if (modelradius < dist)
modelradius = dist;
- VectorScale(temp, 16.0f, temp);
- temp[0] = bound(-32768, temp[0], 32767);
- temp[1] = bound(-32768, temp[1], 32767);
- temp[2] = bound(-32768, temp[2], 32767);
-
j = vertremap[i]; // not onseam
if (j >= 0)
VectorCopy(temp, out[j].origin);
{
int i;
for (i = 0;i < numverts;i++)
- VectorScale(vertices[i].origin, (1.0f / 16.0f), &vertexbuffer[i * 4]);
+ VectorCopy(vertices[i].origin, &vertexbuffer[i * 4]);
Mod_BuildTextureVectorsAndNormals(numverts, numtriangles, vertexbuffer, texcoords, elements, svectorsbuffer, tvectorsbuffer, normalsbuffer);
for (i = 0;i < numverts;i++)
{
- vertices[i].normal[0] = normalsbuffer[i * 4 + 0] * 127.0f;
- vertices[i].normal[1] = normalsbuffer[i * 4 + 1] * 127.0f;
- vertices[i].normal[2] = normalsbuffer[i * 4 + 2] * 127.0f;
- vertices[i].svector[0] = svectorsbuffer[i * 4 + 0] * 127.0f;
- vertices[i].svector[1] = svectorsbuffer[i * 4 + 1] * 127.0f;
- vertices[i].svector[2] = svectorsbuffer[i * 4 + 2] * 127.0f;
+ // LordHavoc: alias models are backwards, apparently
+ vertices[i].normal[0] = normalsbuffer[i * 4 + 0];
+ vertices[i].normal[1] = normalsbuffer[i * 4 + 1];
+ vertices[i].normal[2] = normalsbuffer[i * 4 + 2];
+ vertices[i].svector[0] = svectorsbuffer[i * 4 + 0];
+ vertices[i].svector[1] = svectorsbuffer[i * 4 + 1];
+ vertices[i].svector[2] = svectorsbuffer[i * 4 + 2];
}
}
-static void Mod_MDL_LoadFrames (qbyte* datapointer, int inverts, vec3_t scale, vec3_t translate)
+static void Mod_MDL_LoadFrames (qbyte* datapointer, int inverts, vec3_t scale, vec3_t translate, int *elements, float *texcoords, aliasvertex_t *posedata)
{
- daliasframetype_t *pframetype;
- daliasframe_t *pinframe;
- daliasgroup_t *group;
- daliasinterval_t *intervals;
- int i, f, pose, groupframes;
- float interval;
- animscene_t *scene;
- float *vertexbuffer, *svectorsbuffer, *tvectorsbuffer, *normalsbuffer;
+ int i, f, pose, groupframes;
+ float interval, *vertexbuffer, *svectorsbuffer, *tvectorsbuffer, *normalsbuffer;
+ daliasframetype_t *pframetype;
+ daliasframe_t *pinframe;
+ daliasgroup_t *group;
+ daliasinterval_t *intervals;
+ animscene_t *scene;
pose = 0;
scene = loadmodel->animscenes;
vertexbuffer = Mem_Alloc(tempmempool, loadmodel->numverts * sizeof(float[4]) * 4);
{
pinframe = (daliasframe_t *)datapointer;
datapointer += sizeof(daliasframe_t);
-
- // convert to MD2 frame headers
- strcpy(loadmodel->mdlmd2data_frames[pose].name, pinframe->name);
- VectorCopy(scale, loadmodel->mdlmd2data_frames[pose].scale);
- VectorCopy(translate, loadmodel->mdlmd2data_frames[pose].translate);
-
- Mod_ConvertAliasVerts(inverts, scale, translate, (trivertx_t *)datapointer, loadmodel->mdlmd2data_pose + pose * loadmodel->numverts);
- Mod_BuildAliasVertexTextureVectors(loadmodel->numtris, loadmodel->mdlmd2data_indices, loadmodel->numverts, loadmodel->mdlmd2data_pose + pose * loadmodel->numverts, loadmodel->mdlmd2data_texcoords, vertexbuffer, svectorsbuffer, tvectorsbuffer, normalsbuffer);
+ Mod_ConvertAliasVerts(inverts, scale, translate, (trivertx_t *)datapointer, posedata + pose * loadmodel->numverts);
+ Mod_BuildAliasVertexTextureVectors(loadmodel->numtris, elements, loadmodel->numverts, posedata + pose * loadmodel->numverts, texcoords, vertexbuffer, svectorsbuffer, tvectorsbuffer, normalsbuffer);
datapointer += sizeof(trivertx_t) * inverts;
pose++;
}
return true;
}
+void Mod_BuildMDLMD2MeshInfo(int *elements, float *texcoords, aliasvertex_t *posedata)
+{
+ int i;
+ aliasmesh_t *mesh;
+ aliasskin_t *skin;
+ aliaslayer_t *layer;
+ skinframe_t *skinframe;
+
+ loadmodel->aliasnum_meshes = 1;
+ mesh = loadmodel->aliasdata_meshes = Mem_Alloc(loadmodel->mempool, loadmodel->aliasnum_meshes * sizeof(aliasmesh_t));
+ mesh->num_skins = 0;
+ mesh->num_frames = 0;
+ for (i = 0;i < loadmodel->numframes;i++)
+ mesh->num_frames += loadmodel->animscenes[i].framecount;
+ for (i = 0;i < loadmodel->numskins;i++)
+ mesh->num_skins += loadmodel->skinscenes[i].framecount;
+ mesh->num_triangles = loadmodel->numtris;
+ mesh->num_vertices = loadmodel->numverts;
+ mesh->data_skins = Mem_Alloc(loadmodel->mempool, mesh->num_skins * sizeof(aliasskin_t));
+ mesh->data_elements = elements;
+ mesh->data_neighbors = Mem_Alloc(loadmodel->mempool, loadmodel->numtris * sizeof(int[3]));
+ Mod_ValidateElements(mesh->data_elements, loadmodel->numtris, loadmodel->numverts, __FILE__, __LINE__);
+ Mod_BuildTriangleNeighbors(mesh->data_neighbors, elements, loadmodel->numtris);
+ mesh->data_texcoords = texcoords;
+ mesh->data_vertices = posedata;
+ for (i = 0, skin = mesh->data_skins, skinframe = loadmodel->skinframes;i < mesh->num_skins;i++, skin++, skinframe++)
+ {
+ skin->flags = 0;
+ // fog texture only exists if some pixels are transparent...
+ if (skinframe->fog != NULL)
+ skin->flags |= ALIASSKIN_TRANSPARENT;
+ // fog and gloss layers always exist
+ skin->num_layers = 2;
+ if (skinframe->glow != NULL)
+ skin->num_layers++;
+ if (skinframe->merged != NULL)
+ skin->num_layers += 2;
+ if (skinframe->base != NULL)
+ skin->num_layers += 2;
+ if (skinframe->pants != NULL)
+ skin->num_layers += 2;
+ if (skinframe->shirt != NULL)
+ skin->num_layers += 2;
+ layer = skin->data_layers = Mem_Alloc(loadmodel->mempool, skin->num_layers * sizeof(aliaslayer_t));
+ if (skinframe->glow != NULL)
+ {
+ layer->flags = 0;
+ layer->texture = skinframe->glow;
+ layer++;
+ }
+ if (skinframe->merged != NULL)
+ {
+ layer->flags = ALIASLAYER_NODRAW_IF_COLORMAPPED | ALIASLAYER_DIFFUSE;
+ if (skinframe->glow != NULL)
+ layer->flags |= ALIASLAYER_ADD;
+ layer->texture = skinframe->merged;
+ layer->nmap = skinframe->nmap;
+ layer++;
+ }
+ if (skinframe->base != NULL)
+ {
+ layer->flags = ALIASLAYER_NODRAW_IF_NOTCOLORMAPPED | ALIASLAYER_DIFFUSE;
+ if (skinframe->glow != NULL)
+ layer->flags |= ALIASLAYER_ADD;
+ layer->texture = skinframe->base;
+ layer->nmap = skinframe->nmap;
+ layer++;
+ }
+ if (skinframe->pants != NULL)
+ {
+ layer->flags = ALIASLAYER_NODRAW_IF_NOTCOLORMAPPED | ALIASLAYER_DIFFUSE | ALIASLAYER_COLORMAP_SHIRT;
+ if (skinframe->glow != NULL || skinframe->base != NULL)
+ layer->flags |= ALIASLAYER_ADD;
+ layer->texture = skinframe->pants;
+ layer->nmap = skinframe->nmap;
+ layer++;
+ }
+ if (skinframe->shirt != NULL)
+ {
+ layer->flags = ALIASLAYER_NODRAW_IF_NOTCOLORMAPPED | ALIASLAYER_DIFFUSE | ALIASLAYER_COLORMAP_SHIRT;
+ if (skinframe->glow != NULL || skinframe->base != NULL || skinframe->pants != NULL)
+ layer->flags |= ALIASLAYER_ADD;
+ layer->texture = skinframe->shirt;
+ layer->nmap = skinframe->nmap;
+ layer++;
+ }
+ layer->flags = ALIASLAYER_FOG;
+ layer->texture = skinframe->fog;
+ layer++;
+ layer->flags = ALIASLAYER_DRAW_PER_LIGHT | ALIASLAYER_SPECULAR;
+ layer->texture = skinframe->gloss;
+ layer->nmap = skinframe->nmap;
+ layer++;
+ if (skinframe->merged != NULL)
+ {
+ layer->flags = ALIASLAYER_DRAW_PER_LIGHT | ALIASLAYER_NODRAW_IF_COLORMAPPED | ALIASLAYER_DIFFUSE;
+ layer->texture = skinframe->merged;
+ layer->nmap = skinframe->nmap;
+ layer++;
+ }
+ if (skinframe->base != NULL)
+ {
+ layer->flags = ALIASLAYER_DRAW_PER_LIGHT | ALIASLAYER_NODRAW_IF_NOTCOLORMAPPED | ALIASLAYER_DIFFUSE;
+ layer->texture = skinframe->base;
+ layer->nmap = skinframe->nmap;
+ layer++;
+ }
+ if (skinframe->pants != NULL)
+ {
+ layer->flags = ALIASLAYER_DRAW_PER_LIGHT | ALIASLAYER_NODRAW_IF_NOTCOLORMAPPED | ALIASLAYER_DIFFUSE | ALIASLAYER_COLORMAP_PANTS;
+ layer->texture = skinframe->pants;
+ layer->nmap = skinframe->nmap;
+ layer++;
+ }
+ if (skinframe->shirt != NULL)
+ {
+ layer->flags = ALIASLAYER_DRAW_PER_LIGHT | ALIASLAYER_NODRAW_IF_NOTCOLORMAPPED | ALIASLAYER_DIFFUSE | ALIASLAYER_COLORMAP_SHIRT;
+ layer->texture = skinframe->shirt;
+ layer->nmap = skinframe->nmap;
+ layer++;
+ }
+ }
+}
+
#define BOUNDI(VALUE,MIN,MAX) if (VALUE < MIN || VALUE >= MAX) Host_Error("model %s has an invalid ##VALUE (%d exceeds %d - %d)\n", 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)\n", loadmodel->name, VALUE, MIN, MAX);
extern void R_Model_Alias_Draw(entity_render_t *ent);
extern void R_Model_Alias_DrawLight(entity_render_t *ent, vec3_t relativelightorigin, vec3_t relativeeyeorigin, float lightradius, float *lightcolor);
void Mod_LoadAliasModel (model_t *mod, void *buffer)
{
- int i, j, version, numverts, totalposes, totalskins, skinwidth, skinheight, totalverts, groupframes, groupskins;
- mdl_t *pinmodel;
- stvert_t *pinstverts;
- dtriangle_t *pintriangles;
- daliasskintype_t *pinskintype;
- daliasskingroup_t *pinskingroup;
- daliasskininterval_t *pinskinintervals;
- daliasframetype_t *pinframetype;
- daliasgroup_t *pinframegroup;
- float scales, scalet, scale[3], translate[3], interval;
- qbyte *datapointer, *startframes, *startskins;
- char name[MAX_QPATH];
- skinframe_t tempskinframe;
- animscene_t *tempskinscenes;
- skinframe_t *tempskinframes;
+ int i, j, version, numverts, totalposes, totalskins, skinwidth, skinheight, totalverts, groupframes, groupskins, *elements;
+ float scales, scalet, scale[3], translate[3], interval, *texcoords;
+ mdl_t *pinmodel;
+ stvert_t *pinstverts;
+ dtriangle_t *pintriangles;
+ daliasskintype_t *pinskintype;
+ daliasskingroup_t *pinskingroup;
+ daliasskininterval_t *pinskinintervals;
+ daliasframetype_t *pinframetype;
+ daliasgroup_t *pinframegroup;
+ aliasvertex_t *posedata;
+ qbyte *datapointer, *startframes, *startskins;
+ char name[MAX_QPATH];
+ skinframe_t tempskinframe;
+ animscene_t *tempskinscenes;
+ skinframe_t *tempskinframes;
modelyawradius = 0;
modelradius = 0;
loadmodel->name, version, ALIAS_VERSION);
loadmodel->type = mod_alias;
- loadmodel->aliastype = ALIASTYPE_MDLMD2;
+ loadmodel->aliastype = ALIASTYPE_ALIAS;
loadmodel->DrawSky = NULL;
loadmodel->Draw = R_Model_Alias_Draw;
loadmodel->DrawFakeShadow = R_Model_Alias_DrawFakeShadow;
}
// load triangle data
- loadmodel->mdlmd2data_indices = Mem_Alloc(loadmodel->mempool, sizeof(int[3]) * loadmodel->numtris);
+ elements = Mem_Alloc(loadmodel->mempool, sizeof(int[3]) * loadmodel->numtris);
// count the vertices used
for (i = 0;i < numverts*2;i++)
// remap the triangle references
for (i = 0;i < loadmodel->numtris;i++)
{
- loadmodel->mdlmd2data_indices[i*3+0] = vertremap[temptris[i][0]];
- loadmodel->mdlmd2data_indices[i*3+1] = vertremap[temptris[i][1]];
- loadmodel->mdlmd2data_indices[i*3+2] = vertremap[temptris[i][2]];
+ elements[i*3+0] = vertremap[temptris[i][0]];
+ elements[i*3+1] = vertremap[temptris[i][1]];
+ elements[i*3+2] = vertremap[temptris[i][2]];
}
// store the texture coordinates
- loadmodel->mdlmd2data_texcoords = Mem_Alloc(loadmodel->mempool, sizeof(float[4]) * totalverts);
+ texcoords = Mem_Alloc(loadmodel->mempool, sizeof(float[4]) * totalverts);
for (i = 0;i < totalverts;i++)
{
- loadmodel->mdlmd2data_texcoords[i*4+0] = vertst[i][0];
- loadmodel->mdlmd2data_texcoords[i*4+1] = vertst[i][1];
+ texcoords[i*4+0] = vertst[i][0];
+ texcoords[i*4+1] = vertst[i][1];
}
// load the frames
loadmodel->animscenes = Mem_Alloc(loadmodel->mempool, sizeof(animscene_t) * loadmodel->numframes);
- loadmodel->mdlmd2data_frames = Mem_Alloc(loadmodel->mempool, sizeof(md2frame_t) * totalposes);
- loadmodel->mdlmd2data_pose = Mem_Alloc(loadmodel->mempool, sizeof(aliasvertex_t) * totalposes * totalverts);
+ posedata = Mem_Alloc(loadmodel->mempool, sizeof(aliasvertex_t) * totalposes * totalverts);
// LordHavoc: doing proper bbox for model
aliasbboxmin[0] = aliasbboxmin[1] = aliasbboxmin[2] = 1000000000;
aliasbboxmax[0] = aliasbboxmax[1] = aliasbboxmax[2] = -1000000000;
- Mod_MDL_LoadFrames (startframes, numverts, scale, translate);
+ Mod_MDL_LoadFrames (startframes, numverts, scale, translate, elements, texcoords, posedata);
modelyawradius = sqrt(modelyawradius);
modelradius = sqrt(modelradius);
loadmodel->radius = modelradius;
loadmodel->radius2 = modelradius * modelradius;
- loadmodel->mdlmd2data_triangleneighbors = Mem_Alloc(loadmodel->mempool, loadmodel->numtris * sizeof(int[3]));
- Mod_ValidateElements(loadmodel->mdlmd2data_indices, loadmodel->numtris, loadmodel->numverts, __FILE__, __LINE__);
- Mod_BuildTriangleNeighbors(loadmodel->mdlmd2data_triangleneighbors, loadmodel->mdlmd2data_indices, loadmodel->numtris);
+ Mod_BuildMDLMD2MeshInfo(elements, texcoords, posedata);
}
static void Mod_MD2_ConvertVerts (vec3_t scale, vec3_t translate, trivertx_t *v, aliasvertex_t *out, int *vertremap)
dist += temp[2]*temp[2];
if (modelradius < dist)
modelradius = dist;
- VectorScale(temp, 16.0f, temp);
- temp[0] = bound(-32768, temp[0], 32767);
- temp[1] = bound(-32768, temp[1], 32767);
- temp[2] = bound(-32768, temp[2], 32767);
VectorCopy(temp, out[i].origin);
}
}
void Mod_LoadQ2AliasModel (model_t *mod, void *buffer)
{
- int *vertremap;
+ int i, j, k, hashindex, num, numxyz, numst, xyz, st, skinwidth, skinheight, *vertremap, version, end, *elements;
+ float *stverts, s, t, scale[3], translate[3], *vertexbuffer, *svectorsbuffer, *tvectorsbuffer, *normalsbuffer, *texcoords;
+ aliasvertex_t *posedata;
md2_t *pinmodel;
- qbyte *base;
- int version, end;
- int i, j, k, hashindex, num, numxyz, numst, xyz, st;
- float *stverts, s, t;
+ qbyte *base, *datapointer;
+ md2frame_t *pinframe;
+ char *inskin;
+ md2triangle_t *intri;
+ unsigned short *inst;
struct md2verthash_s
{
struct md2verthash_s *next;
float st[2];
}
*hash, **md2verthash, *md2verthashdata;
- qbyte *datapointer;
- md2frame_t *pinframe;
- char *inskin;
- md2triangle_t *intri;
- unsigned short *inst;
- int skinwidth, skinheight;
- float *vertexbuffer, *svectorsbuffer, *tvectorsbuffer, *normalsbuffer;
pinmodel = buffer;
base = buffer;
loadmodel->name, version, MD2ALIAS_VERSION);
loadmodel->type = mod_alias;
- loadmodel->aliastype = ALIASTYPE_MDLMD2;
+ loadmodel->aliastype = ALIASTYPE_ALIAS;
loadmodel->DrawSky = NULL;
loadmodel->Draw = R_Model_Alias_Draw;
loadmodel->DrawFakeShadow = R_Model_Alias_DrawFakeShadow;
md2verthashdata = Mem_Alloc(tempmempool, loadmodel->numtris * 3 * sizeof(*hash));
// swap the triangle list
num = 0;
- loadmodel->mdlmd2data_indices = Mem_Alloc(loadmodel->mempool, loadmodel->numtris * sizeof(int[3]));
+ elements = Mem_Alloc(loadmodel->mempool, loadmodel->numtris * sizeof(int[3]));
for (i = 0;i < loadmodel->numtris;i++)
{
for (j = 0;j < 3;j++)
hash->next = md2verthash[hashindex];
md2verthash[hashindex] = hash;
}
- loadmodel->mdlmd2data_indices[i*3+j] = (hash - md2verthashdata);
+ elements[i*3+j] = (hash - md2verthashdata);
}
}
loadmodel->numverts = num;
vertremap = Mem_Alloc(loadmodel->mempool, num * sizeof(int));
- loadmodel->mdlmd2data_texcoords = Mem_Alloc(loadmodel->mempool, num * sizeof(float[4]));
+ texcoords = Mem_Alloc(loadmodel->mempool, num * sizeof(float[4]));
for (i = 0;i < num;i++)
{
hash = md2verthashdata + i;
vertremap[i] = hash->xyz;
- loadmodel->mdlmd2data_texcoords[i*4+0] = hash->st[0];
- loadmodel->mdlmd2data_texcoords[i*4+1] = hash->st[1];
+ texcoords[i*4+0] = hash->st[0];
+ texcoords[i*4+1] = hash->st[1];
}
Mem_Free(md2verthash);
datapointer = (base + LittleLong(pinmodel->ofs_frames));
// load the frames
loadmodel->animscenes = Mem_Alloc(loadmodel->mempool, loadmodel->numframes * sizeof(animscene_t));
- loadmodel->mdlmd2data_frames = Mem_Alloc(loadmodel->mempool, loadmodel->numframes * sizeof(md2frame_t));
- loadmodel->mdlmd2data_pose = Mem_Alloc(loadmodel->mempool, loadmodel->numverts * loadmodel->numframes * sizeof(trivertx_t));
+ posedata = Mem_Alloc(loadmodel->mempool, loadmodel->numverts * loadmodel->numframes * sizeof(trivertx_t));
vertexbuffer = Mem_Alloc(tempmempool, loadmodel->numverts * sizeof(float[4]) * 4);
svectorsbuffer = vertexbuffer + loadmodel->numverts * 4;
{
pinframe = (md2frame_t *)datapointer;
datapointer += sizeof(md2frame_t);
- strcpy(loadmodel->mdlmd2data_frames[i].name, pinframe->name);
for (j = 0;j < 3;j++)
{
- loadmodel->mdlmd2data_frames[i].scale[j] = LittleFloat(pinframe->scale[j]);
- loadmodel->mdlmd2data_frames[i].translate[j] = LittleFloat(pinframe->translate[j]);
+ scale[j] = LittleFloat(pinframe->scale[j]);
+ translate[j] = LittleFloat(pinframe->translate[j]);
}
- Mod_MD2_ConvertVerts(loadmodel->mdlmd2data_frames[i].scale, loadmodel->mdlmd2data_frames[i].translate, (void *)datapointer, loadmodel->mdlmd2data_pose + i * loadmodel->numverts, vertremap);
- Mod_BuildAliasVertexTextureVectors(loadmodel->numtris, loadmodel->mdlmd2data_indices, loadmodel->numverts, loadmodel->mdlmd2data_pose + i * loadmodel->numverts, loadmodel->mdlmd2data_texcoords, vertexbuffer, svectorsbuffer, tvectorsbuffer, normalsbuffer);
+ Mod_MD2_ConvertVerts(scale, translate, (void *)datapointer, posedata + i * loadmodel->numverts, vertremap);
+ Mod_BuildAliasVertexTextureVectors(loadmodel->numtris, elements, loadmodel->numverts, posedata + i * loadmodel->numverts, texcoords, vertexbuffer, svectorsbuffer, tvectorsbuffer, normalsbuffer);
datapointer += numxyz * sizeof(trivertx_t);
- strcpy(loadmodel->animscenes[i].name, loadmodel->mdlmd2data_frames[i].name);
+ strcpy(loadmodel->animscenes[i].name, pinframe->name);
loadmodel->animscenes[i].firstframe = i;
loadmodel->animscenes[i].framecount = 1;
loadmodel->animscenes[i].framerate = 10;
loadmodel->radius = modelradius;
loadmodel->radius2 = modelradius * modelradius;
- loadmodel->mdlmd2data_triangleneighbors = Mem_Alloc(loadmodel->mempool, loadmodel->numtris * sizeof(int[3]));
- Mod_ValidateElements(loadmodel->mdlmd2data_indices, loadmodel->numtris, loadmodel->numverts, __FILE__, __LINE__);
- Mod_BuildTriangleNeighbors(loadmodel->mdlmd2data_triangleneighbors, loadmodel->mdlmd2data_indices, loadmodel->numtris);
+ Mod_BuildMDLMD2MeshInfo(elements, texcoords, posedata);
}
extern void R_Model_Zymotic_DrawSky(entity_render_t *ent);