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_Decompile_f(void);
131 static void Mod_BuildVBOs(void);
134 mod_mempool = Mem_AllocPool("modelinfo", 0, NULL);
135 Mem_ExpandableArray_NewArray(&models, mod_mempool, sizeof(dp_model_t), 16);
141 Cvar_RegisterVariable(&r_mipskins);
142 Cmd_AddCommand ("modellist", Mod_Print, "prints a list of loaded models");
143 Cmd_AddCommand ("modelprecache", Mod_Precache, "load a model");
144 Cmd_AddCommand ("modeldecompile", Mod_Decompile_f, "exports a model in several formats for editing purposes");
147 void Mod_RenderInit(void)
149 R_RegisterModule("Models", mod_start, mod_shutdown, mod_newmap);
152 void Mod_UnloadModel (dp_model_t *mod)
154 char name[MAX_QPATH];
155 qboolean isworldmodel;
158 if (developer_loading.integer)
159 Con_Printf("unloading model %s\n", mod->name);
161 strlcpy(name, mod->name, sizeof(name));
162 isworldmodel = mod->isworldmodel;
164 if (mod->surfmesh.ebo3i)
165 R_Mesh_DestroyBufferObject(mod->surfmesh.ebo3i);
166 if (mod->surfmesh.ebo3s)
167 R_Mesh_DestroyBufferObject(mod->surfmesh.ebo3s);
168 if (mod->surfmesh.vbo)
169 R_Mesh_DestroyBufferObject(mod->surfmesh.vbo);
170 // free textures/memory attached to the model
171 R_FreeTexturePool(&mod->texturepool);
172 Mem_FreePool(&mod->mempool);
173 // clear the struct to make it available
174 memset(mod, 0, sizeof(dp_model_t));
175 // restore the fields we want to preserve
176 strlcpy(mod->name, name, sizeof(mod->name));
177 mod->isworldmodel = isworldmodel;
182 void R_Model_Null_Draw(entity_render_t *ent)
194 dp_model_t *Mod_LoadModel(dp_model_t *mod, qboolean crash, qboolean checkdisk, qboolean isworldmodel)
199 fs_offset_t filesize;
203 if (mod->name[0] == '*') // submodel
206 if (!strcmp(mod->name, "null"))
208 if (mod->isworldmodel != isworldmodel)
214 if (mod->loaded || mod->mempool)
215 Mod_UnloadModel(mod);
217 if (developer_loading.integer)
218 Con_Printf("loading model %s\n", mod->name);
220 mod->isworldmodel = isworldmodel;
225 VectorClear(mod->normalmins);
226 VectorClear(mod->normalmaxs);
227 VectorClear(mod->yawmins);
228 VectorClear(mod->yawmaxs);
229 VectorClear(mod->rotatedmins);
230 VectorClear(mod->rotatedmaxs);
232 mod->modeldatatypestring = "null";
233 mod->type = mod_null;
234 mod->Draw = R_Model_Null_Draw;
238 // no fatal errors occurred, so this model is ready to use.
247 // even if the model is loaded it still may need reloading...
249 // if the model is a worldmodel and is being referred to as a
250 // non-worldmodel here, then it needs reloading to get rid of the
252 if (mod->isworldmodel != isworldmodel)
255 // if it is not loaded or checkdisk is true we need to calculate the crc
256 if (!mod->loaded || checkdisk)
258 if (checkdisk && mod->loaded)
259 Con_DPrintf("checking model %s\n", mod->name);
260 buf = FS_LoadFile (mod->name, tempmempool, false, &filesize);
263 crc = CRC_Block((unsigned char *)buf, filesize);
264 // we need to reload the model if the crc does not match
270 // if the model is already loaded and checks passed, just return
278 if (developer_loading.integer)
279 Con_Printf("loading model %s\n", mod->name);
281 // LordHavoc: unload the existing model in this slot (if there is one)
282 if (mod->loaded || mod->mempool)
283 Mod_UnloadModel(mod);
286 mod->isworldmodel = isworldmodel;
289 // errors can prevent the corresponding mod->loaded = true;
292 // default model radius and bounding box (mainly for missing models)
294 VectorSet(mod->normalmins, -mod->radius, -mod->radius, -mod->radius);
295 VectorSet(mod->normalmaxs, mod->radius, mod->radius, mod->radius);
296 VectorSet(mod->yawmins, -mod->radius, -mod->radius, -mod->radius);
297 VectorSet(mod->yawmaxs, mod->radius, mod->radius, mod->radius);
298 VectorSet(mod->rotatedmins, -mod->radius, -mod->radius, -mod->radius);
299 VectorSet(mod->rotatedmaxs, mod->radius, mod->radius, mod->radius);
301 // if we're loading a worldmodel, then this is a level change
302 if (mod->isworldmodel)
304 // clear out any stale submodels or worldmodels lying around
305 // if we did this clear before now, an error might abort loading and
306 // leave things in a bad state
307 Mod_RemoveStaleWorldModels(mod);
308 // reload q3 shaders, to make sure they are ready to go for this level
309 // (including any models loaded for this level)
315 char *bufend = (char *)buf + filesize;
317 // all models use memory, so allocate a memory pool
318 mod->mempool = Mem_AllocPool(mod->name, 0, NULL);
320 num = LittleLong(*((int *)buf));
321 // call the apropriate loader
323 if (!memcmp(buf, "IDPO", 4)) Mod_IDP0_Load(mod, buf, bufend);
324 else if (!memcmp(buf, "IDP2", 4)) Mod_IDP2_Load(mod, buf, bufend);
325 else if (!memcmp(buf, "IDP3", 4)) Mod_IDP3_Load(mod, buf, bufend);
326 else if (!memcmp(buf, "IDSP", 4)) Mod_IDSP_Load(mod, buf, bufend);
327 else if (!memcmp(buf, "IDS2", 4)) Mod_IDS2_Load(mod, buf, bufend);
328 else if (!memcmp(buf, "IBSP", 4)) Mod_IBSP_Load(mod, buf, bufend);
329 else if (!memcmp(buf, "ZYMOTICMODEL", 12)) Mod_ZYMOTICMODEL_Load(mod, buf, bufend);
330 else if (!memcmp(buf, "DARKPLACESMODEL", 16)) Mod_DARKPLACESMODEL_Load(mod, buf, bufend);
331 else if (!memcmp(buf, "ACTRHEAD", 8)) Mod_PSKMODEL_Load(mod, buf, bufend);
332 else if (strlen(mod->name) >= 4 && !strcmp(mod->name + strlen(mod->name) - 4, ".map")) Mod_MAP_Load(mod, buf, bufend);
333 else if (num == BSPVERSION || num == 30) Mod_Q1BSP_Load(mod, buf, bufend);
334 else Con_Printf("Mod_LoadModel: model \"%s\" is of unknown/unsupported type\n", mod->name);
339 // no fatal errors occurred, so this model is ready to use.
344 // LordHavoc: Sys_Error was *ANNOYING*
345 Con_Printf ("Mod_LoadModel: %s not found\n", mod->name);
350 void Mod_ClearUsed(void)
353 int nummodels = Mem_ExpandableArray_IndexRange(&models);
355 for (i = 0;i < nummodels;i++)
356 if ((mod = (dp_model_t*) Mem_ExpandableArray_RecordAtIndex(&models, i)) && mod->name[0])
360 void Mod_PurgeUnused(void)
363 int nummodels = Mem_ExpandableArray_IndexRange(&models);
365 for (i = 0;i < nummodels;i++)
367 if ((mod = (dp_model_t*) Mem_ExpandableArray_RecordAtIndex(&models, i)) && mod->name[0] && !mod->used)
369 Mod_UnloadModel(mod);
370 Mem_ExpandableArray_FreeRecord(&models, mod);
375 // only used during loading!
376 void Mod_RemoveStaleWorldModels(dp_model_t *skip)
379 int nummodels = Mem_ExpandableArray_IndexRange(&models);
381 for (i = 0;i < nummodels;i++)
383 if ((mod = (dp_model_t*) Mem_ExpandableArray_RecordAtIndex(&models, i)) && mod->isworldmodel && mod->loaded && skip != mod)
385 Mod_UnloadModel(mod);
386 mod->isworldmodel = false;
398 dp_model_t *Mod_FindName(const char *name)
404 // if we're not dedicatd, the renderer calls will crash without video
407 nummodels = Mem_ExpandableArray_IndexRange(&models);
410 Host_Error ("Mod_ForName: NULL name");
412 // search the currently loaded models
413 for (i = 0;i < nummodels;i++)
415 if ((mod = (dp_model_t*) Mem_ExpandableArray_RecordAtIndex(&models, i)) && mod->name[0] && !strcmp(mod->name, name))
422 // no match found, create a new one
423 mod = (dp_model_t *) Mem_ExpandableArray_AllocRecord(&models);
424 strlcpy(mod->name, name, sizeof(mod->name));
434 Loads in a model for the given name
437 dp_model_t *Mod_ForName(const char *name, qboolean crash, qboolean checkdisk, qboolean isworldmodel)
440 model = Mod_FindName(name);
441 if (model->name[0] != '*' && (!model->loaded || checkdisk))
442 Mod_LoadModel(model, crash, checkdisk, isworldmodel);
450 Reloads all models if they have changed
453 void Mod_Reload(void)
456 int nummodels = Mem_ExpandableArray_IndexRange(&models);
458 for (i = 0;i < nummodels;i++)
459 if ((mod = (dp_model_t *) Mem_ExpandableArray_RecordAtIndex(&models, i)) && mod->name[0] && mod->name[0] != '*' && mod->used)
460 Mod_LoadModel(mod, true, true, mod->isworldmodel);
463 unsigned char *mod_base;
466 //=============================================================================
473 static void Mod_Print(void)
476 int nummodels = Mem_ExpandableArray_IndexRange(&models);
479 Con_Print("Loaded models:\n");
480 for (i = 0;i < nummodels;i++)
481 if ((mod = (dp_model_t *) Mem_ExpandableArray_RecordAtIndex(&models, i)) && mod->name[0])
482 Con_Printf("%4iK %s\n", mod->mempool ? (int)((mod->mempool->totalsize + 1023) / 1024) : 0, mod->name);
490 static void Mod_Precache(void)
493 Mod_ForName(Cmd_Argv(1), false, true, cl.worldmodel && !strcasecmp(Cmd_Argv(1), cl.worldmodel->name));
495 Con_Print("usage: modelprecache <filename>\n");
498 int Mod_BuildVertexRemapTableFromElements(int numelements, const int *elements, int numvertices, int *remapvertices)
502 used = (unsigned char *)Mem_Alloc(tempmempool, numvertices);
503 memset(used, 0, numvertices);
504 for (i = 0;i < numelements;i++)
505 used[elements[i]] = 1;
506 for (i = 0, count = 0;i < numvertices;i++)
507 remapvertices[i] = used[i] ? count++ : -1;
513 // fast way, using an edge hash
514 #define TRIANGLEEDGEHASH 8192
515 void Mod_BuildTriangleNeighbors(int *neighbors, const int *elements, int numtriangles)
517 int i, j, p, e1, e2, *n, hashindex, count, match;
519 typedef struct edgehashentry_s
521 struct edgehashentry_s *next;
526 edgehashentry_t *edgehash[TRIANGLEEDGEHASH], *edgehashentries, edgehashentriesbuffer[TRIANGLEEDGEHASH*3], *hash;
527 memset(edgehash, 0, sizeof(edgehash));
528 edgehashentries = edgehashentriesbuffer;
529 // if there are too many triangles for the stack array, allocate larger buffer
530 if (numtriangles > TRIANGLEEDGEHASH)
531 edgehashentries = (edgehashentry_t *)Mem_Alloc(tempmempool, numtriangles * 3 * sizeof(edgehashentry_t));
532 // find neighboring triangles
533 for (i = 0, e = elements, n = neighbors;i < numtriangles;i++, e += 3, n += 3)
535 for (j = 0, p = 2;j < 3;p = j, j++)
539 // this hash index works for both forward and backward edges
540 hashindex = (unsigned int)(e1 + e2) % TRIANGLEEDGEHASH;
541 hash = edgehashentries + i * 3 + j;
542 hash->next = edgehash[hashindex];
543 edgehash[hashindex] = hash;
545 hash->element[0] = e1;
546 hash->element[1] = e2;
549 for (i = 0, e = elements, n = neighbors;i < numtriangles;i++, e += 3, n += 3)
551 for (j = 0, p = 2;j < 3;p = j, j++)
555 // this hash index works for both forward and backward edges
556 hashindex = (unsigned int)(e1 + e2) % TRIANGLEEDGEHASH;
559 for (hash = edgehash[hashindex];hash;hash = hash->next)
561 if (hash->element[0] == e2 && hash->element[1] == e1)
563 if (hash->triangle != i)
564 match = hash->triangle;
567 else if ((hash->element[0] == e1 && hash->element[1] == e2))
570 // detect edges shared by three triangles and make them seams
576 // also send a keepalive here (this can take a while too!)
577 CL_KeepaliveMessage(false);
579 // free the allocated buffer
580 if (edgehashentries != edgehashentriesbuffer)
581 Mem_Free(edgehashentries);
584 // very slow but simple way
585 static int Mod_FindTriangleWithEdge(const int *elements, int numtriangles, int start, int end, int ignore)
590 for (i = 0;i < numtriangles;i++, elements += 3)
592 if ((elements[0] == start && elements[1] == end)
593 || (elements[1] == start && elements[2] == end)
594 || (elements[2] == start && elements[0] == end))
600 else if ((elements[1] == start && elements[0] == end)
601 || (elements[2] == start && elements[1] == end)
602 || (elements[0] == start && elements[2] == end))
605 // detect edges shared by three triangles and make them seams
611 void Mod_BuildTriangleNeighbors(int *neighbors, const int *elements, int numtriangles)
615 for (i = 0, e = elements, n = neighbors;i < numtriangles;i++, e += 3, n += 3)
617 n[0] = Mod_FindTriangleWithEdge(elements, numtriangles, e[1], e[0], i);
618 n[1] = Mod_FindTriangleWithEdge(elements, numtriangles, e[2], e[1], i);
619 n[2] = Mod_FindTriangleWithEdge(elements, numtriangles, e[0], e[2], i);
624 void Mod_ValidateElements(int *elements, int numtriangles, int firstvertex, int numverts, const char *filename, int fileline)
626 int i, warned = false, endvertex = firstvertex + numverts;
627 for (i = 0;i < numtriangles * 3;i++)
629 if (elements[i] < firstvertex || elements[i] >= endvertex)
634 Con_Printf("Mod_ValidateElements: out of bounds elements detected at %s:%d\n", filename, fileline);
636 elements[i] = firstvertex;
641 // warning: this is an expensive function!
642 void Mod_BuildNormals(int firstvertex, int numvertices, int numtriangles, const float *vertex3f, const int *elements, float *normal3f, qboolean areaweighting)
649 memset(normal3f + 3 * firstvertex, 0, numvertices * sizeof(float[3]));
650 // process each vertex of each triangle and accumulate the results
651 // use area-averaging, to make triangles with a big area have a bigger
652 // weighting on the vertex normal than triangles with a small area
653 // to do so, just add the 'normals' together (the bigger the area
654 // the greater the length of the normal is
656 for (i = 0; i < numtriangles; i++, element += 3)
659 vertex3f + element[0] * 3,
660 vertex3f + element[1] * 3,
661 vertex3f + element[2] * 3,
666 VectorNormalize(areaNormal);
668 for (j = 0;j < 3;j++)
670 vectorNormal = normal3f + element[j] * 3;
671 vectorNormal[0] += areaNormal[0];
672 vectorNormal[1] += areaNormal[1];
673 vectorNormal[2] += areaNormal[2];
676 // and just normalize the accumulated vertex normal in the end
677 vectorNormal = normal3f + 3 * firstvertex;
678 for (i = 0; i < numvertices; i++, vectorNormal += 3)
679 VectorNormalize(vectorNormal);
682 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)
684 float f, tangentcross[3], v10[3], v20[3], tc10[2], tc20[2];
685 // 79 add/sub/negate/multiply (1 cycle), 1 compare (3 cycle?), total cycles not counting load/store/exchange roughly 82 cycles
686 // 6 add, 28 subtract, 39 multiply, 1 compare, 50% chance of 6 negates
688 // 6 multiply, 9 subtract
689 VectorSubtract(v1, v0, v10);
690 VectorSubtract(v2, v0, v20);
691 normal3f[0] = v20[1] * v10[2] - v20[2] * v10[1];
692 normal3f[1] = v20[2] * v10[0] - v20[0] * v10[2];
693 normal3f[2] = v20[0] * v10[1] - v20[1] * v10[0];
694 // 12 multiply, 10 subtract
695 tc10[1] = tc1[1] - tc0[1];
696 tc20[1] = tc2[1] - tc0[1];
697 svector3f[0] = tc10[1] * v20[0] - tc20[1] * v10[0];
698 svector3f[1] = tc10[1] * v20[1] - tc20[1] * v10[1];
699 svector3f[2] = tc10[1] * v20[2] - tc20[1] * v10[2];
700 tc10[0] = tc1[0] - tc0[0];
701 tc20[0] = tc2[0] - tc0[0];
702 tvector3f[0] = tc10[0] * v20[0] - tc20[0] * v10[0];
703 tvector3f[1] = tc10[0] * v20[1] - tc20[0] * v10[1];
704 tvector3f[2] = tc10[0] * v20[2] - tc20[0] * v10[2];
705 // 12 multiply, 4 add, 6 subtract
706 f = DotProduct(svector3f, normal3f);
707 svector3f[0] -= f * normal3f[0];
708 svector3f[1] -= f * normal3f[1];
709 svector3f[2] -= f * normal3f[2];
710 f = DotProduct(tvector3f, normal3f);
711 tvector3f[0] -= f * normal3f[0];
712 tvector3f[1] -= f * normal3f[1];
713 tvector3f[2] -= f * normal3f[2];
714 // if texture is mapped the wrong way (counterclockwise), the tangents
715 // have to be flipped, this is detected by calculating a normal from the
716 // two tangents, and seeing if it is opposite the surface normal
717 // 9 multiply, 2 add, 3 subtract, 1 compare, 50% chance of: 6 negates
718 CrossProduct(tvector3f, svector3f, tangentcross);
719 if (DotProduct(tangentcross, normal3f) < 0)
721 VectorNegate(svector3f, svector3f);
722 VectorNegate(tvector3f, tvector3f);
726 // warning: this is a very expensive function!
727 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)
730 float sdir[3], tdir[3], normal[3], *sv, *tv;
731 const float *v0, *v1, *v2, *tc0, *tc1, *tc2, *n;
732 float f, tangentcross[3], v10[3], v20[3], tc10[2], tc20[2];
735 memset(svector3f + 3 * firstvertex, 0, numvertices * sizeof(float[3]));
736 memset(tvector3f + 3 * firstvertex, 0, numvertices * sizeof(float[3]));
737 // process each vertex of each triangle and accumulate the results
738 for (tnum = 0, e = elements;tnum < numtriangles;tnum++, e += 3)
740 v0 = vertex3f + e[0] * 3;
741 v1 = vertex3f + e[1] * 3;
742 v2 = vertex3f + e[2] * 3;
743 tc0 = texcoord2f + e[0] * 2;
744 tc1 = texcoord2f + e[1] * 2;
745 tc2 = texcoord2f + e[2] * 2;
747 // 79 add/sub/negate/multiply (1 cycle), 1 compare (3 cycle?), total cycles not counting load/store/exchange roughly 82 cycles
748 // 6 add, 28 subtract, 39 multiply, 1 compare, 50% chance of 6 negates
750 // calculate the edge directions and surface normal
751 // 6 multiply, 9 subtract
752 VectorSubtract(v1, v0, v10);
753 VectorSubtract(v2, v0, v20);
754 normal[0] = v20[1] * v10[2] - v20[2] * v10[1];
755 normal[1] = v20[2] * v10[0] - v20[0] * v10[2];
756 normal[2] = v20[0] * v10[1] - v20[1] * v10[0];
758 // calculate the tangents
759 // 12 multiply, 10 subtract
760 tc10[1] = tc1[1] - tc0[1];
761 tc20[1] = tc2[1] - tc0[1];
762 sdir[0] = tc10[1] * v20[0] - tc20[1] * v10[0];
763 sdir[1] = tc10[1] * v20[1] - tc20[1] * v10[1];
764 sdir[2] = tc10[1] * v20[2] - tc20[1] * v10[2];
765 tc10[0] = tc1[0] - tc0[0];
766 tc20[0] = tc2[0] - tc0[0];
767 tdir[0] = tc10[0] * v20[0] - tc20[0] * v10[0];
768 tdir[1] = tc10[0] * v20[1] - tc20[0] * v10[1];
769 tdir[2] = tc10[0] * v20[2] - tc20[0] * v10[2];
771 // if texture is mapped the wrong way (counterclockwise), the tangents
772 // have to be flipped, this is detected by calculating a normal from the
773 // two tangents, and seeing if it is opposite the surface normal
774 // 9 multiply, 2 add, 3 subtract, 1 compare, 50% chance of: 6 negates
775 CrossProduct(tdir, sdir, tangentcross);
776 if (DotProduct(tangentcross, normal) < 0)
778 VectorNegate(sdir, sdir);
779 VectorNegate(tdir, tdir);
784 VectorNormalize(sdir);
785 VectorNormalize(tdir);
787 for (i = 0;i < 3;i++)
789 VectorAdd(svector3f + e[i]*3, sdir, svector3f + e[i]*3);
790 VectorAdd(tvector3f + e[i]*3, tdir, tvector3f + e[i]*3);
793 // make the tangents completely perpendicular to the surface normal, and
794 // then normalize them
795 // 16 assignments, 2 divide, 2 sqrt, 2 negates, 14 adds, 24 multiplies
796 for (i = 0, sv = svector3f + 3 * firstvertex, tv = tvector3f + 3 * firstvertex, n = normal3f + 3 * firstvertex;i < numvertices;i++, sv += 3, tv += 3, n += 3)
798 f = -DotProduct(sv, n);
799 VectorMA(sv, f, n, sv);
801 f = -DotProduct(tv, n);
802 VectorMA(tv, f, n, tv);
807 void Mod_AllocSurfMesh(mempool_t *mempool, int numvertices, int numtriangles, qboolean lightmapoffsets, qboolean vertexcolors, qboolean neighbors)
810 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));
811 loadmodel->surfmesh.num_vertices = numvertices;
812 loadmodel->surfmesh.num_triangles = numtriangles;
813 if (loadmodel->surfmesh.num_vertices)
815 loadmodel->surfmesh.data_vertex3f = (float *)data, data += sizeof(float[3]) * loadmodel->surfmesh.num_vertices;
816 loadmodel->surfmesh.data_svector3f = (float *)data, data += sizeof(float[3]) * loadmodel->surfmesh.num_vertices;
817 loadmodel->surfmesh.data_tvector3f = (float *)data, data += sizeof(float[3]) * loadmodel->surfmesh.num_vertices;
818 loadmodel->surfmesh.data_normal3f = (float *)data, data += sizeof(float[3]) * loadmodel->surfmesh.num_vertices;
819 loadmodel->surfmesh.data_texcoordtexture2f = (float *)data, data += sizeof(float[2]) * loadmodel->surfmesh.num_vertices;
820 loadmodel->surfmesh.data_texcoordlightmap2f = (float *)data, data += sizeof(float[2]) * loadmodel->surfmesh.num_vertices;
822 loadmodel->surfmesh.data_lightmapcolor4f = (float *)data, data += sizeof(float[4]) * loadmodel->surfmesh.num_vertices;
824 loadmodel->surfmesh.data_lightmapoffsets = (int *)data, data += sizeof(int) * loadmodel->surfmesh.num_vertices;
826 if (loadmodel->surfmesh.num_triangles)
828 loadmodel->surfmesh.data_element3i = (int *)data, data += sizeof(int[3]) * loadmodel->surfmesh.num_triangles;
830 loadmodel->surfmesh.data_neighbor3i = (int *)data, data += sizeof(int[3]) * loadmodel->surfmesh.num_triangles;
831 if (loadmodel->surfmesh.num_vertices <= 65536)
832 loadmodel->surfmesh.data_element3s = (unsigned short *)data, data += sizeof(unsigned short[3]) * loadmodel->surfmesh.num_triangles;
836 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)
838 shadowmesh_t *newmesh;
841 size = sizeof(shadowmesh_t);
842 size += maxverts * sizeof(float[3]);
844 size += maxverts * sizeof(float[11]);
845 size += maxtriangles * sizeof(int[3]);
846 if (maxverts <= 65536)
847 size += maxtriangles * sizeof(unsigned short[3]);
849 size += maxtriangles * sizeof(int[3]);
851 size += SHADOWMESHVERTEXHASH * sizeof(shadowmeshvertexhash_t *) + maxverts * sizeof(shadowmeshvertexhash_t);
852 data = (unsigned char *)Mem_Alloc(mempool, size);
853 newmesh = (shadowmesh_t *)data;data += sizeof(*newmesh);
854 newmesh->map_diffuse = map_diffuse;
855 newmesh->map_specular = map_specular;
856 newmesh->map_normal = map_normal;
857 newmesh->maxverts = maxverts;
858 newmesh->maxtriangles = maxtriangles;
859 newmesh->numverts = 0;
860 newmesh->numtriangles = 0;
862 newmesh->vertex3f = (float *)data;data += maxverts * sizeof(float[3]);
865 newmesh->svector3f = (float *)data;data += maxverts * sizeof(float[3]);
866 newmesh->tvector3f = (float *)data;data += maxverts * sizeof(float[3]);
867 newmesh->normal3f = (float *)data;data += maxverts * sizeof(float[3]);
868 newmesh->texcoord2f = (float *)data;data += maxverts * sizeof(float[2]);
870 newmesh->element3i = (int *)data;data += maxtriangles * sizeof(int[3]);
873 newmesh->neighbor3i = (int *)data;data += maxtriangles * sizeof(int[3]);
877 newmesh->vertexhashtable = (shadowmeshvertexhash_t **)data;data += SHADOWMESHVERTEXHASH * sizeof(shadowmeshvertexhash_t *);
878 newmesh->vertexhashentries = (shadowmeshvertexhash_t *)data;data += maxverts * sizeof(shadowmeshvertexhash_t);
880 if (maxverts <= 65536)
881 newmesh->element3s = (unsigned short *)data;data += maxtriangles * sizeof(unsigned short[3]);
885 shadowmesh_t *Mod_ShadowMesh_ReAlloc(mempool_t *mempool, shadowmesh_t *oldmesh, int light, int neighbors)
887 shadowmesh_t *newmesh;
888 newmesh = Mod_ShadowMesh_Alloc(mempool, oldmesh->numverts, oldmesh->numtriangles, oldmesh->map_diffuse, oldmesh->map_specular, oldmesh->map_normal, light, neighbors, false);
889 newmesh->numverts = oldmesh->numverts;
890 newmesh->numtriangles = oldmesh->numtriangles;
892 memcpy(newmesh->vertex3f, oldmesh->vertex3f, oldmesh->numverts * sizeof(float[3]));
893 if (newmesh->svector3f && oldmesh->svector3f)
895 memcpy(newmesh->svector3f, oldmesh->svector3f, oldmesh->numverts * sizeof(float[3]));
896 memcpy(newmesh->tvector3f, oldmesh->tvector3f, oldmesh->numverts * sizeof(float[3]));
897 memcpy(newmesh->normal3f, oldmesh->normal3f, oldmesh->numverts * sizeof(float[3]));
898 memcpy(newmesh->texcoord2f, oldmesh->texcoord2f, oldmesh->numverts * sizeof(float[2]));
900 memcpy(newmesh->element3i, oldmesh->element3i, oldmesh->numtriangles * sizeof(int[3]));
901 if (newmesh->neighbor3i && oldmesh->neighbor3i)
902 memcpy(newmesh->neighbor3i, oldmesh->neighbor3i, oldmesh->numtriangles * sizeof(int[3]));
906 int Mod_ShadowMesh_AddVertex(shadowmesh_t *mesh, float *vertex14f)
909 shadowmeshvertexhash_t *hash;
910 // this uses prime numbers intentionally
911 hashindex = (unsigned int) (vertex14f[0] * 2003 + vertex14f[1] * 4001 + vertex14f[2] * 7919) % SHADOWMESHVERTEXHASH;
912 for (hash = mesh->vertexhashtable[hashindex];hash;hash = hash->next)
914 vnum = (hash - mesh->vertexhashentries);
915 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]))
916 && (mesh->svector3f == NULL || (mesh->svector3f[vnum * 3 + 0] == vertex14f[3] && mesh->svector3f[vnum * 3 + 1] == vertex14f[4] && mesh->svector3f[vnum * 3 + 2] == vertex14f[5]))
917 && (mesh->tvector3f == NULL || (mesh->tvector3f[vnum * 3 + 0] == vertex14f[6] && mesh->tvector3f[vnum * 3 + 1] == vertex14f[7] && mesh->tvector3f[vnum * 3 + 2] == vertex14f[8]))
918 && (mesh->normal3f == NULL || (mesh->normal3f[vnum * 3 + 0] == vertex14f[9] && mesh->normal3f[vnum * 3 + 1] == vertex14f[10] && mesh->normal3f[vnum * 3 + 2] == vertex14f[11]))
919 && (mesh->texcoord2f == NULL || (mesh->texcoord2f[vnum * 2 + 0] == vertex14f[12] && mesh->texcoord2f[vnum * 2 + 1] == vertex14f[13])))
920 return hash - mesh->vertexhashentries;
922 vnum = mesh->numverts++;
923 hash = mesh->vertexhashentries + vnum;
924 hash->next = mesh->vertexhashtable[hashindex];
925 mesh->vertexhashtable[hashindex] = hash;
926 if (mesh->vertex3f) {mesh->vertex3f[vnum * 3 + 0] = vertex14f[0];mesh->vertex3f[vnum * 3 + 1] = vertex14f[1];mesh->vertex3f[vnum * 3 + 2] = vertex14f[2];}
927 if (mesh->svector3f) {mesh->svector3f[vnum * 3 + 0] = vertex14f[3];mesh->svector3f[vnum * 3 + 1] = vertex14f[4];mesh->svector3f[vnum * 3 + 2] = vertex14f[5];}
928 if (mesh->tvector3f) {mesh->tvector3f[vnum * 3 + 0] = vertex14f[6];mesh->tvector3f[vnum * 3 + 1] = vertex14f[7];mesh->tvector3f[vnum * 3 + 2] = vertex14f[8];}
929 if (mesh->normal3f) {mesh->normal3f[vnum * 3 + 0] = vertex14f[9];mesh->normal3f[vnum * 3 + 1] = vertex14f[10];mesh->normal3f[vnum * 3 + 2] = vertex14f[11];}
930 if (mesh->texcoord2f) {mesh->texcoord2f[vnum * 2 + 0] = vertex14f[12];mesh->texcoord2f[vnum * 2 + 1] = vertex14f[13];}
934 void Mod_ShadowMesh_AddTriangle(mempool_t *mempool, shadowmesh_t *mesh, rtexture_t *map_diffuse, rtexture_t *map_specular, rtexture_t *map_normal, float *vertex14f)
936 if (mesh->numtriangles == 0)
938 // set the properties on this empty mesh to be more favorable...
939 // (note: this case only occurs for the first triangle added to a new mesh chain)
940 mesh->map_diffuse = map_diffuse;
941 mesh->map_specular = map_specular;
942 mesh->map_normal = map_normal;
944 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)
946 if (mesh->next == NULL)
947 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);
950 mesh->element3i[mesh->numtriangles * 3 + 0] = Mod_ShadowMesh_AddVertex(mesh, vertex14f + 14 * 0);
951 mesh->element3i[mesh->numtriangles * 3 + 1] = Mod_ShadowMesh_AddVertex(mesh, vertex14f + 14 * 1);
952 mesh->element3i[mesh->numtriangles * 3 + 2] = Mod_ShadowMesh_AddVertex(mesh, vertex14f + 14 * 2);
953 mesh->numtriangles++;
956 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)
959 float vbuf[3*14], *v;
960 memset(vbuf, 0, sizeof(vbuf));
961 for (i = 0;i < numtris;i++)
963 for (j = 0, v = vbuf;j < 3;j++, v += 14)
968 v[0] = vertex3f[e * 3 + 0];
969 v[1] = vertex3f[e * 3 + 1];
970 v[2] = vertex3f[e * 3 + 2];
974 v[3] = svector3f[e * 3 + 0];
975 v[4] = svector3f[e * 3 + 1];
976 v[5] = svector3f[e * 3 + 2];
980 v[6] = tvector3f[e * 3 + 0];
981 v[7] = tvector3f[e * 3 + 1];
982 v[8] = tvector3f[e * 3 + 2];
986 v[9] = normal3f[e * 3 + 0];
987 v[10] = normal3f[e * 3 + 1];
988 v[11] = normal3f[e * 3 + 2];
992 v[12] = texcoord2f[e * 2 + 0];
993 v[13] = texcoord2f[e * 2 + 1];
996 Mod_ShadowMesh_AddTriangle(mempool, mesh, map_diffuse, map_specular, map_normal, vbuf);
999 // the triangle calculation can take a while, so let's do a keepalive here
1000 CL_KeepaliveMessage(false);
1003 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)
1005 // the preparation before shadow mesh initialization can take a while, so let's do a keepalive here
1006 CL_KeepaliveMessage(false);
1008 return Mod_ShadowMesh_Alloc(mempool, maxverts, maxtriangles, map_diffuse, map_specular, map_normal, light, neighbors, expandable);
1011 static void Mod_ShadowMesh_CreateVBOs(shadowmesh_t *mesh)
1013 if (!gl_support_arb_vertex_buffer_object)
1016 // element buffer is easy because it's just one array
1017 if (mesh->numtriangles)
1019 if (mesh->element3s)
1020 mesh->ebo3s = R_Mesh_CreateStaticBufferObject(GL_ELEMENT_ARRAY_BUFFER_ARB, mesh->element3s, mesh->numtriangles * sizeof(unsigned short[3]), "shadowmesh");
1022 mesh->ebo3i = R_Mesh_CreateStaticBufferObject(GL_ELEMENT_ARRAY_BUFFER_ARB, mesh->element3i, mesh->numtriangles * sizeof(unsigned int[3]), "shadowmesh");
1025 // vertex buffer is several arrays and we put them in the same buffer
1027 // is this wise? the texcoordtexture2f array is used with dynamic
1028 // vertex/svector/tvector/normal when rendering animated models, on the
1029 // other hand animated models don't use a lot of vertices anyway...
1035 mesh->vbooffset_vertex3f = size;if (mesh->vertex3f ) size += mesh->numverts * sizeof(float[3]);
1036 mesh->vbooffset_svector3f = size;if (mesh->svector3f ) size += mesh->numverts * sizeof(float[3]);
1037 mesh->vbooffset_tvector3f = size;if (mesh->tvector3f ) size += mesh->numverts * sizeof(float[3]);
1038 mesh->vbooffset_normal3f = size;if (mesh->normal3f ) size += mesh->numverts * sizeof(float[3]);
1039 mesh->vbooffset_texcoord2f = size;if (mesh->texcoord2f ) size += mesh->numverts * sizeof(float[2]);
1040 mem = (unsigned char *)Mem_Alloc(tempmempool, size);
1041 if (mesh->vertex3f ) memcpy(mem + mesh->vbooffset_vertex3f , mesh->vertex3f , mesh->numverts * sizeof(float[3]));
1042 if (mesh->svector3f ) memcpy(mem + mesh->vbooffset_svector3f , mesh->svector3f , mesh->numverts * sizeof(float[3]));
1043 if (mesh->tvector3f ) memcpy(mem + mesh->vbooffset_tvector3f , mesh->tvector3f , mesh->numverts * sizeof(float[3]));
1044 if (mesh->normal3f ) memcpy(mem + mesh->vbooffset_normal3f , mesh->normal3f , mesh->numverts * sizeof(float[3]));
1045 if (mesh->texcoord2f ) memcpy(mem + mesh->vbooffset_texcoord2f , mesh->texcoord2f , mesh->numverts * sizeof(float[2]));
1046 mesh->vbo = R_Mesh_CreateStaticBufferObject(GL_ARRAY_BUFFER_ARB, mem, size, "shadowmesh");
1051 shadowmesh_t *Mod_ShadowMesh_Finish(mempool_t *mempool, shadowmesh_t *firstmesh, qboolean light, qboolean neighbors, qboolean createvbo)
1053 shadowmesh_t *mesh, *newmesh, *nextmesh;
1054 // reallocate meshs to conserve space
1055 for (mesh = firstmesh, firstmesh = NULL;mesh;mesh = nextmesh)
1057 nextmesh = mesh->next;
1058 if (mesh->numverts >= 3 && mesh->numtriangles >= 1)
1060 newmesh = Mod_ShadowMesh_ReAlloc(mempool, mesh, light, neighbors);
1061 newmesh->next = firstmesh;
1062 firstmesh = newmesh;
1063 if (newmesh->element3s)
1066 for (i = 0;i < newmesh->numtriangles*3;i++)
1067 newmesh->element3s[i] = newmesh->element3i[i];
1070 Mod_ShadowMesh_CreateVBOs(newmesh);
1075 // this can take a while, so let's do a keepalive here
1076 CL_KeepaliveMessage(false);
1081 void Mod_ShadowMesh_CalcBBox(shadowmesh_t *firstmesh, vec3_t mins, vec3_t maxs, vec3_t center, float *radius)
1085 vec3_t nmins, nmaxs, ncenter, temp;
1086 float nradius2, dist2, *v;
1090 for (mesh = firstmesh;mesh;mesh = mesh->next)
1092 if (mesh == firstmesh)
1094 VectorCopy(mesh->vertex3f, nmins);
1095 VectorCopy(mesh->vertex3f, nmaxs);
1097 for (i = 0, v = mesh->vertex3f;i < mesh->numverts;i++, v += 3)
1099 if (nmins[0] > v[0]) nmins[0] = v[0];if (nmaxs[0] < v[0]) nmaxs[0] = v[0];
1100 if (nmins[1] > v[1]) nmins[1] = v[1];if (nmaxs[1] < v[1]) nmaxs[1] = v[1];
1101 if (nmins[2] > v[2]) nmins[2] = v[2];if (nmaxs[2] < v[2]) nmaxs[2] = v[2];
1104 // calculate center and radius
1105 ncenter[0] = (nmins[0] + nmaxs[0]) * 0.5f;
1106 ncenter[1] = (nmins[1] + nmaxs[1]) * 0.5f;
1107 ncenter[2] = (nmins[2] + nmaxs[2]) * 0.5f;
1109 for (mesh = firstmesh;mesh;mesh = mesh->next)
1111 for (i = 0, v = mesh->vertex3f;i < mesh->numverts;i++, v += 3)
1113 VectorSubtract(v, ncenter, temp);
1114 dist2 = DotProduct(temp, temp);
1115 if (nradius2 < dist2)
1121 VectorCopy(nmins, mins);
1123 VectorCopy(nmaxs, maxs);
1125 VectorCopy(ncenter, center);
1127 *radius = sqrt(nradius2);
1130 void Mod_ShadowMesh_Free(shadowmesh_t *mesh)
1132 shadowmesh_t *nextmesh;
1133 for (;mesh;mesh = nextmesh)
1136 R_Mesh_DestroyBufferObject(mesh->ebo3i);
1138 R_Mesh_DestroyBufferObject(mesh->ebo3s);
1140 R_Mesh_DestroyBufferObject(mesh->vbo);
1141 nextmesh = mesh->next;
1146 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)
1151 if (ix >= 0 && iy >= 0 && ix < imagewidth && iy < imageheight)
1152 v[2] = (imagepixels[((iy*imagewidth)+ix)*4+0] + imagepixels[((iy*imagewidth)+ix)*4+1] + imagepixels[((iy*imagewidth)+ix)*4+2]) * (1.0f / 765.0f);
1155 Matrix4x4_Transform(pixelstepmatrix, v, vertex3f);
1156 Matrix4x4_Transform(pixeltexturestepmatrix, v, tc);
1157 texcoord2f[0] = tc[0];
1158 texcoord2f[1] = tc[1];
1161 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)
1163 float vup[3], vdown[3], vleft[3], vright[3];
1164 float tcup[3], tcdown[3], tcleft[3], tcright[3];
1165 float sv[3], tv[3], nl[3];
1166 Mod_GetTerrainVertex3fTexCoord2fFromBGRA(imagepixels, imagewidth, imageheight, ix, iy, vertex3f, texcoord2f, pixelstepmatrix, pixeltexturestepmatrix);
1167 Mod_GetTerrainVertex3fTexCoord2fFromBGRA(imagepixels, imagewidth, imageheight, ix, iy - 1, vup, tcup, pixelstepmatrix, pixeltexturestepmatrix);
1168 Mod_GetTerrainVertex3fTexCoord2fFromBGRA(imagepixels, imagewidth, imageheight, ix, iy + 1, vdown, tcdown, pixelstepmatrix, pixeltexturestepmatrix);
1169 Mod_GetTerrainVertex3fTexCoord2fFromBGRA(imagepixels, imagewidth, imageheight, ix - 1, iy, vleft, tcleft, pixelstepmatrix, pixeltexturestepmatrix);
1170 Mod_GetTerrainVertex3fTexCoord2fFromBGRA(imagepixels, imagewidth, imageheight, ix + 1, iy, vright, tcright, pixelstepmatrix, pixeltexturestepmatrix);
1171 Mod_BuildBumpVectors(vertex3f, vup, vright, texcoord2f, tcup, tcright, svector3f, tvector3f, normal3f);
1172 Mod_BuildBumpVectors(vertex3f, vright, vdown, texcoord2f, tcright, tcdown, sv, tv, nl);
1173 VectorAdd(svector3f, sv, svector3f);
1174 VectorAdd(tvector3f, tv, tvector3f);
1175 VectorAdd(normal3f, nl, normal3f);
1176 Mod_BuildBumpVectors(vertex3f, vdown, vleft, texcoord2f, tcdown, tcleft, sv, tv, nl);
1177 VectorAdd(svector3f, sv, svector3f);
1178 VectorAdd(tvector3f, tv, tvector3f);
1179 VectorAdd(normal3f, nl, normal3f);
1180 Mod_BuildBumpVectors(vertex3f, vleft, vup, texcoord2f, tcleft, tcup, sv, tv, nl);
1181 VectorAdd(svector3f, sv, svector3f);
1182 VectorAdd(tvector3f, tv, tvector3f);
1183 VectorAdd(normal3f, nl, normal3f);
1186 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)
1188 int x, y, ix, iy, *e;
1190 for (y = 0;y < height;y++)
1192 for (x = 0;x < width;x++)
1194 e[0] = (y + 1) * (width + 1) + (x + 0);
1195 e[1] = (y + 0) * (width + 1) + (x + 0);
1196 e[2] = (y + 1) * (width + 1) + (x + 1);
1197 e[3] = (y + 0) * (width + 1) + (x + 0);
1198 e[4] = (y + 0) * (width + 1) + (x + 1);
1199 e[5] = (y + 1) * (width + 1) + (x + 1);
1203 Mod_BuildTriangleNeighbors(neighbor3i, element3i, width*height*2);
1204 for (y = 0, iy = y1;y < height + 1;y++, iy++)
1205 for (x = 0, ix = x1;x < width + 1;x++, ix++, vertex3f += 3, texcoord2f += 2, svector3f += 3, tvector3f += 3, normal3f += 3)
1206 Mod_GetTerrainVertexFromBGRA(imagepixels, imagewidth, imageheight, ix, iy, vertex3f, texcoord2f, svector3f, tvector3f, normal3f, pixelstepmatrix, pixeltexturestepmatrix);
1209 q3wavefunc_t Mod_LoadQ3Shaders_EnumerateWaveFunc(const char *s)
1211 if (!strcasecmp(s, "sin")) return Q3WAVEFUNC_SIN;
1212 if (!strcasecmp(s, "square")) return Q3WAVEFUNC_SQUARE;
1213 if (!strcasecmp(s, "triangle")) return Q3WAVEFUNC_TRIANGLE;
1214 if (!strcasecmp(s, "sawtooth")) return Q3WAVEFUNC_SAWTOOTH;
1215 if (!strcasecmp(s, "inversesawtooth")) return Q3WAVEFUNC_INVERSESAWTOOTH;
1216 if (!strcasecmp(s, "noise")) return Q3WAVEFUNC_NOISE;
1217 Con_DPrintf("Mod_LoadQ3Shaders: unknown wavefunc %s\n", s);
1218 return Q3WAVEFUNC_NONE;
1221 static void Q3Shaders_Clear()
1223 /* Just clear out everything... */
1224 Mem_FreePool (&q3shaders_mem);
1225 /* ...and alloc the structs again. */
1226 q3shaders_mem = Mem_AllocPool("q3shaders", 0, NULL);
1227 q3shader_data = (q3shader_data_t*)Mem_Alloc (q3shaders_mem,
1228 sizeof (q3shader_data_t));
1229 Mem_ExpandableArray_NewArray (&q3shader_data->hash_entries,
1230 q3shaders_mem, sizeof (q3shader_hash_entry_t), 256);
1231 Mem_ExpandableArray_NewArray (&q3shader_data->char_ptrs,
1232 q3shaders_mem, sizeof (char**), 256);
1235 static void Q3Shader_AddToHash (q3shaderinfo_t* shader)
1237 unsigned short hash = CRC_Block_CaseInsensitive ((const unsigned char *)shader->name, strlen (shader->name));
1238 q3shader_hash_entry_t* entry = q3shader_data->hash + (hash % Q3SHADER_HASH_SIZE);
1239 q3shader_hash_entry_t* lastEntry = NULL;
1240 while (entry != NULL)
1242 if (strcasecmp (entry->shader.name, shader->name) == 0)
1244 Con_Printf("Shader '%s' already defined\n", shader->name);
1248 entry = entry->chain;
1252 if (lastEntry->shader.name[0] != 0)
1255 q3shader_hash_entry_t* newEntry = (q3shader_hash_entry_t*)
1256 Mem_ExpandableArray_AllocRecord (&q3shader_data->hash_entries);
1258 while (lastEntry->chain != NULL) lastEntry = lastEntry->chain;
1259 lastEntry->chain = newEntry;
1260 newEntry->chain = NULL;
1261 lastEntry = newEntry;
1263 /* else: head of chain, in hash entry array */
1266 memcpy (&entry->shader, shader, sizeof (q3shaderinfo_t));
1269 extern cvar_t r_picmipworld;
1270 void Mod_LoadQ3Shaders(void)
1277 q3shaderinfo_t shader;
1278 q3shaderinfo_layer_t *layer;
1280 char parameter[TEXTURE_MAXFRAMES + 4][Q3PATHLENGTH];
1284 search = FS_Search("scripts/*.shader", true, false);
1287 for (fileindex = 0;fileindex < search->numfilenames;fileindex++)
1289 text = f = (char *)FS_LoadFile(search->filenames[fileindex], tempmempool, false, NULL);
1292 while (COM_ParseToken_QuakeC(&text, false))
1294 memset (&shader, 0, sizeof(shader));
1295 shader.reflectmin = 0;
1296 shader.reflectmax = 1;
1297 shader.refractfactor = 1;
1298 Vector4Set(shader.refractcolor4f, 1, 1, 1, 1);
1299 shader.reflectfactor = 1;
1300 Vector4Set(shader.reflectcolor4f, 1, 1, 1, 1);
1301 shader.r_water_wateralpha = 1;
1303 strlcpy(shader.name, com_token, sizeof(shader.name));
1304 if (!COM_ParseToken_QuakeC(&text, false) || strcasecmp(com_token, "{"))
1306 Con_Printf("%s parsing error - expected \"{\", found \"%s\"\n", search->filenames[fileindex], com_token);
1309 while (COM_ParseToken_QuakeC(&text, false))
1311 if (!strcasecmp(com_token, "}"))
1313 if (!strcasecmp(com_token, "{"))
1315 static q3shaderinfo_layer_t dummy;
1316 if (shader.numlayers < Q3SHADER_MAXLAYERS)
1318 layer = shader.layers + shader.numlayers++;
1322 // parse and process it anyway, just don't store it (so a map $lightmap or such stuff still is found)
1323 memset(&dummy, 0, sizeof(dummy));
1326 layer->rgbgen.rgbgen = Q3RGBGEN_IDENTITY;
1327 layer->alphagen.alphagen = Q3ALPHAGEN_IDENTITY;
1328 layer->tcgen.tcgen = Q3TCGEN_TEXTURE;
1329 layer->blendfunc[0] = GL_ONE;
1330 layer->blendfunc[1] = GL_ZERO;
1331 while (COM_ParseToken_QuakeC(&text, false))
1333 if (!strcasecmp(com_token, "}"))
1335 if (!strcasecmp(com_token, "\n"))
1338 for (j = 0;strcasecmp(com_token, "\n") && strcasecmp(com_token, "}");j++)
1340 if (j < TEXTURE_MAXFRAMES + 4)
1342 strlcpy(parameter[j], com_token, sizeof(parameter[j]));
1343 numparameters = j + 1;
1345 if (!COM_ParseToken_QuakeC(&text, true))
1348 for (j = numparameters;j < TEXTURE_MAXFRAMES + 4;j++)
1349 parameter[j][0] = 0;
1350 if (developer.integer >= 100)
1352 Con_Printf("%s %i: ", shader.name, shader.numlayers - 1);
1353 for (j = 0;j < numparameters;j++)
1354 Con_Printf(" %s", parameter[j]);
1357 if (numparameters >= 2 && !strcasecmp(parameter[0], "blendfunc"))
1359 if (numparameters == 2)
1361 if (!strcasecmp(parameter[1], "add"))
1363 layer->blendfunc[0] = GL_ONE;
1364 layer->blendfunc[1] = GL_ONE;
1366 else if (!strcasecmp(parameter[1], "filter"))
1368 layer->blendfunc[0] = GL_DST_COLOR;
1369 layer->blendfunc[1] = GL_ZERO;
1371 else if (!strcasecmp(parameter[1], "blend"))
1373 layer->blendfunc[0] = GL_SRC_ALPHA;
1374 layer->blendfunc[1] = GL_ONE_MINUS_SRC_ALPHA;
1377 else if (numparameters == 3)
1380 for (k = 0;k < 2;k++)
1382 if (!strcasecmp(parameter[k+1], "GL_ONE"))
1383 layer->blendfunc[k] = GL_ONE;
1384 else if (!strcasecmp(parameter[k+1], "GL_ZERO"))
1385 layer->blendfunc[k] = GL_ZERO;
1386 else if (!strcasecmp(parameter[k+1], "GL_SRC_COLOR"))
1387 layer->blendfunc[k] = GL_SRC_COLOR;
1388 else if (!strcasecmp(parameter[k+1], "GL_SRC_ALPHA"))
1389 layer->blendfunc[k] = GL_SRC_ALPHA;
1390 else if (!strcasecmp(parameter[k+1], "GL_DST_COLOR"))
1391 layer->blendfunc[k] = GL_DST_COLOR;
1392 else if (!strcasecmp(parameter[k+1], "GL_DST_ALPHA"))
1393 layer->blendfunc[k] = GL_ONE_MINUS_DST_ALPHA;
1394 else if (!strcasecmp(parameter[k+1], "GL_ONE_MINUS_SRC_COLOR"))
1395 layer->blendfunc[k] = GL_ONE_MINUS_SRC_COLOR;
1396 else if (!strcasecmp(parameter[k+1], "GL_ONE_MINUS_SRC_ALPHA"))
1397 layer->blendfunc[k] = GL_ONE_MINUS_SRC_ALPHA;
1398 else if (!strcasecmp(parameter[k+1], "GL_ONE_MINUS_DST_COLOR"))
1399 layer->blendfunc[k] = GL_ONE_MINUS_DST_COLOR;
1400 else if (!strcasecmp(parameter[k+1], "GL_ONE_MINUS_DST_ALPHA"))
1401 layer->blendfunc[k] = GL_ONE_MINUS_DST_ALPHA;
1403 layer->blendfunc[k] = GL_ONE; // default in case of parsing error
1407 if (numparameters >= 2 && !strcasecmp(parameter[0], "alphafunc"))
1408 layer->alphatest = true;
1409 if (numparameters >= 2 && (!strcasecmp(parameter[0], "map") || !strcasecmp(parameter[0], "clampmap")))
1411 if (!strcasecmp(parameter[0], "clampmap"))
1412 layer->clampmap = true;
1413 layer->numframes = 1;
1414 layer->framerate = 1;
1415 layer->texturename = (char**)Mem_ExpandableArray_AllocRecord (
1416 &q3shader_data->char_ptrs);
1417 layer->texturename[0] = Mem_strdup (q3shaders_mem, parameter[1]);
1418 if (!strcasecmp(parameter[1], "$lightmap"))
1419 shader.lighting = true;
1421 else if (numparameters >= 3 && (!strcasecmp(parameter[0], "animmap") || !strcasecmp(parameter[0], "animclampmap")))
1424 layer->numframes = min(numparameters - 2, TEXTURE_MAXFRAMES);
1425 layer->framerate = atof(parameter[1]);
1426 layer->texturename = (char **) Mem_Alloc (q3shaders_mem, sizeof (char*) * layer->numframes);
1427 for (i = 0;i < layer->numframes;i++)
1428 layer->texturename[i] = Mem_strdup (q3shaders_mem, parameter[i + 2]);
1430 else if (numparameters >= 2 && !strcasecmp(parameter[0], "rgbgen"))
1433 for (i = 0;i < numparameters - 2 && i < Q3RGBGEN_MAXPARMS;i++)
1434 layer->rgbgen.parms[i] = atof(parameter[i+2]);
1435 if (!strcasecmp(parameter[1], "identity")) layer->rgbgen.rgbgen = Q3RGBGEN_IDENTITY;
1436 else if (!strcasecmp(parameter[1], "const")) layer->rgbgen.rgbgen = Q3RGBGEN_CONST;
1437 else if (!strcasecmp(parameter[1], "entity")) layer->rgbgen.rgbgen = Q3RGBGEN_ENTITY;
1438 else if (!strcasecmp(parameter[1], "exactvertex")) layer->rgbgen.rgbgen = Q3RGBGEN_EXACTVERTEX;
1439 else if (!strcasecmp(parameter[1], "identitylighting")) layer->rgbgen.rgbgen = Q3RGBGEN_IDENTITYLIGHTING;
1440 else if (!strcasecmp(parameter[1], "lightingdiffuse")) layer->rgbgen.rgbgen = Q3RGBGEN_LIGHTINGDIFFUSE;
1441 else if (!strcasecmp(parameter[1], "oneminusentity")) layer->rgbgen.rgbgen = Q3RGBGEN_ONEMINUSENTITY;
1442 else if (!strcasecmp(parameter[1], "oneminusvertex")) layer->rgbgen.rgbgen = Q3RGBGEN_ONEMINUSVERTEX;
1443 else if (!strcasecmp(parameter[1], "vertex")) layer->rgbgen.rgbgen = Q3RGBGEN_VERTEX;
1444 else if (!strcasecmp(parameter[1], "wave"))
1446 layer->rgbgen.rgbgen = Q3RGBGEN_WAVE;
1447 layer->rgbgen.wavefunc = Mod_LoadQ3Shaders_EnumerateWaveFunc(parameter[2]);
1448 for (i = 0;i < numparameters - 3 && i < Q3WAVEPARMS;i++)
1449 layer->rgbgen.waveparms[i] = atof(parameter[i+3]);
1451 else Con_DPrintf("%s parsing warning: unknown rgbgen %s\n", search->filenames[fileindex], parameter[1]);
1453 else if (numparameters >= 2 && !strcasecmp(parameter[0], "alphagen"))
1456 for (i = 0;i < numparameters - 2 && i < Q3ALPHAGEN_MAXPARMS;i++)
1457 layer->alphagen.parms[i] = atof(parameter[i+2]);
1458 if (!strcasecmp(parameter[1], "identity")) layer->alphagen.alphagen = Q3ALPHAGEN_IDENTITY;
1459 else if (!strcasecmp(parameter[1], "const")) layer->alphagen.alphagen = Q3ALPHAGEN_CONST;
1460 else if (!strcasecmp(parameter[1], "entity")) layer->alphagen.alphagen = Q3ALPHAGEN_ENTITY;
1461 else if (!strcasecmp(parameter[1], "lightingspecular")) layer->alphagen.alphagen = Q3ALPHAGEN_LIGHTINGSPECULAR;
1462 else if (!strcasecmp(parameter[1], "oneminusentity")) layer->alphagen.alphagen = Q3ALPHAGEN_ONEMINUSENTITY;
1463 else if (!strcasecmp(parameter[1], "oneminusvertex")) layer->alphagen.alphagen = Q3ALPHAGEN_ONEMINUSVERTEX;
1464 else if (!strcasecmp(parameter[1], "portal")) layer->alphagen.alphagen = Q3ALPHAGEN_PORTAL;
1465 else if (!strcasecmp(parameter[1], "vertex")) layer->alphagen.alphagen = Q3ALPHAGEN_VERTEX;
1466 else if (!strcasecmp(parameter[1], "wave"))
1468 layer->alphagen.alphagen = Q3ALPHAGEN_WAVE;
1469 layer->alphagen.wavefunc = Mod_LoadQ3Shaders_EnumerateWaveFunc(parameter[2]);
1470 for (i = 0;i < numparameters - 3 && i < Q3WAVEPARMS;i++)
1471 layer->alphagen.waveparms[i] = atof(parameter[i+3]);
1473 else Con_DPrintf("%s parsing warning: unknown alphagen %s\n", search->filenames[fileindex], parameter[1]);
1475 else if (numparameters >= 2 && (!strcasecmp(parameter[0], "texgen") || !strcasecmp(parameter[0], "tcgen")))
1478 // observed values: tcgen environment
1479 // no other values have been observed in real shaders
1480 for (i = 0;i < numparameters - 2 && i < Q3TCGEN_MAXPARMS;i++)
1481 layer->tcgen.parms[i] = atof(parameter[i+2]);
1482 if (!strcasecmp(parameter[1], "base")) layer->tcgen.tcgen = Q3TCGEN_TEXTURE;
1483 else if (!strcasecmp(parameter[1], "texture")) layer->tcgen.tcgen = Q3TCGEN_TEXTURE;
1484 else if (!strcasecmp(parameter[1], "environment")) layer->tcgen.tcgen = Q3TCGEN_ENVIRONMENT;
1485 else if (!strcasecmp(parameter[1], "lightmap")) layer->tcgen.tcgen = Q3TCGEN_LIGHTMAP;
1486 else if (!strcasecmp(parameter[1], "vector")) layer->tcgen.tcgen = Q3TCGEN_VECTOR;
1487 else Con_DPrintf("%s parsing warning: unknown tcgen mode %s\n", search->filenames[fileindex], parameter[1]);
1489 else if (numparameters >= 2 && !strcasecmp(parameter[0], "tcmod"))
1496 // tcmod stretch sin # # # #
1497 // tcmod stretch triangle # # # #
1498 // tcmod transform # # # # # #
1499 // tcmod turb # # # #
1500 // tcmod turb sin # # # # (this is bogus)
1501 // no other values have been observed in real shaders
1502 for (tcmodindex = 0;tcmodindex < Q3MAXTCMODS;tcmodindex++)
1503 if (!layer->tcmods[tcmodindex].tcmod)
1505 if (tcmodindex < Q3MAXTCMODS)
1507 for (i = 0;i < numparameters - 2 && i < Q3TCMOD_MAXPARMS;i++)
1508 layer->tcmods[tcmodindex].parms[i] = atof(parameter[i+2]);
1509 if (!strcasecmp(parameter[1], "entitytranslate")) layer->tcmods[tcmodindex].tcmod = Q3TCMOD_ENTITYTRANSLATE;
1510 else if (!strcasecmp(parameter[1], "rotate")) layer->tcmods[tcmodindex].tcmod = Q3TCMOD_ROTATE;
1511 else if (!strcasecmp(parameter[1], "scale")) layer->tcmods[tcmodindex].tcmod = Q3TCMOD_SCALE;
1512 else if (!strcasecmp(parameter[1], "scroll")) layer->tcmods[tcmodindex].tcmod = Q3TCMOD_SCROLL;
1513 else if (!strcasecmp(parameter[1], "page")) layer->tcmods[tcmodindex].tcmod = Q3TCMOD_PAGE;
1514 else if (!strcasecmp(parameter[1], "stretch"))
1516 layer->tcmods[tcmodindex].tcmod = Q3TCMOD_STRETCH;
1517 layer->tcmods[tcmodindex].wavefunc = Mod_LoadQ3Shaders_EnumerateWaveFunc(parameter[2]);
1518 for (i = 0;i < numparameters - 3 && i < Q3WAVEPARMS;i++)
1519 layer->tcmods[tcmodindex].waveparms[i] = atof(parameter[i+3]);
1521 else if (!strcasecmp(parameter[1], "transform")) layer->tcmods[tcmodindex].tcmod = Q3TCMOD_TRANSFORM;
1522 else if (!strcasecmp(parameter[1], "turb")) layer->tcmods[tcmodindex].tcmod = Q3TCMOD_TURBULENT;
1523 else Con_DPrintf("%s parsing warning: unknown tcmod mode %s\n", search->filenames[fileindex], parameter[1]);
1526 Con_DPrintf("%s parsing warning: too many tcmods on one layer\n", search->filenames[fileindex]);
1528 // break out a level if it was a closing brace (not using the character here to not confuse vim)
1529 if (!strcasecmp(com_token, "}"))
1532 if (layer->rgbgen.rgbgen == Q3RGBGEN_LIGHTINGDIFFUSE || layer->rgbgen.rgbgen == Q3RGBGEN_VERTEX)
1533 shader.lighting = true;
1534 if (layer->alphagen.alphagen == Q3ALPHAGEN_VERTEX)
1536 if (layer == shader.layers + 0)
1538 // vertex controlled transparency
1539 shader.vertexalpha = true;
1543 // multilayer terrain shader or similar
1544 shader.textureblendalpha = true;
1547 layer->texflags = TEXF_ALPHA | TEXF_PRECACHE;
1548 if (!(shader.surfaceparms & Q3SURFACEPARM_NOMIPMAPS))
1549 layer->texflags |= TEXF_MIPMAP;
1550 if (!(shader.textureflags & Q3TEXTUREFLAG_NOPICMIP))
1551 layer->texflags |= TEXF_PICMIP | TEXF_COMPRESS;
1552 if (layer->clampmap)
1553 layer->texflags |= TEXF_CLAMP;
1557 for (j = 0;strcasecmp(com_token, "\n") && strcasecmp(com_token, "}");j++)
1559 if (j < TEXTURE_MAXFRAMES + 4)
1561 strlcpy(parameter[j], com_token, sizeof(parameter[j]));
1562 numparameters = j + 1;
1564 if (!COM_ParseToken_QuakeC(&text, true))
1567 for (j = numparameters;j < TEXTURE_MAXFRAMES + 4;j++)
1568 parameter[j][0] = 0;
1569 if (fileindex == 0 && !strcasecmp(com_token, "}"))
1571 if (developer.integer >= 100)
1573 Con_Printf("%s: ", shader.name);
1574 for (j = 0;j < numparameters;j++)
1575 Con_Printf(" %s", parameter[j]);
1578 if (numparameters < 1)
1580 if (!strcasecmp(parameter[0], "surfaceparm") && numparameters >= 2)
1582 if (!strcasecmp(parameter[1], "alphashadow"))
1583 shader.surfaceparms |= Q3SURFACEPARM_ALPHASHADOW;
1584 else if (!strcasecmp(parameter[1], "areaportal"))
1585 shader.surfaceparms |= Q3SURFACEPARM_AREAPORTAL;
1586 else if (!strcasecmp(parameter[1], "botclip"))
1587 shader.surfaceparms |= Q3SURFACEPARM_BOTCLIP;
1588 else if (!strcasecmp(parameter[1], "clusterportal"))
1589 shader.surfaceparms |= Q3SURFACEPARM_CLUSTERPORTAL;
1590 else if (!strcasecmp(parameter[1], "detail"))
1591 shader.surfaceparms |= Q3SURFACEPARM_DETAIL;
1592 else if (!strcasecmp(parameter[1], "donotenter"))
1593 shader.surfaceparms |= Q3SURFACEPARM_DONOTENTER;
1594 else if (!strcasecmp(parameter[1], "dust"))
1595 shader.surfaceparms |= Q3SURFACEPARM_DUST;
1596 else if (!strcasecmp(parameter[1], "hint"))
1597 shader.surfaceparms |= Q3SURFACEPARM_HINT;
1598 else if (!strcasecmp(parameter[1], "fog"))
1599 shader.surfaceparms |= Q3SURFACEPARM_FOG;
1600 else if (!strcasecmp(parameter[1], "lava"))
1601 shader.surfaceparms |= Q3SURFACEPARM_LAVA;
1602 else if (!strcasecmp(parameter[1], "lightfilter"))
1603 shader.surfaceparms |= Q3SURFACEPARM_LIGHTFILTER;
1604 else if (!strcasecmp(parameter[1], "lightgrid"))
1605 shader.surfaceparms |= Q3SURFACEPARM_LIGHTGRID;
1606 else if (!strcasecmp(parameter[1], "metalsteps"))
1607 shader.surfaceparms |= Q3SURFACEPARM_METALSTEPS;
1608 else if (!strcasecmp(parameter[1], "nodamage"))
1609 shader.surfaceparms |= Q3SURFACEPARM_NODAMAGE;
1610 else if (!strcasecmp(parameter[1], "nodlight"))
1611 shader.surfaceparms |= Q3SURFACEPARM_NODLIGHT;
1612 else if (!strcasecmp(parameter[1], "nodraw"))
1613 shader.surfaceparms |= Q3SURFACEPARM_NODRAW;
1614 else if (!strcasecmp(parameter[1], "nodrop"))
1615 shader.surfaceparms |= Q3SURFACEPARM_NODROP;
1616 else if (!strcasecmp(parameter[1], "noimpact"))
1617 shader.surfaceparms |= Q3SURFACEPARM_NOIMPACT;
1618 else if (!strcasecmp(parameter[1], "nolightmap"))
1619 shader.surfaceparms |= Q3SURFACEPARM_NOLIGHTMAP;
1620 else if (!strcasecmp(parameter[1], "nomarks"))
1621 shader.surfaceparms |= Q3SURFACEPARM_NOMARKS;
1622 else if (!strcasecmp(parameter[1], "nomipmaps"))
1623 shader.surfaceparms |= Q3SURFACEPARM_NOMIPMAPS;
1624 else if (!strcasecmp(parameter[1], "nonsolid"))
1625 shader.surfaceparms |= Q3SURFACEPARM_NONSOLID;
1626 else if (!strcasecmp(parameter[1], "origin"))
1627 shader.surfaceparms |= Q3SURFACEPARM_ORIGIN;
1628 else if (!strcasecmp(parameter[1], "playerclip"))
1629 shader.surfaceparms |= Q3SURFACEPARM_PLAYERCLIP;
1630 else if (!strcasecmp(parameter[1], "sky"))
1631 shader.surfaceparms |= Q3SURFACEPARM_SKY;
1632 else if (!strcasecmp(parameter[1], "slick"))
1633 shader.surfaceparms |= Q3SURFACEPARM_SLICK;
1634 else if (!strcasecmp(parameter[1], "slime"))
1635 shader.surfaceparms |= Q3SURFACEPARM_SLIME;
1636 else if (!strcasecmp(parameter[1], "structural"))
1637 shader.surfaceparms |= Q3SURFACEPARM_STRUCTURAL;
1638 else if (!strcasecmp(parameter[1], "trans"))
1639 shader.surfaceparms |= Q3SURFACEPARM_TRANS;
1640 else if (!strcasecmp(parameter[1], "water"))
1641 shader.surfaceparms |= Q3SURFACEPARM_WATER;
1642 else if (!strcasecmp(parameter[1], "pointlight"))
1643 shader.surfaceparms |= Q3SURFACEPARM_POINTLIGHT;
1644 else if (!strcasecmp(parameter[1], "antiportal"))
1645 shader.surfaceparms |= Q3SURFACEPARM_ANTIPORTAL;
1647 Con_DPrintf("%s parsing warning: unknown surfaceparm \"%s\"\n", search->filenames[fileindex], parameter[1]);
1649 else if (!strcasecmp(parameter[0], "dpshadow"))
1650 shader.dpshadow = true;
1651 else if (!strcasecmp(parameter[0], "dpnoshadow"))
1652 shader.dpnoshadow = true;
1653 else if (!strcasecmp(parameter[0], "sky") && numparameters >= 2)
1655 // some q3 skies don't have the sky parm set
1656 shader.surfaceparms |= Q3SURFACEPARM_SKY;
1657 strlcpy(shader.skyboxname, parameter[1], sizeof(shader.skyboxname));
1659 else if (!strcasecmp(parameter[0], "skyparms") && numparameters >= 2)
1661 // some q3 skies don't have the sky parm set
1662 shader.surfaceparms |= Q3SURFACEPARM_SKY;
1663 if (!atoi(parameter[1]) && strcasecmp(parameter[1], "-"))
1664 strlcpy(shader.skyboxname, parameter[1], sizeof(shader.skyboxname));
1666 else if (!strcasecmp(parameter[0], "cull") && numparameters >= 2)
1668 if (!strcasecmp(parameter[1], "disable") || !strcasecmp(parameter[1], "none") || !strcasecmp(parameter[1], "twosided"))
1669 shader.textureflags |= Q3TEXTUREFLAG_TWOSIDED;
1671 else if (!strcasecmp(parameter[0], "nomipmaps"))
1672 shader.surfaceparms |= Q3SURFACEPARM_NOMIPMAPS;
1673 else if (!strcasecmp(parameter[0], "nopicmip"))
1674 shader.textureflags |= Q3TEXTUREFLAG_NOPICMIP;
1675 else if (!strcasecmp(parameter[0], "polygonoffset"))
1676 shader.textureflags |= Q3TEXTUREFLAG_POLYGONOFFSET;
1677 else if (!strcasecmp(parameter[0], "dp_refract") && numparameters >= 5)
1679 shader.textureflags |= Q3TEXTUREFLAG_REFRACTION;
1680 shader.refractfactor = atof(parameter[1]);
1681 Vector4Set(shader.refractcolor4f, atof(parameter[2]), atof(parameter[3]), atof(parameter[4]), 1);
1683 else if (!strcasecmp(parameter[0], "dp_reflect") && numparameters >= 6)
1685 shader.textureflags |= Q3TEXTUREFLAG_REFLECTION;
1686 shader.reflectfactor = atof(parameter[1]);
1687 Vector4Set(shader.reflectcolor4f, atof(parameter[2]), atof(parameter[3]), atof(parameter[4]), atof(parameter[5]));
1689 else if (!strcasecmp(parameter[0], "dp_water") && numparameters >= 12)
1691 shader.textureflags |= Q3TEXTUREFLAG_WATERSHADER;
1692 shader.reflectmin = atof(parameter[1]);
1693 shader.reflectmax = atof(parameter[2]);
1694 shader.refractfactor = atof(parameter[3]);
1695 shader.reflectfactor = atof(parameter[4]);
1696 Vector4Set(shader.refractcolor4f, atof(parameter[5]), atof(parameter[6]), atof(parameter[7]), 1);
1697 Vector4Set(shader.reflectcolor4f, atof(parameter[8]), atof(parameter[9]), atof(parameter[10]), 1);
1698 shader.r_water_wateralpha = atof(parameter[11]);
1700 else if (!strcasecmp(parameter[0], "deformvertexes") && numparameters >= 2)
1703 for (deformindex = 0;deformindex < Q3MAXDEFORMS;deformindex++)
1704 if (!shader.deforms[deformindex].deform)
1706 if (deformindex < Q3MAXDEFORMS)
1708 for (i = 0;i < numparameters - 2 && i < Q3DEFORM_MAXPARMS;i++)
1709 shader.deforms[deformindex].parms[i] = atof(parameter[i+2]);
1710 if (!strcasecmp(parameter[1], "projectionshadow")) shader.deforms[deformindex].deform = Q3DEFORM_PROJECTIONSHADOW;
1711 else if (!strcasecmp(parameter[1], "autosprite" )) shader.deforms[deformindex].deform = Q3DEFORM_AUTOSPRITE;
1712 else if (!strcasecmp(parameter[1], "autosprite2" )) shader.deforms[deformindex].deform = Q3DEFORM_AUTOSPRITE2;
1713 else if (!strcasecmp(parameter[1], "text0" )) shader.deforms[deformindex].deform = Q3DEFORM_TEXT0;
1714 else if (!strcasecmp(parameter[1], "text1" )) shader.deforms[deformindex].deform = Q3DEFORM_TEXT1;
1715 else if (!strcasecmp(parameter[1], "text2" )) shader.deforms[deformindex].deform = Q3DEFORM_TEXT2;
1716 else if (!strcasecmp(parameter[1], "text3" )) shader.deforms[deformindex].deform = Q3DEFORM_TEXT3;
1717 else if (!strcasecmp(parameter[1], "text4" )) shader.deforms[deformindex].deform = Q3DEFORM_TEXT4;
1718 else if (!strcasecmp(parameter[1], "text5" )) shader.deforms[deformindex].deform = Q3DEFORM_TEXT5;
1719 else if (!strcasecmp(parameter[1], "text6" )) shader.deforms[deformindex].deform = Q3DEFORM_TEXT6;
1720 else if (!strcasecmp(parameter[1], "text7" )) shader.deforms[deformindex].deform = Q3DEFORM_TEXT7;
1721 else if (!strcasecmp(parameter[1], "bulge" )) shader.deforms[deformindex].deform = Q3DEFORM_BULGE;
1722 else if (!strcasecmp(parameter[1], "normal" )) shader.deforms[deformindex].deform = Q3DEFORM_NORMAL;
1723 else if (!strcasecmp(parameter[1], "wave" ))
1725 shader.deforms[deformindex].deform = Q3DEFORM_WAVE;
1726 shader.deforms[deformindex].wavefunc = Mod_LoadQ3Shaders_EnumerateWaveFunc(parameter[3]);
1727 for (i = 0;i < numparameters - 4 && i < Q3WAVEPARMS;i++)
1728 shader.deforms[deformindex].waveparms[i] = atof(parameter[i+4]);
1730 else if (!strcasecmp(parameter[1], "move" ))
1732 shader.deforms[deformindex].deform = Q3DEFORM_MOVE;
1733 shader.deforms[deformindex].wavefunc = Mod_LoadQ3Shaders_EnumerateWaveFunc(parameter[5]);
1734 for (i = 0;i < numparameters - 6 && i < Q3WAVEPARMS;i++)
1735 shader.deforms[deformindex].waveparms[i] = atof(parameter[i+6]);
1740 // pick the primary layer to render with
1741 if (shader.numlayers)
1743 shader.backgroundlayer = -1;
1744 shader.primarylayer = 0;
1745 // if lightmap comes first this is definitely an ordinary texture
1746 // if the first two layers have the correct blendfuncs and use vertex alpha, it is a blended terrain shader
1747 if ((shader.layers[shader.primarylayer].texturename != NULL)
1748 && !strcasecmp(shader.layers[shader.primarylayer].texturename[0], "$lightmap"))
1750 shader.backgroundlayer = -1;
1751 shader.primarylayer = 1;
1753 else if (shader.numlayers >= 2
1754 && shader.layers[1].alphagen.alphagen == Q3ALPHAGEN_VERTEX
1755 && (shader.layers[0].blendfunc[0] == GL_ONE && shader.layers[0].blendfunc[1] == GL_ZERO && !shader.layers[0].alphatest)
1756 && ((shader.layers[1].blendfunc[0] == GL_SRC_ALPHA && shader.layers[1].blendfunc[1] == GL_ONE_MINUS_SRC_ALPHA)
1757 || (shader.layers[1].blendfunc[0] == GL_ONE && shader.layers[1].blendfunc[1] == GL_ZERO && shader.layers[1].alphatest)))
1759 // terrain blending or other effects
1760 shader.backgroundlayer = 0;
1761 shader.primarylayer = 1;
1764 // fix up multiple reflection types
1765 if(shader.textureflags & Q3TEXTUREFLAG_WATERSHADER)
1766 shader.textureflags &= ~(Q3TEXTUREFLAG_REFRACTION | Q3TEXTUREFLAG_REFLECTION);
1768 Q3Shader_AddToHash (&shader);
1774 q3shaderinfo_t *Mod_LookupQ3Shader(const char *name)
1776 unsigned short hash = CRC_Block_CaseInsensitive ((const unsigned char *)name, strlen (name));
1777 q3shader_hash_entry_t* entry = q3shader_data->hash + (hash % Q3SHADER_HASH_SIZE);
1778 while (entry != NULL)
1780 if (strcasecmp (entry->shader.name, name) == 0)
1781 return &entry->shader;
1782 entry = entry->chain;
1787 qboolean Mod_LoadTextureFromQ3Shader(texture_t *texture, const char *name, qboolean warnmissing, qboolean fallback, int defaulttexflags)
1790 qboolean success = true;
1791 q3shaderinfo_t *shader;
1794 strlcpy(texture->name, name, sizeof(texture->name));
1795 shader = name[0] ? Mod_LookupQ3Shader(name) : NULL;
1798 if (developer_loading.integer)
1799 Con_Printf("%s: loaded shader for %s\n", loadmodel->name, name);
1800 texture->surfaceparms = shader->surfaceparms;
1801 texture->textureflags = shader->textureflags;
1803 // allow disabling of picmip or compression by defaulttexflags
1804 if(!(defaulttexflags & TEXF_PICMIP))
1805 texture->textureflags &= ~TEXF_PICMIP;
1806 if(!(defaulttexflags & TEXF_COMPRESS))
1807 texture->textureflags &= ~TEXF_COMPRESS;
1809 if (shader->surfaceparms & Q3SURFACEPARM_SKY)
1811 texture->basematerialflags = MATERIALFLAG_SKY | MATERIALFLAG_NOSHADOW;
1812 if (shader->skyboxname[0])
1814 // quake3 seems to append a _ to the skybox name, so this must do so as well
1815 dpsnprintf(loadmodel->brush.skybox, sizeof(loadmodel->brush.skybox), "%s_", shader->skyboxname);
1818 else if ((texture->surfaceflags & Q3SURFACEFLAG_NODRAW) || shader->numlayers == 0)
1819 texture->basematerialflags = MATERIALFLAG_NODRAW | MATERIALFLAG_NOSHADOW;
1821 texture->basematerialflags = MATERIALFLAG_WALL;
1823 if (shader->layers[0].alphatest)
1824 texture->basematerialflags |= MATERIALFLAG_ALPHATEST | MATERIALFLAG_NOSHADOW;
1825 if (shader->textureflags & Q3TEXTUREFLAG_TWOSIDED)
1826 texture->basematerialflags |= MATERIALFLAG_NOSHADOW | MATERIALFLAG_NOCULLFACE;
1827 if (shader->textureflags & Q3TEXTUREFLAG_POLYGONOFFSET)
1828 texture->biaspolygonoffset -= 2;
1829 if (shader->textureflags & Q3TEXTUREFLAG_REFRACTION)
1830 texture->basematerialflags |= MATERIALFLAG_REFRACTION;
1831 if (shader->textureflags & Q3TEXTUREFLAG_REFLECTION)
1832 texture->basematerialflags |= MATERIALFLAG_REFLECTION;
1833 if (shader->textureflags & Q3TEXTUREFLAG_WATERSHADER)
1834 texture->basematerialflags |= MATERIALFLAG_WATERSHADER;
1835 texture->customblendfunc[0] = GL_ONE;
1836 texture->customblendfunc[1] = GL_ZERO;
1837 if (shader->numlayers > 0)
1839 texture->customblendfunc[0] = shader->layers[0].blendfunc[0];
1840 texture->customblendfunc[1] = shader->layers[0].blendfunc[1];
1842 Q3 shader blendfuncs actually used in the game (* = supported by DP)
1843 * additive GL_ONE GL_ONE
1844 additive weird GL_ONE GL_SRC_ALPHA
1845 additive weird 2 GL_ONE GL_ONE_MINUS_SRC_ALPHA
1846 * alpha GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA
1847 alpha inverse GL_ONE_MINUS_SRC_ALPHA GL_SRC_ALPHA
1848 brighten GL_DST_COLOR GL_ONE
1849 brighten GL_ONE GL_SRC_COLOR
1850 brighten weird GL_DST_COLOR GL_ONE_MINUS_DST_ALPHA
1851 brighten weird 2 GL_DST_COLOR GL_SRC_ALPHA
1852 * modulate GL_DST_COLOR GL_ZERO
1853 * modulate GL_ZERO GL_SRC_COLOR
1854 modulate inverse GL_ZERO GL_ONE_MINUS_SRC_COLOR
1855 modulate inverse alpha GL_ZERO GL_SRC_ALPHA
1856 modulate weird inverse GL_ONE_MINUS_DST_COLOR GL_ZERO
1857 * modulate x2 GL_DST_COLOR GL_SRC_COLOR
1858 * no blend GL_ONE GL_ZERO
1859 nothing GL_ZERO GL_ONE
1861 // if not opaque, figure out what blendfunc to use
1862 if (shader->layers[0].blendfunc[0] != GL_ONE || shader->layers[0].blendfunc[1] != GL_ZERO)
1864 if (shader->layers[0].blendfunc[0] == GL_ONE && shader->layers[0].blendfunc[1] == GL_ONE)
1865 texture->basematerialflags |= MATERIALFLAG_ADD | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
1866 else if (shader->layers[0].blendfunc[0] == GL_SRC_ALPHA && shader->layers[0].blendfunc[1] == GL_ONE)
1867 texture->basematerialflags |= MATERIALFLAG_ADD | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
1868 else if (shader->layers[0].blendfunc[0] == GL_SRC_ALPHA && shader->layers[0].blendfunc[1] == GL_ONE_MINUS_SRC_ALPHA)
1869 texture->basematerialflags |= MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
1871 texture->basematerialflags |= MATERIALFLAG_CUSTOMBLEND | MATERIALFLAG_FULLBRIGHT | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
1874 if (!shader->lighting)
1875 texture->basematerialflags |= MATERIALFLAG_FULLBRIGHT;
1876 if (shader->primarylayer >= 0)
1878 q3shaderinfo_layer_t* primarylayer = shader->layers + shader->primarylayer;
1879 // copy over many primarylayer parameters
1880 texture->rgbgen = primarylayer->rgbgen;
1881 texture->alphagen = primarylayer->alphagen;
1882 texture->tcgen = primarylayer->tcgen;
1883 memcpy(texture->tcmods, primarylayer->tcmods, sizeof(texture->tcmods));
1884 // load the textures
1885 texture->numskinframes = primarylayer->numframes;
1886 texture->skinframerate = primarylayer->framerate;
1887 for (j = 0;j < primarylayer->numframes;j++)
1889 if(cls.state == ca_dedicated)
1891 texture->skinframes[j] = NULL;
1893 else if (!(texture->skinframes[j] = R_SkinFrame_LoadExternal(primarylayer->texturename[j], primarylayer->texflags, false)))
1895 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);
1896 texture->skinframes[j] = R_SkinFrame_LoadMissing();
1900 if (shader->backgroundlayer >= 0)
1902 q3shaderinfo_layer_t* backgroundlayer = shader->layers + shader->backgroundlayer;
1903 texture->backgroundnumskinframes = backgroundlayer->numframes;
1904 texture->backgroundskinframerate = backgroundlayer->framerate;
1905 for (j = 0;j < backgroundlayer->numframes;j++)
1907 if(cls.state == ca_dedicated)
1909 texture->skinframes[j] = NULL;
1911 else if (!(texture->backgroundskinframes[j] = R_SkinFrame_LoadExternal(backgroundlayer->texturename[j], backgroundlayer->texflags, false)))
1913 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);
1914 texture->backgroundskinframes[j] = R_SkinFrame_LoadMissing();
1918 if (shader->dpshadow)
1919 texture->basematerialflags &= ~MATERIALFLAG_NOSHADOW;
1920 if (shader->dpnoshadow)
1921 texture->basematerialflags |= MATERIALFLAG_NOSHADOW;
1922 memcpy(texture->deforms, shader->deforms, sizeof(texture->deforms));
1923 texture->reflectmin = shader->reflectmin;
1924 texture->reflectmax = shader->reflectmax;
1925 texture->refractfactor = shader->refractfactor;
1926 Vector4Copy(shader->refractcolor4f, texture->refractcolor4f);
1927 texture->reflectfactor = shader->reflectfactor;
1928 Vector4Copy(shader->reflectcolor4f, texture->reflectcolor4f);
1929 texture->r_water_wateralpha = shader->r_water_wateralpha;
1931 else if (!strcmp(texture->name, "noshader") || !texture->name[0])
1933 if (developer.integer >= 100)
1934 Con_Printf("^1%s:^7 using fallback noshader material for ^3\"%s\"\n", loadmodel->name, name);
1935 texture->surfaceparms = 0;
1937 else if (!strcmp(texture->name, "common/nodraw") || !strcmp(texture->name, "textures/common/nodraw"))
1939 if (developer.integer >= 100)
1940 Con_Printf("^1%s:^7 using fallback nodraw material for ^3\"%s\"\n", loadmodel->name, name);
1941 texture->surfaceparms = 0;
1942 texture->basematerialflags = MATERIALFLAG_NODRAW | MATERIALFLAG_NOSHADOW;
1946 if (developer.integer >= 100)
1947 Con_Printf("^1%s:^7 No shader found for texture ^3\"%s\"\n", loadmodel->name, texture->name);
1948 texture->surfaceparms = 0;
1949 if (texture->surfaceflags & Q3SURFACEFLAG_NODRAW)
1950 texture->basematerialflags |= MATERIALFLAG_NODRAW | MATERIALFLAG_NOSHADOW;
1951 else if (texture->surfaceflags & Q3SURFACEFLAG_SKY)
1952 texture->basematerialflags |= MATERIALFLAG_SKY | MATERIALFLAG_NOSHADOW;
1954 texture->basematerialflags |= MATERIALFLAG_WALL;
1955 texture->numskinframes = 1;
1956 if(cls.state == ca_dedicated)
1958 texture->skinframes[0] = NULL;
1965 if ((texture->skinframes[0] = R_SkinFrame_LoadExternal_CheckAlpha(texture->name, defaulttexflags, false, &has_alpha)))
1967 if(has_alpha && (defaulttexflags & TEXF_ALPHA))
1968 texture->basematerialflags |= MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
1975 if (!success && warnmissing)
1976 Con_Printf("^1%s:^7 could not load texture ^3\"%s\"\n", loadmodel->name, texture->name);
1979 // init the animation variables
1980 texture->currentframe = texture;
1981 if (texture->numskinframes < 1)
1982 texture->numskinframes = 1;
1983 if (!texture->skinframes[0])
1984 texture->skinframes[0] = R_SkinFrame_LoadMissing();
1985 texture->currentskinframe = texture->skinframes[0];
1986 texture->backgroundcurrentskinframe = texture->backgroundskinframes[0];
1990 skinfile_t *Mod_LoadSkinFiles(void)
1992 int i, words, line, wordsoverflow;
1995 skinfile_t *skinfile = NULL, *first = NULL;
1996 skinfileitem_t *skinfileitem;
1997 char word[10][MAX_QPATH];
2001 U_bodyBox,models/players/Legoman/BikerA2.tga
2002 U_RArm,models/players/Legoman/BikerA1.tga
2003 U_LArm,models/players/Legoman/BikerA1.tga
2004 U_armor,common/nodraw
2005 U_sword,common/nodraw
2006 U_shield,common/nodraw
2007 U_homb,common/nodraw
2008 U_backpack,common/nodraw
2009 U_colcha,common/nodraw
2014 memset(word, 0, sizeof(word));
2015 for (i = 0;i < MAX_SKINS && (data = text = (char *)FS_LoadFile(va("%s_%i.skin", loadmodel->name, i), tempmempool, true, NULL));i++)
2017 // If it's the first file we parse
2018 if (skinfile == NULL)
2020 skinfile = (skinfile_t *)Mem_Alloc(loadmodel->mempool, sizeof(skinfile_t));
2025 skinfile->next = (skinfile_t *)Mem_Alloc(loadmodel->mempool, sizeof(skinfile_t));
2026 skinfile = skinfile->next;
2028 skinfile->next = NULL;
2030 for(line = 0;;line++)
2033 if (!COM_ParseToken_QuakeC(&data, true))
2035 if (!strcmp(com_token, "\n"))
2038 wordsoverflow = false;
2042 strlcpy(word[words++], com_token, sizeof (word[0]));
2044 wordsoverflow = true;
2046 while (COM_ParseToken_QuakeC(&data, true) && strcmp(com_token, "\n"));
2049 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);
2052 // words is always >= 1
2053 if (!strcmp(word[0], "replace"))
2057 if (developer_loading.integer)
2058 Con_Printf("Mod_LoadSkinFiles: parsed mesh \"%s\" shader replacement \"%s\"\n", word[1], word[2]);
2059 skinfileitem = (skinfileitem_t *)Mem_Alloc(loadmodel->mempool, sizeof(skinfileitem_t));
2060 skinfileitem->next = skinfile->items;
2061 skinfile->items = skinfileitem;
2062 strlcpy (skinfileitem->name, word[1], sizeof (skinfileitem->name));
2063 strlcpy (skinfileitem->replacement, word[2], sizeof (skinfileitem->replacement));
2066 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]);
2068 else if (words >= 2 && !strncmp(word[0], "tag_", 4))
2070 // tag name, like "tag_weapon,"
2071 // not used for anything (not even in Quake3)
2073 else if (words >= 2 && !strcmp(word[1], ","))
2075 // mesh shader name, like "U_RArm,models/players/Legoman/BikerA1.tga"
2076 if (developer_loading.integer)
2077 Con_Printf("Mod_LoadSkinFiles: parsed mesh \"%s\" shader replacement \"%s\"\n", word[0], word[2]);
2078 skinfileitem = (skinfileitem_t *)Mem_Alloc(loadmodel->mempool, sizeof(skinfileitem_t));
2079 skinfileitem->next = skinfile->items;
2080 skinfile->items = skinfileitem;
2081 strlcpy (skinfileitem->name, word[0], sizeof (skinfileitem->name));
2082 strlcpy (skinfileitem->replacement, word[2], sizeof (skinfileitem->replacement));
2085 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);
2090 loadmodel->numskins = i;
2094 void Mod_FreeSkinFiles(skinfile_t *skinfile)
2097 skinfileitem_t *skinfileitem, *nextitem;
2098 for (;skinfile;skinfile = next)
2100 next = skinfile->next;
2101 for (skinfileitem = skinfile->items;skinfileitem;skinfileitem = nextitem)
2103 nextitem = skinfileitem->next;
2104 Mem_Free(skinfileitem);
2110 int Mod_CountSkinFiles(skinfile_t *skinfile)
2113 for (i = 0;skinfile;skinfile = skinfile->next, i++);
2117 void Mod_SnapVertices(int numcomponents, int numvertices, float *vertices, float snap)
2120 double isnap = 1.0 / snap;
2121 for (i = 0;i < numvertices*numcomponents;i++)
2122 vertices[i] = floor(vertices[i]*isnap)*snap;
2125 int Mod_RemoveDegenerateTriangles(int numtriangles, const int *inelement3i, int *outelement3i, const float *vertex3f)
2127 int i, outtriangles;
2128 float edgedir1[3], edgedir2[3], temp[3];
2129 // a degenerate triangle is one with no width (thickness, surface area)
2130 // these are characterized by having all 3 points colinear (along a line)
2131 // or having two points identical
2132 // the simplest check is to calculate the triangle's area
2133 for (i = 0, outtriangles = 0;i < numtriangles;i++, inelement3i += 3)
2135 // calculate first edge
2136 VectorSubtract(vertex3f + inelement3i[1] * 3, vertex3f + inelement3i[0] * 3, edgedir1);
2137 VectorSubtract(vertex3f + inelement3i[2] * 3, vertex3f + inelement3i[0] * 3, edgedir2);
2138 CrossProduct(edgedir1, edgedir2, temp);
2139 if (VectorLength2(temp) < 0.001f)
2140 continue; // degenerate triangle (no area)
2141 // valid triangle (has area)
2142 VectorCopy(inelement3i, outelement3i);
2146 return outtriangles;
2149 void Mod_VertexRangeFromElements(int numelements, const int *elements, int *firstvertexpointer, int *lastvertexpointer)
2152 int firstvertex, lastvertex;
2153 if (numelements > 0 && elements)
2155 firstvertex = lastvertex = elements[0];
2156 for (i = 1;i < numelements;i++)
2159 firstvertex = min(firstvertex, e);
2160 lastvertex = max(lastvertex, e);
2164 firstvertex = lastvertex = 0;
2165 if (firstvertexpointer)
2166 *firstvertexpointer = firstvertex;
2167 if (lastvertexpointer)
2168 *lastvertexpointer = lastvertex;
2171 static void Mod_BuildVBOs(void)
2173 if (!gl_support_arb_vertex_buffer_object)
2176 // element buffer is easy because it's just one array
2177 if (loadmodel->surfmesh.num_triangles)
2179 if (loadmodel->surfmesh.data_element3s)
2182 for (i = 0;i < loadmodel->surfmesh.num_triangles*3;i++)
2183 loadmodel->surfmesh.data_element3s[i] = loadmodel->surfmesh.data_element3i[i];
2184 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);
2187 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);
2190 // vertex buffer is several arrays and we put them in the same buffer
2192 // is this wise? the texcoordtexture2f array is used with dynamic
2193 // vertex/svector/tvector/normal when rendering animated models, on the
2194 // other hand animated models don't use a lot of vertices anyway...
2195 if (loadmodel->surfmesh.num_vertices)
2200 loadmodel->surfmesh.vbooffset_vertex3f = size;if (loadmodel->surfmesh.data_vertex3f ) size += loadmodel->surfmesh.num_vertices * sizeof(float[3]);
2201 loadmodel->surfmesh.vbooffset_svector3f = size;if (loadmodel->surfmesh.data_svector3f ) size += loadmodel->surfmesh.num_vertices * sizeof(float[3]);
2202 loadmodel->surfmesh.vbooffset_tvector3f = size;if (loadmodel->surfmesh.data_tvector3f ) size += loadmodel->surfmesh.num_vertices * sizeof(float[3]);
2203 loadmodel->surfmesh.vbooffset_normal3f = size;if (loadmodel->surfmesh.data_normal3f ) size += loadmodel->surfmesh.num_vertices * sizeof(float[3]);
2204 loadmodel->surfmesh.vbooffset_texcoordtexture2f = size;if (loadmodel->surfmesh.data_texcoordtexture2f ) size += loadmodel->surfmesh.num_vertices * sizeof(float[2]);
2205 loadmodel->surfmesh.vbooffset_texcoordlightmap2f = size;if (loadmodel->surfmesh.data_texcoordlightmap2f) size += loadmodel->surfmesh.num_vertices * sizeof(float[2]);
2206 loadmodel->surfmesh.vbooffset_lightmapcolor4f = size;if (loadmodel->surfmesh.data_lightmapcolor4f ) size += loadmodel->surfmesh.num_vertices * sizeof(float[4]);
2207 mem = (unsigned char *)Mem_Alloc(tempmempool, size);
2208 if (loadmodel->surfmesh.data_vertex3f ) memcpy(mem + loadmodel->surfmesh.vbooffset_vertex3f , loadmodel->surfmesh.data_vertex3f , loadmodel->surfmesh.num_vertices * sizeof(float[3]));
2209 if (loadmodel->surfmesh.data_svector3f ) memcpy(mem + loadmodel->surfmesh.vbooffset_svector3f , loadmodel->surfmesh.data_svector3f , loadmodel->surfmesh.num_vertices * sizeof(float[3]));
2210 if (loadmodel->surfmesh.data_tvector3f ) memcpy(mem + loadmodel->surfmesh.vbooffset_tvector3f , loadmodel->surfmesh.data_tvector3f , loadmodel->surfmesh.num_vertices * sizeof(float[3]));
2211 if (loadmodel->surfmesh.data_normal3f ) memcpy(mem + loadmodel->surfmesh.vbooffset_normal3f , loadmodel->surfmesh.data_normal3f , loadmodel->surfmesh.num_vertices * sizeof(float[3]));
2212 if (loadmodel->surfmesh.data_texcoordtexture2f ) memcpy(mem + loadmodel->surfmesh.vbooffset_texcoordtexture2f , loadmodel->surfmesh.data_texcoordtexture2f , loadmodel->surfmesh.num_vertices * sizeof(float[2]));
2213 if (loadmodel->surfmesh.data_texcoordlightmap2f) memcpy(mem + loadmodel->surfmesh.vbooffset_texcoordlightmap2f, loadmodel->surfmesh.data_texcoordlightmap2f, loadmodel->surfmesh.num_vertices * sizeof(float[2]));
2214 if (loadmodel->surfmesh.data_lightmapcolor4f ) memcpy(mem + loadmodel->surfmesh.vbooffset_lightmapcolor4f , loadmodel->surfmesh.data_lightmapcolor4f , loadmodel->surfmesh.num_vertices * sizeof(float[4]));
2215 loadmodel->surfmesh.vbo = R_Mesh_CreateStaticBufferObject(GL_ARRAY_BUFFER_ARB, mem, size, loadmodel->name);
2220 static void Mod_Decompile_OBJ(dp_model_t *model, const char *filename, const char *mtlfilename, const char *originalfilename)
2222 int vertexindex, surfaceindex, triangleindex, textureindex, countvertices = 0, countsurfaces = 0, countfaces = 0, counttextures = 0;
2224 const char *texname;
2226 const float *v, *vn, *vt;
2228 size_t outbufferpos = 0;
2229 size_t outbuffermax = 0x100000;
2230 char *outbuffer = (char *) Z_Malloc(outbuffermax), *oldbuffer;
2231 const msurface_t *surface;
2232 const int maxtextures = 256;
2233 char *texturenames = (char *) Z_Malloc(maxtextures * MAX_QPATH);
2235 // construct the mtllib file
2236 l = dpsnprintf(outbuffer + outbufferpos, outbuffermax - outbufferpos, "# mtllib for %s exported by darkplaces engine\n", originalfilename);
2239 for (surfaceindex = 0, surface = model->data_surfaces;surfaceindex < model->num_surfaces;surfaceindex++, surface++)
2242 countvertices += surface->num_vertices;
2243 countfaces += surface->num_triangles;
2244 texname = (surface->texture && surface->texture->name[0]) ? surface->texture->name : "default";
2245 for (textureindex = 0;textureindex < maxtextures && texturenames[textureindex*MAX_QPATH];textureindex++)
2246 if (!strcmp(texturenames + textureindex * MAX_QPATH, texname))
2248 if (textureindex >= maxtextures)
2249 continue; // just a precaution
2250 if (counttextures < textureindex + 1)
2251 counttextures = textureindex + 1;
2252 strlcpy(texturenames + textureindex * MAX_QPATH, texname, MAX_QPATH);
2253 if (outbufferpos >= outbuffermax >> 1)
2256 oldbuffer = outbuffer;
2257 outbuffer = (char *) Z_Malloc(outbuffermax);
2258 memcpy(outbuffer, oldbuffer, outbufferpos);
2261 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");
2266 // write the mtllib file
2267 FS_WriteFile(mtlfilename, outbuffer, outbufferpos);
2270 // construct the obj file
2271 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);
2274 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)
2276 if (outbufferpos >= outbuffermax >> 1)
2279 oldbuffer = outbuffer;
2280 outbuffer = (char *) Z_Malloc(outbuffermax);
2281 memcpy(outbuffer, oldbuffer, outbufferpos);
2284 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]);
2288 for (surfaceindex = 0, surface = model->data_surfaces;surfaceindex < model->num_surfaces;surfaceindex++, surface++)
2290 l = dpsnprintf(outbuffer + outbufferpos, outbuffermax - outbufferpos, "usemtl %s\n", (surface->texture && surface->texture->name[0]) ? surface->texture->name : "default");
2293 for (triangleindex = 0, e = model->surfmesh.data_element3i + surface->num_firsttriangle * 3;triangleindex < surface->num_triangles;triangleindex++, e += 3)
2295 if (outbufferpos >= outbuffermax >> 1)
2298 oldbuffer = outbuffer;
2299 outbuffer = (char *) Z_Malloc(outbuffermax);
2300 memcpy(outbuffer, oldbuffer, outbufferpos);
2306 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);
2312 // write the obj file
2313 FS_WriteFile(filename, outbuffer, outbufferpos);
2317 Z_Free(texturenames);
2320 Con_Printf("Wrote %s (%i bytes, %i vertices, %i faces, %i surfaces with %i distinct textures)\n", filename, (int)outbufferpos, countvertices, countfaces, countsurfaces, counttextures);
2323 static void Mod_Decompile_SMD(dp_model_t *model, const char *filename, int firstpose, int numposes, qboolean writetriangles)
2325 int countnodes = 0, counttriangles = 0, countframes = 0;
2335 size_t outbufferpos = 0;
2336 size_t outbuffermax = 0x100000;
2337 char *outbuffer = (char *) Z_Malloc(outbuffermax), *oldbuffer;
2338 const msurface_t *surface;
2339 l = dpsnprintf(outbuffer + outbufferpos, outbuffermax - outbufferpos, "version 1\nnodes\n");
2343 if(model->num_poses >= 0)
2344 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]);
2345 if(fabs(modelscale - 1) > 1e-4)
2347 if(firstpose == 0) // only print the when writing the reference pose
2348 Con_Printf("The model has an old-style model scale of %f\n", modelscale);
2352 for (transformindex = 0;transformindex < model->num_bones;transformindex++)
2354 if (outbufferpos >= outbuffermax >> 1)
2357 oldbuffer = outbuffer;
2358 outbuffer = (char *) Z_Malloc(outbuffermax);
2359 memcpy(outbuffer, oldbuffer, outbufferpos);
2363 l = dpsnprintf(outbuffer + outbufferpos, outbuffermax - outbufferpos, "%3i \"%s\" %3i\n", transformindex, model->data_bones[transformindex].name, model->data_bones[transformindex].parent);
2367 l = dpsnprintf(outbuffer + outbufferpos, outbuffermax - outbufferpos, "end\nskeleton\n");
2370 for (poseindex = 0, pose = model->data_poses + model->num_bones * 12 * firstpose;poseindex < numposes;poseindex++)
2373 l = dpsnprintf(outbuffer + outbufferpos, outbuffermax - outbufferpos, "time %i\n", poseindex);
2376 for (transformindex = 0;transformindex < model->num_bones;transformindex++, pose += 12)
2381 if (outbufferpos >= outbuffermax >> 1)
2384 oldbuffer = outbuffer;
2385 outbuffer = (char *) Z_Malloc(outbuffermax);
2386 memcpy(outbuffer, oldbuffer, outbufferpos);
2390 // strangely the smd angles are for a transposed matrix, so we
2391 // have to generate a transposed matrix, then convert that...
2392 mtest[0][0] = pose[ 0];
2393 mtest[0][1] = pose[ 4];
2394 mtest[0][2] = pose[ 8];
2395 mtest[0][3] = pose[ 3];
2396 mtest[1][0] = pose[ 1];
2397 mtest[1][1] = pose[ 5];
2398 mtest[1][2] = pose[ 9];
2399 mtest[1][3] = pose[ 7];
2400 mtest[2][0] = pose[ 2];
2401 mtest[2][1] = pose[ 6];
2402 mtest[2][2] = pose[10];
2403 mtest[2][3] = pose[11];
2404 AnglesFromVectors(angles, mtest[0], mtest[2], false);
2405 if (angles[0] >= 180) angles[0] -= 360;
2406 if (angles[1] >= 180) angles[1] -= 360;
2407 if (angles[2] >= 180) angles[2] -= 360;
2409 a = DEG2RAD(angles[ROLL]);
2410 b = DEG2RAD(angles[PITCH]);
2411 c = DEG2RAD(angles[YAW]);
2415 float cy, sy, cp, sp, cr, sr;
2417 // smd matrix construction, for comparing to non-transposed m
2428 test[0][1] = sr*sp*cy+cr*-sy;
2429 test[1][1] = sr*sp*sy+cr*cy;
2431 test[0][2] = (cr*sp*cy+-sr*-sy);
2432 test[1][2] = (cr*sp*sy+-sr*cy);
2434 test[0][3] = pose[3];
2435 test[1][3] = pose[7];
2436 test[2][3] = pose[11];
2439 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]));
2444 l = dpsnprintf(outbuffer + outbufferpos, outbuffermax - outbufferpos, "end\n");
2449 l = dpsnprintf(outbuffer + outbufferpos, outbuffermax - outbufferpos, "triangles\n");
2452 for (surfaceindex = 0, surface = model->data_surfaces;surfaceindex < model->num_surfaces;surfaceindex++, surface++)
2454 for (triangleindex = 0, e = model->surfmesh.data_element3i + surface->num_firsttriangle * 3;triangleindex < surface->num_triangles;triangleindex++, e += 3)
2457 if (outbufferpos >= outbuffermax >> 1)
2460 oldbuffer = outbuffer;
2461 outbuffer = (char *) Z_Malloc(outbuffermax);
2462 memcpy(outbuffer, oldbuffer, outbufferpos);
2465 l = dpsnprintf(outbuffer + outbufferpos, outbuffermax - outbufferpos, "%s\n", surface->texture && surface->texture->name[0] ? surface->texture->name : "default.bmp");
2468 for (cornerindex = 0;cornerindex < 3;cornerindex++)
2470 const int index = e[2-cornerindex];
2471 const float *v = model->surfmesh.data_vertex3f + index * 3;
2472 const float *vn = model->surfmesh.data_normal3f + index * 3;
2473 const float *vt = model->surfmesh.data_texcoordtexture2f + index * 2;
2474 const int *wi = model->surfmesh.data_vertexweightindex4i + index * 4;
2475 const float *wf = model->surfmesh.data_vertexweightinfluence4f + index * 4;
2476 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]);
2477 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]);
2478 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]);
2479 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]);
2485 l = dpsnprintf(outbuffer + outbufferpos, outbuffermax - outbufferpos, "end\n");
2490 FS_WriteFile(filename, outbuffer, outbufferpos);
2493 Con_Printf("Wrote %s (%i bytes, %i nodes, %i frames, %i triangles)\n", filename, (int)outbufferpos, countnodes, countframes, counttriangles);
2500 decompiles a model to editable files
2503 static void Mod_Decompile_f(void)
2505 int i, j, k, l, first, count;
2507 char inname[MAX_QPATH];
2508 char outname[MAX_QPATH];
2509 char mtlname[MAX_QPATH];
2510 char basename[MAX_QPATH];
2511 char animname[MAX_QPATH];
2512 char animname2[MAX_QPATH];
2513 char zymtextbuffer[16384];
2514 char dpmtextbuffer[16384];
2515 int zymtextsize = 0;
2516 int dpmtextsize = 0;
2518 if (Cmd_Argc() != 2)
2520 Con_Print("usage: modeldecompile <filename>\n");
2524 strlcpy(inname, Cmd_Argv(1), sizeof(inname));
2525 FS_StripExtension(inname, basename, sizeof(basename));
2527 mod = Mod_ForName(inname, false, true, cl.worldmodel && !strcasecmp(inname, cl.worldmodel->name));
2530 Con_Print("No such model\n");
2533 if (!mod->surfmesh.num_triangles)
2535 Con_Print("Empty model (or sprite)\n");
2539 // export OBJ if possible (not on sprites)
2540 if (mod->surfmesh.num_triangles)
2542 dpsnprintf(outname, sizeof(outname), "%s_decompiled.obj", basename);
2543 dpsnprintf(mtlname, sizeof(mtlname), "%s_decompiled.mtl", basename);
2544 Mod_Decompile_OBJ(mod, outname, mtlname, inname);
2547 // export SMD if possible (only for skeletal models)
2548 if (mod->surfmesh.num_triangles && mod->num_bones)
2550 dpsnprintf(outname, sizeof(outname), "%s_decompiled/ref1.smd", basename);
2551 Mod_Decompile_SMD(mod, outname, 0, 1, true);
2552 l = dpsnprintf(zymtextbuffer + zymtextsize, sizeof(zymtextbuffer) - zymtextsize, "output out.zym\nscale 1\norigin 0 0 0\nmesh ref1.smd\n");
2553 if (l > 0) zymtextsize += l;
2554 l = dpsnprintf(dpmtextbuffer + dpmtextsize, sizeof(dpmtextbuffer) - dpmtextsize, "outputdir .\nmodel out\nscale 1\norigin 0 0 0\nscene ref1.smd\n");
2555 if (l > 0) dpmtextsize += l;
2556 for (i = 0;i < mod->numframes;i = j)
2558 strlcpy(animname, mod->animscenes[i].name, sizeof(animname));
2559 first = mod->animscenes[i].firstframe;
2560 if (mod->animscenes[i].framecount > 1)
2563 count = mod->animscenes[i].framecount;
2569 // check for additional frames with same name
2570 for (l = 0, k = strlen(animname);animname[l];l++)
2571 if ((animname[l] < '0' || animname[l] > '9') && animname[l] != '_')
2574 count = (mod->num_poses / mod->num_bones) - first;
2575 for (j = i + 1;j < mod->numframes;j++)
2577 strlcpy(animname2, mod->animscenes[j].name, sizeof(animname2));
2578 for (l = 0, k = strlen(animname2);animname2[l];l++)
2579 if ((animname2[l] < '0' || animname2[l] > '9') && animname2[l] != '_')
2582 if (strcmp(animname2, animname) || mod->animscenes[j].framecount > 1)
2584 count = mod->animscenes[j].firstframe - first;
2588 // if it's only one frame, use the original frame name
2590 strlcpy(animname, mod->animscenes[i].name, sizeof(animname));
2593 dpsnprintf(outname, sizeof(outname), "%s_decompiled/%s.smd", basename, animname);
2594 Mod_Decompile_SMD(mod, outname, first, count, false);
2595 if (zymtextsize < (int)sizeof(zymtextbuffer) - 100)
2597 l = dpsnprintf(zymtextbuffer + zymtextsize, sizeof(zymtextbuffer) - zymtextsize, "scene %s.smd fps %g\n", animname, mod->animscenes[i].framerate);
2598 if (l > 0) zymtextsize += l;
2600 if (dpmtextsize < (int)sizeof(dpmtextbuffer) - 100)
2602 l = dpsnprintf(dpmtextbuffer + dpmtextsize, sizeof(dpmtextbuffer) - dpmtextsize, "scene %s.smd\n", animname);
2603 if (l > 0) dpmtextsize += l;
2607 FS_WriteFile(va("%s_decompiled/out_zym.txt", basename), zymtextbuffer, (fs_offset_t)zymtextsize);
2609 FS_WriteFile(va("%s_decompiled/out_dpm.txt", basename), dpmtextbuffer, (fs_offset_t)dpmtextsize);