X-Git-Url: http://de.git.xonotic.org/?a=blobdiff_plain;f=model_shared.c;h=7de6009601f20c4a33a8645710077781f141b976;hb=eb59c580e111af2abb37775ef320151776fe84d1;hp=b52762364fad43b3d0f243c5dee9e86d7f75015f;hpb=d24a662a278e76b2cbcf4528dccc6c2196ab1eda;p=xonotic%2Fdarkplaces.git diff --git a/model_shared.c b/model_shared.c index b5276236..7de60096 100644 --- a/model_shared.c +++ b/model_shared.c @@ -28,21 +28,31 @@ Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. 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"}; -model_t *loadmodel; +dp_model_t *loadmodel; static mempool_t *mod_mempool; static memexpandablearray_t models; -// FIXME: make this a memexpandablearray_t -#define Q3SHADER_MAXSHADERS 16384 -static int q3shaders_numshaders = 0; -static q3shaderinfo_t q3shaders_shaders[Q3SHADER_MAXSHADERS]; +static mempool_t* q3shaders_mem; +typedef struct q3shader_hash_entry_s +{ + q3shaderinfo_t shader; + struct q3shader_hash_entry_s* chain; +} q3shader_hash_entry_t; +#define Q3SHADER_HASH_SIZE 1021 +typedef struct q3shader_data_s +{ + memexpandablearray_t hash_entries; + q3shader_hash_entry_t hash[Q3SHADER_HASH_SIZE]; + memexpandablearray_t char_ptrs; +} q3shader_data_t; +static q3shader_data_t* q3shader_data; static void mod_start(void) { int i; int nummodels = Mem_ExpandableArray_IndexRange(&models); - model_t *mod; + dp_model_t *mod; // parse the Q3 shader files Mod_LoadQ3Shaders(); @@ -57,11 +67,13 @@ static void mod_shutdown(void) { int i; int nummodels = Mem_ExpandableArray_IndexRange(&models); - model_t *mod; + dp_model_t *mod; for (i = 0;i < nummodels;i++) if ((mod = Mem_ExpandableArray_RecordAtIndex(&models, i)) && (mod->loaded || mod->mempool)) Mod_UnloadModel(mod); + + Mem_FreePool (&q3shaders_mem); } static void mod_newmap(void) @@ -69,7 +81,7 @@ static void mod_newmap(void) msurface_t *surface; int i, j, k, surfacenum, ssize, tsize; int nummodels = Mem_ExpandableArray_IndexRange(&models); - model_t *mod; + dp_model_t *mod; R_SkinFrame_PrepareForPurge(); for (i = 0;i < nummodels;i++) @@ -101,7 +113,7 @@ static void mod_newmap(void) ssize = (surface->lightmapinfo->extents[0] >> 4) + 1; tsize = (surface->lightmapinfo->extents[1] >> 4) + 1; memset(surface->lightmapinfo->stainsamples, 255, ssize * tsize * 3); - surface->cached_dlight = true; + mod->brushq1.lightmapupdateflags[surfacenum] = true; } } } @@ -119,7 +131,7 @@ static void Mod_BuildVBOs(void); void Mod_Init (void) { mod_mempool = Mem_AllocPool("modelinfo", 0, NULL); - Mem_ExpandableArray_NewArray(&models, mod_mempool, sizeof(model_t), 16); + Mem_ExpandableArray_NewArray(&models, mod_mempool, sizeof(dp_model_t), 16); Mod_BrushInit(); Mod_AliasInit(); @@ -135,23 +147,29 @@ void Mod_RenderInit(void) R_RegisterModule("Models", mod_start, mod_shutdown, mod_newmap); } -void Mod_UnloadModel (model_t *mod) +void Mod_UnloadModel (dp_model_t *mod) { char name[MAX_QPATH]; qboolean isworldmodel; qboolean used; + + if (developer_loading.integer) + Con_Printf("unloading model %s\n", mod->name); + strlcpy(name, mod->name, sizeof(name)); isworldmodel = mod->isworldmodel; used = mod->used; - if (mod->surfmesh.ebo) - R_Mesh_DestroyBufferObject(mod->surfmesh.ebo); + if (mod->surfmesh.ebo3i) + R_Mesh_DestroyBufferObject(mod->surfmesh.ebo3i); + if (mod->surfmesh.ebo3s) + R_Mesh_DestroyBufferObject(mod->surfmesh.ebo3s); if (mod->surfmesh.vbo) R_Mesh_DestroyBufferObject(mod->surfmesh.vbo); // free textures/memory attached to the model R_FreeTexturePool(&mod->texturepool); Mem_FreePool(&mod->mempool); // clear the struct to make it available - memset(mod, 0, sizeof(model_t)); + memset(mod, 0, sizeof(dp_model_t)); // restore the fields we want to preserve strlcpy(mod->name, name, sizeof(mod->name)); mod->isworldmodel = isworldmodel; @@ -166,7 +184,7 @@ Mod_LoadModel Loads a model ================== */ -model_t *Mod_LoadModel(model_t *mod, qboolean crash, qboolean checkdisk, qboolean isworldmodel) +dp_model_t *Mod_LoadModel(dp_model_t *mod, qboolean crash, qboolean checkdisk, qboolean isworldmodel) { int num; unsigned int crc; @@ -212,7 +230,9 @@ model_t *Mod_LoadModel(model_t *mod, qboolean crash, qboolean checkdisk, qboolea return mod; } - Con_DPrintf("loading model %s\n", mod->name); + if (developer_loading.integer) + Con_Printf("loading model %s\n", mod->name); + // LordHavoc: unload the existing model in this slot (if there is one) if (mod->loaded || mod->mempool) Mod_UnloadModel(mod); @@ -233,6 +253,18 @@ model_t *Mod_LoadModel(model_t *mod, qboolean crash, qboolean checkdisk, qboolea VectorSet(mod->rotatedmins, -mod->radius, -mod->radius, -mod->radius); VectorSet(mod->rotatedmaxs, mod->radius, mod->radius, mod->radius); + // if we're loading a worldmodel, then this is a level change + if (mod->isworldmodel) + { + // clear out any stale submodels or worldmodels lying around + // if we did this clear before now, an error might abort loading and + // leave things in a bad state + Mod_RemoveStaleWorldModels(mod); + // reload q3 shaders, to make sure they are ready to go for this level + // (including any models loaded for this level) + Mod_LoadQ3Shaders(); + } + if (buf) { char *bufend = (char *)buf + filesize; @@ -252,8 +284,7 @@ model_t *Mod_LoadModel(model_t *mod, qboolean crash, qboolean checkdisk, qboolea else if (!memcmp(buf, "ZYMOTICMODEL", 12)) Mod_ZYMOTICMODEL_Load(mod, buf, bufend); else if (!memcmp(buf, "DARKPLACESMODEL", 16)) Mod_DARKPLACESMODEL_Load(mod, buf, bufend); else if (!memcmp(buf, "ACTRHEAD", 8)) Mod_PSKMODEL_Load(mod, buf, bufend); - else if (strlen(mod->name) >= 4 && !strcmp(mod->name - 4, ".map")) Mod_MAP_Load(mod, buf, bufend); - else if (!memcmp(buf, "MCBSPpad", 8)) Mod_Q1BSP_Load(mod, buf, bufend); + else if (strlen(mod->name) >= 4 && !strcmp(mod->name + strlen(mod->name) - 4, ".map")) Mod_MAP_Load(mod, buf, bufend); else if (num == BSPVERSION || num == 30) Mod_Q1BSP_Load(mod, buf, bufend); else Con_Printf("Mod_LoadModel: model \"%s\" is of unknown/unsupported type\n", mod->name); Mem_Free(buf); @@ -275,7 +306,7 @@ void Mod_ClearUsed(void) { int i; int nummodels = Mem_ExpandableArray_IndexRange(&models); - model_t *mod; + dp_model_t *mod; for (i = 0;i < nummodels;i++) if ((mod = Mem_ExpandableArray_RecordAtIndex(&models, i)) && mod->name[0]) mod->used = false; @@ -285,7 +316,7 @@ void Mod_PurgeUnused(void) { int i; int nummodels = Mem_ExpandableArray_IndexRange(&models); - model_t *mod; + dp_model_t *mod; for (i = 0;i < nummodels;i++) { if ((mod = Mem_ExpandableArray_RecordAtIndex(&models, i)) && mod->name[0] && !mod->used) @@ -297,11 +328,11 @@ void Mod_PurgeUnused(void) } // only used during loading! -void Mod_RemoveStaleWorldModels(model_t *skip) +void Mod_RemoveStaleWorldModels(dp_model_t *skip) { int i; int nummodels = Mem_ExpandableArray_IndexRange(&models); - model_t *mod; + dp_model_t *mod; for (i = 0;i < nummodels;i++) { if ((mod = Mem_ExpandableArray_RecordAtIndex(&models, i)) && mod->isworldmodel && mod->loaded && skip != mod) @@ -319,11 +350,11 @@ Mod_FindName ================== */ -model_t *Mod_FindName(const char *name) +dp_model_t *Mod_FindName(const char *name) { int i; int nummodels = Mem_ExpandableArray_IndexRange(&models); - model_t *mod; + dp_model_t *mod; if (!name[0]) Host_Error ("Mod_ForName: NULL name"); @@ -353,9 +384,9 @@ Mod_ForName Loads in a model for the given name ================== */ -model_t *Mod_ForName(const char *name, qboolean crash, qboolean checkdisk, qboolean isworldmodel) +dp_model_t *Mod_ForName(const char *name, qboolean crash, qboolean checkdisk, qboolean isworldmodel) { - model_t *model; + dp_model_t *model; model = Mod_FindName(name); if (model->name[0] != '*' && (!model->loaded || checkdisk)) Mod_LoadModel(model, crash, checkdisk, isworldmodel); @@ -373,7 +404,7 @@ void Mod_Reload(void) { int i; int nummodels = Mem_ExpandableArray_IndexRange(&models); - model_t *mod; + dp_model_t *mod; for (i = 0;i < nummodels;i++) if ((mod = Mem_ExpandableArray_RecordAtIndex(&models, i)) && mod->name[0] && mod->name[0] != '*' && mod->used) Mod_LoadModel(mod, true, true, mod->isworldmodel); @@ -393,7 +424,7 @@ static void Mod_Print(void) { int i; int nummodels = Mem_ExpandableArray_IndexRange(&models); - model_t *mod; + dp_model_t *mod; Con_Print("Loaded models:\n"); for (i = 0;i < nummodels;i++) @@ -723,7 +754,7 @@ void Mod_BuildTextureVectorsFromNormals(int firstvertex, int numvertices, int nu void Mod_AllocSurfMesh(mempool_t *mempool, int numvertices, int numtriangles, qboolean lightmapoffsets, qboolean vertexcolors, qboolean neighbors) { unsigned char *data; - 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)); + 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)); loadmodel->surfmesh.num_vertices = numvertices; loadmodel->surfmesh.num_triangles = numtriangles; if (loadmodel->surfmesh.num_vertices) @@ -744,6 +775,8 @@ void Mod_AllocSurfMesh(mempool_t *mempool, int numvertices, int numtriangles, qb loadmodel->surfmesh.data_element3i = (int *)data, data += sizeof(int[3]) * loadmodel->surfmesh.num_triangles; if (neighbors) loadmodel->surfmesh.data_neighbor3i = (int *)data, data += sizeof(int[3]) * loadmodel->surfmesh.num_triangles; + if (loadmodel->surfmesh.num_vertices <= 65536) + loadmodel->surfmesh.data_element3s = (unsigned short *)data, data += sizeof(unsigned short[3]) * loadmodel->surfmesh.num_triangles; } } @@ -757,6 +790,8 @@ shadowmesh_t *Mod_ShadowMesh_Alloc(mempool_t *mempool, int maxverts, int maxtria if (light) size += maxverts * sizeof(float[11]); size += maxtriangles * sizeof(int[3]); + if (maxverts <= 65536) + size += maxtriangles * sizeof(unsigned short[3]); if (neighbors) size += maxtriangles * sizeof(int[3]); if (expandable) @@ -789,6 +824,8 @@ shadowmesh_t *Mod_ShadowMesh_Alloc(mempool_t *mempool, int maxverts, int maxtria newmesh->vertexhashtable = (shadowmeshvertexhash_t **)data;data += SHADOWMESHVERTEXHASH * sizeof(shadowmeshvertexhash_t *); newmesh->vertexhashentries = (shadowmeshvertexhash_t *)data;data += maxverts * sizeof(shadowmeshvertexhash_t); } + if (maxverts <= 65536) + newmesh->element3s = (unsigned short *)data;data += maxtriangles * sizeof(unsigned short[3]); return newmesh; } @@ -818,7 +855,7 @@ int Mod_ShadowMesh_AddVertex(shadowmesh_t *mesh, float *vertex14f) int hashindex, vnum; shadowmeshvertexhash_t *hash; // this uses prime numbers intentionally - hashindex = (unsigned int) (vertex14f[0] * 3 + vertex14f[1] * 5 + vertex14f[2] * 7) % SHADOWMESHVERTEXHASH; + hashindex = (unsigned int) (vertex14f[0] * 2003 + vertex14f[1] * 4001 + vertex14f[2] * 7919) % SHADOWMESHVERTEXHASH; for (hash = mesh->vertexhashtable[hashindex];hash;hash = hash->next) { vnum = (hash - mesh->vertexhashentries); @@ -919,7 +956,12 @@ static void Mod_ShadowMesh_CreateVBOs(shadowmesh_t *mesh) // element buffer is easy because it's just one array if (mesh->numtriangles) - mesh->ebo = R_Mesh_CreateStaticBufferObject(GL_ELEMENT_ARRAY_BUFFER_ARB, mesh->element3i, mesh->numtriangles * sizeof(int[3]), "shadowmesh"); + { + if (mesh->element3s) + mesh->ebo3s = R_Mesh_CreateStaticBufferObject(GL_ELEMENT_ARRAY_BUFFER_ARB, mesh->element3s, mesh->numtriangles * sizeof(unsigned short[3]), "shadowmesh"); + else + mesh->ebo3i = R_Mesh_CreateStaticBufferObject(GL_ELEMENT_ARRAY_BUFFER_ARB, mesh->element3i, mesh->numtriangles * sizeof(unsigned int[3]), "shadowmesh"); + } // vertex buffer is several arrays and we put them in the same buffer // @@ -959,6 +1001,12 @@ shadowmesh_t *Mod_ShadowMesh_Finish(mempool_t *mempool, shadowmesh_t *firstmesh, newmesh = Mod_ShadowMesh_ReAlloc(mempool, mesh, light, neighbors); newmesh->next = firstmesh; firstmesh = newmesh; + if (newmesh->element3s) + { + int i; + for (i = 0;i < newmesh->numtriangles*3;i++) + newmesh->element3s[i] = newmesh->element3i[i]; + } if (createvbo) Mod_ShadowMesh_CreateVBOs(newmesh); } @@ -1021,8 +1069,10 @@ void Mod_ShadowMesh_Free(shadowmesh_t *mesh) shadowmesh_t *nextmesh; for (;mesh;mesh = nextmesh) { - if (mesh->ebo) - R_Mesh_DestroyBufferObject(mesh->ebo); + if (mesh->ebo3i) + R_Mesh_DestroyBufferObject(mesh->ebo3i); + if (mesh->ebo3s) + R_Mesh_DestroyBufferObject(mesh->ebo3s); if (mesh->vbo) R_Mesh_DestroyBufferObject(mesh->vbo); nextmesh = mesh->next; @@ -1030,7 +1080,7 @@ void Mod_ShadowMesh_Free(shadowmesh_t *mesh) } } -void Mod_GetTerrainVertex3fTexCoord2fFromRGBA(const unsigned char *imagepixels, int imagewidth, int imageheight, int ix, int iy, float *vertex3f, float *texcoord2f, matrix4x4_t *pixelstepmatrix, matrix4x4_t *pixeltexturestepmatrix) +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) { float v[3], tc[3]; v[0] = ix; @@ -1045,16 +1095,16 @@ void Mod_GetTerrainVertex3fTexCoord2fFromRGBA(const unsigned char *imagepixels, texcoord2f[1] = tc[1]; } -void Mod_GetTerrainVertexFromRGBA(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) +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) { float vup[3], vdown[3], vleft[3], vright[3]; float tcup[3], tcdown[3], tcleft[3], tcright[3]; float sv[3], tv[3], nl[3]; - Mod_GetTerrainVertex3fTexCoord2fFromRGBA(imagepixels, imagewidth, imageheight, ix, iy, vertex3f, texcoord2f, pixelstepmatrix, pixeltexturestepmatrix); - Mod_GetTerrainVertex3fTexCoord2fFromRGBA(imagepixels, imagewidth, imageheight, ix, iy - 1, vup, tcup, pixelstepmatrix, pixeltexturestepmatrix); - Mod_GetTerrainVertex3fTexCoord2fFromRGBA(imagepixels, imagewidth, imageheight, ix, iy + 1, vdown, tcdown, pixelstepmatrix, pixeltexturestepmatrix); - Mod_GetTerrainVertex3fTexCoord2fFromRGBA(imagepixels, imagewidth, imageheight, ix - 1, iy, vleft, tcleft, pixelstepmatrix, pixeltexturestepmatrix); - Mod_GetTerrainVertex3fTexCoord2fFromRGBA(imagepixels, imagewidth, imageheight, ix + 1, iy, vright, tcright, pixelstepmatrix, pixeltexturestepmatrix); + Mod_GetTerrainVertex3fTexCoord2fFromBGRA(imagepixels, imagewidth, imageheight, ix, iy, vertex3f, texcoord2f, pixelstepmatrix, pixeltexturestepmatrix); + Mod_GetTerrainVertex3fTexCoord2fFromBGRA(imagepixels, imagewidth, imageheight, ix, iy - 1, vup, tcup, pixelstepmatrix, pixeltexturestepmatrix); + Mod_GetTerrainVertex3fTexCoord2fFromBGRA(imagepixels, imagewidth, imageheight, ix, iy + 1, vdown, tcdown, pixelstepmatrix, pixeltexturestepmatrix); + Mod_GetTerrainVertex3fTexCoord2fFromBGRA(imagepixels, imagewidth, imageheight, ix - 1, iy, vleft, tcleft, pixelstepmatrix, pixeltexturestepmatrix); + Mod_GetTerrainVertex3fTexCoord2fFromBGRA(imagepixels, imagewidth, imageheight, ix + 1, iy, vright, tcright, pixelstepmatrix, pixeltexturestepmatrix); Mod_BuildBumpVectors(vertex3f, vup, vright, texcoord2f, tcup, tcright, svector3f, tvector3f, normal3f); Mod_BuildBumpVectors(vertex3f, vright, vdown, texcoord2f, tcright, tcdown, sv, tv, nl); VectorAdd(svector3f, sv, svector3f); @@ -1070,7 +1120,7 @@ void Mod_GetTerrainVertexFromRGBA(const unsigned char *imagepixels, int imagewid VectorAdd(normal3f, nl, normal3f); } -void Mod_ConstructTerrainPatchFromRGBA(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) +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) { int x, y, ix, iy, *e; e = element3i; @@ -1090,7 +1140,7 @@ void Mod_ConstructTerrainPatchFromRGBA(const unsigned char *imagepixels, int ima Mod_BuildTriangleNeighbors(neighbor3i, element3i, width*height*2); for (y = 0, iy = y1;y < height + 1;y++, iy++) for (x = 0, ix = x1;x < width + 1;x++, ix++, vertex3f += 3, texcoord2f += 2, svector3f += 3, tvector3f += 3, normal3f += 3) - Mod_GetTerrainVertexFromRGBA(imagepixels, imagewidth, imageheight, ix, iy, vertex3f, texcoord2f, svector3f, tvector3f, normal3f, pixelstepmatrix, pixeltexturestepmatrix); + Mod_GetTerrainVertexFromBGRA(imagepixels, imagewidth, imageheight, ix, iy, vertex3f, texcoord2f, svector3f, tvector3f, normal3f, pixelstepmatrix, pixeltexturestepmatrix); } q3wavefunc_t Mod_LoadQ3Shaders_EnumerateWaveFunc(const char *s) @@ -1105,6 +1155,55 @@ q3wavefunc_t Mod_LoadQ3Shaders_EnumerateWaveFunc(const char *s) return Q3WAVEFUNC_NONE; } +static void Q3Shaders_Clear() +{ + /* Just clear out everything... */ + Mem_FreePool (&q3shaders_mem); + /* ...and alloc the structs again. */ + q3shaders_mem = Mem_AllocPool("q3shaders", 0, NULL); + q3shader_data = (q3shader_data_t*)Mem_Alloc (q3shaders_mem, + sizeof (q3shader_data_t)); + Mem_ExpandableArray_NewArray (&q3shader_data->hash_entries, + q3shaders_mem, sizeof (q3shader_hash_entry_t), 256); + Mem_ExpandableArray_NewArray (&q3shader_data->char_ptrs, + q3shaders_mem, sizeof (char**), 256); +} + +static void Q3Shader_AddToHash (q3shaderinfo_t* shader) +{ + unsigned short hash = CRC_Block_CaseInsensitive ((const unsigned char *)shader->name, strlen (shader->name)); + q3shader_hash_entry_t* entry = q3shader_data->hash + (hash % Q3SHADER_HASH_SIZE); + q3shader_hash_entry_t* lastEntry = NULL; + while (entry != NULL) + { + if (strcasecmp (entry->shader.name, shader->name) == 0) + { + Con_Printf("Shader '%s' already defined\n", shader->name); + return; + } + lastEntry = entry; + entry = entry->chain; + } + if (entry == NULL) + { + if (lastEntry->shader.name[0] != 0) + { + /* Add to chain */ + q3shader_hash_entry_t* newEntry = (q3shader_hash_entry_t*) + Mem_ExpandableArray_AllocRecord (&q3shader_data->hash_entries); + + while (lastEntry->chain != NULL) lastEntry = lastEntry->chain; + lastEntry->chain = newEntry; + newEntry->chain = NULL; + lastEntry = newEntry; + } + /* else: head of chain, in hash entry array */ + entry = lastEntry; + } + memcpy (&entry->shader, shader, sizeof (q3shaderinfo_t)); +} + +extern cvar_t r_picmipworld; void Mod_LoadQ3Shaders(void) { int j; @@ -1112,11 +1211,13 @@ void Mod_LoadQ3Shaders(void) fssearch_t *search; char *f; const char *text; - q3shaderinfo_t *shader; + q3shaderinfo_t shader; q3shaderinfo_layer_t *layer; int numparameters; char parameter[TEXTURE_MAXFRAMES + 4][Q3PATHLENGTH]; - q3shaders_numshaders = 0; + + Q3Shaders_Clear(); + search = FS_Search("scripts/*.shader", true, false); if (!search) return; @@ -1127,14 +1228,16 @@ void Mod_LoadQ3Shaders(void) continue; while (COM_ParseToken_QuakeC(&text, false)) { - if (q3shaders_numshaders >= Q3SHADER_MAXSHADERS) - { - Con_Printf("Mod_LoadQ3Shaders: too many shaders!\n"); - break; - } - shader = q3shaders_shaders + q3shaders_numshaders++; - memset(shader, 0, sizeof(*shader)); - strlcpy(shader->name, com_token, sizeof(shader->name)); + memset (&shader, 0, sizeof(shader)); + shader.reflectmin = 0; + shader.reflectmax = 1; + shader.refractfactor = 1; + Vector4Set(shader.refractcolor4f, 1, 1, 1, 1); + shader.reflectfactor = 1; + Vector4Set(shader.reflectcolor4f, 1, 1, 1, 1); + shader.r_water_wateralpha = 1; + + strlcpy(shader.name, com_token, sizeof(shader.name)); if (!COM_ParseToken_QuakeC(&text, false) || strcasecmp(com_token, "{")) { Con_Printf("%s parsing error - expected \"{\", found \"%s\"\n", search->filenames[fileindex], com_token); @@ -1146,25 +1249,28 @@ void Mod_LoadQ3Shaders(void) break; if (!strcasecmp(com_token, "{")) { - if (shader->numlayers < Q3SHADER_MAXLAYERS) + static q3shaderinfo_layer_t dummy; + if (shader.numlayers < Q3SHADER_MAXLAYERS) { - layer = shader->layers + shader->numlayers++; - layer->rgbgen.rgbgen = Q3RGBGEN_IDENTITY; - layer->alphagen.alphagen = Q3ALPHAGEN_IDENTITY; - layer->tcgen.tcgen = Q3TCGEN_TEXTURE; - layer->blendfunc[0] = GL_ONE; - layer->blendfunc[1] = GL_ZERO; + layer = shader.layers + shader.numlayers++; } else - layer = NULL; + { + // parse and process it anyway, just don't store it (so a map $lightmap or such stuff still is found) + memset(&dummy, 0, sizeof(dummy)); + layer = &dummy; + } + layer->rgbgen.rgbgen = Q3RGBGEN_IDENTITY; + layer->alphagen.alphagen = Q3ALPHAGEN_IDENTITY; + layer->tcgen.tcgen = Q3TCGEN_TEXTURE; + layer->blendfunc[0] = GL_ONE; + layer->blendfunc[1] = GL_ZERO; while (COM_ParseToken_QuakeC(&text, false)) { if (!strcasecmp(com_token, "}")) break; if (!strcasecmp(com_token, "\n")) continue; - if (layer == NULL) - continue; numparameters = 0; for (j = 0;strcasecmp(com_token, "\n") && strcasecmp(com_token, "}");j++) { @@ -1180,7 +1286,7 @@ void Mod_LoadQ3Shaders(void) parameter[j][0] = 0; if (developer.integer >= 100) { - Con_Printf("%s %i: ", shader->name, shader->numlayers - 1); + Con_Printf("%s %i: ", shader.name, shader.numlayers - 1); for (j = 0;j < numparameters;j++) Con_Printf(" %s", parameter[j]); Con_Print("\n"); @@ -1243,17 +1349,20 @@ void Mod_LoadQ3Shaders(void) layer->clampmap = true; layer->numframes = 1; layer->framerate = 1; - strlcpy(layer->texturename[0], parameter[1], sizeof(layer->texturename)); + layer->texturename = (char**)Mem_ExpandableArray_AllocRecord ( + &q3shader_data->char_ptrs); + layer->texturename[0] = Mem_strdup (q3shaders_mem, parameter[1]); if (!strcasecmp(parameter[1], "$lightmap")) - shader->lighting = true; + shader.lighting = true; } else if (numparameters >= 3 && (!strcasecmp(parameter[0], "animmap") || !strcasecmp(parameter[0], "animclampmap"))) { int i; layer->numframes = min(numparameters - 2, TEXTURE_MAXFRAMES); layer->framerate = atof(parameter[1]); + layer->texturename = Mem_Alloc (q3shaders_mem, sizeof (char*) * layer->numframes); for (i = 0;i < layer->numframes;i++) - strlcpy(layer->texturename[i], parameter[i + 2], sizeof(layer->texturename)); + layer->texturename[i] = Mem_strdup (q3shaders_mem, parameter[i + 2]); } else if (numparameters >= 2 && !strcasecmp(parameter[0], "rgbgen")) { @@ -1352,25 +1461,32 @@ void Mod_LoadQ3Shaders(void) else Con_DPrintf("%s parsing warning: too many tcmods on one layer\n", search->filenames[fileindex]); } - // break out a level if it was } + // break out a level if it was a closing brace (not using the character here to not confuse vim) if (!strcasecmp(com_token, "}")) break; } if (layer->rgbgen.rgbgen == Q3RGBGEN_LIGHTINGDIFFUSE || layer->rgbgen.rgbgen == Q3RGBGEN_VERTEX) - shader->lighting = true; + shader.lighting = true; if (layer->alphagen.alphagen == Q3ALPHAGEN_VERTEX) { - if (layer == shader->layers + 0) + if (layer == shader.layers + 0) { // vertex controlled transparency - shader->vertexalpha = true; + shader.vertexalpha = true; } else { // multilayer terrain shader or similar - shader->textureblendalpha = true; + shader.textureblendalpha = true; } } + layer->texflags = TEXF_ALPHA | TEXF_PRECACHE; + if (!(shader.surfaceparms & Q3SURFACEPARM_NOMIPMAPS)) + layer->texflags |= TEXF_MIPMAP; + if (!(shader.textureflags & Q3TEXTUREFLAG_NOPICMIP) && (r_picmipworld.integer || (layer->texturename && layer->texturename[0] && strncmp(layer->texturename[0], "textures/", 9)))) + layer->texflags |= TEXF_PICMIP | TEXF_COMPRESS; + if (layer->clampmap) + layer->texflags |= TEXF_CLAMP; continue; } numparameters = 0; @@ -1390,7 +1506,7 @@ void Mod_LoadQ3Shaders(void) break; if (developer.integer >= 100) { - Con_Printf("%s: ", shader->name); + Con_Printf("%s: ", shader.name); for (j = 0;j < numparameters;j++) Con_Printf(" %s", parameter[j]); Con_Print("\n"); @@ -1400,156 +1516,192 @@ void Mod_LoadQ3Shaders(void) if (!strcasecmp(parameter[0], "surfaceparm") && numparameters >= 2) { if (!strcasecmp(parameter[1], "alphashadow")) - shader->surfaceparms |= Q3SURFACEPARM_ALPHASHADOW; + shader.surfaceparms |= Q3SURFACEPARM_ALPHASHADOW; else if (!strcasecmp(parameter[1], "areaportal")) - shader->surfaceparms |= Q3SURFACEPARM_AREAPORTAL; + shader.surfaceparms |= Q3SURFACEPARM_AREAPORTAL; else if (!strcasecmp(parameter[1], "botclip")) - shader->surfaceparms |= Q3SURFACEPARM_BOTCLIP; + shader.surfaceparms |= Q3SURFACEPARM_BOTCLIP; else if (!strcasecmp(parameter[1], "clusterportal")) - shader->surfaceparms |= Q3SURFACEPARM_CLUSTERPORTAL; + shader.surfaceparms |= Q3SURFACEPARM_CLUSTERPORTAL; else if (!strcasecmp(parameter[1], "detail")) - shader->surfaceparms |= Q3SURFACEPARM_DETAIL; + shader.surfaceparms |= Q3SURFACEPARM_DETAIL; else if (!strcasecmp(parameter[1], "donotenter")) - shader->surfaceparms |= Q3SURFACEPARM_DONOTENTER; + shader.surfaceparms |= Q3SURFACEPARM_DONOTENTER; else if (!strcasecmp(parameter[1], "dust")) - shader->surfaceparms |= Q3SURFACEPARM_DUST; + shader.surfaceparms |= Q3SURFACEPARM_DUST; else if (!strcasecmp(parameter[1], "hint")) - shader->surfaceparms |= Q3SURFACEPARM_HINT; + shader.surfaceparms |= Q3SURFACEPARM_HINT; else if (!strcasecmp(parameter[1], "fog")) - shader->surfaceparms |= Q3SURFACEPARM_FOG; + shader.surfaceparms |= Q3SURFACEPARM_FOG; else if (!strcasecmp(parameter[1], "lava")) - shader->surfaceparms |= Q3SURFACEPARM_LAVA; + shader.surfaceparms |= Q3SURFACEPARM_LAVA; else if (!strcasecmp(parameter[1], "lightfilter")) - shader->surfaceparms |= Q3SURFACEPARM_LIGHTFILTER; + shader.surfaceparms |= Q3SURFACEPARM_LIGHTFILTER; else if (!strcasecmp(parameter[1], "lightgrid")) - shader->surfaceparms |= Q3SURFACEPARM_LIGHTGRID; + shader.surfaceparms |= Q3SURFACEPARM_LIGHTGRID; else if (!strcasecmp(parameter[1], "metalsteps")) - shader->surfaceparms |= Q3SURFACEPARM_METALSTEPS; + shader.surfaceparms |= Q3SURFACEPARM_METALSTEPS; else if (!strcasecmp(parameter[1], "nodamage")) - shader->surfaceparms |= Q3SURFACEPARM_NODAMAGE; + shader.surfaceparms |= Q3SURFACEPARM_NODAMAGE; else if (!strcasecmp(parameter[1], "nodlight")) - shader->surfaceparms |= Q3SURFACEPARM_NODLIGHT; + shader.surfaceparms |= Q3SURFACEPARM_NODLIGHT; else if (!strcasecmp(parameter[1], "nodraw")) - shader->surfaceparms |= Q3SURFACEPARM_NODRAW; + shader.surfaceparms |= Q3SURFACEPARM_NODRAW; else if (!strcasecmp(parameter[1], "nodrop")) - shader->surfaceparms |= Q3SURFACEPARM_NODROP; + shader.surfaceparms |= Q3SURFACEPARM_NODROP; else if (!strcasecmp(parameter[1], "noimpact")) - shader->surfaceparms |= Q3SURFACEPARM_NOIMPACT; + shader.surfaceparms |= Q3SURFACEPARM_NOIMPACT; else if (!strcasecmp(parameter[1], "nolightmap")) - shader->surfaceparms |= Q3SURFACEPARM_NOLIGHTMAP; + shader.surfaceparms |= Q3SURFACEPARM_NOLIGHTMAP; else if (!strcasecmp(parameter[1], "nomarks")) - shader->surfaceparms |= Q3SURFACEPARM_NOMARKS; + shader.surfaceparms |= Q3SURFACEPARM_NOMARKS; else if (!strcasecmp(parameter[1], "nomipmaps")) - shader->surfaceparms |= Q3SURFACEPARM_NOMIPMAPS; + shader.surfaceparms |= Q3SURFACEPARM_NOMIPMAPS; else if (!strcasecmp(parameter[1], "nonsolid")) - shader->surfaceparms |= Q3SURFACEPARM_NONSOLID; + shader.surfaceparms |= Q3SURFACEPARM_NONSOLID; else if (!strcasecmp(parameter[1], "origin")) - shader->surfaceparms |= Q3SURFACEPARM_ORIGIN; + shader.surfaceparms |= Q3SURFACEPARM_ORIGIN; else if (!strcasecmp(parameter[1], "playerclip")) - shader->surfaceparms |= Q3SURFACEPARM_PLAYERCLIP; + shader.surfaceparms |= Q3SURFACEPARM_PLAYERCLIP; else if (!strcasecmp(parameter[1], "sky")) - shader->surfaceparms |= Q3SURFACEPARM_SKY; + shader.surfaceparms |= Q3SURFACEPARM_SKY; else if (!strcasecmp(parameter[1], "slick")) - shader->surfaceparms |= Q3SURFACEPARM_SLICK; + shader.surfaceparms |= Q3SURFACEPARM_SLICK; else if (!strcasecmp(parameter[1], "slime")) - shader->surfaceparms |= Q3SURFACEPARM_SLIME; + shader.surfaceparms |= Q3SURFACEPARM_SLIME; else if (!strcasecmp(parameter[1], "structural")) - shader->surfaceparms |= Q3SURFACEPARM_STRUCTURAL; + shader.surfaceparms |= Q3SURFACEPARM_STRUCTURAL; else if (!strcasecmp(parameter[1], "trans")) - shader->surfaceparms |= Q3SURFACEPARM_TRANS; + shader.surfaceparms |= Q3SURFACEPARM_TRANS; else if (!strcasecmp(parameter[1], "water")) - shader->surfaceparms |= Q3SURFACEPARM_WATER; + shader.surfaceparms |= Q3SURFACEPARM_WATER; else if (!strcasecmp(parameter[1], "pointlight")) - shader->surfaceparms |= Q3SURFACEPARM_POINTLIGHT; + shader.surfaceparms |= Q3SURFACEPARM_POINTLIGHT; else if (!strcasecmp(parameter[1], "antiportal")) - shader->surfaceparms |= Q3SURFACEPARM_ANTIPORTAL; + shader.surfaceparms |= Q3SURFACEPARM_ANTIPORTAL; else Con_DPrintf("%s parsing warning: unknown surfaceparm \"%s\"\n", search->filenames[fileindex], parameter[1]); } + else if (!strcasecmp(parameter[0], "dpshadow")) + shader.dpshadow = true; + else if (!strcasecmp(parameter[0], "dpnoshadow")) + shader.dpnoshadow = true; else if (!strcasecmp(parameter[0], "sky") && numparameters >= 2) { // some q3 skies don't have the sky parm set - shader->surfaceparms |= Q3SURFACEPARM_SKY; - strlcpy(shader->skyboxname, parameter[1], sizeof(shader->skyboxname)); + shader.surfaceparms |= Q3SURFACEPARM_SKY; + strlcpy(shader.skyboxname, parameter[1], sizeof(shader.skyboxname)); } else if (!strcasecmp(parameter[0], "skyparms") && numparameters >= 2) { // some q3 skies don't have the sky parm set - shader->surfaceparms |= Q3SURFACEPARM_SKY; + shader.surfaceparms |= Q3SURFACEPARM_SKY; if (!atoi(parameter[1]) && strcasecmp(parameter[1], "-")) - strlcpy(shader->skyboxname, parameter[1], sizeof(shader->skyboxname)); + strlcpy(shader.skyboxname, parameter[1], sizeof(shader.skyboxname)); } else if (!strcasecmp(parameter[0], "cull") && numparameters >= 2) { if (!strcasecmp(parameter[1], "disable") || !strcasecmp(parameter[1], "none") || !strcasecmp(parameter[1], "twosided")) - shader->textureflags |= Q3TEXTUREFLAG_TWOSIDED; + shader.textureflags |= Q3TEXTUREFLAG_TWOSIDED; } else if (!strcasecmp(parameter[0], "nomipmaps")) - shader->surfaceparms |= Q3SURFACEPARM_NOMIPMAPS; + shader.surfaceparms |= Q3SURFACEPARM_NOMIPMAPS; else if (!strcasecmp(parameter[0], "nopicmip")) - shader->textureflags |= Q3TEXTUREFLAG_NOPICMIP; + shader.textureflags |= Q3TEXTUREFLAG_NOPICMIP; else if (!strcasecmp(parameter[0], "polygonoffset")) - shader->textureflags |= Q3TEXTUREFLAG_POLYGONOFFSET; + shader.textureflags |= Q3TEXTUREFLAG_POLYGONOFFSET; + else if (!strcasecmp(parameter[0], "dp_refract") && numparameters >= 5) + { + shader.textureflags |= Q3TEXTUREFLAG_REFRACTION; + shader.refractfactor = atof(parameter[1]); + Vector4Set(shader.refractcolor4f, atof(parameter[2]), atof(parameter[3]), atof(parameter[4]), 1); + } + else if (!strcasecmp(parameter[0], "dp_reflect") && numparameters >= 6) + { + shader.textureflags |= Q3TEXTUREFLAG_REFLECTION; + shader.reflectfactor = atof(parameter[1]); + Vector4Set(shader.reflectcolor4f, atof(parameter[2]), atof(parameter[3]), atof(parameter[4]), atof(parameter[5])); + } + else if (!strcasecmp(parameter[0], "dp_water") && numparameters >= 12) + { + shader.textureflags |= Q3TEXTUREFLAG_WATERSHADER; + shader.reflectmin = atof(parameter[1]); + shader.reflectmax = atof(parameter[2]); + shader.refractfactor = atof(parameter[3]); + shader.reflectfactor = atof(parameter[4]); + Vector4Set(shader.refractcolor4f, atof(parameter[5]), atof(parameter[6]), atof(parameter[7]), 1); + Vector4Set(shader.reflectcolor4f, atof(parameter[8]), atof(parameter[9]), atof(parameter[10]), 1); + shader.r_water_wateralpha = atof(parameter[11]); + } else if (!strcasecmp(parameter[0], "deformvertexes") && numparameters >= 2) { int i, deformindex; for (deformindex = 0;deformindex < Q3MAXDEFORMS;deformindex++) - if (!shader->deforms[deformindex].deform) + if (!shader.deforms[deformindex].deform) break; if (deformindex < Q3MAXDEFORMS) { for (i = 0;i < numparameters - 2 && i < Q3DEFORM_MAXPARMS;i++) - shader->deforms[deformindex].parms[i] = atof(parameter[i+2]); - if (!strcasecmp(parameter[1], "projectionshadow")) shader->deforms[deformindex].deform = Q3DEFORM_PROJECTIONSHADOW; - else if (!strcasecmp(parameter[1], "autosprite" )) shader->deforms[deformindex].deform = Q3DEFORM_AUTOSPRITE; - else if (!strcasecmp(parameter[1], "autosprite2" )) shader->deforms[deformindex].deform = Q3DEFORM_AUTOSPRITE2; - else if (!strcasecmp(parameter[1], "text0" )) shader->deforms[deformindex].deform = Q3DEFORM_TEXT0; - else if (!strcasecmp(parameter[1], "text1" )) shader->deforms[deformindex].deform = Q3DEFORM_TEXT1; - else if (!strcasecmp(parameter[1], "text2" )) shader->deforms[deformindex].deform = Q3DEFORM_TEXT2; - else if (!strcasecmp(parameter[1], "text3" )) shader->deforms[deformindex].deform = Q3DEFORM_TEXT3; - else if (!strcasecmp(parameter[1], "text4" )) shader->deforms[deformindex].deform = Q3DEFORM_TEXT4; - else if (!strcasecmp(parameter[1], "text5" )) shader->deforms[deformindex].deform = Q3DEFORM_TEXT5; - else if (!strcasecmp(parameter[1], "text6" )) shader->deforms[deformindex].deform = Q3DEFORM_TEXT6; - else if (!strcasecmp(parameter[1], "text7" )) shader->deforms[deformindex].deform = Q3DEFORM_TEXT7; - else if (!strcasecmp(parameter[1], "bulge" )) shader->deforms[deformindex].deform = Q3DEFORM_BULGE; - else if (!strcasecmp(parameter[1], "normal" )) shader->deforms[deformindex].deform = Q3DEFORM_NORMAL; + shader.deforms[deformindex].parms[i] = atof(parameter[i+2]); + if (!strcasecmp(parameter[1], "projectionshadow")) shader.deforms[deformindex].deform = Q3DEFORM_PROJECTIONSHADOW; + else if (!strcasecmp(parameter[1], "autosprite" )) shader.deforms[deformindex].deform = Q3DEFORM_AUTOSPRITE; + else if (!strcasecmp(parameter[1], "autosprite2" )) shader.deforms[deformindex].deform = Q3DEFORM_AUTOSPRITE2; + else if (!strcasecmp(parameter[1], "text0" )) shader.deforms[deformindex].deform = Q3DEFORM_TEXT0; + else if (!strcasecmp(parameter[1], "text1" )) shader.deforms[deformindex].deform = Q3DEFORM_TEXT1; + else if (!strcasecmp(parameter[1], "text2" )) shader.deforms[deformindex].deform = Q3DEFORM_TEXT2; + else if (!strcasecmp(parameter[1], "text3" )) shader.deforms[deformindex].deform = Q3DEFORM_TEXT3; + else if (!strcasecmp(parameter[1], "text4" )) shader.deforms[deformindex].deform = Q3DEFORM_TEXT4; + else if (!strcasecmp(parameter[1], "text5" )) shader.deforms[deformindex].deform = Q3DEFORM_TEXT5; + else if (!strcasecmp(parameter[1], "text6" )) shader.deforms[deformindex].deform = Q3DEFORM_TEXT6; + else if (!strcasecmp(parameter[1], "text7" )) shader.deforms[deformindex].deform = Q3DEFORM_TEXT7; + else if (!strcasecmp(parameter[1], "bulge" )) shader.deforms[deformindex].deform = Q3DEFORM_BULGE; + else if (!strcasecmp(parameter[1], "normal" )) shader.deforms[deformindex].deform = Q3DEFORM_NORMAL; else if (!strcasecmp(parameter[1], "wave" )) { - shader->deforms[deformindex].deform = Q3DEFORM_WAVE; - shader->deforms[deformindex].wavefunc = Mod_LoadQ3Shaders_EnumerateWaveFunc(parameter[3]); + shader.deforms[deformindex].deform = Q3DEFORM_WAVE; + shader.deforms[deformindex].wavefunc = Mod_LoadQ3Shaders_EnumerateWaveFunc(parameter[3]); for (i = 0;i < numparameters - 4 && i < Q3WAVEPARMS;i++) - shader->deforms[deformindex].waveparms[i] = atof(parameter[i+4]); + shader.deforms[deformindex].waveparms[i] = atof(parameter[i+4]); } else if (!strcasecmp(parameter[1], "move" )) { - shader->deforms[deformindex].deform = Q3DEFORM_MOVE; - shader->deforms[deformindex].wavefunc = Mod_LoadQ3Shaders_EnumerateWaveFunc(parameter[5]); + shader.deforms[deformindex].deform = Q3DEFORM_MOVE; + shader.deforms[deformindex].wavefunc = Mod_LoadQ3Shaders_EnumerateWaveFunc(parameter[5]); for (i = 0;i < numparameters - 6 && i < Q3WAVEPARMS;i++) - shader->deforms[deformindex].waveparms[i] = atof(parameter[i+6]); + shader.deforms[deformindex].waveparms[i] = atof(parameter[i+6]); } } } } - // identify if this is a blended terrain shader or similar - if (shader->numlayers) + // pick the primary layer to render with + if (shader.numlayers) { - shader->backgroundlayer = NULL; - shader->primarylayer = shader->layers + 0; - if ((shader->layers[0].blendfunc[0] == GL_ONE && shader->layers[0].blendfunc[1] == GL_ZERO && !shader->layers[0].alphatest) - && ((shader->layers[1].blendfunc[0] == GL_SRC_ALPHA && shader->layers[1].blendfunc[1] == GL_ONE_MINUS_SRC_ALPHA && !shader->layers[0].alphatest) - || (shader->layers[1].blendfunc[0] == GL_ONE && shader->layers[1].blendfunc[1] == GL_ZERO && shader->layers[1].alphatest))) + shader.backgroundlayer = -1; + shader.primarylayer = 0; + // if lightmap comes first this is definitely an ordinary texture + // if the first two layers have the correct blendfuncs and use vertex alpha, it is a blended terrain shader + if ((shader.layers[shader.primarylayer].texturename != NULL) + && !strcasecmp(shader.layers[shader.primarylayer].texturename[0], "$lightmap")) { - // terrain blending or other effects - shader->backgroundlayer = shader->layers + 0; - shader->primarylayer = shader->layers + 1; + shader.backgroundlayer = -1; + shader.primarylayer = 1; } - // now see if the lightmap came first, and if so choose the second texture instead - if (!strcasecmp(shader->primarylayer->texturename[0], "$lightmap")) + else if (shader.numlayers >= 2 + && shader.layers[1].alphagen.alphagen == Q3ALPHAGEN_VERTEX + && (shader.layers[0].blendfunc[0] == GL_ONE && shader.layers[0].blendfunc[1] == GL_ZERO && !shader.layers[0].alphatest) + && ((shader.layers[1].blendfunc[0] == GL_SRC_ALPHA && shader.layers[1].blendfunc[1] == GL_ONE_MINUS_SRC_ALPHA) + || (shader.layers[1].blendfunc[0] == GL_ONE && shader.layers[1].blendfunc[1] == GL_ZERO && shader.layers[1].alphatest))) { - shader->backgroundlayer = NULL; - shader->primarylayer = shader->layers + 1; + // terrain blending or other effects + shader.backgroundlayer = 0; + shader.primarylayer = 1; } } + // fix up multiple reflection types + if(shader.textureflags & Q3TEXTUREFLAG_WATERSHADER) + shader.textureflags &= ~(Q3TEXTUREFLAG_REFRACTION | Q3TEXTUREFLAG_REFLECTION); + + Q3Shader_AddToHash (&shader); } Mem_Free(f); } @@ -1557,32 +1709,36 @@ void Mod_LoadQ3Shaders(void) q3shaderinfo_t *Mod_LookupQ3Shader(const char *name) { - int i; - for (i = 0;i < Q3SHADER_MAXSHADERS;i++) - if (!strcasecmp(q3shaders_shaders[i].name, name)) - return q3shaders_shaders + i; + unsigned short hash = CRC_Block_CaseInsensitive ((const unsigned char *)name, strlen (name)); + q3shader_hash_entry_t* entry = q3shader_data->hash + (hash % Q3SHADER_HASH_SIZE); + while (entry != NULL) + { + if (strcasecmp (entry->shader.name, name) == 0) + return &entry->shader; + entry = entry->chain; + } return NULL; } -extern cvar_t r_picmipworld; -qboolean Mod_LoadTextureFromQ3Shader(texture_t *texture, const char *name, qboolean q1bsp, qboolean q3bsp, qboolean md3) +qboolean Mod_LoadTextureFromQ3Shader(texture_t *texture, const char *name, qboolean warnmissing, qboolean fallback, int defaulttexflags) { int j; - int texflags; qboolean success = true; q3shaderinfo_t *shader; + if (!name) + name = ""; strlcpy(texture->name, name, sizeof(texture->name)); shader = name[0] ? Mod_LookupQ3Shader(name) : NULL; if (shader) { - if (developer.integer >= 100) - Con_DPrintf("%s: loaded shader for %s\n", loadmodel->name, name); + if (developer_loading.integer) + Con_Printf("%s: loaded shader for %s\n", loadmodel->name, name); texture->surfaceparms = shader->surfaceparms; texture->textureflags = shader->textureflags; texture->basematerialflags = 0; if (shader->surfaceparms & Q3SURFACEPARM_SKY) { - texture->basematerialflags |= MATERIALFLAG_SKY | MATERIALFLAG_NOSHADOW; + texture->basematerialflags = MATERIALFLAG_SKY | MATERIALFLAG_NOSHADOW; if (shader->skyboxname[0]) { // quake3 seems to append a _ to the skybox name, so this must do so as well @@ -1590,21 +1746,21 @@ qboolean Mod_LoadTextureFromQ3Shader(texture_t *texture, const char *name, qbool } } else if ((texture->surfaceflags & Q3SURFACEFLAG_NODRAW) || shader->numlayers == 0) - texture->basematerialflags |= MATERIALFLAG_NODRAW | MATERIALFLAG_NOSHADOW; - else if (shader->surfaceparms & Q3SURFACEPARM_LAVA) - texture->basematerialflags |= MATERIALFLAG_WATER | MATERIALFLAG_LIGHTBOTHSIDES | MATERIALFLAG_FULLBRIGHT | MATERIALFLAG_NOSHADOW; - else if (shader->surfaceparms & Q3SURFACEPARM_SLIME) - texture->basematerialflags |= MATERIALFLAG_WATER | MATERIALFLAG_LIGHTBOTHSIDES | MATERIALFLAG_WATERALPHA | MATERIALFLAG_NOSHADOW; - else if (shader->surfaceparms & Q3SURFACEPARM_WATER) - texture->basematerialflags |= MATERIALFLAG_WATER | MATERIALFLAG_LIGHTBOTHSIDES | MATERIALFLAG_WATERALPHA | MATERIALFLAG_NOSHADOW; + texture->basematerialflags = MATERIALFLAG_NODRAW | MATERIALFLAG_NOSHADOW; else - texture->basematerialflags |= MATERIALFLAG_WALL; + texture->basematerialflags = MATERIALFLAG_WALL; if (shader->layers[0].alphatest) texture->basematerialflags |= MATERIALFLAG_ALPHATEST | MATERIALFLAG_NOSHADOW; if (shader->textureflags & Q3TEXTUREFLAG_TWOSIDED) texture->basematerialflags |= MATERIALFLAG_NOSHADOW | MATERIALFLAG_NOCULLFACE; if (shader->textureflags & Q3TEXTUREFLAG_POLYGONOFFSET) - texture->basepolygonoffset -= 2; + texture->biaspolygonoffset -= 2; + if (shader->textureflags & Q3TEXTUREFLAG_REFRACTION) + texture->basematerialflags |= MATERIALFLAG_REFRACTION; + if (shader->textureflags & Q3TEXTUREFLAG_REFLECTION) + texture->basematerialflags |= MATERIALFLAG_REFLECTION; + if (shader->textureflags & Q3TEXTUREFLAG_WATERSHADER) + texture->basematerialflags |= MATERIALFLAG_WATERSHADER; texture->customblendfunc[0] = GL_ONE; texture->customblendfunc[1] = GL_ZERO; if (shader->numlayers > 0) @@ -1646,58 +1802,70 @@ nothing GL_ZERO GL_ONE } if (!shader->lighting) texture->basematerialflags |= MATERIALFLAG_FULLBRIGHT; - if (shader->primarylayer) + if (shader->primarylayer >= 0) { - // copy over many shader->primarylayer parameters - texture->rgbgen = shader->primarylayer->rgbgen; - texture->alphagen = shader->primarylayer->alphagen; - texture->tcgen = shader->primarylayer->tcgen; - memcpy(texture->tcmods, shader->primarylayer->tcmods, sizeof(texture->tcmods)); + q3shaderinfo_layer_t* primarylayer = shader->layers + shader->primarylayer; + // copy over many primarylayer parameters + texture->rgbgen = primarylayer->rgbgen; + texture->alphagen = primarylayer->alphagen; + texture->tcgen = primarylayer->tcgen; + memcpy(texture->tcmods, primarylayer->tcmods, sizeof(texture->tcmods)); // load the textures - texture->numskinframes = shader->primarylayer->numframes; - texture->skinframerate = shader->primarylayer->framerate; - for (j = 0;j < shader->primarylayer->numframes;j++) + texture->numskinframes = primarylayer->numframes; + texture->skinframerate = primarylayer->framerate; + for (j = 0;j < primarylayer->numframes;j++) { - texflags = TEXF_ALPHA | TEXF_PRECACHE; - if (!(shader->surfaceparms & Q3SURFACEPARM_NOMIPMAPS)) - texflags |= TEXF_MIPMAP; - if (!(shader->textureflags & Q3TEXTUREFLAG_NOPICMIP) && ((!q1bsp && !q3bsp) || r_picmipworld.integer)) - texflags |= TEXF_PICMIP | TEXF_COMPRESS; - if (shader->primarylayer->clampmap) - texflags |= TEXF_CLAMP; - if (!(texture->skinframes[j] = R_SkinFrame_LoadExternal(shader->primarylayer->texturename[j], texflags, false))) + if (!(texture->skinframes[j] = R_SkinFrame_LoadExternal(primarylayer->texturename[j], primarylayer->texflags, false))) { - Con_DPrintf("%s: could not load texture \"%s\" (frame %i) for shader \"%s\"\n", loadmodel->name, shader->primarylayer->texturename[j], j, texture->name); + 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); texture->skinframes[j] = R_SkinFrame_LoadMissing(); } } } - if (shader->backgroundlayer) + if (shader->backgroundlayer >= 0) { - texture->backgroundnumskinframes = shader->backgroundlayer->numframes; - texture->backgroundskinframerate = shader->backgroundlayer->framerate; - for (j = 0;j < shader->backgroundlayer->numframes;j++) + q3shaderinfo_layer_t* backgroundlayer = shader->layers + shader->backgroundlayer; + texture->backgroundnumskinframes = backgroundlayer->numframes; + texture->backgroundskinframerate = backgroundlayer->framerate; + for (j = 0;j < backgroundlayer->numframes;j++) { - if (!(texture->backgroundskinframes[j] = R_SkinFrame_LoadExternal(shader->backgroundlayer->texturename[j], ((shader->surfaceparms & Q3SURFACEPARM_NOMIPMAPS) ? 0 : TEXF_MIPMAP) | TEXF_ALPHA | TEXF_PRECACHE | ((!r_picmipworld.integer || (shader->textureflags & Q3TEXTUREFLAG_NOPICMIP)) ? 0 : (TEXF_PICMIP | TEXF_COMPRESS)) | (shader->backgroundlayer->clampmap ? TEXF_CLAMP : 0), false))) + if (!(texture->backgroundskinframes[j] = R_SkinFrame_LoadExternal(backgroundlayer->texturename[j], backgroundlayer->texflags, false))) { - Con_DPrintf("%s: could not load texture \"%s\" (frame %i) for shader \"%s\"\n", loadmodel->name, shader->backgroundlayer->texturename[j], j, texture->name); + 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); texture->backgroundskinframes[j] = R_SkinFrame_LoadMissing(); } } } + if (shader->dpshadow) + texture->basematerialflags &= ~MATERIALFLAG_NOSHADOW; + if (shader->dpnoshadow) + texture->basematerialflags |= MATERIALFLAG_NOSHADOW; memcpy(texture->deforms, shader->deforms, sizeof(texture->deforms)); + texture->reflectmin = shader->reflectmin; + texture->reflectmax = shader->reflectmax; + texture->refractfactor = shader->refractfactor; + Vector4Copy(shader->refractcolor4f, texture->refractcolor4f); + texture->reflectfactor = shader->reflectfactor; + Vector4Copy(shader->reflectcolor4f, texture->reflectcolor4f); + texture->r_water_wateralpha = shader->r_water_wateralpha; + } + else if (!strcmp(texture->name, "noshader") || !texture->name[0]) + { + if (developer.integer >= 100) + Con_Printf("^1%s:^7 using fallback noshader material for ^3\"%s\"\n", loadmodel->name, name); + texture->surfaceparms = 0; } - else if (!strcmp(texture->name, "noshader")) + else if (!strcmp(texture->name, "common/nodraw") || !strcmp(texture->name, "textures/common/nodraw")) { if (developer.integer >= 100) - Con_DPrintf("%s: using default handler for %s\n", loadmodel->name, name); + Con_Printf("^1%s:^7 using fallback nodraw material for ^3\"%s\"\n", loadmodel->name, name); texture->surfaceparms = 0; + texture->basematerialflags = MATERIALFLAG_NODRAW | MATERIALFLAG_NOSHADOW; } else { - success = false; - if (developer.integer >= 100 || loadmodel->type == mod_brushq3) - Con_DPrintf("%s: No shader found for texture \"%s\"\n", loadmodel->name, texture->name); + if (developer.integer >= 100) + Con_Printf("^1%s:^7 No shader found for texture ^3\"%s\"\n", loadmodel->name, texture->name); texture->surfaceparms = 0; if (texture->surfaceflags & Q3SURFACEFLAG_NODRAW) texture->basematerialflags |= MATERIALFLAG_NODRAW | MATERIALFLAG_NOSHADOW; @@ -1706,8 +1874,21 @@ nothing GL_ZERO GL_ONE else texture->basematerialflags |= MATERIALFLAG_WALL; texture->numskinframes = 1; - if (!(texture->skinframes[0] = R_SkinFrame_LoadExternal(texture->name, TEXF_MIPMAP | TEXF_ALPHA | TEXF_PRECACHE | (r_picmipworld.integer ? TEXF_PICMIP : 0) | TEXF_COMPRESS, false))) - Con_DPrintf("%s: could not load texture for missing shader \"%s\"\n", loadmodel->name, texture->name); + if (fallback) + { + qboolean has_alpha; + if ((texture->skinframes[0] = R_SkinFrame_LoadExternal_CheckAlpha(texture->name, defaulttexflags, false, &has_alpha))) + { + if(has_alpha && (defaulttexflags & TEXF_ALPHA)) + texture->basematerialflags |= MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW; + } + else + success = false; + } + else + success = false; + if (!success && warnmissing) + Con_Printf("^1%s:^7 could not load texture ^3\"%s\"\n", loadmodel->name, texture->name); } // init the animation variables texture->currentframe = texture; @@ -1722,14 +1903,12 @@ nothing GL_ZERO GL_ONE skinfile_t *Mod_LoadSkinFiles(void) { - int i, words, numtags, line, tagsetsused = false, wordsoverflow; + int i, words, line, wordsoverflow; char *text; const char *data; skinfile_t *skinfile = NULL, *first = NULL; skinfileitem_t *skinfileitem; char word[10][MAX_QPATH]; - overridetagnameset_t tagsets[MAX_SKINS]; - overridetagname_t tags[256]; /* sample file: @@ -1746,12 +1925,9 @@ tag_head, tag_weapon, tag_torso, */ - memset(tagsets, 0, sizeof(tagsets)); memset(word, 0, sizeof(word)); for (i = 0;i < MAX_SKINS && (data = text = (char *)FS_LoadFile(va("%s_%i.skin", loadmodel->name, i), tempmempool, true, NULL));i++) { - numtags = 0; - // If it's the first file we parse if (skinfile == NULL) { @@ -1792,7 +1968,8 @@ tag_torso, { if (words == 3) { - Con_DPrintf("Mod_LoadSkinFiles: parsed mesh \"%s\" shader replacement \"%s\"\n", word[1], word[2]); + if (developer_loading.integer) + Con_Printf("Mod_LoadSkinFiles: parsed mesh \"%s\" shader replacement \"%s\"\n", word[1], word[2]); skinfileitem = (skinfileitem_t *)Mem_Alloc(loadmodel->mempool, sizeof(skinfileitem_t)); skinfileitem->next = skinfile->items; skinfile->items = skinfileitem; @@ -1802,18 +1979,16 @@ tag_torso, else 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]); } - else if (words == 2 && !strcmp(word[1], ",")) + else if (words >= 2 && !strncmp(word[0], "tag_", 4)) { // tag name, like "tag_weapon," - Con_DPrintf("Mod_LoadSkinFiles: parsed tag #%i \"%s\"\n", numtags, word[0]); - memset(tags + numtags, 0, sizeof(tags[numtags])); - strlcpy (tags[numtags].name, word[0], sizeof (tags[numtags].name)); - numtags++; + // not used for anything (not even in Quake3) } - else if (words == 3 && !strcmp(word[1], ",")) + else if (words >= 2 && !strcmp(word[1], ",")) { // mesh shader name, like "U_RArm,models/players/Legoman/BikerA1.tga" - Con_DPrintf("Mod_LoadSkinFiles: parsed mesh \"%s\" shader replacement \"%s\"\n", word[0], word[2]); + if (developer_loading.integer) + Con_Printf("Mod_LoadSkinFiles: parsed mesh \"%s\" shader replacement \"%s\"\n", word[0], word[2]); skinfileitem = (skinfileitem_t *)Mem_Alloc(loadmodel->mempool, sizeof(skinfileitem_t)); skinfileitem->next = skinfile->items; skinfile->items = skinfileitem; @@ -1824,21 +1999,6 @@ tag_torso, 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); } Mem_Free(text); - - if (numtags) - { - overridetagnameset_t *t; - t = tagsets + i; - t->num_overridetagnames = numtags; - t->data_overridetagnames = (overridetagname_t *)Mem_Alloc(loadmodel->mempool, t->num_overridetagnames * sizeof(overridetagname_t)); - memcpy(t->data_overridetagnames, tags, t->num_overridetagnames * sizeof(overridetagname_t)); - tagsetsused = true; - } - } - if (tagsetsused) - { - loadmodel->data_overridetagnamesforskin = (overridetagnameset_t *)Mem_Alloc(loadmodel->mempool, i * sizeof(overridetagnameset_t)); - memcpy(loadmodel->data_overridetagnamesforskin, tagsets, i * sizeof(overridetagnameset_t)); } if (i) loadmodel->numskins = i; @@ -1932,7 +2092,17 @@ static void Mod_BuildVBOs(void) // element buffer is easy because it's just one array if (loadmodel->surfmesh.num_triangles) - loadmodel->surfmesh.ebo = R_Mesh_CreateStaticBufferObject(GL_ELEMENT_ARRAY_BUFFER_ARB, loadmodel->surfmesh.data_element3i, loadmodel->surfmesh.num_triangles * sizeof(int[3]), loadmodel->name); + { + if (loadmodel->surfmesh.data_element3s) + { + int i; + for (i = 0;i < loadmodel->surfmesh.num_triangles*3;i++) + loadmodel->surfmesh.data_element3s[i] = loadmodel->surfmesh.data_element3i[i]; + 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); + } + else + 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); + } // vertex buffer is several arrays and we put them in the same buffer //