X-Git-Url: http://git.xonotic.org/?p=xonotic%2Fdarkplaces.git;a=blobdiff_plain;f=model_shared.c;h=e7d3228d13f8ed5e1fc377ccaf412ffaa1bea85c;hp=15e9fd9895c6e7e5e0fa54083b39587c3dccd9d3;hb=e3c655432c0a5054156e457f53cdae1efc9600b9;hpb=b0eed6836380693b544f871309e8530ae90dc526 diff --git a/model_shared.c b/model_shared.c index 15e9fd98..e7d3228d 100644 --- a/model_shared.c +++ b/model_shared.c @@ -55,6 +55,7 @@ static modloader_t loader[] = {NULL, "BSP2", 4, Mod_BSP2_Load}, {NULL, "2PSB", 4, Mod_2PSB_Load}, {NULL, "IBSP", 4, Mod_IBSP_Load}, + {NULL, "VBSP", 4, Mod_VBSP_Load}, {NULL, "ZYMOTICMODEL", 13, Mod_ZYMOTICMODEL_Load}, {NULL, "DARKPLACESMODEL", 16, Mod_DARKPLACESMODEL_Load}, {NULL, "PSKMODEL", 9, Mod_PSKMODEL_Load}, @@ -517,10 +518,10 @@ model_t *Mod_LoadModel(model_t *mod, qbool crash, qbool checkdisk) // all models use memory, so allocate a memory pool mod->mempool = Mem_AllocPool(mod->name, 0, NULL); - // call the apropriate loader + // We need to have a reference to the base model in case we're parsing submodels loadmodel = mod; - // Try matching magic bytes. + // Call the appropriate loader. Try matching magic bytes. for (i = 0; loader[i].Load; i++) { // Headerless formats can just load based on extension. Otherwise match the magic string. @@ -540,6 +541,7 @@ model_t *Mod_LoadModel(model_t *mod, qbool crash, qbool checkdisk) Mem_Free(buf); } + Mod_SetDrawSkyAndWater(mod); Mod_BuildVBOs(); break; } @@ -2255,12 +2257,7 @@ texture_shaderpass_t *Mod_CreateShaderPassFromQ3ShaderLayer(mempool_t *mempool, for (j = 0; j < Q3MAXTCMODS && layer->tcmods[j].tcmod != Q3TCMOD_NONE; j++) shaderpass->tcmods[j] = layer->tcmods[j]; for (j = 0; j < layer->numframes; j++) - { - for (int i = 0; layer->texturename[j][i]; i++) - if(layer->texturename[j][i] == '\\') - layer->texturename[j][i] = '/'; shaderpass->skinframes[j] = R_SkinFrame_LoadExternal(layer->texturename[j], texflags, false, true); - } return shaderpass; } @@ -2881,9 +2878,25 @@ void Mod_VertexRangeFromElements(int numelements, const int *elements, int *firs *lastvertexpointer = lastvertex; } +void Mod_SetDrawSkyAndWater(model_t* mod) +{ + int j; + uint64_t basematerialflags = 0; + // by default assume there is no sky or water used in this model + mod->DrawSky = NULL; + mod->DrawAddWaterPlanes = NULL; + // combine all basematerialflags observed in the submodelsurfaces range, then check for special flags + for (j = mod->submodelsurfaces_start; j < mod->submodelsurfaces_end; j++) + if (mod->data_surfaces[j].texture) + basematerialflags |= mod->data_surfaces[j].texture->basematerialflags; + if (basematerialflags & MATERIALFLAG_SKY) + mod->DrawSky = R_Mod_DrawSky; + if (basematerialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION | MATERIALFLAG_CAMERA)) + mod->DrawAddWaterPlanes = R_Mod_DrawAddWaterPlanes; +} + typedef struct Mod_MakeSortedSurfaces_qsortsurface_s { - int submodel; int surfaceindex; q3deffect_t* effect; texture_t* texture; @@ -2895,10 +2908,6 @@ static int Mod_MakeSortedSurfaces_qsortfunc(const void *a, const void *b) { const Mod_MakeSortedSurfaces_qsortsurface_t* l = (Mod_MakeSortedSurfaces_qsortsurface_t*)a; const Mod_MakeSortedSurfaces_qsortsurface_t* r = (Mod_MakeSortedSurfaces_qsortsurface_t*)b; - if (l->submodel < r->submodel) - return -1; - if (l->submodel > r->submodel) - return 1; if (l->effect < r->effect) return -1; if (l->effect > r->effect) @@ -2922,22 +2931,25 @@ void Mod_MakeSortedSurfaces(model_t *mod) { // make an optimal set of texture-sorted batches to draw... int j, k; - Mod_MakeSortedSurfaces_qsortsurface_t *info = (Mod_MakeSortedSurfaces_qsortsurface_t*)R_FrameData_Alloc(mod->num_surfaces * sizeof(*info)); + Mod_MakeSortedSurfaces_qsortsurface_t *info; + + if(cls.state == ca_dedicated) + return; + + info = (Mod_MakeSortedSurfaces_qsortsurface_t*)R_FrameData_Alloc(mod->num_surfaces * sizeof(*info)); if (!mod->modelsurfaces_sorted) mod->modelsurfaces_sorted = (int *) Mem_Alloc(loadmodel->mempool, mod->num_surfaces * sizeof(*mod->modelsurfaces_sorted)); // the goal is to sort by submodel (can't change which submodel a surface belongs to), and then by effects and textures for (j = 0; j < mod->num_surfaces; j++) { - info[j].submodel = 0; info[j].surfaceindex = j; info[j].effect = mod->data_surfaces[j].effect; info[j].texture = mod->data_surfaces[j].texture; info[j].lightmaptexture = mod->data_surfaces[j].lightmaptexture; } for (k = 0; k < mod->brush.numsubmodels; k++) - for (j = mod->brush.submodels[k]->submodelsurfaces_start; j < mod->brush.submodels[k]->submodelsurfaces_end; j++) - info[j].submodel = k; - qsort(info, mod->num_surfaces, sizeof(*info), Mod_MakeSortedSurfaces_qsortfunc); + if (mod->brush.submodels[k]->submodelsurfaces_end > mod->brush.submodels[k]->submodelsurfaces_start + 1) + qsort(info + mod->brush.submodels[k]->submodelsurfaces_start, (size_t)mod->brush.submodels[k]->submodelsurfaces_end - mod->brush.submodels[k]->submodelsurfaces_start, sizeof(*info), Mod_MakeSortedSurfaces_qsortfunc); for (j = 0; j < mod->num_surfaces; j++) mod->modelsurfaces_sorted[j] = info[j].surfaceindex; } @@ -4531,31 +4543,10 @@ msurface_t *Mod_Mesh_AddSurface(model_t *mod, texture_t *tex, qbool batchwithpre return surf; } -static void Mod_Mesh_RebuildHashTable(model_t *mod, msurface_t *surf) +int Mod_Mesh_IndexForVertex(model_t *mod, msurface_t *surf, float x, float y, float z, float nx, float ny, float nz, float s, float t, float u, float v, float r, float g, float b, float a) { int hashindex, h, vnum, mask; surfmesh_t *mesh = &mod->surfmesh; - - // rebuild the hash table - mesh->num_vertexhashsize = 4 * mesh->max_vertices; - mesh->num_vertexhashsize &= ~(mesh->num_vertexhashsize - 1); // round down to pow2 - mesh->data_vertexhash = (int *)Mem_Realloc(mod->mempool, mesh->data_vertexhash, mesh->num_vertexhashsize * sizeof(*mesh->data_vertexhash)); - memset(mesh->data_vertexhash, -1, mesh->num_vertexhashsize * sizeof(*mesh->data_vertexhash)); - mask = mod->surfmesh.num_vertexhashsize - 1; - // no need to hash the vertices for the entire model, the latest surface will suffice. - for (vnum = surf ? surf->num_firstvertex : 0; vnum < mesh->num_vertices; vnum++) - { - // this uses prime numbers intentionally for computing the hash - hashindex = (unsigned int)(mesh->data_vertex3f[vnum * 3 + 0] * 2003 + mesh->data_vertex3f[vnum * 3 + 1] * 4001 + mesh->data_vertex3f[vnum * 3 + 2] * 7919 + mesh->data_normal3f[vnum * 3 + 0] * 4097 + mesh->data_normal3f[vnum * 3 + 1] * 257 + mesh->data_normal3f[vnum * 3 + 2] * 17) & mask; - for (h = hashindex; mesh->data_vertexhash[h] >= 0; h = (h + 1) & mask) - ; // just iterate until we find the terminator - mesh->data_vertexhash[h] = vnum; - } -} - -void Mod_Mesh_CheckResize_Vertex(model_t *mod, msurface_t *surf) -{ - surfmesh_t *mesh = &mod->surfmesh; if (mesh->max_vertices == mesh->num_vertices) { mesh->max_vertices = max(mesh->num_vertices * 2, 256); @@ -4566,15 +4557,36 @@ void Mod_Mesh_CheckResize_Vertex(model_t *mod, msurface_t *surf) mesh->data_texcoordtexture2f = (float *)Mem_Realloc(mod->mempool, mesh->data_texcoordtexture2f, mesh->max_vertices * sizeof(float[2])); mesh->data_texcoordlightmap2f = (float *)Mem_Realloc(mod->mempool, mesh->data_texcoordlightmap2f, mesh->max_vertices * sizeof(float[2])); mesh->data_lightmapcolor4f = (float *)Mem_Realloc(mod->mempool, mesh->data_lightmapcolor4f, mesh->max_vertices * sizeof(float[4])); - Mod_Mesh_RebuildHashTable(mod, surf); + // rebuild the hash table + mesh->num_vertexhashsize = 4 * mesh->max_vertices; + mesh->num_vertexhashsize &= ~(mesh->num_vertexhashsize - 1); // round down to pow2 + mesh->data_vertexhash = (int *)Mem_Realloc(mod->mempool, mesh->data_vertexhash, mesh->num_vertexhashsize * sizeof(*mesh->data_vertexhash)); + memset(mesh->data_vertexhash, -1, mesh->num_vertexhashsize * sizeof(*mesh->data_vertexhash)); + mask = mod->surfmesh.num_vertexhashsize - 1; + // no need to hash the vertices for the entire model, the latest surface will suffice. + for (vnum = surf ? surf->num_firstvertex : 0; vnum < mesh->num_vertices; vnum++) + { + // this uses prime numbers intentionally for computing the hash + hashindex = (unsigned int)(mesh->data_vertex3f[vnum * 3 + 0] * 2003 + mesh->data_vertex3f[vnum * 3 + 1] * 4001 + mesh->data_vertex3f[vnum * 3 + 2] * 7919 + mesh->data_normal3f[vnum * 3 + 0] * 4097 + mesh->data_normal3f[vnum * 3 + 1] * 257 + mesh->data_normal3f[vnum * 3 + 2] * 17) & mask; + for (h = hashindex; mesh->data_vertexhash[h] >= 0; h = (h + 1) & mask) + ; // just iterate until we find the terminator + mesh->data_vertexhash[h] = vnum; + } + } + mask = mod->surfmesh.num_vertexhashsize - 1; + // this uses prime numbers intentionally for computing the hash + hashindex = (unsigned int)(x * 2003 + y * 4001 + z * 7919 + nx * 4097 + ny * 257 + nz * 17) & mask; + // when possible find an identical vertex within the same surface and return it + for(h = hashindex;(vnum = mesh->data_vertexhash[h]) >= 0;h = (h + 1) & mask) + { + if (vnum >= surf->num_firstvertex + && mesh->data_vertex3f[vnum * 3 + 0] == x && mesh->data_vertex3f[vnum * 3 + 1] == y && mesh->data_vertex3f[vnum * 3 + 2] == z + && mesh->data_normal3f[vnum * 3 + 0] == nx && mesh->data_normal3f[vnum * 3 + 1] == ny && mesh->data_normal3f[vnum * 3 + 2] == nz + && mesh->data_texcoordtexture2f[vnum * 2 + 0] == s && mesh->data_texcoordtexture2f[vnum * 2 + 1] == t + && mesh->data_texcoordlightmap2f[vnum * 2 + 0] == u && mesh->data_texcoordlightmap2f[vnum * 2 + 1] == v + && mesh->data_lightmapcolor4f[vnum * 4 + 0] == r && mesh->data_lightmapcolor4f[vnum * 4 + 1] == g && mesh->data_lightmapcolor4f[vnum * 4 + 2] == b && mesh->data_lightmapcolor4f[vnum * 4 + 3] == a) + return vnum; } -} - -int Mod_Mesh_AddVertex(model_t *mod, msurface_t *surf, float x, float y, float z, float nx, float ny, float nz, float s, float t, float u, float v, float r, float g, float b, float a) -{ - int vnum; - surfmesh_t *mesh = &mod->surfmesh; - // add the new vertex vnum = mesh->num_vertices++; if (surf->num_vertices > 0) @@ -4592,6 +4604,7 @@ int Mod_Mesh_AddVertex(model_t *mod, msurface_t *surf, float x, float y, float z VectorSet(surf->maxs, x, y, z); } surf->num_vertices = mesh->num_vertices - surf->num_firstvertex; + mesh->data_vertexhash[h] = vnum; mesh->data_vertex3f[vnum * 3 + 0] = x; mesh->data_vertex3f[vnum * 3 + 1] = y; mesh->data_vertex3f[vnum * 3 + 2] = z; @@ -4609,32 +4622,6 @@ int Mod_Mesh_AddVertex(model_t *mod, msurface_t *surf, float x, float y, float z return vnum; } -int Mod_Mesh_IndexForVertex(model_t *mod, msurface_t *surf, float x, float y, float z, float nx, float ny, float nz, float s, float t, float u, float v, float r, float g, float b, float a) -{ - int hashindex, h, vnum, mask; - surfmesh_t *mesh = &mod->surfmesh; - - Mod_Mesh_CheckResize_Vertex(mod, surf); - - mask = mod->surfmesh.num_vertexhashsize - 1; - // this uses prime numbers intentionally for computing the hash - hashindex = (unsigned int)(x * 2003 + y * 4001 + z * 7919 + nx * 4097 + ny * 257 + nz * 17) & mask; - // when possible find an identical vertex within the same surface and return it - for(h = hashindex;(vnum = mesh->data_vertexhash[h]) >= 0;h = (h + 1) & mask) - { - if (vnum >= surf->num_firstvertex - && mesh->data_vertex3f[vnum * 3 + 0] == x && mesh->data_vertex3f[vnum * 3 + 1] == y && mesh->data_vertex3f[vnum * 3 + 2] == z - && mesh->data_normal3f[vnum * 3 + 0] == nx && mesh->data_normal3f[vnum * 3 + 1] == ny && mesh->data_normal3f[vnum * 3 + 2] == nz - && mesh->data_texcoordtexture2f[vnum * 2 + 0] == s && mesh->data_texcoordtexture2f[vnum * 2 + 1] == t - && mesh->data_texcoordlightmap2f[vnum * 2 + 0] == u && mesh->data_texcoordlightmap2f[vnum * 2 + 1] == v - && mesh->data_lightmapcolor4f[vnum * 4 + 0] == r && mesh->data_lightmapcolor4f[vnum * 4 + 1] == g && mesh->data_lightmapcolor4f[vnum * 4 + 2] == b && mesh->data_lightmapcolor4f[vnum * 4 + 3] == a) - return vnum; - } - vnum = Mod_Mesh_AddVertex(mod, surf, x, y, z, nx, ny, nz, s, t, u, v, r, g, b, a); - mesh->data_vertexhash[h] = vnum; - return vnum; -} - void Mod_Mesh_AddTriangle(model_t *mod, msurface_t *surf, int e0, int e1, int e2) { surfmesh_t *mesh = &mod->surfmesh;