newtree/source/gl_mesh.c
Bill Currie b6749ecc0f write out meshed models using gzip compression (files will NOT have the .gz
extension, but the unix file command (and peering at the file when you know
what to look for) verifies that they are gzip files. This should save a little
space (files compress by 40-80%)
2000-12-15 05:57:44 +00:00

387 lines
8.6 KiB
C

/*
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 <string.h>
#include <stdio.h>
#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, "wbz9");
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]];
}