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"};
33 // LordHavoc: increased from 512 to 2048
34 #define MAX_MOD_KNOWN 2048
35 static model_t mod_known[MAX_MOD_KNOWN];
37 rtexturepool_t *mod_shared_texturepool;
38 rtexture_t *r_notexture;
39 rtexture_t *mod_shared_detailtextures[NUM_DETAILTEXTURES];
40 rtexture_t *mod_shared_distorttexture[64];
42 void Mod_BuildDetailTextures (void)
45 float vc[3], vx[3], vy[3], vn[3], lightdir[3];
46 #define DETAILRESOLUTION 256
47 qbyte data[DETAILRESOLUTION][DETAILRESOLUTION][4], noise[DETAILRESOLUTION][DETAILRESOLUTION];
51 VectorNormalize(lightdir);
52 for (i = 0;i < NUM_DETAILTEXTURES;i++)
54 fractalnoise(&noise[0][0], DETAILRESOLUTION, DETAILRESOLUTION >> 4);
55 for (y = 0;y < DETAILRESOLUTION;y++)
57 for (x = 0;x < DETAILRESOLUTION;x++)
61 vc[2] = noise[y][x] * (1.0f / 32.0f);
64 vx[2] = noise[y][(x + 1) % DETAILRESOLUTION] * (1.0f / 32.0f);
67 vy[2] = noise[(y + 1) % DETAILRESOLUTION][x] * (1.0f / 32.0f);
68 VectorSubtract(vx, vc, vx);
69 VectorSubtract(vy, vc, vy);
70 CrossProduct(vx, vy, vn);
72 light = 128 - DotProduct(vn, lightdir) * 128;
73 light = bound(0, light, 255);
74 data[y][x][0] = data[y][x][1] = data[y][x][2] = light;
78 mod_shared_detailtextures[i] = R_LoadTexture2D(mod_shared_texturepool, va("detailtexture%i", i), DETAILRESOLUTION, DETAILRESOLUTION, &data[0][0][0], TEXTYPE_RGBA, TEXF_MIPMAP | TEXF_PRECACHE, NULL);
82 qbyte Mod_MorphDistortTexture (double y0, double y1, double y2, double y3, double morph)
84 int value = (int)(((y1 + y3 - (y0 + y2)) * morph * morph * morph) +
85 ((2 * (y0 - y1) + y2 - y3) * morph * morph) +
97 void Mod_BuildDistortTexture (void)
100 #define DISTORTRESOLUTION 32
101 qbyte data[5][DISTORTRESOLUTION][DISTORTRESOLUTION][2];
105 for (y=0; y<DISTORTRESOLUTION; y++)
107 for (x=0; x<DISTORTRESOLUTION; x++)
109 data[i][y][x][0] = rand () & 255;
110 data[i][y][x][1] = rand () & 255;
120 mod_shared_distorttexture[i*16+j] = NULL;
121 if (gl_textureshader)
123 for (y=0; y<DISTORTRESOLUTION; y++)
125 for (x=0; x<DISTORTRESOLUTION; x++)
127 data[4][y][x][0] = Mod_MorphDistortTexture (data[(i-1)&3][y][x][0], data[i][y][x][0], data[(i+1)&3][y][x][0], data[(i+2)&3][y][x][0], 0.0625*j);
128 data[4][y][x][1] = Mod_MorphDistortTexture (data[(i-1)&3][y][x][1], data[i][y][x][1], data[(i+1)&3][y][x][1], data[(i+2)&3][y][x][1], 0.0625*j);
131 mod_shared_distorttexture[i*16+j] = R_LoadTexture2D(mod_shared_texturepool, va("distorttexture%i", i*16+j), DISTORTRESOLUTION, DISTORTRESOLUTION, &data[4][0][0][0], TEXTYPE_DSDT, TEXF_PRECACHE, NULL);
139 texture_t r_surf_notexture;
141 void Mod_SetupNoTexture(void)
144 qbyte pix[16][16][4];
146 // this makes a light grey/dark grey checkerboard texture
147 for (y = 0;y < 16;y++)
149 for (x = 0;x < 16;x++)
151 if ((y < 8) ^ (x < 8))
168 r_notexture = R_LoadTexture2D(mod_shared_texturepool, "notexture", 16, 16, &pix[0][0][0], TEXTYPE_RGBA, TEXF_MIPMAP, NULL);
171 static void mod_start(void)
174 for (i = 0;i < MAX_MOD_KNOWN;i++)
175 if (mod_known[i].name[0])
176 Mod_UnloadModel(&mod_known[i]);
179 mod_shared_texturepool = R_AllocTexturePool();
180 Mod_SetupNoTexture();
181 Mod_BuildDetailTextures();
182 Mod_BuildDistortTexture();
185 static void mod_shutdown(void)
188 for (i = 0;i < MAX_MOD_KNOWN;i++)
189 if (mod_known[i].name[0])
190 Mod_UnloadModel(&mod_known[i]);
192 R_FreeTexturePool(&mod_shared_texturepool);
195 static void mod_newmap(void)
204 static void Mod_Print(void);
205 static void Mod_Precache (void);
212 Cvar_RegisterVariable(&r_mipskins);
213 Cmd_AddCommand ("modellist", Mod_Print);
214 Cmd_AddCommand ("modelprecache", Mod_Precache);
217 void Mod_RenderInit(void)
219 R_RegisterModule("Models", mod_start, mod_shutdown, mod_newmap);
222 void Mod_FreeModel (model_t *mod)
224 R_FreeTexturePool(&mod->texturepool);
225 Mem_FreePool(&mod->mempool);
227 // clear the struct to make it available
228 memset(mod, 0, sizeof(model_t));
231 void Mod_UnloadModel (model_t *mod)
233 char name[MAX_QPATH];
234 qboolean isworldmodel;
235 strcpy(name, mod->name);
236 isworldmodel = mod->isworldmodel;
238 strcpy(mod->name, name);
239 mod->isworldmodel = isworldmodel;
240 mod->needload = true;
250 static model_t *Mod_LoadModel(model_t *mod, qboolean crash, qboolean checkdisk, qboolean isworldmodel)
258 if (mod->name[0] == '*') // submodel
263 if (mod->isworldmodel != isworldmodel)
264 mod->needload = true;
265 if (mod->needload || checkdisk)
267 if (checkdisk && !mod->needload)
268 Con_DPrintf("checking model %s\n", mod->name);
269 buf = FS_LoadFile (mod->name, tempmempool, false);
272 crc = CRC_Block(buf, fs_filesize);
274 mod->needload = true;
278 return mod; // already loaded
280 Con_DPrintf("loading model %s\n", mod->name);
281 // LordHavoc: unload the existing model in this slot (if there is one)
282 Mod_UnloadModel(mod);
284 mod->isworldmodel = isworldmodel;
287 // errors can prevent the corresponding mod->needload = false;
288 mod->needload = true;
290 // default model radius and bounding box (mainly for missing models)
292 VectorSet(mod->normalmins, -mod->radius, -mod->radius, -mod->radius);
293 VectorSet(mod->normalmaxs, mod->radius, mod->radius, mod->radius);
294 VectorSet(mod->yawmins, -mod->radius, -mod->radius, -mod->radius);
295 VectorSet(mod->yawmaxs, mod->radius, mod->radius, mod->radius);
296 VectorSet(mod->rotatedmins, -mod->radius, -mod->radius, -mod->radius);
297 VectorSet(mod->rotatedmaxs, mod->radius, mod->radius, mod->radius);
299 // all models use memory, so allocate a memory pool
300 mod->mempool = Mem_AllocPool(mod->name);
301 // all models load textures, so allocate a texture pool
302 if (cls.state != ca_dedicated)
303 mod->texturepool = R_AllocTexturePool();
307 num = LittleLong(*((int *)buf));
308 // call the apropriate loader
310 if (!memcmp(buf, "IDPO", 4)) Mod_IDP0_Load(mod, buf);
311 else if (!memcmp(buf, "IDP2", 4)) Mod_IDP2_Load(mod, buf);
312 else if (!memcmp(buf, "IDP3", 4)) Mod_IDP3_Load(mod, buf);
313 else if (!memcmp(buf, "IDSP", 4)) Mod_IDSP_Load(mod, buf);
314 else if (!memcmp(buf, "IBSP", 4)) Mod_IBSP_Load(mod, buf);
315 else if (!memcmp(buf, "ZYMOTICMODEL", 12)) Mod_ZYMOTICMODEL_Load(mod, buf);
316 else if (strlen(mod->name) >= 4 && !strcmp(mod->name - 4, ".map")) Mod_MAP_Load(mod, buf);
317 else if (num == BSPVERSION || num == 30) Mod_Q1BSP_Load(mod, buf);
318 else Host_Error("Mod_LoadModel: model \"%s\" is of unknown/unsupported type\n", mod->name);
323 // LordHavoc: Sys_Error was *ANNOYING*
324 Con_Printf ("Mod_LoadModel: %s not found", mod->name);
327 // no errors occurred
328 mod->needload = false;
332 void Mod_CheckLoaded(model_t *mod)
337 Mod_LoadModel(mod, true, true, mod->isworldmodel);
340 //if (mod->type == mod_invalid)
341 // Host_Error("Mod_CheckLoaded: invalid model\n");
353 void Mod_ClearAll(void)
357 void Mod_ClearUsed(void)
362 for (i = 0, mod = mod_known;i < MAX_MOD_KNOWN;i++, mod++)
367 void Mod_PurgeUnused(void)
372 for (i = 0, mod = mod_known;i < MAX_MOD_KNOWN;i++, mod++)
378 void Mod_LoadModels(void)
383 for (i = 0, mod = mod_known;i < MAX_MOD_KNOWN;i++, mod++)
386 Mod_CheckLoaded(mod);
395 model_t *Mod_FindName(const char *name)
398 model_t *mod, *freemod;
401 Host_Error ("Mod_ForName: NULL name");
403 // search the currently loaded models
405 for (i = 0, mod = mod_known;i < MAX_MOD_KNOWN;i++, mod++)
409 if (!strcmp (mod->name, name))
415 else if (freemod == NULL)
422 strcpy (mod->name, name);
423 mod->needload = true;
428 Host_Error ("Mod_FindName: ran out of models\n");
438 void Mod_TouchModel(const char *name)
442 mod = Mod_FindName(name);
450 Loads in a model for the given name
453 model_t *Mod_ForName(const char *name, qboolean crash, qboolean checkdisk, qboolean isworldmodel)
455 return Mod_LoadModel(Mod_FindName(name), crash, checkdisk, isworldmodel);
461 //=============================================================================
468 static void Mod_Print(void)
473 Con_Print("Loaded models:\n");
474 for (i = 0, mod = mod_known;i < MAX_MOD_KNOWN;i++, mod++)
476 Con_Printf("%4iK %s\n", mod->mempool ? (mod->mempool->totalsize + 1023) / 1024 : 0, mod->name);
484 static void Mod_Precache(void)
487 Mod_ForName(Cmd_Argv(1), false, true, cl.worldmodel && !strcasecmp(Cmd_Argv(1), cl.worldmodel->name));
489 Con_Print("usage: modelprecache <filename>\n");
493 // fast way, using an edge hash
494 #define TRIANGLEEDGEHASH 1024
495 void Mod_BuildTriangleNeighbors(int *neighbors, const int *elements, int numtriangles)
497 int i, j, p, e1, e2, *n, hashindex, count, match;
499 typedef struct edgehashentry_s
501 struct edgehashentry_s *next;
506 edgehashentry_t *edgehash[TRIANGLEEDGEHASH], *edgehashentries, edgehashentriesbuffer[TRIANGLEEDGEHASH*3], *hash;
507 memset(edgehash, 0, sizeof(edgehash));
508 edgehashentries = edgehashentriesbuffer;
509 // if there are too many triangles for the stack array, allocate larger buffer
510 if (numtriangles > TRIANGLEEDGEHASH)
511 edgehashentries = Mem_Alloc(tempmempool, numtriangles * 3 * sizeof(edgehashentry_t));
512 // find neighboring triangles
513 for (i = 0, e = elements, n = neighbors;i < numtriangles;i++, e += 3, n += 3)
515 for (j = 0, p = 2;j < 3;p = j, j++)
519 // this hash index works for both forward and backward edges
520 hashindex = (unsigned int)(e1 + e2) % TRIANGLEEDGEHASH;
521 hash = edgehashentries + i * 3 + j;
522 hash->next = edgehash[hashindex];
523 edgehash[hashindex] = hash;
525 hash->element[0] = e1;
526 hash->element[1] = e2;
529 for (i = 0, e = elements, n = neighbors;i < numtriangles;i++, e += 3, n += 3)
531 for (j = 0, p = 2;j < 3;p = j, j++)
535 // this hash index works for both forward and backward edges
536 hashindex = (unsigned int)(e1 + e2) % TRIANGLEEDGEHASH;
539 for (hash = edgehash[hashindex];hash;hash = hash->next)
541 if (hash->element[0] == e2 && hash->element[1] == e1)
543 if (hash->triangle != i)
544 match = hash->triangle;
547 else if ((hash->element[0] == e1 && hash->element[1] == e2))
550 // detect edges shared by three triangles and make them seams
556 // free the allocated buffer
557 if (edgehashentries != edgehashentriesbuffer)
558 Mem_Free(edgehashentries);
561 // very slow but simple way
562 static int Mod_FindTriangleWithEdge(const int *elements, int numtriangles, int start, int end, int ignore)
567 for (i = 0;i < numtriangles;i++, elements += 3)
569 if ((elements[0] == start && elements[1] == end)
570 || (elements[1] == start && elements[2] == end)
571 || (elements[2] == start && elements[0] == end))
577 else if ((elements[1] == start && elements[0] == end)
578 || (elements[2] == start && elements[1] == end)
579 || (elements[0] == start && elements[2] == end))
582 // detect edges shared by three triangles and make them seams
588 void Mod_BuildTriangleNeighbors(int *neighbors, const int *elements, int numtriangles)
592 for (i = 0, e = elements, n = neighbors;i < numtriangles;i++, e += 3, n += 3)
594 n[0] = Mod_FindTriangleWithEdge(elements, numtriangles, e[1], e[0], i);
595 n[1] = Mod_FindTriangleWithEdge(elements, numtriangles, e[2], e[1], i);
596 n[2] = Mod_FindTriangleWithEdge(elements, numtriangles, e[0], e[2], i);
601 void Mod_ValidateElements(const int *elements, int numtriangles, int numverts, const char *filename, int fileline)
604 for (i = 0;i < numtriangles * 3;i++)
605 if ((unsigned int)elements[i] >= (unsigned int)numverts)
606 Con_Printf("Mod_ValidateElements: out of bounds element detected at %s:%d\n", filename, fileline);
609 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)
612 normal3f[0] = (v1[1] - v0[1]) * (v2[2] - v0[2]) - (v1[2] - v0[2]) * (v2[1] - v0[1]);
613 normal3f[1] = (v1[2] - v0[2]) * (v2[0] - v0[0]) - (v1[0] - v0[0]) * (v2[2] - v0[2]);
614 normal3f[2] = (v1[0] - v0[0]) * (v2[1] - v0[1]) - (v1[1] - v0[1]) * (v2[0] - v0[0]);
615 VectorNormalize(normal3f);
616 tvector3f[0] = ((tc1[0] - tc0[0]) * (v2[0] - v0[0]) - (tc2[0] - tc0[0]) * (v1[0] - v0[0]));
617 tvector3f[1] = ((tc1[0] - tc0[0]) * (v2[1] - v0[1]) - (tc2[0] - tc0[0]) * (v1[1] - v0[1]));
618 tvector3f[2] = ((tc1[0] - tc0[0]) * (v2[2] - v0[2]) - (tc2[0] - tc0[0]) * (v1[2] - v0[2]));
619 f = -DotProduct(tvector3f, normal3f);
620 VectorMA(tvector3f, f, normal3f, tvector3f);
621 VectorNormalize(tvector3f);
622 // note: can't be a CrossProduct as that sometimes flips the texture
623 svector3f[0] = ((tc1[1] - tc0[1]) * (v2[0] - v0[0]) - (tc2[1] - tc0[1]) * (v1[0] - v0[0]));
624 svector3f[1] = ((tc1[1] - tc0[1]) * (v2[1] - v0[1]) - (tc2[1] - tc0[1]) * (v1[1] - v0[1]));
625 svector3f[2] = ((tc1[1] - tc0[1]) * (v2[2] - v0[2]) - (tc2[1] - tc0[1]) * (v1[2] - v0[2]));
626 f = -DotProduct(svector3f, normal3f);
627 VectorMA(svector3f, f, normal3f, svector3f);
628 VectorNormalize(svector3f);
631 // warning: this is an expensive function!
632 void Mod_BuildTextureVectorsAndNormals(int numverts, int numtriangles, const float *vertex3f, const float *texcoord2f, const int *elements, float *svector3f, float *tvector3f, float *normal3f)
635 float sdir[3], tdir[3], normal[3], *v;
639 memset(svector3f, 0, numverts * sizeof(float[3]));
641 memset(tvector3f, 0, numverts * sizeof(float[3]));
643 memset(normal3f, 0, numverts * sizeof(float[3]));
644 // process each vertex of each triangle and accumulate the results
645 for (tnum = 0, e = elements;tnum < numtriangles;tnum++, e += 3)
647 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);
650 for (i = 0;i < 3;i++)
652 svector3f[e[i]*3 ] += sdir[0];
653 svector3f[e[i]*3+1] += sdir[1];
654 svector3f[e[i]*3+2] += sdir[2];
659 for (i = 0;i < 3;i++)
661 tvector3f[e[i]*3 ] += tdir[0];
662 tvector3f[e[i]*3+1] += tdir[1];
663 tvector3f[e[i]*3+2] += tdir[2];
668 for (i = 0;i < 3;i++)
670 normal3f[e[i]*3 ] += normal[0];
671 normal3f[e[i]*3+1] += normal[1];
672 normal3f[e[i]*3+2] += normal[2];
676 // now we could divide the vectors by the number of averaged values on
677 // each vertex... but instead normalize them
678 // 4 assignments, 1 divide, 1 sqrt, 2 adds, 6 multiplies
680 for (i = 0, v = svector3f;i < numverts;i++, v += 3)
682 // 4 assignments, 1 divide, 1 sqrt, 2 adds, 6 multiplies
684 for (i = 0, v = tvector3f;i < numverts;i++, v += 3)
686 // 4 assignments, 1 divide, 1 sqrt, 2 adds, 6 multiplies
688 for (i = 0, v = normal3f;i < numverts;i++, v += 3)
692 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)
694 shadowmesh_t *newmesh;
697 size = sizeof(shadowmesh_t);
698 size += maxverts * sizeof(float[3]);
700 size += maxverts * sizeof(float[11]);
701 size += maxtriangles * sizeof(int[3]);
703 size += maxtriangles * sizeof(int[3]);
705 size += SHADOWMESHVERTEXHASH * sizeof(shadowmeshvertexhash_t *) + maxverts * sizeof(shadowmeshvertexhash_t);
706 data = Mem_Alloc(mempool, size);
707 newmesh = (void *)data;data += sizeof(*newmesh);
708 newmesh->map_diffuse = map_diffuse;
709 newmesh->map_specular = map_specular;
710 newmesh->map_normal = map_normal;
711 newmesh->maxverts = maxverts;
712 newmesh->maxtriangles = maxtriangles;
713 newmesh->numverts = 0;
714 newmesh->numtriangles = 0;
716 newmesh->vertex3f = (void *)data;data += maxverts * sizeof(float[3]);
719 newmesh->svector3f = (void *)data;data += maxverts * sizeof(float[3]);
720 newmesh->tvector3f = (void *)data;data += maxverts * sizeof(float[3]);
721 newmesh->normal3f = (void *)data;data += maxverts * sizeof(float[3]);
722 newmesh->texcoord2f = (void *)data;data += maxverts * sizeof(float[2]);
724 newmesh->element3i = (void *)data;data += maxtriangles * sizeof(int[3]);
727 newmesh->neighbor3i = (void *)data;data += maxtriangles * sizeof(int[3]);
731 newmesh->vertexhashtable = (void *)data;data += SHADOWMESHVERTEXHASH * sizeof(shadowmeshvertexhash_t *);
732 newmesh->vertexhashentries = (void *)data;data += maxverts * sizeof(shadowmeshvertexhash_t);
737 shadowmesh_t *Mod_ShadowMesh_ReAlloc(mempool_t *mempool, shadowmesh_t *oldmesh, int light, int neighbors)
739 shadowmesh_t *newmesh;
740 newmesh = Mod_ShadowMesh_Alloc(mempool, oldmesh->numverts, oldmesh->numtriangles, oldmesh->map_diffuse, oldmesh->map_specular, oldmesh->map_normal, light, neighbors, false);
741 newmesh->numverts = oldmesh->numverts;
742 newmesh->numtriangles = oldmesh->numtriangles;
744 memcpy(newmesh->vertex3f, oldmesh->vertex3f, oldmesh->numverts * sizeof(float[3]));
745 if (newmesh->svector3f && oldmesh->svector3f)
747 memcpy(newmesh->svector3f, oldmesh->svector3f, oldmesh->numverts * sizeof(float[3]));
748 memcpy(newmesh->tvector3f, oldmesh->tvector3f, oldmesh->numverts * sizeof(float[3]));
749 memcpy(newmesh->normal3f, oldmesh->normal3f, oldmesh->numverts * sizeof(float[3]));
750 memcpy(newmesh->texcoord2f, oldmesh->texcoord2f, oldmesh->numverts * sizeof(float[2]));
752 memcpy(newmesh->element3i, oldmesh->element3i, oldmesh->numtriangles * sizeof(int[3]));
753 if (newmesh->neighbor3i && oldmesh->neighbor3i)
754 memcpy(newmesh->neighbor3i, oldmesh->neighbor3i, oldmesh->numtriangles * sizeof(int[3]));
758 int Mod_ShadowMesh_AddVertex(shadowmesh_t *mesh, float *vertex14f)
761 shadowmeshvertexhash_t *hash;
762 // this uses prime numbers intentionally
763 hashindex = (unsigned int) (vertex14f[0] * 3 + vertex14f[1] * 5 + vertex14f[2] * 7) % SHADOWMESHVERTEXHASH;
764 for (hash = mesh->vertexhashtable[hashindex];hash;hash = hash->next)
766 vnum = (hash - mesh->vertexhashentries);
767 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]))
768 && (mesh->svector3f == NULL || (mesh->svector3f[vnum * 3 + 0] == vertex14f[3] && mesh->svector3f[vnum * 3 + 1] == vertex14f[4] && mesh->svector3f[vnum * 3 + 2] == vertex14f[5]))
769 && (mesh->tvector3f == NULL || (mesh->tvector3f[vnum * 3 + 0] == vertex14f[6] && mesh->tvector3f[vnum * 3 + 1] == vertex14f[7] && mesh->tvector3f[vnum * 3 + 2] == vertex14f[8]))
770 && (mesh->normal3f == NULL || (mesh->normal3f[vnum * 3 + 0] == vertex14f[9] && mesh->normal3f[vnum * 3 + 1] == vertex14f[10] && mesh->normal3f[vnum * 3 + 2] == vertex14f[11]))
771 && (mesh->texcoord2f == NULL || (mesh->texcoord2f[vnum * 2 + 0] == vertex14f[12] && mesh->texcoord2f[vnum * 2 + 1] == vertex14f[13])))
772 return hash - mesh->vertexhashentries;
774 vnum = mesh->numverts++;
775 hash = mesh->vertexhashentries + vnum;
776 hash->next = mesh->vertexhashtable[hashindex];
777 mesh->vertexhashtable[hashindex] = hash;
778 if (mesh->vertex3f) {mesh->vertex3f[vnum * 3 + 0] = vertex14f[0];mesh->vertex3f[vnum * 3 + 1] = vertex14f[1];mesh->vertex3f[vnum * 3 + 2] = vertex14f[2];}
779 if (mesh->svector3f) {mesh->svector3f[vnum * 3 + 0] = vertex14f[3];mesh->svector3f[vnum * 3 + 1] = vertex14f[4];mesh->svector3f[vnum * 3 + 2] = vertex14f[5];}
780 if (mesh->tvector3f) {mesh->tvector3f[vnum * 3 + 0] = vertex14f[6];mesh->tvector3f[vnum * 3 + 1] = vertex14f[7];mesh->tvector3f[vnum * 3 + 2] = vertex14f[8];}
781 if (mesh->normal3f) {mesh->normal3f[vnum * 3 + 0] = vertex14f[9];mesh->normal3f[vnum * 3 + 1] = vertex14f[10];mesh->normal3f[vnum * 3 + 2] = vertex14f[11];}
782 if (mesh->texcoord2f) {mesh->texcoord2f[vnum * 2 + 0] = vertex14f[12];mesh->texcoord2f[vnum * 2 + 1] = vertex14f[13];}
786 void Mod_ShadowMesh_AddTriangle(mempool_t *mempool, shadowmesh_t *mesh, rtexture_t *map_diffuse, rtexture_t *map_specular, rtexture_t *map_normal, float *vertex14f)
788 if (mesh->numtriangles == 0)
790 // set the properties on this empty mesh to be more favorable...
791 // (note: this case only occurs for the first triangle added to a new mesh chain)
792 mesh->map_diffuse = map_diffuse;
793 mesh->map_specular = map_specular;
794 mesh->map_normal = map_normal;
796 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)
798 if (mesh->next == NULL)
799 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);
802 mesh->element3i[mesh->numtriangles * 3 + 0] = Mod_ShadowMesh_AddVertex(mesh, vertex14f + 14 * 0);
803 mesh->element3i[mesh->numtriangles * 3 + 1] = Mod_ShadowMesh_AddVertex(mesh, vertex14f + 14 * 1);
804 mesh->element3i[mesh->numtriangles * 3 + 2] = Mod_ShadowMesh_AddVertex(mesh, vertex14f + 14 * 2);
805 mesh->numtriangles++;
808 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)
811 float vbuf[3*14], *v;
812 memset(vbuf, 0, sizeof(vbuf));
813 for (i = 0;i < numtris;i++)
815 for (j = 0, v = vbuf;j < 3;j++, v += 14)
820 v[0] = vertex3f[e * 3 + 0];
821 v[1] = vertex3f[e * 3 + 1];
822 v[2] = vertex3f[e * 3 + 2];
826 v[3] = svector3f[e * 3 + 0];
827 v[4] = svector3f[e * 3 + 1];
828 v[5] = svector3f[e * 3 + 2];
832 v[6] = tvector3f[e * 3 + 0];
833 v[7] = tvector3f[e * 3 + 1];
834 v[8] = tvector3f[e * 3 + 2];
838 v[9] = normal3f[e * 3 + 0];
839 v[10] = normal3f[e * 3 + 1];
840 v[11] = normal3f[e * 3 + 2];
844 v[12] = texcoord2f[e * 2 + 0];
845 v[13] = texcoord2f[e * 2 + 1];
848 Mod_ShadowMesh_AddTriangle(mempool, mesh, map_diffuse, map_specular, map_normal, vbuf);
852 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)
854 return Mod_ShadowMesh_Alloc(mempool, maxverts, maxtriangles, map_diffuse, map_specular, map_normal, light, neighbors, expandable);
857 shadowmesh_t *Mod_ShadowMesh_Finish(mempool_t *mempool, shadowmesh_t *firstmesh, int light, int neighbors)
859 shadowmesh_t *mesh, *newmesh, *nextmesh;
860 // reallocate meshs to conserve space
861 for (mesh = firstmesh, firstmesh = NULL;mesh;mesh = nextmesh)
863 nextmesh = mesh->next;
864 if (mesh->numverts >= 3 && mesh->numtriangles >= 1)
866 newmesh = Mod_ShadowMesh_ReAlloc(mempool, mesh, light, neighbors);
867 newmesh->next = firstmesh;
875 void Mod_ShadowMesh_CalcBBox(shadowmesh_t *firstmesh, vec3_t mins, vec3_t maxs, vec3_t center, float *radius)
879 vec3_t nmins, nmaxs, ncenter, temp;
880 float nradius2, dist2, *v;
882 for (mesh = firstmesh;mesh;mesh = mesh->next)
884 if (mesh == firstmesh)
886 VectorCopy(mesh->vertex3f, nmins);
887 VectorCopy(mesh->vertex3f, nmaxs);
889 for (i = 0, v = mesh->vertex3f;i < mesh->numverts;i++, v += 3)
891 if (nmins[0] > v[0]) nmins[0] = v[0];if (nmaxs[0] < v[0]) nmaxs[0] = v[0];
892 if (nmins[1] > v[1]) nmins[1] = v[1];if (nmaxs[1] < v[1]) nmaxs[1] = v[1];
893 if (nmins[2] > v[2]) nmins[2] = v[2];if (nmaxs[2] < v[2]) nmaxs[2] = v[2];
896 // calculate center and radius
897 ncenter[0] = (nmins[0] + nmaxs[0]) * 0.5f;
898 ncenter[1] = (nmins[1] + nmaxs[1]) * 0.5f;
899 ncenter[2] = (nmins[2] + nmaxs[2]) * 0.5f;
901 for (mesh = firstmesh;mesh;mesh = mesh->next)
903 for (i = 0, v = mesh->vertex3f;i < mesh->numverts;i++, v += 3)
905 VectorSubtract(v, ncenter, temp);
906 dist2 = DotProduct(temp, temp);
907 if (nradius2 < dist2)
913 VectorCopy(nmins, mins);
915 VectorCopy(nmaxs, maxs);
917 VectorCopy(ncenter, center);
919 *radius = sqrt(nradius2);
922 void Mod_ShadowMesh_Free(shadowmesh_t *mesh)
924 shadowmesh_t *nextmesh;
925 for (;mesh;mesh = nextmesh)
927 nextmesh = mesh->next;
932 static rtexture_t *GL_TextureForSkinLayer(const qbyte *in, int width, int height, const char *name, const unsigned int *palette, int textureflags)
935 for (i = 0;i < width*height;i++)
936 if (((qbyte *)&palette[in[i]])[3] > 0)
937 return R_LoadTexture2D (loadmodel->texturepool, name, width, height, in, TEXTYPE_PALETTE, textureflags, palette);
941 static int detailtexturecycle = 0;
942 int Mod_LoadSkinFrame(skinframe_t *skinframe, char *basename, int textureflags, int loadpantsandshirt, int usedetailtexture, int loadglowtexture)
945 memset(skinframe, 0, sizeof(*skinframe));
946 if (!image_loadskin(&s, basename))
948 if (usedetailtexture)
949 skinframe->detail = mod_shared_detailtextures[(detailtexturecycle++) % NUM_DETAILTEXTURES];
950 skinframe->base = R_LoadTexture2D (loadmodel->texturepool, basename, s.basepixels_width, s.basepixels_height, s.basepixels, TEXTYPE_RGBA, textureflags, NULL);
951 if (s.nmappixels != NULL)
952 skinframe->nmap = R_LoadTexture2D (loadmodel->texturepool, va("%s_nmap", basename), s.nmappixels_width, s.nmappixels_height, s.nmappixels, TEXTYPE_RGBA, textureflags, NULL);
953 if (s.glosspixels != NULL)
954 skinframe->gloss = R_LoadTexture2D (loadmodel->texturepool, va("%s_gloss", basename), s.glosspixels_width, s.glosspixels_height, s.glosspixels, TEXTYPE_RGBA, textureflags, NULL);
955 if (s.glowpixels != NULL && loadglowtexture)
956 skinframe->glow = R_LoadTexture2D (loadmodel->texturepool, va("%s_glow", basename), s.glowpixels_width, s.glowpixels_height, s.glowpixels, TEXTYPE_RGBA, textureflags, NULL);
957 if (s.maskpixels != NULL)
958 skinframe->fog = R_LoadTexture2D (loadmodel->texturepool, va("%s_mask", basename), s.maskpixels_width, s.maskpixels_height, s.maskpixels, TEXTYPE_RGBA, textureflags, NULL);
959 if (loadpantsandshirt)
961 if (s.pantspixels != NULL)
962 skinframe->pants = R_LoadTexture2D (loadmodel->texturepool, va("%s_pants", basename), s.pantspixels_width, s.pantspixels_height, s.pantspixels, TEXTYPE_RGBA, textureflags, NULL);
963 if (s.shirtpixels != NULL)
964 skinframe->shirt = R_LoadTexture2D (loadmodel->texturepool, va("%s_shirt", basename), s.shirtpixels_width, s.shirtpixels_height, s.shirtpixels, TEXTYPE_RGBA, textureflags, NULL);
970 int Mod_LoadSkinFrame_Internal(skinframe_t *skinframe, char *basename, int textureflags, int loadpantsandshirt, int usedetailtexture, int loadglowtexture, qbyte *skindata, int width, int height)
972 qbyte *temp1, *temp2;
973 memset(skinframe, 0, sizeof(*skinframe));
976 if (usedetailtexture)
977 skinframe->detail = mod_shared_detailtextures[(detailtexturecycle++) % NUM_DETAILTEXTURES];
978 if (r_shadow_bumpscale_basetexture.value > 0)
980 temp1 = Mem_Alloc(loadmodel->mempool, width * height * 8);
981 temp2 = temp1 + width * height * 4;
982 Image_Copy8bitRGBA(skindata, temp1, width * height, palette_nofullbrights);
983 Image_HeightmapToNormalmap(temp1, temp2, width, height, false, r_shadow_bumpscale_basetexture.value);
984 skinframe->nmap = R_LoadTexture2D(loadmodel->texturepool, va("%s_nmap", basename), width, height, temp2, TEXTYPE_RGBA, textureflags, NULL);
989 skinframe->glow = GL_TextureForSkinLayer(skindata, width, height, va("%s_glow", basename), palette_onlyfullbrights, textureflags); // glow
990 skinframe->base = skinframe->merged = GL_TextureForSkinLayer(skindata, width, height, va("%s_merged", basename), palette_nofullbrights, textureflags); // all but fullbrights
991 if (loadpantsandshirt)
993 skinframe->pants = GL_TextureForSkinLayer(skindata, width, height, va("%s_pants", basename), palette_pantsaswhite, textureflags); // pants
994 skinframe->shirt = GL_TextureForSkinLayer(skindata, width, height, va("%s_shirt", basename), palette_shirtaswhite, textureflags); // shirt
995 if (skinframe->pants || skinframe->shirt)
996 skinframe->base = GL_TextureForSkinLayer(skindata, width, height, va("%s_nospecial", basename), palette_nocolormapnofullbrights, textureflags); // no special colors
1001 skinframe->base = skinframe->merged = GL_TextureForSkinLayer(skindata, width, height, va("%s_merged", basename), palette_complete, textureflags); // all
1002 if (loadpantsandshirt)
1004 skinframe->pants = GL_TextureForSkinLayer(skindata, width, height, va("%s_pants", basename), palette_pantsaswhite, textureflags); // pants
1005 skinframe->shirt = GL_TextureForSkinLayer(skindata, width, height, va("%s_shirt", basename), palette_shirtaswhite, textureflags); // shirt
1006 if (skinframe->pants || skinframe->shirt)
1007 skinframe->base = GL_TextureForSkinLayer(skindata, width, height, va("%s_nospecial", basename), palette_nocolormap, textureflags); // no pants or shirt
1013 void Mod_GetTerrainVertex3fTexCoord2fFromRGBA(const qbyte *imagepixels, int imagewidth, int imageheight, int ix, int iy, float *vertex3f, float *texcoord2f, matrix4x4_t *pixelstepmatrix, matrix4x4_t *pixeltexturestepmatrix)
1018 if (ix >= 0 && iy >= 0 && ix < imagewidth && iy < imageheight)
1019 v[2] = (imagepixels[((iy*imagewidth)+ix)*4+0] + imagepixels[((iy*imagewidth)+ix)*4+1] + imagepixels[((iy*imagewidth)+ix)*4+2]) * (1.0f / 765.0f);
1022 Matrix4x4_Transform(pixelstepmatrix, v, vertex3f);
1023 Matrix4x4_Transform(pixeltexturestepmatrix, v, tc);
1024 texcoord2f[0] = tc[0];
1025 texcoord2f[1] = tc[1];
1028 void Mod_GetTerrainVertexFromRGBA(const qbyte *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)
1030 float vup[3], vdown[3], vleft[3], vright[3];
1031 float tcup[3], tcdown[3], tcleft[3], tcright[3];
1032 float sv[3], tv[3], nl[3];
1033 Mod_GetTerrainVertex3fTexCoord2fFromRGBA(imagepixels, imagewidth, imageheight, ix, iy, vertex3f, texcoord2f, pixelstepmatrix, pixeltexturestepmatrix);
1034 Mod_GetTerrainVertex3fTexCoord2fFromRGBA(imagepixels, imagewidth, imageheight, ix, iy - 1, vup, tcup, pixelstepmatrix, pixeltexturestepmatrix);
1035 Mod_GetTerrainVertex3fTexCoord2fFromRGBA(imagepixels, imagewidth, imageheight, ix, iy + 1, vdown, tcdown, pixelstepmatrix, pixeltexturestepmatrix);
1036 Mod_GetTerrainVertex3fTexCoord2fFromRGBA(imagepixels, imagewidth, imageheight, ix - 1, iy, vleft, tcleft, pixelstepmatrix, pixeltexturestepmatrix);
1037 Mod_GetTerrainVertex3fTexCoord2fFromRGBA(imagepixels, imagewidth, imageheight, ix + 1, iy, vright, tcright, pixelstepmatrix, pixeltexturestepmatrix);
1038 Mod_BuildBumpVectors(vertex3f, vup, vright, texcoord2f, tcup, tcright, svector3f, tvector3f, normal3f);
1039 Mod_BuildBumpVectors(vertex3f, vright, vdown, texcoord2f, tcright, tcdown, sv, tv, nl);
1040 VectorAdd(svector3f, sv, svector3f);
1041 VectorAdd(tvector3f, tv, tvector3f);
1042 VectorAdd(normal3f, nl, normal3f);
1043 Mod_BuildBumpVectors(vertex3f, vdown, vleft, texcoord2f, tcdown, tcleft, sv, tv, nl);
1044 VectorAdd(svector3f, sv, svector3f);
1045 VectorAdd(tvector3f, tv, tvector3f);
1046 VectorAdd(normal3f, nl, normal3f);
1047 Mod_BuildBumpVectors(vertex3f, vleft, vup, texcoord2f, tcleft, tcup, sv, tv, nl);
1048 VectorAdd(svector3f, sv, svector3f);
1049 VectorAdd(tvector3f, tv, tvector3f);
1050 VectorAdd(normal3f, nl, normal3f);
1053 void Mod_ConstructTerrainPatchFromRGBA(const qbyte *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)
1055 int x, y, ix, iy, *e;
1057 for (y = 0;y < height;y++)
1059 for (x = 0;x < width;x++)
1061 e[0] = (y + 1) * (width + 1) + (x + 0);
1062 e[1] = (y + 0) * (width + 1) + (x + 0);
1063 e[2] = (y + 1) * (width + 1) + (x + 1);
1064 e[3] = (y + 0) * (width + 1) + (x + 0);
1065 e[4] = (y + 0) * (width + 1) + (x + 1);
1066 e[5] = (y + 1) * (width + 1) + (x + 1);
1070 Mod_BuildTriangleNeighbors(neighbor3i, element3i, width*height*2);
1071 for (y = 0, iy = y1;y < height + 1;y++, iy++)
1072 for (x = 0, ix = x1;x < width + 1;x++, ix++, vertex3f += 3, texcoord2f += 2, svector3f += 3, tvector3f += 3, normal3f += 3)
1073 Mod_GetTerrainVertexFromRGBA(imagepixels, imagewidth, imageheight, ix, iy, vertex3f, texcoord2f, svector3f, tvector3f, normal3f, pixelstepmatrix, pixeltexturestepmatrix);
1076 skinfile_t *Mod_LoadSkinFiles(void)
1078 int i, words, numtags, line, tagsetsused = false, wordsoverflow;
1081 skinfile_t *skinfile, *first = NULL;
1082 skinfileitem_t *skinfileitem;
1083 char word[10][MAX_QPATH];
1084 overridetagnameset_t tagsets[MAX_SKINS];
1085 overridetagname_t tags[256];
1089 U_bodyBox,models/players/Legoman/BikerA2.tga
1090 U_RArm,models/players/Legoman/BikerA1.tga
1091 U_LArm,models/players/Legoman/BikerA1.tga
1092 U_armor,common/nodraw
1093 U_sword,common/nodraw
1094 U_shield,common/nodraw
1095 U_homb,common/nodraw
1096 U_backpack,common/nodraw
1097 U_colcha,common/nodraw
1102 memset(tagsets, 0, sizeof(tagsets));
1103 memset(word, 0, sizeof(word));
1104 for (i = 0;i < MAX_SKINS && (data = text = FS_LoadFile(va("%s_%i.skin", loadmodel->name, i), tempmempool, true));i++)
1107 skinfile = Mem_Alloc(tempmempool, sizeof(skinfile_t));
1108 skinfile->next = first;
1110 for(line = 0;;line++)
1113 if (!COM_ParseToken(&data, true))
1115 if (!strcmp(com_token, "\n"))
1118 wordsoverflow = false;
1122 strlcpy(word[words++], com_token, sizeof (word[0]));
1124 wordsoverflow = true;
1126 while (COM_ParseToken(&data, true) && strcmp(com_token, "\n"));
1129 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);
1132 // words is always >= 1
1133 if (!strcmp(word[0], "replace"))
1137 Con_DPrintf("Mod_LoadSkinFiles: parsed mesh \"%s\" shader replacement \"%s\"\n", word[1], word[2]);
1138 skinfileitem = Mem_Alloc(tempmempool, sizeof(skinfileitem_t));
1139 skinfileitem->next = skinfile->items;
1140 skinfile->items = skinfileitem;
1141 strlcpy (skinfileitem->name, word[1], sizeof (skinfileitem->name));
1142 strlcpy (skinfileitem->replacement, word[2], sizeof (skinfileitem->replacement));
1145 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]);
1147 else if (words == 2 && !strcmp(word[1], ","))
1149 // tag name, like "tag_weapon,"
1150 Con_DPrintf("Mod_LoadSkinFiles: parsed tag #%i \"%s\"\n", numtags, word[0]);
1151 memset(tags + numtags, 0, sizeof(tags[numtags]));
1152 strlcpy (tags[numtags].name, word[0], sizeof (tags[numtags].name));
1155 else if (words == 3 && !strcmp(word[1], ","))
1157 // mesh shader name, like "U_RArm,models/players/Legoman/BikerA1.tga"
1158 Con_DPrintf("Mod_LoadSkinFiles: parsed mesh \"%s\" shader replacement \"%s\"\n", word[0], word[2]);
1159 skinfileitem = Mem_Alloc(tempmempool, sizeof(skinfileitem_t));
1160 skinfileitem->next = skinfile->items;
1161 skinfile->items = skinfileitem;
1162 strlcpy (skinfileitem->name, word[0], sizeof (skinfileitem->name));
1163 strlcpy (skinfileitem->replacement, word[2], sizeof (skinfileitem->replacement));
1166 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);
1172 overridetagnameset_t *t;
1174 t->num_overridetagnames = numtags;
1175 t->data_overridetagnames = Mem_Alloc(loadmodel->mempool, t->num_overridetagnames * sizeof(overridetagname_t));
1176 memcpy(t->data_overridetagnames, tags, t->num_overridetagnames * sizeof(overridetagname_t));
1182 loadmodel->data_overridetagnamesforskin = Mem_Alloc(loadmodel->mempool, i * sizeof(overridetagnameset_t));
1183 memcpy(loadmodel->data_overridetagnamesforskin, tagsets, i * sizeof(overridetagnameset_t));
1186 loadmodel->numskins = i;
1190 void Mod_FreeSkinFiles(skinfile_t *skinfile)
1193 skinfileitem_t *skinfileitem, *nextitem;
1194 for (;skinfile;skinfile = next)
1196 next = skinfile->next;
1197 for (skinfileitem = skinfile->items;skinfileitem;skinfileitem = nextitem)
1199 nextitem = skinfileitem->next;
1200 Mem_Free(skinfileitem);
1206 int Mod_CountSkinFiles(skinfile_t *skinfile)
1209 for (i = 0;skinfile;skinfile = skinfile->next, i++);
1213 int Mod_RemoveDegenerateTriangles(int numtriangles, const int *inelement3i, int *outelement3i, const float *vertex3f)
1215 int i, outtriangles;
1216 float d, edgedir[3], temp[3];
1217 // a degenerate triangle is one with no width (thickness, surface area)
1218 // these are characterized by having all 3 points colinear (along a line)
1219 // or having two points identical
1220 for (i = 0, outtriangles = 0;i < numtriangles;i++, inelement3i += 3)
1222 // calculate first edge
1223 VectorSubtract(vertex3f + inelement3i[1] * 3, vertex3f + inelement3i[0] * 3, edgedir);
1224 if (VectorLength2(edgedir) < 0.0001f)
1225 continue; // degenerate first edge (no length)
1226 VectorNormalize(edgedir);
1227 // check if third point is on the edge (colinear)
1228 d = -DotProduct(vertex3f + inelement3i[2] * 3, edgedir);
1229 VectorMA(vertex3f + inelement3i[2] * 3, d, edgedir, temp);
1230 if (VectorLength2(temp) < 0.0001f)
1231 continue; // third point colinear with first edge
1232 // valid triangle (no colinear points, no duplicate points)
1233 VectorCopy(inelement3i, outelement3i);
1237 return outtriangles;