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 // parse the Q3 shader files
60 for (i = 0;i < nummodels;i++)
61 if ((mod = (dp_model_t*) Mem_ExpandableArray_RecordAtIndex(&models, i)) && mod->name[0] && mod->name[0] != '*')
63 Mod_LoadModel(mod, true, false, mod->isworldmodel);
66 static void mod_shutdown(void)
69 int nummodels = Mem_ExpandableArray_IndexRange(&models);
72 for (i = 0;i < nummodels;i++)
73 if ((mod = (dp_model_t*) Mem_ExpandableArray_RecordAtIndex(&models, i)) && (mod->loaded || mod->mempool))
76 Mem_FreePool (&q3shaders_mem);
79 static void mod_newmap(void)
82 int i, j, k, surfacenum, ssize, tsize;
83 int nummodels = Mem_ExpandableArray_IndexRange(&models);
86 R_SkinFrame_PrepareForPurge();
87 for (i = 0;i < nummodels;i++)
89 if ((mod = (dp_model_t*) Mem_ExpandableArray_RecordAtIndex(&models, i)) && mod->mempool && mod->data_textures)
91 for (j = 0;j < mod->num_textures;j++)
93 for (k = 0;k < mod->data_textures[j].numskinframes;k++)
94 R_SkinFrame_MarkUsed(mod->data_textures[j].skinframes[k]);
95 for (k = 0;k < mod->data_textures[j].backgroundnumskinframes;k++)
96 R_SkinFrame_MarkUsed(mod->data_textures[j].backgroundskinframes[k]);
102 if (!cl_stainmaps_clearonload.integer)
105 for (i = 0;i < nummodels;i++)
107 if ((mod = (dp_model_t*) Mem_ExpandableArray_RecordAtIndex(&models, i)) && mod->mempool && mod->data_surfaces)
109 for (surfacenum = 0, surface = mod->data_surfaces;surfacenum < mod->num_surfaces;surfacenum++, surface++)
111 if (surface->lightmapinfo && surface->lightmapinfo->stainsamples)
113 ssize = (surface->lightmapinfo->extents[0] >> 4) + 1;
114 tsize = (surface->lightmapinfo->extents[1] >> 4) + 1;
115 memset(surface->lightmapinfo->stainsamples, 255, ssize * tsize * 3);
116 mod->brushq1.lightmapupdateflags[surfacenum] = true;
128 static void Mod_Print(void);
129 static void Mod_Precache (void);
130 static void Mod_BuildVBOs(void);
133 mod_mempool = Mem_AllocPool("modelinfo", 0, NULL);
134 Mem_ExpandableArray_NewArray(&models, mod_mempool, sizeof(dp_model_t), 16);
140 Cvar_RegisterVariable(&r_mipskins);
141 Cmd_AddCommand ("modellist", Mod_Print, "prints a list of loaded models");
142 Cmd_AddCommand ("modelprecache", Mod_Precache, "load a model");
145 void Mod_RenderInit(void)
147 R_RegisterModule("Models", mod_start, mod_shutdown, mod_newmap);
150 void Mod_UnloadModel (dp_model_t *mod)
152 char name[MAX_QPATH];
153 qboolean isworldmodel;
156 if (developer_loading.integer)
157 Con_Printf("unloading model %s\n", mod->name);
159 strlcpy(name, mod->name, sizeof(name));
160 isworldmodel = mod->isworldmodel;
162 if (mod->surfmesh.ebo3i)
163 R_Mesh_DestroyBufferObject(mod->surfmesh.ebo3i);
164 if (mod->surfmesh.ebo3s)
165 R_Mesh_DestroyBufferObject(mod->surfmesh.ebo3s);
166 if (mod->surfmesh.vbo)
167 R_Mesh_DestroyBufferObject(mod->surfmesh.vbo);
168 // free textures/memory attached to the model
169 R_FreeTexturePool(&mod->texturepool);
170 Mem_FreePool(&mod->mempool);
171 // clear the struct to make it available
172 memset(mod, 0, sizeof(dp_model_t));
173 // restore the fields we want to preserve
174 strlcpy(mod->name, name, sizeof(mod->name));
175 mod->isworldmodel = isworldmodel;
180 void R_Model_Null_Draw(entity_render_t *ent)
192 dp_model_t *Mod_LoadModel(dp_model_t *mod, qboolean crash, qboolean checkdisk, qboolean isworldmodel)
197 fs_offset_t filesize;
201 if (mod->name[0] == '*') // submodel
204 if (!strcmp(mod->name, "null"))
206 if (mod->isworldmodel != isworldmodel)
212 if (mod->loaded || mod->mempool)
213 Mod_UnloadModel(mod);
215 if (developer_loading.integer)
216 Con_Printf("loading model %s\n", mod->name);
218 mod->isworldmodel = isworldmodel;
223 VectorClear(mod->normalmins);
224 VectorClear(mod->normalmaxs);
225 VectorClear(mod->yawmins);
226 VectorClear(mod->yawmaxs);
227 VectorClear(mod->rotatedmins);
228 VectorClear(mod->rotatedmaxs);
230 mod->modeldatatypestring = "null";
231 mod->type = mod_null;
232 mod->Draw = R_Model_Null_Draw;
236 // no fatal errors occurred, so this model is ready to use.
245 // even if the model is loaded it still may need reloading...
247 // if the model is a worldmodel and is being referred to as a
248 // non-worldmodel here, then it needs reloading to get rid of the
250 if (mod->isworldmodel != isworldmodel)
253 // if it is not loaded or checkdisk is true we need to calculate the crc
254 if (!mod->loaded || checkdisk)
256 if (checkdisk && mod->loaded)
257 Con_DPrintf("checking model %s\n", mod->name);
258 buf = FS_LoadFile (mod->name, tempmempool, false, &filesize);
261 crc = CRC_Block((unsigned char *)buf, filesize);
262 // we need to reload the model if the crc does not match
268 // if the model is already loaded and checks passed, just return
276 if (developer_loading.integer)
277 Con_Printf("loading model %s\n", mod->name);
279 // LordHavoc: unload the existing model in this slot (if there is one)
280 if (mod->loaded || mod->mempool)
281 Mod_UnloadModel(mod);
284 mod->isworldmodel = isworldmodel;
287 // errors can prevent the corresponding mod->loaded = true;
290 // default model radius and bounding box (mainly for missing models)
292 VectorSet(mod->normalmins, -mod->radius, -mod->radius, -mod->radius);
293 VectorSet(mod->normalmaxs, mod->radius, mod->radius, mod->radius);
294 VectorSet(mod->yawmins, -mod->radius, -mod->radius, -mod->radius);
295 VectorSet(mod->yawmaxs, mod->radius, mod->radius, mod->radius);
296 VectorSet(mod->rotatedmins, -mod->radius, -mod->radius, -mod->radius);
297 VectorSet(mod->rotatedmaxs, mod->radius, mod->radius, mod->radius);
299 // if we're loading a worldmodel, then this is a level change
300 if (mod->isworldmodel)
302 // clear out any stale submodels or worldmodels lying around
303 // if we did this clear before now, an error might abort loading and
304 // leave things in a bad state
305 Mod_RemoveStaleWorldModels(mod);
306 // reload q3 shaders, to make sure they are ready to go for this level
307 // (including any models loaded for this level)
313 char *bufend = (char *)buf + filesize;
315 // all models use memory, so allocate a memory pool
316 mod->mempool = Mem_AllocPool(mod->name, 0, NULL);
318 num = LittleLong(*((int *)buf));
319 // call the apropriate loader
321 if (!memcmp(buf, "IDPO", 4)) Mod_IDP0_Load(mod, buf, bufend);
322 else if (!memcmp(buf, "IDP2", 4)) Mod_IDP2_Load(mod, buf, bufend);
323 else if (!memcmp(buf, "IDP3", 4)) Mod_IDP3_Load(mod, buf, bufend);
324 else if (!memcmp(buf, "IDSP", 4)) Mod_IDSP_Load(mod, buf, bufend);
325 else if (!memcmp(buf, "IDS2", 4)) Mod_IDS2_Load(mod, buf, bufend);
326 else if (!memcmp(buf, "IBSP", 4)) Mod_IBSP_Load(mod, buf, bufend);
327 else if (!memcmp(buf, "ZYMOTICMODEL", 12)) Mod_ZYMOTICMODEL_Load(mod, buf, bufend);
328 else if (!memcmp(buf, "DARKPLACESMODEL", 16)) Mod_DARKPLACESMODEL_Load(mod, buf, bufend);
329 else if (!memcmp(buf, "ACTRHEAD", 8)) Mod_PSKMODEL_Load(mod, buf, bufend);
330 else if (strlen(mod->name) >= 4 && !strcmp(mod->name + strlen(mod->name) - 4, ".map")) Mod_MAP_Load(mod, buf, bufend);
331 else if (num == BSPVERSION || num == 30) Mod_Q1BSP_Load(mod, buf, bufend);
332 else Con_Printf("Mod_LoadModel: model \"%s\" is of unknown/unsupported type\n", mod->name);
337 // no fatal errors occurred, so this model is ready to use.
342 // LordHavoc: Sys_Error was *ANNOYING*
343 Con_Printf ("Mod_LoadModel: %s not found\n", mod->name);
348 void Mod_ClearUsed(void)
351 int nummodels = Mem_ExpandableArray_IndexRange(&models);
353 for (i = 0;i < nummodels;i++)
354 if ((mod = (dp_model_t*) Mem_ExpandableArray_RecordAtIndex(&models, i)) && mod->name[0])
358 void Mod_PurgeUnused(void)
361 int nummodels = Mem_ExpandableArray_IndexRange(&models);
363 for (i = 0;i < nummodels;i++)
365 if ((mod = (dp_model_t*) Mem_ExpandableArray_RecordAtIndex(&models, i)) && mod->name[0] && !mod->used)
367 Mod_UnloadModel(mod);
368 Mem_ExpandableArray_FreeRecord(&models, mod);
373 // only used during loading!
374 void Mod_RemoveStaleWorldModels(dp_model_t *skip)
377 int nummodels = Mem_ExpandableArray_IndexRange(&models);
379 for (i = 0;i < nummodels;i++)
381 if ((mod = (dp_model_t*) Mem_ExpandableArray_RecordAtIndex(&models, i)) && mod->isworldmodel && mod->loaded && skip != mod)
383 Mod_UnloadModel(mod);
384 mod->isworldmodel = false;
396 dp_model_t *Mod_FindName(const char *name)
399 int nummodels = Mem_ExpandableArray_IndexRange(&models);
403 Host_Error ("Mod_ForName: NULL name");
405 // search the currently loaded models
406 for (i = 0;i < nummodels;i++)
408 if ((mod = (dp_model_t*) Mem_ExpandableArray_RecordAtIndex(&models, i)) && mod->name[0] && !strcmp(mod->name, name))
415 // no match found, create a new one
416 mod = (dp_model_t *) Mem_ExpandableArray_AllocRecord(&models);
417 strlcpy(mod->name, name, sizeof(mod->name));
427 Loads in a model for the given name
430 dp_model_t *Mod_ForName(const char *name, qboolean crash, qboolean checkdisk, qboolean isworldmodel)
433 model = Mod_FindName(name);
434 if (model->name[0] != '*' && (!model->loaded || checkdisk))
435 Mod_LoadModel(model, crash, checkdisk, isworldmodel);
443 Reloads all models if they have changed
446 void Mod_Reload(void)
449 int nummodels = Mem_ExpandableArray_IndexRange(&models);
451 for (i = 0;i < nummodels;i++)
452 if ((mod = (dp_model_t *) Mem_ExpandableArray_RecordAtIndex(&models, i)) && mod->name[0] && mod->name[0] != '*' && mod->used)
453 Mod_LoadModel(mod, true, true, mod->isworldmodel);
456 unsigned char *mod_base;
459 //=============================================================================
466 static void Mod_Print(void)
469 int nummodels = Mem_ExpandableArray_IndexRange(&models);
472 Con_Print("Loaded models:\n");
473 for (i = 0;i < nummodels;i++)
474 if ((mod = (dp_model_t *) Mem_ExpandableArray_RecordAtIndex(&models, i)) && mod->name[0])
475 Con_Printf("%4iK %s\n", mod->mempool ? (int)((mod->mempool->totalsize + 1023) / 1024) : 0, mod->name);
483 static void Mod_Precache(void)
486 Mod_ForName(Cmd_Argv(1), false, true, cl.worldmodel && !strcasecmp(Cmd_Argv(1), cl.worldmodel->name));
488 Con_Print("usage: modelprecache <filename>\n");
491 int Mod_BuildVertexRemapTableFromElements(int numelements, const int *elements, int numvertices, int *remapvertices)
495 used = (unsigned char *)Mem_Alloc(tempmempool, numvertices);
496 memset(used, 0, numvertices);
497 for (i = 0;i < numelements;i++)
498 used[elements[i]] = 1;
499 for (i = 0, count = 0;i < numvertices;i++)
500 remapvertices[i] = used[i] ? count++ : -1;
506 // fast way, using an edge hash
507 #define TRIANGLEEDGEHASH 8192
508 void Mod_BuildTriangleNeighbors(int *neighbors, const int *elements, int numtriangles)
510 int i, j, p, e1, e2, *n, hashindex, count, match;
512 typedef struct edgehashentry_s
514 struct edgehashentry_s *next;
519 edgehashentry_t *edgehash[TRIANGLEEDGEHASH], *edgehashentries, edgehashentriesbuffer[TRIANGLEEDGEHASH*3], *hash;
520 memset(edgehash, 0, sizeof(edgehash));
521 edgehashentries = edgehashentriesbuffer;
522 // if there are too many triangles for the stack array, allocate larger buffer
523 if (numtriangles > TRIANGLEEDGEHASH)
524 edgehashentries = (edgehashentry_t *)Mem_Alloc(tempmempool, numtriangles * 3 * sizeof(edgehashentry_t));
525 // find neighboring triangles
526 for (i = 0, e = elements, n = neighbors;i < numtriangles;i++, e += 3, n += 3)
528 for (j = 0, p = 2;j < 3;p = j, j++)
532 // this hash index works for both forward and backward edges
533 hashindex = (unsigned int)(e1 + e2) % TRIANGLEEDGEHASH;
534 hash = edgehashentries + i * 3 + j;
535 hash->next = edgehash[hashindex];
536 edgehash[hashindex] = hash;
538 hash->element[0] = e1;
539 hash->element[1] = e2;
542 for (i = 0, e = elements, n = neighbors;i < numtriangles;i++, e += 3, n += 3)
544 for (j = 0, p = 2;j < 3;p = j, j++)
548 // this hash index works for both forward and backward edges
549 hashindex = (unsigned int)(e1 + e2) % TRIANGLEEDGEHASH;
552 for (hash = edgehash[hashindex];hash;hash = hash->next)
554 if (hash->element[0] == e2 && hash->element[1] == e1)
556 if (hash->triangle != i)
557 match = hash->triangle;
560 else if ((hash->element[0] == e1 && hash->element[1] == e2))
563 // detect edges shared by three triangles and make them seams
569 // also send a keepalive here (this can take a while too!)
570 CL_KeepaliveMessage(false);
572 // free the allocated buffer
573 if (edgehashentries != edgehashentriesbuffer)
574 Mem_Free(edgehashentries);
577 // very slow but simple way
578 static int Mod_FindTriangleWithEdge(const int *elements, int numtriangles, int start, int end, int ignore)
583 for (i = 0;i < numtriangles;i++, elements += 3)
585 if ((elements[0] == start && elements[1] == end)
586 || (elements[1] == start && elements[2] == end)
587 || (elements[2] == start && elements[0] == end))
593 else if ((elements[1] == start && elements[0] == end)
594 || (elements[2] == start && elements[1] == end)
595 || (elements[0] == start && elements[2] == end))
598 // detect edges shared by three triangles and make them seams
604 void Mod_BuildTriangleNeighbors(int *neighbors, const int *elements, int numtriangles)
608 for (i = 0, e = elements, n = neighbors;i < numtriangles;i++, e += 3, n += 3)
610 n[0] = Mod_FindTriangleWithEdge(elements, numtriangles, e[1], e[0], i);
611 n[1] = Mod_FindTriangleWithEdge(elements, numtriangles, e[2], e[1], i);
612 n[2] = Mod_FindTriangleWithEdge(elements, numtriangles, e[0], e[2], i);
617 void Mod_ValidateElements(int *elements, int numtriangles, int firstvertex, int numverts, const char *filename, int fileline)
619 int i, warned = false, endvertex = firstvertex + numverts;
620 for (i = 0;i < numtriangles * 3;i++)
622 if (elements[i] < firstvertex || elements[i] >= endvertex)
627 Con_Printf("Mod_ValidateElements: out of bounds elements detected at %s:%d\n", filename, fileline);
629 elements[i] = firstvertex;
634 // warning: this is an expensive function!
635 void Mod_BuildNormals(int firstvertex, int numvertices, int numtriangles, const float *vertex3f, const int *elements, float *normal3f, qboolean areaweighting)
642 memset(normal3f + 3 * firstvertex, 0, numvertices * sizeof(float[3]));
643 // process each vertex of each triangle and accumulate the results
644 // use area-averaging, to make triangles with a big area have a bigger
645 // weighting on the vertex normal than triangles with a small area
646 // to do so, just add the 'normals' together (the bigger the area
647 // the greater the length of the normal is
649 for (i = 0; i < numtriangles; i++, element += 3)
652 vertex3f + element[0] * 3,
653 vertex3f + element[1] * 3,
654 vertex3f + element[2] * 3,
659 VectorNormalize(areaNormal);
661 for (j = 0;j < 3;j++)
663 vectorNormal = normal3f + element[j] * 3;
664 vectorNormal[0] += areaNormal[0];
665 vectorNormal[1] += areaNormal[1];
666 vectorNormal[2] += areaNormal[2];
669 // and just normalize the accumulated vertex normal in the end
670 vectorNormal = normal3f + 3 * firstvertex;
671 for (i = 0; i < numvertices; i++, vectorNormal += 3)
672 VectorNormalize(vectorNormal);
675 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)
677 float f, tangentcross[3], v10[3], v20[3], tc10[2], tc20[2];
678 // 79 add/sub/negate/multiply (1 cycle), 1 compare (3 cycle?), total cycles not counting load/store/exchange roughly 82 cycles
679 // 6 add, 28 subtract, 39 multiply, 1 compare, 50% chance of 6 negates
681 // 6 multiply, 9 subtract
682 VectorSubtract(v1, v0, v10);
683 VectorSubtract(v2, v0, v20);
684 normal3f[0] = v20[1] * v10[2] - v20[2] * v10[1];
685 normal3f[1] = v20[2] * v10[0] - v20[0] * v10[2];
686 normal3f[2] = v20[0] * v10[1] - v20[1] * v10[0];
687 // 12 multiply, 10 subtract
688 tc10[1] = tc1[1] - tc0[1];
689 tc20[1] = tc2[1] - tc0[1];
690 svector3f[0] = tc10[1] * v20[0] - tc20[1] * v10[0];
691 svector3f[1] = tc10[1] * v20[1] - tc20[1] * v10[1];
692 svector3f[2] = tc10[1] * v20[2] - tc20[1] * v10[2];
693 tc10[0] = tc1[0] - tc0[0];
694 tc20[0] = tc2[0] - tc0[0];
695 tvector3f[0] = tc10[0] * v20[0] - tc20[0] * v10[0];
696 tvector3f[1] = tc10[0] * v20[1] - tc20[0] * v10[1];
697 tvector3f[2] = tc10[0] * v20[2] - tc20[0] * v10[2];
698 // 12 multiply, 4 add, 6 subtract
699 f = DotProduct(svector3f, normal3f);
700 svector3f[0] -= f * normal3f[0];
701 svector3f[1] -= f * normal3f[1];
702 svector3f[2] -= f * normal3f[2];
703 f = DotProduct(tvector3f, normal3f);
704 tvector3f[0] -= f * normal3f[0];
705 tvector3f[1] -= f * normal3f[1];
706 tvector3f[2] -= f * normal3f[2];
707 // if texture is mapped the wrong way (counterclockwise), the tangents
708 // have to be flipped, this is detected by calculating a normal from the
709 // two tangents, and seeing if it is opposite the surface normal
710 // 9 multiply, 2 add, 3 subtract, 1 compare, 50% chance of: 6 negates
711 CrossProduct(tvector3f, svector3f, tangentcross);
712 if (DotProduct(tangentcross, normal3f) < 0)
714 VectorNegate(svector3f, svector3f);
715 VectorNegate(tvector3f, tvector3f);
719 // warning: this is a very expensive function!
720 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)
723 float sdir[3], tdir[3], normal[3], *sv, *tv;
724 const float *v0, *v1, *v2, *tc0, *tc1, *tc2, *n;
725 float f, tangentcross[3], v10[3], v20[3], tc10[2], tc20[2];
728 memset(svector3f + 3 * firstvertex, 0, numvertices * sizeof(float[3]));
729 memset(tvector3f + 3 * firstvertex, 0, numvertices * sizeof(float[3]));
730 // process each vertex of each triangle and accumulate the results
731 for (tnum = 0, e = elements;tnum < numtriangles;tnum++, e += 3)
733 v0 = vertex3f + e[0] * 3;
734 v1 = vertex3f + e[1] * 3;
735 v2 = vertex3f + e[2] * 3;
736 tc0 = texcoord2f + e[0] * 2;
737 tc1 = texcoord2f + e[1] * 2;
738 tc2 = texcoord2f + e[2] * 2;
740 // 79 add/sub/negate/multiply (1 cycle), 1 compare (3 cycle?), total cycles not counting load/store/exchange roughly 82 cycles
741 // 6 add, 28 subtract, 39 multiply, 1 compare, 50% chance of 6 negates
743 // calculate the edge directions and surface normal
744 // 6 multiply, 9 subtract
745 VectorSubtract(v1, v0, v10);
746 VectorSubtract(v2, v0, v20);
747 normal[0] = v20[1] * v10[2] - v20[2] * v10[1];
748 normal[1] = v20[2] * v10[0] - v20[0] * v10[2];
749 normal[2] = v20[0] * v10[1] - v20[1] * v10[0];
751 // calculate the tangents
752 // 12 multiply, 10 subtract
753 tc10[1] = tc1[1] - tc0[1];
754 tc20[1] = tc2[1] - tc0[1];
755 sdir[0] = tc10[1] * v20[0] - tc20[1] * v10[0];
756 sdir[1] = tc10[1] * v20[1] - tc20[1] * v10[1];
757 sdir[2] = tc10[1] * v20[2] - tc20[1] * v10[2];
758 tc10[0] = tc1[0] - tc0[0];
759 tc20[0] = tc2[0] - tc0[0];
760 tdir[0] = tc10[0] * v20[0] - tc20[0] * v10[0];
761 tdir[1] = tc10[0] * v20[1] - tc20[0] * v10[1];
762 tdir[2] = tc10[0] * v20[2] - tc20[0] * v10[2];
764 // if texture is mapped the wrong way (counterclockwise), the tangents
765 // have to be flipped, this is detected by calculating a normal from the
766 // two tangents, and seeing if it is opposite the surface normal
767 // 9 multiply, 2 add, 3 subtract, 1 compare, 50% chance of: 6 negates
768 CrossProduct(tdir, sdir, tangentcross);
769 if (DotProduct(tangentcross, normal) < 0)
771 VectorNegate(sdir, sdir);
772 VectorNegate(tdir, tdir);
777 VectorNormalize(sdir);
778 VectorNormalize(tdir);
780 for (i = 0;i < 3;i++)
782 VectorAdd(svector3f + e[i]*3, sdir, svector3f + e[i]*3);
783 VectorAdd(tvector3f + e[i]*3, tdir, tvector3f + e[i]*3);
786 // make the tangents completely perpendicular to the surface normal, and
787 // then normalize them
788 // 16 assignments, 2 divide, 2 sqrt, 2 negates, 14 adds, 24 multiplies
789 for (i = 0, sv = svector3f + 3 * firstvertex, tv = tvector3f + 3 * firstvertex, n = normal3f + 3 * firstvertex;i < numvertices;i++, sv += 3, tv += 3, n += 3)
791 f = -DotProduct(sv, n);
792 VectorMA(sv, f, n, sv);
794 f = -DotProduct(tv, n);
795 VectorMA(tv, f, n, tv);
800 void Mod_AllocSurfMesh(mempool_t *mempool, int numvertices, int numtriangles, qboolean lightmapoffsets, qboolean vertexcolors, qboolean neighbors)
803 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));
804 loadmodel->surfmesh.num_vertices = numvertices;
805 loadmodel->surfmesh.num_triangles = numtriangles;
806 if (loadmodel->surfmesh.num_vertices)
808 loadmodel->surfmesh.data_vertex3f = (float *)data, data += sizeof(float[3]) * loadmodel->surfmesh.num_vertices;
809 loadmodel->surfmesh.data_svector3f = (float *)data, data += sizeof(float[3]) * loadmodel->surfmesh.num_vertices;
810 loadmodel->surfmesh.data_tvector3f = (float *)data, data += sizeof(float[3]) * loadmodel->surfmesh.num_vertices;
811 loadmodel->surfmesh.data_normal3f = (float *)data, data += sizeof(float[3]) * loadmodel->surfmesh.num_vertices;
812 loadmodel->surfmesh.data_texcoordtexture2f = (float *)data, data += sizeof(float[2]) * loadmodel->surfmesh.num_vertices;
813 loadmodel->surfmesh.data_texcoordlightmap2f = (float *)data, data += sizeof(float[2]) * loadmodel->surfmesh.num_vertices;
815 loadmodel->surfmesh.data_lightmapcolor4f = (float *)data, data += sizeof(float[4]) * loadmodel->surfmesh.num_vertices;
817 loadmodel->surfmesh.data_lightmapoffsets = (int *)data, data += sizeof(int) * loadmodel->surfmesh.num_vertices;
819 if (loadmodel->surfmesh.num_triangles)
821 loadmodel->surfmesh.data_element3i = (int *)data, data += sizeof(int[3]) * loadmodel->surfmesh.num_triangles;
823 loadmodel->surfmesh.data_neighbor3i = (int *)data, data += sizeof(int[3]) * loadmodel->surfmesh.num_triangles;
824 if (loadmodel->surfmesh.num_vertices <= 65536)
825 loadmodel->surfmesh.data_element3s = (unsigned short *)data, data += sizeof(unsigned short[3]) * loadmodel->surfmesh.num_triangles;
829 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)
831 shadowmesh_t *newmesh;
834 size = sizeof(shadowmesh_t);
835 size += maxverts * sizeof(float[3]);
837 size += maxverts * sizeof(float[11]);
838 size += maxtriangles * sizeof(int[3]);
839 if (maxverts <= 65536)
840 size += maxtriangles * sizeof(unsigned short[3]);
842 size += maxtriangles * sizeof(int[3]);
844 size += SHADOWMESHVERTEXHASH * sizeof(shadowmeshvertexhash_t *) + maxverts * sizeof(shadowmeshvertexhash_t);
845 data = (unsigned char *)Mem_Alloc(mempool, size);
846 newmesh = (shadowmesh_t *)data;data += sizeof(*newmesh);
847 newmesh->map_diffuse = map_diffuse;
848 newmesh->map_specular = map_specular;
849 newmesh->map_normal = map_normal;
850 newmesh->maxverts = maxverts;
851 newmesh->maxtriangles = maxtriangles;
852 newmesh->numverts = 0;
853 newmesh->numtriangles = 0;
855 newmesh->vertex3f = (float *)data;data += maxverts * sizeof(float[3]);
858 newmesh->svector3f = (float *)data;data += maxverts * sizeof(float[3]);
859 newmesh->tvector3f = (float *)data;data += maxverts * sizeof(float[3]);
860 newmesh->normal3f = (float *)data;data += maxverts * sizeof(float[3]);
861 newmesh->texcoord2f = (float *)data;data += maxverts * sizeof(float[2]);
863 newmesh->element3i = (int *)data;data += maxtriangles * sizeof(int[3]);
866 newmesh->neighbor3i = (int *)data;data += maxtriangles * sizeof(int[3]);
870 newmesh->vertexhashtable = (shadowmeshvertexhash_t **)data;data += SHADOWMESHVERTEXHASH * sizeof(shadowmeshvertexhash_t *);
871 newmesh->vertexhashentries = (shadowmeshvertexhash_t *)data;data += maxverts * sizeof(shadowmeshvertexhash_t);
873 if (maxverts <= 65536)
874 newmesh->element3s = (unsigned short *)data;data += maxtriangles * sizeof(unsigned short[3]);
878 shadowmesh_t *Mod_ShadowMesh_ReAlloc(mempool_t *mempool, shadowmesh_t *oldmesh, int light, int neighbors)
880 shadowmesh_t *newmesh;
881 newmesh = Mod_ShadowMesh_Alloc(mempool, oldmesh->numverts, oldmesh->numtriangles, oldmesh->map_diffuse, oldmesh->map_specular, oldmesh->map_normal, light, neighbors, false);
882 newmesh->numverts = oldmesh->numverts;
883 newmesh->numtriangles = oldmesh->numtriangles;
885 memcpy(newmesh->vertex3f, oldmesh->vertex3f, oldmesh->numverts * sizeof(float[3]));
886 if (newmesh->svector3f && oldmesh->svector3f)
888 memcpy(newmesh->svector3f, oldmesh->svector3f, oldmesh->numverts * sizeof(float[3]));
889 memcpy(newmesh->tvector3f, oldmesh->tvector3f, oldmesh->numverts * sizeof(float[3]));
890 memcpy(newmesh->normal3f, oldmesh->normal3f, oldmesh->numverts * sizeof(float[3]));
891 memcpy(newmesh->texcoord2f, oldmesh->texcoord2f, oldmesh->numverts * sizeof(float[2]));
893 memcpy(newmesh->element3i, oldmesh->element3i, oldmesh->numtriangles * sizeof(int[3]));
894 if (newmesh->neighbor3i && oldmesh->neighbor3i)
895 memcpy(newmesh->neighbor3i, oldmesh->neighbor3i, oldmesh->numtriangles * sizeof(int[3]));
899 int Mod_ShadowMesh_AddVertex(shadowmesh_t *mesh, float *vertex14f)
902 shadowmeshvertexhash_t *hash;
903 // this uses prime numbers intentionally
904 hashindex = (unsigned int) (vertex14f[0] * 2003 + vertex14f[1] * 4001 + vertex14f[2] * 7919) % SHADOWMESHVERTEXHASH;
905 for (hash = mesh->vertexhashtable[hashindex];hash;hash = hash->next)
907 vnum = (hash - mesh->vertexhashentries);
908 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]))
909 && (mesh->svector3f == NULL || (mesh->svector3f[vnum * 3 + 0] == vertex14f[3] && mesh->svector3f[vnum * 3 + 1] == vertex14f[4] && mesh->svector3f[vnum * 3 + 2] == vertex14f[5]))
910 && (mesh->tvector3f == NULL || (mesh->tvector3f[vnum * 3 + 0] == vertex14f[6] && mesh->tvector3f[vnum * 3 + 1] == vertex14f[7] && mesh->tvector3f[vnum * 3 + 2] == vertex14f[8]))
911 && (mesh->normal3f == NULL || (mesh->normal3f[vnum * 3 + 0] == vertex14f[9] && mesh->normal3f[vnum * 3 + 1] == vertex14f[10] && mesh->normal3f[vnum * 3 + 2] == vertex14f[11]))
912 && (mesh->texcoord2f == NULL || (mesh->texcoord2f[vnum * 2 + 0] == vertex14f[12] && mesh->texcoord2f[vnum * 2 + 1] == vertex14f[13])))
913 return hash - mesh->vertexhashentries;
915 vnum = mesh->numverts++;
916 hash = mesh->vertexhashentries + vnum;
917 hash->next = mesh->vertexhashtable[hashindex];
918 mesh->vertexhashtable[hashindex] = hash;
919 if (mesh->vertex3f) {mesh->vertex3f[vnum * 3 + 0] = vertex14f[0];mesh->vertex3f[vnum * 3 + 1] = vertex14f[1];mesh->vertex3f[vnum * 3 + 2] = vertex14f[2];}
920 if (mesh->svector3f) {mesh->svector3f[vnum * 3 + 0] = vertex14f[3];mesh->svector3f[vnum * 3 + 1] = vertex14f[4];mesh->svector3f[vnum * 3 + 2] = vertex14f[5];}
921 if (mesh->tvector3f) {mesh->tvector3f[vnum * 3 + 0] = vertex14f[6];mesh->tvector3f[vnum * 3 + 1] = vertex14f[7];mesh->tvector3f[vnum * 3 + 2] = vertex14f[8];}
922 if (mesh->normal3f) {mesh->normal3f[vnum * 3 + 0] = vertex14f[9];mesh->normal3f[vnum * 3 + 1] = vertex14f[10];mesh->normal3f[vnum * 3 + 2] = vertex14f[11];}
923 if (mesh->texcoord2f) {mesh->texcoord2f[vnum * 2 + 0] = vertex14f[12];mesh->texcoord2f[vnum * 2 + 1] = vertex14f[13];}
927 void Mod_ShadowMesh_AddTriangle(mempool_t *mempool, shadowmesh_t *mesh, rtexture_t *map_diffuse, rtexture_t *map_specular, rtexture_t *map_normal, float *vertex14f)
929 if (mesh->numtriangles == 0)
931 // set the properties on this empty mesh to be more favorable...
932 // (note: this case only occurs for the first triangle added to a new mesh chain)
933 mesh->map_diffuse = map_diffuse;
934 mesh->map_specular = map_specular;
935 mesh->map_normal = map_normal;
937 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)
939 if (mesh->next == NULL)
940 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);
943 mesh->element3i[mesh->numtriangles * 3 + 0] = Mod_ShadowMesh_AddVertex(mesh, vertex14f + 14 * 0);
944 mesh->element3i[mesh->numtriangles * 3 + 1] = Mod_ShadowMesh_AddVertex(mesh, vertex14f + 14 * 1);
945 mesh->element3i[mesh->numtriangles * 3 + 2] = Mod_ShadowMesh_AddVertex(mesh, vertex14f + 14 * 2);
946 mesh->numtriangles++;
949 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)
952 float vbuf[3*14], *v;
953 memset(vbuf, 0, sizeof(vbuf));
954 for (i = 0;i < numtris;i++)
956 for (j = 0, v = vbuf;j < 3;j++, v += 14)
961 v[0] = vertex3f[e * 3 + 0];
962 v[1] = vertex3f[e * 3 + 1];
963 v[2] = vertex3f[e * 3 + 2];
967 v[3] = svector3f[e * 3 + 0];
968 v[4] = svector3f[e * 3 + 1];
969 v[5] = svector3f[e * 3 + 2];
973 v[6] = tvector3f[e * 3 + 0];
974 v[7] = tvector3f[e * 3 + 1];
975 v[8] = tvector3f[e * 3 + 2];
979 v[9] = normal3f[e * 3 + 0];
980 v[10] = normal3f[e * 3 + 1];
981 v[11] = normal3f[e * 3 + 2];
985 v[12] = texcoord2f[e * 2 + 0];
986 v[13] = texcoord2f[e * 2 + 1];
989 Mod_ShadowMesh_AddTriangle(mempool, mesh, map_diffuse, map_specular, map_normal, vbuf);
992 // the triangle calculation can take a while, so let's do a keepalive here
993 CL_KeepaliveMessage(false);
996 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)
998 // the preparation before shadow mesh initialization can take a while, so let's do a keepalive here
999 CL_KeepaliveMessage(false);
1001 return Mod_ShadowMesh_Alloc(mempool, maxverts, maxtriangles, map_diffuse, map_specular, map_normal, light, neighbors, expandable);
1004 static void Mod_ShadowMesh_CreateVBOs(shadowmesh_t *mesh)
1006 if (!gl_support_arb_vertex_buffer_object)
1009 // element buffer is easy because it's just one array
1010 if (mesh->numtriangles)
1012 if (mesh->element3s)
1013 mesh->ebo3s = R_Mesh_CreateStaticBufferObject(GL_ELEMENT_ARRAY_BUFFER_ARB, mesh->element3s, mesh->numtriangles * sizeof(unsigned short[3]), "shadowmesh");
1015 mesh->ebo3i = R_Mesh_CreateStaticBufferObject(GL_ELEMENT_ARRAY_BUFFER_ARB, mesh->element3i, mesh->numtriangles * sizeof(unsigned int[3]), "shadowmesh");
1018 // vertex buffer is several arrays and we put them in the same buffer
1020 // is this wise? the texcoordtexture2f array is used with dynamic
1021 // vertex/svector/tvector/normal when rendering animated models, on the
1022 // other hand animated models don't use a lot of vertices anyway...
1028 mesh->vbooffset_vertex3f = size;if (mesh->vertex3f ) size += mesh->numverts * sizeof(float[3]);
1029 mesh->vbooffset_svector3f = size;if (mesh->svector3f ) size += mesh->numverts * sizeof(float[3]);
1030 mesh->vbooffset_tvector3f = size;if (mesh->tvector3f ) size += mesh->numverts * sizeof(float[3]);
1031 mesh->vbooffset_normal3f = size;if (mesh->normal3f ) size += mesh->numverts * sizeof(float[3]);
1032 mesh->vbooffset_texcoord2f = size;if (mesh->texcoord2f ) size += mesh->numverts * sizeof(float[2]);
1033 mem = (unsigned char *)Mem_Alloc(tempmempool, size);
1034 if (mesh->vertex3f ) memcpy(mem + mesh->vbooffset_vertex3f , mesh->vertex3f , mesh->numverts * sizeof(float[3]));
1035 if (mesh->svector3f ) memcpy(mem + mesh->vbooffset_svector3f , mesh->svector3f , mesh->numverts * sizeof(float[3]));
1036 if (mesh->tvector3f ) memcpy(mem + mesh->vbooffset_tvector3f , mesh->tvector3f , mesh->numverts * sizeof(float[3]));
1037 if (mesh->normal3f ) memcpy(mem + mesh->vbooffset_normal3f , mesh->normal3f , mesh->numverts * sizeof(float[3]));
1038 if (mesh->texcoord2f ) memcpy(mem + mesh->vbooffset_texcoord2f , mesh->texcoord2f , mesh->numverts * sizeof(float[2]));
1039 mesh->vbo = R_Mesh_CreateStaticBufferObject(GL_ARRAY_BUFFER_ARB, mem, size, "shadowmesh");
1044 shadowmesh_t *Mod_ShadowMesh_Finish(mempool_t *mempool, shadowmesh_t *firstmesh, qboolean light, qboolean neighbors, qboolean createvbo)
1046 shadowmesh_t *mesh, *newmesh, *nextmesh;
1047 // reallocate meshs to conserve space
1048 for (mesh = firstmesh, firstmesh = NULL;mesh;mesh = nextmesh)
1050 nextmesh = mesh->next;
1051 if (mesh->numverts >= 3 && mesh->numtriangles >= 1)
1053 newmesh = Mod_ShadowMesh_ReAlloc(mempool, mesh, light, neighbors);
1054 newmesh->next = firstmesh;
1055 firstmesh = newmesh;
1056 if (newmesh->element3s)
1059 for (i = 0;i < newmesh->numtriangles*3;i++)
1060 newmesh->element3s[i] = newmesh->element3i[i];
1063 Mod_ShadowMesh_CreateVBOs(newmesh);
1068 // this can take a while, so let's do a keepalive here
1069 CL_KeepaliveMessage(false);
1074 void Mod_ShadowMesh_CalcBBox(shadowmesh_t *firstmesh, vec3_t mins, vec3_t maxs, vec3_t center, float *radius)
1078 vec3_t nmins, nmaxs, ncenter, temp;
1079 float nradius2, dist2, *v;
1083 for (mesh = firstmesh;mesh;mesh = mesh->next)
1085 if (mesh == firstmesh)
1087 VectorCopy(mesh->vertex3f, nmins);
1088 VectorCopy(mesh->vertex3f, nmaxs);
1090 for (i = 0, v = mesh->vertex3f;i < mesh->numverts;i++, v += 3)
1092 if (nmins[0] > v[0]) nmins[0] = v[0];if (nmaxs[0] < v[0]) nmaxs[0] = v[0];
1093 if (nmins[1] > v[1]) nmins[1] = v[1];if (nmaxs[1] < v[1]) nmaxs[1] = v[1];
1094 if (nmins[2] > v[2]) nmins[2] = v[2];if (nmaxs[2] < v[2]) nmaxs[2] = v[2];
1097 // calculate center and radius
1098 ncenter[0] = (nmins[0] + nmaxs[0]) * 0.5f;
1099 ncenter[1] = (nmins[1] + nmaxs[1]) * 0.5f;
1100 ncenter[2] = (nmins[2] + nmaxs[2]) * 0.5f;
1102 for (mesh = firstmesh;mesh;mesh = mesh->next)
1104 for (i = 0, v = mesh->vertex3f;i < mesh->numverts;i++, v += 3)
1106 VectorSubtract(v, ncenter, temp);
1107 dist2 = DotProduct(temp, temp);
1108 if (nradius2 < dist2)
1114 VectorCopy(nmins, mins);
1116 VectorCopy(nmaxs, maxs);
1118 VectorCopy(ncenter, center);
1120 *radius = sqrt(nradius2);
1123 void Mod_ShadowMesh_Free(shadowmesh_t *mesh)
1125 shadowmesh_t *nextmesh;
1126 for (;mesh;mesh = nextmesh)
1129 R_Mesh_DestroyBufferObject(mesh->ebo3i);
1131 R_Mesh_DestroyBufferObject(mesh->ebo3s);
1133 R_Mesh_DestroyBufferObject(mesh->vbo);
1134 nextmesh = mesh->next;
1139 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)
1144 if (ix >= 0 && iy >= 0 && ix < imagewidth && iy < imageheight)
1145 v[2] = (imagepixels[((iy*imagewidth)+ix)*4+0] + imagepixels[((iy*imagewidth)+ix)*4+1] + imagepixels[((iy*imagewidth)+ix)*4+2]) * (1.0f / 765.0f);
1148 Matrix4x4_Transform(pixelstepmatrix, v, vertex3f);
1149 Matrix4x4_Transform(pixeltexturestepmatrix, v, tc);
1150 texcoord2f[0] = tc[0];
1151 texcoord2f[1] = tc[1];
1154 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)
1156 float vup[3], vdown[3], vleft[3], vright[3];
1157 float tcup[3], tcdown[3], tcleft[3], tcright[3];
1158 float sv[3], tv[3], nl[3];
1159 Mod_GetTerrainVertex3fTexCoord2fFromBGRA(imagepixels, imagewidth, imageheight, ix, iy, vertex3f, texcoord2f, pixelstepmatrix, pixeltexturestepmatrix);
1160 Mod_GetTerrainVertex3fTexCoord2fFromBGRA(imagepixels, imagewidth, imageheight, ix, iy - 1, vup, tcup, pixelstepmatrix, pixeltexturestepmatrix);
1161 Mod_GetTerrainVertex3fTexCoord2fFromBGRA(imagepixels, imagewidth, imageheight, ix, iy + 1, vdown, tcdown, pixelstepmatrix, pixeltexturestepmatrix);
1162 Mod_GetTerrainVertex3fTexCoord2fFromBGRA(imagepixels, imagewidth, imageheight, ix - 1, iy, vleft, tcleft, pixelstepmatrix, pixeltexturestepmatrix);
1163 Mod_GetTerrainVertex3fTexCoord2fFromBGRA(imagepixels, imagewidth, imageheight, ix + 1, iy, vright, tcright, pixelstepmatrix, pixeltexturestepmatrix);
1164 Mod_BuildBumpVectors(vertex3f, vup, vright, texcoord2f, tcup, tcright, svector3f, tvector3f, normal3f);
1165 Mod_BuildBumpVectors(vertex3f, vright, vdown, texcoord2f, tcright, tcdown, sv, tv, nl);
1166 VectorAdd(svector3f, sv, svector3f);
1167 VectorAdd(tvector3f, tv, tvector3f);
1168 VectorAdd(normal3f, nl, normal3f);
1169 Mod_BuildBumpVectors(vertex3f, vdown, vleft, texcoord2f, tcdown, tcleft, sv, tv, nl);
1170 VectorAdd(svector3f, sv, svector3f);
1171 VectorAdd(tvector3f, tv, tvector3f);
1172 VectorAdd(normal3f, nl, normal3f);
1173 Mod_BuildBumpVectors(vertex3f, vleft, vup, texcoord2f, tcleft, tcup, sv, tv, nl);
1174 VectorAdd(svector3f, sv, svector3f);
1175 VectorAdd(tvector3f, tv, tvector3f);
1176 VectorAdd(normal3f, nl, normal3f);
1179 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)
1181 int x, y, ix, iy, *e;
1183 for (y = 0;y < height;y++)
1185 for (x = 0;x < width;x++)
1187 e[0] = (y + 1) * (width + 1) + (x + 0);
1188 e[1] = (y + 0) * (width + 1) + (x + 0);
1189 e[2] = (y + 1) * (width + 1) + (x + 1);
1190 e[3] = (y + 0) * (width + 1) + (x + 0);
1191 e[4] = (y + 0) * (width + 1) + (x + 1);
1192 e[5] = (y + 1) * (width + 1) + (x + 1);
1196 Mod_BuildTriangleNeighbors(neighbor3i, element3i, width*height*2);
1197 for (y = 0, iy = y1;y < height + 1;y++, iy++)
1198 for (x = 0, ix = x1;x < width + 1;x++, ix++, vertex3f += 3, texcoord2f += 2, svector3f += 3, tvector3f += 3, normal3f += 3)
1199 Mod_GetTerrainVertexFromBGRA(imagepixels, imagewidth, imageheight, ix, iy, vertex3f, texcoord2f, svector3f, tvector3f, normal3f, pixelstepmatrix, pixeltexturestepmatrix);
1202 q3wavefunc_t Mod_LoadQ3Shaders_EnumerateWaveFunc(const char *s)
1204 if (!strcasecmp(s, "sin")) return Q3WAVEFUNC_SIN;
1205 if (!strcasecmp(s, "square")) return Q3WAVEFUNC_SQUARE;
1206 if (!strcasecmp(s, "triangle")) return Q3WAVEFUNC_TRIANGLE;
1207 if (!strcasecmp(s, "sawtooth")) return Q3WAVEFUNC_SAWTOOTH;
1208 if (!strcasecmp(s, "inversesawtooth")) return Q3WAVEFUNC_INVERSESAWTOOTH;
1209 if (!strcasecmp(s, "noise")) return Q3WAVEFUNC_NOISE;
1210 Con_DPrintf("Mod_LoadQ3Shaders: unknown wavefunc %s\n", s);
1211 return Q3WAVEFUNC_NONE;
1214 static void Q3Shaders_Clear()
1216 /* Just clear out everything... */
1217 Mem_FreePool (&q3shaders_mem);
1218 /* ...and alloc the structs again. */
1219 q3shaders_mem = Mem_AllocPool("q3shaders", 0, NULL);
1220 q3shader_data = (q3shader_data_t*)Mem_Alloc (q3shaders_mem,
1221 sizeof (q3shader_data_t));
1222 Mem_ExpandableArray_NewArray (&q3shader_data->hash_entries,
1223 q3shaders_mem, sizeof (q3shader_hash_entry_t), 256);
1224 Mem_ExpandableArray_NewArray (&q3shader_data->char_ptrs,
1225 q3shaders_mem, sizeof (char**), 256);
1228 static void Q3Shader_AddToHash (q3shaderinfo_t* shader)
1230 unsigned short hash = CRC_Block_CaseInsensitive ((const unsigned char *)shader->name, strlen (shader->name));
1231 q3shader_hash_entry_t* entry = q3shader_data->hash + (hash % Q3SHADER_HASH_SIZE);
1232 q3shader_hash_entry_t* lastEntry = NULL;
1233 while (entry != NULL)
1235 if (strcasecmp (entry->shader.name, shader->name) == 0)
1237 Con_Printf("Shader '%s' already defined\n", shader->name);
1241 entry = entry->chain;
1245 if (lastEntry->shader.name[0] != 0)
1248 q3shader_hash_entry_t* newEntry = (q3shader_hash_entry_t*)
1249 Mem_ExpandableArray_AllocRecord (&q3shader_data->hash_entries);
1251 while (lastEntry->chain != NULL) lastEntry = lastEntry->chain;
1252 lastEntry->chain = newEntry;
1253 newEntry->chain = NULL;
1254 lastEntry = newEntry;
1256 /* else: head of chain, in hash entry array */
1259 memcpy (&entry->shader, shader, sizeof (q3shaderinfo_t));
1262 extern cvar_t r_picmipworld;
1263 void Mod_LoadQ3Shaders(void)
1270 q3shaderinfo_t shader;
1271 q3shaderinfo_layer_t *layer;
1273 char parameter[TEXTURE_MAXFRAMES + 4][Q3PATHLENGTH];
1277 search = FS_Search("scripts/*.shader", true, false);
1280 for (fileindex = 0;fileindex < search->numfilenames;fileindex++)
1282 text = f = (char *)FS_LoadFile(search->filenames[fileindex], tempmempool, false, NULL);
1285 while (COM_ParseToken_QuakeC(&text, false))
1287 memset (&shader, 0, sizeof(shader));
1288 shader.reflectmin = 0;
1289 shader.reflectmax = 1;
1290 shader.refractfactor = 1;
1291 Vector4Set(shader.refractcolor4f, 1, 1, 1, 1);
1292 shader.reflectfactor = 1;
1293 Vector4Set(shader.reflectcolor4f, 1, 1, 1, 1);
1294 shader.r_water_wateralpha = 1;
1296 strlcpy(shader.name, com_token, sizeof(shader.name));
1297 if (!COM_ParseToken_QuakeC(&text, false) || strcasecmp(com_token, "{"))
1299 Con_Printf("%s parsing error - expected \"{\", found \"%s\"\n", search->filenames[fileindex], com_token);
1302 while (COM_ParseToken_QuakeC(&text, false))
1304 if (!strcasecmp(com_token, "}"))
1306 if (!strcasecmp(com_token, "{"))
1308 static q3shaderinfo_layer_t dummy;
1309 if (shader.numlayers < Q3SHADER_MAXLAYERS)
1311 layer = shader.layers + shader.numlayers++;
1315 // parse and process it anyway, just don't store it (so a map $lightmap or such stuff still is found)
1316 memset(&dummy, 0, sizeof(dummy));
1319 layer->rgbgen.rgbgen = Q3RGBGEN_IDENTITY;
1320 layer->alphagen.alphagen = Q3ALPHAGEN_IDENTITY;
1321 layer->tcgen.tcgen = Q3TCGEN_TEXTURE;
1322 layer->blendfunc[0] = GL_ONE;
1323 layer->blendfunc[1] = GL_ZERO;
1324 while (COM_ParseToken_QuakeC(&text, false))
1326 if (!strcasecmp(com_token, "}"))
1328 if (!strcasecmp(com_token, "\n"))
1331 for (j = 0;strcasecmp(com_token, "\n") && strcasecmp(com_token, "}");j++)
1333 if (j < TEXTURE_MAXFRAMES + 4)
1335 strlcpy(parameter[j], com_token, sizeof(parameter[j]));
1336 numparameters = j + 1;
1338 if (!COM_ParseToken_QuakeC(&text, true))
1341 for (j = numparameters;j < TEXTURE_MAXFRAMES + 4;j++)
1342 parameter[j][0] = 0;
1343 if (developer.integer >= 100)
1345 Con_Printf("%s %i: ", shader.name, shader.numlayers - 1);
1346 for (j = 0;j < numparameters;j++)
1347 Con_Printf(" %s", parameter[j]);
1350 if (numparameters >= 2 && !strcasecmp(parameter[0], "blendfunc"))
1352 if (numparameters == 2)
1354 if (!strcasecmp(parameter[1], "add"))
1356 layer->blendfunc[0] = GL_ONE;
1357 layer->blendfunc[1] = GL_ONE;
1359 else if (!strcasecmp(parameter[1], "filter"))
1361 layer->blendfunc[0] = GL_DST_COLOR;
1362 layer->blendfunc[1] = GL_ZERO;
1364 else if (!strcasecmp(parameter[1], "blend"))
1366 layer->blendfunc[0] = GL_SRC_ALPHA;
1367 layer->blendfunc[1] = GL_ONE_MINUS_SRC_ALPHA;
1370 else if (numparameters == 3)
1373 for (k = 0;k < 2;k++)
1375 if (!strcasecmp(parameter[k+1], "GL_ONE"))
1376 layer->blendfunc[k] = GL_ONE;
1377 else if (!strcasecmp(parameter[k+1], "GL_ZERO"))
1378 layer->blendfunc[k] = GL_ZERO;
1379 else if (!strcasecmp(parameter[k+1], "GL_SRC_COLOR"))
1380 layer->blendfunc[k] = GL_SRC_COLOR;
1381 else if (!strcasecmp(parameter[k+1], "GL_SRC_ALPHA"))
1382 layer->blendfunc[k] = GL_SRC_ALPHA;
1383 else if (!strcasecmp(parameter[k+1], "GL_DST_COLOR"))
1384 layer->blendfunc[k] = GL_DST_COLOR;
1385 else if (!strcasecmp(parameter[k+1], "GL_DST_ALPHA"))
1386 layer->blendfunc[k] = GL_ONE_MINUS_DST_ALPHA;
1387 else if (!strcasecmp(parameter[k+1], "GL_ONE_MINUS_SRC_COLOR"))
1388 layer->blendfunc[k] = GL_ONE_MINUS_SRC_COLOR;
1389 else if (!strcasecmp(parameter[k+1], "GL_ONE_MINUS_SRC_ALPHA"))
1390 layer->blendfunc[k] = GL_ONE_MINUS_SRC_ALPHA;
1391 else if (!strcasecmp(parameter[k+1], "GL_ONE_MINUS_DST_COLOR"))
1392 layer->blendfunc[k] = GL_ONE_MINUS_DST_COLOR;
1393 else if (!strcasecmp(parameter[k+1], "GL_ONE_MINUS_DST_ALPHA"))
1394 layer->blendfunc[k] = GL_ONE_MINUS_DST_ALPHA;
1396 layer->blendfunc[k] = GL_ONE; // default in case of parsing error
1400 if (numparameters >= 2 && !strcasecmp(parameter[0], "alphafunc"))
1401 layer->alphatest = true;
1402 if (numparameters >= 2 && (!strcasecmp(parameter[0], "map") || !strcasecmp(parameter[0], "clampmap")))
1404 if (!strcasecmp(parameter[0], "clampmap"))
1405 layer->clampmap = true;
1406 layer->numframes = 1;
1407 layer->framerate = 1;
1408 layer->texturename = (char**)Mem_ExpandableArray_AllocRecord (
1409 &q3shader_data->char_ptrs);
1410 layer->texturename[0] = Mem_strdup (q3shaders_mem, parameter[1]);
1411 if (!strcasecmp(parameter[1], "$lightmap"))
1412 shader.lighting = true;
1414 else if (numparameters >= 3 && (!strcasecmp(parameter[0], "animmap") || !strcasecmp(parameter[0], "animclampmap")))
1417 layer->numframes = min(numparameters - 2, TEXTURE_MAXFRAMES);
1418 layer->framerate = atof(parameter[1]);
1419 layer->texturename = (char **) Mem_Alloc (q3shaders_mem, sizeof (char*) * layer->numframes);
1420 for (i = 0;i < layer->numframes;i++)
1421 layer->texturename[i] = Mem_strdup (q3shaders_mem, parameter[i + 2]);
1423 else if (numparameters >= 2 && !strcasecmp(parameter[0], "rgbgen"))
1426 for (i = 0;i < numparameters - 2 && i < Q3RGBGEN_MAXPARMS;i++)
1427 layer->rgbgen.parms[i] = atof(parameter[i+2]);
1428 if (!strcasecmp(parameter[1], "identity")) layer->rgbgen.rgbgen = Q3RGBGEN_IDENTITY;
1429 else if (!strcasecmp(parameter[1], "const")) layer->rgbgen.rgbgen = Q3RGBGEN_CONST;
1430 else if (!strcasecmp(parameter[1], "entity")) layer->rgbgen.rgbgen = Q3RGBGEN_ENTITY;
1431 else if (!strcasecmp(parameter[1], "exactvertex")) layer->rgbgen.rgbgen = Q3RGBGEN_EXACTVERTEX;
1432 else if (!strcasecmp(parameter[1], "identitylighting")) layer->rgbgen.rgbgen = Q3RGBGEN_IDENTITYLIGHTING;
1433 else if (!strcasecmp(parameter[1], "lightingdiffuse")) layer->rgbgen.rgbgen = Q3RGBGEN_LIGHTINGDIFFUSE;
1434 else if (!strcasecmp(parameter[1], "oneminusentity")) layer->rgbgen.rgbgen = Q3RGBGEN_ONEMINUSENTITY;
1435 else if (!strcasecmp(parameter[1], "oneminusvertex")) layer->rgbgen.rgbgen = Q3RGBGEN_ONEMINUSVERTEX;
1436 else if (!strcasecmp(parameter[1], "vertex")) layer->rgbgen.rgbgen = Q3RGBGEN_VERTEX;
1437 else if (!strcasecmp(parameter[1], "wave"))
1439 layer->rgbgen.rgbgen = Q3RGBGEN_WAVE;
1440 layer->rgbgen.wavefunc = Mod_LoadQ3Shaders_EnumerateWaveFunc(parameter[2]);
1441 for (i = 0;i < numparameters - 3 && i < Q3WAVEPARMS;i++)
1442 layer->rgbgen.waveparms[i] = atof(parameter[i+3]);
1444 else Con_DPrintf("%s parsing warning: unknown rgbgen %s\n", search->filenames[fileindex], parameter[1]);
1446 else if (numparameters >= 2 && !strcasecmp(parameter[0], "alphagen"))
1449 for (i = 0;i < numparameters - 2 && i < Q3ALPHAGEN_MAXPARMS;i++)
1450 layer->alphagen.parms[i] = atof(parameter[i+2]);
1451 if (!strcasecmp(parameter[1], "identity")) layer->alphagen.alphagen = Q3ALPHAGEN_IDENTITY;
1452 else if (!strcasecmp(parameter[1], "const")) layer->alphagen.alphagen = Q3ALPHAGEN_CONST;
1453 else if (!strcasecmp(parameter[1], "entity")) layer->alphagen.alphagen = Q3ALPHAGEN_ENTITY;
1454 else if (!strcasecmp(parameter[1], "lightingspecular")) layer->alphagen.alphagen = Q3ALPHAGEN_LIGHTINGSPECULAR;
1455 else if (!strcasecmp(parameter[1], "oneminusentity")) layer->alphagen.alphagen = Q3ALPHAGEN_ONEMINUSENTITY;
1456 else if (!strcasecmp(parameter[1], "oneminusvertex")) layer->alphagen.alphagen = Q3ALPHAGEN_ONEMINUSVERTEX;
1457 else if (!strcasecmp(parameter[1], "portal")) layer->alphagen.alphagen = Q3ALPHAGEN_PORTAL;
1458 else if (!strcasecmp(parameter[1], "vertex")) layer->alphagen.alphagen = Q3ALPHAGEN_VERTEX;
1459 else if (!strcasecmp(parameter[1], "wave"))
1461 layer->alphagen.alphagen = Q3ALPHAGEN_WAVE;
1462 layer->alphagen.wavefunc = Mod_LoadQ3Shaders_EnumerateWaveFunc(parameter[2]);
1463 for (i = 0;i < numparameters - 3 && i < Q3WAVEPARMS;i++)
1464 layer->alphagen.waveparms[i] = atof(parameter[i+3]);
1466 else Con_DPrintf("%s parsing warning: unknown alphagen %s\n", search->filenames[fileindex], parameter[1]);
1468 else if (numparameters >= 2 && (!strcasecmp(parameter[0], "texgen") || !strcasecmp(parameter[0], "tcgen")))
1471 // observed values: tcgen environment
1472 // no other values have been observed in real shaders
1473 for (i = 0;i < numparameters - 2 && i < Q3TCGEN_MAXPARMS;i++)
1474 layer->tcgen.parms[i] = atof(parameter[i+2]);
1475 if (!strcasecmp(parameter[1], "base")) layer->tcgen.tcgen = Q3TCGEN_TEXTURE;
1476 else if (!strcasecmp(parameter[1], "texture")) layer->tcgen.tcgen = Q3TCGEN_TEXTURE;
1477 else if (!strcasecmp(parameter[1], "environment")) layer->tcgen.tcgen = Q3TCGEN_ENVIRONMENT;
1478 else if (!strcasecmp(parameter[1], "lightmap")) layer->tcgen.tcgen = Q3TCGEN_LIGHTMAP;
1479 else if (!strcasecmp(parameter[1], "vector")) layer->tcgen.tcgen = Q3TCGEN_VECTOR;
1480 else Con_DPrintf("%s parsing warning: unknown tcgen mode %s\n", search->filenames[fileindex], parameter[1]);
1482 else if (numparameters >= 2 && !strcasecmp(parameter[0], "tcmod"))
1489 // tcmod stretch sin # # # #
1490 // tcmod stretch triangle # # # #
1491 // tcmod transform # # # # # #
1492 // tcmod turb # # # #
1493 // tcmod turb sin # # # # (this is bogus)
1494 // no other values have been observed in real shaders
1495 for (tcmodindex = 0;tcmodindex < Q3MAXTCMODS;tcmodindex++)
1496 if (!layer->tcmods[tcmodindex].tcmod)
1498 if (tcmodindex < Q3MAXTCMODS)
1500 for (i = 0;i < numparameters - 2 && i < Q3TCMOD_MAXPARMS;i++)
1501 layer->tcmods[tcmodindex].parms[i] = atof(parameter[i+2]);
1502 if (!strcasecmp(parameter[1], "entitytranslate")) layer->tcmods[tcmodindex].tcmod = Q3TCMOD_ENTITYTRANSLATE;
1503 else if (!strcasecmp(parameter[1], "rotate")) layer->tcmods[tcmodindex].tcmod = Q3TCMOD_ROTATE;
1504 else if (!strcasecmp(parameter[1], "scale")) layer->tcmods[tcmodindex].tcmod = Q3TCMOD_SCALE;
1505 else if (!strcasecmp(parameter[1], "scroll")) layer->tcmods[tcmodindex].tcmod = Q3TCMOD_SCROLL;
1506 else if (!strcasecmp(parameter[1], "page")) layer->tcmods[tcmodindex].tcmod = Q3TCMOD_PAGE;
1507 else if (!strcasecmp(parameter[1], "stretch"))
1509 layer->tcmods[tcmodindex].tcmod = Q3TCMOD_STRETCH;
1510 layer->tcmods[tcmodindex].wavefunc = Mod_LoadQ3Shaders_EnumerateWaveFunc(parameter[2]);
1511 for (i = 0;i < numparameters - 3 && i < Q3WAVEPARMS;i++)
1512 layer->tcmods[tcmodindex].waveparms[i] = atof(parameter[i+3]);
1514 else if (!strcasecmp(parameter[1], "transform")) layer->tcmods[tcmodindex].tcmod = Q3TCMOD_TRANSFORM;
1515 else if (!strcasecmp(parameter[1], "turb")) layer->tcmods[tcmodindex].tcmod = Q3TCMOD_TURBULENT;
1516 else Con_DPrintf("%s parsing warning: unknown tcmod mode %s\n", search->filenames[fileindex], parameter[1]);
1519 Con_DPrintf("%s parsing warning: too many tcmods on one layer\n", search->filenames[fileindex]);
1521 // break out a level if it was a closing brace (not using the character here to not confuse vim)
1522 if (!strcasecmp(com_token, "}"))
1525 if (layer->rgbgen.rgbgen == Q3RGBGEN_LIGHTINGDIFFUSE || layer->rgbgen.rgbgen == Q3RGBGEN_VERTEX)
1526 shader.lighting = true;
1527 if (layer->alphagen.alphagen == Q3ALPHAGEN_VERTEX)
1529 if (layer == shader.layers + 0)
1531 // vertex controlled transparency
1532 shader.vertexalpha = true;
1536 // multilayer terrain shader or similar
1537 shader.textureblendalpha = true;
1540 layer->texflags = TEXF_ALPHA | TEXF_PRECACHE;
1541 if (!(shader.surfaceparms & Q3SURFACEPARM_NOMIPMAPS))
1542 layer->texflags |= TEXF_MIPMAP;
1543 if (!(shader.textureflags & Q3TEXTUREFLAG_NOPICMIP))
1544 layer->texflags |= TEXF_PICMIP | TEXF_COMPRESS;
1545 if (layer->clampmap)
1546 layer->texflags |= TEXF_CLAMP;
1550 for (j = 0;strcasecmp(com_token, "\n") && strcasecmp(com_token, "}");j++)
1552 if (j < TEXTURE_MAXFRAMES + 4)
1554 strlcpy(parameter[j], com_token, sizeof(parameter[j]));
1555 numparameters = j + 1;
1557 if (!COM_ParseToken_QuakeC(&text, true))
1560 for (j = numparameters;j < TEXTURE_MAXFRAMES + 4;j++)
1561 parameter[j][0] = 0;
1562 if (fileindex == 0 && !strcasecmp(com_token, "}"))
1564 if (developer.integer >= 100)
1566 Con_Printf("%s: ", shader.name);
1567 for (j = 0;j < numparameters;j++)
1568 Con_Printf(" %s", parameter[j]);
1571 if (numparameters < 1)
1573 if (!strcasecmp(parameter[0], "surfaceparm") && numparameters >= 2)
1575 if (!strcasecmp(parameter[1], "alphashadow"))
1576 shader.surfaceparms |= Q3SURFACEPARM_ALPHASHADOW;
1577 else if (!strcasecmp(parameter[1], "areaportal"))
1578 shader.surfaceparms |= Q3SURFACEPARM_AREAPORTAL;
1579 else if (!strcasecmp(parameter[1], "botclip"))
1580 shader.surfaceparms |= Q3SURFACEPARM_BOTCLIP;
1581 else if (!strcasecmp(parameter[1], "clusterportal"))
1582 shader.surfaceparms |= Q3SURFACEPARM_CLUSTERPORTAL;
1583 else if (!strcasecmp(parameter[1], "detail"))
1584 shader.surfaceparms |= Q3SURFACEPARM_DETAIL;
1585 else if (!strcasecmp(parameter[1], "donotenter"))
1586 shader.surfaceparms |= Q3SURFACEPARM_DONOTENTER;
1587 else if (!strcasecmp(parameter[1], "dust"))
1588 shader.surfaceparms |= Q3SURFACEPARM_DUST;
1589 else if (!strcasecmp(parameter[1], "hint"))
1590 shader.surfaceparms |= Q3SURFACEPARM_HINT;
1591 else if (!strcasecmp(parameter[1], "fog"))
1592 shader.surfaceparms |= Q3SURFACEPARM_FOG;
1593 else if (!strcasecmp(parameter[1], "lava"))
1594 shader.surfaceparms |= Q3SURFACEPARM_LAVA;
1595 else if (!strcasecmp(parameter[1], "lightfilter"))
1596 shader.surfaceparms |= Q3SURFACEPARM_LIGHTFILTER;
1597 else if (!strcasecmp(parameter[1], "lightgrid"))
1598 shader.surfaceparms |= Q3SURFACEPARM_LIGHTGRID;
1599 else if (!strcasecmp(parameter[1], "metalsteps"))
1600 shader.surfaceparms |= Q3SURFACEPARM_METALSTEPS;
1601 else if (!strcasecmp(parameter[1], "nodamage"))
1602 shader.surfaceparms |= Q3SURFACEPARM_NODAMAGE;
1603 else if (!strcasecmp(parameter[1], "nodlight"))
1604 shader.surfaceparms |= Q3SURFACEPARM_NODLIGHT;
1605 else if (!strcasecmp(parameter[1], "nodraw"))
1606 shader.surfaceparms |= Q3SURFACEPARM_NODRAW;
1607 else if (!strcasecmp(parameter[1], "nodrop"))
1608 shader.surfaceparms |= Q3SURFACEPARM_NODROP;
1609 else if (!strcasecmp(parameter[1], "noimpact"))
1610 shader.surfaceparms |= Q3SURFACEPARM_NOIMPACT;
1611 else if (!strcasecmp(parameter[1], "nolightmap"))
1612 shader.surfaceparms |= Q3SURFACEPARM_NOLIGHTMAP;
1613 else if (!strcasecmp(parameter[1], "nomarks"))
1614 shader.surfaceparms |= Q3SURFACEPARM_NOMARKS;
1615 else if (!strcasecmp(parameter[1], "nomipmaps"))
1616 shader.surfaceparms |= Q3SURFACEPARM_NOMIPMAPS;
1617 else if (!strcasecmp(parameter[1], "nonsolid"))
1618 shader.surfaceparms |= Q3SURFACEPARM_NONSOLID;
1619 else if (!strcasecmp(parameter[1], "origin"))
1620 shader.surfaceparms |= Q3SURFACEPARM_ORIGIN;
1621 else if (!strcasecmp(parameter[1], "playerclip"))
1622 shader.surfaceparms |= Q3SURFACEPARM_PLAYERCLIP;
1623 else if (!strcasecmp(parameter[1], "sky"))
1624 shader.surfaceparms |= Q3SURFACEPARM_SKY;
1625 else if (!strcasecmp(parameter[1], "slick"))
1626 shader.surfaceparms |= Q3SURFACEPARM_SLICK;
1627 else if (!strcasecmp(parameter[1], "slime"))
1628 shader.surfaceparms |= Q3SURFACEPARM_SLIME;
1629 else if (!strcasecmp(parameter[1], "structural"))
1630 shader.surfaceparms |= Q3SURFACEPARM_STRUCTURAL;
1631 else if (!strcasecmp(parameter[1], "trans"))
1632 shader.surfaceparms |= Q3SURFACEPARM_TRANS;
1633 else if (!strcasecmp(parameter[1], "water"))
1634 shader.surfaceparms |= Q3SURFACEPARM_WATER;
1635 else if (!strcasecmp(parameter[1], "pointlight"))
1636 shader.surfaceparms |= Q3SURFACEPARM_POINTLIGHT;
1637 else if (!strcasecmp(parameter[1], "antiportal"))
1638 shader.surfaceparms |= Q3SURFACEPARM_ANTIPORTAL;
1640 Con_DPrintf("%s parsing warning: unknown surfaceparm \"%s\"\n", search->filenames[fileindex], parameter[1]);
1642 else if (!strcasecmp(parameter[0], "dpshadow"))
1643 shader.dpshadow = true;
1644 else if (!strcasecmp(parameter[0], "dpnoshadow"))
1645 shader.dpnoshadow = true;
1646 else if (!strcasecmp(parameter[0], "sky") && numparameters >= 2)
1648 // some q3 skies don't have the sky parm set
1649 shader.surfaceparms |= Q3SURFACEPARM_SKY;
1650 strlcpy(shader.skyboxname, parameter[1], sizeof(shader.skyboxname));
1652 else if (!strcasecmp(parameter[0], "skyparms") && numparameters >= 2)
1654 // some q3 skies don't have the sky parm set
1655 shader.surfaceparms |= Q3SURFACEPARM_SKY;
1656 if (!atoi(parameter[1]) && strcasecmp(parameter[1], "-"))
1657 strlcpy(shader.skyboxname, parameter[1], sizeof(shader.skyboxname));
1659 else if (!strcasecmp(parameter[0], "cull") && numparameters >= 2)
1661 if (!strcasecmp(parameter[1], "disable") || !strcasecmp(parameter[1], "none") || !strcasecmp(parameter[1], "twosided"))
1662 shader.textureflags |= Q3TEXTUREFLAG_TWOSIDED;
1664 else if (!strcasecmp(parameter[0], "nomipmaps"))
1665 shader.surfaceparms |= Q3SURFACEPARM_NOMIPMAPS;
1666 else if (!strcasecmp(parameter[0], "nopicmip"))
1667 shader.textureflags |= Q3TEXTUREFLAG_NOPICMIP;
1668 else if (!strcasecmp(parameter[0], "polygonoffset"))
1669 shader.textureflags |= Q3TEXTUREFLAG_POLYGONOFFSET;
1670 else if (!strcasecmp(parameter[0], "dp_refract") && numparameters >= 5)
1672 shader.textureflags |= Q3TEXTUREFLAG_REFRACTION;
1673 shader.refractfactor = atof(parameter[1]);
1674 Vector4Set(shader.refractcolor4f, atof(parameter[2]), atof(parameter[3]), atof(parameter[4]), 1);
1676 else if (!strcasecmp(parameter[0], "dp_reflect") && numparameters >= 6)
1678 shader.textureflags |= Q3TEXTUREFLAG_REFLECTION;
1679 shader.reflectfactor = atof(parameter[1]);
1680 Vector4Set(shader.reflectcolor4f, atof(parameter[2]), atof(parameter[3]), atof(parameter[4]), atof(parameter[5]));
1682 else if (!strcasecmp(parameter[0], "dp_water") && numparameters >= 12)
1684 shader.textureflags |= Q3TEXTUREFLAG_WATERSHADER;
1685 shader.reflectmin = atof(parameter[1]);
1686 shader.reflectmax = atof(parameter[2]);
1687 shader.refractfactor = atof(parameter[3]);
1688 shader.reflectfactor = atof(parameter[4]);
1689 Vector4Set(shader.refractcolor4f, atof(parameter[5]), atof(parameter[6]), atof(parameter[7]), 1);
1690 Vector4Set(shader.reflectcolor4f, atof(parameter[8]), atof(parameter[9]), atof(parameter[10]), 1);
1691 shader.r_water_wateralpha = atof(parameter[11]);
1693 else if (!strcasecmp(parameter[0], "deformvertexes") && numparameters >= 2)
1696 for (deformindex = 0;deformindex < Q3MAXDEFORMS;deformindex++)
1697 if (!shader.deforms[deformindex].deform)
1699 if (deformindex < Q3MAXDEFORMS)
1701 for (i = 0;i < numparameters - 2 && i < Q3DEFORM_MAXPARMS;i++)
1702 shader.deforms[deformindex].parms[i] = atof(parameter[i+2]);
1703 if (!strcasecmp(parameter[1], "projectionshadow")) shader.deforms[deformindex].deform = Q3DEFORM_PROJECTIONSHADOW;
1704 else if (!strcasecmp(parameter[1], "autosprite" )) shader.deforms[deformindex].deform = Q3DEFORM_AUTOSPRITE;
1705 else if (!strcasecmp(parameter[1], "autosprite2" )) shader.deforms[deformindex].deform = Q3DEFORM_AUTOSPRITE2;
1706 else if (!strcasecmp(parameter[1], "text0" )) shader.deforms[deformindex].deform = Q3DEFORM_TEXT0;
1707 else if (!strcasecmp(parameter[1], "text1" )) shader.deforms[deformindex].deform = Q3DEFORM_TEXT1;
1708 else if (!strcasecmp(parameter[1], "text2" )) shader.deforms[deformindex].deform = Q3DEFORM_TEXT2;
1709 else if (!strcasecmp(parameter[1], "text3" )) shader.deforms[deformindex].deform = Q3DEFORM_TEXT3;
1710 else if (!strcasecmp(parameter[1], "text4" )) shader.deforms[deformindex].deform = Q3DEFORM_TEXT4;
1711 else if (!strcasecmp(parameter[1], "text5" )) shader.deforms[deformindex].deform = Q3DEFORM_TEXT5;
1712 else if (!strcasecmp(parameter[1], "text6" )) shader.deforms[deformindex].deform = Q3DEFORM_TEXT6;
1713 else if (!strcasecmp(parameter[1], "text7" )) shader.deforms[deformindex].deform = Q3DEFORM_TEXT7;
1714 else if (!strcasecmp(parameter[1], "bulge" )) shader.deforms[deformindex].deform = Q3DEFORM_BULGE;
1715 else if (!strcasecmp(parameter[1], "normal" )) shader.deforms[deformindex].deform = Q3DEFORM_NORMAL;
1716 else if (!strcasecmp(parameter[1], "wave" ))
1718 shader.deforms[deformindex].deform = Q3DEFORM_WAVE;
1719 shader.deforms[deformindex].wavefunc = Mod_LoadQ3Shaders_EnumerateWaveFunc(parameter[3]);
1720 for (i = 0;i < numparameters - 4 && i < Q3WAVEPARMS;i++)
1721 shader.deforms[deformindex].waveparms[i] = atof(parameter[i+4]);
1723 else if (!strcasecmp(parameter[1], "move" ))
1725 shader.deforms[deformindex].deform = Q3DEFORM_MOVE;
1726 shader.deforms[deformindex].wavefunc = Mod_LoadQ3Shaders_EnumerateWaveFunc(parameter[5]);
1727 for (i = 0;i < numparameters - 6 && i < Q3WAVEPARMS;i++)
1728 shader.deforms[deformindex].waveparms[i] = atof(parameter[i+6]);
1733 // pick the primary layer to render with
1734 if (shader.numlayers)
1736 shader.backgroundlayer = -1;
1737 shader.primarylayer = 0;
1738 // if lightmap comes first this is definitely an ordinary texture
1739 // if the first two layers have the correct blendfuncs and use vertex alpha, it is a blended terrain shader
1740 if ((shader.layers[shader.primarylayer].texturename != NULL)
1741 && !strcasecmp(shader.layers[shader.primarylayer].texturename[0], "$lightmap"))
1743 shader.backgroundlayer = -1;
1744 shader.primarylayer = 1;
1746 else if (shader.numlayers >= 2
1747 && shader.layers[1].alphagen.alphagen == Q3ALPHAGEN_VERTEX
1748 && (shader.layers[0].blendfunc[0] == GL_ONE && shader.layers[0].blendfunc[1] == GL_ZERO && !shader.layers[0].alphatest)
1749 && ((shader.layers[1].blendfunc[0] == GL_SRC_ALPHA && shader.layers[1].blendfunc[1] == GL_ONE_MINUS_SRC_ALPHA)
1750 || (shader.layers[1].blendfunc[0] == GL_ONE && shader.layers[1].blendfunc[1] == GL_ZERO && shader.layers[1].alphatest)))
1752 // terrain blending or other effects
1753 shader.backgroundlayer = 0;
1754 shader.primarylayer = 1;
1757 // fix up multiple reflection types
1758 if(shader.textureflags & Q3TEXTUREFLAG_WATERSHADER)
1759 shader.textureflags &= ~(Q3TEXTUREFLAG_REFRACTION | Q3TEXTUREFLAG_REFLECTION);
1761 Q3Shader_AddToHash (&shader);
1767 q3shaderinfo_t *Mod_LookupQ3Shader(const char *name)
1769 unsigned short hash = CRC_Block_CaseInsensitive ((const unsigned char *)name, strlen (name));
1770 q3shader_hash_entry_t* entry = q3shader_data->hash + (hash % Q3SHADER_HASH_SIZE);
1771 while (entry != NULL)
1773 if (strcasecmp (entry->shader.name, name) == 0)
1774 return &entry->shader;
1775 entry = entry->chain;
1780 qboolean Mod_LoadTextureFromQ3Shader(texture_t *texture, const char *name, qboolean warnmissing, qboolean fallback, int defaulttexflags)
1783 qboolean success = true;
1784 q3shaderinfo_t *shader;
1787 strlcpy(texture->name, name, sizeof(texture->name));
1788 shader = name[0] ? Mod_LookupQ3Shader(name) : NULL;
1791 if (developer_loading.integer)
1792 Con_Printf("%s: loaded shader for %s\n", loadmodel->name, name);
1793 texture->surfaceparms = shader->surfaceparms;
1794 texture->textureflags = shader->textureflags;
1796 // allow disabling of picmip or compression by defaulttexflags
1797 if(!(defaulttexflags & TEXF_PICMIP))
1798 texture->textureflags &= ~TEXF_PICMIP;
1799 if(!(defaulttexflags & TEXF_COMPRESS))
1800 texture->textureflags &= ~TEXF_COMPRESS;
1802 if (shader->surfaceparms & Q3SURFACEPARM_SKY)
1804 texture->basematerialflags = MATERIALFLAG_SKY | MATERIALFLAG_NOSHADOW;
1805 if (shader->skyboxname[0])
1807 // quake3 seems to append a _ to the skybox name, so this must do so as well
1808 dpsnprintf(loadmodel->brush.skybox, sizeof(loadmodel->brush.skybox), "%s_", shader->skyboxname);
1811 else if ((texture->surfaceflags & Q3SURFACEFLAG_NODRAW) || shader->numlayers == 0)
1812 texture->basematerialflags = MATERIALFLAG_NODRAW | MATERIALFLAG_NOSHADOW;
1814 texture->basematerialflags = MATERIALFLAG_WALL;
1816 if (shader->layers[0].alphatest)
1817 texture->basematerialflags |= MATERIALFLAG_ALPHATEST | MATERIALFLAG_NOSHADOW;
1818 if (shader->textureflags & Q3TEXTUREFLAG_TWOSIDED)
1819 texture->basematerialflags |= MATERIALFLAG_NOSHADOW | MATERIALFLAG_NOCULLFACE;
1820 if (shader->textureflags & Q3TEXTUREFLAG_POLYGONOFFSET)
1821 texture->biaspolygonoffset -= 2;
1822 if (shader->textureflags & Q3TEXTUREFLAG_REFRACTION)
1823 texture->basematerialflags |= MATERIALFLAG_REFRACTION;
1824 if (shader->textureflags & Q3TEXTUREFLAG_REFLECTION)
1825 texture->basematerialflags |= MATERIALFLAG_REFLECTION;
1826 if (shader->textureflags & Q3TEXTUREFLAG_WATERSHADER)
1827 texture->basematerialflags |= MATERIALFLAG_WATERSHADER;
1828 texture->customblendfunc[0] = GL_ONE;
1829 texture->customblendfunc[1] = GL_ZERO;
1830 if (shader->numlayers > 0)
1832 texture->customblendfunc[0] = shader->layers[0].blendfunc[0];
1833 texture->customblendfunc[1] = shader->layers[0].blendfunc[1];
1835 Q3 shader blendfuncs actually used in the game (* = supported by DP)
1836 * additive GL_ONE GL_ONE
1837 additive weird GL_ONE GL_SRC_ALPHA
1838 additive weird 2 GL_ONE GL_ONE_MINUS_SRC_ALPHA
1839 * alpha GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA
1840 alpha inverse GL_ONE_MINUS_SRC_ALPHA GL_SRC_ALPHA
1841 brighten GL_DST_COLOR GL_ONE
1842 brighten GL_ONE GL_SRC_COLOR
1843 brighten weird GL_DST_COLOR GL_ONE_MINUS_DST_ALPHA
1844 brighten weird 2 GL_DST_COLOR GL_SRC_ALPHA
1845 * modulate GL_DST_COLOR GL_ZERO
1846 * modulate GL_ZERO GL_SRC_COLOR
1847 modulate inverse GL_ZERO GL_ONE_MINUS_SRC_COLOR
1848 modulate inverse alpha GL_ZERO GL_SRC_ALPHA
1849 modulate weird inverse GL_ONE_MINUS_DST_COLOR GL_ZERO
1850 * modulate x2 GL_DST_COLOR GL_SRC_COLOR
1851 * no blend GL_ONE GL_ZERO
1852 nothing GL_ZERO GL_ONE
1854 // if not opaque, figure out what blendfunc to use
1855 if (shader->layers[0].blendfunc[0] != GL_ONE || shader->layers[0].blendfunc[1] != GL_ZERO)
1857 if (shader->layers[0].blendfunc[0] == GL_ONE && shader->layers[0].blendfunc[1] == GL_ONE)
1858 texture->basematerialflags |= MATERIALFLAG_ADD | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
1859 else if (shader->layers[0].blendfunc[0] == GL_SRC_ALPHA && shader->layers[0].blendfunc[1] == GL_ONE)
1860 texture->basematerialflags |= MATERIALFLAG_ADD | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
1861 else if (shader->layers[0].blendfunc[0] == GL_SRC_ALPHA && shader->layers[0].blendfunc[1] == GL_ONE_MINUS_SRC_ALPHA)
1862 texture->basematerialflags |= MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
1864 texture->basematerialflags |= MATERIALFLAG_CUSTOMBLEND | MATERIALFLAG_FULLBRIGHT | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
1867 if (!shader->lighting)
1868 texture->basematerialflags |= MATERIALFLAG_FULLBRIGHT;
1869 if (shader->primarylayer >= 0)
1871 q3shaderinfo_layer_t* primarylayer = shader->layers + shader->primarylayer;
1872 // copy over many primarylayer parameters
1873 texture->rgbgen = primarylayer->rgbgen;
1874 texture->alphagen = primarylayer->alphagen;
1875 texture->tcgen = primarylayer->tcgen;
1876 memcpy(texture->tcmods, primarylayer->tcmods, sizeof(texture->tcmods));
1877 // load the textures
1878 texture->numskinframes = primarylayer->numframes;
1879 texture->skinframerate = primarylayer->framerate;
1880 for (j = 0;j < primarylayer->numframes;j++)
1882 if(cls.state == ca_dedicated)
1884 texture->skinframes[j] = NULL;
1886 else if (!(texture->skinframes[j] = R_SkinFrame_LoadExternal(primarylayer->texturename[j], primarylayer->texflags, false)))
1888 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);
1889 texture->skinframes[j] = R_SkinFrame_LoadMissing();
1893 if (shader->backgroundlayer >= 0)
1895 q3shaderinfo_layer_t* backgroundlayer = shader->layers + shader->backgroundlayer;
1896 texture->backgroundnumskinframes = backgroundlayer->numframes;
1897 texture->backgroundskinframerate = backgroundlayer->framerate;
1898 for (j = 0;j < backgroundlayer->numframes;j++)
1900 if(cls.state == ca_dedicated)
1902 texture->skinframes[j] = NULL;
1904 else if (!(texture->backgroundskinframes[j] = R_SkinFrame_LoadExternal(backgroundlayer->texturename[j], backgroundlayer->texflags, false)))
1906 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);
1907 texture->backgroundskinframes[j] = R_SkinFrame_LoadMissing();
1911 if (shader->dpshadow)
1912 texture->basematerialflags &= ~MATERIALFLAG_NOSHADOW;
1913 if (shader->dpnoshadow)
1914 texture->basematerialflags |= MATERIALFLAG_NOSHADOW;
1915 memcpy(texture->deforms, shader->deforms, sizeof(texture->deforms));
1916 texture->reflectmin = shader->reflectmin;
1917 texture->reflectmax = shader->reflectmax;
1918 texture->refractfactor = shader->refractfactor;
1919 Vector4Copy(shader->refractcolor4f, texture->refractcolor4f);
1920 texture->reflectfactor = shader->reflectfactor;
1921 Vector4Copy(shader->reflectcolor4f, texture->reflectcolor4f);
1922 texture->r_water_wateralpha = shader->r_water_wateralpha;
1924 else if (!strcmp(texture->name, "noshader") || !texture->name[0])
1926 if (developer.integer >= 100)
1927 Con_Printf("^1%s:^7 using fallback noshader material for ^3\"%s\"\n", loadmodel->name, name);
1928 texture->surfaceparms = 0;
1930 else if (!strcmp(texture->name, "common/nodraw") || !strcmp(texture->name, "textures/common/nodraw"))
1932 if (developer.integer >= 100)
1933 Con_Printf("^1%s:^7 using fallback nodraw material for ^3\"%s\"\n", loadmodel->name, name);
1934 texture->surfaceparms = 0;
1935 texture->basematerialflags = MATERIALFLAG_NODRAW | MATERIALFLAG_NOSHADOW;
1939 if (developer.integer >= 100)
1940 Con_Printf("^1%s:^7 No shader found for texture ^3\"%s\"\n", loadmodel->name, texture->name);
1941 texture->surfaceparms = 0;
1942 if (texture->surfaceflags & Q3SURFACEFLAG_NODRAW)
1943 texture->basematerialflags |= MATERIALFLAG_NODRAW | MATERIALFLAG_NOSHADOW;
1944 else if (texture->surfaceflags & Q3SURFACEFLAG_SKY)
1945 texture->basematerialflags |= MATERIALFLAG_SKY | MATERIALFLAG_NOSHADOW;
1947 texture->basematerialflags |= MATERIALFLAG_WALL;
1948 texture->numskinframes = 1;
1949 if(cls.state == ca_dedicated)
1951 texture->skinframes[0] = NULL;
1958 if ((texture->skinframes[0] = R_SkinFrame_LoadExternal_CheckAlpha(texture->name, defaulttexflags, false, &has_alpha)))
1960 if(has_alpha && (defaulttexflags & TEXF_ALPHA))
1961 texture->basematerialflags |= MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
1968 if (!success && warnmissing)
1969 Con_Printf("^1%s:^7 could not load texture ^3\"%s\"\n", loadmodel->name, texture->name);
1972 // init the animation variables
1973 texture->currentframe = texture;
1974 if (texture->numskinframes < 1)
1975 texture->numskinframes = 1;
1976 if (!texture->skinframes[0])
1977 texture->skinframes[0] = R_SkinFrame_LoadMissing();
1978 texture->currentskinframe = texture->skinframes[0];
1979 texture->backgroundcurrentskinframe = texture->backgroundskinframes[0];
1983 skinfile_t *Mod_LoadSkinFiles(void)
1985 int i, words, line, wordsoverflow;
1988 skinfile_t *skinfile = NULL, *first = NULL;
1989 skinfileitem_t *skinfileitem;
1990 char word[10][MAX_QPATH];
1994 U_bodyBox,models/players/Legoman/BikerA2.tga
1995 U_RArm,models/players/Legoman/BikerA1.tga
1996 U_LArm,models/players/Legoman/BikerA1.tga
1997 U_armor,common/nodraw
1998 U_sword,common/nodraw
1999 U_shield,common/nodraw
2000 U_homb,common/nodraw
2001 U_backpack,common/nodraw
2002 U_colcha,common/nodraw
2007 memset(word, 0, sizeof(word));
2008 for (i = 0;i < MAX_SKINS && (data = text = (char *)FS_LoadFile(va("%s_%i.skin", loadmodel->name, i), tempmempool, true, NULL));i++)
2010 // If it's the first file we parse
2011 if (skinfile == NULL)
2013 skinfile = (skinfile_t *)Mem_Alloc(loadmodel->mempool, sizeof(skinfile_t));
2018 skinfile->next = (skinfile_t *)Mem_Alloc(loadmodel->mempool, sizeof(skinfile_t));
2019 skinfile = skinfile->next;
2021 skinfile->next = NULL;
2023 for(line = 0;;line++)
2026 if (!COM_ParseToken_QuakeC(&data, true))
2028 if (!strcmp(com_token, "\n"))
2031 wordsoverflow = false;
2035 strlcpy(word[words++], com_token, sizeof (word[0]));
2037 wordsoverflow = true;
2039 while (COM_ParseToken_QuakeC(&data, true) && strcmp(com_token, "\n"));
2042 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);
2045 // words is always >= 1
2046 if (!strcmp(word[0], "replace"))
2050 if (developer_loading.integer)
2051 Con_Printf("Mod_LoadSkinFiles: parsed mesh \"%s\" shader replacement \"%s\"\n", word[1], word[2]);
2052 skinfileitem = (skinfileitem_t *)Mem_Alloc(loadmodel->mempool, sizeof(skinfileitem_t));
2053 skinfileitem->next = skinfile->items;
2054 skinfile->items = skinfileitem;
2055 strlcpy (skinfileitem->name, word[1], sizeof (skinfileitem->name));
2056 strlcpy (skinfileitem->replacement, word[2], sizeof (skinfileitem->replacement));
2059 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]);
2061 else if (words >= 2 && !strncmp(word[0], "tag_", 4))
2063 // tag name, like "tag_weapon,"
2064 // not used for anything (not even in Quake3)
2066 else if (words >= 2 && !strcmp(word[1], ","))
2068 // mesh shader name, like "U_RArm,models/players/Legoman/BikerA1.tga"
2069 if (developer_loading.integer)
2070 Con_Printf("Mod_LoadSkinFiles: parsed mesh \"%s\" shader replacement \"%s\"\n", word[0], word[2]);
2071 skinfileitem = (skinfileitem_t *)Mem_Alloc(loadmodel->mempool, sizeof(skinfileitem_t));
2072 skinfileitem->next = skinfile->items;
2073 skinfile->items = skinfileitem;
2074 strlcpy (skinfileitem->name, word[0], sizeof (skinfileitem->name));
2075 strlcpy (skinfileitem->replacement, word[2], sizeof (skinfileitem->replacement));
2078 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);
2083 loadmodel->numskins = i;
2087 void Mod_FreeSkinFiles(skinfile_t *skinfile)
2090 skinfileitem_t *skinfileitem, *nextitem;
2091 for (;skinfile;skinfile = next)
2093 next = skinfile->next;
2094 for (skinfileitem = skinfile->items;skinfileitem;skinfileitem = nextitem)
2096 nextitem = skinfileitem->next;
2097 Mem_Free(skinfileitem);
2103 int Mod_CountSkinFiles(skinfile_t *skinfile)
2106 for (i = 0;skinfile;skinfile = skinfile->next, i++);
2110 void Mod_SnapVertices(int numcomponents, int numvertices, float *vertices, float snap)
2113 double isnap = 1.0 / snap;
2114 for (i = 0;i < numvertices*numcomponents;i++)
2115 vertices[i] = floor(vertices[i]*isnap)*snap;
2118 int Mod_RemoveDegenerateTriangles(int numtriangles, const int *inelement3i, int *outelement3i, const float *vertex3f)
2120 int i, outtriangles;
2121 float edgedir1[3], edgedir2[3], temp[3];
2122 // a degenerate triangle is one with no width (thickness, surface area)
2123 // these are characterized by having all 3 points colinear (along a line)
2124 // or having two points identical
2125 // the simplest check is to calculate the triangle's area
2126 for (i = 0, outtriangles = 0;i < numtriangles;i++, inelement3i += 3)
2128 // calculate first edge
2129 VectorSubtract(vertex3f + inelement3i[1] * 3, vertex3f + inelement3i[0] * 3, edgedir1);
2130 VectorSubtract(vertex3f + inelement3i[2] * 3, vertex3f + inelement3i[0] * 3, edgedir2);
2131 CrossProduct(edgedir1, edgedir2, temp);
2132 if (VectorLength2(temp) < 0.001f)
2133 continue; // degenerate triangle (no area)
2134 // valid triangle (has area)
2135 VectorCopy(inelement3i, outelement3i);
2139 return outtriangles;
2142 void Mod_VertexRangeFromElements(int numelements, const int *elements, int *firstvertexpointer, int *lastvertexpointer)
2145 int firstvertex, lastvertex;
2146 if (numelements > 0 && elements)
2148 firstvertex = lastvertex = elements[0];
2149 for (i = 1;i < numelements;i++)
2152 firstvertex = min(firstvertex, e);
2153 lastvertex = max(lastvertex, e);
2157 firstvertex = lastvertex = 0;
2158 if (firstvertexpointer)
2159 *firstvertexpointer = firstvertex;
2160 if (lastvertexpointer)
2161 *lastvertexpointer = lastvertex;
2164 static void Mod_BuildVBOs(void)
2166 if (!gl_support_arb_vertex_buffer_object)
2169 // element buffer is easy because it's just one array
2170 if (loadmodel->surfmesh.num_triangles)
2172 if (loadmodel->surfmesh.data_element3s)
2175 for (i = 0;i < loadmodel->surfmesh.num_triangles*3;i++)
2176 loadmodel->surfmesh.data_element3s[i] = loadmodel->surfmesh.data_element3i[i];
2177 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);
2180 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);
2183 // vertex buffer is several arrays and we put them in the same buffer
2185 // is this wise? the texcoordtexture2f array is used with dynamic
2186 // vertex/svector/tvector/normal when rendering animated models, on the
2187 // other hand animated models don't use a lot of vertices anyway...
2188 if (loadmodel->surfmesh.num_vertices)
2193 loadmodel->surfmesh.vbooffset_vertex3f = size;if (loadmodel->surfmesh.data_vertex3f ) size += loadmodel->surfmesh.num_vertices * sizeof(float[3]);
2194 loadmodel->surfmesh.vbooffset_svector3f = size;if (loadmodel->surfmesh.data_svector3f ) size += loadmodel->surfmesh.num_vertices * sizeof(float[3]);
2195 loadmodel->surfmesh.vbooffset_tvector3f = size;if (loadmodel->surfmesh.data_tvector3f ) size += loadmodel->surfmesh.num_vertices * sizeof(float[3]);
2196 loadmodel->surfmesh.vbooffset_normal3f = size;if (loadmodel->surfmesh.data_normal3f ) size += loadmodel->surfmesh.num_vertices * sizeof(float[3]);
2197 loadmodel->surfmesh.vbooffset_texcoordtexture2f = size;if (loadmodel->surfmesh.data_texcoordtexture2f ) size += loadmodel->surfmesh.num_vertices * sizeof(float[2]);
2198 loadmodel->surfmesh.vbooffset_texcoordlightmap2f = size;if (loadmodel->surfmesh.data_texcoordlightmap2f) size += loadmodel->surfmesh.num_vertices * sizeof(float[2]);
2199 loadmodel->surfmesh.vbooffset_lightmapcolor4f = size;if (loadmodel->surfmesh.data_lightmapcolor4f ) size += loadmodel->surfmesh.num_vertices * sizeof(float[4]);
2200 mem = (unsigned char *)Mem_Alloc(tempmempool, size);
2201 if (loadmodel->surfmesh.data_vertex3f ) memcpy(mem + loadmodel->surfmesh.vbooffset_vertex3f , loadmodel->surfmesh.data_vertex3f , loadmodel->surfmesh.num_vertices * sizeof(float[3]));
2202 if (loadmodel->surfmesh.data_svector3f ) memcpy(mem + loadmodel->surfmesh.vbooffset_svector3f , loadmodel->surfmesh.data_svector3f , loadmodel->surfmesh.num_vertices * sizeof(float[3]));
2203 if (loadmodel->surfmesh.data_tvector3f ) memcpy(mem + loadmodel->surfmesh.vbooffset_tvector3f , loadmodel->surfmesh.data_tvector3f , loadmodel->surfmesh.num_vertices * sizeof(float[3]));
2204 if (loadmodel->surfmesh.data_normal3f ) memcpy(mem + loadmodel->surfmesh.vbooffset_normal3f , loadmodel->surfmesh.data_normal3f , loadmodel->surfmesh.num_vertices * sizeof(float[3]));
2205 if (loadmodel->surfmesh.data_texcoordtexture2f ) memcpy(mem + loadmodel->surfmesh.vbooffset_texcoordtexture2f , loadmodel->surfmesh.data_texcoordtexture2f , loadmodel->surfmesh.num_vertices * sizeof(float[2]));
2206 if (loadmodel->surfmesh.data_texcoordlightmap2f) memcpy(mem + loadmodel->surfmesh.vbooffset_texcoordlightmap2f, loadmodel->surfmesh.data_texcoordlightmap2f, loadmodel->surfmesh.num_vertices * sizeof(float[2]));
2207 if (loadmodel->surfmesh.data_lightmapcolor4f ) memcpy(mem + loadmodel->surfmesh.vbooffset_lightmapcolor4f , loadmodel->surfmesh.data_lightmapcolor4f , loadmodel->surfmesh.num_vertices * sizeof(float[4]));
2208 loadmodel->surfmesh.vbo = R_Mesh_CreateStaticBufferObject(GL_ARRAY_BUFFER_ARB, mem, size, loadmodel->name);