xash3d-fwgs/ref/vk/vk_brush.c

1995 lines
64 KiB
C

#include "vk_brush.h"
#include "vk_core.h"
#include "vk_const.h"
#include "vk_buffer.h"
#include "vk_pipeline.h"
#include "vk_framectl.h"
#include "vk_math.h"
#include "r_textures.h"
#include "vk_lightmap.h"
#include "vk_scene.h"
#include "vk_render.h"
#include "vk_geometry.h"
#include "vk_light.h"
#include "vk_mapents.h"
#include "r_speeds.h"
#include "vk_staging.h"
#include "vk_logs.h"
#include "profiler.h"
#include "camera.h"
#include "ref_params.h"
#include "eiface.h"
#include <math.h>
#include <memory.h>
#define MODULE_NAME "brush"
#define LOG_MODULE brush
typedef struct {
int surfaces_count;
const int *surfaces_indices;
r_geometry_range_t geometry;
vk_render_model_t render_model;
} r_brush_water_model_t;
typedef struct {
float texture_width;
int vertices_count;
int vertices_src_offset;
int vertices_dst_offset;
int geometry_index;
} r_conveyor_t;
typedef struct vk_brush_model_s {
model_t *engine_model;
int patch_rendermode;
r_geometry_range_t geometry;
vk_render_model_t render_model;
int *surface_to_geometry_index;
int *animated_indexes;
int animated_indexes_count;
matrix4x4 prev_transform;
float prev_time;
r_brush_water_model_t water;
r_brush_water_model_t water_sides;
int conveyors_count;
r_conveyor_t *conveyors;
vk_vertex_t *conveyors_vertices;
// Polylights which need to be added per-frame dynamically
struct rt_light_add_polygon_s *dynamic_polylights;
int dynamic_polylights_count;
} vk_brush_model_t;
typedef struct {
int surfaces;
int vertices;
int indices;
} water_model_sizes_t;
typedef struct {
int num_surfaces, num_vertices, num_indices;
int max_texture_id;
int animated_count;
int conveyors_count;
int conveyors_vertices_count;
int sky_surfaces_count;
water_model_sizes_t water, side_water;
} model_sizes_t;
typedef struct conn_edge_s {
int first_surface;
int count;
} conn_edge_t;
typedef struct linked_value_s {
int value, link;
} linked_value_t;
#define MAX_VERTEX_SURFACES 16
typedef struct conn_vertex_s {
int count;
linked_value_t surfs[MAX_VERTEX_SURFACES];
} conn_vertex_t;
static struct {
struct {
int total_vertices, total_indices;
int models_drawn;
int water_surfaces_drawn;
int water_polys_drawn;
} stat;
int rtable[MOD_FRAMES][MOD_FRAMES];
// Unfortunately the engine only tracks the toplevel worldmodel. *xx submodels, while having their own entities and models, are not lifetime-tracked.
// I.e. the engine doesn't call Mod_ProcessRenderData() on them, so we don't directly know when to create or destroy them.
// Therefore, we need to track them manually and destroy them based on some other external event, e.g. Mod_ProcessRenderData(worldmodel)
vk_brush_model_t *models[MAX_MODELS];
int models_count;
#define MAX_ANIMATED_TEXTURES 256
int updated_textures[MAX_ANIMATED_TEXTURES];
// Smoothed normals comptutation
// Connectome for edges and vertices
struct {
int edges_capacity;
conn_edge_t *edges;
int vertices_capacity;
conn_vertex_t *vertices;
} conn;
} g_brush;
void VK_InitRandomTable( void )
{
int tu, tv;
// make random predictable
gEngine.COM_SetRandomSeed( 255 );
for( tu = 0; tu < MOD_FRAMES; tu++ )
{
for( tv = 0; tv < MOD_FRAMES; tv++ )
{
g_brush.rtable[tu][tv] = gEngine.COM_RandomLong( 0, 0x7FFF );
}
}
gEngine.COM_SetRandomSeed( 0 );
}
qboolean R_BrushInit( void )
{
VK_InitRandomTable ();
R_SPEEDS_COUNTER(g_brush.stat.models_drawn, "drawn", kSpeedsMetricCount);
R_SPEEDS_COUNTER(g_brush.stat.water_surfaces_drawn, "water.surfaces", kSpeedsMetricCount);
R_SPEEDS_COUNTER(g_brush.stat.water_polys_drawn, "water.polys", kSpeedsMetricCount);
return true;
}
void R_BrushShutdown( void ) {
if (g_brush.conn.edges)
Mem_Free(g_brush.conn.edges);
}
// speed up sin calculations
static const float r_turbsin[] =
{
#include "warpsin.h"
};
#define SUBDIVIDE_SIZE 64
#define TURBSCALE ( 256.0f / ( M_PI2 ))
static void addWarpVertIndCounts(const msurface_t *warp, int *num_vertices, int *num_indices) {
for( const glpoly_t *p = warp->polys; p; p = p->next ) {
const int triangles = p->numverts - 2;
*num_vertices += p->numverts;
*num_indices += triangles * 3;
}
}
typedef struct {
float prev_time;
float wave_height;
const msurface_t *warp;
vk_vertex_t *dst_vertices;
uint16_t *dst_indices;
vk_render_geometry_t *dst_geometry;
int *out_vertex_count, *out_index_count;
qboolean debug;
} compute_water_polys_t;
#if 0
static qboolean tesselationHasSameOrientation( const msurface_t *surf, qboolean debug ) {
const glpoly_t *poly = surf->polys;
ASSERT(poly);
ASSERT(poly->numverts > 2);
const float *v = poly->verts[0];
const float *const v0 = poly->verts[0];
const float *const v1 = poly->verts[1];
const float *const v2 = poly->verts[2];
vec3_t e0, e1, normal;
VectorSubtract( v2, v0, e0 );
VectorSubtract( v1, v0, e1 );
/* if (surf->flags & SURF_PLANEBACK) */
/* CrossProduct( e1, e0, normal ); */
/* else */
CrossProduct( e0, e1, normal );
// Debug only
VectorNormalize(normal);
const float dot = DotProduct(normal, surf->plane->normal);
const qboolean same = dot > 0;
if (debug)
DEBUG(" surf=%p back=%d plane=(%f, %f, %f), poly=(%f, %f, %f) dot=%f same=%d",
surf, !!(surf->flags & SURF_PLANEBACK),
surf->plane->normal[0], surf->plane->normal[1], surf->plane->normal[2],
normal[0], normal[1], normal[2],
dot, same
);
return same;
}
#endif
static void brushComputeWaterPolys( compute_water_polys_t args ) {
const float time = gpGlobals->time;
const qboolean reverse = false;//!tesselationHasSameOrientation( args.warp, args.debug );
#define MAX_WATER_VERTICES 16
vk_vertex_t poly_vertices[MAX_WATER_VERTICES];
// FIXME unused? const qboolean useQuads = FBitSet( warp->flags, SURF_DRAWTURB_QUADS );
ASSERT(args.warp->polys);
// reset fog color for nonlightmapped water
// FIXME VK GL_ResetFogColor();
int vertices = 0;
int indices = 0;
/* 0x18 = 0001 1000 */
/* 0x9A = 1001 1010 */
if (args.debug)
DEBUG("W: surf=%p reverse=%d flags=(%08X)%c%c%c%c%c%c%c%c type=%s normal=(%f %f %f)",
args.warp, reverse, args.warp->flags,
(args.warp->flags & SURF_PLANEBACK) ? 'B' : '.',
(args.warp->flags & SURF_DRAWSKY) ? 'S' : '.',
(args.warp->flags & SURF_DRAWTURB_QUADS) ? 'Q' : '.',
(args.warp->flags & SURF_DRAWTURB) ? 'U' : '.',
(args.warp->flags & SURF_DRAWTILED) ? 'T' : '.',
(args.warp->flags & SURF_CONVEYOR) ? 'C' : '.',
(args.warp->flags & SURF_UNDERWATER) ? 'W' : '.',
(args.warp->flags & SURF_TRANSPARENT) ? 'A' : '.',
args.warp->plane->type == PLANE_Z ? "Z" :
args.warp->plane->type == PLANE_Y ? "Y" :
args.warp->plane->type == PLANE_X ? "X" :
args.warp->plane->type == PLANE_NONAXIAL ? "N" : "?",
args.warp->plane->normal[0],
args.warp->plane->normal[1],
args.warp->plane->normal[2]
);
for( const glpoly_t *p = args.warp->polys; p; p = p->next ) {
ASSERT(p->numverts <= MAX_WATER_VERTICES);
const float *v;
if( reverse )
v = p->verts[0] + ( p->numverts - 1 ) * VERTEXSIZE;
else
v = p->verts[0];
for( int i = 0; i < p->numverts; i++ )
{
float nv, prev_nv;
if( args.wave_height )
{
nv = r_turbsin[(int)(time * 160.0f + v[1] + v[0]) & 255] + 8.0f;
nv = (r_turbsin[(int)(v[0] * 5.0f + time * 171.0f - v[1]) & 255] + 8.0f ) * 0.8f + nv;
nv = nv * args.wave_height + v[2];
prev_nv = r_turbsin[(int)(args.prev_time * 160.0f + v[1] + v[0]) & 255] + 8.0f;
prev_nv = (r_turbsin[(int)(v[0] * 5.0f + args.prev_time * 171.0f - v[1]) & 255] + 8.0f ) * 0.8f + prev_nv;
prev_nv = prev_nv * args.wave_height + v[2];
}
else
prev_nv = nv = v[2];
const float os = v[3];
const float ot = v[4];
float s = os + r_turbsin[(int)((ot * 0.125f + gpGlobals->time) * TURBSCALE) & 255];
s *= ( 1.0f / SUBDIVIDE_SIZE );
float t = ot + r_turbsin[(int)((os * 0.125f + gpGlobals->time) * TURBSCALE) & 255];
t *= ( 1.0f / SUBDIVIDE_SIZE );
poly_vertices[i].pos[0] = v[0];
poly_vertices[i].pos[1] = v[1];
poly_vertices[i].pos[2] = nv;
poly_vertices[i].prev_pos[0] = v[0];
poly_vertices[i].prev_pos[1] = v[1];
poly_vertices[i].prev_pos[2] = prev_nv;
poly_vertices[i].gl_tc[0] = s;
poly_vertices[i].gl_tc[1] = t;
poly_vertices[i].lm_tc[0] = 0;
poly_vertices[i].lm_tc[1] = 0;
Vector4Set(poly_vertices[i].color, 255, 255, 255, 255);
poly_vertices[i].normal[0] = 0;
poly_vertices[i].normal[1] = 0;
poly_vertices[i].normal[2] = 0;
poly_vertices[i].tangent[0] = 0;
poly_vertices[i].tangent[1] = 0;
poly_vertices[i].tangent[2] = 0;
if (i > 1) {
vec3_t e0, e1, normal, tangent;
VectorSubtract( poly_vertices[i - 1].pos, poly_vertices[0].pos, e0 );
VectorSubtract( poly_vertices[i].pos, poly_vertices[0].pos, e1 );
CrossProduct( e1, e0, normal );
VectorAdd(normal, poly_vertices[0].normal, poly_vertices[0].normal);
VectorAdd(normal, poly_vertices[i].normal, poly_vertices[i].normal);
VectorAdd(normal, poly_vertices[i - 1].normal, poly_vertices[i - 1].normal);
computeTangentE(tangent, e0, e1,
poly_vertices[0].gl_tc, poly_vertices[i-1].gl_tc, poly_vertices[i].gl_tc);
VectorAdd(tangent, poly_vertices[0].tangent, poly_vertices[0].tangent);
VectorAdd(tangent, poly_vertices[i].tangent, poly_vertices[i].tangent);
VectorAdd(tangent, poly_vertices[i - 1].tangent, poly_vertices[i - 1].tangent);
args.dst_indices[indices++] = (uint16_t)(vertices);
args.dst_indices[indices++] = (uint16_t)(vertices + i - 1);
args.dst_indices[indices++] = (uint16_t)(vertices + i);
}
if( reverse )
v -= VERTEXSIZE;
else
v += VERTEXSIZE;
}
for( int i = 0; i < p->numverts; i++ ) {
VectorNormalize(poly_vertices[i].normal);
VectorNormalize(poly_vertices[i].tangent);
#if 0
//const float dot = DotProduct(poly_vertices[i].normal, args.warp->plane->normal);
//if (dot < 0.) {
if (poly_vertices[i].normal[2] < 0.f) {
Vector4Set(poly_vertices[i].color, 255, 0, 0, 255);
poly_vertices[i].pos[0] -= 30.f;
poly_vertices[i].prev_pos[0] -= 30.f;
poly_vertices[i].pos[2] -= 1.f;
poly_vertices[i].prev_pos[2] -= 1.f;
} else {
Vector4Set(poly_vertices[i].color, 0, 255, 0, 255);
poly_vertices[i].pos[0] += 30.f;
poly_vertices[i].prev_pos[0] += 30.f;
poly_vertices[i].pos[2] += 1.f;
poly_vertices[i].prev_pos[2] += 1.f;
}
#endif
}
if (args.debug)
DEBUG(" poly numvers=%d flags=%08X normal=(%f %f %f)",
p->numverts, p->flags,
poly_vertices[0].normal[0],
poly_vertices[0].normal[1],
poly_vertices[0].normal[2]
);
memcpy(args.dst_vertices + vertices, poly_vertices, sizeof(vk_vertex_t) * p->numverts);
vertices += p->numverts;
}
// FIXME VK GL_SetupFogColorForSurfaces();
// Render
const int tex_id = args.warp->texinfo->texture->gl_texturenum;
const r_vk_material_t material = R_VkMaterialGetForTexture(tex_id);
*args.dst_geometry = (vk_render_geometry_t){
.material = material,
.ye_olde_texture = tex_id,
.surf_deprecate = args.warp,
.max_vertex = vertices,
.element_count = indices,
.emissive = {0,0,0},
};
RT_GetEmissiveForTexture(args.dst_geometry->emissive, tex_id);
*args.out_vertex_count = vertices;
*args.out_index_count = indices;
g_brush.stat.water_surfaces_drawn++;
g_brush.stat.water_polys_drawn += indices / 3;
}
static vk_render_type_e brushRenderModeToRenderType( int render_mode ) {
switch (render_mode) {
case kRenderNormal: return kVkRenderTypeSolid;
case kRenderTransColor: return kVkRenderType_A_1mA_RW;
case kRenderTransTexture: return kVkRenderType_A_1mA_R;
case kRenderGlow: return kVkRenderType_A_1mA_R;
case kRenderTransAlpha: return kVkRenderType_AT;
case kRenderTransAdd: return kVkRenderType_A_1_R;
default: ASSERT(!"Unxpected render_mode");
}
return kVkRenderTypeSolid;
}
typedef struct {
const cl_entity_t *ent;
const msurface_t *surfaces;
r_brush_water_model_t *wmodel;
vk_render_geometry_t *geometries;
float prev_time;
qboolean debug;
} fill_water_surfaces_args_t;
static void fillWaterSurfaces( fill_water_surfaces_args_t args ) {
ASSERT(args.wmodel->surfaces_count > 0);
const float wave_height = (!args.ent) ? 0.f : args.ent->curstate.scale;
const r_geometry_range_lock_t geom_lock = R_GeometryRangeLock(&args.wmodel->geometry);
int vertices_offset = 0;
int indices_offset = 0;
for (int i = 0; i < args.wmodel->surfaces_count; ++i) {
const int surf_index = args.wmodel->surfaces_indices[i];
const msurface_t *warp = args.surfaces + surf_index;
int vertices = 0, indices = 0;
brushComputeWaterPolys((compute_water_polys_t){
.prev_time = args.prev_time,
.wave_height = wave_height,
.warp = warp,
.dst_vertices = geom_lock.vertices + vertices_offset,
.dst_indices = geom_lock.indices + indices_offset,
.dst_geometry = args.geometries + i,
.out_vertex_count = &vertices,
.out_index_count = &indices,
.debug = args.debug,
});
args.geometries[i].vertex_offset = args.wmodel->geometry.vertices.unit_offset + vertices_offset;
args.geometries[i].index_offset = args.wmodel->geometry.indices.unit_offset + indices_offset;
vertices_offset += vertices;
indices_offset += indices;
ASSERT(vertices_offset <= args.wmodel->geometry.vertices.count);
ASSERT(indices_offset <= args.wmodel->geometry.indices.count);
}
R_GeometryRangeUnlock( &geom_lock );
}
static qboolean loadPolyLight(rt_light_add_polygon_t *out_polygon, const model_t *mod, const int surface_index, const msurface_t *surf, const vec3_t emissive);
static qboolean doesTextureChainChange( const texture_t *const base ) {
const texture_t *cur = base;
if (!cur)
return false;
cur = cur->anim_next;
while (cur && cur != base) {
if (cur->gl_texturenum != base->gl_texturenum)
return true;
cur = cur->anim_next;
}
return false;
}
static qboolean isSurfaceAnimated( const msurface_t *s, qboolean is_worldmodel ) {
const texture_t *const base = s->texinfo->texture;
if( !base->anim_total && !base->alternate_anims )
return false;
/* TODO why did we do this? It doesn't seem to rule out animation really.
if( base->name[0] == '-' )
return false;
*/
// Worldmodel cannot be triggered and change between alternate_anims and regular anims,
// therefore it should not be checked. There are lights (e.g. in c2a5) which have alternate anims.
// These lights get incorrectly marked as dynamic, tanking the performance.
if (!is_worldmodel && base->alternate_anims && base->gl_texturenum != base->alternate_anims->gl_texturenum)
return true;
return doesTextureChainChange(base) || (!is_worldmodel && doesTextureChainChange(base->alternate_anims));
}
typedef enum {
BrushSurface_Hidden = 0,
BrushSurface_Regular,
BrushSurface_Animated,
BrushSurface_Water,
BrushSurface_WaterSide,
BrushSurface_Sky,
BrushSurface_Conveyor,
} brush_surface_type_e;
static brush_surface_type_e getSurfaceType( const msurface_t *surf, int i, qboolean is_worldmodel ) {
// if ( i >= 0 && (surf->flags & ~(SURF_PLANEBACK | SURF_UNDERWATER | SURF_TRANSPARENT)) != 0)
// {
// DEBUG("\t%d flags: ", i);
// #define PRINTFLAGS(X) \
// X(SURF_PLANEBACK) \
// X(SURF_DRAWSKY) \
// X(SURF_DRAWTURB_QUADS) \
// X(SURF_DRAWTURB) \
// X(SURF_DRAWTILED) \
// X(SURF_CONVEYOR) \
// X(SURF_UNDERWATER) \
// X(SURF_TRANSPARENT)
// #define PRINTFLAG(f) if (FBitSet(surf->flags, f)) DEBUG(" %s", #f);
// PRINTFLAGS(PRINTFLAG)
// DEBUG("\n");
// }
const xvk_patch_surface_t *patch_surface = R_VkPatchGetSurface(i);
if (patch_surface && patch_surface->flags & Patch_Surface_Delete)
return BrushSurface_Hidden;
if (surf->flags & (SURF_DRAWTURB | SURF_DRAWTURB_QUADS)) {
if (!surf->polys)
return BrushSurface_Hidden;
// Water surfaces come in pairs: regular front and the opposite back
// This makes ray tracing unhappy as there are coplanar surfaces.
// We'd want to turn of the back surface, but SURF_PLANEBACK is not really congruent with
// the logical direction of the surface, it just means that glpolys have been produced in
// an opposite winding order.
// SURF_UNDERWATER seems to be the right flag: it does seem to signal that the surface is
// lookint "out" from the water, directed towards "air".
if (surf->flags & SURF_UNDERWATER)
return BrushSurface_Hidden;
//}
// Worldmodel doesn't distinguish between !=PLANE_Z sides and not sides.
// All water surfaces should be present for worldmodel
return (is_worldmodel || surf->plane->type == PLANE_Z) ? BrushSurface_Water : BrushSurface_WaterSide;
}
// Explicitly enable SURF_SKY, otherwise they will be skipped by SURF_DRAWTILED
if( FBitSet( surf->flags, SURF_DRAWSKY ))
return BrushSurface_Sky;
if( surf->flags & SURF_CONVEYOR ) {
return BrushSurface_Conveyor;
}
//if( surf->flags & ( SURF_DRAWSKY | SURF_DRAWTURB | SURF_CONVEYOR | SURF_DRAWTURB_QUADS ) ) {
if( surf->flags & ( SURF_DRAWTURB | SURF_DRAWTURB_QUADS ) ) {
// FIXME don't print this on second sort-by-texture pass
//DEBUG("Skipping surface %d because of flags %08x", i, surf->flags);
return BrushSurface_Hidden;
}
if( FBitSet( surf->flags, SURF_DRAWTILED )) {
//DEBUG("Skipping surface %d because of tiled flag", i);
return BrushSurface_Hidden;
}
const qboolean patched_material = patch_surface && !!(patch_surface->flags & Patch_Surface_Material);
if (!patched_material && isSurfaceAnimated(surf, is_worldmodel)) {
return BrushSurface_Animated;
}
return BrushSurface_Regular;
}
static qboolean brushCreateWaterModel(const model_t *mod, r_brush_water_model_t *wmodel, const water_model_sizes_t sizes, brush_surface_type_e type, qboolean is_worldmodel) {
const r_geometry_range_t geometry = R_GeometryRangeAlloc(sizes.vertices, sizes.indices);
if (!geometry.block_handle.size) {
ERR("Cannot allocate geometry (v=%d, i=%d) for water model %s",
sizes.vertices, sizes.indices, mod->name );
return false;
}
vk_render_geometry_t *const geometries = Mem_Malloc(vk_core.pool, sizeof(vk_render_geometry_t) * sizes.surfaces);
int* const surfaces_indices = Mem_Malloc(vk_core.pool, sizes.surfaces * sizeof(int));
int surfaces_count = 0;
for( int i = 0; i < mod->nummodelsurfaces; ++i) {
const int surface_index = mod->firstmodelsurface + i;
const msurface_t *surf = mod->surfaces + surface_index;
if (getSurfaceType(surf, surface_index, is_worldmodel) == type) {
surfaces_indices[surfaces_count++] = surface_index;
}
}
ASSERT(surfaces_count == sizes.surfaces);
wmodel->surfaces_indices = surfaces_indices;
wmodel->surfaces_count = surfaces_count;
wmodel->surfaces_indices = surfaces_indices;
wmodel->geometry = geometry;
fillWaterSurfaces( (fill_water_surfaces_args_t){
.ent = NULL,
.surfaces = mod->surfaces,
.wmodel = wmodel,
.geometries = geometries,
.prev_time = 0.f,
.debug = true,
});
if (!R_RenderModelCreate(&wmodel->render_model, (vk_render_model_init_t){
.name = mod->name,
.geometries = geometries,
.geometries_count = surfaces_count,
.dynamic = true,
})) {
ERR("Could not create water render model for brush model %s", mod->name);
return false;
}
return true;
}
static material_mode_e brushMaterialModeForRenderType(vk_render_type_e render_type) {
switch (render_type) {
case kVkRenderTypeSolid:
return kMaterialMode_Opaque;
break;
case kVkRenderType_A_1mA_RW: // blend: scr*a + dst*(1-a), depth: RW
case kVkRenderType_A_1mA_R: // blend: scr*a + dst*(1-a), depth test
return kMaterialMode_Translucent;
break;
case kVkRenderType_A_1: // blend: scr*a + dst, no depth test or write; sprite:kRenderGlow only
return kMaterialMode_BlendGlow;
break;
case kVkRenderType_A_1_R: // blend: scr*a + dst, depth test
case kVkRenderType_1_1_R: // blend: scr + dst, depth test
return kMaterialMode_BlendAdd;
break;
case kVkRenderType_AT: // no blend, depth RW, alpha test
return kMaterialMode_AlphaTest;
break;
default:
gEngine.Host_Error("Unexpected render type %d\n", render_type);
}
return kMaterialMode_Opaque;
}
static void brushDrawWater(r_brush_water_model_t *wmodel, const cl_entity_t *ent, const msurface_t *surfaces, int render_type, const vec4_t color, const matrix4x4 transform, const matrix4x4 prev_transform, float prev_time) {
APROF_SCOPE_DECLARE_BEGIN(brush_draw_water, __FUNCTION__);
ASSERT(wmodel->surfaces_count > 0);
fillWaterSurfaces((fill_water_surfaces_args_t){
.ent = ent,
.surfaces = surfaces,
.wmodel = wmodel,
.geometries = wmodel->render_model.geometries,
.prev_time = prev_time,
.debug = false,
});
if (!R_RenderModelUpdate(&wmodel->render_model)) {
ERR("Failed to update brush model \"%s\" water", wmodel->render_model.debug_name);
}
const material_mode_e material_mode = brushMaterialModeForRenderType(render_type);
R_RenderModelDraw(&wmodel->render_model, (r_model_draw_t){
.render_type = render_type,
.material_mode = material_mode,
.material_flags = kMaterialFlag_None,
.color = (const vec4_t*)color,
.transform = (const matrix4x4*)transform,
.prev_transform = (const matrix4x4*)prev_transform,
.override = {
.material = NULL,
.old_texture = -1,
},
});
APROF_SCOPE_END(brush_draw_water);
}
static void computeConveyorOffset(const color24 rendercolor, float tex_width, float time, vec2_t out_offset) {
float sy, cy;
float flConveyorSpeed = 0.0f;
float flRate, flAngle;
// TODO
/* if( ENGINE_GET_PARM( PARM_QUAKE_COMPATIBLE ) && RI.currententity == gEngfuncs.GetEntityByIndex( 0 ) ) */
/* { */
/* // same as doom speed */
/* flConveyorSpeed = -35.0f; */
/* } */
/* else */
{
flConveyorSpeed = (rendercolor.g<<8|rendercolor.b) / 16.0f;
if( rendercolor.r ) flConveyorSpeed = -flConveyorSpeed;
}
flRate = fabs( flConveyorSpeed ) / tex_width;
flAngle = ( flConveyorSpeed >= 0 ) ? 180 : 0;
// TODO no SinCos, no
SinCos( flAngle * ( M_PI_F / 180.0f ), &sy, &cy );
out_offset[0] = cy * flRate * time;
out_offset[1] = sy * flRate * time;
// make sure that we are positive
if( out_offset[0] < 0.0f ) out_offset[0] += 1.0f + -(int)out_offset[0];
if( out_offset[1] < 0.0f ) out_offset[1] += 1.0f + -(int)out_offset[1];
// make sure that we are in a [0,1] range
out_offset[0] = out_offset[0] - (int)out_offset[0];
out_offset[1] = out_offset[1] - (int)out_offset[1];
}
/*
===============
R_TextureAnimation
Returns the proper texture for a given time and surface
===============
*/
const texture_t *R_TextureAnimation( const cl_entity_t *ent, const msurface_t *s )
{
const texture_t *base = s->texinfo->texture;
int count, reletive;
if( ent && ent->curstate.frame )
{
if( base->alternate_anims )
base = base->alternate_anims;
}
if( !base->anim_total )
return base;
if( base->name[0] == '-' )
{
int tx = (int)((s->texturemins[0] + (base->width << 16)) / base->width) % MOD_FRAMES;
int ty = (int)((s->texturemins[1] + (base->height << 16)) / base->height) % MOD_FRAMES;
reletive = g_brush.rtable[tx][ty] % base->anim_total;
}
else
{
int speed;
// Quake1 textures uses 10 frames per second
/* TODO
if( FBitSet( R_TextureGetByIndex( base->gl_texturenum )->flags, TF_QUAKEPAL ))
speed = 10;
else */ speed = 20;
reletive = (int)(gpGlobals->time * speed) % base->anim_total;
}
count = 0;
while( base->anim_min > reletive || base->anim_max <= reletive )
{
base = base->anim_next;
if( !base || ++count > MOD_FRAMES )
return s->texinfo->texture;
}
return base;
}
void R_BrushModelDraw( const cl_entity_t *ent, int render_mode, float blend, const matrix4x4 in_transform ) {
// Expect all buffers to be bound
const model_t *mod = ent->model;
vk_brush_model_t *bmodel = mod->cache.data;
if (!bmodel) {
ERR("Model %s wasn't loaded", mod->name);
return;
}
matrix4x4 transform;
if (in_transform)
Matrix4x4_Copy(transform, in_transform);
else
Matrix4x4_LoadIdentity(transform);
if (bmodel->patch_rendermode >= 0)
render_mode = bmodel->patch_rendermode;
// Add dynamic polylights if any
for (int i = 0; i < bmodel->dynamic_polylights_count; ++i) {
rt_light_add_polygon_t *const polylight = bmodel->dynamic_polylights + i;
polylight->transform_row = (const matrix3x4*)transform;
polylight->dynamic = true;
RT_LightAddPolygon(polylight);
}
vec4_t color = {1, 1, 1, 1};
vk_render_type_e render_type = kVkRenderTypeSolid;
uint32_t material_flags = kMaterialFlag_None;
switch (render_mode) {
case kRenderNormal:
Vector4Set(color, 1.f, 1.f, 1.f, 1.f);
render_type = kVkRenderTypeSolid;
break;
case kRenderTransColor:
render_type = kVkRenderType_A_1mA_RW;
Vector4Set(color,
ent->curstate.rendercolor.r / 255.f,
ent->curstate.rendercolor.g / 255.f,
ent->curstate.rendercolor.b / 255.f,
blend);
break;
case kRenderTransAdd:
Vector4Set(color, blend, blend, blend, 1.f);
render_type = kVkRenderType_A_1_R;
material_flags |= kMaterialFlag_CullBackFace_Bit;
break;
case kRenderTransAlpha:
if( gEngine.EngineGetParm( PARM_QUAKE_COMPATIBLE, 0 ))
{
render_type = kVkRenderType_A_1mA_RW;
Vector4Set(color, 1.f, 1.f, 1.f, blend);
}
else
{
Vector4Set(color, 1.f, 1.f, 1.f, 1.f);
render_type = kVkRenderType_AT;
}
break;
case kRenderTransTexture:
case kRenderGlow:
render_type = kVkRenderType_A_1mA_R;
Vector4Set(color, 1.f, 1.f, 1.f, blend);
break;
}
// Only Normal and TransAlpha have lightmaps
// TODO: on big maps more than a single lightmap texture is possible
bmodel->render_model.lightmap = (render_mode == kRenderNormal || render_mode == kRenderTransAlpha) ? 1 : 0;
if (bmodel->water.surfaces_count)
brushDrawWater(&bmodel->water, ent, bmodel->engine_model->surfaces, render_type, color, transform, bmodel->prev_transform, bmodel->prev_time);
if (bmodel->water_sides.surfaces_count && FBitSet( ent->curstate.effects, EF_WATERSIDES ) ) {
brushDrawWater(&bmodel->water_sides, ent, bmodel->engine_model->surfaces, render_type, color, transform, bmodel->prev_transform, bmodel->prev_time);
}
++g_brush.stat.models_drawn;
if (bmodel->render_model.num_geometries == 0)
return;
// Animate textures
{
APROF_SCOPE_DECLARE_BEGIN(brush_update_textures, "brush: update animated textures");
// Update animated textures
int updated_textures_count = 0;
for (int i = 0; i < bmodel->animated_indexes_count; ++i) {
const int geom_index = bmodel->animated_indexes[i];
vk_render_geometry_t *geom = bmodel->render_model.geometries + geom_index;
const int surface_index = geom->surf_deprecate - mod->surfaces;
// Optionally patch by texture_s pointer and run animations
const texture_t *t = R_TextureAnimation(ent, geom->surf_deprecate);
const int new_tex_id = t->gl_texturenum;
ASSERT(new_tex_id >= 0);
// Animated textures can be emissive
// Add them as dynamic lights for now. It would probably be better if they were static lights (for worldmodel),
// but there's no easy way to do it for now.
vec3_t *emissive = &bmodel->render_model.geometries[geom_index].emissive;
if (RT_GetEmissiveForTexture(*emissive, new_tex_id)) {
rt_light_add_polygon_t polylight;
if (loadPolyLight(&polylight, mod, surface_index, geom->surf_deprecate, *emissive)) {
polylight.dynamic = true;
polylight.transform_row = (const matrix3x4*)&transform;
RT_LightAddPolygon(&polylight);
}
}
if (new_tex_id == geom->ye_olde_texture)
continue;
geom->ye_olde_texture = new_tex_id;
geom->material = R_VkMaterialGetForTexture(new_tex_id);
if (updated_textures_count < MAX_ANIMATED_TEXTURES) {
g_brush.updated_textures[updated_textures_count++] = bmodel->animated_indexes[i];
}
}
if (updated_textures_count > 0) {
R_RenderModelUpdateMaterials(&bmodel->render_model, g_brush.updated_textures, updated_textures_count);
}
APROF_SCOPE_END(brush_update_textures);
}
// Move conveyors
for (int i = 0; i < bmodel->conveyors_count; ++i) {
const r_conveyor_t *const conv = bmodel->conveyors + i;
vec2_t offset = {0, 0};
computeConveyorOffset(ent->curstate.rendercolor, conv->texture_width, gpGlobals->time, offset);
ASSERT(conv->geometry_index >= 0);
ASSERT(conv->geometry_index < bmodel->render_model.num_geometries);
const vk_render_geometry_t *const geom = bmodel->render_model.geometries + conv->geometry_index;
const r_geometry_range_lock_t lock = R_GeometryRangeLockSubrange(&bmodel->geometry, conv->vertices_dst_offset, conv->vertices_count);
for (int j = 0; j < conv->vertices_count; ++j) {
const vk_vertex_t *const src = bmodel->conveyors_vertices + conv->vertices_src_offset + j;
vk_vertex_t *const dst = lock.vertices + j;
*dst = *src;
dst->gl_tc[0] = src->gl_tc[0] + offset[0];
dst->gl_tc[1] = src->gl_tc[1] + offset[1];
}
R_GeometryRangeUnlock(&lock);
}
const material_mode_e material_mode = brushMaterialModeForRenderType(render_type);
R_RenderModelDraw(&bmodel->render_model, (r_model_draw_t){
.render_type = render_type,
.material_mode = material_mode,
.material_flags = material_flags,
.color = &color,
.transform = &transform,
.prev_transform = &bmodel->prev_transform,
.override = {
.material = NULL,
.old_texture = -1,
},
});
Matrix4x4_Copy(bmodel->prev_transform, transform);
bmodel->prev_time = gpGlobals->time;
}
static model_sizes_t computeSizes( const model_t *mod, qboolean is_worldmodel ) {
model_sizes_t sizes = {0};
for( int i = 0; i < mod->nummodelsurfaces; ++i)
{
const int surface_index = mod->firstmodelsurface + i;
const msurface_t *surf = mod->surfaces + surface_index;
const int tex_id = surf->texinfo->texture->gl_texturenum;
if (tex_id > sizes.max_texture_id)
sizes.max_texture_id = tex_id;
switch (getSurfaceType(surf, surface_index, is_worldmodel)) {
case BrushSurface_Water:
sizes.water.surfaces++;
addWarpVertIndCounts(surf, &sizes.water.vertices, &sizes.water.indices);
continue;
case BrushSurface_WaterSide:
sizes.side_water.surfaces++;
addWarpVertIndCounts(surf, &sizes.side_water.vertices, &sizes.side_water.indices);
continue;
case BrushSurface_Hidden:
continue;
case BrushSurface_Animated:
sizes.animated_count++;
break;
case BrushSurface_Conveyor:
sizes.conveyors_count++;
sizes.conveyors_vertices_count += surf->numedges;
break;
case BrushSurface_Sky:
sizes.sky_surfaces_count++;
// Do not count towards surfaces that we'll load (still need to count if for the purpose of loading skybox)
if (g_map_entities.remove_all_sky_surfaces)
continue;
break;
case BrushSurface_Regular:
break;
}
++sizes.num_surfaces;
sizes.num_vertices += surf->numedges;
sizes.num_indices += 3 * (surf->numedges - 1);
}
DEBUG("Computed sizes for brush model \"%s\":", mod->name);
DEBUG(" num_surfaces=%d animated_count=%d num_vertices=%d num_indices=%d max_texture_id=%d",
sizes.num_surfaces, sizes.animated_count, sizes.num_vertices, sizes.num_indices, sizes.max_texture_id);
DEBUG(" conveyors_count=%d conveyors_vertices_count=%d",
sizes.conveyors_count, sizes.conveyors_vertices_count);
DEBUG(" water_surfaces=%d water_vertices=%d water_indices=%d",
sizes.water.surfaces, sizes.water.vertices, sizes.water.indices);
DEBUG(" side_water_surfaces=%d side_water_vertices=%d side_water_indices=%d",
sizes.side_water.surfaces, sizes.side_water.vertices, sizes.side_water.indices);
return sizes;
}
typedef struct {
const model_t *mod;
vk_brush_model_t *bmodel;
model_sizes_t sizes;
uint32_t base_vertex_offset;
uint32_t base_index_offset;
vk_render_geometry_t *out_geometries;
vk_vertex_t *out_vertices;
uint16_t *out_indices;
qboolean is_worldmodel;
} fill_geometries_args_t;
static void getSurfaceNormal( const msurface_t *surf, vec3_t out_normal) {
if( FBitSet( surf->flags, SURF_PLANEBACK ))
VectorNegate( surf->plane->normal, out_normal );
else
VectorCopy( surf->plane->normal, out_normal );
// TODO scale normal by area -- bigger surfaces should have bigger impact
// NOTE scaling normal by area might be totally incorrect in many circumstances
// The more corect logic there is way more difficult
//VectorScale(normal, surf->plane.
}
static qboolean shouldSmoothLinkSurfaces(const model_t* mod, qboolean smooth_entire_model, int surf1, int surf2) {
// Filter explicit exclusion
for (int i = 0; i < g_map_entities.smoothing.excluded_pairs_count; i+=2) {
const int cand1 = g_map_entities.smoothing.excluded_pairs[i];
const int cand2 = g_map_entities.smoothing.excluded_pairs[i+1];
if ((cand1 == surf1 && cand2 == surf2)
|| (cand1 == surf2 && cand2 == surf1))
return false;
}
qboolean excluded = false;
for (int i = 0; i < g_map_entities.smoothing.excluded_count; ++i) {
const int cand = g_map_entities.smoothing.excluded[i];
if (cand == surf1 || cand == surf2) {
excluded = true;
break;
}
}
if (smooth_entire_model && !excluded)
return true;
// Smoothing groups have priority over individual exclusion.
// That way we can exclude a surface from smoothing with most of its neighbours,
// but still smooth it with some.
for (int i = 0; i < g_map_entities.smoothing.groups_count; ++i) {
const xvk_smoothing_group_t *g = g_map_entities.smoothing.groups + i;
uint32_t bits = 0;
for (int j = 0; j < g->count; ++j) {
if (g->surfaces[j] == surf1) {
bits |= 1;
if (bits == 3)
return true;
}
else if (g->surfaces[j] == surf2) {
bits |= 2;
if (bits == 3)
return true;
}
}
}
if (excluded)
return false;
// Do not join surfaces with different textures. Assume they belong to different objects.
{
// Should we also check texture/material patches too to filter out pairs which originally had
// same textures, but with patches do not?
if (mod->surfaces[surf1].texinfo->texture->gl_texturenum
!= mod->surfaces[surf2].texinfo->texture->gl_texturenum)
return false;
}
vec3_t n1, n2;
getSurfaceNormal(mod->surfaces + surf1, n1);
getSurfaceNormal(mod->surfaces + surf2, n2);
const float dot = DotProduct(n1, n2);
// TODO smooth verbose group DEBUG("Smoothing: dot(%d, %d) = %f (t=%f)", surf1, surf2, dot, g_map_entities.smoothing.threshold);
return dot >= g_map_entities.smoothing.threshold;
}
static int lvFindValue(const linked_value_t *li, int count, int needle) {
for (int i = 0; i < count; ++i)
if (li[i].value == needle)
return i;
return -1;
}
static int lvFindOrAddValue(linked_value_t *li, int *count, int capacity, int needle) {
const int found = lvFindValue(li, *count, needle);
if (found >= 0)
return found;
if (*count == capacity)
return -1;
li[*count].value = needle;
li[*count].link = *count;
return (*count)++;
}
static int lvFindBaseIndex(const linked_value_t *li, int index) {
while (li[index].link != index)
index = li[index].link;
return index;
}
static void lvFlatten(linked_value_t *li, int count) {
for (int i = 0; i < count; ++i) {
for (int j = i; j < count; ++j) {
if (lvFindBaseIndex(li, j) == i) {
li[j].link = i;
}
}
}
}
static void linkSmoothSurfaces(const model_t* mod, int surf1, int surf2, int vertex_index) {
conn_vertex_t *v = g_brush.conn.vertices + vertex_index;
int i1 = lvFindOrAddValue(v->surfs, &v->count, COUNTOF(v->surfs), surf1);
int i2 = lvFindOrAddValue(v->surfs, &v->count, COUNTOF(v->surfs), surf2);
// TODO smooth_verbose DEBUG("Link %d(%d)<->%d(%d) v=%d", surf1, i1, surf2, i2, vertex_index);
if (i1 < 0 || i2 < 0) {
ERR("Model %s cannot smooth link surf %d<->%d for vertex %d", mod->name, surf1, surf2, vertex_index);
return;
}
i1 = lvFindBaseIndex(v->surfs, i1);
i2 = lvFindBaseIndex(v->surfs, i2);
// Link them
v->surfs[Q_max(i1, i2)].link = Q_min(i1, i2);
}
static void connectVertices( const model_t *mod, qboolean smooth_entire_model ) {
if (mod->numedges > g_brush.conn.edges_capacity) {
if (g_brush.conn.edges)
Mem_Free(g_brush.conn.edges);
g_brush.conn.edges_capacity = mod->numedges;
g_brush.conn.edges = Mem_Calloc(vk_core.pool, sizeof(*g_brush.conn.edges) * g_brush.conn.edges_capacity);
}
if (mod->numvertexes > g_brush.conn.vertices_capacity) {
if (g_brush.conn.vertices)
Mem_Free(g_brush.conn.vertices);
g_brush.conn.vertices_capacity = mod->numvertexes;
g_brush.conn.vertices = Mem_Calloc(vk_core.pool, sizeof(*g_brush.conn.vertices) * g_brush.conn.vertices_capacity);
}
// Find connection edges
for (int i = 0; i < mod->nummodelsurfaces; ++i) {
const int surface_index = mod->firstmodelsurface + i;
const msurface_t *surf = mod->surfaces + surface_index;
for(int k = 0; k < surf->numedges; k++) {
const int iedge_dir = mod->surfedges[surf->firstedge + k];
const int iedge = iedge_dir >= 0 ? iedge_dir : -iedge_dir;
ASSERT(iedge >= 0);
ASSERT(iedge < mod->numedges);
conn_edge_t *cedge = g_brush.conn.edges + iedge;
if (cedge->count == 0) {
cedge->first_surface = surface_index;
} else {
const medge_t *edge = mod->edges + iedge;
if (shouldSmoothLinkSurfaces(mod, smooth_entire_model, cedge->first_surface, surface_index)) {
linkSmoothSurfaces(mod, cedge->first_surface, surface_index, edge->v[0]);
linkSmoothSurfaces(mod, cedge->first_surface, surface_index, edge->v[1]);
}
if (cedge->count > 1) {
WARN("Model %s edge %d has %d surfaces", mod->name, i, cedge->count);
}
}
cedge->count++;
} // for surf->numedges
} // for mod->nummodelsurfaces
int hist[17] = {0};
for (int i = 0; i < mod->numvertexes; ++i) {
conn_vertex_t *vtx = g_brush.conn.vertices + i;
if (vtx->count < 16) {
hist[vtx->count]++;
} else {
hist[16]++;
}
lvFlatten(vtx->surfs, vtx->count);
// Too verbose
#if 0
if (vtx->count) {
DEBUG("Vertex %d linked count %d", i, vtx->count);
for (int j = 0; j < vtx->count; ++j) {
DEBUG(" %d: l=%d v=%d", j, vtx->surfs[j].link, vtx->surfs[j].value);
}
}
#endif
}
/* TODO smooth_debug
for (int i = 0; i < COUNTOF(hist); ++i) {
DEBUG("VTX hist[%d] = %d", i, hist[i]);
}
*/
}
static qboolean getSmoothedNormalFor(const model_t* mod, int vertex_index, int surface_index, vec3_t out_normal) {
const conn_vertex_t *v = g_brush.conn.vertices + vertex_index;
const int index = lvFindValue(v->surfs, v->count, surface_index);
if (index < 0)
return false;
const int base = lvFindBaseIndex(v->surfs, index);
vec3_t normal = {0};
for (int i = 0; i < v->count; ++i) {
if (v->surfs[i].link == base) {
const int surface = v->surfs[i].value;
vec3_t surf_normal = {0};
getSurfaceNormal(mod->surfaces + surface, surf_normal);
VectorAdd(normal, surf_normal, normal);
}
}
VectorNormalize(normal);
VectorCopy(normal, out_normal);
return true;
}
static const xvk_mapent_func_any_t *getModelFuncAnyPatch( const model_t *const mod ) {
for (int i = 0; i < g_map_entities.func_any_count; ++i) {
const xvk_mapent_func_any_t *const fw = g_map_entities.func_any + i;
if (Q_strcmp(mod->name, fw->model) == 0) {
return fw;
}
}
return NULL;
}
static qboolean fillBrushSurfaces(fill_geometries_args_t args) {
int vertex_offset = 0;
int num_geometries = 0;
int animated_count = 0;
int conveyors_count = 0;
int conveyors_vertices_count = 0;
vk_vertex_t *p_vert = args.out_vertices;
uint16_t *p_ind = args.out_indices;
int index_offset = args.base_index_offset;
const xvk_mapent_func_any_t *const entity_patch = getModelFuncAnyPatch(args.mod);
if (entity_patch) {
DEBUG("Found entity_patch(matmap_count=%d, rendermode_patched=%d rendermode=%d) for model \"%s\"",
entity_patch->matmap_count, entity_patch->rendermode_patched, entity_patch->rendermode, args.mod->name);
if (entity_patch->rendermode_patched > 0)
args.bmodel->patch_rendermode = entity_patch->rendermode;
}
connectVertices(args.mod, entity_patch ? entity_patch->smooth_entire_model : false);
// Load sorted by gl_texturenum
// TODO this does not make that much sense in vulkan (can sort later)
for (int t = 0; t <= args.sizes.max_texture_id; ++t) {
for( int i = 0; i < args.mod->nummodelsurfaces; ++i) {
const int surface_index = args.mod->firstmodelsurface + i;
msurface_t *surf = args.mod->surfaces + surface_index;
const mextrasurf_t *info = surf->info;
vk_render_geometry_t *model_geometry = args.out_geometries + num_geometries;
const float sample_size = gEngine.Mod_SampleSizeForFace( surf );
int index_count = 0;
vec3_t tangent;
const int orig_tex_id = surf->texinfo->texture->gl_texturenum;
if (t != orig_tex_id)
continue;
int tex_id = orig_tex_id;
// TODO this patching should probably override entity patching below
const xvk_patch_surface_t *const psurf = R_VkPatchGetSurface(surface_index);
const brush_surface_type_e type = getSurfaceType(surf, surface_index, args.is_worldmodel);
switch (type) {
case BrushSurface_Water:
case BrushSurface_WaterSide:
case BrushSurface_Hidden:
continue;
case BrushSurface_Animated:
args.bmodel->animated_indexes[animated_count++] = num_geometries;
break;
case BrushSurface_Conveyor:
break;
case BrushSurface_Sky:
if (g_map_entities.remove_all_sky_surfaces)
continue;
case BrushSurface_Regular:
break;
}
args.bmodel->surface_to_geometry_index[i] = num_geometries;
// Fill conveyor data if conveyor
r_conveyor_t *conv = NULL;
if (type == BrushSurface_Conveyor) {
ASSERT(conveyors_count < args.sizes.conveyors_count);
conv = &args.bmodel->conveyors[conveyors_count++];
conv->vertices_count = surf->numedges;
conv->vertices_dst_offset = vertex_offset;
conv->vertices_src_offset = conveyors_vertices_count;
conveyors_vertices_count += conv->vertices_count;
ASSERT(conveyors_vertices_count <= args.sizes.conveyors_vertices_count);
conv->geometry_index = num_geometries;
conv->texture_width = R_TexturesGetParm(PARM_TEX_WIDTH, orig_tex_id);
}
++num_geometries;
//DEBUG( "surface %d: numverts=%d numedges=%d", i, surf->polys ? surf->polys->numverts : -1, surf->numedges );
if (vertex_offset + surf->numedges >= UINT16_MAX) {
// We might be able to handle it by adjusting base_vertex_offset, etc
ERR("Model %s indices don't fit into 16 bits", args.mod->name);
return false;
}
model_geometry->ye_olde_texture = orig_tex_id;
qboolean material_assigned = false;
if (psurf && (psurf->flags & Patch_Surface_Material)) {
model_geometry->material = R_VkMaterialGetForRef(psurf->material_ref);
material_assigned = true;
}
if (!material_assigned && entity_patch) {
for (int i = 0; i < entity_patch->matmap_count; ++i) {
if (entity_patch->matmap[i].from_tex == orig_tex_id) {
model_geometry->material = R_VkMaterialGetForRef(entity_patch->matmap[i].to_mat);
DEBUG(" Assigning entity_patch/material[%d] for surf=%d to mat ref=%d",
i, surface_index, entity_patch->matmap[i].to_mat.index);
material_assigned = true;
break;
}
}
if (!material_assigned && entity_patch->rendermode > 0) {
material_assigned = R_VkMaterialGetEx(tex_id, entity_patch->rendermode, &model_geometry->material);
if (!material_assigned && entity_patch->rendermode == kRenderTransColor) {
// TransColor means ignore textures and draw just color
model_geometry->material = R_VkMaterialGetForTexture(tglob.whiteTexture);
model_geometry->ye_olde_texture = tglob.whiteTexture;
material_assigned = true;
}
}
}
if (!material_assigned) {
model_geometry->material = R_VkMaterialGetForTexture(tex_id);
material_assigned = true;
}
// Make sure animated textures undergo at least the first update
// To update emissive and other texture states
if (type == BrushSurface_Animated)
model_geometry->ye_olde_texture = -1;
VectorClear(model_geometry->emissive);
model_geometry->surf_deprecate = surf;
model_geometry->vertex_offset = args.base_vertex_offset;
model_geometry->max_vertex = vertex_offset + surf->numedges;
model_geometry->index_offset = index_offset;
if ( type == BrushSurface_Sky ) {
#define TEX_BASE_SKYBOX 0x0f000000u // FIXME ray_interop.h
model_geometry->material.tex_base_color = TEX_BASE_SKYBOX;
} else {
ASSERT(!FBitSet( surf->flags, SURF_DRAWTILED ));
VK_CreateSurfaceLightmap( surf, args.mod );
}
vec3_t surf_normal;
getSurfaceNormal(surf, surf_normal);
vk_vertex_t *const pvert_begin = p_vert;
vec3_t p[3];
for( int k = 0; k < surf->numedges; k++ )
{
const int iedge_dir = args.mod->surfedges[surf->firstedge + k];
const int iedge = iedge_dir >= 0 ? iedge_dir : -iedge_dir;
const medge_t *edge = args.mod->edges + iedge;
const int vertex_index = iedge_dir >= 0 ? edge->v[0] : edge->v[1];
const mvertex_t *in_vertex = args.mod->vertexes + vertex_index;
vk_vertex_t vertex = {
.pos = {in_vertex->position[0], in_vertex->position[1], in_vertex->position[2]},
};
vertex.prev_pos[0] = in_vertex->position[0];
vertex.prev_pos[1] = in_vertex->position[1];
vertex.prev_pos[2] = in_vertex->position[2];
// Compute texture coordinates, process tangent
{
vec4_t svec, tvec;
if (psurf && (psurf->flags & Patch_Surface_TexMatrix)) {
svec[0] = surf->texinfo->vecs[0][0] * psurf->texmat_s[0] + surf->texinfo->vecs[1][0] * psurf->texmat_s[1];
svec[1] = surf->texinfo->vecs[0][1] * psurf->texmat_s[0] + surf->texinfo->vecs[1][1] * psurf->texmat_s[1];
svec[2] = surf->texinfo->vecs[0][2] * psurf->texmat_s[0] + surf->texinfo->vecs[1][2] * psurf->texmat_s[1];
svec[3] = surf->texinfo->vecs[0][3] + psurf->texmat_s[2];
tvec[0] = surf->texinfo->vecs[0][0] * psurf->texmat_t[0] + surf->texinfo->vecs[1][0] * psurf->texmat_t[1];
tvec[1] = surf->texinfo->vecs[0][1] * psurf->texmat_t[0] + surf->texinfo->vecs[1][1] * psurf->texmat_t[1];
tvec[2] = surf->texinfo->vecs[0][2] * psurf->texmat_t[0] + surf->texinfo->vecs[1][2] * psurf->texmat_t[1];
tvec[3] = surf->texinfo->vecs[1][3] + psurf->texmat_t[2];
} else {
Vector4Copy(surf->texinfo->vecs[0], svec);
Vector4Copy(surf->texinfo->vecs[1], tvec);
}
const float s = DotProduct( in_vertex->position, svec ) + svec[3];
const float t = DotProduct( in_vertex->position, tvec ) + tvec[3];
vertex.gl_tc[0] = s / surf->texinfo->texture->width;
vertex.gl_tc[1] = t / surf->texinfo->texture->height;
VectorCopy(svec, tangent);
VectorNormalize(tangent);
// "Inverted" texture mapping should not lead to inverted tangent/normal map
// Make sure that orientation is preserved.
{
vec4_t stnorm;
CrossProduct(tvec, svec, stnorm);
if (DotProduct(stnorm, surf_normal) < 0.)
VectorNegate(tangent, tangent);
}
}
// lightmap texture coordinates
{
float s = DotProduct( in_vertex->position, info->lmvecs[0] ) + info->lmvecs[0][3];
s -= info->lightmapmins[0];
s += surf->light_s * sample_size;
s += sample_size * 0.5f;
s /= BLOCK_SIZE * sample_size; //fa->texinfo->texture->width;
float t = DotProduct( in_vertex->position, info->lmvecs[1] ) + info->lmvecs[1][3];
t -= info->lightmapmins[1];
t += surf->light_t * sample_size;
t += sample_size * 0.5f;
t /= BLOCK_SIZE * sample_size; //fa->texinfo->texture->height;
vertex.lm_tc[0] = s;
vertex.lm_tc[1] = t;
}
// Compute smoothed normal if needed
if (!getSmoothedNormalFor(args.mod, vertex_index, surface_index, vertex.normal)) {
VectorCopy(surf_normal, vertex.normal);
}
{
const float normal_len2 = DotProduct(vertex.normal, vertex.normal);
if (normal_len2 < .9f) {
ERR("model=%s surf=%d vert=%d surf_normal=(%f, %f, %f) vertex.normal=(%f,%f,%f) INVALID len2=%f",
args.mod->name, surface_index, k,
surf_normal[0], surf_normal[1], surf_normal[2],
vertex.normal[0], vertex.normal[1], vertex.normal[2],
normal_len2
);
}
}
VectorCopy(tangent, vertex.tangent);
Vector4Set(vertex.color, 255, 255, 255, 255);
// Store original vertex data for conveyor reasons
if (conv) {
const int vertex_index = conv->vertices_src_offset + k;
ASSERT(vertex_index < args.sizes.conveyors_vertices_count);
args.bmodel->conveyors_vertices[vertex_index] = vertex;
}
//DEBUG(" p[%d]=(%f,%f,%f)", k, vertex.pos[0], vertex.pos[1], vertex.pos[2]);
*(p_vert++) = vertex;
// Write vertex window: p[0] = first, p[1] = prev, p[2] = current
VectorCopy(in_vertex->position, p[Q_min(k, 2)]);
// Ray tracing apparently expects triangle list only (although spec is not very clear about this kekw)
if (k > 1) {
// Check for collinear points/degenerate triangles
vec3_t tri_normal;
computeNormal(p[0], p[1], p[2], tri_normal);
const float area2 = VectorLength2(tri_normal);
if (area2 <= 0.) {
// Do not produce triangle if it has zero area
// NOTE: this is suboptimal in the sense that points that might be necessary for proper
// normal smoothing might be skippedk. In case that this causes undesirable rendering
// artifacts, a more proper triangulation algorithm, that doesn't skip points, would
// be needed. E.g. ear clipping.
/* diagnostics
WARN("surface=%d numedges=%d triangle=%d has degenerate normal, area2=%f",
surface_index, surf->numedges, index_count / 3, area2);
DEBUG(" p[0]=(%f,%f,%f)", p[0][0], p[0][1], p[0][2]);
DEBUG(" p[%d]=(%f,%f,%f)", k - 1, p[1][0], p[1][1], p[1][2]);
DEBUG(" p[%d]=(%f,%f,%f)", k, p[2][0], p[2][1], p[2][2]);
*/
} else {
*(p_ind++) = (uint16_t)(vertex_offset + 0);
*(p_ind++) = (uint16_t)(vertex_offset + k - 1);
*(p_ind++) = (uint16_t)(vertex_offset + k);
index_count += 3;
index_offset += 3;
/* diagnostics for degenerate triangles
const float dot = DotProduct(tri_normal, surf_normal) / sqrt(area2);
if (fabs(dot-1.) > 1e-2) {
WARN("surface=%d triangle=%d tri_normal=(%f,%f,%f) sn=(%f,%f,%f) dot=%f",
surface_index, index_count / 3,
tri_normal[0], tri_normal[1], tri_normal[2],
surf_normal[0], surf_normal[1], surf_normal[2],
dot
);
}
*/
} // valid triangle
// Move current vertex to prev
VectorCopy(p[2], p[1]);
} // if (k > 1)
} // for surf->numedges
model_geometry->element_count = index_count;
vertex_offset += surf->numedges;
} // for mod->nummodelsurfaces
}
ASSERT(args.sizes.num_surfaces == num_geometries);
ASSERT(args.sizes.animated_count == animated_count);
ASSERT(args.sizes.conveyors_count == conveyors_count);
ASSERT(args.sizes.conveyors_vertices_count == conveyors_vertices_count);
return true;
}
static qboolean createRenderModel( const model_t *mod, vk_brush_model_t *bmodel, const model_sizes_t sizes, qboolean is_worldmodel ) {
bmodel->geometry = R_GeometryRangeAlloc(sizes.num_vertices, sizes.num_indices);
if (!bmodel->geometry.block_handle.size) {
ERR("Cannot allocate geometry for %s", mod->name );
return false;
}
vk_render_geometry_t *const geometries = Mem_Malloc(vk_core.pool, sizeof(vk_render_geometry_t) * sizes.num_surfaces);
bmodel->surface_to_geometry_index = Mem_Malloc(vk_core.pool, sizeof(int) * mod->nummodelsurfaces);
for (int i = 0; i < mod->nummodelsurfaces; ++i)
bmodel->surface_to_geometry_index[i] = -1;
bmodel->animated_indexes = Mem_Malloc(vk_core.pool, sizeof(int) * sizes.animated_count);
bmodel->animated_indexes_count = sizes.animated_count;
if (sizes.animated_count > MAX_ANIMATED_TEXTURES) {
WARN("Too many animated textures %d for model \"%s\" some surfaces can be static", sizes.animated_count, mod->name);
}
if (sizes.conveyors_count > 0) {
ASSERT(sizes.conveyors_vertices_count > 3);
bmodel->conveyors_count = sizes.conveyors_count;
bmodel->conveyors_vertices = Mem_Malloc(vk_core.pool, sizeof(vk_vertex_t) * sizes.conveyors_vertices_count);
bmodel->conveyors = Mem_Malloc(vk_core.pool, sizeof(r_conveyor_t) * sizes.conveyors_count);
}
const r_geometry_range_lock_t geom_lock = R_GeometryRangeLock(&bmodel->geometry);
const qboolean fill_result = fillBrushSurfaces((fill_geometries_args_t){
.mod = mod,
.bmodel = bmodel,
.sizes = sizes,
.base_vertex_offset = bmodel->geometry.vertices.unit_offset,
.base_index_offset = bmodel->geometry.indices.unit_offset,
.out_geometries = geometries,
.out_vertices = geom_lock.vertices,
.out_indices = geom_lock.indices,
.is_worldmodel = is_worldmodel,
});
R_GeometryRangeUnlock( &geom_lock );
if (!fill_result) {
// TODO unlock and free buffers if failed? Currently we can't free geometry range, as it is being implicitly referenced by staging queue. Flush staging and free?
// This shouldn't really happen btw, kind of unrecoverable for now tbh.
// Also, we might just handle it, as the only reason it can fail is 16 bit index overflow.
// I. Split into smaller geometries sets.
// II. Make indices 32 bit
return false;
}
if (!R_RenderModelCreate(&bmodel->render_model, (vk_render_model_init_t){
.name = mod->name,
.geometries = geometries,
.geometries_count = sizes.num_surfaces,
.dynamic = false,
})) {
ERR("Could not create render model for brush model %s", mod->name);
return false;
}
return true;
}
qboolean R_BrushModelLoad( model_t *mod, qboolean is_worldmodel ) {
if (mod->cache.data) {
WARN("Model %s was already loaded", mod->name );
return true;
}
DEBUG("%s: %s flags=%08x", __FUNCTION__, mod->name, mod->flags);
vk_brush_model_t *bmodel = Mem_Calloc(vk_core.pool, sizeof(*bmodel));
ASSERT(g_brush.models_count < COUNTOF(g_brush.models));
g_brush.models[g_brush.models_count++] = bmodel;
bmodel->engine_model = mod;
bmodel->patch_rendermode = -1;
mod->cache.data = bmodel;
Matrix4x4_LoadIdentity(bmodel->prev_transform);
bmodel->prev_time = gpGlobals->time;
const model_sizes_t sizes = computeSizes( mod, is_worldmodel );
if (is_worldmodel) {
tglob.current_map_has_surf_sky = sizes.sky_surfaces_count != 0;
DEBUG("sky_surfaces_count=%d, current_map_has_surf_sky=%d", sizes.sky_surfaces_count, tglob.current_map_has_surf_sky);
}
if (sizes.num_surfaces != 0) {
if (!createRenderModel(mod, bmodel, sizes, is_worldmodel)) {
ERR("Could not load brush model %s", mod->name);
// FIXME Cannot deallocate bmodel as we might still have staging references to its memory
return false;
}
}
if (sizes.water.surfaces) {
if (!brushCreateWaterModel(mod, &bmodel->water, sizes.water, BrushSurface_Water, is_worldmodel)) {
ERR("Could not load brush water model %s", mod->name);
// FIXME Cannot deallocate bmodel as we might still have staging references to its memory
return false;
}
}
if (sizes.side_water.surfaces) {
if (!brushCreateWaterModel(mod, &bmodel->water_sides, sizes.side_water, BrushSurface_WaterSide, is_worldmodel)) {
ERR("Could not load brush water_side model %s", mod->name);
// FIXME Cannot deallocate bmodel as we might still have staging references to its memory
return false;
}
}
g_brush.stat.total_vertices += sizes.num_indices + sizes.water.vertices + sizes.side_water.vertices;
g_brush.stat.total_indices += sizes.num_vertices + sizes.water.indices + sizes.side_water.indices;
DEBUG("Model %s loaded surfaces: %d (of %d); total vertices: %u, total indices: %u",
mod->name, bmodel->render_model.num_geometries, mod->nummodelsurfaces, g_brush.stat.total_vertices, g_brush.stat.total_indices);
return true;
}
static void R_BrushModelDestroy( vk_brush_model_t *bmodel ) {
ASSERT(bmodel->engine_model);
DEBUG("%s: %s", __FUNCTION__, bmodel->engine_model->name);
ASSERT(bmodel->engine_model->cache.data == bmodel);
ASSERT(bmodel->engine_model->type == mod_brush);
if (bmodel->dynamic_polylights)
Mem_Free(bmodel->dynamic_polylights);
if (bmodel->conveyors_vertices)
Mem_Free(bmodel->conveyors_vertices);
if (bmodel->conveyors)
Mem_Free(bmodel->conveyors);
if (bmodel->water.surfaces_count) {
R_RenderModelDestroy(&bmodel->water.render_model);
Mem_Free((int*)bmodel->water.surfaces_indices);
Mem_Free(bmodel->water.render_model.geometries);
R_GeometryRangeFree(&bmodel->water.geometry);
}
if (bmodel->water_sides.surfaces_count) {
R_RenderModelDestroy(&bmodel->water_sides.render_model);
Mem_Free((int*)bmodel->water_sides.surfaces_indices);
Mem_Free(bmodel->water_sides.render_model.geometries);
R_GeometryRangeFree(&bmodel->water_sides.geometry);
}
R_RenderModelDestroy(&bmodel->render_model);
if (bmodel->animated_indexes)
Mem_Free(bmodel->animated_indexes);
if (bmodel->surface_to_geometry_index)
Mem_Free(bmodel->surface_to_geometry_index);
if (bmodel->render_model.geometries) {
Mem_Free(bmodel->render_model.geometries);
R_GeometryRangeFree(&bmodel->geometry);
}
bmodel->engine_model->cache.data = NULL;
Mem_Free(bmodel);
}
void R_BrushModelDestroyAll( void ) {
DEBUG("Destroying %d brush models", g_brush.models_count);
for( int i = 0; i < g_brush.models_count; i++ )
R_BrushModelDestroy(g_brush.models[i]);
g_brush.stat.total_vertices = 0;
g_brush.stat.total_indices = 0;
g_brush.models_count = 0;
memset(g_brush.conn.edges, 0, sizeof(*g_brush.conn.edges) * g_brush.conn.edges_capacity);
memset(g_brush.conn.vertices, 0, sizeof(*g_brush.conn.vertices) * g_brush.conn.vertices_capacity);
}
static float computeArea(vec3_t *vertices, int vertices_count) {
vec3_t normal = {0, 0, 0};
for (int i = 2; i < vertices_count; ++i) {
vec3_t e[2], lnormal;
VectorSubtract(vertices[i-0], vertices[0], e[0]);
VectorSubtract(vertices[i-1], vertices[0], e[1]);
CrossProduct(e[0], e[1], lnormal);
VectorAdd(lnormal, normal, normal);
}
return VectorLength(normal);
}
static qboolean loadPolyLight(rt_light_add_polygon_t *out_polygon, const model_t *mod, const int surface_index, const msurface_t *surf, const vec3_t emissive) {
(*out_polygon) = (rt_light_add_polygon_t){0};
out_polygon->num_vertices = Q_min(7, surf->numedges);
// TODO split, don't clip
if (surf->numedges > 7)
WARN_THROTTLED(10, "emissive surface %d has %d vertices; clipping to 7", surface_index, surf->numedges);
VectorCopy(emissive, out_polygon->emissive);
for (int i = 0; i < out_polygon->num_vertices; ++i) {
const int iedge = mod->surfedges[surf->firstedge + i];
const medge_t *edge = mod->edges + (iedge >= 0 ? iedge : -iedge);
const mvertex_t *vertex = mod->vertexes + (iedge >= 0 ? edge->v[0] : edge->v[1]);
VectorCopy(vertex->position, out_polygon->vertices[i]);
}
const float area = computeArea(out_polygon->vertices, out_polygon->num_vertices);
if (area <= 0) {
ERR("%s: emissive surface=%d has area=%f, skipping", __FUNCTION__, surface_index, area);
return false;
}
out_polygon->surface = surf;
return true;
}
void R_VkBrushModelCollectEmissiveSurfaces( const struct model_s *mod, qboolean is_worldmodel ) {
vk_brush_model_t *const bmodel = mod->cache.data;
ASSERT(bmodel);
const xvk_mapent_func_any_t *func_any = getModelFuncAnyPatch(mod);
const qboolean is_static = is_worldmodel || (func_any && func_any->origin_patched);
typedef struct {
int model_surface_index;
int surface_index;
const msurface_t *surf;
vec3_t emissive;
qboolean is_water;
} emissive_surface_t;
emissive_surface_t emissive_surfaces[MAX_SURFACE_LIGHTS];
int geom_indices[MAX_SURFACE_LIGHTS];
int emissive_surfaces_count = 0;
// Load list of all emissive surfaces
for( int i = 0; i < mod->nummodelsurfaces; ++i) {
const int surface_index = mod->firstmodelsurface + i;
const msurface_t *surf = mod->surfaces + surface_index;
const brush_surface_type_e type = getSurfaceType(surf, surface_index, is_worldmodel);
switch (type) {
case BrushSurface_Regular:
case BrushSurface_Water:
// No known cases, also needs to be dynamic case BrushSurface_WaterSide:
break;
// Animated textures are enumerated in `R_BrushModelDraw()` and are added as dynamic lights
// when their current frame is emissive. Do not add such surfaces here to avoid adding them twice.
// TODO: Most of the animated surfaces are techically static: i.e. they don't really move.
// Make a special case for static lights that can be off.
case BrushSurface_Animated:
default:
continue;
}
const int tex_id = surf->texinfo->texture->gl_texturenum; // TODO animation?
vec3_t emissive;
const xvk_patch_surface_t *const psurf = R_VkPatchGetSurface(surface_index);
if (psurf && (psurf->flags & Patch_Surface_Emissive)) {
VectorCopy(psurf->emissive, emissive);
} else if (RT_GetEmissiveForTexture(emissive, tex_id)) {
// emissive
} else {
// not emissive, continue to the next
continue;
}
DEBUG("%d: i=%d surf_index=%d tex_id=%d patch=%d(%#x) => emissive=(%f,%f,%f)", emissive_surfaces_count, i, surface_index, tex_id, !!psurf, psurf?psurf->flags:0, emissive[0], emissive[1], emissive[2]);
if (emissive_surfaces_count == MAX_SURFACE_LIGHTS) {
ERR("Too many emissive surfaces for model %s: max=%d", mod->name, MAX_SURFACE_LIGHTS);
break;
}
emissive_surface_t* const surface = &emissive_surfaces[emissive_surfaces_count++];
surface->model_surface_index = i;
surface->surface_index = surface_index;
surface->surf = surf;
surface->is_water = type == BrushSurface_Water;
VectorCopy(emissive, surface->emissive);
}
// Clear old per-geometry emissive values. The new emissive values will be assigned by the loop below only to the relevant geoms
// This is relevant for updating lights during development
for (int i = 0; i < bmodel->render_model.num_geometries; ++i) {
vk_render_geometry_t *const geom = bmodel->render_model.geometries + i;
VectorClear(geom->emissive);
}
// Non-static brush models may move around and so must have their emissive surfaces treated as dynamic
if (!is_static) {
if (bmodel->dynamic_polylights)
Mem_Free(bmodel->dynamic_polylights);
bmodel->dynamic_polylights_count = 0;
bmodel->dynamic_polylights = Mem_Malloc(vk_core.pool, sizeof(bmodel->dynamic_polylights[0]) * emissive_surfaces_count);
}
// Apply all emissive surfaces found
int geom_indices_count = 0;
for (int i = 0; i < emissive_surfaces_count; ++i) {
const emissive_surface_t* const s = emissive_surfaces + i;
rt_light_add_polygon_t polylight;
if (!loadPolyLight(&polylight, mod, s->surface_index, s->surf, s->emissive))
continue;
// func_any surfaces do not really belong to BSP+PVS system, so they can't be used
// for lights visibility calculation directly.
if (func_any && func_any->origin_patched) {
// TODO this is not really dynamic, but this flag signals using MovingSurface visibility calc
polylight.dynamic = true;
matrix3x4 m;
Matrix3x4_LoadIdentity(m);
Matrix3x4_SetOrigin(m, func_any->origin[0], func_any->origin[1], func_any->origin[2]);
polylight.transform_row = &m;
}
// Static emissive surfaces are added immediately, as they are drawn all the time.
// Non-static ones will be applied later when the model is actually rendered
if (is_static) {
RT_LightAddPolygon(&polylight);
/* TODO figure out when this is needed.
* This is needed in cases where we can dive into emissive acid, which should illuminate what's under it
* Likely, this is not a correct fix, though, see https://github.com/w23/xash3d-fwgs/issues/56
if (s->is_water) {
// Add backside for water
for (int i = 0; i < polylight.num_vertices; ++i) {
vec3_t tmp;
VectorCopy(polylight.vertices[i], tmp);
VectorCopy(polylight.vertices[polylight.num_vertices-1-i], polylight.vertices[i]);
VectorCopy(tmp, polylight.vertices[polylight.num_vertices-1-i]);
RT_LightAddPolygon(&polylight);
}
}
*/
} else {
ASSERT(bmodel->dynamic_polylights_count < emissive_surfaces_count);
bmodel->dynamic_polylights[bmodel->dynamic_polylights_count++] = polylight;
}
// Assign the emissive value to the right geometry
if (bmodel->surface_to_geometry_index) { // Can be absent for water-only models
const int geom_index = bmodel->surface_to_geometry_index[s->model_surface_index];
if (geom_index != -1) { // can be missing for water surfaces
ASSERT(geom_index >= 0);
ASSERT(geom_index < bmodel->render_model.num_geometries);
ASSERT(geom_indices_count < COUNTOF(geom_indices));
geom_indices[geom_indices_count++] = geom_index;
VectorCopy(polylight.emissive, bmodel->render_model.geometries[geom_index].emissive);
}
}
}
if (emissive_surfaces_count > 0) {
// Update emissive values in kusochki. This is required because initial R_BrushModelLoad happens before we've read
// RAD data in vk_light.c, so the emissive values are empty. This is the place and time where we actually get to
// know them, so let's fixup things.
// TODO minor optimization: sort geom_indices to have a better chance for them to be sequential
{
// Make sure that staging has been flushed.
// Updating materials leads to staging an upload to the same memory that we've just staged an upload to.
// This doesn't please the validator.
// Ensure that these uploads are not mixed into the same unsynchronized stream.
// TODO this might be not great for performance (extra waiting for GPU), so a better solution should be considered. E.g. tracking and barrier-syncing regions to-be-reuploaded.
R_VkStagingFlushSync();
}
R_RenderModelUpdateMaterials(&bmodel->render_model, geom_indices, geom_indices_count);
INFO("Loaded %d polylights for %s model %s", emissive_surfaces_count, is_static ? "static" : "movable", mod->name);
}
}
void R_BrushUnloadTextures( model_t *mod )
{
int i;
for( i = 0; i < mod->numtextures; i++ )
{
texture_t *tx = mod->textures[i];
if( !tx || tx->gl_texturenum == tglob.defaultTexture )
continue; // free slot
R_TextureFree( tx->gl_texturenum ); // main texture
R_TextureFree( tx->fb_texturenum ); // luma texture
}
}