cvar_t mcbsp = {0, "mcbsp", "0", "indicates the current map is mcbsp format (useful to know because of different bounding box sizes)"};
cvar_t r_novis = {0, "r_novis", "0", "draws whole level, see also sv_cullentities_pvs 0"};
cvar_t r_lightmaprgba = {0, "r_lightmaprgba", "1", "whether to use RGBA (32bit) or RGB (24bit) lightmaps"};
+cvar_t r_picmipworld = {CVAR_SAVE, "r_picmipworld", "1", "whether gl_picmip shall apply to world textures too"};
cvar_t r_nosurftextures = {0, "r_nosurftextures", "0", "pretends there was no texture lump found in the q1bsp/hlbsp loading (useful for debugging this rare case)"};
cvar_t r_subdivisions_tolerance = {0, "r_subdivisions_tolerance", "4", "maximum error tolerance on curve subdivision for rendering purposes (in other words, the curves will be given as many polygons as necessary to represent curves at this quality)"};
cvar_t r_subdivisions_mintess = {0, "r_subdivisions_mintess", "1", "minimum number of subdivisions (values above 1 will smooth curves that don't need it)"};
Cvar_RegisterVariable(&mcbsp);
Cvar_RegisterVariable(&r_novis);
Cvar_RegisterVariable(&r_lightmaprgba);
+ Cvar_RegisterVariable(&r_picmipworld);
Cvar_RegisterVariable(&r_nosurftextures);
Cvar_RegisterVariable(&r_subdivisions_tolerance);
Cvar_RegisterVariable(&r_subdivisions_mintess);
void Mod_Q1BSP_LightPoint(model_t *model, const vec3_t p, vec3_t ambientcolor, vec3_t diffusecolor, vec3_t diffusenormal)
{
- Mod_Q1BSP_LightPoint_RecursiveBSPNode(model, ambientcolor, diffusecolor, diffusenormal, model->brush.data_nodes + model->brushq1.hulls[0].firstclipnode, p[0], p[1], p[2] + 0.125, p[2] - 65536);
// pretend lighting is coming down from above (due to lack of a lightgrid to know primary lighting direction)
VectorSet(diffusenormal, 0, 0, 1);
+
+ if (!model->brushq1.lightdata)
+ {
+ VectorSet(ambientcolor, 1, 1, 1);
+ VectorSet(diffusecolor, 0, 0, 0);
+ return;
+ }
+
+ Mod_Q1BSP_LightPoint_RecursiveBSPNode(model, ambientcolor, diffusecolor, diffusenormal, model->brush.data_nodes + model->brushq1.hulls[0].firstclipnode, p[0], p[1], p[2] + 0.125, p[2] - 65536);
}
static void Mod_Q1BSP_DecompressVis(const unsigned char *in, const unsigned char *inend, unsigned char *out, unsigned char *outend)
int i, j;
unsigned solidpixels[128*128], alphapixels[128*128];
+ // allocate a texture pool if we need it
+ if (loadmodel->texturepool == NULL && cls.state != ca_dedicated)
+ loadmodel->texturepool = R_AllocTexturePool();
+
// if sky isn't the right size, just use it as a solid layer
if (width != 256 || height != 128)
{
static void Mod_Q1BSP_LoadTextures(lump_t *l)
{
int i, j, k, num, max, altmax, mtwidth, mtheight, *dofs, incomplete;
+ skinframe_t *skinframe;
miptex_t *dmiptex;
texture_t *tx, *tx2, *anims[10], *altanims[10];
dmiptexlump_t *m;
m = (dmiptexlump_t *)(mod_base + l->fileofs);
m->nummiptex = LittleLong (m->nummiptex);
loadmodel->num_textures = m->nummiptex + 2;
+ loadmodel->num_texturesperskin = loadmodel->num_textures;
}
else
{
m = NULL;
loadmodel->num_textures = 2;
+ loadmodel->num_texturesperskin = loadmodel->num_textures;
}
loadmodel->data_textures = (texture_t *)Mem_Alloc(loadmodel->mempool, loadmodel->num_textures * sizeof(texture_t));
// fill out all slots with notexture
+ if (cls.state != ca_dedicated)
+ skinframe = R_SkinFrame_LoadMissing();
+ else
+ skinframe = NULL;
for (i = 0, tx = loadmodel->data_textures;i < loadmodel->num_textures;i++, tx++)
{
strlcpy(tx->name, "NO TEXTURE FOUND", sizeof(tx->name));
tx->width = 16;
tx->height = 16;
- tx->numskinframes = 1;
- tx->skinframerate = 1;
- tx->currentskinframe = tx->skinframes;
- tx->skinframes[0].base = r_texture_notexture;
- tx->backgroundcurrentskinframe = tx->backgroundskinframes;
- tx->basematerialflags = 0;
+ if (cls.state != ca_dedicated)
+ {
+ tx->numskinframes = 1;
+ tx->skinframerate = 1;
+ tx->skinframes[0] = skinframe;
+ tx->currentskinframe = tx->skinframes[0];
+ tx->basematerialflags = 0;
+ }
if (i == loadmodel->num_textures - 1)
{
tx->basematerialflags |= MATERIALFLAG_WATER | MATERIALFLAG_LIGHTBOTHSIDES | MATERIALFLAG_NOSHADOW;
Con_Printf("warning: unnamed texture in %s, renaming to %s\n", loadmodel->name, tx->name);
}
+ if (tx->name[0] == '*')
+ {
+ if (!strncmp(tx->name, "*lava", 5))
+ {
+ tx->supercontents = mod_q1bsp_texture_lava.supercontents;
+ tx->surfaceflags = mod_q1bsp_texture_lava.surfaceflags;
+ }
+ else if (!strncmp(tx->name, "*slime", 6))
+ {
+ tx->supercontents = mod_q1bsp_texture_slime.supercontents;
+ tx->surfaceflags = mod_q1bsp_texture_slime.surfaceflags;
+ }
+ else
+ {
+ tx->supercontents = mod_q1bsp_texture_water.supercontents;
+ tx->surfaceflags = mod_q1bsp_texture_water.surfaceflags;
+ }
+ }
+ else if (!strncmp(tx->name, "sky", 3))
+ {
+ tx->supercontents = mod_q1bsp_texture_sky.supercontents;
+ tx->surfaceflags = mod_q1bsp_texture_sky.surfaceflags;
+ }
+ else
+ {
+ tx->supercontents = mod_q1bsp_texture_solid.supercontents;
+ tx->surfaceflags = mod_q1bsp_texture_solid.surfaceflags;
+ }
+
if (cls.state != ca_dedicated)
{
// LordHavoc: HL sky textures are entirely different than quake
}
else
{
- if (!Mod_LoadSkinFrame(&tx->skinframes[0], gamemode == GAME_TENEBRAE ? tx->name : va("textures/%s/%s", mapname, tx->name), TEXF_MIPMAP | TEXF_ALPHA | TEXF_PRECACHE | TEXF_PICMIP, false, true)
- && !Mod_LoadSkinFrame(&tx->skinframes[0], gamemode == GAME_TENEBRAE ? tx->name : va("textures/%s", tx->name), TEXF_MIPMAP | TEXF_ALPHA | TEXF_PRECACHE | TEXF_PICMIP, false, true))
+ skinframe = R_SkinFrame_LoadExternal(gamemode == GAME_TENEBRAE ? tx->name : va("textures/%s/%s", mapname, tx->name), TEXF_MIPMAP | TEXF_ALPHA | TEXF_PRECACHE | (r_picmipworld.integer ? TEXF_PICMIP : 0), false);
+ if (!skinframe)
+ skinframe = R_SkinFrame_LoadExternal(gamemode == GAME_TENEBRAE ? tx->name : va("textures/%s", tx->name), TEXF_MIPMAP | TEXF_ALPHA | TEXF_PRECACHE | (r_picmipworld.integer ? TEXF_PICMIP : 0), false);
+ if (!skinframe)
{
// did not find external texture, load it from the bsp or wad3
if (loadmodel->brush.ishlbsp)
{
tx->width = image_width;
tx->height = image_height;
- Mod_LoadSkinFrame_Internal(&tx->skinframes[0], tx->name, TEXF_MIPMAP | TEXF_ALPHA | TEXF_PRECACHE | TEXF_PICMIP, false, false, pixels, image_width, image_height, 32, NULL, NULL);
+ skinframe = R_SkinFrame_LoadInternal(tx->name, TEXF_MIPMAP | TEXF_ALPHA | TEXF_PRECACHE | (r_picmipworld.integer ? TEXF_PICMIP : 0), false, false, pixels, image_width, image_height, 32, NULL, NULL);
}
if (freepixels)
Mem_Free(freepixels);
}
else if (mtdata) // texture included
- Mod_LoadSkinFrame_Internal(&tx->skinframes[0], tx->name, TEXF_MIPMAP | TEXF_PRECACHE | TEXF_PICMIP, false, r_fullbrights.integer, mtdata, tx->width, tx->height, 8, NULL, NULL);
+ skinframe = R_SkinFrame_LoadInternal(tx->name, TEXF_MIPMAP | TEXF_PRECACHE | (r_picmipworld.integer ? TEXF_PICMIP : 0), false, r_fullbrights.integer, mtdata, tx->width, tx->height, 8, NULL, NULL);
}
+ // if skinframe is still NULL the "missing" texture will be used
+ if (skinframe)
+ tx->skinframes[0] = skinframe;
}
- if (tx->skinframes[0].base == NULL)
- {
- // no texture found
- tx->width = 16;
- tx->height = 16;
- tx->skinframes[0].base = r_texture_notexture;
- }
- }
- tx->basematerialflags = 0;
- if (tx->name[0] == '*')
- {
- // LordHavoc: some turbulent textures should not be affected by wateralpha
- if (strncmp(tx->name,"*lava",5)
- && strncmp(tx->name,"*teleport",9)
- && strncmp(tx->name,"*rift",5)) // Scourge of Armagon texture
- tx->basematerialflags |= MATERIALFLAG_WATERALPHA | MATERIALFLAG_NOSHADOW;
- if (!strncmp(tx->name, "*lava", 5))
- {
- tx->supercontents = mod_q1bsp_texture_lava.supercontents;
- tx->surfaceflags = mod_q1bsp_texture_lava.surfaceflags;
- }
- else if (!strncmp(tx->name, "*slime", 6))
+ tx->basematerialflags = 0;
+ if (tx->name[0] == '*')
{
- tx->supercontents = mod_q1bsp_texture_slime.supercontents;
- tx->surfaceflags = mod_q1bsp_texture_slime.surfaceflags;
+ // LordHavoc: some turbulent textures should not be affected by wateralpha
+ if (strncmp(tx->name,"*lava",5)
+ && strncmp(tx->name,"*teleport",9)
+ && strncmp(tx->name,"*rift",5)) // Scourge of Armagon texture
+ tx->basematerialflags |= MATERIALFLAG_WATERALPHA | MATERIALFLAG_NOSHADOW;
+ tx->basematerialflags |= MATERIALFLAG_WATER | MATERIALFLAG_LIGHTBOTHSIDES | MATERIALFLAG_NOSHADOW;
}
+ else if (!strncmp(tx->name, "sky", 3))
+ tx->basematerialflags |= MATERIALFLAG_SKY | MATERIALFLAG_NOSHADOW;
else
- {
- tx->supercontents = mod_q1bsp_texture_water.supercontents;
- tx->surfaceflags = mod_q1bsp_texture_water.surfaceflags;
- }
- tx->basematerialflags |= MATERIALFLAG_WATER | MATERIALFLAG_LIGHTBOTHSIDES | MATERIALFLAG_NOSHADOW;
- }
- else if (tx->name[0] == 's' && tx->name[1] == 'k' && tx->name[2] == 'y')
- {
- tx->supercontents = mod_q1bsp_texture_sky.supercontents;
- tx->surfaceflags = mod_q1bsp_texture_sky.surfaceflags;
- tx->basematerialflags |= MATERIALFLAG_SKY | MATERIALFLAG_NOSHADOW;
- }
- else
- {
- tx->supercontents = mod_q1bsp_texture_solid.supercontents;
- tx->surfaceflags = mod_q1bsp_texture_solid.surfaceflags;
- tx->basematerialflags |= MATERIALFLAG_WALL;
- }
- if (tx->skinframes[0].fog)
- tx->basematerialflags |= MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_TRANSPARENT | MATERIALFLAG_NOSHADOW;
+ tx->basematerialflags |= MATERIALFLAG_WALL;
+ if (tx->skinframes[0] && tx->skinframes[0]->fog)
+ tx->basematerialflags |= MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
- // start out with no animation
- tx->currentframe = tx;
+ // start out with no animation
+ tx->currentframe = tx;
+ tx->currentskinframe = tx->skinframes[0];
+ }
}
// sequence the animations
int i, j, k;
if (!data)
return;
- if (!COM_ParseTokenConsole(&data))
+ if (!COM_ParseToken_Simple(&data, false))
return; // error
if (com_token[0] != '{')
return; // error
while (1)
{
- if (!COM_ParseTokenConsole(&data))
+ if (!COM_ParseToken_Simple(&data, false))
return; // error
if (com_token[0] == '}')
break; // end of worldspawn
strlcpy(key, com_token, sizeof(key));
while (key[strlen(key)-1] == ' ') // remove trailing spaces
key[strlen(key)-1] = 0;
- if (!COM_ParseTokenConsole(&data))
+ if (!COM_ParseToken_Simple(&data, false))
return; // error
dpsnprintf(value, sizeof(value), "%s", com_token);
if (!strcmp("wad", key)) // for HalfLife maps
// find a place for this lightmap
if (!lightmaptexture || !Mod_Q1BSP_AllocLightmapBlock(lightmap_lineused, LIGHTMAPSIZE, LIGHTMAPSIZE, ssize, tsize, &lightmapx, &lightmapy))
{
+ // allocate a texture pool if we need it
+ if (loadmodel->texturepool == NULL && cls.state != ca_dedicated)
+ loadmodel->texturepool = R_AllocTexturePool();
// could not find room, make a new lightmap
lightmaptexture = R_LoadTexture2D(loadmodel->texturepool, va("lightmap%i", lightmapnumber), LIGHTMAPSIZE, LIGHTMAPSIZE, NULL, loadmodel->brushq1.lightmaprgba ? TEXTYPE_RGBA : TEXTYPE_RGB, TEXF_FORCELINEAR | TEXF_PRECACHE, NULL);
if (loadmodel->brushq1.nmaplightdata)
if (!maptext)
return;
text = maptext;
- if (!COM_ParseTokenConsole(&data))
+ if (!COM_ParseToken_Simple(&data, false))
return; // error
submodel = 0;
for (;;)
{
- if (!COM_ParseTokenConsole(&data))
+ if (!COM_ParseToken_Simple(&data, false))
break;
if (com_token[0] != '{')
return; // error
brushes = Mem_Alloc(loadmodel->mempool, maxbrushes * sizeof(mbrush_t));
for (;;)
{
- if (!COM_ParseTokenConsole(&data))
+ if (!COM_ParseToken_Simple(&data, false))
return; // error
if (com_token[0] == '}')
break; // end of entity
}
for (;;)
{
- if (!COM_ParseTokenConsole(&data))
+ if (!COM_ParseToken_Simple(&data, false))
return; // error
if (com_token[0] == '}')
break; // end of brush
// FIXME: support hl .map format
for (pointnum = 0;pointnum < 3;pointnum++)
{
- COM_ParseTokenConsole(&data);
+ COM_ParseToken_Simple(&data, false);
for (componentnum = 0;componentnum < 3;componentnum++)
{
- COM_ParseTokenConsole(&data);
+ COM_ParseToken_Simple(&data, false);
point[pointnum][componentnum] = atof(com_token);
}
- COM_ParseTokenConsole(&data);
+ COM_ParseToken_Simple(&data, false);
}
- COM_ParseTokenConsole(&data);
+ COM_ParseToken_Simple(&data, false);
strlcpy(facetexture, com_token, sizeof(facetexture));
- COM_ParseTokenConsole(&data);
+ COM_ParseToken_Simple(&data, false);
//scroll_s = atof(com_token);
- COM_ParseTokenConsole(&data);
+ COM_ParseToken_Simple(&data, false);
//scroll_t = atof(com_token);
- COM_ParseTokenConsole(&data);
+ COM_ParseToken_Simple(&data, false);
//rotate = atof(com_token);
- COM_ParseTokenConsole(&data);
+ COM_ParseToken_Simple(&data, false);
//scale_s = atof(com_token);
- COM_ParseTokenConsole(&data);
+ COM_ParseToken_Simple(&data, false);
//scale_t = atof(com_token);
TriangleNormal(point[0], point[1], point[2], planenormal);
VectorNormalizeDouble(planenormal);
// check if the map supports transparent water rendering
loadmodel->brush.supportwateralpha = Mod_Q1BSP_CheckWaterAlphaSupport();
- if (!mod->brushq1.lightdata)
- mod->brush.LightPoint = NULL;
-
if (mod->brushq1.data_compressedpvs)
Mem_Free(mod->brushq1.data_compressedpvs);
mod->brushq1.data_compressedpvs = NULL;
loadmodel->brush.shadowmesh = Mod_ShadowMesh_Begin(loadmodel->mempool, numshadowmeshtriangles * 3, numshadowmeshtriangles, NULL, NULL, NULL, false, false, true);
for (j = 0, surface = loadmodel->data_surfaces;j < loadmodel->num_surfaces;j++, surface++)
Mod_ShadowMesh_AddMesh(loadmodel->mempool, loadmodel->brush.shadowmesh, NULL, NULL, NULL, loadmodel->surfmesh.data_vertex3f, NULL, NULL, NULL, NULL, surface->num_triangles, (loadmodel->surfmesh.data_element3i + 3 * surface->num_firsttriangle));
- loadmodel->brush.shadowmesh = Mod_ShadowMesh_Finish(loadmodel->mempool, loadmodel->brush.shadowmesh, false, true);
+ loadmodel->brush.shadowmesh = Mod_ShadowMesh_Finish(loadmodel->mempool, loadmodel->brush.shadowmesh, false, true, false);
Mod_BuildTriangleNeighbors(loadmodel->brush.shadowmesh->neighbor3i, loadmodel->brush.shadowmesh->element3i, loadmodel->brush.shadowmesh->numtriangles);
if (loadmodel->brush.numsubmodels)
// this gets altered below if sky is used
mod->DrawSky = NULL;
mod->Draw = R_Q1BSP_Draw;
+ mod->DrawDepth = R_Q1BSP_DrawDepth;
mod->GetLightInfo = R_Q1BSP_GetLightInfo;
mod->CompileShadowVolume = R_Q1BSP_CompileShadowVolume;
mod->DrawShadowVolume = R_Q1BSP_DrawShadowVolume;
memcpy(loadmodel->brush.entities, mod_base + l->fileofs, l->filelen);
data = loadmodel->brush.entities;
// some Q3 maps override the lightgrid_cellsize with a worldspawn key
- if (data && COM_ParseTokenConsole(&data) && com_token[0] == '{')
+ if (data && COM_ParseToken_Simple(&data, false) && com_token[0] == '{')
{
while (1)
{
- if (!COM_ParseTokenConsole(&data))
+ if (!COM_ParseToken_Simple(&data, false))
break; // error
if (com_token[0] == '}')
break; // end of worldspawn
strlcpy(key, com_token, sizeof(key));
while (key[strlen(key)-1] == ' ') // remove trailing spaces
key[strlen(key)-1] = 0;
- if (!COM_ParseTokenConsole(&data))
+ if (!COM_ParseToken_Simple(&data, false))
break; // error
strlcpy(value, com_token, sizeof(value));
if (!strcmp("gridsize", key))
text = f = (char *)FS_LoadFile(search->filenames[fileindex], tempmempool, false, NULL);
if (!f)
continue;
- while (COM_ParseToken(&text, false))
+ while (COM_ParseToken_QuakeC(&text, false))
{
if (q3shaders_numshaders >= Q3SHADER_MAXSHADERS)
{
shader = q3shaders_shaders + q3shaders_numshaders++;
memset(shader, 0, sizeof(*shader));
strlcpy(shader->name, com_token, sizeof(shader->name));
- if (!COM_ParseToken(&text, false) || strcasecmp(com_token, "{"))
+ if (!COM_ParseToken_QuakeC(&text, false) || strcasecmp(com_token, "{"))
{
Con_Printf("%s parsing error - expected \"{\", found \"%s\"\n", search->filenames[fileindex], com_token);
break;
}
- while (COM_ParseToken(&text, false))
+ while (COM_ParseToken_QuakeC(&text, false))
{
if (!strcasecmp(com_token, "}"))
break;
}
else
layer = NULL;
- while (COM_ParseToken(&text, false))
+ while (COM_ParseToken_QuakeC(&text, false))
{
if (!strcasecmp(com_token, "}"))
break;
strlcpy(parameter[j], com_token, sizeof(parameter[j]));
numparameters = j + 1;
}
- if (!COM_ParseToken(&text, true))
+ if (!COM_ParseToken_QuakeC(&text, true))
break;
}
if (developer.integer >= 100)
strlcpy(parameter[j], com_token, sizeof(parameter[j]));
numparameters = j + 1;
}
- if (!COM_ParseToken(&text, true))
+ if (!COM_ParseToken_QuakeC(&text, true))
break;
}
if (fileindex == 0 && !strcasecmp(com_token, "}"))
// identify if this is a blended terrain shader or similar
if (shader->numlayers)
{
+ shader->backgroundlayer = NULL;
shader->primarylayer = shader->layers + 0;
- if ((shader->layers[1].blendfunc[0] == GL_SRC_ALPHA && shader->layers[1].blendfunc[1] == GL_ONE_MINUS_SRC_ALPHA) || shader->layers[1].alphatest)
+ 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)))
{
// terrain blending or other effects
shader->backgroundlayer = shader->layers + 0;
}
// now see if the lightmap came first, and if so choose the second texture instead
if (!strcasecmp(shader->primarylayer->texturename[0], "$lightmap"))
+ {
+ shader->backgroundlayer = NULL;
shader->primarylayer = shader->layers + 1;
+ }
}
}
Mem_Free(f);
loadmodel->data_textures = out;
loadmodel->num_textures = count;
+ loadmodel->num_texturesperskin = loadmodel->num_textures;
+
+ for (i = 0;i < count;i++)
+ {
+ strlcpy (out[i].name, in[i].name, sizeof (out[i].name));
+ out[i].surfaceflags = LittleLong(in[i].surfaceflags);
+ out[i].supercontents = Mod_Q3BSP_SuperContentsFromNativeContents(loadmodel, LittleLong(in[i].contents));
+ }
+
+ if (cls.state == ca_dedicated)
+ return;
// parse the Q3 shader files
Mod_Q3BSP_LoadShaders();
for (i = 0;i < count;i++, in++, out++)
{
q3shaderinfo_t *shader;
- strlcpy (out->name, in->name, sizeof (out->name));
- out->surfaceflags = LittleLong(in->surfaceflags);
- out->supercontents = Mod_Q3BSP_SuperContentsFromNativeContents(loadmodel, LittleLong(in->contents));
shader = Mod_Q3BSP_LookupShader(out->name);
if (shader)
{
else
out->basematerialflags |= MATERIALFLAG_WALL;
if (shader->layers[0].alphatest)
- out->basematerialflags |= MATERIALFLAG_ALPHATEST | MATERIALFLAG_TRANSPARENT | MATERIALFLAG_NOSHADOW;
- if (shader->textureflags & (Q3TEXTUREFLAG_TWOSIDED | Q3TEXTUREFLAG_AUTOSPRITE | Q3TEXTUREFLAG_AUTOSPRITE2))
+ out->basematerialflags |= MATERIALFLAG_ALPHATEST | MATERIALFLAG_NOSHADOW;
+ if (shader->textureflags & Q3TEXTUREFLAG_TWOSIDED)
+ out->basematerialflags |= MATERIALFLAG_NOSHADOW | MATERIALFLAG_NOCULLFACE;
+ if (shader->textureflags & (Q3TEXTUREFLAG_AUTOSPRITE | Q3TEXTUREFLAG_AUTOSPRITE2))
out->basematerialflags |= MATERIALFLAG_NOSHADOW;
out->customblendfunc[0] = GL_ONE;
out->customblendfunc[1] = GL_ZERO;
if (shader->layers[0].blendfunc[0] != GL_ONE || shader->layers[0].blendfunc[1] != GL_ZERO)
{
if (shader->layers[0].blendfunc[0] == GL_ONE && shader->layers[0].blendfunc[1] == GL_ONE)
- out->basematerialflags |= MATERIALFLAG_ADD | MATERIALFLAG_BLENDED | MATERIALFLAG_TRANSPARENT | MATERIALFLAG_NOSHADOW;
+ out->basematerialflags |= MATERIALFLAG_ADD | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
else if (shader->layers[0].blendfunc[0] == GL_SRC_ALPHA && shader->layers[0].blendfunc[1] == GL_ONE)
- out->basematerialflags |= MATERIALFLAG_ADD | MATERIALFLAG_BLENDED | MATERIALFLAG_TRANSPARENT | MATERIALFLAG_NOSHADOW;
+ out->basematerialflags |= MATERIALFLAG_ADD | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
else if (shader->layers[0].blendfunc[0] == GL_SRC_ALPHA && shader->layers[0].blendfunc[1] == GL_ONE_MINUS_SRC_ALPHA)
- out->basematerialflags |= MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_TRANSPARENT | MATERIALFLAG_NOSHADOW;
+ out->basematerialflags |= MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
else
- out->basematerialflags |= MATERIALFLAG_CUSTOMBLEND | MATERIALFLAG_FULLBRIGHT | MATERIALFLAG_BLENDED | MATERIALFLAG_TRANSPARENT | MATERIALFLAG_NOSHADOW;
+ out->basematerialflags |= MATERIALFLAG_CUSTOMBLEND | MATERIALFLAG_FULLBRIGHT | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
}
}
if (!shader->lighting)
out->basematerialflags |= MATERIALFLAG_FULLBRIGHT;
- if (shader->primarylayer && cls.state != ca_dedicated)
+ if (shader->primarylayer)
{
int j;
out->numskinframes = shader->primarylayer->numframes;
out->skinframerate = shader->primarylayer->framerate;
for (j = 0;j < shader->primarylayer->numframes;j++)
- if (!Mod_LoadSkinFrame(&out->skinframes[j], shader->primarylayer->texturename[j], ((shader->surfaceparms & Q3SURFACEPARM_NOMIPMAPS) ? 0 : TEXF_MIPMAP) | TEXF_ALPHA | TEXF_PRECACHE | (shader->textureflags & Q3TEXTUREFLAG_NOPICMIP ? 0 : TEXF_PICMIP) | (shader->primarylayer->clampmap ? TEXF_CLAMP : 0), false, true))
- Con_Printf("%s: could not load texture \"%s\" (frame %i) for shader \"%s\"\n", loadmodel->name, shader->primarylayer->texturename[j], j, out->name);
+ if (!(out->skinframes[j] = R_SkinFrame_LoadExternal(shader->primarylayer->texturename[j], ((shader->surfaceparms & Q3SURFACEPARM_NOMIPMAPS) ? 0 : TEXF_MIPMAP) | TEXF_ALPHA | TEXF_PRECACHE | ((!r_picmipworld.integer || (shader->textureflags & Q3TEXTUREFLAG_NOPICMIP)) ? 0 : TEXF_PICMIP) | (shader->primarylayer->clampmap ? TEXF_CLAMP : 0), false)))
+ Con_DPrintf("%s: could not load texture \"%s\" (frame %i) for shader \"%s\"\n", loadmodel->name, shader->primarylayer->texturename[j], j, out->name);
}
- if (shader->backgroundlayer && cls.state != ca_dedicated)
+ if (shader->backgroundlayer)
{
int j;
out->backgroundnumskinframes = shader->backgroundlayer->numframes;
out->backgroundskinframerate = shader->backgroundlayer->framerate;
for (j = 0;j < shader->backgroundlayer->numframes;j++)
- if (!Mod_LoadSkinFrame(&out->backgroundskinframes[j], shader->backgroundlayer->texturename[j], ((shader->surfaceparms & Q3SURFACEPARM_NOMIPMAPS) ? 0 : TEXF_MIPMAP) | TEXF_ALPHA | TEXF_PRECACHE | (shader->textureflags & Q3TEXTUREFLAG_NOPICMIP ? 0 : TEXF_PICMIP) | (shader->backgroundlayer->clampmap ? TEXF_CLAMP : 0), false, true))
- Con_Printf("%s: could not load texture \"%s\" (frame %i) for shader \"%s\"\n", loadmodel->name, shader->backgroundlayer->texturename[j], j, out->name);
+ {
+ if (!(out->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) | (shader->backgroundlayer->clampmap ? TEXF_CLAMP : 0), false)))
+ {
+ Con_DPrintf("%s: could not load texture \"%s\" (frame %i) for shader \"%s\"\n", loadmodel->name, shader->backgroundlayer->texturename[j], j, out->name);
+ out->backgroundskinframes[j] = R_SkinFrame_LoadMissing();
+ }
+ }
}
}
else if (!strcmp(out->name, "noshader"))
// out->surfaceparms |= Q3SURFACEPARM_NODRAW;
//if (R_TextureHasAlpha(out->skinframes[0].base))
// out->surfaceparms |= Q3SURFACEPARM_TRANS;
- if (cls.state != ca_dedicated)
- if (!Mod_LoadSkinFrame(&out->skinframes[0], out->name, TEXF_MIPMAP | TEXF_ALPHA | TEXF_PRECACHE | TEXF_PICMIP, false, true))
- Con_Printf("%s: could not load texture for missing shader \"%s\"\n", loadmodel->name, out->name);
+ out->numskinframes = 1;
+ if (!(out->skinframes[0] = R_SkinFrame_LoadExternal(out->name, TEXF_MIPMAP | TEXF_ALPHA | TEXF_PRECACHE | (r_picmipworld.integer ? TEXF_PICMIP : 0), false)))
+ Con_DPrintf("%s: could not load texture for missing shader \"%s\"\n", loadmodel->name, out->name);
}
// init the animation variables
out->currentframe = out;
- out->currentskinframe = &out->skinframes[0];
- out->backgroundcurrentskinframe = &out->backgroundskinframes[0];
+ if (out->numskinframes < 1)
+ out->numskinframes = 1;
+ if (!out->skinframes[0])
+ out->skinframes[0] = R_SkinFrame_LoadMissing();
+ out->currentskinframe = out->skinframes[0];
+ out->backgroundcurrentskinframe = out->backgroundskinframes[0];
}
if (c)
Con_DPrintf("%s: %i textures missing shaders\n", loadmodel->name, c);
static void Mod_Q3BSP_LoadLightmaps(lump_t *l, lump_t *faceslump)
{
q3dlightmap_t *in;
- int i, j, count, power, power2, mask, endlightmap;
+ int i, j, count, power, power2, mask, endlightmap, mergewidth, mergeheight;
unsigned char *c;
if (!l->filelen)
if (l->filelen % sizeof(*in))
Host_Error("Mod_Q3BSP_LoadLightmaps: funny lump size in %s",loadmodel->name);
count = l->filelen / sizeof(*in);
+ loadmodel->brushq3.num_originallightmaps = count;
// now check the surfaces to see if any of them index an odd numbered
// lightmap, if so this is not a deluxemapped bsp file
// figure out what the most reasonable merge power is within limits
loadmodel->brushq3.num_lightmapmergepower = 0;
- for (power = 1;power <= mod_q3bsp_lightmapmergepower.integer && (1 << power) <= gl_max_texture_size && (1 << (power * 2)) < 4 * (count >> loadmodel->brushq3.deluxemapping);power++)
+ for (power = 1;power <= mod_q3bsp_lightmapmergepower.integer && (128 << power) <= gl_max_texture_size && (1 << (power * 2)) < 4 * (count >> loadmodel->brushq3.deluxemapping);power++)
loadmodel->brushq3.num_lightmapmergepower = power;
loadmodel->brushq3.num_lightmapmerge = 1 << loadmodel->brushq3.num_lightmapmergepower;
- loadmodel->brushq3.num_lightmaps = ((count >> loadmodel->brushq3.deluxemapping) + (1 << (loadmodel->brushq3.num_lightmapmergepower * 2)) - 1) >> (loadmodel->brushq3.num_lightmapmergepower * 2);
- loadmodel->brushq3.data_lightmaps = (rtexture_t **)Mem_Alloc(loadmodel->mempool, loadmodel->brushq3.num_lightmaps * sizeof(rtexture_t *));
+ loadmodel->brushq3.num_mergedlightmaps = ((count >> loadmodel->brushq3.deluxemapping) + (1 << (loadmodel->brushq3.num_lightmapmergepower * 2)) - 1) >> (loadmodel->brushq3.num_lightmapmergepower * 2);
+ loadmodel->brushq3.data_lightmaps = (rtexture_t **)Mem_Alloc(loadmodel->mempool, loadmodel->brushq3.num_mergedlightmaps * sizeof(rtexture_t *));
if (loadmodel->brushq3.deluxemapping)
- loadmodel->brushq3.data_deluxemaps = (rtexture_t **)Mem_Alloc(loadmodel->mempool, loadmodel->brushq3.num_lightmaps * sizeof(rtexture_t *));
+ loadmodel->brushq3.data_deluxemaps = (rtexture_t **)Mem_Alloc(loadmodel->mempool, loadmodel->brushq3.num_mergedlightmaps * sizeof(rtexture_t *));
- j = 128 << loadmodel->brushq3.num_lightmapmergepower;
- if (loadmodel->brushq3.data_lightmaps)
- for (i = 0;i < loadmodel->brushq3.num_lightmaps;i++)
- loadmodel->brushq3.data_lightmaps[i] = R_LoadTexture2D(loadmodel->texturepool, va("lightmap%04i", i), j, j, NULL, TEXTYPE_RGB, TEXF_FORCELINEAR | TEXF_PRECACHE, NULL);
+ // allocate a texture pool if we need it
+ if (loadmodel->texturepool == NULL && cls.state != ca_dedicated)
+ loadmodel->texturepool = R_AllocTexturePool();
- if (loadmodel->brushq3.data_deluxemaps)
- for (i = 0;i < loadmodel->brushq3.num_lightmaps;i++)
- loadmodel->brushq3.data_deluxemaps[i] = R_LoadTexture2D(loadmodel->texturepool, va("deluxemap%04i", i), j, j, NULL, TEXTYPE_RGB, TEXF_FORCELINEAR | TEXF_PRECACHE, NULL);
-
- power = loadmodel->brushq3.num_lightmapmergepower;
- power2 = power * 2;
- mask = (1 << power) - 1;
- for (i = 0;i < count;i++)
+ if (loadmodel->brushq3.num_lightmapmergepower > 0 || true)
{
- j = i >> loadmodel->brushq3.deluxemapping;
- if (loadmodel->brushq3.deluxemapping && (i & 1))
- R_UpdateTexture(loadmodel->brushq3.data_deluxemaps[j >> power2], in[i].rgb, (j & mask) * 128, ((j >> power) & mask) * 128, 128, 128);
- else
- R_UpdateTexture(loadmodel->brushq3.data_lightmaps [j >> power2], in[i].rgb, (j & mask) * 128, ((j >> power) & mask) * 128, 128, 128);
+ power = loadmodel->brushq3.num_lightmapmergepower;
+ power2 = power * 2;
+ mask = (1 << power) - 1;
+ for (i = 0;i < count;i++)
+ {
+ // figure out which merged lightmap texture this fits into
+ int lightmapindex = i >> (loadmodel->brushq3.deluxemapping + power2);
+ // if the lightmap has not been allocated yet, create it
+ if (!loadmodel->brushq3.data_lightmaps[lightmapindex])
+ {
+ // create a lightmap only as large as necessary to hold the
+ // remaining 128x128 blocks
+ // if there are multiple merged lightmap textures then they will
+ // all be full size except the last one which may be smaller
+ // because it only needs to the remaining blocks, and it will often
+ // be odd sizes like 2048x512 due to only being 25% full or so.
+ j = (count >> loadmodel->brushq3.deluxemapping) - (lightmapindex << power2);
+ for (mergewidth = 1;mergewidth < j && mergewidth < (1 << power);mergewidth *= 2)
+ ;
+ for (mergeheight = 1;mergewidth*mergeheight < j && mergeheight < (1 << power);mergeheight *= 2)
+ ;
+ Con_DPrintf("lightmap merge texture #%i is %ix%i (%i of %i used)\n", lightmapindex, mergewidth*128, mergeheight*128, min(j, mergewidth*mergeheight), mergewidth*mergeheight);
+ loadmodel->brushq3.data_lightmaps[lightmapindex] = R_LoadTexture2D(loadmodel->texturepool, va("lightmap%04i", lightmapindex), mergewidth * 128, mergeheight * 128, NULL, TEXTYPE_RGB, TEXF_FORCELINEAR | TEXF_PRECACHE, NULL);
+ if (loadmodel->brushq3.data_deluxemaps)
+ loadmodel->brushq3.data_deluxemaps[lightmapindex] = R_LoadTexture2D(loadmodel->texturepool, va("deluxemap%04i", lightmapindex), mergewidth * 128, mergeheight * 128, NULL, TEXTYPE_RGB, TEXF_FORCELINEAR | TEXF_PRECACHE, NULL);
+ }
+ mergewidth = R_TextureWidth(loadmodel->brushq3.data_lightmaps[lightmapindex]) / 128;
+ mergeheight = R_TextureHeight(loadmodel->brushq3.data_lightmaps[lightmapindex]) / 128;
+ j = (i >> loadmodel->brushq3.deluxemapping) & ((1 << power2) - 1);
+ if (loadmodel->brushq3.deluxemapping && (i & 1))
+ R_UpdateTexture(loadmodel->brushq3.data_deluxemaps[lightmapindex], in[i].rgb, (j % mergewidth) * 128, (j / mergewidth) * 128, 128, 128);
+ else
+ R_UpdateTexture(loadmodel->brushq3.data_lightmaps [lightmapindex], in[i].rgb, (j % mergewidth) * 128, (j / mergewidth) * 128, 128, 128);
+ }
+ }
+ else
+ {
+ for (i = 0;i < count;i++)
+ {
+ // figure out which merged lightmap texture this fits into
+ int lightmapindex = i >> loadmodel->brushq3.deluxemapping;
+ if (loadmodel->brushq3.deluxemapping && (i & 1))
+ loadmodel->brushq3.data_deluxemaps[lightmapindex] = R_LoadTexture2D(loadmodel->texturepool, va("deluxemap%04i", lightmapindex), 128, 128, in[i].rgb, TEXTYPE_RGB, TEXF_FORCELINEAR | TEXF_PRECACHE, NULL);
+ else
+ loadmodel->brushq3.data_lightmaps[lightmapindex] = R_LoadTexture2D(loadmodel->texturepool, va("lightmap%04i", lightmapindex), 128, 128, in[i].rgb, TEXTYPE_RGB, TEXF_FORCELINEAR | TEXF_PRECACHE, NULL);
+ }
}
}
q3dface_t *in, *oldin;
msurface_t *out, *oldout;
int i, oldi, j, n, count, invalidelements, patchsize[2], finalwidth, finalheight, xtess, ytess, finalvertices, finaltriangles, firstvertex, firstelement, type, oldnumtriangles, oldnumtriangles2, meshvertices, meshtriangles, numvertices, numtriangles;
- float lightmaptcbase[2], lightmaptcscale;
+ float lightmaptcbase[2], lightmaptcscale[2];
//int *originalelement3i;
//int *originalneighbor3i;
float *originalvertex3f;
n = LittleLong(in->lightmapindex);
if (n < 0)
n = -1;
- else if (n >= (loadmodel->brushq3.num_lightmaps << (loadmodel->brushq3.num_lightmapmergepower * 2)))
+ else if (n >= loadmodel->brushq3.num_originallightmaps)
{
- Con_Printf("Mod_Q3BSP_LoadFaces: face #%i (texture \"%s\"): invalid lightmapindex %i (%i lightmaps)\n", i, out->texture->name, n, loadmodel->brushq3.num_lightmaps);
+ Con_Printf("Mod_Q3BSP_LoadFaces: face #%i (texture \"%s\"): invalid lightmapindex %i (%i lightmaps)\n", i, out->texture->name, n, loadmodel->brushq3.num_originallightmaps);
n = -1;
}
else
VectorClear(out->maxs);
if (out->num_vertices)
{
- int lightmapindex = LittleLong(in->lightmapindex);
- if (lightmapindex >= 0 && cls.state != ca_dedicated)
+ if (cls.state != ca_dedicated && out->lightmaptexture)
{
- lightmapindex >>= loadmodel->brushq3.deluxemapping;
- lightmaptcscale = 1.0f / loadmodel->brushq3.num_lightmapmerge;
- lightmaptcbase[0] = ((lightmapindex ) & (loadmodel->brushq3.num_lightmapmerge - 1)) * lightmaptcscale;
- lightmaptcbase[1] = ((lightmapindex >> loadmodel->brushq3.num_lightmapmergepower) & (loadmodel->brushq3.num_lightmapmerge - 1)) * lightmaptcscale;
+ // figure out which part of the merged lightmap this fits into
+ int lightmapindex = LittleLong(in->lightmapindex) >> loadmodel->brushq3.deluxemapping;
+ int mergewidth = R_TextureWidth(out->lightmaptexture) / 128;
+ int mergeheight = R_TextureHeight(out->lightmaptexture) / 128;
+ lightmapindex &= mergewidth * mergeheight - 1;
+ lightmaptcscale[0] = 1.0f / mergewidth;
+ lightmaptcscale[1] = 1.0f / mergeheight;
+ lightmaptcbase[0] = (lightmapindex % mergewidth) * lightmaptcscale[0];
+ lightmaptcbase[1] = (lightmapindex / mergewidth) * lightmaptcscale[1];
// modify the lightmap texcoords to match this region of the merged lightmap
for (j = 0, v = loadmodel->surfmesh.data_texcoordlightmap2f + 2 * out->num_firstvertex;j < out->num_vertices;j++, v += 2)
{
- v[0] = v[0] * lightmaptcscale + lightmaptcbase[0];
- v[1] = v[1] * lightmaptcscale + lightmaptcbase[1];
+ v[0] = v[0] * lightmaptcscale[0] + lightmaptcbase[0];
+ v[1] = v[1] * lightmaptcscale[1] + lightmaptcbase[1];
}
}
VectorCopy((loadmodel->surfmesh.data_vertex3f + 3 * out->num_firstvertex), out->mins);
mod->brush.FindNonSolidLocation = Mod_Q1BSP_FindNonSolidLocation;
mod->brush.PointInLeaf = Mod_Q1BSP_PointInLeaf;
mod->Draw = R_Q1BSP_Draw;
+ mod->DrawDepth = R_Q1BSP_DrawDepth;
mod->GetLightInfo = R_Q1BSP_GetLightInfo;
mod->CompileShadowVolume = R_Q1BSP_CompileShadowVolume;
mod->DrawShadowVolume = R_Q1BSP_DrawShadowVolume;
for (j = 0, surface = loadmodel->data_surfaces;j < loadmodel->num_surfaces;j++, surface++)
if (surface->num_triangles > 0)
Mod_ShadowMesh_AddMesh(loadmodel->mempool, loadmodel->brush.shadowmesh, NULL, NULL, NULL, loadmodel->surfmesh.data_vertex3f, NULL, NULL, NULL, NULL, surface->num_triangles, (loadmodel->surfmesh.data_element3i + 3 * surface->num_firsttriangle));
- loadmodel->brush.shadowmesh = Mod_ShadowMesh_Finish(loadmodel->mempool, loadmodel->brush.shadowmesh, false, true);
+ loadmodel->brush.shadowmesh = Mod_ShadowMesh_Finish(loadmodel->mempool, loadmodel->brush.shadowmesh, false, true, false);
Mod_BuildTriangleNeighbors(loadmodel->brush.shadowmesh->neighbor3i, loadmodel->brush.shadowmesh->element3i, loadmodel->brush.shadowmesh->numtriangles);
loadmodel->brush.num_leafs = 0;
{
// we already have done PVS culling at this point...
// so we don't need to do it again.
-
+
int i;
vec3_t testorigin, mins, maxs;