X-Git-Url: http://de.git.xonotic.org/?a=blobdiff_plain;f=model_shared.c;h=9c63e458bea43b4251615a07248c3faef00edf61;hb=76ed5d5ee3a2517bfae3df09fb0b8d912f7286bc;hp=e0b55c800b57085c641391b40b11cac410c3a725;hpb=cd42525225ee0da0923555e44a27221b92d6e103;p=xonotic%2Fdarkplaces.git diff --git a/model_shared.c b/model_shared.c index e0b55c80..9c63e458 100644 --- a/model_shared.c +++ b/model_shared.c @@ -26,198 +26,80 @@ Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. #include "image.h" #include "r_shadow.h" -cvar_t r_mipskins = {CVAR_SAVE, "r_mipskins", "0"}; +cvar_t r_mipskins = {CVAR_SAVE, "r_mipskins", "0", "mipmaps skins (so they become blurrier in the distance), disabled by default because it tends to blur with strange border colors from the skin"}; model_t *loadmodel; -// LordHavoc: increased from 512 to 2048 -#define MAX_MOD_KNOWN 2048 +#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 -rtexturepool_t *mod_shared_texturepool; -rtexture_t *r_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) +static void mod_start(void) { - 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; + int i; + model_t *mod; - return (qbyte)value; + 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); } -void Mod_BuildDistortTexture (void) +static void mod_shutdown(void) { - int x, y, i, j; -#define DISTORTRESOLUTION 32 - qbyte data[5][DISTORTRESOLUTION][DISTORTRESOLUTION][2]; - - for (i=0; i<4; i++) - { - for (y=0; yloaded || mod->mempool) + Mod_UnloadModel(mod); } -texture_t r_surf_notexture; - -void Mod_SetupNoTexture(void) +static void mod_newmap(void) { - int x, y; - qbyte pix[16][16][4]; + msurface_t *surface; + int i, j, k, surfacenum, ssize, tsize; - // this makes a light grey/dark grey checkerboard texture - for (y = 0;y < 16;y++) + R_SkinFrame_PrepareForPurge(); + for (i = 0;i < mod_numknown;i++) { - for (x = 0;x < 16;x++) + if (mod_known[i].mempool && mod_known[i].data_textures) { - 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 + for (j = 0;j < mod_known[i].num_textures;j++) { - pix[y][x][0] = 64; - pix[y][x][1] = 64; - pix[y][x][2] = 64; - pix[y][x][3] = 255; + for (k = 0;k < mod_known[i].data_textures[j].numskinframes;k++) + R_SkinFrame_MarkUsed(mod_known[i].data_textures[j].skinframes[k]); + for (k = 0;k < mod_known[i].data_textures[j].backgroundnumskinframes;k++) + R_SkinFrame_MarkUsed(mod_known[i].data_textures[j].backgroundskinframes[k]); } } } + R_SkinFrame_Purge(); - 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(); - - mod_shared_texturepool = R_AllocTexturePool(); - Mod_SetupNoTexture(); - Mod_BuildDetailTextures(); - Mod_BuildDistortTexture(); -} - -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]); - - R_FreeTexturePool(&mod_shared_texturepool); -} - -static void mod_newmap(void) -{ - msurface_t *surf; - int i, surfnum, ssize, tsize; - - if (!cl_stainmapsclearonload.integer) + if (!cl_stainmaps_clearonload.integer) return; - for (i=0; itexinfo->texture->flags & SURF_LIGHTMAP) + if (surface->lightmapinfo && surface->lightmapinfo->stainsamples) { - ssize = (surf->extents[0] >> 4) + 1; - tsize = (surf->extents[1] >> 4) + 1; - - if (ssize > 256 || tsize > 256) - Host_Error("Bad surface extents"); - - if (surf->stainsamples) - memset(surf->stainsamples, 255, ssize * tsize * 3); - - surf->cached_dlight = true; + 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; } } } @@ -231,6 +113,7 @@ Mod_Init */ static void Mod_Print(void); static void Mod_Precache (void); +static void Mod_BuildVBOs(void); void Mod_Init (void) { Mod_BrushInit(); @@ -238,8 +121,8 @@ void Mod_Init (void) Mod_SpriteInit(); Cvar_RegisterVariable(&r_mipskins); - Cmd_AddCommand ("modellist", Mod_Print); - Cmd_AddCommand ("modelprecache", Mod_Precache); + Cmd_AddCommand ("modellist", Mod_Print, "prints a list of loaded models"); + Cmd_AddCommand ("modelprecache", Mod_Precache, "load a model"); } void Mod_RenderInit(void) @@ -247,25 +130,28 @@ void Mod_RenderInit(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; - strcpy(name, mod->name); + qboolean used; + strlcpy(name, mod->name, sizeof(name)); isworldmodel = mod->isworldmodel; - Mod_FreeModel(mod); - strcpy(mod->name, name); + used = mod->used; + if (mod->surfmesh.ebo) + R_Mesh_DestroyBufferObject(mod->surfmesh.ebo); + if (mod->surfmesh.vbo) + R_Mesh_DestroyBufferObject(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 + strlcpy(mod->name, name, sizeof(mod->name)); mod->isworldmodel = isworldmodel; - mod->needload = true; + mod->used = used; + mod->loaded = false; } /* @@ -275,11 +161,12 @@ Mod_LoadModel 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; @@ -288,32 +175,49 @@ static model_t *Mod_LoadModel(model_t *mod, qboolean crash, qboolean checkdisk, 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->needload = true; - if (mod->needload || checkdisk) + 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->needload) + if (checkdisk && mod->loaded) Con_DPrintf("checking model %s\n", mod->name); - buf = FS_LoadFile (mod->name, tempmempool, false); + buf = FS_LoadFile (mod->name, tempmempool, false, &filesize); if (buf) { - crc = CRC_Block(buf, fs_filesize); + crc = CRC_Block((unsigned char *)buf, filesize); + // we need to reload the model if the crc does not match if (mod->crc != crc) - mod->needload = true; + mod->loaded = false; } } - if (!mod->needload) - return mod; // already loaded + + // if the model is already loaded and checks passed, just return + if (mod->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) - Mod_UnloadModel(mod); + if (mod->loaded || mod->mempool) + 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; @@ -324,72 +228,54 @@ static model_t *Mod_LoadModel(model_t *mod, qboolean crash, qboolean checkdisk, 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); + num = LittleLong(*((int *)buf)); // call the apropriate loader loadmodel = mod; - 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); + 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); + + Mod_BuildVBOs(); + + // 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->needload = false; 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_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 } void Mod_PurgeUnused(void) @@ -397,21 +283,27 @@ void Mod_PurgeUnused(void) 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_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); + for (i = 0, mod = mod_known;i < mod_numknown;i++, mod++) + { + if (mod->isworldmodel && mod->loaded && skip != mod) + { + Mod_UnloadModel(mod); + mod->isworldmodel = false; + mod->used = false; + } + } } /* @@ -423,67 +315,86 @@ Mod_FindName 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->needload = true; - 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\n"); - return NULL; + if (mod_numknown == i) + mod_numknown++; + mod = mod_known + i; + strlcpy (mod->name, name, sizeof(mod->name)); + mod->loaded = false; + mod->used = true; + return mod; } /* ================== -Mod_TouchModel +Mod_ForName +Loads in a model for the given name ================== */ -void Mod_TouchModel(const char *name) +model_t *Mod_ForName(const char *name, qboolean crash, qboolean checkdisk, qboolean isworldmodel) { - model_t *mod; - - mod = Mod_FindName(name); - mod->used = true; + model_t *model; + model = Mod_FindName(name); + if (model->name[0] != '*' && (!model->loaded || checkdisk)) + Mod_LoadModel(model, crash, checkdisk, isworldmodel); + return model; } /* ================== -Mod_ForName +Mod_Reload -Loads in a model for the given name +Reloads all models if they have changed ================== */ -model_t *Mod_ForName(const char *name, qboolean crash, qboolean checkdisk, qboolean isworldmodel) +void Mod_Reload() { - return Mod_LoadModel(Mod_FindName(name), crash, checkdisk, isworldmodel); + 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); } -qbyte *mod_base; +unsigned char *mod_base; //============================================================================= @@ -499,9 +410,9 @@ static void Mod_Print(void) 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); + Con_Printf("%4iK %s\n", mod->mempool ? (int)((mod->mempool->totalsize + 1023) / 1024) : 0, mod->name); } /* @@ -520,8 +431,8 @@ static void Mod_Precache(void) int Mod_BuildVertexRemapTableFromElements(int numelements, const int *elements, int numvertices, int *remapvertices) { int i, count; - qbyte *used; - used = Mem_Alloc(tempmempool, numvertices); + unsigned char *used; + used = (unsigned char *)Mem_Alloc(tempmempool, numvertices); memset(used, 0, numvertices); for (i = 0;i < numelements;i++) used[elements[i]] = 1; @@ -533,7 +444,7 @@ int Mod_BuildVertexRemapTableFromElements(int numelements, const int *elements, #if 1 // fast way, using an edge hash -#define TRIANGLEEDGEHASH 1024 +#define TRIANGLEEDGEHASH 8192 void Mod_BuildTriangleNeighbors(int *neighbors, const int *elements, int numtriangles) { int i, j, p, e1, e2, *n, hashindex, count, match; @@ -550,7 +461,7 @@ void Mod_BuildTriangleNeighbors(int *neighbors, const int *elements, int numtria edgehashentries = edgehashentriesbuffer; // if there are too many triangles for the stack array, allocate larger buffer if (numtriangles > TRIANGLEEDGEHASH) - edgehashentries = Mem_Alloc(tempmempool, numtriangles * 3 * sizeof(edgehashentry_t)); + 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) { @@ -640,26 +551,77 @@ void Mod_BuildTriangleNeighbors(int *neighbors, const int *elements, int numtria } #endif -void Mod_ValidateElements(const 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; + int i, warned = false, endvertex = firstvertex + numverts; 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 (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] = firstvertex; + } + } +} + +// 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, 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 - // 18 multiply, 19 subtract + // 6 multiply, 9 subtract VectorSubtract(v1, v0, v10); VectorSubtract(v2, v0, v20); - 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]; + 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]; @@ -670,8 +632,6 @@ void Mod_BuildBumpVectors(const float *v0, const float *v1, const float *v2, con 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]; - // 1 sqrt, 1 divide, 6 multiply, 2 add, 1 compare - VectorNormalize(normal3f); // 12 multiply, 4 add, 6 subtract f = DotProduct(svector3f, normal3f); svector3f[0] -= f * normal3f[0]; @@ -681,9 +641,6 @@ void Mod_BuildBumpVectors(const float *v0, const float *v1, const float *v2, con 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 @@ -696,71 +653,118 @@ void Mod_BuildBumpVectors(const float *v0, const float *v1, const float *v2, con } } -// 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_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; + 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, 0, numverts * sizeof(float[3])); - if (tvector3f) - memset(tvector3f, 0, numverts * sizeof(float[3])); - if (normal3f) - memset(normal3f, 0, numverts * 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) { - 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) + v0 = vertex3f + e[0] * 3; + v1 = vertex3f + e[1] * 3; + v2 = vertex3f + e[2] * 3; + tc0 = texcoord2f + e[0] * 2; + tc1 = texcoord2f + e[1] * 2; + tc2 = texcoord2f + e[2] * 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 + + // calculate the edge directions and surface normal + // 6 multiply, 9 subtract + VectorSubtract(v1, v0, v10); + VectorSubtract(v2, v0, v20); + normal[0] = v20[1] * v10[2] - v20[2] * v10[1]; + normal[1] = v20[2] * v10[0] - v20[0] * v10[2]; + normal[2] = v20[0] * v10[1] - v20[1] * v10[0]; + + // calculate the tangents + // 12 multiply, 10 subtract + tc10[1] = tc1[1] - tc0[1]; + tc20[1] = tc2[1] - tc0[1]; + sdir[0] = tc10[1] * v20[0] - tc20[1] * v10[0]; + sdir[1] = tc10[1] * v20[1] - tc20[1] * v10[1]; + sdir[2] = tc10[1] * v20[2] - tc20[1] * v10[2]; + tc10[0] = tc1[0] - tc0[0]; + tc20[0] = tc2[0] - tc0[0]; + tdir[0] = tc10[0] * v20[0] - tc20[0] * v10[0]; + tdir[1] = tc10[0] * v20[1] - tc20[0] * v10[1]; + tdir[2] = tc10[0] * v20[2] - tc20[0] * v10[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(tdir, sdir, tangentcross); + if (DotProduct(tangentcross, normal) < 0) { - 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]; - } + VectorNegate(sdir, sdir); + VectorNegate(tdir, tdir); } - if (tvector3f) + + if (!areaweighting) { - 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]; - } + VectorNormalize(sdir); + VectorNormalize(tdir); } - if (normal3f) + for (i = 0;i < 3;i++) { - 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(svector3f + e[i]*3, sdir, svector3f + e[i]*3); + VectorAdd(tvector3f + e[i]*3, tdir, tvector3f + 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) - VectorNormalize(v); - // 4 assignments, 1 divide, 1 sqrt, 2 adds, 6 multiplies - if (tvector3f) - for (i = 0, v = tvector3f;i < numverts;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) - VectorNormalize(v); + // 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); + } +} + +void Mod_AllocSurfMesh(mempool_t *mempool, int numvertices, int numtriangles, qboolean lightmapoffsets, qboolean vertexcolors, qboolean neighbors) +{ + unsigned char *data; + 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) + { + 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) + loadmodel->surfmesh.data_lightmapcolor4f = (float *)data, data += sizeof(float[4]) * loadmodel->surfmesh.num_vertices; + if (lightmapoffsets) + loadmodel->surfmesh.data_lightmapoffsets = (int *)data, data += sizeof(int) * loadmodel->surfmesh.num_vertices; + } + if (loadmodel->surfmesh.num_triangles) + { + loadmodel->surfmesh.data_element3i = (int *)data, data += sizeof(int[3]) * loadmodel->surfmesh.num_triangles; + if (neighbors) + loadmodel->surfmesh.data_neighbor3i = (int *)data, data += sizeof(int[3]) * loadmodel->surfmesh.num_triangles; + } } 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; - qbyte *data; + unsigned char *data; int size; size = sizeof(shadowmesh_t); size += maxverts * sizeof(float[3]); @@ -771,8 +775,8 @@ shadowmesh_t *Mod_ShadowMesh_Alloc(mempool_t *mempool, int maxverts, int maxtria size += maxtriangles * sizeof(int[3]); if (expandable) size += SHADOWMESHVERTEXHASH * sizeof(shadowmeshvertexhash_t *) + maxverts * sizeof(shadowmeshvertexhash_t); - data = Mem_Alloc(mempool, size); - newmesh = (void *)data;data += sizeof(*newmesh); + 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; @@ -781,23 +785,23 @@ shadowmesh_t *Mod_ShadowMesh_Alloc(mempool_t *mempool, int maxverts, int maxtria newmesh->numverts = 0; newmesh->numtriangles = 0; - newmesh->vertex3f = (void *)data;data += maxverts * sizeof(float[3]); + newmesh->vertex3f = (float *)data;data += maxverts * sizeof(float[3]); if (light) { - newmesh->svector3f = (void *)data;data += maxverts * sizeof(float[3]); - newmesh->tvector3f = (void *)data;data += maxverts * sizeof(float[3]); - newmesh->normal3f = (void *)data;data += maxverts * sizeof(float[3]); - newmesh->texcoord2f = (void *)data;data += maxverts * sizeof(float[2]); + 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 = (void *)data;data += maxtriangles * sizeof(int[3]); + newmesh->element3i = (int *)data;data += maxtriangles * sizeof(int[3]); if (neighbors) { - newmesh->neighbor3i = (void *)data;data += maxtriangles * sizeof(int[3]); + newmesh->neighbor3i = (int *)data;data += maxtriangles * sizeof(int[3]); } if (expandable) { - newmesh->vertexhashtable = (void *)data;data += SHADOWMESHVERTEXHASH * sizeof(shadowmeshvertexhash_t *); - newmesh->vertexhashentries = (void *)data;data += maxverts * sizeof(shadowmeshvertexhash_t); + newmesh->vertexhashtable = (shadowmeshvertexhash_t **)data;data += SHADOWMESHVERTEXHASH * sizeof(shadowmeshvertexhash_t *); + newmesh->vertexhashentries = (shadowmeshvertexhash_t *)data;data += maxverts * sizeof(shadowmeshvertexhash_t); } return newmesh; } @@ -922,7 +926,42 @@ shadowmesh_t *Mod_ShadowMesh_Begin(mempool_t *mempool, int maxverts, int maxtria 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_CreateStaticBufferObject(GL_ELEMENT_ARRAY_BUFFER_ARB, mesh->element3i, mesh->numtriangles * sizeof(int[3]), "shadowmesh"); + + // 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_CreateStaticBufferObject(GL_ARRAY_BUFFER_ARB, mem, size, "shadowmesh"); + 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 @@ -934,6 +973,8 @@ shadowmesh_t *Mod_ShadowMesh_Finish(mempool_t *mempool, shadowmesh_t *firstmesh, newmesh = Mod_ShadowMesh_ReAlloc(mempool, mesh, light, neighbors); newmesh->next = firstmesh; firstmesh = newmesh; + if (createvbo) + Mod_ShadowMesh_CreateVBOs(newmesh); } Mem_Free(mesh); } @@ -946,6 +987,8 @@ void Mod_ShadowMesh_CalcBBox(shadowmesh_t *firstmesh, vec3_t mins, vec3_t maxs, 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) { @@ -992,93 +1035,16 @@ void Mod_ShadowMesh_Free(shadowmesh_t *mesh) shadowmesh_t *nextmesh; for (;mesh;mesh = nextmesh) { + if (mesh->ebo) + R_Mesh_DestroyBufferObject(mesh->ebo); + if (mesh->vbo) + R_Mesh_DestroyBufferObject(mesh->vbo); nextmesh = mesh->next; Mem_Free(mesh); } } -static rtexture_t *GL_TextureForSkinLayer(const qbyte *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) - 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) -{ - imageskin_t s; - memset(skinframe, 0, sizeof(*skinframe)); - 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.glosspixels != NULL) - skinframe->gloss = R_LoadTexture2D (loadmodel->texturepool, va("%s_gloss", basename), s.glosspixels_width, s.glosspixels_height, s.glosspixels, TEXTYPE_RGBA, textureflags, NULL); - if (s.glowpixels != NULL && loadglowtexture) - skinframe->glow = R_LoadTexture2D (loadmodel->texturepool, va("%s_glow", basename), s.glowpixels_width, s.glowpixels_height, s.glowpixels, TEXTYPE_RGBA, textureflags, NULL); - if (s.maskpixels != NULL) - skinframe->fog = R_LoadTexture2D (loadmodel->texturepool, va("%s_mask", basename), s.maskpixels_width, s.maskpixels_height, s.maskpixels, TEXTYPE_RGBA, textureflags, NULL); - if (loadpantsandshirt) - { - if (s.pantspixels != NULL) - skinframe->pants = R_LoadTexture2D (loadmodel->texturepool, va("%s_pants", basename), s.pantspixels_width, s.pantspixels_height, s.pantspixels, 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); - } - 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) -{ - qbyte *temp1, *temp2; - memset(skinframe, 0, sizeof(*skinframe)); - 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) - { - 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) - { - 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 - } - } - else - { - 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 - 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 - } - } - 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; @@ -1093,7 +1059,7 @@ void Mod_GetTerrainVertex3fTexCoord2fFromRGBA(const qbyte *imagepixels, int imag 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]; @@ -1118,7 +1084,7 @@ void Mod_GetTerrainVertexFromRGBA(const qbyte *imagepixels, int imagewidth, int 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; @@ -1169,19 +1135,19 @@ tag_torso, */ 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), tempmempool, 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; // If it's the first file we parse if (skinfile == NULL) { - skinfile = Mem_Alloc(tempmempool, sizeof(skinfile_t)); + skinfile = (skinfile_t *)Mem_Alloc(loadmodel->mempool, sizeof(skinfile_t)); first = skinfile; } else { - skinfile->next = Mem_Alloc(tempmempool, sizeof(skinfile_t)); + skinfile->next = (skinfile_t *)Mem_Alloc(loadmodel->mempool, sizeof(skinfile_t)); skinfile = skinfile->next; } skinfile->next = NULL; @@ -1214,7 +1180,7 @@ tag_torso, 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(loadmodel->mempool, sizeof(skinfileitem_t)); skinfileitem->next = skinfile->items; skinfile->items = skinfileitem; strlcpy (skinfileitem->name, word[1], sizeof (skinfileitem->name)); @@ -1235,7 +1201,7 @@ tag_torso, { // 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(loadmodel->mempool, sizeof(skinfileitem_t)); skinfileitem->next = skinfile->items; skinfile->items = skinfileitem; strlcpy (skinfileitem->name, word[0], sizeof (skinfileitem->name)); @@ -1251,14 +1217,14 @@ tag_torso, 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)); } if (i) @@ -1289,6 +1255,14 @@ int Mod_CountSkinFiles(skinfile_t *skinfile) 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; @@ -1316,3 +1290,63 @@ int Mod_RemoveDegenerateTriangles(int numtriangles, const int *inelement3i, int 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_CreateStaticBufferObject(GL_ELEMENT_ARRAY_BUFFER_ARB, loadmodel->surfmesh.data_element3i, loadmodel->surfmesh.num_triangles * sizeof(int[3]), loadmodel->name); + + // 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_CreateStaticBufferObject(GL_ARRAY_BUFFER_ARB, mem, size, loadmodel->name); + Mem_Free(mem); + } +}