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 SCR_PushLoadingScreen(false, "Loading models", 1.0);
59 for (i = 0;i < nummodels;i++)
60 if ((mod = (dp_model_t*) Mem_ExpandableArray_RecordAtIndex(&models, i)) && mod->name[0] && mod->name[0] != '*')
63 for (i = 0;i < nummodels;i++)
64 if ((mod = (dp_model_t*) Mem_ExpandableArray_RecordAtIndex(&models, i)) && mod->name[0] && mod->name[0] != '*')
67 SCR_PushLoadingScreen(true, mod->name, 1.0 / count);
68 Mod_LoadModel(mod, true, false);
69 SCR_PopLoadingScreen(false);
71 SCR_PopLoadingScreen(false);
74 static void mod_shutdown(void)
77 int nummodels = Mem_ExpandableArray_IndexRange(&models);
80 for (i = 0;i < nummodels;i++)
81 if ((mod = (dp_model_t*) Mem_ExpandableArray_RecordAtIndex(&models, i)) && (mod->loaded || mod->mempool))
87 static void mod_newmap(void)
90 int i, j, k, surfacenum, ssize, tsize;
91 int nummodels = Mem_ExpandableArray_IndexRange(&models);
94 R_SkinFrame_PrepareForPurge();
95 for (i = 0;i < nummodels;i++)
97 if ((mod = (dp_model_t*) Mem_ExpandableArray_RecordAtIndex(&models, i)) && mod->mempool && mod->data_textures)
99 for (j = 0;j < mod->num_textures;j++)
101 for (k = 0;k < mod->data_textures[j].numskinframes;k++)
102 R_SkinFrame_MarkUsed(mod->data_textures[j].skinframes[k]);
103 for (k = 0;k < mod->data_textures[j].backgroundnumskinframes;k++)
104 R_SkinFrame_MarkUsed(mod->data_textures[j].backgroundskinframes[k]);
110 if (!cl_stainmaps_clearonload.integer)
113 for (i = 0;i < nummodels;i++)
115 if ((mod = (dp_model_t*) Mem_ExpandableArray_RecordAtIndex(&models, i)) && mod->mempool && mod->data_surfaces)
117 for (surfacenum = 0, surface = mod->data_surfaces;surfacenum < mod->num_surfaces;surfacenum++, surface++)
119 if (surface->lightmapinfo && surface->lightmapinfo->stainsamples)
121 ssize = (surface->lightmapinfo->extents[0] >> 4) + 1;
122 tsize = (surface->lightmapinfo->extents[1] >> 4) + 1;
123 memset(surface->lightmapinfo->stainsamples, 255, ssize * tsize * 3);
124 mod->brushq1.lightmapupdateflags[surfacenum] = true;
136 static void Mod_Print(void);
137 static void Mod_Precache (void);
138 static void Mod_Decompile_f(void);
139 static void Mod_BuildVBOs(void);
142 mod_mempool = Mem_AllocPool("modelinfo", 0, NULL);
143 Mem_ExpandableArray_NewArray(&models, mod_mempool, sizeof(dp_model_t), 16);
149 Cvar_RegisterVariable(&r_mipskins);
150 Cmd_AddCommand ("modellist", Mod_Print, "prints a list of loaded models");
151 Cmd_AddCommand ("modelprecache", Mod_Precache, "load a model");
152 Cmd_AddCommand ("modeldecompile", Mod_Decompile_f, "exports a model in several formats for editing purposes");
155 void Mod_RenderInit(void)
157 R_RegisterModule("Models", mod_start, mod_shutdown, mod_newmap);
160 void Mod_UnloadModel (dp_model_t *mod)
162 char name[MAX_QPATH];
164 dp_model_t *parentmodel;
166 if (developer_loading.integer)
167 Con_Printf("unloading model %s\n", mod->name);
169 strlcpy(name, mod->name, sizeof(name));
170 parentmodel = mod->brush.parentmodel;
172 if (mod->surfmesh.ebo3i)
173 R_Mesh_DestroyBufferObject(mod->surfmesh.ebo3i);
174 if (mod->surfmesh.ebo3s)
175 R_Mesh_DestroyBufferObject(mod->surfmesh.ebo3s);
176 if (mod->surfmesh.vbo)
177 R_Mesh_DestroyBufferObject(mod->surfmesh.vbo);
178 // free textures/memory attached to the model
179 R_FreeTexturePool(&mod->texturepool);
180 Mem_FreePool(&mod->mempool);
181 // clear the struct to make it available
182 memset(mod, 0, sizeof(dp_model_t));
183 // restore the fields we want to preserve
184 strlcpy(mod->name, name, sizeof(mod->name));
185 mod->brush.parentmodel = parentmodel;
190 void R_Model_Null_Draw(entity_render_t *ent)
202 dp_model_t *Mod_LoadModel(dp_model_t *mod, qboolean crash, qboolean checkdisk)
207 fs_offset_t filesize;
211 if (mod->name[0] == '*') // submodel
214 if (!strcmp(mod->name, "null"))
219 if (mod->loaded || mod->mempool)
220 Mod_UnloadModel(mod);
222 if (developer_loading.integer)
223 Con_Printf("loading model %s\n", mod->name);
229 VectorClear(mod->normalmins);
230 VectorClear(mod->normalmaxs);
231 VectorClear(mod->yawmins);
232 VectorClear(mod->yawmaxs);
233 VectorClear(mod->rotatedmins);
234 VectorClear(mod->rotatedmaxs);
236 mod->modeldatatypestring = "null";
237 mod->type = mod_null;
238 mod->Draw = R_Model_Null_Draw;
242 // no fatal errors occurred, so this model is ready to use.
251 // even if the model is loaded it still may need reloading...
253 // if it is not loaded or checkdisk is true we need to calculate the crc
254 if (!mod->loaded || checkdisk)
256 if (checkdisk && mod->loaded)
257 Con_DPrintf("checking model %s\n", mod->name);
258 buf = FS_LoadFile (mod->name, tempmempool, false, &filesize);
261 crc = CRC_Block((unsigned char *)buf, filesize);
262 // we need to reload the model if the crc does not match
268 // if the model is already loaded and checks passed, just return
276 if (developer_loading.integer)
277 Con_Printf("loading model %s\n", mod->name);
279 SCR_PushLoadingScreen(true, mod->name, 1);
281 // LordHavoc: unload the existing model in this slot (if there is one)
282 if (mod->loaded || mod->mempool)
283 Mod_UnloadModel(mod);
288 // errors can prevent the corresponding mod->loaded = true;
291 // default model radius and bounding box (mainly for missing models)
293 VectorSet(mod->normalmins, -mod->radius, -mod->radius, -mod->radius);
294 VectorSet(mod->normalmaxs, mod->radius, mod->radius, mod->radius);
295 VectorSet(mod->yawmins, -mod->radius, -mod->radius, -mod->radius);
296 VectorSet(mod->yawmaxs, mod->radius, mod->radius, mod->radius);
297 VectorSet(mod->rotatedmins, -mod->radius, -mod->radius, -mod->radius);
298 VectorSet(mod->rotatedmaxs, mod->radius, mod->radius, mod->radius);
302 // load q3 shaders for the first time, or after a level change
308 char *bufend = (char *)buf + filesize;
310 // all models use memory, so allocate a memory pool
311 mod->mempool = Mem_AllocPool(mod->name, 0, NULL);
313 num = LittleLong(*((int *)buf));
314 // call the apropriate loader
316 if (!strcasecmp(FS_FileExtension(mod->name), "obj")) Mod_OBJ_Load(mod, buf, bufend);
317 else if (!memcmp(buf, "IDPO", 4)) Mod_IDP0_Load(mod, buf, bufend);
318 else if (!memcmp(buf, "IDP2", 4)) Mod_IDP2_Load(mod, buf, bufend);
319 else if (!memcmp(buf, "IDP3", 4)) Mod_IDP3_Load(mod, buf, bufend);
320 else if (!memcmp(buf, "IDSP", 4)) Mod_IDSP_Load(mod, buf, bufend);
321 else if (!memcmp(buf, "IDS2", 4)) Mod_IDS2_Load(mod, buf, bufend);
322 else if (!memcmp(buf, "IBSP", 4)) Mod_IBSP_Load(mod, buf, bufend);
323 else if (!memcmp(buf, "ZYMOTICMODEL", 12)) Mod_ZYMOTICMODEL_Load(mod, buf, bufend);
324 else if (!memcmp(buf, "DARKPLACESMODEL", 16)) Mod_DARKPLACESMODEL_Load(mod, buf, bufend);
325 else if (!memcmp(buf, "ACTRHEAD", 8)) Mod_PSKMODEL_Load(mod, buf, bufend);
326 else if (strlen(mod->name) >= 4 && !strcmp(mod->name + strlen(mod->name) - 4, ".map")) Mod_MAP_Load(mod, buf, bufend);
327 else if (num == BSPVERSION || num == 30) Mod_Q1BSP_Load(mod, buf, bufend);
328 else Con_Printf("Mod_LoadModel: model \"%s\" is of unknown/unsupported type\n", mod->name);
335 // LordHavoc: Sys_Error was *ANNOYING*
336 Con_Printf ("Mod_LoadModel: %s not found\n", mod->name);
339 // no fatal errors occurred, so this model is ready to use.
342 SCR_PopLoadingScreen(false);
347 void Mod_ClearUsed(void)
350 int nummodels = Mem_ExpandableArray_IndexRange(&models);
352 for (i = 0;i < nummodels;i++)
353 if ((mod = (dp_model_t*) Mem_ExpandableArray_RecordAtIndex(&models, i)) && mod->name[0])
357 void Mod_PurgeUnused(void)
360 int nummodels = Mem_ExpandableArray_IndexRange(&models);
362 for (i = 0;i < nummodels;i++)
364 if ((mod = (dp_model_t*) Mem_ExpandableArray_RecordAtIndex(&models, i)) && mod->name[0] && !mod->used)
366 Mod_UnloadModel(mod);
367 Mem_ExpandableArray_FreeRecord(&models, mod);
378 dp_model_t *Mod_FindName(const char *name, const char *parentname)
387 // if we're not dedicatd, the renderer calls will crash without video
390 nummodels = Mem_ExpandableArray_IndexRange(&models);
393 Host_Error ("Mod_ForName: NULL name");
395 // search the currently loaded models
396 for (i = 0;i < nummodels;i++)
398 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))))
405 // no match found, create a new one
406 mod = (dp_model_t *) Mem_ExpandableArray_AllocRecord(&models);
407 strlcpy(mod->name, name, sizeof(mod->name));
409 mod->brush.parentmodel = Mod_FindName(parentname, NULL);
411 mod->brush.parentmodel = NULL;
421 Loads in a model for the given name
424 dp_model_t *Mod_ForName(const char *name, qboolean crash, qboolean checkdisk, const char *parentname)
427 model = Mod_FindName(name, parentname);
428 if (!model->loaded || checkdisk)
429 Mod_LoadModel(model, crash, checkdisk);
437 Reloads all models if they have changed
440 void Mod_Reload(void)
443 int nummodels = Mem_ExpandableArray_IndexRange(&models);
446 SCR_PushLoadingScreen(false, "Reloading models", 1.0);
448 for (i = 0;i < nummodels;i++)
449 if ((mod = (dp_model_t *) Mem_ExpandableArray_RecordAtIndex(&models, i)) && mod->name[0] && mod->name[0] != '*' && mod->used)
451 for (i = 0;i < nummodels;i++)
452 if ((mod = (dp_model_t *) Mem_ExpandableArray_RecordAtIndex(&models, i)) && mod->name[0] && mod->name[0] != '*' && mod->used)
454 SCR_PushLoadingScreen(true, mod->name, 1.0 / count);
455 Mod_LoadModel(mod, true, true);
456 SCR_PopLoadingScreen(false);
458 SCR_PopLoadingScreen(false);
461 unsigned char *mod_base;
464 //=============================================================================
471 static void Mod_Print(void)
474 int nummodels = Mem_ExpandableArray_IndexRange(&models);
477 Con_Print("Loaded models:\n");
478 for (i = 0;i < nummodels;i++)
480 if ((mod = (dp_model_t *) Mem_ExpandableArray_RecordAtIndex(&models, i)) && mod->name[0] && mod->name[0] != '*')
482 if (mod->brush.numsubmodels)
483 Con_Printf("%4iK %s (%i submodels)\n", mod->mempool ? (int)((mod->mempool->totalsize + 1023) / 1024) : 0, mod->name, mod->brush.numsubmodels);
485 Con_Printf("%4iK %s\n", mod->mempool ? (int)((mod->mempool->totalsize + 1023) / 1024) : 0, mod->name);
495 static void Mod_Precache(void)
498 Mod_ForName(Cmd_Argv(1), false, true, Cmd_Argv(1)[0] == '*' ? cl.model_name[1] : NULL);
500 Con_Print("usage: modelprecache <filename>\n");
503 int Mod_BuildVertexRemapTableFromElements(int numelements, const int *elements, int numvertices, int *remapvertices)
507 used = (unsigned char *)Mem_Alloc(tempmempool, numvertices);
508 memset(used, 0, numvertices);
509 for (i = 0;i < numelements;i++)
510 used[elements[i]] = 1;
511 for (i = 0, count = 0;i < numvertices;i++)
512 remapvertices[i] = used[i] ? count++ : -1;
518 // fast way, using an edge hash
519 #define TRIANGLEEDGEHASH 8192
520 void Mod_BuildTriangleNeighbors(int *neighbors, const int *elements, int numtriangles)
522 int i, j, p, e1, e2, *n, hashindex, count, match;
524 typedef struct edgehashentry_s
526 struct edgehashentry_s *next;
531 edgehashentry_t *edgehash[TRIANGLEEDGEHASH], *edgehashentries, edgehashentriesbuffer[TRIANGLEEDGEHASH*3], *hash;
532 memset(edgehash, 0, sizeof(edgehash));
533 edgehashentries = edgehashentriesbuffer;
534 // if there are too many triangles for the stack array, allocate larger buffer
535 if (numtriangles > TRIANGLEEDGEHASH)
536 edgehashentries = (edgehashentry_t *)Mem_Alloc(tempmempool, numtriangles * 3 * sizeof(edgehashentry_t));
537 // find neighboring triangles
538 for (i = 0, e = elements, n = neighbors;i < numtriangles;i++, e += 3, n += 3)
540 for (j = 0, p = 2;j < 3;p = j, j++)
544 // this hash index works for both forward and backward edges
545 hashindex = (unsigned int)(e1 + e2) % TRIANGLEEDGEHASH;
546 hash = edgehashentries + i * 3 + j;
547 hash->next = edgehash[hashindex];
548 edgehash[hashindex] = hash;
550 hash->element[0] = e1;
551 hash->element[1] = e2;
554 for (i = 0, e = elements, n = neighbors;i < numtriangles;i++, e += 3, n += 3)
556 for (j = 0, p = 2;j < 3;p = j, j++)
560 // this hash index works for both forward and backward edges
561 hashindex = (unsigned int)(e1 + e2) % TRIANGLEEDGEHASH;
564 for (hash = edgehash[hashindex];hash;hash = hash->next)
566 if (hash->element[0] == e2 && hash->element[1] == e1)
568 if (hash->triangle != i)
569 match = hash->triangle;
572 else if ((hash->element[0] == e1 && hash->element[1] == e2))
575 // detect edges shared by three triangles and make them seams
581 // also send a keepalive here (this can take a while too!)
582 CL_KeepaliveMessage(false);
584 // free the allocated buffer
585 if (edgehashentries != edgehashentriesbuffer)
586 Mem_Free(edgehashentries);
589 // very slow but simple way
590 static int Mod_FindTriangleWithEdge(const int *elements, int numtriangles, int start, int end, int ignore)
595 for (i = 0;i < numtriangles;i++, elements += 3)
597 if ((elements[0] == start && elements[1] == end)
598 || (elements[1] == start && elements[2] == end)
599 || (elements[2] == start && elements[0] == end))
605 else if ((elements[1] == start && elements[0] == end)
606 || (elements[2] == start && elements[1] == end)
607 || (elements[0] == start && elements[2] == end))
610 // detect edges shared by three triangles and make them seams
616 void Mod_BuildTriangleNeighbors(int *neighbors, const int *elements, int numtriangles)
620 for (i = 0, e = elements, n = neighbors;i < numtriangles;i++, e += 3, n += 3)
622 n[0] = Mod_FindTriangleWithEdge(elements, numtriangles, e[1], e[0], i);
623 n[1] = Mod_FindTriangleWithEdge(elements, numtriangles, e[2], e[1], i);
624 n[2] = Mod_FindTriangleWithEdge(elements, numtriangles, e[0], e[2], i);
629 void Mod_ValidateElements(int *elements, int numtriangles, int firstvertex, int numverts, const char *filename, int fileline)
631 int i, warned = false, endvertex = firstvertex + numverts;
632 for (i = 0;i < numtriangles * 3;i++)
634 if (elements[i] < firstvertex || elements[i] >= endvertex)
639 Con_Printf("Mod_ValidateElements: out of bounds elements detected at %s:%d\n", filename, fileline);
641 elements[i] = firstvertex;
646 // warning: this is an expensive function!
647 void Mod_BuildNormals(int firstvertex, int numvertices, int numtriangles, const float *vertex3f, const int *elements, float *normal3f, qboolean areaweighting)
654 memset(normal3f + 3 * firstvertex, 0, numvertices * sizeof(float[3]));
655 // process each vertex of each triangle and accumulate the results
656 // use area-averaging, to make triangles with a big area have a bigger
657 // weighting on the vertex normal than triangles with a small area
658 // to do so, just add the 'normals' together (the bigger the area
659 // the greater the length of the normal is
661 for (i = 0; i < numtriangles; i++, element += 3)
664 vertex3f + element[0] * 3,
665 vertex3f + element[1] * 3,
666 vertex3f + element[2] * 3,
671 VectorNormalize(areaNormal);
673 for (j = 0;j < 3;j++)
675 vectorNormal = normal3f + element[j] * 3;
676 vectorNormal[0] += areaNormal[0];
677 vectorNormal[1] += areaNormal[1];
678 vectorNormal[2] += areaNormal[2];
681 // and just normalize the accumulated vertex normal in the end
682 vectorNormal = normal3f + 3 * firstvertex;
683 for (i = 0; i < numvertices; i++, vectorNormal += 3)
684 VectorNormalize(vectorNormal);
687 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)
689 float f, tangentcross[3], v10[3], v20[3], tc10[2], tc20[2];
690 // 79 add/sub/negate/multiply (1 cycle), 1 compare (3 cycle?), total cycles not counting load/store/exchange roughly 82 cycles
691 // 6 add, 28 subtract, 39 multiply, 1 compare, 50% chance of 6 negates
693 // 6 multiply, 9 subtract
694 VectorSubtract(v1, v0, v10);
695 VectorSubtract(v2, v0, v20);
696 normal3f[0] = v20[1] * v10[2] - v20[2] * v10[1];
697 normal3f[1] = v20[2] * v10[0] - v20[0] * v10[2];
698 normal3f[2] = v20[0] * v10[1] - v20[1] * v10[0];
699 // 12 multiply, 10 subtract
700 tc10[1] = tc1[1] - tc0[1];
701 tc20[1] = tc2[1] - tc0[1];
702 svector3f[0] = tc10[1] * v20[0] - tc20[1] * v10[0];
703 svector3f[1] = tc10[1] * v20[1] - tc20[1] * v10[1];
704 svector3f[2] = tc10[1] * v20[2] - tc20[1] * v10[2];
705 tc10[0] = tc1[0] - tc0[0];
706 tc20[0] = tc2[0] - tc0[0];
707 tvector3f[0] = tc10[0] * v20[0] - tc20[0] * v10[0];
708 tvector3f[1] = tc10[0] * v20[1] - tc20[0] * v10[1];
709 tvector3f[2] = tc10[0] * v20[2] - tc20[0] * v10[2];
710 // 12 multiply, 4 add, 6 subtract
711 f = DotProduct(svector3f, normal3f);
712 svector3f[0] -= f * normal3f[0];
713 svector3f[1] -= f * normal3f[1];
714 svector3f[2] -= f * normal3f[2];
715 f = DotProduct(tvector3f, normal3f);
716 tvector3f[0] -= f * normal3f[0];
717 tvector3f[1] -= f * normal3f[1];
718 tvector3f[2] -= f * normal3f[2];
719 // if texture is mapped the wrong way (counterclockwise), the tangents
720 // have to be flipped, this is detected by calculating a normal from the
721 // two tangents, and seeing if it is opposite the surface normal
722 // 9 multiply, 2 add, 3 subtract, 1 compare, 50% chance of: 6 negates
723 CrossProduct(tvector3f, svector3f, tangentcross);
724 if (DotProduct(tangentcross, normal3f) < 0)
726 VectorNegate(svector3f, svector3f);
727 VectorNegate(tvector3f, tvector3f);
731 // warning: this is a very expensive function!
732 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)
735 float sdir[3], tdir[3], normal[3], *sv, *tv;
736 const float *v0, *v1, *v2, *tc0, *tc1, *tc2, *n;
737 float f, tangentcross[3], v10[3], v20[3], tc10[2], tc20[2];
740 memset(svector3f + 3 * firstvertex, 0, numvertices * sizeof(float[3]));
741 memset(tvector3f + 3 * firstvertex, 0, numvertices * sizeof(float[3]));
742 // process each vertex of each triangle and accumulate the results
743 for (tnum = 0, e = elements;tnum < numtriangles;tnum++, e += 3)
745 v0 = vertex3f + e[0] * 3;
746 v1 = vertex3f + e[1] * 3;
747 v2 = vertex3f + e[2] * 3;
748 tc0 = texcoord2f + e[0] * 2;
749 tc1 = texcoord2f + e[1] * 2;
750 tc2 = texcoord2f + e[2] * 2;
752 // 79 add/sub/negate/multiply (1 cycle), 1 compare (3 cycle?), total cycles not counting load/store/exchange roughly 82 cycles
753 // 6 add, 28 subtract, 39 multiply, 1 compare, 50% chance of 6 negates
755 // calculate the edge directions and surface normal
756 // 6 multiply, 9 subtract
757 VectorSubtract(v1, v0, v10);
758 VectorSubtract(v2, v0, v20);
759 normal[0] = v20[1] * v10[2] - v20[2] * v10[1];
760 normal[1] = v20[2] * v10[0] - v20[0] * v10[2];
761 normal[2] = v20[0] * v10[1] - v20[1] * v10[0];
763 // calculate the tangents
764 // 12 multiply, 10 subtract
765 tc10[1] = tc1[1] - tc0[1];
766 tc20[1] = tc2[1] - tc0[1];
767 sdir[0] = tc10[1] * v20[0] - tc20[1] * v10[0];
768 sdir[1] = tc10[1] * v20[1] - tc20[1] * v10[1];
769 sdir[2] = tc10[1] * v20[2] - tc20[1] * v10[2];
770 tc10[0] = tc1[0] - tc0[0];
771 tc20[0] = tc2[0] - tc0[0];
772 tdir[0] = tc10[0] * v20[0] - tc20[0] * v10[0];
773 tdir[1] = tc10[0] * v20[1] - tc20[0] * v10[1];
774 tdir[2] = tc10[0] * v20[2] - tc20[0] * v10[2];
776 // if texture is mapped the wrong way (counterclockwise), the tangents
777 // have to be flipped, this is detected by calculating a normal from the
778 // two tangents, and seeing if it is opposite the surface normal
779 // 9 multiply, 2 add, 3 subtract, 1 compare, 50% chance of: 6 negates
780 CrossProduct(tdir, sdir, tangentcross);
781 if (DotProduct(tangentcross, normal) < 0)
783 VectorNegate(sdir, sdir);
784 VectorNegate(tdir, tdir);
789 VectorNormalize(sdir);
790 VectorNormalize(tdir);
792 for (i = 0;i < 3;i++)
794 VectorAdd(svector3f + e[i]*3, sdir, svector3f + e[i]*3);
795 VectorAdd(tvector3f + e[i]*3, tdir, tvector3f + e[i]*3);
798 // make the tangents completely perpendicular to the surface normal, and
799 // then normalize them
800 // 16 assignments, 2 divide, 2 sqrt, 2 negates, 14 adds, 24 multiplies
801 for (i = 0, sv = svector3f + 3 * firstvertex, tv = tvector3f + 3 * firstvertex, n = normal3f + 3 * firstvertex;i < numvertices;i++, sv += 3, tv += 3, n += 3)
803 f = -DotProduct(sv, n);
804 VectorMA(sv, f, n, sv);
806 f = -DotProduct(tv, n);
807 VectorMA(tv, f, n, tv);
812 void Mod_AllocSurfMesh(mempool_t *mempool, int numvertices, int numtriangles, qboolean lightmapoffsets, qboolean vertexcolors, qboolean neighbors)
815 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));
816 loadmodel->surfmesh.num_vertices = numvertices;
817 loadmodel->surfmesh.num_triangles = numtriangles;
818 if (loadmodel->surfmesh.num_vertices)
820 loadmodel->surfmesh.data_vertex3f = (float *)data, data += sizeof(float[3]) * loadmodel->surfmesh.num_vertices;
821 loadmodel->surfmesh.data_svector3f = (float *)data, data += sizeof(float[3]) * loadmodel->surfmesh.num_vertices;
822 loadmodel->surfmesh.data_tvector3f = (float *)data, data += sizeof(float[3]) * loadmodel->surfmesh.num_vertices;
823 loadmodel->surfmesh.data_normal3f = (float *)data, data += sizeof(float[3]) * loadmodel->surfmesh.num_vertices;
824 loadmodel->surfmesh.data_texcoordtexture2f = (float *)data, data += sizeof(float[2]) * loadmodel->surfmesh.num_vertices;
825 loadmodel->surfmesh.data_texcoordlightmap2f = (float *)data, data += sizeof(float[2]) * loadmodel->surfmesh.num_vertices;
827 loadmodel->surfmesh.data_lightmapcolor4f = (float *)data, data += sizeof(float[4]) * loadmodel->surfmesh.num_vertices;
829 loadmodel->surfmesh.data_lightmapoffsets = (int *)data, data += sizeof(int) * loadmodel->surfmesh.num_vertices;
831 if (loadmodel->surfmesh.num_triangles)
833 loadmodel->surfmesh.data_element3i = (int *)data, data += sizeof(int[3]) * loadmodel->surfmesh.num_triangles;
835 loadmodel->surfmesh.data_neighbor3i = (int *)data, data += sizeof(int[3]) * loadmodel->surfmesh.num_triangles;
836 if (loadmodel->surfmesh.num_vertices <= 65536)
837 loadmodel->surfmesh.data_element3s = (unsigned short *)data, data += sizeof(unsigned short[3]) * loadmodel->surfmesh.num_triangles;
841 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)
843 shadowmesh_t *newmesh;
846 size = sizeof(shadowmesh_t);
847 size += maxverts * sizeof(float[3]);
849 size += maxverts * sizeof(float[11]);
850 size += maxtriangles * sizeof(int[3]);
851 if (maxverts <= 65536)
852 size += maxtriangles * sizeof(unsigned short[3]);
854 size += maxtriangles * sizeof(int[3]);
856 size += SHADOWMESHVERTEXHASH * sizeof(shadowmeshvertexhash_t *) + maxverts * sizeof(shadowmeshvertexhash_t);
857 data = (unsigned char *)Mem_Alloc(mempool, size);
858 newmesh = (shadowmesh_t *)data;data += sizeof(*newmesh);
859 newmesh->map_diffuse = map_diffuse;
860 newmesh->map_specular = map_specular;
861 newmesh->map_normal = map_normal;
862 newmesh->maxverts = maxverts;
863 newmesh->maxtriangles = maxtriangles;
864 newmesh->numverts = 0;
865 newmesh->numtriangles = 0;
867 newmesh->vertex3f = (float *)data;data += maxverts * sizeof(float[3]);
870 newmesh->svector3f = (float *)data;data += maxverts * sizeof(float[3]);
871 newmesh->tvector3f = (float *)data;data += maxverts * sizeof(float[3]);
872 newmesh->normal3f = (float *)data;data += maxverts * sizeof(float[3]);
873 newmesh->texcoord2f = (float *)data;data += maxverts * sizeof(float[2]);
875 newmesh->element3i = (int *)data;data += maxtriangles * sizeof(int[3]);
878 newmesh->neighbor3i = (int *)data;data += maxtriangles * sizeof(int[3]);
882 newmesh->vertexhashtable = (shadowmeshvertexhash_t **)data;data += SHADOWMESHVERTEXHASH * sizeof(shadowmeshvertexhash_t *);
883 newmesh->vertexhashentries = (shadowmeshvertexhash_t *)data;data += maxverts * sizeof(shadowmeshvertexhash_t);
885 if (maxverts <= 65536)
886 newmesh->element3s = (unsigned short *)data;data += maxtriangles * sizeof(unsigned short[3]);
890 shadowmesh_t *Mod_ShadowMesh_ReAlloc(mempool_t *mempool, shadowmesh_t *oldmesh, int light, int neighbors)
892 shadowmesh_t *newmesh;
893 newmesh = Mod_ShadowMesh_Alloc(mempool, oldmesh->numverts, oldmesh->numtriangles, oldmesh->map_diffuse, oldmesh->map_specular, oldmesh->map_normal, light, neighbors, false);
894 newmesh->numverts = oldmesh->numverts;
895 newmesh->numtriangles = oldmesh->numtriangles;
897 memcpy(newmesh->vertex3f, oldmesh->vertex3f, oldmesh->numverts * sizeof(float[3]));
898 if (newmesh->svector3f && oldmesh->svector3f)
900 memcpy(newmesh->svector3f, oldmesh->svector3f, oldmesh->numverts * sizeof(float[3]));
901 memcpy(newmesh->tvector3f, oldmesh->tvector3f, oldmesh->numverts * sizeof(float[3]));
902 memcpy(newmesh->normal3f, oldmesh->normal3f, oldmesh->numverts * sizeof(float[3]));
903 memcpy(newmesh->texcoord2f, oldmesh->texcoord2f, oldmesh->numverts * sizeof(float[2]));
905 memcpy(newmesh->element3i, oldmesh->element3i, oldmesh->numtriangles * sizeof(int[3]));
906 if (newmesh->neighbor3i && oldmesh->neighbor3i)
907 memcpy(newmesh->neighbor3i, oldmesh->neighbor3i, oldmesh->numtriangles * sizeof(int[3]));
911 int Mod_ShadowMesh_AddVertex(shadowmesh_t *mesh, float *vertex14f)
914 shadowmeshvertexhash_t *hash;
915 // this uses prime numbers intentionally
916 hashindex = (unsigned int) (vertex14f[0] * 2003 + vertex14f[1] * 4001 + vertex14f[2] * 7919) % SHADOWMESHVERTEXHASH;
917 for (hash = mesh->vertexhashtable[hashindex];hash;hash = hash->next)
919 vnum = (hash - mesh->vertexhashentries);
920 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]))
921 && (mesh->svector3f == NULL || (mesh->svector3f[vnum * 3 + 0] == vertex14f[3] && mesh->svector3f[vnum * 3 + 1] == vertex14f[4] && mesh->svector3f[vnum * 3 + 2] == vertex14f[5]))
922 && (mesh->tvector3f == NULL || (mesh->tvector3f[vnum * 3 + 0] == vertex14f[6] && mesh->tvector3f[vnum * 3 + 1] == vertex14f[7] && mesh->tvector3f[vnum * 3 + 2] == vertex14f[8]))
923 && (mesh->normal3f == NULL || (mesh->normal3f[vnum * 3 + 0] == vertex14f[9] && mesh->normal3f[vnum * 3 + 1] == vertex14f[10] && mesh->normal3f[vnum * 3 + 2] == vertex14f[11]))
924 && (mesh->texcoord2f == NULL || (mesh->texcoord2f[vnum * 2 + 0] == vertex14f[12] && mesh->texcoord2f[vnum * 2 + 1] == vertex14f[13])))
925 return hash - mesh->vertexhashentries;
927 vnum = mesh->numverts++;
928 hash = mesh->vertexhashentries + vnum;
929 hash->next = mesh->vertexhashtable[hashindex];
930 mesh->vertexhashtable[hashindex] = hash;
931 if (mesh->vertex3f) {mesh->vertex3f[vnum * 3 + 0] = vertex14f[0];mesh->vertex3f[vnum * 3 + 1] = vertex14f[1];mesh->vertex3f[vnum * 3 + 2] = vertex14f[2];}
932 if (mesh->svector3f) {mesh->svector3f[vnum * 3 + 0] = vertex14f[3];mesh->svector3f[vnum * 3 + 1] = vertex14f[4];mesh->svector3f[vnum * 3 + 2] = vertex14f[5];}
933 if (mesh->tvector3f) {mesh->tvector3f[vnum * 3 + 0] = vertex14f[6];mesh->tvector3f[vnum * 3 + 1] = vertex14f[7];mesh->tvector3f[vnum * 3 + 2] = vertex14f[8];}
934 if (mesh->normal3f) {mesh->normal3f[vnum * 3 + 0] = vertex14f[9];mesh->normal3f[vnum * 3 + 1] = vertex14f[10];mesh->normal3f[vnum * 3 + 2] = vertex14f[11];}
935 if (mesh->texcoord2f) {mesh->texcoord2f[vnum * 2 + 0] = vertex14f[12];mesh->texcoord2f[vnum * 2 + 1] = vertex14f[13];}
939 void Mod_ShadowMesh_AddTriangle(mempool_t *mempool, shadowmesh_t *mesh, rtexture_t *map_diffuse, rtexture_t *map_specular, rtexture_t *map_normal, float *vertex14f)
941 if (mesh->numtriangles == 0)
943 // set the properties on this empty mesh to be more favorable...
944 // (note: this case only occurs for the first triangle added to a new mesh chain)
945 mesh->map_diffuse = map_diffuse;
946 mesh->map_specular = map_specular;
947 mesh->map_normal = map_normal;
949 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)
951 if (mesh->next == NULL)
952 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);
955 mesh->element3i[mesh->numtriangles * 3 + 0] = Mod_ShadowMesh_AddVertex(mesh, vertex14f + 14 * 0);
956 mesh->element3i[mesh->numtriangles * 3 + 1] = Mod_ShadowMesh_AddVertex(mesh, vertex14f + 14 * 1);
957 mesh->element3i[mesh->numtriangles * 3 + 2] = Mod_ShadowMesh_AddVertex(mesh, vertex14f + 14 * 2);
958 mesh->numtriangles++;
961 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)
964 float vbuf[3*14], *v;
965 memset(vbuf, 0, sizeof(vbuf));
966 for (i = 0;i < numtris;i++)
968 for (j = 0, v = vbuf;j < 3;j++, v += 14)
973 v[0] = vertex3f[e * 3 + 0];
974 v[1] = vertex3f[e * 3 + 1];
975 v[2] = vertex3f[e * 3 + 2];
979 v[3] = svector3f[e * 3 + 0];
980 v[4] = svector3f[e * 3 + 1];
981 v[5] = svector3f[e * 3 + 2];
985 v[6] = tvector3f[e * 3 + 0];
986 v[7] = tvector3f[e * 3 + 1];
987 v[8] = tvector3f[e * 3 + 2];
991 v[9] = normal3f[e * 3 + 0];
992 v[10] = normal3f[e * 3 + 1];
993 v[11] = normal3f[e * 3 + 2];
997 v[12] = texcoord2f[e * 2 + 0];
998 v[13] = texcoord2f[e * 2 + 1];
1001 Mod_ShadowMesh_AddTriangle(mempool, mesh, map_diffuse, map_specular, map_normal, vbuf);
1004 // the triangle calculation can take a while, so let's do a keepalive here
1005 CL_KeepaliveMessage(false);
1008 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)
1010 // the preparation before shadow mesh initialization can take a while, so let's do a keepalive here
1011 CL_KeepaliveMessage(false);
1013 return Mod_ShadowMesh_Alloc(mempool, maxverts, maxtriangles, map_diffuse, map_specular, map_normal, light, neighbors, expandable);
1016 static void Mod_ShadowMesh_CreateVBOs(shadowmesh_t *mesh)
1018 if (!gl_support_arb_vertex_buffer_object)
1021 // element buffer is easy because it's just one array
1022 if (mesh->numtriangles)
1024 if (mesh->element3s)
1025 mesh->ebo3s = R_Mesh_CreateStaticBufferObject(GL_ELEMENT_ARRAY_BUFFER_ARB, mesh->element3s, mesh->numtriangles * sizeof(unsigned short[3]), "shadowmesh");
1027 mesh->ebo3i = R_Mesh_CreateStaticBufferObject(GL_ELEMENT_ARRAY_BUFFER_ARB, mesh->element3i, mesh->numtriangles * sizeof(unsigned int[3]), "shadowmesh");
1030 // vertex buffer is several arrays and we put them in the same buffer
1032 // is this wise? the texcoordtexture2f array is used with dynamic
1033 // vertex/svector/tvector/normal when rendering animated models, on the
1034 // other hand animated models don't use a lot of vertices anyway...
1040 mesh->vbooffset_vertex3f = size;if (mesh->vertex3f ) size += mesh->numverts * sizeof(float[3]);
1041 mesh->vbooffset_svector3f = size;if (mesh->svector3f ) size += mesh->numverts * sizeof(float[3]);
1042 mesh->vbooffset_tvector3f = size;if (mesh->tvector3f ) size += mesh->numverts * sizeof(float[3]);
1043 mesh->vbooffset_normal3f = size;if (mesh->normal3f ) size += mesh->numverts * sizeof(float[3]);
1044 mesh->vbooffset_texcoord2f = size;if (mesh->texcoord2f ) size += mesh->numverts * sizeof(float[2]);
1045 mem = (unsigned char *)Mem_Alloc(tempmempool, size);
1046 if (mesh->vertex3f ) memcpy(mem + mesh->vbooffset_vertex3f , mesh->vertex3f , mesh->numverts * sizeof(float[3]));
1047 if (mesh->svector3f ) memcpy(mem + mesh->vbooffset_svector3f , mesh->svector3f , mesh->numverts * sizeof(float[3]));
1048 if (mesh->tvector3f ) memcpy(mem + mesh->vbooffset_tvector3f , mesh->tvector3f , mesh->numverts * sizeof(float[3]));
1049 if (mesh->normal3f ) memcpy(mem + mesh->vbooffset_normal3f , mesh->normal3f , mesh->numverts * sizeof(float[3]));
1050 if (mesh->texcoord2f ) memcpy(mem + mesh->vbooffset_texcoord2f , mesh->texcoord2f , mesh->numverts * sizeof(float[2]));
1051 mesh->vbo = R_Mesh_CreateStaticBufferObject(GL_ARRAY_BUFFER_ARB, mem, size, "shadowmesh");
1056 shadowmesh_t *Mod_ShadowMesh_Finish(mempool_t *mempool, shadowmesh_t *firstmesh, qboolean light, qboolean neighbors, qboolean createvbo)
1058 shadowmesh_t *mesh, *newmesh, *nextmesh;
1059 // reallocate meshs to conserve space
1060 for (mesh = firstmesh, firstmesh = NULL;mesh;mesh = nextmesh)
1062 nextmesh = mesh->next;
1063 if (mesh->numverts >= 3 && mesh->numtriangles >= 1)
1065 newmesh = Mod_ShadowMesh_ReAlloc(mempool, mesh, light, neighbors);
1066 newmesh->next = firstmesh;
1067 firstmesh = newmesh;
1068 if (newmesh->element3s)
1071 for (i = 0;i < newmesh->numtriangles*3;i++)
1072 newmesh->element3s[i] = newmesh->element3i[i];
1075 Mod_ShadowMesh_CreateVBOs(newmesh);
1080 // this can take a while, so let's do a keepalive here
1081 CL_KeepaliveMessage(false);
1086 void Mod_ShadowMesh_CalcBBox(shadowmesh_t *firstmesh, vec3_t mins, vec3_t maxs, vec3_t center, float *radius)
1090 vec3_t nmins, nmaxs, ncenter, temp;
1091 float nradius2, dist2, *v;
1095 for (mesh = firstmesh;mesh;mesh = mesh->next)
1097 if (mesh == firstmesh)
1099 VectorCopy(mesh->vertex3f, nmins);
1100 VectorCopy(mesh->vertex3f, nmaxs);
1102 for (i = 0, v = mesh->vertex3f;i < mesh->numverts;i++, v += 3)
1104 if (nmins[0] > v[0]) nmins[0] = v[0];if (nmaxs[0] < v[0]) nmaxs[0] = v[0];
1105 if (nmins[1] > v[1]) nmins[1] = v[1];if (nmaxs[1] < v[1]) nmaxs[1] = v[1];
1106 if (nmins[2] > v[2]) nmins[2] = v[2];if (nmaxs[2] < v[2]) nmaxs[2] = v[2];
1109 // calculate center and radius
1110 ncenter[0] = (nmins[0] + nmaxs[0]) * 0.5f;
1111 ncenter[1] = (nmins[1] + nmaxs[1]) * 0.5f;
1112 ncenter[2] = (nmins[2] + nmaxs[2]) * 0.5f;
1114 for (mesh = firstmesh;mesh;mesh = mesh->next)
1116 for (i = 0, v = mesh->vertex3f;i < mesh->numverts;i++, v += 3)
1118 VectorSubtract(v, ncenter, temp);
1119 dist2 = DotProduct(temp, temp);
1120 if (nradius2 < dist2)
1126 VectorCopy(nmins, mins);
1128 VectorCopy(nmaxs, maxs);
1130 VectorCopy(ncenter, center);
1132 *radius = sqrt(nradius2);
1135 void Mod_ShadowMesh_Free(shadowmesh_t *mesh)
1137 shadowmesh_t *nextmesh;
1138 for (;mesh;mesh = nextmesh)
1141 R_Mesh_DestroyBufferObject(mesh->ebo3i);
1143 R_Mesh_DestroyBufferObject(mesh->ebo3s);
1145 R_Mesh_DestroyBufferObject(mesh->vbo);
1146 nextmesh = mesh->next;
1151 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)
1156 if (ix >= 0 && iy >= 0 && ix < imagewidth && iy < imageheight)
1157 v[2] = (imagepixels[((iy*imagewidth)+ix)*4+0] + imagepixels[((iy*imagewidth)+ix)*4+1] + imagepixels[((iy*imagewidth)+ix)*4+2]) * (1.0f / 765.0f);
1160 Matrix4x4_Transform(pixelstepmatrix, v, vertex3f);
1161 Matrix4x4_Transform(pixeltexturestepmatrix, v, tc);
1162 texcoord2f[0] = tc[0];
1163 texcoord2f[1] = tc[1];
1166 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)
1168 float vup[3], vdown[3], vleft[3], vright[3];
1169 float tcup[3], tcdown[3], tcleft[3], tcright[3];
1170 float sv[3], tv[3], nl[3];
1171 Mod_GetTerrainVertex3fTexCoord2fFromBGRA(imagepixels, imagewidth, imageheight, ix, iy, vertex3f, texcoord2f, pixelstepmatrix, pixeltexturestepmatrix);
1172 Mod_GetTerrainVertex3fTexCoord2fFromBGRA(imagepixels, imagewidth, imageheight, ix, iy - 1, vup, tcup, pixelstepmatrix, pixeltexturestepmatrix);
1173 Mod_GetTerrainVertex3fTexCoord2fFromBGRA(imagepixels, imagewidth, imageheight, ix, iy + 1, vdown, tcdown, pixelstepmatrix, pixeltexturestepmatrix);
1174 Mod_GetTerrainVertex3fTexCoord2fFromBGRA(imagepixels, imagewidth, imageheight, ix - 1, iy, vleft, tcleft, pixelstepmatrix, pixeltexturestepmatrix);
1175 Mod_GetTerrainVertex3fTexCoord2fFromBGRA(imagepixels, imagewidth, imageheight, ix + 1, iy, vright, tcright, pixelstepmatrix, pixeltexturestepmatrix);
1176 Mod_BuildBumpVectors(vertex3f, vup, vright, texcoord2f, tcup, tcright, svector3f, tvector3f, normal3f);
1177 Mod_BuildBumpVectors(vertex3f, vright, vdown, texcoord2f, tcright, tcdown, sv, tv, nl);
1178 VectorAdd(svector3f, sv, svector3f);
1179 VectorAdd(tvector3f, tv, tvector3f);
1180 VectorAdd(normal3f, nl, normal3f);
1181 Mod_BuildBumpVectors(vertex3f, vdown, vleft, texcoord2f, tcdown, tcleft, sv, tv, nl);
1182 VectorAdd(svector3f, sv, svector3f);
1183 VectorAdd(tvector3f, tv, tvector3f);
1184 VectorAdd(normal3f, nl, normal3f);
1185 Mod_BuildBumpVectors(vertex3f, vleft, vup, texcoord2f, tcleft, tcup, sv, tv, nl);
1186 VectorAdd(svector3f, sv, svector3f);
1187 VectorAdd(tvector3f, tv, tvector3f);
1188 VectorAdd(normal3f, nl, normal3f);
1191 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)
1193 int x, y, ix, iy, *e;
1195 for (y = 0;y < height;y++)
1197 for (x = 0;x < width;x++)
1199 e[0] = (y + 1) * (width + 1) + (x + 0);
1200 e[1] = (y + 0) * (width + 1) + (x + 0);
1201 e[2] = (y + 1) * (width + 1) + (x + 1);
1202 e[3] = (y + 0) * (width + 1) + (x + 0);
1203 e[4] = (y + 0) * (width + 1) + (x + 1);
1204 e[5] = (y + 1) * (width + 1) + (x + 1);
1208 Mod_BuildTriangleNeighbors(neighbor3i, element3i, width*height*2);
1209 for (y = 0, iy = y1;y < height + 1;y++, iy++)
1210 for (x = 0, ix = x1;x < width + 1;x++, ix++, vertex3f += 3, texcoord2f += 2, svector3f += 3, tvector3f += 3, normal3f += 3)
1211 Mod_GetTerrainVertexFromBGRA(imagepixels, imagewidth, imageheight, ix, iy, vertex3f, texcoord2f, svector3f, tvector3f, normal3f, pixelstepmatrix, pixeltexturestepmatrix);
1214 q3wavefunc_t Mod_LoadQ3Shaders_EnumerateWaveFunc(const char *s)
1216 if (!strcasecmp(s, "sin")) return Q3WAVEFUNC_SIN;
1217 if (!strcasecmp(s, "square")) return Q3WAVEFUNC_SQUARE;
1218 if (!strcasecmp(s, "triangle")) return Q3WAVEFUNC_TRIANGLE;
1219 if (!strcasecmp(s, "sawtooth")) return Q3WAVEFUNC_SAWTOOTH;
1220 if (!strcasecmp(s, "inversesawtooth")) return Q3WAVEFUNC_INVERSESAWTOOTH;
1221 if (!strcasecmp(s, "noise")) return Q3WAVEFUNC_NOISE;
1222 Con_DPrintf("Mod_LoadQ3Shaders: unknown wavefunc %s\n", s);
1223 return Q3WAVEFUNC_NONE;
1226 void Mod_FreeQ3Shaders(void)
1228 Mem_FreePool(&q3shaders_mem);
1231 static void Q3Shader_AddToHash (q3shaderinfo_t* shader)
1233 unsigned short hash = CRC_Block_CaseInsensitive ((const unsigned char *)shader->name, strlen (shader->name));
1234 q3shader_hash_entry_t* entry = q3shader_data->hash + (hash % Q3SHADER_HASH_SIZE);
1235 q3shader_hash_entry_t* lastEntry = NULL;
1236 while (entry != NULL)
1238 if (strcasecmp (entry->shader.name, shader->name) == 0)
1240 Con_Printf("Shader '%s' already defined\n", shader->name);
1244 entry = entry->chain;
1248 if (lastEntry->shader.name[0] != 0)
1251 q3shader_hash_entry_t* newEntry = (q3shader_hash_entry_t*)
1252 Mem_ExpandableArray_AllocRecord (&q3shader_data->hash_entries);
1254 while (lastEntry->chain != NULL) lastEntry = lastEntry->chain;
1255 lastEntry->chain = newEntry;
1256 newEntry->chain = NULL;
1257 lastEntry = newEntry;
1259 /* else: head of chain, in hash entry array */
1262 memcpy (&entry->shader, shader, sizeof (q3shaderinfo_t));
1265 extern cvar_t r_picmipworld;
1266 void Mod_LoadQ3Shaders(void)
1273 q3shaderinfo_t shader;
1274 q3shaderinfo_layer_t *layer;
1276 char parameter[TEXTURE_MAXFRAMES + 4][Q3PATHLENGTH];
1278 Mod_FreeQ3Shaders();
1280 q3shaders_mem = Mem_AllocPool("q3shaders", 0, NULL);
1281 q3shader_data = (q3shader_data_t*)Mem_Alloc (q3shaders_mem,
1282 sizeof (q3shader_data_t));
1283 Mem_ExpandableArray_NewArray (&q3shader_data->hash_entries,
1284 q3shaders_mem, sizeof (q3shader_hash_entry_t), 256);
1285 Mem_ExpandableArray_NewArray (&q3shader_data->char_ptrs,
1286 q3shaders_mem, sizeof (char**), 256);
1288 search = FS_Search("scripts/*.shader", true, false);
1291 for (fileindex = 0;fileindex < search->numfilenames;fileindex++)
1293 text = f = (char *)FS_LoadFile(search->filenames[fileindex], tempmempool, false, NULL);
1296 while (COM_ParseToken_QuakeC(&text, false))
1298 memset (&shader, 0, sizeof(shader));
1299 shader.reflectmin = 0;
1300 shader.reflectmax = 1;
1301 shader.refractfactor = 1;
1302 Vector4Set(shader.refractcolor4f, 1, 1, 1, 1);
1303 shader.reflectfactor = 1;
1304 Vector4Set(shader.reflectcolor4f, 1, 1, 1, 1);
1305 shader.r_water_wateralpha = 1;
1307 strlcpy(shader.name, com_token, sizeof(shader.name));
1308 if (!COM_ParseToken_QuakeC(&text, false) || strcasecmp(com_token, "{"))
1310 Con_Printf("%s parsing error - expected \"{\", found \"%s\"\n", search->filenames[fileindex], com_token);
1313 while (COM_ParseToken_QuakeC(&text, false))
1315 if (!strcasecmp(com_token, "}"))
1317 if (!strcasecmp(com_token, "{"))
1319 static q3shaderinfo_layer_t dummy;
1320 if (shader.numlayers < Q3SHADER_MAXLAYERS)
1322 layer = shader.layers + shader.numlayers++;
1326 // parse and process it anyway, just don't store it (so a map $lightmap or such stuff still is found)
1327 memset(&dummy, 0, sizeof(dummy));
1330 layer->rgbgen.rgbgen = Q3RGBGEN_IDENTITY;
1331 layer->alphagen.alphagen = Q3ALPHAGEN_IDENTITY;
1332 layer->tcgen.tcgen = Q3TCGEN_TEXTURE;
1333 layer->blendfunc[0] = GL_ONE;
1334 layer->blendfunc[1] = GL_ZERO;
1335 while (COM_ParseToken_QuakeC(&text, false))
1337 if (!strcasecmp(com_token, "}"))
1339 if (!strcasecmp(com_token, "\n"))
1342 for (j = 0;strcasecmp(com_token, "\n") && strcasecmp(com_token, "}");j++)
1344 if (j < TEXTURE_MAXFRAMES + 4)
1346 strlcpy(parameter[j], com_token, sizeof(parameter[j]));
1347 numparameters = j + 1;
1349 if (!COM_ParseToken_QuakeC(&text, true))
1352 for (j = numparameters;j < TEXTURE_MAXFRAMES + 4;j++)
1353 parameter[j][0] = 0;
1354 if (developer.integer >= 100)
1356 Con_Printf("%s %i: ", shader.name, shader.numlayers - 1);
1357 for (j = 0;j < numparameters;j++)
1358 Con_Printf(" %s", parameter[j]);
1361 if (numparameters >= 2 && !strcasecmp(parameter[0], "blendfunc"))
1363 if (numparameters == 2)
1365 if (!strcasecmp(parameter[1], "add"))
1367 layer->blendfunc[0] = GL_ONE;
1368 layer->blendfunc[1] = GL_ONE;
1370 else if (!strcasecmp(parameter[1], "filter"))
1372 layer->blendfunc[0] = GL_DST_COLOR;
1373 layer->blendfunc[1] = GL_ZERO;
1375 else if (!strcasecmp(parameter[1], "blend"))
1377 layer->blendfunc[0] = GL_SRC_ALPHA;
1378 layer->blendfunc[1] = GL_ONE_MINUS_SRC_ALPHA;
1381 else if (numparameters == 3)
1384 for (k = 0;k < 2;k++)
1386 if (!strcasecmp(parameter[k+1], "GL_ONE"))
1387 layer->blendfunc[k] = GL_ONE;
1388 else if (!strcasecmp(parameter[k+1], "GL_ZERO"))
1389 layer->blendfunc[k] = GL_ZERO;
1390 else if (!strcasecmp(parameter[k+1], "GL_SRC_COLOR"))
1391 layer->blendfunc[k] = GL_SRC_COLOR;
1392 else if (!strcasecmp(parameter[k+1], "GL_SRC_ALPHA"))
1393 layer->blendfunc[k] = GL_SRC_ALPHA;
1394 else if (!strcasecmp(parameter[k+1], "GL_DST_COLOR"))
1395 layer->blendfunc[k] = GL_DST_COLOR;
1396 else if (!strcasecmp(parameter[k+1], "GL_DST_ALPHA"))
1397 layer->blendfunc[k] = GL_ONE_MINUS_DST_ALPHA;
1398 else if (!strcasecmp(parameter[k+1], "GL_ONE_MINUS_SRC_COLOR"))
1399 layer->blendfunc[k] = GL_ONE_MINUS_SRC_COLOR;
1400 else if (!strcasecmp(parameter[k+1], "GL_ONE_MINUS_SRC_ALPHA"))
1401 layer->blendfunc[k] = GL_ONE_MINUS_SRC_ALPHA;
1402 else if (!strcasecmp(parameter[k+1], "GL_ONE_MINUS_DST_COLOR"))
1403 layer->blendfunc[k] = GL_ONE_MINUS_DST_COLOR;
1404 else if (!strcasecmp(parameter[k+1], "GL_ONE_MINUS_DST_ALPHA"))
1405 layer->blendfunc[k] = GL_ONE_MINUS_DST_ALPHA;
1407 layer->blendfunc[k] = GL_ONE; // default in case of parsing error
1411 if (numparameters >= 2 && !strcasecmp(parameter[0], "alphafunc"))
1412 layer->alphatest = true;
1413 if (numparameters >= 2 && (!strcasecmp(parameter[0], "map") || !strcasecmp(parameter[0], "clampmap")))
1415 if (!strcasecmp(parameter[0], "clampmap"))
1416 layer->clampmap = true;
1417 layer->numframes = 1;
1418 layer->framerate = 1;
1419 layer->texturename = (char**)Mem_ExpandableArray_AllocRecord (
1420 &q3shader_data->char_ptrs);
1421 layer->texturename[0] = Mem_strdup (q3shaders_mem, parameter[1]);
1422 if (!strcasecmp(parameter[1], "$lightmap"))
1423 shader.lighting = true;
1425 else if (numparameters >= 3 && (!strcasecmp(parameter[0], "animmap") || !strcasecmp(parameter[0], "animclampmap")))
1428 layer->numframes = min(numparameters - 2, TEXTURE_MAXFRAMES);
1429 layer->framerate = atof(parameter[1]);
1430 layer->texturename = (char **) Mem_Alloc (q3shaders_mem, sizeof (char*) * layer->numframes);
1431 for (i = 0;i < layer->numframes;i++)
1432 layer->texturename[i] = Mem_strdup (q3shaders_mem, parameter[i + 2]);
1434 else if (numparameters >= 2 && !strcasecmp(parameter[0], "rgbgen"))
1437 for (i = 0;i < numparameters - 2 && i < Q3RGBGEN_MAXPARMS;i++)
1438 layer->rgbgen.parms[i] = atof(parameter[i+2]);
1439 if (!strcasecmp(parameter[1], "identity")) layer->rgbgen.rgbgen = Q3RGBGEN_IDENTITY;
1440 else if (!strcasecmp(parameter[1], "const")) layer->rgbgen.rgbgen = Q3RGBGEN_CONST;
1441 else if (!strcasecmp(parameter[1], "entity")) layer->rgbgen.rgbgen = Q3RGBGEN_ENTITY;
1442 else if (!strcasecmp(parameter[1], "exactvertex")) layer->rgbgen.rgbgen = Q3RGBGEN_EXACTVERTEX;
1443 else if (!strcasecmp(parameter[1], "identitylighting")) layer->rgbgen.rgbgen = Q3RGBGEN_IDENTITYLIGHTING;
1444 else if (!strcasecmp(parameter[1], "lightingdiffuse")) layer->rgbgen.rgbgen = Q3RGBGEN_LIGHTINGDIFFUSE;
1445 else if (!strcasecmp(parameter[1], "oneminusentity")) layer->rgbgen.rgbgen = Q3RGBGEN_ONEMINUSENTITY;
1446 else if (!strcasecmp(parameter[1], "oneminusvertex")) layer->rgbgen.rgbgen = Q3RGBGEN_ONEMINUSVERTEX;
1447 else if (!strcasecmp(parameter[1], "vertex")) layer->rgbgen.rgbgen = Q3RGBGEN_VERTEX;
1448 else if (!strcasecmp(parameter[1], "wave"))
1450 layer->rgbgen.rgbgen = Q3RGBGEN_WAVE;
1451 layer->rgbgen.wavefunc = Mod_LoadQ3Shaders_EnumerateWaveFunc(parameter[2]);
1452 for (i = 0;i < numparameters - 3 && i < Q3WAVEPARMS;i++)
1453 layer->rgbgen.waveparms[i] = atof(parameter[i+3]);
1455 else Con_DPrintf("%s parsing warning: unknown rgbgen %s\n", search->filenames[fileindex], parameter[1]);
1457 else if (numparameters >= 2 && !strcasecmp(parameter[0], "alphagen"))
1460 for (i = 0;i < numparameters - 2 && i < Q3ALPHAGEN_MAXPARMS;i++)
1461 layer->alphagen.parms[i] = atof(parameter[i+2]);
1462 if (!strcasecmp(parameter[1], "identity")) layer->alphagen.alphagen = Q3ALPHAGEN_IDENTITY;
1463 else if (!strcasecmp(parameter[1], "const")) layer->alphagen.alphagen = Q3ALPHAGEN_CONST;
1464 else if (!strcasecmp(parameter[1], "entity")) layer->alphagen.alphagen = Q3ALPHAGEN_ENTITY;
1465 else if (!strcasecmp(parameter[1], "lightingspecular")) layer->alphagen.alphagen = Q3ALPHAGEN_LIGHTINGSPECULAR;
1466 else if (!strcasecmp(parameter[1], "oneminusentity")) layer->alphagen.alphagen = Q3ALPHAGEN_ONEMINUSENTITY;
1467 else if (!strcasecmp(parameter[1], "oneminusvertex")) layer->alphagen.alphagen = Q3ALPHAGEN_ONEMINUSVERTEX;
1468 else if (!strcasecmp(parameter[1], "portal")) layer->alphagen.alphagen = Q3ALPHAGEN_PORTAL;
1469 else if (!strcasecmp(parameter[1], "vertex")) layer->alphagen.alphagen = Q3ALPHAGEN_VERTEX;
1470 else if (!strcasecmp(parameter[1], "wave"))
1472 layer->alphagen.alphagen = Q3ALPHAGEN_WAVE;
1473 layer->alphagen.wavefunc = Mod_LoadQ3Shaders_EnumerateWaveFunc(parameter[2]);
1474 for (i = 0;i < numparameters - 3 && i < Q3WAVEPARMS;i++)
1475 layer->alphagen.waveparms[i] = atof(parameter[i+3]);
1477 else Con_DPrintf("%s parsing warning: unknown alphagen %s\n", search->filenames[fileindex], parameter[1]);
1479 else if (numparameters >= 2 && (!strcasecmp(parameter[0], "texgen") || !strcasecmp(parameter[0], "tcgen")))
1482 // observed values: tcgen environment
1483 // no other values have been observed in real shaders
1484 for (i = 0;i < numparameters - 2 && i < Q3TCGEN_MAXPARMS;i++)
1485 layer->tcgen.parms[i] = atof(parameter[i+2]);
1486 if (!strcasecmp(parameter[1], "base")) layer->tcgen.tcgen = Q3TCGEN_TEXTURE;
1487 else if (!strcasecmp(parameter[1], "texture")) layer->tcgen.tcgen = Q3TCGEN_TEXTURE;
1488 else if (!strcasecmp(parameter[1], "environment")) layer->tcgen.tcgen = Q3TCGEN_ENVIRONMENT;
1489 else if (!strcasecmp(parameter[1], "lightmap")) layer->tcgen.tcgen = Q3TCGEN_LIGHTMAP;
1490 else if (!strcasecmp(parameter[1], "vector")) layer->tcgen.tcgen = Q3TCGEN_VECTOR;
1491 else Con_DPrintf("%s parsing warning: unknown tcgen mode %s\n", search->filenames[fileindex], parameter[1]);
1493 else if (numparameters >= 2 && !strcasecmp(parameter[0], "tcmod"))
1500 // tcmod stretch sin # # # #
1501 // tcmod stretch triangle # # # #
1502 // tcmod transform # # # # # #
1503 // tcmod turb # # # #
1504 // tcmod turb sin # # # # (this is bogus)
1505 // no other values have been observed in real shaders
1506 for (tcmodindex = 0;tcmodindex < Q3MAXTCMODS;tcmodindex++)
1507 if (!layer->tcmods[tcmodindex].tcmod)
1509 if (tcmodindex < Q3MAXTCMODS)
1511 for (i = 0;i < numparameters - 2 && i < Q3TCMOD_MAXPARMS;i++)
1512 layer->tcmods[tcmodindex].parms[i] = atof(parameter[i+2]);
1513 if (!strcasecmp(parameter[1], "entitytranslate")) layer->tcmods[tcmodindex].tcmod = Q3TCMOD_ENTITYTRANSLATE;
1514 else if (!strcasecmp(parameter[1], "rotate")) layer->tcmods[tcmodindex].tcmod = Q3TCMOD_ROTATE;
1515 else if (!strcasecmp(parameter[1], "scale")) layer->tcmods[tcmodindex].tcmod = Q3TCMOD_SCALE;
1516 else if (!strcasecmp(parameter[1], "scroll")) layer->tcmods[tcmodindex].tcmod = Q3TCMOD_SCROLL;
1517 else if (!strcasecmp(parameter[1], "page")) layer->tcmods[tcmodindex].tcmod = Q3TCMOD_PAGE;
1518 else if (!strcasecmp(parameter[1], "stretch"))
1520 layer->tcmods[tcmodindex].tcmod = Q3TCMOD_STRETCH;
1521 layer->tcmods[tcmodindex].wavefunc = Mod_LoadQ3Shaders_EnumerateWaveFunc(parameter[2]);
1522 for (i = 0;i < numparameters - 3 && i < Q3WAVEPARMS;i++)
1523 layer->tcmods[tcmodindex].waveparms[i] = atof(parameter[i+3]);
1525 else if (!strcasecmp(parameter[1], "transform")) layer->tcmods[tcmodindex].tcmod = Q3TCMOD_TRANSFORM;
1526 else if (!strcasecmp(parameter[1], "turb")) layer->tcmods[tcmodindex].tcmod = Q3TCMOD_TURBULENT;
1527 else Con_DPrintf("%s parsing warning: unknown tcmod mode %s\n", search->filenames[fileindex], parameter[1]);
1530 Con_DPrintf("%s parsing warning: too many tcmods on one layer\n", search->filenames[fileindex]);
1532 // break out a level if it was a closing brace (not using the character here to not confuse vim)
1533 if (!strcasecmp(com_token, "}"))
1536 if (layer->rgbgen.rgbgen == Q3RGBGEN_LIGHTINGDIFFUSE || layer->rgbgen.rgbgen == Q3RGBGEN_VERTEX)
1537 shader.lighting = true;
1538 if (layer->alphagen.alphagen == Q3ALPHAGEN_VERTEX)
1540 if (layer == shader.layers + 0)
1542 // vertex controlled transparency
1543 shader.vertexalpha = true;
1547 // multilayer terrain shader or similar
1548 shader.textureblendalpha = true;
1551 layer->texflags = TEXF_ALPHA | TEXF_PRECACHE;
1552 if (!(shader.surfaceparms & Q3SURFACEPARM_NOMIPMAPS))
1553 layer->texflags |= TEXF_MIPMAP;
1554 if (!(shader.textureflags & Q3TEXTUREFLAG_NOPICMIP))
1555 layer->texflags |= TEXF_PICMIP | TEXF_COMPRESS;
1556 if (layer->clampmap)
1557 layer->texflags |= TEXF_CLAMP;
1561 for (j = 0;strcasecmp(com_token, "\n") && strcasecmp(com_token, "}");j++)
1563 if (j < TEXTURE_MAXFRAMES + 4)
1565 strlcpy(parameter[j], com_token, sizeof(parameter[j]));
1566 numparameters = j + 1;
1568 if (!COM_ParseToken_QuakeC(&text, true))
1571 for (j = numparameters;j < TEXTURE_MAXFRAMES + 4;j++)
1572 parameter[j][0] = 0;
1573 if (fileindex == 0 && !strcasecmp(com_token, "}"))
1575 if (developer.integer >= 100)
1577 Con_Printf("%s: ", shader.name);
1578 for (j = 0;j < numparameters;j++)
1579 Con_Printf(" %s", parameter[j]);
1582 if (numparameters < 1)
1584 if (!strcasecmp(parameter[0], "surfaceparm") && numparameters >= 2)
1586 if (!strcasecmp(parameter[1], "alphashadow"))
1587 shader.surfaceparms |= Q3SURFACEPARM_ALPHASHADOW;
1588 else if (!strcasecmp(parameter[1], "areaportal"))
1589 shader.surfaceparms |= Q3SURFACEPARM_AREAPORTAL;
1590 else if (!strcasecmp(parameter[1], "botclip"))
1591 shader.surfaceparms |= Q3SURFACEPARM_BOTCLIP;
1592 else if (!strcasecmp(parameter[1], "clusterportal"))
1593 shader.surfaceparms |= Q3SURFACEPARM_CLUSTERPORTAL;
1594 else if (!strcasecmp(parameter[1], "detail"))
1595 shader.surfaceparms |= Q3SURFACEPARM_DETAIL;
1596 else if (!strcasecmp(parameter[1], "donotenter"))
1597 shader.surfaceparms |= Q3SURFACEPARM_DONOTENTER;
1598 else if (!strcasecmp(parameter[1], "dust"))
1599 shader.surfaceparms |= Q3SURFACEPARM_DUST;
1600 else if (!strcasecmp(parameter[1], "hint"))
1601 shader.surfaceparms |= Q3SURFACEPARM_HINT;
1602 else if (!strcasecmp(parameter[1], "fog"))
1603 shader.surfaceparms |= Q3SURFACEPARM_FOG;
1604 else if (!strcasecmp(parameter[1], "lava"))
1605 shader.surfaceparms |= Q3SURFACEPARM_LAVA;
1606 else if (!strcasecmp(parameter[1], "lightfilter"))
1607 shader.surfaceparms |= Q3SURFACEPARM_LIGHTFILTER;
1608 else if (!strcasecmp(parameter[1], "lightgrid"))
1609 shader.surfaceparms |= Q3SURFACEPARM_LIGHTGRID;
1610 else if (!strcasecmp(parameter[1], "metalsteps"))
1611 shader.surfaceparms |= Q3SURFACEPARM_METALSTEPS;
1612 else if (!strcasecmp(parameter[1], "nodamage"))
1613 shader.surfaceparms |= Q3SURFACEPARM_NODAMAGE;
1614 else if (!strcasecmp(parameter[1], "nodlight"))
1615 shader.surfaceparms |= Q3SURFACEPARM_NODLIGHT;
1616 else if (!strcasecmp(parameter[1], "nodraw"))
1617 shader.surfaceparms |= Q3SURFACEPARM_NODRAW;
1618 else if (!strcasecmp(parameter[1], "nodrop"))
1619 shader.surfaceparms |= Q3SURFACEPARM_NODROP;
1620 else if (!strcasecmp(parameter[1], "noimpact"))
1621 shader.surfaceparms |= Q3SURFACEPARM_NOIMPACT;
1622 else if (!strcasecmp(parameter[1], "nolightmap"))
1623 shader.surfaceparms |= Q3SURFACEPARM_NOLIGHTMAP;
1624 else if (!strcasecmp(parameter[1], "nomarks"))
1625 shader.surfaceparms |= Q3SURFACEPARM_NOMARKS;
1626 else if (!strcasecmp(parameter[1], "nomipmaps"))
1627 shader.surfaceparms |= Q3SURFACEPARM_NOMIPMAPS;
1628 else if (!strcasecmp(parameter[1], "nonsolid"))
1629 shader.surfaceparms |= Q3SURFACEPARM_NONSOLID;
1630 else if (!strcasecmp(parameter[1], "origin"))
1631 shader.surfaceparms |= Q3SURFACEPARM_ORIGIN;
1632 else if (!strcasecmp(parameter[1], "playerclip"))
1633 shader.surfaceparms |= Q3SURFACEPARM_PLAYERCLIP;
1634 else if (!strcasecmp(parameter[1], "sky"))
1635 shader.surfaceparms |= Q3SURFACEPARM_SKY;
1636 else if (!strcasecmp(parameter[1], "slick"))
1637 shader.surfaceparms |= Q3SURFACEPARM_SLICK;
1638 else if (!strcasecmp(parameter[1], "slime"))
1639 shader.surfaceparms |= Q3SURFACEPARM_SLIME;
1640 else if (!strcasecmp(parameter[1], "structural"))
1641 shader.surfaceparms |= Q3SURFACEPARM_STRUCTURAL;
1642 else if (!strcasecmp(parameter[1], "trans"))
1643 shader.surfaceparms |= Q3SURFACEPARM_TRANS;
1644 else if (!strcasecmp(parameter[1], "water"))
1645 shader.surfaceparms |= Q3SURFACEPARM_WATER;
1646 else if (!strcasecmp(parameter[1], "pointlight"))
1647 shader.surfaceparms |= Q3SURFACEPARM_POINTLIGHT;
1648 else if (!strcasecmp(parameter[1], "antiportal"))
1649 shader.surfaceparms |= Q3SURFACEPARM_ANTIPORTAL;
1651 Con_DPrintf("%s parsing warning: unknown surfaceparm \"%s\"\n", search->filenames[fileindex], parameter[1]);
1653 else if (!strcasecmp(parameter[0], "dpshadow"))
1654 shader.dpshadow = true;
1655 else if (!strcasecmp(parameter[0], "dpnoshadow"))
1656 shader.dpnoshadow = true;
1657 else if (!strcasecmp(parameter[0], "sky") && numparameters >= 2)
1659 // some q3 skies don't have the sky parm set
1660 shader.surfaceparms |= Q3SURFACEPARM_SKY;
1661 strlcpy(shader.skyboxname, parameter[1], sizeof(shader.skyboxname));
1663 else if (!strcasecmp(parameter[0], "skyparms") && numparameters >= 2)
1665 // some q3 skies don't have the sky parm set
1666 shader.surfaceparms |= Q3SURFACEPARM_SKY;
1667 if (!atoi(parameter[1]) && strcasecmp(parameter[1], "-"))
1668 strlcpy(shader.skyboxname, parameter[1], sizeof(shader.skyboxname));
1670 else if (!strcasecmp(parameter[0], "cull") && numparameters >= 2)
1672 if (!strcasecmp(parameter[1], "disable") || !strcasecmp(parameter[1], "none") || !strcasecmp(parameter[1], "twosided"))
1673 shader.textureflags |= Q3TEXTUREFLAG_TWOSIDED;
1675 else if (!strcasecmp(parameter[0], "nomipmaps"))
1676 shader.surfaceparms |= Q3SURFACEPARM_NOMIPMAPS;
1677 else if (!strcasecmp(parameter[0], "nopicmip"))
1678 shader.textureflags |= Q3TEXTUREFLAG_NOPICMIP;
1679 else if (!strcasecmp(parameter[0], "polygonoffset"))
1680 shader.textureflags |= Q3TEXTUREFLAG_POLYGONOFFSET;
1681 else if (!strcasecmp(parameter[0], "dp_refract") && numparameters >= 5)
1683 shader.textureflags |= Q3TEXTUREFLAG_REFRACTION;
1684 shader.refractfactor = atof(parameter[1]);
1685 Vector4Set(shader.refractcolor4f, atof(parameter[2]), atof(parameter[3]), atof(parameter[4]), 1);
1687 else if (!strcasecmp(parameter[0], "dp_reflect") && numparameters >= 6)
1689 shader.textureflags |= Q3TEXTUREFLAG_REFLECTION;
1690 shader.reflectfactor = atof(parameter[1]);
1691 Vector4Set(shader.reflectcolor4f, atof(parameter[2]), atof(parameter[3]), atof(parameter[4]), atof(parameter[5]));
1693 else if (!strcasecmp(parameter[0], "dp_water") && numparameters >= 12)
1695 shader.textureflags |= Q3TEXTUREFLAG_WATERSHADER;
1696 shader.reflectmin = atof(parameter[1]);
1697 shader.reflectmax = atof(parameter[2]);
1698 shader.refractfactor = atof(parameter[3]);
1699 shader.reflectfactor = atof(parameter[4]);
1700 Vector4Set(shader.refractcolor4f, atof(parameter[5]), atof(parameter[6]), atof(parameter[7]), 1);
1701 Vector4Set(shader.reflectcolor4f, atof(parameter[8]), atof(parameter[9]), atof(parameter[10]), 1);
1702 shader.r_water_wateralpha = atof(parameter[11]);
1704 else if (!strcasecmp(parameter[0], "deformvertexes") && numparameters >= 2)
1707 for (deformindex = 0;deformindex < Q3MAXDEFORMS;deformindex++)
1708 if (!shader.deforms[deformindex].deform)
1710 if (deformindex < Q3MAXDEFORMS)
1712 for (i = 0;i < numparameters - 2 && i < Q3DEFORM_MAXPARMS;i++)
1713 shader.deforms[deformindex].parms[i] = atof(parameter[i+2]);
1714 if (!strcasecmp(parameter[1], "projectionshadow")) shader.deforms[deformindex].deform = Q3DEFORM_PROJECTIONSHADOW;
1715 else if (!strcasecmp(parameter[1], "autosprite" )) shader.deforms[deformindex].deform = Q3DEFORM_AUTOSPRITE;
1716 else if (!strcasecmp(parameter[1], "autosprite2" )) shader.deforms[deformindex].deform = Q3DEFORM_AUTOSPRITE2;
1717 else if (!strcasecmp(parameter[1], "text0" )) shader.deforms[deformindex].deform = Q3DEFORM_TEXT0;
1718 else if (!strcasecmp(parameter[1], "text1" )) shader.deforms[deformindex].deform = Q3DEFORM_TEXT1;
1719 else if (!strcasecmp(parameter[1], "text2" )) shader.deforms[deformindex].deform = Q3DEFORM_TEXT2;
1720 else if (!strcasecmp(parameter[1], "text3" )) shader.deforms[deformindex].deform = Q3DEFORM_TEXT3;
1721 else if (!strcasecmp(parameter[1], "text4" )) shader.deforms[deformindex].deform = Q3DEFORM_TEXT4;
1722 else if (!strcasecmp(parameter[1], "text5" )) shader.deforms[deformindex].deform = Q3DEFORM_TEXT5;
1723 else if (!strcasecmp(parameter[1], "text6" )) shader.deforms[deformindex].deform = Q3DEFORM_TEXT6;
1724 else if (!strcasecmp(parameter[1], "text7" )) shader.deforms[deformindex].deform = Q3DEFORM_TEXT7;
1725 else if (!strcasecmp(parameter[1], "bulge" )) shader.deforms[deformindex].deform = Q3DEFORM_BULGE;
1726 else if (!strcasecmp(parameter[1], "normal" )) shader.deforms[deformindex].deform = Q3DEFORM_NORMAL;
1727 else if (!strcasecmp(parameter[1], "wave" ))
1729 shader.deforms[deformindex].deform = Q3DEFORM_WAVE;
1730 shader.deforms[deformindex].wavefunc = Mod_LoadQ3Shaders_EnumerateWaveFunc(parameter[3]);
1731 for (i = 0;i < numparameters - 4 && i < Q3WAVEPARMS;i++)
1732 shader.deforms[deformindex].waveparms[i] = atof(parameter[i+4]);
1734 else if (!strcasecmp(parameter[1], "move" ))
1736 shader.deforms[deformindex].deform = Q3DEFORM_MOVE;
1737 shader.deforms[deformindex].wavefunc = Mod_LoadQ3Shaders_EnumerateWaveFunc(parameter[5]);
1738 for (i = 0;i < numparameters - 6 && i < Q3WAVEPARMS;i++)
1739 shader.deforms[deformindex].waveparms[i] = atof(parameter[i+6]);
1744 // pick the primary layer to render with
1745 if (shader.numlayers)
1747 shader.backgroundlayer = -1;
1748 shader.primarylayer = 0;
1749 // if lightmap comes first this is definitely an ordinary texture
1750 // if the first two layers have the correct blendfuncs and use vertex alpha, it is a blended terrain shader
1751 if ((shader.layers[shader.primarylayer].texturename != NULL)
1752 && !strcasecmp(shader.layers[shader.primarylayer].texturename[0], "$lightmap"))
1754 shader.backgroundlayer = -1;
1755 shader.primarylayer = 1;
1757 else if (shader.numlayers >= 2
1758 && shader.layers[1].alphagen.alphagen == Q3ALPHAGEN_VERTEX
1759 && (shader.layers[0].blendfunc[0] == GL_ONE && shader.layers[0].blendfunc[1] == GL_ZERO && !shader.layers[0].alphatest)
1760 && ((shader.layers[1].blendfunc[0] == GL_SRC_ALPHA && shader.layers[1].blendfunc[1] == GL_ONE_MINUS_SRC_ALPHA)
1761 || (shader.layers[1].blendfunc[0] == GL_ONE && shader.layers[1].blendfunc[1] == GL_ZERO && shader.layers[1].alphatest)))
1763 // terrain blending or other effects
1764 shader.backgroundlayer = 0;
1765 shader.primarylayer = 1;
1768 // fix up multiple reflection types
1769 if(shader.textureflags & Q3TEXTUREFLAG_WATERSHADER)
1770 shader.textureflags &= ~(Q3TEXTUREFLAG_REFRACTION | Q3TEXTUREFLAG_REFLECTION);
1772 Q3Shader_AddToHash (&shader);
1778 q3shaderinfo_t *Mod_LookupQ3Shader(const char *name)
1780 unsigned short hash;
1781 q3shader_hash_entry_t* entry;
1783 Mod_LoadQ3Shaders();
1784 hash = CRC_Block_CaseInsensitive ((const unsigned char *)name, strlen (name));
1785 entry = q3shader_data->hash + (hash % Q3SHADER_HASH_SIZE);
1786 while (entry != NULL)
1788 if (strcasecmp (entry->shader.name, name) == 0)
1789 return &entry->shader;
1790 entry = entry->chain;
1795 qboolean Mod_LoadTextureFromQ3Shader(texture_t *texture, const char *name, qboolean warnmissing, qboolean fallback, int defaulttexflags)
1799 qboolean success = true;
1800 q3shaderinfo_t *shader;
1803 strlcpy(texture->name, name, sizeof(texture->name));
1804 shader = name[0] ? Mod_LookupQ3Shader(name) : NULL;
1807 if(!(defaulttexflags & TEXF_PICMIP))
1808 texflagsmask &= ~TEXF_PICMIP;
1809 if(!(defaulttexflags & TEXF_COMPRESS))
1810 texflagsmask &= ~TEXF_COMPRESS;
1814 if (developer_loading.integer)
1815 Con_Printf("%s: loaded shader for %s\n", loadmodel->name, name);
1816 texture->surfaceparms = shader->surfaceparms;
1818 // allow disabling of picmip or compression by defaulttexflags
1819 texture->textureflags = shader->textureflags & texflagsmask;
1821 if (shader->surfaceparms & Q3SURFACEPARM_SKY)
1823 texture->basematerialflags = MATERIALFLAG_SKY | MATERIALFLAG_NOSHADOW;
1824 if (shader->skyboxname[0])
1826 // quake3 seems to append a _ to the skybox name, so this must do so as well
1827 dpsnprintf(loadmodel->brush.skybox, sizeof(loadmodel->brush.skybox), "%s_", shader->skyboxname);
1830 else if ((texture->surfaceflags & Q3SURFACEFLAG_NODRAW) || shader->numlayers == 0)
1831 texture->basematerialflags = MATERIALFLAG_NODRAW | MATERIALFLAG_NOSHADOW;
1833 texture->basematerialflags = MATERIALFLAG_WALL;
1835 if (shader->layers[0].alphatest)
1836 texture->basematerialflags |= MATERIALFLAG_ALPHATEST | MATERIALFLAG_NOSHADOW;
1837 if (shader->textureflags & Q3TEXTUREFLAG_TWOSIDED)
1838 texture->basematerialflags |= MATERIALFLAG_NOSHADOW | MATERIALFLAG_NOCULLFACE;
1839 if (shader->textureflags & Q3TEXTUREFLAG_POLYGONOFFSET)
1840 texture->biaspolygonoffset -= 2;
1841 if (shader->textureflags & Q3TEXTUREFLAG_REFRACTION)
1842 texture->basematerialflags |= MATERIALFLAG_REFRACTION;
1843 if (shader->textureflags & Q3TEXTUREFLAG_REFLECTION)
1844 texture->basematerialflags |= MATERIALFLAG_REFLECTION;
1845 if (shader->textureflags & Q3TEXTUREFLAG_WATERSHADER)
1846 texture->basematerialflags |= MATERIALFLAG_WATERSHADER;
1847 texture->customblendfunc[0] = GL_ONE;
1848 texture->customblendfunc[1] = GL_ZERO;
1849 if (shader->numlayers > 0)
1851 texture->customblendfunc[0] = shader->layers[0].blendfunc[0];
1852 texture->customblendfunc[1] = shader->layers[0].blendfunc[1];
1854 Q3 shader blendfuncs actually used in the game (* = supported by DP)
1855 * additive GL_ONE GL_ONE
1856 additive weird GL_ONE GL_SRC_ALPHA
1857 additive weird 2 GL_ONE GL_ONE_MINUS_SRC_ALPHA
1858 * alpha GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA
1859 alpha inverse GL_ONE_MINUS_SRC_ALPHA GL_SRC_ALPHA
1860 brighten GL_DST_COLOR GL_ONE
1861 brighten GL_ONE GL_SRC_COLOR
1862 brighten weird GL_DST_COLOR GL_ONE_MINUS_DST_ALPHA
1863 brighten weird 2 GL_DST_COLOR GL_SRC_ALPHA
1864 * modulate GL_DST_COLOR GL_ZERO
1865 * modulate GL_ZERO GL_SRC_COLOR
1866 modulate inverse GL_ZERO GL_ONE_MINUS_SRC_COLOR
1867 modulate inverse alpha GL_ZERO GL_SRC_ALPHA
1868 modulate weird inverse GL_ONE_MINUS_DST_COLOR GL_ZERO
1869 * modulate x2 GL_DST_COLOR GL_SRC_COLOR
1870 * no blend GL_ONE GL_ZERO
1871 nothing GL_ZERO GL_ONE
1873 // if not opaque, figure out what blendfunc to use
1874 if (shader->layers[0].blendfunc[0] != GL_ONE || shader->layers[0].blendfunc[1] != GL_ZERO)
1876 if (shader->layers[0].blendfunc[0] == GL_ONE && shader->layers[0].blendfunc[1] == GL_ONE)
1877 texture->basematerialflags |= MATERIALFLAG_ADD | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
1878 else if (shader->layers[0].blendfunc[0] == GL_SRC_ALPHA && shader->layers[0].blendfunc[1] == GL_ONE)
1879 texture->basematerialflags |= MATERIALFLAG_ADD | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
1880 else if (shader->layers[0].blendfunc[0] == GL_SRC_ALPHA && shader->layers[0].blendfunc[1] == GL_ONE_MINUS_SRC_ALPHA)
1881 texture->basematerialflags |= MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
1883 texture->basematerialflags |= MATERIALFLAG_CUSTOMBLEND | MATERIALFLAG_FULLBRIGHT | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
1886 if (!shader->lighting)
1887 texture->basematerialflags |= MATERIALFLAG_FULLBRIGHT;
1888 if (shader->primarylayer >= 0)
1890 q3shaderinfo_layer_t* primarylayer = shader->layers + shader->primarylayer;
1891 // copy over many primarylayer parameters
1892 texture->rgbgen = primarylayer->rgbgen;
1893 texture->alphagen = primarylayer->alphagen;
1894 texture->tcgen = primarylayer->tcgen;
1895 memcpy(texture->tcmods, primarylayer->tcmods, sizeof(texture->tcmods));
1896 // load the textures
1897 texture->numskinframes = primarylayer->numframes;
1898 texture->skinframerate = primarylayer->framerate;
1899 for (j = 0;j < primarylayer->numframes;j++)
1901 if(cls.state == ca_dedicated)
1903 texture->skinframes[j] = NULL;
1905 else if (!(texture->skinframes[j] = R_SkinFrame_LoadExternal(primarylayer->texturename[j], primarylayer->texflags & texflagsmask, false)))
1907 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);
1908 texture->skinframes[j] = R_SkinFrame_LoadMissing();
1912 if (shader->backgroundlayer >= 0)
1914 q3shaderinfo_layer_t* backgroundlayer = shader->layers + shader->backgroundlayer;
1915 texture->backgroundnumskinframes = backgroundlayer->numframes;
1916 texture->backgroundskinframerate = backgroundlayer->framerate;
1917 for (j = 0;j < backgroundlayer->numframes;j++)
1919 if(cls.state == ca_dedicated)
1921 texture->skinframes[j] = NULL;
1923 else if (!(texture->backgroundskinframes[j] = R_SkinFrame_LoadExternal(backgroundlayer->texturename[j], backgroundlayer->texflags & texflagsmask, false)))
1925 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);
1926 texture->backgroundskinframes[j] = R_SkinFrame_LoadMissing();
1930 if (shader->dpshadow)
1931 texture->basematerialflags &= ~MATERIALFLAG_NOSHADOW;
1932 if (shader->dpnoshadow)
1933 texture->basematerialflags |= MATERIALFLAG_NOSHADOW;
1934 memcpy(texture->deforms, shader->deforms, sizeof(texture->deforms));
1935 texture->reflectmin = shader->reflectmin;
1936 texture->reflectmax = shader->reflectmax;
1937 texture->refractfactor = shader->refractfactor;
1938 Vector4Copy(shader->refractcolor4f, texture->refractcolor4f);
1939 texture->reflectfactor = shader->reflectfactor;
1940 Vector4Copy(shader->reflectcolor4f, texture->reflectcolor4f);
1941 texture->r_water_wateralpha = shader->r_water_wateralpha;
1943 else if (!strcmp(texture->name, "noshader") || !texture->name[0])
1945 if (developer.integer >= 100)
1946 Con_Printf("^1%s:^7 using fallback noshader material for ^3\"%s\"\n", loadmodel->name, name);
1947 texture->surfaceparms = 0;
1949 else if (!strcmp(texture->name, "common/nodraw") || !strcmp(texture->name, "textures/common/nodraw"))
1951 if (developer.integer >= 100)
1952 Con_Printf("^1%s:^7 using fallback nodraw material for ^3\"%s\"\n", loadmodel->name, name);
1953 texture->surfaceparms = 0;
1954 texture->basematerialflags = MATERIALFLAG_NODRAW | MATERIALFLAG_NOSHADOW;
1958 if (developer.integer >= 100)
1959 Con_Printf("^1%s:^7 No shader found for texture ^3\"%s\"\n", loadmodel->name, texture->name);
1960 texture->surfaceparms = 0;
1961 if (texture->surfaceflags & Q3SURFACEFLAG_NODRAW)
1962 texture->basematerialflags |= MATERIALFLAG_NODRAW | MATERIALFLAG_NOSHADOW;
1963 else if (texture->surfaceflags & Q3SURFACEFLAG_SKY)
1964 texture->basematerialflags |= MATERIALFLAG_SKY | MATERIALFLAG_NOSHADOW;
1966 texture->basematerialflags |= MATERIALFLAG_WALL;
1967 texture->numskinframes = 1;
1968 if(cls.state == ca_dedicated)
1970 texture->skinframes[0] = NULL;
1977 if ((texture->skinframes[0] = R_SkinFrame_LoadExternal_CheckAlpha(texture->name, defaulttexflags, false, &has_alpha)))
1979 if(has_alpha && (defaulttexflags & TEXF_ALPHA))
1980 texture->basematerialflags |= MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
1987 if (!success && warnmissing)
1988 Con_Printf("^1%s:^7 could not load texture ^3\"%s\"\n", loadmodel->name, texture->name);
1991 // init the animation variables
1992 texture->currentframe = texture;
1993 if (texture->numskinframes < 1)
1994 texture->numskinframes = 1;
1995 if (!texture->skinframes[0])
1996 texture->skinframes[0] = R_SkinFrame_LoadMissing();
1997 texture->currentskinframe = texture->skinframes[0];
1998 texture->backgroundcurrentskinframe = texture->backgroundskinframes[0];
2002 skinfile_t *Mod_LoadSkinFiles(void)
2004 int i, words, line, wordsoverflow;
2007 skinfile_t *skinfile = NULL, *first = NULL;
2008 skinfileitem_t *skinfileitem;
2009 char word[10][MAX_QPATH];
2013 U_bodyBox,models/players/Legoman/BikerA2.tga
2014 U_RArm,models/players/Legoman/BikerA1.tga
2015 U_LArm,models/players/Legoman/BikerA1.tga
2016 U_armor,common/nodraw
2017 U_sword,common/nodraw
2018 U_shield,common/nodraw
2019 U_homb,common/nodraw
2020 U_backpack,common/nodraw
2021 U_colcha,common/nodraw
2026 memset(word, 0, sizeof(word));
2027 for (i = 0;i < MAX_SKINS && (data = text = (char *)FS_LoadFile(va("%s_%i.skin", loadmodel->name, i), tempmempool, true, NULL));i++)
2029 // If it's the first file we parse
2030 if (skinfile == NULL)
2032 skinfile = (skinfile_t *)Mem_Alloc(loadmodel->mempool, sizeof(skinfile_t));
2037 skinfile->next = (skinfile_t *)Mem_Alloc(loadmodel->mempool, sizeof(skinfile_t));
2038 skinfile = skinfile->next;
2040 skinfile->next = NULL;
2042 for(line = 0;;line++)
2045 if (!COM_ParseToken_QuakeC(&data, true))
2047 if (!strcmp(com_token, "\n"))
2050 wordsoverflow = false;
2054 strlcpy(word[words++], com_token, sizeof (word[0]));
2056 wordsoverflow = true;
2058 while (COM_ParseToken_QuakeC(&data, true) && strcmp(com_token, "\n"));
2061 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);
2064 // words is always >= 1
2065 if (!strcmp(word[0], "replace"))
2069 if (developer_loading.integer)
2070 Con_Printf("Mod_LoadSkinFiles: parsed mesh \"%s\" shader replacement \"%s\"\n", word[1], word[2]);
2071 skinfileitem = (skinfileitem_t *)Mem_Alloc(loadmodel->mempool, sizeof(skinfileitem_t));
2072 skinfileitem->next = skinfile->items;
2073 skinfile->items = skinfileitem;
2074 strlcpy (skinfileitem->name, word[1], sizeof (skinfileitem->name));
2075 strlcpy (skinfileitem->replacement, word[2], sizeof (skinfileitem->replacement));
2078 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]);
2080 else if (words >= 2 && !strncmp(word[0], "tag_", 4))
2082 // tag name, like "tag_weapon,"
2083 // not used for anything (not even in Quake3)
2085 else if (words >= 2 && !strcmp(word[1], ","))
2087 // mesh shader name, like "U_RArm,models/players/Legoman/BikerA1.tga"
2088 if (developer_loading.integer)
2089 Con_Printf("Mod_LoadSkinFiles: parsed mesh \"%s\" shader replacement \"%s\"\n", word[0], word[2]);
2090 skinfileitem = (skinfileitem_t *)Mem_Alloc(loadmodel->mempool, sizeof(skinfileitem_t));
2091 skinfileitem->next = skinfile->items;
2092 skinfile->items = skinfileitem;
2093 strlcpy (skinfileitem->name, word[0], sizeof (skinfileitem->name));
2094 strlcpy (skinfileitem->replacement, word[2], sizeof (skinfileitem->replacement));
2097 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);
2102 loadmodel->numskins = i;
2106 void Mod_FreeSkinFiles(skinfile_t *skinfile)
2109 skinfileitem_t *skinfileitem, *nextitem;
2110 for (;skinfile;skinfile = next)
2112 next = skinfile->next;
2113 for (skinfileitem = skinfile->items;skinfileitem;skinfileitem = nextitem)
2115 nextitem = skinfileitem->next;
2116 Mem_Free(skinfileitem);
2122 int Mod_CountSkinFiles(skinfile_t *skinfile)
2125 for (i = 0;skinfile;skinfile = skinfile->next, i++);
2129 void Mod_SnapVertices(int numcomponents, int numvertices, float *vertices, float snap)
2132 double isnap = 1.0 / snap;
2133 for (i = 0;i < numvertices*numcomponents;i++)
2134 vertices[i] = floor(vertices[i]*isnap)*snap;
2137 int Mod_RemoveDegenerateTriangles(int numtriangles, const int *inelement3i, int *outelement3i, const float *vertex3f)
2139 int i, outtriangles;
2140 float edgedir1[3], edgedir2[3], temp[3];
2141 // a degenerate triangle is one with no width (thickness, surface area)
2142 // these are characterized by having all 3 points colinear (along a line)
2143 // or having two points identical
2144 // the simplest check is to calculate the triangle's area
2145 for (i = 0, outtriangles = 0;i < numtriangles;i++, inelement3i += 3)
2147 // calculate first edge
2148 VectorSubtract(vertex3f + inelement3i[1] * 3, vertex3f + inelement3i[0] * 3, edgedir1);
2149 VectorSubtract(vertex3f + inelement3i[2] * 3, vertex3f + inelement3i[0] * 3, edgedir2);
2150 CrossProduct(edgedir1, edgedir2, temp);
2151 if (VectorLength2(temp) < 0.001f)
2152 continue; // degenerate triangle (no area)
2153 // valid triangle (has area)
2154 VectorCopy(inelement3i, outelement3i);
2158 return outtriangles;
2161 void Mod_VertexRangeFromElements(int numelements, const int *elements, int *firstvertexpointer, int *lastvertexpointer)
2164 int firstvertex, lastvertex;
2165 if (numelements > 0 && elements)
2167 firstvertex = lastvertex = elements[0];
2168 for (i = 1;i < numelements;i++)
2171 firstvertex = min(firstvertex, e);
2172 lastvertex = max(lastvertex, e);
2176 firstvertex = lastvertex = 0;
2177 if (firstvertexpointer)
2178 *firstvertexpointer = firstvertex;
2179 if (lastvertexpointer)
2180 *lastvertexpointer = lastvertex;
2183 void Mod_MakeSortedSurfaces(dp_model_t *mod)
2185 // make an optimal set of texture-sorted batches to draw...
2187 int *firstsurfacefortexture;
2188 int *numsurfacesfortexture;
2189 if (!mod->sortedmodelsurfaces)
2190 mod->sortedmodelsurfaces = (int *) Mem_Alloc(loadmodel->mempool, mod->nummodelsurfaces * sizeof(*mod->sortedmodelsurfaces));
2191 firstsurfacefortexture = (int *) Mem_Alloc(tempmempool, mod->num_textures * sizeof(*firstsurfacefortexture));
2192 numsurfacesfortexture = (int *) Mem_Alloc(tempmempool, mod->num_textures * sizeof(*numsurfacesfortexture));
2193 memset(numsurfacesfortexture, 0, mod->num_textures * sizeof(*numsurfacesfortexture));
2194 for (j = 0;j < mod->nummodelsurfaces;j++)
2196 const msurface_t *surface = mod->data_surfaces + j + mod->firstmodelsurface;
2197 int t = (int)(surface->texture - mod->data_textures);
2198 numsurfacesfortexture[t]++;
2201 for (t = 0;t < mod->num_textures;t++)
2203 firstsurfacefortexture[t] = j;
2204 j += numsurfacesfortexture[t];
2206 for (j = 0;j < mod->nummodelsurfaces;j++)
2208 const msurface_t *surface = mod->data_surfaces + j + mod->firstmodelsurface;
2209 int t = (int)(surface->texture - mod->data_textures);
2210 mod->sortedmodelsurfaces[firstsurfacefortexture[t]++] = j + mod->firstmodelsurface;
2212 Mem_Free(firstsurfacefortexture);
2213 Mem_Free(numsurfacesfortexture);
2216 static void Mod_BuildVBOs(void)
2218 if (!gl_support_arb_vertex_buffer_object)
2221 // element buffer is easy because it's just one array
2222 if (loadmodel->surfmesh.num_triangles)
2224 if (loadmodel->surfmesh.data_element3s)
2227 for (i = 0;i < loadmodel->surfmesh.num_triangles*3;i++)
2228 loadmodel->surfmesh.data_element3s[i] = loadmodel->surfmesh.data_element3i[i];
2229 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);
2232 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);
2235 // vertex buffer is several arrays and we put them in the same buffer
2237 // is this wise? the texcoordtexture2f array is used with dynamic
2238 // vertex/svector/tvector/normal when rendering animated models, on the
2239 // other hand animated models don't use a lot of vertices anyway...
2240 if (loadmodel->surfmesh.num_vertices)
2245 loadmodel->surfmesh.vbooffset_vertex3f = size;if (loadmodel->surfmesh.data_vertex3f ) size += loadmodel->surfmesh.num_vertices * sizeof(float[3]);
2246 loadmodel->surfmesh.vbooffset_svector3f = size;if (loadmodel->surfmesh.data_svector3f ) size += loadmodel->surfmesh.num_vertices * sizeof(float[3]);
2247 loadmodel->surfmesh.vbooffset_tvector3f = size;if (loadmodel->surfmesh.data_tvector3f ) size += loadmodel->surfmesh.num_vertices * sizeof(float[3]);
2248 loadmodel->surfmesh.vbooffset_normal3f = size;if (loadmodel->surfmesh.data_normal3f ) size += loadmodel->surfmesh.num_vertices * sizeof(float[3]);
2249 loadmodel->surfmesh.vbooffset_texcoordtexture2f = size;if (loadmodel->surfmesh.data_texcoordtexture2f ) size += loadmodel->surfmesh.num_vertices * sizeof(float[2]);
2250 loadmodel->surfmesh.vbooffset_texcoordlightmap2f = size;if (loadmodel->surfmesh.data_texcoordlightmap2f) size += loadmodel->surfmesh.num_vertices * sizeof(float[2]);
2251 loadmodel->surfmesh.vbooffset_lightmapcolor4f = size;if (loadmodel->surfmesh.data_lightmapcolor4f ) size += loadmodel->surfmesh.num_vertices * sizeof(float[4]);
2252 mem = (unsigned char *)Mem_Alloc(tempmempool, size);
2253 if (loadmodel->surfmesh.data_vertex3f ) memcpy(mem + loadmodel->surfmesh.vbooffset_vertex3f , loadmodel->surfmesh.data_vertex3f , loadmodel->surfmesh.num_vertices * sizeof(float[3]));
2254 if (loadmodel->surfmesh.data_svector3f ) memcpy(mem + loadmodel->surfmesh.vbooffset_svector3f , loadmodel->surfmesh.data_svector3f , loadmodel->surfmesh.num_vertices * sizeof(float[3]));
2255 if (loadmodel->surfmesh.data_tvector3f ) memcpy(mem + loadmodel->surfmesh.vbooffset_tvector3f , loadmodel->surfmesh.data_tvector3f , loadmodel->surfmesh.num_vertices * sizeof(float[3]));
2256 if (loadmodel->surfmesh.data_normal3f ) memcpy(mem + loadmodel->surfmesh.vbooffset_normal3f , loadmodel->surfmesh.data_normal3f , loadmodel->surfmesh.num_vertices * sizeof(float[3]));
2257 if (loadmodel->surfmesh.data_texcoordtexture2f ) memcpy(mem + loadmodel->surfmesh.vbooffset_texcoordtexture2f , loadmodel->surfmesh.data_texcoordtexture2f , loadmodel->surfmesh.num_vertices * sizeof(float[2]));
2258 if (loadmodel->surfmesh.data_texcoordlightmap2f) memcpy(mem + loadmodel->surfmesh.vbooffset_texcoordlightmap2f, loadmodel->surfmesh.data_texcoordlightmap2f, loadmodel->surfmesh.num_vertices * sizeof(float[2]));
2259 if (loadmodel->surfmesh.data_lightmapcolor4f ) memcpy(mem + loadmodel->surfmesh.vbooffset_lightmapcolor4f , loadmodel->surfmesh.data_lightmapcolor4f , loadmodel->surfmesh.num_vertices * sizeof(float[4]));
2260 loadmodel->surfmesh.vbo = R_Mesh_CreateStaticBufferObject(GL_ARRAY_BUFFER_ARB, mem, size, loadmodel->name);
2265 static void Mod_Decompile_OBJ(dp_model_t *model, const char *filename, const char *mtlfilename, const char *originalfilename)
2267 int vertexindex, surfaceindex, triangleindex, textureindex, countvertices = 0, countsurfaces = 0, countfaces = 0, counttextures = 0;
2269 const char *texname;
2271 const float *v, *vn, *vt;
2273 size_t outbufferpos = 0;
2274 size_t outbuffermax = 0x100000;
2275 char *outbuffer = (char *) Z_Malloc(outbuffermax), *oldbuffer;
2276 const msurface_t *surface;
2277 const int maxtextures = 256;
2278 char *texturenames = (char *) Z_Malloc(maxtextures * MAX_QPATH);
2280 // construct the mtllib file
2281 l = dpsnprintf(outbuffer + outbufferpos, outbuffermax - outbufferpos, "# mtllib for %s exported by darkplaces engine\n", originalfilename);
2284 for (surfaceindex = 0, surface = model->data_surfaces;surfaceindex < model->num_surfaces;surfaceindex++, surface++)
2287 countvertices += surface->num_vertices;
2288 countfaces += surface->num_triangles;
2289 texname = (surface->texture && surface->texture->name[0]) ? surface->texture->name : "default";
2290 for (textureindex = 0;textureindex < maxtextures && texturenames[textureindex*MAX_QPATH];textureindex++)
2291 if (!strcmp(texturenames + textureindex * MAX_QPATH, texname))
2293 if (textureindex >= maxtextures)
2294 continue; // just a precaution
2295 if (counttextures < textureindex + 1)
2296 counttextures = textureindex + 1;
2297 strlcpy(texturenames + textureindex * MAX_QPATH, texname, MAX_QPATH);
2298 if (outbufferpos >= outbuffermax >> 1)
2301 oldbuffer = outbuffer;
2302 outbuffer = (char *) Z_Malloc(outbuffermax);
2303 memcpy(outbuffer, oldbuffer, outbufferpos);
2306 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");
2311 // write the mtllib file
2312 FS_WriteFile(mtlfilename, outbuffer, outbufferpos);
2315 // construct the obj file
2316 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);
2319 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)
2321 if (outbufferpos >= outbuffermax >> 1)
2324 oldbuffer = outbuffer;
2325 outbuffer = (char *) Z_Malloc(outbuffermax);
2326 memcpy(outbuffer, oldbuffer, outbufferpos);
2329 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]);
2333 for (surfaceindex = 0, surface = model->data_surfaces;surfaceindex < model->num_surfaces;surfaceindex++, surface++)
2335 l = dpsnprintf(outbuffer + outbufferpos, outbuffermax - outbufferpos, "usemtl %s\n", (surface->texture && surface->texture->name[0]) ? surface->texture->name : "default");
2338 for (triangleindex = 0, e = model->surfmesh.data_element3i + surface->num_firsttriangle * 3;triangleindex < surface->num_triangles;triangleindex++, e += 3)
2340 if (outbufferpos >= outbuffermax >> 1)
2343 oldbuffer = outbuffer;
2344 outbuffer = (char *) Z_Malloc(outbuffermax);
2345 memcpy(outbuffer, oldbuffer, outbufferpos);
2351 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);
2357 // write the obj file
2358 FS_WriteFile(filename, outbuffer, outbufferpos);
2362 Z_Free(texturenames);
2365 Con_Printf("Wrote %s (%i bytes, %i vertices, %i faces, %i surfaces with %i distinct textures)\n", filename, (int)outbufferpos, countvertices, countfaces, countsurfaces, counttextures);
2368 static void Mod_Decompile_SMD(dp_model_t *model, const char *filename, int firstpose, int numposes, qboolean writetriangles)
2370 int countnodes = 0, counttriangles = 0, countframes = 0;
2380 size_t outbufferpos = 0;
2381 size_t outbuffermax = 0x100000;
2382 char *outbuffer = (char *) Z_Malloc(outbuffermax), *oldbuffer;
2383 const msurface_t *surface;
2384 l = dpsnprintf(outbuffer + outbufferpos, outbuffermax - outbufferpos, "version 1\nnodes\n");
2388 if(model->num_poses >= 0)
2389 modelscale = sqrt(model->data_poses[0] * model->data_poses[0] + model->data_poses[1] * model->data_poses[1] + model->data_poses[2] * model->data_poses[2]);
2390 if(fabs(modelscale - 1) > 1e-4)
2392 if(firstpose == 0) // only print the when writing the reference pose
2393 Con_Printf("The model has an old-style model scale of %f\n", modelscale);
2397 for (transformindex = 0;transformindex < model->num_bones;transformindex++)
2399 if (outbufferpos >= outbuffermax >> 1)
2402 oldbuffer = outbuffer;
2403 outbuffer = (char *) Z_Malloc(outbuffermax);
2404 memcpy(outbuffer, oldbuffer, outbufferpos);
2408 l = dpsnprintf(outbuffer + outbufferpos, outbuffermax - outbufferpos, "%3i \"%s\" %3i\n", transformindex, model->data_bones[transformindex].name, model->data_bones[transformindex].parent);
2412 l = dpsnprintf(outbuffer + outbufferpos, outbuffermax - outbufferpos, "end\nskeleton\n");
2415 for (poseindex = 0, pose = model->data_poses + model->num_bones * 12 * firstpose;poseindex < numposes;poseindex++)
2418 l = dpsnprintf(outbuffer + outbufferpos, outbuffermax - outbufferpos, "time %i\n", poseindex);
2421 for (transformindex = 0;transformindex < model->num_bones;transformindex++, pose += 12)
2426 if (outbufferpos >= outbuffermax >> 1)
2429 oldbuffer = outbuffer;
2430 outbuffer = (char *) Z_Malloc(outbuffermax);
2431 memcpy(outbuffer, oldbuffer, outbufferpos);
2435 // strangely the smd angles are for a transposed matrix, so we
2436 // have to generate a transposed matrix, then convert that...
2437 mtest[0][0] = pose[ 0];
2438 mtest[0][1] = pose[ 4];
2439 mtest[0][2] = pose[ 8];
2440 mtest[0][3] = pose[ 3];
2441 mtest[1][0] = pose[ 1];
2442 mtest[1][1] = pose[ 5];
2443 mtest[1][2] = pose[ 9];
2444 mtest[1][3] = pose[ 7];
2445 mtest[2][0] = pose[ 2];
2446 mtest[2][1] = pose[ 6];
2447 mtest[2][2] = pose[10];
2448 mtest[2][3] = pose[11];
2449 AnglesFromVectors(angles, mtest[0], mtest[2], false);
2450 if (angles[0] >= 180) angles[0] -= 360;
2451 if (angles[1] >= 180) angles[1] -= 360;
2452 if (angles[2] >= 180) angles[2] -= 360;
2454 a = DEG2RAD(angles[ROLL]);
2455 b = DEG2RAD(angles[PITCH]);
2456 c = DEG2RAD(angles[YAW]);
2460 float cy, sy, cp, sp, cr, sr;
2462 // smd matrix construction, for comparing to non-transposed m
2473 test[0][1] = sr*sp*cy+cr*-sy;
2474 test[1][1] = sr*sp*sy+cr*cy;
2476 test[0][2] = (cr*sp*cy+-sr*-sy);
2477 test[1][2] = (cr*sp*sy+-sr*cy);
2479 test[0][3] = pose[3];
2480 test[1][3] = pose[7];
2481 test[2][3] = pose[11];
2484 l = dpsnprintf(outbuffer + outbufferpos, outbuffermax - outbufferpos, "%3i %f %f %f %f %f %f\n", transformindex, pose[3] * modelscale, pose[7] * modelscale, pose[11] * modelscale, DEG2RAD(angles[ROLL]), DEG2RAD(angles[PITCH]), DEG2RAD(angles[YAW]));
2489 l = dpsnprintf(outbuffer + outbufferpos, outbuffermax - outbufferpos, "end\n");
2494 l = dpsnprintf(outbuffer + outbufferpos, outbuffermax - outbufferpos, "triangles\n");
2497 for (surfaceindex = 0, surface = model->data_surfaces;surfaceindex < model->num_surfaces;surfaceindex++, surface++)
2499 for (triangleindex = 0, e = model->surfmesh.data_element3i + surface->num_firsttriangle * 3;triangleindex < surface->num_triangles;triangleindex++, e += 3)
2502 if (outbufferpos >= outbuffermax >> 1)
2505 oldbuffer = outbuffer;
2506 outbuffer = (char *) Z_Malloc(outbuffermax);
2507 memcpy(outbuffer, oldbuffer, outbufferpos);
2510 l = dpsnprintf(outbuffer + outbufferpos, outbuffermax - outbufferpos, "%s\n", surface->texture && surface->texture->name[0] ? surface->texture->name : "default.bmp");
2513 for (cornerindex = 0;cornerindex < 3;cornerindex++)
2515 const int index = e[2-cornerindex];
2516 const float *v = model->surfmesh.data_vertex3f + index * 3;
2517 const float *vn = model->surfmesh.data_normal3f + index * 3;
2518 const float *vt = model->surfmesh.data_texcoordtexture2f + index * 2;
2519 const int *wi = model->surfmesh.data_vertexweightindex4i + index * 4;
2520 const float *wf = model->surfmesh.data_vertexweightinfluence4f + index * 4;
2521 if (wf[3]) l = dpsnprintf(outbuffer + outbufferpos, outbuffermax - outbufferpos, "%3i %f %f %f %f %f %f %f %f 4 %i %f %i %f %i %f %i %f\n", wi[0], v[0], v[1], v[2], vn[0], vn[1], vn[2], vt[0], 1 - vt[1], wi[0], wf[0], wi[1], wf[1], wi[2], wf[2], wi[3], wf[3]);
2522 else if (wf[2]) l = dpsnprintf(outbuffer + outbufferpos, outbuffermax - outbufferpos, "%3i %f %f %f %f %f %f %f %f 3 %i %f %i %f %i %f\n" , wi[0], v[0], v[1], v[2], vn[0], vn[1], vn[2], vt[0], 1 - vt[1], wi[0], wf[0], wi[1], wf[1], wi[2], wf[2]);
2523 else if (wf[1]) l = dpsnprintf(outbuffer + outbufferpos, outbuffermax - outbufferpos, "%3i %f %f %f %f %f %f %f %f 2 %i %f %i %f\n" , wi[0], v[0], v[1], v[2], vn[0], vn[1], vn[2], vt[0], 1 - vt[1], wi[0], wf[0], wi[1], wf[1]);
2524 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]);
2530 l = dpsnprintf(outbuffer + outbufferpos, outbuffermax - outbufferpos, "end\n");
2535 FS_WriteFile(filename, outbuffer, outbufferpos);
2538 Con_Printf("Wrote %s (%i bytes, %i nodes, %i frames, %i triangles)\n", filename, (int)outbufferpos, countnodes, countframes, counttriangles);
2545 decompiles a model to editable files
2548 static void Mod_Decompile_f(void)
2550 int i, j, k, l, first, count;
2552 char inname[MAX_QPATH];
2553 char outname[MAX_QPATH];
2554 char mtlname[MAX_QPATH];
2555 char basename[MAX_QPATH];
2556 char animname[MAX_QPATH];
2557 char animname2[MAX_QPATH];
2558 char zymtextbuffer[16384];
2559 char dpmtextbuffer[16384];
2560 int zymtextsize = 0;
2561 int dpmtextsize = 0;
2563 if (Cmd_Argc() != 2)
2565 Con_Print("usage: modeldecompile <filename>\n");
2569 strlcpy(inname, Cmd_Argv(1), sizeof(inname));
2570 FS_StripExtension(inname, basename, sizeof(basename));
2572 mod = Mod_ForName(inname, false, true, inname[0] == '*' ? cl.model_name[1] : NULL);
2573 if (mod->brush.submodel)
2575 // if we're decompiling a submodel, be sure to give it a proper name based on its parent
2576 FS_StripExtension(cl.model_name[1], outname, sizeof(outname));
2577 dpsnprintf(basename, sizeof(basename), "%s/%s", outname, mod->name);
2582 Con_Print("No such model\n");
2585 if (!mod->surfmesh.num_triangles)
2587 Con_Print("Empty model (or sprite)\n");
2591 // export OBJ if possible (not on sprites)
2592 if (mod->surfmesh.num_triangles)
2594 dpsnprintf(outname, sizeof(outname), "%s_decompiled.obj", basename);
2595 dpsnprintf(mtlname, sizeof(mtlname), "%s_decompiled.mtl", basename);
2596 Mod_Decompile_OBJ(mod, outname, mtlname, inname);
2599 // export SMD if possible (only for skeletal models)
2600 if (mod->surfmesh.num_triangles && mod->num_bones)
2602 dpsnprintf(outname, sizeof(outname), "%s_decompiled/ref1.smd", basename);
2603 Mod_Decompile_SMD(mod, outname, 0, 1, true);
2604 l = dpsnprintf(zymtextbuffer + zymtextsize, sizeof(zymtextbuffer) - zymtextsize, "output out.zym\nscale 1\norigin 0 0 0\nmesh ref1.smd\n");
2605 if (l > 0) zymtextsize += l;
2606 l = dpsnprintf(dpmtextbuffer + dpmtextsize, sizeof(dpmtextbuffer) - dpmtextsize, "outputdir .\nmodel out\nscale 1\norigin 0 0 0\nscene ref1.smd\n");
2607 if (l > 0) dpmtextsize += l;
2608 for (i = 0;i < mod->numframes;i = j)
2610 strlcpy(animname, mod->animscenes[i].name, sizeof(animname));
2611 first = mod->animscenes[i].firstframe;
2612 if (mod->animscenes[i].framecount > 1)
2615 count = mod->animscenes[i].framecount;
2621 // check for additional frames with same name
2622 for (l = 0, k = strlen(animname);animname[l];l++)
2623 if ((animname[l] < '0' || animname[l] > '9') && animname[l] != '_')
2626 count = (mod->num_poses / mod->num_bones) - first;
2627 for (j = i + 1;j < mod->numframes;j++)
2629 strlcpy(animname2, mod->animscenes[j].name, sizeof(animname2));
2630 for (l = 0, k = strlen(animname2);animname2[l];l++)
2631 if ((animname2[l] < '0' || animname2[l] > '9') && animname2[l] != '_')
2634 if (strcmp(animname2, animname) || mod->animscenes[j].framecount > 1)
2636 count = mod->animscenes[j].firstframe - first;
2640 // if it's only one frame, use the original frame name
2642 strlcpy(animname, mod->animscenes[i].name, sizeof(animname));
2645 dpsnprintf(outname, sizeof(outname), "%s_decompiled/%s.smd", basename, animname);
2646 Mod_Decompile_SMD(mod, outname, first, count, false);
2647 if (zymtextsize < (int)sizeof(zymtextbuffer) - 100)
2649 l = dpsnprintf(zymtextbuffer + zymtextsize, sizeof(zymtextbuffer) - zymtextsize, "scene %s.smd fps %g\n", animname, mod->animscenes[i].framerate);
2650 if (l > 0) zymtextsize += l;
2652 if (dpmtextsize < (int)sizeof(dpmtextbuffer) - 100)
2654 l = dpsnprintf(dpmtextbuffer + dpmtextsize, sizeof(dpmtextbuffer) - dpmtextsize, "scene %s.smd\n", animname);
2655 if (l > 0) dpmtextsize += l;
2659 FS_WriteFile(va("%s_decompiled/out_zym.txt", basename), zymtextbuffer, (fs_offset_t)zymtextsize);
2661 FS_WriteFile(va("%s_decompiled/out_dpm.txt", basename), dpmtextbuffer, (fs_offset_t)dpmtextsize);