2 Copyright (C) 1996-1997 Id Software, Inc.
4 This program is free software; you can redistribute it and/or
5 modify it under the terms of the GNU General Public License
6 as published by the Free Software Foundation; either version 2
7 of the License, or (at your option) any later version.
9 This program is distributed in the hope that it will be useful,
10 but WITHOUT ANY WARRANTY; without even the implied warranty of
11 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
13 See the GNU General Public License for more details.
15 You should have received a copy of the GNU General Public License
16 along with this program; if not, write to the Free Software
17 Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
20 // models.c -- model loading and caching
22 // models are the only shared resource between a client and server running
23 // on the same machine.
29 cvar_t r_mipskins = {CVAR_SAVE, "r_mipskins", "0", "mipmaps model skins so they render faster in the distance and do not display noise artifacts, can cause discoloration of skins if they contain undesirable border colors"};
31 dp_model_t *loadmodel;
33 static mempool_t *mod_mempool;
34 static memexpandablearray_t models;
36 static mempool_t* q3shaders_mem;
37 typedef struct q3shader_hash_entry_s
39 q3shaderinfo_t shader;
40 struct q3shader_hash_entry_s* chain;
41 } q3shader_hash_entry_t;
42 #define Q3SHADER_HASH_SIZE 1021
43 typedef struct q3shader_data_s
45 memexpandablearray_t hash_entries;
46 q3shader_hash_entry_t hash[Q3SHADER_HASH_SIZE];
47 memexpandablearray_t char_ptrs;
49 static q3shader_data_t* q3shader_data;
51 static void mod_start(void)
54 int nummodels = Mem_ExpandableArray_IndexRange(&models);
57 SCR_PushLoadingScreen(false, "Loading models", 1.0);
59 for (i = 0;i < nummodels;i++)
60 if ((mod = (dp_model_t*) Mem_ExpandableArray_RecordAtIndex(&models, i)) && mod->name[0] && mod->name[0] != '*')
63 for (i = 0;i < nummodels;i++)
64 if ((mod = (dp_model_t*) Mem_ExpandableArray_RecordAtIndex(&models, i)) && mod->name[0] && mod->name[0] != '*')
67 SCR_PushLoadingScreen(true, mod->name, 1.0 / count);
68 Mod_LoadModel(mod, true, false);
69 SCR_PopLoadingScreen(false);
71 SCR_PopLoadingScreen(false);
74 static void mod_shutdown(void)
77 int nummodels = Mem_ExpandableArray_IndexRange(&models);
80 for (i = 0;i < nummodels;i++)
81 if ((mod = (dp_model_t*) Mem_ExpandableArray_RecordAtIndex(&models, i)) && (mod->loaded || mod->mempool))
87 static void mod_newmap(void)
90 int i, j, k, surfacenum, ssize, tsize;
91 int nummodels = Mem_ExpandableArray_IndexRange(&models);
94 for (i = 0;i < nummodels;i++)
96 if ((mod = (dp_model_t*) Mem_ExpandableArray_RecordAtIndex(&models, i)) && mod->mempool)
98 for (j = 0;j < mod->num_textures && mod->data_textures;j++)
100 for (k = 0;k < mod->data_textures[j].numskinframes;k++)
101 R_SkinFrame_MarkUsed(mod->data_textures[j].skinframes[k]);
102 for (k = 0;k < mod->data_textures[j].backgroundnumskinframes;k++)
103 R_SkinFrame_MarkUsed(mod->data_textures[j].backgroundskinframes[k]);
108 if (!cl_stainmaps_clearonload.integer)
111 for (i = 0;i < nummodels;i++)
113 if ((mod = (dp_model_t*) Mem_ExpandableArray_RecordAtIndex(&models, i)) && mod->mempool && mod->data_surfaces)
115 for (surfacenum = 0, surface = mod->data_surfaces;surfacenum < mod->num_surfaces;surfacenum++, surface++)
117 if (surface->lightmapinfo && surface->lightmapinfo->stainsamples)
119 ssize = (surface->lightmapinfo->extents[0] >> 4) + 1;
120 tsize = (surface->lightmapinfo->extents[1] >> 4) + 1;
121 memset(surface->lightmapinfo->stainsamples, 255, ssize * tsize * 3);
122 mod->brushq1.lightmapupdateflags[surfacenum] = true;
134 static void Mod_Print(void);
135 static void Mod_Precache (void);
136 static void Mod_Decompile_f(void);
137 static void Mod_BuildVBOs(void);
140 mod_mempool = Mem_AllocPool("modelinfo", 0, NULL);
141 Mem_ExpandableArray_NewArray(&models, mod_mempool, sizeof(dp_model_t), 16);
147 Cvar_RegisterVariable(&r_mipskins);
148 Cmd_AddCommand ("modellist", Mod_Print, "prints a list of loaded models");
149 Cmd_AddCommand ("modelprecache", Mod_Precache, "load a model");
150 Cmd_AddCommand ("modeldecompile", Mod_Decompile_f, "exports a model in several formats for editing purposes");
153 void Mod_RenderInit(void)
155 R_RegisterModule("Models", mod_start, mod_shutdown, mod_newmap);
158 void Mod_UnloadModel (dp_model_t *mod)
160 char name[MAX_QPATH];
162 dp_model_t *parentmodel;
164 if (developer_loading.integer)
165 Con_Printf("unloading model %s\n", mod->name);
167 strlcpy(name, mod->name, sizeof(name));
168 parentmodel = mod->brush.parentmodel;
170 if (mod->surfmesh.ebo3i)
171 R_Mesh_DestroyBufferObject(mod->surfmesh.ebo3i);
172 if (mod->surfmesh.ebo3s)
173 R_Mesh_DestroyBufferObject(mod->surfmesh.ebo3s);
174 if (mod->surfmesh.vbo)
175 R_Mesh_DestroyBufferObject(mod->surfmesh.vbo);
176 // free textures/memory attached to the model
177 R_FreeTexturePool(&mod->texturepool);
178 Mem_FreePool(&mod->mempool);
179 // clear the struct to make it available
180 memset(mod, 0, sizeof(dp_model_t));
181 // restore the fields we want to preserve
182 strlcpy(mod->name, name, sizeof(mod->name));
183 mod->brush.parentmodel = parentmodel;
188 void R_Model_Null_Draw(entity_render_t *ent)
194 typedef void (*mod_framegroupify_parsegroups_t) (unsigned int i, int start, int len, float fps, qboolean loop, void *pass);
196 int Mod_FrameGroupify_ParseGroups(const char *buf, mod_framegroupify_parsegroups_t cb, void *pass)
209 if (!COM_ParseToken_Simple(&bufptr, true, false))
211 if (!strcmp(com_token, "\n"))
212 continue; // empty line
213 start = atoi(com_token);
214 if (!COM_ParseToken_Simple(&bufptr, true, false))
216 if (!strcmp(com_token, "\n"))
218 Con_Printf("framegroups file: missing number of frames\n");
221 len = atoi(com_token);
222 if (!COM_ParseToken_Simple(&bufptr, true, false))
224 // we default to looping as it's usually wanted, so to NOT loop you append a 0
225 if (strcmp(com_token, "\n"))
227 fps = atof(com_token);
228 if (!COM_ParseToken_Simple(&bufptr, true, false))
230 if (strcmp(com_token, "\n"))
231 loop = atoi(com_token) != 0;
242 cb(i, start, len, fps, loop, pass);
249 void Mod_FrameGroupify_ParseGroups_Count (unsigned int i, int start, int len, float fps, qboolean loop, void *pass)
251 unsigned int *cnt = (unsigned int *) pass;
255 void Mod_FrameGroupify_ParseGroups_Store (unsigned int i, int start, int len, float fps, qboolean loop, void *pass)
257 dp_model_t *mod = (dp_model_t *) pass;
258 animscene_t *anim = &mod->animscenes[i];
259 dpsnprintf(anim->name, sizeof(anim[i].name), "groupified_%d", i);
260 anim->firstframe = bound(0, start, mod->num_poses - 1);
261 anim->framecount = bound(1, len, mod->num_poses - anim->firstframe);
262 anim->framerate = max(1, fps);
264 //Con_Printf("frame group %d is %d %d %f %d\n", i, start, len, fps, loop);
267 void Mod_FrameGroupify(dp_model_t *mod, const char *buf)
272 cnt = Mod_FrameGroupify_ParseGroups(buf, NULL, NULL);
275 Con_Printf("no scene found in framegroups file, aborting\n");
278 mod->numframes = cnt;
281 // (we do not free the previous animscenes, but model unloading will free the pool owning them, so it's okay)
282 mod->animscenes = (animscene_t *) Mem_Alloc(mod->mempool, sizeof(animscene_t) * mod->numframes);
285 Mod_FrameGroupify_ParseGroups(buf, Mod_FrameGroupify_ParseGroups_Store, mod);
295 dp_model_t *Mod_LoadModel(dp_model_t *mod, qboolean crash, qboolean checkdisk)
300 fs_offset_t filesize;
304 if (mod->name[0] == '*') // submodel
307 if (!strcmp(mod->name, "null"))
312 if (mod->loaded || mod->mempool)
313 Mod_UnloadModel(mod);
315 if (developer_loading.integer)
316 Con_Printf("loading model %s\n", mod->name);
319 mod->crc = (unsigned int)-1;
322 VectorClear(mod->normalmins);
323 VectorClear(mod->normalmaxs);
324 VectorClear(mod->yawmins);
325 VectorClear(mod->yawmaxs);
326 VectorClear(mod->rotatedmins);
327 VectorClear(mod->rotatedmaxs);
329 mod->modeldatatypestring = "null";
330 mod->type = mod_null;
331 mod->Draw = R_Model_Null_Draw;
335 // no fatal errors occurred, so this model is ready to use.
344 // even if the model is loaded it still may need reloading...
346 // if it is not loaded or checkdisk is true we need to calculate the crc
347 if (!mod->loaded || checkdisk)
349 if (checkdisk && mod->loaded)
350 Con_DPrintf("checking model %s\n", mod->name);
351 buf = FS_LoadFile (mod->name, tempmempool, false, &filesize);
354 crc = CRC_Block((unsigned char *)buf, filesize);
355 // we need to reload the model if the crc does not match
361 // if the model is already loaded and checks passed, just return
369 if (developer_loading.integer)
370 Con_Printf("loading model %s\n", mod->name);
372 SCR_PushLoadingScreen(true, mod->name, 1);
374 // LordHavoc: unload the existing model in this slot (if there is one)
375 if (mod->loaded || mod->mempool)
376 Mod_UnloadModel(mod);
381 // errors can prevent the corresponding mod->loaded = true;
384 // default model radius and bounding box (mainly for missing models)
386 VectorSet(mod->normalmins, -mod->radius, -mod->radius, -mod->radius);
387 VectorSet(mod->normalmaxs, mod->radius, mod->radius, mod->radius);
388 VectorSet(mod->yawmins, -mod->radius, -mod->radius, -mod->radius);
389 VectorSet(mod->yawmaxs, mod->radius, mod->radius, mod->radius);
390 VectorSet(mod->rotatedmins, -mod->radius, -mod->radius, -mod->radius);
391 VectorSet(mod->rotatedmaxs, mod->radius, mod->radius, mod->radius);
395 // load q3 shaders for the first time, or after a level change
401 char *bufend = (char *)buf + filesize;
403 // all models use memory, so allocate a memory pool
404 mod->mempool = Mem_AllocPool(mod->name, 0, NULL);
406 num = LittleLong(*((int *)buf));
407 // call the apropriate loader
409 if (!strcasecmp(FS_FileExtension(mod->name), "obj")) Mod_OBJ_Load(mod, buf, bufend);
410 else if (!memcmp(buf, "IDPO", 4)) Mod_IDP0_Load(mod, buf, bufend);
411 else if (!memcmp(buf, "IDP2", 4)) Mod_IDP2_Load(mod, buf, bufend);
412 else if (!memcmp(buf, "IDP3", 4)) Mod_IDP3_Load(mod, buf, bufend);
413 else if (!memcmp(buf, "IDSP", 4)) Mod_IDSP_Load(mod, buf, bufend);
414 else if (!memcmp(buf, "IDS2", 4)) Mod_IDS2_Load(mod, buf, bufend);
415 else if (!memcmp(buf, "IBSP", 4)) Mod_IBSP_Load(mod, buf, bufend);
416 else if (!memcmp(buf, "ZYMOTICMODEL", 12)) Mod_ZYMOTICMODEL_Load(mod, buf, bufend);
417 else if (!memcmp(buf, "DARKPLACESMODEL", 16)) Mod_DARKPLACESMODEL_Load(mod, buf, bufend);
418 else if (!memcmp(buf, "ACTRHEAD", 8)) Mod_PSKMODEL_Load(mod, buf, bufend);
419 else if (strlen(mod->name) >= 4 && !strcmp(mod->name + strlen(mod->name) - 4, ".map")) Mod_MAP_Load(mod, buf, bufend);
420 else if (num == BSPVERSION || num == 30) Mod_Q1BSP_Load(mod, buf, bufend);
421 else Con_Printf("Mod_LoadModel: model \"%s\" is of unknown/unsupported type\n", mod->name);
424 buf = FS_LoadFile (va("%s.framegroups", mod->name), tempmempool, false, &filesize);
427 Mod_FrameGroupify(mod, (const char *)buf);
435 // LordHavoc: Sys_Error was *ANNOYING*
436 Con_Printf ("Mod_LoadModel: %s not found\n", mod->name);
439 // no fatal errors occurred, so this model is ready to use.
442 SCR_PopLoadingScreen(false);
447 void Mod_ClearUsed(void)
450 int nummodels = Mem_ExpandableArray_IndexRange(&models);
452 for (i = 0;i < nummodels;i++)
453 if ((mod = (dp_model_t*) Mem_ExpandableArray_RecordAtIndex(&models, i)) && mod->name[0])
457 void Mod_PurgeUnused(void)
460 int nummodels = Mem_ExpandableArray_IndexRange(&models);
462 for (i = 0;i < nummodels;i++)
464 if ((mod = (dp_model_t*) Mem_ExpandableArray_RecordAtIndex(&models, i)) && mod->name[0] && !mod->used)
466 Mod_UnloadModel(mod);
467 Mem_ExpandableArray_FreeRecord(&models, mod);
478 dp_model_t *Mod_FindName(const char *name, const char *parentname)
487 // if we're not dedicatd, the renderer calls will crash without video
490 nummodels = Mem_ExpandableArray_IndexRange(&models);
493 Host_Error ("Mod_ForName: NULL name");
495 // search the currently loaded models
496 for (i = 0;i < nummodels;i++)
498 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))))
505 // no match found, create a new one
506 mod = (dp_model_t *) Mem_ExpandableArray_AllocRecord(&models);
507 strlcpy(mod->name, name, sizeof(mod->name));
509 mod->brush.parentmodel = Mod_FindName(parentname, NULL);
511 mod->brush.parentmodel = NULL;
521 Loads in a model for the given name
524 dp_model_t *Mod_ForName(const char *name, qboolean crash, qboolean checkdisk, const char *parentname)
527 model = Mod_FindName(name, parentname);
528 if (!model->loaded || checkdisk)
529 Mod_LoadModel(model, crash, checkdisk);
537 Reloads all models if they have changed
540 void Mod_Reload(void)
543 int nummodels = Mem_ExpandableArray_IndexRange(&models);
546 SCR_PushLoadingScreen(false, "Reloading models", 1.0);
548 for (i = 0;i < nummodels;i++)
549 if ((mod = (dp_model_t *) Mem_ExpandableArray_RecordAtIndex(&models, i)) && mod->name[0] && mod->name[0] != '*' && mod->used)
551 for (i = 0;i < nummodels;i++)
552 if ((mod = (dp_model_t *) Mem_ExpandableArray_RecordAtIndex(&models, i)) && mod->name[0] && mod->name[0] != '*' && mod->used)
554 SCR_PushLoadingScreen(true, mod->name, 1.0 / count);
555 Mod_LoadModel(mod, true, true);
556 SCR_PopLoadingScreen(false);
558 SCR_PopLoadingScreen(false);
561 unsigned char *mod_base;
564 //=============================================================================
571 static void Mod_Print(void)
574 int nummodels = Mem_ExpandableArray_IndexRange(&models);
577 Con_Print("Loaded models:\n");
578 for (i = 0;i < nummodels;i++)
580 if ((mod = (dp_model_t *) Mem_ExpandableArray_RecordAtIndex(&models, i)) && mod->name[0] && mod->name[0] != '*')
582 if (mod->brush.numsubmodels)
583 Con_Printf("%4iK %s (%i submodels)\n", mod->mempool ? (int)((mod->mempool->totalsize + 1023) / 1024) : 0, mod->name, mod->brush.numsubmodels);
585 Con_Printf("%4iK %s\n", mod->mempool ? (int)((mod->mempool->totalsize + 1023) / 1024) : 0, mod->name);
595 static void Mod_Precache(void)
598 Mod_ForName(Cmd_Argv(1), false, true, Cmd_Argv(1)[0] == '*' ? cl.model_name[1] : NULL);
600 Con_Print("usage: modelprecache <filename>\n");
603 int Mod_BuildVertexRemapTableFromElements(int numelements, const int *elements, int numvertices, int *remapvertices)
607 used = (unsigned char *)Mem_Alloc(tempmempool, numvertices);
608 memset(used, 0, numvertices);
609 for (i = 0;i < numelements;i++)
610 used[elements[i]] = 1;
611 for (i = 0, count = 0;i < numvertices;i++)
612 remapvertices[i] = used[i] ? count++ : -1;
618 // fast way, using an edge hash
619 #define TRIANGLEEDGEHASH 8192
620 void Mod_BuildTriangleNeighbors(int *neighbors, const int *elements, int numtriangles)
622 int i, j, p, e1, e2, *n, hashindex, count, match;
624 typedef struct edgehashentry_s
626 struct edgehashentry_s *next;
631 edgehashentry_t *edgehash[TRIANGLEEDGEHASH], *edgehashentries, edgehashentriesbuffer[TRIANGLEEDGEHASH*3], *hash;
632 memset(edgehash, 0, sizeof(edgehash));
633 edgehashentries = edgehashentriesbuffer;
634 // if there are too many triangles for the stack array, allocate larger buffer
635 if (numtriangles > TRIANGLEEDGEHASH)
636 edgehashentries = (edgehashentry_t *)Mem_Alloc(tempmempool, numtriangles * 3 * sizeof(edgehashentry_t));
637 // find neighboring triangles
638 for (i = 0, e = elements, n = neighbors;i < numtriangles;i++, e += 3, n += 3)
640 for (j = 0, p = 2;j < 3;p = j, j++)
644 // this hash index works for both forward and backward edges
645 hashindex = (unsigned int)(e1 + e2) % TRIANGLEEDGEHASH;
646 hash = edgehashentries + i * 3 + j;
647 hash->next = edgehash[hashindex];
648 edgehash[hashindex] = hash;
650 hash->element[0] = e1;
651 hash->element[1] = e2;
654 for (i = 0, e = elements, n = neighbors;i < numtriangles;i++, e += 3, n += 3)
656 for (j = 0, p = 2;j < 3;p = j, j++)
660 // this hash index works for both forward and backward edges
661 hashindex = (unsigned int)(e1 + e2) % TRIANGLEEDGEHASH;
664 for (hash = edgehash[hashindex];hash;hash = hash->next)
666 if (hash->element[0] == e2 && hash->element[1] == e1)
668 if (hash->triangle != i)
669 match = hash->triangle;
672 else if ((hash->element[0] == e1 && hash->element[1] == e2))
675 // detect edges shared by three triangles and make them seams
681 // also send a keepalive here (this can take a while too!)
682 CL_KeepaliveMessage(false);
684 // free the allocated buffer
685 if (edgehashentries != edgehashentriesbuffer)
686 Mem_Free(edgehashentries);
689 // very slow but simple way
690 static int Mod_FindTriangleWithEdge(const int *elements, int numtriangles, int start, int end, int ignore)
695 for (i = 0;i < numtriangles;i++, elements += 3)
697 if ((elements[0] == start && elements[1] == end)
698 || (elements[1] == start && elements[2] == end)
699 || (elements[2] == start && elements[0] == end))
705 else if ((elements[1] == start && elements[0] == end)
706 || (elements[2] == start && elements[1] == end)
707 || (elements[0] == start && elements[2] == end))
710 // detect edges shared by three triangles and make them seams
716 void Mod_BuildTriangleNeighbors(int *neighbors, const int *elements, int numtriangles)
720 for (i = 0, e = elements, n = neighbors;i < numtriangles;i++, e += 3, n += 3)
722 n[0] = Mod_FindTriangleWithEdge(elements, numtriangles, e[1], e[0], i);
723 n[1] = Mod_FindTriangleWithEdge(elements, numtriangles, e[2], e[1], i);
724 n[2] = Mod_FindTriangleWithEdge(elements, numtriangles, e[0], e[2], i);
729 void Mod_ValidateElements(int *elements, int numtriangles, int firstvertex, int numverts, const char *filename, int fileline)
731 int i, warned = false, endvertex = firstvertex + numverts;
732 for (i = 0;i < numtriangles * 3;i++)
734 if (elements[i] < firstvertex || elements[i] >= endvertex)
739 Con_Printf("Mod_ValidateElements: out of bounds elements detected at %s:%d\n", filename, fileline);
741 elements[i] = firstvertex;
746 // warning: this is an expensive function!
747 void Mod_BuildNormals(int firstvertex, int numvertices, int numtriangles, const float *vertex3f, const int *elements, float *normal3f, qboolean areaweighting)
754 memset(normal3f + 3 * firstvertex, 0, numvertices * sizeof(float[3]));
755 // process each vertex of each triangle and accumulate the results
756 // use area-averaging, to make triangles with a big area have a bigger
757 // weighting on the vertex normal than triangles with a small area
758 // to do so, just add the 'normals' together (the bigger the area
759 // the greater the length of the normal is
761 for (i = 0; i < numtriangles; i++, element += 3)
764 vertex3f + element[0] * 3,
765 vertex3f + element[1] * 3,
766 vertex3f + element[2] * 3,
771 VectorNormalize(areaNormal);
773 for (j = 0;j < 3;j++)
775 vectorNormal = normal3f + element[j] * 3;
776 vectorNormal[0] += areaNormal[0];
777 vectorNormal[1] += areaNormal[1];
778 vectorNormal[2] += areaNormal[2];
781 // and just normalize the accumulated vertex normal in the end
782 vectorNormal = normal3f + 3 * firstvertex;
783 for (i = 0; i < numvertices; i++, vectorNormal += 3)
784 VectorNormalize(vectorNormal);
787 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)
789 float f, tangentcross[3], v10[3], v20[3], tc10[2], tc20[2];
790 // 79 add/sub/negate/multiply (1 cycle), 1 compare (3 cycle?), total cycles not counting load/store/exchange roughly 82 cycles
791 // 6 add, 28 subtract, 39 multiply, 1 compare, 50% chance of 6 negates
793 // 6 multiply, 9 subtract
794 VectorSubtract(v1, v0, v10);
795 VectorSubtract(v2, v0, v20);
796 normal3f[0] = v20[1] * v10[2] - v20[2] * v10[1];
797 normal3f[1] = v20[2] * v10[0] - v20[0] * v10[2];
798 normal3f[2] = v20[0] * v10[1] - v20[1] * v10[0];
799 // 12 multiply, 10 subtract
800 tc10[1] = tc1[1] - tc0[1];
801 tc20[1] = tc2[1] - tc0[1];
802 svector3f[0] = tc10[1] * v20[0] - tc20[1] * v10[0];
803 svector3f[1] = tc10[1] * v20[1] - tc20[1] * v10[1];
804 svector3f[2] = tc10[1] * v20[2] - tc20[1] * v10[2];
805 tc10[0] = tc1[0] - tc0[0];
806 tc20[0] = tc2[0] - tc0[0];
807 tvector3f[0] = tc10[0] * v20[0] - tc20[0] * v10[0];
808 tvector3f[1] = tc10[0] * v20[1] - tc20[0] * v10[1];
809 tvector3f[2] = tc10[0] * v20[2] - tc20[0] * v10[2];
810 // 12 multiply, 4 add, 6 subtract
811 f = DotProduct(svector3f, normal3f);
812 svector3f[0] -= f * normal3f[0];
813 svector3f[1] -= f * normal3f[1];
814 svector3f[2] -= f * normal3f[2];
815 f = DotProduct(tvector3f, normal3f);
816 tvector3f[0] -= f * normal3f[0];
817 tvector3f[1] -= f * normal3f[1];
818 tvector3f[2] -= f * normal3f[2];
819 // if texture is mapped the wrong way (counterclockwise), the tangents
820 // have to be flipped, this is detected by calculating a normal from the
821 // two tangents, and seeing if it is opposite the surface normal
822 // 9 multiply, 2 add, 3 subtract, 1 compare, 50% chance of: 6 negates
823 CrossProduct(tvector3f, svector3f, tangentcross);
824 if (DotProduct(tangentcross, normal3f) < 0)
826 VectorNegate(svector3f, svector3f);
827 VectorNegate(tvector3f, tvector3f);
831 // warning: this is a very expensive function!
832 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)
835 float sdir[3], tdir[3], normal[3], *sv, *tv;
836 const float *v0, *v1, *v2, *tc0, *tc1, *tc2, *n;
837 float f, tangentcross[3], v10[3], v20[3], tc10[2], tc20[2];
840 memset(svector3f + 3 * firstvertex, 0, numvertices * sizeof(float[3]));
841 memset(tvector3f + 3 * firstvertex, 0, numvertices * sizeof(float[3]));
842 // process each vertex of each triangle and accumulate the results
843 for (tnum = 0, e = elements;tnum < numtriangles;tnum++, e += 3)
845 v0 = vertex3f + e[0] * 3;
846 v1 = vertex3f + e[1] * 3;
847 v2 = vertex3f + e[2] * 3;
848 tc0 = texcoord2f + e[0] * 2;
849 tc1 = texcoord2f + e[1] * 2;
850 tc2 = texcoord2f + e[2] * 2;
852 // 79 add/sub/negate/multiply (1 cycle), 1 compare (3 cycle?), total cycles not counting load/store/exchange roughly 82 cycles
853 // 6 add, 28 subtract, 39 multiply, 1 compare, 50% chance of 6 negates
855 // calculate the edge directions and surface normal
856 // 6 multiply, 9 subtract
857 VectorSubtract(v1, v0, v10);
858 VectorSubtract(v2, v0, v20);
859 normal[0] = v20[1] * v10[2] - v20[2] * v10[1];
860 normal[1] = v20[2] * v10[0] - v20[0] * v10[2];
861 normal[2] = v20[0] * v10[1] - v20[1] * v10[0];
863 // calculate the tangents
864 // 12 multiply, 10 subtract
865 tc10[1] = tc1[1] - tc0[1];
866 tc20[1] = tc2[1] - tc0[1];
867 sdir[0] = tc10[1] * v20[0] - tc20[1] * v10[0];
868 sdir[1] = tc10[1] * v20[1] - tc20[1] * v10[1];
869 sdir[2] = tc10[1] * v20[2] - tc20[1] * v10[2];
870 tc10[0] = tc1[0] - tc0[0];
871 tc20[0] = tc2[0] - tc0[0];
872 tdir[0] = tc10[0] * v20[0] - tc20[0] * v10[0];
873 tdir[1] = tc10[0] * v20[1] - tc20[0] * v10[1];
874 tdir[2] = tc10[0] * v20[2] - tc20[0] * v10[2];
876 // if texture is mapped the wrong way (counterclockwise), the tangents
877 // have to be flipped, this is detected by calculating a normal from the
878 // two tangents, and seeing if it is opposite the surface normal
879 // 9 multiply, 2 add, 3 subtract, 1 compare, 50% chance of: 6 negates
880 CrossProduct(tdir, sdir, tangentcross);
881 if (DotProduct(tangentcross, normal) < 0)
883 VectorNegate(sdir, sdir);
884 VectorNegate(tdir, tdir);
889 VectorNormalize(sdir);
890 VectorNormalize(tdir);
892 for (i = 0;i < 3;i++)
894 VectorAdd(svector3f + e[i]*3, sdir, svector3f + e[i]*3);
895 VectorAdd(tvector3f + e[i]*3, tdir, tvector3f + e[i]*3);
898 // make the tangents completely perpendicular to the surface normal, and
899 // then normalize them
900 // 16 assignments, 2 divide, 2 sqrt, 2 negates, 14 adds, 24 multiplies
901 for (i = 0, sv = svector3f + 3 * firstvertex, tv = tvector3f + 3 * firstvertex, n = normal3f + 3 * firstvertex;i < numvertices;i++, sv += 3, tv += 3, n += 3)
903 f = -DotProduct(sv, n);
904 VectorMA(sv, f, n, sv);
906 f = -DotProduct(tv, n);
907 VectorMA(tv, f, n, tv);
912 void Mod_AllocSurfMesh(mempool_t *mempool, int numvertices, int numtriangles, qboolean lightmapoffsets, qboolean vertexcolors, qboolean neighbors)
915 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));
916 loadmodel->surfmesh.num_vertices = numvertices;
917 loadmodel->surfmesh.num_triangles = numtriangles;
918 if (loadmodel->surfmesh.num_vertices)
920 loadmodel->surfmesh.data_vertex3f = (float *)data, data += sizeof(float[3]) * loadmodel->surfmesh.num_vertices;
921 loadmodel->surfmesh.data_svector3f = (float *)data, data += sizeof(float[3]) * loadmodel->surfmesh.num_vertices;
922 loadmodel->surfmesh.data_tvector3f = (float *)data, data += sizeof(float[3]) * loadmodel->surfmesh.num_vertices;
923 loadmodel->surfmesh.data_normal3f = (float *)data, data += sizeof(float[3]) * loadmodel->surfmesh.num_vertices;
924 loadmodel->surfmesh.data_texcoordtexture2f = (float *)data, data += sizeof(float[2]) * loadmodel->surfmesh.num_vertices;
925 loadmodel->surfmesh.data_texcoordlightmap2f = (float *)data, data += sizeof(float[2]) * loadmodel->surfmesh.num_vertices;
927 loadmodel->surfmesh.data_lightmapcolor4f = (float *)data, data += sizeof(float[4]) * loadmodel->surfmesh.num_vertices;
929 loadmodel->surfmesh.data_lightmapoffsets = (int *)data, data += sizeof(int) * loadmodel->surfmesh.num_vertices;
931 if (loadmodel->surfmesh.num_triangles)
933 loadmodel->surfmesh.data_element3i = (int *)data, data += sizeof(int[3]) * loadmodel->surfmesh.num_triangles;
935 loadmodel->surfmesh.data_neighbor3i = (int *)data, data += sizeof(int[3]) * loadmodel->surfmesh.num_triangles;
936 if (loadmodel->surfmesh.num_vertices <= 65536)
937 loadmodel->surfmesh.data_element3s = (unsigned short *)data, data += sizeof(unsigned short[3]) * loadmodel->surfmesh.num_triangles;
941 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)
943 shadowmesh_t *newmesh;
946 size = sizeof(shadowmesh_t);
947 size += maxverts * sizeof(float[3]);
949 size += maxverts * sizeof(float[11]);
950 size += maxtriangles * sizeof(int[3]);
951 if (maxverts <= 65536)
952 size += maxtriangles * sizeof(unsigned short[3]);
954 size += maxtriangles * sizeof(int[3]);
956 size += SHADOWMESHVERTEXHASH * sizeof(shadowmeshvertexhash_t *) + maxverts * sizeof(shadowmeshvertexhash_t);
957 data = (unsigned char *)Mem_Alloc(mempool, size);
958 newmesh = (shadowmesh_t *)data;data += sizeof(*newmesh);
959 newmesh->map_diffuse = map_diffuse;
960 newmesh->map_specular = map_specular;
961 newmesh->map_normal = map_normal;
962 newmesh->maxverts = maxverts;
963 newmesh->maxtriangles = maxtriangles;
964 newmesh->numverts = 0;
965 newmesh->numtriangles = 0;
966 memset(newmesh->sideoffsets, 0, sizeof(newmesh->sideoffsets));
967 memset(newmesh->sidetotals, 0, sizeof(newmesh->sidetotals));
969 newmesh->vertex3f = (float *)data;data += maxverts * sizeof(float[3]);
972 newmesh->svector3f = (float *)data;data += maxverts * sizeof(float[3]);
973 newmesh->tvector3f = (float *)data;data += maxverts * sizeof(float[3]);
974 newmesh->normal3f = (float *)data;data += maxverts * sizeof(float[3]);
975 newmesh->texcoord2f = (float *)data;data += maxverts * sizeof(float[2]);
977 newmesh->element3i = (int *)data;data += maxtriangles * sizeof(int[3]);
980 newmesh->neighbor3i = (int *)data;data += maxtriangles * sizeof(int[3]);
984 newmesh->vertexhashtable = (shadowmeshvertexhash_t **)data;data += SHADOWMESHVERTEXHASH * sizeof(shadowmeshvertexhash_t *);
985 newmesh->vertexhashentries = (shadowmeshvertexhash_t *)data;data += maxverts * sizeof(shadowmeshvertexhash_t);
987 if (maxverts <= 65536)
988 newmesh->element3s = (unsigned short *)data;data += maxtriangles * sizeof(unsigned short[3]);
992 shadowmesh_t *Mod_ShadowMesh_ReAlloc(mempool_t *mempool, shadowmesh_t *oldmesh, int light, int neighbors)
994 shadowmesh_t *newmesh;
995 newmesh = Mod_ShadowMesh_Alloc(mempool, oldmesh->numverts, oldmesh->numtriangles, oldmesh->map_diffuse, oldmesh->map_specular, oldmesh->map_normal, light, neighbors, false);
996 newmesh->numverts = oldmesh->numverts;
997 newmesh->numtriangles = oldmesh->numtriangles;
998 memcpy(newmesh->sideoffsets, oldmesh->sideoffsets, sizeof(oldmesh->sideoffsets));
999 memcpy(newmesh->sidetotals, oldmesh->sidetotals, sizeof(oldmesh->sidetotals));
1001 memcpy(newmesh->vertex3f, oldmesh->vertex3f, oldmesh->numverts * sizeof(float[3]));
1002 if (newmesh->svector3f && oldmesh->svector3f)
1004 memcpy(newmesh->svector3f, oldmesh->svector3f, oldmesh->numverts * sizeof(float[3]));
1005 memcpy(newmesh->tvector3f, oldmesh->tvector3f, oldmesh->numverts * sizeof(float[3]));
1006 memcpy(newmesh->normal3f, oldmesh->normal3f, oldmesh->numverts * sizeof(float[3]));
1007 memcpy(newmesh->texcoord2f, oldmesh->texcoord2f, oldmesh->numverts * sizeof(float[2]));
1009 memcpy(newmesh->element3i, oldmesh->element3i, oldmesh->numtriangles * sizeof(int[3]));
1010 if (newmesh->neighbor3i && oldmesh->neighbor3i)
1011 memcpy(newmesh->neighbor3i, oldmesh->neighbor3i, oldmesh->numtriangles * sizeof(int[3]));
1015 int Mod_ShadowMesh_AddVertex(shadowmesh_t *mesh, float *vertex14f)
1017 int hashindex, vnum;
1018 shadowmeshvertexhash_t *hash;
1019 // this uses prime numbers intentionally
1020 hashindex = (unsigned int) (vertex14f[0] * 2003 + vertex14f[1] * 4001 + vertex14f[2] * 7919) % SHADOWMESHVERTEXHASH;
1021 for (hash = mesh->vertexhashtable[hashindex];hash;hash = hash->next)
1023 vnum = (hash - mesh->vertexhashentries);
1024 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]))
1025 && (mesh->svector3f == NULL || (mesh->svector3f[vnum * 3 + 0] == vertex14f[3] && mesh->svector3f[vnum * 3 + 1] == vertex14f[4] && mesh->svector3f[vnum * 3 + 2] == vertex14f[5]))
1026 && (mesh->tvector3f == NULL || (mesh->tvector3f[vnum * 3 + 0] == vertex14f[6] && mesh->tvector3f[vnum * 3 + 1] == vertex14f[7] && mesh->tvector3f[vnum * 3 + 2] == vertex14f[8]))
1027 && (mesh->normal3f == NULL || (mesh->normal3f[vnum * 3 + 0] == vertex14f[9] && mesh->normal3f[vnum * 3 + 1] == vertex14f[10] && mesh->normal3f[vnum * 3 + 2] == vertex14f[11]))
1028 && (mesh->texcoord2f == NULL || (mesh->texcoord2f[vnum * 2 + 0] == vertex14f[12] && mesh->texcoord2f[vnum * 2 + 1] == vertex14f[13])))
1029 return hash - mesh->vertexhashentries;
1031 vnum = mesh->numverts++;
1032 hash = mesh->vertexhashentries + vnum;
1033 hash->next = mesh->vertexhashtable[hashindex];
1034 mesh->vertexhashtable[hashindex] = hash;
1035 if (mesh->vertex3f) {mesh->vertex3f[vnum * 3 + 0] = vertex14f[0];mesh->vertex3f[vnum * 3 + 1] = vertex14f[1];mesh->vertex3f[vnum * 3 + 2] = vertex14f[2];}
1036 if (mesh->svector3f) {mesh->svector3f[vnum * 3 + 0] = vertex14f[3];mesh->svector3f[vnum * 3 + 1] = vertex14f[4];mesh->svector3f[vnum * 3 + 2] = vertex14f[5];}
1037 if (mesh->tvector3f) {mesh->tvector3f[vnum * 3 + 0] = vertex14f[6];mesh->tvector3f[vnum * 3 + 1] = vertex14f[7];mesh->tvector3f[vnum * 3 + 2] = vertex14f[8];}
1038 if (mesh->normal3f) {mesh->normal3f[vnum * 3 + 0] = vertex14f[9];mesh->normal3f[vnum * 3 + 1] = vertex14f[10];mesh->normal3f[vnum * 3 + 2] = vertex14f[11];}
1039 if (mesh->texcoord2f) {mesh->texcoord2f[vnum * 2 + 0] = vertex14f[12];mesh->texcoord2f[vnum * 2 + 1] = vertex14f[13];}
1043 void Mod_ShadowMesh_AddTriangle(mempool_t *mempool, shadowmesh_t *mesh, rtexture_t *map_diffuse, rtexture_t *map_specular, rtexture_t *map_normal, float *vertex14f)
1045 if (mesh->numtriangles == 0)
1047 // set the properties on this empty mesh to be more favorable...
1048 // (note: this case only occurs for the first triangle added to a new mesh chain)
1049 mesh->map_diffuse = map_diffuse;
1050 mesh->map_specular = map_specular;
1051 mesh->map_normal = map_normal;
1053 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)
1055 if (mesh->next == NULL)
1056 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);
1059 mesh->element3i[mesh->numtriangles * 3 + 0] = Mod_ShadowMesh_AddVertex(mesh, vertex14f + 14 * 0);
1060 mesh->element3i[mesh->numtriangles * 3 + 1] = Mod_ShadowMesh_AddVertex(mesh, vertex14f + 14 * 1);
1061 mesh->element3i[mesh->numtriangles * 3 + 2] = Mod_ShadowMesh_AddVertex(mesh, vertex14f + 14 * 2);
1062 mesh->numtriangles++;
1065 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)
1068 float vbuf[3*14], *v;
1069 memset(vbuf, 0, sizeof(vbuf));
1070 for (i = 0;i < numtris;i++)
1072 for (j = 0, v = vbuf;j < 3;j++, v += 14)
1077 v[0] = vertex3f[e * 3 + 0];
1078 v[1] = vertex3f[e * 3 + 1];
1079 v[2] = vertex3f[e * 3 + 2];
1083 v[3] = svector3f[e * 3 + 0];
1084 v[4] = svector3f[e * 3 + 1];
1085 v[5] = svector3f[e * 3 + 2];
1089 v[6] = tvector3f[e * 3 + 0];
1090 v[7] = tvector3f[e * 3 + 1];
1091 v[8] = tvector3f[e * 3 + 2];
1095 v[9] = normal3f[e * 3 + 0];
1096 v[10] = normal3f[e * 3 + 1];
1097 v[11] = normal3f[e * 3 + 2];
1101 v[12] = texcoord2f[e * 2 + 0];
1102 v[13] = texcoord2f[e * 2 + 1];
1105 Mod_ShadowMesh_AddTriangle(mempool, mesh, map_diffuse, map_specular, map_normal, vbuf);
1108 // the triangle calculation can take a while, so let's do a keepalive here
1109 CL_KeepaliveMessage(false);
1112 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)
1114 // the preparation before shadow mesh initialization can take a while, so let's do a keepalive here
1115 CL_KeepaliveMessage(false);
1117 return Mod_ShadowMesh_Alloc(mempool, maxverts, maxtriangles, map_diffuse, map_specular, map_normal, light, neighbors, expandable);
1120 static void Mod_ShadowMesh_CreateVBOs(shadowmesh_t *mesh)
1122 if (!gl_support_arb_vertex_buffer_object)
1125 // element buffer is easy because it's just one array
1126 if (mesh->numtriangles)
1128 if (mesh->element3s)
1129 mesh->ebo3s = R_Mesh_CreateStaticBufferObject(GL_ELEMENT_ARRAY_BUFFER_ARB, mesh->element3s, mesh->numtriangles * sizeof(unsigned short[3]), "shadowmesh");
1131 mesh->ebo3i = R_Mesh_CreateStaticBufferObject(GL_ELEMENT_ARRAY_BUFFER_ARB, mesh->element3i, mesh->numtriangles * sizeof(unsigned int[3]), "shadowmesh");
1134 // vertex buffer is several arrays and we put them in the same buffer
1136 // is this wise? the texcoordtexture2f array is used with dynamic
1137 // vertex/svector/tvector/normal when rendering animated models, on the
1138 // other hand animated models don't use a lot of vertices anyway...
1144 mesh->vbooffset_vertex3f = size;if (mesh->vertex3f ) size += mesh->numverts * sizeof(float[3]);
1145 mesh->vbooffset_svector3f = size;if (mesh->svector3f ) size += mesh->numverts * sizeof(float[3]);
1146 mesh->vbooffset_tvector3f = size;if (mesh->tvector3f ) size += mesh->numverts * sizeof(float[3]);
1147 mesh->vbooffset_normal3f = size;if (mesh->normal3f ) size += mesh->numverts * sizeof(float[3]);
1148 mesh->vbooffset_texcoord2f = size;if (mesh->texcoord2f ) size += mesh->numverts * sizeof(float[2]);
1149 mem = (unsigned char *)Mem_Alloc(tempmempool, size);
1150 if (mesh->vertex3f ) memcpy(mem + mesh->vbooffset_vertex3f , mesh->vertex3f , mesh->numverts * sizeof(float[3]));
1151 if (mesh->svector3f ) memcpy(mem + mesh->vbooffset_svector3f , mesh->svector3f , mesh->numverts * sizeof(float[3]));
1152 if (mesh->tvector3f ) memcpy(mem + mesh->vbooffset_tvector3f , mesh->tvector3f , mesh->numverts * sizeof(float[3]));
1153 if (mesh->normal3f ) memcpy(mem + mesh->vbooffset_normal3f , mesh->normal3f , mesh->numverts * sizeof(float[3]));
1154 if (mesh->texcoord2f ) memcpy(mem + mesh->vbooffset_texcoord2f , mesh->texcoord2f , mesh->numverts * sizeof(float[2]));
1155 mesh->vbo = R_Mesh_CreateStaticBufferObject(GL_ARRAY_BUFFER_ARB, mem, size, "shadowmesh");
1160 shadowmesh_t *Mod_ShadowMesh_Finish(mempool_t *mempool, shadowmesh_t *firstmesh, qboolean light, qboolean neighbors, qboolean createvbo)
1162 shadowmesh_t *mesh, *newmesh, *nextmesh;
1163 // reallocate meshs to conserve space
1164 for (mesh = firstmesh, firstmesh = NULL;mesh;mesh = nextmesh)
1166 nextmesh = mesh->next;
1167 if (mesh->numverts >= 3 && mesh->numtriangles >= 1)
1169 newmesh = Mod_ShadowMesh_ReAlloc(mempool, mesh, light, neighbors);
1170 newmesh->next = firstmesh;
1171 firstmesh = newmesh;
1172 if (newmesh->element3s)
1175 for (i = 0;i < newmesh->numtriangles*3;i++)
1176 newmesh->element3s[i] = newmesh->element3i[i];
1179 Mod_ShadowMesh_CreateVBOs(newmesh);
1184 // this can take a while, so let's do a keepalive here
1185 CL_KeepaliveMessage(false);
1190 void Mod_ShadowMesh_CalcBBox(shadowmesh_t *firstmesh, vec3_t mins, vec3_t maxs, vec3_t center, float *radius)
1194 vec3_t nmins, nmaxs, ncenter, temp;
1195 float nradius2, dist2, *v;
1199 for (mesh = firstmesh;mesh;mesh = mesh->next)
1201 if (mesh == firstmesh)
1203 VectorCopy(mesh->vertex3f, nmins);
1204 VectorCopy(mesh->vertex3f, nmaxs);
1206 for (i = 0, v = mesh->vertex3f;i < mesh->numverts;i++, v += 3)
1208 if (nmins[0] > v[0]) nmins[0] = v[0];if (nmaxs[0] < v[0]) nmaxs[0] = v[0];
1209 if (nmins[1] > v[1]) nmins[1] = v[1];if (nmaxs[1] < v[1]) nmaxs[1] = v[1];
1210 if (nmins[2] > v[2]) nmins[2] = v[2];if (nmaxs[2] < v[2]) nmaxs[2] = v[2];
1213 // calculate center and radius
1214 ncenter[0] = (nmins[0] + nmaxs[0]) * 0.5f;
1215 ncenter[1] = (nmins[1] + nmaxs[1]) * 0.5f;
1216 ncenter[2] = (nmins[2] + nmaxs[2]) * 0.5f;
1218 for (mesh = firstmesh;mesh;mesh = mesh->next)
1220 for (i = 0, v = mesh->vertex3f;i < mesh->numverts;i++, v += 3)
1222 VectorSubtract(v, ncenter, temp);
1223 dist2 = DotProduct(temp, temp);
1224 if (nradius2 < dist2)
1230 VectorCopy(nmins, mins);
1232 VectorCopy(nmaxs, maxs);
1234 VectorCopy(ncenter, center);
1236 *radius = sqrt(nradius2);
1239 void Mod_ShadowMesh_Free(shadowmesh_t *mesh)
1241 shadowmesh_t *nextmesh;
1242 for (;mesh;mesh = nextmesh)
1245 R_Mesh_DestroyBufferObject(mesh->ebo3i);
1247 R_Mesh_DestroyBufferObject(mesh->ebo3s);
1249 R_Mesh_DestroyBufferObject(mesh->vbo);
1250 nextmesh = mesh->next;
1255 void Mod_CreateCollisionMesh(dp_model_t *mod)
1258 int numcollisionmeshtriangles;
1259 const msurface_t *surface;
1260 mempool_t *mempool = mod->mempool;
1261 if (!mempool && mod->brush.parentmodel)
1262 mempool = mod->brush.parentmodel->mempool;
1263 // make a single combined collision mesh for physics engine use
1264 // TODO rewrite this to use the collision brushes as source, to fix issues with e.g. common/caulk which creates no drawsurface
1265 numcollisionmeshtriangles = 0;
1266 for (k = 0;k < mod->nummodelsurfaces;k++)
1268 surface = mod->data_surfaces + mod->firstmodelsurface + k;
1269 if (!(surface->texture->supercontents & SUPERCONTENTS_SOLID))
1271 numcollisionmeshtriangles += surface->num_triangles;
1273 mod->brush.collisionmesh = Mod_ShadowMesh_Begin(mempool, numcollisionmeshtriangles * 3, numcollisionmeshtriangles, NULL, NULL, NULL, false, false, true);
1274 for (k = 0;k < mod->nummodelsurfaces;k++)
1276 surface = mod->data_surfaces + mod->firstmodelsurface + k;
1277 if (!(surface->texture->supercontents & SUPERCONTENTS_SOLID))
1279 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));
1281 mod->brush.collisionmesh = Mod_ShadowMesh_Finish(mempool, mod->brush.collisionmesh, false, true, false);
1284 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)
1289 if (ix >= 0 && iy >= 0 && ix < imagewidth && iy < imageheight)
1290 v[2] = (imagepixels[((iy*imagewidth)+ix)*4+0] + imagepixels[((iy*imagewidth)+ix)*4+1] + imagepixels[((iy*imagewidth)+ix)*4+2]) * (1.0f / 765.0f);
1293 Matrix4x4_Transform(pixelstepmatrix, v, vertex3f);
1294 Matrix4x4_Transform(pixeltexturestepmatrix, v, tc);
1295 texcoord2f[0] = tc[0];
1296 texcoord2f[1] = tc[1];
1299 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)
1301 float vup[3], vdown[3], vleft[3], vright[3];
1302 float tcup[3], tcdown[3], tcleft[3], tcright[3];
1303 float sv[3], tv[3], nl[3];
1304 Mod_GetTerrainVertex3fTexCoord2fFromBGRA(imagepixels, imagewidth, imageheight, ix, iy, vertex3f, texcoord2f, pixelstepmatrix, pixeltexturestepmatrix);
1305 Mod_GetTerrainVertex3fTexCoord2fFromBGRA(imagepixels, imagewidth, imageheight, ix, iy - 1, vup, tcup, pixelstepmatrix, pixeltexturestepmatrix);
1306 Mod_GetTerrainVertex3fTexCoord2fFromBGRA(imagepixels, imagewidth, imageheight, ix, iy + 1, vdown, tcdown, pixelstepmatrix, pixeltexturestepmatrix);
1307 Mod_GetTerrainVertex3fTexCoord2fFromBGRA(imagepixels, imagewidth, imageheight, ix - 1, iy, vleft, tcleft, pixelstepmatrix, pixeltexturestepmatrix);
1308 Mod_GetTerrainVertex3fTexCoord2fFromBGRA(imagepixels, imagewidth, imageheight, ix + 1, iy, vright, tcright, pixelstepmatrix, pixeltexturestepmatrix);
1309 Mod_BuildBumpVectors(vertex3f, vup, vright, texcoord2f, tcup, tcright, svector3f, tvector3f, normal3f);
1310 Mod_BuildBumpVectors(vertex3f, vright, vdown, texcoord2f, tcright, tcdown, sv, tv, nl);
1311 VectorAdd(svector3f, sv, svector3f);
1312 VectorAdd(tvector3f, tv, tvector3f);
1313 VectorAdd(normal3f, nl, normal3f);
1314 Mod_BuildBumpVectors(vertex3f, vdown, vleft, texcoord2f, tcdown, tcleft, sv, tv, nl);
1315 VectorAdd(svector3f, sv, svector3f);
1316 VectorAdd(tvector3f, tv, tvector3f);
1317 VectorAdd(normal3f, nl, normal3f);
1318 Mod_BuildBumpVectors(vertex3f, vleft, vup, texcoord2f, tcleft, tcup, sv, tv, nl);
1319 VectorAdd(svector3f, sv, svector3f);
1320 VectorAdd(tvector3f, tv, tvector3f);
1321 VectorAdd(normal3f, nl, normal3f);
1324 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)
1326 int x, y, ix, iy, *e;
1328 for (y = 0;y < height;y++)
1330 for (x = 0;x < width;x++)
1332 e[0] = (y + 1) * (width + 1) + (x + 0);
1333 e[1] = (y + 0) * (width + 1) + (x + 0);
1334 e[2] = (y + 1) * (width + 1) + (x + 1);
1335 e[3] = (y + 0) * (width + 1) + (x + 0);
1336 e[4] = (y + 0) * (width + 1) + (x + 1);
1337 e[5] = (y + 1) * (width + 1) + (x + 1);
1341 Mod_BuildTriangleNeighbors(neighbor3i, element3i, width*height*2);
1342 for (y = 0, iy = y1;y < height + 1;y++, iy++)
1343 for (x = 0, ix = x1;x < width + 1;x++, ix++, vertex3f += 3, texcoord2f += 2, svector3f += 3, tvector3f += 3, normal3f += 3)
1344 Mod_GetTerrainVertexFromBGRA(imagepixels, imagewidth, imageheight, ix, iy, vertex3f, texcoord2f, svector3f, tvector3f, normal3f, pixelstepmatrix, pixeltexturestepmatrix);
1348 void Mod_Terrain_SurfaceRecurseChunk(dp_model_t *model, int stepsize, int x, int y)
1352 float chunkwidth = min(stepsize, model->terrain.width - 1 - x);
1353 float chunkheight = min(stepsize, model->terrain.height - 1 - y);
1354 float viewvector[3];
1355 unsigned int firstvertex;
1358 if (chunkwidth < 2 || chunkheight < 2)
1360 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]);
1361 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]);
1362 viewvector[0] = bound(mins[0], localvieworigin, maxs[0]) - model->terrain.vieworigin[0];
1363 viewvector[1] = bound(mins[1], localvieworigin, maxs[1]) - model->terrain.vieworigin[1];
1364 viewvector[2] = bound(mins[2], localvieworigin, maxs[2]) - model->terrain.vieworigin[2];
1365 if (stepsize > 1 && VectorLength(viewvector) < stepsize*model->terrain.scale[0]*r_terrain_lodscale.value)
1367 // too close for this stepsize, emit as 4 chunks instead
1369 Mod_Terrain_SurfaceRecurseChunk(model, stepsize, x, y);
1370 Mod_Terrain_SurfaceRecurseChunk(model, stepsize, x+stepsize, y);
1371 Mod_Terrain_SurfaceRecurseChunk(model, stepsize, x, y+stepsize);
1372 Mod_Terrain_SurfaceRecurseChunk(model, stepsize, x+stepsize, y+stepsize);
1375 // emit the geometry at stepsize into our vertex buffer / index buffer
1376 // we add two columns and two rows for skirt
1377 outwidth = chunkwidth+2;
1378 outheight = chunkheight+2;
1379 outwidth2 = outwidth-1;
1380 outheight2 = outheight-1;
1381 outwidth3 = outwidth+1;
1382 outheight3 = outheight+1;
1383 firstvertex = numvertices;
1384 e = model->terrain.element3i + numtriangles;
1385 numtriangles += chunkwidth*chunkheight*2+chunkwidth*2*2+chunkheight*2*2;
1386 v = model->terrain.vertex3f + numvertices;
1387 numvertices += (chunkwidth+1)*(chunkheight+1)+(chunkwidth+1)*2+(chunkheight+1)*2;
1388 // emit the triangles (note: the skirt is treated as two extra rows and two extra columns)
1389 for (ty = 0;ty < outheight;ty++)
1391 for (tx = 0;tx < outwidth;tx++)
1393 *e++ = firstvertex + (ty )*outwidth3+(tx );
1394 *e++ = firstvertex + (ty )*outwidth3+(tx+1);
1395 *e++ = firstvertex + (ty+1)*outwidth3+(tx+1);
1396 *e++ = firstvertex + (ty )*outwidth3+(tx );
1397 *e++ = firstvertex + (ty+1)*outwidth3+(tx+1);
1398 *e++ = firstvertex + (ty+1)*outwidth3+(tx );
1401 // TODO: emit surface vertices (x+tx*stepsize, y+ty*stepsize)
1402 for (ty = 0;ty <= outheight;ty++)
1404 skirtrow = ty == 0 || ty == outheight;
1405 ry = y+bound(1, ty, outheight)*stepsize;
1406 for (tx = 0;tx <= outwidth;tx++)
1408 skirt = skirtrow || tx == 0 || tx == outwidth;
1409 rx = x+bound(1, tx, outwidth)*stepsize;
1412 v[2] = heightmap[ry*terrainwidth+rx]*scale[2];
1416 // TODO: emit skirt vertices
1419 void Mod_Terrain_UpdateSurfacesForViewOrigin(dp_model_t *model)
1421 for (y = 0;y < model->terrain.size[1];y += model->terrain.
1422 Mod_Terrain_SurfaceRecurseChunk(model, model->terrain.maxstepsize, x, y);
1423 Mod_Terrain_BuildChunk(model,
1427 q3wavefunc_t Mod_LoadQ3Shaders_EnumerateWaveFunc(const char *s)
1429 if (!strcasecmp(s, "sin")) return Q3WAVEFUNC_SIN;
1430 if (!strcasecmp(s, "square")) return Q3WAVEFUNC_SQUARE;
1431 if (!strcasecmp(s, "triangle")) return Q3WAVEFUNC_TRIANGLE;
1432 if (!strcasecmp(s, "sawtooth")) return Q3WAVEFUNC_SAWTOOTH;
1433 if (!strcasecmp(s, "inversesawtooth")) return Q3WAVEFUNC_INVERSESAWTOOTH;
1434 if (!strcasecmp(s, "noise")) return Q3WAVEFUNC_NOISE;
1435 Con_DPrintf("Mod_LoadQ3Shaders: unknown wavefunc %s\n", s);
1436 return Q3WAVEFUNC_NONE;
1439 void Mod_FreeQ3Shaders(void)
1441 Mem_FreePool(&q3shaders_mem);
1444 static void Q3Shader_AddToHash (q3shaderinfo_t* shader)
1446 unsigned short hash = CRC_Block_CaseInsensitive ((const unsigned char *)shader->name, strlen (shader->name));
1447 q3shader_hash_entry_t* entry = q3shader_data->hash + (hash % Q3SHADER_HASH_SIZE);
1448 q3shader_hash_entry_t* lastEntry = NULL;
1449 while (entry != NULL)
1451 if (strcasecmp (entry->shader.name, shader->name) == 0)
1453 unsigned char *start, *end, *start2;
1454 start = (unsigned char *) (&shader->Q3SHADERINFO_COMPARE_START);
1455 end = ((unsigned char *) (&shader->Q3SHADERINFO_COMPARE_END)) + sizeof(shader->Q3SHADERINFO_COMPARE_END);
1456 start2 = (unsigned char *) (&entry->shader.Q3SHADERINFO_COMPARE_START);
1457 if(memcmp(start, start2, end - start))
1458 Con_Printf("Shader '%s' already defined, ignoring mismatching redeclaration\n", shader->name);
1460 Con_DPrintf("Shader '%s' already defined\n", shader->name);
1464 entry = entry->chain;
1468 if (lastEntry->shader.name[0] != 0)
1471 q3shader_hash_entry_t* newEntry = (q3shader_hash_entry_t*)
1472 Mem_ExpandableArray_AllocRecord (&q3shader_data->hash_entries);
1474 while (lastEntry->chain != NULL) lastEntry = lastEntry->chain;
1475 lastEntry->chain = newEntry;
1476 newEntry->chain = NULL;
1477 lastEntry = newEntry;
1479 /* else: head of chain, in hash entry array */
1482 memcpy (&entry->shader, shader, sizeof (q3shaderinfo_t));
1485 extern cvar_t r_picmipworld;
1486 void Mod_LoadQ3Shaders(void)
1493 q3shaderinfo_t shader;
1494 q3shaderinfo_layer_t *layer;
1496 char parameter[TEXTURE_MAXFRAMES + 4][Q3PATHLENGTH];
1498 Mod_FreeQ3Shaders();
1500 q3shaders_mem = Mem_AllocPool("q3shaders", 0, NULL);
1501 q3shader_data = (q3shader_data_t*)Mem_Alloc (q3shaders_mem,
1502 sizeof (q3shader_data_t));
1503 Mem_ExpandableArray_NewArray (&q3shader_data->hash_entries,
1504 q3shaders_mem, sizeof (q3shader_hash_entry_t), 256);
1505 Mem_ExpandableArray_NewArray (&q3shader_data->char_ptrs,
1506 q3shaders_mem, sizeof (char**), 256);
1508 search = FS_Search("scripts/*.shader", true, false);
1511 for (fileindex = 0;fileindex < search->numfilenames;fileindex++)
1513 text = f = (char *)FS_LoadFile(search->filenames[fileindex], tempmempool, false, NULL);
1516 while (COM_ParseToken_QuakeC(&text, false))
1518 memset (&shader, 0, sizeof(shader));
1519 shader.reflectmin = 0;
1520 shader.reflectmax = 1;
1521 shader.refractfactor = 1;
1522 Vector4Set(shader.refractcolor4f, 1, 1, 1, 1);
1523 shader.reflectfactor = 1;
1524 Vector4Set(shader.reflectcolor4f, 1, 1, 1, 1);
1525 shader.r_water_wateralpha = 1;
1526 shader.specularscalemod = 1;
1527 shader.specularpowermod = 1;
1529 strlcpy(shader.name, com_token, sizeof(shader.name));
1530 if (!COM_ParseToken_QuakeC(&text, false) || strcasecmp(com_token, "{"))
1532 Con_Printf("%s parsing error - expected \"{\", found \"%s\"\n", search->filenames[fileindex], com_token);
1535 while (COM_ParseToken_QuakeC(&text, false))
1537 if (!strcasecmp(com_token, "}"))
1539 if (!strcasecmp(com_token, "{"))
1541 static q3shaderinfo_layer_t dummy;
1542 if (shader.numlayers < Q3SHADER_MAXLAYERS)
1544 layer = shader.layers + shader.numlayers++;
1548 // parse and process it anyway, just don't store it (so a map $lightmap or such stuff still is found)
1549 memset(&dummy, 0, sizeof(dummy));
1552 layer->rgbgen.rgbgen = Q3RGBGEN_IDENTITY;
1553 layer->alphagen.alphagen = Q3ALPHAGEN_IDENTITY;
1554 layer->tcgen.tcgen = Q3TCGEN_TEXTURE;
1555 layer->blendfunc[0] = GL_ONE;
1556 layer->blendfunc[1] = GL_ZERO;
1557 while (COM_ParseToken_QuakeC(&text, false))
1559 if (!strcasecmp(com_token, "}"))
1561 if (!strcasecmp(com_token, "\n"))
1564 for (j = 0;strcasecmp(com_token, "\n") && strcasecmp(com_token, "}");j++)
1566 if (j < TEXTURE_MAXFRAMES + 4)
1568 strlcpy(parameter[j], com_token, sizeof(parameter[j]));
1569 numparameters = j + 1;
1571 if (!COM_ParseToken_QuakeC(&text, true))
1574 //for (j = numparameters;j < TEXTURE_MAXFRAMES + 4;j++)
1575 // parameter[j][0] = 0;
1576 if (developer.integer >= 100)
1578 Con_Printf("%s %i: ", shader.name, shader.numlayers - 1);
1579 for (j = 0;j < numparameters;j++)
1580 Con_Printf(" %s", parameter[j]);
1583 if (numparameters >= 2 && !strcasecmp(parameter[0], "blendfunc"))
1585 if (numparameters == 2)
1587 if (!strcasecmp(parameter[1], "add"))
1589 layer->blendfunc[0] = GL_ONE;
1590 layer->blendfunc[1] = GL_ONE;
1592 else if (!strcasecmp(parameter[1], "filter"))
1594 layer->blendfunc[0] = GL_DST_COLOR;
1595 layer->blendfunc[1] = GL_ZERO;
1597 else if (!strcasecmp(parameter[1], "blend"))
1599 layer->blendfunc[0] = GL_SRC_ALPHA;
1600 layer->blendfunc[1] = GL_ONE_MINUS_SRC_ALPHA;
1603 else if (numparameters == 3)
1606 for (k = 0;k < 2;k++)
1608 if (!strcasecmp(parameter[k+1], "GL_ONE"))
1609 layer->blendfunc[k] = GL_ONE;
1610 else if (!strcasecmp(parameter[k+1], "GL_ZERO"))
1611 layer->blendfunc[k] = GL_ZERO;
1612 else if (!strcasecmp(parameter[k+1], "GL_SRC_COLOR"))
1613 layer->blendfunc[k] = GL_SRC_COLOR;
1614 else if (!strcasecmp(parameter[k+1], "GL_SRC_ALPHA"))
1615 layer->blendfunc[k] = GL_SRC_ALPHA;
1616 else if (!strcasecmp(parameter[k+1], "GL_DST_COLOR"))
1617 layer->blendfunc[k] = GL_DST_COLOR;
1618 else if (!strcasecmp(parameter[k+1], "GL_DST_ALPHA"))
1619 layer->blendfunc[k] = GL_ONE_MINUS_DST_ALPHA;
1620 else if (!strcasecmp(parameter[k+1], "GL_ONE_MINUS_SRC_COLOR"))
1621 layer->blendfunc[k] = GL_ONE_MINUS_SRC_COLOR;
1622 else if (!strcasecmp(parameter[k+1], "GL_ONE_MINUS_SRC_ALPHA"))
1623 layer->blendfunc[k] = GL_ONE_MINUS_SRC_ALPHA;
1624 else if (!strcasecmp(parameter[k+1], "GL_ONE_MINUS_DST_COLOR"))
1625 layer->blendfunc[k] = GL_ONE_MINUS_DST_COLOR;
1626 else if (!strcasecmp(parameter[k+1], "GL_ONE_MINUS_DST_ALPHA"))
1627 layer->blendfunc[k] = GL_ONE_MINUS_DST_ALPHA;
1629 layer->blendfunc[k] = GL_ONE; // default in case of parsing error
1633 if (numparameters >= 2 && !strcasecmp(parameter[0], "alphafunc"))
1634 layer->alphatest = true;
1635 if (numparameters >= 2 && (!strcasecmp(parameter[0], "map") || !strcasecmp(parameter[0], "clampmap")))
1637 if (!strcasecmp(parameter[0], "clampmap"))
1638 layer->clampmap = true;
1639 layer->numframes = 1;
1640 layer->framerate = 1;
1641 layer->texturename = (char**)Mem_ExpandableArray_AllocRecord (
1642 &q3shader_data->char_ptrs);
1643 layer->texturename[0] = Mem_strdup (q3shaders_mem, parameter[1]);
1644 if (!strcasecmp(parameter[1], "$lightmap"))
1645 shader.lighting = true;
1647 else if (numparameters >= 3 && (!strcasecmp(parameter[0], "animmap") || !strcasecmp(parameter[0], "animclampmap")))
1650 layer->numframes = min(numparameters - 2, TEXTURE_MAXFRAMES);
1651 layer->framerate = atof(parameter[1]);
1652 layer->texturename = (char **) Mem_Alloc (q3shaders_mem, sizeof (char*) * layer->numframes);
1653 for (i = 0;i < layer->numframes;i++)
1654 layer->texturename[i] = Mem_strdup (q3shaders_mem, parameter[i + 2]);
1656 else if (numparameters >= 2 && !strcasecmp(parameter[0], "rgbgen"))
1659 for (i = 0;i < numparameters - 2 && i < Q3RGBGEN_MAXPARMS;i++)
1660 layer->rgbgen.parms[i] = atof(parameter[i+2]);
1661 if (!strcasecmp(parameter[1], "identity")) layer->rgbgen.rgbgen = Q3RGBGEN_IDENTITY;
1662 else if (!strcasecmp(parameter[1], "const")) layer->rgbgen.rgbgen = Q3RGBGEN_CONST;
1663 else if (!strcasecmp(parameter[1], "entity")) layer->rgbgen.rgbgen = Q3RGBGEN_ENTITY;
1664 else if (!strcasecmp(parameter[1], "exactvertex")) layer->rgbgen.rgbgen = Q3RGBGEN_EXACTVERTEX;
1665 else if (!strcasecmp(parameter[1], "identitylighting")) layer->rgbgen.rgbgen = Q3RGBGEN_IDENTITYLIGHTING;
1666 else if (!strcasecmp(parameter[1], "lightingdiffuse")) layer->rgbgen.rgbgen = Q3RGBGEN_LIGHTINGDIFFUSE;
1667 else if (!strcasecmp(parameter[1], "oneminusentity")) layer->rgbgen.rgbgen = Q3RGBGEN_ONEMINUSENTITY;
1668 else if (!strcasecmp(parameter[1], "oneminusvertex")) layer->rgbgen.rgbgen = Q3RGBGEN_ONEMINUSVERTEX;
1669 else if (!strcasecmp(parameter[1], "vertex")) layer->rgbgen.rgbgen = Q3RGBGEN_VERTEX;
1670 else if (!strcasecmp(parameter[1], "wave"))
1672 layer->rgbgen.rgbgen = Q3RGBGEN_WAVE;
1673 layer->rgbgen.wavefunc = Mod_LoadQ3Shaders_EnumerateWaveFunc(parameter[2]);
1674 for (i = 0;i < numparameters - 3 && i < Q3WAVEPARMS;i++)
1675 layer->rgbgen.waveparms[i] = atof(parameter[i+3]);
1677 else Con_DPrintf("%s parsing warning: unknown rgbgen %s\n", search->filenames[fileindex], parameter[1]);
1679 else if (numparameters >= 2 && !strcasecmp(parameter[0], "alphagen"))
1682 for (i = 0;i < numparameters - 2 && i < Q3ALPHAGEN_MAXPARMS;i++)
1683 layer->alphagen.parms[i] = atof(parameter[i+2]);
1684 if (!strcasecmp(parameter[1], "identity")) layer->alphagen.alphagen = Q3ALPHAGEN_IDENTITY;
1685 else if (!strcasecmp(parameter[1], "const")) layer->alphagen.alphagen = Q3ALPHAGEN_CONST;
1686 else if (!strcasecmp(parameter[1], "entity")) layer->alphagen.alphagen = Q3ALPHAGEN_ENTITY;
1687 else if (!strcasecmp(parameter[1], "lightingspecular")) layer->alphagen.alphagen = Q3ALPHAGEN_LIGHTINGSPECULAR;
1688 else if (!strcasecmp(parameter[1], "oneminusentity")) layer->alphagen.alphagen = Q3ALPHAGEN_ONEMINUSENTITY;
1689 else if (!strcasecmp(parameter[1], "oneminusvertex")) layer->alphagen.alphagen = Q3ALPHAGEN_ONEMINUSVERTEX;
1690 else if (!strcasecmp(parameter[1], "portal")) layer->alphagen.alphagen = Q3ALPHAGEN_PORTAL;
1691 else if (!strcasecmp(parameter[1], "vertex")) layer->alphagen.alphagen = Q3ALPHAGEN_VERTEX;
1692 else if (!strcasecmp(parameter[1], "wave"))
1694 layer->alphagen.alphagen = Q3ALPHAGEN_WAVE;
1695 layer->alphagen.wavefunc = Mod_LoadQ3Shaders_EnumerateWaveFunc(parameter[2]);
1696 for (i = 0;i < numparameters - 3 && i < Q3WAVEPARMS;i++)
1697 layer->alphagen.waveparms[i] = atof(parameter[i+3]);
1699 else Con_DPrintf("%s parsing warning: unknown alphagen %s\n", search->filenames[fileindex], parameter[1]);
1701 else if (numparameters >= 2 && (!strcasecmp(parameter[0], "texgen") || !strcasecmp(parameter[0], "tcgen")))
1704 // observed values: tcgen environment
1705 // no other values have been observed in real shaders
1706 for (i = 0;i < numparameters - 2 && i < Q3TCGEN_MAXPARMS;i++)
1707 layer->tcgen.parms[i] = atof(parameter[i+2]);
1708 if (!strcasecmp(parameter[1], "base")) layer->tcgen.tcgen = Q3TCGEN_TEXTURE;
1709 else if (!strcasecmp(parameter[1], "texture")) layer->tcgen.tcgen = Q3TCGEN_TEXTURE;
1710 else if (!strcasecmp(parameter[1], "environment")) layer->tcgen.tcgen = Q3TCGEN_ENVIRONMENT;
1711 else if (!strcasecmp(parameter[1], "lightmap")) layer->tcgen.tcgen = Q3TCGEN_LIGHTMAP;
1712 else if (!strcasecmp(parameter[1], "vector")) layer->tcgen.tcgen = Q3TCGEN_VECTOR;
1713 else Con_DPrintf("%s parsing warning: unknown tcgen mode %s\n", search->filenames[fileindex], parameter[1]);
1715 else if (numparameters >= 2 && !strcasecmp(parameter[0], "tcmod"))
1722 // tcmod stretch sin # # # #
1723 // tcmod stretch triangle # # # #
1724 // tcmod transform # # # # # #
1725 // tcmod turb # # # #
1726 // tcmod turb sin # # # # (this is bogus)
1727 // no other values have been observed in real shaders
1728 for (tcmodindex = 0;tcmodindex < Q3MAXTCMODS;tcmodindex++)
1729 if (!layer->tcmods[tcmodindex].tcmod)
1731 if (tcmodindex < Q3MAXTCMODS)
1733 for (i = 0;i < numparameters - 2 && i < Q3TCMOD_MAXPARMS;i++)
1734 layer->tcmods[tcmodindex].parms[i] = atof(parameter[i+2]);
1735 if (!strcasecmp(parameter[1], "entitytranslate")) layer->tcmods[tcmodindex].tcmod = Q3TCMOD_ENTITYTRANSLATE;
1736 else if (!strcasecmp(parameter[1], "rotate")) layer->tcmods[tcmodindex].tcmod = Q3TCMOD_ROTATE;
1737 else if (!strcasecmp(parameter[1], "scale")) layer->tcmods[tcmodindex].tcmod = Q3TCMOD_SCALE;
1738 else if (!strcasecmp(parameter[1], "scroll")) layer->tcmods[tcmodindex].tcmod = Q3TCMOD_SCROLL;
1739 else if (!strcasecmp(parameter[1], "page")) layer->tcmods[tcmodindex].tcmod = Q3TCMOD_PAGE;
1740 else if (!strcasecmp(parameter[1], "stretch"))
1742 layer->tcmods[tcmodindex].tcmod = Q3TCMOD_STRETCH;
1743 layer->tcmods[tcmodindex].wavefunc = Mod_LoadQ3Shaders_EnumerateWaveFunc(parameter[2]);
1744 for (i = 0;i < numparameters - 3 && i < Q3WAVEPARMS;i++)
1745 layer->tcmods[tcmodindex].waveparms[i] = atof(parameter[i+3]);
1747 else if (!strcasecmp(parameter[1], "transform")) layer->tcmods[tcmodindex].tcmod = Q3TCMOD_TRANSFORM;
1748 else if (!strcasecmp(parameter[1], "turb")) layer->tcmods[tcmodindex].tcmod = Q3TCMOD_TURBULENT;
1749 else Con_DPrintf("%s parsing warning: unknown tcmod mode %s\n", search->filenames[fileindex], parameter[1]);
1752 Con_DPrintf("%s parsing warning: too many tcmods on one layer\n", search->filenames[fileindex]);
1754 // break out a level if it was a closing brace (not using the character here to not confuse vim)
1755 if (!strcasecmp(com_token, "}"))
1758 if (layer->rgbgen.rgbgen == Q3RGBGEN_LIGHTINGDIFFUSE || layer->rgbgen.rgbgen == Q3RGBGEN_VERTEX)
1759 shader.lighting = true;
1760 if (layer->alphagen.alphagen == Q3ALPHAGEN_VERTEX)
1762 if (layer == shader.layers + 0)
1764 // vertex controlled transparency
1765 shader.vertexalpha = true;
1769 // multilayer terrain shader or similar
1770 shader.textureblendalpha = true;
1773 layer->texflags = TEXF_ALPHA | TEXF_PRECACHE;
1774 if (!(shader.surfaceparms & Q3SURFACEPARM_NOMIPMAPS))
1775 layer->texflags |= TEXF_MIPMAP;
1776 if (!(shader.textureflags & Q3TEXTUREFLAG_NOPICMIP))
1777 layer->texflags |= TEXF_PICMIP | TEXF_COMPRESS;
1778 if (layer->clampmap)
1779 layer->texflags |= TEXF_CLAMP;
1783 for (j = 0;strcasecmp(com_token, "\n") && strcasecmp(com_token, "}");j++)
1785 if (j < TEXTURE_MAXFRAMES + 4)
1787 strlcpy(parameter[j], com_token, sizeof(parameter[j]));
1788 numparameters = j + 1;
1790 if (!COM_ParseToken_QuakeC(&text, true))
1793 //for (j = numparameters;j < TEXTURE_MAXFRAMES + 4;j++)
1794 // parameter[j][0] = 0;
1795 if (fileindex == 0 && !strcasecmp(com_token, "}"))
1797 if (developer.integer >= 100)
1799 Con_Printf("%s: ", shader.name);
1800 for (j = 0;j < numparameters;j++)
1801 Con_Printf(" %s", parameter[j]);
1804 if (numparameters < 1)
1806 if (!strcasecmp(parameter[0], "surfaceparm") && numparameters >= 2)
1808 if (!strcasecmp(parameter[1], "alphashadow"))
1809 shader.surfaceparms |= Q3SURFACEPARM_ALPHASHADOW;
1810 else if (!strcasecmp(parameter[1], "areaportal"))
1811 shader.surfaceparms |= Q3SURFACEPARM_AREAPORTAL;
1812 else if (!strcasecmp(parameter[1], "botclip"))
1813 shader.surfaceparms |= Q3SURFACEPARM_BOTCLIP;
1814 else if (!strcasecmp(parameter[1], "clusterportal"))
1815 shader.surfaceparms |= Q3SURFACEPARM_CLUSTERPORTAL;
1816 else if (!strcasecmp(parameter[1], "detail"))
1817 shader.surfaceparms |= Q3SURFACEPARM_DETAIL;
1818 else if (!strcasecmp(parameter[1], "donotenter"))
1819 shader.surfaceparms |= Q3SURFACEPARM_DONOTENTER;
1820 else if (!strcasecmp(parameter[1], "dust"))
1821 shader.surfaceparms |= Q3SURFACEPARM_DUST;
1822 else if (!strcasecmp(parameter[1], "hint"))
1823 shader.surfaceparms |= Q3SURFACEPARM_HINT;
1824 else if (!strcasecmp(parameter[1], "fog"))
1825 shader.surfaceparms |= Q3SURFACEPARM_FOG;
1826 else if (!strcasecmp(parameter[1], "lava"))
1827 shader.surfaceparms |= Q3SURFACEPARM_LAVA;
1828 else if (!strcasecmp(parameter[1], "lightfilter"))
1829 shader.surfaceparms |= Q3SURFACEPARM_LIGHTFILTER;
1830 else if (!strcasecmp(parameter[1], "lightgrid"))
1831 shader.surfaceparms |= Q3SURFACEPARM_LIGHTGRID;
1832 else if (!strcasecmp(parameter[1], "metalsteps"))
1833 shader.surfaceparms |= Q3SURFACEPARM_METALSTEPS;
1834 else if (!strcasecmp(parameter[1], "nodamage"))
1835 shader.surfaceparms |= Q3SURFACEPARM_NODAMAGE;
1836 else if (!strcasecmp(parameter[1], "nodlight"))
1837 shader.surfaceparms |= Q3SURFACEPARM_NODLIGHT;
1838 else if (!strcasecmp(parameter[1], "nodraw"))
1839 shader.surfaceparms |= Q3SURFACEPARM_NODRAW;
1840 else if (!strcasecmp(parameter[1], "nodrop"))
1841 shader.surfaceparms |= Q3SURFACEPARM_NODROP;
1842 else if (!strcasecmp(parameter[1], "noimpact"))
1843 shader.surfaceparms |= Q3SURFACEPARM_NOIMPACT;
1844 else if (!strcasecmp(parameter[1], "nolightmap"))
1845 shader.surfaceparms |= Q3SURFACEPARM_NOLIGHTMAP;
1846 else if (!strcasecmp(parameter[1], "nomarks"))
1847 shader.surfaceparms |= Q3SURFACEPARM_NOMARKS;
1848 else if (!strcasecmp(parameter[1], "nomipmaps"))
1849 shader.surfaceparms |= Q3SURFACEPARM_NOMIPMAPS;
1850 else if (!strcasecmp(parameter[1], "nonsolid"))
1851 shader.surfaceparms |= Q3SURFACEPARM_NONSOLID;
1852 else if (!strcasecmp(parameter[1], "origin"))
1853 shader.surfaceparms |= Q3SURFACEPARM_ORIGIN;
1854 else if (!strcasecmp(parameter[1], "playerclip"))
1855 shader.surfaceparms |= Q3SURFACEPARM_PLAYERCLIP;
1856 else if (!strcasecmp(parameter[1], "sky"))
1857 shader.surfaceparms |= Q3SURFACEPARM_SKY;
1858 else if (!strcasecmp(parameter[1], "slick"))
1859 shader.surfaceparms |= Q3SURFACEPARM_SLICK;
1860 else if (!strcasecmp(parameter[1], "slime"))
1861 shader.surfaceparms |= Q3SURFACEPARM_SLIME;
1862 else if (!strcasecmp(parameter[1], "structural"))
1863 shader.surfaceparms |= Q3SURFACEPARM_STRUCTURAL;
1864 else if (!strcasecmp(parameter[1], "trans"))
1865 shader.surfaceparms |= Q3SURFACEPARM_TRANS;
1866 else if (!strcasecmp(parameter[1], "water"))
1867 shader.surfaceparms |= Q3SURFACEPARM_WATER;
1868 else if (!strcasecmp(parameter[1], "pointlight"))
1869 shader.surfaceparms |= Q3SURFACEPARM_POINTLIGHT;
1870 else if (!strcasecmp(parameter[1], "antiportal"))
1871 shader.surfaceparms |= Q3SURFACEPARM_ANTIPORTAL;
1873 Con_DPrintf("%s parsing warning: unknown surfaceparm \"%s\"\n", search->filenames[fileindex], parameter[1]);
1875 else if (!strcasecmp(parameter[0], "dpshadow"))
1876 shader.dpshadow = true;
1877 else if (!strcasecmp(parameter[0], "dpnoshadow"))
1878 shader.dpnoshadow = true;
1879 else if (!strcasecmp(parameter[0], "sky") && numparameters >= 2)
1881 // some q3 skies don't have the sky parm set
1882 shader.surfaceparms |= Q3SURFACEPARM_SKY;
1883 strlcpy(shader.skyboxname, parameter[1], sizeof(shader.skyboxname));
1885 else if (!strcasecmp(parameter[0], "skyparms") && numparameters >= 2)
1887 // some q3 skies don't have the sky parm set
1888 shader.surfaceparms |= Q3SURFACEPARM_SKY;
1889 if (!atoi(parameter[1]) && strcasecmp(parameter[1], "-"))
1890 strlcpy(shader.skyboxname, parameter[1], sizeof(shader.skyboxname));
1892 else if (!strcasecmp(parameter[0], "cull") && numparameters >= 2)
1894 if (!strcasecmp(parameter[1], "disable") || !strcasecmp(parameter[1], "none") || !strcasecmp(parameter[1], "twosided"))
1895 shader.textureflags |= Q3TEXTUREFLAG_TWOSIDED;
1897 else if (!strcasecmp(parameter[0], "nomipmaps"))
1898 shader.surfaceparms |= Q3SURFACEPARM_NOMIPMAPS;
1899 else if (!strcasecmp(parameter[0], "nopicmip"))
1900 shader.textureflags |= Q3TEXTUREFLAG_NOPICMIP;
1901 else if (!strcasecmp(parameter[0], "polygonoffset"))
1902 shader.textureflags |= Q3TEXTUREFLAG_POLYGONOFFSET;
1903 else if (!strcasecmp(parameter[0], "dp_refract") && numparameters >= 5)
1905 shader.textureflags |= Q3TEXTUREFLAG_REFRACTION;
1906 shader.refractfactor = atof(parameter[1]);
1907 Vector4Set(shader.refractcolor4f, atof(parameter[2]), atof(parameter[3]), atof(parameter[4]), 1);
1909 else if (!strcasecmp(parameter[0], "dp_reflect") && numparameters >= 6)
1911 shader.textureflags |= Q3TEXTUREFLAG_REFLECTION;
1912 shader.reflectfactor = atof(parameter[1]);
1913 Vector4Set(shader.reflectcolor4f, atof(parameter[2]), atof(parameter[3]), atof(parameter[4]), atof(parameter[5]));
1915 else if (!strcasecmp(parameter[0], "dp_water") && numparameters >= 12)
1917 shader.textureflags |= Q3TEXTUREFLAG_WATERSHADER;
1918 shader.reflectmin = atof(parameter[1]);
1919 shader.reflectmax = atof(parameter[2]);
1920 shader.refractfactor = atof(parameter[3]);
1921 shader.reflectfactor = atof(parameter[4]);
1922 Vector4Set(shader.refractcolor4f, atof(parameter[5]), atof(parameter[6]), atof(parameter[7]), 1);
1923 Vector4Set(shader.reflectcolor4f, atof(parameter[8]), atof(parameter[9]), atof(parameter[10]), 1);
1924 shader.r_water_wateralpha = atof(parameter[11]);
1926 else if (!strcasecmp(parameter[0], "dp_glossintensitymod") && numparameters >= 2)
1928 shader.specularscalemod = atof(parameter[1]);
1930 else if (!strcasecmp(parameter[0], "dp_glossexponentmod") && numparameters >= 2)
1932 shader.specularpowermod = atof(parameter[1]);
1934 else if (!strcasecmp(parameter[0], "deformvertexes") && numparameters >= 2)
1937 for (deformindex = 0;deformindex < Q3MAXDEFORMS;deformindex++)
1938 if (!shader.deforms[deformindex].deform)
1940 if (deformindex < Q3MAXDEFORMS)
1942 for (i = 0;i < numparameters - 2 && i < Q3DEFORM_MAXPARMS;i++)
1943 shader.deforms[deformindex].parms[i] = atof(parameter[i+2]);
1944 if (!strcasecmp(parameter[1], "projectionshadow")) shader.deforms[deformindex].deform = Q3DEFORM_PROJECTIONSHADOW;
1945 else if (!strcasecmp(parameter[1], "autosprite" )) shader.deforms[deformindex].deform = Q3DEFORM_AUTOSPRITE;
1946 else if (!strcasecmp(parameter[1], "autosprite2" )) shader.deforms[deformindex].deform = Q3DEFORM_AUTOSPRITE2;
1947 else if (!strcasecmp(parameter[1], "text0" )) shader.deforms[deformindex].deform = Q3DEFORM_TEXT0;
1948 else if (!strcasecmp(parameter[1], "text1" )) shader.deforms[deformindex].deform = Q3DEFORM_TEXT1;
1949 else if (!strcasecmp(parameter[1], "text2" )) shader.deforms[deformindex].deform = Q3DEFORM_TEXT2;
1950 else if (!strcasecmp(parameter[1], "text3" )) shader.deforms[deformindex].deform = Q3DEFORM_TEXT3;
1951 else if (!strcasecmp(parameter[1], "text4" )) shader.deforms[deformindex].deform = Q3DEFORM_TEXT4;
1952 else if (!strcasecmp(parameter[1], "text5" )) shader.deforms[deformindex].deform = Q3DEFORM_TEXT5;
1953 else if (!strcasecmp(parameter[1], "text6" )) shader.deforms[deformindex].deform = Q3DEFORM_TEXT6;
1954 else if (!strcasecmp(parameter[1], "text7" )) shader.deforms[deformindex].deform = Q3DEFORM_TEXT7;
1955 else if (!strcasecmp(parameter[1], "bulge" )) shader.deforms[deformindex].deform = Q3DEFORM_BULGE;
1956 else if (!strcasecmp(parameter[1], "normal" )) shader.deforms[deformindex].deform = Q3DEFORM_NORMAL;
1957 else if (!strcasecmp(parameter[1], "wave" ))
1959 shader.deforms[deformindex].deform = Q3DEFORM_WAVE;
1960 shader.deforms[deformindex].wavefunc = Mod_LoadQ3Shaders_EnumerateWaveFunc(parameter[3]);
1961 for (i = 0;i < numparameters - 4 && i < Q3WAVEPARMS;i++)
1962 shader.deforms[deformindex].waveparms[i] = atof(parameter[i+4]);
1964 else if (!strcasecmp(parameter[1], "move" ))
1966 shader.deforms[deformindex].deform = Q3DEFORM_MOVE;
1967 shader.deforms[deformindex].wavefunc = Mod_LoadQ3Shaders_EnumerateWaveFunc(parameter[5]);
1968 for (i = 0;i < numparameters - 6 && i < Q3WAVEPARMS;i++)
1969 shader.deforms[deformindex].waveparms[i] = atof(parameter[i+6]);
1974 // pick the primary layer to render with
1975 if (shader.numlayers)
1977 shader.backgroundlayer = -1;
1978 shader.primarylayer = 0;
1979 // if lightmap comes first this is definitely an ordinary texture
1980 // if the first two layers have the correct blendfuncs and use vertex alpha, it is a blended terrain shader
1981 if ((shader.layers[shader.primarylayer].texturename != NULL)
1982 && !strcasecmp(shader.layers[shader.primarylayer].texturename[0], "$lightmap"))
1984 shader.backgroundlayer = -1;
1985 shader.primarylayer = 1;
1987 else if (shader.numlayers >= 2
1988 && shader.layers[1].alphagen.alphagen == Q3ALPHAGEN_VERTEX
1989 && (shader.layers[0].blendfunc[0] == GL_ONE && shader.layers[0].blendfunc[1] == GL_ZERO && !shader.layers[0].alphatest)
1990 && ((shader.layers[1].blendfunc[0] == GL_SRC_ALPHA && shader.layers[1].blendfunc[1] == GL_ONE_MINUS_SRC_ALPHA)
1991 || (shader.layers[1].blendfunc[0] == GL_ONE && shader.layers[1].blendfunc[1] == GL_ZERO && shader.layers[1].alphatest)))
1993 // terrain blending or other effects
1994 shader.backgroundlayer = 0;
1995 shader.primarylayer = 1;
1998 // fix up multiple reflection types
1999 if(shader.textureflags & Q3TEXTUREFLAG_WATERSHADER)
2000 shader.textureflags &= ~(Q3TEXTUREFLAG_REFRACTION | Q3TEXTUREFLAG_REFLECTION);
2002 Q3Shader_AddToHash (&shader);
2006 FS_FreeSearch(search);
2009 q3shaderinfo_t *Mod_LookupQ3Shader(const char *name)
2011 unsigned short hash;
2012 q3shader_hash_entry_t* entry;
2014 Mod_LoadQ3Shaders();
2015 hash = CRC_Block_CaseInsensitive ((const unsigned char *)name, strlen (name));
2016 entry = q3shader_data->hash + (hash % Q3SHADER_HASH_SIZE);
2017 while (entry != NULL)
2019 if (strcasecmp (entry->shader.name, name) == 0)
2020 return &entry->shader;
2021 entry = entry->chain;
2026 qboolean Mod_LoadTextureFromQ3Shader(texture_t *texture, const char *name, qboolean warnmissing, qboolean fallback, int defaulttexflags)
2030 qboolean success = true;
2031 q3shaderinfo_t *shader;
2034 strlcpy(texture->name, name, sizeof(texture->name));
2035 shader = name[0] ? Mod_LookupQ3Shader(name) : NULL;
2038 if(!(defaulttexflags & TEXF_PICMIP))
2039 texflagsmask &= ~TEXF_PICMIP;
2040 if(!(defaulttexflags & TEXF_COMPRESS))
2041 texflagsmask &= ~TEXF_COMPRESS;
2042 texture->specularscalemod = 1; // unless later loaded from the shader
2043 texture->specularpowermod = 1; // unless later loaded from the shader
2047 if (developer_loading.integer)
2048 Con_Printf("%s: loaded shader for %s\n", loadmodel->name, name);
2049 texture->surfaceparms = shader->surfaceparms;
2051 // allow disabling of picmip or compression by defaulttexflags
2052 texture->textureflags = shader->textureflags & texflagsmask;
2054 if (shader->surfaceparms & Q3SURFACEPARM_SKY)
2056 texture->basematerialflags = MATERIALFLAG_SKY | MATERIALFLAG_NOSHADOW;
2057 if (shader->skyboxname[0])
2059 // quake3 seems to append a _ to the skybox name, so this must do so as well
2060 dpsnprintf(loadmodel->brush.skybox, sizeof(loadmodel->brush.skybox), "%s_", shader->skyboxname);
2063 else if ((texture->surfaceflags & Q3SURFACEFLAG_NODRAW) || shader->numlayers == 0)
2064 texture->basematerialflags = MATERIALFLAG_NODRAW | MATERIALFLAG_NOSHADOW;
2066 texture->basematerialflags = MATERIALFLAG_WALL;
2068 if (shader->layers[0].alphatest)
2069 texture->basematerialflags |= MATERIALFLAG_ALPHATEST | MATERIALFLAG_NOSHADOW;
2070 if (shader->textureflags & Q3TEXTUREFLAG_TWOSIDED)
2071 texture->basematerialflags |= MATERIALFLAG_NOSHADOW | MATERIALFLAG_NOCULLFACE;
2072 if (shader->textureflags & Q3TEXTUREFLAG_POLYGONOFFSET)
2073 texture->biaspolygonoffset -= 2;
2074 if (shader->textureflags & Q3TEXTUREFLAG_REFRACTION)
2075 texture->basematerialflags |= MATERIALFLAG_REFRACTION;
2076 if (shader->textureflags & Q3TEXTUREFLAG_REFLECTION)
2077 texture->basematerialflags |= MATERIALFLAG_REFLECTION;
2078 if (shader->textureflags & Q3TEXTUREFLAG_WATERSHADER)
2079 texture->basematerialflags |= MATERIALFLAG_WATERSHADER;
2080 texture->customblendfunc[0] = GL_ONE;
2081 texture->customblendfunc[1] = GL_ZERO;
2082 if (shader->numlayers > 0)
2084 texture->customblendfunc[0] = shader->layers[0].blendfunc[0];
2085 texture->customblendfunc[1] = shader->layers[0].blendfunc[1];
2087 Q3 shader blendfuncs actually used in the game (* = supported by DP)
2088 * additive GL_ONE GL_ONE
2089 additive weird GL_ONE GL_SRC_ALPHA
2090 additive weird 2 GL_ONE GL_ONE_MINUS_SRC_ALPHA
2091 * alpha GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA
2092 alpha inverse GL_ONE_MINUS_SRC_ALPHA GL_SRC_ALPHA
2093 brighten GL_DST_COLOR GL_ONE
2094 brighten GL_ONE GL_SRC_COLOR
2095 brighten weird GL_DST_COLOR GL_ONE_MINUS_DST_ALPHA
2096 brighten weird 2 GL_DST_COLOR GL_SRC_ALPHA
2097 * modulate GL_DST_COLOR GL_ZERO
2098 * modulate GL_ZERO GL_SRC_COLOR
2099 modulate inverse GL_ZERO GL_ONE_MINUS_SRC_COLOR
2100 modulate inverse alpha GL_ZERO GL_SRC_ALPHA
2101 modulate weird inverse GL_ONE_MINUS_DST_COLOR GL_ZERO
2102 * modulate x2 GL_DST_COLOR GL_SRC_COLOR
2103 * no blend GL_ONE GL_ZERO
2104 nothing GL_ZERO GL_ONE
2106 // if not opaque, figure out what blendfunc to use
2107 if (shader->layers[0].blendfunc[0] != GL_ONE || shader->layers[0].blendfunc[1] != GL_ZERO)
2109 if (shader->layers[0].blendfunc[0] == GL_ONE && shader->layers[0].blendfunc[1] == GL_ONE)
2110 texture->basematerialflags |= MATERIALFLAG_ADD | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
2111 else if (shader->layers[0].blendfunc[0] == GL_SRC_ALPHA && shader->layers[0].blendfunc[1] == GL_ONE)
2112 texture->basematerialflags |= MATERIALFLAG_ADD | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
2113 else if (shader->layers[0].blendfunc[0] == GL_SRC_ALPHA && shader->layers[0].blendfunc[1] == GL_ONE_MINUS_SRC_ALPHA)
2114 texture->basematerialflags |= MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
2116 texture->basematerialflags |= MATERIALFLAG_CUSTOMBLEND | MATERIALFLAG_FULLBRIGHT | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
2119 if (!shader->lighting)
2120 texture->basematerialflags |= MATERIALFLAG_FULLBRIGHT;
2121 if (shader->primarylayer >= 0)
2123 q3shaderinfo_layer_t* primarylayer = shader->layers + shader->primarylayer;
2124 // copy over many primarylayer parameters
2125 texture->rgbgen = primarylayer->rgbgen;
2126 texture->alphagen = primarylayer->alphagen;
2127 texture->tcgen = primarylayer->tcgen;
2128 memcpy(texture->tcmods, primarylayer->tcmods, sizeof(texture->tcmods));
2129 // load the textures
2130 texture->numskinframes = primarylayer->numframes;
2131 texture->skinframerate = primarylayer->framerate;
2132 for (j = 0;j < primarylayer->numframes;j++)
2134 if(cls.state == ca_dedicated)
2136 texture->skinframes[j] = NULL;
2138 else if (!(texture->skinframes[j] = R_SkinFrame_LoadExternal(primarylayer->texturename[j], primarylayer->texflags & texflagsmask, false)))
2140 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);
2141 texture->skinframes[j] = R_SkinFrame_LoadMissing();
2145 if (shader->backgroundlayer >= 0)
2147 q3shaderinfo_layer_t* backgroundlayer = shader->layers + shader->backgroundlayer;
2148 // copy over one secondarylayer parameter
2149 memcpy(texture->backgroundtcmods, backgroundlayer->tcmods, sizeof(texture->backgroundtcmods));
2150 // load the textures
2151 texture->backgroundnumskinframes = backgroundlayer->numframes;
2152 texture->backgroundskinframerate = backgroundlayer->framerate;
2153 for (j = 0;j < backgroundlayer->numframes;j++)
2155 if(cls.state == ca_dedicated)
2157 texture->skinframes[j] = NULL;
2159 else if (!(texture->backgroundskinframes[j] = R_SkinFrame_LoadExternal(backgroundlayer->texturename[j], backgroundlayer->texflags & texflagsmask, false)))
2161 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);
2162 texture->backgroundskinframes[j] = R_SkinFrame_LoadMissing();
2166 if (shader->dpshadow)
2167 texture->basematerialflags &= ~MATERIALFLAG_NOSHADOW;
2168 if (shader->dpnoshadow)
2169 texture->basematerialflags |= MATERIALFLAG_NOSHADOW;
2170 memcpy(texture->deforms, shader->deforms, sizeof(texture->deforms));
2171 texture->reflectmin = shader->reflectmin;
2172 texture->reflectmax = shader->reflectmax;
2173 texture->refractfactor = shader->refractfactor;
2174 Vector4Copy(shader->refractcolor4f, texture->refractcolor4f);
2175 texture->reflectfactor = shader->reflectfactor;
2176 Vector4Copy(shader->reflectcolor4f, texture->reflectcolor4f);
2177 texture->r_water_wateralpha = shader->r_water_wateralpha;
2178 texture->specularscalemod = shader->specularscalemod;
2179 texture->specularpowermod = shader->specularpowermod;
2181 else if (!strcmp(texture->name, "noshader") || !texture->name[0])
2183 if (developer.integer >= 100)
2184 Con_Printf("^1%s:^7 using fallback noshader material for ^3\"%s\"\n", loadmodel->name, name);
2185 texture->surfaceparms = 0;
2187 else if (!strcmp(texture->name, "common/nodraw") || !strcmp(texture->name, "textures/common/nodraw"))
2189 if (developer.integer >= 100)
2190 Con_Printf("^1%s:^7 using fallback nodraw material for ^3\"%s\"\n", loadmodel->name, name);
2191 texture->surfaceparms = 0;
2192 texture->basematerialflags = MATERIALFLAG_NODRAW | MATERIALFLAG_NOSHADOW;
2196 if (developer.integer >= 100)
2197 Con_Printf("^1%s:^7 No shader found for texture ^3\"%s\"\n", loadmodel->name, texture->name);
2198 texture->surfaceparms = 0;
2199 if (texture->surfaceflags & Q3SURFACEFLAG_NODRAW)
2200 texture->basematerialflags |= MATERIALFLAG_NODRAW | MATERIALFLAG_NOSHADOW;
2201 else if (texture->surfaceflags & Q3SURFACEFLAG_SKY)
2202 texture->basematerialflags |= MATERIALFLAG_SKY | MATERIALFLAG_NOSHADOW;
2204 texture->basematerialflags |= MATERIALFLAG_WALL;
2205 texture->numskinframes = 1;
2206 if(cls.state == ca_dedicated)
2208 texture->skinframes[0] = NULL;
2215 if ((texture->skinframes[0] = R_SkinFrame_LoadExternal_CheckAlpha(texture->name, defaulttexflags, false, &has_alpha)))
2217 if(has_alpha && (defaulttexflags & TEXF_ALPHA))
2218 texture->basematerialflags |= MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
2225 if (!success && warnmissing)
2226 Con_Printf("^1%s:^7 could not load texture ^3\"%s\"\n", loadmodel->name, texture->name);
2229 // init the animation variables
2230 texture->currentframe = texture;
2231 if (texture->numskinframes < 1)
2232 texture->numskinframes = 1;
2233 if (!texture->skinframes[0])
2234 texture->skinframes[0] = R_SkinFrame_LoadMissing();
2235 texture->currentskinframe = texture->skinframes[0];
2236 texture->backgroundcurrentskinframe = texture->backgroundskinframes[0];
2240 skinfile_t *Mod_LoadSkinFiles(void)
2242 int i, words, line, wordsoverflow;
2245 skinfile_t *skinfile = NULL, *first = NULL;
2246 skinfileitem_t *skinfileitem;
2247 char word[10][MAX_QPATH];
2251 U_bodyBox,models/players/Legoman/BikerA2.tga
2252 U_RArm,models/players/Legoman/BikerA1.tga
2253 U_LArm,models/players/Legoman/BikerA1.tga
2254 U_armor,common/nodraw
2255 U_sword,common/nodraw
2256 U_shield,common/nodraw
2257 U_homb,common/nodraw
2258 U_backpack,common/nodraw
2259 U_colcha,common/nodraw
2264 memset(word, 0, sizeof(word));
2265 for (i = 0;i < MAX_SKINS && (data = text = (char *)FS_LoadFile(va("%s_%i.skin", loadmodel->name, i), tempmempool, true, NULL));i++)
2267 // If it's the first file we parse
2268 if (skinfile == NULL)
2270 skinfile = (skinfile_t *)Mem_Alloc(loadmodel->mempool, sizeof(skinfile_t));
2275 skinfile->next = (skinfile_t *)Mem_Alloc(loadmodel->mempool, sizeof(skinfile_t));
2276 skinfile = skinfile->next;
2278 skinfile->next = NULL;
2280 for(line = 0;;line++)
2283 if (!COM_ParseToken_QuakeC(&data, true))
2285 if (!strcmp(com_token, "\n"))
2288 wordsoverflow = false;
2292 strlcpy(word[words++], com_token, sizeof (word[0]));
2294 wordsoverflow = true;
2296 while (COM_ParseToken_QuakeC(&data, true) && strcmp(com_token, "\n"));
2299 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);
2302 // words is always >= 1
2303 if (!strcmp(word[0], "replace"))
2307 if (developer_loading.integer)
2308 Con_Printf("Mod_LoadSkinFiles: parsed mesh \"%s\" shader replacement \"%s\"\n", word[1], word[2]);
2309 skinfileitem = (skinfileitem_t *)Mem_Alloc(loadmodel->mempool, sizeof(skinfileitem_t));
2310 skinfileitem->next = skinfile->items;
2311 skinfile->items = skinfileitem;
2312 strlcpy (skinfileitem->name, word[1], sizeof (skinfileitem->name));
2313 strlcpy (skinfileitem->replacement, word[2], sizeof (skinfileitem->replacement));
2316 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]);
2318 else if (words >= 2 && !strncmp(word[0], "tag_", 4))
2320 // tag name, like "tag_weapon,"
2321 // not used for anything (not even in Quake3)
2323 else if (words >= 2 && !strcmp(word[1], ","))
2325 // mesh shader name, like "U_RArm,models/players/Legoman/BikerA1.tga"
2326 if (developer_loading.integer)
2327 Con_Printf("Mod_LoadSkinFiles: parsed mesh \"%s\" shader replacement \"%s\"\n", word[0], word[2]);
2328 skinfileitem = (skinfileitem_t *)Mem_Alloc(loadmodel->mempool, sizeof(skinfileitem_t));
2329 skinfileitem->next = skinfile->items;
2330 skinfile->items = skinfileitem;
2331 strlcpy (skinfileitem->name, word[0], sizeof (skinfileitem->name));
2332 strlcpy (skinfileitem->replacement, word[2], sizeof (skinfileitem->replacement));
2335 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);
2340 loadmodel->numskins = i;
2344 void Mod_FreeSkinFiles(skinfile_t *skinfile)
2347 skinfileitem_t *skinfileitem, *nextitem;
2348 for (;skinfile;skinfile = next)
2350 next = skinfile->next;
2351 for (skinfileitem = skinfile->items;skinfileitem;skinfileitem = nextitem)
2353 nextitem = skinfileitem->next;
2354 Mem_Free(skinfileitem);
2360 int Mod_CountSkinFiles(skinfile_t *skinfile)
2363 for (i = 0;skinfile;skinfile = skinfile->next, i++);
2367 void Mod_SnapVertices(int numcomponents, int numvertices, float *vertices, float snap)
2370 double isnap = 1.0 / snap;
2371 for (i = 0;i < numvertices*numcomponents;i++)
2372 vertices[i] = floor(vertices[i]*isnap)*snap;
2375 int Mod_RemoveDegenerateTriangles(int numtriangles, const int *inelement3i, int *outelement3i, const float *vertex3f)
2377 int i, outtriangles;
2378 float edgedir1[3], edgedir2[3], temp[3];
2379 // a degenerate triangle is one with no width (thickness, surface area)
2380 // these are characterized by having all 3 points colinear (along a line)
2381 // or having two points identical
2382 // the simplest check is to calculate the triangle's area
2383 for (i = 0, outtriangles = 0;i < numtriangles;i++, inelement3i += 3)
2385 // calculate first edge
2386 VectorSubtract(vertex3f + inelement3i[1] * 3, vertex3f + inelement3i[0] * 3, edgedir1);
2387 VectorSubtract(vertex3f + inelement3i[2] * 3, vertex3f + inelement3i[0] * 3, edgedir2);
2388 CrossProduct(edgedir1, edgedir2, temp);
2389 if (VectorLength2(temp) < 0.001f)
2390 continue; // degenerate triangle (no area)
2391 // valid triangle (has area)
2392 VectorCopy(inelement3i, outelement3i);
2396 return outtriangles;
2399 void Mod_VertexRangeFromElements(int numelements, const int *elements, int *firstvertexpointer, int *lastvertexpointer)
2402 int firstvertex, lastvertex;
2403 if (numelements > 0 && elements)
2405 firstvertex = lastvertex = elements[0];
2406 for (i = 1;i < numelements;i++)
2409 firstvertex = min(firstvertex, e);
2410 lastvertex = max(lastvertex, e);
2414 firstvertex = lastvertex = 0;
2415 if (firstvertexpointer)
2416 *firstvertexpointer = firstvertex;
2417 if (lastvertexpointer)
2418 *lastvertexpointer = lastvertex;
2421 void Mod_MakeSortedSurfaces(dp_model_t *mod)
2423 // make an optimal set of texture-sorted batches to draw...
2425 int *firstsurfacefortexture;
2426 int *numsurfacesfortexture;
2427 if (!mod->sortedmodelsurfaces)
2428 mod->sortedmodelsurfaces = (int *) Mem_Alloc(loadmodel->mempool, mod->nummodelsurfaces * sizeof(*mod->sortedmodelsurfaces));
2429 firstsurfacefortexture = (int *) Mem_Alloc(tempmempool, mod->num_textures * sizeof(*firstsurfacefortexture));
2430 numsurfacesfortexture = (int *) Mem_Alloc(tempmempool, mod->num_textures * sizeof(*numsurfacesfortexture));
2431 memset(numsurfacesfortexture, 0, mod->num_textures * sizeof(*numsurfacesfortexture));
2432 for (j = 0;j < mod->nummodelsurfaces;j++)
2434 const msurface_t *surface = mod->data_surfaces + j + mod->firstmodelsurface;
2435 int t = (int)(surface->texture - mod->data_textures);
2436 numsurfacesfortexture[t]++;
2439 for (t = 0;t < mod->num_textures;t++)
2441 firstsurfacefortexture[t] = j;
2442 j += numsurfacesfortexture[t];
2444 for (j = 0;j < mod->nummodelsurfaces;j++)
2446 const msurface_t *surface = mod->data_surfaces + j + mod->firstmodelsurface;
2447 int t = (int)(surface->texture - mod->data_textures);
2448 mod->sortedmodelsurfaces[firstsurfacefortexture[t]++] = j + mod->firstmodelsurface;
2450 Mem_Free(firstsurfacefortexture);
2451 Mem_Free(numsurfacesfortexture);
2454 static void Mod_BuildVBOs(void)
2456 if (developer.integer && loadmodel->surfmesh.data_element3s && loadmodel->surfmesh.data_element3i)
2459 for (i = 0;i < loadmodel->surfmesh.num_triangles*3;i++)
2461 if (loadmodel->surfmesh.data_element3s[i] != loadmodel->surfmesh.data_element3i[i])
2463 Con_Printf("Mod_BuildVBOs: element %u is incorrect (%u should be %u)\n", i, loadmodel->surfmesh.data_element3s[i], loadmodel->surfmesh.data_element3i[i]);
2464 loadmodel->surfmesh.data_element3s[i] = loadmodel->surfmesh.data_element3i[i];
2469 if (!gl_support_arb_vertex_buffer_object)
2472 // element buffer is easy because it's just one array
2473 if (loadmodel->surfmesh.num_triangles)
2475 if (loadmodel->surfmesh.data_element3s)
2476 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);
2478 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);
2481 // vertex buffer is several arrays and we put them in the same buffer
2483 // is this wise? the texcoordtexture2f array is used with dynamic
2484 // vertex/svector/tvector/normal when rendering animated models, on the
2485 // other hand animated models don't use a lot of vertices anyway...
2486 if (loadmodel->surfmesh.num_vertices)
2491 loadmodel->surfmesh.vbooffset_vertex3f = size;if (loadmodel->surfmesh.data_vertex3f ) size += loadmodel->surfmesh.num_vertices * sizeof(float[3]);
2492 loadmodel->surfmesh.vbooffset_svector3f = size;if (loadmodel->surfmesh.data_svector3f ) size += loadmodel->surfmesh.num_vertices * sizeof(float[3]);
2493 loadmodel->surfmesh.vbooffset_tvector3f = size;if (loadmodel->surfmesh.data_tvector3f ) size += loadmodel->surfmesh.num_vertices * sizeof(float[3]);
2494 loadmodel->surfmesh.vbooffset_normal3f = size;if (loadmodel->surfmesh.data_normal3f ) size += loadmodel->surfmesh.num_vertices * sizeof(float[3]);
2495 loadmodel->surfmesh.vbooffset_texcoordtexture2f = size;if (loadmodel->surfmesh.data_texcoordtexture2f ) size += loadmodel->surfmesh.num_vertices * sizeof(float[2]);
2496 loadmodel->surfmesh.vbooffset_texcoordlightmap2f = size;if (loadmodel->surfmesh.data_texcoordlightmap2f) size += loadmodel->surfmesh.num_vertices * sizeof(float[2]);
2497 loadmodel->surfmesh.vbooffset_lightmapcolor4f = size;if (loadmodel->surfmesh.data_lightmapcolor4f ) size += loadmodel->surfmesh.num_vertices * sizeof(float[4]);
2498 mem = (unsigned char *)Mem_Alloc(tempmempool, size);
2499 if (loadmodel->surfmesh.data_vertex3f ) memcpy(mem + loadmodel->surfmesh.vbooffset_vertex3f , loadmodel->surfmesh.data_vertex3f , loadmodel->surfmesh.num_vertices * sizeof(float[3]));
2500 if (loadmodel->surfmesh.data_svector3f ) memcpy(mem + loadmodel->surfmesh.vbooffset_svector3f , loadmodel->surfmesh.data_svector3f , loadmodel->surfmesh.num_vertices * sizeof(float[3]));
2501 if (loadmodel->surfmesh.data_tvector3f ) memcpy(mem + loadmodel->surfmesh.vbooffset_tvector3f , loadmodel->surfmesh.data_tvector3f , loadmodel->surfmesh.num_vertices * sizeof(float[3]));
2502 if (loadmodel->surfmesh.data_normal3f ) memcpy(mem + loadmodel->surfmesh.vbooffset_normal3f , loadmodel->surfmesh.data_normal3f , loadmodel->surfmesh.num_vertices * sizeof(float[3]));
2503 if (loadmodel->surfmesh.data_texcoordtexture2f ) memcpy(mem + loadmodel->surfmesh.vbooffset_texcoordtexture2f , loadmodel->surfmesh.data_texcoordtexture2f , loadmodel->surfmesh.num_vertices * sizeof(float[2]));
2504 if (loadmodel->surfmesh.data_texcoordlightmap2f) memcpy(mem + loadmodel->surfmesh.vbooffset_texcoordlightmap2f, loadmodel->surfmesh.data_texcoordlightmap2f, loadmodel->surfmesh.num_vertices * sizeof(float[2]));
2505 if (loadmodel->surfmesh.data_lightmapcolor4f ) memcpy(mem + loadmodel->surfmesh.vbooffset_lightmapcolor4f , loadmodel->surfmesh.data_lightmapcolor4f , loadmodel->surfmesh.num_vertices * sizeof(float[4]));
2506 loadmodel->surfmesh.vbo = R_Mesh_CreateStaticBufferObject(GL_ARRAY_BUFFER_ARB, mem, size, loadmodel->name);
2511 static void Mod_Decompile_OBJ(dp_model_t *model, const char *filename, const char *mtlfilename, const char *originalfilename)
2513 int vertexindex, surfaceindex, triangleindex, textureindex, countvertices = 0, countsurfaces = 0, countfaces = 0, counttextures = 0;
2515 const char *texname;
2517 const float *v, *vn, *vt;
2519 size_t outbufferpos = 0;
2520 size_t outbuffermax = 0x100000;
2521 char *outbuffer = (char *) Z_Malloc(outbuffermax), *oldbuffer;
2522 const msurface_t *surface;
2523 const int maxtextures = 256;
2524 char *texturenames = (char *) Z_Malloc(maxtextures * MAX_QPATH);
2526 // construct the mtllib file
2527 l = dpsnprintf(outbuffer + outbufferpos, outbuffermax - outbufferpos, "# mtllib for %s exported by darkplaces engine\n", originalfilename);
2530 for (surfaceindex = 0, surface = model->data_surfaces;surfaceindex < model->num_surfaces;surfaceindex++, surface++)
2533 countvertices += surface->num_vertices;
2534 countfaces += surface->num_triangles;
2535 texname = (surface->texture && surface->texture->name[0]) ? surface->texture->name : "default";
2536 for (textureindex = 0;textureindex < counttextures;textureindex++)
2537 if (!strcmp(texturenames + textureindex * MAX_QPATH, texname))
2539 if (textureindex < counttextures)
2540 continue; // already wrote this material entry
2541 if (textureindex >= maxtextures)
2542 continue; // just a precaution
2543 textureindex = counttextures++;
2544 strlcpy(texturenames + textureindex * MAX_QPATH, texname, MAX_QPATH);
2545 if (outbufferpos >= outbuffermax >> 1)
2548 oldbuffer = outbuffer;
2549 outbuffer = (char *) Z_Malloc(outbuffermax);
2550 memcpy(outbuffer, oldbuffer, outbufferpos);
2553 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");
2558 // write the mtllib file
2559 FS_WriteFile(mtlfilename, outbuffer, outbufferpos);
2562 // construct the obj file
2563 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);
2566 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)
2568 if (outbufferpos >= outbuffermax >> 1)
2571 oldbuffer = outbuffer;
2572 outbuffer = (char *) Z_Malloc(outbuffermax);
2573 memcpy(outbuffer, oldbuffer, outbufferpos);
2576 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]);
2580 for (surfaceindex = 0, surface = model->data_surfaces;surfaceindex < model->num_surfaces;surfaceindex++, surface++)
2582 l = dpsnprintf(outbuffer + outbufferpos, outbuffermax - outbufferpos, "usemtl %s\n", (surface->texture && surface->texture->name[0]) ? surface->texture->name : "default");
2585 for (triangleindex = 0, e = model->surfmesh.data_element3i + surface->num_firsttriangle * 3;triangleindex < surface->num_triangles;triangleindex++, e += 3)
2587 if (outbufferpos >= outbuffermax >> 1)
2590 oldbuffer = outbuffer;
2591 outbuffer = (char *) Z_Malloc(outbuffermax);
2592 memcpy(outbuffer, oldbuffer, outbufferpos);
2598 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);
2604 // write the obj file
2605 FS_WriteFile(filename, outbuffer, outbufferpos);
2609 Z_Free(texturenames);
2612 Con_Printf("Wrote %s (%i bytes, %i vertices, %i faces, %i surfaces with %i distinct textures)\n", filename, (int)outbufferpos, countvertices, countfaces, countsurfaces, counttextures);
2615 static void Mod_Decompile_SMD(dp_model_t *model, const char *filename, int firstpose, int numposes, qboolean writetriangles)
2617 int countnodes = 0, counttriangles = 0, countframes = 0;
2627 size_t outbufferpos = 0;
2628 size_t outbuffermax = 0x100000;
2629 char *outbuffer = (char *) Z_Malloc(outbuffermax), *oldbuffer;
2630 const msurface_t *surface;
2631 l = dpsnprintf(outbuffer + outbufferpos, outbuffermax - outbufferpos, "version 1\nnodes\n");
2635 if(model->num_poses >= 0)
2636 modelscale = sqrt(model->data_poses[0] * model->data_poses[0] + model->data_poses[1] * model->data_poses[1] + model->data_poses[2] * model->data_poses[2]);
2637 if(fabs(modelscale - 1) > 1e-4)
2639 if(firstpose == 0) // only print the when writing the reference pose
2640 Con_Printf("The model has an old-style model scale of %f\n", modelscale);
2644 for (transformindex = 0;transformindex < model->num_bones;transformindex++)
2646 if (outbufferpos >= outbuffermax >> 1)
2649 oldbuffer = outbuffer;
2650 outbuffer = (char *) Z_Malloc(outbuffermax);
2651 memcpy(outbuffer, oldbuffer, outbufferpos);
2655 l = dpsnprintf(outbuffer + outbufferpos, outbuffermax - outbufferpos, "%3i \"%s\" %3i\n", transformindex, model->data_bones[transformindex].name, model->data_bones[transformindex].parent);
2659 l = dpsnprintf(outbuffer + outbufferpos, outbuffermax - outbufferpos, "end\nskeleton\n");
2662 for (poseindex = 0, pose = model->data_poses + model->num_bones * 12 * firstpose;poseindex < numposes;poseindex++)
2665 l = dpsnprintf(outbuffer + outbufferpos, outbuffermax - outbufferpos, "time %i\n", poseindex);
2668 for (transformindex = 0;transformindex < model->num_bones;transformindex++, pose += 12)
2673 if (outbufferpos >= outbuffermax >> 1)
2676 oldbuffer = outbuffer;
2677 outbuffer = (char *) Z_Malloc(outbuffermax);
2678 memcpy(outbuffer, oldbuffer, outbufferpos);
2682 // strangely the smd angles are for a transposed matrix, so we
2683 // have to generate a transposed matrix, then convert that...
2684 mtest[0][0] = pose[ 0];
2685 mtest[0][1] = pose[ 4];
2686 mtest[0][2] = pose[ 8];
2687 mtest[0][3] = pose[ 3];
2688 mtest[1][0] = pose[ 1];
2689 mtest[1][1] = pose[ 5];
2690 mtest[1][2] = pose[ 9];
2691 mtest[1][3] = pose[ 7];
2692 mtest[2][0] = pose[ 2];
2693 mtest[2][1] = pose[ 6];
2694 mtest[2][2] = pose[10];
2695 mtest[2][3] = pose[11];
2696 AnglesFromVectors(angles, mtest[0], mtest[2], false);
2697 if (angles[0] >= 180) angles[0] -= 360;
2698 if (angles[1] >= 180) angles[1] -= 360;
2699 if (angles[2] >= 180) angles[2] -= 360;
2701 a = DEG2RAD(angles[ROLL]);
2702 b = DEG2RAD(angles[PITCH]);
2703 c = DEG2RAD(angles[YAW]);
2707 float cy, sy, cp, sp, cr, sr;
2709 // smd matrix construction, for comparing to non-transposed m
2720 test[0][1] = sr*sp*cy+cr*-sy;
2721 test[1][1] = sr*sp*sy+cr*cy;
2723 test[0][2] = (cr*sp*cy+-sr*-sy);
2724 test[1][2] = (cr*sp*sy+-sr*cy);
2726 test[0][3] = pose[3];
2727 test[1][3] = pose[7];
2728 test[2][3] = pose[11];
2731 l = dpsnprintf(outbuffer + outbufferpos, outbuffermax - outbufferpos, "%3i %f %f %f %f %f %f\n", transformindex, pose[3] * modelscale, pose[7] * modelscale, pose[11] * modelscale, DEG2RAD(angles[ROLL]), DEG2RAD(angles[PITCH]), DEG2RAD(angles[YAW]));
2736 l = dpsnprintf(outbuffer + outbufferpos, outbuffermax - outbufferpos, "end\n");
2741 l = dpsnprintf(outbuffer + outbufferpos, outbuffermax - outbufferpos, "triangles\n");
2744 for (surfaceindex = 0, surface = model->data_surfaces;surfaceindex < model->num_surfaces;surfaceindex++, surface++)
2746 for (triangleindex = 0, e = model->surfmesh.data_element3i + surface->num_firsttriangle * 3;triangleindex < surface->num_triangles;triangleindex++, e += 3)
2749 if (outbufferpos >= outbuffermax >> 1)
2752 oldbuffer = outbuffer;
2753 outbuffer = (char *) Z_Malloc(outbuffermax);
2754 memcpy(outbuffer, oldbuffer, outbufferpos);
2757 l = dpsnprintf(outbuffer + outbufferpos, outbuffermax - outbufferpos, "%s\n", surface->texture && surface->texture->name[0] ? surface->texture->name : "default.bmp");
2760 for (cornerindex = 0;cornerindex < 3;cornerindex++)
2762 const int index = e[2-cornerindex];
2763 const float *v = model->surfmesh.data_vertex3f + index * 3;
2764 const float *vn = model->surfmesh.data_normal3f + index * 3;
2765 const float *vt = model->surfmesh.data_texcoordtexture2f + index * 2;
2766 const int *wi = model->surfmesh.data_vertexweightindex4i + index * 4;
2767 const float *wf = model->surfmesh.data_vertexweightinfluence4f + index * 4;
2768 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]);
2769 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]);
2770 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]);
2771 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]);
2777 l = dpsnprintf(outbuffer + outbufferpos, outbuffermax - outbufferpos, "end\n");
2782 FS_WriteFile(filename, outbuffer, outbufferpos);
2785 Con_Printf("Wrote %s (%i bytes, %i nodes, %i frames, %i triangles)\n", filename, (int)outbufferpos, countnodes, countframes, counttriangles);
2792 decompiles a model to editable files
2795 static void Mod_Decompile_f(void)
2797 int i, j, k, l, first, count;
2799 char inname[MAX_QPATH];
2800 char outname[MAX_QPATH];
2801 char mtlname[MAX_QPATH];
2802 char basename[MAX_QPATH];
2803 char animname[MAX_QPATH];
2804 char animname2[MAX_QPATH];
2805 char zymtextbuffer[16384];
2806 char dpmtextbuffer[16384];
2807 int zymtextsize = 0;
2808 int dpmtextsize = 0;
2810 if (Cmd_Argc() != 2)
2812 Con_Print("usage: modeldecompile <filename>\n");
2816 strlcpy(inname, Cmd_Argv(1), sizeof(inname));
2817 FS_StripExtension(inname, basename, sizeof(basename));
2819 mod = Mod_ForName(inname, false, true, inname[0] == '*' ? cl.model_name[1] : NULL);
2820 if (mod->brush.submodel)
2822 // if we're decompiling a submodel, be sure to give it a proper name based on its parent
2823 FS_StripExtension(cl.model_name[1], outname, sizeof(outname));
2824 dpsnprintf(basename, sizeof(basename), "%s/%s", outname, mod->name);
2829 Con_Print("No such model\n");
2832 if (!mod->surfmesh.num_triangles)
2834 Con_Print("Empty model (or sprite)\n");
2838 // export OBJ if possible (not on sprites)
2839 if (mod->surfmesh.num_triangles)
2841 dpsnprintf(outname, sizeof(outname), "%s_decompiled.obj", basename);
2842 dpsnprintf(mtlname, sizeof(mtlname), "%s_decompiled.mtl", basename);
2843 Mod_Decompile_OBJ(mod, outname, mtlname, inname);
2846 // export SMD if possible (only for skeletal models)
2847 if (mod->surfmesh.num_triangles && mod->num_bones)
2849 dpsnprintf(outname, sizeof(outname), "%s_decompiled/ref1.smd", basename);
2850 Mod_Decompile_SMD(mod, outname, 0, 1, true);
2851 l = dpsnprintf(zymtextbuffer + zymtextsize, sizeof(zymtextbuffer) - zymtextsize, "output out.zym\nscale 1\norigin 0 0 0\nmesh ref1.smd\n");
2852 if (l > 0) zymtextsize += l;
2853 l = dpsnprintf(dpmtextbuffer + dpmtextsize, sizeof(dpmtextbuffer) - dpmtextsize, "outputdir .\nmodel out\nscale 1\norigin 0 0 0\nscene ref1.smd\n");
2854 if (l > 0) dpmtextsize += l;
2855 for (i = 0;i < mod->numframes;i = j)
2857 strlcpy(animname, mod->animscenes[i].name, sizeof(animname));
2858 first = mod->animscenes[i].firstframe;
2859 if (mod->animscenes[i].framecount > 1)
2862 count = mod->animscenes[i].framecount;
2868 // check for additional frames with same name
2869 for (l = 0, k = strlen(animname);animname[l];l++)
2870 if ((animname[l] < '0' || animname[l] > '9') && animname[l] != '_')
2873 count = mod->num_poses - first;
2874 for (j = i + 1;j < mod->numframes;j++)
2876 strlcpy(animname2, mod->animscenes[j].name, sizeof(animname2));
2877 for (l = 0, k = strlen(animname2);animname2[l];l++)
2878 if ((animname2[l] < '0' || animname2[l] > '9') && animname2[l] != '_')
2881 if (strcmp(animname2, animname) || mod->animscenes[j].framecount > 1)
2883 count = mod->animscenes[j].firstframe - first;
2887 // if it's only one frame, use the original frame name
2889 strlcpy(animname, mod->animscenes[i].name, sizeof(animname));
2892 dpsnprintf(outname, sizeof(outname), "%s_decompiled/%s.smd", basename, animname);
2893 Mod_Decompile_SMD(mod, outname, first, count, false);
2894 if (zymtextsize < (int)sizeof(zymtextbuffer) - 100)
2896 l = dpsnprintf(zymtextbuffer + zymtextsize, sizeof(zymtextbuffer) - zymtextsize, "scene %s.smd fps %g\n", animname, mod->animscenes[i].framerate);
2897 if (l > 0) zymtextsize += l;
2899 if (dpmtextsize < (int)sizeof(dpmtextbuffer) - 100)
2901 l = dpsnprintf(dpmtextbuffer + dpmtextsize, sizeof(dpmtextbuffer) - dpmtextsize, "scene %s.smd\n", animname);
2902 if (l > 0) dpmtextsize += l;
2906 FS_WriteFile(va("%s_decompiled/out_zym.txt", basename), zymtextbuffer, (fs_offset_t)zymtextsize);
2908 FS_WriteFile(va("%s_decompiled/out_dpm.txt", basename), dpmtextbuffer, (fs_offset_t)dpmtextsize);