X-Git-Url: http://de.git.xonotic.org/?p=xonotic%2Fdarkplaces.git;a=blobdiff_plain;f=model_shared.c;h=4e77c52b2714316d3146e33f0d709ad157e398b3;hp=2d3637b272d1a3ab292a637875d504691a7f3dd8;hb=44e0afe0554386593f659f4043f5d0b2ed2f9579;hpb=7c80c8318c253eab01f35ee35aec044b0309ac9b diff --git a/model_shared.c b/model_shared.c index 2d3637b2..4e77c52b 100644 --- a/model_shared.c +++ b/model_shared.c @@ -30,139 +30,10 @@ cvar_t r_mipskins = {CVAR_SAVE, "r_mipskins", "0"}; model_t *loadmodel; -// LordHavoc: increased from 512 to 2048 -#define MAX_MOD_KNOWN 2048 +// LordHavoc: was 512 +#define MAX_MOD_KNOWN (MAX_MODELS + 256) 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) -{ - 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; ylightmapinfo && surface->lightmapinfo->stainsamples) + { + ssize = (surface->lightmapinfo->extents[0] >> 4) + 1; + tsize = (surface->lightmapinfo->extents[1] >> 4) + 1; + memset(surface->lightmapinfo->stainsamples, 255, ssize * tsize * 3); + surface->cached_dlight = true; + } + } + } + } } /* @@ -196,7 +82,7 @@ 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) { @@ -227,12 +113,15 @@ void Mod_UnloadModel (model_t *mod) { char name[MAX_QPATH]; qboolean isworldmodel; + qboolean used; strcpy(name, mod->name); isworldmodel = mod->isworldmodel; + used = mod->used; Mod_FreeModel(mod); strcpy(mod->name, name); mod->isworldmodel = isworldmodel; - mod->needload = true; + mod->used = used; + mod->loaded = false; } /* @@ -242,7 +131,7 @@ Mod_LoadModel Loads a model ================== */ -static model_t *Mod_LoadModel(model_t *mod, qboolean crash, qboolean checkdisk, qboolean isworldmodel) +model_t *Mod_LoadModel(model_t *mod, qboolean crash, qboolean checkdisk, qboolean isworldmodel) { int num; unsigned int crc; @@ -255,97 +144,77 @@ static model_t *Mod_LoadModel(model_t *mod, qboolean crash, qboolean checkdisk, crc = 0; buf = NULL; - if (!mod->needload) + if (mod->isworldmodel != isworldmodel) + mod->loaded = false; + if (!mod->loaded || checkdisk) { - if (checkdisk) + if (checkdisk && mod->loaded) + 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->loaded = false; } } + if (mod->loaded) + 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; + // errors can prevent the corresponding mod->loaded = true; + mod->loaded = false; + + // default model radius and bounding box (mainly for missing models) + mod->radius = 16; + VectorSet(mod->normalmins, -mod->radius, -mod->radius, -mod->radius); + VectorSet(mod->normalmaxs, mod->radius, mod->radius, mod->radius); + VectorSet(mod->yawmins, -mod->radius, -mod->radius, -mod->radius); + VectorSet(mod->yawmaxs, mod->radius, mod->radius, mod->radius); + VectorSet(mod->rotatedmins, -mod->radius, -mod->radius, -mod->radius); + VectorSet(mod->rotatedmaxs, mod->radius, mod->radius, mod->radius); // 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, "IDS2", 4)) Mod_IDS2_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 Con_Printf("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\n", mod->name); + } // no errors occurred - mod->needload = false; + mod->loaded = true; return mod; } -void Mod_CheckLoaded(model_t *mod) -{ - if (mod) - { - if (mod->needload) - Mod_LoadModel(mod, true, true, mod->isworldmodel); - else - { - if (mod->type == mod_invalid) - Host_Error("Mod_CheckLoaded: invalid model\n"); - mod->used = true; - return; - } - } -} - /* =================== Mod_ClearAll @@ -376,6 +245,15 @@ void Mod_PurgeUnused(void) Mod_FreeModel(mod); } +// only used during loading! +void Mod_RemoveStaleWorldModels(model_t *skip) +{ + int i; + for (i = 0;i < MAX_MOD_KNOWN;i++) + if (mod_known[i].isworldmodel && skip != &mod_known[i]) + Mod_UnloadModel(mod_known + i); +} + void Mod_LoadModels(void) { int i; @@ -421,7 +299,7 @@ model_t *Mod_FindName(const char *name) { mod = freemod; strcpy (mod->name, name); - mod->needload = true; + mod->loaded = false; mod->used = true; return mod; } @@ -430,20 +308,6 @@ model_t *Mod_FindName(const char *name) return NULL; } -/* -================== -Mod_TouchModel - -================== -*/ -void Mod_TouchModel(const char *name) -{ - model_t *mod; - - mod = Mod_FindName(name); - mod->used = true; -} - /* ================== Mod_ForName @@ -471,10 +335,10 @@ 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); } /* @@ -487,10 +351,94 @@ 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 8192 +void Mod_BuildTriangleNeighbors(int *neighbors, const int *elements, int numtriangles) +{ + int i, j, p, e1, e2, *n, hashindex, count, match; + const int *e; + typedef struct edgehashentry_s + { + struct edgehashentry_s *next; + int triangle; + int element[2]; + } + edgehashentry_t; + edgehashentry_t *edgehash[TRIANGLEEDGEHASH], *edgehashentries, edgehashentriesbuffer[TRIANGLEEDGEHASH*3], *hash; + memset(edgehash, 0, sizeof(edgehash)); + edgehashentries = edgehashentriesbuffer; + // if there are too many triangles for the stack array, allocate larger buffer + if (numtriangles > TRIANGLEEDGEHASH) + edgehashentries = 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; @@ -527,6 +475,7 @@ 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) { @@ -536,83 +485,173 @@ 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); } +// warning: this is an expensive function! +void Mod_BuildNormals(int firstvertex, int numvertices, int numtriangles, const float *vertex3f, const int *elements, float *normal3f, qboolean areaweighting) +{ + int i, j; + const int *element; + float *vectorNormal; + float areaNormal[3]; + // clear the vectors + memset(normal3f + 3 * firstvertex, 0, numvertices * sizeof(float[3])); + // process each vertex of each triangle and accumulate the results + // use area-averaging, to make triangles with a big area have a bigger + // weighting on the vertex normal than triangles with a small area + // to do so, just add the 'normals' together (the bigger the area + // the greater the length of the normal is + element = elements; + for (i = 0; i < numtriangles; i++, element += 3) + { + TriangleNormal( + vertex3f + element[0] * 3, + vertex3f + element[1] * 3, + vertex3f + element[2] * 3, + areaNormal + ); + + if (!areaweighting) + VectorNormalize(areaNormal); + + for (j = 0;j < 3;j++) + { + vectorNormal = normal3f + element[j] * 3; + vectorNormal[0] += areaNormal[0]; + vectorNormal[1] += areaNormal[1]; + vectorNormal[2] += areaNormal[2]; + } + } + // and just normalize the accumulated vertex normal in the end + vectorNormal = normal3f + 3 * firstvertex; + for (i = 0; i < numvertices; i++, vectorNormal += 3) + VectorNormalize(vectorNormal); +} + void Mod_BuildBumpVectors(const float *v0, const float *v1, const float *v2, const float *tc0, const float *tc1, const float *tc2, float *svector3f, float *tvector3f, float *normal3f) { - float f; - 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); + float f, tangentcross[3], v10[3], v20[3], tc10[2], tc20[2]; + // 79 add/sub/negate/multiply (1 cycle), 1 compare (3 cycle?), total cycles not counting load/store/exchange roughly 82 cycles + // 6 add, 28 subtract, 39 multiply, 1 compare, 50% chance of 6 negates + + // 6 multiply, 9 subtract + VectorSubtract(v1, v0, v10); + VectorSubtract(v2, v0, v20); + normal3f[0] = 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]; + // 12 multiply, 10 subtract + tc10[1] = tc1[1] - tc0[1]; + tc20[1] = tc2[1] - tc0[1]; + svector3f[0] = tc10[1] * v20[0] - tc20[1] * v10[0]; + svector3f[1] = tc10[1] * v20[1] - tc20[1] * v10[1]; + svector3f[2] = tc10[1] * v20[2] - tc20[1] * v10[2]; + tc10[0] = tc1[0] - tc0[0]; + tc20[0] = tc2[0] - tc0[0]; + tvector3f[0] = tc10[0] * v20[0] - tc20[0] * v10[0]; + tvector3f[1] = tc10[0] * v20[1] - tc20[0] * v10[1]; + tvector3f[2] = tc10[0] * v20[2] - tc20[0] * v10[2]; + // 12 multiply, 4 add, 6 subtract + f = DotProduct(svector3f, normal3f); + svector3f[0] -= f * normal3f[0]; + svector3f[1] -= f * normal3f[1]; + svector3f[2] -= f * normal3f[2]; + f = DotProduct(tvector3f, normal3f); + tvector3f[0] -= f * normal3f[0]; + tvector3f[1] -= f * normal3f[1]; + tvector3f[2] -= f * normal3f[2]; + // if texture is mapped the wrong way (counterclockwise), the tangents + // have to be flipped, this is detected by calculating a normal from the + // two tangents, and seeing if it is opposite the surface normal + // 9 multiply, 2 add, 3 subtract, 1 compare, 50% chance of: 6 negates + CrossProduct(tvector3f, svector3f, tangentcross); + if (DotProduct(tangentcross, normal3f) < 0) + { + VectorNegate(svector3f, svector3f); + VectorNegate(tvector3f, tvector3f); + } } -// warning: this is 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) +// warning: this is a very expensive function! +void Mod_BuildTextureVectorsAndNormals(int firstvertex, int numvertices, int numtriangles, const float *vertex3f, const float *texcoord2f, const int *elements, float *svector3f, float *tvector3f, float *normal3f, qboolean areaweighting) { int i, tnum; float sdir[3], tdir[3], normal[3], *v; const int *e; // clear the vectors if (svector3f) - memset(svector3f, 0, numverts * sizeof(float[3])); + memset(svector3f + 3 * firstvertex, 0, numvertices * sizeof(float[3])); if (tvector3f) - memset(tvector3f, 0, numverts * sizeof(float[3])); + memset(tvector3f + 3 * firstvertex, 0, numvertices * sizeof(float[3])); if (normal3f) - memset(normal3f, 0, numverts * sizeof(float[3])); + memset(normal3f + 3 * firstvertex, 0, numvertices * sizeof(float[3])); // process each vertex of each triangle and accumulate the results for (tnum = 0, e = elements;tnum < numtriangles;tnum++, e += 3) { 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) + if (!areaweighting) { - 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]; - } + VectorNormalize(sdir); + VectorNormalize(tdir); + VectorNormalize(normal); } + if (svector3f) + for (i = 0;i < 3;i++) + VectorAdd(svector3f + e[i]*3, sdir, svector3f + e[i]*3); 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]; - } - } + VectorAdd(tvector3f + e[i]*3, tdir, tvector3f + e[i]*3); if (normal3f) - { for (i = 0;i < 3;i++) - { - normal3f[e[i]*3 ] += normal[0]; - normal3f[e[i]*3+1] += normal[1]; - normal3f[e[i]*3+2] += normal[2]; - } - } + VectorAdd(normal3f + e[i]*3, normal, normal3f + e[i]*3); } // now we could divide the vectors by the number of averaged values on // each vertex... but instead normalize them // 4 assignments, 1 divide, 1 sqrt, 2 adds, 6 multiplies if (svector3f) - for (i = 0, v = svector3f;i < numverts;i++, v += 3) + for (i = 0, v = svector3f + 3 * firstvertex;i < numvertices;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) + for (i = 0, v = tvector3f + 3 * firstvertex;i < numvertices;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) + for (i = 0, v = normal3f + 3 * firstvertex;i < numvertices;i++, v += 3) VectorNormalize(v); } +surfmesh_t *Mod_AllocSurfMesh(mempool_t *mempool, int numvertices, int numtriangles, qboolean detailtexcoords, qboolean lightmapoffsets, qboolean vertexcolors, qboolean neighbors) +{ + surfmesh_t *mesh; + qbyte *data; + mesh = Mem_Alloc(mempool, sizeof(surfmesh_t) + numvertices * (3 + 3 + 3 + 3 + 2 + 2 + (detailtexcoords ? 2 : 0) + (vertexcolors ? 4 : 0)) * sizeof(float) + numvertices * (lightmapoffsets ? 1 : 0) * sizeof(int) + numtriangles * (3 + 3 + (neighbors ? 3 : 0)) * sizeof(int)); + mesh->num_vertices = numvertices; + mesh->num_triangles = numtriangles; + data = (qbyte *)(mesh + 1); + if (mesh->num_vertices) + { + mesh->data_vertex3f = (float *)data, data += sizeof(float[3]) * mesh->num_vertices; + mesh->data_svector3f = (float *)data, data += sizeof(float[3]) * mesh->num_vertices; + mesh->data_tvector3f = (float *)data, data += sizeof(float[3]) * mesh->num_vertices; + mesh->data_normal3f = (float *)data, data += sizeof(float[3]) * mesh->num_vertices; + mesh->data_texcoordtexture2f = (float *)data, data += sizeof(float[2]) * mesh->num_vertices; + mesh->data_texcoordlightmap2f = (float *)data, data += sizeof(float[2]) * mesh->num_vertices; + if (detailtexcoords) + mesh->data_texcoorddetail2f = (float *)data, data += sizeof(float[2]) * mesh->num_vertices; + if (vertexcolors) + mesh->data_lightmapcolor4f = (float *)data, data += sizeof(float[4]) * mesh->num_vertices; + if (lightmapoffsets) + mesh->data_lightmapoffsets = (int *)data, data += sizeof(int) * mesh->num_vertices; + } + if (mesh->num_triangles) + { + mesh->data_element3i = (int *)data, data += sizeof(int[3]) * mesh->num_triangles; + mesh->data_element3i = (int *)data, data += sizeof(int[3]) * mesh->num_triangles; + if (neighbors) + mesh->data_neighbor3i = (int *)data, data += sizeof(int[3]) * mesh->num_triangles; + } + return mesh; +} + shadowmesh_t *Mod_ShadowMesh_Alloc(mempool_t *mempool, int maxverts, int maxtriangles, rtexture_t *map_diffuse, rtexture_t *map_specular, rtexture_t *map_normal, int light, int neighbors, int expandable) { shadowmesh_t *newmesh; @@ -684,7 +723,7 @@ int Mod_ShadowMesh_AddVertex(shadowmesh_t *mesh, float *vertex14f) int hashindex, vnum; shadowmeshvertexhash_t *hash; // this uses prime numbers intentionally - hashindex = (int) (vertex14f[0] * 3 + vertex14f[1] * 5 + vertex14f[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) { vnum = (hash - mesh->vertexhashentries); @@ -729,7 +768,7 @@ void Mod_ShadowMesh_AddTriangle(mempool_t *mempool, shadowmesh_t *mesh, rtexture mesh->numtriangles++; } -void Mod_ShadowMesh_AddMesh(mempool_t *mempool, shadowmesh_t *mesh, rtexture_t *map_diffuse, rtexture_t *map_specular, rtexture_t *map_normal, float *vertex3f, float *svector3f, float *tvector3f, float *normal3f, float *texcoord2f, int numtris, int *element3i) +void Mod_ShadowMesh_AddMesh(mempool_t *mempool, shadowmesh_t *mesh, rtexture_t *map_diffuse, rtexture_t *map_specular, rtexture_t *map_normal, const float *vertex3f, const float *svector3f, const float *tvector3f, const float *normal3f, const float *texcoord2f, int numtris, const int *element3i) { int i, j, e; float vbuf[3*14], *v; @@ -870,7 +909,7 @@ int Mod_LoadSkinFrame(skinframe_t *skinframe, char *basename, int textureflags, if (!image_loadskin(&s, basename)) return false; if (usedetailtexture) - skinframe->detail = mod_shared_detailtextures[(detailtexturecycle++) % NUM_DETAILTEXTURES]; + skinframe->detail = r_texture_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); @@ -898,7 +937,7 @@ int Mod_LoadSkinFrame_Internal(skinframe_t *skinframe, char *basename, int textu if (!skindata) return false; if (usedetailtexture) - skinframe->detail = mod_shared_detailtextures[(detailtexturecycle++) % NUM_DETAILTEXTURES]; + skinframe->detail = r_texture_detailtextures[(detailtexturecycle++) % NUM_DETAILTEXTURES]; if (r_shadow_bumpscale_basetexture.value > 0) { temp1 = Mem_Alloc(loadmodel->mempool, width * height * 8); @@ -1002,7 +1041,7 @@ skinfile_t *Mod_LoadSkinFiles(void) 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 word[10][MAX_QPATH]; overridetagnameset_t tagsets[MAX_SKINS]; @@ -1025,12 +1064,23 @@ 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++) + for (i = 0;i < MAX_SKINS && (data = text = FS_LoadFile(va("%s_%i.skin", loadmodel->name, i), tempmempool, true));i++) { numtags = 0; - skinfile = Mem_Alloc(tempmempool, sizeof(skinfile_t)); - skinfile->next = first; - first = skinfile; + + // 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++) { // parse line @@ -1134,6 +1184,14 @@ int Mod_CountSkinFiles(skinfile_t *skinfile) return i; } +void Mod_SnapVertices(int numcomponents, int numvertices, float *vertices, float snap) +{ + int i; + double isnap = 1.0 / snap; + for (i = 0;i < numvertices*numcomponents;i++) + vertices[i] = floor(vertices[i]*isnap)*snap; +} + int Mod_RemoveDegenerateTriangles(int numtriangles, const int *inelement3i, int *outelement3i, const float *vertex3f) { int i, outtriangles;