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.
31 // LordHavoc: increased from 512 to 2048
32 #define MAX_MOD_KNOWN 2048
33 static model_t mod_known[MAX_MOD_KNOWN];
35 rtexturepool_t *mod_shared_texturepool;
36 rtexture_t *r_notexture;
37 rtexture_t *mod_shared_detailtextures[NUM_DETAILTEXTURES];
39 void Mod_BuildDetailTextures (void)
42 float vc[3], vx[3], vy[3], vn[3], lightdir[3];
43 #define DETAILRESOLUTION 256
44 qbyte data[DETAILRESOLUTION][DETAILRESOLUTION][4], noise[DETAILRESOLUTION][DETAILRESOLUTION];
48 VectorNormalize(lightdir);
49 for (i = 0;i < NUM_DETAILTEXTURES;i++)
51 fractalnoise(&noise[0][0], DETAILRESOLUTION, DETAILRESOLUTION >> 4);
52 for (y = 0;y < DETAILRESOLUTION;y++)
54 for (x = 0;x < DETAILRESOLUTION;x++)
58 vc[2] = noise[y][x] * (1.0f / 32.0f);
61 vx[2] = noise[y][(x + 1) % DETAILRESOLUTION] * (1.0f / 32.0f);
64 vy[2] = noise[(y + 1) % DETAILRESOLUTION][x] * (1.0f / 32.0f);
65 VectorSubtract(vx, vc, vx);
66 VectorSubtract(vy, vc, vy);
67 CrossProduct(vx, vy, vn);
69 light = 128 - DotProduct(vn, lightdir) * 128;
70 light = bound(0, light, 255);
71 data[y][x][0] = data[y][x][1] = data[y][x][2] = light;
75 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);
79 texture_t r_surf_notexture;
81 void Mod_SetupNoTexture(void)
86 // this makes a light grey/dark grey checkerboard texture
87 for (y = 0;y < 16;y++)
89 for (x = 0;x < 16;x++)
91 if ((y < 8) ^ (x < 8))
108 r_notexture = R_LoadTexture2D(mod_shared_texturepool, "notexture", 16, 16, &pix[0][0][0], TEXTYPE_RGBA, TEXF_MIPMAP, NULL);
111 static void mod_start(void)
114 for (i = 0;i < MAX_MOD_KNOWN;i++)
115 if (mod_known[i].name[0])
116 Mod_UnloadModel(&mod_known[i]);
119 mod_shared_texturepool = R_AllocTexturePool();
120 Mod_SetupNoTexture();
121 Mod_BuildDetailTextures();
124 static void mod_shutdown(void)
127 for (i = 0;i < MAX_MOD_KNOWN;i++)
128 if (mod_known[i].name[0])
129 Mod_UnloadModel(&mod_known[i]);
131 R_FreeTexturePool(&mod_shared_texturepool);
134 static void mod_newmap(void)
143 static void Mod_Print (void);
144 static void Mod_Precache (void);
151 Cmd_AddCommand ("modellist", Mod_Print);
152 Cmd_AddCommand ("modelprecache", Mod_Precache);
155 void Mod_RenderInit(void)
157 R_RegisterModule("Models", mod_start, mod_shutdown, mod_newmap);
160 void Mod_FreeModel (model_t *mod)
162 R_FreeTexturePool(&mod->texturepool);
163 Mem_FreePool(&mod->mempool);
165 // clear the struct to make it available
166 memset(mod, 0, sizeof(model_t));
169 void Mod_UnloadModel (model_t *mod)
171 char name[MAX_QPATH];
172 qboolean isworldmodel;
173 strcpy(name, mod->name);
174 isworldmodel = mod->isworldmodel;
176 strcpy(mod->name, name);
177 mod->isworldmodel = isworldmodel;
178 mod->needload = true;
188 static model_t *Mod_LoadModel(model_t *mod, qboolean crash, qboolean checkdisk, qboolean isworldmodel)
196 if (mod->name[0] == '*') // submodel
205 buf = FS_LoadFile (mod->name, false);
209 Host_Error ("Mod_LoadModel: %s not found", mod->name); // LordHavoc: Sys_Error was *ANNOYING*
213 crc = CRC_Block(buf, fs_filesize);
218 if (mod->crc == crc && mod->isworldmodel == isworldmodel)
222 return mod; // already loaded
226 Con_DPrintf("loading model %s\n", mod->name);
230 buf = FS_LoadFile (mod->name, false);
234 Host_Error ("Mod_LoadModel: %s not found", mod->name);
237 crc = CRC_Block(buf, fs_filesize);
240 // allocate a new model
243 // LordHavoc: unload the existing model in this slot (if there is one)
244 Mod_UnloadModel(mod);
245 mod->isworldmodel = isworldmodel;
248 // errors can prevent the corresponding mod->needload = false;
249 mod->needload = true;
251 // all models use memory, so allocate a memory pool
252 mod->mempool = Mem_AllocPool(mod->name);
253 // all models load textures, so allocate a texture pool
254 if (cls.state != ca_dedicated)
255 mod->texturepool = R_AllocTexturePool();
257 // call the apropriate loader
258 num = LittleLong(*((int *)buf));
259 if (!memcmp(buf, "IDPO", 4)) Mod_IDP0_Load(mod, buf);
260 else if (!memcmp(buf, "IDP2", 4)) Mod_IDP2_Load(mod, buf);
261 else if (!memcmp(buf, "IDP3", 4)) Mod_IDP3_Load(mod, buf);
262 else if (!memcmp(buf, "IDSP", 4)) Mod_IDSP_Load(mod, buf);
263 else if (!memcmp(buf, "IBSP", 4)) Mod_IBSP_Load(mod, buf);
264 else if (!memcmp(buf, "ZYMOTICMODEL", 12)) Mod_ZYMOTICMODEL_Load(mod, buf);
265 else if (strlen(mod->name) >= 4 && !strcmp(mod->name - 4, ".map")) Mod_MAP_Load(mod, buf);
266 else if (num == BSPVERSION || num == 30) Mod_Q1BSP_Load(mod, buf);
267 else Host_Error("Mod_LoadModel: model \"%s\" is of unknown/unsupported type\n", mod->name);
271 // no errors occurred
272 mod->needload = false;
276 void Mod_CheckLoaded(model_t *mod)
281 Mod_LoadModel(mod, true, true, mod->isworldmodel);
284 if (mod->type == mod_invalid)
285 Host_Error("Mod_CheckLoaded: invalid model\n");
297 void Mod_ClearAll(void)
301 void Mod_ClearUsed(void)
306 for (i = 0, mod = mod_known;i < MAX_MOD_KNOWN;i++, mod++)
311 void Mod_PurgeUnused(void)
316 for (i = 0, mod = mod_known;i < MAX_MOD_KNOWN;i++, mod++)
322 void Mod_LoadModels(void)
327 for (i = 0, mod = mod_known;i < MAX_MOD_KNOWN;i++, mod++)
330 Mod_CheckLoaded(mod);
339 model_t *Mod_FindName(const char *name)
342 model_t *mod, *freemod;
345 Host_Error ("Mod_ForName: NULL name");
347 // search the currently loaded models
349 for (i = 0, mod = mod_known;i < MAX_MOD_KNOWN;i++, mod++)
353 if (!strcmp (mod->name, name))
359 else if (freemod == NULL)
366 strcpy (mod->name, name);
367 mod->needload = true;
372 Host_Error ("Mod_FindName: ran out of models\n");
382 void Mod_TouchModel(const char *name)
386 mod = Mod_FindName(name);
394 Loads in a model for the given name
397 model_t *Mod_ForName(const char *name, qboolean crash, qboolean checkdisk, qboolean isworldmodel)
399 return Mod_LoadModel(Mod_FindName(name), crash, checkdisk, isworldmodel);
405 //=============================================================================
412 static void Mod_Print(void)
417 Con_Printf ("Loaded models:\n");
418 for (i = 0, mod = mod_known;i < MAX_MOD_KNOWN;i++, mod++)
420 Con_Printf ("%4iK %s\n", mod->mempool ? (mod->mempool->totalsize + 1023) / 1024 : 0, mod->name);
428 static void Mod_Precache(void)
431 Mod_ForName(Cmd_Argv(1), false, true, cl.worldmodel && !strcasecmp(Cmd_Argv(1), cl.worldmodel->name));
433 Con_Printf("usage: modelprecache <filename>\n");
436 int Mod_FindTriangleWithEdge(const int *elements, int numtriangles, int start, int end, int ignore)
441 for (i = 0;i < numtriangles;i++, elements += 3)
443 if ((elements[0] == start && elements[1] == end)
444 || (elements[1] == start && elements[2] == end)
445 || (elements[2] == start && elements[0] == end))
451 else if ((elements[1] == start && elements[0] == end)
452 || (elements[2] == start && elements[1] == end)
453 || (elements[0] == start && elements[2] == end))
456 // detect edges shared by three triangles and make them seams
462 void Mod_BuildTriangleNeighbors(int *neighbors, const int *elements, int numtriangles)
466 for (i = 0, e = elements, n = neighbors;i < numtriangles;i++, e += 3, n += 3)
468 n[0] = Mod_FindTriangleWithEdge(elements, numtriangles, e[1], e[0], i);
469 n[1] = Mod_FindTriangleWithEdge(elements, numtriangles, e[2], e[1], i);
470 n[2] = Mod_FindTriangleWithEdge(elements, numtriangles, e[0], e[2], i);
474 void Mod_ValidateElements(const int *elements, int numtriangles, int numverts, const char *filename, int fileline)
477 for (i = 0;i < numtriangles * 3;i++)
478 if ((unsigned int)elements[i] >= (unsigned int)numverts)
479 Con_Printf("Mod_ValidateElements: out of bounds element detected at %s:%d\n", filename, fileline);
483 a note on the cost of executing this function:
484 per triangle: 188 (83 42 13 45 4 1)
485 assignments: 83 (20 3 3 3 1 4 4 1 3 4 3 4 30)
486 adds: 42 (2 2 2 2 3 2 2 27)
487 subtracts: 13 (3 3 3 1 3)
488 multiplies: 45 (6 3 6 6 3 3 6 6 6)
491 per vertex: 39 (12 6 18 3)
492 assignments: 12 (4 4 4)
494 multiplies: 18 (6 6 6)
498 void Mod_BuildTextureVectorsAndNormals(int numverts, int numtriangles, const float *vertex3f, const float *texcoord2f, const int *elements, float *svector3f, float *tvector3f, float *normal3f)
500 int i, tnum, voffset;
501 float vert[3][4], vec[3][4], sdir[3], tdir[3], normal[3], f, *v;
504 memset(svector3f, 0, numverts * sizeof(float[3]));
505 memset(tvector3f, 0, numverts * sizeof(float[3]));
506 memset(normal3f, 0, numverts * sizeof(float[3]));
507 // process each vertex of each triangle and accumulate the results
508 for (tnum = 0, e = elements;tnum < numtriangles;tnum++, e += 3)
510 // calculate texture matrix for triangle
513 vert[0][0] = vertex3f[voffset*3+0];
514 vert[0][1] = vertex3f[voffset*3+1];
515 vert[0][2] = vertex3f[voffset*3+2];
516 vert[0][3] = texcoord2f[voffset*2];
518 vert[1][0] = vertex3f[voffset*3+0];
519 vert[1][1] = vertex3f[voffset*3+1];
520 vert[1][2] = vertex3f[voffset*3+2];
521 vert[1][3] = texcoord2f[voffset*2];
523 vert[2][0] = vertex3f[voffset*3+0];
524 vert[2][1] = vertex3f[voffset*3+1];
525 vert[2][2] = vertex3f[voffset*3+2];
526 vert[2][3] = texcoord2f[voffset*2];
527 // 3 assignments, 3 subtracts
528 VectorSubtract(vert[1], vert[0], vec[0]);
529 // 3 assignments, 3 subtracts
530 VectorSubtract(vert[2], vert[0], vec[1]);
531 // 3 assignments, 3 subtracts, 6 multiplies
532 CrossProduct(vec[0], vec[1], normal);
533 // 1 assignment, 2 adds, 3 multiplies, 1 compare
534 if (DotProduct(normal, normal) >= 0.001)
536 // 4 assignments, 1 rsqrt, 2 adds, 6 multiplies
537 VectorNormalize(normal);
538 tdir[0] = ((vert[1][3] - vert[0][3]) * (vert[2][0] - vert[0][0]) - (vert[2][3] - vert[0][3]) * (vert[1][0] - vert[0][0]));
539 tdir[1] = ((vert[1][3] - vert[0][3]) * (vert[2][1] - vert[0][1]) - (vert[2][3] - vert[0][3]) * (vert[1][1] - vert[0][1]));
540 tdir[2] = ((vert[1][3] - vert[0][3]) * (vert[2][2] - vert[0][2]) - (vert[2][3] - vert[0][3]) * (vert[1][2] - vert[0][2]));
541 // 4 assignments, 1 rsqrt, 2 adds, 6 multiplies
542 VectorNormalize(tdir);
543 // 1 assignments, 1 negates, 2 adds, 3 multiplies
544 f = -DotProduct(tdir, normal);
545 // 3 assignments, 3 adds, 3 multiplies
546 VectorMA(tdir, f, normal, tdir);
547 // 4 assignments, 1 rsqrt, 2 adds, 6 multiplies
548 VectorNormalize(tdir);
549 // 3 assignments, 3 subtracts, 6 multiplies
550 CrossProduct(tdir, normal, sdir);
551 // this is probably not necessary
552 // 4 assignments, 1 rsqrt, 2 adds, 6 multiplies
553 VectorNormalize(sdir);
555 VectorNegate(sdir, sdir);
556 // accumulate matrix onto verts used by triangle
557 // 30 assignments, 27 adds
558 for (i = 0;i < 3;i++)
561 svector3f[voffset*3 ] += sdir[0];
562 svector3f[voffset*3+1] += sdir[1];
563 svector3f[voffset*3+2] += sdir[2];
564 tvector3f[voffset*3 ] += tdir[0];
565 tvector3f[voffset*3+1] += tdir[1];
566 tvector3f[voffset*3+2] += tdir[2];
567 normal3f[voffset*3 ] += normal[0];
568 normal3f[voffset*3+1] += normal[1];
569 normal3f[voffset*3+2] += normal[2];
573 // now we could divide the vectors by the number of averaged values on
574 // each vertex... but instead normalize them
575 for (i = 0, v = svector3f;i < numverts;i++, v += 3)
576 // 4 assignments, 1 rsqrt, 2 adds, 6 multiplies
578 for (i = 0, v = tvector3f;i < numverts;i++, v += 3)
579 // 4 assignments, 1 rsqrt, 2 adds, 6 multiplies
581 for (i = 0, v = normal3f;i < numverts;i++, v += 3)
582 // 4 assignments, 1 rsqrt, 2 adds, 6 multiplies
586 shadowmesh_t *Mod_ShadowMesh_Alloc(mempool_t *mempool, int maxverts)
589 mesh = Mem_Alloc(mempool, sizeof(shadowmesh_t) + maxverts * sizeof(float[3]) + maxverts * sizeof(int[3]) + maxverts * sizeof(int[3]) + SHADOWMESHVERTEXHASH * sizeof(shadowmeshvertexhash_t *) + maxverts * sizeof(shadowmeshvertexhash_t));
590 mesh->maxverts = maxverts;
591 mesh->maxtriangles = maxverts;
593 mesh->numtriangles = 0;
594 mesh->vertex3f = (float *)(mesh + 1);
595 mesh->element3i = (int *)(mesh->vertex3f + mesh->maxverts * 3);
596 mesh->neighbor3i = (int *)(mesh->element3i + mesh->maxtriangles * 3);
597 mesh->vertexhashtable = (shadowmeshvertexhash_t **)(mesh->neighbor3i + mesh->maxtriangles * 3);
598 mesh->vertexhashentries = (shadowmeshvertexhash_t *)(mesh->vertexhashtable + SHADOWMESHVERTEXHASH);
602 shadowmesh_t *Mod_ShadowMesh_ReAlloc(mempool_t *mempool, shadowmesh_t *oldmesh)
604 shadowmesh_t *newmesh;
605 newmesh = Mem_Alloc(mempool, sizeof(shadowmesh_t) + oldmesh->numverts * sizeof(float[3]) + oldmesh->numtriangles * sizeof(int[3]) + oldmesh->numtriangles * sizeof(int[3]));
606 newmesh->maxverts = newmesh->numverts = oldmesh->numverts;
607 newmesh->maxtriangles = newmesh->numtriangles = oldmesh->numtriangles;
608 newmesh->vertex3f = (float *)(newmesh + 1);
609 newmesh->element3i = (int *)(newmesh->vertex3f + newmesh->maxverts * 3);
610 newmesh->neighbor3i = (int *)(newmesh->element3i + newmesh->maxtriangles * 3);
611 memcpy(newmesh->vertex3f, oldmesh->vertex3f, newmesh->numverts * sizeof(float[3]));
612 memcpy(newmesh->element3i, oldmesh->element3i, newmesh->numtriangles * sizeof(int[3]));
613 memcpy(newmesh->neighbor3i, oldmesh->neighbor3i, newmesh->numtriangles * sizeof(int[3]));
617 int Mod_ShadowMesh_AddVertex(shadowmesh_t *mesh, float *v)
621 shadowmeshvertexhash_t *hash;
622 // this uses prime numbers intentionally
623 hashindex = (int) (v[0] * 3 + v[1] * 5 + v[2] * 7) % SHADOWMESHVERTEXHASH;
624 for (hash = mesh->vertexhashtable[hashindex];hash;hash = hash->next)
626 m = mesh->vertex3f + (hash - mesh->vertexhashentries) * 3;
627 if (m[0] == v[0] && m[1] == v[1] && m[2] == v[2])
628 return hash - mesh->vertexhashentries;
630 hash = mesh->vertexhashentries + mesh->numverts;
631 hash->next = mesh->vertexhashtable[hashindex];
632 mesh->vertexhashtable[hashindex] = hash;
633 m = mesh->vertex3f + (hash - mesh->vertexhashentries) * 3;
636 return mesh->numverts - 1;
639 void Mod_ShadowMesh_AddTriangle(mempool_t *mempool, shadowmesh_t *mesh, float *vert0, float *vert1, float *vert2)
641 while (mesh->numverts + 3 > mesh->maxverts || mesh->numtriangles + 1 > mesh->maxtriangles)
643 if (mesh->next == NULL)
644 mesh->next = Mod_ShadowMesh_Alloc(mempool, max(mesh->maxtriangles, 1));
647 mesh->element3i[mesh->numtriangles * 3 + 0] = Mod_ShadowMesh_AddVertex(mesh, vert0);
648 mesh->element3i[mesh->numtriangles * 3 + 1] = Mod_ShadowMesh_AddVertex(mesh, vert1);
649 mesh->element3i[mesh->numtriangles * 3 + 2] = Mod_ShadowMesh_AddVertex(mesh, vert2);
650 mesh->numtriangles++;
653 void Mod_ShadowMesh_AddPolygon(mempool_t *mempool, shadowmesh_t *mesh, int numverts, float *verts)
657 for (i = 0, v = verts + 3;i < numverts - 2;i++, v += 3)
658 Mod_ShadowMesh_AddTriangle(mempool, mesh, verts, v, v + 3);
662 while (mesh->numverts + numverts > mesh->maxverts || mesh->numtriangles + (numverts - 2) > mesh->maxtriangles)
664 if (mesh->next == NULL)
665 mesh->next = Mod_ShadowMesh_Alloc(mempool, max(mesh->maxtriangles, numverts));
668 i1 = Mod_ShadowMesh_AddVertex(mesh, verts);
670 i3 = Mod_ShadowMesh_AddVertex(mesh, verts + 3);
671 for (i = 0, v = verts + 6;i < numverts - 2;i++, v += 3)
674 i3 = Mod_ShadowMesh_AddVertex(mesh, v);
675 mesh->elements[mesh->numtriangles * 3 + 0] = i1;
676 mesh->elements[mesh->numtriangles * 3 + 1] = i2;
677 mesh->elements[mesh->numtriangles * 3 + 2] = i3;
678 mesh->numtriangles++;
683 void Mod_ShadowMesh_AddMesh(mempool_t *mempool, shadowmesh_t *mesh, float *verts, int numtris, int *elements)
686 for (i = 0;i < numtris;i++, elements += 3)
687 Mod_ShadowMesh_AddTriangle(mempool, mesh, verts + elements[0] * 3, verts + elements[1] * 3, verts + elements[2] * 3);
690 shadowmesh_t *Mod_ShadowMesh_Begin(mempool_t *mempool, int initialnumtriangles)
692 return Mod_ShadowMesh_Alloc(mempool, initialnumtriangles);
695 shadowmesh_t *Mod_ShadowMesh_Finish(mempool_t *mempool, shadowmesh_t *firstmesh)
699 shadowmesh_t *mesh, *newmesh, *nextmesh;
700 // reallocate meshs to conserve space
701 for (mesh = firstmesh, firstmesh = NULL;mesh;mesh = nextmesh)
703 nextmesh = mesh->next;
704 if (mesh->numverts >= 3 && mesh->numtriangles >= 1)
706 newmesh = Mod_ShadowMesh_ReAlloc(mempool, mesh);
707 newmesh->next = firstmesh;
709 //Con_Printf("mesh\n");
710 //for (i = 0;i < newmesh->numtriangles;i++)
711 // Con_Printf("tri %d %d %d\n", newmesh->elements[i * 3 + 0], newmesh->elements[i * 3 + 1], newmesh->elements[i * 3 + 2]);
712 Mod_ValidateElements(newmesh->element3i, newmesh->numtriangles, newmesh->numverts, __FILE__, __LINE__);
713 Mod_BuildTriangleNeighbors(newmesh->neighbor3i, newmesh->element3i, newmesh->numtriangles);
719 for (mesh = firstmesh;mesh;mesh = mesh->next)
721 Mod_ValidateElements(mesh->elements, mesh->numtriangles, mesh->numverts, __FILE__, __LINE__);
722 Mod_BuildTriangleNeighbors(mesh->neighbors, mesh->elements, mesh->numtriangles);
728 void Mod_ShadowMesh_CalcBBox(shadowmesh_t *firstmesh, vec3_t mins, vec3_t maxs, vec3_t center, float *radius)
732 vec3_t nmins, nmaxs, ncenter, temp;
733 float nradius2, dist2, *v;
735 for (mesh = firstmesh;mesh;mesh = mesh->next)
737 if (mesh == firstmesh)
739 VectorCopy(mesh->vertex3f, nmins);
740 VectorCopy(mesh->vertex3f, nmaxs);
742 for (i = 0, v = mesh->vertex3f;i < mesh->numverts;i++, v += 3)
744 if (nmins[0] > v[0]) nmins[0] = v[0];if (nmaxs[0] < v[0]) nmaxs[0] = v[0];
745 if (nmins[1] > v[1]) nmins[1] = v[1];if (nmaxs[1] < v[1]) nmaxs[1] = v[1];
746 if (nmins[2] > v[2]) nmins[2] = v[2];if (nmaxs[2] < v[2]) nmaxs[2] = v[2];
749 // calculate center and radius
750 ncenter[0] = (nmins[0] + nmaxs[0]) * 0.5f;
751 ncenter[1] = (nmins[1] + nmaxs[1]) * 0.5f;
752 ncenter[2] = (nmins[2] + nmaxs[2]) * 0.5f;
754 for (mesh = firstmesh;mesh;mesh = mesh->next)
756 for (i = 0, v = mesh->vertex3f;i < mesh->numverts;i++, v += 3)
758 VectorSubtract(v, ncenter, temp);
759 dist2 = DotProduct(temp, temp);
760 if (nradius2 < dist2)
766 VectorCopy(nmins, mins);
768 VectorCopy(nmaxs, maxs);
770 VectorCopy(ncenter, center);
772 *radius = sqrt(nradius2);
775 void Mod_ShadowMesh_Free(shadowmesh_t *mesh)
777 shadowmesh_t *nextmesh;
778 for (;mesh;mesh = nextmesh)
780 nextmesh = mesh->next;
785 static rtexture_t *GL_TextureForSkinLayer(const qbyte *in, int width, int height, const char *name, const unsigned int *palette, int textureflags)
788 for (i = 0;i < width*height;i++)
789 if (((qbyte *)&palette[in[i]])[3] > 0)
790 return R_LoadTexture2D (loadmodel->texturepool, name, width, height, in, TEXTYPE_PALETTE, textureflags, palette);
794 static int detailtexturecycle = 0;
795 int Mod_LoadSkinFrame(skinframe_t *skinframe, char *basename, int textureflags, int loadpantsandshirt, int usedetailtexture, int loadglowtexture)
798 memset(skinframe, 0, sizeof(*skinframe));
799 if (!image_loadskin(&s, basename))
801 if (usedetailtexture)
802 skinframe->detail = mod_shared_detailtextures[(detailtexturecycle++) % NUM_DETAILTEXTURES];
803 skinframe->base = R_LoadTexture2D (loadmodel->texturepool, basename, s.basepixels_width, s.basepixels_height, s.basepixels, TEXTYPE_RGBA, textureflags, NULL);
804 if (s.nmappixels != NULL)
805 skinframe->nmap = R_LoadTexture2D (loadmodel->texturepool, va("%s_nmap", basename), s.basepixels_width, s.basepixels_height, s.nmappixels, TEXTYPE_RGBA, textureflags, NULL);
806 if (s.glosspixels != NULL)
807 skinframe->gloss = R_LoadTexture2D (loadmodel->texturepool, va("%s_gloss", basename), s.glosspixels_width, s.glosspixels_height, s.glosspixels, TEXTYPE_RGBA, textureflags, NULL);
808 if (s.glowpixels != NULL && loadglowtexture)
809 skinframe->glow = R_LoadTexture2D (loadmodel->texturepool, va("%s_glow", basename), s.glowpixels_width, s.glowpixels_height, s.glowpixels, TEXTYPE_RGBA, textureflags, NULL);
810 if (s.maskpixels != NULL)
811 skinframe->fog = R_LoadTexture2D (loadmodel->texturepool, va("%s_mask", basename), s.maskpixels_width, s.maskpixels_height, s.maskpixels, TEXTYPE_RGBA, textureflags, NULL);
812 if (loadpantsandshirt)
814 if (s.pantspixels != NULL)
815 skinframe->pants = R_LoadTexture2D (loadmodel->texturepool, va("%s_pants", basename), s.pantspixels_width, s.pantspixels_height, s.pantspixels, TEXTYPE_RGBA, textureflags, NULL);
816 if (s.shirtpixels != NULL)
817 skinframe->shirt = R_LoadTexture2D (loadmodel->texturepool, va("%s_shirt", basename), s.shirtpixels_width, s.shirtpixels_height, s.shirtpixels, TEXTYPE_RGBA, textureflags, NULL);
823 int Mod_LoadSkinFrame_Internal(skinframe_t *skinframe, char *basename, int textureflags, int loadpantsandshirt, int usedetailtexture, int loadglowtexture, qbyte *skindata, int width, int height)
825 qbyte *temp1, *temp2;
826 memset(skinframe, 0, sizeof(*skinframe));
829 if (usedetailtexture)
830 skinframe->detail = mod_shared_detailtextures[(detailtexturecycle++) % NUM_DETAILTEXTURES];
831 if (r_shadow_bumpscale_basetexture.value > 0)
833 temp1 = Mem_Alloc(loadmodel->mempool, width * height * 8);
834 temp2 = temp1 + width * height * 4;
835 Image_Copy8bitRGBA(skindata, temp1, width * height, palette_nofullbrights);
836 Image_HeightmapToNormalmap(temp1, temp2, width, height, false, r_shadow_bumpscale_basetexture.value);
837 skinframe->nmap = R_LoadTexture2D(loadmodel->texturepool, va("%s_nmap", basename), width, height, temp2, TEXTYPE_RGBA, textureflags, NULL);
842 skinframe->glow = GL_TextureForSkinLayer(skindata, width, height, va("%s_glow", basename), palette_onlyfullbrights, textureflags); // glow
843 skinframe->base = skinframe->merged = GL_TextureForSkinLayer(skindata, width, height, va("%s_merged", basename), palette_nofullbrights, textureflags); // all but fullbrights
844 if (loadpantsandshirt)
846 skinframe->pants = GL_TextureForSkinLayer(skindata, width, height, va("%s_pants", basename), palette_pantsaswhite, textureflags); // pants
847 skinframe->shirt = GL_TextureForSkinLayer(skindata, width, height, va("%s_shirt", basename), palette_shirtaswhite, textureflags); // shirt
848 if (skinframe->pants || skinframe->shirt)
849 skinframe->base = GL_TextureForSkinLayer(skindata, width, height, va("%s_nospecial", basename), palette_nocolormapnofullbrights, textureflags); // no special colors
854 skinframe->base = skinframe->merged = GL_TextureForSkinLayer(skindata, width, height, va("%s_merged", basename), palette_complete, textureflags); // all
855 if (loadpantsandshirt)
857 skinframe->pants = GL_TextureForSkinLayer(skindata, width, height, va("%s_pants", basename), palette_pantsaswhite, textureflags); // pants
858 skinframe->shirt = GL_TextureForSkinLayer(skindata, width, height, va("%s_shirt", basename), palette_shirtaswhite, textureflags); // shirt
859 if (skinframe->pants || skinframe->shirt)
860 skinframe->base = GL_TextureForSkinLayer(skindata, width, height, va("%s_nospecial", basename), palette_nocolormap, textureflags); // no pants or shirt