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"};
33 // LordHavoc: increased from 512 to 2048
34 #define MAX_MOD_KNOWN 2048
35 static model_t mod_known[MAX_MOD_KNOWN];
37 rtexturepool_t *mod_shared_texturepool;
38 rtexture_t *r_notexture;
39 rtexture_t *mod_shared_detailtextures[NUM_DETAILTEXTURES];
40 rtexture_t *mod_shared_distorttexture;
42 void Mod_BuildDetailTextures (void)
45 float vc[3], vx[3], vy[3], vn[3], lightdir[3];
46 #define DETAILRESOLUTION 256
47 qbyte data[DETAILRESOLUTION][DETAILRESOLUTION][4], noise[DETAILRESOLUTION][DETAILRESOLUTION];
51 VectorNormalize(lightdir);
52 for (i = 0;i < NUM_DETAILTEXTURES;i++)
54 fractalnoise(&noise[0][0], DETAILRESOLUTION, DETAILRESOLUTION >> 4);
55 for (y = 0;y < DETAILRESOLUTION;y++)
57 for (x = 0;x < DETAILRESOLUTION;x++)
61 vc[2] = noise[y][x] * (1.0f / 32.0f);
64 vx[2] = noise[y][(x + 1) % DETAILRESOLUTION] * (1.0f / 32.0f);
67 vy[2] = noise[(y + 1) % DETAILRESOLUTION][x] * (1.0f / 32.0f);
68 VectorSubtract(vx, vc, vx);
69 VectorSubtract(vy, vc, vy);
70 CrossProduct(vx, vy, vn);
72 light = 128 - DotProduct(vn, lightdir) * 128;
73 light = bound(0, light, 255);
74 data[y][x][0] = data[y][x][1] = data[y][x][2] = light;
78 mod_shared_detailtextures[i] = R_LoadTexture2D(mod_shared_texturepool, va("detailtexture%i", i), DETAILRESOLUTION, DETAILRESOLUTION, &data[0][0][0], TEXTYPE_RGBA, TEXF_MIPMAP | TEXF_PRECACHE, NULL);
82 void Mod_BuildDistortTexture (void)
85 #define DISTORTRESOLUTION 32
86 qbyte data[DISTORTRESOLUTION][DISTORTRESOLUTION][2];
87 for (y=0; y<DISTORTRESOLUTION; y++)
89 for (x=0; x<DISTORTRESOLUTION; x++)
91 data[y][x][0] = rand () & 255;
92 data[y][x][1] = rand () & 255;
96 mod_shared_distorttexture = R_LoadTexture2D(mod_shared_texturepool, "distorttexture", DISTORTRESOLUTION, DISTORTRESOLUTION, &data[0][0][0], TEXTYPE_DSDT, TEXF_PRECACHE, NULL);
100 texture_t r_surf_notexture;
102 void Mod_SetupNoTexture(void)
105 qbyte pix[16][16][4];
107 // this makes a light grey/dark grey checkerboard texture
108 for (y = 0;y < 16;y++)
110 for (x = 0;x < 16;x++)
112 if ((y < 8) ^ (x < 8))
129 r_notexture = R_LoadTexture2D(mod_shared_texturepool, "notexture", 16, 16, &pix[0][0][0], TEXTYPE_RGBA, TEXF_MIPMAP, NULL);
132 static void mod_start(void)
135 for (i = 0;i < MAX_MOD_KNOWN;i++)
136 if (mod_known[i].name[0])
137 Mod_UnloadModel(&mod_known[i]);
140 mod_shared_texturepool = R_AllocTexturePool();
141 Mod_SetupNoTexture();
142 Mod_BuildDetailTextures();
143 Mod_BuildDistortTexture();
146 static void mod_shutdown(void)
149 for (i = 0;i < MAX_MOD_KNOWN;i++)
150 if (mod_known[i].name[0])
151 Mod_UnloadModel(&mod_known[i]);
153 R_FreeTexturePool(&mod_shared_texturepool);
156 static void mod_newmap(void)
165 static void Mod_Print (void);
166 static void Mod_Precache (void);
173 Cvar_RegisterVariable(&r_mipskins);
174 Cmd_AddCommand ("modellist", Mod_Print);
175 Cmd_AddCommand ("modelprecache", Mod_Precache);
178 void Mod_RenderInit(void)
180 R_RegisterModule("Models", mod_start, mod_shutdown, mod_newmap);
183 void Mod_FreeModel (model_t *mod)
185 R_FreeTexturePool(&mod->texturepool);
186 Mem_FreePool(&mod->mempool);
188 // clear the struct to make it available
189 memset(mod, 0, sizeof(model_t));
192 void Mod_UnloadModel (model_t *mod)
194 char name[MAX_QPATH];
195 qboolean isworldmodel;
196 strcpy(name, mod->name);
197 isworldmodel = mod->isworldmodel;
199 strcpy(mod->name, name);
200 mod->isworldmodel = isworldmodel;
201 mod->needload = true;
211 static model_t *Mod_LoadModel(model_t *mod, qboolean crash, qboolean checkdisk, qboolean isworldmodel)
219 if (mod->name[0] == '*') // submodel
228 buf = FS_LoadFile (mod->name, false);
232 Host_Error ("Mod_LoadModel: %s not found", mod->name); // LordHavoc: Sys_Error was *ANNOYING*
236 crc = CRC_Block(buf, fs_filesize);
241 if (mod->crc == crc && mod->isworldmodel == isworldmodel)
245 return mod; // already loaded
249 Con_DPrintf("loading model %s\n", mod->name);
253 buf = FS_LoadFile (mod->name, false);
257 Host_Error ("Mod_LoadModel: %s not found", mod->name);
260 crc = CRC_Block(buf, fs_filesize);
263 // allocate a new model
266 // LordHavoc: unload the existing model in this slot (if there is one)
267 Mod_UnloadModel(mod);
268 mod->isworldmodel = isworldmodel;
271 // errors can prevent the corresponding mod->needload = false;
272 mod->needload = true;
274 // all models use memory, so allocate a memory pool
275 mod->mempool = Mem_AllocPool(mod->name);
276 // all models load textures, so allocate a texture pool
277 if (cls.state != ca_dedicated)
278 mod->texturepool = R_AllocTexturePool();
280 // call the apropriate loader
281 num = LittleLong(*((int *)buf));
282 if (!memcmp(buf, "IDPO", 4)) Mod_IDP0_Load(mod, buf);
283 else if (!memcmp(buf, "IDP2", 4)) Mod_IDP2_Load(mod, buf);
284 else if (!memcmp(buf, "IDP3", 4)) Mod_IDP3_Load(mod, buf);
285 else if (!memcmp(buf, "IDSP", 4)) Mod_IDSP_Load(mod, buf);
286 else if (!memcmp(buf, "IBSP", 4)) Mod_IBSP_Load(mod, buf);
287 else if (!memcmp(buf, "ZYMOTICMODEL", 12)) Mod_ZYMOTICMODEL_Load(mod, buf);
288 else if (strlen(mod->name) >= 4 && !strcmp(mod->name - 4, ".map")) Mod_MAP_Load(mod, buf);
289 else if (num == BSPVERSION || num == 30) Mod_Q1BSP_Load(mod, buf);
290 else Host_Error("Mod_LoadModel: model \"%s\" is of unknown/unsupported type\n", mod->name);
294 // no errors occurred
295 mod->needload = false;
299 void Mod_CheckLoaded(model_t *mod)
304 Mod_LoadModel(mod, true, true, mod->isworldmodel);
307 if (mod->type == mod_invalid)
308 Host_Error("Mod_CheckLoaded: invalid model\n");
320 void Mod_ClearAll(void)
324 void Mod_ClearUsed(void)
329 for (i = 0, mod = mod_known;i < MAX_MOD_KNOWN;i++, mod++)
334 void Mod_PurgeUnused(void)
339 for (i = 0, mod = mod_known;i < MAX_MOD_KNOWN;i++, mod++)
345 void Mod_LoadModels(void)
350 for (i = 0, mod = mod_known;i < MAX_MOD_KNOWN;i++, mod++)
353 Mod_CheckLoaded(mod);
362 model_t *Mod_FindName(const char *name)
365 model_t *mod, *freemod;
368 Host_Error ("Mod_ForName: NULL name");
370 // search the currently loaded models
372 for (i = 0, mod = mod_known;i < MAX_MOD_KNOWN;i++, mod++)
376 if (!strcmp (mod->name, name))
382 else if (freemod == NULL)
389 strcpy (mod->name, name);
390 mod->needload = true;
395 Host_Error ("Mod_FindName: ran out of models\n");
405 void Mod_TouchModel(const char *name)
409 mod = Mod_FindName(name);
417 Loads in a model for the given name
420 model_t *Mod_ForName(const char *name, qboolean crash, qboolean checkdisk, qboolean isworldmodel)
422 return Mod_LoadModel(Mod_FindName(name), crash, checkdisk, isworldmodel);
428 //=============================================================================
435 static void Mod_Print(void)
440 Con_Printf ("Loaded models:\n");
441 for (i = 0, mod = mod_known;i < MAX_MOD_KNOWN;i++, mod++)
443 Con_Printf ("%4iK %s\n", mod->mempool ? (mod->mempool->totalsize + 1023) / 1024 : 0, mod->name);
451 static void Mod_Precache(void)
454 Mod_ForName(Cmd_Argv(1), false, true, cl.worldmodel && !strcasecmp(Cmd_Argv(1), cl.worldmodel->name));
456 Con_Printf("usage: modelprecache <filename>\n");
459 int Mod_FindTriangleWithEdge(const int *elements, int numtriangles, int start, int end, int ignore)
464 for (i = 0;i < numtriangles;i++, elements += 3)
466 if ((elements[0] == start && elements[1] == end)
467 || (elements[1] == start && elements[2] == end)
468 || (elements[2] == start && elements[0] == end))
474 else if ((elements[1] == start && elements[0] == end)
475 || (elements[2] == start && elements[1] == end)
476 || (elements[0] == start && elements[2] == end))
479 // detect edges shared by three triangles and make them seams
485 void Mod_BuildTriangleNeighbors(int *neighbors, const int *elements, int numtriangles)
489 for (i = 0, e = elements, n = neighbors;i < numtriangles;i++, e += 3, n += 3)
491 n[0] = Mod_FindTriangleWithEdge(elements, numtriangles, e[1], e[0], i);
492 n[1] = Mod_FindTriangleWithEdge(elements, numtriangles, e[2], e[1], i);
493 n[2] = Mod_FindTriangleWithEdge(elements, numtriangles, e[0], e[2], i);
497 void Mod_ValidateElements(const int *elements, int numtriangles, int numverts, const char *filename, int fileline)
500 for (i = 0;i < numtriangles * 3;i++)
501 if ((unsigned int)elements[i] >= (unsigned int)numverts)
502 Con_Printf("Mod_ValidateElements: out of bounds element detected at %s:%d\n", filename, fileline);
505 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)
508 normal3f[0] = (v1[1] - v0[1]) * (v2[2] - v0[2]) - (v1[2] - v0[2]) * (v2[1] - v0[1]);
509 normal3f[1] = (v1[2] - v0[2]) * (v2[0] - v0[0]) - (v1[0] - v0[0]) * (v2[2] - v0[2]);
510 normal3f[2] = (v1[0] - v0[0]) * (v2[1] - v0[1]) - (v1[1] - v0[1]) * (v2[0] - v0[0]);
511 VectorNormalize(normal3f);
512 tvector3f[0] = ((tc1[0] - tc0[0]) * (v2[0] - v0[0]) - (tc2[0] - tc0[0]) * (v1[0] - v0[0]));
513 tvector3f[1] = ((tc1[0] - tc0[0]) * (v2[1] - v0[1]) - (tc2[0] - tc0[0]) * (v1[1] - v0[1]));
514 tvector3f[2] = ((tc1[0] - tc0[0]) * (v2[2] - v0[2]) - (tc2[0] - tc0[0]) * (v1[2] - v0[2]));
515 f = -DotProduct(tvector3f, normal3f);
516 VectorMA(tvector3f, f, normal3f, tvector3f);
517 VectorNormalize(tvector3f);
518 CrossProduct(normal3f, tvector3f, svector3f);
521 // warning: this is an expensive function!
522 void Mod_BuildTextureVectorsAndNormals(int numverts, int numtriangles, const float *vertex3f, const float *texcoord2f, const int *elements, float *svector3f, float *tvector3f, float *normal3f)
525 float sdir[3], tdir[3], normal[3], *v;
529 memset(svector3f, 0, numverts * sizeof(float[3]));
531 memset(tvector3f, 0, numverts * sizeof(float[3]));
533 memset(normal3f, 0, numverts * sizeof(float[3]));
534 // process each vertex of each triangle and accumulate the results
535 for (tnum = 0, e = elements;tnum < numtriangles;tnum++, e += 3)
537 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);
540 for (i = 0;i < 3;i++)
542 svector3f[e[i]*3 ] += sdir[0];
543 svector3f[e[i]*3+1] += sdir[1];
544 svector3f[e[i]*3+2] += sdir[2];
549 for (i = 0;i < 3;i++)
551 tvector3f[e[i]*3 ] += tdir[0];
552 tvector3f[e[i]*3+1] += tdir[1];
553 tvector3f[e[i]*3+2] += tdir[2];
558 for (i = 0;i < 3;i++)
560 normal3f[e[i]*3 ] += normal[0];
561 normal3f[e[i]*3+1] += normal[1];
562 normal3f[e[i]*3+2] += normal[2];
566 // now we could divide the vectors by the number of averaged values on
567 // each vertex... but instead normalize them
568 // 4 assignments, 1 divide, 1 sqrt, 2 adds, 6 multiplies
570 for (i = 0, v = svector3f;i < numverts;i++, v += 3)
572 // 4 assignments, 1 divide, 1 sqrt, 2 adds, 6 multiplies
574 for (i = 0, v = tvector3f;i < numverts;i++, v += 3)
576 // 4 assignments, 1 divide, 1 sqrt, 2 adds, 6 multiplies
578 for (i = 0, v = normal3f;i < numverts;i++, v += 3)
582 shadowmesh_t *Mod_ShadowMesh_Alloc(mempool_t *mempool, int maxverts)
585 mesh = Mem_Alloc(mempool, sizeof(shadowmesh_t) + maxverts * sizeof(float[3]) + maxverts * sizeof(int[3]) + maxverts * sizeof(int[3]) + SHADOWMESHVERTEXHASH * sizeof(shadowmeshvertexhash_t *) + maxverts * sizeof(shadowmeshvertexhash_t));
586 mesh->maxverts = maxverts;
587 mesh->maxtriangles = maxverts;
589 mesh->numtriangles = 0;
590 mesh->vertex3f = (float *)(mesh + 1);
591 mesh->element3i = (int *)(mesh->vertex3f + mesh->maxverts * 3);
592 mesh->neighbor3i = (int *)(mesh->element3i + mesh->maxtriangles * 3);
593 mesh->vertexhashtable = (shadowmeshvertexhash_t **)(mesh->neighbor3i + mesh->maxtriangles * 3);
594 mesh->vertexhashentries = (shadowmeshvertexhash_t *)(mesh->vertexhashtable + SHADOWMESHVERTEXHASH);
598 shadowmesh_t *Mod_ShadowMesh_ReAlloc(mempool_t *mempool, shadowmesh_t *oldmesh)
600 shadowmesh_t *newmesh;
601 newmesh = Mem_Alloc(mempool, sizeof(shadowmesh_t) + oldmesh->numverts * sizeof(float[3]) + oldmesh->numtriangles * sizeof(int[3]) + oldmesh->numtriangles * sizeof(int[3]));
602 newmesh->maxverts = newmesh->numverts = oldmesh->numverts;
603 newmesh->maxtriangles = newmesh->numtriangles = oldmesh->numtriangles;
604 newmesh->vertex3f = (float *)(newmesh + 1);
605 newmesh->element3i = (int *)(newmesh->vertex3f + newmesh->maxverts * 3);
606 newmesh->neighbor3i = (int *)(newmesh->element3i + newmesh->maxtriangles * 3);
607 memcpy(newmesh->vertex3f, oldmesh->vertex3f, newmesh->numverts * sizeof(float[3]));
608 memcpy(newmesh->element3i, oldmesh->element3i, newmesh->numtriangles * sizeof(int[3]));
609 memcpy(newmesh->neighbor3i, oldmesh->neighbor3i, newmesh->numtriangles * sizeof(int[3]));
613 int Mod_ShadowMesh_AddVertex(shadowmesh_t *mesh, float *v)
617 shadowmeshvertexhash_t *hash;
618 // this uses prime numbers intentionally
619 hashindex = (int) (v[0] * 3 + v[1] * 5 + v[2] * 7) % SHADOWMESHVERTEXHASH;
620 for (hash = mesh->vertexhashtable[hashindex];hash;hash = hash->next)
622 m = mesh->vertex3f + (hash - mesh->vertexhashentries) * 3;
623 if (m[0] == v[0] && m[1] == v[1] && m[2] == v[2])
624 return hash - mesh->vertexhashentries;
626 hash = mesh->vertexhashentries + mesh->numverts;
627 hash->next = mesh->vertexhashtable[hashindex];
628 mesh->vertexhashtable[hashindex] = hash;
629 m = mesh->vertex3f + (hash - mesh->vertexhashentries) * 3;
632 return mesh->numverts - 1;
635 void Mod_ShadowMesh_AddTriangle(mempool_t *mempool, shadowmesh_t *mesh, float *vert0, float *vert1, float *vert2)
637 while (mesh->numverts + 3 > mesh->maxverts || mesh->numtriangles + 1 > mesh->maxtriangles)
639 if (mesh->next == NULL)
640 mesh->next = Mod_ShadowMesh_Alloc(mempool, max(mesh->maxtriangles, 1));
643 mesh->element3i[mesh->numtriangles * 3 + 0] = Mod_ShadowMesh_AddVertex(mesh, vert0);
644 mesh->element3i[mesh->numtriangles * 3 + 1] = Mod_ShadowMesh_AddVertex(mesh, vert1);
645 mesh->element3i[mesh->numtriangles * 3 + 2] = Mod_ShadowMesh_AddVertex(mesh, vert2);
646 mesh->numtriangles++;
649 void Mod_ShadowMesh_AddPolygon(mempool_t *mempool, shadowmesh_t *mesh, int numverts, float *verts)
653 for (i = 0, v = verts + 3;i < numverts - 2;i++, v += 3)
654 Mod_ShadowMesh_AddTriangle(mempool, mesh, verts, v, v + 3);
658 while (mesh->numverts + numverts > mesh->maxverts || mesh->numtriangles + (numverts - 2) > mesh->maxtriangles)
660 if (mesh->next == NULL)
661 mesh->next = Mod_ShadowMesh_Alloc(mempool, max(mesh->maxtriangles, numverts));
664 i1 = Mod_ShadowMesh_AddVertex(mesh, verts);
666 i3 = Mod_ShadowMesh_AddVertex(mesh, verts + 3);
667 for (i = 0, v = verts + 6;i < numverts - 2;i++, v += 3)
670 i3 = Mod_ShadowMesh_AddVertex(mesh, v);
671 mesh->elements[mesh->numtriangles * 3 + 0] = i1;
672 mesh->elements[mesh->numtriangles * 3 + 1] = i2;
673 mesh->elements[mesh->numtriangles * 3 + 2] = i3;
674 mesh->numtriangles++;
679 void Mod_ShadowMesh_AddMesh(mempool_t *mempool, shadowmesh_t *mesh, float *verts, int numtris, int *elements)
682 for (i = 0;i < numtris;i++, elements += 3)
683 Mod_ShadowMesh_AddTriangle(mempool, mesh, verts + elements[0] * 3, verts + elements[1] * 3, verts + elements[2] * 3);
686 shadowmesh_t *Mod_ShadowMesh_Begin(mempool_t *mempool, int initialnumtriangles)
688 return Mod_ShadowMesh_Alloc(mempool, initialnumtriangles);
691 shadowmesh_t *Mod_ShadowMesh_Finish(mempool_t *mempool, shadowmesh_t *firstmesh)
695 shadowmesh_t *mesh, *newmesh, *nextmesh;
696 // reallocate meshs to conserve space
697 for (mesh = firstmesh, firstmesh = NULL;mesh;mesh = nextmesh)
699 nextmesh = mesh->next;
700 if (mesh->numverts >= 3 && mesh->numtriangles >= 1)
702 newmesh = Mod_ShadowMesh_ReAlloc(mempool, mesh);
703 newmesh->next = firstmesh;
705 //Con_Printf("mesh\n");
706 //for (i = 0;i < newmesh->numtriangles;i++)
707 // Con_Printf("tri %d %d %d\n", newmesh->elements[i * 3 + 0], newmesh->elements[i * 3 + 1], newmesh->elements[i * 3 + 2]);
708 Mod_ValidateElements(newmesh->element3i, newmesh->numtriangles, newmesh->numverts, __FILE__, __LINE__);
709 Mod_BuildTriangleNeighbors(newmesh->neighbor3i, newmesh->element3i, newmesh->numtriangles);
715 for (mesh = firstmesh;mesh;mesh = mesh->next)
717 Mod_ValidateElements(mesh->elements, mesh->numtriangles, mesh->numverts, __FILE__, __LINE__);
718 Mod_BuildTriangleNeighbors(mesh->neighbors, mesh->elements, mesh->numtriangles);
724 void Mod_ShadowMesh_CalcBBox(shadowmesh_t *firstmesh, vec3_t mins, vec3_t maxs, vec3_t center, float *radius)
728 vec3_t nmins, nmaxs, ncenter, temp;
729 float nradius2, dist2, *v;
731 for (mesh = firstmesh;mesh;mesh = mesh->next)
733 if (mesh == firstmesh)
735 VectorCopy(mesh->vertex3f, nmins);
736 VectorCopy(mesh->vertex3f, nmaxs);
738 for (i = 0, v = mesh->vertex3f;i < mesh->numverts;i++, v += 3)
740 if (nmins[0] > v[0]) nmins[0] = v[0];if (nmaxs[0] < v[0]) nmaxs[0] = v[0];
741 if (nmins[1] > v[1]) nmins[1] = v[1];if (nmaxs[1] < v[1]) nmaxs[1] = v[1];
742 if (nmins[2] > v[2]) nmins[2] = v[2];if (nmaxs[2] < v[2]) nmaxs[2] = v[2];
745 // calculate center and radius
746 ncenter[0] = (nmins[0] + nmaxs[0]) * 0.5f;
747 ncenter[1] = (nmins[1] + nmaxs[1]) * 0.5f;
748 ncenter[2] = (nmins[2] + nmaxs[2]) * 0.5f;
750 for (mesh = firstmesh;mesh;mesh = mesh->next)
752 for (i = 0, v = mesh->vertex3f;i < mesh->numverts;i++, v += 3)
754 VectorSubtract(v, ncenter, temp);
755 dist2 = DotProduct(temp, temp);
756 if (nradius2 < dist2)
762 VectorCopy(nmins, mins);
764 VectorCopy(nmaxs, maxs);
766 VectorCopy(ncenter, center);
768 *radius = sqrt(nradius2);
771 void Mod_ShadowMesh_Free(shadowmesh_t *mesh)
773 shadowmesh_t *nextmesh;
774 for (;mesh;mesh = nextmesh)
776 nextmesh = mesh->next;
781 static rtexture_t *GL_TextureForSkinLayer(const qbyte *in, int width, int height, const char *name, const unsigned int *palette, int textureflags)
784 for (i = 0;i < width*height;i++)
785 if (((qbyte *)&palette[in[i]])[3] > 0)
786 return R_LoadTexture2D (loadmodel->texturepool, name, width, height, in, TEXTYPE_PALETTE, textureflags, palette);
790 static int detailtexturecycle = 0;
791 int Mod_LoadSkinFrame(skinframe_t *skinframe, char *basename, int textureflags, int loadpantsandshirt, int usedetailtexture, int loadglowtexture)
794 memset(skinframe, 0, sizeof(*skinframe));
795 if (!image_loadskin(&s, basename))
797 if (usedetailtexture)
798 skinframe->detail = mod_shared_detailtextures[(detailtexturecycle++) % NUM_DETAILTEXTURES];
799 skinframe->base = R_LoadTexture2D (loadmodel->texturepool, basename, s.basepixels_width, s.basepixels_height, s.basepixels, TEXTYPE_RGBA, textureflags, NULL);
800 if (s.nmappixels != NULL)
801 skinframe->nmap = R_LoadTexture2D (loadmodel->texturepool, va("%s_nmap", basename), s.nmappixels_width, s.nmappixels_height, s.nmappixels, TEXTYPE_RGBA, textureflags, NULL);
802 if (s.glosspixels != NULL)
803 skinframe->gloss = R_LoadTexture2D (loadmodel->texturepool, va("%s_gloss", basename), s.glosspixels_width, s.glosspixels_height, s.glosspixels, TEXTYPE_RGBA, textureflags, NULL);
804 if (s.glowpixels != NULL && loadglowtexture)
805 skinframe->glow = R_LoadTexture2D (loadmodel->texturepool, va("%s_glow", basename), s.glowpixels_width, s.glowpixels_height, s.glowpixels, TEXTYPE_RGBA, textureflags, NULL);
806 if (s.maskpixels != NULL)
807 skinframe->fog = R_LoadTexture2D (loadmodel->texturepool, va("%s_mask", basename), s.maskpixels_width, s.maskpixels_height, s.maskpixels, TEXTYPE_RGBA, textureflags, NULL);
808 if (loadpantsandshirt)
810 if (s.pantspixels != NULL)
811 skinframe->pants = R_LoadTexture2D (loadmodel->texturepool, va("%s_pants", basename), s.pantspixels_width, s.pantspixels_height, s.pantspixels, TEXTYPE_RGBA, textureflags, NULL);
812 if (s.shirtpixels != NULL)
813 skinframe->shirt = R_LoadTexture2D (loadmodel->texturepool, va("%s_shirt", basename), s.shirtpixels_width, s.shirtpixels_height, s.shirtpixels, TEXTYPE_RGBA, textureflags, NULL);
819 int Mod_LoadSkinFrame_Internal(skinframe_t *skinframe, char *basename, int textureflags, int loadpantsandshirt, int usedetailtexture, int loadglowtexture, qbyte *skindata, int width, int height)
821 qbyte *temp1, *temp2;
822 memset(skinframe, 0, sizeof(*skinframe));
825 if (usedetailtexture)
826 skinframe->detail = mod_shared_detailtextures[(detailtexturecycle++) % NUM_DETAILTEXTURES];
827 if (r_shadow_bumpscale_basetexture.value > 0)
829 temp1 = Mem_Alloc(loadmodel->mempool, width * height * 8);
830 temp2 = temp1 + width * height * 4;
831 Image_Copy8bitRGBA(skindata, temp1, width * height, palette_nofullbrights);
832 Image_HeightmapToNormalmap(temp1, temp2, width, height, false, r_shadow_bumpscale_basetexture.value);
833 skinframe->nmap = R_LoadTexture2D(loadmodel->texturepool, va("%s_nmap", basename), width, height, temp2, TEXTYPE_RGBA, textureflags, NULL);
838 skinframe->glow = GL_TextureForSkinLayer(skindata, width, height, va("%s_glow", basename), palette_onlyfullbrights, textureflags); // glow
839 skinframe->base = skinframe->merged = GL_TextureForSkinLayer(skindata, width, height, va("%s_merged", basename), palette_nofullbrights, textureflags); // all but fullbrights
840 if (loadpantsandshirt)
842 skinframe->pants = GL_TextureForSkinLayer(skindata, width, height, va("%s_pants", basename), palette_pantsaswhite, textureflags); // pants
843 skinframe->shirt = GL_TextureForSkinLayer(skindata, width, height, va("%s_shirt", basename), palette_shirtaswhite, textureflags); // shirt
844 if (skinframe->pants || skinframe->shirt)
845 skinframe->base = GL_TextureForSkinLayer(skindata, width, height, va("%s_nospecial", basename), palette_nocolormapnofullbrights, textureflags); // no special colors
850 skinframe->base = skinframe->merged = GL_TextureForSkinLayer(skindata, width, height, va("%s_merged", basename), palette_complete, textureflags); // all
851 if (loadpantsandshirt)
853 skinframe->pants = GL_TextureForSkinLayer(skindata, width, height, va("%s_pants", basename), palette_pantsaswhite, textureflags); // pants
854 skinframe->shirt = GL_TextureForSkinLayer(skindata, width, height, va("%s_shirt", basename), palette_shirtaswhite, textureflags); // shirt
855 if (skinframe->pants || skinframe->shirt)
856 skinframe->base = GL_TextureForSkinLayer(skindata, width, height, va("%s_nospecial", basename), palette_nocolormap, textureflags); // no pants or shirt
862 void Mod_GetTerrainVertex3fTexCoord2fFromRGBA(const qbyte *imagepixels, int imagewidth, int imageheight, int ix, int iy, float *vertex3f, float *texcoord2f, matrix4x4_t *pixelstepmatrix, matrix4x4_t *pixeltexturestepmatrix)
867 if (ix >= 0 && iy >= 0 && ix < imagewidth && iy < imageheight)
868 v[2] = (imagepixels[((iy*imagewidth)+ix)*4+0] + imagepixels[((iy*imagewidth)+ix)*4+1] + imagepixels[((iy*imagewidth)+ix)*4+2]) * (1.0f / 765.0f);
871 Matrix4x4_Transform(pixelstepmatrix, v, vertex3f);
872 Matrix4x4_Transform(pixeltexturestepmatrix, v, tc);
873 texcoord2f[0] = tc[0];
874 texcoord2f[1] = tc[1];
877 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)
879 float vup[3], vdown[3], vleft[3], vright[3];
880 float tcup[3], tcdown[3], tcleft[3], tcright[3];
881 float sv[3], tv[3], nl[3];
882 Mod_GetTerrainVertex3fTexCoord2fFromRGBA(imagepixels, imagewidth, imageheight, ix, iy, vertex3f, texcoord2f, pixelstepmatrix, pixeltexturestepmatrix);
883 Mod_GetTerrainVertex3fTexCoord2fFromRGBA(imagepixels, imagewidth, imageheight, ix, iy - 1, vup, tcup, pixelstepmatrix, pixeltexturestepmatrix);
884 Mod_GetTerrainVertex3fTexCoord2fFromRGBA(imagepixels, imagewidth, imageheight, ix, iy + 1, vdown, tcdown, pixelstepmatrix, pixeltexturestepmatrix);
885 Mod_GetTerrainVertex3fTexCoord2fFromRGBA(imagepixels, imagewidth, imageheight, ix - 1, iy, vleft, tcleft, pixelstepmatrix, pixeltexturestepmatrix);
886 Mod_GetTerrainVertex3fTexCoord2fFromRGBA(imagepixels, imagewidth, imageheight, ix + 1, iy, vright, tcright, pixelstepmatrix, pixeltexturestepmatrix);
887 Mod_BuildBumpVectors(vertex3f, vup, vright, texcoord2f, tcup, tcright, svector3f, tvector3f, normal3f);
888 Mod_BuildBumpVectors(vertex3f, vright, vdown, texcoord2f, tcright, tcdown, sv, tv, nl);
889 VectorAdd(svector3f, sv, svector3f);
890 VectorAdd(tvector3f, tv, tvector3f);
891 VectorAdd(normal3f, nl, normal3f);
892 Mod_BuildBumpVectors(vertex3f, vdown, vleft, texcoord2f, tcdown, tcleft, sv, tv, nl);
893 VectorAdd(svector3f, sv, svector3f);
894 VectorAdd(tvector3f, tv, tvector3f);
895 VectorAdd(normal3f, nl, normal3f);
896 Mod_BuildBumpVectors(vertex3f, vleft, vup, texcoord2f, tcleft, tcup, sv, tv, nl);
897 VectorAdd(svector3f, sv, svector3f);
898 VectorAdd(tvector3f, tv, tvector3f);
899 VectorAdd(normal3f, nl, normal3f);
902 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)
904 int x, y, ix, iy, *e;
906 for (y = 0;y < height;y++)
908 for (x = 0;x < width;x++)
910 e[0] = (y + 1) * (width + 1) + (x + 0);
911 e[1] = (y + 0) * (width + 1) + (x + 0);
912 e[2] = (y + 1) * (width + 1) + (x + 1);
913 e[3] = (y + 0) * (width + 1) + (x + 0);
914 e[4] = (y + 0) * (width + 1) + (x + 1);
915 e[5] = (y + 1) * (width + 1) + (x + 1);
919 Mod_BuildTriangleNeighbors(neighbor3i, element3i, width*height*2);
920 for (y = 0, iy = y1;y < height + 1;y++, iy++)
921 for (x = 0, ix = x1;x < width + 1;x++, ix++, vertex3f += 3, texcoord2f += 2, svector3f += 3, tvector3f += 3, normal3f += 3)
922 Mod_GetTerrainVertexFromRGBA(imagepixels, imagewidth, imageheight, ix, iy, vertex3f, texcoord2f, svector3f, tvector3f, normal3f, pixelstepmatrix, pixeltexturestepmatrix);
925 skinfile_t *Mod_LoadSkinFiles(void)
927 int i, words, numtags, line, tagsetsused = false, wordsoverflow;
930 skinfile_t *skinfile, *first = NULL;
931 skinfileitem_t *skinfileitem;
932 char word[10][MAX_QPATH];
933 overridetagnameset_t tagsets[MAX_SKINS];
934 overridetagname_t tags[256];
938 U_bodyBox,models/players/Legoman/BikerA2.tga
939 U_RArm,models/players/Legoman/BikerA1.tga
940 U_LArm,models/players/Legoman/BikerA1.tga
941 U_armor,common/nodraw
942 U_sword,common/nodraw
943 U_shield,common/nodraw
945 U_backpack,common/nodraw
946 U_colcha,common/nodraw
951 memset(tagsets, 0, sizeof(tagsets));
952 memset(word, 0, sizeof(word));
953 for (i = 0;i < MAX_SKINS && (data = text = FS_LoadFile(va("%s_%i.skin", loadmodel->name, i), true));i++)
956 skinfile = Mem_Alloc(tempmempool, sizeof(skinfile_t));
957 skinfile->next = first;
959 for(line = 0;;line++)
962 if (!COM_ParseToken(&data, true))
964 if (!strcmp(com_token, "\n"))
967 wordsoverflow = false;
971 strncpy(word[words++], com_token, MAX_QPATH - 1);
973 wordsoverflow = true;
975 while (COM_ParseToken(&data, true) && strcmp(com_token, "\n"));
978 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);
981 // words is always >= 1
982 if (!strcmp(word[0], "replace"))
986 Con_DPrintf("Mod_LoadSkinFiles: parsed mesh \"%s\" shader replacement \"%s\"\n", word[1], word[2]);
987 skinfileitem = Mem_Alloc(tempmempool, sizeof(skinfileitem_t));
988 skinfileitem->next = skinfile->items;
989 skinfile->items = skinfileitem;
990 strncpy(skinfileitem->name, word[1], sizeof(skinfileitem->name) - 1);
991 strncpy(skinfileitem->replacement, word[2], sizeof(skinfileitem->replacement) - 1);
994 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]);
996 else if (words == 2 && !strcmp(word[1], ","))
998 // tag name, like "tag_weapon,"
999 Con_DPrintf("Mod_LoadSkinFiles: parsed tag #%i \"%s\"\n", numtags, word[0]);
1000 memset(tags + numtags, 0, sizeof(tags[numtags]));
1001 strncpy(tags[numtags].name, word[0], sizeof(tags[numtags].name) - 1);
1004 else if (words == 3 && !strcmp(word[1], ","))
1006 // mesh shader name, like "U_RArm,models/players/Legoman/BikerA1.tga"
1007 Con_DPrintf("Mod_LoadSkinFiles: parsed mesh \"%s\" shader replacement \"%s\"\n", word[0], word[2]);
1008 skinfileitem = Mem_Alloc(tempmempool, sizeof(skinfileitem_t));
1009 skinfileitem->next = skinfile->items;
1010 skinfile->items = skinfileitem;
1011 strncpy(skinfileitem->name, word[0], sizeof(skinfileitem->name) - 1);
1012 strncpy(skinfileitem->replacement, word[2], sizeof(skinfileitem->replacement) - 1);
1015 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);
1021 overridetagnameset_t *t;
1023 t->num_overridetagnames = numtags;
1024 t->data_overridetagnames = Mem_Alloc(loadmodel->mempool, t->num_overridetagnames * sizeof(overridetagname_t));
1025 memcpy(t->data_overridetagnames, tags, t->num_overridetagnames * sizeof(overridetagname_t));
1031 loadmodel->data_overridetagnamesforskin = Mem_Alloc(loadmodel->mempool, i * sizeof(overridetagnameset_t));
1032 memcpy(loadmodel->data_overridetagnamesforskin, tagsets, i * sizeof(overridetagnameset_t));
1035 loadmodel->numskins = i;
1039 void Mod_FreeSkinFiles(skinfile_t *skinfile)
1042 skinfileitem_t *skinfileitem, *nextitem;
1043 for (;skinfile;skinfile = next)
1045 next = skinfile->next;
1046 for (skinfileitem = skinfile->items;skinfileitem;skinfileitem = nextitem)
1048 nextitem = skinfileitem->next;
1049 Mem_Free(skinfileitem);
1055 int Mod_CountSkinFiles(skinfile_t *skinfile)
1058 for (i = 0;skinfile;skinfile = skinfile->next, i++);
1062 int Mod_RemoveDegenerateTriangles(int numtriangles, const int *inelement3i, int *outelement3i, const float *vertex3f)
1064 int i, outtriangles;
1065 float d, edgedir[3], temp[3];
1066 // a degenerate triangle is one with no width (thickness, surface area)
1067 // these are characterized by having all 3 points colinear (along a line)
1068 // or having two points identical
1069 for (i = 0, outtriangles = 0;i < numtriangles;i++, inelement3i += 3)
1071 // calculate first edge
1072 VectorSubtract(vertex3f + inelement3i[1] * 3, vertex3f + inelement3i[0] * 3, edgedir);
1073 if (VectorLength2(edgedir) < 0.0001f)
1074 continue; // degenerate first edge (no length)
1075 VectorNormalize(edgedir);
1076 // check if third point is on the edge (colinear)
1077 d = -DotProduct(vertex3f + inelement3i[2] * 3, edgedir);
1078 VectorMA(vertex3f + inelement3i[2] * 3, d, edgedir, temp);
1079 if (VectorLength2(temp) < 0.0001f)
1080 continue; // third point colinear with first edge
1081 // valid triangle (no colinear points, no duplicate points)
1082 VectorCopy(inelement3i, outelement3i);
1086 return outtriangles;