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_texture_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;
120 mod_shared_distorttexture[i*16+j] = NULL;
121 if (gl_textureshader)
123 for (y=0; y<DISTORTRESOLUTION; y++)
125 for (x=0; x<DISTORTRESOLUTION; x++)
127 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);
128 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);
131 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);
139 void Mod_SetupNoTexture(void)
143 static void mod_start(void)
146 for (i = 0;i < MAX_MOD_KNOWN;i++)
147 if (mod_known[i].name[0])
148 Mod_UnloadModel(&mod_known[i]);
151 mod_shared_texturepool = R_AllocTexturePool();
152 Mod_SetupNoTexture();
153 Mod_BuildDetailTextures();
154 Mod_BuildDistortTexture();
157 static void mod_shutdown(void)
160 for (i = 0;i < MAX_MOD_KNOWN;i++)
161 if (mod_known[i].name[0])
162 Mod_UnloadModel(&mod_known[i]);
164 R_FreeTexturePool(&mod_shared_texturepool);
167 static void mod_newmap(void)
170 int i, surfacenum, ssize, tsize;
172 if (!cl_stainmaps_clearonload.integer)
175 for (i = 0;i < MAX_MOD_KNOWN;i++)
177 if (mod_known[i].name[0])
179 for (surfacenum = 0, surface = mod_known[i].brush.data_surfaces;surfacenum < mod_known[i].brush.num_surfaces;surfacenum++, surface++)
181 if (surface->stainsamples)
183 ssize = (surface->extents[0] >> 4) + 1;
184 tsize = (surface->extents[1] >> 4) + 1;
186 if (ssize > 256 || tsize > 256)
187 Host_Error("Bad surface extents");
189 if (surface->stainsamples)
190 memset(surface->stainsamples, 255, ssize * tsize * 3);
192 surface->cached_dlight = true;
204 static void Mod_Print(void);
205 static void Mod_Precache (void);
212 Cvar_RegisterVariable(&r_mipskins);
213 Cmd_AddCommand ("modellist", Mod_Print);
214 Cmd_AddCommand ("modelprecache", Mod_Precache);
217 void Mod_RenderInit(void)
219 R_RegisterModule("Models", mod_start, mod_shutdown, mod_newmap);
222 void Mod_FreeModel (model_t *mod)
224 R_FreeTexturePool(&mod->texturepool);
225 Mem_FreePool(&mod->mempool);
227 // clear the struct to make it available
228 memset(mod, 0, sizeof(model_t));
231 void Mod_UnloadModel (model_t *mod)
233 char name[MAX_QPATH];
234 qboolean isworldmodel;
235 strcpy(name, mod->name);
236 isworldmodel = mod->isworldmodel;
238 strcpy(mod->name, name);
239 mod->isworldmodel = isworldmodel;
250 static model_t *Mod_LoadModel(model_t *mod, qboolean crash, qboolean checkdisk, qboolean isworldmodel)
258 if (mod->name[0] == '*') // submodel
263 if (mod->isworldmodel != isworldmodel)
265 if (!mod->loaded || checkdisk)
267 if (checkdisk && mod->loaded)
268 Con_DPrintf("checking model %s\n", mod->name);
269 buf = FS_LoadFile (mod->name, tempmempool, false);
272 crc = CRC_Block(buf, fs_filesize);
278 return mod; // already loaded
280 Con_DPrintf("loading model %s\n", mod->name);
281 // LordHavoc: unload the existing model in this slot (if there is one)
282 Mod_UnloadModel(mod);
285 mod->isworldmodel = isworldmodel;
288 // errors can prevent the corresponding mod->loaded = true;
291 // default model radius and bounding box (mainly for missing models)
293 VectorSet(mod->normalmins, -mod->radius, -mod->radius, -mod->radius);
294 VectorSet(mod->normalmaxs, mod->radius, mod->radius, mod->radius);
295 VectorSet(mod->yawmins, -mod->radius, -mod->radius, -mod->radius);
296 VectorSet(mod->yawmaxs, mod->radius, mod->radius, mod->radius);
297 VectorSet(mod->rotatedmins, -mod->radius, -mod->radius, -mod->radius);
298 VectorSet(mod->rotatedmaxs, mod->radius, mod->radius, mod->radius);
300 // all models use memory, so allocate a memory pool
301 mod->mempool = Mem_AllocPool(mod->name, 0, NULL);
302 // all models load textures, so allocate a texture pool
303 if (cls.state != ca_dedicated)
304 mod->texturepool = R_AllocTexturePool();
308 num = LittleLong(*((int *)buf));
309 // call the apropriate loader
311 if (!memcmp(buf, "IDPO", 4)) Mod_IDP0_Load(mod, buf);
312 else if (!memcmp(buf, "IDP2", 4)) Mod_IDP2_Load(mod, buf);
313 else if (!memcmp(buf, "IDP3", 4)) Mod_IDP3_Load(mod, buf);
314 else if (!memcmp(buf, "IDSP", 4)) Mod_IDSP_Load(mod, buf);
315 else if (!memcmp(buf, "IBSP", 4)) Mod_IBSP_Load(mod, buf);
316 else if (!memcmp(buf, "ZYMOTICMODEL", 12)) Mod_ZYMOTICMODEL_Load(mod, buf);
317 else if (strlen(mod->name) >= 4 && !strcmp(mod->name - 4, ".map")) Mod_MAP_Load(mod, buf);
318 else if (num == BSPVERSION || num == 30) Mod_Q1BSP_Load(mod, buf);
319 else Host_Error("Mod_LoadModel: model \"%s\" is of unknown/unsupported type\n", mod->name);
324 // LordHavoc: Sys_Error was *ANNOYING*
325 Con_Printf ("Mod_LoadModel: %s not found\n", mod->name);
328 // no errors occurred
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 // only used during loading!
380 void Mod_RemoveStaleWorldModels(model_t *skip)
383 for (i = 0;i < MAX_MOD_KNOWN;i++)
384 if (mod_known[i].isworldmodel && skip != &mod_known[i])
385 Mod_UnloadModel(mod_known + i);
388 void Mod_LoadModels(void)
393 for (i = 0, mod = mod_known;i < MAX_MOD_KNOWN;i++, mod++)
396 Mod_CheckLoaded(mod);
405 model_t *Mod_FindName(const char *name)
408 model_t *mod, *freemod;
411 Host_Error ("Mod_ForName: NULL name");
413 // search the currently loaded models
415 for (i = 0, mod = mod_known;i < MAX_MOD_KNOWN;i++, mod++)
419 if (!strcmp (mod->name, name))
425 else if (freemod == NULL)
432 strcpy (mod->name, name);
438 Host_Error ("Mod_FindName: ran out of models\n");
446 Loads in a model for the given name
449 model_t *Mod_ForName(const char *name, qboolean crash, qboolean checkdisk, qboolean isworldmodel)
451 return Mod_LoadModel(Mod_FindName(name), crash, checkdisk, isworldmodel);
457 //=============================================================================
464 static void Mod_Print(void)
469 Con_Print("Loaded models:\n");
470 for (i = 0, mod = mod_known;i < MAX_MOD_KNOWN;i++, mod++)
472 Con_Printf("%4iK %s\n", mod->mempool ? (mod->mempool->totalsize + 1023) / 1024 : 0, mod->name);
480 static void Mod_Precache(void)
483 Mod_ForName(Cmd_Argv(1), false, true, cl.worldmodel && !strcasecmp(Cmd_Argv(1), cl.worldmodel->name));
485 Con_Print("usage: modelprecache <filename>\n");
488 int Mod_BuildVertexRemapTableFromElements(int numelements, const int *elements, int numvertices, int *remapvertices)
492 used = Mem_Alloc(tempmempool, numvertices);
493 memset(used, 0, numvertices);
494 for (i = 0;i < numelements;i++)
495 used[elements[i]] = 1;
496 for (i = 0, count = 0;i < numvertices;i++)
497 remapvertices[i] = used[i] ? count++ : -1;
503 // fast way, using an edge hash
504 #define TRIANGLEEDGEHASH 16384
505 void Mod_BuildTriangleNeighbors(int *neighbors, const int *elements, int numtriangles)
507 int i, j, p, e1, e2, *n, hashindex, count, match;
509 typedef struct edgehashentry_s
511 struct edgehashentry_s *next;
516 edgehashentry_t *edgehash[TRIANGLEEDGEHASH], *edgehashentries, edgehashentriesbuffer[TRIANGLEEDGEHASH*3], *hash;
517 memset(edgehash, 0, sizeof(edgehash));
518 edgehashentries = edgehashentriesbuffer;
519 // if there are too many triangles for the stack array, allocate larger buffer
520 if (numtriangles > TRIANGLEEDGEHASH)
521 edgehashentries = Mem_Alloc(tempmempool, numtriangles * 3 * sizeof(edgehashentry_t));
522 // find neighboring triangles
523 for (i = 0, e = elements, n = neighbors;i < numtriangles;i++, e += 3, n += 3)
525 for (j = 0, p = 2;j < 3;p = j, j++)
529 // this hash index works for both forward and backward edges
530 hashindex = (unsigned int)(e1 + e2) % TRIANGLEEDGEHASH;
531 hash = edgehashentries + i * 3 + j;
532 hash->next = edgehash[hashindex];
533 edgehash[hashindex] = hash;
535 hash->element[0] = e1;
536 hash->element[1] = e2;
539 for (i = 0, e = elements, n = neighbors;i < numtriangles;i++, e += 3, n += 3)
541 for (j = 0, p = 2;j < 3;p = j, j++)
545 // this hash index works for both forward and backward edges
546 hashindex = (unsigned int)(e1 + e2) % TRIANGLEEDGEHASH;
549 for (hash = edgehash[hashindex];hash;hash = hash->next)
551 if (hash->element[0] == e2 && hash->element[1] == e1)
553 if (hash->triangle != i)
554 match = hash->triangle;
557 else if ((hash->element[0] == e1 && hash->element[1] == e2))
560 // detect edges shared by three triangles and make them seams
566 // free the allocated buffer
567 if (edgehashentries != edgehashentriesbuffer)
568 Mem_Free(edgehashentries);
571 // very slow but simple way
572 static int Mod_FindTriangleWithEdge(const int *elements, int numtriangles, int start, int end, int ignore)
577 for (i = 0;i < numtriangles;i++, elements += 3)
579 if ((elements[0] == start && elements[1] == end)
580 || (elements[1] == start && elements[2] == end)
581 || (elements[2] == start && elements[0] == end))
587 else if ((elements[1] == start && elements[0] == end)
588 || (elements[2] == start && elements[1] == end)
589 || (elements[0] == start && elements[2] == end))
592 // detect edges shared by three triangles and make them seams
598 void Mod_BuildTriangleNeighbors(int *neighbors, const int *elements, int numtriangles)
602 for (i = 0, e = elements, n = neighbors;i < numtriangles;i++, e += 3, n += 3)
604 n[0] = Mod_FindTriangleWithEdge(elements, numtriangles, e[1], e[0], i);
605 n[1] = Mod_FindTriangleWithEdge(elements, numtriangles, e[2], e[1], i);
606 n[2] = Mod_FindTriangleWithEdge(elements, numtriangles, e[0], e[2], i);
611 void Mod_ValidateElements(const int *elements, int numtriangles, int numverts, const char *filename, int fileline)
614 for (i = 0;i < numtriangles * 3;i++)
615 if ((unsigned int)elements[i] >= (unsigned int)numverts)
616 Con_Printf("Mod_ValidateElements: out of bounds element detected at %s:%d\n", filename, fileline);
619 // warning: this is an expensive function!
620 void Mod_BuildNormals(int numverts, int numtriangles, const float *vertex3f, const int *elements, float *normal3f)
626 memset(normal3f, 0, numverts * sizeof(float[3]));
627 // process each vertex of each triangle and accumulate the results
628 for (tnum = 0, e = elements;tnum < numtriangles;tnum++, e += 3)
630 TriangleNormal(vertex3f + e[0] * 3, vertex3f + e[1] * 3, vertex3f + e[2] * 3, normal);
631 VectorNormalize(normal);
632 v = normal3f + e[0] * 3;
636 v = normal3f + e[1] * 3;
640 v = normal3f + e[2] * 3;
645 // now we could divide the vectors by the number of averaged values on
646 // each vertex... but instead normalize them
647 for (i = 0, v = normal3f;i < numverts;i++, v += 3)
651 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)
653 float f, tangentcross[3], v10[3], v20[3], tc10[2], tc20[2];
654 // 103 add/sub/negate/multiply (1 cycle), 3 divide (20 cycle), 3 sqrt (22 cycle), 4 compare (3 cycle?), total cycles not counting load/store/exchange roughly 241 cycles
655 // 12 add, 28 subtract, 57 multiply, 3 divide, 3 sqrt, 4 compare, 50% chance of 6 negates
657 // 6 multiply, 9 subtract
658 VectorSubtract(v1, v0, v10);
659 VectorSubtract(v2, v0, v20);
660 normal3f[0] = v10[1] * v20[2] - v10[2] * v20[1];
661 normal3f[1] = v10[2] * v20[0] - v10[0] * v20[2];
662 normal3f[2] = v10[0] * v20[1] - v10[1] * v20[0];
663 // 1 sqrt, 1 divide, 6 multiply, 2 add, 1 compare
664 VectorNormalize(normal3f);
665 // 12 multiply, 10 subtract
666 tc10[1] = tc1[1] - tc0[1];
667 tc20[1] = tc2[1] - tc0[1];
668 svector3f[0] = tc10[1] * v20[0] - tc20[1] * v10[0];
669 svector3f[1] = tc10[1] * v20[1] - tc20[1] * v10[1];
670 svector3f[2] = tc10[1] * v20[2] - tc20[1] * v10[2];
671 tc10[0] = tc1[0] - tc0[0];
672 tc20[0] = tc2[0] - tc0[0];
673 tvector3f[0] = tc10[0] * v20[0] - tc20[0] * v10[0];
674 tvector3f[1] = tc10[0] * v20[1] - tc20[0] * v10[1];
675 tvector3f[2] = tc10[0] * v20[2] - tc20[0] * v10[2];
676 // 12 multiply, 4 add, 6 subtract
677 f = DotProduct(svector3f, normal3f);
678 svector3f[0] -= f * normal3f[0];
679 svector3f[1] -= f * normal3f[1];
680 svector3f[2] -= f * normal3f[2];
681 f = DotProduct(tvector3f, normal3f);
682 tvector3f[0] -= f * normal3f[0];
683 tvector3f[1] -= f * normal3f[1];
684 tvector3f[2] -= f * normal3f[2];
685 // 2 sqrt, 2 divide, 12 multiply, 4 add, 2 compare
686 VectorNormalize(svector3f);
687 VectorNormalize(tvector3f);
688 // if texture is mapped the wrong way (counterclockwise), the tangents
689 // have to be flipped, this is detected by calculating a normal from the
690 // two tangents, and seeing if it is opposite the surface normal
691 // 9 multiply, 2 add, 3 subtract, 1 compare, 50% chance of: 6 negates
692 CrossProduct(tvector3f, svector3f, tangentcross);
693 if (DotProduct(tangentcross, normal3f) < 0)
695 VectorNegate(svector3f, svector3f);
696 VectorNegate(tvector3f, tvector3f);
700 // warning: this is a very expensive function!
701 void Mod_BuildTextureVectorsAndNormals(int numverts, int numtriangles, const float *vertex3f, const float *texcoord2f, const int *elements, float *svector3f, float *tvector3f, float *normal3f)
704 float sdir[3], tdir[3], normal[3], *v;
708 memset(svector3f, 0, numverts * sizeof(float[3]));
710 memset(tvector3f, 0, numverts * sizeof(float[3]));
712 memset(normal3f, 0, numverts * sizeof(float[3]));
713 // process each vertex of each triangle and accumulate the results
714 for (tnum = 0, e = elements;tnum < numtriangles;tnum++, e += 3)
716 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);
719 for (i = 0;i < 3;i++)
721 svector3f[e[i]*3 ] += sdir[0];
722 svector3f[e[i]*3+1] += sdir[1];
723 svector3f[e[i]*3+2] += sdir[2];
728 for (i = 0;i < 3;i++)
730 tvector3f[e[i]*3 ] += tdir[0];
731 tvector3f[e[i]*3+1] += tdir[1];
732 tvector3f[e[i]*3+2] += tdir[2];
737 for (i = 0;i < 3;i++)
739 normal3f[e[i]*3 ] += normal[0];
740 normal3f[e[i]*3+1] += normal[1];
741 normal3f[e[i]*3+2] += normal[2];
745 // now we could divide the vectors by the number of averaged values on
746 // each vertex... but instead normalize them
747 // 4 assignments, 1 divide, 1 sqrt, 2 adds, 6 multiplies
749 for (i = 0, v = svector3f;i < numverts;i++, v += 3)
751 // 4 assignments, 1 divide, 1 sqrt, 2 adds, 6 multiplies
753 for (i = 0, v = tvector3f;i < numverts;i++, v += 3)
755 // 4 assignments, 1 divide, 1 sqrt, 2 adds, 6 multiplies
757 for (i = 0, v = normal3f;i < numverts;i++, v += 3)
761 surfmesh_t *Mod_AllocSurfMesh(mempool_t *mempool, int numvertices, int numtriangles, int numcollisionvertices, int numcollisiontriangles, qboolean detailtexcoords, qboolean lightmapoffsets, qboolean vertexcolors)
765 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) * sizeof(int) + numcollisionvertices * sizeof(float[3]) + numcollisiontriangles * sizeof(int[3]));
766 mesh->num_vertices = numvertices;
767 mesh->num_triangles = numtriangles;
768 mesh->num_collisionvertices = numcollisionvertices;
769 mesh->num_collisiontriangles = numcollisiontriangles;
770 data = (qbyte *)(mesh + 1);
771 if (mesh->num_vertices)
773 mesh->data_vertex3f = (float *)data, data += sizeof(float[3]) * mesh->num_vertices;
774 mesh->data_svector3f = (float *)data, data += sizeof(float[3]) * mesh->num_vertices;
775 mesh->data_tvector3f = (float *)data, data += sizeof(float[3]) * mesh->num_vertices;
776 mesh->data_normal3f = (float *)data, data += sizeof(float[3]) * mesh->num_vertices;
777 mesh->data_texcoordtexture2f = (float *)data, data += sizeof(float[2]) * mesh->num_vertices;
778 mesh->data_texcoordlightmap2f = (float *)data, data += sizeof(float[2]) * mesh->num_vertices;
780 mesh->data_texcoorddetail2f = (float *)data, data += sizeof(float[2]) * mesh->num_vertices;
782 mesh->data_lightmapcolor4f = (float *)data, data += sizeof(float[4]) * mesh->num_vertices;
784 mesh->data_lightmapoffsets = (int *)data, data += sizeof(int) * mesh->num_vertices;
786 if (mesh->num_triangles)
788 mesh->data_element3i = (int *)data, data += sizeof(int[3]) * mesh->num_triangles;
789 mesh->data_neighbor3i = (int *)data, data += sizeof(int[3]) * mesh->num_triangles;
791 if (mesh->num_collisionvertices)
792 mesh->data_collisionvertex3f = (float *)data, data += sizeof(float[3]) * mesh->num_collisionvertices;
793 if (mesh->num_collisiontriangles)
794 mesh->data_collisionelement3i = (int *)data, data += sizeof(int[3]) * mesh->num_collisiontriangles;
798 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)
800 shadowmesh_t *newmesh;
803 size = sizeof(shadowmesh_t);
804 size += maxverts * sizeof(float[3]);
806 size += maxverts * sizeof(float[11]);
807 size += maxtriangles * sizeof(int[3]);
809 size += maxtriangles * sizeof(int[3]);
811 size += SHADOWMESHVERTEXHASH * sizeof(shadowmeshvertexhash_t *) + maxverts * sizeof(shadowmeshvertexhash_t);
812 data = Mem_Alloc(mempool, size);
813 newmesh = (void *)data;data += sizeof(*newmesh);
814 newmesh->map_diffuse = map_diffuse;
815 newmesh->map_specular = map_specular;
816 newmesh->map_normal = map_normal;
817 newmesh->maxverts = maxverts;
818 newmesh->maxtriangles = maxtriangles;
819 newmesh->numverts = 0;
820 newmesh->numtriangles = 0;
822 newmesh->vertex3f = (void *)data;data += maxverts * sizeof(float[3]);
825 newmesh->svector3f = (void *)data;data += maxverts * sizeof(float[3]);
826 newmesh->tvector3f = (void *)data;data += maxverts * sizeof(float[3]);
827 newmesh->normal3f = (void *)data;data += maxverts * sizeof(float[3]);
828 newmesh->texcoord2f = (void *)data;data += maxverts * sizeof(float[2]);
830 newmesh->element3i = (void *)data;data += maxtriangles * sizeof(int[3]);
833 newmesh->neighbor3i = (void *)data;data += maxtriangles * sizeof(int[3]);
837 newmesh->vertexhashtable = (void *)data;data += SHADOWMESHVERTEXHASH * sizeof(shadowmeshvertexhash_t *);
838 newmesh->vertexhashentries = (void *)data;data += maxverts * sizeof(shadowmeshvertexhash_t);
843 shadowmesh_t *Mod_ShadowMesh_ReAlloc(mempool_t *mempool, shadowmesh_t *oldmesh, int light, int neighbors)
845 shadowmesh_t *newmesh;
846 newmesh = Mod_ShadowMesh_Alloc(mempool, oldmesh->numverts, oldmesh->numtriangles, oldmesh->map_diffuse, oldmesh->map_specular, oldmesh->map_normal, light, neighbors, false);
847 newmesh->numverts = oldmesh->numverts;
848 newmesh->numtriangles = oldmesh->numtriangles;
850 memcpy(newmesh->vertex3f, oldmesh->vertex3f, oldmesh->numverts * sizeof(float[3]));
851 if (newmesh->svector3f && oldmesh->svector3f)
853 memcpy(newmesh->svector3f, oldmesh->svector3f, oldmesh->numverts * sizeof(float[3]));
854 memcpy(newmesh->tvector3f, oldmesh->tvector3f, oldmesh->numverts * sizeof(float[3]));
855 memcpy(newmesh->normal3f, oldmesh->normal3f, oldmesh->numverts * sizeof(float[3]));
856 memcpy(newmesh->texcoord2f, oldmesh->texcoord2f, oldmesh->numverts * sizeof(float[2]));
858 memcpy(newmesh->element3i, oldmesh->element3i, oldmesh->numtriangles * sizeof(int[3]));
859 if (newmesh->neighbor3i && oldmesh->neighbor3i)
860 memcpy(newmesh->neighbor3i, oldmesh->neighbor3i, oldmesh->numtriangles * sizeof(int[3]));
864 int Mod_ShadowMesh_AddVertex(shadowmesh_t *mesh, float *vertex14f)
867 shadowmeshvertexhash_t *hash;
868 // this uses prime numbers intentionally
869 hashindex = (unsigned int) (vertex14f[0] * 3 + vertex14f[1] * 5 + vertex14f[2] * 7) % SHADOWMESHVERTEXHASH;
870 for (hash = mesh->vertexhashtable[hashindex];hash;hash = hash->next)
872 vnum = (hash - mesh->vertexhashentries);
873 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]))
874 && (mesh->svector3f == NULL || (mesh->svector3f[vnum * 3 + 0] == vertex14f[3] && mesh->svector3f[vnum * 3 + 1] == vertex14f[4] && mesh->svector3f[vnum * 3 + 2] == vertex14f[5]))
875 && (mesh->tvector3f == NULL || (mesh->tvector3f[vnum * 3 + 0] == vertex14f[6] && mesh->tvector3f[vnum * 3 + 1] == vertex14f[7] && mesh->tvector3f[vnum * 3 + 2] == vertex14f[8]))
876 && (mesh->normal3f == NULL || (mesh->normal3f[vnum * 3 + 0] == vertex14f[9] && mesh->normal3f[vnum * 3 + 1] == vertex14f[10] && mesh->normal3f[vnum * 3 + 2] == vertex14f[11]))
877 && (mesh->texcoord2f == NULL || (mesh->texcoord2f[vnum * 2 + 0] == vertex14f[12] && mesh->texcoord2f[vnum * 2 + 1] == vertex14f[13])))
878 return hash - mesh->vertexhashentries;
880 vnum = mesh->numverts++;
881 hash = mesh->vertexhashentries + vnum;
882 hash->next = mesh->vertexhashtable[hashindex];
883 mesh->vertexhashtable[hashindex] = hash;
884 if (mesh->vertex3f) {mesh->vertex3f[vnum * 3 + 0] = vertex14f[0];mesh->vertex3f[vnum * 3 + 1] = vertex14f[1];mesh->vertex3f[vnum * 3 + 2] = vertex14f[2];}
885 if (mesh->svector3f) {mesh->svector3f[vnum * 3 + 0] = vertex14f[3];mesh->svector3f[vnum * 3 + 1] = vertex14f[4];mesh->svector3f[vnum * 3 + 2] = vertex14f[5];}
886 if (mesh->tvector3f) {mesh->tvector3f[vnum * 3 + 0] = vertex14f[6];mesh->tvector3f[vnum * 3 + 1] = vertex14f[7];mesh->tvector3f[vnum * 3 + 2] = vertex14f[8];}
887 if (mesh->normal3f) {mesh->normal3f[vnum * 3 + 0] = vertex14f[9];mesh->normal3f[vnum * 3 + 1] = vertex14f[10];mesh->normal3f[vnum * 3 + 2] = vertex14f[11];}
888 if (mesh->texcoord2f) {mesh->texcoord2f[vnum * 2 + 0] = vertex14f[12];mesh->texcoord2f[vnum * 2 + 1] = vertex14f[13];}
892 void Mod_ShadowMesh_AddTriangle(mempool_t *mempool, shadowmesh_t *mesh, rtexture_t *map_diffuse, rtexture_t *map_specular, rtexture_t *map_normal, float *vertex14f)
894 if (mesh->numtriangles == 0)
896 // set the properties on this empty mesh to be more favorable...
897 // (note: this case only occurs for the first triangle added to a new mesh chain)
898 mesh->map_diffuse = map_diffuse;
899 mesh->map_specular = map_specular;
900 mesh->map_normal = map_normal;
902 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)
904 if (mesh->next == NULL)
905 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);
908 mesh->element3i[mesh->numtriangles * 3 + 0] = Mod_ShadowMesh_AddVertex(mesh, vertex14f + 14 * 0);
909 mesh->element3i[mesh->numtriangles * 3 + 1] = Mod_ShadowMesh_AddVertex(mesh, vertex14f + 14 * 1);
910 mesh->element3i[mesh->numtriangles * 3 + 2] = Mod_ShadowMesh_AddVertex(mesh, vertex14f + 14 * 2);
911 mesh->numtriangles++;
914 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)
917 float vbuf[3*14], *v;
918 memset(vbuf, 0, sizeof(vbuf));
919 for (i = 0;i < numtris;i++)
921 for (j = 0, v = vbuf;j < 3;j++, v += 14)
926 v[0] = vertex3f[e * 3 + 0];
927 v[1] = vertex3f[e * 3 + 1];
928 v[2] = vertex3f[e * 3 + 2];
932 v[3] = svector3f[e * 3 + 0];
933 v[4] = svector3f[e * 3 + 1];
934 v[5] = svector3f[e * 3 + 2];
938 v[6] = tvector3f[e * 3 + 0];
939 v[7] = tvector3f[e * 3 + 1];
940 v[8] = tvector3f[e * 3 + 2];
944 v[9] = normal3f[e * 3 + 0];
945 v[10] = normal3f[e * 3 + 1];
946 v[11] = normal3f[e * 3 + 2];
950 v[12] = texcoord2f[e * 2 + 0];
951 v[13] = texcoord2f[e * 2 + 1];
954 Mod_ShadowMesh_AddTriangle(mempool, mesh, map_diffuse, map_specular, map_normal, vbuf);
958 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)
960 return Mod_ShadowMesh_Alloc(mempool, maxverts, maxtriangles, map_diffuse, map_specular, map_normal, light, neighbors, expandable);
963 shadowmesh_t *Mod_ShadowMesh_Finish(mempool_t *mempool, shadowmesh_t *firstmesh, int light, int neighbors)
965 shadowmesh_t *mesh, *newmesh, *nextmesh;
966 // reallocate meshs to conserve space
967 for (mesh = firstmesh, firstmesh = NULL;mesh;mesh = nextmesh)
969 nextmesh = mesh->next;
970 if (mesh->numverts >= 3 && mesh->numtriangles >= 1)
972 newmesh = Mod_ShadowMesh_ReAlloc(mempool, mesh, light, neighbors);
973 newmesh->next = firstmesh;
981 void Mod_ShadowMesh_CalcBBox(shadowmesh_t *firstmesh, vec3_t mins, vec3_t maxs, vec3_t center, float *radius)
985 vec3_t nmins, nmaxs, ncenter, temp;
986 float nradius2, dist2, *v;
988 for (mesh = firstmesh;mesh;mesh = mesh->next)
990 if (mesh == firstmesh)
992 VectorCopy(mesh->vertex3f, nmins);
993 VectorCopy(mesh->vertex3f, nmaxs);
995 for (i = 0, v = mesh->vertex3f;i < mesh->numverts;i++, v += 3)
997 if (nmins[0] > v[0]) nmins[0] = v[0];if (nmaxs[0] < v[0]) nmaxs[0] = v[0];
998 if (nmins[1] > v[1]) nmins[1] = v[1];if (nmaxs[1] < v[1]) nmaxs[1] = v[1];
999 if (nmins[2] > v[2]) nmins[2] = v[2];if (nmaxs[2] < v[2]) nmaxs[2] = v[2];
1002 // calculate center and radius
1003 ncenter[0] = (nmins[0] + nmaxs[0]) * 0.5f;
1004 ncenter[1] = (nmins[1] + nmaxs[1]) * 0.5f;
1005 ncenter[2] = (nmins[2] + nmaxs[2]) * 0.5f;
1007 for (mesh = firstmesh;mesh;mesh = mesh->next)
1009 for (i = 0, v = mesh->vertex3f;i < mesh->numverts;i++, v += 3)
1011 VectorSubtract(v, ncenter, temp);
1012 dist2 = DotProduct(temp, temp);
1013 if (nradius2 < dist2)
1019 VectorCopy(nmins, mins);
1021 VectorCopy(nmaxs, maxs);
1023 VectorCopy(ncenter, center);
1025 *radius = sqrt(nradius2);
1028 void Mod_ShadowMesh_Free(shadowmesh_t *mesh)
1030 shadowmesh_t *nextmesh;
1031 for (;mesh;mesh = nextmesh)
1033 nextmesh = mesh->next;
1038 static rtexture_t *GL_TextureForSkinLayer(const qbyte *in, int width, int height, const char *name, const unsigned int *palette, int textureflags)
1041 for (i = 0;i < width*height;i++)
1042 if (((qbyte *)&palette[in[i]])[3] > 0)
1043 return R_LoadTexture2D (loadmodel->texturepool, name, width, height, in, TEXTYPE_PALETTE, textureflags, palette);
1047 static int detailtexturecycle = 0;
1048 int Mod_LoadSkinFrame(skinframe_t *skinframe, char *basename, int textureflags, int loadpantsandshirt, int usedetailtexture, int loadglowtexture)
1051 memset(skinframe, 0, sizeof(*skinframe));
1052 if (!image_loadskin(&s, basename))
1054 if (usedetailtexture)
1055 skinframe->detail = mod_shared_detailtextures[(detailtexturecycle++) % NUM_DETAILTEXTURES];
1056 skinframe->base = R_LoadTexture2D (loadmodel->texturepool, basename, s.basepixels_width, s.basepixels_height, s.basepixels, TEXTYPE_RGBA, textureflags, NULL);
1057 if (s.nmappixels != NULL)
1058 skinframe->nmap = R_LoadTexture2D (loadmodel->texturepool, va("%s_nmap", basename), s.nmappixels_width, s.nmappixels_height, s.nmappixels, TEXTYPE_RGBA, textureflags, NULL);
1059 if (s.glosspixels != NULL)
1060 skinframe->gloss = R_LoadTexture2D (loadmodel->texturepool, va("%s_gloss", basename), s.glosspixels_width, s.glosspixels_height, s.glosspixels, TEXTYPE_RGBA, textureflags, NULL);
1061 if (s.glowpixels != NULL && loadglowtexture)
1062 skinframe->glow = R_LoadTexture2D (loadmodel->texturepool, va("%s_glow", basename), s.glowpixels_width, s.glowpixels_height, s.glowpixels, TEXTYPE_RGBA, textureflags, NULL);
1063 if (s.maskpixels != NULL)
1064 skinframe->fog = R_LoadTexture2D (loadmodel->texturepool, va("%s_mask", basename), s.maskpixels_width, s.maskpixels_height, s.maskpixels, TEXTYPE_RGBA, textureflags, NULL);
1065 if (loadpantsandshirt)
1067 if (s.pantspixels != NULL)
1068 skinframe->pants = R_LoadTexture2D (loadmodel->texturepool, va("%s_pants", basename), s.pantspixels_width, s.pantspixels_height, s.pantspixels, TEXTYPE_RGBA, textureflags, NULL);
1069 if (s.shirtpixels != NULL)
1070 skinframe->shirt = R_LoadTexture2D (loadmodel->texturepool, va("%s_shirt", basename), s.shirtpixels_width, s.shirtpixels_height, s.shirtpixels, TEXTYPE_RGBA, textureflags, NULL);
1076 int Mod_LoadSkinFrame_Internal(skinframe_t *skinframe, char *basename, int textureflags, int loadpantsandshirt, int usedetailtexture, int loadglowtexture, qbyte *skindata, int width, int height)
1078 qbyte *temp1, *temp2;
1079 memset(skinframe, 0, sizeof(*skinframe));
1082 if (usedetailtexture)
1083 skinframe->detail = mod_shared_detailtextures[(detailtexturecycle++) % NUM_DETAILTEXTURES];
1084 if (r_shadow_bumpscale_basetexture.value > 0)
1086 temp1 = Mem_Alloc(loadmodel->mempool, width * height * 8);
1087 temp2 = temp1 + width * height * 4;
1088 Image_Copy8bitRGBA(skindata, temp1, width * height, palette_nofullbrights);
1089 Image_HeightmapToNormalmap(temp1, temp2, width, height, false, r_shadow_bumpscale_basetexture.value);
1090 skinframe->nmap = R_LoadTexture2D(loadmodel->texturepool, va("%s_nmap", basename), width, height, temp2, TEXTYPE_RGBA, textureflags, NULL);
1093 if (loadglowtexture)
1095 skinframe->glow = GL_TextureForSkinLayer(skindata, width, height, va("%s_glow", basename), palette_onlyfullbrights, textureflags); // glow
1096 skinframe->base = skinframe->merged = GL_TextureForSkinLayer(skindata, width, height, va("%s_merged", basename), palette_nofullbrights, textureflags); // all but fullbrights
1097 if (loadpantsandshirt)
1099 skinframe->pants = GL_TextureForSkinLayer(skindata, width, height, va("%s_pants", basename), palette_pantsaswhite, textureflags); // pants
1100 skinframe->shirt = GL_TextureForSkinLayer(skindata, width, height, va("%s_shirt", basename), palette_shirtaswhite, textureflags); // shirt
1101 if (skinframe->pants || skinframe->shirt)
1102 skinframe->base = GL_TextureForSkinLayer(skindata, width, height, va("%s_nospecial", basename), palette_nocolormapnofullbrights, textureflags); // no special colors
1107 skinframe->base = skinframe->merged = GL_TextureForSkinLayer(skindata, width, height, va("%s_merged", basename), palette_complete, textureflags); // all
1108 if (loadpantsandshirt)
1110 skinframe->pants = GL_TextureForSkinLayer(skindata, width, height, va("%s_pants", basename), palette_pantsaswhite, textureflags); // pants
1111 skinframe->shirt = GL_TextureForSkinLayer(skindata, width, height, va("%s_shirt", basename), palette_shirtaswhite, textureflags); // shirt
1112 if (skinframe->pants || skinframe->shirt)
1113 skinframe->base = GL_TextureForSkinLayer(skindata, width, height, va("%s_nospecial", basename), palette_nocolormap, textureflags); // no pants or shirt
1119 void Mod_GetTerrainVertex3fTexCoord2fFromRGBA(const qbyte *imagepixels, int imagewidth, int imageheight, int ix, int iy, float *vertex3f, float *texcoord2f, matrix4x4_t *pixelstepmatrix, matrix4x4_t *pixeltexturestepmatrix)
1124 if (ix >= 0 && iy >= 0 && ix < imagewidth && iy < imageheight)
1125 v[2] = (imagepixels[((iy*imagewidth)+ix)*4+0] + imagepixels[((iy*imagewidth)+ix)*4+1] + imagepixels[((iy*imagewidth)+ix)*4+2]) * (1.0f / 765.0f);
1128 Matrix4x4_Transform(pixelstepmatrix, v, vertex3f);
1129 Matrix4x4_Transform(pixeltexturestepmatrix, v, tc);
1130 texcoord2f[0] = tc[0];
1131 texcoord2f[1] = tc[1];
1134 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)
1136 float vup[3], vdown[3], vleft[3], vright[3];
1137 float tcup[3], tcdown[3], tcleft[3], tcright[3];
1138 float sv[3], tv[3], nl[3];
1139 Mod_GetTerrainVertex3fTexCoord2fFromRGBA(imagepixels, imagewidth, imageheight, ix, iy, vertex3f, texcoord2f, pixelstepmatrix, pixeltexturestepmatrix);
1140 Mod_GetTerrainVertex3fTexCoord2fFromRGBA(imagepixels, imagewidth, imageheight, ix, iy - 1, vup, tcup, pixelstepmatrix, pixeltexturestepmatrix);
1141 Mod_GetTerrainVertex3fTexCoord2fFromRGBA(imagepixels, imagewidth, imageheight, ix, iy + 1, vdown, tcdown, pixelstepmatrix, pixeltexturestepmatrix);
1142 Mod_GetTerrainVertex3fTexCoord2fFromRGBA(imagepixels, imagewidth, imageheight, ix - 1, iy, vleft, tcleft, pixelstepmatrix, pixeltexturestepmatrix);
1143 Mod_GetTerrainVertex3fTexCoord2fFromRGBA(imagepixels, imagewidth, imageheight, ix + 1, iy, vright, tcright, pixelstepmatrix, pixeltexturestepmatrix);
1144 Mod_BuildBumpVectors(vertex3f, vup, vright, texcoord2f, tcup, tcright, svector3f, tvector3f, normal3f);
1145 Mod_BuildBumpVectors(vertex3f, vright, vdown, texcoord2f, tcright, tcdown, sv, tv, nl);
1146 VectorAdd(svector3f, sv, svector3f);
1147 VectorAdd(tvector3f, tv, tvector3f);
1148 VectorAdd(normal3f, nl, normal3f);
1149 Mod_BuildBumpVectors(vertex3f, vdown, vleft, texcoord2f, tcdown, tcleft, sv, tv, nl);
1150 VectorAdd(svector3f, sv, svector3f);
1151 VectorAdd(tvector3f, tv, tvector3f);
1152 VectorAdd(normal3f, nl, normal3f);
1153 Mod_BuildBumpVectors(vertex3f, vleft, vup, texcoord2f, tcleft, tcup, sv, tv, nl);
1154 VectorAdd(svector3f, sv, svector3f);
1155 VectorAdd(tvector3f, tv, tvector3f);
1156 VectorAdd(normal3f, nl, normal3f);
1159 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)
1161 int x, y, ix, iy, *e;
1163 for (y = 0;y < height;y++)
1165 for (x = 0;x < width;x++)
1167 e[0] = (y + 1) * (width + 1) + (x + 0);
1168 e[1] = (y + 0) * (width + 1) + (x + 0);
1169 e[2] = (y + 1) * (width + 1) + (x + 1);
1170 e[3] = (y + 0) * (width + 1) + (x + 0);
1171 e[4] = (y + 0) * (width + 1) + (x + 1);
1172 e[5] = (y + 1) * (width + 1) + (x + 1);
1176 Mod_BuildTriangleNeighbors(neighbor3i, element3i, width*height*2);
1177 for (y = 0, iy = y1;y < height + 1;y++, iy++)
1178 for (x = 0, ix = x1;x < width + 1;x++, ix++, vertex3f += 3, texcoord2f += 2, svector3f += 3, tvector3f += 3, normal3f += 3)
1179 Mod_GetTerrainVertexFromRGBA(imagepixels, imagewidth, imageheight, ix, iy, vertex3f, texcoord2f, svector3f, tvector3f, normal3f, pixelstepmatrix, pixeltexturestepmatrix);
1182 skinfile_t *Mod_LoadSkinFiles(void)
1184 int i, words, numtags, line, tagsetsused = false, wordsoverflow;
1187 skinfile_t *skinfile = NULL, *first = NULL;
1188 skinfileitem_t *skinfileitem;
1189 char word[10][MAX_QPATH];
1190 overridetagnameset_t tagsets[MAX_SKINS];
1191 overridetagname_t tags[256];
1195 U_bodyBox,models/players/Legoman/BikerA2.tga
1196 U_RArm,models/players/Legoman/BikerA1.tga
1197 U_LArm,models/players/Legoman/BikerA1.tga
1198 U_armor,common/nodraw
1199 U_sword,common/nodraw
1200 U_shield,common/nodraw
1201 U_homb,common/nodraw
1202 U_backpack,common/nodraw
1203 U_colcha,common/nodraw
1208 memset(tagsets, 0, sizeof(tagsets));
1209 memset(word, 0, sizeof(word));
1210 for (i = 0;i < MAX_SKINS && (data = text = FS_LoadFile(va("%s_%i.skin", loadmodel->name, i), tempmempool, true));i++)
1214 // If it's the first file we parse
1215 if (skinfile == NULL)
1217 skinfile = Mem_Alloc(tempmempool, sizeof(skinfile_t));
1222 skinfile->next = Mem_Alloc(tempmempool, sizeof(skinfile_t));
1223 skinfile = skinfile->next;
1225 skinfile->next = NULL;
1227 for(line = 0;;line++)
1230 if (!COM_ParseToken(&data, true))
1232 if (!strcmp(com_token, "\n"))
1235 wordsoverflow = false;
1239 strlcpy(word[words++], com_token, sizeof (word[0]));
1241 wordsoverflow = true;
1243 while (COM_ParseToken(&data, true) && strcmp(com_token, "\n"));
1246 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);
1249 // words is always >= 1
1250 if (!strcmp(word[0], "replace"))
1254 Con_DPrintf("Mod_LoadSkinFiles: parsed mesh \"%s\" shader replacement \"%s\"\n", word[1], word[2]);
1255 skinfileitem = Mem_Alloc(tempmempool, sizeof(skinfileitem_t));
1256 skinfileitem->next = skinfile->items;
1257 skinfile->items = skinfileitem;
1258 strlcpy (skinfileitem->name, word[1], sizeof (skinfileitem->name));
1259 strlcpy (skinfileitem->replacement, word[2], sizeof (skinfileitem->replacement));
1262 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]);
1264 else if (words == 2 && !strcmp(word[1], ","))
1266 // tag name, like "tag_weapon,"
1267 Con_DPrintf("Mod_LoadSkinFiles: parsed tag #%i \"%s\"\n", numtags, word[0]);
1268 memset(tags + numtags, 0, sizeof(tags[numtags]));
1269 strlcpy (tags[numtags].name, word[0], sizeof (tags[numtags].name));
1272 else if (words == 3 && !strcmp(word[1], ","))
1274 // mesh shader name, like "U_RArm,models/players/Legoman/BikerA1.tga"
1275 Con_DPrintf("Mod_LoadSkinFiles: parsed mesh \"%s\" shader replacement \"%s\"\n", word[0], word[2]);
1276 skinfileitem = Mem_Alloc(tempmempool, sizeof(skinfileitem_t));
1277 skinfileitem->next = skinfile->items;
1278 skinfile->items = skinfileitem;
1279 strlcpy (skinfileitem->name, word[0], sizeof (skinfileitem->name));
1280 strlcpy (skinfileitem->replacement, word[2], sizeof (skinfileitem->replacement));
1283 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);
1289 overridetagnameset_t *t;
1291 t->num_overridetagnames = numtags;
1292 t->data_overridetagnames = Mem_Alloc(loadmodel->mempool, t->num_overridetagnames * sizeof(overridetagname_t));
1293 memcpy(t->data_overridetagnames, tags, t->num_overridetagnames * sizeof(overridetagname_t));
1299 loadmodel->data_overridetagnamesforskin = Mem_Alloc(loadmodel->mempool, i * sizeof(overridetagnameset_t));
1300 memcpy(loadmodel->data_overridetagnamesforskin, tagsets, i * sizeof(overridetagnameset_t));
1303 loadmodel->numskins = i;
1307 void Mod_FreeSkinFiles(skinfile_t *skinfile)
1310 skinfileitem_t *skinfileitem, *nextitem;
1311 for (;skinfile;skinfile = next)
1313 next = skinfile->next;
1314 for (skinfileitem = skinfile->items;skinfileitem;skinfileitem = nextitem)
1316 nextitem = skinfileitem->next;
1317 Mem_Free(skinfileitem);
1323 int Mod_CountSkinFiles(skinfile_t *skinfile)
1326 for (i = 0;skinfile;skinfile = skinfile->next, i++);
1330 void Mod_SnapVertices(int numcomponents, int numvertices, float *vertices, float snap)
1333 double isnap = 1.0 / snap;
1334 for (i = 0;i < numvertices*numcomponents;i++)
1335 vertices[i] = floor(vertices[i]*isnap)*snap;
1338 int Mod_RemoveDegenerateTriangles(int numtriangles, const int *inelement3i, int *outelement3i, const float *vertex3f)
1340 int i, outtriangles;
1341 float d, edgedir[3], temp[3];
1342 // a degenerate triangle is one with no width (thickness, surface area)
1343 // these are characterized by having all 3 points colinear (along a line)
1344 // or having two points identical
1345 for (i = 0, outtriangles = 0;i < numtriangles;i++, inelement3i += 3)
1347 // calculate first edge
1348 VectorSubtract(vertex3f + inelement3i[1] * 3, vertex3f + inelement3i[0] * 3, edgedir);
1349 if (VectorLength2(edgedir) < 0.0001f)
1350 continue; // degenerate first edge (no length)
1351 VectorNormalize(edgedir);
1352 // check if third point is on the edge (colinear)
1353 d = -DotProduct(vertex3f + inelement3i[2] * 3, edgedir);
1354 VectorMA(vertex3f + inelement3i[2] * 3, d, edgedir, temp);
1355 if (VectorLength2(temp) < 0.0001f)
1356 continue; // third point colinear with first edge
1357 // valid triangle (no colinear points, no duplicate points)
1358 VectorCopy(inelement3i, outelement3i);
1362 return outtriangles;