model_t *loadmodel;
-// LordHavoc: increased from 512 to 2048
-#define MAX_MOD_KNOWN 2048
+// LordHavoc: was 512
+#define MAX_MOD_KNOWN (MAX_MODELS + 256)
static model_t mod_known[MAX_MOD_KNOWN];
-rtexturepool_t *mod_shared_texturepool;
-rtexture_t *r_notexture;
-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;
-
-void Mod_SetupNoTexture(void)
-{
- int x, y;
- qbyte pix[16][16][4];
-
- // this makes a light grey/dark grey checkerboard texture
- for (y = 0;y < 16;y++)
- {
- for (x = 0;x < 16;x++)
- {
- if ((y < 8) ^ (x < 8))
- {
- pix[y][x][0] = 128;
- pix[y][x][1] = 128;
- pix[y][x][2] = 128;
- pix[y][x][3] = 255;
- }
- else
- {
- pix[y][x][0] = 64;
- pix[y][x][1] = 64;
- pix[y][x][2] = 64;
- pix[y][x][3] = 255;
- }
- }
- }
-
- r_notexture = R_LoadTexture2D(mod_shared_texturepool, "notexture", 16, 16, &pix[0][0][0], TEXTYPE_RGBA, TEXF_MIPMAP, NULL);
-}
-
static void mod_start(void)
{
int i;
- for (i = 0;i < MAX_MOD_KNOWN;i++)
- if (mod_known[i].name[0])
- Mod_UnloadModel(&mod_known[i]);
- Mod_LoadModels();
+ model_t *mod;
- mod_shared_texturepool = R_AllocTexturePool();
- Mod_SetupNoTexture();
- Mod_BuildDetailTextures();
+ for (i = 0, mod = mod_known;i < MAX_MOD_KNOWN;i++, mod++)
+ if (mod->name[0])
+ if (mod->used)
+ Mod_LoadModel(mod, true, false, mod->isworldmodel);
}
static void mod_shutdown(void)
{
int i;
- for (i = 0;i < MAX_MOD_KNOWN;i++)
- if (mod_known[i].name[0])
- Mod_UnloadModel(&mod_known[i]);
+ model_t *mod;
- R_FreeTexturePool(&mod_shared_texturepool);
+ for (i = 0, mod = mod_known;i < MAX_MOD_KNOWN;i++, mod++)
+ if (mod->loaded)
+ Mod_UnloadModel(mod);
}
static void mod_newmap(void)
{
+ msurface_t *surface;
+ int i, surfacenum, ssize, tsize;
+
+ if (!cl_stainmaps_clearonload.integer)
+ return;
+
+ for (i = 0;i < MAX_MOD_KNOWN;i++)
+ {
+ if (mod_known[i].mempool && mod_known[i].data_surfaces)
+ {
+ for (surfacenum = 0, surface = mod_known[i].data_surfaces;surfacenum < mod_known[i].num_surfaces;surfacenum++, surface++)
+ {
+ if (surface->lightmapinfo && surface->lightmapinfo->stainsamples)
+ {
+ ssize = (surface->lightmapinfo->extents[0] >> 4) + 1;
+ tsize = (surface->lightmapinfo->extents[1] >> 4) + 1;
+ memset(surface->lightmapinfo->stainsamples, 255, ssize * tsize * 3);
+ surface->cached_dlight = true;
+ }
+ }
+ }
+ }
}
/*
Mod_Init
===============
*/
-static void Mod_Print (void);
+static void Mod_Print(void);
static void Mod_Precache (void);
void Mod_Init (void)
{
R_RegisterModule("Models", mod_start, mod_shutdown, mod_newmap);
}
-void Mod_FreeModel (model_t *mod)
-{
- R_FreeTexturePool(&mod->texturepool);
- Mem_FreePool(&mod->mempool);
-
- // clear the struct to make it available
- memset(mod, 0, sizeof(model_t));
-}
-
void Mod_UnloadModel (model_t *mod)
{
char name[MAX_QPATH];
qboolean isworldmodel;
+ qboolean used;
strcpy(name, mod->name);
isworldmodel = mod->isworldmodel;
- Mod_FreeModel(mod);
+ used = mod->used;
+ // free textures/memory attached to the model
+ R_FreeTexturePool(&mod->texturepool);
+ Mem_FreePool(&mod->mempool);
+ // clear the struct to make it available
+ memset(mod, 0, sizeof(model_t));
+ // restore the fields we want to preserve
strcpy(mod->name, name);
mod->isworldmodel = isworldmodel;
- mod->needload = true;
+ mod->used = used;
+ mod->loaded = false;
}
/*
Loads a model
==================
*/
-static model_t *Mod_LoadModel(model_t *mod, qboolean crash, qboolean checkdisk, qboolean isworldmodel)
+model_t *Mod_LoadModel(model_t *mod, qboolean crash, qboolean checkdisk, qboolean isworldmodel)
{
int num;
unsigned int crc;
void *buf;
+ fs_offset_t filesize;
mod->used = true;
crc = 0;
buf = NULL;
- if (!mod->needload)
+ if (mod->isworldmodel != isworldmodel)
+ mod->loaded = false;
+ if (!mod->loaded || checkdisk)
{
- if (checkdisk)
- {
- buf = FS_LoadFile (mod->name, false);
- if (!buf)
- {
- if (crash)
- Host_Error ("Mod_LoadModel: %s not found", mod->name); // LordHavoc: Sys_Error was *ANNOYING*
- return NULL;
- }
-
- crc = CRC_Block(buf, fs_filesize);
- }
- else
- crc = mod->crc;
-
- if (mod->crc == crc && mod->isworldmodel == isworldmodel)
+ if (checkdisk && mod->loaded)
+ Con_DPrintf("checking model %s\n", mod->name);
+ buf = FS_LoadFile (mod->name, tempmempool, false, &filesize);
+ if (buf)
{
- if (buf)
- Mem_Free(buf);
- return mod; // already loaded
+ crc = CRC_Block((unsigned char *)buf, filesize);
+ if (mod->crc != crc)
+ mod->loaded = false;
}
}
+ if (mod->loaded)
+ return mod; // already loaded
Con_DPrintf("loading model %s\n", mod->name);
-
- if (!buf)
- {
- 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, fs_filesize);
- }
-
- // allocate a new model
- loadmodel = mod;
-
// LordHavoc: unload the existing model in this slot (if there is one)
- Mod_UnloadModel(mod);
+ if (mod->loaded)
+ Mod_UnloadModel(mod);
+
+ // load the model
mod->isworldmodel = isworldmodel;
mod->used = true;
mod->crc = crc;
- // errors can prevent the corresponding mod->needload = false;
- mod->needload = true;
+ // errors can prevent the corresponding mod->loaded = true;
+ mod->loaded = false;
+
+ // default model radius and bounding box (mainly for missing models)
+ mod->radius = 16;
+ VectorSet(mod->normalmins, -mod->radius, -mod->radius, -mod->radius);
+ VectorSet(mod->normalmaxs, mod->radius, mod->radius, mod->radius);
+ VectorSet(mod->yawmins, -mod->radius, -mod->radius, -mod->radius);
+ VectorSet(mod->yawmaxs, mod->radius, mod->radius, mod->radius);
+ VectorSet(mod->rotatedmins, -mod->radius, -mod->radius, -mod->radius);
+ VectorSet(mod->rotatedmaxs, mod->radius, mod->radius, mod->radius);
// all models use memory, so allocate a memory pool
- mod->mempool = Mem_AllocPool(mod->name);
+ mod->mempool = Mem_AllocPool(mod->name, 0, NULL);
// all models load textures, so allocate a texture pool
if (cls.state != ca_dedicated)
mod->texturepool = R_AllocTexturePool();
- // call the apropriate loader
- 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);
+ if (buf)
+ {
+ char *bufend = (char *)buf + filesize;
+ num = LittleLong(*((int *)buf));
+ // call the apropriate loader
+ loadmodel = mod;
+ if (!memcmp(buf, "IDPO", 4)) Mod_IDP0_Load(mod, buf, bufend);
+ else if (!memcmp(buf, "IDP2", 4)) Mod_IDP2_Load(mod, buf, bufend);
+ else if (!memcmp(buf, "IDP3", 4)) Mod_IDP3_Load(mod, buf, bufend);
+ else if (!memcmp(buf, "IDSP", 4)) Mod_IDSP_Load(mod, buf, bufend);
+ else if (!memcmp(buf, "IDS2", 4)) Mod_IDS2_Load(mod, buf, bufend);
+ else if (!memcmp(buf, "IBSP", 4)) Mod_IBSP_Load(mod, buf, bufend);
+ else if (!memcmp(buf, "ZYMOTICMODEL", 12)) Mod_ZYMOTICMODEL_Load(mod, buf, bufend);
+ else if (!memcmp(buf, "DARKPLACESMODEL", 16)) Mod_DARKPLACESMODEL_Load(mod, buf, bufend);
+ else if (!memcmp(buf, "ACTRHEAD", 8)) Mod_PSKMODEL_Load(mod, buf, bufend);
+ else if (strlen(mod->name) >= 4 && !strcmp(mod->name - 4, ".map")) Mod_MAP_Load(mod, buf, bufend);
+ else if (!memcmp(buf, "MCBSPpad", 8)) Mod_Q1BSP_Load(mod, buf, bufend);
+ else if (num == BSPVERSION || num == 30) Mod_Q1BSP_Load(mod, buf, bufend);
+ else Con_Printf("Mod_LoadModel: model \"%s\" is of unknown/unsupported type\n", mod->name);
+ Mem_Free(buf);
+ }
+ else if (crash)
+ {
+ // LordHavoc: Sys_Error was *ANNOYING*
+ Con_Printf ("Mod_LoadModel: %s not found\n", mod->name);
+ }
// no errors occurred
- mod->needload = false;
+ mod->loaded = true;
return mod;
}
-void Mod_CheckLoaded(model_t *mod)
-{
- if (mod)
- {
- if (mod->needload)
- Mod_LoadModel(mod, true, true, mod->isworldmodel);
- else
- {
- if (mod->type == mod_invalid)
- Host_Error("Mod_CheckLoaded: invalid model\n");
- mod->used = true;
- return;
- }
- }
-}
-
/*
===================
Mod_ClearAll
void Mod_ClearUsed(void)
{
+#if 0
int i;
model_t *mod;
for (i = 0, mod = mod_known;i < MAX_MOD_KNOWN;i++, mod++)
if (mod->name[0])
mod->used = false;
+#endif
}
void Mod_PurgeUnused(void)
for (i = 0, mod = mod_known;i < MAX_MOD_KNOWN;i++, mod++)
if (mod->name[0])
if (!mod->used)
- Mod_FreeModel(mod);
+ Mod_UnloadModel(mod);
}
-void Mod_LoadModels(void)
+// only used during loading!
+void Mod_RemoveStaleWorldModels(model_t *skip)
{
int i;
model_t *mod;
for (i = 0, mod = mod_known;i < MAX_MOD_KNOWN;i++, mod++)
- if (mod->name[0])
- if (mod->used)
- Mod_CheckLoaded(mod);
+ {
+ if (mod->isworldmodel && mod->loaded && skip != mod)
+ {
+ Mod_UnloadModel(mod);
+ mod->isworldmodel = false;
+ mod->used = false;
+ }
+ }
}
/*
{
mod = freemod;
strcpy (mod->name, name);
- mod->needload = true;
+ mod->loaded = false;
mod->used = true;
return mod;
}
- Host_Error ("Mod_FindName: ran out of models\n");
+ Host_Error ("Mod_FindName: ran out of models");
return NULL;
}
-/*
-==================
-Mod_TouchModel
-
-==================
-*/
-void Mod_TouchModel(const char *name)
-{
- model_t *mod;
-
- mod = Mod_FindName(name);
- mod->used = true;
-}
-
/*
==================
Mod_ForName
*/
model_t *Mod_ForName(const char *name, qboolean crash, qboolean checkdisk, qboolean isworldmodel)
{
- return Mod_LoadModel(Mod_FindName(name), crash, checkdisk, isworldmodel);
+ model_t *model;
+ model = Mod_FindName(name);
+ if (model->name[0] != '*' && (!model->loaded || checkdisk))
+ Mod_LoadModel(model, crash, checkdisk, isworldmodel);
+ return model;
}
-qbyte *mod_base;
+unsigned char *mod_base;
//=============================================================================
int i;
model_t *mod;
- Con_Printf ("Loaded models:\n");
+ Con_Print("Loaded models:\n");
for (i = 0, mod = mod_known;i < MAX_MOD_KNOWN;i++, mod++)
if (mod->name[0])
- Con_Printf ("%4iK %s\n", mod->mempool ? (mod->mempool->totalsize + 1023) / 1024 : 0, mod->name);
+ Con_Printf("%4iK %s\n", mod->mempool ? (mod->mempool->totalsize + 1023) / 1024 : 0, mod->name);
}
/*
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");
+ Con_Print("usage: modelprecache <filename>\n");
+}
+
+int Mod_BuildVertexRemapTableFromElements(int numelements, const int *elements, int numvertices, int *remapvertices)
+{
+ int i, count;
+ unsigned char *used;
+ used = (unsigned char *)Mem_Alloc(tempmempool, numvertices);
+ memset(used, 0, numvertices);
+ for (i = 0;i < numelements;i++)
+ used[elements[i]] = 1;
+ for (i = 0, count = 0;i < numvertices;i++)
+ remapvertices[i] = used[i] ? count++ : -1;
+ Mem_Free(used);
+ return count;
}
-int Mod_FindTriangleWithEdge(const int *elements, int numtriangles, int start, int end, int ignore)
+#if 1
+// fast way, using an edge hash
+#define TRIANGLEEDGEHASH 8192
+void Mod_BuildTriangleNeighbors(int *neighbors, const int *elements, int numtriangles)
+{
+ int i, j, p, e1, e2, *n, hashindex, count, match;
+ const int *e;
+ typedef struct edgehashentry_s
+ {
+ struct edgehashentry_s *next;
+ int triangle;
+ int element[2];
+ }
+ edgehashentry_t;
+ edgehashentry_t *edgehash[TRIANGLEEDGEHASH], *edgehashentries, edgehashentriesbuffer[TRIANGLEEDGEHASH*3], *hash;
+ memset(edgehash, 0, sizeof(edgehash));
+ edgehashentries = edgehashentriesbuffer;
+ // if there are too many triangles for the stack array, allocate larger buffer
+ if (numtriangles > TRIANGLEEDGEHASH)
+ edgehashentries = (edgehashentry_t *)Mem_Alloc(tempmempool, numtriangles * 3 * sizeof(edgehashentry_t));
+ // find neighboring triangles
+ for (i = 0, e = elements, n = neighbors;i < numtriangles;i++, e += 3, n += 3)
+ {
+ for (j = 0, p = 2;j < 3;p = j, j++)
+ {
+ e1 = e[p];
+ e2 = e[j];
+ // this hash index works for both forward and backward edges
+ hashindex = (unsigned int)(e1 + e2) % TRIANGLEEDGEHASH;
+ hash = edgehashentries + i * 3 + j;
+ hash->next = edgehash[hashindex];
+ edgehash[hashindex] = hash;
+ hash->triangle = i;
+ hash->element[0] = e1;
+ hash->element[1] = e2;
+ }
+ }
+ for (i = 0, e = elements, n = neighbors;i < numtriangles;i++, e += 3, n += 3)
+ {
+ for (j = 0, p = 2;j < 3;p = j, j++)
+ {
+ e1 = e[p];
+ e2 = e[j];
+ // this hash index works for both forward and backward edges
+ hashindex = (unsigned int)(e1 + e2) % TRIANGLEEDGEHASH;
+ count = 0;
+ match = -1;
+ for (hash = edgehash[hashindex];hash;hash = hash->next)
+ {
+ if (hash->element[0] == e2 && hash->element[1] == e1)
+ {
+ if (hash->triangle != i)
+ match = hash->triangle;
+ count++;
+ }
+ else if ((hash->element[0] == e1 && hash->element[1] == e2))
+ count++;
+ }
+ // detect edges shared by three triangles and make them seams
+ if (count > 2)
+ match = -1;
+ n[p] = match;
+ }
+ }
+ // free the allocated buffer
+ if (edgehashentries != edgehashentriesbuffer)
+ Mem_Free(edgehashentries);
+}
+#else
+// very slow but simple way
+static int Mod_FindTriangleWithEdge(const int *elements, int numtriangles, int start, int end, int ignore)
{
int i, match, count;
count = 0;
n[2] = Mod_FindTriangleWithEdge(elements, numtriangles, e[0], e[2], i);
}
}
+#endif
-void Mod_ValidateElements(const int *elements, int numtriangles, int numverts, const char *filename, int fileline)
+void Mod_ValidateElements(int *elements, int numtriangles, int numverts, const char *filename, int fileline)
{
- int i;
+ int i, warned = false;
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);
+ {
+ if (!warned)
+ {
+ warned = true;
+ Con_Printf("Mod_ValidateElements: out of bounds elements detected at %s:%d\n", filename, fileline);
+ }
+ elements[i] = 0;
+ }
+ }
+}
+
+// warning: this is an expensive function!
+void Mod_BuildNormals(int firstvertex, int numvertices, int numtriangles, const float *vertex3f, const int *elements, float *normal3f, qboolean areaweighting)
+{
+ int i, j;
+ const int *element;
+ float *vectorNormal;
+ float areaNormal[3];
+ // clear the vectors
+ memset(normal3f + 3 * firstvertex, 0, numvertices * sizeof(float[3]));
+ // process each vertex of each triangle and accumulate the results
+ // use area-averaging, to make triangles with a big area have a bigger
+ // weighting on the vertex normal than triangles with a small area
+ // to do so, just add the 'normals' together (the bigger the area
+ // the greater the length of the normal is
+ element = elements;
+ for (i = 0; i < numtriangles; i++, element += 3)
+ {
+ TriangleNormal(
+ vertex3f + element[0] * 3,
+ vertex3f + element[1] * 3,
+ vertex3f + element[2] * 3,
+ areaNormal
+ );
+
+ if (!areaweighting)
+ VectorNormalize(areaNormal);
+
+ for (j = 0;j < 3;j++)
+ {
+ vectorNormal = normal3f + element[j] * 3;
+ vectorNormal[0] += areaNormal[0];
+ vectorNormal[1] += areaNormal[1];
+ vectorNormal[2] += areaNormal[2];
+ }
+ }
+ // and just normalize the accumulated vertex normal in the end
+ vectorNormal = normal3f + 3 * firstvertex;
+ for (i = 0; i < numvertices; i++, vectorNormal += 3)
+ VectorNormalize(vectorNormal);
}
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)
{
- float f;
- normal3f[0] = (v1[1] - v0[1]) * (v2[2] - v0[2]) - (v1[2] - v0[2]) * (v2[1] - v0[1]);
- normal3f[1] = (v1[2] - v0[2]) * (v2[0] - v0[0]) - (v1[0] - v0[0]) * (v2[2] - v0[2]);
- normal3f[2] = (v1[0] - v0[0]) * (v2[1] - v0[1]) - (v1[1] - v0[1]) * (v2[0] - v0[0]);
- VectorNormalize(normal3f);
- tvector3f[0] = ((tc1[0] - tc0[0]) * (v2[0] - v0[0]) - (tc2[0] - tc0[0]) * (v1[0] - v0[0]));
- tvector3f[1] = ((tc1[0] - tc0[0]) * (v2[1] - v0[1]) - (tc2[0] - tc0[0]) * (v1[1] - v0[1]));
- tvector3f[2] = ((tc1[0] - tc0[0]) * (v2[2] - v0[2]) - (tc2[0] - tc0[0]) * (v1[2] - v0[2]));
- f = -DotProduct(tvector3f, normal3f);
- VectorMA(tvector3f, f, normal3f, tvector3f);
- VectorNormalize(tvector3f);
- CrossProduct(normal3f, tvector3f, svector3f);
+ float f, tangentcross[3], v10[3], v20[3], tc10[2], tc20[2];
+ // 79 add/sub/negate/multiply (1 cycle), 1 compare (3 cycle?), total cycles not counting load/store/exchange roughly 82 cycles
+ // 6 add, 28 subtract, 39 multiply, 1 compare, 50% chance of 6 negates
+
+ // 6 multiply, 9 subtract
+ VectorSubtract(v1, v0, v10);
+ VectorSubtract(v2, v0, v20);
+ normal3f[0] = v20[1] * v10[2] - v20[2] * v10[1];
+ normal3f[1] = v20[2] * v10[0] - v20[0] * v10[2];
+ normal3f[2] = v20[0] * v10[1] - v20[1] * v10[0];
+ // 12 multiply, 10 subtract
+ tc10[1] = tc1[1] - tc0[1];
+ tc20[1] = tc2[1] - tc0[1];
+ svector3f[0] = tc10[1] * v20[0] - tc20[1] * v10[0];
+ svector3f[1] = tc10[1] * v20[1] - tc20[1] * v10[1];
+ svector3f[2] = tc10[1] * v20[2] - tc20[1] * v10[2];
+ tc10[0] = tc1[0] - tc0[0];
+ tc20[0] = tc2[0] - tc0[0];
+ tvector3f[0] = tc10[0] * v20[0] - tc20[0] * v10[0];
+ tvector3f[1] = tc10[0] * v20[1] - tc20[0] * v10[1];
+ tvector3f[2] = tc10[0] * v20[2] - tc20[0] * v10[2];
+ // 12 multiply, 4 add, 6 subtract
+ f = DotProduct(svector3f, normal3f);
+ svector3f[0] -= f * normal3f[0];
+ svector3f[1] -= f * normal3f[1];
+ svector3f[2] -= f * normal3f[2];
+ f = DotProduct(tvector3f, normal3f);
+ tvector3f[0] -= f * normal3f[0];
+ tvector3f[1] -= f * normal3f[1];
+ tvector3f[2] -= f * normal3f[2];
+ // if texture is mapped the wrong way (counterclockwise), the tangents
+ // have to be flipped, this is detected by calculating a normal from the
+ // two tangents, and seeing if it is opposite the surface normal
+ // 9 multiply, 2 add, 3 subtract, 1 compare, 50% chance of: 6 negates
+ CrossProduct(tvector3f, svector3f, tangentcross);
+ if (DotProduct(tangentcross, normal3f) < 0)
+ {
+ VectorNegate(svector3f, svector3f);
+ VectorNegate(tvector3f, tvector3f);
+ }
}
-// warning: this is an expensive function!
-void Mod_BuildTextureVectorsAndNormals(int numverts, int numtriangles, const float *vertex3f, const float *texcoord2f, const int *elements, float *svector3f, float *tvector3f, float *normal3f)
+// warning: this is a very expensive function!
+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)
{
int i, tnum;
float sdir[3], tdir[3], normal[3], *v;
const int *e;
// clear the vectors
if (svector3f)
- memset(svector3f, 0, numverts * sizeof(float[3]));
+ memset(svector3f + 3 * firstvertex, 0, numvertices * sizeof(float[3]));
if (tvector3f)
- memset(tvector3f, 0, numverts * sizeof(float[3]));
+ memset(tvector3f + 3 * firstvertex, 0, numvertices * sizeof(float[3]));
if (normal3f)
- memset(normal3f, 0, numverts * sizeof(float[3]));
+ memset(normal3f + 3 * firstvertex, 0, numvertices * sizeof(float[3]));
// process each vertex of each triangle and accumulate the results
for (tnum = 0, e = elements;tnum < numtriangles;tnum++, e += 3)
{
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);
- if (svector3f)
+ if (!areaweighting)
{
- for (i = 0;i < 3;i++)
- {
- svector3f[e[i]*3 ] += sdir[0];
- svector3f[e[i]*3+1] += sdir[1];
- svector3f[e[i]*3+2] += sdir[2];
- }
+ VectorNormalize(sdir);
+ VectorNormalize(tdir);
+ VectorNormalize(normal);
}
+ if (svector3f)
+ for (i = 0;i < 3;i++)
+ VectorAdd(svector3f + e[i]*3, sdir, svector3f + e[i]*3);
if (tvector3f)
- {
for (i = 0;i < 3;i++)
- {
- tvector3f[e[i]*3 ] += tdir[0];
- tvector3f[e[i]*3+1] += tdir[1];
- tvector3f[e[i]*3+2] += tdir[2];
- }
- }
+ VectorAdd(tvector3f + e[i]*3, tdir, tvector3f + e[i]*3);
if (normal3f)
- {
for (i = 0;i < 3;i++)
- {
- normal3f[e[i]*3 ] += normal[0];
- normal3f[e[i]*3+1] += normal[1];
- normal3f[e[i]*3+2] += normal[2];
- }
- }
+ VectorAdd(normal3f + e[i]*3, normal, normal3f + e[i]*3);
}
// now we could divide the vectors by the number of averaged values on
// each vertex... but instead normalize them
// 4 assignments, 1 divide, 1 sqrt, 2 adds, 6 multiplies
if (svector3f)
- for (i = 0, v = svector3f;i < numverts;i++, v += 3)
+ for (i = 0, v = svector3f + 3 * firstvertex;i < numvertices;i++, v += 3)
VectorNormalize(v);
// 4 assignments, 1 divide, 1 sqrt, 2 adds, 6 multiplies
if (tvector3f)
- for (i = 0, v = tvector3f;i < numverts;i++, v += 3)
+ for (i = 0, v = tvector3f + 3 * firstvertex;i < numvertices;i++, v += 3)
VectorNormalize(v);
// 4 assignments, 1 divide, 1 sqrt, 2 adds, 6 multiplies
if (normal3f)
- for (i = 0, v = normal3f;i < numverts;i++, v += 3)
+ for (i = 0, v = normal3f + 3 * firstvertex;i < numvertices;i++, v += 3)
VectorNormalize(v);
}
-shadowmesh_t *Mod_ShadowMesh_Alloc(mempool_t *mempool, int maxverts)
+surfmesh_t *Mod_AllocSurfMesh(mempool_t *mempool, int numvertices, int numtriangles, qboolean lightmapoffsets, qboolean vertexcolors, qboolean neighbors)
{
- shadowmesh_t *mesh;
- 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->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);
+ surfmesh_t *mesh;
+ unsigned char *data;
+ 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));
+ mesh->num_vertices = numvertices;
+ mesh->num_triangles = numtriangles;
+ data = (unsigned char *)(mesh + 1);
+ if (mesh->num_vertices)
+ {
+ mesh->data_vertex3f = (float *)data, data += sizeof(float[3]) * mesh->num_vertices;
+ mesh->data_svector3f = (float *)data, data += sizeof(float[3]) * mesh->num_vertices;
+ mesh->data_tvector3f = (float *)data, data += sizeof(float[3]) * mesh->num_vertices;
+ mesh->data_normal3f = (float *)data, data += sizeof(float[3]) * mesh->num_vertices;
+ mesh->data_texcoordtexture2f = (float *)data, data += sizeof(float[2]) * mesh->num_vertices;
+ mesh->data_texcoordlightmap2f = (float *)data, data += sizeof(float[2]) * mesh->num_vertices;
+ if (vertexcolors)
+ mesh->data_lightmapcolor4f = (float *)data, data += sizeof(float[4]) * mesh->num_vertices;
+ if (lightmapoffsets)
+ mesh->data_lightmapoffsets = (int *)data, data += sizeof(int) * mesh->num_vertices;
+ }
+ if (mesh->num_triangles)
+ {
+ mesh->data_element3i = (int *)data, data += sizeof(int[3]) * mesh->num_triangles;
+ if (neighbors)
+ mesh->data_neighbor3i = (int *)data, data += sizeof(int[3]) * mesh->num_triangles;
+ }
return mesh;
}
-shadowmesh_t *Mod_ShadowMesh_ReAlloc(mempool_t *mempool, shadowmesh_t *oldmesh)
+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)
{
shadowmesh_t *newmesh;
- 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->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]));
+ unsigned char *data;
+ int size;
+ size = sizeof(shadowmesh_t);
+ size += maxverts * sizeof(float[3]);
+ if (light)
+ size += maxverts * sizeof(float[11]);
+ size += maxtriangles * sizeof(int[3]);
+ if (neighbors)
+ size += maxtriangles * sizeof(int[3]);
+ if (expandable)
+ size += SHADOWMESHVERTEXHASH * sizeof(shadowmeshvertexhash_t *) + maxverts * sizeof(shadowmeshvertexhash_t);
+ data = (unsigned char *)Mem_Alloc(mempool, size);
+ newmesh = (shadowmesh_t *)data;data += sizeof(*newmesh);
+ newmesh->map_diffuse = map_diffuse;
+ newmesh->map_specular = map_specular;
+ newmesh->map_normal = map_normal;
+ newmesh->maxverts = maxverts;
+ newmesh->maxtriangles = maxtriangles;
+ newmesh->numverts = 0;
+ newmesh->numtriangles = 0;
+
+ newmesh->vertex3f = (float *)data;data += maxverts * sizeof(float[3]);
+ if (light)
+ {
+ newmesh->svector3f = (float *)data;data += maxverts * sizeof(float[3]);
+ newmesh->tvector3f = (float *)data;data += maxverts * sizeof(float[3]);
+ newmesh->normal3f = (float *)data;data += maxverts * sizeof(float[3]);
+ newmesh->texcoord2f = (float *)data;data += maxverts * sizeof(float[2]);
+ }
+ newmesh->element3i = (int *)data;data += maxtriangles * sizeof(int[3]);
+ if (neighbors)
+ {
+ newmesh->neighbor3i = (int *)data;data += maxtriangles * sizeof(int[3]);
+ }
+ if (expandable)
+ {
+ newmesh->vertexhashtable = (shadowmeshvertexhash_t **)data;data += SHADOWMESHVERTEXHASH * sizeof(shadowmeshvertexhash_t *);
+ newmesh->vertexhashentries = (shadowmeshvertexhash_t *)data;data += maxverts * sizeof(shadowmeshvertexhash_t);
+ }
return newmesh;
}
-int Mod_ShadowMesh_AddVertex(shadowmesh_t *mesh, float *v)
+shadowmesh_t *Mod_ShadowMesh_ReAlloc(mempool_t *mempool, shadowmesh_t *oldmesh, int light, int neighbors)
{
- int hashindex;
- float *m;
+ shadowmesh_t *newmesh;
+ newmesh = Mod_ShadowMesh_Alloc(mempool, oldmesh->numverts, oldmesh->numtriangles, oldmesh->map_diffuse, oldmesh->map_specular, oldmesh->map_normal, light, neighbors, false);
+ newmesh->numverts = oldmesh->numverts;
+ newmesh->numtriangles = oldmesh->numtriangles;
+
+ memcpy(newmesh->vertex3f, oldmesh->vertex3f, oldmesh->numverts * sizeof(float[3]));
+ if (newmesh->svector3f && oldmesh->svector3f)
+ {
+ memcpy(newmesh->svector3f, oldmesh->svector3f, oldmesh->numverts * sizeof(float[3]));
+ memcpy(newmesh->tvector3f, oldmesh->tvector3f, oldmesh->numverts * sizeof(float[3]));
+ memcpy(newmesh->normal3f, oldmesh->normal3f, oldmesh->numverts * sizeof(float[3]));
+ memcpy(newmesh->texcoord2f, oldmesh->texcoord2f, oldmesh->numverts * sizeof(float[2]));
+ }
+ memcpy(newmesh->element3i, oldmesh->element3i, oldmesh->numtriangles * sizeof(int[3]));
+ if (newmesh->neighbor3i && oldmesh->neighbor3i)
+ memcpy(newmesh->neighbor3i, oldmesh->neighbor3i, oldmesh->numtriangles * sizeof(int[3]));
+ return newmesh;
+}
+
+int Mod_ShadowMesh_AddVertex(shadowmesh_t *mesh, float *vertex14f)
+{
+ int hashindex, vnum;
shadowmeshvertexhash_t *hash;
// this uses prime numbers intentionally
- hashindex = (int) (v[0] * 3 + v[1] * 5 + v[2] * 7) % SHADOWMESHVERTEXHASH;
+ hashindex = (unsigned int) (vertex14f[0] * 3 + vertex14f[1] * 5 + vertex14f[2] * 7) % SHADOWMESHVERTEXHASH;
for (hash = mesh->vertexhashtable[hashindex];hash;hash = hash->next)
{
- m = mesh->vertex3f + (hash - mesh->vertexhashentries) * 3;
- if (m[0] == v[0] && m[1] == v[1] && m[2] == v[2])
+ vnum = (hash - mesh->vertexhashentries);
+ 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]))
+ && (mesh->svector3f == NULL || (mesh->svector3f[vnum * 3 + 0] == vertex14f[3] && mesh->svector3f[vnum * 3 + 1] == vertex14f[4] && mesh->svector3f[vnum * 3 + 2] == vertex14f[5]))
+ && (mesh->tvector3f == NULL || (mesh->tvector3f[vnum * 3 + 0] == vertex14f[6] && mesh->tvector3f[vnum * 3 + 1] == vertex14f[7] && mesh->tvector3f[vnum * 3 + 2] == vertex14f[8]))
+ && (mesh->normal3f == NULL || (mesh->normal3f[vnum * 3 + 0] == vertex14f[9] && mesh->normal3f[vnum * 3 + 1] == vertex14f[10] && mesh->normal3f[vnum * 3 + 2] == vertex14f[11]))
+ && (mesh->texcoord2f == NULL || (mesh->texcoord2f[vnum * 2 + 0] == vertex14f[12] && mesh->texcoord2f[vnum * 2 + 1] == vertex14f[13])))
return hash - mesh->vertexhashentries;
}
- hash = mesh->vertexhashentries + mesh->numverts;
+ vnum = mesh->numverts++;
+ hash = mesh->vertexhashentries + vnum;
hash->next = mesh->vertexhashtable[hashindex];
mesh->vertexhashtable[hashindex] = hash;
- m = mesh->vertex3f + (hash - mesh->vertexhashentries) * 3;
- VectorCopy(v, m);
- mesh->numverts++;
- return mesh->numverts - 1;
+ if (mesh->vertex3f) {mesh->vertex3f[vnum * 3 + 0] = vertex14f[0];mesh->vertex3f[vnum * 3 + 1] = vertex14f[1];mesh->vertex3f[vnum * 3 + 2] = vertex14f[2];}
+ if (mesh->svector3f) {mesh->svector3f[vnum * 3 + 0] = vertex14f[3];mesh->svector3f[vnum * 3 + 1] = vertex14f[4];mesh->svector3f[vnum * 3 + 2] = vertex14f[5];}
+ if (mesh->tvector3f) {mesh->tvector3f[vnum * 3 + 0] = vertex14f[6];mesh->tvector3f[vnum * 3 + 1] = vertex14f[7];mesh->tvector3f[vnum * 3 + 2] = vertex14f[8];}
+ if (mesh->normal3f) {mesh->normal3f[vnum * 3 + 0] = vertex14f[9];mesh->normal3f[vnum * 3 + 1] = vertex14f[10];mesh->normal3f[vnum * 3 + 2] = vertex14f[11];}
+ if (mesh->texcoord2f) {mesh->texcoord2f[vnum * 2 + 0] = vertex14f[12];mesh->texcoord2f[vnum * 2 + 1] = vertex14f[13];}
+ return vnum;
}
-void Mod_ShadowMesh_AddTriangle(mempool_t *mempool, shadowmesh_t *mesh, float *vert0, float *vert1, float *vert2)
+void Mod_ShadowMesh_AddTriangle(mempool_t *mempool, shadowmesh_t *mesh, rtexture_t *map_diffuse, rtexture_t *map_specular, rtexture_t *map_normal, float *vertex14f)
{
- while (mesh->numverts + 3 > mesh->maxverts || mesh->numtriangles + 1 > mesh->maxtriangles)
+ if (mesh->numtriangles == 0)
+ {
+ // set the properties on this empty mesh to be more favorable...
+ // (note: this case only occurs for the first triangle added to a new mesh chain)
+ mesh->map_diffuse = map_diffuse;
+ mesh->map_specular = map_specular;
+ mesh->map_normal = map_normal;
+ }
+ 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)
{
if (mesh->next == NULL)
- mesh->next = Mod_ShadowMesh_Alloc(mempool, max(mesh->maxtriangles, 1));
+ 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);
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->element3i[mesh->numtriangles * 3 + 0] = Mod_ShadowMesh_AddVertex(mesh, vertex14f + 14 * 0);
+ mesh->element3i[mesh->numtriangles * 3 + 1] = Mod_ShadowMesh_AddVertex(mesh, vertex14f + 14 * 1);
+ mesh->element3i[mesh->numtriangles * 3 + 2] = Mod_ShadowMesh_AddVertex(mesh, vertex14f + 14 * 2);
mesh->numtriangles++;
}
-void Mod_ShadowMesh_AddPolygon(mempool_t *mempool, shadowmesh_t *mesh, int numverts, float *verts)
+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)
{
- 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 (mesh->numverts + numverts > mesh->maxverts || mesh->numtriangles + (numverts - 2) > mesh->maxtriangles)
+ int i, j, e;
+ float vbuf[3*14], *v;
+ memset(vbuf, 0, sizeof(vbuf));
+ for (i = 0;i < numtris;i++)
{
- if (mesh->next == NULL)
- mesh->next = Mod_ShadowMesh_Alloc(mempool, max(mesh->maxtriangles, numverts));
- mesh = mesh->next;
- }
- i1 = Mod_ShadowMesh_AddVertex(mesh, verts);
- i2 = 0;
- i3 = Mod_ShadowMesh_AddVertex(mesh, verts + 3);
- for (i = 0, v = verts + 6;i < numverts - 2;i++, v += 3)
- {
- i2 = i3;
- i3 = Mod_ShadowMesh_AddVertex(mesh, v);
- mesh->elements[mesh->numtriangles * 3 + 0] = i1;
- mesh->elements[mesh->numtriangles * 3 + 1] = i2;
- mesh->elements[mesh->numtriangles * 3 + 2] = i3;
- mesh->numtriangles++;
+ for (j = 0, v = vbuf;j < 3;j++, v += 14)
+ {
+ e = *element3i++;
+ if (vertex3f)
+ {
+ v[0] = vertex3f[e * 3 + 0];
+ v[1] = vertex3f[e * 3 + 1];
+ v[2] = vertex3f[e * 3 + 2];
+ }
+ if (svector3f)
+ {
+ v[3] = svector3f[e * 3 + 0];
+ v[4] = svector3f[e * 3 + 1];
+ v[5] = svector3f[e * 3 + 2];
+ }
+ if (tvector3f)
+ {
+ v[6] = tvector3f[e * 3 + 0];
+ v[7] = tvector3f[e * 3 + 1];
+ v[8] = tvector3f[e * 3 + 2];
+ }
+ if (normal3f)
+ {
+ v[9] = normal3f[e * 3 + 0];
+ v[10] = normal3f[e * 3 + 1];
+ v[11] = normal3f[e * 3 + 2];
+ }
+ if (texcoord2f)
+ {
+ v[12] = texcoord2f[e * 2 + 0];
+ v[13] = texcoord2f[e * 2 + 1];
+ }
+ }
+ Mod_ShadowMesh_AddTriangle(mempool, mesh, map_diffuse, map_specular, map_normal, vbuf);
}
- */
}
-void Mod_ShadowMesh_AddMesh(mempool_t *mempool, shadowmesh_t *mesh, float *verts, int numtris, int *elements)
+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)
{
- 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);
+ return Mod_ShadowMesh_Alloc(mempool, maxverts, maxtriangles, map_diffuse, map_specular, map_normal, light, neighbors, expandable);
}
-shadowmesh_t *Mod_ShadowMesh_Begin(mempool_t *mempool, int initialnumtriangles)
+shadowmesh_t *Mod_ShadowMesh_Finish(mempool_t *mempool, shadowmesh_t *firstmesh, int light, int neighbors)
{
- 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
for (mesh = firstmesh, firstmesh = NULL;mesh;mesh = nextmesh)
nextmesh = mesh->next;
if (mesh->numverts >= 3 && mesh->numtriangles >= 1)
{
- newmesh = Mod_ShadowMesh_ReAlloc(mempool, mesh);
+ newmesh = Mod_ShadowMesh_ReAlloc(mempool, mesh, light, neighbors);
newmesh->next = firstmesh;
firstmesh = newmesh;
- //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_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;
}
shadowmesh_t *mesh;
vec3_t nmins, nmaxs, ncenter, temp;
float nradius2, dist2, *v;
+ VectorClear(nmins);
+ VectorClear(nmaxs);
// calculate bbox
for (mesh = firstmesh;mesh;mesh = mesh->next)
{
}
}
-static rtexture_t *GL_TextureForSkinLayer(const qbyte *in, int width, int height, const char *name, const unsigned int *palette, int textureflags)
+static rtexture_t *GL_TextureForSkinLayer(const unsigned char *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)
+ if (((unsigned char *)&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)
+int Mod_LoadSkinFrame(skinframe_t *skinframe, const char *basename, int textureflags, int loadpantsandshirt, int loadglowtexture)
{
imageskin_t s;
memset(skinframe, 0, sizeof(*skinframe));
+ if (cls.state == ca_dedicated)
+ return false;
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.nmappixels_width, s.nmappixels_height, s.nmappixels, 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);
}
+ if (!skinframe->base)
+ skinframe->base = r_texture_notexture;
+ if (!skinframe->nmap)
+ skinframe->nmap = r_texture_blanknormalmap;
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)
+int Mod_LoadSkinFrame_Internal(skinframe_t *skinframe, const char *basename, int textureflags, int loadpantsandshirt, int loadglowtexture, const unsigned char *skindata, int width, int height, int bitsperpixel, const unsigned int *palette, const unsigned int *alphapalette)
{
- qbyte *temp1, *temp2;
+ int i;
+ unsigned char *temp1, *temp2;
memset(skinframe, 0, sizeof(*skinframe));
+ if (cls.state == ca_dedicated)
+ return false;
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)
+ if (bitsperpixel == 32)
{
- 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)
+ if (r_shadow_bumpscale_basetexture.value > 0)
{
- 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
+ temp1 = (unsigned char *)Mem_Alloc(loadmodel->mempool, width * height * 8);
+ temp2 = temp1 + width * height * 4;
+ Image_HeightmapToNormalmap(skindata, 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 | TEXF_ALPHA, NULL);
+ Mem_Free(temp1);
+ }
+ skinframe->base = skinframe->merged = R_LoadTexture2D(loadmodel->texturepool, basename, width, height, skindata, TEXTYPE_RGBA, textureflags, NULL);
+ if (textureflags & TEXF_ALPHA)
+ {
+ for (i = 3;i < width * height * 4;i += 4)
+ if (skindata[i] < 255)
+ break;
+ if (i < width * height * 4)
+ {
+ unsigned char *fogpixels = Mem_Alloc(loadmodel->mempool, width * height * 4);
+ memcpy(fogpixels, skindata, width * height * 4);
+ for (i = 0;i < width * height * 4;i += 4)
+ fogpixels[i] = fogpixels[i+1] = fogpixels[i+2] = 255;
+ skinframe->fog = R_LoadTexture2D(loadmodel->texturepool, va("%s_fog", basename), width, height, fogpixels, TEXTYPE_RGBA, textureflags, NULL);
+ Mem_Free(fogpixels);
+ }
}
}
- else
+ else if (bitsperpixel == 8)
{
- skinframe->base = skinframe->merged = GL_TextureForSkinLayer(skindata, width, height, va("%s_merged", basename), palette_complete, textureflags); // all
- if (loadpantsandshirt)
+ if (r_shadow_bumpscale_basetexture.value > 0)
+ {
+ temp1 = (unsigned char *)Mem_Alloc(loadmodel->mempool, width * height * 8);
+ temp2 = temp1 + width * height * 4;
+ if (bitsperpixel == 32)
+ Image_HeightmapToNormalmap(skindata, temp2, width, height, false, r_shadow_bumpscale_basetexture.value);
+ else
+ {
+ // use either a custom palette or the quake palette
+ Image_Copy8bitRGBA(skindata, temp1, width * height, palette ? palette : palette_complete);
+ 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 | TEXF_ALPHA, NULL);
+ Mem_Free(temp1);
+ }
+ // use either a custom palette, or the quake palette
+ skinframe->base = skinframe->merged = GL_TextureForSkinLayer(skindata, width, height, va("%s_merged", basename), palette ? palette : (loadglowtexture ? palette_nofullbrights : ((textureflags & TEXF_ALPHA) ? palette_transparent : palette_complete)), textureflags); // all
+ if (!palette && loadglowtexture)
+ skinframe->glow = GL_TextureForSkinLayer(skindata, width, height, va("%s_glow", basename), palette_onlyfullbrights, textureflags); // glow
+ if (!palette && 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
+ }
+ if (skinframe->pants || skinframe->shirt)
+ skinframe->base = GL_TextureForSkinLayer(skindata, width, height, va("%s_nospecial", basename),loadglowtexture ? palette_nocolormapnofullbrights : palette_nocolormap, textureflags); // no special colors
+ if (textureflags & TEXF_ALPHA)
+ {
+ // if not using a custom alphapalette, use the quake one
+ if (!alphapalette)
+ alphapalette = palette_alpha;
+ for (i = 0;i < width * height;i++)
+ if (((unsigned char *)alphapalette)[skindata[i]*4+3] < 255)
+ break;
+ if (i < width * height)
+ skinframe->fog = GL_TextureForSkinLayer(skindata, width, height, va("%s_fog", basename), alphapalette, textureflags); // fog mask
}
}
+ else
+ return false;
+ if (!skinframe->nmap)
+ skinframe->nmap = r_texture_blanknormalmap;
return true;
}
-void Mod_GetTerrainVertex3fTexCoord2fFromRGBA(const qbyte *imagepixels, int imagewidth, int imageheight, int ix, int iy, float *vertex3f, float *texcoord2f, matrix4x4_t *pixelstepmatrix, matrix4x4_t *pixeltexturestepmatrix)
+void Mod_GetTerrainVertex3fTexCoord2fFromRGBA(const unsigned char *imagepixels, int imagewidth, int imageheight, int ix, int iy, float *vertex3f, float *texcoord2f, matrix4x4_t *pixelstepmatrix, matrix4x4_t *pixeltexturestepmatrix)
{
float v[3], tc[3];
v[0] = ix;
texcoord2f[1] = tc[1];
}
-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)
+void Mod_GetTerrainVertexFromRGBA(const unsigned char *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)
{
float vup[3], vdown[3], vleft[3], vright[3];
float tcup[3], tcdown[3], tcleft[3], tcright[3];
VectorAdd(normal3f, nl, normal3f);
}
-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)
+void Mod_ConstructTerrainPatchFromRGBA(const unsigned char *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)
{
int x, y, ix, iy, *e;
e = element3i;
int i, words, numtags, line, tagsetsused = false, wordsoverflow;
char *text;
const char *data;
- skinfile_t *skinfile, *first = NULL;
+ skinfile_t *skinfile = NULL, *first = NULL;
skinfileitem_t *skinfileitem;
char word[10][MAX_QPATH];
overridetagnameset_t tagsets[MAX_SKINS];
*/
memset(tagsets, 0, sizeof(tagsets));
memset(word, 0, sizeof(word));
- for (i = 0;i < MAX_SKINS && (data = text = FS_LoadFile(va("%s_%i.skin", loadmodel->name, i), true));i++)
+ for (i = 0;i < MAX_SKINS && (data = text = (char *)FS_LoadFile(va("%s_%i.skin", loadmodel->name, i), tempmempool, true, NULL));i++)
{
numtags = 0;
- skinfile = Mem_Alloc(tempmempool, sizeof(skinfile_t));
- skinfile->next = first;
- first = skinfile;
+
+ // If it's the first file we parse
+ if (skinfile == NULL)
+ {
+ skinfile = (skinfile_t *)Mem_Alloc(tempmempool, sizeof(skinfile_t));
+ first = skinfile;
+ }
+ else
+ {
+ skinfile->next = (skinfile_t *)Mem_Alloc(tempmempool, sizeof(skinfile_t));
+ skinfile = skinfile->next;
+ }
+ skinfile->next = NULL;
+
for(line = 0;;line++)
{
// parse line
do
{
if (words < 10)
- strncpy(word[words++], com_token, MAX_QPATH - 1);
+ strlcpy(word[words++], com_token, sizeof (word[0]));
else
wordsoverflow = true;
}
if (words == 3)
{
Con_DPrintf("Mod_LoadSkinFiles: parsed mesh \"%s\" shader replacement \"%s\"\n", word[1], word[2]);
- skinfileitem = Mem_Alloc(tempmempool, sizeof(skinfileitem_t));
+ skinfileitem = (skinfileitem_t *)Mem_Alloc(tempmempool, sizeof(skinfileitem_t));
skinfileitem->next = skinfile->items;
skinfile->items = skinfileitem;
- strncpy(skinfileitem->name, word[1], sizeof(skinfileitem->name) - 1);
- strncpy(skinfileitem->replacement, word[2], sizeof(skinfileitem->replacement) - 1);
+ strlcpy (skinfileitem->name, word[1], sizeof (skinfileitem->name));
+ strlcpy (skinfileitem->replacement, word[2], sizeof (skinfileitem->replacement));
}
else
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]);
// tag name, like "tag_weapon,"
Con_DPrintf("Mod_LoadSkinFiles: parsed tag #%i \"%s\"\n", numtags, word[0]);
memset(tags + numtags, 0, sizeof(tags[numtags]));
- strncpy(tags[numtags].name, word[0], sizeof(tags[numtags].name) - 1);
+ strlcpy (tags[numtags].name, word[0], sizeof (tags[numtags].name));
numtags++;
}
else if (words == 3 && !strcmp(word[1], ","))
{
// mesh shader name, like "U_RArm,models/players/Legoman/BikerA1.tga"
Con_DPrintf("Mod_LoadSkinFiles: parsed mesh \"%s\" shader replacement \"%s\"\n", word[0], word[2]);
- skinfileitem = Mem_Alloc(tempmempool, sizeof(skinfileitem_t));
+ skinfileitem = (skinfileitem_t *)Mem_Alloc(tempmempool, sizeof(skinfileitem_t));
skinfileitem->next = skinfile->items;
skinfile->items = skinfileitem;
- strncpy(skinfileitem->name, word[0], sizeof(skinfileitem->name) - 1);
- strncpy(skinfileitem->replacement, word[2], sizeof(skinfileitem->replacement) - 1);
+ strlcpy (skinfileitem->name, word[0], sizeof (skinfileitem->name));
+ strlcpy (skinfileitem->replacement, word[2], sizeof (skinfileitem->replacement));
}
else
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);
overridetagnameset_t *t;
t = tagsets + i;
t->num_overridetagnames = numtags;
- t->data_overridetagnames = Mem_Alloc(loadmodel->mempool, t->num_overridetagnames * sizeof(overridetagname_t));
+ t->data_overridetagnames = (overridetagname_t *)Mem_Alloc(loadmodel->mempool, t->num_overridetagnames * sizeof(overridetagname_t));
memcpy(t->data_overridetagnames, tags, t->num_overridetagnames * sizeof(overridetagname_t));
tagsetsused = true;
}
}
if (tagsetsused)
{
- loadmodel->data_overridetagnamesforskin = Mem_Alloc(loadmodel->mempool, i * sizeof(overridetagnameset_t));
+ loadmodel->data_overridetagnamesforskin = (overridetagnameset_t *)Mem_Alloc(loadmodel->mempool, i * sizeof(overridetagnameset_t));
memcpy(loadmodel->data_overridetagnamesforskin, tagsets, i * sizeof(overridetagnameset_t));
}
- loadmodel->numskins = i;
+ if (i)
+ loadmodel->numskins = i;
return first;
}
return i;
}
+void Mod_SnapVertices(int numcomponents, int numvertices, float *vertices, float snap)
+{
+ int i;
+ double isnap = 1.0 / snap;
+ for (i = 0;i < numvertices*numcomponents;i++)
+ vertices[i] = floor(vertices[i]*isnap)*snap;
+}
+
+int Mod_RemoveDegenerateTriangles(int numtriangles, const int *inelement3i, int *outelement3i, const float *vertex3f)
+{
+ int i, outtriangles;
+ float d, edgedir[3], temp[3];
+ // a degenerate triangle is one with no width (thickness, surface area)
+ // these are characterized by having all 3 points colinear (along a line)
+ // or having two points identical
+ for (i = 0, outtriangles = 0;i < numtriangles;i++, inelement3i += 3)
+ {
+ // calculate first edge
+ VectorSubtract(vertex3f + inelement3i[1] * 3, vertex3f + inelement3i[0] * 3, edgedir);
+ if (VectorLength2(edgedir) < 0.0001f)
+ continue; // degenerate first edge (no length)
+ VectorNormalize(edgedir);
+ // check if third point is on the edge (colinear)
+ d = -DotProduct(vertex3f + inelement3i[2] * 3, edgedir);
+ VectorMA(vertex3f + inelement3i[2] * 3, d, edgedir, temp);
+ if (VectorLength2(temp) < 0.0001f)
+ continue; // third point colinear with first edge
+ // valid triangle (no colinear points, no duplicate points)
+ VectorCopy(inelement3i, outelement3i);
+ outelement3i += 3;
+ outtriangles++;
+ }
+ return outtriangles;
+}