2 Copyright (C) 1996-1997 Id Software, Inc.
4 This program is free software; you can redistribute it and/or
5 modify it under the terms of the GNU General Public License
6 as published by the Free Software Foundation; either version 2
7 of the License, or (at your option) any later version.
9 This program is distributed in the hope that it will be useful,
10 but WITHOUT ANY WARRANTY; without even the implied warranty of
11 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
13 See the GNU General Public License for more details.
15 You should have received a copy of the GNU General Public License
16 along with this program; if not, write to the Free Software
17 Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
20 // models.c -- model loading and caching
22 // models are the only shared resource between a client and server running
23 // on the same machine.
29 cvar_t r_mipskins = {CVAR_SAVE, "r_mipskins", "0"};
33 // LordHavoc: increased from 512 to 2048
34 #define MAX_MOD_KNOWN 2048
35 static model_t mod_known[MAX_MOD_KNOWN];
37 rtexturepool_t *mod_shared_texturepool;
38 rtexture_t *r_notexture;
39 rtexture_t *mod_shared_detailtextures[NUM_DETAILTEXTURES];
40 rtexture_t *mod_shared_distorttexture[64];
42 void Mod_BuildDetailTextures (void)
45 float vc[3], vx[3], vy[3], vn[3], lightdir[3];
46 #define DETAILRESOLUTION 256
47 qbyte data[DETAILRESOLUTION][DETAILRESOLUTION][4], noise[DETAILRESOLUTION][DETAILRESOLUTION];
51 VectorNormalize(lightdir);
52 for (i = 0;i < NUM_DETAILTEXTURES;i++)
54 fractalnoise(&noise[0][0], DETAILRESOLUTION, DETAILRESOLUTION >> 4);
55 for (y = 0;y < DETAILRESOLUTION;y++)
57 for (x = 0;x < DETAILRESOLUTION;x++)
61 vc[2] = noise[y][x] * (1.0f / 32.0f);
64 vx[2] = noise[y][(x + 1) % DETAILRESOLUTION] * (1.0f / 32.0f);
67 vy[2] = noise[(y + 1) % DETAILRESOLUTION][x] * (1.0f / 32.0f);
68 VectorSubtract(vx, vc, vx);
69 VectorSubtract(vy, vc, vy);
70 CrossProduct(vx, vy, vn);
72 light = 128 - DotProduct(vn, lightdir) * 128;
73 light = bound(0, light, 255);
74 data[y][x][0] = data[y][x][1] = data[y][x][2] = light;
78 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);
82 qbyte Mod_MorphDistortTexture (double y0, double y1, double y2, double y3, double morph)
84 int value = (int)(((y1 + y3 - (y0 + y2)) * morph * morph * morph) +
85 ((2 * (y0 - y1) + y2 - y3) * morph * morph) +
97 void Mod_BuildDistortTexture (void)
100 #define DISTORTRESOLUTION 32
101 qbyte data[5][DISTORTRESOLUTION][DISTORTRESOLUTION][2];
105 for (y=0; y<DISTORTRESOLUTION; y++)
107 for (x=0; x<DISTORTRESOLUTION; x++)
109 data[i][y][x][0] = rand () & 255;
110 data[i][y][x][1] = rand () & 255;
119 for (y=0; y<DISTORTRESOLUTION; y++)
121 for (x=0; x<DISTORTRESOLUTION; x++)
123 data[4][y][x][0] = Mod_MorphDistortTexture (data[(i-1)&3][y][x][0], data[i][y][x][0], data[(i+1)&3][y][x][0], data[(i+2)&3][y][x][0], 0.0625*j);
124 data[4][y][x][1] = Mod_MorphDistortTexture (data[(i-1)&3][y][x][1], data[i][y][x][1], data[(i+1)&3][y][x][1], data[(i+2)&3][y][x][1], 0.0625*j);
127 mod_shared_distorttexture[i*16+j] = R_LoadTexture2D(mod_shared_texturepool, va("distorttexture%i", i*16+j), DISTORTRESOLUTION, DISTORTRESOLUTION, &data[4][0][0][0], TEXTYPE_DSDT, TEXF_PRECACHE, NULL);
134 texture_t r_surf_notexture;
136 void Mod_SetupNoTexture(void)
139 qbyte pix[16][16][4];
141 // this makes a light grey/dark grey checkerboard texture
142 for (y = 0;y < 16;y++)
144 for (x = 0;x < 16;x++)
146 if ((y < 8) ^ (x < 8))
163 r_notexture = R_LoadTexture2D(mod_shared_texturepool, "notexture", 16, 16, &pix[0][0][0], TEXTYPE_RGBA, TEXF_MIPMAP, NULL);
166 static void mod_start(void)
169 for (i = 0;i < MAX_MOD_KNOWN;i++)
170 if (mod_known[i].name[0])
171 Mod_UnloadModel(&mod_known[i]);
174 mod_shared_texturepool = R_AllocTexturePool();
175 Mod_SetupNoTexture();
176 Mod_BuildDetailTextures();
177 Mod_BuildDistortTexture();
180 static void mod_shutdown(void)
183 for (i = 0;i < MAX_MOD_KNOWN;i++)
184 if (mod_known[i].name[0])
185 Mod_UnloadModel(&mod_known[i]);
187 R_FreeTexturePool(&mod_shared_texturepool);
190 static void mod_newmap(void)
199 static void Mod_Print (void);
200 static void Mod_Precache (void);
207 Cvar_RegisterVariable(&r_mipskins);
208 Cmd_AddCommand ("modellist", Mod_Print);
209 Cmd_AddCommand ("modelprecache", Mod_Precache);
212 void Mod_RenderInit(void)
214 R_RegisterModule("Models", mod_start, mod_shutdown, mod_newmap);
217 void Mod_FreeModel (model_t *mod)
219 R_FreeTexturePool(&mod->texturepool);
220 Mem_FreePool(&mod->mempool);
222 // clear the struct to make it available
223 memset(mod, 0, sizeof(model_t));
226 void Mod_UnloadModel (model_t *mod)
228 char name[MAX_QPATH];
229 qboolean isworldmodel;
230 strcpy(name, mod->name);
231 isworldmodel = mod->isworldmodel;
233 strcpy(mod->name, name);
234 mod->isworldmodel = isworldmodel;
235 mod->needload = true;
245 static model_t *Mod_LoadModel(model_t *mod, qboolean crash, qboolean checkdisk, qboolean isworldmodel)
253 if (mod->name[0] == '*') // submodel
262 buf = FS_LoadFile (mod->name, false);
266 Host_Error ("Mod_LoadModel: %s not found", mod->name); // LordHavoc: Sys_Error was *ANNOYING*
270 crc = CRC_Block(buf, fs_filesize);
275 if (mod->crc == crc && mod->isworldmodel == isworldmodel)
279 return mod; // already loaded
283 Con_DPrintf("loading model %s\n", mod->name);
287 buf = FS_LoadFile (mod->name, false);
291 Host_Error ("Mod_LoadModel: %s not found", mod->name);
294 crc = CRC_Block(buf, fs_filesize);
297 // allocate a new model
300 // LordHavoc: unload the existing model in this slot (if there is one)
301 Mod_UnloadModel(mod);
302 mod->isworldmodel = isworldmodel;
305 // errors can prevent the corresponding mod->needload = false;
306 mod->needload = true;
308 // all models use memory, so allocate a memory pool
309 mod->mempool = Mem_AllocPool(mod->name);
310 // all models load textures, so allocate a texture pool
311 if (cls.state != ca_dedicated)
312 mod->texturepool = R_AllocTexturePool();
314 // call the apropriate loader
315 num = LittleLong(*((int *)buf));
316 if (!memcmp(buf, "IDPO", 4)) Mod_IDP0_Load(mod, buf);
317 else if (!memcmp(buf, "IDP2", 4)) Mod_IDP2_Load(mod, buf);
318 else if (!memcmp(buf, "IDP3", 4)) Mod_IDP3_Load(mod, buf);
319 else if (!memcmp(buf, "IDSP", 4)) Mod_IDSP_Load(mod, buf);
320 else if (!memcmp(buf, "IBSP", 4)) Mod_IBSP_Load(mod, buf);
321 else if (!memcmp(buf, "ZYMOTICMODEL", 12)) Mod_ZYMOTICMODEL_Load(mod, buf);
322 else if (strlen(mod->name) >= 4 && !strcmp(mod->name - 4, ".map")) Mod_MAP_Load(mod, buf);
323 else if (num == BSPVERSION || num == 30) Mod_Q1BSP_Load(mod, buf);
324 else Host_Error("Mod_LoadModel: model \"%s\" is of unknown/unsupported type\n", mod->name);
328 // no errors occurred
329 mod->needload = false;
333 void Mod_CheckLoaded(model_t *mod)
338 Mod_LoadModel(mod, true, true, mod->isworldmodel);
341 if (mod->type == mod_invalid)
342 Host_Error("Mod_CheckLoaded: invalid model\n");
354 void Mod_ClearAll(void)
358 void Mod_ClearUsed(void)
363 for (i = 0, mod = mod_known;i < MAX_MOD_KNOWN;i++, mod++)
368 void Mod_PurgeUnused(void)
373 for (i = 0, mod = mod_known;i < MAX_MOD_KNOWN;i++, mod++)
379 void Mod_LoadModels(void)
384 for (i = 0, mod = mod_known;i < MAX_MOD_KNOWN;i++, mod++)
387 Mod_CheckLoaded(mod);
396 model_t *Mod_FindName(const char *name)
399 model_t *mod, *freemod;
402 Host_Error ("Mod_ForName: NULL name");
404 // search the currently loaded models
406 for (i = 0, mod = mod_known;i < MAX_MOD_KNOWN;i++, mod++)
410 if (!strcmp (mod->name, name))
416 else if (freemod == NULL)
423 strcpy (mod->name, name);
424 mod->needload = true;
429 Host_Error ("Mod_FindName: ran out of models\n");
439 void Mod_TouchModel(const char *name)
443 mod = Mod_FindName(name);
451 Loads in a model for the given name
454 model_t *Mod_ForName(const char *name, qboolean crash, qboolean checkdisk, qboolean isworldmodel)
456 return Mod_LoadModel(Mod_FindName(name), crash, checkdisk, isworldmodel);
462 //=============================================================================
469 static void Mod_Print(void)
474 Con_Printf ("Loaded models:\n");
475 for (i = 0, mod = mod_known;i < MAX_MOD_KNOWN;i++, mod++)
477 Con_Printf ("%4iK %s\n", mod->mempool ? (mod->mempool->totalsize + 1023) / 1024 : 0, mod->name);
485 static void Mod_Precache(void)
488 Mod_ForName(Cmd_Argv(1), false, true, cl.worldmodel && !strcasecmp(Cmd_Argv(1), cl.worldmodel->name));
490 Con_Printf("usage: modelprecache <filename>\n");
493 int Mod_FindTriangleWithEdge(const int *elements, int numtriangles, int start, int end, int ignore)
498 for (i = 0;i < numtriangles;i++, elements += 3)
500 if ((elements[0] == start && elements[1] == end)
501 || (elements[1] == start && elements[2] == end)
502 || (elements[2] == start && elements[0] == end))
508 else if ((elements[1] == start && elements[0] == end)
509 || (elements[2] == start && elements[1] == end)
510 || (elements[0] == start && elements[2] == end))
513 // detect edges shared by three triangles and make them seams
519 void Mod_BuildTriangleNeighbors(int *neighbors, const int *elements, int numtriangles)
523 for (i = 0, e = elements, n = neighbors;i < numtriangles;i++, e += 3, n += 3)
525 n[0] = Mod_FindTriangleWithEdge(elements, numtriangles, e[1], e[0], i);
526 n[1] = Mod_FindTriangleWithEdge(elements, numtriangles, e[2], e[1], i);
527 n[2] = Mod_FindTriangleWithEdge(elements, numtriangles, e[0], e[2], i);
531 void Mod_ValidateElements(const int *elements, int numtriangles, int numverts, const char *filename, int fileline)
534 for (i = 0;i < numtriangles * 3;i++)
535 if ((unsigned int)elements[i] >= (unsigned int)numverts)
536 Con_Printf("Mod_ValidateElements: out of bounds element detected at %s:%d\n", filename, fileline);
539 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)
542 normal3f[0] = (v1[1] - v0[1]) * (v2[2] - v0[2]) - (v1[2] - v0[2]) * (v2[1] - v0[1]);
543 normal3f[1] = (v1[2] - v0[2]) * (v2[0] - v0[0]) - (v1[0] - v0[0]) * (v2[2] - v0[2]);
544 normal3f[2] = (v1[0] - v0[0]) * (v2[1] - v0[1]) - (v1[1] - v0[1]) * (v2[0] - v0[0]);
545 VectorNormalize(normal3f);
546 tvector3f[0] = ((tc1[0] - tc0[0]) * (v2[0] - v0[0]) - (tc2[0] - tc0[0]) * (v1[0] - v0[0]));
547 tvector3f[1] = ((tc1[0] - tc0[0]) * (v2[1] - v0[1]) - (tc2[0] - tc0[0]) * (v1[1] - v0[1]));
548 tvector3f[2] = ((tc1[0] - tc0[0]) * (v2[2] - v0[2]) - (tc2[0] - tc0[0]) * (v1[2] - v0[2]));
549 f = -DotProduct(tvector3f, normal3f);
550 VectorMA(tvector3f, f, normal3f, tvector3f);
551 VectorNormalize(tvector3f);
552 CrossProduct(normal3f, tvector3f, svector3f);
555 // warning: this is an expensive function!
556 void Mod_BuildTextureVectorsAndNormals(int numverts, int numtriangles, const float *vertex3f, const float *texcoord2f, const int *elements, float *svector3f, float *tvector3f, float *normal3f)
559 float sdir[3], tdir[3], normal[3], *v;
563 memset(svector3f, 0, numverts * sizeof(float[3]));
565 memset(tvector3f, 0, numverts * sizeof(float[3]));
567 memset(normal3f, 0, numverts * sizeof(float[3]));
568 // process each vertex of each triangle and accumulate the results
569 for (tnum = 0, e = elements;tnum < numtriangles;tnum++, e += 3)
571 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);
574 for (i = 0;i < 3;i++)
576 svector3f[e[i]*3 ] += sdir[0];
577 svector3f[e[i]*3+1] += sdir[1];
578 svector3f[e[i]*3+2] += sdir[2];
583 for (i = 0;i < 3;i++)
585 tvector3f[e[i]*3 ] += tdir[0];
586 tvector3f[e[i]*3+1] += tdir[1];
587 tvector3f[e[i]*3+2] += tdir[2];
592 for (i = 0;i < 3;i++)
594 normal3f[e[i]*3 ] += normal[0];
595 normal3f[e[i]*3+1] += normal[1];
596 normal3f[e[i]*3+2] += normal[2];
600 // now we could divide the vectors by the number of averaged values on
601 // each vertex... but instead normalize them
602 // 4 assignments, 1 divide, 1 sqrt, 2 adds, 6 multiplies
604 for (i = 0, v = svector3f;i < numverts;i++, v += 3)
606 // 4 assignments, 1 divide, 1 sqrt, 2 adds, 6 multiplies
608 for (i = 0, v = tvector3f;i < numverts;i++, v += 3)
610 // 4 assignments, 1 divide, 1 sqrt, 2 adds, 6 multiplies
612 for (i = 0, v = normal3f;i < numverts;i++, v += 3)
616 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)
618 shadowmesh_t *newmesh;
621 size = sizeof(shadowmesh_t);
622 size += maxverts * sizeof(float[3]);
624 size += maxverts * sizeof(float[11]);
625 size += maxtriangles * sizeof(int[3]);
627 size += maxtriangles * sizeof(int[3]);
629 size += SHADOWMESHVERTEXHASH * sizeof(shadowmeshvertexhash_t *) + maxverts * sizeof(shadowmeshvertexhash_t);
630 data = Mem_Alloc(mempool, size);
631 newmesh = (void *)data;data += sizeof(*newmesh);
632 newmesh->map_diffuse = map_diffuse;
633 newmesh->map_specular = map_specular;
634 newmesh->map_normal = map_normal;
635 newmesh->maxverts = maxverts;
636 newmesh->maxtriangles = maxtriangles;
637 newmesh->numverts = 0;
638 newmesh->numtriangles = 0;
640 newmesh->vertex3f = (void *)data;data += maxverts * sizeof(float[3]);
643 newmesh->svector3f = (void *)data;data += maxverts * sizeof(float[3]);
644 newmesh->tvector3f = (void *)data;data += maxverts * sizeof(float[3]);
645 newmesh->normal3f = (void *)data;data += maxverts * sizeof(float[3]);
646 newmesh->texcoord2f = (void *)data;data += maxverts * sizeof(float[2]);
648 newmesh->element3i = (void *)data;data += maxtriangles * sizeof(int[3]);
651 newmesh->neighbor3i = (void *)data;data += maxtriangles * sizeof(int[3]);
655 newmesh->vertexhashtable = (void *)data;data += SHADOWMESHVERTEXHASH * sizeof(shadowmeshvertexhash_t *);
656 newmesh->vertexhashentries = (void *)data;data += maxverts * sizeof(shadowmeshvertexhash_t);
661 shadowmesh_t *Mod_ShadowMesh_ReAlloc(mempool_t *mempool, shadowmesh_t *oldmesh, int light, int neighbors)
663 shadowmesh_t *newmesh;
664 newmesh = Mod_ShadowMesh_Alloc(mempool, oldmesh->numverts, oldmesh->numtriangles, oldmesh->map_diffuse, oldmesh->map_specular, oldmesh->map_normal, light, neighbors, false);
665 newmesh->numverts = oldmesh->numverts;
666 newmesh->numtriangles = oldmesh->numtriangles;
668 memcpy(newmesh->vertex3f, oldmesh->vertex3f, oldmesh->numverts * sizeof(float[3]));
669 if (newmesh->svector3f && oldmesh->svector3f)
671 memcpy(newmesh->svector3f, oldmesh->svector3f, oldmesh->numverts * sizeof(float[3]));
672 memcpy(newmesh->tvector3f, oldmesh->tvector3f, oldmesh->numverts * sizeof(float[3]));
673 memcpy(newmesh->normal3f, oldmesh->normal3f, oldmesh->numverts * sizeof(float[3]));
674 memcpy(newmesh->texcoord2f, oldmesh->texcoord2f, oldmesh->numverts * sizeof(float[2]));
676 memcpy(newmesh->element3i, oldmesh->element3i, oldmesh->numtriangles * sizeof(int[3]));
677 if (newmesh->neighbor3i && oldmesh->neighbor3i)
678 memcpy(newmesh->neighbor3i, oldmesh->neighbor3i, oldmesh->numtriangles * sizeof(int[3]));
682 int Mod_ShadowMesh_AddVertex(shadowmesh_t *mesh, float *vertex14f)
685 shadowmeshvertexhash_t *hash;
686 // this uses prime numbers intentionally
687 hashindex = (int) (vertex14f[0] * 3 + vertex14f[1] * 5 + vertex14f[2] * 7) % SHADOWMESHVERTEXHASH;
688 for (hash = mesh->vertexhashtable[hashindex];hash;hash = hash->next)
690 vnum = (hash - mesh->vertexhashentries);
691 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]))
692 && (mesh->svector3f == NULL || (mesh->svector3f[vnum * 3 + 0] == vertex14f[3] && mesh->svector3f[vnum * 3 + 1] == vertex14f[4] && mesh->svector3f[vnum * 3 + 2] == vertex14f[5]))
693 && (mesh->tvector3f == NULL || (mesh->tvector3f[vnum * 3 + 0] == vertex14f[6] && mesh->tvector3f[vnum * 3 + 1] == vertex14f[7] && mesh->tvector3f[vnum * 3 + 2] == vertex14f[8]))
694 && (mesh->normal3f == NULL || (mesh->normal3f[vnum * 3 + 0] == vertex14f[9] && mesh->normal3f[vnum * 3 + 1] == vertex14f[10] && mesh->normal3f[vnum * 3 + 2] == vertex14f[11]))
695 && (mesh->texcoord2f == NULL || (mesh->texcoord2f[vnum * 2 + 0] == vertex14f[12] && mesh->texcoord2f[vnum * 2 + 1] == vertex14f[13])))
696 return hash - mesh->vertexhashentries;
698 vnum = mesh->numverts++;
699 hash = mesh->vertexhashentries + vnum;
700 hash->next = mesh->vertexhashtable[hashindex];
701 mesh->vertexhashtable[hashindex] = hash;
702 if (mesh->vertex3f) {mesh->vertex3f[vnum * 3 + 0] = vertex14f[0];mesh->vertex3f[vnum * 3 + 1] = vertex14f[1];mesh->vertex3f[vnum * 3 + 2] = vertex14f[2];}
703 if (mesh->svector3f) {mesh->svector3f[vnum * 3 + 0] = vertex14f[3];mesh->svector3f[vnum * 3 + 1] = vertex14f[4];mesh->svector3f[vnum * 3 + 2] = vertex14f[5];}
704 if (mesh->tvector3f) {mesh->tvector3f[vnum * 3 + 0] = vertex14f[6];mesh->tvector3f[vnum * 3 + 1] = vertex14f[7];mesh->tvector3f[vnum * 3 + 2] = vertex14f[8];}
705 if (mesh->normal3f) {mesh->normal3f[vnum * 3 + 0] = vertex14f[9];mesh->normal3f[vnum * 3 + 1] = vertex14f[10];mesh->normal3f[vnum * 3 + 2] = vertex14f[11];}
706 if (mesh->texcoord2f) {mesh->texcoord2f[vnum * 2 + 0] = vertex14f[12];mesh->texcoord2f[vnum * 2 + 1] = vertex14f[13];}
710 void Mod_ShadowMesh_AddTriangle(mempool_t *mempool, shadowmesh_t *mesh, rtexture_t *map_diffuse, rtexture_t *map_specular, rtexture_t *map_normal, float *vertex14f)
712 if (mesh->numtriangles == 0)
714 // set the properties on this empty mesh to be more favorable...
715 // (note: this case only occurs for the first triangle added to a new mesh chain)
716 mesh->map_diffuse = map_diffuse;
717 mesh->map_specular = map_specular;
718 mesh->map_normal = map_normal;
720 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)
722 if (mesh->next == NULL)
723 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);
726 mesh->element3i[mesh->numtriangles * 3 + 0] = Mod_ShadowMesh_AddVertex(mesh, vertex14f + 14 * 0);
727 mesh->element3i[mesh->numtriangles * 3 + 1] = Mod_ShadowMesh_AddVertex(mesh, vertex14f + 14 * 1);
728 mesh->element3i[mesh->numtriangles * 3 + 2] = Mod_ShadowMesh_AddVertex(mesh, vertex14f + 14 * 2);
729 mesh->numtriangles++;
732 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)
735 float vbuf[3*14], *v;
736 memset(vbuf, 0, sizeof(vbuf));
737 for (i = 0;i < numtris;i++)
739 for (j = 0, v = vbuf;j < 3;j++, v += 14)
744 v[0] = vertex3f[e * 3 + 0];
745 v[1] = vertex3f[e * 3 + 1];
746 v[2] = vertex3f[e * 3 + 2];
750 v[3] = svector3f[e * 3 + 0];
751 v[4] = svector3f[e * 3 + 1];
752 v[5] = svector3f[e * 3 + 2];
756 v[6] = tvector3f[e * 3 + 0];
757 v[7] = tvector3f[e * 3 + 1];
758 v[8] = tvector3f[e * 3 + 2];
762 v[9] = normal3f[e * 3 + 0];
763 v[10] = normal3f[e * 3 + 1];
764 v[11] = normal3f[e * 3 + 2];
768 v[12] = texcoord2f[e * 2 + 0];
769 v[13] = texcoord2f[e * 2 + 1];
772 Mod_ShadowMesh_AddTriangle(mempool, mesh, map_diffuse, map_specular, map_normal, vbuf);
776 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)
778 return Mod_ShadowMesh_Alloc(mempool, maxverts, maxtriangles, map_diffuse, map_specular, map_normal, light, neighbors, expandable);
781 shadowmesh_t *Mod_ShadowMesh_Finish(mempool_t *mempool, shadowmesh_t *firstmesh, int light, int neighbors)
783 shadowmesh_t *mesh, *newmesh, *nextmesh;
784 // reallocate meshs to conserve space
785 for (mesh = firstmesh, firstmesh = NULL;mesh;mesh = nextmesh)
787 nextmesh = mesh->next;
788 if (mesh->numverts >= 3 && mesh->numtriangles >= 1)
790 newmesh = Mod_ShadowMesh_ReAlloc(mempool, mesh, light, neighbors);
791 newmesh->next = firstmesh;
799 void Mod_ShadowMesh_CalcBBox(shadowmesh_t *firstmesh, vec3_t mins, vec3_t maxs, vec3_t center, float *radius)
803 vec3_t nmins, nmaxs, ncenter, temp;
804 float nradius2, dist2, *v;
806 for (mesh = firstmesh;mesh;mesh = mesh->next)
808 if (mesh == firstmesh)
810 VectorCopy(mesh->vertex3f, nmins);
811 VectorCopy(mesh->vertex3f, nmaxs);
813 for (i = 0, v = mesh->vertex3f;i < mesh->numverts;i++, v += 3)
815 if (nmins[0] > v[0]) nmins[0] = v[0];if (nmaxs[0] < v[0]) nmaxs[0] = v[0];
816 if (nmins[1] > v[1]) nmins[1] = v[1];if (nmaxs[1] < v[1]) nmaxs[1] = v[1];
817 if (nmins[2] > v[2]) nmins[2] = v[2];if (nmaxs[2] < v[2]) nmaxs[2] = v[2];
820 // calculate center and radius
821 ncenter[0] = (nmins[0] + nmaxs[0]) * 0.5f;
822 ncenter[1] = (nmins[1] + nmaxs[1]) * 0.5f;
823 ncenter[2] = (nmins[2] + nmaxs[2]) * 0.5f;
825 for (mesh = firstmesh;mesh;mesh = mesh->next)
827 for (i = 0, v = mesh->vertex3f;i < mesh->numverts;i++, v += 3)
829 VectorSubtract(v, ncenter, temp);
830 dist2 = DotProduct(temp, temp);
831 if (nradius2 < dist2)
837 VectorCopy(nmins, mins);
839 VectorCopy(nmaxs, maxs);
841 VectorCopy(ncenter, center);
843 *radius = sqrt(nradius2);
846 void Mod_ShadowMesh_Free(shadowmesh_t *mesh)
848 shadowmesh_t *nextmesh;
849 for (;mesh;mesh = nextmesh)
851 nextmesh = mesh->next;
856 static rtexture_t *GL_TextureForSkinLayer(const qbyte *in, int width, int height, const char *name, const unsigned int *palette, int textureflags)
859 for (i = 0;i < width*height;i++)
860 if (((qbyte *)&palette[in[i]])[3] > 0)
861 return R_LoadTexture2D (loadmodel->texturepool, name, width, height, in, TEXTYPE_PALETTE, textureflags, palette);
865 static int detailtexturecycle = 0;
866 int Mod_LoadSkinFrame(skinframe_t *skinframe, char *basename, int textureflags, int loadpantsandshirt, int usedetailtexture, int loadglowtexture)
869 memset(skinframe, 0, sizeof(*skinframe));
870 if (!image_loadskin(&s, basename))
872 if (usedetailtexture)
873 skinframe->detail = mod_shared_detailtextures[(detailtexturecycle++) % NUM_DETAILTEXTURES];
874 skinframe->base = R_LoadTexture2D (loadmodel->texturepool, basename, s.basepixels_width, s.basepixels_height, s.basepixels, TEXTYPE_RGBA, textureflags, NULL);
875 if (s.nmappixels != NULL)
876 skinframe->nmap = R_LoadTexture2D (loadmodel->texturepool, va("%s_nmap", basename), s.nmappixels_width, s.nmappixels_height, s.nmappixels, TEXTYPE_RGBA, textureflags, NULL);
877 if (s.glosspixels != NULL)
878 skinframe->gloss = R_LoadTexture2D (loadmodel->texturepool, va("%s_gloss", basename), s.glosspixels_width, s.glosspixels_height, s.glosspixels, TEXTYPE_RGBA, textureflags, NULL);
879 if (s.glowpixels != NULL && loadglowtexture)
880 skinframe->glow = R_LoadTexture2D (loadmodel->texturepool, va("%s_glow", basename), s.glowpixels_width, s.glowpixels_height, s.glowpixels, TEXTYPE_RGBA, textureflags, NULL);
881 if (s.maskpixels != NULL)
882 skinframe->fog = R_LoadTexture2D (loadmodel->texturepool, va("%s_mask", basename), s.maskpixels_width, s.maskpixels_height, s.maskpixels, TEXTYPE_RGBA, textureflags, NULL);
883 if (loadpantsandshirt)
885 if (s.pantspixels != NULL)
886 skinframe->pants = R_LoadTexture2D (loadmodel->texturepool, va("%s_pants", basename), s.pantspixels_width, s.pantspixels_height, s.pantspixels, TEXTYPE_RGBA, textureflags, NULL);
887 if (s.shirtpixels != NULL)
888 skinframe->shirt = R_LoadTexture2D (loadmodel->texturepool, va("%s_shirt", basename), s.shirtpixels_width, s.shirtpixels_height, s.shirtpixels, TEXTYPE_RGBA, textureflags, NULL);
894 int Mod_LoadSkinFrame_Internal(skinframe_t *skinframe, char *basename, int textureflags, int loadpantsandshirt, int usedetailtexture, int loadglowtexture, qbyte *skindata, int width, int height)
896 qbyte *temp1, *temp2;
897 memset(skinframe, 0, sizeof(*skinframe));
900 if (usedetailtexture)
901 skinframe->detail = mod_shared_detailtextures[(detailtexturecycle++) % NUM_DETAILTEXTURES];
902 if (r_shadow_bumpscale_basetexture.value > 0)
904 temp1 = Mem_Alloc(loadmodel->mempool, width * height * 8);
905 temp2 = temp1 + width * height * 4;
906 Image_Copy8bitRGBA(skindata, temp1, width * height, palette_nofullbrights);
907 Image_HeightmapToNormalmap(temp1, temp2, width, height, false, r_shadow_bumpscale_basetexture.value);
908 skinframe->nmap = R_LoadTexture2D(loadmodel->texturepool, va("%s_nmap", basename), width, height, temp2, TEXTYPE_RGBA, textureflags, NULL);
913 skinframe->glow = GL_TextureForSkinLayer(skindata, width, height, va("%s_glow", basename), palette_onlyfullbrights, textureflags); // glow
914 skinframe->base = skinframe->merged = GL_TextureForSkinLayer(skindata, width, height, va("%s_merged", basename), palette_nofullbrights, textureflags); // all but fullbrights
915 if (loadpantsandshirt)
917 skinframe->pants = GL_TextureForSkinLayer(skindata, width, height, va("%s_pants", basename), palette_pantsaswhite, textureflags); // pants
918 skinframe->shirt = GL_TextureForSkinLayer(skindata, width, height, va("%s_shirt", basename), palette_shirtaswhite, textureflags); // shirt
919 if (skinframe->pants || skinframe->shirt)
920 skinframe->base = GL_TextureForSkinLayer(skindata, width, height, va("%s_nospecial", basename), palette_nocolormapnofullbrights, textureflags); // no special colors
925 skinframe->base = skinframe->merged = GL_TextureForSkinLayer(skindata, width, height, va("%s_merged", basename), palette_complete, textureflags); // all
926 if (loadpantsandshirt)
928 skinframe->pants = GL_TextureForSkinLayer(skindata, width, height, va("%s_pants", basename), palette_pantsaswhite, textureflags); // pants
929 skinframe->shirt = GL_TextureForSkinLayer(skindata, width, height, va("%s_shirt", basename), palette_shirtaswhite, textureflags); // shirt
930 if (skinframe->pants || skinframe->shirt)
931 skinframe->base = GL_TextureForSkinLayer(skindata, width, height, va("%s_nospecial", basename), palette_nocolormap, textureflags); // no pants or shirt
937 void Mod_GetTerrainVertex3fTexCoord2fFromRGBA(const qbyte *imagepixels, int imagewidth, int imageheight, int ix, int iy, float *vertex3f, float *texcoord2f, matrix4x4_t *pixelstepmatrix, matrix4x4_t *pixeltexturestepmatrix)
942 if (ix >= 0 && iy >= 0 && ix < imagewidth && iy < imageheight)
943 v[2] = (imagepixels[((iy*imagewidth)+ix)*4+0] + imagepixels[((iy*imagewidth)+ix)*4+1] + imagepixels[((iy*imagewidth)+ix)*4+2]) * (1.0f / 765.0f);
946 Matrix4x4_Transform(pixelstepmatrix, v, vertex3f);
947 Matrix4x4_Transform(pixeltexturestepmatrix, v, tc);
948 texcoord2f[0] = tc[0];
949 texcoord2f[1] = tc[1];
952 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)
954 float vup[3], vdown[3], vleft[3], vright[3];
955 float tcup[3], tcdown[3], tcleft[3], tcright[3];
956 float sv[3], tv[3], nl[3];
957 Mod_GetTerrainVertex3fTexCoord2fFromRGBA(imagepixels, imagewidth, imageheight, ix, iy, vertex3f, texcoord2f, pixelstepmatrix, pixeltexturestepmatrix);
958 Mod_GetTerrainVertex3fTexCoord2fFromRGBA(imagepixels, imagewidth, imageheight, ix, iy - 1, vup, tcup, pixelstepmatrix, pixeltexturestepmatrix);
959 Mod_GetTerrainVertex3fTexCoord2fFromRGBA(imagepixels, imagewidth, imageheight, ix, iy + 1, vdown, tcdown, pixelstepmatrix, pixeltexturestepmatrix);
960 Mod_GetTerrainVertex3fTexCoord2fFromRGBA(imagepixels, imagewidth, imageheight, ix - 1, iy, vleft, tcleft, pixelstepmatrix, pixeltexturestepmatrix);
961 Mod_GetTerrainVertex3fTexCoord2fFromRGBA(imagepixels, imagewidth, imageheight, ix + 1, iy, vright, tcright, pixelstepmatrix, pixeltexturestepmatrix);
962 Mod_BuildBumpVectors(vertex3f, vup, vright, texcoord2f, tcup, tcright, svector3f, tvector3f, normal3f);
963 Mod_BuildBumpVectors(vertex3f, vright, vdown, texcoord2f, tcright, tcdown, sv, tv, nl);
964 VectorAdd(svector3f, sv, svector3f);
965 VectorAdd(tvector3f, tv, tvector3f);
966 VectorAdd(normal3f, nl, normal3f);
967 Mod_BuildBumpVectors(vertex3f, vdown, vleft, texcoord2f, tcdown, tcleft, sv, tv, nl);
968 VectorAdd(svector3f, sv, svector3f);
969 VectorAdd(tvector3f, tv, tvector3f);
970 VectorAdd(normal3f, nl, normal3f);
971 Mod_BuildBumpVectors(vertex3f, vleft, vup, texcoord2f, tcleft, tcup, sv, tv, nl);
972 VectorAdd(svector3f, sv, svector3f);
973 VectorAdd(tvector3f, tv, tvector3f);
974 VectorAdd(normal3f, nl, normal3f);
977 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)
979 int x, y, ix, iy, *e;
981 for (y = 0;y < height;y++)
983 for (x = 0;x < width;x++)
985 e[0] = (y + 1) * (width + 1) + (x + 0);
986 e[1] = (y + 0) * (width + 1) + (x + 0);
987 e[2] = (y + 1) * (width + 1) + (x + 1);
988 e[3] = (y + 0) * (width + 1) + (x + 0);
989 e[4] = (y + 0) * (width + 1) + (x + 1);
990 e[5] = (y + 1) * (width + 1) + (x + 1);
994 Mod_BuildTriangleNeighbors(neighbor3i, element3i, width*height*2);
995 for (y = 0, iy = y1;y < height + 1;y++, iy++)
996 for (x = 0, ix = x1;x < width + 1;x++, ix++, vertex3f += 3, texcoord2f += 2, svector3f += 3, tvector3f += 3, normal3f += 3)
997 Mod_GetTerrainVertexFromRGBA(imagepixels, imagewidth, imageheight, ix, iy, vertex3f, texcoord2f, svector3f, tvector3f, normal3f, pixelstepmatrix, pixeltexturestepmatrix);
1000 skinfile_t *Mod_LoadSkinFiles(void)
1002 int i, words, numtags, line, tagsetsused = false, wordsoverflow;
1005 skinfile_t *skinfile, *first = NULL;
1006 skinfileitem_t *skinfileitem;
1007 char word[10][MAX_QPATH];
1008 overridetagnameset_t tagsets[MAX_SKINS];
1009 overridetagname_t tags[256];
1013 U_bodyBox,models/players/Legoman/BikerA2.tga
1014 U_RArm,models/players/Legoman/BikerA1.tga
1015 U_LArm,models/players/Legoman/BikerA1.tga
1016 U_armor,common/nodraw
1017 U_sword,common/nodraw
1018 U_shield,common/nodraw
1019 U_homb,common/nodraw
1020 U_backpack,common/nodraw
1021 U_colcha,common/nodraw
1026 memset(tagsets, 0, sizeof(tagsets));
1027 memset(word, 0, sizeof(word));
1028 for (i = 0;i < MAX_SKINS && (data = text = FS_LoadFile(va("%s_%i.skin", loadmodel->name, i), true));i++)
1031 skinfile = Mem_Alloc(tempmempool, sizeof(skinfile_t));
1032 skinfile->next = first;
1034 for(line = 0;;line++)
1037 if (!COM_ParseToken(&data, true))
1039 if (!strcmp(com_token, "\n"))
1042 wordsoverflow = false;
1046 strlcpy(word[words++], com_token, sizeof (word[0]));
1048 wordsoverflow = true;
1050 while (COM_ParseToken(&data, true) && strcmp(com_token, "\n"));
1053 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);
1056 // words is always >= 1
1057 if (!strcmp(word[0], "replace"))
1061 Con_DPrintf("Mod_LoadSkinFiles: parsed mesh \"%s\" shader replacement \"%s\"\n", word[1], word[2]);
1062 skinfileitem = Mem_Alloc(tempmempool, sizeof(skinfileitem_t));
1063 skinfileitem->next = skinfile->items;
1064 skinfile->items = skinfileitem;
1065 strlcpy (skinfileitem->name, word[1], sizeof (skinfileitem->name));
1066 strlcpy (skinfileitem->replacement, word[2], sizeof (skinfileitem->replacement));
1069 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]);
1071 else if (words == 2 && !strcmp(word[1], ","))
1073 // tag name, like "tag_weapon,"
1074 Con_DPrintf("Mod_LoadSkinFiles: parsed tag #%i \"%s\"\n", numtags, word[0]);
1075 memset(tags + numtags, 0, sizeof(tags[numtags]));
1076 strlcpy (tags[numtags].name, word[0], sizeof (tags[numtags].name));
1079 else if (words == 3 && !strcmp(word[1], ","))
1081 // mesh shader name, like "U_RArm,models/players/Legoman/BikerA1.tga"
1082 Con_DPrintf("Mod_LoadSkinFiles: parsed mesh \"%s\" shader replacement \"%s\"\n", word[0], word[2]);
1083 skinfileitem = Mem_Alloc(tempmempool, sizeof(skinfileitem_t));
1084 skinfileitem->next = skinfile->items;
1085 skinfile->items = skinfileitem;
1086 strlcpy (skinfileitem->name, word[0], sizeof (skinfileitem->name));
1087 strlcpy (skinfileitem->replacement, word[2], sizeof (skinfileitem->replacement));
1090 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);
1096 overridetagnameset_t *t;
1098 t->num_overridetagnames = numtags;
1099 t->data_overridetagnames = Mem_Alloc(loadmodel->mempool, t->num_overridetagnames * sizeof(overridetagname_t));
1100 memcpy(t->data_overridetagnames, tags, t->num_overridetagnames * sizeof(overridetagname_t));
1106 loadmodel->data_overridetagnamesforskin = Mem_Alloc(loadmodel->mempool, i * sizeof(overridetagnameset_t));
1107 memcpy(loadmodel->data_overridetagnamesforskin, tagsets, i * sizeof(overridetagnameset_t));
1110 loadmodel->numskins = i;
1114 void Mod_FreeSkinFiles(skinfile_t *skinfile)
1117 skinfileitem_t *skinfileitem, *nextitem;
1118 for (;skinfile;skinfile = next)
1120 next = skinfile->next;
1121 for (skinfileitem = skinfile->items;skinfileitem;skinfileitem = nextitem)
1123 nextitem = skinfileitem->next;
1124 Mem_Free(skinfileitem);
1130 int Mod_CountSkinFiles(skinfile_t *skinfile)
1133 for (i = 0;skinfile;skinfile = skinfile->next, i++);
1137 int Mod_RemoveDegenerateTriangles(int numtriangles, const int *inelement3i, int *outelement3i, const float *vertex3f)
1139 int i, outtriangles;
1140 float d, edgedir[3], temp[3];
1141 // a degenerate triangle is one with no width (thickness, surface area)
1142 // these are characterized by having all 3 points colinear (along a line)
1143 // or having two points identical
1144 for (i = 0, outtriangles = 0;i < numtriangles;i++, inelement3i += 3)
1146 // calculate first edge
1147 VectorSubtract(vertex3f + inelement3i[1] * 3, vertex3f + inelement3i[0] * 3, edgedir);
1148 if (VectorLength2(edgedir) < 0.0001f)
1149 continue; // degenerate first edge (no length)
1150 VectorNormalize(edgedir);
1151 // check if third point is on the edge (colinear)
1152 d = -DotProduct(vertex3f + inelement3i[2] * 3, edgedir);
1153 VectorMA(vertex3f + inelement3i[2] * 3, d, edgedir, temp);
1154 if (VectorLength2(temp) < 0.0001f)
1155 continue; // third point colinear with first edge
1156 // valid triangle (no colinear points, no duplicate points)
1157 VectorCopy(inelement3i, outelement3i);
1161 return outtriangles;