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.
30 cvar_t r_mipskins = {CVAR_SAVE, "r_mipskins", "0", "mipmaps model skins so they render faster in the distance and do not display noise artifacts, can cause discoloration of skins if they contain undesirable border colors"};
31 cvar_t mod_generatelightmaps_unitspersample = {CVAR_SAVE, "mod_generatelightmaps_unitspersample", "8", "lightmap resolution"};
32 cvar_t mod_generatelightmaps_borderpixels = {CVAR_SAVE, "mod_generatelightmaps_borderpixels", "2", "extra space around polygons to prevent sampling artifacts"};
33 cvar_t mod_generatelightmaps_texturesize = {CVAR_SAVE, "mod_generatelightmaps_texturesize", "1024", "size of lightmap textures"};
34 cvar_t mod_generatelightmaps_lightmapsamples = {CVAR_SAVE, "mod_generatelightmaps_lightmapsamples", "16", "number of shadow tests done per lightmap pixel"};
35 cvar_t mod_generatelightmaps_vertexsamples = {CVAR_SAVE, "mod_generatelightmaps_vertexsamples", "16", "number of shadow tests done per vertex"};
36 cvar_t mod_generatelightmaps_gridsamples = {CVAR_SAVE, "mod_generatelightmaps_gridsamples", "64", "number of shadow tests done per lightgrid cell"};
37 cvar_t mod_generatelightmaps_lightmapradius = {CVAR_SAVE, "mod_generatelightmaps_lightmapradius", "16", "sampling area around each lightmap pixel"};
38 cvar_t mod_generatelightmaps_vertexradius = {CVAR_SAVE, "mod_generatelightmaps_vertexradius", "16", "sampling area around each vertex"};
39 cvar_t mod_generatelightmaps_gridradius = {CVAR_SAVE, "mod_generatelightmaps_gridradius", "64", "sampling area around each lightgrid cell center"};
41 dp_model_t *loadmodel;
43 static mempool_t *mod_mempool;
44 static memexpandablearray_t models;
46 static mempool_t* q3shaders_mem;
47 typedef struct q3shader_hash_entry_s
49 q3shaderinfo_t shader;
50 struct q3shader_hash_entry_s* chain;
51 } q3shader_hash_entry_t;
52 #define Q3SHADER_HASH_SIZE 1021
53 typedef struct q3shader_data_s
55 memexpandablearray_t hash_entries;
56 q3shader_hash_entry_t hash[Q3SHADER_HASH_SIZE];
57 memexpandablearray_t char_ptrs;
59 static q3shader_data_t* q3shader_data;
61 static void mod_start(void)
64 int nummodels = Mem_ExpandableArray_IndexRange(&models);
67 SCR_PushLoadingScreen(false, "Loading models", 1.0);
69 for (i = 0;i < nummodels;i++)
70 if ((mod = (dp_model_t*) Mem_ExpandableArray_RecordAtIndex(&models, i)) && mod->name[0] && mod->name[0] != '*')
73 for (i = 0;i < nummodels;i++)
74 if ((mod = (dp_model_t*) Mem_ExpandableArray_RecordAtIndex(&models, i)) && mod->name[0] && mod->name[0] != '*')
77 SCR_PushLoadingScreen(true, mod->name, 1.0 / count);
78 Mod_LoadModel(mod, true, false);
79 SCR_PopLoadingScreen(false);
81 SCR_PopLoadingScreen(false);
84 static void mod_shutdown(void)
87 int nummodels = Mem_ExpandableArray_IndexRange(&models);
90 for (i = 0;i < nummodels;i++)
91 if ((mod = (dp_model_t*) Mem_ExpandableArray_RecordAtIndex(&models, i)) && (mod->loaded || mod->mempool))
95 Mod_Skeletal_FreeBuffers();
98 static void mod_newmap(void)
101 int i, j, k, surfacenum, ssize, tsize;
102 int nummodels = Mem_ExpandableArray_IndexRange(&models);
105 for (i = 0;i < nummodels;i++)
107 if ((mod = (dp_model_t*) Mem_ExpandableArray_RecordAtIndex(&models, i)) && mod->mempool)
109 for (j = 0;j < mod->num_textures && mod->data_textures;j++)
111 for (k = 0;k < mod->data_textures[j].numskinframes;k++)
112 R_SkinFrame_MarkUsed(mod->data_textures[j].skinframes[k]);
113 for (k = 0;k < mod->data_textures[j].backgroundnumskinframes;k++)
114 R_SkinFrame_MarkUsed(mod->data_textures[j].backgroundskinframes[k]);
116 if (mod->brush.solidskyskinframe)
117 R_SkinFrame_MarkUsed(mod->brush.solidskyskinframe);
118 if (mod->brush.alphaskyskinframe)
119 R_SkinFrame_MarkUsed(mod->brush.alphaskyskinframe);
123 if (!cl_stainmaps_clearonload.integer)
126 for (i = 0;i < nummodels;i++)
128 if ((mod = (dp_model_t*) Mem_ExpandableArray_RecordAtIndex(&models, i)) && mod->mempool && mod->data_surfaces)
130 for (surfacenum = 0, surface = mod->data_surfaces;surfacenum < mod->num_surfaces;surfacenum++, surface++)
132 if (surface->lightmapinfo && surface->lightmapinfo->stainsamples)
134 ssize = (surface->lightmapinfo->extents[0] >> 4) + 1;
135 tsize = (surface->lightmapinfo->extents[1] >> 4) + 1;
136 memset(surface->lightmapinfo->stainsamples, 255, ssize * tsize * 3);
137 mod->brushq1.lightmapupdateflags[surfacenum] = true;
149 static void Mod_Print(void);
150 static void Mod_Precache (void);
151 static void Mod_Decompile_f(void);
152 static void Mod_GenerateLightmaps_f(void);
155 mod_mempool = Mem_AllocPool("modelinfo", 0, NULL);
156 Mem_ExpandableArray_NewArray(&models, mod_mempool, sizeof(dp_model_t), 16);
162 Cvar_RegisterVariable(&r_mipskins);
163 Cvar_RegisterVariable(&mod_generatelightmaps_unitspersample);
164 Cvar_RegisterVariable(&mod_generatelightmaps_borderpixels);
165 Cvar_RegisterVariable(&mod_generatelightmaps_texturesize);
167 Cvar_RegisterVariable(&mod_generatelightmaps_lightmapsamples);
168 Cvar_RegisterVariable(&mod_generatelightmaps_vertexsamples);
169 Cvar_RegisterVariable(&mod_generatelightmaps_gridsamples);
170 Cvar_RegisterVariable(&mod_generatelightmaps_lightmapradius);
171 Cvar_RegisterVariable(&mod_generatelightmaps_vertexradius);
172 Cvar_RegisterVariable(&mod_generatelightmaps_gridradius);
174 Cmd_AddCommand ("modellist", Mod_Print, "prints a list of loaded models");
175 Cmd_AddCommand ("modelprecache", Mod_Precache, "load a model");
176 Cmd_AddCommand ("modeldecompile", Mod_Decompile_f, "exports a model in several formats for editing purposes");
177 Cmd_AddCommand ("mod_generatelightmaps", Mod_GenerateLightmaps_f, "rebuilds lighting on current worldmodel");
180 void Mod_RenderInit(void)
182 R_RegisterModule("Models", mod_start, mod_shutdown, mod_newmap);
185 void Mod_UnloadModel (dp_model_t *mod)
187 char name[MAX_QPATH];
189 dp_model_t *parentmodel;
191 if (developer_loading.integer)
192 Con_Printf("unloading model %s\n", mod->name);
194 strlcpy(name, mod->name, sizeof(name));
195 parentmodel = mod->brush.parentmodel;
197 if (mod->surfmesh.ebo3i)
198 R_Mesh_DestroyBufferObject(mod->surfmesh.ebo3i);
199 if (mod->surfmesh.ebo3s)
200 R_Mesh_DestroyBufferObject(mod->surfmesh.ebo3s);
201 if (mod->surfmesh.vbo)
202 R_Mesh_DestroyBufferObject(mod->surfmesh.vbo);
203 // free textures/memory attached to the model
204 R_FreeTexturePool(&mod->texturepool);
205 Mem_FreePool(&mod->mempool);
206 // clear the struct to make it available
207 memset(mod, 0, sizeof(dp_model_t));
208 // restore the fields we want to preserve
209 strlcpy(mod->name, name, sizeof(mod->name));
210 mod->brush.parentmodel = parentmodel;
215 void R_Model_Null_Draw(entity_render_t *ent)
221 typedef void (*mod_framegroupify_parsegroups_t) (unsigned int i, int start, int len, float fps, qboolean loop, void *pass);
223 int Mod_FrameGroupify_ParseGroups(const char *buf, mod_framegroupify_parsegroups_t cb, void *pass)
236 if (!COM_ParseToken_Simple(&bufptr, true, false))
238 if (!strcmp(com_token, "\n"))
239 continue; // empty line
240 start = atoi(com_token);
241 if (!COM_ParseToken_Simple(&bufptr, true, false))
243 if (!strcmp(com_token, "\n"))
245 Con_Printf("framegroups file: missing number of frames\n");
248 len = atoi(com_token);
249 if (!COM_ParseToken_Simple(&bufptr, true, false))
251 // we default to looping as it's usually wanted, so to NOT loop you append a 0
252 if (strcmp(com_token, "\n"))
254 fps = atof(com_token);
255 if (!COM_ParseToken_Simple(&bufptr, true, false))
257 if (strcmp(com_token, "\n"))
258 loop = atoi(com_token) != 0;
269 cb(i, start, len, fps, loop, pass);
276 void Mod_FrameGroupify_ParseGroups_Count (unsigned int i, int start, int len, float fps, qboolean loop, void *pass)
278 unsigned int *cnt = (unsigned int *) pass;
282 void Mod_FrameGroupify_ParseGroups_Store (unsigned int i, int start, int len, float fps, qboolean loop, void *pass)
284 dp_model_t *mod = (dp_model_t *) pass;
285 animscene_t *anim = &mod->animscenes[i];
286 dpsnprintf(anim->name, sizeof(anim[i].name), "groupified_%d", i);
287 anim->firstframe = bound(0, start, mod->num_poses - 1);
288 anim->framecount = bound(1, len, mod->num_poses - anim->firstframe);
289 anim->framerate = max(1, fps);
291 //Con_Printf("frame group %d is %d %d %f %d\n", i, start, len, fps, loop);
294 void Mod_FrameGroupify(dp_model_t *mod, const char *buf)
299 cnt = Mod_FrameGroupify_ParseGroups(buf, NULL, NULL);
302 Con_Printf("no scene found in framegroups file, aborting\n");
305 mod->numframes = cnt;
308 // (we do not free the previous animscenes, but model unloading will free the pool owning them, so it's okay)
309 mod->animscenes = (animscene_t *) Mem_Alloc(mod->mempool, sizeof(animscene_t) * mod->numframes);
312 Mod_FrameGroupify_ParseGroups(buf, Mod_FrameGroupify_ParseGroups_Store, mod);
315 void Mod_FindPotentialDeforms(dp_model_t *mod)
319 mod->wantnormals = false;
320 mod->wanttangents = false;
321 for (i = 0;i < mod->num_textures;i++)
323 texture = mod->data_textures + i;
324 if (texture->tcgen.tcgen == Q3TCGEN_ENVIRONMENT)
325 mod->wantnormals = true;
326 for (j = 0;j < Q3MAXDEFORMS;j++)
328 if (texture->deforms[j].deform == Q3DEFORM_AUTOSPRITE)
330 mod->wanttangents = true;
331 mod->wantnormals = true;
334 if (texture->deforms[j].deform != Q3DEFORM_NONE)
335 mod->wantnormals = true;
347 dp_model_t *Mod_LoadModel(dp_model_t *mod, qboolean crash, qboolean checkdisk)
352 fs_offset_t filesize;
356 if (mod->name[0] == '*') // submodel
359 if (!strcmp(mod->name, "null"))
364 if (mod->loaded || mod->mempool)
365 Mod_UnloadModel(mod);
367 if (developer_loading.integer)
368 Con_Printf("loading model %s\n", mod->name);
371 mod->crc = (unsigned int)-1;
374 VectorClear(mod->normalmins);
375 VectorClear(mod->normalmaxs);
376 VectorClear(mod->yawmins);
377 VectorClear(mod->yawmaxs);
378 VectorClear(mod->rotatedmins);
379 VectorClear(mod->rotatedmaxs);
381 mod->modeldatatypestring = "null";
382 mod->type = mod_null;
383 mod->Draw = R_Model_Null_Draw;
387 // no fatal errors occurred, so this model is ready to use.
396 // even if the model is loaded it still may need reloading...
398 // if it is not loaded or checkdisk is true we need to calculate the crc
399 if (!mod->loaded || checkdisk)
401 if (checkdisk && mod->loaded)
402 Con_DPrintf("checking model %s\n", mod->name);
403 buf = FS_LoadFile (mod->name, tempmempool, false, &filesize);
406 crc = CRC_Block((unsigned char *)buf, filesize);
407 // we need to reload the model if the crc does not match
413 // if the model is already loaded and checks passed, just return
421 if (developer_loading.integer)
422 Con_Printf("loading model %s\n", mod->name);
424 SCR_PushLoadingScreen(true, mod->name, 1);
426 // LordHavoc: unload the existing model in this slot (if there is one)
427 if (mod->loaded || mod->mempool)
428 Mod_UnloadModel(mod);
433 // errors can prevent the corresponding mod->loaded = true;
436 // default model radius and bounding box (mainly for missing models)
438 VectorSet(mod->normalmins, -mod->radius, -mod->radius, -mod->radius);
439 VectorSet(mod->normalmaxs, mod->radius, mod->radius, mod->radius);
440 VectorSet(mod->yawmins, -mod->radius, -mod->radius, -mod->radius);
441 VectorSet(mod->yawmaxs, mod->radius, mod->radius, mod->radius);
442 VectorSet(mod->rotatedmins, -mod->radius, -mod->radius, -mod->radius);
443 VectorSet(mod->rotatedmaxs, mod->radius, mod->radius, mod->radius);
447 // load q3 shaders for the first time, or after a level change
453 char *bufend = (char *)buf + filesize;
455 // all models use memory, so allocate a memory pool
456 mod->mempool = Mem_AllocPool(mod->name, 0, NULL);
458 num = LittleLong(*((int *)buf));
459 // call the apropriate loader
461 if (!strcasecmp(FS_FileExtension(mod->name), "obj")) Mod_OBJ_Load(mod, buf, bufend);
462 else if (!memcmp(buf, "IDPO", 4)) Mod_IDP0_Load(mod, buf, bufend);
463 else if (!memcmp(buf, "IDP2", 4)) Mod_IDP2_Load(mod, buf, bufend);
464 else if (!memcmp(buf, "IDP3", 4)) Mod_IDP3_Load(mod, buf, bufend);
465 else if (!memcmp(buf, "IDSP", 4)) Mod_IDSP_Load(mod, buf, bufend);
466 else if (!memcmp(buf, "IDS2", 4)) Mod_IDS2_Load(mod, buf, bufend);
467 else if (!memcmp(buf, "IBSP", 4)) Mod_IBSP_Load(mod, buf, bufend);
468 else if (!memcmp(buf, "ZYMOTICMODEL", 12)) Mod_ZYMOTICMODEL_Load(mod, buf, bufend);
469 else if (!memcmp(buf, "DARKPLACESMODEL", 16)) Mod_DARKPLACESMODEL_Load(mod, buf, bufend);
470 else if (!memcmp(buf, "ACTRHEAD", 8)) Mod_PSKMODEL_Load(mod, buf, bufend);
471 else if (strlen(mod->name) >= 4 && !strcmp(mod->name + strlen(mod->name) - 4, ".map")) Mod_MAP_Load(mod, buf, bufend);
472 else if (num == BSPVERSION || num == 30) Mod_Q1BSP_Load(mod, buf, bufend);
473 else Con_Printf("Mod_LoadModel: model \"%s\" is of unknown/unsupported type\n", mod->name);
476 Mod_FindPotentialDeforms(mod);
478 buf = FS_LoadFile (va("%s.framegroups", mod->name), tempmempool, false, &filesize);
481 Mod_FrameGroupify(mod, (const char *)buf);
489 // LordHavoc: Sys_Error was *ANNOYING*
490 Con_Printf ("Mod_LoadModel: %s not found\n", mod->name);
493 // no fatal errors occurred, so this model is ready to use.
496 SCR_PopLoadingScreen(false);
501 void Mod_ClearUsed(void)
504 int nummodels = Mem_ExpandableArray_IndexRange(&models);
506 for (i = 0;i < nummodels;i++)
507 if ((mod = (dp_model_t*) Mem_ExpandableArray_RecordAtIndex(&models, i)) && mod->name[0])
511 void Mod_PurgeUnused(void)
514 int nummodels = Mem_ExpandableArray_IndexRange(&models);
516 for (i = 0;i < nummodels;i++)
518 if ((mod = (dp_model_t*) Mem_ExpandableArray_RecordAtIndex(&models, i)) && mod->name[0] && !mod->used)
520 Mod_UnloadModel(mod);
521 Mem_ExpandableArray_FreeRecord(&models, mod);
532 dp_model_t *Mod_FindName(const char *name, const char *parentname)
541 // if we're not dedicatd, the renderer calls will crash without video
544 nummodels = Mem_ExpandableArray_IndexRange(&models);
547 Host_Error ("Mod_ForName: NULL name");
549 // search the currently loaded models
550 for (i = 0;i < nummodels;i++)
552 if ((mod = (dp_model_t*) Mem_ExpandableArray_RecordAtIndex(&models, i)) && mod->name[0] && !strcmp(mod->name, name) && ((!mod->brush.parentmodel && !parentname[0]) || (mod->brush.parentmodel && parentname[0] && !strcmp(mod->brush.parentmodel->name, parentname))))
559 // no match found, create a new one
560 mod = (dp_model_t *) Mem_ExpandableArray_AllocRecord(&models);
561 strlcpy(mod->name, name, sizeof(mod->name));
563 mod->brush.parentmodel = Mod_FindName(parentname, NULL);
565 mod->brush.parentmodel = NULL;
575 Loads in a model for the given name
578 dp_model_t *Mod_ForName(const char *name, qboolean crash, qboolean checkdisk, const char *parentname)
581 model = Mod_FindName(name, parentname);
582 if (!model->loaded || checkdisk)
583 Mod_LoadModel(model, crash, checkdisk);
591 Reloads all models if they have changed
594 void Mod_Reload(void)
597 int nummodels = Mem_ExpandableArray_IndexRange(&models);
600 SCR_PushLoadingScreen(false, "Reloading models", 1.0);
602 for (i = 0;i < nummodels;i++)
603 if ((mod = (dp_model_t *) Mem_ExpandableArray_RecordAtIndex(&models, i)) && mod->name[0] && mod->name[0] != '*' && mod->used)
605 for (i = 0;i < nummodels;i++)
606 if ((mod = (dp_model_t *) Mem_ExpandableArray_RecordAtIndex(&models, i)) && mod->name[0] && mod->name[0] != '*' && mod->used)
608 SCR_PushLoadingScreen(true, mod->name, 1.0 / count);
609 Mod_LoadModel(mod, true, true);
610 SCR_PopLoadingScreen(false);
612 SCR_PopLoadingScreen(false);
615 unsigned char *mod_base;
618 //=============================================================================
625 static void Mod_Print(void)
628 int nummodels = Mem_ExpandableArray_IndexRange(&models);
631 Con_Print("Loaded models:\n");
632 for (i = 0;i < nummodels;i++)
634 if ((mod = (dp_model_t *) Mem_ExpandableArray_RecordAtIndex(&models, i)) && mod->name[0] && mod->name[0] != '*')
636 if (mod->brush.numsubmodels)
637 Con_Printf("%4iK %s (%i submodels)\n", mod->mempool ? (int)((mod->mempool->totalsize + 1023) / 1024) : 0, mod->name, mod->brush.numsubmodels);
639 Con_Printf("%4iK %s\n", mod->mempool ? (int)((mod->mempool->totalsize + 1023) / 1024) : 0, mod->name);
649 static void Mod_Precache(void)
652 Mod_ForName(Cmd_Argv(1), false, true, Cmd_Argv(1)[0] == '*' ? cl.model_name[1] : NULL);
654 Con_Print("usage: modelprecache <filename>\n");
657 int Mod_BuildVertexRemapTableFromElements(int numelements, const int *elements, int numvertices, int *remapvertices)
661 used = (unsigned char *)Mem_Alloc(tempmempool, numvertices);
662 memset(used, 0, numvertices);
663 for (i = 0;i < numelements;i++)
664 used[elements[i]] = 1;
665 for (i = 0, count = 0;i < numvertices;i++)
666 remapvertices[i] = used[i] ? count++ : -1;
672 // fast way, using an edge hash
673 #define TRIANGLEEDGEHASH 8192
674 void Mod_BuildTriangleNeighbors(int *neighbors, const int *elements, int numtriangles)
676 int i, j, p, e1, e2, *n, hashindex, count, match;
678 typedef struct edgehashentry_s
680 struct edgehashentry_s *next;
685 static edgehashentry_t **edgehash;
686 edgehashentry_t *edgehashentries, *hash;
689 edgehash = Mem_Alloc(tempmempool, TRIANGLEEDGEHASH * sizeof(*edgehash));
690 // if there are too many triangles for the stack array, allocate larger buffer
691 edgehashentries = (edgehashentry_t *)Mem_Alloc(tempmempool, numtriangles * 3 * sizeof(edgehashentry_t));
692 // find neighboring triangles
693 for (i = 0, e = elements, n = neighbors;i < numtriangles;i++, e += 3, n += 3)
695 for (j = 0, p = 2;j < 3;p = j, j++)
699 // this hash index works for both forward and backward edges
700 hashindex = (unsigned int)(e1 + e2) % TRIANGLEEDGEHASH;
701 hash = edgehashentries + i * 3 + j;
702 hash->next = edgehash[hashindex];
703 edgehash[hashindex] = hash;
705 hash->element[0] = e1;
706 hash->element[1] = e2;
709 for (i = 0, e = elements, n = neighbors;i < numtriangles;i++, e += 3, n += 3)
711 for (j = 0, p = 2;j < 3;p = j, j++)
715 // this hash index works for both forward and backward edges
716 hashindex = (unsigned int)(e1 + e2) % TRIANGLEEDGEHASH;
719 for (hash = edgehash[hashindex];hash;hash = hash->next)
721 if (hash->element[0] == e2 && hash->element[1] == e1)
723 if (hash->triangle != i)
724 match = hash->triangle;
727 else if ((hash->element[0] == e1 && hash->element[1] == e2))
730 // detect edges shared by three triangles and make them seams
736 // also send a keepalive here (this can take a while too!)
737 CL_KeepaliveMessage(false);
739 // free the allocated buffer
740 Mem_Free(edgehashentries);
744 // very slow but simple way
745 static int Mod_FindTriangleWithEdge(const int *elements, int numtriangles, int start, int end, int ignore)
750 for (i = 0;i < numtriangles;i++, elements += 3)
752 if ((elements[0] == start && elements[1] == end)
753 || (elements[1] == start && elements[2] == end)
754 || (elements[2] == start && elements[0] == end))
760 else if ((elements[1] == start && elements[0] == end)
761 || (elements[2] == start && elements[1] == end)
762 || (elements[0] == start && elements[2] == end))
765 // detect edges shared by three triangles and make them seams
771 void Mod_BuildTriangleNeighbors(int *neighbors, const int *elements, int numtriangles)
775 for (i = 0, e = elements, n = neighbors;i < numtriangles;i++, e += 3, n += 3)
777 n[0] = Mod_FindTriangleWithEdge(elements, numtriangles, e[1], e[0], i);
778 n[1] = Mod_FindTriangleWithEdge(elements, numtriangles, e[2], e[1], i);
779 n[2] = Mod_FindTriangleWithEdge(elements, numtriangles, e[0], e[2], i);
784 void Mod_ValidateElements(int *elements, int numtriangles, int firstvertex, int numverts, const char *filename, int fileline)
786 int i, warned = false, endvertex = firstvertex + numverts;
787 for (i = 0;i < numtriangles * 3;i++)
789 if (elements[i] < firstvertex || elements[i] >= endvertex)
794 Con_Printf("Mod_ValidateElements: out of bounds elements detected at %s:%d\n", filename, fileline);
796 elements[i] = firstvertex;
801 // warning: this is an expensive function!
802 void Mod_BuildNormals(int firstvertex, int numvertices, int numtriangles, const float *vertex3f, const int *elements, float *normal3f, qboolean areaweighting)
809 memset(normal3f + 3 * firstvertex, 0, numvertices * sizeof(float[3]));
810 // process each vertex of each triangle and accumulate the results
811 // use area-averaging, to make triangles with a big area have a bigger
812 // weighting on the vertex normal than triangles with a small area
813 // to do so, just add the 'normals' together (the bigger the area
814 // the greater the length of the normal is
816 for (i = 0; i < numtriangles; i++, element += 3)
819 vertex3f + element[0] * 3,
820 vertex3f + element[1] * 3,
821 vertex3f + element[2] * 3,
826 VectorNormalize(areaNormal);
828 for (j = 0;j < 3;j++)
830 vectorNormal = normal3f + element[j] * 3;
831 vectorNormal[0] += areaNormal[0];
832 vectorNormal[1] += areaNormal[1];
833 vectorNormal[2] += areaNormal[2];
836 // and just normalize the accumulated vertex normal in the end
837 vectorNormal = normal3f + 3 * firstvertex;
838 for (i = 0; i < numvertices; i++, vectorNormal += 3)
839 VectorNormalize(vectorNormal);
842 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)
844 float f, tangentcross[3], v10[3], v20[3], tc10[2], tc20[2];
845 // 79 add/sub/negate/multiply (1 cycle), 1 compare (3 cycle?), total cycles not counting load/store/exchange roughly 82 cycles
846 // 6 add, 28 subtract, 39 multiply, 1 compare, 50% chance of 6 negates
848 // 6 multiply, 9 subtract
849 VectorSubtract(v1, v0, v10);
850 VectorSubtract(v2, v0, v20);
851 normal3f[0] = v20[1] * v10[2] - v20[2] * v10[1];
852 normal3f[1] = v20[2] * v10[0] - v20[0] * v10[2];
853 normal3f[2] = v20[0] * v10[1] - v20[1] * v10[0];
854 // 12 multiply, 10 subtract
855 tc10[1] = tc1[1] - tc0[1];
856 tc20[1] = tc2[1] - tc0[1];
857 svector3f[0] = tc10[1] * v20[0] - tc20[1] * v10[0];
858 svector3f[1] = tc10[1] * v20[1] - tc20[1] * v10[1];
859 svector3f[2] = tc10[1] * v20[2] - tc20[1] * v10[2];
860 tc10[0] = tc1[0] - tc0[0];
861 tc20[0] = tc2[0] - tc0[0];
862 tvector3f[0] = tc10[0] * v20[0] - tc20[0] * v10[0];
863 tvector3f[1] = tc10[0] * v20[1] - tc20[0] * v10[1];
864 tvector3f[2] = tc10[0] * v20[2] - tc20[0] * v10[2];
865 // 12 multiply, 4 add, 6 subtract
866 f = DotProduct(svector3f, normal3f);
867 svector3f[0] -= f * normal3f[0];
868 svector3f[1] -= f * normal3f[1];
869 svector3f[2] -= f * normal3f[2];
870 f = DotProduct(tvector3f, normal3f);
871 tvector3f[0] -= f * normal3f[0];
872 tvector3f[1] -= f * normal3f[1];
873 tvector3f[2] -= f * normal3f[2];
874 // if texture is mapped the wrong way (counterclockwise), the tangents
875 // have to be flipped, this is detected by calculating a normal from the
876 // two tangents, and seeing if it is opposite the surface normal
877 // 9 multiply, 2 add, 3 subtract, 1 compare, 50% chance of: 6 negates
878 CrossProduct(tvector3f, svector3f, tangentcross);
879 if (DotProduct(tangentcross, normal3f) < 0)
881 VectorNegate(svector3f, svector3f);
882 VectorNegate(tvector3f, tvector3f);
886 // warning: this is a very expensive function!
887 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)
890 float sdir[3], tdir[3], normal[3], *sv, *tv;
891 const float *v0, *v1, *v2, *tc0, *tc1, *tc2, *n;
892 float f, tangentcross[3], v10[3], v20[3], tc10[2], tc20[2];
895 memset(svector3f + 3 * firstvertex, 0, numvertices * sizeof(float[3]));
896 memset(tvector3f + 3 * firstvertex, 0, numvertices * sizeof(float[3]));
897 // process each vertex of each triangle and accumulate the results
898 for (tnum = 0, e = elements;tnum < numtriangles;tnum++, e += 3)
900 v0 = vertex3f + e[0] * 3;
901 v1 = vertex3f + e[1] * 3;
902 v2 = vertex3f + e[2] * 3;
903 tc0 = texcoord2f + e[0] * 2;
904 tc1 = texcoord2f + e[1] * 2;
905 tc2 = texcoord2f + e[2] * 2;
907 // 79 add/sub/negate/multiply (1 cycle), 1 compare (3 cycle?), total cycles not counting load/store/exchange roughly 82 cycles
908 // 6 add, 28 subtract, 39 multiply, 1 compare, 50% chance of 6 negates
910 // calculate the edge directions and surface normal
911 // 6 multiply, 9 subtract
912 VectorSubtract(v1, v0, v10);
913 VectorSubtract(v2, v0, v20);
914 normal[0] = v20[1] * v10[2] - v20[2] * v10[1];
915 normal[1] = v20[2] * v10[0] - v20[0] * v10[2];
916 normal[2] = v20[0] * v10[1] - v20[1] * v10[0];
918 // calculate the tangents
919 // 12 multiply, 10 subtract
920 tc10[1] = tc1[1] - tc0[1];
921 tc20[1] = tc2[1] - tc0[1];
922 sdir[0] = tc10[1] * v20[0] - tc20[1] * v10[0];
923 sdir[1] = tc10[1] * v20[1] - tc20[1] * v10[1];
924 sdir[2] = tc10[1] * v20[2] - tc20[1] * v10[2];
925 tc10[0] = tc1[0] - tc0[0];
926 tc20[0] = tc2[0] - tc0[0];
927 tdir[0] = tc10[0] * v20[0] - tc20[0] * v10[0];
928 tdir[1] = tc10[0] * v20[1] - tc20[0] * v10[1];
929 tdir[2] = tc10[0] * v20[2] - tc20[0] * v10[2];
931 // if texture is mapped the wrong way (counterclockwise), the tangents
932 // have to be flipped, this is detected by calculating a normal from the
933 // two tangents, and seeing if it is opposite the surface normal
934 // 9 multiply, 2 add, 3 subtract, 1 compare, 50% chance of: 6 negates
935 CrossProduct(tdir, sdir, tangentcross);
936 if (DotProduct(tangentcross, normal) < 0)
938 VectorNegate(sdir, sdir);
939 VectorNegate(tdir, tdir);
944 VectorNormalize(sdir);
945 VectorNormalize(tdir);
947 for (i = 0;i < 3;i++)
949 VectorAdd(svector3f + e[i]*3, sdir, svector3f + e[i]*3);
950 VectorAdd(tvector3f + e[i]*3, tdir, tvector3f + e[i]*3);
953 // make the tangents completely perpendicular to the surface normal, and
954 // then normalize them
955 // 16 assignments, 2 divide, 2 sqrt, 2 negates, 14 adds, 24 multiplies
956 for (i = 0, sv = svector3f + 3 * firstvertex, tv = tvector3f + 3 * firstvertex, n = normal3f + 3 * firstvertex;i < numvertices;i++, sv += 3, tv += 3, n += 3)
958 f = -DotProduct(sv, n);
959 VectorMA(sv, f, n, sv);
961 f = -DotProduct(tv, n);
962 VectorMA(tv, f, n, tv);
967 void Mod_AllocSurfMesh(mempool_t *mempool, int numvertices, int numtriangles, qboolean lightmapoffsets, qboolean vertexcolors, qboolean neighbors)
970 data = (unsigned char *)Mem_Alloc(mempool, numvertices * (3 + 3 + 3 + 3 + 2 + 2 + (vertexcolors ? 4 : 0)) * sizeof(float) + numvertices * (lightmapoffsets ? 1 : 0) * sizeof(int) + numtriangles * (3 + (neighbors ? 3 : 0)) * sizeof(int) + (numvertices <= 65536 ? numtriangles * sizeof(unsigned short[3]) : 0));
971 loadmodel->surfmesh.num_vertices = numvertices;
972 loadmodel->surfmesh.num_triangles = numtriangles;
973 if (loadmodel->surfmesh.num_vertices)
975 loadmodel->surfmesh.data_vertex3f = (float *)data, data += sizeof(float[3]) * loadmodel->surfmesh.num_vertices;
976 loadmodel->surfmesh.data_svector3f = (float *)data, data += sizeof(float[3]) * loadmodel->surfmesh.num_vertices;
977 loadmodel->surfmesh.data_tvector3f = (float *)data, data += sizeof(float[3]) * loadmodel->surfmesh.num_vertices;
978 loadmodel->surfmesh.data_normal3f = (float *)data, data += sizeof(float[3]) * loadmodel->surfmesh.num_vertices;
979 loadmodel->surfmesh.data_texcoordtexture2f = (float *)data, data += sizeof(float[2]) * loadmodel->surfmesh.num_vertices;
980 loadmodel->surfmesh.data_texcoordlightmap2f = (float *)data, data += sizeof(float[2]) * loadmodel->surfmesh.num_vertices;
982 loadmodel->surfmesh.data_lightmapcolor4f = (float *)data, data += sizeof(float[4]) * loadmodel->surfmesh.num_vertices;
984 loadmodel->surfmesh.data_lightmapoffsets = (int *)data, data += sizeof(int) * loadmodel->surfmesh.num_vertices;
986 if (loadmodel->surfmesh.num_triangles)
988 loadmodel->surfmesh.data_element3i = (int *)data, data += sizeof(int[3]) * loadmodel->surfmesh.num_triangles;
990 loadmodel->surfmesh.data_neighbor3i = (int *)data, data += sizeof(int[3]) * loadmodel->surfmesh.num_triangles;
991 if (loadmodel->surfmesh.num_vertices <= 65536)
992 loadmodel->surfmesh.data_element3s = (unsigned short *)data, data += sizeof(unsigned short[3]) * loadmodel->surfmesh.num_triangles;
996 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)
998 shadowmesh_t *newmesh;
1001 size = sizeof(shadowmesh_t);
1002 size += maxverts * sizeof(float[3]);
1004 size += maxverts * sizeof(float[11]);
1005 size += maxtriangles * sizeof(int[3]);
1006 if (maxverts <= 65536)
1007 size += maxtriangles * sizeof(unsigned short[3]);
1009 size += maxtriangles * sizeof(int[3]);
1011 size += SHADOWMESHVERTEXHASH * sizeof(shadowmeshvertexhash_t *) + maxverts * sizeof(shadowmeshvertexhash_t);
1012 data = (unsigned char *)Mem_Alloc(mempool, size);
1013 newmesh = (shadowmesh_t *)data;data += sizeof(*newmesh);
1014 newmesh->map_diffuse = map_diffuse;
1015 newmesh->map_specular = map_specular;
1016 newmesh->map_normal = map_normal;
1017 newmesh->maxverts = maxverts;
1018 newmesh->maxtriangles = maxtriangles;
1019 newmesh->numverts = 0;
1020 newmesh->numtriangles = 0;
1021 memset(newmesh->sideoffsets, 0, sizeof(newmesh->sideoffsets));
1022 memset(newmesh->sidetotals, 0, sizeof(newmesh->sidetotals));
1024 newmesh->vertex3f = (float *)data;data += maxverts * sizeof(float[3]);
1027 newmesh->svector3f = (float *)data;data += maxverts * sizeof(float[3]);
1028 newmesh->tvector3f = (float *)data;data += maxverts * sizeof(float[3]);
1029 newmesh->normal3f = (float *)data;data += maxverts * sizeof(float[3]);
1030 newmesh->texcoord2f = (float *)data;data += maxverts * sizeof(float[2]);
1032 newmesh->element3i = (int *)data;data += maxtriangles * sizeof(int[3]);
1035 newmesh->neighbor3i = (int *)data;data += maxtriangles * sizeof(int[3]);
1039 newmesh->vertexhashtable = (shadowmeshvertexhash_t **)data;data += SHADOWMESHVERTEXHASH * sizeof(shadowmeshvertexhash_t *);
1040 newmesh->vertexhashentries = (shadowmeshvertexhash_t *)data;data += maxverts * sizeof(shadowmeshvertexhash_t);
1042 if (maxverts <= 65536)
1043 newmesh->element3s = (unsigned short *)data;data += maxtriangles * sizeof(unsigned short[3]);
1047 shadowmesh_t *Mod_ShadowMesh_ReAlloc(mempool_t *mempool, shadowmesh_t *oldmesh, int light, int neighbors)
1049 shadowmesh_t *newmesh;
1050 newmesh = Mod_ShadowMesh_Alloc(mempool, oldmesh->numverts, oldmesh->numtriangles, oldmesh->map_diffuse, oldmesh->map_specular, oldmesh->map_normal, light, neighbors, false);
1051 newmesh->numverts = oldmesh->numverts;
1052 newmesh->numtriangles = oldmesh->numtriangles;
1053 memcpy(newmesh->sideoffsets, oldmesh->sideoffsets, sizeof(oldmesh->sideoffsets));
1054 memcpy(newmesh->sidetotals, oldmesh->sidetotals, sizeof(oldmesh->sidetotals));
1056 memcpy(newmesh->vertex3f, oldmesh->vertex3f, oldmesh->numverts * sizeof(float[3]));
1057 if (newmesh->svector3f && oldmesh->svector3f)
1059 memcpy(newmesh->svector3f, oldmesh->svector3f, oldmesh->numverts * sizeof(float[3]));
1060 memcpy(newmesh->tvector3f, oldmesh->tvector3f, oldmesh->numverts * sizeof(float[3]));
1061 memcpy(newmesh->normal3f, oldmesh->normal3f, oldmesh->numverts * sizeof(float[3]));
1062 memcpy(newmesh->texcoord2f, oldmesh->texcoord2f, oldmesh->numverts * sizeof(float[2]));
1064 memcpy(newmesh->element3i, oldmesh->element3i, oldmesh->numtriangles * sizeof(int[3]));
1065 if (newmesh->neighbor3i && oldmesh->neighbor3i)
1066 memcpy(newmesh->neighbor3i, oldmesh->neighbor3i, oldmesh->numtriangles * sizeof(int[3]));
1070 int Mod_ShadowMesh_AddVertex(shadowmesh_t *mesh, float *vertex14f)
1072 int hashindex, vnum;
1073 shadowmeshvertexhash_t *hash;
1074 // this uses prime numbers intentionally
1075 hashindex = (unsigned int) (vertex14f[0] * 2003 + vertex14f[1] * 4001 + vertex14f[2] * 7919) % SHADOWMESHVERTEXHASH;
1076 for (hash = mesh->vertexhashtable[hashindex];hash;hash = hash->next)
1078 vnum = (hash - mesh->vertexhashentries);
1079 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]))
1080 && (mesh->svector3f == NULL || (mesh->svector3f[vnum * 3 + 0] == vertex14f[3] && mesh->svector3f[vnum * 3 + 1] == vertex14f[4] && mesh->svector3f[vnum * 3 + 2] == vertex14f[5]))
1081 && (mesh->tvector3f == NULL || (mesh->tvector3f[vnum * 3 + 0] == vertex14f[6] && mesh->tvector3f[vnum * 3 + 1] == vertex14f[7] && mesh->tvector3f[vnum * 3 + 2] == vertex14f[8]))
1082 && (mesh->normal3f == NULL || (mesh->normal3f[vnum * 3 + 0] == vertex14f[9] && mesh->normal3f[vnum * 3 + 1] == vertex14f[10] && mesh->normal3f[vnum * 3 + 2] == vertex14f[11]))
1083 && (mesh->texcoord2f == NULL || (mesh->texcoord2f[vnum * 2 + 0] == vertex14f[12] && mesh->texcoord2f[vnum * 2 + 1] == vertex14f[13])))
1084 return hash - mesh->vertexhashentries;
1086 vnum = mesh->numverts++;
1087 hash = mesh->vertexhashentries + vnum;
1088 hash->next = mesh->vertexhashtable[hashindex];
1089 mesh->vertexhashtable[hashindex] = hash;
1090 if (mesh->vertex3f) {mesh->vertex3f[vnum * 3 + 0] = vertex14f[0];mesh->vertex3f[vnum * 3 + 1] = vertex14f[1];mesh->vertex3f[vnum * 3 + 2] = vertex14f[2];}
1091 if (mesh->svector3f) {mesh->svector3f[vnum * 3 + 0] = vertex14f[3];mesh->svector3f[vnum * 3 + 1] = vertex14f[4];mesh->svector3f[vnum * 3 + 2] = vertex14f[5];}
1092 if (mesh->tvector3f) {mesh->tvector3f[vnum * 3 + 0] = vertex14f[6];mesh->tvector3f[vnum * 3 + 1] = vertex14f[7];mesh->tvector3f[vnum * 3 + 2] = vertex14f[8];}
1093 if (mesh->normal3f) {mesh->normal3f[vnum * 3 + 0] = vertex14f[9];mesh->normal3f[vnum * 3 + 1] = vertex14f[10];mesh->normal3f[vnum * 3 + 2] = vertex14f[11];}
1094 if (mesh->texcoord2f) {mesh->texcoord2f[vnum * 2 + 0] = vertex14f[12];mesh->texcoord2f[vnum * 2 + 1] = vertex14f[13];}
1098 void Mod_ShadowMesh_AddTriangle(mempool_t *mempool, shadowmesh_t *mesh, rtexture_t *map_diffuse, rtexture_t *map_specular, rtexture_t *map_normal, float *vertex14f)
1100 if (mesh->numtriangles == 0)
1102 // set the properties on this empty mesh to be more favorable...
1103 // (note: this case only occurs for the first triangle added to a new mesh chain)
1104 mesh->map_diffuse = map_diffuse;
1105 mesh->map_specular = map_specular;
1106 mesh->map_normal = map_normal;
1108 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)
1110 if (mesh->next == NULL)
1111 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);
1114 mesh->element3i[mesh->numtriangles * 3 + 0] = Mod_ShadowMesh_AddVertex(mesh, vertex14f + 14 * 0);
1115 mesh->element3i[mesh->numtriangles * 3 + 1] = Mod_ShadowMesh_AddVertex(mesh, vertex14f + 14 * 1);
1116 mesh->element3i[mesh->numtriangles * 3 + 2] = Mod_ShadowMesh_AddVertex(mesh, vertex14f + 14 * 2);
1117 mesh->numtriangles++;
1120 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)
1123 float vbuf[3*14], *v;
1124 memset(vbuf, 0, sizeof(vbuf));
1125 for (i = 0;i < numtris;i++)
1127 for (j = 0, v = vbuf;j < 3;j++, v += 14)
1132 v[0] = vertex3f[e * 3 + 0];
1133 v[1] = vertex3f[e * 3 + 1];
1134 v[2] = vertex3f[e * 3 + 2];
1138 v[3] = svector3f[e * 3 + 0];
1139 v[4] = svector3f[e * 3 + 1];
1140 v[5] = svector3f[e * 3 + 2];
1144 v[6] = tvector3f[e * 3 + 0];
1145 v[7] = tvector3f[e * 3 + 1];
1146 v[8] = tvector3f[e * 3 + 2];
1150 v[9] = normal3f[e * 3 + 0];
1151 v[10] = normal3f[e * 3 + 1];
1152 v[11] = normal3f[e * 3 + 2];
1156 v[12] = texcoord2f[e * 2 + 0];
1157 v[13] = texcoord2f[e * 2 + 1];
1160 Mod_ShadowMesh_AddTriangle(mempool, mesh, map_diffuse, map_specular, map_normal, vbuf);
1163 // the triangle calculation can take a while, so let's do a keepalive here
1164 CL_KeepaliveMessage(false);
1167 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)
1169 // the preparation before shadow mesh initialization can take a while, so let's do a keepalive here
1170 CL_KeepaliveMessage(false);
1172 return Mod_ShadowMesh_Alloc(mempool, maxverts, maxtriangles, map_diffuse, map_specular, map_normal, light, neighbors, expandable);
1175 static void Mod_ShadowMesh_CreateVBOs(shadowmesh_t *mesh)
1177 if (!vid.support.arb_vertex_buffer_object)
1182 // element buffer is easy because it's just one array
1183 if (mesh->numtriangles)
1185 if (mesh->element3s)
1186 mesh->ebo3s = R_Mesh_CreateStaticBufferObject(GL_ELEMENT_ARRAY_BUFFER_ARB, mesh->element3s, mesh->numtriangles * sizeof(unsigned short[3]), "shadowmesh");
1188 mesh->ebo3i = R_Mesh_CreateStaticBufferObject(GL_ELEMENT_ARRAY_BUFFER_ARB, mesh->element3i, mesh->numtriangles * sizeof(unsigned int[3]), "shadowmesh");
1191 // vertex buffer is several arrays and we put them in the same buffer
1193 // is this wise? the texcoordtexture2f array is used with dynamic
1194 // vertex/svector/tvector/normal when rendering animated models, on the
1195 // other hand animated models don't use a lot of vertices anyway...
1201 mesh->vbooffset_vertex3f = size;if (mesh->vertex3f ) size += mesh->numverts * sizeof(float[3]);
1202 mesh->vbooffset_svector3f = size;if (mesh->svector3f ) size += mesh->numverts * sizeof(float[3]);
1203 mesh->vbooffset_tvector3f = size;if (mesh->tvector3f ) size += mesh->numverts * sizeof(float[3]);
1204 mesh->vbooffset_normal3f = size;if (mesh->normal3f ) size += mesh->numverts * sizeof(float[3]);
1205 mesh->vbooffset_texcoord2f = size;if (mesh->texcoord2f ) size += mesh->numverts * sizeof(float[2]);
1206 mem = (unsigned char *)Mem_Alloc(tempmempool, size);
1207 if (mesh->vertex3f ) memcpy(mem + mesh->vbooffset_vertex3f , mesh->vertex3f , mesh->numverts * sizeof(float[3]));
1208 if (mesh->svector3f ) memcpy(mem + mesh->vbooffset_svector3f , mesh->svector3f , mesh->numverts * sizeof(float[3]));
1209 if (mesh->tvector3f ) memcpy(mem + mesh->vbooffset_tvector3f , mesh->tvector3f , mesh->numverts * sizeof(float[3]));
1210 if (mesh->normal3f ) memcpy(mem + mesh->vbooffset_normal3f , mesh->normal3f , mesh->numverts * sizeof(float[3]));
1211 if (mesh->texcoord2f ) memcpy(mem + mesh->vbooffset_texcoord2f , mesh->texcoord2f , mesh->numverts * sizeof(float[2]));
1212 mesh->vbo = R_Mesh_CreateStaticBufferObject(GL_ARRAY_BUFFER_ARB, mem, size, "shadowmesh");
1217 shadowmesh_t *Mod_ShadowMesh_Finish(mempool_t *mempool, shadowmesh_t *firstmesh, qboolean light, qboolean neighbors, qboolean createvbo)
1219 shadowmesh_t *mesh, *newmesh, *nextmesh;
1220 // reallocate meshs to conserve space
1221 for (mesh = firstmesh, firstmesh = NULL;mesh;mesh = nextmesh)
1223 nextmesh = mesh->next;
1224 if (mesh->numverts >= 3 && mesh->numtriangles >= 1)
1226 newmesh = Mod_ShadowMesh_ReAlloc(mempool, mesh, light, neighbors);
1227 newmesh->next = firstmesh;
1228 firstmesh = newmesh;
1229 if (newmesh->element3s)
1232 for (i = 0;i < newmesh->numtriangles*3;i++)
1233 newmesh->element3s[i] = newmesh->element3i[i];
1236 Mod_ShadowMesh_CreateVBOs(newmesh);
1241 // this can take a while, so let's do a keepalive here
1242 CL_KeepaliveMessage(false);
1247 void Mod_ShadowMesh_CalcBBox(shadowmesh_t *firstmesh, vec3_t mins, vec3_t maxs, vec3_t center, float *radius)
1251 vec3_t nmins, nmaxs, ncenter, temp;
1252 float nradius2, dist2, *v;
1256 for (mesh = firstmesh;mesh;mesh = mesh->next)
1258 if (mesh == firstmesh)
1260 VectorCopy(mesh->vertex3f, nmins);
1261 VectorCopy(mesh->vertex3f, nmaxs);
1263 for (i = 0, v = mesh->vertex3f;i < mesh->numverts;i++, v += 3)
1265 if (nmins[0] > v[0]) nmins[0] = v[0];if (nmaxs[0] < v[0]) nmaxs[0] = v[0];
1266 if (nmins[1] > v[1]) nmins[1] = v[1];if (nmaxs[1] < v[1]) nmaxs[1] = v[1];
1267 if (nmins[2] > v[2]) nmins[2] = v[2];if (nmaxs[2] < v[2]) nmaxs[2] = v[2];
1270 // calculate center and radius
1271 ncenter[0] = (nmins[0] + nmaxs[0]) * 0.5f;
1272 ncenter[1] = (nmins[1] + nmaxs[1]) * 0.5f;
1273 ncenter[2] = (nmins[2] + nmaxs[2]) * 0.5f;
1275 for (mesh = firstmesh;mesh;mesh = mesh->next)
1277 for (i = 0, v = mesh->vertex3f;i < mesh->numverts;i++, v += 3)
1279 VectorSubtract(v, ncenter, temp);
1280 dist2 = DotProduct(temp, temp);
1281 if (nradius2 < dist2)
1287 VectorCopy(nmins, mins);
1289 VectorCopy(nmaxs, maxs);
1291 VectorCopy(ncenter, center);
1293 *radius = sqrt(nradius2);
1296 void Mod_ShadowMesh_Free(shadowmesh_t *mesh)
1298 shadowmesh_t *nextmesh;
1299 for (;mesh;mesh = nextmesh)
1302 R_Mesh_DestroyBufferObject(mesh->ebo3i);
1304 R_Mesh_DestroyBufferObject(mesh->ebo3s);
1306 R_Mesh_DestroyBufferObject(mesh->vbo);
1307 nextmesh = mesh->next;
1312 void Mod_CreateCollisionMesh(dp_model_t *mod)
1315 int numcollisionmeshtriangles;
1316 const msurface_t *surface;
1317 mempool_t *mempool = mod->mempool;
1318 if (!mempool && mod->brush.parentmodel)
1319 mempool = mod->brush.parentmodel->mempool;
1320 // make a single combined collision mesh for physics engine use
1321 // TODO rewrite this to use the collision brushes as source, to fix issues with e.g. common/caulk which creates no drawsurface
1322 numcollisionmeshtriangles = 0;
1323 for (k = 0;k < mod->nummodelsurfaces;k++)
1325 surface = mod->data_surfaces + mod->firstmodelsurface + k;
1326 if (!(surface->texture->supercontents & SUPERCONTENTS_SOLID))
1328 numcollisionmeshtriangles += surface->num_triangles;
1330 mod->brush.collisionmesh = Mod_ShadowMesh_Begin(mempool, numcollisionmeshtriangles * 3, numcollisionmeshtriangles, NULL, NULL, NULL, false, false, true);
1331 for (k = 0;k < mod->nummodelsurfaces;k++)
1333 surface = mod->data_surfaces + mod->firstmodelsurface + k;
1334 if (!(surface->texture->supercontents & SUPERCONTENTS_SOLID))
1336 Mod_ShadowMesh_AddMesh(mempool, mod->brush.collisionmesh, NULL, NULL, NULL, mod->surfmesh.data_vertex3f, NULL, NULL, NULL, NULL, surface->num_triangles, (mod->surfmesh.data_element3i + 3 * surface->num_firsttriangle));
1338 mod->brush.collisionmesh = Mod_ShadowMesh_Finish(mempool, mod->brush.collisionmesh, false, true, false);
1341 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)
1346 if (ix >= 0 && iy >= 0 && ix < imagewidth && iy < imageheight)
1347 v[2] = (imagepixels[((iy*imagewidth)+ix)*4+0] + imagepixels[((iy*imagewidth)+ix)*4+1] + imagepixels[((iy*imagewidth)+ix)*4+2]) * (1.0f / 765.0f);
1350 Matrix4x4_Transform(pixelstepmatrix, v, vertex3f);
1351 Matrix4x4_Transform(pixeltexturestepmatrix, v, tc);
1352 texcoord2f[0] = tc[0];
1353 texcoord2f[1] = tc[1];
1356 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)
1358 float vup[3], vdown[3], vleft[3], vright[3];
1359 float tcup[3], tcdown[3], tcleft[3], tcright[3];
1360 float sv[3], tv[3], nl[3];
1361 Mod_GetTerrainVertex3fTexCoord2fFromBGRA(imagepixels, imagewidth, imageheight, ix, iy, vertex3f, texcoord2f, pixelstepmatrix, pixeltexturestepmatrix);
1362 Mod_GetTerrainVertex3fTexCoord2fFromBGRA(imagepixels, imagewidth, imageheight, ix, iy - 1, vup, tcup, pixelstepmatrix, pixeltexturestepmatrix);
1363 Mod_GetTerrainVertex3fTexCoord2fFromBGRA(imagepixels, imagewidth, imageheight, ix, iy + 1, vdown, tcdown, pixelstepmatrix, pixeltexturestepmatrix);
1364 Mod_GetTerrainVertex3fTexCoord2fFromBGRA(imagepixels, imagewidth, imageheight, ix - 1, iy, vleft, tcleft, pixelstepmatrix, pixeltexturestepmatrix);
1365 Mod_GetTerrainVertex3fTexCoord2fFromBGRA(imagepixels, imagewidth, imageheight, ix + 1, iy, vright, tcright, pixelstepmatrix, pixeltexturestepmatrix);
1366 Mod_BuildBumpVectors(vertex3f, vup, vright, texcoord2f, tcup, tcright, svector3f, tvector3f, normal3f);
1367 Mod_BuildBumpVectors(vertex3f, vright, vdown, texcoord2f, tcright, tcdown, sv, tv, nl);
1368 VectorAdd(svector3f, sv, svector3f);
1369 VectorAdd(tvector3f, tv, tvector3f);
1370 VectorAdd(normal3f, nl, normal3f);
1371 Mod_BuildBumpVectors(vertex3f, vdown, vleft, texcoord2f, tcdown, tcleft, sv, tv, nl);
1372 VectorAdd(svector3f, sv, svector3f);
1373 VectorAdd(tvector3f, tv, tvector3f);
1374 VectorAdd(normal3f, nl, normal3f);
1375 Mod_BuildBumpVectors(vertex3f, vleft, vup, texcoord2f, tcleft, tcup, sv, tv, nl);
1376 VectorAdd(svector3f, sv, svector3f);
1377 VectorAdd(tvector3f, tv, tvector3f);
1378 VectorAdd(normal3f, nl, normal3f);
1381 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)
1383 int x, y, ix, iy, *e;
1385 for (y = 0;y < height;y++)
1387 for (x = 0;x < width;x++)
1389 e[0] = (y + 1) * (width + 1) + (x + 0);
1390 e[1] = (y + 0) * (width + 1) + (x + 0);
1391 e[2] = (y + 1) * (width + 1) + (x + 1);
1392 e[3] = (y + 0) * (width + 1) + (x + 0);
1393 e[4] = (y + 0) * (width + 1) + (x + 1);
1394 e[5] = (y + 1) * (width + 1) + (x + 1);
1398 Mod_BuildTriangleNeighbors(neighbor3i, element3i, width*height*2);
1399 for (y = 0, iy = y1;y < height + 1;y++, iy++)
1400 for (x = 0, ix = x1;x < width + 1;x++, ix++, vertex3f += 3, texcoord2f += 2, svector3f += 3, tvector3f += 3, normal3f += 3)
1401 Mod_GetTerrainVertexFromBGRA(imagepixels, imagewidth, imageheight, ix, iy, vertex3f, texcoord2f, svector3f, tvector3f, normal3f, pixelstepmatrix, pixeltexturestepmatrix);
1405 void Mod_Terrain_SurfaceRecurseChunk(dp_model_t *model, int stepsize, int x, int y)
1409 float chunkwidth = min(stepsize, model->terrain.width - 1 - x);
1410 float chunkheight = min(stepsize, model->terrain.height - 1 - y);
1411 float viewvector[3];
1412 unsigned int firstvertex;
1415 if (chunkwidth < 2 || chunkheight < 2)
1417 VectorSet(mins, model->terrain.mins[0] + x * stepsize * model->terrain.scale[0], model->terrain.mins[1] + y * stepsize * model->terrain.scale[1], model->terrain.mins[2]);
1418 VectorSet(maxs, model->terrain.mins[0] + (x+1) * stepsize * model->terrain.scale[0], model->terrain.mins[1] + (y+1) * stepsize * model->terrain.scale[1], model->terrain.maxs[2]);
1419 viewvector[0] = bound(mins[0], localvieworigin, maxs[0]) - model->terrain.vieworigin[0];
1420 viewvector[1] = bound(mins[1], localvieworigin, maxs[1]) - model->terrain.vieworigin[1];
1421 viewvector[2] = bound(mins[2], localvieworigin, maxs[2]) - model->terrain.vieworigin[2];
1422 if (stepsize > 1 && VectorLength(viewvector) < stepsize*model->terrain.scale[0]*r_terrain_lodscale.value)
1424 // too close for this stepsize, emit as 4 chunks instead
1426 Mod_Terrain_SurfaceRecurseChunk(model, stepsize, x, y);
1427 Mod_Terrain_SurfaceRecurseChunk(model, stepsize, x+stepsize, y);
1428 Mod_Terrain_SurfaceRecurseChunk(model, stepsize, x, y+stepsize);
1429 Mod_Terrain_SurfaceRecurseChunk(model, stepsize, x+stepsize, y+stepsize);
1432 // emit the geometry at stepsize into our vertex buffer / index buffer
1433 // we add two columns and two rows for skirt
1434 outwidth = chunkwidth+2;
1435 outheight = chunkheight+2;
1436 outwidth2 = outwidth-1;
1437 outheight2 = outheight-1;
1438 outwidth3 = outwidth+1;
1439 outheight3 = outheight+1;
1440 firstvertex = numvertices;
1441 e = model->terrain.element3i + numtriangles;
1442 numtriangles += chunkwidth*chunkheight*2+chunkwidth*2*2+chunkheight*2*2;
1443 v = model->terrain.vertex3f + numvertices;
1444 numvertices += (chunkwidth+1)*(chunkheight+1)+(chunkwidth+1)*2+(chunkheight+1)*2;
1445 // emit the triangles (note: the skirt is treated as two extra rows and two extra columns)
1446 for (ty = 0;ty < outheight;ty++)
1448 for (tx = 0;tx < outwidth;tx++)
1450 *e++ = firstvertex + (ty )*outwidth3+(tx );
1451 *e++ = firstvertex + (ty )*outwidth3+(tx+1);
1452 *e++ = firstvertex + (ty+1)*outwidth3+(tx+1);
1453 *e++ = firstvertex + (ty )*outwidth3+(tx );
1454 *e++ = firstvertex + (ty+1)*outwidth3+(tx+1);
1455 *e++ = firstvertex + (ty+1)*outwidth3+(tx );
1458 // TODO: emit surface vertices (x+tx*stepsize, y+ty*stepsize)
1459 for (ty = 0;ty <= outheight;ty++)
1461 skirtrow = ty == 0 || ty == outheight;
1462 ry = y+bound(1, ty, outheight)*stepsize;
1463 for (tx = 0;tx <= outwidth;tx++)
1465 skirt = skirtrow || tx == 0 || tx == outwidth;
1466 rx = x+bound(1, tx, outwidth)*stepsize;
1469 v[2] = heightmap[ry*terrainwidth+rx]*scale[2];
1473 // TODO: emit skirt vertices
1476 void Mod_Terrain_UpdateSurfacesForViewOrigin(dp_model_t *model)
1478 for (y = 0;y < model->terrain.size[1];y += model->terrain.
1479 Mod_Terrain_SurfaceRecurseChunk(model, model->terrain.maxstepsize, x, y);
1480 Mod_Terrain_BuildChunk(model,
1484 q3wavefunc_t Mod_LoadQ3Shaders_EnumerateWaveFunc(const char *s)
1486 if (!strcasecmp(s, "sin")) return Q3WAVEFUNC_SIN;
1487 if (!strcasecmp(s, "square")) return Q3WAVEFUNC_SQUARE;
1488 if (!strcasecmp(s, "triangle")) return Q3WAVEFUNC_TRIANGLE;
1489 if (!strcasecmp(s, "sawtooth")) return Q3WAVEFUNC_SAWTOOTH;
1490 if (!strcasecmp(s, "inversesawtooth")) return Q3WAVEFUNC_INVERSESAWTOOTH;
1491 if (!strcasecmp(s, "noise")) return Q3WAVEFUNC_NOISE;
1492 Con_DPrintf("Mod_LoadQ3Shaders: unknown wavefunc %s\n", s);
1493 return Q3WAVEFUNC_NONE;
1496 void Mod_FreeQ3Shaders(void)
1498 Mem_FreePool(&q3shaders_mem);
1501 static void Q3Shader_AddToHash (q3shaderinfo_t* shader)
1503 unsigned short hash = CRC_Block_CaseInsensitive ((const unsigned char *)shader->name, strlen (shader->name));
1504 q3shader_hash_entry_t* entry = q3shader_data->hash + (hash % Q3SHADER_HASH_SIZE);
1505 q3shader_hash_entry_t* lastEntry = NULL;
1506 while (entry != NULL)
1508 if (strcasecmp (entry->shader.name, shader->name) == 0)
1510 unsigned char *start, *end, *start2;
1511 start = (unsigned char *) (&shader->Q3SHADERINFO_COMPARE_START);
1512 end = ((unsigned char *) (&shader->Q3SHADERINFO_COMPARE_END)) + sizeof(shader->Q3SHADERINFO_COMPARE_END);
1513 start2 = (unsigned char *) (&entry->shader.Q3SHADERINFO_COMPARE_START);
1514 if(memcmp(start, start2, end - start))
1515 Con_DPrintf("Shader '%s' already defined, ignoring mismatching redeclaration\n", shader->name);
1517 Con_DPrintf("Shader '%s' already defined\n", shader->name);
1521 entry = entry->chain;
1525 if (lastEntry->shader.name[0] != 0)
1528 q3shader_hash_entry_t* newEntry = (q3shader_hash_entry_t*)
1529 Mem_ExpandableArray_AllocRecord (&q3shader_data->hash_entries);
1531 while (lastEntry->chain != NULL) lastEntry = lastEntry->chain;
1532 lastEntry->chain = newEntry;
1533 newEntry->chain = NULL;
1534 lastEntry = newEntry;
1536 /* else: head of chain, in hash entry array */
1539 memcpy (&entry->shader, shader, sizeof (q3shaderinfo_t));
1542 extern cvar_t r_picmipworld;
1543 void Mod_LoadQ3Shaders(void)
1550 q3shaderinfo_t shader;
1551 q3shaderinfo_layer_t *layer;
1553 char parameter[TEXTURE_MAXFRAMES + 4][Q3PATHLENGTH];
1555 Mod_FreeQ3Shaders();
1557 q3shaders_mem = Mem_AllocPool("q3shaders", 0, NULL);
1558 q3shader_data = (q3shader_data_t*)Mem_Alloc (q3shaders_mem,
1559 sizeof (q3shader_data_t));
1560 Mem_ExpandableArray_NewArray (&q3shader_data->hash_entries,
1561 q3shaders_mem, sizeof (q3shader_hash_entry_t), 256);
1562 Mem_ExpandableArray_NewArray (&q3shader_data->char_ptrs,
1563 q3shaders_mem, sizeof (char**), 256);
1565 search = FS_Search("scripts/*.shader", true, false);
1568 for (fileindex = 0;fileindex < search->numfilenames;fileindex++)
1570 text = f = (char *)FS_LoadFile(search->filenames[fileindex], tempmempool, false, NULL);
1573 while (COM_ParseToken_QuakeC(&text, false))
1575 memset (&shader, 0, sizeof(shader));
1576 shader.reflectmin = 0;
1577 shader.reflectmax = 1;
1578 shader.refractfactor = 1;
1579 Vector4Set(shader.refractcolor4f, 1, 1, 1, 1);
1580 shader.reflectfactor = 1;
1581 Vector4Set(shader.reflectcolor4f, 1, 1, 1, 1);
1582 shader.r_water_wateralpha = 1;
1583 shader.specularscalemod = 1;
1584 shader.specularpowermod = 1;
1586 strlcpy(shader.name, com_token, sizeof(shader.name));
1587 if (!COM_ParseToken_QuakeC(&text, false) || strcasecmp(com_token, "{"))
1589 Con_DPrintf("%s parsing error - expected \"{\", found \"%s\"\n", search->filenames[fileindex], com_token);
1592 while (COM_ParseToken_QuakeC(&text, false))
1594 if (!strcasecmp(com_token, "}"))
1596 if (!strcasecmp(com_token, "{"))
1598 static q3shaderinfo_layer_t dummy;
1599 if (shader.numlayers < Q3SHADER_MAXLAYERS)
1601 layer = shader.layers + shader.numlayers++;
1605 // parse and process it anyway, just don't store it (so a map $lightmap or such stuff still is found)
1606 memset(&dummy, 0, sizeof(dummy));
1609 layer->rgbgen.rgbgen = Q3RGBGEN_IDENTITY;
1610 layer->alphagen.alphagen = Q3ALPHAGEN_IDENTITY;
1611 layer->tcgen.tcgen = Q3TCGEN_TEXTURE;
1612 layer->blendfunc[0] = GL_ONE;
1613 layer->blendfunc[1] = GL_ZERO;
1614 while (COM_ParseToken_QuakeC(&text, false))
1616 if (!strcasecmp(com_token, "}"))
1618 if (!strcasecmp(com_token, "\n"))
1621 for (j = 0;strcasecmp(com_token, "\n") && strcasecmp(com_token, "}");j++)
1623 if (j < TEXTURE_MAXFRAMES + 4)
1625 // remap dp_water to dpwater, dp_reflect to dpreflect, etc.
1626 if(j == 0 && !strncasecmp(com_token, "dp_", 3))
1627 dpsnprintf(parameter[j], sizeof(parameter[j]), "dp%s", &com_token[3]);
1629 strlcpy(parameter[j], com_token, sizeof(parameter[j]));
1630 numparameters = j + 1;
1632 if (!COM_ParseToken_QuakeC(&text, true))
1635 //for (j = numparameters;j < TEXTURE_MAXFRAMES + 4;j++)
1636 // parameter[j][0] = 0;
1637 if (developer_insane.integer)
1639 Con_DPrintf("%s %i: ", shader.name, shader.numlayers - 1);
1640 for (j = 0;j < numparameters;j++)
1641 Con_DPrintf(" %s", parameter[j]);
1644 if (numparameters >= 2 && !strcasecmp(parameter[0], "blendfunc"))
1646 if (numparameters == 2)
1648 if (!strcasecmp(parameter[1], "add"))
1650 layer->blendfunc[0] = GL_ONE;
1651 layer->blendfunc[1] = GL_ONE;
1653 else if (!strcasecmp(parameter[1], "filter"))
1655 layer->blendfunc[0] = GL_DST_COLOR;
1656 layer->blendfunc[1] = GL_ZERO;
1658 else if (!strcasecmp(parameter[1], "blend"))
1660 layer->blendfunc[0] = GL_SRC_ALPHA;
1661 layer->blendfunc[1] = GL_ONE_MINUS_SRC_ALPHA;
1664 else if (numparameters == 3)
1667 for (k = 0;k < 2;k++)
1669 if (!strcasecmp(parameter[k+1], "GL_ONE"))
1670 layer->blendfunc[k] = GL_ONE;
1671 else if (!strcasecmp(parameter[k+1], "GL_ZERO"))
1672 layer->blendfunc[k] = GL_ZERO;
1673 else if (!strcasecmp(parameter[k+1], "GL_SRC_COLOR"))
1674 layer->blendfunc[k] = GL_SRC_COLOR;
1675 else if (!strcasecmp(parameter[k+1], "GL_SRC_ALPHA"))
1676 layer->blendfunc[k] = GL_SRC_ALPHA;
1677 else if (!strcasecmp(parameter[k+1], "GL_DST_COLOR"))
1678 layer->blendfunc[k] = GL_DST_COLOR;
1679 else if (!strcasecmp(parameter[k+1], "GL_DST_ALPHA"))
1680 layer->blendfunc[k] = GL_ONE_MINUS_DST_ALPHA;
1681 else if (!strcasecmp(parameter[k+1], "GL_ONE_MINUS_SRC_COLOR"))
1682 layer->blendfunc[k] = GL_ONE_MINUS_SRC_COLOR;
1683 else if (!strcasecmp(parameter[k+1], "GL_ONE_MINUS_SRC_ALPHA"))
1684 layer->blendfunc[k] = GL_ONE_MINUS_SRC_ALPHA;
1685 else if (!strcasecmp(parameter[k+1], "GL_ONE_MINUS_DST_COLOR"))
1686 layer->blendfunc[k] = GL_ONE_MINUS_DST_COLOR;
1687 else if (!strcasecmp(parameter[k+1], "GL_ONE_MINUS_DST_ALPHA"))
1688 layer->blendfunc[k] = GL_ONE_MINUS_DST_ALPHA;
1690 layer->blendfunc[k] = GL_ONE; // default in case of parsing error
1694 if (numparameters >= 2 && !strcasecmp(parameter[0], "alphafunc"))
1695 layer->alphatest = true;
1696 if (numparameters >= 2 && (!strcasecmp(parameter[0], "map") || !strcasecmp(parameter[0], "clampmap")))
1698 if (!strcasecmp(parameter[0], "clampmap"))
1699 layer->clampmap = true;
1700 layer->numframes = 1;
1701 layer->framerate = 1;
1702 layer->texturename = (char**)Mem_ExpandableArray_AllocRecord (
1703 &q3shader_data->char_ptrs);
1704 layer->texturename[0] = Mem_strdup (q3shaders_mem, parameter[1]);
1705 if (!strcasecmp(parameter[1], "$lightmap"))
1706 shader.lighting = true;
1708 else if (numparameters >= 3 && (!strcasecmp(parameter[0], "animmap") || !strcasecmp(parameter[0], "animclampmap")))
1711 layer->numframes = min(numparameters - 2, TEXTURE_MAXFRAMES);
1712 layer->framerate = atof(parameter[1]);
1713 layer->texturename = (char **) Mem_Alloc (q3shaders_mem, sizeof (char*) * layer->numframes);
1714 for (i = 0;i < layer->numframes;i++)
1715 layer->texturename[i] = Mem_strdup (q3shaders_mem, parameter[i + 2]);
1717 else if (numparameters >= 2 && !strcasecmp(parameter[0], "rgbgen"))
1720 for (i = 0;i < numparameters - 2 && i < Q3RGBGEN_MAXPARMS;i++)
1721 layer->rgbgen.parms[i] = atof(parameter[i+2]);
1722 if (!strcasecmp(parameter[1], "identity")) layer->rgbgen.rgbgen = Q3RGBGEN_IDENTITY;
1723 else if (!strcasecmp(parameter[1], "const")) layer->rgbgen.rgbgen = Q3RGBGEN_CONST;
1724 else if (!strcasecmp(parameter[1], "entity")) layer->rgbgen.rgbgen = Q3RGBGEN_ENTITY;
1725 else if (!strcasecmp(parameter[1], "exactvertex")) layer->rgbgen.rgbgen = Q3RGBGEN_EXACTVERTEX;
1726 else if (!strcasecmp(parameter[1], "identitylighting")) layer->rgbgen.rgbgen = Q3RGBGEN_IDENTITYLIGHTING;
1727 else if (!strcasecmp(parameter[1], "lightingdiffuse")) layer->rgbgen.rgbgen = Q3RGBGEN_LIGHTINGDIFFUSE;
1728 else if (!strcasecmp(parameter[1], "oneminusentity")) layer->rgbgen.rgbgen = Q3RGBGEN_ONEMINUSENTITY;
1729 else if (!strcasecmp(parameter[1], "oneminusvertex")) layer->rgbgen.rgbgen = Q3RGBGEN_ONEMINUSVERTEX;
1730 else if (!strcasecmp(parameter[1], "vertex")) layer->rgbgen.rgbgen = Q3RGBGEN_VERTEX;
1731 else if (!strcasecmp(parameter[1], "wave"))
1733 layer->rgbgen.rgbgen = Q3RGBGEN_WAVE;
1734 layer->rgbgen.wavefunc = Mod_LoadQ3Shaders_EnumerateWaveFunc(parameter[2]);
1735 for (i = 0;i < numparameters - 3 && i < Q3WAVEPARMS;i++)
1736 layer->rgbgen.waveparms[i] = atof(parameter[i+3]);
1738 else Con_DPrintf("%s parsing warning: unknown rgbgen %s\n", search->filenames[fileindex], parameter[1]);
1740 else if (numparameters >= 2 && !strcasecmp(parameter[0], "alphagen"))
1743 for (i = 0;i < numparameters - 2 && i < Q3ALPHAGEN_MAXPARMS;i++)
1744 layer->alphagen.parms[i] = atof(parameter[i+2]);
1745 if (!strcasecmp(parameter[1], "identity")) layer->alphagen.alphagen = Q3ALPHAGEN_IDENTITY;
1746 else if (!strcasecmp(parameter[1], "const")) layer->alphagen.alphagen = Q3ALPHAGEN_CONST;
1747 else if (!strcasecmp(parameter[1], "entity")) layer->alphagen.alphagen = Q3ALPHAGEN_ENTITY;
1748 else if (!strcasecmp(parameter[1], "lightingspecular")) layer->alphagen.alphagen = Q3ALPHAGEN_LIGHTINGSPECULAR;
1749 else if (!strcasecmp(parameter[1], "oneminusentity")) layer->alphagen.alphagen = Q3ALPHAGEN_ONEMINUSENTITY;
1750 else if (!strcasecmp(parameter[1], "oneminusvertex")) layer->alphagen.alphagen = Q3ALPHAGEN_ONEMINUSVERTEX;
1751 else if (!strcasecmp(parameter[1], "portal")) layer->alphagen.alphagen = Q3ALPHAGEN_PORTAL;
1752 else if (!strcasecmp(parameter[1], "vertex")) layer->alphagen.alphagen = Q3ALPHAGEN_VERTEX;
1753 else if (!strcasecmp(parameter[1], "wave"))
1755 layer->alphagen.alphagen = Q3ALPHAGEN_WAVE;
1756 layer->alphagen.wavefunc = Mod_LoadQ3Shaders_EnumerateWaveFunc(parameter[2]);
1757 for (i = 0;i < numparameters - 3 && i < Q3WAVEPARMS;i++)
1758 layer->alphagen.waveparms[i] = atof(parameter[i+3]);
1760 else Con_DPrintf("%s parsing warning: unknown alphagen %s\n", search->filenames[fileindex], parameter[1]);
1762 else if (numparameters >= 2 && (!strcasecmp(parameter[0], "texgen") || !strcasecmp(parameter[0], "tcgen")))
1765 // observed values: tcgen environment
1766 // no other values have been observed in real shaders
1767 for (i = 0;i < numparameters - 2 && i < Q3TCGEN_MAXPARMS;i++)
1768 layer->tcgen.parms[i] = atof(parameter[i+2]);
1769 if (!strcasecmp(parameter[1], "base")) layer->tcgen.tcgen = Q3TCGEN_TEXTURE;
1770 else if (!strcasecmp(parameter[1], "texture")) layer->tcgen.tcgen = Q3TCGEN_TEXTURE;
1771 else if (!strcasecmp(parameter[1], "environment")) layer->tcgen.tcgen = Q3TCGEN_ENVIRONMENT;
1772 else if (!strcasecmp(parameter[1], "lightmap")) layer->tcgen.tcgen = Q3TCGEN_LIGHTMAP;
1773 else if (!strcasecmp(parameter[1], "vector")) layer->tcgen.tcgen = Q3TCGEN_VECTOR;
1774 else Con_DPrintf("%s parsing warning: unknown tcgen mode %s\n", search->filenames[fileindex], parameter[1]);
1776 else if (numparameters >= 2 && !strcasecmp(parameter[0], "tcmod"))
1783 // tcmod stretch sin # # # #
1784 // tcmod stretch triangle # # # #
1785 // tcmod transform # # # # # #
1786 // tcmod turb # # # #
1787 // tcmod turb sin # # # # (this is bogus)
1788 // no other values have been observed in real shaders
1789 for (tcmodindex = 0;tcmodindex < Q3MAXTCMODS;tcmodindex++)
1790 if (!layer->tcmods[tcmodindex].tcmod)
1792 if (tcmodindex < Q3MAXTCMODS)
1794 for (i = 0;i < numparameters - 2 && i < Q3TCMOD_MAXPARMS;i++)
1795 layer->tcmods[tcmodindex].parms[i] = atof(parameter[i+2]);
1796 if (!strcasecmp(parameter[1], "entitytranslate")) layer->tcmods[tcmodindex].tcmod = Q3TCMOD_ENTITYTRANSLATE;
1797 else if (!strcasecmp(parameter[1], "rotate")) layer->tcmods[tcmodindex].tcmod = Q3TCMOD_ROTATE;
1798 else if (!strcasecmp(parameter[1], "scale")) layer->tcmods[tcmodindex].tcmod = Q3TCMOD_SCALE;
1799 else if (!strcasecmp(parameter[1], "scroll")) layer->tcmods[tcmodindex].tcmod = Q3TCMOD_SCROLL;
1800 else if (!strcasecmp(parameter[1], "page")) layer->tcmods[tcmodindex].tcmod = Q3TCMOD_PAGE;
1801 else if (!strcasecmp(parameter[1], "stretch"))
1803 layer->tcmods[tcmodindex].tcmod = Q3TCMOD_STRETCH;
1804 layer->tcmods[tcmodindex].wavefunc = Mod_LoadQ3Shaders_EnumerateWaveFunc(parameter[2]);
1805 for (i = 0;i < numparameters - 3 && i < Q3WAVEPARMS;i++)
1806 layer->tcmods[tcmodindex].waveparms[i] = atof(parameter[i+3]);
1808 else if (!strcasecmp(parameter[1], "transform")) layer->tcmods[tcmodindex].tcmod = Q3TCMOD_TRANSFORM;
1809 else if (!strcasecmp(parameter[1], "turb")) layer->tcmods[tcmodindex].tcmod = Q3TCMOD_TURBULENT;
1810 else Con_DPrintf("%s parsing warning: unknown tcmod mode %s\n", search->filenames[fileindex], parameter[1]);
1813 Con_DPrintf("%s parsing warning: too many tcmods on one layer\n", search->filenames[fileindex]);
1815 // break out a level if it was a closing brace (not using the character here to not confuse vim)
1816 if (!strcasecmp(com_token, "}"))
1819 if (layer->rgbgen.rgbgen == Q3RGBGEN_LIGHTINGDIFFUSE || layer->rgbgen.rgbgen == Q3RGBGEN_VERTEX)
1820 shader.lighting = true;
1821 if (layer->alphagen.alphagen == Q3ALPHAGEN_VERTEX)
1823 if (layer == shader.layers + 0)
1825 // vertex controlled transparency
1826 shader.vertexalpha = true;
1830 // multilayer terrain shader or similar
1831 shader.textureblendalpha = true;
1834 layer->texflags = TEXF_ALPHA;
1835 if (!(shader.surfaceparms & Q3SURFACEPARM_NOMIPMAPS))
1836 layer->texflags |= TEXF_MIPMAP;
1837 if (!(shader.textureflags & Q3TEXTUREFLAG_NOPICMIP))
1838 layer->texflags |= TEXF_PICMIP | TEXF_COMPRESS;
1839 if (layer->clampmap)
1840 layer->texflags |= TEXF_CLAMP;
1844 for (j = 0;strcasecmp(com_token, "\n") && strcasecmp(com_token, "}");j++)
1846 if (j < TEXTURE_MAXFRAMES + 4)
1848 strlcpy(parameter[j], com_token, sizeof(parameter[j]));
1849 numparameters = j + 1;
1851 if (!COM_ParseToken_QuakeC(&text, true))
1854 //for (j = numparameters;j < TEXTURE_MAXFRAMES + 4;j++)
1855 // parameter[j][0] = 0;
1856 if (fileindex == 0 && !strcasecmp(com_token, "}"))
1858 if (developer_insane.integer)
1860 Con_DPrintf("%s: ", shader.name);
1861 for (j = 0;j < numparameters;j++)
1862 Con_DPrintf(" %s", parameter[j]);
1865 if (numparameters < 1)
1867 if (!strcasecmp(parameter[0], "surfaceparm") && numparameters >= 2)
1869 if (!strcasecmp(parameter[1], "alphashadow"))
1870 shader.surfaceparms |= Q3SURFACEPARM_ALPHASHADOW;
1871 else if (!strcasecmp(parameter[1], "areaportal"))
1872 shader.surfaceparms |= Q3SURFACEPARM_AREAPORTAL;
1873 else if (!strcasecmp(parameter[1], "botclip"))
1874 shader.surfaceparms |= Q3SURFACEPARM_BOTCLIP;
1875 else if (!strcasecmp(parameter[1], "clusterportal"))
1876 shader.surfaceparms |= Q3SURFACEPARM_CLUSTERPORTAL;
1877 else if (!strcasecmp(parameter[1], "detail"))
1878 shader.surfaceparms |= Q3SURFACEPARM_DETAIL;
1879 else if (!strcasecmp(parameter[1], "donotenter"))
1880 shader.surfaceparms |= Q3SURFACEPARM_DONOTENTER;
1881 else if (!strcasecmp(parameter[1], "dust"))
1882 shader.surfaceparms |= Q3SURFACEPARM_DUST;
1883 else if (!strcasecmp(parameter[1], "hint"))
1884 shader.surfaceparms |= Q3SURFACEPARM_HINT;
1885 else if (!strcasecmp(parameter[1], "fog"))
1886 shader.surfaceparms |= Q3SURFACEPARM_FOG;
1887 else if (!strcasecmp(parameter[1], "lava"))
1888 shader.surfaceparms |= Q3SURFACEPARM_LAVA;
1889 else if (!strcasecmp(parameter[1], "lightfilter"))
1890 shader.surfaceparms |= Q3SURFACEPARM_LIGHTFILTER;
1891 else if (!strcasecmp(parameter[1], "lightgrid"))
1892 shader.surfaceparms |= Q3SURFACEPARM_LIGHTGRID;
1893 else if (!strcasecmp(parameter[1], "metalsteps"))
1894 shader.surfaceparms |= Q3SURFACEPARM_METALSTEPS;
1895 else if (!strcasecmp(parameter[1], "nodamage"))
1896 shader.surfaceparms |= Q3SURFACEPARM_NODAMAGE;
1897 else if (!strcasecmp(parameter[1], "nodlight"))
1898 shader.surfaceparms |= Q3SURFACEPARM_NODLIGHT;
1899 else if (!strcasecmp(parameter[1], "nodraw"))
1900 shader.surfaceparms |= Q3SURFACEPARM_NODRAW;
1901 else if (!strcasecmp(parameter[1], "nodrop"))
1902 shader.surfaceparms |= Q3SURFACEPARM_NODROP;
1903 else if (!strcasecmp(parameter[1], "noimpact"))
1904 shader.surfaceparms |= Q3SURFACEPARM_NOIMPACT;
1905 else if (!strcasecmp(parameter[1], "nolightmap"))
1906 shader.surfaceparms |= Q3SURFACEPARM_NOLIGHTMAP;
1907 else if (!strcasecmp(parameter[1], "nomarks"))
1908 shader.surfaceparms |= Q3SURFACEPARM_NOMARKS;
1909 else if (!strcasecmp(parameter[1], "nomipmaps"))
1910 shader.surfaceparms |= Q3SURFACEPARM_NOMIPMAPS;
1911 else if (!strcasecmp(parameter[1], "nonsolid"))
1912 shader.surfaceparms |= Q3SURFACEPARM_NONSOLID;
1913 else if (!strcasecmp(parameter[1], "origin"))
1914 shader.surfaceparms |= Q3SURFACEPARM_ORIGIN;
1915 else if (!strcasecmp(parameter[1], "playerclip"))
1916 shader.surfaceparms |= Q3SURFACEPARM_PLAYERCLIP;
1917 else if (!strcasecmp(parameter[1], "sky"))
1918 shader.surfaceparms |= Q3SURFACEPARM_SKY;
1919 else if (!strcasecmp(parameter[1], "slick"))
1920 shader.surfaceparms |= Q3SURFACEPARM_SLICK;
1921 else if (!strcasecmp(parameter[1], "slime"))
1922 shader.surfaceparms |= Q3SURFACEPARM_SLIME;
1923 else if (!strcasecmp(parameter[1], "structural"))
1924 shader.surfaceparms |= Q3SURFACEPARM_STRUCTURAL;
1925 else if (!strcasecmp(parameter[1], "trans"))
1926 shader.surfaceparms |= Q3SURFACEPARM_TRANS;
1927 else if (!strcasecmp(parameter[1], "water"))
1928 shader.surfaceparms |= Q3SURFACEPARM_WATER;
1929 else if (!strcasecmp(parameter[1], "pointlight"))
1930 shader.surfaceparms |= Q3SURFACEPARM_POINTLIGHT;
1931 else if (!strcasecmp(parameter[1], "antiportal"))
1932 shader.surfaceparms |= Q3SURFACEPARM_ANTIPORTAL;
1934 Con_DPrintf("%s parsing warning: unknown surfaceparm \"%s\"\n", search->filenames[fileindex], parameter[1]);
1936 else if (!strcasecmp(parameter[0], "dpshadow"))
1937 shader.dpshadow = true;
1938 else if (!strcasecmp(parameter[0], "dpnoshadow"))
1939 shader.dpnoshadow = true;
1940 else if (!strcasecmp(parameter[0], "dpreflectcube"))
1941 strlcpy(shader.dpreflectcube, parameter[1], sizeof(shader.dpreflectcube));
1942 else if (!strcasecmp(parameter[0], "sky") && numparameters >= 2)
1944 // some q3 skies don't have the sky parm set
1945 shader.surfaceparms |= Q3SURFACEPARM_SKY;
1946 strlcpy(shader.skyboxname, parameter[1], sizeof(shader.skyboxname));
1948 else if (!strcasecmp(parameter[0], "skyparms") && numparameters >= 2)
1950 // some q3 skies don't have the sky parm set
1951 shader.surfaceparms |= Q3SURFACEPARM_SKY;
1952 if (!atoi(parameter[1]) && strcasecmp(parameter[1], "-"))
1953 strlcpy(shader.skyboxname, parameter[1], sizeof(shader.skyboxname));
1955 else if (!strcasecmp(parameter[0], "cull") && numparameters >= 2)
1957 if (!strcasecmp(parameter[1], "disable") || !strcasecmp(parameter[1], "none") || !strcasecmp(parameter[1], "twosided"))
1958 shader.textureflags |= Q3TEXTUREFLAG_TWOSIDED;
1960 else if (!strcasecmp(parameter[0], "nomipmaps"))
1961 shader.surfaceparms |= Q3SURFACEPARM_NOMIPMAPS;
1962 else if (!strcasecmp(parameter[0], "nopicmip"))
1963 shader.textureflags |= Q3TEXTUREFLAG_NOPICMIP;
1964 else if (!strcasecmp(parameter[0], "polygonoffset"))
1965 shader.textureflags |= Q3TEXTUREFLAG_POLYGONOFFSET;
1966 else if (!strcasecmp(parameter[0], "dprefract") && numparameters >= 5)
1968 shader.textureflags |= Q3TEXTUREFLAG_REFRACTION;
1969 shader.refractfactor = atof(parameter[1]);
1970 Vector4Set(shader.refractcolor4f, atof(parameter[2]), atof(parameter[3]), atof(parameter[4]), 1);
1972 else if (!strcasecmp(parameter[0], "dpreflect") && numparameters >= 6)
1974 shader.textureflags |= Q3TEXTUREFLAG_REFLECTION;
1975 shader.reflectfactor = atof(parameter[1]);
1976 Vector4Set(shader.reflectcolor4f, atof(parameter[2]), atof(parameter[3]), atof(parameter[4]), atof(parameter[5]));
1978 else if (!strcasecmp(parameter[0], "dpwater") && numparameters >= 12)
1980 shader.textureflags |= Q3TEXTUREFLAG_WATERSHADER;
1981 shader.reflectmin = atof(parameter[1]);
1982 shader.reflectmax = atof(parameter[2]);
1983 shader.refractfactor = atof(parameter[3]);
1984 shader.reflectfactor = atof(parameter[4]);
1985 Vector4Set(shader.refractcolor4f, atof(parameter[5]), atof(parameter[6]), atof(parameter[7]), 1);
1986 Vector4Set(shader.reflectcolor4f, atof(parameter[8]), atof(parameter[9]), atof(parameter[10]), 1);
1987 shader.r_water_wateralpha = atof(parameter[11]);
1989 else if (!strcasecmp(parameter[0], "dpglossintensitymod") && numparameters >= 2)
1991 shader.specularscalemod = atof(parameter[1]);
1993 else if (!strcasecmp(parameter[0], "dpglossexponentmod") && numparameters >= 2)
1995 shader.specularpowermod = atof(parameter[1]);
1997 else if (!strcasecmp(parameter[0], "deformvertexes") && numparameters >= 2)
2000 for (deformindex = 0;deformindex < Q3MAXDEFORMS;deformindex++)
2001 if (!shader.deforms[deformindex].deform)
2003 if (deformindex < Q3MAXDEFORMS)
2005 for (i = 0;i < numparameters - 2 && i < Q3DEFORM_MAXPARMS;i++)
2006 shader.deforms[deformindex].parms[i] = atof(parameter[i+2]);
2007 if (!strcasecmp(parameter[1], "projectionshadow")) shader.deforms[deformindex].deform = Q3DEFORM_PROJECTIONSHADOW;
2008 else if (!strcasecmp(parameter[1], "autosprite" )) shader.deforms[deformindex].deform = Q3DEFORM_AUTOSPRITE;
2009 else if (!strcasecmp(parameter[1], "autosprite2" )) shader.deforms[deformindex].deform = Q3DEFORM_AUTOSPRITE2;
2010 else if (!strcasecmp(parameter[1], "text0" )) shader.deforms[deformindex].deform = Q3DEFORM_TEXT0;
2011 else if (!strcasecmp(parameter[1], "text1" )) shader.deforms[deformindex].deform = Q3DEFORM_TEXT1;
2012 else if (!strcasecmp(parameter[1], "text2" )) shader.deforms[deformindex].deform = Q3DEFORM_TEXT2;
2013 else if (!strcasecmp(parameter[1], "text3" )) shader.deforms[deformindex].deform = Q3DEFORM_TEXT3;
2014 else if (!strcasecmp(parameter[1], "text4" )) shader.deforms[deformindex].deform = Q3DEFORM_TEXT4;
2015 else if (!strcasecmp(parameter[1], "text5" )) shader.deforms[deformindex].deform = Q3DEFORM_TEXT5;
2016 else if (!strcasecmp(parameter[1], "text6" )) shader.deforms[deformindex].deform = Q3DEFORM_TEXT6;
2017 else if (!strcasecmp(parameter[1], "text7" )) shader.deforms[deformindex].deform = Q3DEFORM_TEXT7;
2018 else if (!strcasecmp(parameter[1], "bulge" )) shader.deforms[deformindex].deform = Q3DEFORM_BULGE;
2019 else if (!strcasecmp(parameter[1], "normal" )) shader.deforms[deformindex].deform = Q3DEFORM_NORMAL;
2020 else if (!strcasecmp(parameter[1], "wave" ))
2022 shader.deforms[deformindex].deform = Q3DEFORM_WAVE;
2023 shader.deforms[deformindex].wavefunc = Mod_LoadQ3Shaders_EnumerateWaveFunc(parameter[3]);
2024 for (i = 0;i < numparameters - 4 && i < Q3WAVEPARMS;i++)
2025 shader.deforms[deformindex].waveparms[i] = atof(parameter[i+4]);
2027 else if (!strcasecmp(parameter[1], "move" ))
2029 shader.deforms[deformindex].deform = Q3DEFORM_MOVE;
2030 shader.deforms[deformindex].wavefunc = Mod_LoadQ3Shaders_EnumerateWaveFunc(parameter[5]);
2031 for (i = 0;i < numparameters - 6 && i < Q3WAVEPARMS;i++)
2032 shader.deforms[deformindex].waveparms[i] = atof(parameter[i+6]);
2037 // pick the primary layer to render with
2038 if (shader.numlayers)
2040 shader.backgroundlayer = -1;
2041 shader.primarylayer = 0;
2042 // if lightmap comes first this is definitely an ordinary texture
2043 // if the first two layers have the correct blendfuncs and use vertex alpha, it is a blended terrain shader
2044 if ((shader.layers[shader.primarylayer].texturename != NULL)
2045 && !strcasecmp(shader.layers[shader.primarylayer].texturename[0], "$lightmap"))
2047 shader.backgroundlayer = -1;
2048 shader.primarylayer = 1;
2050 else if (shader.numlayers >= 2
2051 && shader.layers[1].alphagen.alphagen == Q3ALPHAGEN_VERTEX
2052 && (shader.layers[0].blendfunc[0] == GL_ONE && shader.layers[0].blendfunc[1] == GL_ZERO && !shader.layers[0].alphatest)
2053 && ((shader.layers[1].blendfunc[0] == GL_SRC_ALPHA && shader.layers[1].blendfunc[1] == GL_ONE_MINUS_SRC_ALPHA)
2054 || (shader.layers[1].blendfunc[0] == GL_ONE && shader.layers[1].blendfunc[1] == GL_ZERO && shader.layers[1].alphatest)))
2056 // terrain blending or other effects
2057 shader.backgroundlayer = 0;
2058 shader.primarylayer = 1;
2061 // fix up multiple reflection types
2062 if(shader.textureflags & Q3TEXTUREFLAG_WATERSHADER)
2063 shader.textureflags &= ~(Q3TEXTUREFLAG_REFRACTION | Q3TEXTUREFLAG_REFLECTION);
2065 Q3Shader_AddToHash (&shader);
2069 FS_FreeSearch(search);
2072 q3shaderinfo_t *Mod_LookupQ3Shader(const char *name)
2074 unsigned short hash;
2075 q3shader_hash_entry_t* entry;
2077 Mod_LoadQ3Shaders();
2078 hash = CRC_Block_CaseInsensitive ((const unsigned char *)name, strlen (name));
2079 entry = q3shader_data->hash + (hash % Q3SHADER_HASH_SIZE);
2080 while (entry != NULL)
2082 if (strcasecmp (entry->shader.name, name) == 0)
2083 return &entry->shader;
2084 entry = entry->chain;
2089 qboolean Mod_LoadTextureFromQ3Shader(texture_t *texture, const char *name, qboolean warnmissing, qboolean fallback, int defaulttexflags)
2093 qboolean success = true;
2094 q3shaderinfo_t *shader;
2097 strlcpy(texture->name, name, sizeof(texture->name));
2098 shader = name[0] ? Mod_LookupQ3Shader(name) : NULL;
2101 if(!(defaulttexflags & TEXF_PICMIP))
2102 texflagsmask &= ~TEXF_PICMIP;
2103 if(!(defaulttexflags & TEXF_COMPRESS))
2104 texflagsmask &= ~TEXF_COMPRESS;
2105 texture->specularscalemod = 1; // unless later loaded from the shader
2106 texture->specularpowermod = 1; // unless later loaded from the shader
2107 // WHEN ADDING DEFAULTS HERE, REMEMBER TO SYNC TO SHADER LOADING ABOVE
2108 // HERE, AND Q1BSP LOADING
2109 // JUST GREP FOR "specularscalemod = 1".
2113 if (developer_loading.integer)
2114 Con_Printf("%s: loaded shader for %s\n", loadmodel->name, name);
2115 texture->surfaceparms = shader->surfaceparms;
2117 // allow disabling of picmip or compression by defaulttexflags
2118 texture->textureflags = shader->textureflags & texflagsmask;
2120 if (shader->surfaceparms & Q3SURFACEPARM_SKY)
2122 texture->basematerialflags = MATERIALFLAG_SKY | MATERIALFLAG_NOSHADOW;
2123 if (shader->skyboxname[0])
2125 // quake3 seems to append a _ to the skybox name, so this must do so as well
2126 dpsnprintf(loadmodel->brush.skybox, sizeof(loadmodel->brush.skybox), "%s_", shader->skyboxname);
2129 else if ((texture->surfaceflags & Q3SURFACEFLAG_NODRAW) || shader->numlayers == 0)
2130 texture->basematerialflags = MATERIALFLAG_NODRAW | MATERIALFLAG_NOSHADOW;
2132 texture->basematerialflags = MATERIALFLAG_WALL;
2134 if (shader->layers[0].alphatest)
2135 texture->basematerialflags |= MATERIALFLAG_ALPHATEST | MATERIALFLAG_NOSHADOW;
2136 if (shader->textureflags & Q3TEXTUREFLAG_TWOSIDED)
2137 texture->basematerialflags |= MATERIALFLAG_NOSHADOW | MATERIALFLAG_NOCULLFACE;
2138 if (shader->textureflags & Q3TEXTUREFLAG_POLYGONOFFSET)
2139 texture->biaspolygonoffset -= 2;
2140 if (shader->textureflags & Q3TEXTUREFLAG_REFRACTION)
2141 texture->basematerialflags |= MATERIALFLAG_REFRACTION;
2142 if (shader->textureflags & Q3TEXTUREFLAG_REFLECTION)
2143 texture->basematerialflags |= MATERIALFLAG_REFLECTION;
2144 if (shader->textureflags & Q3TEXTUREFLAG_WATERSHADER)
2145 texture->basematerialflags |= MATERIALFLAG_WATERSHADER;
2146 texture->customblendfunc[0] = GL_ONE;
2147 texture->customblendfunc[1] = GL_ZERO;
2148 if (shader->numlayers > 0)
2150 texture->customblendfunc[0] = shader->layers[0].blendfunc[0];
2151 texture->customblendfunc[1] = shader->layers[0].blendfunc[1];
2153 Q3 shader blendfuncs actually used in the game (* = supported by DP)
2154 * additive GL_ONE GL_ONE
2155 additive weird GL_ONE GL_SRC_ALPHA
2156 additive weird 2 GL_ONE GL_ONE_MINUS_SRC_ALPHA
2157 * alpha GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA
2158 alpha inverse GL_ONE_MINUS_SRC_ALPHA GL_SRC_ALPHA
2159 brighten GL_DST_COLOR GL_ONE
2160 brighten GL_ONE GL_SRC_COLOR
2161 brighten weird GL_DST_COLOR GL_ONE_MINUS_DST_ALPHA
2162 brighten weird 2 GL_DST_COLOR GL_SRC_ALPHA
2163 * modulate GL_DST_COLOR GL_ZERO
2164 * modulate GL_ZERO GL_SRC_COLOR
2165 modulate inverse GL_ZERO GL_ONE_MINUS_SRC_COLOR
2166 modulate inverse alpha GL_ZERO GL_SRC_ALPHA
2167 modulate weird inverse GL_ONE_MINUS_DST_COLOR GL_ZERO
2168 * modulate x2 GL_DST_COLOR GL_SRC_COLOR
2169 * no blend GL_ONE GL_ZERO
2170 nothing GL_ZERO GL_ONE
2172 // if not opaque, figure out what blendfunc to use
2173 if (shader->layers[0].blendfunc[0] != GL_ONE || shader->layers[0].blendfunc[1] != GL_ZERO)
2175 if (shader->layers[0].blendfunc[0] == GL_ONE && shader->layers[0].blendfunc[1] == GL_ONE)
2176 texture->basematerialflags |= MATERIALFLAG_ADD | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
2177 else if (shader->layers[0].blendfunc[0] == GL_SRC_ALPHA && shader->layers[0].blendfunc[1] == GL_ONE)
2178 texture->basematerialflags |= MATERIALFLAG_ADD | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
2179 else if (shader->layers[0].blendfunc[0] == GL_SRC_ALPHA && shader->layers[0].blendfunc[1] == GL_ONE_MINUS_SRC_ALPHA)
2180 texture->basematerialflags |= MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
2182 texture->basematerialflags |= MATERIALFLAG_CUSTOMBLEND | MATERIALFLAG_FULLBRIGHT | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
2185 if (!shader->lighting)
2186 texture->basematerialflags |= MATERIALFLAG_FULLBRIGHT;
2187 if (shader->primarylayer >= 0)
2189 q3shaderinfo_layer_t* primarylayer = shader->layers + shader->primarylayer;
2190 // copy over many primarylayer parameters
2191 texture->rgbgen = primarylayer->rgbgen;
2192 texture->alphagen = primarylayer->alphagen;
2193 texture->tcgen = primarylayer->tcgen;
2194 memcpy(texture->tcmods, primarylayer->tcmods, sizeof(texture->tcmods));
2195 // load the textures
2196 texture->numskinframes = primarylayer->numframes;
2197 texture->skinframerate = primarylayer->framerate;
2198 for (j = 0;j < primarylayer->numframes;j++)
2200 if(cls.state == ca_dedicated)
2202 texture->skinframes[j] = NULL;
2204 else if (!(texture->skinframes[j] = R_SkinFrame_LoadExternal(primarylayer->texturename[j], primarylayer->texflags & texflagsmask, false)))
2206 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);
2207 texture->skinframes[j] = R_SkinFrame_LoadMissing();
2211 if (shader->backgroundlayer >= 0)
2213 q3shaderinfo_layer_t* backgroundlayer = shader->layers + shader->backgroundlayer;
2214 // copy over one secondarylayer parameter
2215 memcpy(texture->backgroundtcmods, backgroundlayer->tcmods, sizeof(texture->backgroundtcmods));
2216 // load the textures
2217 texture->backgroundnumskinframes = backgroundlayer->numframes;
2218 texture->backgroundskinframerate = backgroundlayer->framerate;
2219 for (j = 0;j < backgroundlayer->numframes;j++)
2221 if(cls.state == ca_dedicated)
2223 texture->skinframes[j] = NULL;
2225 else if (!(texture->backgroundskinframes[j] = R_SkinFrame_LoadExternal(backgroundlayer->texturename[j], backgroundlayer->texflags & texflagsmask, false)))
2227 Con_Printf("^1%s:^7 could not load texture ^3\"%s\"^7 (background frame %i) for shader ^2\"%s\"\n", loadmodel->name, backgroundlayer->texturename[j], j, texture->name);
2228 texture->backgroundskinframes[j] = R_SkinFrame_LoadMissing();
2232 if (shader->dpshadow)
2233 texture->basematerialflags &= ~MATERIALFLAG_NOSHADOW;
2234 if (shader->dpnoshadow)
2235 texture->basematerialflags |= MATERIALFLAG_NOSHADOW;
2236 memcpy(texture->deforms, shader->deforms, sizeof(texture->deforms));
2237 texture->reflectmin = shader->reflectmin;
2238 texture->reflectmax = shader->reflectmax;
2239 texture->refractfactor = shader->refractfactor;
2240 Vector4Copy(shader->refractcolor4f, texture->refractcolor4f);
2241 texture->reflectfactor = shader->reflectfactor;
2242 Vector4Copy(shader->reflectcolor4f, texture->reflectcolor4f);
2243 texture->r_water_wateralpha = shader->r_water_wateralpha;
2244 texture->specularscalemod = shader->specularscalemod;
2245 texture->specularpowermod = shader->specularpowermod;
2246 if (shader->dpreflectcube[0])
2247 texture->reflectcubetexture = R_GetCubemap(shader->dpreflectcube);
2249 else if (!strcmp(texture->name, "noshader") || !texture->name[0])
2251 if (developer_extra.integer)
2252 Con_DPrintf("^1%s:^7 using fallback noshader material for ^3\"%s\"\n", loadmodel->name, name);
2253 texture->surfaceparms = 0;
2255 else if (!strcmp(texture->name, "common/nodraw") || !strcmp(texture->name, "textures/common/nodraw"))
2257 if (developer_extra.integer)
2258 Con_DPrintf("^1%s:^7 using fallback nodraw material for ^3\"%s\"\n", loadmodel->name, name);
2259 texture->surfaceparms = 0;
2260 texture->basematerialflags = MATERIALFLAG_NODRAW | MATERIALFLAG_NOSHADOW;
2264 if (developer_extra.integer)
2265 Con_DPrintf("^1%s:^7 No shader found for texture ^3\"%s\"\n", loadmodel->name, texture->name);
2266 texture->surfaceparms = 0;
2267 if (texture->surfaceflags & Q3SURFACEFLAG_NODRAW)
2268 texture->basematerialflags |= MATERIALFLAG_NODRAW | MATERIALFLAG_NOSHADOW;
2269 else if (texture->surfaceflags & Q3SURFACEFLAG_SKY)
2270 texture->basematerialflags |= MATERIALFLAG_SKY | MATERIALFLAG_NOSHADOW;
2272 texture->basematerialflags |= MATERIALFLAG_WALL;
2273 texture->numskinframes = 1;
2274 if(cls.state == ca_dedicated)
2276 texture->skinframes[0] = NULL;
2282 if ((texture->skinframes[0] = R_SkinFrame_LoadExternal(texture->name, defaulttexflags, false)))
2284 if(texture->skinframes[0]->hasalpha)
2285 texture->basematerialflags |= MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
2292 if (!success && warnmissing)
2293 Con_Printf("^1%s:^7 could not load texture ^3\"%s\"\n", loadmodel->name, texture->name);
2296 // init the animation variables
2297 texture->currentframe = texture;
2298 if (texture->numskinframes < 1)
2299 texture->numskinframes = 1;
2300 if (!texture->skinframes[0])
2301 texture->skinframes[0] = R_SkinFrame_LoadMissing();
2302 texture->currentskinframe = texture->skinframes[0];
2303 texture->backgroundcurrentskinframe = texture->backgroundskinframes[0];
2307 skinfile_t *Mod_LoadSkinFiles(void)
2309 int i, words, line, wordsoverflow;
2312 skinfile_t *skinfile = NULL, *first = NULL;
2313 skinfileitem_t *skinfileitem;
2314 char word[10][MAX_QPATH];
2318 U_bodyBox,models/players/Legoman/BikerA2.tga
2319 U_RArm,models/players/Legoman/BikerA1.tga
2320 U_LArm,models/players/Legoman/BikerA1.tga
2321 U_armor,common/nodraw
2322 U_sword,common/nodraw
2323 U_shield,common/nodraw
2324 U_homb,common/nodraw
2325 U_backpack,common/nodraw
2326 U_colcha,common/nodraw
2331 memset(word, 0, sizeof(word));
2332 for (i = 0;i < 256 && (data = text = (char *)FS_LoadFile(va("%s_%i.skin", loadmodel->name, i), tempmempool, true, NULL));i++)
2334 // If it's the first file we parse
2335 if (skinfile == NULL)
2337 skinfile = (skinfile_t *)Mem_Alloc(loadmodel->mempool, sizeof(skinfile_t));
2342 skinfile->next = (skinfile_t *)Mem_Alloc(loadmodel->mempool, sizeof(skinfile_t));
2343 skinfile = skinfile->next;
2345 skinfile->next = NULL;
2347 for(line = 0;;line++)
2350 if (!COM_ParseToken_QuakeC(&data, true))
2352 if (!strcmp(com_token, "\n"))
2355 wordsoverflow = false;
2359 strlcpy(word[words++], com_token, sizeof (word[0]));
2361 wordsoverflow = true;
2363 while (COM_ParseToken_QuakeC(&data, true) && strcmp(com_token, "\n"));
2366 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);
2369 // words is always >= 1
2370 if (!strcmp(word[0], "replace"))
2374 if (developer_loading.integer)
2375 Con_Printf("Mod_LoadSkinFiles: parsed mesh \"%s\" shader replacement \"%s\"\n", word[1], word[2]);
2376 skinfileitem = (skinfileitem_t *)Mem_Alloc(loadmodel->mempool, sizeof(skinfileitem_t));
2377 skinfileitem->next = skinfile->items;
2378 skinfile->items = skinfileitem;
2379 strlcpy (skinfileitem->name, word[1], sizeof (skinfileitem->name));
2380 strlcpy (skinfileitem->replacement, word[2], sizeof (skinfileitem->replacement));
2383 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]);
2385 else if (words >= 2 && !strncmp(word[0], "tag_", 4))
2387 // tag name, like "tag_weapon,"
2388 // not used for anything (not even in Quake3)
2390 else if (words >= 2 && !strcmp(word[1], ","))
2392 // mesh shader name, like "U_RArm,models/players/Legoman/BikerA1.tga"
2393 if (developer_loading.integer)
2394 Con_Printf("Mod_LoadSkinFiles: parsed mesh \"%s\" shader replacement \"%s\"\n", word[0], word[2]);
2395 skinfileitem = (skinfileitem_t *)Mem_Alloc(loadmodel->mempool, sizeof(skinfileitem_t));
2396 skinfileitem->next = skinfile->items;
2397 skinfile->items = skinfileitem;
2398 strlcpy (skinfileitem->name, word[0], sizeof (skinfileitem->name));
2399 strlcpy (skinfileitem->replacement, word[2], sizeof (skinfileitem->replacement));
2402 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);
2407 loadmodel->numskins = i;
2411 void Mod_FreeSkinFiles(skinfile_t *skinfile)
2414 skinfileitem_t *skinfileitem, *nextitem;
2415 for (;skinfile;skinfile = next)
2417 next = skinfile->next;
2418 for (skinfileitem = skinfile->items;skinfileitem;skinfileitem = nextitem)
2420 nextitem = skinfileitem->next;
2421 Mem_Free(skinfileitem);
2427 int Mod_CountSkinFiles(skinfile_t *skinfile)
2430 for (i = 0;skinfile;skinfile = skinfile->next, i++);
2434 void Mod_SnapVertices(int numcomponents, int numvertices, float *vertices, float snap)
2437 double isnap = 1.0 / snap;
2438 for (i = 0;i < numvertices*numcomponents;i++)
2439 vertices[i] = floor(vertices[i]*isnap)*snap;
2442 int Mod_RemoveDegenerateTriangles(int numtriangles, const int *inelement3i, int *outelement3i, const float *vertex3f)
2444 int i, outtriangles;
2445 float edgedir1[3], edgedir2[3], temp[3];
2446 // a degenerate triangle is one with no width (thickness, surface area)
2447 // these are characterized by having all 3 points colinear (along a line)
2448 // or having two points identical
2449 // the simplest check is to calculate the triangle's area
2450 for (i = 0, outtriangles = 0;i < numtriangles;i++, inelement3i += 3)
2452 // calculate first edge
2453 VectorSubtract(vertex3f + inelement3i[1] * 3, vertex3f + inelement3i[0] * 3, edgedir1);
2454 VectorSubtract(vertex3f + inelement3i[2] * 3, vertex3f + inelement3i[0] * 3, edgedir2);
2455 CrossProduct(edgedir1, edgedir2, temp);
2456 if (VectorLength2(temp) < 0.001f)
2457 continue; // degenerate triangle (no area)
2458 // valid triangle (has area)
2459 VectorCopy(inelement3i, outelement3i);
2463 return outtriangles;
2466 void Mod_VertexRangeFromElements(int numelements, const int *elements, int *firstvertexpointer, int *lastvertexpointer)
2469 int firstvertex, lastvertex;
2470 if (numelements > 0 && elements)
2472 firstvertex = lastvertex = elements[0];
2473 for (i = 1;i < numelements;i++)
2476 firstvertex = min(firstvertex, e);
2477 lastvertex = max(lastvertex, e);
2481 firstvertex = lastvertex = 0;
2482 if (firstvertexpointer)
2483 *firstvertexpointer = firstvertex;
2484 if (lastvertexpointer)
2485 *lastvertexpointer = lastvertex;
2488 void Mod_MakeSortedSurfaces(dp_model_t *mod)
2490 // make an optimal set of texture-sorted batches to draw...
2492 int *firstsurfacefortexture;
2493 int *numsurfacesfortexture;
2494 if (!mod->sortedmodelsurfaces)
2495 mod->sortedmodelsurfaces = (int *) Mem_Alloc(loadmodel->mempool, mod->nummodelsurfaces * sizeof(*mod->sortedmodelsurfaces));
2496 firstsurfacefortexture = (int *) Mem_Alloc(tempmempool, mod->num_textures * sizeof(*firstsurfacefortexture));
2497 numsurfacesfortexture = (int *) Mem_Alloc(tempmempool, mod->num_textures * sizeof(*numsurfacesfortexture));
2498 memset(numsurfacesfortexture, 0, mod->num_textures * sizeof(*numsurfacesfortexture));
2499 for (j = 0;j < mod->nummodelsurfaces;j++)
2501 const msurface_t *surface = mod->data_surfaces + j + mod->firstmodelsurface;
2502 int t = (int)(surface->texture - mod->data_textures);
2503 numsurfacesfortexture[t]++;
2506 for (t = 0;t < mod->num_textures;t++)
2508 firstsurfacefortexture[t] = j;
2509 j += numsurfacesfortexture[t];
2511 for (j = 0;j < mod->nummodelsurfaces;j++)
2513 const msurface_t *surface = mod->data_surfaces + j + mod->firstmodelsurface;
2514 int t = (int)(surface->texture - mod->data_textures);
2515 mod->sortedmodelsurfaces[firstsurfacefortexture[t]++] = j + mod->firstmodelsurface;
2517 Mem_Free(firstsurfacefortexture);
2518 Mem_Free(numsurfacesfortexture);
2521 void Mod_BuildVBOs(void)
2523 if (gl_paranoid.integer && loadmodel->surfmesh.data_element3s && loadmodel->surfmesh.data_element3i)
2526 for (i = 0;i < loadmodel->surfmesh.num_triangles*3;i++)
2528 if (loadmodel->surfmesh.data_element3s[i] != loadmodel->surfmesh.data_element3i[i])
2530 Con_Printf("Mod_BuildVBOs: element %u is incorrect (%u should be %u)\n", i, loadmodel->surfmesh.data_element3s[i], loadmodel->surfmesh.data_element3i[i]);
2531 loadmodel->surfmesh.data_element3s[i] = loadmodel->surfmesh.data_element3i[i];
2536 if (!vid.support.arb_vertex_buffer_object)
2538 // only build a vbo if one has not already been created (this is important for brush models which load specially)
2539 if (loadmodel->surfmesh.vbo)
2542 // element buffer is easy because it's just one array
2543 if (loadmodel->surfmesh.num_triangles)
2545 if (loadmodel->surfmesh.data_element3s)
2546 loadmodel->surfmesh.ebo3s = R_Mesh_CreateStaticBufferObject(GL_ELEMENT_ARRAY_BUFFER_ARB, loadmodel->surfmesh.data_element3s, loadmodel->surfmesh.num_triangles * sizeof(unsigned short[3]), loadmodel->name);
2548 loadmodel->surfmesh.ebo3i = R_Mesh_CreateStaticBufferObject(GL_ELEMENT_ARRAY_BUFFER_ARB, loadmodel->surfmesh.data_element3i, loadmodel->surfmesh.num_triangles * sizeof(unsigned int[3]), loadmodel->name);
2551 // vertex buffer is several arrays and we put them in the same buffer
2553 // is this wise? the texcoordtexture2f array is used with dynamic
2554 // vertex/svector/tvector/normal when rendering animated models, on the
2555 // other hand animated models don't use a lot of vertices anyway...
2556 if (loadmodel->surfmesh.num_vertices)
2561 loadmodel->surfmesh.vbooffset_vertex3f = size;if (loadmodel->surfmesh.data_vertex3f ) size += loadmodel->surfmesh.num_vertices * sizeof(float[3]);
2562 loadmodel->surfmesh.vbooffset_svector3f = size;if (loadmodel->surfmesh.data_svector3f ) size += loadmodel->surfmesh.num_vertices * sizeof(float[3]);
2563 loadmodel->surfmesh.vbooffset_tvector3f = size;if (loadmodel->surfmesh.data_tvector3f ) size += loadmodel->surfmesh.num_vertices * sizeof(float[3]);
2564 loadmodel->surfmesh.vbooffset_normal3f = size;if (loadmodel->surfmesh.data_normal3f ) size += loadmodel->surfmesh.num_vertices * sizeof(float[3]);
2565 loadmodel->surfmesh.vbooffset_texcoordtexture2f = size;if (loadmodel->surfmesh.data_texcoordtexture2f ) size += loadmodel->surfmesh.num_vertices * sizeof(float[2]);
2566 loadmodel->surfmesh.vbooffset_texcoordlightmap2f = size;if (loadmodel->surfmesh.data_texcoordlightmap2f) size += loadmodel->surfmesh.num_vertices * sizeof(float[2]);
2567 loadmodel->surfmesh.vbooffset_lightmapcolor4f = size;if (loadmodel->surfmesh.data_lightmapcolor4f ) size += loadmodel->surfmesh.num_vertices * sizeof(float[4]);
2568 mem = (unsigned char *)Mem_Alloc(tempmempool, size);
2569 if (loadmodel->surfmesh.data_vertex3f ) memcpy(mem + loadmodel->surfmesh.vbooffset_vertex3f , loadmodel->surfmesh.data_vertex3f , loadmodel->surfmesh.num_vertices * sizeof(float[3]));
2570 if (loadmodel->surfmesh.data_svector3f ) memcpy(mem + loadmodel->surfmesh.vbooffset_svector3f , loadmodel->surfmesh.data_svector3f , loadmodel->surfmesh.num_vertices * sizeof(float[3]));
2571 if (loadmodel->surfmesh.data_tvector3f ) memcpy(mem + loadmodel->surfmesh.vbooffset_tvector3f , loadmodel->surfmesh.data_tvector3f , loadmodel->surfmesh.num_vertices * sizeof(float[3]));
2572 if (loadmodel->surfmesh.data_normal3f ) memcpy(mem + loadmodel->surfmesh.vbooffset_normal3f , loadmodel->surfmesh.data_normal3f , loadmodel->surfmesh.num_vertices * sizeof(float[3]));
2573 if (loadmodel->surfmesh.data_texcoordtexture2f ) memcpy(mem + loadmodel->surfmesh.vbooffset_texcoordtexture2f , loadmodel->surfmesh.data_texcoordtexture2f , loadmodel->surfmesh.num_vertices * sizeof(float[2]));
2574 if (loadmodel->surfmesh.data_texcoordlightmap2f) memcpy(mem + loadmodel->surfmesh.vbooffset_texcoordlightmap2f, loadmodel->surfmesh.data_texcoordlightmap2f, loadmodel->surfmesh.num_vertices * sizeof(float[2]));
2575 if (loadmodel->surfmesh.data_lightmapcolor4f ) memcpy(mem + loadmodel->surfmesh.vbooffset_lightmapcolor4f , loadmodel->surfmesh.data_lightmapcolor4f , loadmodel->surfmesh.num_vertices * sizeof(float[4]));
2576 loadmodel->surfmesh.vbo = R_Mesh_CreateStaticBufferObject(GL_ARRAY_BUFFER_ARB, mem, size, loadmodel->name);
2581 static void Mod_Decompile_OBJ(dp_model_t *model, const char *filename, const char *mtlfilename, const char *originalfilename)
2583 int vertexindex, surfaceindex, triangleindex, textureindex, countvertices = 0, countsurfaces = 0, countfaces = 0, counttextures = 0;
2585 const char *texname;
2587 const float *v, *vn, *vt;
2589 size_t outbufferpos = 0;
2590 size_t outbuffermax = 0x100000;
2591 char *outbuffer = (char *) Z_Malloc(outbuffermax), *oldbuffer;
2592 const msurface_t *surface;
2593 const int maxtextures = 256;
2594 char *texturenames = (char *) Z_Malloc(maxtextures * MAX_QPATH);
2596 // construct the mtllib file
2597 l = dpsnprintf(outbuffer + outbufferpos, outbuffermax - outbufferpos, "# mtllib for %s exported by darkplaces engine\n", originalfilename);
2600 for (surfaceindex = 0, surface = model->data_surfaces;surfaceindex < model->num_surfaces;surfaceindex++, surface++)
2603 countvertices += surface->num_vertices;
2604 countfaces += surface->num_triangles;
2605 texname = (surface->texture && surface->texture->name[0]) ? surface->texture->name : "default";
2606 for (textureindex = 0;textureindex < counttextures;textureindex++)
2607 if (!strcmp(texturenames + textureindex * MAX_QPATH, texname))
2609 if (textureindex < counttextures)
2610 continue; // already wrote this material entry
2611 if (textureindex >= maxtextures)
2612 continue; // just a precaution
2613 textureindex = counttextures++;
2614 strlcpy(texturenames + textureindex * MAX_QPATH, texname, MAX_QPATH);
2615 if (outbufferpos >= outbuffermax >> 1)
2618 oldbuffer = outbuffer;
2619 outbuffer = (char *) Z_Malloc(outbuffermax);
2620 memcpy(outbuffer, oldbuffer, outbufferpos);
2623 l = dpsnprintf(outbuffer + outbufferpos, outbuffermax - outbufferpos, "newmtl %s\nNs 96.078431\nKa 0 0 0\nKd 0.64 0.64 0.64\nKs 0.5 0.5 0.5\nNi 1\nd 1\nillum 2\nmap_Kd %s%s\n\n", texname, texname, strstr(texname, ".tga") ? "" : ".tga");
2628 // write the mtllib file
2629 FS_WriteFile(mtlfilename, outbuffer, outbufferpos);
2632 // construct the obj file
2633 l = dpsnprintf(outbuffer + outbufferpos, outbuffermax - outbufferpos, "# model exported from %s by darkplaces engine\n# %i vertices, %i faces, %i surfaces\nmtllib %s\n", originalfilename, countvertices, countfaces, countsurfaces, mtlfilename);
2636 for (vertexindex = 0, v = model->surfmesh.data_vertex3f, vn = model->surfmesh.data_normal3f, vt = model->surfmesh.data_texcoordtexture2f;vertexindex < model->surfmesh.num_vertices;vertexindex++, v += 3, vn += 3, vt += 2)
2638 if (outbufferpos >= outbuffermax >> 1)
2641 oldbuffer = outbuffer;
2642 outbuffer = (char *) Z_Malloc(outbuffermax);
2643 memcpy(outbuffer, oldbuffer, outbufferpos);
2646 l = dpsnprintf(outbuffer + outbufferpos, outbuffermax - outbufferpos, "v %f %f %f\nvn %f %f %f\nvt %f %f\n", v[0], v[2], -v[1], vn[0], vn[2], -vn[1], vt[0], 1-vt[1]);
2650 for (surfaceindex = 0, surface = model->data_surfaces;surfaceindex < model->num_surfaces;surfaceindex++, surface++)
2652 l = dpsnprintf(outbuffer + outbufferpos, outbuffermax - outbufferpos, "usemtl %s\n", (surface->texture && surface->texture->name[0]) ? surface->texture->name : "default");
2655 for (triangleindex = 0, e = model->surfmesh.data_element3i + surface->num_firsttriangle * 3;triangleindex < surface->num_triangles;triangleindex++, e += 3)
2657 if (outbufferpos >= outbuffermax >> 1)
2660 oldbuffer = outbuffer;
2661 outbuffer = (char *) Z_Malloc(outbuffermax);
2662 memcpy(outbuffer, oldbuffer, outbufferpos);
2668 l = dpsnprintf(outbuffer + outbufferpos, outbuffermax - outbufferpos, "f %i/%i/%i %i/%i/%i %i/%i/%i\n", a,a,a,b,b,b,c,c,c);
2674 // write the obj file
2675 FS_WriteFile(filename, outbuffer, outbufferpos);
2679 Z_Free(texturenames);
2682 Con_Printf("Wrote %s (%i bytes, %i vertices, %i faces, %i surfaces with %i distinct textures)\n", filename, (int)outbufferpos, countvertices, countfaces, countsurfaces, counttextures);
2685 static void Mod_Decompile_SMD(dp_model_t *model, const char *filename, int firstpose, int numposes, qboolean writetriangles)
2687 int countnodes = 0, counttriangles = 0, countframes = 0;
2695 size_t outbufferpos = 0;
2696 size_t outbuffermax = 0x100000;
2697 char *outbuffer = (char *) Z_Malloc(outbuffermax), *oldbuffer;
2698 const msurface_t *surface;
2699 l = dpsnprintf(outbuffer + outbufferpos, outbuffermax - outbufferpos, "version 1\nnodes\n");
2702 for (transformindex = 0;transformindex < model->num_bones;transformindex++)
2704 if (outbufferpos >= outbuffermax >> 1)
2707 oldbuffer = outbuffer;
2708 outbuffer = (char *) Z_Malloc(outbuffermax);
2709 memcpy(outbuffer, oldbuffer, outbufferpos);
2713 l = dpsnprintf(outbuffer + outbufferpos, outbuffermax - outbufferpos, "%3i \"%s\" %3i\n", transformindex, model->data_bones[transformindex].name, model->data_bones[transformindex].parent);
2717 l = dpsnprintf(outbuffer + outbufferpos, outbuffermax - outbufferpos, "end\nskeleton\n");
2720 for (poseindex = 0;poseindex < numposes;poseindex++)
2723 l = dpsnprintf(outbuffer + outbufferpos, outbuffermax - outbufferpos, "time %i\n", poseindex);
2726 for (transformindex = 0;transformindex < model->num_bones;transformindex++)
2730 matrix4x4_t posematrix;
2731 if (outbufferpos >= outbuffermax >> 1)
2734 oldbuffer = outbuffer;
2735 outbuffer = (char *) Z_Malloc(outbuffermax);
2736 memcpy(outbuffer, oldbuffer, outbufferpos);
2740 // strangely the smd angles are for a transposed matrix, so we
2741 // have to generate a transposed matrix, then convert that...
2742 Matrix4x4_FromBonePose6s(&posematrix, model->num_posescale, model->data_poses6s + 6*(model->num_bones * poseindex + transformindex));
2743 Matrix4x4_ToArray12FloatGL(&posematrix, mtest[0]);
2744 AnglesFromVectors(angles, mtest[0], mtest[2], false);
2745 if (angles[0] >= 180) angles[0] -= 360;
2746 if (angles[1] >= 180) angles[1] -= 360;
2747 if (angles[2] >= 180) angles[2] -= 360;
2751 float a = DEG2RAD(angles[ROLL]);
2752 float b = DEG2RAD(angles[PITCH]);
2753 float c = DEG2RAD(angles[YAW]);
2754 float cy, sy, cp, sp, cr, sr;
2756 // smd matrix construction, for comparing
2767 test[1][0] = sr*sp*cy+cr*-sy;
2768 test[1][1] = sr*sp*sy+cr*cy;
2770 test[2][0] = (cr*sp*cy+-sr*-sy);
2771 test[2][1] = (cr*sp*sy+-sr*cy);
2773 test[3][0] = pose[9];
2774 test[3][1] = pose[10];
2775 test[3][2] = pose[11];
2778 l = dpsnprintf(outbuffer + outbufferpos, outbuffermax - outbufferpos, "%3i %f %f %f %f %f %f\n", transformindex, mtest[3][0], mtest[3][1], mtest[3][2], DEG2RAD(angles[ROLL]), DEG2RAD(angles[PITCH]), DEG2RAD(angles[YAW]));
2783 l = dpsnprintf(outbuffer + outbufferpos, outbuffermax - outbufferpos, "end\n");
2788 l = dpsnprintf(outbuffer + outbufferpos, outbuffermax - outbufferpos, "triangles\n");
2791 for (surfaceindex = 0, surface = model->data_surfaces;surfaceindex < model->num_surfaces;surfaceindex++, surface++)
2793 for (triangleindex = 0, e = model->surfmesh.data_element3i + surface->num_firsttriangle * 3;triangleindex < surface->num_triangles;triangleindex++, e += 3)
2796 if (outbufferpos >= outbuffermax >> 1)
2799 oldbuffer = outbuffer;
2800 outbuffer = (char *) Z_Malloc(outbuffermax);
2801 memcpy(outbuffer, oldbuffer, outbufferpos);
2804 l = dpsnprintf(outbuffer + outbufferpos, outbuffermax - outbufferpos, "%s\n", surface->texture && surface->texture->name[0] ? surface->texture->name : "default.bmp");
2807 for (cornerindex = 0;cornerindex < 3;cornerindex++)
2809 const int index = e[2-cornerindex];
2810 const float *v = model->surfmesh.data_vertex3f + index * 3;
2811 const float *vn = model->surfmesh.data_normal3f + index * 3;
2812 const float *vt = model->surfmesh.data_texcoordtexture2f + index * 2;
2813 const int *wi = model->surfmesh.data_vertexweightindex4i + index * 4;
2814 const float *wf = model->surfmesh.data_vertexweightinfluence4f + index * 4;
2815 if (wf[3]) l = dpsnprintf(outbuffer + outbufferpos, outbuffermax - outbufferpos, "%3i %f %f %f %f %f %f %f %f 4 %i %f %i %f %i %f %i %f\n", wi[0], v[0], v[1], v[2], vn[0], vn[1], vn[2], vt[0], 1 - vt[1], wi[0], wf[0], wi[1], wf[1], wi[2], wf[2], wi[3], wf[3]);
2816 else if (wf[2]) l = dpsnprintf(outbuffer + outbufferpos, outbuffermax - outbufferpos, "%3i %f %f %f %f %f %f %f %f 3 %i %f %i %f %i %f\n" , wi[0], v[0], v[1], v[2], vn[0], vn[1], vn[2], vt[0], 1 - vt[1], wi[0], wf[0], wi[1], wf[1], wi[2], wf[2]);
2817 else if (wf[1]) l = dpsnprintf(outbuffer + outbufferpos, outbuffermax - outbufferpos, "%3i %f %f %f %f %f %f %f %f 2 %i %f %i %f\n" , wi[0], v[0], v[1], v[2], vn[0], vn[1], vn[2], vt[0], 1 - vt[1], wi[0], wf[0], wi[1], wf[1]);
2818 else l = dpsnprintf(outbuffer + outbufferpos, outbuffermax - outbufferpos, "%3i %f %f %f %f %f %f %f %f\n" , wi[0], v[0], v[1], v[2], vn[0], vn[1], vn[2], vt[0], 1 - vt[1]);
2824 l = dpsnprintf(outbuffer + outbufferpos, outbuffermax - outbufferpos, "end\n");
2829 FS_WriteFile(filename, outbuffer, outbufferpos);
2832 Con_Printf("Wrote %s (%i bytes, %i nodes, %i frames, %i triangles)\n", filename, (int)outbufferpos, countnodes, countframes, counttriangles);
2839 decompiles a model to editable files
2842 static void Mod_Decompile_f(void)
2844 int i, j, k, l, first, count;
2846 char inname[MAX_QPATH];
2847 char outname[MAX_QPATH];
2848 char mtlname[MAX_QPATH];
2849 char basename[MAX_QPATH];
2850 char animname[MAX_QPATH];
2851 char animname2[MAX_QPATH];
2852 char zymtextbuffer[16384];
2853 char dpmtextbuffer[16384];
2854 int zymtextsize = 0;
2855 int dpmtextsize = 0;
2857 if (Cmd_Argc() != 2)
2859 Con_Print("usage: modeldecompile <filename>\n");
2863 strlcpy(inname, Cmd_Argv(1), sizeof(inname));
2864 FS_StripExtension(inname, basename, sizeof(basename));
2866 mod = Mod_ForName(inname, false, true, inname[0] == '*' ? cl.model_name[1] : NULL);
2867 if (mod->brush.submodel)
2869 // if we're decompiling a submodel, be sure to give it a proper name based on its parent
2870 FS_StripExtension(cl.model_name[1], outname, sizeof(outname));
2871 dpsnprintf(basename, sizeof(basename), "%s/%s", outname, mod->name);
2876 Con_Print("No such model\n");
2879 if (!mod->surfmesh.num_triangles)
2881 Con_Print("Empty model (or sprite)\n");
2885 // export OBJ if possible (not on sprites)
2886 if (mod->surfmesh.num_triangles)
2888 dpsnprintf(outname, sizeof(outname), "%s_decompiled.obj", basename);
2889 dpsnprintf(mtlname, sizeof(mtlname), "%s_decompiled.mtl", basename);
2890 Mod_Decompile_OBJ(mod, outname, mtlname, inname);
2893 // export SMD if possible (only for skeletal models)
2894 if (mod->surfmesh.num_triangles && mod->num_bones)
2896 dpsnprintf(outname, sizeof(outname), "%s_decompiled/ref1.smd", basename);
2897 Mod_Decompile_SMD(mod, outname, 0, 1, true);
2898 l = dpsnprintf(zymtextbuffer + zymtextsize, sizeof(zymtextbuffer) - zymtextsize, "output out.zym\nscale 1\norigin 0 0 0\nmesh ref1.smd\n");
2899 if (l > 0) zymtextsize += l;
2900 l = dpsnprintf(dpmtextbuffer + dpmtextsize, sizeof(dpmtextbuffer) - dpmtextsize, "outputdir .\nmodel out\nscale 1\norigin 0 0 0\nscene ref1.smd\n");
2901 if (l > 0) dpmtextsize += l;
2902 for (i = 0;i < mod->numframes;i = j)
2904 strlcpy(animname, mod->animscenes[i].name, sizeof(animname));
2905 first = mod->animscenes[i].firstframe;
2906 if (mod->animscenes[i].framecount > 1)
2909 count = mod->animscenes[i].framecount;
2915 // check for additional frames with same name
2916 for (l = 0, k = strlen(animname);animname[l];l++)
2917 if ((animname[l] < '0' || animname[l] > '9') && animname[l] != '_')
2920 count = mod->num_poses - first;
2921 for (j = i + 1;j < mod->numframes;j++)
2923 strlcpy(animname2, mod->animscenes[j].name, sizeof(animname2));
2924 for (l = 0, k = strlen(animname2);animname2[l];l++)
2925 if ((animname2[l] < '0' || animname2[l] > '9') && animname2[l] != '_')
2928 if (strcmp(animname2, animname) || mod->animscenes[j].framecount > 1)
2930 count = mod->animscenes[j].firstframe - first;
2934 // if it's only one frame, use the original frame name
2936 strlcpy(animname, mod->animscenes[i].name, sizeof(animname));
2939 dpsnprintf(outname, sizeof(outname), "%s_decompiled/%s.smd", basename, animname);
2940 Mod_Decompile_SMD(mod, outname, first, count, false);
2941 if (zymtextsize < (int)sizeof(zymtextbuffer) - 100)
2943 l = dpsnprintf(zymtextbuffer + zymtextsize, sizeof(zymtextbuffer) - zymtextsize, "scene %s.smd fps %g\n", animname, mod->animscenes[i].framerate);
2944 if (l > 0) zymtextsize += l;
2946 if (dpmtextsize < (int)sizeof(dpmtextbuffer) - 100)
2948 l = dpsnprintf(dpmtextbuffer + dpmtextsize, sizeof(dpmtextbuffer) - dpmtextsize, "scene %s.smd\n", animname);
2949 if (l > 0) dpmtextsize += l;
2953 FS_WriteFile(va("%s_decompiled/out_zym.txt", basename), zymtextbuffer, (fs_offset_t)zymtextsize);
2955 FS_WriteFile(va("%s_decompiled/out_dpm.txt", basename), dpmtextbuffer, (fs_offset_t)dpmtextsize);
2959 void Mod_AllocLightmap_Init(mod_alloclightmap_state_t *state, int width, int height)
2962 memset(state, 0, sizeof(*state));
2963 state->width = width;
2964 state->height = height;
2965 state->currentY = 0;
2966 state->rows = Mem_Alloc(loadmodel->mempool, state->height * sizeof(*state->rows));
2967 for (y = 0;y < state->height;y++)
2969 state->rows[y].currentX = 0;
2970 state->rows[y].rowY = -1;
2974 void Mod_AllocLightmap_Reset(mod_alloclightmap_state_t *state)
2977 state->currentY = 0;
2978 for (y = 0;y < state->height;y++)
2980 state->rows[y].currentX = 0;
2981 state->rows[y].rowY = -1;
2985 void Mod_AllocLightmap_Free(mod_alloclightmap_state_t *state)
2988 Mem_Free(state->rows);
2989 memset(state, 0, sizeof(*state));
2992 qboolean Mod_AllocLightmap_Block(mod_alloclightmap_state_t *state, int blockwidth, int blockheight, int *outx, int *outy)
2994 mod_alloclightmap_row_t *row;
2997 row = state->rows + blockheight;
2998 if ((row->rowY < 0) || (row->currentX + blockwidth > state->width))
3000 if (state->currentY + blockheight <= state->height)
3002 // use the current allocation position
3003 row->rowY = state->currentY;
3005 state->currentY += blockheight;
3009 // find another position
3010 for (y = blockheight;y < state->height;y++)
3012 if ((state->rows[y].rowY >= 0) && (state->rows[y].currentX + blockwidth <= state->width))
3014 row = state->rows + y;
3018 if (y == state->height)
3023 *outx = row->currentX;
3024 row->currentX += blockwidth;
3029 typedef struct lightmapsample_s
3033 float *vertex_color;
3034 unsigned char *lm_bgr;
3035 unsigned char *lm_dir;
3039 typedef struct lightmapvertex_s
3044 float texcoordbase[2];
3045 float texcoordlightmap[2];
3046 float lightcolor[4];
3050 typedef struct lightmaptriangle_s
3058 // 2D modelspace coordinates of min corner
3059 // snapped to lightmap grid but not in grid coordinates
3061 // 2D modelspace to lightmap coordinate scale
3069 typedef struct lightmaplight_s
3080 lightmaptriangle_t *mod_generatelightmaps_lightmaptriangles;
3082 #define MAX_LIGHTMAPSAMPLES 64
3083 static int mod_generatelightmaps_numoffsets[3];
3084 static float mod_generatelightmaps_offsets[3][MAX_LIGHTMAPSAMPLES][3];
3086 static int mod_generatelightmaps_numlights;
3087 static lightmaplight_t *mod_generatelightmaps_lightinfo;
3089 extern int R_Shadow_GetRTLightInfo(unsigned int lightindex, float *origin, float *radius, float *color);
3090 extern cvar_t r_shadow_lightattenuationdividebias;
3091 extern cvar_t r_shadow_lightattenuationlinearscale;
3093 static void Mod_GenerateLightmaps_LightPoint(dp_model_t *model, const vec3_t pos, vec3_t ambient, vec3_t diffuse, vec3_t lightdir)
3098 float relativepoint[3];
3105 float lightorigin[3];
3109 float lightcolor[3];
3111 for (i = 0;i < 5*3;i++)
3113 for (index = 0;;index++)
3115 result = R_Shadow_GetRTLightInfo(index, lightorigin, &lightradius, lightcolor);
3120 lightradius2 = lightradius * lightradius;
3121 VectorSubtract(lightorigin, pos, relativepoint);
3122 dist2 = VectorLength2(relativepoint);
3123 if (dist2 >= lightradius2)
3125 lightiradius = 1.0f / lightradius;
3126 dist = sqrt(dist2) * lightiradius;
3127 intensity = dist < 1 ? ((1.0f - dist) * r_shadow_lightattenuationlinearscale.value / (r_shadow_lightattenuationdividebias.value + dist*dist)) : 0;
3130 if (model && model->TraceLine)
3132 model->TraceLine(model, NULL, NULL, &trace, pos, lightorigin, SUPERCONTENTS_VISBLOCKERMASK);
3133 if (trace.fraction < 1)
3136 // scale down intensity to add to both ambient and diffuse
3137 //intensity *= 0.5f;
3138 VectorNormalize(relativepoint);
3139 VectorScale(lightcolor, intensity, color);
3140 VectorMA(sample , 0.5f , color, sample );
3141 VectorMA(sample + 3, relativepoint[0], color, sample + 3);
3142 VectorMA(sample + 6, relativepoint[1], color, sample + 6);
3143 VectorMA(sample + 9, relativepoint[2], color, sample + 9);
3144 // calculate a weighted average light direction as well
3145 intensity *= VectorLength(color);
3146 VectorMA(sample + 12, intensity, relativepoint, sample + 12);
3148 // calculate the direction we'll use to reduce the sample to a directional light source
3149 VectorCopy(sample + 12, dir);
3150 //VectorSet(dir, sample[3] + sample[4] + sample[5], sample[6] + sample[7] + sample[8], sample[9] + sample[10] + sample[11]);
3151 VectorNormalize(dir);
3152 // extract the diffuse color along the chosen direction and scale it
3153 diffuse[0] = (dir[0]*sample[3] + dir[1]*sample[6] + dir[2]*sample[ 9] + sample[ 0]);
3154 diffuse[1] = (dir[0]*sample[4] + dir[1]*sample[7] + dir[2]*sample[10] + sample[ 1]);
3155 diffuse[2] = (dir[0]*sample[5] + dir[1]*sample[8] + dir[2]*sample[11] + sample[ 2]);
3156 // subtract some of diffuse from ambient
3157 VectorMA(sample, -0.333f, diffuse, ambient);
3158 // store the normalized lightdir
3159 VectorCopy(dir, lightdir);
3162 static void Mod_GenerateLightmaps_CreateLights_ComputeSVBSP_InsertSurfaces(const dp_model_t *model, svbsp_t *svbsp, const float *mins, const float *maxs)
3166 const msurface_t *surface;
3167 const float *vertex3f = model->surfmesh.data_vertex3f;
3168 const int *element3i = model->surfmesh.data_element3i;
3171 for (surfaceindex = 0, surface = model->data_surfaces;surfaceindex < model->nummodelsurfaces;surfaceindex++, surface++)
3173 if (!BoxesOverlap(surface->mins, surface->maxs, mins, maxs))
3175 if (surface->texture->basematerialflags & MATERIALFLAG_NOSHADOW)
3177 for (triangleindex = 0, e = element3i + 3*surface->num_firsttriangle;triangleindex < surface->num_triangles;triangleindex++, e += 3)
3179 VectorCopy(vertex3f + 3*e[0], v2[0]);
3180 VectorCopy(vertex3f + 3*e[1], v2[1]);
3181 VectorCopy(vertex3f + 3*e[2], v2[2]);
3182 SVBSP_AddPolygon(svbsp, 3, v2[0], true, NULL, NULL, 0);
3187 static void Mod_GenerateLightmaps_CreateLights_ComputeSVBSP(dp_model_t *model, lightmaplight_t *lightinfo)
3189 int maxnodes = 1<<14;
3190 svbsp_node_t *nodes;
3195 VectorSet(mins, lightinfo->origin[0] - lightinfo->radius, lightinfo->origin[1] - lightinfo->radius, lightinfo->origin[2] - lightinfo->radius);
3196 VectorSet(maxs, lightinfo->origin[0] + lightinfo->radius, lightinfo->origin[1] + lightinfo->radius, lightinfo->origin[2] + lightinfo->radius);
3197 VectorCopy(lightinfo->origin, origin);
3198 nodes = Mem_Alloc(tempmempool, maxnodes * sizeof(*nodes));
3201 SVBSP_Init(&svbsp, origin, maxnodes, nodes);
3202 Mod_GenerateLightmaps_CreateLights_ComputeSVBSP_InsertSurfaces(model, &svbsp, mins, maxs);
3203 if (svbsp.ranoutofnodes)
3206 if (maxnodes >= 1<<22)
3212 nodes = Mem_Alloc(tempmempool, maxnodes * sizeof(*nodes));
3217 if (svbsp.numnodes > 0)
3219 svbsp.nodes = Mem_Alloc(tempmempool, svbsp.numnodes * sizeof(*nodes));
3220 memcpy(svbsp.nodes, nodes, svbsp.numnodes * sizeof(*nodes));
3221 lightinfo->svbsp = svbsp;
3226 static void Mod_GenerateLightmaps_CreateLights(dp_model_t *model)
3230 lightmaplight_t *lightinfo;
3234 mod_generatelightmaps_numlights = 0;
3235 for (index = 0;;index++)
3237 result = R_Shadow_GetRTLightInfo(index, origin, &radius, color);
3241 mod_generatelightmaps_numlights++;
3243 if (mod_generatelightmaps_numlights > 0)
3245 mod_generatelightmaps_lightinfo = Mem_Alloc(tempmempool, mod_generatelightmaps_numlights * sizeof(*mod_generatelightmaps_lightinfo));
3246 lightinfo = mod_generatelightmaps_lightinfo;
3247 for (index = 0;;index++)
3249 result = R_Shadow_GetRTLightInfo(index, lightinfo->origin, &lightinfo->radius, lightinfo->color);
3256 for (index = 0, lightinfo = mod_generatelightmaps_lightinfo;index < mod_generatelightmaps_numlights;index++, lightinfo++)
3258 lightinfo->iradius = 1.0f / lightinfo->radius;
3259 lightinfo->radius2 = lightinfo->radius * lightinfo->radius;
3260 // TODO: compute svbsp
3261 Mod_GenerateLightmaps_CreateLights_ComputeSVBSP(model, lightinfo);
3265 static void Mod_GenerateLightmaps_DestroyLights(dp_model_t *model)
3268 if (mod_generatelightmaps_lightinfo)
3270 for (i = 0;i < mod_generatelightmaps_numlights;i++)
3271 if (mod_generatelightmaps_lightinfo[i].svbsp.nodes)
3272 Mem_Free(mod_generatelightmaps_lightinfo[i].svbsp.nodes);
3273 Mem_Free(mod_generatelightmaps_lightinfo);
3275 mod_generatelightmaps_lightinfo = NULL;
3276 mod_generatelightmaps_numlights = 0;
3279 static qboolean Mod_GenerateLightmaps_SamplePoint_SVBSP(const svbsp_t *svbsp, const float *pos)
3281 const svbsp_node_t *node;
3282 const svbsp_node_t *nodes = svbsp->nodes;
3287 num = node->children[DotProduct(node->plane, pos) < node->plane[3]];
3289 return num == -1; // true if empty, false if solid (shadowed)
3292 static void Mod_GenerateLightmaps_SamplePoint(const float *pos, const float *normal, float *sample, int numoffsets, const float *offsets)
3295 float relativepoint[3];
3304 const lightmaplight_t *lightinfo;
3306 for (i = 0;i < 5*3;i++)
3308 for (i = 0, lightinfo = mod_generatelightmaps_lightinfo;i < mod_generatelightmaps_numlights;i++, lightinfo++)
3310 //R_SampleRTLights(pos, sample, numoffsets, offsets);
3311 VectorSubtract(lightinfo->origin, pos, relativepoint);
3312 // don't accept light from behind a surface, it causes bad shading
3313 if (normal && DotProduct(relativepoint, normal) <= 0)
3315 dist2 = VectorLength2(relativepoint);
3316 if (dist2 >= lightinfo->radius2)
3318 dist = sqrt(dist2) * lightinfo->iradius;
3319 intensity = dist < 1 ? ((1.0f - dist) * r_shadow_lightattenuationlinearscale.value / (r_shadow_lightattenuationdividebias.value + dist*dist)) : 0;
3322 if (cl.worldmodel && cl.worldmodel->TraceLine && numoffsets > 0)
3326 if (Mod_GenerateLightmaps_SamplePoint_SVBSP(&lightinfo->svbsp, pos))
3328 for (offsetindex = 1;offsetindex < numoffsets;offsetindex++)
3330 VectorAdd(pos, offsets + 3*offsetindex, offsetpos);
3333 // for light grid we'd better check visibility of the offset point
3334 cl.worldmodel->TraceLine(cl.worldmodel, NULL, NULL, &trace, pos, offsetpos, SUPERCONTENTS_VISBLOCKERMASK);
3335 if (trace.fraction < 1)
3336 VectorLerp(pos, trace.fraction, offsetpos, offsetpos);
3339 if (Mod_GenerateLightmaps_SamplePoint_SVBSP(&lightinfo->svbsp, offsetpos))
3344 // scale intensity according to how many rays succeeded
3345 // we know one test is valid, half of the rest will fail...
3346 //if (normal && tests > 1)
3347 // intensity *= (tests - 1.0f) / tests;
3348 intensity *= (float)hits / tests;
3350 // scale down intensity to add to both ambient and diffuse
3351 //intensity *= 0.5f;
3352 VectorNormalize(relativepoint);
3353 VectorScale(lightinfo->color, intensity, color);
3354 VectorMA(sample , 0.5f , color, sample );
3355 VectorMA(sample + 3, relativepoint[0], color, sample + 3);
3356 VectorMA(sample + 6, relativepoint[1], color, sample + 6);
3357 VectorMA(sample + 9, relativepoint[2], color, sample + 9);
3358 // calculate a weighted average light direction as well
3359 intensity *= VectorLength(color);
3360 VectorMA(sample + 12, intensity, relativepoint, sample + 12);
3364 static void Mod_GenerateLightmaps_LightmapSample(const float *pos, const float *normal, unsigned char *lm_bgr, unsigned char *lm_dir)
3370 Mod_GenerateLightmaps_SamplePoint(pos, normal, sample, mod_generatelightmaps_numoffsets[0], mod_generatelightmaps_offsets[0][0]);
3371 //VectorSet(dir, sample[3] + sample[4] + sample[5], sample[6] + sample[7] + sample[8], sample[9] + sample[10] + sample[11]);
3372 VectorCopy(sample + 12, dir);
3373 VectorNormalize(dir);
3374 //VectorAdd(dir, normal, dir);
3375 //VectorNormalize(dir);
3376 f = DotProduct(dir, normal);
3377 f = max(0, f) * 255.0f;
3378 VectorScale(sample, f, color);
3379 //VectorCopy(normal, dir);
3380 VectorSet(dir, (dir[0]+1.0f)*127.5f, (dir[1]+1.0f)*127.5f, (dir[2]+1.0f)*127.5f);
3381 lm_bgr[0] = (unsigned char)bound(0.0f, color[2], 255.0f);
3382 lm_bgr[1] = (unsigned char)bound(0.0f, color[1], 255.0f);
3383 lm_bgr[2] = (unsigned char)bound(0.0f, color[0], 255.0f);
3385 lm_dir[0] = (unsigned char)dir[2];
3386 lm_dir[1] = (unsigned char)dir[1];
3387 lm_dir[2] = (unsigned char)dir[0];
3391 static void Mod_GenerateLightmaps_VertexSample(const float *pos, const float *normal, float *vertex_color)
3394 Mod_GenerateLightmaps_SamplePoint(pos, normal, sample, mod_generatelightmaps_numoffsets[1], mod_generatelightmaps_offsets[1][0]);
3395 VectorCopy(sample, vertex_color);
3398 static void Mod_GenerateLightmaps_GridSample(const float *pos, q3dlightgrid_t *s)
3404 Mod_GenerateLightmaps_SamplePoint(pos, NULL, sample, mod_generatelightmaps_numoffsets[2], mod_generatelightmaps_offsets[2][0]);
3405 // calculate the direction we'll use to reduce the sample to a directional light source
3406 VectorCopy(sample + 12, dir);
3407 //VectorSet(dir, sample[3] + sample[4] + sample[5], sample[6] + sample[7] + sample[8], sample[9] + sample[10] + sample[11]);
3408 VectorNormalize(dir);
3409 // extract the diffuse color along the chosen direction and scale it
3410 diffuse[0] = (dir[0]*sample[3] + dir[1]*sample[6] + dir[2]*sample[ 9] + sample[ 0]) * 127.5f;
3411 diffuse[1] = (dir[0]*sample[4] + dir[1]*sample[7] + dir[2]*sample[10] + sample[ 1]) * 127.5f;
3412 diffuse[2] = (dir[0]*sample[5] + dir[1]*sample[8] + dir[2]*sample[11] + sample[ 2]) * 127.5f;
3413 // scale the ambient from 0-2 to 0-255 and subtract some of diffuse
3414 VectorScale(sample, 127.5f, ambient);
3415 VectorMA(ambient, -0.333f, diffuse, ambient);
3416 // encode to the grid format
3417 s->ambientrgb[0] = (unsigned char)bound(0.0f, ambient[0], 255.0f);
3418 s->ambientrgb[1] = (unsigned char)bound(0.0f, ambient[1], 255.0f);
3419 s->ambientrgb[2] = (unsigned char)bound(0.0f, ambient[2], 255.0f);
3420 s->diffusergb[0] = (unsigned char)bound(0.0f, diffuse[0], 255.0f);
3421 s->diffusergb[1] = (unsigned char)bound(0.0f, diffuse[1], 255.0f);
3422 s->diffusergb[2] = (unsigned char)bound(0.0f, diffuse[2], 255.0f);
3423 if (dir[2] >= 0.99f) {s->diffusepitch = 0;s->diffuseyaw = 0;}
3424 else if (dir[2] <= -0.99f) {s->diffusepitch = 128;s->diffuseyaw = 0;}
3425 else {s->diffusepitch = (unsigned char)(acos(dir[2]) * (127.5f/M_PI));s->diffuseyaw = (unsigned char)(atan2(dir[1], dir[0]) * (127.5f/M_PI));}
3428 static void Mod_GenerateLightmaps_InitSampleOffsets(dp_model_t *model)
3433 memset(mod_generatelightmaps_offsets, 0, sizeof(mod_generatelightmaps_offsets));
3434 mod_generatelightmaps_numoffsets[0] = min(MAX_LIGHTMAPSAMPLES, mod_generatelightmaps_lightmapsamples.integer);
3435 mod_generatelightmaps_numoffsets[1] = min(MAX_LIGHTMAPSAMPLES, mod_generatelightmaps_vertexsamples.integer);
3436 mod_generatelightmaps_numoffsets[2] = min(MAX_LIGHTMAPSAMPLES, mod_generatelightmaps_gridsamples.integer);
3437 radius[0] = mod_generatelightmaps_lightmapradius.value;
3438 radius[1] = mod_generatelightmaps_vertexradius.value;
3439 radius[2] = mod_generatelightmaps_gridradius.value;
3440 for (i = 0;i < 3;i++)
3442 for (j = 1;j < mod_generatelightmaps_numoffsets[i];j++)
3445 VectorScale(temp, radius[i], mod_generatelightmaps_offsets[i][j]);
3450 static void Mod_GenerateLightmaps_DestroyLightmaps(dp_model_t *model)
3452 msurface_t *surface;
3455 for (surfaceindex = 0;surfaceindex < model->num_surfaces;surfaceindex++)
3457 surface = model->data_surfaces + surfaceindex;
3458 surface->lightmaptexture = NULL;
3459 surface->deluxemaptexture = NULL;
3461 if (model->brushq3.data_lightmaps)
3463 for (i = 0;i < model->brushq3.num_mergedlightmaps;i++)
3464 if (model->brushq3.data_lightmaps[i])
3465 R_FreeTexture(model->brushq3.data_lightmaps[i]);
3466 Mem_Free(model->brushq3.data_lightmaps);
3467 model->brushq3.data_lightmaps = NULL;
3469 if (model->brushq3.data_deluxemaps)
3471 for (i = 0;i < model->brushq3.num_mergedlightmaps;i++)
3472 if (model->brushq3.data_deluxemaps[i])
3473 R_FreeTexture(model->brushq3.data_deluxemaps[i]);
3474 Mem_Free(model->brushq3.data_deluxemaps);
3475 model->brushq3.data_deluxemaps = NULL;
3479 static void Mod_GenerateLightmaps_UnweldTriangles(dp_model_t *model)
3481 msurface_t *surface;
3487 surfmesh_t oldsurfmesh;
3489 unsigned char *data;
3490 oldsurfmesh = model->surfmesh;
3491 model->surfmesh.num_triangles = oldsurfmesh.num_triangles;
3492 model->surfmesh.num_vertices = oldsurfmesh.num_triangles * 3;
3494 size += model->surfmesh.num_vertices * sizeof(float[3]);
3495 size += model->surfmesh.num_vertices * sizeof(float[3]);
3496 size += model->surfmesh.num_vertices * sizeof(float[3]);
3497 size += model->surfmesh.num_vertices * sizeof(float[3]);
3498 size += model->surfmesh.num_vertices * sizeof(float[2]);
3499 size += model->surfmesh.num_vertices * sizeof(float[2]);
3500 size += model->surfmesh.num_vertices * sizeof(float[4]);
3501 data = (unsigned char *)Mem_Alloc(model->mempool, size);
3502 model->surfmesh.data_vertex3f = (float *)data;data += model->surfmesh.num_vertices * sizeof(float[3]);
3503 model->surfmesh.data_normal3f = (float *)data;data += model->surfmesh.num_vertices * sizeof(float[3]);
3504 model->surfmesh.data_svector3f = (float *)data;data += model->surfmesh.num_vertices * sizeof(float[3]);
3505 model->surfmesh.data_tvector3f = (float *)data;data += model->surfmesh.num_vertices * sizeof(float[3]);
3506 model->surfmesh.data_texcoordtexture2f = (float *)data;data += model->surfmesh.num_vertices * sizeof(float[2]);
3507 model->surfmesh.data_texcoordlightmap2f = (float *)data;data += model->surfmesh.num_vertices * sizeof(float[2]);
3508 model->surfmesh.data_lightmapcolor4f = (float *)data;data += model->surfmesh.num_vertices * sizeof(float[4]);
3509 if (model->surfmesh.num_vertices > 65536)
3510 model->surfmesh.data_element3s = NULL;
3512 if (model->surfmesh.vbo)
3513 R_Mesh_DestroyBufferObject(model->surfmesh.vbo);
3514 model->surfmesh.vbo = 0;
3515 if (model->surfmesh.ebo3i)
3516 R_Mesh_DestroyBufferObject(model->surfmesh.ebo3i);
3517 model->surfmesh.ebo3i = 0;
3518 if (model->surfmesh.ebo3s)
3519 R_Mesh_DestroyBufferObject(model->surfmesh.ebo3s);
3520 model->surfmesh.ebo3s = 0;
3522 // convert all triangles to unique vertex data
3524 for (surfaceindex = 0;surfaceindex < model->num_surfaces;surfaceindex++)
3526 surface = model->data_surfaces + surfaceindex;
3527 surface->num_firstvertex = outvertexindex;
3528 surface->num_vertices = surface->num_triangles*3;
3529 e = oldsurfmesh.data_element3i + surface->num_firsttriangle*3;
3530 for (i = 0;i < surface->num_triangles*3;i++)
3533 model->surfmesh.data_vertex3f[outvertexindex*3+0] = oldsurfmesh.data_vertex3f[vertexindex*3+0];
3534 model->surfmesh.data_vertex3f[outvertexindex*3+1] = oldsurfmesh.data_vertex3f[vertexindex*3+1];
3535 model->surfmesh.data_vertex3f[outvertexindex*3+2] = oldsurfmesh.data_vertex3f[vertexindex*3+2];
3536 model->surfmesh.data_normal3f[outvertexindex*3+0] = oldsurfmesh.data_normal3f[vertexindex*3+0];
3537 model->surfmesh.data_normal3f[outvertexindex*3+1] = oldsurfmesh.data_normal3f[vertexindex*3+1];
3538 model->surfmesh.data_normal3f[outvertexindex*3+2] = oldsurfmesh.data_normal3f[vertexindex*3+2];
3539 model->surfmesh.data_svector3f[outvertexindex*3+0] = oldsurfmesh.data_svector3f[vertexindex*3+0];
3540 model->surfmesh.data_svector3f[outvertexindex*3+1] = oldsurfmesh.data_svector3f[vertexindex*3+1];
3541 model->surfmesh.data_svector3f[outvertexindex*3+2] = oldsurfmesh.data_svector3f[vertexindex*3+2];
3542 model->surfmesh.data_tvector3f[outvertexindex*3+0] = oldsurfmesh.data_tvector3f[vertexindex*3+0];
3543 model->surfmesh.data_tvector3f[outvertexindex*3+1] = oldsurfmesh.data_tvector3f[vertexindex*3+1];
3544 model->surfmesh.data_tvector3f[outvertexindex*3+2] = oldsurfmesh.data_tvector3f[vertexindex*3+2];
3545 model->surfmesh.data_texcoordtexture2f[outvertexindex*2+0] = oldsurfmesh.data_texcoordtexture2f[vertexindex*2+0];
3546 model->surfmesh.data_texcoordtexture2f[outvertexindex*2+1] = oldsurfmesh.data_texcoordtexture2f[vertexindex*2+1];
3547 if (oldsurfmesh.data_texcoordlightmap2f)
3549 model->surfmesh.data_texcoordlightmap2f[outvertexindex*2+0] = oldsurfmesh.data_texcoordlightmap2f[vertexindex*2+0];
3550 model->surfmesh.data_texcoordlightmap2f[outvertexindex*2+1] = oldsurfmesh.data_texcoordlightmap2f[vertexindex*2+1];
3552 if (oldsurfmesh.data_lightmapcolor4f)
3554 model->surfmesh.data_lightmapcolor4f[outvertexindex*4+0] = oldsurfmesh.data_lightmapcolor4f[vertexindex*4+0];
3555 model->surfmesh.data_lightmapcolor4f[outvertexindex*4+1] = oldsurfmesh.data_lightmapcolor4f[vertexindex*4+1];
3556 model->surfmesh.data_lightmapcolor4f[outvertexindex*4+2] = oldsurfmesh.data_lightmapcolor4f[vertexindex*4+2];
3557 model->surfmesh.data_lightmapcolor4f[outvertexindex*4+3] = oldsurfmesh.data_lightmapcolor4f[vertexindex*4+3];
3560 Vector4Set(model->surfmesh.data_lightmapcolor4f + 4*outvertexindex, 1, 1, 1, 1);
3561 model->surfmesh.data_element3i[surface->num_firsttriangle*3+i] = outvertexindex;
3565 if (model->surfmesh.data_element3s)
3566 for (i = 0;i < model->surfmesh.num_triangles*3;i++)
3567 model->surfmesh.data_element3s[i] = model->surfmesh.data_element3i[i];
3569 // find and update all submodels to use this new surfmesh data
3570 for (i = 0;i < model->brush.numsubmodels;i++)
3571 model->brush.submodels[i]->surfmesh = model->surfmesh;
3574 static void Mod_GenerateLightmaps_CreateTriangleInformation(dp_model_t *model)
3576 msurface_t *surface;
3582 lightmaptriangle_t *triangle;
3583 // generate lightmap triangle structs
3584 mod_generatelightmaps_lightmaptriangles = Mem_Alloc(model->mempool, model->surfmesh.num_triangles * sizeof(lightmaptriangle_t));
3585 for (surfaceindex = 0;surfaceindex < model->num_surfaces;surfaceindex++)
3587 surface = model->data_surfaces + surfaceindex;
3588 e = model->surfmesh.data_element3i + surface->num_firsttriangle*3;
3589 for (i = 0;i < surface->num_triangles;i++)
3591 triangle = &mod_generatelightmaps_lightmaptriangles[surface->num_firsttriangle+i];
3592 triangle->triangleindex = surface->num_firsttriangle+i;
3593 triangle->surfaceindex = surfaceindex;
3594 VectorCopy(model->surfmesh.data_vertex3f + 3*e[i*3+0], triangle->vertex[0]);
3595 VectorCopy(model->surfmesh.data_vertex3f + 3*e[i*3+1], triangle->vertex[1]);
3596 VectorCopy(model->surfmesh.data_vertex3f + 3*e[i*3+2], triangle->vertex[2]);
3597 // calculate bounds of triangle
3598 triangle->mins[0] = min(triangle->vertex[0][0], min(triangle->vertex[1][0], triangle->vertex[2][0]));
3599 triangle->mins[1] = min(triangle->vertex[0][1], min(triangle->vertex[1][1], triangle->vertex[2][1]));
3600 triangle->mins[2] = min(triangle->vertex[0][2], min(triangle->vertex[1][2], triangle->vertex[2][2]));
3601 triangle->maxs[0] = max(triangle->vertex[0][0], max(triangle->vertex[1][0], triangle->vertex[2][0]));
3602 triangle->maxs[1] = max(triangle->vertex[0][1], max(triangle->vertex[1][1], triangle->vertex[2][1]));
3603 triangle->maxs[2] = max(triangle->vertex[0][2], max(triangle->vertex[1][2], triangle->vertex[2][2]));
3604 // pick an axial projection based on the triangle normal
3605 TriangleNormal(triangle->vertex[0], triangle->vertex[1], triangle->vertex[2], normal);
3607 if (fabs(normal[1]) > fabs(normal[axis]))
3609 if (fabs(normal[2]) > fabs(normal[axis]))
3611 triangle->axis = axis;
3616 static void Mod_GenerateLightmaps_DestroyTriangleInformation(dp_model_t *model)
3618 if (mod_generatelightmaps_lightmaptriangles)
3619 Mem_Free(mod_generatelightmaps_lightmaptriangles);
3620 mod_generatelightmaps_lightmaptriangles = NULL;
3623 float lmaxis[3][3] = {{1, 0, 0}, {0, 1, 0}, {0, 0, 1}};
3625 static void Mod_GenerateLightmaps_CreateLightmaps(dp_model_t *model)
3627 msurface_t *surface;
3641 float trianglenormal[3];
3642 float samplecenter[3];
3643 float samplenormal[3];
3649 float lmscalepixels;
3652 float lm_basescalepixels;
3653 int lm_borderpixels;
3657 lightmaptriangle_t *triangle;
3658 unsigned char *lightmappixels;
3659 unsigned char *deluxemappixels;
3660 mod_alloclightmap_state_t lmstate;
3662 // generate lightmap projection information for all triangles
3663 if (model->texturepool == NULL)
3664 model->texturepool = R_AllocTexturePool();
3665 lm_basescalepixels = 1.0f / max(0.0001f, mod_generatelightmaps_unitspersample.value);
3666 lm_borderpixels = mod_generatelightmaps_borderpixels.integer;
3667 lm_texturesize = bound(lm_borderpixels*2+1, 64, (int)vid.maxtexturesize_2d);
3668 //lm_maxpixels = lm_texturesize-(lm_borderpixels*2+1);
3669 Mod_AllocLightmap_Init(&lmstate, lm_texturesize, lm_texturesize);
3671 for (surfaceindex = 0;surfaceindex < model->num_surfaces;surfaceindex++)
3673 surface = model->data_surfaces + surfaceindex;
3674 e = model->surfmesh.data_element3i + surface->num_firsttriangle*3;
3675 lmscalepixels = lm_basescalepixels;
3676 for (retry = 0;retry < 30;retry++)
3678 // after a couple failed attempts, degrade quality to make it fit
3680 lmscalepixels *= 0.5f;
3681 for (i = 0;i < surface->num_triangles;i++)
3683 triangle = &mod_generatelightmaps_lightmaptriangles[surface->num_firsttriangle+i];
3684 triangle->lightmapindex = lightmapnumber;
3685 // calculate lightmap bounds in 3D pixel coordinates, limit size,
3686 // pick two planar axes for projection
3687 // lightmap coordinates here are in pixels
3688 // lightmap projections are snapped to pixel grid explicitly, such
3689 // that two neighboring triangles sharing an edge and projection
3690 // axis will have identical sampl espacing along their shared edge
3692 for (j = 0;j < 3;j++)
3694 if (j == triangle->axis)
3696 lmmins = floor(triangle->mins[j]*lmscalepixels)-lm_borderpixels;
3697 lmmaxs = floor(triangle->maxs[j]*lmscalepixels)+lm_borderpixels;
3698 triangle->lmsize[k] = (int)(lmmaxs-lmmins);
3699 triangle->lmbase[k] = lmmins/lmscalepixels;
3700 triangle->lmscale[k] = lmscalepixels;
3703 if (!Mod_AllocLightmap_Block(&lmstate, triangle->lmsize[0], triangle->lmsize[1], &triangle->lmoffset[0], &triangle->lmoffset[1]))
3706 // if all fit in this texture, we're done with this surface
3707 if (i == surface->num_triangles)
3709 // if we haven't maxed out the lightmap size yet, we retry the
3710 // entire surface batch...
3711 if (lm_texturesize * 2 <= min(mod_generatelightmaps_texturesize.integer, (int)vid.maxtexturesize_2d))
3713 lm_texturesize *= 2;
3716 Mod_AllocLightmap_Free(&lmstate);
3717 Mod_AllocLightmap_Init(&lmstate, lm_texturesize, lm_texturesize);
3720 // if we have maxed out the lightmap size, and this triangle does
3721 // not fit in the same texture as the rest of the surface, we have
3722 // to retry the entire surface in a new texture (can only use one)
3723 // with multiple retries, the lightmap quality degrades until it
3724 // fits (or gives up)
3725 if (surfaceindex > 0)
3727 Mod_AllocLightmap_Reset(&lmstate);
3731 Mod_AllocLightmap_Free(&lmstate);
3733 // now put triangles together into lightmap textures, and do not allow
3734 // triangles of a surface to go into different textures (as that would
3735 // require rewriting the surface list)
3736 model->brushq3.deluxemapping_modelspace = true;
3737 model->brushq3.deluxemapping = true;
3738 model->brushq3.num_mergedlightmaps = lightmapnumber;
3739 model->brushq3.data_lightmaps = Mem_Alloc(model->mempool, model->brushq3.num_mergedlightmaps * sizeof(rtexture_t *));
3740 model->brushq3.data_deluxemaps = Mem_Alloc(model->mempool, model->brushq3.num_mergedlightmaps * sizeof(rtexture_t *));
3741 lightmappixels = Mem_Alloc(tempmempool, model->brushq3.num_mergedlightmaps * lm_texturesize * lm_texturesize * 4);
3742 deluxemappixels = Mem_Alloc(tempmempool, model->brushq3.num_mergedlightmaps * lm_texturesize * lm_texturesize * 4);
3743 for (surfaceindex = 0;surfaceindex < model->num_surfaces;surfaceindex++)
3745 surface = model->data_surfaces + surfaceindex;
3746 e = model->surfmesh.data_element3i + surface->num_firsttriangle*3;
3747 for (i = 0;i < surface->num_triangles;i++)
3749 triangle = &mod_generatelightmaps_lightmaptriangles[surface->num_firsttriangle+i];
3750 TriangleNormal(triangle->vertex[0], triangle->vertex[1], triangle->vertex[2], trianglenormal);
3751 VectorNormalize(trianglenormal);
3752 VectorCopy(trianglenormal, samplenormal); // FIXME: this is supposed to be interpolated per pixel from vertices
3753 axis = triangle->axis;
3754 axis1 = axis == 0 ? 1 : 0;
3755 axis2 = axis == 2 ? 1 : 2;
3756 lmiscale[0] = 1.0f / triangle->lmscale[0];
3757 lmiscale[1] = 1.0f / triangle->lmscale[1];
3758 if (trianglenormal[axis] < 0)
3759 VectorNegate(trianglenormal, trianglenormal);
3760 CrossProduct(lmaxis[axis2], trianglenormal, temp);slopex = temp[axis] / temp[axis1];
3761 CrossProduct(lmaxis[axis1], trianglenormal, temp);slopey = temp[axis] / temp[axis2];
3762 slopebase = triangle->vertex[0][axis] - triangle->vertex[0][axis1]*slopex - triangle->vertex[0][axis2]*slopey;
3763 for (j = 0;j < 3;j++)
3765 float *t2f = model->surfmesh.data_texcoordlightmap2f + e[i*3+j]*2;
3766 t2f[0] = ((triangle->vertex[j][axis1] - triangle->lmbase[0]) * triangle->lmscale[0] + triangle->lmoffset[0]) / lm_texturesize;
3767 t2f[1] = ((triangle->vertex[j][axis2] - triangle->lmbase[1]) * triangle->lmscale[1] + triangle->lmoffset[1]) / lm_texturesize;
3769 samplecenter[axis1] = (t2f[0]*lm_texturesize-triangle->lmoffset[0])*lmiscale[0] + triangle->lmbase[0];
3770 samplecenter[axis2] = (t2f[1]*lm_texturesize-triangle->lmoffset[1])*lmiscale[1] + triangle->lmbase[1];
3771 samplecenter[axis] = samplecenter[axis1]*slopex + samplecenter[axis2]*slopey + slopebase;
3772 Con_Printf("%f:%f %f:%f %f:%f = %f %f\n", triangle->vertex[j][axis1], samplecenter[axis1], triangle->vertex[j][axis2], samplecenter[axis2], triangle->vertex[j][axis], samplecenter[axis], t2f[0], t2f[1]);
3782 forward[1] = 1.0f / triangle->lmscale[0];
3786 left[2] = 1.0f / triangle->lmscale[1];
3791 origin[1] = triangle->lmbase[0];
3792 origin[2] = triangle->lmbase[1];
3795 forward[0] = 1.0f / triangle->lmscale[0];
3800 left[2] = 1.0f / triangle->lmscale[1];
3804 origin[0] = triangle->lmbase[0];
3806 origin[2] = triangle->lmbase[1];
3809 forward[0] = 1.0f / triangle->lmscale[0];
3813 left[1] = 1.0f / triangle->lmscale[1];
3818 origin[0] = triangle->lmbase[0];
3819 origin[1] = triangle->lmbase[1];
3823 Matrix4x4_FromVectors(&backmatrix, forward, left, up, origin);
3825 #define LM_DIST_EPSILON (1.0f / 32.0f)
3826 for (y = 0;y < triangle->lmsize[1];y++)
3828 pixeloffset = ((triangle->lightmapindex * lm_texturesize + y + triangle->lmoffset[1]) * lm_texturesize + triangle->lmoffset[0]) * 4;
3829 for (x = 0;x < triangle->lmsize[0];x++, pixeloffset += 4)
3831 samplecenter[axis1] = (x+0.5f)*lmiscale[0] + triangle->lmbase[0];
3832 samplecenter[axis2] = (y+0.5f)*lmiscale[1] + triangle->lmbase[1];
3833 samplecenter[axis] = samplecenter[axis1]*slopex + samplecenter[axis2]*slopey + slopebase;
3834 VectorMA(samplecenter, 0.125f, samplenormal, samplecenter);
3835 Mod_GenerateLightmaps_LightmapSample(samplecenter, samplenormal, lightmappixels + pixeloffset, deluxemappixels + pixeloffset);
3841 for (lightmapindex = 0;lightmapindex < model->brushq3.num_mergedlightmaps;lightmapindex++)
3843 model->brushq3.data_lightmaps[lightmapindex] = R_LoadTexture2D(model->texturepool, va("lightmap%i", lightmapindex), lm_texturesize, lm_texturesize, lightmappixels + lightmapindex * lm_texturesize * lm_texturesize * 4, TEXTYPE_BGRA, TEXF_FORCELINEAR, NULL);
3844 model->brushq3.data_deluxemaps[lightmapindex] = R_LoadTexture2D(model->texturepool, va("deluxemap%i", lightmapindex), lm_texturesize, lm_texturesize, deluxemappixels + lightmapindex * lm_texturesize * lm_texturesize * 4, TEXTYPE_BGRA, TEXF_FORCELINEAR, NULL);
3848 Mem_Free(lightmappixels);
3849 if (deluxemappixels)
3850 Mem_Free(deluxemappixels);
3852 for (surfaceindex = 0;surfaceindex < model->num_surfaces;surfaceindex++)
3854 surface = model->data_surfaces + surfaceindex;
3855 e = model->surfmesh.data_element3i + surface->num_firsttriangle*3;
3856 if (!surface->num_triangles)
3858 lightmapindex = mod_generatelightmaps_lightmaptriangles[surface->num_firsttriangle].lightmapindex;
3859 surface->lightmaptexture = model->brushq3.data_lightmaps[lightmapindex];
3860 surface->deluxemaptexture = model->brushq3.data_deluxemaps[lightmapindex];
3861 surface->lightmapinfo = NULL;
3864 model->brush.LightPoint = Mod_GenerateLightmaps_LightPoint;
3865 model->brushq1.lightdata = NULL;
3866 model->brushq1.lightmapupdateflags = NULL;
3867 model->brushq1.firstrender = false;
3868 model->brushq1.num_lightstyles = 0;
3869 model->brushq1.data_lightstyleinfo = NULL;
3870 for (i = 0;i < model->brush.numsubmodels;i++)
3872 model->brush.submodels[i]->brushq1.lightmapupdateflags = NULL;
3873 model->brush.submodels[i]->brushq1.firstrender = false;
3874 model->brush.submodels[i]->brushq1.num_lightstyles = 0;
3875 model->brush.submodels[i]->brushq1.data_lightstyleinfo = NULL;
3879 static void Mod_GenerateLightmaps_UpdateVertexColors(dp_model_t *model)
3882 for (i = 0;i < model->surfmesh.num_vertices;i++)
3883 Mod_GenerateLightmaps_VertexSample(model->surfmesh.data_vertex3f + 3*i, model->surfmesh.data_normal3f + 3*i, model->surfmesh.data_lightmapcolor4f + 4*i);
3886 static void Mod_GenerateLightmaps_UpdateLightGrid(dp_model_t *model)
3893 for (z = 0;z < model->brushq3.num_lightgrid_isize[2];z++)
3895 pos[2] = (model->brushq3.num_lightgrid_imins[2] + z + 0.5f) * model->brushq3.num_lightgrid_cellsize[2];
3896 for (y = 0;y < model->brushq3.num_lightgrid_isize[1];y++)
3898 pos[1] = (model->brushq3.num_lightgrid_imins[1] + y + 0.5f) * model->brushq3.num_lightgrid_cellsize[1];
3899 for (x = 0;x < model->brushq3.num_lightgrid_isize[0];x++, index++)
3901 pos[0] = (model->brushq3.num_lightgrid_imins[0] + x + 0.5f) * model->brushq3.num_lightgrid_cellsize[0];
3902 Mod_GenerateLightmaps_GridSample(pos, model->brushq3.data_lightgrid + index);
3908 extern cvar_t mod_q3bsp_nolightmaps;
3909 static void Mod_GenerateLightmaps(dp_model_t *model)
3911 //lightmaptriangle_t *lightmaptriangles = Mem_Alloc(model->mempool, model->surfmesh.num_triangles * sizeof(lightmaptriangle_t));
3912 dp_model_t *oldloadmodel = loadmodel;
3915 Mod_GenerateLightmaps_InitSampleOffsets(model);
3916 Mod_GenerateLightmaps_DestroyLightmaps(model);
3917 Mod_GenerateLightmaps_UnweldTriangles(model);
3918 Mod_GenerateLightmaps_CreateTriangleInformation(model);
3919 Mod_GenerateLightmaps_CreateLights(model);
3920 if(!mod_q3bsp_nolightmaps.integer)
3921 Mod_GenerateLightmaps_CreateLightmaps(model);
3922 Mod_GenerateLightmaps_UpdateVertexColors(model);
3923 Mod_GenerateLightmaps_UpdateLightGrid(model);
3924 Mod_GenerateLightmaps_DestroyLights(model);
3925 Mod_GenerateLightmaps_DestroyTriangleInformation(model);
3927 loadmodel = oldloadmodel;
3930 static void Mod_GenerateLightmaps_f(void)
3932 if (Cmd_Argc() != 1)
3934 Con_Printf("usage: mod_generatelightmaps\n");
3939 Con_Printf("no worldmodel loaded\n");
3942 Mod_GenerateLightmaps(cl.worldmodel);