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)
196 typedef void (*mod_framegroupify_parsegroups_t) (unsigned int i, int start, int len, float fps, qboolean loop, void *pass);
198 int Mod_FrameGroupify_ParseGroups(const char *buf, mod_framegroupify_parsegroups_t cb, void *pass)
211 if (!COM_ParseToken_Simple(&bufptr, true, false))
213 if (!strcmp(com_token, "\n"))
214 continue; // empty line
215 start = atoi(com_token);
216 if (!COM_ParseToken_Simple(&bufptr, true, false))
218 if (!strcmp(com_token, "\n"))
220 Con_Printf("framegroups file: missing number of frames\n");
223 len = atoi(com_token);
224 if (!COM_ParseToken_Simple(&bufptr, true, false))
226 // we default to looping as it's usually wanted, so to NOT loop you append a 0
227 if (strcmp(com_token, "\n"))
229 fps = atof(com_token);
230 if (!COM_ParseToken_Simple(&bufptr, true, false))
232 if (strcmp(com_token, "\n"))
233 loop = atoi(com_token) != 0;
244 cb(i, start, len, fps, loop, pass);
251 void Mod_FrameGroupify_ParseGroups_Count (unsigned int i, int start, int len, float fps, qboolean loop, void *pass)
253 unsigned int *cnt = (unsigned int *) pass;
257 void Mod_FrameGroupify_ParseGroups_Store (unsigned int i, int start, int len, float fps, qboolean loop, void *pass)
259 dp_model_t *mod = (dp_model_t *) pass;
260 animscene_t *anim = &mod->animscenes[i];
261 dpsnprintf(anim->name, sizeof(anim[i].name), "groupified_%d", i);
262 anim->firstframe = bound(0, start, mod->num_poses - 1);
263 anim->framecount = bound(1, len, mod->num_poses - anim->firstframe);
264 anim->framerate = max(1, fps);
266 //Con_Printf("frame group %d is %d %d %f %d\n", i, start, len, fps, loop);
269 void Mod_FrameGroupify(dp_model_t *mod, const char *buf)
274 cnt = Mod_FrameGroupify_ParseGroups(buf, NULL, NULL);
277 Con_Printf("no scene found in framegroups file, aborting\n");
280 mod->numframes = cnt;
283 // (we do not free the previous animscenes, but model unloading will free the pool owning them, so it's okay)
284 mod->animscenes = (animscene_t *) Mem_Alloc(mod->mempool, sizeof(animscene_t) * mod->numframes);
287 Mod_FrameGroupify_ParseGroups(buf, Mod_FrameGroupify_ParseGroups_Store, mod);
297 dp_model_t *Mod_LoadModel(dp_model_t *mod, qboolean crash, qboolean checkdisk)
302 fs_offset_t filesize;
306 if (mod->name[0] == '*') // submodel
309 if (!strcmp(mod->name, "null"))
314 if (mod->loaded || mod->mempool)
315 Mod_UnloadModel(mod);
317 if (developer_loading.integer)
318 Con_Printf("loading model %s\n", mod->name);
321 mod->crc = (unsigned int)-1;
324 VectorClear(mod->normalmins);
325 VectorClear(mod->normalmaxs);
326 VectorClear(mod->yawmins);
327 VectorClear(mod->yawmaxs);
328 VectorClear(mod->rotatedmins);
329 VectorClear(mod->rotatedmaxs);
331 mod->modeldatatypestring = "null";
332 mod->type = mod_null;
333 mod->Draw = R_Model_Null_Draw;
337 // no fatal errors occurred, so this model is ready to use.
346 // even if the model is loaded it still may need reloading...
348 // if it is not loaded or checkdisk is true we need to calculate the crc
349 if (!mod->loaded || checkdisk)
351 if (checkdisk && mod->loaded)
352 Con_DPrintf("checking model %s\n", mod->name);
353 buf = FS_LoadFile (mod->name, tempmempool, false, &filesize);
356 crc = CRC_Block((unsigned char *)buf, filesize);
357 // we need to reload the model if the crc does not match
363 // if the model is already loaded and checks passed, just return
371 if (developer_loading.integer)
372 Con_Printf("loading model %s\n", mod->name);
374 SCR_PushLoadingScreen(true, mod->name, 1);
376 // LordHavoc: unload the existing model in this slot (if there is one)
377 if (mod->loaded || mod->mempool)
378 Mod_UnloadModel(mod);
383 // errors can prevent the corresponding mod->loaded = true;
386 // default model radius and bounding box (mainly for missing models)
388 VectorSet(mod->normalmins, -mod->radius, -mod->radius, -mod->radius);
389 VectorSet(mod->normalmaxs, mod->radius, mod->radius, mod->radius);
390 VectorSet(mod->yawmins, -mod->radius, -mod->radius, -mod->radius);
391 VectorSet(mod->yawmaxs, mod->radius, mod->radius, mod->radius);
392 VectorSet(mod->rotatedmins, -mod->radius, -mod->radius, -mod->radius);
393 VectorSet(mod->rotatedmaxs, mod->radius, mod->radius, mod->radius);
397 // load q3 shaders for the first time, or after a level change
403 char *bufend = (char *)buf + filesize;
405 // all models use memory, so allocate a memory pool
406 mod->mempool = Mem_AllocPool(mod->name, 0, NULL);
408 num = LittleLong(*((int *)buf));
409 // call the apropriate loader
411 if (!strcasecmp(FS_FileExtension(mod->name), "obj")) Mod_OBJ_Load(mod, buf, bufend);
412 else if (!memcmp(buf, "IDPO", 4)) Mod_IDP0_Load(mod, buf, bufend);
413 else if (!memcmp(buf, "IDP2", 4)) Mod_IDP2_Load(mod, buf, bufend);
414 else if (!memcmp(buf, "IDP3", 4)) Mod_IDP3_Load(mod, buf, bufend);
415 else if (!memcmp(buf, "IDSP", 4)) Mod_IDSP_Load(mod, buf, bufend);
416 else if (!memcmp(buf, "IDS2", 4)) Mod_IDS2_Load(mod, buf, bufend);
417 else if (!memcmp(buf, "IBSP", 4)) Mod_IBSP_Load(mod, buf, bufend);
418 else if (!memcmp(buf, "ZYMOTICMODEL", 12)) Mod_ZYMOTICMODEL_Load(mod, buf, bufend);
419 else if (!memcmp(buf, "DARKPLACESMODEL", 16)) Mod_DARKPLACESMODEL_Load(mod, buf, bufend);
420 else if (!memcmp(buf, "ACTRHEAD", 8)) Mod_PSKMODEL_Load(mod, buf, bufend);
421 else if (strlen(mod->name) >= 4 && !strcmp(mod->name + strlen(mod->name) - 4, ".map")) Mod_MAP_Load(mod, buf, bufend);
422 else if (num == BSPVERSION || num == 30) Mod_Q1BSP_Load(mod, buf, bufend);
423 else Con_Printf("Mod_LoadModel: model \"%s\" is of unknown/unsupported type\n", mod->name);
426 buf = FS_LoadFile (va("%s.framegroups", mod->name), tempmempool, false, &filesize);
429 Mod_FrameGroupify(mod, (const char *)buf);
437 // LordHavoc: Sys_Error was *ANNOYING*
438 Con_Printf ("Mod_LoadModel: %s not found\n", mod->name);
441 // no fatal errors occurred, so this model is ready to use.
444 SCR_PopLoadingScreen(false);
449 void Mod_ClearUsed(void)
452 int nummodels = Mem_ExpandableArray_IndexRange(&models);
454 for (i = 0;i < nummodels;i++)
455 if ((mod = (dp_model_t*) Mem_ExpandableArray_RecordAtIndex(&models, i)) && mod->name[0])
459 void Mod_PurgeUnused(void)
462 int nummodels = Mem_ExpandableArray_IndexRange(&models);
464 for (i = 0;i < nummodels;i++)
466 if ((mod = (dp_model_t*) Mem_ExpandableArray_RecordAtIndex(&models, i)) && mod->name[0] && !mod->used)
468 Mod_UnloadModel(mod);
469 Mem_ExpandableArray_FreeRecord(&models, mod);
480 dp_model_t *Mod_FindName(const char *name, const char *parentname)
489 // if we're not dedicatd, the renderer calls will crash without video
492 nummodels = Mem_ExpandableArray_IndexRange(&models);
495 Host_Error ("Mod_ForName: NULL name");
497 // search the currently loaded models
498 for (i = 0;i < nummodels;i++)
500 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))))
507 // no match found, create a new one
508 mod = (dp_model_t *) Mem_ExpandableArray_AllocRecord(&models);
509 strlcpy(mod->name, name, sizeof(mod->name));
511 mod->brush.parentmodel = Mod_FindName(parentname, NULL);
513 mod->brush.parentmodel = NULL;
523 Loads in a model for the given name
526 dp_model_t *Mod_ForName(const char *name, qboolean crash, qboolean checkdisk, const char *parentname)
529 model = Mod_FindName(name, parentname);
530 if (!model->loaded || checkdisk)
531 Mod_LoadModel(model, crash, checkdisk);
539 Reloads all models if they have changed
542 void Mod_Reload(void)
545 int nummodels = Mem_ExpandableArray_IndexRange(&models);
548 SCR_PushLoadingScreen(false, "Reloading models", 1.0);
550 for (i = 0;i < nummodels;i++)
551 if ((mod = (dp_model_t *) Mem_ExpandableArray_RecordAtIndex(&models, i)) && mod->name[0] && mod->name[0] != '*' && mod->used)
553 for (i = 0;i < nummodels;i++)
554 if ((mod = (dp_model_t *) Mem_ExpandableArray_RecordAtIndex(&models, i)) && mod->name[0] && mod->name[0] != '*' && mod->used)
556 SCR_PushLoadingScreen(true, mod->name, 1.0 / count);
557 Mod_LoadModel(mod, true, true);
558 SCR_PopLoadingScreen(false);
560 SCR_PopLoadingScreen(false);
563 unsigned char *mod_base;
566 //=============================================================================
573 static void Mod_Print(void)
576 int nummodels = Mem_ExpandableArray_IndexRange(&models);
579 Con_Print("Loaded models:\n");
580 for (i = 0;i < nummodels;i++)
582 if ((mod = (dp_model_t *) Mem_ExpandableArray_RecordAtIndex(&models, i)) && mod->name[0] && mod->name[0] != '*')
584 if (mod->brush.numsubmodels)
585 Con_Printf("%4iK %s (%i submodels)\n", mod->mempool ? (int)((mod->mempool->totalsize + 1023) / 1024) : 0, mod->name, mod->brush.numsubmodels);
587 Con_Printf("%4iK %s\n", mod->mempool ? (int)((mod->mempool->totalsize + 1023) / 1024) : 0, mod->name);
597 static void Mod_Precache(void)
600 Mod_ForName(Cmd_Argv(1), false, true, Cmd_Argv(1)[0] == '*' ? cl.model_name[1] : NULL);
602 Con_Print("usage: modelprecache <filename>\n");
605 int Mod_BuildVertexRemapTableFromElements(int numelements, const int *elements, int numvertices, int *remapvertices)
609 used = (unsigned char *)Mem_Alloc(tempmempool, numvertices);
610 memset(used, 0, numvertices);
611 for (i = 0;i < numelements;i++)
612 used[elements[i]] = 1;
613 for (i = 0, count = 0;i < numvertices;i++)
614 remapvertices[i] = used[i] ? count++ : -1;
620 // fast way, using an edge hash
621 #define TRIANGLEEDGEHASH 8192
622 void Mod_BuildTriangleNeighbors(int *neighbors, const int *elements, int numtriangles)
624 int i, j, p, e1, e2, *n, hashindex, count, match;
626 typedef struct edgehashentry_s
628 struct edgehashentry_s *next;
633 edgehashentry_t *edgehash[TRIANGLEEDGEHASH], *edgehashentries, edgehashentriesbuffer[TRIANGLEEDGEHASH*3], *hash;
634 memset(edgehash, 0, sizeof(edgehash));
635 edgehashentries = edgehashentriesbuffer;
636 // if there are too many triangles for the stack array, allocate larger buffer
637 if (numtriangles > TRIANGLEEDGEHASH)
638 edgehashentries = (edgehashentry_t *)Mem_Alloc(tempmempool, numtriangles * 3 * sizeof(edgehashentry_t));
639 // find neighboring triangles
640 for (i = 0, e = elements, n = neighbors;i < numtriangles;i++, e += 3, n += 3)
642 for (j = 0, p = 2;j < 3;p = j, j++)
646 // this hash index works for both forward and backward edges
647 hashindex = (unsigned int)(e1 + e2) % TRIANGLEEDGEHASH;
648 hash = edgehashentries + i * 3 + j;
649 hash->next = edgehash[hashindex];
650 edgehash[hashindex] = hash;
652 hash->element[0] = e1;
653 hash->element[1] = e2;
656 for (i = 0, e = elements, n = neighbors;i < numtriangles;i++, e += 3, n += 3)
658 for (j = 0, p = 2;j < 3;p = j, j++)
662 // this hash index works for both forward and backward edges
663 hashindex = (unsigned int)(e1 + e2) % TRIANGLEEDGEHASH;
666 for (hash = edgehash[hashindex];hash;hash = hash->next)
668 if (hash->element[0] == e2 && hash->element[1] == e1)
670 if (hash->triangle != i)
671 match = hash->triangle;
674 else if ((hash->element[0] == e1 && hash->element[1] == e2))
677 // detect edges shared by three triangles and make them seams
683 // also send a keepalive here (this can take a while too!)
684 CL_KeepaliveMessage(false);
686 // free the allocated buffer
687 if (edgehashentries != edgehashentriesbuffer)
688 Mem_Free(edgehashentries);
691 // very slow but simple way
692 static int Mod_FindTriangleWithEdge(const int *elements, int numtriangles, int start, int end, int ignore)
697 for (i = 0;i < numtriangles;i++, elements += 3)
699 if ((elements[0] == start && elements[1] == end)
700 || (elements[1] == start && elements[2] == end)
701 || (elements[2] == start && elements[0] == end))
707 else if ((elements[1] == start && elements[0] == end)
708 || (elements[2] == start && elements[1] == end)
709 || (elements[0] == start && elements[2] == end))
712 // detect edges shared by three triangles and make them seams
718 void Mod_BuildTriangleNeighbors(int *neighbors, const int *elements, int numtriangles)
722 for (i = 0, e = elements, n = neighbors;i < numtriangles;i++, e += 3, n += 3)
724 n[0] = Mod_FindTriangleWithEdge(elements, numtriangles, e[1], e[0], i);
725 n[1] = Mod_FindTriangleWithEdge(elements, numtriangles, e[2], e[1], i);
726 n[2] = Mod_FindTriangleWithEdge(elements, numtriangles, e[0], e[2], i);
731 void Mod_ValidateElements(int *elements, int numtriangles, int firstvertex, int numverts, const char *filename, int fileline)
733 int i, warned = false, endvertex = firstvertex + numverts;
734 for (i = 0;i < numtriangles * 3;i++)
736 if (elements[i] < firstvertex || elements[i] >= endvertex)
741 Con_Printf("Mod_ValidateElements: out of bounds elements detected at %s:%d\n", filename, fileline);
743 elements[i] = firstvertex;
748 // warning: this is an expensive function!
749 void Mod_BuildNormals(int firstvertex, int numvertices, int numtriangles, const float *vertex3f, const int *elements, float *normal3f, qboolean areaweighting)
756 memset(normal3f + 3 * firstvertex, 0, numvertices * sizeof(float[3]));
757 // process each vertex of each triangle and accumulate the results
758 // use area-averaging, to make triangles with a big area have a bigger
759 // weighting on the vertex normal than triangles with a small area
760 // to do so, just add the 'normals' together (the bigger the area
761 // the greater the length of the normal is
763 for (i = 0; i < numtriangles; i++, element += 3)
766 vertex3f + element[0] * 3,
767 vertex3f + element[1] * 3,
768 vertex3f + element[2] * 3,
773 VectorNormalize(areaNormal);
775 for (j = 0;j < 3;j++)
777 vectorNormal = normal3f + element[j] * 3;
778 vectorNormal[0] += areaNormal[0];
779 vectorNormal[1] += areaNormal[1];
780 vectorNormal[2] += areaNormal[2];
783 // and just normalize the accumulated vertex normal in the end
784 vectorNormal = normal3f + 3 * firstvertex;
785 for (i = 0; i < numvertices; i++, vectorNormal += 3)
786 VectorNormalize(vectorNormal);
789 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)
791 float f, tangentcross[3], v10[3], v20[3], tc10[2], tc20[2];
792 // 79 add/sub/negate/multiply (1 cycle), 1 compare (3 cycle?), total cycles not counting load/store/exchange roughly 82 cycles
793 // 6 add, 28 subtract, 39 multiply, 1 compare, 50% chance of 6 negates
795 // 6 multiply, 9 subtract
796 VectorSubtract(v1, v0, v10);
797 VectorSubtract(v2, v0, v20);
798 normal3f[0] = v20[1] * v10[2] - v20[2] * v10[1];
799 normal3f[1] = v20[2] * v10[0] - v20[0] * v10[2];
800 normal3f[2] = v20[0] * v10[1] - v20[1] * v10[0];
801 // 12 multiply, 10 subtract
802 tc10[1] = tc1[1] - tc0[1];
803 tc20[1] = tc2[1] - tc0[1];
804 svector3f[0] = tc10[1] * v20[0] - tc20[1] * v10[0];
805 svector3f[1] = tc10[1] * v20[1] - tc20[1] * v10[1];
806 svector3f[2] = tc10[1] * v20[2] - tc20[1] * v10[2];
807 tc10[0] = tc1[0] - tc0[0];
808 tc20[0] = tc2[0] - tc0[0];
809 tvector3f[0] = tc10[0] * v20[0] - tc20[0] * v10[0];
810 tvector3f[1] = tc10[0] * v20[1] - tc20[0] * v10[1];
811 tvector3f[2] = tc10[0] * v20[2] - tc20[0] * v10[2];
812 // 12 multiply, 4 add, 6 subtract
813 f = DotProduct(svector3f, normal3f);
814 svector3f[0] -= f * normal3f[0];
815 svector3f[1] -= f * normal3f[1];
816 svector3f[2] -= f * normal3f[2];
817 f = DotProduct(tvector3f, normal3f);
818 tvector3f[0] -= f * normal3f[0];
819 tvector3f[1] -= f * normal3f[1];
820 tvector3f[2] -= f * normal3f[2];
821 // if texture is mapped the wrong way (counterclockwise), the tangents
822 // have to be flipped, this is detected by calculating a normal from the
823 // two tangents, and seeing if it is opposite the surface normal
824 // 9 multiply, 2 add, 3 subtract, 1 compare, 50% chance of: 6 negates
825 CrossProduct(tvector3f, svector3f, tangentcross);
826 if (DotProduct(tangentcross, normal3f) < 0)
828 VectorNegate(svector3f, svector3f);
829 VectorNegate(tvector3f, tvector3f);
833 // warning: this is a very expensive function!
834 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)
837 float sdir[3], tdir[3], normal[3], *sv, *tv;
838 const float *v0, *v1, *v2, *tc0, *tc1, *tc2, *n;
839 float f, tangentcross[3], v10[3], v20[3], tc10[2], tc20[2];
842 memset(svector3f + 3 * firstvertex, 0, numvertices * sizeof(float[3]));
843 memset(tvector3f + 3 * firstvertex, 0, numvertices * sizeof(float[3]));
844 // process each vertex of each triangle and accumulate the results
845 for (tnum = 0, e = elements;tnum < numtriangles;tnum++, e += 3)
847 v0 = vertex3f + e[0] * 3;
848 v1 = vertex3f + e[1] * 3;
849 v2 = vertex3f + e[2] * 3;
850 tc0 = texcoord2f + e[0] * 2;
851 tc1 = texcoord2f + e[1] * 2;
852 tc2 = texcoord2f + e[2] * 2;
854 // 79 add/sub/negate/multiply (1 cycle), 1 compare (3 cycle?), total cycles not counting load/store/exchange roughly 82 cycles
855 // 6 add, 28 subtract, 39 multiply, 1 compare, 50% chance of 6 negates
857 // calculate the edge directions and surface normal
858 // 6 multiply, 9 subtract
859 VectorSubtract(v1, v0, v10);
860 VectorSubtract(v2, v0, v20);
861 normal[0] = v20[1] * v10[2] - v20[2] * v10[1];
862 normal[1] = v20[2] * v10[0] - v20[0] * v10[2];
863 normal[2] = v20[0] * v10[1] - v20[1] * v10[0];
865 // calculate the tangents
866 // 12 multiply, 10 subtract
867 tc10[1] = tc1[1] - tc0[1];
868 tc20[1] = tc2[1] - tc0[1];
869 sdir[0] = tc10[1] * v20[0] - tc20[1] * v10[0];
870 sdir[1] = tc10[1] * v20[1] - tc20[1] * v10[1];
871 sdir[2] = tc10[1] * v20[2] - tc20[1] * v10[2];
872 tc10[0] = tc1[0] - tc0[0];
873 tc20[0] = tc2[0] - tc0[0];
874 tdir[0] = tc10[0] * v20[0] - tc20[0] * v10[0];
875 tdir[1] = tc10[0] * v20[1] - tc20[0] * v10[1];
876 tdir[2] = tc10[0] * v20[2] - tc20[0] * v10[2];
878 // if texture is mapped the wrong way (counterclockwise), the tangents
879 // have to be flipped, this is detected by calculating a normal from the
880 // two tangents, and seeing if it is opposite the surface normal
881 // 9 multiply, 2 add, 3 subtract, 1 compare, 50% chance of: 6 negates
882 CrossProduct(tdir, sdir, tangentcross);
883 if (DotProduct(tangentcross, normal) < 0)
885 VectorNegate(sdir, sdir);
886 VectorNegate(tdir, tdir);
891 VectorNormalize(sdir);
892 VectorNormalize(tdir);
894 for (i = 0;i < 3;i++)
896 VectorAdd(svector3f + e[i]*3, sdir, svector3f + e[i]*3);
897 VectorAdd(tvector3f + e[i]*3, tdir, tvector3f + e[i]*3);
900 // make the tangents completely perpendicular to the surface normal, and
901 // then normalize them
902 // 16 assignments, 2 divide, 2 sqrt, 2 negates, 14 adds, 24 multiplies
903 for (i = 0, sv = svector3f + 3 * firstvertex, tv = tvector3f + 3 * firstvertex, n = normal3f + 3 * firstvertex;i < numvertices;i++, sv += 3, tv += 3, n += 3)
905 f = -DotProduct(sv, n);
906 VectorMA(sv, f, n, sv);
908 f = -DotProduct(tv, n);
909 VectorMA(tv, f, n, tv);
914 void Mod_AllocSurfMesh(mempool_t *mempool, int numvertices, int numtriangles, qboolean lightmapoffsets, qboolean vertexcolors, qboolean neighbors)
917 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));
918 loadmodel->surfmesh.num_vertices = numvertices;
919 loadmodel->surfmesh.num_triangles = numtriangles;
920 if (loadmodel->surfmesh.num_vertices)
922 loadmodel->surfmesh.data_vertex3f = (float *)data, data += sizeof(float[3]) * loadmodel->surfmesh.num_vertices;
923 loadmodel->surfmesh.data_svector3f = (float *)data, data += sizeof(float[3]) * loadmodel->surfmesh.num_vertices;
924 loadmodel->surfmesh.data_tvector3f = (float *)data, data += sizeof(float[3]) * loadmodel->surfmesh.num_vertices;
925 loadmodel->surfmesh.data_normal3f = (float *)data, data += sizeof(float[3]) * loadmodel->surfmesh.num_vertices;
926 loadmodel->surfmesh.data_texcoordtexture2f = (float *)data, data += sizeof(float[2]) * loadmodel->surfmesh.num_vertices;
927 loadmodel->surfmesh.data_texcoordlightmap2f = (float *)data, data += sizeof(float[2]) * loadmodel->surfmesh.num_vertices;
929 loadmodel->surfmesh.data_lightmapcolor4f = (float *)data, data += sizeof(float[4]) * loadmodel->surfmesh.num_vertices;
931 loadmodel->surfmesh.data_lightmapoffsets = (int *)data, data += sizeof(int) * loadmodel->surfmesh.num_vertices;
933 if (loadmodel->surfmesh.num_triangles)
935 loadmodel->surfmesh.data_element3i = (int *)data, data += sizeof(int[3]) * loadmodel->surfmesh.num_triangles;
937 loadmodel->surfmesh.data_neighbor3i = (int *)data, data += sizeof(int[3]) * loadmodel->surfmesh.num_triangles;
938 if (loadmodel->surfmesh.num_vertices <= 65536)
939 loadmodel->surfmesh.data_element3s = (unsigned short *)data, data += sizeof(unsigned short[3]) * loadmodel->surfmesh.num_triangles;
943 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)
945 shadowmesh_t *newmesh;
948 size = sizeof(shadowmesh_t);
949 size += maxverts * sizeof(float[3]);
951 size += maxverts * sizeof(float[11]);
952 size += maxtriangles * sizeof(int[3]);
953 if (maxverts <= 65536)
954 size += maxtriangles * sizeof(unsigned short[3]);
956 size += maxtriangles * sizeof(int[3]);
958 size += SHADOWMESHVERTEXHASH * sizeof(shadowmeshvertexhash_t *) + maxverts * sizeof(shadowmeshvertexhash_t);
959 data = (unsigned char *)Mem_Alloc(mempool, size);
960 newmesh = (shadowmesh_t *)data;data += sizeof(*newmesh);
961 newmesh->map_diffuse = map_diffuse;
962 newmesh->map_specular = map_specular;
963 newmesh->map_normal = map_normal;
964 newmesh->maxverts = maxverts;
965 newmesh->maxtriangles = maxtriangles;
966 newmesh->numverts = 0;
967 newmesh->numtriangles = 0;
968 memset(newmesh->sideoffsets, 0, sizeof(newmesh->sideoffsets));
969 memset(newmesh->sidetotals, 0, sizeof(newmesh->sidetotals));
971 newmesh->vertex3f = (float *)data;data += maxverts * sizeof(float[3]);
974 newmesh->svector3f = (float *)data;data += maxverts * sizeof(float[3]);
975 newmesh->tvector3f = (float *)data;data += maxverts * sizeof(float[3]);
976 newmesh->normal3f = (float *)data;data += maxverts * sizeof(float[3]);
977 newmesh->texcoord2f = (float *)data;data += maxverts * sizeof(float[2]);
979 newmesh->element3i = (int *)data;data += maxtriangles * sizeof(int[3]);
982 newmesh->neighbor3i = (int *)data;data += maxtriangles * sizeof(int[3]);
986 newmesh->vertexhashtable = (shadowmeshvertexhash_t **)data;data += SHADOWMESHVERTEXHASH * sizeof(shadowmeshvertexhash_t *);
987 newmesh->vertexhashentries = (shadowmeshvertexhash_t *)data;data += maxverts * sizeof(shadowmeshvertexhash_t);
989 if (maxverts <= 65536)
990 newmesh->element3s = (unsigned short *)data;data += maxtriangles * sizeof(unsigned short[3]);
994 shadowmesh_t *Mod_ShadowMesh_ReAlloc(mempool_t *mempool, shadowmesh_t *oldmesh, int light, int neighbors)
996 shadowmesh_t *newmesh;
997 newmesh = Mod_ShadowMesh_Alloc(mempool, oldmesh->numverts, oldmesh->numtriangles, oldmesh->map_diffuse, oldmesh->map_specular, oldmesh->map_normal, light, neighbors, false);
998 newmesh->numverts = oldmesh->numverts;
999 newmesh->numtriangles = oldmesh->numtriangles;
1000 memcpy(newmesh->sideoffsets, oldmesh->sideoffsets, sizeof(oldmesh->sideoffsets));
1001 memcpy(newmesh->sidetotals, oldmesh->sidetotals, sizeof(oldmesh->sidetotals));
1003 memcpy(newmesh->vertex3f, oldmesh->vertex3f, oldmesh->numverts * sizeof(float[3]));
1004 if (newmesh->svector3f && oldmesh->svector3f)
1006 memcpy(newmesh->svector3f, oldmesh->svector3f, oldmesh->numverts * sizeof(float[3]));
1007 memcpy(newmesh->tvector3f, oldmesh->tvector3f, oldmesh->numverts * sizeof(float[3]));
1008 memcpy(newmesh->normal3f, oldmesh->normal3f, oldmesh->numverts * sizeof(float[3]));
1009 memcpy(newmesh->texcoord2f, oldmesh->texcoord2f, oldmesh->numverts * sizeof(float[2]));
1011 memcpy(newmesh->element3i, oldmesh->element3i, oldmesh->numtriangles * sizeof(int[3]));
1012 if (newmesh->neighbor3i && oldmesh->neighbor3i)
1013 memcpy(newmesh->neighbor3i, oldmesh->neighbor3i, oldmesh->numtriangles * sizeof(int[3]));
1017 int Mod_ShadowMesh_AddVertex(shadowmesh_t *mesh, float *vertex14f)
1019 int hashindex, vnum;
1020 shadowmeshvertexhash_t *hash;
1021 // this uses prime numbers intentionally
1022 hashindex = (unsigned int) (vertex14f[0] * 2003 + vertex14f[1] * 4001 + vertex14f[2] * 7919) % SHADOWMESHVERTEXHASH;
1023 for (hash = mesh->vertexhashtable[hashindex];hash;hash = hash->next)
1025 vnum = (hash - mesh->vertexhashentries);
1026 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]))
1027 && (mesh->svector3f == NULL || (mesh->svector3f[vnum * 3 + 0] == vertex14f[3] && mesh->svector3f[vnum * 3 + 1] == vertex14f[4] && mesh->svector3f[vnum * 3 + 2] == vertex14f[5]))
1028 && (mesh->tvector3f == NULL || (mesh->tvector3f[vnum * 3 + 0] == vertex14f[6] && mesh->tvector3f[vnum * 3 + 1] == vertex14f[7] && mesh->tvector3f[vnum * 3 + 2] == vertex14f[8]))
1029 && (mesh->normal3f == NULL || (mesh->normal3f[vnum * 3 + 0] == vertex14f[9] && mesh->normal3f[vnum * 3 + 1] == vertex14f[10] && mesh->normal3f[vnum * 3 + 2] == vertex14f[11]))
1030 && (mesh->texcoord2f == NULL || (mesh->texcoord2f[vnum * 2 + 0] == vertex14f[12] && mesh->texcoord2f[vnum * 2 + 1] == vertex14f[13])))
1031 return hash - mesh->vertexhashentries;
1033 vnum = mesh->numverts++;
1034 hash = mesh->vertexhashentries + vnum;
1035 hash->next = mesh->vertexhashtable[hashindex];
1036 mesh->vertexhashtable[hashindex] = hash;
1037 if (mesh->vertex3f) {mesh->vertex3f[vnum * 3 + 0] = vertex14f[0];mesh->vertex3f[vnum * 3 + 1] = vertex14f[1];mesh->vertex3f[vnum * 3 + 2] = vertex14f[2];}
1038 if (mesh->svector3f) {mesh->svector3f[vnum * 3 + 0] = vertex14f[3];mesh->svector3f[vnum * 3 + 1] = vertex14f[4];mesh->svector3f[vnum * 3 + 2] = vertex14f[5];}
1039 if (mesh->tvector3f) {mesh->tvector3f[vnum * 3 + 0] = vertex14f[6];mesh->tvector3f[vnum * 3 + 1] = vertex14f[7];mesh->tvector3f[vnum * 3 + 2] = vertex14f[8];}
1040 if (mesh->normal3f) {mesh->normal3f[vnum * 3 + 0] = vertex14f[9];mesh->normal3f[vnum * 3 + 1] = vertex14f[10];mesh->normal3f[vnum * 3 + 2] = vertex14f[11];}
1041 if (mesh->texcoord2f) {mesh->texcoord2f[vnum * 2 + 0] = vertex14f[12];mesh->texcoord2f[vnum * 2 + 1] = vertex14f[13];}
1045 void Mod_ShadowMesh_AddTriangle(mempool_t *mempool, shadowmesh_t *mesh, rtexture_t *map_diffuse, rtexture_t *map_specular, rtexture_t *map_normal, float *vertex14f)
1047 if (mesh->numtriangles == 0)
1049 // set the properties on this empty mesh to be more favorable...
1050 // (note: this case only occurs for the first triangle added to a new mesh chain)
1051 mesh->map_diffuse = map_diffuse;
1052 mesh->map_specular = map_specular;
1053 mesh->map_normal = map_normal;
1055 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)
1057 if (mesh->next == NULL)
1058 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);
1061 mesh->element3i[mesh->numtriangles * 3 + 0] = Mod_ShadowMesh_AddVertex(mesh, vertex14f + 14 * 0);
1062 mesh->element3i[mesh->numtriangles * 3 + 1] = Mod_ShadowMesh_AddVertex(mesh, vertex14f + 14 * 1);
1063 mesh->element3i[mesh->numtriangles * 3 + 2] = Mod_ShadowMesh_AddVertex(mesh, vertex14f + 14 * 2);
1064 mesh->numtriangles++;
1067 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)
1070 float vbuf[3*14], *v;
1071 memset(vbuf, 0, sizeof(vbuf));
1072 for (i = 0;i < numtris;i++)
1074 for (j = 0, v = vbuf;j < 3;j++, v += 14)
1079 v[0] = vertex3f[e * 3 + 0];
1080 v[1] = vertex3f[e * 3 + 1];
1081 v[2] = vertex3f[e * 3 + 2];
1085 v[3] = svector3f[e * 3 + 0];
1086 v[4] = svector3f[e * 3 + 1];
1087 v[5] = svector3f[e * 3 + 2];
1091 v[6] = tvector3f[e * 3 + 0];
1092 v[7] = tvector3f[e * 3 + 1];
1093 v[8] = tvector3f[e * 3 + 2];
1097 v[9] = normal3f[e * 3 + 0];
1098 v[10] = normal3f[e * 3 + 1];
1099 v[11] = normal3f[e * 3 + 2];
1103 v[12] = texcoord2f[e * 2 + 0];
1104 v[13] = texcoord2f[e * 2 + 1];
1107 Mod_ShadowMesh_AddTriangle(mempool, mesh, map_diffuse, map_specular, map_normal, vbuf);
1110 // the triangle calculation can take a while, so let's do a keepalive here
1111 CL_KeepaliveMessage(false);
1114 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)
1116 // the preparation before shadow mesh initialization can take a while, so let's do a keepalive here
1117 CL_KeepaliveMessage(false);
1119 return Mod_ShadowMesh_Alloc(mempool, maxverts, maxtriangles, map_diffuse, map_specular, map_normal, light, neighbors, expandable);
1122 static void Mod_ShadowMesh_CreateVBOs(shadowmesh_t *mesh)
1124 if (!gl_support_arb_vertex_buffer_object)
1127 // element buffer is easy because it's just one array
1128 if (mesh->numtriangles)
1130 if (mesh->element3s)
1131 mesh->ebo3s = R_Mesh_CreateStaticBufferObject(GL_ELEMENT_ARRAY_BUFFER_ARB, mesh->element3s, mesh->numtriangles * sizeof(unsigned short[3]), "shadowmesh");
1133 mesh->ebo3i = R_Mesh_CreateStaticBufferObject(GL_ELEMENT_ARRAY_BUFFER_ARB, mesh->element3i, mesh->numtriangles * sizeof(unsigned int[3]), "shadowmesh");
1136 // vertex buffer is several arrays and we put them in the same buffer
1138 // is this wise? the texcoordtexture2f array is used with dynamic
1139 // vertex/svector/tvector/normal when rendering animated models, on the
1140 // other hand animated models don't use a lot of vertices anyway...
1146 mesh->vbooffset_vertex3f = size;if (mesh->vertex3f ) size += mesh->numverts * sizeof(float[3]);
1147 mesh->vbooffset_svector3f = size;if (mesh->svector3f ) size += mesh->numverts * sizeof(float[3]);
1148 mesh->vbooffset_tvector3f = size;if (mesh->tvector3f ) size += mesh->numverts * sizeof(float[3]);
1149 mesh->vbooffset_normal3f = size;if (mesh->normal3f ) size += mesh->numverts * sizeof(float[3]);
1150 mesh->vbooffset_texcoord2f = size;if (mesh->texcoord2f ) size += mesh->numverts * sizeof(float[2]);
1151 mem = (unsigned char *)Mem_Alloc(tempmempool, size);
1152 if (mesh->vertex3f ) memcpy(mem + mesh->vbooffset_vertex3f , mesh->vertex3f , mesh->numverts * sizeof(float[3]));
1153 if (mesh->svector3f ) memcpy(mem + mesh->vbooffset_svector3f , mesh->svector3f , mesh->numverts * sizeof(float[3]));
1154 if (mesh->tvector3f ) memcpy(mem + mesh->vbooffset_tvector3f , mesh->tvector3f , mesh->numverts * sizeof(float[3]));
1155 if (mesh->normal3f ) memcpy(mem + mesh->vbooffset_normal3f , mesh->normal3f , mesh->numverts * sizeof(float[3]));
1156 if (mesh->texcoord2f ) memcpy(mem + mesh->vbooffset_texcoord2f , mesh->texcoord2f , mesh->numverts * sizeof(float[2]));
1157 mesh->vbo = R_Mesh_CreateStaticBufferObject(GL_ARRAY_BUFFER_ARB, mem, size, "shadowmesh");
1162 shadowmesh_t *Mod_ShadowMesh_Finish(mempool_t *mempool, shadowmesh_t *firstmesh, qboolean light, qboolean neighbors, qboolean createvbo)
1164 shadowmesh_t *mesh, *newmesh, *nextmesh;
1165 // reallocate meshs to conserve space
1166 for (mesh = firstmesh, firstmesh = NULL;mesh;mesh = nextmesh)
1168 nextmesh = mesh->next;
1169 if (mesh->numverts >= 3 && mesh->numtriangles >= 1)
1171 newmesh = Mod_ShadowMesh_ReAlloc(mempool, mesh, light, neighbors);
1172 newmesh->next = firstmesh;
1173 firstmesh = newmesh;
1174 if (newmesh->element3s)
1177 for (i = 0;i < newmesh->numtriangles*3;i++)
1178 newmesh->element3s[i] = newmesh->element3i[i];
1181 Mod_ShadowMesh_CreateVBOs(newmesh);
1186 // this can take a while, so let's do a keepalive here
1187 CL_KeepaliveMessage(false);
1192 void Mod_ShadowMesh_CalcBBox(shadowmesh_t *firstmesh, vec3_t mins, vec3_t maxs, vec3_t center, float *radius)
1196 vec3_t nmins, nmaxs, ncenter, temp;
1197 float nradius2, dist2, *v;
1201 for (mesh = firstmesh;mesh;mesh = mesh->next)
1203 if (mesh == firstmesh)
1205 VectorCopy(mesh->vertex3f, nmins);
1206 VectorCopy(mesh->vertex3f, nmaxs);
1208 for (i = 0, v = mesh->vertex3f;i < mesh->numverts;i++, v += 3)
1210 if (nmins[0] > v[0]) nmins[0] = v[0];if (nmaxs[0] < v[0]) nmaxs[0] = v[0];
1211 if (nmins[1] > v[1]) nmins[1] = v[1];if (nmaxs[1] < v[1]) nmaxs[1] = v[1];
1212 if (nmins[2] > v[2]) nmins[2] = v[2];if (nmaxs[2] < v[2]) nmaxs[2] = v[2];
1215 // calculate center and radius
1216 ncenter[0] = (nmins[0] + nmaxs[0]) * 0.5f;
1217 ncenter[1] = (nmins[1] + nmaxs[1]) * 0.5f;
1218 ncenter[2] = (nmins[2] + nmaxs[2]) * 0.5f;
1220 for (mesh = firstmesh;mesh;mesh = mesh->next)
1222 for (i = 0, v = mesh->vertex3f;i < mesh->numverts;i++, v += 3)
1224 VectorSubtract(v, ncenter, temp);
1225 dist2 = DotProduct(temp, temp);
1226 if (nradius2 < dist2)
1232 VectorCopy(nmins, mins);
1234 VectorCopy(nmaxs, maxs);
1236 VectorCopy(ncenter, center);
1238 *radius = sqrt(nradius2);
1241 void Mod_ShadowMesh_Free(shadowmesh_t *mesh)
1243 shadowmesh_t *nextmesh;
1244 for (;mesh;mesh = nextmesh)
1247 R_Mesh_DestroyBufferObject(mesh->ebo3i);
1249 R_Mesh_DestroyBufferObject(mesh->ebo3s);
1251 R_Mesh_DestroyBufferObject(mesh->vbo);
1252 nextmesh = mesh->next;
1257 void Mod_CreateCollisionMesh(dp_model_t *mod)
1260 int numcollisionmeshtriangles;
1261 const msurface_t *surface;
1262 mempool_t *mempool = mod->mempool;
1263 if (!mempool && mod->brush.parentmodel)
1264 mempool = mod->brush.parentmodel->mempool;
1265 // make a single combined collision mesh for physics engine use
1266 numcollisionmeshtriangles = 0;
1267 for (k = 0;k < mod->nummodelsurfaces;k++)
1269 surface = mod->data_surfaces + mod->firstmodelsurface + k;
1270 if (!(surface->texture->supercontents & SUPERCONTENTS_SOLID))
1272 numcollisionmeshtriangles += surface->num_triangles;
1274 mod->brush.collisionmesh = Mod_ShadowMesh_Begin(mempool, numcollisionmeshtriangles * 3, numcollisionmeshtriangles, NULL, NULL, NULL, false, false, true);
1275 for (k = 0;k < mod->nummodelsurfaces;k++)
1277 surface = mod->data_surfaces + mod->firstmodelsurface + k;
1278 if (!(surface->texture->supercontents & SUPERCONTENTS_SOLID))
1280 Mod_ShadowMesh_AddMesh(mempool, mod->brush.collisionmesh, NULL, NULL, NULL, mod->surfmesh.data_vertex3f, NULL, NULL, NULL, NULL, surface->num_triangles, (mod->surfmesh.data_element3i + 3 * surface->num_firsttriangle));
1282 mod->brush.collisionmesh = Mod_ShadowMesh_Finish(mempool, mod->brush.collisionmesh, false, true, false);
1285 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)
1290 if (ix >= 0 && iy >= 0 && ix < imagewidth && iy < imageheight)
1291 v[2] = (imagepixels[((iy*imagewidth)+ix)*4+0] + imagepixels[((iy*imagewidth)+ix)*4+1] + imagepixels[((iy*imagewidth)+ix)*4+2]) * (1.0f / 765.0f);
1294 Matrix4x4_Transform(pixelstepmatrix, v, vertex3f);
1295 Matrix4x4_Transform(pixeltexturestepmatrix, v, tc);
1296 texcoord2f[0] = tc[0];
1297 texcoord2f[1] = tc[1];
1300 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)
1302 float vup[3], vdown[3], vleft[3], vright[3];
1303 float tcup[3], tcdown[3], tcleft[3], tcright[3];
1304 float sv[3], tv[3], nl[3];
1305 Mod_GetTerrainVertex3fTexCoord2fFromBGRA(imagepixels, imagewidth, imageheight, ix, iy, vertex3f, texcoord2f, pixelstepmatrix, pixeltexturestepmatrix);
1306 Mod_GetTerrainVertex3fTexCoord2fFromBGRA(imagepixels, imagewidth, imageheight, ix, iy - 1, vup, tcup, pixelstepmatrix, pixeltexturestepmatrix);
1307 Mod_GetTerrainVertex3fTexCoord2fFromBGRA(imagepixels, imagewidth, imageheight, ix, iy + 1, vdown, tcdown, pixelstepmatrix, pixeltexturestepmatrix);
1308 Mod_GetTerrainVertex3fTexCoord2fFromBGRA(imagepixels, imagewidth, imageheight, ix - 1, iy, vleft, tcleft, pixelstepmatrix, pixeltexturestepmatrix);
1309 Mod_GetTerrainVertex3fTexCoord2fFromBGRA(imagepixels, imagewidth, imageheight, ix + 1, iy, vright, tcright, pixelstepmatrix, pixeltexturestepmatrix);
1310 Mod_BuildBumpVectors(vertex3f, vup, vright, texcoord2f, tcup, tcright, svector3f, tvector3f, normal3f);
1311 Mod_BuildBumpVectors(vertex3f, vright, vdown, texcoord2f, tcright, tcdown, sv, tv, nl);
1312 VectorAdd(svector3f, sv, svector3f);
1313 VectorAdd(tvector3f, tv, tvector3f);
1314 VectorAdd(normal3f, nl, normal3f);
1315 Mod_BuildBumpVectors(vertex3f, vdown, vleft, texcoord2f, tcdown, tcleft, sv, tv, nl);
1316 VectorAdd(svector3f, sv, svector3f);
1317 VectorAdd(tvector3f, tv, tvector3f);
1318 VectorAdd(normal3f, nl, normal3f);
1319 Mod_BuildBumpVectors(vertex3f, vleft, vup, texcoord2f, tcleft, tcup, sv, tv, nl);
1320 VectorAdd(svector3f, sv, svector3f);
1321 VectorAdd(tvector3f, tv, tvector3f);
1322 VectorAdd(normal3f, nl, normal3f);
1325 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)
1327 int x, y, ix, iy, *e;
1329 for (y = 0;y < height;y++)
1331 for (x = 0;x < width;x++)
1333 e[0] = (y + 1) * (width + 1) + (x + 0);
1334 e[1] = (y + 0) * (width + 1) + (x + 0);
1335 e[2] = (y + 1) * (width + 1) + (x + 1);
1336 e[3] = (y + 0) * (width + 1) + (x + 0);
1337 e[4] = (y + 0) * (width + 1) + (x + 1);
1338 e[5] = (y + 1) * (width + 1) + (x + 1);
1342 Mod_BuildTriangleNeighbors(neighbor3i, element3i, width*height*2);
1343 for (y = 0, iy = y1;y < height + 1;y++, iy++)
1344 for (x = 0, ix = x1;x < width + 1;x++, ix++, vertex3f += 3, texcoord2f += 2, svector3f += 3, tvector3f += 3, normal3f += 3)
1345 Mod_GetTerrainVertexFromBGRA(imagepixels, imagewidth, imageheight, ix, iy, vertex3f, texcoord2f, svector3f, tvector3f, normal3f, pixelstepmatrix, pixeltexturestepmatrix);
1348 q3wavefunc_t Mod_LoadQ3Shaders_EnumerateWaveFunc(const char *s)
1350 if (!strcasecmp(s, "sin")) return Q3WAVEFUNC_SIN;
1351 if (!strcasecmp(s, "square")) return Q3WAVEFUNC_SQUARE;
1352 if (!strcasecmp(s, "triangle")) return Q3WAVEFUNC_TRIANGLE;
1353 if (!strcasecmp(s, "sawtooth")) return Q3WAVEFUNC_SAWTOOTH;
1354 if (!strcasecmp(s, "inversesawtooth")) return Q3WAVEFUNC_INVERSESAWTOOTH;
1355 if (!strcasecmp(s, "noise")) return Q3WAVEFUNC_NOISE;
1356 Con_DPrintf("Mod_LoadQ3Shaders: unknown wavefunc %s\n", s);
1357 return Q3WAVEFUNC_NONE;
1360 void Mod_FreeQ3Shaders(void)
1362 Mem_FreePool(&q3shaders_mem);
1365 static void Q3Shader_AddToHash (q3shaderinfo_t* shader)
1367 unsigned short hash = CRC_Block_CaseInsensitive ((const unsigned char *)shader->name, strlen (shader->name));
1368 q3shader_hash_entry_t* entry = q3shader_data->hash + (hash % Q3SHADER_HASH_SIZE);
1369 q3shader_hash_entry_t* lastEntry = NULL;
1370 while (entry != NULL)
1372 if (strcasecmp (entry->shader.name, shader->name) == 0)
1374 unsigned char *start, *end, *start2;
1375 start = (unsigned char *) (&shader->Q3SHADERINFO_COMPARE_START);
1376 end = ((unsigned char *) (&shader->Q3SHADERINFO_COMPARE_END)) + sizeof(shader->Q3SHADERINFO_COMPARE_END);
1377 start2 = (unsigned char *) (&entry->shader.Q3SHADERINFO_COMPARE_START);
1378 if(memcmp(start, start2, end - start))
1379 Con_Printf("Shader '%s' already defined, ignoring mismatching redeclaration\n", shader->name);
1381 Con_DPrintf("Shader '%s' already defined\n", shader->name);
1385 entry = entry->chain;
1389 if (lastEntry->shader.name[0] != 0)
1392 q3shader_hash_entry_t* newEntry = (q3shader_hash_entry_t*)
1393 Mem_ExpandableArray_AllocRecord (&q3shader_data->hash_entries);
1395 while (lastEntry->chain != NULL) lastEntry = lastEntry->chain;
1396 lastEntry->chain = newEntry;
1397 newEntry->chain = NULL;
1398 lastEntry = newEntry;
1400 /* else: head of chain, in hash entry array */
1403 memcpy (&entry->shader, shader, sizeof (q3shaderinfo_t));
1406 extern cvar_t r_picmipworld;
1407 void Mod_LoadQ3Shaders(void)
1414 q3shaderinfo_t shader;
1415 q3shaderinfo_layer_t *layer;
1417 char parameter[TEXTURE_MAXFRAMES + 4][Q3PATHLENGTH];
1419 Mod_FreeQ3Shaders();
1421 q3shaders_mem = Mem_AllocPool("q3shaders", 0, NULL);
1422 q3shader_data = (q3shader_data_t*)Mem_Alloc (q3shaders_mem,
1423 sizeof (q3shader_data_t));
1424 Mem_ExpandableArray_NewArray (&q3shader_data->hash_entries,
1425 q3shaders_mem, sizeof (q3shader_hash_entry_t), 256);
1426 Mem_ExpandableArray_NewArray (&q3shader_data->char_ptrs,
1427 q3shaders_mem, sizeof (char**), 256);
1429 search = FS_Search("scripts/*.shader", true, false);
1432 for (fileindex = 0;fileindex < search->numfilenames;fileindex++)
1434 text = f = (char *)FS_LoadFile(search->filenames[fileindex], tempmempool, false, NULL);
1437 while (COM_ParseToken_QuakeC(&text, false))
1439 memset (&shader, 0, sizeof(shader));
1440 shader.reflectmin = 0;
1441 shader.reflectmax = 1;
1442 shader.refractfactor = 1;
1443 Vector4Set(shader.refractcolor4f, 1, 1, 1, 1);
1444 shader.reflectfactor = 1;
1445 Vector4Set(shader.reflectcolor4f, 1, 1, 1, 1);
1446 shader.r_water_wateralpha = 1;
1447 shader.specularscalemod = 1;
1448 shader.specularpowermod = 1;
1450 strlcpy(shader.name, com_token, sizeof(shader.name));
1451 if (!COM_ParseToken_QuakeC(&text, false) || strcasecmp(com_token, "{"))
1453 Con_Printf("%s parsing error - expected \"{\", found \"%s\"\n", search->filenames[fileindex], com_token);
1456 while (COM_ParseToken_QuakeC(&text, false))
1458 if (!strcasecmp(com_token, "}"))
1460 if (!strcasecmp(com_token, "{"))
1462 static q3shaderinfo_layer_t dummy;
1463 if (shader.numlayers < Q3SHADER_MAXLAYERS)
1465 layer = shader.layers + shader.numlayers++;
1469 // parse and process it anyway, just don't store it (so a map $lightmap or such stuff still is found)
1470 memset(&dummy, 0, sizeof(dummy));
1473 layer->rgbgen.rgbgen = Q3RGBGEN_IDENTITY;
1474 layer->alphagen.alphagen = Q3ALPHAGEN_IDENTITY;
1475 layer->tcgen.tcgen = Q3TCGEN_TEXTURE;
1476 layer->blendfunc[0] = GL_ONE;
1477 layer->blendfunc[1] = GL_ZERO;
1478 while (COM_ParseToken_QuakeC(&text, false))
1480 if (!strcasecmp(com_token, "}"))
1482 if (!strcasecmp(com_token, "\n"))
1485 for (j = 0;strcasecmp(com_token, "\n") && strcasecmp(com_token, "}");j++)
1487 if (j < TEXTURE_MAXFRAMES + 4)
1489 strlcpy(parameter[j], com_token, sizeof(parameter[j]));
1490 numparameters = j + 1;
1492 if (!COM_ParseToken_QuakeC(&text, true))
1495 //for (j = numparameters;j < TEXTURE_MAXFRAMES + 4;j++)
1496 // parameter[j][0] = 0;
1497 if (developer.integer >= 100)
1499 Con_Printf("%s %i: ", shader.name, shader.numlayers - 1);
1500 for (j = 0;j < numparameters;j++)
1501 Con_Printf(" %s", parameter[j]);
1504 if (numparameters >= 2 && !strcasecmp(parameter[0], "blendfunc"))
1506 if (numparameters == 2)
1508 if (!strcasecmp(parameter[1], "add"))
1510 layer->blendfunc[0] = GL_ONE;
1511 layer->blendfunc[1] = GL_ONE;
1513 else if (!strcasecmp(parameter[1], "filter"))
1515 layer->blendfunc[0] = GL_DST_COLOR;
1516 layer->blendfunc[1] = GL_ZERO;
1518 else if (!strcasecmp(parameter[1], "blend"))
1520 layer->blendfunc[0] = GL_SRC_ALPHA;
1521 layer->blendfunc[1] = GL_ONE_MINUS_SRC_ALPHA;
1524 else if (numparameters == 3)
1527 for (k = 0;k < 2;k++)
1529 if (!strcasecmp(parameter[k+1], "GL_ONE"))
1530 layer->blendfunc[k] = GL_ONE;
1531 else if (!strcasecmp(parameter[k+1], "GL_ZERO"))
1532 layer->blendfunc[k] = GL_ZERO;
1533 else if (!strcasecmp(parameter[k+1], "GL_SRC_COLOR"))
1534 layer->blendfunc[k] = GL_SRC_COLOR;
1535 else if (!strcasecmp(parameter[k+1], "GL_SRC_ALPHA"))
1536 layer->blendfunc[k] = GL_SRC_ALPHA;
1537 else if (!strcasecmp(parameter[k+1], "GL_DST_COLOR"))
1538 layer->blendfunc[k] = GL_DST_COLOR;
1539 else if (!strcasecmp(parameter[k+1], "GL_DST_ALPHA"))
1540 layer->blendfunc[k] = GL_ONE_MINUS_DST_ALPHA;
1541 else if (!strcasecmp(parameter[k+1], "GL_ONE_MINUS_SRC_COLOR"))
1542 layer->blendfunc[k] = GL_ONE_MINUS_SRC_COLOR;
1543 else if (!strcasecmp(parameter[k+1], "GL_ONE_MINUS_SRC_ALPHA"))
1544 layer->blendfunc[k] = GL_ONE_MINUS_SRC_ALPHA;
1545 else if (!strcasecmp(parameter[k+1], "GL_ONE_MINUS_DST_COLOR"))
1546 layer->blendfunc[k] = GL_ONE_MINUS_DST_COLOR;
1547 else if (!strcasecmp(parameter[k+1], "GL_ONE_MINUS_DST_ALPHA"))
1548 layer->blendfunc[k] = GL_ONE_MINUS_DST_ALPHA;
1550 layer->blendfunc[k] = GL_ONE; // default in case of parsing error
1554 if (numparameters >= 2 && !strcasecmp(parameter[0], "alphafunc"))
1555 layer->alphatest = true;
1556 if (numparameters >= 2 && (!strcasecmp(parameter[0], "map") || !strcasecmp(parameter[0], "clampmap")))
1558 if (!strcasecmp(parameter[0], "clampmap"))
1559 layer->clampmap = true;
1560 layer->numframes = 1;
1561 layer->framerate = 1;
1562 layer->texturename = (char**)Mem_ExpandableArray_AllocRecord (
1563 &q3shader_data->char_ptrs);
1564 layer->texturename[0] = Mem_strdup (q3shaders_mem, parameter[1]);
1565 if (!strcasecmp(parameter[1], "$lightmap"))
1566 shader.lighting = true;
1568 else if (numparameters >= 3 && (!strcasecmp(parameter[0], "animmap") || !strcasecmp(parameter[0], "animclampmap")))
1571 layer->numframes = min(numparameters - 2, TEXTURE_MAXFRAMES);
1572 layer->framerate = atof(parameter[1]);
1573 layer->texturename = (char **) Mem_Alloc (q3shaders_mem, sizeof (char*) * layer->numframes);
1574 for (i = 0;i < layer->numframes;i++)
1575 layer->texturename[i] = Mem_strdup (q3shaders_mem, parameter[i + 2]);
1577 else if (numparameters >= 2 && !strcasecmp(parameter[0], "rgbgen"))
1580 for (i = 0;i < numparameters - 2 && i < Q3RGBGEN_MAXPARMS;i++)
1581 layer->rgbgen.parms[i] = atof(parameter[i+2]);
1582 if (!strcasecmp(parameter[1], "identity")) layer->rgbgen.rgbgen = Q3RGBGEN_IDENTITY;
1583 else if (!strcasecmp(parameter[1], "const")) layer->rgbgen.rgbgen = Q3RGBGEN_CONST;
1584 else if (!strcasecmp(parameter[1], "entity")) layer->rgbgen.rgbgen = Q3RGBGEN_ENTITY;
1585 else if (!strcasecmp(parameter[1], "exactvertex")) layer->rgbgen.rgbgen = Q3RGBGEN_EXACTVERTEX;
1586 else if (!strcasecmp(parameter[1], "identitylighting")) layer->rgbgen.rgbgen = Q3RGBGEN_IDENTITYLIGHTING;
1587 else if (!strcasecmp(parameter[1], "lightingdiffuse")) layer->rgbgen.rgbgen = Q3RGBGEN_LIGHTINGDIFFUSE;
1588 else if (!strcasecmp(parameter[1], "oneminusentity")) layer->rgbgen.rgbgen = Q3RGBGEN_ONEMINUSENTITY;
1589 else if (!strcasecmp(parameter[1], "oneminusvertex")) layer->rgbgen.rgbgen = Q3RGBGEN_ONEMINUSVERTEX;
1590 else if (!strcasecmp(parameter[1], "vertex")) layer->rgbgen.rgbgen = Q3RGBGEN_VERTEX;
1591 else if (!strcasecmp(parameter[1], "wave"))
1593 layer->rgbgen.rgbgen = Q3RGBGEN_WAVE;
1594 layer->rgbgen.wavefunc = Mod_LoadQ3Shaders_EnumerateWaveFunc(parameter[2]);
1595 for (i = 0;i < numparameters - 3 && i < Q3WAVEPARMS;i++)
1596 layer->rgbgen.waveparms[i] = atof(parameter[i+3]);
1598 else Con_DPrintf("%s parsing warning: unknown rgbgen %s\n", search->filenames[fileindex], parameter[1]);
1600 else if (numparameters >= 2 && !strcasecmp(parameter[0], "alphagen"))
1603 for (i = 0;i < numparameters - 2 && i < Q3ALPHAGEN_MAXPARMS;i++)
1604 layer->alphagen.parms[i] = atof(parameter[i+2]);
1605 if (!strcasecmp(parameter[1], "identity")) layer->alphagen.alphagen = Q3ALPHAGEN_IDENTITY;
1606 else if (!strcasecmp(parameter[1], "const")) layer->alphagen.alphagen = Q3ALPHAGEN_CONST;
1607 else if (!strcasecmp(parameter[1], "entity")) layer->alphagen.alphagen = Q3ALPHAGEN_ENTITY;
1608 else if (!strcasecmp(parameter[1], "lightingspecular")) layer->alphagen.alphagen = Q3ALPHAGEN_LIGHTINGSPECULAR;
1609 else if (!strcasecmp(parameter[1], "oneminusentity")) layer->alphagen.alphagen = Q3ALPHAGEN_ONEMINUSENTITY;
1610 else if (!strcasecmp(parameter[1], "oneminusvertex")) layer->alphagen.alphagen = Q3ALPHAGEN_ONEMINUSVERTEX;
1611 else if (!strcasecmp(parameter[1], "portal")) layer->alphagen.alphagen = Q3ALPHAGEN_PORTAL;
1612 else if (!strcasecmp(parameter[1], "vertex")) layer->alphagen.alphagen = Q3ALPHAGEN_VERTEX;
1613 else if (!strcasecmp(parameter[1], "wave"))
1615 layer->alphagen.alphagen = Q3ALPHAGEN_WAVE;
1616 layer->alphagen.wavefunc = Mod_LoadQ3Shaders_EnumerateWaveFunc(parameter[2]);
1617 for (i = 0;i < numparameters - 3 && i < Q3WAVEPARMS;i++)
1618 layer->alphagen.waveparms[i] = atof(parameter[i+3]);
1620 else Con_DPrintf("%s parsing warning: unknown alphagen %s\n", search->filenames[fileindex], parameter[1]);
1622 else if (numparameters >= 2 && (!strcasecmp(parameter[0], "texgen") || !strcasecmp(parameter[0], "tcgen")))
1625 // observed values: tcgen environment
1626 // no other values have been observed in real shaders
1627 for (i = 0;i < numparameters - 2 && i < Q3TCGEN_MAXPARMS;i++)
1628 layer->tcgen.parms[i] = atof(parameter[i+2]);
1629 if (!strcasecmp(parameter[1], "base")) layer->tcgen.tcgen = Q3TCGEN_TEXTURE;
1630 else if (!strcasecmp(parameter[1], "texture")) layer->tcgen.tcgen = Q3TCGEN_TEXTURE;
1631 else if (!strcasecmp(parameter[1], "environment")) layer->tcgen.tcgen = Q3TCGEN_ENVIRONMENT;
1632 else if (!strcasecmp(parameter[1], "lightmap")) layer->tcgen.tcgen = Q3TCGEN_LIGHTMAP;
1633 else if (!strcasecmp(parameter[1], "vector")) layer->tcgen.tcgen = Q3TCGEN_VECTOR;
1634 else Con_DPrintf("%s parsing warning: unknown tcgen mode %s\n", search->filenames[fileindex], parameter[1]);
1636 else if (numparameters >= 2 && !strcasecmp(parameter[0], "tcmod"))
1643 // tcmod stretch sin # # # #
1644 // tcmod stretch triangle # # # #
1645 // tcmod transform # # # # # #
1646 // tcmod turb # # # #
1647 // tcmod turb sin # # # # (this is bogus)
1648 // no other values have been observed in real shaders
1649 for (tcmodindex = 0;tcmodindex < Q3MAXTCMODS;tcmodindex++)
1650 if (!layer->tcmods[tcmodindex].tcmod)
1652 if (tcmodindex < Q3MAXTCMODS)
1654 for (i = 0;i < numparameters - 2 && i < Q3TCMOD_MAXPARMS;i++)
1655 layer->tcmods[tcmodindex].parms[i] = atof(parameter[i+2]);
1656 if (!strcasecmp(parameter[1], "entitytranslate")) layer->tcmods[tcmodindex].tcmod = Q3TCMOD_ENTITYTRANSLATE;
1657 else if (!strcasecmp(parameter[1], "rotate")) layer->tcmods[tcmodindex].tcmod = Q3TCMOD_ROTATE;
1658 else if (!strcasecmp(parameter[1], "scale")) layer->tcmods[tcmodindex].tcmod = Q3TCMOD_SCALE;
1659 else if (!strcasecmp(parameter[1], "scroll")) layer->tcmods[tcmodindex].tcmod = Q3TCMOD_SCROLL;
1660 else if (!strcasecmp(parameter[1], "page")) layer->tcmods[tcmodindex].tcmod = Q3TCMOD_PAGE;
1661 else if (!strcasecmp(parameter[1], "stretch"))
1663 layer->tcmods[tcmodindex].tcmod = Q3TCMOD_STRETCH;
1664 layer->tcmods[tcmodindex].wavefunc = Mod_LoadQ3Shaders_EnumerateWaveFunc(parameter[2]);
1665 for (i = 0;i < numparameters - 3 && i < Q3WAVEPARMS;i++)
1666 layer->tcmods[tcmodindex].waveparms[i] = atof(parameter[i+3]);
1668 else if (!strcasecmp(parameter[1], "transform")) layer->tcmods[tcmodindex].tcmod = Q3TCMOD_TRANSFORM;
1669 else if (!strcasecmp(parameter[1], "turb")) layer->tcmods[tcmodindex].tcmod = Q3TCMOD_TURBULENT;
1670 else Con_DPrintf("%s parsing warning: unknown tcmod mode %s\n", search->filenames[fileindex], parameter[1]);
1673 Con_DPrintf("%s parsing warning: too many tcmods on one layer\n", search->filenames[fileindex]);
1675 // break out a level if it was a closing brace (not using the character here to not confuse vim)
1676 if (!strcasecmp(com_token, "}"))
1679 if (layer->rgbgen.rgbgen == Q3RGBGEN_LIGHTINGDIFFUSE || layer->rgbgen.rgbgen == Q3RGBGEN_VERTEX)
1680 shader.lighting = true;
1681 if (layer->alphagen.alphagen == Q3ALPHAGEN_VERTEX)
1683 if (layer == shader.layers + 0)
1685 // vertex controlled transparency
1686 shader.vertexalpha = true;
1690 // multilayer terrain shader or similar
1691 shader.textureblendalpha = true;
1694 layer->texflags = TEXF_ALPHA | TEXF_PRECACHE;
1695 if (!(shader.surfaceparms & Q3SURFACEPARM_NOMIPMAPS))
1696 layer->texflags |= TEXF_MIPMAP;
1697 if (!(shader.textureflags & Q3TEXTUREFLAG_NOPICMIP))
1698 layer->texflags |= TEXF_PICMIP | TEXF_COMPRESS;
1699 if (layer->clampmap)
1700 layer->texflags |= TEXF_CLAMP;
1704 for (j = 0;strcasecmp(com_token, "\n") && strcasecmp(com_token, "}");j++)
1706 if (j < TEXTURE_MAXFRAMES + 4)
1708 strlcpy(parameter[j], com_token, sizeof(parameter[j]));
1709 numparameters = j + 1;
1711 if (!COM_ParseToken_QuakeC(&text, true))
1714 //for (j = numparameters;j < TEXTURE_MAXFRAMES + 4;j++)
1715 // parameter[j][0] = 0;
1716 if (fileindex == 0 && !strcasecmp(com_token, "}"))
1718 if (developer.integer >= 100)
1720 Con_Printf("%s: ", shader.name);
1721 for (j = 0;j < numparameters;j++)
1722 Con_Printf(" %s", parameter[j]);
1725 if (numparameters < 1)
1727 if (!strcasecmp(parameter[0], "surfaceparm") && numparameters >= 2)
1729 if (!strcasecmp(parameter[1], "alphashadow"))
1730 shader.surfaceparms |= Q3SURFACEPARM_ALPHASHADOW;
1731 else if (!strcasecmp(parameter[1], "areaportal"))
1732 shader.surfaceparms |= Q3SURFACEPARM_AREAPORTAL;
1733 else if (!strcasecmp(parameter[1], "botclip"))
1734 shader.surfaceparms |= Q3SURFACEPARM_BOTCLIP;
1735 else if (!strcasecmp(parameter[1], "clusterportal"))
1736 shader.surfaceparms |= Q3SURFACEPARM_CLUSTERPORTAL;
1737 else if (!strcasecmp(parameter[1], "detail"))
1738 shader.surfaceparms |= Q3SURFACEPARM_DETAIL;
1739 else if (!strcasecmp(parameter[1], "donotenter"))
1740 shader.surfaceparms |= Q3SURFACEPARM_DONOTENTER;
1741 else if (!strcasecmp(parameter[1], "dust"))
1742 shader.surfaceparms |= Q3SURFACEPARM_DUST;
1743 else if (!strcasecmp(parameter[1], "hint"))
1744 shader.surfaceparms |= Q3SURFACEPARM_HINT;
1745 else if (!strcasecmp(parameter[1], "fog"))
1746 shader.surfaceparms |= Q3SURFACEPARM_FOG;
1747 else if (!strcasecmp(parameter[1], "lava"))
1748 shader.surfaceparms |= Q3SURFACEPARM_LAVA;
1749 else if (!strcasecmp(parameter[1], "lightfilter"))
1750 shader.surfaceparms |= Q3SURFACEPARM_LIGHTFILTER;
1751 else if (!strcasecmp(parameter[1], "lightgrid"))
1752 shader.surfaceparms |= Q3SURFACEPARM_LIGHTGRID;
1753 else if (!strcasecmp(parameter[1], "metalsteps"))
1754 shader.surfaceparms |= Q3SURFACEPARM_METALSTEPS;
1755 else if (!strcasecmp(parameter[1], "nodamage"))
1756 shader.surfaceparms |= Q3SURFACEPARM_NODAMAGE;
1757 else if (!strcasecmp(parameter[1], "nodlight"))
1758 shader.surfaceparms |= Q3SURFACEPARM_NODLIGHT;
1759 else if (!strcasecmp(parameter[1], "nodraw"))
1760 shader.surfaceparms |= Q3SURFACEPARM_NODRAW;
1761 else if (!strcasecmp(parameter[1], "nodrop"))
1762 shader.surfaceparms |= Q3SURFACEPARM_NODROP;
1763 else if (!strcasecmp(parameter[1], "noimpact"))
1764 shader.surfaceparms |= Q3SURFACEPARM_NOIMPACT;
1765 else if (!strcasecmp(parameter[1], "nolightmap"))
1766 shader.surfaceparms |= Q3SURFACEPARM_NOLIGHTMAP;
1767 else if (!strcasecmp(parameter[1], "nomarks"))
1768 shader.surfaceparms |= Q3SURFACEPARM_NOMARKS;
1769 else if (!strcasecmp(parameter[1], "nomipmaps"))
1770 shader.surfaceparms |= Q3SURFACEPARM_NOMIPMAPS;
1771 else if (!strcasecmp(parameter[1], "nonsolid"))
1772 shader.surfaceparms |= Q3SURFACEPARM_NONSOLID;
1773 else if (!strcasecmp(parameter[1], "origin"))
1774 shader.surfaceparms |= Q3SURFACEPARM_ORIGIN;
1775 else if (!strcasecmp(parameter[1], "playerclip"))
1776 shader.surfaceparms |= Q3SURFACEPARM_PLAYERCLIP;
1777 else if (!strcasecmp(parameter[1], "sky"))
1778 shader.surfaceparms |= Q3SURFACEPARM_SKY;
1779 else if (!strcasecmp(parameter[1], "slick"))
1780 shader.surfaceparms |= Q3SURFACEPARM_SLICK;
1781 else if (!strcasecmp(parameter[1], "slime"))
1782 shader.surfaceparms |= Q3SURFACEPARM_SLIME;
1783 else if (!strcasecmp(parameter[1], "structural"))
1784 shader.surfaceparms |= Q3SURFACEPARM_STRUCTURAL;
1785 else if (!strcasecmp(parameter[1], "trans"))
1786 shader.surfaceparms |= Q3SURFACEPARM_TRANS;
1787 else if (!strcasecmp(parameter[1], "water"))
1788 shader.surfaceparms |= Q3SURFACEPARM_WATER;
1789 else if (!strcasecmp(parameter[1], "pointlight"))
1790 shader.surfaceparms |= Q3SURFACEPARM_POINTLIGHT;
1791 else if (!strcasecmp(parameter[1], "antiportal"))
1792 shader.surfaceparms |= Q3SURFACEPARM_ANTIPORTAL;
1794 Con_DPrintf("%s parsing warning: unknown surfaceparm \"%s\"\n", search->filenames[fileindex], parameter[1]);
1796 else if (!strcasecmp(parameter[0], "dpshadow"))
1797 shader.dpshadow = true;
1798 else if (!strcasecmp(parameter[0], "dpnoshadow"))
1799 shader.dpnoshadow = true;
1800 else if (!strcasecmp(parameter[0], "sky") && numparameters >= 2)
1802 // some q3 skies don't have the sky parm set
1803 shader.surfaceparms |= Q3SURFACEPARM_SKY;
1804 strlcpy(shader.skyboxname, parameter[1], sizeof(shader.skyboxname));
1806 else if (!strcasecmp(parameter[0], "skyparms") && numparameters >= 2)
1808 // some q3 skies don't have the sky parm set
1809 shader.surfaceparms |= Q3SURFACEPARM_SKY;
1810 if (!atoi(parameter[1]) && strcasecmp(parameter[1], "-"))
1811 strlcpy(shader.skyboxname, parameter[1], sizeof(shader.skyboxname));
1813 else if (!strcasecmp(parameter[0], "cull") && numparameters >= 2)
1815 if (!strcasecmp(parameter[1], "disable") || !strcasecmp(parameter[1], "none") || !strcasecmp(parameter[1], "twosided"))
1816 shader.textureflags |= Q3TEXTUREFLAG_TWOSIDED;
1818 else if (!strcasecmp(parameter[0], "nomipmaps"))
1819 shader.surfaceparms |= Q3SURFACEPARM_NOMIPMAPS;
1820 else if (!strcasecmp(parameter[0], "nopicmip"))
1821 shader.textureflags |= Q3TEXTUREFLAG_NOPICMIP;
1822 else if (!strcasecmp(parameter[0], "polygonoffset"))
1823 shader.textureflags |= Q3TEXTUREFLAG_POLYGONOFFSET;
1824 else if (!strcasecmp(parameter[0], "dp_refract") && numparameters >= 5)
1826 shader.textureflags |= Q3TEXTUREFLAG_REFRACTION;
1827 shader.refractfactor = atof(parameter[1]);
1828 Vector4Set(shader.refractcolor4f, atof(parameter[2]), atof(parameter[3]), atof(parameter[4]), 1);
1830 else if (!strcasecmp(parameter[0], "dp_reflect") && numparameters >= 6)
1832 shader.textureflags |= Q3TEXTUREFLAG_REFLECTION;
1833 shader.reflectfactor = atof(parameter[1]);
1834 Vector4Set(shader.reflectcolor4f, atof(parameter[2]), atof(parameter[3]), atof(parameter[4]), atof(parameter[5]));
1836 else if (!strcasecmp(parameter[0], "dp_water") && numparameters >= 12)
1838 shader.textureflags |= Q3TEXTUREFLAG_WATERSHADER;
1839 shader.reflectmin = atof(parameter[1]);
1840 shader.reflectmax = atof(parameter[2]);
1841 shader.refractfactor = atof(parameter[3]);
1842 shader.reflectfactor = atof(parameter[4]);
1843 Vector4Set(shader.refractcolor4f, atof(parameter[5]), atof(parameter[6]), atof(parameter[7]), 1);
1844 Vector4Set(shader.reflectcolor4f, atof(parameter[8]), atof(parameter[9]), atof(parameter[10]), 1);
1845 shader.r_water_wateralpha = atof(parameter[11]);
1847 else if (!strcasecmp(parameter[0], "dp_glossintensitymod") && numparameters >= 2)
1849 shader.specularscalemod = atof(parameter[1]);
1851 else if (!strcasecmp(parameter[0], "dp_glossexponentmod") && numparameters >= 2)
1853 shader.specularpowermod = atof(parameter[1]);
1855 else if (!strcasecmp(parameter[0], "deformvertexes") && numparameters >= 2)
1858 for (deformindex = 0;deformindex < Q3MAXDEFORMS;deformindex++)
1859 if (!shader.deforms[deformindex].deform)
1861 if (deformindex < Q3MAXDEFORMS)
1863 for (i = 0;i < numparameters - 2 && i < Q3DEFORM_MAXPARMS;i++)
1864 shader.deforms[deformindex].parms[i] = atof(parameter[i+2]);
1865 if (!strcasecmp(parameter[1], "projectionshadow")) shader.deforms[deformindex].deform = Q3DEFORM_PROJECTIONSHADOW;
1866 else if (!strcasecmp(parameter[1], "autosprite" )) shader.deforms[deformindex].deform = Q3DEFORM_AUTOSPRITE;
1867 else if (!strcasecmp(parameter[1], "autosprite2" )) shader.deforms[deformindex].deform = Q3DEFORM_AUTOSPRITE2;
1868 else if (!strcasecmp(parameter[1], "text0" )) shader.deforms[deformindex].deform = Q3DEFORM_TEXT0;
1869 else if (!strcasecmp(parameter[1], "text1" )) shader.deforms[deformindex].deform = Q3DEFORM_TEXT1;
1870 else if (!strcasecmp(parameter[1], "text2" )) shader.deforms[deformindex].deform = Q3DEFORM_TEXT2;
1871 else if (!strcasecmp(parameter[1], "text3" )) shader.deforms[deformindex].deform = Q3DEFORM_TEXT3;
1872 else if (!strcasecmp(parameter[1], "text4" )) shader.deforms[deformindex].deform = Q3DEFORM_TEXT4;
1873 else if (!strcasecmp(parameter[1], "text5" )) shader.deforms[deformindex].deform = Q3DEFORM_TEXT5;
1874 else if (!strcasecmp(parameter[1], "text6" )) shader.deforms[deformindex].deform = Q3DEFORM_TEXT6;
1875 else if (!strcasecmp(parameter[1], "text7" )) shader.deforms[deformindex].deform = Q3DEFORM_TEXT7;
1876 else if (!strcasecmp(parameter[1], "bulge" )) shader.deforms[deformindex].deform = Q3DEFORM_BULGE;
1877 else if (!strcasecmp(parameter[1], "normal" )) shader.deforms[deformindex].deform = Q3DEFORM_NORMAL;
1878 else if (!strcasecmp(parameter[1], "wave" ))
1880 shader.deforms[deformindex].deform = Q3DEFORM_WAVE;
1881 shader.deforms[deformindex].wavefunc = Mod_LoadQ3Shaders_EnumerateWaveFunc(parameter[3]);
1882 for (i = 0;i < numparameters - 4 && i < Q3WAVEPARMS;i++)
1883 shader.deforms[deformindex].waveparms[i] = atof(parameter[i+4]);
1885 else if (!strcasecmp(parameter[1], "move" ))
1887 shader.deforms[deformindex].deform = Q3DEFORM_MOVE;
1888 shader.deforms[deformindex].wavefunc = Mod_LoadQ3Shaders_EnumerateWaveFunc(parameter[5]);
1889 for (i = 0;i < numparameters - 6 && i < Q3WAVEPARMS;i++)
1890 shader.deforms[deformindex].waveparms[i] = atof(parameter[i+6]);
1895 // pick the primary layer to render with
1896 if (shader.numlayers)
1898 shader.backgroundlayer = -1;
1899 shader.primarylayer = 0;
1900 // if lightmap comes first this is definitely an ordinary texture
1901 // if the first two layers have the correct blendfuncs and use vertex alpha, it is a blended terrain shader
1902 if ((shader.layers[shader.primarylayer].texturename != NULL)
1903 && !strcasecmp(shader.layers[shader.primarylayer].texturename[0], "$lightmap"))
1905 shader.backgroundlayer = -1;
1906 shader.primarylayer = 1;
1908 else if (shader.numlayers >= 2
1909 && shader.layers[1].alphagen.alphagen == Q3ALPHAGEN_VERTEX
1910 && (shader.layers[0].blendfunc[0] == GL_ONE && shader.layers[0].blendfunc[1] == GL_ZERO && !shader.layers[0].alphatest)
1911 && ((shader.layers[1].blendfunc[0] == GL_SRC_ALPHA && shader.layers[1].blendfunc[1] == GL_ONE_MINUS_SRC_ALPHA)
1912 || (shader.layers[1].blendfunc[0] == GL_ONE && shader.layers[1].blendfunc[1] == GL_ZERO && shader.layers[1].alphatest)))
1914 // terrain blending or other effects
1915 shader.backgroundlayer = 0;
1916 shader.primarylayer = 1;
1919 // fix up multiple reflection types
1920 if(shader.textureflags & Q3TEXTUREFLAG_WATERSHADER)
1921 shader.textureflags &= ~(Q3TEXTUREFLAG_REFRACTION | Q3TEXTUREFLAG_REFLECTION);
1923 Q3Shader_AddToHash (&shader);
1927 FS_FreeSearch(search);
1930 q3shaderinfo_t *Mod_LookupQ3Shader(const char *name)
1932 unsigned short hash;
1933 q3shader_hash_entry_t* entry;
1935 Mod_LoadQ3Shaders();
1936 hash = CRC_Block_CaseInsensitive ((const unsigned char *)name, strlen (name));
1937 entry = q3shader_data->hash + (hash % Q3SHADER_HASH_SIZE);
1938 while (entry != NULL)
1940 if (strcasecmp (entry->shader.name, name) == 0)
1941 return &entry->shader;
1942 entry = entry->chain;
1947 qboolean Mod_LoadTextureFromQ3Shader(texture_t *texture, const char *name, qboolean warnmissing, qboolean fallback, int defaulttexflags)
1951 qboolean success = true;
1952 q3shaderinfo_t *shader;
1955 strlcpy(texture->name, name, sizeof(texture->name));
1956 shader = name[0] ? Mod_LookupQ3Shader(name) : NULL;
1959 if(!(defaulttexflags & TEXF_PICMIP))
1960 texflagsmask &= ~TEXF_PICMIP;
1961 if(!(defaulttexflags & TEXF_COMPRESS))
1962 texflagsmask &= ~TEXF_COMPRESS;
1963 texture->specularscalemod = 1; // unless later loaded from the shader
1964 texture->specularpowermod = 1; // unless later loaded from the shader
1968 if (developer_loading.integer)
1969 Con_Printf("%s: loaded shader for %s\n", loadmodel->name, name);
1970 texture->surfaceparms = shader->surfaceparms;
1972 // allow disabling of picmip or compression by defaulttexflags
1973 texture->textureflags = shader->textureflags & texflagsmask;
1975 if (shader->surfaceparms & Q3SURFACEPARM_SKY)
1977 texture->basematerialflags = MATERIALFLAG_SKY | MATERIALFLAG_NOSHADOW;
1978 if (shader->skyboxname[0])
1980 // quake3 seems to append a _ to the skybox name, so this must do so as well
1981 dpsnprintf(loadmodel->brush.skybox, sizeof(loadmodel->brush.skybox), "%s_", shader->skyboxname);
1984 else if ((texture->surfaceflags & Q3SURFACEFLAG_NODRAW) || shader->numlayers == 0)
1985 texture->basematerialflags = MATERIALFLAG_NODRAW | MATERIALFLAG_NOSHADOW;
1987 texture->basematerialflags = MATERIALFLAG_WALL;
1989 if (shader->layers[0].alphatest)
1990 texture->basematerialflags |= MATERIALFLAG_ALPHATEST | MATERIALFLAG_NOSHADOW;
1991 if (shader->textureflags & Q3TEXTUREFLAG_TWOSIDED)
1992 texture->basematerialflags |= MATERIALFLAG_NOSHADOW | MATERIALFLAG_NOCULLFACE;
1993 if (shader->textureflags & Q3TEXTUREFLAG_POLYGONOFFSET)
1994 texture->biaspolygonoffset -= 2;
1995 if (shader->textureflags & Q3TEXTUREFLAG_REFRACTION)
1996 texture->basematerialflags |= MATERIALFLAG_REFRACTION;
1997 if (shader->textureflags & Q3TEXTUREFLAG_REFLECTION)
1998 texture->basematerialflags |= MATERIALFLAG_REFLECTION;
1999 if (shader->textureflags & Q3TEXTUREFLAG_WATERSHADER)
2000 texture->basematerialflags |= MATERIALFLAG_WATERSHADER;
2001 texture->customblendfunc[0] = GL_ONE;
2002 texture->customblendfunc[1] = GL_ZERO;
2003 if (shader->numlayers > 0)
2005 texture->customblendfunc[0] = shader->layers[0].blendfunc[0];
2006 texture->customblendfunc[1] = shader->layers[0].blendfunc[1];
2008 Q3 shader blendfuncs actually used in the game (* = supported by DP)
2009 * additive GL_ONE GL_ONE
2010 additive weird GL_ONE GL_SRC_ALPHA
2011 additive weird 2 GL_ONE GL_ONE_MINUS_SRC_ALPHA
2012 * alpha GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA
2013 alpha inverse GL_ONE_MINUS_SRC_ALPHA GL_SRC_ALPHA
2014 brighten GL_DST_COLOR GL_ONE
2015 brighten GL_ONE GL_SRC_COLOR
2016 brighten weird GL_DST_COLOR GL_ONE_MINUS_DST_ALPHA
2017 brighten weird 2 GL_DST_COLOR GL_SRC_ALPHA
2018 * modulate GL_DST_COLOR GL_ZERO
2019 * modulate GL_ZERO GL_SRC_COLOR
2020 modulate inverse GL_ZERO GL_ONE_MINUS_SRC_COLOR
2021 modulate inverse alpha GL_ZERO GL_SRC_ALPHA
2022 modulate weird inverse GL_ONE_MINUS_DST_COLOR GL_ZERO
2023 * modulate x2 GL_DST_COLOR GL_SRC_COLOR
2024 * no blend GL_ONE GL_ZERO
2025 nothing GL_ZERO GL_ONE
2027 // if not opaque, figure out what blendfunc to use
2028 if (shader->layers[0].blendfunc[0] != GL_ONE || shader->layers[0].blendfunc[1] != GL_ZERO)
2030 if (shader->layers[0].blendfunc[0] == GL_ONE && shader->layers[0].blendfunc[1] == GL_ONE)
2031 texture->basematerialflags |= MATERIALFLAG_ADD | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
2032 else if (shader->layers[0].blendfunc[0] == GL_SRC_ALPHA && shader->layers[0].blendfunc[1] == GL_ONE)
2033 texture->basematerialflags |= MATERIALFLAG_ADD | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
2034 else if (shader->layers[0].blendfunc[0] == GL_SRC_ALPHA && shader->layers[0].blendfunc[1] == GL_ONE_MINUS_SRC_ALPHA)
2035 texture->basematerialflags |= MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
2037 texture->basematerialflags |= MATERIALFLAG_CUSTOMBLEND | MATERIALFLAG_FULLBRIGHT | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
2040 if (!shader->lighting)
2041 texture->basematerialflags |= MATERIALFLAG_FULLBRIGHT;
2042 if (shader->primarylayer >= 0)
2044 q3shaderinfo_layer_t* primarylayer = shader->layers + shader->primarylayer;
2045 // copy over many primarylayer parameters
2046 texture->rgbgen = primarylayer->rgbgen;
2047 texture->alphagen = primarylayer->alphagen;
2048 texture->tcgen = primarylayer->tcgen;
2049 memcpy(texture->tcmods, primarylayer->tcmods, sizeof(texture->tcmods));
2050 // load the textures
2051 texture->numskinframes = primarylayer->numframes;
2052 texture->skinframerate = primarylayer->framerate;
2053 for (j = 0;j < primarylayer->numframes;j++)
2055 if(cls.state == ca_dedicated)
2057 texture->skinframes[j] = NULL;
2059 else if (!(texture->skinframes[j] = R_SkinFrame_LoadExternal(primarylayer->texturename[j], primarylayer->texflags & texflagsmask, false)))
2061 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);
2062 texture->skinframes[j] = R_SkinFrame_LoadMissing();
2066 if (shader->backgroundlayer >= 0)
2068 q3shaderinfo_layer_t* backgroundlayer = shader->layers + shader->backgroundlayer;
2069 // copy over one secondarylayer parameter
2070 memcpy(texture->backgroundtcmods, backgroundlayer->tcmods, sizeof(texture->backgroundtcmods));
2071 // load the textures
2072 texture->backgroundnumskinframes = backgroundlayer->numframes;
2073 texture->backgroundskinframerate = backgroundlayer->framerate;
2074 for (j = 0;j < backgroundlayer->numframes;j++)
2076 if(cls.state == ca_dedicated)
2078 texture->skinframes[j] = NULL;
2080 else if (!(texture->backgroundskinframes[j] = R_SkinFrame_LoadExternal(backgroundlayer->texturename[j], backgroundlayer->texflags & texflagsmask, false)))
2082 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);
2083 texture->backgroundskinframes[j] = R_SkinFrame_LoadMissing();
2087 if (shader->dpshadow)
2088 texture->basematerialflags &= ~MATERIALFLAG_NOSHADOW;
2089 if (shader->dpnoshadow)
2090 texture->basematerialflags |= MATERIALFLAG_NOSHADOW;
2091 memcpy(texture->deforms, shader->deforms, sizeof(texture->deforms));
2092 texture->reflectmin = shader->reflectmin;
2093 texture->reflectmax = shader->reflectmax;
2094 texture->refractfactor = shader->refractfactor;
2095 Vector4Copy(shader->refractcolor4f, texture->refractcolor4f);
2096 texture->reflectfactor = shader->reflectfactor;
2097 Vector4Copy(shader->reflectcolor4f, texture->reflectcolor4f);
2098 texture->r_water_wateralpha = shader->r_water_wateralpha;
2099 texture->specularscalemod = shader->specularscalemod;
2100 texture->specularpowermod = shader->specularpowermod;
2102 else if (!strcmp(texture->name, "noshader") || !texture->name[0])
2104 if (developer.integer >= 100)
2105 Con_Printf("^1%s:^7 using fallback noshader material for ^3\"%s\"\n", loadmodel->name, name);
2106 texture->surfaceparms = 0;
2108 else if (!strcmp(texture->name, "common/nodraw") || !strcmp(texture->name, "textures/common/nodraw"))
2110 if (developer.integer >= 100)
2111 Con_Printf("^1%s:^7 using fallback nodraw material for ^3\"%s\"\n", loadmodel->name, name);
2112 texture->surfaceparms = 0;
2113 texture->basematerialflags = MATERIALFLAG_NODRAW | MATERIALFLAG_NOSHADOW;
2117 if (developer.integer >= 100)
2118 Con_Printf("^1%s:^7 No shader found for texture ^3\"%s\"\n", loadmodel->name, texture->name);
2119 texture->surfaceparms = 0;
2120 if (texture->surfaceflags & Q3SURFACEFLAG_NODRAW)
2121 texture->basematerialflags |= MATERIALFLAG_NODRAW | MATERIALFLAG_NOSHADOW;
2122 else if (texture->surfaceflags & Q3SURFACEFLAG_SKY)
2123 texture->basematerialflags |= MATERIALFLAG_SKY | MATERIALFLAG_NOSHADOW;
2125 texture->basematerialflags |= MATERIALFLAG_WALL;
2126 texture->numskinframes = 1;
2127 if(cls.state == ca_dedicated)
2129 texture->skinframes[0] = NULL;
2136 if ((texture->skinframes[0] = R_SkinFrame_LoadExternal_CheckAlpha(texture->name, defaulttexflags, false, &has_alpha)))
2138 if(has_alpha && (defaulttexflags & TEXF_ALPHA))
2139 texture->basematerialflags |= MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
2146 if (!success && warnmissing)
2147 Con_Printf("^1%s:^7 could not load texture ^3\"%s\"\n", loadmodel->name, texture->name);
2150 // init the animation variables
2151 texture->currentframe = texture;
2152 if (texture->numskinframes < 1)
2153 texture->numskinframes = 1;
2154 if (!texture->skinframes[0])
2155 texture->skinframes[0] = R_SkinFrame_LoadMissing();
2156 texture->currentskinframe = texture->skinframes[0];
2157 texture->backgroundcurrentskinframe = texture->backgroundskinframes[0];
2161 skinfile_t *Mod_LoadSkinFiles(void)
2163 int i, words, line, wordsoverflow;
2166 skinfile_t *skinfile = NULL, *first = NULL;
2167 skinfileitem_t *skinfileitem;
2168 char word[10][MAX_QPATH];
2172 U_bodyBox,models/players/Legoman/BikerA2.tga
2173 U_RArm,models/players/Legoman/BikerA1.tga
2174 U_LArm,models/players/Legoman/BikerA1.tga
2175 U_armor,common/nodraw
2176 U_sword,common/nodraw
2177 U_shield,common/nodraw
2178 U_homb,common/nodraw
2179 U_backpack,common/nodraw
2180 U_colcha,common/nodraw
2185 memset(word, 0, sizeof(word));
2186 for (i = 0;i < MAX_SKINS && (data = text = (char *)FS_LoadFile(va("%s_%i.skin", loadmodel->name, i), tempmempool, true, NULL));i++)
2188 // If it's the first file we parse
2189 if (skinfile == NULL)
2191 skinfile = (skinfile_t *)Mem_Alloc(loadmodel->mempool, sizeof(skinfile_t));
2196 skinfile->next = (skinfile_t *)Mem_Alloc(loadmodel->mempool, sizeof(skinfile_t));
2197 skinfile = skinfile->next;
2199 skinfile->next = NULL;
2201 for(line = 0;;line++)
2204 if (!COM_ParseToken_QuakeC(&data, true))
2206 if (!strcmp(com_token, "\n"))
2209 wordsoverflow = false;
2213 strlcpy(word[words++], com_token, sizeof (word[0]));
2215 wordsoverflow = true;
2217 while (COM_ParseToken_QuakeC(&data, true) && strcmp(com_token, "\n"));
2220 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);
2223 // words is always >= 1
2224 if (!strcmp(word[0], "replace"))
2228 if (developer_loading.integer)
2229 Con_Printf("Mod_LoadSkinFiles: parsed mesh \"%s\" shader replacement \"%s\"\n", word[1], word[2]);
2230 skinfileitem = (skinfileitem_t *)Mem_Alloc(loadmodel->mempool, sizeof(skinfileitem_t));
2231 skinfileitem->next = skinfile->items;
2232 skinfile->items = skinfileitem;
2233 strlcpy (skinfileitem->name, word[1], sizeof (skinfileitem->name));
2234 strlcpy (skinfileitem->replacement, word[2], sizeof (skinfileitem->replacement));
2237 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]);
2239 else if (words >= 2 && !strncmp(word[0], "tag_", 4))
2241 // tag name, like "tag_weapon,"
2242 // not used for anything (not even in Quake3)
2244 else if (words >= 2 && !strcmp(word[1], ","))
2246 // mesh shader name, like "U_RArm,models/players/Legoman/BikerA1.tga"
2247 if (developer_loading.integer)
2248 Con_Printf("Mod_LoadSkinFiles: parsed mesh \"%s\" shader replacement \"%s\"\n", word[0], word[2]);
2249 skinfileitem = (skinfileitem_t *)Mem_Alloc(loadmodel->mempool, sizeof(skinfileitem_t));
2250 skinfileitem->next = skinfile->items;
2251 skinfile->items = skinfileitem;
2252 strlcpy (skinfileitem->name, word[0], sizeof (skinfileitem->name));
2253 strlcpy (skinfileitem->replacement, word[2], sizeof (skinfileitem->replacement));
2256 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);
2261 loadmodel->numskins = i;
2265 void Mod_FreeSkinFiles(skinfile_t *skinfile)
2268 skinfileitem_t *skinfileitem, *nextitem;
2269 for (;skinfile;skinfile = next)
2271 next = skinfile->next;
2272 for (skinfileitem = skinfile->items;skinfileitem;skinfileitem = nextitem)
2274 nextitem = skinfileitem->next;
2275 Mem_Free(skinfileitem);
2281 int Mod_CountSkinFiles(skinfile_t *skinfile)
2284 for (i = 0;skinfile;skinfile = skinfile->next, i++);
2288 void Mod_SnapVertices(int numcomponents, int numvertices, float *vertices, float snap)
2291 double isnap = 1.0 / snap;
2292 for (i = 0;i < numvertices*numcomponents;i++)
2293 vertices[i] = floor(vertices[i]*isnap)*snap;
2296 int Mod_RemoveDegenerateTriangles(int numtriangles, const int *inelement3i, int *outelement3i, const float *vertex3f)
2298 int i, outtriangles;
2299 float edgedir1[3], edgedir2[3], temp[3];
2300 // a degenerate triangle is one with no width (thickness, surface area)
2301 // these are characterized by having all 3 points colinear (along a line)
2302 // or having two points identical
2303 // the simplest check is to calculate the triangle's area
2304 for (i = 0, outtriangles = 0;i < numtriangles;i++, inelement3i += 3)
2306 // calculate first edge
2307 VectorSubtract(vertex3f + inelement3i[1] * 3, vertex3f + inelement3i[0] * 3, edgedir1);
2308 VectorSubtract(vertex3f + inelement3i[2] * 3, vertex3f + inelement3i[0] * 3, edgedir2);
2309 CrossProduct(edgedir1, edgedir2, temp);
2310 if (VectorLength2(temp) < 0.001f)
2311 continue; // degenerate triangle (no area)
2312 // valid triangle (has area)
2313 VectorCopy(inelement3i, outelement3i);
2317 return outtriangles;
2320 void Mod_VertexRangeFromElements(int numelements, const int *elements, int *firstvertexpointer, int *lastvertexpointer)
2323 int firstvertex, lastvertex;
2324 if (numelements > 0 && elements)
2326 firstvertex = lastvertex = elements[0];
2327 for (i = 1;i < numelements;i++)
2330 firstvertex = min(firstvertex, e);
2331 lastvertex = max(lastvertex, e);
2335 firstvertex = lastvertex = 0;
2336 if (firstvertexpointer)
2337 *firstvertexpointer = firstvertex;
2338 if (lastvertexpointer)
2339 *lastvertexpointer = lastvertex;
2342 void Mod_MakeSortedSurfaces(dp_model_t *mod)
2344 // make an optimal set of texture-sorted batches to draw...
2346 int *firstsurfacefortexture;
2347 int *numsurfacesfortexture;
2348 if (!mod->sortedmodelsurfaces)
2349 mod->sortedmodelsurfaces = (int *) Mem_Alloc(loadmodel->mempool, mod->nummodelsurfaces * sizeof(*mod->sortedmodelsurfaces));
2350 firstsurfacefortexture = (int *) Mem_Alloc(tempmempool, mod->num_textures * sizeof(*firstsurfacefortexture));
2351 numsurfacesfortexture = (int *) Mem_Alloc(tempmempool, mod->num_textures * sizeof(*numsurfacesfortexture));
2352 memset(numsurfacesfortexture, 0, mod->num_textures * sizeof(*numsurfacesfortexture));
2353 for (j = 0;j < mod->nummodelsurfaces;j++)
2355 const msurface_t *surface = mod->data_surfaces + j + mod->firstmodelsurface;
2356 int t = (int)(surface->texture - mod->data_textures);
2357 numsurfacesfortexture[t]++;
2360 for (t = 0;t < mod->num_textures;t++)
2362 firstsurfacefortexture[t] = j;
2363 j += numsurfacesfortexture[t];
2365 for (j = 0;j < mod->nummodelsurfaces;j++)
2367 const msurface_t *surface = mod->data_surfaces + j + mod->firstmodelsurface;
2368 int t = (int)(surface->texture - mod->data_textures);
2369 mod->sortedmodelsurfaces[firstsurfacefortexture[t]++] = j + mod->firstmodelsurface;
2371 Mem_Free(firstsurfacefortexture);
2372 Mem_Free(numsurfacesfortexture);
2375 static void Mod_BuildVBOs(void)
2377 if (developer.integer && loadmodel->surfmesh.data_element3s && loadmodel->surfmesh.data_element3i)
2380 for (i = 0;i < loadmodel->surfmesh.num_triangles*3;i++)
2382 if (loadmodel->surfmesh.data_element3s[i] != loadmodel->surfmesh.data_element3i[i])
2384 Con_Printf("Mod_BuildVBOs: element %u is incorrect (%u should be %u)\n", i, loadmodel->surfmesh.data_element3s[i], loadmodel->surfmesh.data_element3i[i]);
2385 loadmodel->surfmesh.data_element3s[i] = loadmodel->surfmesh.data_element3i[i];
2390 if (!gl_support_arb_vertex_buffer_object)
2393 // element buffer is easy because it's just one array
2394 if (loadmodel->surfmesh.num_triangles)
2396 if (loadmodel->surfmesh.data_element3s)
2397 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);
2399 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);
2402 // vertex buffer is several arrays and we put them in the same buffer
2404 // is this wise? the texcoordtexture2f array is used with dynamic
2405 // vertex/svector/tvector/normal when rendering animated models, on the
2406 // other hand animated models don't use a lot of vertices anyway...
2407 if (loadmodel->surfmesh.num_vertices)
2412 loadmodel->surfmesh.vbooffset_vertex3f = size;if (loadmodel->surfmesh.data_vertex3f ) size += loadmodel->surfmesh.num_vertices * sizeof(float[3]);
2413 loadmodel->surfmesh.vbooffset_svector3f = size;if (loadmodel->surfmesh.data_svector3f ) size += loadmodel->surfmesh.num_vertices * sizeof(float[3]);
2414 loadmodel->surfmesh.vbooffset_tvector3f = size;if (loadmodel->surfmesh.data_tvector3f ) size += loadmodel->surfmesh.num_vertices * sizeof(float[3]);
2415 loadmodel->surfmesh.vbooffset_normal3f = size;if (loadmodel->surfmesh.data_normal3f ) size += loadmodel->surfmesh.num_vertices * sizeof(float[3]);
2416 loadmodel->surfmesh.vbooffset_texcoordtexture2f = size;if (loadmodel->surfmesh.data_texcoordtexture2f ) size += loadmodel->surfmesh.num_vertices * sizeof(float[2]);
2417 loadmodel->surfmesh.vbooffset_texcoordlightmap2f = size;if (loadmodel->surfmesh.data_texcoordlightmap2f) size += loadmodel->surfmesh.num_vertices * sizeof(float[2]);
2418 loadmodel->surfmesh.vbooffset_lightmapcolor4f = size;if (loadmodel->surfmesh.data_lightmapcolor4f ) size += loadmodel->surfmesh.num_vertices * sizeof(float[4]);
2419 mem = (unsigned char *)Mem_Alloc(tempmempool, size);
2420 if (loadmodel->surfmesh.data_vertex3f ) memcpy(mem + loadmodel->surfmesh.vbooffset_vertex3f , loadmodel->surfmesh.data_vertex3f , loadmodel->surfmesh.num_vertices * sizeof(float[3]));
2421 if (loadmodel->surfmesh.data_svector3f ) memcpy(mem + loadmodel->surfmesh.vbooffset_svector3f , loadmodel->surfmesh.data_svector3f , loadmodel->surfmesh.num_vertices * sizeof(float[3]));
2422 if (loadmodel->surfmesh.data_tvector3f ) memcpy(mem + loadmodel->surfmesh.vbooffset_tvector3f , loadmodel->surfmesh.data_tvector3f , loadmodel->surfmesh.num_vertices * sizeof(float[3]));
2423 if (loadmodel->surfmesh.data_normal3f ) memcpy(mem + loadmodel->surfmesh.vbooffset_normal3f , loadmodel->surfmesh.data_normal3f , loadmodel->surfmesh.num_vertices * sizeof(float[3]));
2424 if (loadmodel->surfmesh.data_texcoordtexture2f ) memcpy(mem + loadmodel->surfmesh.vbooffset_texcoordtexture2f , loadmodel->surfmesh.data_texcoordtexture2f , loadmodel->surfmesh.num_vertices * sizeof(float[2]));
2425 if (loadmodel->surfmesh.data_texcoordlightmap2f) memcpy(mem + loadmodel->surfmesh.vbooffset_texcoordlightmap2f, loadmodel->surfmesh.data_texcoordlightmap2f, loadmodel->surfmesh.num_vertices * sizeof(float[2]));
2426 if (loadmodel->surfmesh.data_lightmapcolor4f ) memcpy(mem + loadmodel->surfmesh.vbooffset_lightmapcolor4f , loadmodel->surfmesh.data_lightmapcolor4f , loadmodel->surfmesh.num_vertices * sizeof(float[4]));
2427 loadmodel->surfmesh.vbo = R_Mesh_CreateStaticBufferObject(GL_ARRAY_BUFFER_ARB, mem, size, loadmodel->name);
2432 static void Mod_Decompile_OBJ(dp_model_t *model, const char *filename, const char *mtlfilename, const char *originalfilename)
2434 int vertexindex, surfaceindex, triangleindex, textureindex, countvertices = 0, countsurfaces = 0, countfaces = 0, counttextures = 0;
2436 const char *texname;
2438 const float *v, *vn, *vt;
2440 size_t outbufferpos = 0;
2441 size_t outbuffermax = 0x100000;
2442 char *outbuffer = (char *) Z_Malloc(outbuffermax), *oldbuffer;
2443 const msurface_t *surface;
2444 const int maxtextures = 256;
2445 char *texturenames = (char *) Z_Malloc(maxtextures * MAX_QPATH);
2447 // construct the mtllib file
2448 l = dpsnprintf(outbuffer + outbufferpos, outbuffermax - outbufferpos, "# mtllib for %s exported by darkplaces engine\n", originalfilename);
2451 for (surfaceindex = 0, surface = model->data_surfaces;surfaceindex < model->num_surfaces;surfaceindex++, surface++)
2454 countvertices += surface->num_vertices;
2455 countfaces += surface->num_triangles;
2456 texname = (surface->texture && surface->texture->name[0]) ? surface->texture->name : "default";
2457 for (textureindex = 0;textureindex < maxtextures && texturenames[textureindex*MAX_QPATH];textureindex++)
2458 if (!strcmp(texturenames + textureindex * MAX_QPATH, texname))
2460 if (textureindex >= maxtextures)
2461 continue; // just a precaution
2462 if (counttextures < textureindex + 1)
2463 counttextures = textureindex + 1;
2464 strlcpy(texturenames + textureindex * MAX_QPATH, texname, MAX_QPATH);
2465 if (outbufferpos >= outbuffermax >> 1)
2468 oldbuffer = outbuffer;
2469 outbuffer = (char *) Z_Malloc(outbuffermax);
2470 memcpy(outbuffer, oldbuffer, outbufferpos);
2473 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");
2478 // write the mtllib file
2479 FS_WriteFile(mtlfilename, outbuffer, outbufferpos);
2482 // construct the obj file
2483 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);
2486 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)
2488 if (outbufferpos >= outbuffermax >> 1)
2491 oldbuffer = outbuffer;
2492 outbuffer = (char *) Z_Malloc(outbuffermax);
2493 memcpy(outbuffer, oldbuffer, outbufferpos);
2496 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]);
2500 for (surfaceindex = 0, surface = model->data_surfaces;surfaceindex < model->num_surfaces;surfaceindex++, surface++)
2502 l = dpsnprintf(outbuffer + outbufferpos, outbuffermax - outbufferpos, "usemtl %s\n", (surface->texture && surface->texture->name[0]) ? surface->texture->name : "default");
2505 for (triangleindex = 0, e = model->surfmesh.data_element3i + surface->num_firsttriangle * 3;triangleindex < surface->num_triangles;triangleindex++, e += 3)
2507 if (outbufferpos >= outbuffermax >> 1)
2510 oldbuffer = outbuffer;
2511 outbuffer = (char *) Z_Malloc(outbuffermax);
2512 memcpy(outbuffer, oldbuffer, outbufferpos);
2518 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);
2524 // write the obj file
2525 FS_WriteFile(filename, outbuffer, outbufferpos);
2529 Z_Free(texturenames);
2532 Con_Printf("Wrote %s (%i bytes, %i vertices, %i faces, %i surfaces with %i distinct textures)\n", filename, (int)outbufferpos, countvertices, countfaces, countsurfaces, counttextures);
2535 static void Mod_Decompile_SMD(dp_model_t *model, const char *filename, int firstpose, int numposes, qboolean writetriangles)
2537 int countnodes = 0, counttriangles = 0, countframes = 0;
2547 size_t outbufferpos = 0;
2548 size_t outbuffermax = 0x100000;
2549 char *outbuffer = (char *) Z_Malloc(outbuffermax), *oldbuffer;
2550 const msurface_t *surface;
2551 l = dpsnprintf(outbuffer + outbufferpos, outbuffermax - outbufferpos, "version 1\nnodes\n");
2555 if(model->num_poses >= 0)
2556 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]);
2557 if(fabs(modelscale - 1) > 1e-4)
2559 if(firstpose == 0) // only print the when writing the reference pose
2560 Con_Printf("The model has an old-style model scale of %f\n", modelscale);
2564 for (transformindex = 0;transformindex < model->num_bones;transformindex++)
2566 if (outbufferpos >= outbuffermax >> 1)
2569 oldbuffer = outbuffer;
2570 outbuffer = (char *) Z_Malloc(outbuffermax);
2571 memcpy(outbuffer, oldbuffer, outbufferpos);
2575 l = dpsnprintf(outbuffer + outbufferpos, outbuffermax - outbufferpos, "%3i \"%s\" %3i\n", transformindex, model->data_bones[transformindex].name, model->data_bones[transformindex].parent);
2579 l = dpsnprintf(outbuffer + outbufferpos, outbuffermax - outbufferpos, "end\nskeleton\n");
2582 for (poseindex = 0, pose = model->data_poses + model->num_bones * 12 * firstpose;poseindex < numposes;poseindex++)
2585 l = dpsnprintf(outbuffer + outbufferpos, outbuffermax - outbufferpos, "time %i\n", poseindex);
2588 for (transformindex = 0;transformindex < model->num_bones;transformindex++, pose += 12)
2593 if (outbufferpos >= outbuffermax >> 1)
2596 oldbuffer = outbuffer;
2597 outbuffer = (char *) Z_Malloc(outbuffermax);
2598 memcpy(outbuffer, oldbuffer, outbufferpos);
2602 // strangely the smd angles are for a transposed matrix, so we
2603 // have to generate a transposed matrix, then convert that...
2604 mtest[0][0] = pose[ 0];
2605 mtest[0][1] = pose[ 4];
2606 mtest[0][2] = pose[ 8];
2607 mtest[0][3] = pose[ 3];
2608 mtest[1][0] = pose[ 1];
2609 mtest[1][1] = pose[ 5];
2610 mtest[1][2] = pose[ 9];
2611 mtest[1][3] = pose[ 7];
2612 mtest[2][0] = pose[ 2];
2613 mtest[2][1] = pose[ 6];
2614 mtest[2][2] = pose[10];
2615 mtest[2][3] = pose[11];
2616 AnglesFromVectors(angles, mtest[0], mtest[2], false);
2617 if (angles[0] >= 180) angles[0] -= 360;
2618 if (angles[1] >= 180) angles[1] -= 360;
2619 if (angles[2] >= 180) angles[2] -= 360;
2621 a = DEG2RAD(angles[ROLL]);
2622 b = DEG2RAD(angles[PITCH]);
2623 c = DEG2RAD(angles[YAW]);
2627 float cy, sy, cp, sp, cr, sr;
2629 // smd matrix construction, for comparing to non-transposed m
2640 test[0][1] = sr*sp*cy+cr*-sy;
2641 test[1][1] = sr*sp*sy+cr*cy;
2643 test[0][2] = (cr*sp*cy+-sr*-sy);
2644 test[1][2] = (cr*sp*sy+-sr*cy);
2646 test[0][3] = pose[3];
2647 test[1][3] = pose[7];
2648 test[2][3] = pose[11];
2651 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]));
2656 l = dpsnprintf(outbuffer + outbufferpos, outbuffermax - outbufferpos, "end\n");
2661 l = dpsnprintf(outbuffer + outbufferpos, outbuffermax - outbufferpos, "triangles\n");
2664 for (surfaceindex = 0, surface = model->data_surfaces;surfaceindex < model->num_surfaces;surfaceindex++, surface++)
2666 for (triangleindex = 0, e = model->surfmesh.data_element3i + surface->num_firsttriangle * 3;triangleindex < surface->num_triangles;triangleindex++, e += 3)
2669 if (outbufferpos >= outbuffermax >> 1)
2672 oldbuffer = outbuffer;
2673 outbuffer = (char *) Z_Malloc(outbuffermax);
2674 memcpy(outbuffer, oldbuffer, outbufferpos);
2677 l = dpsnprintf(outbuffer + outbufferpos, outbuffermax - outbufferpos, "%s\n", surface->texture && surface->texture->name[0] ? surface->texture->name : "default.bmp");
2680 for (cornerindex = 0;cornerindex < 3;cornerindex++)
2682 const int index = e[2-cornerindex];
2683 const float *v = model->surfmesh.data_vertex3f + index * 3;
2684 const float *vn = model->surfmesh.data_normal3f + index * 3;
2685 const float *vt = model->surfmesh.data_texcoordtexture2f + index * 2;
2686 const int *wi = model->surfmesh.data_vertexweightindex4i + index * 4;
2687 const float *wf = model->surfmesh.data_vertexweightinfluence4f + index * 4;
2688 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]);
2689 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]);
2690 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]);
2691 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]);
2697 l = dpsnprintf(outbuffer + outbufferpos, outbuffermax - outbufferpos, "end\n");
2702 FS_WriteFile(filename, outbuffer, outbufferpos);
2705 Con_Printf("Wrote %s (%i bytes, %i nodes, %i frames, %i triangles)\n", filename, (int)outbufferpos, countnodes, countframes, counttriangles);
2712 decompiles a model to editable files
2715 static void Mod_Decompile_f(void)
2717 int i, j, k, l, first, count;
2719 char inname[MAX_QPATH];
2720 char outname[MAX_QPATH];
2721 char mtlname[MAX_QPATH];
2722 char basename[MAX_QPATH];
2723 char animname[MAX_QPATH];
2724 char animname2[MAX_QPATH];
2725 char zymtextbuffer[16384];
2726 char dpmtextbuffer[16384];
2727 int zymtextsize = 0;
2728 int dpmtextsize = 0;
2730 if (Cmd_Argc() != 2)
2732 Con_Print("usage: modeldecompile <filename>\n");
2736 strlcpy(inname, Cmd_Argv(1), sizeof(inname));
2737 FS_StripExtension(inname, basename, sizeof(basename));
2739 mod = Mod_ForName(inname, false, true, inname[0] == '*' ? cl.model_name[1] : NULL);
2740 if (mod->brush.submodel)
2742 // if we're decompiling a submodel, be sure to give it a proper name based on its parent
2743 FS_StripExtension(cl.model_name[1], outname, sizeof(outname));
2744 dpsnprintf(basename, sizeof(basename), "%s/%s", outname, mod->name);
2749 Con_Print("No such model\n");
2752 if (!mod->surfmesh.num_triangles)
2754 Con_Print("Empty model (or sprite)\n");
2758 // export OBJ if possible (not on sprites)
2759 if (mod->surfmesh.num_triangles)
2761 dpsnprintf(outname, sizeof(outname), "%s_decompiled.obj", basename);
2762 dpsnprintf(mtlname, sizeof(mtlname), "%s_decompiled.mtl", basename);
2763 Mod_Decompile_OBJ(mod, outname, mtlname, inname);
2766 // export SMD if possible (only for skeletal models)
2767 if (mod->surfmesh.num_triangles && mod->num_bones)
2769 dpsnprintf(outname, sizeof(outname), "%s_decompiled/ref1.smd", basename);
2770 Mod_Decompile_SMD(mod, outname, 0, 1, true);
2771 l = dpsnprintf(zymtextbuffer + zymtextsize, sizeof(zymtextbuffer) - zymtextsize, "output out.zym\nscale 1\norigin 0 0 0\nmesh ref1.smd\n");
2772 if (l > 0) zymtextsize += l;
2773 l = dpsnprintf(dpmtextbuffer + dpmtextsize, sizeof(dpmtextbuffer) - dpmtextsize, "outputdir .\nmodel out\nscale 1\norigin 0 0 0\nscene ref1.smd\n");
2774 if (l > 0) dpmtextsize += l;
2775 for (i = 0;i < mod->numframes;i = j)
2777 strlcpy(animname, mod->animscenes[i].name, sizeof(animname));
2778 first = mod->animscenes[i].firstframe;
2779 if (mod->animscenes[i].framecount > 1)
2782 count = mod->animscenes[i].framecount;
2788 // check for additional frames with same name
2789 for (l = 0, k = strlen(animname);animname[l];l++)
2790 if ((animname[l] < '0' || animname[l] > '9') && animname[l] != '_')
2793 count = mod->num_poses - first;
2794 for (j = i + 1;j < mod->numframes;j++)
2796 strlcpy(animname2, mod->animscenes[j].name, sizeof(animname2));
2797 for (l = 0, k = strlen(animname2);animname2[l];l++)
2798 if ((animname2[l] < '0' || animname2[l] > '9') && animname2[l] != '_')
2801 if (strcmp(animname2, animname) || mod->animscenes[j].framecount > 1)
2803 count = mod->animscenes[j].firstframe - first;
2807 // if it's only one frame, use the original frame name
2809 strlcpy(animname, mod->animscenes[i].name, sizeof(animname));
2812 dpsnprintf(outname, sizeof(outname), "%s_decompiled/%s.smd", basename, animname);
2813 Mod_Decompile_SMD(mod, outname, first, count, false);
2814 if (zymtextsize < (int)sizeof(zymtextbuffer) - 100)
2816 l = dpsnprintf(zymtextbuffer + zymtextsize, sizeof(zymtextbuffer) - zymtextsize, "scene %s.smd fps %g\n", animname, mod->animscenes[i].framerate);
2817 if (l > 0) zymtextsize += l;
2819 if (dpmtextsize < (int)sizeof(dpmtextbuffer) - 100)
2821 l = dpsnprintf(dpmtextbuffer + dpmtextsize, sizeof(dpmtextbuffer) - dpmtextsize, "scene %s.smd\n", animname);
2822 if (l > 0) dpmtextsize += l;
2826 FS_WriteFile(va("%s_decompiled/out_zym.txt", basename), zymtextbuffer, (fs_offset_t)zymtextsize);
2828 FS_WriteFile(va("%s_decompiled/out_dpm.txt", basename), dpmtextbuffer, (fs_offset_t)dpmtextsize);