/* gl_mesh.c gl_mesh.c: triangle model functions Copyright (C) 1996-1997 Id Software, Inc. This program is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation; either version 2 of the License, or (at your option) any later version. This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with this program; if not, write to: Free Software Foundation, Inc. 59 Temple Place - Suite 330 Boston, MA 02111-1307, USA $Id$ */ #ifdef HAVE_CONFIG_H # include "config.h" #endif #include #include #include "bothdefs.h" // needed by: common.h, net.h, // client.h #include "qendian.h" #include "quakefs.h" #include "bspfile.h" // needed by: glquake.h #include "vid.h" #include "sys.h" #include "mathlib.h" // needed by: protocol.h, render.h, // client.h, // modelgen.h, glmodel.h #include "wad.h" #include "draw.h" #include "cvar.h" #include "net.h" // needed by: client.h #include "protocol.h" // needed by: client.h #include "cmd.h" #include "sbar.h" #include "render.h" // needed by: client.h, model.h, // glquake.h #include "client.h" // need cls in this file #include "model.h" // needed by: glquake.h #include "console.h" #include "glquake.h" /* ================================================================= ALIAS MODEL DISPLAY LIST GENERATION ================================================================= */ model_t *aliasmodel; aliashdr_t *paliashdr; qboolean used[8192]; // the command list holds counts and s/t values that are valid for // every frame int commands[8192]; int numcommands; // all frames will have their vertexes rearranged and expanded // so they are in the order expected by the command list int vertexorder[8192]; int numorder; int allverts, alltris; int stripverts[128]; int striptris[128]; int stripcount; /* ================ StripLength ================ */ int StripLength (int starttri, int startv) { int m1, m2; int j; mtriangle_t *last, *check; int k; used[starttri] = 2; last = &triangles[starttri]; stripverts[0] = last->vertindex[(startv) % 3]; stripverts[1] = last->vertindex[(startv + 1) % 3]; stripverts[2] = last->vertindex[(startv + 2) % 3]; striptris[0] = starttri; stripcount = 1; m1 = last->vertindex[(startv + 2) % 3]; m2 = last->vertindex[(startv + 1) % 3]; // look for a matching triangle nexttri: for (j = starttri + 1, check = &triangles[starttri + 1]; j < pheader->mdl.numtris; j++, check++) { if (check->facesfront != last->facesfront) continue; for (k = 0; k < 3; k++) { if (check->vertindex[k] != m1) continue; if (check->vertindex[(k + 1) % 3] != m2) continue; // this is the next part of the fan // if we can't use this triangle, this tristrip is done if (used[j]) goto done; // the new edge if (stripcount & 1) m2 = check->vertindex[(k + 2) % 3]; else m1 = check->vertindex[(k + 2) % 3]; stripverts[stripcount + 2] = check->vertindex[(k + 2) % 3]; striptris[stripcount] = j; stripcount++; used[j] = 2; goto nexttri; } } done: // clear the temp used flags for (j = starttri + 1; j < pheader->mdl.numtris; j++) if (used[j] == 2) used[j] = 0; return stripcount; } /* =========== FanLength =========== */ int FanLength (int starttri, int startv) { int m1, m2; int j; mtriangle_t *last, *check; int k; used[starttri] = 2; last = &triangles[starttri]; stripverts[0] = last->vertindex[(startv) % 3]; stripverts[1] = last->vertindex[(startv + 1) % 3]; stripverts[2] = last->vertindex[(startv + 2) % 3]; striptris[0] = starttri; stripcount = 1; m1 = last->vertindex[(startv + 0) % 3]; m2 = last->vertindex[(startv + 2) % 3]; // look for a matching triangle nexttri: for (j = starttri + 1, check = &triangles[starttri + 1]; j < pheader->mdl.numtris; j++, check++) { if (check->facesfront != last->facesfront) continue; for (k = 0; k < 3; k++) { if (check->vertindex[k] != m1) continue; if (check->vertindex[(k + 1) % 3] != m2) continue; // this is the next part of the fan // if we can't use this triangle, this tristrip is done if (used[j]) goto done; // the new edge m2 = check->vertindex[(k + 2) % 3]; stripverts[stripcount + 2] = m2; striptris[stripcount] = j; stripcount++; used[j] = 2; goto nexttri; } } done: // clear the temp used flags for (j = starttri + 1; j < pheader->mdl.numtris; j++) if (used[j] == 2) used[j] = 0; return stripcount; } /* ================ BuildTris Generate a list of trifans or strips for the model, which holds for all frames ================ */ void BuildTris (void) { int i, j, k; int startv; float s, t; int len, bestlen, besttype = 0; int bestverts[1024]; int besttris[1024]; int type; // // build tristrips // numorder = 0; numcommands = 0; memset (used, 0, sizeof (used)); for (i = 0; i < pheader->mdl.numtris; i++) { // pick an unused triangle and start the trifan if (used[i]) continue; bestlen = 0; for (type = 0; type < 2; type++) // type = 1; { for (startv = 0; startv < 3; startv++) { if (type == 1) len = StripLength (i, startv); else len = FanLength (i, startv); if (len > bestlen) { besttype = type; bestlen = len; for (j = 0; j < bestlen + 2; j++) bestverts[j] = stripverts[j]; for (j = 0; j < bestlen; j++) besttris[j] = striptris[j]; } } } // mark the tris on the best strip as used for (j = 0; j < bestlen; j++) used[besttris[j]] = 1; if (besttype == 1) commands[numcommands++] = (bestlen + 2); else commands[numcommands++] = -(bestlen + 2); for (j = 0; j < bestlen + 2; j++) { // emit a vertex into the reorder buffer k = bestverts[j]; vertexorder[numorder++] = k; // emit s/t coords into the commands stream s = stverts[k].s; t = stverts[k].t; if (!triangles[besttris[0]].facesfront && stverts[k].onseam) s += pheader->mdl.skinwidth / 2; // on back side s = (s + 0.5) / pheader->mdl.skinwidth; t = (t + 0.5) / pheader->mdl.skinheight; *(float *) &commands[numcommands++] = s; *(float *) &commands[numcommands++] = t; } } commands[numcommands++] = 0; // end of list marker Con_DPrintf ("%3i tri %3i vert %3i cmd\n", pheader->mdl.numtris, numorder, numcommands); allverts += numorder; alltris += pheader->mdl.numtris; } /* ================ GL_MakeAliasModelDisplayLists ================ */ void GL_MakeAliasModelDisplayLists (model_t *m, aliashdr_t *hdr) { int i, j; int *cmds; trivertx_t *verts; char cache[MAX_QPATH], fullpath[MAX_OSPATH]; QFile *f; aliasmodel = m; paliashdr = hdr; // (aliashdr_t *)Mod_Extradata (m); // // look for a cached version // strcpy (cache, "glquake/"); COM_StripExtension (m->name + strlen ("progs/"), cache + strlen ("glquake/")); strncat (cache, ".ms2", sizeof (cache) - strlen (cache)); COM_FOpenFile (cache, &f); if (f) { Qread (f, &numcommands, 4); Qread (f, &numorder, 4); Qread (f, &commands, numcommands * sizeof (commands[0])); Qread (f, &vertexorder, numorder * sizeof (vertexorder[0])); Qclose (f); } else { // // build it from scratch // Con_Printf ("meshing %s...\n", m->name); BuildTris (); // trifans or lists // // save out the cached version // snprintf (fullpath, sizeof (fullpath), "%s/%s", com_gamedir, cache); f = Qopen (fullpath, "wb"); if (!f) { COM_CreatePath (fullpath); f = Qopen (fullpath, "wb"); } if (f) { Qwrite (f, &numcommands, 4); Qwrite (f, &numorder, 4); Qwrite (f, &commands, numcommands * sizeof (commands[0])); Qwrite (f, &vertexorder, numorder * sizeof (vertexorder[0])); Qclose (f); } } // save the data out paliashdr->poseverts = numorder; cmds = Hunk_Alloc (numcommands * 4); paliashdr->commands = (byte *) cmds - (byte *) paliashdr; memcpy (cmds, commands, numcommands * 4); verts = Hunk_Alloc (paliashdr->numposes * paliashdr->poseverts * sizeof (trivertx_t)); paliashdr->posedata = (byte *) verts - (byte *) paliashdr; for (i = 0; i < paliashdr->numposes; i++) for (j = 0; j < numorder; j++) *verts++ = poseverts[i][vertexorder[j]]; }