X-Git-Url: https://de.git.xonotic.org/?a=blobdiff_plain;f=model_shared.c;h=05e7edd3adf7f14c495ad50a93c122d0fff0937b;hb=0f6228c998859a719f1c704bbf80a4d19c7810af;hp=93d2524c99455c75dbc06376c10656d035a6179b;hpb=a1e74124ff12bffd4ed7dd7bda72a5e2f8420396;p=xonotic%2Fdarkplaces.git diff --git a/model_shared.c b/model_shared.c index 93d2524c..05e7edd3 100644 --- a/model_shared.c +++ b/model_shared.c @@ -23,6 +23,8 @@ Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. // on the same machine. #include "quakedef.h" +#include "image.h" +#include "r_shadow.h" model_t *loadmodel; @@ -30,8 +32,49 @@ model_t *loadmodel; #define MAX_MOD_KNOWN 2048 static model_t mod_known[MAX_MOD_KNOWN]; +rtexturepool_t *mod_shared_texturepool; rtexture_t *r_notexture; -rtexturepool_t *r_notexturepool; +rtexture_t *mod_shared_detailtextures[NUM_DETAILTEXTURES]; + +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); + } +} texture_t r_surf_notexture; @@ -62,13 +105,9 @@ void Mod_SetupNoTexture(void) } } - r_notexturepool = R_AllocTexturePool(); - r_notexture = R_LoadTexture(r_notexturepool, "notexture", 16, 16, &pix[0][0][0], TEXTYPE_RGBA, TEXF_MIPMAP); + r_notexture = R_LoadTexture2D(mod_shared_texturepool, "notexture", 16, 16, &pix[0][0][0], TEXTYPE_RGBA, TEXF_MIPMAP, NULL); } -extern void Mod_BrushStartup (void); -extern void Mod_BrushShutdown (void); - static void mod_start(void) { int i; @@ -77,8 +116,9 @@ static void mod_start(void) Mod_UnloadModel(&mod_known[i]); Mod_LoadModels(); + mod_shared_texturepool = R_AllocTexturePool(); Mod_SetupNoTexture(); - Mod_BrushStartup(); + Mod_BuildDetailTextures(); } static void mod_shutdown(void) @@ -88,8 +128,7 @@ static void mod_shutdown(void) if (mod_known[i].name[0]) Mod_UnloadModel(&mod_known[i]); - R_FreeTexturePool(&r_notexturepool); - Mod_BrushShutdown(); + R_FreeTexturePool(&mod_shared_texturepool); } static void mod_newmap(void) @@ -102,7 +141,6 @@ Mod_Init =============== */ static void Mod_Print (void); -static void Mod_Flush (void); void Mod_Init (void) { Mod_BrushInit(); @@ -110,7 +148,6 @@ void Mod_Init (void) Mod_SpriteInit(); Cmd_AddCommand ("modellist", Mod_Print); - Cmd_AddCommand ("modelflush", Mod_Flush); } void Mod_RenderInit(void) @@ -148,7 +185,7 @@ Loads a model */ static model_t *Mod_LoadModel (model_t *mod, qboolean crash, qboolean checkdisk, qboolean isworldmodel) { - int crc; + unsigned int crc; void *buf; mod->used = true; @@ -162,7 +199,7 @@ static model_t *Mod_LoadModel (model_t *mod, qboolean crash, qboolean checkdisk, { if (checkdisk) { - buf = COM_LoadFile (mod->name, false); + buf = FS_LoadFile (mod->name, false); if (!buf) { if (crash) @@ -170,7 +207,7 @@ static model_t *Mod_LoadModel (model_t *mod, qboolean crash, qboolean checkdisk, return NULL; } - crc = CRC_Block(buf, com_filesize); + crc = CRC_Block(buf, fs_filesize); } else crc = mod->crc; @@ -187,14 +224,14 @@ static model_t *Mod_LoadModel (model_t *mod, qboolean crash, qboolean checkdisk, if (!buf) { - buf = COM_LoadFile (mod->name, false); + buf = FS_LoadFile (mod->name, false); if (!buf) { if (crash) Host_Error ("Mod_LoadModel: %s not found", mod->name); return NULL; } - crc = CRC_Block(buf, com_filesize); + crc = CRC_Block(buf, fs_filesize); } // allocate a new model @@ -206,6 +243,8 @@ static model_t *Mod_LoadModel (model_t *mod, qboolean crash, qboolean checkdisk, mod->needload = false; mod->used = true; mod->crc = crc; + // errors can prevent the corresponding mod->error = false; + mod->error = true; // all models use memory, so allocate a memory pool mod->mempool = Mem_AllocPool(mod->name); @@ -214,14 +253,17 @@ static model_t *Mod_LoadModel (model_t *mod, qboolean crash, qboolean checkdisk, mod->texturepool = R_AllocTexturePool(); // call the apropriate loader - if (!memcmp(buf, "IDPO" , 4)) Mod_LoadAliasModel (mod, buf); + if (!memcmp(buf, "IDPO" , 4)) Mod_LoadQ1AliasModel(mod, buf); else if (!memcmp(buf, "IDP2" , 4)) Mod_LoadQ2AliasModel(mod, buf); + else if (!memcmp(buf, "IDP3" , 4)) Mod_LoadQ3AliasModel(mod, buf); else if (!memcmp(buf, "ZYMOTIC" , 7)) Mod_LoadZymoticModel(mod, buf); else if (!memcmp(buf, "IDSP" , 4)) Mod_LoadSpriteModel (mod, buf); else Mod_LoadBrushModel (mod, buf); Mem_Free(buf); + // no errors occurred + mod->error = false; return mod; } @@ -250,6 +292,16 @@ void Mod_ClearAll (void) { } +void Mod_ClearErrorModels (void) +{ + int i; + model_t *mod; + + for (i = 0, mod = mod_known;i < MAX_MOD_KNOWN;i++, mod++) + if (mod->error) + Mod_FreeModel(mod); +} + void Mod_ClearUsed(void) { int i; @@ -372,95 +424,236 @@ static void Mod_Print (void) Con_Printf ("%4iK %s\n", mod->mempool ? (mod->mempool->totalsize + 1023) / 1024 : 0, mod->name); } -static void Mod_Flush (void) +int Mod_FindTriangleWithEdge(const int *elements, int numtriangles, int start, int end, int ignore) { - int i; - - Con_Printf ("Unloading models\n"); - for (i = 0;i < MAX_MOD_KNOWN;i++) - if (mod_known[i].name[0]) - Mod_UnloadModel(&mod_known[i]); - Mod_LoadModels(); + int i, match, count; + count = 0; + match = -1; + for (i = 0;i < numtriangles;i++, elements += 3) + { + if ((elements[0] == start && elements[1] == end) + || (elements[1] == start && elements[2] == end) + || (elements[2] == start && elements[0] == end)) + { + if (i != ignore) + match = i; + count++; + } + else if ((elements[1] == start && elements[0] == end) + || (elements[2] == start && elements[1] == end) + || (elements[0] == start && elements[2] == end)) + count++; + } + // detect edges shared by three triangles and make them seams + if (count > 2) + match = -1; + return match; } -int Mod_FindTriangleWithEdge(int *elements, int numtriangles, int start, int end) +void Mod_BuildTriangleNeighbors(int *neighbors, const int *elements, int numtriangles) { - int i; - for (i = 0;i < numtriangles;i++, elements += 3) + int i, *n; + const int *e; + for (i = 0, e = elements, n = neighbors;i < numtriangles;i++, e += 3, n += 3) { - if (elements[0] == start && elements[1] == end) - return i; - if (elements[1] == start && elements[2] == end) - return i; - if (elements[2] == start && elements[0] == end) - return i; + n[0] = Mod_FindTriangleWithEdge(elements, numtriangles, e[1], e[0], i); + n[1] = Mod_FindTriangleWithEdge(elements, numtriangles, e[2], e[1], i); + n[2] = Mod_FindTriangleWithEdge(elements, numtriangles, e[0], e[2], i); } - return -1; } -void Mod_BuildTriangleNeighbors(int *neighbors, int *elements, int numtriangles) +void Mod_ValidateElements(const int *elements, int numtriangles, int numverts, const char *filename, int fileline) { - int i, *e, *n; - for (i = 0, e = elements, n = neighbors;i < numtriangles;i++, e += 3, n += 3) + int i; + for (i = 0;i < numtriangles * 3;i++) + if ((unsigned int)elements[i] >= (unsigned int)numverts) + Con_Printf("Mod_ValidateElements: out of bounds element detected at %s:%d\n", filename, fileline); +} + +/* +a note on the cost of executing this function: +per triangle: 188 (83 42 13 45 4 1) +assignments: 83 (20 3 3 3 1 4 4 1 3 4 3 4 30) +adds: 42 (2 2 2 2 3 2 2 27) +subtracts: 13 (3 3 3 1 3) +multiplies: 45 (6 3 6 6 3 3 6 6 6) +rsqrts: 4 (1 1 1 1) +compares: 1 (1) +per vertex: 39 (12 6 18 3) +assignments: 12 (4 4 4) +adds: 6 (2 2 2) +multiplies: 18 (6 6 6) +rsqrts: 3 (1 1 1) +*/ + +void Mod_BuildTextureVectorsAndNormals(int numverts, int numtriangles, const float *vertex3f, const float *texcoord2f, const int *elements, float *svector3f, float *tvector3f, float *normal3f) +{ + int i, tnum, voffset; + float vert[3][4], vec[3][4], sdir[3], tdir[3], normal[3], f, *v; + const int *e; + // clear the vectors + memset(svector3f, 0, numverts * sizeof(float[3])); + memset(tvector3f, 0, numverts * sizeof(float[3])); + memset(normal3f, 0, numverts * sizeof(float[3])); + // process each vertex of each triangle and accumulate the results + for (tnum = 0, e = elements;tnum < numtriangles;tnum++, e += 3) { - n[0] = Mod_FindTriangleWithEdge(elements, numtriangles, e[1], e[0]); - n[1] = Mod_FindTriangleWithEdge(elements, numtriangles, e[2], e[1]); - n[2] = Mod_FindTriangleWithEdge(elements, numtriangles, e[0], e[2]); + // calculate texture matrix for triangle + // 20 assignments + voffset = e[0]; + vert[0][0] = vertex3f[voffset*3+0]; + vert[0][1] = vertex3f[voffset*3+1]; + vert[0][2] = vertex3f[voffset*3+2]; + vert[0][3] = texcoord2f[voffset*2]; + voffset = e[1]; + vert[1][0] = vertex3f[voffset*3+0]; + vert[1][1] = vertex3f[voffset*3+1]; + vert[1][2] = vertex3f[voffset*3+2]; + vert[1][3] = texcoord2f[voffset*2]; + voffset = e[2]; + vert[2][0] = vertex3f[voffset*3+0]; + vert[2][1] = vertex3f[voffset*3+1]; + vert[2][2] = vertex3f[voffset*3+2]; + vert[2][3] = texcoord2f[voffset*2]; + // 3 assignments, 3 subtracts + VectorSubtract(vert[1], vert[0], vec[0]); + // 3 assignments, 3 subtracts + VectorSubtract(vert[2], vert[0], vec[1]); + // 3 assignments, 3 subtracts, 6 multiplies + CrossProduct(vec[0], vec[1], normal); + // 1 assignment, 2 adds, 3 multiplies, 1 compare + if (DotProduct(normal, normal) >= 0.001) + { + // 4 assignments, 1 rsqrt, 2 adds, 6 multiplies + VectorNormalize(normal); + 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])); + 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])); + 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])); + // 4 assignments, 1 rsqrt, 2 adds, 6 multiplies + VectorNormalize(tdir); + // 1 assignments, 1 negates, 2 adds, 3 multiplies + f = -DotProduct(tdir, normal); + // 3 assignments, 3 adds, 3 multiplies + VectorMA(tdir, f, normal, tdir); + // 4 assignments, 1 rsqrt, 2 adds, 6 multiplies + VectorNormalize(tdir); + // 3 assignments, 3 subtracts, 6 multiplies + CrossProduct(tdir, normal, sdir); + // this is probably not necessary + // 4 assignments, 1 rsqrt, 2 adds, 6 multiplies + VectorNormalize(sdir); + // + VectorNegate(sdir, sdir); + // accumulate matrix onto verts used by triangle + // 30 assignments, 27 adds + for (i = 0;i < 3;i++) + { + voffset = e[i]; + svector3f[voffset*3 ] += sdir[0]; + svector3f[voffset*3+1] += sdir[1]; + svector3f[voffset*3+2] += sdir[2]; + tvector3f[voffset*3 ] += tdir[0]; + tvector3f[voffset*3+1] += tdir[1]; + tvector3f[voffset*3+2] += tdir[2]; + normal3f[voffset*3 ] += normal[0]; + normal3f[voffset*3+1] += normal[1]; + normal3f[voffset*3+2] += normal[2]; + } + } } + // now we could divide the vectors by the number of averaged values on + // each vertex... but instead normalize them + for (i = 0, v = svector3f;i < numverts;i++, v += 3) + // 4 assignments, 1 rsqrt, 2 adds, 6 multiplies + VectorNormalize(v); + for (i = 0, v = tvector3f;i < numverts;i++, v += 3) + // 4 assignments, 1 rsqrt, 2 adds, 6 multiplies + VectorNormalize(v); + for (i = 0, v = normal3f;i < numverts;i++, v += 3) + // 4 assignments, 1 rsqrt, 2 adds, 6 multiplies + VectorNormalize(v); } shadowmesh_t *Mod_ShadowMesh_Alloc(mempool_t *mempool, int maxverts) { shadowmesh_t *mesh; - mesh = Mem_Alloc(mempool, sizeof(shadowmesh_t) + maxverts * sizeof(float[4]) + maxverts * sizeof(int[3]) + maxverts * sizeof(int[3])); + 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)); mesh->maxverts = maxverts; mesh->maxtriangles = maxverts; mesh->numverts = 0; mesh->numtriangles = 0; - mesh->verts = (float *)(mesh + 1); - mesh->elements = (int *)(mesh->verts + mesh->maxverts * 4); - mesh->neighbors = (int *)(mesh->elements + mesh->maxtriangles * 3); + mesh->vertex3f = (float *)(mesh + 1); + mesh->element3i = (int *)(mesh->vertex3f + mesh->maxverts * 3); + mesh->neighbor3i = (int *)(mesh->element3i + mesh->maxtriangles * 3); + mesh->vertexhashtable = (shadowmeshvertexhash_t **)(mesh->neighbor3i + mesh->maxtriangles * 3); + mesh->vertexhashentries = (shadowmeshvertexhash_t *)(mesh->vertexhashtable + SHADOWMESHVERTEXHASH); return mesh; } shadowmesh_t *Mod_ShadowMesh_ReAlloc(mempool_t *mempool, shadowmesh_t *oldmesh) { shadowmesh_t *newmesh; - newmesh = Mem_Alloc(mempool, sizeof(shadowmesh_t) + oldmesh->numverts * sizeof(float[4]) + oldmesh->numtriangles * sizeof(int[3]) + oldmesh->numtriangles * sizeof(int[3])); + newmesh = Mem_Alloc(mempool, sizeof(shadowmesh_t) + oldmesh->numverts * sizeof(float[3]) + oldmesh->numtriangles * sizeof(int[3]) + oldmesh->numtriangles * sizeof(int[3])); newmesh->maxverts = newmesh->numverts = oldmesh->numverts; newmesh->maxtriangles = newmesh->numtriangles = oldmesh->numtriangles; - newmesh->verts = (float *)(newmesh + 1); - newmesh->elements = (int *)(newmesh->verts + newmesh->maxverts * 4); - newmesh->neighbors = (int *)(newmesh->elements + newmesh->maxtriangles * 3); - memcpy(newmesh->verts, oldmesh->verts, newmesh->numverts * sizeof(float[4])); - memcpy(newmesh->elements, oldmesh->elements, newmesh->numtriangles * sizeof(int[3])); - memcpy(newmesh->neighbors, oldmesh->neighbors, newmesh->numtriangles * sizeof(int[3])); + newmesh->vertex3f = (float *)(newmesh + 1); + newmesh->element3i = (int *)(newmesh->vertex3f + newmesh->maxverts * 3); + newmesh->neighbor3i = (int *)(newmesh->element3i + newmesh->maxtriangles * 3); + memcpy(newmesh->vertex3f, oldmesh->vertex3f, newmesh->numverts * sizeof(float[3])); + memcpy(newmesh->element3i, oldmesh->element3i, newmesh->numtriangles * sizeof(int[3])); + memcpy(newmesh->neighbor3i, oldmesh->neighbor3i, newmesh->numtriangles * sizeof(int[3])); return newmesh; } int Mod_ShadowMesh_AddVertex(shadowmesh_t *mesh, float *v) { - int j; - float *m, temp[3]; - for (j = 0, m = mesh->verts;j < mesh->numverts;j++, m += 4) + int hashindex; + float *m; + shadowmeshvertexhash_t *hash; + // this uses prime numbers intentionally + hashindex = (int) (v[0] * 3 + v[1] * 5 + v[2] * 7) % SHADOWMESHVERTEXHASH; + for (hash = mesh->vertexhashtable[hashindex];hash;hash = hash->next) { - VectorSubtract(v, m, temp); - if (DotProduct(temp, temp) < 0.1) - return j; + m = mesh->vertex3f + (hash - mesh->vertexhashentries) * 3; + if (m[0] == v[0] && m[1] == v[1] && m[2] == v[2]) + return hash - mesh->vertexhashentries; } - mesh->numverts++; + hash = mesh->vertexhashentries + mesh->numverts; + hash->next = mesh->vertexhashtable[hashindex]; + mesh->vertexhashtable[hashindex] = hash; + m = mesh->vertex3f + (hash - mesh->vertexhashentries) * 3; VectorCopy(v, m); - return j; + mesh->numverts++; + return mesh->numverts - 1; +} + +void Mod_ShadowMesh_AddTriangle(mempool_t *mempool, shadowmesh_t *mesh, float *vert0, float *vert1, float *vert2) +{ + while (mesh->numverts + 3 > mesh->maxverts || mesh->numtriangles + 1 > mesh->maxtriangles) + { + if (mesh->next == NULL) + mesh->next = Mod_ShadowMesh_Alloc(mempool, max(mesh->maxtriangles, 1)); + mesh = mesh->next; + } + mesh->element3i[mesh->numtriangles * 3 + 0] = Mod_ShadowMesh_AddVertex(mesh, vert0); + mesh->element3i[mesh->numtriangles * 3 + 1] = Mod_ShadowMesh_AddVertex(mesh, vert1); + mesh->element3i[mesh->numtriangles * 3 + 2] = Mod_ShadowMesh_AddVertex(mesh, vert2); + mesh->numtriangles++; } void Mod_ShadowMesh_AddPolygon(mempool_t *mempool, shadowmesh_t *mesh, int numverts, float *verts) { + int i; + float *v; + for (i = 0, v = verts + 3;i < numverts - 2;i++, v += 3) + Mod_ShadowMesh_AddTriangle(mempool, mesh, verts, v, v + 3); + /* int i, i1, i2, i3; float *v; - while (numverts + mesh->numverts > mesh->maxverts || (numverts - 2) + mesh->numtriangles > mesh->maxtriangles) + while (mesh->numverts + numverts > mesh->maxverts || mesh->numtriangles + (numverts - 2) > mesh->maxtriangles) { if (mesh->next == NULL) - mesh->next = Mod_ShadowMesh_Alloc(mempool, max(1000, numverts)); + mesh->next = Mod_ShadowMesh_Alloc(mempool, max(mesh->maxtriangles, numverts)); mesh = mesh->next; } i1 = Mod_ShadowMesh_AddVertex(mesh, verts); @@ -475,15 +668,24 @@ void Mod_ShadowMesh_AddPolygon(mempool_t *mempool, shadowmesh_t *mesh, int numve mesh->elements[mesh->numtriangles * 3 + 2] = i3; mesh->numtriangles++; } + */ } -shadowmesh_t *Mod_ShadowMesh_Begin(mempool_t *mempool) +void Mod_ShadowMesh_AddMesh(mempool_t *mempool, shadowmesh_t *mesh, int numverts, float *verts, int numtris, int *elements) { - return Mod_ShadowMesh_Alloc(mempool, 1000); + int i; + for (i = 0;i < numtris;i++, elements += 3) + Mod_ShadowMesh_AddTriangle(mempool, mesh, verts + elements[0] * 3, verts + elements[1] * 3, verts + elements[2] * 3); +} + +shadowmesh_t *Mod_ShadowMesh_Begin(mempool_t *mempool, int initialnumtriangles) +{ + return Mod_ShadowMesh_Alloc(mempool, initialnumtriangles); } shadowmesh_t *Mod_ShadowMesh_Finish(mempool_t *mempool, shadowmesh_t *firstmesh) { +#if 1 //int i; shadowmesh_t *mesh, *newmesh, *nextmesh; // reallocate meshs to conserve space @@ -498,10 +700,19 @@ shadowmesh_t *Mod_ShadowMesh_Finish(mempool_t *mempool, shadowmesh_t *firstmesh) //Con_Printf("mesh\n"); //for (i = 0;i < newmesh->numtriangles;i++) // Con_Printf("tri %d %d %d\n", newmesh->elements[i * 3 + 0], newmesh->elements[i * 3 + 1], newmesh->elements[i * 3 + 2]); - Mod_BuildTriangleNeighbors(newmesh->neighbors, newmesh->elements, newmesh->numtriangles); + Mod_ValidateElements(newmesh->element3i, newmesh->numtriangles, newmesh->numverts, __FILE__, __LINE__); + Mod_BuildTriangleNeighbors(newmesh->neighbor3i, newmesh->element3i, newmesh->numtriangles); } Mem_Free(mesh); } +#else + shadowmesh_t *mesh; + for (mesh = firstmesh;mesh;mesh = mesh->next) + { + Mod_ValidateElements(mesh->elements, mesh->numtriangles, mesh->numverts, __FILE__, __LINE__); + Mod_BuildTriangleNeighbors(mesh->neighbors, mesh->elements, mesh->numtriangles); + } +#endif return firstmesh; } @@ -516,10 +727,10 @@ void Mod_ShadowMesh_CalcBBox(shadowmesh_t *firstmesh, vec3_t mins, vec3_t maxs, { if (mesh == firstmesh) { - VectorCopy(mesh->verts, nmins); - VectorCopy(mesh->verts, nmaxs); + VectorCopy(mesh->vertex3f, nmins); + VectorCopy(mesh->vertex3f, nmaxs); } - for (i = 0, v = mesh->verts;i < mesh->numverts;i++, v += 4) + for (i = 0, v = mesh->vertex3f;i < mesh->numverts;i++, v += 3) { if (nmins[0] > v[0]) nmins[0] = v[0];if (nmaxs[0] < v[0]) nmaxs[0] = v[0]; if (nmins[1] > v[1]) nmins[1] = v[1];if (nmaxs[1] < v[1]) nmaxs[1] = v[1]; @@ -533,7 +744,7 @@ void Mod_ShadowMesh_CalcBBox(shadowmesh_t *firstmesh, vec3_t mins, vec3_t maxs, nradius2 = 0; for (mesh = firstmesh;mesh;mesh = mesh->next) { - for (i = 0, v = mesh->verts;i < mesh->numverts;i++, v += 4) + for (i = 0, v = mesh->vertex3f;i < mesh->numverts;i++, v += 3) { VectorSubtract(v, ncenter, temp); dist2 = DotProduct(temp, temp); @@ -561,3 +772,84 @@ void Mod_ShadowMesh_Free(shadowmesh_t *mesh) Mem_Free(mesh); } } + +static rtexture_t *GL_TextureForSkinLayer(const qbyte *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) + return R_LoadTexture2D (loadmodel->texturepool, name, width, height, in, TEXTYPE_PALETTE, textureflags, palette); + return NULL; +} + +static int detailtexturecycle = 0; +int Mod_LoadSkinFrame (skinframe_t *skinframe, char *basename, int textureflags, int loadpantsandshirt, int usedetailtexture, int loadglowtexture) +{ + imageskin_t s; + memset(skinframe, 0, sizeof(*skinframe)); + if (!image_loadskin(&s, basename)) + return false; + if (usedetailtexture) + skinframe->detail = mod_shared_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.basepixels_width, s.basepixels_height, s.nmappixels, TEXTYPE_RGBA, textureflags, NULL); + if (s.glosspixels != NULL) + skinframe->gloss = R_LoadTexture2D (loadmodel->texturepool, va("%s_gloss", basename), s.glosspixels_width, s.glosspixels_height, s.glosspixels, TEXTYPE_RGBA, textureflags, NULL); + if (s.glowpixels != NULL && loadglowtexture) + skinframe->glow = R_LoadTexture2D (loadmodel->texturepool, va("%s_glow", basename), s.glowpixels_width, s.glowpixels_height, s.glowpixels, TEXTYPE_RGBA, textureflags, NULL); + if (s.maskpixels != NULL) + skinframe->fog = R_LoadTexture2D (loadmodel->texturepool, va("%s_mask", basename), s.maskpixels_width, s.maskpixels_height, s.maskpixels, TEXTYPE_RGBA, textureflags, NULL); + if (loadpantsandshirt) + { + if (s.pantspixels != NULL) + skinframe->pants = R_LoadTexture2D (loadmodel->texturepool, va("%s_pants", basename), s.pantspixels_width, s.pantspixels_height, s.pantspixels, TEXTYPE_RGBA, textureflags, NULL); + if (s.shirtpixels != NULL) + skinframe->shirt = R_LoadTexture2D (loadmodel->texturepool, va("%s_shirt", basename), s.shirtpixels_width, s.shirtpixels_height, s.shirtpixels, TEXTYPE_RGBA, textureflags, NULL); + } + image_freeskin(&s); + return true; +} + +int Mod_LoadSkinFrame_Internal (skinframe_t *skinframe, char *basename, int textureflags, int loadpantsandshirt, int usedetailtexture, int loadglowtexture, qbyte *skindata, int width, int height) +{ + qbyte *temp1, *temp2; + memset(skinframe, 0, sizeof(*skinframe)); + if (!skindata) + return false; + if (usedetailtexture) + skinframe->detail = mod_shared_detailtextures[(detailtexturecycle++) % NUM_DETAILTEXTURES]; + if (r_shadow_bumpscale_basetexture.value > 0) + { + temp1 = 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) + { + 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 + } + } + else + { + skinframe->base = skinframe->merged = GL_TextureForSkinLayer(skindata, width, height, va("%s_merged", basename), palette_complete, textureflags); // all but fullbrights + if (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 + } + } + return true; +}