2 Copyright (C) 1996-1997 Id Software, Inc.
4 This program is free software; you can redistribute it and/or
5 modify it under the terms of the GNU General Public License
6 as published by the Free Software Foundation; either version 2
7 of the License, or (at your option) any later version.
9 This program is distributed in the hope that it will be useful,
10 but WITHOUT ANY WARRANTY; without even the implied warranty of
11 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
13 See the GNU General Public License for more details.
15 You should have received a copy of the GNU General Public License
16 along with this program; if not, write to the Free Software
17 Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
20 // models.c -- model loading and caching
22 // models are the only shared resource between a client and server running
23 // on the same machine.
29 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"};
33 static mempool_t *mod_mempool;
34 static memexpandablearray_t models;
36 // FIXME: make this a memexpandablearray_t
37 #define Q3SHADER_MAXSHADERS 16384
38 static int q3shaders_numshaders = 0;
39 static q3shaderinfo_t q3shaders_shaders[Q3SHADER_MAXSHADERS];
41 static void mod_start(void)
44 int nummodels = Mem_ExpandableArray_IndexRange(&models);
47 // parse the Q3 shader files
50 for (i = 0;i < nummodels;i++)
51 if ((mod = Mem_ExpandableArray_RecordAtIndex(&models, i)) && mod->name[0] && mod->name[0] != '*')
53 Mod_LoadModel(mod, true, false, mod->isworldmodel);
56 static void mod_shutdown(void)
59 int nummodels = Mem_ExpandableArray_IndexRange(&models);
62 for (i = 0;i < nummodels;i++)
63 if ((mod = Mem_ExpandableArray_RecordAtIndex(&models, i)) && (mod->loaded || mod->mempool))
67 static void mod_newmap(void)
70 int i, j, k, surfacenum, ssize, tsize;
71 int nummodels = Mem_ExpandableArray_IndexRange(&models);
74 R_SkinFrame_PrepareForPurge();
75 for (i = 0;i < nummodels;i++)
77 if ((mod = Mem_ExpandableArray_RecordAtIndex(&models, i)) && mod->mempool && mod->data_textures)
79 for (j = 0;j < mod->num_textures;j++)
81 for (k = 0;k < mod->data_textures[j].numskinframes;k++)
82 R_SkinFrame_MarkUsed(mod->data_textures[j].skinframes[k]);
83 for (k = 0;k < mod->data_textures[j].backgroundnumskinframes;k++)
84 R_SkinFrame_MarkUsed(mod->data_textures[j].backgroundskinframes[k]);
90 if (!cl_stainmaps_clearonload.integer)
93 for (i = 0;i < nummodels;i++)
95 if ((mod = Mem_ExpandableArray_RecordAtIndex(&models, i)) && mod->mempool && mod->data_surfaces)
97 for (surfacenum = 0, surface = mod->data_surfaces;surfacenum < mod->num_surfaces;surfacenum++, surface++)
99 if (surface->lightmapinfo && surface->lightmapinfo->stainsamples)
101 ssize = (surface->lightmapinfo->extents[0] >> 4) + 1;
102 tsize = (surface->lightmapinfo->extents[1] >> 4) + 1;
103 memset(surface->lightmapinfo->stainsamples, 255, ssize * tsize * 3);
104 surface->cached_dlight = true;
116 static void Mod_Print(void);
117 static void Mod_Precache (void);
118 static void Mod_BuildVBOs(void);
121 mod_mempool = Mem_AllocPool("modelinfo", 0, NULL);
122 Mem_ExpandableArray_NewArray(&models, mod_mempool, sizeof(model_t), 16);
128 Cvar_RegisterVariable(&r_mipskins);
129 Cmd_AddCommand ("modellist", Mod_Print, "prints a list of loaded models");
130 Cmd_AddCommand ("modelprecache", Mod_Precache, "load a model");
133 void Mod_RenderInit(void)
135 R_RegisterModule("Models", mod_start, mod_shutdown, mod_newmap);
138 void Mod_UnloadModel (model_t *mod)
140 char name[MAX_QPATH];
141 qboolean isworldmodel;
143 strlcpy(name, mod->name, sizeof(name));
144 isworldmodel = mod->isworldmodel;
146 if (mod->surfmesh.ebo)
147 R_Mesh_DestroyBufferObject(mod->surfmesh.ebo);
148 if (mod->surfmesh.vbo)
149 R_Mesh_DestroyBufferObject(mod->surfmesh.vbo);
150 // free textures/memory attached to the model
151 R_FreeTexturePool(&mod->texturepool);
152 Mem_FreePool(&mod->mempool);
153 // clear the struct to make it available
154 memset(mod, 0, sizeof(model_t));
155 // restore the fields we want to preserve
156 strlcpy(mod->name, name, sizeof(mod->name));
157 mod->isworldmodel = isworldmodel;
169 model_t *Mod_LoadModel(model_t *mod, qboolean crash, qboolean checkdisk, qboolean isworldmodel)
174 fs_offset_t filesize;
178 if (mod->name[0] == '*') // submodel
184 // even if the model is loaded it still may need reloading...
186 // if the model is a worldmodel and is being referred to as a
187 // non-worldmodel here, then it needs reloading to get rid of the
189 if (mod->isworldmodel != isworldmodel)
192 // if it is not loaded or checkdisk is true we need to calculate the crc
193 if (!mod->loaded || checkdisk)
195 if (checkdisk && mod->loaded)
196 Con_DPrintf("checking model %s\n", mod->name);
197 buf = FS_LoadFile (mod->name, tempmempool, false, &filesize);
200 crc = CRC_Block((unsigned char *)buf, filesize);
201 // we need to reload the model if the crc does not match
207 // if the model is already loaded and checks passed, just return
215 Con_DPrintf("loading model %s\n", mod->name);
216 // LordHavoc: unload the existing model in this slot (if there is one)
217 if (mod->loaded || mod->mempool)
218 Mod_UnloadModel(mod);
221 mod->isworldmodel = isworldmodel;
224 // errors can prevent the corresponding mod->loaded = true;
227 // default model radius and bounding box (mainly for missing models)
229 VectorSet(mod->normalmins, -mod->radius, -mod->radius, -mod->radius);
230 VectorSet(mod->normalmaxs, mod->radius, mod->radius, mod->radius);
231 VectorSet(mod->yawmins, -mod->radius, -mod->radius, -mod->radius);
232 VectorSet(mod->yawmaxs, mod->radius, mod->radius, mod->radius);
233 VectorSet(mod->rotatedmins, -mod->radius, -mod->radius, -mod->radius);
234 VectorSet(mod->rotatedmaxs, mod->radius, mod->radius, mod->radius);
238 char *bufend = (char *)buf + filesize;
240 // all models use memory, so allocate a memory pool
241 mod->mempool = Mem_AllocPool(mod->name, 0, NULL);
243 num = LittleLong(*((int *)buf));
244 // call the apropriate loader
246 if (!memcmp(buf, "IDPO", 4)) Mod_IDP0_Load(mod, buf, bufend);
247 else if (!memcmp(buf, "IDP2", 4)) Mod_IDP2_Load(mod, buf, bufend);
248 else if (!memcmp(buf, "IDP3", 4)) Mod_IDP3_Load(mod, buf, bufend);
249 else if (!memcmp(buf, "IDSP", 4)) Mod_IDSP_Load(mod, buf, bufend);
250 else if (!memcmp(buf, "IDS2", 4)) Mod_IDS2_Load(mod, buf, bufend);
251 else if (!memcmp(buf, "IBSP", 4)) Mod_IBSP_Load(mod, buf, bufend);
252 else if (!memcmp(buf, "ZYMOTICMODEL", 12)) Mod_ZYMOTICMODEL_Load(mod, buf, bufend);
253 else if (!memcmp(buf, "DARKPLACESMODEL", 16)) Mod_DARKPLACESMODEL_Load(mod, buf, bufend);
254 else if (!memcmp(buf, "ACTRHEAD", 8)) Mod_PSKMODEL_Load(mod, buf, bufend);
255 else if (strlen(mod->name) >= 4 && !strcmp(mod->name - 4, ".map")) Mod_MAP_Load(mod, buf, bufend);
256 else if (!memcmp(buf, "MCBSPpad", 8)) Mod_Q1BSP_Load(mod, buf, bufend);
257 else if (num == BSPVERSION || num == 30) Mod_Q1BSP_Load(mod, buf, bufend);
258 else Con_Printf("Mod_LoadModel: model \"%s\" is of unknown/unsupported type\n", mod->name);
263 // no fatal errors occurred, so this model is ready to use.
268 // LordHavoc: Sys_Error was *ANNOYING*
269 Con_Printf ("Mod_LoadModel: %s not found\n", mod->name);
274 void Mod_ClearUsed(void)
277 int nummodels = Mem_ExpandableArray_IndexRange(&models);
279 for (i = 0;i < nummodels;i++)
280 if ((mod = Mem_ExpandableArray_RecordAtIndex(&models, i)) && mod->name[0])
284 void Mod_PurgeUnused(void)
287 int nummodels = Mem_ExpandableArray_IndexRange(&models);
289 for (i = 0;i < nummodels;i++)
291 if ((mod = Mem_ExpandableArray_RecordAtIndex(&models, i)) && mod->name[0] && !mod->used)
293 Mod_UnloadModel(mod);
294 Mem_ExpandableArray_FreeRecord(&models, mod);
299 // only used during loading!
300 void Mod_RemoveStaleWorldModels(model_t *skip)
303 int nummodels = Mem_ExpandableArray_IndexRange(&models);
305 for (i = 0;i < nummodels;i++)
307 if ((mod = Mem_ExpandableArray_RecordAtIndex(&models, i)) && mod->isworldmodel && mod->loaded && skip != mod)
309 Mod_UnloadModel(mod);
310 mod->isworldmodel = false;
322 model_t *Mod_FindName(const char *name)
325 int nummodels = Mem_ExpandableArray_IndexRange(&models);
329 Host_Error ("Mod_ForName: NULL name");
331 // search the currently loaded models
332 for (i = 0;i < nummodels;i++)
334 if ((mod = Mem_ExpandableArray_RecordAtIndex(&models, i)) && mod->name[0] && !strcmp(mod->name, name))
341 // no match found, create a new one
342 mod = Mem_ExpandableArray_AllocRecord(&models);
343 strlcpy(mod->name, name, sizeof(mod->name));
353 Loads in a model for the given name
356 model_t *Mod_ForName(const char *name, qboolean crash, qboolean checkdisk, qboolean isworldmodel)
359 model = Mod_FindName(name);
360 if (model->name[0] != '*' && (!model->loaded || checkdisk))
361 Mod_LoadModel(model, crash, checkdisk, isworldmodel);
369 Reloads all models if they have changed
372 void Mod_Reload(void)
375 int nummodels = Mem_ExpandableArray_IndexRange(&models);
377 for (i = 0;i < nummodels;i++)
378 if ((mod = Mem_ExpandableArray_RecordAtIndex(&models, i)) && mod->name[0] && mod->name[0] != '*' && mod->used)
379 Mod_LoadModel(mod, true, true, mod->isworldmodel);
382 unsigned char *mod_base;
385 //=============================================================================
392 static void Mod_Print(void)
395 int nummodels = Mem_ExpandableArray_IndexRange(&models);
398 Con_Print("Loaded models:\n");
399 for (i = 0;i < nummodels;i++)
400 if ((mod = Mem_ExpandableArray_RecordAtIndex(&models, i)) && mod->name[0])
401 Con_Printf("%4iK %s\n", mod->mempool ? (int)((mod->mempool->totalsize + 1023) / 1024) : 0, mod->name);
409 static void Mod_Precache(void)
412 Mod_ForName(Cmd_Argv(1), false, true, cl.worldmodel && !strcasecmp(Cmd_Argv(1), cl.worldmodel->name));
414 Con_Print("usage: modelprecache <filename>\n");
417 int Mod_BuildVertexRemapTableFromElements(int numelements, const int *elements, int numvertices, int *remapvertices)
421 used = (unsigned char *)Mem_Alloc(tempmempool, numvertices);
422 memset(used, 0, numvertices);
423 for (i = 0;i < numelements;i++)
424 used[elements[i]] = 1;
425 for (i = 0, count = 0;i < numvertices;i++)
426 remapvertices[i] = used[i] ? count++ : -1;
432 // fast way, using an edge hash
433 #define TRIANGLEEDGEHASH 8192
434 void Mod_BuildTriangleNeighbors(int *neighbors, const int *elements, int numtriangles)
436 int i, j, p, e1, e2, *n, hashindex, count, match;
438 typedef struct edgehashentry_s
440 struct edgehashentry_s *next;
445 edgehashentry_t *edgehash[TRIANGLEEDGEHASH], *edgehashentries, edgehashentriesbuffer[TRIANGLEEDGEHASH*3], *hash;
446 memset(edgehash, 0, sizeof(edgehash));
447 edgehashentries = edgehashentriesbuffer;
448 // if there are too many triangles for the stack array, allocate larger buffer
449 if (numtriangles > TRIANGLEEDGEHASH)
450 edgehashentries = (edgehashentry_t *)Mem_Alloc(tempmempool, numtriangles * 3 * sizeof(edgehashentry_t));
451 // find neighboring triangles
452 for (i = 0, e = elements, n = neighbors;i < numtriangles;i++, e += 3, n += 3)
454 for (j = 0, p = 2;j < 3;p = j, j++)
458 // this hash index works for both forward and backward edges
459 hashindex = (unsigned int)(e1 + e2) % TRIANGLEEDGEHASH;
460 hash = edgehashentries + i * 3 + j;
461 hash->next = edgehash[hashindex];
462 edgehash[hashindex] = hash;
464 hash->element[0] = e1;
465 hash->element[1] = e2;
468 for (i = 0, e = elements, n = neighbors;i < numtriangles;i++, e += 3, n += 3)
470 for (j = 0, p = 2;j < 3;p = j, j++)
474 // this hash index works for both forward and backward edges
475 hashindex = (unsigned int)(e1 + e2) % TRIANGLEEDGEHASH;
478 for (hash = edgehash[hashindex];hash;hash = hash->next)
480 if (hash->element[0] == e2 && hash->element[1] == e1)
482 if (hash->triangle != i)
483 match = hash->triangle;
486 else if ((hash->element[0] == e1 && hash->element[1] == e2))
489 // detect edges shared by three triangles and make them seams
495 // free the allocated buffer
496 if (edgehashentries != edgehashentriesbuffer)
497 Mem_Free(edgehashentries);
500 // very slow but simple way
501 static int Mod_FindTriangleWithEdge(const int *elements, int numtriangles, int start, int end, int ignore)
506 for (i = 0;i < numtriangles;i++, elements += 3)
508 if ((elements[0] == start && elements[1] == end)
509 || (elements[1] == start && elements[2] == end)
510 || (elements[2] == start && elements[0] == end))
516 else if ((elements[1] == start && elements[0] == end)
517 || (elements[2] == start && elements[1] == end)
518 || (elements[0] == start && elements[2] == end))
521 // detect edges shared by three triangles and make them seams
527 void Mod_BuildTriangleNeighbors(int *neighbors, const int *elements, int numtriangles)
531 for (i = 0, e = elements, n = neighbors;i < numtriangles;i++, e += 3, n += 3)
533 n[0] = Mod_FindTriangleWithEdge(elements, numtriangles, e[1], e[0], i);
534 n[1] = Mod_FindTriangleWithEdge(elements, numtriangles, e[2], e[1], i);
535 n[2] = Mod_FindTriangleWithEdge(elements, numtriangles, e[0], e[2], i);
540 void Mod_ValidateElements(int *elements, int numtriangles, int firstvertex, int numverts, const char *filename, int fileline)
542 int i, warned = false, endvertex = firstvertex + numverts;
543 for (i = 0;i < numtriangles * 3;i++)
545 if (elements[i] < firstvertex || elements[i] >= endvertex)
550 Con_Printf("Mod_ValidateElements: out of bounds elements detected at %s:%d\n", filename, fileline);
552 elements[i] = firstvertex;
557 // warning: this is an expensive function!
558 void Mod_BuildNormals(int firstvertex, int numvertices, int numtriangles, const float *vertex3f, const int *elements, float *normal3f, qboolean areaweighting)
565 memset(normal3f + 3 * firstvertex, 0, numvertices * sizeof(float[3]));
566 // process each vertex of each triangle and accumulate the results
567 // use area-averaging, to make triangles with a big area have a bigger
568 // weighting on the vertex normal than triangles with a small area
569 // to do so, just add the 'normals' together (the bigger the area
570 // the greater the length of the normal is
572 for (i = 0; i < numtriangles; i++, element += 3)
575 vertex3f + element[0] * 3,
576 vertex3f + element[1] * 3,
577 vertex3f + element[2] * 3,
582 VectorNormalize(areaNormal);
584 for (j = 0;j < 3;j++)
586 vectorNormal = normal3f + element[j] * 3;
587 vectorNormal[0] += areaNormal[0];
588 vectorNormal[1] += areaNormal[1];
589 vectorNormal[2] += areaNormal[2];
592 // and just normalize the accumulated vertex normal in the end
593 vectorNormal = normal3f + 3 * firstvertex;
594 for (i = 0; i < numvertices; i++, vectorNormal += 3)
595 VectorNormalize(vectorNormal);
598 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)
600 float f, tangentcross[3], v10[3], v20[3], tc10[2], tc20[2];
601 // 79 add/sub/negate/multiply (1 cycle), 1 compare (3 cycle?), total cycles not counting load/store/exchange roughly 82 cycles
602 // 6 add, 28 subtract, 39 multiply, 1 compare, 50% chance of 6 negates
604 // 6 multiply, 9 subtract
605 VectorSubtract(v1, v0, v10);
606 VectorSubtract(v2, v0, v20);
607 normal3f[0] = v20[1] * v10[2] - v20[2] * v10[1];
608 normal3f[1] = v20[2] * v10[0] - v20[0] * v10[2];
609 normal3f[2] = v20[0] * v10[1] - v20[1] * v10[0];
610 // 12 multiply, 10 subtract
611 tc10[1] = tc1[1] - tc0[1];
612 tc20[1] = tc2[1] - tc0[1];
613 svector3f[0] = tc10[1] * v20[0] - tc20[1] * v10[0];
614 svector3f[1] = tc10[1] * v20[1] - tc20[1] * v10[1];
615 svector3f[2] = tc10[1] * v20[2] - tc20[1] * v10[2];
616 tc10[0] = tc1[0] - tc0[0];
617 tc20[0] = tc2[0] - tc0[0];
618 tvector3f[0] = tc10[0] * v20[0] - tc20[0] * v10[0];
619 tvector3f[1] = tc10[0] * v20[1] - tc20[0] * v10[1];
620 tvector3f[2] = tc10[0] * v20[2] - tc20[0] * v10[2];
621 // 12 multiply, 4 add, 6 subtract
622 f = DotProduct(svector3f, normal3f);
623 svector3f[0] -= f * normal3f[0];
624 svector3f[1] -= f * normal3f[1];
625 svector3f[2] -= f * normal3f[2];
626 f = DotProduct(tvector3f, normal3f);
627 tvector3f[0] -= f * normal3f[0];
628 tvector3f[1] -= f * normal3f[1];
629 tvector3f[2] -= f * normal3f[2];
630 // if texture is mapped the wrong way (counterclockwise), the tangents
631 // have to be flipped, this is detected by calculating a normal from the
632 // two tangents, and seeing if it is opposite the surface normal
633 // 9 multiply, 2 add, 3 subtract, 1 compare, 50% chance of: 6 negates
634 CrossProduct(tvector3f, svector3f, tangentcross);
635 if (DotProduct(tangentcross, normal3f) < 0)
637 VectorNegate(svector3f, svector3f);
638 VectorNegate(tvector3f, tvector3f);
642 // warning: this is a very expensive function!
643 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)
646 float sdir[3], tdir[3], normal[3], *sv, *tv;
647 const float *v0, *v1, *v2, *tc0, *tc1, *tc2, *n;
648 float f, tangentcross[3], v10[3], v20[3], tc10[2], tc20[2];
651 memset(svector3f + 3 * firstvertex, 0, numvertices * sizeof(float[3]));
652 memset(tvector3f + 3 * firstvertex, 0, numvertices * sizeof(float[3]));
653 // process each vertex of each triangle and accumulate the results
654 for (tnum = 0, e = elements;tnum < numtriangles;tnum++, e += 3)
656 v0 = vertex3f + e[0] * 3;
657 v1 = vertex3f + e[1] * 3;
658 v2 = vertex3f + e[2] * 3;
659 tc0 = texcoord2f + e[0] * 2;
660 tc1 = texcoord2f + e[1] * 2;
661 tc2 = texcoord2f + e[2] * 2;
663 // 79 add/sub/negate/multiply (1 cycle), 1 compare (3 cycle?), total cycles not counting load/store/exchange roughly 82 cycles
664 // 6 add, 28 subtract, 39 multiply, 1 compare, 50% chance of 6 negates
666 // calculate the edge directions and surface normal
667 // 6 multiply, 9 subtract
668 VectorSubtract(v1, v0, v10);
669 VectorSubtract(v2, v0, v20);
670 normal[0] = v20[1] * v10[2] - v20[2] * v10[1];
671 normal[1] = v20[2] * v10[0] - v20[0] * v10[2];
672 normal[2] = v20[0] * v10[1] - v20[1] * v10[0];
674 // calculate the tangents
675 // 12 multiply, 10 subtract
676 tc10[1] = tc1[1] - tc0[1];
677 tc20[1] = tc2[1] - tc0[1];
678 sdir[0] = tc10[1] * v20[0] - tc20[1] * v10[0];
679 sdir[1] = tc10[1] * v20[1] - tc20[1] * v10[1];
680 sdir[2] = tc10[1] * v20[2] - tc20[1] * v10[2];
681 tc10[0] = tc1[0] - tc0[0];
682 tc20[0] = tc2[0] - tc0[0];
683 tdir[0] = tc10[0] * v20[0] - tc20[0] * v10[0];
684 tdir[1] = tc10[0] * v20[1] - tc20[0] * v10[1];
685 tdir[2] = tc10[0] * v20[2] - tc20[0] * v10[2];
687 // if texture is mapped the wrong way (counterclockwise), the tangents
688 // have to be flipped, this is detected by calculating a normal from the
689 // two tangents, and seeing if it is opposite the surface normal
690 // 9 multiply, 2 add, 3 subtract, 1 compare, 50% chance of: 6 negates
691 CrossProduct(tdir, sdir, tangentcross);
692 if (DotProduct(tangentcross, normal) < 0)
694 VectorNegate(sdir, sdir);
695 VectorNegate(tdir, tdir);
700 VectorNormalize(sdir);
701 VectorNormalize(tdir);
703 for (i = 0;i < 3;i++)
705 VectorAdd(svector3f + e[i]*3, sdir, svector3f + e[i]*3);
706 VectorAdd(tvector3f + e[i]*3, tdir, tvector3f + e[i]*3);
709 // make the tangents completely perpendicular to the surface normal, and
710 // then normalize them
711 // 16 assignments, 2 divide, 2 sqrt, 2 negates, 14 adds, 24 multiplies
712 for (i = 0, sv = svector3f + 3 * firstvertex, tv = tvector3f + 3 * firstvertex, n = normal3f + 3 * firstvertex;i < numvertices;i++, sv += 3, tv += 3, n += 3)
714 f = -DotProduct(sv, n);
715 VectorMA(sv, f, n, sv);
717 f = -DotProduct(tv, n);
718 VectorMA(tv, f, n, tv);
723 void Mod_AllocSurfMesh(mempool_t *mempool, int numvertices, int numtriangles, qboolean lightmapoffsets, qboolean vertexcolors, qboolean neighbors)
726 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));
727 loadmodel->surfmesh.num_vertices = numvertices;
728 loadmodel->surfmesh.num_triangles = numtriangles;
729 if (loadmodel->surfmesh.num_vertices)
731 loadmodel->surfmesh.data_vertex3f = (float *)data, data += sizeof(float[3]) * loadmodel->surfmesh.num_vertices;
732 loadmodel->surfmesh.data_svector3f = (float *)data, data += sizeof(float[3]) * loadmodel->surfmesh.num_vertices;
733 loadmodel->surfmesh.data_tvector3f = (float *)data, data += sizeof(float[3]) * loadmodel->surfmesh.num_vertices;
734 loadmodel->surfmesh.data_normal3f = (float *)data, data += sizeof(float[3]) * loadmodel->surfmesh.num_vertices;
735 loadmodel->surfmesh.data_texcoordtexture2f = (float *)data, data += sizeof(float[2]) * loadmodel->surfmesh.num_vertices;
736 loadmodel->surfmesh.data_texcoordlightmap2f = (float *)data, data += sizeof(float[2]) * loadmodel->surfmesh.num_vertices;
738 loadmodel->surfmesh.data_lightmapcolor4f = (float *)data, data += sizeof(float[4]) * loadmodel->surfmesh.num_vertices;
740 loadmodel->surfmesh.data_lightmapoffsets = (int *)data, data += sizeof(int) * loadmodel->surfmesh.num_vertices;
742 if (loadmodel->surfmesh.num_triangles)
744 loadmodel->surfmesh.data_element3i = (int *)data, data += sizeof(int[3]) * loadmodel->surfmesh.num_triangles;
746 loadmodel->surfmesh.data_neighbor3i = (int *)data, data += sizeof(int[3]) * loadmodel->surfmesh.num_triangles;
750 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)
752 shadowmesh_t *newmesh;
755 size = sizeof(shadowmesh_t);
756 size += maxverts * sizeof(float[3]);
758 size += maxverts * sizeof(float[11]);
759 size += maxtriangles * sizeof(int[3]);
761 size += maxtriangles * sizeof(int[3]);
763 size += SHADOWMESHVERTEXHASH * sizeof(shadowmeshvertexhash_t *) + maxverts * sizeof(shadowmeshvertexhash_t);
764 data = (unsigned char *)Mem_Alloc(mempool, size);
765 newmesh = (shadowmesh_t *)data;data += sizeof(*newmesh);
766 newmesh->map_diffuse = map_diffuse;
767 newmesh->map_specular = map_specular;
768 newmesh->map_normal = map_normal;
769 newmesh->maxverts = maxverts;
770 newmesh->maxtriangles = maxtriangles;
771 newmesh->numverts = 0;
772 newmesh->numtriangles = 0;
774 newmesh->vertex3f = (float *)data;data += maxverts * sizeof(float[3]);
777 newmesh->svector3f = (float *)data;data += maxverts * sizeof(float[3]);
778 newmesh->tvector3f = (float *)data;data += maxverts * sizeof(float[3]);
779 newmesh->normal3f = (float *)data;data += maxverts * sizeof(float[3]);
780 newmesh->texcoord2f = (float *)data;data += maxverts * sizeof(float[2]);
782 newmesh->element3i = (int *)data;data += maxtriangles * sizeof(int[3]);
785 newmesh->neighbor3i = (int *)data;data += maxtriangles * sizeof(int[3]);
789 newmesh->vertexhashtable = (shadowmeshvertexhash_t **)data;data += SHADOWMESHVERTEXHASH * sizeof(shadowmeshvertexhash_t *);
790 newmesh->vertexhashentries = (shadowmeshvertexhash_t *)data;data += maxverts * sizeof(shadowmeshvertexhash_t);
795 shadowmesh_t *Mod_ShadowMesh_ReAlloc(mempool_t *mempool, shadowmesh_t *oldmesh, int light, int neighbors)
797 shadowmesh_t *newmesh;
798 newmesh = Mod_ShadowMesh_Alloc(mempool, oldmesh->numverts, oldmesh->numtriangles, oldmesh->map_diffuse, oldmesh->map_specular, oldmesh->map_normal, light, neighbors, false);
799 newmesh->numverts = oldmesh->numverts;
800 newmesh->numtriangles = oldmesh->numtriangles;
802 memcpy(newmesh->vertex3f, oldmesh->vertex3f, oldmesh->numverts * sizeof(float[3]));
803 if (newmesh->svector3f && oldmesh->svector3f)
805 memcpy(newmesh->svector3f, oldmesh->svector3f, oldmesh->numverts * sizeof(float[3]));
806 memcpy(newmesh->tvector3f, oldmesh->tvector3f, oldmesh->numverts * sizeof(float[3]));
807 memcpy(newmesh->normal3f, oldmesh->normal3f, oldmesh->numverts * sizeof(float[3]));
808 memcpy(newmesh->texcoord2f, oldmesh->texcoord2f, oldmesh->numverts * sizeof(float[2]));
810 memcpy(newmesh->element3i, oldmesh->element3i, oldmesh->numtriangles * sizeof(int[3]));
811 if (newmesh->neighbor3i && oldmesh->neighbor3i)
812 memcpy(newmesh->neighbor3i, oldmesh->neighbor3i, oldmesh->numtriangles * sizeof(int[3]));
816 int Mod_ShadowMesh_AddVertex(shadowmesh_t *mesh, float *vertex14f)
819 shadowmeshvertexhash_t *hash;
820 // this uses prime numbers intentionally
821 hashindex = (unsigned int) (vertex14f[0] * 2003 + vertex14f[1] * 4001 + vertex14f[2] * 7919) % SHADOWMESHVERTEXHASH;
822 for (hash = mesh->vertexhashtable[hashindex];hash;hash = hash->next)
824 vnum = (hash - mesh->vertexhashentries);
825 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]))
826 && (mesh->svector3f == NULL || (mesh->svector3f[vnum * 3 + 0] == vertex14f[3] && mesh->svector3f[vnum * 3 + 1] == vertex14f[4] && mesh->svector3f[vnum * 3 + 2] == vertex14f[5]))
827 && (mesh->tvector3f == NULL || (mesh->tvector3f[vnum * 3 + 0] == vertex14f[6] && mesh->tvector3f[vnum * 3 + 1] == vertex14f[7] && mesh->tvector3f[vnum * 3 + 2] == vertex14f[8]))
828 && (mesh->normal3f == NULL || (mesh->normal3f[vnum * 3 + 0] == vertex14f[9] && mesh->normal3f[vnum * 3 + 1] == vertex14f[10] && mesh->normal3f[vnum * 3 + 2] == vertex14f[11]))
829 && (mesh->texcoord2f == NULL || (mesh->texcoord2f[vnum * 2 + 0] == vertex14f[12] && mesh->texcoord2f[vnum * 2 + 1] == vertex14f[13])))
830 return hash - mesh->vertexhashentries;
832 vnum = mesh->numverts++;
833 hash = mesh->vertexhashentries + vnum;
834 hash->next = mesh->vertexhashtable[hashindex];
835 mesh->vertexhashtable[hashindex] = hash;
836 if (mesh->vertex3f) {mesh->vertex3f[vnum * 3 + 0] = vertex14f[0];mesh->vertex3f[vnum * 3 + 1] = vertex14f[1];mesh->vertex3f[vnum * 3 + 2] = vertex14f[2];}
837 if (mesh->svector3f) {mesh->svector3f[vnum * 3 + 0] = vertex14f[3];mesh->svector3f[vnum * 3 + 1] = vertex14f[4];mesh->svector3f[vnum * 3 + 2] = vertex14f[5];}
838 if (mesh->tvector3f) {mesh->tvector3f[vnum * 3 + 0] = vertex14f[6];mesh->tvector3f[vnum * 3 + 1] = vertex14f[7];mesh->tvector3f[vnum * 3 + 2] = vertex14f[8];}
839 if (mesh->normal3f) {mesh->normal3f[vnum * 3 + 0] = vertex14f[9];mesh->normal3f[vnum * 3 + 1] = vertex14f[10];mesh->normal3f[vnum * 3 + 2] = vertex14f[11];}
840 if (mesh->texcoord2f) {mesh->texcoord2f[vnum * 2 + 0] = vertex14f[12];mesh->texcoord2f[vnum * 2 + 1] = vertex14f[13];}
844 void Mod_ShadowMesh_AddTriangle(mempool_t *mempool, shadowmesh_t *mesh, rtexture_t *map_diffuse, rtexture_t *map_specular, rtexture_t *map_normal, float *vertex14f)
846 if (mesh->numtriangles == 0)
848 // set the properties on this empty mesh to be more favorable...
849 // (note: this case only occurs for the first triangle added to a new mesh chain)
850 mesh->map_diffuse = map_diffuse;
851 mesh->map_specular = map_specular;
852 mesh->map_normal = map_normal;
854 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)
856 if (mesh->next == NULL)
857 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);
860 mesh->element3i[mesh->numtriangles * 3 + 0] = Mod_ShadowMesh_AddVertex(mesh, vertex14f + 14 * 0);
861 mesh->element3i[mesh->numtriangles * 3 + 1] = Mod_ShadowMesh_AddVertex(mesh, vertex14f + 14 * 1);
862 mesh->element3i[mesh->numtriangles * 3 + 2] = Mod_ShadowMesh_AddVertex(mesh, vertex14f + 14 * 2);
863 mesh->numtriangles++;
866 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)
869 float vbuf[3*14], *v;
870 memset(vbuf, 0, sizeof(vbuf));
871 for (i = 0;i < numtris;i++)
873 for (j = 0, v = vbuf;j < 3;j++, v += 14)
878 v[0] = vertex3f[e * 3 + 0];
879 v[1] = vertex3f[e * 3 + 1];
880 v[2] = vertex3f[e * 3 + 2];
884 v[3] = svector3f[e * 3 + 0];
885 v[4] = svector3f[e * 3 + 1];
886 v[5] = svector3f[e * 3 + 2];
890 v[6] = tvector3f[e * 3 + 0];
891 v[7] = tvector3f[e * 3 + 1];
892 v[8] = tvector3f[e * 3 + 2];
896 v[9] = normal3f[e * 3 + 0];
897 v[10] = normal3f[e * 3 + 1];
898 v[11] = normal3f[e * 3 + 2];
902 v[12] = texcoord2f[e * 2 + 0];
903 v[13] = texcoord2f[e * 2 + 1];
906 Mod_ShadowMesh_AddTriangle(mempool, mesh, map_diffuse, map_specular, map_normal, vbuf);
910 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)
912 return Mod_ShadowMesh_Alloc(mempool, maxverts, maxtriangles, map_diffuse, map_specular, map_normal, light, neighbors, expandable);
915 static void Mod_ShadowMesh_CreateVBOs(shadowmesh_t *mesh)
917 if (!gl_support_arb_vertex_buffer_object)
920 // element buffer is easy because it's just one array
921 if (mesh->numtriangles)
922 mesh->ebo = R_Mesh_CreateStaticBufferObject(GL_ELEMENT_ARRAY_BUFFER_ARB, mesh->element3i, mesh->numtriangles * sizeof(int[3]), "shadowmesh");
924 // vertex buffer is several arrays and we put them in the same buffer
926 // is this wise? the texcoordtexture2f array is used with dynamic
927 // vertex/svector/tvector/normal when rendering animated models, on the
928 // other hand animated models don't use a lot of vertices anyway...
934 mesh->vbooffset_vertex3f = size;if (mesh->vertex3f ) size += mesh->numverts * sizeof(float[3]);
935 mesh->vbooffset_svector3f = size;if (mesh->svector3f ) size += mesh->numverts * sizeof(float[3]);
936 mesh->vbooffset_tvector3f = size;if (mesh->tvector3f ) size += mesh->numverts * sizeof(float[3]);
937 mesh->vbooffset_normal3f = size;if (mesh->normal3f ) size += mesh->numverts * sizeof(float[3]);
938 mesh->vbooffset_texcoord2f = size;if (mesh->texcoord2f ) size += mesh->numverts * sizeof(float[2]);
939 mem = (unsigned char *)Mem_Alloc(tempmempool, size);
940 if (mesh->vertex3f ) memcpy(mem + mesh->vbooffset_vertex3f , mesh->vertex3f , mesh->numverts * sizeof(float[3]));
941 if (mesh->svector3f ) memcpy(mem + mesh->vbooffset_svector3f , mesh->svector3f , mesh->numverts * sizeof(float[3]));
942 if (mesh->tvector3f ) memcpy(mem + mesh->vbooffset_tvector3f , mesh->tvector3f , mesh->numverts * sizeof(float[3]));
943 if (mesh->normal3f ) memcpy(mem + mesh->vbooffset_normal3f , mesh->normal3f , mesh->numverts * sizeof(float[3]));
944 if (mesh->texcoord2f ) memcpy(mem + mesh->vbooffset_texcoord2f , mesh->texcoord2f , mesh->numverts * sizeof(float[2]));
945 mesh->vbo = R_Mesh_CreateStaticBufferObject(GL_ARRAY_BUFFER_ARB, mem, size, "shadowmesh");
950 shadowmesh_t *Mod_ShadowMesh_Finish(mempool_t *mempool, shadowmesh_t *firstmesh, qboolean light, qboolean neighbors, qboolean createvbo)
952 shadowmesh_t *mesh, *newmesh, *nextmesh;
953 // reallocate meshs to conserve space
954 for (mesh = firstmesh, firstmesh = NULL;mesh;mesh = nextmesh)
956 nextmesh = mesh->next;
957 if (mesh->numverts >= 3 && mesh->numtriangles >= 1)
959 newmesh = Mod_ShadowMesh_ReAlloc(mempool, mesh, light, neighbors);
960 newmesh->next = firstmesh;
963 Mod_ShadowMesh_CreateVBOs(newmesh);
970 void Mod_ShadowMesh_CalcBBox(shadowmesh_t *firstmesh, vec3_t mins, vec3_t maxs, vec3_t center, float *radius)
974 vec3_t nmins, nmaxs, ncenter, temp;
975 float nradius2, dist2, *v;
979 for (mesh = firstmesh;mesh;mesh = mesh->next)
981 if (mesh == firstmesh)
983 VectorCopy(mesh->vertex3f, nmins);
984 VectorCopy(mesh->vertex3f, nmaxs);
986 for (i = 0, v = mesh->vertex3f;i < mesh->numverts;i++, v += 3)
988 if (nmins[0] > v[0]) nmins[0] = v[0];if (nmaxs[0] < v[0]) nmaxs[0] = v[0];
989 if (nmins[1] > v[1]) nmins[1] = v[1];if (nmaxs[1] < v[1]) nmaxs[1] = v[1];
990 if (nmins[2] > v[2]) nmins[2] = v[2];if (nmaxs[2] < v[2]) nmaxs[2] = v[2];
993 // calculate center and radius
994 ncenter[0] = (nmins[0] + nmaxs[0]) * 0.5f;
995 ncenter[1] = (nmins[1] + nmaxs[1]) * 0.5f;
996 ncenter[2] = (nmins[2] + nmaxs[2]) * 0.5f;
998 for (mesh = firstmesh;mesh;mesh = mesh->next)
1000 for (i = 0, v = mesh->vertex3f;i < mesh->numverts;i++, v += 3)
1002 VectorSubtract(v, ncenter, temp);
1003 dist2 = DotProduct(temp, temp);
1004 if (nradius2 < dist2)
1010 VectorCopy(nmins, mins);
1012 VectorCopy(nmaxs, maxs);
1014 VectorCopy(ncenter, center);
1016 *radius = sqrt(nradius2);
1019 void Mod_ShadowMesh_Free(shadowmesh_t *mesh)
1021 shadowmesh_t *nextmesh;
1022 for (;mesh;mesh = nextmesh)
1025 R_Mesh_DestroyBufferObject(mesh->ebo);
1027 R_Mesh_DestroyBufferObject(mesh->vbo);
1028 nextmesh = mesh->next;
1033 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)
1038 if (ix >= 0 && iy >= 0 && ix < imagewidth && iy < imageheight)
1039 v[2] = (imagepixels[((iy*imagewidth)+ix)*4+0] + imagepixels[((iy*imagewidth)+ix)*4+1] + imagepixels[((iy*imagewidth)+ix)*4+2]) * (1.0f / 765.0f);
1042 Matrix4x4_Transform(pixelstepmatrix, v, vertex3f);
1043 Matrix4x4_Transform(pixeltexturestepmatrix, v, tc);
1044 texcoord2f[0] = tc[0];
1045 texcoord2f[1] = tc[1];
1048 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)
1050 float vup[3], vdown[3], vleft[3], vright[3];
1051 float tcup[3], tcdown[3], tcleft[3], tcright[3];
1052 float sv[3], tv[3], nl[3];
1053 Mod_GetTerrainVertex3fTexCoord2fFromBGRA(imagepixels, imagewidth, imageheight, ix, iy, vertex3f, texcoord2f, pixelstepmatrix, pixeltexturestepmatrix);
1054 Mod_GetTerrainVertex3fTexCoord2fFromBGRA(imagepixels, imagewidth, imageheight, ix, iy - 1, vup, tcup, pixelstepmatrix, pixeltexturestepmatrix);
1055 Mod_GetTerrainVertex3fTexCoord2fFromBGRA(imagepixels, imagewidth, imageheight, ix, iy + 1, vdown, tcdown, pixelstepmatrix, pixeltexturestepmatrix);
1056 Mod_GetTerrainVertex3fTexCoord2fFromBGRA(imagepixels, imagewidth, imageheight, ix - 1, iy, vleft, tcleft, pixelstepmatrix, pixeltexturestepmatrix);
1057 Mod_GetTerrainVertex3fTexCoord2fFromBGRA(imagepixels, imagewidth, imageheight, ix + 1, iy, vright, tcright, pixelstepmatrix, pixeltexturestepmatrix);
1058 Mod_BuildBumpVectors(vertex3f, vup, vright, texcoord2f, tcup, tcright, svector3f, tvector3f, normal3f);
1059 Mod_BuildBumpVectors(vertex3f, vright, vdown, texcoord2f, tcright, tcdown, sv, tv, nl);
1060 VectorAdd(svector3f, sv, svector3f);
1061 VectorAdd(tvector3f, tv, tvector3f);
1062 VectorAdd(normal3f, nl, normal3f);
1063 Mod_BuildBumpVectors(vertex3f, vdown, vleft, texcoord2f, tcdown, tcleft, sv, tv, nl);
1064 VectorAdd(svector3f, sv, svector3f);
1065 VectorAdd(tvector3f, tv, tvector3f);
1066 VectorAdd(normal3f, nl, normal3f);
1067 Mod_BuildBumpVectors(vertex3f, vleft, vup, texcoord2f, tcleft, tcup, sv, tv, nl);
1068 VectorAdd(svector3f, sv, svector3f);
1069 VectorAdd(tvector3f, tv, tvector3f);
1070 VectorAdd(normal3f, nl, normal3f);
1073 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)
1075 int x, y, ix, iy, *e;
1077 for (y = 0;y < height;y++)
1079 for (x = 0;x < width;x++)
1081 e[0] = (y + 1) * (width + 1) + (x + 0);
1082 e[1] = (y + 0) * (width + 1) + (x + 0);
1083 e[2] = (y + 1) * (width + 1) + (x + 1);
1084 e[3] = (y + 0) * (width + 1) + (x + 0);
1085 e[4] = (y + 0) * (width + 1) + (x + 1);
1086 e[5] = (y + 1) * (width + 1) + (x + 1);
1090 Mod_BuildTriangleNeighbors(neighbor3i, element3i, width*height*2);
1091 for (y = 0, iy = y1;y < height + 1;y++, iy++)
1092 for (x = 0, ix = x1;x < width + 1;x++, ix++, vertex3f += 3, texcoord2f += 2, svector3f += 3, tvector3f += 3, normal3f += 3)
1093 Mod_GetTerrainVertexFromBGRA(imagepixels, imagewidth, imageheight, ix, iy, vertex3f, texcoord2f, svector3f, tvector3f, normal3f, pixelstepmatrix, pixeltexturestepmatrix);
1096 q3wavefunc_t Mod_LoadQ3Shaders_EnumerateWaveFunc(const char *s)
1098 if (!strcasecmp(s, "sin")) return Q3WAVEFUNC_SIN;
1099 if (!strcasecmp(s, "square")) return Q3WAVEFUNC_SQUARE;
1100 if (!strcasecmp(s, "triangle")) return Q3WAVEFUNC_TRIANGLE;
1101 if (!strcasecmp(s, "sawtooth")) return Q3WAVEFUNC_SAWTOOTH;
1102 if (!strcasecmp(s, "inversesawtooth")) return Q3WAVEFUNC_INVERSESAWTOOTH;
1103 if (!strcasecmp(s, "noise")) return Q3WAVEFUNC_NOISE;
1104 Con_DPrintf("Mod_LoadQ3Shaders: unknown wavefunc %s\n", s);
1105 return Q3WAVEFUNC_NONE;
1108 void Mod_LoadQ3Shaders(void)
1115 q3shaderinfo_t *shader;
1116 q3shaderinfo_layer_t *layer;
1118 char parameter[TEXTURE_MAXFRAMES + 4][Q3PATHLENGTH];
1119 q3shaders_numshaders = 0;
1120 search = FS_Search("scripts/*.shader", true, false);
1123 for (fileindex = 0;fileindex < search->numfilenames;fileindex++)
1125 text = f = (char *)FS_LoadFile(search->filenames[fileindex], tempmempool, false, NULL);
1128 while (COM_ParseToken_QuakeC(&text, false))
1130 if (q3shaders_numshaders >= Q3SHADER_MAXSHADERS)
1132 Con_Printf("Mod_LoadQ3Shaders: too many shaders!\n");
1135 shader = q3shaders_shaders + q3shaders_numshaders++;
1137 memset(shader, 0, sizeof(*shader));
1138 shader->reflectmin = 0;
1139 shader->reflectmax = 1;
1140 shader->refractfactor = 1;
1141 Vector4Set(shader->refractcolor4f, 1, 1, 1, 1);
1142 shader->reflectfactor = 1;
1143 Vector4Set(shader->reflectcolor4f, 1, 1, 1, 1);
1145 strlcpy(shader->name, com_token, sizeof(shader->name));
1146 if (!COM_ParseToken_QuakeC(&text, false) || strcasecmp(com_token, "{"))
1148 Con_Printf("%s parsing error - expected \"{\", found \"%s\"\n", search->filenames[fileindex], com_token);
1151 while (COM_ParseToken_QuakeC(&text, false))
1153 if (!strcasecmp(com_token, "}"))
1155 if (!strcasecmp(com_token, "{"))
1157 static q3shaderinfo_layer_t dummy;
1158 if (shader->numlayers < Q3SHADER_MAXLAYERS)
1160 layer = shader->layers + shader->numlayers++;
1164 // parse and process it anyway, just don't store it (so a map $lightmap or such stuff still is found)
1165 memset(&dummy, 0, sizeof(dummy));
1168 layer->rgbgen.rgbgen = Q3RGBGEN_IDENTITY;
1169 layer->alphagen.alphagen = Q3ALPHAGEN_IDENTITY;
1170 layer->tcgen.tcgen = Q3TCGEN_TEXTURE;
1171 layer->blendfunc[0] = GL_ONE;
1172 layer->blendfunc[1] = GL_ZERO;
1173 while (COM_ParseToken_QuakeC(&text, false))
1175 if (!strcasecmp(com_token, "}"))
1177 if (!strcasecmp(com_token, "\n"))
1180 for (j = 0;strcasecmp(com_token, "\n") && strcasecmp(com_token, "}");j++)
1182 if (j < TEXTURE_MAXFRAMES + 4)
1184 strlcpy(parameter[j], com_token, sizeof(parameter[j]));
1185 numparameters = j + 1;
1187 if (!COM_ParseToken_QuakeC(&text, true))
1190 for (j = numparameters;j < TEXTURE_MAXFRAMES + 4;j++)
1191 parameter[j][0] = 0;
1192 if (developer.integer >= 100)
1194 Con_Printf("%s %i: ", shader->name, shader->numlayers - 1);
1195 for (j = 0;j < numparameters;j++)
1196 Con_Printf(" %s", parameter[j]);
1199 if (numparameters >= 2 && !strcasecmp(parameter[0], "blendfunc"))
1201 if (numparameters == 2)
1203 if (!strcasecmp(parameter[1], "add"))
1205 layer->blendfunc[0] = GL_ONE;
1206 layer->blendfunc[1] = GL_ONE;
1208 else if (!strcasecmp(parameter[1], "filter"))
1210 layer->blendfunc[0] = GL_DST_COLOR;
1211 layer->blendfunc[1] = GL_ZERO;
1213 else if (!strcasecmp(parameter[1], "blend"))
1215 layer->blendfunc[0] = GL_SRC_ALPHA;
1216 layer->blendfunc[1] = GL_ONE_MINUS_SRC_ALPHA;
1219 else if (numparameters == 3)
1222 for (k = 0;k < 2;k++)
1224 if (!strcasecmp(parameter[k+1], "GL_ONE"))
1225 layer->blendfunc[k] = GL_ONE;
1226 else if (!strcasecmp(parameter[k+1], "GL_ZERO"))
1227 layer->blendfunc[k] = GL_ZERO;
1228 else if (!strcasecmp(parameter[k+1], "GL_SRC_COLOR"))
1229 layer->blendfunc[k] = GL_SRC_COLOR;
1230 else if (!strcasecmp(parameter[k+1], "GL_SRC_ALPHA"))
1231 layer->blendfunc[k] = GL_SRC_ALPHA;
1232 else if (!strcasecmp(parameter[k+1], "GL_DST_COLOR"))
1233 layer->blendfunc[k] = GL_DST_COLOR;
1234 else if (!strcasecmp(parameter[k+1], "GL_DST_ALPHA"))
1235 layer->blendfunc[k] = GL_ONE_MINUS_DST_ALPHA;
1236 else if (!strcasecmp(parameter[k+1], "GL_ONE_MINUS_SRC_COLOR"))
1237 layer->blendfunc[k] = GL_ONE_MINUS_SRC_COLOR;
1238 else if (!strcasecmp(parameter[k+1], "GL_ONE_MINUS_SRC_ALPHA"))
1239 layer->blendfunc[k] = GL_ONE_MINUS_SRC_ALPHA;
1240 else if (!strcasecmp(parameter[k+1], "GL_ONE_MINUS_DST_COLOR"))
1241 layer->blendfunc[k] = GL_ONE_MINUS_DST_COLOR;
1242 else if (!strcasecmp(parameter[k+1], "GL_ONE_MINUS_DST_ALPHA"))
1243 layer->blendfunc[k] = GL_ONE_MINUS_DST_ALPHA;
1245 layer->blendfunc[k] = GL_ONE; // default in case of parsing error
1249 if (numparameters >= 2 && !strcasecmp(parameter[0], "alphafunc"))
1250 layer->alphatest = true;
1251 if (numparameters >= 2 && (!strcasecmp(parameter[0], "map") || !strcasecmp(parameter[0], "clampmap")))
1253 if (!strcasecmp(parameter[0], "clampmap"))
1254 layer->clampmap = true;
1255 layer->numframes = 1;
1256 layer->framerate = 1;
1257 strlcpy(layer->texturename[0], parameter[1], sizeof(layer->texturename));
1258 if (!strcasecmp(parameter[1], "$lightmap"))
1259 shader->lighting = true;
1261 else if (numparameters >= 3 && (!strcasecmp(parameter[0], "animmap") || !strcasecmp(parameter[0], "animclampmap")))
1264 layer->numframes = min(numparameters - 2, TEXTURE_MAXFRAMES);
1265 layer->framerate = atof(parameter[1]);
1266 for (i = 0;i < layer->numframes;i++)
1267 strlcpy(layer->texturename[i], parameter[i + 2], sizeof(layer->texturename));
1269 else if (numparameters >= 2 && !strcasecmp(parameter[0], "rgbgen"))
1272 for (i = 0;i < numparameters - 2 && i < Q3RGBGEN_MAXPARMS;i++)
1273 layer->rgbgen.parms[i] = atof(parameter[i+2]);
1274 if (!strcasecmp(parameter[1], "identity")) layer->rgbgen.rgbgen = Q3RGBGEN_IDENTITY;
1275 else if (!strcasecmp(parameter[1], "const")) layer->rgbgen.rgbgen = Q3RGBGEN_CONST;
1276 else if (!strcasecmp(parameter[1], "entity")) layer->rgbgen.rgbgen = Q3RGBGEN_ENTITY;
1277 else if (!strcasecmp(parameter[1], "exactvertex")) layer->rgbgen.rgbgen = Q3RGBGEN_EXACTVERTEX;
1278 else if (!strcasecmp(parameter[1], "identitylighting")) layer->rgbgen.rgbgen = Q3RGBGEN_IDENTITYLIGHTING;
1279 else if (!strcasecmp(parameter[1], "lightingdiffuse")) layer->rgbgen.rgbgen = Q3RGBGEN_LIGHTINGDIFFUSE;
1280 else if (!strcasecmp(parameter[1], "oneminusentity")) layer->rgbgen.rgbgen = Q3RGBGEN_ONEMINUSENTITY;
1281 else if (!strcasecmp(parameter[1], "oneminusvertex")) layer->rgbgen.rgbgen = Q3RGBGEN_ONEMINUSVERTEX;
1282 else if (!strcasecmp(parameter[1], "vertex")) layer->rgbgen.rgbgen = Q3RGBGEN_VERTEX;
1283 else if (!strcasecmp(parameter[1], "wave"))
1285 layer->rgbgen.rgbgen = Q3RGBGEN_WAVE;
1286 layer->rgbgen.wavefunc = Mod_LoadQ3Shaders_EnumerateWaveFunc(parameter[2]);
1287 for (i = 0;i < numparameters - 3 && i < Q3WAVEPARMS;i++)
1288 layer->rgbgen.waveparms[i] = atof(parameter[i+3]);
1290 else Con_DPrintf("%s parsing warning: unknown rgbgen %s\n", search->filenames[fileindex], parameter[1]);
1292 else if (numparameters >= 2 && !strcasecmp(parameter[0], "alphagen"))
1295 for (i = 0;i < numparameters - 2 && i < Q3ALPHAGEN_MAXPARMS;i++)
1296 layer->alphagen.parms[i] = atof(parameter[i+2]);
1297 if (!strcasecmp(parameter[1], "identity")) layer->alphagen.alphagen = Q3ALPHAGEN_IDENTITY;
1298 else if (!strcasecmp(parameter[1], "const")) layer->alphagen.alphagen = Q3ALPHAGEN_CONST;
1299 else if (!strcasecmp(parameter[1], "entity")) layer->alphagen.alphagen = Q3ALPHAGEN_ENTITY;
1300 else if (!strcasecmp(parameter[1], "lightingspecular")) layer->alphagen.alphagen = Q3ALPHAGEN_LIGHTINGSPECULAR;
1301 else if (!strcasecmp(parameter[1], "oneminusentity")) layer->alphagen.alphagen = Q3ALPHAGEN_ONEMINUSENTITY;
1302 else if (!strcasecmp(parameter[1], "oneminusvertex")) layer->alphagen.alphagen = Q3ALPHAGEN_ONEMINUSVERTEX;
1303 else if (!strcasecmp(parameter[1], "portal")) layer->alphagen.alphagen = Q3ALPHAGEN_PORTAL;
1304 else if (!strcasecmp(parameter[1], "vertex")) layer->alphagen.alphagen = Q3ALPHAGEN_VERTEX;
1305 else if (!strcasecmp(parameter[1], "wave"))
1307 layer->alphagen.alphagen = Q3RGBGEN_WAVE;
1308 layer->alphagen.wavefunc = Mod_LoadQ3Shaders_EnumerateWaveFunc(parameter[2]);
1309 for (i = 0;i < numparameters - 3 && i < Q3WAVEPARMS;i++)
1310 layer->alphagen.waveparms[i] = atof(parameter[i+3]);
1312 else Con_DPrintf("%s parsing warning: unknown alphagen %s\n", search->filenames[fileindex], parameter[1]);
1314 else if (numparameters >= 2 && (!strcasecmp(parameter[0], "texgen") || !strcasecmp(parameter[0], "tcgen")))
1317 // observed values: tcgen environment
1318 // no other values have been observed in real shaders
1319 for (i = 0;i < numparameters - 2 && i < Q3TCGEN_MAXPARMS;i++)
1320 layer->tcgen.parms[i] = atof(parameter[i+2]);
1321 if (!strcasecmp(parameter[1], "base")) layer->tcgen.tcgen = Q3TCGEN_TEXTURE;
1322 else if (!strcasecmp(parameter[1], "texture")) layer->tcgen.tcgen = Q3TCGEN_TEXTURE;
1323 else if (!strcasecmp(parameter[1], "environment")) layer->tcgen.tcgen = Q3TCGEN_ENVIRONMENT;
1324 else if (!strcasecmp(parameter[1], "lightmap")) layer->tcgen.tcgen = Q3TCGEN_LIGHTMAP;
1325 else if (!strcasecmp(parameter[1], "vector")) layer->tcgen.tcgen = Q3TCGEN_VECTOR;
1326 else Con_DPrintf("%s parsing warning: unknown tcgen mode %s\n", search->filenames[fileindex], parameter[1]);
1328 else if (numparameters >= 2 && !strcasecmp(parameter[0], "tcmod"))
1335 // tcmod stretch sin # # # #
1336 // tcmod stretch triangle # # # #
1337 // tcmod transform # # # # # #
1338 // tcmod turb # # # #
1339 // tcmod turb sin # # # # (this is bogus)
1340 // no other values have been observed in real shaders
1341 for (tcmodindex = 0;tcmodindex < Q3MAXTCMODS;tcmodindex++)
1342 if (!layer->tcmods[tcmodindex].tcmod)
1344 if (tcmodindex < Q3MAXTCMODS)
1346 for (i = 0;i < numparameters - 2 && i < Q3TCMOD_MAXPARMS;i++)
1347 layer->tcmods[tcmodindex].parms[i] = atof(parameter[i+2]);
1348 if (!strcasecmp(parameter[1], "entitytranslate")) layer->tcmods[tcmodindex].tcmod = Q3TCMOD_ENTITYTRANSLATE;
1349 else if (!strcasecmp(parameter[1], "rotate")) layer->tcmods[tcmodindex].tcmod = Q3TCMOD_ROTATE;
1350 else if (!strcasecmp(parameter[1], "scale")) layer->tcmods[tcmodindex].tcmod = Q3TCMOD_SCALE;
1351 else if (!strcasecmp(parameter[1], "scroll")) layer->tcmods[tcmodindex].tcmod = Q3TCMOD_SCROLL;
1352 else if (!strcasecmp(parameter[1], "stretch"))
1354 layer->tcmods[tcmodindex].tcmod = Q3TCMOD_STRETCH;
1355 layer->tcmods[tcmodindex].wavefunc = Mod_LoadQ3Shaders_EnumerateWaveFunc(parameter[2]);
1356 for (i = 0;i < numparameters - 3 && i < Q3WAVEPARMS;i++)
1357 layer->tcmods[tcmodindex].waveparms[i] = atof(parameter[i+3]);
1359 else if (!strcasecmp(parameter[1], "transform")) layer->tcmods[tcmodindex].tcmod = Q3TCMOD_TRANSFORM;
1360 else if (!strcasecmp(parameter[1], "turb")) layer->tcmods[tcmodindex].tcmod = Q3TCMOD_TURBULENT;
1361 else Con_DPrintf("%s parsing warning: unknown tcmod mode %s\n", search->filenames[fileindex], parameter[1]);
1364 Con_DPrintf("%s parsing warning: too many tcmods on one layer\n", search->filenames[fileindex]);
1366 // break out a level if it was a closing brace (not using the character here to not confuse vim)
1367 if (!strcasecmp(com_token, "}"))
1370 if (layer->rgbgen.rgbgen == Q3RGBGEN_LIGHTINGDIFFUSE || layer->rgbgen.rgbgen == Q3RGBGEN_VERTEX)
1371 shader->lighting = true;
1372 if (layer->alphagen.alphagen == Q3ALPHAGEN_VERTEX)
1374 if (layer == shader->layers + 0)
1376 // vertex controlled transparency
1377 shader->vertexalpha = true;
1381 // multilayer terrain shader or similar
1382 shader->textureblendalpha = true;
1388 for (j = 0;strcasecmp(com_token, "\n") && strcasecmp(com_token, "}");j++)
1390 if (j < TEXTURE_MAXFRAMES + 4)
1392 strlcpy(parameter[j], com_token, sizeof(parameter[j]));
1393 numparameters = j + 1;
1395 if (!COM_ParseToken_QuakeC(&text, true))
1398 for (j = numparameters;j < TEXTURE_MAXFRAMES + 4;j++)
1399 parameter[j][0] = 0;
1400 if (fileindex == 0 && !strcasecmp(com_token, "}"))
1402 if (developer.integer >= 100)
1404 Con_Printf("%s: ", shader->name);
1405 for (j = 0;j < numparameters;j++)
1406 Con_Printf(" %s", parameter[j]);
1409 if (numparameters < 1)
1411 if (!strcasecmp(parameter[0], "surfaceparm") && numparameters >= 2)
1413 if (!strcasecmp(parameter[1], "alphashadow"))
1414 shader->surfaceparms |= Q3SURFACEPARM_ALPHASHADOW;
1415 else if (!strcasecmp(parameter[1], "areaportal"))
1416 shader->surfaceparms |= Q3SURFACEPARM_AREAPORTAL;
1417 else if (!strcasecmp(parameter[1], "botclip"))
1418 shader->surfaceparms |= Q3SURFACEPARM_BOTCLIP;
1419 else if (!strcasecmp(parameter[1], "clusterportal"))
1420 shader->surfaceparms |= Q3SURFACEPARM_CLUSTERPORTAL;
1421 else if (!strcasecmp(parameter[1], "detail"))
1422 shader->surfaceparms |= Q3SURFACEPARM_DETAIL;
1423 else if (!strcasecmp(parameter[1], "donotenter"))
1424 shader->surfaceparms |= Q3SURFACEPARM_DONOTENTER;
1425 else if (!strcasecmp(parameter[1], "dust"))
1426 shader->surfaceparms |= Q3SURFACEPARM_DUST;
1427 else if (!strcasecmp(parameter[1], "hint"))
1428 shader->surfaceparms |= Q3SURFACEPARM_HINT;
1429 else if (!strcasecmp(parameter[1], "fog"))
1430 shader->surfaceparms |= Q3SURFACEPARM_FOG;
1431 else if (!strcasecmp(parameter[1], "lava"))
1432 shader->surfaceparms |= Q3SURFACEPARM_LAVA;
1433 else if (!strcasecmp(parameter[1], "lightfilter"))
1434 shader->surfaceparms |= Q3SURFACEPARM_LIGHTFILTER;
1435 else if (!strcasecmp(parameter[1], "lightgrid"))
1436 shader->surfaceparms |= Q3SURFACEPARM_LIGHTGRID;
1437 else if (!strcasecmp(parameter[1], "metalsteps"))
1438 shader->surfaceparms |= Q3SURFACEPARM_METALSTEPS;
1439 else if (!strcasecmp(parameter[1], "nodamage"))
1440 shader->surfaceparms |= Q3SURFACEPARM_NODAMAGE;
1441 else if (!strcasecmp(parameter[1], "nodlight"))
1442 shader->surfaceparms |= Q3SURFACEPARM_NODLIGHT;
1443 else if (!strcasecmp(parameter[1], "nodraw"))
1444 shader->surfaceparms |= Q3SURFACEPARM_NODRAW;
1445 else if (!strcasecmp(parameter[1], "nodrop"))
1446 shader->surfaceparms |= Q3SURFACEPARM_NODROP;
1447 else if (!strcasecmp(parameter[1], "noimpact"))
1448 shader->surfaceparms |= Q3SURFACEPARM_NOIMPACT;
1449 else if (!strcasecmp(parameter[1], "nolightmap"))
1450 shader->surfaceparms |= Q3SURFACEPARM_NOLIGHTMAP;
1451 else if (!strcasecmp(parameter[1], "nomarks"))
1452 shader->surfaceparms |= Q3SURFACEPARM_NOMARKS;
1453 else if (!strcasecmp(parameter[1], "nomipmaps"))
1454 shader->surfaceparms |= Q3SURFACEPARM_NOMIPMAPS;
1455 else if (!strcasecmp(parameter[1], "nonsolid"))
1456 shader->surfaceparms |= Q3SURFACEPARM_NONSOLID;
1457 else if (!strcasecmp(parameter[1], "origin"))
1458 shader->surfaceparms |= Q3SURFACEPARM_ORIGIN;
1459 else if (!strcasecmp(parameter[1], "playerclip"))
1460 shader->surfaceparms |= Q3SURFACEPARM_PLAYERCLIP;
1461 else if (!strcasecmp(parameter[1], "sky"))
1462 shader->surfaceparms |= Q3SURFACEPARM_SKY;
1463 else if (!strcasecmp(parameter[1], "slick"))
1464 shader->surfaceparms |= Q3SURFACEPARM_SLICK;
1465 else if (!strcasecmp(parameter[1], "slime"))
1466 shader->surfaceparms |= Q3SURFACEPARM_SLIME;
1467 else if (!strcasecmp(parameter[1], "structural"))
1468 shader->surfaceparms |= Q3SURFACEPARM_STRUCTURAL;
1469 else if (!strcasecmp(parameter[1], "trans"))
1470 shader->surfaceparms |= Q3SURFACEPARM_TRANS;
1471 else if (!strcasecmp(parameter[1], "water"))
1472 shader->surfaceparms |= Q3SURFACEPARM_WATER;
1473 else if (!strcasecmp(parameter[1], "pointlight"))
1474 shader->surfaceparms |= Q3SURFACEPARM_POINTLIGHT;
1475 else if (!strcasecmp(parameter[1], "antiportal"))
1476 shader->surfaceparms |= Q3SURFACEPARM_ANTIPORTAL;
1478 Con_DPrintf("%s parsing warning: unknown surfaceparm \"%s\"\n", search->filenames[fileindex], parameter[1]);
1480 else if (!strcasecmp(parameter[0], "sky") && numparameters >= 2)
1482 // some q3 skies don't have the sky parm set
1483 shader->surfaceparms |= Q3SURFACEPARM_SKY;
1484 strlcpy(shader->skyboxname, parameter[1], sizeof(shader->skyboxname));
1486 else if (!strcasecmp(parameter[0], "skyparms") && numparameters >= 2)
1488 // some q3 skies don't have the sky parm set
1489 shader->surfaceparms |= Q3SURFACEPARM_SKY;
1490 if (!atoi(parameter[1]) && strcasecmp(parameter[1], "-"))
1491 strlcpy(shader->skyboxname, parameter[1], sizeof(shader->skyboxname));
1493 else if (!strcasecmp(parameter[0], "cull") && numparameters >= 2)
1495 if (!strcasecmp(parameter[1], "disable") || !strcasecmp(parameter[1], "none") || !strcasecmp(parameter[1], "twosided"))
1496 shader->textureflags |= Q3TEXTUREFLAG_TWOSIDED;
1498 else if (!strcasecmp(parameter[0], "nomipmaps"))
1499 shader->surfaceparms |= Q3SURFACEPARM_NOMIPMAPS;
1500 else if (!strcasecmp(parameter[0], "nopicmip"))
1501 shader->textureflags |= Q3TEXTUREFLAG_NOPICMIP;
1502 else if (!strcasecmp(parameter[0], "polygonoffset"))
1503 shader->textureflags |= Q3TEXTUREFLAG_POLYGONOFFSET;
1504 else if (!strcasecmp(parameter[0], "dp_refract") && numparameters >= 5)
1506 shader->textureflags |= Q3TEXTUREFLAG_REFRACTION;
1507 shader->refractfactor = atof(parameter[1]);
1508 Vector4Set(shader->refractcolor4f, atof(parameter[2]), atof(parameter[3]), atof(parameter[4]), 1);
1510 else if (!strcasecmp(parameter[0], "dp_reflect") && numparameters >= 6)
1512 shader->textureflags |= Q3TEXTUREFLAG_REFLECTION;
1513 shader->reflectfactor = atof(parameter[1]);
1514 Vector4Set(shader->reflectcolor4f, atof(parameter[2]), atof(parameter[3]), atof(parameter[4]), atof(parameter[5]));
1516 else if (!strcasecmp(parameter[0], "dp_water") && numparameters >= 11)
1518 shader->textureflags |= Q3TEXTUREFLAG_WATERSHADER;
1519 shader->reflectmin = atof(parameter[1]);
1520 shader->reflectmax = atof(parameter[2]);
1521 shader->refractfactor = atof(parameter[3]);
1522 shader->reflectfactor = atof(parameter[4]);
1523 Vector4Set(shader->refractcolor4f, atof(parameter[5]), atof(parameter[6]), atof(parameter[7]), 1);
1524 Vector4Set(shader->reflectcolor4f, atof(parameter[8]), atof(parameter[9]), atof(parameter[10]), 1);
1526 else if (!strcasecmp(parameter[0], "deformvertexes") && numparameters >= 2)
1529 for (deformindex = 0;deformindex < Q3MAXDEFORMS;deformindex++)
1530 if (!shader->deforms[deformindex].deform)
1532 if (deformindex < Q3MAXDEFORMS)
1534 for (i = 0;i < numparameters - 2 && i < Q3DEFORM_MAXPARMS;i++)
1535 shader->deforms[deformindex].parms[i] = atof(parameter[i+2]);
1536 if (!strcasecmp(parameter[1], "projectionshadow")) shader->deforms[deformindex].deform = Q3DEFORM_PROJECTIONSHADOW;
1537 else if (!strcasecmp(parameter[1], "autosprite" )) shader->deforms[deformindex].deform = Q3DEFORM_AUTOSPRITE;
1538 else if (!strcasecmp(parameter[1], "autosprite2" )) shader->deforms[deformindex].deform = Q3DEFORM_AUTOSPRITE2;
1539 else if (!strcasecmp(parameter[1], "text0" )) shader->deforms[deformindex].deform = Q3DEFORM_TEXT0;
1540 else if (!strcasecmp(parameter[1], "text1" )) shader->deforms[deformindex].deform = Q3DEFORM_TEXT1;
1541 else if (!strcasecmp(parameter[1], "text2" )) shader->deforms[deformindex].deform = Q3DEFORM_TEXT2;
1542 else if (!strcasecmp(parameter[1], "text3" )) shader->deforms[deformindex].deform = Q3DEFORM_TEXT3;
1543 else if (!strcasecmp(parameter[1], "text4" )) shader->deforms[deformindex].deform = Q3DEFORM_TEXT4;
1544 else if (!strcasecmp(parameter[1], "text5" )) shader->deforms[deformindex].deform = Q3DEFORM_TEXT5;
1545 else if (!strcasecmp(parameter[1], "text6" )) shader->deforms[deformindex].deform = Q3DEFORM_TEXT6;
1546 else if (!strcasecmp(parameter[1], "text7" )) shader->deforms[deformindex].deform = Q3DEFORM_TEXT7;
1547 else if (!strcasecmp(parameter[1], "bulge" )) shader->deforms[deformindex].deform = Q3DEFORM_BULGE;
1548 else if (!strcasecmp(parameter[1], "normal" )) shader->deforms[deformindex].deform = Q3DEFORM_NORMAL;
1549 else if (!strcasecmp(parameter[1], "wave" ))
1551 shader->deforms[deformindex].deform = Q3DEFORM_WAVE;
1552 shader->deforms[deformindex].wavefunc = Mod_LoadQ3Shaders_EnumerateWaveFunc(parameter[3]);
1553 for (i = 0;i < numparameters - 4 && i < Q3WAVEPARMS;i++)
1554 shader->deforms[deformindex].waveparms[i] = atof(parameter[i+4]);
1556 else if (!strcasecmp(parameter[1], "move" ))
1558 shader->deforms[deformindex].deform = Q3DEFORM_MOVE;
1559 shader->deforms[deformindex].wavefunc = Mod_LoadQ3Shaders_EnumerateWaveFunc(parameter[5]);
1560 for (i = 0;i < numparameters - 6 && i < Q3WAVEPARMS;i++)
1561 shader->deforms[deformindex].waveparms[i] = atof(parameter[i+6]);
1566 // identify if this is a blended terrain shader or similar
1567 if (shader->numlayers)
1569 shader->backgroundlayer = NULL;
1570 shader->primarylayer = shader->layers + 0;
1571 if ((shader->layers[0].blendfunc[0] == GL_ONE && shader->layers[0].blendfunc[1] == GL_ZERO && !shader->layers[0].alphatest)
1572 && ((shader->layers[1].blendfunc[0] == GL_SRC_ALPHA && shader->layers[1].blendfunc[1] == GL_ONE_MINUS_SRC_ALPHA && !shader->layers[0].alphatest)
1573 || (shader->layers[1].blendfunc[0] == GL_ONE && shader->layers[1].blendfunc[1] == GL_ZERO && shader->layers[1].alphatest)))
1575 // terrain blending or other effects
1576 shader->backgroundlayer = shader->layers + 0;
1577 shader->primarylayer = shader->layers + 1;
1579 // now see if the lightmap came first, and if so choose the second texture instead
1580 if (!strcasecmp(shader->primarylayer->texturename[0], "$lightmap"))
1582 shader->backgroundlayer = NULL;
1583 shader->primarylayer = shader->layers + 1;
1586 // fix up multiple reflection types
1587 if(shader->textureflags & Q3TEXTUREFLAG_WATERSHADER)
1588 shader->textureflags &= ~(Q3TEXTUREFLAG_REFRACTION | Q3TEXTUREFLAG_REFLECTION);
1594 q3shaderinfo_t *Mod_LookupQ3Shader(const char *name)
1597 for (i = 0;i < q3shaders_numshaders;i++)
1598 if (!strcasecmp(q3shaders_shaders[i].name, name))
1599 return q3shaders_shaders + i;
1603 extern cvar_t r_picmipworld;
1604 qboolean Mod_LoadTextureFromQ3Shader(texture_t *texture, const char *name, qboolean q1bsp, qboolean q3bsp, qboolean md3)
1608 qboolean success = true;
1609 q3shaderinfo_t *shader;
1610 strlcpy(texture->name, name, sizeof(texture->name));
1611 shader = name[0] ? Mod_LookupQ3Shader(name) : NULL;
1614 if (developer.integer >= 100)
1615 Con_DPrintf("%s: loaded shader for %s\n", loadmodel->name, name);
1616 texture->surfaceparms = shader->surfaceparms;
1617 texture->textureflags = shader->textureflags;
1618 texture->basematerialflags = 0;
1619 if (shader->surfaceparms & Q3SURFACEPARM_SKY)
1621 texture->basematerialflags |= MATERIALFLAG_SKY | MATERIALFLAG_NOSHADOW;
1622 if (shader->skyboxname[0])
1624 // quake3 seems to append a _ to the skybox name, so this must do so as well
1625 dpsnprintf(loadmodel->brush.skybox, sizeof(loadmodel->brush.skybox), "%s_", shader->skyboxname);
1628 else if ((texture->surfaceflags & Q3SURFACEFLAG_NODRAW) || shader->numlayers == 0)
1629 texture->basematerialflags |= MATERIALFLAG_NODRAW | MATERIALFLAG_NOSHADOW;
1630 else if (shader->surfaceparms & Q3SURFACEPARM_LAVA)
1631 texture->basematerialflags |= MATERIALFLAG_WATER | MATERIALFLAG_LIGHTBOTHSIDES | MATERIALFLAG_FULLBRIGHT | MATERIALFLAG_NOSHADOW;
1632 else if (shader->surfaceparms & Q3SURFACEPARM_SLIME)
1633 texture->basematerialflags |= MATERIALFLAG_WATER | MATERIALFLAG_LIGHTBOTHSIDES | MATERIALFLAG_WATERALPHA | MATERIALFLAG_NOSHADOW;
1634 else if (shader->surfaceparms & Q3SURFACEPARM_WATER)
1635 texture->basematerialflags |= MATERIALFLAG_WATER | MATERIALFLAG_LIGHTBOTHSIDES | MATERIALFLAG_WATERALPHA | MATERIALFLAG_NOSHADOW;
1637 texture->basematerialflags |= MATERIALFLAG_WALL;
1638 if (shader->layers[0].alphatest)
1639 texture->basematerialflags |= MATERIALFLAG_ALPHATEST | MATERIALFLAG_NOSHADOW;
1640 if (shader->textureflags & Q3TEXTUREFLAG_TWOSIDED)
1641 texture->basematerialflags |= MATERIALFLAG_NOSHADOW | MATERIALFLAG_NOCULLFACE;
1642 if (shader->textureflags & Q3TEXTUREFLAG_POLYGONOFFSET)
1643 texture->basepolygonoffset -= 2;
1644 if (shader->textureflags & Q3TEXTUREFLAG_REFRACTION)
1645 texture->basematerialflags |= MATERIALFLAG_REFRACTION;
1646 if (shader->textureflags & Q3TEXTUREFLAG_REFLECTION)
1647 texture->basematerialflags |= MATERIALFLAG_REFLECTION;
1648 if (shader->textureflags & Q3TEXTUREFLAG_WATERSHADER)
1649 texture->basematerialflags |= MATERIALFLAG_WATERSHADER;
1650 texture->customblendfunc[0] = GL_ONE;
1651 texture->customblendfunc[1] = GL_ZERO;
1652 if (shader->numlayers > 0)
1654 texture->customblendfunc[0] = shader->layers[0].blendfunc[0];
1655 texture->customblendfunc[1] = shader->layers[0].blendfunc[1];
1657 Q3 shader blendfuncs actually used in the game (* = supported by DP)
1658 * additive GL_ONE GL_ONE
1659 additive weird GL_ONE GL_SRC_ALPHA
1660 additive weird 2 GL_ONE GL_ONE_MINUS_SRC_ALPHA
1661 * alpha GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA
1662 alpha inverse GL_ONE_MINUS_SRC_ALPHA GL_SRC_ALPHA
1663 brighten GL_DST_COLOR GL_ONE
1664 brighten GL_ONE GL_SRC_COLOR
1665 brighten weird GL_DST_COLOR GL_ONE_MINUS_DST_ALPHA
1666 brighten weird 2 GL_DST_COLOR GL_SRC_ALPHA
1667 * modulate GL_DST_COLOR GL_ZERO
1668 * modulate GL_ZERO GL_SRC_COLOR
1669 modulate inverse GL_ZERO GL_ONE_MINUS_SRC_COLOR
1670 modulate inverse alpha GL_ZERO GL_SRC_ALPHA
1671 modulate weird inverse GL_ONE_MINUS_DST_COLOR GL_ZERO
1672 * modulate x2 GL_DST_COLOR GL_SRC_COLOR
1673 * no blend GL_ONE GL_ZERO
1674 nothing GL_ZERO GL_ONE
1676 // if not opaque, figure out what blendfunc to use
1677 if (shader->layers[0].blendfunc[0] != GL_ONE || shader->layers[0].blendfunc[1] != GL_ZERO)
1679 if (shader->layers[0].blendfunc[0] == GL_ONE && shader->layers[0].blendfunc[1] == GL_ONE)
1680 texture->basematerialflags |= MATERIALFLAG_ADD | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
1681 else if (shader->layers[0].blendfunc[0] == GL_SRC_ALPHA && shader->layers[0].blendfunc[1] == GL_ONE)
1682 texture->basematerialflags |= MATERIALFLAG_ADD | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
1683 else if (shader->layers[0].blendfunc[0] == GL_SRC_ALPHA && shader->layers[0].blendfunc[1] == GL_ONE_MINUS_SRC_ALPHA)
1684 texture->basematerialflags |= MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
1686 texture->basematerialflags |= MATERIALFLAG_CUSTOMBLEND | MATERIALFLAG_FULLBRIGHT | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
1689 if (!shader->lighting)
1690 texture->basematerialflags |= MATERIALFLAG_FULLBRIGHT;
1691 if (shader->primarylayer)
1693 // copy over many shader->primarylayer parameters
1694 texture->rgbgen = shader->primarylayer->rgbgen;
1695 texture->alphagen = shader->primarylayer->alphagen;
1696 texture->tcgen = shader->primarylayer->tcgen;
1697 memcpy(texture->tcmods, shader->primarylayer->tcmods, sizeof(texture->tcmods));
1698 // load the textures
1699 texture->numskinframes = shader->primarylayer->numframes;
1700 texture->skinframerate = shader->primarylayer->framerate;
1701 for (j = 0;j < shader->primarylayer->numframes;j++)
1703 texflags = TEXF_ALPHA | TEXF_PRECACHE;
1704 if (!(shader->surfaceparms & Q3SURFACEPARM_NOMIPMAPS))
1705 texflags |= TEXF_MIPMAP;
1706 if (!(shader->textureflags & Q3TEXTUREFLAG_NOPICMIP) && ((!q1bsp && !q3bsp) || r_picmipworld.integer))
1707 texflags |= TEXF_PICMIP | TEXF_COMPRESS;
1708 if (shader->primarylayer->clampmap)
1709 texflags |= TEXF_CLAMP;
1710 if (!(texture->skinframes[j] = R_SkinFrame_LoadExternal(shader->primarylayer->texturename[j], texflags, false)))
1712 Con_Printf("^1%s:^7 could not load texture ^3\"%s\"^7 (frame %i) for shader ^2\"%s\"\n", loadmodel->name, shader->primarylayer->texturename[j], j, texture->name);
1713 texture->skinframes[j] = R_SkinFrame_LoadMissing();
1717 if (shader->backgroundlayer)
1719 texture->backgroundnumskinframes = shader->backgroundlayer->numframes;
1720 texture->backgroundskinframerate = shader->backgroundlayer->framerate;
1721 for (j = 0;j < shader->backgroundlayer->numframes;j++)
1723 if (!(texture->backgroundskinframes[j] = R_SkinFrame_LoadExternal(shader->backgroundlayer->texturename[j], ((shader->surfaceparms & Q3SURFACEPARM_NOMIPMAPS) ? 0 : TEXF_MIPMAP) | TEXF_ALPHA | TEXF_PRECACHE | ((!r_picmipworld.integer || (shader->textureflags & Q3TEXTUREFLAG_NOPICMIP)) ? 0 : (TEXF_PICMIP | TEXF_COMPRESS)) | (shader->backgroundlayer->clampmap ? TEXF_CLAMP : 0), false)))
1725 Con_Printf("^1%s:^7 could not load texture ^3\"%s\"^7 (frame %i) for shader ^2\"%s\"\n", loadmodel->name, shader->backgroundlayer->texturename[j], j, texture->name);
1726 texture->backgroundskinframes[j] = R_SkinFrame_LoadMissing();
1730 memcpy(texture->deforms, shader->deforms, sizeof(texture->deforms));
1731 texture->reflectmin = shader->reflectmin;
1732 texture->reflectmax = shader->reflectmax;
1733 texture->refractfactor = shader->refractfactor;
1734 Vector4Copy(shader->refractcolor4f, texture->refractcolor4f);
1735 texture->reflectfactor = shader->reflectfactor;
1736 Vector4Copy(shader->reflectcolor4f, texture->reflectcolor4f);
1738 else if (!strcmp(texture->name, "noshader"))
1740 if (developer.integer >= 100)
1741 Con_DPrintf("%s: using default handler for %s\n", loadmodel->name, name);
1742 texture->surfaceparms = 0;
1747 if (developer.integer >= 100 || loadmodel->type == mod_brushq3)
1748 Con_DPrintf("%s: No shader found for texture \"%s\"\n", loadmodel->name, texture->name);
1749 texture->surfaceparms = 0;
1750 if (texture->surfaceflags & Q3SURFACEFLAG_NODRAW)
1751 texture->basematerialflags |= MATERIALFLAG_NODRAW | MATERIALFLAG_NOSHADOW;
1752 else if (texture->surfaceflags & Q3SURFACEFLAG_SKY)
1753 texture->basematerialflags |= MATERIALFLAG_SKY | MATERIALFLAG_NOSHADOW;
1755 texture->basematerialflags |= MATERIALFLAG_WALL;
1756 texture->numskinframes = 1;
1757 if (!(texture->skinframes[0] = R_SkinFrame_LoadExternal(texture->name, TEXF_MIPMAP | TEXF_ALPHA | TEXF_PRECACHE | (r_picmipworld.integer ? TEXF_PICMIP : 0) | TEXF_COMPRESS, false)))
1758 if(developer.integer || q3bsp) // only the Q3BSP path provides no alternative (like loading image directly, or internal texture)
1759 Con_Printf("^1%s:^7 could not load texture for missing shader ^3\"%s\"\n", loadmodel->name, texture->name);
1761 // init the animation variables
1762 texture->currentframe = texture;
1763 if (texture->numskinframes < 1)
1764 texture->numskinframes = 1;
1765 if (!texture->skinframes[0])
1766 texture->skinframes[0] = R_SkinFrame_LoadMissing();
1767 texture->currentskinframe = texture->skinframes[0];
1768 texture->backgroundcurrentskinframe = texture->backgroundskinframes[0];
1772 skinfile_t *Mod_LoadSkinFiles(void)
1774 int i, words, numtags, line, tagsetsused = false, wordsoverflow;
1777 skinfile_t *skinfile = NULL, *first = NULL;
1778 skinfileitem_t *skinfileitem;
1779 char word[10][MAX_QPATH];
1780 overridetagnameset_t tagsets[MAX_SKINS];
1781 overridetagname_t tags[256];
1785 U_bodyBox,models/players/Legoman/BikerA2.tga
1786 U_RArm,models/players/Legoman/BikerA1.tga
1787 U_LArm,models/players/Legoman/BikerA1.tga
1788 U_armor,common/nodraw
1789 U_sword,common/nodraw
1790 U_shield,common/nodraw
1791 U_homb,common/nodraw
1792 U_backpack,common/nodraw
1793 U_colcha,common/nodraw
1798 memset(tagsets, 0, sizeof(tagsets));
1799 memset(word, 0, sizeof(word));
1800 for (i = 0;i < MAX_SKINS && (data = text = (char *)FS_LoadFile(va("%s_%i.skin", loadmodel->name, i), tempmempool, true, NULL));i++)
1804 // If it's the first file we parse
1805 if (skinfile == NULL)
1807 skinfile = (skinfile_t *)Mem_Alloc(loadmodel->mempool, sizeof(skinfile_t));
1812 skinfile->next = (skinfile_t *)Mem_Alloc(loadmodel->mempool, sizeof(skinfile_t));
1813 skinfile = skinfile->next;
1815 skinfile->next = NULL;
1817 for(line = 0;;line++)
1820 if (!COM_ParseToken_QuakeC(&data, true))
1822 if (!strcmp(com_token, "\n"))
1825 wordsoverflow = false;
1829 strlcpy(word[words++], com_token, sizeof (word[0]));
1831 wordsoverflow = true;
1833 while (COM_ParseToken_QuakeC(&data, true) && strcmp(com_token, "\n"));
1836 Con_Printf("Mod_LoadSkinFiles: parsing error in file \"%s_%i.skin\" on line #%i: line with too many statements, skipping\n", loadmodel->name, i, line);
1839 // words is always >= 1
1840 if (!strcmp(word[0], "replace"))
1844 Con_DPrintf("Mod_LoadSkinFiles: parsed mesh \"%s\" shader replacement \"%s\"\n", word[1], word[2]);
1845 skinfileitem = (skinfileitem_t *)Mem_Alloc(loadmodel->mempool, sizeof(skinfileitem_t));
1846 skinfileitem->next = skinfile->items;
1847 skinfile->items = skinfileitem;
1848 strlcpy (skinfileitem->name, word[1], sizeof (skinfileitem->name));
1849 strlcpy (skinfileitem->replacement, word[2], sizeof (skinfileitem->replacement));
1852 Con_Printf("Mod_LoadSkinFiles: parsing error in file \"%s_%i.skin\" on line #%i: wrong number of parameters to command \"%s\", see documentation in DP_GFX_SKINFILES extension in dpextensions.qc\n", loadmodel->name, i, line, word[0]);
1854 else if (words == 2 && !strcmp(word[1], ","))
1856 // tag name, like "tag_weapon,"
1857 Con_DPrintf("Mod_LoadSkinFiles: parsed tag #%i \"%s\"\n", numtags, word[0]);
1858 memset(tags + numtags, 0, sizeof(tags[numtags]));
1859 strlcpy (tags[numtags].name, word[0], sizeof (tags[numtags].name));
1862 else if (words == 3 && !strcmp(word[1], ","))
1864 // mesh shader name, like "U_RArm,models/players/Legoman/BikerA1.tga"
1865 Con_DPrintf("Mod_LoadSkinFiles: parsed mesh \"%s\" shader replacement \"%s\"\n", word[0], word[2]);
1866 skinfileitem = (skinfileitem_t *)Mem_Alloc(loadmodel->mempool, sizeof(skinfileitem_t));
1867 skinfileitem->next = skinfile->items;
1868 skinfile->items = skinfileitem;
1869 strlcpy (skinfileitem->name, word[0], sizeof (skinfileitem->name));
1870 strlcpy (skinfileitem->replacement, word[2], sizeof (skinfileitem->replacement));
1873 Con_Printf("Mod_LoadSkinFiles: parsing error in file \"%s_%i.skin\" on line #%i: does not look like tag or mesh specification, or replace command, see documentation in DP_GFX_SKINFILES extension in dpextensions.qc\n", loadmodel->name, i, line);
1879 overridetagnameset_t *t;
1881 t->num_overridetagnames = numtags;
1882 t->data_overridetagnames = (overridetagname_t *)Mem_Alloc(loadmodel->mempool, t->num_overridetagnames * sizeof(overridetagname_t));
1883 memcpy(t->data_overridetagnames, tags, t->num_overridetagnames * sizeof(overridetagname_t));
1889 loadmodel->data_overridetagnamesforskin = (overridetagnameset_t *)Mem_Alloc(loadmodel->mempool, i * sizeof(overridetagnameset_t));
1890 memcpy(loadmodel->data_overridetagnamesforskin, tagsets, i * sizeof(overridetagnameset_t));
1893 loadmodel->numskins = i;
1897 void Mod_FreeSkinFiles(skinfile_t *skinfile)
1900 skinfileitem_t *skinfileitem, *nextitem;
1901 for (;skinfile;skinfile = next)
1903 next = skinfile->next;
1904 for (skinfileitem = skinfile->items;skinfileitem;skinfileitem = nextitem)
1906 nextitem = skinfileitem->next;
1907 Mem_Free(skinfileitem);
1913 int Mod_CountSkinFiles(skinfile_t *skinfile)
1916 for (i = 0;skinfile;skinfile = skinfile->next, i++);
1920 void Mod_SnapVertices(int numcomponents, int numvertices, float *vertices, float snap)
1923 double isnap = 1.0 / snap;
1924 for (i = 0;i < numvertices*numcomponents;i++)
1925 vertices[i] = floor(vertices[i]*isnap)*snap;
1928 int Mod_RemoveDegenerateTriangles(int numtriangles, const int *inelement3i, int *outelement3i, const float *vertex3f)
1930 int i, outtriangles;
1931 float d, edgedir[3], temp[3];
1932 // a degenerate triangle is one with no width (thickness, surface area)
1933 // these are characterized by having all 3 points colinear (along a line)
1934 // or having two points identical
1935 for (i = 0, outtriangles = 0;i < numtriangles;i++, inelement3i += 3)
1937 // calculate first edge
1938 VectorSubtract(vertex3f + inelement3i[1] * 3, vertex3f + inelement3i[0] * 3, edgedir);
1939 if (VectorLength2(edgedir) < 0.0001f)
1940 continue; // degenerate first edge (no length)
1941 VectorNormalize(edgedir);
1942 // check if third point is on the edge (colinear)
1943 d = -DotProduct(vertex3f + inelement3i[2] * 3, edgedir);
1944 VectorMA(vertex3f + inelement3i[2] * 3, d, edgedir, temp);
1945 if (VectorLength2(temp) < 0.0001f)
1946 continue; // third point colinear with first edge
1947 // valid triangle (no colinear points, no duplicate points)
1948 VectorCopy(inelement3i, outelement3i);
1952 return outtriangles;
1955 void Mod_VertexRangeFromElements(int numelements, const int *elements, int *firstvertexpointer, int *lastvertexpointer)
1958 int firstvertex, lastvertex;
1959 if (numelements > 0 && elements)
1961 firstvertex = lastvertex = elements[0];
1962 for (i = 1;i < numelements;i++)
1965 firstvertex = min(firstvertex, e);
1966 lastvertex = max(lastvertex, e);
1970 firstvertex = lastvertex = 0;
1971 if (firstvertexpointer)
1972 *firstvertexpointer = firstvertex;
1973 if (lastvertexpointer)
1974 *lastvertexpointer = lastvertex;
1977 static void Mod_BuildVBOs(void)
1979 if (!gl_support_arb_vertex_buffer_object)
1982 // element buffer is easy because it's just one array
1983 if (loadmodel->surfmesh.num_triangles)
1984 loadmodel->surfmesh.ebo = R_Mesh_CreateStaticBufferObject(GL_ELEMENT_ARRAY_BUFFER_ARB, loadmodel->surfmesh.data_element3i, loadmodel->surfmesh.num_triangles * sizeof(int[3]), loadmodel->name);
1986 // vertex buffer is several arrays and we put them in the same buffer
1988 // is this wise? the texcoordtexture2f array is used with dynamic
1989 // vertex/svector/tvector/normal when rendering animated models, on the
1990 // other hand animated models don't use a lot of vertices anyway...
1991 if (loadmodel->surfmesh.num_vertices)
1996 loadmodel->surfmesh.vbooffset_vertex3f = size;if (loadmodel->surfmesh.data_vertex3f ) size += loadmodel->surfmesh.num_vertices * sizeof(float[3]);
1997 loadmodel->surfmesh.vbooffset_svector3f = size;if (loadmodel->surfmesh.data_svector3f ) size += loadmodel->surfmesh.num_vertices * sizeof(float[3]);
1998 loadmodel->surfmesh.vbooffset_tvector3f = size;if (loadmodel->surfmesh.data_tvector3f ) size += loadmodel->surfmesh.num_vertices * sizeof(float[3]);
1999 loadmodel->surfmesh.vbooffset_normal3f = size;if (loadmodel->surfmesh.data_normal3f ) size += loadmodel->surfmesh.num_vertices * sizeof(float[3]);
2000 loadmodel->surfmesh.vbooffset_texcoordtexture2f = size;if (loadmodel->surfmesh.data_texcoordtexture2f ) size += loadmodel->surfmesh.num_vertices * sizeof(float[2]);
2001 loadmodel->surfmesh.vbooffset_texcoordlightmap2f = size;if (loadmodel->surfmesh.data_texcoordlightmap2f) size += loadmodel->surfmesh.num_vertices * sizeof(float[2]);
2002 loadmodel->surfmesh.vbooffset_lightmapcolor4f = size;if (loadmodel->surfmesh.data_lightmapcolor4f ) size += loadmodel->surfmesh.num_vertices * sizeof(float[4]);
2003 mem = (unsigned char *)Mem_Alloc(tempmempool, size);
2004 if (loadmodel->surfmesh.data_vertex3f ) memcpy(mem + loadmodel->surfmesh.vbooffset_vertex3f , loadmodel->surfmesh.data_vertex3f , loadmodel->surfmesh.num_vertices * sizeof(float[3]));
2005 if (loadmodel->surfmesh.data_svector3f ) memcpy(mem + loadmodel->surfmesh.vbooffset_svector3f , loadmodel->surfmesh.data_svector3f , loadmodel->surfmesh.num_vertices * sizeof(float[3]));
2006 if (loadmodel->surfmesh.data_tvector3f ) memcpy(mem + loadmodel->surfmesh.vbooffset_tvector3f , loadmodel->surfmesh.data_tvector3f , loadmodel->surfmesh.num_vertices * sizeof(float[3]));
2007 if (loadmodel->surfmesh.data_normal3f ) memcpy(mem + loadmodel->surfmesh.vbooffset_normal3f , loadmodel->surfmesh.data_normal3f , loadmodel->surfmesh.num_vertices * sizeof(float[3]));
2008 if (loadmodel->surfmesh.data_texcoordtexture2f ) memcpy(mem + loadmodel->surfmesh.vbooffset_texcoordtexture2f , loadmodel->surfmesh.data_texcoordtexture2f , loadmodel->surfmesh.num_vertices * sizeof(float[2]));
2009 if (loadmodel->surfmesh.data_texcoordlightmap2f) memcpy(mem + loadmodel->surfmesh.vbooffset_texcoordlightmap2f, loadmodel->surfmesh.data_texcoordlightmap2f, loadmodel->surfmesh.num_vertices * sizeof(float[2]));
2010 if (loadmodel->surfmesh.data_lightmapcolor4f ) memcpy(mem + loadmodel->surfmesh.vbooffset_lightmapcolor4f , loadmodel->surfmesh.data_lightmapcolor4f , loadmodel->surfmesh.num_vertices * sizeof(float[4]));
2011 loadmodel->surfmesh.vbo = R_Mesh_CreateStaticBufferObject(GL_ARRAY_BUFFER_ARB, mem, size, loadmodel->name);