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.
29 cvar_t r_mipskins = {CVAR_SAVE, "r_mipskins", "0", "mipmaps model skins so they render faster in the distance and do not display noise artifacts, can cause discoloration of skins if they contain undesirable border colors"};
33 static mempool_t *mod_mempool;
34 static memexpandablearray_t models;
36 static void mod_start(void)
39 int nummodels = Mem_ExpandableArray_IndexRange(&models);
42 for (i = 0;i < nummodels;i++)
43 if ((mod = Mem_ExpandableArray_RecordAtIndex(&models, i)) && mod->name[0] && mod->name[0] != '*')
45 Mod_LoadModel(mod, true, false, mod->isworldmodel);
48 static void mod_shutdown(void)
51 int nummodels = Mem_ExpandableArray_IndexRange(&models);
54 for (i = 0;i < nummodels;i++)
55 if ((mod = Mem_ExpandableArray_RecordAtIndex(&models, i)) && (mod->loaded || mod->mempool))
59 static void mod_newmap(void)
62 int i, j, k, surfacenum, ssize, tsize;
63 int nummodels = Mem_ExpandableArray_IndexRange(&models);
66 R_SkinFrame_PrepareForPurge();
67 for (i = 0;i < nummodels;i++)
69 if ((mod = Mem_ExpandableArray_RecordAtIndex(&models, i)) && mod->mempool && mod->data_textures)
71 for (j = 0;j < mod->num_textures;j++)
73 for (k = 0;k < mod->data_textures[j].numskinframes;k++)
74 R_SkinFrame_MarkUsed(mod->data_textures[j].skinframes[k]);
75 for (k = 0;k < mod->data_textures[j].backgroundnumskinframes;k++)
76 R_SkinFrame_MarkUsed(mod->data_textures[j].backgroundskinframes[k]);
82 if (!cl_stainmaps_clearonload.integer)
85 for (i = 0;i < nummodels;i++)
87 if ((mod = Mem_ExpandableArray_RecordAtIndex(&models, i)) && mod->mempool && mod->data_surfaces)
89 for (surfacenum = 0, surface = mod->data_surfaces;surfacenum < mod->num_surfaces;surfacenum++, surface++)
91 if (surface->lightmapinfo && surface->lightmapinfo->stainsamples)
93 ssize = (surface->lightmapinfo->extents[0] >> 4) + 1;
94 tsize = (surface->lightmapinfo->extents[1] >> 4) + 1;
95 memset(surface->lightmapinfo->stainsamples, 255, ssize * tsize * 3);
96 surface->cached_dlight = true;
108 static void Mod_Print(void);
109 static void Mod_Precache (void);
110 static void Mod_BuildVBOs(void);
113 mod_mempool = Mem_AllocPool("modelinfo", 0, NULL);
114 Mem_ExpandableArray_NewArray(&models, mod_mempool, sizeof(model_t), 16);
120 Cvar_RegisterVariable(&r_mipskins);
121 Cmd_AddCommand ("modellist", Mod_Print, "prints a list of loaded models");
122 Cmd_AddCommand ("modelprecache", Mod_Precache, "load a model");
125 void Mod_RenderInit(void)
127 R_RegisterModule("Models", mod_start, mod_shutdown, mod_newmap);
130 void Mod_UnloadModel (model_t *mod)
132 char name[MAX_QPATH];
133 qboolean isworldmodel;
135 strlcpy(name, mod->name, sizeof(name));
136 isworldmodel = mod->isworldmodel;
138 if (mod->surfmesh.ebo)
139 R_Mesh_DestroyBufferObject(mod->surfmesh.ebo);
140 if (mod->surfmesh.vbo)
141 R_Mesh_DestroyBufferObject(mod->surfmesh.vbo);
142 // free textures/memory attached to the model
143 R_FreeTexturePool(&mod->texturepool);
144 Mem_FreePool(&mod->mempool);
145 // clear the struct to make it available
146 memset(mod, 0, sizeof(model_t));
147 // restore the fields we want to preserve
148 strlcpy(mod->name, name, sizeof(mod->name));
149 mod->isworldmodel = isworldmodel;
161 model_t *Mod_LoadModel(model_t *mod, qboolean crash, qboolean checkdisk, qboolean isworldmodel)
166 fs_offset_t filesize;
170 if (mod->name[0] == '*') // submodel
176 // even if the model is loaded it still may need reloading...
178 // if the model is a worldmodel and is being referred to as a
179 // non-worldmodel here, then it needs reloading to get rid of the
181 if (mod->isworldmodel != isworldmodel)
184 // if it is not loaded or checkdisk is true we need to calculate the crc
185 if (!mod->loaded || checkdisk)
187 if (checkdisk && mod->loaded)
188 Con_DPrintf("checking model %s\n", mod->name);
189 buf = FS_LoadFile (mod->name, tempmempool, false, &filesize);
192 crc = CRC_Block((unsigned char *)buf, filesize);
193 // we need to reload the model if the crc does not match
199 // if the model is already loaded and checks passed, just return
207 Con_DPrintf("loading model %s\n", mod->name);
208 // LordHavoc: unload the existing model in this slot (if there is one)
209 if (mod->loaded || mod->mempool)
210 Mod_UnloadModel(mod);
213 mod->isworldmodel = isworldmodel;
216 // errors can prevent the corresponding mod->loaded = true;
219 // default model radius and bounding box (mainly for missing models)
221 VectorSet(mod->normalmins, -mod->radius, -mod->radius, -mod->radius);
222 VectorSet(mod->normalmaxs, mod->radius, mod->radius, mod->radius);
223 VectorSet(mod->yawmins, -mod->radius, -mod->radius, -mod->radius);
224 VectorSet(mod->yawmaxs, mod->radius, mod->radius, mod->radius);
225 VectorSet(mod->rotatedmins, -mod->radius, -mod->radius, -mod->radius);
226 VectorSet(mod->rotatedmaxs, mod->radius, mod->radius, mod->radius);
230 char *bufend = (char *)buf + filesize;
232 // all models use memory, so allocate a memory pool
233 mod->mempool = Mem_AllocPool(mod->name, 0, NULL);
235 num = LittleLong(*((int *)buf));
236 // call the apropriate loader
238 if (!memcmp(buf, "IDPO", 4)) Mod_IDP0_Load(mod, buf, bufend);
239 else if (!memcmp(buf, "IDP2", 4)) Mod_IDP2_Load(mod, buf, bufend);
240 else if (!memcmp(buf, "IDP3", 4)) Mod_IDP3_Load(mod, buf, bufend);
241 else if (!memcmp(buf, "IDSP", 4)) Mod_IDSP_Load(mod, buf, bufend);
242 else if (!memcmp(buf, "IDS2", 4)) Mod_IDS2_Load(mod, buf, bufend);
243 else if (!memcmp(buf, "IBSP", 4)) Mod_IBSP_Load(mod, buf, bufend);
244 else if (!memcmp(buf, "ZYMOTICMODEL", 12)) Mod_ZYMOTICMODEL_Load(mod, buf, bufend);
245 else if (!memcmp(buf, "DARKPLACESMODEL", 16)) Mod_DARKPLACESMODEL_Load(mod, buf, bufend);
246 else if (!memcmp(buf, "ACTRHEAD", 8)) Mod_PSKMODEL_Load(mod, buf, bufend);
247 else if (strlen(mod->name) >= 4 && !strcmp(mod->name - 4, ".map")) Mod_MAP_Load(mod, buf, bufend);
248 else if (!memcmp(buf, "MCBSPpad", 8)) Mod_Q1BSP_Load(mod, buf, bufend);
249 else if (num == BSPVERSION || num == 30) Mod_Q1BSP_Load(mod, buf, bufend);
250 else Con_Printf("Mod_LoadModel: model \"%s\" is of unknown/unsupported type\n", mod->name);
255 // no fatal errors occurred, so this model is ready to use.
260 // LordHavoc: Sys_Error was *ANNOYING*
261 Con_Printf ("Mod_LoadModel: %s not found\n", mod->name);
266 void Mod_ClearUsed(void)
269 int nummodels = Mem_ExpandableArray_IndexRange(&models);
271 for (i = 0;i < nummodels;i++)
272 if ((mod = Mem_ExpandableArray_RecordAtIndex(&models, i)) && mod->name[0])
276 void Mod_PurgeUnused(void)
279 int nummodels = Mem_ExpandableArray_IndexRange(&models);
281 for (i = 0;i < nummodels;i++)
283 if ((mod = Mem_ExpandableArray_RecordAtIndex(&models, i)) && mod->name[0] && !mod->used)
285 Mod_UnloadModel(mod);
286 Mem_ExpandableArray_FreeRecord(&models, mod);
291 // only used during loading!
292 void Mod_RemoveStaleWorldModels(model_t *skip)
295 int nummodels = Mem_ExpandableArray_IndexRange(&models);
297 for (i = 0;i < nummodels;i++)
299 if ((mod = Mem_ExpandableArray_RecordAtIndex(&models, i)) && mod->isworldmodel && mod->loaded && skip != mod)
301 Mod_UnloadModel(mod);
302 mod->isworldmodel = false;
314 model_t *Mod_FindName(const char *name)
317 int nummodels = Mem_ExpandableArray_IndexRange(&models);
321 Host_Error ("Mod_ForName: NULL name");
323 // search the currently loaded models
324 for (i = 0;i < nummodels;i++)
326 if ((mod = Mem_ExpandableArray_RecordAtIndex(&models, i)) && mod->name[0] && !strcmp(mod->name, name))
333 // no match found, create a new one
334 mod = Mem_ExpandableArray_AllocRecord(&models);
335 strlcpy(mod->name, name, sizeof(mod->name));
345 Loads in a model for the given name
348 model_t *Mod_ForName(const char *name, qboolean crash, qboolean checkdisk, qboolean isworldmodel)
351 model = Mod_FindName(name);
352 if (model->name[0] != '*' && (!model->loaded || checkdisk))
353 Mod_LoadModel(model, crash, checkdisk, isworldmodel);
361 Reloads all models if they have changed
364 void Mod_Reload(void)
367 int nummodels = Mem_ExpandableArray_IndexRange(&models);
369 for (i = 0;i < nummodels;i++)
370 if ((mod = Mem_ExpandableArray_RecordAtIndex(&models, i)) && mod->name[0] && mod->name[0] != '*' && mod->used)
371 Mod_LoadModel(mod, true, true, mod->isworldmodel);
374 unsigned char *mod_base;
377 //=============================================================================
384 static void Mod_Print(void)
387 int nummodels = Mem_ExpandableArray_IndexRange(&models);
390 Con_Print("Loaded models:\n");
391 for (i = 0;i < nummodels;i++)
392 if ((mod = Mem_ExpandableArray_RecordAtIndex(&models, i)) && mod->name[0])
393 Con_Printf("%4iK %s\n", mod->mempool ? (int)((mod->mempool->totalsize + 1023) / 1024) : 0, mod->name);
401 static void Mod_Precache(void)
404 Mod_ForName(Cmd_Argv(1), false, true, cl.worldmodel && !strcasecmp(Cmd_Argv(1), cl.worldmodel->name));
406 Con_Print("usage: modelprecache <filename>\n");
409 int Mod_BuildVertexRemapTableFromElements(int numelements, const int *elements, int numvertices, int *remapvertices)
413 used = (unsigned char *)Mem_Alloc(tempmempool, numvertices);
414 memset(used, 0, numvertices);
415 for (i = 0;i < numelements;i++)
416 used[elements[i]] = 1;
417 for (i = 0, count = 0;i < numvertices;i++)
418 remapvertices[i] = used[i] ? count++ : -1;
424 // fast way, using an edge hash
425 #define TRIANGLEEDGEHASH 8192
426 void Mod_BuildTriangleNeighbors(int *neighbors, const int *elements, int numtriangles)
428 int i, j, p, e1, e2, *n, hashindex, count, match;
430 typedef struct edgehashentry_s
432 struct edgehashentry_s *next;
437 edgehashentry_t *edgehash[TRIANGLEEDGEHASH], *edgehashentries, edgehashentriesbuffer[TRIANGLEEDGEHASH*3], *hash;
438 memset(edgehash, 0, sizeof(edgehash));
439 edgehashentries = edgehashentriesbuffer;
440 // if there are too many triangles for the stack array, allocate larger buffer
441 if (numtriangles > TRIANGLEEDGEHASH)
442 edgehashentries = (edgehashentry_t *)Mem_Alloc(tempmempool, numtriangles * 3 * sizeof(edgehashentry_t));
443 // find neighboring triangles
444 for (i = 0, e = elements, n = neighbors;i < numtriangles;i++, e += 3, n += 3)
446 for (j = 0, p = 2;j < 3;p = j, j++)
450 // this hash index works for both forward and backward edges
451 hashindex = (unsigned int)(e1 + e2) % TRIANGLEEDGEHASH;
452 hash = edgehashentries + i * 3 + j;
453 hash->next = edgehash[hashindex];
454 edgehash[hashindex] = hash;
456 hash->element[0] = e1;
457 hash->element[1] = e2;
460 for (i = 0, e = elements, n = neighbors;i < numtriangles;i++, e += 3, n += 3)
462 for (j = 0, p = 2;j < 3;p = j, j++)
466 // this hash index works for both forward and backward edges
467 hashindex = (unsigned int)(e1 + e2) % TRIANGLEEDGEHASH;
470 for (hash = edgehash[hashindex];hash;hash = hash->next)
472 if (hash->element[0] == e2 && hash->element[1] == e1)
474 if (hash->triangle != i)
475 match = hash->triangle;
478 else if ((hash->element[0] == e1 && hash->element[1] == e2))
481 // detect edges shared by three triangles and make them seams
487 // free the allocated buffer
488 if (edgehashentries != edgehashentriesbuffer)
489 Mem_Free(edgehashentries);
492 // very slow but simple way
493 static int Mod_FindTriangleWithEdge(const int *elements, int numtriangles, int start, int end, int ignore)
498 for (i = 0;i < numtriangles;i++, elements += 3)
500 if ((elements[0] == start && elements[1] == end)
501 || (elements[1] == start && elements[2] == end)
502 || (elements[2] == start && elements[0] == end))
508 else if ((elements[1] == start && elements[0] == end)
509 || (elements[2] == start && elements[1] == end)
510 || (elements[0] == start && elements[2] == end))
513 // detect edges shared by three triangles and make them seams
519 void Mod_BuildTriangleNeighbors(int *neighbors, const int *elements, int numtriangles)
523 for (i = 0, e = elements, n = neighbors;i < numtriangles;i++, e += 3, n += 3)
525 n[0] = Mod_FindTriangleWithEdge(elements, numtriangles, e[1], e[0], i);
526 n[1] = Mod_FindTriangleWithEdge(elements, numtriangles, e[2], e[1], i);
527 n[2] = Mod_FindTriangleWithEdge(elements, numtriangles, e[0], e[2], i);
532 void Mod_ValidateElements(int *elements, int numtriangles, int firstvertex, int numverts, const char *filename, int fileline)
534 int i, warned = false, endvertex = firstvertex + numverts;
535 for (i = 0;i < numtriangles * 3;i++)
537 if (elements[i] < firstvertex || elements[i] >= endvertex)
542 Con_Printf("Mod_ValidateElements: out of bounds elements detected at %s:%d\n", filename, fileline);
544 elements[i] = firstvertex;
549 // warning: this is an expensive function!
550 void Mod_BuildNormals(int firstvertex, int numvertices, int numtriangles, const float *vertex3f, const int *elements, float *normal3f, qboolean areaweighting)
557 memset(normal3f + 3 * firstvertex, 0, numvertices * sizeof(float[3]));
558 // process each vertex of each triangle and accumulate the results
559 // use area-averaging, to make triangles with a big area have a bigger
560 // weighting on the vertex normal than triangles with a small area
561 // to do so, just add the 'normals' together (the bigger the area
562 // the greater the length of the normal is
564 for (i = 0; i < numtriangles; i++, element += 3)
567 vertex3f + element[0] * 3,
568 vertex3f + element[1] * 3,
569 vertex3f + element[2] * 3,
574 VectorNormalize(areaNormal);
576 for (j = 0;j < 3;j++)
578 vectorNormal = normal3f + element[j] * 3;
579 vectorNormal[0] += areaNormal[0];
580 vectorNormal[1] += areaNormal[1];
581 vectorNormal[2] += areaNormal[2];
584 // and just normalize the accumulated vertex normal in the end
585 vectorNormal = normal3f + 3 * firstvertex;
586 for (i = 0; i < numvertices; i++, vectorNormal += 3)
587 VectorNormalize(vectorNormal);
590 void Mod_BuildBumpVectors(const float *v0, const float *v1, const float *v2, const float *tc0, const float *tc1, const float *tc2, float *svector3f, float *tvector3f, float *normal3f)
592 float f, tangentcross[3], v10[3], v20[3], tc10[2], tc20[2];
593 // 79 add/sub/negate/multiply (1 cycle), 1 compare (3 cycle?), total cycles not counting load/store/exchange roughly 82 cycles
594 // 6 add, 28 subtract, 39 multiply, 1 compare, 50% chance of 6 negates
596 // 6 multiply, 9 subtract
597 VectorSubtract(v1, v0, v10);
598 VectorSubtract(v2, v0, v20);
599 normal3f[0] = v20[1] * v10[2] - v20[2] * v10[1];
600 normal3f[1] = v20[2] * v10[0] - v20[0] * v10[2];
601 normal3f[2] = v20[0] * v10[1] - v20[1] * v10[0];
602 // 12 multiply, 10 subtract
603 tc10[1] = tc1[1] - tc0[1];
604 tc20[1] = tc2[1] - tc0[1];
605 svector3f[0] = tc10[1] * v20[0] - tc20[1] * v10[0];
606 svector3f[1] = tc10[1] * v20[1] - tc20[1] * v10[1];
607 svector3f[2] = tc10[1] * v20[2] - tc20[1] * v10[2];
608 tc10[0] = tc1[0] - tc0[0];
609 tc20[0] = tc2[0] - tc0[0];
610 tvector3f[0] = tc10[0] * v20[0] - tc20[0] * v10[0];
611 tvector3f[1] = tc10[0] * v20[1] - tc20[0] * v10[1];
612 tvector3f[2] = tc10[0] * v20[2] - tc20[0] * v10[2];
613 // 12 multiply, 4 add, 6 subtract
614 f = DotProduct(svector3f, normal3f);
615 svector3f[0] -= f * normal3f[0];
616 svector3f[1] -= f * normal3f[1];
617 svector3f[2] -= f * normal3f[2];
618 f = DotProduct(tvector3f, normal3f);
619 tvector3f[0] -= f * normal3f[0];
620 tvector3f[1] -= f * normal3f[1];
621 tvector3f[2] -= f * normal3f[2];
622 // if texture is mapped the wrong way (counterclockwise), the tangents
623 // have to be flipped, this is detected by calculating a normal from the
624 // two tangents, and seeing if it is opposite the surface normal
625 // 9 multiply, 2 add, 3 subtract, 1 compare, 50% chance of: 6 negates
626 CrossProduct(tvector3f, svector3f, tangentcross);
627 if (DotProduct(tangentcross, normal3f) < 0)
629 VectorNegate(svector3f, svector3f);
630 VectorNegate(tvector3f, tvector3f);
634 // warning: this is a very expensive function!
635 void Mod_BuildTextureVectorsFromNormals(int firstvertex, int numvertices, int numtriangles, const float *vertex3f, const float *texcoord2f, const float *normal3f, const int *elements, float *svector3f, float *tvector3f, qboolean areaweighting)
638 float sdir[3], tdir[3], normal[3], *sv, *tv;
639 const float *v0, *v1, *v2, *tc0, *tc1, *tc2, *n;
640 float f, tangentcross[3], v10[3], v20[3], tc10[2], tc20[2];
643 memset(svector3f + 3 * firstvertex, 0, numvertices * sizeof(float[3]));
644 memset(tvector3f + 3 * firstvertex, 0, numvertices * sizeof(float[3]));
645 // process each vertex of each triangle and accumulate the results
646 for (tnum = 0, e = elements;tnum < numtriangles;tnum++, e += 3)
648 v0 = vertex3f + e[0] * 3;
649 v1 = vertex3f + e[1] * 3;
650 v2 = vertex3f + e[2] * 3;
651 tc0 = texcoord2f + e[0] * 2;
652 tc1 = texcoord2f + e[1] * 2;
653 tc2 = texcoord2f + e[2] * 2;
655 // 79 add/sub/negate/multiply (1 cycle), 1 compare (3 cycle?), total cycles not counting load/store/exchange roughly 82 cycles
656 // 6 add, 28 subtract, 39 multiply, 1 compare, 50% chance of 6 negates
658 // calculate the edge directions and surface normal
659 // 6 multiply, 9 subtract
660 VectorSubtract(v1, v0, v10);
661 VectorSubtract(v2, v0, v20);
662 normal[0] = v20[1] * v10[2] - v20[2] * v10[1];
663 normal[1] = v20[2] * v10[0] - v20[0] * v10[2];
664 normal[2] = v20[0] * v10[1] - v20[1] * v10[0];
666 // calculate the tangents
667 // 12 multiply, 10 subtract
668 tc10[1] = tc1[1] - tc0[1];
669 tc20[1] = tc2[1] - tc0[1];
670 sdir[0] = tc10[1] * v20[0] - tc20[1] * v10[0];
671 sdir[1] = tc10[1] * v20[1] - tc20[1] * v10[1];
672 sdir[2] = tc10[1] * v20[2] - tc20[1] * v10[2];
673 tc10[0] = tc1[0] - tc0[0];
674 tc20[0] = tc2[0] - tc0[0];
675 tdir[0] = tc10[0] * v20[0] - tc20[0] * v10[0];
676 tdir[1] = tc10[0] * v20[1] - tc20[0] * v10[1];
677 tdir[2] = tc10[0] * v20[2] - tc20[0] * v10[2];
679 // if texture is mapped the wrong way (counterclockwise), the tangents
680 // have to be flipped, this is detected by calculating a normal from the
681 // two tangents, and seeing if it is opposite the surface normal
682 // 9 multiply, 2 add, 3 subtract, 1 compare, 50% chance of: 6 negates
683 CrossProduct(tdir, sdir, tangentcross);
684 if (DotProduct(tangentcross, normal) < 0)
686 VectorNegate(sdir, sdir);
687 VectorNegate(tdir, tdir);
692 VectorNormalize(sdir);
693 VectorNormalize(tdir);
695 for (i = 0;i < 3;i++)
697 VectorAdd(svector3f + e[i]*3, sdir, svector3f + e[i]*3);
698 VectorAdd(tvector3f + e[i]*3, tdir, tvector3f + e[i]*3);
701 // make the tangents completely perpendicular to the surface normal, and
702 // then normalize them
703 // 16 assignments, 2 divide, 2 sqrt, 2 negates, 14 adds, 24 multiplies
704 for (i = 0, sv = svector3f + 3 * firstvertex, tv = tvector3f + 3 * firstvertex, n = normal3f + 3 * firstvertex;i < numvertices;i++, sv += 3, tv += 3, n += 3)
706 f = -DotProduct(sv, n);
707 VectorMA(sv, f, n, sv);
709 f = -DotProduct(tv, n);
710 VectorMA(tv, f, n, tv);
715 void Mod_AllocSurfMesh(mempool_t *mempool, int numvertices, int numtriangles, qboolean lightmapoffsets, qboolean vertexcolors, qboolean neighbors)
718 data = (unsigned char *)Mem_Alloc(mempool, 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));
719 loadmodel->surfmesh.num_vertices = numvertices;
720 loadmodel->surfmesh.num_triangles = numtriangles;
721 if (loadmodel->surfmesh.num_vertices)
723 loadmodel->surfmesh.data_vertex3f = (float *)data, data += sizeof(float[3]) * loadmodel->surfmesh.num_vertices;
724 loadmodel->surfmesh.data_svector3f = (float *)data, data += sizeof(float[3]) * loadmodel->surfmesh.num_vertices;
725 loadmodel->surfmesh.data_tvector3f = (float *)data, data += sizeof(float[3]) * loadmodel->surfmesh.num_vertices;
726 loadmodel->surfmesh.data_normal3f = (float *)data, data += sizeof(float[3]) * loadmodel->surfmesh.num_vertices;
727 loadmodel->surfmesh.data_texcoordtexture2f = (float *)data, data += sizeof(float[2]) * loadmodel->surfmesh.num_vertices;
728 loadmodel->surfmesh.data_texcoordlightmap2f = (float *)data, data += sizeof(float[2]) * loadmodel->surfmesh.num_vertices;
730 loadmodel->surfmesh.data_lightmapcolor4f = (float *)data, data += sizeof(float[4]) * loadmodel->surfmesh.num_vertices;
732 loadmodel->surfmesh.data_lightmapoffsets = (int *)data, data += sizeof(int) * loadmodel->surfmesh.num_vertices;
734 if (loadmodel->surfmesh.num_triangles)
736 loadmodel->surfmesh.data_element3i = (int *)data, data += sizeof(int[3]) * loadmodel->surfmesh.num_triangles;
738 loadmodel->surfmesh.data_neighbor3i = (int *)data, data += sizeof(int[3]) * loadmodel->surfmesh.num_triangles;
742 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)
744 shadowmesh_t *newmesh;
747 size = sizeof(shadowmesh_t);
748 size += maxverts * sizeof(float[3]);
750 size += maxverts * sizeof(float[11]);
751 size += maxtriangles * sizeof(int[3]);
753 size += maxtriangles * sizeof(int[3]);
755 size += SHADOWMESHVERTEXHASH * sizeof(shadowmeshvertexhash_t *) + maxverts * sizeof(shadowmeshvertexhash_t);
756 data = (unsigned char *)Mem_Alloc(mempool, size);
757 newmesh = (shadowmesh_t *)data;data += sizeof(*newmesh);
758 newmesh->map_diffuse = map_diffuse;
759 newmesh->map_specular = map_specular;
760 newmesh->map_normal = map_normal;
761 newmesh->maxverts = maxverts;
762 newmesh->maxtriangles = maxtriangles;
763 newmesh->numverts = 0;
764 newmesh->numtriangles = 0;
766 newmesh->vertex3f = (float *)data;data += maxverts * sizeof(float[3]);
769 newmesh->svector3f = (float *)data;data += maxverts * sizeof(float[3]);
770 newmesh->tvector3f = (float *)data;data += maxverts * sizeof(float[3]);
771 newmesh->normal3f = (float *)data;data += maxverts * sizeof(float[3]);
772 newmesh->texcoord2f = (float *)data;data += maxverts * sizeof(float[2]);
774 newmesh->element3i = (int *)data;data += maxtriangles * sizeof(int[3]);
777 newmesh->neighbor3i = (int *)data;data += maxtriangles * sizeof(int[3]);
781 newmesh->vertexhashtable = (shadowmeshvertexhash_t **)data;data += SHADOWMESHVERTEXHASH * sizeof(shadowmeshvertexhash_t *);
782 newmesh->vertexhashentries = (shadowmeshvertexhash_t *)data;data += maxverts * sizeof(shadowmeshvertexhash_t);
787 shadowmesh_t *Mod_ShadowMesh_ReAlloc(mempool_t *mempool, shadowmesh_t *oldmesh, int light, int neighbors)
789 shadowmesh_t *newmesh;
790 newmesh = Mod_ShadowMesh_Alloc(mempool, oldmesh->numverts, oldmesh->numtriangles, oldmesh->map_diffuse, oldmesh->map_specular, oldmesh->map_normal, light, neighbors, false);
791 newmesh->numverts = oldmesh->numverts;
792 newmesh->numtriangles = oldmesh->numtriangles;
794 memcpy(newmesh->vertex3f, oldmesh->vertex3f, oldmesh->numverts * sizeof(float[3]));
795 if (newmesh->svector3f && oldmesh->svector3f)
797 memcpy(newmesh->svector3f, oldmesh->svector3f, oldmesh->numverts * sizeof(float[3]));
798 memcpy(newmesh->tvector3f, oldmesh->tvector3f, oldmesh->numverts * sizeof(float[3]));
799 memcpy(newmesh->normal3f, oldmesh->normal3f, oldmesh->numverts * sizeof(float[3]));
800 memcpy(newmesh->texcoord2f, oldmesh->texcoord2f, oldmesh->numverts * sizeof(float[2]));
802 memcpy(newmesh->element3i, oldmesh->element3i, oldmesh->numtriangles * sizeof(int[3]));
803 if (newmesh->neighbor3i && oldmesh->neighbor3i)
804 memcpy(newmesh->neighbor3i, oldmesh->neighbor3i, oldmesh->numtriangles * sizeof(int[3]));
808 int Mod_ShadowMesh_AddVertex(shadowmesh_t *mesh, float *vertex14f)
811 shadowmeshvertexhash_t *hash;
812 // this uses prime numbers intentionally
813 hashindex = (unsigned int) (vertex14f[0] * 3 + vertex14f[1] * 5 + vertex14f[2] * 7) % SHADOWMESHVERTEXHASH;
814 for (hash = mesh->vertexhashtable[hashindex];hash;hash = hash->next)
816 vnum = (hash - mesh->vertexhashentries);
817 if ((mesh->vertex3f == NULL || (mesh->vertex3f[vnum * 3 + 0] == vertex14f[0] && mesh->vertex3f[vnum * 3 + 1] == vertex14f[1] && mesh->vertex3f[vnum * 3 + 2] == vertex14f[2]))
818 && (mesh->svector3f == NULL || (mesh->svector3f[vnum * 3 + 0] == vertex14f[3] && mesh->svector3f[vnum * 3 + 1] == vertex14f[4] && mesh->svector3f[vnum * 3 + 2] == vertex14f[5]))
819 && (mesh->tvector3f == NULL || (mesh->tvector3f[vnum * 3 + 0] == vertex14f[6] && mesh->tvector3f[vnum * 3 + 1] == vertex14f[7] && mesh->tvector3f[vnum * 3 + 2] == vertex14f[8]))
820 && (mesh->normal3f == NULL || (mesh->normal3f[vnum * 3 + 0] == vertex14f[9] && mesh->normal3f[vnum * 3 + 1] == vertex14f[10] && mesh->normal3f[vnum * 3 + 2] == vertex14f[11]))
821 && (mesh->texcoord2f == NULL || (mesh->texcoord2f[vnum * 2 + 0] == vertex14f[12] && mesh->texcoord2f[vnum * 2 + 1] == vertex14f[13])))
822 return hash - mesh->vertexhashentries;
824 vnum = mesh->numverts++;
825 hash = mesh->vertexhashentries + vnum;
826 hash->next = mesh->vertexhashtable[hashindex];
827 mesh->vertexhashtable[hashindex] = hash;
828 if (mesh->vertex3f) {mesh->vertex3f[vnum * 3 + 0] = vertex14f[0];mesh->vertex3f[vnum * 3 + 1] = vertex14f[1];mesh->vertex3f[vnum * 3 + 2] = vertex14f[2];}
829 if (mesh->svector3f) {mesh->svector3f[vnum * 3 + 0] = vertex14f[3];mesh->svector3f[vnum * 3 + 1] = vertex14f[4];mesh->svector3f[vnum * 3 + 2] = vertex14f[5];}
830 if (mesh->tvector3f) {mesh->tvector3f[vnum * 3 + 0] = vertex14f[6];mesh->tvector3f[vnum * 3 + 1] = vertex14f[7];mesh->tvector3f[vnum * 3 + 2] = vertex14f[8];}
831 if (mesh->normal3f) {mesh->normal3f[vnum * 3 + 0] = vertex14f[9];mesh->normal3f[vnum * 3 + 1] = vertex14f[10];mesh->normal3f[vnum * 3 + 2] = vertex14f[11];}
832 if (mesh->texcoord2f) {mesh->texcoord2f[vnum * 2 + 0] = vertex14f[12];mesh->texcoord2f[vnum * 2 + 1] = vertex14f[13];}
836 void Mod_ShadowMesh_AddTriangle(mempool_t *mempool, shadowmesh_t *mesh, rtexture_t *map_diffuse, rtexture_t *map_specular, rtexture_t *map_normal, float *vertex14f)
838 if (mesh->numtriangles == 0)
840 // set the properties on this empty mesh to be more favorable...
841 // (note: this case only occurs for the first triangle added to a new mesh chain)
842 mesh->map_diffuse = map_diffuse;
843 mesh->map_specular = map_specular;
844 mesh->map_normal = map_normal;
846 while (mesh->map_diffuse != map_diffuse || mesh->map_specular != map_specular || mesh->map_normal != map_normal || mesh->numverts + 3 > mesh->maxverts || mesh->numtriangles + 1 > mesh->maxtriangles)
848 if (mesh->next == NULL)
849 mesh->next = Mod_ShadowMesh_Alloc(mempool, max(mesh->maxverts, 300), max(mesh->maxtriangles, 100), map_diffuse, map_specular, map_normal, mesh->svector3f != NULL, mesh->neighbor3i != NULL, true);
852 mesh->element3i[mesh->numtriangles * 3 + 0] = Mod_ShadowMesh_AddVertex(mesh, vertex14f + 14 * 0);
853 mesh->element3i[mesh->numtriangles * 3 + 1] = Mod_ShadowMesh_AddVertex(mesh, vertex14f + 14 * 1);
854 mesh->element3i[mesh->numtriangles * 3 + 2] = Mod_ShadowMesh_AddVertex(mesh, vertex14f + 14 * 2);
855 mesh->numtriangles++;
858 void Mod_ShadowMesh_AddMesh(mempool_t *mempool, shadowmesh_t *mesh, rtexture_t *map_diffuse, rtexture_t *map_specular, rtexture_t *map_normal, const float *vertex3f, const float *svector3f, const float *tvector3f, const float *normal3f, const float *texcoord2f, int numtris, const int *element3i)
861 float vbuf[3*14], *v;
862 memset(vbuf, 0, sizeof(vbuf));
863 for (i = 0;i < numtris;i++)
865 for (j = 0, v = vbuf;j < 3;j++, v += 14)
870 v[0] = vertex3f[e * 3 + 0];
871 v[1] = vertex3f[e * 3 + 1];
872 v[2] = vertex3f[e * 3 + 2];
876 v[3] = svector3f[e * 3 + 0];
877 v[4] = svector3f[e * 3 + 1];
878 v[5] = svector3f[e * 3 + 2];
882 v[6] = tvector3f[e * 3 + 0];
883 v[7] = tvector3f[e * 3 + 1];
884 v[8] = tvector3f[e * 3 + 2];
888 v[9] = normal3f[e * 3 + 0];
889 v[10] = normal3f[e * 3 + 1];
890 v[11] = normal3f[e * 3 + 2];
894 v[12] = texcoord2f[e * 2 + 0];
895 v[13] = texcoord2f[e * 2 + 1];
898 Mod_ShadowMesh_AddTriangle(mempool, mesh, map_diffuse, map_specular, map_normal, vbuf);
902 shadowmesh_t *Mod_ShadowMesh_Begin(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)
904 return Mod_ShadowMesh_Alloc(mempool, maxverts, maxtriangles, map_diffuse, map_specular, map_normal, light, neighbors, expandable);
907 static void Mod_ShadowMesh_CreateVBOs(shadowmesh_t *mesh)
909 if (!gl_support_arb_vertex_buffer_object)
912 // element buffer is easy because it's just one array
913 if (mesh->numtriangles)
914 mesh->ebo = R_Mesh_CreateStaticBufferObject(GL_ELEMENT_ARRAY_BUFFER_ARB, mesh->element3i, mesh->numtriangles * sizeof(int[3]), "shadowmesh");
916 // vertex buffer is several arrays and we put them in the same buffer
918 // is this wise? the texcoordtexture2f array is used with dynamic
919 // vertex/svector/tvector/normal when rendering animated models, on the
920 // other hand animated models don't use a lot of vertices anyway...
926 mesh->vbooffset_vertex3f = size;if (mesh->vertex3f ) size += mesh->numverts * sizeof(float[3]);
927 mesh->vbooffset_svector3f = size;if (mesh->svector3f ) size += mesh->numverts * sizeof(float[3]);
928 mesh->vbooffset_tvector3f = size;if (mesh->tvector3f ) size += mesh->numverts * sizeof(float[3]);
929 mesh->vbooffset_normal3f = size;if (mesh->normal3f ) size += mesh->numverts * sizeof(float[3]);
930 mesh->vbooffset_texcoord2f = size;if (mesh->texcoord2f ) size += mesh->numverts * sizeof(float[2]);
931 mem = (unsigned char *)Mem_Alloc(tempmempool, size);
932 if (mesh->vertex3f ) memcpy(mem + mesh->vbooffset_vertex3f , mesh->vertex3f , mesh->numverts * sizeof(float[3]));
933 if (mesh->svector3f ) memcpy(mem + mesh->vbooffset_svector3f , mesh->svector3f , mesh->numverts * sizeof(float[3]));
934 if (mesh->tvector3f ) memcpy(mem + mesh->vbooffset_tvector3f , mesh->tvector3f , mesh->numverts * sizeof(float[3]));
935 if (mesh->normal3f ) memcpy(mem + mesh->vbooffset_normal3f , mesh->normal3f , mesh->numverts * sizeof(float[3]));
936 if (mesh->texcoord2f ) memcpy(mem + mesh->vbooffset_texcoord2f , mesh->texcoord2f , mesh->numverts * sizeof(float[2]));
937 mesh->vbo = R_Mesh_CreateStaticBufferObject(GL_ARRAY_BUFFER_ARB, mem, size, "shadowmesh");
942 shadowmesh_t *Mod_ShadowMesh_Finish(mempool_t *mempool, shadowmesh_t *firstmesh, qboolean light, qboolean neighbors, qboolean createvbo)
944 shadowmesh_t *mesh, *newmesh, *nextmesh;
945 // reallocate meshs to conserve space
946 for (mesh = firstmesh, firstmesh = NULL;mesh;mesh = nextmesh)
948 nextmesh = mesh->next;
949 if (mesh->numverts >= 3 && mesh->numtriangles >= 1)
951 newmesh = Mod_ShadowMesh_ReAlloc(mempool, mesh, light, neighbors);
952 newmesh->next = firstmesh;
955 Mod_ShadowMesh_CreateVBOs(newmesh);
962 void Mod_ShadowMesh_CalcBBox(shadowmesh_t *firstmesh, vec3_t mins, vec3_t maxs, vec3_t center, float *radius)
966 vec3_t nmins, nmaxs, ncenter, temp;
967 float nradius2, dist2, *v;
971 for (mesh = firstmesh;mesh;mesh = mesh->next)
973 if (mesh == firstmesh)
975 VectorCopy(mesh->vertex3f, nmins);
976 VectorCopy(mesh->vertex3f, nmaxs);
978 for (i = 0, v = mesh->vertex3f;i < mesh->numverts;i++, v += 3)
980 if (nmins[0] > v[0]) nmins[0] = v[0];if (nmaxs[0] < v[0]) nmaxs[0] = v[0];
981 if (nmins[1] > v[1]) nmins[1] = v[1];if (nmaxs[1] < v[1]) nmaxs[1] = v[1];
982 if (nmins[2] > v[2]) nmins[2] = v[2];if (nmaxs[2] < v[2]) nmaxs[2] = v[2];
985 // calculate center and radius
986 ncenter[0] = (nmins[0] + nmaxs[0]) * 0.5f;
987 ncenter[1] = (nmins[1] + nmaxs[1]) * 0.5f;
988 ncenter[2] = (nmins[2] + nmaxs[2]) * 0.5f;
990 for (mesh = firstmesh;mesh;mesh = mesh->next)
992 for (i = 0, v = mesh->vertex3f;i < mesh->numverts;i++, v += 3)
994 VectorSubtract(v, ncenter, temp);
995 dist2 = DotProduct(temp, temp);
996 if (nradius2 < dist2)
1002 VectorCopy(nmins, mins);
1004 VectorCopy(nmaxs, maxs);
1006 VectorCopy(ncenter, center);
1008 *radius = sqrt(nradius2);
1011 void Mod_ShadowMesh_Free(shadowmesh_t *mesh)
1013 shadowmesh_t *nextmesh;
1014 for (;mesh;mesh = nextmesh)
1017 R_Mesh_DestroyBufferObject(mesh->ebo);
1019 R_Mesh_DestroyBufferObject(mesh->vbo);
1020 nextmesh = mesh->next;
1025 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)
1030 if (ix >= 0 && iy >= 0 && ix < imagewidth && iy < imageheight)
1031 v[2] = (imagepixels[((iy*imagewidth)+ix)*4+0] + imagepixels[((iy*imagewidth)+ix)*4+1] + imagepixels[((iy*imagewidth)+ix)*4+2]) * (1.0f / 765.0f);
1034 Matrix4x4_Transform(pixelstepmatrix, v, vertex3f);
1035 Matrix4x4_Transform(pixeltexturestepmatrix, v, tc);
1036 texcoord2f[0] = tc[0];
1037 texcoord2f[1] = tc[1];
1040 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)
1042 float vup[3], vdown[3], vleft[3], vright[3];
1043 float tcup[3], tcdown[3], tcleft[3], tcright[3];
1044 float sv[3], tv[3], nl[3];
1045 Mod_GetTerrainVertex3fTexCoord2fFromRGBA(imagepixels, imagewidth, imageheight, ix, iy, vertex3f, texcoord2f, pixelstepmatrix, pixeltexturestepmatrix);
1046 Mod_GetTerrainVertex3fTexCoord2fFromRGBA(imagepixels, imagewidth, imageheight, ix, iy - 1, vup, tcup, pixelstepmatrix, pixeltexturestepmatrix);
1047 Mod_GetTerrainVertex3fTexCoord2fFromRGBA(imagepixels, imagewidth, imageheight, ix, iy + 1, vdown, tcdown, pixelstepmatrix, pixeltexturestepmatrix);
1048 Mod_GetTerrainVertex3fTexCoord2fFromRGBA(imagepixels, imagewidth, imageheight, ix - 1, iy, vleft, tcleft, pixelstepmatrix, pixeltexturestepmatrix);
1049 Mod_GetTerrainVertex3fTexCoord2fFromRGBA(imagepixels, imagewidth, imageheight, ix + 1, iy, vright, tcright, pixelstepmatrix, pixeltexturestepmatrix);
1050 Mod_BuildBumpVectors(vertex3f, vup, vright, texcoord2f, tcup, tcright, svector3f, tvector3f, normal3f);
1051 Mod_BuildBumpVectors(vertex3f, vright, vdown, texcoord2f, tcright, tcdown, sv, tv, nl);
1052 VectorAdd(svector3f, sv, svector3f);
1053 VectorAdd(tvector3f, tv, tvector3f);
1054 VectorAdd(normal3f, nl, normal3f);
1055 Mod_BuildBumpVectors(vertex3f, vdown, vleft, texcoord2f, tcdown, tcleft, sv, tv, nl);
1056 VectorAdd(svector3f, sv, svector3f);
1057 VectorAdd(tvector3f, tv, tvector3f);
1058 VectorAdd(normal3f, nl, normal3f);
1059 Mod_BuildBumpVectors(vertex3f, vleft, vup, texcoord2f, tcleft, tcup, sv, tv, nl);
1060 VectorAdd(svector3f, sv, svector3f);
1061 VectorAdd(tvector3f, tv, tvector3f);
1062 VectorAdd(normal3f, nl, normal3f);
1065 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)
1067 int x, y, ix, iy, *e;
1069 for (y = 0;y < height;y++)
1071 for (x = 0;x < width;x++)
1073 e[0] = (y + 1) * (width + 1) + (x + 0);
1074 e[1] = (y + 0) * (width + 1) + (x + 0);
1075 e[2] = (y + 1) * (width + 1) + (x + 1);
1076 e[3] = (y + 0) * (width + 1) + (x + 0);
1077 e[4] = (y + 0) * (width + 1) + (x + 1);
1078 e[5] = (y + 1) * (width + 1) + (x + 1);
1082 Mod_BuildTriangleNeighbors(neighbor3i, element3i, width*height*2);
1083 for (y = 0, iy = y1;y < height + 1;y++, iy++)
1084 for (x = 0, ix = x1;x < width + 1;x++, ix++, vertex3f += 3, texcoord2f += 2, svector3f += 3, tvector3f += 3, normal3f += 3)
1085 Mod_GetTerrainVertexFromRGBA(imagepixels, imagewidth, imageheight, ix, iy, vertex3f, texcoord2f, svector3f, tvector3f, normal3f, pixelstepmatrix, pixeltexturestepmatrix);
1088 skinfile_t *Mod_LoadSkinFiles(void)
1090 int i, words, numtags, line, tagsetsused = false, wordsoverflow;
1093 skinfile_t *skinfile = NULL, *first = NULL;
1094 skinfileitem_t *skinfileitem;
1095 char word[10][MAX_QPATH];
1096 overridetagnameset_t tagsets[MAX_SKINS];
1097 overridetagname_t tags[256];
1101 U_bodyBox,models/players/Legoman/BikerA2.tga
1102 U_RArm,models/players/Legoman/BikerA1.tga
1103 U_LArm,models/players/Legoman/BikerA1.tga
1104 U_armor,common/nodraw
1105 U_sword,common/nodraw
1106 U_shield,common/nodraw
1107 U_homb,common/nodraw
1108 U_backpack,common/nodraw
1109 U_colcha,common/nodraw
1114 memset(tagsets, 0, sizeof(tagsets));
1115 memset(word, 0, sizeof(word));
1116 for (i = 0;i < MAX_SKINS && (data = text = (char *)FS_LoadFile(va("%s_%i.skin", loadmodel->name, i), tempmempool, true, NULL));i++)
1120 // If it's the first file we parse
1121 if (skinfile == NULL)
1123 skinfile = (skinfile_t *)Mem_Alloc(loadmodel->mempool, sizeof(skinfile_t));
1128 skinfile->next = (skinfile_t *)Mem_Alloc(loadmodel->mempool, sizeof(skinfile_t));
1129 skinfile = skinfile->next;
1131 skinfile->next = NULL;
1133 for(line = 0;;line++)
1136 if (!COM_ParseToken_QuakeC(&data, true))
1138 if (!strcmp(com_token, "\n"))
1141 wordsoverflow = false;
1145 strlcpy(word[words++], com_token, sizeof (word[0]));
1147 wordsoverflow = true;
1149 while (COM_ParseToken_QuakeC(&data, true) && strcmp(com_token, "\n"));
1152 Con_Printf("Mod_LoadSkinFiles: parsing error in file \"%s_%i.skin\" on line #%i: line with too many statements, skipping\n", loadmodel->name, i, line);
1155 // words is always >= 1
1156 if (!strcmp(word[0], "replace"))
1160 Con_DPrintf("Mod_LoadSkinFiles: parsed mesh \"%s\" shader replacement \"%s\"\n", word[1], word[2]);
1161 skinfileitem = (skinfileitem_t *)Mem_Alloc(loadmodel->mempool, sizeof(skinfileitem_t));
1162 skinfileitem->next = skinfile->items;
1163 skinfile->items = skinfileitem;
1164 strlcpy (skinfileitem->name, word[1], sizeof (skinfileitem->name));
1165 strlcpy (skinfileitem->replacement, word[2], sizeof (skinfileitem->replacement));
1168 Con_Printf("Mod_LoadSkinFiles: parsing error in file \"%s_%i.skin\" on line #%i: wrong number of parameters to command \"%s\", see documentation in DP_GFX_SKINFILES extension in dpextensions.qc\n", loadmodel->name, i, line, word[0]);
1170 else if (words == 2 && !strcmp(word[1], ","))
1172 // tag name, like "tag_weapon,"
1173 Con_DPrintf("Mod_LoadSkinFiles: parsed tag #%i \"%s\"\n", numtags, word[0]);
1174 memset(tags + numtags, 0, sizeof(tags[numtags]));
1175 strlcpy (tags[numtags].name, word[0], sizeof (tags[numtags].name));
1178 else if (words == 3 && !strcmp(word[1], ","))
1180 // mesh shader name, like "U_RArm,models/players/Legoman/BikerA1.tga"
1181 Con_DPrintf("Mod_LoadSkinFiles: parsed mesh \"%s\" shader replacement \"%s\"\n", word[0], word[2]);
1182 skinfileitem = (skinfileitem_t *)Mem_Alloc(loadmodel->mempool, sizeof(skinfileitem_t));
1183 skinfileitem->next = skinfile->items;
1184 skinfile->items = skinfileitem;
1185 strlcpy (skinfileitem->name, word[0], sizeof (skinfileitem->name));
1186 strlcpy (skinfileitem->replacement, word[2], sizeof (skinfileitem->replacement));
1189 Con_Printf("Mod_LoadSkinFiles: parsing error in file \"%s_%i.skin\" on line #%i: does not look like tag or mesh specification, or replace command, see documentation in DP_GFX_SKINFILES extension in dpextensions.qc\n", loadmodel->name, i, line);
1195 overridetagnameset_t *t;
1197 t->num_overridetagnames = numtags;
1198 t->data_overridetagnames = (overridetagname_t *)Mem_Alloc(loadmodel->mempool, t->num_overridetagnames * sizeof(overridetagname_t));
1199 memcpy(t->data_overridetagnames, tags, t->num_overridetagnames * sizeof(overridetagname_t));
1205 loadmodel->data_overridetagnamesforskin = (overridetagnameset_t *)Mem_Alloc(loadmodel->mempool, i * sizeof(overridetagnameset_t));
1206 memcpy(loadmodel->data_overridetagnamesforskin, tagsets, i * sizeof(overridetagnameset_t));
1209 loadmodel->numskins = i;
1213 void Mod_FreeSkinFiles(skinfile_t *skinfile)
1216 skinfileitem_t *skinfileitem, *nextitem;
1217 for (;skinfile;skinfile = next)
1219 next = skinfile->next;
1220 for (skinfileitem = skinfile->items;skinfileitem;skinfileitem = nextitem)
1222 nextitem = skinfileitem->next;
1223 Mem_Free(skinfileitem);
1229 int Mod_CountSkinFiles(skinfile_t *skinfile)
1232 for (i = 0;skinfile;skinfile = skinfile->next, i++);
1236 void Mod_SnapVertices(int numcomponents, int numvertices, float *vertices, float snap)
1239 double isnap = 1.0 / snap;
1240 for (i = 0;i < numvertices*numcomponents;i++)
1241 vertices[i] = floor(vertices[i]*isnap)*snap;
1244 int Mod_RemoveDegenerateTriangles(int numtriangles, const int *inelement3i, int *outelement3i, const float *vertex3f)
1246 int i, outtriangles;
1247 float d, edgedir[3], temp[3];
1248 // a degenerate triangle is one with no width (thickness, surface area)
1249 // these are characterized by having all 3 points colinear (along a line)
1250 // or having two points identical
1251 for (i = 0, outtriangles = 0;i < numtriangles;i++, inelement3i += 3)
1253 // calculate first edge
1254 VectorSubtract(vertex3f + inelement3i[1] * 3, vertex3f + inelement3i[0] * 3, edgedir);
1255 if (VectorLength2(edgedir) < 0.0001f)
1256 continue; // degenerate first edge (no length)
1257 VectorNormalize(edgedir);
1258 // check if third point is on the edge (colinear)
1259 d = -DotProduct(vertex3f + inelement3i[2] * 3, edgedir);
1260 VectorMA(vertex3f + inelement3i[2] * 3, d, edgedir, temp);
1261 if (VectorLength2(temp) < 0.0001f)
1262 continue; // third point colinear with first edge
1263 // valid triangle (no colinear points, no duplicate points)
1264 VectorCopy(inelement3i, outelement3i);
1268 return outtriangles;
1271 void Mod_VertexRangeFromElements(int numelements, const int *elements, int *firstvertexpointer, int *lastvertexpointer)
1274 int firstvertex, lastvertex;
1275 if (numelements > 0 && elements)
1277 firstvertex = lastvertex = elements[0];
1278 for (i = 1;i < numelements;i++)
1281 firstvertex = min(firstvertex, e);
1282 lastvertex = max(lastvertex, e);
1286 firstvertex = lastvertex = 0;
1287 if (firstvertexpointer)
1288 *firstvertexpointer = firstvertex;
1289 if (lastvertexpointer)
1290 *lastvertexpointer = lastvertex;
1293 static void Mod_BuildVBOs(void)
1295 if (!gl_support_arb_vertex_buffer_object)
1298 // element buffer is easy because it's just one array
1299 if (loadmodel->surfmesh.num_triangles)
1300 loadmodel->surfmesh.ebo = R_Mesh_CreateStaticBufferObject(GL_ELEMENT_ARRAY_BUFFER_ARB, loadmodel->surfmesh.data_element3i, loadmodel->surfmesh.num_triangles * sizeof(int[3]), loadmodel->name);
1302 // vertex buffer is several arrays and we put them in the same buffer
1304 // is this wise? the texcoordtexture2f array is used with dynamic
1305 // vertex/svector/tvector/normal when rendering animated models, on the
1306 // other hand animated models don't use a lot of vertices anyway...
1307 if (loadmodel->surfmesh.num_vertices)
1312 loadmodel->surfmesh.vbooffset_vertex3f = size;if (loadmodel->surfmesh.data_vertex3f ) size += loadmodel->surfmesh.num_vertices * sizeof(float[3]);
1313 loadmodel->surfmesh.vbooffset_svector3f = size;if (loadmodel->surfmesh.data_svector3f ) size += loadmodel->surfmesh.num_vertices * sizeof(float[3]);
1314 loadmodel->surfmesh.vbooffset_tvector3f = size;if (loadmodel->surfmesh.data_tvector3f ) size += loadmodel->surfmesh.num_vertices * sizeof(float[3]);
1315 loadmodel->surfmesh.vbooffset_normal3f = size;if (loadmodel->surfmesh.data_normal3f ) size += loadmodel->surfmesh.num_vertices * sizeof(float[3]);
1316 loadmodel->surfmesh.vbooffset_texcoordtexture2f = size;if (loadmodel->surfmesh.data_texcoordtexture2f ) size += loadmodel->surfmesh.num_vertices * sizeof(float[2]);
1317 loadmodel->surfmesh.vbooffset_texcoordlightmap2f = size;if (loadmodel->surfmesh.data_texcoordlightmap2f) size += loadmodel->surfmesh.num_vertices * sizeof(float[2]);
1318 loadmodel->surfmesh.vbooffset_lightmapcolor4f = size;if (loadmodel->surfmesh.data_lightmapcolor4f ) size += loadmodel->surfmesh.num_vertices * sizeof(float[4]);
1319 mem = (unsigned char *)Mem_Alloc(tempmempool, size);
1320 if (loadmodel->surfmesh.data_vertex3f ) memcpy(mem + loadmodel->surfmesh.vbooffset_vertex3f , loadmodel->surfmesh.data_vertex3f , loadmodel->surfmesh.num_vertices * sizeof(float[3]));
1321 if (loadmodel->surfmesh.data_svector3f ) memcpy(mem + loadmodel->surfmesh.vbooffset_svector3f , loadmodel->surfmesh.data_svector3f , loadmodel->surfmesh.num_vertices * sizeof(float[3]));
1322 if (loadmodel->surfmesh.data_tvector3f ) memcpy(mem + loadmodel->surfmesh.vbooffset_tvector3f , loadmodel->surfmesh.data_tvector3f , loadmodel->surfmesh.num_vertices * sizeof(float[3]));
1323 if (loadmodel->surfmesh.data_normal3f ) memcpy(mem + loadmodel->surfmesh.vbooffset_normal3f , loadmodel->surfmesh.data_normal3f , loadmodel->surfmesh.num_vertices * sizeof(float[3]));
1324 if (loadmodel->surfmesh.data_texcoordtexture2f ) memcpy(mem + loadmodel->surfmesh.vbooffset_texcoordtexture2f , loadmodel->surfmesh.data_texcoordtexture2f , loadmodel->surfmesh.num_vertices * sizeof(float[2]));
1325 if (loadmodel->surfmesh.data_texcoordlightmap2f) memcpy(mem + loadmodel->surfmesh.vbooffset_texcoordlightmap2f, loadmodel->surfmesh.data_texcoordlightmap2f, loadmodel->surfmesh.num_vertices * sizeof(float[2]));
1326 if (loadmodel->surfmesh.data_lightmapcolor4f ) memcpy(mem + loadmodel->surfmesh.vbooffset_lightmapcolor4f , loadmodel->surfmesh.data_lightmapcolor4f , loadmodel->surfmesh.num_vertices * sizeof(float[4]));
1327 loadmodel->surfmesh.vbo = R_Mesh_CreateStaticBufferObject(GL_ARRAY_BUFFER_ARB, mem, size, loadmodel->name);