model_t *loadmodel;
-// LordHavoc: increased from 512 to 2048
-#define MAX_MOD_KNOWN 2048
+// LordHavoc: was 512
+#define MAX_MOD_KNOWN (MAX_MODELS + 256)
static model_t mod_known[MAX_MOD_KNOWN];
-rtexturepool_t *mod_shared_texturepool;
-rtexture_t *r_texture_notexture;
-rtexture_t *mod_shared_detailtextures[NUM_DETAILTEXTURES];
-rtexture_t *mod_shared_distorttexture[64];
-
-void Mod_BuildDetailTextures (void)
-{
- int i, x, y, light;
- float vc[3], vx[3], vy[3], vn[3], lightdir[3];
-#define DETAILRESOLUTION 256
- qbyte data[DETAILRESOLUTION][DETAILRESOLUTION][4], noise[DETAILRESOLUTION][DETAILRESOLUTION];
- lightdir[0] = 0.5;
- lightdir[1] = 1;
- lightdir[2] = -0.25;
- VectorNormalize(lightdir);
- for (i = 0;i < NUM_DETAILTEXTURES;i++)
- {
- fractalnoise(&noise[0][0], DETAILRESOLUTION, DETAILRESOLUTION >> 4);
- for (y = 0;y < DETAILRESOLUTION;y++)
- {
- for (x = 0;x < DETAILRESOLUTION;x++)
- {
- vc[0] = x;
- vc[1] = y;
- vc[2] = noise[y][x] * (1.0f / 32.0f);
- vx[0] = x + 1;
- vx[1] = y;
- vx[2] = noise[y][(x + 1) % DETAILRESOLUTION] * (1.0f / 32.0f);
- vy[0] = x;
- vy[1] = y + 1;
- vy[2] = noise[(y + 1) % DETAILRESOLUTION][x] * (1.0f / 32.0f);
- VectorSubtract(vx, vc, vx);
- VectorSubtract(vy, vc, vy);
- CrossProduct(vx, vy, vn);
- VectorNormalize(vn);
- light = 128 - DotProduct(vn, lightdir) * 128;
- light = bound(0, light, 255);
- data[y][x][0] = data[y][x][1] = data[y][x][2] = light;
- data[y][x][3] = 255;
- }
- }
- 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);
- }
-}
-
-qbyte Mod_MorphDistortTexture (double y0, double y1, double y2, double y3, double morph)
-{
- int value = (int)(((y1 + y3 - (y0 + y2)) * morph * morph * morph) +
- ((2 * (y0 - y1) + y2 - y3) * morph * morph) +
- ((y2 - y0) * morph) +
- (y1));
-
- if (value > 255)
- value = 255;
- if (value < 0)
- value = 0;
-
- return (qbyte)value;
-}
-
-void Mod_BuildDistortTexture (void)
-{
- int x, y, i, j;
-#define DISTORTRESOLUTION 32
- qbyte data[5][DISTORTRESOLUTION][DISTORTRESOLUTION][2];
-
- for (i=0; i<4; i++)
- {
- for (y=0; y<DISTORTRESOLUTION; y++)
- {
- for (x=0; x<DISTORTRESOLUTION; x++)
- {
- data[i][y][x][0] = rand () & 255;
- data[i][y][x][1] = rand () & 255;
- }
- }
- }
-
-
- for (i=0; i<4; i++)
- {
- for (j=0; j<16; j++)
- {
- mod_shared_distorttexture[i*16+j] = NULL;
- if (gl_textureshader)
- {
- for (y=0; y<DISTORTRESOLUTION; y++)
- {
- for (x=0; x<DISTORTRESOLUTION; x++)
- {
- data[4][y][x][0] = Mod_MorphDistortTexture (data[(i-1)&3][y][x][0], data[i][y][x][0], data[(i+1)&3][y][x][0], data[(i+2)&3][y][x][0], 0.0625*j);
- data[4][y][x][1] = Mod_MorphDistortTexture (data[(i-1)&3][y][x][1], data[i][y][x][1], data[(i+1)&3][y][x][1], data[(i+2)&3][y][x][1], 0.0625*j);
- }
- }
- mod_shared_distorttexture[i*16+j] = R_LoadTexture2D(mod_shared_texturepool, va("distorttexture%i", i*16+j), DISTORTRESOLUTION, DISTORTRESOLUTION, &data[4][0][0][0], TEXTYPE_DSDT, TEXF_PRECACHE, NULL);
- }
- }
- }
-
- return;
-}
-
-void Mod_SetupNoTexture(void)
-{
-}
-
static void mod_start(void)
{
int i;
if (mod_known[i].name[0])
Mod_UnloadModel(&mod_known[i]);
Mod_LoadModels();
-
- mod_shared_texturepool = R_AllocTexturePool();
- Mod_SetupNoTexture();
- Mod_BuildDetailTextures();
- Mod_BuildDistortTexture();
}
static void mod_shutdown(void)
for (i = 0;i < MAX_MOD_KNOWN;i++)
if (mod_known[i].name[0])
Mod_UnloadModel(&mod_known[i]);
-
- R_FreeTexturePool(&mod_shared_texturepool);
}
static void mod_newmap(void)
{
if (mod_known[i].name[0])
{
- for (surfacenum = 0, surface = mod_known[i].brush.data_surfaces;surfacenum < mod_known[i].brush.num_surfaces;surfacenum++, surface++)
+ for (surfacenum = 0, surface = mod_known[i].data_surfaces;surfacenum < mod_known[i].num_surfaces;surfacenum++, surface++)
{
- if (surface->stainsamples)
+ if (surface->lightmapinfo && surface->lightmapinfo->stainsamples)
{
- ssize = (surface->extents[0] >> 4) + 1;
- tsize = (surface->extents[1] >> 4) + 1;
-
- if (ssize > 256 || tsize > 256)
- Host_Error("Bad surface extents");
-
- if (surface->stainsamples)
- memset(surface->stainsamples, 255, ssize * tsize * 3);
-
+ ssize = (surface->lightmapinfo->extents[0] >> 4) + 1;
+ tsize = (surface->lightmapinfo->extents[1] >> 4) + 1;
+ memset(surface->lightmapinfo->stainsamples, 255, ssize * tsize * 3);
surface->cached_dlight = true;
}
}
{
char name[MAX_QPATH];
qboolean isworldmodel;
+ qboolean used;
strcpy(name, mod->name);
isworldmodel = mod->isworldmodel;
+ used = mod->used;
Mod_FreeModel(mod);
strcpy(mod->name, name);
mod->isworldmodel = isworldmodel;
+ mod->used = used;
mod->loaded = false;
}
else if (!memcmp(buf, "IDP2", 4)) Mod_IDP2_Load(mod, buf);
else if (!memcmp(buf, "IDP3", 4)) Mod_IDP3_Load(mod, buf);
else if (!memcmp(buf, "IDSP", 4)) Mod_IDSP_Load(mod, buf);
+ else if (!memcmp(buf, "IDS2", 4)) Mod_IDS2_Load(mod, buf);
else if (!memcmp(buf, "IBSP", 4)) Mod_IBSP_Load(mod, buf);
else if (!memcmp(buf, "ZYMOTICMODEL", 12)) Mod_ZYMOTICMODEL_Load(mod, buf);
else if (strlen(mod->name) >= 4 && !strcmp(mod->name - 4, ".map")) Mod_MAP_Load(mod, buf);
else if (num == BSPVERSION || num == 30) Mod_Q1BSP_Load(mod, buf);
- else Host_Error("Mod_LoadModel: model \"%s\" is of unknown/unsupported type\n", mod->name);
+ else Con_Printf("Mod_LoadModel: model \"%s\" is of unknown/unsupported type\n", mod->name);
Mem_Free(buf);
}
else if (crash)
}
// warning: this is an expensive function!
-void Mod_BuildNormals(int numverts, int numtriangles, const float *vertex3f, const int *elements, float *normal3f)
+void Mod_BuildNormals(int firstvertex, int numvertices, int numtriangles, const float *vertex3f, const int *elements, float *normal3f)
{
int i, tnum;
float normal[3], *v;
const int *e;
// clear the vectors
- memset(normal3f, 0, numverts * sizeof(float[3]));
+ memset(normal3f + 3 * firstvertex, 0, numvertices * sizeof(float[3]));
// process each vertex of each triangle and accumulate the results
for (tnum = 0, e = elements;tnum < numtriangles;tnum++, e += 3)
{
}
// now we could divide the vectors by the number of averaged values on
// each vertex... but instead normalize them
- for (i = 0, v = normal3f;i < numverts;i++, v += 3)
+ for (i = 0, v = normal3f + 3 * firstvertex;i < numvertices;i++, v += 3)
VectorNormalize(v);
}
}
// warning: this is a very expensive function!
-void Mod_BuildTextureVectorsAndNormals(int numverts, int numtriangles, const float *vertex3f, const float *texcoord2f, const int *elements, float *svector3f, float *tvector3f, float *normal3f)
+void Mod_BuildTextureVectorsAndNormals(int firstvertex, int numvertices, int numtriangles, const float *vertex3f, const float *texcoord2f, const int *elements, float *svector3f, float *tvector3f, float *normal3f)
{
int i, tnum;
float sdir[3], tdir[3], normal[3], *v;
const int *e;
// clear the vectors
if (svector3f)
- memset(svector3f, 0, numverts * sizeof(float[3]));
+ memset(svector3f + 3 * firstvertex, 0, numvertices * sizeof(float[3]));
if (tvector3f)
- memset(tvector3f, 0, numverts * sizeof(float[3]));
+ memset(tvector3f + 3 * firstvertex, 0, numvertices * sizeof(float[3]));
if (normal3f)
- memset(normal3f, 0, numverts * sizeof(float[3]));
+ memset(normal3f + 3 * firstvertex, 0, numvertices * sizeof(float[3]));
// process each vertex of each triangle and accumulate the results
for (tnum = 0, e = elements;tnum < numtriangles;tnum++, e += 3)
{
// each vertex... but instead normalize them
// 4 assignments, 1 divide, 1 sqrt, 2 adds, 6 multiplies
if (svector3f)
- for (i = 0, v = svector3f;i < numverts;i++, v += 3)
+ for (i = 0, v = svector3f + 3 * firstvertex;i < numvertices;i++, v += 3)
VectorNormalize(v);
// 4 assignments, 1 divide, 1 sqrt, 2 adds, 6 multiplies
if (tvector3f)
- for (i = 0, v = tvector3f;i < numverts;i++, v += 3)
+ for (i = 0, v = tvector3f + 3 * firstvertex;i < numvertices;i++, v += 3)
VectorNormalize(v);
// 4 assignments, 1 divide, 1 sqrt, 2 adds, 6 multiplies
if (normal3f)
- for (i = 0, v = normal3f;i < numverts;i++, v += 3)
+ for (i = 0, v = normal3f + 3 * firstvertex;i < numvertices;i++, v += 3)
VectorNormalize(v);
}
-surfmesh_t *Mod_AllocSurfMesh(mempool_t *mempool, int numvertices, int numtriangles, int numcollisionvertices, int numcollisiontriangles, qboolean detailtexcoords, qboolean lightmapoffsets, qboolean vertexcolors)
+surfmesh_t *Mod_AllocSurfMesh(mempool_t *mempool, int numvertices, int numtriangles, qboolean detailtexcoords, qboolean lightmapoffsets, qboolean vertexcolors, qboolean neighbors)
{
surfmesh_t *mesh;
qbyte *data;
- mesh = Mem_Alloc(mempool, sizeof(surfmesh_t) + numvertices * (3 + 3 + 3 + 3 + 2 + 2 + (detailtexcoords ? 2 : 0) + (vertexcolors ? 4 : 0)) * sizeof(float) + numvertices * (lightmapoffsets ? 1 : 0) * sizeof(int) + numtriangles * (3 + 3) * sizeof(int) + numcollisionvertices * sizeof(float[3]) + numcollisiontriangles * sizeof(int[3]));
+ mesh = Mem_Alloc(mempool, sizeof(surfmesh_t) + numvertices * (3 + 3 + 3 + 3 + 2 + 2 + (detailtexcoords ? 2 : 0) + (vertexcolors ? 4 : 0)) * sizeof(float) + numvertices * (lightmapoffsets ? 1 : 0) * sizeof(int) + numtriangles * (3 + 3 + (neighbors ? 3 : 0)) * sizeof(int));
mesh->num_vertices = numvertices;
mesh->num_triangles = numtriangles;
- mesh->num_collisionvertices = numcollisionvertices;
- mesh->num_collisiontriangles = numcollisiontriangles;
data = (qbyte *)(mesh + 1);
if (mesh->num_vertices)
{
if (mesh->num_triangles)
{
mesh->data_element3i = (int *)data, data += sizeof(int[3]) * mesh->num_triangles;
- mesh->data_neighbor3i = (int *)data, data += sizeof(int[3]) * mesh->num_triangles;
+ mesh->data_element3i = (int *)data, data += sizeof(int[3]) * mesh->num_triangles;
+ if (neighbors)
+ mesh->data_neighbor3i = (int *)data, data += sizeof(int[3]) * mesh->num_triangles;
}
- if (mesh->num_collisionvertices)
- mesh->data_collisionvertex3f = (float *)data, data += sizeof(float[3]) * mesh->num_collisionvertices;
- if (mesh->num_collisiontriangles)
- mesh->data_collisionelement3i = (int *)data, data += sizeof(int[3]) * mesh->num_collisiontriangles;
return mesh;
}
if (!image_loadskin(&s, basename))
return false;
if (usedetailtexture)
- skinframe->detail = mod_shared_detailtextures[(detailtexturecycle++) % NUM_DETAILTEXTURES];
+ skinframe->detail = r_texture_detailtextures[(detailtexturecycle++) % NUM_DETAILTEXTURES];
skinframe->base = R_LoadTexture2D (loadmodel->texturepool, basename, s.basepixels_width, s.basepixels_height, s.basepixels, TEXTYPE_RGBA, textureflags, NULL);
if (s.nmappixels != NULL)
skinframe->nmap = R_LoadTexture2D (loadmodel->texturepool, va("%s_nmap", basename), s.nmappixels_width, s.nmappixels_height, s.nmappixels, TEXTYPE_RGBA, textureflags, NULL);
if (!skindata)
return false;
if (usedetailtexture)
- skinframe->detail = mod_shared_detailtextures[(detailtexturecycle++) % NUM_DETAILTEXTURES];
+ skinframe->detail = r_texture_detailtextures[(detailtexturecycle++) % NUM_DETAILTEXTURES];
if (r_shadow_bumpscale_basetexture.value > 0)
{
temp1 = Mem_Alloc(loadmodel->mempool, width * height * 8);