]> de.git.xonotic.org Git - xonotic/darkplaces.git/blobdiff - model_shared.c
Mod_FindNonSolidLocation now takes a radius and can output to a different vector...
[xonotic/darkplaces.git] / model_shared.c
index 323931dc4a54c45ab0ef8fd84327422c2e22d2d0..e3fa83e0a9a9b0faa2502d07d04c433f2a0da547 100644 (file)
@@ -23,6 +23,8 @@ 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;
 
@@ -30,8 +32,49 @@ model_t *loadmodel;
 #define        MAX_MOD_KNOWN   2048
 static model_t mod_known[MAX_MOD_KNOWN];
 
+rtexturepool_t *mod_shared_texturepool;
 rtexture_t *r_notexture;
-rtexturepool_t *r_notexturepool;
+rtexture_t *mod_shared_detailtextures[NUM_DETAILTEXTURES];
+
+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);
+       }
+}
 
 texture_t r_surf_notexture;
 
@@ -62,13 +105,9 @@ void Mod_SetupNoTexture(void)
                }
        }
 
-       r_notexturepool = R_AllocTexturePool();
-       r_notexture = R_LoadTexture2D(r_notexturepool, "notexture", 16, 16, &pix[0][0][0], TEXTYPE_RGBA, TEXF_MIPMAP, NULL);
+       r_notexture = R_LoadTexture2D(mod_shared_texturepool, "notexture", 16, 16, &pix[0][0][0], TEXTYPE_RGBA, TEXF_MIPMAP, NULL);
 }
 
-extern void Mod_BrushStartup (void);
-extern void Mod_BrushShutdown (void);
-
 static void mod_start(void)
 {
        int i;
@@ -77,8 +116,9 @@ static void mod_start(void)
                        Mod_UnloadModel(&mod_known[i]);
        Mod_LoadModels();
 
+       mod_shared_texturepool = R_AllocTexturePool();
        Mod_SetupNoTexture();
-       Mod_BrushStartup();
+       Mod_BuildDetailTextures();
 }
 
 static void mod_shutdown(void)
@@ -88,8 +128,7 @@ static void mod_shutdown(void)
                if (mod_known[i].name[0])
                        Mod_UnloadModel(&mod_known[i]);
 
-       R_FreeTexturePool(&r_notexturepool);
-       Mod_BrushShutdown();
+       R_FreeTexturePool(&mod_shared_texturepool);
 }
 
 static void mod_newmap(void)
@@ -214,8 +253,9 @@ static model_t *Mod_LoadModel (model_t *mod, qboolean crash, qboolean checkdisk,
                mod->texturepool = R_AllocTexturePool();
 
        // call the apropriate loader
-            if (!memcmp(buf, "IDPO"    , 4)) Mod_LoadAliasModel  (mod, buf);
+            if (!memcmp(buf, "IDPO"    , 4)) Mod_LoadQ1AliasModel(mod, buf);
        else if (!memcmp(buf, "IDP2"    , 4)) Mod_LoadQ2AliasModel(mod, buf);
+       else if (!memcmp(buf, "IDP3"    , 4)) Mod_LoadQ3AliasModel(mod, buf);
        else if (!memcmp(buf, "ZYMOTIC" , 7)) Mod_LoadZymoticModel(mod, buf);
        else if (!memcmp(buf, "IDSP"    , 4)) Mod_LoadSpriteModel (mod, buf);
        else                                  Mod_LoadBrushModel  (mod, buf);
@@ -486,22 +526,24 @@ void Mod_BuildTextureVectorsAndNormals(int numverts, int numtriangles, const flo
                {
                        // 4 assignments, 1 rsqrt, 2 adds, 6 multiplies
                        VectorNormalize(normal);
-                       sdir[0] = (vert[1][3] - vert[0][3]) * (vert[2][0] - vert[0][0]) - (vert[2][3] - vert[0][3]) * (vert[1][0] - vert[0][0]);
-                       sdir[1] = (vert[1][3] - vert[0][3]) * (vert[2][1] - vert[0][1]) - (vert[2][3] - vert[0][3]) * (vert[1][1] - vert[0][1]);
-                       sdir[2] = (vert[1][3] - vert[0][3]) * (vert[2][2] - vert[0][2]) - (vert[2][3] - vert[0][3]) * (vert[1][2] - vert[0][2]);
+                       tdir[0] = ((vert[1][3] - vert[0][3]) * (vert[2][0] - vert[0][0]) - (vert[2][3] - vert[0][3]) * (vert[1][0] - vert[0][0]));
+                       tdir[1] = ((vert[1][3] - vert[0][3]) * (vert[2][1] - vert[0][1]) - (vert[2][3] - vert[0][3]) * (vert[1][1] - vert[0][1]));
+                       tdir[2] = ((vert[1][3] - vert[0][3]) * (vert[2][2] - vert[0][2]) - (vert[2][3] - vert[0][3]) * (vert[1][2] - vert[0][2]));
                        // 4 assignments, 1 rsqrt, 2 adds, 6 multiplies
-                       VectorNormalize(sdir);
+                       VectorNormalize(tdir);
                        // 1 assignments, 1 negates, 2 adds, 3 multiplies
-                       f = -DotProduct(sdir, normal);
+                       f = -DotProduct(tdir, normal);
                        // 3 assignments, 3 adds, 3 multiplies
-                       VectorMA(sdir, f, normal, sdir);
+                       VectorMA(tdir, f, normal, tdir);
                        // 4 assignments, 1 rsqrt, 2 adds, 6 multiplies
-                       VectorNormalize(sdir);
+                       VectorNormalize(tdir);
                        // 3 assignments, 3 subtracts, 6 multiplies
-                       CrossProduct(sdir, normal, tdir);
+                       CrossProduct(tdir, normal, sdir);
                        // this is probably not necessary
                        // 4 assignments, 1 rsqrt, 2 adds, 6 multiplies
-                       VectorNormalize(tdir);
+                       VectorNormalize(sdir);
+                       //
+                       VectorNegate(sdir, sdir);
                        // accumulate matrix onto verts used by triangle
                        // 30 assignments, 27 adds
                        for (i = 0;i < 3;i++)
@@ -730,3 +772,84 @@ void Mod_ShadowMesh_Free(shadowmesh_t *mesh)
                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.basepixels_width, s.basepixels_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 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_nocolormap, textureflags); // no pants or shirt
+               }
+       }
+       return true;
+}