X-Git-Url: http://de.git.xonotic.org/?p=xonotic%2Fdarkplaces.git;a=blobdiff_plain;f=model_shared.c;h=3420ae5901766b22f1c839d70ca1e796d546f7b2;hp=7b0a8581cf3985eb4d8c454cf251c189f7e46eee;hb=0e6ee75ea28c1f0f9027b698779d945c71e65213;hpb=da5398503836b26289ad12f270f28a74f78a37d9 diff --git a/model_shared.c b/model_shared.c index 7b0a8581..3420ae59 100644 --- a/model_shared.c +++ b/model_shared.c @@ -37,6 +37,7 @@ static model_t mod_known[MAX_MOD_KNOWN]; 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) { @@ -78,6 +79,63 @@ void Mod_BuildDetailTextures (void) } } +qbyte Mod_MorphDistortTexture (double y0, double y1, double y2, double y3, double morph) +{ + 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; + + return (qbyte)value; +} + +void Mod_BuildDistortTexture (void) +{ + int x, y, i, j; +#define DISTORTRESOLUTION 32 + qbyte data[5][DISTORTRESOLUTION][DISTORTRESOLUTION][2]; + + for (i=0; i<4; i++) + { + for (y=0; ytexinfo->texture->flags & SURF_LIGHTMAP) + { + 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; + } + } + } + } } /* @@ -142,7 +229,7 @@ static void mod_newmap(void) Mod_Init =============== */ -static void Mod_Print (void); +static void Mod_Print(void); static void Mod_Precache (void); void Mod_Init (void) { @@ -201,75 +288,69 @@ static model_t *Mod_LoadModel(model_t *mod, qboolean crash, qboolean checkdisk, crc = 0; buf = NULL; - if (!mod->needload) + if (mod->isworldmodel != isworldmodel) + mod->needload = true; + if (mod->needload || checkdisk) { - if (checkdisk) + if (checkdisk && !mod->needload) + Con_DPrintf("checking model %s\n", mod->name); + buf = FS_LoadFile (mod->name, tempmempool, false); + if (buf) { - buf = FS_LoadFile (mod->name, false); - if (!buf) - { - if (crash) - Host_Error ("Mod_LoadModel: %s not found", mod->name); // LordHavoc: Sys_Error was *ANNOYING* - return NULL; - } - crc = CRC_Block(buf, fs_filesize); - } - else - crc = mod->crc; - - if (mod->crc == crc && mod->isworldmodel == isworldmodel) - { - if (buf) - Mem_Free(buf); - return mod; // already loaded + if (mod->crc != crc) + mod->needload = true; } } + if (!mod->needload) + return mod; // already loaded Con_DPrintf("loading model %s\n", mod->name); - - if (!buf) - { - buf = FS_LoadFile (mod->name, false); - if (!buf) - { - if (crash) - Host_Error ("Mod_LoadModel: %s not found", mod->name); - return NULL; - } - crc = CRC_Block(buf, fs_filesize); - } - - // allocate a new model - loadmodel = mod; - // LordHavoc: unload the existing model in this slot (if there is one) 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; + // 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); + // all models use memory, so allocate a memory pool - mod->mempool = Mem_AllocPool(mod->name); + 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(); - // call the apropriate loader - num = LittleLong(*((int *)buf)); - 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); - - Mem_Free(buf); + if (buf) + { + 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); + Mem_Free(buf); + } + else if (crash) + { + // LordHavoc: Sys_Error was *ANNOYING* + Con_Printf ("Mod_LoadModel: %s not found", mod->name); + } // no errors occurred mod->needload = false; @@ -284,8 +365,8 @@ void Mod_CheckLoaded(model_t *mod) Mod_LoadModel(mod, true, true, mod->isworldmodel); else { - if (mod->type == mod_invalid) - Host_Error("Mod_CheckLoaded: invalid model\n"); + //if (mod->type == mod_invalid) + // Host_Error("Mod_CheckLoaded: invalid model\n"); mod->used = true; return; } @@ -417,10 +498,10 @@ static void Mod_Print(void) int i; model_t *mod; - Con_Printf ("Loaded models:\n"); + Con_Print("Loaded models:\n"); for (i = 0, mod = mod_known;i < MAX_MOD_KNOWN;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 ? (mod->mempool->totalsize + 1023) / 1024 : 0, mod->name); } /* @@ -433,10 +514,94 @@ static void Mod_Precache(void) if (Cmd_Argc() == 2) Mod_ForName(Cmd_Argv(1), false, true, cl.worldmodel && !strcasecmp(Cmd_Argv(1), cl.worldmodel->name)); else - Con_Printf("usage: modelprecache \n"); + Con_Print("usage: modelprecache \n"); } -int Mod_FindTriangleWithEdge(const int *elements, int numtriangles, int start, int end, int ignore) +int Mod_BuildVertexRemapTableFromElements(int numelements, const int *elements, int numvertices, int *remapvertices) +{ + int i, count; + qbyte *used; + used = 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 1024 +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 = 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; @@ -473,6 +638,7 @@ void Mod_BuildTriangleNeighbors(int *neighbors, const int *elements, int numtria n[2] = Mod_FindTriangleWithEdge(elements, numtriangles, e[0], e[2], i); } } +#endif void Mod_ValidateElements(const int *elements, int numtriangles, int numverts, const char *filename, int fileline) { @@ -484,18 +650,50 @@ void Mod_ValidateElements(const int *elements, int numtriangles, int numverts, c 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; - normal3f[0] = (v1[1] - v0[1]) * (v2[2] - v0[2]) - (v1[2] - v0[2]) * (v2[1] - v0[1]); - normal3f[1] = (v1[2] - v0[2]) * (v2[0] - v0[0]) - (v1[0] - v0[0]) * (v2[2] - v0[2]); - normal3f[2] = (v1[0] - v0[0]) * (v2[1] - v0[1]) - (v1[1] - v0[1]) * (v2[0] - v0[0]); + 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 + + // 18 multiply, 19 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]; + 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]; + // 1 sqrt, 1 divide, 6 multiply, 2 add, 1 compare VectorNormalize(normal3f); - tvector3f[0] = ((tc1[0] - tc0[0]) * (v2[0] - v0[0]) - (tc2[0] - tc0[0]) * (v1[0] - v0[0])); - tvector3f[1] = ((tc1[0] - tc0[0]) * (v2[1] - v0[1]) - (tc2[0] - tc0[0]) * (v1[1] - v0[1])); - tvector3f[2] = ((tc1[0] - tc0[0]) * (v2[2] - v0[2]) - (tc2[0] - tc0[0]) * (v1[2] - v0[2])); - f = -DotProduct(tvector3f, normal3f); - VectorMA(tvector3f, f, normal3f, tvector3f); + // 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]; + // 2 sqrt, 2 divide, 12 multiply, 4 add, 2 compare + VectorNormalize(svector3f); VectorNormalize(tvector3f); - CrossProduct(normal3f, tvector3f, svector3f); + // 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 an expensive function! @@ -559,119 +757,173 @@ void Mod_BuildTextureVectorsAndNormals(int numverts, int numtriangles, const flo VectorNormalize(v); } -shadowmesh_t *Mod_ShadowMesh_Alloc(mempool_t *mempool, int maxverts) +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 *mesh; - mesh = Mem_Alloc(mempool, sizeof(shadowmesh_t) + maxverts * sizeof(float[3]) + maxverts * sizeof(int[3]) + maxverts * sizeof(int[3]) + SHADOWMESHVERTEXHASH * sizeof(shadowmeshvertexhash_t *) + maxverts * sizeof(shadowmeshvertexhash_t)); - mesh->maxverts = maxverts; - mesh->maxtriangles = maxverts; - mesh->numverts = 0; - mesh->numtriangles = 0; - mesh->vertex3f = (float *)(mesh + 1); - mesh->element3i = (int *)(mesh->vertex3f + mesh->maxverts * 3); - mesh->neighbor3i = (int *)(mesh->element3i + mesh->maxtriangles * 3); - mesh->vertexhashtable = (shadowmeshvertexhash_t **)(mesh->neighbor3i + mesh->maxtriangles * 3); - mesh->vertexhashentries = (shadowmeshvertexhash_t *)(mesh->vertexhashtable + SHADOWMESHVERTEXHASH); - return mesh; + shadowmesh_t *newmesh; + qbyte *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 = Mem_Alloc(mempool, size); + newmesh = (void *)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 = (void *)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->element3i = (void *)data;data += maxtriangles * sizeof(int[3]); + if (neighbors) + { + newmesh->neighbor3i = (void *)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); + } + return newmesh; } -shadowmesh_t *Mod_ShadowMesh_ReAlloc(mempool_t *mempool, shadowmesh_t *oldmesh) +shadowmesh_t *Mod_ShadowMesh_ReAlloc(mempool_t *mempool, shadowmesh_t *oldmesh, int light, int neighbors) { shadowmesh_t *newmesh; - newmesh = Mem_Alloc(mempool, sizeof(shadowmesh_t) + oldmesh->numverts * sizeof(float[3]) + oldmesh->numtriangles * sizeof(int[3]) + oldmesh->numtriangles * sizeof(int[3])); - newmesh->maxverts = newmesh->numverts = oldmesh->numverts; - newmesh->maxtriangles = newmesh->numtriangles = oldmesh->numtriangles; - newmesh->vertex3f = (float *)(newmesh + 1); - newmesh->element3i = (int *)(newmesh->vertex3f + newmesh->maxverts * 3); - newmesh->neighbor3i = (int *)(newmesh->element3i + newmesh->maxtriangles * 3); - memcpy(newmesh->vertex3f, oldmesh->vertex3f, newmesh->numverts * sizeof(float[3])); - memcpy(newmesh->element3i, oldmesh->element3i, newmesh->numtriangles * sizeof(int[3])); - memcpy(newmesh->neighbor3i, oldmesh->neighbor3i, newmesh->numtriangles * sizeof(int[3])); + 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 *v) +int Mod_ShadowMesh_AddVertex(shadowmesh_t *mesh, float *vertex14f) { - int hashindex; - float *m; + int hashindex, vnum; shadowmeshvertexhash_t *hash; // this uses prime numbers intentionally - hashindex = (int) (v[0] * 3 + v[1] * 5 + v[2] * 7) % SHADOWMESHVERTEXHASH; + hashindex = (unsigned int) (vertex14f[0] * 3 + vertex14f[1] * 5 + vertex14f[2] * 7) % SHADOWMESHVERTEXHASH; for (hash = mesh->vertexhashtable[hashindex];hash;hash = hash->next) { - m = mesh->vertex3f + (hash - mesh->vertexhashentries) * 3; - if (m[0] == v[0] && m[1] == v[1] && m[2] == v[2]) + 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; } - hash = mesh->vertexhashentries + mesh->numverts; + vnum = mesh->numverts++; + hash = mesh->vertexhashentries + vnum; hash->next = mesh->vertexhashtable[hashindex]; mesh->vertexhashtable[hashindex] = hash; - m = mesh->vertex3f + (hash - mesh->vertexhashentries) * 3; - VectorCopy(v, m); - mesh->numverts++; - return mesh->numverts - 1; + 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, float *vert0, float *vert1, float *vert2) +void Mod_ShadowMesh_AddTriangle(mempool_t *mempool, shadowmesh_t *mesh, rtexture_t *map_diffuse, rtexture_t *map_specular, rtexture_t *map_normal, float *vertex14f) { - while (mesh->numverts + 3 > mesh->maxverts || mesh->numtriangles + 1 > mesh->maxtriangles) + 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->maxtriangles, 1)); + 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, vert0); - mesh->element3i[mesh->numtriangles * 3 + 1] = Mod_ShadowMesh_AddVertex(mesh, vert1); - mesh->element3i[mesh->numtriangles * 3 + 2] = Mod_ShadowMesh_AddVertex(mesh, vert2); + 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_AddPolygon(mempool_t *mempool, shadowmesh_t *mesh, int numverts, float *verts) +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; - 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) + int i, j, e; + float vbuf[3*14], *v; + memset(vbuf, 0, sizeof(vbuf)); + for (i = 0;i < numtris;i++) { - 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++; + 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); } - */ -} - -void Mod_ShadowMesh_AddMesh(mempool_t *mempool, shadowmesh_t *mesh, float *verts, int numtris, int *elements) -{ - int i; - for (i = 0;i < numtris;i++, elements += 3) - Mod_ShadowMesh_AddTriangle(mempool, mesh, verts + elements[0] * 3, verts + elements[1] * 3, verts + elements[2] * 3); } -shadowmesh_t *Mod_ShadowMesh_Begin(mempool_t *mempool, int initialnumtriangles) +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, initialnumtriangles); + 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) +shadowmesh_t *Mod_ShadowMesh_Finish(mempool_t *mempool, shadowmesh_t *firstmesh, int light, int neighbors) { -#if 1 - //int i; shadowmesh_t *mesh, *newmesh, *nextmesh; // reallocate meshs to conserve space for (mesh = firstmesh, firstmesh = NULL;mesh;mesh = nextmesh) @@ -679,25 +931,12 @@ shadowmesh_t *Mod_ShadowMesh_Finish(mempool_t *mempool, shadowmesh_t *firstmesh) nextmesh = mesh->next; if (mesh->numverts >= 3 && mesh->numtriangles >= 1) { - newmesh = Mod_ShadowMesh_ReAlloc(mempool, mesh); + newmesh = Mod_ShadowMesh_ReAlloc(mempool, mesh, light, neighbors); 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->element3i, newmesh->numtriangles, newmesh->numverts, __FILE__, __LINE__); - Mod_BuildTriangleNeighbors(newmesh->neighbor3i, newmesh->element3i, 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; } @@ -904,50 +1143,126 @@ void Mod_ConstructTerrainPatchFromRGBA(const qbyte *imagepixels, int imagewidth, skinfile_t *Mod_LoadSkinFiles(void) { - int i; + int i, words, numtags, line, tagsetsused = false, wordsoverflow; char *text; const char *data; - skinfile_t *skinfile, *first = NULL; + skinfile_t *skinfile = NULL, *first = NULL; skinfileitem_t *skinfileitem; - char command[MAX_QPATH], name[MAX_QPATH], replacement[MAX_QPATH]; - for (i = 0;(data = text = FS_LoadFile(va("%s_%i.skin", loadmodel->name, i), true));i++) + 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 = FS_LoadFile(va("%s_%i.skin", loadmodel->name, i), tempmempool, true));i++) { - skinfile = Mem_Alloc(tempmempool, sizeof(skinfile_t)); - skinfile->next = first; - first = skinfile; - for(;;) + numtags = 0; + + // If it's the first file we parse + if (skinfile == NULL) + { + skinfile = Mem_Alloc(tempmempool, sizeof(skinfile_t)); + first = skinfile; + } + else + { + skinfile->next = Mem_Alloc(tempmempool, sizeof(skinfile_t)); + skinfile = skinfile->next; + } + skinfile->next = NULL; + + for(line = 0;;line++) { - if (!COM_ParseToken(&data)) + // parse line + if (!COM_ParseToken(&data, true)) break; - strncpy(command, com_token, sizeof(command) - 1); - command[sizeof(command) - 1] = 0; - if (!strcmp(command, "replace")) + if (!strcmp(com_token, "\n")) + continue; + words = 0; + wordsoverflow = false; + do { - if (!COM_ParseToken(&data)) - { - Con_Printf("Mod_LoadSkinFiles: parsing error (insufficient parameters to command \"%s\" in file \"%s_%i.skin\")\n", command, loadmodel->name, i); - break; - } - strncpy(name, com_token, sizeof(name) - 1); - name[sizeof(name) - 1] = 0; - if (!COM_ParseToken(&data)) + 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_Printf("Mod_LoadSkinFiles: parsing error (insufficient parameters to command \"%s\" in file \"%s_%i.skin\")\n", command, loadmodel->name, i); - break; + Con_DPrintf("Mod_LoadSkinFiles: parsed mesh \"%s\" shader replacement \"%s\"\n", word[1], word[2]); + skinfileitem = Mem_Alloc(tempmempool, 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)); } - strncpy(replacement, com_token, sizeof(replacement) - 1); - replacement[sizeof(replacement) - 1] = 0; + 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 = Mem_Alloc(tempmempool, sizeof(skinfileitem_t)); skinfileitem->next = skinfile->items; skinfile->items = skinfileitem; - strncpy(skinfileitem->name, name, sizeof(skinfileitem->name) - 1); - strncpy(skinfileitem->replacement, replacement, sizeof(skinfileitem->replacement) - 1); + strlcpy (skinfileitem->name, word[0], sizeof (skinfileitem->name)); + strlcpy (skinfileitem->replacement, word[2], sizeof (skinfileitem->replacement)); } else - Con_Printf("Mod_LoadSkinFiles: parsing error (unknown command \"%s\" in file \"%s_%i.skin\")\n", command, loadmodel->name, i); + 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 = 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)); + memcpy(loadmodel->data_overridetagnamesforskin, tagsets, i * sizeof(overridetagnameset_t)); } + if (i) + loadmodel->numskins = i; return first; } @@ -974,4 +1289,30 @@ int Mod_CountSkinFiles(skinfile_t *skinfile) return i; } +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; +}