1 /*
2 Copyright (C) 1996-1997 Id Software, Inc.
3
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.
8
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.
12
13 See the GNU General Public License for more details.
14
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.
18
19 */
20 // models.c -- model loading and caching
21
22 // models are the only shared resource between a client and server running
23 // on the same machine.
24
25 #include "quakedef.h"
26 #include "image.h"
27 #include "r_shadow.h"
28 #include "polygon.h"
29
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"};
42
43 dp_model_t *loadmodel;
44
45 static mempool_t *mod_mempool;
46 static memexpandablearray_t models;
47
48 static mempool_t* q3shaders_mem;
49 typedef struct q3shader_hash_entry_s
50 {
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
56 {
57 memexpandablearray_t hash_entries;
58 q3shader_hash_entry_t hash[Q3SHADER_HASH_SIZE];
59 memexpandablearray_t char_ptrs;
60 } q3shader_data_t;
61 static q3shader_data_t* q3shader_data;
62
mod_start(void)63 static void mod_start(void)
64 {
65 int i, count;
66 int nummodels = (int)Mem_ExpandableArray_IndexRange(&models);
67 dp_model_t *mod;
68
69 SCR_PushLoadingScreen(false, "Loading models", 1.0);
70 count = 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] != '*')
73 if (mod->used)
74 ++count;
75 for (i = 0;i < nummodels;i++)
76 if ((mod = (dp_model_t*) Mem_ExpandableArray_RecordAtIndex(&models, i)) && mod->name[0] && mod->name[0] != '*')
77 if (mod->used)
78 {
79 SCR_PushLoadingScreen(true, mod->name, 1.0 / count);
80 Mod_LoadModel(mod, true, false);
81 SCR_PopLoadingScreen(false);
82 }
83 SCR_PopLoadingScreen(false);
84 }
85
mod_shutdown(void)86 static void mod_shutdown(void)
87 {
88 int i;
89 int nummodels = (int)Mem_ExpandableArray_IndexRange(&models);
90 dp_model_t *mod;
91
92 for (i = 0;i < nummodels;i++)
93 if ((mod = (dp_model_t*) Mem_ExpandableArray_RecordAtIndex(&models, i)) && (mod->loaded || mod->mempool))
94 Mod_UnloadModel(mod);
95
96 Mod_FreeQ3Shaders();
97 Mod_Skeletal_FreeBuffers();
98 }
99
mod_newmap(void)100 static void mod_newmap(void)
101 {
102 msurface_t *surface;
103 int i, j, k, surfacenum, ssize, tsize;
104 int nummodels = (int)Mem_ExpandableArray_IndexRange(&models);
105 dp_model_t *mod;
106
107 for (i = 0;i < nummodels;i++)
108 {
109 if ((mod = (dp_model_t*) Mem_ExpandableArray_RecordAtIndex(&models, i)) && mod->mempool)
110 {
111 for (j = 0;j < mod->num_textures && mod->data_textures;j++)
112 {
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]);
117 }
118 if (mod->brush.solidskyskinframe)
119 R_SkinFrame_MarkUsed(mod->brush.solidskyskinframe);
120 if (mod->brush.alphaskyskinframe)
121 R_SkinFrame_MarkUsed(mod->brush.alphaskyskinframe);
122 }
123 }
124
125 if (!cl_stainmaps_clearonload.integer)
126 return;
127
128 for (i = 0;i < nummodels;i++)
129 {
130 if ((mod = (dp_model_t*) Mem_ExpandableArray_RecordAtIndex(&models, i)) && mod->mempool && mod->data_surfaces)
131 {
132 for (surfacenum = 0, surface = mod->data_surfaces;surfacenum < mod->num_surfaces;surfacenum++, surface++)
133 {
134 if (surface->lightmapinfo && surface->lightmapinfo->stainsamples)
135 {
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;
140 }
141 }
142 }
143 }
144 }
145
146 /*
147 ===============
148 Mod_Init
149 ===============
150 */
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);
Mod_Init(void)155 void Mod_Init (void)
156 {
157 mod_mempool = Mem_AllocPool("modelinfo", 0, NULL);
158 Mem_ExpandableArray_NewArray(&models, mod_mempool, sizeof(dp_model_t), 16);
159
160 Mod_BrushInit();
161 Mod_AliasInit();
162 Mod_SpriteInit();
163
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);
170
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);
177
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");
182 }
183
Mod_RenderInit(void)184 void Mod_RenderInit(void)
185 {
186 R_RegisterModule("Models", mod_start, mod_shutdown, mod_newmap, NULL, NULL);
187 }
188
Mod_UnloadModel(dp_model_t * mod)189 void Mod_UnloadModel (dp_model_t *mod)
190 {
191 char name[MAX_QPATH];
192 qboolean used;
193 dp_model_t *parentmodel;
194
195 if (developer_loading.integer)
196 Con_Printf("unloading model %s\n", mod->name);
197
198 strlcpy(name, mod->name, sizeof(name));
199 parentmodel = mod->brush.parentmodel;
200 used = mod->used;
201 if (mod->mempool)
202 {
203 if (mod->surfmesh.data_element3i_indexbuffer)
204 R_Mesh_DestroyMeshBuffer(mod->surfmesh.data_element3i_indexbuffer);
205 mod->surfmesh.data_element3i_indexbuffer = NULL;
206 if (mod->surfmesh.data_element3s_indexbuffer)
207 R_Mesh_DestroyMeshBuffer(mod->surfmesh.data_element3s_indexbuffer);
208 mod->surfmesh.data_element3s_indexbuffer = NULL;
209 if (mod->surfmesh.vbo_vertexbuffer)
210 R_Mesh_DestroyMeshBuffer(mod->surfmesh.vbo_vertexbuffer);
211 mod->surfmesh.vbo_vertexbuffer = NULL;
212 }
213 // free textures/memory attached to the model
214 R_FreeTexturePool(&mod->texturepool);
215 Mem_FreePool(&mod->mempool);
216 // clear the struct to make it available
217 memset(mod, 0, sizeof(dp_model_t));
218 // restore the fields we want to preserve
219 strlcpy(mod->name, name, sizeof(mod->name));
220 mod->brush.parentmodel = parentmodel;
221 mod->used = used;
222 mod->loaded = false;
223 }
224
R_Model_Null_Draw(entity_render_t * ent)225 static void R_Model_Null_Draw(entity_render_t *ent)
226 {
227 return;
228 }
229
230
231 typedef void (*mod_framegroupify_parsegroups_t) (unsigned int i, int start, int len, float fps, qboolean loop, const char *name, void *pass);
232
Mod_FrameGroupify_ParseGroups(const char * buf,mod_framegroupify_parsegroups_t cb,void * pass)233 static int Mod_FrameGroupify_ParseGroups(const char *buf, mod_framegroupify_parsegroups_t cb, void *pass)
234 {
235 const char *bufptr;
236 int start, len;
237 float fps;
238 unsigned int i;
239 qboolean loop;
240 char name[64];
241
242 bufptr = buf;
243 i = 0;
244 while(bufptr)
245 {
246 // an anim scene!
247
248 // REQUIRED: fetch start
249 COM_ParseToken_Simple(&bufptr, true, false, true);
250 if (!bufptr)
251 break; // end of file
252 if (!strcmp(com_token, "\n"))
253 continue; // empty line
254 start = atoi(com_token);
255
256 // REQUIRED: fetch length
257 COM_ParseToken_Simple(&bufptr, true, false, true);
258 if (!bufptr || !strcmp(com_token, "\n"))
259 {
260 Con_Printf("framegroups file: missing number of frames\n");
261 continue;
262 }
263 len = atoi(com_token);
264
265 // OPTIONAL args start
266 COM_ParseToken_Simple(&bufptr, true, false, true);
267
268 // OPTIONAL: fetch fps
269 fps = 20;
270 if (bufptr && strcmp(com_token, "\n"))
271 {
272 fps = atof(com_token);
273 COM_ParseToken_Simple(&bufptr, true, false, true);
274 }
275
276 // OPTIONAL: fetch loopflag
277 loop = true;
278 if (bufptr && strcmp(com_token, "\n"))
279 {
280 loop = (atoi(com_token) != 0);
281 COM_ParseToken_Simple(&bufptr, true, false, true);
282 }
283
284 // OPTIONAL: fetch name
285 name[0] = 0;
286 if (bufptr && strcmp(com_token, "\n"))
287 {
288 strlcpy(name, com_token, sizeof(name));
289 COM_ParseToken_Simple(&bufptr, true, false, true);
290 }
291
292 // OPTIONAL: remaining unsupported tokens (eat them)
293 while (bufptr && strcmp(com_token, "\n"))
294 COM_ParseToken_Simple(&bufptr, true, false, true);
295
296 //Con_Printf("data: %d %d %d %f %d (%s)\n", i, start, len, fps, loop, name);
297
298 if(cb)
299 cb(i, start, len, fps, loop, (name[0] ? name : NULL), pass);
300 ++i;
301 }
302
303 return i;
304 }
305
Mod_FrameGroupify_ParseGroups_Store(unsigned int i,int start,int len,float fps,qboolean loop,const char * name,void * pass)306 static void Mod_FrameGroupify_ParseGroups_Store (unsigned int i, int start, int len, float fps, qboolean loop, const char *name, void *pass)
307 {
308 dp_model_t *mod = (dp_model_t *) pass;
309 animscene_t *anim = &mod->animscenes[i];
310 if(name)
311 strlcpy(anim->name, name, sizeof(anim[i].name));
312 else
313 dpsnprintf(anim->name, sizeof(anim[i].name), "groupified_%d_anim", i);
314 anim->firstframe = bound(0, start, mod->num_poses - 1);
315 anim->framecount = bound(1, len, mod->num_poses - anim->firstframe);
316 anim->framerate = max(1, fps);
317 anim->loop = !!loop;
318 //Con_Printf("frame group %d is %d %d %f %d\n", i, start, len, fps, loop);
319 }
320
Mod_FrameGroupify(dp_model_t * mod,const char * buf)321 static void Mod_FrameGroupify(dp_model_t *mod, const char *buf)
322 {
323 unsigned int cnt;
324
325 // 0. count
326 cnt = Mod_FrameGroupify_ParseGroups(buf, NULL, NULL);
327 if(!cnt)
328 {
329 Con_Printf("no scene found in framegroups file, aborting\n");
330 return;
331 }
332 mod->numframes = cnt;
333
334 // 1. reallocate
335 // (we do not free the previous animscenes, but model unloading will free the pool owning them, so it's okay)
336 mod->animscenes = (animscene_t *) Mem_Alloc(mod->mempool, sizeof(animscene_t) * mod->numframes);
337
338 // 2. parse
339 Mod_FrameGroupify_ParseGroups(buf, Mod_FrameGroupify_ParseGroups_Store, mod);
340 }
341
Mod_FindPotentialDeforms(dp_model_t * mod)342 static void Mod_FindPotentialDeforms(dp_model_t *mod)
343 {
344 int i, j;
345 texture_t *texture;
346 mod->wantnormals = false;
347 mod->wanttangents = false;
348 for (i = 0;i < mod->num_textures;i++)
349 {
350 texture = mod->data_textures + i;
351 if (texture->tcgen.tcgen == Q3TCGEN_ENVIRONMENT)
352 mod->wantnormals = true;
353 for (j = 0;j < Q3MAXDEFORMS;j++)
354 {
355 if (texture->deforms[j].deform == Q3DEFORM_AUTOSPRITE)
356 {
357 mod->wanttangents = true;
358 mod->wantnormals = true;
359 break;
360 }
361 if (texture->deforms[j].deform != Q3DEFORM_NONE)
362 mod->wantnormals = true;
363 }
364 }
365 }
366
367 /*
368 ==================
369 Mod_LoadModel
370
371 Loads a model
372 ==================
373 */
Mod_LoadModel(dp_model_t * mod,qboolean crash,qboolean checkdisk)374 dp_model_t *Mod_LoadModel(dp_model_t *mod, qboolean crash, qboolean checkdisk)
375 {
376 int num;
377 unsigned int crc;
378 void *buf;
379 fs_offset_t filesize = 0;
380 char vabuf[1024];
381
382 mod->used = true;
383
384 if (mod->name[0] == '*') // submodel
385 return mod;
386
387 if (!strcmp(mod->name, "null"))
388 {
389 if(mod->loaded)
390 return mod;
391
392 if (mod->loaded || mod->mempool)
393 Mod_UnloadModel(mod);
394
395 if (developer_loading.integer)
396 Con_Printf("loading model %s\n", mod->name);
397
398 mod->used = true;
399 mod->crc = (unsigned int)-1;
400 mod->loaded = false;
401
402 VectorClear(mod->normalmins);
403 VectorClear(mod->normalmaxs);
404 VectorClear(mod->yawmins);
405 VectorClear(mod->yawmaxs);
406 VectorClear(mod->rotatedmins);
407 VectorClear(mod->rotatedmaxs);
408
409 mod->modeldatatypestring = "null";
410 mod->type = mod_null;
411 mod->Draw = R_Model_Null_Draw;
412 mod->numframes = 2;
413 mod->numskins = 1;
414
415 // no fatal errors occurred, so this model is ready to use.
416 mod->loaded = true;
417
418 return mod;
419 }
420
421 crc = 0;
422 buf = NULL;
423
424 // even if the model is loaded it still may need reloading...
425
426 // if it is not loaded or checkdisk is true we need to calculate the crc
427 if (!mod->loaded || checkdisk)
428 {
429 if (checkdisk && mod->loaded)
430 Con_DPrintf("checking model %s\n", mod->name);
431 buf = FS_LoadFile (mod->name, tempmempool, false, &filesize);
432 if (buf)
433 {
434 crc = CRC_Block((unsigned char *)buf, filesize);
435 // we need to reload the model if the crc does not match
436 if (mod->crc != crc)
437 mod->loaded = false;
438 }
439 }
440
441 // if the model is already loaded and checks passed, just return
442 if (mod->loaded)
443 {
444 if (buf)
445 Mem_Free(buf);
446 return mod;
447 }
448
449 if (developer_loading.integer)
450 Con_Printf("loading model %s\n", mod->name);
451
452 SCR_PushLoadingScreen(true, mod->name, 1);
453
454 // LordHavoc: unload the existing model in this slot (if there is one)
455 if (mod->loaded || mod->mempool)
456 Mod_UnloadModel(mod);
457
458 // load the model
459 mod->used = true;
460 mod->crc = crc;
461 // errors can prevent the corresponding mod->loaded = true;
462 mod->loaded = false;
463
464 // default lightmap scale
465 mod->lightmapscale = 1;
466
467 // default model radius and bounding box (mainly for missing models)
468 mod->radius = 16;
469 VectorSet(mod->normalmins, -mod->radius, -mod->radius, -mod->radius);
470 VectorSet(mod->normalmaxs, mod->radius, mod->radius, mod->radius);
471 VectorSet(mod->yawmins, -mod->radius, -mod->radius, -mod->radius);
472 VectorSet(mod->yawmaxs, mod->radius, mod->radius, mod->radius);
473 VectorSet(mod->rotatedmins, -mod->radius, -mod->radius, -mod->radius);
474 VectorSet(mod->rotatedmaxs, mod->radius, mod->radius, mod->radius);
475
476 if (!q3shaders_mem)
477 {
478 // load q3 shaders for the first time, or after a level change
479 Mod_LoadQ3Shaders();
480 }
481
482 if (buf)
483 {
484 char *bufend = (char *)buf + filesize;
485
486 // all models use memory, so allocate a memory pool
487 mod->mempool = Mem_AllocPool(mod->name, 0, NULL);
488
489 num = LittleLong(*((int *)buf));
490 // call the apropriate loader
491 loadmodel = mod;
492 if (!strcasecmp(FS_FileExtension(mod->name), "obj")) Mod_OBJ_Load(mod, buf, bufend);
493 else if (!memcmp(buf, "IDPO", 4)) Mod_IDP0_Load(mod, buf, bufend);
494 else if (!memcmp(buf, "IDP2", 4)) Mod_IDP2_Load(mod, buf, bufend);
495 else if (!memcmp(buf, "IDP3", 4)) Mod_IDP3_Load(mod, buf, bufend);
496 else if (!memcmp(buf, "IDSP", 4)) Mod_IDSP_Load(mod, buf, bufend);
497 else if (!memcmp(buf, "IDS2", 4)) Mod_IDS2_Load(mod, buf, bufend);
498 else if (!memcmp(buf, "IBSP", 4)) Mod_IBSP_Load(mod, buf, bufend);
499 else if (!memcmp(buf, "ZYMOTICMODEL", 12)) Mod_ZYMOTICMODEL_Load(mod, buf, bufend);
500 else if (!memcmp(buf, "DARKPLACESMODEL", 16)) Mod_DARKPLACESMODEL_Load(mod, buf, bufend);
501 else if (!memcmp(buf, "ACTRHEAD", 8)) Mod_PSKMODEL_Load(mod, buf, bufend);
502 else if (!memcmp(buf, "INTERQUAKEMODEL", 16)) Mod_INTERQUAKEMODEL_Load(mod, buf, bufend);
503 else if (strlen(mod->name) >= 4 && !strcmp(mod->name + strlen(mod->name) - 4, ".map")) Mod_MAP_Load(mod, buf, bufend);
504 else if (num == BSPVERSION || num == 30 || !memcmp(buf, "BSP2", 4) || !memcmp(buf, "2PSB", 4)) Mod_Q1BSP_Load(mod, buf, bufend);
505 else Con_Printf("Mod_LoadModel: model \"%s\" is of unknown/unsupported type\n", mod->name);
506 Mem_Free(buf);
507
508 Mod_FindPotentialDeforms(mod);
509
510 buf = FS_LoadFile(va(vabuf, sizeof(vabuf), "%s.framegroups", mod->name), tempmempool, false, &filesize);
511 if(buf)
512 {
513 Mod_FrameGroupify(mod, (const char *)buf);
514 Mem_Free(buf);
515 }
516
517 Mod_BuildVBOs();
518 }
519 else if (crash)
520 {
521 // LordHavoc: Sys_Error was *ANNOYING*
522 Con_Printf ("Mod_LoadModel: %s not found\n", mod->name);
523 }
524
525 // no fatal errors occurred, so this model is ready to use.
526 mod->loaded = true;
527
528 SCR_PopLoadingScreen(false);
529
530 return mod;
531 }
532
Mod_ClearUsed(void)533 void Mod_ClearUsed(void)
534 {
535 int i;
536 int nummodels = (int)Mem_ExpandableArray_IndexRange(&models);
537 dp_model_t *mod;
538 for (i = 0;i < nummodels;i++)
539 if ((mod = (dp_model_t*) Mem_ExpandableArray_RecordAtIndex(&models, i)) && mod->name[0])
540 mod->used = false;
541 }
542
Mod_PurgeUnused(void)543 void Mod_PurgeUnused(void)
544 {
545 int i;
546 int nummodels = (int)Mem_ExpandableArray_IndexRange(&models);
547 dp_model_t *mod;
548 for (i = 0;i < nummodels;i++)
549 {
550 if ((mod = (dp_model_t*) Mem_ExpandableArray_RecordAtIndex(&models, i)) && mod->name[0] && !mod->used)
551 {
552 Mod_UnloadModel(mod);
553 Mem_ExpandableArray_FreeRecord(&models, mod);
554 }
555 }
556 }
557
558 /*
559 ==================
560 Mod_FindName
561
562 ==================
563 */
Mod_FindName(const char * name,const char * parentname)564 dp_model_t *Mod_FindName(const char *name, const char *parentname)
565 {
566 int i;
567 int nummodels;
568 dp_model_t *mod;
569
570 if (!parentname)
571 parentname = "";
572
573 // if we're not dedicatd, the renderer calls will crash without video
574 Host_StartVideo();
575
576 nummodels = (int)Mem_ExpandableArray_IndexRange(&models);
577
578 if (!name[0])
579 Host_Error ("Mod_ForName: empty name");
580
581 // search the currently loaded models
582 for (i = 0;i < nummodels;i++)
583 {
584 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))))
585 {
586 mod->used = true;
587 return mod;
588 }
589 }
590
591 // no match found, create a new one
592 mod = (dp_model_t *) Mem_ExpandableArray_AllocRecord(&models);
593 strlcpy(mod->name, name, sizeof(mod->name));
594 if (parentname[0])
595 mod->brush.parentmodel = Mod_FindName(parentname, NULL);
596 else
597 mod->brush.parentmodel = NULL;
598 mod->loaded = false;
599 mod->used = true;
600 return mod;
601 }
602
603 /*
604 ==================
605 Mod_ForName
606
607 Loads in a model for the given name
608 ==================
609 */
Mod_ForName(const char * name,qboolean crash,qboolean checkdisk,const char * parentname)610 dp_model_t *Mod_ForName(const char *name, qboolean crash, qboolean checkdisk, const char *parentname)
611 {
612 dp_model_t *model;
613 model = Mod_FindName(name, parentname);
614 if (!model->loaded || checkdisk)
615 Mod_LoadModel(model, crash, checkdisk);
616 return model;
617 }
618
619 /*
620 ==================
621 Mod_Reload
622
623 Reloads all models if they have changed
624 ==================
625 */
Mod_Reload(void)626 void Mod_Reload(void)
627 {
628 int i, count;
629 int nummodels = (int)Mem_ExpandableArray_IndexRange(&models);
630 dp_model_t *mod;
631
632 SCR_PushLoadingScreen(false, "Reloading models", 1.0);
633 count = 0;
634 for (i = 0;i < nummodels;i++)
635 if ((mod = (dp_model_t *) Mem_ExpandableArray_RecordAtIndex(&models, i)) && mod->name[0] && mod->name[0] != '*' && mod->used)
636 ++count;
637 for (i = 0;i < nummodels;i++)
638 if ((mod = (dp_model_t *) Mem_ExpandableArray_RecordAtIndex(&models, i)) && mod->name[0] && mod->name[0] != '*' && mod->used)
639 {
640 SCR_PushLoadingScreen(true, mod->name, 1.0 / count);
641 Mod_LoadModel(mod, true, true);
642 SCR_PopLoadingScreen(false);
643 }
644 SCR_PopLoadingScreen(false);
645 }
646
647 unsigned char *mod_base;
648
649
650 //=============================================================================
651
652 /*
653 ================
654 Mod_Print
655 ================
656 */
Mod_Print(void)657 static void Mod_Print(void)
658 {
659 int i;
660 int nummodels = (int)Mem_ExpandableArray_IndexRange(&models);
661 dp_model_t *mod;
662
663 Con_Print("Loaded models:\n");
664 for (i = 0;i < nummodels;i++)
665 {
666 if ((mod = (dp_model_t *) Mem_ExpandableArray_RecordAtIndex(&models, i)) && mod->name[0] && mod->name[0] != '*')
667 {
668 if (mod->brush.numsubmodels)
669 Con_Printf("%4iK %s (%i submodels)\n", mod->mempool ? (int)((mod->mempool->totalsize + 1023) / 1024) : 0, mod->name, mod->brush.numsubmodels);
670 else
671 Con_Printf("%4iK %s\n", mod->mempool ? (int)((mod->mempool->totalsize + 1023) / 1024) : 0, mod->name);
672 }
673 }
674 }
675
676 /*
677 ================
678 Mod_Precache
679 ================
680 */
Mod_Precache(void)681 static void Mod_Precache(void)
682 {
683 if (Cmd_Argc() == 2)
684 Mod_ForName(Cmd_Argv(1), false, true, Cmd_Argv(1)[0] == '*' ? cl.model_name[1] : NULL);
685 else
686 Con_Print("usage: modelprecache <filename>\n");
687 }
688
Mod_BuildVertexRemapTableFromElements(int numelements,const int * elements,int numvertices,int * remapvertices)689 int Mod_BuildVertexRemapTableFromElements(int numelements, const int *elements, int numvertices, int *remapvertices)
690 {
691 int i, count;
692 unsigned char *used;
693 used = (unsigned char *)Mem_Alloc(tempmempool, numvertices);
694 memset(used, 0, numvertices);
695 for (i = 0;i < numelements;i++)
696 used[elements[i]] = 1;
697 for (i = 0, count = 0;i < numvertices;i++)
698 remapvertices[i] = used[i] ? count++ : -1;
699 Mem_Free(used);
700 return count;
701 }
702
703 #if 1
704 // fast way, using an edge hash
705 #define TRIANGLEEDGEHASH 8192
Mod_BuildTriangleNeighbors(int * neighbors,const int * elements,int numtriangles)706 void Mod_BuildTriangleNeighbors(int *neighbors, const int *elements, int numtriangles)
707 {
708 int i, j, p, e1, e2, *n, hashindex, count, match;
709 const int *e;
710 typedef struct edgehashentry_s
711 {
712 struct edgehashentry_s *next;
713 int triangle;
714 int element[2];
715 }
716 edgehashentry_t;
717 static edgehashentry_t **edgehash;
718 edgehashentry_t *edgehashentries, *hash;
719 if (!numtriangles)
720 return;
721 edgehash = (edgehashentry_t **)Mem_Alloc(tempmempool, TRIANGLEEDGEHASH * sizeof(*edgehash));
722 // if there are too many triangles for the stack array, allocate larger buffer
723 edgehashentries = (edgehashentry_t *)Mem_Alloc(tempmempool, numtriangles * 3 * sizeof(edgehashentry_t));
724 // find neighboring triangles
725 for (i = 0, e = elements, n = neighbors;i < numtriangles;i++, e += 3, n += 3)
726 {
727 for (j = 0, p = 2;j < 3;p = j, j++)
728 {
729 e1 = e[p];
730 e2 = e[j];
731 // this hash index works for both forward and backward edges
732 hashindex = (unsigned int)(e1 + e2) % TRIANGLEEDGEHASH;
733 hash = edgehashentries + i * 3 + j;
734 hash->next = edgehash[hashindex];
735 edgehash[hashindex] = hash;
736 hash->triangle = i;
737 hash->element[0] = e1;
738 hash->element[1] = e2;
739 }
740 }
741 for (i = 0, e = elements, n = neighbors;i < numtriangles;i++, e += 3, n += 3)
742 {
743 for (j = 0, p = 2;j < 3;p = j, j++)
744 {
745 e1 = e[p];
746 e2 = e[j];
747 // this hash index works for both forward and backward edges
748 hashindex = (unsigned int)(e1 + e2) % TRIANGLEEDGEHASH;
749 count = 0;
750 match = -1;
751 for (hash = edgehash[hashindex];hash;hash = hash->next)
752 {
753 if (hash->element[0] == e2 && hash->element[1] == e1)
754 {
755 if (hash->triangle != i)
756 match = hash->triangle;
757 count++;
758 }
759 else if ((hash->element[0] == e1 && hash->element[1] == e2))
760 count++;
761 }
762 // detect edges shared by three triangles and make them seams
763 if (count > 2)
764 match = -1;
765 n[p] = match;
766 }
767
768 // also send a keepalive here (this can take a while too!)
769 CL_KeepaliveMessage(false);
770 }
771 // free the allocated buffer
772 Mem_Free(edgehashentries);
773 Mem_Free(edgehash);
774 }
775 #else
776 // very slow but simple way
Mod_FindTriangleWithEdge(const int * elements,int numtriangles,int start,int end,int ignore)777 static int Mod_FindTriangleWithEdge(const int *elements, int numtriangles, int start, int end, int ignore)
778 {
779 int i, match, count;
780 count = 0;
781 match = -1;
782 for (i = 0;i < numtriangles;i++, elements += 3)
783 {
784 if ((elements[0] == start && elements[1] == end)
785 || (elements[1] == start && elements[2] == end)
786 || (elements[2] == start && elements[0] == end))
787 {
788 if (i != ignore)
789 match = i;
790 count++;
791 }
792 else if ((elements[1] == start && elements[0] == end)
793 || (elements[2] == start && elements[1] == end)
794 || (elements[0] == start && elements[2] == end))
795 count++;
796 }
797 // detect edges shared by three triangles and make them seams
798 if (count > 2)
799 match = -1;
800 return match;
801 }
802
Mod_BuildTriangleNeighbors(int * neighbors,const int * elements,int numtriangles)803 void Mod_BuildTriangleNeighbors(int *neighbors, const int *elements, int numtriangles)
804 {
805 int i, *n;
806 const int *e;
807 for (i = 0, e = elements, n = neighbors;i < numtriangles;i++, e += 3, n += 3)
808 {
809 n[0] = Mod_FindTriangleWithEdge(elements, numtriangles, e[1], e[0], i);
810 n[1] = Mod_FindTriangleWithEdge(elements, numtriangles, e[2], e[1], i);
811 n[2] = Mod_FindTriangleWithEdge(elements, numtriangles, e[0], e[2], i);
812 }
813 }
814 #endif
815
Mod_ValidateElements(int * elements,int numtriangles,int firstvertex,int numverts,const char * filename,int fileline)816 void Mod_ValidateElements(int *elements, int numtriangles, int firstvertex, int numverts, const char *filename, int fileline)
817 {
818 int i, warned = false, endvertex = firstvertex + numverts;
819 for (i = 0;i < numtriangles * 3;i++)
820 {
821 if (elements[i] < firstvertex || elements[i] >= endvertex)
822 {
823 if (!warned)
824 {
825 warned = true;
826 Con_Printf("Mod_ValidateElements: out of bounds elements detected at %s:%d\n", filename, fileline);
827 }
828 elements[i] = firstvertex;
829 }
830 }
831 }
832
833 // warning: this is an expensive function!
Mod_BuildNormals(int firstvertex,int numvertices,int numtriangles,const float * vertex3f,const int * elements,float * normal3f,qboolean areaweighting)834 void Mod_BuildNormals(int firstvertex, int numvertices, int numtriangles, const float *vertex3f, const int *elements, float *normal3f, qboolean areaweighting)
835 {
836 int i, j;
837 const int *element;
838 float *vectorNormal;
839 float areaNormal[3];
840 // clear the vectors
841 memset(normal3f + 3 * firstvertex, 0, numvertices * sizeof(float[3]));
842 // process each vertex of each triangle and accumulate the results
843 // use area-averaging, to make triangles with a big area have a bigger
844 // weighting on the vertex normal than triangles with a small area
845 // to do so, just add the 'normals' together (the bigger the area
846 // the greater the length of the normal is
847 element = elements;
848 for (i = 0; i < numtriangles; i++, element += 3)
849 {
850 TriangleNormal(
851 vertex3f + element[0] * 3,
852 vertex3f + element[1] * 3,
853 vertex3f + element[2] * 3,
854 areaNormal
855 );
856
857 if (!areaweighting)
858 VectorNormalize(areaNormal);
859
860 for (j = 0;j < 3;j++)
861 {
862 vectorNormal = normal3f + element[j] * 3;
863 vectorNormal[0] += areaNormal[0];
864 vectorNormal[1] += areaNormal[1];
865 vectorNormal[2] += areaNormal[2];
866 }
867 }
868 // and just normalize the accumulated vertex normal in the end
869 vectorNormal = normal3f + 3 * firstvertex;
870 for (i = 0; i < numvertices; i++, vectorNormal += 3)
871 VectorNormalize(vectorNormal);
872 }
873
874 #if 0
875 static void Mod_BuildBumpVectors(const float *v0, const float *v1, const float *v2, const float *tc0, const float *tc1, const float *tc2, float *svector3f, float *tvector3f, float *normal3f)
876 {
877 float f, tangentcross[3], v10[3], v20[3], tc10[2], tc20[2];
878 // 79 add/sub/negate/multiply (1 cycle), 1 compare (3 cycle?), total cycles not counting load/store/exchange roughly 82 cycles
879 // 6 add, 28 subtract, 39 multiply, 1 compare, 50% chance of 6 negates
880
881 // 6 multiply, 9 subtract
882 VectorSubtract(v1, v0, v10);
883 VectorSubtract(v2, v0, v20);
884 normal3f[0] = v20[1] * v10[2] - v20[2] * v10[1];
885 normal3f[1] = v20[2] * v10[0] - v20[0] * v10[2];
886 normal3f[2] = v20[0] * v10[1] - v20[1] * v10[0];
887 // 12 multiply, 10 subtract
888 tc10[1] = tc1[1] - tc0[1];
889 tc20[1] = tc2[1] - tc0[1];
890 svector3f[0] = tc10[1] * v20[0] - tc20[1] * v10[0];
891 svector3f[1] = tc10[1] * v20[1] - tc20[1] * v10[1];
892 svector3f[2] = tc10[1] * v20[2] - tc20[1] * v10[2];
893 tc10[0] = tc1[0] - tc0[0];
894 tc20[0] = tc2[0] - tc0[0];
895 tvector3f[0] = tc10[0] * v20[0] - tc20[0] * v10[0];
896 tvector3f[1] = tc10[0] * v20[1] - tc20[0] * v10[1];
897 tvector3f[2] = tc10[0] * v20[2] - tc20[0] * v10[2];
898 // 12 multiply, 4 add, 6 subtract
899 f = DotProduct(svector3f, normal3f);
900 svector3f[0] -= f * normal3f[0];
901 svector3f[1] -= f * normal3f[1];
902 svector3f[2] -= f * normal3f[2];
903 f = DotProduct(tvector3f, normal3f);
904 tvector3f[0] -= f * normal3f[0];
905 tvector3f[1] -= f * normal3f[1];
906 tvector3f[2] -= f * normal3f[2];
907 // if texture is mapped the wrong way (counterclockwise), the tangents
908 // have to be flipped, this is detected by calculating a normal from the
909 // two tangents, and seeing if it is opposite the surface normal
910 // 9 multiply, 2 add, 3 subtract, 1 compare, 50% chance of: 6 negates
911 CrossProduct(tvector3f, svector3f, tangentcross);
912 if (DotProduct(tangentcross, normal3f) < 0)
913 {
914 VectorNegate(svector3f, svector3f);
915 VectorNegate(tvector3f, tvector3f);
916 }
917 }
918 #endif
919
920 // warning: this is a very expensive function!
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)921 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)
922 {
923 int i, tnum;
924 float sdir[3], tdir[3], normal[3], *svec, *tvec;
925 const float *v0, *v1, *v2, *tc0, *tc1, *tc2, *n;
926 float f, tangentcross[3], v10[3], v20[3], tc10[2], tc20[2];
927 const int *e;
928 // clear the vectors
929 memset(svector3f + 3 * firstvertex, 0, numvertices * sizeof(float[3]));
930 memset(tvector3f + 3 * firstvertex, 0, numvertices * sizeof(float[3]));
931 // process each vertex of each triangle and accumulate the results
932 for (tnum = 0, e = elements;tnum < numtriangles;tnum++, e += 3)
933 {
934 v0 = vertex3f + e[0] * 3;
935 v1 = vertex3f + e[1] * 3;
936 v2 = vertex3f + e[2] * 3;
937 tc0 = texcoord2f + e[0] * 2;
938 tc1 = texcoord2f + e[1] * 2;
939 tc2 = texcoord2f + e[2] * 2;
940
941 // 79 add/sub/negate/multiply (1 cycle), 1 compare (3 cycle?), total cycles not counting load/store/exchange roughly 82 cycles
942 // 6 add, 28 subtract, 39 multiply, 1 compare, 50% chance of 6 negates
943
944 // calculate the edge directions and surface normal
945 // 6 multiply, 9 subtract
946 VectorSubtract(v1, v0, v10);
947 VectorSubtract(v2, v0, v20);
948 normal[0] = v20[1] * v10[2] - v20[2] * v10[1];
949 normal[1] = v20[2] * v10[0] - v20[0] * v10[2];
950 normal[2] = v20[0] * v10[1] - v20[1] * v10[0];
951
952 // calculate the tangents
953 // 12 multiply, 10 subtract
954 tc10[1] = tc1[1] - tc0[1];
955 tc20[1] = tc2[1] - tc0[1];
956 sdir[0] = tc10[1] * v20[0] - tc20[1] * v10[0];
957 sdir[1] = tc10[1] * v20[1] - tc20[1] * v10[1];
958 sdir[2] = tc10[1] * v20[2] - tc20[1] * v10[2];
959 tc10[0] = tc1[0] - tc0[0];
960 tc20[0] = tc2[0] - tc0[0];
961 tdir[0] = tc10[0] * v20[0] - tc20[0] * v10[0];
962 tdir[1] = tc10[0] * v20[1] - tc20[0] * v10[1];
963 tdir[2] = tc10[0] * v20[2] - tc20[0] * v10[2];
964
965 // if texture is mapped the wrong way (counterclockwise), the tangents
966 // have to be flipped, this is detected by calculating a normal from the
967 // two tangents, and seeing if it is opposite the surface normal
968 // 9 multiply, 2 add, 3 subtract, 1 compare, 50% chance of: 6 negates
969 CrossProduct(tdir, sdir, tangentcross);
970 if (DotProduct(tangentcross, normal) < 0)
971 {
972 VectorNegate(sdir, sdir);
973 VectorNegate(tdir, tdir);
974 }
975
976 if (!areaweighting)
977 {
978 VectorNormalize(sdir);
979 VectorNormalize(tdir);
980 }
981 for (i = 0;i < 3;i++)
982 {
983 VectorAdd(svector3f + e[i]*3, sdir, svector3f + e[i]*3);
984 VectorAdd(tvector3f + e[i]*3, tdir, tvector3f + e[i]*3);
985 }
986 }
987 // make the tangents completely perpendicular to the surface normal, and
988 // then normalize them
989 // 16 assignments, 2 divide, 2 sqrt, 2 negates, 14 adds, 24 multiplies
990 for (i = 0, svec = svector3f + 3 * firstvertex, tvec = tvector3f + 3 * firstvertex, n = normal3f + 3 * firstvertex;i < numvertices;i++, svec += 3, tvec += 3, n += 3)
991 {
992 f = -DotProduct(svec, n);
993 VectorMA(svec, f, n, svec);
994 VectorNormalize(svec);
995 f = -DotProduct(tvec, n);
996 VectorMA(tvec, f, n, tvec);
997 VectorNormalize(tvec);
998 }
999 }
1000
Mod_AllocSurfMesh(mempool_t * mempool,int numvertices,int numtriangles,qboolean lightmapoffsets,qboolean vertexcolors,qboolean neighbors)1001 void Mod_AllocSurfMesh(mempool_t *mempool, int numvertices, int numtriangles, qboolean lightmapoffsets, qboolean vertexcolors, qboolean neighbors)
1002 {
1003 unsigned char *data;
1004 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));
1005 loadmodel->surfmesh.num_vertices = numvertices;
1006 loadmodel->surfmesh.num_triangles = numtriangles;
1007 if (loadmodel->surfmesh.num_vertices)
1008 {
1009 loadmodel->surfmesh.data_vertex3f = (float *)data, data += sizeof(float[3]) * loadmodel->surfmesh.num_vertices;
1010 loadmodel->surfmesh.data_svector3f = (float *)data, data += sizeof(float[3]) * loadmodel->surfmesh.num_vertices;
1011 loadmodel->surfmesh.data_tvector3f = (float *)data, data += sizeof(float[3]) * loadmodel->surfmesh.num_vertices;
1012 loadmodel->surfmesh.data_normal3f = (float *)data, data += sizeof(float[3]) * loadmodel->surfmesh.num_vertices;
1013 loadmodel->surfmesh.data_texcoordtexture2f = (float *)data, data += sizeof(float[2]) * loadmodel->surfmesh.num_vertices;
1014 loadmodel->surfmesh.data_texcoordlightmap2f = (float *)data, data += sizeof(float[2]) * loadmodel->surfmesh.num_vertices;
1015 if (vertexcolors)
1016 loadmodel->surfmesh.data_lightmapcolor4f = (float *)data, data += sizeof(float[4]) * loadmodel->surfmesh.num_vertices;
1017 if (lightmapoffsets)
1018 loadmodel->surfmesh.data_lightmapoffsets = (int *)data, data += sizeof(int) * loadmodel->surfmesh.num_vertices;
1019 }
1020 if (loadmodel->surfmesh.num_triangles)
1021 {
1022 loadmodel->surfmesh.data_element3i = (int *)data, data += sizeof(int[3]) * loadmodel->surfmesh.num_triangles;
1023 if (neighbors)
1024 loadmodel->surfmesh.data_neighbor3i = (int *)data, data += sizeof(int[3]) * loadmodel->surfmesh.num_triangles;
1025 if (loadmodel->surfmesh.num_vertices <= 65536)
1026 loadmodel->surfmesh.data_element3s = (unsigned short *)data, data += sizeof(unsigned short[3]) * loadmodel->surfmesh.num_triangles;
1027 }
1028 }
1029
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)1030 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)
1031 {
1032 shadowmesh_t *newmesh;
1033 unsigned char *data;
1034 int size;
1035 size = sizeof(shadowmesh_t);
1036 size += maxverts * sizeof(float[3]);
1037 if (light)
1038 size += maxverts * sizeof(float[11]);
1039 size += maxtriangles * sizeof(int[3]);
1040 if (maxverts <= 65536)
1041 size += maxtriangles * sizeof(unsigned short[3]);
1042 if (neighbors)
1043 size += maxtriangles * sizeof(int[3]);
1044 if (expandable)
1045 size += SHADOWMESHVERTEXHASH * sizeof(shadowmeshvertexhash_t *) + maxverts * sizeof(shadowmeshvertexhash_t);
1046 data = (unsigned char *)Mem_Alloc(mempool, size);
1047 newmesh = (shadowmesh_t *)data;data += sizeof(*newmesh);
1048 newmesh->map_diffuse = map_diffuse;
1049 newmesh->map_specular = map_specular;
1050 newmesh->map_normal = map_normal;
1051 newmesh->maxverts = maxverts;
1052 newmesh->maxtriangles = maxtriangles;
1053 newmesh->numverts = 0;
1054 newmesh->numtriangles = 0;
1055 memset(newmesh->sideoffsets, 0, sizeof(newmesh->sideoffsets));
1056 memset(newmesh->sidetotals, 0, sizeof(newmesh->sidetotals));
1057
1058 newmesh->vertex3f = (float *)data;data += maxverts * sizeof(float[3]);
1059 if (light)
1060 {
1061 newmesh->svector3f = (float *)data;data += maxverts * sizeof(float[3]);
1062 newmesh->tvector3f = (float *)data;data += maxverts * sizeof(float[3]);
1063 newmesh->normal3f = (float *)data;data += maxverts * sizeof(float[3]);
1064 newmesh->texcoord2f = (float *)data;data += maxverts * sizeof(float[2]);
1065 }
1066 newmesh->element3i = (int *)data;data += maxtriangles * sizeof(int[3]);
1067 if (neighbors)
1068 {
1069 newmesh->neighbor3i = (int *)data;data += maxtriangles * sizeof(int[3]);
1070 }
1071 if (expandable)
1072 {
1073 newmesh->vertexhashtable = (shadowmeshvertexhash_t **)data;data += SHADOWMESHVERTEXHASH * sizeof(shadowmeshvertexhash_t *);
1074 newmesh->vertexhashentries = (shadowmeshvertexhash_t *)data;data += maxverts * sizeof(shadowmeshvertexhash_t);
1075 }
1076 if (maxverts <= 65536)
1077 newmesh->element3s = (unsigned short *)data;data += maxtriangles * sizeof(unsigned short[3]);
1078 return newmesh;
1079 }
1080
Mod_ShadowMesh_ReAlloc(mempool_t * mempool,shadowmesh_t * oldmesh,int light,int neighbors)1081 shadowmesh_t *Mod_ShadowMesh_ReAlloc(mempool_t *mempool, shadowmesh_t *oldmesh, int light, int neighbors)
1082 {
1083 shadowmesh_t *newmesh;
1084 newmesh = Mod_ShadowMesh_Alloc(mempool, oldmesh->numverts, oldmesh->numtriangles, oldmesh->map_diffuse, oldmesh->map_specular, oldmesh->map_normal, light, neighbors, false);
1085 newmesh->numverts = oldmesh->numverts;
1086 newmesh->numtriangles = oldmesh->numtriangles;
1087 memcpy(newmesh->sideoffsets, oldmesh->sideoffsets, sizeof(oldmesh->sideoffsets));
1088 memcpy(newmesh->sidetotals, oldmesh->sidetotals, sizeof(oldmesh->sidetotals));
1089
1090 memcpy(newmesh->vertex3f, oldmesh->vertex3f, oldmesh->numverts * sizeof(float[3]));
1091 if (newmesh->svector3f && oldmesh->svector3f)
1092 {
1093 memcpy(newmesh->svector3f, oldmesh->svector3f, oldmesh->numverts * sizeof(float[3]));
1094 memcpy(newmesh->tvector3f, oldmesh->tvector3f, oldmesh->numverts * sizeof(float[3]));
1095 memcpy(newmesh->normal3f, oldmesh->normal3f, oldmesh->numverts * sizeof(float[3]));
1096 memcpy(newmesh->texcoord2f, oldmesh->texcoord2f, oldmesh->numverts * sizeof(float[2]));
1097 }
1098 memcpy(newmesh->element3i, oldmesh->element3i, oldmesh->numtriangles * sizeof(int[3]));
1099 if (newmesh->neighbor3i && oldmesh->neighbor3i)
1100 memcpy(newmesh->neighbor3i, oldmesh->neighbor3i, oldmesh->numtriangles * sizeof(int[3]));
1101 return newmesh;
1102 }
1103
Mod_ShadowMesh_AddVertex(shadowmesh_t * mesh,float * vertex14f)1104 int Mod_ShadowMesh_AddVertex(shadowmesh_t *mesh, float *vertex14f)
1105 {
1106 int hashindex, vnum;
1107 shadowmeshvertexhash_t *hash;
1108 // this uses prime numbers intentionally
1109 hashindex = (unsigned int) (vertex14f[0] * 2003 + vertex14f[1] * 4001 + vertex14f[2] * 7919) % SHADOWMESHVERTEXHASH;
1110 for (hash = mesh->vertexhashtable[hashindex];hash;hash = hash->next)
1111 {
1112 vnum = (hash - mesh->vertexhashentries);
1113 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]))
1114 && (mesh->svector3f == NULL || (mesh->svector3f[vnum * 3 + 0] == vertex14f[3] && mesh->svector3f[vnum * 3 + 1] == vertex14f[4] && mesh->svector3f[vnum * 3 + 2] == vertex14f[5]))
1115 && (mesh->tvector3f == NULL || (mesh->tvector3f[vnum * 3 + 0] == vertex14f[6] && mesh->tvector3f[vnum * 3 + 1] == vertex14f[7] && mesh->tvector3f[vnum * 3 + 2] == vertex14f[8]))
1116 && (mesh->normal3f == NULL || (mesh->normal3f[vnum * 3 + 0] == vertex14f[9] && mesh->normal3f[vnum * 3 + 1] == vertex14f[10] && mesh->normal3f[vnum * 3 + 2] == vertex14f[11]))
1117 && (mesh->texcoord2f == NULL || (mesh->texcoord2f[vnum * 2 + 0] == vertex14f[12] && mesh->texcoord2f[vnum * 2 + 1] == vertex14f[13])))
1118 return hash - mesh->vertexhashentries;
1119 }
1120 vnum = mesh->numverts++;
1121 hash = mesh->vertexhashentries + vnum;
1122 hash->next = mesh->vertexhashtable[hashindex];
1123 mesh->vertexhashtable[hashindex] = hash;
1124 if (mesh->vertex3f) {mesh->vertex3f[vnum * 3 + 0] = vertex14f[0];mesh->vertex3f[vnum * 3 + 1] = vertex14f[1];mesh->vertex3f[vnum * 3 + 2] = vertex14f[2];}
1125 if (mesh->svector3f) {mesh->svector3f[vnum * 3 + 0] = vertex14f[3];mesh->svector3f[vnum * 3 + 1] = vertex14f[4];mesh->svector3f[vnum * 3 + 2] = vertex14f[5];}
1126 if (mesh->tvector3f) {mesh->tvector3f[vnum * 3 + 0] = vertex14f[6];mesh->tvector3f[vnum * 3 + 1] = vertex14f[7];mesh->tvector3f[vnum * 3 + 2] = vertex14f[8];}
1127 if (mesh->normal3f) {mesh->normal3f[vnum * 3 + 0] = vertex14f[9];mesh->normal3f[vnum * 3 + 1] = vertex14f[10];mesh->normal3f[vnum * 3 + 2] = vertex14f[11];}
1128 if (mesh->texcoord2f) {mesh->texcoord2f[vnum * 2 + 0] = vertex14f[12];mesh->texcoord2f[vnum * 2 + 1] = vertex14f[13];}
1129 return vnum;
1130 }
1131
Mod_ShadowMesh_AddTriangle(mempool_t * mempool,shadowmesh_t * mesh,rtexture_t * map_diffuse,rtexture_t * map_specular,rtexture_t * map_normal,float * vertex14f)1132 void Mod_ShadowMesh_AddTriangle(mempool_t *mempool, shadowmesh_t *mesh, rtexture_t *map_diffuse, rtexture_t *map_specular, rtexture_t *map_normal, float *vertex14f)
1133 {
1134 if (mesh->numtriangles == 0)
1135 {
1136 // set the properties on this empty mesh to be more favorable...
1137 // (note: this case only occurs for the first triangle added to a new mesh chain)
1138 mesh->map_diffuse = map_diffuse;
1139 mesh->map_specular = map_specular;
1140 mesh->map_normal = map_normal;
1141 }
1142 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)
1143 {
1144 if (mesh->next == NULL)
1145 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);
1146 mesh = mesh->next;
1147 }
1148 mesh->element3i[mesh->numtriangles * 3 + 0] = Mod_ShadowMesh_AddVertex(mesh, vertex14f + 14 * 0);
1149 mesh->element3i[mesh->numtriangles * 3 + 1] = Mod_ShadowMesh_AddVertex(mesh, vertex14f + 14 * 1);
1150 mesh->element3i[mesh->numtriangles * 3 + 2] = Mod_ShadowMesh_AddVertex(mesh, vertex14f + 14 * 2);
1151 mesh->numtriangles++;
1152 }
1153
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)1154 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)
1155 {
1156 int i, j, e;
1157 float vbuf[3*14], *v;
1158 memset(vbuf, 0, sizeof(vbuf));
1159 for (i = 0;i < numtris;i++)
1160 {
1161 for (j = 0, v = vbuf;j < 3;j++, v += 14)
1162 {
1163 e = *element3i++;
1164 if (vertex3f)
1165 {
1166 v[0] = vertex3f[e * 3 + 0];
1167 v[1] = vertex3f[e * 3 + 1];
1168 v[2] = vertex3f[e * 3 + 2];
1169 }
1170 if (svector3f)
1171 {
1172 v[3] = svector3f[e * 3 + 0];
1173 v[4] = svector3f[e * 3 + 1];
1174 v[5] = svector3f[e * 3 + 2];
1175 }
1176 if (tvector3f)
1177 {
1178 v[6] = tvector3f[e * 3 + 0];
1179 v[7] = tvector3f[e * 3 + 1];
1180 v[8] = tvector3f[e * 3 + 2];
1181 }
1182 if (normal3f)
1183 {
1184 v[9] = normal3f[e * 3 + 0];
1185 v[10] = normal3f[e * 3 + 1];
1186 v[11] = normal3f[e * 3 + 2];
1187 }
1188 if (texcoord2f)
1189 {
1190 v[12] = texcoord2f[e * 2 + 0];
1191 v[13] = texcoord2f[e * 2 + 1];
1192 }
1193 }
1194 Mod_ShadowMesh_AddTriangle(mempool, mesh, map_diffuse, map_specular, map_normal, vbuf);
1195 }
1196
1197 // the triangle calculation can take a while, so let's do a keepalive here
1198 CL_KeepaliveMessage(false);
1199 }
1200
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)1201 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)
1202 {
1203 // the preparation before shadow mesh initialization can take a while, so let's do a keepalive here
1204 CL_KeepaliveMessage(false);
1205
1206 return Mod_ShadowMesh_Alloc(mempool, maxverts, maxtriangles, map_diffuse, map_specular, map_normal, light, neighbors, expandable);
1207 }
1208
Mod_ShadowMesh_CreateVBOs(shadowmesh_t * mesh,mempool_t * mempool)1209 static void Mod_ShadowMesh_CreateVBOs(shadowmesh_t *mesh, mempool_t *mempool)
1210 {
1211 if (!mesh->numverts)
1212 return;
1213
1214 // build r_vertexmesh_t array
1215 // (compressed interleaved array for D3D)
1216 if (!mesh->vertexmesh && mesh->texcoord2f && vid.useinterleavedarrays)
1217 {
1218 int vertexindex;
1219 int numvertices = mesh->numverts;
1220 r_vertexmesh_t *vertexmesh;
1221 mesh->vertexmesh = vertexmesh = (r_vertexmesh_t*)Mem_Alloc(mempool, numvertices * sizeof(*mesh->vertexmesh));
1222 for (vertexindex = 0;vertexindex < numvertices;vertexindex++, vertexmesh++)
1223 {
1224 VectorCopy(mesh->vertex3f + 3*vertexindex, vertexmesh->vertex3f);
1225 VectorScale(mesh->svector3f + 3*vertexindex, 1.0f, vertexmesh->svector3f);
1226 VectorScale(mesh->tvector3f + 3*vertexindex, 1.0f, vertexmesh->tvector3f);
1227 VectorScale(mesh->normal3f + 3*vertexindex, 1.0f, vertexmesh->normal3f);
1228 Vector2Copy(mesh->texcoord2f + 2*vertexindex, vertexmesh->texcoordtexture2f);
1229 }
1230 }
1231
1232 // upload short indices as a buffer
1233 if (mesh->element3s && !mesh->element3s_indexbuffer)
1234 mesh->element3s_indexbuffer = R_Mesh_CreateMeshBuffer(mesh->element3s, mesh->numtriangles * sizeof(short[3]), loadmodel->name, true, false, false, true);
1235
1236 // upload int indices as a buffer
1237 if (mesh->element3i && !mesh->element3i_indexbuffer && !mesh->element3s)
1238 mesh->element3i_indexbuffer = R_Mesh_CreateMeshBuffer(mesh->element3i, mesh->numtriangles * sizeof(int[3]), loadmodel->name, true, false, false, false);
1239
1240 // vertex buffer is several arrays and we put them in the same buffer
1241 //
1242 // is this wise? the texcoordtexture2f array is used with dynamic
1243 // vertex/svector/tvector/normal when rendering animated models, on the
1244 // other hand animated models don't use a lot of vertices anyway...
1245 if (!mesh->vbo_vertexbuffer && !vid.useinterleavedarrays)
1246 {
1247 int size;
1248 unsigned char *mem;
1249 size = 0;
1250 mesh->vbooffset_vertexmesh = size;if (mesh->vertexmesh ) size += mesh->numverts * sizeof(r_vertexmesh_t);
1251 mesh->vbooffset_vertex3f = size;if (mesh->vertex3f ) size += mesh->numverts * sizeof(float[3]);
1252 mesh->vbooffset_svector3f = size;if (mesh->svector3f ) size += mesh->numverts * sizeof(float[3]);
1253 mesh->vbooffset_tvector3f = size;if (mesh->tvector3f ) size += mesh->numverts * sizeof(float[3]);
1254 mesh->vbooffset_normal3f = size;if (mesh->normal3f ) size += mesh->numverts * sizeof(float[3]);
1255 mesh->vbooffset_texcoord2f = size;if (mesh->texcoord2f ) size += mesh->numverts * sizeof(float[2]);
1256 mem = (unsigned char *)Mem_Alloc(tempmempool, size);
1257 if (mesh->vertexmesh ) memcpy(mem + mesh->vbooffset_vertexmesh , mesh->vertexmesh , mesh->numverts * sizeof(r_vertexmesh_t));
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, false);
1264 Mem_Free(mem);
1265 }
1266 }
1267
Mod_ShadowMesh_Finish(mempool_t * mempool,shadowmesh_t * firstmesh,qboolean light,qboolean neighbors,qboolean createvbo)1268 shadowmesh_t *Mod_ShadowMesh_Finish(mempool_t *mempool, shadowmesh_t *firstmesh, qboolean light, qboolean neighbors, qboolean createvbo)
1269 {
1270 shadowmesh_t *mesh, *newmesh, *nextmesh;
1271 // reallocate meshs to conserve space
1272 for (mesh = firstmesh, firstmesh = NULL;mesh;mesh = nextmesh)
1273 {
1274 nextmesh = mesh->next;
1275 if (mesh->numverts >= 3 && mesh->numtriangles >= 1)
1276 {
1277 newmesh = Mod_ShadowMesh_ReAlloc(mempool, mesh, light, neighbors);
1278 newmesh->next = firstmesh;
1279 firstmesh = newmesh;
1280 if (newmesh->element3s)
1281 {
1282 int i;
1283 for (i = 0;i < newmesh->numtriangles*3;i++)
1284 newmesh->element3s[i] = newmesh->element3i[i];
1285 }
1286 if (createvbo)
1287 Mod_ShadowMesh_CreateVBOs(newmesh, mempool);
1288 }
1289 Mem_Free(mesh);
1290 }
1291
1292 // this can take a while, so let's do a keepalive here
1293 CL_KeepaliveMessage(false);
1294
1295 return firstmesh;
1296 }
1297
Mod_ShadowMesh_CalcBBox(shadowmesh_t * firstmesh,vec3_t mins,vec3_t maxs,vec3_t center,float * radius)1298 void Mod_ShadowMesh_CalcBBox(shadowmesh_t *firstmesh, vec3_t mins, vec3_t maxs, vec3_t center, float *radius)
1299 {
1300 int i;
1301 shadowmesh_t *mesh;
1302 vec3_t nmins, nmaxs, ncenter, temp;
1303 float nradius2, dist2, *v;
1304 VectorClear(nmins);
1305 VectorClear(nmaxs);
1306 // calculate bbox
1307 for (mesh = firstmesh;mesh;mesh = mesh->next)
1308 {
1309 if (mesh == firstmesh)
1310 {
1311 VectorCopy(mesh->vertex3f, nmins);
1312 VectorCopy(mesh->vertex3f, nmaxs);
1313 }
1314 for (i = 0, v = mesh->vertex3f;i < mesh->numverts;i++, v += 3)
1315 {
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];
1319 }
1320 }
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;
1325 nradius2 = 0;
1326 for (mesh = firstmesh;mesh;mesh = mesh->next)
1327 {
1328 for (i = 0, v = mesh->vertex3f;i < mesh->numverts;i++, v += 3)
1329 {
1330 VectorSubtract(v, ncenter, temp);
1331 dist2 = DotProduct(temp, temp);
1332 if (nradius2 < dist2)
1333 nradius2 = dist2;
1334 }
1335 }
1336 // return data
1337 if (mins)
1338 VectorCopy(nmins, mins);
1339 if (maxs)
1340 VectorCopy(nmaxs, maxs);
1341 if (center)
1342 VectorCopy(ncenter, center);
1343 if (radius)
1344 *radius = sqrt(nradius2);
1345 }
1346
Mod_ShadowMesh_Free(shadowmesh_t * mesh)1347 void Mod_ShadowMesh_Free(shadowmesh_t *mesh)
1348 {
1349 shadowmesh_t *nextmesh;
1350 for (;mesh;mesh = nextmesh)
1351 {
1352 if (mesh->element3i_indexbuffer)
1353 R_Mesh_DestroyMeshBuffer(mesh->element3i_indexbuffer);
1354 if (mesh->element3s_indexbuffer)
1355 R_Mesh_DestroyMeshBuffer(mesh->element3s_indexbuffer);
1356 if (mesh->vbo_vertexbuffer)
1357 R_Mesh_DestroyMeshBuffer(mesh->vbo_vertexbuffer);
1358 nextmesh = mesh->next;
1359 Mem_Free(mesh);
1360 }
1361 }
1362
Mod_CreateCollisionMesh(dp_model_t * mod)1363 void Mod_CreateCollisionMesh(dp_model_t *mod)
1364 {
1365 int k, numcollisionmeshtriangles;
1366 qboolean usesinglecollisionmesh = false;
1367 const msurface_t *surface = NULL;
1368
1369 mempool_t *mempool = mod->mempool;
1370 if (!mempool && mod->brush.parentmodel)
1371 mempool = mod->brush.parentmodel->mempool;
1372 // make a single combined collision mesh for physics engine use
1373 // TODO rewrite this to use the collision brushes as source, to fix issues with e.g. common/caulk which creates no drawsurface
1374 numcollisionmeshtriangles = 0;
1375 for (k = 0;k < mod->nummodelsurfaces;k++)
1376 {
1377 surface = mod->data_surfaces + mod->firstmodelsurface + k;
1378 if (!strcmp(surface->texture->name, "collision") || !strcmp(surface->texture->name, "collisionconvex")) // found collision mesh
1379 {
1380 usesinglecollisionmesh = true;
1381 numcollisionmeshtriangles = surface->num_triangles;
1382 break;
1383 }
1384 if (!(surface->texture->supercontents & SUPERCONTENTS_SOLID))
1385 continue;
1386 numcollisionmeshtriangles += surface->num_triangles;
1387 }
1388 mod->brush.collisionmesh = Mod_ShadowMesh_Begin(mempool, numcollisionmeshtriangles * 3, numcollisionmeshtriangles, NULL, NULL, NULL, false, false, true);
1389 if (usesinglecollisionmesh)
1390 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));
1391 else
1392 {
1393 for (k = 0;k < mod->nummodelsurfaces;k++)
1394 {
1395 surface = mod->data_surfaces + mod->firstmodelsurface + k;
1396 if (!(surface->texture->supercontents & SUPERCONTENTS_SOLID))
1397 continue;
1398 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));
1399 }
1400 }
1401 mod->brush.collisionmesh = Mod_ShadowMesh_Finish(mempool, mod->brush.collisionmesh, false, false, false);
1402 }
1403
1404 #if 0
1405 static void Mod_GetTerrainVertex3fTexCoord2fFromBGRA(const unsigned char *imagepixels, int imagewidth, int imageheight, int ix, int iy, float *vertex3f, float *texcoord2f, matrix4x4_t *pixelstepmatrix, matrix4x4_t *pixeltexturestepmatrix)
1406 {
1407 float v[3], tc[3];
1408 v[0] = ix;
1409 v[1] = iy;
1410 if (ix >= 0 && iy >= 0 && ix < imagewidth && iy < imageheight)
1411 v[2] = (imagepixels[((iy*imagewidth)+ix)*4+0] + imagepixels[((iy*imagewidth)+ix)*4+1] + imagepixels[((iy*imagewidth)+ix)*4+2]) * (1.0f / 765.0f);
1412 else
1413 v[2] = 0;
1414 Matrix4x4_Transform(pixelstepmatrix, v, vertex3f);
1415 Matrix4x4_Transform(pixeltexturestepmatrix, v, tc);
1416 texcoord2f[0] = tc[0];
1417 texcoord2f[1] = tc[1];
1418 }
1419
1420 static void Mod_GetTerrainVertexFromBGRA(const unsigned char *imagepixels, int imagewidth, int imageheight, int ix, int iy, float *vertex3f, float *svector3f, float *tvector3f, float *normal3f, float *texcoord2f, matrix4x4_t *pixelstepmatrix, matrix4x4_t *pixeltexturestepmatrix)
1421 {
1422 float vup[3], vdown[3], vleft[3], vright[3];
1423 float tcup[3], tcdown[3], tcleft[3], tcright[3];
1424 float sv[3], tv[3], nl[3];
1425 Mod_GetTerrainVertex3fTexCoord2fFromBGRA(imagepixels, imagewidth, imageheight, ix, iy, vertex3f, texcoord2f, pixelstepmatrix, pixeltexturestepmatrix);
1426 Mod_GetTerrainVertex3fTexCoord2fFromBGRA(imagepixels, imagewidth, imageheight, ix, iy - 1, vup, tcup, pixelstepmatrix, pixeltexturestepmatrix);
1427 Mod_GetTerrainVertex3fTexCoord2fFromBGRA(imagepixels, imagewidth, imageheight, ix, iy + 1, vdown, tcdown, pixelstepmatrix, pixeltexturestepmatrix);
1428 Mod_GetTerrainVertex3fTexCoord2fFromBGRA(imagepixels, imagewidth, imageheight, ix - 1, iy, vleft, tcleft, pixelstepmatrix, pixeltexturestepmatrix);
1429 Mod_GetTerrainVertex3fTexCoord2fFromBGRA(imagepixels, imagewidth, imageheight, ix + 1, iy, vright, tcright, pixelstepmatrix, pixeltexturestepmatrix);
1430 Mod_BuildBumpVectors(vertex3f, vup, vright, texcoord2f, tcup, tcright, svector3f, tvector3f, normal3f);
1431 Mod_BuildBumpVectors(vertex3f, vright, vdown, texcoord2f, tcright, tcdown, sv, tv, nl);
1432 VectorAdd(svector3f, sv, svector3f);
1433 VectorAdd(tvector3f, tv, tvector3f);
1434 VectorAdd(normal3f, nl, normal3f);
1435 Mod_BuildBumpVectors(vertex3f, vdown, vleft, texcoord2f, tcdown, tcleft, sv, tv, nl);
1436 VectorAdd(svector3f, sv, svector3f);
1437 VectorAdd(tvector3f, tv, tvector3f);
1438 VectorAdd(normal3f, nl, normal3f);
1439 Mod_BuildBumpVectors(vertex3f, vleft, vup, texcoord2f, tcleft, tcup, sv, tv, nl);
1440 VectorAdd(svector3f, sv, svector3f);
1441 VectorAdd(tvector3f, tv, tvector3f);
1442 VectorAdd(normal3f, nl, normal3f);
1443 }
1444
1445 static 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)
1446 {
1447 int x, y, ix, iy, *e;
1448 e = element3i;
1449 for (y = 0;y < height;y++)
1450 {
1451 for (x = 0;x < width;x++)
1452 {
1453 e[0] = (y + 1) * (width + 1) + (x + 0);
1454 e[1] = (y + 0) * (width + 1) + (x + 0);
1455 e[2] = (y + 1) * (width + 1) + (x + 1);
1456 e[3] = (y + 0) * (width + 1) + (x + 0);
1457 e[4] = (y + 0) * (width + 1) + (x + 1);
1458 e[5] = (y + 1) * (width + 1) + (x + 1);
1459 e += 6;
1460 }
1461 }
1462 Mod_BuildTriangleNeighbors(neighbor3i, element3i, width*height*2);
1463 for (y = 0, iy = y1;y < height + 1;y++, iy++)
1464 for (x = 0, ix = x1;x < width + 1;x++, ix++, vertex3f += 3, texcoord2f += 2, svector3f += 3, tvector3f += 3, normal3f += 3)
1465 Mod_GetTerrainVertexFromBGRA(imagepixels, imagewidth, imageheight, ix, iy, vertex3f, texcoord2f, svector3f, tvector3f, normal3f, pixelstepmatrix, pixeltexturestepmatrix);
1466 }
1467 #endif
1468
1469 #if 0
1470 void Mod_Terrain_SurfaceRecurseChunk(dp_model_t *model, int stepsize, int x, int y)
1471 {
1472 float mins[3];
1473 float maxs[3];
1474 float chunkwidth = min(stepsize, model->terrain.width - 1 - x);
1475 float chunkheight = min(stepsize, model->terrain.height - 1 - y);
1476 float viewvector[3];
1477 unsigned int firstvertex;
1478 unsigned int *e;
1479 float *v;
1480 if (chunkwidth < 2 || chunkheight < 2)
1481 return;
1482 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]);
1483 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]);
1484 viewvector[0] = bound(mins[0], localvieworigin, maxs[0]) - model->terrain.vieworigin[0];
1485 viewvector[1] = bound(mins[1], localvieworigin, maxs[1]) - model->terrain.vieworigin[1];
1486 viewvector[2] = bound(mins[2], localvieworigin, maxs[2]) - model->terrain.vieworigin[2];
1487 if (stepsize > 1 && VectorLength(viewvector) < stepsize*model->terrain.scale[0]*r_terrain_lodscale.value)
1488 {
1489 // too close for this stepsize, emit as 4 chunks instead
1490 stepsize /= 2;
1491 Mod_Terrain_SurfaceRecurseChunk(model, stepsize, x, y);
1492 Mod_Terrain_SurfaceRecurseChunk(model, stepsize, x+stepsize, y);
1493 Mod_Terrain_SurfaceRecurseChunk(model, stepsize, x, y+stepsize);
1494 Mod_Terrain_SurfaceRecurseChunk(model, stepsize, x+stepsize, y+stepsize);
1495 return;
1496 }
1497 // emit the geometry at stepsize into our vertex buffer / index buffer
1498 // we add two columns and two rows for skirt
1499 outwidth = chunkwidth+2;
1500 outheight = chunkheight+2;
1501 outwidth2 = outwidth-1;
1502 outheight2 = outheight-1;
1503 outwidth3 = outwidth+1;
1504 outheight3 = outheight+1;
1505 firstvertex = numvertices;
1506 e = model->terrain.element3i + numtriangles;
1507 numtriangles += chunkwidth*chunkheight*2+chunkwidth*2*2+chunkheight*2*2;
1508 v = model->terrain.vertex3f + numvertices;
1509 numvertices += (chunkwidth+1)*(chunkheight+1)+(chunkwidth+1)*2+(chunkheight+1)*2;
1510 // emit the triangles (note: the skirt is treated as two extra rows and two extra columns)
1511 for (ty = 0;ty < outheight;ty++)
1512 {
1513 for (tx = 0;tx < outwidth;tx++)
1514 {
1515 *e++ = firstvertex + (ty )*outwidth3+(tx );
1516 *e++ = firstvertex + (ty )*outwidth3+(tx+1);
1517 *e++ = firstvertex + (ty+1)*outwidth3+(tx+1);
1518 *e++ = firstvertex + (ty )*outwidth3+(tx );
1519 *e++ = firstvertex + (ty+1)*outwidth3+(tx+1);
1520 *e++ = firstvertex + (ty+1)*outwidth3+(tx );
1521 }
1522 }
1523 // TODO: emit surface vertices (x+tx*stepsize, y+ty*stepsize)
1524 for (ty = 0;ty <= outheight;ty++)
1525 {
1526 skirtrow = ty == 0 || ty == outheight;
1527 ry = y+bound(1, ty, outheight)*stepsize;
1528 for (tx = 0;tx <= outwidth;tx++)
1529 {
1530 skirt = skirtrow || tx == 0 || tx == outwidth;
1531 rx = x+bound(1, tx, outwidth)*stepsize;
1532 v[0] = rx*scale[0];
1533 v[1] = ry*scale[1];
1534 v[2] = heightmap[ry*terrainwidth+rx]*scale[2];
1535 v += 3;
1536 }
1537 }
1538 // TODO: emit skirt vertices
1539 }
1540
1541 void Mod_Terrain_UpdateSurfacesForViewOrigin(dp_model_t *model)
1542 {
1543 for (y = 0;y < model->terrain.size[1];y += model->terrain.
1544 Mod_Terrain_SurfaceRecurseChunk(model, model->terrain.maxstepsize, x, y);
1545 Mod_Terrain_BuildChunk(model,
1546 }
1547 #endif
1548
Mod_LoadQ3Shaders_EnumerateWaveFunc(const char * s)1549 static int Mod_LoadQ3Shaders_EnumerateWaveFunc(const char *s)
1550 {
1551 int offset = 0;
1552 if (!strncasecmp(s, "user", 4)) // parse stuff like "user1sin", always user<n>func
1553 {
1554 offset = bound(0, s[4] - '0', 9);
1555 offset = (offset + 1) << Q3WAVEFUNC_USER_SHIFT;
1556 s += 4;
1557 if(*s)
1558 ++s;
1559 }
1560 if (!strcasecmp(s, "sin")) return offset | Q3WAVEFUNC_SIN;
1561 if (!strcasecmp(s, "square")) return offset | Q3WAVEFUNC_SQUARE;
1562 if (!strcasecmp(s, "triangle")) return offset | Q3WAVEFUNC_TRIANGLE;
1563 if (!strcasecmp(s, "sawtooth")) return offset | Q3WAVEFUNC_SAWTOOTH;
1564 if (!strcasecmp(s, "inversesawtooth")) return offset | Q3WAVEFUNC_INVERSESAWTOOTH;
1565 if (!strcasecmp(s, "noise")) return offset | Q3WAVEFUNC_NOISE;
1566 if (!strcasecmp(s, "none")) return offset | Q3WAVEFUNC_NONE;
1567 Con_DPrintf("Mod_LoadQ3Shaders: unknown wavefunc %s\n", s);
1568 return offset | Q3WAVEFUNC_NONE;
1569 }
1570
Mod_FreeQ3Shaders(void)1571 void Mod_FreeQ3Shaders(void)
1572 {
1573 Mem_FreePool(&q3shaders_mem);
1574 }
1575
Q3Shader_AddToHash(q3shaderinfo_t * shader)1576 static void Q3Shader_AddToHash (q3shaderinfo_t* shader)
1577 {
1578 unsigned short hash = CRC_Block_CaseInsensitive ((const unsigned char *)shader->name, strlen (shader->name));
1579 q3shader_hash_entry_t* entry = q3shader_data->hash + (hash % Q3SHADER_HASH_SIZE);
1580 q3shader_hash_entry_t* lastEntry = NULL;
1581 do
1582 {
1583 if (strcasecmp (entry->shader.name, shader->name) == 0)
1584 {
1585 // redeclaration
1586 if(shader->dpshaderkill)
1587 {
1588 // killed shader is a redeclarion? we can safely ignore it
1589 return;
1590 }
1591 else if(entry->shader.dpshaderkill)
1592 {
1593 // replace the old shader!
1594 // this will skip the entry allocating part
1595 // below and just replace the shader
1596 break;
1597 }
1598 else
1599 {
1600 unsigned char *start, *end, *start2;
1601 start = (unsigned char *) (&shader->Q3SHADERINFO_COMPARE_START);
1602 end = ((unsigned char *) (&shader->Q3SHADERINFO_COMPARE_END)) + sizeof(shader->Q3SHADERINFO_COMPARE_END);
1603 start2 = (unsigned char *) (&entry->shader.Q3SHADERINFO_COMPARE_START);
1604 if(memcmp(start, start2, end - start))
1605 Con_DPrintf("Shader '%s' already defined, ignoring mismatching redeclaration\n", shader->name);
1606 else
1607 Con_DPrintf("Shader '%s' already defined\n", shader->name);
1608 return;
1609 }
1610 }
1611 lastEntry = entry;
1612 entry = entry->chain;
1613 }
1614 while (entry != NULL);
1615 if (entry == NULL)
1616 {
1617 if (lastEntry->shader.name[0] != 0)
1618 {
1619 /* Add to chain */
1620 q3shader_hash_entry_t* newEntry = (q3shader_hash_entry_t*)
1621 Mem_ExpandableArray_AllocRecord (&q3shader_data->hash_entries);
1622
1623 while (lastEntry->chain != NULL) lastEntry = lastEntry->chain;
1624 lastEntry->chain = newEntry;
1625 newEntry->chain = NULL;
1626 lastEntry = newEntry;
1627 }
1628 /* else: head of chain, in hash entry array */
1629 entry = lastEntry;
1630 }
1631 memcpy (&entry->shader, shader, sizeof (q3shaderinfo_t));
1632 }
1633
1634 extern cvar_t mod_noshader_default_offsetmapping;
1635 extern cvar_t mod_q3shader_default_offsetmapping;
1636 extern cvar_t mod_q3shader_default_offsetmapping_scale;
1637 extern cvar_t mod_q3shader_default_offsetmapping_bias;
1638 extern cvar_t mod_q3shader_default_polygonoffset;
1639 extern cvar_t mod_q3shader_default_polygonfactor;
1640 extern cvar_t mod_q3shader_force_addalpha;
1641 extern cvar_t mod_q3shader_force_terrain_alphaflag;
Mod_LoadQ3Shaders(void)1642 void Mod_LoadQ3Shaders(void)
1643 {
1644 int j;
1645 int fileindex;
1646 fssearch_t *search;
1647 char *f;
1648 const char *text;
1649 q3shaderinfo_t shader;
1650 q3shaderinfo_layer_t *layer;
1651 int numparameters;
1652 char parameter[TEXTURE_MAXFRAMES + 4][Q3PATHLENGTH];
1653 char *custsurfaceparmnames[256]; // VorteX: q3map2 has 64 but well, someone will need more
1654 unsigned long custsurfaceflags[256];
1655 int numcustsurfaceflags;
1656 qboolean dpshaderkill;
1657
1658 Mod_FreeQ3Shaders();
1659
1660 q3shaders_mem = Mem_AllocPool("q3shaders", 0, NULL);
1661 q3shader_data = (q3shader_data_t*)Mem_Alloc (q3shaders_mem,
1662 sizeof (q3shader_data_t));
1663 Mem_ExpandableArray_NewArray (&q3shader_data->hash_entries,
1664 q3shaders_mem, sizeof (q3shader_hash_entry_t), 256);
1665 Mem_ExpandableArray_NewArray (&q3shader_data->char_ptrs,
1666 q3shaders_mem, sizeof (char**), 256);
1667
1668 // parse custinfoparms.txt
1669 numcustsurfaceflags = 0;
1670 if ((text = f = (char *)FS_LoadFile("scripts/custinfoparms.txt", tempmempool, false, NULL)) != NULL)
1671 {
1672 if (!COM_ParseToken_QuakeC(&text, false) || strcasecmp(com_token, "{"))
1673 Con_DPrintf("scripts/custinfoparms.txt: contentflags section parsing error - expected \"{\", found \"%s\"\n", com_token);
1674 else
1675 {
1676 while (COM_ParseToken_QuakeC(&text, false))
1677 if (!strcasecmp(com_token, "}"))
1678 break;
1679 // custom surfaceflags section
1680 if (!COM_ParseToken_QuakeC(&text, false) || strcasecmp(com_token, "{"))
1681 Con_DPrintf("scripts/custinfoparms.txt: surfaceflags section parsing error - expected \"{\", found \"%s\"\n", com_token);
1682 else
1683 {
1684 while(COM_ParseToken_QuakeC(&text, false))
1685 {
1686 if (!strcasecmp(com_token, "}"))
1687 break;
1688 // register surfaceflag
1689 if (numcustsurfaceflags >= 256)
1690 {
1691 Con_Printf("scripts/custinfoparms.txt: surfaceflags section parsing error - max 256 surfaceflags exceeded\n");
1692 break;
1693 }
1694 // name
1695 j = (int)strlen(com_token)+1;
1696 custsurfaceparmnames[numcustsurfaceflags] = (char *)Mem_Alloc(tempmempool, j);
1697 strlcpy(custsurfaceparmnames[numcustsurfaceflags], com_token, j+1);
1698 // value
1699 if (COM_ParseToken_QuakeC(&text, false))
1700 custsurfaceflags[numcustsurfaceflags] = strtol(com_token, NULL, 0);
1701 else
1702 custsurfaceflags[numcustsurfaceflags] = 0;
1703 numcustsurfaceflags++;
1704 }
1705 }
1706 }
1707 Mem_Free(f);
1708 }
1709
1710 // parse shaders
1711 search = FS_Search("scripts/*.shader", true, false);
1712 if (!search)
1713 return;
1714 for (fileindex = 0;fileindex < search->numfilenames;fileindex++)
1715 {
1716 text = f = (char *)FS_LoadFile(search->filenames[fileindex], tempmempool, false, NULL);
1717 if (!f)
1718 continue;
1719 while (COM_ParseToken_QuakeC(&text, false))
1720 {
1721 memset (&shader, 0, sizeof(shader));
1722 shader.name[0] = 0;
1723 shader.surfaceparms = 0;
1724 shader.surfaceflags = 0;
1725 shader.textureflags = 0;
1726 shader.numlayers = 0;
1727 shader.lighting = false;
1728 shader.vertexalpha = false;
1729 shader.textureblendalpha = false;
1730 shader.primarylayer = 0;
1731 shader.backgroundlayer = 0;
1732 shader.skyboxname[0] = 0;
1733 shader.deforms[0].deform = Q3DEFORM_NONE;
1734 shader.dpnortlight = false;
1735 shader.dpshadow = false;
1736 shader.dpnoshadow = false;
1737 shader.dpmeshcollisions = false;
1738 shader.dpshaderkill = false;
1739 shader.dpreflectcube[0] = 0;
1740 shader.reflectmin = 0;
1741 shader.reflectmax = 1;
1742 shader.refractfactor = 1;
1743 Vector4Set(shader.refractcolor4f, 1, 1, 1, 1);
1744 shader.reflectfactor = 1;
1745 Vector4Set(shader.reflectcolor4f, 1, 1, 1, 1);
1746 shader.r_water_wateralpha = 1;
1747 shader.r_water_waterscroll[0] = 0;
1748 shader.r_water_waterscroll[1] = 0;
1749 shader.offsetmapping = (mod_q3shader_default_offsetmapping.value) ? OFFSETMAPPING_DEFAULT : OFFSETMAPPING_OFF;
1750 shader.offsetscale = mod_q3shader_default_offsetmapping_scale.value;
1751 shader.offsetbias = mod_q3shader_default_offsetmapping_bias.value;
1752 shader.biaspolygonoffset = mod_q3shader_default_polygonoffset.value;
1753 shader.biaspolygonfactor = mod_q3shader_default_polygonfactor.value;
1754 shader.transparentsort = TRANSPARENTSORT_DISTANCE;
1755 shader.specularscalemod = 1;
1756 shader.specularpowermod = 1;
1757 shader.rtlightambient = 0;
1758 // WHEN ADDING DEFAULTS HERE, REMEMBER TO PUT DEFAULTS IN ALL LOADERS
1759 // JUST GREP FOR "specularscalemod = 1".
1760
1761 strlcpy(shader.name, com_token, sizeof(shader.name));
1762 if (!COM_ParseToken_QuakeC(&text, false) || strcasecmp(com_token, "{"))
1763 {
1764 Con_DPrintf("%s parsing error - expected \"{\", found \"%s\"\n", search->filenames[fileindex], com_token);
1765 break;
1766 }
1767 while (COM_ParseToken_QuakeC(&text, false))
1768 {
1769 if (!strcasecmp(com_token, "}"))
1770 break;
1771 if (!strcasecmp(com_token, "{"))
1772 {
1773 static q3shaderinfo_layer_t dummy;
1774 if (shader.numlayers < Q3SHADER_MAXLAYERS)
1775 {
1776 layer = shader.layers + shader.numlayers++;
1777 }
1778 else
1779 {
1780 // parse and process it anyway, just don't store it (so a map $lightmap or such stuff still is found)
1781 memset(&dummy, 0, sizeof(dummy));
1782 layer = &dummy;
1783 }
1784 layer->rgbgen.rgbgen = Q3RGBGEN_IDENTITY;
1785 layer->alphagen.alphagen = Q3ALPHAGEN_IDENTITY;
1786 layer->tcgen.tcgen = Q3TCGEN_TEXTURE;
1787 layer->blendfunc[0] = GL_ONE;
1788 layer->blendfunc[1] = GL_ZERO;
1789 while (COM_ParseToken_QuakeC(&text, false))
1790 {
1791 if (!strcasecmp(com_token, "}"))
1792 break;
1793 if (!strcasecmp(com_token, "\n"))
1794 continue;
1795 numparameters = 0;
1796 for (j = 0;strcasecmp(com_token, "\n") && strcasecmp(com_token, "}");j++)
1797 {
1798 if (j < TEXTURE_MAXFRAMES + 4)
1799 {
1800 // remap dp_water to dpwater, dp_reflect to dpreflect, etc.
1801 if(j == 0 && !strncasecmp(com_token, "dp_", 3))
1802 dpsnprintf(parameter[j], sizeof(parameter[j]), "dp%s", &com_token[3]);
1803 else
1804 strlcpy(parameter[j], com_token, sizeof(parameter[j]));
1805 numparameters = j + 1;
1806 }
1807 if (!COM_ParseToken_QuakeC(&text, true))
1808 break;
1809 }
1810 //for (j = numparameters;j < TEXTURE_MAXFRAMES + 4;j++)
1811 // parameter[j][0] = 0;
1812 if (developer_insane.integer)
1813 {
1814 Con_DPrintf("%s %i: ", shader.name, shader.numlayers - 1);
1815 for (j = 0;j < numparameters;j++)
1816 Con_DPrintf(" %s", parameter[j]);
1817 Con_DPrint("\n");
1818 }
1819 if (numparameters >= 2 && !strcasecmp(parameter[0], "blendfunc"))
1820 {
1821 if (numparameters == 2)
1822 {
1823 if (!strcasecmp(parameter[1], "add"))
1824 {
1825 layer->blendfunc[0] = GL_ONE;
1826 layer->blendfunc[1] = GL_ONE;
1827 }
1828 else if (!strcasecmp(parameter[1], "addalpha"))
1829 {
1830 layer->blendfunc[0] = GL_SRC_ALPHA;
1831 layer->blendfunc[1] = GL_ONE;
1832 }
1833 else if (!strcasecmp(parameter[1], "filter"))
1834 {
1835 layer->blendfunc[0] = GL_DST_COLOR;
1836 layer->blendfunc[1] = GL_ZERO;
1837 }
1838 else if (!strcasecmp(parameter[1], "blend"))
1839 {
1840 layer->blendfunc[0] = GL_SRC_ALPHA;
1841 layer->blendfunc[1] = GL_ONE_MINUS_SRC_ALPHA;
1842 }
1843 }
1844 else if (numparameters == 3)
1845 {
1846 int k;
1847 for (k = 0;k < 2;k++)
1848 {
1849 if (!strcasecmp(parameter[k+1], "GL_ONE"))
1850 layer->blendfunc[k] = GL_ONE;
1851 else if (!strcasecmp(parameter[k+1], "GL_ZERO"))
1852 layer->blendfunc[k] = GL_ZERO;
1853 else if (!strcasecmp(parameter[k+1], "GL_SRC_COLOR"))
1854 layer->blendfunc[k] = GL_SRC_COLOR;
1855 else if (!strcasecmp(parameter[k+1], "GL_SRC_ALPHA"))
1856 layer->blendfunc[k] = GL_SRC_ALPHA;
1857 else if (!strcasecmp(parameter[k+1], "GL_DST_COLOR"))
1858 layer->blendfunc[k] = GL_DST_COLOR;
1859 else if (!strcasecmp(parameter[k+1], "GL_DST_ALPHA"))
1860 layer->blendfunc[k] = GL_DST_ALPHA;
1861 else if (!strcasecmp(parameter[k+1], "GL_ONE_MINUS_SRC_COLOR"))
1862 layer->blendfunc[k] = GL_ONE_MINUS_SRC_COLOR;
1863 else if (!strcasecmp(parameter[k+1], "GL_ONE_MINUS_SRC_ALPHA"))
1864 layer->blendfunc[k] = GL_ONE_MINUS_SRC_ALPHA;
1865 else if (!strcasecmp(parameter[k+1], "GL_ONE_MINUS_DST_COLOR"))
1866 layer->blendfunc[k] = GL_ONE_MINUS_DST_COLOR;
1867 else if (!strcasecmp(parameter[k+1], "GL_ONE_MINUS_DST_ALPHA"))
1868 layer->blendfunc[k] = GL_ONE_MINUS_DST_ALPHA;
1869 else
1870 layer->blendfunc[k] = GL_ONE; // default in case of parsing error
1871 }
1872 }
1873 }
1874 if (numparameters >= 2 && !strcasecmp(parameter[0], "alphafunc"))
1875 layer->alphatest = true;
1876 if (numparameters >= 2 && (!strcasecmp(parameter[0], "map") || !strcasecmp(parameter[0], "clampmap")))
1877 {
1878 if (!strcasecmp(parameter[0], "clampmap"))
1879 layer->clampmap = true;
1880 layer->numframes = 1;
1881 layer->framerate = 1;
1882 layer->texturename = (char**)Mem_ExpandableArray_AllocRecord (
1883 &q3shader_data->char_ptrs);
1884 layer->texturename[0] = Mem_strdup (q3shaders_mem, parameter[1]);
1885 if (!strcasecmp(parameter[1], "$lightmap"))
1886 shader.lighting = true;
1887 }
1888 else if (numparameters >= 3 && (!strcasecmp(parameter[0], "animmap") || !strcasecmp(parameter[0], "animclampmap")))
1889 {
1890 int i;
1891 layer->numframes = min(numparameters - 2, TEXTURE_MAXFRAMES);
1892 layer->framerate = atof(parameter[1]);
1893 layer->texturename = (char **) Mem_Alloc (q3shaders_mem, sizeof (char*) * layer->numframes);
1894 for (i = 0;i < layer->numframes;i++)
1895 layer->texturename[i] = Mem_strdup (q3shaders_mem, parameter[i + 2]);
1896 }
1897 else if (numparameters >= 2 && !strcasecmp(parameter[0], "rgbgen"))
1898 {
1899 int i;
1900 for (i = 0;i < numparameters - 2 && i < Q3RGBGEN_MAXPARMS;i++)
1901 layer->rgbgen.parms[i] = atof(parameter[i+2]);
1902 if (!strcasecmp(parameter[1], "identity")) layer->rgbgen.rgbgen = Q3RGBGEN_IDENTITY;
1903 else if (!strcasecmp(parameter[1], "const")) layer->rgbgen.rgbgen = Q3RGBGEN_CONST;
1904 else if (!strcasecmp(parameter[1], "entity")) layer->rgbgen.rgbgen = Q3RGBGEN_ENTITY;
1905 else if (!strcasecmp(parameter[1], "exactvertex")) layer->rgbgen.rgbgen = Q3RGBGEN_EXACTVERTEX;
1906 else if (!strcasecmp(parameter[1], "identitylighting")) layer->rgbgen.rgbgen = Q3RGBGEN_IDENTITYLIGHTING;
1907 else if (!strcasecmp(parameter[1], "lightingdiffuse")) layer->rgbgen.rgbgen = Q3RGBGEN_LIGHTINGDIFFUSE;
1908 else if (!strcasecmp(parameter[1], "oneminusentity")) layer->rgbgen.rgbgen = Q3RGBGEN_ONEMINUSENTITY;
1909 else if (!strcasecmp(parameter[1], "oneminusvertex")) layer->rgbgen.rgbgen = Q3RGBGEN_ONEMINUSVERTEX;
1910 else if (!strcasecmp(parameter[1], "vertex")) layer->rgbgen.rgbgen = Q3RGBGEN_VERTEX;
1911 else if (!strcasecmp(parameter[1], "wave"))
1912 {
1913 layer->rgbgen.rgbgen = Q3RGBGEN_WAVE;
1914 layer->rgbgen.wavefunc = Mod_LoadQ3Shaders_EnumerateWaveFunc(parameter[2]);
1915 for (i = 0;i < numparameters - 3 && i < Q3WAVEPARMS;i++)
1916 layer->rgbgen.waveparms[i] = atof(parameter[i+3]);
1917 }
1918 else Con_DPrintf("%s parsing warning: unknown rgbgen %s\n", search->filenames[fileindex], parameter[1]);
1919 }
1920 else if (numparameters >= 2 && !strcasecmp(parameter[0], "alphagen"))
1921 {
1922 int i;
1923 for (i = 0;i < numparameters - 2 && i < Q3ALPHAGEN_MAXPARMS;i++)
1924 layer->alphagen.parms[i] = atof(parameter[i+2]);
1925 if (!strcasecmp(parameter[1], "identity")) layer->alphagen.alphagen = Q3ALPHAGEN_IDENTITY;
1926 else if (!strcasecmp(parameter[1], "const")) layer->alphagen.alphagen = Q3ALPHAGEN_CONST;
1927 else if (!strcasecmp(parameter[1], "entity")) layer->alphagen.alphagen = Q3ALPHAGEN_ENTITY;
1928 else if (!strcasecmp(parameter[1], "lightingspecular")) layer->alphagen.alphagen = Q3ALPHAGEN_LIGHTINGSPECULAR;
1929 else if (!strcasecmp(parameter[1], "oneminusentity")) layer->alphagen.alphagen = Q3ALPHAGEN_ONEMINUSENTITY;
1930 else if (!strcasecmp(parameter[1], "oneminusvertex")) layer->alphagen.alphagen = Q3ALPHAGEN_ONEMINUSVERTEX;
1931 else if (!strcasecmp(parameter[1], "portal")) layer->alphagen.alphagen = Q3ALPHAGEN_PORTAL;
1932 else if (!strcasecmp(parameter[1], "vertex")) layer->alphagen.alphagen = Q3ALPHAGEN_VERTEX;
1933 else if (!strcasecmp(parameter[1], "wave"))
1934 {
1935 layer->alphagen.alphagen = Q3ALPHAGEN_WAVE;
1936 layer->alphagen.wavefunc = Mod_LoadQ3Shaders_EnumerateWaveFunc(parameter[2]);
1937 for (i = 0;i < numparameters - 3 && i < Q3WAVEPARMS;i++)
1938 layer->alphagen.waveparms[i] = atof(parameter[i+3]);
1939 }
1940 else Con_DPrintf("%s parsing warning: unknown alphagen %s\n", search->filenames[fileindex], parameter[1]);
1941 }
1942 else if (numparameters >= 2 && (!strcasecmp(parameter[0], "texgen") || !strcasecmp(parameter[0], "tcgen")))
1943 {
1944 int i;
1945 // observed values: tcgen environment
1946 // no other values have been observed in real shaders
1947 for (i = 0;i < numparameters - 2 && i < Q3TCGEN_MAXPARMS;i++)
1948 layer->tcgen.parms[i] = atof(parameter[i+2]);
1949 if (!strcasecmp(parameter[1], "base")) layer->tcgen.tcgen = Q3TCGEN_TEXTURE;
1950 else if (!strcasecmp(parameter[1], "texture")) layer->tcgen.tcgen = Q3TCGEN_TEXTURE;
1951 else if (!strcasecmp(parameter[1], "environment")) layer->tcgen.tcgen = Q3TCGEN_ENVIRONMENT;
1952 else if (!strcasecmp(parameter[1], "lightmap")) layer->tcgen.tcgen = Q3TCGEN_LIGHTMAP;
1953 else if (!strcasecmp(parameter[1], "vector")) layer->tcgen.tcgen = Q3TCGEN_VECTOR;
1954 else Con_DPrintf("%s parsing warning: unknown tcgen mode %s\n", search->filenames[fileindex], parameter[1]);
1955 }
1956 else if (numparameters >= 2 && !strcasecmp(parameter[0], "tcmod"))
1957 {
1958 int i, tcmodindex;
1959 // observed values:
1960 // tcmod rotate #
1961 // tcmod scale # #
1962 // tcmod scroll # #
1963 // tcmod stretch sin # # # #
1964 // tcmod stretch triangle # # # #
1965 // tcmod transform # # # # # #
1966 // tcmod turb # # # #
1967 // tcmod turb sin # # # # (this is bogus)
1968 // no other values have been observed in real shaders
1969 for (tcmodindex = 0;tcmodindex < Q3MAXTCMODS;tcmodindex++)
1970 if (!layer->tcmods[tcmodindex].tcmod)
1971 break;
1972 if (tcmodindex < Q3MAXTCMODS)
1973 {
1974 for (i = 0;i < numparameters - 2 && i < Q3TCMOD_MAXPARMS;i++)
1975 layer->tcmods[tcmodindex].parms[i] = atof(parameter[i+2]);
1976 if (!strcasecmp(parameter[1], "entitytranslate")) layer->tcmods[tcmodindex].tcmod = Q3TCMOD_ENTITYTRANSLATE;
1977 else if (!strcasecmp(parameter[1], "rotate")) layer->tcmods[tcmodindex].tcmod = Q3TCMOD_ROTATE;
1978 else if (!strcasecmp(parameter[1], "scale")) layer->tcmods[tcmodindex].tcmod = Q3TCMOD_SCALE;
1979 else if (!strcasecmp(parameter[1], "scroll")) layer->tcmods[tcmodindex].tcmod = Q3TCMOD_SCROLL;
1980 else if (!strcasecmp(parameter[1], "page")) layer->tcmods[tcmodindex].tcmod = Q3TCMOD_PAGE;
1981 else if (!strcasecmp(parameter[1], "stretch"))
1982 {
1983 layer->tcmods[tcmodindex].tcmod = Q3TCMOD_STRETCH;
1984 layer->tcmods[tcmodindex].wavefunc = Mod_LoadQ3Shaders_EnumerateWaveFunc(parameter[2]);
1985 for (i = 0;i < numparameters - 3 && i < Q3WAVEPARMS;i++)
1986 layer->tcmods[tcmodindex].waveparms[i] = atof(parameter[i+3]);
1987 }
1988 else if (!strcasecmp(parameter[1], "transform")) layer->tcmods[tcmodindex].tcmod = Q3TCMOD_TRANSFORM;
1989 else if (!strcasecmp(parameter[1], "turb")) layer->tcmods[tcmodindex].tcmod = Q3TCMOD_TURBULENT;
1990 else Con_DPrintf("%s parsing warning: unknown tcmod mode %s\n", search->filenames[fileindex], parameter[1]);
1991 }
1992 else
1993 Con_DPrintf("%s parsing warning: too many tcmods on one layer\n", search->filenames[fileindex]);
1994 }
1995 // break out a level if it was a closing brace (not using the character here to not confuse vim)
1996 if (!strcasecmp(com_token, "}"))
1997 break;
1998 }
1999 if (layer->rgbgen.rgbgen == Q3RGBGEN_LIGHTINGDIFFUSE || layer->rgbgen.rgbgen == Q3RGBGEN_VERTEX)
2000 shader.lighting = true;
2001 if (layer->alphagen.alphagen == Q3ALPHAGEN_VERTEX)
2002 {
2003 if (layer == shader.layers + 0)
2004 {
2005 // vertex controlled transparency
2006 shader.vertexalpha = true;
2007 }
2008 else
2009 {
2010 // multilayer terrain shader or similar
2011 shader.textureblendalpha = true;
2012 if (mod_q3shader_force_terrain_alphaflag.integer)
2013 shader.layers[0].texflags |= TEXF_ALPHA;
2014 }
2015 }
2016
2017 if(mod_q3shader_force_addalpha.integer)
2018 {
2019 // for a long while, DP treated GL_ONE GL_ONE as GL_SRC_ALPHA GL_ONE
2020 // this cvar brings back this behaviour
2021 if(layer->blendfunc[0] == GL_ONE && layer->blendfunc[1] == GL_ONE)
2022 layer->blendfunc[0] = GL_SRC_ALPHA;
2023 }
2024
2025 layer->texflags = 0;
2026 if (layer->alphatest)
2027 layer->texflags |= TEXF_ALPHA;
2028 switch(layer->blendfunc[0])
2029 {
2030 case GL_SRC_ALPHA:
2031 case GL_ONE_MINUS_SRC_ALPHA:
2032 layer->texflags |= TEXF_ALPHA;
2033 break;
2034 }
2035 switch(layer->blendfunc[1])
2036 {
2037 case GL_SRC_ALPHA:
2038 case GL_ONE_MINUS_SRC_ALPHA:
2039 layer->texflags |= TEXF_ALPHA;
2040 break;
2041 }
2042 if (!(shader.surfaceparms & Q3SURFACEPARM_NOMIPMAPS))
2043 layer->texflags |= TEXF_MIPMAP;
2044 if (!(shader.textureflags & Q3TEXTUREFLAG_NOPICMIP))
2045 layer->texflags |= TEXF_PICMIP | TEXF_COMPRESS;
2046 if (layer->clampmap)
2047 layer->texflags |= TEXF_CLAMP;
2048 continue;
2049 }
2050 numparameters = 0;
2051 for (j = 0;strcasecmp(com_token, "\n") && strcasecmp(com_token, "}");j++)
2052 {
2053 if (j < TEXTURE_MAXFRAMES + 4)
2054 {
2055 // remap dp_water to dpwater, dp_reflect to dpreflect, etc.
2056 if(j == 0 && !strncasecmp(com_token, "dp_", 3))
2057 dpsnprintf(parameter[j], sizeof(parameter[j]), "dp%s", &com_token[3]);
2058 else
2059 strlcpy(parameter[j], com_token, sizeof(parameter[j]));
2060 numparameters = j + 1;
2061 }
2062 if (!COM_ParseToken_QuakeC(&text, true))
2063 break;
2064 }
2065 //for (j = numparameters;j < TEXTURE_MAXFRAMES + 4;j++)
2066 // parameter[j][0] = 0;
2067 if (fileindex == 0 && !strcasecmp(com_token, "}"))
2068 break;
2069 if (developer_insane.integer)
2070 {
2071 Con_DPrintf("%s: ", shader.name);
2072 for (j = 0;j < numparameters;j++)
2073 Con_DPrintf(" %s", parameter[j]);
2074 Con_DPrint("\n");
2075 }
2076 if (numparameters < 1)
2077 continue;
2078 if (!strcasecmp(parameter[0], "surfaceparm") && numparameters >= 2)
2079 {
2080 if (!strcasecmp(parameter[1], "alphashadow"))
2081 shader.surfaceparms |= Q3SURFACEPARM_ALPHASHADOW;
2082 else if (!strcasecmp(parameter[1], "areaportal"))
2083 shader.surfaceparms |= Q3SURFACEPARM_AREAPORTAL;
2084 else if (!strcasecmp(parameter[1], "botclip"))
2085 shader.surfaceparms |= Q3SURFACEPARM_BOTCLIP;
2086 else if (!strcasecmp(parameter[1], "clusterportal"))
2087 shader.surfaceparms |= Q3SURFACEPARM_CLUSTERPORTAL;
2088 else if (!strcasecmp(parameter[1], "detail"))
2089 shader.surfaceparms |= Q3SURFACEPARM_DETAIL;
2090 else if (!strcasecmp(parameter[1], "donotenter"))
2091 shader.surfaceparms |= Q3SURFACEPARM_DONOTENTER;
2092 else if (!strcasecmp(parameter[1], "dust"))
2093 shader.surfaceparms |= Q3SURFACEPARM_DUST;
2094 else if (!strcasecmp(parameter[1], "hint"))
2095 shader.surfaceparms |= Q3SURFACEPARM_HINT;
2096 else if (!strcasecmp(parameter[1], "fog"))
2097 shader.surfaceparms |= Q3SURFACEPARM_FOG;
2098 else if (!strcasecmp(parameter[1], "lava"))
2099 shader.surfaceparms |= Q3SURFACEPARM_LAVA;
2100 else if (!strcasecmp(parameter[1], "lightfilter"))
2101 shader.surfaceparms |= Q3SURFACEPARM_LIGHTFILTER;
2102 else if (!strcasecmp(parameter[1], "lightgrid"))
2103 shader.surfaceparms |= Q3SURFACEPARM_LIGHTGRID;
2104 else if (!strcasecmp(parameter[1], "metalsteps"))
2105 shader.surfaceparms |= Q3SURFACEPARM_METALSTEPS;
2106 else if (!strcasecmp(parameter[1], "nodamage"))
2107 shader.surfaceparms |= Q3SURFACEPARM_NODAMAGE;
2108 else if (!strcasecmp(parameter[1], "nodlight"))
2109 shader.surfaceparms |= Q3SURFACEPARM_NODLIGHT;
2110 else if (!strcasecmp(parameter[1], "nodraw"))
2111 shader.surfaceparms |= Q3SURFACEPARM_NODRAW;
2112 else if (!strcasecmp(parameter[1], "nodrop"))
2113 shader.surfaceparms |= Q3SURFACEPARM_NODROP;
2114 else if (!strcasecmp(parameter[1], "noimpact"))
2115 shader.surfaceparms |= Q3SURFACEPARM_NOIMPACT;
2116 else if (!strcasecmp(parameter[1], "nolightmap"))
2117 shader.surfaceparms |= Q3SURFACEPARM_NOLIGHTMAP;
2118 else if (!strcasecmp(parameter[1], "nomarks"))
2119 shader.surfaceparms |= Q3SURFACEPARM_NOMARKS;
2120 else if (!strcasecmp(parameter[1], "nomipmaps"))
2121 shader.surfaceparms |= Q3SURFACEPARM_NOMIPMAPS;
2122 else if (!strcasecmp(parameter[1], "nonsolid"))
2123 shader.surfaceparms |= Q3SURFACEPARM_NONSOLID;
2124 else if (!strcasecmp(parameter[1], "origin"))
2125 shader.surfaceparms |= Q3SURFACEPARM_ORIGIN;
2126 else if (!strcasecmp(parameter[1], "playerclip"))
2127 shader.surfaceparms |= Q3SURFACEPARM_PLAYERCLIP;
2128 else if (!strcasecmp(parameter[1], "sky"))
2129 shader.surfaceparms |= Q3SURFACEPARM_SKY;
2130 else if (!strcasecmp(parameter[1], "slick"))
2131 shader.surfaceparms |= Q3SURFACEPARM_SLICK;
2132 else if (!strcasecmp(parameter[1], "slime"))
2133 shader.surfaceparms |= Q3SURFACEPARM_SLIME;
2134 else if (!strcasecmp(parameter[1], "structural"))
2135 shader.surfaceparms |= Q3SURFACEPARM_STRUCTURAL;
2136 else if (!strcasecmp(parameter[1], "trans"))
2137 shader.surfaceparms |= Q3SURFACEPARM_TRANS;
2138 else if (!strcasecmp(parameter[1], "water"))
2139 shader.surfaceparms |= Q3SURFACEPARM_WATER;
2140 else if (!strcasecmp(parameter[1], "pointlight"))
2141 shader.surfaceparms |= Q3SURFACEPARM_POINTLIGHT;
2142 else if (!strcasecmp(parameter[1], "antiportal"))
2143 shader.surfaceparms |= Q3SURFACEPARM_ANTIPORTAL;
2144 else if (!strcasecmp(parameter[1], "skip"))
2145 ; // shader.surfaceparms |= Q3SURFACEPARM_SKIP; FIXME we don't have enough #defines for this any more, and the engine doesn't need this one anyway
2146 else
2147 {
2148 // try custom surfaceparms
2149 for (j = 0; j < numcustsurfaceflags; j++)
2150 {
2151 if (!strcasecmp(custsurfaceparmnames[j], parameter[1]))
2152 {
2153 shader.surfaceflags |= custsurfaceflags[j];
2154 break;
2155 }
2156 }
2157 // failed all
2158 if (j == numcustsurfaceflags)
2159 Con_DPrintf("%s parsing warning: unknown surfaceparm \"%s\"\n", search->filenames[fileindex], parameter[1]);
2160 }
2161 }
2162 else if (!strcasecmp(parameter[0], "dpshadow"))
2163 shader.dpshadow = true;
2164 else if (!strcasecmp(parameter[0], "dpnoshadow"))
2165 shader.dpnoshadow = true;
2166 else if (!strcasecmp(parameter[0], "dpnortlight"))
2167 shader.dpnortlight = true;
2168 else if (!strcasecmp(parameter[0], "dpreflectcube"))
2169 strlcpy(shader.dpreflectcube, parameter[1], sizeof(shader.dpreflectcube));
2170 else if (!strcasecmp(parameter[0], "dpmeshcollisions"))
2171 shader.dpmeshcollisions = true;
2172 // this sets dpshaderkill to true if dpshaderkillifcvarzero was used, and to false if dpnoshaderkillifcvarzero was used
2173 else if (((dpshaderkill = !strcasecmp(parameter[0], "dpshaderkillifcvarzero")) || !strcasecmp(parameter[0], "dpnoshaderkillifcvarzero")) && numparameters >= 2)
2174 {
2175 if (Cvar_VariableValue(parameter[1]) == 0.0f)
2176 shader.dpshaderkill = dpshaderkill;
2177 }
2178 // this sets dpshaderkill to true if dpshaderkillifcvar was used, and to false if dpnoshaderkillifcvar was used
2179 else if (((dpshaderkill = !strcasecmp(parameter[0], "dpshaderkillifcvar")) || !strcasecmp(parameter[0], "dpnoshaderkillifcvar")) && numparameters >= 2)
2180 {
2181 const char *op = NULL;
2182 if (numparameters >= 3)
2183 op = parameter[2];
2184 if(!op)
2185 {
2186 if (Cvar_VariableValue(parameter[1]) != 0.0f)
2187 shader.dpshaderkill = dpshaderkill;
2188 }
2189 else if (numparameters >= 4 && !strcmp(op, "=="))
2190 {
2191 if (Cvar_VariableValue(parameter[1]) == atof(parameter[3]))
2192 shader.dpshaderkill = dpshaderkill;
2193 }
2194 else if (numparameters >= 4 && !strcmp(op, "!="))
2195 {
2196 if (Cvar_VariableValue(parameter[1]) != atof(parameter[3]))
2197 shader.dpshaderkill = dpshaderkill;
2198 }
2199 else if (numparameters >= 4 && !strcmp(op, ">"))
2200 {
2201 if (Cvar_VariableValue(parameter[1]) > atof(parameter[3]))
2202 shader.dpshaderkill = dpshaderkill;
2203 }
2204 else if (numparameters >= 4 && !strcmp(op, "<"))
2205 {
2206 if (Cvar_VariableValue(parameter[1]) < atof(parameter[3]))
2207 shader.dpshaderkill = dpshaderkill;
2208 }
2209 else if (numparameters >= 4 && !strcmp(op, ">="))
2210 {
2211 if (Cvar_VariableValue(parameter[1]) >= atof(parameter[3]))
2212 shader.dpshaderkill = dpshaderkill;
2213 }
2214 else if (numparameters >= 4 && !strcmp(op, "<="))
2215 {
2216 if (Cvar_VariableValue(parameter[1]) <= atof(parameter[3]))
2217 shader.dpshaderkill = dpshaderkill;
2218 }
2219 else
2220 {
2221 Con_DPrintf("%s parsing warning: unknown dpshaderkillifcvar op \"%s\", or not enough arguments\n", search->filenames[fileindex], op);
2222 }
2223 }
2224 else if (!strcasecmp(parameter[0], "sky") && numparameters >= 2)
2225 {
2226 // some q3 skies don't have the sky parm set
2227 shader.surfaceparms |= Q3SURFACEPARM_SKY;
2228 strlcpy(shader.skyboxname, parameter[1], sizeof(shader.skyboxname));
2229 }
2230 else if (!strcasecmp(parameter[0], "skyparms") && numparameters >= 2)
2231 {
2232 // some q3 skies don't have the sky parm set
2233 shader.surfaceparms |= Q3SURFACEPARM_SKY;
2234 if (!atoi(parameter[1]) && strcasecmp(parameter[1], "-"))
2235 strlcpy(shader.skyboxname, parameter[1], sizeof(shader.skyboxname));
2236 }
2237 else if (!strcasecmp(parameter[0], "cull") && numparameters >= 2)
2238 {
2239 if (!strcasecmp(parameter[1], "disable") || !strcasecmp(parameter[1], "none") || !strcasecmp(parameter[1], "twosided"))
2240 shader.textureflags |= Q3TEXTUREFLAG_TWOSIDED;
2241 }
2242 else if (!strcasecmp(parameter[0], "nomipmaps"))
2243 shader.surfaceparms |= Q3SURFACEPARM_NOMIPMAPS;
2244 else if (!strcasecmp(parameter[0], "nopicmip"))
2245 shader.textureflags |= Q3TEXTUREFLAG_NOPICMIP;
2246 else if (!strcasecmp(parameter[0], "polygonoffset"))
2247 shader.textureflags |= Q3TEXTUREFLAG_POLYGONOFFSET;
2248 else if (!strcasecmp(parameter[0], "dppolygonoffset"))
2249 {
2250 shader.textureflags |= Q3TEXTUREFLAG_POLYGONOFFSET;
2251 if(numparameters >= 2)
2252 {
2253 shader.biaspolygonfactor = atof(parameter[1]);
2254 if(numparameters >= 3)
2255 shader.biaspolygonoffset = atof(parameter[2]);
2256 else
2257 shader.biaspolygonoffset = 0;
2258 }
2259 }
2260 else if (!strcasecmp(parameter[0], "dptransparentsort") && numparameters >= 2)
2261 {
2262 shader.textureflags |= Q3TEXTUREFLAG_TRANSPARENTSORT;
2263 if (!strcasecmp(parameter[1], "sky"))
2264 shader.transparentsort = TRANSPARENTSORT_SKY;
2265 else if (!strcasecmp(parameter[1], "distance"))
2266 shader.transparentsort = TRANSPARENTSORT_DISTANCE;
2267 else if (!strcasecmp(parameter[1], "hud"))
2268 shader.transparentsort = TRANSPARENTSORT_HUD;
2269 else
2270 Con_DPrintf("%s parsing warning: unknown dptransparentsort category \"%s\", or not enough arguments\n", search->filenames[fileindex], parameter[1]);
2271 }
2272 else if (!strcasecmp(parameter[0], "dprefract") && numparameters >= 5)
2273 {
2274 shader.textureflags |= Q3TEXTUREFLAG_REFRACTION;
2275 shader.refractfactor = atof(parameter[1]);
2276 Vector4Set(shader.refractcolor4f, atof(parameter[2]), atof(parameter[3]), atof(parameter[4]), 1);
2277 }
2278 else if (!strcasecmp(parameter[0], "dpreflect") && numparameters >= 6)
2279 {
2280 shader.textureflags |= Q3TEXTUREFLAG_REFLECTION;
2281 shader.reflectfactor = atof(parameter[1]);
2282 Vector4Set(shader.reflectcolor4f, atof(parameter[2]), atof(parameter[3]), atof(parameter[4]), atof(parameter[5]));
2283 }
2284 else if (!strcasecmp(parameter[0], "dpcamera"))
2285 {
2286 shader.textureflags |= Q3TEXTUREFLAG_CAMERA;
2287 }
2288 else if (!strcasecmp(parameter[0], "dpwater") && numparameters >= 12)
2289 {
2290 shader.textureflags |= Q3TEXTUREFLAG_WATERSHADER;
2291 shader.reflectmin = atof(parameter[1]);
2292 shader.reflectmax = atof(parameter[2]);
2293 shader.refractfactor = atof(parameter[3]);
2294 shader.reflectfactor = atof(parameter[4]);
2295 Vector4Set(shader.refractcolor4f, atof(parameter[5]), atof(parameter[6]), atof(parameter[7]), 1);
2296 Vector4Set(shader.reflectcolor4f, atof(parameter[8]), atof(parameter[9]), atof(parameter[10]), 1);
2297 shader.r_water_wateralpha = atof(parameter[11]);
2298 }
2299 else if (!strcasecmp(parameter[0], "dpwaterscroll") && numparameters >= 3)
2300 {
2301 shader.r_water_waterscroll[0] = 1/atof(parameter[1]);
2302 shader.r_water_waterscroll[1] = 1/atof(parameter[2]);
2303 }
2304 else if (!strcasecmp(parameter[0], "dpglossintensitymod") && numparameters >= 2)
2305 {
2306 shader.specularscalemod = atof(parameter[1]);
2307 }
2308 else if (!strcasecmp(parameter[0], "dpglossexponentmod") && numparameters >= 2)
2309 {
2310 shader.specularpowermod = atof(parameter[1]);
2311 }
2312 else if (!strcasecmp(parameter[0], "dprtlightambient") && numparameters >= 2)
2313 {
2314 shader.rtlightambient = atof(parameter[1]);
2315 }
2316 else if (!strcasecmp(parameter[0], "dpoffsetmapping") && numparameters >= 2)
2317 {
2318 if (!strcasecmp(parameter[1], "disable") || !strcasecmp(parameter[1], "none") || !strcasecmp(parameter[1], "off"))
2319 shader.offsetmapping = OFFSETMAPPING_OFF;
2320 else if (!strcasecmp(parameter[1], "default") || !strcasecmp(parameter[1], "normal"))
2321 shader.offsetmapping = OFFSETMAPPING_DEFAULT;
2322 else if (!strcasecmp(parameter[1], "linear"))
2323 shader.offsetmapping = OFFSETMAPPING_LINEAR;
2324 else if (!strcasecmp(parameter[1], "relief"))
2325 shader.offsetmapping = OFFSETMAPPING_RELIEF;
2326 if (numparameters >= 3)
2327 shader.offsetscale = atof(parameter[2]);
2328 if (numparameters >= 5)
2329 {
2330 if(!strcasecmp(parameter[3], "bias"))
2331 shader.offsetbias = atof(parameter[4]);
2332 else if(!strcasecmp(parameter[3], "match"))
2333 shader.offsetbias = 1.0f - atof(parameter[4]);
2334 else if(!strcasecmp(parameter[3], "match8"))
2335 shader.offsetbias = 1.0f - atof(parameter[4]) / 255.0f;
2336 else if(!strcasecmp(parameter[3], "match16"))
2337 shader.offsetbias = 1.0f - atof(parameter[4]) / 65535.0f;
2338 }
2339 }
2340 else if (!strcasecmp(parameter[0], "deformvertexes") && numparameters >= 2)
2341 {
2342 int i, deformindex;
2343 for (deformindex = 0;deformindex < Q3MAXDEFORMS;deformindex++)
2344 if (!shader.deforms[deformindex].deform)
2345 break;
2346 if (deformindex < Q3MAXDEFORMS)
2347 {
2348 for (i = 0;i < numparameters - 2 && i < Q3DEFORM_MAXPARMS;i++)
2349 shader.deforms[deformindex].parms[i] = atof(parameter[i+2]);
2350 if (!strcasecmp(parameter[1], "projectionshadow")) shader.deforms[deformindex].deform = Q3DEFORM_PROJECTIONSHADOW;
2351 else if (!strcasecmp(parameter[1], "autosprite" )) shader.deforms[deformindex].deform = Q3DEFORM_AUTOSPRITE;
2352 else if (!strcasecmp(parameter[1], "autosprite2" )) shader.deforms[deformindex].deform = Q3DEFORM_AUTOSPRITE2;
2353 else if (!strcasecmp(parameter[1], "text0" )) shader.deforms[deformindex].deform = Q3DEFORM_TEXT0;
2354 else if (!strcasecmp(parameter[1], "text1" )) shader.deforms[deformindex].deform = Q3DEFORM_TEXT1;
2355 else if (!strcasecmp(parameter[1], "text2" )) shader.deforms[deformindex].deform = Q3DEFORM_TEXT2;
2356 else if (!strcasecmp(parameter[1], "text3" )) shader.deforms[deformindex].deform = Q3DEFORM_TEXT3;
2357 else if (!strcasecmp(parameter[1], "text4" )) shader.deforms[deformindex].deform = Q3DEFORM_TEXT4;
2358 else if (!strcasecmp(parameter[1], "text5" )) shader.deforms[deformindex].deform = Q3DEFORM_TEXT5;
2359 else if (!strcasecmp(parameter[1], "text6" )) shader.deforms[deformindex].deform = Q3DEFORM_TEXT6;
2360 else if (!strcasecmp(parameter[1], "text7" )) shader.deforms[deformindex].deform = Q3DEFORM_TEXT7;
2361 else if (!strcasecmp(parameter[1], "bulge" )) shader.deforms[deformindex].deform = Q3DEFORM_BULGE;
2362 else if (!strcasecmp(parameter[1], "normal" )) shader.deforms[deformindex].deform = Q3DEFORM_NORMAL;
2363 else if (!strcasecmp(parameter[1], "wave" ))
2364 {
2365 shader.deforms[deformindex].deform = Q3DEFORM_WAVE;
2366 shader.deforms[deformindex].wavefunc = Mod_LoadQ3Shaders_EnumerateWaveFunc(parameter[3]);
2367 for (i = 0;i < numparameters - 4 && i < Q3WAVEPARMS;i++)
2368 shader.deforms[deformindex].waveparms[i] = atof(parameter[i+4]);
2369 }
2370 else if (!strcasecmp(parameter[1], "move" ))
2371 {
2372 shader.deforms[deformindex].deform = Q3DEFORM_MOVE;
2373 shader.deforms[deformindex].wavefunc = Mod_LoadQ3Shaders_EnumerateWaveFunc(parameter[5]);
2374 for (i = 0;i < numparameters - 6 && i < Q3WAVEPARMS;i++)
2375 shader.deforms[deformindex].waveparms[i] = atof(parameter[i+6]);
2376 }
2377 }
2378 }
2379 }
2380 // hide this shader if a cvar said it should be killed
2381 if (shader.dpshaderkill)
2382 shader.numlayers = 0;
2383 // pick the primary layer to render with
2384 if (shader.numlayers)
2385 {
2386 shader.backgroundlayer = -1;
2387 shader.primarylayer = 0;
2388 // if lightmap comes first this is definitely an ordinary texture
2389 // if the first two layers have the correct blendfuncs and use vertex alpha, it is a blended terrain shader
2390 if ((shader.layers[shader.primarylayer].texturename != NULL)
2391 && !strcasecmp(shader.layers[shader.primarylayer].texturename[0], "$lightmap"))
2392 {
2393 shader.backgroundlayer = -1;
2394 shader.primarylayer = 1;
2395 }
2396 else if (shader.numlayers >= 2
2397 && shader.layers[1].alphagen.alphagen == Q3ALPHAGEN_VERTEX
2398 && (shader.layers[0].blendfunc[0] == GL_ONE && shader.layers[0].blendfunc[1] == GL_ZERO && !shader.layers[0].alphatest)
2399 && ((shader.layers[1].blendfunc[0] == GL_SRC_ALPHA && shader.layers[1].blendfunc[1] == GL_ONE_MINUS_SRC_ALPHA)
2400 || (shader.layers[1].blendfunc[0] == GL_ONE && shader.layers[1].blendfunc[1] == GL_ZERO && shader.layers[1].alphatest)))
2401 {
2402 // terrain blending or other effects
2403 shader.backgroundlayer = 0;
2404 shader.primarylayer = 1;
2405 }
2406 }
2407 // fix up multiple reflection types
2408 if(shader.textureflags & Q3TEXTUREFLAG_WATERSHADER)
2409 shader.textureflags &= ~(Q3TEXTUREFLAG_REFRACTION | Q3TEXTUREFLAG_REFLECTION | Q3TEXTUREFLAG_CAMERA);
2410
2411 Q3Shader_AddToHash (&shader);
2412 }
2413 Mem_Free(f);
2414 }
2415 FS_FreeSearch(search);
2416 // free custinfoparm values
2417 for (j = 0; j < numcustsurfaceflags; j++)
2418 Mem_Free(custsurfaceparmnames[j]);
2419 }
2420
Mod_LookupQ3Shader(const char * name)2421 q3shaderinfo_t *Mod_LookupQ3Shader(const char *name)
2422 {
2423 unsigned short hash;
2424 q3shader_hash_entry_t* entry;
2425 if (!q3shaders_mem)
2426 Mod_LoadQ3Shaders();
2427 hash = CRC_Block_CaseInsensitive ((const unsigned char *)name, strlen (name));
2428 entry = q3shader_data->hash + (hash % Q3SHADER_HASH_SIZE);
2429 while (entry != NULL)
2430 {
2431 if (strcasecmp (entry->shader.name, name) == 0)
2432 return &entry->shader;
2433 entry = entry->chain;
2434 }
2435 return NULL;
2436 }
2437
Mod_LoadTextureFromQ3Shader(texture_t * texture,const char * name,qboolean warnmissing,qboolean fallback,int defaulttexflags)2438 qboolean Mod_LoadTextureFromQ3Shader(texture_t *texture, const char *name, qboolean warnmissing, qboolean fallback, int defaulttexflags)
2439 {
2440 int j;
2441 int texflagsmask, texflagsor;
2442 qboolean success = true;
2443 q3shaderinfo_t *shader;
2444 if (!name)
2445 name = "";
2446 strlcpy(texture->name, name, sizeof(texture->name));
2447 texture->basealpha = 1.0f;
2448 shader = name[0] ? Mod_LookupQ3Shader(name) : NULL;
2449
2450 texflagsmask = ~0;
2451 if(!(defaulttexflags & TEXF_PICMIP))
2452 texflagsmask &= ~TEXF_PICMIP;
2453 if(!(defaulttexflags & TEXF_COMPRESS))
2454 texflagsmask &= ~TEXF_COMPRESS;
2455 texflagsor = 0;
2456 if(defaulttexflags & TEXF_ISWORLD)
2457 texflagsor |= TEXF_ISWORLD;
2458 if(defaulttexflags & TEXF_ISSPRITE)
2459 texflagsor |= TEXF_ISSPRITE;
2460 // unless later loaded from the shader
2461 texture->offsetmapping = (mod_noshader_default_offsetmapping.value) ? OFFSETMAPPING_DEFAULT : OFFSETMAPPING_OFF;
2462 texture->offsetscale = 1;
2463 texture->offsetbias = 0;
2464 texture->specularscalemod = 1;
2465 texture->specularpowermod = 1;
2466 texture->rtlightambient = 0;
2467 texture->transparentsort = TRANSPARENTSORT_DISTANCE;
2468 // WHEN ADDING DEFAULTS HERE, REMEMBER TO PUT DEFAULTS IN ALL LOADERS
2469 // JUST GREP FOR "specularscalemod = 1".
2470
2471 if (shader)
2472 {
2473 if (developer_loading.integer)
2474 Con_Printf("%s: loaded shader for %s\n", loadmodel->name, name);
2475
2476 // allow disabling of picmip or compression by defaulttexflags
2477 texture->textureflags = (shader->textureflags & texflagsmask) | texflagsor;
2478
2479 if (shader->surfaceparms & Q3SURFACEPARM_SKY)
2480 {
2481 texture->basematerialflags = MATERIALFLAG_SKY | MATERIALFLAG_NOSHADOW;
2482 if (shader->skyboxname[0])
2483 {
2484 // quake3 seems to append a _ to the skybox name, so this must do so as well
2485 dpsnprintf(loadmodel->brush.skybox, sizeof(loadmodel->brush.skybox), "%s_", shader->skyboxname);
2486 }
2487 }
2488 else if ((texture->surfaceflags & Q3SURFACEFLAG_NODRAW) || shader->numlayers == 0)
2489 texture->basematerialflags = MATERIALFLAG_NODRAW | MATERIALFLAG_NOSHADOW;
2490 else
2491 texture->basematerialflags = MATERIALFLAG_WALL;
2492
2493 if (shader->layers[0].alphatest)
2494 texture->basematerialflags |= MATERIALFLAG_ALPHATEST | MATERIALFLAG_NOSHADOW;
2495 if (shader->textureflags & Q3TEXTUREFLAG_TWOSIDED)
2496 texture->basematerialflags |= MATERIALFLAG_NOSHADOW | MATERIALFLAG_NOCULLFACE;
2497 if (shader->textureflags & Q3TEXTUREFLAG_POLYGONOFFSET)
2498 {
2499 texture->biaspolygonoffset += shader->biaspolygonoffset;
2500 texture->biaspolygonfactor += shader->biaspolygonfactor;
2501 }
2502 if (shader->textureflags & Q3TEXTUREFLAG_REFRACTION)
2503 texture->basematerialflags |= MATERIALFLAG_REFRACTION;
2504 if (shader->textureflags & Q3TEXTUREFLAG_REFLECTION)
2505 texture->basematerialflags |= MATERIALFLAG_REFLECTION;
2506 if (shader->textureflags & Q3TEXTUREFLAG_WATERSHADER)
2507 texture->basematerialflags |= MATERIALFLAG_WATERSHADER;
2508 if (shader->textureflags & Q3TEXTUREFLAG_CAMERA)
2509 texture->basematerialflags |= MATERIALFLAG_CAMERA;
2510 texture->customblendfunc[0] = GL_ONE;
2511 texture->customblendfunc[1] = GL_ZERO;
2512 texture->transparentsort = shader->transparentsort;
2513 if (shader->numlayers > 0)
2514 {
2515 texture->customblendfunc[0] = shader->layers[0].blendfunc[0];
2516 texture->customblendfunc[1] = shader->layers[0].blendfunc[1];
2517 /*
2518 Q3 shader blendfuncs actually used in the game (* = supported by DP)
2519 * additive GL_ONE GL_ONE
2520 additive weird GL_ONE GL_SRC_ALPHA
2521 additive weird 2 GL_ONE GL_ONE_MINUS_SRC_ALPHA
2522 * alpha GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA
2523 alpha inverse GL_ONE_MINUS_SRC_ALPHA GL_SRC_ALPHA
2524 brighten GL_DST_COLOR GL_ONE
2525 brighten GL_ONE GL_SRC_COLOR
2526 brighten weird GL_DST_COLOR GL_ONE_MINUS_DST_ALPHA
2527 brighten weird 2 GL_DST_COLOR GL_SRC_ALPHA
2528 * modulate GL_DST_COLOR GL_ZERO
2529 * modulate GL_ZERO GL_SRC_COLOR
2530 modulate inverse GL_ZERO GL_ONE_MINUS_SRC_COLOR
2531 modulate inverse alpha GL_ZERO GL_SRC_ALPHA
2532 modulate weird inverse GL_ONE_MINUS_DST_COLOR GL_ZERO
2533 * modulate x2 GL_DST_COLOR GL_SRC_COLOR
2534 * no blend GL_ONE GL_ZERO
2535 nothing GL_ZERO GL_ONE
2536 */
2537 // if not opaque, figure out what blendfunc to use
2538 if (shader->layers[0].blendfunc[0] != GL_ONE || shader->layers[0].blendfunc[1] != GL_ZERO)
2539 {
2540 if (shader->layers[0].blendfunc[0] == GL_ONE && shader->layers[0].blendfunc[1] == GL_ONE)
2541 texture->basematerialflags |= MATERIALFLAG_ADD | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
2542 else if (shader->layers[0].blendfunc[0] == GL_SRC_ALPHA && shader->layers[0].blendfunc[1] == GL_ONE)
2543 texture->basematerialflags |= MATERIALFLAG_ADD | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
2544 else if (shader->layers[0].blendfunc[0] == GL_SRC_ALPHA && shader->layers[0].blendfunc[1] == GL_ONE_MINUS_SRC_ALPHA)
2545 texture->basematerialflags |= MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
2546 else
2547 texture->basematerialflags |= MATERIALFLAG_CUSTOMBLEND | MATERIALFLAG_FULLBRIGHT | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
2548 }
2549 }
2550 if (!shader->lighting)
2551 texture->basematerialflags |= MATERIALFLAG_FULLBRIGHT;
2552 if (shader->primarylayer >= 0)
2553 {
2554 q3shaderinfo_layer_t* primarylayer = shader->layers + shader->primarylayer;
2555 // copy over many primarylayer parameters
2556 texture->rgbgen = primarylayer->rgbgen;
2557 texture->alphagen = primarylayer->alphagen;
2558 texture->tcgen = primarylayer->tcgen;
2559 memcpy(texture->tcmods, primarylayer->tcmods, sizeof(texture->tcmods));
2560 // load the textures
2561 texture->numskinframes = primarylayer->numframes;
2562 texture->skinframerate = primarylayer->framerate;
2563 for (j = 0;j < primarylayer->numframes;j++)
2564 {
2565 if(cls.state == ca_dedicated)
2566 {
2567 texture->skinframes[j] = NULL;
2568 }
2569 else if (!(texture->skinframes[j] = R_SkinFrame_LoadExternal(primarylayer->texturename[j], (primarylayer->texflags & texflagsmask) | texflagsor, false)))
2570 {
2571 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);
2572 texture->skinframes[j] = R_SkinFrame_LoadMissing();
2573 }
2574 }
2575 }
2576 if (shader->backgroundlayer >= 0)
2577 {
2578 q3shaderinfo_layer_t* backgroundlayer = shader->layers + shader->backgroundlayer;
2579 // copy over one secondarylayer parameter
2580 memcpy(texture->backgroundtcmods, backgroundlayer->tcmods, sizeof(texture->backgroundtcmods));
2581 // load the textures
2582 texture->backgroundnumskinframes = backgroundlayer->numframes;
2583 texture->backgroundskinframerate = backgroundlayer->framerate;
2584 for (j = 0;j < backgroundlayer->numframes;j++)
2585 {
2586 if(cls.state == ca_dedicated)
2587 {
2588 texture->skinframes[j] = NULL;
2589 }
2590 else if (!(texture->backgroundskinframes[j] = R_SkinFrame_LoadExternal(backgroundlayer->texturename[j], (backgroundlayer->texflags & texflagsmask) | texflagsor, false)))
2591 {
2592 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);
2593 texture->backgroundskinframes[j] = R_SkinFrame_LoadMissing();
2594 }
2595 }
2596 }
2597 if (shader->dpshadow)
2598 texture->basematerialflags &= ~MATERIALFLAG_NOSHADOW;
2599 if (shader->dpnoshadow)
2600 texture->basematerialflags |= MATERIALFLAG_NOSHADOW;
2601 if (shader->dpnortlight)
2602 texture->basematerialflags |= MATERIALFLAG_NORTLIGHT;
2603 if (shader->vertexalpha)
2604 texture->basematerialflags |= MATERIALFLAG_ALPHAGEN_VERTEX;
2605 memcpy(texture->deforms, shader->deforms, sizeof(texture->deforms));
2606 texture->reflectmin = shader->reflectmin;
2607 texture->reflectmax = shader->reflectmax;
2608 texture->refractfactor = shader->refractfactor;
2609 Vector4Copy(shader->refractcolor4f, texture->refractcolor4f);
2610 texture->reflectfactor = shader->reflectfactor;
2611 Vector4Copy(shader->reflectcolor4f, texture->reflectcolor4f);
2612 texture->r_water_wateralpha = shader->r_water_wateralpha;
2613 Vector2Copy(shader->r_water_waterscroll, texture->r_water_waterscroll);
2614 texture->offsetmapping = shader->offsetmapping;
2615 texture->offsetscale = shader->offsetscale;
2616 texture->offsetbias = shader->offsetbias;
2617 texture->specularscalemod = shader->specularscalemod;
2618 texture->specularpowermod = shader->specularpowermod;
2619 texture->rtlightambient = shader->rtlightambient;
2620 if (shader->dpreflectcube[0])
2621 texture->reflectcubetexture = R_GetCubemap(shader->dpreflectcube);
2622
2623 // set up default supercontents (on q3bsp this is overridden by the q3bsp loader)
2624 texture->supercontents = SUPERCONTENTS_SOLID | SUPERCONTENTS_OPAQUE;
2625 if (shader->surfaceparms & Q3SURFACEPARM_LAVA ) texture->supercontents = SUPERCONTENTS_LAVA ;
2626 if (shader->surfaceparms & Q3SURFACEPARM_SLIME ) texture->supercontents = SUPERCONTENTS_SLIME ;
2627 if (shader->surfaceparms & Q3SURFACEPARM_WATER ) texture->supercontents = SUPERCONTENTS_WATER ;
2628 if (shader->surfaceparms & Q3SURFACEPARM_NONSOLID ) texture->supercontents = 0 ;
2629 if (shader->surfaceparms & Q3SURFACEPARM_PLAYERCLIP ) texture->supercontents = SUPERCONTENTS_PLAYERCLIP ;
2630 if (shader->surfaceparms & Q3SURFACEPARM_BOTCLIP ) texture->supercontents = SUPERCONTENTS_MONSTERCLIP ;
2631 if (shader->surfaceparms & Q3SURFACEPARM_SKY ) texture->supercontents = SUPERCONTENTS_SKY ;
2632
2633 // if (shader->surfaceparms & Q3SURFACEPARM_ALPHASHADOW ) texture->supercontents |= SUPERCONTENTS_ALPHASHADOW ;
2634 // if (shader->surfaceparms & Q3SURFACEPARM_AREAPORTAL ) texture->supercontents |= SUPERCONTENTS_AREAPORTAL ;
2635 // if (shader->surfaceparms & Q3SURFACEPARM_CLUSTERPORTAL) texture->supercontents |= SUPERCONTENTS_CLUSTERPORTAL;
2636 // if (shader->surfaceparms & Q3SURFACEPARM_DETAIL ) texture->supercontents |= SUPERCONTENTS_DETAIL ;
2637 if (shader->surfaceparms & Q3SURFACEPARM_DONOTENTER ) texture->supercontents |= SUPERCONTENTS_DONOTENTER ;
2638 // if (shader->surfaceparms & Q3SURFACEPARM_FOG ) texture->supercontents |= SUPERCONTENTS_FOG ;
2639 if (shader->surfaceparms & Q3SURFACEPARM_LAVA ) texture->supercontents |= SUPERCONTENTS_LAVA ;
2640 // if (shader->surfaceparms & Q3SURFACEPARM_LIGHTFILTER ) texture->supercontents |= SUPERCONTENTS_LIGHTFILTER ;
2641 // if (shader->surfaceparms & Q3SURFACEPARM_METALSTEPS ) texture->supercontents |= SUPERCONTENTS_METALSTEPS ;
2642 // if (shader->surfaceparms & Q3SURFACEPARM_NODAMAGE ) texture->supercontents |= SUPERCONTENTS_NODAMAGE ;
2643 // if (shader->surfaceparms & Q3SURFACEPARM_NODLIGHT ) texture->supercontents |= SUPERCONTENTS_NODLIGHT ;
2644 // if (shader->surfaceparms & Q3SURFACEPARM_NODRAW ) texture->supercontents |= SUPERCONTENTS_NODRAW ;
2645 if (shader->surfaceparms & Q3SURFACEPARM_NODROP ) texture->supercontents |= SUPERCONTENTS_NODROP ;
2646 // if (shader->surfaceparms & Q3SURFACEPARM_NOIMPACT ) texture->supercontents |= SUPERCONTENTS_NOIMPACT ;
2647 // if (shader->surfaceparms & Q3SURFACEPARM_NOLIGHTMAP ) texture->supercontents |= SUPERCONTENTS_NOLIGHTMAP ;
2648 // if (shader->surfaceparms & Q3SURFACEPARM_NOMARKS ) texture->supercontents |= SUPERCONTENTS_NOMARKS ;
2649 // if (shader->surfaceparms & Q3SURFACEPARM_NOMIPMAPS ) texture->supercontents |= SUPERCONTENTS_NOMIPMAPS ;
2650 if (shader->surfaceparms & Q3SURFACEPARM_NONSOLID ) texture->supercontents &=~SUPERCONTENTS_SOLID ;
2651 // if (shader->surfaceparms & Q3SURFACEPARM_ORIGIN ) texture->supercontents |= SUPERCONTENTS_ORIGIN ;
2652 if (shader->surfaceparms & Q3SURFACEPARM_PLAYERCLIP ) texture->supercontents |= SUPERCONTENTS_PLAYERCLIP ;
2653 if (shader->surfaceparms & Q3SURFACEPARM_SKY ) texture->supercontents |= SUPERCONTENTS_SKY ;
2654 // if (shader->surfaceparms & Q3SURFACEPARM_SLICK ) texture->supercontents |= SUPERCONTENTS_SLICK ;
2655 if (shader->surfaceparms & Q3SURFACEPARM_SLIME ) texture->supercontents |= SUPERCONTENTS_SLIME ;
2656 // if (shader->surfaceparms & Q3SURFACEPARM_STRUCTURAL ) texture->supercontents |= SUPERCONTENTS_STRUCTURAL ;
2657 // if (shader->surfaceparms & Q3SURFACEPARM_TRANS ) texture->supercontents |= SUPERCONTENTS_TRANS ;
2658 if (shader->surfaceparms & Q3SURFACEPARM_WATER ) texture->supercontents |= SUPERCONTENTS_WATER ;
2659 // if (shader->surfaceparms & Q3SURFACEPARM_POINTLIGHT ) texture->supercontents |= SUPERCONTENTS_POINTLIGHT ;
2660 // if (shader->surfaceparms & Q3SURFACEPARM_HINT ) texture->supercontents |= SUPERCONTENTS_HINT ;
2661 // if (shader->surfaceparms & Q3SURFACEPARM_DUST ) texture->supercontents |= SUPERCONTENTS_DUST ;
2662 if (shader->surfaceparms & Q3SURFACEPARM_BOTCLIP ) texture->supercontents |= SUPERCONTENTS_BOTCLIP | SUPERCONTENTS_MONSTERCLIP;
2663 // if (shader->surfaceparms & Q3SURFACEPARM_LIGHTGRID ) texture->supercontents |= SUPERCONTENTS_LIGHTGRID ;
2664 // if (shader->surfaceparms & Q3SURFACEPARM_ANTIPORTAL ) texture->supercontents |= SUPERCONTENTS_ANTIPORTAL ;
2665
2666 texture->surfaceflags = shader->surfaceflags;
2667 if (shader->surfaceparms & Q3SURFACEPARM_ALPHASHADOW ) texture->surfaceflags |= Q3SURFACEFLAG_ALPHASHADOW ;
2668 // if (shader->surfaceparms & Q3SURFACEPARM_AREAPORTAL ) texture->surfaceflags |= Q3SURFACEFLAG_AREAPORTAL ;
2669 // if (shader->surfaceparms & Q3SURFACEPARM_CLUSTERPORTAL) texture->surfaceflags |= Q3SURFACEFLAG_CLUSTERPORTAL;
2670 // if (shader->surfaceparms & Q3SURFACEPARM_DETAIL ) texture->surfaceflags |= Q3SURFACEFLAG_DETAIL ;
2671 // if (shader->surfaceparms & Q3SURFACEPARM_DONOTENTER ) texture->surfaceflags |= Q3SURFACEFLAG_DONOTENTER ;
2672 // if (shader->surfaceparms & Q3SURFACEPARM_FOG ) texture->surfaceflags |= Q3SURFACEFLAG_FOG ;
2673 // if (shader->surfaceparms & Q3SURFACEPARM_LAVA ) texture->surfaceflags |= Q3SURFACEFLAG_LAVA ;
2674 if (shader->surfaceparms & Q3SURFACEPARM_LIGHTFILTER ) texture->surfaceflags |= Q3SURFACEFLAG_LIGHTFILTER ;
2675 if (shader->surfaceparms & Q3SURFACEPARM_METALSTEPS ) texture->surfaceflags |= Q3SURFACEFLAG_METALSTEPS ;
2676 if (shader->surfaceparms & Q3SURFACEPARM_NODAMAGE ) texture->surfaceflags |= Q3SURFACEFLAG_NODAMAGE ;
2677 if (shader->surfaceparms & Q3SURFACEPARM_NODLIGHT ) texture->surfaceflags |= Q3SURFACEFLAG_NODLIGHT ;
2678 if (shader->surfaceparms & Q3SURFACEPARM_NODRAW ) texture->surfaceflags |= Q3SURFACEFLAG_NODRAW ;
2679 // if (shader->surfaceparms & Q3SURFACEPARM_NODROP ) texture->surfaceflags |= Q3SURFACEFLAG_NODROP ;
2680 if (shader->surfaceparms & Q3SURFACEPARM_NOIMPACT ) texture->surfaceflags |= Q3SURFACEFLAG_NOIMPACT ;
2681 if (shader->surfaceparms & Q3SURFACEPARM_NOLIGHTMAP ) texture->surfaceflags |= Q3SURFACEFLAG_NOLIGHTMAP ;
2682 if (shader->surfaceparms & Q3SURFACEPARM_NOMARKS ) texture->surfaceflags |= Q3SURFACEFLAG_NOMARKS ;
2683 // if (shader->surfaceparms & Q3SURFACEPARM_NOMIPMAPS ) texture->surfaceflags |= Q3SURFACEFLAG_NOMIPMAPS ;
2684 if (shader->surfaceparms & Q3SURFACEPARM_NONSOLID ) texture->surfaceflags |= Q3SURFACEFLAG_NONSOLID ;
2685 // if (shader->surfaceparms & Q3SURFACEPARM_ORIGIN ) texture->surfaceflags |= Q3SURFACEFLAG_ORIGIN ;
2686 // if (shader->surfaceparms & Q3SURFACEPARM_PLAYERCLIP ) texture->surfaceflags |= Q3SURFACEFLAG_PLAYERCLIP ;
2687 if (shader->surfaceparms & Q3SURFACEPARM_SKY ) texture->surfaceflags |= Q3SURFACEFLAG_SKY ;
2688 if (shader->surfaceparms & Q3SURFACEPARM_SLICK ) texture->surfaceflags |= Q3SURFACEFLAG_SLICK ;
2689 // if (shader->surfaceparms & Q3SURFACEPARM_SLIME ) texture->surfaceflags |= Q3SURFACEFLAG_SLIME ;
2690 // if (shader->surfaceparms & Q3SURFACEPARM_STRUCTURAL ) texture->surfaceflags |= Q3SURFACEFLAG_STRUCTURAL ;
2691 // if (shader->surfaceparms & Q3SURFACEPARM_TRANS ) texture->surfaceflags |= Q3SURFACEFLAG_TRANS ;
2692 // if (shader->surfaceparms & Q3SURFACEPARM_WATER ) texture->surfaceflags |= Q3SURFACEFLAG_WATER ;
2693 if (shader->surfaceparms & Q3SURFACEPARM_POINTLIGHT ) texture->surfaceflags |= Q3SURFACEFLAG_POINTLIGHT ;
2694 if (shader->surfaceparms & Q3SURFACEPARM_HINT ) texture->surfaceflags |= Q3SURFACEFLAG_HINT ;
2695 if (shader->surfaceparms & Q3SURFACEPARM_DUST ) texture->surfaceflags |= Q3SURFACEFLAG_DUST ;
2696 // if (shader->surfaceparms & Q3SURFACEPARM_BOTCLIP ) texture->surfaceflags |= Q3SURFACEFLAG_BOTCLIP ;
2697 // if (shader->surfaceparms & Q3SURFACEPARM_LIGHTGRID ) texture->surfaceflags |= Q3SURFACEFLAG_LIGHTGRID ;
2698 // if (shader->surfaceparms & Q3SURFACEPARM_ANTIPORTAL ) texture->surfaceflags |= Q3SURFACEFLAG_ANTIPORTAL ;
2699
2700 if (shader->dpmeshcollisions)
2701 texture->basematerialflags |= MATERIALFLAG_MESHCOLLISIONS;
2702 if (shader->dpshaderkill && developer_extra.integer)
2703 Con_DPrintf("^1%s:^7 killing shader ^3\"%s\" because of cvar\n", loadmodel->name, name);
2704 }
2705 else if (!strcmp(texture->name, "noshader") || !texture->name[0])
2706 {
2707 if (developer_extra.integer)
2708 Con_DPrintf("^1%s:^7 using fallback noshader material for ^3\"%s\"\n", loadmodel->name, name);
2709 texture->supercontents = SUPERCONTENTS_SOLID | SUPERCONTENTS_OPAQUE;
2710 }
2711 else if (!strcmp(texture->name, "common/nodraw") || !strcmp(texture->name, "textures/common/nodraw"))
2712 {
2713 if (developer_extra.integer)
2714 Con_DPrintf("^1%s:^7 using fallback nodraw material for ^3\"%s\"\n", loadmodel->name, name);
2715 texture->basematerialflags = MATERIALFLAG_NODRAW | MATERIALFLAG_NOSHADOW;
2716 texture->supercontents = SUPERCONTENTS_SOLID;
2717 }
2718 else
2719 {
2720 if (developer_extra.integer)
2721 Con_DPrintf("^1%s:^7 No shader found for texture ^3\"%s\"\n", loadmodel->name, texture->name);
2722 if (texture->surfaceflags & Q3SURFACEFLAG_NODRAW)
2723 {
2724 texture->basematerialflags |= MATERIALFLAG_NODRAW | MATERIALFLAG_NOSHADOW;
2725 texture->supercontents = SUPERCONTENTS_SOLID;
2726 }
2727 else if (texture->surfaceflags & Q3SURFACEFLAG_SKY)
2728 {
2729 texture->basematerialflags |= MATERIALFLAG_SKY | MATERIALFLAG_NOSHADOW;
2730 texture->supercontents = SUPERCONTENTS_SKY;
2731 }
2732 else
2733 {
2734 texture->basematerialflags |= MATERIALFLAG_WALL;
2735 texture->supercontents = SUPERCONTENTS_SOLID | SUPERCONTENTS_OPAQUE;
2736 }
2737 texture->numskinframes = 1;
2738 if(cls.state == ca_dedicated)
2739 {
2740 texture->skinframes[0] = NULL;
2741 success = false;
2742 }
2743 else
2744 {
2745 if (fallback)
2746 {
2747 if ((texture->skinframes[0] = R_SkinFrame_LoadExternal(texture->name, defaulttexflags, false)))
2748 {
2749 if(texture->skinframes[0]->hasalpha)
2750 texture->basematerialflags |= MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
2751 if (texture->q2contents)
2752 texture->supercontents = Mod_Q2BSP_SuperContentsFromNativeContents(loadmodel, texture->q2contents);
2753 }
2754 else
2755 success = false;
2756 }
2757 else
2758 success = false;
2759 if (!success && warnmissing)
2760 Con_Printf("^1%s:^7 could not load texture ^3\"%s\"\n", loadmodel->name, texture->name);
2761 }
2762 }
2763 // init the animation variables
2764 texture->currentframe = texture;
2765 if (texture->numskinframes < 1)
2766 texture->numskinframes = 1;
2767 if (!texture->skinframes[0])
2768 texture->skinframes[0] = R_SkinFrame_LoadMissing();
2769 texture->currentskinframe = texture->skinframes[0];
2770 texture->backgroundcurrentskinframe = texture->backgroundskinframes[0];
2771 return success;
2772 }
2773
Mod_LoadSkinFiles(void)2774 skinfile_t *Mod_LoadSkinFiles(void)
2775 {
2776 int i, words, line, wordsoverflow;
2777 char *text;
2778 const char *data;
2779 skinfile_t *skinfile = NULL, *first = NULL;
2780 skinfileitem_t *skinfileitem;
2781 char word[10][MAX_QPATH];
2782 char vabuf[1024];
2783
2784 /*
2785 sample file:
2786 U_bodyBox,models/players/Legoman/BikerA2.tga
2787 U_RArm,models/players/Legoman/BikerA1.tga
2788 U_LArm,models/players/Legoman/BikerA1.tga
2789 U_armor,common/nodraw
2790 U_sword,common/nodraw
2791 U_shield,common/nodraw
2792 U_homb,common/nodraw
2793 U_backpack,common/nodraw
2794 U_colcha,common/nodraw
2795 tag_head,
2796 tag_weapon,
2797 tag_torso,
2798 */
2799 memset(word, 0, sizeof(word));
2800 for (i = 0;i < 256 && (data = text = (char *)FS_LoadFile(va(vabuf, sizeof(vabuf), "%s_%i.skin", loadmodel->name, i), tempmempool, true, NULL));i++)
2801 {
2802 // If it's the first file we parse
2803 if (skinfile == NULL)
2804 {
2805 skinfile = (skinfile_t *)Mem_Alloc(loadmodel->mempool, sizeof(skinfile_t));
2806 first = skinfile;
2807 }
2808 else
2809 {
2810 skinfile->next = (skinfile_t *)Mem_Alloc(loadmodel->mempool, sizeof(skinfile_t));
2811 skinfile = skinfile->next;
2812 }
2813 skinfile->next = NULL;
2814
2815 for(line = 0;;line++)
2816 {
2817 // parse line
2818 if (!COM_ParseToken_QuakeC(&data, true))
2819 break;
2820 if (!strcmp(com_token, "\n"))
2821 continue;
2822 words = 0;
2823 wordsoverflow = false;
2824 do
2825 {
2826 if (words < 10)
2827 strlcpy(word[words++], com_token, sizeof (word[0]));
2828 else
2829 wordsoverflow = true;
2830 }
2831 while (COM_ParseToken_QuakeC(&data, true) && strcmp(com_token, "\n"));
2832 if (wordsoverflow)
2833 {
2834 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);
2835 continue;
2836 }
2837 // words is always >= 1
2838 if (!strcmp(word[0], "replace"))
2839 {
2840 if (words == 3)
2841 {
2842 if (developer_loading.integer)
2843 Con_Printf("Mod_LoadSkinFiles: parsed mesh \"%s\" shader replacement \"%s\"\n", word[1], word[2]);
2844 skinfileitem = (skinfileitem_t *)Mem_Alloc(loadmodel->mempool, sizeof(skinfileitem_t));
2845 skinfileitem->next = skinfile->items;
2846 skinfile->items = skinfileitem;
2847 strlcpy (skinfileitem->name, word[1], sizeof (skinfileitem->name));
2848 strlcpy (skinfileitem->replacement, word[2], sizeof (skinfileitem->replacement));
2849 }
2850 else
2851 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]);
2852 }
2853 else if (words >= 2 && !strncmp(word[0], "tag_", 4))
2854 {
2855 // tag name, like "tag_weapon,"
2856 // not used for anything (not even in Quake3)
2857 }
2858 else if (words >= 2 && !strcmp(word[1], ","))
2859 {
2860 // mesh shader name, like "U_RArm,models/players/Legoman/BikerA1.tga"
2861 if (developer_loading.integer)
2862 Con_Printf("Mod_LoadSkinFiles: parsed mesh \"%s\" shader replacement \"%s\"\n", word[0], word[2]);
2863 skinfileitem = (skinfileitem_t *)Mem_Alloc(loadmodel->mempool, sizeof(skinfileitem_t));
2864 skinfileitem->next = skinfile->items;
2865 skinfile->items = skinfileitem;
2866 strlcpy (skinfileitem->name, word[0], sizeof (skinfileitem->name));
2867 strlcpy (skinfileitem->replacement, word[2], sizeof (skinfileitem->replacement));
2868 }
2869 else
2870 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);
2871 }
2872 Mem_Free(text);
2873 }
2874 if (i)
2875 loadmodel->numskins = i;
2876 return first;
2877 }
2878
Mod_FreeSkinFiles(skinfile_t * skinfile)2879 void Mod_FreeSkinFiles(skinfile_t *skinfile)
2880 {
2881 skinfile_t *next;
2882 skinfileitem_t *skinfileitem, *nextitem;
2883 for (;skinfile;skinfile = next)
2884 {
2885 next = skinfile->next;
2886 for (skinfileitem = skinfile->items;skinfileitem;skinfileitem = nextitem)
2887 {
2888 nextitem = skinfileitem->next;
2889 Mem_Free(skinfileitem);
2890 }
2891 Mem_Free(skinfile);
2892 }
2893 }
2894
Mod_CountSkinFiles(skinfile_t * skinfile)2895 int Mod_CountSkinFiles(skinfile_t *skinfile)
2896 {
2897 int i;
2898 for (i = 0;skinfile;skinfile = skinfile->next, i++);
2899 return i;
2900 }
2901
Mod_SnapVertices(int numcomponents,int numvertices,float * vertices,float snap)2902 void Mod_SnapVertices(int numcomponents, int numvertices, float *vertices, float snap)
2903 {
2904 int i;
2905 double isnap = 1.0 / snap;
2906 for (i = 0;i < numvertices*numcomponents;i++)
2907 vertices[i] = floor(vertices[i]*isnap)*snap;
2908 }
2909
Mod_RemoveDegenerateTriangles(int numtriangles,const int * inelement3i,int * outelement3i,const float * vertex3f)2910 int Mod_RemoveDegenerateTriangles(int numtriangles, const int *inelement3i, int *outelement3i, const float *vertex3f)
2911 {
2912 int i, outtriangles;
2913 float edgedir1[3], edgedir2[3], temp[3];
2914 // a degenerate triangle is one with no width (thickness, surface area)
2915 // these are characterized by having all 3 points colinear (along a line)
2916 // or having two points identical
2917 // the simplest check is to calculate the triangle's area
2918 for (i = 0, outtriangles = 0;i < numtriangles;i++, inelement3i += 3)
2919 {
2920 // calculate first edge
2921 VectorSubtract(vertex3f + inelement3i[1] * 3, vertex3f + inelement3i[0] * 3, edgedir1);
2922 VectorSubtract(vertex3f + inelement3i[2] * 3, vertex3f + inelement3i[0] * 3, edgedir2);
2923 CrossProduct(edgedir1, edgedir2, temp);
2924 if (VectorLength2(temp) < 0.001f)
2925 continue; // degenerate triangle (no area)
2926 // valid triangle (has area)
2927 VectorCopy(inelement3i, outelement3i);
2928 outelement3i += 3;
2929 outtriangles++;
2930 }
2931 return outtriangles;
2932 }
2933
Mod_VertexRangeFromElements(int numelements,const int * elements,int * firstvertexpointer,int * lastvertexpointer)2934 void Mod_VertexRangeFromElements(int numelements, const int *elements, int *firstvertexpointer, int *lastvertexpointer)
2935 {
2936 int i, e;
2937 int firstvertex, lastvertex;
2938 if (numelements > 0 && elements)
2939 {
2940 firstvertex = lastvertex = elements[0];
2941 for (i = 1;i < numelements;i++)
2942 {
2943 e = elements[i];
2944 firstvertex = min(firstvertex, e);
2945 lastvertex = max(lastvertex, e);
2946 }
2947 }
2948 else
2949 firstvertex = lastvertex = 0;
2950 if (firstvertexpointer)
2951 *firstvertexpointer = firstvertex;
2952 if (lastvertexpointer)
2953 *lastvertexpointer = lastvertex;
2954 }
2955
Mod_MakeSortedSurfaces(dp_model_t * mod)2956 void Mod_MakeSortedSurfaces(dp_model_t *mod)
2957 {
2958 // make an optimal set of texture-sorted batches to draw...
2959 int j, t;
2960 int *firstsurfacefortexture;
2961 int *numsurfacesfortexture;
2962 if (!mod->sortedmodelsurfaces)
2963 mod->sortedmodelsurfaces = (int *) Mem_Alloc(loadmodel->mempool, mod->nummodelsurfaces * sizeof(*mod->sortedmodelsurfaces));
2964 firstsurfacefortexture = (int *) Mem_Alloc(tempmempool, mod->num_textures * sizeof(*firstsurfacefortexture));
2965 numsurfacesfortexture = (int *) Mem_Alloc(tempmempool, mod->num_textures * sizeof(*numsurfacesfortexture));
2966 memset(numsurfacesfortexture, 0, mod->num_textures * sizeof(*numsurfacesfortexture));
2967 for (j = 0;j < mod->nummodelsurfaces;j++)
2968 {
2969 const msurface_t *surface = mod->data_surfaces + j + mod->firstmodelsurface;
2970 t = (int)(surface->texture - mod->data_textures);
2971 numsurfacesfortexture[t]++;
2972 }
2973 j = 0;
2974 for (t = 0;t < mod->num_textures;t++)
2975 {
2976 firstsurfacefortexture[t] = j;
2977 j += numsurfacesfortexture[t];
2978 }
2979 for (j = 0;j < mod->nummodelsurfaces;j++)
2980 {
2981 const msurface_t *surface = mod->data_surfaces + j + mod->firstmodelsurface;
2982 t = (int)(surface->texture - mod->data_textures);
2983 mod->sortedmodelsurfaces[firstsurfacefortexture[t]++] = j + mod->firstmodelsurface;
2984 }
2985 Mem_Free(firstsurfacefortexture);
2986 Mem_Free(numsurfacesfortexture);
2987 }
2988
Mod_BuildVBOs(void)2989 void Mod_BuildVBOs(void)
2990 {
2991 if (!loadmodel->surfmesh.num_vertices)
2992 return;
2993
2994 if (gl_paranoid.integer && loadmodel->surfmesh.data_element3s && loadmodel->surfmesh.data_element3i)
2995 {
2996 int i;
2997 for (i = 0;i < loadmodel->surfmesh.num_triangles*3;i++)
2998 {
2999 if (loadmodel->surfmesh.data_element3s[i] != loadmodel->surfmesh.data_element3i[i])
3000 {
3001 Con_Printf("Mod_BuildVBOs: element %u is incorrect (%u should be %u)\n", i, loadmodel->surfmesh.data_element3s[i], loadmodel->surfmesh.data_element3i[i]);
3002 loadmodel->surfmesh.data_element3s[i] = loadmodel->surfmesh.data_element3i[i];
3003 }
3004 }
3005 }
3006
3007 // build r_vertexmesh_t array
3008 // (compressed interleaved array for D3D)
3009 if (!loadmodel->surfmesh.data_vertexmesh && vid.useinterleavedarrays)
3010 {
3011 int vertexindex;
3012 int numvertices = loadmodel->surfmesh.num_vertices;
3013 r_vertexmesh_t *vertexmesh;
3014 loadmodel->surfmesh.data_vertexmesh = vertexmesh = (r_vertexmesh_t*)Mem_Alloc(loadmodel->mempool, numvertices * sizeof(r_vertexmesh_t));
3015 for (vertexindex = 0;vertexindex < numvertices;vertexindex++, vertexmesh++)
3016 {
3017 VectorCopy(loadmodel->surfmesh.data_vertex3f + 3*vertexindex, vertexmesh->vertex3f);
3018 VectorScale(loadmodel->surfmesh.data_svector3f + 3*vertexindex, 1.0f, vertexmesh->svector3f);
3019 VectorScale(loadmodel->surfmesh.data_tvector3f + 3*vertexindex, 1.0f, vertexmesh->tvector3f);
3020 VectorScale(loadmodel->surfmesh.data_normal3f + 3*vertexindex, 1.0f, vertexmesh->normal3f);
3021 if (loadmodel->surfmesh.data_lightmapcolor4f)
3022 Vector4Copy(loadmodel->surfmesh.data_lightmapcolor4f + 4*vertexindex, vertexmesh->color4f);
3023 Vector2Copy(loadmodel->surfmesh.data_texcoordtexture2f + 2*vertexindex, vertexmesh->texcoordtexture2f);
3024 if (loadmodel->surfmesh.data_texcoordlightmap2f)
3025 Vector2Scale(loadmodel->surfmesh.data_texcoordlightmap2f + 2*vertexindex, 1.0f, vertexmesh->texcoordlightmap2f);
3026 if (loadmodel->surfmesh.data_skeletalindex4ub)
3027 Vector4Copy(loadmodel->surfmesh.data_skeletalindex4ub + 4*vertexindex, vertexmesh->skeletalindex4ub);
3028 if (loadmodel->surfmesh.data_skeletalweight4ub)
3029 Vector4Copy(loadmodel->surfmesh.data_skeletalweight4ub + 4*vertexindex, vertexmesh->skeletalweight4ub);
3030 }
3031 }
3032
3033 // upload short indices as a buffer
3034 if (loadmodel->surfmesh.data_element3s && !loadmodel->surfmesh.data_element3s_indexbuffer)
3035 loadmodel->surfmesh.data_element3s_indexbuffer = R_Mesh_CreateMeshBuffer(loadmodel->surfmesh.data_element3s, loadmodel->surfmesh.num_triangles * sizeof(short[3]), loadmodel->name, true, false, false, true);
3036
3037 // upload int indices as a buffer
3038 if (loadmodel->surfmesh.data_element3i && !loadmodel->surfmesh.data_element3i_indexbuffer && !loadmodel->surfmesh.data_element3s)
3039 loadmodel->surfmesh.data_element3i_indexbuffer = R_Mesh_CreateMeshBuffer(loadmodel->surfmesh.data_element3i, loadmodel->surfmesh.num_triangles * sizeof(int[3]), loadmodel->name, true, false, false, false);
3040
3041 // only build a vbo if one has not already been created (this is important for brush models which load specially)
3042 // vertex buffer is several arrays and we put them in the same buffer
3043 //
3044 // is this wise? the texcoordtexture2f array is used with dynamic
3045 // vertex/svector/tvector/normal when rendering animated models, on the
3046 // other hand animated models don't use a lot of vertices anyway...
3047 if (!loadmodel->surfmesh.vbo_vertexbuffer && !vid.useinterleavedarrays)
3048 {
3049 int size;
3050 unsigned char *mem;
3051 size = 0;
3052 loadmodel->surfmesh.vbooffset_vertexmesh = size;if (loadmodel->surfmesh.data_vertexmesh ) size += loadmodel->surfmesh.num_vertices * sizeof(r_vertexmesh_t);
3053 loadmodel->surfmesh.vbooffset_vertex3f = size;if (loadmodel->surfmesh.data_vertex3f ) size += loadmodel->surfmesh.num_vertices * sizeof(float[3]);
3054 loadmodel->surfmesh.vbooffset_svector3f = size;if (loadmodel->surfmesh.data_svector3f ) size += loadmodel->surfmesh.num_vertices * sizeof(float[3]);
3055 loadmodel->surfmesh.vbooffset_tvector3f = size;if (loadmodel->surfmesh.data_tvector3f ) size += loadmodel->surfmesh.num_vertices * sizeof(float[3]);
3056 loadmodel->surfmesh.vbooffset_normal3f = size;if (loadmodel->surfmesh.data_normal3f ) size += loadmodel->surfmesh.num_vertices * sizeof(float[3]);
3057 loadmodel->surfmesh.vbooffset_texcoordtexture2f = size;if (loadmodel->surfmesh.data_texcoordtexture2f ) size += loadmodel->surfmesh.num_vertices * sizeof(float[2]);
3058 loadmodel->surfmesh.vbooffset_texcoordlightmap2f = size;if (loadmodel->surfmesh.data_texcoordlightmap2f) size += loadmodel->surfmesh.num_vertices * sizeof(float[2]);
3059 loadmodel->surfmesh.vbooffset_lightmapcolor4f = size;if (loadmodel->surfmesh.data_lightmapcolor4f ) size += loadmodel->surfmesh.num_vertices * sizeof(float[4]);
3060 loadmodel->surfmesh.vbooffset_skeletalindex4ub = size;if (loadmodel->surfmesh.data_skeletalindex4ub ) size += loadmodel->surfmesh.num_vertices * sizeof(unsigned char[4]);
3061 loadmodel->surfmesh.vbooffset_skeletalweight4ub = size;if (loadmodel->surfmesh.data_skeletalweight4ub ) size += loadmodel->surfmesh.num_vertices * sizeof(unsigned char[4]);
3062 mem = (unsigned char *)Mem_Alloc(tempmempool, size);
3063 if (loadmodel->surfmesh.data_vertexmesh ) memcpy(mem + loadmodel->surfmesh.vbooffset_vertexmesh , loadmodel->surfmesh.data_vertexmesh , loadmodel->surfmesh.num_vertices * sizeof(r_vertexmesh_t));
3064 if (loadmodel->surfmesh.data_vertex3f ) memcpy(mem + loadmodel->surfmesh.vbooffset_vertex3f , loadmodel->surfmesh.data_vertex3f , loadmodel->surfmesh.num_vertices * sizeof(float[3]));
3065 if (loadmodel->surfmesh.data_svector3f ) memcpy(mem + loadmodel->surfmesh.vbooffset_svector3f , loadmodel->surfmesh.data_svector3f , loadmodel->surfmesh.num_vertices * sizeof(float[3]));
3066 if (loadmodel->surfmesh.data_tvector3f ) memcpy(mem + loadmodel->surfmesh.vbooffset_tvector3f , loadmodel->surfmesh.data_tvector3f , loadmodel->surfmesh.num_vertices * sizeof(float[3]));
3067 if (loadmodel->surfmesh.data_normal3f ) memcpy(mem + loadmodel->surfmesh.vbooffset_normal3f , loadmodel->surfmesh.data_normal3f , loadmodel->surfmesh.num_vertices * sizeof(float[3]));
3068 if (loadmodel->surfmesh.data_texcoordtexture2f ) memcpy(mem + loadmodel->surfmesh.vbooffset_texcoordtexture2f , loadmodel->surfmesh.data_texcoordtexture2f , loadmodel->surfmesh.num_vertices * sizeof(float[2]));
3069 if (loadmodel->surfmesh.data_texcoordlightmap2f) memcpy(mem + loadmodel->surfmesh.vbooffset_texcoordlightmap2f, loadmodel->surfmesh.data_texcoordlightmap2f, loadmodel->surfmesh.num_vertices * sizeof(float[2]));
3070 if (loadmodel->surfmesh.data_lightmapcolor4f ) memcpy(mem + loadmodel->surfmesh.vbooffset_lightmapcolor4f , loadmodel->surfmesh.data_lightmapcolor4f , loadmodel->surfmesh.num_vertices * sizeof(float[4]));
3071 if (loadmodel->surfmesh.data_skeletalindex4ub ) memcpy(mem + loadmodel->surfmesh.vbooffset_skeletalindex4ub , loadmodel->surfmesh.data_skeletalindex4ub , loadmodel->surfmesh.num_vertices * sizeof(unsigned char[4]));
3072 if (loadmodel->surfmesh.data_skeletalweight4ub ) memcpy(mem + loadmodel->surfmesh.vbooffset_skeletalweight4ub , loadmodel->surfmesh.data_skeletalweight4ub , loadmodel->surfmesh.num_vertices * sizeof(unsigned char[4]));
3073 loadmodel->surfmesh.vbo_vertexbuffer = R_Mesh_CreateMeshBuffer(mem, size, loadmodel->name, false, false, false, false);
3074 Mem_Free(mem);
3075 }
3076 }
3077
3078 extern cvar_t mod_obj_orientation;
Mod_Decompile_OBJ(dp_model_t * model,const char * filename,const char * mtlfilename,const char * originalfilename)3079 static void Mod_Decompile_OBJ(dp_model_t *model, const char *filename, const char *mtlfilename, const char *originalfilename)
3080 {
3081 int submodelindex, vertexindex, surfaceindex, triangleindex, textureindex, countvertices = 0, countsurfaces = 0, countfaces = 0, counttextures = 0;
3082 int a, b, c;
3083 const char *texname;
3084 const int *e;
3085 const float *v, *vn, *vt;
3086 size_t l;
3087 size_t outbufferpos = 0;
3088 size_t outbuffermax = 0x100000;
3089 char *outbuffer = (char *) Z_Malloc(outbuffermax), *oldbuffer;
3090 const msurface_t *surface;
3091 const int maxtextures = 256;
3092 char *texturenames = (char *) Z_Malloc(maxtextures * MAX_QPATH);
3093 dp_model_t *submodel;
3094
3095 // construct the mtllib file
3096 l = dpsnprintf(outbuffer + outbufferpos, outbuffermax - outbufferpos, "# mtllib for %s exported by darkplaces engine\n", originalfilename);
3097 if (l > 0)
3098 outbufferpos += l;
3099 for (surfaceindex = 0, surface = model->data_surfaces;surfaceindex < model->num_surfaces;surfaceindex++, surface++)
3100 {
3101 countsurfaces++;
3102 countvertices += surface->num_vertices;
3103 countfaces += surface->num_triangles;
3104 texname = (surface->texture && surface->texture->name[0]) ? surface->texture->name : "default";
3105 for (textureindex = 0;textureindex < counttextures;textureindex++)
3106 if (!strcmp(texturenames + textureindex * MAX_QPATH, texname))
3107 break;
3108 if (textureindex < counttextures)
3109 continue; // already wrote this material entry
3110 if (textureindex >= maxtextures)
3111 continue; // just a precaution
3112 textureindex = counttextures++;
3113 strlcpy(texturenames + textureindex * MAX_QPATH, texname, MAX_QPATH);
3114 if (outbufferpos >= outbuffermax >> 1)
3115 {
3116 outbuffermax *= 2;
3117 oldbuffer = outbuffer;
3118 outbuffer = (char *) Z_Malloc(outbuffermax);
3119 memcpy(outbuffer, oldbuffer, outbufferpos);
3120 Z_Free(oldbuffer);
3121 }
3122 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");
3123 if (l > 0)
3124 outbufferpos += l;
3125 }
3126
3127 // write the mtllib file
3128 FS_WriteFile(mtlfilename, outbuffer, outbufferpos);
3129
3130 // construct the obj file
3131 outbufferpos = 0;
3132 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);
3133 if (l > 0)
3134 outbufferpos += l;
3135
3136 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)
3137 {
3138 if (outbufferpos >= outbuffermax >> 1)
3139 {
3140 outbuffermax *= 2;
3141 oldbuffer = outbuffer;
3142 outbuffer = (char *) Z_Malloc(outbuffermax);
3143 memcpy(outbuffer, oldbuffer, outbufferpos);
3144 Z_Free(oldbuffer);
3145 }
3146 if(mod_obj_orientation.integer)
3147 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]);
3148 else
3149 l = dpsnprintf(outbuffer + outbufferpos, outbuffermax - outbufferpos, "v %f %f %f\nvn %f %f %f\nvt %f %f\n", v[0], v[1], v[2], vn[0], vn[1], vn[2], vt[0], 1-vt[1]);
3150 if (l > 0)
3151 outbufferpos += l;
3152 }
3153
3154 for (submodelindex = 0;submodelindex < max(1, model->brush.numsubmodels);submodelindex++)
3155 {
3156 l = dpsnprintf(outbuffer + outbufferpos, outbuffermax - outbufferpos, "o %i\n", submodelindex);
3157 if (l > 0)
3158 outbufferpos += l;
3159 submodel = model->brush.numsubmodels ? model->brush.submodels[submodelindex] : model;
3160 for (surfaceindex = 0;surfaceindex < submodel->nummodelsurfaces;surfaceindex++)
3161 {
3162 surface = model->data_surfaces + submodel->sortedmodelsurfaces[surfaceindex];
3163 l = dpsnprintf(outbuffer + outbufferpos, outbuffermax - outbufferpos, "usemtl %s\n", (surface->texture && surface->texture->name[0]) ? surface->texture->name : "default");
3164 if (l > 0)
3165 outbufferpos += l;
3166 for (triangleindex = 0, e = model->surfmesh.data_element3i + surface->num_firsttriangle * 3;triangleindex < surface->num_triangles;triangleindex++, e += 3)
3167 {
3168 if (outbufferpos >= outbuffermax >> 1)
3169 {
3170 outbuffermax *= 2;
3171 oldbuffer = outbuffer;
3172 outbuffer = (char *) Z_Malloc(outbuffermax);
3173 memcpy(outbuffer, oldbuffer, outbufferpos);
3174 Z_Free(oldbuffer);
3175 }
3176 a = e[0]+1;
3177 b = e[1]+1;
3178 c = e[2]+1;
3179 if(mod_obj_orientation.integer)
3180 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);
3181 else
3182 l = dpsnprintf(outbuffer + outbufferpos, outbuffermax - outbufferpos, "f %i/%i/%i %i/%i/%i %i/%i/%i\n", a,a,a,c,c,c,b,b,b);
3183 if (l > 0)
3184 outbufferpos += l;
3185 }
3186 }
3187 }
3188
3189 // write the obj file
3190 FS_WriteFile(filename, outbuffer, outbufferpos);
3191
3192 // clean up
3193 Z_Free(outbuffer);
3194 Z_Free(texturenames);
3195
3196 // print some stats
3197 Con_Printf("Wrote %s (%i bytes, %i vertices, %i faces, %i surfaces with %i distinct textures)\n", filename, (int)outbufferpos, countvertices, countfaces, countsurfaces, counttextures);
3198 }
3199
Mod_Decompile_SMD(dp_model_t * model,const char * filename,int firstpose,int numposes,qboolean writetriangles)3200 static void Mod_Decompile_SMD(dp_model_t *model, const char *filename, int firstpose, int numposes, qboolean writetriangles)
3201 {
3202 int countnodes = 0, counttriangles = 0, countframes = 0;
3203 int surfaceindex;
3204 int triangleindex;
3205 int transformindex;
3206 int poseindex;
3207 int cornerindex;
3208 const int *e;
3209 size_t l;
3210 size_t outbufferpos = 0;
3211 size_t outbuffermax = 0x100000;
3212 char *outbuffer = (char *) Z_Malloc(outbuffermax), *oldbuffer;
3213 const msurface_t *surface;
3214 l = dpsnprintf(outbuffer + outbufferpos, outbuffermax - outbufferpos, "version 1\nnodes\n");
3215 if (l > 0)
3216 outbufferpos += l;
3217 for (transformindex = 0;transformindex < model->num_bones;transformindex++)
3218 {
3219 if (outbufferpos >= outbuffermax >> 1)
3220 {
3221 outbuffermax *= 2;
3222 oldbuffer = outbuffer;
3223 outbuffer = (char *) Z_Malloc(outbuffermax);
3224 memcpy(outbuffer, oldbuffer, outbufferpos);
3225 Z_Free(oldbuffer);
3226 }
3227 countnodes++;
3228 l = dpsnprintf(outbuffer + outbufferpos, outbuffermax - outbufferpos, "%3i \"%s\" %3i\n", transformindex, model->data_bones[transformindex].name, model->data_bones[transformindex].parent);
3229 if (l > 0)
3230 outbufferpos += l;
3231 }
3232 l = dpsnprintf(outbuffer + outbufferpos, outbuffermax - outbufferpos, "end\nskeleton\n");
3233 if (l > 0)
3234 outbufferpos += l;
3235 for (poseindex = 0;poseindex < numposes;poseindex++)
3236 {
3237 countframes++;
3238 l = dpsnprintf(outbuffer + outbufferpos, outbuffermax - outbufferpos, "time %i\n", poseindex);
3239 if (l > 0)
3240 outbufferpos += l;
3241 for (transformindex = 0;transformindex < model->num_bones;transformindex++)
3242 {
3243 float angles[3];
3244 float mtest[4][3];
3245 matrix4x4_t posematrix;
3246 if (outbufferpos >= outbuffermax >> 1)
3247 {
3248 outbuffermax *= 2;
3249 oldbuffer = outbuffer;
3250 outbuffer = (char *) Z_Malloc(outbuffermax);
3251 memcpy(outbuffer, oldbuffer, outbufferpos);
3252 Z_Free(oldbuffer);
3253 }
3254
3255 // strangely the smd angles are for a transposed matrix, so we
3256 // have to generate a transposed matrix, then convert that...
3257 Matrix4x4_FromBonePose7s(&posematrix, model->num_posescale, model->data_poses7s + 7*(model->num_bones * poseindex + transformindex));
3258 Matrix4x4_ToArray12FloatGL(&posematrix, mtest[0]);
3259 AnglesFromVectors(angles, mtest[0], mtest[2], false);
3260 if (angles[0] >= 180) angles[0] -= 360;
3261 if (angles[1] >= 180) angles[1] -= 360;
3262 if (angles[2] >= 180) angles[2] -= 360;
3263
3264 #if 0
3265 {
3266 float a = DEG2RAD(angles[ROLL]);
3267 float b = DEG2RAD(angles[PITCH]);
3268 float c = DEG2RAD(angles[YAW]);
3269 float cy, sy, cp, sp, cr, sr;
3270 float test[4][3];
3271 // smd matrix construction, for comparing
3272 sy = sin(c);
3273 cy = cos(c);
3274 sp = sin(b);
3275 cp = cos(b);
3276 sr = sin(a);
3277 cr = cos(a);
3278
3279 test[0][0] = cp*cy;
3280 test[0][1] = cp*sy;
3281 test[0][2] = -sp;
3282 test[1][0] = sr*sp*cy+cr*-sy;
3283 test[1][1] = sr*sp*sy+cr*cy;
3284 test[1][2] = sr*cp;
3285 test[2][0] = (cr*sp*cy+-sr*-sy);
3286 test[2][1] = (cr*sp*sy+-sr*cy);
3287 test[2][2] = cr*cp;
3288 test[3][0] = pose[9];
3289 test[3][1] = pose[10];
3290 test[3][2] = pose[11];
3291 }
3292 #endif
3293 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]));
3294 if (l > 0)
3295 outbufferpos += l;
3296 }
3297 }
3298 l = dpsnprintf(outbuffer + outbufferpos, outbuffermax - outbufferpos, "end\n");
3299 if (l > 0)
3300 outbufferpos += l;
3301 if (writetriangles)
3302 {
3303 l = dpsnprintf(outbuffer + outbufferpos, outbuffermax - outbufferpos, "triangles\n");
3304 if (l > 0)
3305 outbufferpos += l;
3306 for (surfaceindex = 0, surface = model->data_surfaces;surfaceindex < model->num_surfaces;surfaceindex++, surface++)
3307 {
3308 for (triangleindex = 0, e = model->surfmesh.data_element3i + surface->num_firsttriangle * 3;triangleindex < surface->num_triangles;triangleindex++, e += 3)
3309 {
3310 counttriangles++;
3311 if (outbufferpos >= outbuffermax >> 1)
3312 {
3313 outbuffermax *= 2;
3314 oldbuffer = outbuffer;
3315 outbuffer = (char *) Z_Malloc(outbuffermax);
3316 memcpy(outbuffer, oldbuffer, outbufferpos);
3317 Z_Free(oldbuffer);
3318 }
3319 l = dpsnprintf(outbuffer + outbufferpos, outbuffermax - outbufferpos, "%s\n", surface->texture && surface->texture->name[0] ? surface->texture->name : "default.bmp");
3320 if (l > 0)
3321 outbufferpos += l;
3322 for (cornerindex = 0;cornerindex < 3;cornerindex++)
3323 {
3324 const int index = e[2-cornerindex];
3325 const float *v = model->surfmesh.data_vertex3f + index * 3;
3326 const float *vn = model->surfmesh.data_normal3f + index * 3;
3327 const float *vt = model->surfmesh.data_texcoordtexture2f + index * 2;
3328 const int b = model->surfmesh.blends[index];
3329 if (b < model->num_bones)
3330 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]);
3331 else
3332 {
3333 const blendweights_t *w = model->surfmesh.data_blendweights + b - model->num_bones;
3334 const unsigned char *wi = w->index;
3335 const unsigned char *wf = w->influence;
3336 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);
3337 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);
3338 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);
3339 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]);
3340 }
3341 if (l > 0)
3342 outbufferpos += l;
3343 }
3344 }
3345 }
3346 l = dpsnprintf(outbuffer + outbufferpos, outbuffermax - outbufferpos, "end\n");
3347 if (l > 0)
3348 outbufferpos += l;
3349 }
3350
3351 FS_WriteFile(filename, outbuffer, outbufferpos);
3352 Z_Free(outbuffer);
3353
3354 Con_Printf("Wrote %s (%i bytes, %i nodes, %i frames, %i triangles)\n", filename, (int)outbufferpos, countnodes, countframes, counttriangles);
3355 }
3356
3357 /*
3358 ================
3359 Mod_Decompile_f
3360
3361 decompiles a model to editable files
3362 ================
3363 */
Mod_Decompile_f(void)3364 static void Mod_Decompile_f(void)
3365 {
3366 int i, j, k, l, first, count;
3367 dp_model_t *mod;
3368 char inname[MAX_QPATH];
3369 char outname[MAX_QPATH];
3370 char mtlname[MAX_QPATH];
3371 char basename[MAX_QPATH];
3372 char animname[MAX_QPATH];
3373 char animname2[MAX_QPATH];
3374 char zymtextbuffer[16384];
3375 char dpmtextbuffer[16384];
3376 char framegroupstextbuffer[16384];
3377 int zymtextsize = 0;
3378 int dpmtextsize = 0;
3379 int framegroupstextsize = 0;
3380 char vabuf[1024];
3381
3382 if (Cmd_Argc() != 2)
3383 {
3384 Con_Print("usage: modeldecompile <filename>\n");
3385 return;
3386 }
3387
3388 strlcpy(inname, Cmd_Argv(1), sizeof(inname));
3389 FS_StripExtension(inname, basename, sizeof(basename));
3390
3391 mod = Mod_ForName(inname, false, true, inname[0] == '*' ? cl.model_name[1] : NULL);
3392 if (!mod)
3393 {
3394 Con_Print("No such model\n");
3395 return;
3396 }
3397 if (mod->brush.submodel)
3398 {
3399 // if we're decompiling a submodel, be sure to give it a proper name based on its parent
3400 FS_StripExtension(cl.model_name[1], outname, sizeof(outname));
3401 dpsnprintf(basename, sizeof(basename), "%s/%s", outname, mod->name);
3402 outname[0] = 0;
3403 }
3404 if (!mod->surfmesh.num_triangles)
3405 {
3406 Con_Print("Empty model (or sprite)\n");
3407 return;
3408 }
3409
3410 // export OBJ if possible (not on sprites)
3411 if (mod->surfmesh.num_triangles)
3412 {
3413 dpsnprintf(outname, sizeof(outname), "%s_decompiled.obj", basename);
3414 dpsnprintf(mtlname, sizeof(mtlname), "%s_decompiled.mtl", basename);
3415 Mod_Decompile_OBJ(mod, outname, mtlname, inname);
3416 }
3417
3418 // export SMD if possible (only for skeletal models)
3419 if (mod->surfmesh.num_triangles && mod->num_bones)
3420 {
3421 dpsnprintf(outname, sizeof(outname), "%s_decompiled/ref1.smd", basename);
3422 Mod_Decompile_SMD(mod, outname, 0, 1, true);
3423 l = dpsnprintf(zymtextbuffer + zymtextsize, sizeof(zymtextbuffer) - zymtextsize, "output out.zym\nscale 1\norigin 0 0 0\nmesh ref1.smd\n");
3424 if (l > 0) zymtextsize += l;
3425 l = dpsnprintf(dpmtextbuffer + dpmtextsize, sizeof(dpmtextbuffer) - dpmtextsize, "outputdir .\nmodel out\nscale 1\norigin 0 0 0\nscene ref1.smd\n");
3426 if (l > 0) dpmtextsize += l;
3427 for (i = 0;i < mod->numframes;i = j)
3428 {
3429 strlcpy(animname, mod->animscenes[i].name, sizeof(animname));
3430 first = mod->animscenes[i].firstframe;
3431 if (mod->animscenes[i].framecount > 1)
3432 {
3433 // framegroup anim
3434 count = mod->animscenes[i].framecount;
3435 j = i + 1;
3436 }
3437 else
3438 {
3439 // individual frame
3440 // check for additional frames with same name
3441 for (l = 0, k = (int)strlen(animname);animname[l];l++)
3442 if(animname[l] < '0' || animname[l] > '9')
3443 k = l + 1;
3444 if(k > 0 && animname[k-1] == '_')
3445 --k;
3446 animname[k] = 0;
3447 count = mod->num_poses - first;
3448 for (j = i + 1;j < mod->numframes;j++)
3449 {
3450 strlcpy(animname2, mod->animscenes[j].name, sizeof(animname2));
3451 for (l = 0, k = (int)strlen(animname2);animname2[l];l++)
3452 if(animname2[l] < '0' || animname2[l] > '9')
3453 k = l + 1;
3454 if(k > 0 && animname[k-1] == '_')
3455 --k;
3456 animname2[k] = 0;
3457 if (strcmp(animname2, animname) || mod->animscenes[j].framecount > 1)
3458 {
3459 count = mod->animscenes[j].firstframe - first;
3460 break;
3461 }
3462 }
3463 // if it's only one frame, use the original frame name
3464 if (j == i + 1)
3465 strlcpy(animname, mod->animscenes[i].name, sizeof(animname));
3466
3467 }
3468 dpsnprintf(outname, sizeof(outname), "%s_decompiled/%s.smd", basename, animname);
3469 Mod_Decompile_SMD(mod, outname, first, count, false);
3470 if (zymtextsize < (int)sizeof(zymtextbuffer) - 100)
3471 {
3472 l = dpsnprintf(zymtextbuffer + zymtextsize, sizeof(zymtextbuffer) - zymtextsize, "scene %s.smd fps %g %s\n", animname, mod->animscenes[i].framerate, mod->animscenes[i].loop ? "" : " noloop");
3473 if (l > 0) zymtextsize += l;
3474 }
3475 if (dpmtextsize < (int)sizeof(dpmtextbuffer) - 100)
3476 {
3477 l = dpsnprintf(dpmtextbuffer + dpmtextsize, sizeof(dpmtextbuffer) - dpmtextsize, "scene %s.smd fps %g %s\n", animname, mod->animscenes[i].framerate, mod->animscenes[i].loop ? "" : " noloop");
3478 if (l > 0) dpmtextsize += l;
3479 }
3480 if (framegroupstextsize < (int)sizeof(framegroupstextbuffer) - 100)
3481 {
3482 l = dpsnprintf(framegroupstextbuffer + framegroupstextsize, sizeof(framegroupstextbuffer) - framegroupstextsize, "%d %d %f %d // %s\n", first, count, mod->animscenes[i].framerate, mod->animscenes[i].loop, animname);
3483 if (l > 0) framegroupstextsize += l;
3484 }
3485 }
3486 if (zymtextsize)
3487 FS_WriteFile(va(vabuf, sizeof(vabuf), "%s_decompiled/out_zym.txt", basename), zymtextbuffer, (fs_offset_t)zymtextsize);
3488 if (dpmtextsize)
3489 FS_WriteFile(va(vabuf, sizeof(vabuf), "%s_decompiled/out_dpm.txt", basename), dpmtextbuffer, (fs_offset_t)dpmtextsize);
3490 if (framegroupstextsize)
3491 FS_WriteFile(va(vabuf, sizeof(vabuf), "%s_decompiled.framegroups", basename), framegroupstextbuffer, (fs_offset_t)framegroupstextsize);
3492 }
3493 }
3494
Mod_AllocLightmap_Init(mod_alloclightmap_state_t * state,int width,int height)3495 void Mod_AllocLightmap_Init(mod_alloclightmap_state_t *state, int width, int height)
3496 {
3497 int y;
3498 memset(state, 0, sizeof(*state));
3499 state->width = width;
3500 state->height = height;
3501 state->currentY = 0;
3502 state->rows = (mod_alloclightmap_row_t *)Mem_Alloc(loadmodel->mempool, state->height * sizeof(*state->rows));
3503 for (y = 0;y < state->height;y++)
3504 {
3505 state->rows[y].currentX = 0;
3506 state->rows[y].rowY = -1;
3507 }
3508 }
3509
Mod_AllocLightmap_Reset(mod_alloclightmap_state_t * state)3510 void Mod_AllocLightmap_Reset(mod_alloclightmap_state_t *state)
3511 {
3512 int y;
3513 state->currentY = 0;
3514 for (y = 0;y < state->height;y++)
3515 {
3516 state->rows[y].currentX = 0;
3517 state->rows[y].rowY = -1;
3518 }
3519 }
3520
Mod_AllocLightmap_Free(mod_alloclightmap_state_t * state)3521 void Mod_AllocLightmap_Free(mod_alloclightmap_state_t *state)
3522 {
3523 if (state->rows)
3524 Mem_Free(state->rows);
3525 memset(state, 0, sizeof(*state));
3526 }
3527
Mod_AllocLightmap_Block(mod_alloclightmap_state_t * state,int blockwidth,int blockheight,int * outx,int * outy)3528 qboolean Mod_AllocLightmap_Block(mod_alloclightmap_state_t *state, int blockwidth, int blockheight, int *outx, int *outy)
3529 {
3530 mod_alloclightmap_row_t *row;
3531 int y;
3532
3533 row = state->rows + blockheight;
3534 if ((row->rowY < 0) || (row->currentX + blockwidth > state->width))
3535 {
3536 if (state->currentY + blockheight <= state->height)
3537 {
3538 // use the current allocation position
3539 row->rowY = state->currentY;
3540 row->currentX = 0;
3541 state->currentY += blockheight;
3542 }
3543 else
3544 {
3545 // find another position
3546 for (y = blockheight;y < state->height;y++)
3547 {
3548 if ((state->rows[y].rowY >= 0) && (state->rows[y].currentX + blockwidth <= state->width))
3549 {
3550 row = state->rows + y;
3551 break;
3552 }
3553 }
3554 if (y == state->height)
3555 return false;
3556 }
3557 }
3558 *outy = row->rowY;
3559 *outx = row->currentX;
3560 row->currentX += blockwidth;
3561
3562 return true;
3563 }
3564
3565 typedef struct lightmapsample_s
3566 {
3567 float pos[3];
3568 float sh1[4][3];
3569 float *vertex_color;
3570 unsigned char *lm_bgr;
3571 unsigned char *lm_dir;
3572 }
3573 lightmapsample_t;
3574
3575 typedef struct lightmapvertex_s
3576 {
3577 int index;
3578 float pos[3];
3579 float normal[3];
3580 float texcoordbase[2];
3581 float texcoordlightmap[2];
3582 float lightcolor[4];
3583 }
3584 lightmapvertex_t;
3585
3586 typedef struct lightmaptriangle_s
3587 {
3588 int triangleindex;
3589 int surfaceindex;
3590 int lightmapindex;
3591 int axis;
3592 int lmoffset[2];
3593 int lmsize[2];
3594 // 2D modelspace coordinates of min corner
3595 // snapped to lightmap grid but not in grid coordinates
3596 float lmbase[2];
3597 // 2D modelspace to lightmap coordinate scale
3598 float lmscale[2];
3599 float vertex[3][3];
3600 float mins[3];
3601 float maxs[3];
3602 }
3603 lightmaptriangle_t;
3604
3605 typedef struct lightmaplight_s
3606 {
3607 float origin[3];
3608 float radius;
3609 float iradius;
3610 float radius2;
3611 float color[3];
3612 svbsp_t svbsp;
3613 }
3614 lightmaplight_t;
3615
3616 lightmaptriangle_t *mod_generatelightmaps_lightmaptriangles;
3617
3618 #define MAX_LIGHTMAPSAMPLES 64
3619 static int mod_generatelightmaps_numoffsets[3];
3620 static float mod_generatelightmaps_offsets[3][MAX_LIGHTMAPSAMPLES][3];
3621
3622 static int mod_generatelightmaps_numlights;
3623 static lightmaplight_t *mod_generatelightmaps_lightinfo;
3624
3625 extern cvar_t r_shadow_lightattenuationdividebias;
3626 extern cvar_t r_shadow_lightattenuationlinearscale;
3627
Mod_GenerateLightmaps_LightPoint(dp_model_t * model,const vec3_t pos,vec3_t ambient,vec3_t diffuse,vec3_t lightdir)3628 static void Mod_GenerateLightmaps_LightPoint(dp_model_t *model, const vec3_t pos, vec3_t ambient, vec3_t diffuse, vec3_t lightdir)
3629 {
3630 int i;
3631 int index;
3632 int result;
3633 float relativepoint[3];
3634 float color[3];
3635 float dir[3];
3636 float dist;
3637 float dist2;
3638 float intensity;
3639 float sample[5*3];
3640 float lightorigin[3];
3641 float lightradius;
3642 float lightradius2;
3643 float lightiradius;
3644 float lightcolor[3];
3645 trace_t trace;
3646 for (i = 0;i < 5*3;i++)
3647 sample[i] = 0.0f;
3648 for (index = 0;;index++)
3649 {
3650 result = R_Shadow_GetRTLightInfo(index, lightorigin, &lightradius, lightcolor);
3651 if (result < 0)
3652 break;
3653 if (result == 0)
3654 continue;
3655 lightradius2 = lightradius * lightradius;
3656 VectorSubtract(lightorigin, pos, relativepoint);
3657 dist2 = VectorLength2(relativepoint);
3658 if (dist2 >= lightradius2)
3659 continue;
3660 lightiradius = 1.0f / lightradius;
3661 dist = sqrt(dist2) * lightiradius;
3662 intensity = (1.0f - dist) * r_shadow_lightattenuationlinearscale.value / (r_shadow_lightattenuationdividebias.value + dist*dist);
3663 if (intensity <= 0.0f)
3664 continue;
3665 if (model && model->TraceLine)
3666 {
3667 model->TraceLine(model, NULL, NULL, &trace, pos, lightorigin, SUPERCONTENTS_VISBLOCKERMASK, SUPERCONTENTS_SKY);
3668 if (trace.fraction < 1)
3669 continue;
3670 }
3671 // scale down intensity to add to both ambient and diffuse
3672 //intensity *= 0.5f;
3673 VectorNormalize(relativepoint);
3674 VectorScale(lightcolor, intensity, color);
3675 VectorMA(sample , 0.5f , color, sample );
3676 VectorMA(sample + 3, relativepoint[0], color, sample + 3);
3677 VectorMA(sample + 6, relativepoint[1], color, sample + 6);
3678 VectorMA(sample + 9, relativepoint[2], color, sample + 9);
3679 // calculate a weighted average light direction as well
3680 intensity *= VectorLength(color);
3681 VectorMA(sample + 12, intensity, relativepoint, sample + 12);
3682 }
3683 // calculate the direction we'll use to reduce the sample to a directional light source
3684 VectorCopy(sample + 12, dir);
3685 //VectorSet(dir, sample[3] + sample[4] + sample[5], sample[6] + sample[7] + sample[8], sample[9] + sample[10] + sample[11]);
3686 VectorNormalize(dir);
3687 // extract the diffuse color along the chosen direction and scale it
3688 diffuse[0] = (dir[0]*sample[3] + dir[1]*sample[6] + dir[2]*sample[ 9] + sample[ 0]);
3689 diffuse[1] = (dir[0]*sample[4] + dir[1]*sample[7] + dir[2]*sample[10] + sample[ 1]);
3690 diffuse[2] = (dir[0]*sample[5] + dir[1]*sample[8] + dir[2]*sample[11] + sample[ 2]);
3691 // subtract some of diffuse from ambient
3692 VectorMA(sample, -0.333f, diffuse, ambient);
3693 // store the normalized lightdir
3694 VectorCopy(dir, lightdir);
3695 }
3696
Mod_GenerateLightmaps_CreateLights_ComputeSVBSP_InsertSurfaces(const dp_model_t * model,svbsp_t * svbsp,const float * mins,const float * maxs)3697 static void Mod_GenerateLightmaps_CreateLights_ComputeSVBSP_InsertSurfaces(const dp_model_t *model, svbsp_t *svbsp, const float *mins, const float *maxs)
3698 {
3699 int surfaceindex;
3700 int triangleindex;
3701 const msurface_t *surface;
3702 const float *vertex3f = model->surfmesh.data_vertex3f;
3703 const int *element3i = model->surfmesh.data_element3i;
3704 const int *e;
3705 float v2[3][3];
3706 for (surfaceindex = 0, surface = model->data_surfaces;surfaceindex < model->nummodelsurfaces;surfaceindex++, surface++)
3707 {
3708 if (!BoxesOverlap(surface->mins, surface->maxs, mins, maxs))
3709 continue;
3710 if (surface->texture->basematerialflags & MATERIALFLAG_NOSHADOW)
3711 continue;
3712 for (triangleindex = 0, e = element3i + 3*surface->num_firsttriangle;triangleindex < surface->num_triangles;triangleindex++, e += 3)
3713 {
3714 VectorCopy(vertex3f + 3*e[0], v2[0]);
3715 VectorCopy(vertex3f + 3*e[1], v2[1]);
3716 VectorCopy(vertex3f + 3*e[2], v2[2]);
3717 SVBSP_AddPolygon(svbsp, 3, v2[0], true, NULL, NULL, 0);
3718 }
3719 }
3720 }
3721
Mod_GenerateLightmaps_CreateLights_ComputeSVBSP(dp_model_t * model,lightmaplight_t * lightinfo)3722 static void Mod_GenerateLightmaps_CreateLights_ComputeSVBSP(dp_model_t *model, lightmaplight_t *lightinfo)
3723 {
3724 int maxnodes = 1<<14;
3725 svbsp_node_t *nodes;
3726 float origin[3];
3727 float mins[3];
3728 float maxs[3];
3729 svbsp_t svbsp;
3730 VectorSet(mins, lightinfo->origin[0] - lightinfo->radius, lightinfo->origin[1] - lightinfo->radius, lightinfo->origin[2] - lightinfo->radius);
3731 VectorSet(maxs, lightinfo->origin[0] + lightinfo->radius, lightinfo->origin[1] + lightinfo->radius, lightinfo->origin[2] + lightinfo->radius);
3732 VectorCopy(lightinfo->origin, origin);
3733 nodes = (svbsp_node_t *)Mem_Alloc(tempmempool, maxnodes * sizeof(*nodes));
3734 for (;;)
3735 {
3736 SVBSP_Init(&svbsp, origin, maxnodes, nodes);
3737 Mod_GenerateLightmaps_CreateLights_ComputeSVBSP_InsertSurfaces(model, &svbsp, mins, maxs);
3738 if (svbsp.ranoutofnodes)
3739 {
3740 maxnodes *= 16;
3741 if (maxnodes > 1<<22)
3742 {
3743 Mem_Free(nodes);
3744 return;
3745 }
3746 Mem_Free(nodes);
3747 nodes = (svbsp_node_t *)Mem_Alloc(tempmempool, maxnodes * sizeof(*nodes));
3748 }
3749 else
3750 break;
3751 }
3752 if (svbsp.numnodes > 0)
3753 {
3754 svbsp.nodes = (svbsp_node_t *)Mem_Alloc(tempmempool, svbsp.numnodes * sizeof(*nodes));
3755 memcpy(svbsp.nodes, nodes, svbsp.numnodes * sizeof(*nodes));
3756 lightinfo->svbsp = svbsp;
3757 }
3758 Mem_Free(nodes);
3759 }
3760
Mod_GenerateLightmaps_CreateLights(dp_model_t * model)3761 static void Mod_GenerateLightmaps_CreateLights(dp_model_t *model)
3762 {
3763 int index;
3764 int result;
3765 lightmaplight_t *lightinfo;
3766 float origin[3];
3767 float radius;
3768 float color[3];
3769 mod_generatelightmaps_numlights = 0;
3770 for (index = 0;;index++)
3771 {
3772 result = R_Shadow_GetRTLightInfo(index, origin, &radius, color);
3773 if (result < 0)
3774 break;
3775 if (result > 0)
3776 mod_generatelightmaps_numlights++;
3777 }
3778 if (mod_generatelightmaps_numlights > 0)
3779 {
3780 mod_generatelightmaps_lightinfo = (lightmaplight_t *)Mem_Alloc(tempmempool, mod_generatelightmaps_numlights * sizeof(*mod_generatelightmaps_lightinfo));
3781 lightinfo = mod_generatelightmaps_lightinfo;
3782 for (index = 0;;index++)
3783 {
3784 result = R_Shadow_GetRTLightInfo(index, lightinfo->origin, &lightinfo->radius, lightinfo->color);
3785 if (result < 0)
3786 break;
3787 if (result > 0)
3788 lightinfo++;
3789 }
3790 }
3791 for (index = 0, lightinfo = mod_generatelightmaps_lightinfo;index < mod_generatelightmaps_numlights;index++, lightinfo++)
3792 {
3793 lightinfo->iradius = 1.0f / lightinfo->radius;
3794 lightinfo->radius2 = lightinfo->radius * lightinfo->radius;
3795 // TODO: compute svbsp
3796 Mod_GenerateLightmaps_CreateLights_ComputeSVBSP(model, lightinfo);
3797 }
3798 }
3799
Mod_GenerateLightmaps_DestroyLights(dp_model_t * model)3800 static void Mod_GenerateLightmaps_DestroyLights(dp_model_t *model)
3801 {
3802 int i;
3803 if (mod_generatelightmaps_lightinfo)
3804 {
3805 for (i = 0;i < mod_generatelightmaps_numlights;i++)
3806 if (mod_generatelightmaps_lightinfo[i].svbsp.nodes)
3807 Mem_Free(mod_generatelightmaps_lightinfo[i].svbsp.nodes);
3808 Mem_Free(mod_generatelightmaps_lightinfo);
3809 }
3810 mod_generatelightmaps_lightinfo = NULL;
3811 mod_generatelightmaps_numlights = 0;
3812 }
3813
Mod_GenerateLightmaps_SamplePoint_SVBSP(const svbsp_t * svbsp,const float * pos)3814 static qboolean Mod_GenerateLightmaps_SamplePoint_SVBSP(const svbsp_t *svbsp, const float *pos)
3815 {
3816 const svbsp_node_t *node;
3817 const svbsp_node_t *nodes = svbsp->nodes;
3818 int num = 0;
3819 while (num >= 0)
3820 {
3821 node = nodes + num;
3822 num = node->children[DotProduct(node->plane, pos) < node->plane[3]];
3823 }
3824 return num == -1; // true if empty, false if solid (shadowed)
3825 }
3826
Mod_GenerateLightmaps_SamplePoint(const float * pos,const float * normal,float * sample,int numoffsets,const float * offsets)3827 static void Mod_GenerateLightmaps_SamplePoint(const float *pos, const float *normal, float *sample, int numoffsets, const float *offsets)
3828 {
3829 int i;
3830 float relativepoint[3];
3831 float color[3];
3832 float offsetpos[3];
3833 float dist;
3834 float dist2;
3835 float intensity;
3836 int offsetindex;
3837 int hits;
3838 int tests;
3839 const lightmaplight_t *lightinfo;
3840 trace_t trace;
3841 for (i = 0;i < 5*3;i++)
3842 sample[i] = 0.0f;
3843 for (i = 0, lightinfo = mod_generatelightmaps_lightinfo;i < mod_generatelightmaps_numlights;i++, lightinfo++)
3844 {
3845 //R_SampleRTLights(pos, sample, numoffsets, offsets);
3846 VectorSubtract(lightinfo->origin, pos, relativepoint);
3847 // don't accept light from behind a surface, it causes bad shading
3848 if (normal && DotProduct(relativepoint, normal) <= 0)
3849 continue;
3850 dist2 = VectorLength2(relativepoint);
3851 if (dist2 >= lightinfo->radius2)
3852 continue;
3853 dist = sqrt(dist2) * lightinfo->iradius;
3854 intensity = dist < 1 ? ((1.0f - dist) * r_shadow_lightattenuationlinearscale.value / (r_shadow_lightattenuationdividebias.value + dist*dist)) : 0;
3855 if (intensity <= 0)
3856 continue;
3857 if (cl.worldmodel && cl.worldmodel->TraceLine && numoffsets > 0)
3858 {
3859 hits = 0;
3860 tests = 1;
3861 if (Mod_GenerateLightmaps_SamplePoint_SVBSP(&lightinfo->svbsp, pos))
3862 hits++;
3863 for (offsetindex = 1;offsetindex < numoffsets;offsetindex++)
3864 {
3865 VectorAdd(pos, offsets + 3*offsetindex, offsetpos);
3866 if (!normal)
3867 {
3868 // for light grid we'd better check visibility of the offset point
3869 cl.worldmodel->TraceLine(cl.worldmodel, NULL, NULL, &trace, pos, offsetpos, SUPERCONTENTS_VISBLOCKERMASK, SUPERCONTENTS_SKY);
3870 if (trace.fraction < 1)
3871 VectorLerp(pos, trace.fraction, offsetpos, offsetpos);
3872 }
3873 tests++;
3874 if (Mod_GenerateLightmaps_SamplePoint_SVBSP(&lightinfo->svbsp, offsetpos))
3875 hits++;
3876 }
3877 if (!hits)
3878 continue;
3879 // scale intensity according to how many rays succeeded
3880 // we know one test is valid, half of the rest will fail...
3881 //if (normal && tests > 1)
3882 // intensity *= (tests - 1.0f) / tests;
3883 intensity *= (float)hits / tests;
3884 }
3885 // scale down intensity to add to both ambient and diffuse
3886 //intensity *= 0.5f;
3887 VectorNormalize(relativepoint);
3888 VectorScale(lightinfo->color, intensity, color);
3889 VectorMA(sample , 0.5f , color, sample );
3890 VectorMA(sample + 3, relativepoint[0], color, sample + 3);
3891 VectorMA(sample + 6, relativepoint[1], color, sample + 6);
3892 VectorMA(sample + 9, relativepoint[2], color, sample + 9);
3893 // calculate a weighted average light direction as well
3894 intensity *= VectorLength(color);
3895 VectorMA(sample + 12, intensity, relativepoint, sample + 12);
3896 }
3897 }
3898
Mod_GenerateLightmaps_LightmapSample(const float * pos,const float * normal,unsigned char * lm_bgr,unsigned char * lm_dir)3899 static void Mod_GenerateLightmaps_LightmapSample(const float *pos, const float *normal, unsigned char *lm_bgr, unsigned char *lm_dir)
3900 {
3901 float sample[5*3];
3902 float color[3];
3903 float dir[3];
3904 float f;
3905 Mod_GenerateLightmaps_SamplePoint(pos, normal, sample, mod_generatelightmaps_numoffsets[0], mod_generatelightmaps_offsets[0][0]);
3906 //VectorSet(dir, sample[3] + sample[4] + sample[5], sample[6] + sample[7] + sample[8], sample[9] + sample[10] + sample[11]);
3907 VectorCopy(sample + 12, dir);
3908 VectorNormalize(dir);
3909 //VectorAdd(dir, normal, dir);
3910 //VectorNormalize(dir);
3911 f = DotProduct(dir, normal);
3912 f = max(0, f) * 255.0f;
3913 VectorScale(sample, f, color);
3914 //VectorCopy(normal, dir);
3915 VectorSet(dir, (dir[0]+1.0f)*127.5f, (dir[1]+1.0f)*127.5f, (dir[2]+1.0f)*127.5f);
3916 lm_bgr[0] = (unsigned char)bound(0.0f, color[2], 255.0f);
3917 lm_bgr[1] = (unsigned char)bound(0.0f, color[1], 255.0f);
3918 lm_bgr[2] = (unsigned char)bound(0.0f, color[0], 255.0f);
3919 lm_bgr[3] = 255;
3920 lm_dir[0] = (unsigned char)dir[2];
3921 lm_dir[1] = (unsigned char)dir[1];
3922 lm_dir[2] = (unsigned char)dir[0];
3923 lm_dir[3] = 255;
3924 }
3925
Mod_GenerateLightmaps_VertexSample(const float * pos,const float * normal,float * vertex_color)3926 static void Mod_GenerateLightmaps_VertexSample(const float *pos, const float *normal, float *vertex_color)
3927 {
3928 float sample[5*3];
3929 Mod_GenerateLightmaps_SamplePoint(pos, normal, sample, mod_generatelightmaps_numoffsets[1], mod_generatelightmaps_offsets[1][0]);
3930 VectorCopy(sample, vertex_color);
3931 }
3932
Mod_GenerateLightmaps_GridSample(const float * pos,q3dlightgrid_t * s)3933 static void Mod_GenerateLightmaps_GridSample(const float *pos, q3dlightgrid_t *s)
3934 {
3935 float sample[5*3];
3936 float ambient[3];
3937 float diffuse[3];
3938 float dir[3];
3939 Mod_GenerateLightmaps_SamplePoint(pos, NULL, sample, mod_generatelightmaps_numoffsets[2], mod_generatelightmaps_offsets[2][0]);
3940 // calculate the direction we'll use to reduce the sample to a directional light source
3941 VectorCopy(sample + 12, dir);
3942 //VectorSet(dir, sample[3] + sample[4] + sample[5], sample[6] + sample[7] + sample[8], sample[9] + sample[10] + sample[11]);
3943 VectorNormalize(dir);
3944 // extract the diffuse color along the chosen direction and scale it
3945 diffuse[0] = (dir[0]*sample[3] + dir[1]*sample[6] + dir[2]*sample[ 9] + sample[ 0]) * 127.5f;
3946 diffuse[1] = (dir[0]*sample[4] + dir[1]*sample[7] + dir[2]*sample[10] + sample[ 1]) * 127.5f;
3947 diffuse[2] = (dir[0]*sample[5] + dir[1]*sample[8] + dir[2]*sample[11] + sample[ 2]) * 127.5f;
3948 // scale the ambient from 0-2 to 0-255 and subtract some of diffuse
3949 VectorScale(sample, 127.5f, ambient);
3950 VectorMA(ambient, -0.333f, diffuse, ambient);
3951 // encode to the grid format
3952 s->ambientrgb[0] = (unsigned char)bound(0.0f, ambient[0], 255.0f);
3953 s->ambientrgb[1] = (unsigned char)bound(0.0f, ambient[1], 255.0f);
3954 s->ambientrgb[2] = (unsigned char)bound(0.0f, ambient[2], 255.0f);
3955 s->diffusergb[0] = (unsigned char)bound(0.0f, diffuse[0], 255.0f);
3956 s->diffusergb[1] = (unsigned char)bound(0.0f, diffuse[1], 255.0f);
3957 s->diffusergb[2] = (unsigned char)bound(0.0f, diffuse[2], 255.0f);
3958 if (dir[2] >= 0.99f) {s->diffusepitch = 0;s->diffuseyaw = 0;}
3959 else if (dir[2] <= -0.99f) {s->diffusepitch = 128;s->diffuseyaw = 0;}
3960 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));}
3961 }
3962
Mod_GenerateLightmaps_InitSampleOffsets(dp_model_t * model)3963 static void Mod_GenerateLightmaps_InitSampleOffsets(dp_model_t *model)
3964 {
3965 float radius[3];
3966 float temp[3];
3967 int i, j;
3968 memset(mod_generatelightmaps_offsets, 0, sizeof(mod_generatelightmaps_offsets));
3969 mod_generatelightmaps_numoffsets[0] = min(MAX_LIGHTMAPSAMPLES, mod_generatelightmaps_lightmapsamples.integer);
3970 mod_generatelightmaps_numoffsets[1] = min(MAX_LIGHTMAPSAMPLES, mod_generatelightmaps_vertexsamples.integer);
3971 mod_generatelightmaps_numoffsets[2] = min(MAX_LIGHTMAPSAMPLES, mod_generatelightmaps_gridsamples.integer);
3972 radius[0] = mod_generatelightmaps_lightmapradius.value;
3973 radius[1] = mod_generatelightmaps_vertexradius.value;
3974 radius[2] = mod_generatelightmaps_gridradius.value;
3975 for (i = 0;i < 3;i++)
3976 {
3977 for (j = 1;j < mod_generatelightmaps_numoffsets[i];j++)
3978 {
3979 VectorRandom(temp);
3980 VectorScale(temp, radius[i], mod_generatelightmaps_offsets[i][j]);
3981 }
3982 }
3983 }
3984
Mod_GenerateLightmaps_DestroyLightmaps(dp_model_t * model)3985 static void Mod_GenerateLightmaps_DestroyLightmaps(dp_model_t *model)
3986 {
3987 msurface_t *surface;
3988 int surfaceindex;
3989 int i;
3990 for (surfaceindex = 0;surfaceindex < model->num_surfaces;surfaceindex++)
3991 {
3992 surface = model->data_surfaces + surfaceindex;
3993 surface->lightmaptexture = NULL;
3994 surface->deluxemaptexture = NULL;
3995 }
3996 if (model->brushq3.data_lightmaps)
3997 {
3998 for (i = 0;i < model->brushq3.num_mergedlightmaps;i++)
3999 if (model->brushq3.data_lightmaps[i])
4000 R_FreeTexture(model->brushq3.data_lightmaps[i]);
4001 Mem_Free(model->brushq3.data_lightmaps);
4002 model->brushq3.data_lightmaps = NULL;
4003 }
4004 if (model->brushq3.data_deluxemaps)
4005 {
4006 for (i = 0;i < model->brushq3.num_mergedlightmaps;i++)
4007 if (model->brushq3.data_deluxemaps[i])
4008 R_FreeTexture(model->brushq3.data_deluxemaps[i]);
4009 Mem_Free(model->brushq3.data_deluxemaps);
4010 model->brushq3.data_deluxemaps = NULL;
4011 }
4012 }
4013
Mod_GenerateLightmaps_UnweldTriangles(dp_model_t * model)4014 static void Mod_GenerateLightmaps_UnweldTriangles(dp_model_t *model)
4015 {
4016 msurface_t *surface;
4017 int surfaceindex;
4018 int vertexindex;
4019 int outvertexindex;
4020 int i;
4021 const int *e;
4022 surfmesh_t oldsurfmesh;
4023 size_t size;
4024 unsigned char *data;
4025 oldsurfmesh = model->surfmesh;
4026 model->surfmesh.num_triangles = oldsurfmesh.num_triangles;
4027 model->surfmesh.num_vertices = oldsurfmesh.num_triangles * 3;
4028 size = 0;
4029 size += model->surfmesh.num_vertices * sizeof(float[3]);
4030 size += model->surfmesh.num_vertices * sizeof(float[3]);
4031 size += model->surfmesh.num_vertices * sizeof(float[3]);
4032 size += model->surfmesh.num_vertices * sizeof(float[3]);
4033 size += model->surfmesh.num_vertices * sizeof(float[2]);
4034 size += model->surfmesh.num_vertices * sizeof(float[2]);
4035 size += model->surfmesh.num_vertices * sizeof(float[4]);
4036 data = (unsigned char *)Mem_Alloc(model->mempool, size);
4037 model->surfmesh.data_vertex3f = (float *)data;data += model->surfmesh.num_vertices * sizeof(float[3]);
4038 model->surfmesh.data_normal3f = (float *)data;data += model->surfmesh.num_vertices * sizeof(float[3]);
4039 model->surfmesh.data_svector3f = (float *)data;data += model->surfmesh.num_vertices * sizeof(float[3]);
4040 model->surfmesh.data_tvector3f = (float *)data;data += model->surfmesh.num_vertices * sizeof(float[3]);
4041 model->surfmesh.data_texcoordtexture2f = (float *)data;data += model->surfmesh.num_vertices * sizeof(float[2]);
4042 model->surfmesh.data_texcoordlightmap2f = (float *)data;data += model->surfmesh.num_vertices * sizeof(float[2]);
4043 model->surfmesh.data_lightmapcolor4f = (float *)data;data += model->surfmesh.num_vertices * sizeof(float[4]);
4044 if (model->surfmesh.num_vertices > 65536)
4045 model->surfmesh.data_element3s = NULL;
4046
4047 if (model->surfmesh.data_element3i_indexbuffer)
4048 R_Mesh_DestroyMeshBuffer(model->surfmesh.data_element3i_indexbuffer);
4049 model->surfmesh.data_element3i_indexbuffer = NULL;
4050 if (model->surfmesh.data_element3s_indexbuffer)
4051 R_Mesh_DestroyMeshBuffer(model->surfmesh.data_element3s_indexbuffer);
4052 model->surfmesh.data_element3s_indexbuffer = NULL;
4053 if (model->surfmesh.vbo_vertexbuffer)
4054 R_Mesh_DestroyMeshBuffer(model->surfmesh.vbo_vertexbuffer);
4055 model->surfmesh.vbo_vertexbuffer = 0;
4056
4057 // convert all triangles to unique vertex data
4058 outvertexindex = 0;
4059 for (surfaceindex = 0;surfaceindex < model->num_surfaces;surfaceindex++)
4060 {
4061 surface = model->data_surfaces + surfaceindex;
4062 surface->num_firstvertex = outvertexindex;
4063 surface->num_vertices = surface->num_triangles*3;
4064 e = oldsurfmesh.data_element3i + surface->num_firsttriangle*3;
4065 for (i = 0;i < surface->num_triangles*3;i++)
4066 {
4067 vertexindex = e[i];
4068 model->surfmesh.data_vertex3f[outvertexindex*3+0] = oldsurfmesh.data_vertex3f[vertexindex*3+0];
4069 model->surfmesh.data_vertex3f[outvertexindex*3+1] = oldsurfmesh.data_vertex3f[vertexindex*3+1];
4070 model->surfmesh.data_vertex3f[outvertexindex*3+2] = oldsurfmesh.data_vertex3f[vertexindex*3+2];
4071 model->surfmesh.data_normal3f[outvertexindex*3+0] = oldsurfmesh.data_normal3f[vertexindex*3+0];
4072 model->surfmesh.data_normal3f[outvertexindex*3+1] = oldsurfmesh.data_normal3f[vertexindex*3+1];
4073 model->surfmesh.data_normal3f[outvertexindex*3+2] = oldsurfmesh.data_normal3f[vertexindex*3+2];
4074 model->surfmesh.data_svector3f[outvertexindex*3+0] = oldsurfmesh.data_svector3f[vertexindex*3+0];
4075 model->surfmesh.data_svector3f[outvertexindex*3+1] = oldsurfmesh.data_svector3f[vertexindex*3+1];
4076 model->surfmesh.data_svector3f[outvertexindex*3+2] = oldsurfmesh.data_svector3f[vertexindex*3+2];
4077 model->surfmesh.data_tvector3f[outvertexindex*3+0] = oldsurfmesh.data_tvector3f[vertexindex*3+0];
4078 model->surfmesh.data_tvector3f[outvertexindex*3+1] = oldsurfmesh.data_tvector3f[vertexindex*3+1];
4079 model->surfmesh.data_tvector3f[outvertexindex*3+2] = oldsurfmesh.data_tvector3f[vertexindex*3+2];
4080 model->surfmesh.data_texcoordtexture2f[outvertexindex*2+0] = oldsurfmesh.data_texcoordtexture2f[vertexindex*2+0];
4081 model->surfmesh.data_texcoordtexture2f[outvertexindex*2+1] = oldsurfmesh.data_texcoordtexture2f[vertexindex*2+1];
4082 if (oldsurfmesh.data_texcoordlightmap2f)
4083 {
4084 model->surfmesh.data_texcoordlightmap2f[outvertexindex*2+0] = oldsurfmesh.data_texcoordlightmap2f[vertexindex*2+0];
4085 model->surfmesh.data_texcoordlightmap2f[outvertexindex*2+1] = oldsurfmesh.data_texcoordlightmap2f[vertexindex*2+1];
4086 }
4087 if (oldsurfmesh.data_lightmapcolor4f)
4088 {
4089 model->surfmesh.data_lightmapcolor4f[outvertexindex*4+0] = oldsurfmesh.data_lightmapcolor4f[vertexindex*4+0];
4090 model->surfmesh.data_lightmapcolor4f[outvertexindex*4+1] = oldsurfmesh.data_lightmapcolor4f[vertexindex*4+1];
4091 model->surfmesh.data_lightmapcolor4f[outvertexindex*4+2] = oldsurfmesh.data_lightmapcolor4f[vertexindex*4+2];
4092 model->surfmesh.data_lightmapcolor4f[outvertexindex*4+3] = oldsurfmesh.data_lightmapcolor4f[vertexindex*4+3];
4093 }
4094 else
4095 Vector4Set(model->surfmesh.data_lightmapcolor4f + 4*outvertexindex, 1, 1, 1, 1);
4096 model->surfmesh.data_element3i[surface->num_firsttriangle*3+i] = outvertexindex;
4097 outvertexindex++;
4098 }
4099 }
4100 if (model->surfmesh.data_element3s)
4101 for (i = 0;i < model->surfmesh.num_triangles*3;i++)
4102 model->surfmesh.data_element3s[i] = model->surfmesh.data_element3i[i];
4103
4104 // find and update all submodels to use this new surfmesh data
4105 for (i = 0;i < model->brush.numsubmodels;i++)
4106 model->brush.submodels[i]->surfmesh = model->surfmesh;
4107 }
4108
Mod_GenerateLightmaps_CreateTriangleInformation(dp_model_t * model)4109 static void Mod_GenerateLightmaps_CreateTriangleInformation(dp_model_t *model)
4110 {
4111 msurface_t *surface;
4112 int surfaceindex;
4113 int i;
4114 int axis;
4115 float normal[3];
4116 const int *e;
4117 lightmaptriangle_t *triangle;
4118 // generate lightmap triangle structs
4119 mod_generatelightmaps_lightmaptriangles = (lightmaptriangle_t *)Mem_Alloc(model->mempool, model->surfmesh.num_triangles * sizeof(lightmaptriangle_t));
4120 for (surfaceindex = 0;surfaceindex < model->num_surfaces;surfaceindex++)
4121 {
4122 surface = model->data_surfaces + surfaceindex;
4123 e = model->surfmesh.data_element3i + surface->num_firsttriangle*3;
4124 for (i = 0;i < surface->num_triangles;i++)
4125 {
4126 triangle = &mod_generatelightmaps_lightmaptriangles[surface->num_firsttriangle+i];
4127 triangle->triangleindex = surface->num_firsttriangle+i;
4128 triangle->surfaceindex = surfaceindex;
4129 VectorCopy(model->surfmesh.data_vertex3f + 3*e[i*3+0], triangle->vertex[0]);
4130 VectorCopy(model->surfmesh.data_vertex3f + 3*e[i*3+1], triangle->vertex[1]);
4131 VectorCopy(model->surfmesh.data_vertex3f + 3*e[i*3+2], triangle->vertex[2]);
4132 // calculate bounds of triangle
4133 triangle->mins[0] = min(triangle->vertex[0][0], min(triangle->vertex[1][0], triangle->vertex[2][0]));
4134 triangle->mins[1] = min(triangle->vertex[0][1], min(triangle->vertex[1][1], triangle->vertex[2][1]));
4135 triangle->mins[2] = min(triangle->vertex[0][2], min(triangle->vertex[1][2], triangle->vertex[2][2]));
4136 triangle->maxs[0] = max(triangle->vertex[0][0], max(triangle->vertex[1][0], triangle->vertex[2][0]));
4137 triangle->maxs[1] = max(triangle->vertex[0][1], max(triangle->vertex[1][1], triangle->vertex[2][1]));
4138 triangle->maxs[2] = max(triangle->vertex[0][2], max(triangle->vertex[1][2], triangle->vertex[2][2]));
4139 // pick an axial projection based on the triangle normal
4140 TriangleNormal(triangle->vertex[0], triangle->vertex[1], triangle->vertex[2], normal);
4141 axis = 0;
4142 if (fabs(normal[1]) > fabs(normal[axis]))
4143 axis = 1;
4144 if (fabs(normal[2]) > fabs(normal[axis]))
4145 axis = 2;
4146 triangle->axis = axis;
4147 }
4148 }
4149 }
4150
Mod_GenerateLightmaps_DestroyTriangleInformation(dp_model_t * model)4151 static void Mod_GenerateLightmaps_DestroyTriangleInformation(dp_model_t *model)
4152 {
4153 if (mod_generatelightmaps_lightmaptriangles)
4154 Mem_Free(mod_generatelightmaps_lightmaptriangles);
4155 mod_generatelightmaps_lightmaptriangles = NULL;
4156 }
4157
4158 float lmaxis[3][3] = {{1, 0, 0}, {0, 1, 0}, {0, 0, 1}};
4159
Mod_GenerateLightmaps_CreateLightmaps(dp_model_t * model)4160 static void Mod_GenerateLightmaps_CreateLightmaps(dp_model_t *model)
4161 {
4162 msurface_t *surface;
4163 int surfaceindex;
4164 int lightmapindex;
4165 int lightmapnumber;
4166 int i;
4167 int j;
4168 int k;
4169 int x;
4170 int y;
4171 int axis;
4172 int axis1;
4173 int axis2;
4174 int retry;
4175 int pixeloffset;
4176 float trianglenormal[3];
4177 float samplecenter[3];
4178 float samplenormal[3];
4179 float temp[3];
4180 float lmiscale[2];
4181 float slopex;
4182 float slopey;
4183 float slopebase;
4184 float lmscalepixels;
4185 float lmmins;
4186 float lmmaxs;
4187 float lm_basescalepixels;
4188 int lm_borderpixels;
4189 int lm_texturesize;
4190 //int lm_maxpixels;
4191 const int *e;
4192 lightmaptriangle_t *triangle;
4193 unsigned char *lightmappixels;
4194 unsigned char *deluxemappixels;
4195 mod_alloclightmap_state_t lmstate;
4196 char vabuf[1024];
4197
4198 // generate lightmap projection information for all triangles
4199 if (model->texturepool == NULL)
4200 model->texturepool = R_AllocTexturePool();
4201 lm_basescalepixels = 1.0f / max(0.0001f, mod_generatelightmaps_unitspersample.value);
4202 lm_borderpixels = mod_generatelightmaps_borderpixels.integer;
4203 lm_texturesize = bound(lm_borderpixels*2+1, 64, (int)vid.maxtexturesize_2d);
4204 //lm_maxpixels = lm_texturesize-(lm_borderpixels*2+1);
4205 Mod_AllocLightmap_Init(&lmstate, lm_texturesize, lm_texturesize);
4206 lightmapnumber = 0;
4207 for (surfaceindex = 0;surfaceindex < model->num_surfaces;surfaceindex++)
4208 {
4209 surface = model->data_surfaces + surfaceindex;
4210 e = model->surfmesh.data_element3i + surface->num_firsttriangle*3;
4211 lmscalepixels = lm_basescalepixels;
4212 for (retry = 0;retry < 30;retry++)
4213 {
4214 // after a couple failed attempts, degrade quality to make it fit
4215 if (retry > 1)
4216 lmscalepixels *= 0.5f;
4217 for (i = 0;i < surface->num_triangles;i++)
4218 {
4219 triangle = &mod_generatelightmaps_lightmaptriangles[surface->num_firsttriangle+i];
4220 triangle->lightmapindex = lightmapnumber;
4221 // calculate lightmap bounds in 3D pixel coordinates, limit size,
4222 // pick two planar axes for projection
4223 // lightmap coordinates here are in pixels
4224 // lightmap projections are snapped to pixel grid explicitly, such
4225 // that two neighboring triangles sharing an edge and projection
4226 // axis will have identical sampl espacing along their shared edge
4227 k = 0;
4228 for (j = 0;j < 3;j++)
4229 {
4230 if (j == triangle->axis)
4231 continue;
4232 lmmins = floor(triangle->mins[j]*lmscalepixels)-lm_borderpixels;
4233 lmmaxs = floor(triangle->maxs[j]*lmscalepixels)+lm_borderpixels;
4234 triangle->lmsize[k] = (int)(lmmaxs-lmmins);
4235 triangle->lmbase[k] = lmmins/lmscalepixels;
4236 triangle->lmscale[k] = lmscalepixels;
4237 k++;
4238 }
4239 if (!Mod_AllocLightmap_Block(&lmstate, triangle->lmsize[0], triangle->lmsize[1], &triangle->lmoffset[0], &triangle->lmoffset[1]))
4240 break;
4241 }
4242 // if all fit in this texture, we're done with this surface
4243 if (i == surface->num_triangles)
4244 break;
4245 // if we haven't maxed out the lightmap size yet, we retry the
4246 // entire surface batch...
4247 if (lm_texturesize * 2 <= min(mod_generatelightmaps_texturesize.integer, (int)vid.maxtexturesize_2d))
4248 {
4249 lm_texturesize *= 2;
4250 surfaceindex = -1;
4251 lightmapnumber = 0;
4252 Mod_AllocLightmap_Free(&lmstate);
4253 Mod_AllocLightmap_Init(&lmstate, lm_texturesize, lm_texturesize);
4254 break;
4255 }
4256 // if we have maxed out the lightmap size, and this triangle does
4257 // not fit in the same texture as the rest of the surface, we have
4258 // to retry the entire surface in a new texture (can only use one)
4259 // with multiple retries, the lightmap quality degrades until it
4260 // fits (or gives up)
4261 if (surfaceindex > 0)
4262 lightmapnumber++;
4263 Mod_AllocLightmap_Reset(&lmstate);
4264 }
4265 }
4266 lightmapnumber++;
4267 Mod_AllocLightmap_Free(&lmstate);
4268
4269 // now put triangles together into lightmap textures, and do not allow
4270 // triangles of a surface to go into different textures (as that would
4271 // require rewriting the surface list)
4272 model->brushq3.deluxemapping_modelspace = true;
4273 model->brushq3.deluxemapping = true;
4274 model->brushq3.num_mergedlightmaps = lightmapnumber;
4275 model->brushq3.data_lightmaps = (rtexture_t **)Mem_Alloc(model->mempool, model->brushq3.num_mergedlightmaps * sizeof(rtexture_t *));
4276 model->brushq3.data_deluxemaps = (rtexture_t **)Mem_Alloc(model->mempool, model->brushq3.num_mergedlightmaps * sizeof(rtexture_t *));
4277 lightmappixels = (unsigned char *)Mem_Alloc(tempmempool, model->brushq3.num_mergedlightmaps * lm_texturesize * lm_texturesize * 4);
4278 deluxemappixels = (unsigned char *)Mem_Alloc(tempmempool, model->brushq3.num_mergedlightmaps * lm_texturesize * lm_texturesize * 4);
4279 for (surfaceindex = 0;surfaceindex < model->num_surfaces;surfaceindex++)
4280 {
4281 surface = model->data_surfaces + surfaceindex;
4282 e = model->surfmesh.data_element3i + surface->num_firsttriangle*3;
4283 for (i = 0;i < surface->num_triangles;i++)
4284 {
4285 triangle = &mod_generatelightmaps_lightmaptriangles[surface->num_firsttriangle+i];
4286 TriangleNormal(triangle->vertex[0], triangle->vertex[1], triangle->vertex[2], trianglenormal);
4287 VectorNormalize(trianglenormal);
4288 VectorCopy(trianglenormal, samplenormal); // FIXME: this is supposed to be interpolated per pixel from vertices
4289 axis = triangle->axis;
4290 axis1 = axis == 0 ? 1 : 0;
4291 axis2 = axis == 2 ? 1 : 2;
4292 lmiscale[0] = 1.0f / triangle->lmscale[0];
4293 lmiscale[1] = 1.0f / triangle->lmscale[1];
4294 if (trianglenormal[axis] < 0)
4295 VectorNegate(trianglenormal, trianglenormal);
4296 CrossProduct(lmaxis[axis2], trianglenormal, temp);slopex = temp[axis] / temp[axis1];
4297 CrossProduct(lmaxis[axis1], trianglenormal, temp);slopey = temp[axis] / temp[axis2];
4298 slopebase = triangle->vertex[0][axis] - triangle->vertex[0][axis1]*slopex - triangle->vertex[0][axis2]*slopey;
4299 for (j = 0;j < 3;j++)
4300 {
4301 float *t2f = model->surfmesh.data_texcoordlightmap2f + e[i*3+j]*2;
4302 t2f[0] = ((triangle->vertex[j][axis1] - triangle->lmbase[0]) * triangle->lmscale[0] + triangle->lmoffset[0]) / lm_texturesize;
4303 t2f[1] = ((triangle->vertex[j][axis2] - triangle->lmbase[1]) * triangle->lmscale[1] + triangle->lmoffset[1]) / lm_texturesize;
4304 #if 0
4305 samplecenter[axis1] = (t2f[0]*lm_texturesize-triangle->lmoffset[0])*lmiscale[0] + triangle->lmbase[0];
4306 samplecenter[axis2] = (t2f[1]*lm_texturesize-triangle->lmoffset[1])*lmiscale[1] + triangle->lmbase[1];
4307 samplecenter[axis] = samplecenter[axis1]*slopex + samplecenter[axis2]*slopey + slopebase;
4308 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]);
4309 #endif
4310 }
4311
4312 #if 0
4313 switch (axis)
4314 {
4315 default:
4316 case 0:
4317 forward[0] = 0;
4318 forward[1] = 1.0f / triangle->lmscale[0];
4319 forward[2] = 0;
4320 left[0] = 0;
4321 left[1] = 0;
4322 left[2] = 1.0f / triangle->lmscale[1];
4323 up[0] = 1.0f;
4324 up[1] = 0;
4325 up[2] = 0;
4326 origin[0] = 0;
4327 origin[1] = triangle->lmbase[0];
4328 origin[2] = triangle->lmbase[1];
4329 break;
4330 case 1:
4331 forward[0] = 1.0f / triangle->lmscale[0];
4332 forward[1] = 0;
4333 forward[2] = 0;
4334 left[0] = 0;
4335 left[1] = 0;
4336 left[2] = 1.0f / triangle->lmscale[1];
4337 up[0] = 0;
4338 up[1] = 1.0f;
4339 up[2] = 0;
4340 origin[0] = triangle->lmbase[0];
4341 origin[1] = 0;
4342 origin[2] = triangle->lmbase[1];
4343 break;
4344 case 2:
4345 forward[0] = 1.0f / triangle->lmscale[0];
4346 forward[1] = 0;
4347 forward[2] = 0;
4348 left[0] = 0;
4349 left[1] = 1.0f / triangle->lmscale[1];
4350 left[2] = 0;
4351 up[0] = 0;
4352 up[1] = 0;
4353 up[2] = 1.0f;
4354 origin[0] = triangle->lmbase[0];
4355 origin[1] = triangle->lmbase[1];
4356 origin[2] = 0;
4357 break;
4358 }
4359 Matrix4x4_FromVectors(&backmatrix, forward, left, up, origin);
4360 #endif
4361 #define LM_DIST_EPSILON (1.0f / 32.0f)
4362 for (y = 0;y < triangle->lmsize[1];y++)
4363 {
4364 pixeloffset = ((triangle->lightmapindex * lm_texturesize + y + triangle->lmoffset[1]) * lm_texturesize + triangle->lmoffset[0]) * 4;
4365 for (x = 0;x < triangle->lmsize[0];x++, pixeloffset += 4)
4366 {
4367 samplecenter[axis1] = (x+0.5f)*lmiscale[0] + triangle->lmbase[0];
4368 samplecenter[axis2] = (y+0.5f)*lmiscale[1] + triangle->lmbase[1];
4369 samplecenter[axis] = samplecenter[axis1]*slopex + samplecenter[axis2]*slopey + slopebase;
4370 VectorMA(samplecenter, 0.125f, samplenormal, samplecenter);
4371 Mod_GenerateLightmaps_LightmapSample(samplecenter, samplenormal, lightmappixels + pixeloffset, deluxemappixels + pixeloffset);
4372 }
4373 }
4374 }
4375 }
4376
4377 for (lightmapindex = 0;lightmapindex < model->brushq3.num_mergedlightmaps;lightmapindex++)
4378 {
4379 model->brushq3.data_lightmaps[lightmapindex] = R_LoadTexture2D(model->texturepool, va(vabuf, sizeof(vabuf), "lightmap%i", lightmapindex), lm_texturesize, lm_texturesize, lightmappixels + lightmapindex * lm_texturesize * lm_texturesize * 4, TEXTYPE_BGRA, TEXF_FORCELINEAR, -1, NULL);
4380 model->brushq3.data_deluxemaps[lightmapindex] = R_LoadTexture2D(model->texturepool, va(vabuf, sizeof(vabuf), "deluxemap%i", lightmapindex), lm_texturesize, lm_texturesize, deluxemappixels + lightmapindex * lm_texturesize * lm_texturesize * 4, TEXTYPE_BGRA, TEXF_FORCELINEAR, -1, NULL);
4381 }
4382
4383 if (lightmappixels)
4384 Mem_Free(lightmappixels);
4385 if (deluxemappixels)
4386 Mem_Free(deluxemappixels);
4387
4388 for (surfaceindex = 0;surfaceindex < model->num_surfaces;surfaceindex++)
4389 {
4390 surface = model->data_surfaces + surfaceindex;
4391 if (!surface->num_triangles)
4392 continue;
4393 lightmapindex = mod_generatelightmaps_lightmaptriangles[surface->num_firsttriangle].lightmapindex;
4394 surface->lightmaptexture = model->brushq3.data_lightmaps[lightmapindex];
4395 surface->deluxemaptexture = model->brushq3.data_deluxemaps[lightmapindex];
4396 surface->lightmapinfo = NULL;
4397 }
4398
4399 model->brush.LightPoint = Mod_GenerateLightmaps_LightPoint;
4400 model->brushq1.lightdata = NULL;
4401 model->brushq1.lightmapupdateflags = NULL;
4402 model->brushq1.firstrender = false;
4403 model->brushq1.num_lightstyles = 0;
4404 model->brushq1.data_lightstyleinfo = NULL;
4405 for (i = 0;i < model->brush.numsubmodels;i++)
4406 {
4407 model->brush.submodels[i]->brushq1.lightmapupdateflags = NULL;
4408 model->brush.submodels[i]->brushq1.firstrender = false;
4409 model->brush.submodels[i]->brushq1.num_lightstyles = 0;
4410 model->brush.submodels[i]->brushq1.data_lightstyleinfo = NULL;
4411 }
4412 }
4413
Mod_GenerateLightmaps_UpdateVertexColors(dp_model_t * model)4414 static void Mod_GenerateLightmaps_UpdateVertexColors(dp_model_t *model)
4415 {
4416 int i;
4417 for (i = 0;i < model->surfmesh.num_vertices;i++)
4418 Mod_GenerateLightmaps_VertexSample(model->surfmesh.data_vertex3f + 3*i, model->surfmesh.data_normal3f + 3*i, model->surfmesh.data_lightmapcolor4f + 4*i);
4419 }
4420
Mod_GenerateLightmaps_UpdateLightGrid(dp_model_t * model)4421 static void Mod_GenerateLightmaps_UpdateLightGrid(dp_model_t *model)
4422 {
4423 int x;
4424 int y;
4425 int z;
4426 int index = 0;
4427 float pos[3];
4428 for (z = 0;z < model->brushq3.num_lightgrid_isize[2];z++)
4429 {
4430 pos[2] = (model->brushq3.num_lightgrid_imins[2] + z + 0.5f) * model->brushq3.num_lightgrid_cellsize[2];
4431 for (y = 0;y < model->brushq3.num_lightgrid_isize[1];y++)
4432 {
4433 pos[1] = (model->brushq3.num_lightgrid_imins[1] + y + 0.5f) * model->brushq3.num_lightgrid_cellsize[1];
4434 for (x = 0;x < model->brushq3.num_lightgrid_isize[0];x++, index++)
4435 {
4436 pos[0] = (model->brushq3.num_lightgrid_imins[0] + x + 0.5f) * model->brushq3.num_lightgrid_cellsize[0];
4437 Mod_GenerateLightmaps_GridSample(pos, model->brushq3.data_lightgrid + index);
4438 }
4439 }
4440 }
4441 }
4442
4443 extern cvar_t mod_q3bsp_nolightmaps;
Mod_GenerateLightmaps(dp_model_t * model)4444 static void Mod_GenerateLightmaps(dp_model_t *model)
4445 {
4446 //lightmaptriangle_t *lightmaptriangles = Mem_Alloc(model->mempool, model->surfmesh.num_triangles * sizeof(lightmaptriangle_t));
4447 dp_model_t *oldloadmodel = loadmodel;
4448 loadmodel = model;
4449
4450 Mod_GenerateLightmaps_InitSampleOffsets(model);
4451 Mod_GenerateLightmaps_DestroyLightmaps(model);
4452 Mod_GenerateLightmaps_UnweldTriangles(model);
4453 Mod_GenerateLightmaps_CreateTriangleInformation(model);
4454 Mod_GenerateLightmaps_CreateLights(model);
4455 if(!mod_q3bsp_nolightmaps.integer)
4456 Mod_GenerateLightmaps_CreateLightmaps(model);
4457 Mod_GenerateLightmaps_UpdateVertexColors(model);
4458 Mod_GenerateLightmaps_UpdateLightGrid(model);
4459 Mod_GenerateLightmaps_DestroyLights(model);
4460 Mod_GenerateLightmaps_DestroyTriangleInformation(model);
4461
4462 loadmodel = oldloadmodel;
4463 }
4464
Mod_GenerateLightmaps_f(void)4465 static void Mod_GenerateLightmaps_f(void)
4466 {
4467 if (Cmd_Argc() != 1)
4468 {
4469 Con_Printf("usage: mod_generatelightmaps\n");
4470 return;
4471 }
4472 if (!cl.worldmodel)
4473 {
4474 Con_Printf("no worldmodel loaded\n");
4475 return;
4476 }
4477 Mod_GenerateLightmaps(cl.worldmodel);
4478 }
4479