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_texture_notexture;
-rtexture_t *mod_shared_detailtextures[NUM_DETAILTEXTURES];
-rtexture_t *mod_shared_distorttexture[64];
-
-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);
- }
-}
-
-qbyte Mod_MorphDistortTexture (double y0, double y1, double y2, double y3, double morph)
-{
- int value = (int)(((y1 + y3 - (y0 + y2)) * morph * morph * morph) +
- ((2 * (y0 - y1) + y2 - y3) * morph * morph) +
- ((y2 - y0) * morph) +
- (y1));
-
- if (value > 255)
- value = 255;
- if (value < 0)
- value = 0;
-
- return (qbyte)value;
-}
-
-void Mod_BuildDistortTexture (void)
-{
- int x, y, i, j;
-#define DISTORTRESOLUTION 32
- qbyte data[5][DISTORTRESOLUTION][DISTORTRESOLUTION][2];
-
- for (i=0; i<4; i++)
- {
- for (y=0; y<DISTORTRESOLUTION; y++)
- {
- for (x=0; x<DISTORTRESOLUTION; x++)
- {
- data[i][y][x][0] = rand () & 255;
- data[i][y][x][1] = rand () & 255;
- }
- }
- }
-
-
- for (i=0; i<4; i++)
- {
- for (j=0; j<16; j++)
- {
- mod_shared_distorttexture[i*16+j] = NULL;
- if (gl_textureshader)
- {
- for (y=0; y<DISTORTRESOLUTION; y++)
- {
- for (x=0; x<DISTORTRESOLUTION; x++)
- {
- data[4][y][x][0] = Mod_MorphDistortTexture (data[(i-1)&3][y][x][0], data[i][y][x][0], data[(i+1)&3][y][x][0], data[(i+2)&3][y][x][0], 0.0625*j);
- data[4][y][x][1] = Mod_MorphDistortTexture (data[(i-1)&3][y][x][1], data[i][y][x][1], data[(i+1)&3][y][x][1], data[(i+2)&3][y][x][1], 0.0625*j);
- }
- }
- mod_shared_distorttexture[i*16+j] = R_LoadTexture2D(mod_shared_texturepool, va("distorttexture%i", i*16+j), DISTORTRESOLUTION, DISTORTRESOLUTION, &data[4][0][0][0], TEXTYPE_DSDT, TEXF_PRECACHE, NULL);
- }
- }
- }
-
- return;
-}
-
-void Mod_SetupNoTexture(void)
-{
-}
-
static void mod_start(void)
{
int i;
if (mod_known[i].name[0])
Mod_UnloadModel(&mod_known[i]);
Mod_LoadModels();
-
- mod_shared_texturepool = R_AllocTexturePool();
- Mod_SetupNoTexture();
- Mod_BuildDetailTextures();
- Mod_BuildDistortTexture();
}
static void mod_shutdown(void)
for (i = 0;i < MAX_MOD_KNOWN;i++)
if (mod_known[i].name[0])
Mod_UnloadModel(&mod_known[i]);
-
- R_FreeTexturePool(&mod_shared_texturepool);
}
static void mod_newmap(void)
{
if (mod_known[i].name[0])
{
- for (surfacenum = 0, surface = mod_known[i].brush.data_surfaces;surfacenum < mod_known[i].brush.num_surfaces;surfacenum++, surface++)
+ for (surfacenum = 0, surface = mod_known[i].data_surfaces;surfacenum < mod_known[i].num_surfaces;surfacenum++, surface++)
{
if (surface->lightmapinfo && surface->lightmapinfo->stainsamples)
{
{
char name[MAX_QPATH];
qboolean isworldmodel;
+ qboolean used;
strcpy(name, mod->name);
isworldmodel = mod->isworldmodel;
+ used = mod->used;
Mod_FreeModel(mod);
strcpy(mod->name, name);
mod->isworldmodel = isworldmodel;
+ 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;
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, "IDS2", 4)) Mod_IDS2_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);
+ else Con_Printf("Mod_LoadModel: model \"%s\" is of unknown/unsupported type\n", mod->name);
Mem_Free(buf);
}
else if (crash)
return mod;
}
-void Mod_CheckLoaded(model_t *mod)
-{
- if (mod)
- {
- if (!mod->loaded)
- 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
#if 1
// fast way, using an edge hash
-#define TRIANGLEEDGEHASH 16384
+#define TRIANGLEEDGEHASH 8192
void Mod_BuildTriangleNeighbors(int *neighbors, const int *elements, int numtriangles)
{
int i, j, p, e1, e2, *n, hashindex, count, match;
}
// warning: this is an expensive function!
-void Mod_BuildNormals(int numverts, int numtriangles, const float *vertex3f, const int *elements, float *normal3f)
+void Mod_BuildNormals(int firstvertex, int numvertices, int numtriangles, const float *vertex3f, const int *elements, float *normal3f, qboolean areaweighting)
{
- int i, tnum;
- float normal[3], *v;
- const int *e;
+ int i, j;
+ const int *element;
+ float *vectorNormal;
+ float areaNormal[3];
// clear the vectors
- 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)
+ // 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 + e[0] * 3, vertex3f + e[1] * 3, vertex3f + e[2] * 3, normal);
- VectorNormalize(normal);
- v = normal3f + e[0] * 3;
- v[0] += normal[0];
- v[1] += normal[1];
- v[2] += normal[2];
- v = normal3f + e[1] * 3;
- v[0] += normal[0];
- v[1] += normal[1];
- v[2] += normal[2];
- v = normal3f + e[2] * 3;
- v[0] += normal[0];
- v[1] += normal[1];
- v[2] += normal[2];
+ 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];
+ }
}
- // now we could divide the vectors by the number of averaged values on
- // each vertex... but instead normalize them
- for (i = 0, v = normal3f;i < numverts;i++, v += 3)
- VectorNormalize(v);
+ // 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, tangentcross[3], v10[3], v20[3], tc10[2], tc20[2];
- // 103 add/sub/negate/multiply (1 cycle), 3 divide (20 cycle), 3 sqrt (22 cycle), 4 compare (3 cycle?), total cycles not counting load/store/exchange roughly 241 cycles
- // 12 add, 28 subtract, 57 multiply, 3 divide, 3 sqrt, 4 compare, 50% chance of 6 negates
+ // 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);
normal3f[0] = v10[1] * v20[2] - v10[2] * v20[1];
normal3f[1] = v10[2] * v20[0] - v10[0] * v20[2];
normal3f[2] = v10[0] * v20[1] - v10[1] * v20[0];
- // 1 sqrt, 1 divide, 6 multiply, 2 add, 1 compare
- VectorNormalize(normal3f);
// 12 multiply, 10 subtract
tc10[1] = tc1[1] - tc0[1];
tc20[1] = tc2[1] - tc0[1];
tvector3f[0] -= f * normal3f[0];
tvector3f[1] -= f * normal3f[1];
tvector3f[2] -= f * normal3f[2];
- // 2 sqrt, 2 divide, 12 multiply, 4 add, 2 compare
- VectorNormalize(svector3f);
- VectorNormalize(tvector3f);
// 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
}
// warning: this is a very expensive function!
-void Mod_BuildTextureVectorsAndNormals(int numverts, int numtriangles, const float *vertex3f, const float *texcoord2f, const int *elements, float *svector3f, float *tvector3f, float *normal3f)
+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);
}
{
surfmesh_t *mesh;
qbyte *data;
- mesh = Mem_Alloc(mempool, sizeof(surfmesh_t) + numvertices * (3 + 3 + 3 + 3 + 2 + 2 + (detailtexcoords ? 2 : 0) + (vertexcolors ? 4 : 0)) * sizeof(float) + numvertices * (lightmapoffsets ? 1 : 0) * sizeof(int) + numtriangles * (3 + (neighbors ? 3 : 0)) * sizeof(int));
+ mesh = Mem_Alloc(mempool, sizeof(surfmesh_t) + numvertices * (3 + 3 + 3 + 3 + 2 + 2 + (detailtexcoords ? 2 : 0) + (vertexcolors ? 4 : 0)) * sizeof(float) + numvertices * (lightmapoffsets ? 1 : 0) * sizeof(int) + numtriangles * (3 + 3 + (neighbors ? 3 : 0)) * sizeof(int));
mesh->num_vertices = numvertices;
mesh->num_triangles = numtriangles;
data = (qbyte *)(mesh + 1);
}
if (mesh->num_triangles)
{
+ mesh->data_element3i = (int *)data, data += sizeof(int[3]) * 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;
if (!image_loadskin(&s, basename))
return false;
if (usedetailtexture)
- skinframe->detail = mod_shared_detailtextures[(detailtexturecycle++) % NUM_DETAILTEXTURES];
+ skinframe->detail = r_texture_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 (!skindata)
return false;
if (usedetailtexture)
- skinframe->detail = mod_shared_detailtextures[(detailtexturecycle++) % NUM_DETAILTEXTURES];
+ skinframe->detail = r_texture_detailtextures[(detailtexturecycle++) % NUM_DETAILTEXTURES];
if (r_shadow_bumpscale_basetexture.value > 0)
{
temp1 = Mem_Alloc(loadmodel->mempool, width * height * 8);