2 Copyright (C) 1996-1997 Id Software, Inc.
4 This program is free software; you can redistribute it and/or
5 modify it under the terms of the GNU General Public License
6 as published by the Free Software Foundation; either version 2
7 of the License, or (at your option) any later version.
9 This program is distributed in the hope that it will be useful,
10 but WITHOUT ANY WARRANTY; without even the implied warranty of
11 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
13 See the GNU General Public License for more details.
15 You should have received a copy of the GNU General Public License
16 along with this program; if not, write to the Free Software
17 Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
20 // models.c -- model loading and caching
22 // models are the only shared resource between a client and server running
23 // on the same machine.
29 cvar_t r_mipskins = {CVAR_SAVE, "r_mipskins", "0", "mipmaps skins (so they become blurrier in the distance), disabled by default because it tends to blur with strange border colors from the skin"};
35 static int mod_numknown = 0;
36 static int mod_maxknown = 0;
37 static model_t *mod_known = NULL;
40 #define MAX_MOD_KNOWN (MAX_MODELS + 256)
41 static int mod_numknown = 0;
42 static int mod_maxknown = MAX_MOD_KNOWN;
43 static model_t mod_known[MAX_MOD_KNOWN];
46 static void mod_start(void)
51 for (i = 0, mod = mod_known;i < mod_numknown;i++, mod++)
52 if (mod->name[0] && mod->name[0] != '*')
54 Mod_LoadModel(mod, true, false, mod->isworldmodel);
57 static void mod_shutdown(void)
62 for (i = 0, mod = mod_known;i < mod_numknown;i++, mod++)
63 if (mod->loaded || mod->mempool)
67 static void mod_newmap(void)
70 int i, surfacenum, ssize, tsize;
72 if (!cl_stainmaps_clearonload.integer)
75 for (i = 0;i < mod_numknown;i++)
77 if (mod_known[i].mempool && mod_known[i].data_surfaces)
79 for (surfacenum = 0, surface = mod_known[i].data_surfaces;surfacenum < mod_known[i].num_surfaces;surfacenum++, surface++)
81 if (surface->lightmapinfo && surface->lightmapinfo->stainsamples)
83 ssize = (surface->lightmapinfo->extents[0] >> 4) + 1;
84 tsize = (surface->lightmapinfo->extents[1] >> 4) + 1;
85 memset(surface->lightmapinfo->stainsamples, 255, ssize * tsize * 3);
86 surface->cached_dlight = true;
98 static void Mod_Print(void);
99 static void Mod_Precache (void);
106 Cvar_RegisterVariable(&r_mipskins);
107 Cmd_AddCommand ("modellist", Mod_Print, "prints a list of loaded models");
108 Cmd_AddCommand ("modelprecache", Mod_Precache, "load a model");
111 void Mod_RenderInit(void)
113 R_RegisterModule("Models", mod_start, mod_shutdown, mod_newmap);
116 void Mod_UnloadModel (model_t *mod)
118 char name[MAX_QPATH];
119 qboolean isworldmodel;
121 strlcpy(name, mod->name, sizeof(name));
122 isworldmodel = mod->isworldmodel;
124 // free textures/memory attached to the model
125 R_FreeTexturePool(&mod->texturepool);
126 Mem_FreePool(&mod->mempool);
127 // clear the struct to make it available
128 memset(mod, 0, sizeof(model_t));
129 // restore the fields we want to preserve
130 strlcpy(mod->name, name, sizeof(mod->name));
131 mod->isworldmodel = isworldmodel;
143 model_t *Mod_LoadModel(model_t *mod, qboolean crash, qboolean checkdisk, qboolean isworldmodel)
148 fs_offset_t filesize;
152 if (mod->name[0] == '*') // submodel
158 // even if the model is loaded it still may need reloading...
160 // if the model is a worldmodel and is being referred to as a
161 // non-worldmodel here, then it needs reloading to get rid of the
163 if (mod->isworldmodel != isworldmodel)
166 // if it is not loaded or checkdisk is true we need to calculate the crc
167 if (!mod->loaded || checkdisk)
169 if (checkdisk && mod->loaded)
170 Con_DPrintf("checking model %s\n", mod->name);
171 buf = FS_LoadFile (mod->name, tempmempool, false, &filesize);
174 crc = CRC_Block((unsigned char *)buf, filesize);
175 // we need to reload the model if the crc does not match
181 // if the model is already loaded and checks passed, just return
189 Con_DPrintf("loading model %s\n", mod->name);
190 // LordHavoc: unload the existing model in this slot (if there is one)
191 if (mod->loaded || mod->mempool)
192 Mod_UnloadModel(mod);
195 mod->isworldmodel = isworldmodel;
198 // errors can prevent the corresponding mod->loaded = true;
201 // default model radius and bounding box (mainly for missing models)
203 VectorSet(mod->normalmins, -mod->radius, -mod->radius, -mod->radius);
204 VectorSet(mod->normalmaxs, mod->radius, mod->radius, mod->radius);
205 VectorSet(mod->yawmins, -mod->radius, -mod->radius, -mod->radius);
206 VectorSet(mod->yawmaxs, mod->radius, mod->radius, mod->radius);
207 VectorSet(mod->rotatedmins, -mod->radius, -mod->radius, -mod->radius);
208 VectorSet(mod->rotatedmaxs, mod->radius, mod->radius, mod->radius);
212 char *bufend = (char *)buf + filesize;
214 // all models use memory, so allocate a memory pool
215 mod->mempool = Mem_AllocPool(mod->name, 0, NULL);
216 // all models load textures, so allocate a texture pool
217 if (cls.state != ca_dedicated)
218 mod->texturepool = R_AllocTexturePool();
220 num = LittleLong(*((int *)buf));
221 // call the apropriate loader
223 if (!memcmp(buf, "IDPO", 4)) Mod_IDP0_Load(mod, buf, bufend);
224 else if (!memcmp(buf, "IDP2", 4)) Mod_IDP2_Load(mod, buf, bufend);
225 else if (!memcmp(buf, "IDP3", 4)) Mod_IDP3_Load(mod, buf, bufend);
226 else if (!memcmp(buf, "IDSP", 4)) Mod_IDSP_Load(mod, buf, bufend);
227 else if (!memcmp(buf, "IDS2", 4)) Mod_IDS2_Load(mod, buf, bufend);
228 else if (!memcmp(buf, "IBSP", 4)) Mod_IBSP_Load(mod, buf, bufend);
229 else if (!memcmp(buf, "ZYMOTICMODEL", 12)) Mod_ZYMOTICMODEL_Load(mod, buf, bufend);
230 else if (!memcmp(buf, "DARKPLACESMODEL", 16)) Mod_DARKPLACESMODEL_Load(mod, buf, bufend);
231 else if (!memcmp(buf, "ACTRHEAD", 8)) Mod_PSKMODEL_Load(mod, buf, bufend);
232 else if (strlen(mod->name) >= 4 && !strcmp(mod->name - 4, ".map")) Mod_MAP_Load(mod, buf, bufend);
233 else if (!memcmp(buf, "MCBSPpad", 8)) Mod_Q1BSP_Load(mod, buf, bufend);
234 else if (num == BSPVERSION || num == 30) Mod_Q1BSP_Load(mod, buf, bufend);
235 else Con_Printf("Mod_LoadModel: model \"%s\" is of unknown/unsupported type\n", mod->name);
237 // no fatal errors occurred, so this model is ready to use.
242 // LordHavoc: Sys_Error was *ANNOYING*
243 Con_Printf ("Mod_LoadModel: %s not found\n", mod->name);
248 void Mod_ClearUsed(void)
254 for (i = 0, mod = mod_known;i < mod_numknown;i++, mod++)
260 void Mod_PurgeUnused(void)
265 for (i = 0, mod = mod_known;i < mod_numknown;i++, mod++)
268 Mod_UnloadModel(mod);
271 // only used during loading!
272 void Mod_RemoveStaleWorldModels(model_t *skip)
277 for (i = 0, mod = mod_known;i < mod_numknown;i++, mod++)
279 if (mod->isworldmodel && mod->loaded && skip != mod)
281 Mod_UnloadModel(mod);
282 mod->isworldmodel = false;
294 model_t *Mod_FindName(const char *name)
300 Host_Error ("Mod_ForName: NULL name");
302 // search the currently loaded models
303 for (i = 0, mod = mod_known;i < mod_numknown;i++, mod++)
305 if (mod->name[0] && !strcmp(mod->name, name))
312 // no match found, find room for a new one
313 for (i = 0;i < mod_numknown;i++)
314 if (!mod_known[i].name[0])
317 if (mod_maxknown == i)
323 mod_known = Mem_Alloc(mod_mempool, mod_maxknown * sizeof(model_t));
326 memcpy(mod_known, old, mod_numknown * sizeof(model_t));
330 Host_Error ("Mod_FindName: ran out of models");
333 if (mod_numknown == i)
336 strlcpy (mod->name, name, sizeof(mod->name));
346 Loads in a model for the given name
349 model_t *Mod_ForName(const char *name, qboolean crash, qboolean checkdisk, qboolean isworldmodel)
352 model = Mod_FindName(name);
353 if (model->name[0] != '*' && (!model->loaded || checkdisk))
354 Mod_LoadModel(model, crash, checkdisk, isworldmodel);
362 Reloads all models if they have changed
370 for (i = 0, mod = mod_known;i < mod_numknown;i++, mod++)
371 if (mod->name[0] && mod->name[0] != '*')
373 Mod_LoadModel(mod, true, true, mod->isworldmodel);
376 unsigned char *mod_base;
379 //=============================================================================
386 static void Mod_Print(void)
391 Con_Print("Loaded models:\n");
392 for (i = 0, mod = mod_known;i < mod_numknown;i++, mod++)
394 Con_Printf("%4iK %s\n", mod->mempool ? (int)((mod->mempool->totalsize + 1023) / 1024) : 0, mod->name);
402 static void Mod_Precache(void)
405 Mod_ForName(Cmd_Argv(1), false, true, cl.worldmodel && !strcasecmp(Cmd_Argv(1), cl.worldmodel->name));
407 Con_Print("usage: modelprecache <filename>\n");
410 int Mod_BuildVertexRemapTableFromElements(int numelements, const int *elements, int numvertices, int *remapvertices)
414 used = (unsigned char *)Mem_Alloc(tempmempool, numvertices);
415 memset(used, 0, numvertices);
416 for (i = 0;i < numelements;i++)
417 used[elements[i]] = 1;
418 for (i = 0, count = 0;i < numvertices;i++)
419 remapvertices[i] = used[i] ? count++ : -1;
425 // fast way, using an edge hash
426 #define TRIANGLEEDGEHASH 8192
427 void Mod_BuildTriangleNeighbors(int *neighbors, const int *elements, int numtriangles)
429 int i, j, p, e1, e2, *n, hashindex, count, match;
431 typedef struct edgehashentry_s
433 struct edgehashentry_s *next;
438 edgehashentry_t *edgehash[TRIANGLEEDGEHASH], *edgehashentries, edgehashentriesbuffer[TRIANGLEEDGEHASH*3], *hash;
439 memset(edgehash, 0, sizeof(edgehash));
440 edgehashentries = edgehashentriesbuffer;
441 // if there are too many triangles for the stack array, allocate larger buffer
442 if (numtriangles > TRIANGLEEDGEHASH)
443 edgehashentries = (edgehashentry_t *)Mem_Alloc(tempmempool, numtriangles * 3 * sizeof(edgehashentry_t));
444 // find neighboring triangles
445 for (i = 0, e = elements, n = neighbors;i < numtriangles;i++, e += 3, n += 3)
447 for (j = 0, p = 2;j < 3;p = j, j++)
451 // this hash index works for both forward and backward edges
452 hashindex = (unsigned int)(e1 + e2) % TRIANGLEEDGEHASH;
453 hash = edgehashentries + i * 3 + j;
454 hash->next = edgehash[hashindex];
455 edgehash[hashindex] = hash;
457 hash->element[0] = e1;
458 hash->element[1] = e2;
461 for (i = 0, e = elements, n = neighbors;i < numtriangles;i++, e += 3, n += 3)
463 for (j = 0, p = 2;j < 3;p = j, j++)
467 // this hash index works for both forward and backward edges
468 hashindex = (unsigned int)(e1 + e2) % TRIANGLEEDGEHASH;
471 for (hash = edgehash[hashindex];hash;hash = hash->next)
473 if (hash->element[0] == e2 && hash->element[1] == e1)
475 if (hash->triangle != i)
476 match = hash->triangle;
479 else if ((hash->element[0] == e1 && hash->element[1] == e2))
482 // detect edges shared by three triangles and make them seams
488 // free the allocated buffer
489 if (edgehashentries != edgehashentriesbuffer)
490 Mem_Free(edgehashentries);
493 // very slow but simple way
494 static int Mod_FindTriangleWithEdge(const int *elements, int numtriangles, int start, int end, int ignore)
499 for (i = 0;i < numtriangles;i++, elements += 3)
501 if ((elements[0] == start && elements[1] == end)
502 || (elements[1] == start && elements[2] == end)
503 || (elements[2] == start && elements[0] == end))
509 else if ((elements[1] == start && elements[0] == end)
510 || (elements[2] == start && elements[1] == end)
511 || (elements[0] == start && elements[2] == end))
514 // detect edges shared by three triangles and make them seams
520 void Mod_BuildTriangleNeighbors(int *neighbors, const int *elements, int numtriangles)
524 for (i = 0, e = elements, n = neighbors;i < numtriangles;i++, e += 3, n += 3)
526 n[0] = Mod_FindTriangleWithEdge(elements, numtriangles, e[1], e[0], i);
527 n[1] = Mod_FindTriangleWithEdge(elements, numtriangles, e[2], e[1], i);
528 n[2] = Mod_FindTriangleWithEdge(elements, numtriangles, e[0], e[2], i);
533 void Mod_ValidateElements(int *elements, int numtriangles, int firstvertex, int numverts, const char *filename, int fileline)
535 int i, warned = false, endvertex = firstvertex + numverts;
536 for (i = 0;i < numtriangles * 3;i++)
538 if (elements[i] < firstvertex || elements[i] >= endvertex)
543 Con_Printf("Mod_ValidateElements: out of bounds elements detected at %s:%d\n", filename, fileline);
545 elements[i] = firstvertex;
550 // warning: this is an expensive function!
551 void Mod_BuildNormals(int firstvertex, int numvertices, int numtriangles, const float *vertex3f, const int *elements, float *normal3f, qboolean areaweighting)
558 memset(normal3f + 3 * firstvertex, 0, numvertices * sizeof(float[3]));
559 // process each vertex of each triangle and accumulate the results
560 // use area-averaging, to make triangles with a big area have a bigger
561 // weighting on the vertex normal than triangles with a small area
562 // to do so, just add the 'normals' together (the bigger the area
563 // the greater the length of the normal is
565 for (i = 0; i < numtriangles; i++, element += 3)
568 vertex3f + element[0] * 3,
569 vertex3f + element[1] * 3,
570 vertex3f + element[2] * 3,
575 VectorNormalize(areaNormal);
577 for (j = 0;j < 3;j++)
579 vectorNormal = normal3f + element[j] * 3;
580 vectorNormal[0] += areaNormal[0];
581 vectorNormal[1] += areaNormal[1];
582 vectorNormal[2] += areaNormal[2];
585 // and just normalize the accumulated vertex normal in the end
586 vectorNormal = normal3f + 3 * firstvertex;
587 for (i = 0; i < numvertices; i++, vectorNormal += 3)
588 VectorNormalize(vectorNormal);
591 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)
593 float f, tangentcross[3], v10[3], v20[3], tc10[2], tc20[2];
594 // 79 add/sub/negate/multiply (1 cycle), 1 compare (3 cycle?), total cycles not counting load/store/exchange roughly 82 cycles
595 // 6 add, 28 subtract, 39 multiply, 1 compare, 50% chance of 6 negates
597 // 6 multiply, 9 subtract
598 VectorSubtract(v1, v0, v10);
599 VectorSubtract(v2, v0, v20);
600 normal3f[0] = v20[1] * v10[2] - v20[2] * v10[1];
601 normal3f[1] = v20[2] * v10[0] - v20[0] * v10[2];
602 normal3f[2] = v20[0] * v10[1] - v20[1] * v10[0];
603 // 12 multiply, 10 subtract
604 tc10[1] = tc1[1] - tc0[1];
605 tc20[1] = tc2[1] - tc0[1];
606 svector3f[0] = tc10[1] * v20[0] - tc20[1] * v10[0];
607 svector3f[1] = tc10[1] * v20[1] - tc20[1] * v10[1];
608 svector3f[2] = tc10[1] * v20[2] - tc20[1] * v10[2];
609 tc10[0] = tc1[0] - tc0[0];
610 tc20[0] = tc2[0] - tc0[0];
611 tvector3f[0] = tc10[0] * v20[0] - tc20[0] * v10[0];
612 tvector3f[1] = tc10[0] * v20[1] - tc20[0] * v10[1];
613 tvector3f[2] = tc10[0] * v20[2] - tc20[0] * v10[2];
614 // 12 multiply, 4 add, 6 subtract
615 f = DotProduct(svector3f, normal3f);
616 svector3f[0] -= f * normal3f[0];
617 svector3f[1] -= f * normal3f[1];
618 svector3f[2] -= f * normal3f[2];
619 f = DotProduct(tvector3f, normal3f);
620 tvector3f[0] -= f * normal3f[0];
621 tvector3f[1] -= f * normal3f[1];
622 tvector3f[2] -= f * normal3f[2];
623 // if texture is mapped the wrong way (counterclockwise), the tangents
624 // have to be flipped, this is detected by calculating a normal from the
625 // two tangents, and seeing if it is opposite the surface normal
626 // 9 multiply, 2 add, 3 subtract, 1 compare, 50% chance of: 6 negates
627 CrossProduct(tvector3f, svector3f, tangentcross);
628 if (DotProduct(tangentcross, normal3f) < 0)
630 VectorNegate(svector3f, svector3f);
631 VectorNegate(tvector3f, tvector3f);
635 // warning: this is a very expensive function!
636 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)
639 float sdir[3], tdir[3], normal[3], *sv, *tv;
640 const float *v0, *v1, *v2, *tc0, *tc1, *tc2, *n;
641 float f, tangentcross[3], v10[3], v20[3], tc10[2], tc20[2];
644 memset(svector3f + 3 * firstvertex, 0, numvertices * sizeof(float[3]));
645 memset(tvector3f + 3 * firstvertex, 0, numvertices * sizeof(float[3]));
646 // process each vertex of each triangle and accumulate the results
647 for (tnum = 0, e = elements;tnum < numtriangles;tnum++, e += 3)
649 v0 = vertex3f + e[0] * 3;
650 v1 = vertex3f + e[1] * 3;
651 v2 = vertex3f + e[2] * 3;
652 tc0 = texcoord2f + e[0] * 2;
653 tc1 = texcoord2f + e[1] * 2;
654 tc2 = texcoord2f + e[2] * 2;
656 // 79 add/sub/negate/multiply (1 cycle), 1 compare (3 cycle?), total cycles not counting load/store/exchange roughly 82 cycles
657 // 6 add, 28 subtract, 39 multiply, 1 compare, 50% chance of 6 negates
659 // calculate the edge directions and surface normal
660 // 6 multiply, 9 subtract
661 VectorSubtract(v1, v0, v10);
662 VectorSubtract(v2, v0, v20);
663 normal[0] = v20[1] * v10[2] - v20[2] * v10[1];
664 normal[1] = v20[2] * v10[0] - v20[0] * v10[2];
665 normal[2] = v20[0] * v10[1] - v20[1] * v10[0];
667 // calculate the tangents
668 // 12 multiply, 10 subtract
669 tc10[1] = tc1[1] - tc0[1];
670 tc20[1] = tc2[1] - tc0[1];
671 sdir[0] = tc10[1] * v20[0] - tc20[1] * v10[0];
672 sdir[1] = tc10[1] * v20[1] - tc20[1] * v10[1];
673 sdir[2] = tc10[1] * v20[2] - tc20[1] * v10[2];
674 tc10[0] = tc1[0] - tc0[0];
675 tc20[0] = tc2[0] - tc0[0];
676 tdir[0] = tc10[0] * v20[0] - tc20[0] * v10[0];
677 tdir[1] = tc10[0] * v20[1] - tc20[0] * v10[1];
678 tdir[2] = tc10[0] * v20[2] - tc20[0] * v10[2];
680 // if texture is mapped the wrong way (counterclockwise), the tangents
681 // have to be flipped, this is detected by calculating a normal from the
682 // two tangents, and seeing if it is opposite the surface normal
683 // 9 multiply, 2 add, 3 subtract, 1 compare, 50% chance of: 6 negates
684 CrossProduct(tdir, sdir, tangentcross);
685 if (DotProduct(tangentcross, normal) < 0)
687 VectorNegate(sdir, sdir);
688 VectorNegate(tdir, tdir);
693 VectorNormalize(sdir);
694 VectorNormalize(tdir);
696 for (i = 0;i < 3;i++)
698 VectorAdd(svector3f + e[i]*3, sdir, svector3f + e[i]*3);
699 VectorAdd(tvector3f + e[i]*3, tdir, tvector3f + e[i]*3);
702 // make the tangents completely perpendicular to the surface normal, and
703 // then normalize them
704 // 16 assignments, 2 divide, 2 sqrt, 2 negates, 14 adds, 24 multiplies
705 for (i = 0, sv = svector3f + 3 * firstvertex, tv = tvector3f + 3 * firstvertex, n = normal3f + 3 * firstvertex;i < numvertices;i++, sv += 3, tv += 3, n += 3)
707 f = -DotProduct(sv, n);
708 VectorMA(sv, f, n, sv);
710 f = -DotProduct(tv, n);
711 VectorMA(tv, f, n, tv);
716 void Mod_AllocSurfMesh(mempool_t *mempool, int numvertices, int numtriangles, qboolean lightmapoffsets, qboolean vertexcolors, qboolean neighbors)
719 data = (unsigned char *)Mem_Alloc(mempool, numvertices * (3 + 3 + 3 + 3 + 2 + 2 + (vertexcolors ? 4 : 0)) * sizeof(float) + numvertices * (lightmapoffsets ? 1 : 0) * sizeof(int) + numtriangles * (3 + (neighbors ? 3 : 0)) * sizeof(int));
720 loadmodel->surfmesh.num_vertices = numvertices;
721 loadmodel->surfmesh.num_triangles = numtriangles;
722 if (loadmodel->surfmesh.num_vertices)
724 loadmodel->surfmesh.data_vertex3f = (float *)data, data += sizeof(float[3]) * loadmodel->surfmesh.num_vertices;
725 loadmodel->surfmesh.data_svector3f = (float *)data, data += sizeof(float[3]) * loadmodel->surfmesh.num_vertices;
726 loadmodel->surfmesh.data_tvector3f = (float *)data, data += sizeof(float[3]) * loadmodel->surfmesh.num_vertices;
727 loadmodel->surfmesh.data_normal3f = (float *)data, data += sizeof(float[3]) * loadmodel->surfmesh.num_vertices;
728 loadmodel->surfmesh.data_texcoordtexture2f = (float *)data, data += sizeof(float[2]) * loadmodel->surfmesh.num_vertices;
729 loadmodel->surfmesh.data_texcoordlightmap2f = (float *)data, data += sizeof(float[2]) * loadmodel->surfmesh.num_vertices;
731 loadmodel->surfmesh.data_lightmapcolor4f = (float *)data, data += sizeof(float[4]) * loadmodel->surfmesh.num_vertices;
733 loadmodel->surfmesh.data_lightmapoffsets = (int *)data, data += sizeof(int) * loadmodel->surfmesh.num_vertices;
735 if (loadmodel->surfmesh.num_triangles)
737 loadmodel->surfmesh.data_element3i = (int *)data, data += sizeof(int[3]) * loadmodel->surfmesh.num_triangles;
739 loadmodel->surfmesh.data_neighbor3i = (int *)data, data += sizeof(int[3]) * loadmodel->surfmesh.num_triangles;
743 shadowmesh_t *Mod_ShadowMesh_Alloc(mempool_t *mempool, int maxverts, int maxtriangles, rtexture_t *map_diffuse, rtexture_t *map_specular, rtexture_t *map_normal, int light, int neighbors, int expandable)
745 shadowmesh_t *newmesh;
748 size = sizeof(shadowmesh_t);
749 size += maxverts * sizeof(float[3]);
751 size += maxverts * sizeof(float[11]);
752 size += maxtriangles * sizeof(int[3]);
754 size += maxtriangles * sizeof(int[3]);
756 size += SHADOWMESHVERTEXHASH * sizeof(shadowmeshvertexhash_t *) + maxverts * sizeof(shadowmeshvertexhash_t);
757 data = (unsigned char *)Mem_Alloc(mempool, size);
758 newmesh = (shadowmesh_t *)data;data += sizeof(*newmesh);
759 newmesh->map_diffuse = map_diffuse;
760 newmesh->map_specular = map_specular;
761 newmesh->map_normal = map_normal;
762 newmesh->maxverts = maxverts;
763 newmesh->maxtriangles = maxtriangles;
764 newmesh->numverts = 0;
765 newmesh->numtriangles = 0;
767 newmesh->vertex3f = (float *)data;data += maxverts * sizeof(float[3]);
770 newmesh->svector3f = (float *)data;data += maxverts * sizeof(float[3]);
771 newmesh->tvector3f = (float *)data;data += maxverts * sizeof(float[3]);
772 newmesh->normal3f = (float *)data;data += maxverts * sizeof(float[3]);
773 newmesh->texcoord2f = (float *)data;data += maxverts * sizeof(float[2]);
775 newmesh->element3i = (int *)data;data += maxtriangles * sizeof(int[3]);
778 newmesh->neighbor3i = (int *)data;data += maxtriangles * sizeof(int[3]);
782 newmesh->vertexhashtable = (shadowmeshvertexhash_t **)data;data += SHADOWMESHVERTEXHASH * sizeof(shadowmeshvertexhash_t *);
783 newmesh->vertexhashentries = (shadowmeshvertexhash_t *)data;data += maxverts * sizeof(shadowmeshvertexhash_t);
788 shadowmesh_t *Mod_ShadowMesh_ReAlloc(mempool_t *mempool, shadowmesh_t *oldmesh, int light, int neighbors)
790 shadowmesh_t *newmesh;
791 newmesh = Mod_ShadowMesh_Alloc(mempool, oldmesh->numverts, oldmesh->numtriangles, oldmesh->map_diffuse, oldmesh->map_specular, oldmesh->map_normal, light, neighbors, false);
792 newmesh->numverts = oldmesh->numverts;
793 newmesh->numtriangles = oldmesh->numtriangles;
795 memcpy(newmesh->vertex3f, oldmesh->vertex3f, oldmesh->numverts * sizeof(float[3]));
796 if (newmesh->svector3f && oldmesh->svector3f)
798 memcpy(newmesh->svector3f, oldmesh->svector3f, oldmesh->numverts * sizeof(float[3]));
799 memcpy(newmesh->tvector3f, oldmesh->tvector3f, oldmesh->numverts * sizeof(float[3]));
800 memcpy(newmesh->normal3f, oldmesh->normal3f, oldmesh->numverts * sizeof(float[3]));
801 memcpy(newmesh->texcoord2f, oldmesh->texcoord2f, oldmesh->numverts * sizeof(float[2]));
803 memcpy(newmesh->element3i, oldmesh->element3i, oldmesh->numtriangles * sizeof(int[3]));
804 if (newmesh->neighbor3i && oldmesh->neighbor3i)
805 memcpy(newmesh->neighbor3i, oldmesh->neighbor3i, oldmesh->numtriangles * sizeof(int[3]));
809 int Mod_ShadowMesh_AddVertex(shadowmesh_t *mesh, float *vertex14f)
812 shadowmeshvertexhash_t *hash;
813 // this uses prime numbers intentionally
814 hashindex = (unsigned int) (vertex14f[0] * 3 + vertex14f[1] * 5 + vertex14f[2] * 7) % SHADOWMESHVERTEXHASH;
815 for (hash = mesh->vertexhashtable[hashindex];hash;hash = hash->next)
817 vnum = (hash - mesh->vertexhashentries);
818 if ((mesh->vertex3f == NULL || (mesh->vertex3f[vnum * 3 + 0] == vertex14f[0] && mesh->vertex3f[vnum * 3 + 1] == vertex14f[1] && mesh->vertex3f[vnum * 3 + 2] == vertex14f[2]))
819 && (mesh->svector3f == NULL || (mesh->svector3f[vnum * 3 + 0] == vertex14f[3] && mesh->svector3f[vnum * 3 + 1] == vertex14f[4] && mesh->svector3f[vnum * 3 + 2] == vertex14f[5]))
820 && (mesh->tvector3f == NULL || (mesh->tvector3f[vnum * 3 + 0] == vertex14f[6] && mesh->tvector3f[vnum * 3 + 1] == vertex14f[7] && mesh->tvector3f[vnum * 3 + 2] == vertex14f[8]))
821 && (mesh->normal3f == NULL || (mesh->normal3f[vnum * 3 + 0] == vertex14f[9] && mesh->normal3f[vnum * 3 + 1] == vertex14f[10] && mesh->normal3f[vnum * 3 + 2] == vertex14f[11]))
822 && (mesh->texcoord2f == NULL || (mesh->texcoord2f[vnum * 2 + 0] == vertex14f[12] && mesh->texcoord2f[vnum * 2 + 1] == vertex14f[13])))
823 return hash - mesh->vertexhashentries;
825 vnum = mesh->numverts++;
826 hash = mesh->vertexhashentries + vnum;
827 hash->next = mesh->vertexhashtable[hashindex];
828 mesh->vertexhashtable[hashindex] = hash;
829 if (mesh->vertex3f) {mesh->vertex3f[vnum * 3 + 0] = vertex14f[0];mesh->vertex3f[vnum * 3 + 1] = vertex14f[1];mesh->vertex3f[vnum * 3 + 2] = vertex14f[2];}
830 if (mesh->svector3f) {mesh->svector3f[vnum * 3 + 0] = vertex14f[3];mesh->svector3f[vnum * 3 + 1] = vertex14f[4];mesh->svector3f[vnum * 3 + 2] = vertex14f[5];}
831 if (mesh->tvector3f) {mesh->tvector3f[vnum * 3 + 0] = vertex14f[6];mesh->tvector3f[vnum * 3 + 1] = vertex14f[7];mesh->tvector3f[vnum * 3 + 2] = vertex14f[8];}
832 if (mesh->normal3f) {mesh->normal3f[vnum * 3 + 0] = vertex14f[9];mesh->normal3f[vnum * 3 + 1] = vertex14f[10];mesh->normal3f[vnum * 3 + 2] = vertex14f[11];}
833 if (mesh->texcoord2f) {mesh->texcoord2f[vnum * 2 + 0] = vertex14f[12];mesh->texcoord2f[vnum * 2 + 1] = vertex14f[13];}
837 void Mod_ShadowMesh_AddTriangle(mempool_t *mempool, shadowmesh_t *mesh, rtexture_t *map_diffuse, rtexture_t *map_specular, rtexture_t *map_normal, float *vertex14f)
839 if (mesh->numtriangles == 0)
841 // set the properties on this empty mesh to be more favorable...
842 // (note: this case only occurs for the first triangle added to a new mesh chain)
843 mesh->map_diffuse = map_diffuse;
844 mesh->map_specular = map_specular;
845 mesh->map_normal = map_normal;
847 while (mesh->map_diffuse != map_diffuse || mesh->map_specular != map_specular || mesh->map_normal != map_normal || mesh->numverts + 3 > mesh->maxverts || mesh->numtriangles + 1 > mesh->maxtriangles)
849 if (mesh->next == NULL)
850 mesh->next = Mod_ShadowMesh_Alloc(mempool, max(mesh->maxverts, 300), max(mesh->maxtriangles, 100), map_diffuse, map_specular, map_normal, mesh->svector3f != NULL, mesh->neighbor3i != NULL, true);
853 mesh->element3i[mesh->numtriangles * 3 + 0] = Mod_ShadowMesh_AddVertex(mesh, vertex14f + 14 * 0);
854 mesh->element3i[mesh->numtriangles * 3 + 1] = Mod_ShadowMesh_AddVertex(mesh, vertex14f + 14 * 1);
855 mesh->element3i[mesh->numtriangles * 3 + 2] = Mod_ShadowMesh_AddVertex(mesh, vertex14f + 14 * 2);
856 mesh->numtriangles++;
859 void Mod_ShadowMesh_AddMesh(mempool_t *mempool, shadowmesh_t *mesh, rtexture_t *map_diffuse, rtexture_t *map_specular, rtexture_t *map_normal, const float *vertex3f, const float *svector3f, const float *tvector3f, const float *normal3f, const float *texcoord2f, int numtris, const int *element3i)
862 float vbuf[3*14], *v;
863 memset(vbuf, 0, sizeof(vbuf));
864 for (i = 0;i < numtris;i++)
866 for (j = 0, v = vbuf;j < 3;j++, v += 14)
871 v[0] = vertex3f[e * 3 + 0];
872 v[1] = vertex3f[e * 3 + 1];
873 v[2] = vertex3f[e * 3 + 2];
877 v[3] = svector3f[e * 3 + 0];
878 v[4] = svector3f[e * 3 + 1];
879 v[5] = svector3f[e * 3 + 2];
883 v[6] = tvector3f[e * 3 + 0];
884 v[7] = tvector3f[e * 3 + 1];
885 v[8] = tvector3f[e * 3 + 2];
889 v[9] = normal3f[e * 3 + 0];
890 v[10] = normal3f[e * 3 + 1];
891 v[11] = normal3f[e * 3 + 2];
895 v[12] = texcoord2f[e * 2 + 0];
896 v[13] = texcoord2f[e * 2 + 1];
899 Mod_ShadowMesh_AddTriangle(mempool, mesh, map_diffuse, map_specular, map_normal, vbuf);
903 shadowmesh_t *Mod_ShadowMesh_Begin(mempool_t *mempool, int maxverts, int maxtriangles, rtexture_t *map_diffuse, rtexture_t *map_specular, rtexture_t *map_normal, int light, int neighbors, int expandable)
905 return Mod_ShadowMesh_Alloc(mempool, maxverts, maxtriangles, map_diffuse, map_specular, map_normal, light, neighbors, expandable);
908 shadowmesh_t *Mod_ShadowMesh_Finish(mempool_t *mempool, shadowmesh_t *firstmesh, int light, int neighbors)
910 shadowmesh_t *mesh, *newmesh, *nextmesh;
911 // reallocate meshs to conserve space
912 for (mesh = firstmesh, firstmesh = NULL;mesh;mesh = nextmesh)
914 nextmesh = mesh->next;
915 if (mesh->numverts >= 3 && mesh->numtriangles >= 1)
917 newmesh = Mod_ShadowMesh_ReAlloc(mempool, mesh, light, neighbors);
918 newmesh->next = firstmesh;
926 void Mod_ShadowMesh_CalcBBox(shadowmesh_t *firstmesh, vec3_t mins, vec3_t maxs, vec3_t center, float *radius)
930 vec3_t nmins, nmaxs, ncenter, temp;
931 float nradius2, dist2, *v;
935 for (mesh = firstmesh;mesh;mesh = mesh->next)
937 if (mesh == firstmesh)
939 VectorCopy(mesh->vertex3f, nmins);
940 VectorCopy(mesh->vertex3f, nmaxs);
942 for (i = 0, v = mesh->vertex3f;i < mesh->numverts;i++, v += 3)
944 if (nmins[0] > v[0]) nmins[0] = v[0];if (nmaxs[0] < v[0]) nmaxs[0] = v[0];
945 if (nmins[1] > v[1]) nmins[1] = v[1];if (nmaxs[1] < v[1]) nmaxs[1] = v[1];
946 if (nmins[2] > v[2]) nmins[2] = v[2];if (nmaxs[2] < v[2]) nmaxs[2] = v[2];
949 // calculate center and radius
950 ncenter[0] = (nmins[0] + nmaxs[0]) * 0.5f;
951 ncenter[1] = (nmins[1] + nmaxs[1]) * 0.5f;
952 ncenter[2] = (nmins[2] + nmaxs[2]) * 0.5f;
954 for (mesh = firstmesh;mesh;mesh = mesh->next)
956 for (i = 0, v = mesh->vertex3f;i < mesh->numverts;i++, v += 3)
958 VectorSubtract(v, ncenter, temp);
959 dist2 = DotProduct(temp, temp);
960 if (nradius2 < dist2)
966 VectorCopy(nmins, mins);
968 VectorCopy(nmaxs, maxs);
970 VectorCopy(ncenter, center);
972 *radius = sqrt(nradius2);
975 void Mod_ShadowMesh_Free(shadowmesh_t *mesh)
977 shadowmesh_t *nextmesh;
978 for (;mesh;mesh = nextmesh)
980 nextmesh = mesh->next;
985 static rtexture_t *GL_TextureForSkinLayer(const unsigned char *in, int width, int height, const char *name, const unsigned int *palette, int textureflags, qboolean force)
990 for (i = 0;i < width*height;i++)
991 if (((unsigned char *)&palette[in[i]])[3] > 0)
993 if (i == width*height)
996 return R_LoadTexture2D (loadmodel->texturepool, name, width, height, in, TEXTYPE_PALETTE, textureflags, palette);
999 int Mod_LoadSkinFrame(skinframe_t *skinframe, const char *basename, int textureflags, int loadpantsandshirt, int loadglowtexture)
1002 memset(skinframe, 0, sizeof(*skinframe));
1003 skinframe->base = r_texture_notexture;
1004 if (cls.state == ca_dedicated)
1006 if (!image_loadskin(&s, basename))
1008 skinframe->base = R_LoadTexture2D (loadmodel->texturepool, basename, s.basepixels_width, s.basepixels_height, s.basepixels, TEXTYPE_RGBA, textureflags, NULL);
1009 if (s.nmappixels != NULL)
1010 skinframe->nmap = R_LoadTexture2D (loadmodel->texturepool, va("%s_nmap", basename), s.nmappixels_width, s.nmappixels_height, s.nmappixels, TEXTYPE_RGBA, textureflags, NULL);
1011 if (s.glosspixels != NULL)
1012 skinframe->gloss = R_LoadTexture2D (loadmodel->texturepool, va("%s_gloss", basename), s.glosspixels_width, s.glosspixels_height, s.glosspixels, TEXTYPE_RGBA, textureflags, NULL);
1013 if (s.glowpixels != NULL && loadglowtexture)
1014 skinframe->glow = R_LoadTexture2D (loadmodel->texturepool, va("%s_glow", basename), s.glowpixels_width, s.glowpixels_height, s.glowpixels, TEXTYPE_RGBA, textureflags, NULL);
1015 if (s.maskpixels != NULL)
1016 skinframe->fog = R_LoadTexture2D (loadmodel->texturepool, va("%s_mask", basename), s.maskpixels_width, s.maskpixels_height, s.maskpixels, TEXTYPE_RGBA, textureflags, NULL);
1017 if (loadpantsandshirt)
1019 if (s.pantspixels != NULL)
1020 skinframe->pants = R_LoadTexture2D (loadmodel->texturepool, va("%s_pants", basename), s.pantspixels_width, s.pantspixels_height, s.pantspixels, TEXTYPE_RGBA, textureflags, NULL);
1021 if (s.shirtpixels != NULL)
1022 skinframe->shirt = R_LoadTexture2D (loadmodel->texturepool, va("%s_shirt", basename), s.shirtpixels_width, s.shirtpixels_height, s.shirtpixels, TEXTYPE_RGBA, textureflags, NULL);
1024 if (!skinframe->base)
1025 skinframe->base = r_texture_notexture;
1026 if (!skinframe->nmap)
1027 skinframe->nmap = r_texture_blanknormalmap;
1032 int Mod_LoadSkinFrame_Internal(skinframe_t *skinframe, const char *basename, int textureflags, int loadpantsandshirt, int loadglowtexture, const unsigned char *skindata, int width, int height, int bitsperpixel, const unsigned int *palette, const unsigned int *alphapalette)
1035 unsigned char *temp1, *temp2;
1036 memset(skinframe, 0, sizeof(*skinframe));
1037 if (cls.state == ca_dedicated)
1041 if (bitsperpixel == 32)
1043 if (r_shadow_bumpscale_basetexture.value > 0)
1045 temp1 = (unsigned char *)Mem_Alloc(loadmodel->mempool, width * height * 8);
1046 temp2 = temp1 + width * height * 4;
1047 Image_HeightmapToNormalmap(skindata, temp2, width, height, false, r_shadow_bumpscale_basetexture.value);
1048 skinframe->nmap = R_LoadTexture2D(loadmodel->texturepool, va("%s_nmap", basename), width, height, temp2, TEXTYPE_RGBA, textureflags | TEXF_ALPHA, NULL);
1051 skinframe->base = skinframe->merged = R_LoadTexture2D(loadmodel->texturepool, basename, width, height, skindata, TEXTYPE_RGBA, textureflags, NULL);
1052 if (textureflags & TEXF_ALPHA)
1054 for (i = 3;i < width * height * 4;i += 4)
1055 if (skindata[i] < 255)
1057 if (i < width * height * 4)
1059 unsigned char *fogpixels = (unsigned char *)Mem_Alloc(loadmodel->mempool, width * height * 4);
1060 memcpy(fogpixels, skindata, width * height * 4);
1061 for (i = 0;i < width * height * 4;i += 4)
1062 fogpixels[i] = fogpixels[i+1] = fogpixels[i+2] = 255;
1063 skinframe->fog = R_LoadTexture2D(loadmodel->texturepool, va("%s_fog", basename), width, height, fogpixels, TEXTYPE_RGBA, textureflags, NULL);
1064 Mem_Free(fogpixels);
1068 else if (bitsperpixel == 8)
1070 if (r_shadow_bumpscale_basetexture.value > 0)
1072 temp1 = (unsigned char *)Mem_Alloc(loadmodel->mempool, width * height * 8);
1073 temp2 = temp1 + width * height * 4;
1074 if (bitsperpixel == 32)
1075 Image_HeightmapToNormalmap(skindata, temp2, width, height, false, r_shadow_bumpscale_basetexture.value);
1078 // use either a custom palette or the quake palette
1079 Image_Copy8bitRGBA(skindata, temp1, width * height, palette ? palette : palette_complete);
1080 Image_HeightmapToNormalmap(temp1, temp2, width, height, false, r_shadow_bumpscale_basetexture.value);
1082 skinframe->nmap = R_LoadTexture2D(loadmodel->texturepool, va("%s_nmap", basename), width, height, temp2, TEXTYPE_RGBA, textureflags | TEXF_ALPHA, NULL);
1085 // use either a custom palette, or the quake palette
1086 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
1087 if (!palette && loadglowtexture)
1088 skinframe->glow = GL_TextureForSkinLayer(skindata, width, height, va("%s_glow", basename), palette_onlyfullbrights, textureflags, false); // glow
1089 if (!palette && loadpantsandshirt)
1091 skinframe->pants = GL_TextureForSkinLayer(skindata, width, height, va("%s_pants", basename), palette_pantsaswhite, textureflags, false); // pants
1092 skinframe->shirt = GL_TextureForSkinLayer(skindata, width, height, va("%s_shirt", basename), palette_shirtaswhite, textureflags, false); // shirt
1094 if (skinframe->pants || skinframe->shirt)
1095 skinframe->base = GL_TextureForSkinLayer(skindata, width, height, va("%s_nospecial", basename),loadglowtexture ? palette_nocolormapnofullbrights : palette_nocolormap, textureflags, false); // no special colors
1096 if (textureflags & TEXF_ALPHA)
1098 // if not using a custom alphapalette, use the quake one
1100 alphapalette = palette_alpha;
1101 for (i = 0;i < width * height;i++)
1102 if (((unsigned char *)alphapalette)[skindata[i]*4+3] < 255)
1104 if (i < width * height)
1105 skinframe->fog = GL_TextureForSkinLayer(skindata, width, height, va("%s_fog", basename), alphapalette, textureflags, true); // fog mask
1110 if (!skinframe->nmap)
1111 skinframe->nmap = r_texture_blanknormalmap;
1115 void Mod_GetTerrainVertex3fTexCoord2fFromRGBA(const unsigned char *imagepixels, int imagewidth, int imageheight, int ix, int iy, float *vertex3f, float *texcoord2f, matrix4x4_t *pixelstepmatrix, matrix4x4_t *pixeltexturestepmatrix)
1120 if (ix >= 0 && iy >= 0 && ix < imagewidth && iy < imageheight)
1121 v[2] = (imagepixels[((iy*imagewidth)+ix)*4+0] + imagepixels[((iy*imagewidth)+ix)*4+1] + imagepixels[((iy*imagewidth)+ix)*4+2]) * (1.0f / 765.0f);
1124 Matrix4x4_Transform(pixelstepmatrix, v, vertex3f);
1125 Matrix4x4_Transform(pixeltexturestepmatrix, v, tc);
1126 texcoord2f[0] = tc[0];
1127 texcoord2f[1] = tc[1];
1130 void Mod_GetTerrainVertexFromRGBA(const unsigned char *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)
1132 float vup[3], vdown[3], vleft[3], vright[3];
1133 float tcup[3], tcdown[3], tcleft[3], tcright[3];
1134 float sv[3], tv[3], nl[3];
1135 Mod_GetTerrainVertex3fTexCoord2fFromRGBA(imagepixels, imagewidth, imageheight, ix, iy, vertex3f, texcoord2f, pixelstepmatrix, pixeltexturestepmatrix);
1136 Mod_GetTerrainVertex3fTexCoord2fFromRGBA(imagepixels, imagewidth, imageheight, ix, iy - 1, vup, tcup, pixelstepmatrix, pixeltexturestepmatrix);
1137 Mod_GetTerrainVertex3fTexCoord2fFromRGBA(imagepixels, imagewidth, imageheight, ix, iy + 1, vdown, tcdown, pixelstepmatrix, pixeltexturestepmatrix);
1138 Mod_GetTerrainVertex3fTexCoord2fFromRGBA(imagepixels, imagewidth, imageheight, ix - 1, iy, vleft, tcleft, pixelstepmatrix, pixeltexturestepmatrix);
1139 Mod_GetTerrainVertex3fTexCoord2fFromRGBA(imagepixels, imagewidth, imageheight, ix + 1, iy, vright, tcright, pixelstepmatrix, pixeltexturestepmatrix);
1140 Mod_BuildBumpVectors(vertex3f, vup, vright, texcoord2f, tcup, tcright, svector3f, tvector3f, normal3f);
1141 Mod_BuildBumpVectors(vertex3f, vright, vdown, texcoord2f, tcright, tcdown, sv, tv, nl);
1142 VectorAdd(svector3f, sv, svector3f);
1143 VectorAdd(tvector3f, tv, tvector3f);
1144 VectorAdd(normal3f, nl, normal3f);
1145 Mod_BuildBumpVectors(vertex3f, vdown, vleft, texcoord2f, tcdown, tcleft, sv, tv, nl);
1146 VectorAdd(svector3f, sv, svector3f);
1147 VectorAdd(tvector3f, tv, tvector3f);
1148 VectorAdd(normal3f, nl, normal3f);
1149 Mod_BuildBumpVectors(vertex3f, vleft, vup, texcoord2f, tcleft, tcup, sv, tv, nl);
1150 VectorAdd(svector3f, sv, svector3f);
1151 VectorAdd(tvector3f, tv, tvector3f);
1152 VectorAdd(normal3f, nl, normal3f);
1155 void Mod_ConstructTerrainPatchFromRGBA(const unsigned char *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)
1157 int x, y, ix, iy, *e;
1159 for (y = 0;y < height;y++)
1161 for (x = 0;x < width;x++)
1163 e[0] = (y + 1) * (width + 1) + (x + 0);
1164 e[1] = (y + 0) * (width + 1) + (x + 0);
1165 e[2] = (y + 1) * (width + 1) + (x + 1);
1166 e[3] = (y + 0) * (width + 1) + (x + 0);
1167 e[4] = (y + 0) * (width + 1) + (x + 1);
1168 e[5] = (y + 1) * (width + 1) + (x + 1);
1172 Mod_BuildTriangleNeighbors(neighbor3i, element3i, width*height*2);
1173 for (y = 0, iy = y1;y < height + 1;y++, iy++)
1174 for (x = 0, ix = x1;x < width + 1;x++, ix++, vertex3f += 3, texcoord2f += 2, svector3f += 3, tvector3f += 3, normal3f += 3)
1175 Mod_GetTerrainVertexFromRGBA(imagepixels, imagewidth, imageheight, ix, iy, vertex3f, texcoord2f, svector3f, tvector3f, normal3f, pixelstepmatrix, pixeltexturestepmatrix);
1178 skinfile_t *Mod_LoadSkinFiles(void)
1180 int i, words, numtags, line, tagsetsused = false, wordsoverflow;
1183 skinfile_t *skinfile = NULL, *first = NULL;
1184 skinfileitem_t *skinfileitem;
1185 char word[10][MAX_QPATH];
1186 overridetagnameset_t tagsets[MAX_SKINS];
1187 overridetagname_t tags[256];
1191 U_bodyBox,models/players/Legoman/BikerA2.tga
1192 U_RArm,models/players/Legoman/BikerA1.tga
1193 U_LArm,models/players/Legoman/BikerA1.tga
1194 U_armor,common/nodraw
1195 U_sword,common/nodraw
1196 U_shield,common/nodraw
1197 U_homb,common/nodraw
1198 U_backpack,common/nodraw
1199 U_colcha,common/nodraw
1204 memset(tagsets, 0, sizeof(tagsets));
1205 memset(word, 0, sizeof(word));
1206 for (i = 0;i < MAX_SKINS && (data = text = (char *)FS_LoadFile(va("%s_%i.skin", loadmodel->name, i), tempmempool, true, NULL));i++)
1210 // If it's the first file we parse
1211 if (skinfile == NULL)
1213 skinfile = (skinfile_t *)Mem_Alloc(loadmodel->mempool, sizeof(skinfile_t));
1218 skinfile->next = (skinfile_t *)Mem_Alloc(loadmodel->mempool, sizeof(skinfile_t));
1219 skinfile = skinfile->next;
1221 skinfile->next = NULL;
1223 for(line = 0;;line++)
1226 if (!COM_ParseToken(&data, true))
1228 if (!strcmp(com_token, "\n"))
1231 wordsoverflow = false;
1235 strlcpy(word[words++], com_token, sizeof (word[0]));
1237 wordsoverflow = true;
1239 while (COM_ParseToken(&data, true) && strcmp(com_token, "\n"));
1242 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);
1245 // words is always >= 1
1246 if (!strcmp(word[0], "replace"))
1250 Con_DPrintf("Mod_LoadSkinFiles: parsed mesh \"%s\" shader replacement \"%s\"\n", word[1], word[2]);
1251 skinfileitem = (skinfileitem_t *)Mem_Alloc(loadmodel->mempool, sizeof(skinfileitem_t));
1252 skinfileitem->next = skinfile->items;
1253 skinfile->items = skinfileitem;
1254 strlcpy (skinfileitem->name, word[1], sizeof (skinfileitem->name));
1255 strlcpy (skinfileitem->replacement, word[2], sizeof (skinfileitem->replacement));
1258 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]);
1260 else if (words == 2 && !strcmp(word[1], ","))
1262 // tag name, like "tag_weapon,"
1263 Con_DPrintf("Mod_LoadSkinFiles: parsed tag #%i \"%s\"\n", numtags, word[0]);
1264 memset(tags + numtags, 0, sizeof(tags[numtags]));
1265 strlcpy (tags[numtags].name, word[0], sizeof (tags[numtags].name));
1268 else if (words == 3 && !strcmp(word[1], ","))
1270 // mesh shader name, like "U_RArm,models/players/Legoman/BikerA1.tga"
1271 Con_DPrintf("Mod_LoadSkinFiles: parsed mesh \"%s\" shader replacement \"%s\"\n", word[0], word[2]);
1272 skinfileitem = (skinfileitem_t *)Mem_Alloc(loadmodel->mempool, sizeof(skinfileitem_t));
1273 skinfileitem->next = skinfile->items;
1274 skinfile->items = skinfileitem;
1275 strlcpy (skinfileitem->name, word[0], sizeof (skinfileitem->name));
1276 strlcpy (skinfileitem->replacement, word[2], sizeof (skinfileitem->replacement));
1279 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);
1285 overridetagnameset_t *t;
1287 t->num_overridetagnames = numtags;
1288 t->data_overridetagnames = (overridetagname_t *)Mem_Alloc(loadmodel->mempool, t->num_overridetagnames * sizeof(overridetagname_t));
1289 memcpy(t->data_overridetagnames, tags, t->num_overridetagnames * sizeof(overridetagname_t));
1295 loadmodel->data_overridetagnamesforskin = (overridetagnameset_t *)Mem_Alloc(loadmodel->mempool, i * sizeof(overridetagnameset_t));
1296 memcpy(loadmodel->data_overridetagnamesforskin, tagsets, i * sizeof(overridetagnameset_t));
1299 loadmodel->numskins = i;
1303 void Mod_FreeSkinFiles(skinfile_t *skinfile)
1306 skinfileitem_t *skinfileitem, *nextitem;
1307 for (;skinfile;skinfile = next)
1309 next = skinfile->next;
1310 for (skinfileitem = skinfile->items;skinfileitem;skinfileitem = nextitem)
1312 nextitem = skinfileitem->next;
1313 Mem_Free(skinfileitem);
1319 int Mod_CountSkinFiles(skinfile_t *skinfile)
1322 for (i = 0;skinfile;skinfile = skinfile->next, i++);
1326 void Mod_SnapVertices(int numcomponents, int numvertices, float *vertices, float snap)
1329 double isnap = 1.0 / snap;
1330 for (i = 0;i < numvertices*numcomponents;i++)
1331 vertices[i] = floor(vertices[i]*isnap)*snap;
1334 int Mod_RemoveDegenerateTriangles(int numtriangles, const int *inelement3i, int *outelement3i, const float *vertex3f)
1336 int i, outtriangles;
1337 float d, edgedir[3], temp[3];
1338 // a degenerate triangle is one with no width (thickness, surface area)
1339 // these are characterized by having all 3 points colinear (along a line)
1340 // or having two points identical
1341 for (i = 0, outtriangles = 0;i < numtriangles;i++, inelement3i += 3)
1343 // calculate first edge
1344 VectorSubtract(vertex3f + inelement3i[1] * 3, vertex3f + inelement3i[0] * 3, edgedir);
1345 if (VectorLength2(edgedir) < 0.0001f)
1346 continue; // degenerate first edge (no length)
1347 VectorNormalize(edgedir);
1348 // check if third point is on the edge (colinear)
1349 d = -DotProduct(vertex3f + inelement3i[2] * 3, edgedir);
1350 VectorMA(vertex3f + inelement3i[2] * 3, d, edgedir, temp);
1351 if (VectorLength2(temp) < 0.0001f)
1352 continue; // third point colinear with first edge
1353 // valid triangle (no colinear points, no duplicate points)
1354 VectorCopy(inelement3i, outelement3i);
1358 return outtriangles;