#include "quakedef.h"
#include "image.h"
#include "r_shadow.h"
+#include "mod_skeletal_animatevertices_generic.h"
+#ifdef SSE_POSSIBLE
+#include "mod_skeletal_animatevertices_sse.h"
+#endif
-cvar_t r_skeletal_debugbone = {0, "r_skeletal_debugbone", "-1", "development cvar for testing skeletal model code"};
-cvar_t r_skeletal_debugbonecomponent = {0, "r_skeletal_debugbonecomponent", "3", "development cvar for testing skeletal model code"};
-cvar_t r_skeletal_debugbonevalue = {0, "r_skeletal_debugbonevalue", "100", "development cvar for testing skeletal model code"};
-cvar_t r_skeletal_debugtranslatex = {0, "r_skeletal_debugtranslatex", "1", "development cvar for testing skeletal model code"};
-cvar_t r_skeletal_debugtranslatey = {0, "r_skeletal_debugtranslatey", "1", "development cvar for testing skeletal model code"};
-cvar_t r_skeletal_debugtranslatez = {0, "r_skeletal_debugtranslatez", "1", "development cvar for testing skeletal model code"};
-
-void Mod_AliasInit (void)
+#ifdef SSE_POSSIBLE
+static qboolean r_skeletal_use_sse_defined = false;
+cvar_t r_skeletal_use_sse = {CVAR_CLIENT, "r_skeletal_use_sse", "1", "use SSE for skeletal model animation"};
+#endif
+cvar_t r_skeletal_debugbone = {CVAR_CLIENT, "r_skeletal_debugbone", "-1", "development cvar for testing skeletal model code"};
+cvar_t r_skeletal_debugbonecomponent = {CVAR_CLIENT, "r_skeletal_debugbonecomponent", "3", "development cvar for testing skeletal model code"};
+cvar_t r_skeletal_debugbonevalue = {CVAR_CLIENT, "r_skeletal_debugbonevalue", "100", "development cvar for testing skeletal model code"};
+cvar_t r_skeletal_debugtranslatex = {CVAR_CLIENT, "r_skeletal_debugtranslatex", "1", "development cvar for testing skeletal model code"};
+cvar_t r_skeletal_debugtranslatey = {CVAR_CLIENT, "r_skeletal_debugtranslatey", "1", "development cvar for testing skeletal model code"};
+cvar_t r_skeletal_debugtranslatez = {CVAR_CLIENT, "r_skeletal_debugtranslatez", "1", "development cvar for testing skeletal model code"};
+cvar_t mod_alias_supporttagscale = {CVAR_CLIENT | CVAR_SERVER, "mod_alias_supporttagscale", "1", "support scaling factors in bone/tag attachment matrices as supported by MD3"};
+cvar_t mod_alias_force_animated = {CVAR_CLIENT | CVAR_SERVER, "mod_alias_force_animated", "", "if set to an non-empty string, overrides the is-animated flag of any alias models (for benchmarking)"};
+
+float mod_md3_sin[320];
+
+static size_t Mod_Skeletal_AnimateVertices_maxbonepose = 0;
+static void *Mod_Skeletal_AnimateVertices_bonepose = NULL;
+void Mod_Skeletal_FreeBuffers(void)
{
- Cvar_RegisterVariable(&r_skeletal_debugbone);
- Cvar_RegisterVariable(&r_skeletal_debugbonecomponent);
- Cvar_RegisterVariable(&r_skeletal_debugbonevalue);
- Cvar_RegisterVariable(&r_skeletal_debugtranslatex);
- Cvar_RegisterVariable(&r_skeletal_debugtranslatey);
- Cvar_RegisterVariable(&r_skeletal_debugtranslatez);
+ if(Mod_Skeletal_AnimateVertices_bonepose)
+ Mem_Free(Mod_Skeletal_AnimateVertices_bonepose);
+ Mod_Skeletal_AnimateVertices_maxbonepose = 0;
+ Mod_Skeletal_AnimateVertices_bonepose = NULL;
+}
+void *Mod_Skeletal_AnimateVertices_AllocBuffers(size_t nbytes)
+{
+ if(Mod_Skeletal_AnimateVertices_maxbonepose < nbytes)
+ {
+ if(Mod_Skeletal_AnimateVertices_bonepose)
+ Mem_Free(Mod_Skeletal_AnimateVertices_bonepose);
+ Mod_Skeletal_AnimateVertices_bonepose = Z_Malloc(nbytes);
+ Mod_Skeletal_AnimateVertices_maxbonepose = nbytes;
+ }
+ return Mod_Skeletal_AnimateVertices_bonepose;
}
-void Mod_Alias_GetMesh_Vertex3f(const model_t *model, const frameblend_t *frameblend, const surfmesh_t *mesh, float *out3f)
+void Mod_Skeletal_BuildTransforms(const dp_model_t * RESTRICT model, const frameblend_t * RESTRICT frameblend, const skeleton_t *skeleton, float * RESTRICT bonepose, float * RESTRICT boneposerelative)
{
- if (mesh->num_vertexboneweights)
+ int i, blends;
+ float m[12];
+
+ if (!bonepose)
+ bonepose = (float * RESTRICT) Mod_Skeletal_AnimateVertices_AllocBuffers(sizeof(float[12]) * model->num_bones);
+
+ if (skeleton && !skeleton->relativetransforms)
+ skeleton = NULL;
+
+ // interpolate matrices
+ if (skeleton)
{
- int i, k, blends;
- surfmeshvertexboneweight_t *v;
- float *out, *matrix, m[12], bonepose[256][12];
- // vertex weighted skeletal
- // interpolate matrices and concatenate them to their parents
for (i = 0;i < model->num_bones;i++)
{
- for (k = 0;k < 12;k++)
- m[k] = 0;
- for (blends = 0;blends < 4 && frameblend[blends].lerp > 0;blends++)
+ Matrix4x4_ToArray12FloatD3D(&skeleton->relativetransforms[i], m);
+ if (model->data_bones[i].parent >= 0)
+ R_ConcatTransforms(bonepose + model->data_bones[i].parent * 12, m, bonepose + i * 12);
+ else
+ memcpy(bonepose + i * 12, m, sizeof(m));
+
+ // create a relative deformation matrix to describe displacement
+ // from the base mesh, which is used by the actual weighting
+ R_ConcatTransforms(bonepose + i * 12, model->data_baseboneposeinverse + i * 12, boneposerelative + i * 12);
+ }
+ }
+ else
+ {
+ for (i = 0;i < model->num_bones;i++)
+ {
+ // blend by transform each quaternion/translation into a dual-quaternion first, then blending
+ const short * RESTRICT firstpose7s = model->data_poses7s + 7 * (frameblend[0].subframe * model->num_bones + i);
+ float firstlerp = frameblend[0].lerp,
+ firsttx = firstpose7s[0], firstty = firstpose7s[1], firsttz = firstpose7s[2],
+ rx = firstpose7s[3] * firstlerp,
+ ry = firstpose7s[4] * firstlerp,
+ rz = firstpose7s[5] * firstlerp,
+ rw = firstpose7s[6] * firstlerp,
+ dx = firsttx*rw + firstty*rz - firsttz*ry,
+ dy = -firsttx*rz + firstty*rw + firsttz*rx,
+ dz = firsttx*ry - firstty*rx + firsttz*rw,
+ dw = -firsttx*rx - firstty*ry - firsttz*rz,
+ scale, sx, sy, sz, sw;
+ for (blends = 1;blends < MAX_FRAMEBLENDS && frameblend[blends].lerp > 0;blends++)
{
- matrix = model->data_poses + (frameblend[blends].frame * model->num_bones + i) * 12;
- for (k = 0;k < 12;k++)
- m[k] += matrix[k] * frameblend[blends].lerp;
+ const short * RESTRICT blendpose7s = model->data_poses7s + 7 * (frameblend[blends].subframe * model->num_bones + i);
+ float blendlerp = frameblend[blends].lerp,
+ blendtx = blendpose7s[0], blendty = blendpose7s[1], blendtz = blendpose7s[2],
+ qx = blendpose7s[3], qy = blendpose7s[4], qz = blendpose7s[5], qw = blendpose7s[6];
+ if(rx*qx + ry*qy + rz*qz + rw*qw < 0) blendlerp = -blendlerp;
+ qx *= blendlerp;
+ qy *= blendlerp;
+ qz *= blendlerp;
+ qw *= blendlerp;
+ rx += qx;
+ ry += qy;
+ rz += qz;
+ rw += qw;
+ dx += blendtx*qw + blendty*qz - blendtz*qy;
+ dy += -blendtx*qz + blendty*qw + blendtz*qx;
+ dz += blendtx*qy - blendty*qx + blendtz*qw;
+ dw += -blendtx*qx - blendty*qy - blendtz*qz;
}
+ // generate a matrix from the dual-quaternion, implicitly normalizing it in the process
+ scale = 1.0f / (rx*rx + ry*ry + rz*rz + rw*rw);
+ sx = rx * scale;
+ sy = ry * scale;
+ sz = rz * scale;
+ sw = rw * scale;
+ m[0] = sw*rw + sx*rx - sy*ry - sz*rz;
+ m[1] = 2*(sx*ry - sw*rz);
+ m[2] = 2*(sx*rz + sw*ry);
+ m[3] = model->num_posescale*(dx*sw - dy*sz + dz*sy - dw*sx);
+ m[4] = 2*(sx*ry + sw*rz);
+ m[5] = sw*rw + sy*ry - sx*rx - sz*rz;
+ m[6] = 2*(sy*rz - sw*rx);
+ m[7] = model->num_posescale*(dx*sz + dy*sw - dz*sx - dw*sy);
+ m[8] = 2*(sx*rz - sw*ry);
+ m[9] = 2*(sy*rz + sw*rx);
+ m[10] = sw*rw + sz*rz - sx*rx - sy*ry;
+ m[11] = model->num_posescale*(dy*sx + dz*sw - dx*sy - dw*sz);
if (i == r_skeletal_debugbone.integer)
m[r_skeletal_debugbonecomponent.integer % 12] += r_skeletal_debugbonevalue.value;
m[3] *= r_skeletal_debugtranslatex.value;
m[7] *= r_skeletal_debugtranslatey.value;
m[11] *= r_skeletal_debugtranslatez.value;
if (model->data_bones[i].parent >= 0)
- R_ConcatTransforms(bonepose[model->data_bones[i].parent], m, bonepose[i]);
+ R_ConcatTransforms(bonepose + model->data_bones[i].parent * 12, m, bonepose + i * 12);
else
- for (k = 0;k < 12;k++)
- bonepose[i][k] = m[k];
+ memcpy(bonepose + i * 12, m, sizeof(m));
+ // create a relative deformation matrix to describe displacement
+ // from the base mesh, which is used by the actual weighting
+ R_ConcatTransforms(bonepose + i * 12, model->data_baseboneposeinverse + i * 12, boneposerelative + i * 12);
}
- // blend the vertex bone weights
- memset(out3f, 0, mesh->num_vertices * sizeof(float[3]));
- v = mesh->data_vertexboneweights;
- for (i = 0;i < mesh->num_vertexboneweights;i++, v++)
+ }
+}
+
+static void Mod_Skeletal_AnimateVertices(const dp_model_t * RESTRICT model, const frameblend_t * RESTRICT frameblend, const skeleton_t *skeleton, float * RESTRICT vertex3f, float * RESTRICT normal3f, float * RESTRICT svector3f, float * RESTRICT tvector3f)
+{
+
+ if (!model->surfmesh.num_vertices)
+ return;
+
+ if (!model->num_bones)
+ {
+ if (vertex3f) memcpy(vertex3f, model->surfmesh.data_vertex3f, model->surfmesh.num_vertices*sizeof(float[3]));
+ if (normal3f) memcpy(normal3f, model->surfmesh.data_normal3f, model->surfmesh.num_vertices*sizeof(float[3]));
+ if (svector3f) memcpy(svector3f, model->surfmesh.data_svector3f, model->surfmesh.num_vertices*sizeof(float[3]));
+ if (tvector3f) memcpy(tvector3f, model->surfmesh.data_tvector3f, model->surfmesh.num_vertices*sizeof(float[3]));
+ return;
+ }
+
+#ifdef SSE_POSSIBLE
+ if(r_skeletal_use_sse_defined)
+ if(r_skeletal_use_sse.integer)
{
- out = out3f + v->vertexindex * 3;
- matrix = bonepose[v->boneindex];
- // FIXME: this can very easily be optimized with SSE or 3DNow
- out[0] += v->origin[0] * matrix[0] + v->origin[1] * matrix[1] + v->origin[2] * matrix[ 2] + v->origin[3] * matrix[ 3];
- out[1] += v->origin[0] * matrix[4] + v->origin[1] * matrix[5] + v->origin[2] * matrix[ 6] + v->origin[3] * matrix[ 7];
- out[2] += v->origin[0] * matrix[8] + v->origin[1] * matrix[9] + v->origin[2] * matrix[10] + v->origin[3] * matrix[11];
+ Mod_Skeletal_AnimateVertices_SSE(model, frameblend, skeleton, vertex3f, normal3f, svector3f, tvector3f);
+ return;
}
+#endif
+ Mod_Skeletal_AnimateVertices_Generic(model, frameblend, skeleton, vertex3f, normal3f, svector3f, tvector3f);
+}
+
+void Mod_AliasInit (void)
+{
+ int i;
+ Cvar_RegisterVariable(&r_skeletal_debugbone);
+ Cvar_RegisterVariable(&r_skeletal_debugbonecomponent);
+ Cvar_RegisterVariable(&r_skeletal_debugbonevalue);
+ Cvar_RegisterVariable(&r_skeletal_debugtranslatex);
+ Cvar_RegisterVariable(&r_skeletal_debugtranslatey);
+ Cvar_RegisterVariable(&r_skeletal_debugtranslatez);
+ Cvar_RegisterVariable(&mod_alias_supporttagscale);
+ Cvar_RegisterVariable(&mod_alias_force_animated);
+ for (i = 0;i < 320;i++)
+ mod_md3_sin[i] = sin(i * M_PI * 2.0f / 256.0);
+#ifdef SSE_POSSIBLE
+ if(Sys_HaveSSE())
+ {
+ Con_Printf("Skeletal animation uses SSE code path\n");
+ r_skeletal_use_sse_defined = true;
+ Cvar_RegisterVariable(&r_skeletal_use_sse);
}
else
+ Con_Printf("Skeletal animation uses generic code path (SSE disabled or not detected)\n");
+#else
+ Con_Printf("Skeletal animation uses generic code path (SSE not compiled in)\n");
+#endif
+}
+
+static int Mod_Skeletal_AddBlend(dp_model_t *model, const blendweights_t *newweights)
+{
+ int i;
+ blendweights_t *weights;
+ if(!newweights->influence[1])
+ return newweights->index[0];
+ weights = model->surfmesh.data_blendweights;
+ for (i = 0;i < model->surfmesh.num_blends;i++, weights++)
+ {
+ if (!memcmp(weights, newweights, sizeof(blendweights_t)))
+ return model->num_bones + i;
+ }
+ model->surfmesh.num_blends++;
+ memcpy(weights, newweights, sizeof(blendweights_t));
+ return model->num_bones + i;
+}
+
+static int Mod_Skeletal_CompressBlend(dp_model_t *model, const int *newindex, const float *newinfluence)
+{
+ int i, total;
+ float scale;
+ blendweights_t newweights;
+ if(!newinfluence[1])
+ return newindex[0];
+ scale = 0;
+ for (i = 0;i < 4;i++)
+ scale += newinfluence[i];
+ scale = 255.0f / scale;
+ total = 0;
+ for (i = 0;i < 4;i++)
+ {
+ newweights.index[i] = newindex[i];
+ newweights.influence[i] = (unsigned char)(newinfluence[i] * scale);
+ total += newweights.influence[i];
+ }
+ while (total > 255)
+ {
+ for (i = 0;i < 4;i++)
+ {
+ if(newweights.influence[i] > 0 && total > 255)
+ {
+ newweights.influence[i]--;
+ total--;
+ }
+ }
+ }
+ while (total < 255)
+ {
+ for (i = 0; i < 4;i++)
+ {
+ if(newweights.influence[i] < 255 && total < 255)
+ {
+ newweights.influence[i]++;
+ total++;
+ }
+ }
+ }
+ return Mod_Skeletal_AddBlend(model, &newweights);
+}
+
+static void Mod_MD3_AnimateVertices(const dp_model_t * RESTRICT model, const frameblend_t * RESTRICT frameblend, const skeleton_t *skeleton, float * RESTRICT vertex3f, float * RESTRICT normal3f, float * RESTRICT svector3f, float * RESTRICT tvector3f)
+{
+ // vertex morph
+ int i, numblends, blendnum;
+ int numverts = model->surfmesh.num_vertices;
+ numblends = 0;
+ for (blendnum = 0;blendnum < MAX_FRAMEBLENDS;blendnum++)
+ {
+ //VectorMA(translate, model->surfmesh.num_morphmdlframetranslate, frameblend[blendnum].lerp, translate);
+ if (frameblend[blendnum].lerp > 0)
+ numblends = blendnum + 1;
+ }
+ // special case for the first blend because it avoids some adds and the need to memset the arrays first
+ for (blendnum = 0;blendnum < numblends;blendnum++)
{
- int i, vertcount;
- float lerp1, lerp2, lerp3, lerp4;
- const float *vertsbase, *verts1, *verts2, *verts3, *verts4;
- // vertex morph
- if (!mesh->data_morphvertex3f)
- Host_Error("model %s has no skeletal or vertex morph animation data", model->name);
- vertsbase = mesh->data_morphvertex3f;
- vertcount = mesh->num_vertices;
- verts1 = vertsbase + frameblend[0].frame * vertcount * 3;
- lerp1 = frameblend[0].lerp;
- if (frameblend[1].lerp)
- {
- verts2 = vertsbase + frameblend[1].frame * vertcount * 3;
- lerp2 = frameblend[1].lerp;
- if (frameblend[2].lerp)
+ const md3vertex_t *verts = model->surfmesh.data_morphmd3vertex + numverts * frameblend[blendnum].subframe;
+ if (vertex3f)
+ {
+ float scale = frameblend[blendnum].lerp * (1.0f / 64.0f);
+ if (blendnum == 0)
{
- verts3 = vertsbase + frameblend[2].frame * vertcount * 3;
- lerp3 = frameblend[2].lerp;
- if (frameblend[3].lerp)
+ for (i = 0;i < numverts;i++)
{
- verts4 = vertsbase + frameblend[3].frame * vertcount * 3;
- lerp4 = frameblend[3].lerp;
- for (i = 0;i < vertcount * 3;i++)
- VectorMAMAMAM(lerp1, verts1 + i, lerp2, verts2 + i, lerp3, verts3 + i, lerp4, verts4 + i, out3f + i);
+ vertex3f[i * 3 + 0] = verts[i].origin[0] * scale;
+ vertex3f[i * 3 + 1] = verts[i].origin[1] * scale;
+ vertex3f[i * 3 + 2] = verts[i].origin[2] * scale;
}
- else
- for (i = 0;i < vertcount * 3;i++)
- VectorMAMAM(lerp1, verts1 + i, lerp2, verts2 + i, lerp3, verts3 + i, out3f + i);
}
else
- for (i = 0;i < vertcount * 3;i++)
- VectorMAM(lerp1, verts1 + i, lerp2, verts2 + i, out3f + i);
+ {
+ for (i = 0;i < numverts;i++)
+ {
+ vertex3f[i * 3 + 0] += verts[i].origin[0] * scale;
+ vertex3f[i * 3 + 1] += verts[i].origin[1] * scale;
+ vertex3f[i * 3 + 2] += verts[i].origin[2] * scale;
+ }
+ }
}
+ // the yaw and pitch stored in md3 models are 8bit quantized angles
+ // (0-255), and as such a lookup table is very well suited to
+ // decoding them, and since cosine is equivalent to sine with an
+ // extra 45 degree rotation, this uses one lookup table for both
+ // sine and cosine with a +64 bias to get cosine.
+ if (normal3f)
+ {
+ float lerp = frameblend[blendnum].lerp;
+ if (blendnum == 0)
+ {
+ for (i = 0;i < numverts;i++)
+ {
+ normal3f[i * 3 + 0] = mod_md3_sin[verts[i].yaw + 64] * mod_md3_sin[verts[i].pitch ] * lerp;
+ normal3f[i * 3 + 1] = mod_md3_sin[verts[i].yaw ] * mod_md3_sin[verts[i].pitch ] * lerp;
+ normal3f[i * 3 + 2] = mod_md3_sin[verts[i].pitch + 64] * lerp;
+ }
+ }
+ else
+ {
+ for (i = 0;i < numverts;i++)
+ {
+ normal3f[i * 3 + 0] += mod_md3_sin[verts[i].yaw + 64] * mod_md3_sin[verts[i].pitch ] * lerp;
+ normal3f[i * 3 + 1] += mod_md3_sin[verts[i].yaw ] * mod_md3_sin[verts[i].pitch ] * lerp;
+ normal3f[i * 3 + 2] += mod_md3_sin[verts[i].pitch + 64] * lerp;
+ }
+ }
+ }
+ if (svector3f)
+ {
+ const texvecvertex_t *texvecvert = model->surfmesh.data_morphtexvecvertex + numverts * frameblend[blendnum].subframe;
+ float f = frameblend[blendnum].lerp * (1.0f / 127.0f);
+ if (blendnum == 0)
+ {
+ for (i = 0;i < numverts;i++, texvecvert++)
+ {
+ VectorScale(texvecvert->svec, f, svector3f + i*3);
+ VectorScale(texvecvert->tvec, f, tvector3f + i*3);
+ }
+ }
+ else
+ {
+ for (i = 0;i < numverts;i++, texvecvert++)
+ {
+ VectorMA(svector3f + i*3, f, texvecvert->svec, svector3f + i*3);
+ VectorMA(tvector3f + i*3, f, texvecvert->tvec, tvector3f + i*3);
+ }
+ }
+ }
+ }
+}
+static void Mod_MDL_AnimateVertices(const dp_model_t * RESTRICT model, const frameblend_t * RESTRICT frameblend, const skeleton_t *skeleton, float * RESTRICT vertex3f, float * RESTRICT normal3f, float * RESTRICT svector3f, float * RESTRICT tvector3f)
+{
+ // vertex morph
+ int i, numblends, blendnum;
+ int numverts = model->surfmesh.num_vertices;
+ float translate[3];
+ VectorClear(translate);
+ numblends = 0;
+ // blend the frame translates to avoid redundantly doing so on each vertex
+ // (a bit of a brain twister but it works)
+ for (blendnum = 0;blendnum < MAX_FRAMEBLENDS;blendnum++)
+ {
+ if (model->surfmesh.data_morphmd2framesize6f)
+ VectorMA(translate, frameblend[blendnum].lerp, model->surfmesh.data_morphmd2framesize6f + frameblend[blendnum].subframe * 6 + 3, translate);
else
- memcpy(out3f, verts1, vertcount * sizeof(float[3]));
+ VectorMA(translate, frameblend[blendnum].lerp, model->surfmesh.num_morphmdlframetranslate, translate);
+ if (frameblend[blendnum].lerp > 0)
+ numblends = blendnum + 1;
+ }
+ // special case for the first blend because it avoids some adds and the need to memset the arrays first
+ for (blendnum = 0;blendnum < numblends;blendnum++)
+ {
+ const trivertx_t *verts = model->surfmesh.data_morphmdlvertex + numverts * frameblend[blendnum].subframe;
+ if (vertex3f)
+ {
+ float scale[3];
+ if (model->surfmesh.data_morphmd2framesize6f)
+ VectorScale(model->surfmesh.data_morphmd2framesize6f + frameblend[blendnum].subframe * 6, frameblend[blendnum].lerp, scale);
+ else
+ VectorScale(model->surfmesh.num_morphmdlframescale, frameblend[blendnum].lerp, scale);
+ if (blendnum == 0)
+ {
+ for (i = 0;i < numverts;i++)
+ {
+ vertex3f[i * 3 + 0] = translate[0] + verts[i].v[0] * scale[0];
+ vertex3f[i * 3 + 1] = translate[1] + verts[i].v[1] * scale[1];
+ vertex3f[i * 3 + 2] = translate[2] + verts[i].v[2] * scale[2];
+ }
+ }
+ else
+ {
+ for (i = 0;i < numverts;i++)
+ {
+ vertex3f[i * 3 + 0] += verts[i].v[0] * scale[0];
+ vertex3f[i * 3 + 1] += verts[i].v[1] * scale[1];
+ vertex3f[i * 3 + 2] += verts[i].v[2] * scale[2];
+ }
+ }
+ }
+ // the vertex normals in mdl models are an index into a table of
+ // 162 unique values, this very crude quantization reduces the
+ // vertex normal to only one byte, which saves a lot of space but
+ // also makes lighting pretty coarse
+ if (normal3f)
+ {
+ float lerp = frameblend[blendnum].lerp;
+ if (blendnum == 0)
+ {
+ for (i = 0;i < numverts;i++)
+ {
+ const float *vn = m_bytenormals[verts[i].lightnormalindex];
+ VectorScale(vn, lerp, normal3f + i*3);
+ }
+ }
+ else
+ {
+ for (i = 0;i < numverts;i++)
+ {
+ const float *vn = m_bytenormals[verts[i].lightnormalindex];
+ VectorMA(normal3f + i*3, lerp, vn, normal3f + i*3);
+ }
+ }
+ }
+ if (svector3f)
+ {
+ const texvecvertex_t *texvecvert = model->surfmesh.data_morphtexvecvertex + numverts * frameblend[blendnum].subframe;
+ float f = frameblend[blendnum].lerp * (1.0f / 127.0f);
+ if (blendnum == 0)
+ {
+ for (i = 0;i < numverts;i++, texvecvert++)
+ {
+ VectorScale(texvecvert->svec, f, svector3f + i*3);
+ VectorScale(texvecvert->tvec, f, tvector3f + i*3);
+ }
+ }
+ else
+ {
+ for (i = 0;i < numverts;i++, texvecvert++)
+ {
+ VectorMA(svector3f + i*3, f, texvecvert->svec, svector3f + i*3);
+ VectorMA(tvector3f + i*3, f, texvecvert->tvec, tvector3f + i*3);
+ }
+ }
+ }
}
}
-int Mod_Alias_GetTagMatrix(const model_t *model, int poseframe, int tagindex, matrix4x4_t *outmatrix)
+int Mod_Alias_GetTagMatrix(const dp_model_t *model, const frameblend_t *frameblend, const skeleton_t *skeleton, int tagindex, matrix4x4_t *outmatrix)
{
- const float *boneframe;
- float tempbonematrix[12], bonematrix[12];
- Matrix4x4_CreateIdentity(outmatrix);
- if (model->num_bones)
+ matrix4x4_t temp;
+ matrix4x4_t parentbonematrix;
+ matrix4x4_t tempbonematrix;
+ matrix4x4_t bonematrix;
+ matrix4x4_t blendmatrix;
+ int blendindex;
+ int parenttagindex;
+ int k;
+ float lerp;
+ const float *input;
+ float blendtag[12];
+ *outmatrix = identitymatrix;
+ if (skeleton && skeleton->relativetransforms)
+ {
+ if (tagindex < 0 || tagindex >= skeleton->model->num_bones)
+ return 4;
+ *outmatrix = skeleton->relativetransforms[tagindex];
+ while ((tagindex = model->data_bones[tagindex].parent) >= 0)
+ {
+ temp = *outmatrix;
+ Matrix4x4_Concat(outmatrix, &skeleton->relativetransforms[tagindex], &temp);
+ }
+ }
+ else if (model->num_bones)
{
if (tagindex < 0 || tagindex >= model->num_bones)
return 4;
- if (poseframe >= model->num_poses)
- return 6;
- boneframe = model->data_poses + poseframe * model->num_bones * 12;
- memcpy(bonematrix, boneframe + tagindex * 12, sizeof(float[12]));
- while (model->data_bones[tagindex].parent >= 0)
- {
- memcpy(tempbonematrix, bonematrix, sizeof(float[12]));
- R_ConcatTransforms(boneframe + model->data_bones[tagindex].parent * 12, tempbonematrix, bonematrix);
- tagindex = model->data_bones[tagindex].parent;
- }
- outmatrix->m[0][0] = bonematrix[0];
- outmatrix->m[0][1] = bonematrix[1];
- outmatrix->m[0][2] = bonematrix[2];
- outmatrix->m[0][3] = bonematrix[3];
- outmatrix->m[1][0] = bonematrix[4];
- outmatrix->m[1][1] = bonematrix[5];
- outmatrix->m[1][2] = bonematrix[6];
- outmatrix->m[1][3] = bonematrix[7];
- outmatrix->m[2][0] = bonematrix[8];
- outmatrix->m[2][1] = bonematrix[9];
- outmatrix->m[2][2] = bonematrix[10];
- outmatrix->m[2][3] = bonematrix[11];
- outmatrix->m[3][0] = 0;
- outmatrix->m[3][1] = 0;
- outmatrix->m[3][2] = 0;
- outmatrix->m[3][3] = 1;
+ Matrix4x4_Clear(&blendmatrix);
+ for (blendindex = 0;blendindex < MAX_FRAMEBLENDS && frameblend[blendindex].lerp > 0;blendindex++)
+ {
+ lerp = frameblend[blendindex].lerp;
+ Matrix4x4_FromBonePose7s(&bonematrix, model->num_posescale, model->data_poses7s + 7 * (frameblend[blendindex].subframe * model->num_bones + tagindex));
+ parenttagindex = tagindex;
+ while ((parenttagindex = model->data_bones[parenttagindex].parent) >= 0)
+ {
+ Matrix4x4_FromBonePose7s(&parentbonematrix, model->num_posescale, model->data_poses7s + 7 * (frameblend[blendindex].subframe * model->num_bones + parenttagindex));
+ tempbonematrix = bonematrix;
+ Matrix4x4_Concat(&bonematrix, &parentbonematrix, &tempbonematrix);
+ }
+ Matrix4x4_Accumulate(&blendmatrix, &bonematrix, lerp);
+ }
+ *outmatrix = blendmatrix;
}
else if (model->num_tags)
{
if (tagindex < 0 || tagindex >= model->num_tags)
return 4;
- if (poseframe >= model->num_tagframes)
- return 6;
- *outmatrix = model->data_tags[poseframe * model->num_tags + tagindex].matrix;
+ for (k = 0;k < 12;k++)
+ blendtag[k] = 0;
+ for (blendindex = 0;blendindex < MAX_FRAMEBLENDS && frameblend[blendindex].lerp > 0;blendindex++)
+ {
+ lerp = frameblend[blendindex].lerp;
+ input = model->data_tags[frameblend[blendindex].subframe * model->num_tags + tagindex].matrixgl;
+ for (k = 0;k < 12;k++)
+ blendtag[k] += input[k] * lerp;
+ }
+ Matrix4x4_FromArray12FloatGL(outmatrix, blendtag);
}
+
+ if(!mod_alias_supporttagscale.integer)
+ Matrix4x4_Normalize3(outmatrix, outmatrix);
+
return 0;
}
-int Mod_Alias_GetTagIndexForName(const model_t *model, unsigned int skin, const char *tagname)
+int Mod_Alias_GetExtendedTagInfoForIndex(const dp_model_t *model, unsigned int skin, const frameblend_t *frameblend, const skeleton_t *skeleton, int tagindex, int *parentindex, const char **tagname, matrix4x4_t *tag_localmatrix)
+{
+ int blendindex;
+ int k;
+ float lerp;
+ matrix4x4_t bonematrix;
+ matrix4x4_t blendmatrix;
+ const float *input;
+ float blendtag[12];
+
+ if (skeleton && skeleton->relativetransforms)
+ {
+ if (tagindex < 0 || tagindex >= skeleton->model->num_bones)
+ return 1;
+ *parentindex = skeleton->model->data_bones[tagindex].parent;
+ *tagname = skeleton->model->data_bones[tagindex].name;
+ *tag_localmatrix = skeleton->relativetransforms[tagindex];
+ return 0;
+ }
+ else if (model->num_bones)
+ {
+ if (tagindex < 0 || tagindex >= model->num_bones)
+ return 1;
+ *parentindex = model->data_bones[tagindex].parent;
+ *tagname = model->data_bones[tagindex].name;
+ Matrix4x4_Clear(&blendmatrix);
+ for (blendindex = 0;blendindex < MAX_FRAMEBLENDS && frameblend[blendindex].lerp > 0;blendindex++)
+ {
+ lerp = frameblend[blendindex].lerp;
+ Matrix4x4_FromBonePose7s(&bonematrix, model->num_posescale, model->data_poses7s + 7 * (frameblend[blendindex].subframe * model->num_bones + tagindex));
+ Matrix4x4_Accumulate(&blendmatrix, &bonematrix, lerp);
+ }
+ *tag_localmatrix = blendmatrix;
+ return 0;
+ }
+ else if (model->num_tags)
+ {
+ if (tagindex < 0 || tagindex >= model->num_tags)
+ return 1;
+ *parentindex = -1;
+ *tagname = model->data_tags[tagindex].name;
+ for (k = 0;k < 12;k++)
+ blendtag[k] = 0;
+ for (blendindex = 0;blendindex < MAX_FRAMEBLENDS && frameblend[blendindex].lerp > 0;blendindex++)
+ {
+ lerp = frameblend[blendindex].lerp;
+ input = model->data_tags[frameblend[blendindex].subframe * model->num_tags + tagindex].matrixgl;
+ for (k = 0;k < 12;k++)
+ blendtag[k] += input[k] * lerp;
+ }
+ Matrix4x4_FromArray12FloatGL(tag_localmatrix, blendtag);
+ return 0;
+ }
+
+ return 2;
+}
+
+int Mod_Alias_GetTagIndexForName(const dp_model_t *model, unsigned int skin, const char *tagname)
{
int i;
- if (model->data_overridetagnamesforskin && skin < (unsigned int)model->numskins && model->data_overridetagnamesforskin[(unsigned int)skin].num_overridetagnames)
- for (i = 0;i < model->data_overridetagnamesforskin[skin].num_overridetagnames;i++)
- if (!strcasecmp(tagname, model->data_overridetagnamesforskin[skin].data_overridetagnames[i].name))
- return i + 1;
+ if(skin >= (unsigned int)model->numskins)
+ skin = 0;
if (model->num_bones)
for (i = 0;i < model->num_bones;i++)
if (!strcasecmp(tagname, model->data_bones[i].name))
return 0;
}
-static void Mod_Alias_Mesh_CompileFrameZero(surfmesh_t *mesh)
-{
- frameblend_t frameblend[4] = {{0, 1}, {0, 0}, {0, 0}, {0, 0}};
- mesh->data_vertex3f = (float *)Mem_Alloc(loadmodel->mempool, mesh->num_vertices * sizeof(float[3][4]));
- mesh->data_svector3f = mesh->data_vertex3f + mesh->num_vertices * 3;
- mesh->data_tvector3f = mesh->data_vertex3f + mesh->num_vertices * 6;
- mesh->data_normal3f = mesh->data_vertex3f + mesh->num_vertices * 9;
- Mod_Alias_GetMesh_Vertex3f(loadmodel, frameblend, mesh, mesh->data_vertex3f);
- Mod_BuildTextureVectorsAndNormals(0, mesh->num_vertices, mesh->num_triangles, mesh->data_vertex3f, mesh->data_texcoordtexture2f, mesh->data_element3i, mesh->data_svector3f, mesh->data_tvector3f, mesh->data_normal3f, true);
-}
-
-static void Mod_MDLMD2MD3_TraceBox(model_t *model, int frame, trace_t *trace, const vec3_t boxstartmins, const vec3_t boxstartmaxs, const vec3_t boxendmins, const vec3_t boxendmaxs, int hitsupercontentsmask)
+static void Mod_BuildBaseBonePoses(void)
{
- int i, linetrace;
- float segmentmins[3], segmentmaxs[3];
- frameblend_t frameblend[4];
- msurface_t *surface;
- surfmesh_t *mesh;
- colbrushf_t *thisbrush_start = NULL, *thisbrush_end = NULL;
- matrix4x4_t startmatrix, endmatrix;
- memset(trace, 0, sizeof(*trace));
- trace->fraction = 1;
- trace->realfraction = 1;
- trace->hitsupercontentsmask = hitsupercontentsmask;
- segmentmins[0] = min(boxstartmins[0], boxendmins[0]);
- segmentmins[1] = min(boxstartmins[1], boxendmins[1]);
- segmentmins[2] = min(boxstartmins[2], boxendmins[2]);
- segmentmaxs[0] = max(boxstartmaxs[0], boxendmaxs[0]);
- segmentmaxs[1] = max(boxstartmaxs[1], boxendmaxs[1]);
- segmentmaxs[2] = max(boxstartmaxs[2], boxendmaxs[2]);
- linetrace = VectorCompare(boxstartmins, boxstartmaxs) && VectorCompare(boxendmins, boxendmaxs);
- if (!linetrace)
- {
- // box trace, performed as brush trace
- Matrix4x4_CreateIdentity(&startmatrix);
- Matrix4x4_CreateIdentity(&endmatrix);
- thisbrush_start = Collision_BrushForBox(&startmatrix, boxstartmins, boxstartmaxs);
- thisbrush_end = Collision_BrushForBox(&endmatrix, boxendmins, boxendmaxs);
- }
- memset(frameblend, 0, sizeof(frameblend));
- frameblend[0].frame = frame;
- frameblend[0].lerp = 1;
- for (i = 0, surface = model->data_surfaces;i < model->num_surfaces;i++, surface++)
- {
- mesh = surface->groupmesh;
- Mod_Alias_GetMesh_Vertex3f(model, frameblend, mesh, varray_vertex3f);
- if (linetrace)
- Collision_TraceLineTriangleMeshFloat(trace, boxstartmins, boxendmins, mesh->num_triangles, mesh->data_element3i, varray_vertex3f, SUPERCONTENTS_SOLID, segmentmins, segmentmaxs);
- else
- Collision_TraceBrushTriangleMeshFloat(trace, thisbrush_start, thisbrush_end, mesh->num_triangles, mesh->data_element3i, varray_vertex3f, SUPERCONTENTS_SOLID, segmentmins, segmentmaxs);
+ int boneindex;
+ matrix4x4_t *basebonepose;
+ float *outinvmatrix = loadmodel->data_baseboneposeinverse;
+ matrix4x4_t bonematrix;
+ matrix4x4_t tempbonematrix;
+ if (!loadmodel->num_bones)
+ return;
+ basebonepose = (matrix4x4_t *)Mem_Alloc(tempmempool, loadmodel->num_bones * sizeof(matrix4x4_t));
+ for (boneindex = 0;boneindex < loadmodel->num_bones;boneindex++)
+ {
+ Matrix4x4_FromBonePose7s(&bonematrix, loadmodel->num_posescale, loadmodel->data_poses7s + 7 * boneindex);
+ if (loadmodel->data_bones[boneindex].parent >= 0)
+ {
+ tempbonematrix = bonematrix;
+ Matrix4x4_Concat(&bonematrix, basebonepose + loadmodel->data_bones[boneindex].parent, &tempbonematrix);
+ }
+ basebonepose[boneindex] = bonematrix;
+ Matrix4x4_Invert_Simple(&tempbonematrix, basebonepose + boneindex);
+ Matrix4x4_ToArray12FloatD3D(&tempbonematrix, outinvmatrix + 12*boneindex);
}
+ Mem_Free(basebonepose);
}
-static void Mod_CalcAliasModelBBoxes (void)
+static qboolean Mod_Alias_CalculateBoundingBox(void)
{
- int vnum, meshnum;
+ int vnum;
+ qboolean firstvertex = true;
float dist, yawradius, radius;
- surfmesh_t *mesh;
float *v;
+ qboolean isanimated = false;
VectorClear(loadmodel->normalmins);
VectorClear(loadmodel->normalmaxs);
yawradius = 0;
radius = 0;
- for (meshnum = 0;meshnum < loadmodel->num_surfaces;meshnum++)
+ if (loadmodel->AnimateVertices)
+ {
+ float *vertex3f, *refvertex3f;
+ frameblend_t frameblend[MAX_FRAMEBLENDS];
+ memset(frameblend, 0, sizeof(frameblend));
+ frameblend[0].lerp = 1;
+ vertex3f = (float *) Mem_Alloc(loadmodel->mempool, loadmodel->surfmesh.num_vertices * sizeof(float[3]) * 2);
+ refvertex3f = NULL;
+ for (frameblend[0].subframe = 0;frameblend[0].subframe < loadmodel->num_poses;frameblend[0].subframe++)
+ {
+ loadmodel->AnimateVertices(loadmodel, frameblend, NULL, vertex3f, NULL, NULL, NULL);
+ if (!refvertex3f)
+ {
+ // make a copy of the first frame for comparing all others
+ refvertex3f = vertex3f + loadmodel->surfmesh.num_vertices * 3;
+ memcpy(refvertex3f, vertex3f, loadmodel->surfmesh.num_vertices * sizeof(float[3]));
+ }
+ else
+ {
+ if (!isanimated && memcmp(refvertex3f, vertex3f, loadmodel->surfmesh.num_vertices * sizeof(float[3])))
+ isanimated = true;
+ }
+ for (vnum = 0, v = vertex3f;vnum < loadmodel->surfmesh.num_vertices;vnum++, v += 3)
+ {
+ if (firstvertex)
+ {
+ firstvertex = false;
+ VectorCopy(v, loadmodel->normalmins);
+ VectorCopy(v, loadmodel->normalmaxs);
+ }
+ else
+ {
+ if (loadmodel->normalmins[0] > v[0]) loadmodel->normalmins[0] = v[0];
+ if (loadmodel->normalmins[1] > v[1]) loadmodel->normalmins[1] = v[1];
+ if (loadmodel->normalmins[2] > v[2]) loadmodel->normalmins[2] = v[2];
+ if (loadmodel->normalmaxs[0] < v[0]) loadmodel->normalmaxs[0] = v[0];
+ if (loadmodel->normalmaxs[1] < v[1]) loadmodel->normalmaxs[1] = v[1];
+ if (loadmodel->normalmaxs[2] < v[2]) loadmodel->normalmaxs[2] = v[2];
+ }
+ dist = v[0] * v[0] + v[1] * v[1];
+ if (yawradius < dist)
+ yawradius = dist;
+ dist += v[2] * v[2];
+ if (radius < dist)
+ radius = dist;
+ }
+ }
+ if (vertex3f)
+ Mem_Free(vertex3f);
+ }
+ else
{
- mesh = loadmodel->meshlist[meshnum];
- for (vnum = 0, v = mesh->data_morphvertex3f;vnum < mesh->num_vertices * mesh->num_morphframes;vnum++, v += 3)
+ for (vnum = 0, v = loadmodel->surfmesh.data_vertex3f;vnum < loadmodel->surfmesh.num_vertices;vnum++, v += 3)
{
- if (loadmodel->normalmins[0] > v[0]) loadmodel->normalmins[0] = v[0];
- if (loadmodel->normalmins[1] > v[1]) loadmodel->normalmins[1] = v[1];
- if (loadmodel->normalmins[2] > v[2]) loadmodel->normalmins[2] = v[2];
- if (loadmodel->normalmaxs[0] < v[0]) loadmodel->normalmaxs[0] = v[0];
- if (loadmodel->normalmaxs[1] < v[1]) loadmodel->normalmaxs[1] = v[1];
- if (loadmodel->normalmaxs[2] < v[2]) loadmodel->normalmaxs[2] = v[2];
+ if (firstvertex)
+ {
+ firstvertex = false;
+ VectorCopy(v, loadmodel->normalmins);
+ VectorCopy(v, loadmodel->normalmaxs);
+ }
+ else
+ {
+ if (loadmodel->normalmins[0] > v[0]) loadmodel->normalmins[0] = v[0];
+ if (loadmodel->normalmins[1] > v[1]) loadmodel->normalmins[1] = v[1];
+ if (loadmodel->normalmins[2] > v[2]) loadmodel->normalmins[2] = v[2];
+ if (loadmodel->normalmaxs[0] < v[0]) loadmodel->normalmaxs[0] = v[0];
+ if (loadmodel->normalmaxs[1] < v[1]) loadmodel->normalmaxs[1] = v[1];
+ if (loadmodel->normalmaxs[2] < v[2]) loadmodel->normalmaxs[2] = v[2];
+ }
dist = v[0] * v[0] + v[1] * v[1];
if (yawradius < dist)
yawradius = dist;
loadmodel->rotatedmaxs[0] = loadmodel->rotatedmaxs[1] = loadmodel->rotatedmaxs[2] = radius;
loadmodel->radius = radius;
loadmodel->radius2 = radius * radius;
+ return isanimated;
}
-static void Mod_ConvertAliasVerts (int inverts, vec3_t scale, vec3_t translate, trivertx_t *v, float *out3f, int *vertremap)
+static void Mod_Alias_MorphMesh_CompileFrames(void)
+{
+ int i, j;
+ frameblend_t frameblend[MAX_FRAMEBLENDS];
+ unsigned char *datapointer;
+ memset(frameblend, 0, sizeof(frameblend));
+ frameblend[0].lerp = 1;
+ datapointer = (unsigned char *)Mem_Alloc(loadmodel->mempool, loadmodel->surfmesh.num_vertices * (sizeof(float[3]) * 4 + loadmodel->surfmesh.num_morphframes * sizeof(texvecvertex_t)));
+ loadmodel->surfmesh.data_vertex3f = (float *)datapointer;datapointer += loadmodel->surfmesh.num_vertices * sizeof(float[3]);
+ loadmodel->surfmesh.data_svector3f = (float *)datapointer;datapointer += loadmodel->surfmesh.num_vertices * sizeof(float[3]);
+ loadmodel->surfmesh.data_tvector3f = (float *)datapointer;datapointer += loadmodel->surfmesh.num_vertices * sizeof(float[3]);
+ loadmodel->surfmesh.data_normal3f = (float *)datapointer;datapointer += loadmodel->surfmesh.num_vertices * sizeof(float[3]);
+ loadmodel->surfmesh.data_morphtexvecvertex = (texvecvertex_t *)datapointer;datapointer += loadmodel->surfmesh.num_morphframes * loadmodel->surfmesh.num_vertices * sizeof(texvecvertex_t);
+ // this counts down from the last frame to the first so that the final data in surfmesh is for frame zero (which is what the renderer expects to be there)
+ for (i = loadmodel->surfmesh.num_morphframes-1;i >= 0;i--)
+ {
+ frameblend[0].subframe = i;
+ loadmodel->AnimateVertices(loadmodel, frameblend, NULL, loadmodel->surfmesh.data_vertex3f, loadmodel->surfmesh.data_normal3f, NULL, NULL);
+ Mod_BuildTextureVectorsFromNormals(0, loadmodel->surfmesh.num_vertices, loadmodel->surfmesh.num_triangles, loadmodel->surfmesh.data_vertex3f, loadmodel->surfmesh.data_texcoordtexture2f, loadmodel->surfmesh.data_normal3f, loadmodel->surfmesh.data_element3i, loadmodel->surfmesh.data_svector3f, loadmodel->surfmesh.data_tvector3f, r_smoothnormals_areaweighting.integer != 0);
+ // encode the svector and tvector in 3 byte format for permanent storage
+ for (j = 0;j < loadmodel->surfmesh.num_vertices;j++)
+ {
+ VectorScaleCast(loadmodel->surfmesh.data_svector3f + j * 3, 127.0f, signed char, loadmodel->surfmesh.data_morphtexvecvertex[i*loadmodel->surfmesh.num_vertices+j].svec);
+ VectorScaleCast(loadmodel->surfmesh.data_tvector3f + j * 3, 127.0f, signed char, loadmodel->surfmesh.data_morphtexvecvertex[i*loadmodel->surfmesh.num_vertices+j].tvec);
+ }
+ }
+}
+
+static void Mod_MDLMD2MD3_TraceLine(dp_model_t *model, const frameblend_t *frameblend, const skeleton_t *skeleton, trace_t *trace, const vec3_t start, const vec3_t end, int hitsupercontentsmask, int skipsupercontentsmask, int skipmaterialflagsmask)
+{
+ int i;
+ float segmentmins[3], segmentmaxs[3];
+ msurface_t *surface;
+ float vertex3fbuf[1024 * 3];
+ float *vertex3f = vertex3fbuf;
+ float *freevertex3f = NULL;
+ // for static cases we can just call CollisionBIH which is much faster
+ if ((frameblend == NULL || (frameblend[0].subframe == 0 && frameblend[1].lerp == 0)) && (skeleton == NULL || skeleton->relativetransforms == NULL))
+ {
+ Mod_CollisionBIH_TraceLine(model, frameblend, skeleton, trace, start, end, hitsupercontentsmask, skipsupercontentsmask, skipmaterialflagsmask);
+ return;
+ }
+ memset(trace, 0, sizeof(*trace));
+ trace->fraction = 1;
+ trace->hitsupercontentsmask = hitsupercontentsmask;
+ trace->skipsupercontentsmask = skipsupercontentsmask;
+ trace->skipmaterialflagsmask = skipmaterialflagsmask;
+ segmentmins[0] = min(start[0], end[0]) - 1;
+ segmentmins[1] = min(start[1], end[1]) - 1;
+ segmentmins[2] = min(start[2], end[2]) - 1;
+ segmentmaxs[0] = max(start[0], end[0]) + 1;
+ segmentmaxs[1] = max(start[1], end[1]) + 1;
+ segmentmaxs[2] = max(start[2], end[2]) + 1;
+ if (frameblend == NULL || frameblend[0].subframe != 0 || frameblend[0].lerp != 0 || skeleton != NULL)
+ {
+ if (model->surfmesh.num_vertices > 1024)
+ vertex3f = freevertex3f = (float *)Mem_Alloc(tempmempool, model->surfmesh.num_vertices * sizeof(float[3]));
+ model->AnimateVertices(model, frameblend, skeleton, vertex3f, NULL, NULL, NULL);
+ }
+ else
+ vertex3f = model->surfmesh.data_vertex3f;
+ for (i = 0, surface = model->data_surfaces;i < model->num_surfaces;i++, surface++)
+ Collision_TraceLineTriangleMeshFloat(trace, start, end, model->surfmesh.num_triangles, model->surfmesh.data_element3i, vertex3f, 0, NULL, SUPERCONTENTS_SOLID | (surface->texture->basematerialflags & MATERIALFLAGMASK_TRANSLUCENT ? 0 : SUPERCONTENTS_OPAQUE), 0, surface->texture, segmentmins, segmentmaxs);
+ if (freevertex3f)
+ Mem_Free(freevertex3f);
+}
+
+static void Mod_MDLMD2MD3_TraceBox(dp_model_t *model, const frameblend_t *frameblend, const skeleton_t *skeleton, trace_t *trace, const vec3_t start, const vec3_t boxmins, const vec3_t boxmaxs, const vec3_t end, int hitsupercontentsmask, int skipsupercontentsmask, int skipmaterialflagsmask)
+{
+ int i;
+ vec3_t shiftstart, shiftend;
+ float segmentmins[3], segmentmaxs[3];
+ msurface_t *surface;
+ float vertex3fbuf[1024*3];
+ float *vertex3f = vertex3fbuf;
+ colboxbrushf_t thisbrush_start, thisbrush_end;
+ vec3_t boxstartmins, boxstartmaxs, boxendmins, boxendmaxs;
+
+ if (VectorCompare(boxmins, boxmaxs))
+ {
+ VectorAdd(start, boxmins, shiftstart);
+ VectorAdd(end, boxmins, shiftend);
+ Mod_MDLMD2MD3_TraceLine(model, frameblend, skeleton, trace, shiftstart, shiftend, hitsupercontentsmask, skipsupercontentsmask, skipmaterialflagsmask);
+ VectorSubtract(trace->endpos, boxmins, trace->endpos);
+ return;
+ }
+
+ // for static cases we can just call CollisionBIH which is much faster
+ if ((frameblend == NULL || (frameblend[0].subframe == 0 && frameblend[1].lerp == 0)) && (skeleton == NULL || skeleton->relativetransforms == NULL))
+ {
+ Mod_CollisionBIH_TraceBox(model, frameblend, skeleton, trace, start, boxmins, boxmaxs, end, hitsupercontentsmask, skipsupercontentsmask, skipmaterialflagsmask);
+ return;
+ }
+
+ // box trace, performed as brush trace
+ memset(trace, 0, sizeof(*trace));
+ trace->fraction = 1;
+ trace->hitsupercontentsmask = hitsupercontentsmask;
+ trace->skipsupercontentsmask = skipsupercontentsmask;
+ trace->skipmaterialflagsmask = skipmaterialflagsmask;
+ if (model->surfmesh.num_vertices > 1024)
+ vertex3f = (float *)Mem_Alloc(tempmempool, model->surfmesh.num_vertices * sizeof(float[3]));
+ segmentmins[0] = min(start[0], end[0]) + boxmins[0] - 1;
+ segmentmins[1] = min(start[1], end[1]) + boxmins[1] - 1;
+ segmentmins[2] = min(start[2], end[2]) + boxmins[2] - 1;
+ segmentmaxs[0] = max(start[0], end[0]) + boxmaxs[0] + 1;
+ segmentmaxs[1] = max(start[1], end[1]) + boxmaxs[1] + 1;
+ segmentmaxs[2] = max(start[2], end[2]) + boxmaxs[2] + 1;
+ VectorAdd(start, boxmins, boxstartmins);
+ VectorAdd(start, boxmaxs, boxstartmaxs);
+ VectorAdd(end, boxmins, boxendmins);
+ VectorAdd(end, boxmaxs, boxendmaxs);
+ Collision_BrushForBox(&thisbrush_start, boxstartmins, boxstartmaxs, 0, 0, NULL);
+ Collision_BrushForBox(&thisbrush_end, boxendmins, boxendmaxs, 0, 0, NULL);
+ model->AnimateVertices(model, frameblend, skeleton, vertex3f, NULL, NULL, NULL);
+ for (i = 0, surface = model->data_surfaces;i < model->num_surfaces;i++, surface++)
+ Collision_TraceBrushTriangleMeshFloat(trace, &thisbrush_start.brush, &thisbrush_end.brush, model->surfmesh.num_triangles, model->surfmesh.data_element3i, vertex3f, 0, NULL, SUPERCONTENTS_SOLID | (surface->texture->basematerialflags & MATERIALFLAGMASK_TRANSLUCENT ? 0 : SUPERCONTENTS_OPAQUE), 0, surface->texture, segmentmins, segmentmaxs);
+ if (vertex3f != vertex3fbuf)
+ Mem_Free(vertex3f);
+}
+
+static void Mod_ConvertAliasVerts (int inverts, trivertx_t *v, trivertx_t *out, int *vertremap)
{
int i, j;
- vec3_t temp;
for (i = 0;i < inverts;i++)
{
if (vertremap[i] < 0 && vertremap[i+inverts] < 0) // only used vertices need apply...
continue;
- temp[0] = v[i].v[0] * scale[0] + translate[0];
- temp[1] = v[i].v[1] * scale[1] + translate[1];
- temp[2] = v[i].v[2] * scale[2] + translate[2];
j = vertremap[i]; // not onseam
if (j >= 0)
- VectorCopy(temp, out3f + j * 3);
+ out[j] = v[i];
j = vertremap[i+inverts]; // onseam
if (j >= 0)
- VectorCopy(temp, out3f + j * 3);
+ out[j] = v[i];
}
}
-static void Mod_MDL_LoadFrames (unsigned char* datapointer, int inverts, vec3_t scale, vec3_t translate, int *vertremap)
+static void Mod_MDL_LoadFrames (unsigned char* datapointer, int inverts, int *vertremap)
{
int i, f, pose, groupframes;
float interval;
// get scene name from first frame
pinframe = (daliasframe_t *)datapointer;
- strcpy(scene->name, pinframe->name);
+ strlcpy(scene->name, pinframe->name, sizeof(scene->name));
scene->firstframe = pose;
scene->framecount = groupframes;
scene->framerate = 1.0f / interval;
// read frames
for (i = 0;i < groupframes;i++)
{
- pinframe = (daliasframe_t *)datapointer;
datapointer += sizeof(daliasframe_t);
- Mod_ConvertAliasVerts(inverts, scale, translate, (trivertx_t *)datapointer, loadmodel->meshlist[0]->data_morphvertex3f + pose * loadmodel->meshlist[0]->num_vertices * 3, vertremap);
+ Mod_ConvertAliasVerts(inverts, (trivertx_t *)datapointer, loadmodel->surfmesh.data_morphmdlvertex + pose * loadmodel->surfmesh.num_vertices, vertremap);
datapointer += sizeof(trivertx_t) * inverts;
pose++;
}
}
}
-static skinframe_t missingskinframe;
-static void Mod_BuildAliasSkinFromSkinFrame(texture_t *skin, skinframe_t *skinframe)
-{
- // hack
- if (skinframe == NULL)
- {
- skinframe = &missingskinframe;
- memset(skinframe, 0, sizeof(*skinframe));
- skinframe->base = r_texture_notexture;
- }
-
- skin->skin = *skinframe;
- skin->currentframe = skin;
- skin->basematerialflags = MATERIALFLAG_WALL;
- if (skin->skin.fog)
- skin->basematerialflags |= MATERIALFLAG_ALPHA | MATERIALFLAG_TRANSPARENT;
- skin->currentmaterialflags = skin->basematerialflags;
-}
-
-static void Mod_BuildAliasSkinsFromSkinFiles(texture_t *skin, skinfile_t *skinfile, char *meshname, char *shadername)
+void Mod_BuildAliasSkinsFromSkinFiles(texture_t *skin, skinfile_t *skinfile, const char *meshname, const char *shadername)
{
int i;
+ char stripbuf[MAX_QPATH];
skinfileitem_t *skinfileitem;
- skinframe_t tempskinframe;
+ if(developer_extra.integer)
+ Con_DPrintf("Looking up texture for %s (default: %s)\n", meshname, shadername);
if (skinfile)
{
// the skin += loadmodel->num_surfaces part of this is because data_textures on alias models is arranged as [numskins][numsurfaces]
for (i = 0;skinfile;skinfile = skinfile->next, i++, skin += loadmodel->num_surfaces)
{
memset(skin, 0, sizeof(*skin));
+ // see if a mesh
for (skinfileitem = skinfile->items;skinfileitem;skinfileitem = skinfileitem->next)
{
// leave the skin unitialized (nodraw) if the replacement is "common/nodraw" or "textures/common/nodraw"
- if (!strcmp(skinfileitem->name, meshname) && strcmp(skinfileitem->replacement, "common/nodraw") && strcmp(skinfileitem->replacement, "textures/common/nodraw"))
+ if (!strcmp(skinfileitem->name, meshname))
{
- memset(&tempskinframe, 0, sizeof(tempskinframe));
- if (Mod_LoadSkinFrame(&tempskinframe, skinfileitem->replacement, (r_mipskins.integer ? TEXF_MIPMAP : 0) | TEXF_ALPHA | TEXF_PRECACHE | TEXF_PICMIP, true, true))
- Mod_BuildAliasSkinFromSkinFrame(skin, &tempskinframe);
- else
- {
- if (cls.state != ca_dedicated)
- Con_Printf("mesh \"%s\": failed to load skin #%i \"%s\", falling back to mesh's internal shader name \"%s\"\n", meshname, i, skinfileitem->replacement, shadername);
- if (Mod_LoadSkinFrame(&tempskinframe, shadername, (r_mipskins.integer ? TEXF_MIPMAP : 0) | TEXF_ALPHA | TEXF_PRECACHE | TEXF_PICMIP, true, true))
- Mod_BuildAliasSkinFromSkinFrame(skin, &tempskinframe);
- else
- {
- if (cls.state != ca_dedicated)
- Con_Printf("failed to load skin \"%s\"\n", shadername);
- Mod_BuildAliasSkinFromSkinFrame(skin, NULL);
- }
- }
+ Image_StripImageExtension(skinfileitem->replacement, stripbuf, sizeof(stripbuf));
+ if(developer_extra.integer)
+ Con_DPrintf("--> got %s from skin file\n", stripbuf);
+ Mod_LoadTextureFromQ3Shader(loadmodel->mempool, loadmodel->name, skin, stripbuf, true, true, (r_mipskins.integer ? TEXF_MIPMAP : 0) | TEXF_ALPHA | TEXF_PICMIP | TEXF_COMPRESS, MATERIALFLAG_WALL);
+ break;
}
}
+ if (!skinfileitem)
+ {
+ // don't render unmentioned meshes
+ Mod_LoadCustomMaterial(loadmodel->mempool, skin, meshname, SUPERCONTENTS_SOLID, MATERIALFLAG_WALL, R_SkinFrame_LoadMissing());
+ if(developer_extra.integer)
+ Con_DPrintf("--> skipping\n");
+ skin->basematerialflags = skin->currentmaterialflags = MATERIALFLAG_NOSHADOW | MATERIALFLAG_NODRAW;
+ }
}
}
else
{
- memset(&tempskinframe, 0, sizeof(tempskinframe));
- if (Mod_LoadSkinFrame(&tempskinframe, shadername, (r_mipskins.integer ? TEXF_MIPMAP : 0) | TEXF_ALPHA | TEXF_PRECACHE | TEXF_PICMIP, true, true))
- Mod_BuildAliasSkinFromSkinFrame(skin, &tempskinframe);
- else
- {
- if (cls.state != ca_dedicated)
- Con_Printf("Can't find texture \"%s\" for mesh \"%s\", using grey checkerboard\n", shadername, meshname);
- Mod_BuildAliasSkinFromSkinFrame(skin, NULL);
- }
+ if(developer_extra.integer)
+ Con_DPrintf("--> using default\n");
+ Image_StripImageExtension(shadername, stripbuf, sizeof(stripbuf));
+ Mod_LoadTextureFromQ3Shader(loadmodel->mempool, loadmodel->name, skin, stripbuf, true, true, (r_mipskins.integer ? TEXF_MIPMAP : 0) | TEXF_ALPHA | TEXF_PICMIP | TEXF_COMPRESS, MATERIALFLAG_WALL);
}
}
#define BOUNDI(VALUE,MIN,MAX) if (VALUE < MIN || VALUE >= MAX) Host_Error("model %s has an invalid ##VALUE (%d exceeds %d - %d)", loadmodel->name, VALUE, MIN, MAX);
#define BOUNDF(VALUE,MIN,MAX) if (VALUE < MIN || VALUE >= MAX) Host_Error("model %s has an invalid ##VALUE (%f exceeds %f - %f)", loadmodel->name, VALUE, MIN, MAX);
-void Mod_IDP0_Load(model_t *mod, void *buffer, void *bufferend)
+void Mod_IDP0_Load(dp_model_t *mod, void *buffer, void *bufferend)
{
int i, j, version, totalskins, skinwidth, skinheight, groupframes, groupskins, numverts;
- float scales, scalet, scale[3], translate[3], interval;
+ float scales, scalet, interval;
msurface_t *surface;
unsigned char *data;
mdl_t *pinmodel;
daliasgroup_t *pinframegroup;
unsigned char *datapointer, *startframes, *startskins;
char name[MAX_QPATH];
- skinframe_t tempskinframe;
+ skinframe_t *tempskinframe;
animscene_t *tempskinscenes;
texture_t *tempaliasskins;
float *vertst;
Host_Error ("%s has wrong version number (%i should be %i)",
loadmodel->name, version, ALIAS_VERSION);
+ loadmodel->modeldatatypestring = "MDL";
+
loadmodel->type = mod_alias;
loadmodel->DrawSky = NULL;
+ loadmodel->DrawAddWaterPlanes = NULL;
loadmodel->Draw = R_Q1BSP_Draw;
- loadmodel->CompileShadowVolume = R_Q1BSP_CompileShadowVolume;
- loadmodel->DrawShadowVolume = R_Q1BSP_DrawShadowVolume;
+ loadmodel->DrawDepth = R_Q1BSP_DrawDepth;
+ loadmodel->DrawDebug = R_Q1BSP_DrawDebug;
+ loadmodel->DrawPrepass = R_Q1BSP_DrawPrepass;
+ loadmodel->CompileShadowMap = R_Q1BSP_CompileShadowMap;
+ loadmodel->DrawShadowMap = R_Q1BSP_DrawShadowMap;
loadmodel->DrawLight = R_Q1BSP_DrawLight;
loadmodel->TraceBox = Mod_MDLMD2MD3_TraceBox;
+ loadmodel->TraceLine = Mod_MDLMD2MD3_TraceLine;
+ // FIXME add TraceBrush!
+ loadmodel->PointSuperContents = NULL;
+ loadmodel->AnimateVertices = Mod_MDL_AnimateVertices;
loadmodel->num_surfaces = 1;
loadmodel->nummodelsurfaces = loadmodel->num_surfaces;
- loadmodel->nummeshes = loadmodel->num_surfaces;
- data = (unsigned char *)Mem_Alloc(loadmodel->mempool, loadmodel->num_surfaces * sizeof(msurface_t) + loadmodel->num_surfaces * sizeof(int) + loadmodel->nummeshes * sizeof(surfmesh_t *) + loadmodel->nummeshes * sizeof(surfmesh_t));
+ data = (unsigned char *)Mem_Alloc(loadmodel->mempool, loadmodel->num_surfaces * sizeof(msurface_t) + loadmodel->num_surfaces * sizeof(int));
loadmodel->data_surfaces = (msurface_t *)data;data += loadmodel->num_surfaces * sizeof(msurface_t);
- loadmodel->surfacelist = (int *)data;data += loadmodel->num_surfaces * sizeof(int);
- loadmodel->meshlist = (surfmesh_t **)data;data += loadmodel->num_surfaces * sizeof(surfmesh_t *);
- for (i = 0;i < loadmodel->num_surfaces;i++)
- {
- loadmodel->surfacelist[i] = i;
- loadmodel->meshlist[i] = (surfmesh_t *)data;data += sizeof(surfmesh_t);
- }
+ loadmodel->sortedmodelsurfaces = (int *)data;data += loadmodel->num_surfaces * sizeof(int);
+ loadmodel->sortedmodelsurfaces[0] = 0;
loadmodel->numskins = LittleLong(pinmodel->numskins);
BOUNDI(loadmodel->numskins,0,65536);
BOUNDI(skinheight,0,65536);
numverts = LittleLong(pinmodel->numverts);
BOUNDI(numverts,0,65536);
- loadmodel->meshlist[0]->num_triangles = LittleLong(pinmodel->numtris);
- BOUNDI(loadmodel->meshlist[0]->num_triangles,0,65536);
+ loadmodel->surfmesh.num_triangles = LittleLong(pinmodel->numtris);
+ BOUNDI(loadmodel->surfmesh.num_triangles,0,65536);
loadmodel->numframes = LittleLong(pinmodel->numframes);
BOUNDI(loadmodel->numframes,0,65536);
loadmodel->synctype = (synctype_t)LittleLong (pinmodel->synctype);
- BOUNDI(loadmodel->synctype,0,2);
- loadmodel->flags = LittleLong (pinmodel->flags);
+ BOUNDI((int)loadmodel->synctype,0,2);
+ // convert model flags to EF flags (MF_ROCKET becomes EF_ROCKET, etc)
+ i = LittleLong (pinmodel->flags);
+ loadmodel->effects = ((i & 255) << 24) | (i & 0x00FFFF00);
for (i = 0;i < 3;i++)
{
- scale[i] = LittleFloat (pinmodel->scale[i]);
- translate[i] = LittleFloat (pinmodel->scale_origin[i]);
+ loadmodel->surfmesh.num_morphmdlframescale[i] = LittleFloat (pinmodel->scale[i]);
+ loadmodel->surfmesh.num_morphmdlframetranslate[i] = LittleFloat (pinmodel->scale_origin[i]);
}
startskins = datapointer;
datapointer += sizeof(stvert_t) * numverts;
pintriangles = (dtriangle_t *)datapointer;
- datapointer += sizeof(dtriangle_t) * loadmodel->meshlist[0]->num_triangles;
+ datapointer += sizeof(dtriangle_t) * loadmodel->surfmesh.num_triangles;
startframes = datapointer;
- loadmodel->meshlist[0]->num_morphframes = 0;
+ loadmodel->surfmesh.num_morphframes = 0;
for (i = 0;i < loadmodel->numframes;i++)
{
pinframetype = (daliasframetype_t *)datapointer;
{
datapointer += sizeof(daliasframe_t);
datapointer += sizeof(trivertx_t) * numverts;
- loadmodel->meshlist[0]->num_morphframes++;
+ loadmodel->surfmesh.num_morphframes++;
}
}
+ loadmodel->num_poses = loadmodel->surfmesh.num_morphframes;
// store texture coordinates into temporary array, they will be stored
// after usage is determined (triangle data)
for (i = 0;i < numverts;i++)
{
vertonseam[i] = LittleLong(pinstverts[i].onseam);
- vertst[i*2+0] = (LittleLong(pinstverts[i].s) + 0.5) * scales;
- vertst[i*2+1] = (LittleLong(pinstverts[i].t) + 0.5) * scalet;
+ vertst[i*2+0] = LittleLong(pinstverts[i].s) * scales;
+ vertst[i*2+1] = LittleLong(pinstverts[i].t) * scalet;
vertst[(i+numverts)*2+0] = vertst[i*2+0] + 0.5;
vertst[(i+numverts)*2+1] = vertst[i*2+1];
}
// load triangle data
- loadmodel->meshlist[0]->data_element3i = (int *)Mem_Alloc(loadmodel->mempool, sizeof(int[3]) * loadmodel->meshlist[0]->num_triangles);
+ loadmodel->surfmesh.data_element3i = (int *)Mem_Alloc(loadmodel->mempool, sizeof(int[3]) * loadmodel->surfmesh.num_triangles);
// read the triangle elements
- for (i = 0;i < loadmodel->meshlist[0]->num_triangles;i++)
+ for (i = 0;i < loadmodel->surfmesh.num_triangles;i++)
for (j = 0;j < 3;j++)
- loadmodel->meshlist[0]->data_element3i[i*3+j] = LittleLong(pintriangles[i].vertindex[j]);
+ loadmodel->surfmesh.data_element3i[i*3+j] = LittleLong(pintriangles[i].vertindex[j]);
// validate (note numverts is used because this is the original data)
- Mod_ValidateElements(loadmodel->meshlist[0]->data_element3i, loadmodel->meshlist[0]->num_triangles, numverts, __FILE__, __LINE__);
+ Mod_ValidateElements(loadmodel->surfmesh.data_element3i, NULL, loadmodel->surfmesh.num_triangles, 0, numverts, __FILE__, __LINE__);
// now butcher the elements according to vertonseam and tri->facesfront
// and then compact the vertex set to remove duplicates
- for (i = 0;i < loadmodel->meshlist[0]->num_triangles;i++)
+ for (i = 0;i < loadmodel->surfmesh.num_triangles;i++)
if (!LittleLong(pintriangles[i].facesfront)) // backface
for (j = 0;j < 3;j++)
- if (vertonseam[loadmodel->meshlist[0]->data_element3i[i*3+j]])
- loadmodel->meshlist[0]->data_element3i[i*3+j] += numverts;
+ if (vertonseam[loadmodel->surfmesh.data_element3i[i*3+j]])
+ loadmodel->surfmesh.data_element3i[i*3+j] += numverts;
// count the usage
// (this uses vertremap to count usage to save some memory)
for (i = 0;i < numverts*2;i++)
vertremap[i] = 0;
- for (i = 0;i < loadmodel->meshlist[0]->num_triangles*3;i++)
- vertremap[loadmodel->meshlist[0]->data_element3i[i]]++;
+ for (i = 0;i < loadmodel->surfmesh.num_triangles*3;i++)
+ vertremap[loadmodel->surfmesh.data_element3i[i]]++;
// build remapping table and compact array
- loadmodel->meshlist[0]->num_vertices = 0;
+ loadmodel->surfmesh.num_vertices = 0;
for (i = 0;i < numverts*2;i++)
{
if (vertremap[i])
{
- vertremap[i] = loadmodel->meshlist[0]->num_vertices;
- vertst[loadmodel->meshlist[0]->num_vertices*2+0] = vertst[i*2+0];
- vertst[loadmodel->meshlist[0]->num_vertices*2+1] = vertst[i*2+1];
- loadmodel->meshlist[0]->num_vertices++;
+ vertremap[i] = loadmodel->surfmesh.num_vertices;
+ vertst[loadmodel->surfmesh.num_vertices*2+0] = vertst[i*2+0];
+ vertst[loadmodel->surfmesh.num_vertices*2+1] = vertst[i*2+1];
+ loadmodel->surfmesh.num_vertices++;
}
else
vertremap[i] = -1; // not used at all
}
// remap the elements to the new vertex set
- for (i = 0;i < loadmodel->meshlist[0]->num_triangles * 3;i++)
- loadmodel->meshlist[0]->data_element3i[i] = vertremap[loadmodel->meshlist[0]->data_element3i[i]];
+ for (i = 0;i < loadmodel->surfmesh.num_triangles * 3;i++)
+ loadmodel->surfmesh.data_element3i[i] = vertremap[loadmodel->surfmesh.data_element3i[i]];
// store the texture coordinates
- loadmodel->meshlist[0]->data_texcoordtexture2f = (float *)Mem_Alloc(loadmodel->mempool, sizeof(float[2]) * loadmodel->meshlist[0]->num_vertices);
- for (i = 0;i < loadmodel->meshlist[0]->num_vertices;i++)
+ loadmodel->surfmesh.data_texcoordtexture2f = (float *)Mem_Alloc(loadmodel->mempool, sizeof(float[2]) * loadmodel->surfmesh.num_vertices);
+ for (i = 0;i < loadmodel->surfmesh.num_vertices;i++)
{
- loadmodel->meshlist[0]->data_texcoordtexture2f[i*2+0] = vertst[i*2+0];
- loadmodel->meshlist[0]->data_texcoordtexture2f[i*2+1] = vertst[i*2+1];
+ loadmodel->surfmesh.data_texcoordtexture2f[i*2+0] = vertst[i*2+0];
+ loadmodel->surfmesh.data_texcoordtexture2f[i*2+1] = vertst[i*2+1];
}
+ // generate ushort elements array if possible
+ if (loadmodel->surfmesh.num_vertices <= 65536)
+ loadmodel->surfmesh.data_element3s = (unsigned short *)Mem_Alloc(loadmodel->mempool, sizeof(unsigned short[3]) * loadmodel->surfmesh.num_triangles);
+ if (loadmodel->surfmesh.data_element3s)
+ for (i = 0;i < loadmodel->surfmesh.num_triangles*3;i++)
+ loadmodel->surfmesh.data_element3s[i] = loadmodel->surfmesh.data_element3i[i];
+
// load the frames
loadmodel->animscenes = (animscene_t *)Mem_Alloc(loadmodel->mempool, sizeof(animscene_t) * loadmodel->numframes);
- loadmodel->meshlist[0]->data_morphvertex3f = (float *)Mem_Alloc(loadmodel->mempool, sizeof(float[3]) * loadmodel->meshlist[0]->num_morphframes * loadmodel->meshlist[0]->num_vertices);
- loadmodel->meshlist[0]->data_neighbor3i = (int *)Mem_Alloc(loadmodel->mempool, loadmodel->meshlist[0]->num_triangles * sizeof(int[3]));
- Mod_MDL_LoadFrames (startframes, numverts, scale, translate, vertremap);
- Mod_BuildTriangleNeighbors(loadmodel->meshlist[0]->data_neighbor3i, loadmodel->meshlist[0]->data_element3i, loadmodel->meshlist[0]->num_triangles);
- Mod_CalcAliasModelBBoxes();
- Mod_Alias_Mesh_CompileFrameZero(loadmodel->meshlist[0]);
+ loadmodel->surfmesh.data_morphmdlvertex = (trivertx_t *)Mem_Alloc(loadmodel->mempool, sizeof(trivertx_t) * loadmodel->surfmesh.num_morphframes * loadmodel->surfmesh.num_vertices);
+ Mod_MDL_LoadFrames (startframes, numverts, vertremap);
+ loadmodel->surfmesh.isanimated = Mod_Alias_CalculateBoundingBox();
+ Mod_Alias_MorphMesh_CompileFrames();
Mem_Free(vertst);
Mem_Free(vertremap);
// load the skins
skinfiles = Mod_LoadSkinFiles();
- loadmodel->skinscenes = (animscene_t *)Mem_Alloc(loadmodel->mempool, loadmodel->numskins * sizeof(animscene_t));
- loadmodel->num_textures = loadmodel->num_surfaces;
- loadmodel->data_textures = (texture_t *)Mem_Alloc(loadmodel->mempool, loadmodel->num_surfaces * totalskins * sizeof(texture_t));
if (skinfiles)
{
+ loadmodel->skinscenes = (animscene_t *)Mem_Alloc(loadmodel->mempool, loadmodel->numskins * sizeof(animscene_t));
+ loadmodel->num_textures = loadmodel->num_surfaces * loadmodel->numskins;
+ loadmodel->num_texturesperskin = loadmodel->num_surfaces;
+ loadmodel->data_textures = (texture_t *)Mem_Alloc(loadmodel->mempool, loadmodel->num_surfaces * loadmodel->numskins * sizeof(texture_t));
Mod_BuildAliasSkinsFromSkinFiles(loadmodel->data_textures, skinfiles, "default", "");
Mod_FreeSkinFiles(skinfiles);
for (i = 0;i < loadmodel->numskins;i++)
}
else
{
+ loadmodel->skinscenes = (animscene_t *)Mem_Alloc(loadmodel->mempool, loadmodel->numskins * sizeof(animscene_t));
+ loadmodel->num_textures = loadmodel->num_surfaces * totalskins;
+ loadmodel->num_texturesperskin = loadmodel->num_surfaces;
+ loadmodel->data_textures = (texture_t *)Mem_Alloc(loadmodel->mempool, loadmodel->num_surfaces * totalskins * sizeof(texture_t));
totalskins = 0;
datapointer = startskins;
for (i = 0;i < loadmodel->numskins;i++)
}
}
- sprintf(loadmodel->skinscenes[i].name, "skin %i", i);
+ dpsnprintf(loadmodel->skinscenes[i].name, sizeof(loadmodel->skinscenes[i].name), "skin %i", i);
loadmodel->skinscenes[i].firstframe = totalskins;
loadmodel->skinscenes[i].framecount = groupskins;
loadmodel->skinscenes[i].framerate = 1.0f / interval;
for (j = 0;j < groupskins;j++)
{
if (groupskins > 1)
- sprintf (name, "%s_%i_%i", loadmodel->name, i, j);
+ dpsnprintf (name, sizeof(name), "%s_%i_%i", loadmodel->name, i, j);
else
- sprintf (name, "%s_%i", loadmodel->name, i);
- if (!Mod_LoadSkinFrame(&tempskinframe, name, (r_mipskins.integer ? TEXF_MIPMAP : 0) | TEXF_ALPHA | TEXF_PICMIP, true, true))
- Mod_LoadSkinFrame_Internal(&tempskinframe, name, (r_mipskins.integer ? TEXF_MIPMAP : 0) | TEXF_PICMIP, true, r_fullbrights.integer, (unsigned char *)datapointer, skinwidth, skinheight, 8, NULL, NULL);
- Mod_BuildAliasSkinFromSkinFrame(loadmodel->data_textures + totalskins * loadmodel->num_surfaces, &tempskinframe);
+ dpsnprintf (name, sizeof(name), "%s_%i", loadmodel->name, i);
+ if (!Mod_LoadTextureFromQ3Shader(loadmodel->mempool, loadmodel->name, loadmodel->data_textures + totalskins * loadmodel->num_surfaces, name, false, false, (r_mipskins.integer ? TEXF_MIPMAP : 0) | TEXF_ALPHA | TEXF_PICMIP | TEXF_COMPRESS, MATERIALFLAG_WALL))
+ Mod_LoadCustomMaterial(loadmodel->mempool, loadmodel->data_textures + totalskins * loadmodel->num_surfaces, name, SUPERCONTENTS_SOLID, MATERIALFLAG_WALL, R_SkinFrame_LoadInternalQuake(name, (r_mipskins.integer ? TEXF_MIPMAP : 0) | TEXF_PICMIP, true, r_fullbrights.integer, (unsigned char *)datapointer, skinwidth, skinheight));
datapointer += skinwidth * skinheight;
totalskins++;
}
}
// check for skins that don't exist in the model, but do exist as external images
// (this was added because yummyluv kept pestering me about support for it)
- while (Mod_LoadSkinFrame(&tempskinframe, va("%s_%i", loadmodel->name, loadmodel->numskins), (r_mipskins.integer ? TEXF_MIPMAP : 0) | TEXF_ALPHA | TEXF_PICMIP, true, true))
+ // TODO: support shaders here?
+ for (;;)
{
+ dpsnprintf(name, sizeof(name), "%s_%i", loadmodel->name, loadmodel->numskins);
+ tempskinframe = R_SkinFrame_LoadExternal(name, (r_mipskins.integer ? TEXF_MIPMAP : 0) | TEXF_ALPHA | TEXF_PICMIP | TEXF_COMPRESS, false, false);
+ if (!tempskinframe)
+ break;
// expand the arrays to make room
tempskinscenes = loadmodel->skinscenes;
loadmodel->skinscenes = (animscene_t *)Mem_Alloc(loadmodel->mempool, (loadmodel->numskins + 1) * sizeof(animscene_t));
Mem_Free(tempaliasskins);
// store the info about the new skin
- Mod_BuildAliasSkinFromSkinFrame(loadmodel->data_textures + totalskins * loadmodel->num_surfaces, &tempskinframe);
- strcpy(loadmodel->skinscenes[loadmodel->numskins].name, name);
+ Mod_LoadCustomMaterial(loadmodel->mempool, loadmodel->data_textures + totalskins * loadmodel->num_surfaces, name, SUPERCONTENTS_SOLID, MATERIALFLAG_WALL, tempskinframe);
+ strlcpy(loadmodel->skinscenes[loadmodel->numskins].name, name, sizeof(loadmodel->skinscenes[loadmodel->numskins].name));
loadmodel->skinscenes[loadmodel->numskins].firstframe = totalskins;
loadmodel->skinscenes[loadmodel->numskins].framecount = 1;
loadmodel->skinscenes[loadmodel->numskins].framerate = 10.0f;
loadmodel->skinscenes[loadmodel->numskins].loop = true;
//increase skin counts
+ loadmodel->num_textures++;
loadmodel->numskins++;
totalskins++;
+
+ // fix up the pointers since they are pointing at the old textures array
+ // FIXME: this is a hack!
+ for (j = 0;j < loadmodel->numskins * loadmodel->num_surfaces;j++)
+ loadmodel->data_textures[j].currentframe = &loadmodel->data_textures[j];
}
}
surface = loadmodel->data_surfaces;
surface->texture = loadmodel->data_textures;
- surface->groupmesh = loadmodel->meshlist[0];
surface->num_firsttriangle = 0;
- surface->num_triangles = surface->groupmesh->num_triangles;
+ surface->num_triangles = loadmodel->surfmesh.num_triangles;
surface->num_firstvertex = 0;
- surface->num_vertices = surface->groupmesh->num_vertices;
-}
+ surface->num_vertices = loadmodel->surfmesh.num_vertices;
-static void Mod_MD2_ConvertVerts (vec3_t scale, vec3_t translate, trivertx_t *v, float *out3f, int numverts, int *vertremap)
-{
- int i;
- trivertx_t *in;
- for (i = 0;i < numverts;i++, out3f += 3)
+ if(mod_alias_force_animated.string[0])
+ loadmodel->surfmesh.isanimated = mod_alias_force_animated.integer != 0;
+
+ // Always make a BIH for the first frame, we can use it where possible.
+ Mod_MakeCollisionBIH(loadmodel, true, &loadmodel->collision_bih);
+ if (!loadmodel->surfmesh.isanimated)
{
- in = v + vertremap[i];
- out3f[0] = in->v[0] * scale[0] + translate[0];
- out3f[1] = in->v[1] * scale[1] + translate[1];
- out3f[2] = in->v[2] * scale[2] + translate[2];
+ loadmodel->TraceBox = Mod_CollisionBIH_TraceBox;
+ loadmodel->TraceBrush = Mod_CollisionBIH_TraceBrush;
+ loadmodel->TraceLine = Mod_CollisionBIH_TraceLine;
+ loadmodel->TracePoint = Mod_CollisionBIH_TracePoint_Mesh;
+ loadmodel->PointSuperContents = Mod_CollisionBIH_PointSuperContents_Mesh;
+ }
+
+ // because shaders can do somewhat unexpected things, check for unusual features now
+ for (i = 0;i < loadmodel->num_textures;i++)
+ {
+ if (loadmodel->data_textures[i].basematerialflags & (MATERIALFLAG_SKY))
+ mod->DrawSky = R_Q1BSP_DrawSky;
+ if (loadmodel->data_textures[i].basematerialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION | MATERIALFLAG_CAMERA))
+ mod->DrawAddWaterPlanes = R_Q1BSP_DrawAddWaterPlanes;
}
}
-void Mod_IDP2_Load(model_t *mod, void *buffer, void *bufferend)
+void Mod_IDP2_Load(dp_model_t *mod, void *buffer, void *bufferend)
{
- int i, j, k, hashindex, num, numxyz, numst, xyz, st, skinwidth, skinheight, *vertremap, version, end, numverts;
- float *stverts, s, t, scale[3], translate[3];
+ int i, j, hashindex, numxyz, numst, xyz, st, skinwidth, skinheight, *vertremap, version, end;
+ float iskinwidth, iskinheight;
unsigned char *data;
msurface_t *surface;
md2_t *pinmodel;
struct md2verthash_s
{
struct md2verthash_s *next;
- int xyz;
- float st[2];
+ unsigned short xyz;
+ unsigned short st;
}
*hash, **md2verthash, *md2verthashdata;
- skinframe_t tempskinframe;
skinfile_t *skinfiles;
pinmodel = (md2_t *)buffer;
Host_Error ("%s has wrong version number (%i should be %i)",
loadmodel->name, version, MD2ALIAS_VERSION);
+ loadmodel->modeldatatypestring = "MD2";
+
loadmodel->type = mod_alias;
loadmodel->DrawSky = NULL;
+ loadmodel->DrawAddWaterPlanes = NULL;
loadmodel->Draw = R_Q1BSP_Draw;
- loadmodel->CompileShadowVolume = R_Q1BSP_CompileShadowVolume;
- loadmodel->DrawShadowVolume = R_Q1BSP_DrawShadowVolume;
+ loadmodel->DrawDepth = R_Q1BSP_DrawDepth;
+ loadmodel->DrawDebug = R_Q1BSP_DrawDebug;
+ loadmodel->DrawPrepass = R_Q1BSP_DrawPrepass;
+ loadmodel->CompileShadowMap = R_Q1BSP_CompileShadowMap;
+ loadmodel->DrawShadowMap = R_Q1BSP_DrawShadowMap;
loadmodel->DrawLight = R_Q1BSP_DrawLight;
loadmodel->TraceBox = Mod_MDLMD2MD3_TraceBox;
+ loadmodel->TraceLine = Mod_MDLMD2MD3_TraceLine;
+ loadmodel->PointSuperContents = NULL;
+ loadmodel->AnimateVertices = Mod_MDL_AnimateVertices;
if (LittleLong(pinmodel->num_tris) < 1 || LittleLong(pinmodel->num_tris) > 65536)
Host_Error ("%s has invalid number of triangles: %i", loadmodel->name, LittleLong(pinmodel->num_tris));
if (LittleLong(pinmodel->ofs_glcmds) <= 0 || LittleLong(pinmodel->ofs_glcmds) >= end)
Host_Error ("%s is not a valid model", loadmodel->name);
- loadmodel->num_surfaces = 1;
- loadmodel->nummodelsurfaces = loadmodel->num_surfaces;
- loadmodel->nummeshes = loadmodel->num_surfaces;
- data = (unsigned char *)Mem_Alloc(loadmodel->mempool, loadmodel->num_surfaces * sizeof(msurface_t) + loadmodel->num_surfaces * sizeof(int) + loadmodel->nummeshes * sizeof(surfmesh_t *) + loadmodel->nummeshes * sizeof(surfmesh_t));
- loadmodel->data_surfaces = (msurface_t *)data;data += loadmodel->num_surfaces * sizeof(msurface_t);
- loadmodel->surfacelist = (int *)data;data += loadmodel->num_surfaces * sizeof(int);
- loadmodel->meshlist = (surfmesh_t **)data;data += loadmodel->num_surfaces * sizeof(surfmesh_t *);
- for (i = 0;i < loadmodel->num_surfaces;i++)
- {
- loadmodel->surfacelist[i] = i;
- loadmodel->meshlist[i] = (surfmesh_t *)data;data += sizeof(surfmesh_t);
- }
-
loadmodel->numskins = LittleLong(pinmodel->num_skins);
numxyz = LittleLong(pinmodel->num_xyz);
numst = LittleLong(pinmodel->num_st);
- loadmodel->meshlist[0]->num_triangles = LittleLong(pinmodel->num_tris);
+ loadmodel->surfmesh.num_triangles = LittleLong(pinmodel->num_tris);
loadmodel->numframes = LittleLong(pinmodel->num_frames);
- loadmodel->meshlist[0]->num_morphframes = loadmodel->numframes;
- loadmodel->animscenes = (animscene_t *)Mem_Alloc(loadmodel->mempool, loadmodel->numframes * sizeof(animscene_t));
+ loadmodel->surfmesh.num_morphframes = loadmodel->numframes;
+ loadmodel->num_poses = loadmodel->surfmesh.num_morphframes;
+ skinwidth = LittleLong(pinmodel->skinwidth);
+ skinheight = LittleLong(pinmodel->skinheight);
+ iskinwidth = 1.0f / skinwidth;
+ iskinheight = 1.0f / skinheight;
+
+ loadmodel->num_surfaces = 1;
+ loadmodel->nummodelsurfaces = loadmodel->num_surfaces;
+ data = (unsigned char *)Mem_Alloc(loadmodel->mempool, loadmodel->num_surfaces * sizeof(msurface_t) + loadmodel->num_surfaces * sizeof(int) + loadmodel->numframes * sizeof(animscene_t) + loadmodel->numframes * sizeof(float[6]) + loadmodel->surfmesh.num_triangles * sizeof(int[3]));
+ loadmodel->data_surfaces = (msurface_t *)data;data += loadmodel->num_surfaces * sizeof(msurface_t);
+ loadmodel->sortedmodelsurfaces = (int *)data;data += loadmodel->num_surfaces * sizeof(int);
+ loadmodel->sortedmodelsurfaces[0] = 0;
+ loadmodel->animscenes = (animscene_t *)data;data += loadmodel->numframes * sizeof(animscene_t);
+ loadmodel->surfmesh.data_morphmd2framesize6f = (float *)data;data += loadmodel->numframes * sizeof(float[6]);
+ loadmodel->surfmesh.data_element3i = (int *)data;data += loadmodel->surfmesh.num_triangles * sizeof(int[3]);
- loadmodel->flags = 0; // there are no MD2 flags
loadmodel->synctype = ST_RAND;
// load the skins
skinfiles = Mod_LoadSkinFiles();
if (skinfiles)
{
- loadmodel->num_textures = loadmodel->num_surfaces;
+ loadmodel->num_textures = loadmodel->num_surfaces * loadmodel->numskins;
+ loadmodel->num_texturesperskin = loadmodel->num_surfaces;
loadmodel->data_textures = (texture_t *)Mem_Alloc(loadmodel->mempool, loadmodel->num_surfaces * loadmodel->numskins * sizeof(texture_t));
Mod_BuildAliasSkinsFromSkinFiles(loadmodel->data_textures, skinfiles, "default", "");
Mod_FreeSkinFiles(skinfiles);
else if (loadmodel->numskins)
{
// skins found (most likely not a player model)
- loadmodel->num_textures = loadmodel->num_surfaces;
+ loadmodel->num_textures = loadmodel->num_surfaces * loadmodel->numskins;
+ loadmodel->num_texturesperskin = loadmodel->num_surfaces;
loadmodel->data_textures = (texture_t *)Mem_Alloc(loadmodel->mempool, loadmodel->num_surfaces * loadmodel->numskins * sizeof(texture_t));
for (i = 0;i < loadmodel->numskins;i++, inskin += MD2_SKINNAME)
- {
- if (Mod_LoadSkinFrame(&tempskinframe, inskin, (r_mipskins.integer ? TEXF_MIPMAP : 0) | TEXF_ALPHA | TEXF_PRECACHE | TEXF_PICMIP, true, true))
- Mod_BuildAliasSkinFromSkinFrame(loadmodel->data_textures + i * loadmodel->num_surfaces, &tempskinframe);
- else
- {
- Con_Printf("%s is missing skin \"%s\"\n", loadmodel->name, inskin);
- Mod_BuildAliasSkinFromSkinFrame(loadmodel->data_textures + i * loadmodel->num_surfaces, NULL);
- }
- }
+ Mod_LoadTextureFromQ3Shader(loadmodel->mempool, loadmodel->name, loadmodel->data_textures + i * loadmodel->num_surfaces, inskin, true, true, (r_mipskins.integer ? TEXF_MIPMAP : 0) | TEXF_ALPHA | TEXF_PICMIP | TEXF_COMPRESS, MATERIALFLAG_WALL);
}
else
{
// no skins (most likely a player model)
loadmodel->numskins = 1;
- loadmodel->num_textures = loadmodel->num_surfaces;
+ loadmodel->num_textures = loadmodel->num_surfaces * loadmodel->numskins;
+ loadmodel->num_texturesperskin = loadmodel->num_surfaces;
loadmodel->data_textures = (texture_t *)Mem_Alloc(loadmodel->mempool, loadmodel->num_surfaces * loadmodel->numskins * sizeof(texture_t));
- Mod_BuildAliasSkinFromSkinFrame(loadmodel->data_textures, NULL);
+ Mod_LoadCustomMaterial(loadmodel->mempool, loadmodel->data_textures, loadmodel->name, SUPERCONTENTS_SOLID, MATERIALFLAG_WALL, R_SkinFrame_LoadMissing());
}
loadmodel->skinscenes = (animscene_t *)Mem_Alloc(loadmodel->mempool, sizeof(animscene_t) * loadmodel->numskins);
// load the triangles and stvert data
inst = (unsigned short *)(base + LittleLong(pinmodel->ofs_st));
intri = (md2triangle_t *)(base + LittleLong(pinmodel->ofs_tris));
- skinwidth = LittleLong(pinmodel->skinwidth);
- skinheight = LittleLong(pinmodel->skinheight);
-
- stverts = (float *)Mem_Alloc(tempmempool, numst * sizeof(float[2]));
- s = 1.0f / skinwidth;
- t = 1.0f / skinheight;
- for (i = 0;i < numst;i++)
- {
- j = (unsigned short) LittleShort(inst[i*2+0]);
- k = (unsigned short) LittleShort(inst[i*2+1]);
- if (j >= skinwidth || k >= skinheight)
- {
- Con_Printf("%s has an invalid skin coordinate (%i %i) on vert %i, changing to 0 0\n", loadmodel->name, j, k, i);
- j = 0;
- k = 0;
- }
- stverts[i*2+0] = j * s;
- stverts[i*2+1] = k * t;
- }
-
- md2verthash = (struct md2verthash_s **)Mem_Alloc(tempmempool, 256 * sizeof(hash));
- md2verthashdata = (struct md2verthash_s *)Mem_Alloc(tempmempool, loadmodel->meshlist[0]->num_triangles * 3 * sizeof(*hash));
+ md2verthash = (struct md2verthash_s **)Mem_Alloc(tempmempool, 65536 * sizeof(hash));
+ md2verthashdata = (struct md2verthash_s *)Mem_Alloc(tempmempool, loadmodel->surfmesh.num_triangles * 3 * sizeof(*hash));
// swap the triangle list
- num = 0;
- loadmodel->meshlist[0]->data_element3i = (int *)Mem_Alloc(loadmodel->mempool, loadmodel->meshlist[0]->num_triangles * sizeof(int[3]));
- for (i = 0;i < loadmodel->meshlist[0]->num_triangles;i++)
+ loadmodel->surfmesh.num_vertices = 0;
+ for (i = 0;i < loadmodel->surfmesh.num_triangles;i++)
{
for (j = 0;j < 3;j++)
{
Con_Printf("%s has an invalid st index (%i) on triangle %i, resetting to 0\n", loadmodel->name, st, i);
st = 0;
}
- s = stverts[st*2+0];
- t = stverts[st*2+1];
- hashindex = (xyz * 17 + st) & 255;
+ hashindex = (xyz * 256 + st) & 65535;
for (hash = md2verthash[hashindex];hash;hash = hash->next)
- if (hash->xyz == xyz && hash->st[0] == s && hash->st[1] == t)
+ if (hash->xyz == xyz && hash->st == st)
break;
if (hash == NULL)
{
- hash = md2verthashdata + num++;
+ hash = md2verthashdata + loadmodel->surfmesh.num_vertices++;
hash->xyz = xyz;
- hash->st[0] = s;
- hash->st[1] = t;
+ hash->st = st;
hash->next = md2verthash[hashindex];
md2verthash[hashindex] = hash;
}
- loadmodel->meshlist[0]->data_element3i[i*3+j] = (hash - md2verthashdata);
+ loadmodel->surfmesh.data_element3i[i*3+j] = (hash - md2verthashdata);
}
}
- Mem_Free(stverts);
-
- numverts = num;
- loadmodel->meshlist[0]->num_vertices = numverts;
- vertremap = (int *)Mem_Alloc(loadmodel->mempool, num * sizeof(int));
- loadmodel->meshlist[0]->data_texcoordtexture2f = (float *)Mem_Alloc(loadmodel->mempool, num * sizeof(float[2]));
- for (i = 0;i < num;i++)
+ vertremap = (int *)Mem_Alloc(loadmodel->mempool, loadmodel->surfmesh.num_vertices * sizeof(int));
+ data = (unsigned char *)Mem_Alloc(loadmodel->mempool, loadmodel->surfmesh.num_vertices * sizeof(float[2]) + loadmodel->surfmesh.num_vertices * loadmodel->surfmesh.num_morphframes * sizeof(trivertx_t));
+ loadmodel->surfmesh.data_texcoordtexture2f = (float *)data;data += loadmodel->surfmesh.num_vertices * sizeof(float[2]);
+ loadmodel->surfmesh.data_morphmdlvertex = (trivertx_t *)data;data += loadmodel->surfmesh.num_vertices * loadmodel->surfmesh.num_morphframes * sizeof(trivertx_t);
+ for (i = 0;i < loadmodel->surfmesh.num_vertices;i++)
{
+ int sts, stt;
hash = md2verthashdata + i;
vertremap[i] = hash->xyz;
- loadmodel->meshlist[0]->data_texcoordtexture2f[i*2+0] = hash->st[0];
- loadmodel->meshlist[0]->data_texcoordtexture2f[i*2+1] = hash->st[1];
+ sts = LittleShort(inst[hash->st*2+0]);
+ stt = LittleShort(inst[hash->st*2+1]);
+ if (sts < 0 || sts >= skinwidth || stt < 0 || stt >= skinheight)
+ {
+ Con_Printf("%s has an invalid skin coordinate (%i %i) on vert %i, changing to 0 0\n", loadmodel->name, sts, stt, i);
+ sts = 0;
+ stt = 0;
+ }
+ loadmodel->surfmesh.data_texcoordtexture2f[i*2+0] = sts * iskinwidth;
+ loadmodel->surfmesh.data_texcoordtexture2f[i*2+1] = stt * iskinheight;
}
Mem_Free(md2verthash);
Mem_Free(md2verthashdata);
+ // generate ushort elements array if possible
+ if (loadmodel->surfmesh.num_vertices <= 65536)
+ loadmodel->surfmesh.data_element3s = (unsigned short *)Mem_Alloc(loadmodel->mempool, sizeof(unsigned short[3]) * loadmodel->surfmesh.num_triangles);
+ if (loadmodel->surfmesh.data_element3s)
+ for (i = 0;i < loadmodel->surfmesh.num_triangles*3;i++)
+ loadmodel->surfmesh.data_element3s[i] = loadmodel->surfmesh.data_element3i[i];
+
// load the frames
datapointer = (base + LittleLong(pinmodel->ofs_frames));
- loadmodel->meshlist[0]->data_morphvertex3f = (float *)Mem_Alloc(loadmodel->mempool, numverts * loadmodel->meshlist[0]->num_morphframes * sizeof(float[3]));
- for (i = 0;i < loadmodel->meshlist[0]->num_morphframes;i++)
+ for (i = 0;i < loadmodel->surfmesh.num_morphframes;i++)
{
+ int k;
+ trivertx_t *v;
+ trivertx_t *out;
pinframe = (md2frame_t *)datapointer;
datapointer += sizeof(md2frame_t);
+ // store the frame scale/translate into the appropriate array
for (j = 0;j < 3;j++)
{
- scale[j] = LittleFloat(pinframe->scale[j]);
- translate[j] = LittleFloat(pinframe->translate[j]);
+ loadmodel->surfmesh.data_morphmd2framesize6f[i*6+j] = LittleFloat(pinframe->scale[j]);
+ loadmodel->surfmesh.data_morphmd2framesize6f[i*6+3+j] = LittleFloat(pinframe->translate[j]);
}
- Mod_MD2_ConvertVerts(scale, translate, (trivertx_t *)datapointer, loadmodel->meshlist[0]->data_morphvertex3f + i * numverts * 3, numverts, vertremap);
+ // convert the vertices
+ v = (trivertx_t *)datapointer;
+ out = loadmodel->surfmesh.data_morphmdlvertex + i * loadmodel->surfmesh.num_vertices;
+ for (k = 0;k < loadmodel->surfmesh.num_vertices;k++)
+ out[k] = v[vertremap[k]];
datapointer += numxyz * sizeof(trivertx_t);
- strcpy(loadmodel->animscenes[i].name, pinframe->name);
+ strlcpy(loadmodel->animscenes[i].name, pinframe->name, sizeof(loadmodel->animscenes[i].name));
loadmodel->animscenes[i].firstframe = i;
loadmodel->animscenes[i].framecount = 1;
loadmodel->animscenes[i].framerate = 10;
Mem_Free(vertremap);
- loadmodel->meshlist[0]->data_neighbor3i = (int *)Mem_Alloc(loadmodel->mempool, loadmodel->meshlist[0]->num_triangles * sizeof(int[3]));
- Mod_BuildTriangleNeighbors(loadmodel->meshlist[0]->data_neighbor3i, loadmodel->meshlist[0]->data_element3i, loadmodel->meshlist[0]->num_triangles);
- Mod_CalcAliasModelBBoxes();
- Mod_Alias_Mesh_CompileFrameZero(loadmodel->meshlist[0]);
+ loadmodel->surfmesh.isanimated = Mod_Alias_CalculateBoundingBox();
+ Mod_Alias_MorphMesh_CompileFrames();
+ if(mod_alias_force_animated.string[0])
+ loadmodel->surfmesh.isanimated = mod_alias_force_animated.integer != 0;
surface = loadmodel->data_surfaces;
- surface->groupmesh = loadmodel->meshlist[0];
surface->texture = loadmodel->data_textures;
surface->num_firsttriangle = 0;
- surface->num_triangles = surface->groupmesh->num_triangles;
+ surface->num_triangles = loadmodel->surfmesh.num_triangles;
surface->num_firstvertex = 0;
- surface->num_vertices = surface->groupmesh->num_vertices;
+ surface->num_vertices = loadmodel->surfmesh.num_vertices;
+
+ // Always make a BIH for the first frame, we can use it where possible.
+ Mod_MakeCollisionBIH(loadmodel, true, &loadmodel->collision_bih);
+ if (!loadmodel->surfmesh.isanimated)
+ {
+ loadmodel->TraceBox = Mod_CollisionBIH_TraceBox;
+ loadmodel->TraceBrush = Mod_CollisionBIH_TraceBrush;
+ loadmodel->TraceLine = Mod_CollisionBIH_TraceLine;
+ loadmodel->TracePoint = Mod_CollisionBIH_TracePoint_Mesh;
+ loadmodel->PointSuperContents = Mod_CollisionBIH_PointSuperContents_Mesh;
+ }
+
+ // because shaders can do somewhat unexpected things, check for unusual features now
+ for (i = 0;i < loadmodel->num_textures;i++)
+ {
+ if (loadmodel->data_textures[i].basematerialflags & (MATERIALFLAG_SKY))
+ mod->DrawSky = R_Q1BSP_DrawSky;
+ if (loadmodel->data_textures[i].basematerialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION | MATERIALFLAG_CAMERA))
+ mod->DrawAddWaterPlanes = R_Q1BSP_DrawAddWaterPlanes;
+ }
}
-void Mod_IDP3_Load(model_t *mod, void *buffer, void *bufferend)
+void Mod_IDP3_Load(dp_model_t *mod, void *buffer, void *bufferend)
{
- int i, j, k, version;
+ int i, j, k, version, meshvertices, meshtriangles;
unsigned char *data;
msurface_t *surface;
- surfmesh_t *mesh;
md3modelheader_t *pinmodel;
md3frameinfo_t *pinframe;
md3mesh_t *pinmesh;
if (loadmodel->numskins < 1)
loadmodel->numskins = 1;
+ loadmodel->modeldatatypestring = "MD3";
+
loadmodel->type = mod_alias;
loadmodel->DrawSky = NULL;
+ loadmodel->DrawAddWaterPlanes = NULL;
loadmodel->Draw = R_Q1BSP_Draw;
- loadmodel->CompileShadowVolume = R_Q1BSP_CompileShadowVolume;
- loadmodel->DrawShadowVolume = R_Q1BSP_DrawShadowVolume;
+ loadmodel->DrawDepth = R_Q1BSP_DrawDepth;
+ loadmodel->DrawDebug = R_Q1BSP_DrawDebug;
+ loadmodel->DrawPrepass = R_Q1BSP_DrawPrepass;
+ loadmodel->CompileShadowMap = R_Q1BSP_CompileShadowMap;
+ loadmodel->DrawShadowMap = R_Q1BSP_DrawShadowMap;
loadmodel->DrawLight = R_Q1BSP_DrawLight;
loadmodel->TraceBox = Mod_MDLMD2MD3_TraceBox;
- loadmodel->flags = LittleLong(pinmodel->flags);
+ loadmodel->TraceLine = Mod_MDLMD2MD3_TraceLine;
+ loadmodel->PointSuperContents = NULL;
+ loadmodel->AnimateVertices = Mod_MD3_AnimateVertices;
loadmodel->synctype = ST_RAND;
+ // convert model flags to EF flags (MF_ROCKET becomes EF_ROCKET, etc)
+ i = LittleLong (pinmodel->flags);
+ loadmodel->effects = ((i & 255) << 24) | (i & 0x00FFFF00);
// set up some global info about the model
loadmodel->numframes = LittleLong(pinmodel->num_frames);
loadmodel->animscenes = (animscene_t *)Mem_Alloc(loadmodel->mempool, loadmodel->numframes * sizeof(animscene_t));
for (i = 0, pinframe = (md3frameinfo_t *)((unsigned char *)pinmodel + LittleLong(pinmodel->lump_frameinfo));i < loadmodel->numframes;i++, pinframe++)
{
- strcpy(loadmodel->animscenes[i].name, pinframe->name);
+ strlcpy(loadmodel->animscenes[i].name, pinframe->name, sizeof(loadmodel->animscenes[i].name));
loadmodel->animscenes[i].firstframe = i;
loadmodel->animscenes[i].framecount = 1;
loadmodel->animscenes[i].framerate = 10;
loadmodel->data_tags = (aliastag_t *)Mem_Alloc(loadmodel->mempool, loadmodel->num_tagframes * loadmodel->num_tags * sizeof(aliastag_t));
for (i = 0, pintag = (md3tag_t *)((unsigned char *)pinmodel + LittleLong(pinmodel->lump_tags));i < loadmodel->num_tagframes * loadmodel->num_tags;i++, pintag++)
{
- strcpy(loadmodel->data_tags[i].name, pintag->name);
- Matrix4x4_CreateIdentity(&loadmodel->data_tags[i].matrix);
+ strlcpy(loadmodel->data_tags[i].name, pintag->name, sizeof(loadmodel->data_tags[i].name));
+ for (j = 0;j < 9;j++)
+ loadmodel->data_tags[i].matrixgl[j] = LittleFloat(pintag->rotationmatrix[j]);
for (j = 0;j < 3;j++)
- {
- for (k = 0;k < 3;k++)
- loadmodel->data_tags[i].matrix.m[j][k] = LittleFloat(pintag->rotationmatrix[k * 3 + j]);
- loadmodel->data_tags[i].matrix.m[j][3] = LittleFloat(pintag->origin[j]);
- }
+ loadmodel->data_tags[i].matrixgl[9+j] = LittleFloat(pintag->origin[j]);
//Con_Printf("model \"%s\" frame #%i tag #%i \"%s\"\n", loadmodel->name, i / loadmodel->num_tags, i % loadmodel->num_tags, loadmodel->data_tags[i].name);
}
// load meshes
+ meshvertices = 0;
+ meshtriangles = 0;
+ for (i = 0, pinmesh = (md3mesh_t *)((unsigned char *)pinmodel + LittleLong(pinmodel->lump_meshes));i < loadmodel->num_surfaces;i++, pinmesh = (md3mesh_t *)((unsigned char *)pinmesh + LittleLong(pinmesh->lump_end)))
+ {
+ if (memcmp(pinmesh->identifier, "IDP3", 4))
+ Host_Error("Mod_IDP3_Load: invalid mesh identifier (not IDP3)");
+ if (LittleLong(pinmesh->num_frames) != loadmodel->numframes)
+ Host_Error("Mod_IDP3_Load: mesh numframes differs from header");
+ meshvertices += LittleLong(pinmesh->num_vertices);
+ meshtriangles += LittleLong(pinmesh->num_triangles);
+ }
+
loadmodel->nummodelsurfaces = loadmodel->num_surfaces;
- loadmodel->nummeshes = loadmodel->num_surfaces;
- loadmodel->num_textures = loadmodel->num_surfaces;
- data = (unsigned char *)Mem_Alloc(loadmodel->mempool, loadmodel->num_surfaces * sizeof(msurface_t) + loadmodel->num_surfaces * sizeof(int) + loadmodel->nummeshes * sizeof(surfmesh_t *) + loadmodel->nummeshes * sizeof(surfmesh_t) + loadmodel->num_surfaces * loadmodel->numskins * sizeof(texture_t));
+ loadmodel->num_textures = loadmodel->num_surfaces * loadmodel->numskins;
+ loadmodel->num_texturesperskin = loadmodel->num_surfaces;
+ data = (unsigned char *)Mem_Alloc(loadmodel->mempool, loadmodel->num_surfaces * sizeof(msurface_t) + loadmodel->num_surfaces * sizeof(int) + loadmodel->num_surfaces * loadmodel->numskins * sizeof(texture_t) + meshtriangles * sizeof(int[3]) + (meshvertices <= 65536 ? meshtriangles * sizeof(unsigned short[3]) : 0) + meshvertices * sizeof(float[2]) + meshvertices * loadmodel->numframes * sizeof(md3vertex_t));
loadmodel->data_surfaces = (msurface_t *)data;data += loadmodel->num_surfaces * sizeof(msurface_t);
- loadmodel->surfacelist = (int *)data;data += loadmodel->num_surfaces * sizeof(int);
- loadmodel->meshlist = (surfmesh_t **)data;data += loadmodel->num_surfaces * sizeof(surfmesh_t *);
+ loadmodel->sortedmodelsurfaces = (int *)data;data += loadmodel->num_surfaces * sizeof(int);
loadmodel->data_textures = (texture_t *)data;data += loadmodel->num_surfaces * loadmodel->numskins * sizeof(texture_t);
- for (i = 0;i < loadmodel->num_surfaces;i++)
+ loadmodel->surfmesh.num_vertices = meshvertices;
+ loadmodel->surfmesh.num_triangles = meshtriangles;
+ loadmodel->surfmesh.num_morphframes = loadmodel->numframes; // TODO: remove?
+ loadmodel->num_poses = loadmodel->surfmesh.num_morphframes;
+ loadmodel->surfmesh.data_element3i = (int *)data;data += meshtriangles * sizeof(int[3]);
+ loadmodel->surfmesh.data_texcoordtexture2f = (float *)data;data += meshvertices * sizeof(float[2]);
+ loadmodel->surfmesh.data_morphmd3vertex = (md3vertex_t *)data;data += meshvertices * loadmodel->numframes * sizeof(md3vertex_t);
+ if (meshvertices <= 65536)
{
- loadmodel->surfacelist[i] = i;
- loadmodel->meshlist[i] = (surfmesh_t *)data;data += sizeof(surfmesh_t);
+ loadmodel->surfmesh.data_element3s = (unsigned short *)data;data += meshtriangles * sizeof(unsigned short[3]);
}
+
+ meshvertices = 0;
+ meshtriangles = 0;
for (i = 0, pinmesh = (md3mesh_t *)((unsigned char *)pinmodel + LittleLong(pinmodel->lump_meshes));i < loadmodel->num_surfaces;i++, pinmesh = (md3mesh_t *)((unsigned char *)pinmesh + LittleLong(pinmesh->lump_end)))
{
if (memcmp(pinmesh->identifier, "IDP3", 4))
Host_Error("Mod_IDP3_Load: invalid mesh identifier (not IDP3)");
- mesh = loadmodel->meshlist[i];
- mesh->num_morphframes = LittleLong(pinmesh->num_frames);
- mesh->num_vertices = LittleLong(pinmesh->num_vertices);
- mesh->num_triangles = LittleLong(pinmesh->num_triangles);
- mesh->data_element3i = (int *)Mem_Alloc(loadmodel->mempool, mesh->num_triangles * sizeof(int[3]));
- mesh->data_neighbor3i = (int *)Mem_Alloc(loadmodel->mempool, mesh->num_triangles * sizeof(int[3]));
- mesh->data_texcoordtexture2f = (float *)Mem_Alloc(loadmodel->mempool, mesh->num_vertices * sizeof(float[2]));
- mesh->data_morphvertex3f = (float *)Mem_Alloc(loadmodel->mempool, mesh->num_vertices * mesh->num_morphframes * sizeof(float[3]));
- for (j = 0;j < mesh->num_triangles * 3;j++)
- mesh->data_element3i[j] = LittleLong(((int *)((unsigned char *)pinmesh + LittleLong(pinmesh->lump_elements)))[j]);
- for (j = 0;j < mesh->num_vertices;j++)
- {
- mesh->data_texcoordtexture2f[j * 2 + 0] = LittleFloat(((float *)((unsigned char *)pinmesh + LittleLong(pinmesh->lump_texcoords)))[j * 2 + 0]);
- mesh->data_texcoordtexture2f[j * 2 + 1] = LittleFloat(((float *)((unsigned char *)pinmesh + LittleLong(pinmesh->lump_texcoords)))[j * 2 + 1]);
- }
- for (j = 0;j < mesh->num_vertices * mesh->num_morphframes;j++)
- {
- mesh->data_morphvertex3f[j * 3 + 0] = LittleShort(((short *)((unsigned char *)pinmesh + LittleLong(pinmesh->lump_framevertices)))[j * 4 + 0]) * (1.0f / 64.0f);
- mesh->data_morphvertex3f[j * 3 + 1] = LittleShort(((short *)((unsigned char *)pinmesh + LittleLong(pinmesh->lump_framevertices)))[j * 4 + 1]) * (1.0f / 64.0f);
- mesh->data_morphvertex3f[j * 3 + 2] = LittleShort(((short *)((unsigned char *)pinmesh + LittleLong(pinmesh->lump_framevertices)))[j * 4 + 2]) * (1.0f / 64.0f);
- }
-
- Mod_ValidateElements(mesh->data_element3i, mesh->num_triangles, mesh->num_vertices, __FILE__, __LINE__);
- Mod_BuildTriangleNeighbors(mesh->data_neighbor3i, mesh->data_element3i, mesh->num_triangles);
- Mod_Alias_Mesh_CompileFrameZero(mesh);
-
- if (LittleLong(pinmesh->num_shaders) >= 1)
- Mod_BuildAliasSkinsFromSkinFiles(loadmodel->data_textures + i, skinfiles, pinmesh->name, ((md3shader_t *)((unsigned char *) pinmesh + LittleLong(pinmesh->lump_shaders)))->name);
- else
- for (j = 0;j < loadmodel->numskins;j++)
- Mod_BuildAliasSkinFromSkinFrame(loadmodel->data_textures + i + j * loadmodel->num_surfaces, NULL);
-
+ loadmodel->sortedmodelsurfaces[i] = i;
surface = loadmodel->data_surfaces + i;
- surface->groupmesh = mesh;
surface->texture = loadmodel->data_textures + i;
- surface->num_firsttriangle = 0;
- surface->num_triangles = mesh->num_triangles;
- surface->num_firstvertex = 0;
- surface->num_vertices = mesh->num_vertices;
+ surface->num_firsttriangle = meshtriangles;
+ surface->num_triangles = LittleLong(pinmesh->num_triangles);
+ surface->num_firstvertex = meshvertices;
+ surface->num_vertices = LittleLong(pinmesh->num_vertices);
+ meshvertices += surface->num_vertices;
+ meshtriangles += surface->num_triangles;
+
+ for (j = 0;j < surface->num_triangles * 3;j++)
+ {
+ int e = surface->num_firstvertex + LittleLong(((int *)((unsigned char *)pinmesh + LittleLong(pinmesh->lump_elements)))[j]);
+ loadmodel->surfmesh.data_element3i[j + surface->num_firsttriangle * 3] = e;
+ if (loadmodel->surfmesh.data_element3s)
+ loadmodel->surfmesh.data_element3s[j + surface->num_firsttriangle * 3] = e;
+ }
+ for (j = 0;j < surface->num_vertices;j++)
+ {
+ loadmodel->surfmesh.data_texcoordtexture2f[(j + surface->num_firstvertex) * 2 + 0] = LittleFloat(((float *)((unsigned char *)pinmesh + LittleLong(pinmesh->lump_texcoords)))[j * 2 + 0]);
+ loadmodel->surfmesh.data_texcoordtexture2f[(j + surface->num_firstvertex) * 2 + 1] = LittleFloat(((float *)((unsigned char *)pinmesh + LittleLong(pinmesh->lump_texcoords)))[j * 2 + 1]);
+ }
+ for (j = 0;j < loadmodel->numframes;j++)
+ {
+ const md3vertex_t *in = (md3vertex_t *)((unsigned char *)pinmesh + LittleLong(pinmesh->lump_framevertices)) + j * surface->num_vertices;
+ md3vertex_t *out = loadmodel->surfmesh.data_morphmd3vertex + surface->num_firstvertex + j * loadmodel->surfmesh.num_vertices;
+ for (k = 0;k < surface->num_vertices;k++, in++, out++)
+ {
+ out->origin[0] = LittleShort(in->origin[0]);
+ out->origin[1] = LittleShort(in->origin[1]);
+ out->origin[2] = LittleShort(in->origin[2]);
+ out->pitch = in->pitch;
+ out->yaw = in->yaw;
+ }
+ }
+
+ Mod_BuildAliasSkinsFromSkinFiles(loadmodel->data_textures + i, skinfiles, pinmesh->name, LittleLong(pinmesh->num_shaders) >= 1 ? ((md3shader_t *)((unsigned char *) pinmesh + LittleLong(pinmesh->lump_shaders)))->name : "");
+
+ Mod_ValidateElements(loadmodel->surfmesh.data_element3i + surface->num_firsttriangle * 3, loadmodel->surfmesh.data_element3s + surface->num_firsttriangle * 3, surface->num_triangles, surface->num_firstvertex, surface->num_vertices, __FILE__, __LINE__);
}
- Mod_CalcAliasModelBBoxes();
+ Mod_Alias_MorphMesh_CompileFrames();
+ loadmodel->surfmesh.isanimated = Mod_Alias_CalculateBoundingBox();
Mod_FreeSkinFiles(skinfiles);
+ Mod_MakeSortedSurfaces(loadmodel);
+ if(mod_alias_force_animated.string[0])
+ loadmodel->surfmesh.isanimated = mod_alias_force_animated.integer != 0;
+
+ // Always make a BIH for the first frame, we can use it where possible.
+ Mod_MakeCollisionBIH(loadmodel, true, &loadmodel->collision_bih);
+ if (!loadmodel->surfmesh.isanimated)
+ {
+ loadmodel->TraceBox = Mod_CollisionBIH_TraceBox;
+ loadmodel->TraceBrush = Mod_CollisionBIH_TraceBrush;
+ loadmodel->TraceLine = Mod_CollisionBIH_TraceLine;
+ loadmodel->TracePoint = Mod_CollisionBIH_TracePoint_Mesh;
+ loadmodel->PointSuperContents = Mod_CollisionBIH_PointSuperContents_Mesh;
+ }
+
+ // because shaders can do somewhat unexpected things, check for unusual features now
+ for (i = 0;i < loadmodel->num_textures;i++)
+ {
+ if (loadmodel->data_textures[i].basematerialflags & (MATERIALFLAG_SKY))
+ mod->DrawSky = R_Q1BSP_DrawSky;
+ if (loadmodel->data_textures[i].basematerialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION | MATERIALFLAG_CAMERA))
+ mod->DrawAddWaterPlanes = R_Q1BSP_DrawAddWaterPlanes;
+ }
}
-void Mod_ZYMOTICMODEL_Load(model_t *mod, void *buffer, void *bufferend)
+void Mod_ZYMOTICMODEL_Load(dp_model_t *mod, void *buffer, void *bufferend)
{
zymtype1header_t *pinmodel, *pheader;
unsigned char *pbase;
- int i, j, k, l, numposes, *bonecount, *vertbonecounts, count, *renderlist, *renderlistend, *outelements, *remapvertices;
- float modelradius, corner[2], *poses, *intexcoord2f, *outtexcoord2f;
+ int i, j, k, numposes, meshvertices, meshtriangles, *bonecount, *vertbonecounts, count, *renderlist, *renderlistend, *outelements;
+ float modelradius, corner[2], *poses, *intexcoord2f, *outtexcoord2f, *bonepose, f, biggestorigin, tempvec[3], modelscale;
zymvertex_t *verts, *vertdata;
zymscene_t *scene;
zymbone_t *bone;
skinfile_t *skinfiles;
unsigned char *data;
msurface_t *surface;
- surfmesh_t *mesh;
pinmodel = (zymtype1header_t *)buffer;
pbase = (unsigned char *)buffer;
if (memcmp(pinmodel->id, "ZYMOTICMODEL", 12))
- Host_Error ("Mod_ZYMOTICMODEL_Load: %s is not a zymotic model");
+ Host_Error ("Mod_ZYMOTICMODEL_Load: %s is not a zymotic model", loadmodel->name);
if (BigLong(pinmodel->type) != 1)
Host_Error ("Mod_ZYMOTICMODEL_Load: only type 1 (skeletal pose) models are currently supported (name = %s)", loadmodel->name);
+ loadmodel->modeldatatypestring = "ZYM";
+
loadmodel->type = mod_alias;
- loadmodel->DrawSky = NULL;
- loadmodel->Draw = R_Q1BSP_Draw;
- loadmodel->CompileShadowVolume = R_Q1BSP_CompileShadowVolume;
- loadmodel->DrawShadowVolume = R_Q1BSP_DrawShadowVolume;
- loadmodel->DrawLight = R_Q1BSP_DrawLight;
- loadmodel->TraceBox = Mod_MDLMD2MD3_TraceBox;
- loadmodel->flags = 0; // there are no flags on zym models
loadmodel->synctype = ST_RAND;
// byteswap header
pheader->lump_trizone.start = BigLong(pinmodel->lump_trizone.start);
pheader->lump_trizone.length = BigLong(pinmodel->lump_trizone.length);
+ if (pheader->numtris < 1 || pheader->numverts < 3 || pheader->numshaders < 1)
+ {
+ Con_Printf("%s has no geometry\n", loadmodel->name);
+ return;
+ }
+ if (pheader->numscenes < 1 || pheader->lump_poses.length < (int)sizeof(float[3][4]))
+ {
+ Con_Printf("%s has no animations\n", loadmodel->name);
+ return;
+ }
+
+ loadmodel->DrawSky = NULL;
+ loadmodel->DrawAddWaterPlanes = NULL;
+ loadmodel->Draw = R_Q1BSP_Draw;
+ loadmodel->DrawDepth = R_Q1BSP_DrawDepth;
+ loadmodel->DrawDebug = R_Q1BSP_DrawDebug;
+ loadmodel->DrawPrepass = R_Q1BSP_DrawPrepass;
+ loadmodel->CompileShadowMap = R_Q1BSP_CompileShadowMap;
+ loadmodel->DrawShadowMap = R_Q1BSP_DrawShadowMap;
+ loadmodel->DrawLight = R_Q1BSP_DrawLight;
+ loadmodel->TraceBox = Mod_MDLMD2MD3_TraceBox;
+ loadmodel->TraceLine = Mod_MDLMD2MD3_TraceLine;
+ loadmodel->PointSuperContents = NULL;
+ loadmodel->AnimateVertices = Mod_Skeletal_AnimateVertices;
+
loadmodel->numframes = pheader->numscenes;
loadmodel->num_surfaces = pheader->numshaders;
}
// model bbox
+ // LadyHavoc: actually we blow this away later with Mod_Alias_CalculateBoundingBox()
modelradius = pheader->radius;
for (i = 0;i < 3;i++)
{
scene++;
}
- //zymlump_t lump_poses; // float pose[numposes][numbones][3][4]; // animation data
- loadmodel->num_poses = pheader->lump_poses.length / sizeof(float[3][4]);
- loadmodel->data_poses = (float *)Mem_Alloc(loadmodel->mempool, pheader->lump_poses.length);
- poses = (float *) (pheader->lump_poses.start + pbase);
- for (i = 0;i < pheader->lump_poses.length / 4;i++)
- loadmodel->data_poses[i] = BigFloat(poses[i]);
-
//zymlump_t lump_bones; // zymbone_t bone[numbones];
loadmodel->num_bones = pheader->numbones;
- loadmodel->data_bones = (aliasbone_t *)Mem_Alloc(loadmodel->mempool, pheader->numbones * sizeof(aliasbone_t));
+ loadmodel->data_bones = (aliasbone_t *)Mem_Alloc(loadmodel->mempool, loadmodel->num_bones * sizeof(aliasbone_t));
bone = (zymbone_t *) (pheader->lump_bones.start + pbase);
for (i = 0;i < pheader->numbones;i++)
{
for (i = 0;i < pheader->numverts;i++)
{
vertbonecounts[i] = BigLong(bonecount[i]);
- if (vertbonecounts[i] < 1)
- Host_Error("%s bonecount[%i] < 1", loadmodel->name, i);
+ if (vertbonecounts[i] != 1)
+ Host_Error("%s bonecount[%i] != 1 (vertex weight support is impossible in this format)", loadmodel->name, i);
+ }
+
+ loadmodel->num_poses = pheader->lump_poses.length / sizeof(float[3][4]) / loadmodel->num_bones;
+
+ meshvertices = pheader->numverts;
+ meshtriangles = pheader->numtris;
+
+ loadmodel->nummodelsurfaces = loadmodel->num_surfaces;
+ loadmodel->num_textures = loadmodel->num_surfaces * loadmodel->numskins;
+ loadmodel->num_texturesperskin = loadmodel->num_surfaces;
+ data = (unsigned char *)Mem_Alloc(loadmodel->mempool, loadmodel->num_surfaces * sizeof(msurface_t) + loadmodel->num_surfaces * sizeof(int) + loadmodel->num_surfaces * loadmodel->numskins * sizeof(texture_t) + meshtriangles * sizeof(int[3]) + (meshvertices <= 65536 ? meshtriangles * sizeof(unsigned short[3]) : 0) + meshvertices * (sizeof(float[14]) + sizeof(unsigned short) + sizeof(unsigned char[2][4])) + loadmodel->num_poses * loadmodel->num_bones * sizeof(short[7]) + loadmodel->num_bones * sizeof(float[12]));
+ loadmodel->data_surfaces = (msurface_t *)data;data += loadmodel->num_surfaces * sizeof(msurface_t);
+ loadmodel->sortedmodelsurfaces = (int *)data;data += loadmodel->num_surfaces * sizeof(int);
+ loadmodel->data_textures = (texture_t *)data;data += loadmodel->num_surfaces * loadmodel->numskins * sizeof(texture_t);
+ loadmodel->surfmesh.num_vertices = meshvertices;
+ loadmodel->surfmesh.num_triangles = meshtriangles;
+ loadmodel->surfmesh.data_element3i = (int *)data;data += meshtriangles * sizeof(int[3]);
+ loadmodel->surfmesh.data_vertex3f = (float *)data;data += meshvertices * sizeof(float[3]);
+ loadmodel->surfmesh.data_svector3f = (float *)data;data += meshvertices * sizeof(float[3]);
+ loadmodel->surfmesh.data_tvector3f = (float *)data;data += meshvertices * sizeof(float[3]);
+ loadmodel->surfmesh.data_normal3f = (float *)data;data += meshvertices * sizeof(float[3]);
+ loadmodel->surfmesh.data_texcoordtexture2f = (float *)data;data += meshvertices * sizeof(float[2]);
+ loadmodel->surfmesh.data_skeletalindex4ub = (unsigned char *)data;data += meshvertices * sizeof(unsigned char[4]);
+ loadmodel->surfmesh.data_skeletalweight4ub = (unsigned char *)data;data += meshvertices * sizeof(unsigned char[4]);
+ loadmodel->data_baseboneposeinverse = (float *)data;data += loadmodel->num_bones * sizeof(float[12]);
+ loadmodel->surfmesh.num_blends = 0;
+ loadmodel->surfmesh.blends = (unsigned short *)data;data += meshvertices * sizeof(unsigned short);
+ if (loadmodel->surfmesh.num_vertices <= 65536)
+ {
+ loadmodel->surfmesh.data_element3s = (unsigned short *)data;data += loadmodel->surfmesh.num_triangles * sizeof(unsigned short[3]);
+ }
+ loadmodel->data_poses7s = (short *)data;data += loadmodel->num_poses * loadmodel->num_bones * sizeof(short[7]);
+ loadmodel->surfmesh.data_blendweights = NULL;
+
+ //zymlump_t lump_poses; // float pose[numposes][numbones][3][4]; // animation data
+ poses = (float *) (pheader->lump_poses.start + pbase);
+ // figure out scale of model from root bone, for compatibility with old zmodel versions
+ tempvec[0] = BigFloat(poses[0]);
+ tempvec[1] = BigFloat(poses[1]);
+ tempvec[2] = BigFloat(poses[2]);
+ modelscale = VectorLength(tempvec);
+ biggestorigin = 0;
+ for (i = 0;i < loadmodel->num_bones * numposes * 12;i++)
+ {
+ f = fabs(BigFloat(poses[i]));
+ biggestorigin = max(biggestorigin, f);
+ }
+ loadmodel->num_posescale = biggestorigin / 32767.0f;
+ loadmodel->num_poseinvscale = 1.0f / loadmodel->num_posescale;
+ for (i = 0;i < numposes;i++)
+ {
+ const float *frameposes = (float *) (pheader->lump_poses.start + pbase) + 12*i*loadmodel->num_bones;
+ for (j = 0;j < loadmodel->num_bones;j++)
+ {
+ float pose[12];
+ matrix4x4_t posematrix;
+ for (k = 0;k < 12;k++)
+ pose[k] = BigFloat(frameposes[j*12+k]);
+ //if (j < loadmodel->num_bones)
+ // Con_Printf("%s: bone %i = %f %f %f %f : %f %f %f %f : %f %f %f %f : scale = %f\n", loadmodel->name, j, pose[0], pose[1], pose[2], pose[3], pose[4], pose[5], pose[6], pose[7], pose[8], pose[9], pose[10], pose[11], VectorLength(pose));
+ // scale child bones to match the root scale
+ if (loadmodel->data_bones[j].parent >= 0)
+ {
+ pose[3] *= modelscale;
+ pose[7] *= modelscale;
+ pose[11] *= modelscale;
+ }
+ // normalize rotation matrix
+ VectorNormalize(pose + 0);
+ VectorNormalize(pose + 4);
+ VectorNormalize(pose + 8);
+ Matrix4x4_FromArray12FloatD3D(&posematrix, pose);
+ Matrix4x4_ToBonePose7s(&posematrix, loadmodel->num_poseinvscale, loadmodel->data_poses7s + 7*(i*loadmodel->num_bones+j));
+ }
}
//zymlump_t lump_verts; // zymvertex_t vert[numvertices]; // see vertex struct
verts = (zymvertex_t *)Mem_Alloc(loadmodel->mempool, pheader->lump_verts.length);
vertdata = (zymvertex_t *) (pheader->lump_verts.start + pbase);
- for (i = 0;i < pheader->lump_verts.length / (int) sizeof(zymvertex_t);i++)
+ // reconstruct frame 0 matrices to allow reconstruction of the base mesh
+ // (converting from weight-blending skeletal animation to
+ // deformation-based skeletal animation)
+ bonepose = (float *)Z_Malloc(loadmodel->num_bones * sizeof(float[12]));
+ for (i = 0;i < loadmodel->num_bones;i++)
{
- verts[i].bonenum = BigLong(vertdata[i].bonenum);
- verts[i].origin[0] = BigFloat(vertdata[i].origin[0]);
- verts[i].origin[1] = BigFloat(vertdata[i].origin[1]);
- verts[i].origin[2] = BigFloat(vertdata[i].origin[2]);
- }
+ float m[12];
+ for (k = 0;k < 12;k++)
+ m[k] = BigFloat(poses[i*12+k]);
+ if (loadmodel->data_bones[i].parent >= 0)
+ R_ConcatTransforms(bonepose + 12 * loadmodel->data_bones[i].parent, m, bonepose + 12 * i);
+ else
+ for (k = 0;k < 12;k++)
+ bonepose[12*i+k] = m[k];
+ }
+ for (j = 0;j < pheader->numverts;j++)
+ {
+ // this format really should have had a per vertexweight weight value...
+ // but since it does not, the weighting is completely ignored and
+ // only one weight is allowed per vertex
+ int boneindex = BigLong(vertdata[j].bonenum);
+ const float *m = bonepose + 12 * boneindex;
+ float relativeorigin[3];
+ relativeorigin[0] = BigFloat(vertdata[j].origin[0]);
+ relativeorigin[1] = BigFloat(vertdata[j].origin[1]);
+ relativeorigin[2] = BigFloat(vertdata[j].origin[2]);
+ // transform the vertex bone weight into the base mesh
+ loadmodel->surfmesh.data_vertex3f[j*3+0] = relativeorigin[0] * m[0] + relativeorigin[1] * m[1] + relativeorigin[2] * m[ 2] + m[ 3];
+ loadmodel->surfmesh.data_vertex3f[j*3+1] = relativeorigin[0] * m[4] + relativeorigin[1] * m[5] + relativeorigin[2] * m[ 6] + m[ 7];
+ loadmodel->surfmesh.data_vertex3f[j*3+2] = relativeorigin[0] * m[8] + relativeorigin[1] * m[9] + relativeorigin[2] * m[10] + m[11];
+ // store the weight as the primary weight on this vertex
+ loadmodel->surfmesh.blends[j] = boneindex;
+ loadmodel->surfmesh.data_skeletalindex4ub[j*4 ] = boneindex;
+ loadmodel->surfmesh.data_skeletalindex4ub[j*4+1] = 0;
+ loadmodel->surfmesh.data_skeletalindex4ub[j*4+2] = 0;
+ loadmodel->surfmesh.data_skeletalindex4ub[j*4+3] = 0;
+ loadmodel->surfmesh.data_skeletalweight4ub[j*4 ] = 255;
+ loadmodel->surfmesh.data_skeletalweight4ub[j*4+1] = 0;
+ loadmodel->surfmesh.data_skeletalweight4ub[j*4+2] = 0;
+ loadmodel->surfmesh.data_skeletalweight4ub[j*4+3] = 0;
+ }
+ Z_Free(bonepose);
+ // normals and tangents are calculated after elements are loaded
//zymlump_t lump_texcoords; // float texcoords[numvertices][2];
- outtexcoord2f = (float *)Mem_Alloc(loadmodel->mempool, pheader->numverts * sizeof(float[2]));
+ outtexcoord2f = loadmodel->surfmesh.data_texcoordtexture2f;
intexcoord2f = (float *) (pheader->lump_texcoords.start + pbase);
for (i = 0;i < pheader->numverts;i++)
{
//loadmodel->alias.zymdata_trizone = Mem_Alloc(loadmodel->mempool, pheader->numtris);
//memcpy(loadmodel->alias.zymdata_trizone, (void *) (pheader->lump_trizone.start + pbase), pheader->numtris);
- loadmodel->nummodelsurfaces = loadmodel->num_surfaces;
- loadmodel->nummeshes = loadmodel->num_surfaces;
- loadmodel->num_textures = loadmodel->num_surfaces;
- data = (unsigned char *)Mem_Alloc(loadmodel->mempool, loadmodel->num_surfaces * sizeof(msurface_t) + loadmodel->num_surfaces * sizeof(int) + loadmodel->nummeshes * sizeof(surfmesh_t *) + loadmodel->nummeshes * sizeof(surfmesh_t) + loadmodel->num_surfaces * loadmodel->numskins * sizeof(texture_t));
- loadmodel->data_surfaces = (msurface_t *)data;data += loadmodel->num_surfaces * sizeof(msurface_t);
- loadmodel->surfacelist = (int *)data;data += loadmodel->num_surfaces * sizeof(int);
- loadmodel->meshlist = (surfmesh_t **)data;data += loadmodel->num_surfaces * sizeof(surfmesh_t *);
- loadmodel->data_textures = (texture_t *)data;data += loadmodel->num_surfaces * loadmodel->numskins * sizeof(texture_t);
- for (i = 0;i < loadmodel->num_surfaces;i++)
- {
- loadmodel->surfacelist[i] = i;
- loadmodel->meshlist[i] = (surfmesh_t *)data;data += sizeof(surfmesh_t);
- }
-
//zymlump_t lump_shaders; // char shadername[numshaders][32]; // shaders used on this model
//zymlump_t lump_render; // int renderlist[rendersize]; // sorted by shader with run lengths (int count), shaders are sequentially used, each run can be used with glDrawElements (each triangle is 3 int indices)
// byteswap, validate, and swap winding order of tris
Host_Error("%s renderlist is wrong size (%i bytes, should be %i bytes)", loadmodel->name, pheader->lump_render.length, count);
renderlist = (int *) (pheader->lump_render.start + pbase);
renderlistend = (int *) ((unsigned char *) renderlist + pheader->lump_render.length);
+ meshtriangles = 0;
for (i = 0;i < loadmodel->num_surfaces;i++)
{
+ int firstvertex, lastvertex;
if (renderlist >= renderlistend)
Host_Error("%s corrupt renderlist (wrong size)", loadmodel->name);
count = BigLong(*renderlist);renderlist++;
if (renderlist + count * 3 > renderlistend || (i == pheader->numshaders - 1 && renderlist + count * 3 != renderlistend))
Host_Error("%s corrupt renderlist (wrong size)", loadmodel->name);
- mesh = loadmodel->meshlist[i];
- mesh->num_triangles = count;
- mesh->data_element3i = (int *)Mem_Alloc(loadmodel->mempool, mesh->num_triangles * sizeof(int[3]));
- mesh->data_neighbor3i = (int *)Mem_Alloc(loadmodel->mempool, mesh->num_triangles * sizeof(int[3]));
- outelements = mesh->data_element3i;
- for (j = 0;j < mesh->num_triangles;j++)
- {
- outelements[2] = BigLong(renderlist[0]);
- outelements[1] = BigLong(renderlist[1]);
- outelements[0] = BigLong(renderlist[2]);
- if ((unsigned int)outelements[0] >= (unsigned int)pheader->numverts
- || (unsigned int)outelements[1] >= (unsigned int)pheader->numverts
- || (unsigned int)outelements[2] >= (unsigned int)pheader->numverts)
- Host_Error("%s corrupt renderlist (out of bounds index)", loadmodel->name);
- if (vertbonecounts[outelements[0]] == 0 || vertbonecounts[outelements[1]] == 0 || vertbonecounts[outelements[2]] == 0)
- Host_Error("%s corrupt renderlist (references vertex with no bone weights", loadmodel->name);
- renderlist += 3;
- outelements += 3;
- }
- remapvertices = (int *)Mem_Alloc(loadmodel->mempool, pheader->numverts * sizeof(int));
- mesh->num_vertices = Mod_BuildVertexRemapTableFromElements(mesh->num_triangles * 3, mesh->data_element3i, pheader->numverts, remapvertices);
- for (j = 0;j < mesh->num_triangles * 3;j++)
- mesh->data_element3i[j] = remapvertices[mesh->data_element3i[j]];
- mesh->data_texcoordtexture2f = (float *)Mem_Alloc(loadmodel->mempool, mesh->num_vertices * sizeof(float[2]));
- for (j = 0;j < pheader->numverts;j++)
- {
- if (remapvertices[j] >= 0)
- {
- mesh->data_texcoordtexture2f[remapvertices[j]*2+0] = outtexcoord2f[j*2+0];
- mesh->data_texcoordtexture2f[remapvertices[j]*2+1] = outtexcoord2f[j*2+1];
- }
+
+ loadmodel->sortedmodelsurfaces[i] = i;
+ surface = loadmodel->data_surfaces + i;
+ surface->texture = loadmodel->data_textures + i;
+ surface->num_firsttriangle = meshtriangles;
+ surface->num_triangles = count;
+ meshtriangles += surface->num_triangles;
+
+ // load the elements
+ outelements = loadmodel->surfmesh.data_element3i + surface->num_firsttriangle * 3;
+ for (j = 0;j < surface->num_triangles;j++, renderlist += 3)
+ {
+ outelements[j*3+2] = BigLong(renderlist[0]);
+ outelements[j*3+1] = BigLong(renderlist[1]);
+ outelements[j*3+0] = BigLong(renderlist[2]);
}
- mesh->num_vertexboneweights = 0;
- for (j = 0;j < pheader->numverts;j++)
- if (remapvertices[j] >= 0)
- mesh->num_vertexboneweights += vertbonecounts[remapvertices[j]];
- mesh->data_vertexboneweights = (surfmeshvertexboneweight_t *)Mem_Alloc(loadmodel->mempool, mesh->num_vertexboneweights * sizeof(surfmeshvertexboneweight_t));
- mesh->num_vertexboneweights = 0;
- // note this vertexboneweight ordering requires that the remapvertices array is sequential numbers (separated by -1 values for omitted vertices)
- l = 0;
- for (j = 0;j < pheader->numverts;j++)
- {
- if (remapvertices[j] < 0)
- {
- l += vertbonecounts[j];
- continue;
- }
- for (k = 0;k < vertbonecounts[j];k++)
- {
- // this format really should have had a per vertexweight weight value...
- mesh->data_vertexboneweights[mesh->num_vertexboneweights].vertexindex = remapvertices[j];
- mesh->data_vertexboneweights[mesh->num_vertexboneweights].boneindex = verts[l].bonenum;
- mesh->data_vertexboneweights[mesh->num_vertexboneweights].origin[3] = 1.0f / vertbonecounts[j];
- mesh->data_vertexboneweights[mesh->num_vertexboneweights].origin[0] = verts[l].origin[0] * mesh->data_vertexboneweights[mesh->num_vertexboneweights].origin[3];
- mesh->data_vertexboneweights[mesh->num_vertexboneweights].origin[1] = verts[l].origin[1] * mesh->data_vertexboneweights[mesh->num_vertexboneweights].origin[3];
- mesh->data_vertexboneweights[mesh->num_vertexboneweights].origin[2] = verts[l].origin[2] * mesh->data_vertexboneweights[mesh->num_vertexboneweights].origin[3];
- mesh->num_vertexboneweights++;
- l++;
- }
+ // validate the elements and find the used vertex range
+ firstvertex = meshvertices;
+ lastvertex = 0;
+ for (j = 0;j < surface->num_triangles * 3;j++)
+ {
+ if ((unsigned int)outelements[j] >= (unsigned int)meshvertices)
+ Host_Error("%s corrupt renderlist (out of bounds index)", loadmodel->name);
+ firstvertex = min(firstvertex, outelements[j]);
+ lastvertex = max(lastvertex, outelements[j]);
}
- shadername = (char *) (pheader->lump_shaders.start + pbase) + i * 32;
+ surface->num_firstvertex = firstvertex;
+ surface->num_vertices = lastvertex + 1 - firstvertex;
+
// since zym models do not have named sections, reuse their shader
// name as the section name
- if (shadername[0])
- Mod_BuildAliasSkinsFromSkinFiles(loadmodel->data_textures + i, skinfiles, shadername, shadername);
- else
- for (j = 0;j < loadmodel->numskins;j++)
- Mod_BuildAliasSkinFromSkinFrame(loadmodel->data_textures + i + j * loadmodel->num_surfaces, NULL);
-
- Mod_ValidateElements(mesh->data_element3i, mesh->num_triangles, mesh->num_vertices, __FILE__, __LINE__);
- Mod_BuildTriangleNeighbors(mesh->data_neighbor3i, mesh->data_element3i, mesh->num_triangles);
- Mod_Alias_Mesh_CompileFrameZero(mesh);
-
- surface = loadmodel->data_surfaces + i;
- surface->groupmesh = mesh;
- surface->texture = loadmodel->data_textures + i;
- surface->num_firsttriangle = 0;
- surface->num_triangles = mesh->num_triangles;
- surface->num_firstvertex = 0;
- surface->num_vertices = mesh->num_vertices;
+ shadername = (char *) (pheader->lump_shaders.start + pbase) + i * 32;
+ Mod_BuildAliasSkinsFromSkinFiles(loadmodel->data_textures + i, skinfiles, shadername, shadername);
}
-
+ Mod_FreeSkinFiles(skinfiles);
Mem_Free(vertbonecounts);
Mem_Free(verts);
- Mem_Free(outtexcoord2f);
+ Mod_MakeSortedSurfaces(loadmodel);
+
+ // compute all the mesh information that was not loaded from the file
+ if (loadmodel->surfmesh.data_element3s)
+ for (i = 0;i < loadmodel->surfmesh.num_triangles*3;i++)
+ loadmodel->surfmesh.data_element3s[i] = loadmodel->surfmesh.data_element3i[i];
+ Mod_ValidateElements(loadmodel->surfmesh.data_element3i, loadmodel->surfmesh.data_element3s, loadmodel->surfmesh.num_triangles, 0, loadmodel->surfmesh.num_vertices, __FILE__, __LINE__);
+ Mod_BuildBaseBonePoses();
+ Mod_BuildNormals(0, loadmodel->surfmesh.num_vertices, loadmodel->surfmesh.num_triangles, loadmodel->surfmesh.data_vertex3f, loadmodel->surfmesh.data_element3i, loadmodel->surfmesh.data_normal3f, r_smoothnormals_areaweighting.integer != 0);
+ Mod_BuildTextureVectorsFromNormals(0, loadmodel->surfmesh.num_vertices, loadmodel->surfmesh.num_triangles, loadmodel->surfmesh.data_vertex3f, loadmodel->surfmesh.data_texcoordtexture2f, loadmodel->surfmesh.data_normal3f, loadmodel->surfmesh.data_element3i, loadmodel->surfmesh.data_svector3f, loadmodel->surfmesh.data_tvector3f, r_smoothnormals_areaweighting.integer != 0);
+ loadmodel->surfmesh.isanimated = Mod_Alias_CalculateBoundingBox();
+ if(mod_alias_force_animated.string[0])
+ loadmodel->surfmesh.isanimated = mod_alias_force_animated.integer != 0;
+
+ // Always make a BIH for the first frame, we can use it where possible.
+ Mod_MakeCollisionBIH(loadmodel, true, &loadmodel->collision_bih);
+ if (!loadmodel->surfmesh.isanimated)
+ {
+ loadmodel->TraceBox = Mod_CollisionBIH_TraceBox;
+ loadmodel->TraceBrush = Mod_CollisionBIH_TraceBrush;
+ loadmodel->TraceLine = Mod_CollisionBIH_TraceLine;
+ loadmodel->TracePoint = Mod_CollisionBIH_TracePoint_Mesh;
+ loadmodel->PointSuperContents = Mod_CollisionBIH_PointSuperContents_Mesh;
+ }
+
+ // because shaders can do somewhat unexpected things, check for unusual features now
+ for (i = 0;i < loadmodel->num_textures;i++)
+ {
+ if (loadmodel->data_textures[i].basematerialflags & (MATERIALFLAG_SKY))
+ mod->DrawSky = R_Q1BSP_DrawSky;
+ if (loadmodel->data_textures[i].basematerialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION | MATERIALFLAG_CAMERA))
+ mod->DrawAddWaterPlanes = R_Q1BSP_DrawAddWaterPlanes;
+ }
}
-void Mod_DARKPLACESMODEL_Load(model_t *mod, void *buffer, void *bufferend)
+void Mod_DARKPLACESMODEL_Load(dp_model_t *mod, void *buffer, void *bufferend)
{
dpmheader_t *pheader;
- dpmframe_t *frame;
+ dpmframe_t *frames;
dpmbone_t *bone;
dpmmesh_t *dpmmesh;
unsigned char *pbase;
- int i, j, k;
+ int i, j, k, meshvertices, meshtriangles;
skinfile_t *skinfiles;
unsigned char *data;
+ float *bonepose;
+ float biggestorigin, tempvec[3], modelscale;
+ float f;
+ float *poses;
pheader = (dpmheader_t *)buffer;
pbase = (unsigned char *)buffer;
if (memcmp(pheader->id, "DARKPLACESMODEL\0", 16))
- Host_Error ("Mod_DARKPLACESMODEL_Load: %s is not a darkplaces model");
+ Host_Error ("Mod_DARKPLACESMODEL_Load: %s is not a darkplaces model", loadmodel->name);
if (BigLong(pheader->type) != 2)
Host_Error ("Mod_DARKPLACESMODEL_Load: only type 2 (hierarchical skeletal pose) models are currently supported (name = %s)", loadmodel->name);
+ loadmodel->modeldatatypestring = "DPM";
+
loadmodel->type = mod_alias;
- loadmodel->DrawSky = NULL;
- loadmodel->Draw = R_Q1BSP_Draw;
- loadmodel->CompileShadowVolume = R_Q1BSP_CompileShadowVolume;
- loadmodel->DrawShadowVolume = R_Q1BSP_DrawShadowVolume;
- loadmodel->DrawLight = R_Q1BSP_DrawLight;
- loadmodel->TraceBox = Mod_MDLMD2MD3_TraceBox;
- loadmodel->flags = 0; // there are no flags on zym models
loadmodel->synctype = ST_RAND;
// byteswap header
pheader->ofs_meshs = BigLong(pheader->ofs_meshs);
pheader->ofs_frames = BigLong(pheader->ofs_frames);
+ if (pheader->num_bones < 1 || pheader->num_meshs < 1)
+ {
+ Con_Printf("%s has no geometry\n", loadmodel->name);
+ return;
+ }
+ if (pheader->num_frames < 1)
+ {
+ Con_Printf("%s has no frames\n", loadmodel->name);
+ return;
+ }
+
+ loadmodel->DrawSky = NULL;
+ loadmodel->DrawAddWaterPlanes = NULL;
+ loadmodel->Draw = R_Q1BSP_Draw;
+ loadmodel->DrawDepth = R_Q1BSP_DrawDepth;
+ loadmodel->DrawDebug = R_Q1BSP_DrawDebug;
+ loadmodel->DrawPrepass = R_Q1BSP_DrawPrepass;
+ loadmodel->CompileShadowMap = R_Q1BSP_CompileShadowMap;
+ loadmodel->DrawShadowMap = R_Q1BSP_DrawShadowMap;
+ loadmodel->DrawLight = R_Q1BSP_DrawLight;
+ loadmodel->TraceBox = Mod_MDLMD2MD3_TraceBox;
+ loadmodel->TraceLine = Mod_MDLMD2MD3_TraceLine;
+ loadmodel->PointSuperContents = NULL;
+ loadmodel->AnimateVertices = Mod_Skeletal_AnimateVertices;
+
// model bbox
+ // LadyHavoc: actually we blow this away later with Mod_Alias_CalculateBoundingBox()
for (i = 0;i < 3;i++)
{
loadmodel->normalmins[i] = pheader->mins[i];
if (loadmodel->numskins < 1)
loadmodel->numskins = 1;
+ meshvertices = 0;
+ meshtriangles = 0;
+
+ // gather combined statistics from the meshes
+ dpmmesh = (dpmmesh_t *) (pbase + pheader->ofs_meshs);
+ for (i = 0;i < (int)pheader->num_meshs;i++)
+ {
+ int numverts = BigLong(dpmmesh->num_verts);
+ meshvertices += numverts;
+ meshtriangles += BigLong(dpmmesh->num_tris);
+ dpmmesh++;
+ }
+
loadmodel->numframes = pheader->num_frames;
loadmodel->num_bones = pheader->num_bones;
- loadmodel->num_poses = loadmodel->num_bones * loadmodel->numframes;
- loadmodel->num_textures = loadmodel->nummeshes = loadmodel->nummodelsurfaces = loadmodel->num_surfaces = pheader->num_meshs;
-
+ loadmodel->num_poses = loadmodel->numframes;
+ loadmodel->nummodelsurfaces = loadmodel->num_surfaces = pheader->num_meshs;
+ loadmodel->num_textures = loadmodel->num_surfaces * loadmodel->numskins;
+ loadmodel->num_texturesperskin = loadmodel->num_surfaces;
// do most allocations as one merged chunk
- data = (unsigned char *)Mem_Alloc(loadmodel->mempool, loadmodel->num_surfaces * sizeof(msurface_t) + loadmodel->num_surfaces * sizeof(int) + loadmodel->nummeshes * sizeof(surfmesh_t *) + loadmodel->nummeshes * sizeof(surfmesh_t) + loadmodel->num_surfaces * loadmodel->numskins * sizeof(texture_t) + loadmodel->numskins * sizeof(animscene_t) + loadmodel->num_bones * sizeof(aliasbone_t) + loadmodel->num_poses * sizeof(float[12]) + loadmodel->numframes * sizeof(animscene_t));
+ data = (unsigned char *)Mem_Alloc(loadmodel->mempool, loadmodel->num_surfaces * sizeof(msurface_t) + loadmodel->num_surfaces * sizeof(int) + loadmodel->num_surfaces * loadmodel->numskins * sizeof(texture_t) + meshtriangles * sizeof(int[3]) + (meshvertices <= 65536 ? meshtriangles * sizeof(unsigned short[3]) : 0) + meshvertices * (sizeof(float[14]) + sizeof(unsigned short) + sizeof(unsigned char[2][4])) + loadmodel->num_poses * loadmodel->num_bones * sizeof(short[7]) + loadmodel->num_bones * sizeof(float[12]) + loadmodel->numskins * sizeof(animscene_t) + loadmodel->num_bones * sizeof(aliasbone_t) + loadmodel->numframes * sizeof(animscene_t));
loadmodel->data_surfaces = (msurface_t *)data;data += loadmodel->num_surfaces * sizeof(msurface_t);
- loadmodel->surfacelist = (int *)data;data += loadmodel->num_surfaces * sizeof(int);
- loadmodel->meshlist = (surfmesh_t **)data;data += loadmodel->num_surfaces * sizeof(surfmesh_t *);
+ loadmodel->sortedmodelsurfaces = (int *)data;data += loadmodel->num_surfaces * sizeof(int);
loadmodel->data_textures = (texture_t *)data;data += loadmodel->num_surfaces * loadmodel->numskins * sizeof(texture_t);
+ loadmodel->surfmesh.num_vertices = meshvertices;
+ loadmodel->surfmesh.num_triangles = meshtriangles;
+ loadmodel->surfmesh.data_element3i = (int *)data;data += meshtriangles * sizeof(int[3]);
+ loadmodel->surfmesh.data_vertex3f = (float *)data;data += meshvertices * sizeof(float[3]);
+ loadmodel->surfmesh.data_svector3f = (float *)data;data += meshvertices * sizeof(float[3]);
+ loadmodel->surfmesh.data_tvector3f = (float *)data;data += meshvertices * sizeof(float[3]);
+ loadmodel->surfmesh.data_normal3f = (float *)data;data += meshvertices * sizeof(float[3]);
+ loadmodel->surfmesh.data_texcoordtexture2f = (float *)data;data += meshvertices * sizeof(float[2]);
+ loadmodel->surfmesh.data_skeletalindex4ub = (unsigned char *)data;data += meshvertices * sizeof(unsigned char[4]);
+ loadmodel->surfmesh.data_skeletalweight4ub = (unsigned char *)data;data += meshvertices * sizeof(unsigned char[4]);
+ loadmodel->data_baseboneposeinverse = (float *)data;data += loadmodel->num_bones * sizeof(float[12]);
loadmodel->skinscenes = (animscene_t *)data;data += loadmodel->numskins * sizeof(animscene_t);
loadmodel->data_bones = (aliasbone_t *)data;data += loadmodel->num_bones * sizeof(aliasbone_t);
- loadmodel->data_poses = (float *)data;data += loadmodel->num_poses * sizeof(float[12]);
loadmodel->animscenes = (animscene_t *)data;data += loadmodel->numframes * sizeof(animscene_t);
+ loadmodel->surfmesh.num_blends = 0;
+ loadmodel->surfmesh.blends = (unsigned short *)data;data += meshvertices * sizeof(unsigned short);
+ if (meshvertices <= 65536)
+ {
+ loadmodel->surfmesh.data_element3s = (unsigned short *)data;data += meshtriangles * sizeof(unsigned short[3]);
+ }
+ loadmodel->data_poses7s = (short *)data;data += loadmodel->num_poses * loadmodel->num_bones * sizeof(short[7]);
+ loadmodel->surfmesh.data_blendweights = (blendweights_t *)Mem_Alloc(loadmodel->mempool, meshvertices * sizeof(blendweights_t));
+
for (i = 0;i < loadmodel->numskins;i++)
{
loadmodel->skinscenes[i].firstframe = i;
loadmodel->skinscenes[i].loop = true;
loadmodel->skinscenes[i].framerate = 10;
}
- for (i = 0;i < loadmodel->num_surfaces;i++)
- {
- loadmodel->surfacelist[i] = i;
- loadmodel->meshlist[i] = (surfmesh_t *)data;data += sizeof(surfmesh_t);
- }
// load the bone info
bone = (dpmbone_t *) (pbase + pheader->ofs_bones);
}
// load the frames
- frame = (dpmframe_t *) (pbase + pheader->ofs_frames);
+ frames = (dpmframe_t *) (pbase + pheader->ofs_frames);
+ // figure out scale of model from root bone, for compatibility with old dpmodel versions
+ poses = (float *) (pbase + BigLong(frames[0].ofs_bonepositions));
+ tempvec[0] = BigFloat(poses[0]);
+ tempvec[1] = BigFloat(poses[1]);
+ tempvec[2] = BigFloat(poses[2]);
+ modelscale = VectorLength(tempvec);
+ biggestorigin = 0;
for (i = 0;i < loadmodel->numframes;i++)
{
- const float *poses;
- memcpy(loadmodel->animscenes[i].name, frame->name, sizeof(frame->name));
+ memcpy(loadmodel->animscenes[i].name, frames[i].name, sizeof(frames[i].name));
loadmodel->animscenes[i].firstframe = i;
loadmodel->animscenes[i].framecount = 1;
loadmodel->animscenes[i].loop = true;
loadmodel->animscenes[i].framerate = 10;
// load the bone poses for this frame
- poses = (float *) (pbase + BigLong(frame->ofs_bonepositions));
+ poses = (float *) (pbase + BigLong(frames[i].ofs_bonepositions));
for (j = 0;j < loadmodel->num_bones*12;j++)
- loadmodel->data_poses[i * loadmodel->num_bones*12 + j] = BigFloat(poses[j]);
+ {
+ f = fabs(BigFloat(poses[j]));
+ biggestorigin = max(biggestorigin, f);
+ }
// stuff not processed here: mins, maxs, yawradius, allradius
- frame++;
+ }
+ loadmodel->num_posescale = biggestorigin / 32767.0f;
+ loadmodel->num_poseinvscale = 1.0f / loadmodel->num_posescale;
+ for (i = 0;i < loadmodel->numframes;i++)
+ {
+ const float *frameposes = (float *) (pbase + BigLong(frames[i].ofs_bonepositions));
+ for (j = 0;j < loadmodel->num_bones;j++)
+ {
+ float pose[12];
+ matrix4x4_t posematrix;
+ for (k = 0;k < 12;k++)
+ pose[k] = BigFloat(frameposes[j*12+k]);
+ // scale child bones to match the root scale
+ if (loadmodel->data_bones[j].parent >= 0)
+ {
+ pose[3] *= modelscale;
+ pose[7] *= modelscale;
+ pose[11] *= modelscale;
+ }
+ // normalize rotation matrix
+ VectorNormalize(pose + 0);
+ VectorNormalize(pose + 4);
+ VectorNormalize(pose + 8);
+ Matrix4x4_FromArray12FloatD3D(&posematrix, pose);
+ Matrix4x4_ToBonePose7s(&posematrix, loadmodel->num_poseinvscale, loadmodel->data_poses7s + 7*(i*loadmodel->num_bones+j));
+ }
}
// load the meshes now
dpmmesh = (dpmmesh_t *) (pbase + pheader->ofs_meshs);
- for (i = 0;i < loadmodel->num_surfaces;i++)
+ meshvertices = 0;
+ meshtriangles = 0;
+ // reconstruct frame 0 matrices to allow reconstruction of the base mesh
+ // (converting from weight-blending skeletal animation to
+ // deformation-based skeletal animation)
+ poses = (float *) (pbase + BigLong(frames[0].ofs_bonepositions));
+ bonepose = (float *)Z_Malloc(loadmodel->num_bones * sizeof(float[12]));
+ for (i = 0;i < loadmodel->num_bones;i++)
+ {
+ float m[12];
+ for (k = 0;k < 12;k++)
+ m[k] = BigFloat(poses[i*12+k]);
+ if (loadmodel->data_bones[i].parent >= 0)
+ R_ConcatTransforms(bonepose + 12 * loadmodel->data_bones[i].parent, m, bonepose + 12 * i);
+ else
+ for (k = 0;k < 12;k++)
+ bonepose[12*i+k] = m[k];
+ }
+ for (i = 0;i < loadmodel->num_surfaces;i++, dpmmesh++)
{
const int *inelements;
- int *outelements;
+ int *outelement3i;
+ unsigned short *outelement3s;
const float *intexcoord;
- surfmesh_t *mesh;
msurface_t *surface;
- mesh = loadmodel->meshlist[i];
- mesh->num_triangles = BigLong(dpmmesh->num_tris);
- mesh->num_vertices = BigLong(dpmmesh->num_verts);
-
- // to find out how many weights exist we two a two-stage load...
- mesh->num_vertexboneweights = 0;
- data = (unsigned char *) (pbase + BigLong(dpmmesh->ofs_verts));
- for (j = 0;j < mesh->num_vertices;j++)
- {
- int numweights = BigLong(((dpmvertex_t *)data)->numbones);
- mesh->num_vertexboneweights += numweights;
- data += sizeof(dpmvertex_t);
- data += numweights * sizeof(dpmbonevert_t);
- }
-
- // allocate things now that we know how many
- mesh->data_vertexboneweights = (surfmeshvertexboneweight_t *)Mem_Alloc(loadmodel->mempool, mesh->num_vertexboneweights * sizeof(surfmeshvertexboneweight_t));
- mesh->data_element3i = (int *)Mem_Alloc(loadmodel->mempool, mesh->num_triangles * sizeof(int[3]));
- mesh->data_neighbor3i = (int *)Mem_Alloc(loadmodel->mempool, mesh->num_triangles * sizeof(int[3]));
- mesh->data_texcoordtexture2f = (float *)Mem_Alloc(loadmodel->mempool, mesh->num_vertices * sizeof(float[2]));
+ loadmodel->sortedmodelsurfaces[i] = i;
+ surface = loadmodel->data_surfaces + i;
+ surface->texture = loadmodel->data_textures + i;
+ surface->num_firsttriangle = meshtriangles;
+ surface->num_triangles = BigLong(dpmmesh->num_tris);
+ surface->num_firstvertex = meshvertices;
+ surface->num_vertices = BigLong(dpmmesh->num_verts);
+ meshvertices += surface->num_vertices;
+ meshtriangles += surface->num_triangles;
inelements = (int *) (pbase + BigLong(dpmmesh->ofs_indices));
- outelements = mesh->data_element3i;
- for (j = 0;j < mesh->num_triangles;j++)
+ outelement3i = loadmodel->surfmesh.data_element3i + surface->num_firsttriangle * 3;
+ outelement3s = loadmodel->surfmesh.data_element3s ? loadmodel->surfmesh.data_element3s + surface->num_firsttriangle * 3 : NULL;
+ for (j = 0;j < surface->num_triangles;j++)
{
// swap element order to flip triangles, because Quake uses clockwise (rare) and dpm uses counterclockwise (standard)
- outelements[0] = BigLong(inelements[2]);
- outelements[1] = BigLong(inelements[1]);
- outelements[2] = BigLong(inelements[0]);
- inelements += 3;
- outelements += 3;
+ outelement3i[j * 3 + 0] = surface->num_firstvertex + BigLong(inelements[j * 3 + 2]);
+ outelement3i[j * 3 + 1] = surface->num_firstvertex + BigLong(inelements[j * 3 + 1]);
+ outelement3i[j * 3 + 2] = surface->num_firstvertex + BigLong(inelements[j * 3 + 0]);
+ if (outelement3s)
+ {
+ outelement3s[j * 3 + 0] = outelement3i[j * 3 + 0];
+ outelement3s[j * 3 + 1] = outelement3i[j * 3 + 1];
+ outelement3s[j * 3 + 2] = outelement3i[j * 3 + 2];
+ }
}
intexcoord = (float *) (pbase + BigLong(dpmmesh->ofs_texcoords));
- for (j = 0;j < mesh->num_vertices*2;j++)
- mesh->data_texcoordtexture2f[j] = BigFloat(intexcoord[j]);
+ for (j = 0;j < surface->num_vertices*2;j++)
+ loadmodel->surfmesh.data_texcoordtexture2f[j + surface->num_firstvertex * 2] = BigFloat(intexcoord[j]);
- // now load them for real
- mesh->num_vertexboneweights = 0;
data = (unsigned char *) (pbase + BigLong(dpmmesh->ofs_verts));
- for (j = 0;j < mesh->num_vertices;j++)
+ for (j = surface->num_firstvertex;j < surface->num_firstvertex + surface->num_vertices;j++)
{
+ int weightindex[4] = { 0, 0, 0, 0 };
+ float weightinfluence[4] = { 0, 0, 0, 0 };
+ int l;
int numweights = BigLong(((dpmvertex_t *)data)->numbones);
data += sizeof(dpmvertex_t);
for (k = 0;k < numweights;k++)
{
const dpmbonevert_t *vert = (dpmbonevert_t *) data;
- // stuff not processed here: normal
- mesh->data_vertexboneweights[mesh->num_vertexboneweights].vertexindex = j;
- mesh->data_vertexboneweights[mesh->num_vertexboneweights].boneindex = BigLong(vert->bonenum);
- mesh->data_vertexboneweights[mesh->num_vertexboneweights].origin[0] = BigFloat(vert->origin[0]);
- mesh->data_vertexboneweights[mesh->num_vertexboneweights].origin[1] = BigFloat(vert->origin[1]);
- mesh->data_vertexboneweights[mesh->num_vertexboneweights].origin[2] = BigFloat(vert->origin[2]);
- mesh->data_vertexboneweights[mesh->num_vertexboneweights].origin[3] = BigFloat(vert->influence);
- mesh->num_vertexboneweights++;
+ int boneindex = BigLong(vert->bonenum);
+ const float *m = bonepose + 12 * boneindex;
+ float influence = BigFloat(vert->influence);
+ float relativeorigin[3], relativenormal[3];
+ relativeorigin[0] = BigFloat(vert->origin[0]);
+ relativeorigin[1] = BigFloat(vert->origin[1]);
+ relativeorigin[2] = BigFloat(vert->origin[2]);
+ relativenormal[0] = BigFloat(vert->normal[0]);
+ relativenormal[1] = BigFloat(vert->normal[1]);
+ relativenormal[2] = BigFloat(vert->normal[2]);
+ // blend the vertex bone weights into the base mesh
+ loadmodel->surfmesh.data_vertex3f[j*3+0] += relativeorigin[0] * m[0] + relativeorigin[1] * m[1] + relativeorigin[2] * m[ 2] + influence * m[ 3];
+ loadmodel->surfmesh.data_vertex3f[j*3+1] += relativeorigin[0] * m[4] + relativeorigin[1] * m[5] + relativeorigin[2] * m[ 6] + influence * m[ 7];
+ loadmodel->surfmesh.data_vertex3f[j*3+2] += relativeorigin[0] * m[8] + relativeorigin[1] * m[9] + relativeorigin[2] * m[10] + influence * m[11];
+ loadmodel->surfmesh.data_normal3f[j*3+0] += relativenormal[0] * m[0] + relativenormal[1] * m[1] + relativenormal[2] * m[ 2];
+ loadmodel->surfmesh.data_normal3f[j*3+1] += relativenormal[0] * m[4] + relativenormal[1] * m[5] + relativenormal[2] * m[ 6];
+ loadmodel->surfmesh.data_normal3f[j*3+2] += relativenormal[0] * m[8] + relativenormal[1] * m[9] + relativenormal[2] * m[10];
+ if (!k)
+ {
+ // store the first (and often only) weight
+ weightinfluence[0] = influence;
+ weightindex[0] = boneindex;
+ }
+ else
+ {
+ // sort the new weight into this vertex's weight table
+ // (which only accepts up to 4 bones per vertex)
+ for (l = 0;l < 4;l++)
+ {
+ if (weightinfluence[l] < influence)
+ {
+ // move weaker influence weights out of the way first
+ int l2;
+ for (l2 = 3;l2 > l;l2--)
+ {
+ weightinfluence[l2] = weightinfluence[l2-1];
+ weightindex[l2] = weightindex[l2-1];
+ }
+ // store the new weight
+ weightinfluence[l] = influence;
+ weightindex[l] = boneindex;
+ break;
+ }
+ }
+ }
data += sizeof(dpmbonevert_t);
}
+ loadmodel->surfmesh.blends[j] = Mod_Skeletal_CompressBlend(loadmodel, weightindex, weightinfluence);
+ loadmodel->surfmesh.data_skeletalindex4ub[j*4 ] = weightindex[0];
+ loadmodel->surfmesh.data_skeletalindex4ub[j*4+1] = weightindex[1];
+ loadmodel->surfmesh.data_skeletalindex4ub[j*4+2] = weightindex[2];
+ loadmodel->surfmesh.data_skeletalindex4ub[j*4+3] = weightindex[3];
+ loadmodel->surfmesh.data_skeletalweight4ub[j*4 ] = (unsigned char)(weightinfluence[0]*255.0f);
+ loadmodel->surfmesh.data_skeletalweight4ub[j*4+1] = (unsigned char)(weightinfluence[1]*255.0f);
+ loadmodel->surfmesh.data_skeletalweight4ub[j*4+2] = (unsigned char)(weightinfluence[2]*255.0f);
+ loadmodel->surfmesh.data_skeletalweight4ub[j*4+3] = (unsigned char)(weightinfluence[3]*255.0f);
}
// since dpm models do not have named sections, reuse their shader name as the section name
- if (dpmmesh->shadername[0])
- Mod_BuildAliasSkinsFromSkinFiles(loadmodel->data_textures + i, skinfiles, dpmmesh->shadername, dpmmesh->shadername);
- else
- for (j = 0;j < loadmodel->numskins;j++)
- Mod_BuildAliasSkinFromSkinFrame(loadmodel->data_textures + i + j * loadmodel->num_surfaces, NULL);
+ Mod_BuildAliasSkinsFromSkinFiles(loadmodel->data_textures + i, skinfiles, dpmmesh->shadername, dpmmesh->shadername);
- Mod_ValidateElements(mesh->data_element3i, mesh->num_triangles, mesh->num_vertices, __FILE__, __LINE__);
- Mod_BuildTriangleNeighbors(mesh->data_neighbor3i, mesh->data_element3i, mesh->num_triangles);
- Mod_Alias_Mesh_CompileFrameZero(mesh);
+ Mod_ValidateElements(loadmodel->surfmesh.data_element3i + surface->num_firsttriangle * 3, loadmodel->surfmesh.data_element3s + surface->num_firsttriangle * 3, surface->num_triangles, surface->num_firstvertex, surface->num_vertices, __FILE__, __LINE__);
+ }
+ if (loadmodel->surfmesh.num_blends < meshvertices)
+ loadmodel->surfmesh.data_blendweights = (blendweights_t *)Mem_Realloc(loadmodel->mempool, loadmodel->surfmesh.data_blendweights, loadmodel->surfmesh.num_blends * sizeof(blendweights_t));
+ Z_Free(bonepose);
+ Mod_FreeSkinFiles(skinfiles);
+ Mod_MakeSortedSurfaces(loadmodel);
- surface = loadmodel->data_surfaces + i;
- surface->groupmesh = mesh;
- surface->texture = loadmodel->data_textures + i;
- surface->num_firsttriangle = 0;
- surface->num_triangles = mesh->num_triangles;
- surface->num_firstvertex = 0;
- surface->num_vertices = mesh->num_vertices;
+ // compute all the mesh information that was not loaded from the file
+ Mod_BuildBaseBonePoses();
+ Mod_BuildTextureVectorsFromNormals(0, loadmodel->surfmesh.num_vertices, loadmodel->surfmesh.num_triangles, loadmodel->surfmesh.data_vertex3f, loadmodel->surfmesh.data_texcoordtexture2f, loadmodel->surfmesh.data_normal3f, loadmodel->surfmesh.data_element3i, loadmodel->surfmesh.data_svector3f, loadmodel->surfmesh.data_tvector3f, r_smoothnormals_areaweighting.integer != 0);
+ loadmodel->surfmesh.isanimated = Mod_Alias_CalculateBoundingBox();
+ if(mod_alias_force_animated.string[0])
+ loadmodel->surfmesh.isanimated = mod_alias_force_animated.integer != 0;
- dpmmesh++;
+ // Always make a BIH for the first frame, we can use it where possible.
+ Mod_MakeCollisionBIH(loadmodel, true, &loadmodel->collision_bih);
+ if (!loadmodel->surfmesh.isanimated)
+ {
+ loadmodel->TraceBox = Mod_CollisionBIH_TraceBox;
+ loadmodel->TraceBrush = Mod_CollisionBIH_TraceBrush;
+ loadmodel->TraceLine = Mod_CollisionBIH_TraceLine;
+ loadmodel->TracePoint = Mod_CollisionBIH_TracePoint_Mesh;
+ loadmodel->PointSuperContents = Mod_CollisionBIH_PointSuperContents_Mesh;
}
-}
-static void Mod_PSKMODEL_AnimKeyToMatrix(float *origin, float *quat, matrix4x4_t *m)
-{
- float x = quat[0], y = quat[1], z = quat[2], w = quat[3];
- m->m[0][0]=1-2*(y*y+z*z);m->m[0][1]= 2*(x*y-z*w);m->m[0][2]= 2*(x*z+y*w);m->m[0][3]=origin[0];
- m->m[1][0]= 2*(x*y+z*w);m->m[1][1]=1-2*(x*x+z*z);m->m[1][2]= 2*(y*z-x*w);m->m[1][3]=origin[1];
- m->m[2][0]= 2*(x*z-y*w);m->m[2][1]= 2*(y*z+x*w);m->m[2][2]=1-2*(x*x+y*y);m->m[2][3]=origin[2];
- m->m[3][0]= 0 ;m->m[3][1]= 0 ;m->m[3][2]= 0 ;m->m[3][3]=1;
+ // because shaders can do somewhat unexpected things, check for unusual features now
+ for (i = 0;i < loadmodel->num_textures;i++)
+ {
+ if (loadmodel->data_textures[i].basematerialflags & (MATERIALFLAG_SKY))
+ mod->DrawSky = R_Q1BSP_DrawSky;
+ if (loadmodel->data_textures[i].basematerialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION | MATERIALFLAG_CAMERA))
+ mod->DrawAddWaterPlanes = R_Q1BSP_DrawAddWaterPlanes;
+ }
}
// no idea why PSK/PSA files contain weird quaternions but they do...
#define PSKQUATNEGATIONS
-void Mod_PSKMODEL_Load(model_t *mod, void *buffer, void *bufferend)
+void Mod_PSKMODEL_Load(dp_model_t *mod, void *buffer, void *bufferend)
{
- int i, j, index, version, recordsize, numrecords;
+ int i, j, index, version, recordsize, numrecords, meshvertices, meshtriangles;
int numpnts, numvtxw, numfaces, nummatts, numbones, numrawweights, numanimbones, numanims, numanimkeys;
fs_offset_t filesize;
pskpnts_t *pnts;
pskmatt_t *matts;
pskboneinfo_t *bones;
pskrawweights_t *rawweights;
- pskboneinfo_t *animbones;
+ //pskboneinfo_t *animbones;
pskaniminfo_t *anims;
pskanimkeys_t *animkeys;
void *animfilebuffer, *animbuffer, *animbufferend;
+ unsigned char *data;
pskchunk_t *pchunk;
- surfmesh_t *mesh;
skinfile_t *skinfiles;
char animname[MAX_QPATH];
+ size_t size;
+ float biggestorigin;
pchunk = (pskchunk_t *)buffer;
if (strcmp(pchunk->id, "ACTRHEAD"))
- Host_Error ("Mod_PSKMODEL_Load: %s is not an Unreal Engine ActorX (.psk + .psa) model");
+ Host_Error ("Mod_PSKMODEL_Load: %s is not an Unreal Engine ActorX (.psk + .psa) model", loadmodel->name);
+
+ loadmodel->modeldatatypestring = "PSK";
loadmodel->type = mod_alias;
loadmodel->DrawSky = NULL;
+ loadmodel->DrawAddWaterPlanes = NULL;
loadmodel->Draw = R_Q1BSP_Draw;
- loadmodel->CompileShadowVolume = R_Q1BSP_CompileShadowVolume;
- loadmodel->DrawShadowVolume = R_Q1BSP_DrawShadowVolume;
+ loadmodel->DrawDepth = R_Q1BSP_DrawDepth;
+ loadmodel->DrawDebug = R_Q1BSP_DrawDebug;
+ loadmodel->DrawPrepass = R_Q1BSP_DrawPrepass;
+ loadmodel->CompileShadowMap = R_Q1BSP_CompileShadowMap;
+ loadmodel->DrawShadowMap = R_Q1BSP_DrawShadowMap;
loadmodel->DrawLight = R_Q1BSP_DrawLight;
loadmodel->TraceBox = Mod_MDLMD2MD3_TraceBox;
- loadmodel->flags = 0; // there are no flags on zym models
+ loadmodel->TraceLine = Mod_MDLMD2MD3_TraceLine;
+ loadmodel->PointSuperContents = NULL;
+ loadmodel->AnimateVertices = Mod_Skeletal_AnimateVertices;
loadmodel->synctype = ST_RAND;
- // load external .skin files if present
- skinfiles = Mod_LoadSkinFiles();
- if (loadmodel->numskins < 1)
- loadmodel->numskins = 1;
- loadmodel->skinscenes = (animscene_t *)Mem_Alloc(loadmodel->mempool, loadmodel->numskins * sizeof(animscene_t));
- for (i = 0;i < loadmodel->numskins;i++)
- {
- loadmodel->skinscenes[i].firstframe = i;
- loadmodel->skinscenes[i].framecount = 1;
- loadmodel->skinscenes[i].loop = true;
- loadmodel->skinscenes[i].framerate = 10;
- }
-
FS_StripExtension(loadmodel->name, animname, sizeof(animname));
strlcat(animname, ".psa", sizeof(animname));
animbuffer = animfilebuffer = FS_LoadFile(animname, loadmodel->mempool, false, &filesize);
animbufferend = (void *)((unsigned char*)animbuffer + (int)filesize);
- if (animbuffer == NULL)
- Host_Error("%s: can't find .psa file (%s)", loadmodel->name, animname);
+ if (!animbuffer)
+ animbufferend = animbuffer;
numpnts = 0;
pnts = NULL;
version = LittleLong(pchunk->version);
recordsize = LittleLong(pchunk->recordsize);
numrecords = LittleLong(pchunk->numrecords);
- if (developer.integer)
- Con_Printf("%s: %s %x: %i * %i = %i\n", loadmodel->name, pchunk->id, version, recordsize, numrecords, recordsize * numrecords);
- if (version != 0x1e83b9 && version != 0x1e9179 && version != 0x2e)
- Con_Printf ("%s: chunk %s has unknown version %x (0x1e83b9, 0x1e9179 and 0x2e are currently supported), trying to load anyway!\n", loadmodel->name, pchunk->id, version);
+ if (developer_extra.integer)
+ Con_DPrintf("%s: %s %x: %i * %i = %i\n", loadmodel->name, pchunk->id, version, recordsize, numrecords, recordsize * numrecords);
+ if (version != 0x1e83b9 && version != 0x1e9179 && version != 0x2e && version != 0x12f2bc && version != 0x12f2f0)
+ Con_Printf ("%s: chunk %s has unknown version %x (0x1e83b9, 0x1e9179, 0x2e, 0x12f2bc, 0x12f2f0 are currently supported), trying to load anyway!\n", loadmodel->name, pchunk->id, version);
if (!strcmp(pchunk->id, "ACTRHEAD"))
{
// nothing to do
matts = (pskmatt_t *)buffer;
for (index = 0, p = (pskmatt_t *)buffer;index < numrecords;index++, p++)
{
+ // nothing to do
}
buffer = p;
}
version = LittleLong(pchunk->version);
recordsize = LittleLong(pchunk->recordsize);
numrecords = LittleLong(pchunk->numrecords);
- if (developer.integer)
- Con_Printf("%s: %s %x: %i * %i = %i\n", animname, pchunk->id, version, recordsize, numrecords, recordsize * numrecords);
- if (version != 0x1e83b9 && version != 0x1e9179 && version != 0x2e)
- Con_Printf ("%s: chunk %s has unknown version %x (0x1e83b9, 0x1e9179 and 0x2e are currently supported), trying to load anyway!\n", animname, pchunk->id, version);
+ if (developer_extra.integer)
+ Con_DPrintf("%s: %s %x: %i * %i = %i\n", animname, pchunk->id, version, recordsize, numrecords, recordsize * numrecords);
+ if (version != 0x1e83b9 && version != 0x1e9179 && version != 0x2e && version != 0x12f2bc && version != 0x12f2f0)
+ Con_Printf ("%s: chunk %s has unknown version %x (0x1e83b9, 0x1e9179, 0x2e, 0x12f2bc, 0x12f2f0 are currently supported), trying to load anyway!\n", animname, pchunk->id, version);
if (!strcmp(pchunk->id, "ANIMHEAD"))
{
// nothing to do
Host_Error("%s: %s has unsupported recordsize", animname, pchunk->id);
// byteswap in place and keep the pointer
numanimbones = numrecords;
- animbones = (pskboneinfo_t *)animbuffer;
+ //animbones = (pskboneinfo_t *)animbuffer;
// NOTE: supposedly psa does not need to match the psk model, the
// bones missing from the psa would simply use their base
// positions from the psk, but this is hard for me to implement
// and people can easily make animations that match.
if (numanimbones != numbones)
- Host_Error("%s: this loader only supports animations with the same bones as the mesh");
+ Host_Error("%s: this loader only supports animations with the same bones as the mesh", loadmodel->name);
for (index = 0, p = (pskboneinfo_t *)animbuffer;index < numrecords;index++, p++)
{
p->numchildren = LittleLong(p->numchildren);
p->firstframe = LittleLong(p->firstframe);
p->numframes = LittleLong(p->numframes);
if (p->numbones != numbones)
- {
Con_Printf("%s: animinfo->numbones != numbones, trying to load anyway!\n", animname);
- }
}
animbuffer = p;
}
Con_Printf("%s: unknown chunk ID \"%s\"\n", animname, pchunk->id);
}
- if (!numpnts || !pnts || !numvtxw || !vtxw || !numfaces || !faces || !nummatts || !matts || !numbones || !bones || !numrawweights || !rawweights || !numanims || !anims || !numanimkeys || !animkeys)
+ if (!numpnts || !pnts || !numvtxw || !vtxw || !numfaces || !faces || !nummatts || !matts || !numbones || !bones || !numrawweights || !rawweights)
Host_Error("%s: missing required chunks", loadmodel->name);
- // FIXME: model bbox
- // model bbox
- for (i = 0;i < 3;i++)
+ if (numanims)
{
- loadmodel->normalmins[i] = -128;
- loadmodel->normalmaxs[i] = 128;
- loadmodel->yawmins[i] = -128;
- loadmodel->yawmaxs[i] = 128;
- loadmodel->rotatedmins[i] = -128;
- loadmodel->rotatedmaxs[i] = 128;
+ loadmodel->numframes = 0;
+ for (index = 0;index < numanims;index++)
+ loadmodel->numframes += anims[index].numframes;
+ if (numanimkeys != numbones * loadmodel->numframes)
+ Host_Error("%s: %s has incorrect number of animation keys", animname, pchunk->id);
}
- loadmodel->radius = 128;
- loadmodel->radius2 = loadmodel->radius * loadmodel->radius;
+ else
+ loadmodel->numframes = loadmodel->num_poses = 1;
- loadmodel->numframes = 0;
- for (index = 0;index < numanims;index++)
- loadmodel->numframes += anims[index].numframes;
+ meshvertices = numvtxw;
+ meshtriangles = numfaces;
+ // load external .skin files if present
+ skinfiles = Mod_LoadSkinFiles();
+ if (loadmodel->numskins < 1)
+ loadmodel->numskins = 1;
loadmodel->num_bones = numbones;
- loadmodel->num_poses = loadmodel->num_bones * loadmodel->numframes;
- loadmodel->num_textures = loadmodel->nummeshes = loadmodel->nummodelsurfaces = loadmodel->num_surfaces = nummatts;
-
- if (numanimkeys != loadmodel->num_bones * loadmodel->numframes)
- Host_Error("%s: %s has incorrect number of animation keys", animname, pchunk->id);
-
- loadmodel->data_poses = (float *)Mem_Alloc(loadmodel->mempool, loadmodel->num_poses * sizeof(float[12]));
- loadmodel->animscenes = (animscene_t *)Mem_Alloc(loadmodel->mempool, loadmodel->numframes * sizeof(animscene_t));
- loadmodel->data_textures = (texture_t *)Mem_Alloc(loadmodel->mempool, loadmodel->num_surfaces * loadmodel->numskins * sizeof(texture_t));
- loadmodel->data_surfaces = (msurface_t *)Mem_Alloc(loadmodel->mempool, loadmodel->num_surfaces * sizeof(msurface_t));
- loadmodel->surfacelist = (int *)Mem_Alloc(loadmodel->mempool, loadmodel->num_surfaces * sizeof(int));
- loadmodel->data_bones = (aliasbone_t *)Mem_Alloc(loadmodel->mempool, loadmodel->num_bones * sizeof(aliasbone_t));
+ loadmodel->num_poses = loadmodel->numframes;
+ loadmodel->nummodelsurfaces = loadmodel->num_surfaces = nummatts;
+ loadmodel->num_textures = loadmodel->num_surfaces * loadmodel->numskins;
+ loadmodel->num_texturesperskin = loadmodel->num_surfaces;
+ loadmodel->surfmesh.num_vertices = meshvertices;
+ loadmodel->surfmesh.num_triangles = meshtriangles;
+ // do most allocations as one merged chunk
+ size = loadmodel->num_surfaces * sizeof(msurface_t) + loadmodel->num_surfaces * sizeof(int) + loadmodel->num_surfaces * loadmodel->numskins * sizeof(texture_t) + loadmodel->surfmesh.num_triangles * sizeof(int[3]) + loadmodel->surfmesh.num_vertices * sizeof(float[3]) + loadmodel->surfmesh.num_vertices * sizeof(float[3]) + loadmodel->surfmesh.num_vertices * sizeof(float[3]) + loadmodel->surfmesh.num_vertices * sizeof(float[3]) + loadmodel->surfmesh.num_vertices * sizeof(float[2]) + loadmodel->surfmesh.num_vertices * sizeof(unsigned char[4]) + loadmodel->surfmesh.num_vertices * sizeof(unsigned char[4]) + loadmodel->surfmesh.num_vertices * sizeof(unsigned short) + loadmodel->num_poses * loadmodel->num_bones * sizeof(short[7]) + loadmodel->num_bones * sizeof(float[12]) + loadmodel->numskins * sizeof(animscene_t) + loadmodel->num_bones * sizeof(aliasbone_t) + loadmodel->numframes * sizeof(animscene_t) + ((loadmodel->surfmesh.num_vertices <= 65536) ? (loadmodel->surfmesh.num_triangles * sizeof(unsigned short[3])) : 0);
+ data = (unsigned char *)Mem_Alloc(loadmodel->mempool, size);
+ loadmodel->data_surfaces = (msurface_t *)data;data += loadmodel->num_surfaces * sizeof(msurface_t);
+ loadmodel->sortedmodelsurfaces = (int *)data;data += loadmodel->num_surfaces * sizeof(int);
+ loadmodel->data_textures = (texture_t *)data;data += loadmodel->num_surfaces * loadmodel->numskins * sizeof(texture_t);
+ loadmodel->surfmesh.data_element3i = (int *)data;data += loadmodel->surfmesh.num_triangles * sizeof(int[3]);
+ loadmodel->surfmesh.data_vertex3f = (float *)data;data += loadmodel->surfmesh.num_vertices * sizeof(float[3]);
+ loadmodel->surfmesh.data_svector3f = (float *)data;data += loadmodel->surfmesh.num_vertices * sizeof(float[3]);
+ loadmodel->surfmesh.data_tvector3f = (float *)data;data += loadmodel->surfmesh.num_vertices * sizeof(float[3]);
+ loadmodel->surfmesh.data_normal3f = (float *)data;data += loadmodel->surfmesh.num_vertices * sizeof(float[3]);
+ loadmodel->surfmesh.data_texcoordtexture2f = (float *)data;data += loadmodel->surfmesh.num_vertices * sizeof(float[2]);
+ loadmodel->surfmesh.data_skeletalindex4ub = (unsigned char *)data;data += loadmodel->surfmesh.num_vertices * sizeof(unsigned char[4]);
+ loadmodel->surfmesh.data_skeletalweight4ub = (unsigned char *)data;data += loadmodel->surfmesh.num_vertices * sizeof(unsigned char[4]);
+ loadmodel->data_baseboneposeinverse = (float *)data;data += loadmodel->num_bones * sizeof(float[12]);
+ loadmodel->skinscenes = (animscene_t *)data;data += loadmodel->numskins * sizeof(animscene_t);
+ loadmodel->data_bones = (aliasbone_t *)data;data += loadmodel->num_bones * sizeof(aliasbone_t);
+ loadmodel->animscenes = (animscene_t *)data;data += loadmodel->numframes * sizeof(animscene_t);
+ loadmodel->surfmesh.num_blends = 0;
+ loadmodel->surfmesh.blends = (unsigned short *)data;data += meshvertices * sizeof(unsigned short);
+ if (loadmodel->surfmesh.num_vertices <= 65536)
+ {
+ loadmodel->surfmesh.data_element3s = (unsigned short *)data;data += loadmodel->surfmesh.num_triangles * sizeof(unsigned short[3]);
+ }
+ loadmodel->data_poses7s = (short *)data;data += loadmodel->num_poses * loadmodel->num_bones * sizeof(short[7]);
+ loadmodel->surfmesh.data_blendweights = (blendweights_t *)Mem_Alloc(loadmodel->mempool, loadmodel->surfmesh.num_vertices * sizeof(blendweights_t));
- loadmodel->meshlist = (surfmesh_t **)Mem_Alloc(loadmodel->mempool, sizeof(surfmesh_t *));
- mesh = loadmodel->meshlist[0] = (surfmesh_t *)Mem_Alloc(loadmodel->mempool, sizeof(surfmesh_t));
- mesh->num_vertices = numvtxw;
- mesh->num_triangles = numfaces;
- mesh->data_element3i = (int *)Mem_Alloc(loadmodel->mempool, mesh->num_triangles * sizeof(int[3]));
- mesh->data_neighbor3i = (int *)Mem_Alloc(loadmodel->mempool, mesh->num_triangles * sizeof(int[3]));
- mesh->data_texcoordtexture2f = (float *)Mem_Alloc(loadmodel->mempool, mesh->num_vertices * sizeof(float[2]));
+ for (i = 0;i < loadmodel->numskins;i++)
+ {
+ loadmodel->skinscenes[i].firstframe = i;
+ loadmodel->skinscenes[i].framecount = 1;
+ loadmodel->skinscenes[i].loop = true;
+ loadmodel->skinscenes[i].framerate = 10;
+ }
// create surfaces
for (index = 0, i = 0;index < nummatts;index++)
{
// since psk models do not have named sections, reuse their shader name as the section name
- if (matts[index].name[0])
- Mod_BuildAliasSkinsFromSkinFiles(loadmodel->data_textures + index, skinfiles, matts[index].name, matts[index].name);
- else
- for (j = 0;j < loadmodel->numskins;j++)
- Mod_BuildAliasSkinFromSkinFrame(loadmodel->data_textures + index + j * loadmodel->num_surfaces, NULL);
- loadmodel->surfacelist[index] = index;
- loadmodel->data_surfaces[index].groupmesh = loadmodel->meshlist[0];
+ Mod_BuildAliasSkinsFromSkinFiles(loadmodel->data_textures + index, skinfiles, matts[index].name, matts[index].name);
+ loadmodel->sortedmodelsurfaces[index] = index;
loadmodel->data_surfaces[index].texture = loadmodel->data_textures + index;
loadmodel->data_surfaces[index].num_firstvertex = 0;
- loadmodel->data_surfaces[index].num_vertices = loadmodel->meshlist[0]->num_vertices;
+ loadmodel->data_surfaces[index].num_vertices = loadmodel->surfmesh.num_vertices;
}
- // copy over the texcoords
+ // copy over the vertex locations and texcoords
for (index = 0;index < numvtxw;index++)
{
- mesh->data_texcoordtexture2f[index*2+0] = vtxw[index].texcoord[0];
- mesh->data_texcoordtexture2f[index*2+1] = vtxw[index].texcoord[1];
+ loadmodel->surfmesh.data_vertex3f[index*3+0] = pnts[vtxw[index].pntsindex].origin[0];
+ loadmodel->surfmesh.data_vertex3f[index*3+1] = pnts[vtxw[index].pntsindex].origin[1];
+ loadmodel->surfmesh.data_vertex3f[index*3+2] = pnts[vtxw[index].pntsindex].origin[2];
+ loadmodel->surfmesh.data_texcoordtexture2f[index*2+0] = vtxw[index].texcoord[0];
+ loadmodel->surfmesh.data_texcoordtexture2f[index*2+1] = vtxw[index].texcoord[1];
}
// loading the faces is complicated because we need to sort them into surfaces by mattindex
for (index = 0;index < numfaces;index++)
{
i = (loadmodel->data_surfaces[faces[index].mattindex].num_firsttriangle + loadmodel->data_surfaces[faces[index].mattindex].num_triangles++)*3;
- mesh->data_element3i[i+0] = faces[index].vtxwindex[0];
- mesh->data_element3i[i+1] = faces[index].vtxwindex[1];
- mesh->data_element3i[i+2] = faces[index].vtxwindex[2];
+ loadmodel->surfmesh.data_element3i[i+0] = faces[index].vtxwindex[0];
+ loadmodel->surfmesh.data_element3i[i+1] = faces[index].vtxwindex[1];
+ loadmodel->surfmesh.data_element3i[i+2] = faces[index].vtxwindex[2];
}
// copy over the bones
Host_Error("%s bone[%i].parent >= %i", loadmodel->name, index, index);
}
- // build bone-relative vertex weights from the psk point weights
- mesh->num_vertexboneweights = 0;
- for (index = 0;index < numvtxw;index++)
- for (j = 0;j < numrawweights;j++)
- if (rawweights[j].pntsindex == vtxw[index].pntsindex)
- mesh->num_vertexboneweights++;
- mesh->data_vertexboneweights = (surfmeshvertexboneweight_t *)Mem_Alloc(loadmodel->mempool, mesh->num_vertexboneweights * sizeof(surfmeshvertexboneweight_t));
- mesh->num_vertexboneweights = 0;
+ // convert the basepose data
+ if (loadmodel->num_bones)
+ {
+ int boneindex;
+ matrix4x4_t *basebonepose;
+ float *outinvmatrix = loadmodel->data_baseboneposeinverse;
+ matrix4x4_t bonematrix;
+ matrix4x4_t tempbonematrix;
+ basebonepose = (matrix4x4_t *)Mem_Alloc(tempmempool, loadmodel->num_bones * sizeof(matrix4x4_t));
+ for (boneindex = 0;boneindex < loadmodel->num_bones;boneindex++)
+ {
+ Matrix4x4_FromOriginQuat(&bonematrix, bones[boneindex].basepose.origin[0], bones[boneindex].basepose.origin[1], bones[boneindex].basepose.origin[2], bones[boneindex].basepose.quat[0], bones[boneindex].basepose.quat[1], bones[boneindex].basepose.quat[2], bones[boneindex].basepose.quat[3]);
+ if (loadmodel->data_bones[boneindex].parent >= 0)
+ {
+ tempbonematrix = bonematrix;
+ Matrix4x4_Concat(&bonematrix, basebonepose + loadmodel->data_bones[boneindex].parent, &tempbonematrix);
+ }
+ basebonepose[boneindex] = bonematrix;
+ Matrix4x4_Invert_Simple(&tempbonematrix, basebonepose + boneindex);
+ Matrix4x4_ToArray12FloatD3D(&tempbonematrix, outinvmatrix + 12*boneindex);
+ }
+ Mem_Free(basebonepose);
+ }
+
+ // sort the psk point weights into the vertex weight tables
+ // (which only accept up to 4 bones per vertex)
for (index = 0;index < numvtxw;index++)
{
+ int weightindex[4] = { 0, 0, 0, 0 };
+ float weightinfluence[4] = { 0, 0, 0, 0 };
+ int l;
for (j = 0;j < numrawweights;j++)
{
if (rawweights[j].pntsindex == vtxw[index].pntsindex)
{
- matrix4x4_t matrix, inversematrix;
- mesh->data_vertexboneweights[mesh->num_vertexboneweights].vertexindex = index;
- mesh->data_vertexboneweights[mesh->num_vertexboneweights].boneindex = rawweights[j].boneindex;
- mesh->data_vertexboneweights[mesh->num_vertexboneweights].weight = rawweights[j].weight;
- Matrix4x4_CreateIdentity(&matrix);
- for (i = rawweights[j].boneindex;i >= 0;i = loadmodel->data_bones[i].parent)
+ int boneindex = rawweights[j].boneindex;
+ float influence = rawweights[j].weight;
+ for (l = 0;l < 4;l++)
{
- matrix4x4_t childmatrix, tempmatrix;
- Mod_PSKMODEL_AnimKeyToMatrix(bones[i].basepose.origin, bones[i].basepose.quat, &tempmatrix);
- childmatrix = matrix;
- Matrix4x4_Concat(&matrix, &tempmatrix, &childmatrix);
+ if (weightinfluence[l] < influence)
+ {
+ // move lower influence weights out of the way first
+ int l2;
+ for (l2 = 3;l2 > l;l2--)
+ {
+ weightinfluence[l2] = weightinfluence[l2-1];
+ weightindex[l2] = weightindex[l2-1];
+ }
+ // store the new weight
+ weightinfluence[l] = influence;
+ weightindex[l] = boneindex;
+ break;
+ }
}
- Matrix4x4_Invert_Simple(&inversematrix, &matrix);
- Matrix4x4_Transform(&inversematrix, pnts[rawweights[j].pntsindex].origin, mesh->data_vertexboneweights[mesh->num_vertexboneweights].origin);
- VectorScale(mesh->data_vertexboneweights[mesh->num_vertexboneweights].origin, mesh->data_vertexboneweights[mesh->num_vertexboneweights].weight, mesh->data_vertexboneweights[mesh->num_vertexboneweights].origin);
- mesh->num_vertexboneweights++;
}
}
+ loadmodel->surfmesh.blends[index] = Mod_Skeletal_CompressBlend(loadmodel, weightindex, weightinfluence);
+ loadmodel->surfmesh.data_skeletalindex4ub[index*4 ] = weightindex[0];
+ loadmodel->surfmesh.data_skeletalindex4ub[index*4+1] = weightindex[1];
+ loadmodel->surfmesh.data_skeletalindex4ub[index*4+2] = weightindex[2];
+ loadmodel->surfmesh.data_skeletalindex4ub[index*4+3] = weightindex[3];
+ loadmodel->surfmesh.data_skeletalweight4ub[index*4 ] = (unsigned char)(weightinfluence[0]*255.0f);
+ loadmodel->surfmesh.data_skeletalweight4ub[index*4+1] = (unsigned char)(weightinfluence[1]*255.0f);
+ loadmodel->surfmesh.data_skeletalweight4ub[index*4+2] = (unsigned char)(weightinfluence[2]*255.0f);
+ loadmodel->surfmesh.data_skeletalweight4ub[index*4+3] = (unsigned char)(weightinfluence[3]*255.0f);
+ }
+ if (loadmodel->surfmesh.num_blends < loadmodel->surfmesh.num_vertices)
+ loadmodel->surfmesh.data_blendweights = (blendweights_t *)Mem_Realloc(loadmodel->mempool, loadmodel->surfmesh.data_blendweights, loadmodel->surfmesh.num_blends * sizeof(blendweights_t));
+
+ // set up the animscenes based on the anims
+ if (numanims)
+ {
+ for (index = 0, i = 0;index < numanims;index++)
+ {
+ for (j = 0;j < anims[index].numframes;j++, i++)
+ {
+ dpsnprintf(loadmodel->animscenes[i].name, sizeof(loadmodel->animscenes[i].name), "%s_%d", anims[index].name, j);
+ loadmodel->animscenes[i].firstframe = i;
+ loadmodel->animscenes[i].framecount = 1;
+ loadmodel->animscenes[i].loop = true;
+ loadmodel->animscenes[i].framerate = anims[index].fps;
+ }
+ }
+ // calculate the scaling value for bone origins so they can be compressed to short
+ biggestorigin = 0;
+ for (index = 0;index < numanimkeys;index++)
+ {
+ pskanimkeys_t *k = animkeys + index;
+ biggestorigin = max(biggestorigin, fabs(k->origin[0]));
+ biggestorigin = max(biggestorigin, fabs(k->origin[1]));
+ biggestorigin = max(biggestorigin, fabs(k->origin[2]));
+ }
+ loadmodel->num_posescale = biggestorigin / 32767.0f;
+ loadmodel->num_poseinvscale = 1.0f / loadmodel->num_posescale;
+
+ // load the poses from the animkeys
+ for (index = 0;index < numanimkeys;index++)
+ {
+ pskanimkeys_t *k = animkeys + index;
+ float quat[4];
+ Vector4Copy(k->quat, quat);
+ if (quat[3] > 0)
+ Vector4Negate(quat, quat);
+ Vector4Normalize2(quat, quat);
+ // compress poses to the short[7] format for longterm storage
+ loadmodel->data_poses7s[index*7+0] = k->origin[0] * loadmodel->num_poseinvscale;
+ loadmodel->data_poses7s[index*7+1] = k->origin[1] * loadmodel->num_poseinvscale;
+ loadmodel->data_poses7s[index*7+2] = k->origin[2] * loadmodel->num_poseinvscale;
+ loadmodel->data_poses7s[index*7+3] = quat[0] * 32767.0f;
+ loadmodel->data_poses7s[index*7+4] = quat[1] * 32767.0f;
+ loadmodel->data_poses7s[index*7+5] = quat[2] * 32767.0f;
+ loadmodel->data_poses7s[index*7+6] = quat[3] * 32767.0f;
+ }
+ }
+ else
+ {
+ strlcpy(loadmodel->animscenes[0].name, "base", sizeof(loadmodel->animscenes[0].name));
+ loadmodel->animscenes[0].firstframe = 0;
+ loadmodel->animscenes[0].framecount = 1;
+ loadmodel->animscenes[0].loop = true;
+ loadmodel->animscenes[0].framerate = 10;
+
+ // calculate the scaling value for bone origins so they can be compressed to short
+ biggestorigin = 0;
+ for (index = 0;index < numbones;index++)
+ {
+ pskboneinfo_t *p = bones + index;
+ biggestorigin = max(biggestorigin, fabs(p->basepose.origin[0]));
+ biggestorigin = max(biggestorigin, fabs(p->basepose.origin[1]));
+ biggestorigin = max(biggestorigin, fabs(p->basepose.origin[2]));
+ }
+ loadmodel->num_posescale = biggestorigin / 32767.0f;
+ loadmodel->num_poseinvscale = 1.0f / loadmodel->num_posescale;
+
+ // load the basepose as a frame
+ for (index = 0;index < numbones;index++)
+ {
+ pskboneinfo_t *p = bones + index;
+ float quat[4];
+ Vector4Copy(p->basepose.quat, quat);
+ if (quat[3] > 0)
+ Vector4Negate(quat, quat);
+ Vector4Normalize2(quat, quat);
+ // compress poses to the short[7] format for longterm storage
+ loadmodel->data_poses7s[index*7+0] = p->basepose.origin[0] * loadmodel->num_poseinvscale;
+ loadmodel->data_poses7s[index*7+1] = p->basepose.origin[1] * loadmodel->num_poseinvscale;
+ loadmodel->data_poses7s[index*7+2] = p->basepose.origin[2] * loadmodel->num_poseinvscale;
+ loadmodel->data_poses7s[index*7+3] = quat[0] * 32767.0f;
+ loadmodel->data_poses7s[index*7+4] = quat[1] * 32767.0f;
+ loadmodel->data_poses7s[index*7+5] = quat[2] * 32767.0f;
+ loadmodel->data_poses7s[index*7+6] = quat[3] * 32767.0f;
+ }
+ }
+
+ Mod_FreeSkinFiles(skinfiles);
+ if (animfilebuffer)
+ Mem_Free(animfilebuffer);
+ Mod_MakeSortedSurfaces(loadmodel);
+
+ // compute all the mesh information that was not loaded from the file
+ // TODO: honor smoothing groups somehow?
+ if (loadmodel->surfmesh.data_element3s)
+ for (i = 0;i < loadmodel->surfmesh.num_triangles*3;i++)
+ loadmodel->surfmesh.data_element3s[i] = loadmodel->surfmesh.data_element3i[i];
+ Mod_ValidateElements(loadmodel->surfmesh.data_element3i, loadmodel->surfmesh.data_element3s, loadmodel->surfmesh.num_triangles, 0, loadmodel->surfmesh.num_vertices, __FILE__, __LINE__);
+ Mod_BuildNormals(0, loadmodel->surfmesh.num_vertices, loadmodel->surfmesh.num_triangles, loadmodel->surfmesh.data_vertex3f, loadmodel->surfmesh.data_element3i, loadmodel->surfmesh.data_normal3f, r_smoothnormals_areaweighting.integer != 0);
+ Mod_BuildTextureVectorsFromNormals(0, loadmodel->surfmesh.num_vertices, loadmodel->surfmesh.num_triangles, loadmodel->surfmesh.data_vertex3f, loadmodel->surfmesh.data_texcoordtexture2f, loadmodel->surfmesh.data_normal3f, loadmodel->surfmesh.data_element3i, loadmodel->surfmesh.data_svector3f, loadmodel->surfmesh.data_tvector3f, r_smoothnormals_areaweighting.integer != 0);
+ loadmodel->surfmesh.isanimated = Mod_Alias_CalculateBoundingBox();
+ if(mod_alias_force_animated.string[0])
+ loadmodel->surfmesh.isanimated = mod_alias_force_animated.integer != 0;
+
+ // Always make a BIH for the first frame, we can use it where possible.
+ Mod_MakeCollisionBIH(loadmodel, true, &loadmodel->collision_bih);
+ if (!loadmodel->surfmesh.isanimated)
+ {
+ loadmodel->TraceBox = Mod_CollisionBIH_TraceBox;
+ loadmodel->TraceBrush = Mod_CollisionBIH_TraceBrush;
+ loadmodel->TraceLine = Mod_CollisionBIH_TraceLine;
+ loadmodel->TracePoint = Mod_CollisionBIH_TracePoint_Mesh;
+ loadmodel->PointSuperContents = Mod_CollisionBIH_PointSuperContents_Mesh;
+ }
+
+ // because shaders can do somewhat unexpected things, check for unusual features now
+ for (i = 0;i < loadmodel->num_textures;i++)
+ {
+ if (loadmodel->data_textures[i].basematerialflags & (MATERIALFLAG_SKY))
+ mod->DrawSky = R_Q1BSP_DrawSky;
+ if (loadmodel->data_textures[i].basematerialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION | MATERIALFLAG_CAMERA))
+ mod->DrawAddWaterPlanes = R_Q1BSP_DrawAddWaterPlanes;
+ }
+}
+
+void Mod_INTERQUAKEMODEL_Load(dp_model_t *mod, void *buffer, void *bufferend)
+{
+ unsigned char *data;
+ const char *text;
+ const unsigned char *pbase, *pend;
+ iqmheader_t header;
+ skinfile_t *skinfiles;
+ int i, j, k, meshvertices, meshtriangles;
+ float biggestorigin;
+ const unsigned int *inelements;
+ int *outelements;
+ float *outvertex, *outnormal, *outtexcoord, *outsvector, *outtvector, *outcolor;
+ // this pointers into the file data are read only through Little* functions so they can be unaligned memory
+ const float *vnormal = NULL;
+ const float *vposition = NULL;
+ const float *vtangent = NULL;
+ const float *vtexcoord = NULL;
+ const float *vcolor4f = NULL;
+ const unsigned char *vblendindexes = NULL;
+ const unsigned char *vblendweights = NULL;
+ const unsigned char *vcolor4ub = NULL;
+ const unsigned short *framedata = NULL;
+ // temporary memory allocations (because the data in the file may be misaligned)
+ iqmanim_t *anims = NULL;
+ iqmbounds_t *bounds = NULL;
+ iqmjoint1_t *joint1 = NULL;
+ iqmjoint_t *joint = NULL;
+ iqmmesh_t *meshes = NULL;
+ iqmpose1_t *pose1 = NULL;
+ iqmpose_t *pose = NULL;
+ iqmvertexarray_t *vas = NULL;
+
+ pbase = (unsigned char *)buffer;
+ pend = (unsigned char *)bufferend;
+
+ if (pbase + sizeof(iqmheader_t) > pend)
+ Host_Error ("Mod_INTERQUAKEMODEL_Load: %s is not an Inter-Quake Model %d", loadmodel->name, (int)(pend - pbase));
+
+ // copy struct (otherwise it may be misaligned)
+ // LadyHavoc: okay it's definitely not misaligned here, but for consistency...
+ memcpy(&header, pbase, sizeof(iqmheader_t));
+
+ if (memcmp(header.id, "INTERQUAKEMODEL", 16))
+ Host_Error ("Mod_INTERQUAKEMODEL_Load: %s is not an Inter-Quake Model", loadmodel->name);
+ if (LittleLong(header.version) != 1 && LittleLong(header.version) != 2)
+ Host_Error ("Mod_INTERQUAKEMODEL_Load: only version 1 and 2 models are currently supported (name = %s)", loadmodel->name);
+
+ loadmodel->modeldatatypestring = "IQM";
+
+ loadmodel->type = mod_alias;
+ loadmodel->synctype = ST_RAND;
+
+ // byteswap header
+ header.version = LittleLong(header.version);
+ header.filesize = LittleLong(header.filesize);
+ header.flags = LittleLong(header.flags);
+ header.num_text = LittleLong(header.num_text);
+ header.ofs_text = LittleLong(header.ofs_text);
+ header.num_meshes = LittleLong(header.num_meshes);
+ header.ofs_meshes = LittleLong(header.ofs_meshes);
+ header.num_vertexarrays = LittleLong(header.num_vertexarrays);
+ header.num_vertexes = LittleLong(header.num_vertexes);
+ header.ofs_vertexarrays = LittleLong(header.ofs_vertexarrays);
+ header.num_triangles = LittleLong(header.num_triangles);
+ header.ofs_triangles = LittleLong(header.ofs_triangles);
+ header.ofs_neighbors = LittleLong(header.ofs_neighbors);
+ header.num_joints = LittleLong(header.num_joints);
+ header.ofs_joints = LittleLong(header.ofs_joints);
+ header.num_poses = LittleLong(header.num_poses);
+ header.ofs_poses = LittleLong(header.ofs_poses);
+ header.num_anims = LittleLong(header.num_anims);
+ header.ofs_anims = LittleLong(header.ofs_anims);
+ header.num_frames = LittleLong(header.num_frames);
+ header.num_framechannels = LittleLong(header.num_framechannels);
+ header.ofs_frames = LittleLong(header.ofs_frames);
+ header.ofs_bounds = LittleLong(header.ofs_bounds);
+ header.num_comment = LittleLong(header.num_comment);
+ header.ofs_comment = LittleLong(header.ofs_comment);
+ header.num_extensions = LittleLong(header.num_extensions);
+ header.ofs_extensions = LittleLong(header.ofs_extensions);
+
+ if (header.version == 1)
+ {
+ if (pbase + header.ofs_joints + header.num_joints*sizeof(iqmjoint1_t) > pend ||
+ pbase + header.ofs_poses + header.num_poses*sizeof(iqmpose1_t) > pend)
+ {
+ Con_Printf("%s has invalid size or offset information\n", loadmodel->name);
+ return;
+ }
+ }
+ else
+ {
+ if (pbase + header.ofs_joints + header.num_joints*sizeof(iqmjoint_t) > pend ||
+ pbase + header.ofs_poses + header.num_poses*sizeof(iqmpose_t) > pend)
+ {
+ Con_Printf("%s has invalid size or offset information\n", loadmodel->name);
+ return;
+ }
+ }
+ if (pbase + header.ofs_text + header.num_text > pend ||
+ pbase + header.ofs_meshes + header.num_meshes*sizeof(iqmmesh_t) > pend ||
+ pbase + header.ofs_vertexarrays + header.num_vertexarrays*sizeof(iqmvertexarray_t) > pend ||
+ pbase + header.ofs_triangles + header.num_triangles*sizeof(int[3]) > pend ||
+ (header.ofs_neighbors && pbase + header.ofs_neighbors + header.num_triangles*sizeof(int[3]) > pend) ||
+ pbase + header.ofs_anims + header.num_anims*sizeof(iqmanim_t) > pend ||
+ pbase + header.ofs_frames + header.num_frames*header.num_framechannels*sizeof(unsigned short) > pend ||
+ (header.ofs_bounds && pbase + header.ofs_bounds + header.num_frames*sizeof(iqmbounds_t) > pend) ||
+ pbase + header.ofs_comment + header.num_comment > pend)
+ {
+ Con_Printf("%s has invalid size or offset information\n", loadmodel->name);
+ return;
+ }
+
+ // copy structs to make them aligned in memory (otherwise we crash on Sparc and PowerPC and others)
+ if (header.num_vertexarrays)
+ vas = (iqmvertexarray_t *)(pbase + header.ofs_vertexarrays);
+ if (header.num_anims)
+ anims = (iqmanim_t *)(pbase + header.ofs_anims);
+ if (header.ofs_bounds)
+ bounds = (iqmbounds_t *)(pbase + header.ofs_bounds);
+ if (header.num_meshes)
+ meshes = (iqmmesh_t *)(pbase + header.ofs_meshes);
+
+ for (i = 0;i < (int)header.num_vertexarrays;i++)
+ {
+ iqmvertexarray_t va;
+ size_t vsize;
+ va.type = LittleLong(vas[i].type);
+ va.flags = LittleLong(vas[i].flags);
+ va.format = LittleLong(vas[i].format);
+ va.size = LittleLong(vas[i].size);
+ va.offset = LittleLong(vas[i].offset);
+ vsize = header.num_vertexes*va.size;
+ switch (va.format)
+ {
+ case IQM_FLOAT: vsize *= sizeof(float); break;
+ case IQM_UBYTE: vsize *= sizeof(unsigned char); break;
+ default: continue;
+ }
+ if (pbase + va.offset + vsize > pend)
+ continue;
+ // no need to copy the vertex data for alignment because LittleLong/LittleShort will be invoked on reading them, and the destination is aligned
+ switch (va.type)
+ {
+ case IQM_POSITION:
+ if (va.format == IQM_FLOAT && va.size == 3)
+ vposition = (const float *)(pbase + va.offset);
+ break;
+ case IQM_TEXCOORD:
+ if (va.format == IQM_FLOAT && va.size == 2)
+ vtexcoord = (const float *)(pbase + va.offset);
+ break;
+ case IQM_NORMAL:
+ if (va.format == IQM_FLOAT && va.size == 3)
+ vnormal = (const float *)(pbase + va.offset);
+ break;
+ case IQM_TANGENT:
+ if (va.format == IQM_FLOAT && va.size == 4)
+ vtangent = (const float *)(pbase + va.offset);
+ break;
+ case IQM_BLENDINDEXES:
+ if (va.format == IQM_UBYTE && va.size == 4)
+ vblendindexes = (const unsigned char *)(pbase + va.offset);
+ break;
+ case IQM_BLENDWEIGHTS:
+ if (va.format == IQM_UBYTE && va.size == 4)
+ vblendweights = (const unsigned char *)(pbase + va.offset);
+ break;
+ case IQM_COLOR:
+ if (va.format == IQM_FLOAT && va.size == 4)
+ vcolor4f = (const float *)(pbase + va.offset);
+ if (va.format == IQM_UBYTE && va.size == 4)
+ vcolor4ub = (const unsigned char *)(pbase + va.offset);
+ break;
+ }
+ }
+ if (header.num_vertexes > 0 && (!vposition || !vtexcoord || ((header.num_frames > 0 || header.num_anims > 0) && (!vblendindexes || !vblendweights))))
+ {
+ Con_Printf("%s is missing vertex array data\n", loadmodel->name);
+ return;
+ }
+
+ text = header.num_text && header.ofs_text ? (const char *)(pbase + header.ofs_text) : "";
+
+ loadmodel->DrawSky = NULL;
+ loadmodel->DrawAddWaterPlanes = NULL;
+ loadmodel->Draw = R_Q1BSP_Draw;
+ loadmodel->DrawDepth = R_Q1BSP_DrawDepth;
+ loadmodel->DrawDebug = R_Q1BSP_DrawDebug;
+ loadmodel->DrawPrepass = R_Q1BSP_DrawPrepass;
+ loadmodel->CompileShadowMap = R_Q1BSP_CompileShadowMap;
+ loadmodel->DrawShadowMap = R_Q1BSP_DrawShadowMap;
+ loadmodel->DrawLight = R_Q1BSP_DrawLight;
+ loadmodel->TraceBox = Mod_MDLMD2MD3_TraceBox;
+ loadmodel->TraceLine = Mod_MDLMD2MD3_TraceLine;
+ loadmodel->PointSuperContents = NULL;
+ loadmodel->AnimateVertices = Mod_Skeletal_AnimateVertices;
+
+ // load external .skin files if present
+ skinfiles = Mod_LoadSkinFiles();
+ if (loadmodel->numskins < 1)
+ loadmodel->numskins = 1;
+
+ loadmodel->numframes = max(header.num_anims, 1);
+ loadmodel->num_bones = header.num_joints;
+ loadmodel->num_poses = max(header.num_frames, 1);
+ loadmodel->nummodelsurfaces = loadmodel->num_surfaces = header.num_meshes;
+ loadmodel->num_textures = loadmodel->num_surfaces * loadmodel->numskins;
+ loadmodel->num_texturesperskin = loadmodel->num_surfaces;
+
+ meshvertices = header.num_vertexes;
+ meshtriangles = header.num_triangles;
+
+ // do most allocations as one merged chunk
+ data = (unsigned char *)Mem_Alloc(loadmodel->mempool, loadmodel->num_surfaces * sizeof(msurface_t) + loadmodel->num_surfaces * sizeof(int) + loadmodel->num_surfaces * loadmodel->numskins * sizeof(texture_t) + meshtriangles * sizeof(int[3]) + (meshvertices <= 65536 ? meshtriangles * sizeof(unsigned short[3]) : 0) + meshvertices * (sizeof(float[14]) + (vcolor4f || vcolor4ub ? sizeof(float[4]) : 0)) + (vblendindexes && vblendweights ? meshvertices * (sizeof(unsigned short) + sizeof(unsigned char[2][4])) : 0) + loadmodel->num_poses * loadmodel->num_bones * sizeof(short[7]) + loadmodel->num_bones * sizeof(float[12]) + loadmodel->numskins * sizeof(animscene_t) + loadmodel->num_bones * sizeof(aliasbone_t) + loadmodel->numframes * sizeof(animscene_t));
+ loadmodel->data_surfaces = (msurface_t *)data;data += loadmodel->num_surfaces * sizeof(msurface_t);
+ loadmodel->sortedmodelsurfaces = (int *)data;data += loadmodel->num_surfaces * sizeof(int);
+ loadmodel->data_textures = (texture_t *)data;data += loadmodel->num_surfaces * loadmodel->numskins * sizeof(texture_t);
+ loadmodel->surfmesh.num_vertices = meshvertices;
+ loadmodel->surfmesh.num_triangles = meshtriangles;
+ loadmodel->surfmesh.data_element3i = (int *)data;data += meshtriangles * sizeof(int[3]);
+ loadmodel->surfmesh.data_vertex3f = (float *)data;data += meshvertices * sizeof(float[3]);
+ loadmodel->surfmesh.data_svector3f = (float *)data;data += meshvertices * sizeof(float[3]);
+ loadmodel->surfmesh.data_tvector3f = (float *)data;data += meshvertices * sizeof(float[3]);
+ loadmodel->surfmesh.data_normal3f = (float *)data;data += meshvertices * sizeof(float[3]);
+ loadmodel->surfmesh.data_texcoordtexture2f = (float *)data;data += meshvertices * sizeof(float[2]);
+ if (vcolor4f || vcolor4ub)
+ {
+ loadmodel->surfmesh.data_lightmapcolor4f = (float *)data;data += meshvertices * sizeof(float[4]);
+ }
+ if (vblendindexes && vblendweights)
+ {
+ loadmodel->surfmesh.data_skeletalindex4ub = (unsigned char *)data;data += meshvertices * sizeof(unsigned char[4]);
+ loadmodel->surfmesh.data_skeletalweight4ub = (unsigned char *)data;data += meshvertices * sizeof(unsigned char[4]);
+ }
+ loadmodel->data_baseboneposeinverse = (float *)data;data += loadmodel->num_bones * sizeof(float[12]);
+ loadmodel->skinscenes = (animscene_t *)data;data += loadmodel->numskins * sizeof(animscene_t);
+ loadmodel->data_bones = (aliasbone_t *)data;data += loadmodel->num_bones * sizeof(aliasbone_t);
+ loadmodel->animscenes = (animscene_t *)data;data += loadmodel->numframes * sizeof(animscene_t);
+ if (vblendindexes && vblendweights)
+ {
+ loadmodel->surfmesh.num_blends = 0;
+ loadmodel->surfmesh.blends = (unsigned short *)data;data += meshvertices * sizeof(unsigned short);
+ }
+ if (meshvertices <= 65536)
+ {
+ loadmodel->surfmesh.data_element3s = (unsigned short *)data;data += meshtriangles * sizeof(unsigned short[3]);
+ }
+ loadmodel->data_poses7s = (short *)data;data += loadmodel->num_poses * loadmodel->num_bones * sizeof(short[7]);
+ if (vblendindexes && vblendweights)
+ loadmodel->surfmesh.data_blendweights = (blendweights_t *)Mem_Alloc(loadmodel->mempool, meshvertices * sizeof(blendweights_t));
+
+ for (i = 0;i < loadmodel->numskins;i++)
+ {
+ loadmodel->skinscenes[i].firstframe = i;
+ loadmodel->skinscenes[i].framecount = 1;
+ loadmodel->skinscenes[i].loop = true;
+ loadmodel->skinscenes[i].framerate = 10;
+ }
+
+ // load the bone info
+ if (header.version == 1)
+ {
+ iqmjoint1_t *injoint1 = (iqmjoint1_t *)(pbase + header.ofs_joints);
+ if (loadmodel->num_bones)
+ joint1 = (iqmjoint1_t *)Mem_Alloc(loadmodel->mempool, loadmodel->num_bones * sizeof(iqmjoint1_t));
+ for (i = 0;i < loadmodel->num_bones;i++)
+ {
+ matrix4x4_t relbase, relinvbase, pinvbase, invbase;
+ joint1[i].name = LittleLong(injoint1[i].name);
+ joint1[i].parent = LittleLong(injoint1[i].parent);
+ for (j = 0;j < 3;j++)
+ {
+ joint1[i].origin[j] = LittleFloat(injoint1[i].origin[j]);
+ joint1[i].rotation[j] = LittleFloat(injoint1[i].rotation[j]);
+ joint1[i].scale[j] = LittleFloat(injoint1[i].scale[j]);
+ }
+ strlcpy(loadmodel->data_bones[i].name, &text[joint1[i].name], sizeof(loadmodel->data_bones[i].name));
+ loadmodel->data_bones[i].parent = joint1[i].parent;
+ if (loadmodel->data_bones[i].parent >= i)
+ Host_Error("%s bone[%i].parent >= %i", loadmodel->name, i, i);
+ Matrix4x4_FromDoom3Joint(&relbase, joint1[i].origin[0], joint1[i].origin[1], joint1[i].origin[2], joint1[i].rotation[0], joint1[i].rotation[1], joint1[i].rotation[2]);
+ Matrix4x4_Invert_Simple(&relinvbase, &relbase);
+ if (loadmodel->data_bones[i].parent >= 0)
+ {
+ Matrix4x4_FromArray12FloatD3D(&pinvbase, loadmodel->data_baseboneposeinverse + 12*loadmodel->data_bones[i].parent);
+ Matrix4x4_Concat(&invbase, &relinvbase, &pinvbase);
+ Matrix4x4_ToArray12FloatD3D(&invbase, loadmodel->data_baseboneposeinverse + 12*i);
+ }
+ else Matrix4x4_ToArray12FloatD3D(&relinvbase, loadmodel->data_baseboneposeinverse + 12*i);
+ }
+ }
+ else
+ {
+ iqmjoint_t *injoint = (iqmjoint_t *)(pbase + header.ofs_joints);
+ if (header.num_joints)
+ joint = (iqmjoint_t *)Mem_Alloc(loadmodel->mempool, loadmodel->num_bones * sizeof(iqmjoint_t));
+ for (i = 0;i < loadmodel->num_bones;i++)
+ {
+ matrix4x4_t relbase, relinvbase, pinvbase, invbase;
+ joint[i].name = LittleLong(injoint[i].name);
+ joint[i].parent = LittleLong(injoint[i].parent);
+ for (j = 0;j < 3;j++)
+ {
+ joint[i].origin[j] = LittleFloat(injoint[i].origin[j]);
+ joint[i].rotation[j] = LittleFloat(injoint[i].rotation[j]);
+ joint[i].scale[j] = LittleFloat(injoint[i].scale[j]);
+ }
+ joint[i].rotation[3] = LittleFloat(injoint[i].rotation[3]);
+ strlcpy(loadmodel->data_bones[i].name, &text[joint[i].name], sizeof(loadmodel->data_bones[i].name));
+ loadmodel->data_bones[i].parent = joint[i].parent;
+ if (loadmodel->data_bones[i].parent >= i)
+ Host_Error("%s bone[%i].parent >= %i", loadmodel->name, i, i);
+ if (joint[i].rotation[3] > 0)
+ Vector4Negate(joint[i].rotation, joint[i].rotation);
+ Vector4Normalize2(joint[i].rotation, joint[i].rotation);
+ Matrix4x4_FromDoom3Joint(&relbase, joint[i].origin[0], joint[i].origin[1], joint[i].origin[2], joint[i].rotation[0], joint[i].rotation[1], joint[i].rotation[2]);
+ Matrix4x4_Invert_Simple(&relinvbase, &relbase);
+ if (loadmodel->data_bones[i].parent >= 0)
+ {
+ Matrix4x4_FromArray12FloatD3D(&pinvbase, loadmodel->data_baseboneposeinverse + 12*loadmodel->data_bones[i].parent);
+ Matrix4x4_Concat(&invbase, &relinvbase, &pinvbase);
+ Matrix4x4_ToArray12FloatD3D(&invbase, loadmodel->data_baseboneposeinverse + 12*i);
+ }
+ else Matrix4x4_ToArray12FloatD3D(&relinvbase, loadmodel->data_baseboneposeinverse + 12*i);
+ }
}
// set up the animscenes based on the anims
- for (index = 0, i = 0;index < numanims;index++)
+ for (i = 0;i < (int)header.num_anims;i++)
+ {
+ iqmanim_t anim;
+ anim.name = LittleLong(anims[i].name);
+ anim.first_frame = LittleLong(anims[i].first_frame);
+ anim.num_frames = LittleLong(anims[i].num_frames);
+ anim.framerate = LittleFloat(anims[i].framerate);
+ anim.flags = LittleLong(anims[i].flags);
+ strlcpy(loadmodel->animscenes[i].name, &text[anim.name], sizeof(loadmodel->animscenes[i].name));
+ loadmodel->animscenes[i].firstframe = anim.first_frame;
+ loadmodel->animscenes[i].framecount = anim.num_frames;
+ loadmodel->animscenes[i].loop = ((anim.flags & IQM_LOOP) != 0);
+ loadmodel->animscenes[i].framerate = anim.framerate;
+ }
+ if (header.num_anims <= 0)
+ {
+ strlcpy(loadmodel->animscenes[0].name, "static", sizeof(loadmodel->animscenes[0].name));
+ loadmodel->animscenes[0].firstframe = 0;
+ loadmodel->animscenes[0].framecount = 1;
+ loadmodel->animscenes[0].loop = true;
+ loadmodel->animscenes[0].framerate = 10;
+ }
+
+ loadmodel->surfmesh.isanimated = loadmodel->num_bones > 1 || loadmodel->numframes > 1 || (loadmodel->animscenes && loadmodel->animscenes[0].framecount > 1);
+ if(mod_alias_force_animated.string[0])
+ loadmodel->surfmesh.isanimated = mod_alias_force_animated.integer != 0;
+
+ biggestorigin = 0;
+ if (header.version == 1)
+ {
+ iqmpose1_t *inpose1 = (iqmpose1_t *)(pbase + header.ofs_poses);
+ if (header.num_poses)
+ pose1 = (iqmpose1_t *)Mem_Alloc(loadmodel->mempool, header.num_poses * sizeof(iqmpose1_t));
+ for (i = 0;i < (int)header.num_poses;i++)
+ {
+ float f;
+ pose1[i].parent = LittleLong(inpose1[i].parent);
+ pose1[i].channelmask = LittleLong(inpose1[i].channelmask);
+ for (j = 0;j < 9;j++)
+ {
+ pose1[i].channeloffset[j] = LittleFloat(inpose1[i].channeloffset[j]);
+ pose1[i].channelscale[j] = LittleFloat(inpose1[i].channelscale[j]);
+ }
+ f = fabs(pose1[i].channeloffset[0]); biggestorigin = max(biggestorigin, f);
+ f = fabs(pose1[i].channeloffset[1]); biggestorigin = max(biggestorigin, f);
+ f = fabs(pose1[i].channeloffset[2]); biggestorigin = max(biggestorigin, f);
+ f = fabs(pose1[i].channeloffset[0] + 0xFFFF*pose1[i].channelscale[0]); biggestorigin = max(biggestorigin, f);
+ f = fabs(pose1[i].channeloffset[1] + 0xFFFF*pose1[i].channelscale[1]); biggestorigin = max(biggestorigin, f);
+ f = fabs(pose1[i].channeloffset[2] + 0xFFFF*pose1[i].channelscale[2]); biggestorigin = max(biggestorigin, f);
+ }
+ if (header.num_frames <= 0)
+ {
+ for (i = 0;i < loadmodel->num_bones;i++)
+ {
+ float f;
+ f = fabs(joint1[i].origin[0]); biggestorigin = max(biggestorigin, f);
+ f = fabs(joint1[i].origin[1]); biggestorigin = max(biggestorigin, f);
+ f = fabs(joint1[i].origin[2]); biggestorigin = max(biggestorigin, f);
+ }
+ }
+ }
+ else
+ {
+ iqmpose_t *inpose = (iqmpose_t *)(pbase + header.ofs_poses);
+ if (header.num_poses)
+ pose = (iqmpose_t *)Mem_Alloc(loadmodel->mempool, header.num_poses * sizeof(iqmpose_t));
+ for (i = 0;i < (int)header.num_poses;i++)
+ {
+ float f;
+ pose[i].parent = LittleLong(inpose[i].parent);
+ pose[i].channelmask = LittleLong(inpose[i].channelmask);
+ for (j = 0;j < 10;j++)
+ {
+ pose[i].channeloffset[j] = LittleFloat(inpose[i].channeloffset[j]);
+ pose[i].channelscale[j] = LittleFloat(inpose[i].channelscale[j]);
+ }
+ f = fabs(pose[i].channeloffset[0]); biggestorigin = max(biggestorigin, f);
+ f = fabs(pose[i].channeloffset[1]); biggestorigin = max(biggestorigin, f);
+ f = fabs(pose[i].channeloffset[2]); biggestorigin = max(biggestorigin, f);
+ f = fabs(pose[i].channeloffset[0] + 0xFFFF*pose[i].channelscale[0]); biggestorigin = max(biggestorigin, f);
+ f = fabs(pose[i].channeloffset[1] + 0xFFFF*pose[i].channelscale[1]); biggestorigin = max(biggestorigin, f);
+ f = fabs(pose[i].channeloffset[2] + 0xFFFF*pose[i].channelscale[2]); biggestorigin = max(biggestorigin, f);
+ }
+ if (header.num_frames <= 0)
+ {
+ for (i = 0;i < loadmodel->num_bones;i++)
+ {
+ float f;
+ f = fabs(joint[i].origin[0]); biggestorigin = max(biggestorigin, f);
+ f = fabs(joint[i].origin[1]); biggestorigin = max(biggestorigin, f);
+ f = fabs(joint[i].origin[2]); biggestorigin = max(biggestorigin, f);
+ }
+ }
+ }
+ loadmodel->num_posescale = biggestorigin / 32767.0f;
+ loadmodel->num_poseinvscale = 1.0f / loadmodel->num_posescale;
+
+ // load the pose data
+ // this unaligned memory access is safe (LittleShort reads as bytes)
+ framedata = (const unsigned short *)(pbase + header.ofs_frames);
+ if (header.version == 1)
+ {
+ for (i = 0, k = 0;i < (int)header.num_frames;i++)
+ {
+ for (j = 0;j < (int)header.num_poses;j++, k++)
+ {
+ float qx, qy, qz, qw;
+ loadmodel->data_poses7s[k*7 + 0] = loadmodel->num_poseinvscale * (pose1[j].channeloffset[0] + (pose1[j].channelmask&1 ? (unsigned short)LittleShort(*framedata++) * pose1[j].channelscale[0] : 0));
+ loadmodel->data_poses7s[k*7 + 1] = loadmodel->num_poseinvscale * (pose1[j].channeloffset[1] + (pose1[j].channelmask&2 ? (unsigned short)LittleShort(*framedata++) * pose1[j].channelscale[1] : 0));
+ loadmodel->data_poses7s[k*7 + 2] = loadmodel->num_poseinvscale * (pose1[j].channeloffset[2] + (pose1[j].channelmask&4 ? (unsigned short)LittleShort(*framedata++) * pose1[j].channelscale[2] : 0));
+ qx = pose1[j].channeloffset[3] + (pose1[j].channelmask&8 ? (unsigned short)LittleShort(*framedata++) * pose1[j].channelscale[3] : 0);
+ qy = pose1[j].channeloffset[4] + (pose1[j].channelmask&16 ? (unsigned short)LittleShort(*framedata++) * pose1[j].channelscale[4] : 0);
+ qz = pose1[j].channeloffset[5] + (pose1[j].channelmask&32 ? (unsigned short)LittleShort(*framedata++) * pose1[j].channelscale[5] : 0);
+ qw = 1.0f - (qx*qx + qy*qy + qz*qz);
+ qw = qw > 0.0f ? -sqrt(qw) : 0.0f;
+ loadmodel->data_poses7s[k*7 + 3] = 32767.0f * qx;
+ loadmodel->data_poses7s[k*7 + 4] = 32767.0f * qy;
+ loadmodel->data_poses7s[k*7 + 5] = 32767.0f * qz;
+ loadmodel->data_poses7s[k*7 + 6] = 32767.0f * qw;
+ // skip scale data for now
+ if(pose1[j].channelmask&64) framedata++;
+ if(pose1[j].channelmask&128) framedata++;
+ if(pose1[j].channelmask&256) framedata++;
+ }
+ }
+ if (header.num_frames <= 0)
+ {
+ for (i = 0;i < loadmodel->num_bones;i++)
+ {
+ float qx, qy, qz, qw;
+ loadmodel->data_poses7s[i*7 + 0] = loadmodel->num_poseinvscale * joint1[i].origin[0];
+ loadmodel->data_poses7s[i*7 + 1] = loadmodel->num_poseinvscale * joint1[i].origin[1];
+ loadmodel->data_poses7s[i*7 + 2] = loadmodel->num_poseinvscale * joint1[i].origin[2];
+ qx = joint1[i].rotation[0];
+ qy = joint1[i].rotation[1];
+ qz = joint1[i].rotation[2];
+ qw = 1.0f - (qx*qx + qy*qy + qz*qz);
+ qw = qw > 0.0f ? -sqrt(qw) : 0.0f;
+ loadmodel->data_poses7s[i*7 + 3] = 32767.0f * qx;
+ loadmodel->data_poses7s[i*7 + 4] = 32767.0f * qy;
+ loadmodel->data_poses7s[i*7 + 5] = 32767.0f * qz;
+ loadmodel->data_poses7s[i*7 + 6] = 32767.0f * qw;
+ }
+ }
+ }
+ else
{
- for (j = 0;j < anims[index].numframes;j++, i++)
+ for (i = 0, k = 0;i < (int)header.num_frames;i++)
+ {
+ for (j = 0;j < (int)header.num_poses;j++, k++)
+ {
+ float rot[4];
+ loadmodel->data_poses7s[k*7 + 0] = loadmodel->num_poseinvscale * (pose[j].channeloffset[0] + (pose[j].channelmask&1 ? (unsigned short)LittleShort(*framedata++) * pose[j].channelscale[0] : 0));
+ loadmodel->data_poses7s[k*7 + 1] = loadmodel->num_poseinvscale * (pose[j].channeloffset[1] + (pose[j].channelmask&2 ? (unsigned short)LittleShort(*framedata++) * pose[j].channelscale[1] : 0));
+ loadmodel->data_poses7s[k*7 + 2] = loadmodel->num_poseinvscale * (pose[j].channeloffset[2] + (pose[j].channelmask&4 ? (unsigned short)LittleShort(*framedata++) * pose[j].channelscale[2] : 0));
+ rot[0] = pose[j].channeloffset[3] + (pose[j].channelmask&8 ? (unsigned short)LittleShort(*framedata++) * pose[j].channelscale[3] : 0);
+ rot[1] = pose[j].channeloffset[4] + (pose[j].channelmask&16 ? (unsigned short)LittleShort(*framedata++) * pose[j].channelscale[4] : 0);
+ rot[2] = pose[j].channeloffset[5] + (pose[j].channelmask&32 ? (unsigned short)LittleShort(*framedata++) * pose[j].channelscale[5] : 0);
+ rot[3] = pose[j].channeloffset[6] + (pose[j].channelmask&64 ? (unsigned short)LittleShort(*framedata++) * pose[j].channelscale[6] : 0);
+ if (rot[3] > 0)
+ Vector4Negate(rot, rot);
+ Vector4Normalize2(rot, rot);
+ loadmodel->data_poses7s[k*7 + 3] = 32767.0f * rot[0];
+ loadmodel->data_poses7s[k*7 + 4] = 32767.0f * rot[1];
+ loadmodel->data_poses7s[k*7 + 5] = 32767.0f * rot[2];
+ loadmodel->data_poses7s[k*7 + 6] = 32767.0f * rot[3];
+ // skip scale data for now
+ if(pose[j].channelmask&128) framedata++;
+ if(pose[j].channelmask&256) framedata++;
+ if(pose[j].channelmask&512) framedata++;
+ }
+ }
+ if (header.num_frames <= 0)
{
- dpsnprintf(loadmodel->animscenes[i].name, sizeof(loadmodel->animscenes[i].name), "%s_%d", anims[index].name, j);
- loadmodel->animscenes[i].firstframe = i;
- loadmodel->animscenes[i].framecount = 1;
- loadmodel->animscenes[i].loop = true;
- loadmodel->animscenes[i].framerate = 10;
+ for (i = 0;i < loadmodel->num_bones;i++)
+ {
+ loadmodel->data_poses7s[i*7 + 0] = loadmodel->num_poseinvscale * joint[i].origin[0];
+ loadmodel->data_poses7s[i*7 + 1] = loadmodel->num_poseinvscale * joint[i].origin[1];
+ loadmodel->data_poses7s[i*7 + 2] = loadmodel->num_poseinvscale * joint[i].origin[2];
+ loadmodel->data_poses7s[i*7 + 3] = 32767.0f * joint[i].rotation[0];
+ loadmodel->data_poses7s[i*7 + 4] = 32767.0f * joint[i].rotation[1];
+ loadmodel->data_poses7s[i*7 + 5] = 32767.0f * joint[i].rotation[2];
+ loadmodel->data_poses7s[i*7 + 6] = 32767.0f * joint[i].rotation[3];
+ }
}
}
- // load the poses from the animkeys
- for (index = 0;index < numanimkeys;index++)
+ // load bounding box data
+ if (header.ofs_bounds)
{
- matrix4x4_t matrix;
- Mod_PSKMODEL_AnimKeyToMatrix(animkeys[index].origin, animkeys[index].quat, &matrix);
- loadmodel->data_poses[index*12+0] = matrix.m[0][0];
- loadmodel->data_poses[index*12+1] = matrix.m[0][1];
- loadmodel->data_poses[index*12+2] = matrix.m[0][2];
- loadmodel->data_poses[index*12+3] = matrix.m[0][3];
- loadmodel->data_poses[index*12+4] = matrix.m[1][0];
- loadmodel->data_poses[index*12+5] = matrix.m[1][1];
- loadmodel->data_poses[index*12+6] = matrix.m[1][2];
- loadmodel->data_poses[index*12+7] = matrix.m[1][3];
- loadmodel->data_poses[index*12+8] = matrix.m[2][0];
- loadmodel->data_poses[index*12+9] = matrix.m[2][1];
- loadmodel->data_poses[index*12+10] = matrix.m[2][2];
- loadmodel->data_poses[index*12+11] = matrix.m[2][3];
+ float xyradius = 0, radius = 0;
+ VectorClear(loadmodel->normalmins);
+ VectorClear(loadmodel->normalmaxs);
+ for (i = 0; i < (int)header.num_frames;i++)
+ {
+ iqmbounds_t bound;
+ bound.mins[0] = LittleFloat(bounds[i].mins[0]);
+ bound.mins[1] = LittleFloat(bounds[i].mins[1]);
+ bound.mins[2] = LittleFloat(bounds[i].mins[2]);
+ bound.maxs[0] = LittleFloat(bounds[i].maxs[0]);
+ bound.maxs[1] = LittleFloat(bounds[i].maxs[1]);
+ bound.maxs[2] = LittleFloat(bounds[i].maxs[2]);
+ bound.xyradius = LittleFloat(bounds[i].xyradius);
+ bound.radius = LittleFloat(bounds[i].radius);
+ if (!i)
+ {
+ VectorCopy(bound.mins, loadmodel->normalmins);
+ VectorCopy(bound.maxs, loadmodel->normalmaxs);
+ }
+ else
+ {
+ if (loadmodel->normalmins[0] > bound.mins[0]) loadmodel->normalmins[0] = bound.mins[0];
+ if (loadmodel->normalmins[1] > bound.mins[1]) loadmodel->normalmins[1] = bound.mins[1];
+ if (loadmodel->normalmins[2] > bound.mins[2]) loadmodel->normalmins[2] = bound.mins[2];
+ if (loadmodel->normalmaxs[0] < bound.maxs[0]) loadmodel->normalmaxs[0] = bound.maxs[0];
+ if (loadmodel->normalmaxs[1] < bound.maxs[1]) loadmodel->normalmaxs[1] = bound.maxs[1];
+ if (loadmodel->normalmaxs[2] < bound.maxs[2]) loadmodel->normalmaxs[2] = bound.maxs[2];
+ }
+ if (bound.xyradius > xyradius)
+ xyradius = bound.xyradius;
+ if (bound.radius > radius)
+ radius = bound.radius;
+ }
+ loadmodel->yawmins[0] = loadmodel->yawmins[1] = -xyradius;
+ loadmodel->yawmaxs[0] = loadmodel->yawmaxs[1] = xyradius;
+ loadmodel->yawmins[2] = loadmodel->normalmins[2];
+ loadmodel->yawmaxs[2] = loadmodel->normalmaxs[2];
+ loadmodel->rotatedmins[0] = loadmodel->rotatedmins[1] = loadmodel->rotatedmins[2] = -radius;
+ loadmodel->rotatedmaxs[0] = loadmodel->rotatedmaxs[1] = loadmodel->rotatedmaxs[2] = radius;
+ loadmodel->radius = radius;
+ loadmodel->radius2 = radius * radius;
+ }
+
+ // load triangle data
+ // this unaligned memory access is safe (LittleLong reads as bytes)
+ inelements = (const unsigned int *)(pbase + header.ofs_triangles);
+ outelements = loadmodel->surfmesh.data_element3i;
+ for (i = 0;i < (int)header.num_triangles;i++)
+ {
+ outelements[0] = LittleLong(inelements[0]);
+ outelements[1] = LittleLong(inelements[1]);
+ outelements[2] = LittleLong(inelements[2]);
+ outelements += 3;
+ inelements += 3;
+ }
+ if (loadmodel->surfmesh.data_element3s)
+ for (i = 0;i < loadmodel->surfmesh.num_triangles*3;i++)
+ loadmodel->surfmesh.data_element3s[i] = loadmodel->surfmesh.data_element3i[i];
+ Mod_ValidateElements(loadmodel->surfmesh.data_element3i, loadmodel->surfmesh.data_element3s, loadmodel->surfmesh.num_triangles, 0, header.num_vertexes, __FILE__, __LINE__);
+
+ // load vertex data
+ // this unaligned memory access is safe (LittleFloat reads as bytes)
+ outvertex = loadmodel->surfmesh.data_vertex3f;
+ for (i = 0;i < (int)header.num_vertexes;i++)
+ {
+ outvertex[0] = LittleFloat(vposition[0]);
+ outvertex[1] = LittleFloat(vposition[1]);
+ outvertex[2] = LittleFloat(vposition[2]);
+ vposition += 3;
+ outvertex += 3;
+ }
+
+ outtexcoord = loadmodel->surfmesh.data_texcoordtexture2f;
+ // this unaligned memory access is safe (LittleFloat reads as bytes)
+ for (i = 0;i < (int)header.num_vertexes;i++)
+ {
+ outtexcoord[0] = LittleFloat(vtexcoord[0]);
+ outtexcoord[1] = LittleFloat(vtexcoord[1]);
+ vtexcoord += 2;
+ outtexcoord += 2;
+ }
+
+ // this unaligned memory access is safe (LittleFloat reads as bytes)
+ if(vnormal)
+ {
+ outnormal = loadmodel->surfmesh.data_normal3f;
+ for (i = 0;i < (int)header.num_vertexes;i++)
+ {
+ outnormal[0] = LittleFloat(vnormal[0]);
+ outnormal[1] = LittleFloat(vnormal[1]);
+ outnormal[2] = LittleFloat(vnormal[2]);
+ vnormal += 3;
+ outnormal += 3;
+ }
}
- // compile extra data we want
- Mod_ValidateElements(mesh->data_element3i, mesh->num_triangles, mesh->num_vertices, __FILE__, __LINE__);
- Mod_BuildTriangleNeighbors(mesh->data_neighbor3i, mesh->data_element3i, mesh->num_triangles);
- Mod_Alias_Mesh_CompileFrameZero(mesh);
+ // this unaligned memory access is safe (LittleFloat reads as bytes)
+ if(vnormal && vtangent)
+ {
+ outnormal = loadmodel->surfmesh.data_normal3f;
+ outsvector = loadmodel->surfmesh.data_svector3f;
+ outtvector = loadmodel->surfmesh.data_tvector3f;
+ for (i = 0;i < (int)header.num_vertexes;i++)
+ {
+ outsvector[0] = LittleFloat(vtangent[0]);
+ outsvector[1] = LittleFloat(vtangent[1]);
+ outsvector[2] = LittleFloat(vtangent[2]);
+ if(LittleFloat(vtangent[3]) < 0)
+ CrossProduct(outsvector, outnormal, outtvector);
+ else
+ CrossProduct(outnormal, outsvector, outtvector);
+ vtangent += 4;
+ outnormal += 3;
+ outsvector += 3;
+ outtvector += 3;
+ }
+ }
- Mem_Free(animfilebuffer);
-}
+ // this unaligned memory access is safe (all bytes)
+ if (vblendindexes && vblendweights)
+ {
+ for (i = 0; i < (int)header.num_vertexes;i++)
+ {
+ blendweights_t weights;
+ memcpy(weights.index, vblendindexes + i*4, 4);
+ memcpy(weights.influence, vblendweights + i*4, 4);
+ loadmodel->surfmesh.blends[i] = Mod_Skeletal_AddBlend(loadmodel, &weights);
+ loadmodel->surfmesh.data_skeletalindex4ub[i*4 ] = weights.index[0];
+ loadmodel->surfmesh.data_skeletalindex4ub[i*4+1] = weights.index[1];
+ loadmodel->surfmesh.data_skeletalindex4ub[i*4+2] = weights.index[2];
+ loadmodel->surfmesh.data_skeletalindex4ub[i*4+3] = weights.index[3];
+ loadmodel->surfmesh.data_skeletalweight4ub[i*4 ] = weights.influence[0];
+ loadmodel->surfmesh.data_skeletalweight4ub[i*4+1] = weights.influence[1];
+ loadmodel->surfmesh.data_skeletalweight4ub[i*4+2] = weights.influence[2];
+ loadmodel->surfmesh.data_skeletalweight4ub[i*4+3] = weights.influence[3];
+ }
+ }
+
+ if (vcolor4f)
+ {
+ outcolor = loadmodel->surfmesh.data_lightmapcolor4f;
+ // this unaligned memory access is safe (LittleFloat reads as bytes)
+ for (i = 0;i < (int)header.num_vertexes;i++)
+ {
+ outcolor[0] = LittleFloat(vcolor4f[0]);
+ outcolor[1] = LittleFloat(vcolor4f[1]);
+ outcolor[2] = LittleFloat(vcolor4f[2]);
+ outcolor[3] = LittleFloat(vcolor4f[3]);
+ vcolor4f += 4;
+ outcolor += 4;
+ }
+ }
+ else if (vcolor4ub)
+ {
+ outcolor = loadmodel->surfmesh.data_lightmapcolor4f;
+ // this unaligned memory access is safe (all bytes)
+ for (i = 0;i < (int)header.num_vertexes;i++)
+ {
+ outcolor[0] = vcolor4ub[0] * (1.0f / 255.0f);
+ outcolor[1] = vcolor4ub[1] * (1.0f / 255.0f);
+ outcolor[2] = vcolor4ub[2] * (1.0f / 255.0f);
+ outcolor[3] = vcolor4ub[3] * (1.0f / 255.0f);
+ vcolor4ub += 4;
+ outcolor += 4;
+ }
+ }
+
+ // load meshes
+ for (i = 0;i < (int)header.num_meshes;i++)
+ {
+ iqmmesh_t mesh;
+ msurface_t *surface;
+ mesh.name = LittleLong(meshes[i].name);
+ mesh.material = LittleLong(meshes[i].material);
+ mesh.first_vertex = LittleLong(meshes[i].first_vertex);
+ mesh.num_vertexes = LittleLong(meshes[i].num_vertexes);
+ mesh.first_triangle = LittleLong(meshes[i].first_triangle);
+ mesh.num_triangles = LittleLong(meshes[i].num_triangles);
+
+ loadmodel->sortedmodelsurfaces[i] = i;
+ surface = loadmodel->data_surfaces + i;
+ surface->texture = loadmodel->data_textures + i;
+ surface->num_firsttriangle = mesh.first_triangle;
+ surface->num_triangles = mesh.num_triangles;
+ surface->num_firstvertex = mesh.first_vertex;
+ surface->num_vertices = mesh.num_vertexes;
+
+ Mod_BuildAliasSkinsFromSkinFiles(loadmodel->data_textures + i, skinfiles, &text[mesh.name], &text[mesh.material]);
+ }
+
+ Mod_FreeSkinFiles(skinfiles);
+ Mod_MakeSortedSurfaces(loadmodel);
+
+ // compute all the mesh information that was not loaded from the file
+ if (!vnormal)
+ Mod_BuildNormals(0, loadmodel->surfmesh.num_vertices, loadmodel->surfmesh.num_triangles, loadmodel->surfmesh.data_vertex3f, loadmodel->surfmesh.data_element3i, loadmodel->surfmesh.data_normal3f, r_smoothnormals_areaweighting.integer != 0);
+ if (!vnormal || !vtangent)
+ Mod_BuildTextureVectorsFromNormals(0, loadmodel->surfmesh.num_vertices, loadmodel->surfmesh.num_triangles, loadmodel->surfmesh.data_vertex3f, loadmodel->surfmesh.data_texcoordtexture2f, loadmodel->surfmesh.data_normal3f, loadmodel->surfmesh.data_element3i, loadmodel->surfmesh.data_svector3f, loadmodel->surfmesh.data_tvector3f, r_smoothnormals_areaweighting.integer != 0);
+ if (!header.ofs_bounds)
+ Mod_Alias_CalculateBoundingBox();
+
+ // Always make a BIH for the first frame, we can use it where possible.
+ Mod_MakeCollisionBIH(loadmodel, true, &loadmodel->collision_bih);
+ if (!loadmodel->surfmesh.isanimated)
+ {
+ loadmodel->TraceBox = Mod_CollisionBIH_TraceBox;
+ loadmodel->TraceBrush = Mod_CollisionBIH_TraceBrush;
+ loadmodel->TraceLine = Mod_CollisionBIH_TraceLine;
+ loadmodel->TracePoint = Mod_CollisionBIH_TracePoint_Mesh;
+ loadmodel->PointSuperContents = Mod_CollisionBIH_PointSuperContents_Mesh;
+ }
+
+ if (joint ) Mem_Free(joint );joint = NULL;
+ if (joint1 ) Mem_Free(joint1 );joint1 = NULL;
+ if (pose ) Mem_Free(pose );pose = NULL;
+ if (pose1 ) Mem_Free(pose1 );pose1 = NULL;
+
+ // because shaders can do somewhat unexpected things, check for unusual features now
+ for (i = 0;i < loadmodel->num_textures;i++)
+ {
+ if (loadmodel->data_textures[i].basematerialflags & (MATERIALFLAG_SKY))
+ mod->DrawSky = R_Q1BSP_DrawSky;
+ if (loadmodel->data_textures[i].basematerialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION | MATERIALFLAG_CAMERA))
+ mod->DrawAddWaterPlanes = R_Q1BSP_DrawAddWaterPlanes;
+ }
+}