}
r_notexturepool = R_AllocTexturePool();
- r_notexture = R_LoadTexture(r_notexturepool, "notexture", 16, 16, &pix[0][0][0], TEXTYPE_RGBA, TEXF_MIPMAP);
+ r_notexture = R_LoadTexture2D(r_notexturepool, "notexture", 16, 16, &pix[0][0][0], TEXTYPE_RGBA, TEXF_MIPMAP, NULL);
}
extern void Mod_BrushStartup (void);
===============
*/
static void Mod_Print (void);
-static void Mod_Flush (void);
void Mod_Init (void)
{
Mod_BrushInit();
Mod_SpriteInit();
Cmd_AddCommand ("modellist", Mod_Print);
- Cmd_AddCommand ("modelflush", Mod_Flush);
}
void Mod_RenderInit(void)
*/
static model_t *Mod_LoadModel (model_t *mod, qboolean crash, qboolean checkdisk, qboolean isworldmodel)
{
- int crc;
+ unsigned int crc;
void *buf;
mod->used = true;
mod->needload = false;
mod->used = true;
mod->crc = crc;
+ // errors can prevent the corresponding mod->error = false;
+ mod->error = true;
// all models use memory, so allocate a memory pool
mod->mempool = Mem_AllocPool(mod->name);
Mem_Free(buf);
+ // no errors occurred
+ mod->error = false;
return mod;
}
{
}
+void Mod_ClearErrorModels (void)
+{
+ int i;
+ model_t *mod;
+
+ for (i = 0, mod = mod_known;i < MAX_MOD_KNOWN;i++, mod++)
+ if (mod->error)
+ Mod_FreeModel(mod);
+}
+
void Mod_ClearUsed(void)
{
int i;
Con_Printf ("%4iK %s\n", mod->mempool ? (mod->mempool->totalsize + 1023) / 1024 : 0, mod->name);
}
-static void Mod_Flush (void)
+int Mod_FindTriangleWithEdge(const int *elements, int numtriangles, int start, int end, int ignore)
{
- int i;
-
- Con_Printf ("Unloading models\n");
- for (i = 0;i < MAX_MOD_KNOWN;i++)
- if (mod_known[i].name[0])
- Mod_UnloadModel(&mod_known[i]);
- Mod_LoadModels();
-}
-
-int Mod_FindTriangleWithEdge(const int *elements, int numtriangles, int start, int end)
-{
- int i;
+ int i, match, count;
+ count = 0;
+ match = -1;
for (i = 0;i < numtriangles;i++, elements += 3)
{
- if (elements[0] == start && elements[1] == end)
- return i;
- if (elements[1] == start && elements[2] == end)
- return i;
- if (elements[2] == start && elements[0] == end)
- return i;
+ if ((elements[0] == start && elements[1] == end)
+ || (elements[1] == start && elements[2] == end)
+ || (elements[2] == start && elements[0] == end))
+ {
+ if (i != ignore)
+ match = i;
+ count++;
+ }
+ else if ((elements[1] == start && elements[0] == end)
+ || (elements[2] == start && elements[1] == end)
+ || (elements[0] == start && elements[2] == end))
+ count++;
}
- return -1;
+ // detect edges shared by three triangles and make them seams
+ if (count > 2)
+ match = -1;
+ return match;
}
void Mod_BuildTriangleNeighbors(int *neighbors, const int *elements, int numtriangles)
const int *e;
for (i = 0, e = elements, n = neighbors;i < numtriangles;i++, e += 3, n += 3)
{
- n[0] = Mod_FindTriangleWithEdge(elements, numtriangles, e[1], e[0]);
- n[1] = Mod_FindTriangleWithEdge(elements, numtriangles, e[2], e[1]);
- n[2] = Mod_FindTriangleWithEdge(elements, numtriangles, e[0], e[2]);
+ n[0] = Mod_FindTriangleWithEdge(elements, numtriangles, e[1], e[0], i);
+ n[1] = Mod_FindTriangleWithEdge(elements, numtriangles, e[2], e[1], i);
+ n[2] = Mod_FindTriangleWithEdge(elements, numtriangles, e[0], e[2], i);
}
}
+void Mod_ValidateElements(const int *elements, int numtriangles, int numverts, const char *filename, int fileline)
+{
+ int i;
+ for (i = 0;i < numtriangles * 3;i++)
+ if ((unsigned int)elements[i] >= (unsigned int)numverts)
+ Con_Printf("Mod_ValidateElements: out of bounds element detected at %s:%d\n", filename, fileline);
+}
+
+/*
+a note on the cost of executing this function:
+per triangle: 188 (83 42 13 45 4 1)
+assignments: 83 (20 3 3 3 1 4 4 1 3 4 3 4 30)
+adds: 42 (2 2 2 2 3 2 2 27)
+subtracts: 13 (3 3 3 1 3)
+multiplies: 45 (6 3 6 6 3 3 6 6 6)
+rsqrts: 4 (1 1 1 1)
+compares: 1 (1)
+per vertex: 39 (12 6 18 3)
+assignments: 12 (4 4 4)
+adds: 6 (2 2 2)
+multiplies: 18 (6 6 6)
+rsqrts: 3 (1 1 1)
+*/
+
void Mod_BuildTextureVectorsAndNormals(int numverts, int numtriangles, const float *vertex, const float *texcoord, const int *elements, float *svectors, float *tvectors, float *normals)
{
int i, tnum, voffset;
for (tnum = 0, e = elements;tnum < numtriangles;tnum++, e += 3)
{
// calculate texture matrix for triangle
+ // 20 assignments
voffset = e[0] * 4;
vert[0][0] = vertex[voffset+0];
vert[0][1] = vertex[voffset+1];
vert[2][1] = vertex[voffset+1];
vert[2][2] = vertex[voffset+2];
vert[2][3] = texcoord[voffset];
+ // 3 assignments, 3 subtracts
VectorSubtract(vert[1], vert[0], vec[0]);
+ // 3 assignments, 3 subtracts
VectorSubtract(vert[2], vert[0], vec[1]);
+ // 3 assignments, 3 subtracts, 6 multiplies
CrossProduct(vec[0], vec[1], normal);
+ // 1 assignment, 2 adds, 3 multiplies, 1 compare
if (DotProduct(normal, normal) >= 0.001)
{
+ // 4 assignments, 1 rsqrt, 2 adds, 6 multiplies
VectorNormalize(normal);
sdir[0] = (vert[1][3] - vert[0][3]) * (vert[2][0] - vert[0][0]) - (vert[2][3] - vert[0][3]) * (vert[1][0] - vert[0][0]);
sdir[1] = (vert[1][3] - vert[0][3]) * (vert[2][1] - vert[0][1]) - (vert[2][3] - vert[0][3]) * (vert[1][1] - vert[0][1]);
sdir[2] = (vert[1][3] - vert[0][3]) * (vert[2][2] - vert[0][2]) - (vert[2][3] - vert[0][3]) * (vert[1][2] - vert[0][2]);
+ // 4 assignments, 1 rsqrt, 2 adds, 6 multiplies
VectorNormalize(sdir);
+ // 1 assignments, 1 negates, 2 adds, 3 multiplies
f = -DotProduct(sdir, normal);
+ // 3 assignments, 3 adds, 3 multiplies
VectorMA(sdir, f, normal, sdir);
+ // 4 assignments, 1 rsqrt, 2 adds, 6 multiplies
VectorNormalize(sdir);
+ // 3 assignments, 3 subtracts, 6 multiplies
CrossProduct(sdir, normal, tdir);
// this is probably not necessary
+ // 4 assignments, 1 rsqrt, 2 adds, 6 multiplies
VectorNormalize(tdir);
// accumulate matrix onto verts used by triangle
+ // 30 assignments, 27 adds
for (i = 0;i < 3;i++)
{
voffset = e[i] * 4;
// now we could divide the vectors by the number of averaged values on
// each vertex... but instead normalize them
for (i = 0, v = svectors;i < numverts;i++, v += 4)
+ // 4 assignments, 1 rsqrt, 2 adds, 6 multiplies
VectorNormalize(v);
for (i = 0, v = tvectors;i < numverts;i++, v += 4)
+ // 4 assignments, 1 rsqrt, 2 adds, 6 multiplies
VectorNormalize(v);
for (i = 0, v = normals;i < numverts;i++, v += 4)
+ // 4 assignments, 1 rsqrt, 2 adds, 6 multiplies
VectorNormalize(v);
}
shadowmesh_t *Mod_ShadowMesh_Alloc(mempool_t *mempool, int maxverts)
{
shadowmesh_t *mesh;
- mesh = Mem_Alloc(mempool, sizeof(shadowmesh_t) + maxverts * sizeof(float[4]) + maxverts * sizeof(int[3]) + maxverts * sizeof(int[3]));
+ mesh = 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));
mesh->maxverts = maxverts;
mesh->maxtriangles = maxverts;
mesh->numverts = 0;
mesh->verts = (float *)(mesh + 1);
mesh->elements = (int *)(mesh->verts + mesh->maxverts * 4);
mesh->neighbors = (int *)(mesh->elements + mesh->maxtriangles * 3);
+ mesh->vertexhashtable = (shadowmeshvertexhash_t **)(mesh->neighbors + mesh->maxtriangles * 3);
+ mesh->vertexhashentries = (shadowmeshvertexhash_t *)(mesh->vertexhashtable + SHADOWMESHVERTEXHASH);
return mesh;
}
int Mod_ShadowMesh_AddVertex(shadowmesh_t *mesh, float *v)
{
- int j;
- float *m, temp[3];
- for (j = 0, m = mesh->verts;j < mesh->numverts;j++, m += 4)
+ int hashindex;
+ float *m;
+ shadowmeshvertexhash_t *hash;
+ // this uses prime numbers intentionally
+ hashindex = (int) (v[0] * 3 + v[1] * 5 + v[2] * 7) % SHADOWMESHVERTEXHASH;
+ for (hash = mesh->vertexhashtable[hashindex];hash;hash = hash->next)
{
- VectorSubtract(v, m, temp);
- if (DotProduct(temp, temp) < 0.1)
- return j;
+ m = mesh->verts + (hash - mesh->vertexhashentries) * 4;
+ if (m[0] == v[0] && m[1] == v[1] && m[2] == v[2])
+ return hash - mesh->vertexhashentries;
}
- mesh->numverts++;
+ hash = mesh->vertexhashentries + mesh->numverts;
+ hash->next = mesh->vertexhashtable[hashindex];
+ mesh->vertexhashtable[hashindex] = hash;
+ m = mesh->verts + (hash - mesh->vertexhashentries) * 4;
VectorCopy(v, m);
- return j;
+ mesh->numverts++;
+ return mesh->numverts - 1;
+}
+
+void Mod_ShadowMesh_AddTriangle(mempool_t *mempool, shadowmesh_t *mesh, float *vert0, float *vert1, float *vert2)
+{
+ while (mesh->numverts + 3 > mesh->maxverts || mesh->numtriangles + 1 > mesh->maxtriangles)
+ {
+ if (mesh->next == NULL)
+ mesh->next = Mod_ShadowMesh_Alloc(mempool, max(mesh->maxtriangles, 1));
+ mesh = mesh->next;
+ }
+ mesh->elements[mesh->numtriangles * 3 + 0] = Mod_ShadowMesh_AddVertex(mesh, vert0);
+ mesh->elements[mesh->numtriangles * 3 + 1] = Mod_ShadowMesh_AddVertex(mesh, vert1);
+ mesh->elements[mesh->numtriangles * 3 + 2] = Mod_ShadowMesh_AddVertex(mesh, vert2);
+ mesh->numtriangles++;
}
void Mod_ShadowMesh_AddPolygon(mempool_t *mempool, shadowmesh_t *mesh, int numverts, float *verts)
{
+ int i;
+ float *v;
+ for (i = 0, v = verts + 3;i < numverts - 2;i++, v += 3)
+ Mod_ShadowMesh_AddTriangle(mempool, mesh, verts, v, v + 3);
+ /*
int i, i1, i2, i3;
float *v;
- while (numverts + mesh->numverts > mesh->maxverts || (numverts - 2) + mesh->numtriangles > mesh->maxtriangles)
+ while (mesh->numverts + numverts > mesh->maxverts || mesh->numtriangles + (numverts - 2) > mesh->maxtriangles)
{
if (mesh->next == NULL)
- mesh->next = Mod_ShadowMesh_Alloc(mempool, max(4096, numverts));
+ mesh->next = Mod_ShadowMesh_Alloc(mempool, max(mesh->maxtriangles, numverts));
mesh = mesh->next;
}
i1 = Mod_ShadowMesh_AddVertex(mesh, verts);
mesh->elements[mesh->numtriangles * 3 + 2] = i3;
mesh->numtriangles++;
}
+ */
}
-shadowmesh_t *Mod_ShadowMesh_Begin(mempool_t *mempool)
+void Mod_ShadowMesh_AddMesh(mempool_t *mempool, shadowmesh_t *mesh, int numverts, float *verts, int numtris, int *elements)
{
- return Mod_ShadowMesh_Alloc(mempool, 4096);
+ int i;
+ for (i = 0;i < numtris;i++, elements += 3)
+ Mod_ShadowMesh_AddTriangle(mempool, mesh, verts + elements[0] * 4, verts + elements[1] * 4, verts + elements[2] * 4);
+}
+
+shadowmesh_t *Mod_ShadowMesh_Begin(mempool_t *mempool, int initialnumtriangles)
+{
+ return Mod_ShadowMesh_Alloc(mempool, initialnumtriangles);
}
shadowmesh_t *Mod_ShadowMesh_Finish(mempool_t *mempool, shadowmesh_t *firstmesh)
{
+#if 1
//int i;
shadowmesh_t *mesh, *newmesh, *nextmesh;
// reallocate meshs to conserve space
//Con_Printf("mesh\n");
//for (i = 0;i < newmesh->numtriangles;i++)
// Con_Printf("tri %d %d %d\n", newmesh->elements[i * 3 + 0], newmesh->elements[i * 3 + 1], newmesh->elements[i * 3 + 2]);
+ Mod_ValidateElements(newmesh->elements, newmesh->numtriangles, newmesh->numverts, __FILE__, __LINE__);
Mod_BuildTriangleNeighbors(newmesh->neighbors, newmesh->elements, newmesh->numtriangles);
}
Mem_Free(mesh);
}
+#else
+ shadowmesh_t *mesh;
+ for (mesh = firstmesh;mesh;mesh = mesh->next)
+ {
+ Mod_ValidateElements(mesh->elements, mesh->numtriangles, mesh->numverts, __FILE__, __LINE__);
+ Mod_BuildTriangleNeighbors(mesh->neighbors, mesh->elements, mesh->numtriangles);
+ }
+#endif
return firstmesh;
}