element3i = (int *)data, data += sizeof(int[3]) * loadmodel->surfmesh.num_triangles;
777 loadmodel->surfmesh.data_neighbor3i = (int *)data, data += sizeof(int[3]) * loadmodel->surfmesh.num_triangles;
778 if (loadmodel->surfmesh.num_vertices <= 65536)
779 loadmodel->surfmesh.data_element3s = (unsigned short *)data, data += sizeof(unsigned short[3]) * loadmodel->surfmesh.num_triangles;
783 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)
785 shadowmesh_t *newmesh;
788 size = sizeof(shadowmesh_t);
789 size += maxverts * sizeof(float[3]);
791 size += maxverts * sizeof(float[11]);
792 size += maxtriangles * sizeof(int[3]);
793 if (maxverts <= 65536)
794 size += maxtriangles * sizeof(unsigned short[3]);
796 size += maxtriangles * sizeof(int[3]);
798 size += SHADOWMESHVERTEXHASH * sizeof(shadowmeshvertexhash_t *) + maxverts * sizeof(shadowmeshvertexhash_t);
799 data = (unsigned char *)Mem_Alloc(mempool, size);
800 newmesh = (shadowmesh_t *)data;data += sizeof(*newmesh);
801 newmesh->map_diffuse = map_diffuse;
802 newmesh->map_specular = map_specular;
803 newmesh->map_normal = map_normal;
804 newmesh->maxverts = maxverts;
805 newmesh->maxtriangles = maxtriangles;
806 newmesh->numverts = 0;
807 newmesh->numtriangles = 0;
809 newmesh->vertex3f = (float *)data;data += maxverts * sizeof(float[3]);
812 newmesh->svector3f = (float *)data;data += maxverts * sizeof(float[3]);
813 newmesh->tvector3f = (float *)data;data += maxverts * sizeof(float[3]);
814 newmesh->normal3f = (float *)data;data += maxverts * sizeof(float[3]);
815 newmesh->texcoord2f = (float *)data;data += maxverts * sizeof(float[2]);
817 newmesh->element3i = (int *)data;data += maxtriangles * sizeof(int[3]);
820 newmesh->neighbor3i = (int *)data;data += maxtriangles * sizeof(int[3]);
824 newmesh->vertexhashtable = (shadowmeshvertexhash_t **)data;data += SHADOWMESHVERTEXHASH * sizeof(shadowmeshvertexhash_t *);
825 newmesh->vertexhashentries = (shadowmeshvertexhash_t *)data;data += maxverts * sizeof(shadowmeshvertexhash_t);
827 if (maxverts <= 65536)
828 newmesh->element3s = (unsigned short *)data;data += maxtriangles * sizeof(unsigned short[3]);
832 shadowmesh_t *Mod_ShadowMesh_ReAlloc(mempool_t *mempool, shadowmesh_t *oldmesh, int light, int neighbors)
834 shadowmesh_t *newmesh;
835 newmesh = Mod_ShadowMesh_Alloc(mempool, oldmesh->numverts, oldmesh->numtriangles, oldmesh->map_diffuse, oldmesh->map_specular, oldmesh->map_normal, light, neighbors, false);
836 newmesh->numverts = oldmesh->numverts;
837 newmesh->numtriangles = oldmesh->numtriangles;
839 memcpy(newmesh->vertex3f, oldmesh->vertex3f, oldmesh->numverts * sizeof(float[3]));
840 if (newmesh->svector3f && oldmesh->svector3f)
842 memcpy(newmesh->svector3f, oldmesh->svector3f, oldmesh->numverts * sizeof(float[3]));
843 memcpy(newmesh->tvector3f, oldmesh->tvector3f, oldmesh->numverts * sizeof(float[3]));
844 memcpy(newmesh->normal3f, oldmesh->normal3f, oldmesh->numverts * sizeof(float[3]));
845 memcpy(newmesh->texcoord2f, oldmesh->texcoord2f, oldmesh->numverts * sizeof(float[2]));
847 memcpy(newmesh->element3i, oldmesh->element3i, oldmesh->numtriangles * sizeof(int[3]));
848 if (newmesh->neighbor3i && oldmesh->neighbor3i)
849 memcpy(newmesh->neighbor3i, oldmesh->neighbor3i, oldmesh->numtriangles * sizeof(int[3]));
853 int Mod_ShadowMesh_AddVertex(shadowmesh_t *mesh, float *vertex14f)
856 shadowmeshvertexhash_t *hash;
857 // this uses prime numbers intentionally
858 hashindex = (unsigned int) (vertex14f[0] * 2003 + vertex14f[1] * 4001 + vertex14f[2] * 7919) % SHADOWMESHVERTEXHASH;
859 for (hash = mesh->vertexhashtable[hashindex];hash;hash = hash->next)
861 vnum = (hash - mesh->vertexhashentries);
862 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]))
863 && (mesh->svector3f == NULL || (mesh->svector3f[vnum * 3 + 0] == vertex14f[3] && mesh->svector3f[vnum * 3 + 1] == vertex14f[4] && mesh->svector3f[vnum * 3 + 2] == vertex14f[5]))
864 && (mesh->tvector3f == NULL || (mesh->tvector3f[vnum * 3 + 0] == vertex14f[6] && mesh->tvector3f[vnum * 3 + 1] == vertex14f[7] && mesh->tvector3f[vnum * 3 + 2] == vertex14f[8]))
865 && (mesh->normal3f == NULL || (mesh->normal3f[vnum * 3 + 0] == vertex14f[9] && mesh->normal3f[vnum * 3 + 1] == vertex14f[10] && mesh->normal3f[vnum * 3 + 2] == vertex14f[11]))
866 && (mesh->texcoord2f == NULL || (mesh->texcoord2f[vnum * 2 + 0] == vertex14f[12] && mesh->texcoord2f[vnum * 2 + 1] == vertex14f[13])))
867 return hash - mesh->vertexhashentries;
869 vnum = mesh->numverts++;
870 hash = mesh->vertexhashentries + vnum;
871 hash->next = mesh->vertexhashtable[hashindex];
872 mesh->vertexhashtable[hashindex] = hash;
873 if (mesh->vertex3f) {mesh->vertex3f[vnum * 3 + 0] = vertex14f[0];mesh->vertex3f[vnum * 3 + 1] = vertex14f[1];mesh->vertex3f[vnum * 3 + 2] = vertex14f[2];}
874 if (mesh->svector3f) {mesh->svector3f[vnum * 3 + 0] = vertex14f[3];mesh->svector3f[vnum * 3 + 1] = vertex14f[4];mesh->svector3f[vnum * 3 + 2] = vertex14f[5];}
875 if (mesh->tvector3f) {mesh->tvector3f[vnum * 3 + 0] = vertex14f[6];mesh->tvector3f[vnum * 3 + 1] = vertex14f[7];mesh->tvector3f[vnum * 3 + 2] = vertex14f[8];}
876 if (mesh->normal3f) {mesh->normal3f[vnum * 3 + 0] = vertex14f[9];mesh->normal3f[vnum * 3 + 1] = vertex14f[10];mesh->normal3f[vnum * 3 + 2] = vertex14f[11];}
877 if (mesh->texcoord2f) {mesh->texcoord2f[vnum * 2 + 0] = vertex14f[12];mesh->texcoord2f[vnum * 2 + 1] = vertex14f[13];}
881 void Mod_ShadowMesh_AddTriangle(mempool_t *mempool, shadowmesh_t *mesh, rtexture_t *map_diffuse, rtexture_t *map_specular, rtexture_t *map_normal, float *vertex14f)
883 if (mesh->numtriangles == 0)
885 // set the properties on this empty mesh to be more favorable...
886 // (note: this case only occurs for the first triangle added to a new mesh chain)
887 mesh->map_diffuse = map_diffuse;
888 mesh->map_specular = map_specular;
889 mesh->map_normal = map_normal;
891 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)
893 if (mesh->next == NULL)
894 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);
897 mesh->element3i[mesh->numtriangles * 3 + 0] = Mod_ShadowMesh_AddVertex(mesh, vertex14f + 14 * 0);
898 mesh->element3i[mesh->numtriangles * 3 + 1] = Mod_ShadowMesh_AddVertex(mesh, vertex14f + 14 * 1);
899 mesh->element3i[mesh->numtriangles * 3 + 2] = Mod_ShadowMesh_AddVertex(mesh, vertex14f + 14 * 2);
900 mesh->numtriangles++;
903 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)
906 float vbuf[3*14], *v;
907 memset(vbuf, 0, sizeof(vbuf));
908 for (i = 0;i < numtris;i++)
910 for (j = 0, v = vbuf;j < 3;j++, v += 14)
915 v[0] = vertex3f[e * 3 + 0];
916 v[1] = vertex3f[e * 3 + 1];
917 v[2] = vertex3f[e * 3 + 2];
921 v[3] = svector3f[e * 3 + 0];
922 v[4] = svector3f[e * 3 + 1];
923 v[5] = svector3f[e * 3 + 2];
927 v[6] = tvector3f[e * 3 + 0];
928 v[7] = tvector3f[e * 3 + 1];
929 v[8] = tvector3f[e * 3 + 2];
933 v[9] = normal3f[e * 3 + 0];
934 v[10] = normal3f[e * 3 + 1];
935 v[11] = normal3f[e * 3 + 2];
939 v[12] = texcoord2f[e * 2 + 0];
940 v[13] = texcoord2f[e * 2 + 1];
943 Mod_ShadowMesh_AddTriangle(mempool, mesh, map_diffuse, map_specular, map_normal, vbuf);
947 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)
949 return Mod_ShadowMesh_Alloc(mempool, maxverts, maxtriangles, map_diffuse, map_specular, map_normal, light, neighbors, expandable);
952 static void Mod_ShadowMesh_CreateVBOs(shadowmesh_t *mesh)
954 if (!gl_support_arb_vertex_buffer_object)
957 // element buffer is easy because it's just one array
958 if (mesh->numtriangles)
961 mesh->ebo3s = R_Mesh_CreateStaticBufferObject(GL_ELEMENT_ARRAY_BUFFER_ARB, mesh->element3s, mesh->numtriangles * sizeof(unsigned short[3]), "shadowmesh");
963 mesh->ebo3i = R_Mesh_CreateStaticBufferObject(GL_ELEMENT_ARRAY_BUFFER_ARB, mesh->element3i, mesh->numtriangles * sizeof(unsigned int[3]), "shadowmesh");
966 // vertex buffer is several arrays and we put them in the same buffer
968 // is this wise? the texcoordtexture2f array is used with dynamic
969 // vertex/svector/tvector/normal when rendering animated models, on the
970 // other hand animated models don't use a lot of vertices anyway...
976 mesh->vbooffset_vertex3f = size;if (mesh->vertex3f ) size += mesh->numverts * sizeof(float[3]);
977 mesh->vbooffset_svector3f = size;if (mesh->svector3f ) size += mesh->numverts * sizeof(float[3]);
978 mesh->vbooffset_tvector3f = size;if (mesh->tvector3f ) size += mesh->numverts * sizeof(float[3]);
979 mesh->vbooffset_normal3f = size;if (mesh->normal3f ) size += mesh->numverts * sizeof(float[3]);
980 mesh->vbooffset_texcoord2f = size;if (mesh->texcoord2f ) size += mesh->numverts * sizeof(float[2]);
981 mem = (unsigned char *)Mem_Alloc(tempmempool, size);
982 if (mesh->vertex3f ) memcpy(mem + mesh->vbooffset_vertex3f , mesh->vertex3f , mesh->numverts * sizeof(float[3]));
983 if (mesh->svector3f ) memcpy(mem + mesh->vbooffset_svector3f , mesh->svector3f , mesh->numverts * sizeof(float[3]));
984 if (mesh->tvector3f ) memcpy(mem + mesh->vbooffset_tvector3f , mesh->tvector3f , mesh->numverts * sizeof(float[3]));
985 if (mesh->normal3f ) memcpy(mem + mesh->vbooffset_normal3f , mesh->normal3f , mesh->numverts * sizeof(float[3]));
986 if (mesh->texcoord2f ) memcpy(mem + mesh->vbooffset_texcoord2f , mesh->texcoord2f , mesh->numverts * sizeof(float[2]));
987 mesh->vbo = R_Mesh_CreateStaticBufferObject(GL_ARRAY_BUFFER_ARB, mem, size, "shadowmesh");
992 shadowmesh_t *Mod_ShadowMesh_Finish(mempool_t *mempool, shadowmesh_t *firstmesh, qboolean light, qboolean neighbors, qboolean createvbo)
994 shadowmesh_t *mesh, *newmesh, *nextmesh;
995 // reallocate meshs to conserve space
996 for (mesh = firstmesh, firstmesh = NULL;mesh;mesh = nextmesh)
998 nextmesh = mesh->next;
999 if (mesh->numverts >= 3 && mesh->numtriangles >= 1)
1001 newmesh = Mod_ShadowMesh_ReAlloc(mempool, mesh, light, neighbors);
1002 newmesh->next = firstmesh;
1003 firstmesh = newmesh;
1004 if (newmesh->element3s)
1007 for (i = 0;i < newmesh->numtriangles*3;i++)
1008 newmesh->element3s[i] = newmesh->element3i[i];
1011 Mod_ShadowMesh_CreateVBOs(newmesh);
1018 void Mod_ShadowMesh_CalcBBox(shadowmesh_t *firstmesh, vec3_t mins, vec3_t maxs, vec3_t center, float *radius)
1022 vec3_t nmins, nmaxs, ncenter, temp;
1023 float nradius2, dist2, *v;
1027 for (mesh = firstmesh;mesh;mesh = mesh->next)
1029 if (mesh == firstmesh)
1031 VectorCopy(mesh->vertex3f, nmins);
1032 VectorCopy(mesh->vertex3f, nmaxs);
1034 for (i = 0, v = mesh->vertex3f;i < mesh->numverts;i++, v += 3)
1036 if (nmins[0] > v[0]) nmins[0] = v[0];if (nmaxs[0] < v[0]) nmaxs[0] = v[0];
1037 if (nmins[1] > v[1]) nmins[1] = v[1];if (nmaxs[1] < v[1]) nmaxs[1] = v[1];
1038 if (nmins[2] > v[2]) nmins[2] = v[2];if (nmaxs[2] < v[2]) nmaxs[2] = v[2];
1041 // calculate center and radius
1042 ncenter[0] = (nmins[0] + nmaxs[0]) * 0.5f;
1043 ncenter[1] = (nmins[1] + nmaxs[1]) * 0.5f;
1044 ncenter[2] = (nmins[2] + nmaxs[2]) * 0.5f;
1046 for (mesh = firstmesh;mesh;mesh = mesh->next)
1048 for (i = 0, v = mesh->vertex3f;i < mesh->numverts;i++, v += 3)
1050 VectorSubtract(v, ncenter, temp);
1051 dist2 = DotProduct(temp, temp);
1052 if (nradius2 < dist2)
1058 VectorCopy(nmins, mins);
1060 VectorCopy(nmaxs, maxs);
1062 VectorCopy(ncenter, center);
1064 *radius = sqrt(nradius2);
1067 void Mod_ShadowMesh_Free(shadowmesh_t *mesh)
1069 shadowmesh_t *nextmesh;
1070 for (;mesh;mesh = nextmesh)
1073 R_Mesh_DestroyBufferObject(mesh->ebo3i);
1075 R_Mesh_DestroyBufferObject(mesh->ebo3s);
1077 R_Mesh_DestroyBufferObject(mesh->vbo);
1078 nextmesh = mesh->next;
1083 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)
1088 if (ix >= 0 && iy >= 0 && ix < imagewidth && iy < imageheight)
1089 v[2] = (imagepixels[((iy*imagewidth)+ix)*4+0] + imagepixels[((iy*imagewidth)+ix)*4+1] + imagepixels[((iy*imagewidth)+ix)*4+2]) * (1.0f / 765.0f);
1092 Matrix4x4_Transform(pixelstepmatrix, v, vertex3f);
1093 Matrix4x4_Transform(pixeltexturestepmatrix, v, tc);
1094 texcoord2f[0] = tc[0];
1095 texcoord2f[1] = tc[1];
1098 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)
1100 float vup[3], vdown[3], vleft[3], vright[3];
1101 float tcup[3], tcdown[3], tcleft[3], tcright[3];
1102 float sv[3], tv[3], nl[3];
1103 Mod_GetTerrainVertex3fTexCoord2fFromBGRA(imagepixels, imagewidth, imageheight, ix, iy, vertex3f, texcoord2f, pixelstepmatrix, pixeltexturestepmatrix);
1104 Mod_GetTerrainVertex3fTexCoord2fFromBGRA(imagepixels, imagewidth, imageheight, ix, iy - 1, vup, tcup, pixelstepmatrix, pixeltexturestepmatrix);
1105 Mod_GetTerrainVertex3fTexCoord2fFromBGRA(imagepixels, imagewidth, imageheight, ix, iy + 1, vdown, tcdown, pixelstepmatrix, pixeltexturestepmatrix);
1106 Mod_GetTerrainVertex3fTexCoord2fFromBGRA(imagepixels, imagewidth, imageheight, ix - 1, iy, vleft, tcleft, pixelstepmatrix, pixeltexturestepmatrix);
1107 Mod_GetTerrainVertex3fTexCoord2fFromBGRA(imagepixels, imagewidth, imageheight, ix + 1, iy, vright, tcright, pixelstepmatrix, pixeltexturestepmatrix);
1108 Mod_BuildBumpVectors(vertex3f, vup, vright, texcoord2f, tcup, tcright, svector3f, tvector3f, normal3f);
1109 Mod_BuildBumpVectors(vertex3f, vright, vdown, texcoord2f, tcright, tcdown, sv, tv, nl);
1110 VectorAdd(svector3f, sv, svector3f);
1111 VectorAdd(tvector3f, tv, tvector3f);
1112 VectorAdd(normal3f, nl, normal3f);
1113 Mod_BuildBumpVectors(vertex3f, vdown, vleft, texcoord2f, tcdown, tcleft, sv, tv, nl);
1114 VectorAdd(svector3f, sv, svector3f);
1115 VectorAdd(tvector3f, tv, tvector3f);
1116 VectorAdd(normal3f, nl, normal3f);
1117 Mod_BuildBumpVectors(vertex3f, vleft, vup, texcoord2f, tcleft, tcup, sv, tv, nl);
1118 VectorAdd(svector3f, sv, svector3f);
1119 VectorAdd(tvector3f, tv, tvector3f);
1120 VectorAdd(normal3f, nl, normal3f);
1123 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)
1125 int x, y, ix, iy, *e;
1127 for (y = 0;y < height;y++)
1129 for (x = 0;x < width;x++)
1131 e[0] = (y + 1) * (width + 1) + (x + 0);
1132 e[1] = (y + 0) * (width + 1) + (x + 0);
1133 e[2] = (y + 1) * (width + 1) + (x + 1);
1134 e[3] = (y + 0) * (width + 1) + (x + 0);
1135 e[4] = (y + 0) * (width + 1) + (x + 1);
1136 e[5] = (y + 1) * (width + 1) + (x + 1);
1140 Mod_BuildTriangleNeighbors(neighbor3i, element3i, width*height*2);
1141 for (y = 0, iy = y1;y < height + 1;y++, iy++)
1142 for (x = 0, ix = x1;x < width + 1;x++, ix++, vertex3f += 3, texcoord2f += 2, svector3f += 3, tvector3f += 3, normal3f += 3)
1143 Mod_GetTerrainVertexFromBGRA(imagepixels, imagewidth, imageheight, ix, iy, vertex3f, texcoord2f, svector3f, tvector3f, normal3f, pixelstepmatrix, pixeltexturestepmatrix);
1146 q3wavefunc_t Mod_LoadQ3Shaders_EnumerateWaveFunc(const char *s)
1148 if (!strcasecmp(s, "sin")) return Q3WAVEFUNC_SIN;
1149 if (!strcasecmp(s, "square")) return Q3WAVEFUNC_SQUARE;
1150 if (!strcasecmp(s, "triangle")) return Q3WAVEFUNC_TRIANGLE;
1151 if (!strcasecmp(s, "sawtooth")) return Q3WAVEFUNC_SAWTOOTH;
1152 if (!strcasecmp(s, "inversesawtooth")) return Q3WAVEFUNC_INVERSESAWTOOTH;
1153 if (!strcasecmp(s, "noise")) return Q3WAVEFUNC_NOISE;
1154 Con_DPrintf("Mod_LoadQ3Shaders: unknown wavefunc %s\n", s);
1155 return Q3WAVEFUNC_NONE;
1158 static void Q3Shaders_Clear()
1160 /* Just clear out everything... */
1161 Mem_FreePool (&q3shaders_mem);
1162 /* ...and alloc the structs again. */
1163 q3shaders_mem = Mem_AllocPool("q3shaders", 0, NULL);
1164 q3shader_data = (q3shader_data_t*)Mem_Alloc (q3shaders_mem,
1165 sizeof (q3shader_data_t));
1166 Mem_ExpandableArray_NewArray (&q3shader_data->hash_entries,
1167 q3shaders_mem, sizeof (q3shader_hash_entry_t), 256);
1168 Mem_ExpandableArray_NewArray (&q3shader_data->char_ptrs,
1169 q3shaders_mem, sizeof (char**), 256);
1172 static void Q3Shader_AddToHash (q3shaderinfo_t* shader)
1174 unsigned short hash = CRC_Block_CaseInsensitive ((const unsigned char *)shader->name, strlen (shader->name));
1175 q3shader_hash_entry_t* entry = q3shader_data->hash + (hash % Q3SHADER_HASH_SIZE);
1176 q3shader_hash_entry_t* lastEntry = NULL;
1177 while (entry != NULL)
1179 if (strcasecmp (entry->shader.name, shader->name) == 0)
1181 Con_Printf("Shader '%s' already defined\n", shader->name);
1185 entry = entry->chain;
1189 if (lastEntry->shader.name[0] != 0)
1192 q3shader_hash_entry_t* newEntry = (q3shader_hash_entry_t*)
1193 Mem_ExpandableArray_AllocRecord (&q3shader_data->hash_entries);
1195 while (lastEntry->chain != NULL) lastEntry = lastEntry->chain;
1196 lastEntry->chain = newEntry;
1197 newEntry->chain = NULL;
1198 lastEntry = newEntry;
1200 /* else: head of chain, in hash entry array */
1203 memcpy (&entry->shader, shader, sizeof (q3shaderinfo_t));
1206 extern cvar_t r_picmipworld;
1207 void Mod_LoadQ3Shaders(void)
1214 q3shaderinfo_t shader;
1215 q3shaderinfo_layer_t *layer;
1217 char parameter[TEXTURE_MAXFRAMES + 4][Q3PATHLENGTH];
1221 search = FS_Search("scripts/*.shader", true, false);
1224 for (fileindex = 0;fileindex < search->numfilenames;fileindex++)
1226 text = f = (char *)FS_LoadFile(search->filenames[fileindex], tempmempool, false, NULL);
1229 while (COM_ParseToken_QuakeC(&text, false))
1231 memset (&shader, 0, sizeof(shader));
1232 shader.reflectmin = 0;
1233 shader.reflectmax = 1;
1234 shader.refractfactor = 1;
1235 Vector4Set(shader.refractcolor4f, 1, 1, 1, 1);
1236 shader.reflectfactor = 1;
1237 Vector4Set(shader.reflectcolor4f, 1, 1, 1, 1);
1238 shader.r_water_wateralpha = 1;
1240 strlcpy(shader.name, com_token, sizeof(shader.name));
1241 if (!COM_ParseToken_QuakeC(&text, false) || strcasecmp(com_token, "{"))
1243 Con_Printf("%s parsing error - expected \"{\", found \"%s\"\n", search->filenames[fileindex], com_token);
1246 while (COM_ParseToken_QuakeC(&text, false))
1248 if (!strcasecmp(com_token, "}"))
1250 if (!strcasecmp(com_token, "{"))
1252 static q3shaderinfo_layer_t dummy;
1253 if (shader.numlayers < Q3SHADER_MAXLAYERS)
1255 layer = shader.layers + shader.numlayers++;
1259 // parse and process it anyway, just don't store it (so a map $lightmap or such stuff still is found)
1260 memset(&dummy, 0, sizeof(dummy));
1263 layer->rgbgen.rgbgen = Q3RGBGEN_IDENTITY;
1264 layer->alphagen.alphagen = Q3ALPHAGEN_IDENTITY;
1265 layer->tcgen.tcgen = Q3TCGEN_TEXTURE;
1266 layer->blendfunc[0] = GL_ONE;
1267 layer->blendfunc[1] = GL_ZERO;
1268 while (COM_ParseToken_QuakeC(&text, false))
1270 if (!strcasecmp(com_token, "}"))
1272 if (!strcasecmp(com_token, "\n"))
1275 for (j = 0;strcasecmp(com_token, "\n") && strcasecmp(com_token, "}");j++)
1277 if (j < TEXTURE_MAXFRAMES + 4)
1279 strlcpy(parameter[j], com_token, sizeof(parameter[j]));
1280 numparameters = j + 1;
1282 if (!COM_ParseToken_QuakeC(&text, true))
1285 for (j = numparameters;j < TEXTURE_MAXFRAMES + 4;j++)
1286 parameter[j][0] = 0;
1287 if (developer.integer >= 100)
1289 Con_Printf("%s %i: ", shader.name, shader.numlayers - 1);
1290 for (j = 0;j < numparameters;j++)
1291 Con_Printf(" %s", parameter[j]);
1294 if (numparameters >= 2 && !strcasecmp(parameter[0], "blendfunc"))
1296 if (numparameters == 2)
1298 if (!strcasecmp(parameter[1], "add"))
1300 layer->blendfunc[0] = GL_ONE;
1301 layer->blendfunc[1] = GL_ONE;
1303 else if (!strcasecmp(parameter[1], "filter"))
1305 layer->blendfunc[0] = GL_DST_COLOR;
1306 layer->blendfunc[1] = GL_ZERO;
1308 else if (!strcasecmp(parameter[1], "blend"))
1310 layer->blendfunc[0] = GL_SRC_ALPHA;
1311 layer->blendfunc[1] = GL_ONE_MINUS_SRC_ALPHA;
1314 else if (numparameters == 3)
1317 for (k = 0;k < 2;k++)
1319 if (!strcasecmp(parameter[k+1], "GL_ONE"))
1320 layer->blendfunc[k] = GL_ONE;
1321 else if (!strcasecmp(parameter[k+1], "GL_ZERO"))
1322 layer->blendfunc[k] = GL_ZERO;
1323 else if (!strcasecmp(parameter[k+1], "GL_SRC_COLOR"))
1324 layer->blendfunc[k] = GL_SRC_COLOR;
1325 else if (!strcasecmp(parameter[k+1], "GL_SRC_ALPHA"))
1326 layer->blendfunc[k] = GL_SRC_ALPHA;
1327 else if (!strcasecmp(parameter[k+1], "GL_DST_COLOR"))
1328 layer->blendfunc[k] = GL_DST_COLOR;
1329 else if (!strcasecmp(parameter[k+1], "GL_DST_ALPHA"))
1330 layer->blendfunc[k] = GL_ONE_MINUS_DST_ALPHA;
1331 else if (!strcasecmp(parameter[k+1], "GL_ONE_MINUS_SRC_COLOR"))
1332 layer->blendfunc[k] = GL_ONE_MINUS_SRC_COLOR;
1333 else if (!strcasecmp(parameter[k+1], "GL_ONE_MINUS_SRC_ALPHA"))
1334 layer->blendfunc[k] = GL_ONE_MINUS_SRC_ALPHA;
1335 else if (!strcasecmp(parameter[k+1], "GL_ONE_MINUS_DST_COLOR"))
1336 layer->blendfunc[k] = GL_ONE_MINUS_DST_COLOR;
1337 else if (!strcasecmp(parameter[k+1], "GL_ONE_MINUS_DST_ALPHA"))
1338 layer->blendfunc[k] = GL_ONE_MINUS_DST_ALPHA;
1340 layer->blendfunc[k] = GL_ONE; // default in case of parsing error
1344 if (numparameters >= 2 && !strcasecmp(parameter[0], "alphafunc"))
1345 layer->alphatest = true;
1346 if (numparameters >= 2 && (!strcasecmp(parameter[0], "map") || !strcasecmp(parameter[0], "clampmap")))
1348 if (!strcasecmp(parameter[0], "clampmap"))
1349 layer->clampmap = true;
1350 layer->numframes = 1;
1351 layer->framerate = 1;
1352 layer->texturename = (char**)Mem_ExpandableArray_AllocRecord (
1353 &q3shader_data->char_ptrs);
1354 layer->texturename[0] = Mem_strdup (q3shaders_mem, parameter[1]);
1355 if (!strcasecmp(parameter[1], "$lightmap"))
1356 shader.lighting = true;
1358 else if (numparameters >= 3 && (!strcasecmp(parameter[0], "animmap") || !strcasecmp(parameter[0], "animclampmap")))
1361 layer->numframes = min(numparameters - 2, TEXTURE_MAXFRAMES);
1362 layer->framerate = atof(parameter[1]);
1363 layer->texturename = Mem_Alloc (q3shaders_mem, sizeof (char*) * layer->numframes);
1364 for (i = 0;i < layer->numframes;i++)
1365 layer->texturename[i] = Mem_strdup (q3shaders_mem, parameter[i + 2]);
1367 else if (numparameters >= 2 && !strcasecmp(parameter[0], "rgbgen"))
1370 for (i = 0;i < numparameters - 2 && i < Q3RGBGEN_MAXPARMS;i++)
1371 layer->rgbgen.parms[i] = atof(parameter[i+2]);
1372 if (!strcasecmp(parameter[1], "identity")) layer->rgbgen.rgbgen = Q3RGBGEN_IDENTITY;
1373 else if (!strcasecmp(parameter[1], "const")) layer->rgbgen.rgbgen = Q3RGBGEN_CONST;
1374 else if (!strcasecmp(parameter[1], "entity")) layer->rgbgen.rgbgen = Q3RGBGEN_ENTITY;
1375 else if (!strcasecmp(parameter[1], "exactvertex")) layer->rgbgen.rgbgen = Q3RGBGEN_EXACTVERTEX;
1376 else if (!strcasecmp(parameter[1], "identitylighting")) layer->rgbgen.rgbgen = Q3RGBGEN_IDENTITYLIGHTING;
1377 else if (!strcasecmp(parameter[1], "lightingdiffuse")) layer->rgbgen.rgbgen = Q3RGBGEN_LIGHTINGDIFFUSE;
1378 else if (!strcasecmp(parameter[1], "oneminusentity")) layer->rgbgen.rgbgen = Q3RGBGEN_ONEMINUSENTITY;
1379 else if (!strcasecmp(parameter[1], "oneminusvertex")) layer->rgbgen.rgbgen = Q3RGBGEN_ONEMINUSVERTEX;
1380 else if (!strcasecmp(parameter[1], "vertex")) layer->rgbgen.rgbgen = Q3RGBGEN_VERTEX;
1381 else if (!strcasecmp(parameter[1], "wave"))
1383 layer->rgbgen.rgbgen = Q3RGBGEN_WAVE;
1384 layer->rgbgen.wavefunc = Mod_LoadQ3Shaders_EnumerateWaveFunc(parameter[2]);
1385 for (i = 0;i < numparameters - 3 && i < Q3WAVEPARMS;i++)
1386 layer->rgbgen.waveparms[i] = atof(parameter[i+3]);
1388 else Con_DPrintf("%s parsing warning: unknown rgbgen %s\n", search->filenames[fileindex], parameter[1]);
1390 else if (numparameters >= 2 && !strcasecmp(parameter[0], "alphagen"))
1393 for (i = 0;i < numparameters - 2 && i < Q3ALPHAGEN_MAXPARMS;i++)
1394 layer->alphagen.parms[i] = atof(parameter[i+2]);
1395 if (!strcasecmp(parameter[1], "identity")) layer->alphagen.alphagen = Q3ALPHAGEN_IDENTITY;
1396 else if (!strcasecmp(parameter[1], "const")) layer->alphagen.alphagen = Q3ALPHAGEN_CONST;
1397 else if (!strcasecmp(parameter[1], "entity")) layer->alphagen.alphagen = Q3ALPHAGEN_ENTITY;
1398 else if (!strcasecmp(parameter[1], "lightingspecular")) layer->alphagen.alphagen = Q3ALPHAGEN_LIGHTINGSPECULAR;
1399 else if (!strcasecmp(parameter[1], "oneminusentity")) layer->alphagen.alphagen = Q3ALPHAGEN_ONEMINUSENTITY;
1400 else if (!strcasecmp(parameter[1], "oneminusvertex")) layer->alphagen.alphagen = Q3ALPHAGEN_ONEMINUSVERTEX;
1401 else if (!strcasecmp(parameter[1], "portal")) layer->alphagen.alphagen = Q3ALPHAGEN_PORTAL;
1402 else if (!strcasecmp(parameter[1], "vertex")) layer->alphagen.alphagen = Q3ALPHAGEN_VERTEX;
1403 else if (!strcasecmp(parameter[1], "wave"))
1405 layer->alphagen.alphagen = Q3RGBGEN_WAVE;
1406 layer->alphagen.wavefunc = Mod_LoadQ3Shaders_EnumerateWaveFunc(parameter[2]);
1407 for (i = 0;i < numparameters - 3 && i < Q3WAVEPARMS;i++)
1408 layer->alphagen.waveparms[i] = atof(parameter[i+3]);
1410 else Con_DPrintf("%s parsing warning: unknown alphagen %s\n", search->filenames[fileindex], parameter[1]);
1412 else if (numparameters >= 2 && (!strcasecmp(parameter[0], "texgen") || !strcasecmp(parameter[0], "tcgen")))
1415 // observed values: tcgen environment
1416 // no other values have been observed in real shaders
1417 for (i = 0;i < numparameters - 2 && i < Q3TCGEN_MAXPARMS;i++)
1418 layer->tcgen.parms[i] = atof(parameter[i+2]);
1419 if (!strcasecmp(parameter[1], "base")) layer->tcgen.tcgen = Q3TCGEN_TEXTURE;
1420 else if (!strcasecmp(parameter[1], "texture")) layer->tcgen.tcgen = Q3TCGEN_TEXTURE;
1421 else if (!strcasecmp(parameter[1], "environment")) layer->tcgen.tcgen = Q3TCGEN_ENVIRONMENT;
1422 else if (!strcasecmp(parameter[1], "lightmap")) layer->tcgen.tcgen = Q3TCGEN_LIGHTMAP;
1423 else if (!strcasecmp(parameter[1], "vector")) layer->tcgen.tcgen = Q3TCGEN_VECTOR;
1424 else Con_DPrintf("%s parsing warning: unknown tcgen mode %s\n", search->filenames[fileindex], parameter[1]);
1426 else if (numparameters >= 2 && !strcasecmp(parameter[0], "tcmod"))
1433 // tcmod stretch sin # # # #
1434 // tcmod stretch triangle # # # #
1435 // tcmod transform # # # # # #
1436 // tcmod turb # # # #
1437 // tcmod turb sin # # # # (this is bogus)
1438 // no other values have been observed in real shaders
1439 for (tcmodindex = 0;tcmodindex < Q3MAXTCMODS;tcmodindex++)
1440 if (!layer->tcmods[tcmodindex].tcmod)
1442 if (tcmodindex < Q3MAXTCMODS)
1444 for (i = 0;i < numparameters - 2 && i < Q3TCMOD_MAXPARMS;i++)
1445 layer->tcmods[tcmodindex].parms[i] = atof(parameter[i+2]);
1446 if (!strcasecmp(parameter[1], "entitytranslate")) layer->tcmods[tcmodindex].tcmod = Q3TCMOD_ENTITYTRANSLATE;
1447 else if (!strcasecmp(parameter[1], "rotate")) layer->tcmods[tcmodindex].tcmod = Q3TCMOD_ROTATE;
1448 else if (!strcasecmp(parameter[1], "scale")) layer->tcmods[tcmodindex].tcmod = Q3TCMOD_SCALE;
1449 else if (!strcasecmp(parameter[1], "scroll")) layer->tcmods[tcmodindex].tcmod = Q3TCMOD_SCROLL;
1450 else if (!strcasecmp(parameter[1], "stretch"))
1452 layer->tcmods[tcmodindex].tcmod = Q3TCMOD_STRETCH;
1453 layer->tcmods[tcmodindex].wavefunc = Mod_LoadQ3Shaders_EnumerateWaveFunc(parameter[2]);
1454 for (i = 0;i < numparameters - 3 && i < Q3WAVEPARMS;i++)
1455 layer->tcmods[tcmodindex].waveparms[i] = atof(parameter[i+3]);
1457 else if (!strcasecmp(parameter[1], "transform")) layer->tcmods[tcmodindex].tcmod = Q3TCMOD_TRANSFORM;
1458 else if (!strcasecmp(parameter[1], "turb")) layer->tcmods[tcmodindex].tcmod = Q3TCMOD_TURBULENT;
1459 else Con_DPrintf("%s parsing warning: unknown tcmod mode %s\n", search->filenames[fileindex], parameter[1]);
1462 Con_DPrintf("%s parsing warning: too many tcmods on one layer\n", search->filenames[fileindex]);
1464 // break out a level if it was a closing brace (not using the character here to not confuse vim)
1465 if (!strcasecmp(com_token, "}"))
1468 if (layer->rgbgen.rgbgen == Q3RGBGEN_LIGHTINGDIFFUSE || layer->rgbgen.rgbgen == Q3RGBGEN_VERTEX)
1469 shader.lighting = true;
1470 if (layer->alphagen.alphagen == Q3ALPHAGEN_VERTEX)
1472 if (layer == shader.layers + 0)
1474 // vertex controlled transparency
1475 shader.vertexalpha = true;
1479 // multilayer terrain shader or similar
1480 shader.textureblendalpha = true;
1483 layer->texflags = TEXF_ALPHA | TEXF_PRECACHE;
1484 if (!(shader.surfaceparms & Q3SURFACEPARM_NOMIPMAPS))
1485 layer->texflags |= TEXF_MIPMAP;
1486 if (!(shader.textureflags & Q3TEXTUREFLAG_NOPICMIP) && (r_picmipworld.integer || (layer->texturename && layer->texturename[0] && strncmp(layer->texturename[0], "textures/", 9))))
1487 layer->texflags |= TEXF_PICMIP | TEXF_COMPRESS;
1488 if (layer->clampmap)
1489 layer->texflags |= TEXF_CLAMP;
1493 for (j = 0;strcasecmp(com_token, "\n") && strcasecmp(com_token, "}");j++)
1495 if (j < TEXTURE_MAXFRAMES + 4)
1497 strlcpy(parameter[j], com_token, sizeof(parameter[j]));
1498 numparameters = j + 1;
1500 if (!COM_ParseToken_QuakeC(&text, true))
1503 for (j = numparameters;j < TEXTURE_MAXFRAMES + 4;j++)
1504 parameter[j][0] = 0;
1505 if (fileindex == 0 && !strcasecmp(com_token, "}"))
1507 if (developer.integer >= 100)
1509 Con_Printf("%s: ", shader.name);
1510 for (j = 0;j < numparameters;j++)
1511 Con_Printf(" %s", parameter[j]);
1514 if (numparameters < 1)
1516 if (!strcasecmp(parameter[0], "surfaceparm") && numparameters >= 2)
1518 if (!strcasecmp(parameter[1], "alphashadow"))
1519 shader.surfaceparms |= Q3SURFACEPARM_ALPHASHADOW;
1520 else if (!strcasecmp(parameter[1], "areaportal"))
1521 shader.surfaceparms |= Q3SURFACEPARM_AREAPORTAL;
1522 else if (!strcasecmp(parameter[1], "botclip"))
1523 shader.surfaceparms |= Q3SURFACEPARM_BOTCLIP;
1524 else if (!strcasecmp(parameter[1], "clusterportal"))
1525 shader.surfaceparms |= Q3SURFACEPARM_CLUSTERPORTAL;
1526 else if (!strcasecmp(parameter[1], "detail"))
1527 shader.surfaceparms |= Q3SURFACEPARM_DETAIL;
1528 else if (!strcasecmp(parameter[1], "donotenter"))
1529 shader.surfaceparms |= Q3SURFACEPARM_DONOTENTER;
1530 else if (!strcasecmp(parameter[1], "dust"))
1531 shader.surfaceparms |= Q3SURFACEPARM_DUST;
1532 else if (!strcasecmp(parameter[1], "hint"))
1533 shader.surfaceparms |= Q3SURFACEPARM_HINT;
1534 else if (!strcasecmp(parameter[1], "fog"))
1535 shader.surfaceparms |= Q3SURFACEPARM_FOG;
1536 else if (!strcasecmp(parameter[1], "lava"))
1537 shader.surfaceparms |= Q3SURFACEPARM_LAVA;
1538 else if (!strcasecmp(parameter[1], "lightfilter"))
1539 shader.surfaceparms |= Q3SURFACEPARM_LIGHTFILTER;
1540 else if (!strcasecmp(parameter[1], "lightgrid"))
1541 shader.surfaceparms |= Q3SURFACEPARM_LIGHTGRID;
1542 else if (!strcasecmp(parameter[1], "metalsteps"))
1543 shader.surfaceparms |= Q3SURFACEPARM_METALSTEPS;
1544 else if (!strcasecmp(parameter[1], "nodamage"))
1545 shader.surfaceparms |= Q3SURFACEPARM_NODAMAGE;
1546 else if (!strcasecmp(parameter[1], "nodlight"))
1547 shader.surfaceparms |= Q3SURFACEPARM_NODLIGHT;
1548 else if (!strcasecmp(parameter[1], "nodraw"))
1549 shader.surfaceparms |= Q3SURFACEPARM_NODRAW;
1550 else if (!strcasecmp(parameter[1], "nodrop"))
1551 shader.surfaceparms |= Q3SURFACEPARM_NODROP;
1552 else if (!strcasecmp(parameter[1], "noimpact"))
1553 shader.surfaceparms |= Q3SURFACEPARM_NOIMPACT;
1554 else if (!strcasecmp(parameter[1], "nolightmap"))
1555 shader.surfaceparms |= Q3SURFACEPARM_NOLIGHTMAP;
1556 else if (!strcasecmp(parameter[1], "nomarks"))
1557 shader.surfaceparms |= Q3SURFACEPARM_NOMARKS;
1558 else if (!strcasecmp(parameter[1], "nomipmaps"))
1559 shader.surfaceparms |= Q3SURFACEPARM_NOMIPMAPS;
1560 else if (!strcasecmp(parameter[1], "nonsolid"))
1561 shader.surfaceparms |= Q3SURFACEPARM_NONSOLID;
1562 else if (!strcasecmp(parameter[1], "origin"))
1563 shader.surfaceparms |= Q3SURFACEPARM_ORIGIN;
1564 else if (!strcasecmp(parameter[1], "playerclip"))
1565 shader.surfaceparms |= Q3SURFACEPARM_PLAYERCLIP;
1566 else if (!strcasecmp(parameter[1], "sky"))
1567 shader.surfaceparms |= Q3SURFACEPARM_SKY;
1568 else if (!strcasecmp(parameter[1], "slick"))
1569 shader.surfaceparms |= Q3SURFACEPARM_SLICK;
1570 else if (!strcasecmp(parameter[1], "slime"))
1571 shader.surfaceparms |= Q3SURFACEPARM_SLIME;
1572 else if (!strcasecmp(parameter[1], "structural"))
1573 shader.surfaceparms |= Q3SURFACEPARM_STRUCTURAL;
1574 else if (!strcasecmp(parameter[1], "trans"))
1575 shader.surfaceparms |= Q3SURFACEPARM_TRANS;
1576 else if (!strcasecmp(parameter[1], "water"))
1577 shader.surfaceparms |= Q3SURFACEPARM_WATER;
1578 else if (!strcasecmp(parameter[1], "pointlight"))
1579 shader.surfaceparms |= Q3SURFACEPARM_POINTLIGHT;
1580 else if (!strcasecmp(parameter[1], "antiportal"))
1581 shader.surfaceparms |= Q3SURFACEPARM_ANTIPORTAL;
1583 Con_DPrintf("%s parsing warning: unknown surfaceparm \"%s\"\n", search->filenames[fileindex], parameter[1]);
1585 else if (!strcasecmp(parameter[0], "dpshadow"))
1586 shader.dpshadow = true;
1587 else if (!strcasecmp(parameter[0], "dpnoshadow"))
1588 shader.dpnoshadow = true;
1589 else if (!strcasecmp(parameter[0], "sky") && numparameters >= 2)
1591 // some q3 skies don't have the sky parm set
1592 shader.surfaceparms |= Q3SURFACEPARM_SKY;
1593 strlcpy(shader.skyboxname, parameter[1], sizeof(shader.skyboxname));
1595 else if (!strcasecmp(parameter[0], "skyparms") && numparameters >= 2)
1597 // some q3 skies don't have the sky parm set
1598 shader.surfaceparms |= Q3SURFACEPARM_SKY;
1599 if (!atoi(parameter[1]) && strcasecmp(parameter[1], "-"))
1600 strlcpy(shader.skyboxname, parameter[1], sizeof(shader.skyboxname));
1602 else if (!strcasecmp(parameter[0], "cull") && numparameters >= 2)
1604 if (!strcasecmp(parameter[1], "disable") || !strcasecmp(parameter[1], "none") || !strcasecmp(parameter[1], "twosided"))
1605 shader.textureflags |= Q3TEXTUREFLAG_TWOSIDED;
1607 else if (!strcasecmp(parameter[0], "nomipmaps"))
1608 shader.surfaceparms |= Q3SURFACEPARM_NOMIPMAPS;
1609 else if (!strcasecmp(parameter[0], "nopicmip"))
1610 shader.textureflags |= Q3TEXTUREFLAG_NOPICMIP;
1611 else if (!strcasecmp(parameter[0], "polygonoffset"))
1612 shader.textureflags |= Q3TEXTUREFLAG_POLYGONOFFSET;
1613 else if (!strcasecmp(parameter[0], "dp_refract") && numparameters >= 5)
1615 shader.textureflags |= Q3TEXTUREFLAG_REFRACTION;
1616 shader.refractfactor = atof(parameter[1]);
1617 Vector4Set(shader.refractcolor4f, atof(parameter[2]), atof(parameter[3]), atof(parameter[4]), 1);
1619 else if (!strcasecmp(parameter[0], "dp_reflect") && numparameters >= 6)
1621 shader.textureflags |= Q3TEXTUREFLAG_REFLECTION;
1622 shader.reflectfactor = atof(parameter[1]);
1623 Vector4Set(shader.reflectcolor4f, atof(parameter[2]), atof(parameter[3]), atof(parameter[4]), atof(parameter[5]));
1625 else if (!strcasecmp(parameter[0], "dp_water") && numparameters >= 12)
1627 shader.textureflags |= Q3TEXTUREFLAG_WATERSHADER;
1628 shader.reflectmin = atof(parameter[1]);
1629 shader.reflectmax = atof(parameter[2]);
1630 shader.refractfactor = atof(parameter[3]);
1631 shader.reflectfactor = atof(parameter[4]);
1632 Vector4Set(shader.refractcolor4f, atof(parameter[5]), atof(parameter[6]), atof(parameter[7]), 1);
1633 Vector4Set(shader.reflectcolor4f, atof(parameter[8]), atof(parameter[9]), atof(parameter[10]), 1);
1634 shader.r_water_wateralpha = atof(parameter[11]);
1636 else if (!strcasecmp(parameter[0], "deformvertexes") && numparameters >= 2)
1639 for (deformindex = 0;deformindex < Q3MAXDEFORMS;deformindex++)
1640 if (!shader.deforms[deformindex].deform)
1642 if (deformindex < Q3MAXDEFORMS)
1644 for (i = 0;i < numparameters - 2 && i < Q3DEFORM_MAXPARMS;i++)
1645 shader.deforms[deformindex].parms[i] = atof(parameter[i+2]);
1646 if (!strcasecmp(parameter[1], "projectionshadow")) shader.deforms[deformindex].deform = Q3DEFORM_PROJECTIONSHADOW;
1647 else if (!strcasecmp(parameter[1], "autosprite" )) shader.deforms[deformindex].deform = Q3DEFORM_AUTOSPRITE;
1648 else if (!strcasecmp(parameter[1], "autosprite2" )) shader.deforms[deformindex].deform = Q3DEFORM_AUTOSPRITE2;
1649 else if (!strcasecmp(parameter[1], "text0" )) shader.deforms[deformindex].deform = Q3DEFORM_TEXT0;
1650 else if (!strcasecmp(parameter[1], "text1" )) shader.deforms[deformindex].deform = Q3DEFORM_TEXT1;
1651 else if (!strcasecmp(parameter[1], "text2" )) shader.deforms[deformindex].deform = Q3DEFORM_TEXT2;
1652 else if (!strcasecmp(parameter[1], "text3" )) shader.deforms[deformindex].deform = Q3DEFORM_TEXT3;
1653 else if (!strcasecmp(parameter[1], "text4" )) shader.deforms[deformindex].deform = Q3DEFORM_TEXT4;
1654 else if (!strcasecmp(parameter[1], "text5" )) shader.deforms[deformindex].deform = Q3DEFORM_TEXT5;
1655 else if (!strcasecmp(parameter[1], "text6" )) shader.deforms[deformindex].deform = Q3DEFORM_TEXT6;
1656 else if (!strcasecmp(parameter[1], "text7" )) shader.deforms[deformindex].deform = Q3DEFORM_TEXT7;
1657 else if (!strcasecmp(parameter[1], "bulge" )) shader.deforms[deformindex].deform = Q3DEFORM_BULGE;
1658 else if (!strcasecmp(parameter[1], "normal" )) shader.deforms[deformindex].deform = Q3DEFORM_NORMAL;
1659 else if (!strcasecmp(parameter[1], "wave" ))
1661 shader.deforms[deformindex].deform = Q3DEFORM_WAVE;
1662 shader.deforms[deformindex].wavefunc = Mod_LoadQ3Shaders_EnumerateWaveFunc(parameter[3]);
1663 for (i = 0;i < numparameters - 4 && i < Q3WAVEPARMS;i++)
1664 shader.deforms[deformindex].waveparms[i] = atof(parameter[i+4]);
1666 else if (!strcasecmp(parameter[1], "move" ))
1668 shader.deforms[deformindex].deform = Q3DEFORM_MOVE;
1669 shader.deforms[deformindex].wavefunc = Mod_LoadQ3Shaders_EnumerateWaveFunc(parameter[5]);
1670 for (i = 0;i < numparameters - 6 && i < Q3WAVEPARMS;i++)
1671 shader.deforms[deformindex].waveparms[i] = atof(parameter[i+6]);
1676 // pick the primary layer to render with
1677 if (shader.numlayers)
1679 shader.backgroundlayer = -1;
1680 shader.primarylayer = 0;
1681 // if lightmap comes first this is definitely an ordinary texture
1682 // if the first two layers have the correct blendfuncs and use vertex alpha, it is a blended terrain shader
1683 if ((shader.layers[shader.primarylayer].texturename != NULL)
1684 && !strcasecmp(shader.layers[shader.primarylayer].texturename[0], "$lightmap"))
1686 shader.backgroundlayer = -1;
1687 shader.primarylayer = 1;
1689 else if (shader.numlayers >= 2
1690 && shader.layers[1].alphagen.alphagen == Q3ALPHAGEN_VERTEX
1691 && (shader.layers[0].blendfunc[0] == GL_ONE && shader.layers[0].blendfunc[1] == GL_ZERO && !shader.layers[0].alphatest)
1692 && ((shader.layers[1].blendfunc[0] == GL_SRC_ALPHA && shader.layers[1].blendfunc[1] == GL_ONE_MINUS_SRC_ALPHA)
1693 || (shader.layers[1].blendfunc[0] == GL_ONE && shader.layers[1].blendfunc[1] == GL_ZERO && shader.layers[1].alphatest)))
1695 // terrain blending or other effects
1696 shader.backgroundlayer = 0;
1697 shader.primarylayer = 1;
1700 // fix up multiple reflection types
1701 if(shader.textureflags & Q3TEXTUREFLAG_WATERSHADER)
1702 shader.textureflags &= ~(Q3TEXTUREFLAG_REFRACTION | Q3TEXTUREFLAG_REFLECTION);
1704 Q3Shader_AddToHash (&shader);
1710 q3shaderinfo_t *Mod_LookupQ3Shader(const char *name)
1712 unsigned short hash = CRC_Block_CaseInsensitive ((const unsigned char *)name, strlen (name));
1713 q3shader_hash_entry_t* entry = q3shader_data->hash + (hash % Q3SHADER_HASH_SIZE);
1714 while (entry != NULL)
1716 if (strcasecmp (entry->shader.name, name) == 0)
1717 return &entry->shader;
1718 entry = entry->chain;
1723 qboolean Mod_LoadTextureFromQ3Shader(texture_t *texture, const char *name, qboolean warnmissing, qboolean fallback, int defaulttexflags)
1726 qboolean success = true;
1727 q3shaderinfo_t *shader;
1730 strlcpy(texture->name, name, sizeof(texture->name));
1731 shader = name[0] ? Mod_LookupQ3Shader(name) : NULL;
1734 if (developer_loading.integer)
1735 Con_Printf("%s: loaded shader for %s\n", loadmodel->name, name);
1736 texture->surfaceparms = shader->surfaceparms;
1737 texture->textureflags = shader->textureflags;
1738 texture->basematerialflags = 0;
1739 if (shader->surfaceparms & Q3SURFACEPARM_SKY)
1741 texture->basematerialflags = MATERIALFLAG_SKY | MATERIALFLAG_NOSHADOW;
1742 if (shader->skyboxname[0])
1744 // quake3 seems to append a _ to the skybox name, so this must do so as well
1745 dpsnprintf(loadmodel->brush.skybox, sizeof(loadmodel->brush.skybox), "%s_", shader->skyboxname);
1748 else if ((texture->surfaceflags & Q3SURFACEFLAG_NODRAW) || shader->numlayers == 0)
1749 texture->basematerialflags = MATERIALFLAG_NODRAW | MATERIALFLAG_NOSHADOW;
1751 texture->basematerialflags = MATERIALFLAG_WALL;
1752 if (shader->layers[0].alphatest)
1753 texture->basematerialflags |= MATERIALFLAG_ALPHATEST | MATERIALFLAG_NOSHADOW;
1754 if (shader->textureflags & Q3TEXTUREFLAG_TWOSIDED)
1755 texture->basematerialflags |= MATERIALFLAG_NOSHADOW | MATERIALFLAG_NOCULLFACE;
1756 if (shader->textureflags & Q3TEXTUREFLAG_POLYGONOFFSET)
1757 texture->biaspolygonoffset -= 2;
1758 if (shader->textureflags & Q3TEXTUREFLAG_REFRACTION)
1759 texture->basematerialflags |= MATERIALFLAG_REFRACTION;
1760 if (shader->textureflags & Q3TEXTUREFLAG_REFLECTION)
1761 texture->basematerialflags |= MATERIALFLAG_REFLECTION;
1762 if (shader->textureflags & Q3TEXTUREFLAG_WATERSHADER)
1763 texture->basematerialflags |= MATERIALFLAG_WATERSHADER;
1764 texture->customblendfunc[0] = GL_ONE;
1765 texture->customblendfunc[1] = GL_ZERO;
1766 if (shader->numlayers > 0)
1768 texture->customblendfunc[0] = shader->layers[0].blendfunc[0];
1769 texture->customblendfunc[1] = shader->layers[0].blendfunc[1];
1771 Q3 shader blendfuncs actually used in the game (* = supported by DP)
1772 * additive GL_ONE GL_ONE
1773 additive weird GL_ONE GL_SRC_ALPHA
1774 additive weird 2 GL_ONE GL_ONE_MINUS_SRC_ALPHA
1775 * alpha GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA
1776 alpha inverse GL_ONE_MINUS_SRC_ALPHA GL_SRC_ALPHA
1777 brighten GL_DST_COLOR GL_ONE
1778 brighten GL_ONE GL_SRC_COLOR
1779 brighten weird GL_DST_COLOR GL_ONE_MINUS_DST_ALPHA
1780 brighten weird 2 GL_DST_COLOR GL_SRC_ALPHA
1781 * modulate GL_DST_COLOR GL_ZERO
1782 * modulate GL_ZERO GL_SRC_COLOR
1783 modulate inverse GL_ZERO GL_ONE_MINUS_SRC_COLOR
1784 modulate inverse alpha GL_ZERO GL_SRC_ALPHA
1785 modulate weird inverse GL_ONE_MINUS_DST_COLOR GL_ZERO
1786 * modulate x2 GL_DST_COLOR GL_SRC_COLOR
1787 * no blend GL_ONE GL_ZERO
1788 nothing GL_ZERO GL_ONE
1790 // if not opaque, figure out what blendfunc to use
1791 if (shader->layers[0].blendfunc[0] != GL_ONE || shader->layers[0].blendfunc[1] != GL_ZERO)
1793 if (shader->layers[0].blendfunc[0] == GL_ONE && shader->layers[0].blendfunc[1] == GL_ONE)
1794 texture->basematerialflags |= MATERIALFLAG_ADD | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
1795 else if (shader->layers[0].blendfunc[0] == GL_SRC_ALPHA && shader->layers[0].blendfunc[1] == GL_ONE)
1796 texture->basematerialflags |= MATERIALFLAG_ADD | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
1797 else if (shader->layers[0].blendfunc[0] == GL_SRC_ALPHA && shader->layers[0].blendfunc[1] == GL_ONE_MINUS_SRC_ALPHA)
1798 texture->basematerialflags |= MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
1800 texture->basematerialflags |= MATERIALFLAG_CUSTOMBLEND | MATERIALFLAG_FULLBRIGHT | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
1803 if (!shader->lighting)
1804 texture->basematerialflags |= MATERIALFLAG_FULLBRIGHT;
1805 if (shader->primarylayer >= 0)
1807 q3shaderinfo_layer_t* primarylayer = shader->layers + shader->primarylayer;
1808 // copy over many primarylayer parameters
1809 texture->rgbgen = primarylayer->rgbgen;
1810 texture->alphagen = primarylayer->alphagen;
1811 texture->tcgen = primarylayer->tcgen;
1812 memcpy(texture->tcmods, primarylayer->tcmods, sizeof(texture->tcmods));
1813 // load the textures
1814 texture->numskinframes = primarylayer->numframes;
1815 texture->skinframerate = primarylayer->framerate;
1816 for (j = 0;j < primarylayer->numframes;j++)
1818 if (!(texture->skinframes[j] = R_SkinFrame_LoadExternal(primarylayer->texturename[j], primarylayer->texflags, false)))
1820 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);
1821 texture->skinframes[j] = R_SkinFrame_LoadMissing();
1825 if (shader->backgroundlayer >= 0)
1827 q3shaderinfo_layer_t* backgroundlayer = shader->layers + shader->backgroundlayer;
1828 texture->backgroundnumskinframes = backgroundlayer->numframes;
1829 texture->backgroundskinframerate = backgroundlayer->framerate;
1830 for (j = 0;j < backgroundlayer->numframes;j++)
1832 if (!(texture->backgroundskinframes[j] = R_SkinFrame_LoadExternal(backgroundlayer->texturename[j], backgroundlayer->texflags, false)))
1834 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);
1835 texture->backgroundskinframes[j] = R_SkinFrame_LoadMissing();
1839 if (shader->dpshadow)
1840 texture->basematerialflags &= ~MATERIALFLAG_NOSHADOW;
1841 if (shader->dpnoshadow)
1842 texture->basematerialflags |= MATERIALFLAG_NOSHADOW;
1843 memcpy(texture->deforms, shader->deforms, sizeof(texture->deforms));
1844 texture->reflectmin = shader->reflectmin;
1845 texture->reflectmax = shader->reflectmax;
1846 texture->refractfactor = shader->refractfactor;
1847 Vector4Copy(shader->refractcolor4f, texture->refractcolor4f);
1848 texture->reflectfactor = shader->reflectfactor;
1849 Vector4Copy(shader->reflectcolor4f, texture->reflectcolor4f);
1850 texture->r_water_wateralpha = shader->r_water_wateralpha;
1852 else if (!strcmp(texture->name, "noshader") || !texture->name[0])
1854 if (developer.integer >= 100)
1855 Con_Printf("^1%s:^7 using fallback noshader material for ^3\"%s\"\n", loadmodel->name, name);
1856 texture->surfaceparms = 0;
1858 else if (!strcmp(texture->name, "common/nodraw") || !strcmp(texture->name, "textures/common/nodraw"))
1860 if (developer.integer >= 100)
1861 Con_Printf("^1%s:^7 using fallback nodraw material for ^3\"%s\"\n", loadmodel->name, name);
1862 texture->surfaceparms = 0;
1863 texture->basematerialflags = MATERIALFLAG_NODRAW | MATERIALFLAG_NOSHADOW;
1867 if (developer.integer >= 100)
1868 Con_Printf("^1%s:^7 No shader found for texture ^3\"%s\"\n", loadmodel->name, texture->name);
1869 texture->surfaceparms = 0;
1870 if (texture->surfaceflags & Q3SURFACEFLAG_NODRAW)
1871 texture->basematerialflags |= MATERIALFLAG_NODRAW | MATERIALFLAG_NOSHADOW;
1872 else if (texture->surfaceflags & Q3SURFACEFLAG_SKY)
1873 texture->basematerialflags |= MATERIALFLAG_SKY | MATERIALFLAG_NOSHADOW;
1875 texture->basematerialflags |= MATERIALFLAG_WALL;
1876 texture->numskinframes = 1;
1880 if ((texture->skinframes[0] = R_SkinFrame_LoadExternal_CheckAlpha(texture->name, defaulttexflags, false, &has_alpha)))
1882 if(has_alpha && (defaulttexflags & TEXF_ALPHA))
1883 texture->basematerialflags |= MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
1890 if (!success && warnmissing)
1891 Con_Printf("^1%s:^7 could not load texture ^3\"%s\"\n", loadmodel->name, texture->name);
1893 // init the animation variables
1894 texture->currentframe = texture;
1895 if (texture->numskinframes < 1)
1896 texture->numskinframes = 1;
1897 if (!texture->skinframes[0])
1898 texture->skinframes[0] = R_SkinFrame_LoadMissing();
1899 texture->currentskinframe = texture->skinframes[0];
1900 texture->backgroundcurrentskinframe = texture->backgroundskinframes[0];
1904 skinfile_t *Mod_LoadSkinFiles(void)
1906 int i, words, line, wordsoverflow;
1909 skinfile_t *skinfile = NULL, *first = NULL;
1910 skinfileitem_t *skinfileitem;
1911 char word[10][MAX_QPATH];
1915 U_bodyBox,models/players/Legoman/BikerA2.tga
1916 U_RArm,models/players/Legoman/BikerA1.tga
1917 U_LArm,models/players/Legoman/BikerA1.tga
1918 U_armor,common/nodraw
1919 U_sword,common/nodraw
1920 U_shield,common/nodraw
1921 U_homb,common/nodraw
1922 U_backpack,common/nodraw
1923 U_colcha,common/nodraw
1928 memset(word, 0, sizeof(word));
1929 for (i = 0;i < MAX_SKINS && (data = text = (char *)FS_LoadFile(va("%s_%i.skin", loadmodel->name, i), tempmempool, true, NULL));i++)
1931 // If it's the first file we parse
1932 if (skinfile == NULL)
1934 skinfile = (skinfile_t *)Mem_Alloc(loadmodel->mempool, sizeof(skinfile_t));
1939 skinfile->next = (skinfile_t *)Mem_Alloc(loadmodel->mempool, sizeof(skinfile_t));
1940 skinfile = skinfile->next;
1942 skinfile->next = NULL;
1944 for(line = 0;;line++)
1947 if (!COM_ParseToken_QuakeC(&data, true))
1949 if (!strcmp(com_token, "\n"))
1952 wordsoverflow = false;
1956 strlcpy(word[words++], com_token, sizeof (word[0]));
1958 wordsoverflow = true;
1960 while (COM_ParseToken_QuakeC(&data, true) && strcmp(com_token, "\n"));
1963 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);
1966 // words is always >= 1
1967 if (!strcmp(word[0], "replace"))
1971 if (developer_loading.integer)
1972 Con_Printf("Mod_LoadSkinFiles: parsed mesh \"%s\" shader replacement \"%s\"\n", word[1], word[2]);
1973 skinfileitem = (skinfileitem_t *)Mem_Alloc(loadmodel->mempool, sizeof(skinfileitem_t));
1974 skinfileitem->next = skinfile->items;
1975 skinfile->items = skinfileitem;
1976 strlcpy (skinfileitem->name, word[1], sizeof (skinfileitem->name));
1977 strlcpy (skinfileitem->replacement, word[2], sizeof (skinfileitem->replacement));
1980 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]);
1982 else if (words >= 2 && !strncmp(word[0], "tag_", 4))
1984 // tag name, like "tag_weapon,"
1985 // not used for anything (not even in Quake3)
1987 else if (words >= 2 && !strcmp(word[1], ","))
1989 // mesh shader name, like "U_RArm,models/players/Legoman/BikerA1.tga"
1990 if (developer_loading.integer)
1991 Con_Printf("Mod_LoadSkinFiles: parsed mesh \"%s\" shader replacement \"%s\"\n", word[0], word[2]);
1992 skinfileitem = (skinfileitem_t *)Mem_Alloc(loadmodel->mempool, sizeof(skinfileitem_t));
1993 skinfileitem->next = skinfile->items;
1994 skinfile->items = skinfileitem;
1995 strlcpy (skinfileitem->name, word[0], sizeof (skinfileitem->name));
1996 strlcpy (skinfileitem->replacement, word[2], sizeof (skinfileitem->replacement));
1999 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);
2004 loadmodel->numskins = i;
2008 void Mod_FreeSkinFiles(skinfile_t *skinfile)
2011 skinfileitem_t *skinfileitem, *nextitem;
2012 for (;skinfile;skinfile = next)
2014 next = skinfile->next;
2015 for (skinfileitem = skinfile->items;skinfileitem;skinfileitem = nextitem)
2017 nextitem = skinfileitem->next;
2018 Mem_Free(skinfileitem);
2024 int Mod_CountSkinFiles(skinfile_t *skinfile)
2027 for (i = 0;skinfile;skinfile = skinfile->next, i++);
2031 void Mod_SnapVertices(int numcomponents, int numvertices, float *vertices, float snap)
2034 double isnap = 1.0 / snap;
2035 for (i = 0;i < numvertices*numcomponents;i++)
2036 vertices[i] = floor(vertices[i]*isnap)*snap;
2039 int Mod_RemoveDegenerateTriangles(int numtriangles, const int *inelement3i, int *outelement3i, const float *vertex3f)
2041 int i, outtriangles;
2042 float d, edgedir[3], temp[3];
2043 // a degenerate triangle is one with no width (thickness, surface area)
2044 // these are characterized by having all 3 points colinear (along a line)
2045 // or having two points identical
2046 for (i = 0, outtriangles = 0;i < numtriangles;i++, inelement3i += 3)
2048 // calculate first edge
2049 VectorSubtract(vertex3f + inelement3i[1] * 3, vertex3f + inelement3i[0] * 3, edgedir);
2050 if (VectorLength2(edgedir) < 0.0001f)
2051 continue; // degenerate first edge (no length)
2052 VectorNormalize(edgedir);
2053 // check if third point is on the edge (colinear)
2054 d = -DotProduct(vertex3f + inelement3i[2] * 3, edgedir);
2055 VectorMA(vertex3f + inelement3i[2] * 3, d, edgedir, temp);
2056 if (VectorLength2(temp) < 0.0001f)
2057 continue; // third point colinear with first edge
2058 // valid triangle (no colinear points, no duplicate points)
2059 VectorCopy(inelement3i, outelement3i);
2063 return outtriangles;
2066 void Mod_VertexRangeFromElements(int numelements, const int *elements, int *firstvertexpointer, int *lastvertexpointer)
2069 int firstvertex, lastvertex;
2070 if (numelements > 0 && elements)
2072 firstvertex = lastvertex = elements[0];
2073 for (i = 1;i < numelements;i++)
2076 firstvertex = min(firstvertex, e);
2077 lastvertex = max(lastvertex, e);
2081 firstvertex = lastvertex = 0;
2082 if (firstvertexpointer)
2083 *firstvertexpointer = firstvertex;
2084 if (lastvertexpointer)
2085 *lastvertexpointer = lastvertex;
2088 static void Mod_BuildVBOs(void)
2090 if (!gl_support_arb_vertex_buffer_object)
2093 // element buffer is easy because it's just one array
2094 if (loadmodel->surfmesh.num_triangles)
2096 if (loadmodel->surfmesh.data_element3s)
2099 for (i = 0;i < loadmodel->surfmesh.num_triangles*3;i++)
2100 loadmodel->surfmesh.data_element3s[i] = loadmodel->surfmesh.data_element3i[i];
2101 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);
2104 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);
2107 // vertex buffer is several arrays and we put them in the same buffer
2109 // is this wise? the texcoordtexture2f array is used with dynamic
2110 // vertex/svector/tvector/normal when rendering animated models, on the
2111 // other hand animated models don't use a lot of vertices anyway...
2112 if (loadmodel->surfmesh.num_vertices)
2117 loadmodel->surfmesh.vbooffset_vertex3f = size;if (loadmodel->surfmesh.data_vertex3f ) size += loadmodel->surfmesh.num_vertices * sizeof(float[3]);
2118 loadmodel->surfmesh.vbooffset_svector3f = size;if (loadmodel->surfmesh.data_svector3f ) size += loadmodel->surfmesh.num_vertices * sizeof(float[3]);
2119 loadmodel->surfmesh.vbooffset_tvector3f = size;if (loadmodel->surfmesh.data_tvector3f ) size += loadmodel->surfmesh.num_vertices * sizeof(float[3]);
2120 loadmodel->surfmesh.vbooffset_normal3f = size;if (loadmodel->surfmesh.data_normal3f ) size += loadmodel->surfmesh.num_vertices * sizeof(float[3]);
2121 loadmodel->surfmesh.vbooffset_texcoordtexture2f = size;if (loadmodel->surfmesh.data_texcoordtexture2f ) size += loadmodel->surfmesh.num_vertices * sizeof(float[2]);
2122 loadmodel->surfmesh.vbooffset_texcoordlightmap2f = size;if (loadmodel->surfmesh.data_texcoordlightmap2f) size += loadmodel->surfmesh.num_vertices * sizeof(float[2]);
2123 loadmodel->surfmesh.vbooffset_lightmapcolor4f = size;if (loadmodel->surfmesh.data_lightmapcolor4f ) size += loadmodel->surfmesh.num_vertices * sizeof(float[4]);
2124 mem = (unsigned char *)Mem_Alloc(tempmempool, size);
2125 if (loadmodel->surfmesh.data_vertex3f ) memcpy(mem + loadmodel->surfmesh.vbooffset_vertex3f , loadmodel->surfmesh.data_vertex3f , loadmodel->surfmesh.num_vertices * sizeof(float[3]));
2126 if (loadmodel->surfmesh.data_svector3f ) memcpy(mem + loadmodel->surfmesh.vbooffset_svector3f , loadmodel->surfmesh.data_svector3f , loadmodel->surfmesh.num_vertices * sizeof(float[3]));
2127 if (loadmodel->surfmesh.data_tvector3f ) memcpy(mem + loadmodel->surfmesh.vbooffset_tvector3f , loadmodel->surfmesh.data_tvector3f , loadmodel->surfmesh.num_vertices * sizeof(float[3]));
2128 if (loadmodel->surfmesh.data_normal3f ) memcpy(mem + loadmodel->surfmesh.vbooffset_normal3f , loadmodel->surfmesh.data_normal3f , loadmodel->surfmesh.num_vertices * sizeof(float[3]));
2129 if (loadmodel->surfmesh.data_texcoordtexture2f ) memcpy(mem + loadmodel->surfmesh.vbooffset_texcoordtexture2f , loadmodel->surfmesh.data_texcoordtexture2f , loadmodel->surfmesh.num_vertices * sizeof(float[2]));
2130 if (loadmodel->surfmesh.data_texcoordlightmap2f) memcpy(mem + loadmodel->surfmesh.vbooffset_texcoordlightmap2f, loadmodel->surfmesh.data_texcoordlightmap2f, loadmodel->surfmesh.num_vertices * sizeof(float[2]));
2131 if (loadmodel->surfmesh.data_lightmapcolor4f ) memcpy(mem + loadmodel->surfmesh.vbooffset_lightmapcolor4f , loadmodel->surfmesh.data_lightmapcolor4f , loadmodel->surfmesh.num_vertices * sizeof(float[4]));
2132 loadmodel->surfmesh.vbo = R_Mesh_CreateStaticBufferObject(GL_ARRAY_BUFFER_ARB, mem, size, loadmodel->name);