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", "mipmaps model skins so they render faster in the distance and do not display noise artifacts, can cause discoloration of skins if they contain undesirable border colors"};
35 static int mod_numknown = 0;
36 static int mod_maxknown = 0;
37 static model_t *mod_known = NULL;
40 #define MAX_MOD_KNOWN (MAX_MODELS + 256)
41 static int mod_numknown = 0;
42 static int mod_maxknown = MAX_MOD_KNOWN;
43 static model_t mod_known[MAX_MOD_KNOWN];
46 static void mod_start(void)
51 for (i = 0, mod = mod_known;i < mod_numknown;i++, mod++)
52 if (mod->name[0] && mod->name[0] != '*')
54 Mod_LoadModel(mod, true, false, mod->isworldmodel);
57 static void mod_shutdown(void)
62 for (i = 0, mod = mod_known;i < mod_numknown;i++, mod++)
63 if (mod->loaded || mod->mempool)
67 static void mod_newmap(void)
70 int i, j, k, surfacenum, ssize, tsize;
72 R_SkinFrame_PrepareForPurge();
73 for (i = 0;i < mod_numknown;i++)
75 if (mod_known[i].mempool && mod_known[i].data_textures)
77 for (j = 0;j < mod_known[i].num_textures;j++)
79 for (k = 0;k < mod_known[i].data_textures[j].numskinframes;k++)
80 R_SkinFrame_MarkUsed(mod_known[i].data_textures[j].skinframes[k]);
81 for (k = 0;k < mod_known[i].data_textures[j].backgroundnumskinframes;k++)
82 R_SkinFrame_MarkUsed(mod_known[i].data_textures[j].backgroundskinframes[k]);
88 if (!cl_stainmaps_clearonload.integer)
91 for (i = 0;i < mod_numknown;i++)
93 if (mod_known[i].mempool && mod_known[i].data_surfaces)
95 for (surfacenum = 0, surface = mod_known[i].data_surfaces;surfacenum < mod_known[i].num_surfaces;surfacenum++, surface++)
97 if (surface->lightmapinfo && surface->lightmapinfo->stainsamples)
99 ssize = (surface->lightmapinfo->extents[0] >> 4) + 1;
100 tsize = (surface->lightmapinfo->extents[1] >> 4) + 1;
101 memset(surface->lightmapinfo->stainsamples, 255, ssize * tsize * 3);
102 surface->cached_dlight = true;
114 static void Mod_Print(void);
115 static void Mod_Precache (void);
116 static void Mod_BuildVBOs(void);
123 Cvar_RegisterVariable(&r_mipskins);
124 Cmd_AddCommand ("modellist", Mod_Print, "prints a list of loaded models");
125 Cmd_AddCommand ("modelprecache", Mod_Precache, "load a model");
128 void Mod_RenderInit(void)
130 R_RegisterModule("Models", mod_start, mod_shutdown, mod_newmap);
133 void Mod_UnloadModel (model_t *mod)
135 char name[MAX_QPATH];
136 qboolean isworldmodel;
138 strlcpy(name, mod->name, sizeof(name));
139 isworldmodel = mod->isworldmodel;
141 if (mod->surfmesh.ebo)
142 R_Mesh_DestroyBufferObject(mod->surfmesh.ebo);
143 if (mod->surfmesh.vbo)
144 R_Mesh_DestroyBufferObject(mod->surfmesh.vbo);
145 // free textures/memory attached to the model
146 R_FreeTexturePool(&mod->texturepool);
147 Mem_FreePool(&mod->mempool);
148 // clear the struct to make it available
149 memset(mod, 0, sizeof(model_t));
150 // restore the fields we want to preserve
151 strlcpy(mod->name, name, sizeof(mod->name));
152 mod->isworldmodel = isworldmodel;
164 model_t *Mod_LoadModel(model_t *mod, qboolean crash, qboolean checkdisk, qboolean isworldmodel)
169 fs_offset_t filesize;
173 if (mod->name[0] == '*') // submodel
179 // even if the model is loaded it still may need reloading...
181 // if the model is a worldmodel and is being referred to as a
182 // non-worldmodel here, then it needs reloading to get rid of the
184 if (mod->isworldmodel != isworldmodel)
187 // if it is not loaded or checkdisk is true we need to calculate the crc
188 if (!mod->loaded || checkdisk)
190 if (checkdisk && mod->loaded)
191 Con_DPrintf("checking model %s\n", mod->name);
192 buf = FS_LoadFile (mod->name, tempmempool, false, &filesize);
195 crc = CRC_Block((unsigned char *)buf, filesize);
196 // we need to reload the model if the crc does not match
202 // if the model is already loaded and checks passed, just return
210 Con_DPrintf("loading model %s\n", mod->name);
211 // LordHavoc: unload the existing model in this slot (if there is one)
212 if (mod->loaded || mod->mempool)
213 Mod_UnloadModel(mod);
216 mod->isworldmodel = isworldmodel;
219 // errors can prevent the corresponding mod->loaded = true;
222 // default model radius and bounding box (mainly for missing models)
224 VectorSet(mod->normalmins, -mod->radius, -mod->radius, -mod->radius);
225 VectorSet(mod->normalmaxs, mod->radius, mod->radius, mod->radius);
226 VectorSet(mod->yawmins, -mod->radius, -mod->radius, -mod->radius);
227 VectorSet(mod->yawmaxs, mod->radius, mod->radius, mod->radius);
228 VectorSet(mod->rotatedmins, -mod->radius, -mod->radius, -mod->radius);
229 VectorSet(mod->rotatedmaxs, mod->radius, mod->radius, mod->radius);
233 char *bufend = (char *)buf + filesize;
235 // all models use memory, so allocate a memory pool
236 mod->mempool = Mem_AllocPool(mod->name, 0, NULL);
238 num = LittleLong(*((int *)buf));
239 // call the apropriate loader
241 if (!memcmp(buf, "IDPO", 4)) Mod_IDP0_Load(mod, buf, bufend);
242 else if (!memcmp(buf, "IDP2", 4)) Mod_IDP2_Load(mod, buf, bufend);
243 else if (!memcmp(buf, "IDP3", 4)) Mod_IDP3_Load(mod, buf, bufend);
244 else if (!memcmp(buf, "IDSP", 4)) Mod_IDSP_Load(mod, buf, bufend);
245 else if (!memcmp(buf, "IDS2", 4)) Mod_IDS2_Load(mod, buf, bufend);
246 else if (!memcmp(buf, "IBSP", 4)) Mod_IBSP_Load(mod, buf, bufend);
247 else if (!memcmp(buf, "ZYMOTICMODEL", 12)) Mod_ZYMOTICMODEL_Load(mod, buf, bufend);
248 else if (!memcmp(buf, "DARKPLACESMODEL", 16)) Mod_DARKPLACESMODEL_Load(mod, buf, bufend);
249 else if (!memcmp(buf, "ACTRHEAD", 8)) Mod_PSKMODEL_Load(mod, buf, bufend);
250 else if (strlen(mod->name) >= 4 && !strcmp(mod->name - 4, ".map")) Mod_MAP_Load(mod, buf, bufend);
251 else if (!memcmp(buf, "MCBSPpad", 8)) Mod_Q1BSP_Load(mod, buf, bufend);
252 else if (num == BSPVERSION || num == 30) Mod_Q1BSP_Load(mod, buf, bufend);
253 else Con_Printf("Mod_LoadModel: model \"%s\" is of unknown/unsupported type\n", mod->name);
258 // no fatal errors occurred, so this model is ready to use.
263 // LordHavoc: Sys_Error was *ANNOYING*
264 Con_Printf ("Mod_LoadModel: %s not found\n", mod->name);
269 void Mod_ClearUsed(void)
275 for (i = 0, mod = mod_known;i < mod_numknown;i++, mod++)
281 void Mod_PurgeUnused(void)
286 for (i = 0, mod = mod_known;i < mod_numknown;i++, mod++)
289 Mod_UnloadModel(mod);
292 // only used during loading!
293 void Mod_RemoveStaleWorldModels(model_t *skip)
298 for (i = 0, mod = mod_known;i < mod_numknown;i++, mod++)
300 if (mod->isworldmodel && mod->loaded && skip != mod)
302 Mod_UnloadModel(mod);
303 mod->isworldmodel = false;
315 model_t *Mod_FindName(const char *name)
321 Host_Error ("Mod_ForName: NULL name");
323 // search the currently loaded models
324 for (i = 0, mod = mod_known;i < mod_numknown;i++, mod++)
326 if (mod->name[0] && !strcmp(mod->name, name))
333 // no match found, find room for a new one
334 for (i = 0;i < mod_numknown;i++)
335 if (!mod_known[i].name[0])
338 if (mod_maxknown == i)
344 mod_known = Mem_Alloc(mod_mempool, mod_maxknown * sizeof(model_t));
347 memcpy(mod_known, old, mod_numknown * sizeof(model_t));
351 Host_Error ("Mod_FindName: ran out of models");
354 if (mod_numknown == i)
357 strlcpy (mod->name, name, sizeof(mod->name));
367 Loads in a model for the given name
370 model_t *Mod_ForName(const char *name, qboolean crash, qboolean checkdisk, qboolean isworldmodel)
373 model = Mod_FindName(name);
374 if (model->name[0] != '*' && (!model->loaded || checkdisk))
375 Mod_LoadModel(model, crash, checkdisk, isworldmodel);
383 Reloads all models if they have changed
391 for (i = 0, mod = mod_known;i < mod_numknown;i++, mod++)
392 if (mod->name[0] && mod->name[0] != '*')
394 Mod_LoadModel(mod, true, true, mod->isworldmodel);
397 unsigned char *mod_base;
400 //=============================================================================
407 static void Mod_Print(void)
412 Con_Print("Loaded models:\n");
413 for (i = 0, mod = mod_known;i < mod_numknown;i++, mod++)
415 Con_Printf("%4iK %s\n", mod->mempool ? (int)((mod->mempool->totalsize + 1023) / 1024) : 0, mod->name);
423 static void Mod_Precache(void)
426 Mod_ForName(Cmd_Argv(1), false, true, cl.worldmodel && !strcasecmp(Cmd_Argv(1), cl.worldmodel->name));
428 Con_Print("usage: modelprecache <filename>\n");
431 int Mod_BuildVertexRemapTableFromElements(int numelements, const int *elements, int numvertices, int *remapvertices)
435 used = (unsigned char *)Mem_Alloc(tempmempool, numvertices);
436 memset(used, 0, numvertices);
437 for (i = 0;i < numelements;i++)
438 used[elements[i]] = 1;
439 for (i = 0, count = 0;i < numvertices;i++)
440 remapvertices[i] = used[i] ? count++ : -1;
446 // fast way, using an edge hash
447 #define TRIANGLEEDGEHASH 8192
448 void Mod_BuildTriangleNeighbors(int *neighbors, const int *elements, int numtriangles)
450 int i, j, p, e1, e2, *n, hashindex, count, match;
452 typedef struct edgehashentry_s
454 struct edgehashentry_s *next;
459 edgehashentry_t *edgehash[TRIANGLEEDGEHASH], *edgehashentries, edgehashentriesbuffer[TRIANGLEEDGEHASH*3], *hash;
460 memset(edgehash, 0, sizeof(edgehash));
461 edgehashentries = edgehashentriesbuffer;
462 // if there are too many triangles for the stack array, allocate larger buffer
463 if (numtriangles > TRIANGLEEDGEHASH)
464 edgehashentries = (edgehashentry_t *)Mem_Alloc(tempmempool, numtriangles * 3 * sizeof(edgehashentry_t));
465 // find neighboring triangles
466 for (i = 0, e = elements, n = neighbors;i < numtriangles;i++, e += 3, n += 3)
468 for (j = 0, p = 2;j < 3;p = j, j++)
472 // this hash index works for both forward and backward edges
473 hashindex = (unsigned int)(e1 + e2) % TRIANGLEEDGEHASH;
474 hash = edgehashentries + i * 3 + j;
475 hash->next = edgehash[hashindex];
476 edgehash[hashindex] = hash;
478 hash->element[0] = e1;
479 hash->element[1] = e2;
482 for (i = 0, e = elements, n = neighbors;i < numtriangles;i++, e += 3, n += 3)
484 for (j = 0, p = 2;j < 3;p = j, j++)
488 // this hash index works for both forward and backward edges
489 hashindex = (unsigned int)(e1 + e2) % TRIANGLEEDGEHASH;
492 for (hash = edgehash[hashindex];hash;hash = hash->next)
494 if (hash->element[0] == e2 && hash->element[1] == e1)
496 if (hash->triangle != i)
497 match = hash->triangle;
500 else if ((hash->element[0] == e1 && hash->element[1] == e2))
503 // detect edges shared by three triangles and make them seams
509 // free the allocated buffer
510 if (edgehashentries != edgehashentriesbuffer)
511 Mem_Free(edgehashentries);
514 // very slow but simple way
515 static int Mod_FindTriangleWithEdge(const int *elements, int numtriangles, int start, int end, int ignore)
520 for (i = 0;i < numtriangles;i++, elements += 3)
522 if ((elements[0] == start && elements[1] == end)
523 || (elements[1] == start && elements[2] == end)
524 || (elements[2] == start && elements[0] == end))
530 else if ((elements[1] == start && elements[0] == end)
531 || (elements[2] == start && elements[1] == end)
532 || (elements[0] == start && elements[2] == end))
535 // detect edges shared by three triangles and make them seams
541 void Mod_BuildTriangleNeighbors(int *neighbors, const int *elements, int numtriangles)
545 for (i = 0, e = elements, n = neighbors;i < numtriangles;i++, e += 3, n += 3)
547 n[0] = Mod_FindTriangleWithEdge(elements, numtriangles, e[1], e[0], i);
548 n[1] = Mod_FindTriangleWithEdge(elements, numtriangles, e[2], e[1], i);
549 n[2] = Mod_FindTriangleWithEdge(elements, numtriangles, e[0], e[2], i);
554 void Mod_ValidateElements(int *elements, int numtriangles, int firstvertex, int numverts, const char *filename, int fileline)
556 int i, warned = false, endvertex = firstvertex + numverts;
557 for (i = 0;i < numtriangles * 3;i++)
559 if (elements[i] < firstvertex || elements[i] >= endvertex)
564 Con_Printf("Mod_ValidateElements: out of bounds elements detected at %s:%d\n", filename, fileline);
566 elements[i] = firstvertex;
571 // warning: this is an expensive function!
572 void Mod_BuildNormals(int firstvertex, int numvertices, int numtriangles, const float *vertex3f, const int *elements, float *normal3f, qboolean areaweighting)
579 memset(normal3f + 3 * firstvertex, 0, numvertices * sizeof(float[3]));
580 // process each vertex of each triangle and accumulate the results
581 // use area-averaging, to make triangles with a big area have a bigger
582 // weighting on the vertex normal than triangles with a small area
583 // to do so, just add the 'normals' together (the bigger the area
584 // the greater the length of the normal is
586 for (i = 0; i < numtriangles; i++, element += 3)
589 vertex3f + element[0] * 3,
590 vertex3f + element[1] * 3,
591 vertex3f + element[2] * 3,
596 VectorNormalize(areaNormal);
598 for (j = 0;j < 3;j++)
600 vectorNormal = normal3f + element[j] * 3;
601 vectorNormal[0] += areaNormal[0];
602 vectorNormal[1] += areaNormal[1];
603 vectorNormal[2] += areaNormal[2];
606 // and just normalize the accumulated vertex normal in the end
607 vectorNormal = normal3f + 3 * firstvertex;
608 for (i = 0; i < numvertices; i++, vectorNormal += 3)
609 VectorNormalize(vectorNormal);
612 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)
614 float f, tangentcross[3], v10[3], v20[3], tc10[2], tc20[2];
615 // 79 add/sub/negate/multiply (1 cycle), 1 compare (3 cycle?), total cycles not counting load/store/exchange roughly 82 cycles
616 // 6 add, 28 subtract, 39 multiply, 1 compare, 50% chance of 6 negates
618 // 6 multiply, 9 subtract
619 VectorSubtract(v1, v0, v10);
620 VectorSubtract(v2, v0, v20);
621 normal3f[0] = v20[1] * v10[2] - v20[2] * v10[1];
622 normal3f[1] = v20[2] * v10[0] - v20[0] * v10[2];
623 normal3f[2] = v20[0] * v10[1] - v20[1] * v10[0];
624 // 12 multiply, 10 subtract
625 tc10[1] = tc1[1] - tc0[1];
626 tc20[1] = tc2[1] - tc0[1];
627 svector3f[0] = tc10[1] * v20[0] - tc20[1] * v10[0];
628 svector3f[1] = tc10[1] * v20[1] - tc20[1] * v10[1];
629 svector3f[2] = tc10[1] * v20[2] - tc20[1] * v10[2];
630 tc10[0] = tc1[0] - tc0[0];
631 tc20[0] = tc2[0] - tc0[0];
632 tvector3f[0] = tc10[0] * v20[0] - tc20[0] * v10[0];
633 tvector3f[1] = tc10[0] * v20[1] - tc20[0] * v10[1];
634 tvector3f[2] = tc10[0] * v20[2] - tc20[0] * v10[2];
635 // 12 multiply, 4 add, 6 subtract
636 f = DotProduct(svector3f, normal3f);
637 svector3f[0] -= f * normal3f[0];
638 svector3f[1] -= f * normal3f[1];
639 svector3f[2] -= f * normal3f[2];
640 f = DotProduct(tvector3f, normal3f);
641 tvector3f[0] -= f * normal3f[0];
642 tvector3f[1] -= f * normal3f[1];
643 tvector3f[2] -= f * normal3f[2];
644 // if texture is mapped the wrong way (counterclockwise), the tangents
645 // have to be flipped, this is detected by calculating a normal from the
646 // two tangents, and seeing if it is opposite the surface normal
647 // 9 multiply, 2 add, 3 subtract, 1 compare, 50% chance of: 6 negates
648 CrossProduct(tvector3f, svector3f, tangentcross);
649 if (DotProduct(tangentcross, normal3f) < 0)
651 VectorNegate(svector3f, svector3f);
652 VectorNegate(tvector3f, tvector3f);
656 // warning: this is a very expensive function!
657 void Mod_BuildTextureVectorsFromNormals(int firstvertex, int numvertices, int numtriangles, const float *vertex3f, const float *texcoord2f, const float *normal3f, const int *elements, float *svector3f, float *tvector3f, qboolean areaweighting)
660 float sdir[3], tdir[3], normal[3], *sv, *tv;
661 const float *v0, *v1, *v2, *tc0, *tc1, *tc2, *n;
662 float f, tangentcross[3], v10[3], v20[3], tc10[2], tc20[2];
665 memset(svector3f + 3 * firstvertex, 0, numvertices * sizeof(float[3]));
666 memset(tvector3f + 3 * firstvertex, 0, numvertices * sizeof(float[3]));
667 // process each vertex of each triangle and accumulate the results
668 for (tnum = 0, e = elements;tnum < numtriangles;tnum++, e += 3)
670 v0 = vertex3f + e[0] * 3;
671 v1 = vertex3f + e[1] * 3;
672 v2 = vertex3f + e[2] * 3;
673 tc0 = texcoord2f + e[0] * 2;
674 tc1 = texcoord2f + e[1] * 2;
675 tc2 = texcoord2f + e[2] * 2;
677 // 79 add/sub/negate/multiply (1 cycle), 1 compare (3 cycle?), total cycles not counting load/store/exchange roughly 82 cycles
678 // 6 add, 28 subtract, 39 multiply, 1 compare, 50% chance of 6 negates
680 // calculate the edge directions and surface normal
681 // 6 multiply, 9 subtract
682 VectorSubtract(v1, v0, v10);
683 VectorSubtract(v2, v0, v20);
684 normal[0] = v20[1] * v10[2] - v20[2] * v10[1];
685 normal[1] = v20[2] * v10[0] - v20[0] * v10[2];
686 normal[2] = v20[0] * v10[1] - v20[1] * v10[0];
688 // calculate the tangents
689 // 12 multiply, 10 subtract
690 tc10[1] = tc1[1] - tc0[1];
691 tc20[1] = tc2[1] - tc0[1];
692 sdir[0] = tc10[1] * v20[0] - tc20[1] * v10[0];
693 sdir[1] = tc10[1] * v20[1] - tc20[1] * v10[1];
694 sdir[2] = tc10[1] * v20[2] - tc20[1] * v10[2];
695 tc10[0] = tc1[0] - tc0[0];
696 tc20[0] = tc2[0] - tc0[0];
697 tdir[0] = tc10[0] * v20[0] - tc20[0] * v10[0];
698 tdir[1] = tc10[0] * v20[1] - tc20[0] * v10[1];
699 tdir[2] = tc10[0] * v20[2] - tc20[0] * v10[2];
701 // if texture is mapped the wrong way (counterclockwise), the tangents
702 // have to be flipped, this is detected by calculating a normal from the
703 // two tangents, and seeing if it is opposite the surface normal
704 // 9 multiply, 2 add, 3 subtract, 1 compare, 50% chance of: 6 negates
705 CrossProduct(tdir, sdir, tangentcross);
706 if (DotProduct(tangentcross, normal) < 0)
708 VectorNegate(sdir, sdir);
709 VectorNegate(tdir, tdir);
714 VectorNormalize(sdir);
715 VectorNormalize(tdir);
717 for (i = 0;i < 3;i++)
719 VectorAdd(svector3f + e[i]*3, sdir, svector3f + e[i]*3);
720 VectorAdd(tvector3f + e[i]*3, tdir, tvector3f + e[i]*3);
723 // make the tangents completely perpendicular to the surface normal, and
724 // then normalize them
725 // 16 assignments, 2 divide, 2 sqrt, 2 negates, 14 adds, 24 multiplies
726 for (i = 0, sv = svector3f + 3 * firstvertex, tv = tvector3f + 3 * firstvertex, n = normal3f + 3 * firstvertex;i < numvertices;i++, sv += 3, tv += 3, n += 3)
728 f = -DotProduct(sv, n);
729 VectorMA(sv, f, n, sv);
731 f = -DotProduct(tv, n);
732 VectorMA(tv, f, n, tv);
737 void Mod_AllocSurfMesh(mempool_t *mempool, int numvertices, int numtriangles, qboolean lightmapoffsets, qboolean vertexcolors, qboolean neighbors)
740 data = (unsigned char *)Mem_Alloc(mempool, numvertices * (3 + 3 + 3 + 3 + 2 + 2 + (vertexcolors ? 4 : 0)) * sizeof(float) + numvertices * (lightmapoffsets ? 1 : 0) * sizeof(int) + numtriangles * (3 + (neighbors ? 3 : 0)) * sizeof(int));
741 loadmodel->surfmesh.num_vertices = numvertices;
742 loadmodel->surfmesh.num_triangles = numtriangles;
743 if (loadmodel->surfmesh.num_vertices)
745 loadmodel->surfmesh.data_vertex3f = (float *)data, data += sizeof(float[3]) * loadmodel->surfmesh.num_vertices;
746 loadmodel->surfmesh.data_svector3f = (float *)data, data += sizeof(float[3]) * loadmodel->surfmesh.num_vertices;
747 loadmodel->surfmesh.data_tvector3f = (float *)data, data += sizeof(float[3]) * loadmodel->surfmesh.num_vertices;
748 loadmodel->surfmesh.data_normal3f = (float *)data, data += sizeof(float[3]) * loadmodel->surfmesh.num_vertices;
749 loadmodel->surfmesh.data_texcoordtexture2f = (float *)data, data += sizeof(float[2]) * loadmodel->surfmesh.num_vertices;
750 loadmodel->surfmesh.data_texcoordlightmap2f = (float *)data, data += sizeof(float[2]) * loadmodel->surfmesh.num_vertices;
752 loadmodel->surfmesh.data_lightmapcolor4f = (float *)data, data += sizeof(float[4]) * loadmodel->surfmesh.num_vertices;
754 loadmodel->surfmesh.data_lightmapoffsets = (int *)data, data += sizeof(int) * loadmodel->surfmesh.num_vertices;
756 if (loadmodel->surfmesh.num_triangles)
758 loadmodel->surfmesh.data_element3i = (int *)data, data += sizeof(int[3]) * loadmodel->surfmesh.num_triangles;
760 loadmodel->surfmesh.data_neighbor3i = (int *)data, data += sizeof(int[3]) * loadmodel->surfmesh.num_triangles;
764 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)
766 shadowmesh_t *newmesh;
769 size = sizeof(shadowmesh_t);
770 size += maxverts * sizeof(float[3]);
772 size += maxverts * sizeof(float[11]);
773 size += maxtriangles * sizeof(int[3]);
775 size += maxtriangles * sizeof(int[3]);
777 size += SHADOWMESHVERTEXHASH * sizeof(shadowmeshvertexhash_t *) + maxverts * sizeof(shadowmeshvertexhash_t);
778 data = (unsigned char *)Mem_Alloc(mempool, size);
779 newmesh = (shadowmesh_t *)data;data += sizeof(*newmesh);
780 newmesh->map_diffuse = map_diffuse;
781 newmesh->map_specular = map_specular;
782 newmesh->map_normal = map_normal;
783 newmesh->maxverts = maxverts;
784 newmesh->maxtriangles = maxtriangles;
785 newmesh->numverts = 0;
786 newmesh->numtriangles = 0;
788 newmesh->vertex3f = (float *)data;data += maxverts * sizeof(float[3]);
791 newmesh->svector3f = (float *)data;data += maxverts * sizeof(float[3]);
792 newmesh->tvector3f = (float *)data;data += maxverts * sizeof(float[3]);
793 newmesh->normal3f = (float *)data;data += maxverts * sizeof(float[3]);
794 newmesh->texcoord2f = (float *)data;data += maxverts * sizeof(float[2]);
796 newmesh->element3i = (int *)data;data += maxtriangles * sizeof(int[3]);
799 newmesh->neighbor3i = (int *)data;data += maxtriangles * sizeof(int[3]);
803 newmesh->vertexhashtable = (shadowmeshvertexhash_t **)data;data += SHADOWMESHVERTEXHASH * sizeof(shadowmeshvertexhash_t *);
804 newmesh->vertexhashentries = (shadowmeshvertexhash_t *)data;data += maxverts * sizeof(shadowmeshvertexhash_t);
809 shadowmesh_t *Mod_ShadowMesh_ReAlloc(mempool_t *mempool, shadowmesh_t *oldmesh, int light, int neighbors)
811 shadowmesh_t *newmesh;
812 newmesh = Mod_ShadowMesh_Alloc(mempool, oldmesh->numverts, oldmesh->numtriangles, oldmesh->map_diffuse, oldmesh->map_specular, oldmesh->map_normal, light, neighbors, false);
813 newmesh->numverts = oldmesh->numverts;
814 newmesh->numtriangles = oldmesh->numtriangles;
816 memcpy(newmesh->vertex3f, oldmesh->vertex3f, oldmesh->numverts * sizeof(float[3]));
817 if (newmesh->svector3f && oldmesh->svector3f)
819 memcpy(newmesh->svector3f, oldmesh->svector3f, oldmesh->numverts * sizeof(float[3]));
820 memcpy(newmesh->tvector3f, oldmesh->tvector3f, oldmesh->numverts * sizeof(float[3]));
821 memcpy(newmesh->normal3f, oldmesh->normal3f, oldmesh->numverts * sizeof(float[3]));
822 memcpy(newmesh->texcoord2f, oldmesh->texcoord2f, oldmesh->numverts * sizeof(float[2]));
824 memcpy(newmesh->element3i, oldmesh->element3i, oldmesh->numtriangles * sizeof(int[3]));
825 if (newmesh->neighbor3i && oldmesh->neighbor3i)
826 memcpy(newmesh->neighbor3i, oldmesh->neighbor3i, oldmesh->numtriangles * sizeof(int[3]));
830 int Mod_ShadowMesh_AddVertex(shadowmesh_t *mesh, float *vertex14f)
833 shadowmeshvertexhash_t *hash;
834 // this uses prime numbers intentionally
835 hashindex = (unsigned int) (vertex14f[0] * 3 + vertex14f[1] * 5 + vertex14f[2] * 7) % SHADOWMESHVERTEXHASH;
836 for (hash = mesh->vertexhashtable[hashindex];hash;hash = hash->next)
838 vnum = (hash - mesh->vertexhashentries);
839 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]))
840 && (mesh->svector3f == NULL || (mesh->svector3f[vnum * 3 + 0] == vertex14f[3] && mesh->svector3f[vnum * 3 + 1] == vertex14f[4] && mesh->svector3f[vnum * 3 + 2] == vertex14f[5]))
841 && (mesh->tvector3f == NULL || (mesh->tvector3f[vnum * 3 + 0] == vertex14f[6] && mesh->tvector3f[vnum * 3 + 1] == vertex14f[7] && mesh->tvector3f[vnum * 3 + 2] == vertex14f[8]))
842 && (mesh->normal3f == NULL || (mesh->normal3f[vnum * 3 + 0] == vertex14f[9] && mesh->normal3f[vnum * 3 + 1] == vertex14f[10] && mesh->normal3f[vnum * 3 + 2] == vertex14f[11]))
843 && (mesh->texcoord2f == NULL || (mesh->texcoord2f[vnum * 2 + 0] == vertex14f[12] && mesh->texcoord2f[vnum * 2 + 1] == vertex14f[13])))
844 return hash - mesh->vertexhashentries;
846 vnum = mesh->numverts++;
847 hash = mesh->vertexhashentries + vnum;
848 hash->next = mesh->vertexhashtable[hashindex];
849 mesh->vertexhashtable[hashindex] = hash;
850 if (mesh->vertex3f) {mesh->vertex3f[vnum * 3 + 0] = vertex14f[0];mesh->vertex3f[vnum * 3 + 1] = vertex14f[1];mesh->vertex3f[vnum * 3 + 2] = vertex14f[2];}
851 if (mesh->svector3f) {mesh->svector3f[vnum * 3 + 0] = vertex14f[3];mesh->svector3f[vnum * 3 + 1] = vertex14f[4];mesh->svector3f[vnum * 3 + 2] = vertex14f[5];}
852 if (mesh->tvector3f) {mesh->tvector3f[vnum * 3 + 0] = vertex14f[6];mesh->tvector3f[vnum * 3 + 1] = vertex14f[7];mesh->tvector3f[vnum * 3 + 2] = vertex14f[8];}
853 if (mesh->normal3f) {mesh->normal3f[vnum * 3 + 0] = vertex14f[9];mesh->normal3f[vnum * 3 + 1] = vertex14f[10];mesh->normal3f[vnum * 3 + 2] = vertex14f[11];}
854 if (mesh->texcoord2f) {mesh->texcoord2f[vnum * 2 + 0] = vertex14f[12];mesh->texcoord2f[vnum * 2 + 1] = vertex14f[13];}
858 void Mod_ShadowMesh_AddTriangle(mempool_t *mempool, shadowmesh_t *mesh, rtexture_t *map_diffuse, rtexture_t *map_specular, rtexture_t *map_normal, float *vertex14f)
860 if (mesh->numtriangles == 0)
862 // set the properties on this empty mesh to be more favorable...
863 // (note: this case only occurs for the first triangle added to a new mesh chain)
864 mesh->map_diffuse = map_diffuse;
865 mesh->map_specular = map_specular;
866 mesh->map_normal = map_normal;
868 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)
870 if (mesh->next == NULL)
871 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);
874 mesh->element3i[mesh->numtriangles * 3 + 0] = Mod_ShadowMesh_AddVertex(mesh, vertex14f + 14 * 0);
875 mesh->element3i[mesh->numtriangles * 3 + 1] = Mod_ShadowMesh_AddVertex(mesh, vertex14f + 14 * 1);
876 mesh->element3i[mesh->numtriangles * 3 + 2] = Mod_ShadowMesh_AddVertex(mesh, vertex14f + 14 * 2);
877 mesh->numtriangles++;
880 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)
883 float vbuf[3*14], *v;
884 memset(vbuf, 0, sizeof(vbuf));
885 for (i = 0;i < numtris;i++)
887 for (j = 0, v = vbuf;j < 3;j++, v += 14)
892 v[0] = vertex3f[e * 3 + 0];
893 v[1] = vertex3f[e * 3 + 1];
894 v[2] = vertex3f[e * 3 + 2];
898 v[3] = svector3f[e * 3 + 0];
899 v[4] = svector3f[e * 3 + 1];
900 v[5] = svector3f[e * 3 + 2];
904 v[6] = tvector3f[e * 3 + 0];
905 v[7] = tvector3f[e * 3 + 1];
906 v[8] = tvector3f[e * 3 + 2];
910 v[9] = normal3f[e * 3 + 0];
911 v[10] = normal3f[e * 3 + 1];
912 v[11] = normal3f[e * 3 + 2];
916 v[12] = texcoord2f[e * 2 + 0];
917 v[13] = texcoord2f[e * 2 + 1];
920 Mod_ShadowMesh_AddTriangle(mempool, mesh, map_diffuse, map_specular, map_normal, vbuf);
924 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)
926 return Mod_ShadowMesh_Alloc(mempool, maxverts, maxtriangles, map_diffuse, map_specular, map_normal, light, neighbors, expandable);
929 static void Mod_ShadowMesh_CreateVBOs(shadowmesh_t *mesh)
931 if (!gl_support_arb_vertex_buffer_object)
934 // element buffer is easy because it's just one array
935 if (mesh->numtriangles)
936 mesh->ebo = R_Mesh_CreateStaticBufferObject(GL_ELEMENT_ARRAY_BUFFER_ARB, mesh->element3i, mesh->numtriangles * sizeof(int[3]), "shadowmesh");
938 // vertex buffer is several arrays and we put them in the same buffer
940 // is this wise? the texcoordtexture2f array is used with dynamic
941 // vertex/svector/tvector/normal when rendering animated models, on the
942 // other hand animated models don't use a lot of vertices anyway...
948 mesh->vbooffset_vertex3f = size;if (mesh->vertex3f ) size += mesh->numverts * sizeof(float[3]);
949 mesh->vbooffset_svector3f = size;if (mesh->svector3f ) size += mesh->numverts * sizeof(float[3]);
950 mesh->vbooffset_tvector3f = size;if (mesh->tvector3f ) size += mesh->numverts * sizeof(float[3]);
951 mesh->vbooffset_normal3f = size;if (mesh->normal3f ) size += mesh->numverts * sizeof(float[3]);
952 mesh->vbooffset_texcoord2f = size;if (mesh->texcoord2f ) size += mesh->numverts * sizeof(float[2]);
953 mem = (unsigned char *)Mem_Alloc(tempmempool, size);
954 if (mesh->vertex3f ) memcpy(mem + mesh->vbooffset_vertex3f , mesh->vertex3f , mesh->numverts * sizeof(float[3]));
955 if (mesh->svector3f ) memcpy(mem + mesh->vbooffset_svector3f , mesh->svector3f , mesh->numverts * sizeof(float[3]));
956 if (mesh->tvector3f ) memcpy(mem + mesh->vbooffset_tvector3f , mesh->tvector3f , mesh->numverts * sizeof(float[3]));
957 if (mesh->normal3f ) memcpy(mem + mesh->vbooffset_normal3f , mesh->normal3f , mesh->numverts * sizeof(float[3]));
958 if (mesh->texcoord2f ) memcpy(mem + mesh->vbooffset_texcoord2f , mesh->texcoord2f , mesh->numverts * sizeof(float[2]));
959 mesh->vbo = R_Mesh_CreateStaticBufferObject(GL_ARRAY_BUFFER_ARB, mem, size, "shadowmesh");
964 shadowmesh_t *Mod_ShadowMesh_Finish(mempool_t *mempool, shadowmesh_t *firstmesh, qboolean light, qboolean neighbors, qboolean createvbo)
966 shadowmesh_t *mesh, *newmesh, *nextmesh;
967 // reallocate meshs to conserve space
968 for (mesh = firstmesh, firstmesh = NULL;mesh;mesh = nextmesh)
970 nextmesh = mesh->next;
971 if (mesh->numverts >= 3 && mesh->numtriangles >= 1)
973 newmesh = Mod_ShadowMesh_ReAlloc(mempool, mesh, light, neighbors);
974 newmesh->next = firstmesh;
977 Mod_ShadowMesh_CreateVBOs(newmesh);
984 void Mod_ShadowMesh_CalcBBox(shadowmesh_t *firstmesh, vec3_t mins, vec3_t maxs, vec3_t center, float *radius)
988 vec3_t nmins, nmaxs, ncenter, temp;
989 float nradius2, dist2, *v;
993 for (mesh = firstmesh;mesh;mesh = mesh->next)
995 if (mesh == firstmesh)
997 VectorCopy(mesh->vertex3f, nmins);
998 VectorCopy(mesh->vertex3f, nmaxs);
1000 for (i = 0, v = mesh->vertex3f;i < mesh->numverts;i++, v += 3)
1002 if (nmins[0] > v[0]) nmins[0] = v[0];if (nmaxs[0] < v[0]) nmaxs[0] = v[0];
1003 if (nmins[1] > v[1]) nmins[1] = v[1];if (nmaxs[1] < v[1]) nmaxs[1] = v[1];
1004 if (nmins[2] > v[2]) nmins[2] = v[2];if (nmaxs[2] < v[2]) nmaxs[2] = v[2];
1007 // calculate center and radius
1008 ncenter[0] = (nmins[0] + nmaxs[0]) * 0.5f;
1009 ncenter[1] = (nmins[1] + nmaxs[1]) * 0.5f;
1010 ncenter[2] = (nmins[2] + nmaxs[2]) * 0.5f;
1012 for (mesh = firstmesh;mesh;mesh = mesh->next)
1014 for (i = 0, v = mesh->vertex3f;i < mesh->numverts;i++, v += 3)
1016 VectorSubtract(v, ncenter, temp);
1017 dist2 = DotProduct(temp, temp);
1018 if (nradius2 < dist2)
1024 VectorCopy(nmins, mins);
1026 VectorCopy(nmaxs, maxs);
1028 VectorCopy(ncenter, center);
1030 *radius = sqrt(nradius2);
1033 void Mod_ShadowMesh_Free(shadowmesh_t *mesh)
1035 shadowmesh_t *nextmesh;
1036 for (;mesh;mesh = nextmesh)
1039 R_Mesh_DestroyBufferObject(mesh->ebo);
1041 R_Mesh_DestroyBufferObject(mesh->vbo);
1042 nextmesh = mesh->next;
1047 void Mod_GetTerrainVertex3fTexCoord2fFromRGBA(const unsigned char *imagepixels, int imagewidth, int imageheight, int ix, int iy, float *vertex3f, float *texcoord2f, matrix4x4_t *pixelstepmatrix, matrix4x4_t *pixeltexturestepmatrix)
1052 if (ix >= 0 && iy >= 0 && ix < imagewidth && iy < imageheight)
1053 v[2] = (imagepixels[((iy*imagewidth)+ix)*4+0] + imagepixels[((iy*imagewidth)+ix)*4+1] + imagepixels[((iy*imagewidth)+ix)*4+2]) * (1.0f / 765.0f);
1056 Matrix4x4_Transform(pixelstepmatrix, v, vertex3f);
1057 Matrix4x4_Transform(pixeltexturestepmatrix, v, tc);
1058 texcoord2f[0] = tc[0];
1059 texcoord2f[1] = tc[1];
1062 void Mod_GetTerrainVertexFromRGBA(const unsigned char *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)
1064 float vup[3], vdown[3], vleft[3], vright[3];
1065 float tcup[3], tcdown[3], tcleft[3], tcright[3];
1066 float sv[3], tv[3], nl[3];
1067 Mod_GetTerrainVertex3fTexCoord2fFromRGBA(imagepixels, imagewidth, imageheight, ix, iy, vertex3f, texcoord2f, pixelstepmatrix, pixeltexturestepmatrix);
1068 Mod_GetTerrainVertex3fTexCoord2fFromRGBA(imagepixels, imagewidth, imageheight, ix, iy - 1, vup, tcup, pixelstepmatrix, pixeltexturestepmatrix);
1069 Mod_GetTerrainVertex3fTexCoord2fFromRGBA(imagepixels, imagewidth, imageheight, ix, iy + 1, vdown, tcdown, pixelstepmatrix, pixeltexturestepmatrix);
1070 Mod_GetTerrainVertex3fTexCoord2fFromRGBA(imagepixels, imagewidth, imageheight, ix - 1, iy, vleft, tcleft, pixelstepmatrix, pixeltexturestepmatrix);
1071 Mod_GetTerrainVertex3fTexCoord2fFromRGBA(imagepixels, imagewidth, imageheight, ix + 1, iy, vright, tcright, pixelstepmatrix, pixeltexturestepmatrix);
1072 Mod_BuildBumpVectors(vertex3f, vup, vright, texcoord2f, tcup, tcright, svector3f, tvector3f, normal3f);
1073 Mod_BuildBumpVectors(vertex3f, vright, vdown, texcoord2f, tcright, tcdown, sv, tv, nl);
1074 VectorAdd(svector3f, sv, svector3f);
1075 VectorAdd(tvector3f, tv, tvector3f);
1076 VectorAdd(normal3f, nl, normal3f);
1077 Mod_BuildBumpVectors(vertex3f, vdown, vleft, texcoord2f, tcdown, tcleft, sv, tv, nl);
1078 VectorAdd(svector3f, sv, svector3f);
1079 VectorAdd(tvector3f, tv, tvector3f);
1080 VectorAdd(normal3f, nl, normal3f);
1081 Mod_BuildBumpVectors(vertex3f, vleft, vup, texcoord2f, tcleft, tcup, sv, tv, nl);
1082 VectorAdd(svector3f, sv, svector3f);
1083 VectorAdd(tvector3f, tv, tvector3f);
1084 VectorAdd(normal3f, nl, normal3f);
1087 void Mod_ConstructTerrainPatchFromRGBA(const unsigned char *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)
1089 int x, y, ix, iy, *e;
1091 for (y = 0;y < height;y++)
1093 for (x = 0;x < width;x++)
1095 e[0] = (y + 1) * (width + 1) + (x + 0);
1096 e[1] = (y + 0) * (width + 1) + (x + 0);
1097 e[2] = (y + 1) * (width + 1) + (x + 1);
1098 e[3] = (y + 0) * (width + 1) + (x + 0);
1099 e[4] = (y + 0) * (width + 1) + (x + 1);
1100 e[5] = (y + 1) * (width + 1) + (x + 1);
1104 Mod_BuildTriangleNeighbors(neighbor3i, element3i, width*height*2);
1105 for (y = 0, iy = y1;y < height + 1;y++, iy++)
1106 for (x = 0, ix = x1;x < width + 1;x++, ix++, vertex3f += 3, texcoord2f += 2, svector3f += 3, tvector3f += 3, normal3f += 3)
1107 Mod_GetTerrainVertexFromRGBA(imagepixels, imagewidth, imageheight, ix, iy, vertex3f, texcoord2f, svector3f, tvector3f, normal3f, pixelstepmatrix, pixeltexturestepmatrix);
1110 skinfile_t *Mod_LoadSkinFiles(void)
1112 int i, words, numtags, line, tagsetsused = false, wordsoverflow;
1115 skinfile_t *skinfile = NULL, *first = NULL;
1116 skinfileitem_t *skinfileitem;
1117 char word[10][MAX_QPATH];
1118 overridetagnameset_t tagsets[MAX_SKINS];
1119 overridetagname_t tags[256];
1123 U_bodyBox,models/players/Legoman/BikerA2.tga
1124 U_RArm,models/players/Legoman/BikerA1.tga
1125 U_LArm,models/players/Legoman/BikerA1.tga
1126 U_armor,common/nodraw
1127 U_sword,common/nodraw
1128 U_shield,common/nodraw
1129 U_homb,common/nodraw
1130 U_backpack,common/nodraw
1131 U_colcha,common/nodraw
1136 memset(tagsets, 0, sizeof(tagsets));
1137 memset(word, 0, sizeof(word));
1138 for (i = 0;i < MAX_SKINS && (data = text = (char *)FS_LoadFile(va("%s_%i.skin", loadmodel->name, i), tempmempool, true, NULL));i++)
1142 // If it's the first file we parse
1143 if (skinfile == NULL)
1145 skinfile = (skinfile_t *)Mem_Alloc(loadmodel->mempool, sizeof(skinfile_t));
1150 skinfile->next = (skinfile_t *)Mem_Alloc(loadmodel->mempool, sizeof(skinfile_t));
1151 skinfile = skinfile->next;
1153 skinfile->next = NULL;
1155 for(line = 0;;line++)
1158 if (!COM_ParseToken(&data, true))
1160 if (!strcmp(com_token, "\n"))
1163 wordsoverflow = false;
1167 strlcpy(word[words++], com_token, sizeof (word[0]));
1169 wordsoverflow = true;
1171 while (COM_ParseToken(&data, true) && strcmp(com_token, "\n"));
1174 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);
1177 // words is always >= 1
1178 if (!strcmp(word[0], "replace"))
1182 Con_DPrintf("Mod_LoadSkinFiles: parsed mesh \"%s\" shader replacement \"%s\"\n", word[1], word[2]);
1183 skinfileitem = (skinfileitem_t *)Mem_Alloc(loadmodel->mempool, sizeof(skinfileitem_t));
1184 skinfileitem->next = skinfile->items;
1185 skinfile->items = skinfileitem;
1186 strlcpy (skinfileitem->name, word[1], sizeof (skinfileitem->name));
1187 strlcpy (skinfileitem->replacement, word[2], sizeof (skinfileitem->replacement));
1190 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]);
1192 else if (words == 2 && !strcmp(word[1], ","))
1194 // tag name, like "tag_weapon,"
1195 Con_DPrintf("Mod_LoadSkinFiles: parsed tag #%i \"%s\"\n", numtags, word[0]);
1196 memset(tags + numtags, 0, sizeof(tags[numtags]));
1197 strlcpy (tags[numtags].name, word[0], sizeof (tags[numtags].name));
1200 else if (words == 3 && !strcmp(word[1], ","))
1202 // mesh shader name, like "U_RArm,models/players/Legoman/BikerA1.tga"
1203 Con_DPrintf("Mod_LoadSkinFiles: parsed mesh \"%s\" shader replacement \"%s\"\n", word[0], word[2]);
1204 skinfileitem = (skinfileitem_t *)Mem_Alloc(loadmodel->mempool, sizeof(skinfileitem_t));
1205 skinfileitem->next = skinfile->items;
1206 skinfile->items = skinfileitem;
1207 strlcpy (skinfileitem->name, word[0], sizeof (skinfileitem->name));
1208 strlcpy (skinfileitem->replacement, word[2], sizeof (skinfileitem->replacement));
1211 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);
1217 overridetagnameset_t *t;
1219 t->num_overridetagnames = numtags;
1220 t->data_overridetagnames = (overridetagname_t *)Mem_Alloc(loadmodel->mempool, t->num_overridetagnames * sizeof(overridetagname_t));
1221 memcpy(t->data_overridetagnames, tags, t->num_overridetagnames * sizeof(overridetagname_t));
1227 loadmodel->data_overridetagnamesforskin = (overridetagnameset_t *)Mem_Alloc(loadmodel->mempool, i * sizeof(overridetagnameset_t));
1228 memcpy(loadmodel->data_overridetagnamesforskin, tagsets, i * sizeof(overridetagnameset_t));
1231 loadmodel->numskins = i;
1235 void Mod_FreeSkinFiles(skinfile_t *skinfile)
1238 skinfileitem_t *skinfileitem, *nextitem;
1239 for (;skinfile;skinfile = next)
1241 next = skinfile->next;
1242 for (skinfileitem = skinfile->items;skinfileitem;skinfileitem = nextitem)
1244 nextitem = skinfileitem->next;
1245 Mem_Free(skinfileitem);
1251 int Mod_CountSkinFiles(skinfile_t *skinfile)
1254 for (i = 0;skinfile;skinfile = skinfile->next, i++);
1258 void Mod_SnapVertices(int numcomponents, int numvertices, float *vertices, float snap)
1261 double isnap = 1.0 / snap;
1262 for (i = 0;i < numvertices*numcomponents;i++)
1263 vertices[i] = floor(vertices[i]*isnap)*snap;
1266 int Mod_RemoveDegenerateTriangles(int numtriangles, const int *inelement3i, int *outelement3i, const float *vertex3f)
1268 int i, outtriangles;
1269 float d, edgedir[3], temp[3];
1270 // a degenerate triangle is one with no width (thickness, surface area)
1271 // these are characterized by having all 3 points colinear (along a line)
1272 // or having two points identical
1273 for (i = 0, outtriangles = 0;i < numtriangles;i++, inelement3i += 3)
1275 // calculate first edge
1276 VectorSubtract(vertex3f + inelement3i[1] * 3, vertex3f + inelement3i[0] * 3, edgedir);
1277 if (VectorLength2(edgedir) < 0.0001f)
1278 continue; // degenerate first edge (no length)
1279 VectorNormalize(edgedir);
1280 // check if third point is on the edge (colinear)
1281 d = -DotProduct(vertex3f + inelement3i[2] * 3, edgedir);
1282 VectorMA(vertex3f + inelement3i[2] * 3, d, edgedir, temp);
1283 if (VectorLength2(temp) < 0.0001f)
1284 continue; // third point colinear with first edge
1285 // valid triangle (no colinear points, no duplicate points)
1286 VectorCopy(inelement3i, outelement3i);
1290 return outtriangles;
1293 void Mod_VertexRangeFromElements(int numelements, const int *elements, int *firstvertexpointer, int *lastvertexpointer)
1296 int firstvertex, lastvertex;
1297 if (numelements > 0 && elements)
1299 firstvertex = lastvertex = elements[0];
1300 for (i = 1;i < numelements;i++)
1303 firstvertex = min(firstvertex, e);
1304 lastvertex = max(lastvertex, e);
1308 firstvertex = lastvertex = 0;
1309 if (firstvertexpointer)
1310 *firstvertexpointer = firstvertex;
1311 if (lastvertexpointer)
1312 *lastvertexpointer = lastvertex;
1315 static void Mod_BuildVBOs(void)
1317 if (!gl_support_arb_vertex_buffer_object)
1320 // element buffer is easy because it's just one array
1321 if (loadmodel->surfmesh.num_triangles)
1322 loadmodel->surfmesh.ebo = R_Mesh_CreateStaticBufferObject(GL_ELEMENT_ARRAY_BUFFER_ARB, loadmodel->surfmesh.data_element3i, loadmodel->surfmesh.num_triangles * sizeof(int[3]), loadmodel->name);
1324 // vertex buffer is several arrays and we put them in the same buffer
1326 // is this wise? the texcoordtexture2f array is used with dynamic
1327 // vertex/svector/tvector/normal when rendering animated models, on the
1328 // other hand animated models don't use a lot of vertices anyway...
1329 if (loadmodel->surfmesh.num_vertices)
1334 loadmodel->surfmesh.vbooffset_vertex3f = size;if (loadmodel->surfmesh.data_vertex3f ) size += loadmodel->surfmesh.num_vertices * sizeof(float[3]);
1335 loadmodel->surfmesh.vbooffset_svector3f = size;if (loadmodel->surfmesh.data_svector3f ) size += loadmodel->surfmesh.num_vertices * sizeof(float[3]);
1336 loadmodel->surfmesh.vbooffset_tvector3f = size;if (loadmodel->surfmesh.data_tvector3f ) size += loadmodel->surfmesh.num_vertices * sizeof(float[3]);
1337 loadmodel->surfmesh.vbooffset_normal3f = size;if (loadmodel->surfmesh.data_normal3f ) size += loadmodel->surfmesh.num_vertices * sizeof(float[3]);
1338 loadmodel->surfmesh.vbooffset_texcoordtexture2f = size;if (loadmodel->surfmesh.data_texcoordtexture2f ) size += loadmodel->surfmesh.num_vertices * sizeof(float[2]);
1339 loadmodel->surfmesh.vbooffset_texcoordlightmap2f = size;if (loadmodel->surfmesh.data_texcoordlightmap2f) size += loadmodel->surfmesh.num_vertices * sizeof(float[2]);
1340 loadmodel->surfmesh.vbooffset_lightmapcolor4f = size;if (loadmodel->surfmesh.data_lightmapcolor4f ) size += loadmodel->surfmesh.num_vertices * sizeof(float[4]);
1341 mem = (unsigned char *)Mem_Alloc(tempmempool, size);
1342 if (loadmodel->surfmesh.data_vertex3f ) memcpy(mem + loadmodel->surfmesh.vbooffset_vertex3f , loadmodel->surfmesh.data_vertex3f , loadmodel->surfmesh.num_vertices * sizeof(float[3]));
1343 if (loadmodel->surfmesh.data_svector3f ) memcpy(mem + loadmodel->surfmesh.vbooffset_svector3f , loadmodel->surfmesh.data_svector3f , loadmodel->surfmesh.num_vertices * sizeof(float[3]));
1344 if (loadmodel->surfmesh.data_tvector3f ) memcpy(mem + loadmodel->surfmesh.vbooffset_tvector3f , loadmodel->surfmesh.data_tvector3f , loadmodel->surfmesh.num_vertices * sizeof(float[3]));
1345 if (loadmodel->surfmesh.data_normal3f ) memcpy(mem + loadmodel->surfmesh.vbooffset_normal3f , loadmodel->surfmesh.data_normal3f , loadmodel->surfmesh.num_vertices * sizeof(float[3]));
1346 if (loadmodel->surfmesh.data_texcoordtexture2f ) memcpy(mem + loadmodel->surfmesh.vbooffset_texcoordtexture2f , loadmodel->surfmesh.data_texcoordtexture2f , loadmodel->surfmesh.num_vertices * sizeof(float[2]));
1347 if (loadmodel->surfmesh.data_texcoordlightmap2f) memcpy(mem + loadmodel->surfmesh.vbooffset_texcoordlightmap2f, loadmodel->surfmesh.data_texcoordlightmap2f, loadmodel->surfmesh.num_vertices * sizeof(float[2]));
1348 if (loadmodel->surfmesh.data_lightmapcolor4f ) memcpy(mem + loadmodel->surfmesh.vbooffset_lightmapcolor4f , loadmodel->surfmesh.data_lightmapcolor4f , loadmodel->surfmesh.num_vertices * sizeof(float[4]));
1349 loadmodel->surfmesh.vbo = R_Mesh_CreateStaticBufferObject(GL_ARRAY_BUFFER_ARB, mem, size, loadmodel->name);