// all models use memory, so allocate a memory pool
mod->mempool = Mem_AllocPool(mod->name, 0, NULL);
- // call the apropriate loader
+ // We need to have a reference to the base model in case we're parsing submodels
loadmodel = mod;
- // Try matching magic bytes.
+ // Call the appropriate loader. Try matching magic bytes.
for (i = 0; loader[i].Load; i++)
{
// Headerless formats can just load based on extension. Otherwise match the magic string.
for (j = 0; j < Q3MAXTCMODS && layer->tcmods[j].tcmod != Q3TCMOD_NONE; j++)
shaderpass->tcmods[j] = layer->tcmods[j];
for (j = 0; j < layer->numframes; j++)
- {
- for (int i = 0; layer->texturename[j][i]; i++)
- if(layer->texturename[j][i] == '\\')
- layer->texturename[j][i] = '/';
shaderpass->skinframes[j] = R_SkinFrame_LoadExternal(layer->texturename[j], texflags, false, true);
- }
return shaderpass;
}
void Mod_SetDrawSkyAndWater(model_t* mod)
{
- size_t j;
+ int j;
uint64_t basematerialflags = 0;
// by default assume there is no sky or water used in this model
mod->DrawSky = NULL;
{
// make an optimal set of texture-sorted batches to draw...
int j, k;
- Mod_MakeSortedSurfaces_qsortsurface_t *info = (Mod_MakeSortedSurfaces_qsortsurface_t*)R_FrameData_Alloc(mod->num_surfaces * sizeof(*info));
+ Mod_MakeSortedSurfaces_qsortsurface_t *info;
+
+ if(cls.state == ca_dedicated)
+ return;
+
+ info = (Mod_MakeSortedSurfaces_qsortsurface_t*)R_FrameData_Alloc(mod->num_surfaces * sizeof(*info));
if (!mod->modelsurfaces_sorted)
mod->modelsurfaces_sorted = (int *) Mem_Alloc(loadmodel->mempool, mod->num_surfaces * sizeof(*mod->modelsurfaces_sorted));
// the goal is to sort by submodel (can't change which submodel a surface belongs to), and then by effects and textures
return surf;
}
-static void Mod_Mesh_RebuildHashTable(model_t *mod, msurface_t *surf)
+int Mod_Mesh_IndexForVertex(model_t *mod, msurface_t *surf, float x, float y, float z, float nx, float ny, float nz, float s, float t, float u, float v, float r, float g, float b, float a)
{
int hashindex, h, vnum, mask;
surfmesh_t *mesh = &mod->surfmesh;
-
- // rebuild the hash table
- mesh->num_vertexhashsize = 4 * mesh->max_vertices;
- mesh->num_vertexhashsize &= ~(mesh->num_vertexhashsize - 1); // round down to pow2
- mesh->data_vertexhash = (int *)Mem_Realloc(mod->mempool, mesh->data_vertexhash, mesh->num_vertexhashsize * sizeof(*mesh->data_vertexhash));
- memset(mesh->data_vertexhash, -1, mesh->num_vertexhashsize * sizeof(*mesh->data_vertexhash));
- mask = mod->surfmesh.num_vertexhashsize - 1;
- // no need to hash the vertices for the entire model, the latest surface will suffice.
- for (vnum = surf ? surf->num_firstvertex : 0; vnum < mesh->num_vertices; vnum++)
- {
- // this uses prime numbers intentionally for computing the hash
- hashindex = (unsigned int)(mesh->data_vertex3f[vnum * 3 + 0] * 2003 + mesh->data_vertex3f[vnum * 3 + 1] * 4001 + mesh->data_vertex3f[vnum * 3 + 2] * 7919 + mesh->data_normal3f[vnum * 3 + 0] * 4097 + mesh->data_normal3f[vnum * 3 + 1] * 257 + mesh->data_normal3f[vnum * 3 + 2] * 17) & mask;
- for (h = hashindex; mesh->data_vertexhash[h] >= 0; h = (h + 1) & mask)
- ; // just iterate until we find the terminator
- mesh->data_vertexhash[h] = vnum;
- }
-}
-
-void Mod_Mesh_CheckResize_Vertex(model_t *mod, msurface_t *surf)
-{
- surfmesh_t *mesh = &mod->surfmesh;
if (mesh->max_vertices == mesh->num_vertices)
{
mesh->max_vertices = max(mesh->num_vertices * 2, 256);
mesh->data_texcoordtexture2f = (float *)Mem_Realloc(mod->mempool, mesh->data_texcoordtexture2f, mesh->max_vertices * sizeof(float[2]));
mesh->data_texcoordlightmap2f = (float *)Mem_Realloc(mod->mempool, mesh->data_texcoordlightmap2f, mesh->max_vertices * sizeof(float[2]));
mesh->data_lightmapcolor4f = (float *)Mem_Realloc(mod->mempool, mesh->data_lightmapcolor4f, mesh->max_vertices * sizeof(float[4]));
- Mod_Mesh_RebuildHashTable(mod, surf);
+ // rebuild the hash table
+ mesh->num_vertexhashsize = 4 * mesh->max_vertices;
+ mesh->num_vertexhashsize &= ~(mesh->num_vertexhashsize - 1); // round down to pow2
+ mesh->data_vertexhash = (int *)Mem_Realloc(mod->mempool, mesh->data_vertexhash, mesh->num_vertexhashsize * sizeof(*mesh->data_vertexhash));
+ memset(mesh->data_vertexhash, -1, mesh->num_vertexhashsize * sizeof(*mesh->data_vertexhash));
+ mask = mod->surfmesh.num_vertexhashsize - 1;
+ // no need to hash the vertices for the entire model, the latest surface will suffice.
+ for (vnum = surf ? surf->num_firstvertex : 0; vnum < mesh->num_vertices; vnum++)
+ {
+ // this uses prime numbers intentionally for computing the hash
+ hashindex = (unsigned int)(mesh->data_vertex3f[vnum * 3 + 0] * 2003 + mesh->data_vertex3f[vnum * 3 + 1] * 4001 + mesh->data_vertex3f[vnum * 3 + 2] * 7919 + mesh->data_normal3f[vnum * 3 + 0] * 4097 + mesh->data_normal3f[vnum * 3 + 1] * 257 + mesh->data_normal3f[vnum * 3 + 2] * 17) & mask;
+ for (h = hashindex; mesh->data_vertexhash[h] >= 0; h = (h + 1) & mask)
+ ; // just iterate until we find the terminator
+ mesh->data_vertexhash[h] = vnum;
+ }
+ }
+ mask = mod->surfmesh.num_vertexhashsize - 1;
+ // this uses prime numbers intentionally for computing the hash
+ hashindex = (unsigned int)(x * 2003 + y * 4001 + z * 7919 + nx * 4097 + ny * 257 + nz * 17) & mask;
+ // when possible find an identical vertex within the same surface and return it
+ for(h = hashindex;(vnum = mesh->data_vertexhash[h]) >= 0;h = (h + 1) & mask)
+ {
+ if (vnum >= surf->num_firstvertex
+ && mesh->data_vertex3f[vnum * 3 + 0] == x && mesh->data_vertex3f[vnum * 3 + 1] == y && mesh->data_vertex3f[vnum * 3 + 2] == z
+ && mesh->data_normal3f[vnum * 3 + 0] == nx && mesh->data_normal3f[vnum * 3 + 1] == ny && mesh->data_normal3f[vnum * 3 + 2] == nz
+ && mesh->data_texcoordtexture2f[vnum * 2 + 0] == s && mesh->data_texcoordtexture2f[vnum * 2 + 1] == t
+ && mesh->data_texcoordlightmap2f[vnum * 2 + 0] == u && mesh->data_texcoordlightmap2f[vnum * 2 + 1] == v
+ && mesh->data_lightmapcolor4f[vnum * 4 + 0] == r && mesh->data_lightmapcolor4f[vnum * 4 + 1] == g && mesh->data_lightmapcolor4f[vnum * 4 + 2] == b && mesh->data_lightmapcolor4f[vnum * 4 + 3] == a)
+ return vnum;
}
-}
-
-int Mod_Mesh_AddVertex(model_t *mod, msurface_t *surf, float x, float y, float z, float nx, float ny, float nz, float s, float t, float u, float v, float r, float g, float b, float a)
-{
- int vnum;
- surfmesh_t *mesh = &mod->surfmesh;
-
// add the new vertex
vnum = mesh->num_vertices++;
if (surf->num_vertices > 0)
VectorSet(surf->maxs, x, y, z);
}
surf->num_vertices = mesh->num_vertices - surf->num_firstvertex;
+ mesh->data_vertexhash[h] = vnum;
mesh->data_vertex3f[vnum * 3 + 0] = x;
mesh->data_vertex3f[vnum * 3 + 1] = y;
mesh->data_vertex3f[vnum * 3 + 2] = z;
return vnum;
}
-int Mod_Mesh_IndexForVertex(model_t *mod, msurface_t *surf, float x, float y, float z, float nx, float ny, float nz, float s, float t, float u, float v, float r, float g, float b, float a)
-{
- int hashindex, h, vnum, mask;
- surfmesh_t *mesh = &mod->surfmesh;
-
- Mod_Mesh_CheckResize_Vertex(mod, surf);
-
- mask = mod->surfmesh.num_vertexhashsize - 1;
- // this uses prime numbers intentionally for computing the hash
- hashindex = (unsigned int)(x * 2003 + y * 4001 + z * 7919 + nx * 4097 + ny * 257 + nz * 17) & mask;
- // when possible find an identical vertex within the same surface and return it
- for(h = hashindex;(vnum = mesh->data_vertexhash[h]) >= 0;h = (h + 1) & mask)
- {
- if (vnum >= surf->num_firstvertex
- && mesh->data_vertex3f[vnum * 3 + 0] == x && mesh->data_vertex3f[vnum * 3 + 1] == y && mesh->data_vertex3f[vnum * 3 + 2] == z
- && mesh->data_normal3f[vnum * 3 + 0] == nx && mesh->data_normal3f[vnum * 3 + 1] == ny && mesh->data_normal3f[vnum * 3 + 2] == nz
- && mesh->data_texcoordtexture2f[vnum * 2 + 0] == s && mesh->data_texcoordtexture2f[vnum * 2 + 1] == t
- && mesh->data_texcoordlightmap2f[vnum * 2 + 0] == u && mesh->data_texcoordlightmap2f[vnum * 2 + 1] == v
- && mesh->data_lightmapcolor4f[vnum * 4 + 0] == r && mesh->data_lightmapcolor4f[vnum * 4 + 1] == g && mesh->data_lightmapcolor4f[vnum * 4 + 2] == b && mesh->data_lightmapcolor4f[vnum * 4 + 3] == a)
- return vnum;
- }
- vnum = Mod_Mesh_AddVertex(mod, surf, x, y, z, nx, ny, nz, s, t, u, v, r, g, b, a);
- mesh->data_vertexhash[h] = vnum;
- return vnum;
-}
-
void Mod_Mesh_AddTriangle(model_t *mod, msurface_t *surf, int e0, int e1, int e2)
{
surfmesh_t *mesh = &mod->surfmesh;