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 for (i = 0;i < nummodels;i++)
58 if ((mod = (dp_model_t*) Mem_ExpandableArray_RecordAtIndex(&models, i)) && mod->name[0] && mod->name[0] != '*')
60 Mod_LoadModel(mod, true, false);
63 static void mod_shutdown(void)
66 int nummodels = Mem_ExpandableArray_IndexRange(&models);
69 for (i = 0;i < nummodels;i++)
70 if ((mod = (dp_model_t*) Mem_ExpandableArray_RecordAtIndex(&models, i)) && (mod->loaded || mod->mempool))
76 static void mod_newmap(void)
79 int i, j, k, surfacenum, ssize, tsize;
80 int nummodels = Mem_ExpandableArray_IndexRange(&models);
83 R_SkinFrame_PrepareForPurge();
84 for (i = 0;i < nummodels;i++)
86 if ((mod = (dp_model_t*) Mem_ExpandableArray_RecordAtIndex(&models, i)) && mod->mempool && mod->data_textures)
88 for (j = 0;j < mod->num_textures;j++)
90 for (k = 0;k < mod->data_textures[j].numskinframes;k++)
91 R_SkinFrame_MarkUsed(mod->data_textures[j].skinframes[k]);
92 for (k = 0;k < mod->data_textures[j].backgroundnumskinframes;k++)
93 R_SkinFrame_MarkUsed(mod->data_textures[j].backgroundskinframes[k]);
99 if (!cl_stainmaps_clearonload.integer)
102 for (i = 0;i < nummodels;i++)
104 if ((mod = (dp_model_t*) Mem_ExpandableArray_RecordAtIndex(&models, i)) && mod->mempool && mod->data_surfaces)
106 for (surfacenum = 0, surface = mod->data_surfaces;surfacenum < mod->num_surfaces;surfacenum++, surface++)
108 if (surface->lightmapinfo && surface->lightmapinfo->stainsamples)
110 ssize = (surface->lightmapinfo->extents[0] >> 4) + 1;
111 tsize = (surface->lightmapinfo->extents[1] >> 4) + 1;
112 memset(surface->lightmapinfo->stainsamples, 255, ssize * tsize * 3);
113 mod->brushq1.lightmapupdateflags[surfacenum] = true;
125 static void Mod_Print(void);
126 static void Mod_Precache (void);
127 static void Mod_Decompile_f(void);
128 static void Mod_BuildVBOs(void);
131 mod_mempool = Mem_AllocPool("modelinfo", 0, NULL);
132 Mem_ExpandableArray_NewArray(&models, mod_mempool, sizeof(dp_model_t), 16);
138 Cvar_RegisterVariable(&r_mipskins);
139 Cmd_AddCommand ("modellist", Mod_Print, "prints a list of loaded models");
140 Cmd_AddCommand ("modelprecache", Mod_Precache, "load a model");
141 Cmd_AddCommand ("modeldecompile", Mod_Decompile_f, "exports a model in several formats for editing purposes");
144 void Mod_RenderInit(void)
146 R_RegisterModule("Models", mod_start, mod_shutdown, mod_newmap);
149 void Mod_UnloadModel (dp_model_t *mod)
151 char name[MAX_QPATH];
153 dp_model_t *parentmodel;
155 if (developer_loading.integer)
156 Con_Printf("unloading model %s\n", mod->name);
158 strlcpy(name, mod->name, sizeof(name));
159 parentmodel = mod->brush.parentmodel;
161 if (mod->surfmesh.ebo3i)
162 R_Mesh_DestroyBufferObject(mod->surfmesh.ebo3i);
163 if (mod->surfmesh.ebo3s)
164 R_Mesh_DestroyBufferObject(mod->surfmesh.ebo3s);
165 if (mod->surfmesh.vbo)
166 R_Mesh_DestroyBufferObject(mod->surfmesh.vbo);
167 // free textures/memory attached to the model
168 R_FreeTexturePool(&mod->texturepool);
169 Mem_FreePool(&mod->mempool);
170 // clear the struct to make it available
171 memset(mod, 0, sizeof(dp_model_t));
172 // restore the fields we want to preserve
173 strlcpy(mod->name, name, sizeof(mod->name));
174 mod->brush.parentmodel = parentmodel;
179 void R_Model_Null_Draw(entity_render_t *ent)
191 dp_model_t *Mod_LoadModel(dp_model_t *mod, qboolean crash, qboolean checkdisk)
196 fs_offset_t filesize;
200 if (mod->name[0] == '*') // submodel
203 if (!strcmp(mod->name, "null"))
208 if (mod->loaded || mod->mempool)
209 Mod_UnloadModel(mod);
211 if (developer_loading.integer)
212 Con_Printf("loading model %s\n", mod->name);
218 VectorClear(mod->normalmins);
219 VectorClear(mod->normalmaxs);
220 VectorClear(mod->yawmins);
221 VectorClear(mod->yawmaxs);
222 VectorClear(mod->rotatedmins);
223 VectorClear(mod->rotatedmaxs);
225 mod->modeldatatypestring = "null";
226 mod->type = mod_null;
227 mod->Draw = R_Model_Null_Draw;
231 // no fatal errors occurred, so this model is ready to use.
240 // even if the model is loaded it still may need reloading...
242 // if it is not loaded or checkdisk is true we need to calculate the crc
243 if (!mod->loaded || checkdisk)
245 if (checkdisk && mod->loaded)
246 Con_DPrintf("checking model %s\n", mod->name);
247 buf = FS_LoadFile (mod->name, tempmempool, false, &filesize);
250 crc = CRC_Block((unsigned char *)buf, filesize);
251 // we need to reload the model if the crc does not match
257 // if the model is already loaded and checks passed, just return
265 if (developer_loading.integer)
266 Con_Printf("loading model %s\n", mod->name);
268 // LordHavoc: unload the existing model in this slot (if there is one)
269 if (mod->loaded || mod->mempool)
270 Mod_UnloadModel(mod);
275 // errors can prevent the corresponding mod->loaded = true;
278 // default model radius and bounding box (mainly for missing models)
280 VectorSet(mod->normalmins, -mod->radius, -mod->radius, -mod->radius);
281 VectorSet(mod->normalmaxs, mod->radius, mod->radius, mod->radius);
282 VectorSet(mod->yawmins, -mod->radius, -mod->radius, -mod->radius);
283 VectorSet(mod->yawmaxs, mod->radius, mod->radius, mod->radius);
284 VectorSet(mod->rotatedmins, -mod->radius, -mod->radius, -mod->radius);
285 VectorSet(mod->rotatedmaxs, mod->radius, mod->radius, mod->radius);
289 // load q3 shaders for the first time, or after a level change
295 char *bufend = (char *)buf + filesize;
297 // all models use memory, so allocate a memory pool
298 mod->mempool = Mem_AllocPool(mod->name, 0, NULL);
300 num = LittleLong(*((int *)buf));
301 // call the apropriate loader
303 if (!strcasecmp(FS_FileExtension(mod->name), "obj")) Mod_OBJ_Load(mod, buf, bufend);
304 else if (!memcmp(buf, "IDPO", 4)) Mod_IDP0_Load(mod, buf, bufend);
305 else if (!memcmp(buf, "IDP2", 4)) Mod_IDP2_Load(mod, buf, bufend);
306 else if (!memcmp(buf, "IDP3", 4)) Mod_IDP3_Load(mod, buf, bufend);
307 else if (!memcmp(buf, "IDSP", 4)) Mod_IDSP_Load(mod, buf, bufend);
308 else if (!memcmp(buf, "IDS2", 4)) Mod_IDS2_Load(mod, buf, bufend);
309 else if (!memcmp(buf, "IBSP", 4)) Mod_IBSP_Load(mod, buf, bufend);
310 else if (!memcmp(buf, "ZYMOTICMODEL", 12)) Mod_ZYMOTICMODEL_Load(mod, buf, bufend);
311 else if (!memcmp(buf, "DARKPLACESMODEL", 16)) Mod_DARKPLACESMODEL_Load(mod, buf, bufend);
312 else if (!memcmp(buf, "ACTRHEAD", 8)) Mod_PSKMODEL_Load(mod, buf, bufend);
313 else if (strlen(mod->name) >= 4 && !strcmp(mod->name + strlen(mod->name) - 4, ".map")) Mod_MAP_Load(mod, buf, bufend);
314 else if (num == BSPVERSION || num == 30) Mod_Q1BSP_Load(mod, buf, bufend);
315 else Con_Printf("Mod_LoadModel: model \"%s\" is of unknown/unsupported type\n", mod->name);
320 // no fatal errors occurred, so this model is ready to use.
325 // LordHavoc: Sys_Error was *ANNOYING*
326 Con_Printf ("Mod_LoadModel: %s not found\n", mod->name);
331 void Mod_ClearUsed(void)
334 int nummodels = Mem_ExpandableArray_IndexRange(&models);
336 for (i = 0;i < nummodels;i++)
337 if ((mod = (dp_model_t*) Mem_ExpandableArray_RecordAtIndex(&models, i)) && mod->name[0])
341 void Mod_PurgeUnused(void)
344 int nummodels = Mem_ExpandableArray_IndexRange(&models);
346 for (i = 0;i < nummodels;i++)
348 if ((mod = (dp_model_t*) Mem_ExpandableArray_RecordAtIndex(&models, i)) && mod->name[0] && !mod->used)
350 Mod_UnloadModel(mod);
351 Mem_ExpandableArray_FreeRecord(&models, mod);
362 dp_model_t *Mod_FindName(const char *name, const char *parentname)
371 // if we're not dedicatd, the renderer calls will crash without video
374 nummodels = Mem_ExpandableArray_IndexRange(&models);
377 Host_Error ("Mod_ForName: NULL name");
379 // search the currently loaded models
380 for (i = 0;i < nummodels;i++)
382 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))))
389 // no match found, create a new one
390 mod = (dp_model_t *) Mem_ExpandableArray_AllocRecord(&models);
391 strlcpy(mod->name, name, sizeof(mod->name));
393 mod->brush.parentmodel = Mod_FindName(parentname, NULL);
395 mod->brush.parentmodel = NULL;
405 Loads in a model for the given name
408 dp_model_t *Mod_ForName(const char *name, qboolean crash, qboolean checkdisk, const char *parentname)
411 model = Mod_FindName(name, parentname);
412 if (!model->loaded || checkdisk)
413 Mod_LoadModel(model, crash, checkdisk);
421 Reloads all models if they have changed
424 void Mod_Reload(void)
427 int nummodels = Mem_ExpandableArray_IndexRange(&models);
429 for (i = 0;i < nummodels;i++)
430 if ((mod = (dp_model_t *) Mem_ExpandableArray_RecordAtIndex(&models, i)) && mod->name[0] && mod->name[0] != '*' && mod->used)
431 Mod_LoadModel(mod, true, true);
434 unsigned char *mod_base;
437 //=============================================================================
444 static void Mod_Print(void)
447 int nummodels = Mem_ExpandableArray_IndexRange(&models);
450 Con_Print("Loaded models:\n");
451 for (i = 0;i < nummodels;i++)
453 if ((mod = (dp_model_t *) Mem_ExpandableArray_RecordAtIndex(&models, i)) && mod->name[0] && mod->name[0] != '*')
455 if (mod->brush.numsubmodels)
456 Con_Printf("%4iK %s (%i submodels)\n", mod->mempool ? (int)((mod->mempool->totalsize + 1023) / 1024) : 0, mod->name, mod->brush.numsubmodels);
458 Con_Printf("%4iK %s\n", mod->mempool ? (int)((mod->mempool->totalsize + 1023) / 1024) : 0, mod->name);
468 static void Mod_Precache(void)
471 Mod_ForName(Cmd_Argv(1), false, true, Cmd_Argv(1)[0] == '*' ? cl.model_name[1] : NULL);
473 Con_Print("usage: modelprecache <filename>\n");
476 int Mod_BuildVertexRemapTableFromElements(int numelements, const int *elements, int numvertices, int *remapvertices)
480 used = (unsigned char *)Mem_Alloc(tempmempool, numvertices);
481 memset(used, 0, numvertices);
482 for (i = 0;i < numelements;i++)
483 used[elements[i]] = 1;
484 for (i = 0, count = 0;i < numvertices;i++)
485 remapvertices[i] = used[i] ? count++ : -1;
491 // fast way, using an edge hash
492 #define TRIANGLEEDGEHASH 8192
493 void Mod_BuildTriangleNeighbors(int *neighbors, const int *elements, int numtriangles)
495 int i, j, p, e1, e2, *n, hashindex, count, match;
497 typedef struct edgehashentry_s
499 struct edgehashentry_s *next;
504 edgehashentry_t *edgehash[TRIANGLEEDGEHASH], *edgehashentries, edgehashentriesbuffer[TRIANGLEEDGEHASH*3], *hash;
505 memset(edgehash, 0, sizeof(edgehash));
506 edgehashentries = edgehashentriesbuffer;
507 // if there are too many triangles for the stack array, allocate larger buffer
508 if (numtriangles > TRIANGLEEDGEHASH)
509 edgehashentries = (edgehashentry_t *)Mem_Alloc(tempmempool, numtriangles * 3 * sizeof(edgehashentry_t));
510 // find neighboring triangles
511 for (i = 0, e = elements, n = neighbors;i < numtriangles;i++, e += 3, n += 3)
513 for (j = 0, p = 2;j < 3;p = j, j++)
517 // this hash index works for both forward and backward edges
518 hashindex = (unsigned int)(e1 + e2) % TRIANGLEEDGEHASH;
519 hash = edgehashentries + i * 3 + j;
520 hash->next = edgehash[hashindex];
521 edgehash[hashindex] = hash;
523 hash->element[0] = e1;
524 hash->element[1] = e2;
527 for (i = 0, e = elements, n = neighbors;i < numtriangles;i++, e += 3, n += 3)
529 for (j = 0, p = 2;j < 3;p = j, j++)
533 // this hash index works for both forward and backward edges
534 hashindex = (unsigned int)(e1 + e2) % TRIANGLEEDGEHASH;
537 for (hash = edgehash[hashindex];hash;hash = hash->next)
539 if (hash->element[0] == e2 && hash->element[1] == e1)
541 if (hash->triangle != i)
542 match = hash->triangle;
545 else if ((hash->element[0] == e1 && hash->element[1] == e2))
548 // detect edges shared by three triangles and make them seams
554 // also send a keepalive here (this can take a while too!)
555 CL_KeepaliveMessage(false);
557 // free the allocated buffer
558 if (edgehashentries != edgehashentriesbuffer)
559 Mem_Free(edgehashentries);
562 // very slow but simple way
563 static int Mod_FindTriangleWithEdge(const int *elements, int numtriangles, int start, int end, int ignore)
568 for (i = 0;i < numtriangles;i++, elements += 3)
570 if ((elements[0] == start && elements[1] == end)
571 || (elements[1] == start && elements[2] == end)
572 || (elements[2] == start && elements[0] == end))
578 else if ((elements[1] == start && elements[0] == end)
579 || (elements[2] == start && elements[1] == end)
580 || (elements[0] == start && elements[2] == end))
583 // detect edges shared by three triangles and make them seams
589 void Mod_BuildTriangleNeighbors(int *neighbors, const int *elements, int numtriangles)
593 for (i = 0, e = elements, n = neighbors;i < numtriangles;i++, e += 3, n += 3)
595 n[0] = Mod_FindTriangleWithEdge(elements, numtriangles, e[1], e[0], i);
596 n[1] = Mod_FindTriangleWithEdge(elements, numtriangles, e[2], e[1], i);
597 n[2] = Mod_FindTriangleWithEdge(elements, numtriangles, e[0], e[2], i);
602 void Mod_ValidateElements(int *elements, int numtriangles, int firstvertex, int numverts, const char *filename, int fileline)
604 int i, warned = false, endvertex = firstvertex + numverts;
605 for (i = 0;i < numtriangles * 3;i++)
607 if (elements[i] < firstvertex || elements[i] >= endvertex)
612 Con_Printf("Mod_ValidateElements: out of bounds elements detected at %s:%d\n", filename, fileline);
614 elements[i] = firstvertex;
619 // warning: this is an expensive function!
620 void Mod_BuildNormals(int firstvertex, int numvertices, int numtriangles, const float *vertex3f, const int *elements, float *normal3f, qboolean areaweighting)
627 memset(normal3f + 3 * firstvertex, 0, numvertices * sizeof(float[3]));
628 // process each vertex of each triangle and accumulate the results
629 // use area-averaging, to make triangles with a big area have a bigger
630 // weighting on the vertex normal than triangles with a small area
631 // to do so, just add the 'normals' together (the bigger the area
632 // the greater the length of the normal is
634 for (i = 0; i < numtriangles; i++, element += 3)
637 vertex3f + element[0] * 3,
638 vertex3f + element[1] * 3,
639 vertex3f + element[2] * 3,
644 VectorNormalize(areaNormal);
646 for (j = 0;j < 3;j++)
648 vectorNormal = normal3f + element[j] * 3;
649 vectorNormal[0] += areaNormal[0];
650 vectorNormal[1] += areaNormal[1];
651 vectorNormal[2] += areaNormal[2];
654 // and just normalize the accumulated vertex normal in the end
655 vectorNormal = normal3f + 3 * firstvertex;
656 for (i = 0; i < numvertices; i++, vectorNormal += 3)
657 VectorNormalize(vectorNormal);
660 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)
662 float f, tangentcross[3], v10[3], v20[3], tc10[2], tc20[2];
663 // 79 add/sub/negate/multiply (1 cycle), 1 compare (3 cycle?), total cycles not counting load/store/exchange roughly 82 cycles
664 // 6 add, 28 subtract, 39 multiply, 1 compare, 50% chance of 6 negates
666 // 6 multiply, 9 subtract
667 VectorSubtract(v1, v0, v10);
668 VectorSubtract(v2, v0, v20);
669 normal3f[0] = v20[1] * v10[2] - v20[2] * v10[1];
670 normal3f[1] = v20[2] * v10[0] - v20[0] * v10[2];
671 normal3f[2] = v20[0] * v10[1] - v20[1] * v10[0];
672 // 12 multiply, 10 subtract
673 tc10[1] = tc1[1] - tc0[1];
674 tc20[1] = tc2[1] - tc0[1];
675 svector3f[0] = tc10[1] * v20[0] - tc20[1] * v10[0];
676 svector3f[1] = tc10[1] * v20[1] - tc20[1] * v10[1];
677 svector3f[2] = tc10[1] * v20[2] - tc20[1] * v10[2];
678 tc10[0] = tc1[0] - tc0[0];
679 tc20[0] = tc2[0] - tc0[0];
680 tvector3f[0] = tc10[0] * v20[0] - tc20[0] * v10[0];
681 tvector3f[1] = tc10[0] * v20[1] - tc20[0] * v10[1];
682 tvector3f[2] = tc10[0] * v20[2] - tc20[0] * v10[2];
683 // 12 multiply, 4 add, 6 subtract
684 f = DotProduct(svector3f, normal3f);
685 svector3f[0] -= f * normal3f[0];
686 svector3f[1] -= f * normal3f[1];
687 svector3f[2] -= f * normal3f[2];
688 f = DotProduct(tvector3f, normal3f);
689 tvector3f[0] -= f * normal3f[0];
690 tvector3f[1] -= f * normal3f[1];
691 tvector3f[2] -= f * normal3f[2];
692 // if texture is mapped the wrong way (counterclockwise), the tangents
693 // have to be flipped, this is detected by calculating a normal from the
694 // two tangents, and seeing if it is opposite the surface normal
695 // 9 multiply, 2 add, 3 subtract, 1 compare, 50% chance of: 6 negates
696 CrossProduct(tvector3f, svector3f, tangentcross);
697 if (DotProduct(tangentcross, normal3f) < 0)
699 VectorNegate(svector3f, svector3f);
700 VectorNegate(tvector3f, tvector3f);
704 // warning: this is a very expensive function!
705 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)
708 float sdir[3], tdir[3], normal[3], *sv, *tv;
709 const float *v0, *v1, *v2, *tc0, *tc1, *tc2, *n;
710 float f, tangentcross[3], v10[3], v20[3], tc10[2], tc20[2];
713 memset(svector3f + 3 * firstvertex, 0, numvertices * sizeof(float[3]));
714 memset(tvector3f + 3 * firstvertex, 0, numvertices * sizeof(float[3]));
715 // process each vertex of each triangle and accumulate the results
716 for (tnum = 0, e = elements;tnum < numtriangles;tnum++, e += 3)
718 v0 = vertex3f + e[0] * 3;
719 v1 = vertex3f + e[1] * 3;
720 v2 = vertex3f + e[2] * 3;
721 tc0 = texcoord2f + e[0] * 2;
722 tc1 = texcoord2f + e[1] * 2;
723 tc2 = texcoord2f + e[2] * 2;
725 // 79 add/sub/negate/multiply (1 cycle), 1 compare (3 cycle?), total cycles not counting load/store/exchange roughly 82 cycles
726 // 6 add, 28 subtract, 39 multiply, 1 compare, 50% chance of 6 negates
728 // calculate the edge directions and surface normal
729 // 6 multiply, 9 subtract
730 VectorSubtract(v1, v0, v10);
731 VectorSubtract(v2, v0, v20);
732 normal[0] = v20[1] * v10[2] - v20[2] * v10[1];
733 normal[1] = v20[2] * v10[0] - v20[0] * v10[2];
734 normal[2] = v20[0] * v10[1] - v20[1] * v10[0];
736 // calculate the tangents
737 // 12 multiply, 10 subtract
738 tc10[1] = tc1[1] - tc0[1];
739 tc20[1] = tc2[1] - tc0[1];
740 sdir[0] = tc10[1] * v20[0] - tc20[1] * v10[0];
741 sdir[1] = tc10[1] * v20[1] - tc20[1] * v10[1];
742 sdir[2] = tc10[1] * v20[2] - tc20[1] * v10[2];
743 tc10[0] = tc1[0] - tc0[0];
744 tc20[0] = tc2[0] - tc0[0];
745 tdir[0] = tc10[0] * v20[0] - tc20[0] * v10[0];
746 tdir[1] = tc10[0] * v20[1] - tc20[0] * v10[1];
747 tdir[2] = tc10[0] * v20[2] - tc20[0] * v10[2];
749 // if texture is mapped the wrong way (counterclockwise), the tangents
750 // have to be flipped, this is detected by calculating a normal from the
751 // two tangents, and seeing if it is opposite the surface normal
752 // 9 multiply, 2 add, 3 subtract, 1 compare, 50% chance of: 6 negates
753 CrossProduct(tdir, sdir, tangentcross);
754 if (DotProduct(tangentcross, normal) < 0)
756 VectorNegate(sdir, sdir);
757 VectorNegate(tdir, tdir);
762 VectorNormalize(sdir);
763 VectorNormalize(tdir);
765 for (i = 0;i < 3;i++)
767 VectorAdd(svector3f + e[i]*3, sdir, svector3f + e[i]*3);
768 VectorAdd(tvector3f + e[i]*3, tdir, tvector3f + e[i]*3);
771 // make the tangents completely perpendicular to the surface normal, and
772 // then normalize them
773 // 16 assignments, 2 divide, 2 sqrt, 2 negates, 14 adds, 24 multiplies
774 for (i = 0, sv = svector3f + 3 * firstvertex, tv = tvector3f + 3 * firstvertex, n = normal3f + 3 * firstvertex;i < numvertices;i++, sv += 3, tv += 3, n += 3)
776 f = -DotProduct(sv, n);
777 VectorMA(sv, f, n, sv);
779 f = -DotProduct(tv, n);
780 VectorMA(tv, f, n, tv);
785 void Mod_AllocSurfMesh(mempool_t *mempool, int numvertices, int numtriangles, qboolean lightmapoffsets, qboolean vertexcolors, qboolean neighbors)
788 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));
789 loadmodel->surfmesh.num_vertices = numvertices;
790 loadmodel->surfmesh.num_triangles = numtriangles;
791 if (loadmodel->surfmesh.num_vertices)
793 loadmodel->surfmesh.data_vertex3f = (float *)data, data += sizeof(float[3]) * loadmodel->surfmesh.num_vertices;
794 loadmodel->surfmesh.data_svector3f = (float *)data, data += sizeof(float[3]) * loadmodel->surfmesh.num_vertices;
795 loadmodel->surfmesh.data_tvector3f = (float *)data, data += sizeof(float[3]) * loadmodel->surfmesh.num_vertices;
796 loadmodel->surfmesh.data_normal3f = (float *)data, data += sizeof(float[3]) * loadmodel->surfmesh.num_vertices;
797 loadmodel->surfmesh.data_texcoordtexture2f = (float *)data, data += sizeof(float[2]) * loadmodel->surfmesh.num_vertices;
798 loadmodel->surfmesh.data_texcoordlightmap2f = (float *)data, data += sizeof(float[2]) * loadmodel->surfmesh.num_vertices;
800 loadmodel->surfmesh.data_lightmapcolor4f = (float *)data, data += sizeof(float[4]) * loadmodel->surfmesh.num_vertices;
802 loadmodel->surfmesh.data_lightmapoffsets = (int *)data, data += sizeof(int) * loadmodel->surfmesh.num_vertices;
804 if (loadmodel->surfmesh.num_triangles)
806 loadmodel->surfmesh.data_element3i = (int *)data, data += sizeof(int[3]) * loadmodel->surfmesh.num_triangles;
808 loadmodel->surfmesh.data_neighbor3i = (int *)data, data += sizeof(int[3]) * loadmodel->surfmesh.num_triangles;
809 if (loadmodel->surfmesh.num_vertices <= 65536)
810 loadmodel->surfmesh.data_element3s = (unsigned short *)data, data += sizeof(unsigned short[3]) * loadmodel->surfmesh.num_triangles;
814 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)
816 shadowmesh_t *newmesh;
819 size = sizeof(shadowmesh_t);
820 size += maxverts * sizeof(float[3]);
822 size += maxverts * sizeof(float[11]);
823 size += maxtriangles * sizeof(int[3]);
824 if (maxverts <= 65536)
825 size += maxtriangles * sizeof(unsigned short[3]);
827 size += maxtriangles * sizeof(int[3]);
829 size += SHADOWMESHVERTEXHASH * sizeof(shadowmeshvertexhash_t *) + maxverts * sizeof(shadowmeshvertexhash_t);
830 data = (unsigned char *)Mem_Alloc(mempool, size);
831 newmesh = (shadowmesh_t *)data;data += sizeof(*newmesh);
832 newmesh->map_diffuse = map_diffuse;
833 newmesh->map_specular = map_specular;
834 newmesh->map_normal = map_normal;
835 newmesh->maxverts = maxverts;
836 newmesh->maxtriangles = maxtriangles;
837 newmesh->numverts = 0;
838 newmesh->numtriangles = 0;
840 newmesh->vertex3f = (float *)data;data += maxverts * sizeof(float[3]);
843 newmesh->svector3f = (float *)data;data += maxverts * sizeof(float[3]);
844 newmesh->tvector3f = (float *)data;data += maxverts * sizeof(float[3]);
845 newmesh->normal3f = (float *)data;data += maxverts * sizeof(float[3]);
846 newmesh->texcoord2f = (float *)data;data += maxverts * sizeof(float[2]);
848 newmesh->element3i = (int *)data;data += maxtriangles * sizeof(int[3]);
851 newmesh->neighbor3i = (int *)data;data += maxtriangles * sizeof(int[3]);
855 newmesh->vertexhashtable = (shadowmeshvertexhash_t **)data;data += SHADOWMESHVERTEXHASH * sizeof(shadowmeshvertexhash_t *);
856 newmesh->vertexhashentries = (shadowmeshvertexhash_t *)data;data += maxverts * sizeof(shadowmeshvertexhash_t);
858 if (maxverts <= 65536)
859 newmesh->element3s = (unsigned short *)data;data += maxtriangles * sizeof(unsigned short[3]);
863 shadowmesh_t *Mod_ShadowMesh_ReAlloc(mempool_t *mempool, shadowmesh_t *oldmesh, int light, int neighbors)
865 shadowmesh_t *newmesh;
866 newmesh = Mod_ShadowMesh_Alloc(mempool, oldmesh->numverts, oldmesh->numtriangles, oldmesh->map_diffuse, oldmesh->map_specular, oldmesh->map_normal, light, neighbors, false);
867 newmesh->numverts = oldmesh->numverts;
868 newmesh->numtriangles = oldmesh->numtriangles;
870 memcpy(newmesh->vertex3f, oldmesh->vertex3f, oldmesh->numverts * sizeof(float[3]));
871 if (newmesh->svector3f && oldmesh->svector3f)
873 memcpy(newmesh->svector3f, oldmesh->svector3f, oldmesh->numverts * sizeof(float[3]));
874 memcpy(newmesh->tvector3f, oldmesh->tvector3f, oldmesh->numverts * sizeof(float[3]));
875 memcpy(newmesh->normal3f, oldmesh->normal3f, oldmesh->numverts * sizeof(float[3]));
876 memcpy(newmesh->texcoord2f, oldmesh->texcoord2f, oldmesh->numverts * sizeof(float[2]));
878 memcpy(newmesh->element3i, oldmesh->element3i, oldmesh->numtriangles * sizeof(int[3]));
879 if (newmesh->neighbor3i && oldmesh->neighbor3i)
880 memcpy(newmesh->neighbor3i, oldmesh->neighbor3i, oldmesh->numtriangles * sizeof(int[3]));
884 int Mod_ShadowMesh_AddVertex(shadowmesh_t *mesh, float *vertex14f)
887 shadowmeshvertexhash_t *hash;
888 // this uses prime numbers intentionally
889 hashindex = (unsigned int) (vertex14f[0] * 2003 + vertex14f[1] * 4001 + vertex14f[2] * 7919) % SHADOWMESHVERTEXHASH;
890 for (hash = mesh->vertexhashtable[hashindex];hash;hash = hash->next)
892 vnum = (hash - mesh->vertexhashentries);
893 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]))
894 && (mesh->svector3f == NULL || (mesh->svector3f[vnum * 3 + 0] == vertex14f[3] && mesh->svector3f[vnum * 3 + 1] == vertex14f[4] && mesh->svector3f[vnum * 3 + 2] == vertex14f[5]))
895 && (mesh->tvector3f == NULL || (mesh->tvector3f[vnum * 3 + 0] == vertex14f[6] && mesh->tvector3f[vnum * 3 + 1] == vertex14f[7] && mesh->tvector3f[vnum * 3 + 2] == vertex14f[8]))
896 && (mesh->normal3f == NULL || (mesh->normal3f[vnum * 3 + 0] == vertex14f[9] && mesh->normal3f[vnum * 3 + 1] == vertex14f[10] && mesh->normal3f[vnum * 3 + 2] == vertex14f[11]))
897 && (mesh->texcoord2f == NULL || (mesh->texcoord2f[vnum * 2 + 0] == vertex14f[12] && mesh->texcoord2f[vnum * 2 + 1] == vertex14f[13])))
898 return hash - mesh->vertexhashentries;
900 vnum = mesh->numverts++;
901 hash = mesh->vertexhashentries + vnum;
902 hash->next = mesh->vertexhashtable[hashindex];
903 mesh->vertexhashtable[hashindex] = hash;
904 if (mesh->vertex3f) {mesh->vertex3f[vnum * 3 + 0] = vertex14f[0];mesh->vertex3f[vnum * 3 + 1] = vertex14f[1];mesh->vertex3f[vnum * 3 + 2] = vertex14f[2];}
905 if (mesh->svector3f) {mesh->svector3f[vnum * 3 + 0] = vertex14f[3];mesh->svector3f[vnum * 3 + 1] = vertex14f[4];mesh->svector3f[vnum * 3 + 2] = vertex14f[5];}
906 if (mesh->tvector3f) {mesh->tvector3f[vnum * 3 + 0] = vertex14f[6];mesh->tvector3f[vnum * 3 + 1] = vertex14f[7];mesh->tvector3f[vnum * 3 + 2] = vertex14f[8];}
907 if (mesh->normal3f) {mesh->normal3f[vnum * 3 + 0] = vertex14f[9];mesh->normal3f[vnum * 3 + 1] = vertex14f[10];mesh->normal3f[vnum * 3 + 2] = vertex14f[11];}
908 if (mesh->texcoord2f) {mesh->texcoord2f[vnum * 2 + 0] = vertex14f[12];mesh->texcoord2f[vnum * 2 + 1] = vertex14f[13];}
912 void Mod_ShadowMesh_AddTriangle(mempool_t *mempool, shadowmesh_t *mesh, rtexture_t *map_diffuse, rtexture_t *map_specular, rtexture_t *map_normal, float *vertex14f)
914 if (mesh->numtriangles == 0)
916 // set the properties on this empty mesh to be more favorable...
917 // (note: this case only occurs for the first triangle added to a new mesh chain)
918 mesh->map_diffuse = map_diffuse;
919 mesh->map_specular = map_specular;
920 mesh->map_normal = map_normal;
922 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)
924 if (mesh->next == NULL)
925 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);
928 mesh->element3i[mesh->numtriangles * 3 + 0] = Mod_ShadowMesh_AddVertex(mesh, vertex14f + 14 * 0);
929 mesh->element3i[mesh->numtriangles * 3 + 1] = Mod_ShadowMesh_AddVertex(mesh, vertex14f + 14 * 1);
930 mesh->element3i[mesh->numtriangles * 3 + 2] = Mod_ShadowMesh_AddVertex(mesh, vertex14f + 14 * 2);
931 mesh->numtriangles++;
934 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)
937 float vbuf[3*14], *v;
938 memset(vbuf, 0, sizeof(vbuf));
939 for (i = 0;i < numtris;i++)
941 for (j = 0, v = vbuf;j < 3;j++, v += 14)
946 v[0] = vertex3f[e * 3 + 0];
947 v[1] = vertex3f[e * 3 + 1];
948 v[2] = vertex3f[e * 3 + 2];
952 v[3] = svector3f[e * 3 + 0];
953 v[4] = svector3f[e * 3 + 1];
954 v[5] = svector3f[e * 3 + 2];
958 v[6] = tvector3f[e * 3 + 0];
959 v[7] = tvector3f[e * 3 + 1];
960 v[8] = tvector3f[e * 3 + 2];
964 v[9] = normal3f[e * 3 + 0];
965 v[10] = normal3f[e * 3 + 1];
966 v[11] = normal3f[e * 3 + 2];
970 v[12] = texcoord2f[e * 2 + 0];
971 v[13] = texcoord2f[e * 2 + 1];
974 Mod_ShadowMesh_AddTriangle(mempool, mesh, map_diffuse, map_specular, map_normal, vbuf);
977 // the triangle calculation can take a while, so let's do a keepalive here
978 CL_KeepaliveMessage(false);
981 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)
983 // the preparation before shadow mesh initialization can take a while, so let's do a keepalive here
984 CL_KeepaliveMessage(false);
986 return Mod_ShadowMesh_Alloc(mempool, maxverts, maxtriangles, map_diffuse, map_specular, map_normal, light, neighbors, expandable);
989 static void Mod_ShadowMesh_CreateVBOs(shadowmesh_t *mesh)
991 if (!gl_support_arb_vertex_buffer_object)
994 // element buffer is easy because it's just one array
995 if (mesh->numtriangles)
998 mesh->ebo3s = R_Mesh_CreateStaticBufferObject(GL_ELEMENT_ARRAY_BUFFER_ARB, mesh->element3s, mesh->numtriangles * sizeof(unsigned short[3]), "shadowmesh");
1000 mesh->ebo3i = R_Mesh_CreateStaticBufferObject(GL_ELEMENT_ARRAY_BUFFER_ARB, mesh->element3i, mesh->numtriangles * sizeof(unsigned int[3]), "shadowmesh");
1003 // vertex buffer is several arrays and we put them in the same buffer
1005 // is this wise? the texcoordtexture2f array is used with dynamic
1006 // vertex/svector/tvector/normal when rendering animated models, on the
1007 // other hand animated models don't use a lot of vertices anyway...
1013 mesh->vbooffset_vertex3f = size;if (mesh->vertex3f ) size += mesh->numverts * sizeof(float[3]);
1014 mesh->vbooffset_svector3f = size;if (mesh->svector3f ) size += mesh->numverts * sizeof(float[3]);
1015 mesh->vbooffset_tvector3f = size;if (mesh->tvector3f ) size += mesh->numverts * sizeof(float[3]);
1016 mesh->vbooffset_normal3f = size;if (mesh->normal3f ) size += mesh->numverts * sizeof(float[3]);
1017 mesh->vbooffset_texcoord2f = size;if (mesh->texcoord2f ) size += mesh->numverts * sizeof(float[2]);
1018 mem = (unsigned char *)Mem_Alloc(tempmempool, size);
1019 if (mesh->vertex3f ) memcpy(mem + mesh->vbooffset_vertex3f , mesh->vertex3f , mesh->numverts * sizeof(float[3]));
1020 if (mesh->svector3f ) memcpy(mem + mesh->vbooffset_svector3f , mesh->svector3f , mesh->numverts * sizeof(float[3]));
1021 if (mesh->tvector3f ) memcpy(mem + mesh->vbooffset_tvector3f , mesh->tvector3f , mesh->numverts * sizeof(float[3]));
1022 if (mesh->normal3f ) memcpy(mem + mesh->vbooffset_normal3f , mesh->normal3f , mesh->numverts * sizeof(float[3]));
1023 if (mesh->texcoord2f ) memcpy(mem + mesh->vbooffset_texcoord2f , mesh->texcoord2f , mesh->numverts * sizeof(float[2]));
1024 mesh->vbo = R_Mesh_CreateStaticBufferObject(GL_ARRAY_BUFFER_ARB, mem, size, "shadowmesh");
1029 shadowmesh_t *Mod_ShadowMesh_Finish(mempool_t *mempool, shadowmesh_t *firstmesh, qboolean light, qboolean neighbors, qboolean createvbo)
1031 shadowmesh_t *mesh, *newmesh, *nextmesh;
1032 // reallocate meshs to conserve space
1033 for (mesh = firstmesh, firstmesh = NULL;mesh;mesh = nextmesh)
1035 nextmesh = mesh->next;
1036 if (mesh->numverts >= 3 && mesh->numtriangles >= 1)
1038 newmesh = Mod_ShadowMesh_ReAlloc(mempool, mesh, light, neighbors);
1039 newmesh->next = firstmesh;
1040 firstmesh = newmesh;
1041 if (newmesh->element3s)
1044 for (i = 0;i < newmesh->numtriangles*3;i++)
1045 newmesh->element3s[i] = newmesh->element3i[i];
1048 Mod_ShadowMesh_CreateVBOs(newmesh);
1053 // this can take a while, so let's do a keepalive here
1054 CL_KeepaliveMessage(false);
1059 void Mod_ShadowMesh_CalcBBox(shadowmesh_t *firstmesh, vec3_t mins, vec3_t maxs, vec3_t center, float *radius)
1063 vec3_t nmins, nmaxs, ncenter, temp;
1064 float nradius2, dist2, *v;
1068 for (mesh = firstmesh;mesh;mesh = mesh->next)
1070 if (mesh == firstmesh)
1072 VectorCopy(mesh->vertex3f, nmins);
1073 VectorCopy(mesh->vertex3f, nmaxs);
1075 for (i = 0, v = mesh->vertex3f;i < mesh->numverts;i++, v += 3)
1077 if (nmins[0] > v[0]) nmins[0] = v[0];if (nmaxs[0] < v[0]) nmaxs[0] = v[0];
1078 if (nmins[1] > v[1]) nmins[1] = v[1];if (nmaxs[1] < v[1]) nmaxs[1] = v[1];
1079 if (nmins[2] > v[2]) nmins[2] = v[2];if (nmaxs[2] < v[2]) nmaxs[2] = v[2];
1082 // calculate center and radius
1083 ncenter[0] = (nmins[0] + nmaxs[0]) * 0.5f;
1084 ncenter[1] = (nmins[1] + nmaxs[1]) * 0.5f;
1085 ncenter[2] = (nmins[2] + nmaxs[2]) * 0.5f;
1087 for (mesh = firstmesh;mesh;mesh = mesh->next)
1089 for (i = 0, v = mesh->vertex3f;i < mesh->numverts;i++, v += 3)
1091 VectorSubtract(v, ncenter, temp);
1092 dist2 = DotProduct(temp, temp);
1093 if (nradius2 < dist2)
1099 VectorCopy(nmins, mins);
1101 VectorCopy(nmaxs, maxs);
1103 VectorCopy(ncenter, center);
1105 *radius = sqrt(nradius2);
1108 void Mod_ShadowMesh_Free(shadowmesh_t *mesh)
1110 shadowmesh_t *nextmesh;
1111 for (;mesh;mesh = nextmesh)
1114 R_Mesh_DestroyBufferObject(mesh->ebo3i);
1116 R_Mesh_DestroyBufferObject(mesh->ebo3s);
1118 R_Mesh_DestroyBufferObject(mesh->vbo);
1119 nextmesh = mesh->next;
1124 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)
1129 if (ix >= 0 && iy >= 0 && ix < imagewidth && iy < imageheight)
1130 v[2] = (imagepixels[((iy*imagewidth)+ix)*4+0] + imagepixels[((iy*imagewidth)+ix)*4+1] + imagepixels[((iy*imagewidth)+ix)*4+2]) * (1.0f / 765.0f);
1133 Matrix4x4_Transform(pixelstepmatrix, v, vertex3f);
1134 Matrix4x4_Transform(pixeltexturestepmatrix, v, tc);
1135 texcoord2f[0] = tc[0];
1136 texcoord2f[1] = tc[1];
1139 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)
1141 float vup[3], vdown[3], vleft[3], vright[3];
1142 float tcup[3], tcdown[3], tcleft[3], tcright[3];
1143 float sv[3], tv[3], nl[3];
1144 Mod_GetTerrainVertex3fTexCoord2fFromBGRA(imagepixels, imagewidth, imageheight, ix, iy, vertex3f, texcoord2f, pixelstepmatrix, pixeltexturestepmatrix);
1145 Mod_GetTerrainVertex3fTexCoord2fFromBGRA(imagepixels, imagewidth, imageheight, ix, iy - 1, vup, tcup, pixelstepmatrix, pixeltexturestepmatrix);
1146 Mod_GetTerrainVertex3fTexCoord2fFromBGRA(imagepixels, imagewidth, imageheight, ix, iy + 1, vdown, tcdown, pixelstepmatrix, pixeltexturestepmatrix);
1147 Mod_GetTerrainVertex3fTexCoord2fFromBGRA(imagepixels, imagewidth, imageheight, ix - 1, iy, vleft, tcleft, pixelstepmatrix, pixeltexturestepmatrix);
1148 Mod_GetTerrainVertex3fTexCoord2fFromBGRA(imagepixels, imagewidth, imageheight, ix + 1, iy, vright, tcright, pixelstepmatrix, pixeltexturestepmatrix);
1149 Mod_BuildBumpVectors(vertex3f, vup, vright, texcoord2f, tcup, tcright, svector3f, tvector3f, normal3f);
1150 Mod_BuildBumpVectors(vertex3f, vright, vdown, texcoord2f, tcright, tcdown, sv, tv, nl);
1151 VectorAdd(svector3f, sv, svector3f);
1152 VectorAdd(tvector3f, tv, tvector3f);
1153 VectorAdd(normal3f, nl, normal3f);
1154 Mod_BuildBumpVectors(vertex3f, vdown, vleft, texcoord2f, tcdown, tcleft, sv, tv, nl);
1155 VectorAdd(svector3f, sv, svector3f);
1156 VectorAdd(tvector3f, tv, tvector3f);
1157 VectorAdd(normal3f, nl, normal3f);
1158 Mod_BuildBumpVectors(vertex3f, vleft, vup, texcoord2f, tcleft, tcup, sv, tv, nl);
1159 VectorAdd(svector3f, sv, svector3f);
1160 VectorAdd(tvector3f, tv, tvector3f);
1161 VectorAdd(normal3f, nl, normal3f);
1164 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)
1166 int x, y, ix, iy, *e;
1168 for (y = 0;y < height;y++)
1170 for (x = 0;x < width;x++)
1172 e[0] = (y + 1) * (width + 1) + (x + 0);
1173 e[1] = (y + 0) * (width + 1) + (x + 0);
1174 e[2] = (y + 1) * (width + 1) + (x + 1);
1175 e[3] = (y + 0) * (width + 1) + (x + 0);
1176 e[4] = (y + 0) * (width + 1) + (x + 1);
1177 e[5] = (y + 1) * (width + 1) + (x + 1);
1181 Mod_BuildTriangleNeighbors(neighbor3i, element3i, width*height*2);
1182 for (y = 0, iy = y1;y < height + 1;y++, iy++)
1183 for (x = 0, ix = x1;x < width + 1;x++, ix++, vertex3f += 3, texcoord2f += 2, svector3f += 3, tvector3f += 3, normal3f += 3)
1184 Mod_GetTerrainVertexFromBGRA(imagepixels, imagewidth, imageheight, ix, iy, vertex3f, texcoord2f, svector3f, tvector3f, normal3f, pixelstepmatrix, pixeltexturestepmatrix);
1187 q3wavefunc_t Mod_LoadQ3Shaders_EnumerateWaveFunc(const char *s)
1189 if (!strcasecmp(s, "sin")) return Q3WAVEFUNC_SIN;
1190 if (!strcasecmp(s, "square")) return Q3WAVEFUNC_SQUARE;
1191 if (!strcasecmp(s, "triangle")) return Q3WAVEFUNC_TRIANGLE;
1192 if (!strcasecmp(s, "sawtooth")) return Q3WAVEFUNC_SAWTOOTH;
1193 if (!strcasecmp(s, "inversesawtooth")) return Q3WAVEFUNC_INVERSESAWTOOTH;
1194 if (!strcasecmp(s, "noise")) return Q3WAVEFUNC_NOISE;
1195 Con_DPrintf("Mod_LoadQ3Shaders: unknown wavefunc %s\n", s);
1196 return Q3WAVEFUNC_NONE;
1199 void Mod_FreeQ3Shaders(void)
1201 Mem_FreePool(&q3shaders_mem);
1204 static void Q3Shader_AddToHash (q3shaderinfo_t* shader)
1206 unsigned short hash = CRC_Block_CaseInsensitive ((const unsigned char *)shader->name, strlen (shader->name));
1207 q3shader_hash_entry_t* entry = q3shader_data->hash + (hash % Q3SHADER_HASH_SIZE);
1208 q3shader_hash_entry_t* lastEntry = NULL;
1209 while (entry != NULL)
1211 if (strcasecmp (entry->shader.name, shader->name) == 0)
1213 Con_Printf("Shader '%s' already defined\n", shader->name);
1217 entry = entry->chain;
1221 if (lastEntry->shader.name[0] != 0)
1224 q3shader_hash_entry_t* newEntry = (q3shader_hash_entry_t*)
1225 Mem_ExpandableArray_AllocRecord (&q3shader_data->hash_entries);
1227 while (lastEntry->chain != NULL) lastEntry = lastEntry->chain;
1228 lastEntry->chain = newEntry;
1229 newEntry->chain = NULL;
1230 lastEntry = newEntry;
1232 /* else: head of chain, in hash entry array */
1235 memcpy (&entry->shader, shader, sizeof (q3shaderinfo_t));
1238 extern cvar_t r_picmipworld;
1239 void Mod_LoadQ3Shaders(void)
1246 q3shaderinfo_t shader;
1247 q3shaderinfo_layer_t *layer;
1249 char parameter[TEXTURE_MAXFRAMES + 4][Q3PATHLENGTH];
1251 Mod_FreeQ3Shaders();
1253 q3shaders_mem = Mem_AllocPool("q3shaders", 0, NULL);
1254 q3shader_data = (q3shader_data_t*)Mem_Alloc (q3shaders_mem,
1255 sizeof (q3shader_data_t));
1256 Mem_ExpandableArray_NewArray (&q3shader_data->hash_entries,
1257 q3shaders_mem, sizeof (q3shader_hash_entry_t), 256);
1258 Mem_ExpandableArray_NewArray (&q3shader_data->char_ptrs,
1259 q3shaders_mem, sizeof (char**), 256);
1261 search = FS_Search("scripts/*.shader", true, false);
1264 for (fileindex = 0;fileindex < search->numfilenames;fileindex++)
1266 text = f = (char *)FS_LoadFile(search->filenames[fileindex], tempmempool, false, NULL);
1269 while (COM_ParseToken_QuakeC(&text, false))
1271 memset (&shader, 0, sizeof(shader));
1272 shader.reflectmin = 0;
1273 shader.reflectmax = 1;
1274 shader.refractfactor = 1;
1275 Vector4Set(shader.refractcolor4f, 1, 1, 1, 1);
1276 shader.reflectfactor = 1;
1277 Vector4Set(shader.reflectcolor4f, 1, 1, 1, 1);
1278 shader.r_water_wateralpha = 1;
1280 strlcpy(shader.name, com_token, sizeof(shader.name));
1281 if (!COM_ParseToken_QuakeC(&text, false) || strcasecmp(com_token, "{"))
1283 Con_Printf("%s parsing error - expected \"{\", found \"%s\"\n", search->filenames[fileindex], com_token);
1286 while (COM_ParseToken_QuakeC(&text, false))
1288 if (!strcasecmp(com_token, "}"))
1290 if (!strcasecmp(com_token, "{"))
1292 static q3shaderinfo_layer_t dummy;
1293 if (shader.numlayers < Q3SHADER_MAXLAYERS)
1295 layer = shader.layers + shader.numlayers++;
1299 // parse and process it anyway, just don't store it (so a map $lightmap or such stuff still is found)
1300 memset(&dummy, 0, sizeof(dummy));
1303 layer->rgbgen.rgbgen = Q3RGBGEN_IDENTITY;
1304 layer->alphagen.alphagen = Q3ALPHAGEN_IDENTITY;
1305 layer->tcgen.tcgen = Q3TCGEN_TEXTURE;
1306 layer->blendfunc[0] = GL_ONE;
1307 layer->blendfunc[1] = GL_ZERO;
1308 while (COM_ParseToken_QuakeC(&text, false))
1310 if (!strcasecmp(com_token, "}"))
1312 if (!strcasecmp(com_token, "\n"))
1315 for (j = 0;strcasecmp(com_token, "\n") && strcasecmp(com_token, "}");j++)
1317 if (j < TEXTURE_MAXFRAMES + 4)
1319 strlcpy(parameter[j], com_token, sizeof(parameter[j]));
1320 numparameters = j + 1;
1322 if (!COM_ParseToken_QuakeC(&text, true))
1325 for (j = numparameters;j < TEXTURE_MAXFRAMES + 4;j++)
1326 parameter[j][0] = 0;
1327 if (developer.integer >= 100)
1329 Con_Printf("%s %i: ", shader.name, shader.numlayers - 1);
1330 for (j = 0;j < numparameters;j++)
1331 Con_Printf(" %s", parameter[j]);
1334 if (numparameters >= 2 && !strcasecmp(parameter[0], "blendfunc"))
1336 if (numparameters == 2)
1338 if (!strcasecmp(parameter[1], "add"))
1340 layer->blendfunc[0] = GL_ONE;
1341 layer->blendfunc[1] = GL_ONE;
1343 else if (!strcasecmp(parameter[1], "filter"))
1345 layer->blendfunc[0] = GL_DST_COLOR;
1346 layer->blendfunc[1] = GL_ZERO;
1348 else if (!strcasecmp(parameter[1], "blend"))
1350 layer->blendfunc[0] = GL_SRC_ALPHA;
1351 layer->blendfunc[1] = GL_ONE_MINUS_SRC_ALPHA;
1354 else if (numparameters == 3)
1357 for (k = 0;k < 2;k++)
1359 if (!strcasecmp(parameter[k+1], "GL_ONE"))
1360 layer->blendfunc[k] = GL_ONE;
1361 else if (!strcasecmp(parameter[k+1], "GL_ZERO"))
1362 layer->blendfunc[k] = GL_ZERO;
1363 else if (!strcasecmp(parameter[k+1], "GL_SRC_COLOR"))
1364 layer->blendfunc[k] = GL_SRC_COLOR;
1365 else if (!strcasecmp(parameter[k+1], "GL_SRC_ALPHA"))
1366 layer->blendfunc[k] = GL_SRC_ALPHA;
1367 else if (!strcasecmp(parameter[k+1], "GL_DST_COLOR"))
1368 layer->blendfunc[k] = GL_DST_COLOR;
1369 else if (!strcasecmp(parameter[k+1], "GL_DST_ALPHA"))
1370 layer->blendfunc[k] = GL_ONE_MINUS_DST_ALPHA;
1371 else if (!strcasecmp(parameter[k+1], "GL_ONE_MINUS_SRC_COLOR"))
1372 layer->blendfunc[k] = GL_ONE_MINUS_SRC_COLOR;
1373 else if (!strcasecmp(parameter[k+1], "GL_ONE_MINUS_SRC_ALPHA"))
1374 layer->blendfunc[k] = GL_ONE_MINUS_SRC_ALPHA;
1375 else if (!strcasecmp(parameter[k+1], "GL_ONE_MINUS_DST_COLOR"))
1376 layer->blendfunc[k] = GL_ONE_MINUS_DST_COLOR;
1377 else if (!strcasecmp(parameter[k+1], "GL_ONE_MINUS_DST_ALPHA"))
1378 layer->blendfunc[k] = GL_ONE_MINUS_DST_ALPHA;
1380 layer->blendfunc[k] = GL_ONE; // default in case of parsing error
1384 if (numparameters >= 2 && !strcasecmp(parameter[0], "alphafunc"))
1385 layer->alphatest = true;
1386 if (numparameters >= 2 && (!strcasecmp(parameter[0], "map") || !strcasecmp(parameter[0], "clampmap")))
1388 if (!strcasecmp(parameter[0], "clampmap"))
1389 layer->clampmap = true;
1390 layer->numframes = 1;
1391 layer->framerate = 1;
1392 layer->texturename = (char**)Mem_ExpandableArray_AllocRecord (
1393 &q3shader_data->char_ptrs);
1394 layer->texturename[0] = Mem_strdup (q3shaders_mem, parameter[1]);
1395 if (!strcasecmp(parameter[1], "$lightmap"))
1396 shader.lighting = true;
1398 else if (numparameters >= 3 && (!strcasecmp(parameter[0], "animmap") || !strcasecmp(parameter[0], "animclampmap")))
1401 layer->numframes = min(numparameters - 2, TEXTURE_MAXFRAMES);
1402 layer->framerate = atof(parameter[1]);
1403 layer->texturename = (char **) Mem_Alloc (q3shaders_mem, sizeof (char*) * layer->numframes);
1404 for (i = 0;i < layer->numframes;i++)
1405 layer->texturename[i] = Mem_strdup (q3shaders_mem, parameter[i + 2]);
1407 else if (numparameters >= 2 && !strcasecmp(parameter[0], "rgbgen"))
1410 for (i = 0;i < numparameters - 2 && i < Q3RGBGEN_MAXPARMS;i++)
1411 layer->rgbgen.parms[i] = atof(parameter[i+2]);
1412 if (!strcasecmp(parameter[1], "identity")) layer->rgbgen.rgbgen = Q3RGBGEN_IDENTITY;
1413 else if (!strcasecmp(parameter[1], "const")) layer->rgbgen.rgbgen = Q3RGBGEN_CONST;
1414 else if (!strcasecmp(parameter[1], "entity")) layer->rgbgen.rgbgen = Q3RGBGEN_ENTITY;
1415 else if (!strcasecmp(parameter[1], "exactvertex")) layer->rgbgen.rgbgen = Q3RGBGEN_EXACTVERTEX;
1416 else if (!strcasecmp(parameter[1], "identitylighting")) layer->rgbgen.rgbgen = Q3RGBGEN_IDENTITYLIGHTING;
1417 else if (!strcasecmp(parameter[1], "lightingdiffuse")) layer->rgbgen.rgbgen = Q3RGBGEN_LIGHTINGDIFFUSE;
1418 else if (!strcasecmp(parameter[1], "oneminusentity")) layer->rgbgen.rgbgen = Q3RGBGEN_ONEMINUSENTITY;
1419 else if (!strcasecmp(parameter[1], "oneminusvertex")) layer->rgbgen.rgbgen = Q3RGBGEN_ONEMINUSVERTEX;
1420 else if (!strcasecmp(parameter[1], "vertex")) layer->rgbgen.rgbgen = Q3RGBGEN_VERTEX;
1421 else if (!strcasecmp(parameter[1], "wave"))
1423 layer->rgbgen.rgbgen = Q3RGBGEN_WAVE;
1424 layer->rgbgen.wavefunc = Mod_LoadQ3Shaders_EnumerateWaveFunc(parameter[2]);
1425 for (i = 0;i < numparameters - 3 && i < Q3WAVEPARMS;i++)
1426 layer->rgbgen.waveparms[i] = atof(parameter[i+3]);
1428 else Con_DPrintf("%s parsing warning: unknown rgbgen %s\n", search->filenames[fileindex], parameter[1]);
1430 else if (numparameters >= 2 && !strcasecmp(parameter[0], "alphagen"))
1433 for (i = 0;i < numparameters - 2 && i < Q3ALPHAGEN_MAXPARMS;i++)
1434 layer->alphagen.parms[i] = atof(parameter[i+2]);
1435 if (!strcasecmp(parameter[1], "identity")) layer->alphagen.alphagen = Q3ALPHAGEN_IDENTITY;
1436 else if (!strcasecmp(parameter[1], "const")) layer->alphagen.alphagen = Q3ALPHAGEN_CONST;
1437 else if (!strcasecmp(parameter[1], "entity")) layer->alphagen.alphagen = Q3ALPHAGEN_ENTITY;
1438 else if (!strcasecmp(parameter[1], "lightingspecular")) layer->alphagen.alphagen = Q3ALPHAGEN_LIGHTINGSPECULAR;
1439 else if (!strcasecmp(parameter[1], "oneminusentity")) layer->alphagen.alphagen = Q3ALPHAGEN_ONEMINUSENTITY;
1440 else if (!strcasecmp(parameter[1], "oneminusvertex")) layer->alphagen.alphagen = Q3ALPHAGEN_ONEMINUSVERTEX;
1441 else if (!strcasecmp(parameter[1], "portal")) layer->alphagen.alphagen = Q3ALPHAGEN_PORTAL;
1442 else if (!strcasecmp(parameter[1], "vertex")) layer->alphagen.alphagen = Q3ALPHAGEN_VERTEX;
1443 else if (!strcasecmp(parameter[1], "wave"))
1445 layer->alphagen.alphagen = Q3ALPHAGEN_WAVE;
1446 layer->alphagen.wavefunc = Mod_LoadQ3Shaders_EnumerateWaveFunc(parameter[2]);
1447 for (i = 0;i < numparameters - 3 && i < Q3WAVEPARMS;i++)
1448 layer->alphagen.waveparms[i] = atof(parameter[i+3]);
1450 else Con_DPrintf("%s parsing warning: unknown alphagen %s\n", search->filenames[fileindex], parameter[1]);
1452 else if (numparameters >= 2 && (!strcasecmp(parameter[0], "texgen") || !strcasecmp(parameter[0], "tcgen")))
1455 // observed values: tcgen environment
1456 // no other values have been observed in real shaders
1457 for (i = 0;i < numparameters - 2 && i < Q3TCGEN_MAXPARMS;i++)
1458 layer->tcgen.parms[i] = atof(parameter[i+2]);
1459 if (!strcasecmp(parameter[1], "base")) layer->tcgen.tcgen = Q3TCGEN_TEXTURE;
1460 else if (!strcasecmp(parameter[1], "texture")) layer->tcgen.tcgen = Q3TCGEN_TEXTURE;
1461 else if (!strcasecmp(parameter[1], "environment")) layer->tcgen.tcgen = Q3TCGEN_ENVIRONMENT;
1462 else if (!strcasecmp(parameter[1], "lightmap")) layer->tcgen.tcgen = Q3TCGEN_LIGHTMAP;
1463 else if (!strcasecmp(parameter[1], "vector")) layer->tcgen.tcgen = Q3TCGEN_VECTOR;
1464 else Con_DPrintf("%s parsing warning: unknown tcgen mode %s\n", search->filenames[fileindex], parameter[1]);
1466 else if (numparameters >= 2 && !strcasecmp(parameter[0], "tcmod"))
1473 // tcmod stretch sin # # # #
1474 // tcmod stretch triangle # # # #
1475 // tcmod transform # # # # # #
1476 // tcmod turb # # # #
1477 // tcmod turb sin # # # # (this is bogus)
1478 // no other values have been observed in real shaders
1479 for (tcmodindex = 0;tcmodindex < Q3MAXTCMODS;tcmodindex++)
1480 if (!layer->tcmods[tcmodindex].tcmod)
1482 if (tcmodindex < Q3MAXTCMODS)
1484 for (i = 0;i < numparameters - 2 && i < Q3TCMOD_MAXPARMS;i++)
1485 layer->tcmods[tcmodindex].parms[i] = atof(parameter[i+2]);
1486 if (!strcasecmp(parameter[1], "entitytranslate")) layer->tcmods[tcmodindex].tcmod = Q3TCMOD_ENTITYTRANSLATE;
1487 else if (!strcasecmp(parameter[1], "rotate")) layer->tcmods[tcmodindex].tcmod = Q3TCMOD_ROTATE;
1488 else if (!strcasecmp(parameter[1], "scale")) layer->tcmods[tcmodindex].tcmod = Q3TCMOD_SCALE;
1489 else if (!strcasecmp(parameter[1], "scroll")) layer->tcmods[tcmodindex].tcmod = Q3TCMOD_SCROLL;
1490 else if (!strcasecmp(parameter[1], "page")) layer->tcmods[tcmodindex].tcmod = Q3TCMOD_PAGE;
1491 else if (!strcasecmp(parameter[1], "stretch"))
1493 layer->tcmods[tcmodindex].tcmod = Q3TCMOD_STRETCH;
1494 layer->tcmods[tcmodindex].wavefunc = Mod_LoadQ3Shaders_EnumerateWaveFunc(parameter[2]);
1495 for (i = 0;i < numparameters - 3 && i < Q3WAVEPARMS;i++)
1496 layer->tcmods[tcmodindex].waveparms[i] = atof(parameter[i+3]);
1498 else if (!strcasecmp(parameter[1], "transform")) layer->tcmods[tcmodindex].tcmod = Q3TCMOD_TRANSFORM;
1499 else if (!strcasecmp(parameter[1], "turb")) layer->tcmods[tcmodindex].tcmod = Q3TCMOD_TURBULENT;
1500 else Con_DPrintf("%s parsing warning: unknown tcmod mode %s\n", search->filenames[fileindex], parameter[1]);
1503 Con_DPrintf("%s parsing warning: too many tcmods on one layer\n", search->filenames[fileindex]);
1505 // break out a level if it was a closing brace (not using the character here to not confuse vim)
1506 if (!strcasecmp(com_token, "}"))
1509 if (layer->rgbgen.rgbgen == Q3RGBGEN_LIGHTINGDIFFUSE || layer->rgbgen.rgbgen == Q3RGBGEN_VERTEX)
1510 shader.lighting = true;
1511 if (layer->alphagen.alphagen == Q3ALPHAGEN_VERTEX)
1513 if (layer == shader.layers + 0)
1515 // vertex controlled transparency
1516 shader.vertexalpha = true;
1520 // multilayer terrain shader or similar
1521 shader.textureblendalpha = true;
1524 layer->texflags = TEXF_ALPHA | TEXF_PRECACHE;
1525 if (!(shader.surfaceparms & Q3SURFACEPARM_NOMIPMAPS))
1526 layer->texflags |= TEXF_MIPMAP;
1527 if (!(shader.textureflags & Q3TEXTUREFLAG_NOPICMIP))
1528 layer->texflags |= TEXF_PICMIP | TEXF_COMPRESS;
1529 if (layer->clampmap)
1530 layer->texflags |= TEXF_CLAMP;
1534 for (j = 0;strcasecmp(com_token, "\n") && strcasecmp(com_token, "}");j++)
1536 if (j < TEXTURE_MAXFRAMES + 4)
1538 strlcpy(parameter[j], com_token, sizeof(parameter[j]));
1539 numparameters = j + 1;
1541 if (!COM_ParseToken_QuakeC(&text, true))
1544 for (j = numparameters;j < TEXTURE_MAXFRAMES + 4;j++)
1545 parameter[j][0] = 0;
1546 if (fileindex == 0 && !strcasecmp(com_token, "}"))
1548 if (developer.integer >= 100)
1550 Con_Printf("%s: ", shader.name);
1551 for (j = 0;j < numparameters;j++)
1552 Con_Printf(" %s", parameter[j]);
1555 if (numparameters < 1)
1557 if (!strcasecmp(parameter[0], "surfaceparm") && numparameters >= 2)
1559 if (!strcasecmp(parameter[1], "alphashadow"))
1560 shader.surfaceparms |= Q3SURFACEPARM_ALPHASHADOW;
1561 else if (!strcasecmp(parameter[1], "areaportal"))
1562 shader.surfaceparms |= Q3SURFACEPARM_AREAPORTAL;
1563 else if (!strcasecmp(parameter[1], "botclip"))
1564 shader.surfaceparms |= Q3SURFACEPARM_BOTCLIP;
1565 else if (!strcasecmp(parameter[1], "clusterportal"))
1566 shader.surfaceparms |= Q3SURFACEPARM_CLUSTERPORTAL;
1567 else if (!strcasecmp(parameter[1], "detail"))
1568 shader.surfaceparms |= Q3SURFACEPARM_DETAIL;
1569 else if (!strcasecmp(parameter[1], "donotenter"))
1570 shader.surfaceparms |= Q3SURFACEPARM_DONOTENTER;
1571 else if (!strcasecmp(parameter[1], "dust"))
1572 shader.surfaceparms |= Q3SURFACEPARM_DUST;
1573 else if (!strcasecmp(parameter[1], "hint"))
1574 shader.surfaceparms |= Q3SURFACEPARM_HINT;
1575 else if (!strcasecmp(parameter[1], "fog"))
1576 shader.surfaceparms |= Q3SURFACEPARM_FOG;
1577 else if (!strcasecmp(parameter[1], "lava"))
1578 shader.surfaceparms |= Q3SURFACEPARM_LAVA;
1579 else if (!strcasecmp(parameter[1], "lightfilter"))
1580 shader.surfaceparms |= Q3SURFACEPARM_LIGHTFILTER;
1581 else if (!strcasecmp(parameter[1], "lightgrid"))
1582 shader.surfaceparms |= Q3SURFACEPARM_LIGHTGRID;
1583 else if (!strcasecmp(parameter[1], "metalsteps"))
1584 shader.surfaceparms |= Q3SURFACEPARM_METALSTEPS;
1585 else if (!strcasecmp(parameter[1], "nodamage"))
1586 shader.surfaceparms |= Q3SURFACEPARM_NODAMAGE;
1587 else if (!strcasecmp(parameter[1], "nodlight"))
1588 shader.surfaceparms |= Q3SURFACEPARM_NODLIGHT;
1589 else if (!strcasecmp(parameter[1], "nodraw"))
1590 shader.surfaceparms |= Q3SURFACEPARM_NODRAW;
1591 else if (!strcasecmp(parameter[1], "nodrop"))
1592 shader.surfaceparms |= Q3SURFACEPARM_NODROP;
1593 else if (!strcasecmp(parameter[1], "noimpact"))
1594 shader.surfaceparms |= Q3SURFACEPARM_NOIMPACT;
1595 else if (!strcasecmp(parameter[1], "nolightmap"))
1596 shader.surfaceparms |= Q3SURFACEPARM_NOLIGHTMAP;
1597 else if (!strcasecmp(parameter[1], "nomarks"))
1598 shader.surfaceparms |= Q3SURFACEPARM_NOMARKS;
1599 else if (!strcasecmp(parameter[1], "nomipmaps"))
1600 shader.surfaceparms |= Q3SURFACEPARM_NOMIPMAPS;
1601 else if (!strcasecmp(parameter[1], "nonsolid"))
1602 shader.surfaceparms |= Q3SURFACEPARM_NONSOLID;
1603 else if (!strcasecmp(parameter[1], "origin"))
1604 shader.surfaceparms |= Q3SURFACEPARM_ORIGIN;
1605 else if (!strcasecmp(parameter[1], "playerclip"))
1606 shader.surfaceparms |= Q3SURFACEPARM_PLAYERCLIP;
1607 else if (!strcasecmp(parameter[1], "sky"))
1608 shader.surfaceparms |= Q3SURFACEPARM_SKY;
1609 else if (!strcasecmp(parameter[1], "slick"))
1610 shader.surfaceparms |= Q3SURFACEPARM_SLICK;
1611 else if (!strcasecmp(parameter[1], "slime"))
1612 shader.surfaceparms |= Q3SURFACEPARM_SLIME;
1613 else if (!strcasecmp(parameter[1], "structural"))
1614 shader.surfaceparms |= Q3SURFACEPARM_STRUCTURAL;
1615 else if (!strcasecmp(parameter[1], "trans"))
1616 shader.surfaceparms |= Q3SURFACEPARM_TRANS;
1617 else if (!strcasecmp(parameter[1], "water"))
1618 shader.surfaceparms |= Q3SURFACEPARM_WATER;
1619 else if (!strcasecmp(parameter[1], "pointlight"))
1620 shader.surfaceparms |= Q3SURFACEPARM_POINTLIGHT;
1621 else if (!strcasecmp(parameter[1], "antiportal"))
1622 shader.surfaceparms |= Q3SURFACEPARM_ANTIPORTAL;
1624 Con_DPrintf("%s parsing warning: unknown surfaceparm \"%s\"\n", search->filenames[fileindex], parameter[1]);
1626 else if (!strcasecmp(parameter[0], "dpshadow"))
1627 shader.dpshadow = true;
1628 else if (!strcasecmp(parameter[0], "dpnoshadow"))
1629 shader.dpnoshadow = true;
1630 else if (!strcasecmp(parameter[0], "sky") && numparameters >= 2)
1632 // some q3 skies don't have the sky parm set
1633 shader.surfaceparms |= Q3SURFACEPARM_SKY;
1634 strlcpy(shader.skyboxname, parameter[1], sizeof(shader.skyboxname));
1636 else if (!strcasecmp(parameter[0], "skyparms") && numparameters >= 2)
1638 // some q3 skies don't have the sky parm set
1639 shader.surfaceparms |= Q3SURFACEPARM_SKY;
1640 if (!atoi(parameter[1]) && strcasecmp(parameter[1], "-"))
1641 strlcpy(shader.skyboxname, parameter[1], sizeof(shader.skyboxname));
1643 else if (!strcasecmp(parameter[0], "cull") && numparameters >= 2)
1645 if (!strcasecmp(parameter[1], "disable") || !strcasecmp(parameter[1], "none") || !strcasecmp(parameter[1], "twosided"))
1646 shader.textureflags |= Q3TEXTUREFLAG_TWOSIDED;
1648 else if (!strcasecmp(parameter[0], "nomipmaps"))
1649 shader.surfaceparms |= Q3SURFACEPARM_NOMIPMAPS;
1650 else if (!strcasecmp(parameter[0], "nopicmip"))
1651 shader.textureflags |= Q3TEXTUREFLAG_NOPICMIP;
1652 else if (!strcasecmp(parameter[0], "polygonoffset"))
1653 shader.textureflags |= Q3TEXTUREFLAG_POLYGONOFFSET;
1654 else if (!strcasecmp(parameter[0], "dp_refract") && numparameters >= 5)
1656 shader.textureflags |= Q3TEXTUREFLAG_REFRACTION;
1657 shader.refractfactor = atof(parameter[1]);
1658 Vector4Set(shader.refractcolor4f, atof(parameter[2]), atof(parameter[3]), atof(parameter[4]), 1);
1660 else if (!strcasecmp(parameter[0], "dp_reflect") && numparameters >= 6)
1662 shader.textureflags |= Q3TEXTUREFLAG_REFLECTION;
1663 shader.reflectfactor = atof(parameter[1]);
1664 Vector4Set(shader.reflectcolor4f, atof(parameter[2]), atof(parameter[3]), atof(parameter[4]), atof(parameter[5]));
1666 else if (!strcasecmp(parameter[0], "dp_water") && numparameters >= 12)
1668 shader.textureflags |= Q3TEXTUREFLAG_WATERSHADER;
1669 shader.reflectmin = atof(parameter[1]);
1670 shader.reflectmax = atof(parameter[2]);
1671 shader.refractfactor = atof(parameter[3]);
1672 shader.reflectfactor = atof(parameter[4]);
1673 Vector4Set(shader.refractcolor4f, atof(parameter[5]), atof(parameter[6]), atof(parameter[7]), 1);
1674 Vector4Set(shader.reflectcolor4f, atof(parameter[8]), atof(parameter[9]), atof(parameter[10]), 1);
1675 shader.r_water_wateralpha = atof(parameter[11]);
1677 else if (!strcasecmp(parameter[0], "deformvertexes") && numparameters >= 2)
1680 for (deformindex = 0;deformindex < Q3MAXDEFORMS;deformindex++)
1681 if (!shader.deforms[deformindex].deform)
1683 if (deformindex < Q3MAXDEFORMS)
1685 for (i = 0;i < numparameters - 2 && i < Q3DEFORM_MAXPARMS;i++)
1686 shader.deforms[deformindex].parms[i] = atof(parameter[i+2]);
1687 if (!strcasecmp(parameter[1], "projectionshadow")) shader.deforms[deformindex].deform = Q3DEFORM_PROJECTIONSHADOW;
1688 else if (!strcasecmp(parameter[1], "autosprite" )) shader.deforms[deformindex].deform = Q3DEFORM_AUTOSPRITE;
1689 else if (!strcasecmp(parameter[1], "autosprite2" )) shader.deforms[deformindex].deform = Q3DEFORM_AUTOSPRITE2;
1690 else if (!strcasecmp(parameter[1], "text0" )) shader.deforms[deformindex].deform = Q3DEFORM_TEXT0;
1691 else if (!strcasecmp(parameter[1], "text1" )) shader.deforms[deformindex].deform = Q3DEFORM_TEXT1;
1692 else if (!strcasecmp(parameter[1], "text2" )) shader.deforms[deformindex].deform = Q3DEFORM_TEXT2;
1693 else if (!strcasecmp(parameter[1], "text3" )) shader.deforms[deformindex].deform = Q3DEFORM_TEXT3;
1694 else if (!strcasecmp(parameter[1], "text4" )) shader.deforms[deformindex].deform = Q3DEFORM_TEXT4;
1695 else if (!strcasecmp(parameter[1], "text5" )) shader.deforms[deformindex].deform = Q3DEFORM_TEXT5;
1696 else if (!strcasecmp(parameter[1], "text6" )) shader.deforms[deformindex].deform = Q3DEFORM_TEXT6;
1697 else if (!strcasecmp(parameter[1], "text7" )) shader.deforms[deformindex].deform = Q3DEFORM_TEXT7;
1698 else if (!strcasecmp(parameter[1], "bulge" )) shader.deforms[deformindex].deform = Q3DEFORM_BULGE;
1699 else if (!strcasecmp(parameter[1], "normal" )) shader.deforms[deformindex].deform = Q3DEFORM_NORMAL;
1700 else if (!strcasecmp(parameter[1], "wave" ))
1702 shader.deforms[deformindex].deform = Q3DEFORM_WAVE;
1703 shader.deforms[deformindex].wavefunc = Mod_LoadQ3Shaders_EnumerateWaveFunc(parameter[3]);
1704 for (i = 0;i < numparameters - 4 && i < Q3WAVEPARMS;i++)
1705 shader.deforms[deformindex].waveparms[i] = atof(parameter[i+4]);
1707 else if (!strcasecmp(parameter[1], "move" ))
1709 shader.deforms[deformindex].deform = Q3DEFORM_MOVE;
1710 shader.deforms[deformindex].wavefunc = Mod_LoadQ3Shaders_EnumerateWaveFunc(parameter[5]);
1711 for (i = 0;i < numparameters - 6 && i < Q3WAVEPARMS;i++)
1712 shader.deforms[deformindex].waveparms[i] = atof(parameter[i+6]);
1717 // pick the primary layer to render with
1718 if (shader.numlayers)
1720 shader.backgroundlayer = -1;
1721 shader.primarylayer = 0;
1722 // if lightmap comes first this is definitely an ordinary texture
1723 // if the first two layers have the correct blendfuncs and use vertex alpha, it is a blended terrain shader
1724 if ((shader.layers[shader.primarylayer].texturename != NULL)
1725 && !strcasecmp(shader.layers[shader.primarylayer].texturename[0], "$lightmap"))
1727 shader.backgroundlayer = -1;
1728 shader.primarylayer = 1;
1730 else if (shader.numlayers >= 2
1731 && shader.layers[1].alphagen.alphagen == Q3ALPHAGEN_VERTEX
1732 && (shader.layers[0].blendfunc[0] == GL_ONE && shader.layers[0].blendfunc[1] == GL_ZERO && !shader.layers[0].alphatest)
1733 && ((shader.layers[1].blendfunc[0] == GL_SRC_ALPHA && shader.layers[1].blendfunc[1] == GL_ONE_MINUS_SRC_ALPHA)
1734 || (shader.layers[1].blendfunc[0] == GL_ONE && shader.layers[1].blendfunc[1] == GL_ZERO && shader.layers[1].alphatest)))
1736 // terrain blending or other effects
1737 shader.backgroundlayer = 0;
1738 shader.primarylayer = 1;
1741 // fix up multiple reflection types
1742 if(shader.textureflags & Q3TEXTUREFLAG_WATERSHADER)
1743 shader.textureflags &= ~(Q3TEXTUREFLAG_REFRACTION | Q3TEXTUREFLAG_REFLECTION);
1745 Q3Shader_AddToHash (&shader);
1751 q3shaderinfo_t *Mod_LookupQ3Shader(const char *name)
1753 unsigned short hash;
1754 q3shader_hash_entry_t* entry;
1756 Mod_LoadQ3Shaders();
1757 hash = CRC_Block_CaseInsensitive ((const unsigned char *)name, strlen (name));
1758 entry = q3shader_data->hash + (hash % Q3SHADER_HASH_SIZE);
1759 while (entry != NULL)
1761 if (strcasecmp (entry->shader.name, name) == 0)
1762 return &entry->shader;
1763 entry = entry->chain;
1768 qboolean Mod_LoadTextureFromQ3Shader(texture_t *texture, const char *name, qboolean warnmissing, qboolean fallback, int defaulttexflags)
1771 qboolean success = true;
1772 q3shaderinfo_t *shader;
1775 strlcpy(texture->name, name, sizeof(texture->name));
1776 shader = name[0] ? Mod_LookupQ3Shader(name) : NULL;
1779 if (developer_loading.integer)
1780 Con_Printf("%s: loaded shader for %s\n", loadmodel->name, name);
1781 texture->surfaceparms = shader->surfaceparms;
1782 texture->textureflags = shader->textureflags;
1784 // allow disabling of picmip or compression by defaulttexflags
1785 if(!(defaulttexflags & TEXF_PICMIP))
1786 texture->textureflags &= ~TEXF_PICMIP;
1787 if(!(defaulttexflags & TEXF_COMPRESS))
1788 texture->textureflags &= ~TEXF_COMPRESS;
1790 if (shader->surfaceparms & Q3SURFACEPARM_SKY)
1792 texture->basematerialflags = MATERIALFLAG_SKY | MATERIALFLAG_NOSHADOW;
1793 if (shader->skyboxname[0])
1795 // quake3 seems to append a _ to the skybox name, so this must do so as well
1796 dpsnprintf(loadmodel->brush.skybox, sizeof(loadmodel->brush.skybox), "%s_", shader->skyboxname);
1799 else if ((texture->surfaceflags & Q3SURFACEFLAG_NODRAW) || shader->numlayers == 0)
1800 texture->basematerialflags = MATERIALFLAG_NODRAW | MATERIALFLAG_NOSHADOW;
1802 texture->basematerialflags = MATERIALFLAG_WALL;
1804 if (shader->layers[0].alphatest)
1805 texture->basematerialflags |= MATERIALFLAG_ALPHATEST | MATERIALFLAG_NOSHADOW;
1806 if (shader->textureflags & Q3TEXTUREFLAG_TWOSIDED)
1807 texture->basematerialflags |= MATERIALFLAG_NOSHADOW | MATERIALFLAG_NOCULLFACE;
1808 if (shader->textureflags & Q3TEXTUREFLAG_POLYGONOFFSET)
1809 texture->biaspolygonoffset -= 2;
1810 if (shader->textureflags & Q3TEXTUREFLAG_REFRACTION)
1811 texture->basematerialflags |= MATERIALFLAG_REFRACTION;
1812 if (shader->textureflags & Q3TEXTUREFLAG_REFLECTION)
1813 texture->basematerialflags |= MATERIALFLAG_REFLECTION;
1814 if (shader->textureflags & Q3TEXTUREFLAG_WATERSHADER)
1815 texture->basematerialflags |= MATERIALFLAG_WATERSHADER;
1816 texture->customblendfunc[0] = GL_ONE;
1817 texture->customblendfunc[1] = GL_ZERO;
1818 if (shader->numlayers > 0)
1820 texture->customblendfunc[0] = shader->layers[0].blendfunc[0];
1821 texture->customblendfunc[1] = shader->layers[0].blendfunc[1];
1823 Q3 shader blendfuncs actually used in the game (* = supported by DP)
1824 * additive GL_ONE GL_ONE
1825 additive weird GL_ONE GL_SRC_ALPHA
1826 additive weird 2 GL_ONE GL_ONE_MINUS_SRC_ALPHA
1827 * alpha GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA
1828 alpha inverse GL_ONE_MINUS_SRC_ALPHA GL_SRC_ALPHA
1829 brighten GL_DST_COLOR GL_ONE
1830 brighten GL_ONE GL_SRC_COLOR
1831 brighten weird GL_DST_COLOR GL_ONE_MINUS_DST_ALPHA
1832 brighten weird 2 GL_DST_COLOR GL_SRC_ALPHA
1833 * modulate GL_DST_COLOR GL_ZERO
1834 * modulate GL_ZERO GL_SRC_COLOR
1835 modulate inverse GL_ZERO GL_ONE_MINUS_SRC_COLOR
1836 modulate inverse alpha GL_ZERO GL_SRC_ALPHA
1837 modulate weird inverse GL_ONE_MINUS_DST_COLOR GL_ZERO
1838 * modulate x2 GL_DST_COLOR GL_SRC_COLOR
1839 * no blend GL_ONE GL_ZERO
1840 nothing GL_ZERO GL_ONE
1842 // if not opaque, figure out what blendfunc to use
1843 if (shader->layers[0].blendfunc[0] != GL_ONE || shader->layers[0].blendfunc[1] != GL_ZERO)
1845 if (shader->layers[0].blendfunc[0] == GL_ONE && shader->layers[0].blendfunc[1] == GL_ONE)
1846 texture->basematerialflags |= MATERIALFLAG_ADD | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
1847 else if (shader->layers[0].blendfunc[0] == GL_SRC_ALPHA && shader->layers[0].blendfunc[1] == GL_ONE)
1848 texture->basematerialflags |= MATERIALFLAG_ADD | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
1849 else if (shader->layers[0].blendfunc[0] == GL_SRC_ALPHA && shader->layers[0].blendfunc[1] == GL_ONE_MINUS_SRC_ALPHA)
1850 texture->basematerialflags |= MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
1852 texture->basematerialflags |= MATERIALFLAG_CUSTOMBLEND | MATERIALFLAG_FULLBRIGHT | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
1855 if (!shader->lighting)
1856 texture->basematerialflags |= MATERIALFLAG_FULLBRIGHT;
1857 if (shader->primarylayer >= 0)
1859 q3shaderinfo_layer_t* primarylayer = shader->layers + shader->primarylayer;
1860 // copy over many primarylayer parameters
1861 texture->rgbgen = primarylayer->rgbgen;
1862 texture->alphagen = primarylayer->alphagen;
1863 texture->tcgen = primarylayer->tcgen;
1864 memcpy(texture->tcmods, primarylayer->tcmods, sizeof(texture->tcmods));
1865 // load the textures
1866 texture->numskinframes = primarylayer->numframes;
1867 texture->skinframerate = primarylayer->framerate;
1868 for (j = 0;j < primarylayer->numframes;j++)
1870 if(cls.state == ca_dedicated)
1872 texture->skinframes[j] = NULL;
1874 else if (!(texture->skinframes[j] = R_SkinFrame_LoadExternal(primarylayer->texturename[j], primarylayer->texflags, false)))
1876 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);
1877 texture->skinframes[j] = R_SkinFrame_LoadMissing();
1881 if (shader->backgroundlayer >= 0)
1883 q3shaderinfo_layer_t* backgroundlayer = shader->layers + shader->backgroundlayer;
1884 texture->backgroundnumskinframes = backgroundlayer->numframes;
1885 texture->backgroundskinframerate = backgroundlayer->framerate;
1886 for (j = 0;j < backgroundlayer->numframes;j++)
1888 if(cls.state == ca_dedicated)
1890 texture->skinframes[j] = NULL;
1892 else if (!(texture->backgroundskinframes[j] = R_SkinFrame_LoadExternal(backgroundlayer->texturename[j], backgroundlayer->texflags, false)))
1894 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);
1895 texture->backgroundskinframes[j] = R_SkinFrame_LoadMissing();
1899 if (shader->dpshadow)
1900 texture->basematerialflags &= ~MATERIALFLAG_NOSHADOW;
1901 if (shader->dpnoshadow)
1902 texture->basematerialflags |= MATERIALFLAG_NOSHADOW;
1903 memcpy(texture->deforms, shader->deforms, sizeof(texture->deforms));
1904 texture->reflectmin = shader->reflectmin;
1905 texture->reflectmax = shader->reflectmax;
1906 texture->refractfactor = shader->refractfactor;
1907 Vector4Copy(shader->refractcolor4f, texture->refractcolor4f);
1908 texture->reflectfactor = shader->reflectfactor;
1909 Vector4Copy(shader->reflectcolor4f, texture->reflectcolor4f);
1910 texture->r_water_wateralpha = shader->r_water_wateralpha;
1912 else if (!strcmp(texture->name, "noshader") || !texture->name[0])
1914 if (developer.integer >= 100)
1915 Con_Printf("^1%s:^7 using fallback noshader material for ^3\"%s\"\n", loadmodel->name, name);
1916 texture->surfaceparms = 0;
1918 else if (!strcmp(texture->name, "common/nodraw") || !strcmp(texture->name, "textures/common/nodraw"))
1920 if (developer.integer >= 100)
1921 Con_Printf("^1%s:^7 using fallback nodraw material for ^3\"%s\"\n", loadmodel->name, name);
1922 texture->surfaceparms = 0;
1923 texture->basematerialflags = MATERIALFLAG_NODRAW | MATERIALFLAG_NOSHADOW;
1927 if (developer.integer >= 100)
1928 Con_Printf("^1%s:^7 No shader found for texture ^3\"%s\"\n", loadmodel->name, texture->name);
1929 texture->surfaceparms = 0;
1930 if (texture->surfaceflags & Q3SURFACEFLAG_NODRAW)
1931 texture->basematerialflags |= MATERIALFLAG_NODRAW | MATERIALFLAG_NOSHADOW;
1932 else if (texture->surfaceflags & Q3SURFACEFLAG_SKY)
1933 texture->basematerialflags |= MATERIALFLAG_SKY | MATERIALFLAG_NOSHADOW;
1935 texture->basematerialflags |= MATERIALFLAG_WALL;
1936 texture->numskinframes = 1;
1937 if(cls.state == ca_dedicated)
1939 texture->skinframes[0] = NULL;
1946 if ((texture->skinframes[0] = R_SkinFrame_LoadExternal_CheckAlpha(texture->name, defaulttexflags, false, &has_alpha)))
1948 if(has_alpha && (defaulttexflags & TEXF_ALPHA))
1949 texture->basematerialflags |= MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
1956 if (!success && warnmissing)
1957 Con_Printf("^1%s:^7 could not load texture ^3\"%s\"\n", loadmodel->name, texture->name);
1960 // init the animation variables
1961 texture->currentframe = texture;
1962 if (texture->numskinframes < 1)
1963 texture->numskinframes = 1;
1964 if (!texture->skinframes[0])
1965 texture->skinframes[0] = R_SkinFrame_LoadMissing();
1966 texture->currentskinframe = texture->skinframes[0];
1967 texture->backgroundcurrentskinframe = texture->backgroundskinframes[0];
1971 skinfile_t *Mod_LoadSkinFiles(void)
1973 int i, words, line, wordsoverflow;
1976 skinfile_t *skinfile = NULL, *first = NULL;
1977 skinfileitem_t *skinfileitem;
1978 char word[10][MAX_QPATH];
1982 U_bodyBox,models/players/Legoman/BikerA2.tga
1983 U_RArm,models/players/Legoman/BikerA1.tga
1984 U_LArm,models/players/Legoman/BikerA1.tga
1985 U_armor,common/nodraw
1986 U_sword,common/nodraw
1987 U_shield,common/nodraw
1988 U_homb,common/nodraw
1989 U_backpack,common/nodraw
1990 U_colcha,common/nodraw
1995 memset(word, 0, sizeof(word));
1996 for (i = 0;i < MAX_SKINS && (data = text = (char *)FS_LoadFile(va("%s_%i.skin", loadmodel->name, i), tempmempool, true, NULL));i++)
1998 // If it's the first file we parse
1999 if (skinfile == NULL)
2001 skinfile = (skinfile_t *)Mem_Alloc(loadmodel->mempool, sizeof(skinfile_t));
2006 skinfile->next = (skinfile_t *)Mem_Alloc(loadmodel->mempool, sizeof(skinfile_t));
2007 skinfile = skinfile->next;
2009 skinfile->next = NULL;
2011 for(line = 0;;line++)
2014 if (!COM_ParseToken_QuakeC(&data, true))
2016 if (!strcmp(com_token, "\n"))
2019 wordsoverflow = false;
2023 strlcpy(word[words++], com_token, sizeof (word[0]));
2025 wordsoverflow = true;
2027 while (COM_ParseToken_QuakeC(&data, true) && strcmp(com_token, "\n"));
2030 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);
2033 // words is always >= 1
2034 if (!strcmp(word[0], "replace"))
2038 if (developer_loading.integer)
2039 Con_Printf("Mod_LoadSkinFiles: parsed mesh \"%s\" shader replacement \"%s\"\n", word[1], word[2]);
2040 skinfileitem = (skinfileitem_t *)Mem_Alloc(loadmodel->mempool, sizeof(skinfileitem_t));
2041 skinfileitem->next = skinfile->items;
2042 skinfile->items = skinfileitem;
2043 strlcpy (skinfileitem->name, word[1], sizeof (skinfileitem->name));
2044 strlcpy (skinfileitem->replacement, word[2], sizeof (skinfileitem->replacement));
2047 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]);
2049 else if (words >= 2 && !strncmp(word[0], "tag_", 4))
2051 // tag name, like "tag_weapon,"
2052 // not used for anything (not even in Quake3)
2054 else if (words >= 2 && !strcmp(word[1], ","))
2056 // mesh shader name, like "U_RArm,models/players/Legoman/BikerA1.tga"
2057 if (developer_loading.integer)
2058 Con_Printf("Mod_LoadSkinFiles: parsed mesh \"%s\" shader replacement \"%s\"\n", word[0], word[2]);
2059 skinfileitem = (skinfileitem_t *)Mem_Alloc(loadmodel->mempool, sizeof(skinfileitem_t));
2060 skinfileitem->next = skinfile->items;
2061 skinfile->items = skinfileitem;
2062 strlcpy (skinfileitem->name, word[0], sizeof (skinfileitem->name));
2063 strlcpy (skinfileitem->replacement, word[2], sizeof (skinfileitem->replacement));
2066 Con_Printf("Mod_LoadSkinFiles: parsing error in file \"%s_%i.skin\" on line #%i: 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);
2071 loadmodel->numskins = i;
2075 void Mod_FreeSkinFiles(skinfile_t *skinfile)
2078 skinfileitem_t *skinfileitem, *nextitem;
2079 for (;skinfile;skinfile = next)
2081 next = skinfile->next;
2082 for (skinfileitem = skinfile->items;skinfileitem;skinfileitem = nextitem)
2084 nextitem = skinfileitem->next;
2085 Mem_Free(skinfileitem);
2091 int Mod_CountSkinFiles(skinfile_t *skinfile)
2094 for (i = 0;skinfile;skinfile = skinfile->next, i++);
2098 void Mod_SnapVertices(int numcomponents, int numvertices, float *vertices, float snap)
2101 double isnap = 1.0 / snap;
2102 for (i = 0;i < numvertices*numcomponents;i++)
2103 vertices[i] = floor(vertices[i]*isnap)*snap;
2106 int Mod_RemoveDegenerateTriangles(int numtriangles, const int *inelement3i, int *outelement3i, const float *vertex3f)
2108 int i, outtriangles;
2109 float edgedir1[3], edgedir2[3], temp[3];
2110 // a degenerate triangle is one with no width (thickness, surface area)
2111 // these are characterized by having all 3 points colinear (along a line)
2112 // or having two points identical
2113 // the simplest check is to calculate the triangle's area
2114 for (i = 0, outtriangles = 0;i < numtriangles;i++, inelement3i += 3)
2116 // calculate first edge
2117 VectorSubtract(vertex3f + inelement3i[1] * 3, vertex3f + inelement3i[0] * 3, edgedir1);
2118 VectorSubtract(vertex3f + inelement3i[2] * 3, vertex3f + inelement3i[0] * 3, edgedir2);
2119 CrossProduct(edgedir1, edgedir2, temp);
2120 if (VectorLength2(temp) < 0.001f)
2121 continue; // degenerate triangle (no area)
2122 // valid triangle (has area)
2123 VectorCopy(inelement3i, outelement3i);
2127 return outtriangles;
2130 void Mod_VertexRangeFromElements(int numelements, const int *elements, int *firstvertexpointer, int *lastvertexpointer)
2133 int firstvertex, lastvertex;
2134 if (numelements > 0 && elements)
2136 firstvertex = lastvertex = elements[0];
2137 for (i = 1;i < numelements;i++)
2140 firstvertex = min(firstvertex, e);
2141 lastvertex = max(lastvertex, e);
2145 firstvertex = lastvertex = 0;
2146 if (firstvertexpointer)
2147 *firstvertexpointer = firstvertex;
2148 if (lastvertexpointer)
2149 *lastvertexpointer = lastvertex;
2152 void Mod_MakeSortedSurfaces(dp_model_t *mod)
2154 // make an optimal set of texture-sorted batches to draw...
2156 int *firstsurfacefortexture;
2157 int *numsurfacesfortexture;
2158 if (!mod->sortedmodelsurfaces)
2159 mod->sortedmodelsurfaces = Mem_Alloc(loadmodel->mempool, mod->nummodelsurfaces * sizeof(*mod->sortedmodelsurfaces));
2160 firstsurfacefortexture = Mem_Alloc(tempmempool, mod->num_textures * sizeof(*firstsurfacefortexture));
2161 numsurfacesfortexture = Mem_Alloc(tempmempool, mod->num_textures * sizeof(*numsurfacesfortexture));
2162 memset(numsurfacesfortexture, 0, mod->num_textures * sizeof(*numsurfacesfortexture));
2163 for (j = 0;j < mod->nummodelsurfaces;j++)
2165 const msurface_t *surface = mod->data_surfaces + j + mod->firstmodelsurface;
2166 int t = (int)(surface->texture - mod->data_textures);
2167 numsurfacesfortexture[t]++;
2170 for (t = 0;t < mod->num_textures;t++)
2172 firstsurfacefortexture[t] = j;
2173 j += numsurfacesfortexture[t];
2175 for (j = 0;j < mod->nummodelsurfaces;j++)
2177 const msurface_t *surface = mod->data_surfaces + j + mod->firstmodelsurface;
2178 int t = (int)(surface->texture - mod->data_textures);
2179 mod->sortedmodelsurfaces[firstsurfacefortexture[t]++] = j + mod->firstmodelsurface;
2181 Mem_Free(firstsurfacefortexture);
2182 Mem_Free(numsurfacesfortexture);
2185 static void Mod_BuildVBOs(void)
2187 if (!gl_support_arb_vertex_buffer_object)
2190 // element buffer is easy because it's just one array
2191 if (loadmodel->surfmesh.num_triangles)
2193 if (loadmodel->surfmesh.data_element3s)
2196 for (i = 0;i < loadmodel->surfmesh.num_triangles*3;i++)
2197 loadmodel->surfmesh.data_element3s[i] = loadmodel->surfmesh.data_element3i[i];
2198 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);
2201 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);
2204 // vertex buffer is several arrays and we put them in the same buffer
2206 // is this wise? the texcoordtexture2f array is used with dynamic
2207 // vertex/svector/tvector/normal when rendering animated models, on the
2208 // other hand animated models don't use a lot of vertices anyway...
2209 if (loadmodel->surfmesh.num_vertices)
2214 loadmodel->surfmesh.vbooffset_vertex3f = size;if (loadmodel->surfmesh.data_vertex3f ) size += loadmodel->surfmesh.num_vertices * sizeof(float[3]);
2215 loadmodel->surfmesh.vbooffset_svector3f = size;if (loadmodel->surfmesh.data_svector3f ) size += loadmodel->surfmesh.num_vertices * sizeof(float[3]);
2216 loadmodel->surfmesh.vbooffset_tvector3f = size;if (loadmodel->surfmesh.data_tvector3f ) size += loadmodel->surfmesh.num_vertices * sizeof(float[3]);
2217 loadmodel->surfmesh.vbooffset_normal3f = size;if (loadmodel->surfmesh.data_normal3f ) size += loadmodel->surfmesh.num_vertices * sizeof(float[3]);
2218 loadmodel->surfmesh.vbooffset_texcoordtexture2f = size;if (loadmodel->surfmesh.data_texcoordtexture2f ) size += loadmodel->surfmesh.num_vertices * sizeof(float[2]);
2219 loadmodel->surfmesh.vbooffset_texcoordlightmap2f = size;if (loadmodel->surfmesh.data_texcoordlightmap2f) size += loadmodel->surfmesh.num_vertices * sizeof(float[2]);
2220 loadmodel->surfmesh.vbooffset_lightmapcolor4f = size;if (loadmodel->surfmesh.data_lightmapcolor4f ) size += loadmodel->surfmesh.num_vertices * sizeof(float[4]);
2221 mem = (unsigned char *)Mem_Alloc(tempmempool, size);
2222 if (loadmodel->surfmesh.data_vertex3f ) memcpy(mem + loadmodel->surfmesh.vbooffset_vertex3f , loadmodel->surfmesh.data_vertex3f , loadmodel->surfmesh.num_vertices * sizeof(float[3]));
2223 if (loadmodel->surfmesh.data_svector3f ) memcpy(mem + loadmodel->surfmesh.vbooffset_svector3f , loadmodel->surfmesh.data_svector3f , loadmodel->surfmesh.num_vertices * sizeof(float[3]));
2224 if (loadmodel->surfmesh.data_tvector3f ) memcpy(mem + loadmodel->surfmesh.vbooffset_tvector3f , loadmodel->surfmesh.data_tvector3f , loadmodel->surfmesh.num_vertices * sizeof(float[3]));
2225 if (loadmodel->surfmesh.data_normal3f ) memcpy(mem + loadmodel->surfmesh.vbooffset_normal3f , loadmodel->surfmesh.data_normal3f , loadmodel->surfmesh.num_vertices * sizeof(float[3]));
2226 if (loadmodel->surfmesh.data_texcoordtexture2f ) memcpy(mem + loadmodel->surfmesh.vbooffset_texcoordtexture2f , loadmodel->surfmesh.data_texcoordtexture2f , loadmodel->surfmesh.num_vertices * sizeof(float[2]));
2227 if (loadmodel->surfmesh.data_texcoordlightmap2f) memcpy(mem + loadmodel->surfmesh.vbooffset_texcoordlightmap2f, loadmodel->surfmesh.data_texcoordlightmap2f, loadmodel->surfmesh.num_vertices * sizeof(float[2]));
2228 if (loadmodel->surfmesh.data_lightmapcolor4f ) memcpy(mem + loadmodel->surfmesh.vbooffset_lightmapcolor4f , loadmodel->surfmesh.data_lightmapcolor4f , loadmodel->surfmesh.num_vertices * sizeof(float[4]));
2229 loadmodel->surfmesh.vbo = R_Mesh_CreateStaticBufferObject(GL_ARRAY_BUFFER_ARB, mem, size, loadmodel->name);
2234 static void Mod_Decompile_OBJ(dp_model_t *model, const char *filename, const char *mtlfilename, const char *originalfilename)
2236 int vertexindex, surfaceindex, triangleindex, textureindex, countvertices = 0, countsurfaces = 0, countfaces = 0, counttextures = 0;
2238 const char *texname;
2240 const float *v, *vn, *vt;
2242 size_t outbufferpos = 0;
2243 size_t outbuffermax = 0x100000;
2244 char *outbuffer = (char *) Z_Malloc(outbuffermax), *oldbuffer;
2245 const msurface_t *surface;
2246 const int maxtextures = 256;
2247 char *texturenames = (char *) Z_Malloc(maxtextures * MAX_QPATH);
2249 // construct the mtllib file
2250 l = dpsnprintf(outbuffer + outbufferpos, outbuffermax - outbufferpos, "# mtllib for %s exported by darkplaces engine\n", originalfilename);
2253 for (surfaceindex = 0, surface = model->data_surfaces;surfaceindex < model->num_surfaces;surfaceindex++, surface++)
2256 countvertices += surface->num_vertices;
2257 countfaces += surface->num_triangles;
2258 texname = (surface->texture && surface->texture->name[0]) ? surface->texture->name : "default";
2259 for (textureindex = 0;textureindex < maxtextures && texturenames[textureindex*MAX_QPATH];textureindex++)
2260 if (!strcmp(texturenames + textureindex * MAX_QPATH, texname))
2262 if (textureindex >= maxtextures)
2263 continue; // just a precaution
2264 if (counttextures < textureindex + 1)
2265 counttextures = textureindex + 1;
2266 strlcpy(texturenames + textureindex * MAX_QPATH, texname, MAX_QPATH);
2267 if (outbufferpos >= outbuffermax >> 1)
2270 oldbuffer = outbuffer;
2271 outbuffer = (char *) Z_Malloc(outbuffermax);
2272 memcpy(outbuffer, oldbuffer, outbufferpos);
2275 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");
2280 // write the mtllib file
2281 FS_WriteFile(mtlfilename, outbuffer, outbufferpos);
2284 // construct the obj file
2285 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);
2288 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)
2290 if (outbufferpos >= outbuffermax >> 1)
2293 oldbuffer = outbuffer;
2294 outbuffer = (char *) Z_Malloc(outbuffermax);
2295 memcpy(outbuffer, oldbuffer, outbufferpos);
2298 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]);
2302 for (surfaceindex = 0, surface = model->data_surfaces;surfaceindex < model->num_surfaces;surfaceindex++, surface++)
2304 l = dpsnprintf(outbuffer + outbufferpos, outbuffermax - outbufferpos, "usemtl %s\n", (surface->texture && surface->texture->name[0]) ? surface->texture->name : "default");
2307 for (triangleindex = 0, e = model->surfmesh.data_element3i + surface->num_firsttriangle * 3;triangleindex < surface->num_triangles;triangleindex++, e += 3)
2309 if (outbufferpos >= outbuffermax >> 1)
2312 oldbuffer = outbuffer;
2313 outbuffer = (char *) Z_Malloc(outbuffermax);
2314 memcpy(outbuffer, oldbuffer, outbufferpos);
2320 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);
2326 // write the obj file
2327 FS_WriteFile(filename, outbuffer, outbufferpos);
2331 Z_Free(texturenames);
2334 Con_Printf("Wrote %s (%i bytes, %i vertices, %i faces, %i surfaces with %i distinct textures)\n", filename, (int)outbufferpos, countvertices, countfaces, countsurfaces, counttextures);
2337 static void Mod_Decompile_SMD(dp_model_t *model, const char *filename, int firstpose, int numposes, qboolean writetriangles)
2339 int countnodes = 0, counttriangles = 0, countframes = 0;
2349 size_t outbufferpos = 0;
2350 size_t outbuffermax = 0x100000;
2351 char *outbuffer = (char *) Z_Malloc(outbuffermax), *oldbuffer;
2352 const msurface_t *surface;
2353 l = dpsnprintf(outbuffer + outbufferpos, outbuffermax - outbufferpos, "version 1\nnodes\n");
2357 if(model->num_poses >= 0)
2358 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]);
2359 if(fabs(modelscale - 1) > 1e-4)
2361 if(firstpose == 0) // only print the when writing the reference pose
2362 Con_Printf("The model has an old-style model scale of %f\n", modelscale);
2366 for (transformindex = 0;transformindex < model->num_bones;transformindex++)
2368 if (outbufferpos >= outbuffermax >> 1)
2371 oldbuffer = outbuffer;
2372 outbuffer = (char *) Z_Malloc(outbuffermax);
2373 memcpy(outbuffer, oldbuffer, outbufferpos);
2377 l = dpsnprintf(outbuffer + outbufferpos, outbuffermax - outbufferpos, "%3i \"%s\" %3i\n", transformindex, model->data_bones[transformindex].name, model->data_bones[transformindex].parent);
2381 l = dpsnprintf(outbuffer + outbufferpos, outbuffermax - outbufferpos, "end\nskeleton\n");
2384 for (poseindex = 0, pose = model->data_poses + model->num_bones * 12 * firstpose;poseindex < numposes;poseindex++)
2387 l = dpsnprintf(outbuffer + outbufferpos, outbuffermax - outbufferpos, "time %i\n", poseindex);
2390 for (transformindex = 0;transformindex < model->num_bones;transformindex++, pose += 12)
2395 if (outbufferpos >= outbuffermax >> 1)
2398 oldbuffer = outbuffer;
2399 outbuffer = (char *) Z_Malloc(outbuffermax);
2400 memcpy(outbuffer, oldbuffer, outbufferpos);
2404 // strangely the smd angles are for a transposed matrix, so we
2405 // have to generate a transposed matrix, then convert that...
2406 mtest[0][0] = pose[ 0];
2407 mtest[0][1] = pose[ 4];
2408 mtest[0][2] = pose[ 8];
2409 mtest[0][3] = pose[ 3];
2410 mtest[1][0] = pose[ 1];
2411 mtest[1][1] = pose[ 5];
2412 mtest[1][2] = pose[ 9];
2413 mtest[1][3] = pose[ 7];
2414 mtest[2][0] = pose[ 2];
2415 mtest[2][1] = pose[ 6];
2416 mtest[2][2] = pose[10];
2417 mtest[2][3] = pose[11];
2418 AnglesFromVectors(angles, mtest[0], mtest[2], false);
2419 if (angles[0] >= 180) angles[0] -= 360;
2420 if (angles[1] >= 180) angles[1] -= 360;
2421 if (angles[2] >= 180) angles[2] -= 360;
2423 a = DEG2RAD(angles[ROLL]);
2424 b = DEG2RAD(angles[PITCH]);
2425 c = DEG2RAD(angles[YAW]);
2429 float cy, sy, cp, sp, cr, sr;
2431 // smd matrix construction, for comparing to non-transposed m
2442 test[0][1] = sr*sp*cy+cr*-sy;
2443 test[1][1] = sr*sp*sy+cr*cy;
2445 test[0][2] = (cr*sp*cy+-sr*-sy);
2446 test[1][2] = (cr*sp*sy+-sr*cy);
2448 test[0][3] = pose[3];
2449 test[1][3] = pose[7];
2450 test[2][3] = pose[11];
2453 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]));
2458 l = dpsnprintf(outbuffer + outbufferpos, outbuffermax - outbufferpos, "end\n");
2463 l = dpsnprintf(outbuffer + outbufferpos, outbuffermax - outbufferpos, "triangles\n");
2466 for (surfaceindex = 0, surface = model->data_surfaces;surfaceindex < model->num_surfaces;surfaceindex++, surface++)
2468 for (triangleindex = 0, e = model->surfmesh.data_element3i + surface->num_firsttriangle * 3;triangleindex < surface->num_triangles;triangleindex++, e += 3)
2471 if (outbufferpos >= outbuffermax >> 1)
2474 oldbuffer = outbuffer;
2475 outbuffer = (char *) Z_Malloc(outbuffermax);
2476 memcpy(outbuffer, oldbuffer, outbufferpos);
2479 l = dpsnprintf(outbuffer + outbufferpos, outbuffermax - outbufferpos, "%s\n", surface->texture && surface->texture->name[0] ? surface->texture->name : "default.bmp");
2482 for (cornerindex = 0;cornerindex < 3;cornerindex++)
2484 const int index = e[2-cornerindex];
2485 const float *v = model->surfmesh.data_vertex3f + index * 3;
2486 const float *vn = model->surfmesh.data_normal3f + index * 3;
2487 const float *vt = model->surfmesh.data_texcoordtexture2f + index * 2;
2488 const int *wi = model->surfmesh.data_vertexweightindex4i + index * 4;
2489 const float *wf = model->surfmesh.data_vertexweightinfluence4f + index * 4;
2490 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]);
2491 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]);
2492 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]);
2493 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]);
2499 l = dpsnprintf(outbuffer + outbufferpos, outbuffermax - outbufferpos, "end\n");
2504 FS_WriteFile(filename, outbuffer, outbufferpos);
2507 Con_Printf("Wrote %s (%i bytes, %i nodes, %i frames, %i triangles)\n", filename, (int)outbufferpos, countnodes, countframes, counttriangles);
2514 decompiles a model to editable files
2517 static void Mod_Decompile_f(void)
2519 int i, j, k, l, first, count;
2521 char inname[MAX_QPATH];
2522 char outname[MAX_QPATH];
2523 char mtlname[MAX_QPATH];
2524 char basename[MAX_QPATH];
2525 char animname[MAX_QPATH];
2526 char animname2[MAX_QPATH];
2527 char zymtextbuffer[16384];
2528 char dpmtextbuffer[16384];
2529 int zymtextsize = 0;
2530 int dpmtextsize = 0;
2532 if (Cmd_Argc() != 2)
2534 Con_Print("usage: modeldecompile <filename>\n");
2538 strlcpy(inname, Cmd_Argv(1), sizeof(inname));
2539 FS_StripExtension(inname, basename, sizeof(basename));
2541 mod = Mod_ForName(inname, false, true, inname[0] == '*' ? cl.model_name[1] : NULL);
2542 if (mod->brush.submodel)
2544 // if we're decompiling a submodel, be sure to give it a proper name based on its parent
2545 FS_StripExtension(cl.model_name[1], outname, sizeof(outname));
2546 dpsnprintf(basename, sizeof(basename), "%s/%s", outname, mod->name);
2551 Con_Print("No such model\n");
2554 if (!mod->surfmesh.num_triangles)
2556 Con_Print("Empty model (or sprite)\n");
2560 // export OBJ if possible (not on sprites)
2561 if (mod->surfmesh.num_triangles)
2563 dpsnprintf(outname, sizeof(outname), "%s_decompiled.obj", basename);
2564 dpsnprintf(mtlname, sizeof(mtlname), "%s_decompiled.mtl", basename);
2565 Mod_Decompile_OBJ(mod, outname, mtlname, inname);
2568 // export SMD if possible (only for skeletal models)
2569 if (mod->surfmesh.num_triangles && mod->num_bones)
2571 dpsnprintf(outname, sizeof(outname), "%s_decompiled/ref1.smd", basename);
2572 Mod_Decompile_SMD(mod, outname, 0, 1, true);
2573 l = dpsnprintf(zymtextbuffer + zymtextsize, sizeof(zymtextbuffer) - zymtextsize, "output out.zym\nscale 1\norigin 0 0 0\nmesh ref1.smd\n");
2574 if (l > 0) zymtextsize += l;
2575 l = dpsnprintf(dpmtextbuffer + dpmtextsize, sizeof(dpmtextbuffer) - dpmtextsize, "outputdir .\nmodel out\nscale 1\norigin 0 0 0\nscene ref1.smd\n");
2576 if (l > 0) dpmtextsize += l;
2577 for (i = 0;i < mod->numframes;i = j)
2579 strlcpy(animname, mod->animscenes[i].name, sizeof(animname));
2580 first = mod->animscenes[i].firstframe;
2581 if (mod->animscenes[i].framecount > 1)
2584 count = mod->animscenes[i].framecount;
2590 // check for additional frames with same name
2591 for (l = 0, k = strlen(animname);animname[l];l++)
2592 if ((animname[l] < '0' || animname[l] > '9') && animname[l] != '_')
2595 count = (mod->num_poses / mod->num_bones) - first;
2596 for (j = i + 1;j < mod->numframes;j++)
2598 strlcpy(animname2, mod->animscenes[j].name, sizeof(animname2));
2599 for (l = 0, k = strlen(animname2);animname2[l];l++)
2600 if ((animname2[l] < '0' || animname2[l] > '9') && animname2[l] != '_')
2603 if (strcmp(animname2, animname) || mod->animscenes[j].framecount > 1)
2605 count = mod->animscenes[j].firstframe - first;
2609 // if it's only one frame, use the original frame name
2611 strlcpy(animname, mod->animscenes[i].name, sizeof(animname));
2614 dpsnprintf(outname, sizeof(outname), "%s_decompiled/%s.smd", basename, animname);
2615 Mod_Decompile_SMD(mod, outname, first, count, false);
2616 if (zymtextsize < (int)sizeof(zymtextbuffer) - 100)
2618 l = dpsnprintf(zymtextbuffer + zymtextsize, sizeof(zymtextbuffer) - zymtextsize, "scene %s.smd fps %g\n", animname, mod->animscenes[i].framerate);
2619 if (l > 0) zymtextsize += l;
2621 if (dpmtextsize < (int)sizeof(dpmtextbuffer) - 100)
2623 l = dpsnprintf(dpmtextbuffer + dpmtextsize, sizeof(dpmtextbuffer) - dpmtextsize, "scene %s.smd\n", animname);
2624 if (l > 0) dpmtextsize += l;
2628 FS_WriteFile(va("%s_decompiled/out_zym.txt", basename), zymtextbuffer, (fs_offset_t)zymtextsize);
2630 FS_WriteFile(va("%s_decompiled/out_dpm.txt", basename), dpmtextbuffer, (fs_offset_t)dpmtextsize);