model_t *mod;
for (i = 0, mod = mod_known;i < mod_numknown;i++, mod++)
- if (mod->name[0])
+ if (mod->name[0] && mod->name[0] != '*')
if (mod->used)
Mod_LoadModel(mod, true, false, mod->isworldmodel);
}
model_t *mod;
for (i = 0, mod = mod_known;i < mod_numknown;i++, mod++)
- if (mod->loaded)
+ if (mod->loaded || mod->mempool)
Mod_UnloadModel(mod);
}
*/
static void Mod_Print(void);
static void Mod_Precache (void);
+static void Mod_BuildVBOs(void);
void Mod_Init (void)
{
Mod_BrushInit();
char name[MAX_QPATH];
qboolean isworldmodel;
qboolean used;
- strcpy(name, mod->name);
+ strlcpy(name, mod->name, sizeof(name));
isworldmodel = mod->isworldmodel;
used = mod->used;
+ if (mod->surfmesh.ebo)
+ R_Mesh_DestroyEBO(mod->surfmesh.ebo);
+ if (mod->surfmesh.vbo)
+ R_Mesh_DestroyVBO(mod->surfmesh.vbo);
// 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);
+ strlcpy(mod->name, name, sizeof(mod->name));
mod->isworldmodel = isworldmodel;
mod->used = used;
mod->loaded = false;
crc = 0;
buf = NULL;
+
+ // even if the model is loaded it still may need reloading...
+
+ // if the model is a worldmodel and is being referred to as a
+ // non-worldmodel here, then it needs reloading to get rid of the
+ // submodels
if (mod->isworldmodel != isworldmodel)
mod->loaded = false;
+
+ // if it is not loaded or checkdisk is true we need to calculate the crc
if (!mod->loaded || checkdisk)
{
if (checkdisk && mod->loaded)
if (buf)
{
crc = CRC_Block((unsigned char *)buf, filesize);
+ // we need to reload the model if the crc does not match
if (mod->crc != crc)
mod->loaded = false;
}
}
+
+ // if the model is already loaded and checks passed, just return
if (mod->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);
+
+ Mod_BuildVBOs();
+
// no fatal errors occurred, so this model is ready to use.
mod->loaded = true;
}
if (mod_numknown == i)
mod_numknown++;
mod = mod_known + i;
- strcpy (mod->name, name);
+ strlcpy (mod->name, name, sizeof(mod->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;
Con_Print("Loaded models:\n");
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);
+ Con_Printf("%4iK %s\n", mod->mempool ? (int)((mod->mempool->totalsize + 1023) / 1024) : 0, mod->name);
}
/*
return Mod_ShadowMesh_Alloc(mempool, maxverts, maxtriangles, map_diffuse, map_specular, map_normal, light, neighbors, expandable);
}
-shadowmesh_t *Mod_ShadowMesh_Finish(mempool_t *mempool, shadowmesh_t *firstmesh, int light, int neighbors)
+static void Mod_ShadowMesh_CreateVBOs(shadowmesh_t *mesh)
+{
+ if (!gl_support_arb_vertex_buffer_object)
+ return;
+
+ // element buffer is easy because it's just one array
+ if (mesh->numtriangles)
+ mesh->ebo = R_Mesh_CreateStaticEBO(mesh->element3i, mesh->numtriangles * sizeof(int[3]));
+
+ // vertex buffer is several arrays and we put them in the same buffer
+ //
+ // is this wise? the texcoordtexture2f array is used with dynamic
+ // vertex/svector/tvector/normal when rendering animated models, on the
+ // other hand animated models don't use a lot of vertices anyway...
+ if (mesh->numverts)
+ {
+ size_t size;
+ unsigned char *mem;
+ size = 0;
+ mesh->vbooffset_vertex3f = size;if (mesh->vertex3f ) size += mesh->numverts * sizeof(float[3]);
+ mesh->vbooffset_svector3f = size;if (mesh->svector3f ) size += mesh->numverts * sizeof(float[3]);
+ mesh->vbooffset_tvector3f = size;if (mesh->tvector3f ) size += mesh->numverts * sizeof(float[3]);
+ mesh->vbooffset_normal3f = size;if (mesh->normal3f ) size += mesh->numverts * sizeof(float[3]);
+ mesh->vbooffset_texcoord2f = size;if (mesh->texcoord2f ) size += mesh->numverts * sizeof(float[2]);
+ mem = (unsigned char *)Mem_Alloc(tempmempool, size);
+ if (mesh->vertex3f ) memcpy(mem + mesh->vbooffset_vertex3f , mesh->vertex3f , mesh->numverts * sizeof(float[3]));
+ if (mesh->svector3f ) memcpy(mem + mesh->vbooffset_svector3f , mesh->svector3f , mesh->numverts * sizeof(float[3]));
+ if (mesh->tvector3f ) memcpy(mem + mesh->vbooffset_tvector3f , mesh->tvector3f , mesh->numverts * sizeof(float[3]));
+ if (mesh->normal3f ) memcpy(mem + mesh->vbooffset_normal3f , mesh->normal3f , mesh->numverts * sizeof(float[3]));
+ if (mesh->texcoord2f ) memcpy(mem + mesh->vbooffset_texcoord2f , mesh->texcoord2f , mesh->numverts * sizeof(float[2]));
+ mesh->vbo = R_Mesh_CreateStaticVBO(mem, size);
+ Mem_Free(mem);
+ }
+}
+
+shadowmesh_t *Mod_ShadowMesh_Finish(mempool_t *mempool, shadowmesh_t *firstmesh, qboolean light, qboolean neighbors, qboolean createvbo)
{
shadowmesh_t *mesh, *newmesh, *nextmesh;
// reallocate meshs to conserve space
newmesh = Mod_ShadowMesh_ReAlloc(mempool, mesh, light, neighbors);
newmesh->next = firstmesh;
firstmesh = newmesh;
+ if (createvbo)
+ Mod_ShadowMesh_CreateVBOs(newmesh);
}
Mem_Free(mesh);
}
shadowmesh_t *nextmesh;
for (;mesh;mesh = nextmesh)
{
+ if (mesh->ebo)
+ R_Mesh_DestroyEBO(mesh->ebo);
+ if (mesh->vbo)
+ R_Mesh_DestroyVBO(mesh->vbo);
nextmesh = mesh->next;
Mem_Free(mesh);
}
}
-static rtexture_t *GL_TextureForSkinLayer(const unsigned char *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, qboolean force)
{
int i;
- for (i = 0;i < width*height;i++)
- if (((unsigned char *)&palette[in[i]])[3] > 0)
- return R_LoadTexture2D (loadmodel->texturepool, name, width, height, in, TEXTYPE_PALETTE, textureflags, palette);
- return NULL;
+ if (!force)
+ {
+ for (i = 0;i < width*height;i++)
+ if (((unsigned char *)&palette[in[i]])[3] > 0)
+ break;
+ if (i == width*height)
+ return NULL;
+ }
+ return R_LoadTexture2D (loadmodel->texturepool, name, width, height, in, TEXTYPE_PALETTE, textureflags, palette);
}
int Mod_LoadSkinFrame(skinframe_t *skinframe, const char *basename, int textureflags, int loadpantsandshirt, int loadglowtexture)
{
imageskin_t s;
memset(skinframe, 0, sizeof(*skinframe));
+ skinframe->base = r_texture_notexture;
if (cls.state == ca_dedicated)
return false;
if (!image_loadskin(&s, basename))
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
+ 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, true); // all
if (!palette && loadglowtexture)
- skinframe->glow = GL_TextureForSkinLayer(skindata, width, height, va("%s_glow", basename), palette_onlyfullbrights, textureflags); // glow
+ skinframe->glow = GL_TextureForSkinLayer(skindata, width, height, va("%s_glow", basename), palette_onlyfullbrights, textureflags, false); // 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
+ skinframe->pants = GL_TextureForSkinLayer(skindata, width, height, va("%s_pants", basename), palette_pantsaswhite, textureflags, false); // pants
+ skinframe->shirt = GL_TextureForSkinLayer(skindata, width, height, va("%s_shirt", basename), palette_shirtaswhite, textureflags, false); // 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
+ skinframe->base = GL_TextureForSkinLayer(skindata, width, height, va("%s_nospecial", basename),loadglowtexture ? palette_nocolormapnofullbrights : palette_nocolormap, textureflags, false); // no special colors
if (textureflags & TEXF_ALPHA)
{
// if not using a custom alphapalette, use the quake one
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
+ skinframe->fog = GL_TextureForSkinLayer(skindata, width, height, va("%s_fog", basename), alphapalette, textureflags, true); // fog mask
}
}
else
return outtriangles;
}
+void Mod_VertexRangeFromElements(int numelements, const int *elements, int *firstvertexpointer, int *lastvertexpointer)
+{
+ int i, e;
+ int firstvertex, lastvertex;
+ if (numelements > 0 && elements)
+ {
+ firstvertex = lastvertex = elements[0];
+ for (i = 1;i < numelements;i++)
+ {
+ e = elements[i];
+ firstvertex = min(firstvertex, e);
+ lastvertex = max(lastvertex, e);
+ }
+ }
+ else
+ firstvertex = lastvertex = 0;
+ if (firstvertexpointer)
+ *firstvertexpointer = firstvertex;
+ if (lastvertexpointer)
+ *lastvertexpointer = lastvertex;
+}
+
+static void Mod_BuildVBOs(void)
+{
+ if (!gl_support_arb_vertex_buffer_object)
+ return;
+
+ // element buffer is easy because it's just one array
+ if (loadmodel->surfmesh.num_triangles)
+ loadmodel->surfmesh.ebo = R_Mesh_CreateStaticEBO(loadmodel->surfmesh.data_element3i, loadmodel->surfmesh.num_triangles * sizeof(int[3]));
+
+ // vertex buffer is several arrays and we put them in the same buffer
+ //
+ // is this wise? the texcoordtexture2f array is used with dynamic
+ // vertex/svector/tvector/normal when rendering animated models, on the
+ // other hand animated models don't use a lot of vertices anyway...
+ if (loadmodel->surfmesh.num_vertices)
+ {
+ size_t size;
+ unsigned char *mem;
+ size = 0;
+ loadmodel->surfmesh.vbooffset_vertex3f = size;if (loadmodel->surfmesh.data_vertex3f ) size += loadmodel->surfmesh.num_vertices * sizeof(float[3]);
+ loadmodel->surfmesh.vbooffset_svector3f = size;if (loadmodel->surfmesh.data_svector3f ) size += loadmodel->surfmesh.num_vertices * sizeof(float[3]);
+ loadmodel->surfmesh.vbooffset_tvector3f = size;if (loadmodel->surfmesh.data_tvector3f ) size += loadmodel->surfmesh.num_vertices * sizeof(float[3]);
+ loadmodel->surfmesh.vbooffset_normal3f = size;if (loadmodel->surfmesh.data_normal3f ) size += loadmodel->surfmesh.num_vertices * sizeof(float[3]);
+ loadmodel->surfmesh.vbooffset_texcoordtexture2f = size;if (loadmodel->surfmesh.data_texcoordtexture2f ) size += loadmodel->surfmesh.num_vertices * sizeof(float[2]);
+ loadmodel->surfmesh.vbooffset_texcoordlightmap2f = size;if (loadmodel->surfmesh.data_texcoordlightmap2f) size += loadmodel->surfmesh.num_vertices * sizeof(float[2]);
+ loadmodel->surfmesh.vbooffset_lightmapcolor4f = size;if (loadmodel->surfmesh.data_lightmapcolor4f ) size += loadmodel->surfmesh.num_vertices * sizeof(float[4]);
+ mem = (unsigned char *)Mem_Alloc(tempmempool, size);
+ if (loadmodel->surfmesh.data_vertex3f ) memcpy(mem + loadmodel->surfmesh.vbooffset_vertex3f , loadmodel->surfmesh.data_vertex3f , loadmodel->surfmesh.num_vertices * sizeof(float[3]));
+ if (loadmodel->surfmesh.data_svector3f ) memcpy(mem + loadmodel->surfmesh.vbooffset_svector3f , loadmodel->surfmesh.data_svector3f , loadmodel->surfmesh.num_vertices * sizeof(float[3]));
+ if (loadmodel->surfmesh.data_tvector3f ) memcpy(mem + loadmodel->surfmesh.vbooffset_tvector3f , loadmodel->surfmesh.data_tvector3f , loadmodel->surfmesh.num_vertices * sizeof(float[3]));
+ if (loadmodel->surfmesh.data_normal3f ) memcpy(mem + loadmodel->surfmesh.vbooffset_normal3f , loadmodel->surfmesh.data_normal3f , loadmodel->surfmesh.num_vertices * sizeof(float[3]));
+ if (loadmodel->surfmesh.data_texcoordtexture2f ) memcpy(mem + loadmodel->surfmesh.vbooffset_texcoordtexture2f , loadmodel->surfmesh.data_texcoordtexture2f , loadmodel->surfmesh.num_vertices * sizeof(float[2]));
+ if (loadmodel->surfmesh.data_texcoordlightmap2f) memcpy(mem + loadmodel->surfmesh.vbooffset_texcoordlightmap2f, loadmodel->surfmesh.data_texcoordlightmap2f, loadmodel->surfmesh.num_vertices * sizeof(float[2]));
+ if (loadmodel->surfmesh.data_lightmapcolor4f ) memcpy(mem + loadmodel->surfmesh.vbooffset_lightmapcolor4f , loadmodel->surfmesh.data_lightmapcolor4f , loadmodel->surfmesh.num_vertices * sizeof(float[4]));
+ loadmodel->surfmesh.vbo = R_Mesh_CreateStaticVBO(mem, size);
+ Mem_Free(mem);
+ }
+}