2 Copyright (C) 1996-1997 Id Software, Inc.
4 This program is free software; you can redistribute it and/or
5 modify it under the terms of the GNU General Public License
6 as published by the Free Software Foundation; either version 2
7 of the License, or (at your option) any later version.
9 This program is distributed in the hope that it will be useful,
10 but WITHOUT ANY WARRANTY; without even the implied warranty of
11 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
13 See the GNU General Public License for more details.
15 You should have received a copy of the GNU General Public License
16 along with this program; if not, write to the Free Software
17 Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
20 // models.c -- model loading and caching
22 // models are the only shared resource between a client and server running
23 // on the same machine.
29 cvar_t r_mipskins = {CVAR_SAVE, "r_mipskins", "0"};
34 #define MAX_MOD_KNOWN (MAX_MODELS + 256)
35 static model_t mod_known[MAX_MOD_KNOWN];
37 static void mod_start(void)
40 for (i = 0;i < MAX_MOD_KNOWN;i++)
41 if (mod_known[i].name[0])
42 Mod_UnloadModel(&mod_known[i]);
46 static void mod_shutdown(void)
49 for (i = 0;i < MAX_MOD_KNOWN;i++)
50 if (mod_known[i].name[0])
51 Mod_UnloadModel(&mod_known[i]);
54 static void mod_newmap(void)
57 int i, surfacenum, ssize, tsize;
59 if (!cl_stainmaps_clearonload.integer)
62 for (i = 0;i < MAX_MOD_KNOWN;i++)
64 if (mod_known[i].name[0])
66 for (surfacenum = 0, surface = mod_known[i].data_surfaces;surfacenum < mod_known[i].num_surfaces;surfacenum++, surface++)
68 if (surface->lightmapinfo && surface->lightmapinfo->stainsamples)
70 ssize = (surface->lightmapinfo->extents[0] >> 4) + 1;
71 tsize = (surface->lightmapinfo->extents[1] >> 4) + 1;
72 memset(surface->lightmapinfo->stainsamples, 255, ssize * tsize * 3);
73 surface->cached_dlight = true;
85 static void Mod_Print(void);
86 static void Mod_Precache (void);
93 Cvar_RegisterVariable(&r_mipskins);
94 Cmd_AddCommand ("modellist", Mod_Print);
95 Cmd_AddCommand ("modelprecache", Mod_Precache);
98 void Mod_RenderInit(void)
100 R_RegisterModule("Models", mod_start, mod_shutdown, mod_newmap);
103 void Mod_FreeModel (model_t *mod)
105 R_FreeTexturePool(&mod->texturepool);
106 Mem_FreePool(&mod->mempool);
108 // clear the struct to make it available
109 memset(mod, 0, sizeof(model_t));
112 void Mod_UnloadModel (model_t *mod)
114 char name[MAX_QPATH];
115 qboolean isworldmodel;
117 strcpy(name, mod->name);
118 isworldmodel = mod->isworldmodel;
121 strcpy(mod->name, name);
122 mod->isworldmodel = isworldmodel;
134 model_t *Mod_LoadModel(model_t *mod, qboolean crash, qboolean checkdisk, qboolean isworldmodel)
142 if (mod->name[0] == '*') // submodel
147 if (mod->isworldmodel != isworldmodel)
149 if (!mod->loaded || checkdisk)
151 if (checkdisk && mod->loaded)
152 Con_DPrintf("checking model %s\n", mod->name);
153 buf = FS_LoadFile (mod->name, tempmempool, false);
156 crc = CRC_Block(buf, fs_filesize);
162 return mod; // already loaded
164 Con_DPrintf("loading model %s\n", mod->name);
165 // LordHavoc: unload the existing model in this slot (if there is one)
166 Mod_UnloadModel(mod);
169 mod->isworldmodel = isworldmodel;
172 // errors can prevent the corresponding mod->loaded = true;
175 // default model radius and bounding box (mainly for missing models)
177 VectorSet(mod->normalmins, -mod->radius, -mod->radius, -mod->radius);
178 VectorSet(mod->normalmaxs, mod->radius, mod->radius, mod->radius);
179 VectorSet(mod->yawmins, -mod->radius, -mod->radius, -mod->radius);
180 VectorSet(mod->yawmaxs, mod->radius, mod->radius, mod->radius);
181 VectorSet(mod->rotatedmins, -mod->radius, -mod->radius, -mod->radius);
182 VectorSet(mod->rotatedmaxs, mod->radius, mod->radius, mod->radius);
184 // all models use memory, so allocate a memory pool
185 mod->mempool = Mem_AllocPool(mod->name, 0, NULL);
186 // all models load textures, so allocate a texture pool
187 if (cls.state != ca_dedicated)
188 mod->texturepool = R_AllocTexturePool();
192 num = LittleLong(*((int *)buf));
193 // call the apropriate loader
195 if (!memcmp(buf, "IDPO", 4)) Mod_IDP0_Load(mod, buf);
196 else if (!memcmp(buf, "IDP2", 4)) Mod_IDP2_Load(mod, buf);
197 else if (!memcmp(buf, "IDP3", 4)) Mod_IDP3_Load(mod, buf);
198 else if (!memcmp(buf, "IDSP", 4)) Mod_IDSP_Load(mod, buf);
199 else if (!memcmp(buf, "IDS2", 4)) Mod_IDS2_Load(mod, buf);
200 else if (!memcmp(buf, "IBSP", 4)) Mod_IBSP_Load(mod, buf);
201 else if (!memcmp(buf, "ZYMOTICMODEL", 12)) Mod_ZYMOTICMODEL_Load(mod, buf);
202 else if (strlen(mod->name) >= 4 && !strcmp(mod->name - 4, ".map")) Mod_MAP_Load(mod, buf);
203 else if (num == BSPVERSION || num == 30) Mod_Q1BSP_Load(mod, buf);
204 else Con_Printf("Mod_LoadModel: model \"%s\" is of unknown/unsupported type\n", mod->name);
209 // LordHavoc: Sys_Error was *ANNOYING*
210 Con_Printf ("Mod_LoadModel: %s not found\n", mod->name);
213 // no errors occurred
223 void Mod_ClearAll(void)
227 void Mod_ClearUsed(void)
232 for (i = 0, mod = mod_known;i < MAX_MOD_KNOWN;i++, mod++)
237 void Mod_PurgeUnused(void)
242 for (i = 0, mod = mod_known;i < MAX_MOD_KNOWN;i++, mod++)
248 // only used during loading!
249 void Mod_RemoveStaleWorldModels(model_t *skip)
252 for (i = 0;i < MAX_MOD_KNOWN;i++)
253 if (mod_known[i].isworldmodel && skip != &mod_known[i])
254 Mod_UnloadModel(mod_known + i);
257 void Mod_LoadModels(void)
262 for (i = 0, mod = mod_known;i < MAX_MOD_KNOWN;i++, mod++)
265 Mod_CheckLoaded(mod);
274 model_t *Mod_FindName(const char *name)
277 model_t *mod, *freemod;
280 Host_Error ("Mod_ForName: NULL name");
282 // search the currently loaded models
284 for (i = 0, mod = mod_known;i < MAX_MOD_KNOWN;i++, mod++)
288 if (!strcmp (mod->name, name))
294 else if (freemod == NULL)
301 strcpy (mod->name, name);
307 Host_Error ("Mod_FindName: ran out of models\n");
315 Loads in a model for the given name
318 model_t *Mod_ForName(const char *name, qboolean crash, qboolean checkdisk, qboolean isworldmodel)
320 return Mod_LoadModel(Mod_FindName(name), crash, checkdisk, isworldmodel);
326 //=============================================================================
333 static void Mod_Print(void)
338 Con_Print("Loaded models:\n");
339 for (i = 0, mod = mod_known;i < MAX_MOD_KNOWN;i++, mod++)
341 Con_Printf("%4iK %s\n", mod->mempool ? (mod->mempool->totalsize + 1023) / 1024 : 0, mod->name);
349 static void Mod_Precache(void)
352 Mod_ForName(Cmd_Argv(1), false, true, cl.worldmodel && !strcasecmp(Cmd_Argv(1), cl.worldmodel->name));
354 Con_Print("usage: modelprecache <filename>\n");
357 int Mod_BuildVertexRemapTableFromElements(int numelements, const int *elements, int numvertices, int *remapvertices)
361 used = Mem_Alloc(tempmempool, numvertices);
362 memset(used, 0, numvertices);
363 for (i = 0;i < numelements;i++)
364 used[elements[i]] = 1;
365 for (i = 0, count = 0;i < numvertices;i++)
366 remapvertices[i] = used[i] ? count++ : -1;
372 // fast way, using an edge hash
373 #define TRIANGLEEDGEHASH 8192
374 void Mod_BuildTriangleNeighbors(int *neighbors, const int *elements, int numtriangles)
376 int i, j, p, e1, e2, *n, hashindex, count, match;
378 typedef struct edgehashentry_s
380 struct edgehashentry_s *next;
385 edgehashentry_t *edgehash[TRIANGLEEDGEHASH], *edgehashentries, edgehashentriesbuffer[TRIANGLEEDGEHASH*3], *hash;
386 memset(edgehash, 0, sizeof(edgehash));
387 edgehashentries = edgehashentriesbuffer;
388 // if there are too many triangles for the stack array, allocate larger buffer
389 if (numtriangles > TRIANGLEEDGEHASH)
390 edgehashentries = Mem_Alloc(tempmempool, numtriangles * 3 * sizeof(edgehashentry_t));
391 // find neighboring triangles
392 for (i = 0, e = elements, n = neighbors;i < numtriangles;i++, e += 3, n += 3)
394 for (j = 0, p = 2;j < 3;p = j, j++)
398 // this hash index works for both forward and backward edges
399 hashindex = (unsigned int)(e1 + e2) % TRIANGLEEDGEHASH;
400 hash = edgehashentries + i * 3 + j;
401 hash->next = edgehash[hashindex];
402 edgehash[hashindex] = hash;
404 hash->element[0] = e1;
405 hash->element[1] = e2;
408 for (i = 0, e = elements, n = neighbors;i < numtriangles;i++, e += 3, n += 3)
410 for (j = 0, p = 2;j < 3;p = j, j++)
414 // this hash index works for both forward and backward edges
415 hashindex = (unsigned int)(e1 + e2) % TRIANGLEEDGEHASH;
418 for (hash = edgehash[hashindex];hash;hash = hash->next)
420 if (hash->element[0] == e2 && hash->element[1] == e1)
422 if (hash->triangle != i)
423 match = hash->triangle;
426 else if ((hash->element[0] == e1 && hash->element[1] == e2))
429 // detect edges shared by three triangles and make them seams
435 // free the allocated buffer
436 if (edgehashentries != edgehashentriesbuffer)
437 Mem_Free(edgehashentries);
440 // very slow but simple way
441 static int Mod_FindTriangleWithEdge(const int *elements, int numtriangles, int start, int end, int ignore)
446 for (i = 0;i < numtriangles;i++, elements += 3)
448 if ((elements[0] == start && elements[1] == end)
449 || (elements[1] == start && elements[2] == end)
450 || (elements[2] == start && elements[0] == end))
456 else if ((elements[1] == start && elements[0] == end)
457 || (elements[2] == start && elements[1] == end)
458 || (elements[0] == start && elements[2] == end))
461 // detect edges shared by three triangles and make them seams
467 void Mod_BuildTriangleNeighbors(int *neighbors, const int *elements, int numtriangles)
471 for (i = 0, e = elements, n = neighbors;i < numtriangles;i++, e += 3, n += 3)
473 n[0] = Mod_FindTriangleWithEdge(elements, numtriangles, e[1], e[0], i);
474 n[1] = Mod_FindTriangleWithEdge(elements, numtriangles, e[2], e[1], i);
475 n[2] = Mod_FindTriangleWithEdge(elements, numtriangles, e[0], e[2], i);
480 void Mod_ValidateElements(const int *elements, int numtriangles, int numverts, const char *filename, int fileline)
483 for (i = 0;i < numtriangles * 3;i++)
484 if ((unsigned int)elements[i] >= (unsigned int)numverts)
485 Con_Printf("Mod_ValidateElements: out of bounds element detected at %s:%d\n", filename, fileline);
488 // warning: this is an expensive function!
489 void Mod_BuildNormals(int firstvertex, int numvertices, int numtriangles, const float *vertex3f, const int *elements, float *normal3f)
495 memset(normal3f + 3 * firstvertex, 0, numvertices * sizeof(float[3]));
496 // process each vertex of each triangle and accumulate the results
497 // use area-averaging, to make triangles with a big area have a bigger
498 // weighting on the vertex normal than triangles with a small area
499 // to do so, just add the 'normals' together (the bigger the area
500 // the greater the length of the normal is
502 for (i = 0; i < numtriangles; i++)
507 vertex3f + element[0] * 3,
508 vertex3f + element[1] * 3,
509 vertex3f + element[2] * 3,
513 vectorNormal = normal3f + element[0] * 3;
514 vectorNormal[0] += areaNormal[0];
515 vectorNormal[1] += areaNormal[1];
516 vectorNormal[2] += areaNormal[2];
518 vectorNormal = normal3f + element[1] * 3;
519 vectorNormal[0] += areaNormal[0];
520 vectorNormal[1] += areaNormal[1];
521 vectorNormal[2] += areaNormal[2];
523 vectorNormal = normal3f + element[2] * 3;
524 vectorNormal[0] += areaNormal[0];
525 vectorNormal[1] += areaNormal[1];
526 vectorNormal[2] += areaNormal[2];
530 // and just normalize the accumulated vertex normal in the end
531 vectorNormal = normal3f + 3 * firstvertex;
532 for (i = 0; i < numvertices; i++) {
533 VectorNormalize(vectorNormal);
538 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)
540 float f, tangentcross[3], v10[3], v20[3], tc10[2], tc20[2];
541 // 103 add/sub/negate/multiply (1 cycle), 3 divide (20 cycle), 3 sqrt (22 cycle), 4 compare (3 cycle?), total cycles not counting load/store/exchange roughly 241 cycles
542 // 12 add, 28 subtract, 57 multiply, 3 divide, 3 sqrt, 4 compare, 50% chance of 6 negates
544 // 6 multiply, 9 subtract
545 VectorSubtract(v1, v0, v10);
546 VectorSubtract(v2, v0, v20);
547 normal3f[0] = v10[1] * v20[2] - v10[2] * v20[1];
548 normal3f[1] = v10[2] * v20[0] - v10[0] * v20[2];
549 normal3f[2] = v10[0] * v20[1] - v10[1] * v20[0];
550 // 1 sqrt, 1 divide, 6 multiply, 2 add, 1 compare
551 VectorNormalize(normal3f);
552 // 12 multiply, 10 subtract
553 tc10[1] = tc1[1] - tc0[1];
554 tc20[1] = tc2[1] - tc0[1];
555 svector3f[0] = tc10[1] * v20[0] - tc20[1] * v10[0];
556 svector3f[1] = tc10[1] * v20[1] - tc20[1] * v10[1];
557 svector3f[2] = tc10[1] * v20[2] - tc20[1] * v10[2];
558 tc10[0] = tc1[0] - tc0[0];
559 tc20[0] = tc2[0] - tc0[0];
560 tvector3f[0] = tc10[0] * v20[0] - tc20[0] * v10[0];
561 tvector3f[1] = tc10[0] * v20[1] - tc20[0] * v10[1];
562 tvector3f[2] = tc10[0] * v20[2] - tc20[0] * v10[2];
563 // 12 multiply, 4 add, 6 subtract
564 f = DotProduct(svector3f, normal3f);
565 svector3f[0] -= f * normal3f[0];
566 svector3f[1] -= f * normal3f[1];
567 svector3f[2] -= f * normal3f[2];
568 f = DotProduct(tvector3f, normal3f);
569 tvector3f[0] -= f * normal3f[0];
570 tvector3f[1] -= f * normal3f[1];
571 tvector3f[2] -= f * normal3f[2];
572 // 2 sqrt, 2 divide, 12 multiply, 4 add, 2 compare
573 VectorNormalize(svector3f);
574 VectorNormalize(tvector3f);
575 // if texture is mapped the wrong way (counterclockwise), the tangents
576 // have to be flipped, this is detected by calculating a normal from the
577 // two tangents, and seeing if it is opposite the surface normal
578 // 9 multiply, 2 add, 3 subtract, 1 compare, 50% chance of: 6 negates
579 CrossProduct(tvector3f, svector3f, tangentcross);
580 if (DotProduct(tangentcross, normal3f) < 0)
582 VectorNegate(svector3f, svector3f);
583 VectorNegate(tvector3f, tvector3f);
587 // warning: this is a very expensive function!
588 void Mod_BuildTextureVectorsAndNormals(int firstvertex, int numvertices, int numtriangles, const float *vertex3f, const float *texcoord2f, const int *elements, float *svector3f, float *tvector3f, float *normal3f)
591 float sdir[3], tdir[3], normal[3], *v;
595 memset(svector3f + 3 * firstvertex, 0, numvertices * sizeof(float[3]));
597 memset(tvector3f + 3 * firstvertex, 0, numvertices * sizeof(float[3]));
599 memset(normal3f + 3 * firstvertex, 0, numvertices * sizeof(float[3]));
600 // process each vertex of each triangle and accumulate the results
601 for (tnum = 0, e = elements;tnum < numtriangles;tnum++, e += 3)
603 Mod_BuildBumpVectors(vertex3f + e[0] * 3, vertex3f + e[1] * 3, vertex3f + e[2] * 3, texcoord2f + e[0] * 2, texcoord2f + e[1] * 2, texcoord2f + e[2] * 2, sdir, tdir, normal);
606 for (i = 0;i < 3;i++)
608 svector3f[e[i]*3 ] += sdir[0];
609 svector3f[e[i]*3+1] += sdir[1];
610 svector3f[e[i]*3+2] += sdir[2];
615 for (i = 0;i < 3;i++)
617 tvector3f[e[i]*3 ] += tdir[0];
618 tvector3f[e[i]*3+1] += tdir[1];
619 tvector3f[e[i]*3+2] += tdir[2];
624 for (i = 0;i < 3;i++)
626 normal3f[e[i]*3 ] += normal[0];
627 normal3f[e[i]*3+1] += normal[1];
628 normal3f[e[i]*3+2] += normal[2];
632 // now we could divide the vectors by the number of averaged values on
633 // each vertex... but instead normalize them
634 // 4 assignments, 1 divide, 1 sqrt, 2 adds, 6 multiplies
636 for (i = 0, v = svector3f + 3 * firstvertex;i < numvertices;i++, v += 3)
638 // 4 assignments, 1 divide, 1 sqrt, 2 adds, 6 multiplies
640 for (i = 0, v = tvector3f + 3 * firstvertex;i < numvertices;i++, v += 3)
642 // 4 assignments, 1 divide, 1 sqrt, 2 adds, 6 multiplies
644 for (i = 0, v = normal3f + 3 * firstvertex;i < numvertices;i++, v += 3)
648 surfmesh_t *Mod_AllocSurfMesh(mempool_t *mempool, int numvertices, int numtriangles, qboolean detailtexcoords, qboolean lightmapoffsets, qboolean vertexcolors, qboolean neighbors)
652 mesh = Mem_Alloc(mempool, sizeof(surfmesh_t) + numvertices * (3 + 3 + 3 + 3 + 2 + 2 + (detailtexcoords ? 2 : 0) + (vertexcolors ? 4 : 0)) * sizeof(float) + numvertices * (lightmapoffsets ? 1 : 0) * sizeof(int) + numtriangles * (3 + 3 + (neighbors ? 3 : 0)) * sizeof(int));
653 mesh->num_vertices = numvertices;
654 mesh->num_triangles = numtriangles;
655 data = (qbyte *)(mesh + 1);
656 if (mesh->num_vertices)
658 mesh->data_vertex3f = (float *)data, data += sizeof(float[3]) * mesh->num_vertices;
659 mesh->data_svector3f = (float *)data, data += sizeof(float[3]) * mesh->num_vertices;
660 mesh->data_tvector3f = (float *)data, data += sizeof(float[3]) * mesh->num_vertices;
661 mesh->data_normal3f = (float *)data, data += sizeof(float[3]) * mesh->num_vertices;
662 mesh->data_texcoordtexture2f = (float *)data, data += sizeof(float[2]) * mesh->num_vertices;
663 mesh->data_texcoordlightmap2f = (float *)data, data += sizeof(float[2]) * mesh->num_vertices;
665 mesh->data_texcoorddetail2f = (float *)data, data += sizeof(float[2]) * mesh->num_vertices;
667 mesh->data_lightmapcolor4f = (float *)data, data += sizeof(float[4]) * mesh->num_vertices;
669 mesh->data_lightmapoffsets = (int *)data, data += sizeof(int) * mesh->num_vertices;
671 if (mesh->num_triangles)
673 mesh->data_element3i = (int *)data, data += sizeof(int[3]) * mesh->num_triangles;
674 mesh->data_element3i = (int *)data, data += sizeof(int[3]) * mesh->num_triangles;
676 mesh->data_neighbor3i = (int *)data, data += sizeof(int[3]) * mesh->num_triangles;
681 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)
683 shadowmesh_t *newmesh;
686 size = sizeof(shadowmesh_t);
687 size += maxverts * sizeof(float[3]);
689 size += maxverts * sizeof(float[11]);
690 size += maxtriangles * sizeof(int[3]);
692 size += maxtriangles * sizeof(int[3]);
694 size += SHADOWMESHVERTEXHASH * sizeof(shadowmeshvertexhash_t *) + maxverts * sizeof(shadowmeshvertexhash_t);
695 data = Mem_Alloc(mempool, size);
696 newmesh = (void *)data;data += sizeof(*newmesh);
697 newmesh->map_diffuse = map_diffuse;
698 newmesh->map_specular = map_specular;
699 newmesh->map_normal = map_normal;
700 newmesh->maxverts = maxverts;
701 newmesh->maxtriangles = maxtriangles;
702 newmesh->numverts = 0;
703 newmesh->numtriangles = 0;
705 newmesh->vertex3f = (void *)data;data += maxverts * sizeof(float[3]);
708 newmesh->svector3f = (void *)data;data += maxverts * sizeof(float[3]);
709 newmesh->tvector3f = (void *)data;data += maxverts * sizeof(float[3]);
710 newmesh->normal3f = (void *)data;data += maxverts * sizeof(float[3]);
711 newmesh->texcoord2f = (void *)data;data += maxverts * sizeof(float[2]);
713 newmesh->element3i = (void *)data;data += maxtriangles * sizeof(int[3]);
716 newmesh->neighbor3i = (void *)data;data += maxtriangles * sizeof(int[3]);
720 newmesh->vertexhashtable = (void *)data;data += SHADOWMESHVERTEXHASH * sizeof(shadowmeshvertexhash_t *);
721 newmesh->vertexhashentries = (void *)data;data += maxverts * sizeof(shadowmeshvertexhash_t);
726 shadowmesh_t *Mod_ShadowMesh_ReAlloc(mempool_t *mempool, shadowmesh_t *oldmesh, int light, int neighbors)
728 shadowmesh_t *newmesh;
729 newmesh = Mod_ShadowMesh_Alloc(mempool, oldmesh->numverts, oldmesh->numtriangles, oldmesh->map_diffuse, oldmesh->map_specular, oldmesh->map_normal, light, neighbors, false);
730 newmesh->numverts = oldmesh->numverts;
731 newmesh->numtriangles = oldmesh->numtriangles;
733 memcpy(newmesh->vertex3f, oldmesh->vertex3f, oldmesh->numverts * sizeof(float[3]));
734 if (newmesh->svector3f && oldmesh->svector3f)
736 memcpy(newmesh->svector3f, oldmesh->svector3f, oldmesh->numverts * sizeof(float[3]));
737 memcpy(newmesh->tvector3f, oldmesh->tvector3f, oldmesh->numverts * sizeof(float[3]));
738 memcpy(newmesh->normal3f, oldmesh->normal3f, oldmesh->numverts * sizeof(float[3]));
739 memcpy(newmesh->texcoord2f, oldmesh->texcoord2f, oldmesh->numverts * sizeof(float[2]));
741 memcpy(newmesh->element3i, oldmesh->element3i, oldmesh->numtriangles * sizeof(int[3]));
742 if (newmesh->neighbor3i && oldmesh->neighbor3i)
743 memcpy(newmesh->neighbor3i, oldmesh->neighbor3i, oldmesh->numtriangles * sizeof(int[3]));
747 int Mod_ShadowMesh_AddVertex(shadowmesh_t *mesh, float *vertex14f)
750 shadowmeshvertexhash_t *hash;
751 // this uses prime numbers intentionally
752 hashindex = (unsigned int) (vertex14f[0] * 3 + vertex14f[1] * 5 + vertex14f[2] * 7) % SHADOWMESHVERTEXHASH;
753 for (hash = mesh->vertexhashtable[hashindex];hash;hash = hash->next)
755 vnum = (hash - mesh->vertexhashentries);
756 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]))
757 && (mesh->svector3f == NULL || (mesh->svector3f[vnum * 3 + 0] == vertex14f[3] && mesh->svector3f[vnum * 3 + 1] == vertex14f[4] && mesh->svector3f[vnum * 3 + 2] == vertex14f[5]))
758 && (mesh->tvector3f == NULL || (mesh->tvector3f[vnum * 3 + 0] == vertex14f[6] && mesh->tvector3f[vnum * 3 + 1] == vertex14f[7] && mesh->tvector3f[vnum * 3 + 2] == vertex14f[8]))
759 && (mesh->normal3f == NULL || (mesh->normal3f[vnum * 3 + 0] == vertex14f[9] && mesh->normal3f[vnum * 3 + 1] == vertex14f[10] && mesh->normal3f[vnum * 3 + 2] == vertex14f[11]))
760 && (mesh->texcoord2f == NULL || (mesh->texcoord2f[vnum * 2 + 0] == vertex14f[12] && mesh->texcoord2f[vnum * 2 + 1] == vertex14f[13])))
761 return hash - mesh->vertexhashentries;
763 vnum = mesh->numverts++;
764 hash = mesh->vertexhashentries + vnum;
765 hash->next = mesh->vertexhashtable[hashindex];
766 mesh->vertexhashtable[hashindex] = hash;
767 if (mesh->vertex3f) {mesh->vertex3f[vnum * 3 + 0] = vertex14f[0];mesh->vertex3f[vnum * 3 + 1] = vertex14f[1];mesh->vertex3f[vnum * 3 + 2] = vertex14f[2];}
768 if (mesh->svector3f) {mesh->svector3f[vnum * 3 + 0] = vertex14f[3];mesh->svector3f[vnum * 3 + 1] = vertex14f[4];mesh->svector3f[vnum * 3 + 2] = vertex14f[5];}
769 if (mesh->tvector3f) {mesh->tvector3f[vnum * 3 + 0] = vertex14f[6];mesh->tvector3f[vnum * 3 + 1] = vertex14f[7];mesh->tvector3f[vnum * 3 + 2] = vertex14f[8];}
770 if (mesh->normal3f) {mesh->normal3f[vnum * 3 + 0] = vertex14f[9];mesh->normal3f[vnum * 3 + 1] = vertex14f[10];mesh->normal3f[vnum * 3 + 2] = vertex14f[11];}
771 if (mesh->texcoord2f) {mesh->texcoord2f[vnum * 2 + 0] = vertex14f[12];mesh->texcoord2f[vnum * 2 + 1] = vertex14f[13];}
775 void Mod_ShadowMesh_AddTriangle(mempool_t *mempool, shadowmesh_t *mesh, rtexture_t *map_diffuse, rtexture_t *map_specular, rtexture_t *map_normal, float *vertex14f)
777 if (mesh->numtriangles == 0)
779 // set the properties on this empty mesh to be more favorable...
780 // (note: this case only occurs for the first triangle added to a new mesh chain)
781 mesh->map_diffuse = map_diffuse;
782 mesh->map_specular = map_specular;
783 mesh->map_normal = map_normal;
785 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)
787 if (mesh->next == NULL)
788 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);
791 mesh->element3i[mesh->numtriangles * 3 + 0] = Mod_ShadowMesh_AddVertex(mesh, vertex14f + 14 * 0);
792 mesh->element3i[mesh->numtriangles * 3 + 1] = Mod_ShadowMesh_AddVertex(mesh, vertex14f + 14 * 1);
793 mesh->element3i[mesh->numtriangles * 3 + 2] = Mod_ShadowMesh_AddVertex(mesh, vertex14f + 14 * 2);
794 mesh->numtriangles++;
797 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)
800 float vbuf[3*14], *v;
801 memset(vbuf, 0, sizeof(vbuf));
802 for (i = 0;i < numtris;i++)
804 for (j = 0, v = vbuf;j < 3;j++, v += 14)
809 v[0] = vertex3f[e * 3 + 0];
810 v[1] = vertex3f[e * 3 + 1];
811 v[2] = vertex3f[e * 3 + 2];
815 v[3] = svector3f[e * 3 + 0];
816 v[4] = svector3f[e * 3 + 1];
817 v[5] = svector3f[e * 3 + 2];
821 v[6] = tvector3f[e * 3 + 0];
822 v[7] = tvector3f[e * 3 + 1];
823 v[8] = tvector3f[e * 3 + 2];
827 v[9] = normal3f[e * 3 + 0];
828 v[10] = normal3f[e * 3 + 1];
829 v[11] = normal3f[e * 3 + 2];
833 v[12] = texcoord2f[e * 2 + 0];
834 v[13] = texcoord2f[e * 2 + 1];
837 Mod_ShadowMesh_AddTriangle(mempool, mesh, map_diffuse, map_specular, map_normal, vbuf);
841 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)
843 return Mod_ShadowMesh_Alloc(mempool, maxverts, maxtriangles, map_diffuse, map_specular, map_normal, light, neighbors, expandable);
846 shadowmesh_t *Mod_ShadowMesh_Finish(mempool_t *mempool, shadowmesh_t *firstmesh, int light, int neighbors)
848 shadowmesh_t *mesh, *newmesh, *nextmesh;
849 // reallocate meshs to conserve space
850 for (mesh = firstmesh, firstmesh = NULL;mesh;mesh = nextmesh)
852 nextmesh = mesh->next;
853 if (mesh->numverts >= 3 && mesh->numtriangles >= 1)
855 newmesh = Mod_ShadowMesh_ReAlloc(mempool, mesh, light, neighbors);
856 newmesh->next = firstmesh;
864 void Mod_ShadowMesh_CalcBBox(shadowmesh_t *firstmesh, vec3_t mins, vec3_t maxs, vec3_t center, float *radius)
868 vec3_t nmins, nmaxs, ncenter, temp;
869 float nradius2, dist2, *v;
871 for (mesh = firstmesh;mesh;mesh = mesh->next)
873 if (mesh == firstmesh)
875 VectorCopy(mesh->vertex3f, nmins);
876 VectorCopy(mesh->vertex3f, nmaxs);
878 for (i = 0, v = mesh->vertex3f;i < mesh->numverts;i++, v += 3)
880 if (nmins[0] > v[0]) nmins[0] = v[0];if (nmaxs[0] < v[0]) nmaxs[0] = v[0];
881 if (nmins[1] > v[1]) nmins[1] = v[1];if (nmaxs[1] < v[1]) nmaxs[1] = v[1];
882 if (nmins[2] > v[2]) nmins[2] = v[2];if (nmaxs[2] < v[2]) nmaxs[2] = v[2];
885 // calculate center and radius
886 ncenter[0] = (nmins[0] + nmaxs[0]) * 0.5f;
887 ncenter[1] = (nmins[1] + nmaxs[1]) * 0.5f;
888 ncenter[2] = (nmins[2] + nmaxs[2]) * 0.5f;
890 for (mesh = firstmesh;mesh;mesh = mesh->next)
892 for (i = 0, v = mesh->vertex3f;i < mesh->numverts;i++, v += 3)
894 VectorSubtract(v, ncenter, temp);
895 dist2 = DotProduct(temp, temp);
896 if (nradius2 < dist2)
902 VectorCopy(nmins, mins);
904 VectorCopy(nmaxs, maxs);
906 VectorCopy(ncenter, center);
908 *radius = sqrt(nradius2);
911 void Mod_ShadowMesh_Free(shadowmesh_t *mesh)
913 shadowmesh_t *nextmesh;
914 for (;mesh;mesh = nextmesh)
916 nextmesh = mesh->next;
921 static rtexture_t *GL_TextureForSkinLayer(const qbyte *in, int width, int height, const char *name, const unsigned int *palette, int textureflags)
924 for (i = 0;i < width*height;i++)
925 if (((qbyte *)&palette[in[i]])[3] > 0)
926 return R_LoadTexture2D (loadmodel->texturepool, name, width, height, in, TEXTYPE_PALETTE, textureflags, palette);
930 static int detailtexturecycle = 0;
931 int Mod_LoadSkinFrame(skinframe_t *skinframe, char *basename, int textureflags, int loadpantsandshirt, int usedetailtexture, int loadglowtexture)
934 memset(skinframe, 0, sizeof(*skinframe));
935 if (!image_loadskin(&s, basename))
937 if (usedetailtexture)
938 skinframe->detail = r_texture_detailtextures[(detailtexturecycle++) % NUM_DETAILTEXTURES];
939 skinframe->base = R_LoadTexture2D (loadmodel->texturepool, basename, s.basepixels_width, s.basepixels_height, s.basepixels, TEXTYPE_RGBA, textureflags, NULL);
940 if (s.nmappixels != NULL)
941 skinframe->nmap = R_LoadTexture2D (loadmodel->texturepool, va("%s_nmap", basename), s.nmappixels_width, s.nmappixels_height, s.nmappixels, TEXTYPE_RGBA, textureflags, NULL);
942 if (s.glosspixels != NULL)
943 skinframe->gloss = R_LoadTexture2D (loadmodel->texturepool, va("%s_gloss", basename), s.glosspixels_width, s.glosspixels_height, s.glosspixels, TEXTYPE_RGBA, textureflags, NULL);
944 if (s.glowpixels != NULL && loadglowtexture)
945 skinframe->glow = R_LoadTexture2D (loadmodel->texturepool, va("%s_glow", basename), s.glowpixels_width, s.glowpixels_height, s.glowpixels, TEXTYPE_RGBA, textureflags, NULL);
946 if (s.maskpixels != NULL)
947 skinframe->fog = R_LoadTexture2D (loadmodel->texturepool, va("%s_mask", basename), s.maskpixels_width, s.maskpixels_height, s.maskpixels, TEXTYPE_RGBA, textureflags, NULL);
948 if (loadpantsandshirt)
950 if (s.pantspixels != NULL)
951 skinframe->pants = R_LoadTexture2D (loadmodel->texturepool, va("%s_pants", basename), s.pantspixels_width, s.pantspixels_height, s.pantspixels, TEXTYPE_RGBA, textureflags, NULL);
952 if (s.shirtpixels != NULL)
953 skinframe->shirt = R_LoadTexture2D (loadmodel->texturepool, va("%s_shirt", basename), s.shirtpixels_width, s.shirtpixels_height, s.shirtpixels, TEXTYPE_RGBA, textureflags, NULL);
959 int Mod_LoadSkinFrame_Internal(skinframe_t *skinframe, char *basename, int textureflags, int loadpantsandshirt, int usedetailtexture, int loadglowtexture, qbyte *skindata, int width, int height)
961 qbyte *temp1, *temp2;
962 memset(skinframe, 0, sizeof(*skinframe));
965 if (usedetailtexture)
966 skinframe->detail = r_texture_detailtextures[(detailtexturecycle++) % NUM_DETAILTEXTURES];
967 if (r_shadow_bumpscale_basetexture.value > 0)
969 temp1 = Mem_Alloc(loadmodel->mempool, width * height * 8);
970 temp2 = temp1 + width * height * 4;
971 Image_Copy8bitRGBA(skindata, temp1, width * height, palette_nofullbrights);
972 Image_HeightmapToNormalmap(temp1, temp2, width, height, false, r_shadow_bumpscale_basetexture.value);
973 skinframe->nmap = R_LoadTexture2D(loadmodel->texturepool, va("%s_nmap", basename), width, height, temp2, TEXTYPE_RGBA, textureflags, NULL);
978 skinframe->glow = GL_TextureForSkinLayer(skindata, width, height, va("%s_glow", basename), palette_onlyfullbrights, textureflags); // glow
979 skinframe->base = skinframe->merged = GL_TextureForSkinLayer(skindata, width, height, va("%s_merged", basename), palette_nofullbrights, textureflags); // all but fullbrights
980 if (loadpantsandshirt)
982 skinframe->pants = GL_TextureForSkinLayer(skindata, width, height, va("%s_pants", basename), palette_pantsaswhite, textureflags); // pants
983 skinframe->shirt = GL_TextureForSkinLayer(skindata, width, height, va("%s_shirt", basename), palette_shirtaswhite, textureflags); // shirt
984 if (skinframe->pants || skinframe->shirt)
985 skinframe->base = GL_TextureForSkinLayer(skindata, width, height, va("%s_nospecial", basename), palette_nocolormapnofullbrights, textureflags); // no special colors
990 skinframe->base = skinframe->merged = GL_TextureForSkinLayer(skindata, width, height, va("%s_merged", basename), palette_complete, textureflags); // all
991 if (loadpantsandshirt)
993 skinframe->pants = GL_TextureForSkinLayer(skindata, width, height, va("%s_pants", basename), palette_pantsaswhite, textureflags); // pants
994 skinframe->shirt = GL_TextureForSkinLayer(skindata, width, height, va("%s_shirt", basename), palette_shirtaswhite, textureflags); // shirt
995 if (skinframe->pants || skinframe->shirt)
996 skinframe->base = GL_TextureForSkinLayer(skindata, width, height, va("%s_nospecial", basename), palette_nocolormap, textureflags); // no pants or shirt
1002 void Mod_GetTerrainVertex3fTexCoord2fFromRGBA(const qbyte *imagepixels, int imagewidth, int imageheight, int ix, int iy, float *vertex3f, float *texcoord2f, matrix4x4_t *pixelstepmatrix, matrix4x4_t *pixeltexturestepmatrix)
1007 if (ix >= 0 && iy >= 0 && ix < imagewidth && iy < imageheight)
1008 v[2] = (imagepixels[((iy*imagewidth)+ix)*4+0] + imagepixels[((iy*imagewidth)+ix)*4+1] + imagepixels[((iy*imagewidth)+ix)*4+2]) * (1.0f / 765.0f);
1011 Matrix4x4_Transform(pixelstepmatrix, v, vertex3f);
1012 Matrix4x4_Transform(pixeltexturestepmatrix, v, tc);
1013 texcoord2f[0] = tc[0];
1014 texcoord2f[1] = tc[1];
1017 void Mod_GetTerrainVertexFromRGBA(const qbyte *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)
1019 float vup[3], vdown[3], vleft[3], vright[3];
1020 float tcup[3], tcdown[3], tcleft[3], tcright[3];
1021 float sv[3], tv[3], nl[3];
1022 Mod_GetTerrainVertex3fTexCoord2fFromRGBA(imagepixels, imagewidth, imageheight, ix, iy, vertex3f, texcoord2f, pixelstepmatrix, pixeltexturestepmatrix);
1023 Mod_GetTerrainVertex3fTexCoord2fFromRGBA(imagepixels, imagewidth, imageheight, ix, iy - 1, vup, tcup, pixelstepmatrix, pixeltexturestepmatrix);
1024 Mod_GetTerrainVertex3fTexCoord2fFromRGBA(imagepixels, imagewidth, imageheight, ix, iy + 1, vdown, tcdown, pixelstepmatrix, pixeltexturestepmatrix);
1025 Mod_GetTerrainVertex3fTexCoord2fFromRGBA(imagepixels, imagewidth, imageheight, ix - 1, iy, vleft, tcleft, pixelstepmatrix, pixeltexturestepmatrix);
1026 Mod_GetTerrainVertex3fTexCoord2fFromRGBA(imagepixels, imagewidth, imageheight, ix + 1, iy, vright, tcright, pixelstepmatrix, pixeltexturestepmatrix);
1027 Mod_BuildBumpVectors(vertex3f, vup, vright, texcoord2f, tcup, tcright, svector3f, tvector3f, normal3f);
1028 Mod_BuildBumpVectors(vertex3f, vright, vdown, texcoord2f, tcright, tcdown, sv, tv, nl);
1029 VectorAdd(svector3f, sv, svector3f);
1030 VectorAdd(tvector3f, tv, tvector3f);
1031 VectorAdd(normal3f, nl, normal3f);
1032 Mod_BuildBumpVectors(vertex3f, vdown, vleft, texcoord2f, tcdown, tcleft, sv, tv, nl);
1033 VectorAdd(svector3f, sv, svector3f);
1034 VectorAdd(tvector3f, tv, tvector3f);
1035 VectorAdd(normal3f, nl, normal3f);
1036 Mod_BuildBumpVectors(vertex3f, vleft, vup, texcoord2f, tcleft, tcup, sv, tv, nl);
1037 VectorAdd(svector3f, sv, svector3f);
1038 VectorAdd(tvector3f, tv, tvector3f);
1039 VectorAdd(normal3f, nl, normal3f);
1042 void Mod_ConstructTerrainPatchFromRGBA(const qbyte *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)
1044 int x, y, ix, iy, *e;
1046 for (y = 0;y < height;y++)
1048 for (x = 0;x < width;x++)
1050 e[0] = (y + 1) * (width + 1) + (x + 0);
1051 e[1] = (y + 0) * (width + 1) + (x + 0);
1052 e[2] = (y + 1) * (width + 1) + (x + 1);
1053 e[3] = (y + 0) * (width + 1) + (x + 0);
1054 e[4] = (y + 0) * (width + 1) + (x + 1);
1055 e[5] = (y + 1) * (width + 1) + (x + 1);
1059 Mod_BuildTriangleNeighbors(neighbor3i, element3i, width*height*2);
1060 for (y = 0, iy = y1;y < height + 1;y++, iy++)
1061 for (x = 0, ix = x1;x < width + 1;x++, ix++, vertex3f += 3, texcoord2f += 2, svector3f += 3, tvector3f += 3, normal3f += 3)
1062 Mod_GetTerrainVertexFromRGBA(imagepixels, imagewidth, imageheight, ix, iy, vertex3f, texcoord2f, svector3f, tvector3f, normal3f, pixelstepmatrix, pixeltexturestepmatrix);
1065 skinfile_t *Mod_LoadSkinFiles(void)
1067 int i, words, numtags, line, tagsetsused = false, wordsoverflow;
1070 skinfile_t *skinfile = NULL, *first = NULL;
1071 skinfileitem_t *skinfileitem;
1072 char word[10][MAX_QPATH];
1073 overridetagnameset_t tagsets[MAX_SKINS];
1074 overridetagname_t tags[256];
1078 U_bodyBox,models/players/Legoman/BikerA2.tga
1079 U_RArm,models/players/Legoman/BikerA1.tga
1080 U_LArm,models/players/Legoman/BikerA1.tga
1081 U_armor,common/nodraw
1082 U_sword,common/nodraw
1083 U_shield,common/nodraw
1084 U_homb,common/nodraw
1085 U_backpack,common/nodraw
1086 U_colcha,common/nodraw
1091 memset(tagsets, 0, sizeof(tagsets));
1092 memset(word, 0, sizeof(word));
1093 for (i = 0;i < MAX_SKINS && (data = text = FS_LoadFile(va("%s_%i.skin", loadmodel->name, i), tempmempool, true));i++)
1097 // If it's the first file we parse
1098 if (skinfile == NULL)
1100 skinfile = Mem_Alloc(tempmempool, sizeof(skinfile_t));
1105 skinfile->next = Mem_Alloc(tempmempool, sizeof(skinfile_t));
1106 skinfile = skinfile->next;
1108 skinfile->next = NULL;
1110 for(line = 0;;line++)
1113 if (!COM_ParseToken(&data, true))
1115 if (!strcmp(com_token, "\n"))
1118 wordsoverflow = false;
1122 strlcpy(word[words++], com_token, sizeof (word[0]));
1124 wordsoverflow = true;
1126 while (COM_ParseToken(&data, true) && strcmp(com_token, "\n"));
1129 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);
1132 // words is always >= 1
1133 if (!strcmp(word[0], "replace"))
1137 Con_DPrintf("Mod_LoadSkinFiles: parsed mesh \"%s\" shader replacement \"%s\"\n", word[1], word[2]);
1138 skinfileitem = Mem_Alloc(tempmempool, sizeof(skinfileitem_t));
1139 skinfileitem->next = skinfile->items;
1140 skinfile->items = skinfileitem;
1141 strlcpy (skinfileitem->name, word[1], sizeof (skinfileitem->name));
1142 strlcpy (skinfileitem->replacement, word[2], sizeof (skinfileitem->replacement));
1145 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]);
1147 else if (words == 2 && !strcmp(word[1], ","))
1149 // tag name, like "tag_weapon,"
1150 Con_DPrintf("Mod_LoadSkinFiles: parsed tag #%i \"%s\"\n", numtags, word[0]);
1151 memset(tags + numtags, 0, sizeof(tags[numtags]));
1152 strlcpy (tags[numtags].name, word[0], sizeof (tags[numtags].name));
1155 else if (words == 3 && !strcmp(word[1], ","))
1157 // mesh shader name, like "U_RArm,models/players/Legoman/BikerA1.tga"
1158 Con_DPrintf("Mod_LoadSkinFiles: parsed mesh \"%s\" shader replacement \"%s\"\n", word[0], word[2]);
1159 skinfileitem = Mem_Alloc(tempmempool, sizeof(skinfileitem_t));
1160 skinfileitem->next = skinfile->items;
1161 skinfile->items = skinfileitem;
1162 strlcpy (skinfileitem->name, word[0], sizeof (skinfileitem->name));
1163 strlcpy (skinfileitem->replacement, word[2], sizeof (skinfileitem->replacement));
1166 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);
1172 overridetagnameset_t *t;
1174 t->num_overridetagnames = numtags;
1175 t->data_overridetagnames = Mem_Alloc(loadmodel->mempool, t->num_overridetagnames * sizeof(overridetagname_t));
1176 memcpy(t->data_overridetagnames, tags, t->num_overridetagnames * sizeof(overridetagname_t));
1182 loadmodel->data_overridetagnamesforskin = Mem_Alloc(loadmodel->mempool, i * sizeof(overridetagnameset_t));
1183 memcpy(loadmodel->data_overridetagnamesforskin, tagsets, i * sizeof(overridetagnameset_t));
1186 loadmodel->numskins = i;
1190 void Mod_FreeSkinFiles(skinfile_t *skinfile)
1193 skinfileitem_t *skinfileitem, *nextitem;
1194 for (;skinfile;skinfile = next)
1196 next = skinfile->next;
1197 for (skinfileitem = skinfile->items;skinfileitem;skinfileitem = nextitem)
1199 nextitem = skinfileitem->next;
1200 Mem_Free(skinfileitem);
1206 int Mod_CountSkinFiles(skinfile_t *skinfile)
1209 for (i = 0;skinfile;skinfile = skinfile->next, i++);
1213 void Mod_SnapVertices(int numcomponents, int numvertices, float *vertices, float snap)
1216 double isnap = 1.0 / snap;
1217 for (i = 0;i < numvertices*numcomponents;i++)
1218 vertices[i] = floor(vertices[i]*isnap)*snap;
1221 int Mod_RemoveDegenerateTriangles(int numtriangles, const int *inelement3i, int *outelement3i, const float *vertex3f)
1223 int i, outtriangles;
1224 float d, edgedir[3], temp[3];
1225 // a degenerate triangle is one with no width (thickness, surface area)
1226 // these are characterized by having all 3 points colinear (along a line)
1227 // or having two points identical
1228 for (i = 0, outtriangles = 0;i < numtriangles;i++, inelement3i += 3)
1230 // calculate first edge
1231 VectorSubtract(vertex3f + inelement3i[1] * 3, vertex3f + inelement3i[0] * 3, edgedir);
1232 if (VectorLength2(edgedir) < 0.0001f)
1233 continue; // degenerate first edge (no length)
1234 VectorNormalize(edgedir);
1235 // check if third point is on the edge (colinear)
1236 d = -DotProduct(vertex3f + inelement3i[2] * 3, edgedir);
1237 VectorMA(vertex3f + inelement3i[2] * 3, d, edgedir, temp);
1238 if (VectorLength2(temp) < 0.0001f)
1239 continue; // third point colinear with first edge
1240 // valid triangle (no colinear points, no duplicate points)
1241 VectorCopy(inelement3i, outelement3i);
1245 return outtriangles;