2 Copyright (C) 1996-1997 Id Software, Inc.
4 This program is free software; you can redistribute it and/or
5 modify it under the terms of the GNU General Public License
6 as published by the Free Software Foundation; either version 2
7 of the License, or (at your option) any later version.
9 This program is distributed in the hope that it will be useful,
10 but WITHOUT ANY WARRANTY; without even the implied warranty of
11 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
13 See the GNU General Public License for more details.
15 You should have received a copy of the GNU General Public License
16 along with this program; if not, write to the Free Software
17 Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
20 // models.c -- model loading and caching
22 // models are the only shared resource between a client and server running
23 // on the same machine.
29 cvar_t r_mipskins = {CVAR_SAVE, "r_mipskins", "0", "mipmaps model skins so they render faster in the distance and do not display noise artifacts, can cause discoloration of skins if they contain undesirable border colors"};
31 dp_model_t *loadmodel;
33 static mempool_t *mod_mempool;
34 static memexpandablearray_t models;
36 static mempool_t* q3shaders_mem;
37 typedef struct q3shader_hash_entry_s
39 q3shaderinfo_t shader;
40 struct q3shader_hash_entry_s* chain;
41 } q3shader_hash_entry_t;
42 #define Q3SHADER_HASH_SIZE 1021
43 typedef struct q3shader_data_s
45 memexpandablearray_t hash_entries;
46 q3shader_hash_entry_t hash[Q3SHADER_HASH_SIZE];
47 memexpandablearray_t char_ptrs;
49 static q3shader_data_t* q3shader_data;
51 static void mod_start(void)
54 int nummodels = Mem_ExpandableArray_IndexRange(&models);
57 SCR_PushLoadingScreen(false, "Loading models", 1.0);
59 for (i = 0;i < nummodels;i++)
60 if ((mod = (dp_model_t*) Mem_ExpandableArray_RecordAtIndex(&models, i)) && mod->name[0] && mod->name[0] != '*')
63 for (i = 0;i < nummodels;i++)
64 if ((mod = (dp_model_t*) Mem_ExpandableArray_RecordAtIndex(&models, i)) && mod->name[0] && mod->name[0] != '*')
67 SCR_PushLoadingScreen(true, mod->name, 1.0 / count);
68 Mod_LoadModel(mod, true, false);
69 SCR_PopLoadingScreen(false);
71 SCR_PopLoadingScreen(false);
74 static void mod_shutdown(void)
77 int nummodels = Mem_ExpandableArray_IndexRange(&models);
80 for (i = 0;i < nummodels;i++)
81 if ((mod = (dp_model_t*) Mem_ExpandableArray_RecordAtIndex(&models, i)) && (mod->loaded || mod->mempool))
87 static void mod_newmap(void)
90 int i, j, k, surfacenum, ssize, tsize;
91 int nummodels = Mem_ExpandableArray_IndexRange(&models);
94 for (i = 0;i < nummodels;i++)
96 if ((mod = (dp_model_t*) Mem_ExpandableArray_RecordAtIndex(&models, i)) && mod->mempool)
98 for (j = 0;j < mod->num_textures && mod->data_textures;j++)
100 for (k = 0;k < mod->data_textures[j].numskinframes;k++)
101 R_SkinFrame_MarkUsed(mod->data_textures[j].skinframes[k]);
102 for (k = 0;k < mod->data_textures[j].backgroundnumskinframes;k++)
103 R_SkinFrame_MarkUsed(mod->data_textures[j].backgroundskinframes[k]);
105 if (mod->brush.solidskyskinframe)
106 R_SkinFrame_MarkUsed(mod->brush.solidskyskinframe);
107 if (mod->brush.alphaskyskinframe)
108 R_SkinFrame_MarkUsed(mod->brush.alphaskyskinframe);
112 if (!cl_stainmaps_clearonload.integer)
115 for (i = 0;i < nummodels;i++)
117 if ((mod = (dp_model_t*) Mem_ExpandableArray_RecordAtIndex(&models, i)) && mod->mempool && mod->data_surfaces)
119 for (surfacenum = 0, surface = mod->data_surfaces;surfacenum < mod->num_surfaces;surfacenum++, surface++)
121 if (surface->lightmapinfo && surface->lightmapinfo->stainsamples)
123 ssize = (surface->lightmapinfo->extents[0] >> 4) + 1;
124 tsize = (surface->lightmapinfo->extents[1] >> 4) + 1;
125 memset(surface->lightmapinfo->stainsamples, 255, ssize * tsize * 3);
126 mod->brushq1.lightmapupdateflags[surfacenum] = true;
138 static void Mod_Print(void);
139 static void Mod_Precache (void);
140 static void Mod_Decompile_f(void);
141 static void Mod_BuildVBOs(void);
144 mod_mempool = Mem_AllocPool("modelinfo", 0, NULL);
145 Mem_ExpandableArray_NewArray(&models, mod_mempool, sizeof(dp_model_t), 16);
151 Cvar_RegisterVariable(&r_mipskins);
152 Cmd_AddCommand ("modellist", Mod_Print, "prints a list of loaded models");
153 Cmd_AddCommand ("modelprecache", Mod_Precache, "load a model");
154 Cmd_AddCommand ("modeldecompile", Mod_Decompile_f, "exports a model in several formats for editing purposes");
157 void Mod_RenderInit(void)
159 R_RegisterModule("Models", mod_start, mod_shutdown, mod_newmap);
162 void Mod_UnloadModel (dp_model_t *mod)
164 char name[MAX_QPATH];
166 dp_model_t *parentmodel;
168 if (developer_loading.integer)
169 Con_Printf("unloading model %s\n", mod->name);
171 strlcpy(name, mod->name, sizeof(name));
172 parentmodel = mod->brush.parentmodel;
174 if (mod->surfmesh.ebo3i)
175 R_Mesh_DestroyBufferObject(mod->surfmesh.ebo3i);
176 if (mod->surfmesh.ebo3s)
177 R_Mesh_DestroyBufferObject(mod->surfmesh.ebo3s);
178 if (mod->surfmesh.vbo)
179 R_Mesh_DestroyBufferObject(mod->surfmesh.vbo);
180 // free textures/memory attached to the model
181 R_FreeTexturePool(&mod->texturepool);
182 Mem_FreePool(&mod->mempool);
183 // clear the struct to make it available
184 memset(mod, 0, sizeof(dp_model_t));
185 // restore the fields we want to preserve
186 strlcpy(mod->name, name, sizeof(mod->name));
187 mod->brush.parentmodel = parentmodel;
192 void R_Model_Null_Draw(entity_render_t *ent)
198 typedef void (*mod_framegroupify_parsegroups_t) (unsigned int i, int start, int len, float fps, qboolean loop, void *pass);
200 int Mod_FrameGroupify_ParseGroups(const char *buf, mod_framegroupify_parsegroups_t cb, void *pass)
213 if (!COM_ParseToken_Simple(&bufptr, true, false))
215 if (!strcmp(com_token, "\n"))
216 continue; // empty line
217 start = atoi(com_token);
218 if (!COM_ParseToken_Simple(&bufptr, true, false))
220 if (!strcmp(com_token, "\n"))
222 Con_Printf("framegroups file: missing number of frames\n");
225 len = atoi(com_token);
226 if (!COM_ParseToken_Simple(&bufptr, true, false))
228 // we default to looping as it's usually wanted, so to NOT loop you append a 0
229 if (strcmp(com_token, "\n"))
231 fps = atof(com_token);
232 if (!COM_ParseToken_Simple(&bufptr, true, false))
234 if (strcmp(com_token, "\n"))
235 loop = atoi(com_token) != 0;
246 cb(i, start, len, fps, loop, pass);
253 void Mod_FrameGroupify_ParseGroups_Count (unsigned int i, int start, int len, float fps, qboolean loop, void *pass)
255 unsigned int *cnt = (unsigned int *) pass;
259 void Mod_FrameGroupify_ParseGroups_Store (unsigned int i, int start, int len, float fps, qboolean loop, void *pass)
261 dp_model_t *mod = (dp_model_t *) pass;
262 animscene_t *anim = &mod->animscenes[i];
263 dpsnprintf(anim->name, sizeof(anim[i].name), "groupified_%d", i);
264 anim->firstframe = bound(0, start, mod->num_poses - 1);
265 anim->framecount = bound(1, len, mod->num_poses - anim->firstframe);
266 anim->framerate = max(1, fps);
268 //Con_Printf("frame group %d is %d %d %f %d\n", i, start, len, fps, loop);
271 void Mod_FrameGroupify(dp_model_t *mod, const char *buf)
276 cnt = Mod_FrameGroupify_ParseGroups(buf, NULL, NULL);
279 Con_Printf("no scene found in framegroups file, aborting\n");
282 mod->numframes = cnt;
285 // (we do not free the previous animscenes, but model unloading will free the pool owning them, so it's okay)
286 mod->animscenes = (animscene_t *) Mem_Alloc(mod->mempool, sizeof(animscene_t) * mod->numframes);
289 Mod_FrameGroupify_ParseGroups(buf, Mod_FrameGroupify_ParseGroups_Store, mod);
299 dp_model_t *Mod_LoadModel(dp_model_t *mod, qboolean crash, qboolean checkdisk)
304 fs_offset_t filesize;
308 if (mod->name[0] == '*') // submodel
311 if (!strcmp(mod->name, "null"))
316 if (mod->loaded || mod->mempool)
317 Mod_UnloadModel(mod);
319 if (developer_loading.integer)
320 Con_Printf("loading model %s\n", mod->name);
323 mod->crc = (unsigned int)-1;
326 VectorClear(mod->normalmins);
327 VectorClear(mod->normalmaxs);
328 VectorClear(mod->yawmins);
329 VectorClear(mod->yawmaxs);
330 VectorClear(mod->rotatedmins);
331 VectorClear(mod->rotatedmaxs);
333 mod->modeldatatypestring = "null";
334 mod->type = mod_null;
335 mod->Draw = R_Model_Null_Draw;
339 // no fatal errors occurred, so this model is ready to use.
348 // even if the model is loaded it still may need reloading...
350 // if it is not loaded or checkdisk is true we need to calculate the crc
351 if (!mod->loaded || checkdisk)
353 if (checkdisk && mod->loaded)
354 Con_DPrintf("checking model %s\n", mod->name);
355 buf = FS_LoadFile (mod->name, tempmempool, false, &filesize);
358 crc = CRC_Block((unsigned char *)buf, filesize);
359 // we need to reload the model if the crc does not match
365 // if the model is already loaded and checks passed, just return
373 if (developer_loading.integer)
374 Con_Printf("loading model %s\n", mod->name);
376 SCR_PushLoadingScreen(true, mod->name, 1);
378 // LordHavoc: unload the existing model in this slot (if there is one)
379 if (mod->loaded || mod->mempool)
380 Mod_UnloadModel(mod);
385 // errors can prevent the corresponding mod->loaded = true;
388 // default model radius and bounding box (mainly for missing models)
390 VectorSet(mod->normalmins, -mod->radius, -mod->radius, -mod->radius);
391 VectorSet(mod->normalmaxs, mod->radius, mod->radius, mod->radius);
392 VectorSet(mod->yawmins, -mod->radius, -mod->radius, -mod->radius);
393 VectorSet(mod->yawmaxs, mod->radius, mod->radius, mod->radius);
394 VectorSet(mod->rotatedmins, -mod->radius, -mod->radius, -mod->radius);
395 VectorSet(mod->rotatedmaxs, mod->radius, mod->radius, mod->radius);
399 // load q3 shaders for the first time, or after a level change
405 char *bufend = (char *)buf + filesize;
407 // all models use memory, so allocate a memory pool
408 mod->mempool = Mem_AllocPool(mod->name, 0, NULL);
410 num = LittleLong(*((int *)buf));
411 // call the apropriate loader
413 if (!strcasecmp(FS_FileExtension(mod->name), "obj")) Mod_OBJ_Load(mod, buf, bufend);
414 else if (!memcmp(buf, "IDPO", 4)) Mod_IDP0_Load(mod, buf, bufend);
415 else if (!memcmp(buf, "IDP2", 4)) Mod_IDP2_Load(mod, buf, bufend);
416 else if (!memcmp(buf, "IDP3", 4)) Mod_IDP3_Load(mod, buf, bufend);
417 else if (!memcmp(buf, "IDSP", 4)) Mod_IDSP_Load(mod, buf, bufend);
418 else if (!memcmp(buf, "IDS2", 4)) Mod_IDS2_Load(mod, buf, bufend);
419 else if (!memcmp(buf, "IBSP", 4)) Mod_IBSP_Load(mod, buf, bufend);
420 else if (!memcmp(buf, "ZYMOTICMODEL", 12)) Mod_ZYMOTICMODEL_Load(mod, buf, bufend);
421 else if (!memcmp(buf, "DARKPLACESMODEL", 16)) Mod_DARKPLACESMODEL_Load(mod, buf, bufend);
422 else if (!memcmp(buf, "ACTRHEAD", 8)) Mod_PSKMODEL_Load(mod, buf, bufend);
423 else if (strlen(mod->name) >= 4 && !strcmp(mod->name + strlen(mod->name) - 4, ".map")) Mod_MAP_Load(mod, buf, bufend);
424 else if (num == BSPVERSION || num == 30) Mod_Q1BSP_Load(mod, buf, bufend);
425 else Con_Printf("Mod_LoadModel: model \"%s\" is of unknown/unsupported type\n", mod->name);
428 buf = FS_LoadFile (va("%s.framegroups", mod->name), tempmempool, false, &filesize);
431 Mod_FrameGroupify(mod, (const char *)buf);
439 // LordHavoc: Sys_Error was *ANNOYING*
440 Con_Printf ("Mod_LoadModel: %s not found\n", mod->name);
443 // no fatal errors occurred, so this model is ready to use.
446 SCR_PopLoadingScreen(false);
451 void Mod_ClearUsed(void)
454 int nummodels = Mem_ExpandableArray_IndexRange(&models);
456 for (i = 0;i < nummodels;i++)
457 if ((mod = (dp_model_t*) Mem_ExpandableArray_RecordAtIndex(&models, i)) && mod->name[0])
461 void Mod_PurgeUnused(void)
464 int nummodels = Mem_ExpandableArray_IndexRange(&models);
466 for (i = 0;i < nummodels;i++)
468 if ((mod = (dp_model_t*) Mem_ExpandableArray_RecordAtIndex(&models, i)) && mod->name[0] && !mod->used)
470 Mod_UnloadModel(mod);
471 Mem_ExpandableArray_FreeRecord(&models, mod);
482 dp_model_t *Mod_FindName(const char *name, const char *parentname)
491 // if we're not dedicatd, the renderer calls will crash without video
494 nummodels = Mem_ExpandableArray_IndexRange(&models);
497 Host_Error ("Mod_ForName: NULL name");
499 // search the currently loaded models
500 for (i = 0;i < nummodels;i++)
502 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))))
509 // no match found, create a new one
510 mod = (dp_model_t *) Mem_ExpandableArray_AllocRecord(&models);
511 strlcpy(mod->name, name, sizeof(mod->name));
513 mod->brush.parentmodel = Mod_FindName(parentname, NULL);
515 mod->brush.parentmodel = NULL;
525 Loads in a model for the given name
528 dp_model_t *Mod_ForName(const char *name, qboolean crash, qboolean checkdisk, const char *parentname)
531 model = Mod_FindName(name, parentname);
532 if (!model->loaded || checkdisk)
533 Mod_LoadModel(model, crash, checkdisk);
541 Reloads all models if they have changed
544 void Mod_Reload(void)
547 int nummodels = Mem_ExpandableArray_IndexRange(&models);
550 SCR_PushLoadingScreen(false, "Reloading models", 1.0);
552 for (i = 0;i < nummodels;i++)
553 if ((mod = (dp_model_t *) Mem_ExpandableArray_RecordAtIndex(&models, i)) && mod->name[0] && mod->name[0] != '*' && mod->used)
555 for (i = 0;i < nummodels;i++)
556 if ((mod = (dp_model_t *) Mem_ExpandableArray_RecordAtIndex(&models, i)) && mod->name[0] && mod->name[0] != '*' && mod->used)
558 SCR_PushLoadingScreen(true, mod->name, 1.0 / count);
559 Mod_LoadModel(mod, true, true);
560 SCR_PopLoadingScreen(false);
562 SCR_PopLoadingScreen(false);
565 unsigned char *mod_base;
568 //=============================================================================
575 static void Mod_Print(void)
578 int nummodels = Mem_ExpandableArray_IndexRange(&models);
581 Con_Print("Loaded models:\n");
582 for (i = 0;i < nummodels;i++)
584 if ((mod = (dp_model_t *) Mem_ExpandableArray_RecordAtIndex(&models, i)) && mod->name[0] && mod->name[0] != '*')
586 if (mod->brush.numsubmodels)
587 Con_Printf("%4iK %s (%i submodels)\n", mod->mempool ? (int)((mod->mempool->totalsize + 1023) / 1024) : 0, mod->name, mod->brush.numsubmodels);
589 Con_Printf("%4iK %s\n", mod->mempool ? (int)((mod->mempool->totalsize + 1023) / 1024) : 0, mod->name);
599 static void Mod_Precache(void)
602 Mod_ForName(Cmd_Argv(1), false, true, Cmd_Argv(1)[0] == '*' ? cl.model_name[1] : NULL);
604 Con_Print("usage: modelprecache <filename>\n");
607 int Mod_BuildVertexRemapTableFromElements(int numelements, const int *elements, int numvertices, int *remapvertices)
611 used = (unsigned char *)Mem_Alloc(tempmempool, numvertices);
612 memset(used, 0, numvertices);
613 for (i = 0;i < numelements;i++)
614 used[elements[i]] = 1;
615 for (i = 0, count = 0;i < numvertices;i++)
616 remapvertices[i] = used[i] ? count++ : -1;
622 // fast way, using an edge hash
623 #define TRIANGLEEDGEHASH 8192
624 void Mod_BuildTriangleNeighbors(int *neighbors, const int *elements, int numtriangles)
626 int i, j, p, e1, e2, *n, hashindex, count, match;
628 typedef struct edgehashentry_s
630 struct edgehashentry_s *next;
635 edgehashentry_t *edgehash[TRIANGLEEDGEHASH], *edgehashentries, edgehashentriesbuffer[TRIANGLEEDGEHASH*3], *hash;
636 memset(edgehash, 0, sizeof(edgehash));
637 edgehashentries = edgehashentriesbuffer;
638 // if there are too many triangles for the stack array, allocate larger buffer
639 if (numtriangles > TRIANGLEEDGEHASH)
640 edgehashentries = (edgehashentry_t *)Mem_Alloc(tempmempool, numtriangles * 3 * sizeof(edgehashentry_t));
641 // find neighboring triangles
642 for (i = 0, e = elements, n = neighbors;i < numtriangles;i++, e += 3, n += 3)
644 for (j = 0, p = 2;j < 3;p = j, j++)
648 // this hash index works for both forward and backward edges
649 hashindex = (unsigned int)(e1 + e2) % TRIANGLEEDGEHASH;
650 hash = edgehashentries + i * 3 + j;
651 hash->next = edgehash[hashindex];
652 edgehash[hashindex] = hash;
654 hash->element[0] = e1;
655 hash->element[1] = e2;
658 for (i = 0, e = elements, n = neighbors;i < numtriangles;i++, e += 3, n += 3)
660 for (j = 0, p = 2;j < 3;p = j, j++)
664 // this hash index works for both forward and backward edges
665 hashindex = (unsigned int)(e1 + e2) % TRIANGLEEDGEHASH;
668 for (hash = edgehash[hashindex];hash;hash = hash->next)
670 if (hash->element[0] == e2 && hash->element[1] == e1)
672 if (hash->triangle != i)
673 match = hash->triangle;
676 else if ((hash->element[0] == e1 && hash->element[1] == e2))
679 // detect edges shared by three triangles and make them seams
685 // also send a keepalive here (this can take a while too!)
686 CL_KeepaliveMessage(false);
688 // free the allocated buffer
689 if (edgehashentries != edgehashentriesbuffer)
690 Mem_Free(edgehashentries);
693 // very slow but simple way
694 static int Mod_FindTriangleWithEdge(const int *elements, int numtriangles, int start, int end, int ignore)
699 for (i = 0;i < numtriangles;i++, elements += 3)
701 if ((elements[0] == start && elements[1] == end)
702 || (elements[1] == start && elements[2] == end)
703 || (elements[2] == start && elements[0] == end))
709 else if ((elements[1] == start && elements[0] == end)
710 || (elements[2] == start && elements[1] == end)
711 || (elements[0] == start && elements[2] == end))
714 // detect edges shared by three triangles and make them seams
720 void Mod_BuildTriangleNeighbors(int *neighbors, const int *elements, int numtriangles)
724 for (i = 0, e = elements, n = neighbors;i < numtriangles;i++, e += 3, n += 3)
726 n[0] = Mod_FindTriangleWithEdge(elements, numtriangles, e[1], e[0], i);
727 n[1] = Mod_FindTriangleWithEdge(elements, numtriangles, e[2], e[1], i);
728 n[2] = Mod_FindTriangleWithEdge(elements, numtriangles, e[0], e[2], i);
733 void Mod_ValidateElements(int *elements, int numtriangles, int firstvertex, int numverts, const char *filename, int fileline)
735 int i, warned = false, endvertex = firstvertex + numverts;
736 for (i = 0;i < numtriangles * 3;i++)
738 if (elements[i] < firstvertex || elements[i] >= endvertex)
743 Con_Printf("Mod_ValidateElements: out of bounds elements detected at %s:%d\n", filename, fileline);
745 elements[i] = firstvertex;
750 // warning: this is an expensive function!
751 void Mod_BuildNormals(int firstvertex, int numvertices, int numtriangles, const float *vertex3f, const int *elements, float *normal3f, qboolean areaweighting)
758 memset(normal3f + 3 * firstvertex, 0, numvertices * sizeof(float[3]));
759 // process each vertex of each triangle and accumulate the results
760 // use area-averaging, to make triangles with a big area have a bigger
761 // weighting on the vertex normal than triangles with a small area
762 // to do so, just add the 'normals' together (the bigger the area
763 // the greater the length of the normal is
765 for (i = 0; i < numtriangles; i++, element += 3)
768 vertex3f + element[0] * 3,
769 vertex3f + element[1] * 3,
770 vertex3f + element[2] * 3,
775 VectorNormalize(areaNormal);
777 for (j = 0;j < 3;j++)
779 vectorNormal = normal3f + element[j] * 3;
780 vectorNormal[0] += areaNormal[0];
781 vectorNormal[1] += areaNormal[1];
782 vectorNormal[2] += areaNormal[2];
785 // and just normalize the accumulated vertex normal in the end
786 vectorNormal = normal3f + 3 * firstvertex;
787 for (i = 0; i < numvertices; i++, vectorNormal += 3)
788 VectorNormalize(vectorNormal);
791 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)
793 float f, tangentcross[3], v10[3], v20[3], tc10[2], tc20[2];
794 // 79 add/sub/negate/multiply (1 cycle), 1 compare (3 cycle?), total cycles not counting load/store/exchange roughly 82 cycles
795 // 6 add, 28 subtract, 39 multiply, 1 compare, 50% chance of 6 negates
797 // 6 multiply, 9 subtract
798 VectorSubtract(v1, v0, v10);
799 VectorSubtract(v2, v0, v20);
800 normal3f[0] = v20[1] * v10[2] - v20[2] * v10[1];
801 normal3f[1] = v20[2] * v10[0] - v20[0] * v10[2];
802 normal3f[2] = v20[0] * v10[1] - v20[1] * v10[0];
803 // 12 multiply, 10 subtract
804 tc10[1] = tc1[1] - tc0[1];
805 tc20[1] = tc2[1] - tc0[1];
806 svector3f[0] = tc10[1] * v20[0] - tc20[1] * v10[0];
807 svector3f[1] = tc10[1] * v20[1] - tc20[1] * v10[1];
808 svector3f[2] = tc10[1] * v20[2] - tc20[1] * v10[2];
809 tc10[0] = tc1[0] - tc0[0];
810 tc20[0] = tc2[0] - tc0[0];
811 tvector3f[0] = tc10[0] * v20[0] - tc20[0] * v10[0];
812 tvector3f[1] = tc10[0] * v20[1] - tc20[0] * v10[1];
813 tvector3f[2] = tc10[0] * v20[2] - tc20[0] * v10[2];
814 // 12 multiply, 4 add, 6 subtract
815 f = DotProduct(svector3f, normal3f);
816 svector3f[0] -= f * normal3f[0];
817 svector3f[1] -= f * normal3f[1];
818 svector3f[2] -= f * normal3f[2];
819 f = DotProduct(tvector3f, normal3f);
820 tvector3f[0] -= f * normal3f[0];
821 tvector3f[1] -= f * normal3f[1];
822 tvector3f[2] -= f * normal3f[2];
823 // if texture is mapped the wrong way (counterclockwise), the tangents
824 // have to be flipped, this is detected by calculating a normal from the
825 // two tangents, and seeing if it is opposite the surface normal
826 // 9 multiply, 2 add, 3 subtract, 1 compare, 50% chance of: 6 negates
827 CrossProduct(tvector3f, svector3f, tangentcross);
828 if (DotProduct(tangentcross, normal3f) < 0)
830 VectorNegate(svector3f, svector3f);
831 VectorNegate(tvector3f, tvector3f);
835 // warning: this is a very expensive function!
836 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)
839 float sdir[3], tdir[3], normal[3], *sv, *tv;
840 const float *v0, *v1, *v2, *tc0, *tc1, *tc2, *n;
841 float f, tangentcross[3], v10[3], v20[3], tc10[2], tc20[2];
844 memset(svector3f + 3 * firstvertex, 0, numvertices * sizeof(float[3]));
845 memset(tvector3f + 3 * firstvertex, 0, numvertices * sizeof(float[3]));
846 // process each vertex of each triangle and accumulate the results
847 for (tnum = 0, e = elements;tnum < numtriangles;tnum++, e += 3)
849 v0 = vertex3f + e[0] * 3;
850 v1 = vertex3f + e[1] * 3;
851 v2 = vertex3f + e[2] * 3;
852 tc0 = texcoord2f + e[0] * 2;
853 tc1 = texcoord2f + e[1] * 2;
854 tc2 = texcoord2f + e[2] * 2;
856 // 79 add/sub/negate/multiply (1 cycle), 1 compare (3 cycle?), total cycles not counting load/store/exchange roughly 82 cycles
857 // 6 add, 28 subtract, 39 multiply, 1 compare, 50% chance of 6 negates
859 // calculate the edge directions and surface normal
860 // 6 multiply, 9 subtract
861 VectorSubtract(v1, v0, v10);
862 VectorSubtract(v2, v0, v20);
863 normal[0] = v20[1] * v10[2] - v20[2] * v10[1];
864 normal[1] = v20[2] * v10[0] - v20[0] * v10[2];
865 normal[2] = v20[0] * v10[1] - v20[1] * v10[0];
867 // calculate the tangents
868 // 12 multiply, 10 subtract
869 tc10[1] = tc1[1] - tc0[1];
870 tc20[1] = tc2[1] - tc0[1];
871 sdir[0] = tc10[1] * v20[0] - tc20[1] * v10[0];
872 sdir[1] = tc10[1] * v20[1] - tc20[1] * v10[1];
873 sdir[2] = tc10[1] * v20[2] - tc20[1] * v10[2];
874 tc10[0] = tc1[0] - tc0[0];
875 tc20[0] = tc2[0] - tc0[0];
876 tdir[0] = tc10[0] * v20[0] - tc20[0] * v10[0];
877 tdir[1] = tc10[0] * v20[1] - tc20[0] * v10[1];
878 tdir[2] = tc10[0] * v20[2] - tc20[0] * v10[2];
880 // if texture is mapped the wrong way (counterclockwise), the tangents
881 // have to be flipped, this is detected by calculating a normal from the
882 // two tangents, and seeing if it is opposite the surface normal
883 // 9 multiply, 2 add, 3 subtract, 1 compare, 50% chance of: 6 negates
884 CrossProduct(tdir, sdir, tangentcross);
885 if (DotProduct(tangentcross, normal) < 0)
887 VectorNegate(sdir, sdir);
888 VectorNegate(tdir, tdir);
893 VectorNormalize(sdir);
894 VectorNormalize(tdir);
896 for (i = 0;i < 3;i++)
898 VectorAdd(svector3f + e[i]*3, sdir, svector3f + e[i]*3);
899 VectorAdd(tvector3f + e[i]*3, tdir, tvector3f + e[i]*3);
902 // make the tangents completely perpendicular to the surface normal, and
903 // then normalize them
904 // 16 assignments, 2 divide, 2 sqrt, 2 negates, 14 adds, 24 multiplies
905 for (i = 0, sv = svector3f + 3 * firstvertex, tv = tvector3f + 3 * firstvertex, n = normal3f + 3 * firstvertex;i < numvertices;i++, sv += 3, tv += 3, n += 3)
907 f = -DotProduct(sv, n);
908 VectorMA(sv, f, n, sv);
910 f = -DotProduct(tv, n);
911 VectorMA(tv, f, n, tv);
916 void Mod_AllocSurfMesh(mempool_t *mempool, int numvertices, int numtriangles, qboolean lightmapoffsets, qboolean vertexcolors, qboolean neighbors)
919 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));
920 loadmodel->surfmesh.num_vertices = numvertices;
921 loadmodel->surfmesh.num_triangles = numtriangles;
922 if (loadmodel->surfmesh.num_vertices)
924 loadmodel->surfmesh.data_vertex3f = (float *)data, data += sizeof(float[3]) * loadmodel->surfmesh.num_vertices;
925 loadmodel->surfmesh.data_svector3f = (float *)data, data += sizeof(float[3]) * loadmodel->surfmesh.num_vertices;
926 loadmodel->surfmesh.data_tvector3f = (float *)data, data += sizeof(float[3]) * loadmodel->surfmesh.num_vertices;
927 loadmodel->surfmesh.data_normal3f = (float *)data, data += sizeof(float[3]) * loadmodel->surfmesh.num_vertices;
928 loadmodel->surfmesh.data_texcoordtexture2f = (float *)data, data += sizeof(float[2]) * loadmodel->surfmesh.num_vertices;
929 loadmodel->surfmesh.data_texcoordlightmap2f = (float *)data, data += sizeof(float[2]) * loadmodel->surfmesh.num_vertices;
931 loadmodel->surfmesh.data_lightmapcolor4f = (float *)data, data += sizeof(float[4]) * loadmodel->surfmesh.num_vertices;
933 loadmodel->surfmesh.data_lightmapoffsets = (int *)data, data += sizeof(int) * loadmodel->surfmesh.num_vertices;
935 if (loadmodel->surfmesh.num_triangles)
937 loadmodel->surfmesh.data_element3i = (int *)data, data += sizeof(int[3]) * loadmodel->surfmesh.num_triangles;
939 loadmodel->surfmesh.data_neighbor3i = (int *)data, data += sizeof(int[3]) * loadmodel->surfmesh.num_triangles;
940 if (loadmodel->surfmesh.num_vertices <= 65536)
941 loadmodel->surfmesh.data_element3s = (unsigned short *)data, data += sizeof(unsigned short[3]) * loadmodel->surfmesh.num_triangles;
945 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)
947 shadowmesh_t *newmesh;
950 size = sizeof(shadowmesh_t);
951 size += maxverts * sizeof(float[3]);
953 size += maxverts * sizeof(float[11]);
954 size += maxtriangles * sizeof(int[3]);
955 if (maxverts <= 65536)
956 size += maxtriangles * sizeof(unsigned short[3]);
958 size += maxtriangles * sizeof(int[3]);
960 size += SHADOWMESHVERTEXHASH * sizeof(shadowmeshvertexhash_t *) + maxverts * sizeof(shadowmeshvertexhash_t);
961 data = (unsigned char *)Mem_Alloc(mempool, size);
962 newmesh = (shadowmesh_t *)data;data += sizeof(*newmesh);
963 newmesh->map_diffuse = map_diffuse;
964 newmesh->map_specular = map_specular;
965 newmesh->map_normal = map_normal;
966 newmesh->maxverts = maxverts;
967 newmesh->maxtriangles = maxtriangles;
968 newmesh->numverts = 0;
969 newmesh->numtriangles = 0;
970 memset(newmesh->sideoffsets, 0, sizeof(newmesh->sideoffsets));
971 memset(newmesh->sidetotals, 0, sizeof(newmesh->sidetotals));
973 newmesh->vertex3f = (float *)data;data += maxverts * sizeof(float[3]);
976 newmesh->svector3f = (float *)data;data += maxverts * sizeof(float[3]);
977 newmesh->tvector3f = (float *)data;data += maxverts * sizeof(float[3]);
978 newmesh->normal3f = (float *)data;data += maxverts * sizeof(float[3]);
979 newmesh->texcoord2f = (float *)data;data += maxverts * sizeof(float[2]);
981 newmesh->element3i = (int *)data;data += maxtriangles * sizeof(int[3]);
984 newmesh->neighbor3i = (int *)data;data += maxtriangles * sizeof(int[3]);
988 newmesh->vertexhashtable = (shadowmeshvertexhash_t **)data;data += SHADOWMESHVERTEXHASH * sizeof(shadowmeshvertexhash_t *);
989 newmesh->vertexhashentries = (shadowmeshvertexhash_t *)data;data += maxverts * sizeof(shadowmeshvertexhash_t);
991 if (maxverts <= 65536)
992 newmesh->element3s = (unsigned short *)data;data += maxtriangles * sizeof(unsigned short[3]);
996 shadowmesh_t *Mod_ShadowMesh_ReAlloc(mempool_t *mempool, shadowmesh_t *oldmesh, int light, int neighbors)
998 shadowmesh_t *newmesh;
999 newmesh = Mod_ShadowMesh_Alloc(mempool, oldmesh->numverts, oldmesh->numtriangles, oldmesh->map_diffuse, oldmesh->map_specular, oldmesh->map_normal, light, neighbors, false);
1000 newmesh->numverts = oldmesh->numverts;
1001 newmesh->numtriangles = oldmesh->numtriangles;
1002 memcpy(newmesh->sideoffsets, oldmesh->sideoffsets, sizeof(oldmesh->sideoffsets));
1003 memcpy(newmesh->sidetotals, oldmesh->sidetotals, sizeof(oldmesh->sidetotals));
1005 memcpy(newmesh->vertex3f, oldmesh->vertex3f, oldmesh->numverts * sizeof(float[3]));
1006 if (newmesh->svector3f && oldmesh->svector3f)
1008 memcpy(newmesh->svector3f, oldmesh->svector3f, oldmesh->numverts * sizeof(float[3]));
1009 memcpy(newmesh->tvector3f, oldmesh->tvector3f, oldmesh->numverts * sizeof(float[3]));
1010 memcpy(newmesh->normal3f, oldmesh->normal3f, oldmesh->numverts * sizeof(float[3]));
1011 memcpy(newmesh->texcoord2f, oldmesh->texcoord2f, oldmesh->numverts * sizeof(float[2]));
1013 memcpy(newmesh->element3i, oldmesh->element3i, oldmesh->numtriangles * sizeof(int[3]));
1014 if (newmesh->neighbor3i && oldmesh->neighbor3i)
1015 memcpy(newmesh->neighbor3i, oldmesh->neighbor3i, oldmesh->numtriangles * sizeof(int[3]));
1019 int Mod_ShadowMesh_AddVertex(shadowmesh_t *mesh, float *vertex14f)
1021 int hashindex, vnum;
1022 shadowmeshvertexhash_t *hash;
1023 // this uses prime numbers intentionally
1024 hashindex = (unsigned int) (vertex14f[0] * 2003 + vertex14f[1] * 4001 + vertex14f[2] * 7919) % SHADOWMESHVERTEXHASH;
1025 for (hash = mesh->vertexhashtable[hashindex];hash;hash = hash->next)
1027 vnum = (hash - mesh->vertexhashentries);
1028 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]))
1029 && (mesh->svector3f == NULL || (mesh->svector3f[vnum * 3 + 0] == vertex14f[3] && mesh->svector3f[vnum * 3 + 1] == vertex14f[4] && mesh->svector3f[vnum * 3 + 2] == vertex14f[5]))
1030 && (mesh->tvector3f == NULL || (mesh->tvector3f[vnum * 3 + 0] == vertex14f[6] && mesh->tvector3f[vnum * 3 + 1] == vertex14f[7] && mesh->tvector3f[vnum * 3 + 2] == vertex14f[8]))
1031 && (mesh->normal3f == NULL || (mesh->normal3f[vnum * 3 + 0] == vertex14f[9] && mesh->normal3f[vnum * 3 + 1] == vertex14f[10] && mesh->normal3f[vnum * 3 + 2] == vertex14f[11]))
1032 && (mesh->texcoord2f == NULL || (mesh->texcoord2f[vnum * 2 + 0] == vertex14f[12] && mesh->texcoord2f[vnum * 2 + 1] == vertex14f[13])))
1033 return hash - mesh->vertexhashentries;
1035 vnum = mesh->numverts++;
1036 hash = mesh->vertexhashentries + vnum;
1037 hash->next = mesh->vertexhashtable[hashindex];
1038 mesh->vertexhashtable[hashindex] = hash;
1039 if (mesh->vertex3f) {mesh->vertex3f[vnum * 3 + 0] = vertex14f[0];mesh->vertex3f[vnum * 3 + 1] = vertex14f[1];mesh->vertex3f[vnum * 3 + 2] = vertex14f[2];}
1040 if (mesh->svector3f) {mesh->svector3f[vnum * 3 + 0] = vertex14f[3];mesh->svector3f[vnum * 3 + 1] = vertex14f[4];mesh->svector3f[vnum * 3 + 2] = vertex14f[5];}
1041 if (mesh->tvector3f) {mesh->tvector3f[vnum * 3 + 0] = vertex14f[6];mesh->tvector3f[vnum * 3 + 1] = vertex14f[7];mesh->tvector3f[vnum * 3 + 2] = vertex14f[8];}
1042 if (mesh->normal3f) {mesh->normal3f[vnum * 3 + 0] = vertex14f[9];mesh->normal3f[vnum * 3 + 1] = vertex14f[10];mesh->normal3f[vnum * 3 + 2] = vertex14f[11];}
1043 if (mesh->texcoord2f) {mesh->texcoord2f[vnum * 2 + 0] = vertex14f[12];mesh->texcoord2f[vnum * 2 + 1] = vertex14f[13];}
1047 void Mod_ShadowMesh_AddTriangle(mempool_t *mempool, shadowmesh_t *mesh, rtexture_t *map_diffuse, rtexture_t *map_specular, rtexture_t *map_normal, float *vertex14f)
1049 if (mesh->numtriangles == 0)
1051 // set the properties on this empty mesh to be more favorable...
1052 // (note: this case only occurs for the first triangle added to a new mesh chain)
1053 mesh->map_diffuse = map_diffuse;
1054 mesh->map_specular = map_specular;
1055 mesh->map_normal = map_normal;
1057 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)
1059 if (mesh->next == NULL)
1060 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);
1063 mesh->element3i[mesh->numtriangles * 3 + 0] = Mod_ShadowMesh_AddVertex(mesh, vertex14f + 14 * 0);
1064 mesh->element3i[mesh->numtriangles * 3 + 1] = Mod_ShadowMesh_AddVertex(mesh, vertex14f + 14 * 1);
1065 mesh->element3i[mesh->numtriangles * 3 + 2] = Mod_ShadowMesh_AddVertex(mesh, vertex14f + 14 * 2);
1066 mesh->numtriangles++;
1069 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)
1072 float vbuf[3*14], *v;
1073 memset(vbuf, 0, sizeof(vbuf));
1074 for (i = 0;i < numtris;i++)
1076 for (j = 0, v = vbuf;j < 3;j++, v += 14)
1081 v[0] = vertex3f[e * 3 + 0];
1082 v[1] = vertex3f[e * 3 + 1];
1083 v[2] = vertex3f[e * 3 + 2];
1087 v[3] = svector3f[e * 3 + 0];
1088 v[4] = svector3f[e * 3 + 1];
1089 v[5] = svector3f[e * 3 + 2];
1093 v[6] = tvector3f[e * 3 + 0];
1094 v[7] = tvector3f[e * 3 + 1];
1095 v[8] = tvector3f[e * 3 + 2];
1099 v[9] = normal3f[e * 3 + 0];
1100 v[10] = normal3f[e * 3 + 1];
1101 v[11] = normal3f[e * 3 + 2];
1105 v[12] = texcoord2f[e * 2 + 0];
1106 v[13] = texcoord2f[e * 2 + 1];
1109 Mod_ShadowMesh_AddTriangle(mempool, mesh, map_diffuse, map_specular, map_normal, vbuf);
1112 // the triangle calculation can take a while, so let's do a keepalive here
1113 CL_KeepaliveMessage(false);
1116 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)
1118 // the preparation before shadow mesh initialization can take a while, so let's do a keepalive here
1119 CL_KeepaliveMessage(false);
1121 return Mod_ShadowMesh_Alloc(mempool, maxverts, maxtriangles, map_diffuse, map_specular, map_normal, light, neighbors, expandable);
1124 static void Mod_ShadowMesh_CreateVBOs(shadowmesh_t *mesh)
1126 if (!gl_support_arb_vertex_buffer_object)
1129 // element buffer is easy because it's just one array
1130 if (mesh->numtriangles)
1132 if (mesh->element3s)
1133 mesh->ebo3s = R_Mesh_CreateStaticBufferObject(GL_ELEMENT_ARRAY_BUFFER_ARB, mesh->element3s, mesh->numtriangles * sizeof(unsigned short[3]), "shadowmesh");
1135 mesh->ebo3i = R_Mesh_CreateStaticBufferObject(GL_ELEMENT_ARRAY_BUFFER_ARB, mesh->element3i, mesh->numtriangles * sizeof(unsigned int[3]), "shadowmesh");
1138 // vertex buffer is several arrays and we put them in the same buffer
1140 // is this wise? the texcoordtexture2f array is used with dynamic
1141 // vertex/svector/tvector/normal when rendering animated models, on the
1142 // other hand animated models don't use a lot of vertices anyway...
1148 mesh->vbooffset_vertex3f = size;if (mesh->vertex3f ) size += mesh->numverts * sizeof(float[3]);
1149 mesh->vbooffset_svector3f = size;if (mesh->svector3f ) size += mesh->numverts * sizeof(float[3]);
1150 mesh->vbooffset_tvector3f = size;if (mesh->tvector3f ) size += mesh->numverts * sizeof(float[3]);
1151 mesh->vbooffset_normal3f = size;if (mesh->normal3f ) size += mesh->numverts * sizeof(float[3]);
1152 mesh->vbooffset_texcoord2f = size;if (mesh->texcoord2f ) size += mesh->numverts * sizeof(float[2]);
1153 mem = (unsigned char *)Mem_Alloc(tempmempool, size);
1154 if (mesh->vertex3f ) memcpy(mem + mesh->vbooffset_vertex3f , mesh->vertex3f , mesh->numverts * sizeof(float[3]));
1155 if (mesh->svector3f ) memcpy(mem + mesh->vbooffset_svector3f , mesh->svector3f , mesh->numverts * sizeof(float[3]));
1156 if (mesh->tvector3f ) memcpy(mem + mesh->vbooffset_tvector3f , mesh->tvector3f , mesh->numverts * sizeof(float[3]));
1157 if (mesh->normal3f ) memcpy(mem + mesh->vbooffset_normal3f , mesh->normal3f , mesh->numverts * sizeof(float[3]));
1158 if (mesh->texcoord2f ) memcpy(mem + mesh->vbooffset_texcoord2f , mesh->texcoord2f , mesh->numverts * sizeof(float[2]));
1159 mesh->vbo = R_Mesh_CreateStaticBufferObject(GL_ARRAY_BUFFER_ARB, mem, size, "shadowmesh");
1164 shadowmesh_t *Mod_ShadowMesh_Finish(mempool_t *mempool, shadowmesh_t *firstmesh, qboolean light, qboolean neighbors, qboolean createvbo)
1166 shadowmesh_t *mesh, *newmesh, *nextmesh;
1167 // reallocate meshs to conserve space
1168 for (mesh = firstmesh, firstmesh = NULL;mesh;mesh = nextmesh)
1170 nextmesh = mesh->next;
1171 if (mesh->numverts >= 3 && mesh->numtriangles >= 1)
1173 newmesh = Mod_ShadowMesh_ReAlloc(mempool, mesh, light, neighbors);
1174 newmesh->next = firstmesh;
1175 firstmesh = newmesh;
1176 if (newmesh->element3s)
1179 for (i = 0;i < newmesh->numtriangles*3;i++)
1180 newmesh->element3s[i] = newmesh->element3i[i];
1183 Mod_ShadowMesh_CreateVBOs(newmesh);
1188 // this can take a while, so let's do a keepalive here
1189 CL_KeepaliveMessage(false);
1194 void Mod_ShadowMesh_CalcBBox(shadowmesh_t *firstmesh, vec3_t mins, vec3_t maxs, vec3_t center, float *radius)
1198 vec3_t nmins, nmaxs, ncenter, temp;
1199 float nradius2, dist2, *v;
1203 for (mesh = firstmesh;mesh;mesh = mesh->next)
1205 if (mesh == firstmesh)
1207 VectorCopy(mesh->vertex3f, nmins);
1208 VectorCopy(mesh->vertex3f, nmaxs);
1210 for (i = 0, v = mesh->vertex3f;i < mesh->numverts;i++, v += 3)
1212 if (nmins[0] > v[0]) nmins[0] = v[0];if (nmaxs[0] < v[0]) nmaxs[0] = v[0];
1213 if (nmins[1] > v[1]) nmins[1] = v[1];if (nmaxs[1] < v[1]) nmaxs[1] = v[1];
1214 if (nmins[2] > v[2]) nmins[2] = v[2];if (nmaxs[2] < v[2]) nmaxs[2] = v[2];
1217 // calculate center and radius
1218 ncenter[0] = (nmins[0] + nmaxs[0]) * 0.5f;
1219 ncenter[1] = (nmins[1] + nmaxs[1]) * 0.5f;
1220 ncenter[2] = (nmins[2] + nmaxs[2]) * 0.5f;
1222 for (mesh = firstmesh;mesh;mesh = mesh->next)
1224 for (i = 0, v = mesh->vertex3f;i < mesh->numverts;i++, v += 3)
1226 VectorSubtract(v, ncenter, temp);
1227 dist2 = DotProduct(temp, temp);
1228 if (nradius2 < dist2)
1234 VectorCopy(nmins, mins);
1236 VectorCopy(nmaxs, maxs);
1238 VectorCopy(ncenter, center);
1240 *radius = sqrt(nradius2);
1243 void Mod_ShadowMesh_Free(shadowmesh_t *mesh)
1245 shadowmesh_t *nextmesh;
1246 for (;mesh;mesh = nextmesh)
1249 R_Mesh_DestroyBufferObject(mesh->ebo3i);
1251 R_Mesh_DestroyBufferObject(mesh->ebo3s);
1253 R_Mesh_DestroyBufferObject(mesh->vbo);
1254 nextmesh = mesh->next;
1259 void Mod_CreateCollisionMesh(dp_model_t *mod)
1262 int numcollisionmeshtriangles;
1263 const msurface_t *surface;
1264 mempool_t *mempool = mod->mempool;
1265 if (!mempool && mod->brush.parentmodel)
1266 mempool = mod->brush.parentmodel->mempool;
1267 // make a single combined collision mesh for physics engine use
1268 // TODO rewrite this to use the collision brushes as source, to fix issues with e.g. common/caulk which creates no drawsurface
1269 numcollisionmeshtriangles = 0;
1270 for (k = 0;k < mod->nummodelsurfaces;k++)
1272 surface = mod->data_surfaces + mod->firstmodelsurface + k;
1273 if (!(surface->texture->supercontents & SUPERCONTENTS_SOLID))
1275 numcollisionmeshtriangles += surface->num_triangles;
1277 mod->brush.collisionmesh = Mod_ShadowMesh_Begin(mempool, numcollisionmeshtriangles * 3, numcollisionmeshtriangles, NULL, NULL, NULL, false, false, true);
1278 for (k = 0;k < mod->nummodelsurfaces;k++)
1280 surface = mod->data_surfaces + mod->firstmodelsurface + k;
1281 if (!(surface->texture->supercontents & SUPERCONTENTS_SOLID))
1283 Mod_ShadowMesh_AddMesh(mempool, mod->brush.collisionmesh, NULL, NULL, NULL, mod->surfmesh.data_vertex3f, NULL, NULL, NULL, NULL, surface->num_triangles, (mod->surfmesh.data_element3i + 3 * surface->num_firsttriangle));
1285 mod->brush.collisionmesh = Mod_ShadowMesh_Finish(mempool, mod->brush.collisionmesh, false, true, false);
1288 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)
1293 if (ix >= 0 && iy >= 0 && ix < imagewidth && iy < imageheight)
1294 v[2] = (imagepixels[((iy*imagewidth)+ix)*4+0] + imagepixels[((iy*imagewidth)+ix)*4+1] + imagepixels[((iy*imagewidth)+ix)*4+2]) * (1.0f / 765.0f);
1297 Matrix4x4_Transform(pixelstepmatrix, v, vertex3f);
1298 Matrix4x4_Transform(pixeltexturestepmatrix, v, tc);
1299 texcoord2f[0] = tc[0];
1300 texcoord2f[1] = tc[1];
1303 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)
1305 float vup[3], vdown[3], vleft[3], vright[3];
1306 float tcup[3], tcdown[3], tcleft[3], tcright[3];
1307 float sv[3], tv[3], nl[3];
1308 Mod_GetTerrainVertex3fTexCoord2fFromBGRA(imagepixels, imagewidth, imageheight, ix, iy, vertex3f, texcoord2f, pixelstepmatrix, pixeltexturestepmatrix);
1309 Mod_GetTerrainVertex3fTexCoord2fFromBGRA(imagepixels, imagewidth, imageheight, ix, iy - 1, vup, tcup, pixelstepmatrix, pixeltexturestepmatrix);
1310 Mod_GetTerrainVertex3fTexCoord2fFromBGRA(imagepixels, imagewidth, imageheight, ix, iy + 1, vdown, tcdown, pixelstepmatrix, pixeltexturestepmatrix);
1311 Mod_GetTerrainVertex3fTexCoord2fFromBGRA(imagepixels, imagewidth, imageheight, ix - 1, iy, vleft, tcleft, pixelstepmatrix, pixeltexturestepmatrix);
1312 Mod_GetTerrainVertex3fTexCoord2fFromBGRA(imagepixels, imagewidth, imageheight, ix + 1, iy, vright, tcright, pixelstepmatrix, pixeltexturestepmatrix);
1313 Mod_BuildBumpVectors(vertex3f, vup, vright, texcoord2f, tcup, tcright, svector3f, tvector3f, normal3f);
1314 Mod_BuildBumpVectors(vertex3f, vright, vdown, texcoord2f, tcright, tcdown, sv, tv, nl);
1315 VectorAdd(svector3f, sv, svector3f);
1316 VectorAdd(tvector3f, tv, tvector3f);
1317 VectorAdd(normal3f, nl, normal3f);
1318 Mod_BuildBumpVectors(vertex3f, vdown, vleft, texcoord2f, tcdown, tcleft, sv, tv, nl);
1319 VectorAdd(svector3f, sv, svector3f);
1320 VectorAdd(tvector3f, tv, tvector3f);
1321 VectorAdd(normal3f, nl, normal3f);
1322 Mod_BuildBumpVectors(vertex3f, vleft, vup, texcoord2f, tcleft, tcup, sv, tv, nl);
1323 VectorAdd(svector3f, sv, svector3f);
1324 VectorAdd(tvector3f, tv, tvector3f);
1325 VectorAdd(normal3f, nl, normal3f);
1328 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)
1330 int x, y, ix, iy, *e;
1332 for (y = 0;y < height;y++)
1334 for (x = 0;x < width;x++)
1336 e[0] = (y + 1) * (width + 1) + (x + 0);
1337 e[1] = (y + 0) * (width + 1) + (x + 0);
1338 e[2] = (y + 1) * (width + 1) + (x + 1);
1339 e[3] = (y + 0) * (width + 1) + (x + 0);
1340 e[4] = (y + 0) * (width + 1) + (x + 1);
1341 e[5] = (y + 1) * (width + 1) + (x + 1);
1345 Mod_BuildTriangleNeighbors(neighbor3i, element3i, width*height*2);
1346 for (y = 0, iy = y1;y < height + 1;y++, iy++)
1347 for (x = 0, ix = x1;x < width + 1;x++, ix++, vertex3f += 3, texcoord2f += 2, svector3f += 3, tvector3f += 3, normal3f += 3)
1348 Mod_GetTerrainVertexFromBGRA(imagepixels, imagewidth, imageheight, ix, iy, vertex3f, texcoord2f, svector3f, tvector3f, normal3f, pixelstepmatrix, pixeltexturestepmatrix);
1352 void Mod_Terrain_SurfaceRecurseChunk(dp_model_t *model, int stepsize, int x, int y)
1356 float chunkwidth = min(stepsize, model->terrain.width - 1 - x);
1357 float chunkheight = min(stepsize, model->terrain.height - 1 - y);
1358 float viewvector[3];
1359 unsigned int firstvertex;
1362 if (chunkwidth < 2 || chunkheight < 2)
1364 VectorSet(mins, model->terrain.mins[0] + x * stepsize * model->terrain.scale[0], model->terrain.mins[1] + y * stepsize * model->terrain.scale[1], model->terrain.mins[2]);
1365 VectorSet(maxs, model->terrain.mins[0] + (x+1) * stepsize * model->terrain.scale[0], model->terrain.mins[1] + (y+1) * stepsize * model->terrain.scale[1], model->terrain.maxs[2]);
1366 viewvector[0] = bound(mins[0], localvieworigin, maxs[0]) - model->terrain.vieworigin[0];
1367 viewvector[1] = bound(mins[1], localvieworigin, maxs[1]) - model->terrain.vieworigin[1];
1368 viewvector[2] = bound(mins[2], localvieworigin, maxs[2]) - model->terrain.vieworigin[2];
1369 if (stepsize > 1 && VectorLength(viewvector) < stepsize*model->terrain.scale[0]*r_terrain_lodscale.value)
1371 // too close for this stepsize, emit as 4 chunks instead
1373 Mod_Terrain_SurfaceRecurseChunk(model, stepsize, x, y);
1374 Mod_Terrain_SurfaceRecurseChunk(model, stepsize, x+stepsize, y);
1375 Mod_Terrain_SurfaceRecurseChunk(model, stepsize, x, y+stepsize);
1376 Mod_Terrain_SurfaceRecurseChunk(model, stepsize, x+stepsize, y+stepsize);
1379 // emit the geometry at stepsize into our vertex buffer / index buffer
1380 // we add two columns and two rows for skirt
1381 outwidth = chunkwidth+2;
1382 outheight = chunkheight+2;
1383 outwidth2 = outwidth-1;
1384 outheight2 = outheight-1;
1385 outwidth3 = outwidth+1;
1386 outheight3 = outheight+1;
1387 firstvertex = numvertices;
1388 e = model->terrain.element3i + numtriangles;
1389 numtriangles += chunkwidth*chunkheight*2+chunkwidth*2*2+chunkheight*2*2;
1390 v = model->terrain.vertex3f + numvertices;
1391 numvertices += (chunkwidth+1)*(chunkheight+1)+(chunkwidth+1)*2+(chunkheight+1)*2;
1392 // emit the triangles (note: the skirt is treated as two extra rows and two extra columns)
1393 for (ty = 0;ty < outheight;ty++)
1395 for (tx = 0;tx < outwidth;tx++)
1397 *e++ = firstvertex + (ty )*outwidth3+(tx );
1398 *e++ = firstvertex + (ty )*outwidth3+(tx+1);
1399 *e++ = firstvertex + (ty+1)*outwidth3+(tx+1);
1400 *e++ = firstvertex + (ty )*outwidth3+(tx );
1401 *e++ = firstvertex + (ty+1)*outwidth3+(tx+1);
1402 *e++ = firstvertex + (ty+1)*outwidth3+(tx );
1405 // TODO: emit surface vertices (x+tx*stepsize, y+ty*stepsize)
1406 for (ty = 0;ty <= outheight;ty++)
1408 skirtrow = ty == 0 || ty == outheight;
1409 ry = y+bound(1, ty, outheight)*stepsize;
1410 for (tx = 0;tx <= outwidth;tx++)
1412 skirt = skirtrow || tx == 0 || tx == outwidth;
1413 rx = x+bound(1, tx, outwidth)*stepsize;
1416 v[2] = heightmap[ry*terrainwidth+rx]*scale[2];
1420 // TODO: emit skirt vertices
1423 void Mod_Terrain_UpdateSurfacesForViewOrigin(dp_model_t *model)
1425 for (y = 0;y < model->terrain.size[1];y += model->terrain.
1426 Mod_Terrain_SurfaceRecurseChunk(model, model->terrain.maxstepsize, x, y);
1427 Mod_Terrain_BuildChunk(model,
1431 q3wavefunc_t Mod_LoadQ3Shaders_EnumerateWaveFunc(const char *s)
1433 if (!strcasecmp(s, "sin")) return Q3WAVEFUNC_SIN;
1434 if (!strcasecmp(s, "square")) return Q3WAVEFUNC_SQUARE;
1435 if (!strcasecmp(s, "triangle")) return Q3WAVEFUNC_TRIANGLE;
1436 if (!strcasecmp(s, "sawtooth")) return Q3WAVEFUNC_SAWTOOTH;
1437 if (!strcasecmp(s, "inversesawtooth")) return Q3WAVEFUNC_INVERSESAWTOOTH;
1438 if (!strcasecmp(s, "noise")) return Q3WAVEFUNC_NOISE;
1439 Con_DPrintf("Mod_LoadQ3Shaders: unknown wavefunc %s\n", s);
1440 return Q3WAVEFUNC_NONE;
1443 void Mod_FreeQ3Shaders(void)
1445 Mem_FreePool(&q3shaders_mem);
1448 static void Q3Shader_AddToHash (q3shaderinfo_t* shader)
1450 unsigned short hash = CRC_Block_CaseInsensitive ((const unsigned char *)shader->name, strlen (shader->name));
1451 q3shader_hash_entry_t* entry = q3shader_data->hash + (hash % Q3SHADER_HASH_SIZE);
1452 q3shader_hash_entry_t* lastEntry = NULL;
1453 while (entry != NULL)
1455 if (strcasecmp (entry->shader.name, shader->name) == 0)
1457 unsigned char *start, *end, *start2;
1458 start = (unsigned char *) (&shader->Q3SHADERINFO_COMPARE_START);
1459 end = ((unsigned char *) (&shader->Q3SHADERINFO_COMPARE_END)) + sizeof(shader->Q3SHADERINFO_COMPARE_END);
1460 start2 = (unsigned char *) (&entry->shader.Q3SHADERINFO_COMPARE_START);
1461 if(memcmp(start, start2, end - start))
1462 Con_Printf("Shader '%s' already defined, ignoring mismatching redeclaration\n", shader->name);
1464 Con_DPrintf("Shader '%s' already defined\n", shader->name);
1468 entry = entry->chain;
1472 if (lastEntry->shader.name[0] != 0)
1475 q3shader_hash_entry_t* newEntry = (q3shader_hash_entry_t*)
1476 Mem_ExpandableArray_AllocRecord (&q3shader_data->hash_entries);
1478 while (lastEntry->chain != NULL) lastEntry = lastEntry->chain;
1479 lastEntry->chain = newEntry;
1480 newEntry->chain = NULL;
1481 lastEntry = newEntry;
1483 /* else: head of chain, in hash entry array */
1486 memcpy (&entry->shader, shader, sizeof (q3shaderinfo_t));
1489 extern cvar_t r_picmipworld;
1490 void Mod_LoadQ3Shaders(void)
1497 q3shaderinfo_t shader;
1498 q3shaderinfo_layer_t *layer;
1500 char parameter[TEXTURE_MAXFRAMES + 4][Q3PATHLENGTH];
1502 Mod_FreeQ3Shaders();
1504 q3shaders_mem = Mem_AllocPool("q3shaders", 0, NULL);
1505 q3shader_data = (q3shader_data_t*)Mem_Alloc (q3shaders_mem,
1506 sizeof (q3shader_data_t));
1507 Mem_ExpandableArray_NewArray (&q3shader_data->hash_entries,
1508 q3shaders_mem, sizeof (q3shader_hash_entry_t), 256);
1509 Mem_ExpandableArray_NewArray (&q3shader_data->char_ptrs,
1510 q3shaders_mem, sizeof (char**), 256);
1512 search = FS_Search("scripts/*.shader", true, false);
1515 for (fileindex = 0;fileindex < search->numfilenames;fileindex++)
1517 text = f = (char *)FS_LoadFile(search->filenames[fileindex], tempmempool, false, NULL);
1520 while (COM_ParseToken_QuakeC(&text, false))
1522 memset (&shader, 0, sizeof(shader));
1523 shader.reflectmin = 0;
1524 shader.reflectmax = 1;
1525 shader.refractfactor = 1;
1526 Vector4Set(shader.refractcolor4f, 1, 1, 1, 1);
1527 shader.reflectfactor = 1;
1528 Vector4Set(shader.reflectcolor4f, 1, 1, 1, 1);
1529 shader.r_water_wateralpha = 1;
1530 shader.specularscalemod = 1;
1531 shader.specularpowermod = 1;
1533 strlcpy(shader.name, com_token, sizeof(shader.name));
1534 if (!COM_ParseToken_QuakeC(&text, false) || strcasecmp(com_token, "{"))
1536 Con_Printf("%s parsing error - expected \"{\", found \"%s\"\n", search->filenames[fileindex], com_token);
1539 while (COM_ParseToken_QuakeC(&text, false))
1541 if (!strcasecmp(com_token, "}"))
1543 if (!strcasecmp(com_token, "{"))
1545 static q3shaderinfo_layer_t dummy;
1546 if (shader.numlayers < Q3SHADER_MAXLAYERS)
1548 layer = shader.layers + shader.numlayers++;
1552 // parse and process it anyway, just don't store it (so a map $lightmap or such stuff still is found)
1553 memset(&dummy, 0, sizeof(dummy));
1556 layer->rgbgen.rgbgen = Q3RGBGEN_IDENTITY;
1557 layer->alphagen.alphagen = Q3ALPHAGEN_IDENTITY;
1558 layer->tcgen.tcgen = Q3TCGEN_TEXTURE;
1559 layer->blendfunc[0] = GL_ONE;
1560 layer->blendfunc[1] = GL_ZERO;
1561 while (COM_ParseToken_QuakeC(&text, false))
1563 if (!strcasecmp(com_token, "}"))
1565 if (!strcasecmp(com_token, "\n"))
1568 for (j = 0;strcasecmp(com_token, "\n") && strcasecmp(com_token, "}");j++)
1570 if (j < TEXTURE_MAXFRAMES + 4)
1572 strlcpy(parameter[j], com_token, sizeof(parameter[j]));
1573 numparameters = j + 1;
1575 if (!COM_ParseToken_QuakeC(&text, true))
1578 //for (j = numparameters;j < TEXTURE_MAXFRAMES + 4;j++)
1579 // parameter[j][0] = 0;
1580 if (developer.integer >= 100)
1582 Con_Printf("%s %i: ", shader.name, shader.numlayers - 1);
1583 for (j = 0;j < numparameters;j++)
1584 Con_Printf(" %s", parameter[j]);
1587 if (numparameters >= 2 && !strcasecmp(parameter[0], "blendfunc"))
1589 if (numparameters == 2)
1591 if (!strcasecmp(parameter[1], "add"))
1593 layer->blendfunc[0] = GL_ONE;
1594 layer->blendfunc[1] = GL_ONE;
1596 else if (!strcasecmp(parameter[1], "filter"))
1598 layer->blendfunc[0] = GL_DST_COLOR;
1599 layer->blendfunc[1] = GL_ZERO;
1601 else if (!strcasecmp(parameter[1], "blend"))
1603 layer->blendfunc[0] = GL_SRC_ALPHA;
1604 layer->blendfunc[1] = GL_ONE_MINUS_SRC_ALPHA;
1607 else if (numparameters == 3)
1610 for (k = 0;k < 2;k++)
1612 if (!strcasecmp(parameter[k+1], "GL_ONE"))
1613 layer->blendfunc[k] = GL_ONE;
1614 else if (!strcasecmp(parameter[k+1], "GL_ZERO"))
1615 layer->blendfunc[k] = GL_ZERO;
1616 else if (!strcasecmp(parameter[k+1], "GL_SRC_COLOR"))
1617 layer->blendfunc[k] = GL_SRC_COLOR;
1618 else if (!strcasecmp(parameter[k+1], "GL_SRC_ALPHA"))
1619 layer->blendfunc[k] = GL_SRC_ALPHA;
1620 else if (!strcasecmp(parameter[k+1], "GL_DST_COLOR"))
1621 layer->blendfunc[k] = GL_DST_COLOR;
1622 else if (!strcasecmp(parameter[k+1], "GL_DST_ALPHA"))
1623 layer->blendfunc[k] = GL_ONE_MINUS_DST_ALPHA;
1624 else if (!strcasecmp(parameter[k+1], "GL_ONE_MINUS_SRC_COLOR"))
1625 layer->blendfunc[k] = GL_ONE_MINUS_SRC_COLOR;
1626 else if (!strcasecmp(parameter[k+1], "GL_ONE_MINUS_SRC_ALPHA"))
1627 layer->blendfunc[k] = GL_ONE_MINUS_SRC_ALPHA;
1628 else if (!strcasecmp(parameter[k+1], "GL_ONE_MINUS_DST_COLOR"))
1629 layer->blendfunc[k] = GL_ONE_MINUS_DST_COLOR;
1630 else if (!strcasecmp(parameter[k+1], "GL_ONE_MINUS_DST_ALPHA"))
1631 layer->blendfunc[k] = GL_ONE_MINUS_DST_ALPHA;
1633 layer->blendfunc[k] = GL_ONE; // default in case of parsing error
1637 if (numparameters >= 2 && !strcasecmp(parameter[0], "alphafunc"))
1638 layer->alphatest = true;
1639 if (numparameters >= 2 && (!strcasecmp(parameter[0], "map") || !strcasecmp(parameter[0], "clampmap")))
1641 if (!strcasecmp(parameter[0], "clampmap"))
1642 layer->clampmap = true;
1643 layer->numframes = 1;
1644 layer->framerate = 1;
1645 layer->texturename = (char**)Mem_ExpandableArray_AllocRecord (
1646 &q3shader_data->char_ptrs);
1647 layer->texturename[0] = Mem_strdup (q3shaders_mem, parameter[1]);
1648 if (!strcasecmp(parameter[1], "$lightmap"))
1649 shader.lighting = true;
1651 else if (numparameters >= 3 && (!strcasecmp(parameter[0], "animmap") || !strcasecmp(parameter[0], "animclampmap")))
1654 layer->numframes = min(numparameters - 2, TEXTURE_MAXFRAMES);
1655 layer->framerate = atof(parameter[1]);
1656 layer->texturename = (char **) Mem_Alloc (q3shaders_mem, sizeof (char*) * layer->numframes);
1657 for (i = 0;i < layer->numframes;i++)
1658 layer->texturename[i] = Mem_strdup (q3shaders_mem, parameter[i + 2]);
1660 else if (numparameters >= 2 && !strcasecmp(parameter[0], "rgbgen"))
1663 for (i = 0;i < numparameters - 2 && i < Q3RGBGEN_MAXPARMS;i++)
1664 layer->rgbgen.parms[i] = atof(parameter[i+2]);
1665 if (!strcasecmp(parameter[1], "identity")) layer->rgbgen.rgbgen = Q3RGBGEN_IDENTITY;
1666 else if (!strcasecmp(parameter[1], "const")) layer->rgbgen.rgbgen = Q3RGBGEN_CONST;
1667 else if (!strcasecmp(parameter[1], "entity")) layer->rgbgen.rgbgen = Q3RGBGEN_ENTITY;
1668 else if (!strcasecmp(parameter[1], "exactvertex")) layer->rgbgen.rgbgen = Q3RGBGEN_EXACTVERTEX;
1669 else if (!strcasecmp(parameter[1], "identitylighting")) layer->rgbgen.rgbgen = Q3RGBGEN_IDENTITYLIGHTING;
1670 else if (!strcasecmp(parameter[1], "lightingdiffuse")) layer->rgbgen.rgbgen = Q3RGBGEN_LIGHTINGDIFFUSE;
1671 else if (!strcasecmp(parameter[1], "oneminusentity")) layer->rgbgen.rgbgen = Q3RGBGEN_ONEMINUSENTITY;
1672 else if (!strcasecmp(parameter[1], "oneminusvertex")) layer->rgbgen.rgbgen = Q3RGBGEN_ONEMINUSVERTEX;
1673 else if (!strcasecmp(parameter[1], "vertex")) layer->rgbgen.rgbgen = Q3RGBGEN_VERTEX;
1674 else if (!strcasecmp(parameter[1], "wave"))
1676 layer->rgbgen.rgbgen = Q3RGBGEN_WAVE;
1677 layer->rgbgen.wavefunc = Mod_LoadQ3Shaders_EnumerateWaveFunc(parameter[2]);
1678 for (i = 0;i < numparameters - 3 && i < Q3WAVEPARMS;i++)
1679 layer->rgbgen.waveparms[i] = atof(parameter[i+3]);
1681 else Con_DPrintf("%s parsing warning: unknown rgbgen %s\n", search->filenames[fileindex], parameter[1]);
1683 else if (numparameters >= 2 && !strcasecmp(parameter[0], "alphagen"))
1686 for (i = 0;i < numparameters - 2 && i < Q3ALPHAGEN_MAXPARMS;i++)
1687 layer->alphagen.parms[i] = atof(parameter[i+2]);
1688 if (!strcasecmp(parameter[1], "identity")) layer->alphagen.alphagen = Q3ALPHAGEN_IDENTITY;
1689 else if (!strcasecmp(parameter[1], "const")) layer->alphagen.alphagen = Q3ALPHAGEN_CONST;
1690 else if (!strcasecmp(parameter[1], "entity")) layer->alphagen.alphagen = Q3ALPHAGEN_ENTITY;
1691 else if (!strcasecmp(parameter[1], "lightingspecular")) layer->alphagen.alphagen = Q3ALPHAGEN_LIGHTINGSPECULAR;
1692 else if (!strcasecmp(parameter[1], "oneminusentity")) layer->alphagen.alphagen = Q3ALPHAGEN_ONEMINUSENTITY;
1693 else if (!strcasecmp(parameter[1], "oneminusvertex")) layer->alphagen.alphagen = Q3ALPHAGEN_ONEMINUSVERTEX;
1694 else if (!strcasecmp(parameter[1], "portal")) layer->alphagen.alphagen = Q3ALPHAGEN_PORTAL;
1695 else if (!strcasecmp(parameter[1], "vertex")) layer->alphagen.alphagen = Q3ALPHAGEN_VERTEX;
1696 else if (!strcasecmp(parameter[1], "wave"))
1698 layer->alphagen.alphagen = Q3ALPHAGEN_WAVE;
1699 layer->alphagen.wavefunc = Mod_LoadQ3Shaders_EnumerateWaveFunc(parameter[2]);
1700 for (i = 0;i < numparameters - 3 && i < Q3WAVEPARMS;i++)
1701 layer->alphagen.waveparms[i] = atof(parameter[i+3]);
1703 else Con_DPrintf("%s parsing warning: unknown alphagen %s\n", search->filenames[fileindex], parameter[1]);
1705 else if (numparameters >= 2 && (!strcasecmp(parameter[0], "texgen") || !strcasecmp(parameter[0], "tcgen")))
1708 // observed values: tcgen environment
1709 // no other values have been observed in real shaders
1710 for (i = 0;i < numparameters - 2 && i < Q3TCGEN_MAXPARMS;i++)
1711 layer->tcgen.parms[i] = atof(parameter[i+2]);
1712 if (!strcasecmp(parameter[1], "base")) layer->tcgen.tcgen = Q3TCGEN_TEXTURE;
1713 else if (!strcasecmp(parameter[1], "texture")) layer->tcgen.tcgen = Q3TCGEN_TEXTURE;
1714 else if (!strcasecmp(parameter[1], "environment")) layer->tcgen.tcgen = Q3TCGEN_ENVIRONMENT;
1715 else if (!strcasecmp(parameter[1], "lightmap")) layer->tcgen.tcgen = Q3TCGEN_LIGHTMAP;
1716 else if (!strcasecmp(parameter[1], "vector")) layer->tcgen.tcgen = Q3TCGEN_VECTOR;
1717 else Con_DPrintf("%s parsing warning: unknown tcgen mode %s\n", search->filenames[fileindex], parameter[1]);
1719 else if (numparameters >= 2 && !strcasecmp(parameter[0], "tcmod"))
1726 // tcmod stretch sin # # # #
1727 // tcmod stretch triangle # # # #
1728 // tcmod transform # # # # # #
1729 // tcmod turb # # # #
1730 // tcmod turb sin # # # # (this is bogus)
1731 // no other values have been observed in real shaders
1732 for (tcmodindex = 0;tcmodindex < Q3MAXTCMODS;tcmodindex++)
1733 if (!layer->tcmods[tcmodindex].tcmod)
1735 if (tcmodindex < Q3MAXTCMODS)
1737 for (i = 0;i < numparameters - 2 && i < Q3TCMOD_MAXPARMS;i++)
1738 layer->tcmods[tcmodindex].parms[i] = atof(parameter[i+2]);
1739 if (!strcasecmp(parameter[1], "entitytranslate")) layer->tcmods[tcmodindex].tcmod = Q3TCMOD_ENTITYTRANSLATE;
1740 else if (!strcasecmp(parameter[1], "rotate")) layer->tcmods[tcmodindex].tcmod = Q3TCMOD_ROTATE;
1741 else if (!strcasecmp(parameter[1], "scale")) layer->tcmods[tcmodindex].tcmod = Q3TCMOD_SCALE;
1742 else if (!strcasecmp(parameter[1], "scroll")) layer->tcmods[tcmodindex].tcmod = Q3TCMOD_SCROLL;
1743 else if (!strcasecmp(parameter[1], "page")) layer->tcmods[tcmodindex].tcmod = Q3TCMOD_PAGE;
1744 else if (!strcasecmp(parameter[1], "stretch"))
1746 layer->tcmods[tcmodindex].tcmod = Q3TCMOD_STRETCH;
1747 layer->tcmods[tcmodindex].wavefunc = Mod_LoadQ3Shaders_EnumerateWaveFunc(parameter[2]);
1748 for (i = 0;i < numparameters - 3 && i < Q3WAVEPARMS;i++)
1749 layer->tcmods[tcmodindex].waveparms[i] = atof(parameter[i+3]);
1751 else if (!strcasecmp(parameter[1], "transform")) layer->tcmods[tcmodindex].tcmod = Q3TCMOD_TRANSFORM;
1752 else if (!strcasecmp(parameter[1], "turb")) layer->tcmods[tcmodindex].tcmod = Q3TCMOD_TURBULENT;
1753 else Con_DPrintf("%s parsing warning: unknown tcmod mode %s\n", search->filenames[fileindex], parameter[1]);
1756 Con_DPrintf("%s parsing warning: too many tcmods on one layer\n", search->filenames[fileindex]);
1758 // break out a level if it was a closing brace (not using the character here to not confuse vim)
1759 if (!strcasecmp(com_token, "}"))
1762 if (layer->rgbgen.rgbgen == Q3RGBGEN_LIGHTINGDIFFUSE || layer->rgbgen.rgbgen == Q3RGBGEN_VERTEX)
1763 shader.lighting = true;
1764 if (layer->alphagen.alphagen == Q3ALPHAGEN_VERTEX)
1766 if (layer == shader.layers + 0)
1768 // vertex controlled transparency
1769 shader.vertexalpha = true;
1773 // multilayer terrain shader or similar
1774 shader.textureblendalpha = true;
1777 layer->texflags = TEXF_ALPHA | TEXF_PRECACHE;
1778 if (!(shader.surfaceparms & Q3SURFACEPARM_NOMIPMAPS))
1779 layer->texflags |= TEXF_MIPMAP;
1780 if (!(shader.textureflags & Q3TEXTUREFLAG_NOPICMIP))
1781 layer->texflags |= TEXF_PICMIP | TEXF_COMPRESS;
1782 if (layer->clampmap)
1783 layer->texflags |= TEXF_CLAMP;
1787 for (j = 0;strcasecmp(com_token, "\n") && strcasecmp(com_token, "}");j++)
1789 if (j < TEXTURE_MAXFRAMES + 4)
1791 strlcpy(parameter[j], com_token, sizeof(parameter[j]));
1792 numparameters = j + 1;
1794 if (!COM_ParseToken_QuakeC(&text, true))
1797 //for (j = numparameters;j < TEXTURE_MAXFRAMES + 4;j++)
1798 // parameter[j][0] = 0;
1799 if (fileindex == 0 && !strcasecmp(com_token, "}"))
1801 if (developer.integer >= 100)
1803 Con_Printf("%s: ", shader.name);
1804 for (j = 0;j < numparameters;j++)
1805 Con_Printf(" %s", parameter[j]);
1808 if (numparameters < 1)
1810 if (!strcasecmp(parameter[0], "surfaceparm") && numparameters >= 2)
1812 if (!strcasecmp(parameter[1], "alphashadow"))
1813 shader.surfaceparms |= Q3SURFACEPARM_ALPHASHADOW;
1814 else if (!strcasecmp(parameter[1], "areaportal"))
1815 shader.surfaceparms |= Q3SURFACEPARM_AREAPORTAL;
1816 else if (!strcasecmp(parameter[1], "botclip"))
1817 shader.surfaceparms |= Q3SURFACEPARM_BOTCLIP;
1818 else if (!strcasecmp(parameter[1], "clusterportal"))
1819 shader.surfaceparms |= Q3SURFACEPARM_CLUSTERPORTAL;
1820 else if (!strcasecmp(parameter[1], "detail"))
1821 shader.surfaceparms |= Q3SURFACEPARM_DETAIL;
1822 else if (!strcasecmp(parameter[1], "donotenter"))
1823 shader.surfaceparms |= Q3SURFACEPARM_DONOTENTER;
1824 else if (!strcasecmp(parameter[1], "dust"))
1825 shader.surfaceparms |= Q3SURFACEPARM_DUST;
1826 else if (!strcasecmp(parameter[1], "hint"))
1827 shader.surfaceparms |= Q3SURFACEPARM_HINT;
1828 else if (!strcasecmp(parameter[1], "fog"))
1829 shader.surfaceparms |= Q3SURFACEPARM_FOG;
1830 else if (!strcasecmp(parameter[1], "lava"))
1831 shader.surfaceparms |= Q3SURFACEPARM_LAVA;
1832 else if (!strcasecmp(parameter[1], "lightfilter"))
1833 shader.surfaceparms |= Q3SURFACEPARM_LIGHTFILTER;
1834 else if (!strcasecmp(parameter[1], "lightgrid"))
1835 shader.surfaceparms |= Q3SURFACEPARM_LIGHTGRID;
1836 else if (!strcasecmp(parameter[1], "metalsteps"))
1837 shader.surfaceparms |= Q3SURFACEPARM_METALSTEPS;
1838 else if (!strcasecmp(parameter[1], "nodamage"))
1839 shader.surfaceparms |= Q3SURFACEPARM_NODAMAGE;
1840 else if (!strcasecmp(parameter[1], "nodlight"))
1841 shader.surfaceparms |= Q3SURFACEPARM_NODLIGHT;
1842 else if (!strcasecmp(parameter[1], "nodraw"))
1843 shader.surfaceparms |= Q3SURFACEPARM_NODRAW;
1844 else if (!strcasecmp(parameter[1], "nodrop"))
1845 shader.surfaceparms |= Q3SURFACEPARM_NODROP;
1846 else if (!strcasecmp(parameter[1], "noimpact"))
1847 shader.surfaceparms |= Q3SURFACEPARM_NOIMPACT;
1848 else if (!strcasecmp(parameter[1], "nolightmap"))
1849 shader.surfaceparms |= Q3SURFACEPARM_NOLIGHTMAP;
1850 else if (!strcasecmp(parameter[1], "nomarks"))
1851 shader.surfaceparms |= Q3SURFACEPARM_NOMARKS;
1852 else if (!strcasecmp(parameter[1], "nomipmaps"))
1853 shader.surfaceparms |= Q3SURFACEPARM_NOMIPMAPS;
1854 else if (!strcasecmp(parameter[1], "nonsolid"))
1855 shader.surfaceparms |= Q3SURFACEPARM_NONSOLID;
1856 else if (!strcasecmp(parameter[1], "origin"))
1857 shader.surfaceparms |= Q3SURFACEPARM_ORIGIN;
1858 else if (!strcasecmp(parameter[1], "playerclip"))
1859 shader.surfaceparms |= Q3SURFACEPARM_PLAYERCLIP;
1860 else if (!strcasecmp(parameter[1], "sky"))
1861 shader.surfaceparms |= Q3SURFACEPARM_SKY;
1862 else if (!strcasecmp(parameter[1], "slick"))
1863 shader.surfaceparms |= Q3SURFACEPARM_SLICK;
1864 else if (!strcasecmp(parameter[1], "slime"))
1865 shader.surfaceparms |= Q3SURFACEPARM_SLIME;
1866 else if (!strcasecmp(parameter[1], "structural"))
1867 shader.surfaceparms |= Q3SURFACEPARM_STRUCTURAL;
1868 else if (!strcasecmp(parameter[1], "trans"))
1869 shader.surfaceparms |= Q3SURFACEPARM_TRANS;
1870 else if (!strcasecmp(parameter[1], "water"))
1871 shader.surfaceparms |= Q3SURFACEPARM_WATER;
1872 else if (!strcasecmp(parameter[1], "pointlight"))
1873 shader.surfaceparms |= Q3SURFACEPARM_POINTLIGHT;
1874 else if (!strcasecmp(parameter[1], "antiportal"))
1875 shader.surfaceparms |= Q3SURFACEPARM_ANTIPORTAL;
1877 Con_DPrintf("%s parsing warning: unknown surfaceparm \"%s\"\n", search->filenames[fileindex], parameter[1]);
1879 else if (!strcasecmp(parameter[0], "dpshadow"))
1880 shader.dpshadow = true;
1881 else if (!strcasecmp(parameter[0], "dpnoshadow"))
1882 shader.dpnoshadow = true;
1883 else if (!strcasecmp(parameter[0], "sky") && numparameters >= 2)
1885 // some q3 skies don't have the sky parm set
1886 shader.surfaceparms |= Q3SURFACEPARM_SKY;
1887 strlcpy(shader.skyboxname, parameter[1], sizeof(shader.skyboxname));
1889 else if (!strcasecmp(parameter[0], "skyparms") && numparameters >= 2)
1891 // some q3 skies don't have the sky parm set
1892 shader.surfaceparms |= Q3SURFACEPARM_SKY;
1893 if (!atoi(parameter[1]) && strcasecmp(parameter[1], "-"))
1894 strlcpy(shader.skyboxname, parameter[1], sizeof(shader.skyboxname));
1896 else if (!strcasecmp(parameter[0], "cull") && numparameters >= 2)
1898 if (!strcasecmp(parameter[1], "disable") || !strcasecmp(parameter[1], "none") || !strcasecmp(parameter[1], "twosided"))
1899 shader.textureflags |= Q3TEXTUREFLAG_TWOSIDED;
1901 else if (!strcasecmp(parameter[0], "nomipmaps"))
1902 shader.surfaceparms |= Q3SURFACEPARM_NOMIPMAPS;
1903 else if (!strcasecmp(parameter[0], "nopicmip"))
1904 shader.textureflags |= Q3TEXTUREFLAG_NOPICMIP;
1905 else if (!strcasecmp(parameter[0], "polygonoffset"))
1906 shader.textureflags |= Q3TEXTUREFLAG_POLYGONOFFSET;
1907 else if (!strcasecmp(parameter[0], "dp_refract") && numparameters >= 5)
1909 shader.textureflags |= Q3TEXTUREFLAG_REFRACTION;
1910 shader.refractfactor = atof(parameter[1]);
1911 Vector4Set(shader.refractcolor4f, atof(parameter[2]), atof(parameter[3]), atof(parameter[4]), 1);
1913 else if (!strcasecmp(parameter[0], "dp_reflect") && numparameters >= 6)
1915 shader.textureflags |= Q3TEXTUREFLAG_REFLECTION;
1916 shader.reflectfactor = atof(parameter[1]);
1917 Vector4Set(shader.reflectcolor4f, atof(parameter[2]), atof(parameter[3]), atof(parameter[4]), atof(parameter[5]));
1919 else if (!strcasecmp(parameter[0], "dp_water") && numparameters >= 12)
1921 shader.textureflags |= Q3TEXTUREFLAG_WATERSHADER;
1922 shader.reflectmin = atof(parameter[1]);
1923 shader.reflectmax = atof(parameter[2]);
1924 shader.refractfactor = atof(parameter[3]);
1925 shader.reflectfactor = atof(parameter[4]);
1926 Vector4Set(shader.refractcolor4f, atof(parameter[5]), atof(parameter[6]), atof(parameter[7]), 1);
1927 Vector4Set(shader.reflectcolor4f, atof(parameter[8]), atof(parameter[9]), atof(parameter[10]), 1);
1928 shader.r_water_wateralpha = atof(parameter[11]);
1930 else if (!strcasecmp(parameter[0], "dp_glossintensitymod") && numparameters >= 2)
1932 shader.specularscalemod = atof(parameter[1]);
1934 else if (!strcasecmp(parameter[0], "dp_glossexponentmod") && numparameters >= 2)
1936 shader.specularpowermod = atof(parameter[1]);
1938 else if (!strcasecmp(parameter[0], "deformvertexes") && numparameters >= 2)
1941 for (deformindex = 0;deformindex < Q3MAXDEFORMS;deformindex++)
1942 if (!shader.deforms[deformindex].deform)
1944 if (deformindex < Q3MAXDEFORMS)
1946 for (i = 0;i < numparameters - 2 && i < Q3DEFORM_MAXPARMS;i++)
1947 shader.deforms[deformindex].parms[i] = atof(parameter[i+2]);
1948 if (!strcasecmp(parameter[1], "projectionshadow")) shader.deforms[deformindex].deform = Q3DEFORM_PROJECTIONSHADOW;
1949 else if (!strcasecmp(parameter[1], "autosprite" )) shader.deforms[deformindex].deform = Q3DEFORM_AUTOSPRITE;
1950 else if (!strcasecmp(parameter[1], "autosprite2" )) shader.deforms[deformindex].deform = Q3DEFORM_AUTOSPRITE2;
1951 else if (!strcasecmp(parameter[1], "text0" )) shader.deforms[deformindex].deform = Q3DEFORM_TEXT0;
1952 else if (!strcasecmp(parameter[1], "text1" )) shader.deforms[deformindex].deform = Q3DEFORM_TEXT1;
1953 else if (!strcasecmp(parameter[1], "text2" )) shader.deforms[deformindex].deform = Q3DEFORM_TEXT2;
1954 else if (!strcasecmp(parameter[1], "text3" )) shader.deforms[deformindex].deform = Q3DEFORM_TEXT3;
1955 else if (!strcasecmp(parameter[1], "text4" )) shader.deforms[deformindex].deform = Q3DEFORM_TEXT4;
1956 else if (!strcasecmp(parameter[1], "text5" )) shader.deforms[deformindex].deform = Q3DEFORM_TEXT5;
1957 else if (!strcasecmp(parameter[1], "text6" )) shader.deforms[deformindex].deform = Q3DEFORM_TEXT6;
1958 else if (!strcasecmp(parameter[1], "text7" )) shader.deforms[deformindex].deform = Q3DEFORM_TEXT7;
1959 else if (!strcasecmp(parameter[1], "bulge" )) shader.deforms[deformindex].deform = Q3DEFORM_BULGE;
1960 else if (!strcasecmp(parameter[1], "normal" )) shader.deforms[deformindex].deform = Q3DEFORM_NORMAL;
1961 else if (!strcasecmp(parameter[1], "wave" ))
1963 shader.deforms[deformindex].deform = Q3DEFORM_WAVE;
1964 shader.deforms[deformindex].wavefunc = Mod_LoadQ3Shaders_EnumerateWaveFunc(parameter[3]);
1965 for (i = 0;i < numparameters - 4 && i < Q3WAVEPARMS;i++)
1966 shader.deforms[deformindex].waveparms[i] = atof(parameter[i+4]);
1968 else if (!strcasecmp(parameter[1], "move" ))
1970 shader.deforms[deformindex].deform = Q3DEFORM_MOVE;
1971 shader.deforms[deformindex].wavefunc = Mod_LoadQ3Shaders_EnumerateWaveFunc(parameter[5]);
1972 for (i = 0;i < numparameters - 6 && i < Q3WAVEPARMS;i++)
1973 shader.deforms[deformindex].waveparms[i] = atof(parameter[i+6]);
1978 // pick the primary layer to render with
1979 if (shader.numlayers)
1981 shader.backgroundlayer = -1;
1982 shader.primarylayer = 0;
1983 // if lightmap comes first this is definitely an ordinary texture
1984 // if the first two layers have the correct blendfuncs and use vertex alpha, it is a blended terrain shader
1985 if ((shader.layers[shader.primarylayer].texturename != NULL)
1986 && !strcasecmp(shader.layers[shader.primarylayer].texturename[0], "$lightmap"))
1988 shader.backgroundlayer = -1;
1989 shader.primarylayer = 1;
1991 else if (shader.numlayers >= 2
1992 && shader.layers[1].alphagen.alphagen == Q3ALPHAGEN_VERTEX
1993 && (shader.layers[0].blendfunc[0] == GL_ONE && shader.layers[0].blendfunc[1] == GL_ZERO && !shader.layers[0].alphatest)
1994 && ((shader.layers[1].blendfunc[0] == GL_SRC_ALPHA && shader.layers[1].blendfunc[1] == GL_ONE_MINUS_SRC_ALPHA)
1995 || (shader.layers[1].blendfunc[0] == GL_ONE && shader.layers[1].blendfunc[1] == GL_ZERO && shader.layers[1].alphatest)))
1997 // terrain blending or other effects
1998 shader.backgroundlayer = 0;
1999 shader.primarylayer = 1;
2002 // fix up multiple reflection types
2003 if(shader.textureflags & Q3TEXTUREFLAG_WATERSHADER)
2004 shader.textureflags &= ~(Q3TEXTUREFLAG_REFRACTION | Q3TEXTUREFLAG_REFLECTION);
2006 Q3Shader_AddToHash (&shader);
2010 FS_FreeSearch(search);
2013 q3shaderinfo_t *Mod_LookupQ3Shader(const char *name)
2015 unsigned short hash;
2016 q3shader_hash_entry_t* entry;
2018 Mod_LoadQ3Shaders();
2019 hash = CRC_Block_CaseInsensitive ((const unsigned char *)name, strlen (name));
2020 entry = q3shader_data->hash + (hash % Q3SHADER_HASH_SIZE);
2021 while (entry != NULL)
2023 if (strcasecmp (entry->shader.name, name) == 0)
2024 return &entry->shader;
2025 entry = entry->chain;
2030 qboolean Mod_LoadTextureFromQ3Shader(texture_t *texture, const char *name, qboolean warnmissing, qboolean fallback, int defaulttexflags)
2034 qboolean success = true;
2035 q3shaderinfo_t *shader;
2038 strlcpy(texture->name, name, sizeof(texture->name));
2039 shader = name[0] ? Mod_LookupQ3Shader(name) : NULL;
2042 if(!(defaulttexflags & TEXF_PICMIP))
2043 texflagsmask &= ~TEXF_PICMIP;
2044 if(!(defaulttexflags & TEXF_COMPRESS))
2045 texflagsmask &= ~TEXF_COMPRESS;
2046 texture->specularscalemod = 1; // unless later loaded from the shader
2047 texture->specularpowermod = 1; // unless later loaded from the shader
2051 if (developer_loading.integer)
2052 Con_Printf("%s: loaded shader for %s\n", loadmodel->name, name);
2053 texture->surfaceparms = shader->surfaceparms;
2055 // allow disabling of picmip or compression by defaulttexflags
2056 texture->textureflags = shader->textureflags & texflagsmask;
2058 if (shader->surfaceparms & Q3SURFACEPARM_SKY)
2060 texture->basematerialflags = MATERIALFLAG_SKY | MATERIALFLAG_NOSHADOW;
2061 if (shader->skyboxname[0])
2063 // quake3 seems to append a _ to the skybox name, so this must do so as well
2064 dpsnprintf(loadmodel->brush.skybox, sizeof(loadmodel->brush.skybox), "%s_", shader->skyboxname);
2067 else if ((texture->surfaceflags & Q3SURFACEFLAG_NODRAW) || shader->numlayers == 0)
2068 texture->basematerialflags = MATERIALFLAG_NODRAW | MATERIALFLAG_NOSHADOW;
2070 texture->basematerialflags = MATERIALFLAG_WALL;
2072 if (shader->layers[0].alphatest)
2073 texture->basematerialflags |= MATERIALFLAG_ALPHATEST | MATERIALFLAG_NOSHADOW;
2074 if (shader->textureflags & Q3TEXTUREFLAG_TWOSIDED)
2075 texture->basematerialflags |= MATERIALFLAG_NOSHADOW | MATERIALFLAG_NOCULLFACE;
2076 if (shader->textureflags & Q3TEXTUREFLAG_POLYGONOFFSET)
2077 texture->biaspolygonoffset -= 2;
2078 if (shader->textureflags & Q3TEXTUREFLAG_REFRACTION)
2079 texture->basematerialflags |= MATERIALFLAG_REFRACTION;
2080 if (shader->textureflags & Q3TEXTUREFLAG_REFLECTION)
2081 texture->basematerialflags |= MATERIALFLAG_REFLECTION;
2082 if (shader->textureflags & Q3TEXTUREFLAG_WATERSHADER)
2083 texture->basematerialflags |= MATERIALFLAG_WATERSHADER;
2084 texture->customblendfunc[0] = GL_ONE;
2085 texture->customblendfunc[1] = GL_ZERO;
2086 if (shader->numlayers > 0)
2088 texture->customblendfunc[0] = shader->layers[0].blendfunc[0];
2089 texture->customblendfunc[1] = shader->layers[0].blendfunc[1];
2091 Q3 shader blendfuncs actually used in the game (* = supported by DP)
2092 * additive GL_ONE GL_ONE
2093 additive weird GL_ONE GL_SRC_ALPHA
2094 additive weird 2 GL_ONE GL_ONE_MINUS_SRC_ALPHA
2095 * alpha GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA
2096 alpha inverse GL_ONE_MINUS_SRC_ALPHA GL_SRC_ALPHA
2097 brighten GL_DST_COLOR GL_ONE
2098 brighten GL_ONE GL_SRC_COLOR
2099 brighten weird GL_DST_COLOR GL_ONE_MINUS_DST_ALPHA
2100 brighten weird 2 GL_DST_COLOR GL_SRC_ALPHA
2101 * modulate GL_DST_COLOR GL_ZERO
2102 * modulate GL_ZERO GL_SRC_COLOR
2103 modulate inverse GL_ZERO GL_ONE_MINUS_SRC_COLOR
2104 modulate inverse alpha GL_ZERO GL_SRC_ALPHA
2105 modulate weird inverse GL_ONE_MINUS_DST_COLOR GL_ZERO
2106 * modulate x2 GL_DST_COLOR GL_SRC_COLOR
2107 * no blend GL_ONE GL_ZERO
2108 nothing GL_ZERO GL_ONE
2110 // if not opaque, figure out what blendfunc to use
2111 if (shader->layers[0].blendfunc[0] != GL_ONE || shader->layers[0].blendfunc[1] != GL_ZERO)
2113 if (shader->layers[0].blendfunc[0] == GL_ONE && shader->layers[0].blendfunc[1] == GL_ONE)
2114 texture->basematerialflags |= MATERIALFLAG_ADD | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
2115 else if (shader->layers[0].blendfunc[0] == GL_SRC_ALPHA && shader->layers[0].blendfunc[1] == GL_ONE)
2116 texture->basematerialflags |= MATERIALFLAG_ADD | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
2117 else if (shader->layers[0].blendfunc[0] == GL_SRC_ALPHA && shader->layers[0].blendfunc[1] == GL_ONE_MINUS_SRC_ALPHA)
2118 texture->basematerialflags |= MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
2120 texture->basematerialflags |= MATERIALFLAG_CUSTOMBLEND | MATERIALFLAG_FULLBRIGHT | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
2123 if (!shader->lighting)
2124 texture->basematerialflags |= MATERIALFLAG_FULLBRIGHT;
2125 if (shader->primarylayer >= 0)
2127 q3shaderinfo_layer_t* primarylayer = shader->layers + shader->primarylayer;
2128 // copy over many primarylayer parameters
2129 texture->rgbgen = primarylayer->rgbgen;
2130 texture->alphagen = primarylayer->alphagen;
2131 texture->tcgen = primarylayer->tcgen;
2132 memcpy(texture->tcmods, primarylayer->tcmods, sizeof(texture->tcmods));
2133 // load the textures
2134 texture->numskinframes = primarylayer->numframes;
2135 texture->skinframerate = primarylayer->framerate;
2136 for (j = 0;j < primarylayer->numframes;j++)
2138 if(cls.state == ca_dedicated)
2140 texture->skinframes[j] = NULL;
2142 else if (!(texture->skinframes[j] = R_SkinFrame_LoadExternal(primarylayer->texturename[j], primarylayer->texflags & texflagsmask, false)))
2144 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);
2145 texture->skinframes[j] = R_SkinFrame_LoadMissing();
2149 if (shader->backgroundlayer >= 0)
2151 q3shaderinfo_layer_t* backgroundlayer = shader->layers + shader->backgroundlayer;
2152 // copy over one secondarylayer parameter
2153 memcpy(texture->backgroundtcmods, backgroundlayer->tcmods, sizeof(texture->backgroundtcmods));
2154 // load the textures
2155 texture->backgroundnumskinframes = backgroundlayer->numframes;
2156 texture->backgroundskinframerate = backgroundlayer->framerate;
2157 for (j = 0;j < backgroundlayer->numframes;j++)
2159 if(cls.state == ca_dedicated)
2161 texture->skinframes[j] = NULL;
2163 else if (!(texture->backgroundskinframes[j] = R_SkinFrame_LoadExternal(backgroundlayer->texturename[j], backgroundlayer->texflags & texflagsmask, false)))
2165 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);
2166 texture->backgroundskinframes[j] = R_SkinFrame_LoadMissing();
2170 if (shader->dpshadow)
2171 texture->basematerialflags &= ~MATERIALFLAG_NOSHADOW;
2172 if (shader->dpnoshadow)
2173 texture->basematerialflags |= MATERIALFLAG_NOSHADOW;
2174 memcpy(texture->deforms, shader->deforms, sizeof(texture->deforms));
2175 texture->reflectmin = shader->reflectmin;
2176 texture->reflectmax = shader->reflectmax;
2177 texture->refractfactor = shader->refractfactor;
2178 Vector4Copy(shader->refractcolor4f, texture->refractcolor4f);
2179 texture->reflectfactor = shader->reflectfactor;
2180 Vector4Copy(shader->reflectcolor4f, texture->reflectcolor4f);
2181 texture->r_water_wateralpha = shader->r_water_wateralpha;
2182 texture->specularscalemod = shader->specularscalemod;
2183 texture->specularpowermod = shader->specularpowermod;
2185 else if (!strcmp(texture->name, "noshader") || !texture->name[0])
2187 if (developer.integer >= 100)
2188 Con_Printf("^1%s:^7 using fallback noshader material for ^3\"%s\"\n", loadmodel->name, name);
2189 texture->surfaceparms = 0;
2191 else if (!strcmp(texture->name, "common/nodraw") || !strcmp(texture->name, "textures/common/nodraw"))
2193 if (developer.integer >= 100)
2194 Con_Printf("^1%s:^7 using fallback nodraw material for ^3\"%s\"\n", loadmodel->name, name);
2195 texture->surfaceparms = 0;
2196 texture->basematerialflags = MATERIALFLAG_NODRAW | MATERIALFLAG_NOSHADOW;
2200 if (developer.integer >= 100)
2201 Con_Printf("^1%s:^7 No shader found for texture ^3\"%s\"\n", loadmodel->name, texture->name);
2202 texture->surfaceparms = 0;
2203 if (texture->surfaceflags & Q3SURFACEFLAG_NODRAW)
2204 texture->basematerialflags |= MATERIALFLAG_NODRAW | MATERIALFLAG_NOSHADOW;
2205 else if (texture->surfaceflags & Q3SURFACEFLAG_SKY)
2206 texture->basematerialflags |= MATERIALFLAG_SKY | MATERIALFLAG_NOSHADOW;
2208 texture->basematerialflags |= MATERIALFLAG_WALL;
2209 texture->numskinframes = 1;
2210 if(cls.state == ca_dedicated)
2212 texture->skinframes[0] = NULL;
2219 if ((texture->skinframes[0] = R_SkinFrame_LoadExternal_CheckAlpha(texture->name, defaulttexflags, false, &has_alpha)))
2221 if(has_alpha && (defaulttexflags & TEXF_ALPHA))
2222 texture->basematerialflags |= MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
2229 if (!success && warnmissing)
2230 Con_Printf("^1%s:^7 could not load texture ^3\"%s\"\n", loadmodel->name, texture->name);
2233 // init the animation variables
2234 texture->currentframe = texture;
2235 if (texture->numskinframes < 1)
2236 texture->numskinframes = 1;
2237 if (!texture->skinframes[0])
2238 texture->skinframes[0] = R_SkinFrame_LoadMissing();
2239 texture->currentskinframe = texture->skinframes[0];
2240 texture->backgroundcurrentskinframe = texture->backgroundskinframes[0];
2244 skinfile_t *Mod_LoadSkinFiles(void)
2246 int i, words, line, wordsoverflow;
2249 skinfile_t *skinfile = NULL, *first = NULL;
2250 skinfileitem_t *skinfileitem;
2251 char word[10][MAX_QPATH];
2255 U_bodyBox,models/players/Legoman/BikerA2.tga
2256 U_RArm,models/players/Legoman/BikerA1.tga
2257 U_LArm,models/players/Legoman/BikerA1.tga
2258 U_armor,common/nodraw
2259 U_sword,common/nodraw
2260 U_shield,common/nodraw
2261 U_homb,common/nodraw
2262 U_backpack,common/nodraw
2263 U_colcha,common/nodraw
2268 memset(word, 0, sizeof(word));
2269 for (i = 0;i < 256 && (data = text = (char *)FS_LoadFile(va("%s_%i.skin", loadmodel->name, i), tempmempool, true, NULL));i++)
2271 // If it's the first file we parse
2272 if (skinfile == NULL)
2274 skinfile = (skinfile_t *)Mem_Alloc(loadmodel->mempool, sizeof(skinfile_t));
2279 skinfile->next = (skinfile_t *)Mem_Alloc(loadmodel->mempool, sizeof(skinfile_t));
2280 skinfile = skinfile->next;
2282 skinfile->next = NULL;
2284 for(line = 0;;line++)
2287 if (!COM_ParseToken_QuakeC(&data, true))
2289 if (!strcmp(com_token, "\n"))
2292 wordsoverflow = false;
2296 strlcpy(word[words++], com_token, sizeof (word[0]));
2298 wordsoverflow = true;
2300 while (COM_ParseToken_QuakeC(&data, true) && strcmp(com_token, "\n"));
2303 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);
2306 // words is always >= 1
2307 if (!strcmp(word[0], "replace"))
2311 if (developer_loading.integer)
2312 Con_Printf("Mod_LoadSkinFiles: parsed mesh \"%s\" shader replacement \"%s\"\n", word[1], word[2]);
2313 skinfileitem = (skinfileitem_t *)Mem_Alloc(loadmodel->mempool, sizeof(skinfileitem_t));
2314 skinfileitem->next = skinfile->items;
2315 skinfile->items = skinfileitem;
2316 strlcpy (skinfileitem->name, word[1], sizeof (skinfileitem->name));
2317 strlcpy (skinfileitem->replacement, word[2], sizeof (skinfileitem->replacement));
2320 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]);
2322 else if (words >= 2 && !strncmp(word[0], "tag_", 4))
2324 // tag name, like "tag_weapon,"
2325 // not used for anything (not even in Quake3)
2327 else if (words >= 2 && !strcmp(word[1], ","))
2329 // mesh shader name, like "U_RArm,models/players/Legoman/BikerA1.tga"
2330 if (developer_loading.integer)
2331 Con_Printf("Mod_LoadSkinFiles: parsed mesh \"%s\" shader replacement \"%s\"\n", word[0], word[2]);
2332 skinfileitem = (skinfileitem_t *)Mem_Alloc(loadmodel->mempool, sizeof(skinfileitem_t));
2333 skinfileitem->next = skinfile->items;
2334 skinfile->items = skinfileitem;
2335 strlcpy (skinfileitem->name, word[0], sizeof (skinfileitem->name));
2336 strlcpy (skinfileitem->replacement, word[2], sizeof (skinfileitem->replacement));
2339 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);
2344 loadmodel->numskins = i;
2348 void Mod_FreeSkinFiles(skinfile_t *skinfile)
2351 skinfileitem_t *skinfileitem, *nextitem;
2352 for (;skinfile;skinfile = next)
2354 next = skinfile->next;
2355 for (skinfileitem = skinfile->items;skinfileitem;skinfileitem = nextitem)
2357 nextitem = skinfileitem->next;
2358 Mem_Free(skinfileitem);
2364 int Mod_CountSkinFiles(skinfile_t *skinfile)
2367 for (i = 0;skinfile;skinfile = skinfile->next, i++);
2371 void Mod_SnapVertices(int numcomponents, int numvertices, float *vertices, float snap)
2374 double isnap = 1.0 / snap;
2375 for (i = 0;i < numvertices*numcomponents;i++)
2376 vertices[i] = floor(vertices[i]*isnap)*snap;
2379 int Mod_RemoveDegenerateTriangles(int numtriangles, const int *inelement3i, int *outelement3i, const float *vertex3f)
2381 int i, outtriangles;
2382 float edgedir1[3], edgedir2[3], temp[3];
2383 // a degenerate triangle is one with no width (thickness, surface area)
2384 // these are characterized by having all 3 points colinear (along a line)
2385 // or having two points identical
2386 // the simplest check is to calculate the triangle's area
2387 for (i = 0, outtriangles = 0;i < numtriangles;i++, inelement3i += 3)
2389 // calculate first edge
2390 VectorSubtract(vertex3f + inelement3i[1] * 3, vertex3f + inelement3i[0] * 3, edgedir1);
2391 VectorSubtract(vertex3f + inelement3i[2] * 3, vertex3f + inelement3i[0] * 3, edgedir2);
2392 CrossProduct(edgedir1, edgedir2, temp);
2393 if (VectorLength2(temp) < 0.001f)
2394 continue; // degenerate triangle (no area)
2395 // valid triangle (has area)
2396 VectorCopy(inelement3i, outelement3i);
2400 return outtriangles;
2403 void Mod_VertexRangeFromElements(int numelements, const int *elements, int *firstvertexpointer, int *lastvertexpointer)
2406 int firstvertex, lastvertex;
2407 if (numelements > 0 && elements)
2409 firstvertex = lastvertex = elements[0];
2410 for (i = 1;i < numelements;i++)
2413 firstvertex = min(firstvertex, e);
2414 lastvertex = max(lastvertex, e);
2418 firstvertex = lastvertex = 0;
2419 if (firstvertexpointer)
2420 *firstvertexpointer = firstvertex;
2421 if (lastvertexpointer)
2422 *lastvertexpointer = lastvertex;
2425 void Mod_MakeSortedSurfaces(dp_model_t *mod)
2427 // make an optimal set of texture-sorted batches to draw...
2429 int *firstsurfacefortexture;
2430 int *numsurfacesfortexture;
2431 if (!mod->sortedmodelsurfaces)
2432 mod->sortedmodelsurfaces = (int *) Mem_Alloc(loadmodel->mempool, mod->nummodelsurfaces * sizeof(*mod->sortedmodelsurfaces));
2433 firstsurfacefortexture = (int *) Mem_Alloc(tempmempool, mod->num_textures * sizeof(*firstsurfacefortexture));
2434 numsurfacesfortexture = (int *) Mem_Alloc(tempmempool, mod->num_textures * sizeof(*numsurfacesfortexture));
2435 memset(numsurfacesfortexture, 0, mod->num_textures * sizeof(*numsurfacesfortexture));
2436 for (j = 0;j < mod->nummodelsurfaces;j++)
2438 const msurface_t *surface = mod->data_surfaces + j + mod->firstmodelsurface;
2439 int t = (int)(surface->texture - mod->data_textures);
2440 numsurfacesfortexture[t]++;
2443 for (t = 0;t < mod->num_textures;t++)
2445 firstsurfacefortexture[t] = j;
2446 j += numsurfacesfortexture[t];
2448 for (j = 0;j < mod->nummodelsurfaces;j++)
2450 const msurface_t *surface = mod->data_surfaces + j + mod->firstmodelsurface;
2451 int t = (int)(surface->texture - mod->data_textures);
2452 mod->sortedmodelsurfaces[firstsurfacefortexture[t]++] = j + mod->firstmodelsurface;
2454 Mem_Free(firstsurfacefortexture);
2455 Mem_Free(numsurfacesfortexture);
2458 static void Mod_BuildVBOs(void)
2460 if (developer.integer && loadmodel->surfmesh.data_element3s && loadmodel->surfmesh.data_element3i)
2463 for (i = 0;i < loadmodel->surfmesh.num_triangles*3;i++)
2465 if (loadmodel->surfmesh.data_element3s[i] != loadmodel->surfmesh.data_element3i[i])
2467 Con_Printf("Mod_BuildVBOs: element %u is incorrect (%u should be %u)\n", i, loadmodel->surfmesh.data_element3s[i], loadmodel->surfmesh.data_element3i[i]);
2468 loadmodel->surfmesh.data_element3s[i] = loadmodel->surfmesh.data_element3i[i];
2473 if (!gl_support_arb_vertex_buffer_object)
2476 // element buffer is easy because it's just one array
2477 if (loadmodel->surfmesh.num_triangles)
2479 if (loadmodel->surfmesh.data_element3s)
2480 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);
2482 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);
2485 // vertex buffer is several arrays and we put them in the same buffer
2487 // is this wise? the texcoordtexture2f array is used with dynamic
2488 // vertex/svector/tvector/normal when rendering animated models, on the
2489 // other hand animated models don't use a lot of vertices anyway...
2490 if (loadmodel->surfmesh.num_vertices)
2495 loadmodel->surfmesh.vbooffset_vertex3f = size;if (loadmodel->surfmesh.data_vertex3f ) size += loadmodel->surfmesh.num_vertices * sizeof(float[3]);
2496 loadmodel->surfmesh.vbooffset_svector3f = size;if (loadmodel->surfmesh.data_svector3f ) size += loadmodel->surfmesh.num_vertices * sizeof(float[3]);
2497 loadmodel->surfmesh.vbooffset_tvector3f = size;if (loadmodel->surfmesh.data_tvector3f ) size += loadmodel->surfmesh.num_vertices * sizeof(float[3]);
2498 loadmodel->surfmesh.vbooffset_normal3f = size;if (loadmodel->surfmesh.data_normal3f ) size += loadmodel->surfmesh.num_vertices * sizeof(float[3]);
2499 loadmodel->surfmesh.vbooffset_texcoordtexture2f = size;if (loadmodel->surfmesh.data_texcoordtexture2f ) size += loadmodel->surfmesh.num_vertices * sizeof(float[2]);
2500 loadmodel->surfmesh.vbooffset_texcoordlightmap2f = size;if (loadmodel->surfmesh.data_texcoordlightmap2f) size += loadmodel->surfmesh.num_vertices * sizeof(float[2]);
2501 loadmodel->surfmesh.vbooffset_lightmapcolor4f = size;if (loadmodel->surfmesh.data_lightmapcolor4f ) size += loadmodel->surfmesh.num_vertices * sizeof(float[4]);
2502 mem = (unsigned char *)Mem_Alloc(tempmempool, size);
2503 if (loadmodel->surfmesh.data_vertex3f ) memcpy(mem + loadmodel->surfmesh.vbooffset_vertex3f , loadmodel->surfmesh.data_vertex3f , loadmodel->surfmesh.num_vertices * sizeof(float[3]));
2504 if (loadmodel->surfmesh.data_svector3f ) memcpy(mem + loadmodel->surfmesh.vbooffset_svector3f , loadmodel->surfmesh.data_svector3f , loadmodel->surfmesh.num_vertices * sizeof(float[3]));
2505 if (loadmodel->surfmesh.data_tvector3f ) memcpy(mem + loadmodel->surfmesh.vbooffset_tvector3f , loadmodel->surfmesh.data_tvector3f , loadmodel->surfmesh.num_vertices * sizeof(float[3]));
2506 if (loadmodel->surfmesh.data_normal3f ) memcpy(mem + loadmodel->surfmesh.vbooffset_normal3f , loadmodel->surfmesh.data_normal3f , loadmodel->surfmesh.num_vertices * sizeof(float[3]));
2507 if (loadmodel->surfmesh.data_texcoordtexture2f ) memcpy(mem + loadmodel->surfmesh.vbooffset_texcoordtexture2f , loadmodel->surfmesh.data_texcoordtexture2f , loadmodel->surfmesh.num_vertices * sizeof(float[2]));
2508 if (loadmodel->surfmesh.data_texcoordlightmap2f) memcpy(mem + loadmodel->surfmesh.vbooffset_texcoordlightmap2f, loadmodel->surfmesh.data_texcoordlightmap2f, loadmodel->surfmesh.num_vertices * sizeof(float[2]));
2509 if (loadmodel->surfmesh.data_lightmapcolor4f ) memcpy(mem + loadmodel->surfmesh.vbooffset_lightmapcolor4f , loadmodel->surfmesh.data_lightmapcolor4f , loadmodel->surfmesh.num_vertices * sizeof(float[4]));
2510 loadmodel->surfmesh.vbo = R_Mesh_CreateStaticBufferObject(GL_ARRAY_BUFFER_ARB, mem, size, loadmodel->name);
2515 static void Mod_Decompile_OBJ(dp_model_t *model, const char *filename, const char *mtlfilename, const char *originalfilename)
2517 int vertexindex, surfaceindex, triangleindex, textureindex, countvertices = 0, countsurfaces = 0, countfaces = 0, counttextures = 0;
2519 const char *texname;
2521 const float *v, *vn, *vt;
2523 size_t outbufferpos = 0;
2524 size_t outbuffermax = 0x100000;
2525 char *outbuffer = (char *) Z_Malloc(outbuffermax), *oldbuffer;
2526 const msurface_t *surface;
2527 const int maxtextures = 256;
2528 char *texturenames = (char *) Z_Malloc(maxtextures * MAX_QPATH);
2530 // construct the mtllib file
2531 l = dpsnprintf(outbuffer + outbufferpos, outbuffermax - outbufferpos, "# mtllib for %s exported by darkplaces engine\n", originalfilename);
2534 for (surfaceindex = 0, surface = model->data_surfaces;surfaceindex < model->num_surfaces;surfaceindex++, surface++)
2537 countvertices += surface->num_vertices;
2538 countfaces += surface->num_triangles;
2539 texname = (surface->texture && surface->texture->name[0]) ? surface->texture->name : "default";
2540 for (textureindex = 0;textureindex < counttextures;textureindex++)
2541 if (!strcmp(texturenames + textureindex * MAX_QPATH, texname))
2543 if (textureindex < counttextures)
2544 continue; // already wrote this material entry
2545 if (textureindex >= maxtextures)
2546 continue; // just a precaution
2547 textureindex = counttextures++;
2548 strlcpy(texturenames + textureindex * MAX_QPATH, texname, MAX_QPATH);
2549 if (outbufferpos >= outbuffermax >> 1)
2552 oldbuffer = outbuffer;
2553 outbuffer = (char *) Z_Malloc(outbuffermax);
2554 memcpy(outbuffer, oldbuffer, outbufferpos);
2557 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");
2562 // write the mtllib file
2563 FS_WriteFile(mtlfilename, outbuffer, outbufferpos);
2566 // construct the obj file
2567 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);
2570 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)
2572 if (outbufferpos >= outbuffermax >> 1)
2575 oldbuffer = outbuffer;
2576 outbuffer = (char *) Z_Malloc(outbuffermax);
2577 memcpy(outbuffer, oldbuffer, outbufferpos);
2580 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]);
2584 for (surfaceindex = 0, surface = model->data_surfaces;surfaceindex < model->num_surfaces;surfaceindex++, surface++)
2586 l = dpsnprintf(outbuffer + outbufferpos, outbuffermax - outbufferpos, "usemtl %s\n", (surface->texture && surface->texture->name[0]) ? surface->texture->name : "default");
2589 for (triangleindex = 0, e = model->surfmesh.data_element3i + surface->num_firsttriangle * 3;triangleindex < surface->num_triangles;triangleindex++, e += 3)
2591 if (outbufferpos >= outbuffermax >> 1)
2594 oldbuffer = outbuffer;
2595 outbuffer = (char *) Z_Malloc(outbuffermax);
2596 memcpy(outbuffer, oldbuffer, outbufferpos);
2602 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);
2608 // write the obj file
2609 FS_WriteFile(filename, outbuffer, outbufferpos);
2613 Z_Free(texturenames);
2616 Con_Printf("Wrote %s (%i bytes, %i vertices, %i faces, %i surfaces with %i distinct textures)\n", filename, (int)outbufferpos, countvertices, countfaces, countsurfaces, counttextures);
2619 static void Mod_Decompile_SMD(dp_model_t *model, const char *filename, int firstpose, int numposes, qboolean writetriangles)
2621 int countnodes = 0, counttriangles = 0, countframes = 0;
2631 size_t outbufferpos = 0;
2632 size_t outbuffermax = 0x100000;
2633 char *outbuffer = (char *) Z_Malloc(outbuffermax), *oldbuffer;
2634 const msurface_t *surface;
2635 l = dpsnprintf(outbuffer + outbufferpos, outbuffermax - outbufferpos, "version 1\nnodes\n");
2639 if(model->num_poses >= 0)
2640 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]);
2641 if(fabs(modelscale - 1) > 1e-4)
2643 if(firstpose == 0) // only print the when writing the reference pose
2644 Con_Printf("The model has an old-style model scale of %f\n", modelscale);
2648 for (transformindex = 0;transformindex < model->num_bones;transformindex++)
2650 if (outbufferpos >= outbuffermax >> 1)
2653 oldbuffer = outbuffer;
2654 outbuffer = (char *) Z_Malloc(outbuffermax);
2655 memcpy(outbuffer, oldbuffer, outbufferpos);
2659 l = dpsnprintf(outbuffer + outbufferpos, outbuffermax - outbufferpos, "%3i \"%s\" %3i\n", transformindex, model->data_bones[transformindex].name, model->data_bones[transformindex].parent);
2663 l = dpsnprintf(outbuffer + outbufferpos, outbuffermax - outbufferpos, "end\nskeleton\n");
2666 for (poseindex = 0, pose = model->data_poses + model->num_bones * 12 * firstpose;poseindex < numposes;poseindex++)
2669 l = dpsnprintf(outbuffer + outbufferpos, outbuffermax - outbufferpos, "time %i\n", poseindex);
2672 for (transformindex = 0;transformindex < model->num_bones;transformindex++, pose += 12)
2677 if (outbufferpos >= outbuffermax >> 1)
2680 oldbuffer = outbuffer;
2681 outbuffer = (char *) Z_Malloc(outbuffermax);
2682 memcpy(outbuffer, oldbuffer, outbufferpos);
2686 // strangely the smd angles are for a transposed matrix, so we
2687 // have to generate a transposed matrix, then convert that...
2688 mtest[0][0] = pose[ 0];
2689 mtest[0][1] = pose[ 4];
2690 mtest[0][2] = pose[ 8];
2691 mtest[0][3] = pose[ 3];
2692 mtest[1][0] = pose[ 1];
2693 mtest[1][1] = pose[ 5];
2694 mtest[1][2] = pose[ 9];
2695 mtest[1][3] = pose[ 7];
2696 mtest[2][0] = pose[ 2];
2697 mtest[2][1] = pose[ 6];
2698 mtest[2][2] = pose[10];
2699 mtest[2][3] = pose[11];
2700 AnglesFromVectors(angles, mtest[0], mtest[2], false);
2701 if (angles[0] >= 180) angles[0] -= 360;
2702 if (angles[1] >= 180) angles[1] -= 360;
2703 if (angles[2] >= 180) angles[2] -= 360;
2705 a = DEG2RAD(angles[ROLL]);
2706 b = DEG2RAD(angles[PITCH]);
2707 c = DEG2RAD(angles[YAW]);
2711 float cy, sy, cp, sp, cr, sr;
2713 // smd matrix construction, for comparing to non-transposed m
2724 test[0][1] = sr*sp*cy+cr*-sy;
2725 test[1][1] = sr*sp*sy+cr*cy;
2727 test[0][2] = (cr*sp*cy+-sr*-sy);
2728 test[1][2] = (cr*sp*sy+-sr*cy);
2730 test[0][3] = pose[3];
2731 test[1][3] = pose[7];
2732 test[2][3] = pose[11];
2735 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]));
2740 l = dpsnprintf(outbuffer + outbufferpos, outbuffermax - outbufferpos, "end\n");
2745 l = dpsnprintf(outbuffer + outbufferpos, outbuffermax - outbufferpos, "triangles\n");
2748 for (surfaceindex = 0, surface = model->data_surfaces;surfaceindex < model->num_surfaces;surfaceindex++, surface++)
2750 for (triangleindex = 0, e = model->surfmesh.data_element3i + surface->num_firsttriangle * 3;triangleindex < surface->num_triangles;triangleindex++, e += 3)
2753 if (outbufferpos >= outbuffermax >> 1)
2756 oldbuffer = outbuffer;
2757 outbuffer = (char *) Z_Malloc(outbuffermax);
2758 memcpy(outbuffer, oldbuffer, outbufferpos);
2761 l = dpsnprintf(outbuffer + outbufferpos, outbuffermax - outbufferpos, "%s\n", surface->texture && surface->texture->name[0] ? surface->texture->name : "default.bmp");
2764 for (cornerindex = 0;cornerindex < 3;cornerindex++)
2766 const int index = e[2-cornerindex];
2767 const float *v = model->surfmesh.data_vertex3f + index * 3;
2768 const float *vn = model->surfmesh.data_normal3f + index * 3;
2769 const float *vt = model->surfmesh.data_texcoordtexture2f + index * 2;
2770 const int *wi = model->surfmesh.data_vertexweightindex4i + index * 4;
2771 const float *wf = model->surfmesh.data_vertexweightinfluence4f + index * 4;
2772 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]);
2773 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]);
2774 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]);
2775 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]);
2781 l = dpsnprintf(outbuffer + outbufferpos, outbuffermax - outbufferpos, "end\n");
2786 FS_WriteFile(filename, outbuffer, outbufferpos);
2789 Con_Printf("Wrote %s (%i bytes, %i nodes, %i frames, %i triangles)\n", filename, (int)outbufferpos, countnodes, countframes, counttriangles);
2796 decompiles a model to editable files
2799 static void Mod_Decompile_f(void)
2801 int i, j, k, l, first, count;
2803 char inname[MAX_QPATH];
2804 char outname[MAX_QPATH];
2805 char mtlname[MAX_QPATH];
2806 char basename[MAX_QPATH];
2807 char animname[MAX_QPATH];
2808 char animname2[MAX_QPATH];
2809 char zymtextbuffer[16384];
2810 char dpmtextbuffer[16384];
2811 int zymtextsize = 0;
2812 int dpmtextsize = 0;
2814 if (Cmd_Argc() != 2)
2816 Con_Print("usage: modeldecompile <filename>\n");
2820 strlcpy(inname, Cmd_Argv(1), sizeof(inname));
2821 FS_StripExtension(inname, basename, sizeof(basename));
2823 mod = Mod_ForName(inname, false, true, inname[0] == '*' ? cl.model_name[1] : NULL);
2824 if (mod->brush.submodel)
2826 // if we're decompiling a submodel, be sure to give it a proper name based on its parent
2827 FS_StripExtension(cl.model_name[1], outname, sizeof(outname));
2828 dpsnprintf(basename, sizeof(basename), "%s/%s", outname, mod->name);
2833 Con_Print("No such model\n");
2836 if (!mod->surfmesh.num_triangles)
2838 Con_Print("Empty model (or sprite)\n");
2842 // export OBJ if possible (not on sprites)
2843 if (mod->surfmesh.num_triangles)
2845 dpsnprintf(outname, sizeof(outname), "%s_decompiled.obj", basename);
2846 dpsnprintf(mtlname, sizeof(mtlname), "%s_decompiled.mtl", basename);
2847 Mod_Decompile_OBJ(mod, outname, mtlname, inname);
2850 // export SMD if possible (only for skeletal models)
2851 if (mod->surfmesh.num_triangles && mod->num_bones)
2853 dpsnprintf(outname, sizeof(outname), "%s_decompiled/ref1.smd", basename);
2854 Mod_Decompile_SMD(mod, outname, 0, 1, true);
2855 l = dpsnprintf(zymtextbuffer + zymtextsize, sizeof(zymtextbuffer) - zymtextsize, "output out.zym\nscale 1\norigin 0 0 0\nmesh ref1.smd\n");
2856 if (l > 0) zymtextsize += l;
2857 l = dpsnprintf(dpmtextbuffer + dpmtextsize, sizeof(dpmtextbuffer) - dpmtextsize, "outputdir .\nmodel out\nscale 1\norigin 0 0 0\nscene ref1.smd\n");
2858 if (l > 0) dpmtextsize += l;
2859 for (i = 0;i < mod->numframes;i = j)
2861 strlcpy(animname, mod->animscenes[i].name, sizeof(animname));
2862 first = mod->animscenes[i].firstframe;
2863 if (mod->animscenes[i].framecount > 1)
2866 count = mod->animscenes[i].framecount;
2872 // check for additional frames with same name
2873 for (l = 0, k = strlen(animname);animname[l];l++)
2874 if ((animname[l] < '0' || animname[l] > '9') && animname[l] != '_')
2877 count = mod->num_poses - first;
2878 for (j = i + 1;j < mod->numframes;j++)
2880 strlcpy(animname2, mod->animscenes[j].name, sizeof(animname2));
2881 for (l = 0, k = strlen(animname2);animname2[l];l++)
2882 if ((animname2[l] < '0' || animname2[l] > '9') && animname2[l] != '_')
2885 if (strcmp(animname2, animname) || mod->animscenes[j].framecount > 1)
2887 count = mod->animscenes[j].firstframe - first;
2891 // if it's only one frame, use the original frame name
2893 strlcpy(animname, mod->animscenes[i].name, sizeof(animname));
2896 dpsnprintf(outname, sizeof(outname), "%s_decompiled/%s.smd", basename, animname);
2897 Mod_Decompile_SMD(mod, outname, first, count, false);
2898 if (zymtextsize < (int)sizeof(zymtextbuffer) - 100)
2900 l = dpsnprintf(zymtextbuffer + zymtextsize, sizeof(zymtextbuffer) - zymtextsize, "scene %s.smd fps %g\n", animname, mod->animscenes[i].framerate);
2901 if (l > 0) zymtextsize += l;
2903 if (dpmtextsize < (int)sizeof(dpmtextbuffer) - 100)
2905 l = dpsnprintf(dpmtextbuffer + dpmtextsize, sizeof(dpmtextbuffer) - dpmtextsize, "scene %s.smd\n", animname);
2906 if (l > 0) dpmtextsize += l;
2910 FS_WriteFile(va("%s_decompiled/out_zym.txt", basename), zymtextbuffer, (fs_offset_t)zymtextsize);
2912 FS_WriteFile(va("%s_decompiled/out_dpm.txt", basename), dpmtextbuffer, (fs_offset_t)dpmtextsize);