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)
42 for (i = 0, mod = mod_known;i < MAX_MOD_KNOWN;i++, mod++)
45 Mod_LoadModel(mod, true, false, mod->isworldmodel);
48 static void mod_shutdown(void)
53 for (i = 0, mod = mod_known;i < MAX_MOD_KNOWN;i++, mod++)
58 static void mod_newmap(void)
61 int i, surfacenum, ssize, tsize;
63 if (!cl_stainmaps_clearonload.integer)
66 for (i = 0;i < MAX_MOD_KNOWN;i++)
68 if (mod_known[i].mempool && mod_known[i].data_surfaces)
70 for (surfacenum = 0, surface = mod_known[i].data_surfaces;surfacenum < mod_known[i].num_surfaces;surfacenum++, surface++)
72 if (surface->lightmapinfo && surface->lightmapinfo->stainsamples)
74 ssize = (surface->lightmapinfo->extents[0] >> 4) + 1;
75 tsize = (surface->lightmapinfo->extents[1] >> 4) + 1;
76 memset(surface->lightmapinfo->stainsamples, 255, ssize * tsize * 3);
77 surface->cached_dlight = true;
89 static void Mod_Print(void);
90 static void Mod_Precache (void);
97 Cvar_RegisterVariable(&r_mipskins);
98 Cmd_AddCommand ("modellist", Mod_Print);
99 Cmd_AddCommand ("modelprecache", Mod_Precache);
102 void Mod_RenderInit(void)
104 R_RegisterModule("Models", mod_start, mod_shutdown, mod_newmap);
107 void Mod_UnloadModel (model_t *mod)
109 char name[MAX_QPATH];
110 qboolean isworldmodel;
112 strcpy(name, mod->name);
113 isworldmodel = mod->isworldmodel;
115 // free textures/memory attached to the model
116 R_FreeTexturePool(&mod->texturepool);
117 Mem_FreePool(&mod->mempool);
118 // clear the struct to make it available
119 memset(mod, 0, sizeof(model_t));
120 // restore the fields we want to preserve
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((qbyte *)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)
167 Mod_UnloadModel(mod);
170 mod->isworldmodel = isworldmodel;
173 // errors can prevent the corresponding mod->loaded = true;
176 // default model radius and bounding box (mainly for missing models)
178 VectorSet(mod->normalmins, -mod->radius, -mod->radius, -mod->radius);
179 VectorSet(mod->normalmaxs, mod->radius, mod->radius, mod->radius);
180 VectorSet(mod->yawmins, -mod->radius, -mod->radius, -mod->radius);
181 VectorSet(mod->yawmaxs, mod->radius, mod->radius, mod->radius);
182 VectorSet(mod->rotatedmins, -mod->radius, -mod->radius, -mod->radius);
183 VectorSet(mod->rotatedmaxs, mod->radius, mod->radius, mod->radius);
185 // all models use memory, so allocate a memory pool
186 mod->mempool = Mem_AllocPool(mod->name, 0, NULL);
187 // all models load textures, so allocate a texture pool
188 if (cls.state != ca_dedicated)
189 mod->texturepool = R_AllocTexturePool();
193 char *bufend = (char *)buf + fs_filesize;
194 num = LittleLong(*((int *)buf));
195 // call the apropriate loader
197 if (!memcmp(buf, "IDPO", 4)) Mod_IDP0_Load(mod, buf, bufend);
198 else if (!memcmp(buf, "IDP2", 4)) Mod_IDP2_Load(mod, buf, bufend);
199 else if (!memcmp(buf, "IDP3", 4)) Mod_IDP3_Load(mod, buf, bufend);
200 else if (!memcmp(buf, "IDSP", 4)) Mod_IDSP_Load(mod, buf, bufend);
201 else if (!memcmp(buf, "IDS2", 4)) Mod_IDS2_Load(mod, buf, bufend);
202 else if (!memcmp(buf, "IBSP", 4)) Mod_IBSP_Load(mod, buf, bufend);
203 else if (!memcmp(buf, "ZYMOTICMODEL", 12)) Mod_ZYMOTICMODEL_Load(mod, buf, bufend);
204 else if (!memcmp(buf, "DARKPLACESMODEL", 16)) Mod_DARKPLACESMODEL_Load(mod, buf, bufend);
205 else if (!memcmp(buf, "ACTRHEAD", 8)) Mod_PSKMODEL_Load(mod, buf, bufend);
206 else if (strlen(mod->name) >= 4 && !strcmp(mod->name - 4, ".map")) Mod_MAP_Load(mod, buf, bufend);
207 else if (!memcmp(buf, "MCBSPpad", 8)) Mod_Q1BSP_Load(mod, buf, bufend);
208 else if (num == BSPVERSION || num == 30) Mod_Q1BSP_Load(mod, buf, bufend);
209 else Con_Printf("Mod_LoadModel: model \"%s\" is of unknown/unsupported type\n", mod->name);
214 // LordHavoc: Sys_Error was *ANNOYING*
215 Con_Printf ("Mod_LoadModel: %s not found\n", mod->name);
218 // no errors occurred
228 void Mod_ClearAll(void)
232 void Mod_ClearUsed(void)
238 for (i = 0, mod = mod_known;i < MAX_MOD_KNOWN;i++, mod++)
244 void Mod_PurgeUnused(void)
249 for (i = 0, mod = mod_known;i < MAX_MOD_KNOWN;i++, mod++)
252 Mod_UnloadModel(mod);
255 // only used during loading!
256 void Mod_RemoveStaleWorldModels(model_t *skip)
261 for (i = 0, mod = mod_known;i < MAX_MOD_KNOWN;i++, mod++)
263 if (mod->isworldmodel && mod->loaded && skip != mod)
265 Mod_UnloadModel(mod);
266 mod->isworldmodel = false;
278 model_t *Mod_FindName(const char *name)
281 model_t *mod, *freemod;
284 Host_Error ("Mod_ForName: NULL name");
286 // search the currently loaded models
288 for (i = 0, mod = mod_known;i < MAX_MOD_KNOWN;i++, mod++)
292 if (!strcmp (mod->name, name))
298 else if (freemod == NULL)
305 strcpy (mod->name, name);
311 Host_Error ("Mod_FindName: ran out of models\n");
319 Loads in a model for the given name
322 model_t *Mod_ForName(const char *name, qboolean crash, qboolean checkdisk, qboolean isworldmodel)
325 model = Mod_FindName(name);
326 if (model->name[0] != '*' && (!model->loaded || checkdisk))
327 Mod_LoadModel(model, crash, checkdisk, isworldmodel);
334 //=============================================================================
341 static void Mod_Print(void)
346 Con_Print("Loaded models:\n");
347 for (i = 0, mod = mod_known;i < MAX_MOD_KNOWN;i++, mod++)
349 Con_Printf("%4iK %s\n", mod->mempool ? (mod->mempool->totalsize + 1023) / 1024 : 0, mod->name);
357 static void Mod_Precache(void)
360 Mod_ForName(Cmd_Argv(1), false, true, cl.worldmodel && !strcasecmp(Cmd_Argv(1), cl.worldmodel->name));
362 Con_Print("usage: modelprecache <filename>\n");
365 int Mod_BuildVertexRemapTableFromElements(int numelements, const int *elements, int numvertices, int *remapvertices)
369 used = (qbyte *)Mem_Alloc(tempmempool, numvertices);
370 memset(used, 0, numvertices);
371 for (i = 0;i < numelements;i++)
372 used[elements[i]] = 1;
373 for (i = 0, count = 0;i < numvertices;i++)
374 remapvertices[i] = used[i] ? count++ : -1;
380 // fast way, using an edge hash
381 #define TRIANGLEEDGEHASH 8192
382 void Mod_BuildTriangleNeighbors(int *neighbors, const int *elements, int numtriangles)
384 int i, j, p, e1, e2, *n, hashindex, count, match;
386 typedef struct edgehashentry_s
388 struct edgehashentry_s *next;
393 edgehashentry_t *edgehash[TRIANGLEEDGEHASH], *edgehashentries, edgehashentriesbuffer[TRIANGLEEDGEHASH*3], *hash;
394 memset(edgehash, 0, sizeof(edgehash));
395 edgehashentries = edgehashentriesbuffer;
396 // if there are too many triangles for the stack array, allocate larger buffer
397 if (numtriangles > TRIANGLEEDGEHASH)
398 edgehashentries = (edgehashentry_t *)Mem_Alloc(tempmempool, numtriangles * 3 * sizeof(edgehashentry_t));
399 // find neighboring triangles
400 for (i = 0, e = elements, n = neighbors;i < numtriangles;i++, e += 3, n += 3)
402 for (j = 0, p = 2;j < 3;p = j, j++)
406 // this hash index works for both forward and backward edges
407 hashindex = (unsigned int)(e1 + e2) % TRIANGLEEDGEHASH;
408 hash = edgehashentries + i * 3 + j;
409 hash->next = edgehash[hashindex];
410 edgehash[hashindex] = hash;
412 hash->element[0] = e1;
413 hash->element[1] = e2;
416 for (i = 0, e = elements, n = neighbors;i < numtriangles;i++, e += 3, n += 3)
418 for (j = 0, p = 2;j < 3;p = j, j++)
422 // this hash index works for both forward and backward edges
423 hashindex = (unsigned int)(e1 + e2) % TRIANGLEEDGEHASH;
426 for (hash = edgehash[hashindex];hash;hash = hash->next)
428 if (hash->element[0] == e2 && hash->element[1] == e1)
430 if (hash->triangle != i)
431 match = hash->triangle;
434 else if ((hash->element[0] == e1 && hash->element[1] == e2))
437 // detect edges shared by three triangles and make them seams
443 // free the allocated buffer
444 if (edgehashentries != edgehashentriesbuffer)
445 Mem_Free(edgehashentries);
448 // very slow but simple way
449 static int Mod_FindTriangleWithEdge(const int *elements, int numtriangles, int start, int end, int ignore)
454 for (i = 0;i < numtriangles;i++, elements += 3)
456 if ((elements[0] == start && elements[1] == end)
457 || (elements[1] == start && elements[2] == end)
458 || (elements[2] == start && elements[0] == end))
464 else if ((elements[1] == start && elements[0] == end)
465 || (elements[2] == start && elements[1] == end)
466 || (elements[0] == start && elements[2] == end))
469 // detect edges shared by three triangles and make them seams
475 void Mod_BuildTriangleNeighbors(int *neighbors, const int *elements, int numtriangles)
479 for (i = 0, e = elements, n = neighbors;i < numtriangles;i++, e += 3, n += 3)
481 n[0] = Mod_FindTriangleWithEdge(elements, numtriangles, e[1], e[0], i);
482 n[1] = Mod_FindTriangleWithEdge(elements, numtriangles, e[2], e[1], i);
483 n[2] = Mod_FindTriangleWithEdge(elements, numtriangles, e[0], e[2], i);
488 void Mod_ValidateElements(int *elements, int numtriangles, int numverts, const char *filename, int fileline)
490 int i, warned = false;
491 for (i = 0;i < numtriangles * 3;i++)
493 if ((unsigned int)elements[i] >= (unsigned int)numverts)
498 Con_Printf("Mod_ValidateElements: out of bounds elements detected at %s:%d\n", filename, fileline);
505 // warning: this is an expensive function!
506 void Mod_BuildNormals(int firstvertex, int numvertices, int numtriangles, const float *vertex3f, const int *elements, float *normal3f, qboolean areaweighting)
513 memset(normal3f + 3 * firstvertex, 0, numvertices * sizeof(float[3]));
514 // process each vertex of each triangle and accumulate the results
515 // use area-averaging, to make triangles with a big area have a bigger
516 // weighting on the vertex normal than triangles with a small area
517 // to do so, just add the 'normals' together (the bigger the area
518 // the greater the length of the normal is
520 for (i = 0; i < numtriangles; i++, element += 3)
523 vertex3f + element[0] * 3,
524 vertex3f + element[1] * 3,
525 vertex3f + element[2] * 3,
530 VectorNormalize(areaNormal);
532 for (j = 0;j < 3;j++)
534 vectorNormal = normal3f + element[j] * 3;
535 vectorNormal[0] += areaNormal[0];
536 vectorNormal[1] += areaNormal[1];
537 vectorNormal[2] += areaNormal[2];
540 // and just normalize the accumulated vertex normal in the end
541 vectorNormal = normal3f + 3 * firstvertex;
542 for (i = 0; i < numvertices; i++, vectorNormal += 3)
543 VectorNormalize(vectorNormal);
546 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)
548 float f, tangentcross[3], v10[3], v20[3], tc10[2], tc20[2];
549 // 79 add/sub/negate/multiply (1 cycle), 1 compare (3 cycle?), total cycles not counting load/store/exchange roughly 82 cycles
550 // 6 add, 28 subtract, 39 multiply, 1 compare, 50% chance of 6 negates
552 // 6 multiply, 9 subtract
553 VectorSubtract(v1, v0, v10);
554 VectorSubtract(v2, v0, v20);
555 normal3f[0] = v10[1] * v20[2] - v10[2] * v20[1];
556 normal3f[1] = v10[2] * v20[0] - v10[0] * v20[2];
557 normal3f[2] = v10[0] * v20[1] - v10[1] * v20[0];
558 // 12 multiply, 10 subtract
559 tc10[1] = tc1[1] - tc0[1];
560 tc20[1] = tc2[1] - tc0[1];
561 svector3f[0] = tc10[1] * v20[0] - tc20[1] * v10[0];
562 svector3f[1] = tc10[1] * v20[1] - tc20[1] * v10[1];
563 svector3f[2] = tc10[1] * v20[2] - tc20[1] * v10[2];
564 tc10[0] = tc1[0] - tc0[0];
565 tc20[0] = tc2[0] - tc0[0];
566 tvector3f[0] = tc10[0] * v20[0] - tc20[0] * v10[0];
567 tvector3f[1] = tc10[0] * v20[1] - tc20[0] * v10[1];
568 tvector3f[2] = tc10[0] * v20[2] - tc20[0] * v10[2];
569 // 12 multiply, 4 add, 6 subtract
570 f = DotProduct(svector3f, normal3f);
571 svector3f[0] -= f * normal3f[0];
572 svector3f[1] -= f * normal3f[1];
573 svector3f[2] -= f * normal3f[2];
574 f = DotProduct(tvector3f, normal3f);
575 tvector3f[0] -= f * normal3f[0];
576 tvector3f[1] -= f * normal3f[1];
577 tvector3f[2] -= f * normal3f[2];
578 // if texture is mapped the wrong way (counterclockwise), the tangents
579 // have to be flipped, this is detected by calculating a normal from the
580 // two tangents, and seeing if it is opposite the surface normal
581 // 9 multiply, 2 add, 3 subtract, 1 compare, 50% chance of: 6 negates
582 CrossProduct(tvector3f, svector3f, tangentcross);
583 if (DotProduct(tangentcross, normal3f) < 0)
585 VectorNegate(svector3f, svector3f);
586 VectorNegate(tvector3f, tvector3f);
590 // warning: this is a very expensive function!
591 void Mod_BuildTextureVectorsAndNormals(int firstvertex, int numvertices, int numtriangles, const float *vertex3f, const float *texcoord2f, const int *elements, float *svector3f, float *tvector3f, float *normal3f, qboolean areaweighting)
594 float sdir[3], tdir[3], normal[3], *v;
598 memset(svector3f + 3 * firstvertex, 0, numvertices * sizeof(float[3]));
600 memset(tvector3f + 3 * firstvertex, 0, numvertices * sizeof(float[3]));
602 memset(normal3f + 3 * firstvertex, 0, numvertices * sizeof(float[3]));
603 // process each vertex of each triangle and accumulate the results
604 for (tnum = 0, e = elements;tnum < numtriangles;tnum++, e += 3)
606 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);
609 VectorNormalize(sdir);
610 VectorNormalize(tdir);
611 VectorNormalize(normal);
614 for (i = 0;i < 3;i++)
615 VectorAdd(svector3f + e[i]*3, sdir, svector3f + e[i]*3);
617 for (i = 0;i < 3;i++)
618 VectorAdd(tvector3f + e[i]*3, tdir, tvector3f + e[i]*3);
620 for (i = 0;i < 3;i++)
621 VectorAdd(normal3f + e[i]*3, normal, normal3f + e[i]*3);
623 // now we could divide the vectors by the number of averaged values on
624 // each vertex... but instead normalize them
625 // 4 assignments, 1 divide, 1 sqrt, 2 adds, 6 multiplies
627 for (i = 0, v = svector3f + 3 * firstvertex;i < numvertices;i++, v += 3)
629 // 4 assignments, 1 divide, 1 sqrt, 2 adds, 6 multiplies
631 for (i = 0, v = tvector3f + 3 * firstvertex;i < numvertices;i++, v += 3)
633 // 4 assignments, 1 divide, 1 sqrt, 2 adds, 6 multiplies
635 for (i = 0, v = normal3f + 3 * firstvertex;i < numvertices;i++, v += 3)
639 surfmesh_t *Mod_AllocSurfMesh(mempool_t *mempool, int numvertices, int numtriangles, qboolean lightmapoffsets, qboolean vertexcolors, qboolean neighbors)
643 mesh = (surfmesh_t *)Mem_Alloc(mempool, sizeof(surfmesh_t) + numvertices * (3 + 3 + 3 + 3 + 2 + 2 + (vertexcolors ? 4 : 0)) * sizeof(float) + numvertices * (lightmapoffsets ? 1 : 0) * sizeof(int) + numtriangles * (3 + (neighbors ? 3 : 0)) * sizeof(int));
644 mesh->num_vertices = numvertices;
645 mesh->num_triangles = numtriangles;
646 data = (qbyte *)(mesh + 1);
647 if (mesh->num_vertices)
649 mesh->data_vertex3f = (float *)data, data += sizeof(float[3]) * mesh->num_vertices;
650 mesh->data_svector3f = (float *)data, data += sizeof(float[3]) * mesh->num_vertices;
651 mesh->data_tvector3f = (float *)data, data += sizeof(float[3]) * mesh->num_vertices;
652 mesh->data_normal3f = (float *)data, data += sizeof(float[3]) * mesh->num_vertices;
653 mesh->data_texcoordtexture2f = (float *)data, data += sizeof(float[2]) * mesh->num_vertices;
654 mesh->data_texcoordlightmap2f = (float *)data, data += sizeof(float[2]) * mesh->num_vertices;
656 mesh->data_lightmapcolor4f = (float *)data, data += sizeof(float[4]) * mesh->num_vertices;
658 mesh->data_lightmapoffsets = (int *)data, data += sizeof(int) * mesh->num_vertices;
660 if (mesh->num_triangles)
662 mesh->data_element3i = (int *)data, data += sizeof(int[3]) * mesh->num_triangles;
664 mesh->data_neighbor3i = (int *)data, data += sizeof(int[3]) * mesh->num_triangles;
669 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)
671 shadowmesh_t *newmesh;
674 size = sizeof(shadowmesh_t);
675 size += maxverts * sizeof(float[3]);
677 size += maxverts * sizeof(float[11]);
678 size += maxtriangles * sizeof(int[3]);
680 size += maxtriangles * sizeof(int[3]);
682 size += SHADOWMESHVERTEXHASH * sizeof(shadowmeshvertexhash_t *) + maxverts * sizeof(shadowmeshvertexhash_t);
683 data = (qbyte *)Mem_Alloc(mempool, size);
684 newmesh = (shadowmesh_t *)data;data += sizeof(*newmesh);
685 newmesh->map_diffuse = map_diffuse;
686 newmesh->map_specular = map_specular;
687 newmesh->map_normal = map_normal;
688 newmesh->maxverts = maxverts;
689 newmesh->maxtriangles = maxtriangles;
690 newmesh->numverts = 0;
691 newmesh->numtriangles = 0;
693 newmesh->vertex3f = (float *)data;data += maxverts * sizeof(float[3]);
696 newmesh->svector3f = (float *)data;data += maxverts * sizeof(float[3]);
697 newmesh->tvector3f = (float *)data;data += maxverts * sizeof(float[3]);
698 newmesh->normal3f = (float *)data;data += maxverts * sizeof(float[3]);
699 newmesh->texcoord2f = (float *)data;data += maxverts * sizeof(float[2]);
701 newmesh->element3i = (int *)data;data += maxtriangles * sizeof(int[3]);
704 newmesh->neighbor3i = (int *)data;data += maxtriangles * sizeof(int[3]);
708 newmesh->vertexhashtable = (shadowmeshvertexhash_t **)data;data += SHADOWMESHVERTEXHASH * sizeof(shadowmeshvertexhash_t *);
709 newmesh->vertexhashentries = (shadowmeshvertexhash_t *)data;data += maxverts * sizeof(shadowmeshvertexhash_t);
714 shadowmesh_t *Mod_ShadowMesh_ReAlloc(mempool_t *mempool, shadowmesh_t *oldmesh, int light, int neighbors)
716 shadowmesh_t *newmesh;
717 newmesh = Mod_ShadowMesh_Alloc(mempool, oldmesh->numverts, oldmesh->numtriangles, oldmesh->map_diffuse, oldmesh->map_specular, oldmesh->map_normal, light, neighbors, false);
718 newmesh->numverts = oldmesh->numverts;
719 newmesh->numtriangles = oldmesh->numtriangles;
721 memcpy(newmesh->vertex3f, oldmesh->vertex3f, oldmesh->numverts * sizeof(float[3]));
722 if (newmesh->svector3f && oldmesh->svector3f)
724 memcpy(newmesh->svector3f, oldmesh->svector3f, oldmesh->numverts * sizeof(float[3]));
725 memcpy(newmesh->tvector3f, oldmesh->tvector3f, oldmesh->numverts * sizeof(float[3]));
726 memcpy(newmesh->normal3f, oldmesh->normal3f, oldmesh->numverts * sizeof(float[3]));
727 memcpy(newmesh->texcoord2f, oldmesh->texcoord2f, oldmesh->numverts * sizeof(float[2]));
729 memcpy(newmesh->element3i, oldmesh->element3i, oldmesh->numtriangles * sizeof(int[3]));
730 if (newmesh->neighbor3i && oldmesh->neighbor3i)
731 memcpy(newmesh->neighbor3i, oldmesh->neighbor3i, oldmesh->numtriangles * sizeof(int[3]));
735 int Mod_ShadowMesh_AddVertex(shadowmesh_t *mesh, float *vertex14f)
738 shadowmeshvertexhash_t *hash;
739 // this uses prime numbers intentionally
740 hashindex = (unsigned int) (vertex14f[0] * 3 + vertex14f[1] * 5 + vertex14f[2] * 7) % SHADOWMESHVERTEXHASH;
741 for (hash = mesh->vertexhashtable[hashindex];hash;hash = hash->next)
743 vnum = (hash - mesh->vertexhashentries);
744 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]))
745 && (mesh->svector3f == NULL || (mesh->svector3f[vnum * 3 + 0] == vertex14f[3] && mesh->svector3f[vnum * 3 + 1] == vertex14f[4] && mesh->svector3f[vnum * 3 + 2] == vertex14f[5]))
746 && (mesh->tvector3f == NULL || (mesh->tvector3f[vnum * 3 + 0] == vertex14f[6] && mesh->tvector3f[vnum * 3 + 1] == vertex14f[7] && mesh->tvector3f[vnum * 3 + 2] == vertex14f[8]))
747 && (mesh->normal3f == NULL || (mesh->normal3f[vnum * 3 + 0] == vertex14f[9] && mesh->normal3f[vnum * 3 + 1] == vertex14f[10] && mesh->normal3f[vnum * 3 + 2] == vertex14f[11]))
748 && (mesh->texcoord2f == NULL || (mesh->texcoord2f[vnum * 2 + 0] == vertex14f[12] && mesh->texcoord2f[vnum * 2 + 1] == vertex14f[13])))
749 return hash - mesh->vertexhashentries;
751 vnum = mesh->numverts++;
752 hash = mesh->vertexhashentries + vnum;
753 hash->next = mesh->vertexhashtable[hashindex];
754 mesh->vertexhashtable[hashindex] = hash;
755 if (mesh->vertex3f) {mesh->vertex3f[vnum * 3 + 0] = vertex14f[0];mesh->vertex3f[vnum * 3 + 1] = vertex14f[1];mesh->vertex3f[vnum * 3 + 2] = vertex14f[2];}
756 if (mesh->svector3f) {mesh->svector3f[vnum * 3 + 0] = vertex14f[3];mesh->svector3f[vnum * 3 + 1] = vertex14f[4];mesh->svector3f[vnum * 3 + 2] = vertex14f[5];}
757 if (mesh->tvector3f) {mesh->tvector3f[vnum * 3 + 0] = vertex14f[6];mesh->tvector3f[vnum * 3 + 1] = vertex14f[7];mesh->tvector3f[vnum * 3 + 2] = vertex14f[8];}
758 if (mesh->normal3f) {mesh->normal3f[vnum * 3 + 0] = vertex14f[9];mesh->normal3f[vnum * 3 + 1] = vertex14f[10];mesh->normal3f[vnum * 3 + 2] = vertex14f[11];}
759 if (mesh->texcoord2f) {mesh->texcoord2f[vnum * 2 + 0] = vertex14f[12];mesh->texcoord2f[vnum * 2 + 1] = vertex14f[13];}
763 void Mod_ShadowMesh_AddTriangle(mempool_t *mempool, shadowmesh_t *mesh, rtexture_t *map_diffuse, rtexture_t *map_specular, rtexture_t *map_normal, float *vertex14f)
765 if (mesh->numtriangles == 0)
767 // set the properties on this empty mesh to be more favorable...
768 // (note: this case only occurs for the first triangle added to a new mesh chain)
769 mesh->map_diffuse = map_diffuse;
770 mesh->map_specular = map_specular;
771 mesh->map_normal = map_normal;
773 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)
775 if (mesh->next == NULL)
776 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);
779 mesh->element3i[mesh->numtriangles * 3 + 0] = Mod_ShadowMesh_AddVertex(mesh, vertex14f + 14 * 0);
780 mesh->element3i[mesh->numtriangles * 3 + 1] = Mod_ShadowMesh_AddVertex(mesh, vertex14f + 14 * 1);
781 mesh->element3i[mesh->numtriangles * 3 + 2] = Mod_ShadowMesh_AddVertex(mesh, vertex14f + 14 * 2);
782 mesh->numtriangles++;
785 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)
788 float vbuf[3*14], *v;
789 memset(vbuf, 0, sizeof(vbuf));
790 for (i = 0;i < numtris;i++)
792 for (j = 0, v = vbuf;j < 3;j++, v += 14)
797 v[0] = vertex3f[e * 3 + 0];
798 v[1] = vertex3f[e * 3 + 1];
799 v[2] = vertex3f[e * 3 + 2];
803 v[3] = svector3f[e * 3 + 0];
804 v[4] = svector3f[e * 3 + 1];
805 v[5] = svector3f[e * 3 + 2];
809 v[6] = tvector3f[e * 3 + 0];
810 v[7] = tvector3f[e * 3 + 1];
811 v[8] = tvector3f[e * 3 + 2];
815 v[9] = normal3f[e * 3 + 0];
816 v[10] = normal3f[e * 3 + 1];
817 v[11] = normal3f[e * 3 + 2];
821 v[12] = texcoord2f[e * 2 + 0];
822 v[13] = texcoord2f[e * 2 + 1];
825 Mod_ShadowMesh_AddTriangle(mempool, mesh, map_diffuse, map_specular, map_normal, vbuf);
829 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)
831 return Mod_ShadowMesh_Alloc(mempool, maxverts, maxtriangles, map_diffuse, map_specular, map_normal, light, neighbors, expandable);
834 shadowmesh_t *Mod_ShadowMesh_Finish(mempool_t *mempool, shadowmesh_t *firstmesh, int light, int neighbors)
836 shadowmesh_t *mesh, *newmesh, *nextmesh;
837 // reallocate meshs to conserve space
838 for (mesh = firstmesh, firstmesh = NULL;mesh;mesh = nextmesh)
840 nextmesh = mesh->next;
841 if (mesh->numverts >= 3 && mesh->numtriangles >= 1)
843 newmesh = Mod_ShadowMesh_ReAlloc(mempool, mesh, light, neighbors);
844 newmesh->next = firstmesh;
852 void Mod_ShadowMesh_CalcBBox(shadowmesh_t *firstmesh, vec3_t mins, vec3_t maxs, vec3_t center, float *radius)
856 vec3_t nmins, nmaxs, ncenter, temp;
857 float nradius2, dist2, *v;
861 for (mesh = firstmesh;mesh;mesh = mesh->next)
863 if (mesh == firstmesh)
865 VectorCopy(mesh->vertex3f, nmins);
866 VectorCopy(mesh->vertex3f, nmaxs);
868 for (i = 0, v = mesh->vertex3f;i < mesh->numverts;i++, v += 3)
870 if (nmins[0] > v[0]) nmins[0] = v[0];if (nmaxs[0] < v[0]) nmaxs[0] = v[0];
871 if (nmins[1] > v[1]) nmins[1] = v[1];if (nmaxs[1] < v[1]) nmaxs[1] = v[1];
872 if (nmins[2] > v[2]) nmins[2] = v[2];if (nmaxs[2] < v[2]) nmaxs[2] = v[2];
875 // calculate center and radius
876 ncenter[0] = (nmins[0] + nmaxs[0]) * 0.5f;
877 ncenter[1] = (nmins[1] + nmaxs[1]) * 0.5f;
878 ncenter[2] = (nmins[2] + nmaxs[2]) * 0.5f;
880 for (mesh = firstmesh;mesh;mesh = mesh->next)
882 for (i = 0, v = mesh->vertex3f;i < mesh->numverts;i++, v += 3)
884 VectorSubtract(v, ncenter, temp);
885 dist2 = DotProduct(temp, temp);
886 if (nradius2 < dist2)
892 VectorCopy(nmins, mins);
894 VectorCopy(nmaxs, maxs);
896 VectorCopy(ncenter, center);
898 *radius = sqrt(nradius2);
901 void Mod_ShadowMesh_Free(shadowmesh_t *mesh)
903 shadowmesh_t *nextmesh;
904 for (;mesh;mesh = nextmesh)
906 nextmesh = mesh->next;
911 static rtexture_t *GL_TextureForSkinLayer(const qbyte *in, int width, int height, const char *name, const unsigned int *palette, int textureflags)
914 for (i = 0;i < width*height;i++)
915 if (((qbyte *)&palette[in[i]])[3] > 0)
916 return R_LoadTexture2D (loadmodel->texturepool, name, width, height, in, TEXTYPE_PALETTE, textureflags, palette);
920 int Mod_LoadSkinFrame(skinframe_t *skinframe, char *basename, int textureflags, int loadpantsandshirt, int loadglowtexture)
923 memset(skinframe, 0, sizeof(*skinframe));
924 if (!image_loadskin(&s, basename))
926 skinframe->base = R_LoadTexture2D (loadmodel->texturepool, basename, s.basepixels_width, s.basepixels_height, s.basepixels, TEXTYPE_RGBA, textureflags, NULL);
927 if (s.nmappixels != NULL)
928 skinframe->nmap = R_LoadTexture2D (loadmodel->texturepool, va("%s_nmap", basename), s.nmappixels_width, s.nmappixels_height, s.nmappixels, TEXTYPE_RGBA, textureflags, NULL);
929 if (s.glosspixels != NULL)
930 skinframe->gloss = R_LoadTexture2D (loadmodel->texturepool, va("%s_gloss", basename), s.glosspixels_width, s.glosspixels_height, s.glosspixels, TEXTYPE_RGBA, textureflags, NULL);
931 if (s.glowpixels != NULL && loadglowtexture)
932 skinframe->glow = R_LoadTexture2D (loadmodel->texturepool, va("%s_glow", basename), s.glowpixels_width, s.glowpixels_height, s.glowpixels, TEXTYPE_RGBA, textureflags, NULL);
933 if (s.maskpixels != NULL)
934 skinframe->fog = R_LoadTexture2D (loadmodel->texturepool, va("%s_mask", basename), s.maskpixels_width, s.maskpixels_height, s.maskpixels, TEXTYPE_RGBA, textureflags, NULL);
935 if (loadpantsandshirt)
937 if (s.pantspixels != NULL)
938 skinframe->pants = R_LoadTexture2D (loadmodel->texturepool, va("%s_pants", basename), s.pantspixels_width, s.pantspixels_height, s.pantspixels, TEXTYPE_RGBA, textureflags, NULL);
939 if (s.shirtpixels != NULL)
940 skinframe->shirt = R_LoadTexture2D (loadmodel->texturepool, va("%s_shirt", basename), s.shirtpixels_width, s.shirtpixels_height, s.shirtpixels, TEXTYPE_RGBA, textureflags, NULL);
942 if (!skinframe->base)
943 skinframe->base = r_texture_notexture;
944 if (!skinframe->nmap)
945 skinframe->nmap = r_texture_blanknormalmap;
950 int Mod_LoadSkinFrame_Internal(skinframe_t *skinframe, char *basename, int textureflags, int loadpantsandshirt, int loadglowtexture, qbyte *skindata, int width, int height)
952 qbyte *temp1, *temp2;
953 memset(skinframe, 0, sizeof(*skinframe));
956 if (r_shadow_bumpscale_basetexture.value > 0)
958 temp1 = (qbyte *)Mem_Alloc(loadmodel->mempool, width * height * 8);
959 temp2 = temp1 + width * height * 4;
960 Image_Copy8bitRGBA(skindata, temp1, width * height, palette_nofullbrights);
961 Image_HeightmapToNormalmap(temp1, temp2, width, height, false, r_shadow_bumpscale_basetexture.value);
962 skinframe->nmap = R_LoadTexture2D(loadmodel->texturepool, va("%s_nmap", basename), width, height, temp2, TEXTYPE_RGBA, textureflags, NULL);
967 skinframe->glow = GL_TextureForSkinLayer(skindata, width, height, va("%s_glow", basename), palette_onlyfullbrights, textureflags); // glow
968 skinframe->base = skinframe->merged = GL_TextureForSkinLayer(skindata, width, height, va("%s_merged", basename), palette_nofullbrights, textureflags); // all but fullbrights
969 if (loadpantsandshirt)
971 skinframe->pants = GL_TextureForSkinLayer(skindata, width, height, va("%s_pants", basename), palette_pantsaswhite, textureflags); // pants
972 skinframe->shirt = GL_TextureForSkinLayer(skindata, width, height, va("%s_shirt", basename), palette_shirtaswhite, textureflags); // shirt
973 if (skinframe->pants || skinframe->shirt)
974 skinframe->base = GL_TextureForSkinLayer(skindata, width, height, va("%s_nospecial", basename), palette_nocolormapnofullbrights, textureflags); // no special colors
979 skinframe->base = skinframe->merged = GL_TextureForSkinLayer(skindata, width, height, va("%s_merged", basename), palette_complete, textureflags); // all
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_nocolormap, textureflags); // no pants or shirt
988 if (!skinframe->nmap)
989 skinframe->nmap = r_texture_blanknormalmap;
993 void Mod_GetTerrainVertex3fTexCoord2fFromRGBA(const qbyte *imagepixels, int imagewidth, int imageheight, int ix, int iy, float *vertex3f, float *texcoord2f, matrix4x4_t *pixelstepmatrix, matrix4x4_t *pixeltexturestepmatrix)
998 if (ix >= 0 && iy >= 0 && ix < imagewidth && iy < imageheight)
999 v[2] = (imagepixels[((iy*imagewidth)+ix)*4+0] + imagepixels[((iy*imagewidth)+ix)*4+1] + imagepixels[((iy*imagewidth)+ix)*4+2]) * (1.0f / 765.0f);
1002 Matrix4x4_Transform(pixelstepmatrix, v, vertex3f);
1003 Matrix4x4_Transform(pixeltexturestepmatrix, v, tc);
1004 texcoord2f[0] = tc[0];
1005 texcoord2f[1] = tc[1];
1008 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)
1010 float vup[3], vdown[3], vleft[3], vright[3];
1011 float tcup[3], tcdown[3], tcleft[3], tcright[3];
1012 float sv[3], tv[3], nl[3];
1013 Mod_GetTerrainVertex3fTexCoord2fFromRGBA(imagepixels, imagewidth, imageheight, ix, iy, vertex3f, texcoord2f, pixelstepmatrix, pixeltexturestepmatrix);
1014 Mod_GetTerrainVertex3fTexCoord2fFromRGBA(imagepixels, imagewidth, imageheight, ix, iy - 1, vup, tcup, pixelstepmatrix, pixeltexturestepmatrix);
1015 Mod_GetTerrainVertex3fTexCoord2fFromRGBA(imagepixels, imagewidth, imageheight, ix, iy + 1, vdown, tcdown, pixelstepmatrix, pixeltexturestepmatrix);
1016 Mod_GetTerrainVertex3fTexCoord2fFromRGBA(imagepixels, imagewidth, imageheight, ix - 1, iy, vleft, tcleft, pixelstepmatrix, pixeltexturestepmatrix);
1017 Mod_GetTerrainVertex3fTexCoord2fFromRGBA(imagepixels, imagewidth, imageheight, ix + 1, iy, vright, tcright, pixelstepmatrix, pixeltexturestepmatrix);
1018 Mod_BuildBumpVectors(vertex3f, vup, vright, texcoord2f, tcup, tcright, svector3f, tvector3f, normal3f);
1019 Mod_BuildBumpVectors(vertex3f, vright, vdown, texcoord2f, tcright, tcdown, sv, tv, nl);
1020 VectorAdd(svector3f, sv, svector3f);
1021 VectorAdd(tvector3f, tv, tvector3f);
1022 VectorAdd(normal3f, nl, normal3f);
1023 Mod_BuildBumpVectors(vertex3f, vdown, vleft, texcoord2f, tcdown, tcleft, sv, tv, nl);
1024 VectorAdd(svector3f, sv, svector3f);
1025 VectorAdd(tvector3f, tv, tvector3f);
1026 VectorAdd(normal3f, nl, normal3f);
1027 Mod_BuildBumpVectors(vertex3f, vleft, vup, texcoord2f, tcleft, tcup, sv, tv, nl);
1028 VectorAdd(svector3f, sv, svector3f);
1029 VectorAdd(tvector3f, tv, tvector3f);
1030 VectorAdd(normal3f, nl, normal3f);
1033 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)
1035 int x, y, ix, iy, *e;
1037 for (y = 0;y < height;y++)
1039 for (x = 0;x < width;x++)
1041 e[0] = (y + 1) * (width + 1) + (x + 0);
1042 e[1] = (y + 0) * (width + 1) + (x + 0);
1043 e[2] = (y + 1) * (width + 1) + (x + 1);
1044 e[3] = (y + 0) * (width + 1) + (x + 0);
1045 e[4] = (y + 0) * (width + 1) + (x + 1);
1046 e[5] = (y + 1) * (width + 1) + (x + 1);
1050 Mod_BuildTriangleNeighbors(neighbor3i, element3i, width*height*2);
1051 for (y = 0, iy = y1;y < height + 1;y++, iy++)
1052 for (x = 0, ix = x1;x < width + 1;x++, ix++, vertex3f += 3, texcoord2f += 2, svector3f += 3, tvector3f += 3, normal3f += 3)
1053 Mod_GetTerrainVertexFromRGBA(imagepixels, imagewidth, imageheight, ix, iy, vertex3f, texcoord2f, svector3f, tvector3f, normal3f, pixelstepmatrix, pixeltexturestepmatrix);
1056 skinfile_t *Mod_LoadSkinFiles(void)
1058 int i, words, numtags, line, tagsetsused = false, wordsoverflow;
1061 skinfile_t *skinfile = NULL, *first = NULL;
1062 skinfileitem_t *skinfileitem;
1063 char word[10][MAX_QPATH];
1064 overridetagnameset_t tagsets[MAX_SKINS];
1065 overridetagname_t tags[256];
1069 U_bodyBox,models/players/Legoman/BikerA2.tga
1070 U_RArm,models/players/Legoman/BikerA1.tga
1071 U_LArm,models/players/Legoman/BikerA1.tga
1072 U_armor,common/nodraw
1073 U_sword,common/nodraw
1074 U_shield,common/nodraw
1075 U_homb,common/nodraw
1076 U_backpack,common/nodraw
1077 U_colcha,common/nodraw
1082 memset(tagsets, 0, sizeof(tagsets));
1083 memset(word, 0, sizeof(word));
1084 for (i = 0;i < MAX_SKINS && (data = text = (char *)FS_LoadFile(va("%s_%i.skin", loadmodel->name, i), tempmempool, true));i++)
1088 // If it's the first file we parse
1089 if (skinfile == NULL)
1091 skinfile = (skinfile_t *)Mem_Alloc(tempmempool, sizeof(skinfile_t));
1096 skinfile->next = (skinfile_t *)Mem_Alloc(tempmempool, sizeof(skinfile_t));
1097 skinfile = skinfile->next;
1099 skinfile->next = NULL;
1101 for(line = 0;;line++)
1104 if (!COM_ParseToken(&data, true))
1106 if (!strcmp(com_token, "\n"))
1109 wordsoverflow = false;
1113 strlcpy(word[words++], com_token, sizeof (word[0]));
1115 wordsoverflow = true;
1117 while (COM_ParseToken(&data, true) && strcmp(com_token, "\n"));
1120 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);
1123 // words is always >= 1
1124 if (!strcmp(word[0], "replace"))
1128 Con_DPrintf("Mod_LoadSkinFiles: parsed mesh \"%s\" shader replacement \"%s\"\n", word[1], word[2]);
1129 skinfileitem = (skinfileitem_t *)Mem_Alloc(tempmempool, sizeof(skinfileitem_t));
1130 skinfileitem->next = skinfile->items;
1131 skinfile->items = skinfileitem;
1132 strlcpy (skinfileitem->name, word[1], sizeof (skinfileitem->name));
1133 strlcpy (skinfileitem->replacement, word[2], sizeof (skinfileitem->replacement));
1136 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]);
1138 else if (words == 2 && !strcmp(word[1], ","))
1140 // tag name, like "tag_weapon,"
1141 Con_DPrintf("Mod_LoadSkinFiles: parsed tag #%i \"%s\"\n", numtags, word[0]);
1142 memset(tags + numtags, 0, sizeof(tags[numtags]));
1143 strlcpy (tags[numtags].name, word[0], sizeof (tags[numtags].name));
1146 else if (words == 3 && !strcmp(word[1], ","))
1148 // mesh shader name, like "U_RArm,models/players/Legoman/BikerA1.tga"
1149 Con_DPrintf("Mod_LoadSkinFiles: parsed mesh \"%s\" shader replacement \"%s\"\n", word[0], word[2]);
1150 skinfileitem = (skinfileitem_t *)Mem_Alloc(tempmempool, sizeof(skinfileitem_t));
1151 skinfileitem->next = skinfile->items;
1152 skinfile->items = skinfileitem;
1153 strlcpy (skinfileitem->name, word[0], sizeof (skinfileitem->name));
1154 strlcpy (skinfileitem->replacement, word[2], sizeof (skinfileitem->replacement));
1157 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);
1163 overridetagnameset_t *t;
1165 t->num_overridetagnames = numtags;
1166 t->data_overridetagnames = (overridetagname_t *)Mem_Alloc(loadmodel->mempool, t->num_overridetagnames * sizeof(overridetagname_t));
1167 memcpy(t->data_overridetagnames, tags, t->num_overridetagnames * sizeof(overridetagname_t));
1173 loadmodel->data_overridetagnamesforskin = (overridetagnameset_t *)Mem_Alloc(loadmodel->mempool, i * sizeof(overridetagnameset_t));
1174 memcpy(loadmodel->data_overridetagnamesforskin, tagsets, i * sizeof(overridetagnameset_t));
1177 loadmodel->numskins = i;
1181 void Mod_FreeSkinFiles(skinfile_t *skinfile)
1184 skinfileitem_t *skinfileitem, *nextitem;
1185 for (;skinfile;skinfile = next)
1187 next = skinfile->next;
1188 for (skinfileitem = skinfile->items;skinfileitem;skinfileitem = nextitem)
1190 nextitem = skinfileitem->next;
1191 Mem_Free(skinfileitem);
1197 int Mod_CountSkinFiles(skinfile_t *skinfile)
1200 for (i = 0;skinfile;skinfile = skinfile->next, i++);
1204 void Mod_SnapVertices(int numcomponents, int numvertices, float *vertices, float snap)
1207 double isnap = 1.0 / snap;
1208 for (i = 0;i < numvertices*numcomponents;i++)
1209 vertices[i] = floor(vertices[i]*isnap)*snap;
1212 int Mod_RemoveDegenerateTriangles(int numtriangles, const int *inelement3i, int *outelement3i, const float *vertex3f)
1214 int i, outtriangles;
1215 float d, edgedir[3], temp[3];
1216 // a degenerate triangle is one with no width (thickness, surface area)
1217 // these are characterized by having all 3 points colinear (along a line)
1218 // or having two points identical
1219 for (i = 0, outtriangles = 0;i < numtriangles;i++, inelement3i += 3)
1221 // calculate first edge
1222 VectorSubtract(vertex3f + inelement3i[1] * 3, vertex3f + inelement3i[0] * 3, edgedir);
1223 if (VectorLength2(edgedir) < 0.0001f)
1224 continue; // degenerate first edge (no length)
1225 VectorNormalize(edgedir);
1226 // check if third point is on the edge (colinear)
1227 d = -DotProduct(vertex3f + inelement3i[2] * 3, edgedir);
1228 VectorMA(vertex3f + inelement3i[2] * 3, d, edgedir, temp);
1229 if (VectorLength2(temp) < 0.0001f)
1230 continue; // third point colinear with first edge
1231 // valid triangle (no colinear points, no duplicate points)
1232 VectorCopy(inelement3i, outelement3i);
1236 return outtriangles;