X-Git-Url: http://de.git.xonotic.org/?p=xonotic%2Fdarkplaces.git;a=blobdiff_plain;f=model_shared.c;h=77a2336d956bdf683f8e9da95bbd99b086d92c32;hp=7e34223c4ce6abfb3d14b9dd6dc408d980e36563;hb=4a0c55c2f53d3b18ae28eddb822a0c670636c0f9;hpb=ea3f4513f96a21ae1bcbaae4a4997968ace1ab95 diff --git a/model_shared.c b/model_shared.c index 7e34223c..77a2336d 100644 --- a/model_shared.c +++ b/model_shared.c @@ -26,21 +26,29 @@ 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"}; +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; -// LordHavoc: was 512 -#define MAX_MOD_KNOWN (MAX_MODELS + 256) -static model_t mod_known[MAX_MOD_KNOWN]; +static mempool_t *mod_mempool; +static memexpandablearray_t models; + +// FIXME: make this a memexpandablearray_t +#define Q3SHADER_MAXSHADERS 16384 +static int q3shaders_numshaders = 0; +static q3shaderinfo_t q3shaders_shaders[Q3SHADER_MAXSHADERS]; static void mod_start(void) { int i; + int nummodels = Mem_ExpandableArray_IndexRange(&models); model_t *mod; - for (i = 0, mod = mod_known;i < MAX_MOD_KNOWN;i++, mod++) - if (mod->name[0]) + // parse the Q3 shader files + Mod_LoadQ3Shaders(); + + 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); } @@ -48,26 +56,45 @@ static void mod_start(void) static void mod_shutdown(void) { int i; + int nummodels = Mem_ExpandableArray_IndexRange(&models); model_t *mod; - for (i = 0, mod = mod_known;i < MAX_MOD_KNOWN;i++, mod++) - if (mod->loaded) + for (i = 0;i < nummodels;i++) + if ((mod = Mem_ExpandableArray_RecordAtIndex(&models, i)) && (mod->loaded || mod->mempool)) Mod_UnloadModel(mod); } 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); + 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 < MAX_MOD_KNOWN;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) { @@ -88,15 +115,19 @@ Mod_Init */ static void Mod_Print(void); 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(model_t), 16); + Mod_BrushInit(); Mod_AliasInit(); Mod_SpriteInit(); Cvar_RegisterVariable(&r_mipskins); - Cmd_AddCommand ("modellist", Mod_Print); - Cmd_AddCommand ("modelprecache", Mod_Precache); + Cmd_AddCommand ("modellist", Mod_Print, "prints a list of loaded models"); + Cmd_AddCommand ("modelprecache", Mod_Precache, "load a model"); } void Mod_RenderInit(void) @@ -109,16 +140,20 @@ void Mod_UnloadModel (model_t *mod) char name[MAX_QPATH]; qboolean isworldmodel; qboolean used; - strcpy(name, mod->name); + strlcpy(name, mod->name, sizeof(name)); isworldmodel = mod->isworldmodel; used = mod->used; + if (mod->surfmesh.ebo) + R_Mesh_DestroyBufferObject(mod->surfmesh.ebo); + if (mod->surfmesh.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)); // restore the fields we want to preserve - strcpy(mod->name, name); + strlcpy(mod->name, name, sizeof(mod->name)); mod->isworldmodel = isworldmodel; mod->used = used; mod->loaded = false; @@ -145,8 +180,16 @@ model_t *Mod_LoadModel(model_t *mod, qboolean crash, qboolean checkdisk, qboolea crc = 0; buf = NULL; + + // even if the model is loaded it still may need reloading... + + // if the model is a worldmodel and is being referred to as a + // non-worldmodel here, then it needs reloading to get rid of the + // submodels if (mod->isworldmodel != isworldmodel) mod->loaded = false; + + // if it is not loaded or checkdisk is true we need to calculate the crc if (!mod->loaded || checkdisk) { if (checkdisk && mod->loaded) @@ -155,16 +198,23 @@ model_t *Mod_LoadModel(model_t *mod, qboolean crash, qboolean checkdisk, qboolea if (buf) { crc = CRC_Block((unsigned char *)buf, filesize); + // we need to reload the model if the crc does not match if (mod->crc != crc) mod->loaded = false; } } + + // if the model is already loaded and checks passed, just return if (mod->loaded) - return mod; // already loaded + { + if (buf) + Mem_Free(buf); + return mod; + } Con_DPrintf("loading model %s\n", mod->name); // LordHavoc: unload the existing model in this slot (if there is one) - if (mod->loaded) + if (mod->loaded || mod->mempool) Mod_UnloadModel(mod); // load the model @@ -183,15 +233,13 @@ 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); - // 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(); - if (buf) { char *bufend = (char *)buf + filesize; + + // all models use memory, so allocate a memory pool + mod->mempool = Mem_AllocPool(mod->name, 0, NULL); + num = LittleLong(*((int *)buf)); // call the apropriate loader loadmodel = mod; @@ -209,59 +257,54 @@ model_t *Mod_LoadModel(model_t *mod, qboolean crash, qboolean checkdisk, qboolea 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); + + Mod_BuildVBOs(); + + // no fatal errors occurred, so this model is ready to use. + mod->loaded = true; } else if (crash) { // LordHavoc: Sys_Error was *ANNOYING* Con_Printf ("Mod_LoadModel: %s not found\n", mod->name); } - - // no errors occurred - mod->loaded = true; return mod; } -/* -=================== -Mod_ClearAll -=================== -*/ -void Mod_ClearAll(void) -{ -} - void Mod_ClearUsed(void) { -#if 0 int i; + int nummodels = Mem_ExpandableArray_IndexRange(&models); model_t *mod; - - for (i = 0, mod = mod_known;i < MAX_MOD_KNOWN;i++, mod++) - if (mod->name[0]) + 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; + int nummodels = Mem_ExpandableArray_IndexRange(&models); model_t *mod; - - for (i = 0, mod = mod_known;i < MAX_MOD_KNOWN;i++, mod++) - if (mod->name[0]) - if (!mod->used) - Mod_UnloadModel(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) { int i; + int nummodels = Mem_ExpandableArray_IndexRange(&models); model_t *mod; - - for (i = 0, mod = mod_known;i < MAX_MOD_KNOWN;i++, 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; @@ -279,38 +322,28 @@ Mod_FindName model_t *Mod_FindName(const char *name) { int i; - model_t *mod, *freemod; + int nummodels = Mem_ExpandableArray_IndexRange(&models); + model_t *mod; if (!name[0]) Host_Error ("Mod_ForName: NULL name"); -// search the currently loaded models - freemod = NULL; - for (i = 0, mod = mod_known;i < MAX_MOD_KNOWN;i++, mod++) + // search the currently loaded models + for (i = 0;i < nummodels;i++) { - if (mod->name[0]) + if ((mod = Mem_ExpandableArray_RecordAtIndex(&models, i)) && mod->name[0] && !strcmp(mod->name, name)) { - if (!strcmp (mod->name, name)) - { - mod->used = true; - return mod; - } + mod->used = true; + return mod; } - else if (freemod == NULL) - freemod = mod; - } - - if (freemod) - { - mod = freemod; - strcpy (mod->name, name); - mod->loaded = false; - mod->used = true; - return mod; } - Host_Error ("Mod_FindName: ran out of models\n"); - return NULL; + // 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; } /* @@ -329,6 +362,23 @@ model_t *Mod_ForName(const char *name, qboolean crash, qboolean checkdisk, qbool return model; } +/* +================== +Mod_Reload + +Reloads all models if they have changed +================== +*/ +void Mod_Reload(void) +{ + int i; + int nummodels = Mem_ExpandableArray_IndexRange(&models); + 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; @@ -341,13 +391,14 @@ Mod_Print */ static void Mod_Print(void) { - int i; - model_t *mod; + int i; + int nummodels = Mem_ExpandableArray_IndexRange(&models); + model_t *mod; Con_Print("Loaded models:\n"); - for (i = 0, mod = mod_known;i < MAX_MOD_KNOWN;i++, mod++) - if (mod->name[0]) - Con_Printf("%4iK %s\n", mod->mempool ? (mod->mempool->totalsize + 1023) / 1024 : 0, mod->name); + 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); } /* @@ -486,19 +537,19 @@ void Mod_BuildTriangleNeighbors(int *neighbors, const int *elements, int numtria } #endif -void Mod_ValidateElements(int *elements, int numtriangles, int numverts, const char *filename, int fileline) +void Mod_ValidateElements(int *elements, int numtriangles, int firstvertex, int numverts, const char *filename, int fileline) { - int i, warned = false; + int i, warned = false, endvertex = firstvertex + numverts; for (i = 0;i < numtriangles * 3;i++) { - if ((unsigned int)elements[i] >= (unsigned int)numverts) + if (elements[i] < firstvertex || elements[i] >= endvertex) { if (!warned) { warned = true; Con_Printf("Mod_ValidateElements: out of bounds elements detected at %s:%d\n", filename, fileline); } - elements[i] = 0; + elements[i] = firstvertex; } } } @@ -553,9 +604,9 @@ void Mod_BuildBumpVectors(const float *v0, const float *v1, const float *v2, con // 6 multiply, 9 subtract VectorSubtract(v1, v0, v10); VectorSubtract(v2, v0, v20); - normal3f[0] = v10[1] * v20[2] - v10[2] * v20[1]; - normal3f[1] = v10[2] * v20[0] - v10[0] * v20[2]; - normal3f[2] = v10[0] * v20[1] - v10[1] * v20[0]; + normal3f[0] = v20[1] * v10[2] - v20[2] * v10[1]; + normal3f[1] = v20[2] * v10[0] - v20[0] * v10[2]; + normal3f[2] = v20[0] * v10[1] - v20[1] * v10[0]; // 12 multiply, 10 subtract tc10[1] = tc1[1] - tc0[1]; tc20[1] = tc2[1] - tc0[1]; @@ -589,82 +640,111 @@ void Mod_BuildBumpVectors(const float *v0, const float *v1, const float *v2, con } // warning: this is a very expensive function! -void Mod_BuildTextureVectorsAndNormals(int firstvertex, int numvertices, int numtriangles, const float *vertex3f, const float *texcoord2f, const int *elements, float *svector3f, float *tvector3f, float *normal3f, qboolean areaweighting) +void Mod_BuildTextureVectorsFromNormals(int firstvertex, int numvertices, int numtriangles, const float *vertex3f, const float *texcoord2f, const float *normal3f, const int *elements, float *svector3f, float *tvector3f, qboolean areaweighting) { int i, tnum; - float sdir[3], tdir[3], normal[3], *v; + float sdir[3], tdir[3], normal[3], *sv, *tv; + const float *v0, *v1, *v2, *tc0, *tc1, *tc2, *n; + float f, tangentcross[3], v10[3], v20[3], tc10[2], tc20[2]; const int *e; // clear the vectors - if (svector3f) - memset(svector3f + 3 * firstvertex, 0, numvertices * sizeof(float[3])); - if (tvector3f) - memset(tvector3f + 3 * firstvertex, 0, numvertices * sizeof(float[3])); - if (normal3f) - memset(normal3f + 3 * firstvertex, 0, numvertices * sizeof(float[3])); + memset(svector3f + 3 * firstvertex, 0, numvertices * sizeof(float[3])); + memset(tvector3f + 3 * firstvertex, 0, numvertices * sizeof(float[3])); // process each vertex of each triangle and accumulate the results for (tnum = 0, e = elements;tnum < numtriangles;tnum++, e += 3) { - Mod_BuildBumpVectors(vertex3f + e[0] * 3, vertex3f + e[1] * 3, vertex3f + e[2] * 3, texcoord2f + e[0] * 2, texcoord2f + e[1] * 2, texcoord2f + e[2] * 2, sdir, tdir, normal); + v0 = vertex3f + e[0] * 3; + v1 = vertex3f + e[1] * 3; + v2 = vertex3f + e[2] * 3; + tc0 = texcoord2f + e[0] * 2; + tc1 = texcoord2f + e[1] * 2; + tc2 = texcoord2f + e[2] * 2; + + // 79 add/sub/negate/multiply (1 cycle), 1 compare (3 cycle?), total cycles not counting load/store/exchange roughly 82 cycles + // 6 add, 28 subtract, 39 multiply, 1 compare, 50% chance of 6 negates + + // calculate the edge directions and surface normal + // 6 multiply, 9 subtract + VectorSubtract(v1, v0, v10); + VectorSubtract(v2, v0, v20); + normal[0] = v20[1] * v10[2] - v20[2] * v10[1]; + normal[1] = v20[2] * v10[0] - v20[0] * v10[2]; + normal[2] = v20[0] * v10[1] - v20[1] * v10[0]; + + // calculate the tangents + // 12 multiply, 10 subtract + tc10[1] = tc1[1] - tc0[1]; + tc20[1] = tc2[1] - tc0[1]; + sdir[0] = tc10[1] * v20[0] - tc20[1] * v10[0]; + sdir[1] = tc10[1] * v20[1] - tc20[1] * v10[1]; + sdir[2] = tc10[1] * v20[2] - tc20[1] * v10[2]; + tc10[0] = tc1[0] - tc0[0]; + tc20[0] = tc2[0] - tc0[0]; + tdir[0] = tc10[0] * v20[0] - tc20[0] * v10[0]; + tdir[1] = tc10[0] * v20[1] - tc20[0] * v10[1]; + tdir[2] = tc10[0] * v20[2] - tc20[0] * v10[2]; + + // if texture is mapped the wrong way (counterclockwise), the tangents + // have to be flipped, this is detected by calculating a normal from the + // two tangents, and seeing if it is opposite the surface normal + // 9 multiply, 2 add, 3 subtract, 1 compare, 50% chance of: 6 negates + CrossProduct(tdir, sdir, tangentcross); + if (DotProduct(tangentcross, normal) < 0) + { + VectorNegate(sdir, sdir); + VectorNegate(tdir, tdir); + } + if (!areaweighting) { VectorNormalize(sdir); VectorNormalize(tdir); - VectorNormalize(normal); } - if (svector3f) - for (i = 0;i < 3;i++) - VectorAdd(svector3f + e[i]*3, sdir, svector3f + e[i]*3); - if (tvector3f) - for (i = 0;i < 3;i++) - VectorAdd(tvector3f + e[i]*3, tdir, tvector3f + e[i]*3); - if (normal3f) - for (i = 0;i < 3;i++) - VectorAdd(normal3f + e[i]*3, normal, normal3f + e[i]*3); + for (i = 0;i < 3;i++) + { + VectorAdd(svector3f + e[i]*3, sdir, svector3f + e[i]*3); + VectorAdd(tvector3f + e[i]*3, tdir, tvector3f + e[i]*3); + } + } + // make the tangents completely perpendicular to the surface normal, and + // then normalize them + // 16 assignments, 2 divide, 2 sqrt, 2 negates, 14 adds, 24 multiplies + for (i = 0, sv = svector3f + 3 * firstvertex, tv = tvector3f + 3 * firstvertex, n = normal3f + 3 * firstvertex;i < numvertices;i++, sv += 3, tv += 3, n += 3) + { + f = -DotProduct(sv, n); + VectorMA(sv, f, n, sv); + VectorNormalize(sv); + f = -DotProduct(tv, n); + VectorMA(tv, f, n, tv); + VectorNormalize(tv); } - // now we could divide the vectors by the number of averaged values on - // each vertex... but instead normalize them - // 4 assignments, 1 divide, 1 sqrt, 2 adds, 6 multiplies - if (svector3f) - for (i = 0, v = svector3f + 3 * firstvertex;i < numvertices;i++, v += 3) - VectorNormalize(v); - // 4 assignments, 1 divide, 1 sqrt, 2 adds, 6 multiplies - if (tvector3f) - for (i = 0, v = tvector3f + 3 * firstvertex;i < numvertices;i++, v += 3) - VectorNormalize(v); - // 4 assignments, 1 divide, 1 sqrt, 2 adds, 6 multiplies - if (normal3f) - for (i = 0, v = normal3f + 3 * firstvertex;i < numvertices;i++, v += 3) - VectorNormalize(v); } -surfmesh_t *Mod_AllocSurfMesh(mempool_t *mempool, int numvertices, int numtriangles, qboolean lightmapoffsets, qboolean vertexcolors, qboolean neighbors) +void Mod_AllocSurfMesh(mempool_t *mempool, int numvertices, int numtriangles, qboolean lightmapoffsets, qboolean vertexcolors, qboolean neighbors) { - surfmesh_t *mesh; unsigned char *data; - mesh = (surfmesh_t *)Mem_Alloc(mempool, sizeof(surfmesh_t) + 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)); - mesh->num_vertices = numvertices; - mesh->num_triangles = numtriangles; - data = (unsigned char *)(mesh + 1); - if (mesh->num_vertices) + 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)); + loadmodel->surfmesh.num_vertices = numvertices; + loadmodel->surfmesh.num_triangles = numtriangles; + if (loadmodel->surfmesh.num_vertices) { - mesh->data_vertex3f = (float *)data, data += sizeof(float[3]) * mesh->num_vertices; - mesh->data_svector3f = (float *)data, data += sizeof(float[3]) * mesh->num_vertices; - mesh->data_tvector3f = (float *)data, data += sizeof(float[3]) * mesh->num_vertices; - mesh->data_normal3f = (float *)data, data += sizeof(float[3]) * mesh->num_vertices; - mesh->data_texcoordtexture2f = (float *)data, data += sizeof(float[2]) * mesh->num_vertices; - mesh->data_texcoordlightmap2f = (float *)data, data += sizeof(float[2]) * mesh->num_vertices; + loadmodel->surfmesh.data_vertex3f = (float *)data, data += sizeof(float[3]) * loadmodel->surfmesh.num_vertices; + loadmodel->surfmesh.data_svector3f = (float *)data, data += sizeof(float[3]) * loadmodel->surfmesh.num_vertices; + loadmodel->surfmesh.data_tvector3f = (float *)data, data += sizeof(float[3]) * loadmodel->surfmesh.num_vertices; + loadmodel->surfmesh.data_normal3f = (float *)data, data += sizeof(float[3]) * loadmodel->surfmesh.num_vertices; + loadmodel->surfmesh.data_texcoordtexture2f = (float *)data, data += sizeof(float[2]) * loadmodel->surfmesh.num_vertices; + loadmodel->surfmesh.data_texcoordlightmap2f = (float *)data, data += sizeof(float[2]) * loadmodel->surfmesh.num_vertices; if (vertexcolors) - mesh->data_lightmapcolor4f = (float *)data, data += sizeof(float[4]) * mesh->num_vertices; + loadmodel->surfmesh.data_lightmapcolor4f = (float *)data, data += sizeof(float[4]) * loadmodel->surfmesh.num_vertices; if (lightmapoffsets) - mesh->data_lightmapoffsets = (int *)data, data += sizeof(int) * mesh->num_vertices; + loadmodel->surfmesh.data_lightmapoffsets = (int *)data, data += sizeof(int) * loadmodel->surfmesh.num_vertices; } - if (mesh->num_triangles) + if (loadmodel->surfmesh.num_triangles) { - mesh->data_element3i = (int *)data, data += sizeof(int[3]) * mesh->num_triangles; + loadmodel->surfmesh.data_element3i = (int *)data, data += sizeof(int[3]) * loadmodel->surfmesh.num_triangles; if (neighbors) - mesh->data_neighbor3i = (int *)data, data += sizeof(int[3]) * mesh->num_triangles; + loadmodel->surfmesh.data_neighbor3i = (int *)data, data += sizeof(int[3]) * loadmodel->surfmesh.num_triangles; } - return mesh; } shadowmesh_t *Mod_ShadowMesh_Alloc(mempool_t *mempool, int maxverts, int maxtriangles, rtexture_t *map_diffuse, rtexture_t *map_specular, rtexture_t *map_normal, int light, int neighbors, int expandable) @@ -832,7 +912,42 @@ shadowmesh_t *Mod_ShadowMesh_Begin(mempool_t *mempool, int maxverts, int maxtria return Mod_ShadowMesh_Alloc(mempool, maxverts, maxtriangles, map_diffuse, map_specular, map_normal, light, neighbors, expandable); } -shadowmesh_t *Mod_ShadowMesh_Finish(mempool_t *mempool, shadowmesh_t *firstmesh, int light, int neighbors) +static void Mod_ShadowMesh_CreateVBOs(shadowmesh_t *mesh) +{ + if (!gl_support_arb_vertex_buffer_object) + return; + + // element buffer is easy because it's just one array + if (mesh->numtriangles) + mesh->ebo = R_Mesh_CreateStaticBufferObject(GL_ELEMENT_ARRAY_BUFFER_ARB, mesh->element3i, mesh->numtriangles * sizeof(int[3]), "shadowmesh"); + + // vertex buffer is several arrays and we put them in the same buffer + // + // is this wise? the texcoordtexture2f array is used with dynamic + // vertex/svector/tvector/normal when rendering animated models, on the + // other hand animated models don't use a lot of vertices anyway... + if (mesh->numverts) + { + size_t size; + unsigned char *mem; + size = 0; + mesh->vbooffset_vertex3f = size;if (mesh->vertex3f ) size += mesh->numverts * sizeof(float[3]); + mesh->vbooffset_svector3f = size;if (mesh->svector3f ) size += mesh->numverts * sizeof(float[3]); + mesh->vbooffset_tvector3f = size;if (mesh->tvector3f ) size += mesh->numverts * sizeof(float[3]); + mesh->vbooffset_normal3f = size;if (mesh->normal3f ) size += mesh->numverts * sizeof(float[3]); + mesh->vbooffset_texcoord2f = size;if (mesh->texcoord2f ) size += mesh->numverts * sizeof(float[2]); + mem = (unsigned char *)Mem_Alloc(tempmempool, size); + if (mesh->vertex3f ) memcpy(mem + mesh->vbooffset_vertex3f , mesh->vertex3f , mesh->numverts * sizeof(float[3])); + if (mesh->svector3f ) memcpy(mem + mesh->vbooffset_svector3f , mesh->svector3f , mesh->numverts * sizeof(float[3])); + 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_CreateStaticBufferObject(GL_ARRAY_BUFFER_ARB, mem, size, "shadowmesh"); + Mem_Free(mem); + } +} + +shadowmesh_t *Mod_ShadowMesh_Finish(mempool_t *mempool, shadowmesh_t *firstmesh, qboolean light, qboolean neighbors, qboolean createvbo) { shadowmesh_t *mesh, *newmesh, *nextmesh; // reallocate meshs to conserve space @@ -844,6 +959,8 @@ 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 (createvbo) + Mod_ShadowMesh_CreateVBOs(newmesh); } Mem_Free(mesh); } @@ -904,93 +1021,15 @@ void Mod_ShadowMesh_Free(shadowmesh_t *mesh) shadowmesh_t *nextmesh; for (;mesh;mesh = nextmesh) { + if (mesh->ebo) + R_Mesh_DestroyBufferObject(mesh->ebo); + if (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) -{ - int i; - for (i = 0;i < width*height;i++) - if (((unsigned char *)&palette[in[i]])[3] > 0) - return R_LoadTexture2D (loadmodel->texturepool, name, width, height, in, TEXTYPE_PALETTE, textureflags, palette); - return NULL; -} - -int Mod_LoadSkinFrame(skinframe_t *skinframe, char *basename, int textureflags, int loadpantsandshirt, int loadglowtexture) -{ - imageskin_t s; - memset(skinframe, 0, sizeof(*skinframe)); - 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, char *basename, int textureflags, int loadpantsandshirt, int loadglowtexture, unsigned char *skindata, int width, int height) -{ - unsigned char *temp1, *temp2; - memset(skinframe, 0, sizeof(*skinframe)); - if (!skindata) - return false; - if (r_shadow_bumpscale_basetexture.value > 0) - { - temp1 = (unsigned char *)Mem_Alloc(loadmodel->mempool, width * height * 8); - temp2 = temp1 + width * height * 4; - Image_Copy8bitRGBA(skindata, temp1, width * height, palette_nofullbrights); - 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, NULL); - Mem_Free(temp1); - } - if (loadglowtexture) - { - skinframe->glow = GL_TextureForSkinLayer(skindata, width, height, va("%s_glow", basename), palette_onlyfullbrights, textureflags); // glow - skinframe->base = skinframe->merged = GL_TextureForSkinLayer(skindata, width, height, va("%s_merged", basename), palette_nofullbrights, textureflags); // all but fullbrights - if (loadpantsandshirt) - { - skinframe->pants = GL_TextureForSkinLayer(skindata, width, height, va("%s_pants", basename), palette_pantsaswhite, textureflags); // pants - skinframe->shirt = GL_TextureForSkinLayer(skindata, width, height, va("%s_shirt", basename), palette_shirtaswhite, textureflags); // shirt - if (skinframe->pants || skinframe->shirt) - skinframe->base = GL_TextureForSkinLayer(skindata, width, height, va("%s_nospecial", basename), palette_nocolormapnofullbrights, textureflags); // no special colors - } - } - else - { - skinframe->base = skinframe->merged = GL_TextureForSkinLayer(skindata, width, height, va("%s_merged", basename), palette_complete, textureflags); // all - if (loadpantsandshirt) - { - skinframe->pants = GL_TextureForSkinLayer(skindata, width, height, va("%s_pants", basename), palette_pantsaswhite, textureflags); // pants - skinframe->shirt = GL_TextureForSkinLayer(skindata, width, height, va("%s_shirt", basename), palette_shirtaswhite, textureflags); // shirt - if (skinframe->pants || skinframe->shirt) - skinframe->base = GL_TextureForSkinLayer(skindata, width, height, va("%s_nospecial", basename), palette_nocolormap, textureflags); // no pants or shirt - } - } - 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) { float v[3], tc[3]; @@ -1054,6 +1093,629 @@ void Mod_ConstructTerrainPatchFromRGBA(const unsigned char *imagepixels, int ima Mod_GetTerrainVertexFromRGBA(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; +} + +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_numshaders = 0; + 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)) + { + if (q3shaders_numshaders >= Q3SHADER_MAXSHADERS) + { + Con_Printf("Mod_LoadQ3Shaders: too many shaders!\n"); + break; + } + shader = q3shaders_shaders + q3shaders_numshaders++; + memset(shader, 0, sizeof(*shader)); + strlcpy(shader->name, com_token, sizeof(shader->name)); + 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, "{")) + { + if (shader->numlayers < Q3SHADER_MAXLAYERS) + { + layer = shader->layers + shader->numlayers++; + layer->rgbgen.rgbgen = Q3RGBGEN_IDENTITY; + layer->alphagen.alphagen = Q3ALPHAGEN_IDENTITY; + layer->tcgen.tcgen = Q3TCGEN_TEXTURE; + layer->blendfunc[0] = GL_ONE; + layer->blendfunc[1] = GL_ZERO; + } + else + layer = NULL; + while (COM_ParseToken_QuakeC(&text, false)) + { + if (!strcasecmp(com_token, "}")) + break; + if (!strcasecmp(com_token, "\n")) + continue; + if (layer == NULL) + continue; + numparameters = 0; + for (j = 0;strcasecmp(com_token, "\n") && strcasecmp(com_token, "}");j++) + { + 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; + strlcpy(layer->texturename[0], parameter[1], sizeof(layer->texturename)); + 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]); + for (i = 0;i < layer->numframes;i++) + strlcpy(layer->texturename[i], parameter[i + 2], sizeof(layer->texturename)); + } + 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 } + 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; + } + } + 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], "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]); + } + } + } + } + // identify if this is a blended terrain shader or similar + if (shader->numlayers) + { + shader->backgroundlayer = NULL; + shader->primarylayer = shader->layers + 0; + if ((shader->layers[0].blendfunc[0] == GL_ONE && shader->layers[0].blendfunc[1] == GL_ZERO && !shader->layers[0].alphatest) + && ((shader->layers[1].blendfunc[0] == GL_SRC_ALPHA && shader->layers[1].blendfunc[1] == GL_ONE_MINUS_SRC_ALPHA && !shader->layers[0].alphatest) + || (shader->layers[1].blendfunc[0] == GL_ONE && shader->layers[1].blendfunc[1] == GL_ZERO && shader->layers[1].alphatest))) + { + // terrain blending or other effects + shader->backgroundlayer = shader->layers + 0; + shader->primarylayer = shader->layers + 1; + } + // 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); + } +} + +q3shaderinfo_t *Mod_LookupQ3Shader(const char *name) +{ + int i; + for (i = 0;i < Q3SHADER_MAXSHADERS;i++) + if (!strcasecmp(q3shaders_shaders[i].name, name)) + return q3shaders_shaders + i; + return NULL; +} + +extern cvar_t r_picmipworld; +qboolean Mod_LoadTextureFromQ3Shader(texture_t *texture, const char *name, qboolean q1bsp, qboolean q3bsp, qboolean md3) +{ + int j; + int texflags; + qboolean success = true; + q3shaderinfo_t *shader; + strlcpy(texture->name, name, sizeof(texture->name)); + shader = name[0] ? Mod_LookupQ3Shader(name) : NULL; + if (shader) + { + if (developer.integer >= 100) + Con_DPrintf("%s: loaded shader for %s\n", loadmodel->name, name); + 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 if (shader->surfaceparms & Q3SURFACEPARM_LAVA) + texture->basematerialflags |= MATERIALFLAG_WATER | MATERIALFLAG_LIGHTBOTHSIDES | MATERIALFLAG_FULLBRIGHT | MATERIALFLAG_NOSHADOW; + else if (shader->surfaceparms & Q3SURFACEPARM_SLIME) + texture->basematerialflags |= MATERIALFLAG_WATER | MATERIALFLAG_LIGHTBOTHSIDES | MATERIALFLAG_WATERALPHA | MATERIALFLAG_NOSHADOW; + else if (shader->surfaceparms & Q3SURFACEPARM_WATER) + texture->basematerialflags |= MATERIALFLAG_WATER | MATERIALFLAG_LIGHTBOTHSIDES | MATERIALFLAG_WATERALPHA | MATERIALFLAG_NOSHADOW; + 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; + 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) + { + // copy over many shader->primarylayer parameters + texture->rgbgen = shader->primarylayer->rgbgen; + texture->alphagen = shader->primarylayer->alphagen; + texture->tcgen = shader->primarylayer->tcgen; + memcpy(texture->tcmods, shader->primarylayer->tcmods, sizeof(texture->tcmods)); + // load the textures + texture->numskinframes = shader->primarylayer->numframes; + texture->skinframerate = shader->primarylayer->framerate; + for (j = 0;j < shader->primarylayer->numframes;j++) + { + texflags = TEXF_ALPHA | TEXF_PRECACHE; + if (!(shader->surfaceparms & Q3SURFACEPARM_NOMIPMAPS)) + texflags |= TEXF_MIPMAP; + if (!(shader->textureflags & Q3TEXTUREFLAG_NOPICMIP) && ((!q1bsp && !q3bsp) || r_picmipworld.integer)) + texflags |= TEXF_PICMIP | TEXF_COMPRESS; + if (shader->primarylayer->clampmap) + texflags |= TEXF_CLAMP; + if (!(texture->skinframes[j] = R_SkinFrame_LoadExternal(shader->primarylayer->texturename[j], texflags, false))) + { + Con_DPrintf("%s: could not load texture \"%s\" (frame %i) for shader \"%s\"\n", loadmodel->name, shader->primarylayer->texturename[j], j, texture->name); + texture->skinframes[j] = R_SkinFrame_LoadMissing(); + } + } + } + if (shader->backgroundlayer) + { + texture->backgroundnumskinframes = shader->backgroundlayer->numframes; + texture->backgroundskinframerate = shader->backgroundlayer->framerate; + for (j = 0;j < shader->backgroundlayer->numframes;j++) + { + if (!(texture->backgroundskinframes[j] = R_SkinFrame_LoadExternal(shader->backgroundlayer->texturename[j], ((shader->surfaceparms & Q3SURFACEPARM_NOMIPMAPS) ? 0 : TEXF_MIPMAP) | TEXF_ALPHA | TEXF_PRECACHE | ((!r_picmipworld.integer || (shader->textureflags & Q3TEXTUREFLAG_NOPICMIP)) ? 0 : (TEXF_PICMIP | TEXF_COMPRESS)) | (shader->backgroundlayer->clampmap ? TEXF_CLAMP : 0), false))) + { + Con_DPrintf("%s: could not load texture \"%s\" (frame %i) for shader \"%s\"\n", loadmodel->name, shader->backgroundlayer->texturename[j], j, texture->name); + texture->backgroundskinframes[j] = R_SkinFrame_LoadMissing(); + } + } + } + memcpy(texture->deforms, shader->deforms, sizeof(texture->deforms)); + } + else if (!strcmp(texture->name, "noshader")) + { + if (developer.integer >= 100) + Con_DPrintf("%s: using default handler for %s\n", loadmodel->name, name); + texture->surfaceparms = 0; + } + else + { + success = false; + if (developer.integer >= 100 || loadmodel->type == mod_brushq3) + Con_DPrintf("%s: No shader found for texture \"%s\"\n", loadmodel->name, texture->name); + 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; + texture->numskinframes = 1; + if (!(texture->skinframes[0] = R_SkinFrame_LoadExternal(texture->name, TEXF_MIPMAP | TEXF_ALPHA | TEXF_PRECACHE | (r_picmipworld.integer ? TEXF_PICMIP : 0) | TEXF_COMPRESS, false))) + Con_DPrintf("%s: could not load texture for missing shader \"%s\"\n", loadmodel->name, texture->name); + } + // 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; @@ -1089,12 +1751,12 @@ tag_torso, // If it's the first file we parse if (skinfile == NULL) { - skinfile = (skinfile_t *)Mem_Alloc(tempmempool, sizeof(skinfile_t)); + skinfile = (skinfile_t *)Mem_Alloc(loadmodel->mempool, sizeof(skinfile_t)); first = skinfile; } else { - skinfile->next = (skinfile_t *)Mem_Alloc(tempmempool, sizeof(skinfile_t)); + skinfile->next = (skinfile_t *)Mem_Alloc(loadmodel->mempool, sizeof(skinfile_t)); skinfile = skinfile->next; } skinfile->next = NULL; @@ -1102,7 +1764,7 @@ 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; @@ -1115,7 +1777,7 @@ 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); @@ -1127,7 +1789,7 @@ tag_torso, if (words == 3) { Con_DPrintf("Mod_LoadSkinFiles: parsed mesh \"%s\" shader replacement \"%s\"\n", word[1], word[2]); - skinfileitem = (skinfileitem_t *)Mem_Alloc(tempmempool, sizeof(skinfileitem_t)); + skinfileitem = (skinfileitem_t *)Mem_Alloc(loadmodel->mempool, sizeof(skinfileitem_t)); skinfileitem->next = skinfile->items; skinfile->items = skinfileitem; strlcpy (skinfileitem->name, word[1], sizeof (skinfileitem->name)); @@ -1148,7 +1810,7 @@ tag_torso, { // 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]); - skinfileitem = (skinfileitem_t *)Mem_Alloc(tempmempool, sizeof(skinfileitem_t)); + skinfileitem = (skinfileitem_t *)Mem_Alloc(loadmodel->mempool, sizeof(skinfileitem_t)); skinfileitem->next = skinfile->items; skinfile->items = skinfileitem; strlcpy (skinfileitem->name, word[0], sizeof (skinfileitem->name)); @@ -1237,3 +1899,63 @@ int Mod_RemoveDegenerateTriangles(int numtriangles, const int *inelement3i, int return outtriangles; } +void Mod_VertexRangeFromElements(int numelements, const int *elements, int *firstvertexpointer, int *lastvertexpointer) +{ + int i, e; + int firstvertex, lastvertex; + if (numelements > 0 && elements) + { + firstvertex = lastvertex = elements[0]; + for (i = 1;i < numelements;i++) + { + e = elements[i]; + firstvertex = min(firstvertex, e); + lastvertex = max(lastvertex, e); + } + } + else + firstvertex = lastvertex = 0; + if (firstvertexpointer) + *firstvertexpointer = firstvertex; + if (lastvertexpointer) + *lastvertexpointer = lastvertex; +} + +static void Mod_BuildVBOs(void) +{ + if (!gl_support_arb_vertex_buffer_object) + return; + + // element buffer is easy because it's just one array + if (loadmodel->surfmesh.num_triangles) + loadmodel->surfmesh.ebo = R_Mesh_CreateStaticBufferObject(GL_ELEMENT_ARRAY_BUFFER_ARB, loadmodel->surfmesh.data_element3i, loadmodel->surfmesh.num_triangles * sizeof(int[3]), loadmodel->name); + + // vertex buffer is several arrays and we put them in the same buffer + // + // is this wise? the texcoordtexture2f array is used with dynamic + // vertex/svector/tvector/normal when rendering animated models, on the + // other hand animated models don't use a lot of vertices anyway... + if (loadmodel->surfmesh.num_vertices) + { + size_t size; + unsigned char *mem; + size = 0; + loadmodel->surfmesh.vbooffset_vertex3f = size;if (loadmodel->surfmesh.data_vertex3f ) size += loadmodel->surfmesh.num_vertices * sizeof(float[3]); + loadmodel->surfmesh.vbooffset_svector3f = size;if (loadmodel->surfmesh.data_svector3f ) size += loadmodel->surfmesh.num_vertices * sizeof(float[3]); + loadmodel->surfmesh.vbooffset_tvector3f = size;if (loadmodel->surfmesh.data_tvector3f ) size += loadmodel->surfmesh.num_vertices * sizeof(float[3]); + loadmodel->surfmesh.vbooffset_normal3f = size;if (loadmodel->surfmesh.data_normal3f ) size += loadmodel->surfmesh.num_vertices * sizeof(float[3]); + loadmodel->surfmesh.vbooffset_texcoordtexture2f = size;if (loadmodel->surfmesh.data_texcoordtexture2f ) size += loadmodel->surfmesh.num_vertices * sizeof(float[2]); + loadmodel->surfmesh.vbooffset_texcoordlightmap2f = size;if (loadmodel->surfmesh.data_texcoordlightmap2f) size += loadmodel->surfmesh.num_vertices * sizeof(float[2]); + loadmodel->surfmesh.vbooffset_lightmapcolor4f = size;if (loadmodel->surfmesh.data_lightmapcolor4f ) size += loadmodel->surfmesh.num_vertices * sizeof(float[4]); + mem = (unsigned char *)Mem_Alloc(tempmempool, size); + if (loadmodel->surfmesh.data_vertex3f ) memcpy(mem + loadmodel->surfmesh.vbooffset_vertex3f , loadmodel->surfmesh.data_vertex3f , loadmodel->surfmesh.num_vertices * sizeof(float[3])); + if (loadmodel->surfmesh.data_svector3f ) memcpy(mem + loadmodel->surfmesh.vbooffset_svector3f , loadmodel->surfmesh.data_svector3f , loadmodel->surfmesh.num_vertices * sizeof(float[3])); + if (loadmodel->surfmesh.data_tvector3f ) memcpy(mem + loadmodel->surfmesh.vbooffset_tvector3f , loadmodel->surfmesh.data_tvector3f , loadmodel->surfmesh.num_vertices * sizeof(float[3])); + if (loadmodel->surfmesh.data_normal3f ) memcpy(mem + loadmodel->surfmesh.vbooffset_normal3f , loadmodel->surfmesh.data_normal3f , loadmodel->surfmesh.num_vertices * sizeof(float[3])); + 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_CreateStaticBufferObject(GL_ARRAY_BUFFER_ARB, mem, size, loadmodel->name); + Mem_Free(mem); + } +}