X-Git-Url: http://de.git.xonotic.org/?p=xonotic%2Fdarkplaces.git;a=blobdiff_plain;f=model_shared.c;h=323931dc4a54c45ab0ef8fd84327422c2e22d2d0;hp=f05900bab4463c555ec0a9becf2af78448d4a4d3;hb=3474fdc002ec14ac862470cd9496e656e64e09c9;hpb=d537a474b8624bf2a32f57bf826d974818055359 diff --git a/model_shared.c b/model_shared.c index f05900ba..323931dc 100644 --- a/model_shared.c +++ b/model_shared.c @@ -24,18 +24,61 @@ Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. #include "quakedef.h" -model_t *loadmodel; +model_t *loadmodel; // LordHavoc: increased from 512 to 2048 #define MAX_MOD_KNOWN 2048 static model_t mod_known[MAX_MOD_KNOWN]; +rtexture_t *r_notexture; +rtexturepool_t *r_notexturepool; + +texture_t r_surf_notexture; + +void Mod_SetupNoTexture(void) +{ + int x, y; + qbyte pix[16][16][4]; + + // this makes a light grey/dark grey checkerboard texture + for (y = 0;y < 16;y++) + { + for (x = 0;x < 16;x++) + { + 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 + { + pix[y][x][0] = 64; + pix[y][x][1] = 64; + pix[y][x][2] = 64; + pix[y][x][3] = 255; + } + } + } + + r_notexturepool = R_AllocTexturePool(); + r_notexture = R_LoadTexture2D(r_notexturepool, "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; for (i = 0;i < MAX_MOD_KNOWN;i++) if (mod_known[i].name[0]) Mod_UnloadModel(&mod_known[i]); + Mod_LoadModels(); + + Mod_SetupNoTexture(); + Mod_BrushStartup(); } static void mod_shutdown(void) @@ -44,6 +87,9 @@ static void mod_shutdown(void) for (i = 0;i < MAX_MOD_KNOWN;i++) if (mod_known[i].name[0]) Mod_UnloadModel(&mod_known[i]); + + R_FreeTexturePool(&r_notexturepool); + Mod_BrushShutdown(); } static void mod_newmap(void) @@ -56,7 +102,6 @@ Mod_Init =============== */ static void Mod_Print (void); -static void Mod_Flush (void); void Mod_Init (void) { Mod_BrushInit(); @@ -64,7 +109,6 @@ void Mod_Init (void) Mod_SpriteInit(); Cmd_AddCommand ("modellist", Mod_Print); - Cmd_AddCommand ("modelflush", Mod_Flush); } void Mod_RenderInit(void) @@ -102,7 +146,7 @@ Loads a model */ static model_t *Mod_LoadModel (model_t *mod, qboolean crash, qboolean checkdisk, qboolean isworldmodel) { - int crc; + unsigned int crc; void *buf; mod->used = true; @@ -151,9 +195,6 @@ static model_t *Mod_LoadModel (model_t *mod, qboolean crash, qboolean checkdisk, crc = CRC_Block(buf, com_filesize); } - // make sure nothing got trashed - //Mem_CheckSentinelsGlobal(); - // allocate a new model loadmodel = mod; @@ -163,6 +204,8 @@ static model_t *Mod_LoadModel (model_t *mod, qboolean crash, qboolean checkdisk, mod->needload = false; mod->used = true; mod->crc = crc; + // errors can prevent the corresponding mod->error = false; + mod->error = true; // all models use memory, so allocate a memory pool mod->mempool = Mem_AllocPool(mod->name); @@ -179,9 +222,8 @@ static model_t *Mod_LoadModel (model_t *mod, qboolean crash, qboolean checkdisk, Mem_Free(buf); - // make sure nothing got trashed - //Mem_CheckSentinelsGlobal(); - + // no errors occurred + mod->error = false; return mod; } @@ -208,21 +250,22 @@ Mod_ClearAll */ void Mod_ClearAll (void) { - /* - int i; - model_t *mod; +} + +void Mod_ClearErrorModels (void) +{ + int i; + model_t *mod; for (i = 0, mod = mod_known;i < MAX_MOD_KNOWN;i++, mod++) - if (mod->name[0]) - if (mod->usesheap) - Mod_FreeModel(mod); - */ + if (mod->error) + Mod_FreeModel(mod); } void Mod_ClearUsed(void) { - int i; - model_t *mod; + int i; + model_t *mod; for (i = 0, mod = mod_known;i < MAX_MOD_KNOWN;i++, mod++) if (mod->name[0]) @@ -231,8 +274,8 @@ void Mod_ClearUsed(void) void Mod_PurgeUnused(void) { - int i; - model_t *mod; + int i; + model_t *mod; for (i = 0, mod = mod_known;i < MAX_MOD_KNOWN;i++, mod++) if (mod->name[0]) @@ -240,16 +283,27 @@ void Mod_PurgeUnused(void) Mod_FreeModel(mod); } +void Mod_LoadModels(void) +{ + 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); +} + /* ================== Mod_FindName ================== */ -model_t *Mod_FindName (char *name) +model_t *Mod_FindName (const char *name) { - int i; - model_t *mod, *freemod; + int i; + model_t *mod, *freemod; if (!name[0]) Host_Error ("Mod_ForName: NULL name"); @@ -289,7 +343,7 @@ Mod_TouchModel ================== */ -void Mod_TouchModel (char *name) +void Mod_TouchModel (const char *name) { model_t *mod; @@ -304,30 +358,13 @@ Mod_ForName Loads in a model for the given name ================== */ -model_t *Mod_ForName (char *name, qboolean crash, qboolean checkdisk, qboolean isworldmodel) +model_t *Mod_ForName (const char *name, qboolean crash, qboolean checkdisk, qboolean isworldmodel) { return Mod_LoadModel (Mod_FindName (name), crash, checkdisk, isworldmodel); } -byte *mod_base; +qbyte *mod_base; -/* -================= -RadiusFromBounds -================= -*/ -/* -float RadiusFromBounds (vec3_t mins, vec3_t maxs) -{ - int i; - vec3_t corner; - - for (i=0 ; i<3 ; i++) - corner[i] = fabs(mins[i]) > fabs(maxs[i]) ? fabs(mins[i]) : fabs(maxs[i]); - - return Length (corner); -} -*/ //============================================================================= @@ -347,13 +384,349 @@ static void Mod_Print (void) Con_Printf ("%4iK %s\n", mod->mempool ? (mod->mempool->totalsize + 1023) / 1024 : 0, mod->name); } -static void Mod_Flush (void) +int Mod_FindTriangleWithEdge(const int *elements, int numtriangles, int start, int end, int ignore) { - int i; + 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; +} - Con_Printf ("Unloading models\n"); - for (i = 0;i < MAX_MOD_KNOWN;i++) - if (mod_known[i].name[0]) - Mod_UnloadModel(&mod_known[i]); +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); + } +} + +void Mod_ValidateElements(const int *elements, int numtriangles, int numverts, const char *filename, int fileline) +{ + int i; + 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); +} + +/* +a note on the cost of executing this function: +per triangle: 188 (83 42 13 45 4 1) +assignments: 83 (20 3 3 3 1 4 4 1 3 4 3 4 30) +adds: 42 (2 2 2 2 3 2 2 27) +subtracts: 13 (3 3 3 1 3) +multiplies: 45 (6 3 6 6 3 3 6 6 6) +rsqrts: 4 (1 1 1 1) +compares: 1 (1) +per vertex: 39 (12 6 18 3) +assignments: 12 (4 4 4) +adds: 6 (2 2 2) +multiplies: 18 (6 6 6) +rsqrts: 3 (1 1 1) +*/ + +void Mod_BuildTextureVectorsAndNormals(int numverts, int numtriangles, const float *vertex, const float *texcoord, const int *elements, float *svectors, float *tvectors, float *normals) +{ + int i, tnum, voffset; + float vert[3][4], vec[3][4], sdir[3], tdir[3], normal[3], f, *v; + const int *e; + // clear the vectors + memset(svectors, 0, numverts * sizeof(float[4])); + memset(tvectors, 0, numverts * sizeof(float[4])); + memset(normals, 0, numverts * sizeof(float[4])); + // process each vertex of each triangle and accumulate the results + for (tnum = 0, e = elements;tnum < numtriangles;tnum++, e += 3) + { + // calculate texture matrix for triangle + // 20 assignments + voffset = e[0] * 4; + vert[0][0] = vertex[voffset+0]; + vert[0][1] = vertex[voffset+1]; + vert[0][2] = vertex[voffset+2]; + vert[0][3] = texcoord[voffset]; + voffset = e[1] * 4; + vert[1][0] = vertex[voffset+0]; + vert[1][1] = vertex[voffset+1]; + vert[1][2] = vertex[voffset+2]; + vert[1][3] = texcoord[voffset]; + voffset = e[2] * 4; + vert[2][0] = vertex[voffset+0]; + vert[2][1] = vertex[voffset+1]; + vert[2][2] = vertex[voffset+2]; + vert[2][3] = texcoord[voffset]; + // 3 assignments, 3 subtracts + VectorSubtract(vert[1], vert[0], vec[0]); + // 3 assignments, 3 subtracts + VectorSubtract(vert[2], vert[0], vec[1]); + // 3 assignments, 3 subtracts, 6 multiplies + CrossProduct(vec[0], vec[1], normal); + // 1 assignment, 2 adds, 3 multiplies, 1 compare + if (DotProduct(normal, normal) >= 0.001) + { + // 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]); + // 4 assignments, 1 rsqrt, 2 adds, 6 multiplies + VectorNormalize(sdir); + // 1 assignments, 1 negates, 2 adds, 3 multiplies + f = -DotProduct(sdir, normal); + // 3 assignments, 3 adds, 3 multiplies + VectorMA(sdir, f, normal, sdir); + // 4 assignments, 1 rsqrt, 2 adds, 6 multiplies + VectorNormalize(sdir); + // 3 assignments, 3 subtracts, 6 multiplies + CrossProduct(sdir, normal, tdir); + // this is probably not necessary + // 4 assignments, 1 rsqrt, 2 adds, 6 multiplies + VectorNormalize(tdir); + // accumulate matrix onto verts used by triangle + // 30 assignments, 27 adds + for (i = 0;i < 3;i++) + { + voffset = e[i] * 4; + svectors[voffset ] += sdir[0]; + svectors[voffset + 1] += sdir[1]; + svectors[voffset + 2] += sdir[2]; + tvectors[voffset ] += tdir[0]; + tvectors[voffset + 1] += tdir[1]; + tvectors[voffset + 2] += tdir[2]; + normals[voffset ] += normal[0]; + normals[voffset + 1] += normal[1]; + normals[voffset + 2] += normal[2]; + } + } + } + // now we could divide the vectors by the number of averaged values on + // each vertex... but instead normalize them + for (i = 0, v = svectors;i < numverts;i++, v += 4) + // 4 assignments, 1 rsqrt, 2 adds, 6 multiplies + VectorNormalize(v); + for (i = 0, v = tvectors;i < numverts;i++, v += 4) + // 4 assignments, 1 rsqrt, 2 adds, 6 multiplies + VectorNormalize(v); + for (i = 0, v = normals;i < numverts;i++, v += 4) + // 4 assignments, 1 rsqrt, 2 adds, 6 multiplies + VectorNormalize(v); +} + +shadowmesh_t *Mod_ShadowMesh_Alloc(mempool_t *mempool, int maxverts) +{ + shadowmesh_t *mesh; + mesh = Mem_Alloc(mempool, sizeof(shadowmesh_t) + maxverts * sizeof(float[4]) + maxverts * sizeof(int[3]) + maxverts * sizeof(int[3]) + SHADOWMESHVERTEXHASH * sizeof(shadowmeshvertexhash_t *) + maxverts * sizeof(shadowmeshvertexhash_t)); + mesh->maxverts = maxverts; + mesh->maxtriangles = maxverts; + mesh->numverts = 0; + mesh->numtriangles = 0; + mesh->verts = (float *)(mesh + 1); + mesh->elements = (int *)(mesh->verts + mesh->maxverts * 4); + mesh->neighbors = (int *)(mesh->elements + mesh->maxtriangles * 3); + mesh->vertexhashtable = (shadowmeshvertexhash_t **)(mesh->neighbors + mesh->maxtriangles * 3); + mesh->vertexhashentries = (shadowmeshvertexhash_t *)(mesh->vertexhashtable + SHADOWMESHVERTEXHASH); + return mesh; +} + +shadowmesh_t *Mod_ShadowMesh_ReAlloc(mempool_t *mempool, shadowmesh_t *oldmesh) +{ + shadowmesh_t *newmesh; + newmesh = Mem_Alloc(mempool, sizeof(shadowmesh_t) + oldmesh->numverts * sizeof(float[4]) + oldmesh->numtriangles * sizeof(int[3]) + oldmesh->numtriangles * sizeof(int[3])); + newmesh->maxverts = newmesh->numverts = oldmesh->numverts; + newmesh->maxtriangles = newmesh->numtriangles = oldmesh->numtriangles; + newmesh->verts = (float *)(newmesh + 1); + newmesh->elements = (int *)(newmesh->verts + newmesh->maxverts * 4); + newmesh->neighbors = (int *)(newmesh->elements + newmesh->maxtriangles * 3); + memcpy(newmesh->verts, oldmesh->verts, newmesh->numverts * sizeof(float[4])); + memcpy(newmesh->elements, oldmesh->elements, newmesh->numtriangles * sizeof(int[3])); + memcpy(newmesh->neighbors, oldmesh->neighbors, newmesh->numtriangles * sizeof(int[3])); + return newmesh; +} + +int Mod_ShadowMesh_AddVertex(shadowmesh_t *mesh, float *v) +{ + int hashindex; + float *m; + shadowmeshvertexhash_t *hash; + // this uses prime numbers intentionally + hashindex = (int) (v[0] * 3 + v[1] * 5 + v[2] * 7) % SHADOWMESHVERTEXHASH; + for (hash = mesh->vertexhashtable[hashindex];hash;hash = hash->next) + { + m = mesh->verts + (hash - mesh->vertexhashentries) * 4; + if (m[0] == v[0] && m[1] == v[1] && m[2] == v[2]) + return hash - mesh->vertexhashentries; + } + hash = mesh->vertexhashentries + mesh->numverts; + hash->next = mesh->vertexhashtable[hashindex]; + mesh->vertexhashtable[hashindex] = hash; + m = mesh->verts + (hash - mesh->vertexhashentries) * 4; + VectorCopy(v, m); + mesh->numverts++; + return mesh->numverts - 1; +} + +void Mod_ShadowMesh_AddTriangle(mempool_t *mempool, shadowmesh_t *mesh, float *vert0, float *vert1, float *vert2) +{ + while (mesh->numverts + 3 > mesh->maxverts || mesh->numtriangles + 1 > mesh->maxtriangles) + { + if (mesh->next == NULL) + mesh->next = Mod_ShadowMesh_Alloc(mempool, max(mesh->maxtriangles, 1)); + mesh = mesh->next; + } + mesh->elements[mesh->numtriangles * 3 + 0] = Mod_ShadowMesh_AddVertex(mesh, vert0); + mesh->elements[mesh->numtriangles * 3 + 1] = Mod_ShadowMesh_AddVertex(mesh, vert1); + mesh->elements[mesh->numtriangles * 3 + 2] = Mod_ShadowMesh_AddVertex(mesh, vert2); + mesh->numtriangles++; } +void Mod_ShadowMesh_AddPolygon(mempool_t *mempool, shadowmesh_t *mesh, int numverts, float *verts) +{ + int i; + float *v; + for (i = 0, v = verts + 3;i < numverts - 2;i++, v += 3) + Mod_ShadowMesh_AddTriangle(mempool, mesh, verts, v, v + 3); + /* + int i, i1, i2, i3; + float *v; + while (mesh->numverts + numverts > mesh->maxverts || mesh->numtriangles + (numverts - 2) > mesh->maxtriangles) + { + if (mesh->next == NULL) + mesh->next = Mod_ShadowMesh_Alloc(mempool, max(mesh->maxtriangles, numverts)); + mesh = mesh->next; + } + i1 = Mod_ShadowMesh_AddVertex(mesh, verts); + i2 = 0; + i3 = Mod_ShadowMesh_AddVertex(mesh, verts + 3); + for (i = 0, v = verts + 6;i < numverts - 2;i++, v += 3) + { + i2 = i3; + i3 = Mod_ShadowMesh_AddVertex(mesh, v); + mesh->elements[mesh->numtriangles * 3 + 0] = i1; + mesh->elements[mesh->numtriangles * 3 + 1] = i2; + mesh->elements[mesh->numtriangles * 3 + 2] = i3; + mesh->numtriangles++; + } + */ +} + +void Mod_ShadowMesh_AddMesh(mempool_t *mempool, shadowmesh_t *mesh, int numverts, float *verts, int numtris, int *elements) +{ + int i; + for (i = 0;i < numtris;i++, elements += 3) + Mod_ShadowMesh_AddTriangle(mempool, mesh, verts + elements[0] * 4, verts + elements[1] * 4, verts + elements[2] * 4); +} + +shadowmesh_t *Mod_ShadowMesh_Begin(mempool_t *mempool, int initialnumtriangles) +{ + return Mod_ShadowMesh_Alloc(mempool, initialnumtriangles); +} + +shadowmesh_t *Mod_ShadowMesh_Finish(mempool_t *mempool, shadowmesh_t *firstmesh) +{ +#if 1 + //int i; + 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); + newmesh->next = firstmesh; + firstmesh = newmesh; + //Con_Printf("mesh\n"); + //for (i = 0;i < newmesh->numtriangles;i++) + // Con_Printf("tri %d %d %d\n", newmesh->elements[i * 3 + 0], newmesh->elements[i * 3 + 1], newmesh->elements[i * 3 + 2]); + Mod_ValidateElements(newmesh->elements, newmesh->numtriangles, newmesh->numverts, __FILE__, __LINE__); + Mod_BuildTriangleNeighbors(newmesh->neighbors, newmesh->elements, newmesh->numtriangles); + } + Mem_Free(mesh); + } +#else + shadowmesh_t *mesh; + for (mesh = firstmesh;mesh;mesh = mesh->next) + { + Mod_ValidateElements(mesh->elements, mesh->numtriangles, mesh->numverts, __FILE__, __LINE__); + Mod_BuildTriangleNeighbors(mesh->neighbors, mesh->elements, mesh->numtriangles); + } +#endif + 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; + // calculate bbox + for (mesh = firstmesh;mesh;mesh = mesh->next) + { + if (mesh == firstmesh) + { + VectorCopy(mesh->verts, nmins); + VectorCopy(mesh->verts, nmaxs); + } + for (i = 0, v = mesh->verts;i < mesh->numverts;i++, v += 4) + { + 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->verts;i < mesh->numverts;i++, v += 4) + { + 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) + { + nextmesh = mesh->next; + Mem_Free(mesh); + } +}