model_t *loadmodel;
+#if 0
+// LordHavoc: was 512
+static int mod_numknown = 0;
+static int mod_maxknown = 0;
+static model_t *mod_known = NULL;
+#else
// LordHavoc: was 512
#define MAX_MOD_KNOWN (MAX_MODELS + 256)
+static int mod_numknown = 0;
+static int mod_maxknown = MAX_MOD_KNOWN;
static model_t mod_known[MAX_MOD_KNOWN];
+#endif
static void mod_start(void)
{
int i;
model_t *mod;
- for (i = 0, mod = mod_known;i < MAX_MOD_KNOWN;i++, mod++)
- if (mod->name[0])
+ for (i = 0, mod = mod_known;i < mod_numknown;i++, mod++)
+ if (mod->name[0] && mod->name[0] != '*')
if (mod->used)
Mod_LoadModel(mod, true, false, mod->isworldmodel);
}
int i;
model_t *mod;
- for (i = 0, mod = mod_known;i < MAX_MOD_KNOWN;i++, mod++)
- if (mod->loaded)
+ for (i = 0, mod = mod_known;i < mod_numknown;i++, mod++)
+ if (mod->loaded || mod->mempool)
Mod_UnloadModel(mod);
}
if (!cl_stainmaps_clearonload.integer)
return;
- for (i = 0;i < MAX_MOD_KNOWN;i++)
+ for (i = 0;i < mod_numknown;i++)
{
if (mod_known[i].mempool && mod_known[i].data_surfaces)
{
}
}
if (mod->loaded)
- return mod; // already loaded
+ {
+ // already loaded
+ if (buf)
+ Mem_Free(buf);
+ return mod;
+ }
Con_DPrintf("loading model %s\n", mod->name);
// LordHavoc: unload the existing model in this slot (if there is one)
- if (mod->loaded)
+ if (mod->loaded || mod->mempool)
Mod_UnloadModel(mod);
// load the model
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, 0, NULL);
- // all models load textures, so allocate a texture pool
- if (cls.state != ca_dedicated)
- mod->texturepool = R_AllocTexturePool();
-
if (buf)
{
char *bufend = (char *)buf + filesize;
+
+ // all models use memory, so allocate a memory pool
+ 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();
+
num = LittleLong(*((int *)buf));
// call the apropriate loader
loadmodel = mod;
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);
+ // no fatal errors occurred, so this model is ready to use.
+ mod->loaded = true;
}
else if (crash)
{
// LordHavoc: Sys_Error was *ANNOYING*
Con_Printf ("Mod_LoadModel: %s not found\n", mod->name);
}
-
- // no errors occurred
- mod->loaded = true;
return mod;
}
-/*
-===================
-Mod_ClearAll
-===================
-*/
-void Mod_ClearAll(void)
-{
-}
-
void Mod_ClearUsed(void)
{
#if 0
int i;
model_t *mod;
- for (i = 0, mod = mod_known;i < MAX_MOD_KNOWN;i++, mod++)
+ for (i = 0, mod = mod_known;i < mod_numknown;i++, mod++)
if (mod->name[0])
mod->used = false;
#endif
int i;
model_t *mod;
- for (i = 0, mod = mod_known;i < MAX_MOD_KNOWN;i++, mod++)
+ for (i = 0, mod = mod_known;i < mod_numknown;i++, mod++)
if (mod->name[0])
if (!mod->used)
Mod_UnloadModel(mod);
int i;
model_t *mod;
- for (i = 0, mod = mod_known;i < MAX_MOD_KNOWN;i++, mod++)
+ for (i = 0, mod = mod_known;i < mod_numknown;i++, mod++)
{
if (mod->isworldmodel && mod->loaded && skip != mod)
{
model_t *Mod_FindName(const char *name)
{
int i;
- model_t *mod, *freemod;
+ model_t *mod;
if (!name[0])
Host_Error ("Mod_ForName: NULL name");
// search the currently loaded models
- freemod = NULL;
- for (i = 0, mod = mod_known;i < MAX_MOD_KNOWN;i++, mod++)
+ for (i = 0, mod = mod_known;i < mod_numknown;i++, mod++)
{
- if (mod->name[0])
+ if (mod->name[0] && !strcmp(mod->name, name))
{
- if (!strcmp (mod->name, name))
- {
- mod->used = true;
- return mod;
- }
+ mod->used = true;
+ return mod;
}
- else if (freemod == NULL)
- freemod = mod;
}
- if (freemod)
+ // no match found, find room for a new one
+ for (i = 0;i < mod_numknown;i++)
+ if (!mod_known[i].name[0])
+ break;
+
+ if (mod_maxknown == i)
{
- mod = freemod;
- strcpy (mod->name, name);
- mod->loaded = false;
- mod->used = true;
- return mod;
+#if 0
+ model_t *old;
+ mod_maxknown += 256;
+ old = mod_known;
+ mod_known = Mem_Alloc(mod_mempool, mod_maxknown * sizeof(model_t));
+ if (old)
+ {
+ memcpy(mod_known, old, mod_numknown * sizeof(model_t));
+ Mem_Free(old);
+ }
+#else
+ Host_Error ("Mod_FindName: ran out of models");
+#endif
}
-
- Host_Error ("Mod_FindName: ran out of models");
- return NULL;
+ if (mod_numknown == i)
+ mod_numknown++;
+ mod = mod_known + i;
+ strcpy (mod->name, name);
+ mod->loaded = false;
+ mod->used = true;
+ return mod;
}
/*
return model;
}
+/*
+==================
+Mod_Reload
+
+Reloads all models if they have changed
+==================
+*/
+void Mod_Reload()
+{
+ int i;
+ model_t *mod;
+
+ for (i = 0, mod = mod_known;i < mod_numknown;i++, mod++)
+ if (mod->name[0] && mod->name[0] != '*')
+ if (mod->used)
+ Mod_LoadModel(mod, true, true, mod->isworldmodel);
+}
+
unsigned char *mod_base;
model_t *mod;
Con_Print("Loaded models:\n");
- for (i = 0, mod = mod_known;i < MAX_MOD_KNOWN;i++, mod++)
+ for (i = 0, mod = mod_known;i < mod_numknown;i++, mod++)
if (mod->name[0])
Con_Printf("%4iK %s\n", mod->mempool ? (mod->mempool->totalsize + 1023) / 1024 : 0, mod->name);
}
}
#endif
-void Mod_ValidateElements(int *elements, int numtriangles, int numverts, const char *filename, int fileline)
+void Mod_ValidateElements(int *elements, int numtriangles, int firstvertex, int numverts, const char *filename, int fileline)
{
- int i, warned = false;
+ int i, warned = false, endvertex = firstvertex + numverts;
for (i = 0;i < numtriangles * 3;i++)
{
- if ((unsigned int)elements[i] >= (unsigned int)numverts)
+ if (elements[i] < firstvertex || elements[i] >= endvertex)
{
if (!warned)
{
warned = true;
Con_Printf("Mod_ValidateElements: out of bounds elements detected at %s:%d\n", filename, fileline);
}
- elements[i] = 0;
+ elements[i] = firstvertex;
}
}
}
}
// 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)
+void Mod_BuildTextureVectorsFromNormals(int firstvertex, int numvertices, int numtriangles, const float *vertex3f, const float *texcoord2f, const float *normal3f, const int *elements, float *svector3f, float *tvector3f, qboolean areaweighting)
{
int i, tnum;
- float sdir[3], tdir[3], normal[3], *v;
- const float *v0, *v1, *v2, *tc0, *tc1, *tc2;
+ float sdir[3], tdir[3], normal[3], *sv, *tv;
+ const float *v0, *v1, *v2, *tc0, *tc1, *tc2, *n;
float f, tangentcross[3], v10[3], v20[3], tc10[2], tc20[2];
const int *e;
// clear the vectors
- if (svector3f)
- memset(svector3f + 3 * firstvertex, 0, numvertices * sizeof(float[3]));
- if (tvector3f)
- memset(tvector3f + 3 * firstvertex, 0, numvertices * sizeof(float[3]));
- if (normal3f)
- memset(normal3f + 3 * firstvertex, 0, numvertices * sizeof(float[3]));
+ memset(svector3f + 3 * firstvertex, 0, numvertices * sizeof(float[3]));
+ memset(tvector3f + 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)
{
tdir[1] = tc10[0] * v20[1] - tc20[0] * v10[1];
tdir[2] = tc10[0] * v20[2] - tc20[0] * v10[2];
- // make the tangents completely perpendicular to the surface normal
- // 12 multiply, 4 add, 6 subtract
- f = DotProduct(sdir, normal);
- sdir[0] -= f * normal[0];
- sdir[1] -= f * normal[1];
- sdir[2] -= f * normal[2];
- f = DotProduct(tdir, normal);
- tdir[0] -= f * normal[0];
- tdir[1] -= f * normal[1];
- tdir[2] -= f * normal[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
{
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++)
- VectorAdd(tvector3f + e[i]*3, tdir, tvector3f + e[i]*3);
- if (normal3f)
- for (i = 0;i < 3;i++)
- VectorAdd(normal3f + e[i]*3, normal, normal3f + e[i]*3);
+ for (i = 0;i < 3;i++)
+ {
+ VectorAdd(svector3f + e[i]*3, sdir, svector3f + e[i]*3);
+ VectorAdd(tvector3f + e[i]*3, tdir, tvector3f + e[i]*3);
+ }
+ }
+ // make the tangents completely perpendicular to the surface normal, and
+ // then normalize them
+ // 16 assignments, 2 divide, 2 sqrt, 2 negates, 14 adds, 24 multiplies
+ for (i = 0, sv = svector3f + 3 * firstvertex, tv = tvector3f + 3 * firstvertex, n = normal3f + 3 * firstvertex;i < numvertices;i++, sv += 3, tv += 3, n += 3)
+ {
+ f = -DotProduct(sv, n);
+ VectorMA(sv, f, n, sv);
+ VectorNormalize(sv);
+ f = -DotProduct(tv, n);
+ VectorMA(tv, f, n, tv);
+ VectorNormalize(tv);
}
- // 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 + 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 + 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 + 3 * firstvertex;i < numvertices;i++, v += 3)
- VectorNormalize(v);
}
-surfmesh_t *Mod_AllocSurfMesh(mempool_t *mempool, int numvertices, int numtriangles, qboolean lightmapoffsets, qboolean vertexcolors, qboolean neighbors)
+void Mod_AllocSurfMesh(mempool_t *mempool, int numvertices, int numtriangles, qboolean lightmapoffsets, qboolean vertexcolors, qboolean neighbors)
{
- 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)
+ data = (unsigned char *)Mem_Alloc(mempool, 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));
+ loadmodel->surfmesh.num_vertices = numvertices;
+ loadmodel->surfmesh.num_triangles = numtriangles;
+ if (loadmodel->surfmesh.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;
+ loadmodel->surfmesh.data_vertex3f = (float *)data, data += sizeof(float[3]) * loadmodel->surfmesh.num_vertices;
+ loadmodel->surfmesh.data_svector3f = (float *)data, data += sizeof(float[3]) * loadmodel->surfmesh.num_vertices;
+ loadmodel->surfmesh.data_tvector3f = (float *)data, data += sizeof(float[3]) * loadmodel->surfmesh.num_vertices;
+ loadmodel->surfmesh.data_normal3f = (float *)data, data += sizeof(float[3]) * loadmodel->surfmesh.num_vertices;
+ loadmodel->surfmesh.data_texcoordtexture2f = (float *)data, data += sizeof(float[2]) * loadmodel->surfmesh.num_vertices;
+ loadmodel->surfmesh.data_texcoordlightmap2f = (float *)data, data += sizeof(float[2]) * loadmodel->surfmesh.num_vertices;
if (vertexcolors)
- mesh->data_lightmapcolor4f = (float *)data, data += sizeof(float[4]) * mesh->num_vertices;
+ loadmodel->surfmesh.data_lightmapcolor4f = (float *)data, data += sizeof(float[4]) * loadmodel->surfmesh.num_vertices;
if (lightmapoffsets)
- mesh->data_lightmapoffsets = (int *)data, data += sizeof(int) * mesh->num_vertices;
+ loadmodel->surfmesh.data_lightmapoffsets = (int *)data, data += sizeof(int) * loadmodel->surfmesh.num_vertices;
}
- if (mesh->num_triangles)
+ if (loadmodel->surfmesh.num_triangles)
{
- mesh->data_element3i = (int *)data, data += sizeof(int[3]) * mesh->num_triangles;
+ loadmodel->surfmesh.data_element3i = (int *)data, data += sizeof(int[3]) * loadmodel->surfmesh.num_triangles;
if (neighbors)
- mesh->data_neighbor3i = (int *)data, data += sizeof(int[3]) * mesh->num_triangles;
+ loadmodel->surfmesh.data_neighbor3i = (int *)data, data += sizeof(int[3]) * loadmodel->surfmesh.num_triangles;
}
- return mesh;
}
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)
break;
if (i < width * height * 4)
{
- unsigned char *fogpixels = Mem_Alloc(loadmodel->mempool, width * height * 4);
+ unsigned char *fogpixels = (unsigned char *)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;
// If it's the first file we parse
if (skinfile == NULL)
{
- skinfile = (skinfile_t *)Mem_Alloc(tempmempool, sizeof(skinfile_t));
+ skinfile = (skinfile_t *)Mem_Alloc(loadmodel->mempool, sizeof(skinfile_t));
first = skinfile;
}
else
{
- skinfile->next = (skinfile_t *)Mem_Alloc(tempmempool, sizeof(skinfile_t));
+ skinfile->next = (skinfile_t *)Mem_Alloc(loadmodel->mempool, sizeof(skinfile_t));
skinfile = skinfile->next;
}
skinfile->next = NULL;
if (words == 3)
{
Con_DPrintf("Mod_LoadSkinFiles: parsed mesh \"%s\" shader replacement \"%s\"\n", word[1], word[2]);
- skinfileitem = (skinfileitem_t *)Mem_Alloc(tempmempool, sizeof(skinfileitem_t));
+ skinfileitem = (skinfileitem_t *)Mem_Alloc(loadmodel->mempool, sizeof(skinfileitem_t));
skinfileitem->next = skinfile->items;
skinfile->items = skinfileitem;
strlcpy (skinfileitem->name, word[1], sizeof (skinfileitem->name));
{
// 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 = (skinfileitem_t *)Mem_Alloc(tempmempool, sizeof(skinfileitem_t));
+ skinfileitem = (skinfileitem_t *)Mem_Alloc(loadmodel->mempool, sizeof(skinfileitem_t));
skinfileitem->next = skinfile->items;
skinfile->items = skinfileitem;
strlcpy (skinfileitem->name, word[0], sizeof (skinfileitem->name));