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"};
33 // LordHavoc: increased from 512 to 2048
34 #define MAX_MOD_KNOWN 2048
35 static model_t mod_known[MAX_MOD_KNOWN];
37 rtexturepool_t *mod_shared_texturepool;
38 rtexture_t *r_notexture;
39 rtexture_t *mod_shared_detailtextures[NUM_DETAILTEXTURES];
40 rtexture_t *mod_shared_distorttexture[64];
42 void Mod_BuildDetailTextures (void)
45 float vc[3], vx[3], vy[3], vn[3], lightdir[3];
46 #define DETAILRESOLUTION 256
47 qbyte data[DETAILRESOLUTION][DETAILRESOLUTION][4], noise[DETAILRESOLUTION][DETAILRESOLUTION];
51 VectorNormalize(lightdir);
52 for (i = 0;i < NUM_DETAILTEXTURES;i++)
54 fractalnoise(&noise[0][0], DETAILRESOLUTION, DETAILRESOLUTION >> 4);
55 for (y = 0;y < DETAILRESOLUTION;y++)
57 for (x = 0;x < DETAILRESOLUTION;x++)
61 vc[2] = noise[y][x] * (1.0f / 32.0f);
64 vx[2] = noise[y][(x + 1) % DETAILRESOLUTION] * (1.0f / 32.0f);
67 vy[2] = noise[(y + 1) % DETAILRESOLUTION][x] * (1.0f / 32.0f);
68 VectorSubtract(vx, vc, vx);
69 VectorSubtract(vy, vc, vy);
70 CrossProduct(vx, vy, vn);
72 light = 128 - DotProduct(vn, lightdir) * 128;
73 light = bound(0, light, 255);
74 data[y][x][0] = data[y][x][1] = data[y][x][2] = light;
78 mod_shared_detailtextures[i] = R_LoadTexture2D(mod_shared_texturepool, va("detailtexture%i", i), DETAILRESOLUTION, DETAILRESOLUTION, &data[0][0][0], TEXTYPE_RGBA, TEXF_MIPMAP | TEXF_PRECACHE, NULL);
82 qbyte Mod_MorphDistortTexture (double y0, double y1, double y2, double y3, double morph)
84 int value = (int)(((y1 + y3 - (y0 + y2)) * morph * morph * morph) +
85 ((2 * (y0 - y1) + y2 - y3) * morph * morph) +
97 void Mod_BuildDistortTexture (void)
100 #define DISTORTRESOLUTION 32
101 qbyte data[5][DISTORTRESOLUTION][DISTORTRESOLUTION][2];
105 for (y=0; y<DISTORTRESOLUTION; y++)
107 for (x=0; x<DISTORTRESOLUTION; x++)
109 data[i][y][x][0] = rand () & 255;
110 data[i][y][x][1] = rand () & 255;
120 mod_shared_distorttexture[i*16+j] = NULL;
121 if (gl_textureshader)
123 for (y=0; y<DISTORTRESOLUTION; y++)
125 for (x=0; x<DISTORTRESOLUTION; x++)
127 data[4][y][x][0] = Mod_MorphDistortTexture (data[(i-1)&3][y][x][0], data[i][y][x][0], data[(i+1)&3][y][x][0], data[(i+2)&3][y][x][0], 0.0625*j);
128 data[4][y][x][1] = Mod_MorphDistortTexture (data[(i-1)&3][y][x][1], data[i][y][x][1], data[(i+1)&3][y][x][1], data[(i+2)&3][y][x][1], 0.0625*j);
131 mod_shared_distorttexture[i*16+j] = R_LoadTexture2D(mod_shared_texturepool, va("distorttexture%i", i*16+j), DISTORTRESOLUTION, DISTORTRESOLUTION, &data[4][0][0][0], TEXTYPE_DSDT, TEXF_PRECACHE, NULL);
139 texture_t r_surf_notexture;
141 void Mod_SetupNoTexture(void)
144 qbyte pix[16][16][4];
146 // this makes a light grey/dark grey checkerboard texture
147 for (y = 0;y < 16;y++)
149 for (x = 0;x < 16;x++)
151 if ((y < 8) ^ (x < 8))
168 r_notexture = R_LoadTexture2D(mod_shared_texturepool, "notexture", 16, 16, &pix[0][0][0], TEXTYPE_RGBA, TEXF_MIPMAP, NULL);
171 static void mod_start(void)
174 for (i = 0;i < MAX_MOD_KNOWN;i++)
175 if (mod_known[i].name[0])
176 Mod_UnloadModel(&mod_known[i]);
179 mod_shared_texturepool = R_AllocTexturePool();
180 Mod_SetupNoTexture();
181 Mod_BuildDetailTextures();
182 Mod_BuildDistortTexture();
185 static void mod_shutdown(void)
188 for (i = 0;i < MAX_MOD_KNOWN;i++)
189 if (mod_known[i].name[0])
190 Mod_UnloadModel(&mod_known[i]);
192 R_FreeTexturePool(&mod_shared_texturepool);
195 static void mod_newmap(void)
204 static void Mod_Print (void);
205 static void Mod_Precache (void);
212 Cvar_RegisterVariable(&r_mipskins);
213 Cmd_AddCommand ("modellist", Mod_Print);
214 Cmd_AddCommand ("modelprecache", Mod_Precache);
217 void Mod_RenderInit(void)
219 R_RegisterModule("Models", mod_start, mod_shutdown, mod_newmap);
222 void Mod_FreeModel (model_t *mod)
224 R_FreeTexturePool(&mod->texturepool);
225 Mem_FreePool(&mod->mempool);
227 // clear the struct to make it available
228 memset(mod, 0, sizeof(model_t));
231 void Mod_UnloadModel (model_t *mod)
233 char name[MAX_QPATH];
234 qboolean isworldmodel;
235 strcpy(name, mod->name);
236 isworldmodel = mod->isworldmodel;
238 strcpy(mod->name, name);
239 mod->isworldmodel = isworldmodel;
240 mod->needload = true;
250 static model_t *Mod_LoadModel(model_t *mod, qboolean crash, qboolean checkdisk, qboolean isworldmodel)
258 if (mod->name[0] == '*') // submodel
267 buf = FS_LoadFile (mod->name, false);
271 Host_Error ("Mod_LoadModel: %s not found", mod->name); // LordHavoc: Sys_Error was *ANNOYING*
275 crc = CRC_Block(buf, fs_filesize);
280 if (mod->crc == crc && mod->isworldmodel == isworldmodel)
284 return mod; // already loaded
288 Con_DPrintf("loading model %s\n", mod->name);
292 buf = FS_LoadFile (mod->name, false);
296 Host_Error ("Mod_LoadModel: %s not found", mod->name);
299 crc = CRC_Block(buf, fs_filesize);
302 // allocate a new model
305 // LordHavoc: unload the existing model in this slot (if there is one)
306 Mod_UnloadModel(mod);
307 mod->isworldmodel = isworldmodel;
310 // errors can prevent the corresponding mod->needload = false;
311 mod->needload = true;
313 // all models use memory, so allocate a memory pool
314 mod->mempool = Mem_AllocPool(mod->name);
315 // all models load textures, so allocate a texture pool
316 if (cls.state != ca_dedicated)
317 mod->texturepool = R_AllocTexturePool();
319 // call the apropriate loader
320 num = LittleLong(*((int *)buf));
321 if (!memcmp(buf, "IDPO", 4)) Mod_IDP0_Load(mod, buf);
322 else if (!memcmp(buf, "IDP2", 4)) Mod_IDP2_Load(mod, buf);
323 else if (!memcmp(buf, "IDP3", 4)) Mod_IDP3_Load(mod, buf);
324 else if (!memcmp(buf, "IDSP", 4)) Mod_IDSP_Load(mod, buf);
325 else if (!memcmp(buf, "IBSP", 4)) Mod_IBSP_Load(mod, buf);
326 else if (!memcmp(buf, "ZYMOTICMODEL", 12)) Mod_ZYMOTICMODEL_Load(mod, buf);
327 else if (strlen(mod->name) >= 4 && !strcmp(mod->name - 4, ".map")) Mod_MAP_Load(mod, buf);
328 else if (num == BSPVERSION || num == 30) Mod_Q1BSP_Load(mod, buf);
329 else Host_Error("Mod_LoadModel: model \"%s\" is of unknown/unsupported type\n", mod->name);
333 // no errors occurred
334 mod->needload = false;
338 void Mod_CheckLoaded(model_t *mod)
343 Mod_LoadModel(mod, true, true, mod->isworldmodel);
346 if (mod->type == mod_invalid)
347 Host_Error("Mod_CheckLoaded: invalid model\n");
359 void Mod_ClearAll(void)
363 void Mod_ClearUsed(void)
368 for (i = 0, mod = mod_known;i < MAX_MOD_KNOWN;i++, mod++)
373 void Mod_PurgeUnused(void)
378 for (i = 0, mod = mod_known;i < MAX_MOD_KNOWN;i++, mod++)
384 void Mod_LoadModels(void)
389 for (i = 0, mod = mod_known;i < MAX_MOD_KNOWN;i++, mod++)
392 Mod_CheckLoaded(mod);
401 model_t *Mod_FindName(const char *name)
404 model_t *mod, *freemod;
407 Host_Error ("Mod_ForName: NULL name");
409 // search the currently loaded models
411 for (i = 0, mod = mod_known;i < MAX_MOD_KNOWN;i++, mod++)
415 if (!strcmp (mod->name, name))
421 else if (freemod == NULL)
428 strcpy (mod->name, name);
429 mod->needload = true;
434 Host_Error ("Mod_FindName: ran out of models\n");
444 void Mod_TouchModel(const char *name)
448 mod = Mod_FindName(name);
456 Loads in a model for the given name
459 model_t *Mod_ForName(const char *name, qboolean crash, qboolean checkdisk, qboolean isworldmodel)
461 return Mod_LoadModel(Mod_FindName(name), crash, checkdisk, isworldmodel);
467 //=============================================================================
474 static void Mod_Print(void)
479 Con_Printf ("Loaded models:\n");
480 for (i = 0, mod = mod_known;i < MAX_MOD_KNOWN;i++, mod++)
482 Con_Printf ("%4iK %s\n", mod->mempool ? (mod->mempool->totalsize + 1023) / 1024 : 0, mod->name);
490 static void Mod_Precache(void)
493 Mod_ForName(Cmd_Argv(1), false, true, cl.worldmodel && !strcasecmp(Cmd_Argv(1), cl.worldmodel->name));
495 Con_Printf("usage: modelprecache <filename>\n");
499 // fast way, using an edge hash
500 #define TRIANGLEEDGEHASH 1024
501 void Mod_BuildTriangleNeighbors(int *neighbors, const int *elements, int numtriangles)
503 int i, j, p, e1, e2, *n, hashindex, count, match;
505 typedef struct edgehashentry_s
507 struct edgehashentry_s *next;
512 edgehashentry_t *edgehash[TRIANGLEEDGEHASH], *edgehashentries, edgehashentriesbuffer[TRIANGLEEDGEHASH*3], *hash;
513 memset(edgehash, 0, sizeof(edgehash));
514 edgehashentries = edgehashentriesbuffer;
515 // if there are too many triangles for the stack array, allocate larger buffer
516 if (numtriangles > TRIANGLEEDGEHASH)
517 edgehashentries = Mem_Alloc(tempmempool, numtriangles * 3 * sizeof(edgehashentry_t));
518 // find neighboring triangles
519 for (i = 0, e = elements, n = neighbors;i < numtriangles;i++, e += 3, n += 3)
521 for (j = 0, p = 2;j < 3;p = j, j++)
525 // this hash index works for both forward and backward edges
526 hashindex = (unsigned int)(e1 + e2) % TRIANGLEEDGEHASH;
527 hash = edgehashentries + i * 3 + j;
528 hash->next = edgehash[hashindex];
529 edgehash[hashindex] = hash;
531 hash->element[0] = e1;
532 hash->element[1] = e2;
535 for (i = 0, e = elements, n = neighbors;i < numtriangles;i++, e += 3, n += 3)
537 for (j = 0, p = 2;j < 3;p = j, j++)
541 // this hash index works for both forward and backward edges
542 hashindex = (unsigned int)(e1 + e2) % TRIANGLEEDGEHASH;
545 for (hash = edgehash[hashindex];hash;hash = hash->next)
547 if (hash->element[0] == e2 && hash->element[1] == e1)
549 if (hash->triangle != i)
550 match = hash->triangle;
553 else if ((hash->element[0] == e1 && hash->element[1] == e2))
556 // detect edges shared by three triangles and make them seams
562 // free the allocated buffer
563 if (edgehashentries != edgehashentriesbuffer)
564 Mem_Free(edgehashentries);
567 // very slow but simple way
568 static int Mod_FindTriangleWithEdge(const int *elements, int numtriangles, int start, int end, int ignore)
573 for (i = 0;i < numtriangles;i++, elements += 3)
575 if ((elements[0] == start && elements[1] == end)
576 || (elements[1] == start && elements[2] == end)
577 || (elements[2] == start && elements[0] == end))
583 else if ((elements[1] == start && elements[0] == end)
584 || (elements[2] == start && elements[1] == end)
585 || (elements[0] == start && elements[2] == end))
588 // detect edges shared by three triangles and make them seams
594 void Mod_BuildTriangleNeighbors(int *neighbors, const int *elements, int numtriangles)
598 for (i = 0, e = elements, n = neighbors;i < numtriangles;i++, e += 3, n += 3)
600 n[0] = Mod_FindTriangleWithEdge(elements, numtriangles, e[1], e[0], i);
601 n[1] = Mod_FindTriangleWithEdge(elements, numtriangles, e[2], e[1], i);
602 n[2] = Mod_FindTriangleWithEdge(elements, numtriangles, e[0], e[2], i);
607 void Mod_ValidateElements(const int *elements, int numtriangles, int numverts, const char *filename, int fileline)
610 for (i = 0;i < numtriangles * 3;i++)
611 if ((unsigned int)elements[i] >= (unsigned int)numverts)
612 Con_Printf("Mod_ValidateElements: out of bounds element detected at %s:%d\n", filename, fileline);
615 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)
618 normal3f[0] = (v1[1] - v0[1]) * (v2[2] - v0[2]) - (v1[2] - v0[2]) * (v2[1] - v0[1]);
619 normal3f[1] = (v1[2] - v0[2]) * (v2[0] - v0[0]) - (v1[0] - v0[0]) * (v2[2] - v0[2]);
620 normal3f[2] = (v1[0] - v0[0]) * (v2[1] - v0[1]) - (v1[1] - v0[1]) * (v2[0] - v0[0]);
621 VectorNormalize(normal3f);
622 tvector3f[0] = ((tc1[0] - tc0[0]) * (v2[0] - v0[0]) - (tc2[0] - tc0[0]) * (v1[0] - v0[0]));
623 tvector3f[1] = ((tc1[0] - tc0[0]) * (v2[1] - v0[1]) - (tc2[0] - tc0[0]) * (v1[1] - v0[1]));
624 tvector3f[2] = ((tc1[0] - tc0[0]) * (v2[2] - v0[2]) - (tc2[0] - tc0[0]) * (v1[2] - v0[2]));
625 f = -DotProduct(tvector3f, normal3f);
626 VectorMA(tvector3f, f, normal3f, tvector3f);
627 VectorNormalize(tvector3f);
628 // note: can't be a CrossProduct as that sometimes flips the texture
629 svector3f[0] = ((tc1[1] - tc0[1]) * (v2[0] - v0[0]) - (tc2[1] - tc0[1]) * (v1[0] - v0[0]));
630 svector3f[1] = ((tc1[1] - tc0[1]) * (v2[1] - v0[1]) - (tc2[1] - tc0[1]) * (v1[1] - v0[1]));
631 svector3f[2] = ((tc1[1] - tc0[1]) * (v2[2] - v0[2]) - (tc2[1] - tc0[1]) * (v1[2] - v0[2]));
632 f = -DotProduct(svector3f, normal3f);
633 VectorMA(svector3f, f, normal3f, svector3f);
634 VectorNormalize(svector3f);
637 // warning: this is an expensive function!
638 void Mod_BuildTextureVectorsAndNormals(int numverts, int numtriangles, const float *vertex3f, const float *texcoord2f, const int *elements, float *svector3f, float *tvector3f, float *normal3f)
641 float sdir[3], tdir[3], normal[3], *v;
645 memset(svector3f, 0, numverts * sizeof(float[3]));
647 memset(tvector3f, 0, numverts * sizeof(float[3]));
649 memset(normal3f, 0, numverts * sizeof(float[3]));
650 // process each vertex of each triangle and accumulate the results
651 for (tnum = 0, e = elements;tnum < numtriangles;tnum++, e += 3)
653 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);
656 for (i = 0;i < 3;i++)
658 svector3f[e[i]*3 ] += sdir[0];
659 svector3f[e[i]*3+1] += sdir[1];
660 svector3f[e[i]*3+2] += sdir[2];
665 for (i = 0;i < 3;i++)
667 tvector3f[e[i]*3 ] += tdir[0];
668 tvector3f[e[i]*3+1] += tdir[1];
669 tvector3f[e[i]*3+2] += tdir[2];
674 for (i = 0;i < 3;i++)
676 normal3f[e[i]*3 ] += normal[0];
677 normal3f[e[i]*3+1] += normal[1];
678 normal3f[e[i]*3+2] += normal[2];
682 // now we could divide the vectors by the number of averaged values on
683 // each vertex... but instead normalize them
684 // 4 assignments, 1 divide, 1 sqrt, 2 adds, 6 multiplies
686 for (i = 0, v = svector3f;i < numverts;i++, v += 3)
688 // 4 assignments, 1 divide, 1 sqrt, 2 adds, 6 multiplies
690 for (i = 0, v = tvector3f;i < numverts;i++, v += 3)
692 // 4 assignments, 1 divide, 1 sqrt, 2 adds, 6 multiplies
694 for (i = 0, v = normal3f;i < numverts;i++, v += 3)
698 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)
700 shadowmesh_t *newmesh;
703 size = sizeof(shadowmesh_t);
704 size += maxverts * sizeof(float[3]);
706 size += maxverts * sizeof(float[11]);
707 size += maxtriangles * sizeof(int[3]);
709 size += maxtriangles * sizeof(int[3]);
711 size += SHADOWMESHVERTEXHASH * sizeof(shadowmeshvertexhash_t *) + maxverts * sizeof(shadowmeshvertexhash_t);
712 data = Mem_Alloc(mempool, size);
713 newmesh = (void *)data;data += sizeof(*newmesh);
714 newmesh->map_diffuse = map_diffuse;
715 newmesh->map_specular = map_specular;
716 newmesh->map_normal = map_normal;
717 newmesh->maxverts = maxverts;
718 newmesh->maxtriangles = maxtriangles;
719 newmesh->numverts = 0;
720 newmesh->numtriangles = 0;
722 newmesh->vertex3f = (void *)data;data += maxverts * sizeof(float[3]);
725 newmesh->svector3f = (void *)data;data += maxverts * sizeof(float[3]);
726 newmesh->tvector3f = (void *)data;data += maxverts * sizeof(float[3]);
727 newmesh->normal3f = (void *)data;data += maxverts * sizeof(float[3]);
728 newmesh->texcoord2f = (void *)data;data += maxverts * sizeof(float[2]);
730 newmesh->element3i = (void *)data;data += maxtriangles * sizeof(int[3]);
733 newmesh->neighbor3i = (void *)data;data += maxtriangles * sizeof(int[3]);
737 newmesh->vertexhashtable = (void *)data;data += SHADOWMESHVERTEXHASH * sizeof(shadowmeshvertexhash_t *);
738 newmesh->vertexhashentries = (void *)data;data += maxverts * sizeof(shadowmeshvertexhash_t);
743 shadowmesh_t *Mod_ShadowMesh_ReAlloc(mempool_t *mempool, shadowmesh_t *oldmesh, int light, int neighbors)
745 shadowmesh_t *newmesh;
746 newmesh = Mod_ShadowMesh_Alloc(mempool, oldmesh->numverts, oldmesh->numtriangles, oldmesh->map_diffuse, oldmesh->map_specular, oldmesh->map_normal, light, neighbors, false);
747 newmesh->numverts = oldmesh->numverts;
748 newmesh->numtriangles = oldmesh->numtriangles;
750 memcpy(newmesh->vertex3f, oldmesh->vertex3f, oldmesh->numverts * sizeof(float[3]));
751 if (newmesh->svector3f && oldmesh->svector3f)
753 memcpy(newmesh->svector3f, oldmesh->svector3f, oldmesh->numverts * sizeof(float[3]));
754 memcpy(newmesh->tvector3f, oldmesh->tvector3f, oldmesh->numverts * sizeof(float[3]));
755 memcpy(newmesh->normal3f, oldmesh->normal3f, oldmesh->numverts * sizeof(float[3]));
756 memcpy(newmesh->texcoord2f, oldmesh->texcoord2f, oldmesh->numverts * sizeof(float[2]));
758 memcpy(newmesh->element3i, oldmesh->element3i, oldmesh->numtriangles * sizeof(int[3]));
759 if (newmesh->neighbor3i && oldmesh->neighbor3i)
760 memcpy(newmesh->neighbor3i, oldmesh->neighbor3i, oldmesh->numtriangles * sizeof(int[3]));
764 int Mod_ShadowMesh_AddVertex(shadowmesh_t *mesh, float *vertex14f)
767 shadowmeshvertexhash_t *hash;
768 // this uses prime numbers intentionally
769 hashindex = (unsigned int) (vertex14f[0] * 3 + vertex14f[1] * 5 + vertex14f[2] * 7) % SHADOWMESHVERTEXHASH;
770 for (hash = mesh->vertexhashtable[hashindex];hash;hash = hash->next)
772 vnum = (hash - mesh->vertexhashentries);
773 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]))
774 && (mesh->svector3f == NULL || (mesh->svector3f[vnum * 3 + 0] == vertex14f[3] && mesh->svector3f[vnum * 3 + 1] == vertex14f[4] && mesh->svector3f[vnum * 3 + 2] == vertex14f[5]))
775 && (mesh->tvector3f == NULL || (mesh->tvector3f[vnum * 3 + 0] == vertex14f[6] && mesh->tvector3f[vnum * 3 + 1] == vertex14f[7] && mesh->tvector3f[vnum * 3 + 2] == vertex14f[8]))
776 && (mesh->normal3f == NULL || (mesh->normal3f[vnum * 3 + 0] == vertex14f[9] && mesh->normal3f[vnum * 3 + 1] == vertex14f[10] && mesh->normal3f[vnum * 3 + 2] == vertex14f[11]))
777 && (mesh->texcoord2f == NULL || (mesh->texcoord2f[vnum * 2 + 0] == vertex14f[12] && mesh->texcoord2f[vnum * 2 + 1] == vertex14f[13])))
778 return hash - mesh->vertexhashentries;
780 vnum = mesh->numverts++;
781 hash = mesh->vertexhashentries + vnum;
782 hash->next = mesh->vertexhashtable[hashindex];
783 mesh->vertexhashtable[hashindex] = hash;
784 if (mesh->vertex3f) {mesh->vertex3f[vnum * 3 + 0] = vertex14f[0];mesh->vertex3f[vnum * 3 + 1] = vertex14f[1];mesh->vertex3f[vnum * 3 + 2] = vertex14f[2];}
785 if (mesh->svector3f) {mesh->svector3f[vnum * 3 + 0] = vertex14f[3];mesh->svector3f[vnum * 3 + 1] = vertex14f[4];mesh->svector3f[vnum * 3 + 2] = vertex14f[5];}
786 if (mesh->tvector3f) {mesh->tvector3f[vnum * 3 + 0] = vertex14f[6];mesh->tvector3f[vnum * 3 + 1] = vertex14f[7];mesh->tvector3f[vnum * 3 + 2] = vertex14f[8];}
787 if (mesh->normal3f) {mesh->normal3f[vnum * 3 + 0] = vertex14f[9];mesh->normal3f[vnum * 3 + 1] = vertex14f[10];mesh->normal3f[vnum * 3 + 2] = vertex14f[11];}
788 if (mesh->texcoord2f) {mesh->texcoord2f[vnum * 2 + 0] = vertex14f[12];mesh->texcoord2f[vnum * 2 + 1] = vertex14f[13];}
792 void Mod_ShadowMesh_AddTriangle(mempool_t *mempool, shadowmesh_t *mesh, rtexture_t *map_diffuse, rtexture_t *map_specular, rtexture_t *map_normal, float *vertex14f)
794 if (mesh->numtriangles == 0)
796 // set the properties on this empty mesh to be more favorable...
797 // (note: this case only occurs for the first triangle added to a new mesh chain)
798 mesh->map_diffuse = map_diffuse;
799 mesh->map_specular = map_specular;
800 mesh->map_normal = map_normal;
802 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)
804 if (mesh->next == NULL)
805 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);
808 mesh->element3i[mesh->numtriangles * 3 + 0] = Mod_ShadowMesh_AddVertex(mesh, vertex14f + 14 * 0);
809 mesh->element3i[mesh->numtriangles * 3 + 1] = Mod_ShadowMesh_AddVertex(mesh, vertex14f + 14 * 1);
810 mesh->element3i[mesh->numtriangles * 3 + 2] = Mod_ShadowMesh_AddVertex(mesh, vertex14f + 14 * 2);
811 mesh->numtriangles++;
814 void Mod_ShadowMesh_AddMesh(mempool_t *mempool, shadowmesh_t *mesh, rtexture_t *map_diffuse, rtexture_t *map_specular, rtexture_t *map_normal, float *vertex3f, float *svector3f, float *tvector3f, float *normal3f, float *texcoord2f, int numtris, int *element3i)
817 float vbuf[3*14], *v;
818 memset(vbuf, 0, sizeof(vbuf));
819 for (i = 0;i < numtris;i++)
821 for (j = 0, v = vbuf;j < 3;j++, v += 14)
826 v[0] = vertex3f[e * 3 + 0];
827 v[1] = vertex3f[e * 3 + 1];
828 v[2] = vertex3f[e * 3 + 2];
832 v[3] = svector3f[e * 3 + 0];
833 v[4] = svector3f[e * 3 + 1];
834 v[5] = svector3f[e * 3 + 2];
838 v[6] = tvector3f[e * 3 + 0];
839 v[7] = tvector3f[e * 3 + 1];
840 v[8] = tvector3f[e * 3 + 2];
844 v[9] = normal3f[e * 3 + 0];
845 v[10] = normal3f[e * 3 + 1];
846 v[11] = normal3f[e * 3 + 2];
850 v[12] = texcoord2f[e * 2 + 0];
851 v[13] = texcoord2f[e * 2 + 1];
854 Mod_ShadowMesh_AddTriangle(mempool, mesh, map_diffuse, map_specular, map_normal, vbuf);
858 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)
860 return Mod_ShadowMesh_Alloc(mempool, maxverts, maxtriangles, map_diffuse, map_specular, map_normal, light, neighbors, expandable);
863 shadowmesh_t *Mod_ShadowMesh_Finish(mempool_t *mempool, shadowmesh_t *firstmesh, int light, int neighbors)
865 shadowmesh_t *mesh, *newmesh, *nextmesh;
866 // reallocate meshs to conserve space
867 for (mesh = firstmesh, firstmesh = NULL;mesh;mesh = nextmesh)
869 nextmesh = mesh->next;
870 if (mesh->numverts >= 3 && mesh->numtriangles >= 1)
872 newmesh = Mod_ShadowMesh_ReAlloc(mempool, mesh, light, neighbors);
873 newmesh->next = firstmesh;
881 void Mod_ShadowMesh_CalcBBox(shadowmesh_t *firstmesh, vec3_t mins, vec3_t maxs, vec3_t center, float *radius)
885 vec3_t nmins, nmaxs, ncenter, temp;
886 float nradius2, dist2, *v;
888 for (mesh = firstmesh;mesh;mesh = mesh->next)
890 if (mesh == firstmesh)
892 VectorCopy(mesh->vertex3f, nmins);
893 VectorCopy(mesh->vertex3f, nmaxs);
895 for (i = 0, v = mesh->vertex3f;i < mesh->numverts;i++, v += 3)
897 if (nmins[0] > v[0]) nmins[0] = v[0];if (nmaxs[0] < v[0]) nmaxs[0] = v[0];
898 if (nmins[1] > v[1]) nmins[1] = v[1];if (nmaxs[1] < v[1]) nmaxs[1] = v[1];
899 if (nmins[2] > v[2]) nmins[2] = v[2];if (nmaxs[2] < v[2]) nmaxs[2] = v[2];
902 // calculate center and radius
903 ncenter[0] = (nmins[0] + nmaxs[0]) * 0.5f;
904 ncenter[1] = (nmins[1] + nmaxs[1]) * 0.5f;
905 ncenter[2] = (nmins[2] + nmaxs[2]) * 0.5f;
907 for (mesh = firstmesh;mesh;mesh = mesh->next)
909 for (i = 0, v = mesh->vertex3f;i < mesh->numverts;i++, v += 3)
911 VectorSubtract(v, ncenter, temp);
912 dist2 = DotProduct(temp, temp);
913 if (nradius2 < dist2)
919 VectorCopy(nmins, mins);
921 VectorCopy(nmaxs, maxs);
923 VectorCopy(ncenter, center);
925 *radius = sqrt(nradius2);
928 void Mod_ShadowMesh_Free(shadowmesh_t *mesh)
930 shadowmesh_t *nextmesh;
931 for (;mesh;mesh = nextmesh)
933 nextmesh = mesh->next;
938 static rtexture_t *GL_TextureForSkinLayer(const qbyte *in, int width, int height, const char *name, const unsigned int *palette, int textureflags)
941 for (i = 0;i < width*height;i++)
942 if (((qbyte *)&palette[in[i]])[3] > 0)
943 return R_LoadTexture2D (loadmodel->texturepool, name, width, height, in, TEXTYPE_PALETTE, textureflags, palette);
947 static int detailtexturecycle = 0;
948 int Mod_LoadSkinFrame(skinframe_t *skinframe, char *basename, int textureflags, int loadpantsandshirt, int usedetailtexture, int loadglowtexture)
951 memset(skinframe, 0, sizeof(*skinframe));
952 if (!image_loadskin(&s, basename))
954 if (usedetailtexture)
955 skinframe->detail = mod_shared_detailtextures[(detailtexturecycle++) % NUM_DETAILTEXTURES];
956 skinframe->base = R_LoadTexture2D (loadmodel->texturepool, basename, s.basepixels_width, s.basepixels_height, s.basepixels, TEXTYPE_RGBA, textureflags, NULL);
957 if (s.nmappixels != NULL)
958 skinframe->nmap = R_LoadTexture2D (loadmodel->texturepool, va("%s_nmap", basename), s.nmappixels_width, s.nmappixels_height, s.nmappixels, TEXTYPE_RGBA, textureflags, NULL);
959 if (s.glosspixels != NULL)
960 skinframe->gloss = R_LoadTexture2D (loadmodel->texturepool, va("%s_gloss", basename), s.glosspixels_width, s.glosspixels_height, s.glosspixels, TEXTYPE_RGBA, textureflags, NULL);
961 if (s.glowpixels != NULL && loadglowtexture)
962 skinframe->glow = R_LoadTexture2D (loadmodel->texturepool, va("%s_glow", basename), s.glowpixels_width, s.glowpixels_height, s.glowpixels, TEXTYPE_RGBA, textureflags, NULL);
963 if (s.maskpixels != NULL)
964 skinframe->fog = R_LoadTexture2D (loadmodel->texturepool, va("%s_mask", basename), s.maskpixels_width, s.maskpixels_height, s.maskpixels, TEXTYPE_RGBA, textureflags, NULL);
965 if (loadpantsandshirt)
967 if (s.pantspixels != NULL)
968 skinframe->pants = R_LoadTexture2D (loadmodel->texturepool, va("%s_pants", basename), s.pantspixels_width, s.pantspixels_height, s.pantspixels, TEXTYPE_RGBA, textureflags, NULL);
969 if (s.shirtpixels != NULL)
970 skinframe->shirt = R_LoadTexture2D (loadmodel->texturepool, va("%s_shirt", basename), s.shirtpixels_width, s.shirtpixels_height, s.shirtpixels, TEXTYPE_RGBA, textureflags, NULL);
976 int Mod_LoadSkinFrame_Internal(skinframe_t *skinframe, char *basename, int textureflags, int loadpantsandshirt, int usedetailtexture, int loadglowtexture, qbyte *skindata, int width, int height)
978 qbyte *temp1, *temp2;
979 memset(skinframe, 0, sizeof(*skinframe));
982 if (usedetailtexture)
983 skinframe->detail = mod_shared_detailtextures[(detailtexturecycle++) % NUM_DETAILTEXTURES];
984 if (r_shadow_bumpscale_basetexture.value > 0)
986 temp1 = Mem_Alloc(loadmodel->mempool, width * height * 8);
987 temp2 = temp1 + width * height * 4;
988 Image_Copy8bitRGBA(skindata, temp1, width * height, palette_nofullbrights);
989 Image_HeightmapToNormalmap(temp1, temp2, width, height, false, r_shadow_bumpscale_basetexture.value);
990 skinframe->nmap = R_LoadTexture2D(loadmodel->texturepool, va("%s_nmap", basename), width, height, temp2, TEXTYPE_RGBA, textureflags, NULL);
995 skinframe->glow = GL_TextureForSkinLayer(skindata, width, height, va("%s_glow", basename), palette_onlyfullbrights, textureflags); // glow
996 skinframe->base = skinframe->merged = GL_TextureForSkinLayer(skindata, width, height, va("%s_merged", basename), palette_nofullbrights, textureflags); // all but fullbrights
997 if (loadpantsandshirt)
999 skinframe->pants = GL_TextureForSkinLayer(skindata, width, height, va("%s_pants", basename), palette_pantsaswhite, textureflags); // pants
1000 skinframe->shirt = GL_TextureForSkinLayer(skindata, width, height, va("%s_shirt", basename), palette_shirtaswhite, textureflags); // shirt
1001 if (skinframe->pants || skinframe->shirt)
1002 skinframe->base = GL_TextureForSkinLayer(skindata, width, height, va("%s_nospecial", basename), palette_nocolormapnofullbrights, textureflags); // no special colors
1007 skinframe->base = skinframe->merged = GL_TextureForSkinLayer(skindata, width, height, va("%s_merged", basename), palette_complete, textureflags); // all
1008 if (loadpantsandshirt)
1010 skinframe->pants = GL_TextureForSkinLayer(skindata, width, height, va("%s_pants", basename), palette_pantsaswhite, textureflags); // pants
1011 skinframe->shirt = GL_TextureForSkinLayer(skindata, width, height, va("%s_shirt", basename), palette_shirtaswhite, textureflags); // shirt
1012 if (skinframe->pants || skinframe->shirt)
1013 skinframe->base = GL_TextureForSkinLayer(skindata, width, height, va("%s_nospecial", basename), palette_nocolormap, textureflags); // no pants or shirt
1019 void Mod_GetTerrainVertex3fTexCoord2fFromRGBA(const qbyte *imagepixels, int imagewidth, int imageheight, int ix, int iy, float *vertex3f, float *texcoord2f, matrix4x4_t *pixelstepmatrix, matrix4x4_t *pixeltexturestepmatrix)
1024 if (ix >= 0 && iy >= 0 && ix < imagewidth && iy < imageheight)
1025 v[2] = (imagepixels[((iy*imagewidth)+ix)*4+0] + imagepixels[((iy*imagewidth)+ix)*4+1] + imagepixels[((iy*imagewidth)+ix)*4+2]) * (1.0f / 765.0f);
1028 Matrix4x4_Transform(pixelstepmatrix, v, vertex3f);
1029 Matrix4x4_Transform(pixeltexturestepmatrix, v, tc);
1030 texcoord2f[0] = tc[0];
1031 texcoord2f[1] = tc[1];
1034 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)
1036 float vup[3], vdown[3], vleft[3], vright[3];
1037 float tcup[3], tcdown[3], tcleft[3], tcright[3];
1038 float sv[3], tv[3], nl[3];
1039 Mod_GetTerrainVertex3fTexCoord2fFromRGBA(imagepixels, imagewidth, imageheight, ix, iy, vertex3f, texcoord2f, pixelstepmatrix, pixeltexturestepmatrix);
1040 Mod_GetTerrainVertex3fTexCoord2fFromRGBA(imagepixels, imagewidth, imageheight, ix, iy - 1, vup, tcup, pixelstepmatrix, pixeltexturestepmatrix);
1041 Mod_GetTerrainVertex3fTexCoord2fFromRGBA(imagepixels, imagewidth, imageheight, ix, iy + 1, vdown, tcdown, pixelstepmatrix, pixeltexturestepmatrix);
1042 Mod_GetTerrainVertex3fTexCoord2fFromRGBA(imagepixels, imagewidth, imageheight, ix - 1, iy, vleft, tcleft, pixelstepmatrix, pixeltexturestepmatrix);
1043 Mod_GetTerrainVertex3fTexCoord2fFromRGBA(imagepixels, imagewidth, imageheight, ix + 1, iy, vright, tcright, pixelstepmatrix, pixeltexturestepmatrix);
1044 Mod_BuildBumpVectors(vertex3f, vup, vright, texcoord2f, tcup, tcright, svector3f, tvector3f, normal3f);
1045 Mod_BuildBumpVectors(vertex3f, vright, vdown, texcoord2f, tcright, tcdown, sv, tv, nl);
1046 VectorAdd(svector3f, sv, svector3f);
1047 VectorAdd(tvector3f, tv, tvector3f);
1048 VectorAdd(normal3f, nl, normal3f);
1049 Mod_BuildBumpVectors(vertex3f, vdown, vleft, texcoord2f, tcdown, tcleft, sv, tv, nl);
1050 VectorAdd(svector3f, sv, svector3f);
1051 VectorAdd(tvector3f, tv, tvector3f);
1052 VectorAdd(normal3f, nl, normal3f);
1053 Mod_BuildBumpVectors(vertex3f, vleft, vup, texcoord2f, tcleft, tcup, sv, tv, nl);
1054 VectorAdd(svector3f, sv, svector3f);
1055 VectorAdd(tvector3f, tv, tvector3f);
1056 VectorAdd(normal3f, nl, normal3f);
1059 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)
1061 int x, y, ix, iy, *e;
1063 for (y = 0;y < height;y++)
1065 for (x = 0;x < width;x++)
1067 e[0] = (y + 1) * (width + 1) + (x + 0);
1068 e[1] = (y + 0) * (width + 1) + (x + 0);
1069 e[2] = (y + 1) * (width + 1) + (x + 1);
1070 e[3] = (y + 0) * (width + 1) + (x + 0);
1071 e[4] = (y + 0) * (width + 1) + (x + 1);
1072 e[5] = (y + 1) * (width + 1) + (x + 1);
1076 Mod_BuildTriangleNeighbors(neighbor3i, element3i, width*height*2);
1077 for (y = 0, iy = y1;y < height + 1;y++, iy++)
1078 for (x = 0, ix = x1;x < width + 1;x++, ix++, vertex3f += 3, texcoord2f += 2, svector3f += 3, tvector3f += 3, normal3f += 3)
1079 Mod_GetTerrainVertexFromRGBA(imagepixels, imagewidth, imageheight, ix, iy, vertex3f, texcoord2f, svector3f, tvector3f, normal3f, pixelstepmatrix, pixeltexturestepmatrix);
1082 skinfile_t *Mod_LoadSkinFiles(void)
1084 int i, words, numtags, line, tagsetsused = false, wordsoverflow;
1087 skinfile_t *skinfile, *first = NULL;
1088 skinfileitem_t *skinfileitem;
1089 char word[10][MAX_QPATH];
1090 overridetagnameset_t tagsets[MAX_SKINS];
1091 overridetagname_t tags[256];
1095 U_bodyBox,models/players/Legoman/BikerA2.tga
1096 U_RArm,models/players/Legoman/BikerA1.tga
1097 U_LArm,models/players/Legoman/BikerA1.tga
1098 U_armor,common/nodraw
1099 U_sword,common/nodraw
1100 U_shield,common/nodraw
1101 U_homb,common/nodraw
1102 U_backpack,common/nodraw
1103 U_colcha,common/nodraw
1108 memset(tagsets, 0, sizeof(tagsets));
1109 memset(word, 0, sizeof(word));
1110 for (i = 0;i < MAX_SKINS && (data = text = FS_LoadFile(va("%s_%i.skin", loadmodel->name, i), true));i++)
1113 skinfile = Mem_Alloc(tempmempool, sizeof(skinfile_t));
1114 skinfile->next = first;
1116 for(line = 0;;line++)
1119 if (!COM_ParseToken(&data, true))
1121 if (!strcmp(com_token, "\n"))
1124 wordsoverflow = false;
1128 strlcpy(word[words++], com_token, sizeof (word[0]));
1130 wordsoverflow = true;
1132 while (COM_ParseToken(&data, true) && strcmp(com_token, "\n"));
1135 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);
1138 // words is always >= 1
1139 if (!strcmp(word[0], "replace"))
1143 Con_DPrintf("Mod_LoadSkinFiles: parsed mesh \"%s\" shader replacement \"%s\"\n", word[1], word[2]);
1144 skinfileitem = Mem_Alloc(tempmempool, sizeof(skinfileitem_t));
1145 skinfileitem->next = skinfile->items;
1146 skinfile->items = skinfileitem;
1147 strlcpy (skinfileitem->name, word[1], sizeof (skinfileitem->name));
1148 strlcpy (skinfileitem->replacement, word[2], sizeof (skinfileitem->replacement));
1151 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]);
1153 else if (words == 2 && !strcmp(word[1], ","))
1155 // tag name, like "tag_weapon,"
1156 Con_DPrintf("Mod_LoadSkinFiles: parsed tag #%i \"%s\"\n", numtags, word[0]);
1157 memset(tags + numtags, 0, sizeof(tags[numtags]));
1158 strlcpy (tags[numtags].name, word[0], sizeof (tags[numtags].name));
1161 else if (words == 3 && !strcmp(word[1], ","))
1163 // mesh shader name, like "U_RArm,models/players/Legoman/BikerA1.tga"
1164 Con_DPrintf("Mod_LoadSkinFiles: parsed mesh \"%s\" shader replacement \"%s\"\n", word[0], word[2]);
1165 skinfileitem = Mem_Alloc(tempmempool, sizeof(skinfileitem_t));
1166 skinfileitem->next = skinfile->items;
1167 skinfile->items = skinfileitem;
1168 strlcpy (skinfileitem->name, word[0], sizeof (skinfileitem->name));
1169 strlcpy (skinfileitem->replacement, word[2], sizeof (skinfileitem->replacement));
1172 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);
1178 overridetagnameset_t *t;
1180 t->num_overridetagnames = numtags;
1181 t->data_overridetagnames = Mem_Alloc(loadmodel->mempool, t->num_overridetagnames * sizeof(overridetagname_t));
1182 memcpy(t->data_overridetagnames, tags, t->num_overridetagnames * sizeof(overridetagname_t));
1188 loadmodel->data_overridetagnamesforskin = Mem_Alloc(loadmodel->mempool, i * sizeof(overridetagnameset_t));
1189 memcpy(loadmodel->data_overridetagnamesforskin, tagsets, i * sizeof(overridetagnameset_t));
1192 loadmodel->numskins = i;
1196 void Mod_FreeSkinFiles(skinfile_t *skinfile)
1199 skinfileitem_t *skinfileitem, *nextitem;
1200 for (;skinfile;skinfile = next)
1202 next = skinfile->next;
1203 for (skinfileitem = skinfile->items;skinfileitem;skinfileitem = nextitem)
1205 nextitem = skinfileitem->next;
1206 Mem_Free(skinfileitem);
1212 int Mod_CountSkinFiles(skinfile_t *skinfile)
1215 for (i = 0;skinfile;skinfile = skinfile->next, i++);
1219 int Mod_RemoveDegenerateTriangles(int numtriangles, const int *inelement3i, int *outelement3i, const float *vertex3f)
1221 int i, outtriangles;
1222 float d, edgedir[3], temp[3];
1223 // a degenerate triangle is one with no width (thickness, surface area)
1224 // these are characterized by having all 3 points colinear (along a line)
1225 // or having two points identical
1226 for (i = 0, outtriangles = 0;i < numtriangles;i++, inelement3i += 3)
1228 // calculate first edge
1229 VectorSubtract(vertex3f + inelement3i[1] * 3, vertex3f + inelement3i[0] * 3, edgedir);
1230 if (VectorLength2(edgedir) < 0.0001f)
1231 continue; // degenerate first edge (no length)
1232 VectorNormalize(edgedir);
1233 // check if third point is on the edge (colinear)
1234 d = -DotProduct(vertex3f + inelement3i[2] * 3, edgedir);
1235 VectorMA(vertex3f + inelement3i[2] * 3, d, edgedir, temp);
1236 if (VectorLength2(temp) < 0.0001f)
1237 continue; // third point colinear with first edge
1238 // valid triangle (no colinear points, no duplicate points)
1239 VectorCopy(inelement3i, outelement3i);
1243 return outtriangles;