#include "image.h"
#include "r_shadow.h"
-cvar_t r_mipskins = {CVAR_SAVE, "r_mipskins", "0"};
+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"};
model_t *loadmodel;
Mod_SpriteInit();
Cvar_RegisterVariable(&r_mipskins);
- Cmd_AddCommand ("modellist", Mod_Print);
- Cmd_AddCommand ("modelprecache", Mod_Precache);
+ Cmd_AddCommand ("modellist", Mod_Print, "prints a list of loaded models");
+ Cmd_AddCommand ("modelprecache", Mod_Precache, "load a model");
}
void Mod_RenderInit(void)
int num;
unsigned int crc;
void *buf;
+ fs_offset_t filesize;
mod->used = true;
{
if (checkdisk && mod->loaded)
Con_DPrintf("checking model %s\n", mod->name);
- buf = FS_LoadFile (mod->name, tempmempool, false);
+ buf = FS_LoadFile (mod->name, tempmempool, false, &filesize);
if (buf)
{
- crc = CRC_Block((qbyte *)buf, fs_filesize);
+ crc = CRC_Block((unsigned char *)buf, filesize);
if (mod->crc != crc)
mod->loaded = false;
}
if (buf)
{
- char *bufend = (char *)buf + fs_filesize;
+ char *bufend = (char *)buf + filesize;
num = LittleLong(*((int *)buf));
// call the apropriate loader
loadmodel = mod;
return mod;
}
- Host_Error ("Mod_FindName: ran out of models\n");
+ Host_Error ("Mod_FindName: ran out of models");
return NULL;
}
return model;
}
-qbyte *mod_base;
+unsigned char *mod_base;
//=============================================================================
int Mod_BuildVertexRemapTableFromElements(int numelements, const int *elements, int numvertices, int *remapvertices)
{
int i, count;
- qbyte *used;
- used = (qbyte *)Mem_Alloc(tempmempool, numvertices);
+ unsigned char *used;
+ used = (unsigned char *)Mem_Alloc(tempmempool, numvertices);
memset(used, 0, numvertices);
for (i = 0;i < numelements;i++)
used[elements[i]] = 1;
// 6 multiply, 9 subtract
VectorSubtract(v1, v0, v10);
VectorSubtract(v2, v0, v20);
- normal3f[0] = v10[1] * v20[2] - v10[2] * v20[1];
- normal3f[1] = v10[2] * v20[0] - v10[0] * v20[2];
- normal3f[2] = v10[0] * v20[1] - v10[1] * v20[0];
+ normal3f[0] = v20[1] * v10[2] - v20[2] * v10[1];
+ normal3f[1] = v20[2] * v10[0] - v20[0] * v10[2];
+ normal3f[2] = v20[0] * v10[1] - v20[1] * v10[0];
// 12 multiply, 10 subtract
tc10[1] = tc1[1] - tc0[1];
tc20[1] = tc2[1] - tc0[1];
{
int i, tnum;
float sdir[3], tdir[3], normal[3], *v;
+ const float *v0, *v1, *v2, *tc0, *tc1, *tc2;
+ float f, tangentcross[3], v10[3], v20[3], tc10[2], tc20[2];
const int *e;
// clear the vectors
if (svector3f)
// process each vertex of each triangle and accumulate the results
for (tnum = 0, e = elements;tnum < numtriangles;tnum++, e += 3)
{
- Mod_BuildBumpVectors(vertex3f + e[0] * 3, vertex3f + e[1] * 3, vertex3f + e[2] * 3, texcoord2f + e[0] * 2, texcoord2f + e[1] * 2, texcoord2f + e[2] * 2, sdir, tdir, normal);
+ v0 = vertex3f + e[0] * 3;
+ v1 = vertex3f + e[1] * 3;
+ v2 = vertex3f + e[2] * 3;
+ tc0 = texcoord2f + e[0] * 2;
+ tc1 = texcoord2f + e[1] * 2;
+ tc2 = texcoord2f + e[2] * 2;
+
+ // 79 add/sub/negate/multiply (1 cycle), 1 compare (3 cycle?), total cycles not counting load/store/exchange roughly 82 cycles
+ // 6 add, 28 subtract, 39 multiply, 1 compare, 50% chance of 6 negates
+
+ // calculate the edge directions and surface normal
+ // 6 multiply, 9 subtract
+ VectorSubtract(v1, v0, v10);
+ VectorSubtract(v2, v0, v20);
+ normal[0] = v20[1] * v10[2] - v20[2] * v10[1];
+ normal[1] = v20[2] * v10[0] - v20[0] * v10[2];
+ normal[2] = v20[0] * v10[1] - v20[1] * v10[0];
+
+ // calculate the tangents
+ // 12 multiply, 10 subtract
+ tc10[1] = tc1[1] - tc0[1];
+ tc20[1] = tc2[1] - tc0[1];
+ sdir[0] = tc10[1] * v20[0] - tc20[1] * v10[0];
+ sdir[1] = tc10[1] * v20[1] - tc20[1] * v10[1];
+ sdir[2] = tc10[1] * v20[2] - tc20[1] * v10[2];
+ tc10[0] = tc1[0] - tc0[0];
+ tc20[0] = tc2[0] - tc0[0];
+ tdir[0] = tc10[0] * v20[0] - tc20[0] * v10[0];
+ tdir[1] = tc10[0] * v20[1] - tc20[0] * v10[1];
+ tdir[2] = tc10[0] * v20[2] - tc20[0] * v10[2];
+
+ // make the tangents completely perpendicular to the surface normal
+ // 12 multiply, 4 add, 6 subtract
+ f = DotProduct(sdir, normal);
+ sdir[0] -= f * normal[0];
+ sdir[1] -= f * normal[1];
+ sdir[2] -= f * normal[2];
+ f = DotProduct(tdir, normal);
+ tdir[0] -= f * normal[0];
+ tdir[1] -= f * normal[1];
+ tdir[2] -= f * normal[2];
+
+ // if texture is mapped the wrong way (counterclockwise), the tangents
+ // have to be flipped, this is detected by calculating a normal from the
+ // two tangents, and seeing if it is opposite the surface normal
+ // 9 multiply, 2 add, 3 subtract, 1 compare, 50% chance of: 6 negates
+ CrossProduct(tdir, sdir, tangentcross);
+ if (DotProduct(tangentcross, normal) < 0)
+ {
+ VectorNegate(sdir, sdir);
+ VectorNegate(tdir, tdir);
+ }
+
if (!areaweighting)
{
VectorNormalize(sdir);
surfmesh_t *Mod_AllocSurfMesh(mempool_t *mempool, int numvertices, int numtriangles, qboolean lightmapoffsets, qboolean vertexcolors, qboolean neighbors)
{
surfmesh_t *mesh;
- qbyte *data;
+ unsigned char *data;
mesh = (surfmesh_t *)Mem_Alloc(mempool, sizeof(surfmesh_t) + 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));
mesh->num_vertices = numvertices;
mesh->num_triangles = numtriangles;
- data = (qbyte *)(mesh + 1);
+ data = (unsigned char *)(mesh + 1);
if (mesh->num_vertices)
{
mesh->data_vertex3f = (float *)data, data += sizeof(float[3]) * mesh->num_vertices;
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)
{
shadowmesh_t *newmesh;
- qbyte *data;
+ unsigned char *data;
int size;
size = sizeof(shadowmesh_t);
size += maxverts * sizeof(float[3]);
size += maxtriangles * sizeof(int[3]);
if (expandable)
size += SHADOWMESHVERTEXHASH * sizeof(shadowmeshvertexhash_t *) + maxverts * sizeof(shadowmeshvertexhash_t);
- data = (qbyte *)Mem_Alloc(mempool, size);
+ data = (unsigned char *)Mem_Alloc(mempool, size);
newmesh = (shadowmesh_t *)data;data += sizeof(*newmesh);
newmesh->map_diffuse = map_diffuse;
newmesh->map_specular = map_specular;
}
}
-static rtexture_t *GL_TextureForSkinLayer(const qbyte *in, int width, int height, const char *name, const unsigned int *palette, int textureflags)
+static rtexture_t *GL_TextureForSkinLayer(const unsigned char *in, int width, int height, const char *name, const unsigned int *palette, int textureflags)
{
int i;
for (i = 0;i < width*height;i++)
- if (((qbyte *)&palette[in[i]])[3] > 0)
+ if (((unsigned char *)&palette[in[i]])[3] > 0)
return R_LoadTexture2D (loadmodel->texturepool, name, width, height, in, TEXTYPE_PALETTE, textureflags, palette);
return NULL;
}
-int Mod_LoadSkinFrame(skinframe_t *skinframe, char *basename, int textureflags, int loadpantsandshirt, int loadglowtexture)
+int Mod_LoadSkinFrame(skinframe_t *skinframe, const char *basename, int textureflags, int loadpantsandshirt, int loadglowtexture)
{
imageskin_t s;
memset(skinframe, 0, sizeof(*skinframe));
+ if (cls.state == ca_dedicated)
+ return false;
if (!image_loadskin(&s, basename))
return false;
skinframe->base = R_LoadTexture2D (loadmodel->texturepool, basename, s.basepixels_width, s.basepixels_height, s.basepixels, TEXTYPE_RGBA, textureflags, NULL);
return true;
}
-int Mod_LoadSkinFrame_Internal(skinframe_t *skinframe, char *basename, int textureflags, int loadpantsandshirt, int loadglowtexture, qbyte *skindata, int width, int height)
+int Mod_LoadSkinFrame_Internal(skinframe_t *skinframe, const char *basename, int textureflags, int loadpantsandshirt, int loadglowtexture, const unsigned char *skindata, int width, int height, int bitsperpixel, const unsigned int *palette, const unsigned int *alphapalette)
{
- qbyte *temp1, *temp2;
+ int i;
+ unsigned char *temp1, *temp2;
memset(skinframe, 0, sizeof(*skinframe));
+ if (cls.state == ca_dedicated)
+ return false;
if (!skindata)
return false;
- if (r_shadow_bumpscale_basetexture.value > 0)
+ if (bitsperpixel == 32)
{
- temp1 = (qbyte *)Mem_Alloc(loadmodel->mempool, width * height * 8);
- temp2 = temp1 + width * height * 4;
- Image_Copy8bitRGBA(skindata, temp1, width * height, palette_nofullbrights);
- Image_HeightmapToNormalmap(temp1, temp2, width, height, false, r_shadow_bumpscale_basetexture.value);
- skinframe->nmap = R_LoadTexture2D(loadmodel->texturepool, va("%s_nmap", basename), width, height, temp2, TEXTYPE_RGBA, textureflags, NULL);
- Mem_Free(temp1);
- }
- if (loadglowtexture)
- {
- skinframe->glow = GL_TextureForSkinLayer(skindata, width, height, va("%s_glow", basename), palette_onlyfullbrights, textureflags); // glow
- skinframe->base = skinframe->merged = GL_TextureForSkinLayer(skindata, width, height, va("%s_merged", basename), palette_nofullbrights, textureflags); // all but fullbrights
- if (loadpantsandshirt)
+ if (r_shadow_bumpscale_basetexture.value > 0)
{
- skinframe->pants = GL_TextureForSkinLayer(skindata, width, height, va("%s_pants", basename), palette_pantsaswhite, textureflags); // pants
- skinframe->shirt = GL_TextureForSkinLayer(skindata, width, height, va("%s_shirt", basename), palette_shirtaswhite, textureflags); // shirt
- if (skinframe->pants || skinframe->shirt)
- skinframe->base = GL_TextureForSkinLayer(skindata, width, height, va("%s_nospecial", basename), palette_nocolormapnofullbrights, textureflags); // no special colors
+ temp1 = (unsigned char *)Mem_Alloc(loadmodel->mempool, width * height * 8);
+ temp2 = temp1 + width * height * 4;
+ Image_HeightmapToNormalmap(skindata, temp2, width, height, false, r_shadow_bumpscale_basetexture.value);
+ skinframe->nmap = R_LoadTexture2D(loadmodel->texturepool, va("%s_nmap", basename), width, height, temp2, TEXTYPE_RGBA, textureflags | TEXF_ALPHA, NULL);
+ Mem_Free(temp1);
+ }
+ skinframe->base = skinframe->merged = R_LoadTexture2D(loadmodel->texturepool, basename, width, height, skindata, TEXTYPE_RGBA, textureflags, NULL);
+ if (textureflags & TEXF_ALPHA)
+ {
+ for (i = 3;i < width * height * 4;i += 4)
+ if (skindata[i] < 255)
+ break;
+ if (i < width * height * 4)
+ {
+ unsigned char *fogpixels = Mem_Alloc(loadmodel->mempool, width * height * 4);
+ memcpy(fogpixels, skindata, width * height * 4);
+ for (i = 0;i < width * height * 4;i += 4)
+ fogpixels[i] = fogpixels[i+1] = fogpixels[i+2] = 255;
+ skinframe->fog = R_LoadTexture2D(loadmodel->texturepool, va("%s_fog", basename), width, height, fogpixels, TEXTYPE_RGBA, textureflags, NULL);
+ Mem_Free(fogpixels);
+ }
}
}
- else
+ else if (bitsperpixel == 8)
{
- skinframe->base = skinframe->merged = GL_TextureForSkinLayer(skindata, width, height, va("%s_merged", basename), palette_complete, textureflags); // all
- if (loadpantsandshirt)
+ if (r_shadow_bumpscale_basetexture.value > 0)
+ {
+ temp1 = (unsigned char *)Mem_Alloc(loadmodel->mempool, width * height * 8);
+ temp2 = temp1 + width * height * 4;
+ if (bitsperpixel == 32)
+ Image_HeightmapToNormalmap(skindata, temp2, width, height, false, r_shadow_bumpscale_basetexture.value);
+ else
+ {
+ // use either a custom palette or the quake palette
+ Image_Copy8bitRGBA(skindata, temp1, width * height, palette ? palette : palette_complete);
+ Image_HeightmapToNormalmap(temp1, temp2, width, height, false, r_shadow_bumpscale_basetexture.value);
+ }
+ skinframe->nmap = R_LoadTexture2D(loadmodel->texturepool, va("%s_nmap", basename), width, height, temp2, TEXTYPE_RGBA, textureflags | TEXF_ALPHA, NULL);
+ Mem_Free(temp1);
+ }
+ // use either a custom palette, or the quake palette
+ skinframe->base = skinframe->merged = GL_TextureForSkinLayer(skindata, width, height, va("%s_merged", basename), palette ? palette : (loadglowtexture ? palette_nofullbrights : ((textureflags & TEXF_ALPHA) ? palette_transparent : palette_complete)), textureflags); // all
+ if (!palette && loadglowtexture)
+ skinframe->glow = GL_TextureForSkinLayer(skindata, width, height, va("%s_glow", basename), palette_onlyfullbrights, textureflags); // glow
+ if (!palette && loadpantsandshirt)
{
skinframe->pants = GL_TextureForSkinLayer(skindata, width, height, va("%s_pants", basename), palette_pantsaswhite, textureflags); // pants
skinframe->shirt = GL_TextureForSkinLayer(skindata, width, height, va("%s_shirt", basename), palette_shirtaswhite, textureflags); // shirt
- if (skinframe->pants || skinframe->shirt)
- skinframe->base = GL_TextureForSkinLayer(skindata, width, height, va("%s_nospecial", basename), palette_nocolormap, textureflags); // no pants or shirt
+ }
+ if (skinframe->pants || skinframe->shirt)
+ skinframe->base = GL_TextureForSkinLayer(skindata, width, height, va("%s_nospecial", basename),loadglowtexture ? palette_nocolormapnofullbrights : palette_nocolormap, textureflags); // no special colors
+ if (textureflags & TEXF_ALPHA)
+ {
+ // if not using a custom alphapalette, use the quake one
+ if (!alphapalette)
+ alphapalette = palette_alpha;
+ for (i = 0;i < width * height;i++)
+ if (((unsigned char *)alphapalette)[skindata[i]*4+3] < 255)
+ break;
+ if (i < width * height)
+ skinframe->fog = GL_TextureForSkinLayer(skindata, width, height, va("%s_fog", basename), alphapalette, textureflags); // fog mask
}
}
+ else
+ return false;
if (!skinframe->nmap)
skinframe->nmap = r_texture_blanknormalmap;
return true;
}
-void Mod_GetTerrainVertex3fTexCoord2fFromRGBA(const qbyte *imagepixels, int imagewidth, int imageheight, int ix, int iy, float *vertex3f, float *texcoord2f, matrix4x4_t *pixelstepmatrix, matrix4x4_t *pixeltexturestepmatrix)
+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)
{
float v[3], tc[3];
v[0] = ix;
texcoord2f[1] = tc[1];
}
-void Mod_GetTerrainVertexFromRGBA(const qbyte *imagepixels, int imagewidth, int imageheight, int ix, int iy, float *vertex3f, float *svector3f, float *tvector3f, float *normal3f, float *texcoord2f, matrix4x4_t *pixelstepmatrix, matrix4x4_t *pixeltexturestepmatrix)
+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)
{
float vup[3], vdown[3], vleft[3], vright[3];
float tcup[3], tcdown[3], tcleft[3], tcright[3];
VectorAdd(normal3f, nl, normal3f);
}
-void Mod_ConstructTerrainPatchFromRGBA(const qbyte *imagepixels, int imagewidth, int imageheight, int x1, int y1, int width, int height, int *element3i, int *neighbor3i, float *vertex3f, float *svector3f, float *tvector3f, float *normal3f, float *texcoord2f, matrix4x4_t *pixelstepmatrix, matrix4x4_t *pixeltexturestepmatrix)
+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)
{
int x, y, ix, iy, *e;
e = element3i;
*/
memset(tagsets, 0, sizeof(tagsets));
memset(word, 0, sizeof(word));
- for (i = 0;i < MAX_SKINS && (data = text = (char *)FS_LoadFile(va("%s_%i.skin", loadmodel->name, i), tempmempool, true));i++)
+ for (i = 0;i < MAX_SKINS && (data = text = (char *)FS_LoadFile(va("%s_%i.skin", loadmodel->name, i), tempmempool, true, NULL));i++)
{
numtags = 0;