2 Copyright (C) 1996-1997 Id Software, Inc.
4 This program is free software; you can redistribute it and/or
5 modify it under the terms of the GNU General Public License
6 as published by the Free Software Foundation; either version 2
7 of the License, or (at your option) any later version.
9 This program is distributed in the hope that it will be useful,
10 but WITHOUT ANY WARRANTY; without even the implied warranty of
11 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
13 See the GNU General Public License for more details.
15 You should have received a copy of the GNU General Public License
16 along with this program; if not, write to the Free Software
17 Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
20 // models.c -- model loading and caching
22 // models are the only shared resource between a client and server running
23 // on the same machine.
29 cvar_t r_mipskins = {CVAR_SAVE, "r_mipskins", "0", "mipmaps model skins so they render faster in the distance and do not display noise artifacts, can cause discoloration of skins if they contain undesirable border colors"};
33 static mempool_t *mod_mempool;
34 static memexpandablearray_t models;
36 static mempool_t* q3shaders_mem;
37 typedef struct q3shader_hash_entry_s
39 q3shaderinfo_t shader;
40 struct q3shader_hash_entry_s* chain;
41 } q3shader_hash_entry_t;
42 #define Q3SHADER_HASH_SIZE 1021
43 typedef struct q3shader_data_s
45 memexpandablearray_t hash_entries;
46 q3shader_hash_entry_t hash[Q3SHADER_HASH_SIZE];
47 memexpandablearray_t char_ptrs;
49 static q3shader_data_t* q3shader_data;
51 static void mod_start(void)
54 int nummodels = Mem_ExpandableArray_IndexRange(&models);
57 // parse the Q3 shader files
60 for (i = 0;i < nummodels;i++)
61 if ((mod = Mem_ExpandableArray_RecordAtIndex(&models, i)) && mod->name[0] && mod->name[0] != '*')
63 Mod_LoadModel(mod, true, false, mod->isworldmodel);
66 static void mod_shutdown(void)
69 int nummodels = Mem_ExpandableArray_IndexRange(&models);
72 for (i = 0;i < nummodels;i++)
73 if ((mod = Mem_ExpandableArray_RecordAtIndex(&models, i)) && (mod->loaded || mod->mempool))
76 Mem_FreePool (&q3shaders_mem);
79 static void mod_newmap(void)
82 int i, j, k, surfacenum, ssize, tsize;
83 int nummodels = Mem_ExpandableArray_IndexRange(&models);
86 R_SkinFrame_PrepareForPurge();
87 for (i = 0;i < nummodels;i++)
89 if ((mod = Mem_ExpandableArray_RecordAtIndex(&models, i)) && mod->mempool && mod->data_textures)
91 for (j = 0;j < mod->num_textures;j++)
93 for (k = 0;k < mod->data_textures[j].numskinframes;k++)
94 R_SkinFrame_MarkUsed(mod->data_textures[j].skinframes[k]);
95 for (k = 0;k < mod->data_textures[j].backgroundnumskinframes;k++)
96 R_SkinFrame_MarkUsed(mod->data_textures[j].backgroundskinframes[k]);
102 if (!cl_stainmaps_clearonload.integer)
105 for (i = 0;i < nummodels;i++)
107 if ((mod = Mem_ExpandableArray_RecordAtIndex(&models, i)) && mod->mempool && mod->data_surfaces)
109 for (surfacenum = 0, surface = mod->data_surfaces;surfacenum < mod->num_surfaces;surfacenum++, surface++)
111 if (surface->lightmapinfo && surface->lightmapinfo->stainsamples)
113 ssize = (surface->lightmapinfo->extents[0] >> 4) + 1;
114 tsize = (surface->lightmapinfo->extents[1] >> 4) + 1;
115 memset(surface->lightmapinfo->stainsamples, 255, ssize * tsize * 3);
116 surface->cached_dlight = true;
128 static void Mod_Print(void);
129 static void Mod_Precache (void);
130 static void Mod_BuildVBOs(void);
133 mod_mempool = Mem_AllocPool("modelinfo", 0, NULL);
134 Mem_ExpandableArray_NewArray(&models, mod_mempool, sizeof(model_t), 16);
140 Cvar_RegisterVariable(&r_mipskins);
141 Cmd_AddCommand ("modellist", Mod_Print, "prints a list of loaded models");
142 Cmd_AddCommand ("modelprecache", Mod_Precache, "load a model");
145 void Mod_RenderInit(void)
147 R_RegisterModule("Models", mod_start, mod_shutdown, mod_newmap);
150 void Mod_UnloadModel (model_t *mod)
152 char name[MAX_QPATH];
153 qboolean isworldmodel;
156 if (developer_loading.integer)
157 Con_Printf("unloading model %s\n", mod->name);
159 strlcpy(name, mod->name, sizeof(name));
160 isworldmodel = mod->isworldmodel;
162 if (mod->surfmesh.ebo)
163 R_Mesh_DestroyBufferObject(mod->surfmesh.ebo);
164 if (mod->surfmesh.vbo)
165 R_Mesh_DestroyBufferObject(mod->surfmesh.vbo);
166 // free textures/memory attached to the model
167 R_FreeTexturePool(&mod->texturepool);
168 Mem_FreePool(&mod->mempool);
169 // clear the struct to make it available
170 memset(mod, 0, sizeof(model_t));
171 // restore the fields we want to preserve
172 strlcpy(mod->name, name, sizeof(mod->name));
173 mod->isworldmodel = isworldmodel;
185 model_t *Mod_LoadModel(model_t *mod, qboolean crash, qboolean checkdisk, qboolean isworldmodel)
190 fs_offset_t filesize;
194 if (mod->name[0] == '*') // submodel
200 // even if the model is loaded it still may need reloading...
202 // if the model is a worldmodel and is being referred to as a
203 // non-worldmodel here, then it needs reloading to get rid of the
205 if (mod->isworldmodel != isworldmodel)
208 // if it is not loaded or checkdisk is true we need to calculate the crc
209 if (!mod->loaded || checkdisk)
211 if (checkdisk && mod->loaded)
212 Con_DPrintf("checking model %s\n", mod->name);
213 buf = FS_LoadFile (mod->name, tempmempool, false, &filesize);
216 crc = CRC_Block((unsigned char *)buf, filesize);
217 // we need to reload the model if the crc does not match
223 // if the model is already loaded and checks passed, just return
231 if (developer_loading.integer)
232 Con_Printf("loading model %s\n", mod->name);
234 // LordHavoc: unload the existing model in this slot (if there is one)
235 if (mod->loaded || mod->mempool)
236 Mod_UnloadModel(mod);
239 mod->isworldmodel = isworldmodel;
242 // errors can prevent the corresponding mod->loaded = true;
245 // default model radius and bounding box (mainly for missing models)
247 VectorSet(mod->normalmins, -mod->radius, -mod->radius, -mod->radius);
248 VectorSet(mod->normalmaxs, mod->radius, mod->radius, mod->radius);
249 VectorSet(mod->yawmins, -mod->radius, -mod->radius, -mod->radius);
250 VectorSet(mod->yawmaxs, mod->radius, mod->radius, mod->radius);
251 VectorSet(mod->rotatedmins, -mod->radius, -mod->radius, -mod->radius);
252 VectorSet(mod->rotatedmaxs, mod->radius, mod->radius, mod->radius);
254 // if we're loading a worldmodel, then this is a level change
255 if (mod->isworldmodel)
257 // clear out any stale submodels or worldmodels lying around
258 // if we did this clear before now, an error might abort loading and
259 // leave things in a bad state
260 Mod_RemoveStaleWorldModels(mod);
261 // reload q3 shaders, to make sure they are ready to go for this level
262 // (including any models loaded for this level)
268 char *bufend = (char *)buf + filesize;
270 // all models use memory, so allocate a memory pool
271 mod->mempool = Mem_AllocPool(mod->name, 0, NULL);
273 num = LittleLong(*((int *)buf));
274 // call the apropriate loader
276 if (!memcmp(buf, "IDPO", 4)) Mod_IDP0_Load(mod, buf, bufend);
277 else if (!memcmp(buf, "IDP2", 4)) Mod_IDP2_Load(mod, buf, bufend);
278 else if (!memcmp(buf, "IDP3", 4)) Mod_IDP3_Load(mod, buf, bufend);
279 else if (!memcmp(buf, "IDSP", 4)) Mod_IDSP_Load(mod, buf, bufend);
280 else if (!memcmp(buf, "IDS2", 4)) Mod_IDS2_Load(mod, buf, bufend);
281 else if (!memcmp(buf, "IBSP", 4)) Mod_IBSP_Load(mod, buf, bufend);
282 else if (!memcmp(buf, "ZYMOTICMODEL", 12)) Mod_ZYMOTICMODEL_Load(mod, buf, bufend);
283 else if (!memcmp(buf, "DARKPLACESMODEL", 16)) Mod_DARKPLACESMODEL_Load(mod, buf, bufend);
284 else if (!memcmp(buf, "ACTRHEAD", 8)) Mod_PSKMODEL_Load(mod, buf, bufend);
285 else if (strlen(mod->name) >= 4 && !strcmp(mod->name - 4, ".map")) Mod_MAP_Load(mod, buf, bufend);
286 else if (num == BSPVERSION || num == 30) Mod_Q1BSP_Load(mod, buf, bufend);
287 else Con_Printf("Mod_LoadModel: model \"%s\" is of unknown/unsupported type\n", mod->name);
292 // no fatal errors occurred, so this model is ready to use.
297 // LordHavoc: Sys_Error was *ANNOYING*
298 Con_Printf ("Mod_LoadModel: %s not found\n", mod->name);
303 void Mod_ClearUsed(void)
306 int nummodels = Mem_ExpandableArray_IndexRange(&models);
308 for (i = 0;i < nummodels;i++)
309 if ((mod = Mem_ExpandableArray_RecordAtIndex(&models, i)) && mod->name[0])
313 void Mod_PurgeUnused(void)
316 int nummodels = Mem_ExpandableArray_IndexRange(&models);
318 for (i = 0;i < nummodels;i++)
320 if ((mod = Mem_ExpandableArray_RecordAtIndex(&models, i)) && mod->name[0] && !mod->used)
322 Mod_UnloadModel(mod);
323 Mem_ExpandableArray_FreeRecord(&models, mod);
328 // only used during loading!
329 void Mod_RemoveStaleWorldModels(model_t *skip)
332 int nummodels = Mem_ExpandableArray_IndexRange(&models);
334 for (i = 0;i < nummodels;i++)
336 if ((mod = Mem_ExpandableArray_RecordAtIndex(&models, i)) && mod->isworldmodel && mod->loaded && skip != mod)
338 Mod_UnloadModel(mod);
339 mod->isworldmodel = false;
351 model_t *Mod_FindName(const char *name)
354 int nummodels = Mem_ExpandableArray_IndexRange(&models);
358 Host_Error ("Mod_ForName: NULL name");
360 // search the currently loaded models
361 for (i = 0;i < nummodels;i++)
363 if ((mod = Mem_ExpandableArray_RecordAtIndex(&models, i)) && mod->name[0] && !strcmp(mod->name, name))
370 // no match found, create a new one
371 mod = Mem_ExpandableArray_AllocRecord(&models);
372 strlcpy(mod->name, name, sizeof(mod->name));
382 Loads in a model for the given name
385 model_t *Mod_ForName(const char *name, qboolean crash, qboolean checkdisk, qboolean isworldmodel)
388 model = Mod_FindName(name);
389 if (model->name[0] != '*' && (!model->loaded || checkdisk))
390 Mod_LoadModel(model, crash, checkdisk, isworldmodel);
398 Reloads all models if they have changed
401 void Mod_Reload(void)
404 int nummodels = Mem_ExpandableArray_IndexRange(&models);
406 for (i = 0;i < nummodels;i++)
407 if ((mod = Mem_ExpandableArray_RecordAtIndex(&models, i)) && mod->name[0] && mod->name[0] != '*' && mod->used)
408 Mod_LoadModel(mod, true, true, mod->isworldmodel);
411 unsigned char *mod_base;
414 //=============================================================================
421 static void Mod_Print(void)
424 int nummodels = Mem_ExpandableArray_IndexRange(&models);
427 Con_Print("Loaded models:\n");
428 for (i = 0;i < nummodels;i++)
429 if ((mod = Mem_ExpandableArray_RecordAtIndex(&models, i)) && mod->name[0])
430 Con_Printf("%4iK %s\n", mod->mempool ? (int)((mod->mempool->totalsize + 1023) / 1024) : 0, mod->name);
438 static void Mod_Precache(void)
441 Mod_ForName(Cmd_Argv(1), false, true, cl.worldmodel && !strcasecmp(Cmd_Argv(1), cl.worldmodel->name));
443 Con_Print("usage: modelprecache <filename>\n");
446 int Mod_BuildVertexRemapTableFromElements(int numelements, const int *elements, int numvertices, int *remapvertices)
450 used = (unsigned char *)Mem_Alloc(tempmempool, numvertices);
451 memset(used, 0, numvertices);
452 for (i = 0;i < numelements;i++)
453 used[elements[i]] = 1;
454 for (i = 0, count = 0;i < numvertices;i++)
455 remapvertices[i] = used[i] ? count++ : -1;
461 // fast way, using an edge hash
462 #define TRIANGLEEDGEHASH 8192
463 void Mod_BuildTriangleNeighbors(int *neighbors, const int *elements, int numtriangles)
465 int i, j, p, e1, e2, *n, hashindex, count, match;
467 typedef struct edgehashentry_s
469 struct edgehashentry_s *next;
474 edgehashentry_t *edgehash[TRIANGLEEDGEHASH], *edgehashentries, edgehashentriesbuffer[TRIANGLEEDGEHASH*3], *hash;
475 memset(edgehash, 0, sizeof(edgehash));
476 edgehashentries = edgehashentriesbuffer;
477 // if there are too many triangles for the stack array, allocate larger buffer
478 if (numtriangles > TRIANGLEEDGEHASH)
479 edgehashentries = (edgehashentry_t *)Mem_Alloc(tempmempool, numtriangles * 3 * sizeof(edgehashentry_t));
480 // find neighboring triangles
481 for (i = 0, e = elements, n = neighbors;i < numtriangles;i++, e += 3, n += 3)
483 for (j = 0, p = 2;j < 3;p = j, j++)
487 // this hash index works for both forward and backward edges
488 hashindex = (unsigned int)(e1 + e2) % TRIANGLEEDGEHASH;
489 hash = edgehashentries + i * 3 + j;
490 hash->next = edgehash[hashindex];
491 edgehash[hashindex] = hash;
493 hash->element[0] = e1;
494 hash->element[1] = e2;
497 for (i = 0, e = elements, n = neighbors;i < numtriangles;i++, e += 3, n += 3)
499 for (j = 0, p = 2;j < 3;p = j, j++)
503 // this hash index works for both forward and backward edges
504 hashindex = (unsigned int)(e1 + e2) % TRIANGLEEDGEHASH;
507 for (hash = edgehash[hashindex];hash;hash = hash->next)
509 if (hash->element[0] == e2 && hash->element[1] == e1)
511 if (hash->triangle != i)
512 match = hash->triangle;
515 else if ((hash->element[0] == e1 && hash->element[1] == e2))
518 // detect edges shared by three triangles and make them seams
524 // free the allocated buffer
525 if (edgehashentries != edgehashentriesbuffer)
526 Mem_Free(edgehashentries);
529 // very slow but simple way
530 static int Mod_FindTriangleWithEdge(const int *elements, int numtriangles, int start, int end, int ignore)
535 for (i = 0;i < numtriangles;i++, elements += 3)
537 if ((elements[0] == start && elements[1] == end)
538 || (elements[1] == start && elements[2] == end)
539 || (elements[2] == start && elements[0] == end))
545 else if ((elements[1] == start && elements[0] == end)
546 || (elements[2] == start && elements[1] == end)
547 || (elements[0] == start && elements[2] == end))
550 // detect edges shared by three triangles and make them seams
556 void Mod_BuildTriangleNeighbors(int *neighbors, const int *elements, int numtriangles)
560 for (i = 0, e = elements, n = neighbors;i < numtriangles;i++, e += 3, n += 3)
562 n[0] = Mod_FindTriangleWithEdge(elements, numtriangles, e[1], e[0], i);
563 n[1] = Mod_FindTriangleWithEdge(elements, numtriangles, e[2], e[1], i);
564 n[2] = Mod_FindTriangleWithEdge(elements, numtriangles, e[0], e[2], i);
569 void Mod_ValidateElements(int *elements, int numtriangles, int firstvertex, int numverts, const char *filename, int fileline)
571 int i, warned = false, endvertex = firstvertex + numverts;
572 for (i = 0;i < numtriangles * 3;i++)
574 if (elements[i] < firstvertex || elements[i] >= endvertex)
579 Con_Printf("Mod_ValidateElements: out of bounds elements detected at %s:%d\n", filename, fileline);
581 elements[i] = firstvertex;
586 // warning: this is an expensive function!
587 void Mod_BuildNormals(int firstvertex, int numvertices, int numtriangles, const float *vertex3f, const int *elements, float *normal3f, qboolean areaweighting)
594 memset(normal3f + 3 * firstvertex, 0, numvertices * sizeof(float[3]));
595 // process each vertex of each triangle and accumulate the results
596 // use area-averaging, to make triangles with a big area have a bigger
597 // weighting on the vertex normal than triangles with a small area
598 // to do so, just add the 'normals' together (the bigger the area
599 // the greater the length of the normal is
601 for (i = 0; i < numtriangles; i++, element += 3)
604 vertex3f + element[0] * 3,
605 vertex3f + element[1] * 3,
606 vertex3f + element[2] * 3,
611 VectorNormalize(areaNormal);
613 for (j = 0;j < 3;j++)
615 vectorNormal = normal3f + element[j] * 3;
616 vectorNormal[0] += areaNormal[0];
617 vectorNormal[1] += areaNormal[1];
618 vectorNormal[2] += areaNormal[2];
621 // and just normalize the accumulated vertex normal in the end
622 vectorNormal = normal3f + 3 * firstvertex;
623 for (i = 0; i < numvertices; i++, vectorNormal += 3)
624 VectorNormalize(vectorNormal);
627 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)
629 float f, tangentcross[3], v10[3], v20[3], tc10[2], tc20[2];
630 // 79 add/sub/negate/multiply (1 cycle), 1 compare (3 cycle?), total cycles not counting load/store/exchange roughly 82 cycles
631 // 6 add, 28 subtract, 39 multiply, 1 compare, 50% chance of 6 negates
633 // 6 multiply, 9 subtract
634 VectorSubtract(v1, v0, v10);
635 VectorSubtract(v2, v0, v20);
636 normal3f[0] = v20[1] * v10[2] - v20[2] * v10[1];
637 normal3f[1] = v20[2] * v10[0] - v20[0] * v10[2];
638 normal3f[2] = v20[0] * v10[1] - v20[1] * v10[0];
639 // 12 multiply, 10 subtract
640 tc10[1] = tc1[1] - tc0[1];
641 tc20[1] = tc2[1] - tc0[1];
642 svector3f[0] = tc10[1] * v20[0] - tc20[1] * v10[0];
643 svector3f[1] = tc10[1] * v20[1] - tc20[1] * v10[1];
644 svector3f[2] = tc10[1] * v20[2] - tc20[1] * v10[2];
645 tc10[0] = tc1[0] - tc0[0];
646 tc20[0] = tc2[0] - tc0[0];
647 tvector3f[0] = tc10[0] * v20[0] - tc20[0] * v10[0];
648 tvector3f[1] = tc10[0] * v20[1] - tc20[0] * v10[1];
649 tvector3f[2] = tc10[0] * v20[2] - tc20[0] * v10[2];
650 // 12 multiply, 4 add, 6 subtract
651 f = DotProduct(svector3f, normal3f);
652 svector3f[0] -= f * normal3f[0];
653 svector3f[1] -= f * normal3f[1];
654 svector3f[2] -= f * normal3f[2];
655 f = DotProduct(tvector3f, normal3f);
656 tvector3f[0] -= f * normal3f[0];
657 tvector3f[1] -= f * normal3f[1];
658 tvector3f[2] -= f * normal3f[2];
659 // if texture is mapped the wrong way (counterclockwise), the tangents
660 // have to be flipped, this is detected by calculating a normal from the
661 // two tangents, and seeing if it is opposite the surface normal
662 // 9 multiply, 2 add, 3 subtract, 1 compare, 50% chance of: 6 negates
663 CrossProduct(tvector3f, svector3f, tangentcross);
664 if (DotProduct(tangentcross, normal3f) < 0)
666 VectorNegate(svector3f, svector3f);
667 VectorNegate(tvector3f, tvector3f);
671 // warning: this is a very expensive function!
672 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)
675 float sdir[3], tdir[3], normal[3], *sv, *tv;
676 const float *v0, *v1, *v2, *tc0, *tc1, *tc2, *n;
677 float f, tangentcross[3], v10[3], v20[3], tc10[2], tc20[2];
680 memset(svector3f + 3 * firstvertex, 0, numvertices * sizeof(float[3]));
681 memset(tvector3f + 3 * firstvertex, 0, numvertices * sizeof(float[3]));
682 // process each vertex of each triangle and accumulate the results
683 for (tnum = 0, e = elements;tnum < numtriangles;tnum++, e += 3)
685 v0 = vertex3f + e[0] * 3;
686 v1 = vertex3f + e[1] * 3;
687 v2 = vertex3f + e[2] * 3;
688 tc0 = texcoord2f + e[0] * 2;
689 tc1 = texcoord2f + e[1] * 2;
690 tc2 = texcoord2f + e[2] * 2;
692 // 79 add/sub/negate/multiply (1 cycle), 1 compare (3 cycle?), total cycles not counting load/store/exchange roughly 82 cycles
693 // 6 add, 28 subtract, 39 multiply, 1 compare, 50% chance of 6 negates
695 // calculate the edge directions and surface normal
696 // 6 multiply, 9 subtract
697 VectorSubtract(v1, v0, v10);
698 VectorSubtract(v2, v0, v20);
699 normal[0] = v20[1] * v10[2] - v20[2] * v10[1];
700 normal[1] = v20[2] * v10[0] - v20[0] * v10[2];
701 normal[2] = v20[0] * v10[1] - v20[1] * v10[0];
703 // calculate the tangents
704 // 12 multiply, 10 subtract
705 tc10[1] = tc1[1] - tc0[1];
706 tc20[1] = tc2[1] - tc0[1];
707 sdir[0] = tc10[1] * v20[0] - tc20[1] * v10[0];
708 sdir[1] = tc10[1] * v20[1] - tc20[1] * v10[1];
709 sdir[2] = tc10[1] * v20[2] - tc20[1] * v10[2];
710 tc10[0] = tc1[0] - tc0[0];
711 tc20[0] = tc2[0] - tc0[0];
712 tdir[0] = tc10[0] * v20[0] - tc20[0] * v10[0];
713 tdir[1] = tc10[0] * v20[1] - tc20[0] * v10[1];
714 tdir[2] = tc10[0] * v20[2] - tc20[0] * v10[2];
716 // if texture is mapped the wrong way (counterclockwise), the tangents
717 // have to be flipped, this is detected by calculating a normal from the
718 // two tangents, and seeing if it is opposite the surface normal
719 // 9 multiply, 2 add, 3 subtract, 1 compare, 50% chance of: 6 negates
720 CrossProduct(tdir, sdir, tangentcross);
721 if (DotProduct(tangentcross, normal) < 0)
723 VectorNegate(sdir, sdir);
724 VectorNegate(tdir, tdir);
729 VectorNormalize(sdir);
730 VectorNormalize(tdir);
732 for (i = 0;i < 3;i++)
734 VectorAdd(svector3f + e[i]*3, sdir, svector3f + e[i]*3);
735 VectorAdd(tvector3f + e[i]*3, tdir, tvector3f + e[i]*3);
738 // make the tangents completely perpendicular to the surface normal, and
739 // then normalize them
740 // 16 assignments, 2 divide, 2 sqrt, 2 negates, 14 adds, 24 multiplies
741 for (i = 0, sv = svector3f + 3 * firstvertex, tv = tvector3f + 3 * firstvertex, n = normal3f + 3 * firstvertex;i < numvertices;i++, sv += 3, tv += 3, n += 3)
743 f = -DotProduct(sv, n);
744 VectorMA(sv, f, n, sv);
746 f = -DotProduct(tv, n);
747 VectorMA(tv, f, n, tv);
752 void Mod_AllocSurfMesh(mempool_t *mempool, int numvertices, int numtriangles, qboolean lightmapoffsets, qboolean vertexcolors, qboolean neighbors)
755 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));
756 loadmodel->surfmesh.num_vertices = numvertices;
757 loadmodel->surfmesh.num_triangles = numtriangles;
758 if (loadmodel->surfmesh.num_vertices)
760 loadmodel->surfmesh.data_vertex3f = (float *)data, data += sizeof(float[3]) * loadmodel->surfmesh.num_vertices;
761 loadmodel->surfmesh.data_svector3f = (float *)data, data += sizeof(float[3]) * loadmodel->surfmesh.num_vertices;
762 loadmodel->surfmesh.data_tvector3f = (float *)data, data += sizeof(float[3]) * loadmodel->surfmesh.num_vertices;
763 loadmodel->surfmesh.data_normal3f = (float *)data, data += sizeof(float[3]) * loadmodel->surfmesh.num_vertices;
764 loadmodel->surfmesh.data_texcoordtexture2f = (float *)data, data += sizeof(float[2]) * loadmodel->surfmesh.num_vertices;
765 loadmodel->surfmesh.data_texcoordlightmap2f = (float *)data, data += sizeof(float[2]) * loadmodel->surfmesh.num_vertices;
767 loadmodel->surfmesh.data_lightmapcolor4f = (float *)data, data += sizeof(float[4]) * loadmodel->surfmesh.num_vertices;
769 loadmodel->surfmesh.data_lightmapoffsets = (int *)data, data += sizeof(int) * loadmodel->surfmesh.num_vertices;
771 if (loadmodel->surfmesh.num_triangles)
773 loadmodel->surfmesh.data_element3i = (int *)data, data += sizeof(int[3]) * loadmodel->surfmesh.num_triangles;
775 loadmodel->surfmesh.data_neighbor3i = (int *)data, data += sizeof(int[3]) * loadmodel->surfmesh.num_triangles;
779 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)
781 shadowmesh_t *newmesh;
784 size = sizeof(shadowmesh_t);
785 size += maxverts * sizeof(float[3]);
787 size += maxverts * sizeof(float[11]);
788 size += maxtriangles * sizeof(int[3]);
790 size += maxtriangles * sizeof(int[3]);
792 size += SHADOWMESHVERTEXHASH * sizeof(shadowmeshvertexhash_t *) + maxverts * sizeof(shadowmeshvertexhash_t);
793 data = (unsigned char *)Mem_Alloc(mempool, size);
794 newmesh = (shadowmesh_t *)data;data += sizeof(*newmesh);
795 newmesh->map_diffuse = map_diffuse;
796 newmesh->map_specular = map_specular;
797 newmesh->map_normal = map_normal;
798 newmesh->maxverts = maxverts;
799 newmesh->maxtriangles = maxtriangles;
800 newmesh->numverts = 0;
801 newmesh->numtriangles = 0;
803 newmesh->vertex3f = (float *)data;data += maxverts * sizeof(float[3]);
806 newmesh->svector3f = (float *)data;data += maxverts * sizeof(float[3]);
807 newmesh->tvector3f = (float *)data;data += maxverts * sizeof(float[3]);
808 newmesh->normal3f = (float *)data;data += maxverts * sizeof(float[3]);
809 newmesh->texcoord2f = (float *)data;data += maxverts * sizeof(float[2]);
811 newmesh->element3i = (int *)data;data += maxtriangles * sizeof(int[3]);
814 newmesh->neighbor3i = (int *)data;data += maxtriangles * sizeof(int[3]);
818 newmesh->vertexhashtable = (shadowmeshvertexhash_t **)data;data += SHADOWMESHVERTEXHASH * sizeof(shadowmeshvertexhash_t *);
819 newmesh->vertexhashentries = (shadowmeshvertexhash_t *)data;data += maxverts * sizeof(shadowmeshvertexhash_t);
824 shadowmesh_t *Mod_ShadowMesh_ReAlloc(mempool_t *mempool, shadowmesh_t *oldmesh, int light, int neighbors)
826 shadowmesh_t *newmesh;
827 newmesh = Mod_ShadowMesh_Alloc(mempool, oldmesh->numverts, oldmesh->numtriangles, oldmesh->map_diffuse, oldmesh->map_specular, oldmesh->map_normal, light, neighbors, false);
828 newmesh->numverts = oldmesh->numverts;
829 newmesh->numtriangles = oldmesh->numtriangles;
831 memcpy(newmesh->vertex3f, oldmesh->vertex3f, oldmesh->numverts * sizeof(float[3]));
832 if (newmesh->svector3f && oldmesh->svector3f)
834 memcpy(newmesh->svector3f, oldmesh->svector3f, oldmesh->numverts * sizeof(float[3]));
835 memcpy(newmesh->tvector3f, oldmesh->tvector3f, oldmesh->numverts * sizeof(float[3]));
836 memcpy(newmesh->normal3f, oldmesh->normal3f, oldmesh->numverts * sizeof(float[3]));
837 memcpy(newmesh->texcoord2f, oldmesh->texcoord2f, oldmesh->numverts * sizeof(float[2]));
839 memcpy(newmesh->element3i, oldmesh->element3i, oldmesh->numtriangles * sizeof(int[3]));
840 if (newmesh->neighbor3i && oldmesh->neighbor3i)
841 memcpy(newmesh->neighbor3i, oldmesh->neighbor3i, oldmesh->numtriangles * sizeof(int[3]));
845 int Mod_ShadowMesh_AddVertex(shadowmesh_t *mesh, float *vertex14f)
848 shadowmeshvertexhash_t *hash;
849 // this uses prime numbers intentionally
850 hashindex = (unsigned int) (vertex14f[0] * 2003 + vertex14f[1] * 4001 + vertex14f[2] * 7919) % SHADOWMESHVERTEXHASH;
851 for (hash = mesh->vertexhashtable[hashindex];hash;hash = hash->next)
853 vnum = (hash - mesh->vertexhashentries);
854 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]))
855 && (mesh->svector3f == NULL || (mesh->svector3f[vnum * 3 + 0] == vertex14f[3] && mesh->svector3f[vnum * 3 + 1] == vertex14f[4] && mesh->svector3f[vnum * 3 + 2] == vertex14f[5]))
856 && (mesh->tvector3f == NULL || (mesh->tvector3f[vnum * 3 + 0] == vertex14f[6] && mesh->tvector3f[vnum * 3 + 1] == vertex14f[7] && mesh->tvector3f[vnum * 3 + 2] == vertex14f[8]))
857 && (mesh->normal3f == NULL || (mesh->normal3f[vnum * 3 + 0] == vertex14f[9] && mesh->normal3f[vnum * 3 + 1] == vertex14f[10] && mesh->normal3f[vnum * 3 + 2] == vertex14f[11]))
858 && (mesh->texcoord2f == NULL || (mesh->texcoord2f[vnum * 2 + 0] == vertex14f[12] && mesh->texcoord2f[vnum * 2 + 1] == vertex14f[13])))
859 return hash - mesh->vertexhashentries;
861 vnum = mesh->numverts++;
862 hash = mesh->vertexhashentries + vnum;
863 hash->next = mesh->vertexhashtable[hashindex];
864 mesh->vertexhashtable[hashindex] = hash;
865 if (mesh->vertex3f) {mesh->vertex3f[vnum * 3 + 0] = vertex14f[0];mesh->vertex3f[vnum * 3 + 1] = vertex14f[1];mesh->vertex3f[vnum * 3 + 2] = vertex14f[2];}
866 if (mesh->svector3f) {mesh->svector3f[vnum * 3 + 0] = vertex14f[3];mesh->svector3f[vnum * 3 + 1] = vertex14f[4];mesh->svector3f[vnum * 3 + 2] = vertex14f[5];}
867 if (mesh->tvector3f) {mesh->tvector3f[vnum * 3 + 0] = vertex14f[6];mesh->tvector3f[vnum * 3 + 1] = vertex14f[7];mesh->tvector3f[vnum * 3 + 2] = vertex14f[8];}
868 if (mesh->normal3f) {mesh->normal3f[vnum * 3 + 0] = vertex14f[9];mesh->normal3f[vnum * 3 + 1] = vertex14f[10];mesh->normal3f[vnum * 3 + 2] = vertex14f[11];}
869 if (mesh->texcoord2f) {mesh->texcoord2f[vnum * 2 + 0] = vertex14f[12];mesh->texcoord2f[vnum * 2 + 1] = vertex14f[13];}
873 void Mod_ShadowMesh_AddTriangle(mempool_t *mempool, shadowmesh_t *mesh, rtexture_t *map_diffuse, rtexture_t *map_specular, rtexture_t *map_normal, float *vertex14f)
875 if (mesh->numtriangles == 0)
877 // set the properties on this empty mesh to be more favorable...
878 // (note: this case only occurs for the first triangle added to a new mesh chain)
879 mesh->map_diffuse = map_diffuse;
880 mesh->map_specular = map_specular;
881 mesh->map_normal = map_normal;
883 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)
885 if (mesh->next == NULL)
886 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);
889 mesh->element3i[mesh->numtriangles * 3 + 0] = Mod_ShadowMesh_AddVertex(mesh, vertex14f + 14 * 0);
890 mesh->element3i[mesh->numtriangles * 3 + 1] = Mod_ShadowMesh_AddVertex(mesh, vertex14f + 14 * 1);
891 mesh->element3i[mesh->numtriangles * 3 + 2] = Mod_ShadowMesh_AddVertex(mesh, vertex14f + 14 * 2);
892 mesh->numtriangles++;
895 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)
898 float vbuf[3*14], *v;
899 memset(vbuf, 0, sizeof(vbuf));
900 for (i = 0;i < numtris;i++)
902 for (j = 0, v = vbuf;j < 3;j++, v += 14)
907 v[0] = vertex3f[e * 3 + 0];
908 v[1] = vertex3f[e * 3 + 1];
909 v[2] = vertex3f[e * 3 + 2];
913 v[3] = svector3f[e * 3 + 0];
914 v[4] = svector3f[e * 3 + 1];
915 v[5] = svector3f[e * 3 + 2];
919 v[6] = tvector3f[e * 3 + 0];
920 v[7] = tvector3f[e * 3 + 1];
921 v[8] = tvector3f[e * 3 + 2];
925 v[9] = normal3f[e * 3 + 0];
926 v[10] = normal3f[e * 3 + 1];
927 v[11] = normal3f[e * 3 + 2];
931 v[12] = texcoord2f[e * 2 + 0];
932 v[13] = texcoord2f[e * 2 + 1];
935 Mod_ShadowMesh_AddTriangle(mempool, mesh, map_diffuse, map_specular, map_normal, vbuf);
939 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)
941 return Mod_ShadowMesh_Alloc(mempool, maxverts, maxtriangles, map_diffuse, map_specular, map_normal, light, neighbors, expandable);
944 static void Mod_ShadowMesh_CreateVBOs(shadowmesh_t *mesh)
946 if (!gl_support_arb_vertex_buffer_object)
949 // element buffer is easy because it's just one array
950 if (mesh->numtriangles)
951 mesh->ebo = R_Mesh_CreateStaticBufferObject(GL_ELEMENT_ARRAY_BUFFER_ARB, mesh->element3i, mesh->numtriangles * sizeof(int[3]), "shadowmesh");
953 // vertex buffer is several arrays and we put them in the same buffer
955 // is this wise? the texcoordtexture2f array is used with dynamic
956 // vertex/svector/tvector/normal when rendering animated models, on the
957 // other hand animated models don't use a lot of vertices anyway...
963 mesh->vbooffset_vertex3f = size;if (mesh->vertex3f ) size += mesh->numverts * sizeof(float[3]);
964 mesh->vbooffset_svector3f = size;if (mesh->svector3f ) size += mesh->numverts * sizeof(float[3]);
965 mesh->vbooffset_tvector3f = size;if (mesh->tvector3f ) size += mesh->numverts * sizeof(float[3]);
966 mesh->vbooffset_normal3f = size;if (mesh->normal3f ) size += mesh->numverts * sizeof(float[3]);
967 mesh->vbooffset_texcoord2f = size;if (mesh->texcoord2f ) size += mesh->numverts * sizeof(float[2]);
968 mem = (unsigned char *)Mem_Alloc(tempmempool, size);
969 if (mesh->vertex3f ) memcpy(mem + mesh->vbooffset_vertex3f , mesh->vertex3f , mesh->numverts * sizeof(float[3]));
970 if (mesh->svector3f ) memcpy(mem + mesh->vbooffset_svector3f , mesh->svector3f , mesh->numverts * sizeof(float[3]));
971 if (mesh->tvector3f ) memcpy(mem + mesh->vbooffset_tvector3f , mesh->tvector3f , mesh->numverts * sizeof(float[3]));
972 if (mesh->normal3f ) memcpy(mem + mesh->vbooffset_normal3f , mesh->normal3f , mesh->numverts * sizeof(float[3]));
973 if (mesh->texcoord2f ) memcpy(mem + mesh->vbooffset_texcoord2f , mesh->texcoord2f , mesh->numverts * sizeof(float[2]));
974 mesh->vbo = R_Mesh_CreateStaticBufferObject(GL_ARRAY_BUFFER_ARB, mem, size, "shadowmesh");
979 shadowmesh_t *Mod_ShadowMesh_Finish(mempool_t *mempool, shadowmesh_t *firstmesh, qboolean light, qboolean neighbors, qboolean createvbo)
981 shadowmesh_t *mesh, *newmesh, *nextmesh;
982 // reallocate meshs to conserve space
983 for (mesh = firstmesh, firstmesh = NULL;mesh;mesh = nextmesh)
985 nextmesh = mesh->next;
986 if (mesh->numverts >= 3 && mesh->numtriangles >= 1)
988 newmesh = Mod_ShadowMesh_ReAlloc(mempool, mesh, light, neighbors);
989 newmesh->next = firstmesh;
992 Mod_ShadowMesh_CreateVBOs(newmesh);
999 void Mod_ShadowMesh_CalcBBox(shadowmesh_t *firstmesh, vec3_t mins, vec3_t maxs, vec3_t center, float *radius)
1003 vec3_t nmins, nmaxs, ncenter, temp;
1004 float nradius2, dist2, *v;
1008 for (mesh = firstmesh;mesh;mesh = mesh->next)
1010 if (mesh == firstmesh)
1012 VectorCopy(mesh->vertex3f, nmins);
1013 VectorCopy(mesh->vertex3f, nmaxs);
1015 for (i = 0, v = mesh->vertex3f;i < mesh->numverts;i++, v += 3)
1017 if (nmins[0] > v[0]) nmins[0] = v[0];if (nmaxs[0] < v[0]) nmaxs[0] = v[0];
1018 if (nmins[1] > v[1]) nmins[1] = v[1];if (nmaxs[1] < v[1]) nmaxs[1] = v[1];
1019 if (nmins[2] > v[2]) nmins[2] = v[2];if (nmaxs[2] < v[2]) nmaxs[2] = v[2];
1022 // calculate center and radius
1023 ncenter[0] = (nmins[0] + nmaxs[0]) * 0.5f;
1024 ncenter[1] = (nmins[1] + nmaxs[1]) * 0.5f;
1025 ncenter[2] = (nmins[2] + nmaxs[2]) * 0.5f;
1027 for (mesh = firstmesh;mesh;mesh = mesh->next)
1029 for (i = 0, v = mesh->vertex3f;i < mesh->numverts;i++, v += 3)
1031 VectorSubtract(v, ncenter, temp);
1032 dist2 = DotProduct(temp, temp);
1033 if (nradius2 < dist2)
1039 VectorCopy(nmins, mins);
1041 VectorCopy(nmaxs, maxs);
1043 VectorCopy(ncenter, center);
1045 *radius = sqrt(nradius2);
1048 void Mod_ShadowMesh_Free(shadowmesh_t *mesh)
1050 shadowmesh_t *nextmesh;
1051 for (;mesh;mesh = nextmesh)
1054 R_Mesh_DestroyBufferObject(mesh->ebo);
1056 R_Mesh_DestroyBufferObject(mesh->vbo);
1057 nextmesh = mesh->next;
1062 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)
1067 if (ix >= 0 && iy >= 0 && ix < imagewidth && iy < imageheight)
1068 v[2] = (imagepixels[((iy*imagewidth)+ix)*4+0] + imagepixels[((iy*imagewidth)+ix)*4+1] + imagepixels[((iy*imagewidth)+ix)*4+2]) * (1.0f / 765.0f);
1071 Matrix4x4_Transform(pixelstepmatrix, v, vertex3f);
1072 Matrix4x4_Transform(pixeltexturestepmatrix, v, tc);
1073 texcoord2f[0] = tc[0];
1074 texcoord2f[1] = tc[1];
1077 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)
1079 float vup[3], vdown[3], vleft[3], vright[3];
1080 float tcup[3], tcdown[3], tcleft[3], tcright[3];
1081 float sv[3], tv[3], nl[3];
1082 Mod_GetTerrainVertex3fTexCoord2fFromBGRA(imagepixels, imagewidth, imageheight, ix, iy, vertex3f, texcoord2f, pixelstepmatrix, pixeltexturestepmatrix);
1083 Mod_GetTerrainVertex3fTexCoord2fFromBGRA(imagepixels, imagewidth, imageheight, ix, iy - 1, vup, tcup, pixelstepmatrix, pixeltexturestepmatrix);
1084 Mod_GetTerrainVertex3fTexCoord2fFromBGRA(imagepixels, imagewidth, imageheight, ix, iy + 1, vdown, tcdown, pixelstepmatrix, pixeltexturestepmatrix);
1085 Mod_GetTerrainVertex3fTexCoord2fFromBGRA(imagepixels, imagewidth, imageheight, ix - 1, iy, vleft, tcleft, pixelstepmatrix, pixeltexturestepmatrix);
1086 Mod_GetTerrainVertex3fTexCoord2fFromBGRA(imagepixels, imagewidth, imageheight, ix + 1, iy, vright, tcright, pixelstepmatrix, pixeltexturestepmatrix);
1087 Mod_BuildBumpVectors(vertex3f, vup, vright, texcoord2f, tcup, tcright, svector3f, tvector3f, normal3f);
1088 Mod_BuildBumpVectors(vertex3f, vright, vdown, texcoord2f, tcright, tcdown, sv, tv, nl);
1089 VectorAdd(svector3f, sv, svector3f);
1090 VectorAdd(tvector3f, tv, tvector3f);
1091 VectorAdd(normal3f, nl, normal3f);
1092 Mod_BuildBumpVectors(vertex3f, vdown, vleft, texcoord2f, tcdown, tcleft, sv, tv, nl);
1093 VectorAdd(svector3f, sv, svector3f);
1094 VectorAdd(tvector3f, tv, tvector3f);
1095 VectorAdd(normal3f, nl, normal3f);
1096 Mod_BuildBumpVectors(vertex3f, vleft, vup, texcoord2f, tcleft, tcup, sv, tv, nl);
1097 VectorAdd(svector3f, sv, svector3f);
1098 VectorAdd(tvector3f, tv, tvector3f);
1099 VectorAdd(normal3f, nl, normal3f);
1102 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)
1104 int x, y, ix, iy, *e;
1106 for (y = 0;y < height;y++)
1108 for (x = 0;x < width;x++)
1110 e[0] = (y + 1) * (width + 1) + (x + 0);
1111 e[1] = (y + 0) * (width + 1) + (x + 0);
1112 e[2] = (y + 1) * (width + 1) + (x + 1);
1113 e[3] = (y + 0) * (width + 1) + (x + 0);
1114 e[4] = (y + 0) * (width + 1) + (x + 1);
1115 e[5] = (y + 1) * (width + 1) + (x + 1);
1119 Mod_BuildTriangleNeighbors(neighbor3i, element3i, width*height*2);
1120 for (y = 0, iy = y1;y < height + 1;y++, iy++)
1121 for (x = 0, ix = x1;x < width + 1;x++, ix++, vertex3f += 3, texcoord2f += 2, svector3f += 3, tvector3f += 3, normal3f += 3)
1122 Mod_GetTerrainVertexFromBGRA(imagepixels, imagewidth, imageheight, ix, iy, vertex3f, texcoord2f, svector3f, tvector3f, normal3f, pixelstepmatrix, pixeltexturestepmatrix);
1125 q3wavefunc_t Mod_LoadQ3Shaders_EnumerateWaveFunc(const char *s)
1127 if (!strcasecmp(s, "sin")) return Q3WAVEFUNC_SIN;
1128 if (!strcasecmp(s, "square")) return Q3WAVEFUNC_SQUARE;
1129 if (!strcasecmp(s, "triangle")) return Q3WAVEFUNC_TRIANGLE;
1130 if (!strcasecmp(s, "sawtooth")) return Q3WAVEFUNC_SAWTOOTH;
1131 if (!strcasecmp(s, "inversesawtooth")) return Q3WAVEFUNC_INVERSESAWTOOTH;
1132 if (!strcasecmp(s, "noise")) return Q3WAVEFUNC_NOISE;
1133 Con_DPrintf("Mod_LoadQ3Shaders: unknown wavefunc %s\n", s);
1134 return Q3WAVEFUNC_NONE;
1137 static void Q3Shaders_Clear()
1139 /* Just clear out everything... */
1140 Mem_FreePool (&q3shaders_mem);
1141 /* ...and alloc the structs again. */
1142 q3shaders_mem = Mem_AllocPool("q3shaders", 0, NULL);
1143 q3shader_data = (q3shader_data_t*)Mem_Alloc (q3shaders_mem,
1144 sizeof (q3shader_data_t));
1145 Mem_ExpandableArray_NewArray (&q3shader_data->hash_entries,
1146 q3shaders_mem, sizeof (q3shader_hash_entry_t), 256);
1147 Mem_ExpandableArray_NewArray (&q3shader_data->char_ptrs,
1148 q3shaders_mem, sizeof (char**), 256);
1151 static void Q3Shader_AddToHash (q3shaderinfo_t* shader)
1153 unsigned short hash = CRC_Block_CaseInsensitive ((const unsigned char *)shader->name, strlen (shader->name));
1154 q3shader_hash_entry_t* entry = q3shader_data->hash + (hash % Q3SHADER_HASH_SIZE);
1155 q3shader_hash_entry_t* lastEntry = NULL;
1156 while (entry != NULL)
1158 if (strcasecmp (entry->shader.name, shader->name) == 0)
1160 Con_Printf("Shader '%s' already defined\n", shader->name);
1164 entry = entry->chain;
1168 if (lastEntry->shader.name[0] != 0)
1171 q3shader_hash_entry_t* newEntry = (q3shader_hash_entry_t*)
1172 Mem_ExpandableArray_AllocRecord (&q3shader_data->hash_entries);
1174 while (lastEntry->chain != NULL) lastEntry = lastEntry->chain;
1175 lastEntry->chain = newEntry;
1176 newEntry->chain = NULL;
1177 lastEntry = newEntry;
1179 /* else: head of chain, in hash entry array */
1182 memcpy (&entry->shader, shader, sizeof (q3shaderinfo_t));
1185 extern cvar_t r_picmipworld;
1186 void Mod_LoadQ3Shaders(void)
1193 q3shaderinfo_t shader;
1194 q3shaderinfo_layer_t *layer;
1196 char parameter[TEXTURE_MAXFRAMES + 4][Q3PATHLENGTH];
1200 search = FS_Search("scripts/*.shader", true, false);
1203 for (fileindex = 0;fileindex < search->numfilenames;fileindex++)
1205 text = f = (char *)FS_LoadFile(search->filenames[fileindex], tempmempool, false, NULL);
1208 while (COM_ParseToken_QuakeC(&text, false))
1210 memset (&shader, 0, sizeof(shader));
1211 shader.reflectmin = 0;
1212 shader.reflectmax = 1;
1213 shader.refractfactor = 1;
1214 Vector4Set(shader.refractcolor4f, 1, 1, 1, 1);
1215 shader.reflectfactor = 1;
1216 Vector4Set(shader.reflectcolor4f, 1, 1, 1, 1);
1217 shader.r_water_wateralpha = 1;
1219 strlcpy(shader.name, com_token, sizeof(shader.name));
1220 if (!COM_ParseToken_QuakeC(&text, false) || strcasecmp(com_token, "{"))
1222 Con_Printf("%s parsing error - expected \"{\", found \"%s\"\n", search->filenames[fileindex], com_token);
1225 while (COM_ParseToken_QuakeC(&text, false))
1227 if (!strcasecmp(com_token, "}"))
1229 if (!strcasecmp(com_token, "{"))
1231 static q3shaderinfo_layer_t dummy;
1232 if (shader.numlayers < Q3SHADER_MAXLAYERS)
1234 layer = shader.layers + shader.numlayers++;
1238 // parse and process it anyway, just don't store it (so a map $lightmap or such stuff still is found)
1239 memset(&dummy, 0, sizeof(dummy));
1242 layer->rgbgen.rgbgen = Q3RGBGEN_IDENTITY;
1243 layer->alphagen.alphagen = Q3ALPHAGEN_IDENTITY;
1244 layer->tcgen.tcgen = Q3TCGEN_TEXTURE;
1245 layer->blendfunc[0] = GL_ONE;
1246 layer->blendfunc[1] = GL_ZERO;
1247 while (COM_ParseToken_QuakeC(&text, false))
1249 if (!strcasecmp(com_token, "}"))
1251 if (!strcasecmp(com_token, "\n"))
1254 for (j = 0;strcasecmp(com_token, "\n") && strcasecmp(com_token, "}");j++)
1256 if (j < TEXTURE_MAXFRAMES + 4)
1258 strlcpy(parameter[j], com_token, sizeof(parameter[j]));
1259 numparameters = j + 1;
1261 if (!COM_ParseToken_QuakeC(&text, true))
1264 for (j = numparameters;j < TEXTURE_MAXFRAMES + 4;j++)
1265 parameter[j][0] = 0;
1266 if (developer.integer >= 100)
1268 Con_Printf("%s %i: ", shader.name, shader.numlayers - 1);
1269 for (j = 0;j < numparameters;j++)
1270 Con_Printf(" %s", parameter[j]);
1273 if (numparameters >= 2 && !strcasecmp(parameter[0], "blendfunc"))
1275 if (numparameters == 2)
1277 if (!strcasecmp(parameter[1], "add"))
1279 layer->blendfunc[0] = GL_ONE;
1280 layer->blendfunc[1] = GL_ONE;
1282 else if (!strcasecmp(parameter[1], "filter"))
1284 layer->blendfunc[0] = GL_DST_COLOR;
1285 layer->blendfunc[1] = GL_ZERO;
1287 else if (!strcasecmp(parameter[1], "blend"))
1289 layer->blendfunc[0] = GL_SRC_ALPHA;
1290 layer->blendfunc[1] = GL_ONE_MINUS_SRC_ALPHA;
1293 else if (numparameters == 3)
1296 for (k = 0;k < 2;k++)
1298 if (!strcasecmp(parameter[k+1], "GL_ONE"))
1299 layer->blendfunc[k] = GL_ONE;
1300 else if (!strcasecmp(parameter[k+1], "GL_ZERO"))
1301 layer->blendfunc[k] = GL_ZERO;
1302 else if (!strcasecmp(parameter[k+1], "GL_SRC_COLOR"))
1303 layer->blendfunc[k] = GL_SRC_COLOR;
1304 else if (!strcasecmp(parameter[k+1], "GL_SRC_ALPHA"))
1305 layer->blendfunc[k] = GL_SRC_ALPHA;
1306 else if (!strcasecmp(parameter[k+1], "GL_DST_COLOR"))
1307 layer->blendfunc[k] = GL_DST_COLOR;
1308 else if (!strcasecmp(parameter[k+1], "GL_DST_ALPHA"))
1309 layer->blendfunc[k] = GL_ONE_MINUS_DST_ALPHA;
1310 else if (!strcasecmp(parameter[k+1], "GL_ONE_MINUS_SRC_COLOR"))
1311 layer->blendfunc[k] = GL_ONE_MINUS_SRC_COLOR;
1312 else if (!strcasecmp(parameter[k+1], "GL_ONE_MINUS_SRC_ALPHA"))
1313 layer->blendfunc[k] = GL_ONE_MINUS_SRC_ALPHA;
1314 else if (!strcasecmp(parameter[k+1], "GL_ONE_MINUS_DST_COLOR"))
1315 layer->blendfunc[k] = GL_ONE_MINUS_DST_COLOR;
1316 else if (!strcasecmp(parameter[k+1], "GL_ONE_MINUS_DST_ALPHA"))
1317 layer->blendfunc[k] = GL_ONE_MINUS_DST_ALPHA;
1319 layer->blendfunc[k] = GL_ONE; // default in case of parsing error
1323 if (numparameters >= 2 && !strcasecmp(parameter[0], "alphafunc"))
1324 layer->alphatest = true;
1325 if (numparameters >= 2 && (!strcasecmp(parameter[0], "map") || !strcasecmp(parameter[0], "clampmap")))
1327 if (!strcasecmp(parameter[0], "clampmap"))
1328 layer->clampmap = true;
1329 layer->numframes = 1;
1330 layer->framerate = 1;
1331 layer->texturename = (char**)Mem_ExpandableArray_AllocRecord (
1332 &q3shader_data->char_ptrs);
1333 layer->texturename[0] = Mem_strdup (q3shaders_mem, parameter[1]);
1334 if (!strcasecmp(parameter[1], "$lightmap"))
1335 shader.lighting = true;
1337 else if (numparameters >= 3 && (!strcasecmp(parameter[0], "animmap") || !strcasecmp(parameter[0], "animclampmap")))
1340 layer->numframes = min(numparameters - 2, TEXTURE_MAXFRAMES);
1341 layer->framerate = atof(parameter[1]);
1342 layer->texturename = Mem_Alloc (q3shaders_mem, sizeof (char*) * layer->numframes);
1343 for (i = 0;i < layer->numframes;i++)
1344 layer->texturename[i] = Mem_strdup (q3shaders_mem, parameter[i + 2]);
1346 else if (numparameters >= 2 && !strcasecmp(parameter[0], "rgbgen"))
1349 for (i = 0;i < numparameters - 2 && i < Q3RGBGEN_MAXPARMS;i++)
1350 layer->rgbgen.parms[i] = atof(parameter[i+2]);
1351 if (!strcasecmp(parameter[1], "identity")) layer->rgbgen.rgbgen = Q3RGBGEN_IDENTITY;
1352 else if (!strcasecmp(parameter[1], "const")) layer->rgbgen.rgbgen = Q3RGBGEN_CONST;
1353 else if (!strcasecmp(parameter[1], "entity")) layer->rgbgen.rgbgen = Q3RGBGEN_ENTITY;
1354 else if (!strcasecmp(parameter[1], "exactvertex")) layer->rgbgen.rgbgen = Q3RGBGEN_EXACTVERTEX;
1355 else if (!strcasecmp(parameter[1], "identitylighting")) layer->rgbgen.rgbgen = Q3RGBGEN_IDENTITYLIGHTING;
1356 else if (!strcasecmp(parameter[1], "lightingdiffuse")) layer->rgbgen.rgbgen = Q3RGBGEN_LIGHTINGDIFFUSE;
1357 else if (!strcasecmp(parameter[1], "oneminusentity")) layer->rgbgen.rgbgen = Q3RGBGEN_ONEMINUSENTITY;
1358 else if (!strcasecmp(parameter[1], "oneminusvertex")) layer->rgbgen.rgbgen = Q3RGBGEN_ONEMINUSVERTEX;
1359 else if (!strcasecmp(parameter[1], "vertex")) layer->rgbgen.rgbgen = Q3RGBGEN_VERTEX;
1360 else if (!strcasecmp(parameter[1], "wave"))
1362 layer->rgbgen.rgbgen = Q3RGBGEN_WAVE;
1363 layer->rgbgen.wavefunc = Mod_LoadQ3Shaders_EnumerateWaveFunc(parameter[2]);
1364 for (i = 0;i < numparameters - 3 && i < Q3WAVEPARMS;i++)
1365 layer->rgbgen.waveparms[i] = atof(parameter[i+3]);
1367 else Con_DPrintf("%s parsing warning: unknown rgbgen %s\n", search->filenames[fileindex], parameter[1]);
1369 else if (numparameters >= 2 && !strcasecmp(parameter[0], "alphagen"))
1372 for (i = 0;i < numparameters - 2 && i < Q3ALPHAGEN_MAXPARMS;i++)
1373 layer->alphagen.parms[i] = atof(parameter[i+2]);
1374 if (!strcasecmp(parameter[1], "identity")) layer->alphagen.alphagen = Q3ALPHAGEN_IDENTITY;
1375 else if (!strcasecmp(parameter[1], "const")) layer->alphagen.alphagen = Q3ALPHAGEN_CONST;
1376 else if (!strcasecmp(parameter[1], "entity")) layer->alphagen.alphagen = Q3ALPHAGEN_ENTITY;
1377 else if (!strcasecmp(parameter[1], "lightingspecular")) layer->alphagen.alphagen = Q3ALPHAGEN_LIGHTINGSPECULAR;
1378 else if (!strcasecmp(parameter[1], "oneminusentity")) layer->alphagen.alphagen = Q3ALPHAGEN_ONEMINUSENTITY;
1379 else if (!strcasecmp(parameter[1], "oneminusvertex")) layer->alphagen.alphagen = Q3ALPHAGEN_ONEMINUSVERTEX;
1380 else if (!strcasecmp(parameter[1], "portal")) layer->alphagen.alphagen = Q3ALPHAGEN_PORTAL;
1381 else if (!strcasecmp(parameter[1], "vertex")) layer->alphagen.alphagen = Q3ALPHAGEN_VERTEX;
1382 else if (!strcasecmp(parameter[1], "wave"))
1384 layer->alphagen.alphagen = Q3RGBGEN_WAVE;
1385 layer->alphagen.wavefunc = Mod_LoadQ3Shaders_EnumerateWaveFunc(parameter[2]);
1386 for (i = 0;i < numparameters - 3 && i < Q3WAVEPARMS;i++)
1387 layer->alphagen.waveparms[i] = atof(parameter[i+3]);
1389 else Con_DPrintf("%s parsing warning: unknown alphagen %s\n", search->filenames[fileindex], parameter[1]);
1391 else if (numparameters >= 2 && (!strcasecmp(parameter[0], "texgen") || !strcasecmp(parameter[0], "tcgen")))
1394 // observed values: tcgen environment
1395 // no other values have been observed in real shaders
1396 for (i = 0;i < numparameters - 2 && i < Q3TCGEN_MAXPARMS;i++)
1397 layer->tcgen.parms[i] = atof(parameter[i+2]);
1398 if (!strcasecmp(parameter[1], "base")) layer->tcgen.tcgen = Q3TCGEN_TEXTURE;
1399 else if (!strcasecmp(parameter[1], "texture")) layer->tcgen.tcgen = Q3TCGEN_TEXTURE;
1400 else if (!strcasecmp(parameter[1], "environment")) layer->tcgen.tcgen = Q3TCGEN_ENVIRONMENT;
1401 else if (!strcasecmp(parameter[1], "lightmap")) layer->tcgen.tcgen = Q3TCGEN_LIGHTMAP;
1402 else if (!strcasecmp(parameter[1], "vector")) layer->tcgen.tcgen = Q3TCGEN_VECTOR;
1403 else Con_DPrintf("%s parsing warning: unknown tcgen mode %s\n", search->filenames[fileindex], parameter[1]);
1405 else if (numparameters >= 2 && !strcasecmp(parameter[0], "tcmod"))
1412 // tcmod stretch sin # # # #
1413 // tcmod stretch triangle # # # #
1414 // tcmod transform # # # # # #
1415 // tcmod turb # # # #
1416 // tcmod turb sin # # # # (this is bogus)
1417 // no other values have been observed in real shaders
1418 for (tcmodindex = 0;tcmodindex < Q3MAXTCMODS;tcmodindex++)
1419 if (!layer->tcmods[tcmodindex].tcmod)
1421 if (tcmodindex < Q3MAXTCMODS)
1423 for (i = 0;i < numparameters - 2 && i < Q3TCMOD_MAXPARMS;i++)
1424 layer->tcmods[tcmodindex].parms[i] = atof(parameter[i+2]);
1425 if (!strcasecmp(parameter[1], "entitytranslate")) layer->tcmods[tcmodindex].tcmod = Q3TCMOD_ENTITYTRANSLATE;
1426 else if (!strcasecmp(parameter[1], "rotate")) layer->tcmods[tcmodindex].tcmod = Q3TCMOD_ROTATE;
1427 else if (!strcasecmp(parameter[1], "scale")) layer->tcmods[tcmodindex].tcmod = Q3TCMOD_SCALE;
1428 else if (!strcasecmp(parameter[1], "scroll")) layer->tcmods[tcmodindex].tcmod = Q3TCMOD_SCROLL;
1429 else if (!strcasecmp(parameter[1], "stretch"))
1431 layer->tcmods[tcmodindex].tcmod = Q3TCMOD_STRETCH;
1432 layer->tcmods[tcmodindex].wavefunc = Mod_LoadQ3Shaders_EnumerateWaveFunc(parameter[2]);
1433 for (i = 0;i < numparameters - 3 && i < Q3WAVEPARMS;i++)
1434 layer->tcmods[tcmodindex].waveparms[i] = atof(parameter[i+3]);
1436 else if (!strcasecmp(parameter[1], "transform")) layer->tcmods[tcmodindex].tcmod = Q3TCMOD_TRANSFORM;
1437 else if (!strcasecmp(parameter[1], "turb")) layer->tcmods[tcmodindex].tcmod = Q3TCMOD_TURBULENT;
1438 else Con_DPrintf("%s parsing warning: unknown tcmod mode %s\n", search->filenames[fileindex], parameter[1]);
1441 Con_DPrintf("%s parsing warning: too many tcmods on one layer\n", search->filenames[fileindex]);
1443 // break out a level if it was a closing brace (not using the character here to not confuse vim)
1444 if (!strcasecmp(com_token, "}"))
1447 if (layer->rgbgen.rgbgen == Q3RGBGEN_LIGHTINGDIFFUSE || layer->rgbgen.rgbgen == Q3RGBGEN_VERTEX)
1448 shader.lighting = true;
1449 if (layer->alphagen.alphagen == Q3ALPHAGEN_VERTEX)
1451 if (layer == shader.layers + 0)
1453 // vertex controlled transparency
1454 shader.vertexalpha = true;
1458 // multilayer terrain shader or similar
1459 shader.textureblendalpha = true;
1462 layer->texflags = TEXF_ALPHA | TEXF_PRECACHE;
1463 if (!(shader.surfaceparms & Q3SURFACEPARM_NOMIPMAPS))
1464 layer->texflags |= TEXF_MIPMAP;
1465 if (!(shader.textureflags & Q3TEXTUREFLAG_NOPICMIP) && (r_picmipworld.integer || (layer->texturename && layer->texturename[0] && strncmp(layer->texturename[0], "textures/", 9))))
1466 layer->texflags |= TEXF_PICMIP | TEXF_COMPRESS;
1467 if (layer->clampmap)
1468 layer->texflags |= TEXF_CLAMP;
1472 for (j = 0;strcasecmp(com_token, "\n") && strcasecmp(com_token, "}");j++)
1474 if (j < TEXTURE_MAXFRAMES + 4)
1476 strlcpy(parameter[j], com_token, sizeof(parameter[j]));
1477 numparameters = j + 1;
1479 if (!COM_ParseToken_QuakeC(&text, true))
1482 for (j = numparameters;j < TEXTURE_MAXFRAMES + 4;j++)
1483 parameter[j][0] = 0;
1484 if (fileindex == 0 && !strcasecmp(com_token, "}"))
1486 if (developer.integer >= 100)
1488 Con_Printf("%s: ", shader.name);
1489 for (j = 0;j < numparameters;j++)
1490 Con_Printf(" %s", parameter[j]);
1493 if (numparameters < 1)
1495 if (!strcasecmp(parameter[0], "surfaceparm") && numparameters >= 2)
1497 if (!strcasecmp(parameter[1], "alphashadow"))
1498 shader.surfaceparms |= Q3SURFACEPARM_ALPHASHADOW;
1499 else if (!strcasecmp(parameter[1], "areaportal"))
1500 shader.surfaceparms |= Q3SURFACEPARM_AREAPORTAL;
1501 else if (!strcasecmp(parameter[1], "botclip"))
1502 shader.surfaceparms |= Q3SURFACEPARM_BOTCLIP;
1503 else if (!strcasecmp(parameter[1], "clusterportal"))
1504 shader.surfaceparms |= Q3SURFACEPARM_CLUSTERPORTAL;
1505 else if (!strcasecmp(parameter[1], "detail"))
1506 shader.surfaceparms |= Q3SURFACEPARM_DETAIL;
1507 else if (!strcasecmp(parameter[1], "donotenter"))
1508 shader.surfaceparms |= Q3SURFACEPARM_DONOTENTER;
1509 else if (!strcasecmp(parameter[1], "dust"))
1510 shader.surfaceparms |= Q3SURFACEPARM_DUST;
1511 else if (!strcasecmp(parameter[1], "hint"))
1512 shader.surfaceparms |= Q3SURFACEPARM_HINT;
1513 else if (!strcasecmp(parameter[1], "fog"))
1514 shader.surfaceparms |= Q3SURFACEPARM_FOG;
1515 else if (!strcasecmp(parameter[1], "lava"))
1516 shader.surfaceparms |= Q3SURFACEPARM_LAVA;
1517 else if (!strcasecmp(parameter[1], "lightfilter"))
1518 shader.surfaceparms |= Q3SURFACEPARM_LIGHTFILTER;
1519 else if (!strcasecmp(parameter[1], "lightgrid"))
1520 shader.surfaceparms |= Q3SURFACEPARM_LIGHTGRID;
1521 else if (!strcasecmp(parameter[1], "metalsteps"))
1522 shader.surfaceparms |= Q3SURFACEPARM_METALSTEPS;
1523 else if (!strcasecmp(parameter[1], "nodamage"))
1524 shader.surfaceparms |= Q3SURFACEPARM_NODAMAGE;
1525 else if (!strcasecmp(parameter[1], "nodlight"))
1526 shader.surfaceparms |= Q3SURFACEPARM_NODLIGHT;
1527 else if (!strcasecmp(parameter[1], "nodraw"))
1528 shader.surfaceparms |= Q3SURFACEPARM_NODRAW;
1529 else if (!strcasecmp(parameter[1], "nodrop"))
1530 shader.surfaceparms |= Q3SURFACEPARM_NODROP;
1531 else if (!strcasecmp(parameter[1], "noimpact"))
1532 shader.surfaceparms |= Q3SURFACEPARM_NOIMPACT;
1533 else if (!strcasecmp(parameter[1], "nolightmap"))
1534 shader.surfaceparms |= Q3SURFACEPARM_NOLIGHTMAP;
1535 else if (!strcasecmp(parameter[1], "nomarks"))
1536 shader.surfaceparms |= Q3SURFACEPARM_NOMARKS;
1537 else if (!strcasecmp(parameter[1], "nomipmaps"))
1538 shader.surfaceparms |= Q3SURFACEPARM_NOMIPMAPS;
1539 else if (!strcasecmp(parameter[1], "nonsolid"))
1540 shader.surfaceparms |= Q3SURFACEPARM_NONSOLID;
1541 else if (!strcasecmp(parameter[1], "origin"))
1542 shader.surfaceparms |= Q3SURFACEPARM_ORIGIN;
1543 else if (!strcasecmp(parameter[1], "playerclip"))
1544 shader.surfaceparms |= Q3SURFACEPARM_PLAYERCLIP;
1545 else if (!strcasecmp(parameter[1], "sky"))
1546 shader.surfaceparms |= Q3SURFACEPARM_SKY;
1547 else if (!strcasecmp(parameter[1], "slick"))
1548 shader.surfaceparms |= Q3SURFACEPARM_SLICK;
1549 else if (!strcasecmp(parameter[1], "slime"))
1550 shader.surfaceparms |= Q3SURFACEPARM_SLIME;
1551 else if (!strcasecmp(parameter[1], "structural"))
1552 shader.surfaceparms |= Q3SURFACEPARM_STRUCTURAL;
1553 else if (!strcasecmp(parameter[1], "trans"))
1554 shader.surfaceparms |= Q3SURFACEPARM_TRANS;
1555 else if (!strcasecmp(parameter[1], "water"))
1556 shader.surfaceparms |= Q3SURFACEPARM_WATER;
1557 else if (!strcasecmp(parameter[1], "pointlight"))
1558 shader.surfaceparms |= Q3SURFACEPARM_POINTLIGHT;
1559 else if (!strcasecmp(parameter[1], "antiportal"))
1560 shader.surfaceparms |= Q3SURFACEPARM_ANTIPORTAL;
1562 Con_DPrintf("%s parsing warning: unknown surfaceparm \"%s\"\n", search->filenames[fileindex], parameter[1]);
1564 else if (!strcasecmp(parameter[0], "sky") && numparameters >= 2)
1566 // some q3 skies don't have the sky parm set
1567 shader.surfaceparms |= Q3SURFACEPARM_SKY;
1568 strlcpy(shader.skyboxname, parameter[1], sizeof(shader.skyboxname));
1570 else if (!strcasecmp(parameter[0], "skyparms") && numparameters >= 2)
1572 // some q3 skies don't have the sky parm set
1573 shader.surfaceparms |= Q3SURFACEPARM_SKY;
1574 if (!atoi(parameter[1]) && strcasecmp(parameter[1], "-"))
1575 strlcpy(shader.skyboxname, parameter[1], sizeof(shader.skyboxname));
1577 else if (!strcasecmp(parameter[0], "cull") && numparameters >= 2)
1579 if (!strcasecmp(parameter[1], "disable") || !strcasecmp(parameter[1], "none") || !strcasecmp(parameter[1], "twosided"))
1580 shader.textureflags |= Q3TEXTUREFLAG_TWOSIDED;
1582 else if (!strcasecmp(parameter[0], "nomipmaps"))
1583 shader.surfaceparms |= Q3SURFACEPARM_NOMIPMAPS;
1584 else if (!strcasecmp(parameter[0], "nopicmip"))
1585 shader.textureflags |= Q3TEXTUREFLAG_NOPICMIP;
1586 else if (!strcasecmp(parameter[0], "polygonoffset"))
1587 shader.textureflags |= Q3TEXTUREFLAG_POLYGONOFFSET;
1588 else if (!strcasecmp(parameter[0], "dp_refract") && numparameters >= 5)
1590 shader.textureflags |= Q3TEXTUREFLAG_REFRACTION;
1591 shader.refractfactor = atof(parameter[1]);
1592 Vector4Set(shader.refractcolor4f, atof(parameter[2]), atof(parameter[3]), atof(parameter[4]), 1);
1594 else if (!strcasecmp(parameter[0], "dp_reflect") && numparameters >= 6)
1596 shader.textureflags |= Q3TEXTUREFLAG_REFLECTION;
1597 shader.reflectfactor = atof(parameter[1]);
1598 Vector4Set(shader.reflectcolor4f, atof(parameter[2]), atof(parameter[3]), atof(parameter[4]), atof(parameter[5]));
1600 else if (!strcasecmp(parameter[0], "dp_water") && numparameters >= 12)
1602 shader.textureflags |= Q3TEXTUREFLAG_WATERSHADER;
1603 shader.reflectmin = atof(parameter[1]);
1604 shader.reflectmax = atof(parameter[2]);
1605 shader.refractfactor = atof(parameter[3]);
1606 shader.reflectfactor = atof(parameter[4]);
1607 Vector4Set(shader.refractcolor4f, atof(parameter[5]), atof(parameter[6]), atof(parameter[7]), 1);
1608 Vector4Set(shader.reflectcolor4f, atof(parameter[8]), atof(parameter[9]), atof(parameter[10]), 1);
1609 shader.r_water_wateralpha = atof(parameter[11]);
1611 else if (!strcasecmp(parameter[0], "deformvertexes") && numparameters >= 2)
1614 for (deformindex = 0;deformindex < Q3MAXDEFORMS;deformindex++)
1615 if (!shader.deforms[deformindex].deform)
1617 if (deformindex < Q3MAXDEFORMS)
1619 for (i = 0;i < numparameters - 2 && i < Q3DEFORM_MAXPARMS;i++)
1620 shader.deforms[deformindex].parms[i] = atof(parameter[i+2]);
1621 if (!strcasecmp(parameter[1], "projectionshadow")) shader.deforms[deformindex].deform = Q3DEFORM_PROJECTIONSHADOW;
1622 else if (!strcasecmp(parameter[1], "autosprite" )) shader.deforms[deformindex].deform = Q3DEFORM_AUTOSPRITE;
1623 else if (!strcasecmp(parameter[1], "autosprite2" )) shader.deforms[deformindex].deform = Q3DEFORM_AUTOSPRITE2;
1624 else if (!strcasecmp(parameter[1], "text0" )) shader.deforms[deformindex].deform = Q3DEFORM_TEXT0;
1625 else if (!strcasecmp(parameter[1], "text1" )) shader.deforms[deformindex].deform = Q3DEFORM_TEXT1;
1626 else if (!strcasecmp(parameter[1], "text2" )) shader.deforms[deformindex].deform = Q3DEFORM_TEXT2;
1627 else if (!strcasecmp(parameter[1], "text3" )) shader.deforms[deformindex].deform = Q3DEFORM_TEXT3;
1628 else if (!strcasecmp(parameter[1], "text4" )) shader.deforms[deformindex].deform = Q3DEFORM_TEXT4;
1629 else if (!strcasecmp(parameter[1], "text5" )) shader.deforms[deformindex].deform = Q3DEFORM_TEXT5;
1630 else if (!strcasecmp(parameter[1], "text6" )) shader.deforms[deformindex].deform = Q3DEFORM_TEXT6;
1631 else if (!strcasecmp(parameter[1], "text7" )) shader.deforms[deformindex].deform = Q3DEFORM_TEXT7;
1632 else if (!strcasecmp(parameter[1], "bulge" )) shader.deforms[deformindex].deform = Q3DEFORM_BULGE;
1633 else if (!strcasecmp(parameter[1], "normal" )) shader.deforms[deformindex].deform = Q3DEFORM_NORMAL;
1634 else if (!strcasecmp(parameter[1], "wave" ))
1636 shader.deforms[deformindex].deform = Q3DEFORM_WAVE;
1637 shader.deforms[deformindex].wavefunc = Mod_LoadQ3Shaders_EnumerateWaveFunc(parameter[3]);
1638 for (i = 0;i < numparameters - 4 && i < Q3WAVEPARMS;i++)
1639 shader.deforms[deformindex].waveparms[i] = atof(parameter[i+4]);
1641 else if (!strcasecmp(parameter[1], "move" ))
1643 shader.deforms[deformindex].deform = Q3DEFORM_MOVE;
1644 shader.deforms[deformindex].wavefunc = Mod_LoadQ3Shaders_EnumerateWaveFunc(parameter[5]);
1645 for (i = 0;i < numparameters - 6 && i < Q3WAVEPARMS;i++)
1646 shader.deforms[deformindex].waveparms[i] = atof(parameter[i+6]);
1651 // pick the primary layer to render with
1652 if (shader.numlayers)
1654 shader.backgroundlayer = -1;
1655 shader.primarylayer = 0;
1656 // if lightmap comes first this is definitely an ordinary texture
1657 // if the first two layers have the correct blendfuncs and use vertex alpha, it is a blended terrain shader
1658 if ((shader.layers[shader.primarylayer].texturename != NULL)
1659 && !strcasecmp(shader.layers[shader.primarylayer].texturename[0], "$lightmap"))
1661 shader.backgroundlayer = -1;
1662 shader.primarylayer = 1;
1664 else if (shader.numlayers >= 2
1665 && shader.layers[1].alphagen.alphagen == Q3ALPHAGEN_VERTEX
1666 && (shader.layers[0].blendfunc[0] == GL_ONE && shader.layers[0].blendfunc[1] == GL_ZERO && !shader.layers[0].alphatest)
1667 && ((shader.layers[1].blendfunc[0] == GL_SRC_ALPHA && shader.layers[1].blendfunc[1] == GL_ONE_MINUS_SRC_ALPHA)
1668 || (shader.layers[1].blendfunc[0] == GL_ONE && shader.layers[1].blendfunc[1] == GL_ZERO && shader.layers[1].alphatest)))
1670 // terrain blending or other effects
1671 shader.backgroundlayer = 0;
1672 shader.primarylayer = 1;
1675 // fix up multiple reflection types
1676 if(shader.textureflags & Q3TEXTUREFLAG_WATERSHADER)
1677 shader.textureflags &= ~(Q3TEXTUREFLAG_REFRACTION | Q3TEXTUREFLAG_REFLECTION);
1679 Q3Shader_AddToHash (&shader);
1685 q3shaderinfo_t *Mod_LookupQ3Shader(const char *name)
1687 unsigned short hash = CRC_Block_CaseInsensitive ((const unsigned char *)name, strlen (name));
1688 q3shader_hash_entry_t* entry = q3shader_data->hash + (hash % Q3SHADER_HASH_SIZE);
1689 while (entry != NULL)
1691 if (strcasecmp (entry->shader.name, name) == 0)
1692 return &entry->shader;
1693 entry = entry->chain;
1698 qboolean Mod_LoadTextureFromQ3Shader(texture_t *texture, const char *name, qboolean warnmissing, qboolean fallback, int defaulttexflags)
1701 qboolean success = true;
1702 q3shaderinfo_t *shader;
1705 strlcpy(texture->name, name, sizeof(texture->name));
1706 shader = name[0] ? Mod_LookupQ3Shader(name) : NULL;
1709 if (developer_loading.integer)
1710 Con_Printf("%s: loaded shader for %s\n", loadmodel->name, name);
1711 texture->surfaceparms = shader->surfaceparms;
1712 texture->textureflags = shader->textureflags;
1713 texture->basematerialflags = 0;
1714 if (shader->surfaceparms & Q3SURFACEPARM_SKY)
1716 texture->basematerialflags = MATERIALFLAG_SKY | MATERIALFLAG_NOSHADOW;
1717 if (shader->skyboxname[0])
1719 // quake3 seems to append a _ to the skybox name, so this must do so as well
1720 dpsnprintf(loadmodel->brush.skybox, sizeof(loadmodel->brush.skybox), "%s_", shader->skyboxname);
1723 else if ((texture->surfaceflags & Q3SURFACEFLAG_NODRAW) || shader->numlayers == 0)
1724 texture->basematerialflags = MATERIALFLAG_NODRAW | MATERIALFLAG_NOSHADOW;
1726 texture->basematerialflags = MATERIALFLAG_WALL;
1727 if (shader->layers[0].alphatest)
1728 texture->basematerialflags |= MATERIALFLAG_ALPHATEST | MATERIALFLAG_NOSHADOW;
1729 if (shader->textureflags & Q3TEXTUREFLAG_TWOSIDED)
1730 texture->basematerialflags |= MATERIALFLAG_NOSHADOW | MATERIALFLAG_NOCULLFACE;
1731 if (shader->textureflags & Q3TEXTUREFLAG_POLYGONOFFSET)
1732 texture->biaspolygonoffset -= 2;
1733 if (shader->textureflags & Q3TEXTUREFLAG_REFRACTION)
1734 texture->basematerialflags |= MATERIALFLAG_REFRACTION;
1735 if (shader->textureflags & Q3TEXTUREFLAG_REFLECTION)
1736 texture->basematerialflags |= MATERIALFLAG_REFLECTION;
1737 if (shader->textureflags & Q3TEXTUREFLAG_WATERSHADER)
1738 texture->basematerialflags |= MATERIALFLAG_WATERSHADER;
1739 texture->customblendfunc[0] = GL_ONE;
1740 texture->customblendfunc[1] = GL_ZERO;
1741 if (shader->numlayers > 0)
1743 texture->customblendfunc[0] = shader->layers[0].blendfunc[0];
1744 texture->customblendfunc[1] = shader->layers[0].blendfunc[1];
1746 Q3 shader blendfuncs actually used in the game (* = supported by DP)
1747 * additive GL_ONE GL_ONE
1748 additive weird GL_ONE GL_SRC_ALPHA
1749 additive weird 2 GL_ONE GL_ONE_MINUS_SRC_ALPHA
1750 * alpha GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA
1751 alpha inverse GL_ONE_MINUS_SRC_ALPHA GL_SRC_ALPHA
1752 brighten GL_DST_COLOR GL_ONE
1753 brighten GL_ONE GL_SRC_COLOR
1754 brighten weird GL_DST_COLOR GL_ONE_MINUS_DST_ALPHA
1755 brighten weird 2 GL_DST_COLOR GL_SRC_ALPHA
1756 * modulate GL_DST_COLOR GL_ZERO
1757 * modulate GL_ZERO GL_SRC_COLOR
1758 modulate inverse GL_ZERO GL_ONE_MINUS_SRC_COLOR
1759 modulate inverse alpha GL_ZERO GL_SRC_ALPHA
1760 modulate weird inverse GL_ONE_MINUS_DST_COLOR GL_ZERO
1761 * modulate x2 GL_DST_COLOR GL_SRC_COLOR
1762 * no blend GL_ONE GL_ZERO
1763 nothing GL_ZERO GL_ONE
1765 // if not opaque, figure out what blendfunc to use
1766 if (shader->layers[0].blendfunc[0] != GL_ONE || shader->layers[0].blendfunc[1] != GL_ZERO)
1768 if (shader->layers[0].blendfunc[0] == GL_ONE && shader->layers[0].blendfunc[1] == GL_ONE)
1769 texture->basematerialflags |= MATERIALFLAG_ADD | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
1770 else if (shader->layers[0].blendfunc[0] == GL_SRC_ALPHA && shader->layers[0].blendfunc[1] == GL_ONE)
1771 texture->basematerialflags |= MATERIALFLAG_ADD | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
1772 else if (shader->layers[0].blendfunc[0] == GL_SRC_ALPHA && shader->layers[0].blendfunc[1] == GL_ONE_MINUS_SRC_ALPHA)
1773 texture->basematerialflags |= MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
1775 texture->basematerialflags |= MATERIALFLAG_CUSTOMBLEND | MATERIALFLAG_FULLBRIGHT | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
1778 if (!shader->lighting)
1779 texture->basematerialflags |= MATERIALFLAG_FULLBRIGHT;
1780 if (shader->primarylayer >= 0)
1782 q3shaderinfo_layer_t* primarylayer = shader->layers + shader->primarylayer;
1783 // copy over many primarylayer parameters
1784 texture->rgbgen = primarylayer->rgbgen;
1785 texture->alphagen = primarylayer->alphagen;
1786 texture->tcgen = primarylayer->tcgen;
1787 memcpy(texture->tcmods, primarylayer->tcmods, sizeof(texture->tcmods));
1788 // load the textures
1789 texture->numskinframes = primarylayer->numframes;
1790 texture->skinframerate = primarylayer->framerate;
1791 for (j = 0;j < primarylayer->numframes;j++)
1793 if (!(texture->skinframes[j] = R_SkinFrame_LoadExternal(primarylayer->texturename[j], primarylayer->texflags, false)))
1795 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);
1796 texture->skinframes[j] = R_SkinFrame_LoadMissing();
1800 if (shader->backgroundlayer >= 0)
1802 q3shaderinfo_layer_t* backgroundlayer = shader->layers + shader->backgroundlayer;
1803 texture->backgroundnumskinframes = backgroundlayer->numframes;
1804 texture->backgroundskinframerate = backgroundlayer->framerate;
1805 for (j = 0;j < backgroundlayer->numframes;j++)
1807 if (!(texture->backgroundskinframes[j] = R_SkinFrame_LoadExternal(backgroundlayer->texturename[j], backgroundlayer->texflags, false)))
1809 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);
1810 texture->backgroundskinframes[j] = R_SkinFrame_LoadMissing();
1814 memcpy(texture->deforms, shader->deforms, sizeof(texture->deforms));
1815 texture->reflectmin = shader->reflectmin;
1816 texture->reflectmax = shader->reflectmax;
1817 texture->refractfactor = shader->refractfactor;
1818 Vector4Copy(shader->refractcolor4f, texture->refractcolor4f);
1819 texture->reflectfactor = shader->reflectfactor;
1820 Vector4Copy(shader->reflectcolor4f, texture->reflectcolor4f);
1821 texture->r_water_wateralpha = shader->r_water_wateralpha;
1823 else if (!strcmp(texture->name, "noshader") || !texture->name[0])
1825 if (developer.integer >= 100)
1826 Con_Printf("^1%s:^7 using fallback noshader material for ^3\"%s\"\n", loadmodel->name, name);
1827 texture->surfaceparms = 0;
1829 else if (!strcmp(texture->name, "common/nodraw") || !strcmp(texture->name, "textures/common/nodraw"))
1831 if (developer.integer >= 100)
1832 Con_Printf("^1%s:^7 using fallback nodraw material for ^3\"%s\"\n", loadmodel->name, name);
1833 texture->surfaceparms = 0;
1834 texture->basematerialflags = MATERIALFLAG_NODRAW | MATERIALFLAG_NOSHADOW;
1838 if (developer.integer >= 100)
1839 Con_Printf("^1%s:^7 No shader found for texture ^3\"%s\"\n", loadmodel->name, texture->name);
1840 texture->surfaceparms = 0;
1841 if (texture->surfaceflags & Q3SURFACEFLAG_NODRAW)
1842 texture->basematerialflags |= MATERIALFLAG_NODRAW | MATERIALFLAG_NOSHADOW;
1843 else if (texture->surfaceflags & Q3SURFACEFLAG_SKY)
1844 texture->basematerialflags |= MATERIALFLAG_SKY | MATERIALFLAG_NOSHADOW;
1846 texture->basematerialflags |= MATERIALFLAG_WALL;
1847 texture->numskinframes = 1;
1850 if (!(texture->skinframes[0] = R_SkinFrame_LoadExternal(texture->name, defaulttexflags, false)))
1855 if (!success && warnmissing)
1856 Con_Printf("^1%s:^7 could not load texture ^3\"%s\"\n", loadmodel->name, texture->name);
1858 // init the animation variables
1859 texture->currentframe = texture;
1860 if (texture->numskinframes < 1)
1861 texture->numskinframes = 1;
1862 if (!texture->skinframes[0])
1863 texture->skinframes[0] = R_SkinFrame_LoadMissing();
1864 texture->currentskinframe = texture->skinframes[0];
1865 texture->backgroundcurrentskinframe = texture->backgroundskinframes[0];
1869 skinfile_t *Mod_LoadSkinFiles(void)
1871 int i, words, line, wordsoverflow;
1874 skinfile_t *skinfile = NULL, *first = NULL;
1875 skinfileitem_t *skinfileitem;
1876 char word[10][MAX_QPATH];
1880 U_bodyBox,models/players/Legoman/BikerA2.tga
1881 U_RArm,models/players/Legoman/BikerA1.tga
1882 U_LArm,models/players/Legoman/BikerA1.tga
1883 U_armor,common/nodraw
1884 U_sword,common/nodraw
1885 U_shield,common/nodraw
1886 U_homb,common/nodraw
1887 U_backpack,common/nodraw
1888 U_colcha,common/nodraw
1893 memset(word, 0, sizeof(word));
1894 for (i = 0;i < MAX_SKINS && (data = text = (char *)FS_LoadFile(va("%s_%i.skin", loadmodel->name, i), tempmempool, true, NULL));i++)
1896 // If it's the first file we parse
1897 if (skinfile == NULL)
1899 skinfile = (skinfile_t *)Mem_Alloc(loadmodel->mempool, sizeof(skinfile_t));
1904 skinfile->next = (skinfile_t *)Mem_Alloc(loadmodel->mempool, sizeof(skinfile_t));
1905 skinfile = skinfile->next;
1907 skinfile->next = NULL;
1909 for(line = 0;;line++)
1912 if (!COM_ParseToken_QuakeC(&data, true))
1914 if (!strcmp(com_token, "\n"))
1917 wordsoverflow = false;
1921 strlcpy(word[words++], com_token, sizeof (word[0]));
1923 wordsoverflow = true;
1925 while (COM_ParseToken_QuakeC(&data, true) && strcmp(com_token, "\n"));
1928 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);
1931 // words is always >= 1
1932 if (!strcmp(word[0], "replace"))
1936 if (developer_loading.integer)
1937 Con_Printf("Mod_LoadSkinFiles: parsed mesh \"%s\" shader replacement \"%s\"\n", word[1], word[2]);
1938 skinfileitem = (skinfileitem_t *)Mem_Alloc(loadmodel->mempool, sizeof(skinfileitem_t));
1939 skinfileitem->next = skinfile->items;
1940 skinfile->items = skinfileitem;
1941 strlcpy (skinfileitem->name, word[1], sizeof (skinfileitem->name));
1942 strlcpy (skinfileitem->replacement, word[2], sizeof (skinfileitem->replacement));
1945 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]);
1947 else if (words >= 2 && !strncmp(word[0], "tag_", 4))
1949 // tag name, like "tag_weapon,"
1950 // not used for anything (not even in Quake3)
1952 else if (words >= 2 && !strcmp(word[1], ","))
1954 // mesh shader name, like "U_RArm,models/players/Legoman/BikerA1.tga"
1955 if (developer_loading.integer)
1956 Con_Printf("Mod_LoadSkinFiles: parsed mesh \"%s\" shader replacement \"%s\"\n", word[0], word[2]);
1957 skinfileitem = (skinfileitem_t *)Mem_Alloc(loadmodel->mempool, sizeof(skinfileitem_t));
1958 skinfileitem->next = skinfile->items;
1959 skinfile->items = skinfileitem;
1960 strlcpy (skinfileitem->name, word[0], sizeof (skinfileitem->name));
1961 strlcpy (skinfileitem->replacement, word[2], sizeof (skinfileitem->replacement));
1964 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);
1969 loadmodel->numskins = i;
1973 void Mod_FreeSkinFiles(skinfile_t *skinfile)
1976 skinfileitem_t *skinfileitem, *nextitem;
1977 for (;skinfile;skinfile = next)
1979 next = skinfile->next;
1980 for (skinfileitem = skinfile->items;skinfileitem;skinfileitem = nextitem)
1982 nextitem = skinfileitem->next;
1983 Mem_Free(skinfileitem);
1989 int Mod_CountSkinFiles(skinfile_t *skinfile)
1992 for (i = 0;skinfile;skinfile = skinfile->next, i++);
1996 void Mod_SnapVertices(int numcomponents, int numvertices, float *vertices, float snap)
1999 double isnap = 1.0 / snap;
2000 for (i = 0;i < numvertices*numcomponents;i++)
2001 vertices[i] = floor(vertices[i]*isnap)*snap;
2004 int Mod_RemoveDegenerateTriangles(int numtriangles, const int *inelement3i, int *outelement3i, const float *vertex3f)
2006 int i, outtriangles;
2007 float d, edgedir[3], temp[3];
2008 // a degenerate triangle is one with no width (thickness, surface area)
2009 // these are characterized by having all 3 points colinear (along a line)
2010 // or having two points identical
2011 for (i = 0, outtriangles = 0;i < numtriangles;i++, inelement3i += 3)
2013 // calculate first edge
2014 VectorSubtract(vertex3f + inelement3i[1] * 3, vertex3f + inelement3i[0] * 3, edgedir);
2015 if (VectorLength2(edgedir) < 0.0001f)
2016 continue; // degenerate first edge (no length)
2017 VectorNormalize(edgedir);
2018 // check if third point is on the edge (colinear)
2019 d = -DotProduct(vertex3f + inelement3i[2] * 3, edgedir);
2020 VectorMA(vertex3f + inelement3i[2] * 3, d, edgedir, temp);
2021 if (VectorLength2(temp) < 0.0001f)
2022 continue; // third point colinear with first edge
2023 // valid triangle (no colinear points, no duplicate points)
2024 VectorCopy(inelement3i, outelement3i);
2028 return outtriangles;
2031 void Mod_VertexRangeFromElements(int numelements, const int *elements, int *firstvertexpointer, int *lastvertexpointer)
2034 int firstvertex, lastvertex;
2035 if (numelements > 0 && elements)
2037 firstvertex = lastvertex = elements[0];
2038 for (i = 1;i < numelements;i++)
2041 firstvertex = min(firstvertex, e);
2042 lastvertex = max(lastvertex, e);
2046 firstvertex = lastvertex = 0;
2047 if (firstvertexpointer)
2048 *firstvertexpointer = firstvertex;
2049 if (lastvertexpointer)
2050 *lastvertexpointer = lastvertex;
2053 static void Mod_BuildVBOs(void)
2055 if (!gl_support_arb_vertex_buffer_object)
2058 // element buffer is easy because it's just one array
2059 if (loadmodel->surfmesh.num_triangles)
2060 loadmodel->surfmesh.ebo = R_Mesh_CreateStaticBufferObject(GL_ELEMENT_ARRAY_BUFFER_ARB, loadmodel->surfmesh.data_element3i, loadmodel->surfmesh.num_triangles * sizeof(int[3]), loadmodel->name);
2062 // vertex buffer is several arrays and we put them in the same buffer
2064 // is this wise? the texcoordtexture2f array is used with dynamic
2065 // vertex/svector/tvector/normal when rendering animated models, on the
2066 // other hand animated models don't use a lot of vertices anyway...
2067 if (loadmodel->surfmesh.num_vertices)
2072 loadmodel->surfmesh.vbooffset_vertex3f = size;if (loadmodel->surfmesh.data_vertex3f ) size += loadmodel->surfmesh.num_vertices * sizeof(float[3]);
2073 loadmodel->surfmesh.vbooffset_svector3f = size;if (loadmodel->surfmesh.data_svector3f ) size += loadmodel->surfmesh.num_vertices * sizeof(float[3]);
2074 loadmodel->surfmesh.vbooffset_tvector3f = size;if (loadmodel->surfmesh.data_tvector3f ) size += loadmodel->surfmesh.num_vertices * sizeof(float[3]);
2075 loadmodel->surfmesh.vbooffset_normal3f = size;if (loadmodel->surfmesh.data_normal3f ) size += loadmodel->surfmesh.num_vertices * sizeof(float[3]);
2076 loadmodel->surfmesh.vbooffset_texcoordtexture2f = size;if (loadmodel->surfmesh.data_texcoordtexture2f ) size += loadmodel->surfmesh.num_vertices * sizeof(float[2]);
2077 loadmodel->surfmesh.vbooffset_texcoordlightmap2f = size;if (loadmodel->surfmesh.data_texcoordlightmap2f) size += loadmodel->surfmesh.num_vertices * sizeof(float[2]);
2078 loadmodel->surfmesh.vbooffset_lightmapcolor4f = size;if (loadmodel->surfmesh.data_lightmapcolor4f ) size += loadmodel->surfmesh.num_vertices * sizeof(float[4]);
2079 mem = (unsigned char *)Mem_Alloc(tempmempool, size);
2080 if (loadmodel->surfmesh.data_vertex3f ) memcpy(mem + loadmodel->surfmesh.vbooffset_vertex3f , loadmodel->surfmesh.data_vertex3f , loadmodel->surfmesh.num_vertices * sizeof(float[3]));
2081 if (loadmodel->surfmesh.data_svector3f ) memcpy(mem + loadmodel->surfmesh.vbooffset_svector3f , loadmodel->surfmesh.data_svector3f , loadmodel->surfmesh.num_vertices * sizeof(float[3]));
2082 if (loadmodel->surfmesh.data_tvector3f ) memcpy(mem + loadmodel->surfmesh.vbooffset_tvector3f , loadmodel->surfmesh.data_tvector3f , loadmodel->surfmesh.num_vertices * sizeof(float[3]));
2083 if (loadmodel->surfmesh.data_normal3f ) memcpy(mem + loadmodel->surfmesh.vbooffset_normal3f , loadmodel->surfmesh.data_normal3f , loadmodel->surfmesh.num_vertices * sizeof(float[3]));
2084 if (loadmodel->surfmesh.data_texcoordtexture2f ) memcpy(mem + loadmodel->surfmesh.vbooffset_texcoordtexture2f , loadmodel->surfmesh.data_texcoordtexture2f , loadmodel->surfmesh.num_vertices * sizeof(float[2]));
2085 if (loadmodel->surfmesh.data_texcoordlightmap2f) memcpy(mem + loadmodel->surfmesh.vbooffset_texcoordlightmap2f, loadmodel->surfmesh.data_texcoordlightmap2f, loadmodel->surfmesh.num_vertices * sizeof(float[2]));
2086 if (loadmodel->surfmesh.data_lightmapcolor4f ) memcpy(mem + loadmodel->surfmesh.vbooffset_lightmapcolor4f , loadmodel->surfmesh.data_lightmapcolor4f , loadmodel->surfmesh.num_vertices * sizeof(float[4]));
2087 loadmodel->surfmesh.vbo = R_Mesh_CreateStaticBufferObject(GL_ARRAY_BUFFER_ARB, mem, size, loadmodel->name);