// on the same machine.
#include "quakedef.h"
+#include "image.h"
+#include "r_shadow.h"
model_t *loadmodel;
#define MAX_MOD_KNOWN 2048
static model_t mod_known[MAX_MOD_KNOWN];
+rtexturepool_t *mod_shared_texturepool;
rtexture_t *r_notexture;
-rtexturepool_t *r_notexturepool;
+rtexture_t *mod_shared_detailtextures[NUM_DETAILTEXTURES];
+
+void Mod_BuildDetailTextures (void)
+{
+ int i, x, y, light;
+ float vc[3], vx[3], vy[3], vn[3], lightdir[3];
+#define DETAILRESOLUTION 256
+ qbyte data[DETAILRESOLUTION][DETAILRESOLUTION][4], noise[DETAILRESOLUTION][DETAILRESOLUTION];
+ lightdir[0] = 0.5;
+ lightdir[1] = 1;
+ lightdir[2] = -0.25;
+ VectorNormalize(lightdir);
+ for (i = 0;i < NUM_DETAILTEXTURES;i++)
+ {
+ fractalnoise(&noise[0][0], DETAILRESOLUTION, DETAILRESOLUTION >> 4);
+ for (y = 0;y < DETAILRESOLUTION;y++)
+ {
+ for (x = 0;x < DETAILRESOLUTION;x++)
+ {
+ vc[0] = x;
+ vc[1] = y;
+ vc[2] = noise[y][x] * (1.0f / 32.0f);
+ vx[0] = x + 1;
+ vx[1] = y;
+ vx[2] = noise[y][(x + 1) % DETAILRESOLUTION] * (1.0f / 32.0f);
+ vy[0] = x;
+ vy[1] = y + 1;
+ vy[2] = noise[(y + 1) % DETAILRESOLUTION][x] * (1.0f / 32.0f);
+ VectorSubtract(vx, vc, vx);
+ VectorSubtract(vy, vc, vy);
+ CrossProduct(vx, vy, vn);
+ VectorNormalize(vn);
+ light = 128 - DotProduct(vn, lightdir) * 128;
+ light = bound(0, light, 255);
+ data[y][x][0] = data[y][x][1] = data[y][x][2] = light;
+ data[y][x][3] = 255;
+ }
+ }
+ 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);
+ }
+}
texture_t r_surf_notexture;
}
}
- r_notexturepool = R_AllocTexturePool();
- r_notexture = R_LoadTexture(r_notexturepool, "notexture", 16, 16, &pix[0][0][0], TEXTYPE_RGBA, TEXF_MIPMAP);
+ r_notexture = R_LoadTexture2D(mod_shared_texturepool, "notexture", 16, 16, &pix[0][0][0], TEXTYPE_RGBA, TEXF_MIPMAP, NULL);
}
-extern void Mod_BrushStartup (void);
-extern void Mod_BrushShutdown (void);
-
static void mod_start(void)
{
int i;
Mod_UnloadModel(&mod_known[i]);
Mod_LoadModels();
+ mod_shared_texturepool = R_AllocTexturePool();
Mod_SetupNoTexture();
- Mod_BrushStartup();
+ Mod_BuildDetailTextures();
}
static void mod_shutdown(void)
if (mod_known[i].name[0])
Mod_UnloadModel(&mod_known[i]);
- R_FreeTexturePool(&r_notexturepool);
- Mod_BrushShutdown();
+ R_FreeTexturePool(&mod_shared_texturepool);
}
static void mod_newmap(void)
===============
*/
static void Mod_Print (void);
-static void Mod_Flush (void);
+static void Mod_Precache (void);
void Mod_Init (void)
{
Mod_BrushInit();
Mod_SpriteInit();
Cmd_AddCommand ("modellist", Mod_Print);
- Cmd_AddCommand ("modelflush", Mod_Flush);
+ Cmd_AddCommand ("modelprecache", Mod_Precache);
}
void Mod_RenderInit(void)
Loads a model
==================
*/
-static model_t *Mod_LoadModel (model_t *mod, qboolean crash, qboolean checkdisk, qboolean isworldmodel)
+static model_t *Mod_LoadModel(model_t *mod, qboolean crash, qboolean checkdisk, qboolean isworldmodel)
{
- int crc;
+ int num;
+ unsigned int crc;
void *buf;
mod->used = true;
{
if (checkdisk)
{
- buf = COM_LoadFile (mod->name, false);
+ buf = FS_LoadFile (mod->name, false);
if (!buf)
{
if (crash)
return NULL;
}
- crc = CRC_Block(buf, com_filesize);
+ crc = CRC_Block(buf, fs_filesize);
}
else
crc = mod->crc;
if (!buf)
{
- buf = COM_LoadFile (mod->name, false);
+ buf = FS_LoadFile (mod->name, false);
if (!buf)
{
if (crash)
Host_Error ("Mod_LoadModel: %s not found", mod->name);
return NULL;
}
- crc = CRC_Block(buf, com_filesize);
+ crc = CRC_Block(buf, fs_filesize);
}
// allocate a new model
// LordHavoc: unload the existing model in this slot (if there is one)
Mod_UnloadModel(mod);
mod->isworldmodel = isworldmodel;
- mod->needload = false;
mod->used = true;
mod->crc = crc;
+ // errors can prevent the corresponding mod->needload = false;
+ mod->needload = true;
// all models use memory, so allocate a memory pool
mod->mempool = Mem_AllocPool(mod->name);
mod->texturepool = R_AllocTexturePool();
// call the apropriate loader
- if (!memcmp(buf, "IDPO" , 4)) Mod_LoadAliasModel (mod, buf);
- else if (!memcmp(buf, "IDP2" , 4)) Mod_LoadQ2AliasModel(mod, buf);
- else if (!memcmp(buf, "ZYMOTIC" , 7)) Mod_LoadZymoticModel(mod, buf);
- else if (!memcmp(buf, "IDSP" , 4)) Mod_LoadSpriteModel (mod, buf);
- else Mod_LoadBrushModel (mod, buf);
+ num = LittleLong(*((int *)buf));
+ if (!memcmp(buf, "IDPO", 4)) Mod_IDP0_Load(mod, buf);
+ else if (!memcmp(buf, "IDP2", 4)) Mod_IDP2_Load(mod, buf);
+ else if (!memcmp(buf, "IDP3", 4)) Mod_IDP3_Load(mod, buf);
+ else if (!memcmp(buf, "IDSP", 4)) Mod_IDSP_Load(mod, buf);
+ else if (!memcmp(buf, "IBSP", 4)) Mod_IBSP_Load(mod, buf);
+ else if (!memcmp(buf, "ZYMOTICMODEL", 12)) Mod_ZYMOTICMODEL_Load(mod, buf);
+ else if (strlen(mod->name) >= 4 && !strcmp(mod->name - 4, ".map")) Mod_MAP_Load(mod, buf);
+ else if (num == BSPVERSION || num == 30) Mod_Q1BSP_Load(mod, buf);
+ else Host_Error("Mod_LoadModel: model \"%s\" is of unknown/unsupported type\n", mod->name);
Mem_Free(buf);
+ // no errors occurred
+ mod->needload = false;
return mod;
}
-void Mod_CheckLoaded (model_t *mod)
+void Mod_CheckLoaded(model_t *mod)
{
if (mod)
{
Mod_ClearAll
===================
*/
-void Mod_ClearAll (void)
+void Mod_ClearAll(void)
{
}
==================
*/
-model_t *Mod_FindName (const char *name)
+model_t *Mod_FindName(const char *name)
{
int i;
model_t *mod, *freemod;
==================
*/
-void Mod_TouchModel (const char *name)
+void Mod_TouchModel(const char *name)
{
model_t *mod;
- mod = Mod_FindName (name);
+ mod = Mod_FindName(name);
mod->used = true;
}
Loads in a model for the given name
==================
*/
-model_t *Mod_ForName (const char *name, qboolean crash, qboolean checkdisk, qboolean isworldmodel)
+model_t *Mod_ForName(const char *name, qboolean crash, qboolean checkdisk, qboolean isworldmodel)
{
- return Mod_LoadModel (Mod_FindName (name), crash, checkdisk, isworldmodel);
+ return Mod_LoadModel(Mod_FindName(name), crash, checkdisk, isworldmodel);
}
qbyte *mod_base;
Mod_Print
================
*/
-static void Mod_Print (void)
+static void Mod_Print(void)
{
int i;
model_t *mod;
Con_Printf ("%4iK %s\n", mod->mempool ? (mod->mempool->totalsize + 1023) / 1024 : 0, mod->name);
}
-static void Mod_Flush (void)
+/*
+================
+Mod_Precache
+================
+*/
+static void Mod_Precache(void)
{
- int i;
-
- Con_Printf ("Unloading models\n");
- for (i = 0;i < MAX_MOD_KNOWN;i++)
- if (mod_known[i].name[0])
- Mod_UnloadModel(&mod_known[i]);
- Mod_LoadModels();
+ if (Cmd_Argc() == 2)
+ Mod_ForName(Cmd_Argv(1), false, true, cl.worldmodel && !strcasecmp(Cmd_Argv(1), cl.worldmodel->name));
+ else
+ Con_Printf("usage: modelprecache <filename>\n");
}
-int Mod_FindTriangleWithEdge(const int *elements, int numtriangles, int start, int end)
+int Mod_FindTriangleWithEdge(const int *elements, int numtriangles, int start, int end, int ignore)
{
- int i;
+ int i, match, count;
+ count = 0;
+ match = -1;
for (i = 0;i < numtriangles;i++, elements += 3)
{
- if (elements[0] == start && elements[1] == end)
- return i;
- if (elements[1] == start && elements[2] == end)
- return i;
- if (elements[2] == start && elements[0] == end)
- return i;
+ if ((elements[0] == start && elements[1] == end)
+ || (elements[1] == start && elements[2] == end)
+ || (elements[2] == start && elements[0] == end))
+ {
+ if (i != ignore)
+ match = i;
+ count++;
+ }
+ else if ((elements[1] == start && elements[0] == end)
+ || (elements[2] == start && elements[1] == end)
+ || (elements[0] == start && elements[2] == end))
+ count++;
}
- return -1;
+ // detect edges shared by three triangles and make them seams
+ if (count > 2)
+ match = -1;
+ return match;
}
void Mod_BuildTriangleNeighbors(int *neighbors, const int *elements, int numtriangles)
const int *e;
for (i = 0, e = elements, n = neighbors;i < numtriangles;i++, e += 3, n += 3)
{
- n[0] = Mod_FindTriangleWithEdge(elements, numtriangles, e[1], e[0]);
- n[1] = Mod_FindTriangleWithEdge(elements, numtriangles, e[2], e[1]);
- n[2] = Mod_FindTriangleWithEdge(elements, numtriangles, e[0], e[2]);
+ n[0] = Mod_FindTriangleWithEdge(elements, numtriangles, e[1], e[0], i);
+ n[1] = Mod_FindTriangleWithEdge(elements, numtriangles, e[2], e[1], i);
+ n[2] = Mod_FindTriangleWithEdge(elements, numtriangles, e[0], e[2], i);
}
}
-void Mod_BuildTextureVectorsAndNormals(int numverts, int numtriangles, const float *vertex, const float *texcoord, const int *elements, float *svectors, float *tvectors, float *normals)
+void Mod_ValidateElements(const int *elements, int numtriangles, int numverts, const char *filename, int fileline)
+{
+ int i;
+ for (i = 0;i < numtriangles * 3;i++)
+ if ((unsigned int)elements[i] >= (unsigned int)numverts)
+ Con_Printf("Mod_ValidateElements: out of bounds element detected at %s:%d\n", filename, fileline);
+}
+
+/*
+a note on the cost of executing this function:
+per triangle: 188 (83 42 13 45 4 1)
+assignments: 83 (20 3 3 3 1 4 4 1 3 4 3 4 30)
+adds: 42 (2 2 2 2 3 2 2 27)
+subtracts: 13 (3 3 3 1 3)
+multiplies: 45 (6 3 6 6 3 3 6 6 6)
+rsqrts: 4 (1 1 1 1)
+compares: 1 (1)
+per vertex: 39 (12 6 18 3)
+assignments: 12 (4 4 4)
+adds: 6 (2 2 2)
+multiplies: 18 (6 6 6)
+rsqrts: 3 (1 1 1)
+*/
+
+void Mod_BuildTextureVectorsAndNormals(int numverts, int numtriangles, const float *vertex3f, const float *texcoord2f, const int *elements, float *svector3f, float *tvector3f, float *normal3f)
{
int i, tnum, voffset;
float vert[3][4], vec[3][4], sdir[3], tdir[3], normal[3], f, *v;
const int *e;
// clear the vectors
- memset(svectors, 0, numverts * sizeof(float[4]));
- memset(tvectors, 0, numverts * sizeof(float[4]));
- memset(normals, 0, numverts * sizeof(float[4]));
+ memset(svector3f, 0, numverts * sizeof(float[3]));
+ memset(tvector3f, 0, numverts * sizeof(float[3]));
+ memset(normal3f, 0, numverts * sizeof(float[3]));
// process each vertex of each triangle and accumulate the results
for (tnum = 0, e = elements;tnum < numtriangles;tnum++, e += 3)
{
// calculate texture matrix for triangle
- voffset = e[0] * 4;
- vert[0][0] = vertex[voffset+0];
- vert[0][1] = vertex[voffset+1];
- vert[0][2] = vertex[voffset+2];
- vert[0][3] = texcoord[voffset];
- voffset = e[1] * 4;
- vert[1][0] = vertex[voffset+0];
- vert[1][1] = vertex[voffset+1];
- vert[1][2] = vertex[voffset+2];
- vert[1][3] = texcoord[voffset];
- voffset = e[2] * 4;
- vert[2][0] = vertex[voffset+0];
- vert[2][1] = vertex[voffset+1];
- vert[2][2] = vertex[voffset+2];
- vert[2][3] = texcoord[voffset];
+ // 20 assignments
+ voffset = e[0];
+ vert[0][0] = vertex3f[voffset*3+0];
+ vert[0][1] = vertex3f[voffset*3+1];
+ vert[0][2] = vertex3f[voffset*3+2];
+ vert[0][3] = texcoord2f[voffset*2];
+ voffset = e[1];
+ vert[1][0] = vertex3f[voffset*3+0];
+ vert[1][1] = vertex3f[voffset*3+1];
+ vert[1][2] = vertex3f[voffset*3+2];
+ vert[1][3] = texcoord2f[voffset*2];
+ voffset = e[2];
+ vert[2][0] = vertex3f[voffset*3+0];
+ vert[2][1] = vertex3f[voffset*3+1];
+ vert[2][2] = vertex3f[voffset*3+2];
+ vert[2][3] = texcoord2f[voffset*2];
+ // 3 assignments, 3 subtracts
VectorSubtract(vert[1], vert[0], vec[0]);
+ // 3 assignments, 3 subtracts
VectorSubtract(vert[2], vert[0], vec[1]);
+ // 3 assignments, 3 subtracts, 6 multiplies
CrossProduct(vec[0], vec[1], normal);
+ // 1 assignment, 2 adds, 3 multiplies, 1 compare
if (DotProduct(normal, normal) >= 0.001)
{
+ // 4 assignments, 1 rsqrt, 2 adds, 6 multiplies
VectorNormalize(normal);
- sdir[0] = (vert[1][3] - vert[0][3]) * (vert[2][0] - vert[0][0]) - (vert[2][3] - vert[0][3]) * (vert[1][0] - vert[0][0]);
- sdir[1] = (vert[1][3] - vert[0][3]) * (vert[2][1] - vert[0][1]) - (vert[2][3] - vert[0][3]) * (vert[1][1] - vert[0][1]);
- sdir[2] = (vert[1][3] - vert[0][3]) * (vert[2][2] - vert[0][2]) - (vert[2][3] - vert[0][3]) * (vert[1][2] - vert[0][2]);
- VectorNormalize(sdir);
- f = -DotProduct(sdir, normal);
- VectorMA(sdir, f, normal, sdir);
- VectorNormalize(sdir);
- CrossProduct(sdir, normal, tdir);
- // this is probably not necessary
+ tdir[0] = ((vert[1][3] - vert[0][3]) * (vert[2][0] - vert[0][0]) - (vert[2][3] - vert[0][3]) * (vert[1][0] - vert[0][0]));
+ tdir[1] = ((vert[1][3] - vert[0][3]) * (vert[2][1] - vert[0][1]) - (vert[2][3] - vert[0][3]) * (vert[1][1] - vert[0][1]));
+ tdir[2] = ((vert[1][3] - vert[0][3]) * (vert[2][2] - vert[0][2]) - (vert[2][3] - vert[0][3]) * (vert[1][2] - vert[0][2]));
+ // 4 assignments, 1 rsqrt, 2 adds, 6 multiplies
VectorNormalize(tdir);
+ // 1 assignments, 1 negates, 2 adds, 3 multiplies
+ f = -DotProduct(tdir, normal);
+ // 3 assignments, 3 adds, 3 multiplies
+ VectorMA(tdir, f, normal, tdir);
+ // 4 assignments, 1 rsqrt, 2 adds, 6 multiplies
+ VectorNormalize(tdir);
+ // 3 assignments, 3 subtracts, 6 multiplies
+ CrossProduct(tdir, normal, sdir);
+ // this is probably not necessary
+ // 4 assignments, 1 rsqrt, 2 adds, 6 multiplies
+ VectorNormalize(sdir);
+ //
+ VectorNegate(sdir, sdir);
// accumulate matrix onto verts used by triangle
+ // 30 assignments, 27 adds
for (i = 0;i < 3;i++)
{
- voffset = e[i] * 4;
- svectors[voffset ] += sdir[0];
- svectors[voffset + 1] += sdir[1];
- svectors[voffset + 2] += sdir[2];
- tvectors[voffset ] += tdir[0];
- tvectors[voffset + 1] += tdir[1];
- tvectors[voffset + 2] += tdir[2];
- normals[voffset ] += normal[0];
- normals[voffset + 1] += normal[1];
- normals[voffset + 2] += normal[2];
+ voffset = e[i];
+ svector3f[voffset*3 ] += sdir[0];
+ svector3f[voffset*3+1] += sdir[1];
+ svector3f[voffset*3+2] += sdir[2];
+ tvector3f[voffset*3 ] += tdir[0];
+ tvector3f[voffset*3+1] += tdir[1];
+ tvector3f[voffset*3+2] += tdir[2];
+ normal3f[voffset*3 ] += normal[0];
+ normal3f[voffset*3+1] += normal[1];
+ normal3f[voffset*3+2] += normal[2];
}
}
}
// now we could divide the vectors by the number of averaged values on
// each vertex... but instead normalize them
- for (i = 0, v = svectors;i < numverts;i++, v += 4)
+ for (i = 0, v = svector3f;i < numverts;i++, v += 3)
+ // 4 assignments, 1 rsqrt, 2 adds, 6 multiplies
VectorNormalize(v);
- for (i = 0, v = tvectors;i < numverts;i++, v += 4)
+ for (i = 0, v = tvector3f;i < numverts;i++, v += 3)
+ // 4 assignments, 1 rsqrt, 2 adds, 6 multiplies
VectorNormalize(v);
- for (i = 0, v = normals;i < numverts;i++, v += 4)
+ for (i = 0, v = normal3f;i < numverts;i++, v += 3)
+ // 4 assignments, 1 rsqrt, 2 adds, 6 multiplies
VectorNormalize(v);
}
shadowmesh_t *Mod_ShadowMesh_Alloc(mempool_t *mempool, int maxverts)
{
shadowmesh_t *mesh;
- mesh = Mem_Alloc(mempool, sizeof(shadowmesh_t) + maxverts * sizeof(float[4]) + maxverts * sizeof(int[3]) + maxverts * sizeof(int[3]));
+ mesh = Mem_Alloc(mempool, sizeof(shadowmesh_t) + maxverts * sizeof(float[3]) + maxverts * sizeof(int[3]) + maxverts * sizeof(int[3]) + SHADOWMESHVERTEXHASH * sizeof(shadowmeshvertexhash_t *) + maxverts * sizeof(shadowmeshvertexhash_t));
mesh->maxverts = maxverts;
mesh->maxtriangles = maxverts;
mesh->numverts = 0;
mesh->numtriangles = 0;
- mesh->verts = (float *)(mesh + 1);
- mesh->elements = (int *)(mesh->verts + mesh->maxverts * 4);
- mesh->neighbors = (int *)(mesh->elements + mesh->maxtriangles * 3);
+ mesh->vertex3f = (float *)(mesh + 1);
+ mesh->element3i = (int *)(mesh->vertex3f + mesh->maxverts * 3);
+ mesh->neighbor3i = (int *)(mesh->element3i + mesh->maxtriangles * 3);
+ mesh->vertexhashtable = (shadowmeshvertexhash_t **)(mesh->neighbor3i + mesh->maxtriangles * 3);
+ mesh->vertexhashentries = (shadowmeshvertexhash_t *)(mesh->vertexhashtable + SHADOWMESHVERTEXHASH);
return mesh;
}
shadowmesh_t *Mod_ShadowMesh_ReAlloc(mempool_t *mempool, shadowmesh_t *oldmesh)
{
shadowmesh_t *newmesh;
- newmesh = Mem_Alloc(mempool, sizeof(shadowmesh_t) + oldmesh->numverts * sizeof(float[4]) + oldmesh->numtriangles * sizeof(int[3]) + oldmesh->numtriangles * sizeof(int[3]));
+ newmesh = Mem_Alloc(mempool, sizeof(shadowmesh_t) + oldmesh->numverts * sizeof(float[3]) + oldmesh->numtriangles * sizeof(int[3]) + oldmesh->numtriangles * sizeof(int[3]));
newmesh->maxverts = newmesh->numverts = oldmesh->numverts;
newmesh->maxtriangles = newmesh->numtriangles = oldmesh->numtriangles;
- newmesh->verts = (float *)(newmesh + 1);
- newmesh->elements = (int *)(newmesh->verts + newmesh->maxverts * 4);
- newmesh->neighbors = (int *)(newmesh->elements + newmesh->maxtriangles * 3);
- memcpy(newmesh->verts, oldmesh->verts, newmesh->numverts * sizeof(float[4]));
- memcpy(newmesh->elements, oldmesh->elements, newmesh->numtriangles * sizeof(int[3]));
- memcpy(newmesh->neighbors, oldmesh->neighbors, newmesh->numtriangles * sizeof(int[3]));
+ newmesh->vertex3f = (float *)(newmesh + 1);
+ newmesh->element3i = (int *)(newmesh->vertex3f + newmesh->maxverts * 3);
+ newmesh->neighbor3i = (int *)(newmesh->element3i + newmesh->maxtriangles * 3);
+ memcpy(newmesh->vertex3f, oldmesh->vertex3f, newmesh->numverts * sizeof(float[3]));
+ memcpy(newmesh->element3i, oldmesh->element3i, newmesh->numtriangles * sizeof(int[3]));
+ memcpy(newmesh->neighbor3i, oldmesh->neighbor3i, newmesh->numtriangles * sizeof(int[3]));
return newmesh;
}
int Mod_ShadowMesh_AddVertex(shadowmesh_t *mesh, float *v)
{
- int j;
- float *m, temp[3];
- for (j = 0, m = mesh->verts;j < mesh->numverts;j++, m += 4)
+ int hashindex;
+ float *m;
+ shadowmeshvertexhash_t *hash;
+ // this uses prime numbers intentionally
+ hashindex = (int) (v[0] * 3 + v[1] * 5 + v[2] * 7) % SHADOWMESHVERTEXHASH;
+ for (hash = mesh->vertexhashtable[hashindex];hash;hash = hash->next)
{
- VectorSubtract(v, m, temp);
- if (DotProduct(temp, temp) < 0.1)
- return j;
+ m = mesh->vertex3f + (hash - mesh->vertexhashentries) * 3;
+ if (m[0] == v[0] && m[1] == v[1] && m[2] == v[2])
+ return hash - mesh->vertexhashentries;
}
- mesh->numverts++;
+ hash = mesh->vertexhashentries + mesh->numverts;
+ hash->next = mesh->vertexhashtable[hashindex];
+ mesh->vertexhashtable[hashindex] = hash;
+ m = mesh->vertex3f + (hash - mesh->vertexhashentries) * 3;
VectorCopy(v, m);
- return j;
+ mesh->numverts++;
+ return mesh->numverts - 1;
+}
+
+void Mod_ShadowMesh_AddTriangle(mempool_t *mempool, shadowmesh_t *mesh, float *vert0, float *vert1, float *vert2)
+{
+ while (mesh->numverts + 3 > mesh->maxverts || mesh->numtriangles + 1 > mesh->maxtriangles)
+ {
+ if (mesh->next == NULL)
+ mesh->next = Mod_ShadowMesh_Alloc(mempool, max(mesh->maxtriangles, 1));
+ mesh = mesh->next;
+ }
+ mesh->element3i[mesh->numtriangles * 3 + 0] = Mod_ShadowMesh_AddVertex(mesh, vert0);
+ mesh->element3i[mesh->numtriangles * 3 + 1] = Mod_ShadowMesh_AddVertex(mesh, vert1);
+ mesh->element3i[mesh->numtriangles * 3 + 2] = Mod_ShadowMesh_AddVertex(mesh, vert2);
+ mesh->numtriangles++;
}
void Mod_ShadowMesh_AddPolygon(mempool_t *mempool, shadowmesh_t *mesh, int numverts, float *verts)
{
+ int i;
+ float *v;
+ for (i = 0, v = verts + 3;i < numverts - 2;i++, v += 3)
+ Mod_ShadowMesh_AddTriangle(mempool, mesh, verts, v, v + 3);
+ /*
int i, i1, i2, i3;
float *v;
- while (numverts + mesh->numverts > mesh->maxverts || (numverts - 2) + mesh->numtriangles > mesh->maxtriangles)
+ while (mesh->numverts + numverts > mesh->maxverts || mesh->numtriangles + (numverts - 2) > mesh->maxtriangles)
{
if (mesh->next == NULL)
- mesh->next = Mod_ShadowMesh_Alloc(mempool, max(4096, numverts));
+ mesh->next = Mod_ShadowMesh_Alloc(mempool, max(mesh->maxtriangles, numverts));
mesh = mesh->next;
}
i1 = Mod_ShadowMesh_AddVertex(mesh, verts);
mesh->elements[mesh->numtriangles * 3 + 2] = i3;
mesh->numtriangles++;
}
+ */
+}
+
+void Mod_ShadowMesh_AddMesh(mempool_t *mempool, shadowmesh_t *mesh, float *verts, int numtris, int *elements)
+{
+ int i;
+ for (i = 0;i < numtris;i++, elements += 3)
+ Mod_ShadowMesh_AddTriangle(mempool, mesh, verts + elements[0] * 3, verts + elements[1] * 3, verts + elements[2] * 3);
}
-shadowmesh_t *Mod_ShadowMesh_Begin(mempool_t *mempool)
+shadowmesh_t *Mod_ShadowMesh_Begin(mempool_t *mempool, int initialnumtriangles)
{
- return Mod_ShadowMesh_Alloc(mempool, 4096);
+ return Mod_ShadowMesh_Alloc(mempool, initialnumtriangles);
}
shadowmesh_t *Mod_ShadowMesh_Finish(mempool_t *mempool, shadowmesh_t *firstmesh)
{
+#if 1
//int i;
shadowmesh_t *mesh, *newmesh, *nextmesh;
// reallocate meshs to conserve space
//Con_Printf("mesh\n");
//for (i = 0;i < newmesh->numtriangles;i++)
// Con_Printf("tri %d %d %d\n", newmesh->elements[i * 3 + 0], newmesh->elements[i * 3 + 1], newmesh->elements[i * 3 + 2]);
- Mod_BuildTriangleNeighbors(newmesh->neighbors, newmesh->elements, newmesh->numtriangles);
+ Mod_ValidateElements(newmesh->element3i, newmesh->numtriangles, newmesh->numverts, __FILE__, __LINE__);
+ Mod_BuildTriangleNeighbors(newmesh->neighbor3i, newmesh->element3i, newmesh->numtriangles);
}
Mem_Free(mesh);
}
+#else
+ shadowmesh_t *mesh;
+ for (mesh = firstmesh;mesh;mesh = mesh->next)
+ {
+ Mod_ValidateElements(mesh->elements, mesh->numtriangles, mesh->numverts, __FILE__, __LINE__);
+ Mod_BuildTriangleNeighbors(mesh->neighbors, mesh->elements, mesh->numtriangles);
+ }
+#endif
return firstmesh;
}
{
if (mesh == firstmesh)
{
- VectorCopy(mesh->verts, nmins);
- VectorCopy(mesh->verts, nmaxs);
+ VectorCopy(mesh->vertex3f, nmins);
+ VectorCopy(mesh->vertex3f, nmaxs);
}
- for (i = 0, v = mesh->verts;i < mesh->numverts;i++, v += 4)
+ for (i = 0, v = mesh->vertex3f;i < mesh->numverts;i++, v += 3)
{
if (nmins[0] > v[0]) nmins[0] = v[0];if (nmaxs[0] < v[0]) nmaxs[0] = v[0];
if (nmins[1] > v[1]) nmins[1] = v[1];if (nmaxs[1] < v[1]) nmaxs[1] = v[1];
nradius2 = 0;
for (mesh = firstmesh;mesh;mesh = mesh->next)
{
- for (i = 0, v = mesh->verts;i < mesh->numverts;i++, v += 4)
+ for (i = 0, v = mesh->vertex3f;i < mesh->numverts;i++, v += 3)
{
VectorSubtract(v, ncenter, temp);
dist2 = DotProduct(temp, temp);
Mem_Free(mesh);
}
}
+
+static rtexture_t *GL_TextureForSkinLayer(const qbyte *in, int width, int height, const char *name, const unsigned int *palette, int textureflags)
+{
+ int i;
+ for (i = 0;i < width*height;i++)
+ if (((qbyte *)&palette[in[i]])[3] > 0)
+ return R_LoadTexture2D (loadmodel->texturepool, name, width, height, in, TEXTYPE_PALETTE, textureflags, palette);
+ return NULL;
+}
+
+static int detailtexturecycle = 0;
+int Mod_LoadSkinFrame(skinframe_t *skinframe, char *basename, int textureflags, int loadpantsandshirt, int usedetailtexture, int loadglowtexture)
+{
+ imageskin_t s;
+ memset(skinframe, 0, sizeof(*skinframe));
+ if (!image_loadskin(&s, basename))
+ return false;
+ if (usedetailtexture)
+ skinframe->detail = mod_shared_detailtextures[(detailtexturecycle++) % NUM_DETAILTEXTURES];
+ skinframe->base = R_LoadTexture2D (loadmodel->texturepool, basename, s.basepixels_width, s.basepixels_height, s.basepixels, TEXTYPE_RGBA, textureflags, NULL);
+ if (s.nmappixels != NULL)
+ skinframe->nmap = R_LoadTexture2D (loadmodel->texturepool, va("%s_nmap", basename), s.basepixels_width, s.basepixels_height, s.nmappixels, TEXTYPE_RGBA, textureflags, NULL);
+ if (s.glosspixels != NULL)
+ skinframe->gloss = R_LoadTexture2D (loadmodel->texturepool, va("%s_gloss", basename), s.glosspixels_width, s.glosspixels_height, s.glosspixels, TEXTYPE_RGBA, textureflags, NULL);
+ if (s.glowpixels != NULL && loadglowtexture)
+ skinframe->glow = R_LoadTexture2D (loadmodel->texturepool, va("%s_glow", basename), s.glowpixels_width, s.glowpixels_height, s.glowpixels, TEXTYPE_RGBA, textureflags, NULL);
+ if (s.maskpixels != NULL)
+ skinframe->fog = R_LoadTexture2D (loadmodel->texturepool, va("%s_mask", basename), s.maskpixels_width, s.maskpixels_height, s.maskpixels, TEXTYPE_RGBA, textureflags, NULL);
+ if (loadpantsandshirt)
+ {
+ if (s.pantspixels != NULL)
+ skinframe->pants = R_LoadTexture2D (loadmodel->texturepool, va("%s_pants", basename), s.pantspixels_width, s.pantspixels_height, s.pantspixels, TEXTYPE_RGBA, textureflags, NULL);
+ if (s.shirtpixels != NULL)
+ skinframe->shirt = R_LoadTexture2D (loadmodel->texturepool, va("%s_shirt", basename), s.shirtpixels_width, s.shirtpixels_height, s.shirtpixels, TEXTYPE_RGBA, textureflags, NULL);
+ }
+ image_freeskin(&s);
+ return true;
+}
+
+int Mod_LoadSkinFrame_Internal(skinframe_t *skinframe, char *basename, int textureflags, int loadpantsandshirt, int usedetailtexture, int loadglowtexture, qbyte *skindata, int width, int height)
+{
+ qbyte *temp1, *temp2;
+ memset(skinframe, 0, sizeof(*skinframe));
+ if (!skindata)
+ return false;
+ if (usedetailtexture)
+ skinframe->detail = mod_shared_detailtextures[(detailtexturecycle++) % NUM_DETAILTEXTURES];
+ if (r_shadow_bumpscale_basetexture.value > 0)
+ {
+ temp1 = Mem_Alloc(loadmodel->mempool, width * height * 8);
+ temp2 = temp1 + width * height * 4;
+ Image_Copy8bitRGBA(skindata, temp1, width * height, palette_nofullbrights);
+ Image_HeightmapToNormalmap(temp1, temp2, width, height, false, r_shadow_bumpscale_basetexture.value);
+ skinframe->nmap = R_LoadTexture2D(loadmodel->texturepool, va("%s_nmap", basename), width, height, temp2, TEXTYPE_RGBA, textureflags, NULL);
+ Mem_Free(temp1);
+ }
+ if (loadglowtexture)
+ {
+ skinframe->glow = GL_TextureForSkinLayer(skindata, width, height, va("%s_glow", basename), palette_onlyfullbrights, textureflags); // glow
+ skinframe->base = skinframe->merged = GL_TextureForSkinLayer(skindata, width, height, va("%s_merged", basename), palette_nofullbrights, textureflags); // all but fullbrights
+ if (loadpantsandshirt)
+ {
+ skinframe->pants = GL_TextureForSkinLayer(skindata, width, height, va("%s_pants", basename), palette_pantsaswhite, textureflags); // pants
+ skinframe->shirt = GL_TextureForSkinLayer(skindata, width, height, va("%s_shirt", basename), palette_shirtaswhite, textureflags); // shirt
+ if (skinframe->pants || skinframe->shirt)
+ skinframe->base = GL_TextureForSkinLayer(skindata, width, height, va("%s_nospecial", basename), palette_nocolormapnofullbrights, textureflags); // no special colors
+ }
+ }
+ else
+ {
+ skinframe->base = skinframe->merged = GL_TextureForSkinLayer(skindata, width, height, va("%s_merged", basename), palette_complete, textureflags); // all
+ if (loadpantsandshirt)
+ {
+ skinframe->pants = GL_TextureForSkinLayer(skindata, width, height, va("%s_pants", basename), palette_pantsaswhite, textureflags); // pants
+ skinframe->shirt = GL_TextureForSkinLayer(skindata, width, height, va("%s_shirt", basename), palette_shirtaswhite, textureflags); // shirt
+ if (skinframe->pants || skinframe->shirt)
+ skinframe->base = GL_TextureForSkinLayer(skindata, width, height, va("%s_nospecial", basename), palette_nocolormap, textureflags); // no pants or shirt
+ }
+ }
+ return true;
+}