#include "image.h"
#include "r_shadow.h"
+cvar_t r_mipskins = {CVAR_SAVE, "r_mipskins", "0"};
+
model_t *loadmodel;
// LordHavoc: increased from 512 to 2048
Mod_AliasInit();
Mod_SpriteInit();
+ Cvar_RegisterVariable(&r_mipskins);
Cmd_AddCommand ("modellist", Mod_Print);
Cmd_AddCommand ("modelprecache", Mod_Precache);
}
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);
+}
+// 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(svector3f, 0, numverts * sizeof(float[3]));
- memset(tvector3f, 0, numverts * sizeof(float[3]));
- memset(normal3f, 0, numverts * sizeof(float[3]));
+ 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];
- vert[0][0] = vertex3f[voffset*3+0];
- vert[0][1] = vertex3f[voffset*3+1];
- vert[0][2] = vertex3f[voffset*3+2];
- vert[0][3] = texcoord2f[voffset*2];
- voffset = e[1];
- vert[1][0] = vertex3f[voffset*3+0];
- vert[1][1] = vertex3f[voffset*3+1];
- vert[1][2] = vertex3f[voffset*3+2];
- vert[1][3] = texcoord2f[voffset*2];
- voffset = e[2];
- vert[2][0] = vertex3f[voffset*3+0];
- vert[2][1] = vertex3f[voffset*3+1];
- vert[2][2] = vertex3f[voffset*3+2];
- vert[2][3] = texcoord2f[voffset*2];
- // 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)
{
- // 4 assignments, 1 rsqrt, 2 adds, 6 multiplies
- VectorNormalize(normal);
- tdir[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]));
- tdir[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]));
- tdir[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(tdir);
- // 1 assignments, 1 negates, 2 adds, 3 multiplies
- f = -DotProduct(tdir, normal);
- // 3 assignments, 3 adds, 3 multiplies
- VectorMA(tdir, f, normal, tdir);
- // 4 assignments, 1 rsqrt, 2 adds, 6 multiplies
- VectorNormalize(tdir);
- // 3 assignments, 3 subtracts, 6 multiplies
- CrossProduct(tdir, normal, sdir);
- // this is probably not necessary
- // 4 assignments, 1 rsqrt, 2 adds, 6 multiplies
- VectorNormalize(sdir);
- //
- VectorNegate(sdir, sdir);
- // accumulate matrix onto verts used by triangle
- // 30 assignments, 27 adds
for (i = 0;i < 3;i++)
{
- voffset = e[i];
- svector3f[voffset*3 ] += sdir[0];
- svector3f[voffset*3+1] += sdir[1];
- svector3f[voffset*3+2] += sdir[2];
- tvector3f[voffset*3 ] += tdir[0];
- tvector3f[voffset*3+1] += tdir[1];
- tvector3f[voffset*3+2] += tdir[2];
- normal3f[voffset*3 ] += normal[0];
- normal3f[voffset*3+1] += normal[1];
- normal3f[voffset*3+2] += normal[2];
+ svector3f[e[i]*3 ] += sdir[0];
+ svector3f[e[i]*3+1] += sdir[1];
+ svector3f[e[i]*3+2] += sdir[2];
+ }
+ }
+ if (tvector3f)
+ {
+ for (i = 0;i < 3;i++)
+ {
+ 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 = svector3f;i < numverts;i++, v += 3)
- // 4 assignments, 1 rsqrt, 2 adds, 6 multiplies
- VectorNormalize(v);
- for (i = 0, v = tvector3f;i < numverts;i++, v += 3)
- // 4 assignments, 1 rsqrt, 2 adds, 6 multiplies
- VectorNormalize(v);
- for (i = 0, v = normal3f;i < numverts;i++, v += 3)
- // 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)
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.basepixels_width, s.basepixels_height, s.nmappixels, TEXTYPE_RGBA, textureflags, 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)
}
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;
+}
+
+