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 skins (so they become blurrier in the distance), disabled by default because it tends to blur with strange border colors from the skin"};
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, numtextures, 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 numtextures = mod_known[i].num_textures;
78 // models can have multiple sets of textures
79 if (mod_known[i].numskins > 1)
80 numtextures *= mod_known[i].numskins;
81 for (j = 0;j < numtextures;j++)
83 for (k = 0;k < mod_known[i].data_textures[j].numskinframes;k++)
84 R_SkinFrame_MarkUsed(mod_known[i].data_textures[j].skinframes[k]);
85 for (k = 0;k < mod_known[i].data_textures[j].backgroundnumskinframes;k++)
86 R_SkinFrame_MarkUsed(mod_known[i].data_textures[j].backgroundskinframes[k]);
92 if (!cl_stainmaps_clearonload.integer)
95 for (i = 0;i < mod_numknown;i++)
97 if (mod_known[i].mempool && mod_known[i].data_surfaces)
99 for (surfacenum = 0, surface = mod_known[i].data_surfaces;surfacenum < mod_known[i].num_surfaces;surfacenum++, surface++)
101 if (surface->lightmapinfo && surface->lightmapinfo->stainsamples)
103 ssize = (surface->lightmapinfo->extents[0] >> 4) + 1;
104 tsize = (surface->lightmapinfo->extents[1] >> 4) + 1;
105 memset(surface->lightmapinfo->stainsamples, 255, ssize * tsize * 3);
106 surface->cached_dlight = true;
118 static void Mod_Print(void);
119 static void Mod_Precache (void);
120 static void Mod_BuildVBOs(void);
127 Cvar_RegisterVariable(&r_mipskins);
128 Cmd_AddCommand ("modellist", Mod_Print, "prints a list of loaded models");
129 Cmd_AddCommand ("modelprecache", Mod_Precache, "load a model");
132 void Mod_RenderInit(void)
134 R_RegisterModule("Models", mod_start, mod_shutdown, mod_newmap);
137 void Mod_UnloadModel (model_t *mod)
139 char name[MAX_QPATH];
140 qboolean isworldmodel;
142 strlcpy(name, mod->name, sizeof(name));
143 isworldmodel = mod->isworldmodel;
145 if (mod->surfmesh.ebo)
146 R_Mesh_DestroyEBO(mod->surfmesh.ebo);
147 if (mod->surfmesh.vbo)
148 R_Mesh_DestroyVBO(mod->surfmesh.vbo);
149 // free textures/memory attached to the model
150 R_FreeTexturePool(&mod->texturepool);
151 Mem_FreePool(&mod->mempool);
152 // clear the struct to make it available
153 memset(mod, 0, sizeof(model_t));
154 // restore the fields we want to preserve
155 strlcpy(mod->name, name, sizeof(mod->name));
156 mod->isworldmodel = isworldmodel;
168 model_t *Mod_LoadModel(model_t *mod, qboolean crash, qboolean checkdisk, qboolean isworldmodel)
173 fs_offset_t filesize;
177 if (mod->name[0] == '*') // submodel
183 // even if the model is loaded it still may need reloading...
185 // if the model is a worldmodel and is being referred to as a
186 // non-worldmodel here, then it needs reloading to get rid of the
188 if (mod->isworldmodel != isworldmodel)
191 // if it is not loaded or checkdisk is true we need to calculate the crc
192 if (!mod->loaded || checkdisk)
194 if (checkdisk && mod->loaded)
195 Con_DPrintf("checking model %s\n", mod->name);
196 buf = FS_LoadFile (mod->name, tempmempool, false, &filesize);
199 crc = CRC_Block((unsigned char *)buf, filesize);
200 // we need to reload the model if the crc does not match
206 // if the model is already loaded and checks passed, just return
214 Con_DPrintf("loading model %s\n", mod->name);
215 // LordHavoc: unload the existing model in this slot (if there is one)
216 if (mod->loaded || mod->mempool)
217 Mod_UnloadModel(mod);
220 mod->isworldmodel = isworldmodel;
223 // errors can prevent the corresponding mod->loaded = true;
226 // default model radius and bounding box (mainly for missing models)
228 VectorSet(mod->normalmins, -mod->radius, -mod->radius, -mod->radius);
229 VectorSet(mod->normalmaxs, mod->radius, mod->radius, mod->radius);
230 VectorSet(mod->yawmins, -mod->radius, -mod->radius, -mod->radius);
231 VectorSet(mod->yawmaxs, mod->radius, mod->radius, mod->radius);
232 VectorSet(mod->rotatedmins, -mod->radius, -mod->radius, -mod->radius);
233 VectorSet(mod->rotatedmaxs, mod->radius, mod->radius, mod->radius);
237 char *bufend = (char *)buf + filesize;
239 // all models use memory, so allocate a memory pool
240 mod->mempool = Mem_AllocPool(mod->name, 0, NULL);
242 num = LittleLong(*((int *)buf));
243 // call the apropriate loader
245 if (!memcmp(buf, "IDPO", 4)) Mod_IDP0_Load(mod, buf, bufend);
246 else if (!memcmp(buf, "IDP2", 4)) Mod_IDP2_Load(mod, buf, bufend);
247 else if (!memcmp(buf, "IDP3", 4)) Mod_IDP3_Load(mod, buf, bufend);
248 else if (!memcmp(buf, "IDSP", 4)) Mod_IDSP_Load(mod, buf, bufend);
249 else if (!memcmp(buf, "IDS2", 4)) Mod_IDS2_Load(mod, buf, bufend);
250 else if (!memcmp(buf, "IBSP", 4)) Mod_IBSP_Load(mod, buf, bufend);
251 else if (!memcmp(buf, "ZYMOTICMODEL", 12)) Mod_ZYMOTICMODEL_Load(mod, buf, bufend);
252 else if (!memcmp(buf, "DARKPLACESMODEL", 16)) Mod_DARKPLACESMODEL_Load(mod, buf, bufend);
253 else if (!memcmp(buf, "ACTRHEAD", 8)) Mod_PSKMODEL_Load(mod, buf, bufend);
254 else if (strlen(mod->name) >= 4 && !strcmp(mod->name - 4, ".map")) Mod_MAP_Load(mod, buf, bufend);
255 else if (!memcmp(buf, "MCBSPpad", 8)) Mod_Q1BSP_Load(mod, buf, bufend);
256 else if (num == BSPVERSION || num == 30) Mod_Q1BSP_Load(mod, buf, bufend);
257 else Con_Printf("Mod_LoadModel: model \"%s\" is of unknown/unsupported type\n", mod->name);
262 // no fatal errors occurred, so this model is ready to use.
267 // LordHavoc: Sys_Error was *ANNOYING*
268 Con_Printf ("Mod_LoadModel: %s not found\n", mod->name);
273 void Mod_ClearUsed(void)
279 for (i = 0, mod = mod_known;i < mod_numknown;i++, mod++)
285 void Mod_PurgeUnused(void)
290 for (i = 0, mod = mod_known;i < mod_numknown;i++, mod++)
293 Mod_UnloadModel(mod);
296 // only used during loading!
297 void Mod_RemoveStaleWorldModels(model_t *skip)
302 for (i = 0, mod = mod_known;i < mod_numknown;i++, mod++)
304 if (mod->isworldmodel && mod->loaded && skip != mod)
306 Mod_UnloadModel(mod);
307 mod->isworldmodel = false;
319 model_t *Mod_FindName(const char *name)
325 Host_Error ("Mod_ForName: NULL name");
327 // search the currently loaded models
328 for (i = 0, mod = mod_known;i < mod_numknown;i++, mod++)
330 if (mod->name[0] && !strcmp(mod->name, name))
337 // no match found, find room for a new one
338 for (i = 0;i < mod_numknown;i++)
339 if (!mod_known[i].name[0])
342 if (mod_maxknown == i)
348 mod_known = Mem_Alloc(mod_mempool, mod_maxknown * sizeof(model_t));
351 memcpy(mod_known, old, mod_numknown * sizeof(model_t));
355 Host_Error ("Mod_FindName: ran out of models");
358 if (mod_numknown == i)
361 strlcpy (mod->name, name, sizeof(mod->name));
371 Loads in a model for the given name
374 model_t *Mod_ForName(const char *name, qboolean crash, qboolean checkdisk, qboolean isworldmodel)
377 model = Mod_FindName(name);
378 if (model->name[0] != '*' && (!model->loaded || checkdisk))
379 Mod_LoadModel(model, crash, checkdisk, isworldmodel);
387 Reloads all models if they have changed
395 for (i = 0, mod = mod_known;i < mod_numknown;i++, mod++)
396 if (mod->name[0] && mod->name[0] != '*')
398 Mod_LoadModel(mod, true, true, mod->isworldmodel);
401 unsigned char *mod_base;
404 //=============================================================================
411 static void Mod_Print(void)
416 Con_Print("Loaded models:\n");
417 for (i = 0, mod = mod_known;i < mod_numknown;i++, mod++)
419 Con_Printf("%4iK %s\n", mod->mempool ? (int)((mod->mempool->totalsize + 1023) / 1024) : 0, mod->name);
427 static void Mod_Precache(void)
430 Mod_ForName(Cmd_Argv(1), false, true, cl.worldmodel && !strcasecmp(Cmd_Argv(1), cl.worldmodel->name));
432 Con_Print("usage: modelprecache <filename>\n");
435 int Mod_BuildVertexRemapTableFromElements(int numelements, const int *elements, int numvertices, int *remapvertices)
439 used = (unsigned char *)Mem_Alloc(tempmempool, numvertices);
440 memset(used, 0, numvertices);
441 for (i = 0;i < numelements;i++)
442 used[elements[i]] = 1;
443 for (i = 0, count = 0;i < numvertices;i++)
444 remapvertices[i] = used[i] ? count++ : -1;
450 // fast way, using an edge hash
451 #define TRIANGLEEDGEHASH 8192
452 void Mod_BuildTriangleNeighbors(int *neighbors, const int *elements, int numtriangles)
454 int i, j, p, e1, e2, *n, hashindex, count, match;
456 typedef struct edgehashentry_s
458 struct edgehashentry_s *next;
463 edgehashentry_t *edgehash[TRIANGLEEDGEHASH], *edgehashentries, edgehashentriesbuffer[TRIANGLEEDGEHASH*3], *hash;
464 memset(edgehash, 0, sizeof(edgehash));
465 edgehashentries = edgehashentriesbuffer;
466 // if there are too many triangles for the stack array, allocate larger buffer
467 if (numtriangles > TRIANGLEEDGEHASH)
468 edgehashentries = (edgehashentry_t *)Mem_Alloc(tempmempool, numtriangles * 3 * sizeof(edgehashentry_t));
469 // find neighboring triangles
470 for (i = 0, e = elements, n = neighbors;i < numtriangles;i++, e += 3, n += 3)
472 for (j = 0, p = 2;j < 3;p = j, j++)
476 // this hash index works for both forward and backward edges
477 hashindex = (unsigned int)(e1 + e2) % TRIANGLEEDGEHASH;
478 hash = edgehashentries + i * 3 + j;
479 hash->next = edgehash[hashindex];
480 edgehash[hashindex] = hash;
482 hash->element[0] = e1;
483 hash->element[1] = e2;
486 for (i = 0, e = elements, n = neighbors;i < numtriangles;i++, e += 3, n += 3)
488 for (j = 0, p = 2;j < 3;p = j, j++)
492 // this hash index works for both forward and backward edges
493 hashindex = (unsigned int)(e1 + e2) % TRIANGLEEDGEHASH;
496 for (hash = edgehash[hashindex];hash;hash = hash->next)
498 if (hash->element[0] == e2 && hash->element[1] == e1)
500 if (hash->triangle != i)
501 match = hash->triangle;
504 else if ((hash->element[0] == e1 && hash->element[1] == e2))
507 // detect edges shared by three triangles and make them seams
513 // free the allocated buffer
514 if (edgehashentries != edgehashentriesbuffer)
515 Mem_Free(edgehashentries);
518 // very slow but simple way
519 static int Mod_FindTriangleWithEdge(const int *elements, int numtriangles, int start, int end, int ignore)
524 for (i = 0;i < numtriangles;i++, elements += 3)
526 if ((elements[0] == start && elements[1] == end)
527 || (elements[1] == start && elements[2] == end)
528 || (elements[2] == start && elements[0] == end))
534 else if ((elements[1] == start && elements[0] == end)
535 || (elements[2] == start && elements[1] == end)
536 || (elements[0] == start && elements[2] == end))
539 // detect edges shared by three triangles and make them seams
545 void Mod_BuildTriangleNeighbors(int *neighbors, const int *elements, int numtriangles)
549 for (i = 0, e = elements, n = neighbors;i < numtriangles;i++, e += 3, n += 3)
551 n[0] = Mod_FindTriangleWithEdge(elements, numtriangles, e[1], e[0], i);
552 n[1] = Mod_FindTriangleWithEdge(elements, numtriangles, e[2], e[1], i);
553 n[2] = Mod_FindTriangleWithEdge(elements, numtriangles, e[0], e[2], i);
558 void Mod_ValidateElements(int *elements, int numtriangles, int firstvertex, int numverts, const char *filename, int fileline)
560 int i, warned = false, endvertex = firstvertex + numverts;
561 for (i = 0;i < numtriangles * 3;i++)
563 if (elements[i] < firstvertex || elements[i] >= endvertex)
568 Con_Printf("Mod_ValidateElements: out of bounds elements detected at %s:%d\n", filename, fileline);
570 elements[i] = firstvertex;
575 // warning: this is an expensive function!
576 void Mod_BuildNormals(int firstvertex, int numvertices, int numtriangles, const float *vertex3f, const int *elements, float *normal3f, qboolean areaweighting)
583 memset(normal3f + 3 * firstvertex, 0, numvertices * sizeof(float[3]));
584 // process each vertex of each triangle and accumulate the results
585 // use area-averaging, to make triangles with a big area have a bigger
586 // weighting on the vertex normal than triangles with a small area
587 // to do so, just add the 'normals' together (the bigger the area
588 // the greater the length of the normal is
590 for (i = 0; i < numtriangles; i++, element += 3)
593 vertex3f + element[0] * 3,
594 vertex3f + element[1] * 3,
595 vertex3f + element[2] * 3,
600 VectorNormalize(areaNormal);
602 for (j = 0;j < 3;j++)
604 vectorNormal = normal3f + element[j] * 3;
605 vectorNormal[0] += areaNormal[0];
606 vectorNormal[1] += areaNormal[1];
607 vectorNormal[2] += areaNormal[2];
610 // and just normalize the accumulated vertex normal in the end
611 vectorNormal = normal3f + 3 * firstvertex;
612 for (i = 0; i < numvertices; i++, vectorNormal += 3)
613 VectorNormalize(vectorNormal);
616 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)
618 float f, tangentcross[3], v10[3], v20[3], tc10[2], tc20[2];
619 // 79 add/sub/negate/multiply (1 cycle), 1 compare (3 cycle?), total cycles not counting load/store/exchange roughly 82 cycles
620 // 6 add, 28 subtract, 39 multiply, 1 compare, 50% chance of 6 negates
622 // 6 multiply, 9 subtract
623 VectorSubtract(v1, v0, v10);
624 VectorSubtract(v2, v0, v20);
625 normal3f[0] = v20[1] * v10[2] - v20[2] * v10[1];
626 normal3f[1] = v20[2] * v10[0] - v20[0] * v10[2];
627 normal3f[2] = v20[0] * v10[1] - v20[1] * v10[0];
628 // 12 multiply, 10 subtract
629 tc10[1] = tc1[1] - tc0[1];
630 tc20[1] = tc2[1] - tc0[1];
631 svector3f[0] = tc10[1] * v20[0] - tc20[1] * v10[0];
632 svector3f[1] = tc10[1] * v20[1] - tc20[1] * v10[1];
633 svector3f[2] = tc10[1] * v20[2] - tc20[1] * v10[2];
634 tc10[0] = tc1[0] - tc0[0];
635 tc20[0] = tc2[0] - tc0[0];
636 tvector3f[0] = tc10[0] * v20[0] - tc20[0] * v10[0];
637 tvector3f[1] = tc10[0] * v20[1] - tc20[0] * v10[1];
638 tvector3f[2] = tc10[0] * v20[2] - tc20[0] * v10[2];
639 // 12 multiply, 4 add, 6 subtract
640 f = DotProduct(svector3f, normal3f);
641 svector3f[0] -= f * normal3f[0];
642 svector3f[1] -= f * normal3f[1];
643 svector3f[2] -= f * normal3f[2];
644 f = DotProduct(tvector3f, normal3f);
645 tvector3f[0] -= f * normal3f[0];
646 tvector3f[1] -= f * normal3f[1];
647 tvector3f[2] -= f * normal3f[2];
648 // if texture is mapped the wrong way (counterclockwise), the tangents
649 // have to be flipped, this is detected by calculating a normal from the
650 // two tangents, and seeing if it is opposite the surface normal
651 // 9 multiply, 2 add, 3 subtract, 1 compare, 50% chance of: 6 negates
652 CrossProduct(tvector3f, svector3f, tangentcross);
653 if (DotProduct(tangentcross, normal3f) < 0)
655 VectorNegate(svector3f, svector3f);
656 VectorNegate(tvector3f, tvector3f);
660 // warning: this is a very expensive function!
661 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)
664 float sdir[3], tdir[3], normal[3], *sv, *tv;
665 const float *v0, *v1, *v2, *tc0, *tc1, *tc2, *n;
666 float f, tangentcross[3], v10[3], v20[3], tc10[2], tc20[2];
669 memset(svector3f + 3 * firstvertex, 0, numvertices * sizeof(float[3]));
670 memset(tvector3f + 3 * firstvertex, 0, numvertices * sizeof(float[3]));
671 // process each vertex of each triangle and accumulate the results
672 for (tnum = 0, e = elements;tnum < numtriangles;tnum++, e += 3)
674 v0 = vertex3f + e[0] * 3;
675 v1 = vertex3f + e[1] * 3;
676 v2 = vertex3f + e[2] * 3;
677 tc0 = texcoord2f + e[0] * 2;
678 tc1 = texcoord2f + e[1] * 2;
679 tc2 = texcoord2f + e[2] * 2;
681 // 79 add/sub/negate/multiply (1 cycle), 1 compare (3 cycle?), total cycles not counting load/store/exchange roughly 82 cycles
682 // 6 add, 28 subtract, 39 multiply, 1 compare, 50% chance of 6 negates
684 // calculate the edge directions and surface normal
685 // 6 multiply, 9 subtract
686 VectorSubtract(v1, v0, v10);
687 VectorSubtract(v2, v0, v20);
688 normal[0] = v20[1] * v10[2] - v20[2] * v10[1];
689 normal[1] = v20[2] * v10[0] - v20[0] * v10[2];
690 normal[2] = v20[0] * v10[1] - v20[1] * v10[0];
692 // calculate the tangents
693 // 12 multiply, 10 subtract
694 tc10[1] = tc1[1] - tc0[1];
695 tc20[1] = tc2[1] - tc0[1];
696 sdir[0] = tc10[1] * v20[0] - tc20[1] * v10[0];
697 sdir[1] = tc10[1] * v20[1] - tc20[1] * v10[1];
698 sdir[2] = tc10[1] * v20[2] - tc20[1] * v10[2];
699 tc10[0] = tc1[0] - tc0[0];
700 tc20[0] = tc2[0] - tc0[0];
701 tdir[0] = tc10[0] * v20[0] - tc20[0] * v10[0];
702 tdir[1] = tc10[0] * v20[1] - tc20[0] * v10[1];
703 tdir[2] = tc10[0] * v20[2] - tc20[0] * v10[2];
705 // if texture is mapped the wrong way (counterclockwise), the tangents
706 // have to be flipped, this is detected by calculating a normal from the
707 // two tangents, and seeing if it is opposite the surface normal
708 // 9 multiply, 2 add, 3 subtract, 1 compare, 50% chance of: 6 negates
709 CrossProduct(tdir, sdir, tangentcross);
710 if (DotProduct(tangentcross, normal) < 0)
712 VectorNegate(sdir, sdir);
713 VectorNegate(tdir, tdir);
718 VectorNormalize(sdir);
719 VectorNormalize(tdir);
721 for (i = 0;i < 3;i++)
723 VectorAdd(svector3f + e[i]*3, sdir, svector3f + e[i]*3);
724 VectorAdd(tvector3f + e[i]*3, tdir, tvector3f + e[i]*3);
727 // make the tangents completely perpendicular to the surface normal, and
728 // then normalize them
729 // 16 assignments, 2 divide, 2 sqrt, 2 negates, 14 adds, 24 multiplies
730 for (i = 0, sv = svector3f + 3 * firstvertex, tv = tvector3f + 3 * firstvertex, n = normal3f + 3 * firstvertex;i < numvertices;i++, sv += 3, tv += 3, n += 3)
732 f = -DotProduct(sv, n);
733 VectorMA(sv, f, n, sv);
735 f = -DotProduct(tv, n);
736 VectorMA(tv, f, n, tv);
741 void Mod_AllocSurfMesh(mempool_t *mempool, int numvertices, int numtriangles, qboolean lightmapoffsets, qboolean vertexcolors, qboolean neighbors)
744 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));
745 loadmodel->surfmesh.num_vertices = numvertices;
746 loadmodel->surfmesh.num_triangles = numtriangles;
747 if (loadmodel->surfmesh.num_vertices)
749 loadmodel->surfmesh.data_vertex3f = (float *)data, data += sizeof(float[3]) * loadmodel->surfmesh.num_vertices;
750 loadmodel->surfmesh.data_svector3f = (float *)data, data += sizeof(float[3]) * loadmodel->surfmesh.num_vertices;
751 loadmodel->surfmesh.data_tvector3f = (float *)data, data += sizeof(float[3]) * loadmodel->surfmesh.num_vertices;
752 loadmodel->surfmesh.data_normal3f = (float *)data, data += sizeof(float[3]) * loadmodel->surfmesh.num_vertices;
753 loadmodel->surfmesh.data_texcoordtexture2f = (float *)data, data += sizeof(float[2]) * loadmodel->surfmesh.num_vertices;
754 loadmodel->surfmesh.data_texcoordlightmap2f = (float *)data, data += sizeof(float[2]) * loadmodel->surfmesh.num_vertices;
756 loadmodel->surfmesh.data_lightmapcolor4f = (float *)data, data += sizeof(float[4]) * loadmodel->surfmesh.num_vertices;
758 loadmodel->surfmesh.data_lightmapoffsets = (int *)data, data += sizeof(int) * loadmodel->surfmesh.num_vertices;
760 if (loadmodel->surfmesh.num_triangles)
762 loadmodel->surfmesh.data_element3i = (int *)data, data += sizeof(int[3]) * loadmodel->surfmesh.num_triangles;
764 loadmodel->surfmesh.data_neighbor3i = (int *)data, data += sizeof(int[3]) * loadmodel->surfmesh.num_triangles;
768 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)
770 shadowmesh_t *newmesh;
773 size = sizeof(shadowmesh_t);
774 size += maxverts * sizeof(float[3]);
776 size += maxverts * sizeof(float[11]);
777 size += maxtriangles * sizeof(int[3]);
779 size += maxtriangles * sizeof(int[3]);
781 size += SHADOWMESHVERTEXHASH * sizeof(shadowmeshvertexhash_t *) + maxverts * sizeof(shadowmeshvertexhash_t);
782 data = (unsigned char *)Mem_Alloc(mempool, size);
783 newmesh = (shadowmesh_t *)data;data += sizeof(*newmesh);
784 newmesh->map_diffuse = map_diffuse;
785 newmesh->map_specular = map_specular;
786 newmesh->map_normal = map_normal;
787 newmesh->maxverts = maxverts;
788 newmesh->maxtriangles = maxtriangles;
789 newmesh->numverts = 0;
790 newmesh->numtriangles = 0;
792 newmesh->vertex3f = (float *)data;data += maxverts * sizeof(float[3]);
795 newmesh->svector3f = (float *)data;data += maxverts * sizeof(float[3]);
796 newmesh->tvector3f = (float *)data;data += maxverts * sizeof(float[3]);
797 newmesh->normal3f = (float *)data;data += maxverts * sizeof(float[3]);
798 newmesh->texcoord2f = (float *)data;data += maxverts * sizeof(float[2]);
800 newmesh->element3i = (int *)data;data += maxtriangles * sizeof(int[3]);
803 newmesh->neighbor3i = (int *)data;data += maxtriangles * sizeof(int[3]);
807 newmesh->vertexhashtable = (shadowmeshvertexhash_t **)data;data += SHADOWMESHVERTEXHASH * sizeof(shadowmeshvertexhash_t *);
808 newmesh->vertexhashentries = (shadowmeshvertexhash_t *)data;data += maxverts * sizeof(shadowmeshvertexhash_t);
813 shadowmesh_t *Mod_ShadowMesh_ReAlloc(mempool_t *mempool, shadowmesh_t *oldmesh, int light, int neighbors)
815 shadowmesh_t *newmesh;
816 newmesh = Mod_ShadowMesh_Alloc(mempool, oldmesh->numverts, oldmesh->numtriangles, oldmesh->map_diffuse, oldmesh->map_specular, oldmesh->map_normal, light, neighbors, false);
817 newmesh->numverts = oldmesh->numverts;
818 newmesh->numtriangles = oldmesh->numtriangles;
820 memcpy(newmesh->vertex3f, oldmesh->vertex3f, oldmesh->numverts * sizeof(float[3]));
821 if (newmesh->svector3f && oldmesh->svector3f)
823 memcpy(newmesh->svector3f, oldmesh->svector3f, oldmesh->numverts * sizeof(float[3]));
824 memcpy(newmesh->tvector3f, oldmesh->tvector3f, oldmesh->numverts * sizeof(float[3]));
825 memcpy(newmesh->normal3f, oldmesh->normal3f, oldmesh->numverts * sizeof(float[3]));
826 memcpy(newmesh->texcoord2f, oldmesh->texcoord2f, oldmesh->numverts * sizeof(float[2]));
828 memcpy(newmesh->element3i, oldmesh->element3i, oldmesh->numtriangles * sizeof(int[3]));
829 if (newmesh->neighbor3i && oldmesh->neighbor3i)
830 memcpy(newmesh->neighbor3i, oldmesh->neighbor3i, oldmesh->numtriangles * sizeof(int[3]));
834 int Mod_ShadowMesh_AddVertex(shadowmesh_t *mesh, float *vertex14f)
837 shadowmeshvertexhash_t *hash;
838 // this uses prime numbers intentionally
839 hashindex = (unsigned int) (vertex14f[0] * 3 + vertex14f[1] * 5 + vertex14f[2] * 7) % SHADOWMESHVERTEXHASH;
840 for (hash = mesh->vertexhashtable[hashindex];hash;hash = hash->next)
842 vnum = (hash - mesh->vertexhashentries);
843 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]))
844 && (mesh->svector3f == NULL || (mesh->svector3f[vnum * 3 + 0] == vertex14f[3] && mesh->svector3f[vnum * 3 + 1] == vertex14f[4] && mesh->svector3f[vnum * 3 + 2] == vertex14f[5]))
845 && (mesh->tvector3f == NULL || (mesh->tvector3f[vnum * 3 + 0] == vertex14f[6] && mesh->tvector3f[vnum * 3 + 1] == vertex14f[7] && mesh->tvector3f[vnum * 3 + 2] == vertex14f[8]))
846 && (mesh->normal3f == NULL || (mesh->normal3f[vnum * 3 + 0] == vertex14f[9] && mesh->normal3f[vnum * 3 + 1] == vertex14f[10] && mesh->normal3f[vnum * 3 + 2] == vertex14f[11]))
847 && (mesh->texcoord2f == NULL || (mesh->texcoord2f[vnum * 2 + 0] == vertex14f[12] && mesh->texcoord2f[vnum * 2 + 1] == vertex14f[13])))
848 return hash - mesh->vertexhashentries;
850 vnum = mesh->numverts++;
851 hash = mesh->vertexhashentries + vnum;
852 hash->next = mesh->vertexhashtable[hashindex];
853 mesh->vertexhashtable[hashindex] = hash;
854 if (mesh->vertex3f) {mesh->vertex3f[vnum * 3 + 0] = vertex14f[0];mesh->vertex3f[vnum * 3 + 1] = vertex14f[1];mesh->vertex3f[vnum * 3 + 2] = vertex14f[2];}
855 if (mesh->svector3f) {mesh->svector3f[vnum * 3 + 0] = vertex14f[3];mesh->svector3f[vnum * 3 + 1] = vertex14f[4];mesh->svector3f[vnum * 3 + 2] = vertex14f[5];}
856 if (mesh->tvector3f) {mesh->tvector3f[vnum * 3 + 0] = vertex14f[6];mesh->tvector3f[vnum * 3 + 1] = vertex14f[7];mesh->tvector3f[vnum * 3 + 2] = vertex14f[8];}
857 if (mesh->normal3f) {mesh->normal3f[vnum * 3 + 0] = vertex14f[9];mesh->normal3f[vnum * 3 + 1] = vertex14f[10];mesh->normal3f[vnum * 3 + 2] = vertex14f[11];}
858 if (mesh->texcoord2f) {mesh->texcoord2f[vnum * 2 + 0] = vertex14f[12];mesh->texcoord2f[vnum * 2 + 1] = vertex14f[13];}
862 void Mod_ShadowMesh_AddTriangle(mempool_t *mempool, shadowmesh_t *mesh, rtexture_t *map_diffuse, rtexture_t *map_specular, rtexture_t *map_normal, float *vertex14f)
864 if (mesh->numtriangles == 0)
866 // set the properties on this empty mesh to be more favorable...
867 // (note: this case only occurs for the first triangle added to a new mesh chain)
868 mesh->map_diffuse = map_diffuse;
869 mesh->map_specular = map_specular;
870 mesh->map_normal = map_normal;
872 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)
874 if (mesh->next == NULL)
875 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);
878 mesh->element3i[mesh->numtriangles * 3 + 0] = Mod_ShadowMesh_AddVertex(mesh, vertex14f + 14 * 0);
879 mesh->element3i[mesh->numtriangles * 3 + 1] = Mod_ShadowMesh_AddVertex(mesh, vertex14f + 14 * 1);
880 mesh->element3i[mesh->numtriangles * 3 + 2] = Mod_ShadowMesh_AddVertex(mesh, vertex14f + 14 * 2);
881 mesh->numtriangles++;
884 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)
887 float vbuf[3*14], *v;
888 memset(vbuf, 0, sizeof(vbuf));
889 for (i = 0;i < numtris;i++)
891 for (j = 0, v = vbuf;j < 3;j++, v += 14)
896 v[0] = vertex3f[e * 3 + 0];
897 v[1] = vertex3f[e * 3 + 1];
898 v[2] = vertex3f[e * 3 + 2];
902 v[3] = svector3f[e * 3 + 0];
903 v[4] = svector3f[e * 3 + 1];
904 v[5] = svector3f[e * 3 + 2];
908 v[6] = tvector3f[e * 3 + 0];
909 v[7] = tvector3f[e * 3 + 1];
910 v[8] = tvector3f[e * 3 + 2];
914 v[9] = normal3f[e * 3 + 0];
915 v[10] = normal3f[e * 3 + 1];
916 v[11] = normal3f[e * 3 + 2];
920 v[12] = texcoord2f[e * 2 + 0];
921 v[13] = texcoord2f[e * 2 + 1];
924 Mod_ShadowMesh_AddTriangle(mempool, mesh, map_diffuse, map_specular, map_normal, vbuf);
928 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)
930 return Mod_ShadowMesh_Alloc(mempool, maxverts, maxtriangles, map_diffuse, map_specular, map_normal, light, neighbors, expandable);
933 static void Mod_ShadowMesh_CreateVBOs(shadowmesh_t *mesh)
935 if (!gl_support_arb_vertex_buffer_object)
938 // element buffer is easy because it's just one array
939 if (mesh->numtriangles)
940 mesh->ebo = R_Mesh_CreateStaticEBO(mesh->element3i, mesh->numtriangles * sizeof(int[3]));
942 // vertex buffer is several arrays and we put them in the same buffer
944 // is this wise? the texcoordtexture2f array is used with dynamic
945 // vertex/svector/tvector/normal when rendering animated models, on the
946 // other hand animated models don't use a lot of vertices anyway...
952 mesh->vbooffset_vertex3f = size;if (mesh->vertex3f ) size += mesh->numverts * sizeof(float[3]);
953 mesh->vbooffset_svector3f = size;if (mesh->svector3f ) size += mesh->numverts * sizeof(float[3]);
954 mesh->vbooffset_tvector3f = size;if (mesh->tvector3f ) size += mesh->numverts * sizeof(float[3]);
955 mesh->vbooffset_normal3f = size;if (mesh->normal3f ) size += mesh->numverts * sizeof(float[3]);
956 mesh->vbooffset_texcoord2f = size;if (mesh->texcoord2f ) size += mesh->numverts * sizeof(float[2]);
957 mem = (unsigned char *)Mem_Alloc(tempmempool, size);
958 if (mesh->vertex3f ) memcpy(mem + mesh->vbooffset_vertex3f , mesh->vertex3f , mesh->numverts * sizeof(float[3]));
959 if (mesh->svector3f ) memcpy(mem + mesh->vbooffset_svector3f , mesh->svector3f , mesh->numverts * sizeof(float[3]));
960 if (mesh->tvector3f ) memcpy(mem + mesh->vbooffset_tvector3f , mesh->tvector3f , mesh->numverts * sizeof(float[3]));
961 if (mesh->normal3f ) memcpy(mem + mesh->vbooffset_normal3f , mesh->normal3f , mesh->numverts * sizeof(float[3]));
962 if (mesh->texcoord2f ) memcpy(mem + mesh->vbooffset_texcoord2f , mesh->texcoord2f , mesh->numverts * sizeof(float[2]));
963 mesh->vbo = R_Mesh_CreateStaticVBO(mem, size);
968 shadowmesh_t *Mod_ShadowMesh_Finish(mempool_t *mempool, shadowmesh_t *firstmesh, qboolean light, qboolean neighbors, qboolean createvbo)
970 shadowmesh_t *mesh, *newmesh, *nextmesh;
971 // reallocate meshs to conserve space
972 for (mesh = firstmesh, firstmesh = NULL;mesh;mesh = nextmesh)
974 nextmesh = mesh->next;
975 if (mesh->numverts >= 3 && mesh->numtriangles >= 1)
977 newmesh = Mod_ShadowMesh_ReAlloc(mempool, mesh, light, neighbors);
978 newmesh->next = firstmesh;
981 Mod_ShadowMesh_CreateVBOs(newmesh);
988 void Mod_ShadowMesh_CalcBBox(shadowmesh_t *firstmesh, vec3_t mins, vec3_t maxs, vec3_t center, float *radius)
992 vec3_t nmins, nmaxs, ncenter, temp;
993 float nradius2, dist2, *v;
997 for (mesh = firstmesh;mesh;mesh = mesh->next)
999 if (mesh == firstmesh)
1001 VectorCopy(mesh->vertex3f, nmins);
1002 VectorCopy(mesh->vertex3f, nmaxs);
1004 for (i = 0, v = mesh->vertex3f;i < mesh->numverts;i++, v += 3)
1006 if (nmins[0] > v[0]) nmins[0] = v[0];if (nmaxs[0] < v[0]) nmaxs[0] = v[0];
1007 if (nmins[1] > v[1]) nmins[1] = v[1];if (nmaxs[1] < v[1]) nmaxs[1] = v[1];
1008 if (nmins[2] > v[2]) nmins[2] = v[2];if (nmaxs[2] < v[2]) nmaxs[2] = v[2];
1011 // calculate center and radius
1012 ncenter[0] = (nmins[0] + nmaxs[0]) * 0.5f;
1013 ncenter[1] = (nmins[1] + nmaxs[1]) * 0.5f;
1014 ncenter[2] = (nmins[2] + nmaxs[2]) * 0.5f;
1016 for (mesh = firstmesh;mesh;mesh = mesh->next)
1018 for (i = 0, v = mesh->vertex3f;i < mesh->numverts;i++, v += 3)
1020 VectorSubtract(v, ncenter, temp);
1021 dist2 = DotProduct(temp, temp);
1022 if (nradius2 < dist2)
1028 VectorCopy(nmins, mins);
1030 VectorCopy(nmaxs, maxs);
1032 VectorCopy(ncenter, center);
1034 *radius = sqrt(nradius2);
1037 void Mod_ShadowMesh_Free(shadowmesh_t *mesh)
1039 shadowmesh_t *nextmesh;
1040 for (;mesh;mesh = nextmesh)
1043 R_Mesh_DestroyEBO(mesh->ebo);
1045 R_Mesh_DestroyVBO(mesh->vbo);
1046 nextmesh = mesh->next;
1051 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)
1056 if (ix >= 0 && iy >= 0 && ix < imagewidth && iy < imageheight)
1057 v[2] = (imagepixels[((iy*imagewidth)+ix)*4+0] + imagepixels[((iy*imagewidth)+ix)*4+1] + imagepixels[((iy*imagewidth)+ix)*4+2]) * (1.0f / 765.0f);
1060 Matrix4x4_Transform(pixelstepmatrix, v, vertex3f);
1061 Matrix4x4_Transform(pixeltexturestepmatrix, v, tc);
1062 texcoord2f[0] = tc[0];
1063 texcoord2f[1] = tc[1];
1066 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)
1068 float vup[3], vdown[3], vleft[3], vright[3];
1069 float tcup[3], tcdown[3], tcleft[3], tcright[3];
1070 float sv[3], tv[3], nl[3];
1071 Mod_GetTerrainVertex3fTexCoord2fFromRGBA(imagepixels, imagewidth, imageheight, ix, iy, vertex3f, texcoord2f, pixelstepmatrix, pixeltexturestepmatrix);
1072 Mod_GetTerrainVertex3fTexCoord2fFromRGBA(imagepixels, imagewidth, imageheight, ix, iy - 1, vup, tcup, pixelstepmatrix, pixeltexturestepmatrix);
1073 Mod_GetTerrainVertex3fTexCoord2fFromRGBA(imagepixels, imagewidth, imageheight, ix, iy + 1, vdown, tcdown, pixelstepmatrix, pixeltexturestepmatrix);
1074 Mod_GetTerrainVertex3fTexCoord2fFromRGBA(imagepixels, imagewidth, imageheight, ix - 1, iy, vleft, tcleft, pixelstepmatrix, pixeltexturestepmatrix);
1075 Mod_GetTerrainVertex3fTexCoord2fFromRGBA(imagepixels, imagewidth, imageheight, ix + 1, iy, vright, tcright, pixelstepmatrix, pixeltexturestepmatrix);
1076 Mod_BuildBumpVectors(vertex3f, vup, vright, texcoord2f, tcup, tcright, svector3f, tvector3f, normal3f);
1077 Mod_BuildBumpVectors(vertex3f, vright, vdown, texcoord2f, tcright, tcdown, sv, tv, nl);
1078 VectorAdd(svector3f, sv, svector3f);
1079 VectorAdd(tvector3f, tv, tvector3f);
1080 VectorAdd(normal3f, nl, normal3f);
1081 Mod_BuildBumpVectors(vertex3f, vdown, vleft, texcoord2f, tcdown, tcleft, sv, tv, nl);
1082 VectorAdd(svector3f, sv, svector3f);
1083 VectorAdd(tvector3f, tv, tvector3f);
1084 VectorAdd(normal3f, nl, normal3f);
1085 Mod_BuildBumpVectors(vertex3f, vleft, vup, texcoord2f, tcleft, tcup, sv, tv, nl);
1086 VectorAdd(svector3f, sv, svector3f);
1087 VectorAdd(tvector3f, tv, tvector3f);
1088 VectorAdd(normal3f, nl, normal3f);
1091 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)
1093 int x, y, ix, iy, *e;
1095 for (y = 0;y < height;y++)
1097 for (x = 0;x < width;x++)
1099 e[0] = (y + 1) * (width + 1) + (x + 0);
1100 e[1] = (y + 0) * (width + 1) + (x + 0);
1101 e[2] = (y + 1) * (width + 1) + (x + 1);
1102 e[3] = (y + 0) * (width + 1) + (x + 0);
1103 e[4] = (y + 0) * (width + 1) + (x + 1);
1104 e[5] = (y + 1) * (width + 1) + (x + 1);
1108 Mod_BuildTriangleNeighbors(neighbor3i, element3i, width*height*2);
1109 for (y = 0, iy = y1;y < height + 1;y++, iy++)
1110 for (x = 0, ix = x1;x < width + 1;x++, ix++, vertex3f += 3, texcoord2f += 2, svector3f += 3, tvector3f += 3, normal3f += 3)
1111 Mod_GetTerrainVertexFromRGBA(imagepixels, imagewidth, imageheight, ix, iy, vertex3f, texcoord2f, svector3f, tvector3f, normal3f, pixelstepmatrix, pixeltexturestepmatrix);
1114 skinfile_t *Mod_LoadSkinFiles(void)
1116 int i, words, numtags, line, tagsetsused = false, wordsoverflow;
1119 skinfile_t *skinfile = NULL, *first = NULL;
1120 skinfileitem_t *skinfileitem;
1121 char word[10][MAX_QPATH];
1122 overridetagnameset_t tagsets[MAX_SKINS];
1123 overridetagname_t tags[256];
1127 U_bodyBox,models/players/Legoman/BikerA2.tga
1128 U_RArm,models/players/Legoman/BikerA1.tga
1129 U_LArm,models/players/Legoman/BikerA1.tga
1130 U_armor,common/nodraw
1131 U_sword,common/nodraw
1132 U_shield,common/nodraw
1133 U_homb,common/nodraw
1134 U_backpack,common/nodraw
1135 U_colcha,common/nodraw
1140 memset(tagsets, 0, sizeof(tagsets));
1141 memset(word, 0, sizeof(word));
1142 for (i = 0;i < MAX_SKINS && (data = text = (char *)FS_LoadFile(va("%s_%i.skin", loadmodel->name, i), tempmempool, true, NULL));i++)
1146 // If it's the first file we parse
1147 if (skinfile == NULL)
1149 skinfile = (skinfile_t *)Mem_Alloc(loadmodel->mempool, sizeof(skinfile_t));
1154 skinfile->next = (skinfile_t *)Mem_Alloc(loadmodel->mempool, sizeof(skinfile_t));
1155 skinfile = skinfile->next;
1157 skinfile->next = NULL;
1159 for(line = 0;;line++)
1162 if (!COM_ParseToken(&data, true))
1164 if (!strcmp(com_token, "\n"))
1167 wordsoverflow = false;
1171 strlcpy(word[words++], com_token, sizeof (word[0]));
1173 wordsoverflow = true;
1175 while (COM_ParseToken(&data, true) && strcmp(com_token, "\n"));
1178 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);
1181 // words is always >= 1
1182 if (!strcmp(word[0], "replace"))
1186 Con_DPrintf("Mod_LoadSkinFiles: parsed mesh \"%s\" shader replacement \"%s\"\n", word[1], word[2]);
1187 skinfileitem = (skinfileitem_t *)Mem_Alloc(loadmodel->mempool, sizeof(skinfileitem_t));
1188 skinfileitem->next = skinfile->items;
1189 skinfile->items = skinfileitem;
1190 strlcpy (skinfileitem->name, word[1], sizeof (skinfileitem->name));
1191 strlcpy (skinfileitem->replacement, word[2], sizeof (skinfileitem->replacement));
1194 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]);
1196 else if (words == 2 && !strcmp(word[1], ","))
1198 // tag name, like "tag_weapon,"
1199 Con_DPrintf("Mod_LoadSkinFiles: parsed tag #%i \"%s\"\n", numtags, word[0]);
1200 memset(tags + numtags, 0, sizeof(tags[numtags]));
1201 strlcpy (tags[numtags].name, word[0], sizeof (tags[numtags].name));
1204 else if (words == 3 && !strcmp(word[1], ","))
1206 // mesh shader name, like "U_RArm,models/players/Legoman/BikerA1.tga"
1207 Con_DPrintf("Mod_LoadSkinFiles: parsed mesh \"%s\" shader replacement \"%s\"\n", word[0], word[2]);
1208 skinfileitem = (skinfileitem_t *)Mem_Alloc(loadmodel->mempool, sizeof(skinfileitem_t));
1209 skinfileitem->next = skinfile->items;
1210 skinfile->items = skinfileitem;
1211 strlcpy (skinfileitem->name, word[0], sizeof (skinfileitem->name));
1212 strlcpy (skinfileitem->replacement, word[2], sizeof (skinfileitem->replacement));
1215 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);
1221 overridetagnameset_t *t;
1223 t->num_overridetagnames = numtags;
1224 t->data_overridetagnames = (overridetagname_t *)Mem_Alloc(loadmodel->mempool, t->num_overridetagnames * sizeof(overridetagname_t));
1225 memcpy(t->data_overridetagnames, tags, t->num_overridetagnames * sizeof(overridetagname_t));
1231 loadmodel->data_overridetagnamesforskin = (overridetagnameset_t *)Mem_Alloc(loadmodel->mempool, i * sizeof(overridetagnameset_t));
1232 memcpy(loadmodel->data_overridetagnamesforskin, tagsets, i * sizeof(overridetagnameset_t));
1235 loadmodel->numskins = i;
1239 void Mod_FreeSkinFiles(skinfile_t *skinfile)
1242 skinfileitem_t *skinfileitem, *nextitem;
1243 for (;skinfile;skinfile = next)
1245 next = skinfile->next;
1246 for (skinfileitem = skinfile->items;skinfileitem;skinfileitem = nextitem)
1248 nextitem = skinfileitem->next;
1249 Mem_Free(skinfileitem);
1255 int Mod_CountSkinFiles(skinfile_t *skinfile)
1258 for (i = 0;skinfile;skinfile = skinfile->next, i++);
1262 void Mod_SnapVertices(int numcomponents, int numvertices, float *vertices, float snap)
1265 double isnap = 1.0 / snap;
1266 for (i = 0;i < numvertices*numcomponents;i++)
1267 vertices[i] = floor(vertices[i]*isnap)*snap;
1270 int Mod_RemoveDegenerateTriangles(int numtriangles, const int *inelement3i, int *outelement3i, const float *vertex3f)
1272 int i, outtriangles;
1273 float d, edgedir[3], temp[3];
1274 // a degenerate triangle is one with no width (thickness, surface area)
1275 // these are characterized by having all 3 points colinear (along a line)
1276 // or having two points identical
1277 for (i = 0, outtriangles = 0;i < numtriangles;i++, inelement3i += 3)
1279 // calculate first edge
1280 VectorSubtract(vertex3f + inelement3i[1] * 3, vertex3f + inelement3i[0] * 3, edgedir);
1281 if (VectorLength2(edgedir) < 0.0001f)
1282 continue; // degenerate first edge (no length)
1283 VectorNormalize(edgedir);
1284 // check if third point is on the edge (colinear)
1285 d = -DotProduct(vertex3f + inelement3i[2] * 3, edgedir);
1286 VectorMA(vertex3f + inelement3i[2] * 3, d, edgedir, temp);
1287 if (VectorLength2(temp) < 0.0001f)
1288 continue; // third point colinear with first edge
1289 // valid triangle (no colinear points, no duplicate points)
1290 VectorCopy(inelement3i, outelement3i);
1294 return outtriangles;
1297 void Mod_VertexRangeFromElements(int numelements, const int *elements, int *firstvertexpointer, int *lastvertexpointer)
1300 int firstvertex, lastvertex;
1301 if (numelements > 0 && elements)
1303 firstvertex = lastvertex = elements[0];
1304 for (i = 1;i < numelements;i++)
1307 firstvertex = min(firstvertex, e);
1308 lastvertex = max(lastvertex, e);
1312 firstvertex = lastvertex = 0;
1313 if (firstvertexpointer)
1314 *firstvertexpointer = firstvertex;
1315 if (lastvertexpointer)
1316 *lastvertexpointer = lastvertex;
1319 static void Mod_BuildVBOs(void)
1321 if (!gl_support_arb_vertex_buffer_object)
1324 // element buffer is easy because it's just one array
1325 if (loadmodel->surfmesh.num_triangles)
1326 loadmodel->surfmesh.ebo = R_Mesh_CreateStaticEBO(loadmodel->surfmesh.data_element3i, loadmodel->surfmesh.num_triangles * sizeof(int[3]));
1328 // vertex buffer is several arrays and we put them in the same buffer
1330 // is this wise? the texcoordtexture2f array is used with dynamic
1331 // vertex/svector/tvector/normal when rendering animated models, on the
1332 // other hand animated models don't use a lot of vertices anyway...
1333 if (loadmodel->surfmesh.num_vertices)
1338 loadmodel->surfmesh.vbooffset_vertex3f = size;if (loadmodel->surfmesh.data_vertex3f ) size += loadmodel->surfmesh.num_vertices * sizeof(float[3]);
1339 loadmodel->surfmesh.vbooffset_svector3f = size;if (loadmodel->surfmesh.data_svector3f ) size += loadmodel->surfmesh.num_vertices * sizeof(float[3]);
1340 loadmodel->surfmesh.vbooffset_tvector3f = size;if (loadmodel->surfmesh.data_tvector3f ) size += loadmodel->surfmesh.num_vertices * sizeof(float[3]);
1341 loadmodel->surfmesh.vbooffset_normal3f = size;if (loadmodel->surfmesh.data_normal3f ) size += loadmodel->surfmesh.num_vertices * sizeof(float[3]);
1342 loadmodel->surfmesh.vbooffset_texcoordtexture2f = size;if (loadmodel->surfmesh.data_texcoordtexture2f ) size += loadmodel->surfmesh.num_vertices * sizeof(float[2]);
1343 loadmodel->surfmesh.vbooffset_texcoordlightmap2f = size;if (loadmodel->surfmesh.data_texcoordlightmap2f) size += loadmodel->surfmesh.num_vertices * sizeof(float[2]);
1344 loadmodel->surfmesh.vbooffset_lightmapcolor4f = size;if (loadmodel->surfmesh.data_lightmapcolor4f ) size += loadmodel->surfmesh.num_vertices * sizeof(float[4]);
1345 mem = (unsigned char *)Mem_Alloc(tempmempool, size);
1346 if (loadmodel->surfmesh.data_vertex3f ) memcpy(mem + loadmodel->surfmesh.vbooffset_vertex3f , loadmodel->surfmesh.data_vertex3f , loadmodel->surfmesh.num_vertices * sizeof(float[3]));
1347 if (loadmodel->surfmesh.data_svector3f ) memcpy(mem + loadmodel->surfmesh.vbooffset_svector3f , loadmodel->surfmesh.data_svector3f , loadmodel->surfmesh.num_vertices * sizeof(float[3]));
1348 if (loadmodel->surfmesh.data_tvector3f ) memcpy(mem + loadmodel->surfmesh.vbooffset_tvector3f , loadmodel->surfmesh.data_tvector3f , loadmodel->surfmesh.num_vertices * sizeof(float[3]));
1349 if (loadmodel->surfmesh.data_normal3f ) memcpy(mem + loadmodel->surfmesh.vbooffset_normal3f , loadmodel->surfmesh.data_normal3f , loadmodel->surfmesh.num_vertices * sizeof(float[3]));
1350 if (loadmodel->surfmesh.data_texcoordtexture2f ) memcpy(mem + loadmodel->surfmesh.vbooffset_texcoordtexture2f , loadmodel->surfmesh.data_texcoordtexture2f , loadmodel->surfmesh.num_vertices * sizeof(float[2]));
1351 if (loadmodel->surfmesh.data_texcoordlightmap2f) memcpy(mem + loadmodel->surfmesh.vbooffset_texcoordlightmap2f, loadmodel->surfmesh.data_texcoordlightmap2f, loadmodel->surfmesh.num_vertices * sizeof(float[2]));
1352 if (loadmodel->surfmesh.data_lightmapcolor4f ) memcpy(mem + loadmodel->surfmesh.vbooffset_lightmapcolor4f , loadmodel->surfmesh.data_lightmapcolor4f , loadmodel->surfmesh.num_vertices * sizeof(float[4]));
1353 loadmodel->surfmesh.vbo = R_Mesh_CreateStaticVBO(mem, size);