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.
31 // LordHavoc: increased from 512 to 2048
32 #define MAX_MOD_KNOWN 2048
33 static model_t mod_known[MAX_MOD_KNOWN];
35 rtexturepool_t *mod_shared_texturepool;
36 rtexture_t *r_notexture;
37 rtexture_t *mod_shared_detailtextures[NUM_DETAILTEXTURES];
39 void Mod_BuildDetailTextures (void)
42 float vc[3], vx[3], vy[3], vn[3], lightdir[3];
43 #define DETAILRESOLUTION 256
44 qbyte data[DETAILRESOLUTION][DETAILRESOLUTION][4], noise[DETAILRESOLUTION][DETAILRESOLUTION];
48 VectorNormalize(lightdir);
49 for (i = 0;i < NUM_DETAILTEXTURES;i++)
51 fractalnoise(&noise[0][0], DETAILRESOLUTION, DETAILRESOLUTION >> 4);
52 for (y = 0;y < DETAILRESOLUTION;y++)
54 for (x = 0;x < DETAILRESOLUTION;x++)
58 vc[2] = noise[y][x] * (1.0f / 32.0f);
61 vx[2] = noise[y][(x + 1) % DETAILRESOLUTION] * (1.0f / 32.0f);
64 vy[2] = noise[(y + 1) % DETAILRESOLUTION][x] * (1.0f / 32.0f);
65 VectorSubtract(vx, vc, vx);
66 VectorSubtract(vy, vc, vy);
67 CrossProduct(vx, vy, vn);
69 light = 128 - DotProduct(vn, lightdir) * 128;
70 light = bound(0, light, 255);
71 data[y][x][0] = data[y][x][1] = data[y][x][2] = light;
75 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);
79 texture_t r_surf_notexture;
81 void Mod_SetupNoTexture(void)
86 // this makes a light grey/dark grey checkerboard texture
87 for (y = 0;y < 16;y++)
89 for (x = 0;x < 16;x++)
91 if ((y < 8) ^ (x < 8))
108 r_notexture = R_LoadTexture2D(mod_shared_texturepool, "notexture", 16, 16, &pix[0][0][0], TEXTYPE_RGBA, TEXF_MIPMAP, NULL);
111 static void mod_start(void)
114 for (i = 0;i < MAX_MOD_KNOWN;i++)
115 if (mod_known[i].name[0])
116 Mod_UnloadModel(&mod_known[i]);
119 mod_shared_texturepool = R_AllocTexturePool();
120 Mod_SetupNoTexture();
121 Mod_BuildDetailTextures();
124 static void mod_shutdown(void)
127 for (i = 0;i < MAX_MOD_KNOWN;i++)
128 if (mod_known[i].name[0])
129 Mod_UnloadModel(&mod_known[i]);
131 R_FreeTexturePool(&mod_shared_texturepool);
134 static void mod_newmap(void)
143 static void Mod_Print (void);
150 Cmd_AddCommand ("modellist", Mod_Print);
153 void Mod_RenderInit(void)
155 R_RegisterModule("Models", mod_start, mod_shutdown, mod_newmap);
158 void Mod_FreeModel (model_t *mod)
160 R_FreeTexturePool(&mod->texturepool);
161 Mem_FreePool(&mod->mempool);
163 // clear the struct to make it available
164 memset(mod, 0, sizeof(model_t));
167 void Mod_UnloadModel (model_t *mod)
169 char name[MAX_QPATH];
170 qboolean isworldmodel;
171 strcpy(name, mod->name);
172 isworldmodel = mod->isworldmodel;
174 strcpy(mod->name, name);
175 mod->isworldmodel = isworldmodel;
176 mod->needload = true;
186 static model_t *Mod_LoadModel (model_t *mod, qboolean crash, qboolean checkdisk, qboolean isworldmodel)
193 if (mod->name[0] == '*') // submodel
202 buf = COM_LoadFile (mod->name, false);
206 Host_Error ("Mod_LoadModel: %s not found", mod->name); // LordHavoc: Sys_Error was *ANNOYING*
210 crc = CRC_Block(buf, com_filesize);
215 if (mod->crc == crc && mod->isworldmodel == isworldmodel)
219 return mod; // already loaded
223 Con_DPrintf("loading model %s\n", mod->name);
227 buf = COM_LoadFile (mod->name, false);
231 Host_Error ("Mod_LoadModel: %s not found", mod->name);
234 crc = CRC_Block(buf, com_filesize);
237 // allocate a new model
240 // LordHavoc: unload the existing model in this slot (if there is one)
241 Mod_UnloadModel(mod);
242 mod->isworldmodel = isworldmodel;
243 mod->needload = false;
246 // errors can prevent the corresponding mod->error = false;
249 // all models use memory, so allocate a memory pool
250 mod->mempool = Mem_AllocPool(mod->name);
251 // all models load textures, so allocate a texture pool
252 if (cls.state != ca_dedicated)
253 mod->texturepool = R_AllocTexturePool();
255 // call the apropriate loader
256 if (!memcmp(buf, "IDPO" , 4)) Mod_LoadQ1AliasModel(mod, buf);
257 else if (!memcmp(buf, "IDP2" , 4)) Mod_LoadQ2AliasModel(mod, buf);
258 else if (!memcmp(buf, "IDP3" , 4)) Mod_LoadQ3AliasModel(mod, buf);
259 else if (!memcmp(buf, "ZYMOTIC" , 7)) Mod_LoadZymoticModel(mod, buf);
260 else if (!memcmp(buf, "IDSP" , 4)) Mod_LoadSpriteModel (mod, buf);
261 else Mod_LoadBrushModel (mod, buf);
265 // no errors occurred
270 void Mod_CheckLoaded (model_t *mod)
275 Mod_LoadModel(mod, true, true, mod->isworldmodel);
278 if (mod->type == mod_invalid)
279 Host_Error("Mod_CheckLoaded: invalid model\n");
291 void Mod_ClearAll (void)
295 void Mod_ClearErrorModels (void)
300 for (i = 0, mod = mod_known;i < MAX_MOD_KNOWN;i++, mod++)
305 void Mod_ClearUsed(void)
310 for (i = 0, mod = mod_known;i < MAX_MOD_KNOWN;i++, mod++)
315 void Mod_PurgeUnused(void)
320 for (i = 0, mod = mod_known;i < MAX_MOD_KNOWN;i++, mod++)
326 void Mod_LoadModels(void)
331 for (i = 0, mod = mod_known;i < MAX_MOD_KNOWN;i++, mod++)
334 Mod_CheckLoaded(mod);
343 model_t *Mod_FindName (const char *name)
346 model_t *mod, *freemod;
349 Host_Error ("Mod_ForName: NULL name");
351 // search the currently loaded models
353 for (i = 0, mod = mod_known;i < MAX_MOD_KNOWN;i++, mod++)
357 if (!strcmp (mod->name, name))
363 else if (freemod == NULL)
370 strcpy (mod->name, name);
371 mod->needload = true;
376 Host_Error ("Mod_FindName: ran out of models\n");
386 void Mod_TouchModel (const char *name)
390 mod = Mod_FindName (name);
398 Loads in a model for the given name
401 model_t *Mod_ForName (const char *name, qboolean crash, qboolean checkdisk, qboolean isworldmodel)
403 return Mod_LoadModel (Mod_FindName (name), crash, checkdisk, isworldmodel);
409 //=============================================================================
416 static void Mod_Print (void)
421 Con_Printf ("Loaded models:\n");
422 for (i = 0, mod = mod_known;i < MAX_MOD_KNOWN;i++, mod++)
424 Con_Printf ("%4iK %s\n", mod->mempool ? (mod->mempool->totalsize + 1023) / 1024 : 0, mod->name);
427 int Mod_FindTriangleWithEdge(const int *elements, int numtriangles, int start, int end, int ignore)
432 for (i = 0;i < numtriangles;i++, elements += 3)
434 if ((elements[0] == start && elements[1] == end)
435 || (elements[1] == start && elements[2] == end)
436 || (elements[2] == start && elements[0] == end))
442 else if ((elements[1] == start && elements[0] == end)
443 || (elements[2] == start && elements[1] == end)
444 || (elements[0] == start && elements[2] == end))
447 // detect edges shared by three triangles and make them seams
453 void Mod_BuildTriangleNeighbors(int *neighbors, const int *elements, int numtriangles)
457 for (i = 0, e = elements, n = neighbors;i < numtriangles;i++, e += 3, n += 3)
459 n[0] = Mod_FindTriangleWithEdge(elements, numtriangles, e[1], e[0], i);
460 n[1] = Mod_FindTriangleWithEdge(elements, numtriangles, e[2], e[1], i);
461 n[2] = Mod_FindTriangleWithEdge(elements, numtriangles, e[0], e[2], i);
465 void Mod_ValidateElements(const int *elements, int numtriangles, int numverts, const char *filename, int fileline)
468 for (i = 0;i < numtriangles * 3;i++)
469 if ((unsigned int)elements[i] >= (unsigned int)numverts)
470 Con_Printf("Mod_ValidateElements: out of bounds element detected at %s:%d\n", filename, fileline);
474 a note on the cost of executing this function:
475 per triangle: 188 (83 42 13 45 4 1)
476 assignments: 83 (20 3 3 3 1 4 4 1 3 4 3 4 30)
477 adds: 42 (2 2 2 2 3 2 2 27)
478 subtracts: 13 (3 3 3 1 3)
479 multiplies: 45 (6 3 6 6 3 3 6 6 6)
482 per vertex: 39 (12 6 18 3)
483 assignments: 12 (4 4 4)
485 multiplies: 18 (6 6 6)
489 void Mod_BuildTextureVectorsAndNormals(int numverts, int numtriangles, const float *vertex, const float *texcoord, const int *elements, float *svectors, float *tvectors, float *normals)
491 int i, tnum, voffset;
492 float vert[3][4], vec[3][4], sdir[3], tdir[3], normal[3], f, *v;
495 memset(svectors, 0, numverts * sizeof(float[4]));
496 memset(tvectors, 0, numverts * sizeof(float[4]));
497 memset(normals, 0, numverts * sizeof(float[4]));
498 // process each vertex of each triangle and accumulate the results
499 for (tnum = 0, e = elements;tnum < numtriangles;tnum++, e += 3)
501 // calculate texture matrix for triangle
504 vert[0][0] = vertex[voffset+0];
505 vert[0][1] = vertex[voffset+1];
506 vert[0][2] = vertex[voffset+2];
507 vert[0][3] = texcoord[voffset];
509 vert[1][0] = vertex[voffset+0];
510 vert[1][1] = vertex[voffset+1];
511 vert[1][2] = vertex[voffset+2];
512 vert[1][3] = texcoord[voffset];
514 vert[2][0] = vertex[voffset+0];
515 vert[2][1] = vertex[voffset+1];
516 vert[2][2] = vertex[voffset+2];
517 vert[2][3] = texcoord[voffset];
518 // 3 assignments, 3 subtracts
519 VectorSubtract(vert[1], vert[0], vec[0]);
520 // 3 assignments, 3 subtracts
521 VectorSubtract(vert[2], vert[0], vec[1]);
522 // 3 assignments, 3 subtracts, 6 multiplies
523 CrossProduct(vec[0], vec[1], normal);
524 // 1 assignment, 2 adds, 3 multiplies, 1 compare
525 if (DotProduct(normal, normal) >= 0.001)
527 // 4 assignments, 1 rsqrt, 2 adds, 6 multiplies
528 VectorNormalize(normal);
529 sdir[0] = (vert[1][3] - vert[0][3]) * (vert[2][0] - vert[0][0]) - (vert[2][3] - vert[0][3]) * (vert[1][0] - vert[0][0]);
530 sdir[1] = (vert[1][3] - vert[0][3]) * (vert[2][1] - vert[0][1]) - (vert[2][3] - vert[0][3]) * (vert[1][1] - vert[0][1]);
531 sdir[2] = (vert[1][3] - vert[0][3]) * (vert[2][2] - vert[0][2]) - (vert[2][3] - vert[0][3]) * (vert[1][2] - vert[0][2]);
532 // 4 assignments, 1 rsqrt, 2 adds, 6 multiplies
533 VectorNormalize(sdir);
534 // 1 assignments, 1 negates, 2 adds, 3 multiplies
535 f = -DotProduct(sdir, normal);
536 // 3 assignments, 3 adds, 3 multiplies
537 VectorMA(sdir, f, normal, sdir);
538 // 4 assignments, 1 rsqrt, 2 adds, 6 multiplies
539 VectorNormalize(sdir);
540 // 3 assignments, 3 subtracts, 6 multiplies
541 CrossProduct(sdir, normal, tdir);
542 // this is probably not necessary
543 // 4 assignments, 1 rsqrt, 2 adds, 6 multiplies
544 VectorNormalize(tdir);
545 // accumulate matrix onto verts used by triangle
546 // 30 assignments, 27 adds
547 for (i = 0;i < 3;i++)
550 svectors[voffset ] += sdir[0];
551 svectors[voffset + 1] += sdir[1];
552 svectors[voffset + 2] += sdir[2];
553 tvectors[voffset ] += tdir[0];
554 tvectors[voffset + 1] += tdir[1];
555 tvectors[voffset + 2] += tdir[2];
556 normals[voffset ] += normal[0];
557 normals[voffset + 1] += normal[1];
558 normals[voffset + 2] += normal[2];
562 // now we could divide the vectors by the number of averaged values on
563 // each vertex... but instead normalize them
564 for (i = 0, v = svectors;i < numverts;i++, v += 4)
565 // 4 assignments, 1 rsqrt, 2 adds, 6 multiplies
567 for (i = 0, v = tvectors;i < numverts;i++, v += 4)
568 // 4 assignments, 1 rsqrt, 2 adds, 6 multiplies
570 for (i = 0, v = normals;i < numverts;i++, v += 4)
571 // 4 assignments, 1 rsqrt, 2 adds, 6 multiplies
575 shadowmesh_t *Mod_ShadowMesh_Alloc(mempool_t *mempool, int maxverts)
578 mesh = Mem_Alloc(mempool, sizeof(shadowmesh_t) + maxverts * sizeof(float[4]) + maxverts * sizeof(int[3]) + maxverts * sizeof(int[3]) + SHADOWMESHVERTEXHASH * sizeof(shadowmeshvertexhash_t *) + maxverts * sizeof(shadowmeshvertexhash_t));
579 mesh->maxverts = maxverts;
580 mesh->maxtriangles = maxverts;
582 mesh->numtriangles = 0;
583 mesh->verts = (float *)(mesh + 1);
584 mesh->elements = (int *)(mesh->verts + mesh->maxverts * 4);
585 mesh->neighbors = (int *)(mesh->elements + mesh->maxtriangles * 3);
586 mesh->vertexhashtable = (shadowmeshvertexhash_t **)(mesh->neighbors + mesh->maxtriangles * 3);
587 mesh->vertexhashentries = (shadowmeshvertexhash_t *)(mesh->vertexhashtable + SHADOWMESHVERTEXHASH);
591 shadowmesh_t *Mod_ShadowMesh_ReAlloc(mempool_t *mempool, shadowmesh_t *oldmesh)
593 shadowmesh_t *newmesh;
594 newmesh = Mem_Alloc(mempool, sizeof(shadowmesh_t) + oldmesh->numverts * sizeof(float[4]) + oldmesh->numtriangles * sizeof(int[3]) + oldmesh->numtriangles * sizeof(int[3]));
595 newmesh->maxverts = newmesh->numverts = oldmesh->numverts;
596 newmesh->maxtriangles = newmesh->numtriangles = oldmesh->numtriangles;
597 newmesh->verts = (float *)(newmesh + 1);
598 newmesh->elements = (int *)(newmesh->verts + newmesh->maxverts * 4);
599 newmesh->neighbors = (int *)(newmesh->elements + newmesh->maxtriangles * 3);
600 memcpy(newmesh->verts, oldmesh->verts, newmesh->numverts * sizeof(float[4]));
601 memcpy(newmesh->elements, oldmesh->elements, newmesh->numtriangles * sizeof(int[3]));
602 memcpy(newmesh->neighbors, oldmesh->neighbors, newmesh->numtriangles * sizeof(int[3]));
606 int Mod_ShadowMesh_AddVertex(shadowmesh_t *mesh, float *v)
610 shadowmeshvertexhash_t *hash;
611 // this uses prime numbers intentionally
612 hashindex = (int) (v[0] * 3 + v[1] * 5 + v[2] * 7) % SHADOWMESHVERTEXHASH;
613 for (hash = mesh->vertexhashtable[hashindex];hash;hash = hash->next)
615 m = mesh->verts + (hash - mesh->vertexhashentries) * 4;
616 if (m[0] == v[0] && m[1] == v[1] && m[2] == v[2])
617 return hash - mesh->vertexhashentries;
619 hash = mesh->vertexhashentries + mesh->numverts;
620 hash->next = mesh->vertexhashtable[hashindex];
621 mesh->vertexhashtable[hashindex] = hash;
622 m = mesh->verts + (hash - mesh->vertexhashentries) * 4;
625 return mesh->numverts - 1;
628 void Mod_ShadowMesh_AddTriangle(mempool_t *mempool, shadowmesh_t *mesh, float *vert0, float *vert1, float *vert2)
630 while (mesh->numverts + 3 > mesh->maxverts || mesh->numtriangles + 1 > mesh->maxtriangles)
632 if (mesh->next == NULL)
633 mesh->next = Mod_ShadowMesh_Alloc(mempool, max(mesh->maxtriangles, 1));
636 mesh->elements[mesh->numtriangles * 3 + 0] = Mod_ShadowMesh_AddVertex(mesh, vert0);
637 mesh->elements[mesh->numtriangles * 3 + 1] = Mod_ShadowMesh_AddVertex(mesh, vert1);
638 mesh->elements[mesh->numtriangles * 3 + 2] = Mod_ShadowMesh_AddVertex(mesh, vert2);
639 mesh->numtriangles++;
642 void Mod_ShadowMesh_AddPolygon(mempool_t *mempool, shadowmesh_t *mesh, int numverts, float *verts)
646 for (i = 0, v = verts + 3;i < numverts - 2;i++, v += 3)
647 Mod_ShadowMesh_AddTriangle(mempool, mesh, verts, v, v + 3);
651 while (mesh->numverts + numverts > mesh->maxverts || mesh->numtriangles + (numverts - 2) > mesh->maxtriangles)
653 if (mesh->next == NULL)
654 mesh->next = Mod_ShadowMesh_Alloc(mempool, max(mesh->maxtriangles, numverts));
657 i1 = Mod_ShadowMesh_AddVertex(mesh, verts);
659 i3 = Mod_ShadowMesh_AddVertex(mesh, verts + 3);
660 for (i = 0, v = verts + 6;i < numverts - 2;i++, v += 3)
663 i3 = Mod_ShadowMesh_AddVertex(mesh, v);
664 mesh->elements[mesh->numtriangles * 3 + 0] = i1;
665 mesh->elements[mesh->numtriangles * 3 + 1] = i2;
666 mesh->elements[mesh->numtriangles * 3 + 2] = i3;
667 mesh->numtriangles++;
672 void Mod_ShadowMesh_AddMesh(mempool_t *mempool, shadowmesh_t *mesh, int numverts, float *verts, int numtris, int *elements)
675 for (i = 0;i < numtris;i++, elements += 3)
676 Mod_ShadowMesh_AddTriangle(mempool, mesh, verts + elements[0] * 4, verts + elements[1] * 4, verts + elements[2] * 4);
679 shadowmesh_t *Mod_ShadowMesh_Begin(mempool_t *mempool, int initialnumtriangles)
681 return Mod_ShadowMesh_Alloc(mempool, initialnumtriangles);
684 shadowmesh_t *Mod_ShadowMesh_Finish(mempool_t *mempool, shadowmesh_t *firstmesh)
688 shadowmesh_t *mesh, *newmesh, *nextmesh;
689 // reallocate meshs to conserve space
690 for (mesh = firstmesh, firstmesh = NULL;mesh;mesh = nextmesh)
692 nextmesh = mesh->next;
693 if (mesh->numverts >= 3 && mesh->numtriangles >= 1)
695 newmesh = Mod_ShadowMesh_ReAlloc(mempool, mesh);
696 newmesh->next = firstmesh;
698 //Con_Printf("mesh\n");
699 //for (i = 0;i < newmesh->numtriangles;i++)
700 // Con_Printf("tri %d %d %d\n", newmesh->elements[i * 3 + 0], newmesh->elements[i * 3 + 1], newmesh->elements[i * 3 + 2]);
701 Mod_ValidateElements(newmesh->elements, newmesh->numtriangles, newmesh->numverts, __FILE__, __LINE__);
702 Mod_BuildTriangleNeighbors(newmesh->neighbors, newmesh->elements, newmesh->numtriangles);
708 for (mesh = firstmesh;mesh;mesh = mesh->next)
710 Mod_ValidateElements(mesh->elements, mesh->numtriangles, mesh->numverts, __FILE__, __LINE__);
711 Mod_BuildTriangleNeighbors(mesh->neighbors, mesh->elements, mesh->numtriangles);
717 void Mod_ShadowMesh_CalcBBox(shadowmesh_t *firstmesh, vec3_t mins, vec3_t maxs, vec3_t center, float *radius)
721 vec3_t nmins, nmaxs, ncenter, temp;
722 float nradius2, dist2, *v;
724 for (mesh = firstmesh;mesh;mesh = mesh->next)
726 if (mesh == firstmesh)
728 VectorCopy(mesh->verts, nmins);
729 VectorCopy(mesh->verts, nmaxs);
731 for (i = 0, v = mesh->verts;i < mesh->numverts;i++, v += 4)
733 if (nmins[0] > v[0]) nmins[0] = v[0];if (nmaxs[0] < v[0]) nmaxs[0] = v[0];
734 if (nmins[1] > v[1]) nmins[1] = v[1];if (nmaxs[1] < v[1]) nmaxs[1] = v[1];
735 if (nmins[2] > v[2]) nmins[2] = v[2];if (nmaxs[2] < v[2]) nmaxs[2] = v[2];
738 // calculate center and radius
739 ncenter[0] = (nmins[0] + nmaxs[0]) * 0.5f;
740 ncenter[1] = (nmins[1] + nmaxs[1]) * 0.5f;
741 ncenter[2] = (nmins[2] + nmaxs[2]) * 0.5f;
743 for (mesh = firstmesh;mesh;mesh = mesh->next)
745 for (i = 0, v = mesh->verts;i < mesh->numverts;i++, v += 4)
747 VectorSubtract(v, ncenter, temp);
748 dist2 = DotProduct(temp, temp);
749 if (nradius2 < dist2)
755 VectorCopy(nmins, mins);
757 VectorCopy(nmaxs, maxs);
759 VectorCopy(ncenter, center);
761 *radius = sqrt(nradius2);
764 void Mod_ShadowMesh_Free(shadowmesh_t *mesh)
766 shadowmesh_t *nextmesh;
767 for (;mesh;mesh = nextmesh)
769 nextmesh = mesh->next;
774 static rtexture_t *GL_TextureForSkinLayer(const qbyte *in, int width, int height, const char *name, const unsigned int *palette, int textureflags)
777 for (i = 0;i < width*height;i++)
778 if (((qbyte *)&palette[in[i]])[3] > 0)
779 return R_LoadTexture2D (loadmodel->texturepool, name, width, height, in, TEXTYPE_PALETTE, textureflags, palette);
783 static int detailtexturecycle = 0;
784 int Mod_LoadSkinFrame (skinframe_t *skinframe, char *basename, int textureflags, int loadpantsandshirt, int usedetailtexture, int loadglowtexture)
787 memset(skinframe, 0, sizeof(*skinframe));
788 if (!image_loadskin(&s, basename))
790 if (usedetailtexture)
791 skinframe->detail = mod_shared_detailtextures[(detailtexturecycle++) % NUM_DETAILTEXTURES];
792 skinframe->base = R_LoadTexture2D (loadmodel->texturepool, basename, s.basepixels_width, s.basepixels_height, s.basepixels, TEXTYPE_RGBA, textureflags, NULL);
793 if (s.nmappixels != NULL)
794 skinframe->nmap = R_LoadTexture2D (loadmodel->texturepool, va("%s_nmap", basename), s.basepixels_width, s.basepixels_height, s.nmappixels, TEXTYPE_RGBA, textureflags, NULL);
795 if (s.glosspixels != NULL)
796 skinframe->gloss = R_LoadTexture2D (loadmodel->texturepool, va("%s_gloss", basename), s.glosspixels_width, s.glosspixels_height, s.glosspixels, TEXTYPE_RGBA, textureflags, NULL);
797 if (s.glowpixels != NULL && loadglowtexture)
798 skinframe->glow = R_LoadTexture2D (loadmodel->texturepool, va("%s_glow", basename), s.glowpixels_width, s.glowpixels_height, s.glowpixels, TEXTYPE_RGBA, textureflags, NULL);
799 if (s.maskpixels != NULL)
800 skinframe->fog = R_LoadTexture2D (loadmodel->texturepool, va("%s_mask", basename), s.maskpixels_width, s.maskpixels_height, s.maskpixels, TEXTYPE_RGBA, textureflags, NULL);
801 if (loadpantsandshirt)
803 if (s.pantspixels != NULL)
804 skinframe->pants = R_LoadTexture2D (loadmodel->texturepool, va("%s_pants", basename), s.pantspixels_width, s.pantspixels_height, s.pantspixels, TEXTYPE_RGBA, textureflags, NULL);
805 if (s.shirtpixels != NULL)
806 skinframe->shirt = R_LoadTexture2D (loadmodel->texturepool, va("%s_shirt", basename), s.shirtpixels_width, s.shirtpixels_height, s.shirtpixels, TEXTYPE_RGBA, textureflags, NULL);
812 int Mod_LoadSkinFrame_Internal (skinframe_t *skinframe, char *basename, int textureflags, int loadpantsandshirt, int usedetailtexture, int loadglowtexture, qbyte *skindata, int width, int height)
814 qbyte *temp1, *temp2;
815 memset(skinframe, 0, sizeof(*skinframe));
818 if (usedetailtexture)
819 skinframe->detail = mod_shared_detailtextures[(detailtexturecycle++) % NUM_DETAILTEXTURES];
820 if (r_shadow_bumpscale_basetexture.value > 0)
822 temp1 = Mem_Alloc(loadmodel->mempool, width * height * 8);
823 temp2 = temp1 + width * height * 4;
824 Image_Copy8bitRGBA(skindata, temp1, width * height, palette_nofullbrights);
825 Image_HeightmapToNormalmap(temp1, temp2, width, height, false, r_shadow_bumpscale_basetexture.value);
826 skinframe->nmap = R_LoadTexture2D(loadmodel->texturepool, va("%s_nmap", basename), width, height, temp2, TEXTYPE_RGBA, textureflags, NULL);
831 skinframe->glow = GL_TextureForSkinLayer(skindata, width, height, va("%s_glow", basename), palette_onlyfullbrights, textureflags); // glow
832 skinframe->base = skinframe->merged = GL_TextureForSkinLayer(skindata, width, height, va("%s_merged", basename), palette_nofullbrights, textureflags); // all but fullbrights
833 if (loadpantsandshirt)
835 skinframe->pants = GL_TextureForSkinLayer(skindata, width, height, va("%s_pants", basename), palette_pantsaswhite, textureflags); // pants
836 skinframe->shirt = GL_TextureForSkinLayer(skindata, width, height, va("%s_shirt", basename), palette_shirtaswhite, textureflags); // shirt
837 if (skinframe->pants || skinframe->shirt)
838 skinframe->base = GL_TextureForSkinLayer(skindata, width, height, va("%s_nospecial", basename), palette_nocolormapnofullbrights, textureflags); // no special colors
843 skinframe->base = skinframe->merged = GL_TextureForSkinLayer(skindata, width, height, va("%s_merged", basename), palette_complete, textureflags); // all but fullbrights
844 if (loadpantsandshirt)
846 skinframe->pants = GL_TextureForSkinLayer(skindata, width, height, va("%s_pants", basename), palette_pantsaswhite, textureflags); // pants
847 skinframe->shirt = GL_TextureForSkinLayer(skindata, width, height, va("%s_shirt", basename), palette_shirtaswhite, textureflags); // shirt
848 if (skinframe->pants || skinframe->shirt)
849 skinframe->base = GL_TextureForSkinLayer(skindata, width, height, va("%s_nospecial", basename), palette_nocolormap, textureflags); // no pants or shirt