X-Git-Url: http://de.git.xonotic.org/?p=xonotic%2Fdarkplaces.git;a=blobdiff_plain;f=model_shared.c;h=0749523e481b45d70d53dda7ab6d11e3a4699fbe;hp=de52950347f08dc0007da78251ba4ce95a358343;hb=b7faa80a0985a5fbb784a9de8afaa03fe5067d4a;hpb=77c4f0d4e081e5a2d84f054667af6f834b307d32 diff --git a/model_shared.c b/model_shared.c index de529503..0749523e 100644 --- a/model_shared.c +++ b/model_shared.c @@ -26,30 +26,39 @@ Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. #include "image.h" #include "r_shadow.h" -cvar_t r_mipskins = {CVAR_SAVE, "r_mipskins", "0", "mipmaps skins (so they become blurrier in the distance), disabled by default because it tends to blur with strange border colors from the skin"}; +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; -#if 0 -// LordHavoc: was 512 -static int mod_numknown = 0; -static int mod_maxknown = 0; -static model_t *mod_known = NULL; -#else -// LordHavoc: was 512 -#define MAX_MOD_KNOWN (MAX_MODELS + 256) -static int mod_numknown = 0; -static int mod_maxknown = MAX_MOD_KNOWN; -static model_t mod_known[MAX_MOD_KNOWN]; -#endif +static mempool_t *mod_mempool; +static memexpandablearray_t models; + +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; - model_t *mod; + int nummodels = Mem_ExpandableArray_IndexRange(&models); + dp_model_t *mod; + + // parse the Q3 shader files + Mod_LoadQ3Shaders(); - for (i = 0, mod = mod_known;i < mod_numknown;i++, mod++) - if (mod->name[0] && mod->name[0] != '*') + for (i = 0;i < nummodels;i++) + if ((mod = Mem_ExpandableArray_RecordAtIndex(&models, i)) && mod->name[0] && mod->name[0] != '*') if (mod->used) Mod_LoadModel(mod, true, false, mod->isworldmodel); } @@ -57,33 +66,54 @@ static void mod_start(void) static void mod_shutdown(void) { int i; - model_t *mod; + int nummodels = Mem_ExpandableArray_IndexRange(&models); + dp_model_t *mod; - for (i = 0, mod = mod_known;i < mod_numknown;i++, mod++) - if (mod->loaded || mod->mempool) + 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) { msurface_t *surface; - int i, surfacenum, ssize, tsize; + int i, j, k, surfacenum, ssize, tsize; + int nummodels = Mem_ExpandableArray_IndexRange(&models); + dp_model_t *mod; + + R_SkinFrame_PrepareForPurge(); + for (i = 0;i < nummodels;i++) + { + if ((mod = Mem_ExpandableArray_RecordAtIndex(&models, i)) && mod->mempool && mod->data_textures) + { + for (j = 0;j < mod->num_textures;j++) + { + for (k = 0;k < mod->data_textures[j].numskinframes;k++) + R_SkinFrame_MarkUsed(mod->data_textures[j].skinframes[k]); + for (k = 0;k < mod->data_textures[j].backgroundnumskinframes;k++) + R_SkinFrame_MarkUsed(mod->data_textures[j].backgroundskinframes[k]); + } + } + } + R_SkinFrame_Purge(); if (!cl_stainmaps_clearonload.integer) return; - for (i = 0;i < mod_numknown;i++) + for (i = 0;i < nummodels;i++) { - if (mod_known[i].mempool && mod_known[i].data_surfaces) + if ((mod = Mem_ExpandableArray_RecordAtIndex(&models, i)) && mod->mempool && mod->data_surfaces) { - for (surfacenum = 0, surface = mod_known[i].data_surfaces;surfacenum < mod_known[i].num_surfaces;surfacenum++, surface++) + for (surfacenum = 0, surface = mod->data_surfaces;surfacenum < mod->num_surfaces;surfacenum++, surface++) { if (surface->lightmapinfo && surface->lightmapinfo->stainsamples) { 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; } } } @@ -100,6 +130,9 @@ static void Mod_Precache (void); static void Mod_BuildVBOs(void); void Mod_Init (void) { + mod_mempool = Mem_AllocPool("modelinfo", 0, NULL); + Mem_ExpandableArray_NewArray(&models, mod_mempool, sizeof(dp_model_t), 16); + Mod_BrushInit(); Mod_AliasInit(); Mod_SpriteInit(); @@ -114,23 +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_DestroyEBO(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_DestroyVBO(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; @@ -145,7 +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; @@ -191,7 +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); @@ -212,15 +253,24 @@ 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; // all models use memory, so allocate a memory pool mod->mempool = Mem_AllocPool(mod->name, 0, NULL); - // all models load textures, so allocate a texture pool - if (cls.state != ca_dedicated) - mod->texturepool = R_AllocTexturePool(); num = LittleLong(*((int *)buf)); // call the apropriate loader @@ -234,8 +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); @@ -255,36 +304,38 @@ model_t *Mod_LoadModel(model_t *mod, qboolean crash, qboolean checkdisk, qboolea void Mod_ClearUsed(void) { -#if 0 int i; - model_t *mod; - - for (i = 0, mod = mod_known;i < mod_numknown;i++, mod++) - if (mod->name[0]) + int nummodels = Mem_ExpandableArray_IndexRange(&models); + dp_model_t *mod; + for (i = 0;i < nummodels;i++) + if ((mod = Mem_ExpandableArray_RecordAtIndex(&models, i)) && mod->name[0]) mod->used = false; -#endif } void Mod_PurgeUnused(void) { int i; - model_t *mod; - - for (i = 0, mod = mod_known;i < mod_numknown;i++, mod++) - if (mod->name[0]) - if (!mod->used) - Mod_UnloadModel(mod); + int nummodels = Mem_ExpandableArray_IndexRange(&models); + dp_model_t *mod; + for (i = 0;i < nummodels;i++) + { + if ((mod = Mem_ExpandableArray_RecordAtIndex(&models, i)) && mod->name[0] && !mod->used) + { + Mod_UnloadModel(mod); + Mem_ExpandableArray_FreeRecord(&models, mod); + } + } } // only used during loading! -void Mod_RemoveStaleWorldModels(model_t *skip) +void Mod_RemoveStaleWorldModels(dp_model_t *skip) { int i; - model_t *mod; - - for (i = 0, mod = mod_known;i < mod_numknown;i++, mod++) + int nummodels = Mem_ExpandableArray_IndexRange(&models); + dp_model_t *mod; + for (i = 0;i < nummodels;i++) { - if (mod->isworldmodel && mod->loaded && skip != mod) + if ((mod = Mem_ExpandableArray_RecordAtIndex(&models, i)) && mod->isworldmodel && mod->loaded && skip != mod) { Mod_UnloadModel(mod); mod->isworldmodel = false; @@ -299,49 +350,28 @@ Mod_FindName ================== */ -model_t *Mod_FindName(const char *name) +dp_model_t *Mod_FindName(const char *name) { int i; - model_t *mod; + int nummodels = Mem_ExpandableArray_IndexRange(&models); + dp_model_t *mod; if (!name[0]) Host_Error ("Mod_ForName: NULL name"); -// search the currently loaded models - for (i = 0, mod = mod_known;i < mod_numknown;i++, mod++) + // search the currently loaded models + for (i = 0;i < nummodels;i++) { - if (mod->name[0] && !strcmp(mod->name, name)) + if ((mod = Mem_ExpandableArray_RecordAtIndex(&models, i)) && mod->name[0] && !strcmp(mod->name, name)) { mod->used = true; return mod; } } - // no match found, find room for a new one - for (i = 0;i < mod_numknown;i++) - if (!mod_known[i].name[0]) - break; - - if (mod_maxknown == i) - { -#if 0 - model_t *old; - mod_maxknown += 256; - old = mod_known; - mod_known = Mem_Alloc(mod_mempool, mod_maxknown * sizeof(model_t)); - if (old) - { - memcpy(mod_known, old, mod_numknown * sizeof(model_t)); - Mem_Free(old); - } -#else - Host_Error ("Mod_FindName: ran out of models"); -#endif - } - if (mod_numknown == i) - mod_numknown++; - mod = mod_known + i; - strlcpy (mod->name, name, sizeof(mod->name)); + // no match found, create a new one + mod = Mem_ExpandableArray_AllocRecord(&models); + strlcpy(mod->name, name, sizeof(mod->name)); mod->loaded = false; mod->used = true; return mod; @@ -354,9 +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); @@ -370,15 +400,14 @@ Mod_Reload Reloads all models if they have changed ================== */ -void Mod_Reload() +void Mod_Reload(void) { int i; - model_t *mod; - - for (i = 0, mod = mod_known;i < mod_numknown;i++, mod++) - if (mod->name[0] && mod->name[0] != '*') - if (mod->used) - Mod_LoadModel(mod, true, true, mod->isworldmodel); + int nummodels = Mem_ExpandableArray_IndexRange(&models); + 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); } unsigned char *mod_base; @@ -393,12 +422,13 @@ Mod_Print */ static void Mod_Print(void) { - int i; - model_t *mod; + int i; + int nummodels = Mem_ExpandableArray_IndexRange(&models); + dp_model_t *mod; Con_Print("Loaded models:\n"); - for (i = 0, mod = mod_known;i < mod_numknown;i++, mod++) - if (mod->name[0]) + for (i = 0;i < nummodels;i++) + if ((mod = Mem_ExpandableArray_RecordAtIndex(&models, i)) && mod->name[0]) Con_Printf("%4iK %s\n", mod->mempool ? (int)((mod->mempool->totalsize + 1023) / 1024) : 0, mod->name); } @@ -724,7 +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) @@ -745,6 +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; } } @@ -758,6 +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) @@ -790,6 +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; } @@ -819,7 +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); @@ -920,7 +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_CreateStaticEBO(mesh->element3i, mesh->numtriangles * sizeof(int[3])); + { + 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 // @@ -943,7 +984,7 @@ static void Mod_ShadowMesh_CreateVBOs(shadowmesh_t *mesh) if (mesh->tvector3f ) memcpy(mem + mesh->vbooffset_tvector3f , mesh->tvector3f , mesh->numverts * sizeof(float[3])); if (mesh->normal3f ) memcpy(mem + mesh->vbooffset_normal3f , mesh->normal3f , mesh->numverts * sizeof(float[3])); if (mesh->texcoord2f ) memcpy(mem + mesh->vbooffset_texcoord2f , mesh->texcoord2f , mesh->numverts * sizeof(float[2])); - mesh->vbo = R_Mesh_CreateStaticVBO(mem, size); + mesh->vbo = R_Mesh_CreateStaticBufferObject(GL_ARRAY_BUFFER_ARB, mem, size, "shadowmesh"); Mem_Free(mem); } } @@ -960,6 +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); } @@ -1022,146 +1069,18 @@ void Mod_ShadowMesh_Free(shadowmesh_t *mesh) shadowmesh_t *nextmesh; for (;mesh;mesh = nextmesh) { - if (mesh->ebo) - R_Mesh_DestroyEBO(mesh->ebo); + if (mesh->ebo3i) + R_Mesh_DestroyBufferObject(mesh->ebo3i); + if (mesh->ebo3s) + R_Mesh_DestroyBufferObject(mesh->ebo3s); if (mesh->vbo) - R_Mesh_DestroyVBO(mesh->vbo); + R_Mesh_DestroyBufferObject(mesh->vbo); nextmesh = mesh->next; Mem_Free(mesh); } } -static rtexture_t *GL_TextureForSkinLayer(const unsigned char *in, int width, int height, const char *name, const unsigned int *palette, int textureflags, qboolean force) -{ - int i; - if (!force) - { - for (i = 0;i < width*height;i++) - if (((unsigned char *)&palette[in[i]])[3] > 0) - break; - if (i == width*height) - return NULL; - } - return R_LoadTexture2D (loadmodel->texturepool, name, width, height, in, TEXTYPE_PALETTE, textureflags, palette); -} - -int Mod_LoadSkinFrame(skinframe_t *skinframe, const char *basename, int textureflags, int loadpantsandshirt, int loadglowtexture) -{ - imageskin_t s; - memset(skinframe, 0, sizeof(*skinframe)); - skinframe->base = r_texture_notexture; - if (cls.state == ca_dedicated) - return false; - if (!image_loadskin(&s, basename)) - return false; - skinframe->base = R_LoadTexture2D (loadmodel->texturepool, basename, s.basepixels_width, s.basepixels_height, s.basepixels, TEXTYPE_RGBA, textureflags, NULL); - if (s.nmappixels != NULL) - skinframe->nmap = R_LoadTexture2D (loadmodel->texturepool, va("%s_nmap", basename), s.nmappixels_width, s.nmappixels_height, s.nmappixels, TEXTYPE_RGBA, textureflags, NULL); - if (s.glosspixels != NULL) - skinframe->gloss = R_LoadTexture2D (loadmodel->texturepool, va("%s_gloss", basename), s.glosspixels_width, s.glosspixels_height, s.glosspixels, TEXTYPE_RGBA, textureflags, NULL); - if (s.glowpixels != NULL && loadglowtexture) - skinframe->glow = R_LoadTexture2D (loadmodel->texturepool, va("%s_glow", basename), s.glowpixels_width, s.glowpixels_height, s.glowpixels, TEXTYPE_RGBA, textureflags, NULL); - if (s.maskpixels != NULL) - skinframe->fog = R_LoadTexture2D (loadmodel->texturepool, va("%s_mask", basename), s.maskpixels_width, s.maskpixels_height, s.maskpixels, TEXTYPE_RGBA, textureflags, NULL); - if (loadpantsandshirt) - { - if (s.pantspixels != NULL) - skinframe->pants = R_LoadTexture2D (loadmodel->texturepool, va("%s_pants", basename), s.pantspixels_width, s.pantspixels_height, s.pantspixels, TEXTYPE_RGBA, textureflags, NULL); - if (s.shirtpixels != NULL) - skinframe->shirt = R_LoadTexture2D (loadmodel->texturepool, va("%s_shirt", basename), s.shirtpixels_width, s.shirtpixels_height, s.shirtpixels, TEXTYPE_RGBA, textureflags, NULL); - } - if (!skinframe->base) - skinframe->base = r_texture_notexture; - if (!skinframe->nmap) - skinframe->nmap = r_texture_blanknormalmap; - image_freeskin(&s); - return true; -} - -int Mod_LoadSkinFrame_Internal(skinframe_t *skinframe, const char *basename, int textureflags, int loadpantsandshirt, int loadglowtexture, const unsigned char *skindata, int width, int height, int bitsperpixel, const unsigned int *palette, const unsigned int *alphapalette) -{ - int i; - unsigned char *temp1, *temp2; - memset(skinframe, 0, sizeof(*skinframe)); - if (cls.state == ca_dedicated) - return false; - if (!skindata) - return false; - if (bitsperpixel == 32) - { - if (r_shadow_bumpscale_basetexture.value > 0) - { - temp1 = (unsigned char *)Mem_Alloc(loadmodel->mempool, width * height * 8); - temp2 = temp1 + width * height * 4; - Image_HeightmapToNormalmap(skindata, temp2, width, height, false, r_shadow_bumpscale_basetexture.value); - skinframe->nmap = R_LoadTexture2D(loadmodel->texturepool, va("%s_nmap", basename), width, height, temp2, TEXTYPE_RGBA, textureflags | TEXF_ALPHA, NULL); - Mem_Free(temp1); - } - skinframe->base = skinframe->merged = R_LoadTexture2D(loadmodel->texturepool, basename, width, height, skindata, TEXTYPE_RGBA, textureflags, NULL); - if (textureflags & TEXF_ALPHA) - { - for (i = 3;i < width * height * 4;i += 4) - if (skindata[i] < 255) - break; - if (i < width * height * 4) - { - unsigned char *fogpixels = (unsigned char *)Mem_Alloc(loadmodel->mempool, width * height * 4); - memcpy(fogpixels, skindata, width * height * 4); - for (i = 0;i < width * height * 4;i += 4) - fogpixels[i] = fogpixels[i+1] = fogpixels[i+2] = 255; - skinframe->fog = R_LoadTexture2D(loadmodel->texturepool, va("%s_fog", basename), width, height, fogpixels, TEXTYPE_RGBA, textureflags, NULL); - Mem_Free(fogpixels); - } - } - } - else if (bitsperpixel == 8) - { - if (r_shadow_bumpscale_basetexture.value > 0) - { - temp1 = (unsigned char *)Mem_Alloc(loadmodel->mempool, width * height * 8); - temp2 = temp1 + width * height * 4; - if (bitsperpixel == 32) - Image_HeightmapToNormalmap(skindata, temp2, width, height, false, r_shadow_bumpscale_basetexture.value); - else - { - // use either a custom palette or the quake palette - Image_Copy8bitRGBA(skindata, temp1, width * height, palette ? palette : palette_complete); - Image_HeightmapToNormalmap(temp1, temp2, width, height, false, r_shadow_bumpscale_basetexture.value); - } - skinframe->nmap = R_LoadTexture2D(loadmodel->texturepool, va("%s_nmap", basename), width, height, temp2, TEXTYPE_RGBA, textureflags | TEXF_ALPHA, NULL); - Mem_Free(temp1); - } - // use either a custom palette, or the quake palette - skinframe->base = skinframe->merged = GL_TextureForSkinLayer(skindata, width, height, va("%s_merged", basename), palette ? palette : (loadglowtexture ? palette_nofullbrights : ((textureflags & TEXF_ALPHA) ? palette_transparent : palette_complete)), textureflags, true); // all - if (!palette && loadglowtexture) - skinframe->glow = GL_TextureForSkinLayer(skindata, width, height, va("%s_glow", basename), palette_onlyfullbrights, textureflags, false); // glow - if (!palette && loadpantsandshirt) - { - skinframe->pants = GL_TextureForSkinLayer(skindata, width, height, va("%s_pants", basename), palette_pantsaswhite, textureflags, false); // pants - skinframe->shirt = GL_TextureForSkinLayer(skindata, width, height, va("%s_shirt", basename), palette_shirtaswhite, textureflags, false); // shirt - } - if (skinframe->pants || skinframe->shirt) - skinframe->base = GL_TextureForSkinLayer(skindata, width, height, va("%s_nospecial", basename),loadglowtexture ? palette_nocolormapnofullbrights : palette_nocolormap, textureflags, false); // no special colors - if (textureflags & TEXF_ALPHA) - { - // if not using a custom alphapalette, use the quake one - if (!alphapalette) - alphapalette = palette_alpha; - for (i = 0;i < width * height;i++) - if (((unsigned char *)alphapalette)[skindata[i]*4+3] < 255) - break; - if (i < width * height) - skinframe->fog = GL_TextureForSkinLayer(skindata, width, height, va("%s_fog", basename), alphapalette, textureflags, true); // fog mask - } - } - else - return false; - if (!skinframe->nmap) - skinframe->nmap = r_texture_blanknormalmap; - return true; -} - -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; @@ -1176,16 +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); @@ -1201,7 +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; @@ -1221,19 +1140,763 @@ 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) +{ + if (!strcasecmp(s, "sin")) return Q3WAVEFUNC_SIN; + if (!strcasecmp(s, "square")) return Q3WAVEFUNC_SQUARE; + if (!strcasecmp(s, "triangle")) return Q3WAVEFUNC_TRIANGLE; + if (!strcasecmp(s, "sawtooth")) return Q3WAVEFUNC_SAWTOOTH; + if (!strcasecmp(s, "inversesawtooth")) return Q3WAVEFUNC_INVERSESAWTOOTH; + if (!strcasecmp(s, "noise")) return Q3WAVEFUNC_NOISE; + Con_DPrintf("Mod_LoadQ3Shaders: unknown wavefunc %s\n", 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; + int fileindex; + fssearch_t *search; + char *f; + const char *text; + q3shaderinfo_t shader; + q3shaderinfo_layer_t *layer; + int numparameters; + char parameter[TEXTURE_MAXFRAMES + 4][Q3PATHLENGTH]; + + Q3Shaders_Clear(); + + search = FS_Search("scripts/*.shader", true, false); + if (!search) + return; + for (fileindex = 0;fileindex < search->numfilenames;fileindex++) + { + text = f = (char *)FS_LoadFile(search->filenames[fileindex], tempmempool, false, NULL); + if (!f) + continue; + while (COM_ParseToken_QuakeC(&text, false)) + { + 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); + break; + } + while (COM_ParseToken_QuakeC(&text, false)) + { + if (!strcasecmp(com_token, "}")) + break; + if (!strcasecmp(com_token, "{")) + { + static q3shaderinfo_layer_t dummy; + if (shader.numlayers < Q3SHADER_MAXLAYERS) + { + layer = shader.layers + shader.numlayers++; + } + else + { + // 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; + numparameters = 0; + for (j = 0;strcasecmp(com_token, "\n") && strcasecmp(com_token, "}");j++) + { + if (j < TEXTURE_MAXFRAMES + 4) + { + strlcpy(parameter[j], com_token, sizeof(parameter[j])); + numparameters = j + 1; + } + if (!COM_ParseToken_QuakeC(&text, true)) + break; + } + for (j = numparameters;j < TEXTURE_MAXFRAMES + 4;j++) + parameter[j][0] = 0; + if (developer.integer >= 100) + { + Con_Printf("%s %i: ", shader.name, shader.numlayers - 1); + for (j = 0;j < numparameters;j++) + Con_Printf(" %s", parameter[j]); + Con_Print("\n"); + } + if (numparameters >= 2 && !strcasecmp(parameter[0], "blendfunc")) + { + if (numparameters == 2) + { + if (!strcasecmp(parameter[1], "add")) + { + layer->blendfunc[0] = GL_ONE; + layer->blendfunc[1] = GL_ONE; + } + else if (!strcasecmp(parameter[1], "filter")) + { + layer->blendfunc[0] = GL_DST_COLOR; + layer->blendfunc[1] = GL_ZERO; + } + else if (!strcasecmp(parameter[1], "blend")) + { + layer->blendfunc[0] = GL_SRC_ALPHA; + layer->blendfunc[1] = GL_ONE_MINUS_SRC_ALPHA; + } + } + else if (numparameters == 3) + { + int k; + for (k = 0;k < 2;k++) + { + if (!strcasecmp(parameter[k+1], "GL_ONE")) + layer->blendfunc[k] = GL_ONE; + else if (!strcasecmp(parameter[k+1], "GL_ZERO")) + layer->blendfunc[k] = GL_ZERO; + else if (!strcasecmp(parameter[k+1], "GL_SRC_COLOR")) + layer->blendfunc[k] = GL_SRC_COLOR; + else if (!strcasecmp(parameter[k+1], "GL_SRC_ALPHA")) + layer->blendfunc[k] = GL_SRC_ALPHA; + else if (!strcasecmp(parameter[k+1], "GL_DST_COLOR")) + layer->blendfunc[k] = GL_DST_COLOR; + else if (!strcasecmp(parameter[k+1], "GL_DST_ALPHA")) + layer->blendfunc[k] = GL_ONE_MINUS_DST_ALPHA; + else if (!strcasecmp(parameter[k+1], "GL_ONE_MINUS_SRC_COLOR")) + layer->blendfunc[k] = GL_ONE_MINUS_SRC_COLOR; + else if (!strcasecmp(parameter[k+1], "GL_ONE_MINUS_SRC_ALPHA")) + layer->blendfunc[k] = GL_ONE_MINUS_SRC_ALPHA; + else if (!strcasecmp(parameter[k+1], "GL_ONE_MINUS_DST_COLOR")) + layer->blendfunc[k] = GL_ONE_MINUS_DST_COLOR; + else if (!strcasecmp(parameter[k+1], "GL_ONE_MINUS_DST_ALPHA")) + layer->blendfunc[k] = GL_ONE_MINUS_DST_ALPHA; + else + layer->blendfunc[k] = GL_ONE; // default in case of parsing error + } + } + } + if (numparameters >= 2 && !strcasecmp(parameter[0], "alphafunc")) + layer->alphatest = true; + if (numparameters >= 2 && (!strcasecmp(parameter[0], "map") || !strcasecmp(parameter[0], "clampmap"))) + { + if (!strcasecmp(parameter[0], "clampmap")) + layer->clampmap = true; + layer->numframes = 1; + layer->framerate = 1; + 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; + } + 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++) + layer->texturename[i] = Mem_strdup (q3shaders_mem, parameter[i + 2]); + } + else if (numparameters >= 2 && !strcasecmp(parameter[0], "rgbgen")) + { + int i; + for (i = 0;i < numparameters - 2 && i < Q3RGBGEN_MAXPARMS;i++) + layer->rgbgen.parms[i] = atof(parameter[i+2]); + if (!strcasecmp(parameter[1], "identity")) layer->rgbgen.rgbgen = Q3RGBGEN_IDENTITY; + else if (!strcasecmp(parameter[1], "const")) layer->rgbgen.rgbgen = Q3RGBGEN_CONST; + else if (!strcasecmp(parameter[1], "entity")) layer->rgbgen.rgbgen = Q3RGBGEN_ENTITY; + else if (!strcasecmp(parameter[1], "exactvertex")) layer->rgbgen.rgbgen = Q3RGBGEN_EXACTVERTEX; + else if (!strcasecmp(parameter[1], "identitylighting")) layer->rgbgen.rgbgen = Q3RGBGEN_IDENTITYLIGHTING; + else if (!strcasecmp(parameter[1], "lightingdiffuse")) layer->rgbgen.rgbgen = Q3RGBGEN_LIGHTINGDIFFUSE; + else if (!strcasecmp(parameter[1], "oneminusentity")) layer->rgbgen.rgbgen = Q3RGBGEN_ONEMINUSENTITY; + else if (!strcasecmp(parameter[1], "oneminusvertex")) layer->rgbgen.rgbgen = Q3RGBGEN_ONEMINUSVERTEX; + else if (!strcasecmp(parameter[1], "vertex")) layer->rgbgen.rgbgen = Q3RGBGEN_VERTEX; + else if (!strcasecmp(parameter[1], "wave")) + { + layer->rgbgen.rgbgen = Q3RGBGEN_WAVE; + layer->rgbgen.wavefunc = Mod_LoadQ3Shaders_EnumerateWaveFunc(parameter[2]); + for (i = 0;i < numparameters - 3 && i < Q3WAVEPARMS;i++) + layer->rgbgen.waveparms[i] = atof(parameter[i+3]); + } + else Con_DPrintf("%s parsing warning: unknown rgbgen %s\n", search->filenames[fileindex], parameter[1]); + } + else if (numparameters >= 2 && !strcasecmp(parameter[0], "alphagen")) + { + int i; + for (i = 0;i < numparameters - 2 && i < Q3ALPHAGEN_MAXPARMS;i++) + layer->alphagen.parms[i] = atof(parameter[i+2]); + if (!strcasecmp(parameter[1], "identity")) layer->alphagen.alphagen = Q3ALPHAGEN_IDENTITY; + else if (!strcasecmp(parameter[1], "const")) layer->alphagen.alphagen = Q3ALPHAGEN_CONST; + else if (!strcasecmp(parameter[1], "entity")) layer->alphagen.alphagen = Q3ALPHAGEN_ENTITY; + else if (!strcasecmp(parameter[1], "lightingspecular")) layer->alphagen.alphagen = Q3ALPHAGEN_LIGHTINGSPECULAR; + else if (!strcasecmp(parameter[1], "oneminusentity")) layer->alphagen.alphagen = Q3ALPHAGEN_ONEMINUSENTITY; + else if (!strcasecmp(parameter[1], "oneminusvertex")) layer->alphagen.alphagen = Q3ALPHAGEN_ONEMINUSVERTEX; + else if (!strcasecmp(parameter[1], "portal")) layer->alphagen.alphagen = Q3ALPHAGEN_PORTAL; + else if (!strcasecmp(parameter[1], "vertex")) layer->alphagen.alphagen = Q3ALPHAGEN_VERTEX; + else if (!strcasecmp(parameter[1], "wave")) + { + layer->alphagen.alphagen = Q3RGBGEN_WAVE; + layer->alphagen.wavefunc = Mod_LoadQ3Shaders_EnumerateWaveFunc(parameter[2]); + for (i = 0;i < numparameters - 3 && i < Q3WAVEPARMS;i++) + layer->alphagen.waveparms[i] = atof(parameter[i+3]); + } + else Con_DPrintf("%s parsing warning: unknown alphagen %s\n", search->filenames[fileindex], parameter[1]); + } + else if (numparameters >= 2 && (!strcasecmp(parameter[0], "texgen") || !strcasecmp(parameter[0], "tcgen"))) + { + int i; + // observed values: tcgen environment + // no other values have been observed in real shaders + for (i = 0;i < numparameters - 2 && i < Q3TCGEN_MAXPARMS;i++) + layer->tcgen.parms[i] = atof(parameter[i+2]); + if (!strcasecmp(parameter[1], "base")) layer->tcgen.tcgen = Q3TCGEN_TEXTURE; + else if (!strcasecmp(parameter[1], "texture")) layer->tcgen.tcgen = Q3TCGEN_TEXTURE; + else if (!strcasecmp(parameter[1], "environment")) layer->tcgen.tcgen = Q3TCGEN_ENVIRONMENT; + else if (!strcasecmp(parameter[1], "lightmap")) layer->tcgen.tcgen = Q3TCGEN_LIGHTMAP; + else if (!strcasecmp(parameter[1], "vector")) layer->tcgen.tcgen = Q3TCGEN_VECTOR; + else Con_DPrintf("%s parsing warning: unknown tcgen mode %s\n", search->filenames[fileindex], parameter[1]); + } + else if (numparameters >= 2 && !strcasecmp(parameter[0], "tcmod")) + { + int i, tcmodindex; + // observed values: + // tcmod rotate # + // tcmod scale # # + // tcmod scroll # # + // tcmod stretch sin # # # # + // tcmod stretch triangle # # # # + // tcmod transform # # # # # # + // tcmod turb # # # # + // tcmod turb sin # # # # (this is bogus) + // no other values have been observed in real shaders + for (tcmodindex = 0;tcmodindex < Q3MAXTCMODS;tcmodindex++) + if (!layer->tcmods[tcmodindex].tcmod) + break; + if (tcmodindex < Q3MAXTCMODS) + { + for (i = 0;i < numparameters - 2 && i < Q3TCMOD_MAXPARMS;i++) + layer->tcmods[tcmodindex].parms[i] = atof(parameter[i+2]); + if (!strcasecmp(parameter[1], "entitytranslate")) layer->tcmods[tcmodindex].tcmod = Q3TCMOD_ENTITYTRANSLATE; + else if (!strcasecmp(parameter[1], "rotate")) layer->tcmods[tcmodindex].tcmod = Q3TCMOD_ROTATE; + else if (!strcasecmp(parameter[1], "scale")) layer->tcmods[tcmodindex].tcmod = Q3TCMOD_SCALE; + else if (!strcasecmp(parameter[1], "scroll")) layer->tcmods[tcmodindex].tcmod = Q3TCMOD_SCROLL; + else if (!strcasecmp(parameter[1], "stretch")) + { + layer->tcmods[tcmodindex].tcmod = Q3TCMOD_STRETCH; + layer->tcmods[tcmodindex].wavefunc = Mod_LoadQ3Shaders_EnumerateWaveFunc(parameter[2]); + for (i = 0;i < numparameters - 3 && i < Q3WAVEPARMS;i++) + layer->tcmods[tcmodindex].waveparms[i] = atof(parameter[i+3]); + } + else if (!strcasecmp(parameter[1], "transform")) layer->tcmods[tcmodindex].tcmod = Q3TCMOD_TRANSFORM; + else if (!strcasecmp(parameter[1], "turb")) layer->tcmods[tcmodindex].tcmod = Q3TCMOD_TURBULENT; + else Con_DPrintf("%s parsing warning: unknown tcmod mode %s\n", search->filenames[fileindex], parameter[1]); + } + else + Con_DPrintf("%s parsing warning: too many tcmods on one layer\n", search->filenames[fileindex]); + } + // 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; + if (layer->alphagen.alphagen == Q3ALPHAGEN_VERTEX) + { + if (layer == shader.layers + 0) + { + // vertex controlled transparency + shader.vertexalpha = true; + } + else + { + // multilayer terrain shader or similar + 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; + for (j = 0;strcasecmp(com_token, "\n") && strcasecmp(com_token, "}");j++) + { + if (j < TEXTURE_MAXFRAMES + 4) + { + strlcpy(parameter[j], com_token, sizeof(parameter[j])); + numparameters = j + 1; + } + if (!COM_ParseToken_QuakeC(&text, true)) + break; + } + for (j = numparameters;j < TEXTURE_MAXFRAMES + 4;j++) + parameter[j][0] = 0; + if (fileindex == 0 && !strcasecmp(com_token, "}")) + break; + if (developer.integer >= 100) + { + Con_Printf("%s: ", shader.name); + for (j = 0;j < numparameters;j++) + Con_Printf(" %s", parameter[j]); + Con_Print("\n"); + } + if (numparameters < 1) + continue; + if (!strcasecmp(parameter[0], "surfaceparm") && numparameters >= 2) + { + if (!strcasecmp(parameter[1], "alphashadow")) + shader.surfaceparms |= Q3SURFACEPARM_ALPHASHADOW; + else if (!strcasecmp(parameter[1], "areaportal")) + shader.surfaceparms |= Q3SURFACEPARM_AREAPORTAL; + else if (!strcasecmp(parameter[1], "botclip")) + shader.surfaceparms |= Q3SURFACEPARM_BOTCLIP; + else if (!strcasecmp(parameter[1], "clusterportal")) + shader.surfaceparms |= Q3SURFACEPARM_CLUSTERPORTAL; + else if (!strcasecmp(parameter[1], "detail")) + shader.surfaceparms |= Q3SURFACEPARM_DETAIL; + else if (!strcasecmp(parameter[1], "donotenter")) + shader.surfaceparms |= Q3SURFACEPARM_DONOTENTER; + else if (!strcasecmp(parameter[1], "dust")) + shader.surfaceparms |= Q3SURFACEPARM_DUST; + else if (!strcasecmp(parameter[1], "hint")) + shader.surfaceparms |= Q3SURFACEPARM_HINT; + else if (!strcasecmp(parameter[1], "fog")) + shader.surfaceparms |= Q3SURFACEPARM_FOG; + else if (!strcasecmp(parameter[1], "lava")) + shader.surfaceparms |= Q3SURFACEPARM_LAVA; + else if (!strcasecmp(parameter[1], "lightfilter")) + shader.surfaceparms |= Q3SURFACEPARM_LIGHTFILTER; + else if (!strcasecmp(parameter[1], "lightgrid")) + shader.surfaceparms |= Q3SURFACEPARM_LIGHTGRID; + else if (!strcasecmp(parameter[1], "metalsteps")) + shader.surfaceparms |= Q3SURFACEPARM_METALSTEPS; + else if (!strcasecmp(parameter[1], "nodamage")) + shader.surfaceparms |= Q3SURFACEPARM_NODAMAGE; + else if (!strcasecmp(parameter[1], "nodlight")) + shader.surfaceparms |= Q3SURFACEPARM_NODLIGHT; + else if (!strcasecmp(parameter[1], "nodraw")) + shader.surfaceparms |= Q3SURFACEPARM_NODRAW; + else if (!strcasecmp(parameter[1], "nodrop")) + shader.surfaceparms |= Q3SURFACEPARM_NODROP; + else if (!strcasecmp(parameter[1], "noimpact")) + shader.surfaceparms |= Q3SURFACEPARM_NOIMPACT; + else if (!strcasecmp(parameter[1], "nolightmap")) + shader.surfaceparms |= Q3SURFACEPARM_NOLIGHTMAP; + else if (!strcasecmp(parameter[1], "nomarks")) + shader.surfaceparms |= Q3SURFACEPARM_NOMARKS; + else if (!strcasecmp(parameter[1], "nomipmaps")) + shader.surfaceparms |= Q3SURFACEPARM_NOMIPMAPS; + else if (!strcasecmp(parameter[1], "nonsolid")) + shader.surfaceparms |= Q3SURFACEPARM_NONSOLID; + else if (!strcasecmp(parameter[1], "origin")) + shader.surfaceparms |= Q3SURFACEPARM_ORIGIN; + else if (!strcasecmp(parameter[1], "playerclip")) + shader.surfaceparms |= Q3SURFACEPARM_PLAYERCLIP; + else if (!strcasecmp(parameter[1], "sky")) + shader.surfaceparms |= Q3SURFACEPARM_SKY; + else if (!strcasecmp(parameter[1], "slick")) + shader.surfaceparms |= Q3SURFACEPARM_SLICK; + else if (!strcasecmp(parameter[1], "slime")) + shader.surfaceparms |= Q3SURFACEPARM_SLIME; + else if (!strcasecmp(parameter[1], "structural")) + shader.surfaceparms |= Q3SURFACEPARM_STRUCTURAL; + else if (!strcasecmp(parameter[1], "trans")) + shader.surfaceparms |= Q3SURFACEPARM_TRANS; + else if (!strcasecmp(parameter[1], "water")) + shader.surfaceparms |= Q3SURFACEPARM_WATER; + else if (!strcasecmp(parameter[1], "pointlight")) + shader.surfaceparms |= Q3SURFACEPARM_POINTLIGHT; + else if (!strcasecmp(parameter[1], "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], "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)); + } + else if (!strcasecmp(parameter[0], "skyparms") && numparameters >= 2) + { + // some q3 skies don't have the sky parm set + shader.surfaceparms |= Q3SURFACEPARM_SKY; + if (!atoi(parameter[1]) && strcasecmp(parameter[1], "-")) + 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; + } + else if (!strcasecmp(parameter[0], "nomipmaps")) + shader.surfaceparms |= Q3SURFACEPARM_NOMIPMAPS; + else if (!strcasecmp(parameter[0], "nopicmip")) + shader.textureflags |= Q3TEXTUREFLAG_NOPICMIP; + else if (!strcasecmp(parameter[0], "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) + 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; + else if (!strcasecmp(parameter[1], "wave" )) + { + 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]); + } + else if (!strcasecmp(parameter[1], "move" )) + { + 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]); + } + } + } + } + // pick the primary layer to render with + if (shader.numlayers) + { + 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")) + { + shader.backgroundlayer = -1; + shader.primarylayer = 1; + } + 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))) + { + // 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); + } +} + +q3shaderinfo_t *Mod_LookupQ3Shader(const char *name) +{ + 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; +} + +qboolean Mod_LoadTextureFromQ3Shader(texture_t *texture, const char *name, qboolean warnmissing, qboolean fallback, int defaulttexflags) +{ + int j; + 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_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; + if (shader->skyboxname[0]) + { + // quake3 seems to append a _ to the skybox name, so this must do so as well + dpsnprintf(loadmodel->brush.skybox, sizeof(loadmodel->brush.skybox), "%s_", shader->skyboxname); + } + } + else if ((texture->surfaceflags & Q3SURFACEFLAG_NODRAW) || shader->numlayers == 0) + texture->basematerialflags = MATERIALFLAG_NODRAW | MATERIALFLAG_NOSHADOW; + else + 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->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) + { + texture->customblendfunc[0] = shader->layers[0].blendfunc[0]; + texture->customblendfunc[1] = shader->layers[0].blendfunc[1]; +/* +Q3 shader blendfuncs actually used in the game (* = supported by DP) +* additive GL_ONE GL_ONE +additive weird GL_ONE GL_SRC_ALPHA +additive weird 2 GL_ONE GL_ONE_MINUS_SRC_ALPHA +* alpha GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA +alpha inverse GL_ONE_MINUS_SRC_ALPHA GL_SRC_ALPHA +brighten GL_DST_COLOR GL_ONE +brighten GL_ONE GL_SRC_COLOR +brighten weird GL_DST_COLOR GL_ONE_MINUS_DST_ALPHA +brighten weird 2 GL_DST_COLOR GL_SRC_ALPHA +* modulate GL_DST_COLOR GL_ZERO +* modulate GL_ZERO GL_SRC_COLOR +modulate inverse GL_ZERO GL_ONE_MINUS_SRC_COLOR +modulate inverse alpha GL_ZERO GL_SRC_ALPHA +modulate weird inverse GL_ONE_MINUS_DST_COLOR GL_ZERO +* modulate x2 GL_DST_COLOR GL_SRC_COLOR +* no blend GL_ONE GL_ZERO +nothing GL_ZERO GL_ONE +*/ + // if not opaque, figure out what blendfunc to use + 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) + texture->basematerialflags |= MATERIALFLAG_ADD | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW; + else if (shader->layers[0].blendfunc[0] == GL_SRC_ALPHA && shader->layers[0].blendfunc[1] == GL_ONE) + texture->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) + texture->basematerialflags |= MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW; + else + texture->basematerialflags |= MATERIALFLAG_CUSTOMBLEND | MATERIALFLAG_FULLBRIGHT | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW; + } + } + if (!shader->lighting) + texture->basematerialflags |= MATERIALFLAG_FULLBRIGHT; + if (shader->primarylayer >= 0) + { + 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 = primarylayer->numframes; + texture->skinframerate = primarylayer->framerate; + for (j = 0;j < primarylayer->numframes;j++) + { + if (!(texture->skinframes[j] = R_SkinFrame_LoadExternal(primarylayer->texturename[j], primarylayer->texflags, false))) + { + 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 >= 0) + { + 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(backgroundlayer->texturename[j], backgroundlayer->texflags, false))) + { + 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(); + } + } + } + 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, "common/nodraw") || !strcmp(texture->name, "textures/common/nodraw")) + { + if (developer.integer >= 100) + 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 + { + 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; + else if (texture->surfaceflags & Q3SURFACEFLAG_SKY) + texture->basematerialflags |= MATERIALFLAG_SKY | MATERIALFLAG_NOSHADOW; + else + texture->basematerialflags |= MATERIALFLAG_WALL; + if (defaulttexflags & TEXF_ALPHA) + texture->basematerialflags |= MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW; + texture->numskinframes = 1; + if (fallback) + { + if (!(texture->skinframes[0] = R_SkinFrame_LoadExternal(texture->name, defaulttexflags, false))) + 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; + if (texture->numskinframes < 1) + texture->numskinframes = 1; + if (!texture->skinframes[0]) + texture->skinframes[0] = R_SkinFrame_LoadMissing(); + texture->currentskinframe = texture->skinframes[0]; + texture->backgroundcurrentskinframe = texture->backgroundskinframes[0]; + return success; } 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: @@ -1250,12 +1913,9 @@ 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) { @@ -1272,7 +1932,7 @@ tag_torso, for(line = 0;;line++) { // parse line - if (!COM_ParseToken(&data, true)) + if (!COM_ParseToken_QuakeC(&data, true)) break; if (!strcmp(com_token, "\n")) continue; @@ -1285,7 +1945,7 @@ tag_torso, else wordsoverflow = true; } - while (COM_ParseToken(&data, true) && strcmp(com_token, "\n")); + while (COM_ParseToken_QuakeC(&data, true) && strcmp(com_token, "\n")); if (wordsoverflow) { 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); @@ -1296,7 +1956,8 @@ 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; @@ -1306,18 +1967,16 @@ 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; @@ -1328,21 +1987,6 @@ 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; @@ -1436,7 +2080,17 @@ 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_CreateStaticEBO(loadmodel->surfmesh.data_element3i, loadmodel->surfmesh.num_triangles * sizeof(int[3])); + { + 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 // @@ -1463,7 +2117,7 @@ static void Mod_BuildVBOs(void) if (loadmodel->surfmesh.data_texcoordtexture2f ) memcpy(mem + loadmodel->surfmesh.vbooffset_texcoordtexture2f , loadmodel->surfmesh.data_texcoordtexture2f , loadmodel->surfmesh.num_vertices * sizeof(float[2])); if (loadmodel->surfmesh.data_texcoordlightmap2f) memcpy(mem + loadmodel->surfmesh.vbooffset_texcoordlightmap2f, loadmodel->surfmesh.data_texcoordlightmap2f, loadmodel->surfmesh.num_vertices * sizeof(float[2])); if (loadmodel->surfmesh.data_lightmapcolor4f ) memcpy(mem + loadmodel->surfmesh.vbooffset_lightmapcolor4f , loadmodel->surfmesh.data_lightmapcolor4f , loadmodel->surfmesh.num_vertices * sizeof(float[4])); - loadmodel->surfmesh.vbo = R_Mesh_CreateStaticVBO(mem, size); + loadmodel->surfmesh.vbo = R_Mesh_CreateStaticBufferObject(GL_ARRAY_BUFFER_ARB, mem, size, loadmodel->name); Mem_Free(mem); } }