X-Git-Url: http://de.git.xonotic.org/?a=blobdiff_plain;f=model_shared.c;h=de52950347f08dc0007da78251ba4ce95a358343;hb=679f31232d927e129a0d37d0325a9e62ff8845ad;hp=80ca54b59dd8f59514bd54f620212352c0de55be;hpb=d965614861c12ec716143ff996fff01ae8674b81;p=xonotic%2Fdarkplaces.git diff --git a/model_shared.c b/model_shared.c index 80ca54b5..de529503 100644 --- a/model_shared.c +++ b/model_shared.c @@ -8,7 +8,7 @@ of the License, or (at your option) any later version. This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of -MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. +MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. @@ -23,190 +23,327 @@ Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. // on the same machine. #include "quakedef.h" +#include "image.h" +#include "r_shadow.h" -model_t *loadmodel; -char loadname[32]; // for hunk tags +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"}; -void Mod_LoadSpriteModel (model_t *mod, void *buffer); -void Mod_LoadBrushModel (model_t *mod, void *buffer); -void Mod_LoadAliasModel (model_t *mod, void *buffer); -void Mod_LoadQ2AliasModel (model_t *mod, void *buffer); -model_t *Mod_LoadModel (model_t *mod, qboolean crash); +model_t *loadmodel; -#define MAX_MOD_KNOWN 512 -model_t mod_known[MAX_MOD_KNOWN]; -int mod_numknown; +#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 -extern void Mod_BrushInit(); -extern void Mod_AliasInit(); -extern void Mod_SpriteInit(); +static void mod_start(void) +{ + 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, false, mod->isworldmodel); +} + +static void mod_shutdown(void) +{ + int i; + model_t *mod; + + for (i = 0, mod = mod_known;i < mod_numknown;i++, mod++) + if (mod->loaded || mod->mempool) + Mod_UnloadModel(mod); +} + +static void mod_newmap(void) +{ + msurface_t *surface; + int i, surfacenum, ssize, tsize; + + if (!cl_stainmaps_clearonload.integer) + return; + + for (i = 0;i < mod_numknown;i++) + { + if (mod_known[i].mempool && mod_known[i].data_surfaces) + { + for (surfacenum = 0, surface = mod_known[i].data_surfaces;surfacenum < mod_known[i].num_surfaces;surfacenum++, surface++) + { + if (surface->lightmapinfo && surface->lightmapinfo->stainsamples) + { + 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; + } + } + } + } +} /* =============== Mod_Init =============== */ +static void Mod_Print(void); +static void Mod_Precache (void); +static void Mod_BuildVBOs(void); void Mod_Init (void) { Mod_BrushInit(); Mod_AliasInit(); Mod_SpriteInit(); -} -/* -=============== -Mod_Init + Cvar_RegisterVariable(&r_mipskins); + Cmd_AddCommand ("modellist", Mod_Print, "prints a list of loaded models"); + Cmd_AddCommand ("modelprecache", Mod_Precache, "load a model"); +} -Caches the data if needed -=============== -*/ -void *Mod_Extradata (model_t *mod) +void Mod_RenderInit(void) { - void *r; - - r = Cache_Check (&mod->cache); - if (r) - return r; - - Mod_LoadModel (mod, true); - - if (!mod->cache.data) - Host_Error ("Mod_Extradata: caching failed"); - return mod->cache.data; + R_RegisterModule("Models", mod_start, mod_shutdown, mod_newmap); } -/* -=================== -Mod_ClearAll -=================== -*/ -void Mod_ClearAll (void) +void Mod_UnloadModel (model_t *mod) { - int i; - model_t *mod; - - for (i=0 , mod=mod_known ; itype != mod_alias) - mod->needload = true; + char name[MAX_QPATH]; + qboolean isworldmodel; + qboolean used; + 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 + strlcpy(mod->name, name, sizeof(mod->name)); + mod->isworldmodel = isworldmodel; + mod->used = used; + mod->loaded = false; } /* ================== -Mod_FindName +Mod_LoadModel +Loads a model ================== */ -model_t *Mod_FindName (char *name) +model_t *Mod_LoadModel(model_t *mod, qboolean crash, qboolean checkdisk, qboolean isworldmodel) { - int i; - model_t *mod; - - if (!name[0]) - Host_Error ("Mod_ForName: NULL name"); - -// -// search the currently loaded models -// - for (i=0 , mod=mod_known ; iname, name) ) - break; - - if (i == mod_numknown) + int num; + unsigned int crc; + void *buf; + fs_offset_t filesize; + + mod->used = true; + + if (mod->name[0] == '*') // submodel + return mod; + + 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 (mod_numknown == MAX_MOD_KNOWN) - Host_Error ("mod_numknown == MAX_MOD_KNOWN"); - strcpy (mod->name, name); - mod->needload = true; - mod_numknown++; + if (checkdisk && mod->loaded) + Con_DPrintf("checking model %s\n", mod->name); + buf = FS_LoadFile (mod->name, tempmempool, false, &filesize); + 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) + { + 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 || mod->mempool) + Mod_UnloadModel(mod); + + // load the model + mod->isworldmodel = isworldmodel; + mod->used = true; + mod->crc = crc; + // errors can prevent the corresponding mod->loaded = true; + mod->loaded = false; + + // default model radius and bounding box (mainly for missing models) + mod->radius = 16; + VectorSet(mod->normalmins, -mod->radius, -mod->radius, -mod->radius); + VectorSet(mod->normalmaxs, mod->radius, mod->radius, mod->radius); + VectorSet(mod->yawmins, -mod->radius, -mod->radius, -mod->radius); + VectorSet(mod->yawmaxs, mod->radius, mod->radius, mod->radius); + VectorSet(mod->rotatedmins, -mod->radius, -mod->radius, -mod->radius); + VectorSet(mod->rotatedmaxs, mod->radius, mod->radius, mod->radius); + + 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; + 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); + } return mod; } -/* -================== -Mod_TouchModel +void Mod_ClearUsed(void) +{ +#if 0 + int i; + model_t *mod; -================== -*/ -void Mod_TouchModel (char *name) + for (i = 0, mod = mod_known;i < mod_numknown;i++, mod++) + if (mod->name[0]) + mod->used = false; +#endif +} + +void Mod_PurgeUnused(void) { - model_t *mod; - - mod = Mod_FindName (name); - - if (!mod->needload) + int i; + model_t *mod; + + for (i = 0, mod = mod_known;i < mod_numknown;i++, mod++) + if (mod->name[0]) + if (!mod->used) + Mod_UnloadModel(mod); +} + +// only used during loading! +void Mod_RemoveStaleWorldModels(model_t *skip) +{ + int i; + model_t *mod; + + for (i = 0, mod = mod_known;i < mod_numknown;i++, mod++) { - if (mod->type == mod_alias) - Cache_Check (&mod->cache); + if (mod->isworldmodel && mod->loaded && skip != mod) + { + Mod_UnloadModel(mod); + mod->isworldmodel = false; + mod->used = false; + } } } /* ================== -Mod_LoadModel +Mod_FindName -Loads a model into the cache ================== */ -model_t *Mod_LoadModel (model_t *mod, qboolean crash) +model_t *Mod_FindName(const char *name) { - void *d; - unsigned *buf; -// byte stackbuf[1024]; // avoid dirtying the cache heap + int i; + model_t *mod; + + if (!name[0]) + Host_Error ("Mod_ForName: NULL name"); - if (!mod->needload) +// search the currently loaded models + for (i = 0, mod = mod_known;i < mod_numknown;i++, mod++) { - if (mod->type == mod_alias) + if (mod->name[0] && !strcmp(mod->name, name)) { - d = Cache_Check (&mod->cache); - if (d) - return mod; + mod->used = true; + return mod; } - else - return mod; // not cached at all } - Con_DPrintf("loading model %s\n", mod->name); - -// load the file - buf = (unsigned *)COM_LoadMallocFile (mod->name, false); -// buf = (unsigned *)COM_LoadStackFile (mod->name, stackbuf, sizeof(stackbuf), false); - if (!buf) - { - if (crash) - Host_Error ("Mod_NumForName: %s not found", mod->name); // LordHavoc: Sys_Error was *ANNOYING* - return NULL; - } - -// allocate a new model - COM_FileBase (mod->name, loadname); - - loadmodel = mod; - -// call the apropriate loader - mod->needload = false; - - switch (LittleLong(*(unsigned *)buf)) - { - case IDPOLYHEADER: - Mod_LoadAliasModel (mod, buf); - break; - - case MD2IDALIASHEADER: // LordHavoc: added Quake2 model support - Mod_LoadQ2AliasModel (mod, buf); - break; - - case IDSPRITEHEADER: - Mod_LoadSpriteModel (mod, buf); - break; - - default: - Mod_LoadBrushModel (mod, buf); - break; - } - free(buf); + // 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) + { +#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 + } + 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; } @@ -217,33 +354,36 @@ Mod_ForName Loads in a model for the given name ================== */ -model_t *Mod_ForName (char *name, qboolean crash) +model_t *Mod_ForName(const char *name, qboolean crash, qboolean checkdisk, qboolean isworldmodel) { - model_t *mod; - - mod = Mod_FindName (name); - - return Mod_LoadModel (mod, crash); + model_t *model; + model = Mod_FindName(name); + if (model->name[0] != '*' && (!model->loaded || checkdisk)) + Mod_LoadModel(model, crash, checkdisk, isworldmodel); + return model; } -byte *mod_base; - /* -================= -RadiusFromBounds -================= +================== +Mod_Reload + +Reloads all models if they have changed +================== */ -float RadiusFromBounds (vec3_t mins, vec3_t maxs) +void Mod_Reload() { - int i; - vec3_t corner; + int i; + model_t *mod; - for (i=0 ; i<3 ; i++) - corner[i] = fabs(mins[i]) > fabs(maxs[i]) ? fabs(mins[i]) : fabs(maxs[i]); - - return Length (corner); + 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; + + //============================================================================= /* @@ -251,16 +391,1079 @@ float RadiusFromBounds (vec3_t mins, vec3_t maxs) Mod_Print ================ */ -void Mod_Print (void) +static void Mod_Print(void) { int i; model_t *mod; - Con_Printf ("Cached models:\n"); - for (i=0, mod=mod_known ; i < mod_numknown ; i++, mod++) + 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 ? (int)((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_Print("usage: modelprecache \n"); +} + +int Mod_BuildVertexRemapTableFromElements(int numelements, const int *elements, int numvertices, int *remapvertices) +{ + int i, count; + unsigned char *used; + used = (unsigned char *)Mem_Alloc(tempmempool, numvertices); + memset(used, 0, numvertices); + for (i = 0;i < numelements;i++) + used[elements[i]] = 1; + for (i = 0, count = 0;i < numvertices;i++) + remapvertices[i] = used[i] ? count++ : -1; + Mem_Free(used); + return count; +} + +#if 1 +// fast way, using an edge hash +#define TRIANGLEEDGEHASH 8192 +void Mod_BuildTriangleNeighbors(int *neighbors, const int *elements, int numtriangles) +{ + int i, j, p, e1, e2, *n, hashindex, count, match; + const int *e; + typedef struct edgehashentry_s + { + struct edgehashentry_s *next; + int triangle; + int element[2]; + } + edgehashentry_t; + edgehashentry_t *edgehash[TRIANGLEEDGEHASH], *edgehashentries, edgehashentriesbuffer[TRIANGLEEDGEHASH*3], *hash; + memset(edgehash, 0, sizeof(edgehash)); + edgehashentries = edgehashentriesbuffer; + // if there are too many triangles for the stack array, allocate larger buffer + if (numtriangles > TRIANGLEEDGEHASH) + 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) + { + for (j = 0, p = 2;j < 3;p = j, j++) + { + e1 = e[p]; + e2 = e[j]; + // this hash index works for both forward and backward edges + hashindex = (unsigned int)(e1 + e2) % TRIANGLEEDGEHASH; + hash = edgehashentries + i * 3 + j; + hash->next = edgehash[hashindex]; + edgehash[hashindex] = hash; + hash->triangle = i; + hash->element[0] = e1; + hash->element[1] = e2; + } + } + for (i = 0, e = elements, n = neighbors;i < numtriangles;i++, e += 3, n += 3) + { + for (j = 0, p = 2;j < 3;p = j, j++) + { + e1 = e[p]; + e2 = e[j]; + // this hash index works for both forward and backward edges + hashindex = (unsigned int)(e1 + e2) % TRIANGLEEDGEHASH; + count = 0; + match = -1; + for (hash = edgehash[hashindex];hash;hash = hash->next) + { + if (hash->element[0] == e2 && hash->element[1] == e1) + { + if (hash->triangle != i) + match = hash->triangle; + count++; + } + else if ((hash->element[0] == e1 && hash->element[1] == e2)) + count++; + } + // detect edges shared by three triangles and make them seams + if (count > 2) + match = -1; + n[p] = match; + } + } + // free the allocated buffer + if (edgehashentries != edgehashentriesbuffer) + Mem_Free(edgehashentries); +} +#else +// very slow but simple way +static int Mod_FindTriangleWithEdge(const int *elements, int numtriangles, int start, int end, int ignore) +{ + int i, match, count; + count = 0; + match = -1; + for (i = 0;i < numtriangles;i++, elements += 3) + { + if ((elements[0] == start && elements[1] == end) + || (elements[1] == start && elements[2] == end) + || (elements[2] == start && elements[0] == end)) + { + if (i != ignore) + match = i; + count++; + } + else if ((elements[1] == start && elements[0] == end) + || (elements[2] == start && elements[1] == end) + || (elements[0] == start && elements[2] == end)) + count++; + } + // detect edges shared by three triangles and make them seams + if (count > 2) + match = -1; + return match; +} + +void Mod_BuildTriangleNeighbors(int *neighbors, const int *elements, int numtriangles) +{ + int i, *n; + const int *e; + for (i = 0, e = elements, n = neighbors;i < numtriangles;i++, e += 3, n += 3) + { + n[0] = Mod_FindTriangleWithEdge(elements, numtriangles, e[1], e[0], i); + n[1] = Mod_FindTriangleWithEdge(elements, numtriangles, e[2], e[1], i); + n[2] = Mod_FindTriangleWithEdge(elements, numtriangles, e[0], e[2], i); + } +} +#endif + +void Mod_ValidateElements(int *elements, int numtriangles, int firstvertex, int numverts, const char *filename, int fileline) +{ + int i, warned = false, endvertex = firstvertex + numverts; + for (i = 0;i < numtriangles * 3;i++) + { + 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]; + // 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); + VectorSubtract(v2, v0, v20); + 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]; + svector3f[1] = tc10[1] * v20[1] - tc20[1] * v10[1]; + svector3f[2] = tc10[1] * v20[2] - tc20[1] * v10[2]; + tc10[0] = tc1[0] - tc0[0]; + tc20[0] = tc2[0] - tc0[0]; + 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]; + // 12 multiply, 4 add, 6 subtract + f = DotProduct(svector3f, normal3f); + svector3f[0] -= f * normal3f[0]; + svector3f[1] -= f * normal3f[1]; + svector3f[2] -= f * normal3f[2]; + f = DotProduct(tvector3f, normal3f); + tvector3f[0] -= f * normal3f[0]; + tvector3f[1] -= f * normal3f[1]; + tvector3f[2] -= f * normal3f[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(tvector3f, svector3f, tangentcross); + if (DotProduct(tangentcross, normal3f) < 0) + { + VectorNegate(svector3f, svector3f); + VectorNegate(tvector3f, tvector3f); + } +} + +// 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], *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 + 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) + { + 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) + { + VectorNegate(sdir, sdir); + VectorNegate(tdir, tdir); + } + + if (!areaweighting) + { + VectorNormalize(sdir); + VectorNormalize(tdir); + } + 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); + } +} + +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; + unsigned char *data; + int size; + size = sizeof(shadowmesh_t); + size += maxverts * sizeof(float[3]); + if (light) + size += maxverts * sizeof(float[11]); + size += maxtriangles * sizeof(int[3]); + if (neighbors) + size += maxtriangles * sizeof(int[3]); + if (expandable) + size += SHADOWMESHVERTEXHASH * sizeof(shadowmeshvertexhash_t *) + maxverts * sizeof(shadowmeshvertexhash_t); + 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; + newmesh->maxverts = maxverts; + newmesh->maxtriangles = maxtriangles; + newmesh->numverts = 0; + newmesh->numtriangles = 0; + + newmesh->vertex3f = (float *)data;data += maxverts * sizeof(float[3]); + if (light) + { + 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 = (int *)data;data += maxtriangles * sizeof(int[3]); + if (neighbors) + { + newmesh->neighbor3i = (int *)data;data += maxtriangles * sizeof(int[3]); + } + if (expandable) + { + newmesh->vertexhashtable = (shadowmeshvertexhash_t **)data;data += SHADOWMESHVERTEXHASH * sizeof(shadowmeshvertexhash_t *); + newmesh->vertexhashentries = (shadowmeshvertexhash_t *)data;data += maxverts * sizeof(shadowmeshvertexhash_t); + } + return newmesh; +} + +shadowmesh_t *Mod_ShadowMesh_ReAlloc(mempool_t *mempool, shadowmesh_t *oldmesh, int light, int neighbors) +{ + shadowmesh_t *newmesh; + newmesh = Mod_ShadowMesh_Alloc(mempool, oldmesh->numverts, oldmesh->numtriangles, oldmesh->map_diffuse, oldmesh->map_specular, oldmesh->map_normal, light, neighbors, false); + newmesh->numverts = oldmesh->numverts; + newmesh->numtriangles = oldmesh->numtriangles; + + memcpy(newmesh->vertex3f, oldmesh->vertex3f, oldmesh->numverts * sizeof(float[3])); + if (newmesh->svector3f && oldmesh->svector3f) + { + memcpy(newmesh->svector3f, oldmesh->svector3f, oldmesh->numverts * sizeof(float[3])); + memcpy(newmesh->tvector3f, oldmesh->tvector3f, oldmesh->numverts * sizeof(float[3])); + memcpy(newmesh->normal3f, oldmesh->normal3f, oldmesh->numverts * sizeof(float[3])); + memcpy(newmesh->texcoord2f, oldmesh->texcoord2f, oldmesh->numverts * sizeof(float[2])); + } + memcpy(newmesh->element3i, oldmesh->element3i, oldmesh->numtriangles * sizeof(int[3])); + if (newmesh->neighbor3i && oldmesh->neighbor3i) + memcpy(newmesh->neighbor3i, oldmesh->neighbor3i, oldmesh->numtriangles * sizeof(int[3])); + return newmesh; +} + +int Mod_ShadowMesh_AddVertex(shadowmesh_t *mesh, float *vertex14f) +{ + int hashindex, vnum; + shadowmeshvertexhash_t *hash; + // this uses prime numbers intentionally + hashindex = (unsigned int) (vertex14f[0] * 3 + vertex14f[1] * 5 + vertex14f[2] * 7) % SHADOWMESHVERTEXHASH; + for (hash = mesh->vertexhashtable[hashindex];hash;hash = hash->next) + { + vnum = (hash - mesh->vertexhashentries); + if ((mesh->vertex3f == NULL || (mesh->vertex3f[vnum * 3 + 0] == vertex14f[0] && mesh->vertex3f[vnum * 3 + 1] == vertex14f[1] && mesh->vertex3f[vnum * 3 + 2] == vertex14f[2])) + && (mesh->svector3f == NULL || (mesh->svector3f[vnum * 3 + 0] == vertex14f[3] && mesh->svector3f[vnum * 3 + 1] == vertex14f[4] && mesh->svector3f[vnum * 3 + 2] == vertex14f[5])) + && (mesh->tvector3f == NULL || (mesh->tvector3f[vnum * 3 + 0] == vertex14f[6] && mesh->tvector3f[vnum * 3 + 1] == vertex14f[7] && mesh->tvector3f[vnum * 3 + 2] == vertex14f[8])) + && (mesh->normal3f == NULL || (mesh->normal3f[vnum * 3 + 0] == vertex14f[9] && mesh->normal3f[vnum * 3 + 1] == vertex14f[10] && mesh->normal3f[vnum * 3 + 2] == vertex14f[11])) + && (mesh->texcoord2f == NULL || (mesh->texcoord2f[vnum * 2 + 0] == vertex14f[12] && mesh->texcoord2f[vnum * 2 + 1] == vertex14f[13]))) + return hash - mesh->vertexhashentries; + } + vnum = mesh->numverts++; + hash = mesh->vertexhashentries + vnum; + hash->next = mesh->vertexhashtable[hashindex]; + mesh->vertexhashtable[hashindex] = hash; + if (mesh->vertex3f) {mesh->vertex3f[vnum * 3 + 0] = vertex14f[0];mesh->vertex3f[vnum * 3 + 1] = vertex14f[1];mesh->vertex3f[vnum * 3 + 2] = vertex14f[2];} + if (mesh->svector3f) {mesh->svector3f[vnum * 3 + 0] = vertex14f[3];mesh->svector3f[vnum * 3 + 1] = vertex14f[4];mesh->svector3f[vnum * 3 + 2] = vertex14f[5];} + if (mesh->tvector3f) {mesh->tvector3f[vnum * 3 + 0] = vertex14f[6];mesh->tvector3f[vnum * 3 + 1] = vertex14f[7];mesh->tvector3f[vnum * 3 + 2] = vertex14f[8];} + if (mesh->normal3f) {mesh->normal3f[vnum * 3 + 0] = vertex14f[9];mesh->normal3f[vnum * 3 + 1] = vertex14f[10];mesh->normal3f[vnum * 3 + 2] = vertex14f[11];} + if (mesh->texcoord2f) {mesh->texcoord2f[vnum * 2 + 0] = vertex14f[12];mesh->texcoord2f[vnum * 2 + 1] = vertex14f[13];} + return vnum; +} + +void Mod_ShadowMesh_AddTriangle(mempool_t *mempool, shadowmesh_t *mesh, rtexture_t *map_diffuse, rtexture_t *map_specular, rtexture_t *map_normal, float *vertex14f) +{ + if (mesh->numtriangles == 0) + { + // set the properties on this empty mesh to be more favorable... + // (note: this case only occurs for the first triangle added to a new mesh chain) + mesh->map_diffuse = map_diffuse; + mesh->map_specular = map_specular; + mesh->map_normal = map_normal; + } + while (mesh->map_diffuse != map_diffuse || mesh->map_specular != map_specular || mesh->map_normal != map_normal || mesh->numverts + 3 > mesh->maxverts || mesh->numtriangles + 1 > mesh->maxtriangles) + { + if (mesh->next == NULL) + mesh->next = Mod_ShadowMesh_Alloc(mempool, max(mesh->maxverts, 300), max(mesh->maxtriangles, 100), map_diffuse, map_specular, map_normal, mesh->svector3f != NULL, mesh->neighbor3i != NULL, true); + mesh = mesh->next; + } + mesh->element3i[mesh->numtriangles * 3 + 0] = Mod_ShadowMesh_AddVertex(mesh, vertex14f + 14 * 0); + mesh->element3i[mesh->numtriangles * 3 + 1] = Mod_ShadowMesh_AddVertex(mesh, vertex14f + 14 * 1); + mesh->element3i[mesh->numtriangles * 3 + 2] = Mod_ShadowMesh_AddVertex(mesh, vertex14f + 14 * 2); + mesh->numtriangles++; +} + +void Mod_ShadowMesh_AddMesh(mempool_t *mempool, shadowmesh_t *mesh, rtexture_t *map_diffuse, rtexture_t *map_specular, rtexture_t *map_normal, const float *vertex3f, const float *svector3f, const float *tvector3f, const float *normal3f, const float *texcoord2f, int numtris, const int *element3i) +{ + int i, j, e; + float vbuf[3*14], *v; + memset(vbuf, 0, sizeof(vbuf)); + for (i = 0;i < numtris;i++) + { + for (j = 0, v = vbuf;j < 3;j++, v += 14) + { + e = *element3i++; + if (vertex3f) + { + v[0] = vertex3f[e * 3 + 0]; + v[1] = vertex3f[e * 3 + 1]; + v[2] = vertex3f[e * 3 + 2]; + } + if (svector3f) + { + v[3] = svector3f[e * 3 + 0]; + v[4] = svector3f[e * 3 + 1]; + v[5] = svector3f[e * 3 + 2]; + } + if (tvector3f) + { + v[6] = tvector3f[e * 3 + 0]; + v[7] = tvector3f[e * 3 + 1]; + v[8] = tvector3f[e * 3 + 2]; + } + if (normal3f) + { + v[9] = normal3f[e * 3 + 0]; + v[10] = normal3f[e * 3 + 1]; + v[11] = normal3f[e * 3 + 2]; + } + if (texcoord2f) + { + v[12] = texcoord2f[e * 2 + 0]; + v[13] = texcoord2f[e * 2 + 1]; + } + } + Mod_ShadowMesh_AddTriangle(mempool, mesh, map_diffuse, map_specular, map_normal, vbuf); + } +} + +shadowmesh_t *Mod_ShadowMesh_Begin(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) +{ + return Mod_ShadowMesh_Alloc(mempool, maxverts, maxtriangles, map_diffuse, map_specular, map_normal, light, neighbors, expandable); +} + +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 + for (mesh = firstmesh, firstmesh = NULL;mesh;mesh = nextmesh) + { + nextmesh = mesh->next; + if (mesh->numverts >= 3 && mesh->numtriangles >= 1) + { + newmesh = Mod_ShadowMesh_ReAlloc(mempool, mesh, light, neighbors); + newmesh->next = firstmesh; + firstmesh = newmesh; + if (createvbo) + Mod_ShadowMesh_CreateVBOs(newmesh); + } + Mem_Free(mesh); + } + return firstmesh; +} + +void Mod_ShadowMesh_CalcBBox(shadowmesh_t *firstmesh, vec3_t mins, vec3_t maxs, vec3_t center, float *radius) +{ + int i; + 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) + { + if (mesh == firstmesh) + { + VectorCopy(mesh->vertex3f, nmins); + VectorCopy(mesh->vertex3f, nmaxs); + } + 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]; + if (nmins[2] > v[2]) nmins[2] = v[2];if (nmaxs[2] < v[2]) nmaxs[2] = v[2]; + } + } + // calculate center and radius + ncenter[0] = (nmins[0] + nmaxs[0]) * 0.5f; + ncenter[1] = (nmins[1] + nmaxs[1]) * 0.5f; + ncenter[2] = (nmins[2] + nmaxs[2]) * 0.5f; + nradius2 = 0; + for (mesh = firstmesh;mesh;mesh = mesh->next) + { + for (i = 0, v = mesh->vertex3f;i < mesh->numverts;i++, v += 3) + { + VectorSubtract(v, ncenter, temp); + dist2 = DotProduct(temp, temp); + if (nradius2 < dist2) + nradius2 = dist2; + } + } + // return data + if (mins) + VectorCopy(nmins, mins); + if (maxs) + VectorCopy(nmaxs, maxs); + if (center) + VectorCopy(ncenter, center); + if (radius) + *radius = sqrt(nradius2); +} + +void Mod_ShadowMesh_Free(shadowmesh_t *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, qboolean force) +{ + int i; + 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)) + return false; + 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); + } + if (!skinframe->base) + skinframe->base = r_texture_notexture; + if (!skinframe->nmap) + skinframe->nmap = r_texture_blanknormalmap; + image_freeskin(&s); + return true; +} + +int Mod_LoadSkinFrame_Internal(skinframe_t *skinframe, const char *basename, int textureflags, int loadpantsandshirt, int loadglowtexture, const unsigned char *skindata, int width, int height, int bitsperpixel, const unsigned int *palette, const unsigned int *alphapalette) +{ + int i; + unsigned char *temp1, *temp2; + memset(skinframe, 0, sizeof(*skinframe)); + if (cls.state == ca_dedicated) + return false; + if (!skindata) + return false; + if (bitsperpixel == 32) + { + if (r_shadow_bumpscale_basetexture.value > 0) + { + temp1 = (unsigned char *)Mem_Alloc(loadmodel->mempool, width * height * 8); + temp2 = temp1 + width * height * 4; + Image_HeightmapToNormalmap(skindata, 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 | TEXF_ALPHA, NULL); + Mem_Free(temp1); + } + skinframe->base = skinframe->merged = R_LoadTexture2D(loadmodel->texturepool, basename, width, height, skindata, TEXTYPE_RGBA, textureflags, NULL); + if (textureflags & TEXF_ALPHA) + { + for (i = 3;i < width * height * 4;i += 4) + if (skindata[i] < 255) + break; + if (i < 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; + skinframe->fog = R_LoadTexture2D(loadmodel->texturepool, va("%s_fog", basename), width, height, fogpixels, TEXTYPE_RGBA, textureflags, NULL); + Mem_Free(fogpixels); + } + } + } + else if (bitsperpixel == 8) { - Con_Printf ("%8p : %s\n",mod->cache.data, mod->name); + if (r_shadow_bumpscale_basetexture.value > 0) + { + temp1 = (unsigned char *)Mem_Alloc(loadmodel->mempool, width * height * 8); + temp2 = temp1 + width * height * 4; + if (bitsperpixel == 32) + Image_HeightmapToNormalmap(skindata, temp2, width, height, false, r_shadow_bumpscale_basetexture.value); + else + { + // use either a custom palette or the quake palette + Image_Copy8bitRGBA(skindata, temp1, width * height, palette ? palette : palette_complete); + 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 | TEXF_ALPHA, NULL); + 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, true); // all + if (!palette && loadglowtexture) + 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, 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, false); // no special colors + if (textureflags & TEXF_ALPHA) + { + // if not using a custom alphapalette, use the quake one + if (!alphapalette) + alphapalette = palette_alpha; + for (i = 0;i < width * height;i++) + 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, true); // fog mask + } } + else + return false; + if (!skinframe->nmap) + skinframe->nmap = r_texture_blanknormalmap; + return true; } +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; + v[1] = iy; + if (ix >= 0 && iy >= 0 && ix < imagewidth && iy < imageheight) + v[2] = (imagepixels[((iy*imagewidth)+ix)*4+0] + imagepixels[((iy*imagewidth)+ix)*4+1] + imagepixels[((iy*imagewidth)+ix)*4+2]) * (1.0f / 765.0f); + else + v[2] = 0; + Matrix4x4_Transform(pixelstepmatrix, v, vertex3f); + Matrix4x4_Transform(pixeltexturestepmatrix, v, tc); + texcoord2f[0] = tc[0]; + texcoord2f[1] = tc[1]; +} +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]; + float sv[3], tv[3], nl[3]; + Mod_GetTerrainVertex3fTexCoord2fFromRGBA(imagepixels, imagewidth, imageheight, ix, iy, vertex3f, texcoord2f, pixelstepmatrix, pixeltexturestepmatrix); + Mod_GetTerrainVertex3fTexCoord2fFromRGBA(imagepixels, imagewidth, imageheight, ix, iy - 1, vup, tcup, pixelstepmatrix, pixeltexturestepmatrix); + Mod_GetTerrainVertex3fTexCoord2fFromRGBA(imagepixels, imagewidth, imageheight, ix, iy + 1, vdown, tcdown, pixelstepmatrix, pixeltexturestepmatrix); + Mod_GetTerrainVertex3fTexCoord2fFromRGBA(imagepixels, imagewidth, imageheight, ix - 1, iy, vleft, tcleft, pixelstepmatrix, pixeltexturestepmatrix); + Mod_GetTerrainVertex3fTexCoord2fFromRGBA(imagepixels, imagewidth, imageheight, ix + 1, iy, vright, tcright, pixelstepmatrix, pixeltexturestepmatrix); + Mod_BuildBumpVectors(vertex3f, vup, vright, texcoord2f, tcup, tcright, svector3f, tvector3f, normal3f); + Mod_BuildBumpVectors(vertex3f, vright, vdown, texcoord2f, tcright, tcdown, sv, tv, nl); + VectorAdd(svector3f, sv, svector3f); + VectorAdd(tvector3f, tv, tvector3f); + VectorAdd(normal3f, nl, normal3f); + Mod_BuildBumpVectors(vertex3f, vdown, vleft, texcoord2f, tcdown, tcleft, sv, tv, nl); + VectorAdd(svector3f, sv, svector3f); + VectorAdd(tvector3f, tv, tvector3f); + VectorAdd(normal3f, nl, normal3f); + Mod_BuildBumpVectors(vertex3f, vleft, vup, texcoord2f, tcleft, tcup, sv, tv, nl); + VectorAdd(svector3f, sv, svector3f); + VectorAdd(tvector3f, tv, tvector3f); + VectorAdd(normal3f, nl, normal3f); +} + +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; + for (y = 0;y < height;y++) + { + for (x = 0;x < width;x++) + { + e[0] = (y + 1) * (width + 1) + (x + 0); + e[1] = (y + 0) * (width + 1) + (x + 0); + e[2] = (y + 1) * (width + 1) + (x + 1); + e[3] = (y + 0) * (width + 1) + (x + 0); + e[4] = (y + 0) * (width + 1) + (x + 1); + e[5] = (y + 1) * (width + 1) + (x + 1); + e += 6; + } + } + Mod_BuildTriangleNeighbors(neighbor3i, element3i, width*height*2); + for (y = 0, iy = y1;y < height + 1;y++, iy++) + for (x = 0, ix = x1;x < width + 1;x++, ix++, vertex3f += 3, texcoord2f += 2, svector3f += 3, tvector3f += 3, normal3f += 3) + Mod_GetTerrainVertexFromRGBA(imagepixels, imagewidth, imageheight, ix, iy, vertex3f, texcoord2f, svector3f, tvector3f, normal3f, pixelstepmatrix, pixeltexturestepmatrix); +} + +skinfile_t *Mod_LoadSkinFiles(void) +{ + int i, words, numtags, line, tagsetsused = false, wordsoverflow; + char *text; + const char *data; + skinfile_t *skinfile = NULL, *first = NULL; + skinfileitem_t *skinfileitem; + char word[10][MAX_QPATH]; + overridetagnameset_t tagsets[MAX_SKINS]; + overridetagname_t tags[256]; + +/* +sample file: +U_bodyBox,models/players/Legoman/BikerA2.tga +U_RArm,models/players/Legoman/BikerA1.tga +U_LArm,models/players/Legoman/BikerA1.tga +U_armor,common/nodraw +U_sword,common/nodraw +U_shield,common/nodraw +U_homb,common/nodraw +U_backpack,common/nodraw +U_colcha,common/nodraw +tag_head, +tag_weapon, +tag_torso, +*/ + memset(tagsets, 0, sizeof(tagsets)); + memset(word, 0, sizeof(word)); + 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 = (skinfile_t *)Mem_Alloc(loadmodel->mempool, sizeof(skinfile_t)); + first = skinfile; + } + else + { + skinfile->next = (skinfile_t *)Mem_Alloc(loadmodel->mempool, sizeof(skinfile_t)); + skinfile = skinfile->next; + } + skinfile->next = NULL; + + for(line = 0;;line++) + { + // parse line + if (!COM_ParseToken(&data, true)) + break; + if (!strcmp(com_token, "\n")) + continue; + words = 0; + wordsoverflow = false; + do + { + if (words < 10) + strlcpy(word[words++], com_token, sizeof (word[0])); + else + wordsoverflow = true; + } + while (COM_ParseToken(&data, true) && strcmp(com_token, "\n")); + if (wordsoverflow) + { + Con_Printf("Mod_LoadSkinFiles: parsing error in file \"%s_%i.skin\" on line #%i: line with too many statements, skipping\n", loadmodel->name, i, line); + continue; + } + // words is always >= 1 + if (!strcmp(word[0], "replace")) + { + if (words == 3) + { + Con_DPrintf("Mod_LoadSkinFiles: parsed mesh \"%s\" shader replacement \"%s\"\n", word[1], word[2]); + 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)); + strlcpy (skinfileitem->replacement, word[2], sizeof (skinfileitem->replacement)); + } + else + Con_Printf("Mod_LoadSkinFiles: parsing error in file \"%s_%i.skin\" on line #%i: wrong number of parameters to command \"%s\", see documentation in DP_GFX_SKINFILES extension in dpextensions.qc\n", loadmodel->name, i, line, word[0]); + } + else if (words == 2 && !strcmp(word[1], ",")) + { + // tag name, like "tag_weapon," + Con_DPrintf("Mod_LoadSkinFiles: parsed tag #%i \"%s\"\n", numtags, word[0]); + memset(tags + numtags, 0, sizeof(tags[numtags])); + strlcpy (tags[numtags].name, word[0], sizeof (tags[numtags].name)); + numtags++; + } + else if (words == 3 && !strcmp(word[1], ",")) + { + // 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(loadmodel->mempool, sizeof(skinfileitem_t)); + skinfileitem->next = skinfile->items; + skinfile->items = skinfileitem; + strlcpy (skinfileitem->name, word[0], sizeof (skinfileitem->name)); + strlcpy (skinfileitem->replacement, word[2], sizeof (skinfileitem->replacement)); + } + else + Con_Printf("Mod_LoadSkinFiles: parsing error in file \"%s_%i.skin\" on line #%i: does not look like tag or mesh specification, or replace command, see documentation in DP_GFX_SKINFILES extension in dpextensions.qc\n", loadmodel->name, i, line); + } + Mem_Free(text); + + if (numtags) + { + overridetagnameset_t *t; + t = tagsets + i; + t->num_overridetagnames = numtags; + 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 = (overridetagnameset_t *)Mem_Alloc(loadmodel->mempool, i * sizeof(overridetagnameset_t)); + memcpy(loadmodel->data_overridetagnamesforskin, tagsets, i * sizeof(overridetagnameset_t)); + } + if (i) + loadmodel->numskins = i; + return first; +} + +void Mod_FreeSkinFiles(skinfile_t *skinfile) +{ + skinfile_t *next; + skinfileitem_t *skinfileitem, *nextitem; + for (;skinfile;skinfile = next) + { + next = skinfile->next; + for (skinfileitem = skinfile->items;skinfileitem;skinfileitem = nextitem) + { + nextitem = skinfileitem->next; + Mem_Free(skinfileitem); + } + Mem_Free(skinfile); + } +} + +int Mod_CountSkinFiles(skinfile_t *skinfile) +{ + int i; + for (i = 0;skinfile;skinfile = skinfile->next, i++); + 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; + float d, edgedir[3], temp[3]; + // a degenerate triangle is one with no width (thickness, surface area) + // these are characterized by having all 3 points colinear (along a line) + // or having two points identical + for (i = 0, outtriangles = 0;i < numtriangles;i++, inelement3i += 3) + { + // calculate first edge + VectorSubtract(vertex3f + inelement3i[1] * 3, vertex3f + inelement3i[0] * 3, edgedir); + if (VectorLength2(edgedir) < 0.0001f) + continue; // degenerate first edge (no length) + VectorNormalize(edgedir); + // check if third point is on the edge (colinear) + d = -DotProduct(vertex3f + inelement3i[2] * 3, edgedir); + VectorMA(vertex3f + inelement3i[2] * 3, d, edgedir, temp); + if (VectorLength2(temp) < 0.0001f) + continue; // third point colinear with first edge + // valid triangle (no colinear points, no duplicate points) + VectorCopy(inelement3i, outelement3i); + outelement3i += 3; + outtriangles++; + } + 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); + } +}