/* ------------------------------------------------------------------------------- Copyright (C) 1999-2007 id Software, Inc. and contributors. For a list of contributors, see the accompanying CONTRIBUTORS file. This file is part of GtkRadiant. GtkRadiant is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation; either version 2 of the License, or (at your option) any later version. GtkRadiant is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with GtkRadiant; if not, write to the Free Software Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA ---------------------------------------------------------------------------------- This code has been altered significantly from its original form, to support several games based on the Quake III Arena engine, in the form of "Q3Map2." ------------------------------------------------------------------------------- */ /* marker */ #define MODEL_C /* dependencies */ #include "q3map2.h" /* PicoPrintFunc() callback for picomodel.lib */ void PicoPrintFunc( int level, const char *str ) { if( str == NULL ) return; switch( level ) { case PICO_NORMAL: Sys_Printf( "%s\n", str ); break; case PICO_VERBOSE: Sys_FPrintf( SYS_VRB, "%s\n", str ); break; case PICO_WARNING: Sys_Printf( "WARNING: %s\n", str ); break; case PICO_ERROR: Sys_Printf( "ERROR: %s\n", str ); break; case PICO_FATAL: Error( "ERROR: %s\n", str ); break; } } /* PicoLoadFileFunc() callback for picomodel.lib */ void PicoLoadFileFunc( char *name, byte **buffer, int *bufSize ) { *bufSize = vfsLoadFile( (const char*) name, (void**) buffer, 0 ); } /* FindModel() - ydnar finds an existing picoModel and returns a pointer to the picoModel_t struct or NULL if not found */ picoModel_t *FindModel( char *name, int frame ) { int i; /* init */ if( numPicoModels <= 0 ) memset( picoModels, 0, sizeof( picoModels ) ); /* dummy check */ if( name == NULL || name[ 0 ] == '\0' ) return NULL; /* search list */ for( i = 0; i < MAX_MODELS; i++ ) { if( picoModels[ i ] != NULL && !strcmp( PicoGetModelName( picoModels[ i ] ), name ) && PicoGetModelFrameNum( picoModels[ i ] ) == frame ) return picoModels[ i ]; } /* no matching picoModel found */ return NULL; } /* LoadModel() - ydnar loads a picoModel and returns a pointer to the picoModel_t struct or NULL if not found */ picoModel_t *LoadModel( char *name, int frame ) { int i; picoModel_t *model, **pm; /* init */ if( numPicoModels <= 0 ) memset( picoModels, 0, sizeof( picoModels ) ); /* dummy check */ if( name == NULL || name[ 0 ] == '\0' ) return NULL; /* try to find existing picoModel */ model = FindModel( name, frame ); if( model != NULL ) return model; /* none found, so find first non-null picoModel */ pm = NULL; for( i = 0; i < MAX_MODELS; i++ ) { if( picoModels[ i ] == NULL ) { pm = &picoModels[ i ]; break; } } /* too many picoModels? */ if( pm == NULL ) Error( "MAX_MODELS (%d) exceeded, there are too many model files referenced by the map.", MAX_MODELS ); /* attempt to parse model */ *pm = PicoLoadModel( (char*) name, frame ); /* if loading failed, make a bogus model to silence the rest of the warnings */ if( *pm == NULL ) { /* allocate a new model */ *pm = PicoNewModel(); if( *pm == NULL ) return NULL; /* set data */ PicoSetModelName( *pm, name ); PicoSetModelFrameNum( *pm, frame ); } /* debug code */ #if 0 { int numSurfaces, numVertexes; picoSurface_t *ps; Sys_Printf( "Model %s\n", name ); numSurfaces = PicoGetModelNumSurfaces( *pm ); for( i = 0; i < numSurfaces; i++ ) { ps = PicoGetModelSurface( *pm, i ); numVertexes = PicoGetSurfaceNumVertexes( ps ); Sys_Printf( "Surface %d has %d vertexes\n", i, numVertexes ); } } #endif /* set count */ if( *pm != NULL ) numPicoModels++; /* return the picoModel */ return *pm; } /* InsertModel() - ydnar adds a picomodel into the bsp */ void InsertModel( char *name, int frame, m4x4_t transform, remap_t *remap, shaderInfo_t *celShader, int eNum, int castShadows, int recvShadows, int spawnFlags, float lightmapScale, int lightmapSampleSize, float shadeAngle ) { int i, j, k, s, numSurfaces; m4x4_t identity, nTransform; picoModel_t *model; picoShader_t *shader; picoSurface_t *surface; shaderInfo_t *si; mapDrawSurface_t *ds; bspDrawVert_t *dv; char *picoShaderName; char shaderName[ MAX_QPATH ]; picoVec_t *xyz, *normal, *st; byte *color; picoIndex_t *indexes; remap_t *rm, *glob; double normalEpsilon_save; double distanceEpsilon_save; /* get model */ model = LoadModel( name, frame ); if( model == NULL ) return; /* handle null matrix */ if( transform == NULL ) { m4x4_identity( identity ); transform = identity; } /* hack: Stable-1_2 and trunk have differing row/column major matrix order this transpose is necessary with Stable-1_2 uncomment the following line with old m4x4_t (non 1.3/spog_branch) code */ //% m4x4_transpose( transform ); /* create transform matrix for normals */ memcpy( nTransform, transform, sizeof( m4x4_t ) ); if( m4x4_invert( nTransform ) ) Sys_FPrintf( SYS_VRB, "WARNING: Can't invert model transform matrix, using transpose instead\n" ); m4x4_transpose( nTransform ); /* fix bogus lightmap scale */ if( lightmapScale <= 0.0f ) lightmapScale = 1.0f; /* fix bogus shade angle */ if( shadeAngle <= 0.0f ) shadeAngle = 0.0f; /* each surface on the model will become a new map drawsurface */ numSurfaces = PicoGetModelNumSurfaces( model ); //% Sys_FPrintf( SYS_VRB, "Model %s has %d surfaces\n", name, numSurfaces ); for( s = 0; s < numSurfaces; s++ ) { /* get surface */ surface = PicoGetModelSurface( model, s ); if( surface == NULL ) continue; /* only handle triangle surfaces initially (fixme: support patches) */ if( PicoGetSurfaceType( surface ) != PICO_TRIANGLES ) continue; /* allocate a surface (ydnar: gs mods) */ ds = AllocDrawSurface( SURFACE_TRIANGLES ); ds->entityNum = eNum; ds->castShadows = castShadows; ds->recvShadows = recvShadows; /* get shader name */ shader = PicoGetSurfaceShader( surface ); if( shader == NULL ) picoShaderName = ""; else picoShaderName = PicoGetShaderName( shader ); /* handle shader remapping */ glob = NULL; for( rm = remap; rm != NULL; rm = rm->next ) { if( rm->from[ 0 ] == '*' && rm->from[ 1 ] == '\0' ) glob = rm; else if( !Q_stricmp( picoShaderName, rm->from ) ) { Sys_FPrintf( SYS_VRB, "Remapping %s to %s\n", picoShaderName, rm->to ); picoShaderName = rm->to; glob = NULL; break; } } if( glob != NULL ) { Sys_FPrintf( SYS_VRB, "Globbing %s to %s\n", picoShaderName, glob->to ); picoShaderName = glob->to; } /* shader renaming for sof2 */ if( renameModelShaders ) { strcpy( shaderName, picoShaderName ); StripExtension( shaderName ); if( spawnFlags & 1 ) strcat( shaderName, "_RMG_BSP" ); else strcat( shaderName, "_BSP" ); si = ShaderInfoForShader( shaderName ); } else si = ShaderInfoForShader( picoShaderName ); /* set shader */ ds->shaderInfo = si; /* force to meta? */ if( (si != NULL && si->forceMeta) || (spawnFlags & 4) ) /* 3rd bit */ ds->type = SURFACE_FORCED_META; /* fix the surface's normals (jal: conditioned by shader info) */ if( !(spawnFlags & 64) && ( shadeAngle == 0.0f || ds->type != SURFACE_FORCED_META ) ) PicoFixSurfaceNormals( surface ); /* set sample size */ if( lightmapSampleSize > 0.0f ) ds->sampleSize = lightmapSampleSize; /* set lightmap scale */ if( lightmapScale > 0.0f ) ds->lightmapScale = lightmapScale; /* set shading angle */ if( shadeAngle > 0.0f ) ds->shadeAngleDegrees = shadeAngle; /* set particulars */ ds->numVerts = PicoGetSurfaceNumVertexes( surface ); ds->verts = safe_malloc( ds->numVerts * sizeof( ds->verts[ 0 ] ) ); memset( ds->verts, 0, ds->numVerts * sizeof( ds->verts[ 0 ] ) ); ds->numIndexes = PicoGetSurfaceNumIndexes( surface ); ds->indexes = safe_malloc( ds->numIndexes * sizeof( ds->indexes[ 0 ] ) ); memset( ds->indexes, 0, ds->numIndexes * sizeof( ds->indexes[ 0 ] ) ); /* copy vertexes */ for( i = 0; i < ds->numVerts; i++ ) { /* get vertex */ dv = &ds->verts[ i ]; /* xyz and normal */ xyz = PicoGetSurfaceXYZ( surface, i ); VectorCopy( xyz, dv->xyz ); m4x4_transform_point( transform, dv->xyz ); normal = PicoGetSurfaceNormal( surface, i ); VectorCopy( normal, dv->normal ); m4x4_transform_normal( nTransform, dv->normal ); VectorNormalize( dv->normal, dv->normal ); /* ydnar: tek-fu celshading support for flat shaded shit */ if( flat ) { dv->st[ 0 ] = si->stFlat[ 0 ]; dv->st[ 1 ] = si->stFlat[ 1 ]; } /* ydnar: gs mods: added support for explicit shader texcoord generation */ else if( si->tcGen ) { /* project the texture */ dv->st[ 0 ] = DotProduct( si->vecs[ 0 ], dv->xyz ); dv->st[ 1 ] = DotProduct( si->vecs[ 1 ], dv->xyz ); } /* normal texture coordinates */ else { st = PicoGetSurfaceST( surface, 0, i ); dv->st[ 0 ] = st[ 0 ]; dv->st[ 1 ] = st[ 1 ]; } /* set lightmap/color bits */ color = PicoGetSurfaceColor( surface, 0, i ); for( j = 0; j < MAX_LIGHTMAPS; j++ ) { dv->lightmap[ j ][ 0 ] = 0.0f; dv->lightmap[ j ][ 1 ] = 0.0f; if(spawnFlags & 32) // spawnflag 32: model color -> alpha hack { dv->color[ j ][ 0 ] = 255.0f; dv->color[ j ][ 1 ] = 255.0f; dv->color[ j ][ 2 ] = 255.0f; dv->color[ j ][ 3 ] = RGBTOGRAY( color ); } else { dv->color[ j ][ 0 ] = color[ 0 ]; dv->color[ j ][ 1 ] = color[ 1 ]; dv->color[ j ][ 2 ] = color[ 2 ]; dv->color[ j ][ 3 ] = color[ 3 ]; } } } /* copy indexes */ indexes = PicoGetSurfaceIndexes( surface, 0 ); for( i = 0; i < ds->numIndexes; i++ ) ds->indexes[ i ] = indexes[ i ]; /* set cel shader */ ds->celShader = celShader; /* ydnar: giant hack land: generate clipping brushes for model triangles */ if( si->clipModel || (spawnFlags & 2) ) /* 2nd bit */ { vec3_t points[ 4 ], backs[ 3 ]; vec4_t plane, reverse, pa, pb, pc; /* temp hack */ if( !si->clipModel && !(si->compileFlags & C_SOLID) ) continue; /* walk triangle list */ for( i = 0; i < ds->numIndexes; i += 3 ) { /* overflow hack */ AUTOEXPAND_BY_REALLOC(mapplanes, (nummapplanes+64) << 1, allocatedmapplanes, 1024); /* make points and back points */ for( j = 0; j < 3; j++ ) { /* get vertex */ dv = &ds->verts[ ds->indexes[ i + j ] ]; /* copy xyz */ VectorCopy( dv->xyz, points[ j ] ); VectorCopy( dv->xyz, backs[ j ] ); /* find nearest axial to normal and push back points opposite */ /* note: this doesn't work as well as simply using the plane of the triangle, below */ for( k = 0; k < 3; k++ ) { if( fabs( dv->normal[ k ] ) >= fabs( dv->normal[ (k + 1) % 3 ] ) && fabs( dv->normal[ k ] ) >= fabs( dv->normal[ (k + 2) % 3 ] ) ) { backs[ j ][ k ] += dv->normal[ k ] < 0.0f ? 64.0f : -64.0f; break; } } } VectorCopy( points[0], points[3] ); // for cyclic usage /* make plane for triangle */ // div0: add some extra spawnflags: // 0: snap normals to axial planes for extrusion // 8: extrude with the original normals // 16: extrude only with up/down normals (ideal for terrain) // 24: extrude by distance zero (may need engine changes) if( PlaneFromPoints( plane, points[ 0 ], points[ 1 ], points[ 2 ] ) ) { vec3_t bestNormal; float backPlaneDistance = 2; if(spawnFlags & 8) // use a DOWN normal { if(spawnFlags & 16) { // 24: normal as is, and zero width (broken) VectorCopy(plane, bestNormal); } else { // 8: normal as is VectorCopy(plane, bestNormal); } } else { if(spawnFlags & 16) { // 16: UP/DOWN normal VectorSet(bestNormal, 0, 0, (plane[2] >= 0 ? 1 : -1)); } else { // 0: axial normal if(fabs(plane[0]) > fabs(plane[1])) // x>y if(fabs(plane[1]) > fabs(plane[2])) // x>y, y>z VectorSet(bestNormal, (plane[0] >= 0 ? 1 : -1), 0, 0); else // x>y, z>=y if(fabs(plane[0]) > fabs(plane[2])) // x>z, z>=y VectorSet(bestNormal, (plane[0] >= 0 ? 1 : -1), 0, 0); else // z>=x, x>y VectorSet(bestNormal, 0, 0, (plane[2] >= 0 ? 1 : -1)); else // y>=x if(fabs(plane[1]) > fabs(plane[2])) // y>z, y>=x VectorSet(bestNormal, 0, (plane[1] >= 0 ? 1 : -1), 0); else // z>=y, y>=x VectorSet(bestNormal, 0, 0, (plane[2] >= 0 ? 1 : -1)); } } /* build a brush */ buildBrush = AllocBrush( 48 ); buildBrush->entityNum = mapEntityNum; buildBrush->original = buildBrush; buildBrush->contentShader = si; buildBrush->compileFlags = si->compileFlags; buildBrush->contentFlags = si->contentFlags; normalEpsilon_save = normalEpsilon; distanceEpsilon_save = distanceEpsilon; if(si->compileFlags & C_STRUCTURAL) // allow forced structural brushes here { buildBrush->detail = qfalse; // only allow EXACT matches when snapping for these (this is mostly for caulk brushes inside a model) if(normalEpsilon > 0) normalEpsilon = 0; if(distanceEpsilon > 0) distanceEpsilon = 0; } else buildBrush->detail = qtrue; /* regenerate back points */ for( j = 0; j < 3; j++ ) { /* get vertex */ dv = &ds->verts[ ds->indexes[ i + j ] ]; // shift by some units VectorMA(dv->xyz, -64.0f, bestNormal, backs[j]); // 64 prevents roundoff errors a bit } /* make back plane */ VectorScale( plane, -1.0f, reverse ); reverse[ 3 ] = -plane[ 3 ]; if((spawnFlags & 24) != 24) reverse[3] += DotProduct(bestNormal, plane) * backPlaneDistance; // that's at least sqrt(1/3) backPlaneDistance, unless in DOWN mode; in DOWN mode, we are screwed anyway if we encounter a plane that's perpendicular to the xy plane) if( PlaneFromPoints( pa, points[ 2 ], points[ 1 ], backs[ 1 ] ) && PlaneFromPoints( pb, points[ 1 ], points[ 0 ], backs[ 0 ] ) && PlaneFromPoints( pc, points[ 0 ], points[ 2 ], backs[ 2 ] ) ) { /* set up brush sides */ buildBrush->numsides = 5; buildBrush->sides[ 0 ].shaderInfo = si; for( j = 1; j < buildBrush->numsides; j++ ) buildBrush->sides[ j ].shaderInfo = NULL; // don't emit these faces as draw surfaces, should make smaller BSPs; hope this works buildBrush->sides[ 0 ].planenum = FindFloatPlane( plane, plane[ 3 ], 3, points ); buildBrush->sides[ 1 ].planenum = FindFloatPlane( pa, pa[ 3 ], 2, &points[ 1 ] ); // pa contains points[1] and points[2] buildBrush->sides[ 2 ].planenum = FindFloatPlane( pb, pb[ 3 ], 2, &points[ 0 ] ); // pb contains points[0] and points[1] buildBrush->sides[ 3 ].planenum = FindFloatPlane( pc, pc[ 3 ], 2, &points[ 2 ] ); // pc contains points[2] and points[0] (copied to points[3] buildBrush->sides[ 4 ].planenum = FindFloatPlane( reverse, reverse[ 3 ], 3, backs ); } else { free(buildBrush); continue; } normalEpsilon = normalEpsilon_save; distanceEpsilon = distanceEpsilon_save; /* add to entity */ if( CreateBrushWindings( buildBrush ) ) { AddBrushBevels(); //% EmitBrushes( buildBrush, NULL, NULL ); buildBrush->next = entities[ mapEntityNum ].brushes; entities[ mapEntityNum ].brushes = buildBrush; entities[ mapEntityNum ].numBrushes++; } else free( buildBrush ); } } } } } /* AddTriangleModels() adds misc_model surfaces to the bsp */ void AddTriangleModels( entity_t *e ) { int num, frame, castShadows, recvShadows, spawnFlags; entity_t *e2; const char *targetName; const char *target, *model, *value; char shader[ MAX_QPATH ]; shaderInfo_t *celShader; float temp, baseLightmapScale, lightmapScale; float shadeAngle; int lightmapSampleSize; vec3_t origin, scale, angles; m4x4_t transform; epair_t *ep; remap_t *remap, *remap2; char *split; /* note it */ Sys_FPrintf( SYS_VRB, "--- AddTriangleModels ---\n" ); /* get current brush entity targetname */ if( e == entities ) targetName = ""; else { targetName = ValueForKey( e, "targetname" ); /* misc_model entities target non-worldspawn brush model entities */ if( targetName[ 0 ] == '\0' ) return; } /* get lightmap scale */ /* vortex: added _ls key (short name of lightmapscale) */ baseLightmapScale = 0.0f; if( strcmp( "", ValueForKey( e, "lightmapscale" ) ) || strcmp( "", ValueForKey( e, "_lightmapscale" ) ) || strcmp( "", ValueForKey( e, "_ls" ) ) ) { baseLightmapScale = FloatForKey( e, "lightmapscale" ); if( baseLightmapScale <= 0.0f ) baseLightmapScale = FloatForKey( e, "_lightmapscale" ); if( baseLightmapScale <= 0.0f ) baseLightmapScale = FloatForKey( e, "_ls" ); if( baseLightmapScale < 0.0f ) baseLightmapScale = 0.0f; if( baseLightmapScale > 0.0f ) Sys_Printf( "World Entity has lightmap scale of %.4f\n", baseLightmapScale ); } /* walk the entity list */ for( num = 1; num < numEntities; num++ ) { /* get e2 */ e2 = &entities[ num ]; /* convert misc_models into raw geometry */ if( Q_stricmp( "misc_model", ValueForKey( e2, "classname" ) ) ) continue; /* ydnar: added support for md3 models on non-worldspawn models */ target = ValueForKey( e2, "target" ); if( strcmp( target, targetName ) ) continue; /* get model name */ model = ValueForKey( e2, "model" ); if( model[ 0 ] == '\0' ) { Sys_Printf( "WARNING: misc_model at %i %i %i without a model key\n", (int) origin[ 0 ], (int) origin[ 1 ], (int) origin[ 2 ] ); continue; } /* get model frame */ frame = IntForKey( e2, "_frame" ); /* worldspawn (and func_groups) default to cast/recv shadows in worldspawn group */ if( e == entities ) { castShadows = WORLDSPAWN_CAST_SHADOWS; recvShadows = WORLDSPAWN_RECV_SHADOWS; } /* other entities don't cast any shadows, but recv worldspawn shadows */ else { castShadows = ENTITY_CAST_SHADOWS; recvShadows = ENTITY_RECV_SHADOWS; } /* get explicit shadow flags */ GetEntityShadowFlags( e2, e, &castShadows, &recvShadows ); /* get spawnflags */ spawnFlags = IntForKey( e2, "spawnflags" ); /* get origin */ GetVectorForKey( e2, "origin", origin ); VectorSubtract( origin, e->origin, origin ); /* offset by parent */ /* get scale */ scale[ 0 ] = scale[ 1 ] = scale[ 2 ] = 1.0f; temp = FloatForKey( e2, "modelscale" ); if( temp != 0.0f ) scale[ 0 ] = scale[ 1 ] = scale[ 2 ] = temp; value = ValueForKey( e2, "modelscale_vec" ); if( value[ 0 ] != '\0' ) sscanf( value, "%f %f %f", &scale[ 0 ], &scale[ 1 ], &scale[ 2 ] ); /* get "angle" (yaw) or "angles" (pitch yaw roll) */ angles[ 0 ] = angles[ 1 ] = angles[ 2 ] = 0.0f; angles[ 2 ] = FloatForKey( e2, "angle" ); value = ValueForKey( e2, "angles" ); if( value[ 0 ] != '\0' ) sscanf( value, "%f %f %f", &angles[ 1 ], &angles[ 2 ], &angles[ 0 ] ); /* set transform matrix (thanks spog) */ m4x4_identity( transform ); m4x4_pivoted_transform_by_vec3( transform, origin, angles, eXYZ, scale, vec3_origin ); /* get shader remappings */ remap = NULL; for( ep = e2->epairs; ep != NULL; ep = ep->next ) { /* look for keys prefixed with "_remap" */ if( ep->key != NULL && ep->value != NULL && ep->key[ 0 ] != '\0' && ep->value[ 0 ] != '\0' && !Q_strncasecmp( ep->key, "_remap", 6 ) ) { /* create new remapping */ remap2 = remap; remap = safe_malloc( sizeof( *remap ) ); remap->next = remap2; strcpy( remap->from, ep->value ); /* split the string */ split = strchr( remap->from, ';' ); if( split == NULL ) { Sys_Printf( "WARNING: Shader _remap key found in misc_model without a ; character\n" ); free( remap ); remap = remap2; continue; } /* store the split */ *split = '\0'; strcpy( remap->to, (split + 1) ); /* note it */ //% Sys_FPrintf( SYS_VRB, "Remapping %s to %s\n", remap->from, remap->to ); } } /* ydnar: cel shader support */ value = ValueForKey( e2, "_celshader" ); if( value[ 0 ] == '\0' ) value = ValueForKey( &entities[ 0 ], "_celshader" ); if( value[ 0 ] != '\0' ) { sprintf( shader, "textures/%s", value ); celShader = ShaderInfoForShader( shader ); } else celShader = *globalCelShader ? ShaderInfoForShader(globalCelShader) : NULL; /* jal : entity based _samplesize */ lightmapSampleSize = 0; if ( strcmp( "", ValueForKey( e2, "_lightmapsamplesize" ) ) ) lightmapSampleSize = IntForKey( e2, "_lightmapsamplesize" ); else if ( strcmp( "", ValueForKey( e2, "_samplesize" ) ) ) lightmapSampleSize = IntForKey( e2, "_samplesize" ); if( lightmapSampleSize < 0 ) lightmapSampleSize = 0; if( lightmapSampleSize > 0.0f ) Sys_Printf( "misc_model has lightmap sample size of %.d\n", lightmapSampleSize ); /* get lightmap scale */ /* vortex: added _ls key (short name of lightmapscale) */ lightmapScale = 0.0f; if( strcmp( "", ValueForKey( e2, "lightmapscale" ) ) || strcmp( "", ValueForKey( e2, "_lightmapscale" ) ) || strcmp( "", ValueForKey( e2, "_ls" ) ) ) { lightmapScale = FloatForKey( e2, "lightmapscale" ); if( lightmapScale <= 0.0f ) lightmapScale = FloatForKey( e2, "_lightmapscale" ); if( lightmapScale <= 0.0f ) lightmapScale = FloatForKey( e2, "_ls" ); if( lightmapScale < 0.0f ) lightmapScale = 0.0f; if( lightmapScale > 0.0f ) Sys_Printf( "misc_model has lightmap scale of %.4f\n", lightmapScale ); } /* jal : entity based _shadeangle */ shadeAngle = 0.0f; if ( strcmp( "", ValueForKey( e2, "_shadeangle" ) ) ) shadeAngle = FloatForKey( e2, "_shadeangle" ); /* vortex' aliases */ else if ( strcmp( "", ValueForKey( mapEnt, "_smoothnormals" ) ) ) shadeAngle = FloatForKey( mapEnt, "_smoothnormals" ); else if ( strcmp( "", ValueForKey( mapEnt, "_sn" ) ) ) shadeAngle = FloatForKey( mapEnt, "_sn" ); else if ( strcmp( "", ValueForKey( mapEnt, "_smooth" ) ) ) shadeAngle = FloatForKey( mapEnt, "_smooth" ); if( shadeAngle < 0.0f ) shadeAngle = 0.0f; if( shadeAngle > 0.0f ) Sys_Printf( "misc_model has shading angle of %.4f\n", shadeAngle ); /* insert the model */ InsertModel( (char*) model, frame, transform, remap, celShader, mapEntityNum, castShadows, recvShadows, spawnFlags, lightmapScale, lightmapSampleSize, shadeAngle ); /* free shader remappings */ while( remap != NULL ) { remap2 = remap->next; free( remap ); remap = remap2; } } }