X-Git-Url: http://de.git.xonotic.org/?p=xonotic%2Fdarkplaces.git;a=blobdiff_plain;f=model_shared.c;h=a6d97670fcb9d864de9e49b1b3cac0de4a0976ad;hp=9c5ca20392571c353f06133922d3735ac7c43b1b;hb=2075ae43356d724bae305ce8fd36ea570718b14a;hpb=f21f81fa1c3b997ef5621380a7c98a6ecee7458e diff --git a/model_shared.c b/model_shared.c index 9c5ca203..a6d97670 100644 --- a/model_shared.c +++ b/model_shared.c @@ -27,7 +27,6 @@ Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. #include "r_shadow.h" #include "polygon.h" -cvar_t r_enableshadowvolumes = {CVAR_SAVE, "r_enableshadowvolumes", "1", "Enables use of Stencil Shadow Volume shadowing methods, saves some memory if turned off"}; 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"}; cvar_t r_mipnormalmaps = {CVAR_SAVE, "r_mipnormalmaps", "1", "mipmaps normalmaps (turning it off looks sharper but may have aliasing)"}; cvar_t mod_generatelightmaps_unitspersample = {CVAR_SAVE, "mod_generatelightmaps_unitspersample", "8", "lightmap resolution"}; @@ -63,7 +62,7 @@ static q3shader_data_t* q3shader_data; static void mod_start(void) { int i, count; - int nummodels = Mem_ExpandableArray_IndexRange(&models); + int nummodels = (int)Mem_ExpandableArray_IndexRange(&models); dp_model_t *mod; SCR_PushLoadingScreen(false, "Loading models", 1.0); @@ -86,7 +85,7 @@ static void mod_start(void) static void mod_shutdown(void) { int i; - int nummodels = Mem_ExpandableArray_IndexRange(&models); + int nummodels = (int)Mem_ExpandableArray_IndexRange(&models); dp_model_t *mod; for (i = 0;i < nummodels;i++) @@ -100,8 +99,8 @@ static void mod_shutdown(void) static void mod_newmap(void) { msurface_t *surface; - int i, j, k, surfacenum, ssize, tsize; - int nummodels = Mem_ExpandableArray_IndexRange(&models); + int i, j, k, l, surfacenum, ssize, tsize; + int nummodels = (int)Mem_ExpandableArray_IndexRange(&models); dp_model_t *mod; for (i = 0;i < nummodels;i++) @@ -110,10 +109,11 @@ static void mod_newmap(void) { for (j = 0;j < mod->num_textures && mod->data_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]); + // note that materialshaderpass and backgroundshaderpass point to shaderpasses[] and so do the pre/post shader ranges, so this catches all of them... + for (l = 0; l < Q3SHADER_MAXLAYERS; l++) + if (mod->data_textures[j].shaderpasses[l]) + for (k = 0; k < mod->data_textures[j].shaderpasses[l]->numframes; k++) + R_SkinFrame_MarkUsed(mod->data_textures[j].shaderpasses[l]->skinframes[k]); } if (mod->brush.solidskyskinframe) R_SkinFrame_MarkUsed(mod->brush.solidskyskinframe); @@ -161,7 +161,6 @@ void Mod_Init (void) Mod_AliasInit(); Mod_SpriteInit(); - Cvar_RegisterVariable(&r_enableshadowvolumes); Cvar_RegisterVariable(&r_mipskins); Cvar_RegisterVariable(&r_mipnormalmaps); Cvar_RegisterVariable(&mod_generatelightmaps_unitspersample); @@ -200,21 +199,23 @@ void Mod_UnloadModel (dp_model_t *mod) used = mod->used; if (mod->mempool) { - if (mod->surfmesh.vertex3fbuffer) - R_Mesh_DestroyMeshBuffer(mod->surfmesh.vertex3fbuffer); - mod->surfmesh.vertex3fbuffer = NULL; - if (mod->surfmesh.vertexmeshbuffer) - R_Mesh_DestroyMeshBuffer(mod->surfmesh.vertexmeshbuffer); - mod->surfmesh.vertexmeshbuffer = NULL; - if (mod->surfmesh.data_element3i_indexbuffer) + if (mod->surfmesh.data_element3i_indexbuffer && !mod->surfmesh.data_element3i_indexbuffer->isdynamic) R_Mesh_DestroyMeshBuffer(mod->surfmesh.data_element3i_indexbuffer); mod->surfmesh.data_element3i_indexbuffer = NULL; - if (mod->surfmesh.data_element3s_indexbuffer) + if (mod->surfmesh.data_element3s_indexbuffer && !mod->surfmesh.data_element3s_indexbuffer->isdynamic) R_Mesh_DestroyMeshBuffer(mod->surfmesh.data_element3s_indexbuffer); mod->surfmesh.data_element3s_indexbuffer = NULL; - if (mod->surfmesh.vbo_vertexbuffer) - R_Mesh_DestroyMeshBuffer(mod->surfmesh.vbo_vertexbuffer); - mod->surfmesh.vbo_vertexbuffer = NULL; + if (mod->surfmesh.data_vertex3f_vertexbuffer && !mod->surfmesh.data_vertex3f_vertexbuffer->isdynamic) + R_Mesh_DestroyMeshBuffer(mod->surfmesh.data_vertex3f_vertexbuffer); + mod->surfmesh.data_vertex3f_vertexbuffer = NULL; + mod->surfmesh.data_svector3f_vertexbuffer = NULL; + mod->surfmesh.data_tvector3f_vertexbuffer = NULL; + mod->surfmesh.data_normal3f_vertexbuffer = NULL; + mod->surfmesh.data_texcoordtexture2f_vertexbuffer = NULL; + mod->surfmesh.data_texcoordlightmap2f_vertexbuffer = NULL; + mod->surfmesh.data_lightmapcolor4f_vertexbuffer = NULL; + mod->surfmesh.data_skeletalindex4ub_vertexbuffer = NULL; + mod->surfmesh.data_skeletalweight4ub_vertexbuffer = NULL; } // free textures/memory attached to the model R_FreeTexturePool(&mod->texturepool); @@ -228,78 +229,95 @@ void Mod_UnloadModel (dp_model_t *mod) mod->loaded = false; } -void R_Model_Null_Draw(entity_render_t *ent) +static void R_Model_Null_Draw(entity_render_t *ent) { return; } -typedef void (*mod_framegroupify_parsegroups_t) (unsigned int i, int start, int len, float fps, qboolean loop, void *pass); +typedef void (*mod_framegroupify_parsegroups_t) (unsigned int i, int start, int len, float fps, qboolean loop, const char *name, void *pass); -int Mod_FrameGroupify_ParseGroups(const char *buf, mod_framegroupify_parsegroups_t cb, void *pass) +static int Mod_FrameGroupify_ParseGroups(const char *buf, mod_framegroupify_parsegroups_t cb, void *pass) { const char *bufptr; int start, len; float fps; unsigned int i; qboolean loop; + char name[64]; bufptr = buf; i = 0; - for(;;) + while(bufptr) { // an anim scene! - if (!COM_ParseToken_Simple(&bufptr, true, false)) - break; + + // REQUIRED: fetch start + COM_ParseToken_Simple(&bufptr, true, false, true); + if (!bufptr) + break; // end of file if (!strcmp(com_token, "\n")) continue; // empty line start = atoi(com_token); - if (!COM_ParseToken_Simple(&bufptr, true, false)) - break; - if (!strcmp(com_token, "\n")) + + // REQUIRED: fetch length + COM_ParseToken_Simple(&bufptr, true, false, true); + if (!bufptr || !strcmp(com_token, "\n")) { Con_Printf("framegroups file: missing number of frames\n"); continue; } len = atoi(com_token); - if (!COM_ParseToken_Simple(&bufptr, true, false)) - break; - // we default to looping as it's usually wanted, so to NOT loop you append a 0 - if (strcmp(com_token, "\n")) + + // OPTIONAL args start + COM_ParseToken_Simple(&bufptr, true, false, true); + + // OPTIONAL: fetch fps + fps = 20; + if (bufptr && strcmp(com_token, "\n")) { fps = atof(com_token); - if (!COM_ParseToken_Simple(&bufptr, true, false)) - break; - if (strcmp(com_token, "\n")) - loop = atoi(com_token) != 0; - else - loop = true; + COM_ParseToken_Simple(&bufptr, true, false, true); } - else + + // OPTIONAL: fetch loopflag + loop = true; + if (bufptr && strcmp(com_token, "\n")) + { + loop = (atoi(com_token) != 0); + COM_ParseToken_Simple(&bufptr, true, false, true); + } + + // OPTIONAL: fetch name + name[0] = 0; + if (bufptr && strcmp(com_token, "\n")) { - fps = 20; - loop = true; + strlcpy(name, com_token, sizeof(name)); + COM_ParseToken_Simple(&bufptr, true, false, true); } + // OPTIONAL: remaining unsupported tokens (eat them) + while (bufptr && strcmp(com_token, "\n")) + COM_ParseToken_Simple(&bufptr, true, false, true); + + //Con_Printf("data: %d %d %d %f %d (%s)\n", i, start, len, fps, loop, name); + if(cb) - cb(i, start, len, fps, loop, pass); + cb(i, start, len, fps, loop, (name[0] ? name : NULL), pass); ++i; } return i; } -void Mod_FrameGroupify_ParseGroups_Count (unsigned int i, int start, int len, float fps, qboolean loop, void *pass) -{ - unsigned int *cnt = (unsigned int *) pass; - ++*cnt; -} - -void Mod_FrameGroupify_ParseGroups_Store (unsigned int i, int start, int len, float fps, qboolean loop, void *pass) +static void Mod_FrameGroupify_ParseGroups_Store (unsigned int i, int start, int len, float fps, qboolean loop, const char *name, void *pass) { dp_model_t *mod = (dp_model_t *) pass; animscene_t *anim = &mod->animscenes[i]; - dpsnprintf(anim->name, sizeof(anim[i].name), "groupified_%d_anim", i); + if(name) + strlcpy(anim->name, name, sizeof(anim[i].name)); + else + dpsnprintf(anim->name, sizeof(anim[i].name), "groupified_%d_anim", i); anim->firstframe = bound(0, start, mod->num_poses - 1); anim->framecount = bound(1, len, mod->num_poses - anim->firstframe); anim->framerate = max(1, fps); @@ -307,7 +325,7 @@ void Mod_FrameGroupify_ParseGroups_Store (unsigned int i, int start, int len, fl //Con_Printf("frame group %d is %d %d %f %d\n", i, start, len, fps, loop); } -void Mod_FrameGroupify(dp_model_t *mod, const char *buf) +static void Mod_FrameGroupify(dp_model_t *mod, const char *buf) { unsigned int cnt; @@ -328,7 +346,7 @@ void Mod_FrameGroupify(dp_model_t *mod, const char *buf) Mod_FrameGroupify_ParseGroups(buf, Mod_FrameGroupify_ParseGroups_Store, mod); } -void Mod_FindPotentialDeforms(dp_model_t *mod) +static void Mod_FindPotentialDeforms(dp_model_t *mod) { int i, j; texture_t *texture; @@ -337,7 +355,9 @@ void Mod_FindPotentialDeforms(dp_model_t *mod) for (i = 0;i < mod->num_textures;i++) { texture = mod->data_textures + i; - if (texture->tcgen.tcgen == Q3TCGEN_ENVIRONMENT) + if (texture->materialshaderpass && texture->materialshaderpass->tcgen.tcgen == Q3TCGEN_ENVIRONMENT) + mod->wantnormals = true; + if (texture->materialshaderpass && texture->materialshaderpass->tcgen.tcgen == Q3TCGEN_ENVIRONMENT) mod->wantnormals = true; for (j = 0;j < Q3MAXDEFORMS;j++) { @@ -366,6 +386,7 @@ dp_model_t *Mod_LoadModel(dp_model_t *mod, qboolean crash, qboolean checkdisk) unsigned int crc; void *buf; fs_offset_t filesize = 0; + char vabuf[1024]; mod->used = true; @@ -449,6 +470,9 @@ dp_model_t *Mod_LoadModel(dp_model_t *mod, qboolean crash, qboolean checkdisk) // errors can prevent the corresponding mod->loaded = true; mod->loaded = false; + // default lightmap scale + mod->lightmapscale = 1; + // default model radius and bounding box (mainly for missing models) mod->radius = 16; VectorSet(mod->normalmins, -mod->radius, -mod->radius, -mod->radius); @@ -486,13 +510,13 @@ dp_model_t *Mod_LoadModel(dp_model_t *mod, qboolean crash, qboolean checkdisk) else if (!memcmp(buf, "ACTRHEAD", 8)) Mod_PSKMODEL_Load(mod, buf, bufend); else if (!memcmp(buf, "INTERQUAKEMODEL", 16)) Mod_INTERQUAKEMODEL_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 if (num == BSPVERSION || num == 30 || !memcmp(buf, "BSP2", 4) || !memcmp(buf, "2PSB", 4)) 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_FindPotentialDeforms(mod); - - buf = FS_LoadFile (va("%s.framegroups", mod->name), tempmempool, false, &filesize); + + buf = FS_LoadFile(va(vabuf, sizeof(vabuf), "%s.framegroups", mod->name), tempmempool, false, &filesize); if(buf) { Mod_FrameGroupify(mod, (const char *)buf); @@ -518,7 +542,7 @@ dp_model_t *Mod_LoadModel(dp_model_t *mod, qboolean crash, qboolean checkdisk) void Mod_ClearUsed(void) { int i; - int nummodels = Mem_ExpandableArray_IndexRange(&models); + int nummodels = (int)Mem_ExpandableArray_IndexRange(&models); dp_model_t *mod; for (i = 0;i < nummodels;i++) if ((mod = (dp_model_t*) Mem_ExpandableArray_RecordAtIndex(&models, i)) && mod->name[0]) @@ -528,7 +552,7 @@ void Mod_ClearUsed(void) void Mod_PurgeUnused(void) { int i; - int nummodels = Mem_ExpandableArray_IndexRange(&models); + int nummodels = (int)Mem_ExpandableArray_IndexRange(&models); dp_model_t *mod; for (i = 0;i < nummodels;i++) { @@ -558,10 +582,10 @@ dp_model_t *Mod_FindName(const char *name, const char *parentname) // if we're not dedicatd, the renderer calls will crash without video Host_StartVideo(); - nummodels = Mem_ExpandableArray_IndexRange(&models); + nummodels = (int)Mem_ExpandableArray_IndexRange(&models); if (!name[0]) - Host_Error ("Mod_ForName: NULL name"); + Host_Error ("Mod_ForName: empty name"); // search the currently loaded models for (i = 0;i < nummodels;i++) @@ -611,7 +635,7 @@ Reloads all models if they have changed void Mod_Reload(void) { int i, count; - int nummodels = Mem_ExpandableArray_IndexRange(&models); + int nummodels = (int)Mem_ExpandableArray_IndexRange(&models); dp_model_t *mod; SCR_PushLoadingScreen(false, "Reloading models", 1.0); @@ -642,7 +666,7 @@ Mod_Print static void Mod_Print(void) { int i; - int nummodels = Mem_ExpandableArray_IndexRange(&models); + int nummodels = (int)Mem_ExpandableArray_IndexRange(&models); dp_model_t *mod; Con_Print("Loaded models:\n"); @@ -685,134 +709,71 @@ int Mod_BuildVertexRemapTableFromElements(int numelements, const int *elements, return count; } -#if 1 -// fast way, using an edge hash -#define TRIANGLEEDGEHASH 8192 -void Mod_BuildTriangleNeighbors(int *neighbors, const int *elements, int numtriangles) +qboolean Mod_ValidateElements(int *element3i, unsigned short *element3s, int numtriangles, int firstvertex, int numvertices, const char *filename, int fileline) { - int i, j, p, e1, e2, *n, hashindex, count, match; - const int *e; - typedef struct edgehashentry_s - { - struct edgehashentry_s *next; - int triangle; - int element[2]; - } - edgehashentry_t; - static edgehashentry_t **edgehash; - edgehashentry_t *edgehashentries, *hash; - if (!numtriangles) - return; - edgehash = (edgehashentry_t **)Mem_Alloc(tempmempool, TRIANGLEEDGEHASH * sizeof(*edgehash)); - // if there are too many triangles for the stack array, allocate larger buffer - edgehashentries = (edgehashentry_t *)Mem_Alloc(tempmempool, numtriangles * 3 * sizeof(edgehashentry_t)); - // find neighboring triangles - for (i = 0, e = elements, n = neighbors;i < numtriangles;i++, e += 3, n += 3) - { - for (j = 0, p = 2;j < 3;p = j, j++) - { - e1 = e[p]; - e2 = e[j]; - // this hash index works for both forward and backward edges - hashindex = (unsigned int)(e1 + e2) % TRIANGLEEDGEHASH; - hash = edgehashentries + i * 3 + j; - hash->next = edgehash[hashindex]; - edgehash[hashindex] = hash; - hash->triangle = i; - hash->element[0] = e1; - hash->element[1] = e2; - } - } - for (i = 0, e = elements, n = neighbors;i < numtriangles;i++, e += 3, n += 3) + int first = firstvertex, last = first + numvertices - 1, numelements = numtriangles * 3; + int i; + int invalidintcount = 0, invalidintexample = 0; + int invalidshortcount = 0, invalidshortexample = 0; + int invalidmismatchcount = 0, invalidmismatchexample = 0; + if (element3i) { - for (j = 0, p = 2;j < 3;p = j, j++) + for (i = 0; i < numelements; i++) { - e1 = e[p]; - e2 = e[j]; - // this hash index works for both forward and backward edges - hashindex = (unsigned int)(e1 + e2) % TRIANGLEEDGEHASH; - count = 0; - match = -1; - for (hash = edgehash[hashindex];hash;hash = hash->next) + if (element3i[i] < first || element3i[i] > last) { - if (hash->element[0] == e2 && hash->element[1] == e1) - { - if (hash->triangle != i) - match = hash->triangle; - count++; - } - else if ((hash->element[0] == e1 && hash->element[1] == e2)) - count++; + invalidintcount++; + invalidintexample = i; } - // detect edges shared by three triangles and make them seams - if (count > 2) - match = -1; - n[p] = match; } - - // also send a keepalive here (this can take a while too!) - CL_KeepaliveMessage(false); } - // free the allocated buffer - Mem_Free(edgehashentries); - Mem_Free(edgehash); -} -#else -// very slow but simple way -static int Mod_FindTriangleWithEdge(const int *elements, int numtriangles, int start, int end, int ignore) -{ - int i, match, count; - count = 0; - match = -1; - for (i = 0;i < numtriangles;i++, elements += 3) + if (element3s) { - if ((elements[0] == start && elements[1] == end) - || (elements[1] == start && elements[2] == end) - || (elements[2] == start && elements[0] == end)) + for (i = 0; i < numelements; i++) { - if (i != ignore) - match = i; - count++; + if (element3s[i] < first || element3s[i] > last) + { + invalidintcount++; + invalidintexample = i; + } } - else if ((elements[1] == start && elements[0] == end) - || (elements[2] == start && elements[1] == end) - || (elements[0] == start && elements[2] == end)) - count++; - } - // detect edges shared by three triangles and make them seams - if (count > 2) - match = -1; - return match; -} - -void Mod_BuildTriangleNeighbors(int *neighbors, const int *elements, int numtriangles) -{ - int i, *n; - const int *e; - for (i = 0, e = elements, n = neighbors;i < numtriangles;i++, e += 3, n += 3) - { - n[0] = Mod_FindTriangleWithEdge(elements, numtriangles, e[1], e[0], i); - n[1] = Mod_FindTriangleWithEdge(elements, numtriangles, e[2], e[1], i); - n[2] = Mod_FindTriangleWithEdge(elements, numtriangles, e[0], e[2], i); } -} -#endif - -void Mod_ValidateElements(int *elements, int numtriangles, int firstvertex, int numverts, const char *filename, int fileline) -{ - int i, warned = false, endvertex = firstvertex + numverts; - for (i = 0;i < numtriangles * 3;i++) + if (element3i && element3s) { - if (elements[i] < firstvertex || elements[i] >= endvertex) + for (i = 0; i < numelements; i++) { - if (!warned) + if (element3s[i] != element3i[i]) { - warned = true; - Con_Printf("Mod_ValidateElements: out of bounds elements detected at %s:%d\n", filename, fileline); + invalidmismatchcount++; + invalidmismatchexample = i; } - elements[i] = firstvertex; } } + if (invalidintcount || invalidshortcount || invalidmismatchcount) + { + Con_Printf("Mod_ValidateElements(%i, %i, %i, %p, %p) called at %s:%d", numelements, first, last, element3i, element3s, filename, fileline); + Con_Printf(", %i elements are invalid in element3i (example: element3i[%i] == %i)", invalidintcount, invalidintexample, element3i ? element3i[invalidintexample] : 0); + Con_Printf(", %i elements are invalid in element3s (example: element3s[%i] == %i)", invalidshortcount, invalidshortexample, element3s ? element3s[invalidshortexample] : 0); + Con_Printf(", %i elements mismatch between element3i and element3s (example: element3s[%i] is %i and element3i[%i] is %i)", invalidmismatchcount, invalidmismatchexample, element3s ? element3s[invalidmismatchexample] : 0, invalidmismatchexample, element3i ? element3i[invalidmismatchexample] : 0); + Con_Print(". Please debug the engine code - these elements have been modified to not crash, but nothing more.\n"); + + // edit the elements to make them safer, as the driver will crash otherwise + if (element3i) + for (i = 0; i < numelements; i++) + if (element3i[i] < first || element3i[i] > last) + element3i[i] = first; + if (element3s) + for (i = 0; i < numelements; i++) + if (element3s[i] < first || element3s[i] > last) + element3s[i] = first; + if (element3i && element3s) + for (i = 0; i < numelements; i++) + if (element3s[i] != element3i[i]) + element3s[i] = element3i[i]; + + return false; + } + return true; } // warning: this is an expensive function! @@ -856,7 +817,8 @@ void Mod_BuildNormals(int firstvertex, int numvertices, int numtriangles, const VectorNormalize(vectorNormal); } -void Mod_BuildBumpVectors(const float *v0, const float *v1, const float *v2, const float *tc0, const float *tc1, const float *tc2, float *svector3f, float *tvector3f, float *normal3f) +#if 0 +static void Mod_BuildBumpVectors(const float *v0, const float *v1, const float *v2, const float *tc0, const float *tc1, const float *tc2, float *svector3f, float *tvector3f, float *normal3f) { float f, tangentcross[3], v10[3], v20[3], tc10[2], tc20[2]; // 79 add/sub/negate/multiply (1 cycle), 1 compare (3 cycle?), total cycles not counting load/store/exchange roughly 82 cycles @@ -899,12 +861,13 @@ void Mod_BuildBumpVectors(const float *v0, const float *v1, const float *v2, con VectorNegate(tvector3f, tvector3f); } } +#endif // warning: this is a very expensive function! 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], *sv, *tv; + float sdir[3], tdir[3], normal[3], *svec, *tvec; const float *v0, *v1, *v2, *tc0, *tc1, *tc2, *n; float f, tangentcross[3], v10[3], v20[3], tc10[2], tc20[2]; const int *e; @@ -970,21 +933,21 @@ void Mod_BuildTextureVectorsFromNormals(int firstvertex, int numvertices, int nu // 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) + for (i = 0, svec = svector3f + 3 * firstvertex, tvec = tvector3f + 3 * firstvertex, n = normal3f + 3 * firstvertex;i < numvertices;i++, svec += 3, tvec += 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); + f = -DotProduct(svec, n); + VectorMA(svec, f, n, svec); + VectorNormalize(svec); + f = -DotProduct(tvec, n); + VectorMA(tvec, f, n, tvec); + VectorNormalize(tvec); } } -void 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) { 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) + (numvertices <= 65536 ? numtriangles * sizeof(unsigned short[3]) : 0)); + 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 * sizeof(int[3]) + (numvertices <= 65536 ? numtriangles * sizeof(unsigned short[3]) : 0)); loadmodel->surfmesh.num_vertices = numvertices; loadmodel->surfmesh.num_triangles = numtriangles; if (loadmodel->surfmesh.num_vertices) @@ -1003,34 +966,16 @@ void Mod_AllocSurfMesh(mempool_t *mempool, int numvertices, int numtriangles, qb if (loadmodel->surfmesh.num_triangles) { 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; } } -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) +shadowmesh_t *Mod_ShadowMesh_Alloc(mempool_t *mempool, int maxverts, int maxtriangles) { shadowmesh_t *newmesh; - unsigned char *data; - int size; - size = sizeof(shadowmesh_t); - size += maxverts * sizeof(float[3]); - 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) - size += SHADOWMESHVERTEXHASH * sizeof(shadowmeshvertexhash_t *) + maxverts * sizeof(shadowmeshvertexhash_t); - data = (unsigned char *)Mem_Alloc(mempool, size); - newmesh = (shadowmesh_t *)data;data += sizeof(*newmesh); - newmesh->map_diffuse = map_diffuse; - newmesh->map_specular = map_specular; - newmesh->map_normal = map_normal; + newmesh = (shadowmesh_t *)Mem_Alloc(mempool, sizeof(shadowmesh_t)); + newmesh->mempool = mempool; newmesh->maxverts = maxverts; newmesh->maxtriangles = maxtriangles; newmesh->numverts = 0; @@ -1038,289 +983,151 @@ shadowmesh_t *Mod_ShadowMesh_Alloc(mempool_t *mempool, int maxverts, int maxtria memset(newmesh->sideoffsets, 0, sizeof(newmesh->sideoffsets)); memset(newmesh->sidetotals, 0, sizeof(newmesh->sidetotals)); - newmesh->vertex3f = (float *)data;data += maxverts * sizeof(float[3]); - if (light) - { - newmesh->svector3f = (float *)data;data += maxverts * sizeof(float[3]); - newmesh->tvector3f = (float *)data;data += maxverts * sizeof(float[3]); - newmesh->normal3f = (float *)data;data += maxverts * sizeof(float[3]); - newmesh->texcoord2f = (float *)data;data += maxverts * sizeof(float[2]); - } - newmesh->element3i = (int *)data;data += maxtriangles * sizeof(int[3]); - if (neighbors) - { - newmesh->neighbor3i = (int *)data;data += maxtriangles * sizeof(int[3]); - } - if (expandable) - { - 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]); + newmesh->vertex3f = (float *)Mem_Alloc(mempool, maxverts * sizeof(float[3])); + newmesh->element3i = (int *)Mem_Alloc(mempool, maxtriangles * sizeof(int[3])); + newmesh->vertexhashtable = (shadowmeshvertexhash_t **)Mem_Alloc(mempool, SHADOWMESHVERTEXHASH * sizeof(shadowmeshvertexhash_t *)); + newmesh->vertexhashentries = (shadowmeshvertexhash_t *)Mem_Alloc(mempool, maxverts * sizeof(shadowmeshvertexhash_t)); return newmesh; } -shadowmesh_t *Mod_ShadowMesh_ReAlloc(mempool_t *mempool, shadowmesh_t *oldmesh, int light, int neighbors) -{ - shadowmesh_t *newmesh; - newmesh = Mod_ShadowMesh_Alloc(mempool, oldmesh->numverts, oldmesh->numtriangles, oldmesh->map_diffuse, oldmesh->map_specular, oldmesh->map_normal, light, neighbors, false); - newmesh->numverts = oldmesh->numverts; - newmesh->numtriangles = oldmesh->numtriangles; - memcpy(newmesh->sideoffsets, oldmesh->sideoffsets, sizeof(oldmesh->sideoffsets)); - memcpy(newmesh->sidetotals, oldmesh->sidetotals, sizeof(oldmesh->sidetotals)); - - memcpy(newmesh->vertex3f, oldmesh->vertex3f, oldmesh->numverts * sizeof(float[3])); - if (newmesh->svector3f && oldmesh->svector3f) - { - memcpy(newmesh->svector3f, oldmesh->svector3f, oldmesh->numverts * sizeof(float[3])); - memcpy(newmesh->tvector3f, oldmesh->tvector3f, oldmesh->numverts * sizeof(float[3])); - memcpy(newmesh->normal3f, oldmesh->normal3f, oldmesh->numverts * sizeof(float[3])); - memcpy(newmesh->texcoord2f, oldmesh->texcoord2f, oldmesh->numverts * sizeof(float[2])); - } - memcpy(newmesh->element3i, oldmesh->element3i, oldmesh->numtriangles * sizeof(int[3])); - if (newmesh->neighbor3i && oldmesh->neighbor3i) - memcpy(newmesh->neighbor3i, oldmesh->neighbor3i, oldmesh->numtriangles * sizeof(int[3])); - return newmesh; -} - -int Mod_ShadowMesh_AddVertex(shadowmesh_t *mesh, float *vertex14f) +int Mod_ShadowMesh_AddVertex(shadowmesh_t *mesh, const float *vertex3f) { int hashindex, vnum; shadowmeshvertexhash_t *hash; // this uses prime numbers intentionally - hashindex = (unsigned int) (vertex14f[0] * 2003 + vertex14f[1] * 4001 + vertex14f[2] * 7919) % SHADOWMESHVERTEXHASH; + hashindex = (unsigned int) (vertex3f[0] * 2003 + vertex3f[1] * 4001 + vertex3f[2] * 7919) % SHADOWMESHVERTEXHASH; for (hash = mesh->vertexhashtable[hashindex];hash;hash = hash->next) { vnum = (hash - mesh->vertexhashentries); - if ((mesh->vertex3f == NULL || (mesh->vertex3f[vnum * 3 + 0] == vertex14f[0] && mesh->vertex3f[vnum * 3 + 1] == vertex14f[1] && mesh->vertex3f[vnum * 3 + 2] == vertex14f[2])) - && (mesh->svector3f == NULL || (mesh->svector3f[vnum * 3 + 0] == vertex14f[3] && mesh->svector3f[vnum * 3 + 1] == vertex14f[4] && mesh->svector3f[vnum * 3 + 2] == vertex14f[5])) - && (mesh->tvector3f == NULL || (mesh->tvector3f[vnum * 3 + 0] == vertex14f[6] && mesh->tvector3f[vnum * 3 + 1] == vertex14f[7] && mesh->tvector3f[vnum * 3 + 2] == vertex14f[8])) - && (mesh->normal3f == NULL || (mesh->normal3f[vnum * 3 + 0] == vertex14f[9] && mesh->normal3f[vnum * 3 + 1] == vertex14f[10] && mesh->normal3f[vnum * 3 + 2] == vertex14f[11])) - && (mesh->texcoord2f == NULL || (mesh->texcoord2f[vnum * 2 + 0] == vertex14f[12] && mesh->texcoord2f[vnum * 2 + 1] == vertex14f[13]))) + if (mesh->vertex3f[vnum * 3 + 0] == vertex3f[0] && mesh->vertex3f[vnum * 3 + 1] == vertex3f[1] && mesh->vertex3f[vnum * 3 + 2] == vertex3f[2]) return hash - mesh->vertexhashentries; } vnum = mesh->numverts++; hash = mesh->vertexhashentries + vnum; hash->next = mesh->vertexhashtable[hashindex]; mesh->vertexhashtable[hashindex] = hash; - if (mesh->vertex3f) {mesh->vertex3f[vnum * 3 + 0] = vertex14f[0];mesh->vertex3f[vnum * 3 + 1] = vertex14f[1];mesh->vertex3f[vnum * 3 + 2] = vertex14f[2];} - if (mesh->svector3f) {mesh->svector3f[vnum * 3 + 0] = vertex14f[3];mesh->svector3f[vnum * 3 + 1] = vertex14f[4];mesh->svector3f[vnum * 3 + 2] = vertex14f[5];} - if (mesh->tvector3f) {mesh->tvector3f[vnum * 3 + 0] = vertex14f[6];mesh->tvector3f[vnum * 3 + 1] = vertex14f[7];mesh->tvector3f[vnum * 3 + 2] = vertex14f[8];} - if (mesh->normal3f) {mesh->normal3f[vnum * 3 + 0] = vertex14f[9];mesh->normal3f[vnum * 3 + 1] = vertex14f[10];mesh->normal3f[vnum * 3 + 2] = vertex14f[11];} - if (mesh->texcoord2f) {mesh->texcoord2f[vnum * 2 + 0] = vertex14f[12];mesh->texcoord2f[vnum * 2 + 1] = vertex14f[13];} + mesh->vertex3f[vnum * 3 + 0] = vertex3f[0]; + mesh->vertex3f[vnum * 3 + 1] = vertex3f[1]; + mesh->vertex3f[vnum * 3 + 2] = vertex3f[2]; return vnum; } -void Mod_ShadowMesh_AddTriangle(mempool_t *mempool, shadowmesh_t *mesh, rtexture_t *map_diffuse, rtexture_t *map_specular, rtexture_t *map_normal, float *vertex14f) +void Mod_ShadowMesh_AddMesh(shadowmesh_t *mesh, const float *vertex3f, int numtris, const int *element3i) { - if (mesh->numtriangles == 0) - { - // set the properties on this empty mesh to be more favorable... - // (note: this case only occurs for the first triangle added to a new mesh chain) - mesh->map_diffuse = map_diffuse; - mesh->map_specular = map_specular; - mesh->map_normal = map_normal; - } - while (mesh->map_diffuse != map_diffuse || mesh->map_specular != map_specular || mesh->map_normal != map_normal || mesh->numverts + 3 > mesh->maxverts || mesh->numtriangles + 1 > mesh->maxtriangles) - { - if (mesh->next == NULL) - mesh->next = Mod_ShadowMesh_Alloc(mempool, max(mesh->maxverts, 300), max(mesh->maxtriangles, 100), map_diffuse, map_specular, map_normal, mesh->svector3f != NULL, mesh->neighbor3i != NULL, true); - mesh = mesh->next; - } - mesh->element3i[mesh->numtriangles * 3 + 0] = Mod_ShadowMesh_AddVertex(mesh, vertex14f + 14 * 0); - mesh->element3i[mesh->numtriangles * 3 + 1] = Mod_ShadowMesh_AddVertex(mesh, vertex14f + 14 * 1); - mesh->element3i[mesh->numtriangles * 3 + 2] = Mod_ShadowMesh_AddVertex(mesh, vertex14f + 14 * 2); - mesh->numtriangles++; -} + int i; -void Mod_ShadowMesh_AddMesh(mempool_t *mempool, shadowmesh_t *mesh, rtexture_t *map_diffuse, rtexture_t *map_specular, rtexture_t *map_normal, const float *vertex3f, const float *svector3f, const float *tvector3f, const float *normal3f, const float *texcoord2f, int numtris, const int *element3i) -{ - int i, j, e; - float vbuf[3*14], *v; - memset(vbuf, 0, sizeof(vbuf)); for (i = 0;i < numtris;i++) { - for (j = 0, v = vbuf;j < 3;j++, v += 14) - { - e = *element3i++; - if (vertex3f) - { - v[0] = vertex3f[e * 3 + 0]; - v[1] = vertex3f[e * 3 + 1]; - v[2] = vertex3f[e * 3 + 2]; - } - if (svector3f) - { - v[3] = svector3f[e * 3 + 0]; - v[4] = svector3f[e * 3 + 1]; - v[5] = svector3f[e * 3 + 2]; - } - if (tvector3f) - { - v[6] = tvector3f[e * 3 + 0]; - v[7] = tvector3f[e * 3 + 1]; - v[8] = tvector3f[e * 3 + 2]; - } - if (normal3f) - { - v[9] = normal3f[e * 3 + 0]; - v[10] = normal3f[e * 3 + 1]; - v[11] = normal3f[e * 3 + 2]; - } - if (texcoord2f) - { - v[12] = texcoord2f[e * 2 + 0]; - v[13] = texcoord2f[e * 2 + 1]; - } - } - Mod_ShadowMesh_AddTriangle(mempool, mesh, map_diffuse, map_specular, map_normal, vbuf); + mesh->element3i[mesh->numtriangles * 3 + 0] = Mod_ShadowMesh_AddVertex(mesh, vertex3f + 3 * element3i[i * 3 + 0]); + mesh->element3i[mesh->numtriangles * 3 + 1] = Mod_ShadowMesh_AddVertex(mesh, vertex3f + 3 * element3i[i * 3 + 1]); + mesh->element3i[mesh->numtriangles * 3 + 2] = Mod_ShadowMesh_AddVertex(mesh, vertex3f + 3 * element3i[i * 3 + 2]); + mesh->numtriangles++; } // the triangle calculation can take a while, so let's do a keepalive here CL_KeepaliveMessage(false); } -shadowmesh_t *Mod_ShadowMesh_Begin(mempool_t *mempool, int maxverts, int maxtriangles, rtexture_t *map_diffuse, rtexture_t *map_specular, rtexture_t *map_normal, int light, int neighbors, int expandable) +shadowmesh_t *Mod_ShadowMesh_Begin(mempool_t *mempool, int maxverts, int maxtriangles) { // the preparation before shadow mesh initialization can take a while, so let's do a keepalive here CL_KeepaliveMessage(false); - return Mod_ShadowMesh_Alloc(mempool, maxverts, maxtriangles, map_diffuse, map_specular, map_normal, light, neighbors, expandable); + return Mod_ShadowMesh_Alloc(mempool, maxverts, maxtriangles); } -static void Mod_ShadowMesh_CreateVBOs(shadowmesh_t *mesh, mempool_t *mempool) +static void Mod_ShadowMesh_CreateVBOs(shadowmesh_t *mesh) { if (!mesh->numverts) return; - // build r_vertexmesh_t array - // (compressed interleaved array for D3D) - if (!mesh->vertexmesh && mesh->texcoord2f && vid.useinterleavedarrays) - { - int vertexindex; - int numvertices = mesh->numverts; - r_vertexmesh_t *vertexmesh; - mesh->vertexmesh = vertexmesh = (r_vertexmesh_t*)Mem_Alloc(mempool, numvertices * sizeof(*mesh->vertexmesh)); - for (vertexindex = 0;vertexindex < numvertices;vertexindex++, vertexmesh++) - { - VectorCopy(mesh->vertex3f + 3*vertexindex, vertexmesh->vertex3f); - VectorScale(mesh->svector3f + 3*vertexindex, 1.0f, vertexmesh->svector3f); - VectorScale(mesh->tvector3f + 3*vertexindex, 1.0f, vertexmesh->tvector3f); - VectorScale(mesh->normal3f + 3*vertexindex, 1.0f, vertexmesh->normal3f); - Vector2Copy(mesh->texcoord2f + 2*vertexindex, vertexmesh->texcoordtexture2f); - } - } - - // upload r_vertexmesh_t array as a buffer - if (mesh->vertexmesh && !mesh->vertexmeshbuffer) - mesh->vertexmeshbuffer = R_Mesh_CreateMeshBuffer(mesh->vertexmesh, mesh->numverts * sizeof(*mesh->vertexmesh), loadmodel->name, false, false, false); - - // upload vertex3f array as a buffer - if (mesh->vertex3f && !mesh->vertex3fbuffer) - mesh->vertex3fbuffer = R_Mesh_CreateMeshBuffer(mesh->vertex3f, mesh->numverts * sizeof(float[3]), loadmodel->name, false, false, false); + // make sure we don't crash inside the driver if something went wrong, as it's annoying to debug + Mod_ValidateElements(mesh->element3i, mesh->element3s, mesh->numtriangles, 0, mesh->numverts, __FILE__, __LINE__); // upload short indices as a buffer if (mesh->element3s && !mesh->element3s_indexbuffer) - mesh->element3s_indexbuffer = R_Mesh_CreateMeshBuffer(mesh->element3s, mesh->numtriangles * sizeof(short[3]), loadmodel->name, true, false, true); + mesh->element3s_indexbuffer = R_Mesh_CreateMeshBuffer(mesh->element3s, mesh->numtriangles * sizeof(short[3]), "shadowmesh", true, false, false, true); // upload int indices as a buffer if (mesh->element3i && !mesh->element3i_indexbuffer && !mesh->element3s) - mesh->element3i_indexbuffer = R_Mesh_CreateMeshBuffer(mesh->element3i, mesh->numtriangles * sizeof(int[3]), loadmodel->name, true, false, false); + mesh->element3i_indexbuffer = R_Mesh_CreateMeshBuffer(mesh->element3i, mesh->numtriangles * sizeof(int[3]), "shadowmesh", true, false, false, false); // 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->vbo_vertexbuffer && !vid.useinterleavedarrays) + if (!mesh->vbo_vertexbuffer) { - 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_vertexbuffer = R_Mesh_CreateMeshBuffer(mem, size, "shadowmesh", false, false, false); - Mem_Free(mem); + mesh->vbooffset_vertex3f = 0; + mesh->vbo_vertexbuffer = R_Mesh_CreateMeshBuffer(mesh->vertex3f, mesh->numverts * sizeof(float[3]), "shadowmesh", false, false, false, false); } } -shadowmesh_t *Mod_ShadowMesh_Finish(mempool_t *mempool, shadowmesh_t *firstmesh, qboolean light, qboolean neighbors, qboolean createvbo) +shadowmesh_t *Mod_ShadowMesh_Finish(shadowmesh_t *mesh, qboolean createvbo) { - shadowmesh_t *mesh, *newmesh, *nextmesh; - // reallocate meshs to conserve space - for (mesh = firstmesh, firstmesh = NULL;mesh;mesh = nextmesh) + if (mesh->numverts >= 3 && mesh->numtriangles >= 1) { - nextmesh = mesh->next; - if (mesh->numverts >= 3 && mesh->numtriangles >= 1) + if (mesh->vertexhashentries) + Mem_Free(mesh->vertexhashentries); + mesh->vertexhashentries = NULL; + if (mesh->vertexhashtable) + Mem_Free(mesh->vertexhashtable); + mesh->vertexhashtable = NULL; + if (mesh->maxverts > mesh->numverts) { - 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, mempool); + mesh->vertex3f = (float *)Mem_Realloc(mesh->mempool, mesh->vertex3f, mesh->numverts * sizeof(float[3])); + mesh->maxverts = mesh->numverts; + } + if (mesh->maxtriangles > mesh->numtriangles) + { + mesh->element3i = (int *)Mem_Realloc(mesh->mempool, mesh->element3i, mesh->numtriangles * sizeof(int[3])); + mesh->maxtriangles = mesh->numtriangles; + } + if (mesh->numverts <= 65536) + { + int i; + mesh->element3s = (unsigned short *)Mem_Alloc(mesh->mempool, mesh->numtriangles * sizeof(unsigned short[3])); + for (i = 0;i < mesh->numtriangles*3;i++) + mesh->element3s[i] = mesh->element3i[i]; } - Mem_Free(mesh); + if (createvbo) + Mod_ShadowMesh_CreateVBOs(mesh); } // this can take a while, so let's do a keepalive here CL_KeepaliveMessage(false); - return firstmesh; + return mesh; } -void Mod_ShadowMesh_CalcBBox(shadowmesh_t *firstmesh, vec3_t mins, vec3_t maxs, vec3_t center, float *radius) +void Mod_ShadowMesh_CalcBBox(shadowmesh_t *mesh, vec3_t mins, vec3_t maxs, vec3_t center, float *radius) { int i; - shadowmesh_t *mesh; vec3_t nmins, nmaxs, ncenter, temp; float nradius2, dist2, *v; VectorClear(nmins); VectorClear(nmaxs); // calculate bbox - for (mesh = firstmesh;mesh;mesh = mesh->next) + VectorCopy(mesh->vertex3f, nmins); + VectorCopy(mesh->vertex3f, nmaxs); + for (i = 0, v = mesh->vertex3f;i < mesh->numverts;i++, v += 3) { - if (mesh == firstmesh) - { - VectorCopy(mesh->vertex3f, nmins); - VectorCopy(mesh->vertex3f, nmaxs); - } - for (i = 0, v = mesh->vertex3f;i < mesh->numverts;i++, v += 3) - { - if (nmins[0] > v[0]) nmins[0] = v[0];if (nmaxs[0] < v[0]) nmaxs[0] = v[0]; - if (nmins[1] > v[1]) nmins[1] = v[1];if (nmaxs[1] < v[1]) nmaxs[1] = v[1]; - if (nmins[2] > v[2]) nmins[2] = v[2];if (nmaxs[2] < v[2]) nmaxs[2] = v[2]; - } + if (nmins[0] > v[0]) nmins[0] = v[0];if (nmaxs[0] < v[0]) nmaxs[0] = v[0]; + if (nmins[1] > v[1]) nmins[1] = v[1];if (nmaxs[1] < v[1]) nmaxs[1] = v[1]; + if (nmins[2] > v[2]) nmins[2] = v[2];if (nmaxs[2] < v[2]) nmaxs[2] = v[2]; } // calculate center and radius ncenter[0] = (nmins[0] + nmaxs[0]) * 0.5f; ncenter[1] = (nmins[1] + nmaxs[1]) * 0.5f; ncenter[2] = (nmins[2] + nmaxs[2]) * 0.5f; nradius2 = 0; - for (mesh = firstmesh;mesh;mesh = mesh->next) + for (i = 0, v = mesh->vertex3f;i < mesh->numverts;i++, v += 3) { - for (i = 0, v = mesh->vertex3f;i < mesh->numverts;i++, v += 3) - { - VectorSubtract(v, ncenter, temp); - dist2 = DotProduct(temp, temp); - if (nradius2 < dist2) - nradius2 = dist2; - } + VectorSubtract(v, ncenter, temp); + dist2 = DotProduct(temp, temp); + if (nradius2 < dist2) + nradius2 = dist2; } // return data if (mins) @@ -1335,22 +1142,23 @@ void Mod_ShadowMesh_CalcBBox(shadowmesh_t *firstmesh, vec3_t mins, vec3_t maxs, void Mod_ShadowMesh_Free(shadowmesh_t *mesh) { - shadowmesh_t *nextmesh; - for (;mesh;mesh = nextmesh) - { - if (mesh->vertex3fbuffer) - R_Mesh_DestroyMeshBuffer(mesh->vertex3fbuffer); - if (mesh->vertexmeshbuffer) - R_Mesh_DestroyMeshBuffer(mesh->vertexmeshbuffer); - if (mesh->element3i_indexbuffer) - R_Mesh_DestroyMeshBuffer(mesh->element3i_indexbuffer); - if (mesh->element3s_indexbuffer) - R_Mesh_DestroyMeshBuffer(mesh->element3s_indexbuffer); - if (mesh->vbo_vertexbuffer) - R_Mesh_DestroyMeshBuffer(mesh->vbo_vertexbuffer); - nextmesh = mesh->next; - Mem_Free(mesh); - } + if (mesh->element3i_indexbuffer) + R_Mesh_DestroyMeshBuffer(mesh->element3i_indexbuffer); + if (mesh->element3s_indexbuffer) + R_Mesh_DestroyMeshBuffer(mesh->element3s_indexbuffer); + if (mesh->vbo_vertexbuffer) + R_Mesh_DestroyMeshBuffer(mesh->vbo_vertexbuffer); + if (mesh->vertex3f) + Mem_Free(mesh->vertex3f); + if (mesh->element3i) + Mem_Free(mesh->element3i); + if (mesh->element3s) + Mem_Free(mesh->element3s); + if (mesh->vertexhashentries) + Mem_Free(mesh->vertexhashentries); + if (mesh->vertexhashtable) + Mem_Free(mesh->vertexhashtable); + Mem_Free(mesh); } void Mod_CreateCollisionMesh(dp_model_t *mod) @@ -1368,7 +1176,7 @@ void Mod_CreateCollisionMesh(dp_model_t *mod) for (k = 0;k < mod->nummodelsurfaces;k++) { surface = mod->data_surfaces + mod->firstmodelsurface + k; - if (!strcmp(surface->texture->name, "collision")) // found collision mesh + if (!strcmp(surface->texture->name, "collision") || !strcmp(surface->texture->name, "collisionconvex")) // found collision mesh { usesinglecollisionmesh = true; numcollisionmeshtriangles = surface->num_triangles; @@ -1378,9 +1186,9 @@ void Mod_CreateCollisionMesh(dp_model_t *mod) continue; numcollisionmeshtriangles += surface->num_triangles; } - mod->brush.collisionmesh = Mod_ShadowMesh_Begin(mempool, numcollisionmeshtriangles * 3, numcollisionmeshtriangles, NULL, NULL, NULL, false, false, true); + mod->brush.collisionmesh = Mod_ShadowMesh_Begin(mempool, numcollisionmeshtriangles * 3, numcollisionmeshtriangles); if (usesinglecollisionmesh) - Mod_ShadowMesh_AddMesh(mempool, mod->brush.collisionmesh, NULL, NULL, NULL, mod->surfmesh.data_vertex3f, NULL, NULL, NULL, NULL, surface->num_triangles, (mod->surfmesh.data_element3i + 3 * surface->num_firsttriangle)); + Mod_ShadowMesh_AddMesh(mod->brush.collisionmesh, mod->surfmesh.data_vertex3f, surface->num_triangles, (mod->surfmesh.data_element3i + 3 * surface->num_firsttriangle)); else { for (k = 0;k < mod->nummodelsurfaces;k++) @@ -1388,13 +1196,14 @@ void Mod_CreateCollisionMesh(dp_model_t *mod) surface = mod->data_surfaces + mod->firstmodelsurface + k; if (!(surface->texture->supercontents & SUPERCONTENTS_SOLID)) continue; - Mod_ShadowMesh_AddMesh(mempool, mod->brush.collisionmesh, NULL, NULL, NULL, mod->surfmesh.data_vertex3f, NULL, NULL, NULL, NULL, surface->num_triangles, (mod->surfmesh.data_element3i + 3 * surface->num_firsttriangle)); + Mod_ShadowMesh_AddMesh(mod->brush.collisionmesh, mod->surfmesh.data_vertex3f, surface->num_triangles, (mod->surfmesh.data_element3i + 3 * surface->num_firsttriangle)); } } - mod->brush.collisionmesh = Mod_ShadowMesh_Finish(mempool, mod->brush.collisionmesh, false, false, false); + mod->brush.collisionmesh = Mod_ShadowMesh_Finish(mod->brush.collisionmesh, false); } -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) +#if 0 +static 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; @@ -1409,7 +1218,7 @@ void Mod_GetTerrainVertex3fTexCoord2fFromBGRA(const unsigned char *imagepixels, texcoord2f[1] = tc[1]; } -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) +static 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]; @@ -1434,7 +1243,7 @@ void Mod_GetTerrainVertexFromBGRA(const unsigned char *imagepixels, int imagewid VectorAdd(normal3f, nl, normal3f); } -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) +static void Mod_ConstructTerrainPatchFromBGRA(const unsigned char *imagepixels, int imagewidth, int imageheight, int x1, int y1, int width, int height, int *element3i, float *vertex3f, float *svector3f, float *tvector3f, float *normal3f, float *texcoord2f, matrix4x4_t *pixelstepmatrix, matrix4x4_t *pixeltexturestepmatrix) { int x, y, ix, iy, *e; e = element3i; @@ -1451,11 +1260,11 @@ void Mod_ConstructTerrainPatchFromBGRA(const unsigned char *imagepixels, int ima e += 6; } } - 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_GetTerrainVertexFromBGRA(imagepixels, imagewidth, imageheight, ix, iy, vertex3f, texcoord2f, svector3f, tvector3f, normal3f, pixelstepmatrix, pixeltexturestepmatrix); } +#endif #if 0 void Mod_Terrain_SurfaceRecurseChunk(dp_model_t *model, int stepsize, int x, int y) @@ -1537,7 +1346,7 @@ void Mod_Terrain_UpdateSurfacesForViewOrigin(dp_model_t *model) } #endif -int Mod_LoadQ3Shaders_EnumerateWaveFunc(const char *s) +static int Mod_LoadQ3Shaders_EnumerateWaveFunc(const char *s) { int offset = 0; if (!strncasecmp(s, "user", 4)) // parse stuff like "user1sin", always userfunc @@ -1569,7 +1378,7 @@ 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) + do { if (strcasecmp (entry->shader.name, shader->name) == 0) { @@ -1602,6 +1411,7 @@ static void Q3Shader_AddToHash (q3shaderinfo_t* shader) lastEntry = entry; entry = entry->chain; } + while (entry != NULL); if (entry == NULL) { if (lastEntry->shader.name[0] != 0) @@ -1628,6 +1438,7 @@ extern cvar_t mod_q3shader_default_offsetmapping_bias; extern cvar_t mod_q3shader_default_polygonoffset; extern cvar_t mod_q3shader_default_polygonfactor; extern cvar_t mod_q3shader_force_addalpha; +extern cvar_t mod_q3shader_force_terrain_alphaflag; void Mod_LoadQ3Shaders(void) { int j; @@ -1640,8 +1451,8 @@ void Mod_LoadQ3Shaders(void) int numparameters; char parameter[TEXTURE_MAXFRAMES + 4][Q3PATHLENGTH]; char *custsurfaceparmnames[256]; // VorteX: q3map2 has 64 but well, someone will need more - unsigned long custsurfaceparms[256]; - int numcustsurfaceparms; + unsigned long custsurfaceflags[256]; + int numcustsurfaceflags; qboolean dpshaderkill; Mod_FreeQ3Shaders(); @@ -1655,7 +1466,7 @@ void Mod_LoadQ3Shaders(void) q3shaders_mem, sizeof (char**), 256); // parse custinfoparms.txt - numcustsurfaceparms = 0; + numcustsurfaceflags = 0; if ((text = f = (char *)FS_LoadFile("scripts/custinfoparms.txt", tempmempool, false, NULL)) != NULL) { if (!COM_ParseToken_QuakeC(&text, false) || strcasecmp(com_token, "{")) @@ -1675,21 +1486,21 @@ void Mod_LoadQ3Shaders(void) if (!strcasecmp(com_token, "}")) break; // register surfaceflag - if (numcustsurfaceparms >= 256) + if (numcustsurfaceflags >= 256) { Con_Printf("scripts/custinfoparms.txt: surfaceflags section parsing error - max 256 surfaceflags exceeded\n"); break; } // name - j = strlen(com_token)+1; - custsurfaceparmnames[numcustsurfaceparms] = (char *)Mem_Alloc(tempmempool, j); - strlcpy(custsurfaceparmnames[numcustsurfaceparms], com_token, j+1); + j = (int)strlen(com_token)+1; + custsurfaceparmnames[numcustsurfaceflags] = (char *)Mem_Alloc(tempmempool, j); + strlcpy(custsurfaceparmnames[numcustsurfaceflags], com_token, j+1); // value if (COM_ParseToken_QuakeC(&text, false)) - custsurfaceparms[numcustsurfaceparms] = strtol(com_token, NULL, 0); + custsurfaceflags[numcustsurfaceflags] = strtol(com_token, NULL, 0); else - custsurfaceparms[numcustsurfaceparms] = 0; - numcustsurfaceparms++; + custsurfaceflags[numcustsurfaceflags] = 0; + numcustsurfaceflags++; } } } @@ -1708,6 +1519,22 @@ void Mod_LoadQ3Shaders(void) while (COM_ParseToken_QuakeC(&text, false)) { memset (&shader, 0, sizeof(shader)); + shader.name[0] = 0; + shader.surfaceparms = 0; + shader.surfaceflags = 0; + shader.textureflags = 0; + shader.numlayers = 0; + shader.lighting = false; + shader.vertexalpha = false; + shader.textureblendalpha = false; + shader.skyboxname[0] = 0; + shader.deforms[0].deform = Q3DEFORM_NONE; + shader.dpnortlight = false; + shader.dpshadow = false; + shader.dpnoshadow = false; + shader.dpmeshcollisions = false; + shader.dpshaderkill = false; + shader.dpreflectcube[0] = 0; shader.reflectmin = 0; shader.reflectmax = 1; shader.refractfactor = 1; @@ -1715,13 +1542,19 @@ void Mod_LoadQ3Shaders(void) shader.reflectfactor = 1; Vector4Set(shader.reflectcolor4f, 1, 1, 1, 1); shader.r_water_wateralpha = 1; + shader.r_water_waterscroll[0] = 0; + shader.r_water_waterscroll[1] = 0; shader.offsetmapping = (mod_q3shader_default_offsetmapping.value) ? OFFSETMAPPING_DEFAULT : OFFSETMAPPING_OFF; shader.offsetscale = mod_q3shader_default_offsetmapping_scale.value; shader.offsetbias = mod_q3shader_default_offsetmapping_bias.value; - shader.specularscalemod = 1; - shader.specularpowermod = 1; shader.biaspolygonoffset = mod_q3shader_default_polygonoffset.value; shader.biaspolygonfactor = mod_q3shader_default_polygonfactor.value; + shader.transparentsort = TRANSPARENTSORT_DISTANCE; + shader.specularscalemod = 1; + shader.specularpowermod = 1; + shader.rtlightambient = 0; + // WHEN ADDING DEFAULTS HERE, REMEMBER TO PUT DEFAULTS IN ALL LOADERS + // JUST GREP FOR "specularscalemod = 1". strlcpy(shader.name, com_token, sizeof(shader.name)); if (!COM_ParseToken_QuakeC(&text, false) || strcasecmp(com_token, "{")) @@ -1790,6 +1623,11 @@ void Mod_LoadQ3Shaders(void) layer->blendfunc[0] = GL_ONE; layer->blendfunc[1] = GL_ONE; } + else if (!strcasecmp(parameter[1], "addalpha")) + { + layer->blendfunc[0] = GL_SRC_ALPHA; + layer->blendfunc[1] = GL_ONE; + } else if (!strcasecmp(parameter[1], "filter")) { layer->blendfunc[0] = GL_DST_COLOR; @@ -1969,6 +1807,8 @@ void Mod_LoadQ3Shaders(void) { // multilayer terrain shader or similar shader.textureblendalpha = true; + if (mod_q3shader_force_terrain_alphaflag.integer) + shader.layers[0].dptexflags |= TEXF_ALPHA; } } @@ -1979,30 +1819,30 @@ void Mod_LoadQ3Shaders(void) if(layer->blendfunc[0] == GL_ONE && layer->blendfunc[1] == GL_ONE) layer->blendfunc[0] = GL_SRC_ALPHA; } - - layer->texflags = 0; + + layer->dptexflags = 0; if (layer->alphatest) - layer->texflags |= TEXF_ALPHA; + layer->dptexflags |= TEXF_ALPHA; switch(layer->blendfunc[0]) { case GL_SRC_ALPHA: case GL_ONE_MINUS_SRC_ALPHA: - layer->texflags |= TEXF_ALPHA; + layer->dptexflags |= TEXF_ALPHA; break; } switch(layer->blendfunc[1]) { case GL_SRC_ALPHA: case GL_ONE_MINUS_SRC_ALPHA: - layer->texflags |= TEXF_ALPHA; + layer->dptexflags |= TEXF_ALPHA; break; } if (!(shader.surfaceparms & Q3SURFACEPARM_NOMIPMAPS)) - layer->texflags |= TEXF_MIPMAP; + layer->dptexflags |= TEXF_MIPMAP; if (!(shader.textureflags & Q3TEXTUREFLAG_NOPICMIP)) - layer->texflags |= TEXF_PICMIP | TEXF_COMPRESS; + layer->dptexflags |= TEXF_PICMIP | TEXF_COMPRESS; if (layer->clampmap) - layer->texflags |= TEXF_CLAMP; + layer->dptexflags |= TEXF_CLAMP; continue; } numparameters = 0; @@ -2099,19 +1939,21 @@ void Mod_LoadQ3Shaders(void) shader.surfaceparms |= Q3SURFACEPARM_POINTLIGHT; else if (!strcasecmp(parameter[1], "antiportal")) shader.surfaceparms |= Q3SURFACEPARM_ANTIPORTAL; + else if (!strcasecmp(parameter[1], "skip")) + ; // shader.surfaceparms |= Q3SURFACEPARM_SKIP; FIXME we don't have enough #defines for this any more, and the engine doesn't need this one anyway else { // try custom surfaceparms - for (j = 0; j < numcustsurfaceparms; j++) + for (j = 0; j < numcustsurfaceflags; j++) { if (!strcasecmp(custsurfaceparmnames[j], parameter[1])) { - shader.surfaceparms |= custsurfaceparms[j]; + shader.surfaceflags |= custsurfaceflags[j]; break; } } // failed all - if (j == numcustsurfaceparms) + if (j == numcustsurfaceflags) Con_DPrintf("%s parsing warning: unknown surfaceparm \"%s\"\n", search->filenames[fileindex], parameter[1]); } } @@ -2213,6 +2055,18 @@ void Mod_LoadQ3Shaders(void) shader.biaspolygonoffset = 0; } } + else if (!strcasecmp(parameter[0], "dptransparentsort") && numparameters >= 2) + { + shader.textureflags |= Q3TEXTUREFLAG_TRANSPARENTSORT; + if (!strcasecmp(parameter[1], "sky")) + shader.transparentsort = TRANSPARENTSORT_SKY; + else if (!strcasecmp(parameter[1], "distance")) + shader.transparentsort = TRANSPARENTSORT_DISTANCE; + else if (!strcasecmp(parameter[1], "hud")) + shader.transparentsort = TRANSPARENTSORT_HUD; + else + Con_DPrintf("%s parsing warning: unknown dptransparentsort category \"%s\", or not enough arguments\n", search->filenames[fileindex], parameter[1]); + } else if (!strcasecmp(parameter[0], "dprefract") && numparameters >= 5) { shader.textureflags |= Q3TEXTUREFLAG_REFRACTION; @@ -2324,30 +2178,6 @@ void Mod_LoadQ3Shaders(void) // hide this shader if a cvar said it should be killed if (shader.dpshaderkill) shader.numlayers = 0; - // 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 | Q3TEXTUREFLAG_CAMERA); @@ -2358,7 +2188,7 @@ void Mod_LoadQ3Shaders(void) } FS_FreeSearch(search); // free custinfoparm values - for (j = 0; j < numcustsurfaceparms; j++) + for (j = 0; j < numcustsurfaceflags; j++) Mem_Free(custsurfaceparmnames[j]); } @@ -2379,17 +2209,52 @@ q3shaderinfo_t *Mod_LookupQ3Shader(const char *name) return NULL; } -qboolean Mod_LoadTextureFromQ3Shader(texture_t *texture, const char *name, qboolean warnmissing, qboolean fallback, int defaulttexflags) +texture_shaderpass_t *Mod_CreateShaderPass(mempool_t *mempool, skinframe_t *skinframe) +{ + texture_shaderpass_t *shaderpass = (texture_shaderpass_t *)Mem_Alloc(mempool, sizeof(*shaderpass)); + shaderpass->framerate = 0.0f; + shaderpass->numframes = 1; + shaderpass->blendfunc[0] = GL_ONE; + shaderpass->blendfunc[1] = GL_ZERO; + shaderpass->rgbgen.rgbgen = Q3RGBGEN_IDENTITY; + shaderpass->alphagen.alphagen = Q3ALPHAGEN_IDENTITY; + shaderpass->alphatest = false; + shaderpass->tcgen.tcgen = Q3TCGEN_TEXTURE; + shaderpass->skinframes[0] = skinframe; + return shaderpass; +} + +texture_shaderpass_t *Mod_CreateShaderPassFromQ3ShaderLayer(mempool_t *mempool, const char *modelname, q3shaderinfo_layer_t *layer, int layerindex, int texflags, const char *texturename) { int j; + texture_shaderpass_t *shaderpass = (texture_shaderpass_t *)Mem_Alloc(mempool, sizeof(*shaderpass)); + shaderpass->alphatest = layer->alphatest != 0; + shaderpass->framerate = layer->framerate; + shaderpass->numframes = layer->numframes; + shaderpass->blendfunc[0] = layer->blendfunc[0]; + shaderpass->blendfunc[1] = layer->blendfunc[1]; + shaderpass->rgbgen = layer->rgbgen; + shaderpass->alphagen = layer->alphagen; + shaderpass->tcgen = layer->tcgen; + for (j = 0; j < Q3MAXTCMODS && layer->tcmods[j].tcmod != Q3TCMOD_NONE; j++) + shaderpass->tcmods[j] = layer->tcmods[j]; + for (j = 0; j < layer->numframes; j++) + shaderpass->skinframes[j] = R_SkinFrame_LoadExternal(layer->texturename[j], texflags, false, true); + return shaderpass; +} + +qboolean Mod_LoadTextureFromQ3Shader(mempool_t *mempool, const char *modelname, texture_t *texture, const char *name, qboolean warnmissing, qboolean fallback, int defaulttexflags, int defaultmaterialflags) +{ int texflagsmask, texflagsor; qboolean success = true; q3shaderinfo_t *shader; if (!name) name = ""; strlcpy(texture->name, name, sizeof(texture->name)); + texture->basealpha = 1.0f; shader = name[0] ? Mod_LookupQ3Shader(name) : NULL; + // allow disabling of picmip or compression by defaulttexflags texflagsmask = ~0; if(!(defaulttexflags & TEXF_PICMIP)) texflagsmask &= ~TEXF_PICMIP; @@ -2407,23 +2272,19 @@ qboolean Mod_LoadTextureFromQ3Shader(texture_t *texture, const char *name, qbool texture->specularscalemod = 1; texture->specularpowermod = 1; texture->rtlightambient = 0; - // WHEN ADDING DEFAULTS HERE, REMEMBER TO SYNC TO SHADER LOADING ABOVE - // HERE, AND Q1BSP LOADING + texture->transparentsort = TRANSPARENTSORT_DISTANCE; + // WHEN ADDING DEFAULTS HERE, REMEMBER TO PUT DEFAULTS IN ALL LOADERS // JUST GREP FOR "specularscalemod = 1". if (shader) { if (developer_loading.integer) - Con_Printf("%s: loaded shader for %s\n", loadmodel->name, name); - texture->surfaceparms = shader->surfaceparms; - - // allow disabling of picmip or compression by defaulttexflags - texture->textureflags = (shader->textureflags & texflagsmask) | texflagsor; + Con_Printf("%s: loaded shader for %s\n", modelname, name); if (shader->surfaceparms & Q3SURFACEPARM_SKY) { - texture->basematerialflags = MATERIALFLAG_SKY | MATERIALFLAG_NOSHADOW; - if (shader->skyboxname[0]) + texture->basematerialflags = MATERIALFLAG_SKY; + if (shader->skyboxname[0] && loadmodel) { // 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); @@ -2453,6 +2314,7 @@ qboolean Mod_LoadTextureFromQ3Shader(texture_t *texture, const char *name, qbool texture->basematerialflags |= MATERIALFLAG_CAMERA; texture->customblendfunc[0] = GL_ONE; texture->customblendfunc[1] = GL_ZERO; + texture->transparentsort = shader->transparentsort; if (shader->numlayers > 0) { texture->customblendfunc[0] = shader->layers[0].blendfunc[0]; @@ -2492,57 +2354,110 @@ nothing GL_ZERO GL_ONE } if (!shader->lighting) texture->basematerialflags |= MATERIALFLAG_FULLBRIGHT; - if (shader->primarylayer >= 0) + + // here be dragons: convert quake3 shaders to material + if (shader->numlayers > 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++) + int i; + int terrainbackgroundlayer = -1; + int lightmaplayer = -1; + int alphagenspecularlayer = -1; + int rgbgenvertexlayer = -1; + int rgbgendiffuselayer = -1; + int materiallayer = -1; + int endofprelayers = 0; + int firstpostlayer = 0; + int shaderpassindex = 0; + for (i = 0; i < shader->numlayers; i++) { - if(cls.state == ca_dedicated) - { - texture->skinframes[j] = NULL; - } - else if (!(texture->skinframes[j] = R_SkinFrame_LoadExternal(primarylayer->texturename[j], (primarylayer->texflags & texflagsmask) | texflagsor, 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->layers[i].texturename != NULL && !strcasecmp(shader->layers[i].texturename[0], "$lightmap")) + lightmaplayer = i; + if (shader->layers[i].rgbgen.rgbgen == Q3RGBGEN_VERTEX) + rgbgenvertexlayer = i; + if (shader->layers[i].rgbgen.rgbgen == Q3RGBGEN_LIGHTINGDIFFUSE) + rgbgendiffuselayer = i; + if (shader->layers[i].alphagen.alphagen == Q3ALPHAGEN_LIGHTINGSPECULAR) + alphagenspecularlayer = i; } - } - if (shader->backgroundlayer >= 0) - { - q3shaderinfo_layer_t* backgroundlayer = shader->layers + shader->backgroundlayer; - // copy over one secondarylayer parameter - memcpy(texture->backgroundtcmods, backgroundlayer->tcmods, sizeof(texture->backgroundtcmods)); - // load the textures - texture->backgroundnumskinframes = backgroundlayer->numframes; - texture->backgroundskinframerate = backgroundlayer->framerate; - for (j = 0;j < backgroundlayer->numframes;j++) + 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))) { - if(cls.state == ca_dedicated) - { - texture->skinframes[j] = NULL; - } - else if (!(texture->backgroundskinframes[j] = R_SkinFrame_LoadExternal(backgroundlayer->texturename[j], (backgroundlayer->texflags & texflagsmask) | texflagsor, 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(); - } + // terrain blend or certain other effects involving alphatest over a regular layer + terrainbackgroundlayer = 0; + materiallayer = 1; + // terrain may be vertex lit (in which case both layers are rgbGen vertex) or lightmapped (in which ase the third layer is lightmap) + firstpostlayer = lightmaplayer >= 0 ? lightmaplayer + 1 : materiallayer + 1; + } + else if (lightmaplayer == 0) + { + // ordinary texture but with $lightmap before diffuse + materiallayer = 1; + firstpostlayer = lightmaplayer + 2; } + else if (lightmaplayer >= 1) + { + // ordinary texture - we don't properly apply lighting to the prelayers, but oh well... + endofprelayers = lightmaplayer - 1; + materiallayer = lightmaplayer - 1; + firstpostlayer = lightmaplayer + 1; + } + else if (rgbgenvertexlayer >= 0) + { + // map models with baked lighting + materiallayer = rgbgenvertexlayer; + endofprelayers = rgbgenvertexlayer; + firstpostlayer = rgbgenvertexlayer + 1; + // special case for rgbgen vertex if MATERIALFLAG_VERTEXCOLOR is expected on this material + if (defaultmaterialflags & MATERIALFLAG_VERTEXCOLOR) + texture->basematerialflags |= MATERIALFLAG_VERTEXCOLOR | MATERIALFLAG_ALPHAGEN_VERTEX; + } + else if (rgbgendiffuselayer >= 0) + { + // entity models with dynamic lighting + materiallayer = rgbgendiffuselayer; + endofprelayers = rgbgendiffuselayer; + firstpostlayer = rgbgendiffuselayer + 1; + // player models often have specular as a pass after diffuse - we don't currently make use of that specular texture (would need to meld it into the skinframe)... + if (alphagenspecularlayer >= 0) + firstpostlayer = alphagenspecularlayer + 1; + } + else + { + // special effects shaders - treat first as primary layer and do everything else as post + endofprelayers = 0; + materiallayer = 0; + firstpostlayer = 1; + } + // convert the main material layer + // FIXME: if alphagenspecularlayer is used, we should pass a specular texture name to R_SkinFrame_LoadExternal and have it load that texture instead of the assumed name for _gloss texture + if (materiallayer >= 0) + texture->materialshaderpass = texture->shaderpasses[shaderpassindex++] = Mod_CreateShaderPassFromQ3ShaderLayer(mempool, modelname, &shader->layers[materiallayer], materiallayer, (shader->layers[materiallayer].dptexflags & texflagsmask) | texflagsor, texture->name); + // convert the terrain background blend layer (if any) + if (terrainbackgroundlayer >= 0) + texture->backgroundshaderpass = texture->shaderpasses[shaderpassindex++] = Mod_CreateShaderPassFromQ3ShaderLayer(mempool, modelname, &shader->layers[terrainbackgroundlayer], terrainbackgroundlayer, (shader->layers[terrainbackgroundlayer].dptexflags & texflagsmask) | texflagsor, texture->name); + // convert the prepass layers (if any) + texture->startpreshaderpass = shaderpassindex; + for (i = 0; i < endofprelayers; i++) + texture->shaderpasses[shaderpassindex++] = Mod_CreateShaderPassFromQ3ShaderLayer(mempool, modelname, &shader->layers[i], i, (shader->layers[i].dptexflags & texflagsmask) | texflagsor, texture->name); + texture->endpreshaderpass = shaderpassindex; + texture->startpostshaderpass = shaderpassindex; + // convert the postpass layers (if any) + for (i = firstpostlayer; i < shader->numlayers; i++) + texture->shaderpasses[shaderpassindex++] = Mod_CreateShaderPassFromQ3ShaderLayer(mempool, modelname, &shader->layers[i], i, (shader->layers[i].dptexflags & texflagsmask) | texflagsor, texture->name); + texture->startpostshaderpass = shaderpassindex; } + if (shader->dpshadow) texture->basematerialflags &= ~MATERIALFLAG_NOSHADOW; if (shader->dpnoshadow) texture->basematerialflags |= MATERIALFLAG_NOSHADOW; if (shader->dpnortlight) texture->basematerialflags |= MATERIALFLAG_NORTLIGHT; + if (shader->vertexalpha) + texture->basematerialflags |= MATERIALFLAG_ALPHAGEN_VERTEX; memcpy(texture->deforms, shader->deforms, sizeof(texture->deforms)); texture->reflectmin = shader->reflectmin; texture->reflectmax = shader->reflectmax; @@ -2604,81 +2519,163 @@ nothing GL_ZERO GL_ONE // if (shader->surfaceparms & Q3SURFACEPARM_LIGHTGRID ) texture->supercontents |= SUPERCONTENTS_LIGHTGRID ; // if (shader->surfaceparms & Q3SURFACEPARM_ANTIPORTAL ) texture->supercontents |= SUPERCONTENTS_ANTIPORTAL ; + texture->surfaceflags = shader->surfaceflags; + if (shader->surfaceparms & Q3SURFACEPARM_ALPHASHADOW ) texture->surfaceflags |= Q3SURFACEFLAG_ALPHASHADOW ; + // if (shader->surfaceparms & Q3SURFACEPARM_AREAPORTAL ) texture->surfaceflags |= Q3SURFACEFLAG_AREAPORTAL ; + // if (shader->surfaceparms & Q3SURFACEPARM_CLUSTERPORTAL) texture->surfaceflags |= Q3SURFACEFLAG_CLUSTERPORTAL; + // if (shader->surfaceparms & Q3SURFACEPARM_DETAIL ) texture->surfaceflags |= Q3SURFACEFLAG_DETAIL ; + // if (shader->surfaceparms & Q3SURFACEPARM_DONOTENTER ) texture->surfaceflags |= Q3SURFACEFLAG_DONOTENTER ; + // if (shader->surfaceparms & Q3SURFACEPARM_FOG ) texture->surfaceflags |= Q3SURFACEFLAG_FOG ; + // if (shader->surfaceparms & Q3SURFACEPARM_LAVA ) texture->surfaceflags |= Q3SURFACEFLAG_LAVA ; + if (shader->surfaceparms & Q3SURFACEPARM_LIGHTFILTER ) texture->surfaceflags |= Q3SURFACEFLAG_LIGHTFILTER ; + if (shader->surfaceparms & Q3SURFACEPARM_METALSTEPS ) texture->surfaceflags |= Q3SURFACEFLAG_METALSTEPS ; + if (shader->surfaceparms & Q3SURFACEPARM_NODAMAGE ) texture->surfaceflags |= Q3SURFACEFLAG_NODAMAGE ; + if (shader->surfaceparms & Q3SURFACEPARM_NODLIGHT ) texture->surfaceflags |= Q3SURFACEFLAG_NODLIGHT ; + if (shader->surfaceparms & Q3SURFACEPARM_NODRAW ) texture->surfaceflags |= Q3SURFACEFLAG_NODRAW ; + // if (shader->surfaceparms & Q3SURFACEPARM_NODROP ) texture->surfaceflags |= Q3SURFACEFLAG_NODROP ; + if (shader->surfaceparms & Q3SURFACEPARM_NOIMPACT ) texture->surfaceflags |= Q3SURFACEFLAG_NOIMPACT ; + if (shader->surfaceparms & Q3SURFACEPARM_NOLIGHTMAP ) texture->surfaceflags |= Q3SURFACEFLAG_NOLIGHTMAP ; + if (shader->surfaceparms & Q3SURFACEPARM_NOMARKS ) texture->surfaceflags |= Q3SURFACEFLAG_NOMARKS ; + // if (shader->surfaceparms & Q3SURFACEPARM_NOMIPMAPS ) texture->surfaceflags |= Q3SURFACEFLAG_NOMIPMAPS ; + if (shader->surfaceparms & Q3SURFACEPARM_NONSOLID ) texture->surfaceflags |= Q3SURFACEFLAG_NONSOLID ; + // if (shader->surfaceparms & Q3SURFACEPARM_ORIGIN ) texture->surfaceflags |= Q3SURFACEFLAG_ORIGIN ; + // if (shader->surfaceparms & Q3SURFACEPARM_PLAYERCLIP ) texture->surfaceflags |= Q3SURFACEFLAG_PLAYERCLIP ; + if (shader->surfaceparms & Q3SURFACEPARM_SKY ) texture->surfaceflags |= Q3SURFACEFLAG_SKY ; + if (shader->surfaceparms & Q3SURFACEPARM_SLICK ) texture->surfaceflags |= Q3SURFACEFLAG_SLICK ; + // if (shader->surfaceparms & Q3SURFACEPARM_SLIME ) texture->surfaceflags |= Q3SURFACEFLAG_SLIME ; + // if (shader->surfaceparms & Q3SURFACEPARM_STRUCTURAL ) texture->surfaceflags |= Q3SURFACEFLAG_STRUCTURAL ; + // if (shader->surfaceparms & Q3SURFACEPARM_TRANS ) texture->surfaceflags |= Q3SURFACEFLAG_TRANS ; + // if (shader->surfaceparms & Q3SURFACEPARM_WATER ) texture->surfaceflags |= Q3SURFACEFLAG_WATER ; + if (shader->surfaceparms & Q3SURFACEPARM_POINTLIGHT ) texture->surfaceflags |= Q3SURFACEFLAG_POINTLIGHT ; + if (shader->surfaceparms & Q3SURFACEPARM_HINT ) texture->surfaceflags |= Q3SURFACEFLAG_HINT ; + if (shader->surfaceparms & Q3SURFACEPARM_DUST ) texture->surfaceflags |= Q3SURFACEFLAG_DUST ; + // if (shader->surfaceparms & Q3SURFACEPARM_BOTCLIP ) texture->surfaceflags |= Q3SURFACEFLAG_BOTCLIP ; + // if (shader->surfaceparms & Q3SURFACEPARM_LIGHTGRID ) texture->surfaceflags |= Q3SURFACEFLAG_LIGHTGRID ; + // if (shader->surfaceparms & Q3SURFACEPARM_ANTIPORTAL ) texture->surfaceflags |= Q3SURFACEFLAG_ANTIPORTAL ; + if (shader->dpmeshcollisions) texture->basematerialflags |= MATERIALFLAG_MESHCOLLISIONS; if (shader->dpshaderkill && developer_extra.integer) - Con_DPrintf("^1%s:^7 killing shader ^3\"%s\" because of cvar\n", loadmodel->name, name); + Con_DPrintf("^1%s:^7 killing shader ^3\"%s\" because of cvar\n", modelname, name); } else if (!strcmp(texture->name, "noshader") || !texture->name[0]) { if (developer_extra.integer) - Con_DPrintf("^1%s:^7 using fallback noshader material for ^3\"%s\"\n", loadmodel->name, name); - texture->surfaceparms = 0; + Con_DPrintf("^1%s:^7 using fallback noshader material for ^3\"%s\"\n", modelname, name); texture->supercontents = SUPERCONTENTS_SOLID | SUPERCONTENTS_OPAQUE; } else if (!strcmp(texture->name, "common/nodraw") || !strcmp(texture->name, "textures/common/nodraw")) { if (developer_extra.integer) - Con_DPrintf("^1%s:^7 using fallback nodraw material for ^3\"%s\"\n", loadmodel->name, name); - texture->surfaceparms = 0; + Con_DPrintf("^1%s:^7 using fallback nodraw material for ^3\"%s\"\n", modelname, name); texture->basematerialflags = MATERIALFLAG_NODRAW | MATERIALFLAG_NOSHADOW; texture->supercontents = SUPERCONTENTS_SOLID; } else { if (developer_extra.integer) - Con_DPrintf("^1%s:^7 No shader found for texture ^3\"%s\"\n", loadmodel->name, texture->name); - texture->surfaceparms = 0; + Con_DPrintf("^1%s:^7 No shader found for texture ^3\"%s\"\n", modelname, texture->name); if (texture->surfaceflags & Q3SURFACEFLAG_NODRAW) { - texture->basematerialflags |= MATERIALFLAG_NODRAW | MATERIALFLAG_NOSHADOW; + texture->basematerialflags = MATERIALFLAG_NODRAW | MATERIALFLAG_NOSHADOW; texture->supercontents = SUPERCONTENTS_SOLID; } else if (texture->surfaceflags & Q3SURFACEFLAG_SKY) { - texture->basematerialflags |= MATERIALFLAG_SKY | MATERIALFLAG_NOSHADOW; + texture->basematerialflags = MATERIALFLAG_SKY; texture->supercontents = SUPERCONTENTS_SKY; } else { - texture->basematerialflags |= MATERIALFLAG_WALL; + texture->basematerialflags = defaultmaterialflags; texture->supercontents = SUPERCONTENTS_SOLID | SUPERCONTENTS_OPAQUE; } - texture->numskinframes = 1; if(cls.state == ca_dedicated) { - texture->skinframes[0] = NULL; + texture->materialshaderpass = NULL; success = false; } else { - if (fallback) + skinframe_t *skinframe = R_SkinFrame_LoadExternal(texture->name, defaulttexflags, false, fallback); + if (skinframe) { - if ((texture->skinframes[0] = R_SkinFrame_LoadExternal(texture->name, defaulttexflags, false))) - { - if(texture->skinframes[0]->hasalpha) - texture->basematerialflags |= MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW; - } - else - success = false; + texture->materialshaderpass = texture->shaderpasses[0] = Mod_CreateShaderPass(mempool, skinframe); + if (texture->materialshaderpass->skinframes[0]->hasalpha) + texture->basematerialflags |= MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW; + if (texture->q2contents) + texture->supercontents = Mod_Q2BSP_SuperContentsFromNativeContents(texture->q2contents); } else success = false; if (!success && warnmissing) - Con_Printf("^1%s:^7 could not load texture ^3\"%s\"\n", loadmodel->name, texture->name); + Con_Printf("^1%s:^7 could not load texture ^3\"%s\"\n", modelname, 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]; + texture->currentmaterialflags = texture->basematerialflags; + if (!texture->materialshaderpass) + texture->materialshaderpass = texture->shaderpasses[0] = Mod_CreateShaderPass(mempool, R_SkinFrame_LoadMissing()); + if (!texture->materialshaderpass->skinframes[0]) + texture->materialshaderpass->skinframes[0] = R_SkinFrame_LoadMissing(); + texture->currentskinframe = texture->materialshaderpass ? texture->materialshaderpass->skinframes[0] : NULL; + texture->backgroundcurrentskinframe = texture->backgroundshaderpass ? texture->backgroundshaderpass->skinframes[0] : NULL; return success; } +void Mod_LoadCustomMaterial(mempool_t *mempool, texture_t *texture, const char *name, int supercontents, int materialflags, skinframe_t *skinframe) +{ + if (!(materialflags & (MATERIALFLAG_WALL | MATERIALFLAG_SKY))) + Con_DPrintf("^1Custom texture ^3\"%s\" does not have MATERIALFLAG_WALL set\n", texture->name); + + strlcpy(texture->name, name, sizeof(texture->name)); + texture->basealpha = 1.0f; + texture->basematerialflags = materialflags; + texture->supercontents = supercontents; + + texture->offsetmapping = (mod_noshader_default_offsetmapping.value) ? OFFSETMAPPING_DEFAULT : OFFSETMAPPING_OFF; + texture->offsetscale = 1; + texture->offsetbias = 0; + texture->specularscalemod = 1; + texture->specularpowermod = 1; + texture->rtlightambient = 0; + texture->transparentsort = TRANSPARENTSORT_DISTANCE; + // WHEN ADDING DEFAULTS HERE, REMEMBER TO PUT DEFAULTS IN ALL LOADERS + // JUST GREP FOR "specularscalemod = 1". + + if (developer_extra.integer) + Con_DPrintf("^1Custom texture ^3\"%s\"\n", texture->name); + if (skinframe) + texture->materialshaderpass = texture->shaderpasses[0] = Mod_CreateShaderPass(mempool, skinframe); + + // init the animation variables + texture->currentmaterialflags = texture->basematerialflags; + texture->currentframe = texture; + texture->currentskinframe = skinframe; + texture->backgroundcurrentskinframe = NULL; +} + +void Mod_UnloadCustomMaterial(texture_t *texture, qboolean purgeskins) +{ + int i, j; + for (i = 0; i < sizeof(texture->shaderpasses) / sizeof(texture->shaderpasses[0]); i++) + { + if (texture->shaderpasses[i]) + { + if (purgeskins) + for (j = 0; j < sizeof(texture->shaderpasses[i]->skinframes) / sizeof(skinframe_t *);j++) + if (texture->shaderpasses[i]->skinframes[j] && texture->shaderpasses[i]->skinframes[j]->base) + R_SkinFrame_PurgeSkinFrame(texture->shaderpasses[i]->skinframes[j]); + Mem_Free(texture->shaderpasses[i]); + texture->shaderpasses[i] = NULL; + } + } + texture->materialshaderpass = NULL; + texture->currentskinframe = NULL; + texture->backgroundcurrentskinframe = NULL; +} + skinfile_t *Mod_LoadSkinFiles(void) { int i, words, line, wordsoverflow; @@ -2687,6 +2684,7 @@ skinfile_t *Mod_LoadSkinFiles(void) skinfile_t *skinfile = NULL, *first = NULL; skinfileitem_t *skinfileitem; char word[10][MAX_QPATH]; + char vabuf[1024]; /* sample file: @@ -2704,7 +2702,7 @@ tag_weapon, tag_torso, */ memset(word, 0, sizeof(word)); - for (i = 0;i < 256 && (data = text = (char *)FS_LoadFile(va("%s_%i.skin", loadmodel->name, i), tempmempool, true, NULL));i++) + for (i = 0;i < 256 && (data = text = (char *)FS_LoadFile(va(vabuf, sizeof(vabuf), "%s_%i.skin", loadmodel->name, i), tempmempool, true, NULL));i++) { // If it's the first file we parse if (skinfile == NULL) @@ -2874,7 +2872,7 @@ void Mod_MakeSortedSurfaces(dp_model_t *mod) for (j = 0;j < mod->nummodelsurfaces;j++) { const msurface_t *surface = mod->data_surfaces + j + mod->firstmodelsurface; - int t = (int)(surface->texture - mod->data_textures); + t = (int)(surface->texture - mod->data_textures); numsurfacesfortexture[t]++; } j = 0; @@ -2886,7 +2884,7 @@ void Mod_MakeSortedSurfaces(dp_model_t *mod) for (j = 0;j < mod->nummodelsurfaces;j++) { const msurface_t *surface = mod->data_surfaces + j + mod->firstmodelsurface; - int t = (int)(surface->texture - mod->data_textures); + t = (int)(surface->texture - mod->data_textures); mod->sortedmodelsurfaces[firstsurfacefortexture[t]++] = j + mod->firstmodelsurface; } Mem_Free(firstsurfacefortexture); @@ -2895,6 +2893,9 @@ void Mod_MakeSortedSurfaces(dp_model_t *mod) void Mod_BuildVBOs(void) { + if(cls.state == ca_dedicated) + return; + if (!loadmodel->surfmesh.num_vertices) return; @@ -2911,75 +2912,54 @@ void Mod_BuildVBOs(void) } } - // build r_vertexmesh_t array - // (compressed interleaved array for D3D) - if (!loadmodel->surfmesh.vertexmesh && vid.useinterleavedarrays) - { - int vertexindex; - int numvertices = loadmodel->surfmesh.num_vertices; - r_vertexmesh_t *vertexmesh; - loadmodel->surfmesh.vertexmesh = vertexmesh = (r_vertexmesh_t*)Mem_Alloc(loadmodel->mempool, numvertices * sizeof(*loadmodel->surfmesh.vertexmesh)); - for (vertexindex = 0;vertexindex < numvertices;vertexindex++, vertexmesh++) - { - VectorCopy(loadmodel->surfmesh.data_vertex3f + 3*vertexindex, vertexmesh->vertex3f); - VectorScale(loadmodel->surfmesh.data_svector3f + 3*vertexindex, 1.0f, vertexmesh->svector3f); - VectorScale(loadmodel->surfmesh.data_tvector3f + 3*vertexindex, 1.0f, vertexmesh->tvector3f); - VectorScale(loadmodel->surfmesh.data_normal3f + 3*vertexindex, 1.0f, vertexmesh->normal3f); - if (loadmodel->surfmesh.data_lightmapcolor4f) - Vector4Copy(loadmodel->surfmesh.data_lightmapcolor4f + 4*vertexindex, vertexmesh->color4f); - Vector2Copy(loadmodel->surfmesh.data_texcoordtexture2f + 2*vertexindex, vertexmesh->texcoordtexture2f); - if (loadmodel->surfmesh.data_texcoordlightmap2f) - Vector2Scale(loadmodel->surfmesh.data_texcoordlightmap2f + 2*vertexindex, 1.0f, vertexmesh->texcoordlightmap2f); - } - } - - // upload r_vertexmesh_t array as a buffer - if (loadmodel->surfmesh.vertexmesh && !loadmodel->surfmesh.vertexmeshbuffer) - loadmodel->surfmesh.vertexmeshbuffer = R_Mesh_CreateMeshBuffer(loadmodel->surfmesh.vertexmesh, loadmodel->surfmesh.num_vertices * sizeof(*loadmodel->surfmesh.vertexmesh), loadmodel->name, false, false, false); - - // upload vertex3f array as a buffer - if (loadmodel->surfmesh.data_vertex3f && !loadmodel->surfmesh.vertex3fbuffer) - loadmodel->surfmesh.vertex3fbuffer = R_Mesh_CreateMeshBuffer(loadmodel->surfmesh.data_vertex3f, loadmodel->surfmesh.num_vertices * sizeof(float[3]), loadmodel->name, false, false, false); - // upload short indices as a buffer if (loadmodel->surfmesh.data_element3s && !loadmodel->surfmesh.data_element3s_indexbuffer) - loadmodel->surfmesh.data_element3s_indexbuffer = R_Mesh_CreateMeshBuffer(loadmodel->surfmesh.data_element3s, loadmodel->surfmesh.num_triangles * sizeof(short[3]), loadmodel->name, true, false, true); + loadmodel->surfmesh.data_element3s_indexbuffer = R_Mesh_CreateMeshBuffer(loadmodel->surfmesh.data_element3s, loadmodel->surfmesh.num_triangles * sizeof(short[3]), loadmodel->name, true, false, false, true); // upload int indices as a buffer if (loadmodel->surfmesh.data_element3i && !loadmodel->surfmesh.data_element3i_indexbuffer && !loadmodel->surfmesh.data_element3s) - loadmodel->surfmesh.data_element3i_indexbuffer = R_Mesh_CreateMeshBuffer(loadmodel->surfmesh.data_element3i, loadmodel->surfmesh.num_triangles * sizeof(int[3]), loadmodel->name, true, false, false); + loadmodel->surfmesh.data_element3i_indexbuffer = R_Mesh_CreateMeshBuffer(loadmodel->surfmesh.data_element3i, loadmodel->surfmesh.num_triangles * sizeof(int[3]), loadmodel->name, true, false, false, false); // only build a vbo if one has not already been created (this is important for brush models which load specially) - // 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.vbo_vertexbuffer && !vid.useinterleavedarrays) + // we put several vertex data streams in the same buffer + if (!loadmodel->surfmesh.data_vertex3f_vertexbuffer) { - size_t size; + int 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]); + loadmodel->surfmesh.data_vertex3f_bufferoffset = size;if (loadmodel->surfmesh.data_vertex3f ) size += loadmodel->surfmesh.num_vertices * sizeof(float[3]); + loadmodel->surfmesh.data_svector3f_bufferoffset = size;if (loadmodel->surfmesh.data_svector3f ) size += loadmodel->surfmesh.num_vertices * sizeof(float[3]); + loadmodel->surfmesh.data_tvector3f_bufferoffset = size;if (loadmodel->surfmesh.data_tvector3f ) size += loadmodel->surfmesh.num_vertices * sizeof(float[3]); + loadmodel->surfmesh.data_normal3f_bufferoffset = size;if (loadmodel->surfmesh.data_normal3f ) size += loadmodel->surfmesh.num_vertices * sizeof(float[3]); + loadmodel->surfmesh.data_texcoordtexture2f_bufferoffset = size;if (loadmodel->surfmesh.data_texcoordtexture2f ) size += loadmodel->surfmesh.num_vertices * sizeof(float[2]); + loadmodel->surfmesh.data_texcoordlightmap2f_bufferoffset = size;if (loadmodel->surfmesh.data_texcoordlightmap2f) size += loadmodel->surfmesh.num_vertices * sizeof(float[2]); + loadmodel->surfmesh.data_lightmapcolor4f_bufferoffset = size;if (loadmodel->surfmesh.data_lightmapcolor4f ) size += loadmodel->surfmesh.num_vertices * sizeof(float[4]); + loadmodel->surfmesh.data_skeletalindex4ub_bufferoffset = size;if (loadmodel->surfmesh.data_skeletalindex4ub ) size += loadmodel->surfmesh.num_vertices * sizeof(unsigned char[4]); + loadmodel->surfmesh.data_skeletalweight4ub_bufferoffset = size;if (loadmodel->surfmesh.data_skeletalweight4ub ) size += loadmodel->surfmesh.num_vertices * sizeof(unsigned char[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_vertexbuffer = R_Mesh_CreateMeshBuffer(mem, size, loadmodel->name, false, false, false); + if (loadmodel->surfmesh.data_vertex3f ) memcpy(mem + loadmodel->surfmesh.data_vertex3f_bufferoffset , loadmodel->surfmesh.data_vertex3f , loadmodel->surfmesh.num_vertices * sizeof(float[3])); + if (loadmodel->surfmesh.data_svector3f ) memcpy(mem + loadmodel->surfmesh.data_svector3f_bufferoffset , loadmodel->surfmesh.data_svector3f , loadmodel->surfmesh.num_vertices * sizeof(float[3])); + if (loadmodel->surfmesh.data_tvector3f ) memcpy(mem + loadmodel->surfmesh.data_tvector3f_bufferoffset , loadmodel->surfmesh.data_tvector3f , loadmodel->surfmesh.num_vertices * sizeof(float[3])); + if (loadmodel->surfmesh.data_normal3f ) memcpy(mem + loadmodel->surfmesh.data_normal3f_bufferoffset , loadmodel->surfmesh.data_normal3f , loadmodel->surfmesh.num_vertices * sizeof(float[3])); + if (loadmodel->surfmesh.data_texcoordtexture2f ) memcpy(mem + loadmodel->surfmesh.data_texcoordtexture2f_bufferoffset , loadmodel->surfmesh.data_texcoordtexture2f , loadmodel->surfmesh.num_vertices * sizeof(float[2])); + if (loadmodel->surfmesh.data_texcoordlightmap2f) memcpy(mem + loadmodel->surfmesh.data_texcoordlightmap2f_bufferoffset, loadmodel->surfmesh.data_texcoordlightmap2f, loadmodel->surfmesh.num_vertices * sizeof(float[2])); + if (loadmodel->surfmesh.data_lightmapcolor4f ) memcpy(mem + loadmodel->surfmesh.data_lightmapcolor4f_bufferoffset , loadmodel->surfmesh.data_lightmapcolor4f , loadmodel->surfmesh.num_vertices * sizeof(float[4])); + if (loadmodel->surfmesh.data_skeletalindex4ub ) memcpy(mem + loadmodel->surfmesh.data_skeletalindex4ub_bufferoffset , loadmodel->surfmesh.data_skeletalindex4ub , loadmodel->surfmesh.num_vertices * sizeof(unsigned char[4])); + if (loadmodel->surfmesh.data_skeletalweight4ub ) memcpy(mem + loadmodel->surfmesh.data_skeletalweight4ub_bufferoffset , loadmodel->surfmesh.data_skeletalweight4ub , loadmodel->surfmesh.num_vertices * sizeof(unsigned char[4])); + loadmodel->surfmesh.data_vertex3f_vertexbuffer = R_Mesh_CreateMeshBuffer(mem, size, loadmodel->name, false, false, false, false); + loadmodel->surfmesh.data_svector3f_vertexbuffer = loadmodel->surfmesh.data_svector3f ? loadmodel->surfmesh.data_vertex3f_vertexbuffer : NULL; + loadmodel->surfmesh.data_tvector3f_vertexbuffer = loadmodel->surfmesh.data_tvector3f ? loadmodel->surfmesh.data_vertex3f_vertexbuffer : NULL; + loadmodel->surfmesh.data_normal3f_vertexbuffer = loadmodel->surfmesh.data_normal3f ? loadmodel->surfmesh.data_vertex3f_vertexbuffer : NULL; + loadmodel->surfmesh.data_texcoordtexture2f_vertexbuffer = loadmodel->surfmesh.data_texcoordtexture2f ? loadmodel->surfmesh.data_vertex3f_vertexbuffer : NULL; + loadmodel->surfmesh.data_texcoordlightmap2f_vertexbuffer = loadmodel->surfmesh.data_texcoordlightmap2f ? loadmodel->surfmesh.data_vertex3f_vertexbuffer : NULL; + loadmodel->surfmesh.data_lightmapcolor4f_vertexbuffer = loadmodel->surfmesh.data_lightmapcolor4f ? loadmodel->surfmesh.data_vertex3f_vertexbuffer : NULL; + loadmodel->surfmesh.data_skeletalindex4ub_vertexbuffer = loadmodel->surfmesh.data_skeletalindex4ub ? loadmodel->surfmesh.data_vertex3f_vertexbuffer : NULL; + loadmodel->surfmesh.data_skeletalweight4ub_vertexbuffer = loadmodel->surfmesh.data_skeletalweight4ub ? loadmodel->surfmesh.data_vertex3f_vertexbuffer : NULL; Mem_Free(mem); } } +extern cvar_t mod_obj_orientation; static void Mod_Decompile_OBJ(dp_model_t *model, const char *filename, const char *mtlfilename, const char *originalfilename) { int submodelindex, vertexindex, surfaceindex, triangleindex, textureindex, countvertices = 0, countsurfaces = 0, countfaces = 0, counttextures = 0; @@ -3047,7 +3027,10 @@ static void Mod_Decompile_OBJ(dp_model_t *model, const char *filename, const cha memcpy(outbuffer, oldbuffer, outbufferpos); Z_Free(oldbuffer); } - l = dpsnprintf(outbuffer + outbufferpos, outbuffermax - outbufferpos, "v %f %f %f\nvn %f %f %f\nvt %f %f\n", v[0], v[2], v[1], vn[0], vn[2], vn[1], vt[0], 1-vt[1]); + if(mod_obj_orientation.integer) + l = dpsnprintf(outbuffer + outbufferpos, outbuffermax - outbufferpos, "v %f %f %f\nvn %f %f %f\nvt %f %f\n", v[0], v[2], v[1], vn[0], vn[2], vn[1], vt[0], 1-vt[1]); + else + l = dpsnprintf(outbuffer + outbufferpos, outbuffermax - outbufferpos, "v %f %f %f\nvn %f %f %f\nvt %f %f\n", v[0], v[1], v[2], vn[0], vn[1], vn[2], vt[0], 1-vt[1]); if (l > 0) outbufferpos += l; } @@ -3077,7 +3060,10 @@ static void Mod_Decompile_OBJ(dp_model_t *model, const char *filename, const cha a = e[0]+1; b = e[1]+1; c = e[2]+1; - l = dpsnprintf(outbuffer + outbufferpos, outbuffermax - outbufferpos, "f %i/%i/%i %i/%i/%i %i/%i/%i\n", a,a,a,b,b,b,c,c,c); + if(mod_obj_orientation.integer) + l = dpsnprintf(outbuffer + outbufferpos, outbuffermax - outbufferpos, "f %i/%i/%i %i/%i/%i %i/%i/%i\n", a,a,a,b,b,b,c,c,c); + else + l = dpsnprintf(outbuffer + outbufferpos, outbuffermax - outbufferpos, "f %i/%i/%i %i/%i/%i %i/%i/%i\n", a,a,a,c,c,c,b,b,b); if (l > 0) outbufferpos += l; } @@ -3152,7 +3138,7 @@ static void Mod_Decompile_SMD(dp_model_t *model, const char *filename, int first // strangely the smd angles are for a transposed matrix, so we // have to generate a transposed matrix, then convert that... - Matrix4x4_FromBonePose6s(&posematrix, model->num_posescale, model->data_poses6s + 6*(model->num_bones * poseindex + transformindex)); + Matrix4x4_FromBonePose7s(&posematrix, model->num_posescale, model->data_poses7s + 7*(model->num_bones * poseindex + transformindex)); Matrix4x4_ToArray12FloatGL(&posematrix, mtest[0]); AnglesFromVectors(angles, mtest[0], mtest[2], false); if (angles[0] >= 180) angles[0] -= 360; @@ -3275,6 +3261,7 @@ static void Mod_Decompile_f(void) int zymtextsize = 0; int dpmtextsize = 0; int framegroupstextsize = 0; + char vabuf[1024]; if (Cmd_Argc() != 2) { @@ -3286,6 +3273,11 @@ static void Mod_Decompile_f(void) FS_StripExtension(inname, basename, sizeof(basename)); mod = Mod_ForName(inname, false, true, inname[0] == '*' ? cl.model_name[1] : NULL); + if (!mod) + { + Con_Print("No such model\n"); + return; + } if (mod->brush.submodel) { // if we're decompiling a submodel, be sure to give it a proper name based on its parent @@ -3293,11 +3285,6 @@ static void Mod_Decompile_f(void) dpsnprintf(basename, sizeof(basename), "%s/%s", outname, mod->name); outname[0] = 0; } - if (!mod) - { - Con_Print("No such model\n"); - return; - } if (!mod->surfmesh.num_triangles) { Con_Print("Empty model (or sprite)\n"); @@ -3335,7 +3322,7 @@ static void Mod_Decompile_f(void) { // individual frame // check for additional frames with same name - for (l = 0, k = strlen(animname);animname[l];l++) + for (l = 0, k = (int)strlen(animname);animname[l];l++) if(animname[l] < '0' || animname[l] > '9') k = l + 1; if(k > 0 && animname[k-1] == '_') @@ -3345,7 +3332,7 @@ static void Mod_Decompile_f(void) for (j = i + 1;j < mod->numframes;j++) { strlcpy(animname2, mod->animscenes[j].name, sizeof(animname2)); - for (l = 0, k = strlen(animname2);animname2[l];l++) + for (l = 0, k = (int)strlen(animname2);animname2[l];l++) if(animname2[l] < '0' || animname2[l] > '9') k = l + 1; if(k > 0 && animname[k-1] == '_') @@ -3381,22 +3368,22 @@ static void Mod_Decompile_f(void) } } if (zymtextsize) - FS_WriteFile(va("%s_decompiled/out_zym.txt", basename), zymtextbuffer, (fs_offset_t)zymtextsize); + FS_WriteFile(va(vabuf, sizeof(vabuf), "%s_decompiled/out_zym.txt", basename), zymtextbuffer, (fs_offset_t)zymtextsize); if (dpmtextsize) - FS_WriteFile(va("%s_decompiled/out_dpm.txt", basename), dpmtextbuffer, (fs_offset_t)dpmtextsize); + FS_WriteFile(va(vabuf, sizeof(vabuf), "%s_decompiled/out_dpm.txt", basename), dpmtextbuffer, (fs_offset_t)dpmtextsize); if (framegroupstextsize) - FS_WriteFile(va("%s_decompiled.framegroups", basename), framegroupstextbuffer, (fs_offset_t)framegroupstextsize); + FS_WriteFile(va(vabuf, sizeof(vabuf), "%s_decompiled.framegroups", basename), framegroupstextbuffer, (fs_offset_t)framegroupstextsize); } } -void Mod_AllocLightmap_Init(mod_alloclightmap_state_t *state, int width, int height) +void Mod_AllocLightmap_Init(mod_alloclightmap_state_t *state, mempool_t *mempool, int width, int height) { int y; memset(state, 0, sizeof(*state)); state->width = width; state->height = height; state->currentY = 0; - state->rows = (mod_alloclightmap_row_t *)Mem_Alloc(loadmodel->mempool, state->height * sizeof(*state->rows)); + state->rows = (mod_alloclightmap_row_t *)Mem_Alloc(mempool, state->height * sizeof(*state->rows)); for (y = 0;y < state->height;y++) { state->rows[y].currentX = 0; @@ -3519,7 +3506,6 @@ static float mod_generatelightmaps_offsets[3][MAX_LIGHTMAPSAMPLES][3]; static int mod_generatelightmaps_numlights; static lightmaplight_t *mod_generatelightmaps_lightinfo; -extern int R_Shadow_GetRTLightInfo(unsigned int lightindex, float *origin, float *radius, float *color); extern cvar_t r_shadow_lightattenuationdividebias; extern cvar_t r_shadow_lightattenuationlinearscale; @@ -3562,7 +3548,7 @@ static void Mod_GenerateLightmaps_LightPoint(dp_model_t *model, const vec3_t pos continue; if (model && model->TraceLine) { - model->TraceLine(model, NULL, NULL, &trace, pos, lightorigin, SUPERCONTENTS_VISBLOCKERMASK); + model->TraceLine(model, NULL, NULL, &trace, pos, lightorigin, SUPERCONTENTS_SOLID, 0, MATERIALFLAGMASK_TRANSLUCENT | MATERIALFLAG_NOSHADOW); if (trace.fraction < 1) continue; } @@ -3764,7 +3750,7 @@ static void Mod_GenerateLightmaps_SamplePoint(const float *pos, const float *nor if (!normal) { // for light grid we'd better check visibility of the offset point - cl.worldmodel->TraceLine(cl.worldmodel, NULL, NULL, &trace, pos, offsetpos, SUPERCONTENTS_VISBLOCKERMASK); + cl.worldmodel->TraceLine(cl.worldmodel, NULL, NULL, &trace, pos, offsetpos, SUPERCONTENTS_SOLID, 0, MATERIALFLAGMASK_TRANSLUCENT | MATERIALFLAG_NOSHADOW); if (trace.fraction < 1) VectorLerp(pos, trace.fraction, offsetpos, offsetpos); } @@ -3942,24 +3928,23 @@ static void Mod_GenerateLightmaps_UnweldTriangles(dp_model_t *model) if (model->surfmesh.num_vertices > 65536) model->surfmesh.data_element3s = NULL; - if (model->surfmesh.vertexmesh) - Mem_Free(model->surfmesh.vertexmesh); - model->surfmesh.vertexmesh = NULL; - if (model->surfmesh.vertex3fbuffer) - R_Mesh_DestroyMeshBuffer(model->surfmesh.vertex3fbuffer); - model->surfmesh.vertex3fbuffer = NULL; - if (model->surfmesh.vertexmeshbuffer) - R_Mesh_DestroyMeshBuffer(model->surfmesh.vertexmeshbuffer); - model->surfmesh.vertexmeshbuffer = NULL; - if (model->surfmesh.data_element3i_indexbuffer) + if (model->surfmesh.data_element3i_indexbuffer && !model->surfmesh.data_element3i_indexbuffer->isdynamic) R_Mesh_DestroyMeshBuffer(model->surfmesh.data_element3i_indexbuffer); model->surfmesh.data_element3i_indexbuffer = NULL; - if (model->surfmesh.data_element3s_indexbuffer) + if (model->surfmesh.data_element3s_indexbuffer && !model->surfmesh.data_element3s_indexbuffer->isdynamic) R_Mesh_DestroyMeshBuffer(model->surfmesh.data_element3s_indexbuffer); model->surfmesh.data_element3s_indexbuffer = NULL; - if (model->surfmesh.vbo_vertexbuffer) - R_Mesh_DestroyMeshBuffer(model->surfmesh.vbo_vertexbuffer); - model->surfmesh.vbo_vertexbuffer = 0; + if (model->surfmesh.data_vertex3f_vertexbuffer && !model->surfmesh.data_vertex3f_vertexbuffer->isdynamic) + R_Mesh_DestroyMeshBuffer(model->surfmesh.data_vertex3f_vertexbuffer); + model->surfmesh.data_vertex3f_vertexbuffer = NULL; + model->surfmesh.data_svector3f_vertexbuffer = NULL; + model->surfmesh.data_tvector3f_vertexbuffer = NULL; + model->surfmesh.data_normal3f_vertexbuffer = NULL; + model->surfmesh.data_texcoordtexture2f_vertexbuffer = NULL; + model->surfmesh.data_texcoordlightmap2f_vertexbuffer = NULL; + model->surfmesh.data_lightmapcolor4f_vertexbuffer = NULL; + model->surfmesh.data_skeletalindex4ub_vertexbuffer = NULL; + model->surfmesh.data_skeletalweight4ub_vertexbuffer = NULL; // convert all triangles to unique vertex data outvertexindex = 0; @@ -4100,6 +4085,7 @@ static void Mod_GenerateLightmaps_CreateLightmaps(dp_model_t *model) unsigned char *lightmappixels; unsigned char *deluxemappixels; mod_alloclightmap_state_t lmstate; + char vabuf[1024]; // generate lightmap projection information for all triangles if (model->texturepool == NULL) @@ -4108,7 +4094,7 @@ static void Mod_GenerateLightmaps_CreateLightmaps(dp_model_t *model) lm_borderpixels = mod_generatelightmaps_borderpixels.integer; lm_texturesize = bound(lm_borderpixels*2+1, 64, (int)vid.maxtexturesize_2d); //lm_maxpixels = lm_texturesize-(lm_borderpixels*2+1); - Mod_AllocLightmap_Init(&lmstate, lm_texturesize, lm_texturesize); + Mod_AllocLightmap_Init(&lmstate, loadmodel->mempool, lm_texturesize, lm_texturesize); lightmapnumber = 0; for (surfaceindex = 0;surfaceindex < model->num_surfaces;surfaceindex++) { @@ -4129,7 +4115,7 @@ static void Mod_GenerateLightmaps_CreateLightmaps(dp_model_t *model) // lightmap coordinates here are in pixels // lightmap projections are snapped to pixel grid explicitly, such // that two neighboring triangles sharing an edge and projection - // axis will have identical sampl espacing along their shared edge + // axis will have identical sample spacing along their shared edge k = 0; for (j = 0;j < 3;j++) { @@ -4156,7 +4142,7 @@ static void Mod_GenerateLightmaps_CreateLightmaps(dp_model_t *model) surfaceindex = -1; lightmapnumber = 0; Mod_AllocLightmap_Free(&lmstate); - Mod_AllocLightmap_Init(&lmstate, lm_texturesize, lm_texturesize); + Mod_AllocLightmap_Init(&lmstate, loadmodel->mempool, lm_texturesize, lm_texturesize); break; } // if we have maxed out the lightmap size, and this triangle does @@ -4282,8 +4268,8 @@ static void Mod_GenerateLightmaps_CreateLightmaps(dp_model_t *model) for (lightmapindex = 0;lightmapindex < model->brushq3.num_mergedlightmaps;lightmapindex++) { - model->brushq3.data_lightmaps[lightmapindex] = R_LoadTexture2D(model->texturepool, va("lightmap%i", lightmapindex), lm_texturesize, lm_texturesize, lightmappixels + lightmapindex * lm_texturesize * lm_texturesize * 4, TEXTYPE_BGRA, TEXF_FORCELINEAR, -1, NULL); - model->brushq3.data_deluxemaps[lightmapindex] = R_LoadTexture2D(model->texturepool, va("deluxemap%i", lightmapindex), lm_texturesize, lm_texturesize, deluxemappixels + lightmapindex * lm_texturesize * lm_texturesize * 4, TEXTYPE_BGRA, TEXF_FORCELINEAR, -1, NULL); + model->brushq3.data_lightmaps[lightmapindex] = R_LoadTexture2D(model->texturepool, va(vabuf, sizeof(vabuf), "lightmap%i", lightmapindex), lm_texturesize, lm_texturesize, lightmappixels + lightmapindex * lm_texturesize * lm_texturesize * 4, TEXTYPE_BGRA, TEXF_FORCELINEAR, -1, NULL); + model->brushq3.data_deluxemaps[lightmapindex] = R_LoadTexture2D(model->texturepool, va(vabuf, sizeof(vabuf), "deluxemap%i", lightmapindex), lm_texturesize, lm_texturesize, deluxemappixels + lightmapindex * lm_texturesize * lm_texturesize * 4, TEXTYPE_BGRA, TEXF_FORCELINEAR, -1, NULL); } if (lightmappixels) @@ -4294,7 +4280,6 @@ static void Mod_GenerateLightmaps_CreateLightmaps(dp_model_t *model) for (surfaceindex = 0;surfaceindex < model->num_surfaces;surfaceindex++) { surface = model->data_surfaces + surfaceindex; - e = model->surfmesh.data_element3i + surface->num_firsttriangle*3; if (!surface->num_triangles) continue; lightmapindex = mod_generatelightmaps_lightmaptriangles[surface->num_firsttriangle].lightmapindex; @@ -4383,3 +4368,344 @@ static void Mod_GenerateLightmaps_f(void) } Mod_GenerateLightmaps(cl.worldmodel); } + +void Mod_Mesh_Create(dp_model_t *mod, const char *name) +{ + memset(mod, 0, sizeof(*mod)); + strlcpy(mod->name, name, sizeof(mod->name)); + mod->mempool = Mem_AllocPool(name, 0, NULL); + mod->texturepool = R_AllocTexturePool(); + mod->Draw = R_Q1BSP_Draw; + mod->DrawDepth = R_Q1BSP_DrawDepth; + mod->DrawDebug = R_Q1BSP_DrawDebug; + mod->DrawPrepass = R_Q1BSP_DrawPrepass; + mod->GetLightInfo = R_Q1BSP_GetLightInfo; + mod->DrawShadowMap = R_Q1BSP_DrawShadowMap; + mod->DrawLight = R_Q1BSP_DrawLight; +} + +void Mod_Mesh_Destroy(dp_model_t *mod) +{ + Mod_UnloadModel(mod); +} + +// resets the mesh model to have no geometry to render, ready for a new frame - +// the mesh will be prepared for rendering later using Mod_Mesh_Finalize +void Mod_Mesh_Reset(dp_model_t *mod) +{ + mod->num_surfaces = 0; + mod->surfmesh.num_vertices = 0; + mod->surfmesh.num_triangles = 0; + memset(mod->surfmesh.data_vertexhash, -1, mod->surfmesh.num_vertexhashsize * sizeof(*mod->surfmesh.data_vertexhash)); + mod->DrawSky = NULL; // will be set if a texture needs it + mod->DrawAddWaterPlanes = NULL; // will be set if a texture needs it +} + +texture_t *Mod_Mesh_GetTexture(dp_model_t *mod, const char *name, int defaultdrawflags, int defaulttexflags, int defaultmaterialflags) +{ + int i; + texture_t *t; + for (i = 0; i < mod->num_textures; i++) + if (!strcmp(mod->data_textures[i].name, name)) + return mod->data_textures + i; + if (mod->max_textures <= mod->num_textures) + { + texture_t *oldtextures = mod->data_textures; + mod->max_textures = max(mod->max_textures * 2, 1024); + mod->data_textures = (texture_t *)Mem_Realloc(mod->mempool, mod->data_textures, mod->max_textures * sizeof(*mod->data_textures)); + // update the pointers + for (i = 0; i < mod->num_surfaces; i++) + mod->data_surfaces[i].texture = mod->data_textures + (mod->data_surfaces[i].texture - oldtextures); + } + t = &mod->data_textures[mod->num_textures++]; + Mod_LoadTextureFromQ3Shader(mod->mempool, mod->name, t, name, false, true, defaulttexflags, defaultmaterialflags); + switch (defaultdrawflags & DRAWFLAG_MASK) + { + case DRAWFLAG_ADDITIVE: + t->basematerialflags |= MATERIALFLAG_ADD | MATERIALFLAG_BLENDED; + t->currentmaterialflags = t->basematerialflags; + break; + case DRAWFLAG_MODULATE: + t->basematerialflags |= MATERIALFLAG_CUSTOMBLEND | MATERIALFLAG_BLENDED; + t->currentmaterialflags = t->basematerialflags; + t->customblendfunc[0] = GL_DST_COLOR; + t->customblendfunc[1] = GL_ZERO; + break; + case DRAWFLAG_2XMODULATE: + t->basematerialflags |= MATERIALFLAG_CUSTOMBLEND | MATERIALFLAG_BLENDED; + t->currentmaterialflags = t->basematerialflags; + t->customblendfunc[0] = GL_DST_COLOR; + t->customblendfunc[1] = GL_SRC_COLOR; + break; + case DRAWFLAG_SCREEN: + t->basematerialflags |= MATERIALFLAG_CUSTOMBLEND | MATERIALFLAG_BLENDED; + t->currentmaterialflags = t->basematerialflags; + t->customblendfunc[0] = GL_ONE_MINUS_DST_COLOR; + t->customblendfunc[1] = GL_ONE; + break; + default: + break; + } + return t; +} + +msurface_t *Mod_Mesh_AddSurface(dp_model_t *mod, texture_t *tex, qboolean batchwithprevioussurface) +{ + msurface_t *surf; + // batch if possible; primarily useful for UI rendering where bounding boxes don't matter + if (batchwithprevioussurface && mod->num_surfaces > 0 && mod->data_surfaces[mod->num_surfaces - 1].texture == tex) + return mod->data_surfaces + mod->num_surfaces - 1; + // create new surface + if (mod->max_surfaces == mod->num_surfaces) + { + mod->max_surfaces = 2 * max(mod->num_surfaces, 64); + mod->data_surfaces = (msurface_t *)Mem_Realloc(mod->mempool, mod->data_surfaces, mod->max_surfaces * sizeof(*mod->data_surfaces)); + mod->sortedmodelsurfaces = (int *)Mem_Realloc(mod->mempool, mod->sortedmodelsurfaces, mod->max_surfaces * sizeof(*mod->sortedmodelsurfaces)); + } + surf = mod->data_surfaces + mod->num_surfaces; + mod->num_surfaces++; + memset(surf, 0, sizeof(*surf)); + surf->texture = tex; + surf->num_firsttriangle = mod->surfmesh.num_triangles; + surf->num_firstvertex = mod->surfmesh.num_vertices; + if (tex->basematerialflags & (MATERIALFLAG_SKY)) + mod->DrawSky = R_Q1BSP_DrawSky; + if (tex->basematerialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION | MATERIALFLAG_CAMERA)) + mod->DrawAddWaterPlanes = R_Q1BSP_DrawAddWaterPlanes; + return surf; +} + +int Mod_Mesh_IndexForVertex(dp_model_t *mod, msurface_t *surf, float x, float y, float z, float nx, float ny, float nz, float s, float t, float u, float v, float r, float g, float b, float a) +{ + int hashindex, h, vnum, mask; + surfmesh_t *mesh = &mod->surfmesh; + if (mesh->max_vertices == mesh->num_vertices) + { + mesh->max_vertices = max(mesh->num_vertices * 2, 256); + mesh->data_vertex3f = (float *)Mem_Realloc(mod->mempool, mesh->data_vertex3f, mesh->max_vertices * sizeof(float[3])); + mesh->data_svector3f = (float *)Mem_Realloc(mod->mempool, mesh->data_svector3f, mesh->max_vertices * sizeof(float[3])); + mesh->data_tvector3f = (float *)Mem_Realloc(mod->mempool, mesh->data_tvector3f, mesh->max_vertices * sizeof(float[3])); + mesh->data_normal3f = (float *)Mem_Realloc(mod->mempool, mesh->data_normal3f, mesh->max_vertices * sizeof(float[3])); + mesh->data_texcoordtexture2f = (float *)Mem_Realloc(mod->mempool, mesh->data_texcoordtexture2f, mesh->max_vertices * sizeof(float[2])); + mesh->data_texcoordlightmap2f = (float *)Mem_Realloc(mod->mempool, mesh->data_texcoordlightmap2f, mesh->max_vertices * sizeof(float[2])); + mesh->data_lightmapcolor4f = (float *)Mem_Realloc(mod->mempool, mesh->data_lightmapcolor4f, mesh->max_vertices * sizeof(float[4])); + // rebuild the hash table + mesh->num_vertexhashsize = 4 * mesh->max_vertices; + mesh->num_vertexhashsize &= ~(mesh->num_vertexhashsize - 1); // round down to pow2 + mesh->data_vertexhash = (int *)Mem_Realloc(mod->mempool, mesh->data_vertexhash, mesh->num_vertexhashsize * sizeof(*mesh->data_vertexhash)); + memset(mesh->data_vertexhash, -1, mesh->num_vertexhashsize * sizeof(*mesh->data_vertexhash)); + mask = mod->surfmesh.num_vertexhashsize - 1; + // no need to hash the vertices for the entire model, the latest surface will suffice. + for (vnum = surf ? surf->num_firstvertex : 0; vnum < mesh->num_vertices; vnum++) + { + // this uses prime numbers intentionally for computing the hash + hashindex = (unsigned int)(mesh->data_vertex3f[vnum * 3 + 0] * 2003 + mesh->data_vertex3f[vnum * 3 + 1] * 4001 + mesh->data_vertex3f[vnum * 3 + 2] * 7919 + mesh->data_normal3f[vnum * 3 + 0] * 4097 + mesh->data_normal3f[vnum * 3 + 1] * 257 + mesh->data_normal3f[vnum * 3 + 2] * 17) & mask; + for (h = hashindex; mesh->data_vertexhash[h] >= 0; h = (h + 1) & mask) + ; // just iterate until we find the terminator + mesh->data_vertexhash[h] = vnum; + } + } + mask = mod->surfmesh.num_vertexhashsize - 1; + // this uses prime numbers intentionally for computing the hash + hashindex = (unsigned int)(x * 2003 + y * 4001 + z * 7919 + nx * 4097 + ny * 257 + nz * 17) & mask; + // when possible find an identical vertex within the same surface and return it + for(h = hashindex;(vnum = mesh->data_vertexhash[h]) >= 0;h = (h + 1) & mask) + { + if (vnum >= surf->num_firstvertex + && mesh->data_vertex3f[vnum * 3 + 0] == x && mesh->data_vertex3f[vnum * 3 + 1] == y && mesh->data_vertex3f[vnum * 3 + 2] == z + && mesh->data_normal3f[vnum * 3 + 0] == nx && mesh->data_normal3f[vnum * 3 + 1] == ny && mesh->data_normal3f[vnum * 3 + 2] == nz + && mesh->data_texcoordtexture2f[vnum * 2 + 0] == s && mesh->data_texcoordtexture2f[vnum * 2 + 1] == t + && mesh->data_texcoordlightmap2f[vnum * 2 + 0] == u && mesh->data_texcoordlightmap2f[vnum * 2 + 1] == v + && mesh->data_lightmapcolor4f[vnum * 4 + 0] == r && mesh->data_lightmapcolor4f[vnum * 4 + 1] == g && mesh->data_lightmapcolor4f[vnum * 4 + 2] == b && mesh->data_lightmapcolor4f[vnum * 4 + 3] == a) + return vnum; + } + // add the new vertex + vnum = mesh->num_vertices++; + if (surf->num_vertices > 0) + { + if (surf->mins[0] > x) surf->mins[0] = x; + if (surf->mins[1] > y) surf->mins[1] = y; + if (surf->mins[2] > z) surf->mins[2] = z; + if (surf->maxs[0] < x) surf->maxs[0] = x; + if (surf->maxs[1] < y) surf->maxs[1] = y; + if (surf->maxs[2] < z) surf->maxs[2] = z; + } + else + { + VectorSet(surf->mins, x, y, z); + VectorSet(surf->maxs, x, y, z); + } + surf->num_vertices = mesh->num_vertices - surf->num_firstvertex; + mesh->data_vertexhash[h] = vnum; + mesh->data_vertex3f[vnum * 3 + 0] = x; + mesh->data_vertex3f[vnum * 3 + 1] = y; + mesh->data_vertex3f[vnum * 3 + 2] = z; + mesh->data_normal3f[vnum * 3 + 0] = nx; + mesh->data_normal3f[vnum * 3 + 1] = ny; + mesh->data_normal3f[vnum * 3 + 2] = nz; + mesh->data_texcoordtexture2f[vnum * 2 + 0] = s; + mesh->data_texcoordtexture2f[vnum * 2 + 1] = t; + mesh->data_texcoordlightmap2f[vnum * 2 + 0] = u; + mesh->data_texcoordlightmap2f[vnum * 2 + 1] = v; + mesh->data_lightmapcolor4f[vnum * 4 + 0] = r; + mesh->data_lightmapcolor4f[vnum * 4 + 1] = g; + mesh->data_lightmapcolor4f[vnum * 4 + 2] = b; + mesh->data_lightmapcolor4f[vnum * 4 + 3] = a; + return vnum; +} + +void Mod_Mesh_AddTriangle(dp_model_t *mod, msurface_t *surf, int e0, int e1, int e2) +{ + surfmesh_t *mesh = &mod->surfmesh; + if (mesh->max_triangles == mesh->num_triangles) + { + mesh->max_triangles = 2 * max(mesh->num_triangles, 128); + mesh->data_element3s = (unsigned short *)Mem_Realloc(mod->mempool, mesh->data_element3s, mesh->max_triangles * sizeof(unsigned short[3])); + mesh->data_element3i = (int *)Mem_Realloc(mod->mempool, mesh->data_element3i, mesh->max_triangles * sizeof(int[3])); + } + mesh->data_element3s[mesh->num_triangles * 3 + 0] = e0; + mesh->data_element3s[mesh->num_triangles * 3 + 1] = e1; + mesh->data_element3s[mesh->num_triangles * 3 + 2] = e2; + mesh->data_element3i[mesh->num_triangles * 3 + 0] = e0; + mesh->data_element3i[mesh->num_triangles * 3 + 1] = e1; + mesh->data_element3i[mesh->num_triangles * 3 + 2] = e2; + mesh->num_triangles++; + surf->num_triangles++; +} + +static void Mod_Mesh_MakeSortedSurfaces(dp_model_t *mod) +{ + int i, j; + texture_t *tex; + msurface_t *surf, *surf2; + + // build the sorted surfaces list properly to reduce material setup + // this is easy because we're just sorting on texture and don't care about the order of textures + mod->nummodelsurfaces = 0; + for (i = 0; i < mod->num_surfaces; i++) + mod->data_surfaces[i].included = false; + for (i = 0; i < mod->num_surfaces; i++) + { + surf = mod->data_surfaces + i; + if (surf->included) + continue; + tex = surf->texture; + // j = i is intentional + for (j = i; j < mod->num_surfaces; j++) + { + surf2 = mod->data_surfaces + j; + if (surf2->included) + continue; + if (surf2->texture == tex) + { + surf2->included = true; + mod->sortedmodelsurfaces[mod->nummodelsurfaces++] = j; + } + } + } +} + +void Mod_Mesh_ComputeBounds(dp_model_t *mod) +{ + int i; + vec_t x2a, x2b, y2a, y2b, z2a, z2b, x2, y2, z2, yawradius, rotatedradius; + + if (mod->surfmesh.num_vertices > 0) + { + // calculate normalmins/normalmaxs + VectorCopy(mod->surfmesh.data_vertex3f, mod->normalmins); + VectorCopy(mod->surfmesh.data_vertex3f, mod->normalmaxs); + for (i = 1; i < mod->surfmesh.num_vertices; i++) + { + float x = mod->surfmesh.data_vertex3f[i * 3 + 0]; + float y = mod->surfmesh.data_vertex3f[i * 3 + 1]; + float z = mod->surfmesh.data_vertex3f[i * 3 + 2]; + // expand bounds to include this vertex + if (mod->normalmins[0] > x) mod->normalmins[0] = x; + if (mod->normalmins[1] > y) mod->normalmins[1] = y; + if (mod->normalmins[2] > z) mod->normalmins[2] = z; + if (mod->normalmaxs[0] < x) mod->normalmaxs[0] = x; + if (mod->normalmaxs[1] < y) mod->normalmaxs[1] = y; + if (mod->normalmaxs[2] < z) mod->normalmaxs[2] = z; + } + // calculate yawmins/yawmaxs, rotatedmins/maxs from normalmins/maxs + // (fast but less accurate than doing it per vertex) + x2a = mod->normalmins[0] * mod->normalmins[0]; + x2b = mod->normalmaxs[0] * mod->normalmaxs[0]; + y2a = mod->normalmins[1] * mod->normalmins[1]; + y2b = mod->normalmaxs[1] * mod->normalmaxs[1]; + z2a = mod->normalmins[2] * mod->normalmins[2]; + z2b = mod->normalmaxs[2] * mod->normalmaxs[2]; + x2 = max(x2a, x2b); + y2 = max(y2a, y2b); + z2 = max(z2a, z2b); + yawradius = sqrt(x2 + y2); + rotatedradius = sqrt(x2 + y2 + z2); + VectorSet(mod->yawmins, -yawradius, -yawradius, mod->normalmins[2]); + VectorSet(mod->yawmaxs, yawradius, yawradius, mod->normalmaxs[2]); + VectorSet(mod->rotatedmins, -rotatedradius, -rotatedradius, -rotatedradius); + VectorSet(mod->rotatedmaxs, rotatedradius, rotatedradius, rotatedradius); + mod->radius = rotatedradius; + mod->radius2 = x2 + y2 + z2; + } + else + { + VectorClear(mod->normalmins); + VectorClear(mod->normalmaxs); + VectorClear(mod->yawmins); + VectorClear(mod->yawmaxs); + VectorClear(mod->rotatedmins); + VectorClear(mod->rotatedmaxs); + mod->radius = 0; + mod->radius2 = 0; + } +} + +void Mod_Mesh_Validate(dp_model_t *mod) +{ + int i; + qboolean warned = false; + for (i = 0; i < mod->num_surfaces; i++) + { + msurface_t *surf = mod->data_surfaces + i; + int *e = mod->surfmesh.data_element3i + surf->num_firsttriangle * 3; + int first = surf->num_firstvertex; + int end = surf->num_firstvertex + surf->num_vertices; + int j; + for (j = 0;j < surf->num_triangles * 3;j++) + { + if (e[j] < first || e[j] >= end) + { + if (!warned) + Con_DPrintf("Mod_Mesh_Validate: detected corrupt surface - debug me!\n"); + warned = true; + e[j] = first; + } + } + } +} + +void Mod_Mesh_UploadDynamicBuffers(dp_model_t *mod) +{ + mod->surfmesh.data_element3s_indexbuffer = mod->surfmesh.data_element3s ? R_BufferData_Store(mod->surfmesh.num_triangles * sizeof(short[3]), mod->surfmesh.data_element3s, R_BUFFERDATA_INDEX16, &mod->surfmesh.data_element3s_bufferoffset) : NULL; + mod->surfmesh.data_element3i_indexbuffer = mod->surfmesh.data_element3i ? R_BufferData_Store(mod->surfmesh.num_triangles * sizeof(int[3]), mod->surfmesh.data_element3i, R_BUFFERDATA_INDEX32, &mod->surfmesh.data_element3i_bufferoffset) : NULL; + mod->surfmesh.data_vertex3f_vertexbuffer = mod->surfmesh.data_vertex3f ? R_BufferData_Store(mod->surfmesh.num_vertices * sizeof(float[3]), mod->surfmesh.data_vertex3f, R_BUFFERDATA_VERTEX, &mod->surfmesh.data_vertex3f_bufferoffset) : NULL; + mod->surfmesh.data_svector3f_vertexbuffer = mod->surfmesh.data_svector3f ? R_BufferData_Store(mod->surfmesh.num_vertices * sizeof(float[3]), mod->surfmesh.data_svector3f, R_BUFFERDATA_VERTEX, &mod->surfmesh.data_svector3f_bufferoffset) : NULL; + mod->surfmesh.data_tvector3f_vertexbuffer = mod->surfmesh.data_tvector3f ? R_BufferData_Store(mod->surfmesh.num_vertices * sizeof(float[3]), mod->surfmesh.data_tvector3f, R_BUFFERDATA_VERTEX, &mod->surfmesh.data_tvector3f_bufferoffset) : NULL; + mod->surfmesh.data_normal3f_vertexbuffer = mod->surfmesh.data_normal3f ? R_BufferData_Store(mod->surfmesh.num_vertices * sizeof(float[3]), mod->surfmesh.data_normal3f, R_BUFFERDATA_VERTEX, &mod->surfmesh.data_normal3f_bufferoffset) : NULL; + mod->surfmesh.data_texcoordtexture2f_vertexbuffer = mod->surfmesh.data_texcoordtexture2f ? R_BufferData_Store(mod->surfmesh.num_vertices * sizeof(float[2]), mod->surfmesh.data_texcoordtexture2f, R_BUFFERDATA_VERTEX, &mod->surfmesh.data_texcoordtexture2f_bufferoffset) : NULL; + mod->surfmesh.data_texcoordlightmap2f_vertexbuffer = mod->surfmesh.data_texcoordlightmap2f ? R_BufferData_Store(mod->surfmesh.num_vertices * sizeof(float[2]), mod->surfmesh.data_texcoordlightmap2f, R_BUFFERDATA_VERTEX, &mod->surfmesh.data_texcoordlightmap2f_bufferoffset) : NULL; + mod->surfmesh.data_lightmapcolor4f_vertexbuffer = mod->surfmesh.data_lightmapcolor4f ? R_BufferData_Store(mod->surfmesh.num_vertices * sizeof(float[4]), mod->surfmesh.data_lightmapcolor4f, R_BUFFERDATA_VERTEX, &mod->surfmesh.data_lightmapcolor4f_bufferoffset) : NULL; + mod->surfmesh.data_skeletalindex4ub_vertexbuffer = mod->surfmesh.data_skeletalindex4ub ? R_BufferData_Store(mod->surfmesh.num_vertices * sizeof(unsigned char[4]), mod->surfmesh.data_skeletalindex4ub, R_BUFFERDATA_VERTEX, &mod->surfmesh.data_skeletalindex4ub_bufferoffset) : NULL; + mod->surfmesh.data_skeletalweight4ub_vertexbuffer = mod->surfmesh.data_skeletalweight4ub ? R_BufferData_Store(mod->surfmesh.num_vertices * sizeof(unsigned char[4]), mod->surfmesh.data_skeletalweight4ub, R_BUFFERDATA_VERTEX, &mod->surfmesh.data_skeletalweight4ub_bufferoffset) : NULL; +} + +void Mod_Mesh_Finalize(dp_model_t *mod) +{ + if (gl_paranoid.integer) + Mod_Mesh_Validate(mod); + Mod_Mesh_ComputeBounds(mod); + Mod_Mesh_MakeSortedSurfaces(mod); + Mod_BuildTextureVectorsFromNormals(0, mod->surfmesh.num_vertices, mod->surfmesh.num_triangles, mod->surfmesh.data_vertex3f, mod->surfmesh.data_texcoordtexture2f, mod->surfmesh.data_normal3f, mod->surfmesh.data_element3i, mod->surfmesh.data_svector3f, mod->surfmesh.data_tvector3f, true); + Mod_Mesh_UploadDynamicBuffers(mod); +}