// on the same machine.
#include "quakedef.h"
+#include "image.h"
+#include "r_shadow.h"
+
+cvar_t r_mipskins = {CVAR_SAVE, "r_mipskins", "0"};
model_t *loadmodel;
#define MAX_MOD_KNOWN 2048
static model_t mod_known[MAX_MOD_KNOWN];
+rtexturepool_t *mod_shared_texturepool;
rtexture_t *r_notexture;
-rtexturepool_t *r_notexturepool;
+rtexture_t *mod_shared_detailtextures[NUM_DETAILTEXTURES];
+
+void Mod_BuildDetailTextures (void)
+{
+ int i, x, y, light;
+ float vc[3], vx[3], vy[3], vn[3], lightdir[3];
+#define DETAILRESOLUTION 256
+ qbyte data[DETAILRESOLUTION][DETAILRESOLUTION][4], noise[DETAILRESOLUTION][DETAILRESOLUTION];
+ lightdir[0] = 0.5;
+ lightdir[1] = 1;
+ lightdir[2] = -0.25;
+ VectorNormalize(lightdir);
+ for (i = 0;i < NUM_DETAILTEXTURES;i++)
+ {
+ fractalnoise(&noise[0][0], DETAILRESOLUTION, DETAILRESOLUTION >> 4);
+ for (y = 0;y < DETAILRESOLUTION;y++)
+ {
+ for (x = 0;x < DETAILRESOLUTION;x++)
+ {
+ vc[0] = x;
+ vc[1] = y;
+ vc[2] = noise[y][x] * (1.0f / 32.0f);
+ vx[0] = x + 1;
+ vx[1] = y;
+ vx[2] = noise[y][(x + 1) % DETAILRESOLUTION] * (1.0f / 32.0f);
+ vy[0] = x;
+ vy[1] = y + 1;
+ vy[2] = noise[(y + 1) % DETAILRESOLUTION][x] * (1.0f / 32.0f);
+ VectorSubtract(vx, vc, vx);
+ VectorSubtract(vy, vc, vy);
+ CrossProduct(vx, vy, vn);
+ VectorNormalize(vn);
+ light = 128 - DotProduct(vn, lightdir) * 128;
+ light = bound(0, light, 255);
+ data[y][x][0] = data[y][x][1] = data[y][x][2] = light;
+ data[y][x][3] = 255;
+ }
+ }
+ 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);
+ }
+}
texture_t r_surf_notexture;
}
}
- r_notexturepool = R_AllocTexturePool();
- r_notexture = R_LoadTexture2D(r_notexturepool, "notexture", 16, 16, &pix[0][0][0], TEXTYPE_RGBA, TEXF_MIPMAP, NULL);
+ r_notexture = R_LoadTexture2D(mod_shared_texturepool, "notexture", 16, 16, &pix[0][0][0], TEXTYPE_RGBA, TEXF_MIPMAP, NULL);
}
-extern void Mod_BrushStartup (void);
-extern void Mod_BrushShutdown (void);
-
static void mod_start(void)
{
int i;
Mod_UnloadModel(&mod_known[i]);
Mod_LoadModels();
+ mod_shared_texturepool = R_AllocTexturePool();
Mod_SetupNoTexture();
- Mod_BrushStartup();
+ Mod_BuildDetailTextures();
}
static void mod_shutdown(void)
if (mod_known[i].name[0])
Mod_UnloadModel(&mod_known[i]);
- R_FreeTexturePool(&r_notexturepool);
- Mod_BrushShutdown();
+ R_FreeTexturePool(&mod_shared_texturepool);
}
static void mod_newmap(void)
===============
*/
static void Mod_Print (void);
+static void Mod_Precache (void);
void Mod_Init (void)
{
Mod_BrushInit();
Mod_AliasInit();
Mod_SpriteInit();
+ Cvar_RegisterVariable(&r_mipskins);
Cmd_AddCommand ("modellist", Mod_Print);
+ Cmd_AddCommand ("modelprecache", Mod_Precache);
}
void Mod_RenderInit(void)
Loads a model
==================
*/
-static model_t *Mod_LoadModel (model_t *mod, qboolean crash, qboolean checkdisk, qboolean isworldmodel)
+static model_t *Mod_LoadModel(model_t *mod, qboolean crash, qboolean checkdisk, qboolean isworldmodel)
{
+ int num;
unsigned int crc;
void *buf;
{
if (checkdisk)
{
- buf = COM_LoadFile (mod->name, false);
+ buf = FS_LoadFile (mod->name, false);
if (!buf)
{
if (crash)
return NULL;
}
- crc = CRC_Block(buf, com_filesize);
+ crc = CRC_Block(buf, fs_filesize);
}
else
crc = mod->crc;
if (!buf)
{
- buf = COM_LoadFile (mod->name, false);
+ buf = FS_LoadFile (mod->name, false);
if (!buf)
{
if (crash)
Host_Error ("Mod_LoadModel: %s not found", mod->name);
return NULL;
}
- crc = CRC_Block(buf, com_filesize);
+ crc = CRC_Block(buf, fs_filesize);
}
// allocate a new model
// LordHavoc: unload the existing model in this slot (if there is one)
Mod_UnloadModel(mod);
mod->isworldmodel = isworldmodel;
- mod->needload = false;
mod->used = true;
mod->crc = crc;
- // errors can prevent the corresponding mod->error = false;
- mod->error = true;
+ // errors can prevent the corresponding mod->needload = false;
+ mod->needload = true;
// all models use memory, so allocate a memory pool
mod->mempool = Mem_AllocPool(mod->name);
mod->texturepool = R_AllocTexturePool();
// call the apropriate loader
- if (!memcmp(buf, "IDPO" , 4)) Mod_LoadAliasModel (mod, buf);
- else if (!memcmp(buf, "IDP2" , 4)) Mod_LoadQ2AliasModel(mod, buf);
- else if (!memcmp(buf, "ZYMOTIC" , 7)) Mod_LoadZymoticModel(mod, buf);
- else if (!memcmp(buf, "IDSP" , 4)) Mod_LoadSpriteModel (mod, buf);
- else Mod_LoadBrushModel (mod, buf);
+ num = LittleLong(*((int *)buf));
+ if (!memcmp(buf, "IDPO", 4)) Mod_IDP0_Load(mod, buf);
+ else if (!memcmp(buf, "IDP2", 4)) Mod_IDP2_Load(mod, buf);
+ else if (!memcmp(buf, "IDP3", 4)) Mod_IDP3_Load(mod, buf);
+ else if (!memcmp(buf, "IDSP", 4)) Mod_IDSP_Load(mod, buf);
+ else if (!memcmp(buf, "IBSP", 4)) Mod_IBSP_Load(mod, buf);
+ else if (!memcmp(buf, "ZYMOTICMODEL", 12)) Mod_ZYMOTICMODEL_Load(mod, buf);
+ else if (strlen(mod->name) >= 4 && !strcmp(mod->name - 4, ".map")) Mod_MAP_Load(mod, buf);
+ else if (num == BSPVERSION || num == 30) Mod_Q1BSP_Load(mod, buf);
+ else Host_Error("Mod_LoadModel: model \"%s\" is of unknown/unsupported type\n", mod->name);
Mem_Free(buf);
// no errors occurred
- mod->error = false;
+ mod->needload = false;
return mod;
}
-void Mod_CheckLoaded (model_t *mod)
+void Mod_CheckLoaded(model_t *mod)
{
if (mod)
{
Mod_ClearAll
===================
*/
-void Mod_ClearAll (void)
-{
-}
-
-void Mod_ClearErrorModels (void)
+void Mod_ClearAll(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)
==================
*/
-model_t *Mod_FindName (const char *name)
+model_t *Mod_FindName(const char *name)
{
int i;
model_t *mod, *freemod;
==================
*/
-void Mod_TouchModel (const char *name)
+void Mod_TouchModel(const char *name)
{
model_t *mod;
- mod = Mod_FindName (name);
+ mod = Mod_FindName(name);
mod->used = true;
}
Loads in a model for the given name
==================
*/
-model_t *Mod_ForName (const char *name, qboolean crash, qboolean checkdisk, qboolean isworldmodel)
+model_t *Mod_ForName(const char *name, qboolean crash, qboolean checkdisk, qboolean isworldmodel)
{
- return Mod_LoadModel (Mod_FindName (name), crash, checkdisk, isworldmodel);
+ return Mod_LoadModel(Mod_FindName(name), crash, checkdisk, isworldmodel);
}
qbyte *mod_base;
Mod_Print
================
*/
-static void Mod_Print (void)
+static void Mod_Print(void)
{
int i;
model_t *mod;
Con_Printf ("%4iK %s\n", mod->mempool ? (mod->mempool->totalsize + 1023) / 1024 : 0, mod->name);
}
+/*
+================
+Mod_Precache
+================
+*/
+static void Mod_Precache(void)
+{
+ if (Cmd_Argc() == 2)
+ Mod_ForName(Cmd_Argv(1), false, true, cl.worldmodel && !strcasecmp(Cmd_Argv(1), cl.worldmodel->name));
+ else
+ Con_Printf("usage: modelprecache <filename>\n");
+}
+
int Mod_FindTriangleWithEdge(const int *elements, int numtriangles, int start, int end, int ignore)
{
int i, match, count;
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_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)
+{
+ float f;
+ normal3f[0] = (v1[1] - v0[1]) * (v2[2] - v0[2]) - (v1[2] - v0[2]) * (v2[1] - v0[1]);
+ normal3f[1] = (v1[2] - v0[2]) * (v2[0] - v0[0]) - (v1[0] - v0[0]) * (v2[2] - v0[2]);
+ normal3f[2] = (v1[0] - v0[0]) * (v2[1] - v0[1]) - (v1[1] - v0[1]) * (v2[0] - v0[0]);
+ VectorNormalize(normal3f);
+ tvector3f[0] = ((tc1[0] - tc0[0]) * (v2[0] - v0[0]) - (tc2[0] - tc0[0]) * (v1[0] - v0[0]));
+ tvector3f[1] = ((tc1[0] - tc0[0]) * (v2[1] - v0[1]) - (tc2[0] - tc0[0]) * (v1[1] - v0[1]));
+ tvector3f[2] = ((tc1[0] - tc0[0]) * (v2[2] - v0[2]) - (tc2[0] - tc0[0]) * (v1[2] - v0[2]));
+ f = -DotProduct(tvector3f, normal3f);
+ VectorMA(tvector3f, f, normal3f, tvector3f);
+ VectorNormalize(tvector3f);
+ CrossProduct(normal3f, tvector3f, svector3f);
+}
-void Mod_BuildTextureVectorsAndNormals(int numverts, int numtriangles, const float *vertex, const float *texcoord, const int *elements, float *svectors, float *tvectors, float *normals)
+// warning: this is an expensive function!
+void Mod_BuildTextureVectorsAndNormals(int numverts, int numtriangles, const float *vertex3f, const float *texcoord2f, const int *elements, float *svector3f, float *tvector3f, float *normal3f)
{
- int i, tnum, voffset;
- float vert[3][4], vec[3][4], sdir[3], tdir[3], normal[3], f, *v;
+ int i, tnum;
+ float sdir[3], tdir[3], normal[3], *v;
const int *e;
// clear the vectors
- memset(svectors, 0, numverts * sizeof(float[4]));
- memset(tvectors, 0, numverts * sizeof(float[4]));
- memset(normals, 0, numverts * sizeof(float[4]));
+ if (svector3f)
+ memset(svector3f, 0, numverts * sizeof(float[3]));
+ if (tvector3f)
+ memset(tvector3f, 0, numverts * sizeof(float[3]));
+ if (normal3f)
+ memset(normal3f, 0, numverts * sizeof(float[3]));
// process each vertex of each triangle and accumulate the results
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[0][2] = vertex[voffset+2];
- vert[0][3] = texcoord[voffset];
- voffset = e[1] * 4;
- vert[1][0] = vertex[voffset+0];
- vert[1][1] = vertex[voffset+1];
- vert[1][2] = vertex[voffset+2];
- vert[1][3] = texcoord[voffset];
- voffset = e[2] * 4;
- vert[2][0] = vertex[voffset+0];
- 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)
+ 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);
+ if (svector3f)
+ {
+ for (i = 0;i < 3;i++)
+ {
+ svector3f[e[i]*3 ] += sdir[0];
+ svector3f[e[i]*3+1] += sdir[1];
+ svector3f[e[i]*3+2] += sdir[2];
+ }
+ }
+ if (tvector3f)
{
- // 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;
- svectors[voffset ] += sdir[0];
- svectors[voffset + 1] += sdir[1];
- svectors[voffset + 2] += sdir[2];
- tvectors[voffset ] += tdir[0];
- tvectors[voffset + 1] += tdir[1];
- tvectors[voffset + 2] += tdir[2];
- normals[voffset ] += normal[0];
- normals[voffset + 1] += normal[1];
- normals[voffset + 2] += normal[2];
+ tvector3f[e[i]*3 ] += tdir[0];
+ tvector3f[e[i]*3+1] += tdir[1];
+ tvector3f[e[i]*3+2] += tdir[2];
+ }
+ }
+ if (normal3f)
+ {
+ for (i = 0;i < 3;i++)
+ {
+ normal3f[e[i]*3 ] += normal[0];
+ normal3f[e[i]*3+1] += normal[1];
+ normal3f[e[i]*3+2] += normal[2];
}
}
}
// 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);
+ // 4 assignments, 1 divide, 1 sqrt, 2 adds, 6 multiplies
+ if (svector3f)
+ for (i = 0, v = svector3f;i < numverts;i++, v += 3)
+ VectorNormalize(v);
+ // 4 assignments, 1 divide, 1 sqrt, 2 adds, 6 multiplies
+ if (tvector3f)
+ for (i = 0, v = tvector3f;i < numverts;i++, v += 3)
+ VectorNormalize(v);
+ // 4 assignments, 1 divide, 1 sqrt, 2 adds, 6 multiplies
+ if (normal3f)
+ for (i = 0, v = normal3f;i < numverts;i++, v += 3)
+ 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]) + SHADOWMESHVERTEXHASH * sizeof(shadowmeshvertexhash_t *) + maxverts * sizeof(shadowmeshvertexhash_t));
+ mesh = Mem_Alloc(mempool, sizeof(shadowmesh_t) + maxverts * sizeof(float[3]) + 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->numtriangles = 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->vertex3f = (float *)(mesh + 1);
+ mesh->element3i = (int *)(mesh->vertex3f + mesh->maxverts * 3);
+ mesh->neighbor3i = (int *)(mesh->element3i + mesh->maxtriangles * 3);
+ mesh->vertexhashtable = (shadowmeshvertexhash_t **)(mesh->neighbor3i + mesh->maxtriangles * 3);
mesh->vertexhashentries = (shadowmeshvertexhash_t *)(mesh->vertexhashtable + SHADOWMESHVERTEXHASH);
return mesh;
}
shadowmesh_t *Mod_ShadowMesh_ReAlloc(mempool_t *mempool, shadowmesh_t *oldmesh)
{
shadowmesh_t *newmesh;
- newmesh = Mem_Alloc(mempool, sizeof(shadowmesh_t) + oldmesh->numverts * sizeof(float[4]) + oldmesh->numtriangles * sizeof(int[3]) + oldmesh->numtriangles * sizeof(int[3]));
+ newmesh = Mem_Alloc(mempool, sizeof(shadowmesh_t) + oldmesh->numverts * sizeof(float[3]) + oldmesh->numtriangles * sizeof(int[3]) + oldmesh->numtriangles * sizeof(int[3]));
newmesh->maxverts = newmesh->numverts = oldmesh->numverts;
newmesh->maxtriangles = newmesh->numtriangles = oldmesh->numtriangles;
- newmesh->verts = (float *)(newmesh + 1);
- newmesh->elements = (int *)(newmesh->verts + newmesh->maxverts * 4);
- newmesh->neighbors = (int *)(newmesh->elements + newmesh->maxtriangles * 3);
- memcpy(newmesh->verts, oldmesh->verts, newmesh->numverts * sizeof(float[4]));
- memcpy(newmesh->elements, oldmesh->elements, newmesh->numtriangles * sizeof(int[3]));
- memcpy(newmesh->neighbors, oldmesh->neighbors, newmesh->numtriangles * sizeof(int[3]));
+ newmesh->vertex3f = (float *)(newmesh + 1);
+ newmesh->element3i = (int *)(newmesh->vertex3f + newmesh->maxverts * 3);
+ newmesh->neighbor3i = (int *)(newmesh->element3i + newmesh->maxtriangles * 3);
+ memcpy(newmesh->vertex3f, oldmesh->vertex3f, newmesh->numverts * sizeof(float[3]));
+ memcpy(newmesh->element3i, oldmesh->element3i, newmesh->numtriangles * sizeof(int[3]));
+ memcpy(newmesh->neighbor3i, oldmesh->neighbor3i, newmesh->numtriangles * sizeof(int[3]));
return newmesh;
}
hashindex = (int) (v[0] * 3 + v[1] * 5 + v[2] * 7) % SHADOWMESHVERTEXHASH;
for (hash = mesh->vertexhashtable[hashindex];hash;hash = hash->next)
{
- m = mesh->verts + (hash - mesh->vertexhashentries) * 4;
+ m = mesh->vertex3f + (hash - mesh->vertexhashentries) * 3;
if (m[0] == v[0] && m[1] == v[1] && m[2] == v[2])
return hash - mesh->vertexhashentries;
}
hash = mesh->vertexhashentries + mesh->numverts;
hash->next = mesh->vertexhashtable[hashindex];
mesh->vertexhashtable[hashindex] = hash;
- m = mesh->verts + (hash - mesh->vertexhashentries) * 4;
+ m = mesh->vertex3f + (hash - mesh->vertexhashentries) * 3;
VectorCopy(v, m);
mesh->numverts++;
return mesh->numverts - 1;
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->element3i[mesh->numtriangles * 3 + 0] = Mod_ShadowMesh_AddVertex(mesh, vert0);
+ mesh->element3i[mesh->numtriangles * 3 + 1] = Mod_ShadowMesh_AddVertex(mesh, vert1);
+ mesh->element3i[mesh->numtriangles * 3 + 2] = Mod_ShadowMesh_AddVertex(mesh, vert2);
mesh->numtriangles++;
}
*/
}
-void Mod_ShadowMesh_AddMesh(mempool_t *mempool, shadowmesh_t *mesh, int numverts, float *verts, int numtris, int *elements)
+void Mod_ShadowMesh_AddMesh(mempool_t *mempool, shadowmesh_t *mesh, float *verts, int numtris, int *elements)
{
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);
+ Mod_ShadowMesh_AddTriangle(mempool, mesh, verts + elements[0] * 3, verts + elements[1] * 3, verts + elements[2] * 3);
}
shadowmesh_t *Mod_ShadowMesh_Begin(mempool_t *mempool, int initialnumtriangles)
//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);
+ Mod_ValidateElements(newmesh->element3i, newmesh->numtriangles, newmesh->numverts, __FILE__, __LINE__);
+ Mod_BuildTriangleNeighbors(newmesh->neighbor3i, newmesh->element3i, newmesh->numtriangles);
}
Mem_Free(mesh);
}
{
if (mesh == firstmesh)
{
- VectorCopy(mesh->verts, nmins);
- VectorCopy(mesh->verts, nmaxs);
+ VectorCopy(mesh->vertex3f, nmins);
+ VectorCopy(mesh->vertex3f, nmaxs);
}
- for (i = 0, v = mesh->verts;i < mesh->numverts;i++, v += 4)
+ for (i = 0, v = mesh->vertex3f;i < mesh->numverts;i++, v += 3)
{
if (nmins[0] > v[0]) nmins[0] = v[0];if (nmaxs[0] < v[0]) nmaxs[0] = v[0];
if (nmins[1] > v[1]) nmins[1] = v[1];if (nmaxs[1] < v[1]) nmaxs[1] = v[1];
nradius2 = 0;
for (mesh = firstmesh;mesh;mesh = mesh->next)
{
- for (i = 0, v = mesh->verts;i < mesh->numverts;i++, v += 4)
+ for (i = 0, v = mesh->vertex3f;i < mesh->numverts;i++, v += 3)
{
VectorSubtract(v, ncenter, temp);
dist2 = DotProduct(temp, temp);
Mem_Free(mesh);
}
}
+
+static rtexture_t *GL_TextureForSkinLayer(const qbyte *in, int width, int height, const char *name, const unsigned int *palette, int textureflags)
+{
+ int i;
+ for (i = 0;i < width*height;i++)
+ if (((qbyte *)&palette[in[i]])[3] > 0)
+ return R_LoadTexture2D (loadmodel->texturepool, name, width, height, in, TEXTYPE_PALETTE, textureflags, palette);
+ return NULL;
+}
+
+static int detailtexturecycle = 0;
+int Mod_LoadSkinFrame(skinframe_t *skinframe, char *basename, int textureflags, int loadpantsandshirt, int usedetailtexture, int loadglowtexture)
+{
+ imageskin_t s;
+ memset(skinframe, 0, sizeof(*skinframe));
+ if (!image_loadskin(&s, basename))
+ return false;
+ if (usedetailtexture)
+ skinframe->detail = mod_shared_detailtextures[(detailtexturecycle++) % NUM_DETAILTEXTURES];
+ skinframe->base = R_LoadTexture2D (loadmodel->texturepool, basename, s.basepixels_width, s.basepixels_height, s.basepixels, TEXTYPE_RGBA, textureflags, NULL);
+ if (s.nmappixels != NULL)
+ skinframe->nmap = R_LoadTexture2D (loadmodel->texturepool, va("%s_nmap", basename), s.nmappixels_width, s.nmappixels_height, s.nmappixels, TEXTYPE_RGBA, textureflags, NULL);
+ if (s.glosspixels != NULL)
+ skinframe->gloss = R_LoadTexture2D (loadmodel->texturepool, va("%s_gloss", basename), s.glosspixels_width, s.glosspixels_height, s.glosspixels, TEXTYPE_RGBA, textureflags, NULL);
+ if (s.glowpixels != NULL && loadglowtexture)
+ skinframe->glow = R_LoadTexture2D (loadmodel->texturepool, va("%s_glow", basename), s.glowpixels_width, s.glowpixels_height, s.glowpixels, TEXTYPE_RGBA, textureflags, NULL);
+ if (s.maskpixels != NULL)
+ skinframe->fog = R_LoadTexture2D (loadmodel->texturepool, va("%s_mask", basename), s.maskpixels_width, s.maskpixels_height, s.maskpixels, TEXTYPE_RGBA, textureflags, NULL);
+ if (loadpantsandshirt)
+ {
+ if (s.pantspixels != NULL)
+ skinframe->pants = R_LoadTexture2D (loadmodel->texturepool, va("%s_pants", basename), s.pantspixels_width, s.pantspixels_height, s.pantspixels, TEXTYPE_RGBA, textureflags, NULL);
+ if (s.shirtpixels != NULL)
+ skinframe->shirt = R_LoadTexture2D (loadmodel->texturepool, va("%s_shirt", basename), s.shirtpixels_width, s.shirtpixels_height, s.shirtpixels, TEXTYPE_RGBA, textureflags, NULL);
+ }
+ image_freeskin(&s);
+ return true;
+}
+
+int Mod_LoadSkinFrame_Internal(skinframe_t *skinframe, char *basename, int textureflags, int loadpantsandshirt, int usedetailtexture, int loadglowtexture, qbyte *skindata, int width, int height)
+{
+ qbyte *temp1, *temp2;
+ memset(skinframe, 0, sizeof(*skinframe));
+ if (!skindata)
+ return false;
+ if (usedetailtexture)
+ skinframe->detail = mod_shared_detailtextures[(detailtexturecycle++) % NUM_DETAILTEXTURES];
+ if (r_shadow_bumpscale_basetexture.value > 0)
+ {
+ temp1 = Mem_Alloc(loadmodel->mempool, width * height * 8);
+ temp2 = temp1 + width * height * 4;
+ Image_Copy8bitRGBA(skindata, temp1, width * height, palette_nofullbrights);
+ Image_HeightmapToNormalmap(temp1, temp2, width, height, false, r_shadow_bumpscale_basetexture.value);
+ skinframe->nmap = R_LoadTexture2D(loadmodel->texturepool, va("%s_nmap", basename), width, height, temp2, TEXTYPE_RGBA, textureflags, NULL);
+ Mem_Free(temp1);
+ }
+ if (loadglowtexture)
+ {
+ skinframe->glow = GL_TextureForSkinLayer(skindata, width, height, va("%s_glow", basename), palette_onlyfullbrights, textureflags); // glow
+ skinframe->base = skinframe->merged = GL_TextureForSkinLayer(skindata, width, height, va("%s_merged", basename), palette_nofullbrights, textureflags); // all but fullbrights
+ if (loadpantsandshirt)
+ {
+ skinframe->pants = GL_TextureForSkinLayer(skindata, width, height, va("%s_pants", basename), palette_pantsaswhite, textureflags); // pants
+ skinframe->shirt = GL_TextureForSkinLayer(skindata, width, height, va("%s_shirt", basename), palette_shirtaswhite, textureflags); // shirt
+ if (skinframe->pants || skinframe->shirt)
+ skinframe->base = GL_TextureForSkinLayer(skindata, width, height, va("%s_nospecial", basename), palette_nocolormapnofullbrights, textureflags); // no special colors
+ }
+ }
+ else
+ {
+ skinframe->base = skinframe->merged = GL_TextureForSkinLayer(skindata, width, height, va("%s_merged", basename), palette_complete, textureflags); // all
+ if (loadpantsandshirt)
+ {
+ skinframe->pants = GL_TextureForSkinLayer(skindata, width, height, va("%s_pants", basename), palette_pantsaswhite, textureflags); // pants
+ skinframe->shirt = GL_TextureForSkinLayer(skindata, width, height, va("%s_shirt", basename), palette_shirtaswhite, textureflags); // shirt
+ if (skinframe->pants || skinframe->shirt)
+ skinframe->base = GL_TextureForSkinLayer(skindata, width, height, va("%s_nospecial", basename), palette_nocolormap, textureflags); // no pants or shirt
+ }
+ }
+ return true;
+}
+
+void Mod_GetTerrainVertex3fTexCoord2fFromRGBA(const qbyte *imagepixels, int imagewidth, int imageheight, int ix, int iy, float *vertex3f, float *texcoord2f, matrix4x4_t *pixelstepmatrix, matrix4x4_t *pixeltexturestepmatrix)
+{
+ float v[3], tc[3];
+ v[0] = ix;
+ v[1] = iy;
+ if (ix >= 0 && iy >= 0 && ix < imagewidth && iy < imageheight)
+ v[2] = (imagepixels[((iy*imagewidth)+ix)*4+0] + imagepixels[((iy*imagewidth)+ix)*4+1] + imagepixels[((iy*imagewidth)+ix)*4+2]) * (1.0f / 765.0f);
+ else
+ v[2] = 0;
+ Matrix4x4_Transform(pixelstepmatrix, v, vertex3f);
+ Matrix4x4_Transform(pixeltexturestepmatrix, v, tc);
+ texcoord2f[0] = tc[0];
+ texcoord2f[1] = tc[1];
+}
+
+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)
+{
+ float vup[3], vdown[3], vleft[3], vright[3];
+ float tcup[3], tcdown[3], tcleft[3], tcright[3];
+ float sv[3], tv[3], nl[3];
+ Mod_GetTerrainVertex3fTexCoord2fFromRGBA(imagepixels, imagewidth, imageheight, ix, iy, vertex3f, texcoord2f, pixelstepmatrix, pixeltexturestepmatrix);
+ Mod_GetTerrainVertex3fTexCoord2fFromRGBA(imagepixels, imagewidth, imageheight, ix, iy - 1, vup, tcup, pixelstepmatrix, pixeltexturestepmatrix);
+ Mod_GetTerrainVertex3fTexCoord2fFromRGBA(imagepixels, imagewidth, imageheight, ix, iy + 1, vdown, tcdown, pixelstepmatrix, pixeltexturestepmatrix);
+ Mod_GetTerrainVertex3fTexCoord2fFromRGBA(imagepixels, imagewidth, imageheight, ix - 1, iy, vleft, tcleft, pixelstepmatrix, pixeltexturestepmatrix);
+ Mod_GetTerrainVertex3fTexCoord2fFromRGBA(imagepixels, imagewidth, imageheight, ix + 1, iy, vright, tcright, pixelstepmatrix, pixeltexturestepmatrix);
+ Mod_BuildBumpVectors(vertex3f, vup, vright, texcoord2f, tcup, tcright, svector3f, tvector3f, normal3f);
+ Mod_BuildBumpVectors(vertex3f, vright, vdown, texcoord2f, tcright, tcdown, sv, tv, nl);
+ VectorAdd(svector3f, sv, svector3f);
+ VectorAdd(tvector3f, tv, tvector3f);
+ VectorAdd(normal3f, nl, normal3f);
+ Mod_BuildBumpVectors(vertex3f, vdown, vleft, texcoord2f, tcdown, tcleft, sv, tv, nl);
+ VectorAdd(svector3f, sv, svector3f);
+ VectorAdd(tvector3f, tv, tvector3f);
+ VectorAdd(normal3f, nl, normal3f);
+ Mod_BuildBumpVectors(vertex3f, vleft, vup, texcoord2f, tcleft, tcup, sv, tv, nl);
+ VectorAdd(svector3f, sv, svector3f);
+ VectorAdd(tvector3f, tv, tvector3f);
+ VectorAdd(normal3f, nl, normal3f);
+}
+
+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)
+{
+ int x, y, ix, iy, *e;
+ e = element3i;
+ for (y = 0;y < height;y++)
+ {
+ for (x = 0;x < width;x++)
+ {
+ e[0] = (y + 1) * (width + 1) + (x + 0);
+ e[1] = (y + 0) * (width + 1) + (x + 0);
+ e[2] = (y + 1) * (width + 1) + (x + 1);
+ e[3] = (y + 0) * (width + 1) + (x + 0);
+ e[4] = (y + 0) * (width + 1) + (x + 1);
+ e[5] = (y + 1) * (width + 1) + (x + 1);
+ e += 6;
+ }
+ }
+ Mod_BuildTriangleNeighbors(neighbor3i, element3i, width*height*2);
+ for (y = 0, iy = y1;y < height + 1;y++, iy++)
+ for (x = 0, ix = x1;x < width + 1;x++, ix++, vertex3f += 3, texcoord2f += 2, svector3f += 3, tvector3f += 3, normal3f += 3)
+ Mod_GetTerrainVertexFromRGBA(imagepixels, imagewidth, imageheight, ix, iy, vertex3f, texcoord2f, svector3f, tvector3f, normal3f, pixelstepmatrix, pixeltexturestepmatrix);
+}
+
+skinfile_t *Mod_LoadSkinFiles(void)
+{
+ int i, words, numtags, line, tagsetsused = false, wordsoverflow;
+ char *text;
+ const char *data;
+ skinfile_t *skinfile, *first = NULL;
+ skinfileitem_t *skinfileitem;
+ char word[10][MAX_QPATH];
+ overridetagnameset_t tagsets[MAX_SKINS];
+ overridetagname_t tags[256];
+
+/*
+sample file:
+U_bodyBox,models/players/Legoman/BikerA2.tga
+U_RArm,models/players/Legoman/BikerA1.tga
+U_LArm,models/players/Legoman/BikerA1.tga
+U_armor,common/nodraw
+U_sword,common/nodraw
+U_shield,common/nodraw
+U_homb,common/nodraw
+U_backpack,common/nodraw
+U_colcha,common/nodraw
+tag_head,
+tag_weapon,
+tag_torso,
+*/
+ memset(tagsets, 0, sizeof(tagsets));
+ memset(word, 0, sizeof(word));
+ for (i = 0;i < MAX_SKINS && (data = text = FS_LoadFile(va("%s_%i.skin", loadmodel->name, i), true));i++)
+ {
+ numtags = 0;
+ skinfile = Mem_Alloc(tempmempool, sizeof(skinfile_t));
+ skinfile->next = first;
+ first = skinfile;
+ for(line = 0;;line++)
+ {
+ // parse line
+ if (!COM_ParseToken(&data, true))
+ break;
+ if (!strcmp(com_token, "\n"))
+ continue;
+ words = 0;
+ wordsoverflow = false;
+ do
+ {
+ if (words < 10)
+ strncpy(word[words++], com_token, MAX_QPATH - 1);
+ else
+ wordsoverflow = true;
+ }
+ while (COM_ParseToken(&data, true) && strcmp(com_token, "\n"));
+ if (wordsoverflow)
+ {
+ 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);
+ continue;
+ }
+ // words is always >= 1
+ if (!strcmp(word[0], "replace"))
+ {
+ if (words == 3)
+ {
+ Con_DPrintf("Mod_LoadSkinFiles: parsed mesh \"%s\" shader replacement \"%s\"\n", word[1], word[2]);
+ skinfileitem = Mem_Alloc(tempmempool, sizeof(skinfileitem_t));
+ skinfileitem->next = skinfile->items;
+ skinfile->items = skinfileitem;
+ strncpy(skinfileitem->name, word[1], sizeof(skinfileitem->name) - 1);
+ strncpy(skinfileitem->replacement, word[2], sizeof(skinfileitem->replacement) - 1);
+ }
+ else
+ 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]);
+ }
+ else if (words == 2 && !strcmp(word[1], ","))
+ {
+ // tag name, like "tag_weapon,"
+ Con_DPrintf("Mod_LoadSkinFiles: parsed tag #%i \"%s\"\n", numtags, word[0]);
+ memset(tags + numtags, 0, sizeof(tags[numtags]));
+ strncpy(tags[numtags].name, word[0], sizeof(tags[numtags].name) - 1);
+ numtags++;
+ }
+ else if (words == 3 && !strcmp(word[1], ","))
+ {
+ // mesh shader name, like "U_RArm,models/players/Legoman/BikerA1.tga"
+ Con_DPrintf("Mod_LoadSkinFiles: parsed mesh \"%s\" shader replacement \"%s\"\n", word[0], word[2]);
+ skinfileitem = Mem_Alloc(tempmempool, sizeof(skinfileitem_t));
+ skinfileitem->next = skinfile->items;
+ skinfile->items = skinfileitem;
+ strncpy(skinfileitem->name, word[0], sizeof(skinfileitem->name) - 1);
+ strncpy(skinfileitem->replacement, word[2], sizeof(skinfileitem->replacement) - 1);
+ }
+ else
+ 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);
+ }
+ Mem_Free(text);
+
+ if (numtags)
+ {
+ overridetagnameset_t *t;
+ t = tagsets + i;
+ t->num_overridetagnames = numtags;
+ t->data_overridetagnames = Mem_Alloc(loadmodel->mempool, t->num_overridetagnames * sizeof(overridetagname_t));
+ memcpy(t->data_overridetagnames, tags, t->num_overridetagnames * sizeof(overridetagname_t));
+ tagsetsused = true;
+ }
+ }
+ if (tagsetsused)
+ {
+ loadmodel->data_overridetagnamesforskin = Mem_Alloc(loadmodel->mempool, i * sizeof(overridetagnameset_t));
+ memcpy(loadmodel->data_overridetagnamesforskin, tagsets, i * sizeof(overridetagnameset_t));
+ }
+ if (i)
+ loadmodel->numskins = i;
+ return first;
+}
+
+void Mod_FreeSkinFiles(skinfile_t *skinfile)
+{
+ skinfile_t *next;
+ skinfileitem_t *skinfileitem, *nextitem;
+ for (;skinfile;skinfile = next)
+ {
+ next = skinfile->next;
+ for (skinfileitem = skinfile->items;skinfileitem;skinfileitem = nextitem)
+ {
+ nextitem = skinfileitem->next;
+ Mem_Free(skinfileitem);
+ }
+ Mem_Free(skinfile);
+ }
+}
+
+int Mod_CountSkinFiles(skinfile_t *skinfile)
+{
+ int i;
+ for (i = 0;skinfile;skinfile = skinfile->next, i++);
+ return i;
+}
+
+