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"};
33 static mempool_t *mod_mempool;
34 static memexpandablearray_t models;
36 static mempool_t* q3shaders_mem;
37 typedef struct q3shader_hash_entry_s
39 q3shaderinfo_t shader;
40 struct q3shader_hash_entry_s* chain;
41 } q3shader_hash_entry_t;
42 #define Q3SHADER_HASH_SIZE 1021
43 typedef struct q3shader_data_s
45 memexpandablearray_t hash_entries;
46 q3shader_hash_entry_t hash[Q3SHADER_HASH_SIZE];
47 memexpandablearray_t char_ptrs;
49 static q3shader_data_t* q3shader_data;
51 static void mod_start(void)
54 int nummodels = Mem_ExpandableArray_IndexRange(&models);
57 // parse the Q3 shader files
60 for (i = 0;i < nummodels;i++)
61 if ((mod = Mem_ExpandableArray_RecordAtIndex(&models, i)) && mod->name[0] && mod->name[0] != '*')
63 Mod_LoadModel(mod, true, false, mod->isworldmodel);
66 static void mod_shutdown(void)
69 int nummodels = Mem_ExpandableArray_IndexRange(&models);
72 for (i = 0;i < nummodels;i++)
73 if ((mod = Mem_ExpandableArray_RecordAtIndex(&models, i)) && (mod->loaded || mod->mempool))
76 Mem_FreePool (&q3shaders_mem);
79 static void mod_newmap(void)
82 int i, j, k, surfacenum, ssize, tsize;
83 int nummodels = Mem_ExpandableArray_IndexRange(&models);
86 R_SkinFrame_PrepareForPurge();
87 for (i = 0;i < nummodels;i++)
89 if ((mod = Mem_ExpandableArray_RecordAtIndex(&models, i)) && mod->mempool && mod->data_textures)
91 for (j = 0;j < mod->num_textures;j++)
93 for (k = 0;k < mod->data_textures[j].numskinframes;k++)
94 R_SkinFrame_MarkUsed(mod->data_textures[j].skinframes[k]);
95 for (k = 0;k < mod->data_textures[j].backgroundnumskinframes;k++)
96 R_SkinFrame_MarkUsed(mod->data_textures[j].backgroundskinframes[k]);
102 if (!cl_stainmaps_clearonload.integer)
105 for (i = 0;i < nummodels;i++)
107 if ((mod = Mem_ExpandableArray_RecordAtIndex(&models, i)) && mod->mempool && mod->data_surfaces)
109 for (surfacenum = 0, surface = mod->data_surfaces;surfacenum < mod->num_surfaces;surfacenum++, surface++)
111 if (surface->lightmapinfo && surface->lightmapinfo->stainsamples)
113 ssize = (surface->lightmapinfo->extents[0] >> 4) + 1;
114 tsize = (surface->lightmapinfo->extents[1] >> 4) + 1;
115 memset(surface->lightmapinfo->stainsamples, 255, ssize * tsize * 3);
116 surface->cached_dlight = true;
128 static void Mod_Print(void);
129 static void Mod_Precache (void);
130 static void Mod_BuildVBOs(void);
133 mod_mempool = Mem_AllocPool("modelinfo", 0, NULL);
134 Mem_ExpandableArray_NewArray(&models, mod_mempool, sizeof(model_t), 16);
140 Cvar_RegisterVariable(&r_mipskins);
141 Cmd_AddCommand ("modellist", Mod_Print, "prints a list of loaded models");
142 Cmd_AddCommand ("modelprecache", Mod_Precache, "load a model");
145 void Mod_RenderInit(void)
147 R_RegisterModule("Models", mod_start, mod_shutdown, mod_newmap);
150 void Mod_UnloadModel (model_t *mod)
152 char name[MAX_QPATH];
153 qboolean isworldmodel;
155 strlcpy(name, mod->name, sizeof(name));
156 isworldmodel = mod->isworldmodel;
158 if (mod->surfmesh.ebo)
159 R_Mesh_DestroyBufferObject(mod->surfmesh.ebo);
160 if (mod->surfmesh.vbo)
161 R_Mesh_DestroyBufferObject(mod->surfmesh.vbo);
162 // free textures/memory attached to the model
163 R_FreeTexturePool(&mod->texturepool);
164 Mem_FreePool(&mod->mempool);
165 // clear the struct to make it available
166 memset(mod, 0, sizeof(model_t));
167 // restore the fields we want to preserve
168 strlcpy(mod->name, name, sizeof(mod->name));
169 mod->isworldmodel = isworldmodel;
181 model_t *Mod_LoadModel(model_t *mod, qboolean crash, qboolean checkdisk, qboolean isworldmodel)
186 fs_offset_t filesize;
190 if (mod->name[0] == '*') // submodel
196 // even if the model is loaded it still may need reloading...
198 // if the model is a worldmodel and is being referred to as a
199 // non-worldmodel here, then it needs reloading to get rid of the
201 if (mod->isworldmodel != isworldmodel)
204 // if it is not loaded or checkdisk is true we need to calculate the crc
205 if (!mod->loaded || checkdisk)
207 if (checkdisk && mod->loaded)
208 Con_DPrintf("checking model %s\n", mod->name);
209 buf = FS_LoadFile (mod->name, tempmempool, false, &filesize);
212 crc = CRC_Block((unsigned char *)buf, filesize);
213 // we need to reload the model if the crc does not match
219 // if the model is already loaded and checks passed, just return
227 Con_DPrintf("loading model %s\n", mod->name);
228 // LordHavoc: unload the existing model in this slot (if there is one)
229 if (mod->loaded || mod->mempool)
230 Mod_UnloadModel(mod);
233 mod->isworldmodel = isworldmodel;
236 // errors can prevent the corresponding mod->loaded = true;
239 // default model radius and bounding box (mainly for missing models)
241 VectorSet(mod->normalmins, -mod->radius, -mod->radius, -mod->radius);
242 VectorSet(mod->normalmaxs, mod->radius, mod->radius, mod->radius);
243 VectorSet(mod->yawmins, -mod->radius, -mod->radius, -mod->radius);
244 VectorSet(mod->yawmaxs, mod->radius, mod->radius, mod->radius);
245 VectorSet(mod->rotatedmins, -mod->radius, -mod->radius, -mod->radius);
246 VectorSet(mod->rotatedmaxs, mod->radius, mod->radius, mod->radius);
248 // if we're loading a worldmodel, then this is a level change
249 if (mod->isworldmodel)
251 // clear out any stale submodels or worldmodels lying around
252 // if we did this clear before now, an error might abort loading and
253 // leave things in a bad state
254 Mod_RemoveStaleWorldModels(mod);
255 // reload q3 shaders, to make sure they are ready to go for this level
256 // (including any models loaded for this level)
262 char *bufend = (char *)buf + filesize;
264 // all models use memory, so allocate a memory pool
265 mod->mempool = Mem_AllocPool(mod->name, 0, NULL);
267 num = LittleLong(*((int *)buf));
268 // call the apropriate loader
270 if (!memcmp(buf, "IDPO", 4)) Mod_IDP0_Load(mod, buf, bufend);
271 else if (!memcmp(buf, "IDP2", 4)) Mod_IDP2_Load(mod, buf, bufend);
272 else if (!memcmp(buf, "IDP3", 4)) Mod_IDP3_Load(mod, buf, bufend);
273 else if (!memcmp(buf, "IDSP", 4)) Mod_IDSP_Load(mod, buf, bufend);
274 else if (!memcmp(buf, "IDS2", 4)) Mod_IDS2_Load(mod, buf, bufend);
275 else if (!memcmp(buf, "IBSP", 4)) Mod_IBSP_Load(mod, buf, bufend);
276 else if (!memcmp(buf, "ZYMOTICMODEL", 12)) Mod_ZYMOTICMODEL_Load(mod, buf, bufend);
277 else if (!memcmp(buf, "DARKPLACESMODEL", 16)) Mod_DARKPLACESMODEL_Load(mod, buf, bufend);
278 else if (!memcmp(buf, "ACTRHEAD", 8)) Mod_PSKMODEL_Load(mod, buf, bufend);
279 else if (strlen(mod->name) >= 4 && !strcmp(mod->name - 4, ".map")) Mod_MAP_Load(mod, buf, bufend);
280 else if (num == BSPVERSION || num == 30) Mod_Q1BSP_Load(mod, buf, bufend);
281 else Con_Printf("Mod_LoadModel: model \"%s\" is of unknown/unsupported type\n", mod->name);
286 // no fatal errors occurred, so this model is ready to use.
291 // LordHavoc: Sys_Error was *ANNOYING*
292 Con_Printf ("Mod_LoadModel: %s not found\n", mod->name);
297 void Mod_ClearUsed(void)
300 int nummodels = Mem_ExpandableArray_IndexRange(&models);
302 for (i = 0;i < nummodels;i++)
303 if ((mod = Mem_ExpandableArray_RecordAtIndex(&models, i)) && mod->name[0])
307 void Mod_PurgeUnused(void)
310 int nummodels = Mem_ExpandableArray_IndexRange(&models);
312 for (i = 0;i < nummodels;i++)
314 if ((mod = Mem_ExpandableArray_RecordAtIndex(&models, i)) && mod->name[0] && !mod->used)
316 Mod_UnloadModel(mod);
317 Mem_ExpandableArray_FreeRecord(&models, mod);
322 // only used during loading!
323 void Mod_RemoveStaleWorldModels(model_t *skip)
326 int nummodels = Mem_ExpandableArray_IndexRange(&models);
328 for (i = 0;i < nummodels;i++)
330 if ((mod = Mem_ExpandableArray_RecordAtIndex(&models, i)) && mod->isworldmodel && mod->loaded && skip != mod)
332 Mod_UnloadModel(mod);
333 mod->isworldmodel = false;
345 model_t *Mod_FindName(const char *name)
348 int nummodels = Mem_ExpandableArray_IndexRange(&models);
352 Host_Error ("Mod_ForName: NULL name");
354 // search the currently loaded models
355 for (i = 0;i < nummodels;i++)
357 if ((mod = Mem_ExpandableArray_RecordAtIndex(&models, i)) && mod->name[0] && !strcmp(mod->name, name))
364 // no match found, create a new one
365 mod = Mem_ExpandableArray_AllocRecord(&models);
366 strlcpy(mod->name, name, sizeof(mod->name));
376 Loads in a model for the given name
379 model_t *Mod_ForName(const char *name, qboolean crash, qboolean checkdisk, qboolean isworldmodel)
382 model = Mod_FindName(name);
383 if (model->name[0] != '*' && (!model->loaded || checkdisk))
384 Mod_LoadModel(model, crash, checkdisk, isworldmodel);
392 Reloads all models if they have changed
395 void Mod_Reload(void)
398 int nummodels = Mem_ExpandableArray_IndexRange(&models);
400 for (i = 0;i < nummodels;i++)
401 if ((mod = Mem_ExpandableArray_RecordAtIndex(&models, i)) && mod->name[0] && mod->name[0] != '*' && mod->used)
402 Mod_LoadModel(mod, true, true, mod->isworldmodel);
405 unsigned char *mod_base;
408 //=============================================================================
415 static void Mod_Print(void)
418 int nummodels = Mem_ExpandableArray_IndexRange(&models);
421 Con_Print("Loaded models:\n");
422 for (i = 0;i < nummodels;i++)
423 if ((mod = Mem_ExpandableArray_RecordAtIndex(&models, i)) && mod->name[0])
424 Con_Printf("%4iK %s\n", mod->mempool ? (int)((mod->mempool->totalsize + 1023) / 1024) : 0, mod->name);
432 static void Mod_Precache(void)
435 Mod_ForName(Cmd_Argv(1), false, true, cl.worldmodel && !strcasecmp(Cmd_Argv(1), cl.worldmodel->name));
437 Con_Print("usage: modelprecache <filename>\n");
440 int Mod_BuildVertexRemapTableFromElements(int numelements, const int *elements, int numvertices, int *remapvertices)
444 used = (unsigned char *)Mem_Alloc(tempmempool, numvertices);
445 memset(used, 0, numvertices);
446 for (i = 0;i < numelements;i++)
447 used[elements[i]] = 1;
448 for (i = 0, count = 0;i < numvertices;i++)
449 remapvertices[i] = used[i] ? count++ : -1;
455 // fast way, using an edge hash
456 #define TRIANGLEEDGEHASH 8192
457 void Mod_BuildTriangleNeighbors(int *neighbors, const int *elements, int numtriangles)
459 int i, j, p, e1, e2, *n, hashindex, count, match;
461 typedef struct edgehashentry_s
463 struct edgehashentry_s *next;
468 edgehashentry_t *edgehash[TRIANGLEEDGEHASH], *edgehashentries, edgehashentriesbuffer[TRIANGLEEDGEHASH*3], *hash;
469 memset(edgehash, 0, sizeof(edgehash));
470 edgehashentries = edgehashentriesbuffer;
471 // if there are too many triangles for the stack array, allocate larger buffer
472 if (numtriangles > TRIANGLEEDGEHASH)
473 edgehashentries = (edgehashentry_t *)Mem_Alloc(tempmempool, numtriangles * 3 * sizeof(edgehashentry_t));
474 // find neighboring triangles
475 for (i = 0, e = elements, n = neighbors;i < numtriangles;i++, e += 3, n += 3)
477 for (j = 0, p = 2;j < 3;p = j, j++)
481 // this hash index works for both forward and backward edges
482 hashindex = (unsigned int)(e1 + e2) % TRIANGLEEDGEHASH;
483 hash = edgehashentries + i * 3 + j;
484 hash->next = edgehash[hashindex];
485 edgehash[hashindex] = hash;
487 hash->element[0] = e1;
488 hash->element[1] = e2;
491 for (i = 0, e = elements, n = neighbors;i < numtriangles;i++, e += 3, n += 3)
493 for (j = 0, p = 2;j < 3;p = j, j++)
497 // this hash index works for both forward and backward edges
498 hashindex = (unsigned int)(e1 + e2) % TRIANGLEEDGEHASH;
501 for (hash = edgehash[hashindex];hash;hash = hash->next)
503 if (hash->element[0] == e2 && hash->element[1] == e1)
505 if (hash->triangle != i)
506 match = hash->triangle;
509 else if ((hash->element[0] == e1 && hash->element[1] == e2))
512 // detect edges shared by three triangles and make them seams
518 // free the allocated buffer
519 if (edgehashentries != edgehashentriesbuffer)
520 Mem_Free(edgehashentries);
523 // very slow but simple way
524 static int Mod_FindTriangleWithEdge(const int *elements, int numtriangles, int start, int end, int ignore)
529 for (i = 0;i < numtriangles;i++, elements += 3)
531 if ((elements[0] == start && elements[1] == end)
532 || (elements[1] == start && elements[2] == end)
533 || (elements[2] == start && elements[0] == end))
539 else if ((elements[1] == start && elements[0] == end)
540 || (elements[2] == start && elements[1] == end)
541 || (elements[0] == start && elements[2] == end))
544 // detect edges shared by three triangles and make them seams
550 void Mod_BuildTriangleNeighbors(int *neighbors, const int *elements, int numtriangles)
554 for (i = 0, e = elements, n = neighbors;i < numtriangles;i++, e += 3, n += 3)
556 n[0] = Mod_FindTriangleWithEdge(elements, numtriangles, e[1], e[0], i);
557 n[1] = Mod_FindTriangleWithEdge(elements, numtriangles, e[2], e[1], i);
558 n[2] = Mod_FindTriangleWithEdge(elements, numtriangles, e[0], e[2], i);
563 void Mod_ValidateElements(int *elements, int numtriangles, int firstvertex, int numverts, const char *filename, int fileline)
565 int i, warned = false, endvertex = firstvertex + numverts;
566 for (i = 0;i < numtriangles * 3;i++)
568 if (elements[i] < firstvertex || elements[i] >= endvertex)
573 Con_Printf("Mod_ValidateElements: out of bounds elements detected at %s:%d\n", filename, fileline);
575 elements[i] = firstvertex;
580 // warning: this is an expensive function!
581 void Mod_BuildNormals(int firstvertex, int numvertices, int numtriangles, const float *vertex3f, const int *elements, float *normal3f, qboolean areaweighting)
588 memset(normal3f + 3 * firstvertex, 0, numvertices * sizeof(float[3]));
589 // process each vertex of each triangle and accumulate the results
590 // use area-averaging, to make triangles with a big area have a bigger
591 // weighting on the vertex normal than triangles with a small area
592 // to do so, just add the 'normals' together (the bigger the area
593 // the greater the length of the normal is
595 for (i = 0; i < numtriangles; i++, element += 3)
598 vertex3f + element[0] * 3,
599 vertex3f + element[1] * 3,
600 vertex3f + element[2] * 3,
605 VectorNormalize(areaNormal);
607 for (j = 0;j < 3;j++)
609 vectorNormal = normal3f + element[j] * 3;
610 vectorNormal[0] += areaNormal[0];
611 vectorNormal[1] += areaNormal[1];
612 vectorNormal[2] += areaNormal[2];
615 // and just normalize the accumulated vertex normal in the end
616 vectorNormal = normal3f + 3 * firstvertex;
617 for (i = 0; i < numvertices; i++, vectorNormal += 3)
618 VectorNormalize(vectorNormal);
621 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)
623 float f, tangentcross[3], v10[3], v20[3], tc10[2], tc20[2];
624 // 79 add/sub/negate/multiply (1 cycle), 1 compare (3 cycle?), total cycles not counting load/store/exchange roughly 82 cycles
625 // 6 add, 28 subtract, 39 multiply, 1 compare, 50% chance of 6 negates
627 // 6 multiply, 9 subtract
628 VectorSubtract(v1, v0, v10);
629 VectorSubtract(v2, v0, v20);
630 normal3f[0] = v20[1] * v10[2] - v20[2] * v10[1];
631 normal3f[1] = v20[2] * v10[0] - v20[0] * v10[2];
632 normal3f[2] = v20[0] * v10[1] - v20[1] * v10[0];
633 // 12 multiply, 10 subtract
634 tc10[1] = tc1[1] - tc0[1];
635 tc20[1] = tc2[1] - tc0[1];
636 svector3f[0] = tc10[1] * v20[0] - tc20[1] * v10[0];
637 svector3f[1] = tc10[1] * v20[1] - tc20[1] * v10[1];
638 svector3f[2] = tc10[1] * v20[2] - tc20[1] * v10[2];
639 tc10[0] = tc1[0] - tc0[0];
640 tc20[0] = tc2[0] - tc0[0];
641 tvector3f[0] = tc10[0] * v20[0] - tc20[0] * v10[0];
642 tvector3f[1] = tc10[0] * v20[1] - tc20[0] * v10[1];
643 tvector3f[2] = tc10[0] * v20[2] - tc20[0] * v10[2];
644 // 12 multiply, 4 add, 6 subtract
645 f = DotProduct(svector3f, normal3f);
646 svector3f[0] -= f * normal3f[0];
647 svector3f[1] -= f * normal3f[1];
648 svector3f[2] -= f * normal3f[2];
649 f = DotProduct(tvector3f, normal3f);
650 tvector3f[0] -= f * normal3f[0];
651 tvector3f[1] -= f * normal3f[1];
652 tvector3f[2] -= f * normal3f[2];
653 // if texture is mapped the wrong way (counterclockwise), the tangents
654 // have to be flipped, this is detected by calculating a normal from the
655 // two tangents, and seeing if it is opposite the surface normal
656 // 9 multiply, 2 add, 3 subtract, 1 compare, 50% chance of: 6 negates
657 CrossProduct(tvector3f, svector3f, tangentcross);
658 if (DotProduct(tangentcross, normal3f) < 0)
660 VectorNegate(svector3f, svector3f);
661 VectorNegate(tvector3f, tvector3f);
665 // warning: this is a very expensive function!
666 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)
669 float sdir[3], tdir[3], normal[3], *sv, *tv;
670 const float *v0, *v1, *v2, *tc0, *tc1, *tc2, *n;
671 float f, tangentcross[3], v10[3], v20[3], tc10[2], tc20[2];
674 memset(svector3f + 3 * firstvertex, 0, numvertices * sizeof(float[3]));
675 memset(tvector3f + 3 * firstvertex, 0, numvertices * sizeof(float[3]));
676 // process each vertex of each triangle and accumulate the results
677 for (tnum = 0, e = elements;tnum < numtriangles;tnum++, e += 3)
679 v0 = vertex3f + e[0] * 3;
680 v1 = vertex3f + e[1] * 3;
681 v2 = vertex3f + e[2] * 3;
682 tc0 = texcoord2f + e[0] * 2;
683 tc1 = texcoord2f + e[1] * 2;
684 tc2 = texcoord2f + e[2] * 2;
686 // 79 add/sub/negate/multiply (1 cycle), 1 compare (3 cycle?), total cycles not counting load/store/exchange roughly 82 cycles
687 // 6 add, 28 subtract, 39 multiply, 1 compare, 50% chance of 6 negates
689 // calculate the edge directions and surface normal
690 // 6 multiply, 9 subtract
691 VectorSubtract(v1, v0, v10);
692 VectorSubtract(v2, v0, v20);
693 normal[0] = v20[1] * v10[2] - v20[2] * v10[1];
694 normal[1] = v20[2] * v10[0] - v20[0] * v10[2];
695 normal[2] = v20[0] * v10[1] - v20[1] * v10[0];
697 // calculate the tangents
698 // 12 multiply, 10 subtract
699 tc10[1] = tc1[1] - tc0[1];
700 tc20[1] = tc2[1] - tc0[1];
701 sdir[0] = tc10[1] * v20[0] - tc20[1] * v10[0];
702 sdir[1] = tc10[1] * v20[1] - tc20[1] * v10[1];
703 sdir[2] = tc10[1] * v20[2] - tc20[1] * v10[2];
704 tc10[0] = tc1[0] - tc0[0];
705 tc20[0] = tc2[0] - tc0[0];
706 tdir[0] = tc10[0] * v20[0] - tc20[0] * v10[0];
707 tdir[1] = tc10[0] * v20[1] - tc20[0] * v10[1];
708 tdir[2] = tc10[0] * v20[2] - tc20[0] * v10[2];
710 // if texture is mapped the wrong way (counterclockwise), the tangents
711 // have to be flipped, this is detected by calculating a normal from the
712 // two tangents, and seeing if it is opposite the surface normal
713 // 9 multiply, 2 add, 3 subtract, 1 compare, 50% chance of: 6 negates
714 CrossProduct(tdir, sdir, tangentcross);
715 if (DotProduct(tangentcross, normal) < 0)
717 VectorNegate(sdir, sdir);
718 VectorNegate(tdir, tdir);
723 VectorNormalize(sdir);
724 VectorNormalize(tdir);
726 for (i = 0;i < 3;i++)
728 VectorAdd(svector3f + e[i]*3, sdir, svector3f + e[i]*3);
729 VectorAdd(tvector3f + e[i]*3, tdir, tvector3f + e[i]*3);
732 // make the tangents completely perpendicular to the surface normal, and
733 // then normalize them
734 // 16 assignments, 2 divide, 2 sqrt, 2 negates, 14 adds, 24 multiplies
735 for (i = 0, sv = svector3f + 3 * firstvertex, tv = tvector3f + 3 * firstvertex, n = normal3f + 3 * firstvertex;i < numvertices;i++, sv += 3, tv += 3, n += 3)
737 f = -DotProduct(sv, n);
738 VectorMA(sv, f, n, sv);
740 f = -DotProduct(tv, n);
741 VectorMA(tv, f, n, tv);
746 void Mod_AllocSurfMesh(mempool_t *mempool, int numvertices, int numtriangles, qboolean lightmapoffsets, qboolean vertexcolors, qboolean neighbors)
749 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));
750 loadmodel->surfmesh.num_vertices = numvertices;
751 loadmodel->surfmesh.num_triangles = numtriangles;
752 if (loadmodel->surfmesh.num_vertices)
754 loadmodel->surfmesh.data_vertex3f = (float *)data, data += sizeof(float[3]) * loadmodel->surfmesh.num_vertices;
755 loadmodel->surfmesh.data_svector3f = (float *)data, data += sizeof(float[3]) * loadmodel->surfmesh.num_vertices;
756 loadmodel->surfmesh.data_tvector3f = (float *)data, data += sizeof(float[3]) * loadmodel->surfmesh.num_vertices;
757 loadmodel->surfmesh.data_normal3f = (float *)data, data += sizeof(float[3]) * loadmodel->surfmesh.num_vertices;
758 loadmodel->surfmesh.data_texcoordtexture2f = (float *)data, data += sizeof(float[2]) * loadmodel->surfmesh.num_vertices;
759 loadmodel->surfmesh.data_texcoordlightmap2f = (float *)data, data += sizeof(float[2]) * loadmodel->surfmesh.num_vertices;
761 loadmodel->surfmesh.data_lightmapcolor4f = (float *)data, data += sizeof(float[4]) * loadmodel->surfmesh.num_vertices;
763 loadmodel->surfmesh.data_lightmapoffsets = (int *)data, data += sizeof(int) * loadmodel->surfmesh.num_vertices;
765 if (loadmodel->surfmesh.num_triangles)
767 loadmodel->surfmesh.data_element3i = (int *)data, data += sizeof(int[3]) * loadmodel->surfmesh.num_triangles;
769 loadmodel->surfmesh.data_neighbor3i = (int *)data, data += sizeof(int[3]) * loadmodel->surfmesh.num_triangles;
773 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)
775 shadowmesh_t *newmesh;
778 size = sizeof(shadowmesh_t);
779 size += maxverts * sizeof(float[3]);
781 size += maxverts * sizeof(float[11]);
782 size += maxtriangles * sizeof(int[3]);
784 size += maxtriangles * sizeof(int[3]);
786 size += SHADOWMESHVERTEXHASH * sizeof(shadowmeshvertexhash_t *) + maxverts * sizeof(shadowmeshvertexhash_t);
787 data = (unsigned char *)Mem_Alloc(mempool, size);
788 newmesh = (shadowmesh_t *)data;data += sizeof(*newmesh);
789 newmesh->map_diffuse = map_diffuse;
790 newmesh->map_specular = map_specular;
791 newmesh->map_normal = map_normal;
792 newmesh->maxverts = maxverts;
793 newmesh->maxtriangles = maxtriangles;
794 newmesh->numverts = 0;
795 newmesh->numtriangles = 0;
797 newmesh->vertex3f = (float *)data;data += maxverts * sizeof(float[3]);
800 newmesh->svector3f = (float *)data;data += maxverts * sizeof(float[3]);
801 newmesh->tvector3f = (float *)data;data += maxverts * sizeof(float[3]);
802 newmesh->normal3f = (float *)data;data += maxverts * sizeof(float[3]);
803 newmesh->texcoord2f = (float *)data;data += maxverts * sizeof(float[2]);
805 newmesh->element3i = (int *)data;data += maxtriangles * sizeof(int[3]);
808 newmesh->neighbor3i = (int *)data;data += maxtriangles * sizeof(int[3]);
812 newmesh->vertexhashtable = (shadowmeshvertexhash_t **)data;data += SHADOWMESHVERTEXHASH * sizeof(shadowmeshvertexhash_t *);
813 newmesh->vertexhashentries = (shadowmeshvertexhash_t *)data;data += maxverts * sizeof(shadowmeshvertexhash_t);
818 shadowmesh_t *Mod_ShadowMesh_ReAlloc(mempool_t *mempool, shadowmesh_t *oldmesh, int light, int neighbors)
820 shadowmesh_t *newmesh;
821 newmesh = Mod_ShadowMesh_Alloc(mempool, oldmesh->numverts, oldmesh->numtriangles, oldmesh->map_diffuse, oldmesh->map_specular, oldmesh->map_normal, light, neighbors, false);
822 newmesh->numverts = oldmesh->numverts;
823 newmesh->numtriangles = oldmesh->numtriangles;
825 memcpy(newmesh->vertex3f, oldmesh->vertex3f, oldmesh->numverts * sizeof(float[3]));
826 if (newmesh->svector3f && oldmesh->svector3f)
828 memcpy(newmesh->svector3f, oldmesh->svector3f, oldmesh->numverts * sizeof(float[3]));
829 memcpy(newmesh->tvector3f, oldmesh->tvector3f, oldmesh->numverts * sizeof(float[3]));
830 memcpy(newmesh->normal3f, oldmesh->normal3f, oldmesh->numverts * sizeof(float[3]));
831 memcpy(newmesh->texcoord2f, oldmesh->texcoord2f, oldmesh->numverts * sizeof(float[2]));
833 memcpy(newmesh->element3i, oldmesh->element3i, oldmesh->numtriangles * sizeof(int[3]));
834 if (newmesh->neighbor3i && oldmesh->neighbor3i)
835 memcpy(newmesh->neighbor3i, oldmesh->neighbor3i, oldmesh->numtriangles * sizeof(int[3]));
839 int Mod_ShadowMesh_AddVertex(shadowmesh_t *mesh, float *vertex14f)
842 shadowmeshvertexhash_t *hash;
843 // this uses prime numbers intentionally
844 hashindex = (unsigned int) (vertex14f[0] * 2003 + vertex14f[1] * 4001 + vertex14f[2] * 7919) % SHADOWMESHVERTEXHASH;
845 for (hash = mesh->vertexhashtable[hashindex];hash;hash = hash->next)
847 vnum = (hash - mesh->vertexhashentries);
848 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]))
849 && (mesh->svector3f == NULL || (mesh->svector3f[vnum * 3 + 0] == vertex14f[3] && mesh->svector3f[vnum * 3 + 1] == vertex14f[4] && mesh->svector3f[vnum * 3 + 2] == vertex14f[5]))
850 && (mesh->tvector3f == NULL || (mesh->tvector3f[vnum * 3 + 0] == vertex14f[6] && mesh->tvector3f[vnum * 3 + 1] == vertex14f[7] && mesh->tvector3f[vnum * 3 + 2] == vertex14f[8]))
851 && (mesh->normal3f == NULL || (mesh->normal3f[vnum * 3 + 0] == vertex14f[9] && mesh->normal3f[vnum * 3 + 1] == vertex14f[10] && mesh->normal3f[vnum * 3 + 2] == vertex14f[11]))
852 && (mesh->texcoord2f == NULL || (mesh->texcoord2f[vnum * 2 + 0] == vertex14f[12] && mesh->texcoord2f[vnum * 2 + 1] == vertex14f[13])))
853 return hash - mesh->vertexhashentries;
855 vnum = mesh->numverts++;
856 hash = mesh->vertexhashentries + vnum;
857 hash->next = mesh->vertexhashtable[hashindex];
858 mesh->vertexhashtable[hashindex] = hash;
859 if (mesh->vertex3f) {mesh->vertex3f[vnum * 3 + 0] = vertex14f[0];mesh->vertex3f[vnum * 3 + 1] = vertex14f[1];mesh->vertex3f[vnum * 3 + 2] = vertex14f[2];}
860 if (mesh->svector3f) {mesh->svector3f[vnum * 3 + 0] = vertex14f[3];mesh->svector3f[vnum * 3 + 1] = vertex14f[4];mesh->svector3f[vnum * 3 + 2] = vertex14f[5];}
861 if (mesh->tvector3f) {mesh->tvector3f[vnum * 3 + 0] = vertex14f[6];mesh->tvector3f[vnum * 3 + 1] = vertex14f[7];mesh->tvector3f[vnum * 3 + 2] = vertex14f[8];}
862 if (mesh->normal3f) {mesh->normal3f[vnum * 3 + 0] = vertex14f[9];mesh->normal3f[vnum * 3 + 1] = vertex14f[10];mesh->normal3f[vnum * 3 + 2] = vertex14f[11];}
863 if (mesh->texcoord2f) {mesh->texcoord2f[vnum * 2 + 0] = vertex14f[12];mesh->texcoord2f[vnum * 2 + 1] = vertex14f[13];}
867 void Mod_ShadowMesh_AddTriangle(mempool_t *mempool, shadowmesh_t *mesh, rtexture_t *map_diffuse, rtexture_t *map_specular, rtexture_t *map_normal, float *vertex14f)
869 if (mesh->numtriangles == 0)
871 // set the properties on this empty mesh to be more favorable...
872 // (note: this case only occurs for the first triangle added to a new mesh chain)
873 mesh->map_diffuse = map_diffuse;
874 mesh->map_specular = map_specular;
875 mesh->map_normal = map_normal;
877 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)
879 if (mesh->next == NULL)
880 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);
883 mesh->element3i[mesh->numtriangles * 3 + 0] = Mod_ShadowMesh_AddVertex(mesh, vertex14f + 14 * 0);
884 mesh->element3i[mesh->numtriangles * 3 + 1] = Mod_ShadowMesh_AddVertex(mesh, vertex14f + 14 * 1);
885 mesh->element3i[mesh->numtriangles * 3 + 2] = Mod_ShadowMesh_AddVertex(mesh, vertex14f + 14 * 2);
886 mesh->numtriangles++;
889 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)
892 float vbuf[3*14], *v;
893 memset(vbuf, 0, sizeof(vbuf));
894 for (i = 0;i < numtris;i++)
896 for (j = 0, v = vbuf;j < 3;j++, v += 14)
901 v[0] = vertex3f[e * 3 + 0];
902 v[1] = vertex3f[e * 3 + 1];
903 v[2] = vertex3f[e * 3 + 2];
907 v[3] = svector3f[e * 3 + 0];
908 v[4] = svector3f[e * 3 + 1];
909 v[5] = svector3f[e * 3 + 2];
913 v[6] = tvector3f[e * 3 + 0];
914 v[7] = tvector3f[e * 3 + 1];
915 v[8] = tvector3f[e * 3 + 2];
919 v[9] = normal3f[e * 3 + 0];
920 v[10] = normal3f[e * 3 + 1];
921 v[11] = normal3f[e * 3 + 2];
925 v[12] = texcoord2f[e * 2 + 0];
926 v[13] = texcoord2f[e * 2 + 1];
929 Mod_ShadowMesh_AddTriangle(mempool, mesh, map_diffuse, map_specular, map_normal, vbuf);
933 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)
935 return Mod_ShadowMesh_Alloc(mempool, maxverts, maxtriangles, map_diffuse, map_specular, map_normal, light, neighbors, expandable);
938 static void Mod_ShadowMesh_CreateVBOs(shadowmesh_t *mesh)
940 if (!gl_support_arb_vertex_buffer_object)
943 // element buffer is easy because it's just one array
944 if (mesh->numtriangles)
945 mesh->ebo = R_Mesh_CreateStaticBufferObject(GL_ELEMENT_ARRAY_BUFFER_ARB, mesh->element3i, mesh->numtriangles * sizeof(int[3]), "shadowmesh");
947 // vertex buffer is several arrays and we put them in the same buffer
949 // is this wise? the texcoordtexture2f array is used with dynamic
950 // vertex/svector/tvector/normal when rendering animated models, on the
951 // other hand animated models don't use a lot of vertices anyway...
957 mesh->vbooffset_vertex3f = size;if (mesh->vertex3f ) size += mesh->numverts * sizeof(float[3]);
958 mesh->vbooffset_svector3f = size;if (mesh->svector3f ) size += mesh->numverts * sizeof(float[3]);
959 mesh->vbooffset_tvector3f = size;if (mesh->tvector3f ) size += mesh->numverts * sizeof(float[3]);
960 mesh->vbooffset_normal3f = size;if (mesh->normal3f ) size += mesh->numverts * sizeof(float[3]);
961 mesh->vbooffset_texcoord2f = size;if (mesh->texcoord2f ) size += mesh->numverts * sizeof(float[2]);
962 mem = (unsigned char *)Mem_Alloc(tempmempool, size);
963 if (mesh->vertex3f ) memcpy(mem + mesh->vbooffset_vertex3f , mesh->vertex3f , mesh->numverts * sizeof(float[3]));
964 if (mesh->svector3f ) memcpy(mem + mesh->vbooffset_svector3f , mesh->svector3f , mesh->numverts * sizeof(float[3]));
965 if (mesh->tvector3f ) memcpy(mem + mesh->vbooffset_tvector3f , mesh->tvector3f , mesh->numverts * sizeof(float[3]));
966 if (mesh->normal3f ) memcpy(mem + mesh->vbooffset_normal3f , mesh->normal3f , mesh->numverts * sizeof(float[3]));
967 if (mesh->texcoord2f ) memcpy(mem + mesh->vbooffset_texcoord2f , mesh->texcoord2f , mesh->numverts * sizeof(float[2]));
968 mesh->vbo = R_Mesh_CreateStaticBufferObject(GL_ARRAY_BUFFER_ARB, mem, size, "shadowmesh");
973 shadowmesh_t *Mod_ShadowMesh_Finish(mempool_t *mempool, shadowmesh_t *firstmesh, qboolean light, qboolean neighbors, qboolean createvbo)
975 shadowmesh_t *mesh, *newmesh, *nextmesh;
976 // reallocate meshs to conserve space
977 for (mesh = firstmesh, firstmesh = NULL;mesh;mesh = nextmesh)
979 nextmesh = mesh->next;
980 if (mesh->numverts >= 3 && mesh->numtriangles >= 1)
982 newmesh = Mod_ShadowMesh_ReAlloc(mempool, mesh, light, neighbors);
983 newmesh->next = firstmesh;
986 Mod_ShadowMesh_CreateVBOs(newmesh);
993 void Mod_ShadowMesh_CalcBBox(shadowmesh_t *firstmesh, vec3_t mins, vec3_t maxs, vec3_t center, float *radius)
997 vec3_t nmins, nmaxs, ncenter, temp;
998 float nradius2, dist2, *v;
1002 for (mesh = firstmesh;mesh;mesh = mesh->next)
1004 if (mesh == firstmesh)
1006 VectorCopy(mesh->vertex3f, nmins);
1007 VectorCopy(mesh->vertex3f, nmaxs);
1009 for (i = 0, v = mesh->vertex3f;i < mesh->numverts;i++, v += 3)
1011 if (nmins[0] > v[0]) nmins[0] = v[0];if (nmaxs[0] < v[0]) nmaxs[0] = v[0];
1012 if (nmins[1] > v[1]) nmins[1] = v[1];if (nmaxs[1] < v[1]) nmaxs[1] = v[1];
1013 if (nmins[2] > v[2]) nmins[2] = v[2];if (nmaxs[2] < v[2]) nmaxs[2] = v[2];
1016 // calculate center and radius
1017 ncenter[0] = (nmins[0] + nmaxs[0]) * 0.5f;
1018 ncenter[1] = (nmins[1] + nmaxs[1]) * 0.5f;
1019 ncenter[2] = (nmins[2] + nmaxs[2]) * 0.5f;
1021 for (mesh = firstmesh;mesh;mesh = mesh->next)
1023 for (i = 0, v = mesh->vertex3f;i < mesh->numverts;i++, v += 3)
1025 VectorSubtract(v, ncenter, temp);
1026 dist2 = DotProduct(temp, temp);
1027 if (nradius2 < dist2)
1033 VectorCopy(nmins, mins);
1035 VectorCopy(nmaxs, maxs);
1037 VectorCopy(ncenter, center);
1039 *radius = sqrt(nradius2);
1042 void Mod_ShadowMesh_Free(shadowmesh_t *mesh)
1044 shadowmesh_t *nextmesh;
1045 for (;mesh;mesh = nextmesh)
1048 R_Mesh_DestroyBufferObject(mesh->ebo);
1050 R_Mesh_DestroyBufferObject(mesh->vbo);
1051 nextmesh = mesh->next;
1056 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)
1061 if (ix >= 0 && iy >= 0 && ix < imagewidth && iy < imageheight)
1062 v[2] = (imagepixels[((iy*imagewidth)+ix)*4+0] + imagepixels[((iy*imagewidth)+ix)*4+1] + imagepixels[((iy*imagewidth)+ix)*4+2]) * (1.0f / 765.0f);
1065 Matrix4x4_Transform(pixelstepmatrix, v, vertex3f);
1066 Matrix4x4_Transform(pixeltexturestepmatrix, v, tc);
1067 texcoord2f[0] = tc[0];
1068 texcoord2f[1] = tc[1];
1071 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)
1073 float vup[3], vdown[3], vleft[3], vright[3];
1074 float tcup[3], tcdown[3], tcleft[3], tcright[3];
1075 float sv[3], tv[3], nl[3];
1076 Mod_GetTerrainVertex3fTexCoord2fFromBGRA(imagepixels, imagewidth, imageheight, ix, iy, vertex3f, texcoord2f, pixelstepmatrix, pixeltexturestepmatrix);
1077 Mod_GetTerrainVertex3fTexCoord2fFromBGRA(imagepixels, imagewidth, imageheight, ix, iy - 1, vup, tcup, pixelstepmatrix, pixeltexturestepmatrix);
1078 Mod_GetTerrainVertex3fTexCoord2fFromBGRA(imagepixels, imagewidth, imageheight, ix, iy + 1, vdown, tcdown, pixelstepmatrix, pixeltexturestepmatrix);
1079 Mod_GetTerrainVertex3fTexCoord2fFromBGRA(imagepixels, imagewidth, imageheight, ix - 1, iy, vleft, tcleft, pixelstepmatrix, pixeltexturestepmatrix);
1080 Mod_GetTerrainVertex3fTexCoord2fFromBGRA(imagepixels, imagewidth, imageheight, ix + 1, iy, vright, tcright, pixelstepmatrix, pixeltexturestepmatrix);
1081 Mod_BuildBumpVectors(vertex3f, vup, vright, texcoord2f, tcup, tcright, svector3f, tvector3f, normal3f);
1082 Mod_BuildBumpVectors(vertex3f, vright, vdown, texcoord2f, tcright, tcdown, sv, tv, nl);
1083 VectorAdd(svector3f, sv, svector3f);
1084 VectorAdd(tvector3f, tv, tvector3f);
1085 VectorAdd(normal3f, nl, normal3f);
1086 Mod_BuildBumpVectors(vertex3f, vdown, vleft, texcoord2f, tcdown, tcleft, sv, tv, nl);
1087 VectorAdd(svector3f, sv, svector3f);
1088 VectorAdd(tvector3f, tv, tvector3f);
1089 VectorAdd(normal3f, nl, normal3f);
1090 Mod_BuildBumpVectors(vertex3f, vleft, vup, texcoord2f, tcleft, tcup, sv, tv, nl);
1091 VectorAdd(svector3f, sv, svector3f);
1092 VectorAdd(tvector3f, tv, tvector3f);
1093 VectorAdd(normal3f, nl, normal3f);
1096 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)
1098 int x, y, ix, iy, *e;
1100 for (y = 0;y < height;y++)
1102 for (x = 0;x < width;x++)
1104 e[0] = (y + 1) * (width + 1) + (x + 0);
1105 e[1] = (y + 0) * (width + 1) + (x + 0);
1106 e[2] = (y + 1) * (width + 1) + (x + 1);
1107 e[3] = (y + 0) * (width + 1) + (x + 0);
1108 e[4] = (y + 0) * (width + 1) + (x + 1);
1109 e[5] = (y + 1) * (width + 1) + (x + 1);
1113 Mod_BuildTriangleNeighbors(neighbor3i, element3i, width*height*2);
1114 for (y = 0, iy = y1;y < height + 1;y++, iy++)
1115 for (x = 0, ix = x1;x < width + 1;x++, ix++, vertex3f += 3, texcoord2f += 2, svector3f += 3, tvector3f += 3, normal3f += 3)
1116 Mod_GetTerrainVertexFromBGRA(imagepixels, imagewidth, imageheight, ix, iy, vertex3f, texcoord2f, svector3f, tvector3f, normal3f, pixelstepmatrix, pixeltexturestepmatrix);
1119 q3wavefunc_t Mod_LoadQ3Shaders_EnumerateWaveFunc(const char *s)
1121 if (!strcasecmp(s, "sin")) return Q3WAVEFUNC_SIN;
1122 if (!strcasecmp(s, "square")) return Q3WAVEFUNC_SQUARE;
1123 if (!strcasecmp(s, "triangle")) return Q3WAVEFUNC_TRIANGLE;
1124 if (!strcasecmp(s, "sawtooth")) return Q3WAVEFUNC_SAWTOOTH;
1125 if (!strcasecmp(s, "inversesawtooth")) return Q3WAVEFUNC_INVERSESAWTOOTH;
1126 if (!strcasecmp(s, "noise")) return Q3WAVEFUNC_NOISE;
1127 Con_DPrintf("Mod_LoadQ3Shaders: unknown wavefunc %s\n", s);
1128 return Q3WAVEFUNC_NONE;
1131 static void Q3Shaders_Clear()
1133 /* Just clear out everything... */
1134 Mem_FreePool (&q3shaders_mem);
1135 /* ...and alloc the structs again. */
1136 q3shaders_mem = Mem_AllocPool("q3shaders", 0, NULL);
1137 q3shader_data = (q3shader_data_t*)Mem_Alloc (q3shaders_mem,
1138 sizeof (q3shader_data_t));
1139 Mem_ExpandableArray_NewArray (&q3shader_data->hash_entries,
1140 q3shaders_mem, sizeof (q3shader_hash_entry_t), 256);
1141 Mem_ExpandableArray_NewArray (&q3shader_data->char_ptrs,
1142 q3shaders_mem, sizeof (char**), 256);
1145 static void Q3Shader_AddToHash (q3shaderinfo_t* shader)
1147 unsigned short hash = CRC_Block_CaseInsensitive ((const unsigned char *)shader->name, strlen (shader->name));
1148 q3shader_hash_entry_t* entry = q3shader_data->hash + (hash % Q3SHADER_HASH_SIZE);
1149 q3shader_hash_entry_t* lastEntry = NULL;
1150 while (entry != NULL)
1152 if (strcasecmp (entry->shader.name, shader->name) == 0)
1154 Con_Printf("Shader '%s' already defined\n", shader->name);
1158 entry = entry->chain;
1162 if (lastEntry->shader.name[0] != 0)
1165 q3shader_hash_entry_t* newEntry = (q3shader_hash_entry_t*)
1166 Mem_ExpandableArray_AllocRecord (&q3shader_data->hash_entries);
1168 while (lastEntry->chain != NULL) lastEntry = lastEntry->chain;
1169 lastEntry->chain = newEntry;
1170 newEntry->chain = NULL;
1171 lastEntry = newEntry;
1173 /* else: head of chain, in hash entry array */
1176 memcpy (&entry->shader, shader, sizeof (q3shaderinfo_t));
1179 void Mod_LoadQ3Shaders(void)
1186 q3shaderinfo_t shader;
1187 q3shaderinfo_layer_t *layer;
1189 char parameter[TEXTURE_MAXFRAMES + 4][Q3PATHLENGTH];
1193 search = FS_Search("scripts/*.shader", true, false);
1196 for (fileindex = 0;fileindex < search->numfilenames;fileindex++)
1198 text = f = (char *)FS_LoadFile(search->filenames[fileindex], tempmempool, false, NULL);
1201 while (COM_ParseToken_QuakeC(&text, false))
1203 memset (&shader, 0, sizeof(shader));
1204 shader.reflectmin = 0;
1205 shader.reflectmax = 1;
1206 shader.refractfactor = 1;
1207 Vector4Set(shader.refractcolor4f, 1, 1, 1, 1);
1208 shader.reflectfactor = 1;
1209 Vector4Set(shader.reflectcolor4f, 1, 1, 1, 1);
1210 shader.r_water_wateralpha = 1;
1212 strlcpy(shader.name, com_token, sizeof(shader.name));
1213 if (!COM_ParseToken_QuakeC(&text, false) || strcasecmp(com_token, "{"))
1215 Con_Printf("%s parsing error - expected \"{\", found \"%s\"\n", search->filenames[fileindex], com_token);
1218 while (COM_ParseToken_QuakeC(&text, false))
1220 if (!strcasecmp(com_token, "}"))
1222 if (!strcasecmp(com_token, "{"))
1224 static q3shaderinfo_layer_t dummy;
1225 if (shader.numlayers < Q3SHADER_MAXLAYERS)
1227 layer = shader.layers + shader.numlayers++;
1231 // parse and process it anyway, just don't store it (so a map $lightmap or such stuff still is found)
1232 memset(&dummy, 0, sizeof(dummy));
1235 layer->rgbgen.rgbgen = Q3RGBGEN_IDENTITY;
1236 layer->alphagen.alphagen = Q3ALPHAGEN_IDENTITY;
1237 layer->tcgen.tcgen = Q3TCGEN_TEXTURE;
1238 layer->blendfunc[0] = GL_ONE;
1239 layer->blendfunc[1] = GL_ZERO;
1240 while (COM_ParseToken_QuakeC(&text, false))
1242 if (!strcasecmp(com_token, "}"))
1244 if (!strcasecmp(com_token, "\n"))
1247 for (j = 0;strcasecmp(com_token, "\n") && strcasecmp(com_token, "}");j++)
1249 if (j < TEXTURE_MAXFRAMES + 4)
1251 strlcpy(parameter[j], com_token, sizeof(parameter[j]));
1252 numparameters = j + 1;
1254 if (!COM_ParseToken_QuakeC(&text, true))
1257 for (j = numparameters;j < TEXTURE_MAXFRAMES + 4;j++)
1258 parameter[j][0] = 0;
1259 if (developer.integer >= 100)
1261 Con_Printf("%s %i: ", shader.name, shader.numlayers - 1);
1262 for (j = 0;j < numparameters;j++)
1263 Con_Printf(" %s", parameter[j]);
1266 if (numparameters >= 2 && !strcasecmp(parameter[0], "blendfunc"))
1268 if (numparameters == 2)
1270 if (!strcasecmp(parameter[1], "add"))
1272 layer->blendfunc[0] = GL_ONE;
1273 layer->blendfunc[1] = GL_ONE;
1275 else if (!strcasecmp(parameter[1], "filter"))
1277 layer->blendfunc[0] = GL_DST_COLOR;
1278 layer->blendfunc[1] = GL_ZERO;
1280 else if (!strcasecmp(parameter[1], "blend"))
1282 layer->blendfunc[0] = GL_SRC_ALPHA;
1283 layer->blendfunc[1] = GL_ONE_MINUS_SRC_ALPHA;
1286 else if (numparameters == 3)
1289 for (k = 0;k < 2;k++)
1291 if (!strcasecmp(parameter[k+1], "GL_ONE"))
1292 layer->blendfunc[k] = GL_ONE;
1293 else if (!strcasecmp(parameter[k+1], "GL_ZERO"))
1294 layer->blendfunc[k] = GL_ZERO;
1295 else if (!strcasecmp(parameter[k+1], "GL_SRC_COLOR"))
1296 layer->blendfunc[k] = GL_SRC_COLOR;
1297 else if (!strcasecmp(parameter[k+1], "GL_SRC_ALPHA"))
1298 layer->blendfunc[k] = GL_SRC_ALPHA;
1299 else if (!strcasecmp(parameter[k+1], "GL_DST_COLOR"))
1300 layer->blendfunc[k] = GL_DST_COLOR;
1301 else if (!strcasecmp(parameter[k+1], "GL_DST_ALPHA"))
1302 layer->blendfunc[k] = GL_ONE_MINUS_DST_ALPHA;
1303 else if (!strcasecmp(parameter[k+1], "GL_ONE_MINUS_SRC_COLOR"))
1304 layer->blendfunc[k] = GL_ONE_MINUS_SRC_COLOR;
1305 else if (!strcasecmp(parameter[k+1], "GL_ONE_MINUS_SRC_ALPHA"))
1306 layer->blendfunc[k] = GL_ONE_MINUS_SRC_ALPHA;
1307 else if (!strcasecmp(parameter[k+1], "GL_ONE_MINUS_DST_COLOR"))
1308 layer->blendfunc[k] = GL_ONE_MINUS_DST_COLOR;
1309 else if (!strcasecmp(parameter[k+1], "GL_ONE_MINUS_DST_ALPHA"))
1310 layer->blendfunc[k] = GL_ONE_MINUS_DST_ALPHA;
1312 layer->blendfunc[k] = GL_ONE; // default in case of parsing error
1316 if (numparameters >= 2 && !strcasecmp(parameter[0], "alphafunc"))
1317 layer->alphatest = true;
1318 if (numparameters >= 2 && (!strcasecmp(parameter[0], "map") || !strcasecmp(parameter[0], "clampmap")))
1320 if (!strcasecmp(parameter[0], "clampmap"))
1321 layer->clampmap = true;
1322 layer->numframes = 1;
1323 layer->framerate = 1;
1324 layer->texturename = (char**)Mem_ExpandableArray_AllocRecord (
1325 &q3shader_data->char_ptrs);
1326 layer->texturename[0] = Mem_strdup (q3shaders_mem, parameter[1]);
1327 if (!strcasecmp(parameter[1], "$lightmap"))
1328 shader.lighting = true;
1330 else if (numparameters >= 3 && (!strcasecmp(parameter[0], "animmap") || !strcasecmp(parameter[0], "animclampmap")))
1333 layer->numframes = min(numparameters - 2, TEXTURE_MAXFRAMES);
1334 layer->framerate = atof(parameter[1]);
1335 layer->texturename = Mem_Alloc (q3shaders_mem, sizeof (char*) * layer->numframes);
1336 for (i = 0;i < layer->numframes;i++)
1337 layer->texturename[i] = Mem_strdup (q3shaders_mem, parameter[i + 2]);
1339 else if (numparameters >= 2 && !strcasecmp(parameter[0], "rgbgen"))
1342 for (i = 0;i < numparameters - 2 && i < Q3RGBGEN_MAXPARMS;i++)
1343 layer->rgbgen.parms[i] = atof(parameter[i+2]);
1344 if (!strcasecmp(parameter[1], "identity")) layer->rgbgen.rgbgen = Q3RGBGEN_IDENTITY;
1345 else if (!strcasecmp(parameter[1], "const")) layer->rgbgen.rgbgen = Q3RGBGEN_CONST;
1346 else if (!strcasecmp(parameter[1], "entity")) layer->rgbgen.rgbgen = Q3RGBGEN_ENTITY;
1347 else if (!strcasecmp(parameter[1], "exactvertex")) layer->rgbgen.rgbgen = Q3RGBGEN_EXACTVERTEX;
1348 else if (!strcasecmp(parameter[1], "identitylighting")) layer->rgbgen.rgbgen = Q3RGBGEN_IDENTITYLIGHTING;
1349 else if (!strcasecmp(parameter[1], "lightingdiffuse")) layer->rgbgen.rgbgen = Q3RGBGEN_LIGHTINGDIFFUSE;
1350 else if (!strcasecmp(parameter[1], "oneminusentity")) layer->rgbgen.rgbgen = Q3RGBGEN_ONEMINUSENTITY;
1351 else if (!strcasecmp(parameter[1], "oneminusvertex")) layer->rgbgen.rgbgen = Q3RGBGEN_ONEMINUSVERTEX;
1352 else if (!strcasecmp(parameter[1], "vertex")) layer->rgbgen.rgbgen = Q3RGBGEN_VERTEX;
1353 else if (!strcasecmp(parameter[1], "wave"))
1355 layer->rgbgen.rgbgen = Q3RGBGEN_WAVE;
1356 layer->rgbgen.wavefunc = Mod_LoadQ3Shaders_EnumerateWaveFunc(parameter[2]);
1357 for (i = 0;i < numparameters - 3 && i < Q3WAVEPARMS;i++)
1358 layer->rgbgen.waveparms[i] = atof(parameter[i+3]);
1360 else Con_DPrintf("%s parsing warning: unknown rgbgen %s\n", search->filenames[fileindex], parameter[1]);
1362 else if (numparameters >= 2 && !strcasecmp(parameter[0], "alphagen"))
1365 for (i = 0;i < numparameters - 2 && i < Q3ALPHAGEN_MAXPARMS;i++)
1366 layer->alphagen.parms[i] = atof(parameter[i+2]);
1367 if (!strcasecmp(parameter[1], "identity")) layer->alphagen.alphagen = Q3ALPHAGEN_IDENTITY;
1368 else if (!strcasecmp(parameter[1], "const")) layer->alphagen.alphagen = Q3ALPHAGEN_CONST;
1369 else if (!strcasecmp(parameter[1], "entity")) layer->alphagen.alphagen = Q3ALPHAGEN_ENTITY;
1370 else if (!strcasecmp(parameter[1], "lightingspecular")) layer->alphagen.alphagen = Q3ALPHAGEN_LIGHTINGSPECULAR;
1371 else if (!strcasecmp(parameter[1], "oneminusentity")) layer->alphagen.alphagen = Q3ALPHAGEN_ONEMINUSENTITY;
1372 else if (!strcasecmp(parameter[1], "oneminusvertex")) layer->alphagen.alphagen = Q3ALPHAGEN_ONEMINUSVERTEX;
1373 else if (!strcasecmp(parameter[1], "portal")) layer->alphagen.alphagen = Q3ALPHAGEN_PORTAL;
1374 else if (!strcasecmp(parameter[1], "vertex")) layer->alphagen.alphagen = Q3ALPHAGEN_VERTEX;
1375 else if (!strcasecmp(parameter[1], "wave"))
1377 layer->alphagen.alphagen = Q3RGBGEN_WAVE;
1378 layer->alphagen.wavefunc = Mod_LoadQ3Shaders_EnumerateWaveFunc(parameter[2]);
1379 for (i = 0;i < numparameters - 3 && i < Q3WAVEPARMS;i++)
1380 layer->alphagen.waveparms[i] = atof(parameter[i+3]);
1382 else Con_DPrintf("%s parsing warning: unknown alphagen %s\n", search->filenames[fileindex], parameter[1]);
1384 else if (numparameters >= 2 && (!strcasecmp(parameter[0], "texgen") || !strcasecmp(parameter[0], "tcgen")))
1387 // observed values: tcgen environment
1388 // no other values have been observed in real shaders
1389 for (i = 0;i < numparameters - 2 && i < Q3TCGEN_MAXPARMS;i++)
1390 layer->tcgen.parms[i] = atof(parameter[i+2]);
1391 if (!strcasecmp(parameter[1], "base")) layer->tcgen.tcgen = Q3TCGEN_TEXTURE;
1392 else if (!strcasecmp(parameter[1], "texture")) layer->tcgen.tcgen = Q3TCGEN_TEXTURE;
1393 else if (!strcasecmp(parameter[1], "environment")) layer->tcgen.tcgen = Q3TCGEN_ENVIRONMENT;
1394 else if (!strcasecmp(parameter[1], "lightmap")) layer->tcgen.tcgen = Q3TCGEN_LIGHTMAP;
1395 else if (!strcasecmp(parameter[1], "vector")) layer->tcgen.tcgen = Q3TCGEN_VECTOR;
1396 else Con_DPrintf("%s parsing warning: unknown tcgen mode %s\n", search->filenames[fileindex], parameter[1]);
1398 else if (numparameters >= 2 && !strcasecmp(parameter[0], "tcmod"))
1405 // tcmod stretch sin # # # #
1406 // tcmod stretch triangle # # # #
1407 // tcmod transform # # # # # #
1408 // tcmod turb # # # #
1409 // tcmod turb sin # # # # (this is bogus)
1410 // no other values have been observed in real shaders
1411 for (tcmodindex = 0;tcmodindex < Q3MAXTCMODS;tcmodindex++)
1412 if (!layer->tcmods[tcmodindex].tcmod)
1414 if (tcmodindex < Q3MAXTCMODS)
1416 for (i = 0;i < numparameters - 2 && i < Q3TCMOD_MAXPARMS;i++)
1417 layer->tcmods[tcmodindex].parms[i] = atof(parameter[i+2]);
1418 if (!strcasecmp(parameter[1], "entitytranslate")) layer->tcmods[tcmodindex].tcmod = Q3TCMOD_ENTITYTRANSLATE;
1419 else if (!strcasecmp(parameter[1], "rotate")) layer->tcmods[tcmodindex].tcmod = Q3TCMOD_ROTATE;
1420 else if (!strcasecmp(parameter[1], "scale")) layer->tcmods[tcmodindex].tcmod = Q3TCMOD_SCALE;
1421 else if (!strcasecmp(parameter[1], "scroll")) layer->tcmods[tcmodindex].tcmod = Q3TCMOD_SCROLL;
1422 else if (!strcasecmp(parameter[1], "stretch"))
1424 layer->tcmods[tcmodindex].tcmod = Q3TCMOD_STRETCH;
1425 layer->tcmods[tcmodindex].wavefunc = Mod_LoadQ3Shaders_EnumerateWaveFunc(parameter[2]);
1426 for (i = 0;i < numparameters - 3 && i < Q3WAVEPARMS;i++)
1427 layer->tcmods[tcmodindex].waveparms[i] = atof(parameter[i+3]);
1429 else if (!strcasecmp(parameter[1], "transform")) layer->tcmods[tcmodindex].tcmod = Q3TCMOD_TRANSFORM;
1430 else if (!strcasecmp(parameter[1], "turb")) layer->tcmods[tcmodindex].tcmod = Q3TCMOD_TURBULENT;
1431 else Con_DPrintf("%s parsing warning: unknown tcmod mode %s\n", search->filenames[fileindex], parameter[1]);
1434 Con_DPrintf("%s parsing warning: too many tcmods on one layer\n", search->filenames[fileindex]);
1436 // break out a level if it was a closing brace (not using the character here to not confuse vim)
1437 if (!strcasecmp(com_token, "}"))
1440 if (layer->rgbgen.rgbgen == Q3RGBGEN_LIGHTINGDIFFUSE || layer->rgbgen.rgbgen == Q3RGBGEN_VERTEX)
1441 shader.lighting = true;
1442 if (layer->alphagen.alphagen == Q3ALPHAGEN_VERTEX)
1444 if (layer == shader.layers + 0)
1446 // vertex controlled transparency
1447 shader.vertexalpha = true;
1451 // multilayer terrain shader or similar
1452 shader.textureblendalpha = true;
1458 for (j = 0;strcasecmp(com_token, "\n") && strcasecmp(com_token, "}");j++)
1460 if (j < TEXTURE_MAXFRAMES + 4)
1462 strlcpy(parameter[j], com_token, sizeof(parameter[j]));
1463 numparameters = j + 1;
1465 if (!COM_ParseToken_QuakeC(&text, true))
1468 for (j = numparameters;j < TEXTURE_MAXFRAMES + 4;j++)
1469 parameter[j][0] = 0;
1470 if (fileindex == 0 && !strcasecmp(com_token, "}"))
1472 if (developer.integer >= 100)
1474 Con_Printf("%s: ", shader.name);
1475 for (j = 0;j < numparameters;j++)
1476 Con_Printf(" %s", parameter[j]);
1479 if (numparameters < 1)
1481 if (!strcasecmp(parameter[0], "surfaceparm") && numparameters >= 2)
1483 if (!strcasecmp(parameter[1], "alphashadow"))
1484 shader.surfaceparms |= Q3SURFACEPARM_ALPHASHADOW;
1485 else if (!strcasecmp(parameter[1], "areaportal"))
1486 shader.surfaceparms |= Q3SURFACEPARM_AREAPORTAL;
1487 else if (!strcasecmp(parameter[1], "botclip"))
1488 shader.surfaceparms |= Q3SURFACEPARM_BOTCLIP;
1489 else if (!strcasecmp(parameter[1], "clusterportal"))
1490 shader.surfaceparms |= Q3SURFACEPARM_CLUSTERPORTAL;
1491 else if (!strcasecmp(parameter[1], "detail"))
1492 shader.surfaceparms |= Q3SURFACEPARM_DETAIL;
1493 else if (!strcasecmp(parameter[1], "donotenter"))
1494 shader.surfaceparms |= Q3SURFACEPARM_DONOTENTER;
1495 else if (!strcasecmp(parameter[1], "dust"))
1496 shader.surfaceparms |= Q3SURFACEPARM_DUST;
1497 else if (!strcasecmp(parameter[1], "hint"))
1498 shader.surfaceparms |= Q3SURFACEPARM_HINT;
1499 else if (!strcasecmp(parameter[1], "fog"))
1500 shader.surfaceparms |= Q3SURFACEPARM_FOG;
1501 else if (!strcasecmp(parameter[1], "lava"))
1502 shader.surfaceparms |= Q3SURFACEPARM_LAVA;
1503 else if (!strcasecmp(parameter[1], "lightfilter"))
1504 shader.surfaceparms |= Q3SURFACEPARM_LIGHTFILTER;
1505 else if (!strcasecmp(parameter[1], "lightgrid"))
1506 shader.surfaceparms |= Q3SURFACEPARM_LIGHTGRID;
1507 else if (!strcasecmp(parameter[1], "metalsteps"))
1508 shader.surfaceparms |= Q3SURFACEPARM_METALSTEPS;
1509 else if (!strcasecmp(parameter[1], "nodamage"))
1510 shader.surfaceparms |= Q3SURFACEPARM_NODAMAGE;
1511 else if (!strcasecmp(parameter[1], "nodlight"))
1512 shader.surfaceparms |= Q3SURFACEPARM_NODLIGHT;
1513 else if (!strcasecmp(parameter[1], "nodraw"))
1514 shader.surfaceparms |= Q3SURFACEPARM_NODRAW;
1515 else if (!strcasecmp(parameter[1], "nodrop"))
1516 shader.surfaceparms |= Q3SURFACEPARM_NODROP;
1517 else if (!strcasecmp(parameter[1], "noimpact"))
1518 shader.surfaceparms |= Q3SURFACEPARM_NOIMPACT;
1519 else if (!strcasecmp(parameter[1], "nolightmap"))
1520 shader.surfaceparms |= Q3SURFACEPARM_NOLIGHTMAP;
1521 else if (!strcasecmp(parameter[1], "nomarks"))
1522 shader.surfaceparms |= Q3SURFACEPARM_NOMARKS;
1523 else if (!strcasecmp(parameter[1], "nomipmaps"))
1524 shader.surfaceparms |= Q3SURFACEPARM_NOMIPMAPS;
1525 else if (!strcasecmp(parameter[1], "nonsolid"))
1526 shader.surfaceparms |= Q3SURFACEPARM_NONSOLID;
1527 else if (!strcasecmp(parameter[1], "origin"))
1528 shader.surfaceparms |= Q3SURFACEPARM_ORIGIN;
1529 else if (!strcasecmp(parameter[1], "playerclip"))
1530 shader.surfaceparms |= Q3SURFACEPARM_PLAYERCLIP;
1531 else if (!strcasecmp(parameter[1], "sky"))
1532 shader.surfaceparms |= Q3SURFACEPARM_SKY;
1533 else if (!strcasecmp(parameter[1], "slick"))
1534 shader.surfaceparms |= Q3SURFACEPARM_SLICK;
1535 else if (!strcasecmp(parameter[1], "slime"))
1536 shader.surfaceparms |= Q3SURFACEPARM_SLIME;
1537 else if (!strcasecmp(parameter[1], "structural"))
1538 shader.surfaceparms |= Q3SURFACEPARM_STRUCTURAL;
1539 else if (!strcasecmp(parameter[1], "trans"))
1540 shader.surfaceparms |= Q3SURFACEPARM_TRANS;
1541 else if (!strcasecmp(parameter[1], "water"))
1542 shader.surfaceparms |= Q3SURFACEPARM_WATER;
1543 else if (!strcasecmp(parameter[1], "pointlight"))
1544 shader.surfaceparms |= Q3SURFACEPARM_POINTLIGHT;
1545 else if (!strcasecmp(parameter[1], "antiportal"))
1546 shader.surfaceparms |= Q3SURFACEPARM_ANTIPORTAL;
1548 Con_DPrintf("%s parsing warning: unknown surfaceparm \"%s\"\n", search->filenames[fileindex], parameter[1]);
1550 else if (!strcasecmp(parameter[0], "sky") && numparameters >= 2)
1552 // some q3 skies don't have the sky parm set
1553 shader.surfaceparms |= Q3SURFACEPARM_SKY;
1554 strlcpy(shader.skyboxname, parameter[1], sizeof(shader.skyboxname));
1556 else if (!strcasecmp(parameter[0], "skyparms") && numparameters >= 2)
1558 // some q3 skies don't have the sky parm set
1559 shader.surfaceparms |= Q3SURFACEPARM_SKY;
1560 if (!atoi(parameter[1]) && strcasecmp(parameter[1], "-"))
1561 strlcpy(shader.skyboxname, parameter[1], sizeof(shader.skyboxname));
1563 else if (!strcasecmp(parameter[0], "cull") && numparameters >= 2)
1565 if (!strcasecmp(parameter[1], "disable") || !strcasecmp(parameter[1], "none") || !strcasecmp(parameter[1], "twosided"))
1566 shader.textureflags |= Q3TEXTUREFLAG_TWOSIDED;
1568 else if (!strcasecmp(parameter[0], "nomipmaps"))
1569 shader.surfaceparms |= Q3SURFACEPARM_NOMIPMAPS;
1570 else if (!strcasecmp(parameter[0], "nopicmip"))
1571 shader.textureflags |= Q3TEXTUREFLAG_NOPICMIP;
1572 else if (!strcasecmp(parameter[0], "polygonoffset"))
1573 shader.textureflags |= Q3TEXTUREFLAG_POLYGONOFFSET;
1574 else if (!strcasecmp(parameter[0], "dp_refract") && numparameters >= 5)
1576 shader.textureflags |= Q3TEXTUREFLAG_REFRACTION;
1577 shader.refractfactor = atof(parameter[1]);
1578 Vector4Set(shader.refractcolor4f, atof(parameter[2]), atof(parameter[3]), atof(parameter[4]), 1);
1580 else if (!strcasecmp(parameter[0], "dp_reflect") && numparameters >= 6)
1582 shader.textureflags |= Q3TEXTUREFLAG_REFLECTION;
1583 shader.reflectfactor = atof(parameter[1]);
1584 Vector4Set(shader.reflectcolor4f, atof(parameter[2]), atof(parameter[3]), atof(parameter[4]), atof(parameter[5]));
1586 else if (!strcasecmp(parameter[0], "dp_water") && numparameters >= 12)
1588 shader.textureflags |= Q3TEXTUREFLAG_WATERSHADER;
1589 shader.reflectmin = atof(parameter[1]);
1590 shader.reflectmax = atof(parameter[2]);
1591 shader.refractfactor = atof(parameter[3]);
1592 shader.reflectfactor = atof(parameter[4]);
1593 Vector4Set(shader.refractcolor4f, atof(parameter[5]), atof(parameter[6]), atof(parameter[7]), 1);
1594 Vector4Set(shader.reflectcolor4f, atof(parameter[8]), atof(parameter[9]), atof(parameter[10]), 1);
1595 shader.r_water_wateralpha = atof(parameter[11]);
1597 else if (!strcasecmp(parameter[0], "deformvertexes") && numparameters >= 2)
1600 for (deformindex = 0;deformindex < Q3MAXDEFORMS;deformindex++)
1601 if (!shader.deforms[deformindex].deform)
1603 if (deformindex < Q3MAXDEFORMS)
1605 for (i = 0;i < numparameters - 2 && i < Q3DEFORM_MAXPARMS;i++)
1606 shader.deforms[deformindex].parms[i] = atof(parameter[i+2]);
1607 if (!strcasecmp(parameter[1], "projectionshadow")) shader.deforms[deformindex].deform = Q3DEFORM_PROJECTIONSHADOW;
1608 else if (!strcasecmp(parameter[1], "autosprite" )) shader.deforms[deformindex].deform = Q3DEFORM_AUTOSPRITE;
1609 else if (!strcasecmp(parameter[1], "autosprite2" )) shader.deforms[deformindex].deform = Q3DEFORM_AUTOSPRITE2;
1610 else if (!strcasecmp(parameter[1], "text0" )) shader.deforms[deformindex].deform = Q3DEFORM_TEXT0;
1611 else if (!strcasecmp(parameter[1], "text1" )) shader.deforms[deformindex].deform = Q3DEFORM_TEXT1;
1612 else if (!strcasecmp(parameter[1], "text2" )) shader.deforms[deformindex].deform = Q3DEFORM_TEXT2;
1613 else if (!strcasecmp(parameter[1], "text3" )) shader.deforms[deformindex].deform = Q3DEFORM_TEXT3;
1614 else if (!strcasecmp(parameter[1], "text4" )) shader.deforms[deformindex].deform = Q3DEFORM_TEXT4;
1615 else if (!strcasecmp(parameter[1], "text5" )) shader.deforms[deformindex].deform = Q3DEFORM_TEXT5;
1616 else if (!strcasecmp(parameter[1], "text6" )) shader.deforms[deformindex].deform = Q3DEFORM_TEXT6;
1617 else if (!strcasecmp(parameter[1], "text7" )) shader.deforms[deformindex].deform = Q3DEFORM_TEXT7;
1618 else if (!strcasecmp(parameter[1], "bulge" )) shader.deforms[deformindex].deform = Q3DEFORM_BULGE;
1619 else if (!strcasecmp(parameter[1], "normal" )) shader.deforms[deformindex].deform = Q3DEFORM_NORMAL;
1620 else if (!strcasecmp(parameter[1], "wave" ))
1622 shader.deforms[deformindex].deform = Q3DEFORM_WAVE;
1623 shader.deforms[deformindex].wavefunc = Mod_LoadQ3Shaders_EnumerateWaveFunc(parameter[3]);
1624 for (i = 0;i < numparameters - 4 && i < Q3WAVEPARMS;i++)
1625 shader.deforms[deformindex].waveparms[i] = atof(parameter[i+4]);
1627 else if (!strcasecmp(parameter[1], "move" ))
1629 shader.deforms[deformindex].deform = Q3DEFORM_MOVE;
1630 shader.deforms[deformindex].wavefunc = Mod_LoadQ3Shaders_EnumerateWaveFunc(parameter[5]);
1631 for (i = 0;i < numparameters - 6 && i < Q3WAVEPARMS;i++)
1632 shader.deforms[deformindex].waveparms[i] = atof(parameter[i+6]);
1637 // identify if this is a blended terrain shader or similar
1638 if (shader.numlayers)
1640 shader.backgroundlayer = -1;
1641 shader.primarylayer = 0;
1642 if ((shader.layers[0].blendfunc[0] == GL_ONE && shader.layers[0].blendfunc[1] == GL_ZERO && !shader.layers[0].alphatest)
1643 && ((shader.layers[1].blendfunc[0] == GL_SRC_ALPHA && shader.layers[1].blendfunc[1] == GL_ONE_MINUS_SRC_ALPHA && !shader.layers[0].alphatest)
1644 || (shader.layers[1].blendfunc[0] == GL_ONE && shader.layers[1].blendfunc[1] == GL_ZERO && shader.layers[1].alphatest)))
1646 // terrain blending or other effects
1647 shader.backgroundlayer = 0;
1648 shader.primarylayer = 1;
1650 // now see if the lightmap came first, and if so choose the second texture instead
1651 if ((shader.layers[shader.primarylayer].texturename != NULL)
1652 && !strcasecmp(shader.layers[shader.primarylayer].texturename[0], "$lightmap"))
1654 shader.backgroundlayer = -1;
1655 shader.primarylayer = 1;
1658 // fix up multiple reflection types
1659 if(shader.textureflags & Q3TEXTUREFLAG_WATERSHADER)
1660 shader.textureflags &= ~(Q3TEXTUREFLAG_REFRACTION | Q3TEXTUREFLAG_REFLECTION);
1662 Q3Shader_AddToHash (&shader);
1668 q3shaderinfo_t *Mod_LookupQ3Shader(const char *name)
1670 unsigned short hash = CRC_Block_CaseInsensitive ((const unsigned char *)name, strlen (name));
1671 q3shader_hash_entry_t* entry = q3shader_data->hash + (hash % Q3SHADER_HASH_SIZE);
1672 while (entry != NULL)
1674 if (strcasecmp (entry->shader.name, name) == 0)
1675 return &entry->shader;
1676 entry = entry->chain;
1681 extern cvar_t r_picmipworld;
1682 qboolean Mod_LoadTextureFromQ3Shader(texture_t *texture, const char *name, qboolean q1bsp, qboolean q3bsp, qboolean md3)
1686 qboolean success = true;
1687 q3shaderinfo_t *shader;
1688 strlcpy(texture->name, name, sizeof(texture->name));
1689 shader = name[0] ? Mod_LookupQ3Shader(name) : NULL;
1692 if (developer.integer >= 100)
1693 Con_DPrintf("%s: loaded shader for %s\n", loadmodel->name, name);
1694 texture->surfaceparms = shader->surfaceparms;
1695 texture->textureflags = shader->textureflags;
1696 texture->basematerialflags = 0;
1697 if (shader->surfaceparms & Q3SURFACEPARM_SKY)
1699 texture->basematerialflags = MATERIALFLAG_SKY | MATERIALFLAG_NOSHADOW;
1700 if (shader->skyboxname[0])
1702 // quake3 seems to append a _ to the skybox name, so this must do so as well
1703 dpsnprintf(loadmodel->brush.skybox, sizeof(loadmodel->brush.skybox), "%s_", shader->skyboxname);
1706 else if ((texture->surfaceflags & Q3SURFACEFLAG_NODRAW) || shader->numlayers == 0)
1707 texture->basematerialflags = MATERIALFLAG_NODRAW | MATERIALFLAG_NOSHADOW;
1709 texture->basematerialflags = MATERIALFLAG_WALL;
1710 if (shader->layers[0].alphatest)
1711 texture->basematerialflags |= MATERIALFLAG_ALPHATEST | MATERIALFLAG_NOSHADOW;
1712 if (shader->textureflags & Q3TEXTUREFLAG_TWOSIDED)
1713 texture->basematerialflags |= MATERIALFLAG_NOSHADOW | MATERIALFLAG_NOCULLFACE;
1714 if (shader->textureflags & Q3TEXTUREFLAG_POLYGONOFFSET)
1715 texture->biaspolygonoffset -= 2;
1716 if (shader->textureflags & Q3TEXTUREFLAG_REFRACTION)
1717 texture->basematerialflags |= MATERIALFLAG_REFRACTION;
1718 if (shader->textureflags & Q3TEXTUREFLAG_REFLECTION)
1719 texture->basematerialflags |= MATERIALFLAG_REFLECTION;
1720 if (shader->textureflags & Q3TEXTUREFLAG_WATERSHADER)
1721 texture->basematerialflags |= MATERIALFLAG_WATERSHADER;
1722 texture->customblendfunc[0] = GL_ONE;
1723 texture->customblendfunc[1] = GL_ZERO;
1724 if (shader->numlayers > 0)
1726 texture->customblendfunc[0] = shader->layers[0].blendfunc[0];
1727 texture->customblendfunc[1] = shader->layers[0].blendfunc[1];
1729 Q3 shader blendfuncs actually used in the game (* = supported by DP)
1730 * additive GL_ONE GL_ONE
1731 additive weird GL_ONE GL_SRC_ALPHA
1732 additive weird 2 GL_ONE GL_ONE_MINUS_SRC_ALPHA
1733 * alpha GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA
1734 alpha inverse GL_ONE_MINUS_SRC_ALPHA GL_SRC_ALPHA
1735 brighten GL_DST_COLOR GL_ONE
1736 brighten GL_ONE GL_SRC_COLOR
1737 brighten weird GL_DST_COLOR GL_ONE_MINUS_DST_ALPHA
1738 brighten weird 2 GL_DST_COLOR GL_SRC_ALPHA
1739 * modulate GL_DST_COLOR GL_ZERO
1740 * modulate GL_ZERO GL_SRC_COLOR
1741 modulate inverse GL_ZERO GL_ONE_MINUS_SRC_COLOR
1742 modulate inverse alpha GL_ZERO GL_SRC_ALPHA
1743 modulate weird inverse GL_ONE_MINUS_DST_COLOR GL_ZERO
1744 * modulate x2 GL_DST_COLOR GL_SRC_COLOR
1745 * no blend GL_ONE GL_ZERO
1746 nothing GL_ZERO GL_ONE
1748 // if not opaque, figure out what blendfunc to use
1749 if (shader->layers[0].blendfunc[0] != GL_ONE || shader->layers[0].blendfunc[1] != GL_ZERO)
1751 if (shader->layers[0].blendfunc[0] == GL_ONE && shader->layers[0].blendfunc[1] == GL_ONE)
1752 texture->basematerialflags |= MATERIALFLAG_ADD | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
1753 else if (shader->layers[0].blendfunc[0] == GL_SRC_ALPHA && shader->layers[0].blendfunc[1] == GL_ONE)
1754 texture->basematerialflags |= MATERIALFLAG_ADD | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
1755 else if (shader->layers[0].blendfunc[0] == GL_SRC_ALPHA && shader->layers[0].blendfunc[1] == GL_ONE_MINUS_SRC_ALPHA)
1756 texture->basematerialflags |= MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
1758 texture->basematerialflags |= MATERIALFLAG_CUSTOMBLEND | MATERIALFLAG_FULLBRIGHT | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
1761 if (!shader->lighting)
1762 texture->basematerialflags |= MATERIALFLAG_FULLBRIGHT;
1763 if (shader->primarylayer >= 0)
1765 q3shaderinfo_layer_t* primarylayer = shader->layers + shader->primarylayer;
1766 // copy over many primarylayer parameters
1767 texture->rgbgen = primarylayer->rgbgen;
1768 texture->alphagen = primarylayer->alphagen;
1769 texture->tcgen = primarylayer->tcgen;
1770 memcpy(texture->tcmods, primarylayer->tcmods, sizeof(texture->tcmods));
1771 // load the textures
1772 texture->numskinframes = primarylayer->numframes;
1773 texture->skinframerate = primarylayer->framerate;
1774 for (j = 0;j < primarylayer->numframes;j++)
1776 texflags = TEXF_ALPHA | TEXF_PRECACHE;
1777 if (!(shader->surfaceparms & Q3SURFACEPARM_NOMIPMAPS))
1778 texflags |= TEXF_MIPMAP;
1779 if (!(shader->textureflags & Q3TEXTUREFLAG_NOPICMIP) && ((!q1bsp && !q3bsp) || r_picmipworld.integer))
1780 texflags |= TEXF_PICMIP | TEXF_COMPRESS;
1781 if (primarylayer->clampmap)
1782 texflags |= TEXF_CLAMP;
1783 if (!(texture->skinframes[j] = R_SkinFrame_LoadExternal(primarylayer->texturename[j], texflags, false)))
1785 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);
1786 texture->skinframes[j] = R_SkinFrame_LoadMissing();
1790 if (shader->backgroundlayer >= 0)
1792 q3shaderinfo_layer_t* backgroundlayer = shader->layers + shader->backgroundlayer;
1793 texture->backgroundnumskinframes = backgroundlayer->numframes;
1794 texture->backgroundskinframerate = backgroundlayer->framerate;
1795 for (j = 0;j < backgroundlayer->numframes;j++)
1797 if (!(texture->backgroundskinframes[j] = R_SkinFrame_LoadExternal(backgroundlayer->texturename[j], ((shader->surfaceparms & Q3SURFACEPARM_NOMIPMAPS) ? 0 : TEXF_MIPMAP) | TEXF_ALPHA | TEXF_PRECACHE | ((!r_picmipworld.integer || (shader->textureflags & Q3TEXTUREFLAG_NOPICMIP)) ? 0 : (TEXF_PICMIP | TEXF_COMPRESS)) | (backgroundlayer->clampmap ? TEXF_CLAMP : 0), false)))
1799 Con_Printf("^1%s:^7 could not load texture ^3\"%s\"^7 (frame %i) for shader ^2\"%s\"\n", loadmodel->name, backgroundlayer->texturename[j], j, texture->name);
1800 texture->backgroundskinframes[j] = R_SkinFrame_LoadMissing();
1804 memcpy(texture->deforms, shader->deforms, sizeof(texture->deforms));
1805 texture->reflectmin = shader->reflectmin;
1806 texture->reflectmax = shader->reflectmax;
1807 texture->refractfactor = shader->refractfactor;
1808 Vector4Copy(shader->refractcolor4f, texture->refractcolor4f);
1809 texture->reflectfactor = shader->reflectfactor;
1810 Vector4Copy(shader->reflectcolor4f, texture->reflectcolor4f);
1811 texture->r_water_wateralpha = shader->r_water_wateralpha;
1813 else if (!strcmp(texture->name, "noshader"))
1815 if (developer.integer >= 100)
1816 Con_DPrintf("%s: using default handler for %s\n", loadmodel->name, name);
1817 texture->surfaceparms = 0;
1822 if (developer.integer >= 100 || loadmodel->type == mod_brushq3)
1823 Con_DPrintf("%s: No shader found for texture \"%s\"\n", loadmodel->name, texture->name);
1824 texture->surfaceparms = 0;
1825 if (texture->surfaceflags & Q3SURFACEFLAG_NODRAW)
1826 texture->basematerialflags |= MATERIALFLAG_NODRAW | MATERIALFLAG_NOSHADOW;
1827 else if (texture->surfaceflags & Q3SURFACEFLAG_SKY)
1828 texture->basematerialflags |= MATERIALFLAG_SKY | MATERIALFLAG_NOSHADOW;
1830 texture->basematerialflags |= MATERIALFLAG_WALL;
1831 texture->numskinframes = 1;
1832 if (!(texture->skinframes[0] = R_SkinFrame_LoadExternal(texture->name, TEXF_MIPMAP | TEXF_ALPHA | TEXF_PRECACHE | (r_picmipworld.integer ? TEXF_PICMIP : 0) | TEXF_COMPRESS, false)))
1833 if(developer.integer || q3bsp) // only the Q3BSP path provides no alternative (like loading image directly, or internal texture)
1834 Con_Printf("^1%s:^7 could not load texture for missing shader ^3\"%s\"\n", loadmodel->name, texture->name);
1836 // init the animation variables
1837 texture->currentframe = texture;
1838 if (texture->numskinframes < 1)
1839 texture->numskinframes = 1;
1840 if (!texture->skinframes[0])
1841 texture->skinframes[0] = R_SkinFrame_LoadMissing();
1842 texture->currentskinframe = texture->skinframes[0];
1843 texture->backgroundcurrentskinframe = texture->backgroundskinframes[0];
1847 skinfile_t *Mod_LoadSkinFiles(void)
1849 int i, words, numtags, line, tagsetsused = false, wordsoverflow;
1852 skinfile_t *skinfile = NULL, *first = NULL;
1853 skinfileitem_t *skinfileitem;
1854 char word[10][MAX_QPATH];
1855 overridetagnameset_t tagsets[MAX_SKINS];
1856 overridetagname_t tags[256];
1860 U_bodyBox,models/players/Legoman/BikerA2.tga
1861 U_RArm,models/players/Legoman/BikerA1.tga
1862 U_LArm,models/players/Legoman/BikerA1.tga
1863 U_armor,common/nodraw
1864 U_sword,common/nodraw
1865 U_shield,common/nodraw
1866 U_homb,common/nodraw
1867 U_backpack,common/nodraw
1868 U_colcha,common/nodraw
1873 memset(tagsets, 0, sizeof(tagsets));
1874 memset(word, 0, sizeof(word));
1875 for (i = 0;i < MAX_SKINS && (data = text = (char *)FS_LoadFile(va("%s_%i.skin", loadmodel->name, i), tempmempool, true, NULL));i++)
1879 // If it's the first file we parse
1880 if (skinfile == NULL)
1882 skinfile = (skinfile_t *)Mem_Alloc(loadmodel->mempool, sizeof(skinfile_t));
1887 skinfile->next = (skinfile_t *)Mem_Alloc(loadmodel->mempool, sizeof(skinfile_t));
1888 skinfile = skinfile->next;
1890 skinfile->next = NULL;
1892 for(line = 0;;line++)
1895 if (!COM_ParseToken_QuakeC(&data, true))
1897 if (!strcmp(com_token, "\n"))
1900 wordsoverflow = false;
1904 strlcpy(word[words++], com_token, sizeof (word[0]));
1906 wordsoverflow = true;
1908 while (COM_ParseToken_QuakeC(&data, true) && strcmp(com_token, "\n"));
1911 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);
1914 // words is always >= 1
1915 if (!strcmp(word[0], "replace"))
1919 Con_DPrintf("Mod_LoadSkinFiles: parsed mesh \"%s\" shader replacement \"%s\"\n", word[1], word[2]);
1920 skinfileitem = (skinfileitem_t *)Mem_Alloc(loadmodel->mempool, sizeof(skinfileitem_t));
1921 skinfileitem->next = skinfile->items;
1922 skinfile->items = skinfileitem;
1923 strlcpy (skinfileitem->name, word[1], sizeof (skinfileitem->name));
1924 strlcpy (skinfileitem->replacement, word[2], sizeof (skinfileitem->replacement));
1927 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]);
1929 else if (words == 2 && !strcmp(word[1], ","))
1931 // tag name, like "tag_weapon,"
1932 Con_DPrintf("Mod_LoadSkinFiles: parsed tag #%i \"%s\"\n", numtags, word[0]);
1933 memset(tags + numtags, 0, sizeof(tags[numtags]));
1934 strlcpy (tags[numtags].name, word[0], sizeof (tags[numtags].name));
1937 else if (words == 3 && !strcmp(word[1], ","))
1939 // mesh shader name, like "U_RArm,models/players/Legoman/BikerA1.tga"
1940 Con_DPrintf("Mod_LoadSkinFiles: parsed mesh \"%s\" shader replacement \"%s\"\n", word[0], word[2]);
1941 skinfileitem = (skinfileitem_t *)Mem_Alloc(loadmodel->mempool, sizeof(skinfileitem_t));
1942 skinfileitem->next = skinfile->items;
1943 skinfile->items = skinfileitem;
1944 strlcpy (skinfileitem->name, word[0], sizeof (skinfileitem->name));
1945 strlcpy (skinfileitem->replacement, word[2], sizeof (skinfileitem->replacement));
1948 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);
1954 overridetagnameset_t *t;
1956 t->num_overridetagnames = numtags;
1957 t->data_overridetagnames = (overridetagname_t *)Mem_Alloc(loadmodel->mempool, t->num_overridetagnames * sizeof(overridetagname_t));
1958 memcpy(t->data_overridetagnames, tags, t->num_overridetagnames * sizeof(overridetagname_t));
1964 loadmodel->data_overridetagnamesforskin = (overridetagnameset_t *)Mem_Alloc(loadmodel->mempool, i * sizeof(overridetagnameset_t));
1965 memcpy(loadmodel->data_overridetagnamesforskin, tagsets, i * sizeof(overridetagnameset_t));
1968 loadmodel->numskins = i;
1972 void Mod_FreeSkinFiles(skinfile_t *skinfile)
1975 skinfileitem_t *skinfileitem, *nextitem;
1976 for (;skinfile;skinfile = next)
1978 next = skinfile->next;
1979 for (skinfileitem = skinfile->items;skinfileitem;skinfileitem = nextitem)
1981 nextitem = skinfileitem->next;
1982 Mem_Free(skinfileitem);
1988 int Mod_CountSkinFiles(skinfile_t *skinfile)
1991 for (i = 0;skinfile;skinfile = skinfile->next, i++);
1995 void Mod_SnapVertices(int numcomponents, int numvertices, float *vertices, float snap)
1998 double isnap = 1.0 / snap;
1999 for (i = 0;i < numvertices*numcomponents;i++)
2000 vertices[i] = floor(vertices[i]*isnap)*snap;
2003 int Mod_RemoveDegenerateTriangles(int numtriangles, const int *inelement3i, int *outelement3i, const float *vertex3f)
2005 int i, outtriangles;
2006 float d, edgedir[3], temp[3];
2007 // a degenerate triangle is one with no width (thickness, surface area)
2008 // these are characterized by having all 3 points colinear (along a line)
2009 // or having two points identical
2010 for (i = 0, outtriangles = 0;i < numtriangles;i++, inelement3i += 3)
2012 // calculate first edge
2013 VectorSubtract(vertex3f + inelement3i[1] * 3, vertex3f + inelement3i[0] * 3, edgedir);
2014 if (VectorLength2(edgedir) < 0.0001f)
2015 continue; // degenerate first edge (no length)
2016 VectorNormalize(edgedir);
2017 // check if third point is on the edge (colinear)
2018 d = -DotProduct(vertex3f + inelement3i[2] * 3, edgedir);
2019 VectorMA(vertex3f + inelement3i[2] * 3, d, edgedir, temp);
2020 if (VectorLength2(temp) < 0.0001f)
2021 continue; // third point colinear with first edge
2022 // valid triangle (no colinear points, no duplicate points)
2023 VectorCopy(inelement3i, outelement3i);
2027 return outtriangles;
2030 void Mod_VertexRangeFromElements(int numelements, const int *elements, int *firstvertexpointer, int *lastvertexpointer)
2033 int firstvertex, lastvertex;
2034 if (numelements > 0 && elements)
2036 firstvertex = lastvertex = elements[0];
2037 for (i = 1;i < numelements;i++)
2040 firstvertex = min(firstvertex, e);
2041 lastvertex = max(lastvertex, e);
2045 firstvertex = lastvertex = 0;
2046 if (firstvertexpointer)
2047 *firstvertexpointer = firstvertex;
2048 if (lastvertexpointer)
2049 *lastvertexpointer = lastvertex;
2052 static void Mod_BuildVBOs(void)
2054 if (!gl_support_arb_vertex_buffer_object)
2057 // element buffer is easy because it's just one array
2058 if (loadmodel->surfmesh.num_triangles)
2059 loadmodel->surfmesh.ebo = R_Mesh_CreateStaticBufferObject(GL_ELEMENT_ARRAY_BUFFER_ARB, loadmodel->surfmesh.data_element3i, loadmodel->surfmesh.num_triangles * sizeof(int[3]), loadmodel->name);
2061 // vertex buffer is several arrays and we put them in the same buffer
2063 // is this wise? the texcoordtexture2f array is used with dynamic
2064 // vertex/svector/tvector/normal when rendering animated models, on the
2065 // other hand animated models don't use a lot of vertices anyway...
2066 if (loadmodel->surfmesh.num_vertices)
2071 loadmodel->surfmesh.vbooffset_vertex3f = size;if (loadmodel->surfmesh.data_vertex3f ) size += loadmodel->surfmesh.num_vertices * sizeof(float[3]);
2072 loadmodel->surfmesh.vbooffset_svector3f = size;if (loadmodel->surfmesh.data_svector3f ) size += loadmodel->surfmesh.num_vertices * sizeof(float[3]);
2073 loadmodel->surfmesh.vbooffset_tvector3f = size;if (loadmodel->surfmesh.data_tvector3f ) size += loadmodel->surfmesh.num_vertices * sizeof(float[3]);
2074 loadmodel->surfmesh.vbooffset_normal3f = size;if (loadmodel->surfmesh.data_normal3f ) size += loadmodel->surfmesh.num_vertices * sizeof(float[3]);
2075 loadmodel->surfmesh.vbooffset_texcoordtexture2f = size;if (loadmodel->surfmesh.data_texcoordtexture2f ) size += loadmodel->surfmesh.num_vertices * sizeof(float[2]);
2076 loadmodel->surfmesh.vbooffset_texcoordlightmap2f = size;if (loadmodel->surfmesh.data_texcoordlightmap2f) size += loadmodel->surfmesh.num_vertices * sizeof(float[2]);
2077 loadmodel->surfmesh.vbooffset_lightmapcolor4f = size;if (loadmodel->surfmesh.data_lightmapcolor4f ) size += loadmodel->surfmesh.num_vertices * sizeof(float[4]);
2078 mem = (unsigned char *)Mem_Alloc(tempmempool, size);
2079 if (loadmodel->surfmesh.data_vertex3f ) memcpy(mem + loadmodel->surfmesh.vbooffset_vertex3f , loadmodel->surfmesh.data_vertex3f , loadmodel->surfmesh.num_vertices * sizeof(float[3]));
2080 if (loadmodel->surfmesh.data_svector3f ) memcpy(mem + loadmodel->surfmesh.vbooffset_svector3f , loadmodel->surfmesh.data_svector3f , loadmodel->surfmesh.num_vertices * sizeof(float[3]));
2081 if (loadmodel->surfmesh.data_tvector3f ) memcpy(mem + loadmodel->surfmesh.vbooffset_tvector3f , loadmodel->surfmesh.data_tvector3f , loadmodel->surfmesh.num_vertices * sizeof(float[3]));
2082 if (loadmodel->surfmesh.data_normal3f ) memcpy(mem + loadmodel->surfmesh.vbooffset_normal3f , loadmodel->surfmesh.data_normal3f , loadmodel->surfmesh.num_vertices * sizeof(float[3]));
2083 if (loadmodel->surfmesh.data_texcoordtexture2f ) memcpy(mem + loadmodel->surfmesh.vbooffset_texcoordtexture2f , loadmodel->surfmesh.data_texcoordtexture2f , loadmodel->surfmesh.num_vertices * sizeof(float[2]));
2084 if (loadmodel->surfmesh.data_texcoordlightmap2f) memcpy(mem + loadmodel->surfmesh.vbooffset_texcoordlightmap2f, loadmodel->surfmesh.data_texcoordlightmap2f, loadmodel->surfmesh.num_vertices * sizeof(float[2]));
2085 if (loadmodel->surfmesh.data_lightmapcolor4f ) memcpy(mem + loadmodel->surfmesh.vbooffset_lightmapcolor4f , loadmodel->surfmesh.data_lightmapcolor4f , loadmodel->surfmesh.num_vertices * sizeof(float[4]));
2086 loadmodel->surfmesh.vbo = R_Mesh_CreateStaticBufferObject(GL_ARRAY_BUFFER_ARB, mem, size, loadmodel->name);