2 Copyright (C) 1996-1997 Id Software, Inc.
4 This program is free software; you can redistribute it and/or
5 modify it under the terms of the GNU General Public License
6 as published by the Free Software Foundation; either version 2
7 of the License, or (at your option) any later version.
9 This program is distributed in the hope that it will be useful,
10 but WITHOUT ANY WARRANTY; without even the implied warranty of
11 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
13 See the GNU General Public License for more details.
15 You should have received a copy of the GNU General Public License
16 along with this program; if not, write to the Free Software
17 Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
20 // models.c -- model loading and caching
22 // models are the only shared resource between a client and server running
23 // on the same machine.
29 cvar_t r_mipskins = {CVAR_SAVE, "r_mipskins", "0", "mipmaps model skins so they render faster in the distance and do not display noise artifacts, can cause discoloration of skins if they contain undesirable border colors"};
31 dp_model_t *loadmodel;
33 static mempool_t *mod_mempool;
34 static memexpandablearray_t models;
36 static mempool_t* q3shaders_mem;
37 typedef struct q3shader_hash_entry_s
39 q3shaderinfo_t shader;
40 struct q3shader_hash_entry_s* chain;
41 } q3shader_hash_entry_t;
42 #define Q3SHADER_HASH_SIZE 1021
43 typedef struct q3shader_data_s
45 memexpandablearray_t hash_entries;
46 q3shader_hash_entry_t hash[Q3SHADER_HASH_SIZE];
47 memexpandablearray_t char_ptrs;
49 static q3shader_data_t* q3shader_data;
51 static void mod_start(void)
54 int nummodels = Mem_ExpandableArray_IndexRange(&models);
57 SCR_PushLoadingScreen(false, "Loading models", 1.0);
59 for (i = 0;i < nummodels;i++)
60 if ((mod = (dp_model_t*) Mem_ExpandableArray_RecordAtIndex(&models, i)) && mod->name[0] && mod->name[0] != '*')
63 for (i = 0;i < nummodels;i++)
64 if ((mod = (dp_model_t*) Mem_ExpandableArray_RecordAtIndex(&models, i)) && mod->name[0] && mod->name[0] != '*')
67 SCR_PushLoadingScreen(true, mod->name, 1.0 / count);
68 Mod_LoadModel(mod, true, false);
69 SCR_PopLoadingScreen(false);
71 SCR_PopLoadingScreen(false);
74 static void mod_shutdown(void)
77 int nummodels = Mem_ExpandableArray_IndexRange(&models);
80 for (i = 0;i < nummodels;i++)
81 if ((mod = (dp_model_t*) Mem_ExpandableArray_RecordAtIndex(&models, i)) && (mod->loaded || mod->mempool))
87 static void mod_newmap(void)
90 int i, j, k, surfacenum, ssize, tsize;
91 int nummodels = Mem_ExpandableArray_IndexRange(&models);
94 R_SkinFrame_PrepareForPurge();
95 for (i = 0;i < nummodels;i++)
97 if ((mod = (dp_model_t*) Mem_ExpandableArray_RecordAtIndex(&models, i)) && mod->mempool && mod->data_textures)
99 for (j = 0;j < mod->num_textures;j++)
101 for (k = 0;k < mod->data_textures[j].numskinframes;k++)
102 R_SkinFrame_MarkUsed(mod->data_textures[j].skinframes[k]);
103 for (k = 0;k < mod->data_textures[j].backgroundnumskinframes;k++)
104 R_SkinFrame_MarkUsed(mod->data_textures[j].backgroundskinframes[k]);
110 if (!cl_stainmaps_clearonload.integer)
113 for (i = 0;i < nummodels;i++)
115 if ((mod = (dp_model_t*) Mem_ExpandableArray_RecordAtIndex(&models, i)) && mod->mempool && mod->data_surfaces)
117 for (surfacenum = 0, surface = mod->data_surfaces;surfacenum < mod->num_surfaces;surfacenum++, surface++)
119 if (surface->lightmapinfo && surface->lightmapinfo->stainsamples)
121 ssize = (surface->lightmapinfo->extents[0] >> 4) + 1;
122 tsize = (surface->lightmapinfo->extents[1] >> 4) + 1;
123 memset(surface->lightmapinfo->stainsamples, 255, ssize * tsize * 3);
124 mod->brushq1.lightmapupdateflags[surfacenum] = true;
136 static void Mod_Print(void);
137 static void Mod_Precache (void);
138 static void Mod_Decompile_f(void);
139 static void Mod_BuildVBOs(void);
142 mod_mempool = Mem_AllocPool("modelinfo", 0, NULL);
143 Mem_ExpandableArray_NewArray(&models, mod_mempool, sizeof(dp_model_t), 16);
149 Cvar_RegisterVariable(&r_mipskins);
150 Cmd_AddCommand ("modellist", Mod_Print, "prints a list of loaded models");
151 Cmd_AddCommand ("modelprecache", Mod_Precache, "load a model");
152 Cmd_AddCommand ("modeldecompile", Mod_Decompile_f, "exports a model in several formats for editing purposes");
155 void Mod_RenderInit(void)
157 R_RegisterModule("Models", mod_start, mod_shutdown, mod_newmap);
160 void Mod_UnloadModel (dp_model_t *mod)
162 char name[MAX_QPATH];
164 dp_model_t *parentmodel;
166 if (developer_loading.integer)
167 Con_Printf("unloading model %s\n", mod->name);
169 strlcpy(name, mod->name, sizeof(name));
170 parentmodel = mod->brush.parentmodel;
172 if (mod->surfmesh.ebo3i)
173 R_Mesh_DestroyBufferObject(mod->surfmesh.ebo3i);
174 if (mod->surfmesh.ebo3s)
175 R_Mesh_DestroyBufferObject(mod->surfmesh.ebo3s);
176 if (mod->surfmesh.vbo)
177 R_Mesh_DestroyBufferObject(mod->surfmesh.vbo);
178 // free textures/memory attached to the model
179 R_FreeTexturePool(&mod->texturepool);
180 Mem_FreePool(&mod->mempool);
181 // clear the struct to make it available
182 memset(mod, 0, sizeof(dp_model_t));
183 // restore the fields we want to preserve
184 strlcpy(mod->name, name, sizeof(mod->name));
185 mod->brush.parentmodel = parentmodel;
190 void R_Model_Null_Draw(entity_render_t *ent)
196 typedef void (*mod_framegroupify_parsegroups_t) (unsigned int i, int start, int len, float fps, qboolean loop, void *pass);
198 int Mod_FrameGroupify_ParseGroups(const char *buf, mod_framegroupify_parsegroups_t cb, void *pass)
211 if (!COM_ParseToken_Simple(&bufptr, true, false))
213 if (!strcmp(com_token, "\n"))
214 continue; // empty line
215 start = atoi(com_token);
216 if (!COM_ParseToken_Simple(&bufptr, true, false))
218 if (!strcmp(com_token, "\n"))
220 Con_Printf("framegroups file: missing number of frames\n");
223 len = atoi(com_token);
224 if (!COM_ParseToken_Simple(&bufptr, true, false))
226 // we default to looping as it's usually wanted, so to NOT loop you append a 0
227 if (strcmp(com_token, "\n"))
229 fps = atof(com_token);
230 if (!COM_ParseToken_Simple(&bufptr, true, false))
232 if (strcmp(com_token, "\n"))
233 loop = atoi(com_token);
244 cb(i, start, len, fps, loop, pass);
251 void Mod_FrameGroupify_ParseGroups_Count (unsigned int i, int start, int len, float fps, qboolean loop, void *pass)
253 unsigned int *cnt = (unsigned int *) pass;
257 void Mod_FrameGroupify_ParseGroups_Store (unsigned int i, int start, int len, float fps, qboolean loop, void *pass)
259 animscene_t *anim = (animscene_t *) pass;
260 dpsnprintf(anim[i].name, sizeof(anim[i].name), "groupified_%d", i);
261 anim[i].firstframe = start;
262 anim[i].framecount = len;
263 anim[i].framerate = fps;
265 //Con_Printf("frame group %d is %d %d %f %d\n", i, start, len, fps, loop);
268 void Mod_FrameGroupify(dp_model_t *mod, const char *buf)
273 cnt = Mod_FrameGroupify_ParseGroups(buf, NULL, NULL);
277 Mem_Free(mod->animscenes);
278 mod->animscenes = (animscene_t *) Mem_Alloc(tempmempool, sizeof(animscene_t) * cnt);
281 Mod_FrameGroupify_ParseGroups(buf, Mod_FrameGroupify_ParseGroups_Store, mod->animscenes);
291 dp_model_t *Mod_LoadModel(dp_model_t *mod, qboolean crash, qboolean checkdisk)
296 fs_offset_t filesize;
300 if (mod->name[0] == '*') // submodel
303 if (!strcmp(mod->name, "null"))
308 if (mod->loaded || mod->mempool)
309 Mod_UnloadModel(mod);
311 if (developer_loading.integer)
312 Con_Printf("loading model %s\n", mod->name);
318 VectorClear(mod->normalmins);
319 VectorClear(mod->normalmaxs);
320 VectorClear(mod->yawmins);
321 VectorClear(mod->yawmaxs);
322 VectorClear(mod->rotatedmins);
323 VectorClear(mod->rotatedmaxs);
325 mod->modeldatatypestring = "null";
326 mod->type = mod_null;
327 mod->Draw = R_Model_Null_Draw;
331 // no fatal errors occurred, so this model is ready to use.
340 // even if the model is loaded it still may need reloading...
342 // if it is not loaded or checkdisk is true we need to calculate the crc
343 if (!mod->loaded || checkdisk)
345 if (checkdisk && mod->loaded)
346 Con_DPrintf("checking model %s\n", mod->name);
347 buf = FS_LoadFile (mod->name, tempmempool, false, &filesize);
350 crc = CRC_Block((unsigned char *)buf, filesize);
351 // we need to reload the model if the crc does not match
357 // if the model is already loaded and checks passed, just return
365 if (developer_loading.integer)
366 Con_Printf("loading model %s\n", mod->name);
368 SCR_PushLoadingScreen(true, mod->name, 1);
370 // LordHavoc: unload the existing model in this slot (if there is one)
371 if (mod->loaded || mod->mempool)
372 Mod_UnloadModel(mod);
377 // errors can prevent the corresponding mod->loaded = true;
380 // default model radius and bounding box (mainly for missing models)
382 VectorSet(mod->normalmins, -mod->radius, -mod->radius, -mod->radius);
383 VectorSet(mod->normalmaxs, mod->radius, mod->radius, mod->radius);
384 VectorSet(mod->yawmins, -mod->radius, -mod->radius, -mod->radius);
385 VectorSet(mod->yawmaxs, mod->radius, mod->radius, mod->radius);
386 VectorSet(mod->rotatedmins, -mod->radius, -mod->radius, -mod->radius);
387 VectorSet(mod->rotatedmaxs, mod->radius, mod->radius, mod->radius);
391 // load q3 shaders for the first time, or after a level change
397 char *bufend = (char *)buf + filesize;
399 // all models use memory, so allocate a memory pool
400 mod->mempool = Mem_AllocPool(mod->name, 0, NULL);
402 num = LittleLong(*((int *)buf));
403 // call the apropriate loader
405 if (!strcasecmp(FS_FileExtension(mod->name), "obj")) Mod_OBJ_Load(mod, buf, bufend);
406 else if (!memcmp(buf, "IDPO", 4)) Mod_IDP0_Load(mod, buf, bufend);
407 else if (!memcmp(buf, "IDP2", 4)) Mod_IDP2_Load(mod, buf, bufend);
408 else if (!memcmp(buf, "IDP3", 4)) Mod_IDP3_Load(mod, buf, bufend);
409 else if (!memcmp(buf, "IDSP", 4)) Mod_IDSP_Load(mod, buf, bufend);
410 else if (!memcmp(buf, "IDS2", 4)) Mod_IDS2_Load(mod, buf, bufend);
411 else if (!memcmp(buf, "IBSP", 4)) Mod_IBSP_Load(mod, buf, bufend);
412 else if (!memcmp(buf, "ZYMOTICMODEL", 12)) Mod_ZYMOTICMODEL_Load(mod, buf, bufend);
413 else if (!memcmp(buf, "DARKPLACESMODEL", 16)) Mod_DARKPLACESMODEL_Load(mod, buf, bufend);
414 else if (!memcmp(buf, "ACTRHEAD", 8)) Mod_PSKMODEL_Load(mod, buf, bufend);
415 else if (strlen(mod->name) >= 4 && !strcmp(mod->name + strlen(mod->name) - 4, ".map")) Mod_MAP_Load(mod, buf, bufend);
416 else if (num == BSPVERSION || num == 30) Mod_Q1BSP_Load(mod, buf, bufend);
417 else Con_Printf("Mod_LoadModel: model \"%s\" is of unknown/unsupported type\n", mod->name);
420 buf = FS_LoadFile (va("%s.framegroups", mod->name), tempmempool, false, &filesize);
422 Mod_FrameGroupify(mod, buf);
429 // LordHavoc: Sys_Error was *ANNOYING*
430 Con_Printf ("Mod_LoadModel: %s not found\n", mod->name);
433 // no fatal errors occurred, so this model is ready to use.
436 SCR_PopLoadingScreen(false);
441 void Mod_ClearUsed(void)
444 int nummodels = Mem_ExpandableArray_IndexRange(&models);
446 for (i = 0;i < nummodels;i++)
447 if ((mod = (dp_model_t*) Mem_ExpandableArray_RecordAtIndex(&models, i)) && mod->name[0])
451 void Mod_PurgeUnused(void)
454 int nummodels = Mem_ExpandableArray_IndexRange(&models);
456 for (i = 0;i < nummodels;i++)
458 if ((mod = (dp_model_t*) Mem_ExpandableArray_RecordAtIndex(&models, i)) && mod->name[0] && !mod->used)
460 Mod_UnloadModel(mod);
461 Mem_ExpandableArray_FreeRecord(&models, mod);
472 dp_model_t *Mod_FindName(const char *name, const char *parentname)
481 // if we're not dedicatd, the renderer calls will crash without video
484 nummodels = Mem_ExpandableArray_IndexRange(&models);
487 Host_Error ("Mod_ForName: NULL name");
489 // search the currently loaded models
490 for (i = 0;i < nummodels;i++)
492 if ((mod = (dp_model_t*) Mem_ExpandableArray_RecordAtIndex(&models, i)) && mod->name[0] && !strcmp(mod->name, name) && ((!mod->brush.parentmodel && !parentname[0]) || (mod->brush.parentmodel && parentname[0] && !strcmp(mod->brush.parentmodel->name, parentname))))
499 // no match found, create a new one
500 mod = (dp_model_t *) Mem_ExpandableArray_AllocRecord(&models);
501 strlcpy(mod->name, name, sizeof(mod->name));
503 mod->brush.parentmodel = Mod_FindName(parentname, NULL);
505 mod->brush.parentmodel = NULL;
515 Loads in a model for the given name
518 dp_model_t *Mod_ForName(const char *name, qboolean crash, qboolean checkdisk, const char *parentname)
521 model = Mod_FindName(name, parentname);
522 if (!model->loaded || checkdisk)
523 Mod_LoadModel(model, crash, checkdisk);
531 Reloads all models if they have changed
534 void Mod_Reload(void)
537 int nummodels = Mem_ExpandableArray_IndexRange(&models);
540 SCR_PushLoadingScreen(false, "Reloading models", 1.0);
542 for (i = 0;i < nummodels;i++)
543 if ((mod = (dp_model_t *) Mem_ExpandableArray_RecordAtIndex(&models, i)) && mod->name[0] && mod->name[0] != '*' && mod->used)
545 for (i = 0;i < nummodels;i++)
546 if ((mod = (dp_model_t *) Mem_ExpandableArray_RecordAtIndex(&models, i)) && mod->name[0] && mod->name[0] != '*' && mod->used)
548 SCR_PushLoadingScreen(true, mod->name, 1.0 / count);
549 Mod_LoadModel(mod, true, true);
550 SCR_PopLoadingScreen(false);
552 SCR_PopLoadingScreen(false);
555 unsigned char *mod_base;
558 //=============================================================================
565 static void Mod_Print(void)
568 int nummodels = Mem_ExpandableArray_IndexRange(&models);
571 Con_Print("Loaded models:\n");
572 for (i = 0;i < nummodels;i++)
574 if ((mod = (dp_model_t *) Mem_ExpandableArray_RecordAtIndex(&models, i)) && mod->name[0] && mod->name[0] != '*')
576 if (mod->brush.numsubmodels)
577 Con_Printf("%4iK %s (%i submodels)\n", mod->mempool ? (int)((mod->mempool->totalsize + 1023) / 1024) : 0, mod->name, mod->brush.numsubmodels);
579 Con_Printf("%4iK %s\n", mod->mempool ? (int)((mod->mempool->totalsize + 1023) / 1024) : 0, mod->name);
589 static void Mod_Precache(void)
592 Mod_ForName(Cmd_Argv(1), false, true, Cmd_Argv(1)[0] == '*' ? cl.model_name[1] : NULL);
594 Con_Print("usage: modelprecache <filename>\n");
597 int Mod_BuildVertexRemapTableFromElements(int numelements, const int *elements, int numvertices, int *remapvertices)
601 used = (unsigned char *)Mem_Alloc(tempmempool, numvertices);
602 memset(used, 0, numvertices);
603 for (i = 0;i < numelements;i++)
604 used[elements[i]] = 1;
605 for (i = 0, count = 0;i < numvertices;i++)
606 remapvertices[i] = used[i] ? count++ : -1;
612 // fast way, using an edge hash
613 #define TRIANGLEEDGEHASH 8192
614 void Mod_BuildTriangleNeighbors(int *neighbors, const int *elements, int numtriangles)
616 int i, j, p, e1, e2, *n, hashindex, count, match;
618 typedef struct edgehashentry_s
620 struct edgehashentry_s *next;
625 edgehashentry_t *edgehash[TRIANGLEEDGEHASH], *edgehashentries, edgehashentriesbuffer[TRIANGLEEDGEHASH*3], *hash;
626 memset(edgehash, 0, sizeof(edgehash));
627 edgehashentries = edgehashentriesbuffer;
628 // if there are too many triangles for the stack array, allocate larger buffer
629 if (numtriangles > TRIANGLEEDGEHASH)
630 edgehashentries = (edgehashentry_t *)Mem_Alloc(tempmempool, numtriangles * 3 * sizeof(edgehashentry_t));
631 // find neighboring triangles
632 for (i = 0, e = elements, n = neighbors;i < numtriangles;i++, e += 3, n += 3)
634 for (j = 0, p = 2;j < 3;p = j, j++)
638 // this hash index works for both forward and backward edges
639 hashindex = (unsigned int)(e1 + e2) % TRIANGLEEDGEHASH;
640 hash = edgehashentries + i * 3 + j;
641 hash->next = edgehash[hashindex];
642 edgehash[hashindex] = hash;
644 hash->element[0] = e1;
645 hash->element[1] = e2;
648 for (i = 0, e = elements, n = neighbors;i < numtriangles;i++, e += 3, n += 3)
650 for (j = 0, p = 2;j < 3;p = j, j++)
654 // this hash index works for both forward and backward edges
655 hashindex = (unsigned int)(e1 + e2) % TRIANGLEEDGEHASH;
658 for (hash = edgehash[hashindex];hash;hash = hash->next)
660 if (hash->element[0] == e2 && hash->element[1] == e1)
662 if (hash->triangle != i)
663 match = hash->triangle;
666 else if ((hash->element[0] == e1 && hash->element[1] == e2))
669 // detect edges shared by three triangles and make them seams
675 // also send a keepalive here (this can take a while too!)
676 CL_KeepaliveMessage(false);
678 // free the allocated buffer
679 if (edgehashentries != edgehashentriesbuffer)
680 Mem_Free(edgehashentries);
683 // very slow but simple way
684 static int Mod_FindTriangleWithEdge(const int *elements, int numtriangles, int start, int end, int ignore)
689 for (i = 0;i < numtriangles;i++, elements += 3)
691 if ((elements[0] == start && elements[1] == end)
692 || (elements[1] == start && elements[2] == end)
693 || (elements[2] == start && elements[0] == end))
699 else if ((elements[1] == start && elements[0] == end)
700 || (elements[2] == start && elements[1] == end)
701 || (elements[0] == start && elements[2] == end))
704 // detect edges shared by three triangles and make them seams
710 void Mod_BuildTriangleNeighbors(int *neighbors, const int *elements, int numtriangles)
714 for (i = 0, e = elements, n = neighbors;i < numtriangles;i++, e += 3, n += 3)
716 n[0] = Mod_FindTriangleWithEdge(elements, numtriangles, e[1], e[0], i);
717 n[1] = Mod_FindTriangleWithEdge(elements, numtriangles, e[2], e[1], i);
718 n[2] = Mod_FindTriangleWithEdge(elements, numtriangles, e[0], e[2], i);
723 void Mod_ValidateElements(int *elements, int numtriangles, int firstvertex, int numverts, const char *filename, int fileline)
725 int i, warned = false, endvertex = firstvertex + numverts;
726 for (i = 0;i < numtriangles * 3;i++)
728 if (elements[i] < firstvertex || elements[i] >= endvertex)
733 Con_Printf("Mod_ValidateElements: out of bounds elements detected at %s:%d\n", filename, fileline);
735 elements[i] = firstvertex;
740 // warning: this is an expensive function!
741 void Mod_BuildNormals(int firstvertex, int numvertices, int numtriangles, const float *vertex3f, const int *elements, float *normal3f, qboolean areaweighting)
748 memset(normal3f + 3 * firstvertex, 0, numvertices * sizeof(float[3]));
749 // process each vertex of each triangle and accumulate the results
750 // use area-averaging, to make triangles with a big area have a bigger
751 // weighting on the vertex normal than triangles with a small area
752 // to do so, just add the 'normals' together (the bigger the area
753 // the greater the length of the normal is
755 for (i = 0; i < numtriangles; i++, element += 3)
758 vertex3f + element[0] * 3,
759 vertex3f + element[1] * 3,
760 vertex3f + element[2] * 3,
765 VectorNormalize(areaNormal);
767 for (j = 0;j < 3;j++)
769 vectorNormal = normal3f + element[j] * 3;
770 vectorNormal[0] += areaNormal[0];
771 vectorNormal[1] += areaNormal[1];
772 vectorNormal[2] += areaNormal[2];
775 // and just normalize the accumulated vertex normal in the end
776 vectorNormal = normal3f + 3 * firstvertex;
777 for (i = 0; i < numvertices; i++, vectorNormal += 3)
778 VectorNormalize(vectorNormal);
781 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)
783 float f, tangentcross[3], v10[3], v20[3], tc10[2], tc20[2];
784 // 79 add/sub/negate/multiply (1 cycle), 1 compare (3 cycle?), total cycles not counting load/store/exchange roughly 82 cycles
785 // 6 add, 28 subtract, 39 multiply, 1 compare, 50% chance of 6 negates
787 // 6 multiply, 9 subtract
788 VectorSubtract(v1, v0, v10);
789 VectorSubtract(v2, v0, v20);
790 normal3f[0] = v20[1] * v10[2] - v20[2] * v10[1];
791 normal3f[1] = v20[2] * v10[0] - v20[0] * v10[2];
792 normal3f[2] = v20[0] * v10[1] - v20[1] * v10[0];
793 // 12 multiply, 10 subtract
794 tc10[1] = tc1[1] - tc0[1];
795 tc20[1] = tc2[1] - tc0[1];
796 svector3f[0] = tc10[1] * v20[0] - tc20[1] * v10[0];
797 svector3f[1] = tc10[1] * v20[1] - tc20[1] * v10[1];
798 svector3f[2] = tc10[1] * v20[2] - tc20[1] * v10[2];
799 tc10[0] = tc1[0] - tc0[0];
800 tc20[0] = tc2[0] - tc0[0];
801 tvector3f[0] = tc10[0] * v20[0] - tc20[0] * v10[0];
802 tvector3f[1] = tc10[0] * v20[1] - tc20[0] * v10[1];
803 tvector3f[2] = tc10[0] * v20[2] - tc20[0] * v10[2];
804 // 12 multiply, 4 add, 6 subtract
805 f = DotProduct(svector3f, normal3f);
806 svector3f[0] -= f * normal3f[0];
807 svector3f[1] -= f * normal3f[1];
808 svector3f[2] -= f * normal3f[2];
809 f = DotProduct(tvector3f, normal3f);
810 tvector3f[0] -= f * normal3f[0];
811 tvector3f[1] -= f * normal3f[1];
812 tvector3f[2] -= f * normal3f[2];
813 // if texture is mapped the wrong way (counterclockwise), the tangents
814 // have to be flipped, this is detected by calculating a normal from the
815 // two tangents, and seeing if it is opposite the surface normal
816 // 9 multiply, 2 add, 3 subtract, 1 compare, 50% chance of: 6 negates
817 CrossProduct(tvector3f, svector3f, tangentcross);
818 if (DotProduct(tangentcross, normal3f) < 0)
820 VectorNegate(svector3f, svector3f);
821 VectorNegate(tvector3f, tvector3f);
825 // warning: this is a very expensive function!
826 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)
829 float sdir[3], tdir[3], normal[3], *sv, *tv;
830 const float *v0, *v1, *v2, *tc0, *tc1, *tc2, *n;
831 float f, tangentcross[3], v10[3], v20[3], tc10[2], tc20[2];
834 memset(svector3f + 3 * firstvertex, 0, numvertices * sizeof(float[3]));
835 memset(tvector3f + 3 * firstvertex, 0, numvertices * sizeof(float[3]));
836 // process each vertex of each triangle and accumulate the results
837 for (tnum = 0, e = elements;tnum < numtriangles;tnum++, e += 3)
839 v0 = vertex3f + e[0] * 3;
840 v1 = vertex3f + e[1] * 3;
841 v2 = vertex3f + e[2] * 3;
842 tc0 = texcoord2f + e[0] * 2;
843 tc1 = texcoord2f + e[1] * 2;
844 tc2 = texcoord2f + e[2] * 2;
846 // 79 add/sub/negate/multiply (1 cycle), 1 compare (3 cycle?), total cycles not counting load/store/exchange roughly 82 cycles
847 // 6 add, 28 subtract, 39 multiply, 1 compare, 50% chance of 6 negates
849 // calculate the edge directions and surface normal
850 // 6 multiply, 9 subtract
851 VectorSubtract(v1, v0, v10);
852 VectorSubtract(v2, v0, v20);
853 normal[0] = v20[1] * v10[2] - v20[2] * v10[1];
854 normal[1] = v20[2] * v10[0] - v20[0] * v10[2];
855 normal[2] = v20[0] * v10[1] - v20[1] * v10[0];
857 // calculate the tangents
858 // 12 multiply, 10 subtract
859 tc10[1] = tc1[1] - tc0[1];
860 tc20[1] = tc2[1] - tc0[1];
861 sdir[0] = tc10[1] * v20[0] - tc20[1] * v10[0];
862 sdir[1] = tc10[1] * v20[1] - tc20[1] * v10[1];
863 sdir[2] = tc10[1] * v20[2] - tc20[1] * v10[2];
864 tc10[0] = tc1[0] - tc0[0];
865 tc20[0] = tc2[0] - tc0[0];
866 tdir[0] = tc10[0] * v20[0] - tc20[0] * v10[0];
867 tdir[1] = tc10[0] * v20[1] - tc20[0] * v10[1];
868 tdir[2] = tc10[0] * v20[2] - tc20[0] * v10[2];
870 // if texture is mapped the wrong way (counterclockwise), the tangents
871 // have to be flipped, this is detected by calculating a normal from the
872 // two tangents, and seeing if it is opposite the surface normal
873 // 9 multiply, 2 add, 3 subtract, 1 compare, 50% chance of: 6 negates
874 CrossProduct(tdir, sdir, tangentcross);
875 if (DotProduct(tangentcross, normal) < 0)
877 VectorNegate(sdir, sdir);
878 VectorNegate(tdir, tdir);
883 VectorNormalize(sdir);
884 VectorNormalize(tdir);
886 for (i = 0;i < 3;i++)
888 VectorAdd(svector3f + e[i]*3, sdir, svector3f + e[i]*3);
889 VectorAdd(tvector3f + e[i]*3, tdir, tvector3f + e[i]*3);
892 // make the tangents completely perpendicular to the surface normal, and
893 // then normalize them
894 // 16 assignments, 2 divide, 2 sqrt, 2 negates, 14 adds, 24 multiplies
895 for (i = 0, sv = svector3f + 3 * firstvertex, tv = tvector3f + 3 * firstvertex, n = normal3f + 3 * firstvertex;i < numvertices;i++, sv += 3, tv += 3, n += 3)
897 f = -DotProduct(sv, n);
898 VectorMA(sv, f, n, sv);
900 f = -DotProduct(tv, n);
901 VectorMA(tv, f, n, tv);
906 void Mod_AllocSurfMesh(mempool_t *mempool, int numvertices, int numtriangles, qboolean lightmapoffsets, qboolean vertexcolors, qboolean neighbors)
909 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));
910 loadmodel->surfmesh.num_vertices = numvertices;
911 loadmodel->surfmesh.num_triangles = numtriangles;
912 if (loadmodel->surfmesh.num_vertices)
914 loadmodel->surfmesh.data_vertex3f = (float *)data, data += sizeof(float[3]) * loadmodel->surfmesh.num_vertices;
915 loadmodel->surfmesh.data_svector3f = (float *)data, data += sizeof(float[3]) * loadmodel->surfmesh.num_vertices;
916 loadmodel->surfmesh.data_tvector3f = (float *)data, data += sizeof(float[3]) * loadmodel->surfmesh.num_vertices;
917 loadmodel->surfmesh.data_normal3f = (float *)data, data += sizeof(float[3]) * loadmodel->surfmesh.num_vertices;
918 loadmodel->surfmesh.data_texcoordtexture2f = (float *)data, data += sizeof(float[2]) * loadmodel->surfmesh.num_vertices;
919 loadmodel->surfmesh.data_texcoordlightmap2f = (float *)data, data += sizeof(float[2]) * loadmodel->surfmesh.num_vertices;
921 loadmodel->surfmesh.data_lightmapcolor4f = (float *)data, data += sizeof(float[4]) * loadmodel->surfmesh.num_vertices;
923 loadmodel->surfmesh.data_lightmapoffsets = (int *)data, data += sizeof(int) * loadmodel->surfmesh.num_vertices;
925 if (loadmodel->surfmesh.num_triangles)
927 loadmodel->surfmesh.data_element3i = (int *)data, data += sizeof(int[3]) * loadmodel->surfmesh.num_triangles;
929 loadmodel->surfmesh.data_neighbor3i = (int *)data, data += sizeof(int[3]) * loadmodel->surfmesh.num_triangles;
930 if (loadmodel->surfmesh.num_vertices <= 65536)
931 loadmodel->surfmesh.data_element3s = (unsigned short *)data, data += sizeof(unsigned short[3]) * loadmodel->surfmesh.num_triangles;
935 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)
937 shadowmesh_t *newmesh;
940 size = sizeof(shadowmesh_t);
941 size += maxverts * sizeof(float[3]);
943 size += maxverts * sizeof(float[11]);
944 size += maxtriangles * sizeof(int[3]);
945 if (maxverts <= 65536)
946 size += maxtriangles * sizeof(unsigned short[3]);
948 size += maxtriangles * sizeof(int[3]);
950 size += SHADOWMESHVERTEXHASH * sizeof(shadowmeshvertexhash_t *) + maxverts * sizeof(shadowmeshvertexhash_t);
951 data = (unsigned char *)Mem_Alloc(mempool, size);
952 newmesh = (shadowmesh_t *)data;data += sizeof(*newmesh);
953 newmesh->map_diffuse = map_diffuse;
954 newmesh->map_specular = map_specular;
955 newmesh->map_normal = map_normal;
956 newmesh->maxverts = maxverts;
957 newmesh->maxtriangles = maxtriangles;
958 newmesh->numverts = 0;
959 newmesh->numtriangles = 0;
961 newmesh->vertex3f = (float *)data;data += maxverts * sizeof(float[3]);
964 newmesh->svector3f = (float *)data;data += maxverts * sizeof(float[3]);
965 newmesh->tvector3f = (float *)data;data += maxverts * sizeof(float[3]);
966 newmesh->normal3f = (float *)data;data += maxverts * sizeof(float[3]);
967 newmesh->texcoord2f = (float *)data;data += maxverts * sizeof(float[2]);
969 newmesh->element3i = (int *)data;data += maxtriangles * sizeof(int[3]);
972 newmesh->neighbor3i = (int *)data;data += maxtriangles * sizeof(int[3]);
976 newmesh->vertexhashtable = (shadowmeshvertexhash_t **)data;data += SHADOWMESHVERTEXHASH * sizeof(shadowmeshvertexhash_t *);
977 newmesh->vertexhashentries = (shadowmeshvertexhash_t *)data;data += maxverts * sizeof(shadowmeshvertexhash_t);
979 if (maxverts <= 65536)
980 newmesh->element3s = (unsigned short *)data;data += maxtriangles * sizeof(unsigned short[3]);
984 shadowmesh_t *Mod_ShadowMesh_ReAlloc(mempool_t *mempool, shadowmesh_t *oldmesh, int light, int neighbors)
986 shadowmesh_t *newmesh;
987 newmesh = Mod_ShadowMesh_Alloc(mempool, oldmesh->numverts, oldmesh->numtriangles, oldmesh->map_diffuse, oldmesh->map_specular, oldmesh->map_normal, light, neighbors, false);
988 newmesh->numverts = oldmesh->numverts;
989 newmesh->numtriangles = oldmesh->numtriangles;
991 memcpy(newmesh->vertex3f, oldmesh->vertex3f, oldmesh->numverts * sizeof(float[3]));
992 if (newmesh->svector3f && oldmesh->svector3f)
994 memcpy(newmesh->svector3f, oldmesh->svector3f, oldmesh->numverts * sizeof(float[3]));
995 memcpy(newmesh->tvector3f, oldmesh->tvector3f, oldmesh->numverts * sizeof(float[3]));
996 memcpy(newmesh->normal3f, oldmesh->normal3f, oldmesh->numverts * sizeof(float[3]));
997 memcpy(newmesh->texcoord2f, oldmesh->texcoord2f, oldmesh->numverts * sizeof(float[2]));
999 memcpy(newmesh->element3i, oldmesh->element3i, oldmesh->numtriangles * sizeof(int[3]));
1000 if (newmesh->neighbor3i && oldmesh->neighbor3i)
1001 memcpy(newmesh->neighbor3i, oldmesh->neighbor3i, oldmesh->numtriangles * sizeof(int[3]));
1005 int Mod_ShadowMesh_AddVertex(shadowmesh_t *mesh, float *vertex14f)
1007 int hashindex, vnum;
1008 shadowmeshvertexhash_t *hash;
1009 // this uses prime numbers intentionally
1010 hashindex = (unsigned int) (vertex14f[0] * 2003 + vertex14f[1] * 4001 + vertex14f[2] * 7919) % SHADOWMESHVERTEXHASH;
1011 for (hash = mesh->vertexhashtable[hashindex];hash;hash = hash->next)
1013 vnum = (hash - mesh->vertexhashentries);
1014 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]))
1015 && (mesh->svector3f == NULL || (mesh->svector3f[vnum * 3 + 0] == vertex14f[3] && mesh->svector3f[vnum * 3 + 1] == vertex14f[4] && mesh->svector3f[vnum * 3 + 2] == vertex14f[5]))
1016 && (mesh->tvector3f == NULL || (mesh->tvector3f[vnum * 3 + 0] == vertex14f[6] && mesh->tvector3f[vnum * 3 + 1] == vertex14f[7] && mesh->tvector3f[vnum * 3 + 2] == vertex14f[8]))
1017 && (mesh->normal3f == NULL || (mesh->normal3f[vnum * 3 + 0] == vertex14f[9] && mesh->normal3f[vnum * 3 + 1] == vertex14f[10] && mesh->normal3f[vnum * 3 + 2] == vertex14f[11]))
1018 && (mesh->texcoord2f == NULL || (mesh->texcoord2f[vnum * 2 + 0] == vertex14f[12] && mesh->texcoord2f[vnum * 2 + 1] == vertex14f[13])))
1019 return hash - mesh->vertexhashentries;
1021 vnum = mesh->numverts++;
1022 hash = mesh->vertexhashentries + vnum;
1023 hash->next = mesh->vertexhashtable[hashindex];
1024 mesh->vertexhashtable[hashindex] = hash;
1025 if (mesh->vertex3f) {mesh->vertex3f[vnum * 3 + 0] = vertex14f[0];mesh->vertex3f[vnum * 3 + 1] = vertex14f[1];mesh->vertex3f[vnum * 3 + 2] = vertex14f[2];}
1026 if (mesh->svector3f) {mesh->svector3f[vnum * 3 + 0] = vertex14f[3];mesh->svector3f[vnum * 3 + 1] = vertex14f[4];mesh->svector3f[vnum * 3 + 2] = vertex14f[5];}
1027 if (mesh->tvector3f) {mesh->tvector3f[vnum * 3 + 0] = vertex14f[6];mesh->tvector3f[vnum * 3 + 1] = vertex14f[7];mesh->tvector3f[vnum * 3 + 2] = vertex14f[8];}
1028 if (mesh->normal3f) {mesh->normal3f[vnum * 3 + 0] = vertex14f[9];mesh->normal3f[vnum * 3 + 1] = vertex14f[10];mesh->normal3f[vnum * 3 + 2] = vertex14f[11];}
1029 if (mesh->texcoord2f) {mesh->texcoord2f[vnum * 2 + 0] = vertex14f[12];mesh->texcoord2f[vnum * 2 + 1] = vertex14f[13];}
1033 void Mod_ShadowMesh_AddTriangle(mempool_t *mempool, shadowmesh_t *mesh, rtexture_t *map_diffuse, rtexture_t *map_specular, rtexture_t *map_normal, float *vertex14f)
1035 if (mesh->numtriangles == 0)
1037 // set the properties on this empty mesh to be more favorable...
1038 // (note: this case only occurs for the first triangle added to a new mesh chain)
1039 mesh->map_diffuse = map_diffuse;
1040 mesh->map_specular = map_specular;
1041 mesh->map_normal = map_normal;
1043 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)
1045 if (mesh->next == NULL)
1046 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);
1049 mesh->element3i[mesh->numtriangles * 3 + 0] = Mod_ShadowMesh_AddVertex(mesh, vertex14f + 14 * 0);
1050 mesh->element3i[mesh->numtriangles * 3 + 1] = Mod_ShadowMesh_AddVertex(mesh, vertex14f + 14 * 1);
1051 mesh->element3i[mesh->numtriangles * 3 + 2] = Mod_ShadowMesh_AddVertex(mesh, vertex14f + 14 * 2);
1052 mesh->numtriangles++;
1055 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)
1058 float vbuf[3*14], *v;
1059 memset(vbuf, 0, sizeof(vbuf));
1060 for (i = 0;i < numtris;i++)
1062 for (j = 0, v = vbuf;j < 3;j++, v += 14)
1067 v[0] = vertex3f[e * 3 + 0];
1068 v[1] = vertex3f[e * 3 + 1];
1069 v[2] = vertex3f[e * 3 + 2];
1073 v[3] = svector3f[e * 3 + 0];
1074 v[4] = svector3f[e * 3 + 1];
1075 v[5] = svector3f[e * 3 + 2];
1079 v[6] = tvector3f[e * 3 + 0];
1080 v[7] = tvector3f[e * 3 + 1];
1081 v[8] = tvector3f[e * 3 + 2];
1085 v[9] = normal3f[e * 3 + 0];
1086 v[10] = normal3f[e * 3 + 1];
1087 v[11] = normal3f[e * 3 + 2];
1091 v[12] = texcoord2f[e * 2 + 0];
1092 v[13] = texcoord2f[e * 2 + 1];
1095 Mod_ShadowMesh_AddTriangle(mempool, mesh, map_diffuse, map_specular, map_normal, vbuf);
1098 // the triangle calculation can take a while, so let's do a keepalive here
1099 CL_KeepaliveMessage(false);
1102 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)
1104 // the preparation before shadow mesh initialization can take a while, so let's do a keepalive here
1105 CL_KeepaliveMessage(false);
1107 return Mod_ShadowMesh_Alloc(mempool, maxverts, maxtriangles, map_diffuse, map_specular, map_normal, light, neighbors, expandable);
1110 static void Mod_ShadowMesh_CreateVBOs(shadowmesh_t *mesh)
1112 if (!gl_support_arb_vertex_buffer_object)
1115 // element buffer is easy because it's just one array
1116 if (mesh->numtriangles)
1118 if (mesh->element3s)
1119 mesh->ebo3s = R_Mesh_CreateStaticBufferObject(GL_ELEMENT_ARRAY_BUFFER_ARB, mesh->element3s, mesh->numtriangles * sizeof(unsigned short[3]), "shadowmesh");
1121 mesh->ebo3i = R_Mesh_CreateStaticBufferObject(GL_ELEMENT_ARRAY_BUFFER_ARB, mesh->element3i, mesh->numtriangles * sizeof(unsigned int[3]), "shadowmesh");
1124 // vertex buffer is several arrays and we put them in the same buffer
1126 // is this wise? the texcoordtexture2f array is used with dynamic
1127 // vertex/svector/tvector/normal when rendering animated models, on the
1128 // other hand animated models don't use a lot of vertices anyway...
1134 mesh->vbooffset_vertex3f = size;if (mesh->vertex3f ) size += mesh->numverts * sizeof(float[3]);
1135 mesh->vbooffset_svector3f = size;if (mesh->svector3f ) size += mesh->numverts * sizeof(float[3]);
1136 mesh->vbooffset_tvector3f = size;if (mesh->tvector3f ) size += mesh->numverts * sizeof(float[3]);
1137 mesh->vbooffset_normal3f = size;if (mesh->normal3f ) size += mesh->numverts * sizeof(float[3]);
1138 mesh->vbooffset_texcoord2f = size;if (mesh->texcoord2f ) size += mesh->numverts * sizeof(float[2]);
1139 mem = (unsigned char *)Mem_Alloc(tempmempool, size);
1140 if (mesh->vertex3f ) memcpy(mem + mesh->vbooffset_vertex3f , mesh->vertex3f , mesh->numverts * sizeof(float[3]));
1141 if (mesh->svector3f ) memcpy(mem + mesh->vbooffset_svector3f , mesh->svector3f , mesh->numverts * sizeof(float[3]));
1142 if (mesh->tvector3f ) memcpy(mem + mesh->vbooffset_tvector3f , mesh->tvector3f , mesh->numverts * sizeof(float[3]));
1143 if (mesh->normal3f ) memcpy(mem + mesh->vbooffset_normal3f , mesh->normal3f , mesh->numverts * sizeof(float[3]));
1144 if (mesh->texcoord2f ) memcpy(mem + mesh->vbooffset_texcoord2f , mesh->texcoord2f , mesh->numverts * sizeof(float[2]));
1145 mesh->vbo = R_Mesh_CreateStaticBufferObject(GL_ARRAY_BUFFER_ARB, mem, size, "shadowmesh");
1150 shadowmesh_t *Mod_ShadowMesh_Finish(mempool_t *mempool, shadowmesh_t *firstmesh, qboolean light, qboolean neighbors, qboolean createvbo)
1152 shadowmesh_t *mesh, *newmesh, *nextmesh;
1153 // reallocate meshs to conserve space
1154 for (mesh = firstmesh, firstmesh = NULL;mesh;mesh = nextmesh)
1156 nextmesh = mesh->next;
1157 if (mesh->numverts >= 3 && mesh->numtriangles >= 1)
1159 newmesh = Mod_ShadowMesh_ReAlloc(mempool, mesh, light, neighbors);
1160 newmesh->next = firstmesh;
1161 firstmesh = newmesh;
1162 if (newmesh->element3s)
1165 for (i = 0;i < newmesh->numtriangles*3;i++)
1166 newmesh->element3s[i] = newmesh->element3i[i];
1169 Mod_ShadowMesh_CreateVBOs(newmesh);
1174 // this can take a while, so let's do a keepalive here
1175 CL_KeepaliveMessage(false);
1180 void Mod_ShadowMesh_CalcBBox(shadowmesh_t *firstmesh, vec3_t mins, vec3_t maxs, vec3_t center, float *radius)
1184 vec3_t nmins, nmaxs, ncenter, temp;
1185 float nradius2, dist2, *v;
1189 for (mesh = firstmesh;mesh;mesh = mesh->next)
1191 if (mesh == firstmesh)
1193 VectorCopy(mesh->vertex3f, nmins);
1194 VectorCopy(mesh->vertex3f, nmaxs);
1196 for (i = 0, v = mesh->vertex3f;i < mesh->numverts;i++, v += 3)
1198 if (nmins[0] > v[0]) nmins[0] = v[0];if (nmaxs[0] < v[0]) nmaxs[0] = v[0];
1199 if (nmins[1] > v[1]) nmins[1] = v[1];if (nmaxs[1] < v[1]) nmaxs[1] = v[1];
1200 if (nmins[2] > v[2]) nmins[2] = v[2];if (nmaxs[2] < v[2]) nmaxs[2] = v[2];
1203 // calculate center and radius
1204 ncenter[0] = (nmins[0] + nmaxs[0]) * 0.5f;
1205 ncenter[1] = (nmins[1] + nmaxs[1]) * 0.5f;
1206 ncenter[2] = (nmins[2] + nmaxs[2]) * 0.5f;
1208 for (mesh = firstmesh;mesh;mesh = mesh->next)
1210 for (i = 0, v = mesh->vertex3f;i < mesh->numverts;i++, v += 3)
1212 VectorSubtract(v, ncenter, temp);
1213 dist2 = DotProduct(temp, temp);
1214 if (nradius2 < dist2)
1220 VectorCopy(nmins, mins);
1222 VectorCopy(nmaxs, maxs);
1224 VectorCopy(ncenter, center);
1226 *radius = sqrt(nradius2);
1229 void Mod_ShadowMesh_Free(shadowmesh_t *mesh)
1231 shadowmesh_t *nextmesh;
1232 for (;mesh;mesh = nextmesh)
1235 R_Mesh_DestroyBufferObject(mesh->ebo3i);
1237 R_Mesh_DestroyBufferObject(mesh->ebo3s);
1239 R_Mesh_DestroyBufferObject(mesh->vbo);
1240 nextmesh = mesh->next;
1245 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)
1250 if (ix >= 0 && iy >= 0 && ix < imagewidth && iy < imageheight)
1251 v[2] = (imagepixels[((iy*imagewidth)+ix)*4+0] + imagepixels[((iy*imagewidth)+ix)*4+1] + imagepixels[((iy*imagewidth)+ix)*4+2]) * (1.0f / 765.0f);
1254 Matrix4x4_Transform(pixelstepmatrix, v, vertex3f);
1255 Matrix4x4_Transform(pixeltexturestepmatrix, v, tc);
1256 texcoord2f[0] = tc[0];
1257 texcoord2f[1] = tc[1];
1260 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)
1262 float vup[3], vdown[3], vleft[3], vright[3];
1263 float tcup[3], tcdown[3], tcleft[3], tcright[3];
1264 float sv[3], tv[3], nl[3];
1265 Mod_GetTerrainVertex3fTexCoord2fFromBGRA(imagepixels, imagewidth, imageheight, ix, iy, vertex3f, texcoord2f, pixelstepmatrix, pixeltexturestepmatrix);
1266 Mod_GetTerrainVertex3fTexCoord2fFromBGRA(imagepixels, imagewidth, imageheight, ix, iy - 1, vup, tcup, pixelstepmatrix, pixeltexturestepmatrix);
1267 Mod_GetTerrainVertex3fTexCoord2fFromBGRA(imagepixels, imagewidth, imageheight, ix, iy + 1, vdown, tcdown, pixelstepmatrix, pixeltexturestepmatrix);
1268 Mod_GetTerrainVertex3fTexCoord2fFromBGRA(imagepixels, imagewidth, imageheight, ix - 1, iy, vleft, tcleft, pixelstepmatrix, pixeltexturestepmatrix);
1269 Mod_GetTerrainVertex3fTexCoord2fFromBGRA(imagepixels, imagewidth, imageheight, ix + 1, iy, vright, tcright, pixelstepmatrix, pixeltexturestepmatrix);
1270 Mod_BuildBumpVectors(vertex3f, vup, vright, texcoord2f, tcup, tcright, svector3f, tvector3f, normal3f);
1271 Mod_BuildBumpVectors(vertex3f, vright, vdown, texcoord2f, tcright, tcdown, sv, tv, nl);
1272 VectorAdd(svector3f, sv, svector3f);
1273 VectorAdd(tvector3f, tv, tvector3f);
1274 VectorAdd(normal3f, nl, normal3f);
1275 Mod_BuildBumpVectors(vertex3f, vdown, vleft, texcoord2f, tcdown, tcleft, sv, tv, nl);
1276 VectorAdd(svector3f, sv, svector3f);
1277 VectorAdd(tvector3f, tv, tvector3f);
1278 VectorAdd(normal3f, nl, normal3f);
1279 Mod_BuildBumpVectors(vertex3f, vleft, vup, texcoord2f, tcleft, tcup, sv, tv, nl);
1280 VectorAdd(svector3f, sv, svector3f);
1281 VectorAdd(tvector3f, tv, tvector3f);
1282 VectorAdd(normal3f, nl, normal3f);
1285 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)
1287 int x, y, ix, iy, *e;
1289 for (y = 0;y < height;y++)
1291 for (x = 0;x < width;x++)
1293 e[0] = (y + 1) * (width + 1) + (x + 0);
1294 e[1] = (y + 0) * (width + 1) + (x + 0);
1295 e[2] = (y + 1) * (width + 1) + (x + 1);
1296 e[3] = (y + 0) * (width + 1) + (x + 0);
1297 e[4] = (y + 0) * (width + 1) + (x + 1);
1298 e[5] = (y + 1) * (width + 1) + (x + 1);
1302 Mod_BuildTriangleNeighbors(neighbor3i, element3i, width*height*2);
1303 for (y = 0, iy = y1;y < height + 1;y++, iy++)
1304 for (x = 0, ix = x1;x < width + 1;x++, ix++, vertex3f += 3, texcoord2f += 2, svector3f += 3, tvector3f += 3, normal3f += 3)
1305 Mod_GetTerrainVertexFromBGRA(imagepixels, imagewidth, imageheight, ix, iy, vertex3f, texcoord2f, svector3f, tvector3f, normal3f, pixelstepmatrix, pixeltexturestepmatrix);
1308 q3wavefunc_t Mod_LoadQ3Shaders_EnumerateWaveFunc(const char *s)
1310 if (!strcasecmp(s, "sin")) return Q3WAVEFUNC_SIN;
1311 if (!strcasecmp(s, "square")) return Q3WAVEFUNC_SQUARE;
1312 if (!strcasecmp(s, "triangle")) return Q3WAVEFUNC_TRIANGLE;
1313 if (!strcasecmp(s, "sawtooth")) return Q3WAVEFUNC_SAWTOOTH;
1314 if (!strcasecmp(s, "inversesawtooth")) return Q3WAVEFUNC_INVERSESAWTOOTH;
1315 if (!strcasecmp(s, "noise")) return Q3WAVEFUNC_NOISE;
1316 Con_DPrintf("Mod_LoadQ3Shaders: unknown wavefunc %s\n", s);
1317 return Q3WAVEFUNC_NONE;
1320 void Mod_FreeQ3Shaders(void)
1322 Mem_FreePool(&q3shaders_mem);
1325 static void Q3Shader_AddToHash (q3shaderinfo_t* shader)
1327 unsigned short hash = CRC_Block_CaseInsensitive ((const unsigned char *)shader->name, strlen (shader->name));
1328 q3shader_hash_entry_t* entry = q3shader_data->hash + (hash % Q3SHADER_HASH_SIZE);
1329 q3shader_hash_entry_t* lastEntry = NULL;
1330 while (entry != NULL)
1332 if (strcasecmp (entry->shader.name, shader->name) == 0)
1334 Con_Printf("Shader '%s' already defined\n", shader->name);
1338 entry = entry->chain;
1342 if (lastEntry->shader.name[0] != 0)
1345 q3shader_hash_entry_t* newEntry = (q3shader_hash_entry_t*)
1346 Mem_ExpandableArray_AllocRecord (&q3shader_data->hash_entries);
1348 while (lastEntry->chain != NULL) lastEntry = lastEntry->chain;
1349 lastEntry->chain = newEntry;
1350 newEntry->chain = NULL;
1351 lastEntry = newEntry;
1353 /* else: head of chain, in hash entry array */
1356 memcpy (&entry->shader, shader, sizeof (q3shaderinfo_t));
1359 extern cvar_t r_picmipworld;
1360 void Mod_LoadQ3Shaders(void)
1367 q3shaderinfo_t shader;
1368 q3shaderinfo_layer_t *layer;
1370 char parameter[TEXTURE_MAXFRAMES + 4][Q3PATHLENGTH];
1372 Mod_FreeQ3Shaders();
1374 q3shaders_mem = Mem_AllocPool("q3shaders", 0, NULL);
1375 q3shader_data = (q3shader_data_t*)Mem_Alloc (q3shaders_mem,
1376 sizeof (q3shader_data_t));
1377 Mem_ExpandableArray_NewArray (&q3shader_data->hash_entries,
1378 q3shaders_mem, sizeof (q3shader_hash_entry_t), 256);
1379 Mem_ExpandableArray_NewArray (&q3shader_data->char_ptrs,
1380 q3shaders_mem, sizeof (char**), 256);
1382 search = FS_Search("scripts/*.shader", true, false);
1385 for (fileindex = 0;fileindex < search->numfilenames;fileindex++)
1387 text = f = (char *)FS_LoadFile(search->filenames[fileindex], tempmempool, false, NULL);
1390 while (COM_ParseToken_QuakeC(&text, false))
1392 memset (&shader, 0, sizeof(shader));
1393 shader.reflectmin = 0;
1394 shader.reflectmax = 1;
1395 shader.refractfactor = 1;
1396 Vector4Set(shader.refractcolor4f, 1, 1, 1, 1);
1397 shader.reflectfactor = 1;
1398 Vector4Set(shader.reflectcolor4f, 1, 1, 1, 1);
1399 shader.r_water_wateralpha = 1;
1401 strlcpy(shader.name, com_token, sizeof(shader.name));
1402 if (!COM_ParseToken_QuakeC(&text, false) || strcasecmp(com_token, "{"))
1404 Con_Printf("%s parsing error - expected \"{\", found \"%s\"\n", search->filenames[fileindex], com_token);
1407 while (COM_ParseToken_QuakeC(&text, false))
1409 if (!strcasecmp(com_token, "}"))
1411 if (!strcasecmp(com_token, "{"))
1413 static q3shaderinfo_layer_t dummy;
1414 if (shader.numlayers < Q3SHADER_MAXLAYERS)
1416 layer = shader.layers + shader.numlayers++;
1420 // parse and process it anyway, just don't store it (so a map $lightmap or such stuff still is found)
1421 memset(&dummy, 0, sizeof(dummy));
1424 layer->rgbgen.rgbgen = Q3RGBGEN_IDENTITY;
1425 layer->alphagen.alphagen = Q3ALPHAGEN_IDENTITY;
1426 layer->tcgen.tcgen = Q3TCGEN_TEXTURE;
1427 layer->blendfunc[0] = GL_ONE;
1428 layer->blendfunc[1] = GL_ZERO;
1429 while (COM_ParseToken_QuakeC(&text, false))
1431 if (!strcasecmp(com_token, "}"))
1433 if (!strcasecmp(com_token, "\n"))
1436 for (j = 0;strcasecmp(com_token, "\n") && strcasecmp(com_token, "}");j++)
1438 if (j < TEXTURE_MAXFRAMES + 4)
1440 strlcpy(parameter[j], com_token, sizeof(parameter[j]));
1441 numparameters = j + 1;
1443 if (!COM_ParseToken_QuakeC(&text, true))
1446 for (j = numparameters;j < TEXTURE_MAXFRAMES + 4;j++)
1447 parameter[j][0] = 0;
1448 if (developer.integer >= 100)
1450 Con_Printf("%s %i: ", shader.name, shader.numlayers - 1);
1451 for (j = 0;j < numparameters;j++)
1452 Con_Printf(" %s", parameter[j]);
1455 if (numparameters >= 2 && !strcasecmp(parameter[0], "blendfunc"))
1457 if (numparameters == 2)
1459 if (!strcasecmp(parameter[1], "add"))
1461 layer->blendfunc[0] = GL_ONE;
1462 layer->blendfunc[1] = GL_ONE;
1464 else if (!strcasecmp(parameter[1], "filter"))
1466 layer->blendfunc[0] = GL_DST_COLOR;
1467 layer->blendfunc[1] = GL_ZERO;
1469 else if (!strcasecmp(parameter[1], "blend"))
1471 layer->blendfunc[0] = GL_SRC_ALPHA;
1472 layer->blendfunc[1] = GL_ONE_MINUS_SRC_ALPHA;
1475 else if (numparameters == 3)
1478 for (k = 0;k < 2;k++)
1480 if (!strcasecmp(parameter[k+1], "GL_ONE"))
1481 layer->blendfunc[k] = GL_ONE;
1482 else if (!strcasecmp(parameter[k+1], "GL_ZERO"))
1483 layer->blendfunc[k] = GL_ZERO;
1484 else if (!strcasecmp(parameter[k+1], "GL_SRC_COLOR"))
1485 layer->blendfunc[k] = GL_SRC_COLOR;
1486 else if (!strcasecmp(parameter[k+1], "GL_SRC_ALPHA"))
1487 layer->blendfunc[k] = GL_SRC_ALPHA;
1488 else if (!strcasecmp(parameter[k+1], "GL_DST_COLOR"))
1489 layer->blendfunc[k] = GL_DST_COLOR;
1490 else if (!strcasecmp(parameter[k+1], "GL_DST_ALPHA"))
1491 layer->blendfunc[k] = GL_ONE_MINUS_DST_ALPHA;
1492 else if (!strcasecmp(parameter[k+1], "GL_ONE_MINUS_SRC_COLOR"))
1493 layer->blendfunc[k] = GL_ONE_MINUS_SRC_COLOR;
1494 else if (!strcasecmp(parameter[k+1], "GL_ONE_MINUS_SRC_ALPHA"))
1495 layer->blendfunc[k] = GL_ONE_MINUS_SRC_ALPHA;
1496 else if (!strcasecmp(parameter[k+1], "GL_ONE_MINUS_DST_COLOR"))
1497 layer->blendfunc[k] = GL_ONE_MINUS_DST_COLOR;
1498 else if (!strcasecmp(parameter[k+1], "GL_ONE_MINUS_DST_ALPHA"))
1499 layer->blendfunc[k] = GL_ONE_MINUS_DST_ALPHA;
1501 layer->blendfunc[k] = GL_ONE; // default in case of parsing error
1505 if (numparameters >= 2 && !strcasecmp(parameter[0], "alphafunc"))
1506 layer->alphatest = true;
1507 if (numparameters >= 2 && (!strcasecmp(parameter[0], "map") || !strcasecmp(parameter[0], "clampmap")))
1509 if (!strcasecmp(parameter[0], "clampmap"))
1510 layer->clampmap = true;
1511 layer->numframes = 1;
1512 layer->framerate = 1;
1513 layer->texturename = (char**)Mem_ExpandableArray_AllocRecord (
1514 &q3shader_data->char_ptrs);
1515 layer->texturename[0] = Mem_strdup (q3shaders_mem, parameter[1]);
1516 if (!strcasecmp(parameter[1], "$lightmap"))
1517 shader.lighting = true;
1519 else if (numparameters >= 3 && (!strcasecmp(parameter[0], "animmap") || !strcasecmp(parameter[0], "animclampmap")))
1522 layer->numframes = min(numparameters - 2, TEXTURE_MAXFRAMES);
1523 layer->framerate = atof(parameter[1]);
1524 layer->texturename = (char **) Mem_Alloc (q3shaders_mem, sizeof (char*) * layer->numframes);
1525 for (i = 0;i < layer->numframes;i++)
1526 layer->texturename[i] = Mem_strdup (q3shaders_mem, parameter[i + 2]);
1528 else if (numparameters >= 2 && !strcasecmp(parameter[0], "rgbgen"))
1531 for (i = 0;i < numparameters - 2 && i < Q3RGBGEN_MAXPARMS;i++)
1532 layer->rgbgen.parms[i] = atof(parameter[i+2]);
1533 if (!strcasecmp(parameter[1], "identity")) layer->rgbgen.rgbgen = Q3RGBGEN_IDENTITY;
1534 else if (!strcasecmp(parameter[1], "const")) layer->rgbgen.rgbgen = Q3RGBGEN_CONST;
1535 else if (!strcasecmp(parameter[1], "entity")) layer->rgbgen.rgbgen = Q3RGBGEN_ENTITY;
1536 else if (!strcasecmp(parameter[1], "exactvertex")) layer->rgbgen.rgbgen = Q3RGBGEN_EXACTVERTEX;
1537 else if (!strcasecmp(parameter[1], "identitylighting")) layer->rgbgen.rgbgen = Q3RGBGEN_IDENTITYLIGHTING;
1538 else if (!strcasecmp(parameter[1], "lightingdiffuse")) layer->rgbgen.rgbgen = Q3RGBGEN_LIGHTINGDIFFUSE;
1539 else if (!strcasecmp(parameter[1], "oneminusentity")) layer->rgbgen.rgbgen = Q3RGBGEN_ONEMINUSENTITY;
1540 else if (!strcasecmp(parameter[1], "oneminusvertex")) layer->rgbgen.rgbgen = Q3RGBGEN_ONEMINUSVERTEX;
1541 else if (!strcasecmp(parameter[1], "vertex")) layer->rgbgen.rgbgen = Q3RGBGEN_VERTEX;
1542 else if (!strcasecmp(parameter[1], "wave"))
1544 layer->rgbgen.rgbgen = Q3RGBGEN_WAVE;
1545 layer->rgbgen.wavefunc = Mod_LoadQ3Shaders_EnumerateWaveFunc(parameter[2]);
1546 for (i = 0;i < numparameters - 3 && i < Q3WAVEPARMS;i++)
1547 layer->rgbgen.waveparms[i] = atof(parameter[i+3]);
1549 else Con_DPrintf("%s parsing warning: unknown rgbgen %s\n", search->filenames[fileindex], parameter[1]);
1551 else if (numparameters >= 2 && !strcasecmp(parameter[0], "alphagen"))
1554 for (i = 0;i < numparameters - 2 && i < Q3ALPHAGEN_MAXPARMS;i++)
1555 layer->alphagen.parms[i] = atof(parameter[i+2]);
1556 if (!strcasecmp(parameter[1], "identity")) layer->alphagen.alphagen = Q3ALPHAGEN_IDENTITY;
1557 else if (!strcasecmp(parameter[1], "const")) layer->alphagen.alphagen = Q3ALPHAGEN_CONST;
1558 else if (!strcasecmp(parameter[1], "entity")) layer->alphagen.alphagen = Q3ALPHAGEN_ENTITY;
1559 else if (!strcasecmp(parameter[1], "lightingspecular")) layer->alphagen.alphagen = Q3ALPHAGEN_LIGHTINGSPECULAR;
1560 else if (!strcasecmp(parameter[1], "oneminusentity")) layer->alphagen.alphagen = Q3ALPHAGEN_ONEMINUSENTITY;
1561 else if (!strcasecmp(parameter[1], "oneminusvertex")) layer->alphagen.alphagen = Q3ALPHAGEN_ONEMINUSVERTEX;
1562 else if (!strcasecmp(parameter[1], "portal")) layer->alphagen.alphagen = Q3ALPHAGEN_PORTAL;
1563 else if (!strcasecmp(parameter[1], "vertex")) layer->alphagen.alphagen = Q3ALPHAGEN_VERTEX;
1564 else if (!strcasecmp(parameter[1], "wave"))
1566 layer->alphagen.alphagen = Q3ALPHAGEN_WAVE;
1567 layer->alphagen.wavefunc = Mod_LoadQ3Shaders_EnumerateWaveFunc(parameter[2]);
1568 for (i = 0;i < numparameters - 3 && i < Q3WAVEPARMS;i++)
1569 layer->alphagen.waveparms[i] = atof(parameter[i+3]);
1571 else Con_DPrintf("%s parsing warning: unknown alphagen %s\n", search->filenames[fileindex], parameter[1]);
1573 else if (numparameters >= 2 && (!strcasecmp(parameter[0], "texgen") || !strcasecmp(parameter[0], "tcgen")))
1576 // observed values: tcgen environment
1577 // no other values have been observed in real shaders
1578 for (i = 0;i < numparameters - 2 && i < Q3TCGEN_MAXPARMS;i++)
1579 layer->tcgen.parms[i] = atof(parameter[i+2]);
1580 if (!strcasecmp(parameter[1], "base")) layer->tcgen.tcgen = Q3TCGEN_TEXTURE;
1581 else if (!strcasecmp(parameter[1], "texture")) layer->tcgen.tcgen = Q3TCGEN_TEXTURE;
1582 else if (!strcasecmp(parameter[1], "environment")) layer->tcgen.tcgen = Q3TCGEN_ENVIRONMENT;
1583 else if (!strcasecmp(parameter[1], "lightmap")) layer->tcgen.tcgen = Q3TCGEN_LIGHTMAP;
1584 else if (!strcasecmp(parameter[1], "vector")) layer->tcgen.tcgen = Q3TCGEN_VECTOR;
1585 else Con_DPrintf("%s parsing warning: unknown tcgen mode %s\n", search->filenames[fileindex], parameter[1]);
1587 else if (numparameters >= 2 && !strcasecmp(parameter[0], "tcmod"))
1594 // tcmod stretch sin # # # #
1595 // tcmod stretch triangle # # # #
1596 // tcmod transform # # # # # #
1597 // tcmod turb # # # #
1598 // tcmod turb sin # # # # (this is bogus)
1599 // no other values have been observed in real shaders
1600 for (tcmodindex = 0;tcmodindex < Q3MAXTCMODS;tcmodindex++)
1601 if (!layer->tcmods[tcmodindex].tcmod)
1603 if (tcmodindex < Q3MAXTCMODS)
1605 for (i = 0;i < numparameters - 2 && i < Q3TCMOD_MAXPARMS;i++)
1606 layer->tcmods[tcmodindex].parms[i] = atof(parameter[i+2]);
1607 if (!strcasecmp(parameter[1], "entitytranslate")) layer->tcmods[tcmodindex].tcmod = Q3TCMOD_ENTITYTRANSLATE;
1608 else if (!strcasecmp(parameter[1], "rotate")) layer->tcmods[tcmodindex].tcmod = Q3TCMOD_ROTATE;
1609 else if (!strcasecmp(parameter[1], "scale")) layer->tcmods[tcmodindex].tcmod = Q3TCMOD_SCALE;
1610 else if (!strcasecmp(parameter[1], "scroll")) layer->tcmods[tcmodindex].tcmod = Q3TCMOD_SCROLL;
1611 else if (!strcasecmp(parameter[1], "page")) layer->tcmods[tcmodindex].tcmod = Q3TCMOD_PAGE;
1612 else if (!strcasecmp(parameter[1], "stretch"))
1614 layer->tcmods[tcmodindex].tcmod = Q3TCMOD_STRETCH;
1615 layer->tcmods[tcmodindex].wavefunc = Mod_LoadQ3Shaders_EnumerateWaveFunc(parameter[2]);
1616 for (i = 0;i < numparameters - 3 && i < Q3WAVEPARMS;i++)
1617 layer->tcmods[tcmodindex].waveparms[i] = atof(parameter[i+3]);
1619 else if (!strcasecmp(parameter[1], "transform")) layer->tcmods[tcmodindex].tcmod = Q3TCMOD_TRANSFORM;
1620 else if (!strcasecmp(parameter[1], "turb")) layer->tcmods[tcmodindex].tcmod = Q3TCMOD_TURBULENT;
1621 else Con_DPrintf("%s parsing warning: unknown tcmod mode %s\n", search->filenames[fileindex], parameter[1]);
1624 Con_DPrintf("%s parsing warning: too many tcmods on one layer\n", search->filenames[fileindex]);
1626 // break out a level if it was a closing brace (not using the character here to not confuse vim)
1627 if (!strcasecmp(com_token, "}"))
1630 if (layer->rgbgen.rgbgen == Q3RGBGEN_LIGHTINGDIFFUSE || layer->rgbgen.rgbgen == Q3RGBGEN_VERTEX)
1631 shader.lighting = true;
1632 if (layer->alphagen.alphagen == Q3ALPHAGEN_VERTEX)
1634 if (layer == shader.layers + 0)
1636 // vertex controlled transparency
1637 shader.vertexalpha = true;
1641 // multilayer terrain shader or similar
1642 shader.textureblendalpha = true;
1645 layer->texflags = TEXF_ALPHA | TEXF_PRECACHE;
1646 if (!(shader.surfaceparms & Q3SURFACEPARM_NOMIPMAPS))
1647 layer->texflags |= TEXF_MIPMAP;
1648 if (!(shader.textureflags & Q3TEXTUREFLAG_NOPICMIP))
1649 layer->texflags |= TEXF_PICMIP | TEXF_COMPRESS;
1650 if (layer->clampmap)
1651 layer->texflags |= TEXF_CLAMP;
1655 for (j = 0;strcasecmp(com_token, "\n") && strcasecmp(com_token, "}");j++)
1657 if (j < TEXTURE_MAXFRAMES + 4)
1659 strlcpy(parameter[j], com_token, sizeof(parameter[j]));
1660 numparameters = j + 1;
1662 if (!COM_ParseToken_QuakeC(&text, true))
1665 for (j = numparameters;j < TEXTURE_MAXFRAMES + 4;j++)
1666 parameter[j][0] = 0;
1667 if (fileindex == 0 && !strcasecmp(com_token, "}"))
1669 if (developer.integer >= 100)
1671 Con_Printf("%s: ", shader.name);
1672 for (j = 0;j < numparameters;j++)
1673 Con_Printf(" %s", parameter[j]);
1676 if (numparameters < 1)
1678 if (!strcasecmp(parameter[0], "surfaceparm") && numparameters >= 2)
1680 if (!strcasecmp(parameter[1], "alphashadow"))
1681 shader.surfaceparms |= Q3SURFACEPARM_ALPHASHADOW;
1682 else if (!strcasecmp(parameter[1], "areaportal"))
1683 shader.surfaceparms |= Q3SURFACEPARM_AREAPORTAL;
1684 else if (!strcasecmp(parameter[1], "botclip"))
1685 shader.surfaceparms |= Q3SURFACEPARM_BOTCLIP;
1686 else if (!strcasecmp(parameter[1], "clusterportal"))
1687 shader.surfaceparms |= Q3SURFACEPARM_CLUSTERPORTAL;
1688 else if (!strcasecmp(parameter[1], "detail"))
1689 shader.surfaceparms |= Q3SURFACEPARM_DETAIL;
1690 else if (!strcasecmp(parameter[1], "donotenter"))
1691 shader.surfaceparms |= Q3SURFACEPARM_DONOTENTER;
1692 else if (!strcasecmp(parameter[1], "dust"))
1693 shader.surfaceparms |= Q3SURFACEPARM_DUST;
1694 else if (!strcasecmp(parameter[1], "hint"))
1695 shader.surfaceparms |= Q3SURFACEPARM_HINT;
1696 else if (!strcasecmp(parameter[1], "fog"))
1697 shader.surfaceparms |= Q3SURFACEPARM_FOG;
1698 else if (!strcasecmp(parameter[1], "lava"))
1699 shader.surfaceparms |= Q3SURFACEPARM_LAVA;
1700 else if (!strcasecmp(parameter[1], "lightfilter"))
1701 shader.surfaceparms |= Q3SURFACEPARM_LIGHTFILTER;
1702 else if (!strcasecmp(parameter[1], "lightgrid"))
1703 shader.surfaceparms |= Q3SURFACEPARM_LIGHTGRID;
1704 else if (!strcasecmp(parameter[1], "metalsteps"))
1705 shader.surfaceparms |= Q3SURFACEPARM_METALSTEPS;
1706 else if (!strcasecmp(parameter[1], "nodamage"))
1707 shader.surfaceparms |= Q3SURFACEPARM_NODAMAGE;
1708 else if (!strcasecmp(parameter[1], "nodlight"))
1709 shader.surfaceparms |= Q3SURFACEPARM_NODLIGHT;
1710 else if (!strcasecmp(parameter[1], "nodraw"))
1711 shader.surfaceparms |= Q3SURFACEPARM_NODRAW;
1712 else if (!strcasecmp(parameter[1], "nodrop"))
1713 shader.surfaceparms |= Q3SURFACEPARM_NODROP;
1714 else if (!strcasecmp(parameter[1], "noimpact"))
1715 shader.surfaceparms |= Q3SURFACEPARM_NOIMPACT;
1716 else if (!strcasecmp(parameter[1], "nolightmap"))
1717 shader.surfaceparms |= Q3SURFACEPARM_NOLIGHTMAP;
1718 else if (!strcasecmp(parameter[1], "nomarks"))
1719 shader.surfaceparms |= Q3SURFACEPARM_NOMARKS;
1720 else if (!strcasecmp(parameter[1], "nomipmaps"))
1721 shader.surfaceparms |= Q3SURFACEPARM_NOMIPMAPS;
1722 else if (!strcasecmp(parameter[1], "nonsolid"))
1723 shader.surfaceparms |= Q3SURFACEPARM_NONSOLID;
1724 else if (!strcasecmp(parameter[1], "origin"))
1725 shader.surfaceparms |= Q3SURFACEPARM_ORIGIN;
1726 else if (!strcasecmp(parameter[1], "playerclip"))
1727 shader.surfaceparms |= Q3SURFACEPARM_PLAYERCLIP;
1728 else if (!strcasecmp(parameter[1], "sky"))
1729 shader.surfaceparms |= Q3SURFACEPARM_SKY;
1730 else if (!strcasecmp(parameter[1], "slick"))
1731 shader.surfaceparms |= Q3SURFACEPARM_SLICK;
1732 else if (!strcasecmp(parameter[1], "slime"))
1733 shader.surfaceparms |= Q3SURFACEPARM_SLIME;
1734 else if (!strcasecmp(parameter[1], "structural"))
1735 shader.surfaceparms |= Q3SURFACEPARM_STRUCTURAL;
1736 else if (!strcasecmp(parameter[1], "trans"))
1737 shader.surfaceparms |= Q3SURFACEPARM_TRANS;
1738 else if (!strcasecmp(parameter[1], "water"))
1739 shader.surfaceparms |= Q3SURFACEPARM_WATER;
1740 else if (!strcasecmp(parameter[1], "pointlight"))
1741 shader.surfaceparms |= Q3SURFACEPARM_POINTLIGHT;
1742 else if (!strcasecmp(parameter[1], "antiportal"))
1743 shader.surfaceparms |= Q3SURFACEPARM_ANTIPORTAL;
1745 Con_DPrintf("%s parsing warning: unknown surfaceparm \"%s\"\n", search->filenames[fileindex], parameter[1]);
1747 else if (!strcasecmp(parameter[0], "dpshadow"))
1748 shader.dpshadow = true;
1749 else if (!strcasecmp(parameter[0], "dpnoshadow"))
1750 shader.dpnoshadow = true;
1751 else if (!strcasecmp(parameter[0], "sky") && numparameters >= 2)
1753 // some q3 skies don't have the sky parm set
1754 shader.surfaceparms |= Q3SURFACEPARM_SKY;
1755 strlcpy(shader.skyboxname, parameter[1], sizeof(shader.skyboxname));
1757 else if (!strcasecmp(parameter[0], "skyparms") && numparameters >= 2)
1759 // some q3 skies don't have the sky parm set
1760 shader.surfaceparms |= Q3SURFACEPARM_SKY;
1761 if (!atoi(parameter[1]) && strcasecmp(parameter[1], "-"))
1762 strlcpy(shader.skyboxname, parameter[1], sizeof(shader.skyboxname));
1764 else if (!strcasecmp(parameter[0], "cull") && numparameters >= 2)
1766 if (!strcasecmp(parameter[1], "disable") || !strcasecmp(parameter[1], "none") || !strcasecmp(parameter[1], "twosided"))
1767 shader.textureflags |= Q3TEXTUREFLAG_TWOSIDED;
1769 else if (!strcasecmp(parameter[0], "nomipmaps"))
1770 shader.surfaceparms |= Q3SURFACEPARM_NOMIPMAPS;
1771 else if (!strcasecmp(parameter[0], "nopicmip"))
1772 shader.textureflags |= Q3TEXTUREFLAG_NOPICMIP;
1773 else if (!strcasecmp(parameter[0], "polygonoffset"))
1774 shader.textureflags |= Q3TEXTUREFLAG_POLYGONOFFSET;
1775 else if (!strcasecmp(parameter[0], "dp_refract") && numparameters >= 5)
1777 shader.textureflags |= Q3TEXTUREFLAG_REFRACTION;
1778 shader.refractfactor = atof(parameter[1]);
1779 Vector4Set(shader.refractcolor4f, atof(parameter[2]), atof(parameter[3]), atof(parameter[4]), 1);
1781 else if (!strcasecmp(parameter[0], "dp_reflect") && numparameters >= 6)
1783 shader.textureflags |= Q3TEXTUREFLAG_REFLECTION;
1784 shader.reflectfactor = atof(parameter[1]);
1785 Vector4Set(shader.reflectcolor4f, atof(parameter[2]), atof(parameter[3]), atof(parameter[4]), atof(parameter[5]));
1787 else if (!strcasecmp(parameter[0], "dp_water") && numparameters >= 12)
1789 shader.textureflags |= Q3TEXTUREFLAG_WATERSHADER;
1790 shader.reflectmin = atof(parameter[1]);
1791 shader.reflectmax = atof(parameter[2]);
1792 shader.refractfactor = atof(parameter[3]);
1793 shader.reflectfactor = atof(parameter[4]);
1794 Vector4Set(shader.refractcolor4f, atof(parameter[5]), atof(parameter[6]), atof(parameter[7]), 1);
1795 Vector4Set(shader.reflectcolor4f, atof(parameter[8]), atof(parameter[9]), atof(parameter[10]), 1);
1796 shader.r_water_wateralpha = atof(parameter[11]);
1798 else if (!strcasecmp(parameter[0], "deformvertexes") && numparameters >= 2)
1801 for (deformindex = 0;deformindex < Q3MAXDEFORMS;deformindex++)
1802 if (!shader.deforms[deformindex].deform)
1804 if (deformindex < Q3MAXDEFORMS)
1806 for (i = 0;i < numparameters - 2 && i < Q3DEFORM_MAXPARMS;i++)
1807 shader.deforms[deformindex].parms[i] = atof(parameter[i+2]);
1808 if (!strcasecmp(parameter[1], "projectionshadow")) shader.deforms[deformindex].deform = Q3DEFORM_PROJECTIONSHADOW;
1809 else if (!strcasecmp(parameter[1], "autosprite" )) shader.deforms[deformindex].deform = Q3DEFORM_AUTOSPRITE;
1810 else if (!strcasecmp(parameter[1], "autosprite2" )) shader.deforms[deformindex].deform = Q3DEFORM_AUTOSPRITE2;
1811 else if (!strcasecmp(parameter[1], "text0" )) shader.deforms[deformindex].deform = Q3DEFORM_TEXT0;
1812 else if (!strcasecmp(parameter[1], "text1" )) shader.deforms[deformindex].deform = Q3DEFORM_TEXT1;
1813 else if (!strcasecmp(parameter[1], "text2" )) shader.deforms[deformindex].deform = Q3DEFORM_TEXT2;
1814 else if (!strcasecmp(parameter[1], "text3" )) shader.deforms[deformindex].deform = Q3DEFORM_TEXT3;
1815 else if (!strcasecmp(parameter[1], "text4" )) shader.deforms[deformindex].deform = Q3DEFORM_TEXT4;
1816 else if (!strcasecmp(parameter[1], "text5" )) shader.deforms[deformindex].deform = Q3DEFORM_TEXT5;
1817 else if (!strcasecmp(parameter[1], "text6" )) shader.deforms[deformindex].deform = Q3DEFORM_TEXT6;
1818 else if (!strcasecmp(parameter[1], "text7" )) shader.deforms[deformindex].deform = Q3DEFORM_TEXT7;
1819 else if (!strcasecmp(parameter[1], "bulge" )) shader.deforms[deformindex].deform = Q3DEFORM_BULGE;
1820 else if (!strcasecmp(parameter[1], "normal" )) shader.deforms[deformindex].deform = Q3DEFORM_NORMAL;
1821 else if (!strcasecmp(parameter[1], "wave" ))
1823 shader.deforms[deformindex].deform = Q3DEFORM_WAVE;
1824 shader.deforms[deformindex].wavefunc = Mod_LoadQ3Shaders_EnumerateWaveFunc(parameter[3]);
1825 for (i = 0;i < numparameters - 4 && i < Q3WAVEPARMS;i++)
1826 shader.deforms[deformindex].waveparms[i] = atof(parameter[i+4]);
1828 else if (!strcasecmp(parameter[1], "move" ))
1830 shader.deforms[deformindex].deform = Q3DEFORM_MOVE;
1831 shader.deforms[deformindex].wavefunc = Mod_LoadQ3Shaders_EnumerateWaveFunc(parameter[5]);
1832 for (i = 0;i < numparameters - 6 && i < Q3WAVEPARMS;i++)
1833 shader.deforms[deformindex].waveparms[i] = atof(parameter[i+6]);
1838 // pick the primary layer to render with
1839 if (shader.numlayers)
1841 shader.backgroundlayer = -1;
1842 shader.primarylayer = 0;
1843 // if lightmap comes first this is definitely an ordinary texture
1844 // if the first two layers have the correct blendfuncs and use vertex alpha, it is a blended terrain shader
1845 if ((shader.layers[shader.primarylayer].texturename != NULL)
1846 && !strcasecmp(shader.layers[shader.primarylayer].texturename[0], "$lightmap"))
1848 shader.backgroundlayer = -1;
1849 shader.primarylayer = 1;
1851 else if (shader.numlayers >= 2
1852 && shader.layers[1].alphagen.alphagen == Q3ALPHAGEN_VERTEX
1853 && (shader.layers[0].blendfunc[0] == GL_ONE && shader.layers[0].blendfunc[1] == GL_ZERO && !shader.layers[0].alphatest)
1854 && ((shader.layers[1].blendfunc[0] == GL_SRC_ALPHA && shader.layers[1].blendfunc[1] == GL_ONE_MINUS_SRC_ALPHA)
1855 || (shader.layers[1].blendfunc[0] == GL_ONE && shader.layers[1].blendfunc[1] == GL_ZERO && shader.layers[1].alphatest)))
1857 // terrain blending or other effects
1858 shader.backgroundlayer = 0;
1859 shader.primarylayer = 1;
1862 // fix up multiple reflection types
1863 if(shader.textureflags & Q3TEXTUREFLAG_WATERSHADER)
1864 shader.textureflags &= ~(Q3TEXTUREFLAG_REFRACTION | Q3TEXTUREFLAG_REFLECTION);
1866 Q3Shader_AddToHash (&shader);
1872 q3shaderinfo_t *Mod_LookupQ3Shader(const char *name)
1874 unsigned short hash;
1875 q3shader_hash_entry_t* entry;
1877 Mod_LoadQ3Shaders();
1878 hash = CRC_Block_CaseInsensitive ((const unsigned char *)name, strlen (name));
1879 entry = q3shader_data->hash + (hash % Q3SHADER_HASH_SIZE);
1880 while (entry != NULL)
1882 if (strcasecmp (entry->shader.name, name) == 0)
1883 return &entry->shader;
1884 entry = entry->chain;
1889 qboolean Mod_LoadTextureFromQ3Shader(texture_t *texture, const char *name, qboolean warnmissing, qboolean fallback, int defaulttexflags)
1893 qboolean success = true;
1894 q3shaderinfo_t *shader;
1897 strlcpy(texture->name, name, sizeof(texture->name));
1898 shader = name[0] ? Mod_LookupQ3Shader(name) : NULL;
1901 if(!(defaulttexflags & TEXF_PICMIP))
1902 texflagsmask &= ~TEXF_PICMIP;
1903 if(!(defaulttexflags & TEXF_COMPRESS))
1904 texflagsmask &= ~TEXF_COMPRESS;
1908 if (developer_loading.integer)
1909 Con_Printf("%s: loaded shader for %s\n", loadmodel->name, name);
1910 texture->surfaceparms = shader->surfaceparms;
1912 // allow disabling of picmip or compression by defaulttexflags
1913 texture->textureflags = shader->textureflags & texflagsmask;
1915 if (shader->surfaceparms & Q3SURFACEPARM_SKY)
1917 texture->basematerialflags = MATERIALFLAG_SKY | MATERIALFLAG_NOSHADOW;
1918 if (shader->skyboxname[0])
1920 // quake3 seems to append a _ to the skybox name, so this must do so as well
1921 dpsnprintf(loadmodel->brush.skybox, sizeof(loadmodel->brush.skybox), "%s_", shader->skyboxname);
1924 else if ((texture->surfaceflags & Q3SURFACEFLAG_NODRAW) || shader->numlayers == 0)
1925 texture->basematerialflags = MATERIALFLAG_NODRAW | MATERIALFLAG_NOSHADOW;
1927 texture->basematerialflags = MATERIALFLAG_WALL;
1929 if (shader->layers[0].alphatest)
1930 texture->basematerialflags |= MATERIALFLAG_ALPHATEST | MATERIALFLAG_NOSHADOW;
1931 if (shader->textureflags & Q3TEXTUREFLAG_TWOSIDED)
1932 texture->basematerialflags |= MATERIALFLAG_NOSHADOW | MATERIALFLAG_NOCULLFACE;
1933 if (shader->textureflags & Q3TEXTUREFLAG_POLYGONOFFSET)
1934 texture->biaspolygonoffset -= 2;
1935 if (shader->textureflags & Q3TEXTUREFLAG_REFRACTION)
1936 texture->basematerialflags |= MATERIALFLAG_REFRACTION;
1937 if (shader->textureflags & Q3TEXTUREFLAG_REFLECTION)
1938 texture->basematerialflags |= MATERIALFLAG_REFLECTION;
1939 if (shader->textureflags & Q3TEXTUREFLAG_WATERSHADER)
1940 texture->basematerialflags |= MATERIALFLAG_WATERSHADER;
1941 texture->customblendfunc[0] = GL_ONE;
1942 texture->customblendfunc[1] = GL_ZERO;
1943 if (shader->numlayers > 0)
1945 texture->customblendfunc[0] = shader->layers[0].blendfunc[0];
1946 texture->customblendfunc[1] = shader->layers[0].blendfunc[1];
1948 Q3 shader blendfuncs actually used in the game (* = supported by DP)
1949 * additive GL_ONE GL_ONE
1950 additive weird GL_ONE GL_SRC_ALPHA
1951 additive weird 2 GL_ONE GL_ONE_MINUS_SRC_ALPHA
1952 * alpha GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA
1953 alpha inverse GL_ONE_MINUS_SRC_ALPHA GL_SRC_ALPHA
1954 brighten GL_DST_COLOR GL_ONE
1955 brighten GL_ONE GL_SRC_COLOR
1956 brighten weird GL_DST_COLOR GL_ONE_MINUS_DST_ALPHA
1957 brighten weird 2 GL_DST_COLOR GL_SRC_ALPHA
1958 * modulate GL_DST_COLOR GL_ZERO
1959 * modulate GL_ZERO GL_SRC_COLOR
1960 modulate inverse GL_ZERO GL_ONE_MINUS_SRC_COLOR
1961 modulate inverse alpha GL_ZERO GL_SRC_ALPHA
1962 modulate weird inverse GL_ONE_MINUS_DST_COLOR GL_ZERO
1963 * modulate x2 GL_DST_COLOR GL_SRC_COLOR
1964 * no blend GL_ONE GL_ZERO
1965 nothing GL_ZERO GL_ONE
1967 // if not opaque, figure out what blendfunc to use
1968 if (shader->layers[0].blendfunc[0] != GL_ONE || shader->layers[0].blendfunc[1] != GL_ZERO)
1970 if (shader->layers[0].blendfunc[0] == GL_ONE && shader->layers[0].blendfunc[1] == GL_ONE)
1971 texture->basematerialflags |= MATERIALFLAG_ADD | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
1972 else if (shader->layers[0].blendfunc[0] == GL_SRC_ALPHA && shader->layers[0].blendfunc[1] == GL_ONE)
1973 texture->basematerialflags |= MATERIALFLAG_ADD | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
1974 else if (shader->layers[0].blendfunc[0] == GL_SRC_ALPHA && shader->layers[0].blendfunc[1] == GL_ONE_MINUS_SRC_ALPHA)
1975 texture->basematerialflags |= MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
1977 texture->basematerialflags |= MATERIALFLAG_CUSTOMBLEND | MATERIALFLAG_FULLBRIGHT | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
1980 if (!shader->lighting)
1981 texture->basematerialflags |= MATERIALFLAG_FULLBRIGHT;
1982 if (shader->primarylayer >= 0)
1984 q3shaderinfo_layer_t* primarylayer = shader->layers + shader->primarylayer;
1985 // copy over many primarylayer parameters
1986 texture->rgbgen = primarylayer->rgbgen;
1987 texture->alphagen = primarylayer->alphagen;
1988 texture->tcgen = primarylayer->tcgen;
1989 memcpy(texture->tcmods, primarylayer->tcmods, sizeof(texture->tcmods));
1990 // load the textures
1991 texture->numskinframes = primarylayer->numframes;
1992 texture->skinframerate = primarylayer->framerate;
1993 for (j = 0;j < primarylayer->numframes;j++)
1995 if(cls.state == ca_dedicated)
1997 texture->skinframes[j] = NULL;
1999 else if (!(texture->skinframes[j] = R_SkinFrame_LoadExternal(primarylayer->texturename[j], primarylayer->texflags & texflagsmask, false)))
2001 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);
2002 texture->skinframes[j] = R_SkinFrame_LoadMissing();
2006 if (shader->backgroundlayer >= 0)
2008 q3shaderinfo_layer_t* backgroundlayer = shader->layers + shader->backgroundlayer;
2009 texture->backgroundnumskinframes = backgroundlayer->numframes;
2010 texture->backgroundskinframerate = backgroundlayer->framerate;
2011 for (j = 0;j < backgroundlayer->numframes;j++)
2013 if(cls.state == ca_dedicated)
2015 texture->skinframes[j] = NULL;
2017 else if (!(texture->backgroundskinframes[j] = R_SkinFrame_LoadExternal(backgroundlayer->texturename[j], backgroundlayer->texflags & texflagsmask, false)))
2019 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);
2020 texture->backgroundskinframes[j] = R_SkinFrame_LoadMissing();
2024 if (shader->dpshadow)
2025 texture->basematerialflags &= ~MATERIALFLAG_NOSHADOW;
2026 if (shader->dpnoshadow)
2027 texture->basematerialflags |= MATERIALFLAG_NOSHADOW;
2028 memcpy(texture->deforms, shader->deforms, sizeof(texture->deforms));
2029 texture->reflectmin = shader->reflectmin;
2030 texture->reflectmax = shader->reflectmax;
2031 texture->refractfactor = shader->refractfactor;
2032 Vector4Copy(shader->refractcolor4f, texture->refractcolor4f);
2033 texture->reflectfactor = shader->reflectfactor;
2034 Vector4Copy(shader->reflectcolor4f, texture->reflectcolor4f);
2035 texture->r_water_wateralpha = shader->r_water_wateralpha;
2037 else if (!strcmp(texture->name, "noshader") || !texture->name[0])
2039 if (developer.integer >= 100)
2040 Con_Printf("^1%s:^7 using fallback noshader material for ^3\"%s\"\n", loadmodel->name, name);
2041 texture->surfaceparms = 0;
2043 else if (!strcmp(texture->name, "common/nodraw") || !strcmp(texture->name, "textures/common/nodraw"))
2045 if (developer.integer >= 100)
2046 Con_Printf("^1%s:^7 using fallback nodraw material for ^3\"%s\"\n", loadmodel->name, name);
2047 texture->surfaceparms = 0;
2048 texture->basematerialflags = MATERIALFLAG_NODRAW | MATERIALFLAG_NOSHADOW;
2052 if (developer.integer >= 100)
2053 Con_Printf("^1%s:^7 No shader found for texture ^3\"%s\"\n", loadmodel->name, texture->name);
2054 texture->surfaceparms = 0;
2055 if (texture->surfaceflags & Q3SURFACEFLAG_NODRAW)
2056 texture->basematerialflags |= MATERIALFLAG_NODRAW | MATERIALFLAG_NOSHADOW;
2057 else if (texture->surfaceflags & Q3SURFACEFLAG_SKY)
2058 texture->basematerialflags |= MATERIALFLAG_SKY | MATERIALFLAG_NOSHADOW;
2060 texture->basematerialflags |= MATERIALFLAG_WALL;
2061 texture->numskinframes = 1;
2062 if(cls.state == ca_dedicated)
2064 texture->skinframes[0] = NULL;
2071 if ((texture->skinframes[0] = R_SkinFrame_LoadExternal_CheckAlpha(texture->name, defaulttexflags, false, &has_alpha)))
2073 if(has_alpha && (defaulttexflags & TEXF_ALPHA))
2074 texture->basematerialflags |= MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
2081 if (!success && warnmissing)
2082 Con_Printf("^1%s:^7 could not load texture ^3\"%s\"\n", loadmodel->name, texture->name);
2085 // init the animation variables
2086 texture->currentframe = texture;
2087 if (texture->numskinframes < 1)
2088 texture->numskinframes = 1;
2089 if (!texture->skinframes[0])
2090 texture->skinframes[0] = R_SkinFrame_LoadMissing();
2091 texture->currentskinframe = texture->skinframes[0];
2092 texture->backgroundcurrentskinframe = texture->backgroundskinframes[0];
2096 skinfile_t *Mod_LoadSkinFiles(void)
2098 int i, words, line, wordsoverflow;
2101 skinfile_t *skinfile = NULL, *first = NULL;
2102 skinfileitem_t *skinfileitem;
2103 char word[10][MAX_QPATH];
2107 U_bodyBox,models/players/Legoman/BikerA2.tga
2108 U_RArm,models/players/Legoman/BikerA1.tga
2109 U_LArm,models/players/Legoman/BikerA1.tga
2110 U_armor,common/nodraw
2111 U_sword,common/nodraw
2112 U_shield,common/nodraw
2113 U_homb,common/nodraw
2114 U_backpack,common/nodraw
2115 U_colcha,common/nodraw
2120 memset(word, 0, sizeof(word));
2121 for (i = 0;i < MAX_SKINS && (data = text = (char *)FS_LoadFile(va("%s_%i.skin", loadmodel->name, i), tempmempool, true, NULL));i++)
2123 // If it's the first file we parse
2124 if (skinfile == NULL)
2126 skinfile = (skinfile_t *)Mem_Alloc(loadmodel->mempool, sizeof(skinfile_t));
2131 skinfile->next = (skinfile_t *)Mem_Alloc(loadmodel->mempool, sizeof(skinfile_t));
2132 skinfile = skinfile->next;
2134 skinfile->next = NULL;
2136 for(line = 0;;line++)
2139 if (!COM_ParseToken_QuakeC(&data, true))
2141 if (!strcmp(com_token, "\n"))
2144 wordsoverflow = false;
2148 strlcpy(word[words++], com_token, sizeof (word[0]));
2150 wordsoverflow = true;
2152 while (COM_ParseToken_QuakeC(&data, true) && strcmp(com_token, "\n"));
2155 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);
2158 // words is always >= 1
2159 if (!strcmp(word[0], "replace"))
2163 if (developer_loading.integer)
2164 Con_Printf("Mod_LoadSkinFiles: parsed mesh \"%s\" shader replacement \"%s\"\n", word[1], word[2]);
2165 skinfileitem = (skinfileitem_t *)Mem_Alloc(loadmodel->mempool, sizeof(skinfileitem_t));
2166 skinfileitem->next = skinfile->items;
2167 skinfile->items = skinfileitem;
2168 strlcpy (skinfileitem->name, word[1], sizeof (skinfileitem->name));
2169 strlcpy (skinfileitem->replacement, word[2], sizeof (skinfileitem->replacement));
2172 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]);
2174 else if (words >= 2 && !strncmp(word[0], "tag_", 4))
2176 // tag name, like "tag_weapon,"
2177 // not used for anything (not even in Quake3)
2179 else if (words >= 2 && !strcmp(word[1], ","))
2181 // mesh shader name, like "U_RArm,models/players/Legoman/BikerA1.tga"
2182 if (developer_loading.integer)
2183 Con_Printf("Mod_LoadSkinFiles: parsed mesh \"%s\" shader replacement \"%s\"\n", word[0], word[2]);
2184 skinfileitem = (skinfileitem_t *)Mem_Alloc(loadmodel->mempool, sizeof(skinfileitem_t));
2185 skinfileitem->next = skinfile->items;
2186 skinfile->items = skinfileitem;
2187 strlcpy (skinfileitem->name, word[0], sizeof (skinfileitem->name));
2188 strlcpy (skinfileitem->replacement, word[2], sizeof (skinfileitem->replacement));
2191 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);
2196 loadmodel->numskins = i;
2200 void Mod_FreeSkinFiles(skinfile_t *skinfile)
2203 skinfileitem_t *skinfileitem, *nextitem;
2204 for (;skinfile;skinfile = next)
2206 next = skinfile->next;
2207 for (skinfileitem = skinfile->items;skinfileitem;skinfileitem = nextitem)
2209 nextitem = skinfileitem->next;
2210 Mem_Free(skinfileitem);
2216 int Mod_CountSkinFiles(skinfile_t *skinfile)
2219 for (i = 0;skinfile;skinfile = skinfile->next, i++);
2223 void Mod_SnapVertices(int numcomponents, int numvertices, float *vertices, float snap)
2226 double isnap = 1.0 / snap;
2227 for (i = 0;i < numvertices*numcomponents;i++)
2228 vertices[i] = floor(vertices[i]*isnap)*snap;
2231 int Mod_RemoveDegenerateTriangles(int numtriangles, const int *inelement3i, int *outelement3i, const float *vertex3f)
2233 int i, outtriangles;
2234 float edgedir1[3], edgedir2[3], temp[3];
2235 // a degenerate triangle is one with no width (thickness, surface area)
2236 // these are characterized by having all 3 points colinear (along a line)
2237 // or having two points identical
2238 // the simplest check is to calculate the triangle's area
2239 for (i = 0, outtriangles = 0;i < numtriangles;i++, inelement3i += 3)
2241 // calculate first edge
2242 VectorSubtract(vertex3f + inelement3i[1] * 3, vertex3f + inelement3i[0] * 3, edgedir1);
2243 VectorSubtract(vertex3f + inelement3i[2] * 3, vertex3f + inelement3i[0] * 3, edgedir2);
2244 CrossProduct(edgedir1, edgedir2, temp);
2245 if (VectorLength2(temp) < 0.001f)
2246 continue; // degenerate triangle (no area)
2247 // valid triangle (has area)
2248 VectorCopy(inelement3i, outelement3i);
2252 return outtriangles;
2255 void Mod_VertexRangeFromElements(int numelements, const int *elements, int *firstvertexpointer, int *lastvertexpointer)
2258 int firstvertex, lastvertex;
2259 if (numelements > 0 && elements)
2261 firstvertex = lastvertex = elements[0];
2262 for (i = 1;i < numelements;i++)
2265 firstvertex = min(firstvertex, e);
2266 lastvertex = max(lastvertex, e);
2270 firstvertex = lastvertex = 0;
2271 if (firstvertexpointer)
2272 *firstvertexpointer = firstvertex;
2273 if (lastvertexpointer)
2274 *lastvertexpointer = lastvertex;
2277 void Mod_MakeSortedSurfaces(dp_model_t *mod)
2279 // make an optimal set of texture-sorted batches to draw...
2281 int *firstsurfacefortexture;
2282 int *numsurfacesfortexture;
2283 if (!mod->sortedmodelsurfaces)
2284 mod->sortedmodelsurfaces = (int *) Mem_Alloc(loadmodel->mempool, mod->nummodelsurfaces * sizeof(*mod->sortedmodelsurfaces));
2285 firstsurfacefortexture = (int *) Mem_Alloc(tempmempool, mod->num_textures * sizeof(*firstsurfacefortexture));
2286 numsurfacesfortexture = (int *) Mem_Alloc(tempmempool, mod->num_textures * sizeof(*numsurfacesfortexture));
2287 memset(numsurfacesfortexture, 0, mod->num_textures * sizeof(*numsurfacesfortexture));
2288 for (j = 0;j < mod->nummodelsurfaces;j++)
2290 const msurface_t *surface = mod->data_surfaces + j + mod->firstmodelsurface;
2291 int t = (int)(surface->texture - mod->data_textures);
2292 numsurfacesfortexture[t]++;
2295 for (t = 0;t < mod->num_textures;t++)
2297 firstsurfacefortexture[t] = j;
2298 j += numsurfacesfortexture[t];
2300 for (j = 0;j < mod->nummodelsurfaces;j++)
2302 const msurface_t *surface = mod->data_surfaces + j + mod->firstmodelsurface;
2303 int t = (int)(surface->texture - mod->data_textures);
2304 mod->sortedmodelsurfaces[firstsurfacefortexture[t]++] = j + mod->firstmodelsurface;
2306 Mem_Free(firstsurfacefortexture);
2307 Mem_Free(numsurfacesfortexture);
2310 static void Mod_BuildVBOs(void)
2312 if (!gl_support_arb_vertex_buffer_object)
2315 // element buffer is easy because it's just one array
2316 if (loadmodel->surfmesh.num_triangles)
2318 if (loadmodel->surfmesh.data_element3s)
2321 for (i = 0;i < loadmodel->surfmesh.num_triangles*3;i++)
2322 loadmodel->surfmesh.data_element3s[i] = loadmodel->surfmesh.data_element3i[i];
2323 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);
2326 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);
2329 // vertex buffer is several arrays and we put them in the same buffer
2331 // is this wise? the texcoordtexture2f array is used with dynamic
2332 // vertex/svector/tvector/normal when rendering animated models, on the
2333 // other hand animated models don't use a lot of vertices anyway...
2334 if (loadmodel->surfmesh.num_vertices)
2339 loadmodel->surfmesh.vbooffset_vertex3f = size;if (loadmodel->surfmesh.data_vertex3f ) size += loadmodel->surfmesh.num_vertices * sizeof(float[3]);
2340 loadmodel->surfmesh.vbooffset_svector3f = size;if (loadmodel->surfmesh.data_svector3f ) size += loadmodel->surfmesh.num_vertices * sizeof(float[3]);
2341 loadmodel->surfmesh.vbooffset_tvector3f = size;if (loadmodel->surfmesh.data_tvector3f ) size += loadmodel->surfmesh.num_vertices * sizeof(float[3]);
2342 loadmodel->surfmesh.vbooffset_normal3f = size;if (loadmodel->surfmesh.data_normal3f ) size += loadmodel->surfmesh.num_vertices * sizeof(float[3]);
2343 loadmodel->surfmesh.vbooffset_texcoordtexture2f = size;if (loadmodel->surfmesh.data_texcoordtexture2f ) size += loadmodel->surfmesh.num_vertices * sizeof(float[2]);
2344 loadmodel->surfmesh.vbooffset_texcoordlightmap2f = size;if (loadmodel->surfmesh.data_texcoordlightmap2f) size += loadmodel->surfmesh.num_vertices * sizeof(float[2]);
2345 loadmodel->surfmesh.vbooffset_lightmapcolor4f = size;if (loadmodel->surfmesh.data_lightmapcolor4f ) size += loadmodel->surfmesh.num_vertices * sizeof(float[4]);
2346 mem = (unsigned char *)Mem_Alloc(tempmempool, size);
2347 if (loadmodel->surfmesh.data_vertex3f ) memcpy(mem + loadmodel->surfmesh.vbooffset_vertex3f , loadmodel->surfmesh.data_vertex3f , loadmodel->surfmesh.num_vertices * sizeof(float[3]));
2348 if (loadmodel->surfmesh.data_svector3f ) memcpy(mem + loadmodel->surfmesh.vbooffset_svector3f , loadmodel->surfmesh.data_svector3f , loadmodel->surfmesh.num_vertices * sizeof(float[3]));
2349 if (loadmodel->surfmesh.data_tvector3f ) memcpy(mem + loadmodel->surfmesh.vbooffset_tvector3f , loadmodel->surfmesh.data_tvector3f , loadmodel->surfmesh.num_vertices * sizeof(float[3]));
2350 if (loadmodel->surfmesh.data_normal3f ) memcpy(mem + loadmodel->surfmesh.vbooffset_normal3f , loadmodel->surfmesh.data_normal3f , loadmodel->surfmesh.num_vertices * sizeof(float[3]));
2351 if (loadmodel->surfmesh.data_texcoordtexture2f ) memcpy(mem + loadmodel->surfmesh.vbooffset_texcoordtexture2f , loadmodel->surfmesh.data_texcoordtexture2f , loadmodel->surfmesh.num_vertices * sizeof(float[2]));
2352 if (loadmodel->surfmesh.data_texcoordlightmap2f) memcpy(mem + loadmodel->surfmesh.vbooffset_texcoordlightmap2f, loadmodel->surfmesh.data_texcoordlightmap2f, loadmodel->surfmesh.num_vertices * sizeof(float[2]));
2353 if (loadmodel->surfmesh.data_lightmapcolor4f ) memcpy(mem + loadmodel->surfmesh.vbooffset_lightmapcolor4f , loadmodel->surfmesh.data_lightmapcolor4f , loadmodel->surfmesh.num_vertices * sizeof(float[4]));
2354 loadmodel->surfmesh.vbo = R_Mesh_CreateStaticBufferObject(GL_ARRAY_BUFFER_ARB, mem, size, loadmodel->name);
2359 static void Mod_Decompile_OBJ(dp_model_t *model, const char *filename, const char *mtlfilename, const char *originalfilename)
2361 int vertexindex, surfaceindex, triangleindex, textureindex, countvertices = 0, countsurfaces = 0, countfaces = 0, counttextures = 0;
2363 const char *texname;
2365 const float *v, *vn, *vt;
2367 size_t outbufferpos = 0;
2368 size_t outbuffermax = 0x100000;
2369 char *outbuffer = (char *) Z_Malloc(outbuffermax), *oldbuffer;
2370 const msurface_t *surface;
2371 const int maxtextures = 256;
2372 char *texturenames = (char *) Z_Malloc(maxtextures * MAX_QPATH);
2374 // construct the mtllib file
2375 l = dpsnprintf(outbuffer + outbufferpos, outbuffermax - outbufferpos, "# mtllib for %s exported by darkplaces engine\n", originalfilename);
2378 for (surfaceindex = 0, surface = model->data_surfaces;surfaceindex < model->num_surfaces;surfaceindex++, surface++)
2381 countvertices += surface->num_vertices;
2382 countfaces += surface->num_triangles;
2383 texname = (surface->texture && surface->texture->name[0]) ? surface->texture->name : "default";
2384 for (textureindex = 0;textureindex < maxtextures && texturenames[textureindex*MAX_QPATH];textureindex++)
2385 if (!strcmp(texturenames + textureindex * MAX_QPATH, texname))
2387 if (textureindex >= maxtextures)
2388 continue; // just a precaution
2389 if (counttextures < textureindex + 1)
2390 counttextures = textureindex + 1;
2391 strlcpy(texturenames + textureindex * MAX_QPATH, texname, MAX_QPATH);
2392 if (outbufferpos >= outbuffermax >> 1)
2395 oldbuffer = outbuffer;
2396 outbuffer = (char *) Z_Malloc(outbuffermax);
2397 memcpy(outbuffer, oldbuffer, outbufferpos);
2400 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");
2405 // write the mtllib file
2406 FS_WriteFile(mtlfilename, outbuffer, outbufferpos);
2409 // construct the obj file
2410 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);
2413 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)
2415 if (outbufferpos >= outbuffermax >> 1)
2418 oldbuffer = outbuffer;
2419 outbuffer = (char *) Z_Malloc(outbuffermax);
2420 memcpy(outbuffer, oldbuffer, outbufferpos);
2423 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]);
2427 for (surfaceindex = 0, surface = model->data_surfaces;surfaceindex < model->num_surfaces;surfaceindex++, surface++)
2429 l = dpsnprintf(outbuffer + outbufferpos, outbuffermax - outbufferpos, "usemtl %s\n", (surface->texture && surface->texture->name[0]) ? surface->texture->name : "default");
2432 for (triangleindex = 0, e = model->surfmesh.data_element3i + surface->num_firsttriangle * 3;triangleindex < surface->num_triangles;triangleindex++, e += 3)
2434 if (outbufferpos >= outbuffermax >> 1)
2437 oldbuffer = outbuffer;
2438 outbuffer = (char *) Z_Malloc(outbuffermax);
2439 memcpy(outbuffer, oldbuffer, outbufferpos);
2445 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);
2451 // write the obj file
2452 FS_WriteFile(filename, outbuffer, outbufferpos);
2456 Z_Free(texturenames);
2459 Con_Printf("Wrote %s (%i bytes, %i vertices, %i faces, %i surfaces with %i distinct textures)\n", filename, (int)outbufferpos, countvertices, countfaces, countsurfaces, counttextures);
2462 static void Mod_Decompile_SMD(dp_model_t *model, const char *filename, int firstpose, int numposes, qboolean writetriangles)
2464 int countnodes = 0, counttriangles = 0, countframes = 0;
2474 size_t outbufferpos = 0;
2475 size_t outbuffermax = 0x100000;
2476 char *outbuffer = (char *) Z_Malloc(outbuffermax), *oldbuffer;
2477 const msurface_t *surface;
2478 l = dpsnprintf(outbuffer + outbufferpos, outbuffermax - outbufferpos, "version 1\nnodes\n");
2482 if(model->num_poses >= 0)
2483 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]);
2484 if(fabs(modelscale - 1) > 1e-4)
2486 if(firstpose == 0) // only print the when writing the reference pose
2487 Con_Printf("The model has an old-style model scale of %f\n", modelscale);
2491 for (transformindex = 0;transformindex < model->num_bones;transformindex++)
2493 if (outbufferpos >= outbuffermax >> 1)
2496 oldbuffer = outbuffer;
2497 outbuffer = (char *) Z_Malloc(outbuffermax);
2498 memcpy(outbuffer, oldbuffer, outbufferpos);
2502 l = dpsnprintf(outbuffer + outbufferpos, outbuffermax - outbufferpos, "%3i \"%s\" %3i\n", transformindex, model->data_bones[transformindex].name, model->data_bones[transformindex].parent);
2506 l = dpsnprintf(outbuffer + outbufferpos, outbuffermax - outbufferpos, "end\nskeleton\n");
2509 for (poseindex = 0, pose = model->data_poses + model->num_bones * 12 * firstpose;poseindex < numposes;poseindex++)
2512 l = dpsnprintf(outbuffer + outbufferpos, outbuffermax - outbufferpos, "time %i\n", poseindex);
2515 for (transformindex = 0;transformindex < model->num_bones;transformindex++, pose += 12)
2520 if (outbufferpos >= outbuffermax >> 1)
2523 oldbuffer = outbuffer;
2524 outbuffer = (char *) Z_Malloc(outbuffermax);
2525 memcpy(outbuffer, oldbuffer, outbufferpos);
2529 // strangely the smd angles are for a transposed matrix, so we
2530 // have to generate a transposed matrix, then convert that...
2531 mtest[0][0] = pose[ 0];
2532 mtest[0][1] = pose[ 4];
2533 mtest[0][2] = pose[ 8];
2534 mtest[0][3] = pose[ 3];
2535 mtest[1][0] = pose[ 1];
2536 mtest[1][1] = pose[ 5];
2537 mtest[1][2] = pose[ 9];
2538 mtest[1][3] = pose[ 7];
2539 mtest[2][0] = pose[ 2];
2540 mtest[2][1] = pose[ 6];
2541 mtest[2][2] = pose[10];
2542 mtest[2][3] = pose[11];
2543 AnglesFromVectors(angles, mtest[0], mtest[2], false);
2544 if (angles[0] >= 180) angles[0] -= 360;
2545 if (angles[1] >= 180) angles[1] -= 360;
2546 if (angles[2] >= 180) angles[2] -= 360;
2548 a = DEG2RAD(angles[ROLL]);
2549 b = DEG2RAD(angles[PITCH]);
2550 c = DEG2RAD(angles[YAW]);
2554 float cy, sy, cp, sp, cr, sr;
2556 // smd matrix construction, for comparing to non-transposed m
2567 test[0][1] = sr*sp*cy+cr*-sy;
2568 test[1][1] = sr*sp*sy+cr*cy;
2570 test[0][2] = (cr*sp*cy+-sr*-sy);
2571 test[1][2] = (cr*sp*sy+-sr*cy);
2573 test[0][3] = pose[3];
2574 test[1][3] = pose[7];
2575 test[2][3] = pose[11];
2578 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]));
2583 l = dpsnprintf(outbuffer + outbufferpos, outbuffermax - outbufferpos, "end\n");
2588 l = dpsnprintf(outbuffer + outbufferpos, outbuffermax - outbufferpos, "triangles\n");
2591 for (surfaceindex = 0, surface = model->data_surfaces;surfaceindex < model->num_surfaces;surfaceindex++, surface++)
2593 for (triangleindex = 0, e = model->surfmesh.data_element3i + surface->num_firsttriangle * 3;triangleindex < surface->num_triangles;triangleindex++, e += 3)
2596 if (outbufferpos >= outbuffermax >> 1)
2599 oldbuffer = outbuffer;
2600 outbuffer = (char *) Z_Malloc(outbuffermax);
2601 memcpy(outbuffer, oldbuffer, outbufferpos);
2604 l = dpsnprintf(outbuffer + outbufferpos, outbuffermax - outbufferpos, "%s\n", surface->texture && surface->texture->name[0] ? surface->texture->name : "default.bmp");
2607 for (cornerindex = 0;cornerindex < 3;cornerindex++)
2609 const int index = e[2-cornerindex];
2610 const float *v = model->surfmesh.data_vertex3f + index * 3;
2611 const float *vn = model->surfmesh.data_normal3f + index * 3;
2612 const float *vt = model->surfmesh.data_texcoordtexture2f + index * 2;
2613 const int *wi = model->surfmesh.data_vertexweightindex4i + index * 4;
2614 const float *wf = model->surfmesh.data_vertexweightinfluence4f + index * 4;
2615 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]);
2616 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]);
2617 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]);
2618 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]);
2624 l = dpsnprintf(outbuffer + outbufferpos, outbuffermax - outbufferpos, "end\n");
2629 FS_WriteFile(filename, outbuffer, outbufferpos);
2632 Con_Printf("Wrote %s (%i bytes, %i nodes, %i frames, %i triangles)\n", filename, (int)outbufferpos, countnodes, countframes, counttriangles);
2639 decompiles a model to editable files
2642 static void Mod_Decompile_f(void)
2644 int i, j, k, l, first, count;
2646 char inname[MAX_QPATH];
2647 char outname[MAX_QPATH];
2648 char mtlname[MAX_QPATH];
2649 char basename[MAX_QPATH];
2650 char animname[MAX_QPATH];
2651 char animname2[MAX_QPATH];
2652 char zymtextbuffer[16384];
2653 char dpmtextbuffer[16384];
2654 int zymtextsize = 0;
2655 int dpmtextsize = 0;
2657 if (Cmd_Argc() != 2)
2659 Con_Print("usage: modeldecompile <filename>\n");
2663 strlcpy(inname, Cmd_Argv(1), sizeof(inname));
2664 FS_StripExtension(inname, basename, sizeof(basename));
2666 mod = Mod_ForName(inname, false, true, inname[0] == '*' ? cl.model_name[1] : NULL);
2667 if (mod->brush.submodel)
2669 // if we're decompiling a submodel, be sure to give it a proper name based on its parent
2670 FS_StripExtension(cl.model_name[1], outname, sizeof(outname));
2671 dpsnprintf(basename, sizeof(basename), "%s/%s", outname, mod->name);
2676 Con_Print("No such model\n");
2679 if (!mod->surfmesh.num_triangles)
2681 Con_Print("Empty model (or sprite)\n");
2685 // export OBJ if possible (not on sprites)
2686 if (mod->surfmesh.num_triangles)
2688 dpsnprintf(outname, sizeof(outname), "%s_decompiled.obj", basename);
2689 dpsnprintf(mtlname, sizeof(mtlname), "%s_decompiled.mtl", basename);
2690 Mod_Decompile_OBJ(mod, outname, mtlname, inname);
2693 // export SMD if possible (only for skeletal models)
2694 if (mod->surfmesh.num_triangles && mod->num_bones)
2696 dpsnprintf(outname, sizeof(outname), "%s_decompiled/ref1.smd", basename);
2697 Mod_Decompile_SMD(mod, outname, 0, 1, true);
2698 l = dpsnprintf(zymtextbuffer + zymtextsize, sizeof(zymtextbuffer) - zymtextsize, "output out.zym\nscale 1\norigin 0 0 0\nmesh ref1.smd\n");
2699 if (l > 0) zymtextsize += l;
2700 l = dpsnprintf(dpmtextbuffer + dpmtextsize, sizeof(dpmtextbuffer) - dpmtextsize, "outputdir .\nmodel out\nscale 1\norigin 0 0 0\nscene ref1.smd\n");
2701 if (l > 0) dpmtextsize += l;
2702 for (i = 0;i < mod->numframes;i = j)
2704 strlcpy(animname, mod->animscenes[i].name, sizeof(animname));
2705 first = mod->animscenes[i].firstframe;
2706 if (mod->animscenes[i].framecount > 1)
2709 count = mod->animscenes[i].framecount;
2715 // check for additional frames with same name
2716 for (l = 0, k = strlen(animname);animname[l];l++)
2717 if ((animname[l] < '0' || animname[l] > '9') && animname[l] != '_')
2720 count = (mod->num_poses / mod->num_bones) - first;
2721 for (j = i + 1;j < mod->numframes;j++)
2723 strlcpy(animname2, mod->animscenes[j].name, sizeof(animname2));
2724 for (l = 0, k = strlen(animname2);animname2[l];l++)
2725 if ((animname2[l] < '0' || animname2[l] > '9') && animname2[l] != '_')
2728 if (strcmp(animname2, animname) || mod->animscenes[j].framecount > 1)
2730 count = mod->animscenes[j].firstframe - first;
2734 // if it's only one frame, use the original frame name
2736 strlcpy(animname, mod->animscenes[i].name, sizeof(animname));
2739 dpsnprintf(outname, sizeof(outname), "%s_decompiled/%s.smd", basename, animname);
2740 Mod_Decompile_SMD(mod, outname, first, count, false);
2741 if (zymtextsize < (int)sizeof(zymtextbuffer) - 100)
2743 l = dpsnprintf(zymtextbuffer + zymtextsize, sizeof(zymtextbuffer) - zymtextsize, "scene %s.smd fps %g\n", animname, mod->animscenes[i].framerate);
2744 if (l > 0) zymtextsize += l;
2746 if (dpmtextsize < (int)sizeof(dpmtextbuffer) - 100)
2748 l = dpsnprintf(dpmtextbuffer + dpmtextsize, sizeof(dpmtextbuffer) - dpmtextsize, "scene %s.smd\n", animname);
2749 if (l > 0) dpmtextsize += l;
2753 FS_WriteFile(va("%s_decompiled/out_zym.txt", basename), zymtextbuffer, (fs_offset_t)zymtextsize);
2755 FS_WriteFile(va("%s_decompiled/out_dpm.txt", basename), dpmtextbuffer, (fs_offset_t)dpmtextsize);