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++)
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++)
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 strcpy(name, mod->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 strcpy(mod->name, 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
157 if (mod->isworldmodel != isworldmodel)
159 if (!mod->loaded || checkdisk)
161 if (checkdisk && mod->loaded)
162 Con_DPrintf("checking model %s\n", mod->name);
163 buf = FS_LoadFile (mod->name, tempmempool, false, &filesize);
166 crc = CRC_Block((unsigned char *)buf, filesize);
179 Con_DPrintf("loading model %s\n", mod->name);
180 // LordHavoc: unload the existing model in this slot (if there is one)
182 Mod_UnloadModel(mod);
185 mod->isworldmodel = isworldmodel;
188 // errors can prevent the corresponding mod->loaded = true;
191 // default model radius and bounding box (mainly for missing models)
193 VectorSet(mod->normalmins, -mod->radius, -mod->radius, -mod->radius);
194 VectorSet(mod->normalmaxs, mod->radius, mod->radius, mod->radius);
195 VectorSet(mod->yawmins, -mod->radius, -mod->radius, -mod->radius);
196 VectorSet(mod->yawmaxs, mod->radius, mod->radius, mod->radius);
197 VectorSet(mod->rotatedmins, -mod->radius, -mod->radius, -mod->radius);
198 VectorSet(mod->rotatedmaxs, mod->radius, mod->radius, mod->radius);
200 // all models use memory, so allocate a memory pool
201 mod->mempool = Mem_AllocPool(mod->name, 0, NULL);
202 // all models load textures, so allocate a texture pool
203 if (cls.state != ca_dedicated)
204 mod->texturepool = R_AllocTexturePool();
208 char *bufend = (char *)buf + filesize;
209 num = LittleLong(*((int *)buf));
210 // call the apropriate loader
212 if (!memcmp(buf, "IDPO", 4)) Mod_IDP0_Load(mod, buf, bufend);
213 else if (!memcmp(buf, "IDP2", 4)) Mod_IDP2_Load(mod, buf, bufend);
214 else if (!memcmp(buf, "IDP3", 4)) Mod_IDP3_Load(mod, buf, bufend);
215 else if (!memcmp(buf, "IDSP", 4)) Mod_IDSP_Load(mod, buf, bufend);
216 else if (!memcmp(buf, "IDS2", 4)) Mod_IDS2_Load(mod, buf, bufend);
217 else if (!memcmp(buf, "IBSP", 4)) Mod_IBSP_Load(mod, buf, bufend);
218 else if (!memcmp(buf, "ZYMOTICMODEL", 12)) Mod_ZYMOTICMODEL_Load(mod, buf, bufend);
219 else if (!memcmp(buf, "DARKPLACESMODEL", 16)) Mod_DARKPLACESMODEL_Load(mod, buf, bufend);
220 else if (!memcmp(buf, "ACTRHEAD", 8)) Mod_PSKMODEL_Load(mod, buf, bufend);
221 else if (strlen(mod->name) >= 4 && !strcmp(mod->name - 4, ".map")) Mod_MAP_Load(mod, buf, bufend);
222 else if (!memcmp(buf, "MCBSPpad", 8)) Mod_Q1BSP_Load(mod, buf, bufend);
223 else if (num == BSPVERSION || num == 30) Mod_Q1BSP_Load(mod, buf, bufend);
224 else Con_Printf("Mod_LoadModel: model \"%s\" is of unknown/unsupported type\n", mod->name);
229 // LordHavoc: Sys_Error was *ANNOYING*
230 Con_Printf ("Mod_LoadModel: %s not found\n", mod->name);
233 // no errors occurred
238 void Mod_ClearUsed(void)
244 for (i = 0, mod = mod_known;i < mod_numknown;i++, mod++)
250 void Mod_PurgeUnused(void)
255 for (i = 0, mod = mod_known;i < mod_numknown;i++, mod++)
258 Mod_UnloadModel(mod);
261 // only used during loading!
262 void Mod_RemoveStaleWorldModels(model_t *skip)
267 for (i = 0, mod = mod_known;i < mod_numknown;i++, mod++)
269 if (mod->isworldmodel && mod->loaded && skip != mod)
271 Mod_UnloadModel(mod);
272 mod->isworldmodel = false;
284 model_t *Mod_FindName(const char *name)
290 Host_Error ("Mod_ForName: NULL name");
292 // search the currently loaded models
293 for (i = 0, mod = mod_known;i < mod_numknown;i++, mod++)
295 if (mod->name[0] && !strcmp(mod->name, name))
302 // no match found, find room for a new one
303 for (i = 0;i < mod_numknown;i++)
304 if (!mod_known[i].name[0])
307 if (mod_maxknown == i)
313 mod_known = Mem_Alloc(mod_mempool, mod_maxknown * sizeof(model_t));
316 memcpy(mod_known, old, mod_numknown * sizeof(model_t));
320 Host_Error ("Mod_FindName: ran out of models");
323 if (mod_numknown == i)
326 strcpy (mod->name, name);
336 Loads in a model for the given name
339 model_t *Mod_ForName(const char *name, qboolean crash, qboolean checkdisk, qboolean isworldmodel)
342 model = Mod_FindName(name);
343 if (model->name[0] != '*' && (!model->loaded || checkdisk))
344 Mod_LoadModel(model, crash, checkdisk, isworldmodel);
348 unsigned char *mod_base;
351 //=============================================================================
358 static void Mod_Print(void)
363 Con_Print("Loaded models:\n");
364 for (i = 0, mod = mod_known;i < mod_numknown;i++, mod++)
366 Con_Printf("%4iK %s\n", mod->mempool ? (mod->mempool->totalsize + 1023) / 1024 : 0, mod->name);
374 static void Mod_Precache(void)
377 Mod_ForName(Cmd_Argv(1), false, true, cl.worldmodel && !strcasecmp(Cmd_Argv(1), cl.worldmodel->name));
379 Con_Print("usage: modelprecache <filename>\n");
382 int Mod_BuildVertexRemapTableFromElements(int numelements, const int *elements, int numvertices, int *remapvertices)
386 used = (unsigned char *)Mem_Alloc(tempmempool, numvertices);
387 memset(used, 0, numvertices);
388 for (i = 0;i < numelements;i++)
389 used[elements[i]] = 1;
390 for (i = 0, count = 0;i < numvertices;i++)
391 remapvertices[i] = used[i] ? count++ : -1;
397 // fast way, using an edge hash
398 #define TRIANGLEEDGEHASH 8192
399 void Mod_BuildTriangleNeighbors(int *neighbors, const int *elements, int numtriangles)
401 int i, j, p, e1, e2, *n, hashindex, count, match;
403 typedef struct edgehashentry_s
405 struct edgehashentry_s *next;
410 edgehashentry_t *edgehash[TRIANGLEEDGEHASH], *edgehashentries, edgehashentriesbuffer[TRIANGLEEDGEHASH*3], *hash;
411 memset(edgehash, 0, sizeof(edgehash));
412 edgehashentries = edgehashentriesbuffer;
413 // if there are too many triangles for the stack array, allocate larger buffer
414 if (numtriangles > TRIANGLEEDGEHASH)
415 edgehashentries = (edgehashentry_t *)Mem_Alloc(tempmempool, numtriangles * 3 * sizeof(edgehashentry_t));
416 // find neighboring triangles
417 for (i = 0, e = elements, n = neighbors;i < numtriangles;i++, e += 3, n += 3)
419 for (j = 0, p = 2;j < 3;p = j, j++)
423 // this hash index works for both forward and backward edges
424 hashindex = (unsigned int)(e1 + e2) % TRIANGLEEDGEHASH;
425 hash = edgehashentries + i * 3 + j;
426 hash->next = edgehash[hashindex];
427 edgehash[hashindex] = hash;
429 hash->element[0] = e1;
430 hash->element[1] = e2;
433 for (i = 0, e = elements, n = neighbors;i < numtriangles;i++, e += 3, n += 3)
435 for (j = 0, p = 2;j < 3;p = j, j++)
439 // this hash index works for both forward and backward edges
440 hashindex = (unsigned int)(e1 + e2) % TRIANGLEEDGEHASH;
443 for (hash = edgehash[hashindex];hash;hash = hash->next)
445 if (hash->element[0] == e2 && hash->element[1] == e1)
447 if (hash->triangle != i)
448 match = hash->triangle;
451 else if ((hash->element[0] == e1 && hash->element[1] == e2))
454 // detect edges shared by three triangles and make them seams
460 // free the allocated buffer
461 if (edgehashentries != edgehashentriesbuffer)
462 Mem_Free(edgehashentries);
465 // very slow but simple way
466 static int Mod_FindTriangleWithEdge(const int *elements, int numtriangles, int start, int end, int ignore)
471 for (i = 0;i < numtriangles;i++, elements += 3)
473 if ((elements[0] == start && elements[1] == end)
474 || (elements[1] == start && elements[2] == end)
475 || (elements[2] == start && elements[0] == end))
481 else if ((elements[1] == start && elements[0] == end)
482 || (elements[2] == start && elements[1] == end)
483 || (elements[0] == start && elements[2] == end))
486 // detect edges shared by three triangles and make them seams
492 void Mod_BuildTriangleNeighbors(int *neighbors, const int *elements, int numtriangles)
496 for (i = 0, e = elements, n = neighbors;i < numtriangles;i++, e += 3, n += 3)
498 n[0] = Mod_FindTriangleWithEdge(elements, numtriangles, e[1], e[0], i);
499 n[1] = Mod_FindTriangleWithEdge(elements, numtriangles, e[2], e[1], i);
500 n[2] = Mod_FindTriangleWithEdge(elements, numtriangles, e[0], e[2], i);
505 void Mod_ValidateElements(int *elements, int numtriangles, int firstvertex, int numverts, const char *filename, int fileline)
507 int i, warned = false, endvertex = firstvertex + numverts;
508 for (i = 0;i < numtriangles * 3;i++)
510 if (elements[i] < firstvertex || elements[i] >= endvertex)
515 Con_Printf("Mod_ValidateElements: out of bounds elements detected at %s:%d\n", filename, fileline);
517 elements[i] = firstvertex;
522 // warning: this is an expensive function!
523 void Mod_BuildNormals(int firstvertex, int numvertices, int numtriangles, const float *vertex3f, const int *elements, float *normal3f, qboolean areaweighting)
530 memset(normal3f + 3 * firstvertex, 0, numvertices * sizeof(float[3]));
531 // process each vertex of each triangle and accumulate the results
532 // use area-averaging, to make triangles with a big area have a bigger
533 // weighting on the vertex normal than triangles with a small area
534 // to do so, just add the 'normals' together (the bigger the area
535 // the greater the length of the normal is
537 for (i = 0; i < numtriangles; i++, element += 3)
540 vertex3f + element[0] * 3,
541 vertex3f + element[1] * 3,
542 vertex3f + element[2] * 3,
547 VectorNormalize(areaNormal);
549 for (j = 0;j < 3;j++)
551 vectorNormal = normal3f + element[j] * 3;
552 vectorNormal[0] += areaNormal[0];
553 vectorNormal[1] += areaNormal[1];
554 vectorNormal[2] += areaNormal[2];
557 // and just normalize the accumulated vertex normal in the end
558 vectorNormal = normal3f + 3 * firstvertex;
559 for (i = 0; i < numvertices; i++, vectorNormal += 3)
560 VectorNormalize(vectorNormal);
563 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)
565 float f, tangentcross[3], v10[3], v20[3], tc10[2], tc20[2];
566 // 79 add/sub/negate/multiply (1 cycle), 1 compare (3 cycle?), total cycles not counting load/store/exchange roughly 82 cycles
567 // 6 add, 28 subtract, 39 multiply, 1 compare, 50% chance of 6 negates
569 // 6 multiply, 9 subtract
570 VectorSubtract(v1, v0, v10);
571 VectorSubtract(v2, v0, v20);
572 normal3f[0] = v20[1] * v10[2] - v20[2] * v10[1];
573 normal3f[1] = v20[2] * v10[0] - v20[0] * v10[2];
574 normal3f[2] = v20[0] * v10[1] - v20[1] * v10[0];
575 // 12 multiply, 10 subtract
576 tc10[1] = tc1[1] - tc0[1];
577 tc20[1] = tc2[1] - tc0[1];
578 svector3f[0] = tc10[1] * v20[0] - tc20[1] * v10[0];
579 svector3f[1] = tc10[1] * v20[1] - tc20[1] * v10[1];
580 svector3f[2] = tc10[1] * v20[2] - tc20[1] * v10[2];
581 tc10[0] = tc1[0] - tc0[0];
582 tc20[0] = tc2[0] - tc0[0];
583 tvector3f[0] = tc10[0] * v20[0] - tc20[0] * v10[0];
584 tvector3f[1] = tc10[0] * v20[1] - tc20[0] * v10[1];
585 tvector3f[2] = tc10[0] * v20[2] - tc20[0] * v10[2];
586 // 12 multiply, 4 add, 6 subtract
587 f = DotProduct(svector3f, normal3f);
588 svector3f[0] -= f * normal3f[0];
589 svector3f[1] -= f * normal3f[1];
590 svector3f[2] -= f * normal3f[2];
591 f = DotProduct(tvector3f, normal3f);
592 tvector3f[0] -= f * normal3f[0];
593 tvector3f[1] -= f * normal3f[1];
594 tvector3f[2] -= f * normal3f[2];
595 // if texture is mapped the wrong way (counterclockwise), the tangents
596 // have to be flipped, this is detected by calculating a normal from the
597 // two tangents, and seeing if it is opposite the surface normal
598 // 9 multiply, 2 add, 3 subtract, 1 compare, 50% chance of: 6 negates
599 CrossProduct(tvector3f, svector3f, tangentcross);
600 if (DotProduct(tangentcross, normal3f) < 0)
602 VectorNegate(svector3f, svector3f);
603 VectorNegate(tvector3f, tvector3f);
607 // warning: this is a very expensive function!
608 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)
611 float sdir[3], tdir[3], normal[3], *v;
612 const float *v0, *v1, *v2, *tc0, *tc1, *tc2;
613 float f, tangentcross[3], v10[3], v20[3], tc10[2], tc20[2];
617 memset(svector3f + 3 * firstvertex, 0, numvertices * sizeof(float[3]));
619 memset(tvector3f + 3 * firstvertex, 0, numvertices * sizeof(float[3]));
621 memset(normal3f + 3 * firstvertex, 0, numvertices * sizeof(float[3]));
622 // process each vertex of each triangle and accumulate the results
623 for (tnum = 0, e = elements;tnum < numtriangles;tnum++, e += 3)
625 v0 = vertex3f + e[0] * 3;
626 v1 = vertex3f + e[1] * 3;
627 v2 = vertex3f + e[2] * 3;
628 tc0 = texcoord2f + e[0] * 2;
629 tc1 = texcoord2f + e[1] * 2;
630 tc2 = texcoord2f + e[2] * 2;
632 // 79 add/sub/negate/multiply (1 cycle), 1 compare (3 cycle?), total cycles not counting load/store/exchange roughly 82 cycles
633 // 6 add, 28 subtract, 39 multiply, 1 compare, 50% chance of 6 negates
635 // calculate the edge directions and surface normal
636 // 6 multiply, 9 subtract
637 VectorSubtract(v1, v0, v10);
638 VectorSubtract(v2, v0, v20);
639 normal[0] = v20[1] * v10[2] - v20[2] * v10[1];
640 normal[1] = v20[2] * v10[0] - v20[0] * v10[2];
641 normal[2] = v20[0] * v10[1] - v20[1] * v10[0];
643 // calculate the tangents
644 // 12 multiply, 10 subtract
645 tc10[1] = tc1[1] - tc0[1];
646 tc20[1] = tc2[1] - tc0[1];
647 sdir[0] = tc10[1] * v20[0] - tc20[1] * v10[0];
648 sdir[1] = tc10[1] * v20[1] - tc20[1] * v10[1];
649 sdir[2] = tc10[1] * v20[2] - tc20[1] * v10[2];
650 tc10[0] = tc1[0] - tc0[0];
651 tc20[0] = tc2[0] - tc0[0];
652 tdir[0] = tc10[0] * v20[0] - tc20[0] * v10[0];
653 tdir[1] = tc10[0] * v20[1] - tc20[0] * v10[1];
654 tdir[2] = tc10[0] * v20[2] - tc20[0] * v10[2];
656 // make the tangents completely perpendicular to the surface normal
657 // 12 multiply, 4 add, 6 subtract
658 f = DotProduct(sdir, normal);
659 sdir[0] -= f * normal[0];
660 sdir[1] -= f * normal[1];
661 sdir[2] -= f * normal[2];
662 f = DotProduct(tdir, normal);
663 tdir[0] -= f * normal[0];
664 tdir[1] -= f * normal[1];
665 tdir[2] -= f * normal[2];
667 // if texture is mapped the wrong way (counterclockwise), the tangents
668 // have to be flipped, this is detected by calculating a normal from the
669 // two tangents, and seeing if it is opposite the surface normal
670 // 9 multiply, 2 add, 3 subtract, 1 compare, 50% chance of: 6 negates
671 CrossProduct(tdir, sdir, tangentcross);
672 if (DotProduct(tangentcross, normal) < 0)
674 VectorNegate(sdir, sdir);
675 VectorNegate(tdir, tdir);
680 VectorNormalize(sdir);
681 VectorNormalize(tdir);
682 VectorNormalize(normal);
685 for (i = 0;i < 3;i++)
686 VectorAdd(svector3f + e[i]*3, sdir, svector3f + e[i]*3);
688 for (i = 0;i < 3;i++)
689 VectorAdd(tvector3f + e[i]*3, tdir, tvector3f + e[i]*3);
691 for (i = 0;i < 3;i++)
692 VectorAdd(normal3f + e[i]*3, normal, normal3f + e[i]*3);
694 // now we could divide the vectors by the number of averaged values on
695 // each vertex... but instead normalize them
696 // 4 assignments, 1 divide, 1 sqrt, 2 adds, 6 multiplies
698 for (i = 0, v = svector3f + 3 * firstvertex;i < numvertices;i++, v += 3)
700 // 4 assignments, 1 divide, 1 sqrt, 2 adds, 6 multiplies
702 for (i = 0, v = tvector3f + 3 * firstvertex;i < numvertices;i++, v += 3)
704 // 4 assignments, 1 divide, 1 sqrt, 2 adds, 6 multiplies
706 for (i = 0, v = normal3f + 3 * firstvertex;i < numvertices;i++, v += 3)
710 surfmesh_t *Mod_AllocSurfMesh(mempool_t *mempool, int numvertices, int numtriangles, qboolean lightmapoffsets, qboolean vertexcolors, qboolean neighbors)
714 mesh = (surfmesh_t *)Mem_Alloc(mempool, sizeof(surfmesh_t) + 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));
715 mesh->num_vertices = numvertices;
716 mesh->num_triangles = numtriangles;
717 data = (unsigned char *)(mesh + 1);
718 if (mesh->num_vertices)
720 mesh->data_vertex3f = (float *)data, data += sizeof(float[3]) * mesh->num_vertices;
721 mesh->data_svector3f = (float *)data, data += sizeof(float[3]) * mesh->num_vertices;
722 mesh->data_tvector3f = (float *)data, data += sizeof(float[3]) * mesh->num_vertices;
723 mesh->data_normal3f = (float *)data, data += sizeof(float[3]) * mesh->num_vertices;
724 mesh->data_texcoordtexture2f = (float *)data, data += sizeof(float[2]) * mesh->num_vertices;
725 mesh->data_texcoordlightmap2f = (float *)data, data += sizeof(float[2]) * mesh->num_vertices;
727 mesh->data_lightmapcolor4f = (float *)data, data += sizeof(float[4]) * mesh->num_vertices;
729 mesh->data_lightmapoffsets = (int *)data, data += sizeof(int) * mesh->num_vertices;
731 if (mesh->num_triangles)
733 mesh->data_element3i = (int *)data, data += sizeof(int[3]) * mesh->num_triangles;
735 mesh->data_neighbor3i = (int *)data, data += sizeof(int[3]) * mesh->num_triangles;
740 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)
742 shadowmesh_t *newmesh;
745 size = sizeof(shadowmesh_t);
746 size += maxverts * sizeof(float[3]);
748 size += maxverts * sizeof(float[11]);
749 size += maxtriangles * sizeof(int[3]);
751 size += maxtriangles * sizeof(int[3]);
753 size += SHADOWMESHVERTEXHASH * sizeof(shadowmeshvertexhash_t *) + maxverts * sizeof(shadowmeshvertexhash_t);
754 data = (unsigned char *)Mem_Alloc(mempool, size);
755 newmesh = (shadowmesh_t *)data;data += sizeof(*newmesh);
756 newmesh->map_diffuse = map_diffuse;
757 newmesh->map_specular = map_specular;
758 newmesh->map_normal = map_normal;
759 newmesh->maxverts = maxverts;
760 newmesh->maxtriangles = maxtriangles;
761 newmesh->numverts = 0;
762 newmesh->numtriangles = 0;
764 newmesh->vertex3f = (float *)data;data += maxverts * sizeof(float[3]);
767 newmesh->svector3f = (float *)data;data += maxverts * sizeof(float[3]);
768 newmesh->tvector3f = (float *)data;data += maxverts * sizeof(float[3]);
769 newmesh->normal3f = (float *)data;data += maxverts * sizeof(float[3]);
770 newmesh->texcoord2f = (float *)data;data += maxverts * sizeof(float[2]);
772 newmesh->element3i = (int *)data;data += maxtriangles * sizeof(int[3]);
775 newmesh->neighbor3i = (int *)data;data += maxtriangles * sizeof(int[3]);
779 newmesh->vertexhashtable = (shadowmeshvertexhash_t **)data;data += SHADOWMESHVERTEXHASH * sizeof(shadowmeshvertexhash_t *);
780 newmesh->vertexhashentries = (shadowmeshvertexhash_t *)data;data += maxverts * sizeof(shadowmeshvertexhash_t);
785 shadowmesh_t *Mod_ShadowMesh_ReAlloc(mempool_t *mempool, shadowmesh_t *oldmesh, int light, int neighbors)
787 shadowmesh_t *newmesh;
788 newmesh = Mod_ShadowMesh_Alloc(mempool, oldmesh->numverts, oldmesh->numtriangles, oldmesh->map_diffuse, oldmesh->map_specular, oldmesh->map_normal, light, neighbors, false);
789 newmesh->numverts = oldmesh->numverts;
790 newmesh->numtriangles = oldmesh->numtriangles;
792 memcpy(newmesh->vertex3f, oldmesh->vertex3f, oldmesh->numverts * sizeof(float[3]));
793 if (newmesh->svector3f && oldmesh->svector3f)
795 memcpy(newmesh->svector3f, oldmesh->svector3f, oldmesh->numverts * sizeof(float[3]));
796 memcpy(newmesh->tvector3f, oldmesh->tvector3f, oldmesh->numverts * sizeof(float[3]));
797 memcpy(newmesh->normal3f, oldmesh->normal3f, oldmesh->numverts * sizeof(float[3]));
798 memcpy(newmesh->texcoord2f, oldmesh->texcoord2f, oldmesh->numverts * sizeof(float[2]));
800 memcpy(newmesh->element3i, oldmesh->element3i, oldmesh->numtriangles * sizeof(int[3]));
801 if (newmesh->neighbor3i && oldmesh->neighbor3i)
802 memcpy(newmesh->neighbor3i, oldmesh->neighbor3i, oldmesh->numtriangles * sizeof(int[3]));
806 int Mod_ShadowMesh_AddVertex(shadowmesh_t *mesh, float *vertex14f)
809 shadowmeshvertexhash_t *hash;
810 // this uses prime numbers intentionally
811 hashindex = (unsigned int) (vertex14f[0] * 3 + vertex14f[1] * 5 + vertex14f[2] * 7) % SHADOWMESHVERTEXHASH;
812 for (hash = mesh->vertexhashtable[hashindex];hash;hash = hash->next)
814 vnum = (hash - mesh->vertexhashentries);
815 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]))
816 && (mesh->svector3f == NULL || (mesh->svector3f[vnum * 3 + 0] == vertex14f[3] && mesh->svector3f[vnum * 3 + 1] == vertex14f[4] && mesh->svector3f[vnum * 3 + 2] == vertex14f[5]))
817 && (mesh->tvector3f == NULL || (mesh->tvector3f[vnum * 3 + 0] == vertex14f[6] && mesh->tvector3f[vnum * 3 + 1] == vertex14f[7] && mesh->tvector3f[vnum * 3 + 2] == vertex14f[8]))
818 && (mesh->normal3f == NULL || (mesh->normal3f[vnum * 3 + 0] == vertex14f[9] && mesh->normal3f[vnum * 3 + 1] == vertex14f[10] && mesh->normal3f[vnum * 3 + 2] == vertex14f[11]))
819 && (mesh->texcoord2f == NULL || (mesh->texcoord2f[vnum * 2 + 0] == vertex14f[12] && mesh->texcoord2f[vnum * 2 + 1] == vertex14f[13])))
820 return hash - mesh->vertexhashentries;
822 vnum = mesh->numverts++;
823 hash = mesh->vertexhashentries + vnum;
824 hash->next = mesh->vertexhashtable[hashindex];
825 mesh->vertexhashtable[hashindex] = hash;
826 if (mesh->vertex3f) {mesh->vertex3f[vnum * 3 + 0] = vertex14f[0];mesh->vertex3f[vnum * 3 + 1] = vertex14f[1];mesh->vertex3f[vnum * 3 + 2] = vertex14f[2];}
827 if (mesh->svector3f) {mesh->svector3f[vnum * 3 + 0] = vertex14f[3];mesh->svector3f[vnum * 3 + 1] = vertex14f[4];mesh->svector3f[vnum * 3 + 2] = vertex14f[5];}
828 if (mesh->tvector3f) {mesh->tvector3f[vnum * 3 + 0] = vertex14f[6];mesh->tvector3f[vnum * 3 + 1] = vertex14f[7];mesh->tvector3f[vnum * 3 + 2] = vertex14f[8];}
829 if (mesh->normal3f) {mesh->normal3f[vnum * 3 + 0] = vertex14f[9];mesh->normal3f[vnum * 3 + 1] = vertex14f[10];mesh->normal3f[vnum * 3 + 2] = vertex14f[11];}
830 if (mesh->texcoord2f) {mesh->texcoord2f[vnum * 2 + 0] = vertex14f[12];mesh->texcoord2f[vnum * 2 + 1] = vertex14f[13];}
834 void Mod_ShadowMesh_AddTriangle(mempool_t *mempool, shadowmesh_t *mesh, rtexture_t *map_diffuse, rtexture_t *map_specular, rtexture_t *map_normal, float *vertex14f)
836 if (mesh->numtriangles == 0)
838 // set the properties on this empty mesh to be more favorable...
839 // (note: this case only occurs for the first triangle added to a new mesh chain)
840 mesh->map_diffuse = map_diffuse;
841 mesh->map_specular = map_specular;
842 mesh->map_normal = map_normal;
844 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)
846 if (mesh->next == NULL)
847 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);
850 mesh->element3i[mesh->numtriangles * 3 + 0] = Mod_ShadowMesh_AddVertex(mesh, vertex14f + 14 * 0);
851 mesh->element3i[mesh->numtriangles * 3 + 1] = Mod_ShadowMesh_AddVertex(mesh, vertex14f + 14 * 1);
852 mesh->element3i[mesh->numtriangles * 3 + 2] = Mod_ShadowMesh_AddVertex(mesh, vertex14f + 14 * 2);
853 mesh->numtriangles++;
856 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)
859 float vbuf[3*14], *v;
860 memset(vbuf, 0, sizeof(vbuf));
861 for (i = 0;i < numtris;i++)
863 for (j = 0, v = vbuf;j < 3;j++, v += 14)
868 v[0] = vertex3f[e * 3 + 0];
869 v[1] = vertex3f[e * 3 + 1];
870 v[2] = vertex3f[e * 3 + 2];
874 v[3] = svector3f[e * 3 + 0];
875 v[4] = svector3f[e * 3 + 1];
876 v[5] = svector3f[e * 3 + 2];
880 v[6] = tvector3f[e * 3 + 0];
881 v[7] = tvector3f[e * 3 + 1];
882 v[8] = tvector3f[e * 3 + 2];
886 v[9] = normal3f[e * 3 + 0];
887 v[10] = normal3f[e * 3 + 1];
888 v[11] = normal3f[e * 3 + 2];
892 v[12] = texcoord2f[e * 2 + 0];
893 v[13] = texcoord2f[e * 2 + 1];
896 Mod_ShadowMesh_AddTriangle(mempool, mesh, map_diffuse, map_specular, map_normal, vbuf);
900 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)
902 return Mod_ShadowMesh_Alloc(mempool, maxverts, maxtriangles, map_diffuse, map_specular, map_normal, light, neighbors, expandable);
905 shadowmesh_t *Mod_ShadowMesh_Finish(mempool_t *mempool, shadowmesh_t *firstmesh, int light, int neighbors)
907 shadowmesh_t *mesh, *newmesh, *nextmesh;
908 // reallocate meshs to conserve space
909 for (mesh = firstmesh, firstmesh = NULL;mesh;mesh = nextmesh)
911 nextmesh = mesh->next;
912 if (mesh->numverts >= 3 && mesh->numtriangles >= 1)
914 newmesh = Mod_ShadowMesh_ReAlloc(mempool, mesh, light, neighbors);
915 newmesh->next = firstmesh;
923 void Mod_ShadowMesh_CalcBBox(shadowmesh_t *firstmesh, vec3_t mins, vec3_t maxs, vec3_t center, float *radius)
927 vec3_t nmins, nmaxs, ncenter, temp;
928 float nradius2, dist2, *v;
932 for (mesh = firstmesh;mesh;mesh = mesh->next)
934 if (mesh == firstmesh)
936 VectorCopy(mesh->vertex3f, nmins);
937 VectorCopy(mesh->vertex3f, nmaxs);
939 for (i = 0, v = mesh->vertex3f;i < mesh->numverts;i++, v += 3)
941 if (nmins[0] > v[0]) nmins[0] = v[0];if (nmaxs[0] < v[0]) nmaxs[0] = v[0];
942 if (nmins[1] > v[1]) nmins[1] = v[1];if (nmaxs[1] < v[1]) nmaxs[1] = v[1];
943 if (nmins[2] > v[2]) nmins[2] = v[2];if (nmaxs[2] < v[2]) nmaxs[2] = v[2];
946 // calculate center and radius
947 ncenter[0] = (nmins[0] + nmaxs[0]) * 0.5f;
948 ncenter[1] = (nmins[1] + nmaxs[1]) * 0.5f;
949 ncenter[2] = (nmins[2] + nmaxs[2]) * 0.5f;
951 for (mesh = firstmesh;mesh;mesh = mesh->next)
953 for (i = 0, v = mesh->vertex3f;i < mesh->numverts;i++, v += 3)
955 VectorSubtract(v, ncenter, temp);
956 dist2 = DotProduct(temp, temp);
957 if (nradius2 < dist2)
963 VectorCopy(nmins, mins);
965 VectorCopy(nmaxs, maxs);
967 VectorCopy(ncenter, center);
969 *radius = sqrt(nradius2);
972 void Mod_ShadowMesh_Free(shadowmesh_t *mesh)
974 shadowmesh_t *nextmesh;
975 for (;mesh;mesh = nextmesh)
977 nextmesh = mesh->next;
982 static rtexture_t *GL_TextureForSkinLayer(const unsigned char *in, int width, int height, const char *name, const unsigned int *palette, int textureflags)
985 for (i = 0;i < width*height;i++)
986 if (((unsigned char *)&palette[in[i]])[3] > 0)
987 return R_LoadTexture2D (loadmodel->texturepool, name, width, height, in, TEXTYPE_PALETTE, textureflags, palette);
991 int Mod_LoadSkinFrame(skinframe_t *skinframe, const char *basename, int textureflags, int loadpantsandshirt, int loadglowtexture)
994 memset(skinframe, 0, sizeof(*skinframe));
995 if (cls.state == ca_dedicated)
997 if (!image_loadskin(&s, basename))
999 skinframe->base = R_LoadTexture2D (loadmodel->texturepool, basename, s.basepixels_width, s.basepixels_height, s.basepixels, TEXTYPE_RGBA, textureflags, NULL);
1000 if (s.nmappixels != NULL)
1001 skinframe->nmap = R_LoadTexture2D (loadmodel->texturepool, va("%s_nmap", basename), s.nmappixels_width, s.nmappixels_height, s.nmappixels, TEXTYPE_RGBA, textureflags, NULL);
1002 if (s.glosspixels != NULL)
1003 skinframe->gloss = R_LoadTexture2D (loadmodel->texturepool, va("%s_gloss", basename), s.glosspixels_width, s.glosspixels_height, s.glosspixels, TEXTYPE_RGBA, textureflags, NULL);
1004 if (s.glowpixels != NULL && loadglowtexture)
1005 skinframe->glow = R_LoadTexture2D (loadmodel->texturepool, va("%s_glow", basename), s.glowpixels_width, s.glowpixels_height, s.glowpixels, TEXTYPE_RGBA, textureflags, NULL);
1006 if (s.maskpixels != NULL)
1007 skinframe->fog = R_LoadTexture2D (loadmodel->texturepool, va("%s_mask", basename), s.maskpixels_width, s.maskpixels_height, s.maskpixels, TEXTYPE_RGBA, textureflags, NULL);
1008 if (loadpantsandshirt)
1010 if (s.pantspixels != NULL)
1011 skinframe->pants = R_LoadTexture2D (loadmodel->texturepool, va("%s_pants", basename), s.pantspixels_width, s.pantspixels_height, s.pantspixels, TEXTYPE_RGBA, textureflags, NULL);
1012 if (s.shirtpixels != NULL)
1013 skinframe->shirt = R_LoadTexture2D (loadmodel->texturepool, va("%s_shirt", basename), s.shirtpixels_width, s.shirtpixels_height, s.shirtpixels, TEXTYPE_RGBA, textureflags, NULL);
1015 if (!skinframe->base)
1016 skinframe->base = r_texture_notexture;
1017 if (!skinframe->nmap)
1018 skinframe->nmap = r_texture_blanknormalmap;
1023 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)
1026 unsigned char *temp1, *temp2;
1027 memset(skinframe, 0, sizeof(*skinframe));
1028 if (cls.state == ca_dedicated)
1032 if (bitsperpixel == 32)
1034 if (r_shadow_bumpscale_basetexture.value > 0)
1036 temp1 = (unsigned char *)Mem_Alloc(loadmodel->mempool, width * height * 8);
1037 temp2 = temp1 + width * height * 4;
1038 Image_HeightmapToNormalmap(skindata, temp2, width, height, false, r_shadow_bumpscale_basetexture.value);
1039 skinframe->nmap = R_LoadTexture2D(loadmodel->texturepool, va("%s_nmap", basename), width, height, temp2, TEXTYPE_RGBA, textureflags | TEXF_ALPHA, NULL);
1042 skinframe->base = skinframe->merged = R_LoadTexture2D(loadmodel->texturepool, basename, width, height, skindata, TEXTYPE_RGBA, textureflags, NULL);
1043 if (textureflags & TEXF_ALPHA)
1045 for (i = 3;i < width * height * 4;i += 4)
1046 if (skindata[i] < 255)
1048 if (i < width * height * 4)
1050 unsigned char *fogpixels = Mem_Alloc(loadmodel->mempool, width * height * 4);
1051 memcpy(fogpixels, skindata, width * height * 4);
1052 for (i = 0;i < width * height * 4;i += 4)
1053 fogpixels[i] = fogpixels[i+1] = fogpixels[i+2] = 255;
1054 skinframe->fog = R_LoadTexture2D(loadmodel->texturepool, va("%s_fog", basename), width, height, fogpixels, TEXTYPE_RGBA, textureflags, NULL);
1055 Mem_Free(fogpixels);
1059 else if (bitsperpixel == 8)
1061 if (r_shadow_bumpscale_basetexture.value > 0)
1063 temp1 = (unsigned char *)Mem_Alloc(loadmodel->mempool, width * height * 8);
1064 temp2 = temp1 + width * height * 4;
1065 if (bitsperpixel == 32)
1066 Image_HeightmapToNormalmap(skindata, temp2, width, height, false, r_shadow_bumpscale_basetexture.value);
1069 // use either a custom palette or the quake palette
1070 Image_Copy8bitRGBA(skindata, temp1, width * height, palette ? palette : palette_complete);
1071 Image_HeightmapToNormalmap(temp1, temp2, width, height, false, r_shadow_bumpscale_basetexture.value);
1073 skinframe->nmap = R_LoadTexture2D(loadmodel->texturepool, va("%s_nmap", basename), width, height, temp2, TEXTYPE_RGBA, textureflags | TEXF_ALPHA, NULL);
1076 // use either a custom palette, or the quake palette
1077 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
1078 if (!palette && loadglowtexture)
1079 skinframe->glow = GL_TextureForSkinLayer(skindata, width, height, va("%s_glow", basename), palette_onlyfullbrights, textureflags); // glow
1080 if (!palette && loadpantsandshirt)
1082 skinframe->pants = GL_TextureForSkinLayer(skindata, width, height, va("%s_pants", basename), palette_pantsaswhite, textureflags); // pants
1083 skinframe->shirt = GL_TextureForSkinLayer(skindata, width, height, va("%s_shirt", basename), palette_shirtaswhite, textureflags); // shirt
1085 if (skinframe->pants || skinframe->shirt)
1086 skinframe->base = GL_TextureForSkinLayer(skindata, width, height, va("%s_nospecial", basename),loadglowtexture ? palette_nocolormapnofullbrights : palette_nocolormap, textureflags); // no special colors
1087 if (textureflags & TEXF_ALPHA)
1089 // if not using a custom alphapalette, use the quake one
1091 alphapalette = palette_alpha;
1092 for (i = 0;i < width * height;i++)
1093 if (((unsigned char *)alphapalette)[skindata[i]*4+3] < 255)
1095 if (i < width * height)
1096 skinframe->fog = GL_TextureForSkinLayer(skindata, width, height, va("%s_fog", basename), alphapalette, textureflags); // fog mask
1101 if (!skinframe->nmap)
1102 skinframe->nmap = r_texture_blanknormalmap;
1106 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)
1111 if (ix >= 0 && iy >= 0 && ix < imagewidth && iy < imageheight)
1112 v[2] = (imagepixels[((iy*imagewidth)+ix)*4+0] + imagepixels[((iy*imagewidth)+ix)*4+1] + imagepixels[((iy*imagewidth)+ix)*4+2]) * (1.0f / 765.0f);
1115 Matrix4x4_Transform(pixelstepmatrix, v, vertex3f);
1116 Matrix4x4_Transform(pixeltexturestepmatrix, v, tc);
1117 texcoord2f[0] = tc[0];
1118 texcoord2f[1] = tc[1];
1121 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)
1123 float vup[3], vdown[3], vleft[3], vright[3];
1124 float tcup[3], tcdown[3], tcleft[3], tcright[3];
1125 float sv[3], tv[3], nl[3];
1126 Mod_GetTerrainVertex3fTexCoord2fFromRGBA(imagepixels, imagewidth, imageheight, ix, iy, vertex3f, texcoord2f, pixelstepmatrix, pixeltexturestepmatrix);
1127 Mod_GetTerrainVertex3fTexCoord2fFromRGBA(imagepixels, imagewidth, imageheight, ix, iy - 1, vup, tcup, pixelstepmatrix, pixeltexturestepmatrix);
1128 Mod_GetTerrainVertex3fTexCoord2fFromRGBA(imagepixels, imagewidth, imageheight, ix, iy + 1, vdown, tcdown, pixelstepmatrix, pixeltexturestepmatrix);
1129 Mod_GetTerrainVertex3fTexCoord2fFromRGBA(imagepixels, imagewidth, imageheight, ix - 1, iy, vleft, tcleft, pixelstepmatrix, pixeltexturestepmatrix);
1130 Mod_GetTerrainVertex3fTexCoord2fFromRGBA(imagepixels, imagewidth, imageheight, ix + 1, iy, vright, tcright, pixelstepmatrix, pixeltexturestepmatrix);
1131 Mod_BuildBumpVectors(vertex3f, vup, vright, texcoord2f, tcup, tcright, svector3f, tvector3f, normal3f);
1132 Mod_BuildBumpVectors(vertex3f, vright, vdown, texcoord2f, tcright, tcdown, sv, tv, nl);
1133 VectorAdd(svector3f, sv, svector3f);
1134 VectorAdd(tvector3f, tv, tvector3f);
1135 VectorAdd(normal3f, nl, normal3f);
1136 Mod_BuildBumpVectors(vertex3f, vdown, vleft, texcoord2f, tcdown, tcleft, sv, tv, nl);
1137 VectorAdd(svector3f, sv, svector3f);
1138 VectorAdd(tvector3f, tv, tvector3f);
1139 VectorAdd(normal3f, nl, normal3f);
1140 Mod_BuildBumpVectors(vertex3f, vleft, vup, texcoord2f, tcleft, tcup, sv, tv, nl);
1141 VectorAdd(svector3f, sv, svector3f);
1142 VectorAdd(tvector3f, tv, tvector3f);
1143 VectorAdd(normal3f, nl, normal3f);
1146 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)
1148 int x, y, ix, iy, *e;
1150 for (y = 0;y < height;y++)
1152 for (x = 0;x < width;x++)
1154 e[0] = (y + 1) * (width + 1) + (x + 0);
1155 e[1] = (y + 0) * (width + 1) + (x + 0);
1156 e[2] = (y + 1) * (width + 1) + (x + 1);
1157 e[3] = (y + 0) * (width + 1) + (x + 0);
1158 e[4] = (y + 0) * (width + 1) + (x + 1);
1159 e[5] = (y + 1) * (width + 1) + (x + 1);
1163 Mod_BuildTriangleNeighbors(neighbor3i, element3i, width*height*2);
1164 for (y = 0, iy = y1;y < height + 1;y++, iy++)
1165 for (x = 0, ix = x1;x < width + 1;x++, ix++, vertex3f += 3, texcoord2f += 2, svector3f += 3, tvector3f += 3, normal3f += 3)
1166 Mod_GetTerrainVertexFromRGBA(imagepixels, imagewidth, imageheight, ix, iy, vertex3f, texcoord2f, svector3f, tvector3f, normal3f, pixelstepmatrix, pixeltexturestepmatrix);
1169 skinfile_t *Mod_LoadSkinFiles(void)
1171 int i, words, numtags, line, tagsetsused = false, wordsoverflow;
1174 skinfile_t *skinfile = NULL, *first = NULL;
1175 skinfileitem_t *skinfileitem;
1176 char word[10][MAX_QPATH];
1177 overridetagnameset_t tagsets[MAX_SKINS];
1178 overridetagname_t tags[256];
1182 U_bodyBox,models/players/Legoman/BikerA2.tga
1183 U_RArm,models/players/Legoman/BikerA1.tga
1184 U_LArm,models/players/Legoman/BikerA1.tga
1185 U_armor,common/nodraw
1186 U_sword,common/nodraw
1187 U_shield,common/nodraw
1188 U_homb,common/nodraw
1189 U_backpack,common/nodraw
1190 U_colcha,common/nodraw
1195 memset(tagsets, 0, sizeof(tagsets));
1196 memset(word, 0, sizeof(word));
1197 for (i = 0;i < MAX_SKINS && (data = text = (char *)FS_LoadFile(va("%s_%i.skin", loadmodel->name, i), tempmempool, true, NULL));i++)
1201 // If it's the first file we parse
1202 if (skinfile == NULL)
1204 skinfile = (skinfile_t *)Mem_Alloc(loadmodel->mempool, sizeof(skinfile_t));
1209 skinfile->next = (skinfile_t *)Mem_Alloc(loadmodel->mempool, sizeof(skinfile_t));
1210 skinfile = skinfile->next;
1212 skinfile->next = NULL;
1214 for(line = 0;;line++)
1217 if (!COM_ParseToken(&data, true))
1219 if (!strcmp(com_token, "\n"))
1222 wordsoverflow = false;
1226 strlcpy(word[words++], com_token, sizeof (word[0]));
1228 wordsoverflow = true;
1230 while (COM_ParseToken(&data, true) && strcmp(com_token, "\n"));
1233 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);
1236 // words is always >= 1
1237 if (!strcmp(word[0], "replace"))
1241 Con_DPrintf("Mod_LoadSkinFiles: parsed mesh \"%s\" shader replacement \"%s\"\n", word[1], word[2]);
1242 skinfileitem = (skinfileitem_t *)Mem_Alloc(loadmodel->mempool, sizeof(skinfileitem_t));
1243 skinfileitem->next = skinfile->items;
1244 skinfile->items = skinfileitem;
1245 strlcpy (skinfileitem->name, word[1], sizeof (skinfileitem->name));
1246 strlcpy (skinfileitem->replacement, word[2], sizeof (skinfileitem->replacement));
1249 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]);
1251 else if (words == 2 && !strcmp(word[1], ","))
1253 // tag name, like "tag_weapon,"
1254 Con_DPrintf("Mod_LoadSkinFiles: parsed tag #%i \"%s\"\n", numtags, word[0]);
1255 memset(tags + numtags, 0, sizeof(tags[numtags]));
1256 strlcpy (tags[numtags].name, word[0], sizeof (tags[numtags].name));
1259 else if (words == 3 && !strcmp(word[1], ","))
1261 // mesh shader name, like "U_RArm,models/players/Legoman/BikerA1.tga"
1262 Con_DPrintf("Mod_LoadSkinFiles: parsed mesh \"%s\" shader replacement \"%s\"\n", word[0], word[2]);
1263 skinfileitem = (skinfileitem_t *)Mem_Alloc(loadmodel->mempool, sizeof(skinfileitem_t));
1264 skinfileitem->next = skinfile->items;
1265 skinfile->items = skinfileitem;
1266 strlcpy (skinfileitem->name, word[0], sizeof (skinfileitem->name));
1267 strlcpy (skinfileitem->replacement, word[2], sizeof (skinfileitem->replacement));
1270 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);
1276 overridetagnameset_t *t;
1278 t->num_overridetagnames = numtags;
1279 t->data_overridetagnames = (overridetagname_t *)Mem_Alloc(loadmodel->mempool, t->num_overridetagnames * sizeof(overridetagname_t));
1280 memcpy(t->data_overridetagnames, tags, t->num_overridetagnames * sizeof(overridetagname_t));
1286 loadmodel->data_overridetagnamesforskin = (overridetagnameset_t *)Mem_Alloc(loadmodel->mempool, i * sizeof(overridetagnameset_t));
1287 memcpy(loadmodel->data_overridetagnamesforskin, tagsets, i * sizeof(overridetagnameset_t));
1290 loadmodel->numskins = i;
1294 void Mod_FreeSkinFiles(skinfile_t *skinfile)
1297 skinfileitem_t *skinfileitem, *nextitem;
1298 for (;skinfile;skinfile = next)
1300 next = skinfile->next;
1301 for (skinfileitem = skinfile->items;skinfileitem;skinfileitem = nextitem)
1303 nextitem = skinfileitem->next;
1304 Mem_Free(skinfileitem);
1310 int Mod_CountSkinFiles(skinfile_t *skinfile)
1313 for (i = 0;skinfile;skinfile = skinfile->next, i++);
1317 void Mod_SnapVertices(int numcomponents, int numvertices, float *vertices, float snap)
1320 double isnap = 1.0 / snap;
1321 for (i = 0;i < numvertices*numcomponents;i++)
1322 vertices[i] = floor(vertices[i]*isnap)*snap;
1325 int Mod_RemoveDegenerateTriangles(int numtriangles, const int *inelement3i, int *outelement3i, const float *vertex3f)
1327 int i, outtriangles;
1328 float d, edgedir[3], temp[3];
1329 // a degenerate triangle is one with no width (thickness, surface area)
1330 // these are characterized by having all 3 points colinear (along a line)
1331 // or having two points identical
1332 for (i = 0, outtriangles = 0;i < numtriangles;i++, inelement3i += 3)
1334 // calculate first edge
1335 VectorSubtract(vertex3f + inelement3i[1] * 3, vertex3f + inelement3i[0] * 3, edgedir);
1336 if (VectorLength2(edgedir) < 0.0001f)
1337 continue; // degenerate first edge (no length)
1338 VectorNormalize(edgedir);
1339 // check if third point is on the edge (colinear)
1340 d = -DotProduct(vertex3f + inelement3i[2] * 3, edgedir);
1341 VectorMA(vertex3f + inelement3i[2] * 3, d, edgedir, temp);
1342 if (VectorLength2(temp) < 0.0001f)
1343 continue; // third point colinear with first edge
1344 // valid triangle (no colinear points, no duplicate points)
1345 VectorCopy(inelement3i, outelement3i);
1349 return outtriangles;