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 skins (so they become blurrier in the distance), disabled by default because it tends to blur with strange border colors from the skin"};
34 #define MAX_MOD_KNOWN (MAX_MODELS + 256)
35 static model_t mod_known[MAX_MOD_KNOWN];
37 static void mod_start(void)
42 for (i = 0, mod = mod_known;i < MAX_MOD_KNOWN;i++, mod++)
45 Mod_LoadModel(mod, true, false, mod->isworldmodel);
48 static void mod_shutdown(void)
53 for (i = 0, mod = mod_known;i < MAX_MOD_KNOWN;i++, mod++)
58 static void mod_newmap(void)
61 int i, surfacenum, ssize, tsize;
63 if (!cl_stainmaps_clearonload.integer)
66 for (i = 0;i < MAX_MOD_KNOWN;i++)
68 if (mod_known[i].mempool && mod_known[i].data_surfaces)
70 for (surfacenum = 0, surface = mod_known[i].data_surfaces;surfacenum < mod_known[i].num_surfaces;surfacenum++, surface++)
72 if (surface->lightmapinfo && surface->lightmapinfo->stainsamples)
74 ssize = (surface->lightmapinfo->extents[0] >> 4) + 1;
75 tsize = (surface->lightmapinfo->extents[1] >> 4) + 1;
76 memset(surface->lightmapinfo->stainsamples, 255, ssize * tsize * 3);
77 surface->cached_dlight = true;
89 static void Mod_Print(void);
90 static void Mod_Precache (void);
97 Cvar_RegisterVariable(&r_mipskins);
98 Cmd_AddCommand ("modellist", Mod_Print, "prints a list of loaded models");
99 Cmd_AddCommand ("modelprecache", Mod_Precache, "load a model");
102 void Mod_RenderInit(void)
104 R_RegisterModule("Models", mod_start, mod_shutdown, mod_newmap);
107 void Mod_UnloadModel (model_t *mod)
109 char name[MAX_QPATH];
110 qboolean isworldmodel;
112 strcpy(name, mod->name);
113 isworldmodel = mod->isworldmodel;
115 // free textures/memory attached to the model
116 R_FreeTexturePool(&mod->texturepool);
117 Mem_FreePool(&mod->mempool);
118 // clear the struct to make it available
119 memset(mod, 0, sizeof(model_t));
120 // restore the fields we want to preserve
121 strcpy(mod->name, name);
122 mod->isworldmodel = isworldmodel;
134 model_t *Mod_LoadModel(model_t *mod, qboolean crash, qboolean checkdisk, qboolean isworldmodel)
139 fs_offset_t filesize;
143 if (mod->name[0] == '*') // submodel
148 if (mod->isworldmodel != isworldmodel)
150 if (!mod->loaded || checkdisk)
152 if (checkdisk && mod->loaded)
153 Con_DPrintf("checking model %s\n", mod->name);
154 buf = FS_LoadFile (mod->name, tempmempool, false, &filesize);
157 crc = CRC_Block((unsigned char *)buf, filesize);
163 return mod; // already loaded
165 Con_DPrintf("loading model %s\n", mod->name);
166 // LordHavoc: unload the existing model in this slot (if there is one)
168 Mod_UnloadModel(mod);
171 mod->isworldmodel = isworldmodel;
174 // errors can prevent the corresponding mod->loaded = true;
177 // default model radius and bounding box (mainly for missing models)
179 VectorSet(mod->normalmins, -mod->radius, -mod->radius, -mod->radius);
180 VectorSet(mod->normalmaxs, mod->radius, mod->radius, mod->radius);
181 VectorSet(mod->yawmins, -mod->radius, -mod->radius, -mod->radius);
182 VectorSet(mod->yawmaxs, mod->radius, mod->radius, mod->radius);
183 VectorSet(mod->rotatedmins, -mod->radius, -mod->radius, -mod->radius);
184 VectorSet(mod->rotatedmaxs, mod->radius, mod->radius, mod->radius);
186 // all models use memory, so allocate a memory pool
187 mod->mempool = Mem_AllocPool(mod->name, 0, NULL);
188 // all models load textures, so allocate a texture pool
189 if (cls.state != ca_dedicated)
190 mod->texturepool = R_AllocTexturePool();
194 char *bufend = (char *)buf + filesize;
195 num = LittleLong(*((int *)buf));
196 // call the apropriate loader
198 if (!memcmp(buf, "IDPO", 4)) Mod_IDP0_Load(mod, buf, bufend);
199 else if (!memcmp(buf, "IDP2", 4)) Mod_IDP2_Load(mod, buf, bufend);
200 else if (!memcmp(buf, "IDP3", 4)) Mod_IDP3_Load(mod, buf, bufend);
201 else if (!memcmp(buf, "IDSP", 4)) Mod_IDSP_Load(mod, buf, bufend);
202 else if (!memcmp(buf, "IDS2", 4)) Mod_IDS2_Load(mod, buf, bufend);
203 else if (!memcmp(buf, "IBSP", 4)) Mod_IBSP_Load(mod, buf, bufend);
204 else if (!memcmp(buf, "ZYMOTICMODEL", 12)) Mod_ZYMOTICMODEL_Load(mod, buf, bufend);
205 else if (!memcmp(buf, "DARKPLACESMODEL", 16)) Mod_DARKPLACESMODEL_Load(mod, buf, bufend);
206 else if (!memcmp(buf, "ACTRHEAD", 8)) Mod_PSKMODEL_Load(mod, buf, bufend);
207 else if (strlen(mod->name) >= 4 && !strcmp(mod->name - 4, ".map")) Mod_MAP_Load(mod, buf, bufend);
208 else if (!memcmp(buf, "MCBSPpad", 8)) Mod_Q1BSP_Load(mod, buf, bufend);
209 else if (num == BSPVERSION || num == 30) Mod_Q1BSP_Load(mod, buf, bufend);
210 else Con_Printf("Mod_LoadModel: model \"%s\" is of unknown/unsupported type\n", mod->name);
215 // LordHavoc: Sys_Error was *ANNOYING*
216 Con_Printf ("Mod_LoadModel: %s not found\n", mod->name);
219 // no errors occurred
229 void Mod_ClearAll(void)
233 void Mod_ClearUsed(void)
239 for (i = 0, mod = mod_known;i < MAX_MOD_KNOWN;i++, mod++)
245 void Mod_PurgeUnused(void)
250 for (i = 0, mod = mod_known;i < MAX_MOD_KNOWN;i++, mod++)
253 Mod_UnloadModel(mod);
256 // only used during loading!
257 void Mod_RemoveStaleWorldModels(model_t *skip)
262 for (i = 0, mod = mod_known;i < MAX_MOD_KNOWN;i++, mod++)
264 if (mod->isworldmodel && mod->loaded && skip != mod)
266 Mod_UnloadModel(mod);
267 mod->isworldmodel = false;
279 model_t *Mod_FindName(const char *name)
282 model_t *mod, *freemod;
285 Host_Error ("Mod_ForName: NULL name");
287 // search the currently loaded models
289 for (i = 0, mod = mod_known;i < MAX_MOD_KNOWN;i++, mod++)
293 if (!strcmp (mod->name, name))
299 else if (freemod == NULL)
306 strcpy (mod->name, name);
312 Host_Error ("Mod_FindName: ran out of models");
320 Loads in a model for the given name
323 model_t *Mod_ForName(const char *name, qboolean crash, qboolean checkdisk, qboolean isworldmodel)
326 model = Mod_FindName(name);
327 if (model->name[0] != '*' && (!model->loaded || checkdisk))
328 Mod_LoadModel(model, crash, checkdisk, isworldmodel);
332 unsigned char *mod_base;
335 //=============================================================================
342 static void Mod_Print(void)
347 Con_Print("Loaded models:\n");
348 for (i = 0, mod = mod_known;i < MAX_MOD_KNOWN;i++, mod++)
350 Con_Printf("%4iK %s\n", mod->mempool ? (mod->mempool->totalsize + 1023) / 1024 : 0, mod->name);
358 static void Mod_Precache(void)
361 Mod_ForName(Cmd_Argv(1), false, true, cl.worldmodel && !strcasecmp(Cmd_Argv(1), cl.worldmodel->name));
363 Con_Print("usage: modelprecache <filename>\n");
366 int Mod_BuildVertexRemapTableFromElements(int numelements, const int *elements, int numvertices, int *remapvertices)
370 used = (unsigned char *)Mem_Alloc(tempmempool, numvertices);
371 memset(used, 0, numvertices);
372 for (i = 0;i < numelements;i++)
373 used[elements[i]] = 1;
374 for (i = 0, count = 0;i < numvertices;i++)
375 remapvertices[i] = used[i] ? count++ : -1;
381 // fast way, using an edge hash
382 #define TRIANGLEEDGEHASH 8192
383 void Mod_BuildTriangleNeighbors(int *neighbors, const int *elements, int numtriangles)
385 int i, j, p, e1, e2, *n, hashindex, count, match;
387 typedef struct edgehashentry_s
389 struct edgehashentry_s *next;
394 edgehashentry_t *edgehash[TRIANGLEEDGEHASH], *edgehashentries, edgehashentriesbuffer[TRIANGLEEDGEHASH*3], *hash;
395 memset(edgehash, 0, sizeof(edgehash));
396 edgehashentries = edgehashentriesbuffer;
397 // if there are too many triangles for the stack array, allocate larger buffer
398 if (numtriangles > TRIANGLEEDGEHASH)
399 edgehashentries = (edgehashentry_t *)Mem_Alloc(tempmempool, numtriangles * 3 * sizeof(edgehashentry_t));
400 // find neighboring triangles
401 for (i = 0, e = elements, n = neighbors;i < numtriangles;i++, e += 3, n += 3)
403 for (j = 0, p = 2;j < 3;p = j, j++)
407 // this hash index works for both forward and backward edges
408 hashindex = (unsigned int)(e1 + e2) % TRIANGLEEDGEHASH;
409 hash = edgehashentries + i * 3 + j;
410 hash->next = edgehash[hashindex];
411 edgehash[hashindex] = hash;
413 hash->element[0] = e1;
414 hash->element[1] = e2;
417 for (i = 0, e = elements, n = neighbors;i < numtriangles;i++, e += 3, n += 3)
419 for (j = 0, p = 2;j < 3;p = j, j++)
423 // this hash index works for both forward and backward edges
424 hashindex = (unsigned int)(e1 + e2) % TRIANGLEEDGEHASH;
427 for (hash = edgehash[hashindex];hash;hash = hash->next)
429 if (hash->element[0] == e2 && hash->element[1] == e1)
431 if (hash->triangle != i)
432 match = hash->triangle;
435 else if ((hash->element[0] == e1 && hash->element[1] == e2))
438 // detect edges shared by three triangles and make them seams
444 // free the allocated buffer
445 if (edgehashentries != edgehashentriesbuffer)
446 Mem_Free(edgehashentries);
449 // very slow but simple way
450 static int Mod_FindTriangleWithEdge(const int *elements, int numtriangles, int start, int end, int ignore)
455 for (i = 0;i < numtriangles;i++, elements += 3)
457 if ((elements[0] == start && elements[1] == end)
458 || (elements[1] == start && elements[2] == end)
459 || (elements[2] == start && elements[0] == end))
465 else if ((elements[1] == start && elements[0] == end)
466 || (elements[2] == start && elements[1] == end)
467 || (elements[0] == start && elements[2] == end))
470 // detect edges shared by three triangles and make them seams
476 void Mod_BuildTriangleNeighbors(int *neighbors, const int *elements, int numtriangles)
480 for (i = 0, e = elements, n = neighbors;i < numtriangles;i++, e += 3, n += 3)
482 n[0] = Mod_FindTriangleWithEdge(elements, numtriangles, e[1], e[0], i);
483 n[1] = Mod_FindTriangleWithEdge(elements, numtriangles, e[2], e[1], i);
484 n[2] = Mod_FindTriangleWithEdge(elements, numtriangles, e[0], e[2], i);
489 void Mod_ValidateElements(int *elements, int numtriangles, int numverts, const char *filename, int fileline)
491 int i, warned = false;
492 for (i = 0;i < numtriangles * 3;i++)
494 if ((unsigned int)elements[i] >= (unsigned int)numverts)
499 Con_Printf("Mod_ValidateElements: out of bounds elements detected at %s:%d\n", filename, fileline);
506 // warning: this is an expensive function!
507 void Mod_BuildNormals(int firstvertex, int numvertices, int numtriangles, const float *vertex3f, const int *elements, float *normal3f, qboolean areaweighting)
514 memset(normal3f + 3 * firstvertex, 0, numvertices * sizeof(float[3]));
515 // process each vertex of each triangle and accumulate the results
516 // use area-averaging, to make triangles with a big area have a bigger
517 // weighting on the vertex normal than triangles with a small area
518 // to do so, just add the 'normals' together (the bigger the area
519 // the greater the length of the normal is
521 for (i = 0; i < numtriangles; i++, element += 3)
524 vertex3f + element[0] * 3,
525 vertex3f + element[1] * 3,
526 vertex3f + element[2] * 3,
531 VectorNormalize(areaNormal);
533 for (j = 0;j < 3;j++)
535 vectorNormal = normal3f + element[j] * 3;
536 vectorNormal[0] += areaNormal[0];
537 vectorNormal[1] += areaNormal[1];
538 vectorNormal[2] += areaNormal[2];
541 // and just normalize the accumulated vertex normal in the end
542 vectorNormal = normal3f + 3 * firstvertex;
543 for (i = 0; i < numvertices; i++, vectorNormal += 3)
544 VectorNormalize(vectorNormal);
547 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)
549 float f, tangentcross[3], v10[3], v20[3], tc10[2], tc20[2];
550 // 79 add/sub/negate/multiply (1 cycle), 1 compare (3 cycle?), total cycles not counting load/store/exchange roughly 82 cycles
551 // 6 add, 28 subtract, 39 multiply, 1 compare, 50% chance of 6 negates
553 // 6 multiply, 9 subtract
554 VectorSubtract(v1, v0, v10);
555 VectorSubtract(v2, v0, v20);
556 normal3f[0] = v20[1] * v10[2] - v20[2] * v10[1];
557 normal3f[1] = v20[2] * v10[0] - v20[0] * v10[2];
558 normal3f[2] = v20[0] * v10[1] - v20[1] * v10[0];
559 // 12 multiply, 10 subtract
560 tc10[1] = tc1[1] - tc0[1];
561 tc20[1] = tc2[1] - tc0[1];
562 svector3f[0] = tc10[1] * v20[0] - tc20[1] * v10[0];
563 svector3f[1] = tc10[1] * v20[1] - tc20[1] * v10[1];
564 svector3f[2] = tc10[1] * v20[2] - tc20[1] * v10[2];
565 tc10[0] = tc1[0] - tc0[0];
566 tc20[0] = tc2[0] - tc0[0];
567 tvector3f[0] = tc10[0] * v20[0] - tc20[0] * v10[0];
568 tvector3f[1] = tc10[0] * v20[1] - tc20[0] * v10[1];
569 tvector3f[2] = tc10[0] * v20[2] - tc20[0] * v10[2];
570 // 12 multiply, 4 add, 6 subtract
571 f = DotProduct(svector3f, normal3f);
572 svector3f[0] -= f * normal3f[0];
573 svector3f[1] -= f * normal3f[1];
574 svector3f[2] -= f * normal3f[2];
575 f = DotProduct(tvector3f, normal3f);
576 tvector3f[0] -= f * normal3f[0];
577 tvector3f[1] -= f * normal3f[1];
578 tvector3f[2] -= f * normal3f[2];
579 // if texture is mapped the wrong way (counterclockwise), the tangents
580 // have to be flipped, this is detected by calculating a normal from the
581 // two tangents, and seeing if it is opposite the surface normal
582 // 9 multiply, 2 add, 3 subtract, 1 compare, 50% chance of: 6 negates
583 CrossProduct(tvector3f, svector3f, tangentcross);
584 if (DotProduct(tangentcross, normal3f) < 0)
586 VectorNegate(svector3f, svector3f);
587 VectorNegate(tvector3f, tvector3f);
591 // warning: this is a very expensive function!
592 void Mod_BuildTextureVectorsAndNormals(int firstvertex, int numvertices, int numtriangles, const float *vertex3f, const float *texcoord2f, const int *elements, float *svector3f, float *tvector3f, float *normal3f, qboolean areaweighting)
595 float sdir[3], tdir[3], normal[3], *v;
599 memset(svector3f + 3 * firstvertex, 0, numvertices * sizeof(float[3]));
601 memset(tvector3f + 3 * firstvertex, 0, numvertices * sizeof(float[3]));
603 memset(normal3f + 3 * firstvertex, 0, numvertices * sizeof(float[3]));
604 // process each vertex of each triangle and accumulate the results
605 for (tnum = 0, e = elements;tnum < numtriangles;tnum++, e += 3)
607 Mod_BuildBumpVectors(vertex3f + e[0] * 3, vertex3f + e[1] * 3, vertex3f + e[2] * 3, texcoord2f + e[0] * 2, texcoord2f + e[1] * 2, texcoord2f + e[2] * 2, sdir, tdir, normal);
610 VectorNormalize(sdir);
611 VectorNormalize(tdir);
612 VectorNormalize(normal);
615 for (i = 0;i < 3;i++)
616 VectorAdd(svector3f + e[i]*3, sdir, svector3f + e[i]*3);
618 for (i = 0;i < 3;i++)
619 VectorAdd(tvector3f + e[i]*3, tdir, tvector3f + e[i]*3);
621 for (i = 0;i < 3;i++)
622 VectorAdd(normal3f + e[i]*3, normal, normal3f + e[i]*3);
624 // now we could divide the vectors by the number of averaged values on
625 // each vertex... but instead normalize them
626 // 4 assignments, 1 divide, 1 sqrt, 2 adds, 6 multiplies
628 for (i = 0, v = svector3f + 3 * firstvertex;i < numvertices;i++, v += 3)
630 // 4 assignments, 1 divide, 1 sqrt, 2 adds, 6 multiplies
632 for (i = 0, v = tvector3f + 3 * firstvertex;i < numvertices;i++, v += 3)
634 // 4 assignments, 1 divide, 1 sqrt, 2 adds, 6 multiplies
636 for (i = 0, v = normal3f + 3 * firstvertex;i < numvertices;i++, v += 3)
640 surfmesh_t *Mod_AllocSurfMesh(mempool_t *mempool, int numvertices, int numtriangles, qboolean lightmapoffsets, qboolean vertexcolors, qboolean neighbors)
644 mesh = (surfmesh_t *)Mem_Alloc(mempool, sizeof(surfmesh_t) + numvertices * (3 + 3 + 3 + 3 + 2 + 2 + (vertexcolors ? 4 : 0)) * sizeof(float) + numvertices * (lightmapoffsets ? 1 : 0) * sizeof(int) + numtriangles * (3 + (neighbors ? 3 : 0)) * sizeof(int));
645 mesh->num_vertices = numvertices;
646 mesh->num_triangles = numtriangles;
647 data = (unsigned char *)(mesh + 1);
648 if (mesh->num_vertices)
650 mesh->data_vertex3f = (float *)data, data += sizeof(float[3]) * mesh->num_vertices;
651 mesh->data_svector3f = (float *)data, data += sizeof(float[3]) * mesh->num_vertices;
652 mesh->data_tvector3f = (float *)data, data += sizeof(float[3]) * mesh->num_vertices;
653 mesh->data_normal3f = (float *)data, data += sizeof(float[3]) * mesh->num_vertices;
654 mesh->data_texcoordtexture2f = (float *)data, data += sizeof(float[2]) * mesh->num_vertices;
655 mesh->data_texcoordlightmap2f = (float *)data, data += sizeof(float[2]) * mesh->num_vertices;
657 mesh->data_lightmapcolor4f = (float *)data, data += sizeof(float[4]) * mesh->num_vertices;
659 mesh->data_lightmapoffsets = (int *)data, data += sizeof(int) * mesh->num_vertices;
661 if (mesh->num_triangles)
663 mesh->data_element3i = (int *)data, data += sizeof(int[3]) * mesh->num_triangles;
665 mesh->data_neighbor3i = (int *)data, data += sizeof(int[3]) * mesh->num_triangles;
670 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)
672 shadowmesh_t *newmesh;
675 size = sizeof(shadowmesh_t);
676 size += maxverts * sizeof(float[3]);
678 size += maxverts * sizeof(float[11]);
679 size += maxtriangles * sizeof(int[3]);
681 size += maxtriangles * sizeof(int[3]);
683 size += SHADOWMESHVERTEXHASH * sizeof(shadowmeshvertexhash_t *) + maxverts * sizeof(shadowmeshvertexhash_t);
684 data = (unsigned char *)Mem_Alloc(mempool, size);
685 newmesh = (shadowmesh_t *)data;data += sizeof(*newmesh);
686 newmesh->map_diffuse = map_diffuse;
687 newmesh->map_specular = map_specular;
688 newmesh->map_normal = map_normal;
689 newmesh->maxverts = maxverts;
690 newmesh->maxtriangles = maxtriangles;
691 newmesh->numverts = 0;
692 newmesh->numtriangles = 0;
694 newmesh->vertex3f = (float *)data;data += maxverts * sizeof(float[3]);
697 newmesh->svector3f = (float *)data;data += maxverts * sizeof(float[3]);
698 newmesh->tvector3f = (float *)data;data += maxverts * sizeof(float[3]);
699 newmesh->normal3f = (float *)data;data += maxverts * sizeof(float[3]);
700 newmesh->texcoord2f = (float *)data;data += maxverts * sizeof(float[2]);
702 newmesh->element3i = (int *)data;data += maxtriangles * sizeof(int[3]);
705 newmesh->neighbor3i = (int *)data;data += maxtriangles * sizeof(int[3]);
709 newmesh->vertexhashtable = (shadowmeshvertexhash_t **)data;data += SHADOWMESHVERTEXHASH * sizeof(shadowmeshvertexhash_t *);
710 newmesh->vertexhashentries = (shadowmeshvertexhash_t *)data;data += maxverts * sizeof(shadowmeshvertexhash_t);
715 shadowmesh_t *Mod_ShadowMesh_ReAlloc(mempool_t *mempool, shadowmesh_t *oldmesh, int light, int neighbors)
717 shadowmesh_t *newmesh;
718 newmesh = Mod_ShadowMesh_Alloc(mempool, oldmesh->numverts, oldmesh->numtriangles, oldmesh->map_diffuse, oldmesh->map_specular, oldmesh->map_normal, light, neighbors, false);
719 newmesh->numverts = oldmesh->numverts;
720 newmesh->numtriangles = oldmesh->numtriangles;
722 memcpy(newmesh->vertex3f, oldmesh->vertex3f, oldmesh->numverts * sizeof(float[3]));
723 if (newmesh->svector3f && oldmesh->svector3f)
725 memcpy(newmesh->svector3f, oldmesh->svector3f, oldmesh->numverts * sizeof(float[3]));
726 memcpy(newmesh->tvector3f, oldmesh->tvector3f, oldmesh->numverts * sizeof(float[3]));
727 memcpy(newmesh->normal3f, oldmesh->normal3f, oldmesh->numverts * sizeof(float[3]));
728 memcpy(newmesh->texcoord2f, oldmesh->texcoord2f, oldmesh->numverts * sizeof(float[2]));
730 memcpy(newmesh->element3i, oldmesh->element3i, oldmesh->numtriangles * sizeof(int[3]));
731 if (newmesh->neighbor3i && oldmesh->neighbor3i)
732 memcpy(newmesh->neighbor3i, oldmesh->neighbor3i, oldmesh->numtriangles * sizeof(int[3]));
736 int Mod_ShadowMesh_AddVertex(shadowmesh_t *mesh, float *vertex14f)
739 shadowmeshvertexhash_t *hash;
740 // this uses prime numbers intentionally
741 hashindex = (unsigned int) (vertex14f[0] * 3 + vertex14f[1] * 5 + vertex14f[2] * 7) % SHADOWMESHVERTEXHASH;
742 for (hash = mesh->vertexhashtable[hashindex];hash;hash = hash->next)
744 vnum = (hash - mesh->vertexhashentries);
745 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]))
746 && (mesh->svector3f == NULL || (mesh->svector3f[vnum * 3 + 0] == vertex14f[3] && mesh->svector3f[vnum * 3 + 1] == vertex14f[4] && mesh->svector3f[vnum * 3 + 2] == vertex14f[5]))
747 && (mesh->tvector3f == NULL || (mesh->tvector3f[vnum * 3 + 0] == vertex14f[6] && mesh->tvector3f[vnum * 3 + 1] == vertex14f[7] && mesh->tvector3f[vnum * 3 + 2] == vertex14f[8]))
748 && (mesh->normal3f == NULL || (mesh->normal3f[vnum * 3 + 0] == vertex14f[9] && mesh->normal3f[vnum * 3 + 1] == vertex14f[10] && mesh->normal3f[vnum * 3 + 2] == vertex14f[11]))
749 && (mesh->texcoord2f == NULL || (mesh->texcoord2f[vnum * 2 + 0] == vertex14f[12] && mesh->texcoord2f[vnum * 2 + 1] == vertex14f[13])))
750 return hash - mesh->vertexhashentries;
752 vnum = mesh->numverts++;
753 hash = mesh->vertexhashentries + vnum;
754 hash->next = mesh->vertexhashtable[hashindex];
755 mesh->vertexhashtable[hashindex] = hash;
756 if (mesh->vertex3f) {mesh->vertex3f[vnum * 3 + 0] = vertex14f[0];mesh->vertex3f[vnum * 3 + 1] = vertex14f[1];mesh->vertex3f[vnum * 3 + 2] = vertex14f[2];}
757 if (mesh->svector3f) {mesh->svector3f[vnum * 3 + 0] = vertex14f[3];mesh->svector3f[vnum * 3 + 1] = vertex14f[4];mesh->svector3f[vnum * 3 + 2] = vertex14f[5];}
758 if (mesh->tvector3f) {mesh->tvector3f[vnum * 3 + 0] = vertex14f[6];mesh->tvector3f[vnum * 3 + 1] = vertex14f[7];mesh->tvector3f[vnum * 3 + 2] = vertex14f[8];}
759 if (mesh->normal3f) {mesh->normal3f[vnum * 3 + 0] = vertex14f[9];mesh->normal3f[vnum * 3 + 1] = vertex14f[10];mesh->normal3f[vnum * 3 + 2] = vertex14f[11];}
760 if (mesh->texcoord2f) {mesh->texcoord2f[vnum * 2 + 0] = vertex14f[12];mesh->texcoord2f[vnum * 2 + 1] = vertex14f[13];}
764 void Mod_ShadowMesh_AddTriangle(mempool_t *mempool, shadowmesh_t *mesh, rtexture_t *map_diffuse, rtexture_t *map_specular, rtexture_t *map_normal, float *vertex14f)
766 if (mesh->numtriangles == 0)
768 // set the properties on this empty mesh to be more favorable...
769 // (note: this case only occurs for the first triangle added to a new mesh chain)
770 mesh->map_diffuse = map_diffuse;
771 mesh->map_specular = map_specular;
772 mesh->map_normal = map_normal;
774 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)
776 if (mesh->next == NULL)
777 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);
780 mesh->element3i[mesh->numtriangles * 3 + 0] = Mod_ShadowMesh_AddVertex(mesh, vertex14f + 14 * 0);
781 mesh->element3i[mesh->numtriangles * 3 + 1] = Mod_ShadowMesh_AddVertex(mesh, vertex14f + 14 * 1);
782 mesh->element3i[mesh->numtriangles * 3 + 2] = Mod_ShadowMesh_AddVertex(mesh, vertex14f + 14 * 2);
783 mesh->numtriangles++;
786 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)
789 float vbuf[3*14], *v;
790 memset(vbuf, 0, sizeof(vbuf));
791 for (i = 0;i < numtris;i++)
793 for (j = 0, v = vbuf;j < 3;j++, v += 14)
798 v[0] = vertex3f[e * 3 + 0];
799 v[1] = vertex3f[e * 3 + 1];
800 v[2] = vertex3f[e * 3 + 2];
804 v[3] = svector3f[e * 3 + 0];
805 v[4] = svector3f[e * 3 + 1];
806 v[5] = svector3f[e * 3 + 2];
810 v[6] = tvector3f[e * 3 + 0];
811 v[7] = tvector3f[e * 3 + 1];
812 v[8] = tvector3f[e * 3 + 2];
816 v[9] = normal3f[e * 3 + 0];
817 v[10] = normal3f[e * 3 + 1];
818 v[11] = normal3f[e * 3 + 2];
822 v[12] = texcoord2f[e * 2 + 0];
823 v[13] = texcoord2f[e * 2 + 1];
826 Mod_ShadowMesh_AddTriangle(mempool, mesh, map_diffuse, map_specular, map_normal, vbuf);
830 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)
832 return Mod_ShadowMesh_Alloc(mempool, maxverts, maxtriangles, map_diffuse, map_specular, map_normal, light, neighbors, expandable);
835 shadowmesh_t *Mod_ShadowMesh_Finish(mempool_t *mempool, shadowmesh_t *firstmesh, int light, int neighbors)
837 shadowmesh_t *mesh, *newmesh, *nextmesh;
838 // reallocate meshs to conserve space
839 for (mesh = firstmesh, firstmesh = NULL;mesh;mesh = nextmesh)
841 nextmesh = mesh->next;
842 if (mesh->numverts >= 3 && mesh->numtriangles >= 1)
844 newmesh = Mod_ShadowMesh_ReAlloc(mempool, mesh, light, neighbors);
845 newmesh->next = firstmesh;
853 void Mod_ShadowMesh_CalcBBox(shadowmesh_t *firstmesh, vec3_t mins, vec3_t maxs, vec3_t center, float *radius)
857 vec3_t nmins, nmaxs, ncenter, temp;
858 float nradius2, dist2, *v;
862 for (mesh = firstmesh;mesh;mesh = mesh->next)
864 if (mesh == firstmesh)
866 VectorCopy(mesh->vertex3f, nmins);
867 VectorCopy(mesh->vertex3f, nmaxs);
869 for (i = 0, v = mesh->vertex3f;i < mesh->numverts;i++, v += 3)
871 if (nmins[0] > v[0]) nmins[0] = v[0];if (nmaxs[0] < v[0]) nmaxs[0] = v[0];
872 if (nmins[1] > v[1]) nmins[1] = v[1];if (nmaxs[1] < v[1]) nmaxs[1] = v[1];
873 if (nmins[2] > v[2]) nmins[2] = v[2];if (nmaxs[2] < v[2]) nmaxs[2] = v[2];
876 // calculate center and radius
877 ncenter[0] = (nmins[0] + nmaxs[0]) * 0.5f;
878 ncenter[1] = (nmins[1] + nmaxs[1]) * 0.5f;
879 ncenter[2] = (nmins[2] + nmaxs[2]) * 0.5f;
881 for (mesh = firstmesh;mesh;mesh = mesh->next)
883 for (i = 0, v = mesh->vertex3f;i < mesh->numverts;i++, v += 3)
885 VectorSubtract(v, ncenter, temp);
886 dist2 = DotProduct(temp, temp);
887 if (nradius2 < dist2)
893 VectorCopy(nmins, mins);
895 VectorCopy(nmaxs, maxs);
897 VectorCopy(ncenter, center);
899 *radius = sqrt(nradius2);
902 void Mod_ShadowMesh_Free(shadowmesh_t *mesh)
904 shadowmesh_t *nextmesh;
905 for (;mesh;mesh = nextmesh)
907 nextmesh = mesh->next;
912 static rtexture_t *GL_TextureForSkinLayer(const unsigned char *in, int width, int height, const char *name, const unsigned int *palette, int textureflags)
915 for (i = 0;i < width*height;i++)
916 if (((unsigned char *)&palette[in[i]])[3] > 0)
917 return R_LoadTexture2D (loadmodel->texturepool, name, width, height, in, TEXTYPE_PALETTE, textureflags, palette);
921 int Mod_LoadSkinFrame(skinframe_t *skinframe, const char *basename, int textureflags, int loadpantsandshirt, int loadglowtexture)
924 memset(skinframe, 0, sizeof(*skinframe));
925 if (cls.state == ca_dedicated)
927 if (!image_loadskin(&s, basename))
929 skinframe->base = R_LoadTexture2D (loadmodel->texturepool, basename, s.basepixels_width, s.basepixels_height, s.basepixels, TEXTYPE_RGBA, textureflags, NULL);
930 if (s.nmappixels != NULL)
931 skinframe->nmap = R_LoadTexture2D (loadmodel->texturepool, va("%s_nmap", basename), s.nmappixels_width, s.nmappixels_height, s.nmappixels, TEXTYPE_RGBA, textureflags, NULL);
932 if (s.glosspixels != NULL)
933 skinframe->gloss = R_LoadTexture2D (loadmodel->texturepool, va("%s_gloss", basename), s.glosspixels_width, s.glosspixels_height, s.glosspixels, TEXTYPE_RGBA, textureflags, NULL);
934 if (s.glowpixels != NULL && loadglowtexture)
935 skinframe->glow = R_LoadTexture2D (loadmodel->texturepool, va("%s_glow", basename), s.glowpixels_width, s.glowpixels_height, s.glowpixels, TEXTYPE_RGBA, textureflags, NULL);
936 if (s.maskpixels != NULL)
937 skinframe->fog = R_LoadTexture2D (loadmodel->texturepool, va("%s_mask", basename), s.maskpixels_width, s.maskpixels_height, s.maskpixels, TEXTYPE_RGBA, textureflags, NULL);
938 if (loadpantsandshirt)
940 if (s.pantspixels != NULL)
941 skinframe->pants = R_LoadTexture2D (loadmodel->texturepool, va("%s_pants", basename), s.pantspixels_width, s.pantspixels_height, s.pantspixels, TEXTYPE_RGBA, textureflags, NULL);
942 if (s.shirtpixels != NULL)
943 skinframe->shirt = R_LoadTexture2D (loadmodel->texturepool, va("%s_shirt", basename), s.shirtpixels_width, s.shirtpixels_height, s.shirtpixels, TEXTYPE_RGBA, textureflags, NULL);
945 if (!skinframe->base)
946 skinframe->base = r_texture_notexture;
947 if (!skinframe->nmap)
948 skinframe->nmap = r_texture_blanknormalmap;
953 int Mod_LoadSkinFrame_Internal(skinframe_t *skinframe, const char *basename, int textureflags, int loadpantsandshirt, int loadglowtexture, const unsigned char *skindata, int width, int height, int bitsperpixel, const unsigned int *palette, const unsigned int *alphapalette)
956 unsigned char *temp1, *temp2;
957 memset(skinframe, 0, sizeof(*skinframe));
958 if (cls.state == ca_dedicated)
962 if (bitsperpixel == 32)
964 if (r_shadow_bumpscale_basetexture.value > 0)
966 temp1 = (unsigned char *)Mem_Alloc(loadmodel->mempool, width * height * 8);
967 temp2 = temp1 + width * height * 4;
968 Image_HeightmapToNormalmap(skindata, temp2, width, height, false, r_shadow_bumpscale_basetexture.value);
969 skinframe->nmap = R_LoadTexture2D(loadmodel->texturepool, va("%s_nmap", basename), width, height, temp2, TEXTYPE_RGBA, textureflags | TEXF_ALPHA, NULL);
972 skinframe->base = skinframe->merged = R_LoadTexture2D(loadmodel->texturepool, basename, width, height, skindata, TEXTYPE_RGBA, textureflags, NULL);
973 if (textureflags & TEXF_ALPHA)
975 for (i = 3;i < width * height * 4;i += 4)
976 if (skindata[i] < 255)
978 if (i < width * height * 4)
980 unsigned char *fogpixels = Mem_Alloc(loadmodel->mempool, width * height * 4);
981 memcpy(fogpixels, skindata, width * height * 4);
982 for (i = 0;i < width * height * 4;i += 4)
983 fogpixels[i] = fogpixels[i+1] = fogpixels[i+2] = 255;
984 skinframe->fog = R_LoadTexture2D(loadmodel->texturepool, va("%s_fog", basename), width, height, fogpixels, TEXTYPE_RGBA, textureflags, NULL);
989 else if (bitsperpixel == 8)
991 if (r_shadow_bumpscale_basetexture.value > 0)
993 temp1 = (unsigned char *)Mem_Alloc(loadmodel->mempool, width * height * 8);
994 temp2 = temp1 + width * height * 4;
995 if (bitsperpixel == 32)
996 Image_HeightmapToNormalmap(skindata, temp2, width, height, false, r_shadow_bumpscale_basetexture.value);
999 // use either a custom palette or the quake palette
1000 Image_Copy8bitRGBA(skindata, temp1, width * height, palette ? palette : palette_complete);
1001 Image_HeightmapToNormalmap(temp1, temp2, width, height, false, r_shadow_bumpscale_basetexture.value);
1003 skinframe->nmap = R_LoadTexture2D(loadmodel->texturepool, va("%s_nmap", basename), width, height, temp2, TEXTYPE_RGBA, textureflags | TEXF_ALPHA, NULL);
1006 // use either a custom palette, or the quake palette
1007 skinframe->base = skinframe->merged = GL_TextureForSkinLayer(skindata, width, height, va("%s_merged", basename), palette ? palette : (loadglowtexture ? palette_nofullbrights : ((textureflags & TEXF_ALPHA) ? palette_transparent : palette_complete)), textureflags); // all
1008 if (!palette && loadglowtexture)
1009 skinframe->glow = GL_TextureForSkinLayer(skindata, width, height, va("%s_glow", basename), palette_onlyfullbrights, textureflags); // glow
1010 if (!palette && loadpantsandshirt)
1012 skinframe->pants = GL_TextureForSkinLayer(skindata, width, height, va("%s_pants", basename), palette_pantsaswhite, textureflags); // pants
1013 skinframe->shirt = GL_TextureForSkinLayer(skindata, width, height, va("%s_shirt", basename), palette_shirtaswhite, textureflags); // shirt
1015 if (skinframe->pants || skinframe->shirt)
1016 skinframe->base = GL_TextureForSkinLayer(skindata, width, height, va("%s_nospecial", basename),loadglowtexture ? palette_nocolormapnofullbrights : palette_nocolormap, textureflags); // no special colors
1017 if (textureflags & TEXF_ALPHA)
1019 // if not using a custom alphapalette, use the quake one
1021 alphapalette = palette_alpha;
1022 for (i = 0;i < width * height;i++)
1023 if (((unsigned char *)alphapalette)[skindata[i]*4+3] < 255)
1025 if (i < width * height)
1026 skinframe->fog = GL_TextureForSkinLayer(skindata, width, height, va("%s_fog", basename), alphapalette, textureflags); // fog mask
1031 if (!skinframe->nmap)
1032 skinframe->nmap = r_texture_blanknormalmap;
1036 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)
1041 if (ix >= 0 && iy >= 0 && ix < imagewidth && iy < imageheight)
1042 v[2] = (imagepixels[((iy*imagewidth)+ix)*4+0] + imagepixels[((iy*imagewidth)+ix)*4+1] + imagepixels[((iy*imagewidth)+ix)*4+2]) * (1.0f / 765.0f);
1045 Matrix4x4_Transform(pixelstepmatrix, v, vertex3f);
1046 Matrix4x4_Transform(pixeltexturestepmatrix, v, tc);
1047 texcoord2f[0] = tc[0];
1048 texcoord2f[1] = tc[1];
1051 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)
1053 float vup[3], vdown[3], vleft[3], vright[3];
1054 float tcup[3], tcdown[3], tcleft[3], tcright[3];
1055 float sv[3], tv[3], nl[3];
1056 Mod_GetTerrainVertex3fTexCoord2fFromRGBA(imagepixels, imagewidth, imageheight, ix, iy, vertex3f, texcoord2f, pixelstepmatrix, pixeltexturestepmatrix);
1057 Mod_GetTerrainVertex3fTexCoord2fFromRGBA(imagepixels, imagewidth, imageheight, ix, iy - 1, vup, tcup, pixelstepmatrix, pixeltexturestepmatrix);
1058 Mod_GetTerrainVertex3fTexCoord2fFromRGBA(imagepixels, imagewidth, imageheight, ix, iy + 1, vdown, tcdown, pixelstepmatrix, pixeltexturestepmatrix);
1059 Mod_GetTerrainVertex3fTexCoord2fFromRGBA(imagepixels, imagewidth, imageheight, ix - 1, iy, vleft, tcleft, pixelstepmatrix, pixeltexturestepmatrix);
1060 Mod_GetTerrainVertex3fTexCoord2fFromRGBA(imagepixels, imagewidth, imageheight, ix + 1, iy, vright, tcright, pixelstepmatrix, pixeltexturestepmatrix);
1061 Mod_BuildBumpVectors(vertex3f, vup, vright, texcoord2f, tcup, tcright, svector3f, tvector3f, normal3f);
1062 Mod_BuildBumpVectors(vertex3f, vright, vdown, texcoord2f, tcright, tcdown, sv, tv, nl);
1063 VectorAdd(svector3f, sv, svector3f);
1064 VectorAdd(tvector3f, tv, tvector3f);
1065 VectorAdd(normal3f, nl, normal3f);
1066 Mod_BuildBumpVectors(vertex3f, vdown, vleft, texcoord2f, tcdown, tcleft, sv, tv, nl);
1067 VectorAdd(svector3f, sv, svector3f);
1068 VectorAdd(tvector3f, tv, tvector3f);
1069 VectorAdd(normal3f, nl, normal3f);
1070 Mod_BuildBumpVectors(vertex3f, vleft, vup, texcoord2f, tcleft, tcup, sv, tv, nl);
1071 VectorAdd(svector3f, sv, svector3f);
1072 VectorAdd(tvector3f, tv, tvector3f);
1073 VectorAdd(normal3f, nl, normal3f);
1076 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)
1078 int x, y, ix, iy, *e;
1080 for (y = 0;y < height;y++)
1082 for (x = 0;x < width;x++)
1084 e[0] = (y + 1) * (width + 1) + (x + 0);
1085 e[1] = (y + 0) * (width + 1) + (x + 0);
1086 e[2] = (y + 1) * (width + 1) + (x + 1);
1087 e[3] = (y + 0) * (width + 1) + (x + 0);
1088 e[4] = (y + 0) * (width + 1) + (x + 1);
1089 e[5] = (y + 1) * (width + 1) + (x + 1);
1093 Mod_BuildTriangleNeighbors(neighbor3i, element3i, width*height*2);
1094 for (y = 0, iy = y1;y < height + 1;y++, iy++)
1095 for (x = 0, ix = x1;x < width + 1;x++, ix++, vertex3f += 3, texcoord2f += 2, svector3f += 3, tvector3f += 3, normal3f += 3)
1096 Mod_GetTerrainVertexFromRGBA(imagepixels, imagewidth, imageheight, ix, iy, vertex3f, texcoord2f, svector3f, tvector3f, normal3f, pixelstepmatrix, pixeltexturestepmatrix);
1099 skinfile_t *Mod_LoadSkinFiles(void)
1101 int i, words, numtags, line, tagsetsused = false, wordsoverflow;
1104 skinfile_t *skinfile = NULL, *first = NULL;
1105 skinfileitem_t *skinfileitem;
1106 char word[10][MAX_QPATH];
1107 overridetagnameset_t tagsets[MAX_SKINS];
1108 overridetagname_t tags[256];
1112 U_bodyBox,models/players/Legoman/BikerA2.tga
1113 U_RArm,models/players/Legoman/BikerA1.tga
1114 U_LArm,models/players/Legoman/BikerA1.tga
1115 U_armor,common/nodraw
1116 U_sword,common/nodraw
1117 U_shield,common/nodraw
1118 U_homb,common/nodraw
1119 U_backpack,common/nodraw
1120 U_colcha,common/nodraw
1125 memset(tagsets, 0, sizeof(tagsets));
1126 memset(word, 0, sizeof(word));
1127 for (i = 0;i < MAX_SKINS && (data = text = (char *)FS_LoadFile(va("%s_%i.skin", loadmodel->name, i), tempmempool, true, NULL));i++)
1131 // If it's the first file we parse
1132 if (skinfile == NULL)
1134 skinfile = (skinfile_t *)Mem_Alloc(tempmempool, sizeof(skinfile_t));
1139 skinfile->next = (skinfile_t *)Mem_Alloc(tempmempool, sizeof(skinfile_t));
1140 skinfile = skinfile->next;
1142 skinfile->next = NULL;
1144 for(line = 0;;line++)
1147 if (!COM_ParseToken(&data, true))
1149 if (!strcmp(com_token, "\n"))
1152 wordsoverflow = false;
1156 strlcpy(word[words++], com_token, sizeof (word[0]));
1158 wordsoverflow = true;
1160 while (COM_ParseToken(&data, true) && strcmp(com_token, "\n"));
1163 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);
1166 // words is always >= 1
1167 if (!strcmp(word[0], "replace"))
1171 Con_DPrintf("Mod_LoadSkinFiles: parsed mesh \"%s\" shader replacement \"%s\"\n", word[1], word[2]);
1172 skinfileitem = (skinfileitem_t *)Mem_Alloc(tempmempool, sizeof(skinfileitem_t));
1173 skinfileitem->next = skinfile->items;
1174 skinfile->items = skinfileitem;
1175 strlcpy (skinfileitem->name, word[1], sizeof (skinfileitem->name));
1176 strlcpy (skinfileitem->replacement, word[2], sizeof (skinfileitem->replacement));
1179 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]);
1181 else if (words == 2 && !strcmp(word[1], ","))
1183 // tag name, like "tag_weapon,"
1184 Con_DPrintf("Mod_LoadSkinFiles: parsed tag #%i \"%s\"\n", numtags, word[0]);
1185 memset(tags + numtags, 0, sizeof(tags[numtags]));
1186 strlcpy (tags[numtags].name, word[0], sizeof (tags[numtags].name));
1189 else if (words == 3 && !strcmp(word[1], ","))
1191 // mesh shader name, like "U_RArm,models/players/Legoman/BikerA1.tga"
1192 Con_DPrintf("Mod_LoadSkinFiles: parsed mesh \"%s\" shader replacement \"%s\"\n", word[0], word[2]);
1193 skinfileitem = (skinfileitem_t *)Mem_Alloc(tempmempool, sizeof(skinfileitem_t));
1194 skinfileitem->next = skinfile->items;
1195 skinfile->items = skinfileitem;
1196 strlcpy (skinfileitem->name, word[0], sizeof (skinfileitem->name));
1197 strlcpy (skinfileitem->replacement, word[2], sizeof (skinfileitem->replacement));
1200 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);
1206 overridetagnameset_t *t;
1208 t->num_overridetagnames = numtags;
1209 t->data_overridetagnames = (overridetagname_t *)Mem_Alloc(loadmodel->mempool, t->num_overridetagnames * sizeof(overridetagname_t));
1210 memcpy(t->data_overridetagnames, tags, t->num_overridetagnames * sizeof(overridetagname_t));
1216 loadmodel->data_overridetagnamesforskin = (overridetagnameset_t *)Mem_Alloc(loadmodel->mempool, i * sizeof(overridetagnameset_t));
1217 memcpy(loadmodel->data_overridetagnamesforskin, tagsets, i * sizeof(overridetagnameset_t));
1220 loadmodel->numskins = i;
1224 void Mod_FreeSkinFiles(skinfile_t *skinfile)
1227 skinfileitem_t *skinfileitem, *nextitem;
1228 for (;skinfile;skinfile = next)
1230 next = skinfile->next;
1231 for (skinfileitem = skinfile->items;skinfileitem;skinfileitem = nextitem)
1233 nextitem = skinfileitem->next;
1234 Mem_Free(skinfileitem);
1240 int Mod_CountSkinFiles(skinfile_t *skinfile)
1243 for (i = 0;skinfile;skinfile = skinfile->next, i++);
1247 void Mod_SnapVertices(int numcomponents, int numvertices, float *vertices, float snap)
1250 double isnap = 1.0 / snap;
1251 for (i = 0;i < numvertices*numcomponents;i++)
1252 vertices[i] = floor(vertices[i]*isnap)*snap;
1255 int Mod_RemoveDegenerateTriangles(int numtriangles, const int *inelement3i, int *outelement3i, const float *vertex3f)
1257 int i, outtriangles;
1258 float d, edgedir[3], temp[3];
1259 // a degenerate triangle is one with no width (thickness, surface area)
1260 // these are characterized by having all 3 points colinear (along a line)
1261 // or having two points identical
1262 for (i = 0, outtriangles = 0;i < numtriangles;i++, inelement3i += 3)
1264 // calculate first edge
1265 VectorSubtract(vertex3f + inelement3i[1] * 3, vertex3f + inelement3i[0] * 3, edgedir);
1266 if (VectorLength2(edgedir) < 0.0001f)
1267 continue; // degenerate first edge (no length)
1268 VectorNormalize(edgedir);
1269 // check if third point is on the edge (colinear)
1270 d = -DotProduct(vertex3f + inelement3i[2] * 3, edgedir);
1271 VectorMA(vertex3f + inelement3i[2] * 3, d, edgedir, temp);
1272 if (VectorLength2(temp) < 0.0001f)
1273 continue; // third point colinear with first edge
1274 // valid triangle (no colinear points, no duplicate points)
1275 VectorCopy(inelement3i, outelement3i);
1279 return outtriangles;