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];
48 static q3shader_data_t* q3shader_data;
50 static void mod_start(void)
53 int nummodels = Mem_ExpandableArray_IndexRange(&models);
56 // parse the Q3 shader files
59 for (i = 0;i < nummodels;i++)
60 if ((mod = Mem_ExpandableArray_RecordAtIndex(&models, i)) && mod->name[0] && mod->name[0] != '*')
62 Mod_LoadModel(mod, true, false, mod->isworldmodel);
65 static void mod_shutdown(void)
68 int nummodels = Mem_ExpandableArray_IndexRange(&models);
71 for (i = 0;i < nummodels;i++)
72 if ((mod = Mem_ExpandableArray_RecordAtIndex(&models, i)) && (mod->loaded || mod->mempool))
75 Mem_FreePool (&q3shaders_mem);
78 static void mod_newmap(void)
81 int i, j, k, surfacenum, ssize, tsize;
82 int nummodels = Mem_ExpandableArray_IndexRange(&models);
85 R_SkinFrame_PrepareForPurge();
86 for (i = 0;i < nummodels;i++)
88 if ((mod = Mem_ExpandableArray_RecordAtIndex(&models, i)) && mod->mempool && mod->data_textures)
90 for (j = 0;j < mod->num_textures;j++)
92 for (k = 0;k < mod->data_textures[j].numskinframes;k++)
93 R_SkinFrame_MarkUsed(mod->data_textures[j].skinframes[k]);
94 for (k = 0;k < mod->data_textures[j].backgroundnumskinframes;k++)
95 R_SkinFrame_MarkUsed(mod->data_textures[j].backgroundskinframes[k]);
101 if (!cl_stainmaps_clearonload.integer)
104 for (i = 0;i < nummodels;i++)
106 if ((mod = Mem_ExpandableArray_RecordAtIndex(&models, i)) && mod->mempool && mod->data_surfaces)
108 for (surfacenum = 0, surface = mod->data_surfaces;surfacenum < mod->num_surfaces;surfacenum++, surface++)
110 if (surface->lightmapinfo && surface->lightmapinfo->stainsamples)
112 ssize = (surface->lightmapinfo->extents[0] >> 4) + 1;
113 tsize = (surface->lightmapinfo->extents[1] >> 4) + 1;
114 memset(surface->lightmapinfo->stainsamples, 255, ssize * tsize * 3);
115 surface->cached_dlight = true;
127 static void Mod_Print(void);
128 static void Mod_Precache (void);
129 static void Mod_BuildVBOs(void);
132 mod_mempool = Mem_AllocPool("modelinfo", 0, NULL);
133 Mem_ExpandableArray_NewArray(&models, mod_mempool, sizeof(model_t), 16);
139 Cvar_RegisterVariable(&r_mipskins);
140 Cmd_AddCommand ("modellist", Mod_Print, "prints a list of loaded models");
141 Cmd_AddCommand ("modelprecache", Mod_Precache, "load a model");
144 void Mod_RenderInit(void)
146 R_RegisterModule("Models", mod_start, mod_shutdown, mod_newmap);
149 void Mod_UnloadModel (model_t *mod)
151 char name[MAX_QPATH];
152 qboolean isworldmodel;
154 strlcpy(name, mod->name, sizeof(name));
155 isworldmodel = mod->isworldmodel;
157 if (mod->surfmesh.ebo)
158 R_Mesh_DestroyBufferObject(mod->surfmesh.ebo);
159 if (mod->surfmesh.vbo)
160 R_Mesh_DestroyBufferObject(mod->surfmesh.vbo);
161 // free textures/memory attached to the model
162 R_FreeTexturePool(&mod->texturepool);
163 Mem_FreePool(&mod->mempool);
164 // clear the struct to make it available
165 memset(mod, 0, sizeof(model_t));
166 // restore the fields we want to preserve
167 strlcpy(mod->name, name, sizeof(mod->name));
168 mod->isworldmodel = isworldmodel;
180 model_t *Mod_LoadModel(model_t *mod, qboolean crash, qboolean checkdisk, qboolean isworldmodel)
185 fs_offset_t filesize;
189 if (mod->name[0] == '*') // submodel
195 // even if the model is loaded it still may need reloading...
197 // if the model is a worldmodel and is being referred to as a
198 // non-worldmodel here, then it needs reloading to get rid of the
200 if (mod->isworldmodel != isworldmodel)
203 // if it is not loaded or checkdisk is true we need to calculate the crc
204 if (!mod->loaded || checkdisk)
206 if (checkdisk && mod->loaded)
207 Con_DPrintf("checking model %s\n", mod->name);
208 buf = FS_LoadFile (mod->name, tempmempool, false, &filesize);
211 crc = CRC_Block((unsigned char *)buf, filesize);
212 // we need to reload the model if the crc does not match
218 // if the model is already loaded and checks passed, just return
226 Con_DPrintf("loading model %s\n", mod->name);
227 // LordHavoc: unload the existing model in this slot (if there is one)
228 if (mod->loaded || mod->mempool)
229 Mod_UnloadModel(mod);
232 mod->isworldmodel = isworldmodel;
235 // errors can prevent the corresponding mod->loaded = true;
238 // default model radius and bounding box (mainly for missing models)
240 VectorSet(mod->normalmins, -mod->radius, -mod->radius, -mod->radius);
241 VectorSet(mod->normalmaxs, mod->radius, mod->radius, mod->radius);
242 VectorSet(mod->yawmins, -mod->radius, -mod->radius, -mod->radius);
243 VectorSet(mod->yawmaxs, mod->radius, mod->radius, mod->radius);
244 VectorSet(mod->rotatedmins, -mod->radius, -mod->radius, -mod->radius);
245 VectorSet(mod->rotatedmaxs, mod->radius, mod->radius, mod->radius);
249 char *bufend = (char *)buf + filesize;
251 // all models use memory, so allocate a memory pool
252 mod->mempool = Mem_AllocPool(mod->name, 0, NULL);
254 num = LittleLong(*((int *)buf));
255 // call the apropriate loader
257 if (!memcmp(buf, "IDPO", 4)) Mod_IDP0_Load(mod, buf, bufend);
258 else if (!memcmp(buf, "IDP2", 4)) Mod_IDP2_Load(mod, buf, bufend);
259 else if (!memcmp(buf, "IDP3", 4)) Mod_IDP3_Load(mod, buf, bufend);
260 else if (!memcmp(buf, "IDSP", 4)) Mod_IDSP_Load(mod, buf, bufend);
261 else if (!memcmp(buf, "IDS2", 4)) Mod_IDS2_Load(mod, buf, bufend);
262 else if (!memcmp(buf, "IBSP", 4)) Mod_IBSP_Load(mod, buf, bufend);
263 else if (!memcmp(buf, "ZYMOTICMODEL", 12)) Mod_ZYMOTICMODEL_Load(mod, buf, bufend);
264 else if (!memcmp(buf, "DARKPLACESMODEL", 16)) Mod_DARKPLACESMODEL_Load(mod, buf, bufend);
265 else if (!memcmp(buf, "ACTRHEAD", 8)) Mod_PSKMODEL_Load(mod, buf, bufend);
266 else if (strlen(mod->name) >= 4 && !strcmp(mod->name - 4, ".map")) Mod_MAP_Load(mod, buf, bufend);
267 else if (!memcmp(buf, "MCBSPpad", 8)) Mod_Q1BSP_Load(mod, buf, bufend);
268 else if (num == BSPVERSION || num == 30) Mod_Q1BSP_Load(mod, buf, bufend);
269 else Con_Printf("Mod_LoadModel: model \"%s\" is of unknown/unsupported type\n", mod->name);
274 // no fatal errors occurred, so this model is ready to use.
279 // LordHavoc: Sys_Error was *ANNOYING*
280 Con_Printf ("Mod_LoadModel: %s not found\n", mod->name);
285 void Mod_ClearUsed(void)
288 int nummodels = Mem_ExpandableArray_IndexRange(&models);
290 for (i = 0;i < nummodels;i++)
291 if ((mod = Mem_ExpandableArray_RecordAtIndex(&models, i)) && mod->name[0])
295 void Mod_PurgeUnused(void)
298 int nummodels = Mem_ExpandableArray_IndexRange(&models);
300 for (i = 0;i < nummodels;i++)
302 if ((mod = Mem_ExpandableArray_RecordAtIndex(&models, i)) && mod->name[0] && !mod->used)
304 Mod_UnloadModel(mod);
305 Mem_ExpandableArray_FreeRecord(&models, mod);
310 // only used during loading!
311 void Mod_RemoveStaleWorldModels(model_t *skip)
314 int nummodels = Mem_ExpandableArray_IndexRange(&models);
316 for (i = 0;i < nummodels;i++)
318 if ((mod = Mem_ExpandableArray_RecordAtIndex(&models, i)) && mod->isworldmodel && mod->loaded && skip != mod)
320 Mod_UnloadModel(mod);
321 mod->isworldmodel = false;
333 model_t *Mod_FindName(const char *name)
336 int nummodels = Mem_ExpandableArray_IndexRange(&models);
340 Host_Error ("Mod_ForName: NULL name");
342 // search the currently loaded models
343 for (i = 0;i < nummodels;i++)
345 if ((mod = Mem_ExpandableArray_RecordAtIndex(&models, i)) && mod->name[0] && !strcmp(mod->name, name))
352 // no match found, create a new one
353 mod = Mem_ExpandableArray_AllocRecord(&models);
354 strlcpy(mod->name, name, sizeof(mod->name));
364 Loads in a model for the given name
367 model_t *Mod_ForName(const char *name, qboolean crash, qboolean checkdisk, qboolean isworldmodel)
370 model = Mod_FindName(name);
371 if (model->name[0] != '*' && (!model->loaded || checkdisk))
372 Mod_LoadModel(model, crash, checkdisk, isworldmodel);
380 Reloads all models if they have changed
383 void Mod_Reload(void)
386 int nummodels = Mem_ExpandableArray_IndexRange(&models);
388 for (i = 0;i < nummodels;i++)
389 if ((mod = Mem_ExpandableArray_RecordAtIndex(&models, i)) && mod->name[0] && mod->name[0] != '*' && mod->used)
390 Mod_LoadModel(mod, true, true, mod->isworldmodel);
393 unsigned char *mod_base;
396 //=============================================================================
403 static void Mod_Print(void)
406 int nummodels = Mem_ExpandableArray_IndexRange(&models);
409 Con_Print("Loaded models:\n");
410 for (i = 0;i < nummodels;i++)
411 if ((mod = Mem_ExpandableArray_RecordAtIndex(&models, i)) && mod->name[0])
412 Con_Printf("%4iK %s\n", mod->mempool ? (int)((mod->mempool->totalsize + 1023) / 1024) : 0, mod->name);
420 static void Mod_Precache(void)
423 Mod_ForName(Cmd_Argv(1), false, true, cl.worldmodel && !strcasecmp(Cmd_Argv(1), cl.worldmodel->name));
425 Con_Print("usage: modelprecache <filename>\n");
428 int Mod_BuildVertexRemapTableFromElements(int numelements, const int *elements, int numvertices, int *remapvertices)
432 used = (unsigned char *)Mem_Alloc(tempmempool, numvertices);
433 memset(used, 0, numvertices);
434 for (i = 0;i < numelements;i++)
435 used[elements[i]] = 1;
436 for (i = 0, count = 0;i < numvertices;i++)
437 remapvertices[i] = used[i] ? count++ : -1;
443 // fast way, using an edge hash
444 #define TRIANGLEEDGEHASH 8192
445 void Mod_BuildTriangleNeighbors(int *neighbors, const int *elements, int numtriangles)
447 int i, j, p, e1, e2, *n, hashindex, count, match;
449 typedef struct edgehashentry_s
451 struct edgehashentry_s *next;
456 edgehashentry_t *edgehash[TRIANGLEEDGEHASH], *edgehashentries, edgehashentriesbuffer[TRIANGLEEDGEHASH*3], *hash;
457 memset(edgehash, 0, sizeof(edgehash));
458 edgehashentries = edgehashentriesbuffer;
459 // if there are too many triangles for the stack array, allocate larger buffer
460 if (numtriangles > TRIANGLEEDGEHASH)
461 edgehashentries = (edgehashentry_t *)Mem_Alloc(tempmempool, numtriangles * 3 * sizeof(edgehashentry_t));
462 // find neighboring triangles
463 for (i = 0, e = elements, n = neighbors;i < numtriangles;i++, e += 3, n += 3)
465 for (j = 0, p = 2;j < 3;p = j, j++)
469 // this hash index works for both forward and backward edges
470 hashindex = (unsigned int)(e1 + e2) % TRIANGLEEDGEHASH;
471 hash = edgehashentries + i * 3 + j;
472 hash->next = edgehash[hashindex];
473 edgehash[hashindex] = hash;
475 hash->element[0] = e1;
476 hash->element[1] = e2;
479 for (i = 0, e = elements, n = neighbors;i < numtriangles;i++, e += 3, n += 3)
481 for (j = 0, p = 2;j < 3;p = j, j++)
485 // this hash index works for both forward and backward edges
486 hashindex = (unsigned int)(e1 + e2) % TRIANGLEEDGEHASH;
489 for (hash = edgehash[hashindex];hash;hash = hash->next)
491 if (hash->element[0] == e2 && hash->element[1] == e1)
493 if (hash->triangle != i)
494 match = hash->triangle;
497 else if ((hash->element[0] == e1 && hash->element[1] == e2))
500 // detect edges shared by three triangles and make them seams
506 // free the allocated buffer
507 if (edgehashentries != edgehashentriesbuffer)
508 Mem_Free(edgehashentries);
511 // very slow but simple way
512 static int Mod_FindTriangleWithEdge(const int *elements, int numtriangles, int start, int end, int ignore)
517 for (i = 0;i < numtriangles;i++, elements += 3)
519 if ((elements[0] == start && elements[1] == end)
520 || (elements[1] == start && elements[2] == end)
521 || (elements[2] == start && elements[0] == end))
527 else if ((elements[1] == start && elements[0] == end)
528 || (elements[2] == start && elements[1] == end)
529 || (elements[0] == start && elements[2] == end))
532 // detect edges shared by three triangles and make them seams
538 void Mod_BuildTriangleNeighbors(int *neighbors, const int *elements, int numtriangles)
542 for (i = 0, e = elements, n = neighbors;i < numtriangles;i++, e += 3, n += 3)
544 n[0] = Mod_FindTriangleWithEdge(elements, numtriangles, e[1], e[0], i);
545 n[1] = Mod_FindTriangleWithEdge(elements, numtriangles, e[2], e[1], i);
546 n[2] = Mod_FindTriangleWithEdge(elements, numtriangles, e[0], e[2], i);
551 void Mod_ValidateElements(int *elements, int numtriangles, int firstvertex, int numverts, const char *filename, int fileline)
553 int i, warned = false, endvertex = firstvertex + numverts;
554 for (i = 0;i < numtriangles * 3;i++)
556 if (elements[i] < firstvertex || elements[i] >= endvertex)
561 Con_Printf("Mod_ValidateElements: out of bounds elements detected at %s:%d\n", filename, fileline);
563 elements[i] = firstvertex;
568 // warning: this is an expensive function!
569 void Mod_BuildNormals(int firstvertex, int numvertices, int numtriangles, const float *vertex3f, const int *elements, float *normal3f, qboolean areaweighting)
576 memset(normal3f + 3 * firstvertex, 0, numvertices * sizeof(float[3]));
577 // process each vertex of each triangle and accumulate the results
578 // use area-averaging, to make triangles with a big area have a bigger
579 // weighting on the vertex normal than triangles with a small area
580 // to do so, just add the 'normals' together (the bigger the area
581 // the greater the length of the normal is
583 for (i = 0; i < numtriangles; i++, element += 3)
586 vertex3f + element[0] * 3,
587 vertex3f + element[1] * 3,
588 vertex3f + element[2] * 3,
593 VectorNormalize(areaNormal);
595 for (j = 0;j < 3;j++)
597 vectorNormal = normal3f + element[j] * 3;
598 vectorNormal[0] += areaNormal[0];
599 vectorNormal[1] += areaNormal[1];
600 vectorNormal[2] += areaNormal[2];
603 // and just normalize the accumulated vertex normal in the end
604 vectorNormal = normal3f + 3 * firstvertex;
605 for (i = 0; i < numvertices; i++, vectorNormal += 3)
606 VectorNormalize(vectorNormal);
609 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)
611 float f, tangentcross[3], v10[3], v20[3], tc10[2], tc20[2];
612 // 79 add/sub/negate/multiply (1 cycle), 1 compare (3 cycle?), total cycles not counting load/store/exchange roughly 82 cycles
613 // 6 add, 28 subtract, 39 multiply, 1 compare, 50% chance of 6 negates
615 // 6 multiply, 9 subtract
616 VectorSubtract(v1, v0, v10);
617 VectorSubtract(v2, v0, v20);
618 normal3f[0] = v20[1] * v10[2] - v20[2] * v10[1];
619 normal3f[1] = v20[2] * v10[0] - v20[0] * v10[2];
620 normal3f[2] = v20[0] * v10[1] - v20[1] * v10[0];
621 // 12 multiply, 10 subtract
622 tc10[1] = tc1[1] - tc0[1];
623 tc20[1] = tc2[1] - tc0[1];
624 svector3f[0] = tc10[1] * v20[0] - tc20[1] * v10[0];
625 svector3f[1] = tc10[1] * v20[1] - tc20[1] * v10[1];
626 svector3f[2] = tc10[1] * v20[2] - tc20[1] * v10[2];
627 tc10[0] = tc1[0] - tc0[0];
628 tc20[0] = tc2[0] - tc0[0];
629 tvector3f[0] = tc10[0] * v20[0] - tc20[0] * v10[0];
630 tvector3f[1] = tc10[0] * v20[1] - tc20[0] * v10[1];
631 tvector3f[2] = tc10[0] * v20[2] - tc20[0] * v10[2];
632 // 12 multiply, 4 add, 6 subtract
633 f = DotProduct(svector3f, normal3f);
634 svector3f[0] -= f * normal3f[0];
635 svector3f[1] -= f * normal3f[1];
636 svector3f[2] -= f * normal3f[2];
637 f = DotProduct(tvector3f, normal3f);
638 tvector3f[0] -= f * normal3f[0];
639 tvector3f[1] -= f * normal3f[1];
640 tvector3f[2] -= f * normal3f[2];
641 // if texture is mapped the wrong way (counterclockwise), the tangents
642 // have to be flipped, this is detected by calculating a normal from the
643 // two tangents, and seeing if it is opposite the surface normal
644 // 9 multiply, 2 add, 3 subtract, 1 compare, 50% chance of: 6 negates
645 CrossProduct(tvector3f, svector3f, tangentcross);
646 if (DotProduct(tangentcross, normal3f) < 0)
648 VectorNegate(svector3f, svector3f);
649 VectorNegate(tvector3f, tvector3f);
653 // warning: this is a very expensive function!
654 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)
657 float sdir[3], tdir[3], normal[3], *sv, *tv;
658 const float *v0, *v1, *v2, *tc0, *tc1, *tc2, *n;
659 float f, tangentcross[3], v10[3], v20[3], tc10[2], tc20[2];
662 memset(svector3f + 3 * firstvertex, 0, numvertices * sizeof(float[3]));
663 memset(tvector3f + 3 * firstvertex, 0, numvertices * sizeof(float[3]));
664 // process each vertex of each triangle and accumulate the results
665 for (tnum = 0, e = elements;tnum < numtriangles;tnum++, e += 3)
667 v0 = vertex3f + e[0] * 3;
668 v1 = vertex3f + e[1] * 3;
669 v2 = vertex3f + e[2] * 3;
670 tc0 = texcoord2f + e[0] * 2;
671 tc1 = texcoord2f + e[1] * 2;
672 tc2 = texcoord2f + e[2] * 2;
674 // 79 add/sub/negate/multiply (1 cycle), 1 compare (3 cycle?), total cycles not counting load/store/exchange roughly 82 cycles
675 // 6 add, 28 subtract, 39 multiply, 1 compare, 50% chance of 6 negates
677 // calculate the edge directions and surface normal
678 // 6 multiply, 9 subtract
679 VectorSubtract(v1, v0, v10);
680 VectorSubtract(v2, v0, v20);
681 normal[0] = v20[1] * v10[2] - v20[2] * v10[1];
682 normal[1] = v20[2] * v10[0] - v20[0] * v10[2];
683 normal[2] = v20[0] * v10[1] - v20[1] * v10[0];
685 // calculate the tangents
686 // 12 multiply, 10 subtract
687 tc10[1] = tc1[1] - tc0[1];
688 tc20[1] = tc2[1] - tc0[1];
689 sdir[0] = tc10[1] * v20[0] - tc20[1] * v10[0];
690 sdir[1] = tc10[1] * v20[1] - tc20[1] * v10[1];
691 sdir[2] = tc10[1] * v20[2] - tc20[1] * v10[2];
692 tc10[0] = tc1[0] - tc0[0];
693 tc20[0] = tc2[0] - tc0[0];
694 tdir[0] = tc10[0] * v20[0] - tc20[0] * v10[0];
695 tdir[1] = tc10[0] * v20[1] - tc20[0] * v10[1];
696 tdir[2] = tc10[0] * v20[2] - tc20[0] * v10[2];
698 // if texture is mapped the wrong way (counterclockwise), the tangents
699 // have to be flipped, this is detected by calculating a normal from the
700 // two tangents, and seeing if it is opposite the surface normal
701 // 9 multiply, 2 add, 3 subtract, 1 compare, 50% chance of: 6 negates
702 CrossProduct(tdir, sdir, tangentcross);
703 if (DotProduct(tangentcross, normal) < 0)
705 VectorNegate(sdir, sdir);
706 VectorNegate(tdir, tdir);
711 VectorNormalize(sdir);
712 VectorNormalize(tdir);
714 for (i = 0;i < 3;i++)
716 VectorAdd(svector3f + e[i]*3, sdir, svector3f + e[i]*3);
717 VectorAdd(tvector3f + e[i]*3, tdir, tvector3f + e[i]*3);
720 // make the tangents completely perpendicular to the surface normal, and
721 // then normalize them
722 // 16 assignments, 2 divide, 2 sqrt, 2 negates, 14 adds, 24 multiplies
723 for (i = 0, sv = svector3f + 3 * firstvertex, tv = tvector3f + 3 * firstvertex, n = normal3f + 3 * firstvertex;i < numvertices;i++, sv += 3, tv += 3, n += 3)
725 f = -DotProduct(sv, n);
726 VectorMA(sv, f, n, sv);
728 f = -DotProduct(tv, n);
729 VectorMA(tv, f, n, tv);
734 void Mod_AllocSurfMesh(mempool_t *mempool, int numvertices, int numtriangles, qboolean lightmapoffsets, qboolean vertexcolors, qboolean neighbors)
737 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));
738 loadmodel->surfmesh.num_vertices = numvertices;
739 loadmodel->surfmesh.num_triangles = numtriangles;
740 if (loadmodel->surfmesh.num_vertices)
742 loadmodel->surfmesh.data_vertex3f = (float *)data, data += sizeof(float[3]) * loadmodel->surfmesh.num_vertices;
743 loadmodel->surfmesh.data_svector3f = (float *)data, data += sizeof(float[3]) * loadmodel->surfmesh.num_vertices;
744 loadmodel->surfmesh.data_tvector3f = (float *)data, data += sizeof(float[3]) * loadmodel->surfmesh.num_vertices;
745 loadmodel->surfmesh.data_normal3f = (float *)data, data += sizeof(float[3]) * loadmodel->surfmesh.num_vertices;
746 loadmodel->surfmesh.data_texcoordtexture2f = (float *)data, data += sizeof(float[2]) * loadmodel->surfmesh.num_vertices;
747 loadmodel->surfmesh.data_texcoordlightmap2f = (float *)data, data += sizeof(float[2]) * loadmodel->surfmesh.num_vertices;
749 loadmodel->surfmesh.data_lightmapcolor4f = (float *)data, data += sizeof(float[4]) * loadmodel->surfmesh.num_vertices;
751 loadmodel->surfmesh.data_lightmapoffsets = (int *)data, data += sizeof(int) * loadmodel->surfmesh.num_vertices;
753 if (loadmodel->surfmesh.num_triangles)
755 loadmodel->surfmesh.data_element3i = (int *)data, data += sizeof(int[3]) * loadmodel->surfmesh.num_triangles;
757 loadmodel->surfmesh.data_neighbor3i = (int *)data, data += sizeof(int[3]) * loadmodel->surfmesh.num_triangles;
761 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)
763 shadowmesh_t *newmesh;
766 size = sizeof(shadowmesh_t);
767 size += maxverts * sizeof(float[3]);
769 size += maxverts * sizeof(float[11]);
770 size += maxtriangles * sizeof(int[3]);
772 size += maxtriangles * sizeof(int[3]);
774 size += SHADOWMESHVERTEXHASH * sizeof(shadowmeshvertexhash_t *) + maxverts * sizeof(shadowmeshvertexhash_t);
775 data = (unsigned char *)Mem_Alloc(mempool, size);
776 newmesh = (shadowmesh_t *)data;data += sizeof(*newmesh);
777 newmesh->map_diffuse = map_diffuse;
778 newmesh->map_specular = map_specular;
779 newmesh->map_normal = map_normal;
780 newmesh->maxverts = maxverts;
781 newmesh->maxtriangles = maxtriangles;
782 newmesh->numverts = 0;
783 newmesh->numtriangles = 0;
785 newmesh->vertex3f = (float *)data;data += maxverts * sizeof(float[3]);
788 newmesh->svector3f = (float *)data;data += maxverts * sizeof(float[3]);
789 newmesh->tvector3f = (float *)data;data += maxverts * sizeof(float[3]);
790 newmesh->normal3f = (float *)data;data += maxverts * sizeof(float[3]);
791 newmesh->texcoord2f = (float *)data;data += maxverts * sizeof(float[2]);
793 newmesh->element3i = (int *)data;data += maxtriangles * sizeof(int[3]);
796 newmesh->neighbor3i = (int *)data;data += maxtriangles * sizeof(int[3]);
800 newmesh->vertexhashtable = (shadowmeshvertexhash_t **)data;data += SHADOWMESHVERTEXHASH * sizeof(shadowmeshvertexhash_t *);
801 newmesh->vertexhashentries = (shadowmeshvertexhash_t *)data;data += maxverts * sizeof(shadowmeshvertexhash_t);
806 shadowmesh_t *Mod_ShadowMesh_ReAlloc(mempool_t *mempool, shadowmesh_t *oldmesh, int light, int neighbors)
808 shadowmesh_t *newmesh;
809 newmesh = Mod_ShadowMesh_Alloc(mempool, oldmesh->numverts, oldmesh->numtriangles, oldmesh->map_diffuse, oldmesh->map_specular, oldmesh->map_normal, light, neighbors, false);
810 newmesh->numverts = oldmesh->numverts;
811 newmesh->numtriangles = oldmesh->numtriangles;
813 memcpy(newmesh->vertex3f, oldmesh->vertex3f, oldmesh->numverts * sizeof(float[3]));
814 if (newmesh->svector3f && oldmesh->svector3f)
816 memcpy(newmesh->svector3f, oldmesh->svector3f, oldmesh->numverts * sizeof(float[3]));
817 memcpy(newmesh->tvector3f, oldmesh->tvector3f, oldmesh->numverts * sizeof(float[3]));
818 memcpy(newmesh->normal3f, oldmesh->normal3f, oldmesh->numverts * sizeof(float[3]));
819 memcpy(newmesh->texcoord2f, oldmesh->texcoord2f, oldmesh->numverts * sizeof(float[2]));
821 memcpy(newmesh->element3i, oldmesh->element3i, oldmesh->numtriangles * sizeof(int[3]));
822 if (newmesh->neighbor3i && oldmesh->neighbor3i)
823 memcpy(newmesh->neighbor3i, oldmesh->neighbor3i, oldmesh->numtriangles * sizeof(int[3]));
827 int Mod_ShadowMesh_AddVertex(shadowmesh_t *mesh, float *vertex14f)
830 shadowmeshvertexhash_t *hash;
831 // this uses prime numbers intentionally
832 hashindex = (unsigned int) (vertex14f[0] * 2003 + vertex14f[1] * 4001 + vertex14f[2] * 7919) % SHADOWMESHVERTEXHASH;
833 for (hash = mesh->vertexhashtable[hashindex];hash;hash = hash->next)
835 vnum = (hash - mesh->vertexhashentries);
836 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]))
837 && (mesh->svector3f == NULL || (mesh->svector3f[vnum * 3 + 0] == vertex14f[3] && mesh->svector3f[vnum * 3 + 1] == vertex14f[4] && mesh->svector3f[vnum * 3 + 2] == vertex14f[5]))
838 && (mesh->tvector3f == NULL || (mesh->tvector3f[vnum * 3 + 0] == vertex14f[6] && mesh->tvector3f[vnum * 3 + 1] == vertex14f[7] && mesh->tvector3f[vnum * 3 + 2] == vertex14f[8]))
839 && (mesh->normal3f == NULL || (mesh->normal3f[vnum * 3 + 0] == vertex14f[9] && mesh->normal3f[vnum * 3 + 1] == vertex14f[10] && mesh->normal3f[vnum * 3 + 2] == vertex14f[11]))
840 && (mesh->texcoord2f == NULL || (mesh->texcoord2f[vnum * 2 + 0] == vertex14f[12] && mesh->texcoord2f[vnum * 2 + 1] == vertex14f[13])))
841 return hash - mesh->vertexhashentries;
843 vnum = mesh->numverts++;
844 hash = mesh->vertexhashentries + vnum;
845 hash->next = mesh->vertexhashtable[hashindex];
846 mesh->vertexhashtable[hashindex] = hash;
847 if (mesh->vertex3f) {mesh->vertex3f[vnum * 3 + 0] = vertex14f[0];mesh->vertex3f[vnum * 3 + 1] = vertex14f[1];mesh->vertex3f[vnum * 3 + 2] = vertex14f[2];}
848 if (mesh->svector3f) {mesh->svector3f[vnum * 3 + 0] = vertex14f[3];mesh->svector3f[vnum * 3 + 1] = vertex14f[4];mesh->svector3f[vnum * 3 + 2] = vertex14f[5];}
849 if (mesh->tvector3f) {mesh->tvector3f[vnum * 3 + 0] = vertex14f[6];mesh->tvector3f[vnum * 3 + 1] = vertex14f[7];mesh->tvector3f[vnum * 3 + 2] = vertex14f[8];}
850 if (mesh->normal3f) {mesh->normal3f[vnum * 3 + 0] = vertex14f[9];mesh->normal3f[vnum * 3 + 1] = vertex14f[10];mesh->normal3f[vnum * 3 + 2] = vertex14f[11];}
851 if (mesh->texcoord2f) {mesh->texcoord2f[vnum * 2 + 0] = vertex14f[12];mesh->texcoord2f[vnum * 2 + 1] = vertex14f[13];}
855 void Mod_ShadowMesh_AddTriangle(mempool_t *mempool, shadowmesh_t *mesh, rtexture_t *map_diffuse, rtexture_t *map_specular, rtexture_t *map_normal, float *vertex14f)
857 if (mesh->numtriangles == 0)
859 // set the properties on this empty mesh to be more favorable...
860 // (note: this case only occurs for the first triangle added to a new mesh chain)
861 mesh->map_diffuse = map_diffuse;
862 mesh->map_specular = map_specular;
863 mesh->map_normal = map_normal;
865 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)
867 if (mesh->next == NULL)
868 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);
871 mesh->element3i[mesh->numtriangles * 3 + 0] = Mod_ShadowMesh_AddVertex(mesh, vertex14f + 14 * 0);
872 mesh->element3i[mesh->numtriangles * 3 + 1] = Mod_ShadowMesh_AddVertex(mesh, vertex14f + 14 * 1);
873 mesh->element3i[mesh->numtriangles * 3 + 2] = Mod_ShadowMesh_AddVertex(mesh, vertex14f + 14 * 2);
874 mesh->numtriangles++;
877 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)
880 float vbuf[3*14], *v;
881 memset(vbuf, 0, sizeof(vbuf));
882 for (i = 0;i < numtris;i++)
884 for (j = 0, v = vbuf;j < 3;j++, v += 14)
889 v[0] = vertex3f[e * 3 + 0];
890 v[1] = vertex3f[e * 3 + 1];
891 v[2] = vertex3f[e * 3 + 2];
895 v[3] = svector3f[e * 3 + 0];
896 v[4] = svector3f[e * 3 + 1];
897 v[5] = svector3f[e * 3 + 2];
901 v[6] = tvector3f[e * 3 + 0];
902 v[7] = tvector3f[e * 3 + 1];
903 v[8] = tvector3f[e * 3 + 2];
907 v[9] = normal3f[e * 3 + 0];
908 v[10] = normal3f[e * 3 + 1];
909 v[11] = normal3f[e * 3 + 2];
913 v[12] = texcoord2f[e * 2 + 0];
914 v[13] = texcoord2f[e * 2 + 1];
917 Mod_ShadowMesh_AddTriangle(mempool, mesh, map_diffuse, map_specular, map_normal, vbuf);
921 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)
923 return Mod_ShadowMesh_Alloc(mempool, maxverts, maxtriangles, map_diffuse, map_specular, map_normal, light, neighbors, expandable);
926 static void Mod_ShadowMesh_CreateVBOs(shadowmesh_t *mesh)
928 if (!gl_support_arb_vertex_buffer_object)
931 // element buffer is easy because it's just one array
932 if (mesh->numtriangles)
933 mesh->ebo = R_Mesh_CreateStaticBufferObject(GL_ELEMENT_ARRAY_BUFFER_ARB, mesh->element3i, mesh->numtriangles * sizeof(int[3]), "shadowmesh");
935 // vertex buffer is several arrays and we put them in the same buffer
937 // is this wise? the texcoordtexture2f array is used with dynamic
938 // vertex/svector/tvector/normal when rendering animated models, on the
939 // other hand animated models don't use a lot of vertices anyway...
945 mesh->vbooffset_vertex3f = size;if (mesh->vertex3f ) size += mesh->numverts * sizeof(float[3]);
946 mesh->vbooffset_svector3f = size;if (mesh->svector3f ) size += mesh->numverts * sizeof(float[3]);
947 mesh->vbooffset_tvector3f = size;if (mesh->tvector3f ) size += mesh->numverts * sizeof(float[3]);
948 mesh->vbooffset_normal3f = size;if (mesh->normal3f ) size += mesh->numverts * sizeof(float[3]);
949 mesh->vbooffset_texcoord2f = size;if (mesh->texcoord2f ) size += mesh->numverts * sizeof(float[2]);
950 mem = (unsigned char *)Mem_Alloc(tempmempool, size);
951 if (mesh->vertex3f ) memcpy(mem + mesh->vbooffset_vertex3f , mesh->vertex3f , mesh->numverts * sizeof(float[3]));
952 if (mesh->svector3f ) memcpy(mem + mesh->vbooffset_svector3f , mesh->svector3f , mesh->numverts * sizeof(float[3]));
953 if (mesh->tvector3f ) memcpy(mem + mesh->vbooffset_tvector3f , mesh->tvector3f , mesh->numverts * sizeof(float[3]));
954 if (mesh->normal3f ) memcpy(mem + mesh->vbooffset_normal3f , mesh->normal3f , mesh->numverts * sizeof(float[3]));
955 if (mesh->texcoord2f ) memcpy(mem + mesh->vbooffset_texcoord2f , mesh->texcoord2f , mesh->numverts * sizeof(float[2]));
956 mesh->vbo = R_Mesh_CreateStaticBufferObject(GL_ARRAY_BUFFER_ARB, mem, size, "shadowmesh");
961 shadowmesh_t *Mod_ShadowMesh_Finish(mempool_t *mempool, shadowmesh_t *firstmesh, qboolean light, qboolean neighbors, qboolean createvbo)
963 shadowmesh_t *mesh, *newmesh, *nextmesh;
964 // reallocate meshs to conserve space
965 for (mesh = firstmesh, firstmesh = NULL;mesh;mesh = nextmesh)
967 nextmesh = mesh->next;
968 if (mesh->numverts >= 3 && mesh->numtriangles >= 1)
970 newmesh = Mod_ShadowMesh_ReAlloc(mempool, mesh, light, neighbors);
971 newmesh->next = firstmesh;
974 Mod_ShadowMesh_CreateVBOs(newmesh);
981 void Mod_ShadowMesh_CalcBBox(shadowmesh_t *firstmesh, vec3_t mins, vec3_t maxs, vec3_t center, float *radius)
985 vec3_t nmins, nmaxs, ncenter, temp;
986 float nradius2, dist2, *v;
990 for (mesh = firstmesh;mesh;mesh = mesh->next)
992 if (mesh == firstmesh)
994 VectorCopy(mesh->vertex3f, nmins);
995 VectorCopy(mesh->vertex3f, nmaxs);
997 for (i = 0, v = mesh->vertex3f;i < mesh->numverts;i++, v += 3)
999 if (nmins[0] > v[0]) nmins[0] = v[0];if (nmaxs[0] < v[0]) nmaxs[0] = v[0];
1000 if (nmins[1] > v[1]) nmins[1] = v[1];if (nmaxs[1] < v[1]) nmaxs[1] = v[1];
1001 if (nmins[2] > v[2]) nmins[2] = v[2];if (nmaxs[2] < v[2]) nmaxs[2] = v[2];
1004 // calculate center and radius
1005 ncenter[0] = (nmins[0] + nmaxs[0]) * 0.5f;
1006 ncenter[1] = (nmins[1] + nmaxs[1]) * 0.5f;
1007 ncenter[2] = (nmins[2] + nmaxs[2]) * 0.5f;
1009 for (mesh = firstmesh;mesh;mesh = mesh->next)
1011 for (i = 0, v = mesh->vertex3f;i < mesh->numverts;i++, v += 3)
1013 VectorSubtract(v, ncenter, temp);
1014 dist2 = DotProduct(temp, temp);
1015 if (nradius2 < dist2)
1021 VectorCopy(nmins, mins);
1023 VectorCopy(nmaxs, maxs);
1025 VectorCopy(ncenter, center);
1027 *radius = sqrt(nradius2);
1030 void Mod_ShadowMesh_Free(shadowmesh_t *mesh)
1032 shadowmesh_t *nextmesh;
1033 for (;mesh;mesh = nextmesh)
1036 R_Mesh_DestroyBufferObject(mesh->ebo);
1038 R_Mesh_DestroyBufferObject(mesh->vbo);
1039 nextmesh = mesh->next;
1044 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)
1049 if (ix >= 0 && iy >= 0 && ix < imagewidth && iy < imageheight)
1050 v[2] = (imagepixels[((iy*imagewidth)+ix)*4+0] + imagepixels[((iy*imagewidth)+ix)*4+1] + imagepixels[((iy*imagewidth)+ix)*4+2]) * (1.0f / 765.0f);
1053 Matrix4x4_Transform(pixelstepmatrix, v, vertex3f);
1054 Matrix4x4_Transform(pixeltexturestepmatrix, v, tc);
1055 texcoord2f[0] = tc[0];
1056 texcoord2f[1] = tc[1];
1059 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)
1061 float vup[3], vdown[3], vleft[3], vright[3];
1062 float tcup[3], tcdown[3], tcleft[3], tcright[3];
1063 float sv[3], tv[3], nl[3];
1064 Mod_GetTerrainVertex3fTexCoord2fFromBGRA(imagepixels, imagewidth, imageheight, ix, iy, vertex3f, texcoord2f, pixelstepmatrix, pixeltexturestepmatrix);
1065 Mod_GetTerrainVertex3fTexCoord2fFromBGRA(imagepixels, imagewidth, imageheight, ix, iy - 1, vup, tcup, pixelstepmatrix, pixeltexturestepmatrix);
1066 Mod_GetTerrainVertex3fTexCoord2fFromBGRA(imagepixels, imagewidth, imageheight, ix, iy + 1, vdown, tcdown, pixelstepmatrix, pixeltexturestepmatrix);
1067 Mod_GetTerrainVertex3fTexCoord2fFromBGRA(imagepixels, imagewidth, imageheight, ix - 1, iy, vleft, tcleft, pixelstepmatrix, pixeltexturestepmatrix);
1068 Mod_GetTerrainVertex3fTexCoord2fFromBGRA(imagepixels, imagewidth, imageheight, ix + 1, iy, vright, tcright, pixelstepmatrix, pixeltexturestepmatrix);
1069 Mod_BuildBumpVectors(vertex3f, vup, vright, texcoord2f, tcup, tcright, svector3f, tvector3f, normal3f);
1070 Mod_BuildBumpVectors(vertex3f, vright, vdown, texcoord2f, tcright, tcdown, sv, tv, nl);
1071 VectorAdd(svector3f, sv, svector3f);
1072 VectorAdd(tvector3f, tv, tvector3f);
1073 VectorAdd(normal3f, nl, normal3f);
1074 Mod_BuildBumpVectors(vertex3f, vdown, vleft, texcoord2f, tcdown, tcleft, sv, tv, nl);
1075 VectorAdd(svector3f, sv, svector3f);
1076 VectorAdd(tvector3f, tv, tvector3f);
1077 VectorAdd(normal3f, nl, normal3f);
1078 Mod_BuildBumpVectors(vertex3f, vleft, vup, texcoord2f, tcleft, tcup, sv, tv, nl);
1079 VectorAdd(svector3f, sv, svector3f);
1080 VectorAdd(tvector3f, tv, tvector3f);
1081 VectorAdd(normal3f, nl, normal3f);
1084 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)
1086 int x, y, ix, iy, *e;
1088 for (y = 0;y < height;y++)
1090 for (x = 0;x < width;x++)
1092 e[0] = (y + 1) * (width + 1) + (x + 0);
1093 e[1] = (y + 0) * (width + 1) + (x + 0);
1094 e[2] = (y + 1) * (width + 1) + (x + 1);
1095 e[3] = (y + 0) * (width + 1) + (x + 0);
1096 e[4] = (y + 0) * (width + 1) + (x + 1);
1097 e[5] = (y + 1) * (width + 1) + (x + 1);
1101 Mod_BuildTriangleNeighbors(neighbor3i, element3i, width*height*2);
1102 for (y = 0, iy = y1;y < height + 1;y++, iy++)
1103 for (x = 0, ix = x1;x < width + 1;x++, ix++, vertex3f += 3, texcoord2f += 2, svector3f += 3, tvector3f += 3, normal3f += 3)
1104 Mod_GetTerrainVertexFromBGRA(imagepixels, imagewidth, imageheight, ix, iy, vertex3f, texcoord2f, svector3f, tvector3f, normal3f, pixelstepmatrix, pixeltexturestepmatrix);
1107 q3wavefunc_t Mod_LoadQ3Shaders_EnumerateWaveFunc(const char *s)
1109 if (!strcasecmp(s, "sin")) return Q3WAVEFUNC_SIN;
1110 if (!strcasecmp(s, "square")) return Q3WAVEFUNC_SQUARE;
1111 if (!strcasecmp(s, "triangle")) return Q3WAVEFUNC_TRIANGLE;
1112 if (!strcasecmp(s, "sawtooth")) return Q3WAVEFUNC_SAWTOOTH;
1113 if (!strcasecmp(s, "inversesawtooth")) return Q3WAVEFUNC_INVERSESAWTOOTH;
1114 if (!strcasecmp(s, "noise")) return Q3WAVEFUNC_NOISE;
1115 Con_DPrintf("Mod_LoadQ3Shaders: unknown wavefunc %s\n", s);
1116 return Q3WAVEFUNC_NONE;
1119 static void Q3Shaders_Clear()
1121 /* Just clear out everything... */
1122 Mem_FreePool (&q3shaders_mem);
1123 /* ...and alloc the structs again. */
1124 q3shaders_mem = Mem_AllocPool("q3shaders", 0, NULL);
1125 q3shader_data = (q3shader_data_t*)Mem_Alloc (q3shaders_mem,
1126 sizeof (q3shader_data_t));
1127 Mem_ExpandableArray_NewArray (&q3shader_data->hash_entries,
1128 q3shaders_mem, sizeof (q3shader_hash_entry_t), 256);
1131 static void Q3Shader_AddToHash (q3shaderinfo_t* shader)
1133 unsigned short hash = CRC_Block (shader->name, strlen (shader->name));
1134 q3shader_hash_entry_t* entry = q3shader_data->hash + (hash % Q3SHADER_HASH_SIZE);
1135 q3shader_hash_entry_t* lastEntry = NULL;
1136 while (entry != NULL)
1138 if (strcasecmp (entry->shader.name, shader->name) == 0)
1140 Con_Printf("Shader '%s' already defined\n", shader->name);
1144 entry = entry->chain;
1148 if (lastEntry->shader.name[0] != 0)
1151 q3shader_hash_entry_t* newEntry = (q3shader_hash_entry_t*)
1152 Mem_ExpandableArray_AllocRecord (&q3shader_data->hash_entries);
1154 while (entry->chain != NULL) entry = entry->chain;
1155 lastEntry->chain = newEntry;
1156 newEntry->chain = NULL;
1157 lastEntry = newEntry;
1159 /* else: head of chain, in hash entry array */
1162 memcpy (&entry->shader, shader, sizeof (q3shaderinfo_t));
1165 void Mod_LoadQ3Shaders(void)
1172 q3shaderinfo_t shader;
1173 q3shaderinfo_layer_t *layer;
1175 char parameter[TEXTURE_MAXFRAMES + 4][Q3PATHLENGTH];
1179 search = FS_Search("scripts/*.shader", true, false);
1182 for (fileindex = 0;fileindex < search->numfilenames;fileindex++)
1184 text = f = (char *)FS_LoadFile(search->filenames[fileindex], tempmempool, false, NULL);
1187 while (COM_ParseToken_QuakeC(&text, false))
1189 memset (&shader, 0, sizeof(shader));
1190 shader.reflectmin = 0;
1191 shader.reflectmax = 1;
1192 shader.refractfactor = 1;
1193 Vector4Set(shader.refractcolor4f, 1, 1, 1, 1);
1194 shader.reflectfactor = 1;
1195 Vector4Set(shader.reflectcolor4f, 1, 1, 1, 1);
1197 strlcpy(shader.name, com_token, sizeof(shader.name));
1198 if (!COM_ParseToken_QuakeC(&text, false) || strcasecmp(com_token, "{"))
1200 Con_Printf("%s parsing error - expected \"{\", found \"%s\"\n", search->filenames[fileindex], com_token);
1203 while (COM_ParseToken_QuakeC(&text, false))
1205 if (!strcasecmp(com_token, "}"))
1207 if (!strcasecmp(com_token, "{"))
1209 static q3shaderinfo_layer_t dummy;
1210 if (shader.numlayers < Q3SHADER_MAXLAYERS)
1212 layer = shader.layers + shader.numlayers++;
1216 // parse and process it anyway, just don't store it (so a map $lightmap or such stuff still is found)
1217 memset(&dummy, 0, sizeof(dummy));
1220 layer->rgbgen.rgbgen = Q3RGBGEN_IDENTITY;
1221 layer->alphagen.alphagen = Q3ALPHAGEN_IDENTITY;
1222 layer->tcgen.tcgen = Q3TCGEN_TEXTURE;
1223 layer->blendfunc[0] = GL_ONE;
1224 layer->blendfunc[1] = GL_ZERO;
1225 while (COM_ParseToken_QuakeC(&text, false))
1227 if (!strcasecmp(com_token, "}"))
1229 if (!strcasecmp(com_token, "\n"))
1232 for (j = 0;strcasecmp(com_token, "\n") && strcasecmp(com_token, "}");j++)
1234 if (j < TEXTURE_MAXFRAMES + 4)
1236 strlcpy(parameter[j], com_token, sizeof(parameter[j]));
1237 numparameters = j + 1;
1239 if (!COM_ParseToken_QuakeC(&text, true))
1242 for (j = numparameters;j < TEXTURE_MAXFRAMES + 4;j++)
1243 parameter[j][0] = 0;
1244 if (developer.integer >= 100)
1246 Con_Printf("%s %i: ", shader.name, shader.numlayers - 1);
1247 for (j = 0;j < numparameters;j++)
1248 Con_Printf(" %s", parameter[j]);
1251 if (numparameters >= 2 && !strcasecmp(parameter[0], "blendfunc"))
1253 if (numparameters == 2)
1255 if (!strcasecmp(parameter[1], "add"))
1257 layer->blendfunc[0] = GL_ONE;
1258 layer->blendfunc[1] = GL_ONE;
1260 else if (!strcasecmp(parameter[1], "filter"))
1262 layer->blendfunc[0] = GL_DST_COLOR;
1263 layer->blendfunc[1] = GL_ZERO;
1265 else if (!strcasecmp(parameter[1], "blend"))
1267 layer->blendfunc[0] = GL_SRC_ALPHA;
1268 layer->blendfunc[1] = GL_ONE_MINUS_SRC_ALPHA;
1271 else if (numparameters == 3)
1274 for (k = 0;k < 2;k++)
1276 if (!strcasecmp(parameter[k+1], "GL_ONE"))
1277 layer->blendfunc[k] = GL_ONE;
1278 else if (!strcasecmp(parameter[k+1], "GL_ZERO"))
1279 layer->blendfunc[k] = GL_ZERO;
1280 else if (!strcasecmp(parameter[k+1], "GL_SRC_COLOR"))
1281 layer->blendfunc[k] = GL_SRC_COLOR;
1282 else if (!strcasecmp(parameter[k+1], "GL_SRC_ALPHA"))
1283 layer->blendfunc[k] = GL_SRC_ALPHA;
1284 else if (!strcasecmp(parameter[k+1], "GL_DST_COLOR"))
1285 layer->blendfunc[k] = GL_DST_COLOR;
1286 else if (!strcasecmp(parameter[k+1], "GL_DST_ALPHA"))
1287 layer->blendfunc[k] = GL_ONE_MINUS_DST_ALPHA;
1288 else if (!strcasecmp(parameter[k+1], "GL_ONE_MINUS_SRC_COLOR"))
1289 layer->blendfunc[k] = GL_ONE_MINUS_SRC_COLOR;
1290 else if (!strcasecmp(parameter[k+1], "GL_ONE_MINUS_SRC_ALPHA"))
1291 layer->blendfunc[k] = GL_ONE_MINUS_SRC_ALPHA;
1292 else if (!strcasecmp(parameter[k+1], "GL_ONE_MINUS_DST_COLOR"))
1293 layer->blendfunc[k] = GL_ONE_MINUS_DST_COLOR;
1294 else if (!strcasecmp(parameter[k+1], "GL_ONE_MINUS_DST_ALPHA"))
1295 layer->blendfunc[k] = GL_ONE_MINUS_DST_ALPHA;
1297 layer->blendfunc[k] = GL_ONE; // default in case of parsing error
1301 if (numparameters >= 2 && !strcasecmp(parameter[0], "alphafunc"))
1302 layer->alphatest = true;
1303 if (numparameters >= 2 && (!strcasecmp(parameter[0], "map") || !strcasecmp(parameter[0], "clampmap")))
1305 if (!strcasecmp(parameter[0], "clampmap"))
1306 layer->clampmap = true;
1307 layer->numframes = 1;
1308 layer->framerate = 1;
1309 strlcpy(layer->texturename[0], parameter[1], sizeof(layer->texturename));
1310 if (!strcasecmp(parameter[1], "$lightmap"))
1311 shader.lighting = true;
1313 else if (numparameters >= 3 && (!strcasecmp(parameter[0], "animmap") || !strcasecmp(parameter[0], "animclampmap")))
1316 layer->numframes = min(numparameters - 2, TEXTURE_MAXFRAMES);
1317 layer->framerate = atof(parameter[1]);
1318 for (i = 0;i < layer->numframes;i++)
1319 strlcpy(layer->texturename[i], parameter[i + 2], sizeof(layer->texturename));
1321 else if (numparameters >= 2 && !strcasecmp(parameter[0], "rgbgen"))
1324 for (i = 0;i < numparameters - 2 && i < Q3RGBGEN_MAXPARMS;i++)
1325 layer->rgbgen.parms[i] = atof(parameter[i+2]);
1326 if (!strcasecmp(parameter[1], "identity")) layer->rgbgen.rgbgen = Q3RGBGEN_IDENTITY;
1327 else if (!strcasecmp(parameter[1], "const")) layer->rgbgen.rgbgen = Q3RGBGEN_CONST;
1328 else if (!strcasecmp(parameter[1], "entity")) layer->rgbgen.rgbgen = Q3RGBGEN_ENTITY;
1329 else if (!strcasecmp(parameter[1], "exactvertex")) layer->rgbgen.rgbgen = Q3RGBGEN_EXACTVERTEX;
1330 else if (!strcasecmp(parameter[1], "identitylighting")) layer->rgbgen.rgbgen = Q3RGBGEN_IDENTITYLIGHTING;
1331 else if (!strcasecmp(parameter[1], "lightingdiffuse")) layer->rgbgen.rgbgen = Q3RGBGEN_LIGHTINGDIFFUSE;
1332 else if (!strcasecmp(parameter[1], "oneminusentity")) layer->rgbgen.rgbgen = Q3RGBGEN_ONEMINUSENTITY;
1333 else if (!strcasecmp(parameter[1], "oneminusvertex")) layer->rgbgen.rgbgen = Q3RGBGEN_ONEMINUSVERTEX;
1334 else if (!strcasecmp(parameter[1], "vertex")) layer->rgbgen.rgbgen = Q3RGBGEN_VERTEX;
1335 else if (!strcasecmp(parameter[1], "wave"))
1337 layer->rgbgen.rgbgen = Q3RGBGEN_WAVE;
1338 layer->rgbgen.wavefunc = Mod_LoadQ3Shaders_EnumerateWaveFunc(parameter[2]);
1339 for (i = 0;i < numparameters - 3 && i < Q3WAVEPARMS;i++)
1340 layer->rgbgen.waveparms[i] = atof(parameter[i+3]);
1342 else Con_DPrintf("%s parsing warning: unknown rgbgen %s\n", search->filenames[fileindex], parameter[1]);
1344 else if (numparameters >= 2 && !strcasecmp(parameter[0], "alphagen"))
1347 for (i = 0;i < numparameters - 2 && i < Q3ALPHAGEN_MAXPARMS;i++)
1348 layer->alphagen.parms[i] = atof(parameter[i+2]);
1349 if (!strcasecmp(parameter[1], "identity")) layer->alphagen.alphagen = Q3ALPHAGEN_IDENTITY;
1350 else if (!strcasecmp(parameter[1], "const")) layer->alphagen.alphagen = Q3ALPHAGEN_CONST;
1351 else if (!strcasecmp(parameter[1], "entity")) layer->alphagen.alphagen = Q3ALPHAGEN_ENTITY;
1352 else if (!strcasecmp(parameter[1], "lightingspecular")) layer->alphagen.alphagen = Q3ALPHAGEN_LIGHTINGSPECULAR;
1353 else if (!strcasecmp(parameter[1], "oneminusentity")) layer->alphagen.alphagen = Q3ALPHAGEN_ONEMINUSENTITY;
1354 else if (!strcasecmp(parameter[1], "oneminusvertex")) layer->alphagen.alphagen = Q3ALPHAGEN_ONEMINUSVERTEX;
1355 else if (!strcasecmp(parameter[1], "portal")) layer->alphagen.alphagen = Q3ALPHAGEN_PORTAL;
1356 else if (!strcasecmp(parameter[1], "vertex")) layer->alphagen.alphagen = Q3ALPHAGEN_VERTEX;
1357 else if (!strcasecmp(parameter[1], "wave"))
1359 layer->alphagen.alphagen = Q3RGBGEN_WAVE;
1360 layer->alphagen.wavefunc = Mod_LoadQ3Shaders_EnumerateWaveFunc(parameter[2]);
1361 for (i = 0;i < numparameters - 3 && i < Q3WAVEPARMS;i++)
1362 layer->alphagen.waveparms[i] = atof(parameter[i+3]);
1364 else Con_DPrintf("%s parsing warning: unknown alphagen %s\n", search->filenames[fileindex], parameter[1]);
1366 else if (numparameters >= 2 && (!strcasecmp(parameter[0], "texgen") || !strcasecmp(parameter[0], "tcgen")))
1369 // observed values: tcgen environment
1370 // no other values have been observed in real shaders
1371 for (i = 0;i < numparameters - 2 && i < Q3TCGEN_MAXPARMS;i++)
1372 layer->tcgen.parms[i] = atof(parameter[i+2]);
1373 if (!strcasecmp(parameter[1], "base")) layer->tcgen.tcgen = Q3TCGEN_TEXTURE;
1374 else if (!strcasecmp(parameter[1], "texture")) layer->tcgen.tcgen = Q3TCGEN_TEXTURE;
1375 else if (!strcasecmp(parameter[1], "environment")) layer->tcgen.tcgen = Q3TCGEN_ENVIRONMENT;
1376 else if (!strcasecmp(parameter[1], "lightmap")) layer->tcgen.tcgen = Q3TCGEN_LIGHTMAP;
1377 else if (!strcasecmp(parameter[1], "vector")) layer->tcgen.tcgen = Q3TCGEN_VECTOR;
1378 else Con_DPrintf("%s parsing warning: unknown tcgen mode %s\n", search->filenames[fileindex], parameter[1]);
1380 else if (numparameters >= 2 && !strcasecmp(parameter[0], "tcmod"))
1387 // tcmod stretch sin # # # #
1388 // tcmod stretch triangle # # # #
1389 // tcmod transform # # # # # #
1390 // tcmod turb # # # #
1391 // tcmod turb sin # # # # (this is bogus)
1392 // no other values have been observed in real shaders
1393 for (tcmodindex = 0;tcmodindex < Q3MAXTCMODS;tcmodindex++)
1394 if (!layer->tcmods[tcmodindex].tcmod)
1396 if (tcmodindex < Q3MAXTCMODS)
1398 for (i = 0;i < numparameters - 2 && i < Q3TCMOD_MAXPARMS;i++)
1399 layer->tcmods[tcmodindex].parms[i] = atof(parameter[i+2]);
1400 if (!strcasecmp(parameter[1], "entitytranslate")) layer->tcmods[tcmodindex].tcmod = Q3TCMOD_ENTITYTRANSLATE;
1401 else if (!strcasecmp(parameter[1], "rotate")) layer->tcmods[tcmodindex].tcmod = Q3TCMOD_ROTATE;
1402 else if (!strcasecmp(parameter[1], "scale")) layer->tcmods[tcmodindex].tcmod = Q3TCMOD_SCALE;
1403 else if (!strcasecmp(parameter[1], "scroll")) layer->tcmods[tcmodindex].tcmod = Q3TCMOD_SCROLL;
1404 else if (!strcasecmp(parameter[1], "stretch"))
1406 layer->tcmods[tcmodindex].tcmod = Q3TCMOD_STRETCH;
1407 layer->tcmods[tcmodindex].wavefunc = Mod_LoadQ3Shaders_EnumerateWaveFunc(parameter[2]);
1408 for (i = 0;i < numparameters - 3 && i < Q3WAVEPARMS;i++)
1409 layer->tcmods[tcmodindex].waveparms[i] = atof(parameter[i+3]);
1411 else if (!strcasecmp(parameter[1], "transform")) layer->tcmods[tcmodindex].tcmod = Q3TCMOD_TRANSFORM;
1412 else if (!strcasecmp(parameter[1], "turb")) layer->tcmods[tcmodindex].tcmod = Q3TCMOD_TURBULENT;
1413 else Con_DPrintf("%s parsing warning: unknown tcmod mode %s\n", search->filenames[fileindex], parameter[1]);
1416 Con_DPrintf("%s parsing warning: too many tcmods on one layer\n", search->filenames[fileindex]);
1418 // break out a level if it was a closing brace (not using the character here to not confuse vim)
1419 if (!strcasecmp(com_token, "}"))
1422 if (layer->rgbgen.rgbgen == Q3RGBGEN_LIGHTINGDIFFUSE || layer->rgbgen.rgbgen == Q3RGBGEN_VERTEX)
1423 shader.lighting = true;
1424 if (layer->alphagen.alphagen == Q3ALPHAGEN_VERTEX)
1426 if (layer == shader.layers + 0)
1428 // vertex controlled transparency
1429 shader.vertexalpha = true;
1433 // multilayer terrain shader or similar
1434 shader.textureblendalpha = true;
1440 for (j = 0;strcasecmp(com_token, "\n") && strcasecmp(com_token, "}");j++)
1442 if (j < TEXTURE_MAXFRAMES + 4)
1444 strlcpy(parameter[j], com_token, sizeof(parameter[j]));
1445 numparameters = j + 1;
1447 if (!COM_ParseToken_QuakeC(&text, true))
1450 for (j = numparameters;j < TEXTURE_MAXFRAMES + 4;j++)
1451 parameter[j][0] = 0;
1452 if (fileindex == 0 && !strcasecmp(com_token, "}"))
1454 if (developer.integer >= 100)
1456 Con_Printf("%s: ", shader.name);
1457 for (j = 0;j < numparameters;j++)
1458 Con_Printf(" %s", parameter[j]);
1461 if (numparameters < 1)
1463 if (!strcasecmp(parameter[0], "surfaceparm") && numparameters >= 2)
1465 if (!strcasecmp(parameter[1], "alphashadow"))
1466 shader.surfaceparms |= Q3SURFACEPARM_ALPHASHADOW;
1467 else if (!strcasecmp(parameter[1], "areaportal"))
1468 shader.surfaceparms |= Q3SURFACEPARM_AREAPORTAL;
1469 else if (!strcasecmp(parameter[1], "botclip"))
1470 shader.surfaceparms |= Q3SURFACEPARM_BOTCLIP;
1471 else if (!strcasecmp(parameter[1], "clusterportal"))
1472 shader.surfaceparms |= Q3SURFACEPARM_CLUSTERPORTAL;
1473 else if (!strcasecmp(parameter[1], "detail"))
1474 shader.surfaceparms |= Q3SURFACEPARM_DETAIL;
1475 else if (!strcasecmp(parameter[1], "donotenter"))
1476 shader.surfaceparms |= Q3SURFACEPARM_DONOTENTER;
1477 else if (!strcasecmp(parameter[1], "dust"))
1478 shader.surfaceparms |= Q3SURFACEPARM_DUST;
1479 else if (!strcasecmp(parameter[1], "hint"))
1480 shader.surfaceparms |= Q3SURFACEPARM_HINT;
1481 else if (!strcasecmp(parameter[1], "fog"))
1482 shader.surfaceparms |= Q3SURFACEPARM_FOG;
1483 else if (!strcasecmp(parameter[1], "lava"))
1484 shader.surfaceparms |= Q3SURFACEPARM_LAVA;
1485 else if (!strcasecmp(parameter[1], "lightfilter"))
1486 shader.surfaceparms |= Q3SURFACEPARM_LIGHTFILTER;
1487 else if (!strcasecmp(parameter[1], "lightgrid"))
1488 shader.surfaceparms |= Q3SURFACEPARM_LIGHTGRID;
1489 else if (!strcasecmp(parameter[1], "metalsteps"))
1490 shader.surfaceparms |= Q3SURFACEPARM_METALSTEPS;
1491 else if (!strcasecmp(parameter[1], "nodamage"))
1492 shader.surfaceparms |= Q3SURFACEPARM_NODAMAGE;
1493 else if (!strcasecmp(parameter[1], "nodlight"))
1494 shader.surfaceparms |= Q3SURFACEPARM_NODLIGHT;
1495 else if (!strcasecmp(parameter[1], "nodraw"))
1496 shader.surfaceparms |= Q3SURFACEPARM_NODRAW;
1497 else if (!strcasecmp(parameter[1], "nodrop"))
1498 shader.surfaceparms |= Q3SURFACEPARM_NODROP;
1499 else if (!strcasecmp(parameter[1], "noimpact"))
1500 shader.surfaceparms |= Q3SURFACEPARM_NOIMPACT;
1501 else if (!strcasecmp(parameter[1], "nolightmap"))
1502 shader.surfaceparms |= Q3SURFACEPARM_NOLIGHTMAP;
1503 else if (!strcasecmp(parameter[1], "nomarks"))
1504 shader.surfaceparms |= Q3SURFACEPARM_NOMARKS;
1505 else if (!strcasecmp(parameter[1], "nomipmaps"))
1506 shader.surfaceparms |= Q3SURFACEPARM_NOMIPMAPS;
1507 else if (!strcasecmp(parameter[1], "nonsolid"))
1508 shader.surfaceparms |= Q3SURFACEPARM_NONSOLID;
1509 else if (!strcasecmp(parameter[1], "origin"))
1510 shader.surfaceparms |= Q3SURFACEPARM_ORIGIN;
1511 else if (!strcasecmp(parameter[1], "playerclip"))
1512 shader.surfaceparms |= Q3SURFACEPARM_PLAYERCLIP;
1513 else if (!strcasecmp(parameter[1], "sky"))
1514 shader.surfaceparms |= Q3SURFACEPARM_SKY;
1515 else if (!strcasecmp(parameter[1], "slick"))
1516 shader.surfaceparms |= Q3SURFACEPARM_SLICK;
1517 else if (!strcasecmp(parameter[1], "slime"))
1518 shader.surfaceparms |= Q3SURFACEPARM_SLIME;
1519 else if (!strcasecmp(parameter[1], "structural"))
1520 shader.surfaceparms |= Q3SURFACEPARM_STRUCTURAL;
1521 else if (!strcasecmp(parameter[1], "trans"))
1522 shader.surfaceparms |= Q3SURFACEPARM_TRANS;
1523 else if (!strcasecmp(parameter[1], "water"))
1524 shader.surfaceparms |= Q3SURFACEPARM_WATER;
1525 else if (!strcasecmp(parameter[1], "pointlight"))
1526 shader.surfaceparms |= Q3SURFACEPARM_POINTLIGHT;
1527 else if (!strcasecmp(parameter[1], "antiportal"))
1528 shader.surfaceparms |= Q3SURFACEPARM_ANTIPORTAL;
1530 Con_DPrintf("%s parsing warning: unknown surfaceparm \"%s\"\n", search->filenames[fileindex], parameter[1]);
1532 else if (!strcasecmp(parameter[0], "sky") && numparameters >= 2)
1534 // some q3 skies don't have the sky parm set
1535 shader.surfaceparms |= Q3SURFACEPARM_SKY;
1536 strlcpy(shader.skyboxname, parameter[1], sizeof(shader.skyboxname));
1538 else if (!strcasecmp(parameter[0], "skyparms") && numparameters >= 2)
1540 // some q3 skies don't have the sky parm set
1541 shader.surfaceparms |= Q3SURFACEPARM_SKY;
1542 if (!atoi(parameter[1]) && strcasecmp(parameter[1], "-"))
1543 strlcpy(shader.skyboxname, parameter[1], sizeof(shader.skyboxname));
1545 else if (!strcasecmp(parameter[0], "cull") && numparameters >= 2)
1547 if (!strcasecmp(parameter[1], "disable") || !strcasecmp(parameter[1], "none") || !strcasecmp(parameter[1], "twosided"))
1548 shader.textureflags |= Q3TEXTUREFLAG_TWOSIDED;
1550 else if (!strcasecmp(parameter[0], "nomipmaps"))
1551 shader.surfaceparms |= Q3SURFACEPARM_NOMIPMAPS;
1552 else if (!strcasecmp(parameter[0], "nopicmip"))
1553 shader.textureflags |= Q3TEXTUREFLAG_NOPICMIP;
1554 else if (!strcasecmp(parameter[0], "polygonoffset"))
1555 shader.textureflags |= Q3TEXTUREFLAG_POLYGONOFFSET;
1556 else if (!strcasecmp(parameter[0], "dp_refract") && numparameters >= 5)
1558 shader.textureflags |= Q3TEXTUREFLAG_REFRACTION;
1559 shader.refractfactor = atof(parameter[1]);
1560 Vector4Set(shader.refractcolor4f, atof(parameter[2]), atof(parameter[3]), atof(parameter[4]), 1);
1562 else if (!strcasecmp(parameter[0], "dp_reflect") && numparameters >= 6)
1564 shader.textureflags |= Q3TEXTUREFLAG_REFLECTION;
1565 shader.reflectfactor = atof(parameter[1]);
1566 Vector4Set(shader.reflectcolor4f, atof(parameter[2]), atof(parameter[3]), atof(parameter[4]), atof(parameter[5]));
1568 else if (!strcasecmp(parameter[0], "dp_water") && numparameters >= 11)
1570 shader.textureflags |= Q3TEXTUREFLAG_WATERSHADER;
1571 shader.reflectmin = atof(parameter[1]);
1572 shader.reflectmax = atof(parameter[2]);
1573 shader.refractfactor = atof(parameter[3]);
1574 shader.reflectfactor = atof(parameter[4]);
1575 Vector4Set(shader.refractcolor4f, atof(parameter[5]), atof(parameter[6]), atof(parameter[7]), 1);
1576 Vector4Set(shader.reflectcolor4f, atof(parameter[8]), atof(parameter[9]), atof(parameter[10]), 1);
1578 else if (!strcasecmp(parameter[0], "deformvertexes") && numparameters >= 2)
1581 for (deformindex = 0;deformindex < Q3MAXDEFORMS;deformindex++)
1582 if (!shader.deforms[deformindex].deform)
1584 if (deformindex < Q3MAXDEFORMS)
1586 for (i = 0;i < numparameters - 2 && i < Q3DEFORM_MAXPARMS;i++)
1587 shader.deforms[deformindex].parms[i] = atof(parameter[i+2]);
1588 if (!strcasecmp(parameter[1], "projectionshadow")) shader.deforms[deformindex].deform = Q3DEFORM_PROJECTIONSHADOW;
1589 else if (!strcasecmp(parameter[1], "autosprite" )) shader.deforms[deformindex].deform = Q3DEFORM_AUTOSPRITE;
1590 else if (!strcasecmp(parameter[1], "autosprite2" )) shader.deforms[deformindex].deform = Q3DEFORM_AUTOSPRITE2;
1591 else if (!strcasecmp(parameter[1], "text0" )) shader.deforms[deformindex].deform = Q3DEFORM_TEXT0;
1592 else if (!strcasecmp(parameter[1], "text1" )) shader.deforms[deformindex].deform = Q3DEFORM_TEXT1;
1593 else if (!strcasecmp(parameter[1], "text2" )) shader.deforms[deformindex].deform = Q3DEFORM_TEXT2;
1594 else if (!strcasecmp(parameter[1], "text3" )) shader.deforms[deformindex].deform = Q3DEFORM_TEXT3;
1595 else if (!strcasecmp(parameter[1], "text4" )) shader.deforms[deformindex].deform = Q3DEFORM_TEXT4;
1596 else if (!strcasecmp(parameter[1], "text5" )) shader.deforms[deformindex].deform = Q3DEFORM_TEXT5;
1597 else if (!strcasecmp(parameter[1], "text6" )) shader.deforms[deformindex].deform = Q3DEFORM_TEXT6;
1598 else if (!strcasecmp(parameter[1], "text7" )) shader.deforms[deformindex].deform = Q3DEFORM_TEXT7;
1599 else if (!strcasecmp(parameter[1], "bulge" )) shader.deforms[deformindex].deform = Q3DEFORM_BULGE;
1600 else if (!strcasecmp(parameter[1], "normal" )) shader.deforms[deformindex].deform = Q3DEFORM_NORMAL;
1601 else if (!strcasecmp(parameter[1], "wave" ))
1603 shader.deforms[deformindex].deform = Q3DEFORM_WAVE;
1604 shader.deforms[deformindex].wavefunc = Mod_LoadQ3Shaders_EnumerateWaveFunc(parameter[3]);
1605 for (i = 0;i < numparameters - 4 && i < Q3WAVEPARMS;i++)
1606 shader.deforms[deformindex].waveparms[i] = atof(parameter[i+4]);
1608 else if (!strcasecmp(parameter[1], "move" ))
1610 shader.deforms[deformindex].deform = Q3DEFORM_MOVE;
1611 shader.deforms[deformindex].wavefunc = Mod_LoadQ3Shaders_EnumerateWaveFunc(parameter[5]);
1612 for (i = 0;i < numparameters - 6 && i < Q3WAVEPARMS;i++)
1613 shader.deforms[deformindex].waveparms[i] = atof(parameter[i+6]);
1618 // identify if this is a blended terrain shader or similar
1619 if (shader.numlayers)
1621 shader.backgroundlayer = -1;
1622 shader.primarylayer = 0;
1623 if ((shader.layers[0].blendfunc[0] == GL_ONE && shader.layers[0].blendfunc[1] == GL_ZERO && !shader.layers[0].alphatest)
1624 && ((shader.layers[1].blendfunc[0] == GL_SRC_ALPHA && shader.layers[1].blendfunc[1] == GL_ONE_MINUS_SRC_ALPHA && !shader.layers[0].alphatest)
1625 || (shader.layers[1].blendfunc[0] == GL_ONE && shader.layers[1].blendfunc[1] == GL_ZERO && shader.layers[1].alphatest)))
1627 // terrain blending or other effects
1628 shader.backgroundlayer = 0;
1629 shader.primarylayer = 1;
1631 // now see if the lightmap came first, and if so choose the second texture instead
1632 if (!strcasecmp(shader.layers[shader.primarylayer].texturename[0], "$lightmap"))
1634 shader.backgroundlayer = -1;
1635 shader.primarylayer = 1;
1638 // fix up multiple reflection types
1639 if(shader.textureflags & Q3TEXTUREFLAG_WATERSHADER)
1640 shader.textureflags &= ~(Q3TEXTUREFLAG_REFRACTION | Q3TEXTUREFLAG_REFLECTION);
1642 Q3Shader_AddToHash (&shader);
1648 q3shaderinfo_t *Mod_LookupQ3Shader(const char *name)
1650 unsigned short hash = CRC_Block (name, strlen (name));
1651 q3shader_hash_entry_t* entry = q3shader_data->hash + (hash % Q3SHADER_HASH_SIZE);
1652 while (entry != NULL)
1654 if (strcasecmp (entry->shader.name, name) == 0)
1655 return &entry->shader;
1656 entry = entry->chain;
1661 extern cvar_t r_picmipworld;
1662 qboolean Mod_LoadTextureFromQ3Shader(texture_t *texture, const char *name, qboolean q1bsp, qboolean q3bsp, qboolean md3)
1666 qboolean success = true;
1667 q3shaderinfo_t *shader;
1668 strlcpy(texture->name, name, sizeof(texture->name));
1669 shader = name[0] ? Mod_LookupQ3Shader(name) : NULL;
1672 if (developer.integer >= 100)
1673 Con_DPrintf("%s: loaded shader for %s\n", loadmodel->name, name);
1674 texture->surfaceparms = shader->surfaceparms;
1675 texture->textureflags = shader->textureflags;
1676 texture->basematerialflags = 0;
1677 if (shader->surfaceparms & Q3SURFACEPARM_SKY)
1679 texture->basematerialflags |= MATERIALFLAG_SKY | MATERIALFLAG_NOSHADOW;
1680 if (shader->skyboxname[0])
1682 // quake3 seems to append a _ to the skybox name, so this must do so as well
1683 dpsnprintf(loadmodel->brush.skybox, sizeof(loadmodel->brush.skybox), "%s_", shader->skyboxname);
1686 else if ((texture->surfaceflags & Q3SURFACEFLAG_NODRAW) || shader->numlayers == 0)
1687 texture->basematerialflags |= MATERIALFLAG_NODRAW | MATERIALFLAG_NOSHADOW;
1688 else if (shader->surfaceparms & Q3SURFACEPARM_LAVA)
1689 texture->basematerialflags |= MATERIALFLAG_WATER | MATERIALFLAG_LIGHTBOTHSIDES | MATERIALFLAG_FULLBRIGHT | MATERIALFLAG_NOSHADOW;
1690 else if (shader->surfaceparms & Q3SURFACEPARM_SLIME)
1691 texture->basematerialflags |= MATERIALFLAG_WATER | MATERIALFLAG_LIGHTBOTHSIDES | MATERIALFLAG_WATERALPHA | MATERIALFLAG_NOSHADOW;
1692 else if (shader->surfaceparms & Q3SURFACEPARM_WATER)
1693 texture->basematerialflags |= MATERIALFLAG_WATER | MATERIALFLAG_LIGHTBOTHSIDES | MATERIALFLAG_WATERALPHA | MATERIALFLAG_NOSHADOW;
1695 texture->basematerialflags |= MATERIALFLAG_WALL;
1696 if (shader->layers[0].alphatest)
1697 texture->basematerialflags |= MATERIALFLAG_ALPHATEST | MATERIALFLAG_NOSHADOW;
1698 if (shader->textureflags & Q3TEXTUREFLAG_TWOSIDED)
1699 texture->basematerialflags |= MATERIALFLAG_NOSHADOW | MATERIALFLAG_NOCULLFACE;
1700 if (shader->textureflags & Q3TEXTUREFLAG_POLYGONOFFSET)
1701 texture->basepolygonoffset -= 2;
1702 if (shader->textureflags & Q3TEXTUREFLAG_REFRACTION)
1703 texture->basematerialflags |= MATERIALFLAG_REFRACTION;
1704 if (shader->textureflags & Q3TEXTUREFLAG_REFLECTION)
1705 texture->basematerialflags |= MATERIALFLAG_REFLECTION;
1706 if (shader->textureflags & Q3TEXTUREFLAG_WATERSHADER)
1707 texture->basematerialflags |= MATERIALFLAG_WATERSHADER;
1708 texture->customblendfunc[0] = GL_ONE;
1709 texture->customblendfunc[1] = GL_ZERO;
1710 if (shader->numlayers > 0)
1712 texture->customblendfunc[0] = shader->layers[0].blendfunc[0];
1713 texture->customblendfunc[1] = shader->layers[0].blendfunc[1];
1715 Q3 shader blendfuncs actually used in the game (* = supported by DP)
1716 * additive GL_ONE GL_ONE
1717 additive weird GL_ONE GL_SRC_ALPHA
1718 additive weird 2 GL_ONE GL_ONE_MINUS_SRC_ALPHA
1719 * alpha GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA
1720 alpha inverse GL_ONE_MINUS_SRC_ALPHA GL_SRC_ALPHA
1721 brighten GL_DST_COLOR GL_ONE
1722 brighten GL_ONE GL_SRC_COLOR
1723 brighten weird GL_DST_COLOR GL_ONE_MINUS_DST_ALPHA
1724 brighten weird 2 GL_DST_COLOR GL_SRC_ALPHA
1725 * modulate GL_DST_COLOR GL_ZERO
1726 * modulate GL_ZERO GL_SRC_COLOR
1727 modulate inverse GL_ZERO GL_ONE_MINUS_SRC_COLOR
1728 modulate inverse alpha GL_ZERO GL_SRC_ALPHA
1729 modulate weird inverse GL_ONE_MINUS_DST_COLOR GL_ZERO
1730 * modulate x2 GL_DST_COLOR GL_SRC_COLOR
1731 * no blend GL_ONE GL_ZERO
1732 nothing GL_ZERO GL_ONE
1734 // if not opaque, figure out what blendfunc to use
1735 if (shader->layers[0].blendfunc[0] != GL_ONE || shader->layers[0].blendfunc[1] != GL_ZERO)
1737 if (shader->layers[0].blendfunc[0] == GL_ONE && shader->layers[0].blendfunc[1] == GL_ONE)
1738 texture->basematerialflags |= MATERIALFLAG_ADD | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
1739 else if (shader->layers[0].blendfunc[0] == GL_SRC_ALPHA && shader->layers[0].blendfunc[1] == GL_ONE)
1740 texture->basematerialflags |= MATERIALFLAG_ADD | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
1741 else if (shader->layers[0].blendfunc[0] == GL_SRC_ALPHA && shader->layers[0].blendfunc[1] == GL_ONE_MINUS_SRC_ALPHA)
1742 texture->basematerialflags |= MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
1744 texture->basematerialflags |= MATERIALFLAG_CUSTOMBLEND | MATERIALFLAG_FULLBRIGHT | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
1747 if (!shader->lighting)
1748 texture->basematerialflags |= MATERIALFLAG_FULLBRIGHT;
1749 if (shader->primarylayer >= 0)
1751 q3shaderinfo_layer_t* primarylayer = shader->layers + shader->primarylayer;
1752 // copy over many primarylayer parameters
1753 texture->rgbgen = primarylayer->rgbgen;
1754 texture->alphagen = primarylayer->alphagen;
1755 texture->tcgen = primarylayer->tcgen;
1756 memcpy(texture->tcmods, primarylayer->tcmods, sizeof(texture->tcmods));
1757 // load the textures
1758 texture->numskinframes = primarylayer->numframes;
1759 texture->skinframerate = primarylayer->framerate;
1760 for (j = 0;j < primarylayer->numframes;j++)
1762 texflags = TEXF_ALPHA | TEXF_PRECACHE;
1763 if (!(shader->surfaceparms & Q3SURFACEPARM_NOMIPMAPS))
1764 texflags |= TEXF_MIPMAP;
1765 if (!(shader->textureflags & Q3TEXTUREFLAG_NOPICMIP) && ((!q1bsp && !q3bsp) || r_picmipworld.integer))
1766 texflags |= TEXF_PICMIP | TEXF_COMPRESS;
1767 if (primarylayer->clampmap)
1768 texflags |= TEXF_CLAMP;
1769 if (!(texture->skinframes[j] = R_SkinFrame_LoadExternal(primarylayer->texturename[j], texflags, false)))
1771 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);
1772 texture->skinframes[j] = R_SkinFrame_LoadMissing();
1776 if (shader->backgroundlayer >= 0)
1778 q3shaderinfo_layer_t* backgroundlayer = shader->layers + shader->backgroundlayer;
1779 texture->backgroundnumskinframes = backgroundlayer->numframes;
1780 texture->backgroundskinframerate = backgroundlayer->framerate;
1781 for (j = 0;j < backgroundlayer->numframes;j++)
1783 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)))
1785 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);
1786 texture->backgroundskinframes[j] = R_SkinFrame_LoadMissing();
1790 memcpy(texture->deforms, shader->deforms, sizeof(texture->deforms));
1791 texture->reflectmin = shader->reflectmin;
1792 texture->reflectmax = shader->reflectmax;
1793 texture->refractfactor = shader->refractfactor;
1794 Vector4Copy(shader->refractcolor4f, texture->refractcolor4f);
1795 texture->reflectfactor = shader->reflectfactor;
1796 Vector4Copy(shader->reflectcolor4f, texture->reflectcolor4f);
1798 else if (!strcmp(texture->name, "noshader"))
1800 if (developer.integer >= 100)
1801 Con_DPrintf("%s: using default handler for %s\n", loadmodel->name, name);
1802 texture->surfaceparms = 0;
1807 if (developer.integer >= 100 || loadmodel->type == mod_brushq3)
1808 Con_DPrintf("%s: No shader found for texture \"%s\"\n", loadmodel->name, texture->name);
1809 texture->surfaceparms = 0;
1810 if (texture->surfaceflags & Q3SURFACEFLAG_NODRAW)
1811 texture->basematerialflags |= MATERIALFLAG_NODRAW | MATERIALFLAG_NOSHADOW;
1812 else if (texture->surfaceflags & Q3SURFACEFLAG_SKY)
1813 texture->basematerialflags |= MATERIALFLAG_SKY | MATERIALFLAG_NOSHADOW;
1815 texture->basematerialflags |= MATERIALFLAG_WALL;
1816 texture->numskinframes = 1;
1817 if (!(texture->skinframes[0] = R_SkinFrame_LoadExternal(texture->name, TEXF_MIPMAP | TEXF_ALPHA | TEXF_PRECACHE | (r_picmipworld.integer ? TEXF_PICMIP : 0) | TEXF_COMPRESS, false)))
1818 if(developer.integer || q3bsp) // only the Q3BSP path provides no alternative (like loading image directly, or internal texture)
1819 Con_Printf("^1%s:^7 could not load texture for missing shader ^3\"%s\"\n", loadmodel->name, texture->name);
1821 // init the animation variables
1822 texture->currentframe = texture;
1823 if (texture->numskinframes < 1)
1824 texture->numskinframes = 1;
1825 if (!texture->skinframes[0])
1826 texture->skinframes[0] = R_SkinFrame_LoadMissing();
1827 texture->currentskinframe = texture->skinframes[0];
1828 texture->backgroundcurrentskinframe = texture->backgroundskinframes[0];
1832 skinfile_t *Mod_LoadSkinFiles(void)
1834 int i, words, numtags, line, tagsetsused = false, wordsoverflow;
1837 skinfile_t *skinfile = NULL, *first = NULL;
1838 skinfileitem_t *skinfileitem;
1839 char word[10][MAX_QPATH];
1840 overridetagnameset_t tagsets[MAX_SKINS];
1841 overridetagname_t tags[256];
1845 U_bodyBox,models/players/Legoman/BikerA2.tga
1846 U_RArm,models/players/Legoman/BikerA1.tga
1847 U_LArm,models/players/Legoman/BikerA1.tga
1848 U_armor,common/nodraw
1849 U_sword,common/nodraw
1850 U_shield,common/nodraw
1851 U_homb,common/nodraw
1852 U_backpack,common/nodraw
1853 U_colcha,common/nodraw
1858 memset(tagsets, 0, sizeof(tagsets));
1859 memset(word, 0, sizeof(word));
1860 for (i = 0;i < MAX_SKINS && (data = text = (char *)FS_LoadFile(va("%s_%i.skin", loadmodel->name, i), tempmempool, true, NULL));i++)
1864 // If it's the first file we parse
1865 if (skinfile == NULL)
1867 skinfile = (skinfile_t *)Mem_Alloc(loadmodel->mempool, sizeof(skinfile_t));
1872 skinfile->next = (skinfile_t *)Mem_Alloc(loadmodel->mempool, sizeof(skinfile_t));
1873 skinfile = skinfile->next;
1875 skinfile->next = NULL;
1877 for(line = 0;;line++)
1880 if (!COM_ParseToken_QuakeC(&data, true))
1882 if (!strcmp(com_token, "\n"))
1885 wordsoverflow = false;
1889 strlcpy(word[words++], com_token, sizeof (word[0]));
1891 wordsoverflow = true;
1893 while (COM_ParseToken_QuakeC(&data, true) && strcmp(com_token, "\n"));
1896 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);
1899 // words is always >= 1
1900 if (!strcmp(word[0], "replace"))
1904 Con_DPrintf("Mod_LoadSkinFiles: parsed mesh \"%s\" shader replacement \"%s\"\n", word[1], word[2]);
1905 skinfileitem = (skinfileitem_t *)Mem_Alloc(loadmodel->mempool, sizeof(skinfileitem_t));
1906 skinfileitem->next = skinfile->items;
1907 skinfile->items = skinfileitem;
1908 strlcpy (skinfileitem->name, word[1], sizeof (skinfileitem->name));
1909 strlcpy (skinfileitem->replacement, word[2], sizeof (skinfileitem->replacement));
1912 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]);
1914 else if (words == 2 && !strcmp(word[1], ","))
1916 // tag name, like "tag_weapon,"
1917 Con_DPrintf("Mod_LoadSkinFiles: parsed tag #%i \"%s\"\n", numtags, word[0]);
1918 memset(tags + numtags, 0, sizeof(tags[numtags]));
1919 strlcpy (tags[numtags].name, word[0], sizeof (tags[numtags].name));
1922 else if (words == 3 && !strcmp(word[1], ","))
1924 // mesh shader name, like "U_RArm,models/players/Legoman/BikerA1.tga"
1925 Con_DPrintf("Mod_LoadSkinFiles: parsed mesh \"%s\" shader replacement \"%s\"\n", word[0], word[2]);
1926 skinfileitem = (skinfileitem_t *)Mem_Alloc(loadmodel->mempool, sizeof(skinfileitem_t));
1927 skinfileitem->next = skinfile->items;
1928 skinfile->items = skinfileitem;
1929 strlcpy (skinfileitem->name, word[0], sizeof (skinfileitem->name));
1930 strlcpy (skinfileitem->replacement, word[2], sizeof (skinfileitem->replacement));
1933 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);
1939 overridetagnameset_t *t;
1941 t->num_overridetagnames = numtags;
1942 t->data_overridetagnames = (overridetagname_t *)Mem_Alloc(loadmodel->mempool, t->num_overridetagnames * sizeof(overridetagname_t));
1943 memcpy(t->data_overridetagnames, tags, t->num_overridetagnames * sizeof(overridetagname_t));
1949 loadmodel->data_overridetagnamesforskin = (overridetagnameset_t *)Mem_Alloc(loadmodel->mempool, i * sizeof(overridetagnameset_t));
1950 memcpy(loadmodel->data_overridetagnamesforskin, tagsets, i * sizeof(overridetagnameset_t));
1953 loadmodel->numskins = i;
1957 void Mod_FreeSkinFiles(skinfile_t *skinfile)
1960 skinfileitem_t *skinfileitem, *nextitem;
1961 for (;skinfile;skinfile = next)
1963 next = skinfile->next;
1964 for (skinfileitem = skinfile->items;skinfileitem;skinfileitem = nextitem)
1966 nextitem = skinfileitem->next;
1967 Mem_Free(skinfileitem);
1973 int Mod_CountSkinFiles(skinfile_t *skinfile)
1976 for (i = 0;skinfile;skinfile = skinfile->next, i++);
1980 void Mod_SnapVertices(int numcomponents, int numvertices, float *vertices, float snap)
1983 double isnap = 1.0 / snap;
1984 for (i = 0;i < numvertices*numcomponents;i++)
1985 vertices[i] = floor(vertices[i]*isnap)*snap;
1988 int Mod_RemoveDegenerateTriangles(int numtriangles, const int *inelement3i, int *outelement3i, const float *vertex3f)
1990 int i, outtriangles;
1991 float d, edgedir[3], temp[3];
1992 // a degenerate triangle is one with no width (thickness, surface area)
1993 // these are characterized by having all 3 points colinear (along a line)
1994 // or having two points identical
1995 for (i = 0, outtriangles = 0;i < numtriangles;i++, inelement3i += 3)
1997 // calculate first edge
1998 VectorSubtract(vertex3f + inelement3i[1] * 3, vertex3f + inelement3i[0] * 3, edgedir);
1999 if (VectorLength2(edgedir) < 0.0001f)
2000 continue; // degenerate first edge (no length)
2001 VectorNormalize(edgedir);
2002 // check if third point is on the edge (colinear)
2003 d = -DotProduct(vertex3f + inelement3i[2] * 3, edgedir);
2004 VectorMA(vertex3f + inelement3i[2] * 3, d, edgedir, temp);
2005 if (VectorLength2(temp) < 0.0001f)
2006 continue; // third point colinear with first edge
2007 // valid triangle (no colinear points, no duplicate points)
2008 VectorCopy(inelement3i, outelement3i);
2012 return outtriangles;
2015 void Mod_VertexRangeFromElements(int numelements, const int *elements, int *firstvertexpointer, int *lastvertexpointer)
2018 int firstvertex, lastvertex;
2019 if (numelements > 0 && elements)
2021 firstvertex = lastvertex = elements[0];
2022 for (i = 1;i < numelements;i++)
2025 firstvertex = min(firstvertex, e);
2026 lastvertex = max(lastvertex, e);
2030 firstvertex = lastvertex = 0;
2031 if (firstvertexpointer)
2032 *firstvertexpointer = firstvertex;
2033 if (lastvertexpointer)
2034 *lastvertexpointer = lastvertex;
2037 static void Mod_BuildVBOs(void)
2039 if (!gl_support_arb_vertex_buffer_object)
2042 // element buffer is easy because it's just one array
2043 if (loadmodel->surfmesh.num_triangles)
2044 loadmodel->surfmesh.ebo = R_Mesh_CreateStaticBufferObject(GL_ELEMENT_ARRAY_BUFFER_ARB, loadmodel->surfmesh.data_element3i, loadmodel->surfmesh.num_triangles * sizeof(int[3]), loadmodel->name);
2046 // vertex buffer is several arrays and we put them in the same buffer
2048 // is this wise? the texcoordtexture2f array is used with dynamic
2049 // vertex/svector/tvector/normal when rendering animated models, on the
2050 // other hand animated models don't use a lot of vertices anyway...
2051 if (loadmodel->surfmesh.num_vertices)
2056 loadmodel->surfmesh.vbooffset_vertex3f = size;if (loadmodel->surfmesh.data_vertex3f ) size += loadmodel->surfmesh.num_vertices * sizeof(float[3]);
2057 loadmodel->surfmesh.vbooffset_svector3f = size;if (loadmodel->surfmesh.data_svector3f ) size += loadmodel->surfmesh.num_vertices * sizeof(float[3]);
2058 loadmodel->surfmesh.vbooffset_tvector3f = size;if (loadmodel->surfmesh.data_tvector3f ) size += loadmodel->surfmesh.num_vertices * sizeof(float[3]);
2059 loadmodel->surfmesh.vbooffset_normal3f = size;if (loadmodel->surfmesh.data_normal3f ) size += loadmodel->surfmesh.num_vertices * sizeof(float[3]);
2060 loadmodel->surfmesh.vbooffset_texcoordtexture2f = size;if (loadmodel->surfmesh.data_texcoordtexture2f ) size += loadmodel->surfmesh.num_vertices * sizeof(float[2]);
2061 loadmodel->surfmesh.vbooffset_texcoordlightmap2f = size;if (loadmodel->surfmesh.data_texcoordlightmap2f) size += loadmodel->surfmesh.num_vertices * sizeof(float[2]);
2062 loadmodel->surfmesh.vbooffset_lightmapcolor4f = size;if (loadmodel->surfmesh.data_lightmapcolor4f ) size += loadmodel->surfmesh.num_vertices * sizeof(float[4]);
2063 mem = (unsigned char *)Mem_Alloc(tempmempool, size);
2064 if (loadmodel->surfmesh.data_vertex3f ) memcpy(mem + loadmodel->surfmesh.vbooffset_vertex3f , loadmodel->surfmesh.data_vertex3f , loadmodel->surfmesh.num_vertices * sizeof(float[3]));
2065 if (loadmodel->surfmesh.data_svector3f ) memcpy(mem + loadmodel->surfmesh.vbooffset_svector3f , loadmodel->surfmesh.data_svector3f , loadmodel->surfmesh.num_vertices * sizeof(float[3]));
2066 if (loadmodel->surfmesh.data_tvector3f ) memcpy(mem + loadmodel->surfmesh.vbooffset_tvector3f , loadmodel->surfmesh.data_tvector3f , loadmodel->surfmesh.num_vertices * sizeof(float[3]));
2067 if (loadmodel->surfmesh.data_normal3f ) memcpy(mem + loadmodel->surfmesh.vbooffset_normal3f , loadmodel->surfmesh.data_normal3f , loadmodel->surfmesh.num_vertices * sizeof(float[3]));
2068 if (loadmodel->surfmesh.data_texcoordtexture2f ) memcpy(mem + loadmodel->surfmesh.vbooffset_texcoordtexture2f , loadmodel->surfmesh.data_texcoordtexture2f , loadmodel->surfmesh.num_vertices * sizeof(float[2]));
2069 if (loadmodel->surfmesh.data_texcoordlightmap2f) memcpy(mem + loadmodel->surfmesh.vbooffset_texcoordlightmap2f, loadmodel->surfmesh.data_texcoordlightmap2f, loadmodel->surfmesh.num_vertices * sizeof(float[2]));
2070 if (loadmodel->surfmesh.data_lightmapcolor4f ) memcpy(mem + loadmodel->surfmesh.vbooffset_lightmapcolor4f , loadmodel->surfmesh.data_lightmapcolor4f , loadmodel->surfmesh.num_vertices * sizeof(float[4]));
2071 loadmodel->surfmesh.vbo = R_Mesh_CreateStaticBufferObject(GL_ARRAY_BUFFER_ARB, mem, size, loadmodel->name);