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.
30 cvar_t r_enableshadowvolumes = {CVAR_SAVE, "r_enableshadowvolumes", "1", "Enables use of Stencil Shadow Volume shadowing methods, saves some memory if turned off"};
31 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"};
32 cvar_t r_mipnormalmaps = {CVAR_SAVE, "r_mipnormalmaps", "1", "mipmaps normalmaps (turning it off looks sharper but may have aliasing)"};
33 cvar_t mod_generatelightmaps_unitspersample = {CVAR_SAVE, "mod_generatelightmaps_unitspersample", "8", "lightmap resolution"};
34 cvar_t mod_generatelightmaps_borderpixels = {CVAR_SAVE, "mod_generatelightmaps_borderpixels", "2", "extra space around polygons to prevent sampling artifacts"};
35 cvar_t mod_generatelightmaps_texturesize = {CVAR_SAVE, "mod_generatelightmaps_texturesize", "1024", "size of lightmap textures"};
36 cvar_t mod_generatelightmaps_lightmapsamples = {CVAR_SAVE, "mod_generatelightmaps_lightmapsamples", "16", "number of shadow tests done per lightmap pixel"};
37 cvar_t mod_generatelightmaps_vertexsamples = {CVAR_SAVE, "mod_generatelightmaps_vertexsamples", "16", "number of shadow tests done per vertex"};
38 cvar_t mod_generatelightmaps_gridsamples = {CVAR_SAVE, "mod_generatelightmaps_gridsamples", "64", "number of shadow tests done per lightgrid cell"};
39 cvar_t mod_generatelightmaps_lightmapradius = {CVAR_SAVE, "mod_generatelightmaps_lightmapradius", "16", "sampling area around each lightmap pixel"};
40 cvar_t mod_generatelightmaps_vertexradius = {CVAR_SAVE, "mod_generatelightmaps_vertexradius", "16", "sampling area around each vertex"};
41 cvar_t mod_generatelightmaps_gridradius = {CVAR_SAVE, "mod_generatelightmaps_gridradius", "64", "sampling area around each lightgrid cell center"};
43 dp_model_t *loadmodel;
45 static mempool_t *mod_mempool;
46 static memexpandablearray_t models;
48 static mempool_t* q3shaders_mem;
49 typedef struct q3shader_hash_entry_s
51 q3shaderinfo_t shader;
52 struct q3shader_hash_entry_s* chain;
53 } q3shader_hash_entry_t;
54 #define Q3SHADER_HASH_SIZE 1021
55 typedef struct q3shader_data_s
57 memexpandablearray_t hash_entries;
58 q3shader_hash_entry_t hash[Q3SHADER_HASH_SIZE];
59 memexpandablearray_t char_ptrs;
61 static q3shader_data_t* q3shader_data;
63 static void mod_start(void)
66 int nummodels = Mem_ExpandableArray_IndexRange(&models);
69 SCR_PushLoadingScreen(false, "Loading models", 1.0);
71 for (i = 0;i < nummodels;i++)
72 if ((mod = (dp_model_t*) Mem_ExpandableArray_RecordAtIndex(&models, i)) && mod->name[0] && mod->name[0] != '*')
75 for (i = 0;i < nummodels;i++)
76 if ((mod = (dp_model_t*) Mem_ExpandableArray_RecordAtIndex(&models, i)) && mod->name[0] && mod->name[0] != '*')
79 SCR_PushLoadingScreen(true, mod->name, 1.0 / count);
80 Mod_LoadModel(mod, true, false);
81 SCR_PopLoadingScreen(false);
83 SCR_PopLoadingScreen(false);
86 static void mod_shutdown(void)
89 int nummodels = Mem_ExpandableArray_IndexRange(&models);
92 for (i = 0;i < nummodels;i++)
93 if ((mod = (dp_model_t*) Mem_ExpandableArray_RecordAtIndex(&models, i)) && (mod->loaded || mod->mempool))
97 Mod_Skeletal_FreeBuffers();
100 static void mod_newmap(void)
103 int i, j, k, surfacenum, ssize, tsize;
104 int nummodels = Mem_ExpandableArray_IndexRange(&models);
107 for (i = 0;i < nummodels;i++)
109 if ((mod = (dp_model_t*) Mem_ExpandableArray_RecordAtIndex(&models, i)) && mod->mempool)
111 for (j = 0;j < mod->num_textures && mod->data_textures;j++)
113 for (k = 0;k < mod->data_textures[j].numskinframes;k++)
114 R_SkinFrame_MarkUsed(mod->data_textures[j].skinframes[k]);
115 for (k = 0;k < mod->data_textures[j].backgroundnumskinframes;k++)
116 R_SkinFrame_MarkUsed(mod->data_textures[j].backgroundskinframes[k]);
118 if (mod->brush.solidskyskinframe)
119 R_SkinFrame_MarkUsed(mod->brush.solidskyskinframe);
120 if (mod->brush.alphaskyskinframe)
121 R_SkinFrame_MarkUsed(mod->brush.alphaskyskinframe);
125 if (!cl_stainmaps_clearonload.integer)
128 for (i = 0;i < nummodels;i++)
130 if ((mod = (dp_model_t*) Mem_ExpandableArray_RecordAtIndex(&models, i)) && mod->mempool && mod->data_surfaces)
132 for (surfacenum = 0, surface = mod->data_surfaces;surfacenum < mod->num_surfaces;surfacenum++, surface++)
134 if (surface->lightmapinfo && surface->lightmapinfo->stainsamples)
136 ssize = (surface->lightmapinfo->extents[0] >> 4) + 1;
137 tsize = (surface->lightmapinfo->extents[1] >> 4) + 1;
138 memset(surface->lightmapinfo->stainsamples, 255, ssize * tsize * 3);
139 mod->brushq1.lightmapupdateflags[surfacenum] = true;
151 static void Mod_Print(void);
152 static void Mod_Precache (void);
153 static void Mod_Decompile_f(void);
154 static void Mod_GenerateLightmaps_f(void);
157 mod_mempool = Mem_AllocPool("modelinfo", 0, NULL);
158 Mem_ExpandableArray_NewArray(&models, mod_mempool, sizeof(dp_model_t), 16);
164 Cvar_RegisterVariable(&r_enableshadowvolumes);
165 Cvar_RegisterVariable(&r_mipskins);
166 Cvar_RegisterVariable(&r_mipnormalmaps);
167 Cvar_RegisterVariable(&mod_generatelightmaps_unitspersample);
168 Cvar_RegisterVariable(&mod_generatelightmaps_borderpixels);
169 Cvar_RegisterVariable(&mod_generatelightmaps_texturesize);
171 Cvar_RegisterVariable(&mod_generatelightmaps_lightmapsamples);
172 Cvar_RegisterVariable(&mod_generatelightmaps_vertexsamples);
173 Cvar_RegisterVariable(&mod_generatelightmaps_gridsamples);
174 Cvar_RegisterVariable(&mod_generatelightmaps_lightmapradius);
175 Cvar_RegisterVariable(&mod_generatelightmaps_vertexradius);
176 Cvar_RegisterVariable(&mod_generatelightmaps_gridradius);
178 Cmd_AddCommand ("modellist", Mod_Print, "prints a list of loaded models");
179 Cmd_AddCommand ("modelprecache", Mod_Precache, "load a model");
180 Cmd_AddCommand ("modeldecompile", Mod_Decompile_f, "exports a model in several formats for editing purposes");
181 Cmd_AddCommand ("mod_generatelightmaps", Mod_GenerateLightmaps_f, "rebuilds lighting on current worldmodel");
184 void Mod_RenderInit(void)
186 R_RegisterModule("Models", mod_start, mod_shutdown, mod_newmap, NULL, NULL);
189 void Mod_UnloadModel (dp_model_t *mod)
191 char name[MAX_QPATH];
193 dp_model_t *parentmodel;
195 if (developer_loading.integer)
196 Con_Printf("unloading model %s\n", mod->name);
198 strlcpy(name, mod->name, sizeof(name));
199 parentmodel = mod->brush.parentmodel;
203 if (mod->surfmesh.vertexpositionbuffer)
204 R_Mesh_DestroyMeshBuffer(mod->surfmesh.vertexpositionbuffer);
205 mod->surfmesh.vertexpositionbuffer = NULL;
206 if (mod->surfmesh.vertexmeshbuffer)
207 R_Mesh_DestroyMeshBuffer(mod->surfmesh.vertexmeshbuffer);
208 mod->surfmesh.vertexmeshbuffer = NULL;
209 if (mod->surfmesh.data_element3i_indexbuffer)
210 R_Mesh_DestroyMeshBuffer(mod->surfmesh.data_element3i_indexbuffer);
211 mod->surfmesh.data_element3i_indexbuffer = NULL;
212 if (mod->surfmesh.data_element3s_indexbuffer)
213 R_Mesh_DestroyMeshBuffer(mod->surfmesh.data_element3s_indexbuffer);
214 mod->surfmesh.data_element3s_indexbuffer = NULL;
215 if (mod->surfmesh.vbo_vertexbuffer)
216 R_Mesh_DestroyMeshBuffer(mod->surfmesh.vbo_vertexbuffer);
217 mod->surfmesh.vbo_vertexbuffer = NULL;
219 // free textures/memory attached to the model
220 R_FreeTexturePool(&mod->texturepool);
221 Mem_FreePool(&mod->mempool);
222 // clear the struct to make it available
223 memset(mod, 0, sizeof(dp_model_t));
224 // restore the fields we want to preserve
225 strlcpy(mod->name, name, sizeof(mod->name));
226 mod->brush.parentmodel = parentmodel;
231 void R_Model_Null_Draw(entity_render_t *ent)
237 typedef void (*mod_framegroupify_parsegroups_t) (unsigned int i, int start, int len, float fps, qboolean loop, void *pass);
239 int Mod_FrameGroupify_ParseGroups(const char *buf, mod_framegroupify_parsegroups_t cb, void *pass)
252 if (!COM_ParseToken_Simple(&bufptr, true, false))
254 if (!strcmp(com_token, "\n"))
255 continue; // empty line
256 start = atoi(com_token);
257 if (!COM_ParseToken_Simple(&bufptr, true, false))
259 if (!strcmp(com_token, "\n"))
261 Con_Printf("framegroups file: missing number of frames\n");
264 len = atoi(com_token);
265 if (!COM_ParseToken_Simple(&bufptr, true, false))
267 // we default to looping as it's usually wanted, so to NOT loop you append a 0
268 if (strcmp(com_token, "\n"))
270 fps = atof(com_token);
271 if (!COM_ParseToken_Simple(&bufptr, true, false))
273 if (strcmp(com_token, "\n"))
274 loop = atoi(com_token) != 0;
285 cb(i, start, len, fps, loop, pass);
292 void Mod_FrameGroupify_ParseGroups_Count (unsigned int i, int start, int len, float fps, qboolean loop, void *pass)
294 unsigned int *cnt = (unsigned int *) pass;
298 void Mod_FrameGroupify_ParseGroups_Store (unsigned int i, int start, int len, float fps, qboolean loop, void *pass)
300 dp_model_t *mod = (dp_model_t *) pass;
301 animscene_t *anim = &mod->animscenes[i];
302 dpsnprintf(anim->name, sizeof(anim[i].name), "groupified_%d_anim", i);
303 anim->firstframe = bound(0, start, mod->num_poses - 1);
304 anim->framecount = bound(1, len, mod->num_poses - anim->firstframe);
305 anim->framerate = max(1, fps);
307 //Con_Printf("frame group %d is %d %d %f %d\n", i, start, len, fps, loop);
310 void Mod_FrameGroupify(dp_model_t *mod, const char *buf)
315 cnt = Mod_FrameGroupify_ParseGroups(buf, NULL, NULL);
318 Con_Printf("no scene found in framegroups file, aborting\n");
321 mod->numframes = cnt;
324 // (we do not free the previous animscenes, but model unloading will free the pool owning them, so it's okay)
325 mod->animscenes = (animscene_t *) Mem_Alloc(mod->mempool, sizeof(animscene_t) * mod->numframes);
328 Mod_FrameGroupify_ParseGroups(buf, Mod_FrameGroupify_ParseGroups_Store, mod);
331 void Mod_FindPotentialDeforms(dp_model_t *mod)
335 mod->wantnormals = false;
336 mod->wanttangents = false;
337 for (i = 0;i < mod->num_textures;i++)
339 texture = mod->data_textures + i;
340 if (texture->tcgen.tcgen == Q3TCGEN_ENVIRONMENT)
341 mod->wantnormals = true;
342 for (j = 0;j < Q3MAXDEFORMS;j++)
344 if (texture->deforms[j].deform == Q3DEFORM_AUTOSPRITE)
346 mod->wanttangents = true;
347 mod->wantnormals = true;
350 if (texture->deforms[j].deform != Q3DEFORM_NONE)
351 mod->wantnormals = true;
363 dp_model_t *Mod_LoadModel(dp_model_t *mod, qboolean crash, qboolean checkdisk)
368 fs_offset_t filesize = 0;
372 if (mod->name[0] == '*') // submodel
375 if (!strcmp(mod->name, "null"))
380 if (mod->loaded || mod->mempool)
381 Mod_UnloadModel(mod);
383 if (developer_loading.integer)
384 Con_Printf("loading model %s\n", mod->name);
387 mod->crc = (unsigned int)-1;
390 VectorClear(mod->normalmins);
391 VectorClear(mod->normalmaxs);
392 VectorClear(mod->yawmins);
393 VectorClear(mod->yawmaxs);
394 VectorClear(mod->rotatedmins);
395 VectorClear(mod->rotatedmaxs);
397 mod->modeldatatypestring = "null";
398 mod->type = mod_null;
399 mod->Draw = R_Model_Null_Draw;
403 // no fatal errors occurred, so this model is ready to use.
412 // even if the model is loaded it still may need reloading...
414 // if it is not loaded or checkdisk is true we need to calculate the crc
415 if (!mod->loaded || checkdisk)
417 if (checkdisk && mod->loaded)
418 Con_DPrintf("checking model %s\n", mod->name);
419 buf = FS_LoadFile (mod->name, tempmempool, false, &filesize);
422 crc = CRC_Block((unsigned char *)buf, filesize);
423 // we need to reload the model if the crc does not match
429 // if the model is already loaded and checks passed, just return
437 if (developer_loading.integer)
438 Con_Printf("loading model %s\n", mod->name);
440 SCR_PushLoadingScreen(true, mod->name, 1);
442 // LordHavoc: unload the existing model in this slot (if there is one)
443 if (mod->loaded || mod->mempool)
444 Mod_UnloadModel(mod);
449 // errors can prevent the corresponding mod->loaded = true;
452 // default model radius and bounding box (mainly for missing models)
454 VectorSet(mod->normalmins, -mod->radius, -mod->radius, -mod->radius);
455 VectorSet(mod->normalmaxs, mod->radius, mod->radius, mod->radius);
456 VectorSet(mod->yawmins, -mod->radius, -mod->radius, -mod->radius);
457 VectorSet(mod->yawmaxs, mod->radius, mod->radius, mod->radius);
458 VectorSet(mod->rotatedmins, -mod->radius, -mod->radius, -mod->radius);
459 VectorSet(mod->rotatedmaxs, mod->radius, mod->radius, mod->radius);
463 // load q3 shaders for the first time, or after a level change
469 char *bufend = (char *)buf + filesize;
471 // all models use memory, so allocate a memory pool
472 mod->mempool = Mem_AllocPool(mod->name, 0, NULL);
474 num = LittleLong(*((int *)buf));
475 // call the apropriate loader
477 if (!strcasecmp(FS_FileExtension(mod->name), "obj")) Mod_OBJ_Load(mod, buf, bufend);
478 else if (!memcmp(buf, "IDPO", 4)) Mod_IDP0_Load(mod, buf, bufend);
479 else if (!memcmp(buf, "IDP2", 4)) Mod_IDP2_Load(mod, buf, bufend);
480 else if (!memcmp(buf, "IDP3", 4)) Mod_IDP3_Load(mod, buf, bufend);
481 else if (!memcmp(buf, "IDSP", 4)) Mod_IDSP_Load(mod, buf, bufend);
482 else if (!memcmp(buf, "IDS2", 4)) Mod_IDS2_Load(mod, buf, bufend);
483 else if (!memcmp(buf, "IBSP", 4)) Mod_IBSP_Load(mod, buf, bufend);
484 else if (!memcmp(buf, "ZYMOTICMODEL", 12)) Mod_ZYMOTICMODEL_Load(mod, buf, bufend);
485 else if (!memcmp(buf, "DARKPLACESMODEL", 16)) Mod_DARKPLACESMODEL_Load(mod, buf, bufend);
486 else if (!memcmp(buf, "ACTRHEAD", 8)) Mod_PSKMODEL_Load(mod, buf, bufend);
487 else if (!memcmp(buf, "INTERQUAKEMODEL", 16)) Mod_INTERQUAKEMODEL_Load(mod, buf, bufend);
488 else if (strlen(mod->name) >= 4 && !strcmp(mod->name + strlen(mod->name) - 4, ".map")) Mod_MAP_Load(mod, buf, bufend);
489 else if (num == BSPVERSION || num == 30) Mod_Q1BSP_Load(mod, buf, bufend);
490 else Con_Printf("Mod_LoadModel: model \"%s\" is of unknown/unsupported type\n", mod->name);
493 Mod_FindPotentialDeforms(mod);
495 buf = FS_LoadFile (va("%s.framegroups", mod->name), tempmempool, false, &filesize);
498 Mod_FrameGroupify(mod, (const char *)buf);
506 // LordHavoc: Sys_Error was *ANNOYING*
507 Con_Printf ("Mod_LoadModel: %s not found\n", mod->name);
510 // no fatal errors occurred, so this model is ready to use.
513 SCR_PopLoadingScreen(false);
518 void Mod_ClearUsed(void)
521 int nummodels = Mem_ExpandableArray_IndexRange(&models);
523 for (i = 0;i < nummodels;i++)
524 if ((mod = (dp_model_t*) Mem_ExpandableArray_RecordAtIndex(&models, i)) && mod->name[0])
528 void Mod_PurgeUnused(void)
531 int nummodels = Mem_ExpandableArray_IndexRange(&models);
533 for (i = 0;i < nummodels;i++)
535 if ((mod = (dp_model_t*) Mem_ExpandableArray_RecordAtIndex(&models, i)) && mod->name[0] && !mod->used)
537 Mod_UnloadModel(mod);
538 Mem_ExpandableArray_FreeRecord(&models, mod);
549 dp_model_t *Mod_FindName(const char *name, const char *parentname)
558 // if we're not dedicatd, the renderer calls will crash without video
561 nummodels = Mem_ExpandableArray_IndexRange(&models);
564 Host_Error ("Mod_ForName: NULL name");
566 // search the currently loaded models
567 for (i = 0;i < nummodels;i++)
569 if ((mod = (dp_model_t*) Mem_ExpandableArray_RecordAtIndex(&models, i)) && mod->name[0] && !strcmp(mod->name, name) && ((!mod->brush.parentmodel && !parentname[0]) || (mod->brush.parentmodel && parentname[0] && !strcmp(mod->brush.parentmodel->name, parentname))))
576 // no match found, create a new one
577 mod = (dp_model_t *) Mem_ExpandableArray_AllocRecord(&models);
578 strlcpy(mod->name, name, sizeof(mod->name));
580 mod->brush.parentmodel = Mod_FindName(parentname, NULL);
582 mod->brush.parentmodel = NULL;
592 Loads in a model for the given name
595 dp_model_t *Mod_ForName(const char *name, qboolean crash, qboolean checkdisk, const char *parentname)
598 model = Mod_FindName(name, parentname);
599 if (!model->loaded || checkdisk)
600 Mod_LoadModel(model, crash, checkdisk);
608 Reloads all models if they have changed
611 void Mod_Reload(void)
614 int nummodels = Mem_ExpandableArray_IndexRange(&models);
617 SCR_PushLoadingScreen(false, "Reloading models", 1.0);
619 for (i = 0;i < nummodels;i++)
620 if ((mod = (dp_model_t *) Mem_ExpandableArray_RecordAtIndex(&models, i)) && mod->name[0] && mod->name[0] != '*' && mod->used)
622 for (i = 0;i < nummodels;i++)
623 if ((mod = (dp_model_t *) Mem_ExpandableArray_RecordAtIndex(&models, i)) && mod->name[0] && mod->name[0] != '*' && mod->used)
625 SCR_PushLoadingScreen(true, mod->name, 1.0 / count);
626 Mod_LoadModel(mod, true, true);
627 SCR_PopLoadingScreen(false);
629 SCR_PopLoadingScreen(false);
632 unsigned char *mod_base;
635 //=============================================================================
642 static void Mod_Print(void)
645 int nummodels = Mem_ExpandableArray_IndexRange(&models);
648 Con_Print("Loaded models:\n");
649 for (i = 0;i < nummodels;i++)
651 if ((mod = (dp_model_t *) Mem_ExpandableArray_RecordAtIndex(&models, i)) && mod->name[0] && mod->name[0] != '*')
653 if (mod->brush.numsubmodels)
654 Con_Printf("%4iK %s (%i submodels)\n", mod->mempool ? (int)((mod->mempool->totalsize + 1023) / 1024) : 0, mod->name, mod->brush.numsubmodels);
656 Con_Printf("%4iK %s\n", mod->mempool ? (int)((mod->mempool->totalsize + 1023) / 1024) : 0, mod->name);
666 static void Mod_Precache(void)
669 Mod_ForName(Cmd_Argv(1), false, true, Cmd_Argv(1)[0] == '*' ? cl.model_name[1] : NULL);
671 Con_Print("usage: modelprecache <filename>\n");
674 int Mod_BuildVertexRemapTableFromElements(int numelements, const int *elements, int numvertices, int *remapvertices)
678 used = (unsigned char *)Mem_Alloc(tempmempool, numvertices);
679 memset(used, 0, numvertices);
680 for (i = 0;i < numelements;i++)
681 used[elements[i]] = 1;
682 for (i = 0, count = 0;i < numvertices;i++)
683 remapvertices[i] = used[i] ? count++ : -1;
689 // fast way, using an edge hash
690 #define TRIANGLEEDGEHASH 8192
691 void Mod_BuildTriangleNeighbors(int *neighbors, const int *elements, int numtriangles)
693 int i, j, p, e1, e2, *n, hashindex, count, match;
695 typedef struct edgehashentry_s
697 struct edgehashentry_s *next;
702 static edgehashentry_t **edgehash;
703 edgehashentry_t *edgehashentries, *hash;
706 edgehash = (edgehashentry_t **)Mem_Alloc(tempmempool, TRIANGLEEDGEHASH * sizeof(*edgehash));
707 // if there are too many triangles for the stack array, allocate larger buffer
708 edgehashentries = (edgehashentry_t *)Mem_Alloc(tempmempool, numtriangles * 3 * sizeof(edgehashentry_t));
709 // find neighboring triangles
710 for (i = 0, e = elements, n = neighbors;i < numtriangles;i++, e += 3, n += 3)
712 for (j = 0, p = 2;j < 3;p = j, j++)
716 // this hash index works for both forward and backward edges
717 hashindex = (unsigned int)(e1 + e2) % TRIANGLEEDGEHASH;
718 hash = edgehashentries + i * 3 + j;
719 hash->next = edgehash[hashindex];
720 edgehash[hashindex] = hash;
722 hash->element[0] = e1;
723 hash->element[1] = e2;
726 for (i = 0, e = elements, n = neighbors;i < numtriangles;i++, e += 3, n += 3)
728 for (j = 0, p = 2;j < 3;p = j, j++)
732 // this hash index works for both forward and backward edges
733 hashindex = (unsigned int)(e1 + e2) % TRIANGLEEDGEHASH;
736 for (hash = edgehash[hashindex];hash;hash = hash->next)
738 if (hash->element[0] == e2 && hash->element[1] == e1)
740 if (hash->triangle != i)
741 match = hash->triangle;
744 else if ((hash->element[0] == e1 && hash->element[1] == e2))
747 // detect edges shared by three triangles and make them seams
753 // also send a keepalive here (this can take a while too!)
754 CL_KeepaliveMessage(false);
756 // free the allocated buffer
757 Mem_Free(edgehashentries);
761 // very slow but simple way
762 static int Mod_FindTriangleWithEdge(const int *elements, int numtriangles, int start, int end, int ignore)
767 for (i = 0;i < numtriangles;i++, elements += 3)
769 if ((elements[0] == start && elements[1] == end)
770 || (elements[1] == start && elements[2] == end)
771 || (elements[2] == start && elements[0] == end))
777 else if ((elements[1] == start && elements[0] == end)
778 || (elements[2] == start && elements[1] == end)
779 || (elements[0] == start && elements[2] == end))
782 // detect edges shared by three triangles and make them seams
788 void Mod_BuildTriangleNeighbors(int *neighbors, const int *elements, int numtriangles)
792 for (i = 0, e = elements, n = neighbors;i < numtriangles;i++, e += 3, n += 3)
794 n[0] = Mod_FindTriangleWithEdge(elements, numtriangles, e[1], e[0], i);
795 n[1] = Mod_FindTriangleWithEdge(elements, numtriangles, e[2], e[1], i);
796 n[2] = Mod_FindTriangleWithEdge(elements, numtriangles, e[0], e[2], i);
801 void Mod_ValidateElements(int *elements, int numtriangles, int firstvertex, int numverts, const char *filename, int fileline)
803 int i, warned = false, endvertex = firstvertex + numverts;
804 for (i = 0;i < numtriangles * 3;i++)
806 if (elements[i] < firstvertex || elements[i] >= endvertex)
811 Con_Printf("Mod_ValidateElements: out of bounds elements detected at %s:%d\n", filename, fileline);
813 elements[i] = firstvertex;
818 // warning: this is an expensive function!
819 void Mod_BuildNormals(int firstvertex, int numvertices, int numtriangles, const float *vertex3f, const int *elements, float *normal3f, qboolean areaweighting)
826 memset(normal3f + 3 * firstvertex, 0, numvertices * sizeof(float[3]));
827 // process each vertex of each triangle and accumulate the results
828 // use area-averaging, to make triangles with a big area have a bigger
829 // weighting on the vertex normal than triangles with a small area
830 // to do so, just add the 'normals' together (the bigger the area
831 // the greater the length of the normal is
833 for (i = 0; i < numtriangles; i++, element += 3)
836 vertex3f + element[0] * 3,
837 vertex3f + element[1] * 3,
838 vertex3f + element[2] * 3,
843 VectorNormalize(areaNormal);
845 for (j = 0;j < 3;j++)
847 vectorNormal = normal3f + element[j] * 3;
848 vectorNormal[0] += areaNormal[0];
849 vectorNormal[1] += areaNormal[1];
850 vectorNormal[2] += areaNormal[2];
853 // and just normalize the accumulated vertex normal in the end
854 vectorNormal = normal3f + 3 * firstvertex;
855 for (i = 0; i < numvertices; i++, vectorNormal += 3)
856 VectorNormalize(vectorNormal);
859 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)
861 float f, tangentcross[3], v10[3], v20[3], tc10[2], tc20[2];
862 // 79 add/sub/negate/multiply (1 cycle), 1 compare (3 cycle?), total cycles not counting load/store/exchange roughly 82 cycles
863 // 6 add, 28 subtract, 39 multiply, 1 compare, 50% chance of 6 negates
865 // 6 multiply, 9 subtract
866 VectorSubtract(v1, v0, v10);
867 VectorSubtract(v2, v0, v20);
868 normal3f[0] = v20[1] * v10[2] - v20[2] * v10[1];
869 normal3f[1] = v20[2] * v10[0] - v20[0] * v10[2];
870 normal3f[2] = v20[0] * v10[1] - v20[1] * v10[0];
871 // 12 multiply, 10 subtract
872 tc10[1] = tc1[1] - tc0[1];
873 tc20[1] = tc2[1] - tc0[1];
874 svector3f[0] = tc10[1] * v20[0] - tc20[1] * v10[0];
875 svector3f[1] = tc10[1] * v20[1] - tc20[1] * v10[1];
876 svector3f[2] = tc10[1] * v20[2] - tc20[1] * v10[2];
877 tc10[0] = tc1[0] - tc0[0];
878 tc20[0] = tc2[0] - tc0[0];
879 tvector3f[0] = tc10[0] * v20[0] - tc20[0] * v10[0];
880 tvector3f[1] = tc10[0] * v20[1] - tc20[0] * v10[1];
881 tvector3f[2] = tc10[0] * v20[2] - tc20[0] * v10[2];
882 // 12 multiply, 4 add, 6 subtract
883 f = DotProduct(svector3f, normal3f);
884 svector3f[0] -= f * normal3f[0];
885 svector3f[1] -= f * normal3f[1];
886 svector3f[2] -= f * normal3f[2];
887 f = DotProduct(tvector3f, normal3f);
888 tvector3f[0] -= f * normal3f[0];
889 tvector3f[1] -= f * normal3f[1];
890 tvector3f[2] -= f * normal3f[2];
891 // if texture is mapped the wrong way (counterclockwise), the tangents
892 // have to be flipped, this is detected by calculating a normal from the
893 // two tangents, and seeing if it is opposite the surface normal
894 // 9 multiply, 2 add, 3 subtract, 1 compare, 50% chance of: 6 negates
895 CrossProduct(tvector3f, svector3f, tangentcross);
896 if (DotProduct(tangentcross, normal3f) < 0)
898 VectorNegate(svector3f, svector3f);
899 VectorNegate(tvector3f, tvector3f);
903 // warning: this is a very expensive function!
904 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)
907 float sdir[3], tdir[3], normal[3], *sv, *tv;
908 const float *v0, *v1, *v2, *tc0, *tc1, *tc2, *n;
909 float f, tangentcross[3], v10[3], v20[3], tc10[2], tc20[2];
912 memset(svector3f + 3 * firstvertex, 0, numvertices * sizeof(float[3]));
913 memset(tvector3f + 3 * firstvertex, 0, numvertices * sizeof(float[3]));
914 // process each vertex of each triangle and accumulate the results
915 for (tnum = 0, e = elements;tnum < numtriangles;tnum++, e += 3)
917 v0 = vertex3f + e[0] * 3;
918 v1 = vertex3f + e[1] * 3;
919 v2 = vertex3f + e[2] * 3;
920 tc0 = texcoord2f + e[0] * 2;
921 tc1 = texcoord2f + e[1] * 2;
922 tc2 = texcoord2f + e[2] * 2;
924 // 79 add/sub/negate/multiply (1 cycle), 1 compare (3 cycle?), total cycles not counting load/store/exchange roughly 82 cycles
925 // 6 add, 28 subtract, 39 multiply, 1 compare, 50% chance of 6 negates
927 // calculate the edge directions and surface normal
928 // 6 multiply, 9 subtract
929 VectorSubtract(v1, v0, v10);
930 VectorSubtract(v2, v0, v20);
931 normal[0] = v20[1] * v10[2] - v20[2] * v10[1];
932 normal[1] = v20[2] * v10[0] - v20[0] * v10[2];
933 normal[2] = v20[0] * v10[1] - v20[1] * v10[0];
935 // calculate the tangents
936 // 12 multiply, 10 subtract
937 tc10[1] = tc1[1] - tc0[1];
938 tc20[1] = tc2[1] - tc0[1];
939 sdir[0] = tc10[1] * v20[0] - tc20[1] * v10[0];
940 sdir[1] = tc10[1] * v20[1] - tc20[1] * v10[1];
941 sdir[2] = tc10[1] * v20[2] - tc20[1] * v10[2];
942 tc10[0] = tc1[0] - tc0[0];
943 tc20[0] = tc2[0] - tc0[0];
944 tdir[0] = tc10[0] * v20[0] - tc20[0] * v10[0];
945 tdir[1] = tc10[0] * v20[1] - tc20[0] * v10[1];
946 tdir[2] = tc10[0] * v20[2] - tc20[0] * v10[2];
948 // if texture is mapped the wrong way (counterclockwise), the tangents
949 // have to be flipped, this is detected by calculating a normal from the
950 // two tangents, and seeing if it is opposite the surface normal
951 // 9 multiply, 2 add, 3 subtract, 1 compare, 50% chance of: 6 negates
952 CrossProduct(tdir, sdir, tangentcross);
953 if (DotProduct(tangentcross, normal) < 0)
955 VectorNegate(sdir, sdir);
956 VectorNegate(tdir, tdir);
961 VectorNormalize(sdir);
962 VectorNormalize(tdir);
964 for (i = 0;i < 3;i++)
966 VectorAdd(svector3f + e[i]*3, sdir, svector3f + e[i]*3);
967 VectorAdd(tvector3f + e[i]*3, tdir, tvector3f + e[i]*3);
970 // make the tangents completely perpendicular to the surface normal, and
971 // then normalize them
972 // 16 assignments, 2 divide, 2 sqrt, 2 negates, 14 adds, 24 multiplies
973 for (i = 0, sv = svector3f + 3 * firstvertex, tv = tvector3f + 3 * firstvertex, n = normal3f + 3 * firstvertex;i < numvertices;i++, sv += 3, tv += 3, n += 3)
975 f = -DotProduct(sv, n);
976 VectorMA(sv, f, n, sv);
978 f = -DotProduct(tv, n);
979 VectorMA(tv, f, n, tv);
984 void Mod_AllocSurfMesh(mempool_t *mempool, int numvertices, int numtriangles, qboolean lightmapoffsets, qboolean vertexcolors, qboolean neighbors)
987 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));
988 loadmodel->surfmesh.num_vertices = numvertices;
989 loadmodel->surfmesh.num_triangles = numtriangles;
990 if (loadmodel->surfmesh.num_vertices)
992 loadmodel->surfmesh.data_vertex3f = (float *)data, data += sizeof(float[3]) * loadmodel->surfmesh.num_vertices;
993 loadmodel->surfmesh.data_svector3f = (float *)data, data += sizeof(float[3]) * loadmodel->surfmesh.num_vertices;
994 loadmodel->surfmesh.data_tvector3f = (float *)data, data += sizeof(float[3]) * loadmodel->surfmesh.num_vertices;
995 loadmodel->surfmesh.data_normal3f = (float *)data, data += sizeof(float[3]) * loadmodel->surfmesh.num_vertices;
996 loadmodel->surfmesh.data_texcoordtexture2f = (float *)data, data += sizeof(float[2]) * loadmodel->surfmesh.num_vertices;
997 loadmodel->surfmesh.data_texcoordlightmap2f = (float *)data, data += sizeof(float[2]) * loadmodel->surfmesh.num_vertices;
999 loadmodel->surfmesh.data_lightmapcolor4f = (float *)data, data += sizeof(float[4]) * loadmodel->surfmesh.num_vertices;
1000 if (lightmapoffsets)
1001 loadmodel->surfmesh.data_lightmapoffsets = (int *)data, data += sizeof(int) * loadmodel->surfmesh.num_vertices;
1003 if (loadmodel->surfmesh.num_triangles)
1005 loadmodel->surfmesh.data_element3i = (int *)data, data += sizeof(int[3]) * loadmodel->surfmesh.num_triangles;
1007 loadmodel->surfmesh.data_neighbor3i = (int *)data, data += sizeof(int[3]) * loadmodel->surfmesh.num_triangles;
1008 if (loadmodel->surfmesh.num_vertices <= 65536)
1009 loadmodel->surfmesh.data_element3s = (unsigned short *)data, data += sizeof(unsigned short[3]) * loadmodel->surfmesh.num_triangles;
1013 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)
1015 shadowmesh_t *newmesh;
1016 unsigned char *data;
1018 size = sizeof(shadowmesh_t);
1019 size += maxverts * sizeof(float[3]);
1021 size += maxverts * sizeof(float[11]);
1022 size += maxtriangles * sizeof(int[3]);
1023 if (maxverts <= 65536)
1024 size += maxtriangles * sizeof(unsigned short[3]);
1026 size += maxtriangles * sizeof(int[3]);
1028 size += SHADOWMESHVERTEXHASH * sizeof(shadowmeshvertexhash_t *) + maxverts * sizeof(shadowmeshvertexhash_t);
1029 data = (unsigned char *)Mem_Alloc(mempool, size);
1030 newmesh = (shadowmesh_t *)data;data += sizeof(*newmesh);
1031 newmesh->map_diffuse = map_diffuse;
1032 newmesh->map_specular = map_specular;
1033 newmesh->map_normal = map_normal;
1034 newmesh->maxverts = maxverts;
1035 newmesh->maxtriangles = maxtriangles;
1036 newmesh->numverts = 0;
1037 newmesh->numtriangles = 0;
1038 memset(newmesh->sideoffsets, 0, sizeof(newmesh->sideoffsets));
1039 memset(newmesh->sidetotals, 0, sizeof(newmesh->sidetotals));
1041 newmesh->vertex3f = (float *)data;data += maxverts * sizeof(float[3]);
1044 newmesh->svector3f = (float *)data;data += maxverts * sizeof(float[3]);
1045 newmesh->tvector3f = (float *)data;data += maxverts * sizeof(float[3]);
1046 newmesh->normal3f = (float *)data;data += maxverts * sizeof(float[3]);
1047 newmesh->texcoord2f = (float *)data;data += maxverts * sizeof(float[2]);
1049 newmesh->element3i = (int *)data;data += maxtriangles * sizeof(int[3]);
1052 newmesh->neighbor3i = (int *)data;data += maxtriangles * sizeof(int[3]);
1056 newmesh->vertexhashtable = (shadowmeshvertexhash_t **)data;data += SHADOWMESHVERTEXHASH * sizeof(shadowmeshvertexhash_t *);
1057 newmesh->vertexhashentries = (shadowmeshvertexhash_t *)data;data += maxverts * sizeof(shadowmeshvertexhash_t);
1059 if (maxverts <= 65536)
1060 newmesh->element3s = (unsigned short *)data;data += maxtriangles * sizeof(unsigned short[3]);
1064 shadowmesh_t *Mod_ShadowMesh_ReAlloc(mempool_t *mempool, shadowmesh_t *oldmesh, int light, int neighbors)
1066 shadowmesh_t *newmesh;
1067 newmesh = Mod_ShadowMesh_Alloc(mempool, oldmesh->numverts, oldmesh->numtriangles, oldmesh->map_diffuse, oldmesh->map_specular, oldmesh->map_normal, light, neighbors, false);
1068 newmesh->numverts = oldmesh->numverts;
1069 newmesh->numtriangles = oldmesh->numtriangles;
1070 memcpy(newmesh->sideoffsets, oldmesh->sideoffsets, sizeof(oldmesh->sideoffsets));
1071 memcpy(newmesh->sidetotals, oldmesh->sidetotals, sizeof(oldmesh->sidetotals));
1073 memcpy(newmesh->vertex3f, oldmesh->vertex3f, oldmesh->numverts * sizeof(float[3]));
1074 if (newmesh->svector3f && oldmesh->svector3f)
1076 memcpy(newmesh->svector3f, oldmesh->svector3f, oldmesh->numverts * sizeof(float[3]));
1077 memcpy(newmesh->tvector3f, oldmesh->tvector3f, oldmesh->numverts * sizeof(float[3]));
1078 memcpy(newmesh->normal3f, oldmesh->normal3f, oldmesh->numverts * sizeof(float[3]));
1079 memcpy(newmesh->texcoord2f, oldmesh->texcoord2f, oldmesh->numverts * sizeof(float[2]));
1081 memcpy(newmesh->element3i, oldmesh->element3i, oldmesh->numtriangles * sizeof(int[3]));
1082 if (newmesh->neighbor3i && oldmesh->neighbor3i)
1083 memcpy(newmesh->neighbor3i, oldmesh->neighbor3i, oldmesh->numtriangles * sizeof(int[3]));
1087 int Mod_ShadowMesh_AddVertex(shadowmesh_t *mesh, float *vertex14f)
1089 int hashindex, vnum;
1090 shadowmeshvertexhash_t *hash;
1091 // this uses prime numbers intentionally
1092 hashindex = (unsigned int) (vertex14f[0] * 2003 + vertex14f[1] * 4001 + vertex14f[2] * 7919) % SHADOWMESHVERTEXHASH;
1093 for (hash = mesh->vertexhashtable[hashindex];hash;hash = hash->next)
1095 vnum = (hash - mesh->vertexhashentries);
1096 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]))
1097 && (mesh->svector3f == NULL || (mesh->svector3f[vnum * 3 + 0] == vertex14f[3] && mesh->svector3f[vnum * 3 + 1] == vertex14f[4] && mesh->svector3f[vnum * 3 + 2] == vertex14f[5]))
1098 && (mesh->tvector3f == NULL || (mesh->tvector3f[vnum * 3 + 0] == vertex14f[6] && mesh->tvector3f[vnum * 3 + 1] == vertex14f[7] && mesh->tvector3f[vnum * 3 + 2] == vertex14f[8]))
1099 && (mesh->normal3f == NULL || (mesh->normal3f[vnum * 3 + 0] == vertex14f[9] && mesh->normal3f[vnum * 3 + 1] == vertex14f[10] && mesh->normal3f[vnum * 3 + 2] == vertex14f[11]))
1100 && (mesh->texcoord2f == NULL || (mesh->texcoord2f[vnum * 2 + 0] == vertex14f[12] && mesh->texcoord2f[vnum * 2 + 1] == vertex14f[13])))
1101 return hash - mesh->vertexhashentries;
1103 vnum = mesh->numverts++;
1104 hash = mesh->vertexhashentries + vnum;
1105 hash->next = mesh->vertexhashtable[hashindex];
1106 mesh->vertexhashtable[hashindex] = hash;
1107 if (mesh->vertex3f) {mesh->vertex3f[vnum * 3 + 0] = vertex14f[0];mesh->vertex3f[vnum * 3 + 1] = vertex14f[1];mesh->vertex3f[vnum * 3 + 2] = vertex14f[2];}
1108 if (mesh->svector3f) {mesh->svector3f[vnum * 3 + 0] = vertex14f[3];mesh->svector3f[vnum * 3 + 1] = vertex14f[4];mesh->svector3f[vnum * 3 + 2] = vertex14f[5];}
1109 if (mesh->tvector3f) {mesh->tvector3f[vnum * 3 + 0] = vertex14f[6];mesh->tvector3f[vnum * 3 + 1] = vertex14f[7];mesh->tvector3f[vnum * 3 + 2] = vertex14f[8];}
1110 if (mesh->normal3f) {mesh->normal3f[vnum * 3 + 0] = vertex14f[9];mesh->normal3f[vnum * 3 + 1] = vertex14f[10];mesh->normal3f[vnum * 3 + 2] = vertex14f[11];}
1111 if (mesh->texcoord2f) {mesh->texcoord2f[vnum * 2 + 0] = vertex14f[12];mesh->texcoord2f[vnum * 2 + 1] = vertex14f[13];}
1115 void Mod_ShadowMesh_AddTriangle(mempool_t *mempool, shadowmesh_t *mesh, rtexture_t *map_diffuse, rtexture_t *map_specular, rtexture_t *map_normal, float *vertex14f)
1117 if (mesh->numtriangles == 0)
1119 // set the properties on this empty mesh to be more favorable...
1120 // (note: this case only occurs for the first triangle added to a new mesh chain)
1121 mesh->map_diffuse = map_diffuse;
1122 mesh->map_specular = map_specular;
1123 mesh->map_normal = map_normal;
1125 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)
1127 if (mesh->next == NULL)
1128 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);
1131 mesh->element3i[mesh->numtriangles * 3 + 0] = Mod_ShadowMesh_AddVertex(mesh, vertex14f + 14 * 0);
1132 mesh->element3i[mesh->numtriangles * 3 + 1] = Mod_ShadowMesh_AddVertex(mesh, vertex14f + 14 * 1);
1133 mesh->element3i[mesh->numtriangles * 3 + 2] = Mod_ShadowMesh_AddVertex(mesh, vertex14f + 14 * 2);
1134 mesh->numtriangles++;
1137 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)
1140 float vbuf[3*14], *v;
1141 memset(vbuf, 0, sizeof(vbuf));
1142 for (i = 0;i < numtris;i++)
1144 for (j = 0, v = vbuf;j < 3;j++, v += 14)
1149 v[0] = vertex3f[e * 3 + 0];
1150 v[1] = vertex3f[e * 3 + 1];
1151 v[2] = vertex3f[e * 3 + 2];
1155 v[3] = svector3f[e * 3 + 0];
1156 v[4] = svector3f[e * 3 + 1];
1157 v[5] = svector3f[e * 3 + 2];
1161 v[6] = tvector3f[e * 3 + 0];
1162 v[7] = tvector3f[e * 3 + 1];
1163 v[8] = tvector3f[e * 3 + 2];
1167 v[9] = normal3f[e * 3 + 0];
1168 v[10] = normal3f[e * 3 + 1];
1169 v[11] = normal3f[e * 3 + 2];
1173 v[12] = texcoord2f[e * 2 + 0];
1174 v[13] = texcoord2f[e * 2 + 1];
1177 Mod_ShadowMesh_AddTriangle(mempool, mesh, map_diffuse, map_specular, map_normal, vbuf);
1180 // the triangle calculation can take a while, so let's do a keepalive here
1181 CL_KeepaliveMessage(false);
1184 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)
1186 // the preparation before shadow mesh initialization can take a while, so let's do a keepalive here
1187 CL_KeepaliveMessage(false);
1189 return Mod_ShadowMesh_Alloc(mempool, maxverts, maxtriangles, map_diffuse, map_specular, map_normal, light, neighbors, expandable);
1192 static void Mod_ShadowMesh_CreateVBOs(shadowmesh_t *mesh, mempool_t *mempool)
1194 if (!mesh->numverts)
1197 // build r_vertexmesh_t array
1198 // (compressed interleaved array for faster rendering)
1199 if (!mesh->vertexmesh && mesh->texcoord2f)
1202 int numvertices = mesh->numverts;
1203 r_vertexmesh_t *vertexmesh;
1204 mesh->vertexmesh = vertexmesh = (r_vertexmesh_t*)Mem_Alloc(mempool, numvertices * sizeof(*mesh->vertexmesh));
1205 for (vertexindex = 0;vertexindex < numvertices;vertexindex++, vertexmesh++)
1207 VectorCopy(mesh->vertex3f + 3*vertexindex, vertexmesh->vertex3f);
1208 VectorScale(mesh->svector3f + 3*vertexindex, 1.0f, vertexmesh->svector3f);
1209 VectorScale(mesh->tvector3f + 3*vertexindex, 1.0f, vertexmesh->tvector3f);
1210 VectorScale(mesh->normal3f + 3*vertexindex, 1.0f, vertexmesh->normal3f);
1211 Vector2Copy(mesh->texcoord2f + 2*vertexindex, vertexmesh->texcoordtexture2f);
1215 // build r_vertexposition_t array
1216 if (!mesh->vertexposition)
1219 int numvertices = mesh->numverts;
1220 r_vertexposition_t *vertexposition;
1221 mesh->vertexposition = vertexposition = (r_vertexposition_t*)Mem_Alloc(loadmodel->mempool, numvertices * sizeof(*mesh->vertexposition));
1222 for (vertexindex = 0;vertexindex < numvertices;vertexindex++, vertexposition++)
1223 VectorCopy(mesh->vertex3f + 3*vertexindex, vertexposition->vertex3f);
1226 // upload r_vertexmesh_t array as a buffer
1227 if (mesh->vertexmesh && !mesh->vertexmeshbuffer)
1228 mesh->vertexmeshbuffer = R_Mesh_CreateMeshBuffer(mesh->vertexmesh, mesh->numverts * sizeof(*mesh->vertexmesh), loadmodel->name, false, false, false);
1230 // upload r_vertexposition_t array as a buffer
1231 if (mesh->vertexposition && !mesh->vertexpositionbuffer)
1232 mesh->vertexpositionbuffer = R_Mesh_CreateMeshBuffer(mesh->vertexposition, mesh->numverts * sizeof(*mesh->vertexposition), loadmodel->name, false, false, false);
1234 // upload short indices as a buffer
1235 if (mesh->element3s && !mesh->element3s_indexbuffer)
1236 mesh->element3s_indexbuffer = R_Mesh_CreateMeshBuffer(mesh->element3s, mesh->numtriangles * sizeof(short[3]), loadmodel->name, true, false, true);
1238 // upload int indices as a buffer
1239 if (mesh->element3i && !mesh->element3i_indexbuffer && !mesh->element3s)
1240 mesh->element3i_indexbuffer = R_Mesh_CreateMeshBuffer(mesh->element3i, mesh->numtriangles * sizeof(int[3]), loadmodel->name, true, false, false);
1242 // vertex buffer is several arrays and we put them in the same buffer
1244 // is this wise? the texcoordtexture2f array is used with dynamic
1245 // vertex/svector/tvector/normal when rendering animated models, on the
1246 // other hand animated models don't use a lot of vertices anyway...
1247 if (!mesh->vbo_vertexbuffer)
1252 mesh->vbooffset_vertex3f = size;if (mesh->vertex3f ) size += mesh->numverts * sizeof(float[3]);
1253 mesh->vbooffset_svector3f = size;if (mesh->svector3f ) size += mesh->numverts * sizeof(float[3]);
1254 mesh->vbooffset_tvector3f = size;if (mesh->tvector3f ) size += mesh->numverts * sizeof(float[3]);
1255 mesh->vbooffset_normal3f = size;if (mesh->normal3f ) size += mesh->numverts * sizeof(float[3]);
1256 mesh->vbooffset_texcoord2f = size;if (mesh->texcoord2f ) size += mesh->numverts * sizeof(float[2]);
1257 mem = (unsigned char *)Mem_Alloc(tempmempool, size);
1258 if (mesh->vertex3f ) memcpy(mem + mesh->vbooffset_vertex3f , mesh->vertex3f , mesh->numverts * sizeof(float[3]));
1259 if (mesh->svector3f ) memcpy(mem + mesh->vbooffset_svector3f , mesh->svector3f , mesh->numverts * sizeof(float[3]));
1260 if (mesh->tvector3f ) memcpy(mem + mesh->vbooffset_tvector3f , mesh->tvector3f , mesh->numverts * sizeof(float[3]));
1261 if (mesh->normal3f ) memcpy(mem + mesh->vbooffset_normal3f , mesh->normal3f , mesh->numverts * sizeof(float[3]));
1262 if (mesh->texcoord2f ) memcpy(mem + mesh->vbooffset_texcoord2f , mesh->texcoord2f , mesh->numverts * sizeof(float[2]));
1263 mesh->vbo_vertexbuffer = R_Mesh_CreateMeshBuffer(mem, size, "shadowmesh", false, false, false);
1268 shadowmesh_t *Mod_ShadowMesh_Finish(mempool_t *mempool, shadowmesh_t *firstmesh, qboolean light, qboolean neighbors, qboolean createvbo)
1270 shadowmesh_t *mesh, *newmesh, *nextmesh;
1271 // reallocate meshs to conserve space
1272 for (mesh = firstmesh, firstmesh = NULL;mesh;mesh = nextmesh)
1274 nextmesh = mesh->next;
1275 if (mesh->numverts >= 3 && mesh->numtriangles >= 1)
1277 newmesh = Mod_ShadowMesh_ReAlloc(mempool, mesh, light, neighbors);
1278 newmesh->next = firstmesh;
1279 firstmesh = newmesh;
1280 if (newmesh->element3s)
1283 for (i = 0;i < newmesh->numtriangles*3;i++)
1284 newmesh->element3s[i] = newmesh->element3i[i];
1287 Mod_ShadowMesh_CreateVBOs(newmesh, mempool);
1292 // this can take a while, so let's do a keepalive here
1293 CL_KeepaliveMessage(false);
1298 void Mod_ShadowMesh_CalcBBox(shadowmesh_t *firstmesh, vec3_t mins, vec3_t maxs, vec3_t center, float *radius)
1302 vec3_t nmins, nmaxs, ncenter, temp;
1303 float nradius2, dist2, *v;
1307 for (mesh = firstmesh;mesh;mesh = mesh->next)
1309 if (mesh == firstmesh)
1311 VectorCopy(mesh->vertex3f, nmins);
1312 VectorCopy(mesh->vertex3f, nmaxs);
1314 for (i = 0, v = mesh->vertex3f;i < mesh->numverts;i++, v += 3)
1316 if (nmins[0] > v[0]) nmins[0] = v[0];if (nmaxs[0] < v[0]) nmaxs[0] = v[0];
1317 if (nmins[1] > v[1]) nmins[1] = v[1];if (nmaxs[1] < v[1]) nmaxs[1] = v[1];
1318 if (nmins[2] > v[2]) nmins[2] = v[2];if (nmaxs[2] < v[2]) nmaxs[2] = v[2];
1321 // calculate center and radius
1322 ncenter[0] = (nmins[0] + nmaxs[0]) * 0.5f;
1323 ncenter[1] = (nmins[1] + nmaxs[1]) * 0.5f;
1324 ncenter[2] = (nmins[2] + nmaxs[2]) * 0.5f;
1326 for (mesh = firstmesh;mesh;mesh = mesh->next)
1328 for (i = 0, v = mesh->vertex3f;i < mesh->numverts;i++, v += 3)
1330 VectorSubtract(v, ncenter, temp);
1331 dist2 = DotProduct(temp, temp);
1332 if (nradius2 < dist2)
1338 VectorCopy(nmins, mins);
1340 VectorCopy(nmaxs, maxs);
1342 VectorCopy(ncenter, center);
1344 *radius = sqrt(nradius2);
1347 void Mod_ShadowMesh_Free(shadowmesh_t *mesh)
1349 shadowmesh_t *nextmesh;
1350 for (;mesh;mesh = nextmesh)
1352 if (mesh->vertexpositionbuffer)
1353 R_Mesh_DestroyMeshBuffer(mesh->vertexpositionbuffer);
1354 if (mesh->vertexmeshbuffer)
1355 R_Mesh_DestroyMeshBuffer(mesh->vertexmeshbuffer);
1356 if (mesh->element3i_indexbuffer)
1357 R_Mesh_DestroyMeshBuffer(mesh->element3i_indexbuffer);
1358 if (mesh->element3s_indexbuffer)
1359 R_Mesh_DestroyMeshBuffer(mesh->element3s_indexbuffer);
1360 if (mesh->vbo_vertexbuffer)
1361 R_Mesh_DestroyMeshBuffer(mesh->vbo_vertexbuffer);
1362 nextmesh = mesh->next;
1367 void Mod_CreateCollisionMesh(dp_model_t *mod)
1369 int k, numcollisionmeshtriangles;
1370 qboolean usesinglecollisionmesh = false;
1371 const msurface_t *surface = NULL;
1373 mempool_t *mempool = mod->mempool;
1374 if (!mempool && mod->brush.parentmodel)
1375 mempool = mod->brush.parentmodel->mempool;
1376 // make a single combined collision mesh for physics engine use
1377 // TODO rewrite this to use the collision brushes as source, to fix issues with e.g. common/caulk which creates no drawsurface
1378 numcollisionmeshtriangles = 0;
1379 for (k = 0;k < mod->nummodelsurfaces;k++)
1381 surface = mod->data_surfaces + mod->firstmodelsurface + k;
1382 if (!strcmp(surface->texture->name, "collision")) // found collision mesh
1384 usesinglecollisionmesh = true;
1385 numcollisionmeshtriangles = surface->num_triangles;
1388 if (!(surface->texture->supercontents & SUPERCONTENTS_SOLID))
1390 numcollisionmeshtriangles += surface->num_triangles;
1392 mod->brush.collisionmesh = Mod_ShadowMesh_Begin(mempool, numcollisionmeshtriangles * 3, numcollisionmeshtriangles, NULL, NULL, NULL, false, false, true);
1393 if (usesinglecollisionmesh)
1394 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));
1397 for (k = 0;k < mod->nummodelsurfaces;k++)
1399 surface = mod->data_surfaces + mod->firstmodelsurface + k;
1400 if (!(surface->texture->supercontents & SUPERCONTENTS_SOLID))
1402 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));
1405 mod->brush.collisionmesh = Mod_ShadowMesh_Finish(mempool, mod->brush.collisionmesh, false, false, false);
1408 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)
1413 if (ix >= 0 && iy >= 0 && ix < imagewidth && iy < imageheight)
1414 v[2] = (imagepixels[((iy*imagewidth)+ix)*4+0] + imagepixels[((iy*imagewidth)+ix)*4+1] + imagepixels[((iy*imagewidth)+ix)*4+2]) * (1.0f / 765.0f);
1417 Matrix4x4_Transform(pixelstepmatrix, v, vertex3f);
1418 Matrix4x4_Transform(pixeltexturestepmatrix, v, tc);
1419 texcoord2f[0] = tc[0];
1420 texcoord2f[1] = tc[1];
1423 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)
1425 float vup[3], vdown[3], vleft[3], vright[3];
1426 float tcup[3], tcdown[3], tcleft[3], tcright[3];
1427 float sv[3], tv[3], nl[3];
1428 Mod_GetTerrainVertex3fTexCoord2fFromBGRA(imagepixels, imagewidth, imageheight, ix, iy, vertex3f, texcoord2f, pixelstepmatrix, pixeltexturestepmatrix);
1429 Mod_GetTerrainVertex3fTexCoord2fFromBGRA(imagepixels, imagewidth, imageheight, ix, iy - 1, vup, tcup, pixelstepmatrix, pixeltexturestepmatrix);
1430 Mod_GetTerrainVertex3fTexCoord2fFromBGRA(imagepixels, imagewidth, imageheight, ix, iy + 1, vdown, tcdown, pixelstepmatrix, pixeltexturestepmatrix);
1431 Mod_GetTerrainVertex3fTexCoord2fFromBGRA(imagepixels, imagewidth, imageheight, ix - 1, iy, vleft, tcleft, pixelstepmatrix, pixeltexturestepmatrix);
1432 Mod_GetTerrainVertex3fTexCoord2fFromBGRA(imagepixels, imagewidth, imageheight, ix + 1, iy, vright, tcright, pixelstepmatrix, pixeltexturestepmatrix);
1433 Mod_BuildBumpVectors(vertex3f, vup, vright, texcoord2f, tcup, tcright, svector3f, tvector3f, normal3f);
1434 Mod_BuildBumpVectors(vertex3f, vright, vdown, texcoord2f, tcright, tcdown, sv, tv, nl);
1435 VectorAdd(svector3f, sv, svector3f);
1436 VectorAdd(tvector3f, tv, tvector3f);
1437 VectorAdd(normal3f, nl, normal3f);
1438 Mod_BuildBumpVectors(vertex3f, vdown, vleft, texcoord2f, tcdown, tcleft, sv, tv, nl);
1439 VectorAdd(svector3f, sv, svector3f);
1440 VectorAdd(tvector3f, tv, tvector3f);
1441 VectorAdd(normal3f, nl, normal3f);
1442 Mod_BuildBumpVectors(vertex3f, vleft, vup, texcoord2f, tcleft, tcup, sv, tv, nl);
1443 VectorAdd(svector3f, sv, svector3f);
1444 VectorAdd(tvector3f, tv, tvector3f);
1445 VectorAdd(normal3f, nl, normal3f);
1448 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)
1450 int x, y, ix, iy, *e;
1452 for (y = 0;y < height;y++)
1454 for (x = 0;x < width;x++)
1456 e[0] = (y + 1) * (width + 1) + (x + 0);
1457 e[1] = (y + 0) * (width + 1) + (x + 0);
1458 e[2] = (y + 1) * (width + 1) + (x + 1);
1459 e[3] = (y + 0) * (width + 1) + (x + 0);
1460 e[4] = (y + 0) * (width + 1) + (x + 1);
1461 e[5] = (y + 1) * (width + 1) + (x + 1);
1465 Mod_BuildTriangleNeighbors(neighbor3i, element3i, width*height*2);
1466 for (y = 0, iy = y1;y < height + 1;y++, iy++)
1467 for (x = 0, ix = x1;x < width + 1;x++, ix++, vertex3f += 3, texcoord2f += 2, svector3f += 3, tvector3f += 3, normal3f += 3)
1468 Mod_GetTerrainVertexFromBGRA(imagepixels, imagewidth, imageheight, ix, iy, vertex3f, texcoord2f, svector3f, tvector3f, normal3f, pixelstepmatrix, pixeltexturestepmatrix);
1472 void Mod_Terrain_SurfaceRecurseChunk(dp_model_t *model, int stepsize, int x, int y)
1476 float chunkwidth = min(stepsize, model->terrain.width - 1 - x);
1477 float chunkheight = min(stepsize, model->terrain.height - 1 - y);
1478 float viewvector[3];
1479 unsigned int firstvertex;
1482 if (chunkwidth < 2 || chunkheight < 2)
1484 VectorSet(mins, model->terrain.mins[0] + x * stepsize * model->terrain.scale[0], model->terrain.mins[1] + y * stepsize * model->terrain.scale[1], model->terrain.mins[2]);
1485 VectorSet(maxs, model->terrain.mins[0] + (x+1) * stepsize * model->terrain.scale[0], model->terrain.mins[1] + (y+1) * stepsize * model->terrain.scale[1], model->terrain.maxs[2]);
1486 viewvector[0] = bound(mins[0], localvieworigin, maxs[0]) - model->terrain.vieworigin[0];
1487 viewvector[1] = bound(mins[1], localvieworigin, maxs[1]) - model->terrain.vieworigin[1];
1488 viewvector[2] = bound(mins[2], localvieworigin, maxs[2]) - model->terrain.vieworigin[2];
1489 if (stepsize > 1 && VectorLength(viewvector) < stepsize*model->terrain.scale[0]*r_terrain_lodscale.value)
1491 // too close for this stepsize, emit as 4 chunks instead
1493 Mod_Terrain_SurfaceRecurseChunk(model, stepsize, x, y);
1494 Mod_Terrain_SurfaceRecurseChunk(model, stepsize, x+stepsize, y);
1495 Mod_Terrain_SurfaceRecurseChunk(model, stepsize, x, y+stepsize);
1496 Mod_Terrain_SurfaceRecurseChunk(model, stepsize, x+stepsize, y+stepsize);
1499 // emit the geometry at stepsize into our vertex buffer / index buffer
1500 // we add two columns and two rows for skirt
1501 outwidth = chunkwidth+2;
1502 outheight = chunkheight+2;
1503 outwidth2 = outwidth-1;
1504 outheight2 = outheight-1;
1505 outwidth3 = outwidth+1;
1506 outheight3 = outheight+1;
1507 firstvertex = numvertices;
1508 e = model->terrain.element3i + numtriangles;
1509 numtriangles += chunkwidth*chunkheight*2+chunkwidth*2*2+chunkheight*2*2;
1510 v = model->terrain.vertex3f + numvertices;
1511 numvertices += (chunkwidth+1)*(chunkheight+1)+(chunkwidth+1)*2+(chunkheight+1)*2;
1512 // emit the triangles (note: the skirt is treated as two extra rows and two extra columns)
1513 for (ty = 0;ty < outheight;ty++)
1515 for (tx = 0;tx < outwidth;tx++)
1517 *e++ = firstvertex + (ty )*outwidth3+(tx );
1518 *e++ = firstvertex + (ty )*outwidth3+(tx+1);
1519 *e++ = firstvertex + (ty+1)*outwidth3+(tx+1);
1520 *e++ = firstvertex + (ty )*outwidth3+(tx );
1521 *e++ = firstvertex + (ty+1)*outwidth3+(tx+1);
1522 *e++ = firstvertex + (ty+1)*outwidth3+(tx );
1525 // TODO: emit surface vertices (x+tx*stepsize, y+ty*stepsize)
1526 for (ty = 0;ty <= outheight;ty++)
1528 skirtrow = ty == 0 || ty == outheight;
1529 ry = y+bound(1, ty, outheight)*stepsize;
1530 for (tx = 0;tx <= outwidth;tx++)
1532 skirt = skirtrow || tx == 0 || tx == outwidth;
1533 rx = x+bound(1, tx, outwidth)*stepsize;
1536 v[2] = heightmap[ry*terrainwidth+rx]*scale[2];
1540 // TODO: emit skirt vertices
1543 void Mod_Terrain_UpdateSurfacesForViewOrigin(dp_model_t *model)
1545 for (y = 0;y < model->terrain.size[1];y += model->terrain.
1546 Mod_Terrain_SurfaceRecurseChunk(model, model->terrain.maxstepsize, x, y);
1547 Mod_Terrain_BuildChunk(model,
1551 int Mod_LoadQ3Shaders_EnumerateWaveFunc(const char *s)
1554 if (!strncasecmp(s, "user", 4)) // parse stuff like "user1sin", always user<n>func
1556 offset = bound(0, s[4] - '0', 9);
1557 offset = (offset + 1) << Q3WAVEFUNC_USER_SHIFT;
1562 if (!strcasecmp(s, "sin")) return offset | Q3WAVEFUNC_SIN;
1563 if (!strcasecmp(s, "square")) return offset | Q3WAVEFUNC_SQUARE;
1564 if (!strcasecmp(s, "triangle")) return offset | Q3WAVEFUNC_TRIANGLE;
1565 if (!strcasecmp(s, "sawtooth")) return offset | Q3WAVEFUNC_SAWTOOTH;
1566 if (!strcasecmp(s, "inversesawtooth")) return offset | Q3WAVEFUNC_INVERSESAWTOOTH;
1567 if (!strcasecmp(s, "noise")) return offset | Q3WAVEFUNC_NOISE;
1568 if (!strcasecmp(s, "none")) return offset | Q3WAVEFUNC_NONE;
1569 Con_DPrintf("Mod_LoadQ3Shaders: unknown wavefunc %s\n", s);
1570 return offset | Q3WAVEFUNC_NONE;
1573 void Mod_FreeQ3Shaders(void)
1575 Mem_FreePool(&q3shaders_mem);
1578 static void Q3Shader_AddToHash (q3shaderinfo_t* shader)
1580 unsigned short hash = CRC_Block_CaseInsensitive ((const unsigned char *)shader->name, strlen (shader->name));
1581 q3shader_hash_entry_t* entry = q3shader_data->hash + (hash % Q3SHADER_HASH_SIZE);
1582 q3shader_hash_entry_t* lastEntry = NULL;
1583 while (entry != NULL)
1585 if (strcasecmp (entry->shader.name, shader->name) == 0)
1587 unsigned char *start, *end, *start2;
1588 start = (unsigned char *) (&shader->Q3SHADERINFO_COMPARE_START);
1589 end = ((unsigned char *) (&shader->Q3SHADERINFO_COMPARE_END)) + sizeof(shader->Q3SHADERINFO_COMPARE_END);
1590 start2 = (unsigned char *) (&entry->shader.Q3SHADERINFO_COMPARE_START);
1591 if(memcmp(start, start2, end - start))
1592 Con_DPrintf("Shader '%s' already defined, ignoring mismatching redeclaration\n", shader->name);
1594 Con_DPrintf("Shader '%s' already defined\n", shader->name);
1598 entry = entry->chain;
1602 if (lastEntry->shader.name[0] != 0)
1605 q3shader_hash_entry_t* newEntry = (q3shader_hash_entry_t*)
1606 Mem_ExpandableArray_AllocRecord (&q3shader_data->hash_entries);
1608 while (lastEntry->chain != NULL) lastEntry = lastEntry->chain;
1609 lastEntry->chain = newEntry;
1610 newEntry->chain = NULL;
1611 lastEntry = newEntry;
1613 /* else: head of chain, in hash entry array */
1616 memcpy (&entry->shader, shader, sizeof (q3shaderinfo_t));
1619 extern cvar_t mod_q3shader_default_offsetmapping;
1620 extern cvar_t mod_q3shader_default_polygonoffset;
1621 extern cvar_t mod_q3shader_default_polygonfactor;
1622 void Mod_LoadQ3Shaders(void)
1629 q3shaderinfo_t shader;
1630 q3shaderinfo_layer_t *layer;
1632 char parameter[TEXTURE_MAXFRAMES + 4][Q3PATHLENGTH];
1633 char *custsurfaceparmnames[256]; // VorteX: q3map2 has 64 but well, someone will need more
1634 unsigned long custsurfaceparms[256];
1635 int numcustsurfaceparms;
1637 Mod_FreeQ3Shaders();
1639 q3shaders_mem = Mem_AllocPool("q3shaders", 0, NULL);
1640 q3shader_data = (q3shader_data_t*)Mem_Alloc (q3shaders_mem,
1641 sizeof (q3shader_data_t));
1642 Mem_ExpandableArray_NewArray (&q3shader_data->hash_entries,
1643 q3shaders_mem, sizeof (q3shader_hash_entry_t), 256);
1644 Mem_ExpandableArray_NewArray (&q3shader_data->char_ptrs,
1645 q3shaders_mem, sizeof (char**), 256);
1647 // parse custinfoparms.txt
1648 numcustsurfaceparms = 0;
1649 if ((text = f = (char *)FS_LoadFile("scripts/custinfoparms.txt", tempmempool, false, NULL)) != NULL)
1651 if (!COM_ParseToken_QuakeC(&text, false) || strcasecmp(com_token, "{"))
1652 Con_DPrintf("scripts/custinfoparms.txt: contentflags section parsing error - expected \"{\", found \"%s\"\n", com_token);
1655 while (COM_ParseToken_QuakeC(&text, false))
1656 if (!strcasecmp(com_token, "}"))
1658 // custom surfaceflags section
1659 if (!COM_ParseToken_QuakeC(&text, false) || strcasecmp(com_token, "{"))
1660 Con_DPrintf("scripts/custinfoparms.txt: surfaceflags section parsing error - expected \"{\", found \"%s\"\n", com_token);
1663 while(COM_ParseToken_QuakeC(&text, false))
1665 if (!strcasecmp(com_token, "}"))
1667 // register surfaceflag
1668 if (numcustsurfaceparms >= 256)
1670 Con_Printf("scripts/custinfoparms.txt: surfaceflags section parsing error - max 256 surfaceflags exceeded\n");
1674 j = strlen(com_token)+1;
1675 custsurfaceparmnames[numcustsurfaceparms] = (char *)Mem_Alloc(tempmempool, j);
1676 strlcpy(custsurfaceparmnames[numcustsurfaceparms], com_token, j+1);
1678 if (COM_ParseToken_QuakeC(&text, false))
1679 custsurfaceparms[numcustsurfaceparms] = strtol(com_token, NULL, 0);
1681 custsurfaceparms[numcustsurfaceparms] = 0;
1682 numcustsurfaceparms++;
1690 search = FS_Search("scripts/*.shader", true, false);
1693 for (fileindex = 0;fileindex < search->numfilenames;fileindex++)
1695 text = f = (char *)FS_LoadFile(search->filenames[fileindex], tempmempool, false, NULL);
1698 while (COM_ParseToken_QuakeC(&text, false))
1700 memset (&shader, 0, sizeof(shader));
1701 shader.reflectmin = 0;
1702 shader.reflectmax = 1;
1703 shader.refractfactor = 1;
1704 Vector4Set(shader.refractcolor4f, 1, 1, 1, 1);
1705 shader.reflectfactor = 1;
1706 Vector4Set(shader.reflectcolor4f, 1, 1, 1, 1);
1707 shader.r_water_wateralpha = 1;
1708 shader.offsetmapping = (mod_q3shader_default_offsetmapping.value) ? OFFSETMAPPING_DEFAULT : OFFSETMAPPING_OFF;
1709 shader.offsetscale = 1;
1710 shader.specularscalemod = 1;
1711 shader.specularpowermod = 1;
1712 shader.biaspolygonoffset = mod_q3shader_default_polygonoffset.value;
1713 shader.biaspolygonfactor = mod_q3shader_default_polygonfactor.value;
1715 strlcpy(shader.name, com_token, sizeof(shader.name));
1716 if (!COM_ParseToken_QuakeC(&text, false) || strcasecmp(com_token, "{"))
1718 Con_DPrintf("%s parsing error - expected \"{\", found \"%s\"\n", search->filenames[fileindex], com_token);
1721 while (COM_ParseToken_QuakeC(&text, false))
1723 if (!strcasecmp(com_token, "}"))
1725 if (!strcasecmp(com_token, "{"))
1727 static q3shaderinfo_layer_t dummy;
1728 if (shader.numlayers < Q3SHADER_MAXLAYERS)
1730 layer = shader.layers + shader.numlayers++;
1734 // parse and process it anyway, just don't store it (so a map $lightmap or such stuff still is found)
1735 memset(&dummy, 0, sizeof(dummy));
1738 layer->rgbgen.rgbgen = Q3RGBGEN_IDENTITY;
1739 layer->alphagen.alphagen = Q3ALPHAGEN_IDENTITY;
1740 layer->tcgen.tcgen = Q3TCGEN_TEXTURE;
1741 layer->blendfunc[0] = GL_ONE;
1742 layer->blendfunc[1] = GL_ZERO;
1743 while (COM_ParseToken_QuakeC(&text, false))
1745 if (!strcasecmp(com_token, "}"))
1747 if (!strcasecmp(com_token, "\n"))
1750 for (j = 0;strcasecmp(com_token, "\n") && strcasecmp(com_token, "}");j++)
1752 if (j < TEXTURE_MAXFRAMES + 4)
1754 // remap dp_water to dpwater, dp_reflect to dpreflect, etc.
1755 if(j == 0 && !strncasecmp(com_token, "dp_", 3))
1756 dpsnprintf(parameter[j], sizeof(parameter[j]), "dp%s", &com_token[3]);
1758 strlcpy(parameter[j], com_token, sizeof(parameter[j]));
1759 numparameters = j + 1;
1761 if (!COM_ParseToken_QuakeC(&text, true))
1764 //for (j = numparameters;j < TEXTURE_MAXFRAMES + 4;j++)
1765 // parameter[j][0] = 0;
1766 if (developer_insane.integer)
1768 Con_DPrintf("%s %i: ", shader.name, shader.numlayers - 1);
1769 for (j = 0;j < numparameters;j++)
1770 Con_DPrintf(" %s", parameter[j]);
1773 if (numparameters >= 2 && !strcasecmp(parameter[0], "blendfunc"))
1775 if (numparameters == 2)
1777 if (!strcasecmp(parameter[1], "add"))
1779 layer->blendfunc[0] = GL_ONE;
1780 layer->blendfunc[1] = GL_ONE;
1782 else if (!strcasecmp(parameter[1], "filter"))
1784 layer->blendfunc[0] = GL_DST_COLOR;
1785 layer->blendfunc[1] = GL_ZERO;
1787 else if (!strcasecmp(parameter[1], "blend"))
1789 layer->blendfunc[0] = GL_SRC_ALPHA;
1790 layer->blendfunc[1] = GL_ONE_MINUS_SRC_ALPHA;
1793 else if (numparameters == 3)
1796 for (k = 0;k < 2;k++)
1798 if (!strcasecmp(parameter[k+1], "GL_ONE"))
1799 layer->blendfunc[k] = GL_ONE;
1800 else if (!strcasecmp(parameter[k+1], "GL_ZERO"))
1801 layer->blendfunc[k] = GL_ZERO;
1802 else if (!strcasecmp(parameter[k+1], "GL_SRC_COLOR"))
1803 layer->blendfunc[k] = GL_SRC_COLOR;
1804 else if (!strcasecmp(parameter[k+1], "GL_SRC_ALPHA"))
1805 layer->blendfunc[k] = GL_SRC_ALPHA;
1806 else if (!strcasecmp(parameter[k+1], "GL_DST_COLOR"))
1807 layer->blendfunc[k] = GL_DST_COLOR;
1808 else if (!strcasecmp(parameter[k+1], "GL_DST_ALPHA"))
1809 layer->blendfunc[k] = GL_ONE_MINUS_DST_ALPHA;
1810 else if (!strcasecmp(parameter[k+1], "GL_ONE_MINUS_SRC_COLOR"))
1811 layer->blendfunc[k] = GL_ONE_MINUS_SRC_COLOR;
1812 else if (!strcasecmp(parameter[k+1], "GL_ONE_MINUS_SRC_ALPHA"))
1813 layer->blendfunc[k] = GL_ONE_MINUS_SRC_ALPHA;
1814 else if (!strcasecmp(parameter[k+1], "GL_ONE_MINUS_DST_COLOR"))
1815 layer->blendfunc[k] = GL_ONE_MINUS_DST_COLOR;
1816 else if (!strcasecmp(parameter[k+1], "GL_ONE_MINUS_DST_ALPHA"))
1817 layer->blendfunc[k] = GL_ONE_MINUS_DST_ALPHA;
1819 layer->blendfunc[k] = GL_ONE; // default in case of parsing error
1823 if (numparameters >= 2 && !strcasecmp(parameter[0], "alphafunc"))
1824 layer->alphatest = true;
1825 if (numparameters >= 2 && (!strcasecmp(parameter[0], "map") || !strcasecmp(parameter[0], "clampmap")))
1827 if (!strcasecmp(parameter[0], "clampmap"))
1828 layer->clampmap = true;
1829 layer->numframes = 1;
1830 layer->framerate = 1;
1831 layer->texturename = (char**)Mem_ExpandableArray_AllocRecord (
1832 &q3shader_data->char_ptrs);
1833 layer->texturename[0] = Mem_strdup (q3shaders_mem, parameter[1]);
1834 if (!strcasecmp(parameter[1], "$lightmap"))
1835 shader.lighting = true;
1837 else if (numparameters >= 3 && (!strcasecmp(parameter[0], "animmap") || !strcasecmp(parameter[0], "animclampmap")))
1840 layer->numframes = min(numparameters - 2, TEXTURE_MAXFRAMES);
1841 layer->framerate = atof(parameter[1]);
1842 layer->texturename = (char **) Mem_Alloc (q3shaders_mem, sizeof (char*) * layer->numframes);
1843 for (i = 0;i < layer->numframes;i++)
1844 layer->texturename[i] = Mem_strdup (q3shaders_mem, parameter[i + 2]);
1846 else if (numparameters >= 2 && !strcasecmp(parameter[0], "rgbgen"))
1849 for (i = 0;i < numparameters - 2 && i < Q3RGBGEN_MAXPARMS;i++)
1850 layer->rgbgen.parms[i] = atof(parameter[i+2]);
1851 if (!strcasecmp(parameter[1], "identity")) layer->rgbgen.rgbgen = Q3RGBGEN_IDENTITY;
1852 else if (!strcasecmp(parameter[1], "const")) layer->rgbgen.rgbgen = Q3RGBGEN_CONST;
1853 else if (!strcasecmp(parameter[1], "entity")) layer->rgbgen.rgbgen = Q3RGBGEN_ENTITY;
1854 else if (!strcasecmp(parameter[1], "exactvertex")) layer->rgbgen.rgbgen = Q3RGBGEN_EXACTVERTEX;
1855 else if (!strcasecmp(parameter[1], "identitylighting")) layer->rgbgen.rgbgen = Q3RGBGEN_IDENTITYLIGHTING;
1856 else if (!strcasecmp(parameter[1], "lightingdiffuse")) layer->rgbgen.rgbgen = Q3RGBGEN_LIGHTINGDIFFUSE;
1857 else if (!strcasecmp(parameter[1], "oneminusentity")) layer->rgbgen.rgbgen = Q3RGBGEN_ONEMINUSENTITY;
1858 else if (!strcasecmp(parameter[1], "oneminusvertex")) layer->rgbgen.rgbgen = Q3RGBGEN_ONEMINUSVERTEX;
1859 else if (!strcasecmp(parameter[1], "vertex")) layer->rgbgen.rgbgen = Q3RGBGEN_VERTEX;
1860 else if (!strcasecmp(parameter[1], "wave"))
1862 layer->rgbgen.rgbgen = Q3RGBGEN_WAVE;
1863 layer->rgbgen.wavefunc = Mod_LoadQ3Shaders_EnumerateWaveFunc(parameter[2]);
1864 for (i = 0;i < numparameters - 3 && i < Q3WAVEPARMS;i++)
1865 layer->rgbgen.waveparms[i] = atof(parameter[i+3]);
1867 else Con_DPrintf("%s parsing warning: unknown rgbgen %s\n", search->filenames[fileindex], parameter[1]);
1869 else if (numparameters >= 2 && !strcasecmp(parameter[0], "alphagen"))
1872 for (i = 0;i < numparameters - 2 && i < Q3ALPHAGEN_MAXPARMS;i++)
1873 layer->alphagen.parms[i] = atof(parameter[i+2]);
1874 if (!strcasecmp(parameter[1], "identity")) layer->alphagen.alphagen = Q3ALPHAGEN_IDENTITY;
1875 else if (!strcasecmp(parameter[1], "const")) layer->alphagen.alphagen = Q3ALPHAGEN_CONST;
1876 else if (!strcasecmp(parameter[1], "entity")) layer->alphagen.alphagen = Q3ALPHAGEN_ENTITY;
1877 else if (!strcasecmp(parameter[1], "lightingspecular")) layer->alphagen.alphagen = Q3ALPHAGEN_LIGHTINGSPECULAR;
1878 else if (!strcasecmp(parameter[1], "oneminusentity")) layer->alphagen.alphagen = Q3ALPHAGEN_ONEMINUSENTITY;
1879 else if (!strcasecmp(parameter[1], "oneminusvertex")) layer->alphagen.alphagen = Q3ALPHAGEN_ONEMINUSVERTEX;
1880 else if (!strcasecmp(parameter[1], "portal")) layer->alphagen.alphagen = Q3ALPHAGEN_PORTAL;
1881 else if (!strcasecmp(parameter[1], "vertex")) layer->alphagen.alphagen = Q3ALPHAGEN_VERTEX;
1882 else if (!strcasecmp(parameter[1], "wave"))
1884 layer->alphagen.alphagen = Q3ALPHAGEN_WAVE;
1885 layer->alphagen.wavefunc = Mod_LoadQ3Shaders_EnumerateWaveFunc(parameter[2]);
1886 for (i = 0;i < numparameters - 3 && i < Q3WAVEPARMS;i++)
1887 layer->alphagen.waveparms[i] = atof(parameter[i+3]);
1889 else Con_DPrintf("%s parsing warning: unknown alphagen %s\n", search->filenames[fileindex], parameter[1]);
1891 else if (numparameters >= 2 && (!strcasecmp(parameter[0], "texgen") || !strcasecmp(parameter[0], "tcgen")))
1894 // observed values: tcgen environment
1895 // no other values have been observed in real shaders
1896 for (i = 0;i < numparameters - 2 && i < Q3TCGEN_MAXPARMS;i++)
1897 layer->tcgen.parms[i] = atof(parameter[i+2]);
1898 if (!strcasecmp(parameter[1], "base")) layer->tcgen.tcgen = Q3TCGEN_TEXTURE;
1899 else if (!strcasecmp(parameter[1], "texture")) layer->tcgen.tcgen = Q3TCGEN_TEXTURE;
1900 else if (!strcasecmp(parameter[1], "environment")) layer->tcgen.tcgen = Q3TCGEN_ENVIRONMENT;
1901 else if (!strcasecmp(parameter[1], "lightmap")) layer->tcgen.tcgen = Q3TCGEN_LIGHTMAP;
1902 else if (!strcasecmp(parameter[1], "vector")) layer->tcgen.tcgen = Q3TCGEN_VECTOR;
1903 else Con_DPrintf("%s parsing warning: unknown tcgen mode %s\n", search->filenames[fileindex], parameter[1]);
1905 else if (numparameters >= 2 && !strcasecmp(parameter[0], "tcmod"))
1912 // tcmod stretch sin # # # #
1913 // tcmod stretch triangle # # # #
1914 // tcmod transform # # # # # #
1915 // tcmod turb # # # #
1916 // tcmod turb sin # # # # (this is bogus)
1917 // no other values have been observed in real shaders
1918 for (tcmodindex = 0;tcmodindex < Q3MAXTCMODS;tcmodindex++)
1919 if (!layer->tcmods[tcmodindex].tcmod)
1921 if (tcmodindex < Q3MAXTCMODS)
1923 for (i = 0;i < numparameters - 2 && i < Q3TCMOD_MAXPARMS;i++)
1924 layer->tcmods[tcmodindex].parms[i] = atof(parameter[i+2]);
1925 if (!strcasecmp(parameter[1], "entitytranslate")) layer->tcmods[tcmodindex].tcmod = Q3TCMOD_ENTITYTRANSLATE;
1926 else if (!strcasecmp(parameter[1], "rotate")) layer->tcmods[tcmodindex].tcmod = Q3TCMOD_ROTATE;
1927 else if (!strcasecmp(parameter[1], "scale")) layer->tcmods[tcmodindex].tcmod = Q3TCMOD_SCALE;
1928 else if (!strcasecmp(parameter[1], "scroll")) layer->tcmods[tcmodindex].tcmod = Q3TCMOD_SCROLL;
1929 else if (!strcasecmp(parameter[1], "page")) layer->tcmods[tcmodindex].tcmod = Q3TCMOD_PAGE;
1930 else if (!strcasecmp(parameter[1], "stretch"))
1932 layer->tcmods[tcmodindex].tcmod = Q3TCMOD_STRETCH;
1933 layer->tcmods[tcmodindex].wavefunc = Mod_LoadQ3Shaders_EnumerateWaveFunc(parameter[2]);
1934 for (i = 0;i < numparameters - 3 && i < Q3WAVEPARMS;i++)
1935 layer->tcmods[tcmodindex].waveparms[i] = atof(parameter[i+3]);
1937 else if (!strcasecmp(parameter[1], "transform")) layer->tcmods[tcmodindex].tcmod = Q3TCMOD_TRANSFORM;
1938 else if (!strcasecmp(parameter[1], "turb")) layer->tcmods[tcmodindex].tcmod = Q3TCMOD_TURBULENT;
1939 else Con_DPrintf("%s parsing warning: unknown tcmod mode %s\n", search->filenames[fileindex], parameter[1]);
1942 Con_DPrintf("%s parsing warning: too many tcmods on one layer\n", search->filenames[fileindex]);
1944 // break out a level if it was a closing brace (not using the character here to not confuse vim)
1945 if (!strcasecmp(com_token, "}"))
1948 if (layer->rgbgen.rgbgen == Q3RGBGEN_LIGHTINGDIFFUSE || layer->rgbgen.rgbgen == Q3RGBGEN_VERTEX)
1949 shader.lighting = true;
1950 if (layer->alphagen.alphagen == Q3ALPHAGEN_VERTEX)
1952 if (layer == shader.layers + 0)
1954 // vertex controlled transparency
1955 shader.vertexalpha = true;
1959 // multilayer terrain shader or similar
1960 shader.textureblendalpha = true;
1963 layer->texflags = TEXF_ALPHA;
1964 if (!(shader.surfaceparms & Q3SURFACEPARM_NOMIPMAPS))
1965 layer->texflags |= TEXF_MIPMAP;
1966 if (!(shader.textureflags & Q3TEXTUREFLAG_NOPICMIP))
1967 layer->texflags |= TEXF_PICMIP | TEXF_COMPRESS;
1968 if (layer->clampmap)
1969 layer->texflags |= TEXF_CLAMP;
1973 for (j = 0;strcasecmp(com_token, "\n") && strcasecmp(com_token, "}");j++)
1975 if (j < TEXTURE_MAXFRAMES + 4)
1977 // remap dp_water to dpwater, dp_reflect to dpreflect, etc.
1978 if(j == 0 && !strncasecmp(com_token, "dp_", 3))
1979 dpsnprintf(parameter[j], sizeof(parameter[j]), "dp%s", &com_token[3]);
1981 strlcpy(parameter[j], com_token, sizeof(parameter[j]));
1982 numparameters = j + 1;
1984 if (!COM_ParseToken_QuakeC(&text, true))
1987 //for (j = numparameters;j < TEXTURE_MAXFRAMES + 4;j++)
1988 // parameter[j][0] = 0;
1989 if (fileindex == 0 && !strcasecmp(com_token, "}"))
1991 if (developer_insane.integer)
1993 Con_DPrintf("%s: ", shader.name);
1994 for (j = 0;j < numparameters;j++)
1995 Con_DPrintf(" %s", parameter[j]);
1998 if (numparameters < 1)
2000 if (!strcasecmp(parameter[0], "surfaceparm") && numparameters >= 2)
2002 if (!strcasecmp(parameter[1], "alphashadow"))
2003 shader.surfaceparms |= Q3SURFACEPARM_ALPHASHADOW;
2004 else if (!strcasecmp(parameter[1], "areaportal"))
2005 shader.surfaceparms |= Q3SURFACEPARM_AREAPORTAL;
2006 else if (!strcasecmp(parameter[1], "botclip"))
2007 shader.surfaceparms |= Q3SURFACEPARM_BOTCLIP;
2008 else if (!strcasecmp(parameter[1], "clusterportal"))
2009 shader.surfaceparms |= Q3SURFACEPARM_CLUSTERPORTAL;
2010 else if (!strcasecmp(parameter[1], "detail"))
2011 shader.surfaceparms |= Q3SURFACEPARM_DETAIL;
2012 else if (!strcasecmp(parameter[1], "donotenter"))
2013 shader.surfaceparms |= Q3SURFACEPARM_DONOTENTER;
2014 else if (!strcasecmp(parameter[1], "dust"))
2015 shader.surfaceparms |= Q3SURFACEPARM_DUST;
2016 else if (!strcasecmp(parameter[1], "hint"))
2017 shader.surfaceparms |= Q3SURFACEPARM_HINT;
2018 else if (!strcasecmp(parameter[1], "fog"))
2019 shader.surfaceparms |= Q3SURFACEPARM_FOG;
2020 else if (!strcasecmp(parameter[1], "lava"))
2021 shader.surfaceparms |= Q3SURFACEPARM_LAVA;
2022 else if (!strcasecmp(parameter[1], "lightfilter"))
2023 shader.surfaceparms |= Q3SURFACEPARM_LIGHTFILTER;
2024 else if (!strcasecmp(parameter[1], "lightgrid"))
2025 shader.surfaceparms |= Q3SURFACEPARM_LIGHTGRID;
2026 else if (!strcasecmp(parameter[1], "metalsteps"))
2027 shader.surfaceparms |= Q3SURFACEPARM_METALSTEPS;
2028 else if (!strcasecmp(parameter[1], "nodamage"))
2029 shader.surfaceparms |= Q3SURFACEPARM_NODAMAGE;
2030 else if (!strcasecmp(parameter[1], "nodlight"))
2031 shader.surfaceparms |= Q3SURFACEPARM_NODLIGHT;
2032 else if (!strcasecmp(parameter[1], "nodraw"))
2033 shader.surfaceparms |= Q3SURFACEPARM_NODRAW;
2034 else if (!strcasecmp(parameter[1], "nodrop"))
2035 shader.surfaceparms |= Q3SURFACEPARM_NODROP;
2036 else if (!strcasecmp(parameter[1], "noimpact"))
2037 shader.surfaceparms |= Q3SURFACEPARM_NOIMPACT;
2038 else if (!strcasecmp(parameter[1], "nolightmap"))
2039 shader.surfaceparms |= Q3SURFACEPARM_NOLIGHTMAP;
2040 else if (!strcasecmp(parameter[1], "nomarks"))
2041 shader.surfaceparms |= Q3SURFACEPARM_NOMARKS;
2042 else if (!strcasecmp(parameter[1], "nomipmaps"))
2043 shader.surfaceparms |= Q3SURFACEPARM_NOMIPMAPS;
2044 else if (!strcasecmp(parameter[1], "nonsolid"))
2045 shader.surfaceparms |= Q3SURFACEPARM_NONSOLID;
2046 else if (!strcasecmp(parameter[1], "origin"))
2047 shader.surfaceparms |= Q3SURFACEPARM_ORIGIN;
2048 else if (!strcasecmp(parameter[1], "playerclip"))
2049 shader.surfaceparms |= Q3SURFACEPARM_PLAYERCLIP;
2050 else if (!strcasecmp(parameter[1], "sky"))
2051 shader.surfaceparms |= Q3SURFACEPARM_SKY;
2052 else if (!strcasecmp(parameter[1], "slick"))
2053 shader.surfaceparms |= Q3SURFACEPARM_SLICK;
2054 else if (!strcasecmp(parameter[1], "slime"))
2055 shader.surfaceparms |= Q3SURFACEPARM_SLIME;
2056 else if (!strcasecmp(parameter[1], "structural"))
2057 shader.surfaceparms |= Q3SURFACEPARM_STRUCTURAL;
2058 else if (!strcasecmp(parameter[1], "trans"))
2059 shader.surfaceparms |= Q3SURFACEPARM_TRANS;
2060 else if (!strcasecmp(parameter[1], "water"))
2061 shader.surfaceparms |= Q3SURFACEPARM_WATER;
2062 else if (!strcasecmp(parameter[1], "pointlight"))
2063 shader.surfaceparms |= Q3SURFACEPARM_POINTLIGHT;
2064 else if (!strcasecmp(parameter[1], "antiportal"))
2065 shader.surfaceparms |= Q3SURFACEPARM_ANTIPORTAL;
2068 // try custom surfaceparms
2069 for (j = 0; j < numcustsurfaceparms; j++)
2071 if (!strcasecmp(custsurfaceparmnames[j], parameter[1]))
2073 shader.surfaceparms |= custsurfaceparms[j];
2078 if (j == numcustsurfaceparms)
2079 Con_DPrintf("%s parsing warning: unknown surfaceparm \"%s\"\n", search->filenames[fileindex], parameter[1]);
2082 else if (!strcasecmp(parameter[0], "dpshadow"))
2083 shader.dpshadow = true;
2084 else if (!strcasecmp(parameter[0], "dpnoshadow"))
2085 shader.dpnoshadow = true;
2086 else if (!strcasecmp(parameter[0], "dpreflectcube"))
2087 strlcpy(shader.dpreflectcube, parameter[1], sizeof(shader.dpreflectcube));
2088 else if (!strcasecmp(parameter[0], "dpmeshcollisions"))
2089 shader.dpmeshcollisions = true;
2090 else if (!strcasecmp(parameter[0], "sky") && numparameters >= 2)
2092 // some q3 skies don't have the sky parm set
2093 shader.surfaceparms |= Q3SURFACEPARM_SKY;
2094 strlcpy(shader.skyboxname, parameter[1], sizeof(shader.skyboxname));
2096 else if (!strcasecmp(parameter[0], "skyparms") && numparameters >= 2)
2098 // some q3 skies don't have the sky parm set
2099 shader.surfaceparms |= Q3SURFACEPARM_SKY;
2100 if (!atoi(parameter[1]) && strcasecmp(parameter[1], "-"))
2101 strlcpy(shader.skyboxname, parameter[1], sizeof(shader.skyboxname));
2103 else if (!strcasecmp(parameter[0], "cull") && numparameters >= 2)
2105 if (!strcasecmp(parameter[1], "disable") || !strcasecmp(parameter[1], "none") || !strcasecmp(parameter[1], "twosided"))
2106 shader.textureflags |= Q3TEXTUREFLAG_TWOSIDED;
2108 else if (!strcasecmp(parameter[0], "nomipmaps"))
2109 shader.surfaceparms |= Q3SURFACEPARM_NOMIPMAPS;
2110 else if (!strcasecmp(parameter[0], "nopicmip"))
2111 shader.textureflags |= Q3TEXTUREFLAG_NOPICMIP;
2112 else if (!strcasecmp(parameter[0], "polygonoffset"))
2113 shader.textureflags |= Q3TEXTUREFLAG_POLYGONOFFSET;
2114 else if (!strcasecmp(parameter[0], "dppolygonoffset"))
2116 shader.textureflags |= Q3TEXTUREFLAG_POLYGONOFFSET;
2117 if(numparameters >= 2)
2119 shader.biaspolygonfactor = atof(parameter[1]);
2120 if(numparameters >= 3)
2121 shader.biaspolygonoffset = atof(parameter[2]);
2123 shader.biaspolygonoffset = 0;
2126 else if (!strcasecmp(parameter[0], "dprefract") && numparameters >= 5)
2128 shader.textureflags |= Q3TEXTUREFLAG_REFRACTION;
2129 shader.refractfactor = atof(parameter[1]);
2130 Vector4Set(shader.refractcolor4f, atof(parameter[2]), atof(parameter[3]), atof(parameter[4]), 1);
2132 else if (!strcasecmp(parameter[0], "dpreflect") && numparameters >= 6)
2134 shader.textureflags |= Q3TEXTUREFLAG_REFLECTION;
2135 shader.reflectfactor = atof(parameter[1]);
2136 Vector4Set(shader.reflectcolor4f, atof(parameter[2]), atof(parameter[3]), atof(parameter[4]), atof(parameter[5]));
2138 else if (!strcasecmp(parameter[0], "dpcamera"))
2140 shader.textureflags |= Q3TEXTUREFLAG_CAMERA;
2142 else if (!strcasecmp(parameter[0], "dpwater") && numparameters >= 12)
2144 shader.textureflags |= Q3TEXTUREFLAG_WATERSHADER;
2145 shader.reflectmin = atof(parameter[1]);
2146 shader.reflectmax = atof(parameter[2]);
2147 shader.refractfactor = atof(parameter[3]);
2148 shader.reflectfactor = atof(parameter[4]);
2149 Vector4Set(shader.refractcolor4f, atof(parameter[5]), atof(parameter[6]), atof(parameter[7]), 1);
2150 Vector4Set(shader.reflectcolor4f, atof(parameter[8]), atof(parameter[9]), atof(parameter[10]), 1);
2151 shader.r_water_wateralpha = atof(parameter[11]);
2153 else if (!strcasecmp(parameter[0], "dpwaterscroll") && numparameters >= 3)
2155 shader.r_water_waterscroll[0] = 1/atof(parameter[1]);
2156 shader.r_water_waterscroll[1] = 1/atof(parameter[2]);
2158 else if (!strcasecmp(parameter[0], "dpglossintensitymod") && numparameters >= 2)
2160 shader.specularscalemod = atof(parameter[1]);
2162 else if (!strcasecmp(parameter[0], "dpglossexponentmod") && numparameters >= 2)
2164 shader.specularpowermod = atof(parameter[1]);
2166 else if (!strcasecmp(parameter[0], "dpoffsetmapping") && numparameters >= 3)
2168 if (!strcasecmp(parameter[1], "disable") || !strcasecmp(parameter[1], "none") || !strcasecmp(parameter[1], "off"))
2169 shader.offsetmapping = OFFSETMAPPING_OFF;
2170 else if (!strcasecmp(parameter[1], "default"))
2171 shader.offsetmapping = OFFSETMAPPING_DEFAULT;
2172 else if (!strcasecmp(parameter[1], "linear"))
2173 shader.offsetmapping = OFFSETMAPPING_LINEAR;
2174 else if (!strcasecmp(parameter[1], "relief"))
2175 shader.offsetmapping = OFFSETMAPPING_RELIEF;
2176 shader.offsetscale = atof(parameter[2]);
2178 else if (!strcasecmp(parameter[0], "deformvertexes") && numparameters >= 2)
2181 for (deformindex = 0;deformindex < Q3MAXDEFORMS;deformindex++)
2182 if (!shader.deforms[deformindex].deform)
2184 if (deformindex < Q3MAXDEFORMS)
2186 for (i = 0;i < numparameters - 2 && i < Q3DEFORM_MAXPARMS;i++)
2187 shader.deforms[deformindex].parms[i] = atof(parameter[i+2]);
2188 if (!strcasecmp(parameter[1], "projectionshadow")) shader.deforms[deformindex].deform = Q3DEFORM_PROJECTIONSHADOW;
2189 else if (!strcasecmp(parameter[1], "autosprite" )) shader.deforms[deformindex].deform = Q3DEFORM_AUTOSPRITE;
2190 else if (!strcasecmp(parameter[1], "autosprite2" )) shader.deforms[deformindex].deform = Q3DEFORM_AUTOSPRITE2;
2191 else if (!strcasecmp(parameter[1], "text0" )) shader.deforms[deformindex].deform = Q3DEFORM_TEXT0;
2192 else if (!strcasecmp(parameter[1], "text1" )) shader.deforms[deformindex].deform = Q3DEFORM_TEXT1;
2193 else if (!strcasecmp(parameter[1], "text2" )) shader.deforms[deformindex].deform = Q3DEFORM_TEXT2;
2194 else if (!strcasecmp(parameter[1], "text3" )) shader.deforms[deformindex].deform = Q3DEFORM_TEXT3;
2195 else if (!strcasecmp(parameter[1], "text4" )) shader.deforms[deformindex].deform = Q3DEFORM_TEXT4;
2196 else if (!strcasecmp(parameter[1], "text5" )) shader.deforms[deformindex].deform = Q3DEFORM_TEXT5;
2197 else if (!strcasecmp(parameter[1], "text6" )) shader.deforms[deformindex].deform = Q3DEFORM_TEXT6;
2198 else if (!strcasecmp(parameter[1], "text7" )) shader.deforms[deformindex].deform = Q3DEFORM_TEXT7;
2199 else if (!strcasecmp(parameter[1], "bulge" )) shader.deforms[deformindex].deform = Q3DEFORM_BULGE;
2200 else if (!strcasecmp(parameter[1], "normal" )) shader.deforms[deformindex].deform = Q3DEFORM_NORMAL;
2201 else if (!strcasecmp(parameter[1], "wave" ))
2203 shader.deforms[deformindex].deform = Q3DEFORM_WAVE;
2204 shader.deforms[deformindex].wavefunc = Mod_LoadQ3Shaders_EnumerateWaveFunc(parameter[3]);
2205 for (i = 0;i < numparameters - 4 && i < Q3WAVEPARMS;i++)
2206 shader.deforms[deformindex].waveparms[i] = atof(parameter[i+4]);
2208 else if (!strcasecmp(parameter[1], "move" ))
2210 shader.deforms[deformindex].deform = Q3DEFORM_MOVE;
2211 shader.deforms[deformindex].wavefunc = Mod_LoadQ3Shaders_EnumerateWaveFunc(parameter[5]);
2212 for (i = 0;i < numparameters - 6 && i < Q3WAVEPARMS;i++)
2213 shader.deforms[deformindex].waveparms[i] = atof(parameter[i+6]);
2218 // pick the primary layer to render with
2219 if (shader.numlayers)
2221 shader.backgroundlayer = -1;
2222 shader.primarylayer = 0;
2223 // if lightmap comes first this is definitely an ordinary texture
2224 // if the first two layers have the correct blendfuncs and use vertex alpha, it is a blended terrain shader
2225 if ((shader.layers[shader.primarylayer].texturename != NULL)
2226 && !strcasecmp(shader.layers[shader.primarylayer].texturename[0], "$lightmap"))
2228 shader.backgroundlayer = -1;
2229 shader.primarylayer = 1;
2231 else if (shader.numlayers >= 2
2232 && shader.layers[1].alphagen.alphagen == Q3ALPHAGEN_VERTEX
2233 && (shader.layers[0].blendfunc[0] == GL_ONE && shader.layers[0].blendfunc[1] == GL_ZERO && !shader.layers[0].alphatest)
2234 && ((shader.layers[1].blendfunc[0] == GL_SRC_ALPHA && shader.layers[1].blendfunc[1] == GL_ONE_MINUS_SRC_ALPHA)
2235 || (shader.layers[1].blendfunc[0] == GL_ONE && shader.layers[1].blendfunc[1] == GL_ZERO && shader.layers[1].alphatest)))
2237 // terrain blending or other effects
2238 shader.backgroundlayer = 0;
2239 shader.primarylayer = 1;
2242 // fix up multiple reflection types
2243 if(shader.textureflags & Q3TEXTUREFLAG_WATERSHADER)
2244 shader.textureflags &= ~(Q3TEXTUREFLAG_REFRACTION | Q3TEXTUREFLAG_REFLECTION | Q3TEXTUREFLAG_CAMERA);
2246 Q3Shader_AddToHash (&shader);
2250 FS_FreeSearch(search);
2251 // free custinfoparm values
2252 for (j = 0; j < numcustsurfaceparms; j++)
2253 Mem_Free(custsurfaceparmnames[j]);
2256 q3shaderinfo_t *Mod_LookupQ3Shader(const char *name)
2258 unsigned short hash;
2259 q3shader_hash_entry_t* entry;
2261 Mod_LoadQ3Shaders();
2262 hash = CRC_Block_CaseInsensitive ((const unsigned char *)name, strlen (name));
2263 entry = q3shader_data->hash + (hash % Q3SHADER_HASH_SIZE);
2264 while (entry != NULL)
2266 if (strcasecmp (entry->shader.name, name) == 0)
2267 return &entry->shader;
2268 entry = entry->chain;
2273 qboolean Mod_LoadTextureFromQ3Shader(texture_t *texture, const char *name, qboolean warnmissing, qboolean fallback, int defaulttexflags)
2276 int texflagsmask, texflagsor;
2277 qboolean success = true;
2278 q3shaderinfo_t *shader;
2281 strlcpy(texture->name, name, sizeof(texture->name));
2282 shader = name[0] ? Mod_LookupQ3Shader(name) : NULL;
2285 if(!(defaulttexflags & TEXF_PICMIP))
2286 texflagsmask &= ~TEXF_PICMIP;
2287 if(!(defaulttexflags & TEXF_COMPRESS))
2288 texflagsmask &= ~TEXF_COMPRESS;
2290 if(defaulttexflags & TEXF_ISWORLD)
2291 texflagsor |= TEXF_ISWORLD;
2292 if(defaulttexflags & TEXF_ISSPRITE)
2293 texflagsor |= TEXF_ISSPRITE;
2294 // unless later loaded from the shader
2295 texture->offsetmapping = (mod_q3shader_default_offsetmapping.value) ? OFFSETMAPPING_DEFAULT : OFFSETMAPPING_OFF;
2296 texture->offsetscale = 1;
2297 texture->specularscalemod = 1;
2298 texture->specularpowermod = 1;
2299 // WHEN ADDING DEFAULTS HERE, REMEMBER TO SYNC TO SHADER LOADING ABOVE
2300 // HERE, AND Q1BSP LOADING
2301 // JUST GREP FOR "specularscalemod = 1".
2305 if (developer_loading.integer)
2306 Con_Printf("%s: loaded shader for %s\n", loadmodel->name, name);
2307 texture->surfaceparms = shader->surfaceparms;
2309 // allow disabling of picmip or compression by defaulttexflags
2310 texture->textureflags = (shader->textureflags & texflagsmask) | texflagsor;
2312 if (shader->surfaceparms & Q3SURFACEPARM_SKY)
2314 texture->basematerialflags = MATERIALFLAG_SKY | MATERIALFLAG_NOSHADOW;
2315 if (shader->skyboxname[0])
2317 // quake3 seems to append a _ to the skybox name, so this must do so as well
2318 dpsnprintf(loadmodel->brush.skybox, sizeof(loadmodel->brush.skybox), "%s_", shader->skyboxname);
2321 else if ((texture->surfaceflags & Q3SURFACEFLAG_NODRAW) || shader->numlayers == 0)
2322 texture->basematerialflags = MATERIALFLAG_NODRAW | MATERIALFLAG_NOSHADOW;
2324 texture->basematerialflags = MATERIALFLAG_WALL;
2326 if (shader->layers[0].alphatest)
2327 texture->basematerialflags |= MATERIALFLAG_ALPHATEST | MATERIALFLAG_NOSHADOW;
2328 if (shader->textureflags & Q3TEXTUREFLAG_TWOSIDED)
2329 texture->basematerialflags |= MATERIALFLAG_NOSHADOW | MATERIALFLAG_NOCULLFACE;
2330 if (shader->textureflags & Q3TEXTUREFLAG_POLYGONOFFSET)
2332 texture->biaspolygonoffset += shader->biaspolygonoffset;
2333 texture->biaspolygonfactor += shader->biaspolygonfactor;
2335 if (shader->textureflags & Q3TEXTUREFLAG_REFRACTION)
2336 texture->basematerialflags |= MATERIALFLAG_REFRACTION;
2337 if (shader->textureflags & Q3TEXTUREFLAG_REFLECTION)
2338 texture->basematerialflags |= MATERIALFLAG_REFLECTION;
2339 if (shader->textureflags & Q3TEXTUREFLAG_WATERSHADER)
2340 texture->basematerialflags |= MATERIALFLAG_WATERSHADER;
2341 if (shader->textureflags & Q3TEXTUREFLAG_CAMERA)
2342 texture->basematerialflags |= MATERIALFLAG_CAMERA;
2343 texture->customblendfunc[0] = GL_ONE;
2344 texture->customblendfunc[1] = GL_ZERO;
2345 if (shader->numlayers > 0)
2347 texture->customblendfunc[0] = shader->layers[0].blendfunc[0];
2348 texture->customblendfunc[1] = shader->layers[0].blendfunc[1];
2350 Q3 shader blendfuncs actually used in the game (* = supported by DP)
2351 * additive GL_ONE GL_ONE
2352 additive weird GL_ONE GL_SRC_ALPHA
2353 additive weird 2 GL_ONE GL_ONE_MINUS_SRC_ALPHA
2354 * alpha GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA
2355 alpha inverse GL_ONE_MINUS_SRC_ALPHA GL_SRC_ALPHA
2356 brighten GL_DST_COLOR GL_ONE
2357 brighten GL_ONE GL_SRC_COLOR
2358 brighten weird GL_DST_COLOR GL_ONE_MINUS_DST_ALPHA
2359 brighten weird 2 GL_DST_COLOR GL_SRC_ALPHA
2360 * modulate GL_DST_COLOR GL_ZERO
2361 * modulate GL_ZERO GL_SRC_COLOR
2362 modulate inverse GL_ZERO GL_ONE_MINUS_SRC_COLOR
2363 modulate inverse alpha GL_ZERO GL_SRC_ALPHA
2364 modulate weird inverse GL_ONE_MINUS_DST_COLOR GL_ZERO
2365 * modulate x2 GL_DST_COLOR GL_SRC_COLOR
2366 * no blend GL_ONE GL_ZERO
2367 nothing GL_ZERO GL_ONE
2369 // if not opaque, figure out what blendfunc to use
2370 if (shader->layers[0].blendfunc[0] != GL_ONE || shader->layers[0].blendfunc[1] != GL_ZERO)
2372 if (shader->layers[0].blendfunc[0] == GL_ONE && shader->layers[0].blendfunc[1] == GL_ONE)
2373 texture->basematerialflags |= MATERIALFLAG_ADD | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
2374 else if (shader->layers[0].blendfunc[0] == GL_SRC_ALPHA && shader->layers[0].blendfunc[1] == GL_ONE)
2375 texture->basematerialflags |= MATERIALFLAG_ADD | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
2376 else if (shader->layers[0].blendfunc[0] == GL_SRC_ALPHA && shader->layers[0].blendfunc[1] == GL_ONE_MINUS_SRC_ALPHA)
2377 texture->basematerialflags |= MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
2379 texture->basematerialflags |= MATERIALFLAG_CUSTOMBLEND | MATERIALFLAG_FULLBRIGHT | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
2382 if (!shader->lighting)
2383 texture->basematerialflags |= MATERIALFLAG_FULLBRIGHT;
2384 if (shader->primarylayer >= 0)
2386 q3shaderinfo_layer_t* primarylayer = shader->layers + shader->primarylayer;
2387 // copy over many primarylayer parameters
2388 texture->rgbgen = primarylayer->rgbgen;
2389 texture->alphagen = primarylayer->alphagen;
2390 texture->tcgen = primarylayer->tcgen;
2391 memcpy(texture->tcmods, primarylayer->tcmods, sizeof(texture->tcmods));
2392 // load the textures
2393 texture->numskinframes = primarylayer->numframes;
2394 texture->skinframerate = primarylayer->framerate;
2395 for (j = 0;j < primarylayer->numframes;j++)
2397 if(cls.state == ca_dedicated)
2399 texture->skinframes[j] = NULL;
2401 else if (!(texture->skinframes[j] = R_SkinFrame_LoadExternal(primarylayer->texturename[j], (primarylayer->texflags & texflagsmask) | texflagsor, false)))
2403 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);
2404 texture->skinframes[j] = R_SkinFrame_LoadMissing();
2408 if (shader->backgroundlayer >= 0)
2410 q3shaderinfo_layer_t* backgroundlayer = shader->layers + shader->backgroundlayer;
2411 // copy over one secondarylayer parameter
2412 memcpy(texture->backgroundtcmods, backgroundlayer->tcmods, sizeof(texture->backgroundtcmods));
2413 // load the textures
2414 texture->backgroundnumskinframes = backgroundlayer->numframes;
2415 texture->backgroundskinframerate = backgroundlayer->framerate;
2416 for (j = 0;j < backgroundlayer->numframes;j++)
2418 if(cls.state == ca_dedicated)
2420 texture->skinframes[j] = NULL;
2422 else if (!(texture->backgroundskinframes[j] = R_SkinFrame_LoadExternal(backgroundlayer->texturename[j], (backgroundlayer->texflags & texflagsmask) | texflagsor, false)))
2424 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);
2425 texture->backgroundskinframes[j] = R_SkinFrame_LoadMissing();
2429 if (shader->dpshadow)
2430 texture->basematerialflags &= ~MATERIALFLAG_NOSHADOW;
2431 if (shader->dpnoshadow)
2432 texture->basematerialflags |= MATERIALFLAG_NOSHADOW;
2433 memcpy(texture->deforms, shader->deforms, sizeof(texture->deforms));
2434 texture->reflectmin = shader->reflectmin;
2435 texture->reflectmax = shader->reflectmax;
2436 texture->refractfactor = shader->refractfactor;
2437 Vector4Copy(shader->refractcolor4f, texture->refractcolor4f);
2438 texture->reflectfactor = shader->reflectfactor;
2439 Vector4Copy(shader->reflectcolor4f, texture->reflectcolor4f);
2440 texture->r_water_wateralpha = shader->r_water_wateralpha;
2441 Vector2Copy(shader->r_water_waterscroll, texture->r_water_waterscroll);
2442 texture->offsetmapping = shader->offsetmapping;
2443 texture->offsetscale = shader->offsetscale;
2444 texture->specularscalemod = shader->specularscalemod;
2445 texture->specularpowermod = shader->specularpowermod;
2446 if (shader->dpreflectcube[0])
2447 texture->reflectcubetexture = R_GetCubemap(shader->dpreflectcube);
2449 // set up default supercontents (on q3bsp this is overridden by the q3bsp loader)
2450 texture->supercontents = SUPERCONTENTS_SOLID | SUPERCONTENTS_OPAQUE;
2451 if (shader->surfaceparms & Q3SURFACEPARM_LAVA ) texture->supercontents = SUPERCONTENTS_LAVA ;
2452 if (shader->surfaceparms & Q3SURFACEPARM_SLIME ) texture->supercontents = SUPERCONTENTS_SLIME ;
2453 if (shader->surfaceparms & Q3SURFACEPARM_WATER ) texture->supercontents = SUPERCONTENTS_WATER ;
2454 if (shader->surfaceparms & Q3SURFACEPARM_NONSOLID ) texture->supercontents = 0 ;
2455 if (shader->surfaceparms & Q3SURFACEPARM_PLAYERCLIP ) texture->supercontents = SUPERCONTENTS_PLAYERCLIP ;
2456 if (shader->surfaceparms & Q3SURFACEPARM_BOTCLIP ) texture->supercontents = SUPERCONTENTS_MONSTERCLIP ;
2457 if (shader->surfaceparms & Q3SURFACEPARM_SKY ) texture->supercontents = SUPERCONTENTS_SKY ;
2459 // if (shader->surfaceparms & Q3SURFACEPARM_ALPHASHADOW ) texture->supercontents |= SUPERCONTENTS_ALPHASHADOW ;
2460 // if (shader->surfaceparms & Q3SURFACEPARM_AREAPORTAL ) texture->supercontents |= SUPERCONTENTS_AREAPORTAL ;
2461 // if (shader->surfaceparms & Q3SURFACEPARM_CLUSTERPORTAL) texture->supercontents |= SUPERCONTENTS_CLUSTERPORTAL;
2462 // if (shader->surfaceparms & Q3SURFACEPARM_DETAIL ) texture->supercontents |= SUPERCONTENTS_DETAIL ;
2463 if (shader->surfaceparms & Q3SURFACEPARM_DONOTENTER ) texture->supercontents |= SUPERCONTENTS_DONOTENTER ;
2464 // if (shader->surfaceparms & Q3SURFACEPARM_FOG ) texture->supercontents |= SUPERCONTENTS_FOG ;
2465 if (shader->surfaceparms & Q3SURFACEPARM_LAVA ) texture->supercontents |= SUPERCONTENTS_LAVA ;
2466 // if (shader->surfaceparms & Q3SURFACEPARM_LIGHTFILTER ) texture->supercontents |= SUPERCONTENTS_LIGHTFILTER ;
2467 // if (shader->surfaceparms & Q3SURFACEPARM_METALSTEPS ) texture->supercontents |= SUPERCONTENTS_METALSTEPS ;
2468 // if (shader->surfaceparms & Q3SURFACEPARM_NODAMAGE ) texture->supercontents |= SUPERCONTENTS_NODAMAGE ;
2469 // if (shader->surfaceparms & Q3SURFACEPARM_NODLIGHT ) texture->supercontents |= SUPERCONTENTS_NODLIGHT ;
2470 // if (shader->surfaceparms & Q3SURFACEPARM_NODRAW ) texture->supercontents |= SUPERCONTENTS_NODRAW ;
2471 if (shader->surfaceparms & Q3SURFACEPARM_NODROP ) texture->supercontents |= SUPERCONTENTS_NODROP ;
2472 // if (shader->surfaceparms & Q3SURFACEPARM_NOIMPACT ) texture->supercontents |= SUPERCONTENTS_NOIMPACT ;
2473 // if (shader->surfaceparms & Q3SURFACEPARM_NOLIGHTMAP ) texture->supercontents |= SUPERCONTENTS_NOLIGHTMAP ;
2474 // if (shader->surfaceparms & Q3SURFACEPARM_NOMARKS ) texture->supercontents |= SUPERCONTENTS_NOMARKS ;
2475 // if (shader->surfaceparms & Q3SURFACEPARM_NOMIPMAPS ) texture->supercontents |= SUPERCONTENTS_NOMIPMAPS ;
2476 if (shader->surfaceparms & Q3SURFACEPARM_NONSOLID ) texture->supercontents &=~SUPERCONTENTS_SOLID ;
2477 // if (shader->surfaceparms & Q3SURFACEPARM_ORIGIN ) texture->supercontents |= SUPERCONTENTS_ORIGIN ;
2478 if (shader->surfaceparms & Q3SURFACEPARM_PLAYERCLIP ) texture->supercontents |= SUPERCONTENTS_PLAYERCLIP ;
2479 if (shader->surfaceparms & Q3SURFACEPARM_SKY ) texture->supercontents |= SUPERCONTENTS_SKY ;
2480 // if (shader->surfaceparms & Q3SURFACEPARM_SLICK ) texture->supercontents |= SUPERCONTENTS_SLICK ;
2481 if (shader->surfaceparms & Q3SURFACEPARM_SLIME ) texture->supercontents |= SUPERCONTENTS_SLIME ;
2482 // if (shader->surfaceparms & Q3SURFACEPARM_STRUCTURAL ) texture->supercontents |= SUPERCONTENTS_STRUCTURAL ;
2483 // if (shader->surfaceparms & Q3SURFACEPARM_TRANS ) texture->supercontents |= SUPERCONTENTS_TRANS ;
2484 if (shader->surfaceparms & Q3SURFACEPARM_WATER ) texture->supercontents |= SUPERCONTENTS_WATER ;
2485 // if (shader->surfaceparms & Q3SURFACEPARM_POINTLIGHT ) texture->supercontents |= SUPERCONTENTS_POINTLIGHT ;
2486 // if (shader->surfaceparms & Q3SURFACEPARM_HINT ) texture->supercontents |= SUPERCONTENTS_HINT ;
2487 // if (shader->surfaceparms & Q3SURFACEPARM_DUST ) texture->supercontents |= SUPERCONTENTS_DUST ;
2488 if (shader->surfaceparms & Q3SURFACEPARM_BOTCLIP ) texture->supercontents |= SUPERCONTENTS_BOTCLIP | SUPERCONTENTS_MONSTERCLIP;
2489 // if (shader->surfaceparms & Q3SURFACEPARM_LIGHTGRID ) texture->supercontents |= SUPERCONTENTS_LIGHTGRID ;
2490 // if (shader->surfaceparms & Q3SURFACEPARM_ANTIPORTAL ) texture->supercontents |= SUPERCONTENTS_ANTIPORTAL ;
2492 if (shader->dpmeshcollisions)
2493 texture->basematerialflags |= MATERIALFLAG_MESHCOLLISIONS;
2495 else if (!strcmp(texture->name, "noshader") || !texture->name[0])
2497 if (developer_extra.integer)
2498 Con_DPrintf("^1%s:^7 using fallback noshader material for ^3\"%s\"\n", loadmodel->name, name);
2499 texture->surfaceparms = 0;
2500 texture->supercontents = SUPERCONTENTS_SOLID | SUPERCONTENTS_OPAQUE;
2502 else if (!strcmp(texture->name, "common/nodraw") || !strcmp(texture->name, "textures/common/nodraw"))
2504 if (developer_extra.integer)
2505 Con_DPrintf("^1%s:^7 using fallback nodraw material for ^3\"%s\"\n", loadmodel->name, name);
2506 texture->surfaceparms = 0;
2507 texture->basematerialflags = MATERIALFLAG_NODRAW | MATERIALFLAG_NOSHADOW;
2508 texture->supercontents = SUPERCONTENTS_SOLID;
2512 if (developer_extra.integer)
2513 Con_DPrintf("^1%s:^7 No shader found for texture ^3\"%s\"\n", loadmodel->name, texture->name);
2514 texture->surfaceparms = 0;
2515 if (texture->surfaceflags & Q3SURFACEFLAG_NODRAW)
2517 texture->basematerialflags |= MATERIALFLAG_NODRAW | MATERIALFLAG_NOSHADOW;
2518 texture->supercontents = SUPERCONTENTS_SOLID;
2520 else if (texture->surfaceflags & Q3SURFACEFLAG_SKY)
2522 texture->basematerialflags |= MATERIALFLAG_SKY | MATERIALFLAG_NOSHADOW;
2523 texture->supercontents = SUPERCONTENTS_SKY;
2527 texture->basematerialflags |= MATERIALFLAG_WALL;
2528 texture->supercontents = SUPERCONTENTS_SOLID | SUPERCONTENTS_OPAQUE;
2530 texture->numskinframes = 1;
2531 if(cls.state == ca_dedicated)
2533 texture->skinframes[0] = NULL;
2539 if ((texture->skinframes[0] = R_SkinFrame_LoadExternal(texture->name, defaulttexflags, false)))
2541 if(texture->skinframes[0]->hasalpha)
2542 texture->basematerialflags |= MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
2549 if (!success && warnmissing)
2550 Con_Printf("^1%s:^7 could not load texture ^3\"%s\"\n", loadmodel->name, texture->name);
2553 // init the animation variables
2554 texture->currentframe = texture;
2555 if (texture->numskinframes < 1)
2556 texture->numskinframes = 1;
2557 if (!texture->skinframes[0])
2558 texture->skinframes[0] = R_SkinFrame_LoadMissing();
2559 texture->currentskinframe = texture->skinframes[0];
2560 texture->backgroundcurrentskinframe = texture->backgroundskinframes[0];
2564 skinfile_t *Mod_LoadSkinFiles(void)
2566 int i, words, line, wordsoverflow;
2569 skinfile_t *skinfile = NULL, *first = NULL;
2570 skinfileitem_t *skinfileitem;
2571 char word[10][MAX_QPATH];
2575 U_bodyBox,models/players/Legoman/BikerA2.tga
2576 U_RArm,models/players/Legoman/BikerA1.tga
2577 U_LArm,models/players/Legoman/BikerA1.tga
2578 U_armor,common/nodraw
2579 U_sword,common/nodraw
2580 U_shield,common/nodraw
2581 U_homb,common/nodraw
2582 U_backpack,common/nodraw
2583 U_colcha,common/nodraw
2588 memset(word, 0, sizeof(word));
2589 for (i = 0;i < 256 && (data = text = (char *)FS_LoadFile(va("%s_%i.skin", loadmodel->name, i), tempmempool, true, NULL));i++)
2591 // If it's the first file we parse
2592 if (skinfile == NULL)
2594 skinfile = (skinfile_t *)Mem_Alloc(loadmodel->mempool, sizeof(skinfile_t));
2599 skinfile->next = (skinfile_t *)Mem_Alloc(loadmodel->mempool, sizeof(skinfile_t));
2600 skinfile = skinfile->next;
2602 skinfile->next = NULL;
2604 for(line = 0;;line++)
2607 if (!COM_ParseToken_QuakeC(&data, true))
2609 if (!strcmp(com_token, "\n"))
2612 wordsoverflow = false;
2616 strlcpy(word[words++], com_token, sizeof (word[0]));
2618 wordsoverflow = true;
2620 while (COM_ParseToken_QuakeC(&data, true) && strcmp(com_token, "\n"));
2623 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);
2626 // words is always >= 1
2627 if (!strcmp(word[0], "replace"))
2631 if (developer_loading.integer)
2632 Con_Printf("Mod_LoadSkinFiles: parsed mesh \"%s\" shader replacement \"%s\"\n", word[1], word[2]);
2633 skinfileitem = (skinfileitem_t *)Mem_Alloc(loadmodel->mempool, sizeof(skinfileitem_t));
2634 skinfileitem->next = skinfile->items;
2635 skinfile->items = skinfileitem;
2636 strlcpy (skinfileitem->name, word[1], sizeof (skinfileitem->name));
2637 strlcpy (skinfileitem->replacement, word[2], sizeof (skinfileitem->replacement));
2640 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]);
2642 else if (words >= 2 && !strncmp(word[0], "tag_", 4))
2644 // tag name, like "tag_weapon,"
2645 // not used for anything (not even in Quake3)
2647 else if (words >= 2 && !strcmp(word[1], ","))
2649 // mesh shader name, like "U_RArm,models/players/Legoman/BikerA1.tga"
2650 if (developer_loading.integer)
2651 Con_Printf("Mod_LoadSkinFiles: parsed mesh \"%s\" shader replacement \"%s\"\n", word[0], word[2]);
2652 skinfileitem = (skinfileitem_t *)Mem_Alloc(loadmodel->mempool, sizeof(skinfileitem_t));
2653 skinfileitem->next = skinfile->items;
2654 skinfile->items = skinfileitem;
2655 strlcpy (skinfileitem->name, word[0], sizeof (skinfileitem->name));
2656 strlcpy (skinfileitem->replacement, word[2], sizeof (skinfileitem->replacement));
2659 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);
2664 loadmodel->numskins = i;
2668 void Mod_FreeSkinFiles(skinfile_t *skinfile)
2671 skinfileitem_t *skinfileitem, *nextitem;
2672 for (;skinfile;skinfile = next)
2674 next = skinfile->next;
2675 for (skinfileitem = skinfile->items;skinfileitem;skinfileitem = nextitem)
2677 nextitem = skinfileitem->next;
2678 Mem_Free(skinfileitem);
2684 int Mod_CountSkinFiles(skinfile_t *skinfile)
2687 for (i = 0;skinfile;skinfile = skinfile->next, i++);
2691 void Mod_SnapVertices(int numcomponents, int numvertices, float *vertices, float snap)
2694 double isnap = 1.0 / snap;
2695 for (i = 0;i < numvertices*numcomponents;i++)
2696 vertices[i] = floor(vertices[i]*isnap)*snap;
2699 int Mod_RemoveDegenerateTriangles(int numtriangles, const int *inelement3i, int *outelement3i, const float *vertex3f)
2701 int i, outtriangles;
2702 float edgedir1[3], edgedir2[3], temp[3];
2703 // a degenerate triangle is one with no width (thickness, surface area)
2704 // these are characterized by having all 3 points colinear (along a line)
2705 // or having two points identical
2706 // the simplest check is to calculate the triangle's area
2707 for (i = 0, outtriangles = 0;i < numtriangles;i++, inelement3i += 3)
2709 // calculate first edge
2710 VectorSubtract(vertex3f + inelement3i[1] * 3, vertex3f + inelement3i[0] * 3, edgedir1);
2711 VectorSubtract(vertex3f + inelement3i[2] * 3, vertex3f + inelement3i[0] * 3, edgedir2);
2712 CrossProduct(edgedir1, edgedir2, temp);
2713 if (VectorLength2(temp) < 0.001f)
2714 continue; // degenerate triangle (no area)
2715 // valid triangle (has area)
2716 VectorCopy(inelement3i, outelement3i);
2720 return outtriangles;
2723 void Mod_VertexRangeFromElements(int numelements, const int *elements, int *firstvertexpointer, int *lastvertexpointer)
2726 int firstvertex, lastvertex;
2727 if (numelements > 0 && elements)
2729 firstvertex = lastvertex = elements[0];
2730 for (i = 1;i < numelements;i++)
2733 firstvertex = min(firstvertex, e);
2734 lastvertex = max(lastvertex, e);
2738 firstvertex = lastvertex = 0;
2739 if (firstvertexpointer)
2740 *firstvertexpointer = firstvertex;
2741 if (lastvertexpointer)
2742 *lastvertexpointer = lastvertex;
2745 void Mod_MakeSortedSurfaces(dp_model_t *mod)
2747 // make an optimal set of texture-sorted batches to draw...
2749 int *firstsurfacefortexture;
2750 int *numsurfacesfortexture;
2751 if (!mod->sortedmodelsurfaces)
2752 mod->sortedmodelsurfaces = (int *) Mem_Alloc(loadmodel->mempool, mod->nummodelsurfaces * sizeof(*mod->sortedmodelsurfaces));
2753 firstsurfacefortexture = (int *) Mem_Alloc(tempmempool, mod->num_textures * sizeof(*firstsurfacefortexture));
2754 numsurfacesfortexture = (int *) Mem_Alloc(tempmempool, mod->num_textures * sizeof(*numsurfacesfortexture));
2755 memset(numsurfacesfortexture, 0, mod->num_textures * sizeof(*numsurfacesfortexture));
2756 for (j = 0;j < mod->nummodelsurfaces;j++)
2758 const msurface_t *surface = mod->data_surfaces + j + mod->firstmodelsurface;
2759 int t = (int)(surface->texture - mod->data_textures);
2760 numsurfacesfortexture[t]++;
2763 for (t = 0;t < mod->num_textures;t++)
2765 firstsurfacefortexture[t] = j;
2766 j += numsurfacesfortexture[t];
2768 for (j = 0;j < mod->nummodelsurfaces;j++)
2770 const msurface_t *surface = mod->data_surfaces + j + mod->firstmodelsurface;
2771 int t = (int)(surface->texture - mod->data_textures);
2772 mod->sortedmodelsurfaces[firstsurfacefortexture[t]++] = j + mod->firstmodelsurface;
2774 Mem_Free(firstsurfacefortexture);
2775 Mem_Free(numsurfacesfortexture);
2778 void Mod_BuildVBOs(void)
2780 if (!loadmodel->surfmesh.num_vertices)
2783 if (gl_paranoid.integer && loadmodel->surfmesh.data_element3s && loadmodel->surfmesh.data_element3i)
2786 for (i = 0;i < loadmodel->surfmesh.num_triangles*3;i++)
2788 if (loadmodel->surfmesh.data_element3s[i] != loadmodel->surfmesh.data_element3i[i])
2790 Con_Printf("Mod_BuildVBOs: element %u is incorrect (%u should be %u)\n", i, loadmodel->surfmesh.data_element3s[i], loadmodel->surfmesh.data_element3i[i]);
2791 loadmodel->surfmesh.data_element3s[i] = loadmodel->surfmesh.data_element3i[i];
2796 // build r_vertexmesh_t array
2797 // (compressed interleaved array for faster rendering)
2798 if (!loadmodel->surfmesh.vertexmesh)
2801 int numvertices = loadmodel->surfmesh.num_vertices;
2802 r_vertexmesh_t *vertexmesh;
2803 loadmodel->surfmesh.vertexmesh = vertexmesh = (r_vertexmesh_t*)Mem_Alloc(loadmodel->mempool, numvertices * sizeof(*loadmodel->surfmesh.vertexmesh));
2804 for (vertexindex = 0;vertexindex < numvertices;vertexindex++, vertexmesh++)
2806 VectorCopy(loadmodel->surfmesh.data_vertex3f + 3*vertexindex, vertexmesh->vertex3f);
2807 VectorScale(loadmodel->surfmesh.data_svector3f + 3*vertexindex, 1.0f, vertexmesh->svector3f);
2808 VectorScale(loadmodel->surfmesh.data_tvector3f + 3*vertexindex, 1.0f, vertexmesh->tvector3f);
2809 VectorScale(loadmodel->surfmesh.data_normal3f + 3*vertexindex, 1.0f, vertexmesh->normal3f);
2810 if (loadmodel->surfmesh.data_lightmapcolor4f)
2811 Vector4Scale(loadmodel->surfmesh.data_lightmapcolor4f + 4*vertexindex, 255.0f, vertexmesh->color4ub);
2812 Vector2Copy(loadmodel->surfmesh.data_texcoordtexture2f + 2*vertexindex, vertexmesh->texcoordtexture2f);
2813 if (loadmodel->surfmesh.data_texcoordlightmap2f)
2814 Vector2Scale(loadmodel->surfmesh.data_texcoordlightmap2f + 2*vertexindex, 1.0f, vertexmesh->texcoordlightmap2f);
2818 // build r_vertexposition_t array
2819 if (!loadmodel->surfmesh.vertexposition)
2822 int numvertices = loadmodel->surfmesh.num_vertices;
2823 r_vertexposition_t *vertexposition;
2824 loadmodel->surfmesh.vertexposition = vertexposition = (r_vertexposition_t*)Mem_Alloc(loadmodel->mempool, numvertices * sizeof(*loadmodel->surfmesh.vertexposition));
2825 for (vertexindex = 0;vertexindex < numvertices;vertexindex++, vertexposition++)
2826 VectorCopy(loadmodel->surfmesh.data_vertex3f + 3*vertexindex, vertexposition->vertex3f);
2829 // upload r_vertexmesh_t array as a buffer
2830 if (loadmodel->surfmesh.vertexmesh && !loadmodel->surfmesh.vertexmeshbuffer)
2831 loadmodel->surfmesh.vertexmeshbuffer = R_Mesh_CreateMeshBuffer(loadmodel->surfmesh.vertexmesh, loadmodel->surfmesh.num_vertices * sizeof(*loadmodel->surfmesh.vertexmesh), loadmodel->name, false, false, false);
2833 // upload r_vertexposition_t array as a buffer
2834 if (loadmodel->surfmesh.vertexposition && !loadmodel->surfmesh.vertexpositionbuffer)
2835 loadmodel->surfmesh.vertexpositionbuffer = R_Mesh_CreateMeshBuffer(loadmodel->surfmesh.vertexposition, loadmodel->surfmesh.num_vertices * sizeof(*loadmodel->surfmesh.vertexposition), loadmodel->name, false, false, false);
2837 // upload short indices as a buffer
2838 if (loadmodel->surfmesh.data_element3s && !loadmodel->surfmesh.data_element3s_indexbuffer)
2839 loadmodel->surfmesh.data_element3s_indexbuffer = R_Mesh_CreateMeshBuffer(loadmodel->surfmesh.data_element3s, loadmodel->surfmesh.num_triangles * sizeof(short[3]), loadmodel->name, true, false, true);
2841 // upload int indices as a buffer
2842 if (loadmodel->surfmesh.data_element3i && !loadmodel->surfmesh.data_element3i_indexbuffer && !loadmodel->surfmesh.data_element3s)
2843 loadmodel->surfmesh.data_element3i_indexbuffer = R_Mesh_CreateMeshBuffer(loadmodel->surfmesh.data_element3i, loadmodel->surfmesh.num_triangles * sizeof(int[3]), loadmodel->name, true, false, false);
2845 // only build a vbo if one has not already been created (this is important for brush models which load specially)
2846 // vertex buffer is several arrays and we put them in the same buffer
2848 // is this wise? the texcoordtexture2f array is used with dynamic
2849 // vertex/svector/tvector/normal when rendering animated models, on the
2850 // other hand animated models don't use a lot of vertices anyway...
2851 if (!loadmodel->surfmesh.vbo_vertexbuffer)
2856 loadmodel->surfmesh.vbooffset_vertex3f = size;if (loadmodel->surfmesh.data_vertex3f ) size += loadmodel->surfmesh.num_vertices * sizeof(float[3]);
2857 loadmodel->surfmesh.vbooffset_svector3f = size;if (loadmodel->surfmesh.data_svector3f ) size += loadmodel->surfmesh.num_vertices * sizeof(float[3]);
2858 loadmodel->surfmesh.vbooffset_tvector3f = size;if (loadmodel->surfmesh.data_tvector3f ) size += loadmodel->surfmesh.num_vertices * sizeof(float[3]);
2859 loadmodel->surfmesh.vbooffset_normal3f = size;if (loadmodel->surfmesh.data_normal3f ) size += loadmodel->surfmesh.num_vertices * sizeof(float[3]);
2860 loadmodel->surfmesh.vbooffset_texcoordtexture2f = size;if (loadmodel->surfmesh.data_texcoordtexture2f ) size += loadmodel->surfmesh.num_vertices * sizeof(float[2]);
2861 loadmodel->surfmesh.vbooffset_texcoordlightmap2f = size;if (loadmodel->surfmesh.data_texcoordlightmap2f) size += loadmodel->surfmesh.num_vertices * sizeof(float[2]);
2862 loadmodel->surfmesh.vbooffset_lightmapcolor4f = size;if (loadmodel->surfmesh.data_lightmapcolor4f ) size += loadmodel->surfmesh.num_vertices * sizeof(float[4]);
2863 mem = (unsigned char *)Mem_Alloc(tempmempool, size);
2864 if (loadmodel->surfmesh.data_vertex3f ) memcpy(mem + loadmodel->surfmesh.vbooffset_vertex3f , loadmodel->surfmesh.data_vertex3f , loadmodel->surfmesh.num_vertices * sizeof(float[3]));
2865 if (loadmodel->surfmesh.data_svector3f ) memcpy(mem + loadmodel->surfmesh.vbooffset_svector3f , loadmodel->surfmesh.data_svector3f , loadmodel->surfmesh.num_vertices * sizeof(float[3]));
2866 if (loadmodel->surfmesh.data_tvector3f ) memcpy(mem + loadmodel->surfmesh.vbooffset_tvector3f , loadmodel->surfmesh.data_tvector3f , loadmodel->surfmesh.num_vertices * sizeof(float[3]));
2867 if (loadmodel->surfmesh.data_normal3f ) memcpy(mem + loadmodel->surfmesh.vbooffset_normal3f , loadmodel->surfmesh.data_normal3f , loadmodel->surfmesh.num_vertices * sizeof(float[3]));
2868 if (loadmodel->surfmesh.data_texcoordtexture2f ) memcpy(mem + loadmodel->surfmesh.vbooffset_texcoordtexture2f , loadmodel->surfmesh.data_texcoordtexture2f , loadmodel->surfmesh.num_vertices * sizeof(float[2]));
2869 if (loadmodel->surfmesh.data_texcoordlightmap2f) memcpy(mem + loadmodel->surfmesh.vbooffset_texcoordlightmap2f, loadmodel->surfmesh.data_texcoordlightmap2f, loadmodel->surfmesh.num_vertices * sizeof(float[2]));
2870 if (loadmodel->surfmesh.data_lightmapcolor4f ) memcpy(mem + loadmodel->surfmesh.vbooffset_lightmapcolor4f , loadmodel->surfmesh.data_lightmapcolor4f , loadmodel->surfmesh.num_vertices * sizeof(float[4]));
2871 loadmodel->surfmesh.vbo_vertexbuffer = R_Mesh_CreateMeshBuffer(mem, size, loadmodel->name, false, false, false);
2876 static void Mod_Decompile_OBJ(dp_model_t *model, const char *filename, const char *mtlfilename, const char *originalfilename)
2878 int submodelindex, vertexindex, surfaceindex, triangleindex, textureindex, countvertices = 0, countsurfaces = 0, countfaces = 0, counttextures = 0;
2880 const char *texname;
2882 const float *v, *vn, *vt;
2884 size_t outbufferpos = 0;
2885 size_t outbuffermax = 0x100000;
2886 char *outbuffer = (char *) Z_Malloc(outbuffermax), *oldbuffer;
2887 const msurface_t *surface;
2888 const int maxtextures = 256;
2889 char *texturenames = (char *) Z_Malloc(maxtextures * MAX_QPATH);
2890 dp_model_t *submodel;
2892 // construct the mtllib file
2893 l = dpsnprintf(outbuffer + outbufferpos, outbuffermax - outbufferpos, "# mtllib for %s exported by darkplaces engine\n", originalfilename);
2896 for (surfaceindex = 0, surface = model->data_surfaces;surfaceindex < model->num_surfaces;surfaceindex++, surface++)
2899 countvertices += surface->num_vertices;
2900 countfaces += surface->num_triangles;
2901 texname = (surface->texture && surface->texture->name[0]) ? surface->texture->name : "default";
2902 for (textureindex = 0;textureindex < counttextures;textureindex++)
2903 if (!strcmp(texturenames + textureindex * MAX_QPATH, texname))
2905 if (textureindex < counttextures)
2906 continue; // already wrote this material entry
2907 if (textureindex >= maxtextures)
2908 continue; // just a precaution
2909 textureindex = counttextures++;
2910 strlcpy(texturenames + textureindex * MAX_QPATH, texname, MAX_QPATH);
2911 if (outbufferpos >= outbuffermax >> 1)
2914 oldbuffer = outbuffer;
2915 outbuffer = (char *) Z_Malloc(outbuffermax);
2916 memcpy(outbuffer, oldbuffer, outbufferpos);
2919 l = dpsnprintf(outbuffer + outbufferpos, outbuffermax - outbufferpos, "newmtl %s\nNs 96.078431\nKa 0 0 0\nKd 0.64 0.64 0.64\nKs 0.5 0.5 0.5\nNi 1\nd 1\nillum 2\nmap_Kd %s%s\n\n", texname, texname, strstr(texname, ".tga") ? "" : ".tga");
2924 // write the mtllib file
2925 FS_WriteFile(mtlfilename, outbuffer, outbufferpos);
2927 // construct the obj file
2929 l = dpsnprintf(outbuffer + outbufferpos, outbuffermax - outbufferpos, "# model exported from %s by darkplaces engine\n# %i vertices, %i faces, %i surfaces\nmtllib %s\n", originalfilename, countvertices, countfaces, countsurfaces, mtlfilename);
2933 for (vertexindex = 0, v = model->surfmesh.data_vertex3f, vn = model->surfmesh.data_normal3f, vt = model->surfmesh.data_texcoordtexture2f;vertexindex < model->surfmesh.num_vertices;vertexindex++, v += 3, vn += 3, vt += 2)
2935 if (outbufferpos >= outbuffermax >> 1)
2938 oldbuffer = outbuffer;
2939 outbuffer = (char *) Z_Malloc(outbuffermax);
2940 memcpy(outbuffer, oldbuffer, outbufferpos);
2943 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]);
2948 for (submodelindex = 0;submodelindex < max(1, model->brush.numsubmodels);submodelindex++)
2950 l = dpsnprintf(outbuffer + outbufferpos, outbuffermax - outbufferpos, "o %i\n", submodelindex);
2953 submodel = model->brush.numsubmodels ? model->brush.submodels[submodelindex] : model;
2954 for (surfaceindex = 0;surfaceindex < submodel->nummodelsurfaces;surfaceindex++)
2956 surface = model->data_surfaces + submodel->sortedmodelsurfaces[surfaceindex];
2957 l = dpsnprintf(outbuffer + outbufferpos, outbuffermax - outbufferpos, "usemtl %s\n", (surface->texture && surface->texture->name[0]) ? surface->texture->name : "default");
2960 for (triangleindex = 0, e = model->surfmesh.data_element3i + surface->num_firsttriangle * 3;triangleindex < surface->num_triangles;triangleindex++, e += 3)
2962 if (outbufferpos >= outbuffermax >> 1)
2965 oldbuffer = outbuffer;
2966 outbuffer = (char *) Z_Malloc(outbuffermax);
2967 memcpy(outbuffer, oldbuffer, outbufferpos);
2973 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);
2980 // write the obj file
2981 FS_WriteFile(filename, outbuffer, outbufferpos);
2985 Z_Free(texturenames);
2988 Con_Printf("Wrote %s (%i bytes, %i vertices, %i faces, %i surfaces with %i distinct textures)\n", filename, (int)outbufferpos, countvertices, countfaces, countsurfaces, counttextures);
2991 static void Mod_Decompile_SMD(dp_model_t *model, const char *filename, int firstpose, int numposes, qboolean writetriangles)
2993 int countnodes = 0, counttriangles = 0, countframes = 0;
3001 size_t outbufferpos = 0;
3002 size_t outbuffermax = 0x100000;
3003 char *outbuffer = (char *) Z_Malloc(outbuffermax), *oldbuffer;
3004 const msurface_t *surface;
3005 l = dpsnprintf(outbuffer + outbufferpos, outbuffermax - outbufferpos, "version 1\nnodes\n");
3008 for (transformindex = 0;transformindex < model->num_bones;transformindex++)
3010 if (outbufferpos >= outbuffermax >> 1)
3013 oldbuffer = outbuffer;
3014 outbuffer = (char *) Z_Malloc(outbuffermax);
3015 memcpy(outbuffer, oldbuffer, outbufferpos);
3019 l = dpsnprintf(outbuffer + outbufferpos, outbuffermax - outbufferpos, "%3i \"%s\" %3i\n", transformindex, model->data_bones[transformindex].name, model->data_bones[transformindex].parent);
3023 l = dpsnprintf(outbuffer + outbufferpos, outbuffermax - outbufferpos, "end\nskeleton\n");
3026 for (poseindex = 0;poseindex < numposes;poseindex++)
3029 l = dpsnprintf(outbuffer + outbufferpos, outbuffermax - outbufferpos, "time %i\n", poseindex);
3032 for (transformindex = 0;transformindex < model->num_bones;transformindex++)
3036 matrix4x4_t posematrix;
3037 if (outbufferpos >= outbuffermax >> 1)
3040 oldbuffer = outbuffer;
3041 outbuffer = (char *) Z_Malloc(outbuffermax);
3042 memcpy(outbuffer, oldbuffer, outbufferpos);
3046 // strangely the smd angles are for a transposed matrix, so we
3047 // have to generate a transposed matrix, then convert that...
3048 Matrix4x4_FromBonePose6s(&posematrix, model->num_posescale, model->data_poses6s + 6*(model->num_bones * poseindex + transformindex));
3049 Matrix4x4_ToArray12FloatGL(&posematrix, mtest[0]);
3050 AnglesFromVectors(angles, mtest[0], mtest[2], false);
3051 if (angles[0] >= 180) angles[0] -= 360;
3052 if (angles[1] >= 180) angles[1] -= 360;
3053 if (angles[2] >= 180) angles[2] -= 360;
3057 float a = DEG2RAD(angles[ROLL]);
3058 float b = DEG2RAD(angles[PITCH]);
3059 float c = DEG2RAD(angles[YAW]);
3060 float cy, sy, cp, sp, cr, sr;
3062 // smd matrix construction, for comparing
3073 test[1][0] = sr*sp*cy+cr*-sy;
3074 test[1][1] = sr*sp*sy+cr*cy;
3076 test[2][0] = (cr*sp*cy+-sr*-sy);
3077 test[2][1] = (cr*sp*sy+-sr*cy);
3079 test[3][0] = pose[9];
3080 test[3][1] = pose[10];
3081 test[3][2] = pose[11];
3084 l = dpsnprintf(outbuffer + outbufferpos, outbuffermax - outbufferpos, "%3i %f %f %f %f %f %f\n", transformindex, mtest[3][0], mtest[3][1], mtest[3][2], DEG2RAD(angles[ROLL]), DEG2RAD(angles[PITCH]), DEG2RAD(angles[YAW]));
3089 l = dpsnprintf(outbuffer + outbufferpos, outbuffermax - outbufferpos, "end\n");
3094 l = dpsnprintf(outbuffer + outbufferpos, outbuffermax - outbufferpos, "triangles\n");
3097 for (surfaceindex = 0, surface = model->data_surfaces;surfaceindex < model->num_surfaces;surfaceindex++, surface++)
3099 for (triangleindex = 0, e = model->surfmesh.data_element3i + surface->num_firsttriangle * 3;triangleindex < surface->num_triangles;triangleindex++, e += 3)
3102 if (outbufferpos >= outbuffermax >> 1)
3105 oldbuffer = outbuffer;
3106 outbuffer = (char *) Z_Malloc(outbuffermax);
3107 memcpy(outbuffer, oldbuffer, outbufferpos);
3110 l = dpsnprintf(outbuffer + outbufferpos, outbuffermax - outbufferpos, "%s\n", surface->texture && surface->texture->name[0] ? surface->texture->name : "default.bmp");
3113 for (cornerindex = 0;cornerindex < 3;cornerindex++)
3115 const int index = e[2-cornerindex];
3116 const float *v = model->surfmesh.data_vertex3f + index * 3;
3117 const float *vn = model->surfmesh.data_normal3f + index * 3;
3118 const float *vt = model->surfmesh.data_texcoordtexture2f + index * 2;
3119 const int b = model->surfmesh.blends[index];
3120 if (b < model->num_bones)
3121 l = dpsnprintf(outbuffer + outbufferpos, outbuffermax - outbufferpos, "%3i %f %f %f %f %f %f %f %f\n" , b, v[0], v[1], v[2], vn[0], vn[1], vn[2], vt[0], 1 - vt[1]);
3124 const blendweights_t *w = model->surfmesh.data_blendweights + b - model->num_bones;
3125 const unsigned char *wi = w->index;
3126 const unsigned char *wf = w->influence;
3127 if (wf[3]) l = dpsnprintf(outbuffer + outbufferpos, outbuffermax - outbufferpos, "%3i %f %f %f %f %f %f %f %f 4 %i %f %i %f %i %f %i %f\n", wi[0], v[0], v[1], v[2], vn[0], vn[1], vn[2], vt[0], 1 - vt[1], wi[0], wf[0]/255.0f, wi[1], wf[1]/255.0f, wi[2], wf[2]/255.0f, wi[3], wf[3]/255.0f);
3128 else if (wf[2]) l = dpsnprintf(outbuffer + outbufferpos, outbuffermax - outbufferpos, "%3i %f %f %f %f %f %f %f %f 3 %i %f %i %f %i %f\n" , wi[0], v[0], v[1], v[2], vn[0], vn[1], vn[2], vt[0], 1 - vt[1], wi[0], wf[0]/255.0f, wi[1], wf[1]/255.0f, wi[2], wf[2]/255.0f);
3129 else if (wf[1]) l = dpsnprintf(outbuffer + outbufferpos, outbuffermax - outbufferpos, "%3i %f %f %f %f %f %f %f %f 2 %i %f %i %f\n" , wi[0], v[0], v[1], v[2], vn[0], vn[1], vn[2], vt[0], 1 - vt[1], wi[0], wf[0]/255.0f, wi[1], wf[1]/255.0f);
3130 else l = dpsnprintf(outbuffer + outbufferpos, outbuffermax - outbufferpos, "%3i %f %f %f %f %f %f %f %f\n" , wi[0], v[0], v[1], v[2], vn[0], vn[1], vn[2], vt[0], 1 - vt[1]);
3137 l = dpsnprintf(outbuffer + outbufferpos, outbuffermax - outbufferpos, "end\n");
3142 FS_WriteFile(filename, outbuffer, outbufferpos);
3145 Con_Printf("Wrote %s (%i bytes, %i nodes, %i frames, %i triangles)\n", filename, (int)outbufferpos, countnodes, countframes, counttriangles);
3152 decompiles a model to editable files
3155 static void Mod_Decompile_f(void)
3157 int i, j, k, l, first, count;
3159 char inname[MAX_QPATH];
3160 char outname[MAX_QPATH];
3161 char mtlname[MAX_QPATH];
3162 char basename[MAX_QPATH];
3163 char animname[MAX_QPATH];
3164 char animname2[MAX_QPATH];
3165 char zymtextbuffer[16384];
3166 char dpmtextbuffer[16384];
3167 char framegroupstextbuffer[16384];
3168 int zymtextsize = 0;
3169 int dpmtextsize = 0;
3170 int framegroupstextsize = 0;
3172 if (Cmd_Argc() != 2)
3174 Con_Print("usage: modeldecompile <filename>\n");
3178 strlcpy(inname, Cmd_Argv(1), sizeof(inname));
3179 FS_StripExtension(inname, basename, sizeof(basename));
3181 mod = Mod_ForName(inname, false, true, inname[0] == '*' ? cl.model_name[1] : NULL);
3182 if (mod->brush.submodel)
3184 // if we're decompiling a submodel, be sure to give it a proper name based on its parent
3185 FS_StripExtension(cl.model_name[1], outname, sizeof(outname));
3186 dpsnprintf(basename, sizeof(basename), "%s/%s", outname, mod->name);
3191 Con_Print("No such model\n");
3194 if (!mod->surfmesh.num_triangles)
3196 Con_Print("Empty model (or sprite)\n");
3200 // export OBJ if possible (not on sprites)
3201 if (mod->surfmesh.num_triangles)
3203 dpsnprintf(outname, sizeof(outname), "%s_decompiled.obj", basename);
3204 dpsnprintf(mtlname, sizeof(mtlname), "%s_decompiled.mtl", basename);
3205 Mod_Decompile_OBJ(mod, outname, mtlname, inname);
3208 // export SMD if possible (only for skeletal models)
3209 if (mod->surfmesh.num_triangles && mod->num_bones)
3211 dpsnprintf(outname, sizeof(outname), "%s_decompiled/ref1.smd", basename);
3212 Mod_Decompile_SMD(mod, outname, 0, 1, true);
3213 l = dpsnprintf(zymtextbuffer + zymtextsize, sizeof(zymtextbuffer) - zymtextsize, "output out.zym\nscale 1\norigin 0 0 0\nmesh ref1.smd\n");
3214 if (l > 0) zymtextsize += l;
3215 l = dpsnprintf(dpmtextbuffer + dpmtextsize, sizeof(dpmtextbuffer) - dpmtextsize, "outputdir .\nmodel out\nscale 1\norigin 0 0 0\nscene ref1.smd\n");
3216 if (l > 0) dpmtextsize += l;
3217 for (i = 0;i < mod->numframes;i = j)
3219 strlcpy(animname, mod->animscenes[i].name, sizeof(animname));
3220 first = mod->animscenes[i].firstframe;
3221 if (mod->animscenes[i].framecount > 1)
3224 count = mod->animscenes[i].framecount;
3230 // check for additional frames with same name
3231 for (l = 0, k = strlen(animname);animname[l];l++)
3232 if(animname[l] < '0' || animname[l] > '9')
3234 if(k > 0 && animname[k-1] == '_')
3237 count = mod->num_poses - first;
3238 for (j = i + 1;j < mod->numframes;j++)
3240 strlcpy(animname2, mod->animscenes[j].name, sizeof(animname2));
3241 for (l = 0, k = strlen(animname2);animname2[l];l++)
3242 if(animname2[l] < '0' || animname2[l] > '9')
3244 if(k > 0 && animname[k-1] == '_')
3247 if (strcmp(animname2, animname) || mod->animscenes[j].framecount > 1)
3249 count = mod->animscenes[j].firstframe - first;
3253 // if it's only one frame, use the original frame name
3255 strlcpy(animname, mod->animscenes[i].name, sizeof(animname));
3258 dpsnprintf(outname, sizeof(outname), "%s_decompiled/%s.smd", basename, animname);
3259 Mod_Decompile_SMD(mod, outname, first, count, false);
3260 if (zymtextsize < (int)sizeof(zymtextbuffer) - 100)
3262 l = dpsnprintf(zymtextbuffer + zymtextsize, sizeof(zymtextbuffer) - zymtextsize, "scene %s.smd fps %g %s\n", animname, mod->animscenes[i].framerate, mod->animscenes[i].loop ? "" : " noloop");
3263 if (l > 0) zymtextsize += l;
3265 if (dpmtextsize < (int)sizeof(dpmtextbuffer) - 100)
3267 l = dpsnprintf(dpmtextbuffer + dpmtextsize, sizeof(dpmtextbuffer) - dpmtextsize, "scene %s.smd fps %g %s\n", animname, mod->animscenes[i].framerate, mod->animscenes[i].loop ? "" : " noloop");
3268 if (l > 0) dpmtextsize += l;
3270 if (framegroupstextsize < (int)sizeof(framegroupstextbuffer) - 100)
3272 l = dpsnprintf(framegroupstextbuffer + framegroupstextsize, sizeof(framegroupstextbuffer) - framegroupstextsize, "%d %d %f %d // %s\n", first, count, mod->animscenes[i].framerate, mod->animscenes[i].loop, animname);
3273 if (l > 0) framegroupstextsize += l;
3277 FS_WriteFile(va("%s_decompiled/out_zym.txt", basename), zymtextbuffer, (fs_offset_t)zymtextsize);
3279 FS_WriteFile(va("%s_decompiled/out_dpm.txt", basename), dpmtextbuffer, (fs_offset_t)dpmtextsize);
3280 if (framegroupstextsize)
3281 FS_WriteFile(va("%s_decompiled.framegroups", basename), framegroupstextbuffer, (fs_offset_t)framegroupstextsize);
3285 void Mod_AllocLightmap_Init(mod_alloclightmap_state_t *state, int width, int height)
3288 memset(state, 0, sizeof(*state));
3289 state->width = width;
3290 state->height = height;
3291 state->currentY = 0;
3292 state->rows = (mod_alloclightmap_row_t *)Mem_Alloc(loadmodel->mempool, state->height * sizeof(*state->rows));
3293 for (y = 0;y < state->height;y++)
3295 state->rows[y].currentX = 0;
3296 state->rows[y].rowY = -1;
3300 void Mod_AllocLightmap_Reset(mod_alloclightmap_state_t *state)
3303 state->currentY = 0;
3304 for (y = 0;y < state->height;y++)
3306 state->rows[y].currentX = 0;
3307 state->rows[y].rowY = -1;
3311 void Mod_AllocLightmap_Free(mod_alloclightmap_state_t *state)
3314 Mem_Free(state->rows);
3315 memset(state, 0, sizeof(*state));
3318 qboolean Mod_AllocLightmap_Block(mod_alloclightmap_state_t *state, int blockwidth, int blockheight, int *outx, int *outy)
3320 mod_alloclightmap_row_t *row;
3323 row = state->rows + blockheight;
3324 if ((row->rowY < 0) || (row->currentX + blockwidth > state->width))
3326 if (state->currentY + blockheight <= state->height)
3328 // use the current allocation position
3329 row->rowY = state->currentY;
3331 state->currentY += blockheight;
3335 // find another position
3336 for (y = blockheight;y < state->height;y++)
3338 if ((state->rows[y].rowY >= 0) && (state->rows[y].currentX + blockwidth <= state->width))
3340 row = state->rows + y;
3344 if (y == state->height)
3349 *outx = row->currentX;
3350 row->currentX += blockwidth;
3355 typedef struct lightmapsample_s
3359 float *vertex_color;
3360 unsigned char *lm_bgr;
3361 unsigned char *lm_dir;
3365 typedef struct lightmapvertex_s
3370 float texcoordbase[2];
3371 float texcoordlightmap[2];
3372 float lightcolor[4];
3376 typedef struct lightmaptriangle_s
3384 // 2D modelspace coordinates of min corner
3385 // snapped to lightmap grid but not in grid coordinates
3387 // 2D modelspace to lightmap coordinate scale
3395 typedef struct lightmaplight_s
3406 lightmaptriangle_t *mod_generatelightmaps_lightmaptriangles;
3408 #define MAX_LIGHTMAPSAMPLES 64
3409 static int mod_generatelightmaps_numoffsets[3];
3410 static float mod_generatelightmaps_offsets[3][MAX_LIGHTMAPSAMPLES][3];
3412 static int mod_generatelightmaps_numlights;
3413 static lightmaplight_t *mod_generatelightmaps_lightinfo;
3415 extern int R_Shadow_GetRTLightInfo(unsigned int lightindex, float *origin, float *radius, float *color);
3416 extern cvar_t r_shadow_lightattenuationdividebias;
3417 extern cvar_t r_shadow_lightattenuationlinearscale;
3419 static void Mod_GenerateLightmaps_LightPoint(dp_model_t *model, const vec3_t pos, vec3_t ambient, vec3_t diffuse, vec3_t lightdir)
3424 float relativepoint[3];
3431 float lightorigin[3];
3435 float lightcolor[3];
3437 for (i = 0;i < 5*3;i++)
3439 for (index = 0;;index++)
3441 result = R_Shadow_GetRTLightInfo(index, lightorigin, &lightradius, lightcolor);
3446 lightradius2 = lightradius * lightradius;
3447 VectorSubtract(lightorigin, pos, relativepoint);
3448 dist2 = VectorLength2(relativepoint);
3449 if (dist2 >= lightradius2)
3451 lightiradius = 1.0f / lightradius;
3452 dist = sqrt(dist2) * lightiradius;
3453 intensity = dist < 1 ? ((1.0f - dist) * r_shadow_lightattenuationlinearscale.value / (r_shadow_lightattenuationdividebias.value + dist*dist)) : 0;
3456 if (model && model->TraceLine)
3458 model->TraceLine(model, NULL, NULL, &trace, pos, lightorigin, SUPERCONTENTS_VISBLOCKERMASK);
3459 if (trace.fraction < 1)
3462 // scale down intensity to add to both ambient and diffuse
3463 //intensity *= 0.5f;
3464 VectorNormalize(relativepoint);
3465 VectorScale(lightcolor, intensity, color);
3466 VectorMA(sample , 0.5f , color, sample );
3467 VectorMA(sample + 3, relativepoint[0], color, sample + 3);
3468 VectorMA(sample + 6, relativepoint[1], color, sample + 6);
3469 VectorMA(sample + 9, relativepoint[2], color, sample + 9);
3470 // calculate a weighted average light direction as well
3471 intensity *= VectorLength(color);
3472 VectorMA(sample + 12, intensity, relativepoint, sample + 12);
3474 // calculate the direction we'll use to reduce the sample to a directional light source
3475 VectorCopy(sample + 12, dir);
3476 //VectorSet(dir, sample[3] + sample[4] + sample[5], sample[6] + sample[7] + sample[8], sample[9] + sample[10] + sample[11]);
3477 VectorNormalize(dir);
3478 // extract the diffuse color along the chosen direction and scale it
3479 diffuse[0] = (dir[0]*sample[3] + dir[1]*sample[6] + dir[2]*sample[ 9] + sample[ 0]);
3480 diffuse[1] = (dir[0]*sample[4] + dir[1]*sample[7] + dir[2]*sample[10] + sample[ 1]);
3481 diffuse[2] = (dir[0]*sample[5] + dir[1]*sample[8] + dir[2]*sample[11] + sample[ 2]);
3482 // subtract some of diffuse from ambient
3483 VectorMA(sample, -0.333f, diffuse, ambient);
3484 // store the normalized lightdir
3485 VectorCopy(dir, lightdir);
3488 static void Mod_GenerateLightmaps_CreateLights_ComputeSVBSP_InsertSurfaces(const dp_model_t *model, svbsp_t *svbsp, const float *mins, const float *maxs)
3492 const msurface_t *surface;
3493 const float *vertex3f = model->surfmesh.data_vertex3f;
3494 const int *element3i = model->surfmesh.data_element3i;
3497 for (surfaceindex = 0, surface = model->data_surfaces;surfaceindex < model->nummodelsurfaces;surfaceindex++, surface++)
3499 if (!BoxesOverlap(surface->mins, surface->maxs, mins, maxs))
3501 if (surface->texture->basematerialflags & MATERIALFLAG_NOSHADOW)
3503 for (triangleindex = 0, e = element3i + 3*surface->num_firsttriangle;triangleindex < surface->num_triangles;triangleindex++, e += 3)
3505 VectorCopy(vertex3f + 3*e[0], v2[0]);
3506 VectorCopy(vertex3f + 3*e[1], v2[1]);
3507 VectorCopy(vertex3f + 3*e[2], v2[2]);
3508 SVBSP_AddPolygon(svbsp, 3, v2[0], true, NULL, NULL, 0);
3513 static void Mod_GenerateLightmaps_CreateLights_ComputeSVBSP(dp_model_t *model, lightmaplight_t *lightinfo)
3515 int maxnodes = 1<<14;
3516 svbsp_node_t *nodes;
3521 VectorSet(mins, lightinfo->origin[0] - lightinfo->radius, lightinfo->origin[1] - lightinfo->radius, lightinfo->origin[2] - lightinfo->radius);
3522 VectorSet(maxs, lightinfo->origin[0] + lightinfo->radius, lightinfo->origin[1] + lightinfo->radius, lightinfo->origin[2] + lightinfo->radius);
3523 VectorCopy(lightinfo->origin, origin);
3524 nodes = (svbsp_node_t *)Mem_Alloc(tempmempool, maxnodes * sizeof(*nodes));
3527 SVBSP_Init(&svbsp, origin, maxnodes, nodes);
3528 Mod_GenerateLightmaps_CreateLights_ComputeSVBSP_InsertSurfaces(model, &svbsp, mins, maxs);
3529 if (svbsp.ranoutofnodes)
3532 if (maxnodes > 1<<22)
3538 nodes = (svbsp_node_t *)Mem_Alloc(tempmempool, maxnodes * sizeof(*nodes));
3543 if (svbsp.numnodes > 0)
3545 svbsp.nodes = (svbsp_node_t *)Mem_Alloc(tempmempool, svbsp.numnodes * sizeof(*nodes));
3546 memcpy(svbsp.nodes, nodes, svbsp.numnodes * sizeof(*nodes));
3547 lightinfo->svbsp = svbsp;
3552 static void Mod_GenerateLightmaps_CreateLights(dp_model_t *model)
3556 lightmaplight_t *lightinfo;
3560 mod_generatelightmaps_numlights = 0;
3561 for (index = 0;;index++)
3563 result = R_Shadow_GetRTLightInfo(index, origin, &radius, color);
3567 mod_generatelightmaps_numlights++;
3569 if (mod_generatelightmaps_numlights > 0)
3571 mod_generatelightmaps_lightinfo = (lightmaplight_t *)Mem_Alloc(tempmempool, mod_generatelightmaps_numlights * sizeof(*mod_generatelightmaps_lightinfo));
3572 lightinfo = mod_generatelightmaps_lightinfo;
3573 for (index = 0;;index++)
3575 result = R_Shadow_GetRTLightInfo(index, lightinfo->origin, &lightinfo->radius, lightinfo->color);
3582 for (index = 0, lightinfo = mod_generatelightmaps_lightinfo;index < mod_generatelightmaps_numlights;index++, lightinfo++)
3584 lightinfo->iradius = 1.0f / lightinfo->radius;
3585 lightinfo->radius2 = lightinfo->radius * lightinfo->radius;
3586 // TODO: compute svbsp
3587 Mod_GenerateLightmaps_CreateLights_ComputeSVBSP(model, lightinfo);
3591 static void Mod_GenerateLightmaps_DestroyLights(dp_model_t *model)
3594 if (mod_generatelightmaps_lightinfo)
3596 for (i = 0;i < mod_generatelightmaps_numlights;i++)
3597 if (mod_generatelightmaps_lightinfo[i].svbsp.nodes)
3598 Mem_Free(mod_generatelightmaps_lightinfo[i].svbsp.nodes);
3599 Mem_Free(mod_generatelightmaps_lightinfo);
3601 mod_generatelightmaps_lightinfo = NULL;
3602 mod_generatelightmaps_numlights = 0;
3605 static qboolean Mod_GenerateLightmaps_SamplePoint_SVBSP(const svbsp_t *svbsp, const float *pos)
3607 const svbsp_node_t *node;
3608 const svbsp_node_t *nodes = svbsp->nodes;
3613 num = node->children[DotProduct(node->plane, pos) < node->plane[3]];
3615 return num == -1; // true if empty, false if solid (shadowed)
3618 static void Mod_GenerateLightmaps_SamplePoint(const float *pos, const float *normal, float *sample, int numoffsets, const float *offsets)
3621 float relativepoint[3];
3630 const lightmaplight_t *lightinfo;
3632 for (i = 0;i < 5*3;i++)
3634 for (i = 0, lightinfo = mod_generatelightmaps_lightinfo;i < mod_generatelightmaps_numlights;i++, lightinfo++)
3636 //R_SampleRTLights(pos, sample, numoffsets, offsets);
3637 VectorSubtract(lightinfo->origin, pos, relativepoint);
3638 // don't accept light from behind a surface, it causes bad shading
3639 if (normal && DotProduct(relativepoint, normal) <= 0)
3641 dist2 = VectorLength2(relativepoint);
3642 if (dist2 >= lightinfo->radius2)
3644 dist = sqrt(dist2) * lightinfo->iradius;
3645 intensity = dist < 1 ? ((1.0f - dist) * r_shadow_lightattenuationlinearscale.value / (r_shadow_lightattenuationdividebias.value + dist*dist)) : 0;
3648 if (cl.worldmodel && cl.worldmodel->TraceLine && numoffsets > 0)
3652 if (Mod_GenerateLightmaps_SamplePoint_SVBSP(&lightinfo->svbsp, pos))
3654 for (offsetindex = 1;offsetindex < numoffsets;offsetindex++)
3656 VectorAdd(pos, offsets + 3*offsetindex, offsetpos);
3659 // for light grid we'd better check visibility of the offset point
3660 cl.worldmodel->TraceLine(cl.worldmodel, NULL, NULL, &trace, pos, offsetpos, SUPERCONTENTS_VISBLOCKERMASK);
3661 if (trace.fraction < 1)
3662 VectorLerp(pos, trace.fraction, offsetpos, offsetpos);
3665 if (Mod_GenerateLightmaps_SamplePoint_SVBSP(&lightinfo->svbsp, offsetpos))
3670 // scale intensity according to how many rays succeeded
3671 // we know one test is valid, half of the rest will fail...
3672 //if (normal && tests > 1)
3673 // intensity *= (tests - 1.0f) / tests;
3674 intensity *= (float)hits / tests;
3676 // scale down intensity to add to both ambient and diffuse
3677 //intensity *= 0.5f;
3678 VectorNormalize(relativepoint);
3679 VectorScale(lightinfo->color, intensity, color);
3680 VectorMA(sample , 0.5f , color, sample );
3681 VectorMA(sample + 3, relativepoint[0], color, sample + 3);
3682 VectorMA(sample + 6, relativepoint[1], color, sample + 6);
3683 VectorMA(sample + 9, relativepoint[2], color, sample + 9);
3684 // calculate a weighted average light direction as well
3685 intensity *= VectorLength(color);
3686 VectorMA(sample + 12, intensity, relativepoint, sample + 12);
3690 static void Mod_GenerateLightmaps_LightmapSample(const float *pos, const float *normal, unsigned char *lm_bgr, unsigned char *lm_dir)
3696 Mod_GenerateLightmaps_SamplePoint(pos, normal, sample, mod_generatelightmaps_numoffsets[0], mod_generatelightmaps_offsets[0][0]);
3697 //VectorSet(dir, sample[3] + sample[4] + sample[5], sample[6] + sample[7] + sample[8], sample[9] + sample[10] + sample[11]);
3698 VectorCopy(sample + 12, dir);
3699 VectorNormalize(dir);
3700 //VectorAdd(dir, normal, dir);
3701 //VectorNormalize(dir);
3702 f = DotProduct(dir, normal);
3703 f = max(0, f) * 255.0f;
3704 VectorScale(sample, f, color);
3705 //VectorCopy(normal, dir);
3706 VectorSet(dir, (dir[0]+1.0f)*127.5f, (dir[1]+1.0f)*127.5f, (dir[2]+1.0f)*127.5f);
3707 lm_bgr[0] = (unsigned char)bound(0.0f, color[2], 255.0f);
3708 lm_bgr[1] = (unsigned char)bound(0.0f, color[1], 255.0f);
3709 lm_bgr[2] = (unsigned char)bound(0.0f, color[0], 255.0f);
3711 lm_dir[0] = (unsigned char)dir[2];
3712 lm_dir[1] = (unsigned char)dir[1];
3713 lm_dir[2] = (unsigned char)dir[0];
3717 static void Mod_GenerateLightmaps_VertexSample(const float *pos, const float *normal, float *vertex_color)
3720 Mod_GenerateLightmaps_SamplePoint(pos, normal, sample, mod_generatelightmaps_numoffsets[1], mod_generatelightmaps_offsets[1][0]);
3721 VectorCopy(sample, vertex_color);
3724 static void Mod_GenerateLightmaps_GridSample(const float *pos, q3dlightgrid_t *s)
3730 Mod_GenerateLightmaps_SamplePoint(pos, NULL, sample, mod_generatelightmaps_numoffsets[2], mod_generatelightmaps_offsets[2][0]);
3731 // calculate the direction we'll use to reduce the sample to a directional light source
3732 VectorCopy(sample + 12, dir);
3733 //VectorSet(dir, sample[3] + sample[4] + sample[5], sample[6] + sample[7] + sample[8], sample[9] + sample[10] + sample[11]);
3734 VectorNormalize(dir);
3735 // extract the diffuse color along the chosen direction and scale it
3736 diffuse[0] = (dir[0]*sample[3] + dir[1]*sample[6] + dir[2]*sample[ 9] + sample[ 0]) * 127.5f;
3737 diffuse[1] = (dir[0]*sample[4] + dir[1]*sample[7] + dir[2]*sample[10] + sample[ 1]) * 127.5f;
3738 diffuse[2] = (dir[0]*sample[5] + dir[1]*sample[8] + dir[2]*sample[11] + sample[ 2]) * 127.5f;
3739 // scale the ambient from 0-2 to 0-255 and subtract some of diffuse
3740 VectorScale(sample, 127.5f, ambient);
3741 VectorMA(ambient, -0.333f, diffuse, ambient);
3742 // encode to the grid format
3743 s->ambientrgb[0] = (unsigned char)bound(0.0f, ambient[0], 255.0f);
3744 s->ambientrgb[1] = (unsigned char)bound(0.0f, ambient[1], 255.0f);
3745 s->ambientrgb[2] = (unsigned char)bound(0.0f, ambient[2], 255.0f);
3746 s->diffusergb[0] = (unsigned char)bound(0.0f, diffuse[0], 255.0f);
3747 s->diffusergb[1] = (unsigned char)bound(0.0f, diffuse[1], 255.0f);
3748 s->diffusergb[2] = (unsigned char)bound(0.0f, diffuse[2], 255.0f);
3749 if (dir[2] >= 0.99f) {s->diffusepitch = 0;s->diffuseyaw = 0;}
3750 else if (dir[2] <= -0.99f) {s->diffusepitch = 128;s->diffuseyaw = 0;}
3751 else {s->diffusepitch = (unsigned char)(acos(dir[2]) * (127.5f/M_PI));s->diffuseyaw = (unsigned char)(atan2(dir[1], dir[0]) * (127.5f/M_PI));}
3754 static void Mod_GenerateLightmaps_InitSampleOffsets(dp_model_t *model)
3759 memset(mod_generatelightmaps_offsets, 0, sizeof(mod_generatelightmaps_offsets));
3760 mod_generatelightmaps_numoffsets[0] = min(MAX_LIGHTMAPSAMPLES, mod_generatelightmaps_lightmapsamples.integer);
3761 mod_generatelightmaps_numoffsets[1] = min(MAX_LIGHTMAPSAMPLES, mod_generatelightmaps_vertexsamples.integer);
3762 mod_generatelightmaps_numoffsets[2] = min(MAX_LIGHTMAPSAMPLES, mod_generatelightmaps_gridsamples.integer);
3763 radius[0] = mod_generatelightmaps_lightmapradius.value;
3764 radius[1] = mod_generatelightmaps_vertexradius.value;
3765 radius[2] = mod_generatelightmaps_gridradius.value;
3766 for (i = 0;i < 3;i++)
3768 for (j = 1;j < mod_generatelightmaps_numoffsets[i];j++)
3771 VectorScale(temp, radius[i], mod_generatelightmaps_offsets[i][j]);
3776 static void Mod_GenerateLightmaps_DestroyLightmaps(dp_model_t *model)
3778 msurface_t *surface;
3781 for (surfaceindex = 0;surfaceindex < model->num_surfaces;surfaceindex++)
3783 surface = model->data_surfaces + surfaceindex;
3784 surface->lightmaptexture = NULL;
3785 surface->deluxemaptexture = NULL;
3787 if (model->brushq3.data_lightmaps)
3789 for (i = 0;i < model->brushq3.num_mergedlightmaps;i++)
3790 if (model->brushq3.data_lightmaps[i])
3791 R_FreeTexture(model->brushq3.data_lightmaps[i]);
3792 Mem_Free(model->brushq3.data_lightmaps);
3793 model->brushq3.data_lightmaps = NULL;
3795 if (model->brushq3.data_deluxemaps)
3797 for (i = 0;i < model->brushq3.num_mergedlightmaps;i++)
3798 if (model->brushq3.data_deluxemaps[i])
3799 R_FreeTexture(model->brushq3.data_deluxemaps[i]);
3800 Mem_Free(model->brushq3.data_deluxemaps);
3801 model->brushq3.data_deluxemaps = NULL;
3805 static void Mod_GenerateLightmaps_UnweldTriangles(dp_model_t *model)
3807 msurface_t *surface;
3813 surfmesh_t oldsurfmesh;
3815 unsigned char *data;
3816 oldsurfmesh = model->surfmesh;
3817 model->surfmesh.num_triangles = oldsurfmesh.num_triangles;
3818 model->surfmesh.num_vertices = oldsurfmesh.num_triangles * 3;
3820 size += model->surfmesh.num_vertices * sizeof(float[3]);
3821 size += model->surfmesh.num_vertices * sizeof(float[3]);
3822 size += model->surfmesh.num_vertices * sizeof(float[3]);
3823 size += model->surfmesh.num_vertices * sizeof(float[3]);
3824 size += model->surfmesh.num_vertices * sizeof(float[2]);
3825 size += model->surfmesh.num_vertices * sizeof(float[2]);
3826 size += model->surfmesh.num_vertices * sizeof(float[4]);
3827 data = (unsigned char *)Mem_Alloc(model->mempool, size);
3828 model->surfmesh.data_vertex3f = (float *)data;data += model->surfmesh.num_vertices * sizeof(float[3]);
3829 model->surfmesh.data_normal3f = (float *)data;data += model->surfmesh.num_vertices * sizeof(float[3]);
3830 model->surfmesh.data_svector3f = (float *)data;data += model->surfmesh.num_vertices * sizeof(float[3]);
3831 model->surfmesh.data_tvector3f = (float *)data;data += model->surfmesh.num_vertices * sizeof(float[3]);
3832 model->surfmesh.data_texcoordtexture2f = (float *)data;data += model->surfmesh.num_vertices * sizeof(float[2]);
3833 model->surfmesh.data_texcoordlightmap2f = (float *)data;data += model->surfmesh.num_vertices * sizeof(float[2]);
3834 model->surfmesh.data_lightmapcolor4f = (float *)data;data += model->surfmesh.num_vertices * sizeof(float[4]);
3835 if (model->surfmesh.num_vertices > 65536)
3836 model->surfmesh.data_element3s = NULL;
3838 if (model->surfmesh.vertexposition)
3839 Mem_Free(model->surfmesh.vertexposition);
3840 model->surfmesh.vertexposition = NULL;
3841 if (model->surfmesh.vertexmesh)
3842 Mem_Free(model->surfmesh.vertexmesh);
3843 model->surfmesh.vertexmesh = NULL;
3844 if (model->surfmesh.vertexpositionbuffer)
3845 R_Mesh_DestroyMeshBuffer(model->surfmesh.vertexpositionbuffer);
3846 model->surfmesh.vertexpositionbuffer = NULL;
3847 if (model->surfmesh.vertexmeshbuffer)
3848 R_Mesh_DestroyMeshBuffer(model->surfmesh.vertexmeshbuffer);
3849 model->surfmesh.vertexmeshbuffer = NULL;
3850 if (model->surfmesh.data_element3i_indexbuffer)
3851 R_Mesh_DestroyMeshBuffer(model->surfmesh.data_element3i_indexbuffer);
3852 model->surfmesh.data_element3i_indexbuffer = NULL;
3853 if (model->surfmesh.data_element3s_indexbuffer)
3854 R_Mesh_DestroyMeshBuffer(model->surfmesh.data_element3s_indexbuffer);
3855 model->surfmesh.data_element3s_indexbuffer = NULL;
3856 if (model->surfmesh.vbo_vertexbuffer)
3857 R_Mesh_DestroyMeshBuffer(model->surfmesh.vbo_vertexbuffer);
3858 model->surfmesh.vbo_vertexbuffer = 0;
3860 // convert all triangles to unique vertex data
3862 for (surfaceindex = 0;surfaceindex < model->num_surfaces;surfaceindex++)
3864 surface = model->data_surfaces + surfaceindex;
3865 surface->num_firstvertex = outvertexindex;
3866 surface->num_vertices = surface->num_triangles*3;
3867 e = oldsurfmesh.data_element3i + surface->num_firsttriangle*3;
3868 for (i = 0;i < surface->num_triangles*3;i++)
3871 model->surfmesh.data_vertex3f[outvertexindex*3+0] = oldsurfmesh.data_vertex3f[vertexindex*3+0];
3872 model->surfmesh.data_vertex3f[outvertexindex*3+1] = oldsurfmesh.data_vertex3f[vertexindex*3+1];
3873 model->surfmesh.data_vertex3f[outvertexindex*3+2] = oldsurfmesh.data_vertex3f[vertexindex*3+2];
3874 model->surfmesh.data_normal3f[outvertexindex*3+0] = oldsurfmesh.data_normal3f[vertexindex*3+0];
3875 model->surfmesh.data_normal3f[outvertexindex*3+1] = oldsurfmesh.data_normal3f[vertexindex*3+1];
3876 model->surfmesh.data_normal3f[outvertexindex*3+2] = oldsurfmesh.data_normal3f[vertexindex*3+2];
3877 model->surfmesh.data_svector3f[outvertexindex*3+0] = oldsurfmesh.data_svector3f[vertexindex*3+0];
3878 model->surfmesh.data_svector3f[outvertexindex*3+1] = oldsurfmesh.data_svector3f[vertexindex*3+1];
3879 model->surfmesh.data_svector3f[outvertexindex*3+2] = oldsurfmesh.data_svector3f[vertexindex*3+2];
3880 model->surfmesh.data_tvector3f[outvertexindex*3+0] = oldsurfmesh.data_tvector3f[vertexindex*3+0];
3881 model->surfmesh.data_tvector3f[outvertexindex*3+1] = oldsurfmesh.data_tvector3f[vertexindex*3+1];
3882 model->surfmesh.data_tvector3f[outvertexindex*3+2] = oldsurfmesh.data_tvector3f[vertexindex*3+2];
3883 model->surfmesh.data_texcoordtexture2f[outvertexindex*2+0] = oldsurfmesh.data_texcoordtexture2f[vertexindex*2+0];
3884 model->surfmesh.data_texcoordtexture2f[outvertexindex*2+1] = oldsurfmesh.data_texcoordtexture2f[vertexindex*2+1];
3885 if (oldsurfmesh.data_texcoordlightmap2f)
3887 model->surfmesh.data_texcoordlightmap2f[outvertexindex*2+0] = oldsurfmesh.data_texcoordlightmap2f[vertexindex*2+0];
3888 model->surfmesh.data_texcoordlightmap2f[outvertexindex*2+1] = oldsurfmesh.data_texcoordlightmap2f[vertexindex*2+1];
3890 if (oldsurfmesh.data_lightmapcolor4f)
3892 model->surfmesh.data_lightmapcolor4f[outvertexindex*4+0] = oldsurfmesh.data_lightmapcolor4f[vertexindex*4+0];
3893 model->surfmesh.data_lightmapcolor4f[outvertexindex*4+1] = oldsurfmesh.data_lightmapcolor4f[vertexindex*4+1];
3894 model->surfmesh.data_lightmapcolor4f[outvertexindex*4+2] = oldsurfmesh.data_lightmapcolor4f[vertexindex*4+2];
3895 model->surfmesh.data_lightmapcolor4f[outvertexindex*4+3] = oldsurfmesh.data_lightmapcolor4f[vertexindex*4+3];
3898 Vector4Set(model->surfmesh.data_lightmapcolor4f + 4*outvertexindex, 1, 1, 1, 1);
3899 model->surfmesh.data_element3i[surface->num_firsttriangle*3+i] = outvertexindex;
3903 if (model->surfmesh.data_element3s)
3904 for (i = 0;i < model->surfmesh.num_triangles*3;i++)
3905 model->surfmesh.data_element3s[i] = model->surfmesh.data_element3i[i];
3907 // find and update all submodels to use this new surfmesh data
3908 for (i = 0;i < model->brush.numsubmodels;i++)
3909 model->brush.submodels[i]->surfmesh = model->surfmesh;
3912 static void Mod_GenerateLightmaps_CreateTriangleInformation(dp_model_t *model)
3914 msurface_t *surface;
3920 lightmaptriangle_t *triangle;
3921 // generate lightmap triangle structs
3922 mod_generatelightmaps_lightmaptriangles = (lightmaptriangle_t *)Mem_Alloc(model->mempool, model->surfmesh.num_triangles * sizeof(lightmaptriangle_t));
3923 for (surfaceindex = 0;surfaceindex < model->num_surfaces;surfaceindex++)
3925 surface = model->data_surfaces + surfaceindex;
3926 e = model->surfmesh.data_element3i + surface->num_firsttriangle*3;
3927 for (i = 0;i < surface->num_triangles;i++)
3929 triangle = &mod_generatelightmaps_lightmaptriangles[surface->num_firsttriangle+i];
3930 triangle->triangleindex = surface->num_firsttriangle+i;
3931 triangle->surfaceindex = surfaceindex;
3932 VectorCopy(model->surfmesh.data_vertex3f + 3*e[i*3+0], triangle->vertex[0]);
3933 VectorCopy(model->surfmesh.data_vertex3f + 3*e[i*3+1], triangle->vertex[1]);
3934 VectorCopy(model->surfmesh.data_vertex3f + 3*e[i*3+2], triangle->vertex[2]);
3935 // calculate bounds of triangle
3936 triangle->mins[0] = min(triangle->vertex[0][0], min(triangle->vertex[1][0], triangle->vertex[2][0]));
3937 triangle->mins[1] = min(triangle->vertex[0][1], min(triangle->vertex[1][1], triangle->vertex[2][1]));
3938 triangle->mins[2] = min(triangle->vertex[0][2], min(triangle->vertex[1][2], triangle->vertex[2][2]));
3939 triangle->maxs[0] = max(triangle->vertex[0][0], max(triangle->vertex[1][0], triangle->vertex[2][0]));
3940 triangle->maxs[1] = max(triangle->vertex[0][1], max(triangle->vertex[1][1], triangle->vertex[2][1]));
3941 triangle->maxs[2] = max(triangle->vertex[0][2], max(triangle->vertex[1][2], triangle->vertex[2][2]));
3942 // pick an axial projection based on the triangle normal
3943 TriangleNormal(triangle->vertex[0], triangle->vertex[1], triangle->vertex[2], normal);
3945 if (fabs(normal[1]) > fabs(normal[axis]))
3947 if (fabs(normal[2]) > fabs(normal[axis]))
3949 triangle->axis = axis;
3954 static void Mod_GenerateLightmaps_DestroyTriangleInformation(dp_model_t *model)
3956 if (mod_generatelightmaps_lightmaptriangles)
3957 Mem_Free(mod_generatelightmaps_lightmaptriangles);
3958 mod_generatelightmaps_lightmaptriangles = NULL;
3961 float lmaxis[3][3] = {{1, 0, 0}, {0, 1, 0}, {0, 0, 1}};
3963 static void Mod_GenerateLightmaps_CreateLightmaps(dp_model_t *model)
3965 msurface_t *surface;
3979 float trianglenormal[3];
3980 float samplecenter[3];
3981 float samplenormal[3];
3987 float lmscalepixels;
3990 float lm_basescalepixels;
3991 int lm_borderpixels;
3995 lightmaptriangle_t *triangle;
3996 unsigned char *lightmappixels;
3997 unsigned char *deluxemappixels;
3998 mod_alloclightmap_state_t lmstate;
4000 // generate lightmap projection information for all triangles
4001 if (model->texturepool == NULL)
4002 model->texturepool = R_AllocTexturePool();
4003 lm_basescalepixels = 1.0f / max(0.0001f, mod_generatelightmaps_unitspersample.value);
4004 lm_borderpixels = mod_generatelightmaps_borderpixels.integer;
4005 lm_texturesize = bound(lm_borderpixels*2+1, 64, (int)vid.maxtexturesize_2d);
4006 //lm_maxpixels = lm_texturesize-(lm_borderpixels*2+1);
4007 Mod_AllocLightmap_Init(&lmstate, lm_texturesize, lm_texturesize);
4009 for (surfaceindex = 0;surfaceindex < model->num_surfaces;surfaceindex++)
4011 surface = model->data_surfaces + surfaceindex;
4012 e = model->surfmesh.data_element3i + surface->num_firsttriangle*3;
4013 lmscalepixels = lm_basescalepixels;
4014 for (retry = 0;retry < 30;retry++)
4016 // after a couple failed attempts, degrade quality to make it fit
4018 lmscalepixels *= 0.5f;
4019 for (i = 0;i < surface->num_triangles;i++)
4021 triangle = &mod_generatelightmaps_lightmaptriangles[surface->num_firsttriangle+i];
4022 triangle->lightmapindex = lightmapnumber;
4023 // calculate lightmap bounds in 3D pixel coordinates, limit size,
4024 // pick two planar axes for projection
4025 // lightmap coordinates here are in pixels
4026 // lightmap projections are snapped to pixel grid explicitly, such
4027 // that two neighboring triangles sharing an edge and projection
4028 // axis will have identical sampl espacing along their shared edge
4030 for (j = 0;j < 3;j++)
4032 if (j == triangle->axis)
4034 lmmins = floor(triangle->mins[j]*lmscalepixels)-lm_borderpixels;
4035 lmmaxs = floor(triangle->maxs[j]*lmscalepixels)+lm_borderpixels;
4036 triangle->lmsize[k] = (int)(lmmaxs-lmmins);
4037 triangle->lmbase[k] = lmmins/lmscalepixels;
4038 triangle->lmscale[k] = lmscalepixels;
4041 if (!Mod_AllocLightmap_Block(&lmstate, triangle->lmsize[0], triangle->lmsize[1], &triangle->lmoffset[0], &triangle->lmoffset[1]))
4044 // if all fit in this texture, we're done with this surface
4045 if (i == surface->num_triangles)
4047 // if we haven't maxed out the lightmap size yet, we retry the
4048 // entire surface batch...
4049 if (lm_texturesize * 2 <= min(mod_generatelightmaps_texturesize.integer, (int)vid.maxtexturesize_2d))
4051 lm_texturesize *= 2;
4054 Mod_AllocLightmap_Free(&lmstate);
4055 Mod_AllocLightmap_Init(&lmstate, lm_texturesize, lm_texturesize);
4058 // if we have maxed out the lightmap size, and this triangle does
4059 // not fit in the same texture as the rest of the surface, we have
4060 // to retry the entire surface in a new texture (can only use one)
4061 // with multiple retries, the lightmap quality degrades until it
4062 // fits (or gives up)
4063 if (surfaceindex > 0)
4065 Mod_AllocLightmap_Reset(&lmstate);
4069 Mod_AllocLightmap_Free(&lmstate);
4071 // now put triangles together into lightmap textures, and do not allow
4072 // triangles of a surface to go into different textures (as that would
4073 // require rewriting the surface list)
4074 model->brushq3.deluxemapping_modelspace = true;
4075 model->brushq3.deluxemapping = true;
4076 model->brushq3.num_mergedlightmaps = lightmapnumber;
4077 model->brushq3.data_lightmaps = (rtexture_t **)Mem_Alloc(model->mempool, model->brushq3.num_mergedlightmaps * sizeof(rtexture_t *));
4078 model->brushq3.data_deluxemaps = (rtexture_t **)Mem_Alloc(model->mempool, model->brushq3.num_mergedlightmaps * sizeof(rtexture_t *));
4079 lightmappixels = (unsigned char *)Mem_Alloc(tempmempool, model->brushq3.num_mergedlightmaps * lm_texturesize * lm_texturesize * 4);
4080 deluxemappixels = (unsigned char *)Mem_Alloc(tempmempool, model->brushq3.num_mergedlightmaps * lm_texturesize * lm_texturesize * 4);
4081 for (surfaceindex = 0;surfaceindex < model->num_surfaces;surfaceindex++)
4083 surface = model->data_surfaces + surfaceindex;
4084 e = model->surfmesh.data_element3i + surface->num_firsttriangle*3;
4085 for (i = 0;i < surface->num_triangles;i++)
4087 triangle = &mod_generatelightmaps_lightmaptriangles[surface->num_firsttriangle+i];
4088 TriangleNormal(triangle->vertex[0], triangle->vertex[1], triangle->vertex[2], trianglenormal);
4089 VectorNormalize(trianglenormal);
4090 VectorCopy(trianglenormal, samplenormal); // FIXME: this is supposed to be interpolated per pixel from vertices
4091 axis = triangle->axis;
4092 axis1 = axis == 0 ? 1 : 0;
4093 axis2 = axis == 2 ? 1 : 2;
4094 lmiscale[0] = 1.0f / triangle->lmscale[0];
4095 lmiscale[1] = 1.0f / triangle->lmscale[1];
4096 if (trianglenormal[axis] < 0)
4097 VectorNegate(trianglenormal, trianglenormal);
4098 CrossProduct(lmaxis[axis2], trianglenormal, temp);slopex = temp[axis] / temp[axis1];
4099 CrossProduct(lmaxis[axis1], trianglenormal, temp);slopey = temp[axis] / temp[axis2];
4100 slopebase = triangle->vertex[0][axis] - triangle->vertex[0][axis1]*slopex - triangle->vertex[0][axis2]*slopey;
4101 for (j = 0;j < 3;j++)
4103 float *t2f = model->surfmesh.data_texcoordlightmap2f + e[i*3+j]*2;
4104 t2f[0] = ((triangle->vertex[j][axis1] - triangle->lmbase[0]) * triangle->lmscale[0] + triangle->lmoffset[0]) / lm_texturesize;
4105 t2f[1] = ((triangle->vertex[j][axis2] - triangle->lmbase[1]) * triangle->lmscale[1] + triangle->lmoffset[1]) / lm_texturesize;
4107 samplecenter[axis1] = (t2f[0]*lm_texturesize-triangle->lmoffset[0])*lmiscale[0] + triangle->lmbase[0];
4108 samplecenter[axis2] = (t2f[1]*lm_texturesize-triangle->lmoffset[1])*lmiscale[1] + triangle->lmbase[1];
4109 samplecenter[axis] = samplecenter[axis1]*slopex + samplecenter[axis2]*slopey + slopebase;
4110 Con_Printf("%f:%f %f:%f %f:%f = %f %f\n", triangle->vertex[j][axis1], samplecenter[axis1], triangle->vertex[j][axis2], samplecenter[axis2], triangle->vertex[j][axis], samplecenter[axis], t2f[0], t2f[1]);
4120 forward[1] = 1.0f / triangle->lmscale[0];
4124 left[2] = 1.0f / triangle->lmscale[1];
4129 origin[1] = triangle->lmbase[0];
4130 origin[2] = triangle->lmbase[1];
4133 forward[0] = 1.0f / triangle->lmscale[0];
4138 left[2] = 1.0f / triangle->lmscale[1];
4142 origin[0] = triangle->lmbase[0];
4144 origin[2] = triangle->lmbase[1];
4147 forward[0] = 1.0f / triangle->lmscale[0];
4151 left[1] = 1.0f / triangle->lmscale[1];
4156 origin[0] = triangle->lmbase[0];
4157 origin[1] = triangle->lmbase[1];
4161 Matrix4x4_FromVectors(&backmatrix, forward, left, up, origin);
4163 #define LM_DIST_EPSILON (1.0f / 32.0f)
4164 for (y = 0;y < triangle->lmsize[1];y++)
4166 pixeloffset = ((triangle->lightmapindex * lm_texturesize + y + triangle->lmoffset[1]) * lm_texturesize + triangle->lmoffset[0]) * 4;
4167 for (x = 0;x < triangle->lmsize[0];x++, pixeloffset += 4)
4169 samplecenter[axis1] = (x+0.5f)*lmiscale[0] + triangle->lmbase[0];
4170 samplecenter[axis2] = (y+0.5f)*lmiscale[1] + triangle->lmbase[1];
4171 samplecenter[axis] = samplecenter[axis1]*slopex + samplecenter[axis2]*slopey + slopebase;
4172 VectorMA(samplecenter, 0.125f, samplenormal, samplecenter);
4173 Mod_GenerateLightmaps_LightmapSample(samplecenter, samplenormal, lightmappixels + pixeloffset, deluxemappixels + pixeloffset);
4179 for (lightmapindex = 0;lightmapindex < model->brushq3.num_mergedlightmaps;lightmapindex++)
4181 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);
4182 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);
4186 Mem_Free(lightmappixels);
4187 if (deluxemappixels)
4188 Mem_Free(deluxemappixels);
4190 for (surfaceindex = 0;surfaceindex < model->num_surfaces;surfaceindex++)
4192 surface = model->data_surfaces + surfaceindex;
4193 e = model->surfmesh.data_element3i + surface->num_firsttriangle*3;
4194 if (!surface->num_triangles)
4196 lightmapindex = mod_generatelightmaps_lightmaptriangles[surface->num_firsttriangle].lightmapindex;
4197 surface->lightmaptexture = model->brushq3.data_lightmaps[lightmapindex];
4198 surface->deluxemaptexture = model->brushq3.data_deluxemaps[lightmapindex];
4199 surface->lightmapinfo = NULL;
4202 model->brush.LightPoint = Mod_GenerateLightmaps_LightPoint;
4203 model->brushq1.lightdata = NULL;
4204 model->brushq1.lightmapupdateflags = NULL;
4205 model->brushq1.firstrender = false;
4206 model->brushq1.num_lightstyles = 0;
4207 model->brushq1.data_lightstyleinfo = NULL;
4208 for (i = 0;i < model->brush.numsubmodels;i++)
4210 model->brush.submodels[i]->brushq1.lightmapupdateflags = NULL;
4211 model->brush.submodels[i]->brushq1.firstrender = false;
4212 model->brush.submodels[i]->brushq1.num_lightstyles = 0;
4213 model->brush.submodels[i]->brushq1.data_lightstyleinfo = NULL;
4217 static void Mod_GenerateLightmaps_UpdateVertexColors(dp_model_t *model)
4220 for (i = 0;i < model->surfmesh.num_vertices;i++)
4221 Mod_GenerateLightmaps_VertexSample(model->surfmesh.data_vertex3f + 3*i, model->surfmesh.data_normal3f + 3*i, model->surfmesh.data_lightmapcolor4f + 4*i);
4224 static void Mod_GenerateLightmaps_UpdateLightGrid(dp_model_t *model)
4231 for (z = 0;z < model->brushq3.num_lightgrid_isize[2];z++)
4233 pos[2] = (model->brushq3.num_lightgrid_imins[2] + z + 0.5f) * model->brushq3.num_lightgrid_cellsize[2];
4234 for (y = 0;y < model->brushq3.num_lightgrid_isize[1];y++)
4236 pos[1] = (model->brushq3.num_lightgrid_imins[1] + y + 0.5f) * model->brushq3.num_lightgrid_cellsize[1];
4237 for (x = 0;x < model->brushq3.num_lightgrid_isize[0];x++, index++)
4239 pos[0] = (model->brushq3.num_lightgrid_imins[0] + x + 0.5f) * model->brushq3.num_lightgrid_cellsize[0];
4240 Mod_GenerateLightmaps_GridSample(pos, model->brushq3.data_lightgrid + index);
4246 extern cvar_t mod_q3bsp_nolightmaps;
4247 static void Mod_GenerateLightmaps(dp_model_t *model)
4249 //lightmaptriangle_t *lightmaptriangles = Mem_Alloc(model->mempool, model->surfmesh.num_triangles * sizeof(lightmaptriangle_t));
4250 dp_model_t *oldloadmodel = loadmodel;
4253 Mod_GenerateLightmaps_InitSampleOffsets(model);
4254 Mod_GenerateLightmaps_DestroyLightmaps(model);
4255 Mod_GenerateLightmaps_UnweldTriangles(model);
4256 Mod_GenerateLightmaps_CreateTriangleInformation(model);
4257 Mod_GenerateLightmaps_CreateLights(model);
4258 if(!mod_q3bsp_nolightmaps.integer)
4259 Mod_GenerateLightmaps_CreateLightmaps(model);
4260 Mod_GenerateLightmaps_UpdateVertexColors(model);
4261 Mod_GenerateLightmaps_UpdateLightGrid(model);
4262 Mod_GenerateLightmaps_DestroyLights(model);
4263 Mod_GenerateLightmaps_DestroyTriangleInformation(model);
4265 loadmodel = oldloadmodel;
4268 static void Mod_GenerateLightmaps_f(void)
4270 if (Cmd_Argc() != 1)
4272 Con_Printf("usage: mod_generatelightmaps\n");
4277 Con_Printf("no worldmodel loaded\n");
4280 Mod_GenerateLightmaps(cl.worldmodel);