===============
*/
static void Mod_Print (void);
+static void Mod_Precache (void);
void Mod_Init (void)
{
Mod_BrushInit();
Mod_SpriteInit();
Cmd_AddCommand ("modellist", Mod_Print);
+ Cmd_AddCommand ("modelprecache", Mod_Precache);
}
void Mod_RenderInit(void)
{
if (checkdisk)
{
- buf = COM_LoadFile (mod->name, false);
+ buf = FS_LoadFile (mod->name, false);
if (!buf)
{
if (crash)
return NULL;
}
- crc = CRC_Block(buf, com_filesize);
+ crc = CRC_Block(buf, fs_filesize);
}
else
crc = mod->crc;
if (!buf)
{
- buf = COM_LoadFile (mod->name, false);
+ buf = FS_LoadFile (mod->name, false);
if (!buf)
{
if (crash)
Host_Error ("Mod_LoadModel: %s not found", mod->name);
return NULL;
}
- crc = CRC_Block(buf, com_filesize);
+ crc = CRC_Block(buf, fs_filesize);
}
// allocate a new model
else if (!memcmp(buf, "IDP3" , 4)) Mod_LoadQ3AliasModel(mod, buf);
else if (!memcmp(buf, "ZYMOTIC" , 7)) Mod_LoadZymoticModel(mod, buf);
else if (!memcmp(buf, "IDSP" , 4)) Mod_LoadSpriteModel (mod, buf);
- else Mod_LoadBrushModel (mod, buf);
+ else if (!memcmp(buf, "IBSP" , 4)) Mod_LoadBrushModelIBSP (mod, buf);
+ else Mod_LoadBrushModelQ1orHL (mod, buf);
Mem_Free(buf);
Con_Printf ("%4iK %s\n", mod->mempool ? (mod->mempool->totalsize + 1023) / 1024 : 0, mod->name);
}
+/*
+================
+Mod_Precache
+================
+*/
+static void Mod_Precache (void)
+{
+ if (Cmd_Argc() == 2)
+ Mod_ForName(Cmd_Argv(1), false, true, cl.worldmodel && !strcasecmp(Cmd_Argv(1), cl.worldmodel->name));
+ else
+ Con_Printf("usage: modelprecache <filename>\n");
+}
+
int Mod_FindTriangleWithEdge(const int *elements, int numtriangles, int start, int end, int ignore)
{
int i, match, count;
rsqrts: 3 (1 1 1)
*/
-void Mod_BuildTextureVectorsAndNormals(int numverts, int numtriangles, const float *vertex, const float *texcoord, const int *elements, float *svectors, float *tvectors, float *normals)
+void Mod_BuildTextureVectorsAndNormals(int numverts, int numtriangles, const float *vertex3f, const float *texcoord2f, const int *elements, float *svector3f, float *tvector3f, float *normal3f)
{
int i, tnum, voffset;
float vert[3][4], vec[3][4], sdir[3], tdir[3], normal[3], f, *v;
const int *e;
// clear the vectors
- memset(svectors, 0, numverts * sizeof(float[4]));
- memset(tvectors, 0, numverts * sizeof(float[4]));
- memset(normals, 0, numverts * sizeof(float[4]));
+ memset(svector3f, 0, numverts * sizeof(float[3]));
+ memset(tvector3f, 0, numverts * sizeof(float[3]));
+ memset(normal3f, 0, numverts * sizeof(float[3]));
// process each vertex of each triangle and accumulate the results
for (tnum = 0, e = elements;tnum < numtriangles;tnum++, e += 3)
{
// calculate texture matrix for triangle
// 20 assignments
- voffset = e[0] * 4;
- vert[0][0] = vertex[voffset+0];
- vert[0][1] = vertex[voffset+1];
- vert[0][2] = vertex[voffset+2];
- vert[0][3] = texcoord[voffset];
- voffset = e[1] * 4;
- vert[1][0] = vertex[voffset+0];
- vert[1][1] = vertex[voffset+1];
- vert[1][2] = vertex[voffset+2];
- vert[1][3] = texcoord[voffset];
- voffset = e[2] * 4;
- vert[2][0] = vertex[voffset+0];
- vert[2][1] = vertex[voffset+1];
- vert[2][2] = vertex[voffset+2];
- vert[2][3] = texcoord[voffset];
+ voffset = e[0];
+ vert[0][0] = vertex3f[voffset*3+0];
+ vert[0][1] = vertex3f[voffset*3+1];
+ vert[0][2] = vertex3f[voffset*3+2];
+ vert[0][3] = texcoord2f[voffset*2];
+ voffset = e[1];
+ vert[1][0] = vertex3f[voffset*3+0];
+ vert[1][1] = vertex3f[voffset*3+1];
+ vert[1][2] = vertex3f[voffset*3+2];
+ vert[1][3] = texcoord2f[voffset*2];
+ voffset = e[2];
+ vert[2][0] = vertex3f[voffset*3+0];
+ vert[2][1] = vertex3f[voffset*3+1];
+ vert[2][2] = vertex3f[voffset*3+2];
+ vert[2][3] = texcoord2f[voffset*2];
// 3 assignments, 3 subtracts
VectorSubtract(vert[1], vert[0], vec[0]);
// 3 assignments, 3 subtracts
{
// 4 assignments, 1 rsqrt, 2 adds, 6 multiplies
VectorNormalize(normal);
- sdir[0] = (vert[1][3] - vert[0][3]) * (vert[2][0] - vert[0][0]) - (vert[2][3] - vert[0][3]) * (vert[1][0] - vert[0][0]);
- sdir[1] = (vert[1][3] - vert[0][3]) * (vert[2][1] - vert[0][1]) - (vert[2][3] - vert[0][3]) * (vert[1][1] - vert[0][1]);
- sdir[2] = (vert[1][3] - vert[0][3]) * (vert[2][2] - vert[0][2]) - (vert[2][3] - vert[0][3]) * (vert[1][2] - vert[0][2]);
+ tdir[0] = ((vert[1][3] - vert[0][3]) * (vert[2][0] - vert[0][0]) - (vert[2][3] - vert[0][3]) * (vert[1][0] - vert[0][0]));
+ tdir[1] = ((vert[1][3] - vert[0][3]) * (vert[2][1] - vert[0][1]) - (vert[2][3] - vert[0][3]) * (vert[1][1] - vert[0][1]));
+ tdir[2] = ((vert[1][3] - vert[0][3]) * (vert[2][2] - vert[0][2]) - (vert[2][3] - vert[0][3]) * (vert[1][2] - vert[0][2]));
// 4 assignments, 1 rsqrt, 2 adds, 6 multiplies
- VectorNormalize(sdir);
+ VectorNormalize(tdir);
// 1 assignments, 1 negates, 2 adds, 3 multiplies
- f = -DotProduct(sdir, normal);
+ f = -DotProduct(tdir, normal);
// 3 assignments, 3 adds, 3 multiplies
- VectorMA(sdir, f, normal, sdir);
+ VectorMA(tdir, f, normal, tdir);
// 4 assignments, 1 rsqrt, 2 adds, 6 multiplies
- VectorNormalize(sdir);
+ VectorNormalize(tdir);
// 3 assignments, 3 subtracts, 6 multiplies
- CrossProduct(sdir, normal, tdir);
+ CrossProduct(tdir, normal, sdir);
// this is probably not necessary
// 4 assignments, 1 rsqrt, 2 adds, 6 multiplies
- VectorNormalize(tdir);
+ VectorNormalize(sdir);
+ //
+ VectorNegate(sdir, sdir);
// accumulate matrix onto verts used by triangle
// 30 assignments, 27 adds
for (i = 0;i < 3;i++)
{
- voffset = e[i] * 4;
- svectors[voffset ] += sdir[0];
- svectors[voffset + 1] += sdir[1];
- svectors[voffset + 2] += sdir[2];
- tvectors[voffset ] += tdir[0];
- tvectors[voffset + 1] += tdir[1];
- tvectors[voffset + 2] += tdir[2];
- normals[voffset ] += normal[0];
- normals[voffset + 1] += normal[1];
- normals[voffset + 2] += normal[2];
+ voffset = e[i];
+ svector3f[voffset*3 ] += sdir[0];
+ svector3f[voffset*3+1] += sdir[1];
+ svector3f[voffset*3+2] += sdir[2];
+ tvector3f[voffset*3 ] += tdir[0];
+ tvector3f[voffset*3+1] += tdir[1];
+ tvector3f[voffset*3+2] += tdir[2];
+ normal3f[voffset*3 ] += normal[0];
+ normal3f[voffset*3+1] += normal[1];
+ normal3f[voffset*3+2] += normal[2];
}
}
}
// now we could divide the vectors by the number of averaged values on
// each vertex... but instead normalize them
- for (i = 0, v = svectors;i < numverts;i++, v += 4)
+ for (i = 0, v = svector3f;i < numverts;i++, v += 3)
// 4 assignments, 1 rsqrt, 2 adds, 6 multiplies
VectorNormalize(v);
- for (i = 0, v = tvectors;i < numverts;i++, v += 4)
+ for (i = 0, v = tvector3f;i < numverts;i++, v += 3)
// 4 assignments, 1 rsqrt, 2 adds, 6 multiplies
VectorNormalize(v);
- for (i = 0, v = normals;i < numverts;i++, v += 4)
+ for (i = 0, v = normal3f;i < numverts;i++, v += 3)
// 4 assignments, 1 rsqrt, 2 adds, 6 multiplies
VectorNormalize(v);
}
shadowmesh_t *Mod_ShadowMesh_Alloc(mempool_t *mempool, int maxverts)
{
shadowmesh_t *mesh;
- mesh = Mem_Alloc(mempool, sizeof(shadowmesh_t) + maxverts * sizeof(float[4]) + maxverts * sizeof(int[3]) + maxverts * sizeof(int[3]) + SHADOWMESHVERTEXHASH * sizeof(shadowmeshvertexhash_t *) + maxverts * sizeof(shadowmeshvertexhash_t));
+ mesh = Mem_Alloc(mempool, sizeof(shadowmesh_t) + maxverts * sizeof(float[3]) + maxverts * sizeof(int[3]) + maxverts * sizeof(int[3]) + SHADOWMESHVERTEXHASH * sizeof(shadowmeshvertexhash_t *) + maxverts * sizeof(shadowmeshvertexhash_t));
mesh->maxverts = maxverts;
mesh->maxtriangles = maxverts;
mesh->numverts = 0;
mesh->numtriangles = 0;
- mesh->verts = (float *)(mesh + 1);
- mesh->elements = (int *)(mesh->verts + mesh->maxverts * 4);
- mesh->neighbors = (int *)(mesh->elements + mesh->maxtriangles * 3);
- mesh->vertexhashtable = (shadowmeshvertexhash_t **)(mesh->neighbors + mesh->maxtriangles * 3);
+ mesh->vertex3f = (float *)(mesh + 1);
+ mesh->element3i = (int *)(mesh->vertex3f + mesh->maxverts * 3);
+ mesh->neighbor3i = (int *)(mesh->element3i + mesh->maxtriangles * 3);
+ mesh->vertexhashtable = (shadowmeshvertexhash_t **)(mesh->neighbor3i + mesh->maxtriangles * 3);
mesh->vertexhashentries = (shadowmeshvertexhash_t *)(mesh->vertexhashtable + SHADOWMESHVERTEXHASH);
return mesh;
}
shadowmesh_t *Mod_ShadowMesh_ReAlloc(mempool_t *mempool, shadowmesh_t *oldmesh)
{
shadowmesh_t *newmesh;
- newmesh = Mem_Alloc(mempool, sizeof(shadowmesh_t) + oldmesh->numverts * sizeof(float[4]) + oldmesh->numtriangles * sizeof(int[3]) + oldmesh->numtriangles * sizeof(int[3]));
+ newmesh = Mem_Alloc(mempool, sizeof(shadowmesh_t) + oldmesh->numverts * sizeof(float[3]) + oldmesh->numtriangles * sizeof(int[3]) + oldmesh->numtriangles * sizeof(int[3]));
newmesh->maxverts = newmesh->numverts = oldmesh->numverts;
newmesh->maxtriangles = newmesh->numtriangles = oldmesh->numtriangles;
- newmesh->verts = (float *)(newmesh + 1);
- newmesh->elements = (int *)(newmesh->verts + newmesh->maxverts * 4);
- newmesh->neighbors = (int *)(newmesh->elements + newmesh->maxtriangles * 3);
- memcpy(newmesh->verts, oldmesh->verts, newmesh->numverts * sizeof(float[4]));
- memcpy(newmesh->elements, oldmesh->elements, newmesh->numtriangles * sizeof(int[3]));
- memcpy(newmesh->neighbors, oldmesh->neighbors, newmesh->numtriangles * sizeof(int[3]));
+ newmesh->vertex3f = (float *)(newmesh + 1);
+ newmesh->element3i = (int *)(newmesh->vertex3f + newmesh->maxverts * 3);
+ newmesh->neighbor3i = (int *)(newmesh->element3i + newmesh->maxtriangles * 3);
+ memcpy(newmesh->vertex3f, oldmesh->vertex3f, newmesh->numverts * sizeof(float[3]));
+ memcpy(newmesh->element3i, oldmesh->element3i, newmesh->numtriangles * sizeof(int[3]));
+ memcpy(newmesh->neighbor3i, oldmesh->neighbor3i, newmesh->numtriangles * sizeof(int[3]));
return newmesh;
}
hashindex = (int) (v[0] * 3 + v[1] * 5 + v[2] * 7) % SHADOWMESHVERTEXHASH;
for (hash = mesh->vertexhashtable[hashindex];hash;hash = hash->next)
{
- m = mesh->verts + (hash - mesh->vertexhashentries) * 4;
+ m = mesh->vertex3f + (hash - mesh->vertexhashentries) * 3;
if (m[0] == v[0] && m[1] == v[1] && m[2] == v[2])
return hash - mesh->vertexhashentries;
}
hash = mesh->vertexhashentries + mesh->numverts;
hash->next = mesh->vertexhashtable[hashindex];
mesh->vertexhashtable[hashindex] = hash;
- m = mesh->verts + (hash - mesh->vertexhashentries) * 4;
+ m = mesh->vertex3f + (hash - mesh->vertexhashentries) * 3;
VectorCopy(v, m);
mesh->numverts++;
return mesh->numverts - 1;
mesh->next = Mod_ShadowMesh_Alloc(mempool, max(mesh->maxtriangles, 1));
mesh = mesh->next;
}
- mesh->elements[mesh->numtriangles * 3 + 0] = Mod_ShadowMesh_AddVertex(mesh, vert0);
- mesh->elements[mesh->numtriangles * 3 + 1] = Mod_ShadowMesh_AddVertex(mesh, vert1);
- mesh->elements[mesh->numtriangles * 3 + 2] = Mod_ShadowMesh_AddVertex(mesh, vert2);
+ mesh->element3i[mesh->numtriangles * 3 + 0] = Mod_ShadowMesh_AddVertex(mesh, vert0);
+ mesh->element3i[mesh->numtriangles * 3 + 1] = Mod_ShadowMesh_AddVertex(mesh, vert1);
+ mesh->element3i[mesh->numtriangles * 3 + 2] = Mod_ShadowMesh_AddVertex(mesh, vert2);
mesh->numtriangles++;
}
{
int i;
for (i = 0;i < numtris;i++, elements += 3)
- Mod_ShadowMesh_AddTriangle(mempool, mesh, verts + elements[0] * 4, verts + elements[1] * 4, verts + elements[2] * 4);
+ Mod_ShadowMesh_AddTriangle(mempool, mesh, verts + elements[0] * 3, verts + elements[1] * 3, verts + elements[2] * 3);
}
shadowmesh_t *Mod_ShadowMesh_Begin(mempool_t *mempool, int initialnumtriangles)
//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->elements, newmesh->numtriangles, newmesh->numverts, __FILE__, __LINE__);
- Mod_BuildTriangleNeighbors(newmesh->neighbors, newmesh->elements, newmesh->numtriangles);
+ Mod_ValidateElements(newmesh->element3i, newmesh->numtriangles, newmesh->numverts, __FILE__, __LINE__);
+ Mod_BuildTriangleNeighbors(newmesh->neighbor3i, newmesh->element3i, newmesh->numtriangles);
}
Mem_Free(mesh);
}
{
if (mesh == firstmesh)
{
- VectorCopy(mesh->verts, nmins);
- VectorCopy(mesh->verts, nmaxs);
+ VectorCopy(mesh->vertex3f, nmins);
+ VectorCopy(mesh->vertex3f, nmaxs);
}
- for (i = 0, v = mesh->verts;i < mesh->numverts;i++, v += 4)
+ for (i = 0, v = mesh->vertex3f;i < mesh->numverts;i++, v += 3)
{
if (nmins[0] > v[0]) nmins[0] = v[0];if (nmaxs[0] < v[0]) nmaxs[0] = v[0];
if (nmins[1] > v[1]) nmins[1] = v[1];if (nmaxs[1] < v[1]) nmaxs[1] = v[1];
nradius2 = 0;
for (mesh = firstmesh;mesh;mesh = mesh->next)
{
- for (i = 0, v = mesh->verts;i < mesh->numverts;i++, v += 4)
+ for (i = 0, v = mesh->vertex3f;i < mesh->numverts;i++, v += 3)
{
VectorSubtract(v, ncenter, temp);
dist2 = DotProduct(temp, temp);
}
else
{
- skinframe->base = skinframe->merged = GL_TextureForSkinLayer(skindata, width, height, va("%s_merged", basename), palette_complete, textureflags); // all but fullbrights
+ skinframe->base = skinframe->merged = GL_TextureForSkinLayer(skindata, width, height, va("%s_merged", basename), palette_complete, textureflags); // all
if (loadpantsandshirt)
{
skinframe->pants = GL_TextureForSkinLayer(skindata, width, height, va("%s_pants", basename), palette_pantsaswhite, textureflags); // pants