X-Git-Url: http://de.git.xonotic.org/?p=xonotic%2Fdarkplaces.git;a=blobdiff_plain;f=model_shared.c;h=4b4ea56ec81550a613068966b7f2d3f6dded80c1;hp=591d8ac15d97a8525fea665701613562b69c444a;hb=af0b7a1fa11c2ceedeb9f66ca950f6c0bff8ad8f;hpb=6521035efebc6902c1bcf97c171c456af2b719be diff --git a/model_shared.c b/model_shared.c index 591d8ac1..4b4ea56e 100644 --- a/model_shared.c +++ b/model_shared.c @@ -23,6 +23,10 @@ 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" + +cvar_t r_mipskins = {CVAR_SAVE, "r_mipskins", "0"}; model_t *loadmodel; @@ -30,8 +34,102 @@ 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]; +rtexture_t *mod_shared_distorttexture[64]; + +void Mod_BuildDetailTextures (void) +{ + int i, x, y, light; + float vc[3], vx[3], vy[3], vn[3], lightdir[3]; +#define DETAILRESOLUTION 256 + qbyte data[DETAILRESOLUTION][DETAILRESOLUTION][4], noise[DETAILRESOLUTION][DETAILRESOLUTION]; + lightdir[0] = 0.5; + lightdir[1] = 1; + lightdir[2] = -0.25; + VectorNormalize(lightdir); + for (i = 0;i < NUM_DETAILTEXTURES;i++) + { + fractalnoise(&noise[0][0], DETAILRESOLUTION, DETAILRESOLUTION >> 4); + for (y = 0;y < DETAILRESOLUTION;y++) + { + for (x = 0;x < DETAILRESOLUTION;x++) + { + vc[0] = x; + vc[1] = y; + vc[2] = noise[y][x] * (1.0f / 32.0f); + vx[0] = x + 1; + vx[1] = y; + vx[2] = noise[y][(x + 1) % DETAILRESOLUTION] * (1.0f / 32.0f); + vy[0] = x; + vy[1] = y + 1; + vy[2] = noise[(y + 1) % DETAILRESOLUTION][x] * (1.0f / 32.0f); + VectorSubtract(vx, vc, vx); + VectorSubtract(vy, vc, vy); + CrossProduct(vx, vy, vn); + VectorNormalize(vn); + light = 128 - DotProduct(vn, lightdir) * 128; + light = bound(0, light, 255); + data[y][x][0] = data[y][x][1] = data[y][x][2] = light; + data[y][x][3] = 255; + } + } + mod_shared_detailtextures[i] = R_LoadTexture2D(mod_shared_texturepool, va("detailtexture%i", i), DETAILRESOLUTION, DETAILRESOLUTION, &data[0][0][0], TEXTYPE_RGBA, TEXF_MIPMAP | TEXF_PRECACHE, NULL); + } +} + +qbyte Mod_MorphDistortTexture (double y0, double y1, double y2, double y3, double morph) +{ + 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; yname, false); + buf = FS_LoadFile (mod->name, false); if (!buf) { if (crash) @@ -168,7 +267,7 @@ static model_t *Mod_LoadModel (model_t *mod, qboolean crash, qboolean checkdisk, return NULL; } - crc = CRC_Block(buf, com_filesize); + crc = CRC_Block(buf, fs_filesize); } else crc = mod->crc; @@ -185,14 +284,14 @@ static model_t *Mod_LoadModel (model_t *mod, qboolean crash, qboolean checkdisk, if (!buf) { - buf = COM_LoadFile (mod->name, false); + 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, com_filesize); + crc = CRC_Block(buf, fs_filesize); } // allocate a new model @@ -201,11 +300,10 @@ static model_t *Mod_LoadModel (model_t *mod, qboolean crash, qboolean checkdisk, // LordHavoc: unload the existing model in this slot (if there is one) Mod_UnloadModel(mod); mod->isworldmodel = isworldmodel; - mod->needload = false; mod->used = true; mod->crc = crc; - // errors can prevent the corresponding mod->error = false; - mod->error = true; + // errors can prevent the corresponding mod->needload = false; + mod->needload = true; // all models use memory, so allocate a memory pool mod->mempool = Mem_AllocPool(mod->name); @@ -214,20 +312,25 @@ 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); - else if (!memcmp(buf, "IDP2" , 4)) Mod_LoadQ2AliasModel(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); + 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); // no errors occurred - mod->error = false; + mod->needload = false; return mod; } -void Mod_CheckLoaded (model_t *mod) +void Mod_CheckLoaded(model_t *mod) { if (mod) { @@ -248,20 +351,10 @@ void Mod_CheckLoaded (model_t *mod) Mod_ClearAll =================== */ -void Mod_ClearAll (void) +void Mod_ClearAll(void) { } -void Mod_ClearErrorModels (void) -{ - int i; - model_t *mod; - - for (i = 0, mod = mod_known;i < MAX_MOD_KNOWN;i++, mod++) - if (mod->error) - Mod_FreeModel(mod); -} - void Mod_ClearUsed(void) { int i; @@ -300,7 +393,7 @@ Mod_FindName ================== */ -model_t *Mod_FindName (const char *name) +model_t *Mod_FindName(const char *name) { int i; model_t *mod, *freemod; @@ -343,11 +436,11 @@ Mod_TouchModel ================== */ -void Mod_TouchModel (const char *name) +void Mod_TouchModel(const char *name) { model_t *mod; - mod = Mod_FindName (name); + mod = Mod_FindName(name); mod->used = true; } @@ -358,9 +451,9 @@ Mod_ForName Loads in a model for the given name ================== */ -model_t *Mod_ForName (const 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); + return Mod_LoadModel(Mod_FindName(name), crash, checkdisk, isworldmodel); } qbyte *mod_base; @@ -373,7 +466,7 @@ qbyte *mod_base; Mod_Print ================ */ -static void Mod_Print (void) +static void Mod_Print(void) { int i; model_t *mod; @@ -384,19 +477,43 @@ static void Mod_Print (void) Con_Printf ("%4iK %s\n", mod->mempool ? (mod->mempool->totalsize + 1023) / 1024 : 0, mod->name); } -int Mod_FindTriangleWithEdge(const int *elements, int numtriangles, int start, int end) +/* +================ +Mod_Precache +================ +*/ +static void Mod_Precache(void) { - int i; + 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"); +} + +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) - return i; - if (elements[1] == start && elements[2] == end) - return i; - if (elements[2] == start && elements[0] == end) - return i; + 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++; } - return -1; + // 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) @@ -405,9 +522,9 @@ void Mod_BuildTriangleNeighbors(int *neighbors, const int *elements, int numtria 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]); - n[1] = Mod_FindTriangleWithEdge(elements, numtriangles, e[2], e[1]); - n[2] = Mod_FindTriangleWithEdge(elements, numtriangles, e[0], e[2]); + 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); } } @@ -419,120 +536,95 @@ void Mod_ValidateElements(const int *elements, int numtriangles, int numverts, c 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_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]); + 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); + VectorNormalize(tvector3f); + CrossProduct(normal3f, tvector3f, svector3f); +} -void Mod_BuildTextureVectorsAndNormals(int numverts, int numtriangles, const float *vertex, const float *texcoord, const int *elements, float *svectors, float *tvectors, float *normals) +// warning: this is an expensive function! +void Mod_BuildTextureVectorsAndNormals(int numverts, int numtriangles, const float *vertex3f, const float *texcoord2f, const int *elements, float *svector3f, float *tvector3f, float *normal3f) { - int i, tnum, voffset; - float vert[3][4], vec[3][4], sdir[3], tdir[3], normal[3], f, *v; + int i, tnum; + float sdir[3], tdir[3], normal[3], *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])); + if (svector3f) + memset(svector3f, 0, numverts * sizeof(float[3])); + if (tvector3f) + memset(tvector3f, 0, numverts * sizeof(float[3])); + if (normal3f) + memset(normal3f, 0, numverts * sizeof(float[3])); // 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) + Mod_BuildBumpVectors(vertex3f + e[0] * 3, vertex3f + e[1] * 3, vertex3f + e[2] * 3, texcoord2f + e[0] * 2, texcoord2f + e[1] * 2, texcoord2f + e[2] * 2, sdir, tdir, normal); + if (svector3f) + { + for (i = 0;i < 3;i++) + { + svector3f[e[i]*3 ] += sdir[0]; + svector3f[e[i]*3+1] += sdir[1]; + svector3f[e[i]*3+2] += sdir[2]; + } + } + if (tvector3f) + { + for (i = 0;i < 3;i++) + { + tvector3f[e[i]*3 ] += tdir[0]; + tvector3f[e[i]*3+1] += tdir[1]; + tvector3f[e[i]*3+2] += tdir[2]; + } + } + if (normal3f) { - // 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]; + normal3f[e[i]*3 ] += normal[0]; + normal3f[e[i]*3+1] += normal[1]; + normal3f[e[i]*3+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); + // 4 assignments, 1 divide, 1 sqrt, 2 adds, 6 multiplies + if (svector3f) + for (i = 0, v = svector3f;i < numverts;i++, v += 3) + VectorNormalize(v); + // 4 assignments, 1 divide, 1 sqrt, 2 adds, 6 multiplies + if (tvector3f) + for (i = 0, v = tvector3f;i < numverts;i++, v += 3) + VectorNormalize(v); + // 4 assignments, 1 divide, 1 sqrt, 2 adds, 6 multiplies + if (normal3f) + for (i = 0, v = normal3f;i < numverts;i++, v += 3) + VectorNormalize(v); } 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 = 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->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->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; } @@ -540,15 +632,15 @@ shadowmesh_t *Mod_ShadowMesh_Alloc(mempool_t *mempool, int maxverts) 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 = 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->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])); + 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])); return newmesh; } @@ -561,14 +653,14 @@ int Mod_ShadowMesh_AddVertex(shadowmesh_t *mesh, float *v) 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; + m = mesh->vertex3f + (hash - mesh->vertexhashentries) * 3; 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; + m = mesh->vertex3f + (hash - mesh->vertexhashentries) * 3; VectorCopy(v, m); mesh->numverts++; return mesh->numverts - 1; @@ -582,9 +674,9 @@ void Mod_ShadowMesh_AddTriangle(mempool_t *mempool, shadowmesh_t *mesh, float *v 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->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->numtriangles++; } @@ -597,7 +689,7 @@ void Mod_ShadowMesh_AddPolygon(mempool_t *mempool, shadowmesh_t *mesh, int numve /* int i, i1, i2, i3; float *v; - while (mesh->numverts + numverts > mesh->maxverts || mesh->numtriangles + (numverts - 2) > mesh->maxtriangles) + while (mesh->num_vertices + numverts > mesh->maxverts || mesh->num_triangles + (numverts - 2) > mesh->maxtriangles) { if (mesh->next == NULL) mesh->next = Mod_ShadowMesh_Alloc(mempool, max(mesh->maxtriangles, numverts)); @@ -610,19 +702,19 @@ void Mod_ShadowMesh_AddPolygon(mempool_t *mempool, shadowmesh_t *mesh, int numve { 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++; + mesh->elements[mesh->num_triangles * 3 + 0] = i1; + mesh->elements[mesh->num_triangles * 3 + 1] = i2; + mesh->elements[mesh->num_triangles * 3 + 2] = i3; + mesh->num_triangles++; } */ } -void Mod_ShadowMesh_AddMesh(mempool_t *mempool, shadowmesh_t *mesh, int numverts, float *verts, int numtris, int *elements) +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] * 4, verts + elements[1] * 4, verts + elements[2] * 4); + 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) @@ -645,10 +737,10 @@ shadowmesh_t *Mod_ShadowMesh_Finish(mempool_t *mempool, shadowmesh_t *firstmesh) newmesh->next = firstmesh; firstmesh = newmesh; //Con_Printf("mesh\n"); - //for (i = 0;i < newmesh->numtriangles;i++) + //for (i = 0;i < newmesh->num_triangles;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); + Mod_ValidateElements(newmesh->element3i, newmesh->numtriangles, newmesh->numverts, __FILE__, __LINE__); + Mod_BuildTriangleNeighbors(newmesh->neighbor3i, newmesh->element3i, newmesh->numtriangles); } Mem_Free(mesh); } @@ -656,8 +748,8 @@ shadowmesh_t *Mod_ShadowMesh_Finish(mempool_t *mempool, shadowmesh_t *firstmesh) 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); + Mod_ValidateElements(mesh->elements, mesh->num_triangles, mesh->num_vertices, __FILE__, __LINE__); + Mod_BuildTriangleNeighbors(mesh->neighbors, mesh->elements, mesh->num_triangles); } #endif return firstmesh; @@ -674,10 +766,10 @@ void Mod_ShadowMesh_CalcBBox(shadowmesh_t *firstmesh, vec3_t mins, vec3_t maxs, { if (mesh == firstmesh) { - VectorCopy(mesh->verts, nmins); - VectorCopy(mesh->verts, nmaxs); + VectorCopy(mesh->vertex3f, nmins); + VectorCopy(mesh->vertex3f, nmaxs); } - for (i = 0, v = mesh->verts;i < mesh->numverts;i++, v += 4) + 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]; @@ -691,7 +783,7 @@ void Mod_ShadowMesh_CalcBBox(shadowmesh_t *firstmesh, vec3_t mins, vec3_t maxs, nradius2 = 0; for (mesh = firstmesh;mesh;mesh = mesh->next) { - for (i = 0, v = mesh->verts;i < mesh->numverts;i++, v += 4) + for (i = 0, v = mesh->vertex3f;i < mesh->numverts;i++, v += 3) { VectorSubtract(v, ncenter, temp); dist2 = DotProduct(temp, temp); @@ -719,3 +811,312 @@ 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.nmappixels_width, s.nmappixels_height, s.nmappixels, TEXTYPE_RGBA, textureflags, NULL); + if (s.glosspixels != NULL) + skinframe->gloss = R_LoadTexture2D (loadmodel->texturepool, va("%s_gloss", basename), s.glosspixels_width, s.glosspixels_height, s.glosspixels, TEXTYPE_RGBA, textureflags, NULL); + if (s.glowpixels != NULL && loadglowtexture) + skinframe->glow = R_LoadTexture2D (loadmodel->texturepool, va("%s_glow", basename), s.glowpixels_width, s.glowpixels_height, s.glowpixels, TEXTYPE_RGBA, textureflags, NULL); + if (s.maskpixels != NULL) + skinframe->fog = R_LoadTexture2D (loadmodel->texturepool, va("%s_mask", basename), s.maskpixels_width, s.maskpixels_height, s.maskpixels, TEXTYPE_RGBA, textureflags, NULL); + if (loadpantsandshirt) + { + if (s.pantspixels != NULL) + skinframe->pants = R_LoadTexture2D (loadmodel->texturepool, va("%s_pants", basename), s.pantspixels_width, s.pantspixels_height, s.pantspixels, TEXTYPE_RGBA, textureflags, NULL); + if (s.shirtpixels != NULL) + skinframe->shirt = R_LoadTexture2D (loadmodel->texturepool, va("%s_shirt", basename), s.shirtpixels_width, s.shirtpixels_height, s.shirtpixels, TEXTYPE_RGBA, textureflags, NULL); + } + image_freeskin(&s); + return true; +} + +int Mod_LoadSkinFrame_Internal(skinframe_t *skinframe, char *basename, int textureflags, int loadpantsandshirt, int usedetailtexture, int loadglowtexture, qbyte *skindata, int width, int height) +{ + qbyte *temp1, *temp2; + memset(skinframe, 0, sizeof(*skinframe)); + if (!skindata) + return false; + if (usedetailtexture) + skinframe->detail = mod_shared_detailtextures[(detailtexturecycle++) % NUM_DETAILTEXTURES]; + if (r_shadow_bumpscale_basetexture.value > 0) + { + temp1 = Mem_Alloc(loadmodel->mempool, width * height * 8); + temp2 = temp1 + width * height * 4; + Image_Copy8bitRGBA(skindata, temp1, width * height, palette_nofullbrights); + Image_HeightmapToNormalmap(temp1, temp2, width, height, false, r_shadow_bumpscale_basetexture.value); + skinframe->nmap = R_LoadTexture2D(loadmodel->texturepool, va("%s_nmap", basename), width, height, temp2, TEXTYPE_RGBA, textureflags, NULL); + Mem_Free(temp1); + } + if (loadglowtexture) + { + skinframe->glow = GL_TextureForSkinLayer(skindata, width, height, va("%s_glow", basename), palette_onlyfullbrights, textureflags); // glow + skinframe->base = skinframe->merged = GL_TextureForSkinLayer(skindata, width, height, va("%s_merged", basename), palette_nofullbrights, textureflags); // all but fullbrights + if (loadpantsandshirt) + { + skinframe->pants = GL_TextureForSkinLayer(skindata, width, height, va("%s_pants", basename), palette_pantsaswhite, textureflags); // pants + skinframe->shirt = GL_TextureForSkinLayer(skindata, width, height, va("%s_shirt", basename), palette_shirtaswhite, textureflags); // shirt + if (skinframe->pants || skinframe->shirt) + skinframe->base = GL_TextureForSkinLayer(skindata, width, height, va("%s_nospecial", basename), palette_nocolormapnofullbrights, textureflags); // no special colors + } + } + else + { + skinframe->base = skinframe->merged = GL_TextureForSkinLayer(skindata, width, height, va("%s_merged", basename), palette_complete, textureflags); // all + if (loadpantsandshirt) + { + skinframe->pants = GL_TextureForSkinLayer(skindata, width, height, va("%s_pants", basename), palette_pantsaswhite, textureflags); // pants + skinframe->shirt = GL_TextureForSkinLayer(skindata, width, height, va("%s_shirt", basename), palette_shirtaswhite, textureflags); // shirt + if (skinframe->pants || skinframe->shirt) + skinframe->base = GL_TextureForSkinLayer(skindata, width, height, va("%s_nospecial", basename), palette_nocolormap, textureflags); // no pants or shirt + } + } + return true; +} + +void Mod_GetTerrainVertex3fTexCoord2fFromRGBA(const qbyte *imagepixels, int imagewidth, int imageheight, int ix, int iy, float *vertex3f, float *texcoord2f, matrix4x4_t *pixelstepmatrix, matrix4x4_t *pixeltexturestepmatrix) +{ + 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 qbyte *imagepixels, int imagewidth, int imageheight, int ix, int iy, float *vertex3f, float *svector3f, float *tvector3f, float *normal3f, float *texcoord2f, matrix4x4_t *pixelstepmatrix, matrix4x4_t *pixeltexturestepmatrix) +{ + 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 qbyte *imagepixels, int imagewidth, int imageheight, int x1, int y1, int width, int height, int *element3i, int *neighbor3i, float *vertex3f, float *svector3f, float *tvector3f, float *normal3f, float *texcoord2f, matrix4x4_t *pixelstepmatrix, matrix4x4_t *pixeltexturestepmatrix) +{ + 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, *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 = FS_LoadFile(va("%s_%i.skin", loadmodel->name, i), true));i++) + { + numtags = 0; + skinfile = Mem_Alloc(tempmempool, sizeof(skinfile_t)); + skinfile->next = first; + first = skinfile; + 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 = 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)); + } + 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; + 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 = 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; +} + +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; +} + +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; +} +