#endif
#ifdef SSE_POSSIBLE
-static qboolean r_skeletal_use_sse_defined = false;
-cvar_t r_skeletal_use_sse = {0, "r_skeletal_use_sse", "1", "use SSE for skeletal model animation"};
+static qbool r_skeletal_use_sse_defined = false;
+cvar_t r_skeletal_use_sse = {CF_CLIENT, "r_skeletal_use_sse", "1", "use SSE for skeletal model animation"};
#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"};
-cvar_t mod_alias_supporttagscale = {0, "mod_alias_supporttagscale", "1", "support scaling factors in bone/tag attachment matrices as supported by MD3"};
-cvar_t mod_alias_force_animated = {0, "mod_alias_force_animated", "", "if set to an non-empty string, overrides the is-animated flag of any alias models (for benchmarking)"};
+cvar_t r_skeletal_debugbone = {CF_CLIENT, "r_skeletal_debugbone", "-1", "development cvar for testing skeletal model code"};
+cvar_t r_skeletal_debugbonecomponent = {CF_CLIENT, "r_skeletal_debugbonecomponent", "3", "development cvar for testing skeletal model code"};
+cvar_t r_skeletal_debugbonevalue = {CF_CLIENT, "r_skeletal_debugbonevalue", "100", "development cvar for testing skeletal model code"};
+cvar_t r_skeletal_debugtranslatex = {CF_CLIENT, "r_skeletal_debugtranslatex", "1", "development cvar for testing skeletal model code"};
+cvar_t r_skeletal_debugtranslatey = {CF_CLIENT, "r_skeletal_debugtranslatey", "1", "development cvar for testing skeletal model code"};
+cvar_t r_skeletal_debugtranslatez = {CF_CLIENT, "r_skeletal_debugtranslatez", "1", "development cvar for testing skeletal model code"};
+cvar_t mod_alias_supporttagscale = {CF_CLIENT | CF_SERVER, "mod_alias_supporttagscale", "1", "support scaling factors in bone/tag attachment matrices as supported by MD3"};
+cvar_t mod_alias_force_animated = {CF_CLIENT | CF_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];
return Mod_Skeletal_AnimateVertices_bonepose;
}
-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)
+void Mod_Skeletal_BuildTransforms(const model_t * RESTRICT model, const frameblend_t * RESTRICT frameblend, const skeleton_t *skeleton, float * RESTRICT bonepose, float * RESTRICT boneposerelative)
{
int i, blends;
float m[12];
}
}
-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)
+static void Mod_Skeletal_AnimateVertices(const 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)
#endif
}
-static int Mod_Skeletal_AddBlend(dp_model_t *model, const blendweights_t *newweights)
+static int Mod_Skeletal_AddBlend(model_t *model, const blendweights_t *newweights)
{
int i;
blendweights_t *weights;
return model->num_bones + i;
}
-static int Mod_Skeletal_CompressBlend(dp_model_t *model, const int *newindex, const float *newinfluence)
+static int Mod_Skeletal_CompressBlend(model_t *model, const int *newindex, const float *newinfluence)
{
int i, total;
float scale;
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)
+static void Mod_MD3_AnimateVertices(const 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;
}
}
}
-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)
+static void Mod_MDL_AnimateVertices(const 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 Mod_Alias_GetTagMatrix(const dp_model_t *model, const frameblend_t *frameblend, const skeleton_t *skeleton, int tagindex, matrix4x4_t *outmatrix)
+int Mod_Alias_GetTagMatrix(const model_t *model, const frameblend_t *frameblend, const skeleton_t *skeleton, int tagindex, matrix4x4_t *outmatrix)
{
matrix4x4_t temp;
matrix4x4_t parentbonematrix;
return 0;
}
-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 Mod_Alias_GetExtendedTagInfoForIndex(const 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;
return 2;
}
-int Mod_Alias_GetTagIndexForName(const dp_model_t *model, unsigned int skin, const char *tagname)
+int Mod_Alias_GetTagIndexForName(const model_t *model, unsigned int skin, const char *tagname)
{
int i;
if(skin >= (unsigned int)model->numskins)
Mem_Free(basebonepose);
}
-static qboolean Mod_Alias_CalculateBoundingBox(void)
+static qbool Mod_Alias_CalculateBoundingBox(void)
{
int vnum;
- qboolean firstvertex = true;
+ qbool firstvertex = true;
float dist, yawradius, radius;
float *v;
- qboolean isanimated = false;
+ qbool isanimated = false;
VectorClear(loadmodel->normalmins);
VectorClear(loadmodel->normalmaxs);
yawradius = 0;
}
}
-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)
+static void Mod_MDLMD2MD3_TraceLine(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];
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);
+ Collision_TraceLineTriangleMeshFloat(trace, start, end, surface->num_triangles, model->surfmesh.data_element3i + 3 * surface->num_firsttriangle, 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)
+static void Mod_MDLMD2MD3_TraceBox(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;
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);
+ Collision_TraceBrushTriangleMeshFloat(trace, &thisbrush_start.brush, &thisbrush_end.brush, surface->num_triangles, model->surfmesh.data_element3i + 3 * surface->num_firsttriangle, vertex3f, 0, NULL, SUPERCONTENTS_SOLID | (surface->texture->basematerialflags & MATERIALFLAGMASK_TRANSLUCENT ? 0 : SUPERCONTENTS_OPAQUE), 0, surface->texture, segmentmins, segmentmaxs);
if (vertex3f != vertex3fbuf)
Mem_Free(vertex3f);
}
Mod_LoadTextureFromQ3Shader(loadmodel->mempool, loadmodel->name, skin, stripbuf, true, true, (r_mipskins.integer ? TEXF_MIPMAP : 0) | TEXF_ALPHA | TEXF_PICMIP | TEXF_COMPRESS, MATERIALFLAG_WALL);
}
}
-
+extern cvar_t r_nolerp_list;
#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(dp_model_t *mod, void *buffer, void *bufferend)
+void Mod_IDP0_Load(model_t *mod, void *buffer, void *bufferend)
{
int i, j, version, totalskins, skinwidth, skinheight, groupframes, groupskins, numverts;
float scales, scalet, interval;
loadmodel->modeldatatypestring = "MDL";
loadmodel->type = mod_alias;
- 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->CompileShadowVolume = R_Q1BSP_CompileShadowVolume;
- loadmodel->DrawShadowVolume = R_Q1BSP_DrawShadowVolume;
- loadmodel->DrawLight = R_Q1BSP_DrawLight;
+ loadmodel->Draw = R_Mod_Draw;
+ loadmodel->DrawDepth = R_Mod_DrawDepth;
+ loadmodel->DrawDebug = R_Mod_DrawDebug;
+ loadmodel->DrawPrepass = R_Mod_DrawPrepass;
+ loadmodel->CompileShadowMap = R_Mod_CompileShadowMap;
+ loadmodel->DrawShadowMap = R_Mod_DrawShadowMap;
+ loadmodel->DrawLight = R_Mod_DrawLight;
loadmodel->TraceBox = Mod_MDLMD2MD3_TraceBox;
loadmodel->TraceLine = Mod_MDLMD2MD3_TraceLine;
// FIXME add TraceBrush!
loadmodel->AnimateVertices = Mod_MDL_AnimateVertices;
loadmodel->num_surfaces = 1;
- loadmodel->nummodelsurfaces = loadmodel->num_surfaces;
+ loadmodel->submodelsurfaces_start = 0;
+ loadmodel->submodelsurfaces_end = loadmodel->num_surfaces;
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->sortedmodelsurfaces = (int *)data;data += loadmodel->num_surfaces * sizeof(int);
- loadmodel->sortedmodelsurfaces[0] = 0;
+ loadmodel->modelsurfaces_sorted = (int *)data;data += loadmodel->num_surfaces * sizeof(int);
+ loadmodel->modelsurfaces_sorted[0] = 0;
loadmodel->numskins = LittleLong(pinmodel->numskins);
BOUNDI(loadmodel->numskins,0,65536);
i = LittleLong (pinmodel->flags);
loadmodel->effects = ((i & 255) << 24) | (i & 0x00FFFF00);
+ if (strstr(r_nolerp_list.string, loadmodel->name))
+ loadmodel->nolerp = true;
+
for (i = 0;i < 3;i++)
{
loadmodel->surfmesh.num_morphmdlframescale[i] = LittleFloat (pinmodel->scale[i]);
for (j = 0;j < 3;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->surfmesh.data_element3i, loadmodel->surfmesh.num_triangles, 0, 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->surfmesh.num_triangles;i++)
// load the frames
loadmodel->animscenes = (animscene_t *)Mem_Alloc(loadmodel->mempool, sizeof(animscene_t) * loadmodel->numframes);
loadmodel->surfmesh.data_morphmdlvertex = (trivertx_t *)Mem_Alloc(loadmodel->mempool, sizeof(trivertx_t) * loadmodel->surfmesh.num_morphframes * loadmodel->surfmesh.num_vertices);
- if (r_enableshadowvolumes.integer)
- {
- loadmodel->surfmesh.data_neighbor3i = (int *)Mem_Alloc(loadmodel->mempool, loadmodel->surfmesh.num_triangles * sizeof(int[3]));
- }
Mod_MDL_LoadFrames (startframes, numverts, vertremap);
- if (loadmodel->surfmesh.data_neighbor3i)
- Mod_BuildTriangleNeighbors(loadmodel->surfmesh.data_neighbor3i, loadmodel->surfmesh.data_element3i, loadmodel->surfmesh.num_triangles);
loadmodel->surfmesh.isanimated = Mod_Alias_CalculateBoundingBox();
Mod_Alias_MorphMesh_CompileFrames();
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(dp_model_t *mod, void *buffer, void *bufferend)
+void Mod_IDP2_Load(model_t *mod, void *buffer, void *bufferend)
{
int i, j, hashindex, numxyz, numst, xyz, st, skinwidth, skinheight, *vertremap, version, end;
float iskinwidth, iskinheight;
loadmodel->modeldatatypestring = "MD2";
loadmodel->type = mod_alias;
- 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->CompileShadowVolume = R_Q1BSP_CompileShadowVolume;
- loadmodel->DrawShadowVolume = R_Q1BSP_DrawShadowVolume;
- loadmodel->DrawLight = R_Q1BSP_DrawLight;
+ loadmodel->Draw = R_Mod_Draw;
+ loadmodel->DrawDepth = R_Mod_DrawDepth;
+ loadmodel->DrawDebug = R_Mod_DrawDebug;
+ loadmodel->DrawPrepass = R_Mod_DrawPrepass;
+ loadmodel->CompileShadowMap = R_Mod_CompileShadowMap;
+ loadmodel->DrawShadowMap = R_Mod_DrawShadowMap;
+ loadmodel->DrawLight = R_Mod_DrawLight;
loadmodel->TraceBox = Mod_MDLMD2MD3_TraceBox;
loadmodel->TraceLine = Mod_MDLMD2MD3_TraceLine;
loadmodel->PointSuperContents = NULL;
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]) + (r_enableshadowvolumes.integer ? loadmodel->surfmesh.num_triangles * sizeof(int[3]) : 0));
+ loadmodel->submodelsurfaces_start = 0;
+ loadmodel->submodelsurfaces_end = 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->modelsurfaces_sorted = (int *)data;data += loadmodel->num_surfaces * sizeof(int);
+ loadmodel->modelsurfaces_sorted[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]);
- if (r_enableshadowvolumes.integer)
- {
- loadmodel->surfmesh.data_neighbor3i = (int *)data;data += loadmodel->surfmesh.num_triangles * sizeof(int[3]);
- }
loadmodel->synctype = ST_RAND;
Mem_Free(vertremap);
- if (loadmodel->surfmesh.data_neighbor3i)
- Mod_BuildTriangleNeighbors(loadmodel->surfmesh.data_neighbor3i, loadmodel->surfmesh.data_element3i, loadmodel->surfmesh.num_triangles);
loadmodel->surfmesh.isanimated = Mod_Alias_CalculateBoundingBox();
Mod_Alias_MorphMesh_CompileFrames();
if(mod_alias_force_animated.string[0])
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(dp_model_t *mod, void *buffer, void *bufferend)
+void Mod_IDP3_Load(model_t *mod, void *buffer, void *bufferend)
{
int i, j, k, version, meshvertices, meshtriangles;
unsigned char *data;
loadmodel->modeldatatypestring = "MD3";
loadmodel->type = mod_alias;
- 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->CompileShadowVolume = R_Q1BSP_CompileShadowVolume;
- loadmodel->DrawShadowVolume = R_Q1BSP_DrawShadowVolume;
- loadmodel->DrawLight = R_Q1BSP_DrawLight;
+ loadmodel->Draw = R_Mod_Draw;
+ loadmodel->DrawDepth = R_Mod_DrawDepth;
+ loadmodel->DrawDebug = R_Mod_DrawDebug;
+ loadmodel->DrawPrepass = R_Mod_DrawPrepass;
+ loadmodel->CompileShadowMap = R_Mod_CompileShadowMap;
+ loadmodel->DrawShadowMap = R_Mod_DrawShadowMap;
+ loadmodel->DrawLight = R_Mod_DrawLight;
loadmodel->TraceBox = Mod_MDLMD2MD3_TraceBox;
loadmodel->TraceLine = Mod_MDLMD2MD3_TraceLine;
loadmodel->PointSuperContents = NULL;
meshtriangles += LittleLong(pinmesh->num_triangles);
}
- loadmodel->nummodelsurfaces = loadmodel->num_surfaces;
+ loadmodel->submodelsurfaces_start = 0;
+ loadmodel->submodelsurfaces_end = 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]) + (r_enableshadowvolumes.integer ? meshtriangles * sizeof(int[3]) : 0) + (meshvertices <= 65536 ? meshtriangles * sizeof(unsigned short[3]) : 0) + meshvertices * sizeof(float[2]) + meshvertices * loadmodel->numframes * sizeof(md3vertex_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[2]) + meshvertices * loadmodel->numframes * sizeof(md3vertex_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->modelsurfaces_sorted = (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.num_morphframes = loadmodel->numframes; // TODO: remove?
loadmodel->num_poses = loadmodel->surfmesh.num_morphframes;
loadmodel->surfmesh.data_element3i = (int *)data;data += meshtriangles * sizeof(int[3]);
- if (r_enableshadowvolumes.integer)
- {
- loadmodel->surfmesh.data_neighbor3i = (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)
{
if (memcmp(pinmesh->identifier, "IDP3", 4))
Host_Error("Mod_IDP3_Load: invalid mesh identifier (not IDP3)");
- loadmodel->sortedmodelsurfaces[i] = i;
+ loadmodel->modelsurfaces_sorted[i] = i;
surface = loadmodel->data_surfaces + i;
surface->texture = loadmodel->data_textures + i;
surface->num_firsttriangle = meshtriangles;
meshtriangles += surface->num_triangles;
for (j = 0;j < surface->num_triangles * 3;j++)
- loadmodel->surfmesh.data_element3i[j + surface->num_firsttriangle * 3] = surface->num_firstvertex + LittleLong(((int *)((unsigned char *)pinmesh + LittleLong(pinmesh->lump_elements)))[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]);
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, surface->num_triangles, surface->num_firstvertex, surface->num_vertices, __FILE__, __LINE__);
+ 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.data_element3s)
- for (i = 0;i < loadmodel->surfmesh.num_triangles*3;i++)
- loadmodel->surfmesh.data_element3s[i] = loadmodel->surfmesh.data_element3i[i];
- if (loadmodel->surfmesh.data_neighbor3i)
- Mod_BuildTriangleNeighbors(loadmodel->surfmesh.data_neighbor3i, loadmodel->surfmesh.data_element3i, loadmodel->surfmesh.num_triangles);
Mod_Alias_MorphMesh_CompileFrames();
loadmodel->surfmesh.isanimated = Mod_Alias_CalculateBoundingBox();
Mod_FreeSkinFiles(skinfiles);
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(dp_model_t *mod, void *buffer, void *bufferend)
+void Mod_ZYMOTICMODEL_Load(model_t *mod, void *buffer, void *bufferend)
{
zymtype1header_t *pinmodel, *pheader;
unsigned char *pbase;
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->CompileShadowVolume = R_Q1BSP_CompileShadowVolume;
- loadmodel->DrawShadowVolume = R_Q1BSP_DrawShadowVolume;
- loadmodel->DrawLight = R_Q1BSP_DrawLight;
+ loadmodel->Draw = R_Mod_Draw;
+ loadmodel->DrawDepth = R_Mod_DrawDepth;
+ loadmodel->DrawDebug = R_Mod_DrawDebug;
+ loadmodel->DrawPrepass = R_Mod_DrawPrepass;
+ loadmodel->CompileShadowMap = R_Mod_CompileShadowMap;
+ loadmodel->DrawShadowMap = R_Mod_DrawShadowMap;
+ loadmodel->DrawLight = R_Mod_DrawLight;
loadmodel->TraceBox = Mod_MDLMD2MD3_TraceBox;
loadmodel->TraceLine = Mod_MDLMD2MD3_TraceLine;
loadmodel->PointSuperContents = NULL;
}
// model bbox
- // LordHavoc: actually we blow this away later with Mod_Alias_CalculateBoundingBox()
+ // LadyHavoc: actually we blow this away later with Mod_Alias_CalculateBoundingBox()
modelradius = pheader->radius;
for (i = 0;i < 3;i++)
{
meshvertices = pheader->numverts;
meshtriangles = pheader->numtris;
- loadmodel->nummodelsurfaces = loadmodel->num_surfaces;
+ loadmodel->submodelsurfaces_start = 0;
+ loadmodel->submodelsurfaces_end = 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]) + (r_enableshadowvolumes.integer ? meshtriangles * sizeof(int[3]) : 0) + (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]));
+ 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->modelsurfaces_sorted = (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]);
- if (r_enableshadowvolumes.integer)
- {
- loadmodel->surfmesh.data_neighbor3i = (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]);
if (renderlist + count * 3 > renderlistend || (i == pheader->numshaders - 1 && renderlist + count * 3 != renderlistend))
Host_Error("%s corrupt renderlist (wrong size)", loadmodel->name);
- loadmodel->sortedmodelsurfaces[i] = i;
+ loadmodel->modelsurfaces_sorted[i] = i;
surface = loadmodel->data_surfaces + i;
surface->texture = loadmodel->data_textures + i;
surface->num_firsttriangle = meshtriangles;
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.num_triangles, 0, loadmodel->surfmesh.num_vertices, __FILE__, __LINE__);
+ 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);
- if (loadmodel->surfmesh.data_neighbor3i)
- Mod_BuildTriangleNeighbors(loadmodel->surfmesh.data_neighbor3i, loadmodel->surfmesh.data_element3i, loadmodel->surfmesh.num_triangles);
loadmodel->surfmesh.isanimated = Mod_Alias_CalculateBoundingBox();
if(mod_alias_force_animated.string[0])
loadmodel->surfmesh.isanimated = mod_alias_force_animated.integer != 0;
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(dp_model_t *mod, void *buffer, void *bufferend)
+void Mod_DARKPLACESMODEL_Load(model_t *mod, void *buffer, void *bufferend)
{
dpmheader_t *pheader;
dpmframe_t *frames;
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->CompileShadowVolume = R_Q1BSP_CompileShadowVolume;
- loadmodel->DrawShadowVolume = R_Q1BSP_DrawShadowVolume;
- loadmodel->DrawLight = R_Q1BSP_DrawLight;
+ loadmodel->Draw = R_Mod_Draw;
+ loadmodel->DrawDepth = R_Mod_DrawDepth;
+ loadmodel->DrawDebug = R_Mod_DrawDebug;
+ loadmodel->DrawPrepass = R_Mod_DrawPrepass;
+ loadmodel->CompileShadowMap = R_Mod_CompileShadowMap;
+ loadmodel->DrawShadowMap = R_Mod_DrawShadowMap;
+ loadmodel->DrawLight = R_Mod_DrawLight;
loadmodel->TraceBox = Mod_MDLMD2MD3_TraceBox;
loadmodel->TraceLine = Mod_MDLMD2MD3_TraceLine;
loadmodel->PointSuperContents = NULL;
loadmodel->AnimateVertices = Mod_Skeletal_AnimateVertices;
// model bbox
- // LordHavoc: actually we blow this away later with Mod_Alias_CalculateBoundingBox()
+ // LadyHavoc: actually we blow this away later with Mod_Alias_CalculateBoundingBox()
for (i = 0;i < 3;i++)
{
loadmodel->normalmins[i] = pheader->mins[i];
loadmodel->numframes = pheader->num_frames;
loadmodel->num_bones = pheader->num_bones;
loadmodel->num_poses = loadmodel->numframes;
- loadmodel->nummodelsurfaces = loadmodel->num_surfaces = pheader->num_meshs;
+ loadmodel->submodelsurfaces_start = 0;
+ loadmodel->submodelsurfaces_end = 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->num_surfaces * loadmodel->numskins * sizeof(texture_t) + meshtriangles * sizeof(int[3]) + (meshvertices <= 65536 ? meshtriangles * sizeof(unsigned short[3]) : 0) + (r_enableshadowvolumes.integer ? meshtriangles * sizeof(int[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));
+ 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->sortedmodelsurfaces = (int *)data;data += loadmodel->num_surfaces * sizeof(int);
+ loadmodel->modelsurfaces_sorted = (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]);
- if (r_enableshadowvolumes.integer)
- {
- loadmodel->surfmesh.data_neighbor3i = (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]);
for (i = 0;i < loadmodel->num_surfaces;i++, dpmmesh++)
{
const int *inelements;
- int *outelements;
+ int *outelement3i;
+ unsigned short *outelement3s;
const float *intexcoord;
msurface_t *surface;
- loadmodel->sortedmodelsurfaces[i] = i;
+ loadmodel->modelsurfaces_sorted[i] = i;
surface = loadmodel->data_surfaces + i;
surface->texture = loadmodel->data_textures + i;
surface->num_firsttriangle = meshtriangles;
meshtriangles += surface->num_triangles;
inelements = (int *) (pbase + BigLong(dpmmesh->ofs_indices));
- outelements = loadmodel->surfmesh.data_element3i + surface->num_firsttriangle * 3;
+ 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] = surface->num_firstvertex + BigLong(inelements[2]);
- outelements[1] = surface->num_firstvertex + BigLong(inelements[1]);
- outelements[2] = surface->num_firstvertex + 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));
// since dpm models do not have named sections, reuse their shader name as the section name
Mod_BuildAliasSkinsFromSkinFiles(loadmodel->data_textures + i, skinfiles, dpmmesh->shadername, dpmmesh->shadername);
- Mod_ValidateElements(loadmodel->surfmesh.data_element3i + surface->num_firsttriangle * 3, surface->num_triangles, surface->num_firstvertex, surface->num_vertices, __FILE__, __LINE__);
+ 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));
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_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);
- if (loadmodel->surfmesh.data_neighbor3i)
- Mod_BuildTriangleNeighbors(loadmodel->surfmesh.data_neighbor3i, loadmodel->surfmesh.data_element3i, loadmodel->surfmesh.num_triangles);
loadmodel->surfmesh.isanimated = Mod_Alias_CalculateBoundingBox();
if(mod_alias_force_animated.string[0])
loadmodel->surfmesh.isanimated = mod_alias_force_animated.integer != 0;
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;
- }
}
// no idea why PSK/PSA files contain weird quaternions but they do...
#define PSKQUATNEGATIONS
-void Mod_PSKMODEL_Load(dp_model_t *mod, void *buffer, void *bufferend)
+void Mod_PSKMODEL_Load(model_t *mod, void *buffer, void *bufferend)
{
int i, j, index, version, recordsize, numrecords, meshvertices, meshtriangles;
int numpnts, numvtxw, numfaces, nummatts, numbones, numrawweights, numanimbones, numanims, numanimkeys;
loadmodel->modeldatatypestring = "PSK";
loadmodel->type = mod_alias;
- 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->CompileShadowVolume = R_Q1BSP_CompileShadowVolume;
- loadmodel->DrawShadowVolume = R_Q1BSP_DrawShadowVolume;
- loadmodel->DrawLight = R_Q1BSP_DrawLight;
+ loadmodel->Draw = R_Mod_Draw;
+ loadmodel->DrawDepth = R_Mod_DrawDepth;
+ loadmodel->DrawDebug = R_Mod_DrawDebug;
+ loadmodel->DrawPrepass = R_Mod_DrawPrepass;
+ loadmodel->CompileShadowMap = R_Mod_CompileShadowMap;
+ loadmodel->DrawShadowMap = R_Mod_DrawShadowMap;
+ loadmodel->DrawLight = R_Mod_DrawLight;
loadmodel->TraceBox = Mod_MDLMD2MD3_TraceBox;
loadmodel->TraceLine = Mod_MDLMD2MD3_TraceLine;
loadmodel->PointSuperContents = NULL;
loadmodel->numskins = 1;
loadmodel->num_bones = numbones;
loadmodel->num_poses = loadmodel->numframes;
- loadmodel->nummodelsurfaces = loadmodel->num_surfaces = nummatts;
+ loadmodel->submodelsurfaces_start = 0;
+ loadmodel->submodelsurfaces_end = 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]) + (r_enableshadowvolumes.integer ? loadmodel->surfmesh.num_triangles * sizeof(int[3]) : 0) + 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);
+ 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->modelsurfaces_sorted = (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]);
- if (r_enableshadowvolumes.integer)
- {
- loadmodel->surfmesh.data_neighbor3i = (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]);
{
// since psk models do not have named sections, reuse their shader name as the section name
Mod_BuildAliasSkinsFromSkinFiles(loadmodel->data_textures + index, skinfiles, matts[index].name, matts[index].name);
- loadmodel->sortedmodelsurfaces[index] = index;
+ loadmodel->modelsurfaces_sorted[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->surfmesh.num_vertices;
biggestorigin = max(biggestorigin, fabs(k->origin[2]));
}
loadmodel->num_posescale = biggestorigin / 32767.0f;
+ if (loadmodel->num_posescale == 0) // don't divide by zero
+ loadmodel->num_posescale = 1.0;
loadmodel->num_poseinvscale = 1.0f / loadmodel->num_posescale;
// load the poses from the animkeys
biggestorigin = max(biggestorigin, fabs(p->basepose.origin[2]));
}
loadmodel->num_posescale = biggestorigin / 32767.0f;
+ if (loadmodel->num_posescale == 0) // don't divide by zero
+ loadmodel->num_posescale = 1.0;
loadmodel->num_poseinvscale = 1.0f / loadmodel->num_posescale;
// load the basepose as a frame
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.num_triangles, 0, loadmodel->surfmesh.num_vertices, __FILE__, __LINE__);
+ 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);
- if (loadmodel->surfmesh.data_neighbor3i)
- Mod_BuildTriangleNeighbors(loadmodel->surfmesh.data_neighbor3i, loadmodel->surfmesh.data_element3i, loadmodel->surfmesh.num_triangles);
loadmodel->surfmesh.isanimated = Mod_Alias_CalculateBoundingBox();
if(mod_alias_force_animated.string[0])
loadmodel->surfmesh.isanimated = mod_alias_force_animated.integer != 0;
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)
+void Mod_INTERQUAKEMODEL_Load(model_t *mod, void *buffer, void *bufferend)
{
unsigned char *data;
const char *text;
float biggestorigin;
const unsigned int *inelements;
int *outelements;
- const int *inneighbors;
- int *outneighbors;
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;
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)
- // LordHavoc: okay it's definitely not misaligned here, but for consistency...
+ // LadyHavoc: okay it's definitely not misaligned here, but for consistency...
memcpy(&header, pbase, sizeof(iqmheader_t));
if (memcmp(header.id, "INTERQUAKEMODEL", 16))
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->CompileShadowVolume = R_Q1BSP_CompileShadowVolume;
- loadmodel->DrawShadowVolume = R_Q1BSP_DrawShadowVolume;
- loadmodel->DrawLight = R_Q1BSP_DrawLight;
+ loadmodel->Draw = R_Mod_Draw;
+ loadmodel->DrawDepth = R_Mod_DrawDepth;
+ loadmodel->DrawDebug = R_Mod_DrawDebug;
+ loadmodel->DrawPrepass = R_Mod_DrawPrepass;
+ loadmodel->CompileShadowMap = R_Mod_CompileShadowMap;
+ loadmodel->DrawShadowMap = R_Mod_DrawShadowMap;
+ loadmodel->DrawLight = R_Mod_DrawLight;
loadmodel->TraceBox = Mod_MDLMD2MD3_TraceBox;
loadmodel->TraceLine = Mod_MDLMD2MD3_TraceLine;
loadmodel->PointSuperContents = NULL;
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->submodelsurfaces_start = 0;
+ loadmodel->submodelsurfaces_end = loadmodel->num_surfaces = header.num_meshes;
loadmodel->num_textures = loadmodel->num_surfaces * loadmodel->numskins;
loadmodel->num_texturesperskin = loadmodel->num_surfaces;
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) + (r_enableshadowvolumes.integer ? meshtriangles * sizeof(int[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));
+ 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->modelsurfaces_sorted = (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]);
- if (r_enableshadowvolumes.integer)
- {
- loadmodel->surfmesh.data_neighbor3i = (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]);
outelements += 3;
inelements += 3;
}
- Mod_ValidateElements(loadmodel->surfmesh.data_element3i, loadmodel->surfmesh.num_triangles, 0, header.num_vertexes, __FILE__, __LINE__);
-
- if (header.ofs_neighbors && loadmodel->surfmesh.data_neighbor3i)
- {
- // this unaligned memory access is safe (LittleLong reads as bytes)
- inneighbors = (const int *)(pbase + header.ofs_neighbors);
- outneighbors = loadmodel->surfmesh.data_neighbor3i;
- for (i = 0;i < (int)header.num_triangles;i++)
- {
- outneighbors[0] = LittleLong(inneighbors[0]);
- outneighbors[1] = LittleLong(inneighbors[1]);
- outneighbors[2] = LittleLong(inneighbors[2]);
- outneighbors += 3;
- inneighbors += 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)
mesh.first_triangle = LittleLong(meshes[i].first_triangle);
mesh.num_triangles = LittleLong(meshes[i].num_triangles);
- loadmodel->sortedmodelsurfaces[i] = i;
+ loadmodel->modelsurfaces_sorted[i] = i;
surface = loadmodel->data_surfaces + i;
surface->texture = loadmodel->data_textures + i;
surface->num_firsttriangle = mesh.first_triangle;
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];
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_neighbors && loadmodel->surfmesh.data_neighbor3i)
- Mod_BuildTriangleNeighbors(loadmodel->surfmesh.data_neighbor3i, loadmodel->surfmesh.data_element3i, loadmodel->surfmesh.num_triangles);
if (!header.ofs_bounds)
Mod_Alias_CalculateBoundingBox();
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;
- }
+ 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; }
}