#define MAX_MOD_KNOWN 2048
static model_t mod_known[MAX_MOD_KNOWN];
+rtexture_t *r_notexture;
+rtexturepool_t *r_notexturepool;
+
+texture_t r_surf_notexture;
+
+void Mod_SetupNoTexture(void)
+{
+ int x, y;
+ qbyte pix[16][16][4];
+
+ // this makes a light grey/dark grey checkerboard texture
+ for (y = 0;y < 16;y++)
+ {
+ for (x = 0;x < 16;x++)
+ {
+ if ((y < 8) ^ (x < 8))
+ {
+ pix[y][x][0] = 128;
+ pix[y][x][1] = 128;
+ pix[y][x][2] = 128;
+ pix[y][x][3] = 255;
+ }
+ else
+ {
+ pix[y][x][0] = 64;
+ pix[y][x][1] = 64;
+ pix[y][x][2] = 64;
+ pix[y][x][3] = 255;
+ }
+ }
+ }
+
+ r_notexturepool = R_AllocTexturePool();
+ r_notexture = R_LoadTexture2D(r_notexturepool, "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;
for (i = 0;i < MAX_MOD_KNOWN;i++)
if (mod_known[i].name[0])
Mod_UnloadModel(&mod_known[i]);
+ Mod_LoadModels();
+
+ Mod_SetupNoTexture();
+ Mod_BrushStartup();
}
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(&r_notexturepool);
+ Mod_BrushShutdown();
}
static void mod_newmap(void)
crc = CRC_Block(buf, com_filesize);
}
- // make sure nothing got trashed
- //Mem_CheckSentinelsGlobal();
-
// allocate a new model
loadmodel = mod;
Mem_Free(buf);
- // make sure nothing got trashed
- //Mem_CheckSentinelsGlobal();
-
return mod;
}
*/
void Mod_ClearAll (void)
{
- /*
- int i;
- model_t *mod;
-
- for (i = 0, mod = mod_known;i < MAX_MOD_KNOWN;i++, mod++)
- if (mod->name[0])
- if (mod->usesheap)
- Mod_FreeModel(mod);
- */
}
void Mod_ClearUsed(void)
{
- int i;
- model_t *mod;
+ int i;
+ model_t *mod;
for (i = 0, mod = mod_known;i < MAX_MOD_KNOWN;i++, mod++)
if (mod->name[0])
void Mod_PurgeUnused(void)
{
- int i;
- model_t *mod;
+ int i;
+ model_t *mod;
for (i = 0, mod = mod_known;i < MAX_MOD_KNOWN;i++, mod++)
if (mod->name[0])
Mod_FreeModel(mod);
}
+void Mod_LoadModels(void)
+{
+ int i;
+ model_t *mod;
+
+ for (i = 0, mod = mod_known;i < MAX_MOD_KNOWN;i++, mod++)
+ if (mod->name[0])
+ if (mod->used)
+ Mod_CheckLoaded(mod);
+}
+
/*
==================
Mod_FindName
==================
*/
-model_t *Mod_FindName (char *name)
+model_t *Mod_FindName (const char *name)
{
- int i;
- model_t *mod, *freemod;
+ int i;
+ model_t *mod, *freemod;
if (!name[0])
Host_Error ("Mod_ForName: NULL name");
==================
*/
-void Mod_TouchModel (char *name)
+void Mod_TouchModel (const char *name)
{
model_t *mod;
Loads in a model for the given name
==================
*/
-model_t *Mod_ForName (char *name, qboolean crash, qboolean checkdisk, qboolean isworldmodel)
+model_t *Mod_ForName (const char *name, qboolean crash, qboolean checkdisk, qboolean isworldmodel)
{
return Mod_LoadModel (Mod_FindName (name), crash, checkdisk, isworldmodel);
}
qbyte *mod_base;
-/*
-=================
-RadiusFromBounds
-=================
-*/
-/*
-float RadiusFromBounds (vec3_t mins, vec3_t maxs)
-{
- int i;
- vec3_t corner;
-
- for (i=0 ; i<3 ; i++)
- corner[i] = fabs(mins[i]) > fabs(maxs[i]) ? fabs(mins[i]) : fabs(maxs[i]);
-
- return Length (corner);
-}
-*/
//=============================================================================
for (i = 0;i < MAX_MOD_KNOWN;i++)
if (mod_known[i].name[0])
Mod_UnloadModel(&mod_known[i]);
+ Mod_LoadModels();
+}
+
+int Mod_FindTriangleWithEdge(const int *elements, int numtriangles, int start, int end)
+{
+ int i;
+ for (i = 0;i < numtriangles;i++, elements += 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;
+ }
+ return -1;
+}
+
+void Mod_BuildTriangleNeighbors(int *neighbors, const int *elements, int numtriangles)
+{
+ int i, *n;
+ const int *e;
+ for (i = 0, e = elements, n = neighbors;i < numtriangles;i++, e += 3, n += 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]);
+ }
+}
+
+void Mod_BuildTextureVectorsAndNormals(int numverts, int numtriangles, const float *vertex, const float *texcoord, const int *elements, float *svectors, float *tvectors, float *normals)
+{
+ 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(svectors, 0, numverts * sizeof(float[4]));
+ memset(tvectors, 0, numverts * sizeof(float[4]));
+ memset(normals, 0, numverts * sizeof(float[4]));
+ // process each vertex of each triangle and accumulate the results
+ for (tnum = 0, e = elements;tnum < numtriangles;tnum++, e += 3)
+ {
+ // calculate texture matrix for triangle
+ voffset = e[0] * 4;
+ vert[0][0] = vertex[voffset+0];
+ vert[0][1] = vertex[voffset+1];
+ vert[0][2] = vertex[voffset+2];
+ vert[0][3] = texcoord[voffset];
+ voffset = e[1] * 4;
+ vert[1][0] = vertex[voffset+0];
+ vert[1][1] = vertex[voffset+1];
+ vert[1][2] = vertex[voffset+2];
+ vert[1][3] = texcoord[voffset];
+ voffset = e[2] * 4;
+ vert[2][0] = vertex[voffset+0];
+ vert[2][1] = vertex[voffset+1];
+ vert[2][2] = vertex[voffset+2];
+ vert[2][3] = texcoord[voffset];
+ VectorSubtract(vert[1], vert[0], vec[0]);
+ VectorSubtract(vert[2], vert[0], vec[1]);
+ CrossProduct(vec[0], vec[1], normal);
+ if (DotProduct(normal, normal) >= 0.001)
+ {
+ VectorNormalize(normal);
+ sdir[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]);
+ sdir[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]);
+ sdir[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]);
+ VectorNormalize(sdir);
+ f = -DotProduct(sdir, normal);
+ VectorMA(sdir, f, normal, sdir);
+ VectorNormalize(sdir);
+ CrossProduct(sdir, normal, tdir);
+ // this is probably not necessary
+ VectorNormalize(tdir);
+ // accumulate matrix onto verts used by triangle
+ for (i = 0;i < 3;i++)
+ {
+ voffset = e[i] * 4;
+ svectors[voffset ] += sdir[0];
+ svectors[voffset + 1] += sdir[1];
+ svectors[voffset + 2] += sdir[2];
+ tvectors[voffset ] += tdir[0];
+ tvectors[voffset + 1] += tdir[1];
+ tvectors[voffset + 2] += tdir[2];
+ normals[voffset ] += normal[0];
+ normals[voffset + 1] += normal[1];
+ normals[voffset + 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 = svectors;i < numverts;i++, v += 4)
+ VectorNormalize(v);
+ for (i = 0, v = tvectors;i < numverts;i++, v += 4)
+ VectorNormalize(v);
+ for (i = 0, v = normals;i < numverts;i++, v += 4)
+ 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->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);
+ 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->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]));
+ 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)
+ {
+ VectorSubtract(v, m, temp);
+ if (DotProduct(temp, temp) < 0.1)
+ return j;
+ }
+ mesh->numverts++;
+ VectorCopy(v, m);
+ return j;
+}
+
+void Mod_ShadowMesh_AddPolygon(mempool_t *mempool, shadowmesh_t *mesh, int numverts, float *verts)
+{
+ int i, i1, i2, i3;
+ float *v;
+ while (numverts + mesh->numverts > mesh->maxverts || (numverts - 2) + mesh->numtriangles > mesh->maxtriangles)
+ {
+ if (mesh->next == NULL)
+ mesh->next = Mod_ShadowMesh_Alloc(mempool, max(4096, numverts));
+ mesh = mesh->next;
+ }
+ i1 = Mod_ShadowMesh_AddVertex(mesh, verts);
+ i2 = 0;
+ i3 = Mod_ShadowMesh_AddVertex(mesh, verts + 3);
+ for (i = 0, v = verts + 6;i < numverts - 2;i++, v += 3)
+ {
+ i2 = i3;
+ i3 = Mod_ShadowMesh_AddVertex(mesh, v);
+ mesh->elements[mesh->numtriangles * 3 + 0] = i1;
+ mesh->elements[mesh->numtriangles * 3 + 1] = i2;
+ mesh->elements[mesh->numtriangles * 3 + 2] = i3;
+ mesh->numtriangles++;
+ }
+}
+
+shadowmesh_t *Mod_ShadowMesh_Begin(mempool_t *mempool)
+{
+ return Mod_ShadowMesh_Alloc(mempool, 4096);
}
+shadowmesh_t *Mod_ShadowMesh_Finish(mempool_t *mempool, shadowmesh_t *firstmesh)
+{
+ //int i;
+ shadowmesh_t *mesh, *newmesh, *nextmesh;
+ // reallocate meshs to conserve space
+ for (mesh = firstmesh, firstmesh = NULL;mesh;mesh = nextmesh)
+ {
+ nextmesh = mesh->next;
+ if (mesh->numverts >= 3 && mesh->numtriangles >= 1)
+ {
+ newmesh = Mod_ShadowMesh_ReAlloc(mempool, mesh);
+ newmesh->next = firstmesh;
+ firstmesh = newmesh;
+ //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);
+ }
+ Mem_Free(mesh);
+ }
+ return firstmesh;
+}
+
+void Mod_ShadowMesh_CalcBBox(shadowmesh_t *firstmesh, vec3_t mins, vec3_t maxs, vec3_t center, float *radius)
+{
+ int i;
+ shadowmesh_t *mesh;
+ vec3_t nmins, nmaxs, ncenter, temp;
+ float nradius2, dist2, *v;
+ // calculate bbox
+ for (mesh = firstmesh;mesh;mesh = mesh->next)
+ {
+ if (mesh == firstmesh)
+ {
+ VectorCopy(mesh->verts, nmins);
+ VectorCopy(mesh->verts, nmaxs);
+ }
+ for (i = 0, v = mesh->verts;i < mesh->numverts;i++, v += 4)
+ {
+ 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];
+ if (nmins[2] > v[2]) nmins[2] = v[2];if (nmaxs[2] < v[2]) nmaxs[2] = v[2];
+ }
+ }
+ // calculate center and radius
+ ncenter[0] = (nmins[0] + nmaxs[0]) * 0.5f;
+ ncenter[1] = (nmins[1] + nmaxs[1]) * 0.5f;
+ ncenter[2] = (nmins[2] + nmaxs[2]) * 0.5f;
+ nradius2 = 0;
+ for (mesh = firstmesh;mesh;mesh = mesh->next)
+ {
+ for (i = 0, v = mesh->verts;i < mesh->numverts;i++, v += 4)
+ {
+ VectorSubtract(v, ncenter, temp);
+ dist2 = DotProduct(temp, temp);
+ if (nradius2 < dist2)
+ nradius2 = dist2;
+ }
+ }
+ // return data
+ if (mins)
+ VectorCopy(nmins, mins);
+ if (maxs)
+ VectorCopy(nmaxs, maxs);
+ if (center)
+ VectorCopy(ncenter, center);
+ if (radius)
+ *radius = sqrt(nradius2);
+}
+
+void Mod_ShadowMesh_Free(shadowmesh_t *mesh)
+{
+ shadowmesh_t *nextmesh;
+ for (;mesh;mesh = nextmesh)
+ {
+ nextmesh = mesh->next;
+ Mem_Free(mesh);
+ }
+}