X-Git-Url: http://git.xonotic.org/?a=blobdiff_plain;f=model_shared.c;h=de52950347f08dc0007da78251ba4ce95a358343;hb=9cce5b7eefa8ec89bda698afc50759914f6347ea;hp=92f7ea5117bb73c6c2088777303d9d84fd755bcd;hpb=41f1138b4a171ebb11be1418ed5579a8935b5516;p=xonotic%2Fdarkplaces.git diff --git a/model_shared.c b/model_shared.c index 92f7ea51..de529503 100644 --- a/model_shared.c +++ b/model_shared.c @@ -49,7 +49,7 @@ static void mod_start(void) model_t *mod; for (i = 0, mod = mod_known;i < mod_numknown;i++, mod++) - if (mod->name[0]) + if (mod->name[0] && mod->name[0] != '*') if (mod->used) Mod_LoadModel(mod, true, false, mod->isworldmodel); } @@ -60,7 +60,7 @@ static void mod_shutdown(void) model_t *mod; for (i = 0, mod = mod_known;i < mod_numknown;i++, mod++) - if (mod->loaded) + if (mod->loaded || mod->mempool) Mod_UnloadModel(mod); } @@ -97,6 +97,7 @@ Mod_Init */ static void Mod_Print(void); static void Mod_Precache (void); +static void Mod_BuildVBOs(void); void Mod_Init (void) { Mod_BrushInit(); @@ -118,16 +119,20 @@ void Mod_UnloadModel (model_t *mod) char name[MAX_QPATH]; qboolean isworldmodel; qboolean used; - strcpy(name, mod->name); + strlcpy(name, mod->name, sizeof(name)); isworldmodel = mod->isworldmodel; used = mod->used; + if (mod->surfmesh.ebo) + R_Mesh_DestroyEBO(mod->surfmesh.ebo); + if (mod->surfmesh.vbo) + R_Mesh_DestroyVBO(mod->surfmesh.vbo); // free textures/memory attached to the model R_FreeTexturePool(&mod->texturepool); Mem_FreePool(&mod->mempool); // clear the struct to make it available memset(mod, 0, sizeof(model_t)); // restore the fields we want to preserve - strcpy(mod->name, name); + strlcpy(mod->name, name, sizeof(mod->name)); mod->isworldmodel = isworldmodel; mod->used = used; mod->loaded = false; @@ -154,8 +159,16 @@ model_t *Mod_LoadModel(model_t *mod, qboolean crash, qboolean checkdisk, qboolea crc = 0; buf = NULL; + + // even if the model is loaded it still may need reloading... + + // if the model is a worldmodel and is being referred to as a + // non-worldmodel here, then it needs reloading to get rid of the + // submodels if (mod->isworldmodel != isworldmodel) mod->loaded = false; + + // if it is not loaded or checkdisk is true we need to calculate the crc if (!mod->loaded || checkdisk) { if (checkdisk && mod->loaded) @@ -164,13 +177,15 @@ model_t *Mod_LoadModel(model_t *mod, qboolean crash, qboolean checkdisk, qboolea if (buf) { crc = CRC_Block((unsigned char *)buf, filesize); + // we need to reload the model if the crc does not match if (mod->crc != crc) mod->loaded = false; } } + + // if the model is already loaded and checks passed, just return if (mod->loaded) { - // already loaded if (buf) Mem_Free(buf); return mod; @@ -178,7 +193,7 @@ model_t *Mod_LoadModel(model_t *mod, qboolean crash, qboolean checkdisk, qboolea Con_DPrintf("loading model %s\n", mod->name); // LordHavoc: unload the existing model in this slot (if there is one) - if (mod->loaded) + if (mod->loaded || mod->mempool) Mod_UnloadModel(mod); // load the model @@ -197,15 +212,16 @@ model_t *Mod_LoadModel(model_t *mod, qboolean crash, qboolean checkdisk, qboolea VectorSet(mod->rotatedmins, -mod->radius, -mod->radius, -mod->radius); VectorSet(mod->rotatedmaxs, mod->radius, mod->radius, mod->radius); - // all models use memory, so allocate a memory pool - mod->mempool = Mem_AllocPool(mod->name, 0, NULL); - // all models load textures, so allocate a texture pool - if (cls.state != ca_dedicated) - mod->texturepool = R_AllocTexturePool(); - if (buf) { char *bufend = (char *)buf + filesize; + + // all models use memory, so allocate a memory pool + mod->mempool = Mem_AllocPool(mod->name, 0, NULL); + // all models load textures, so allocate a texture pool + if (cls.state != ca_dedicated) + mod->texturepool = R_AllocTexturePool(); + num = LittleLong(*((int *)buf)); // call the apropriate loader loadmodel = mod; @@ -223,15 +239,17 @@ model_t *Mod_LoadModel(model_t *mod, qboolean crash, qboolean checkdisk, qboolea else if (num == BSPVERSION || num == 30) Mod_Q1BSP_Load(mod, buf, bufend); else Con_Printf("Mod_LoadModel: model \"%s\" is of unknown/unsupported type\n", mod->name); Mem_Free(buf); + + Mod_BuildVBOs(); + + // no fatal errors occurred, so this model is ready to use. + mod->loaded = true; } else if (crash) { // LordHavoc: Sys_Error was *ANNOYING* Con_Printf ("Mod_LoadModel: %s not found\n", mod->name); } - - // no errors occurred - mod->loaded = true; return mod; } @@ -323,7 +341,7 @@ model_t *Mod_FindName(const char *name) if (mod_numknown == i) mod_numknown++; mod = mod_known + i; - strcpy (mod->name, name); + strlcpy (mod->name, name, sizeof(mod->name)); mod->loaded = false; mod->used = true; return mod; @@ -345,6 +363,24 @@ model_t *Mod_ForName(const char *name, qboolean crash, qboolean checkdisk, qbool return model; } +/* +================== +Mod_Reload + +Reloads all models if they have changed +================== +*/ +void Mod_Reload() +{ + int i; + model_t *mod; + + for (i = 0, mod = mod_known;i < mod_numknown;i++, mod++) + if (mod->name[0] && mod->name[0] != '*') + if (mod->used) + Mod_LoadModel(mod, true, true, mod->isworldmodel); +} + unsigned char *mod_base; @@ -363,7 +399,7 @@ static void Mod_Print(void) Con_Print("Loaded models:\n"); for (i = 0, mod = mod_known;i < mod_numknown;i++, mod++) if (mod->name[0]) - Con_Printf("%4iK %s\n", mod->mempool ? (mod->mempool->totalsize + 1023) / 1024 : 0, mod->name); + Con_Printf("%4iK %s\n", mod->mempool ? (int)((mod->mempool->totalsize + 1023) / 1024) : 0, mod->name); } /* @@ -605,20 +641,16 @@ void Mod_BuildBumpVectors(const float *v0, const float *v1, const float *v2, con } // warning: this is a very expensive function! -void Mod_BuildTextureVectorsAndNormals(int firstvertex, int numvertices, int numtriangles, const float *vertex3f, const float *texcoord2f, const int *elements, float *svector3f, float *tvector3f, float *normal3f, qboolean areaweighting) +void Mod_BuildTextureVectorsFromNormals(int firstvertex, int numvertices, int numtriangles, const float *vertex3f, const float *texcoord2f, const float *normal3f, const int *elements, float *svector3f, float *tvector3f, qboolean areaweighting) { int i, tnum; - float sdir[3], tdir[3], normal[3], *v; - const float *v0, *v1, *v2, *tc0, *tc1, *tc2; + float sdir[3], tdir[3], normal[3], *sv, *tv; + const float *v0, *v1, *v2, *tc0, *tc1, *tc2, *n; float f, tangentcross[3], v10[3], v20[3], tc10[2], tc20[2]; const int *e; // clear the vectors - if (svector3f) - memset(svector3f + 3 * firstvertex, 0, numvertices * sizeof(float[3])); - if (tvector3f) - memset(tvector3f + 3 * firstvertex, 0, numvertices * sizeof(float[3])); - if (normal3f) - memset(normal3f + 3 * firstvertex, 0, numvertices * sizeof(float[3])); + memset(svector3f + 3 * firstvertex, 0, numvertices * sizeof(float[3])); + memset(tvector3f + 3 * firstvertex, 0, numvertices * sizeof(float[3])); // process each vertex of each triangle and accumulate the results for (tnum = 0, e = elements;tnum < numtriangles;tnum++, e += 3) { @@ -653,17 +685,6 @@ void Mod_BuildTextureVectorsAndNormals(int firstvertex, int numvertices, int num tdir[1] = tc10[0] * v20[1] - tc20[0] * v10[1]; tdir[2] = tc10[0] * v20[2] - tc20[0] * v10[2]; - // make the tangents completely perpendicular to the surface normal - // 12 multiply, 4 add, 6 subtract - f = DotProduct(sdir, normal); - sdir[0] -= f * normal[0]; - sdir[1] -= f * normal[1]; - sdir[2] -= f * normal[2]; - f = DotProduct(tdir, normal); - tdir[0] -= f * normal[0]; - tdir[1] -= f * normal[1]; - tdir[2] -= f * normal[2]; - // if texture is mapped the wrong way (counterclockwise), the tangents // have to be flipped, this is detected by calculating a normal from the // two tangents, and seeing if it is opposite the surface normal @@ -679,32 +700,25 @@ void Mod_BuildTextureVectorsAndNormals(int firstvertex, int numvertices, int num { VectorNormalize(sdir); VectorNormalize(tdir); - VectorNormalize(normal); } - if (svector3f) - for (i = 0;i < 3;i++) - VectorAdd(svector3f + e[i]*3, sdir, svector3f + e[i]*3); - if (tvector3f) - for (i = 0;i < 3;i++) - VectorAdd(tvector3f + e[i]*3, tdir, tvector3f + e[i]*3); - if (normal3f) - for (i = 0;i < 3;i++) - VectorAdd(normal3f + e[i]*3, normal, normal3f + e[i]*3); + for (i = 0;i < 3;i++) + { + VectorAdd(svector3f + e[i]*3, sdir, svector3f + e[i]*3); + VectorAdd(tvector3f + e[i]*3, tdir, tvector3f + e[i]*3); + } + } + // make the tangents completely perpendicular to the surface normal, and + // then normalize them + // 16 assignments, 2 divide, 2 sqrt, 2 negates, 14 adds, 24 multiplies + for (i = 0, sv = svector3f + 3 * firstvertex, tv = tvector3f + 3 * firstvertex, n = normal3f + 3 * firstvertex;i < numvertices;i++, sv += 3, tv += 3, n += 3) + { + f = -DotProduct(sv, n); + VectorMA(sv, f, n, sv); + VectorNormalize(sv); + f = -DotProduct(tv, n); + VectorMA(tv, f, n, tv); + VectorNormalize(tv); } - // now we could divide the vectors by the number of averaged values on - // each vertex... but instead normalize them - // 4 assignments, 1 divide, 1 sqrt, 2 adds, 6 multiplies - if (svector3f) - for (i = 0, v = svector3f + 3 * firstvertex;i < numvertices;i++, v += 3) - VectorNormalize(v); - // 4 assignments, 1 divide, 1 sqrt, 2 adds, 6 multiplies - if (tvector3f) - for (i = 0, v = tvector3f + 3 * firstvertex;i < numvertices;i++, v += 3) - VectorNormalize(v); - // 4 assignments, 1 divide, 1 sqrt, 2 adds, 6 multiplies - if (normal3f) - for (i = 0, v = normal3f + 3 * firstvertex;i < numvertices;i++, v += 3) - VectorNormalize(v); } void Mod_AllocSurfMesh(mempool_t *mempool, int numvertices, int numtriangles, qboolean lightmapoffsets, qboolean vertexcolors, qboolean neighbors) @@ -899,7 +913,42 @@ shadowmesh_t *Mod_ShadowMesh_Begin(mempool_t *mempool, int maxverts, int maxtria return Mod_ShadowMesh_Alloc(mempool, maxverts, maxtriangles, map_diffuse, map_specular, map_normal, light, neighbors, expandable); } -shadowmesh_t *Mod_ShadowMesh_Finish(mempool_t *mempool, shadowmesh_t *firstmesh, int light, int neighbors) +static void Mod_ShadowMesh_CreateVBOs(shadowmesh_t *mesh) +{ + if (!gl_support_arb_vertex_buffer_object) + return; + + // element buffer is easy because it's just one array + if (mesh->numtriangles) + mesh->ebo = R_Mesh_CreateStaticEBO(mesh->element3i, mesh->numtriangles * sizeof(int[3])); + + // vertex buffer is several arrays and we put them in the same buffer + // + // is this wise? the texcoordtexture2f array is used with dynamic + // vertex/svector/tvector/normal when rendering animated models, on the + // other hand animated models don't use a lot of vertices anyway... + if (mesh->numverts) + { + size_t size; + unsigned char *mem; + size = 0; + mesh->vbooffset_vertex3f = size;if (mesh->vertex3f ) size += mesh->numverts * sizeof(float[3]); + mesh->vbooffset_svector3f = size;if (mesh->svector3f ) size += mesh->numverts * sizeof(float[3]); + mesh->vbooffset_tvector3f = size;if (mesh->tvector3f ) size += mesh->numverts * sizeof(float[3]); + mesh->vbooffset_normal3f = size;if (mesh->normal3f ) size += mesh->numverts * sizeof(float[3]); + mesh->vbooffset_texcoord2f = size;if (mesh->texcoord2f ) size += mesh->numverts * sizeof(float[2]); + mem = (unsigned char *)Mem_Alloc(tempmempool, size); + if (mesh->vertex3f ) memcpy(mem + mesh->vbooffset_vertex3f , mesh->vertex3f , mesh->numverts * sizeof(float[3])); + if (mesh->svector3f ) memcpy(mem + mesh->vbooffset_svector3f , mesh->svector3f , mesh->numverts * sizeof(float[3])); + if (mesh->tvector3f ) memcpy(mem + mesh->vbooffset_tvector3f , mesh->tvector3f , mesh->numverts * sizeof(float[3])); + if (mesh->normal3f ) memcpy(mem + mesh->vbooffset_normal3f , mesh->normal3f , mesh->numverts * sizeof(float[3])); + if (mesh->texcoord2f ) memcpy(mem + mesh->vbooffset_texcoord2f , mesh->texcoord2f , mesh->numverts * sizeof(float[2])); + mesh->vbo = R_Mesh_CreateStaticVBO(mem, size); + Mem_Free(mem); + } +} + +shadowmesh_t *Mod_ShadowMesh_Finish(mempool_t *mempool, shadowmesh_t *firstmesh, qboolean light, qboolean neighbors, qboolean createvbo) { shadowmesh_t *mesh, *newmesh, *nextmesh; // reallocate meshs to conserve space @@ -911,6 +960,8 @@ shadowmesh_t *Mod_ShadowMesh_Finish(mempool_t *mempool, shadowmesh_t *firstmesh, newmesh = Mod_ShadowMesh_ReAlloc(mempool, mesh, light, neighbors); newmesh->next = firstmesh; firstmesh = newmesh; + if (createvbo) + Mod_ShadowMesh_CreateVBOs(newmesh); } Mem_Free(mesh); } @@ -971,24 +1022,34 @@ void Mod_ShadowMesh_Free(shadowmesh_t *mesh) shadowmesh_t *nextmesh; for (;mesh;mesh = nextmesh) { + if (mesh->ebo) + R_Mesh_DestroyEBO(mesh->ebo); + if (mesh->vbo) + R_Mesh_DestroyVBO(mesh->vbo); nextmesh = mesh->next; Mem_Free(mesh); } } -static rtexture_t *GL_TextureForSkinLayer(const unsigned char *in, int width, int height, const char *name, const unsigned int *palette, int textureflags) +static rtexture_t *GL_TextureForSkinLayer(const unsigned char *in, int width, int height, const char *name, const unsigned int *palette, int textureflags, qboolean force) { int i; - for (i = 0;i < width*height;i++) - if (((unsigned char *)&palette[in[i]])[3] > 0) - return R_LoadTexture2D (loadmodel->texturepool, name, width, height, in, TEXTYPE_PALETTE, textureflags, palette); - return NULL; + if (!force) + { + for (i = 0;i < width*height;i++) + if (((unsigned char *)&palette[in[i]])[3] > 0) + break; + if (i == width*height) + return NULL; + } + return R_LoadTexture2D (loadmodel->texturepool, name, width, height, in, TEXTYPE_PALETTE, textureflags, palette); } int Mod_LoadSkinFrame(skinframe_t *skinframe, const char *basename, int textureflags, int loadpantsandshirt, int loadglowtexture) { imageskin_t s; memset(skinframe, 0, sizeof(*skinframe)); + skinframe->base = r_texture_notexture; if (cls.state == ca_dedicated) return false; if (!image_loadskin(&s, basename)) @@ -1071,16 +1132,16 @@ int Mod_LoadSkinFrame_Internal(skinframe_t *skinframe, const char *basename, int Mem_Free(temp1); } // use either a custom palette, or the quake palette - skinframe->base = skinframe->merged = GL_TextureForSkinLayer(skindata, width, height, va("%s_merged", basename), palette ? palette : (loadglowtexture ? palette_nofullbrights : ((textureflags & TEXF_ALPHA) ? palette_transparent : palette_complete)), textureflags); // all + skinframe->base = skinframe->merged = GL_TextureForSkinLayer(skindata, width, height, va("%s_merged", basename), palette ? palette : (loadglowtexture ? palette_nofullbrights : ((textureflags & TEXF_ALPHA) ? palette_transparent : palette_complete)), textureflags, true); // all if (!palette && loadglowtexture) - skinframe->glow = GL_TextureForSkinLayer(skindata, width, height, va("%s_glow", basename), palette_onlyfullbrights, textureflags); // glow + skinframe->glow = GL_TextureForSkinLayer(skindata, width, height, va("%s_glow", basename), palette_onlyfullbrights, textureflags, false); // glow if (!palette && 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 + skinframe->pants = GL_TextureForSkinLayer(skindata, width, height, va("%s_pants", basename), palette_pantsaswhite, textureflags, false); // pants + skinframe->shirt = GL_TextureForSkinLayer(skindata, width, height, va("%s_shirt", basename), palette_shirtaswhite, textureflags, false); // shirt } if (skinframe->pants || skinframe->shirt) - skinframe->base = GL_TextureForSkinLayer(skindata, width, height, va("%s_nospecial", basename),loadglowtexture ? palette_nocolormapnofullbrights : palette_nocolormap, textureflags); // no special colors + skinframe->base = GL_TextureForSkinLayer(skindata, width, height, va("%s_nospecial", basename),loadglowtexture ? palette_nocolormapnofullbrights : palette_nocolormap, textureflags, false); // no special colors if (textureflags & TEXF_ALPHA) { // if not using a custom alphapalette, use the quake one @@ -1090,7 +1151,7 @@ int Mod_LoadSkinFrame_Internal(skinframe_t *skinframe, const char *basename, int if (((unsigned char *)alphapalette)[skindata[i]*4+3] < 255) break; if (i < width * height) - skinframe->fog = GL_TextureForSkinLayer(skindata, width, height, va("%s_fog", basename), alphapalette, textureflags); // fog mask + skinframe->fog = GL_TextureForSkinLayer(skindata, width, height, va("%s_fog", basename), alphapalette, textureflags, true); // fog mask } } else @@ -1346,3 +1407,63 @@ int Mod_RemoveDegenerateTriangles(int numtriangles, const int *inelement3i, int return outtriangles; } +void Mod_VertexRangeFromElements(int numelements, const int *elements, int *firstvertexpointer, int *lastvertexpointer) +{ + int i, e; + int firstvertex, lastvertex; + if (numelements > 0 && elements) + { + firstvertex = lastvertex = elements[0]; + for (i = 1;i < numelements;i++) + { + e = elements[i]; + firstvertex = min(firstvertex, e); + lastvertex = max(lastvertex, e); + } + } + else + firstvertex = lastvertex = 0; + if (firstvertexpointer) + *firstvertexpointer = firstvertex; + if (lastvertexpointer) + *lastvertexpointer = lastvertex; +} + +static void Mod_BuildVBOs(void) +{ + if (!gl_support_arb_vertex_buffer_object) + return; + + // element buffer is easy because it's just one array + if (loadmodel->surfmesh.num_triangles) + loadmodel->surfmesh.ebo = R_Mesh_CreateStaticEBO(loadmodel->surfmesh.data_element3i, loadmodel->surfmesh.num_triangles * sizeof(int[3])); + + // vertex buffer is several arrays and we put them in the same buffer + // + // is this wise? the texcoordtexture2f array is used with dynamic + // vertex/svector/tvector/normal when rendering animated models, on the + // other hand animated models don't use a lot of vertices anyway... + if (loadmodel->surfmesh.num_vertices) + { + size_t size; + unsigned char *mem; + size = 0; + loadmodel->surfmesh.vbooffset_vertex3f = size;if (loadmodel->surfmesh.data_vertex3f ) size += loadmodel->surfmesh.num_vertices * sizeof(float[3]); + loadmodel->surfmesh.vbooffset_svector3f = size;if (loadmodel->surfmesh.data_svector3f ) size += loadmodel->surfmesh.num_vertices * sizeof(float[3]); + loadmodel->surfmesh.vbooffset_tvector3f = size;if (loadmodel->surfmesh.data_tvector3f ) size += loadmodel->surfmesh.num_vertices * sizeof(float[3]); + loadmodel->surfmesh.vbooffset_normal3f = size;if (loadmodel->surfmesh.data_normal3f ) size += loadmodel->surfmesh.num_vertices * sizeof(float[3]); + loadmodel->surfmesh.vbooffset_texcoordtexture2f = size;if (loadmodel->surfmesh.data_texcoordtexture2f ) size += loadmodel->surfmesh.num_vertices * sizeof(float[2]); + loadmodel->surfmesh.vbooffset_texcoordlightmap2f = size;if (loadmodel->surfmesh.data_texcoordlightmap2f) size += loadmodel->surfmesh.num_vertices * sizeof(float[2]); + loadmodel->surfmesh.vbooffset_lightmapcolor4f = size;if (loadmodel->surfmesh.data_lightmapcolor4f ) size += loadmodel->surfmesh.num_vertices * sizeof(float[4]); + mem = (unsigned char *)Mem_Alloc(tempmempool, size); + if (loadmodel->surfmesh.data_vertex3f ) memcpy(mem + loadmodel->surfmesh.vbooffset_vertex3f , loadmodel->surfmesh.data_vertex3f , loadmodel->surfmesh.num_vertices * sizeof(float[3])); + if (loadmodel->surfmesh.data_svector3f ) memcpy(mem + loadmodel->surfmesh.vbooffset_svector3f , loadmodel->surfmesh.data_svector3f , loadmodel->surfmesh.num_vertices * sizeof(float[3])); + if (loadmodel->surfmesh.data_tvector3f ) memcpy(mem + loadmodel->surfmesh.vbooffset_tvector3f , loadmodel->surfmesh.data_tvector3f , loadmodel->surfmesh.num_vertices * sizeof(float[3])); + if (loadmodel->surfmesh.data_normal3f ) memcpy(mem + loadmodel->surfmesh.vbooffset_normal3f , loadmodel->surfmesh.data_normal3f , loadmodel->surfmesh.num_vertices * sizeof(float[3])); + if (loadmodel->surfmesh.data_texcoordtexture2f ) memcpy(mem + loadmodel->surfmesh.vbooffset_texcoordtexture2f , loadmodel->surfmesh.data_texcoordtexture2f , loadmodel->surfmesh.num_vertices * sizeof(float[2])); + if (loadmodel->surfmesh.data_texcoordlightmap2f) memcpy(mem + loadmodel->surfmesh.vbooffset_texcoordlightmap2f, loadmodel->surfmesh.data_texcoordlightmap2f, loadmodel->surfmesh.num_vertices * sizeof(float[2])); + if (loadmodel->surfmesh.data_lightmapcolor4f ) memcpy(mem + loadmodel->surfmesh.vbooffset_lightmapcolor4f , loadmodel->surfmesh.data_lightmapcolor4f , loadmodel->surfmesh.num_vertices * sizeof(float[4])); + loadmodel->surfmesh.vbo = R_Mesh_CreateStaticVBO(mem, size); + Mem_Free(mem); + } +}